The party rests the night @ the Forgotten Worm, then wakes early for adventure. They head next door to Oogy's Curiosity Shop, where they buy some supplies, as well as quiz Oogy about the scholar who apparently lives here in Moor's End. Oogy proves to be a wealth of info & directs them to where they can find the scholar's "library". The scholar's name is Karvu Naudra, & Oogy says no one has seen him for a few months. Grego Flunk, curate of the Great Church, seems pleased w/ this information & along w/ the party, forges forward.
It is around 8:30 AM when they see the stone structure back from the road, mostly hidden by surrounding alder trees. The entrance is like the opening of a cave, & looks to go back for some distance; after some speculation, the party enters, moving down the corridor, noticing the suddenly polished marble floor & stone walls paneled w/ dark, exotic wood. Though Gileegan, hobbit thief, does notice what looks to be a uniform crack in the marble floor, he isnt able to determine exactly what it is, & as half the party has successfully passed it w/ no problem, they move on into a small semi-circular room w/ two iron-bound wooden doors carved w/ scenes from both fiction & history, battles, scientific achievements, magicians, etc. The doors open easily & the party funnels into a room of similar make. There is a bowl on a stone pedestal, & as the party nears it, some passing, a reddish-black liquid swirls inside & a magic mouth appears, saying, "Present what you wish to borrow, & place your hand within to pay for privilege." The party discusses what this may mean, & then pushes through the next set of double doors after noticing, but not being able to read, a magical script above them.
As the party enters the next chamber, they see it is a large, circular, high-ceilinged room padded w/ 20' high bookcases, books & scroll cases about the walls. Then suddenly, their lantern goes out. Also, though they are all speaking, they dont realize they cannot hear one another until one of them, speaking of "relighting" the lantern, on the speaking of "light", small orbs up near the ceiling of the chamber become dimly lit, then growing in luminescence until the room is fairly bright. The party goes about inspecting the shelves of books.
After just a cursory glance, Grego is convinced the book he is looking for is not in the room. The others, however, all seem to find something to be interested in, if just for a little while. Take for instance Jin, who peruses the section of Puppetry, & finds a book titled, Master of the Puppets: Making Men Your Puppets. Jin starts to shove the book into his bag, but next thing he knows is struck by something w/ extreme force, crashing into him from above. He drops the book, after taking 1 damage. Guerrand on the other side of the room finds interest in a volume titled How to Change a White Widow into Black, and appears, like other books in the section, concerned w/ the Cult of the Black Widow. Though he wishes to consult the book further, he leaves it here for now. Jin, on the other hand, decides that to "check the book out" he will need to go into the room w/ the bowl. Therefore, he goes next door, puts his hand in the bowl, & holds up Master of the Puppets. Next thing he knows, he feels drained of another HP, as well as 1 INT point. He seems a bit overwhelmed by the experience, & not so pleased w/ this library so far, sounding off comments like, "I go to libraries to gain knowledge, not lose it." His rant becomes silent again when he walks into the main reading chamber. It is @ that moment that Renfro, who was first studying the section on Planar Exploration, has crossed the room, now looking @ the books on Flowers, when he notices a book that seems out of place, titled, Seven Gateways to Inner Knowledge. He tries to remove the book, but it seems attached to something, & when replacing it, something snaps & a section of the bookcase swings open to reveal a hallway behind.
The party moves into the hallway & sees that it is a curving passage that follows the circular wall of the reading room. Noticing various doors on the eastside, they travel all the way down the passage until it ends & a door is on what is now the west wall. Hearing nothing, they bust into what appears to be a laboratory of sorts, several long tables covered w/ beakers, alembics & other alchemical equipment. They also notice several large cracks in the west wall, in the stone, which allow cool air to faintly filter through. As the party "lights" the room, & inspects closer, they notice a number of large, glass jars upon a table of the north wall containing various specimens suspended in liquid. On a nearby table are a number of thick opened books. Both books are thick bestiaries & are turned to pages detailing "Brain Moles" --- after seeing this, it seems clear that two of the jars contain Brain Moles, & after messing w/ the jars, it appears that one is alive, though the other dead. Next to the books lies a crumbling treatise about the "training & experimental use of Brainworms to aid exploration." Clearly, the other jar contains six Brainworms. The party decides to open the jar of Brainworms, & they hold one up next to Link, who is a bit frightful when the worm jumps to his ear, slides inside & disappears, his face wrenching as if hit by terrible blow, then shaking his head & standing straight up as if forgetting the incident.
After this hasty action, focus turns on the books & treatise upon the tables once more. The party learns from the bestiaries about how Brain Moles bore into psionic & magical energy. Renfro also reads enough of the treatise on Brainworms to notice magical writings about, & surmises that w/ much study, this treatise could teach one to train Brainworms. Next thing they know, Guerrand has moved the jars, picks up a table & slams it into a crack in the west wall. A large chip falls from the wall, however, nothing is seen through the crack as it weaves left & right through the stone, presumably. The party decides to exit the room, & Renfro grabs the treatise. They walk out into the curved corridor & move north to the next door on their left, where they listen, hearing nothing, then push through.
Here they find a sparse living chamber, just a single bed, night-stand dresser, table, chair, & small hearth. First, Gileegan checks out the dresser & realizes the drawer is trapped, though when he tries to unlock or disarm the trap, he is not able. Next thing, the drawer is on its side & gets pounded by Guerrand & Clone. This busts one of the sides to where Gil can see into the side of the drawer, noticing the mechanics of a poison dart trap & disarming it. They then bash it down again to open it. Inside is found a small, green box holding a Monocle. Also, there is a golden locket which contains the faded portrait of a youngish woman, next to a handsized book of handwritten, trashy poems. When Guerrand reads one of the poems aloud, Grego shuts him up quickly, irritated. Gil grabs the book & stashes it away in his belongings.
It is then that Guerrand looks to the bed, "I think there's something under there," he says. He then kneels & looks under the bed. Something strange begins to happen within the room. The sound of rain, & from under the bed, sand, as if blown up from below, begins forming into two Sandmen on each side of the bed. Most everyone finds themselves groping for the floor & wall, falling asleep, except for Guerrand, Link & Gil. Both Guerrand & Link slash into the beings, but watch as their weapons simply move through the sand like a finger, the sand returning... Before long they are both asleep. Gil who fired a missing cross bow shot, bolts out the door & up the corridor a bit. A few mins later, he moves back to the room, looks in, sees that the Sandmen are gone, though everyone is asleep, some snoring, he moves into the room & shuts the door.
It's roughly 30 mins later when Gil is able to roust the others from sleep, & coming to Guerrand remembering a dream of slow motion, not being able to move correctly, finds himself in a slow daze, the party groups up when Guerrand says, "I wanna look under the bed again," and kneeling looks under, when suddenly, the same thing happens, the two Sandmen funnels up into the air, & folks start nodding out, & again Gil is able to get outside into the corridor, this time noticing 3 Brain Moles scurrying his way. He moves back into the room, everyone is asleep, & the Sandmen are gone. He closes the door, waits upon the others to roast. This time Guerrand wakes speaking of a fascinating dream of Utopia, everything was grand, he's ready to go, face the world... At this time 3 Giant Dust Mites come dropping from the cracks in the walls, & are surprised by the party. Gil makes them quick meat. Everyone rallies & they move out into the corridor & continue north, stopping @ the next door, which is directly north...no sounds, they bust in to find a Scriptorium. A small chamber w/ several writing desks, a bunch of boxes, plus a small chest. Also, in the NE corner is a machine of some sort, w/ a keyboard showing common letters. The party opens one of the boxes which is full of parchment. The chest they open has a number of compartments, & all said, contains 5 gp of gold dust & 5 gp of gold leaf. The party circles around the computer & first, Guerrand types a few letters into it, but nothing happens. There is a white, sideways triangle blinking atop a black screen. Gil suggests that Grego type in the name of the book he is looking for. Grego, paranoid, does so, hits enter, & the next line reads, "down the stairs". Grego quickly finds his way to delete what was previously typed, though Gil is able to spy the word Genesis among about three to five other words regarding the title of the book Grego typed in. Grego, now paranoid a bit, groups the party together & preforms a Bless spell, saying he felt they would soon need it.
The party moves back into the corridor & moves to the next door to the SE where they locate a Bookbindery. Though the equipment appears to have been used recently, there is no one there. Among the looms, racks & equipment tables, they spot two huge leatherbound volumes ornamented w/ semi-precious stones & gold leaf, empty of writing. Clone puts them in his bag. Gileegan searches the north wall & locates a hidden panel holding a cache of semi-precious stones & two boxes w/ gold dust & leaf respectively. There is a door on the south wall. The party moves through the south door, where they comes upon some stairs leading downward & ultimately into what seems to be a Storeroom. Many boxes stacked about. The first box looked into contains paper. Gil peering over a few of the boxes, notices a number of Giant Silverfish behind. Signalling to others, he is able to dispense of one easily, & then the others are destroyed in tandem. Among these boxes of book leather & bondery materials, the party is confused.
5:40 PM, Saturday, 16th day of the month of the Hummingbird, Moor's End, Furthermoor
Friday, December 14, 2012
Saturday, December 1, 2012
DISCS OF TRON
DISCS OF TRON
These discs are traditionally found in a collection of three, & when one is gripped, will glow w/ an electrical power. If a character* is Lawful, the glow will be a light blue; Neutral, a light yellow; Chaotic, a deep red. When thrown, the discs act as range weapons; however, after hitting or missing, they will return to the thrower, that is, unless a Lawful disc strikes a Chaotic disc. Also, when not being thrown in a round, a disc can be used as a shield, e.g. one can hold a disc in each hand, both as shields, affecting their AC by -2 at most, throw two & use one as shield (-1 AC), etc.
B/c of their lightness & electricity, a thrower* is able to toss off all three in one attack round @ diff targets if desired, though it takes an add'l round for the discs to return. Each disc does 1-4 electrical damage, doing double damage on robots, machinery, etc.
As mentioned above, if Lawful & Chaotic discs strike one another, an explosion equal to 1d20 damage will occur for those within 10 feet. If one color disc strikes numerous of the other, the explosion has a 50% chance of doubling damage, but only to the alignment most exploded, e.g. a lawful halfling throws a blue disc @ a chaotic fighter w/ two red discs in his hands as shields. The halfling hits w/ his blue disc striking between, & hitting, the two red discs, causing an explosion for 1d20 damage, & since the fighter is chaotic & two red discs were within the explosion vs. one blue, there is also the 50% chance double damage will happen for this unfortunate, chaotic fighter.
*Dwarves, monks, paladins & clerics will get an electrical color response when touching a disc, but get shocked & lose 1 HP when doing so. Therefore, they cannot wield the discs as a weapon, etc.
These discs are traditionally found in a collection of three, & when one is gripped, will glow w/ an electrical power. If a character* is Lawful, the glow will be a light blue; Neutral, a light yellow; Chaotic, a deep red. When thrown, the discs act as range weapons; however, after hitting or missing, they will return to the thrower, that is, unless a Lawful disc strikes a Chaotic disc. Also, when not being thrown in a round, a disc can be used as a shield, e.g. one can hold a disc in each hand, both as shields, affecting their AC by -2 at most, throw two & use one as shield (-1 AC), etc.
B/c of their lightness & electricity, a thrower* is able to toss off all three in one attack round @ diff targets if desired, though it takes an add'l round for the discs to return. Each disc does 1-4 electrical damage, doing double damage on robots, machinery, etc.
As mentioned above, if Lawful & Chaotic discs strike one another, an explosion equal to 1d20 damage will occur for those within 10 feet. If one color disc strikes numerous of the other, the explosion has a 50% chance of doubling damage, but only to the alignment most exploded, e.g. a lawful halfling throws a blue disc @ a chaotic fighter w/ two red discs in his hands as shields. The halfling hits w/ his blue disc striking between, & hitting, the two red discs, causing an explosion for 1d20 damage, & since the fighter is chaotic & two red discs were within the explosion vs. one blue, there is also the 50% chance double damage will happen for this unfortunate, chaotic fighter.
*Dwarves, monks, paladins & clerics will get an electrical color response when touching a disc, but get shocked & lose 1 HP when doing so. Therefore, they cannot wield the discs as a weapon, etc.
Friday, November 30, 2012
ABOMINABLE SNOWMAN
[from The Strategic Review #3, Autumn 1975*]
THE YETI (ABOMINABLE SNOWMAN)
Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral
Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.
One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.
THE YETI (ABOMINABLE SNOWMAN)
Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral
Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.
One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.
Thursday, November 22, 2012
POOKA
AC: 7
HD: 2 + 2
Move: 130' (43')
Attacks: 1 touch/shock
Damage: 1-10
Save as: Fighter: 2
Morale: 6
Treasure: Q + R
Alignment: Chaotic
No. Appearing: 1-2 (2-6)
The Pooka are giant tomatoes that have somehow - through magic &/or evolutionary means - grown sentient to some degree, dug into earth, & made hollows. Having feet, they move quickly & will automatically attack anyone that invades their space. Among humanoids, there are rumors of a man w/ a weapon that could potentially wipe out the Pooka. The weapon is said to be a complex, yet compact pumping system, which strikes out @ the victim & allows the wielder to pump the victim vigorously w/ air, exploding them within 3 rounds (when pump is attached & pumping is uninterrupted, Pooka cannot attack)*. Lastly, whenever Pooka are encountered, there is a 45% chance that a young Green Dragon will arrive in 1d6 turns. Pumping weapon gets +3 to hit against Green Dragons, & like vs. Pookas, when attached, & pumping uninterruptedly, GDs cannot attack.
*When using Pooka, it is suggested the DM place this weapon, &/or the man that wields it, within the setting.
Wednesday, November 21, 2012
BASIC VS. ADVANCED FEASTING
So I think it's safe to say Basic Feasting is concerned w/ what you're eating, whereas Advanced Feasting is concerned w/ what you're drinking.
Menu @ Tavern in Keep on the Borderlands
Menu @ Inn of the Welcome Wench, Village of Hommlet
Both menus, Gary Gygax, circa 1979.
Monday, November 12, 2012
HOLMENTZER MONSTERS: T - Z
T - Thoul, Giant Tick, Troglodyte, Troll
U - Unicorn
V - Vampire
W - Wight, Wolf, Wraith
Y - Yellow Mold
Z - Zombie
Giant Tick is Holmes.
Troglodyte is in H & M. Holmes' entry remains intact, except for how Mentzer, which is via Moldvay, deals w/ the trogs' stench. Holmes says, "[those] nauseated... lose 1 point of strength (not hit points) each round for 1-6 rounds; the effect is cumulative. Loss of strength lasts 10 melee rounds after it has taken final effect". Mentzer says, "Nauseated characters have a -2 penalty on their Hit Rolls while in hand-to-hand combat with the troglodytes". Going w/ Mentzer.
Troll is Holmes.
Unicorn is Holmes.
Wight is in H & M. Holmes' entry has been passed down here, w/ just a few small diffs. First, Mentzer, via Moldvay, adds that one becoming a wight will do so in "1-4 days". Secondly, while Mentzer simply says wights "can only be hit by silvered or magical weapons," Holmes agrees, but gives magic arrows a special bonus against wights, doing "double damage". Also of note is that Holmes mentions "barrow wights (as per Tolkien)".
Wolf is Mentzer, via Moldvay.
Wraith is Holmes.
Yellow Mold is in H & M. Basically same, biggest diff is Holmes' Yellow Mold potentially releases a cloud of spores on "rough contact" & causes nearby PCs to Save vs. Poison "or be killed", while Mentzer's YM, which is via Moldvay, "if it is touched, even by a torch," may send up spores which cause PCs to Save vs. Death Ray, or "choke to death within 6 rounds".
Zombie is in H & M. Interestingly, while Holmes' & Moldvay's Zombies are quicker than Mentzer's (120' vs. 90'), Holmes closes his entry w/, "by nature they are slow, getting only one attack every other melee round". Mentzer does not have this bit about attacking every other round, but instead, along w/ Zombies being slower in general, has them always lose initiative in battle (via Moldvay). Finally, like Skeletons, Holmes' Zombies are neutral & are more the puppets of "some evil magic-user or evil cleric", whereas Mentzer's Zombies are chaotic. Going w/ Holmes.
E - K
L - O
P - S
Friday, November 9, 2012
EVIL OTTO
EVIL OTTO
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
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