Moving forward to another cave (where the troll came from) the party hears voices.
Approaching the party is a Shadow Elf war band. Their leader is a 4th-level fighter and has a +1 sword.
They attack the party.
Moving forward to another cave (where the troll came from) the party hears voices.
They attack the party.
They say necessity is the mother of invention. Well, I had needs today. I went to the Swords & Wizardry SRD today to grab some stats for a monster, only to discover that the site is now gone!
I am sure it has a lot to do with the new licenses with Swords & Wizardry. While that is cool, it means to link out the stats I want I need to make them myself. No big. I can deal with that.
Troll, Cave
Large Giant (Fey)
Frequency: Very Rare
Number Appearing: 1 (1d2)
Alignment: Chaotic [Chaotic Evil]
Movement: 240' (80') [24"]
Spider Climb: 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 11d8**** (83 hp)
Large: 11d10**** (94 hp)
To Hit AC 0: 7 (+12)
Attacks: 2 claws, 1 bite, rend
Damage: 1d6+4 x2, 1d6+4, 2d6
Special: Rend, regenerate 2 hp/round, haste, spider climb, camouflage
Save: Monster 11
Morale: 8 (10)
Treasure Hoard Class: II (Q)
XP: 4,300 (OSE) 4,400 (LL)
Str: 20 (+4) Dex: 22 (+5) Con: 18 (+3) Int: 8 (-1) Wis: 11 (0) Cha: 6 (-1)
This ugly humanoid appears to be about 8 feet tall. Its leathery skin is blackish-gray, and its eyes are yellow. It has long, upright ears, almost elven in nature. Its arms and legs are long and slender and end in wicked-looking claws.
Cave trolls are cousins of the regular troll and are found in all subterranean realms. They are as deadly, or more so, than their more common brethren. Cave trolls have the same voracious appetite as normal trolls and sustain themselves on whatever they can find in their underground realms. Cave trolls have blackish-gray hides and yellow eyes.
Cave trolls stand 8 feet tall and weigh 600 pounds. They do not walk with the same hunched gait of their larger relatives. They stand upright and move with blinding speed. They speak "Trollspeak," the language of trolls. Cave trolls rarely venture to the surface world, preferring the security and tranquility of the darkness they inhabit. If extremely hungry or if food is scarce, a cave troll ventures to the surface and attacks whatever it finds near its lair.
Cave trolls often use deception when they first encounter prey, especially intelligent prey. Their natural skin coloring camouflage them in a subterranean environment, providing them with a 95% ability to hide in shadows (like a thief) and surprise on a roll of 1-3 on a d6. Their troll heritage often leads to the misconception that they are slow in combat, which they gladly allow their opponents to believe — until the cave troll strikes or moves. Only then is the ruse negated and the true nature of the troll revealed. Cave trolls attack by grabbing and rending an opponent. If a cave troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damage.
A cave troll is affected by permanent haste and spider climb effects. The haste ability can be dispelled, but the spider climb cannot.
Fire and acid deal normal damage to a cave troll. If a cave troll loses a limb or body part, the lost portion grows back in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
SRD links
https://www.5esrd.com/database/creature/troll-cave/
https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/troll/troll-cave-tohc/
Moving on to the next clearing there is a large gray-skinned troll coming towards the party. It was likely alerted by the noise of the owlbears.
This is a Cave Troll, it looks like a slightly shorter but broader troll.
It carries a bag filled with bones and it's treasure (Type Q).
Moving on from the execution site, you stumble on a strange scene. Two large owlbears are rolling around in a depression filled with glowing mushrooms. The owlbears pause, stare at the characters, roar, and run to the characters.
The two owlbears are high on the mushrooms. They are frenzied, hallucinating, and like most things here, hungry. They have a morale of 12, +1 to hit and damage but a -1 penalty to AC.
They have no treasure, but the story of fighting two Owlbears tripping balls is worth more than any treasure.
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This encounter was inspired by this art by Jacob Blackmon.
You can get it on a shirt here.
Moving on from the Lizard's lair there is a large open place. There are places in the open square that appear to have had large fires at some point in the distant past. This was the part of the town where executions were held and centuries ago three witches were burned at the stake.
Approaching the center of the square three howling spectres appear. They have the appearance of elven women with robes and shawls pulled over their thin bodies. On close inspection it can be seen that they are all horribly burned.
The specters are Bánánach. The howl and scream like Banshees (Groaning Spirits) but their wail is not the same as a banshee's.
After their first round of attacking they will summon 1d4+2 Wraiths.
There is no treasure here.
If there is a witch or cleric in the party and they offer apologies in the names of their Patrons/Gods the witches will depart and wraiths will disappear. Off the characters a 50% bonus on XP.
What is this scene below?
That is the sad battle of the characters in the Wasted Lands playtest going up against the minions of the Cult of the King in Yellow.
My oldest is playtesting the Wasted Lands, and the last session resulted in a complete TPK!
In my son's game he has gone to the past of his own world and the players are now playing as the Gods of his 5th Edition game. His campaign has always dealt with the Gods and their interference of the lives of the mortals (the characters) now they get to play those gods way, way back in the past of his world.
They were shocked that their big arch nemesis, The King in Yellow, was around at this time.
Better luck next time guys!
This group of dedicated 5e players are loving the Wasted Lands. They do have experience with a lot of games, but 5e D&D is their favorite. The old-school style of Wasted Lands though is really drawing them into their characters and the play.
Elf Lair Games is looking for a few more sign-ups on their Kickstarter for this. My kids are having a blast with this now and I think most gamers will too.
So check it out!
A little ways off from this depression is a small cave opening. Inside, the party finds another treasure trove.
Inside this room are hundreds of giant lizard eggs. The room is much warmer than the previous areas of this dungeon so the giant lizards come here to lay their eggs.
The eggs can be eaten. Three of them will provide enough nourishment for an adult for one day. If removed from this environment, the eggs will begin to go bad as soon as their temperature drops (about 3 hours). If opened after that the character must save vs. poison or be nauseated for a number of turns equal to 20 minus their Constitution score.
There is a 1 in 6 chance that a Giant Lizard will come to this room to lay eggs. They will attack.
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Note: This room is so warm due to thermal vents.