Showing posts with label basic. Show all posts
Showing posts with label basic. Show all posts

Saturday, February 4, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 4

The hallway turns to the left and continues on.  The first door encountered (Room 4) is on the left-hand side.  Like all the doors, this one is locked.

Schreckengeist

Inside this room is a Schreckengeist.  While old, this ghost is of an adventurer that died after the fall of the Vampire Queen. He became trapped in this room and died.  

AC 3 [17], HD 3 (13hp), Att 1, scream of fear, THAC0 20 [0], MV 60’ (20’), SV D13 W13 P14 B15 S17, ML 10, AL Chaotic, XP 175, NA 1 (1d4), TT see below.

The Schreckengeist will be calmly floating over the skeletal remains of his body. He will seem sad at first, but once the characters enter the room, he will scream.

The Schreckengeist is incorporeal and can not be struck by normal weapons, only silvered ones.  Likewise, it can not attack with physical attacks, although in its rage, it will try to.  Its only attack is a scream of fear.  Characters of 3rd level or below must Save vs. Petrification or flee in terror as per the Fear spell.  Normal Humans and creatures below 1 level/HD get no save; characters above 4th level/HD are immune.

Any characters that fail their save will try to run back the way they came to the stairs to this level.

The Schreckengeist can be turned, but the spirit will reform after the next sunset.  The only way to give it rest is to return it's body (bones) to it's home or to burn them.  If the body is burned award everyone that participates 10 xp. If the bone are taken to be returned home given all that participate 15 xp. There will be a gold medallion around his neck bones that will at least mention the city he is from (the characters should at least be familiar with it). The medallion itself is worth 50 gp.

He has treasure in gems and coins worth 150 gp. There are several empty potion bottles near the body; his desperate attempt at getting some water. The weapons are old but functional.


Friday, February 3, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 3

This room is opposite side of the hall from Room 2.  The door is the same difficulty to unlock.

Room 3
Free Art Assets - Grey Gnome Games - Jason Glover

Like the other room this one has old weapons.  However, these weapons are trapped. 

Removing any weapon from the rack will cause 1d6+2 poison darts to fly out. The poison is now weak; instead now only causes 1d4 hp of damage instead of death.

The trap can be disabled with a successful Find/Remove Traps roll.

Thursday, February 2, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 2

The hallway here is 10' wide and extends forward.  To your right is a locked door.

The door lock is old and difficult. There is -5% to any thief trying to unlock. If they are successful on the first try they can ignore this penalty from here on out.  Failure the first time will require 3 more successes to avoid this.

weapons
Free Art Assets - Grey Gnome Games - Jason Glover

This room used to be an armory for the guards of this level. The lock has kept others out. The weapons are old and rusted. They are still usable but are at a -1 to hit and -1 to damage. Any roll of a 1 on a to hit (critical fumble) the weapon will be rendered unusable. 


Wednesday, February 1, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 2, Room 1

Welcome to Level 2!

In the original citadel, this level was used as their prison and dungeon. After it was abandoned for several years, the Vampire Queen moved in.  She kept it as a prison, but a temporary one, favoring the lower levels for her truly depraved dungeons.

Stairs

There is an eldritch glow that seems to affix to the walls for one second and then move on.  The whole effect is harmless but very eerie.

Doors to rooms on this level are all locked shut and will slam shut behind the players unless they are held or propped open.  Each time a thief can open a door, it is worth 5 xp. If the door is forced open (they all open to the outside), it is worth 1 xp.


Tuesday, January 31, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 31

At the end of this hallway to the left is a flight of stairs that go down, there is a flight of stairs across from these also going down from the hallway with rooms #18 to #24.  These stairs meet at a landing and then turn left (or right if taken from room #24) to another flight of stairs going down to the second level.

On the landing are the statues of two demonic-looking creatures.

Gargoyle
Free Art Assets - Grey Gnome Games - Jason Glover

These statues are not statues, but Gargoyles. These creatures have 2* HD (10, 12 hp) and attack via a claw/claw/bite (1d4/1d4/1d6+1). They can only be hit by magic or magic weapons.  If any characters allowed their weapons to touch the lights in Room 25 and they are still glowing they will count as magical "+0" weapons.

The gargoyles will not follow the characters back up the stairs to level 1; they are only here to prevent them from going down to level 2, or once they are on level 2, prevent them from going up to the landing.

--

The characters have survived Level 1!

Monday, January 30, 2023

Monstrous Mondays: The Future (???) of my Monster Projects

Wow. The OGL drama has been enough to give you whiplash

open dnd

Where are we today? Have to ask because the situation has changed so much and so rapidly. While I have been following this on all sorts of social media outlets, I have to shout out to Robert Conley over at Bat in the Attic for constantly updating his blog with the details and expert commentary.  I like to be able to read what is going on, follow the links, and not have to wade through a ton of videos.

In fact, to get the latest run-down of what is (or at least was as of Saturday, January 28, 2023) going on, I am not going to repost it, I am just going to have you read his breakdown.  Go there. Come back here.

Back? Good! Let's talk Monsters. Or, more to the point, how these new revelations will affect me and my various monster projects for this year.

Here are my three current projects.

  • Monster Mash. This one was released last week and the reactions have been great. It is getting downloaded at a steady rate and I'll have the hardcover version proof in my hands soon.  I have two others all mapped out with a lot of material ready to go for them. I am slowing down the process for now since the OGL 1.0a seems safe for the time being. 

  • Basic Bestiary. This one was the biggest causality of the OGL change back at the start of the year. Now with the OGL 1.0a a little safer I want to get this one back on.  I have spent way too much time on it to let it languish on my hard drive any longer.

  • Monstrous Maleficarum. Ah. I was so looking forward to this one too. While the newly uploaded 5.1 SRD to Creative Commons means I have even MORE freedom to do this one, my motivation for it is not really there anymore. Maybe I'll come back to this one. But for now a lot of my art for this one will be going to the other two projects.

There are also lots of new opportunities with the other licenses coming out.  There is the Paizo-led Open RPG Content License (ORC), there is Kobold Press and Black Flag, and the Creative Commons is now an option, not to mention whatever Troll Lords does with Castles & Crusades, what will happen with Labyrinth Lord 2, and what Bill Barsh does with his BX RPG (just three on my mind this week).

I will freely admit this latest change has reduced my ire against Hasbro/WotC. I will still play D&D5, but I am less enthusiastic about supporting it with my time and intellectual capital. Plus I have seen what happens when people start to support more 3rd party publishers and independent publishers. I'd like to see that continue.

So this week we have more options than we did last week and even more than last month. Let's use those options to make better games.

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 30

Moving down to Room 30, the PCs smell it before they can see it.

Cat Ghouls

This room is currently occupied by a group (2d8) Cat Ghouls

These are cats infected with the ghoul's undead curse. They have 1 HD. They have a claw/claw/bite attack that causes 1d6+1/1d6+1/1d4+1 hp of damage.  They can not cause paralysis as other ghouls. They are turned as Zombies.

They are currently eating a couple of corpses of humans. These victims have a total of 155 gp, 49 sp, and 22 cp. One has a ruby worth 500 gp.

Sunday, January 29, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 29

Heat and light come from this room.

Fire Beetles

Inside are 8 Fire Beetles. These fire beetles are different and the glowing glands on their carapace also cause 1d4 hp of fire damage.  Treat as 2+HD creatures for attacks, hp, and XP.

While they do not collect treasure on their own, there is a pile of 300 GP here from a previous group of adventurers. No one else enters this room and the beetles seem (seemed) content not to leave.

--

Depending on your party size you may want to increase the number of monsters encountered.  I have been sticking close to the recommended amount for a 1st level dungeon.

Saturday, January 28, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 28

This room comes up (on the left) after Room 27.

Kobolds


Much like the portal on the other side of this level, this one has Kobolds pouring out of it. 
To begin with there are 2d6 Kobolds, armed with spears.  They will add to their numbers every other round by 1d4 for the next 6 rounds.  There will be a total of 20 kobolds in all.

They carry spears. Two of the three chieftains (with 4hp each) have Potions of Healing. The other chieftain has a magical sling +1 that he uses in combat.

They carry some copper (300 cp total), some silver (50 sp total), and some gold (32 gp total). 
The chieftains all have a ruby they wear on their helmets (50 gp, 50 gp, and 75 gp).

Like the portal before, this one is one way. Something the kobolds will discover to their dismay once combat goes against them and they try to retreat.

Friday, January 27, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 27

Like all the rooms on this level, the doorway has no door, but this one has had debris stacked on the inside on both sides of the opening.  This creates a small 5' wide hall to enter the room. PCs can only enter in single file. 

Room 27
Free Art Assets - Grey Gnome Games - Jason Glover

Inside the room, 1d6+2 Hobgoblins have made this their base. They are raiding the other rooms in the lower level and coming back here.  They are waiting for the PCs and are armed with 2 crossbows and the rest have small bows.  All have short swords.  The hobgoblins believe this is their home turf now and will fight to defend it. They currently have others investigating Level 3.

Inside their little base, they have collected some loot.

1 bag with 45 gp. 1 bag with 52 sp. 1 barrel of wine/water mix (50/50) still potable. 2 weeks' worth of iron rations. 25' of rope. 20 iron spikes. And a 10' pole. All are valued at 105 GP in total (for XP purposes).

Thursday, January 26, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 26

The odor from this room hits the PCs before they even get near the opening.

Zombies
Free Art Assets - Grey Gnome Games - Jason Glover

Inside this room are 1d8+4 Zombies in this room. They are milling about the room aimlessly, but when the PCs enter, they will attack. Zombies always attack last. All the zombies have swords that look beat up and rusted. One zombie, though, has a sword +1. The only way the PCs can learn if it is magical is because it is not rusted like the others.

There is a fair amount of treasure here. In various bags, there are 100 gp, 35 SP, and 1000 cp. The PCs have no way to discover this, but they were left behind by a group of evil adventurers who killed an adventuring party and left these zombies to guard the loot they could not carry themselves. That evil party went deeper into the dungeons and has not been heard from since.  They even left an extra magical sword to make sure their loot was guarded well. 

The zombies look like they are a couple of weeks old. 

Wednesday, January 25, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 25

Going back to Room #17 the PCs make a left (where they made the right before) and they turn left into a parallel hall to the one before (#18 to #24).

Room 25

This room is empty save for some random glowing lights of unknown source or origin. The radiate magic (a wizard or elf can tell) but they don't actually do anything but float around. They are creepy all the same.

If anyone puts a weapon into one of the lights their weapon will glow for the next hour.  There is no magical effects, but it does look cool. 

Tuesday, January 24, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 24

Down the hall is the last room on the right. The room is the same sort as the rest on this side. 

The commotion in this room can be heard from the outside.

kobolds

A group of Kobolds (2d6) are trying to spear a large boar-like creature (Dire Boar). They do not notice the characters until they enter the room.  Most of the kobolds have 4hp each, and the boar is down to 3 hp.

There is no indication of where the boar or the kobolds came from or how they ended up in this room.

The kobolds have 2sp and 5cp each (on average).

Down the hall is a half-flight of stairs to the right that meets up with a similar set, both going down and then meeting up with another half-flight going down. This is Encounter area #31 and will be dealt with then.

Monday, January 23, 2023

Monstrous Monday: Monster Mash

We have all seen the new proposed OGL. Honestly it looks like publishing under the OGL 1.0a  will soon be over, at least how it has been.  So, what am I do to with three separate monster-related projects?

Simple. I combine what I can and try to get something ready to go.

Here are the efforts of that.

Monster Mash

Monster Mash

Here, there be Monsters!

For years brave adventures have been going into dark dungeons and fighting monsters. Now the monsters are fighting back.

Monster Mash is an Old-School Essentials Classic Fantasy compatible game supplement that allows you to take on the role not of a stalwart hero but as one of the monsters.

This book features 13 horror-based classes.

The Awakened Golem, Cat Folk, Ghosts, Haglings, Hobgoblins, Revenants, Shadow Elves, Shades, Werewolves, Wererats, Vampires, Profane Necromancers, and the Gothic Witch.

New spells for Haglings, Profane Necromancers, Shadow Elves, and Gothic Witches.
New occult powers ritual spells for Gothic Witches.

Fully compatible with Old-School Essentials and other Basic-Era games.
Fully compatible with other witch books from The Other Side.

Requires Old-School Essentials Core Rules.

--

I put in a lot of the art I was going to use for this, Monstrous Maleficarum and the Basic Bestiaries.  I had wanted to get this out for Halloween (naturally) but I had a lot going on.

Now I would LOVE to get a couple more of these out. I have nearly everything I need; I just have to put everything together. 

Will this be my last publication for OSE? I certainly hope not.

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 23

Continuing down to the next room on the right has a strange glow coming from it.


The glow comes from a room full of glowing mushrooms, at least 40 to 50.  

Among the mushrooms are glowing Shriekers

There are 15 of them and they are indistinguishable from the other mushrooms in the room.  Once they start shrieking (see your Basic-era rules), it will become nearly impossible to tell them apart. Each attack on a mushroom only has a 1 in 6 chance of being a shrieker. 


Sunday, January 22, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 22

Down from Room #21 is another room.

Free Art Assets - Grey Gnome Games
Free Art Assets - Grey Gnome Games - Jason Glover

This room is empty save for some bones and an empty barrel, much like Room 14. There are rats, but they are of the normal sort.

Game Masters can add some random bits here if they like. The idea is that those room has not been used in over a century save for various random monsters. 

Saturday, January 21, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 21

Moving down from Room #20 there is another room on the right (all rooms in this hallway are on the right).

Entering the room, there is a huge pile of gold and treasure with the bones of a dragon on top.

Jason Glover - Free Art Assets
Jason Glover - Free Art Assets

When the first character touches the treasure or dragon there is a loud roar (Illusion) and all the lights and torches used go out (darkness spell).  Once the characters get the lights on they will find that the treasure and the character who touched it are gone!

The dragon and the treasure was a programmed illusion. The character who touched it has been hit with a Sleep spell and then turned invisible. If the character makes the Sleep save then the invisibility will not go into effect.

Otherwise, there is no treasure in this room.

Friday, January 20, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 20

Moving on down from the glowing portal in Room #19 there is another door to the right of the party.

Jason Glover - Free Art Assets
 Jason Glover - Free Art Assets

This room is empty save for the bodies of what are believed to be other adventurers. Their weapons are gone but a care search will find a Potion of Heroism and a Potion of Healing (1d6+1). (Finding these is worth 50 xp to the party).

Likewise, their valuables such as coins are gone.


Thursday, January 19, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 19

Making another right, we come up on encounter area #19. To your immediate left is an opening to a small room.

Room 19

In Room 19 there is a glowing portal. From the portal 1d4+2 Goblins are coming through.  These goblins look similar to the previous ones.

The portal opens from a nighttime world with several moons in the sky. Other goblins can be seen in the distance. The portal is one-way, Goblins can come into this world, but they cannot go back. 

Let the characters explore the portal as much as they like, but there is no way to go through it.

Wednesday, January 18, 2023

#Dungeon23 Tomb of the Vampire Queen, Level 1, Room 18

Turning right (for now) the PCs enter encounter area #18. The hallway is the same stone as before, but it is somehow darker. The hall is 20 feet wide and extends some 60 feet into deepening darkness. 

Standing in the hall, seemingly waiting for the PCs is a small group of goblins.

Gobbies!

The goblins are not waiting, but they are not surprised either. They have come up from the lower rooms to investigate the noise. There 1d4+4 goblins here. They are all 1-1 HD (4 hp each, or 1d6). They have shortswords, short bows, and wear leather armor.

If combat goes against them after the first round, one will flee down the hall to bring back reinforcements that arrive in 2d4 turns.