Posted by Monkeydono 3/30/2017 11:05 pm | #1 |
To this dot I've brought my new to the game players, which I'll continue elaborate here so as to add to the collective.
Dot of interest:
Hut Top and Amazon dock-fort at dot:
Land entrance to Amazon dock-fort:
Quick march twelve hours up the (currently) dry shoulder of the Fast River (the other is the Fir River; by some the Fast and Fir are known as the North Branch and South Branch), to the left at the foot of the looming mountains atop a prominent hill—The Prison of the Hated Pretender: Credit to Gus L. at Dungeon of Signs
http://dungeonofsigns.blogspot.com/2012/07/prison-of-hated-pretender.html?m=1
As the Fast River becomes less voluminous yet more voluble to the obvious, deep cleave in the ridge line another twelve hours scramble up by rapids and falls, caves and crags (or two full days travel from huts and dock), finally passing through to see beyond and below a dappled rosy mist contouring a matching crystalline trench leaching into warped swamp blight—The Brittlestone Parapets: again, credit to Gus L. (I dug these mini adventures by Gus since both have the right feel for the world).
http://dungeonofsigns.blogspot.com/2013/04/one-page-dungeon-contest-brittlestone.html?m=1
Last edited by Monkeydono (2/13/2019 12:51 am)
Posted by Monkeydono 3/31/2017 12:07 am | #2 |
LOCAL HEX COSMOLOGY; FROM THEN TILL NOW:
Twelve generations* ago:
300 Hellenist Poseidon worshippers survive the trans worlds wake of a god, many more did not, yet finding a rare time and place of relative prosperity founding two settlements.
8 generations ago:
Two small cities shine bright for two cycles, one graces the fields; the other a beacon on the coast.
7 generations ago:
Long did the citidal by the bay pay homage to Poseidon to no apparent avail, nonetheless good fortune seemed to be near the norm rather than fable.
Yet in their fields and capital, the cataphact marshaled, the paladin tarried, soon the warlock, death soldier, witch, oh, my!
But, no. Not enough! The towers grew and grew and more upon the plains.
the Moons!...SATURN!!...UNDERBOREA!!!
<<cue Lich>>
First of the two cities to indulge answering gods with their worship, first to eat the lotus, first to pride, first to succumb.
Hellish rites enacted, pacts made, rifts opened...
6 generations ago:
A ruined haunt remains of the inland Grecian city of spires; the fell towers jagged teeth gnashing the sky in warning travelers rarely mistake nor miss from afar.
On the coast spared from the initial onslaught, the impotent priests of Poseidon take in refugees, feeding,,tending,,,lotus?!...what have you all been doing inland?!? Oh wait, pass the lotus.
5 to 3 generations ago are founded in and inspired by Gus L.'s mini adventures with a bit of my own spinning and knitting:
The reign of the NecroLord brought about the tsunamic end to the bursting port city of the water god worshippers as It realigned to profit from nearby geologic features and otherworldly machinations. Maybe greed, maybe boredom began to set in...apeman tolls paid to make the pass into Vol yet not honored...taking note: a greater patron simio-sympathetic calls in a favor...a feathered serpent captain of Yig along with a masked baby faced knight receives the charge, besting, imprisoning, then defrocking the Lich-Astronomer. Apep had motives...
Apes and men and apemen ape manly savagery...
2 generations ago:
Remnants of regional humans waned to only a huddle by the river, but a palisade upon a gneiss foundation.
1 generation ago:
Amazons build dock-fort.
Now:
The fishermen of Hut Top despise and blame all their current ill fortunes on the arrival of the Amazons two cycles ago.
The Amazons prefer to harvest apemen climbed trees for ship timber, finding great store up the Fir River at agreeably cost to her war canoes and her men. Utilizing a form of Lochaber axe with an enlarged dull hook to collect choice lumber, boats and her men in that preference as the spoils flow down stream past her dock-fort becoming quite the sport for Matriarchy, the entirety of the endeavor scratching a deep chauvinistic itch.
* Each generation equals two cycles or 26 years.
Last edited by Monkeydono (7/08/2020 1:16 am)
Posted by Handy Haversack 3/31/2017 7:34 am | #3 |
Nice! Having kind of survived your running the Brittlestone Parapets, I recommend your players bring at least a dog and possibly a couple of extra levels with them!
Posted by Monkeydono 3/31/2017 2:36 pm | #4 |
Handy Haversack wrote:
Nice! Having kind of survived your running the Brittlestone Parapets, I recommend your players bring at least a dog and possibly a couple of extra levels with them!
The signs were clear, the tools to win were there yet still hidden, I guess don't attack the dungeon until the dungeon attacks you...The nice owlbear mamma did ask very politely to be left alone to fatten her cubs on crystals...
Highlight for the Brittlestone Parapet must've been BigPerm changing that part of the mini dungeon from "come back later with reinforcements" into "never really gonna be worth it" screamfest!
Bonus points to you and Em for readying a trip line...pro!
added two posts together so I could use the next post to detail and key the Hut Top and dock-fort locale
Last edited by Monkeydono (4/07/2017 10:31 pm)
Posted by Monkeydono 4/01/2017 3:35 am | #5 |
Hut Top and Amazon dock-fort at dot:
Hut Top:
Five huts; four large huts and one small, upon a 75' diameter, 200' column of gneiss (only the upper 50' at the waterline, or 35' above the grassland, is exposed).
Most all of the unearthed column bristles with fire hardened sharpened logs, barbed spears and stakes, palisading the crown. These shafts countersunk in angled sockets found covering the top (only the outer edge containing the wooden spikes; those around the huts filled with dirt, some larger sockets growing various vegetables) and 30' down the circumference.
Population: c. 50; 200 maximum capacity before disease sets in at current housing arrangement.
Limits of Goods and Services:
Food and floor space in exchange for guarding
Bandages
Torches
Fishing gear (net, line, harpoon, trident, spear)
Dried fish
People of note:
...
Land entrance to Amazon dock-fort:
Dock-fort:
Two entry towers 40' high and 30' wide with a heavy bronze chain betwixt impeding unwanted docking.
The northern tower houses the chain's windlass; the southern tower serving as the drawbridged and gated land entry.
Three other towers ring the arc of the dock, 20' wide with two being 40' tall and the one central at 50'.
The walls stand 30', three levels open to the inside, the topmost open to the sky with waist to chest high crenellation to the outerside.
The interior of the dock can anchor two Carracks. At the ready are three small war canoes with at least three more stored for emergencies or large raids.
The dock exterior has four sortie points (which war canoe squads can quickly utilize) that can double as temporary dockage for up to four Carrarcks.
Aligned with the New Amazonia, loyal to the Queen in Pandoros.
Population: c. 100 permanent with an additional 75 to 225 docked at any giving time; 425 maximum before disease sets in.
Limits of Goods and Services:
Almost nothing for parties not wholly Amazonian (and loyal to the Queen) except disembarking from her own ships (other ships likely pay a steep docking fee otherwise treated as hostile...) or possible overpriced passage if they happen to be sailing to one of her planned destinations; departing passage twice the cost.
Money changer at 20% exchange rate fee (trading up to electrum)
If any other goods are ever traded then at a 50% favor to the Amazons.
For loyal Amazons most goods and usually common Amazonian arms and armor are available at standard prices, also room and board if bunk space is free (others are sent with one short-straw-drawing man-guard to Hut Top for boarding).
People of note:
...
Last edited by Monkeydono (7/08/2020 12:52 am)
Posted by Chainsaw 4/01/2017 8:06 am | #6 |
This looks like so much fun, Kevin! Please move to Charlotte and run a campaign here.
Posted by Monkeydono 4/01/2017 12:41 pm | #7 |
Chainsaw wrote:
This looks like so much fun, Kevin! Please move to Charlotte and run a campaign here.
Sure thing, Chainsaw! That's in Michigan, right?
I think the the local cosmology is finished, now time to complete the maps then write the keys...it's been good to put down these rattling around ideas.
Posted by Chainsaw 4/01/2017 1:24 pm | #8 |
Monkeydono wrote:
Chainsaw wrote:
This looks like so much fun, Kevin! Please move to Charlotte and run a campaign here.
Sure thing, Chainsaw! That's in Michigan, right?
Yes...
Monkeydono wrote:
I think the the local cosmology is finished, now time to complete the maps then write the keys...it's been good to put down these rattling around ideas.
Looking forward to seeing it. I find that if I don't just write something down to get the ball rolling, even if it's very rough, I end up not doing much. The hardest step is the first one!
Posted by Ghul 4/01/2017 4:59 pm | #9 |
Great stuff. Love how you picked your spot and made it your own, injecting it with your own flavor and uniqueness. Very imaginative stuff. Cheers!
Posted by Monkeydono 4/01/2017 9:23 pm | #10 |
Ghul wrote:
Great stuff. Love how you picked your spot and made it your own, injecting it with your own flavor and uniqueness. Very imaginative stuff. Cheers!
Thanks Ghul! Glad you liked it!!
I hope others enjoy, as well, or at least find it useful to have it handy in case wayward adventures find themselves in that locale.
Posted by Monkeydono 4/03/2017 7:18 pm | #11 |
WARNING: CONTENTS MIGHT SPOIL!
Local Encounters for the immediate area of Hut Top and the dock-fort, up along the shoulder of the Fast River (one day by foot) to include the immediate area of the Prison of the Hated Pretender.
Every hour of travel or six hours of rest roll 4d6: if no "1"s then no encounter; if one 1 = common; two 1s = uncommon; three or more 1s = rare.
COMMON (will not initiate attack)
01-05 Ant, giant 1 "probing"; if attacked, hill may be near, 3d4 do attack in 1d3 rounds
06-15 Ape-man 1d6, 0 or 1 will be alpha "furtive"; if attacked and apecry is made, 5d6?+ may attack in 1d6 turns
16-20 Bat, normal 1d100 "flitting"
21-25 Bear, black 1 "pawing"
26-30 Beetle, stag 1d2 "rutting"
31-35 Boar 1d6 "snorting"
36-40 Crab, giant 1d4 "clattering"
41-45 Deer, 5d6 "bounding"
46-50 Dog, wild 2d8 "sniffing"
51-55 Falcon (Hawk) 1 "vectoring"
56-60 Ferret, giant 1d6 "totoing"
61-65 Frog, giant 2d6 "croking"
66-70 Hyæna, common 2d4 "baying"; mob may be near, if sees party as weak and hyænabay is made, 4d10+2 do attack in 3d6 rounds
71-75 Leech, giant 1d4 "sucking"
76-80 Lion, mountain 1 "coying"
81-85 Rat, normal 2d10 "festering"
86-90 Snake, viper 1 "coiled"
91-95 Weasel, giant 1 "slinking"
96-00 Wolf 2d4 "watching"
UNCOMMON (any "normal" creatures rarely initiate attack)
01-02 Ant, giant 3d6 hill
03-05 Ape, albino (White Ape) 1d2; if attacked and apecry is made, camp may be near, 1d2+6 may attack in 1d3 turns
06-07 Ape, mountain (Ogre) 1; if attacked and ogrebellow is made, mound may be near, 1d4+1 may attack in 1d6 rounds
08-19 Ape-man 6d6, 0 to 6 are alphas and 1 shaman if 20+
--20-- Aurochs 1
21-22 Bat, normal 1d1000 swarm &/or nest
23-24 Bat, giant 1d10
25-26 Bear, black 1d3 den
27-28 Bear, brown 1
29-30 Beetle, giant, fire 1d6
31-32 Centipede, black 3d4 nest
--33-- Cockatrice 1; coop may be near, 1d4 do wander into view in 1d6 rounds
34-36 Crab, giant 4d4
37-38 Crab, monstrous, horseshoe* 1
39-40 Deer, red 2d10
41-42 Deer, giant elk 1d2
43-44 Eel, electric 1d4
45-46 Falcon (Hawk) 1d6
--47-- Ghast 1; nest may be near, 1d3 do attack in 1d6 rounds
48-49 Ghoul 1d6; nest may be near, 1d8+2 do attack in 1d6 rounds
50-51 Harpy 1; nest may be near, 1d4+1 may attack in 2d6 rounds
52-53 Hyæna, common 5d10 mob
--54-- Hyæna, giant (Hyænodon) 2d6; mob may be near, if sees party is weak and giantlaugh is made, 2d6+6 may attack in 3d6 rounds
--55-- Hydra, aqua 1
56-57 Lion, mountain 2d4
58-59 Lizard, giant, tuatara 1
60-61 Owl bear 1; nest may be near and owlroar is made, 1d3+1 may attack in 1d6 rounds
62-63 Rat, normal 5d10 nest
64-69 Skeleton, type one 2d4
70-72 Skeleton, animal, type zero 1
73-74 Skeleton, animal, type one 1
75-76 Snake, asp 1
77-78 Snake, viper 3d10 nest
79-81 Snake, giant, water 1
82-83 Spider, giant, crab 1d4+1
84-85 Spider, giant, trapdoor 1d6
86-87 Spider, giant, wolf 1d6
88-89 Stirge 3d6
90-92 Toad, giant 1d6
93-94 Weasel, giant 1d6 warren
95-96 Wolf 1d12+6 pack
--97-- Wolf, dire 1d6; pack may be near and direhowl is made, 1d3+3 may attack in 2d6 rounds
98-00 Zombie 1d6
RARE (any "normal" creatures rarely initiate attack)
01-03 Ape, albino (White Ape) 1d4+6 camp
04-05 Ape, albino, superior (White Ape) 1
06-08 Ape, carnivorous 2d4 midden
09-10 Ape, mountain (Ogre) 1d6 mound
--11-- Aurochs 4d6
--12-- Banshee 1
13-14 Bat, giant 1d100 swarm &/or nest
15-16 Bear, brown 1d6 den
--17--Bear, cave 1
18-19 Bee, giant 1d6; if attacked, hive may be near, 5d4 do attack in 2d6 rounds
--20-- Beetle, giant, fire 2d6
--21-- Bird-man 3d4
22-23 Centipede, giant, pink 2d4 nest
--24-- Chimæra 1
--25--Cockatrice 1d6 coop
26-27 Crab-man 1d6; + 1 Giant crab mount each
--28-- Crocodile, giant 1
29-30 Deer, giant elk 2d6
31-32 Eagle, giant 1d6
--33-- Elder Thing (Elder One, Old One) 1d8
--34-- Fomorian (Hill giant) 1d4, 0 or 1 is chieftain; if attacked and giantharrumph is made, 2d4 (1 will be chieftain if 1st group lacked one) may attack in 1d6 turns
--35-- Gargoyle 1d4
--36-- Ghast 1d4 nest
--37-- Ghost 1^
38-39 Ghoul 2d8 nest
--40-- Gibbering Mouther 1^; + 33 apemen, 3 alpha, 5th lvl shaman
--41--Gorgon (Medusa) 1; if sees party and hissyfit is made, 1d2 sisters may be near, do attack in 1d3 rounds
--42--Griffin 1d2
--43-- Harpy 1d6
--44-- Hippogriff 1
--45-- Pony 1^; if attacked, 1^ Minotron may be near, does attack in 1d6 rounds
--46-- Hyæna, giant (Hyænodon) 3d10 mob
--47-- Hydra, aqua 1d2
--48-- Lizard, giant, chameleon 1
49-51 Lizard, giant, tuatara 1d6
--52-- Lycanthrope, werewolf, superior 1^[/u]
--53-- Manticore 1d2
--54-- Minotron 1^; [i]1 pony may be near, doesn't attack (pony that is)
--55-- Owl bear 1d4+1 nest
--56-- Pegasus 1
--57-- Pterodactyl 1
--58-- Shambling mound 1
59-62 Skeleton, type one 3d10
63-65 Skeleton, type two 1d6
66-69 Skeleton, animal, type zero 1d6
70-72 Skeleton, animal, type one 1d6
73-74 Skeleton, animal, type two 1
--75-- Sloth, ground (Megatherium) 1; 3d6 stirges may be near, do attack (all "animals") in 1d3 rounds
76-77 Snake, asp 2d4 nest
78-79 Snake, python 1
--80-- Snake, giant, asp 1
--81-- Snake-man 2d6+12^ "scheming"; likely to appear as owl bears
--82-- Spectre, 1
83-84 Spider, giant, Black Widow 1d4
--85-- Spider, giant, phase 1d6
--86-- Tentacular Horror 1
--87-- Thew Wagon , prime** 1^ at max HP; if attacked, 2d6+6 stirges also at max HP, do attack (protecting thew wagon)
88-89 Tick, giant 1d6
--90-- Tiger, sabre-tooth (Smilodon) 1; if attacked and sabreroar is made, den may be near, 1d3 may attack in 1d3 turns
--91-- Tree-man (Treant), willow*** 1; if attacked and willowhisper is made, grove may be near, 1d6+5 do attack in 3d6 turns
--92-- Troll 1d4
--93-- Wight 1d6
--94-- Will-o'-wisp 1^
--95-- Wolf, dire 1d6+6 pack
--96-- Wolverine 1d2
--97-- Wraith 1
--98-- Wyvern 1; if sees party and wyvernscreech is made, hive may be near, 1d4+1 may attack in 2d6 rounds
99-00 Zombie 4d6 hoard
^only one of these encounters exist in this area: if vanquished, replace with Human, adventurers 2d4+2
*Crab, monstrous, horseshoe: no. of attacks 1, damage 3d12, defensive only, always set to receive charge, +2 to hit with set, may retaliate with 'spear charge' if wounded
**Thew wagon, prime: immune to the stirges nesting upon its back, giving flock maximum hit points; might only be one thew wagon prime left from a larger bygone biome or maybe there're still many about...I figure they're a bit like carp in that growth and aging continues apace until impinged violently
***Tree-man (Treant), willow: 8 hit dices only yet 16-24' tall, no. of attacks 4 OR 2 OR 1, damage 1d6/1d6/1d6/1d6 with whip mastery OR grab two M then squeeze for 2d6 a round (feat of str or dex to escape) or throw 20' for 2d6 OR grab one L then squeeze for 2d6 a round (feat of str or dex to escape) or throw 10' for 1d6, +2 to hit with grabs
Last edited by Monkeydono (7/08/2020 12:49 am)
Posted by Monkeydono 4/03/2017 11:25 pm | #12 |
I think I just have to quantify a reasonable percentages column and call it fin!
(Unless anyone sees any flaws, which please let me know and thanks!!!)
Posted by gizmomathboy 4/04/2017 12:08 pm | #13 |
For some reason I think you might make use of this
https://plus.google.com/u/0/+DysonLogos/posts/8jYh662V2i9
Maybe because you have a water side setting.
Posted by mabon5127 4/04/2017 1:29 pm | #14 |
Monkeydono wrote:
I think I just have to quantify a reasonable percentages column and call it fin!
(Unless anyone sees any flaws, which please let me know and thanks!!!)
All this is wondrous! What a creative work!
Coincidentally, this area was a staging area in my campaign for a Kimmeri-Kelt invasion of Swampgate and South.
Posted by Monkeydono 4/04/2017 5:29 pm | #15 |
gizmomathboy wrote:
For some reason I think you might make use of this
https://plus.google.com/u/0/+DysonLogos/posts/8jYh662V2i9
Maybe because you have a water side setting.
Nice, Joe! Thanks for showing the way to deeper down the rabbit hole...
mabon5127 wrote:
All this is wondrous! What a creative work!
Coincidentally, this area was a staging area in my campaign for a Kimmeri-Kelt invasion of Swampgate and South.
Thanks! I'm enjoying process.
Posted by Monkeydono 4/05/2017 12:34 am | #16 |
WARNING: CONTENTS WILL SPOIL!
The Prison of the Hated Pretender: Credit to Gus L. at Dungeon of Signs
http://dungeonofsigns.blogspot.com/2012/07/prison-of-hated-pretender.html?m=1
here I'll post my changes/ideas in the same order as listed in Gus' adventure...
The Hated Pretender and the Lich Guilmonte of the Brittlestone Parapets are the same. Lich-Astronomer mentioned in the Local Hex Cosmology post (LHC), now defrocked to a lowly, madly, sickly 3 HD undead
The Inquisitor in a baby-faced mask, mentioned in LHC
Local gossip #6 Black Jenny & Sons too, The Swampers (aka Maman Toni & Gunnar) of the Brittlestone Parapets/Location E
Standing outside area 1 one might see the "stained glass" in the eyes of Area 5
Area 3 if Phantasms of Vengeance (PoV), use appearance #6
Area 4 if PoV, use appearance #4
Area 5 if PoV then in the eyes are stained glassed windows that jump out and surprise 1-4 in 6, use appearance #5
Area 7 if PoV, use appearance #2
Area 8 if PoV, use appearance #3
Area 9 roll for outside encounters; if a CA 1+ casts identify on the Armillary in ignorance then "the Destiny of One could be Added to the Stars should the device be Aligned", if a CA 2+ casts identify with first some of knowledge on the operations of such a device (there's a sage, treatise, astronomer, navigator, etc. the in the group...) then additionally "and One Final Function" = 'turning off' the prison...which I have an idea for that happening...
Area 10 if PoV, use appearance #1
The Hated Pretender:
No. Encountered: n/a
Alignment: once Lawful Evil, now just madness
Size: M
Movement: 30
Dexterity: 11
Armor Class: 7
Hit Dice: 3 (hp 15)
No. of Attacks: 2 (claw/claw)
Damage: 1d6/1d6
Saving Throw: 13
Morale: 10
Experience Points: 165
Treasure: n/a
Harmed only by silver or magic
Turn as 4 HD undead
Phantasms of Vengeance:
No. Encountered: n/a
Alignment: Lawful
Size: S
Movement: 30 (run, climb, fly)
Dexterity: 14
Armor Class: 4
Hit Dice: 1 (hp 5)
No. of Attacks: 1 (touch)
Damage: 1d3
Saving Throw: 15
Morale: 12
Experience Points: 13
Treasure: n/a
Immune to Lawful turning
Last edited by Monkeydono (5/12/2020 1:29 am)
Posted by Monkeydono 4/05/2017 1:45 am | #17 |
WARNING: CONTENTS MIGHT SPOIL!
Local Encounters for the mountainous pass, from the Prison of the Hated Pretender to the far foothills just beyond the Brittlestone Parapets.
Every hour of travel or six hours of rest roll 4d6: if no "1"s then no encounter; if one 1 = common; two 1s = uncommon; three or more 1s = rare
COMMON (any "normal" creatures rarely initiate attack)
01-11 Ape-man 1d6, 0 or 1 will be alpha; if attacked and apecry is made, 5d6?+ may attack in 1d6 turns
12-13 Archæopteryx
14-17 Bat, normal 1d100
18-21 Bear, black 1
22-25 Bear, brown 1
26-29 Boar 1d6
30-35 Deer, red 5d6
36-41 Deer, reindeer 5d6
42-43 Deer, giant elk 1d2
44-47 Dog, wild 2d8
48-50 Falcon (Hawk) 1
51-53 Ferret, giant 1d6
54-56 Goat, giant, cave (Megamyotragus) 1*
57-59 Hyæna, common 2d4; mob may be near, if sees party as weak and hyænabay is made, 4d10+2 do attack in 3d6 rounds
60-62 Lion, mountain 1
63-65 Owl bear 1; nest may be near and owlroar is made, 1d3+1 may attack in 1d6 rounds
66-69 Rat, normal 2d10
70-74 Skeleton, type one 2d4
75-79 Skeleton, animal, type zero 1
80-83 Skeleton, animal, type one 1
84-86 Snake, viper 1
87-88 Tiger 1
89-91 Weasel, giant 1
92-96 Wight 1
97-00 Wolf 2d4
UNCOMMON (any "normal" creatures rarely initiate attack)
--01-- Ant, giant 1
--02-- Ape, albino (White Ape) 1d2; if attacked and apecry is made, camp may be near, 1d2+6 may attack in 1d3 turns
--03-- Ape, mountain (Ogre) 1; if attacked and ogrebellow is made, mound may be near, 1d4+1 may attack in 1d6 rounds
04-08 Ape-man 6d6, 0 to 6 are alphas and 1 shaman if 20+
--09-- Aurochs 1
10-11 Bat, normal 1d1000 swarm &/or nest
12-13 Bat, giant 1d10
14-15 Bear, black 1d3 den
16-17 Bear, brown 1d6
18-19 Bear, cave 1
--20-- Bee, giant 1d6; if attacked, hive may be near, 5d4 do attack in 2d6 rounds
--21-- Bird-man
--22-- Chimæra 1
--23-- Cockatrice 1; coop may be near, 1d4 do wander into view in 1d6 rounds
24-25 Deer, red 2d100
26-27 Deer, reindeer 2d100
--28-- Deer, giant elk 2d6
--29--Eagle, giant 1d6
--30-- Elder Thing (Elder One, Old One) 1d8
31-32 Falcon (Hawk) 1d6
--33-- Fomorian (Hill giant) 1d4, 0 or 1 is chieftain; if attacked and giantharrumph is made, 2d4 (1 will be chieftain if 1st group lacked one) may attack in 1d6 turns
--34-- Gargoyle 1d4
--35-- Ghast 1; nest may be near, 1d3 do attack in 1d6 rounds
--36-- Ghoul 1d6; nest may be near, 1d8+2 do attack in 1d6 rounds
--37-- Gibbering Mouther 1
38-39 Goat, giant, cave (Megamyotragus) 1d4*
--40-- Gorgon (Medusa) 1; if sees party and hissyfit is made, 1d2 sisters may be near, do attack in 1d3 rounds
--41-- Griffin 1d2
--42-- Harpy 1; nest may be near, 1d4+1 may attack in 2d6 rounds
--43-- Hippogriff 1
44-45 Hyæna, common 5d10 mob
--46-- Hyæna, giant (Hyænodon) 2d6; mob may be near, 2d6+6 may attack in 3d6 rounds
--47-- Lion 1d6
48-49 Lion, mountain 2d4
--50-- Lizard, giant, chameleon 1
--51-- Mammoth, woolly 1; if attacked and mammothklaxon made, herd may be near, 1d6+6 do attack in 1d6 turns
52-54 Owl bear 1d4+1 nest
--55-- Pterodactyl 1
56-57 Rat, normal 5d10 nest
58-59 Rat, giant 3d6 nest
60-62 Skeleton, type one 3d10
63-64 Skeleton, type two 1d6
65-66 Skeleton, animal, type zero 1d6
67-69 Skeleton, animal, type one 1d6
70-71 Skeleton, animal, type two 1
--72-- Snake, viper 3d10 nest
--73-- Spider, giant, crab 1d4+1
--74-- Spider, giant, phase 1d6
--75-- Spider, giant, wolf 1d6
--76-- Spore-man 1d3
77-78 Tentacular Horror 1
--79-- Tick, giant 1d6
--80-- Tiger 1d4
81-82 Tiger, sabre-tooth (Smilodon) 1; if attacked and sabreroar is made, den may be near, 1d3 may attack in 1d3 turns
83-84 Toad, giant 1d6
--85-- Troll 1d4
86-87 Weasel, giant 1d6 warren
88-91 Wight 1d6
--92-- Wolf 1d12+6 pack
--93-- Wolf, dire 1d6; pack may be near and direhowl is made, 1d3+3 may attack in 2d6 rounds
94-95 Wolf, winter 1; pack may be near and frostyhowl is made, 1d3+3 may attack in 2d6 rounds
--96-- Wolverine 1d2
--97-- Wraith 1
--98-- Wyvern 1; if sees party and wyvernscreech is made, hive may be near, 1d4+1 may attack in 2d6 rounds
99-00 Zombie 1d6
RARE (any "normal" creatures rarely initiate attack)
--01-- Ant, giant 3d6 nest
02-03 Ape, albino (White Ape) 1d4+6 camp
04-05 Ape, albino, superior (White Ape) 1
06-07 Ape, carnivorous 2d4 midden
08-09 Ape, mountain (Ogre) 1d6 mound
--10-- Aurochs 4d6
--11-- Bat, giant 1d100 swarm &/or nest
12-13 Bear, brown 1d6 den
14-15 Bear, cave 1d4 ben
--16-- Bee, giant 1d6 hive
17-18 Beetle, giant, bombardier
--19-- Blink Dog
20-21 Centipede, black 3d4 nest
22-23 Centipede, giant, pink 2d4 nest
--24-- Cockatrice 1d6 coop
--25-- Colour out of Space
--26-- Eagle, giant 3d6
--27-- Fomorian (Hill giant) 2d6, 1 is chieftain
28-29 Ghast 1d4 nest
--30-- Ghost 1^
--31-- Ghost, banshee 1
32-33 Ghoul 2d8 nest
--34-- Gibbering Mouther 1^; + 33 apemen, 3 alpha, 5th lvl shaman
35-37 Goat, giant, cave (Myotragus) 4d4*
--38-- Gorgon (Medusa) 1d2
--39-- Great Race (Yithian) 1d4+1
40-41 Griffin 2d6
42-43 Harpy 1d6
--44-- Hippogriff 2d6
--45-- Hyæna, giant (Hyænodon) 3d10 mob
--46-- Lion 6d4
--47-- Lizard, giant, chameleon 2d4
--48-- Lizard, giant, draco 1d4+1
--49-- Lizard, giant, Komodo dragon 1; lair may be near, 1d4 do attack in 1d6 rounds
--50-- Lycanthrope, werewolf, superior 1^
--51-- Mammoth, woolly 1d6+6
--52-- Mammoth, woolly, superior 1
--53-- Man of Leng
--54-- Mi-go 2d6
55-56 Manticore 1d2
--57-- Mummy 1
--58-- Musk ox 2d100
59-60 Night-gaunt 1d6
--61-- Pegasus 1
--62-- Pterodactyl 2d6 nest
63-64 Rust monster 1; junkyard may be near, 1d3 hunger up in 1d6 turns
65-66 Salamander, ice 1d4
--67-- Skeleton, type three 1d4
--68-- Sloth, ground (Megatherium) 1; flop may be near, 2d4 may be lazing about in 3d6 rounds
69-73 Snake-man 2d6+12^ "scheming"; likely to appear as owl bears
--74-- Snow-man, abominable (Yeti) 1d6, 0 or 1 is alpha; if sees women and yetihoot is made, tribe may be near, 6d6, 1 to 3 are alpha, do attack in 1d6 turns
--75-- Spectre, 1
--76-- Spider, giant, trapdoor 1d6
77-82 Stirge 3d6
79-80 Tiger, sabre-tooth (Smilodon) 1d4
--81-- Tiger, sabre-tooth, superior, (Smilodon) 1
82-84 Toad, giant, white 1d6
--85-- Tree-man, willow** 1
--86-- Wolf, dire 1d6+6 pack
87-88 Wolf, winter 2d4 pack
--89-- Wolverine, giant 1d2
90-95Wraith 1d4
--96-- Wyvern 1d6 hive
97-00 Zombie 4d6 hoard
^only one of these encounters exist in this area; if vanquished, replace with Human, adventurers 2d4+2
*Goat, giant, cave (Megamyotragus):
No. Encountered: 1d4 (4d4)
Alignment: Neutral
Size: M
Movement: 50
Dexterity: 15
Armor Class: 7
Hit Dice: 3+1
No. of Attacks: 1 (butt)
Damage: 2d4
Saving Throw: 15
Morale: 7
Experience Points: 90
Treasure: -
+2 to hit with butt
if butted - test of dexterity or 1d4 additional damage and prone;
needs but 10' to affect charge for x2 damage, if hit - extraordinary feat of dexterity or 2d4 additional damage and knocked 10' and prone (if not off the mountainside)
**Tree-man (Treant), willow: 8 hit dices only yet 16-24' tall, no. of attacks 4 OR 2 OR 1, damage 1d6/1d6/1d6/1d6 with whip mastery OR grab two M then squeeze for 2d6 a round (feat of str or dex to escape) or throw 20' for 2d6 OR grab one L then squeeze for 2d6 a round (feat of str or dex to escape) or throw 10' for 1d6, +2 to hit with grabs
Last edited by Monkeydono (12/07/2018 4:31 am)
Posted by Monkeydono 4/05/2017 3:22 am | #18 |
WARNING: CONTENTS WILL SPOIL!
{work in progress}
The Brittlestone Parapets: Credit to Gus L. at Dungeon of Signs
http://dungeonofsigns.blogspot.com/2013/04/one-page-dungeon-contest-brittlestone.html?m=1
here I'll post my changes/ideas in the same order as listed in Gus' adventure...
intro stuff
Unless stated otherwise, all creatures (both locations and randoms) will rarely pursue, for some literally sticking to their spot, especially if something 'edible' is close (soon to be corpse for flesh eaters, larger crystals for magic eaters, etc.).
Trenchline Random Encounters:
1 same
2 roll 1d3: -1- as listed; -2- glass globe containing brown gas (see location A): -3- 2d4 bloodstones (heal 1 HP when touched to blood)
3 roll 1d6 then use these creature write-ups to simulate undead amongst the gore, bones, etc. that litter the area (stuck to ground; none pursue): -1- centipede, pink; -2- leech, giant; -3- 1d12 skulls (see location A); -4- as listed; -5- tentacular horror; -6- tick, giant
4 same but for body "surrounded by blue speckled white poppies" then roll 1d4: -1- as listed; -2- vagabond w/ load stone; -3- tramp w/ pint of rum; -4- slave w/ Ral holy mask
5 MU has sorcerous armor on w/ sleep, jump, and invisibility
6 same
7 use gargoyle for creature
8 roll 1d6 for skeleton's item within crystal: -1- as listed; -2- mother of pearl M shield (100gp); -3- bejeweled helm (300gp); -4- cursed silver long sword; -5- quiver of +1 arrows; -6- two silver tipped spears (75gp each)
Loc. A: Skulls will jack-in-the-box out of crate to attack all w/i park as equally as possible in an uncanny way, unable to pursue any PC that withdraws (yet, one could step back into other skulls); globes are weaponized so that any living biped becomes a wight-type undead yet can kill up to 1d3 other bipeds w/i the next turn, turning them into 'wights' w/i 1round, giving them the same effect for remainder of turn.
{work in progress; waiting for my crew to finish this first...}
Last edited by Monkeydono (4/13/2017 1:28 am)
Posted by Handy Haversack 4/05/2017 2:46 pm | #19 |
A look behind the curtain!
Posted by Monkeydono 4/06/2017 2:18 am | #20 |
Handy Haversack wrote:
A look behind the curtain!
or maybe closer to a tour through a sausage factory...