Friday, February 1, 2013

HOLMENTZER WEAPON DAMAGE & ATTACKS

[important rule bits are the table image & the paragraph below it]

OD&D damage was 1d6, no matter what, until Greyhawk introduced variable weapon damage. Holmes uses the classic 1d6 damage die, but refers players to AD&D if they want something more complex:

He then makes another die roll, with one 6-sided die, to see how many points of damage were done by the hit. (The more complex system used for advanced play allows for varying amounts of damage by different weapons and by various sorts of monsters)... The number of damage points scored by a monster's hit is variable and is given in the monster section. In general, humanoid creatures and first level monsters do one six-sided die's worth of damage per "hit" - whether the hit is a sword blow, a bite, a horn gore, a clawing or whatever. - Holmes, pg. 18 & 19.

Mentzer DMR on the other hand, mentions nothing of damage in regard to player characters, though Mentzer's Player's Manual does introduce a simplified variable weapon damage chart, via Moldvay:

Whenever you hit a monster in your adventures so far, your character's weapon inflicted 1-6 (1d6) points of damage. But if we consider the battle realistically, a dagger should do less damage than a sword (for example). - Mentzer Basic Player's Manual, pg. 60.

In Holmes, variable weapon damage is mentioned as advanced, whereas Mentzer presents variable weapon damage as being more realistic. I side w/ Holmes, having trouble w/ Mentzer's realistic bit, as I don't see why, a dagger, if a solid hit, in a vital place, couldn't do just as much damage as any other weapon. Also, given that it's mainly the Mentzer DM Rulebook I'm concerned w/ re: Holmentzer, I'm gonna follow Holmes' lead for more advanced weapon damage rules & use AD&D 1e Players Handbook, which rocks a modified & expanded version of the table from Greyhawk.
Damage By Weapon Type (disregard weight column) - click me
In addition to the above image, I will be using this bit from Holmes, pg. 20, in regard to number of attacks in a round, etc.:

Light weapons such as a dagger allow two blows per round. The heavy two-handed sword, battle axe, halberd, flail, morning star, and most pole arm can be used only once every other round. The light crossbow takes time to cock and load, so it likewise can be fired only once every other round. The heavy crossbow takes twice as long to load and fire.

Wednesday, January 30, 2013

HOLMENTZER REVISITED

Had a vision, got crafty, & here's the result: the new Holmentzer cover.

I dig the way the left arm of the Elmore dragon fits under the wing of the Sutherland dragon (the leg is off, but I chose to leave it, for now). Also, trying to minimize use of toner, I ended up adjoining two failed attempts, giving off a bit of a doubling, motion effect on Elmore's fighter: the sword, shoulder, shield, leg, boot...
Holmentzer Basic

Though I havent had time to post of many mechanical decisions made while fusing these two editions, I did post thorough examinations of all of the monsters, which can be found HERE.

I plan to post about Wandering Monsters soon.

Friday, January 25, 2013

MOOR'S END - 11 & 12


After Jin's discovery of the body in the pit trap, the party decides to return to the "computer" room to pose more questions. Guerrand decides to take the reigns again, & begins typing in more questions as Grego & Gileegan crowd around. Guerrand begins typing:

> Where is "Dark Genesis of the Great Church's Underside"?
> DOWN THE STAIRS
> How many stairs are in this library?
> TWO
> Where are the stairs in this library?
> IT WILL COST YOU
> What will the stairs cost me?
> YOUR WORD
> My word to do what?
> THE WORDS OF YOUR NAME, DO YOU SEE A DRAWER BELOW?

Gileegan locates the drawer & pulls from it an opened book, as well as a feathertip & ink, they sit the to the side of the computer on the desk; Gil examines the pages the book is open to, a list of names. The last name on the list: Vincent Gozer.

The party talks amongst themselves, then Guerrand goes back to typing:

> What happened to Vincent Gozer?
> I TRIED TO STEAL
> What happens to thieves from the library?
> EVERYONE IS A THIEF
> What will happen if I take "Dark Genesis of the Great Church's Underside" from this library?
> YOU CANNOT REMOVE IT, NOT WITHOUT MAGIC
> How do I remove it with magic?
> THAT IS FOR YOU TO DECIDE
> Can I borrow "Dark Genesis of the Great Church's Underside"?
> THERE IS NO BORROWING IN THE LIBRARY OF KARVU
> Can "Dark Genesis of the Great Church's Underside" be destroyed?
> AS MOST THINGS IN THIS WORLD, IT IS PERHAPS POSSIBLE
> What did Vincent Gozer steal?
> IT WAS A TOME TITLED "THE RAINBOW OF THE ENCHANTED WASTE"
> Was Vincent Gozer killed by spikes?
> YES, THE DEATH OF A SCOUNDREL
> What happens if we return "The Rainbow Flowers of the Enchanted Waste" to the shelves?
> THAT MAY BE A GOOD QUESTION
> When I sign my name, what do I agree to?
> I CANNOT TELL YOU THAT

The party discusses what to do now & Gil is eager to get on w/ the quest & agrees to sign his name to the book, if Grego agrees to pay him 1000 gp when all is said & done. Due to the weight of the task in regard to his allegiance to & mission for the Great Church, Grego agrees that if Gil signs his name to the book, he will obtain the gold from the church in payment, when all is said & done, provided they obtain book, etc. Gil signs his name to the book & returns it to the drawer & closes it. Guerrand begins typing:

> You have your word.
> THE SECOND STAIR IS AT THE END OF THE HALL OPPOSITE WHERE THE OTHER STAIR, LOOK CAREFULLY
> Can I free Vincent Gozer?
> I DO NOT KNOW, BUT BE CAREFUL

The party takes leave of the Scriptorium & computer, heading to the end of the hallway to the SW. Grego, in his excitement over the newfound info, & Gil's agreement to sign the book, becomes a bit giddy, speaking of returning after a successful mission, & lets roll off his tongue his desire to pass back through the way of Duck Hill, a halfling haven to the north, where he is quite fond of the Wrestling Halfling Ladies found there. He speaks of he & Guerrand watching a show on the way to Moor's End, in which the Wrestler Halfling Ladies of Duck Hill covered themselves in Stirge Oil. "Yes, bathed in stirge oil," reminisced Grego, grinning, "quite the sight. Have you ever been to Duck Hill? Many of your kind there." Gil seemed mostly interested in the Stirge Oil, rather than the halfling wrestler ladies. Realizing perhaps he had overstepped some boundary, Grego cut talk of the ladies & red-faced, became serious once more as they neared the end of the corridor & began peering around for anything odd. Sure enough, after just about ten minutes, the party located a secret door within the woodwork, & pushed it back to reveal a small entrance room which led to a staircase down.
Slowly, & carefully, the party descends the stair, to find a fairly well-lit room, a small, private library w/ books from floor to ceiling on north & south walls. There are chairs & tables about, as well as some prominent cracks in the west wall, which allows cool air to sneak in. But most eye-catching, is an 8' horned being, w/ cloven hooves, what the party recognizes as a demon. The demon turns to them, raises one hand which glows for a brief moment w/ fire, then turns back to the book in his other hand, flipping through it. As the party watches, they see that it takes the demon about a minute or so to work through one book, then the demon places it back on the shelf, & reads another, etc. As the demon seems unconcerned w/ the party, they begin scouring the shelves. Within about twenty minutes, the demon still engrossed in reading, & unconcerned w/ the party, they sure enough locate a book titled Dark Genesis of the Great Church's Underside. Grego is ecstatic, & verifies the title & contents before tucking it away w/ his belongings. Grego also becomes interested in the cracks in the wall, but can't make out anything past them, the wall too thick, except for the trickle of air. The party decides to exit the private library & return to the main library, talk turning to returning Rainbow Flowers, freeing Vincent Gozer, or destroying Dark Genesis. As they debate the best option, passing back into the hallway, Jin somehow slams into the secret door as it is closing, & bloodies his nose; they continue on down the hallway wrapping around, when they near the other secret passage back into the library they see two Brain Moles headed their way.

After the Brain Moles seem most interested in circling around Renfro, they are quickly killed by the others. Staying in the hallway, & the discussing how to perhaps destroy Dark Genesis, the party decides not to go back into the main library, but to return to the room w/ the demon, Gileegan now wishing to speak w/ the demon & ask him about Vincent Gozer, & perhaps what his signing the book in the Scriptorium could mean.
Re-entering the private library, the demon once again seems unconcerned w/ the party's presence. Gileegan walks over & tries speaking w/ it. Interrupted, & perhaps replying, the demon turns & screams/grunts some unintelligible garble @ Gil, looking down upon him, then begins devouring another book. Not pleased w/ the result, Guerrand decides to don the Helm of Telepathy & try to communicate w/ the demon. He finds he is unable to communicate outwardly, but while focusing on the demon, an extreme amount of information begins pouring into his brain, as the demon flips through pages, Guerrand is able to withstand the onslaught of info, however, is unable to retain any of the actual information. Next, Gil puts on the Helm, attempts the same, & has the same result. There is discussion of letting the demon read Dark Genesis, but both Grego & Guerrand think that an extremely risky idea. Gil thinks they should try writing something down, a note of their questions, & hand it to the demon for it to read. The party decides to return to the Scriptorium to get some writing tools, etc.

When they get back to the private library, an excited Gil, writes down his questions & hands them to the demon, while again donning the Helm. This time, after unleashing another torrent of scream/grunt/cry, the demon lifts its hands, drops the book, & casts a spell onto Gil, who suddenly finds the Helm popping from his head as he becomes enlarged. The demon does not heed the paper that Gil gives him & just lets it fall as he turns back to reading another large tome. Frustrated, Jin steps up & tries speaking w/ the demon again, then pulls a book from the shelf titled Monkey Trumpets, he then hands it to the demon & dons the fallen Helm, focusing... As the torrent of info begins to flow through his skull he cannot move, but when all is done, he is not able to retain anything about the book... The party leaves the private library once again, debating their next move.

As they head back, about halfway down the main corridor, they find themselves being rushed by what look to be fairly large rabbits, on the run, made of what looks to be dust: Dust Bunnies. A battle ensues, Guerrand & Link soon find themselves hampered w/ fits of serious sneezing, while Clone the Berserker cuts through one of the bunnies w/ his axe, to find that now there are two. The party is able to defeat the Dust Bunnies w/o much more trouble, as piles of dust trickle & bend into the wind, though Guerrand did take 4 damage from two attacks, the worst being a dust bunny bite @ the neck. He & Link stop sneezing & the party begins to regroup.


1:00 AM, Sunday, 17th day of the month of the Hummingbird, Moor's End, Furthermoor

Tuesday, January 8, 2013

MOOR'S END - 10

So confused, the party decided to return to the Scriptorium, where among boxes of parchment, vellum & paper, quill pens, dried up ink-wells, etc. upon desk in back corner sat the "computer". On the way there was a bit of a debate as to whether Grego could give up the name of the book he & Guerrand were looking for. Though Grego held out a while, he finally told the name to Guerrand, which was Dark Genesis of the Great Church's Underside. Over & over, he reiterated to Guerrand why it was crucial they destroy this heretical tome, though Guerrand didnt seem to need much convincing, he understood, & chose to approach the computer w/ further commands & questioning, as the others were also speaking of the possibility of the stairs being under the floor where Gileegan had noticed a crack in the stone floor when they first came in... The computer exchange was like this:

>How do I open the floor in the main hall?
>WHAT IS MAIN HALL?
>How do I open the floor?
>WITH A DOOR
>How do I open the door in the floor?
>DOORS IN THE FLOOR USUALLY OPEN THEMSELVES
>Where is the key for the door in the floor?
>IN YOUR FOOT
>Open the door in the floor.
>DOES NOT COMPUTE
>What is the meaning of life? Is that you, God?
>ONES AND ZEROS
>Who built you?
>VINCENT GOZER, I AM
>How old are you?
>DUE TO PASSING THRU, TIS IMPOSSIBLE TO COMPUTE

The party decided to move back out through the library & back to the Entrance Tunnel where Gil had noticed the crack in the floor. After a bit of close examination & persistence, Gil is able to confirm that what they have here looks to be a panel of stone floor that will drop. It is Jin who gently steps upon it, holding a sturdy rope, able to make it lower & then slide back to reveal a deep pit w/ many spikes. Jin is lowered down as they hold a lantern above to find a decomposing body crunched down into the spikes w/ a book in the cruck. Jin pukes.
Recovering, Jin nimbly looks about the body, noticing the book, plus a backpack, as well as a glint of light below the hood over the dead man's head...Suddenly, 5 Giant Dust Mites appear from below, moving @ Jin. In a miraculous twist of feat, Jin is able to grab the book, hoist up on the rope, across the pit, grab both the pack & the metal item which turns out to be helm of some sort, & then climb the wall a bit as the others pulled him up on the rope.

Once safe, they see the book is titled Rainbow Flowers of the Enchanted Waste & open the backpack to find two potions, an X marks the spot map, 88 gp & 38 sp, as well as the Helm. It is a strange looking helmet that appears to go on the back of one's head. Guerrand puts it on, & looking first @ Grego, then around the room, he is able to hear everyone's thoughts, whomever he is focusing upon...
Map found

8:00 PM, Saturday, 16th day of the month of the Hummingbird, Moor's End, Furthermoor

Friday, December 14, 2012

MOOR'S END - 8 & 9

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

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.

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.