Wednesday 28 May 2014

Monsters Encountered in The Ruinlands

When "Monster" comes up as a result in Ruin Filled Swamp Generator, roll a d4:   

1) Swamp Crawler: Flat, black cephalopod roughly 4 to 6 foot across. They dredge the wetland lakes, pools, ponds and muck for carcasses. They are happy to feast on fresher meat and will use their strong tentacles to beat prey into submission and drag them underwater in reach of their beaks. Due to their dark coloration and contorting forms they prove to be difficult melee foes for land dwelling beings.

Number Encountered: d6.  
Alignment: Chaotic.  
Movement: 160' in water, 60' on land.
HD: 2. 
Armor Class: 18 (2) when underwater and fighting a non aquatic foe, 12 (8) on land or fighting an aquatic foe.  
Attacks and Damage: 2 x Tentacle Whip (d6), if a foe is dragged beneath the water in reach of their beak they can bite for d8.
Special: If a Swamp Crawler attacks with a single tentacle it may attempt to drag a foe beneath the water, said foe must Save Vs, Paralyze to avoid this. Once dragged beneath the water the Swamp Crawler may bite its victim with a +4 To Hit bonus. A non aquatic being will be drowned in GM discretion rounds, said being may attempt to escape the Swamp Crawler's clutches by passing a Strength test by a greater margin than an opposed Swamp Crawler Strength test (The Swamp Crawler has a Strength of 14). Alternatively the victim may attack the Swamp Crawler at a -4 to hit while in it's clutches.  
Save: F2.
Morale: 8.  
XP: 200.

2) Spell Snake: Amphibious, chitinous worm 12 to 14 foot long approximately the girth of a man's torso. Their dark, segmented body swirls with prismatic colors, like oil catching sunlight. Their head are topped with a great beak and several sets of compound eyes. They feed on magical half-life expulsed in ages long gone and held in the peat and bog of the Ruinlands.

Number Encountered: d3.  
Alignment: Chaotic.  
Movement: 160' in water, 140' on land.
HD: 4.  
Armor Class: 20 (0) when underwater and fighting a non aquatic foe, 16 (4) on land.  
Attacks and Damage: Bite (d10) and body slam (d6).  
Special: The Spell Snake sets its mesmerizing eyes on a target and inhales air with a deafening screech. Target must Save Vs. Spells or lose d4 memorized spells/prayers (determined randomly).  
Save: F4.
Morale: 7, after "feeding" on a spell 10.
XP: 300.  

 3) Bear Toad: A misleadingly named toad that's actually closer in size to a large breed of dog. Their croak is particular deep and sonorous, sending unsettling vibrations throughout The Ruinlands. They enjoy leaping high in to the air and flattening other creatures with their bulk. Once a creature is killed Bear Toads will bounce victim's body into a fleshy goop to encourage the growth of their preferred dish, corpse mushrooms.
Number Encountered: d8.  
Alignment: Chaotic.  
Movement: 120' in water, 140' on land.
 HD: 2. Armor Class: 14 (6).  
Attacks and Damage: Jump Attack, does d8+2 damage but Bear Toads will always be the last to attack.
Special: Bear Toads may supercharge their croak to emanate an unsettling, dizzying force. Victims must Save Vs. Breath Weapons or suffer -2 AC and -2 To Hit for d6 rounds.
Save: F2.
Morale: 6.  
XP: 200.

4) Were-Toad / Warty Man: After the movements of the Lake's dawn tide these beings will appear as naked, wart covered men with bulging eyes and lolling tongues. They carry crude wooden spears and bows. They are vaguely intelligent and encountering them may prompt a reaction roll (at a penalty of 6). After the movements of the lake's dusk tide these beings will appear as gangly, up right walking toads. Their semblance of human intelligence fades away in this form. 

Number Encountered: d12+4.
Alignment: Chaotic.
Movement: 120' regardless of terrain.  
HD: 1. Armor Class: 13 (7).  
Attacks and Damage: As a man: d6 from either spear or bow. As a were-toad: d6 from spear or a bow, with the ability to jump attack for d6+2 with a bonus of +2 To Hit.  
Special: As a man: Ability to hide or scale sheer surfaces/climb, 4 in 6 chance. As a were-toad: Ability to hide, 4 in 6 chance. Ability to scale sheer surfaces/climb with impunity.  
Save: F1.
Morale: 6.
XP: 150.

Monday 26 May 2014

Ruin filled Swamp Generator, The Ruinlands.

The Ruinlands is the name for the swamp that rings the land's largest lake. Aeons ago a glittering, white stoned city spread across the lake and filled the lands around it. A living God was said to walk the city's streets and be its king. Now only filthy swamp monks heed rumors of the God, while strong armed, wild hill-men mine the rotting ruins for stone. 

Hexes in the Ruinlands normally take 6 hours to cross. There is a 30% chance of losing the road. If no one in the party has the ability to re-find the road there will be additional travel time as outlined below.

Roll on table 1,2 and 3 to create an area that fills a hex. Tables X,Y,Z are for additional treasure breakdowns and inspiration.

(The Ruinlands Swamp Generator is now on Abulafia, thanks +Patrick Henry Downs.)

Table 1, Basic Area:

0-8) Small ponds, covered by heavy vegetation and tree canopy.
9-17) Large pond, covered by heavy vegetation and tree canopy.
18-26) Small ponds, sparse vegetation, no canopy.
27-33) Large pond, sparse vegetation, no canopy.
34-41) Soggy, muddy ground with bushes and shrubs (+1 hours travel time without road).
42-47) Soggy, muddy ground with large trees and canopy (+1 hours travel time without road).
48-56) Moss covered/hidden large pond (shallow - waist high) (+3 hours travel time without road.
57-64) Moss covered/hidden large pond (deep - shoulder high) (+6 hours travel time without road).
65-72) Reeds, waist high, growing over shallow - ankle high water (+3 hours travel time without road).
73-80) Reeds, head high, growing over shallow - ankle high water (+3 hours travel time without road).
81-92) Hard, ancient and slimy cobble stone (-3 hours travel time).
93-99) Dry land, grass and shrubs.

Table 2, Descriptor: 

Roll a d6, the result will determine if the contents of the area are;

1) Bad/troublesome/dangerous for the party.
2-5) Neutral for the party.
6) Good/helpful/rejuvenating for the party.

0-6) Heavy fog.
7-12) Masses of insects.
13-19) Out of place Gorgzu's Jungle vegetation (a virile and virulent Jungle to the South).
20-26) Unusual plant life.
27-32) Fruits/berries/herbs/flowers.
33-39) Ruins, widely spaced pillars, short - head high.
40-46) Ruins, widely spaced pillars, tall - several men high.
47-53) Ruins, enclosed compound, d4 large hall sized rooms.
54-60) Ruins, platforms raised on pillars, several men high.
61-67) Ruins, large dome.
68-74) Ruins, d4 scattered large hall sized rooms.
75-81) Lichen covered boulders.
82-88) Fungi.
89-92) Turbulent water/ground.
93-95) Toads/frogs/amphibian mating/gathering/activity ground.
96-99) Ruins mining operation (a settlement to the East mines the ruins to sell to a larger city to the North East).

Table 3, Contents: Include an additional random encounter check to see if there is any interaction/conflict between the contents of the area and a possible random encounter entity.

0-20) Nothing
21-26) Alarming murmurs from beneath the ground and to the direction of the Lake.
27-34) Hidden Treasure (Consult your hidden treasure container table of choice), see treasure table below.
35-41) Air or water borne sickness or disease, consult aspect table below for ideas.
42-48) Animals (frogs, birds, snakes, insects), roll for reaction.
49-56) Monk of The Sunken One, will be collecting plant samples or hunting for artifacts in the ruins, roll for reaction (will hide/run away rather than attack).
57-63) Ruin miner, roll for reaction (but will lean towards a positive reaction).
64-69) A party of adventurers, heading South to treasure filled Gorgzu's Jungle, roll for reaction.
70-75) Stone stairs, leading underground (possibly flooded depending on Basic Area roll).
76-80) Moss covered Jungle Dwarfs from the South, spreading jungle vegetation, roll for reaction.
81-85) Abandoned cart or camp,Roll a d6: 1) Bad/troublesome/dangerous for the party. 2-5) Neutral for the party. 6) Good/helpful/rejuvenating for the party. Roll on aspect table below for ideas.
86-90) Treasure, barely hidden if at all, see treasure table below.
91-95) Monster.
96-99) Monster guarding treasure, see treasure table below.

Table X, Overland Treasure: 

0-25) Gold (See Overland Treasure Value Table below).
26-51) Trade goods (See Overland Treasure Value Table below).
72-77) Gems/jewelry (See Overland Treasure Value Table below).
78-99) Magic item.

Table Y, Overland Treasure Value: 

01-35) 75 x 1d10 GP
36-65) 150 x 1d10 GP
66-85) 250 x 1d10 GP
86-00) 1000 x 1d010 GP

Table Z, Aspect Table: 

00-9) Good/holy/light
10-19) Air/ethereal/wind
20-29) Tiny/invisible/intangible
30/39) Value/thought/internal organs and reflection
40-49) Water/equalization/cleansing
50-59) Wild/bestial/nature
60-69) Fire/destruction/limbs and external action
70-79) Monstrous/gargantuan/enormous
80-89) Deep/earth/solid
90-99) Evil/profane/darkness

Below is the hexmap of the region as it exists in my campaign, there are hexes with pre-existing structures/settlements/dungeons.

Monsters from the Region. 

Thursday 15 May 2014

& Magazine Issue 9 Spells and Spell Casters is Out!

I drew the cover image.

 Issue 9 contains;
  • Spontaneous Spell Casting
  • Introduction to the AD&D Spell System
  • The Perils of Psionic Blast
  • Greater Faeries
  • An Alternative Spell Memorization System
Plus some bonus articles:
  • Interview with Ernie Gygax
  • Stat the Harpoonapus!
And the usual columns, plus some new ones.

Go download it here.