[In 2000, I played in my very first Yahoo!Club-based PbP RPG. I think it was called "World's Finest Superheroes." I dropped out after leading the first scenario and it died shortly thereafter. I'm pretty sure the archives are gone, so these earliest posts I wrote for it may be all that remain.]
12/1/00
"You can't make me. I'd rather face a supervillain."
"Oh, come on, Oberon. Step out so we can see how you look in it!"
Oberon reluctantly came out of the dressing room. His gray leisure suit looked well-fitted and comfortable, but Oberon squirmed in it as if he were in chains.
"You look daper," Scott Free said to his old friend. He smiled down at the aging midget as the tailor checked the measurement of Oberon's right sleeve.
"I don't see why we're doing this," Oberon grumbled. His tailor disappeared from the room, just in time to miss Oberon's wrath.
"Yes you do. We need to make a good impression on these company executives, and you need all the help making a good impression you can get. Now that we're business partners in Miracle Inc., we need the quick capital that licensing my image will give us."
"Aw, you just want to play a Mr. Miracle video game."
"That too." Scott slid out of his coat and tossed it casually over his shoulder. "Now come on, let's pay for these and get out of here."
After changing, Scott caught the eye of the lady cashier, who smiled at him. Despite being of an incalcuable age, Scott Free appeared to still be a handsome young man. He reached into his wallet and produced a credit card while Oberon put their bagged outfits on the counter. But Scott paused, and looked more closely at his own card.
"Uh, oh," he spoke.
Oberon spun around. "What is it?"
"Eh...I had told Mother Box to set random traps for my skills don't atrophy. I guess I thought of it too late, because this one almost got me." Scott slowly turned the card and tilted his head so he could look under it. "There's a cellular matrix trigger on here...very complex for it to be thicker than laminate..."
"You'll be the death of me yet."
"I doubt Mother Box would create a charge that powerful, but perhaps you should ask this young lady to show you another suit -- one near the front of the store?"
Oberon, comprehending, urged the perplexed store employee to accompany him. Scott slowly bent down and took off one of his shoes with his one free hand. He popped off the fake heel, and produced a tool from inside...
__________
12/2/00
On Michigan Ave., one day in the Windy City, two men left a men's fashion store with neither notice nor fanfare. This was ironic for two reasons -- they had just survived an ordeal with a miniature bomb, and one of the two men was MISTER MIRACLE!
"That was a close one," Oberon said.
"All too true, ol' pal, but luckily I had a pretty good idea the trigger was activated by thumbprint and detonated by release of pressure. And then I had a kinetic sponge in the sole of my shoe I was able to drop my credit card into. It was just a small charge, anyways, probably wouldn't have taken off more than a hand."
"And that's supposed to make me feel better?"
"Maybe I'd get a hook hand like Aquaman had when I saw him last." Scott Free chuckled. "The downside is that I didn't have enough cash on me for those suits! I'll have to call Barda and see if she spent all her's already..."
Scott produced a cell phone from his jacket pocket, which immediately started to ring. Scott arched his eyebrows and looked down at Oberon. "Well, she must be a mind-reader now!" He turned it on and put it to his ear. "Hi, honey!"
"Ooo, awkward..." came a man's voice.
"Who is this?" Scott asked.
"It's me, Ted."
"Ted Kord? It is tomorrow we're supposed to meet your board of directors, right?" *
"Yeah, but this isn't about that. The big guy wants to start up the league again. He's contacting all of us old reserve members too."
"No kidding? Hmm...are you going?"
There was a pause on the other end of the phone. "I don't know, Scott. After that Extreme Justice
debacle, I've been trying to stay away from teams."
"Okay. Thanks for the call, Ted. If the world isn't in too much danger, I'll see you at your office tomorrow."
"Who was that?" Oberon asked, after Scott turned off the phone and tucked it away.
"Blue Beetle says the JLA might need Barda and me again."
"What about Miracle, Inc.?"
"I don't know. But we've got to find Barda at Watertower Place and talk to her about this."
* (Ted Kord/Blue Beetle appears here only in cameo -- I'm not picking up a new character)
________
12/3/00
Oberon started to hail a cab, but Scott Free stopped him.
"No need for that. I think we'll travel a little faster." With that, Scott reached behind his jacket, and pulled out what appeared to be two plastic, flexible discs. He tossed them on the ground, stepped on one with each foot, and the discs stiffened and glowed. In a moment, Scott Free was hovering in the air on his aero-discs!
"Oh no, not that way!" Oberon protested briefly before being scooped up under Scott's arm. Soon they were flying ten yards over the city streets. A fender bender or two resulted, and many people were late coming back to work from their lunch breaks, as they craned their necks to see this sight.
They were soon joined, as if in an aerial ballet, by Big Barda herself -- dressed for battle in her full armor. Her battle rod hung at her side, and instead she held two bulging shopping bags.
"Hi honey!" Scott called. "Don't tell me you got in a fight at the mall..."
"I received a telepathic notice from the Justice League, Scott. They would like us both to come to the moon for some sort of briefing." She held out one bag and shook it a little. "This one has your uniform in it...the other one has some really nice clothes I got at the department store..."
"You can give me a fashion show later. Here, let's land down there." Following Scott's lead, the three flying friends landed on the roof of a parking garage. "I'll suit up in the elevator," Scott explained, "Oberon, take Barda's things back to the hotel room, and when I'm done changing, Barda and I will use a Boom Tube to get to the moon in style..."
Thursday, October 22, 2009
Tuesday, October 20, 2009
Retroconversion of Root of All Evil to OD&D - pt. 4
THE ATTACK
51 Hachita tribesmen veterans: AC 7; MV 12"; F 1; hp 6 (x25), 5 (x26); leather armor, club, javelin each.
10 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x5), 4 (x5); shield, short bow, quiver of 20 arrows, hand axe each.
THE BELSONA
Belsona (village): AL N; population 180 (100% human)
Authority Figures: Krunk, male human F 3
Important Characters: Halaan, male human M-U 7
Others: 70 1st level fighters, plus an additional 3rd level fighter
Krunk, swordsman: AC 8; MV 12"; F 3; hp 12; AL LN; S 18, I 13, W 9, D 13, C 15, Ch 14; shield, short sword, short bow, quiver of 15 arrows.
City of Belsona
B) Fire god temple
4 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x2), 4 (x2); shield, short bow, quiver of 20 arrows, short sword each.
G) Guardian temple
3) Halaan
Halaan, enchanter: AC 9; MV 12"; M-U 7; hp 15; torn robes.
Spells: None at present.
CONCLUSION
In addition to awarding xp for monetary treasure (1 gp = 1 xp), each PC should be awarded xp for each section of the adventure completed, as follows:
VEODEN'S TOWER = 100 xp
THE GRAVEYARD = 100 xp
THE CRATER = 200 xp
RETURNING TO HAANEX = 100 xp
ENCOUNTERS AT SEA = 400 xp
OVERVIEW OF ZOA = 100 xp
ENTERING ZOA = 200 xp
THE FALLEN CASTLE = 800 xp
THE ATTACK = 100 xp
THE BELSONA = 100 xp
NEW MAGIC ITEM
The Coin of Power
The Coin is a powerful magic item that bestows the following powers:
• The owner gains one level in his or her class.
• On command, the Coin can cast finger of death once per week.
ENCOUNTER TABLES
Zoa city encounter notes:
Roll (d%) Character Race
01-05 Dwarf
06-10 Elf
11-12 Gnome
13-17 Hobbit
18-23 Human, Brandobian
24-26 Human, Dejy
27 Human, Fhokki
28-37 Human, Kalamaran
38-95 Human, Reanaarian
94-99 Human, Svimohzish
00 Sil-Karg (Half-hobgoblin)
Armorer: The armorer (or any craftsman -- armorer, basketweaver, blacksmith, bookbinder, carpenter, cobbler, cooper, jeweler/gemcutter, locksmith, potter, sculptor, shipwright, stonemason, or tailor) has a 50% chance of also being a Fighter, Magic-User, or Cleric of 1st-3rd level, and a 50% chance of just being a 1st level fighter.
Artist: The character is a Fighter, Magic-User, or Cleric of 1st-3rd level who also fancies himself a fine artist. Two artists will be a master with a student or admirer. An apprentice is at least one level lower than his mentor. Admirers are non-classes, peasants or levees by Chainmail rules.
Assassin: The assassin is a 1st-10th level fighter who may be working with 0-2 (d3-1) assistants. Assistants are 1st-3rd level fighters.
Bards: Bards need both adulation and coin, though 25% are adventurers. A single bard is a lone traveler, two bards are a master and an apprentice. The main bard will be a Fighter or Cleric of 1st-4th level; an apprentice would be a 1st level fighter or cleric.
Beggar: A beggar is a peasant or levee, though there is a 20% chance the beggar is actually a 1st-2nd level fighter in disguise.
City guard: Most guards are 1st-2nd level fighters. For every 8 soldiers, there will be one 3rd-level fighter. Use the guard subtable for race.
Roll (d%) Guard's Race
01-27 Human infantry
28-66 Dwarf soldiers
67-00 Gnome archers
City official: The official is a 1st level fighter, magic-user, or cleric. Officials travel with 0-3 guards or assistants. The assistants are 1st level fighters, and the guards are 1st-2nd level fighters.
51 Hachita tribesmen veterans: AC 7; MV 12"; F 1; hp 6 (x25), 5 (x26); leather armor, club, javelin each.
10 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x5), 4 (x5); shield, short bow, quiver of 20 arrows, hand axe each.
THE BELSONA
Belsona (village): AL N; population 180 (100% human)
Authority Figures: Krunk, male human F 3
Important Characters: Halaan, male human M-U 7
Others: 70 1st level fighters, plus an additional 3rd level fighter
Krunk, swordsman: AC 8; MV 12"; F 3; hp 12; AL LN; S 18, I 13, W 9, D 13, C 15, Ch 14; shield, short sword, short bow, quiver of 15 arrows.
City of Belsona
B) Fire god temple
4 Belsona tribesmen veterans: AC 8; MV 12"; F 1; hp 5 (x2), 4 (x2); shield, short bow, quiver of 20 arrows, short sword each.
G) Guardian temple
3) Halaan
Halaan, enchanter: AC 9; MV 12"; M-U 7; hp 15; torn robes.
Spells: None at present.
CONCLUSION
In addition to awarding xp for monetary treasure (1 gp = 1 xp), each PC should be awarded xp for each section of the adventure completed, as follows:
VEODEN'S TOWER = 100 xp
THE GRAVEYARD = 100 xp
THE CRATER = 200 xp
RETURNING TO HAANEX = 100 xp
ENCOUNTERS AT SEA = 400 xp
OVERVIEW OF ZOA = 100 xp
ENTERING ZOA = 200 xp
THE FALLEN CASTLE = 800 xp
THE ATTACK = 100 xp
THE BELSONA = 100 xp
NEW MAGIC ITEM
The Coin of Power
The Coin is a powerful magic item that bestows the following powers:
• The owner gains one level in his or her class.
• On command, the Coin can cast finger of death once per week.
ENCOUNTER TABLES
Zoa city encounter notes:
Roll (d%) Character Race
01-05 Dwarf
06-10 Elf
11-12 Gnome
13-17 Hobbit
18-23 Human, Brandobian
24-26 Human, Dejy
27 Human, Fhokki
28-37 Human, Kalamaran
38-95 Human, Reanaarian
94-99 Human, Svimohzish
00 Sil-Karg (Half-hobgoblin)
Armorer: The armorer (or any craftsman -- armorer, basketweaver, blacksmith, bookbinder, carpenter, cobbler, cooper, jeweler/gemcutter, locksmith, potter, sculptor, shipwright, stonemason, or tailor) has a 50% chance of also being a Fighter, Magic-User, or Cleric of 1st-3rd level, and a 50% chance of just being a 1st level fighter.
Artist: The character is a Fighter, Magic-User, or Cleric of 1st-3rd level who also fancies himself a fine artist. Two artists will be a master with a student or admirer. An apprentice is at least one level lower than his mentor. Admirers are non-classes, peasants or levees by Chainmail rules.
Assassin: The assassin is a 1st-10th level fighter who may be working with 0-2 (d3-1) assistants. Assistants are 1st-3rd level fighters.
Bards: Bards need both adulation and coin, though 25% are adventurers. A single bard is a lone traveler, two bards are a master and an apprentice. The main bard will be a Fighter or Cleric of 1st-4th level; an apprentice would be a 1st level fighter or cleric.
Beggar: A beggar is a peasant or levee, though there is a 20% chance the beggar is actually a 1st-2nd level fighter in disguise.
City guard: Most guards are 1st-2nd level fighters. For every 8 soldiers, there will be one 3rd-level fighter. Use the guard subtable for race.
Roll (d%) Guard's Race
01-27 Human infantry
28-66 Dwarf soldiers
67-00 Gnome archers
City official: The official is a 1st level fighter, magic-user, or cleric. Officials travel with 0-3 guards or assistants. The assistants are 1st level fighters, and the guards are 1st-2nd level fighters.
Retroconversion of Root of All Evil to OD&D - pt. 3
Driscall's House
Driscall (fights as peasant, as per Chainmail rules. Useless in one-on-one combat.)
The Sentinels of the True Way
Faupel, Daarle, Vaeniiv, Suetin, veteran guards: AC 5; MV 9"; F 1; hp 6 (x2), 5 (x2); chainmail armor, broadsword, javelin, 6 ep each.
Neaboo, Kaizil, veteran sentinels: AC 6; MV 12"; F 1; hp 6, 5; leather armor, shield, handaxe, 4 ep each.
Tealia, warrior: AC 7; MV 12"; F 2; hp 9; leather armor, cloak, broadsword, short bow, quiver of 10 arrows, 10 gp.
Fulkaft, Kazuk, Borli, dwarven veteran miners: AC 6; MV 6"; F 1; hp 5, 4, 3; leather armor, shield, warhammer, 4 sp each.
Kibik, veteran: AC 7; MV 12"; F 1; hp 7; leather armor, club, short bow, quiver of 20 arrows, 4 ep, small sack, 50' of rope.
1 more veteran: AC 7; MV 12"; F 1; hp 6; leather armor, short sword, short bow, quiver of 10 arrows, 9 sp, small sack.
Raspar's Silver Book. It contains the following spells: detect magic, read magic; phantasmal forces, and invisibility.
Book of Carlisle. The pages are all dogeared, though the spells within are intact. They include: detect magic, read magic, charm person, sleep; and knock.
The Leaf and the Twig. This druidic book of herbs and medicine allows anyone to learn how to doctor wounds. Anyone studying this book, and keeping the book as a reference, can see his patients return to full hit points after just 6 days of rest.
THE FALLEN CASTLE
A. Castle Exterior
2) Tower
The doors from the inner bailey to these towers are barred from the inside, and the bars have rusted to their brackets (23 hp, blunt weapons only).
3) Inner bailey
2 gorillas (treat as ogres): AC 5; MV 9"; HD 4+1; hp 13, 11.
B. Keep Interior -- Ground Floor
5) Main keep
Strong wooden doors fill the place. Most are swollen and stuck from the humidity (25 hp, blunt weapons only).
9) Kitchen
18 giant rats: AC 7; MV 12"; HD 1/2; hp 3 (x7), 2 (x8), 1 (x3).
C. Keep Interior -- Second Floor
11) Balcony and landing
2 skeletons: AC 7; MV 6"; HD 1/2; hp 3, 2.
14) Guest room
The ring is a ring of fire resistance.
18) Secret passage
The shield is actually a shield +1, though the other items are not magical.
21) Great room
The doors on the east wall are locked (25 hp, blunt weapons only).
22) Armory
Most of the weapons are damaged beyond repair. However, one light crossbow is intact, as well as three short swords, a battleaxe, and a composite bow +1.
23) Treasure room
The throne is indeed solid gold and is worth a good 10,000 gp to the right buyer but is securely bolted and held to the floor with a wizard lock cast by a 10th level magic-user. It would be a major undertaking to remove or even move it. It weighs 500 pounds. A potion of ESP lies on its cushioned seat.
The chest the vampire cat guards is wizard locked (10th level) and holds seven pieces of jewelry; a gold crown studded with gems (6,000 gp), an ornate spyglass (900 gp), a silver tiara with small sapphires (2,000 gp), a platinum scepter studded with rubbies (7,000 gp), a jade bracelet of intricate design (1,400 gp), a pair of silver and gold earrings (300 gp each), and an ivory armband (600 gp).
The second chest is sealed shut and must be bashed open (15 hp, blunt weapons only). In the chest are 2,730 sp.
1 vampire cat: AC 2; MV 12"/18"; HD 7; hp 25; attack energy drains one level from the victim.
24) Landing
9 giant mosquitos: AC 6; MV 3"/15"; HD 1+1; hp 5 (x2), 4, 3 (x2), 2 (x4).
29) Laboratory
13 giant centipedes: AC 8; MV 15"; HD 1/2; hp 3 (x4), 2 (x4), 1 (x5). Poisonous bite -- save vs. poison at +4 or die in 1-4 hours.
30) Library
Anyone who views the scene must make a saving throw vs. spells or immediately panic. Unlike most fear encounters, those who fail the save are rooted to the spot and must watch the whole grisly thing.
31) Study
The raven is just an illusion masking the presence of a wight.
1 wight: AC 5; MV 9"; HD 3; hp 10; attack paralyzes unless victim saves vs. paralysis.
32) Wizard's room
A wizard lock, at 10th level, holds the door to this room.
35) Kitchen
3 poisonous snakes (adders): AC 4; MV 9"; HD 1+1; hp 6, 5, 4; poisonous bite -- save vs. poison or die in 1-10 rounds.
36) Lieutenant's quarters
8 large spiders: AC 6; MV 12"; HD 1+1; hp 7, 5, 4, 3, 2 (x4); poisonous bite -- save vs. poison at +2 or die in 3-18 rounds.
45) Bedroom
2 giant owls: AC 5; MV 3"/18"; HD 4; hp 14, 13.
3 huge owls: AC 6; MV 3"/18"; HD 2; hp 9, 8, 6.
50) Temple
12 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x4), 2 (x3), 1 (x5).
Driscall (fights as peasant, as per Chainmail rules. Useless in one-on-one combat.)
The Sentinels of the True Way
Faupel, Daarle, Vaeniiv, Suetin, veteran guards: AC 5; MV 9"; F 1; hp 6 (x2), 5 (x2); chainmail armor, broadsword, javelin, 6 ep each.
Neaboo, Kaizil, veteran sentinels: AC 6; MV 12"; F 1; hp 6, 5; leather armor, shield, handaxe, 4 ep each.
Tealia, warrior: AC 7; MV 12"; F 2; hp 9; leather armor, cloak, broadsword, short bow, quiver of 10 arrows, 10 gp.
Fulkaft, Kazuk, Borli, dwarven veteran miners: AC 6; MV 6"; F 1; hp 5, 4, 3; leather armor, shield, warhammer, 4 sp each.
Kibik, veteran: AC 7; MV 12"; F 1; hp 7; leather armor, club, short bow, quiver of 20 arrows, 4 ep, small sack, 50' of rope.
1 more veteran: AC 7; MV 12"; F 1; hp 6; leather armor, short sword, short bow, quiver of 10 arrows, 9 sp, small sack.
Raspar's Silver Book. It contains the following spells: detect magic, read magic; phantasmal forces, and invisibility.
Book of Carlisle. The pages are all dogeared, though the spells within are intact. They include: detect magic, read magic, charm person, sleep; and knock.
The Leaf and the Twig. This druidic book of herbs and medicine allows anyone to learn how to doctor wounds. Anyone studying this book, and keeping the book as a reference, can see his patients return to full hit points after just 6 days of rest.
THE FALLEN CASTLE
A. Castle Exterior
2) Tower
The doors from the inner bailey to these towers are barred from the inside, and the bars have rusted to their brackets (23 hp, blunt weapons only).
3) Inner bailey
2 gorillas (treat as ogres): AC 5; MV 9"; HD 4+1; hp 13, 11.
B. Keep Interior -- Ground Floor
5) Main keep
Strong wooden doors fill the place. Most are swollen and stuck from the humidity (25 hp, blunt weapons only).
9) Kitchen
18 giant rats: AC 7; MV 12"; HD 1/2; hp 3 (x7), 2 (x8), 1 (x3).
C. Keep Interior -- Second Floor
11) Balcony and landing
2 skeletons: AC 7; MV 6"; HD 1/2; hp 3, 2.
14) Guest room
The ring is a ring of fire resistance.
18) Secret passage
The shield is actually a shield +1, though the other items are not magical.
21) Great room
The doors on the east wall are locked (25 hp, blunt weapons only).
22) Armory
Most of the weapons are damaged beyond repair. However, one light crossbow is intact, as well as three short swords, a battleaxe, and a composite bow +1.
23) Treasure room
The throne is indeed solid gold and is worth a good 10,000 gp to the right buyer but is securely bolted and held to the floor with a wizard lock cast by a 10th level magic-user. It would be a major undertaking to remove or even move it. It weighs 500 pounds. A potion of ESP lies on its cushioned seat.
The chest the vampire cat guards is wizard locked (10th level) and holds seven pieces of jewelry; a gold crown studded with gems (6,000 gp), an ornate spyglass (900 gp), a silver tiara with small sapphires (2,000 gp), a platinum scepter studded with rubbies (7,000 gp), a jade bracelet of intricate design (1,400 gp), a pair of silver and gold earrings (300 gp each), and an ivory armband (600 gp).
The second chest is sealed shut and must be bashed open (15 hp, blunt weapons only). In the chest are 2,730 sp.
1 vampire cat: AC 2; MV 12"/18"; HD 7; hp 25; attack energy drains one level from the victim.
24) Landing
9 giant mosquitos: AC 6; MV 3"/15"; HD 1+1; hp 5 (x2), 4, 3 (x2), 2 (x4).
29) Laboratory
13 giant centipedes: AC 8; MV 15"; HD 1/2; hp 3 (x4), 2 (x4), 1 (x5). Poisonous bite -- save vs. poison at +4 or die in 1-4 hours.
30) Library
Anyone who views the scene must make a saving throw vs. spells or immediately panic. Unlike most fear encounters, those who fail the save are rooted to the spot and must watch the whole grisly thing.
31) Study
The raven is just an illusion masking the presence of a wight.
1 wight: AC 5; MV 9"; HD 3; hp 10; attack paralyzes unless victim saves vs. paralysis.
32) Wizard's room
A wizard lock, at 10th level, holds the door to this room.
35) Kitchen
3 poisonous snakes (adders): AC 4; MV 9"; HD 1+1; hp 6, 5, 4; poisonous bite -- save vs. poison or die in 1-10 rounds.
36) Lieutenant's quarters
8 large spiders: AC 6; MV 12"; HD 1+1; hp 7, 5, 4, 3, 2 (x4); poisonous bite -- save vs. poison at +2 or die in 3-18 rounds.
45) Bedroom
2 giant owls: AC 5; MV 3"/18"; HD 4; hp 14, 13.
3 huge owls: AC 6; MV 3"/18"; HD 2; hp 9, 8, 6.
50) Temple
12 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x4), 2 (x3), 1 (x5).
Retroconversion of Root of All Evil to OD&D - pt. 2
g) Back door
The door must be bashed in (10 hp from blunt weapons only).
4 goblins: AC 6; MV 6"; HD 1-1; hp 4, 3, 2, 1; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
h) Rear guard
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
j) Great hall
There are ten female goblins here; four are pregnant and avoid combat. One is afraid, and runs for help. The remaining five attack (as if kobolds).
5 goblin females: AC 8; MV 6"; HD 1/2; hp 4, 3 (x2), 2 (x2); shield, dagger, 1d6 cp.
3) Alchemist's Hut
The lone foor to the place is chained and locked (20 hp of blunt weapon damage). The shutters hang ajar, but the windows are blocked by iron bars (10 hp of blunt weapon damage to dislodge).
Arowain Fain, warlock and alchemist: AC 9; MV 12"; M-U 8; hp 22; tools, clothes, leather apron.
Spells: No spells memorized.
The sorceress comes to check on her charge and overhears most of the conversation. She is incensed at the betrayal, but smart enough to have cast protection from good and protection from normal missiles on herself.
Daresh, sorceress: AC 9 (7 with spell); MV 12"; M-U 9; hp 27; AL L; S 8, I 18, W 11, D 16, C 15, Ch 10; ring of telekinesis, wand of fear (22 charges), potion of flying, potion of healing, dagger, 3 darts, gold necklace with lapis lazuli worth 550 gp.
Spells: detect magic, protection from good, charm person, sleep; levitate, continual light, knock; hold person, lightning bolt, protection from normal missiles; polymorph self, dimension door; teleport.
RETURNING TO HAANEX
Dinner Anyone?
Grumm, Blash, ogres: AC 5; MV 9"; HD 4+1; hp 19, 18; club, pouch with 67 gp (27 of which belong to the dwarf in the bag), small ornate silver dagger worth 25 gp (also the dwarf's) (Grumm); spear, gold belt with three ruby chips forming the eyes and mouth of a skull (rubies 50 gp each, belt as a whole 200 gp) (Blash).
Wegred, hobgoblin: AC 5; MV 9"; HD 5; chain mail, short bow, quiver of 20 arrows, 2 gp.
Stirukar, dwarven veteran and smith: AC 9; MV 6"; F 1; hp 7; no possessions carried (unless returned from the ogres).
THE BOAT TO ZOA
The Forsaken
18 sailors (fight as levee, as per Chainmail rules. Useless in one-on-one combat.)
Shipmaster Haager Pocaat, warrior: AC 7; MV 12"; F 2; hp 9; AL L; S 14, I 15, W 8, D 15, C 10, Ch 11; leather armor, short sword, dagger, 5 sp.
ENCOUNTERS AT SEA
1) Becalmed (keep weather conditions, but substitute sahuagin with encounter 2)
2) Sea Serpent
1 giant sea serpent (constrictor snake): AC 5; MV 9” (12” swimming); HD 10; hp 36.
3) Pirates!
10 pirates, veterans: AC 6; MV 12”; F 1; hp 7, 6 (x2), 5, 4, 3 (x2), 2 (x2), 1; leather armor, shield, short sword, hand axe, 1d6 cp each.
Shipmaster Vile, swordsman: AC 6; MV 12”; F 3; hp 15; leather armor, shield, morningstar, 10 cp, 11 sp, 7 gp, 1 pink coral gem worth 100 gp.
4) Death Ship
Mast. 8 zombies: AC 8; MV 6”; HD 2; hp 11, 10, 9 (x2), 8 (x2), 7 (x2).
3 ghouls: AC 6; MV 9”; HD 2; hp 9, 8, 7; attack paralyzes unless victim saves.
Varin, evil prefect: AC 5; MV 9”; C 5; hp 20; AL L; S 10, I 7, W 15, D 8, C 9, Ch 10; chainmail armor, footman’s flail, potion of invisibility, potion of healing, 6 gp.
Spells: cause light wounds, purify food & water (x2); blight, hold person; animate dead.
Wheel. Shipmaster Wien, swordsman: AC 9; MV 12”; F 3; hp 12; AL L; S 11, I 14, W 9, D 9, C 10, Ch 17.
Galley. 1 zombie: AC 8; MV 6”; HD 2; hp 7.
Captain’s Cabin. 8 skeletons: AC 7; MV 6” HD ½; hp 3 (x3), 2 (x3), 1 (x2).
Bilge. 16 animal skeletons: AC 7; MV 6”; HD ½; hp 3 (x5), 2 (x7), 1 (x4).
OVERVIEW OF ZOA
1) The Market
Scam A) Please Sir, May I Have Some More?
Elvoir, veteran: AC 9; MV 12”; F 1; hp 6; dagger, chalk, wax, a whistle, and some string.
Scam B) Sleight of Hand
Beriece, anti-hero: AC 9; MV 12”; F 4; hp 23; dagger, short bow, quiver of 12 arrows, ring w/needle (for cutting purses), pouch containing 9 gp and 28 sp.
Scam C) Going Once, Going Twice, Sold!
Miana Reemae, myrmidon: AC 9; MV 12”; F 6; hp 33; dagger +1, merchant’s scale, pouch containing 11 gp, 39 sp, and 19 cp.
Scam D) Now You See It…
Miana Reemae (see above).
Scam E) In a Hurry
Semaj, swordsman: AC 7; MV 12”; F 3; hp 18; leather armor, battleaxe, pouch containing 5 sp and 27 cp.
3 warriors: AC 9; MV 12”; F 2; hp 14, 11, 9.
5) Small Town
Purguld, dwarven warrior: AC 5; MV 6”; F 2; hp 14; chainmail armor, dagger.
ENTERING ZOA
Geolain’s Tower
Geolain, enchanter: AC 9; MV 12”; M-U 7; hp 20; AL L; S 10, I 18, W 18, D 14, C 16, Ch 17; quarterstaff, ring of invisibility, scroll of finger of death, wand of paralyzation (12 charges), silver pin worth 70 gp.
Spells: detect magic, light, protection from evil, read languages; detect invisible, ESP, locate object; dispel magic, lightning bolt; dimension door.
The Blind Beggar Inn
3 sentinels (fight as peasants, as per Chainmail rules. Useless in one-on-one combat.)
The door must be bashed in (10 hp from blunt weapons only).
4 goblins: AC 6; MV 6"; HD 1-1; hp 4, 3, 2, 1; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
h) Rear guard
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, morningstar, 2 javelins, 1d4 sp.
j) Great hall
There are ten female goblins here; four are pregnant and avoid combat. One is afraid, and runs for help. The remaining five attack (as if kobolds).
5 goblin females: AC 8; MV 6"; HD 1/2; hp 4, 3 (x2), 2 (x2); shield, dagger, 1d6 cp.
3) Alchemist's Hut
The lone foor to the place is chained and locked (20 hp of blunt weapon damage). The shutters hang ajar, but the windows are blocked by iron bars (10 hp of blunt weapon damage to dislodge).
Arowain Fain, warlock and alchemist: AC 9; MV 12"; M-U 8; hp 22; tools, clothes, leather apron.
Spells: No spells memorized.
The sorceress comes to check on her charge and overhears most of the conversation. She is incensed at the betrayal, but smart enough to have cast protection from good and protection from normal missiles on herself.
Daresh, sorceress: AC 9 (7 with spell); MV 12"; M-U 9; hp 27; AL L; S 8, I 18, W 11, D 16, C 15, Ch 10; ring of telekinesis, wand of fear (22 charges), potion of flying, potion of healing, dagger, 3 darts, gold necklace with lapis lazuli worth 550 gp.
Spells: detect magic, protection from good, charm person, sleep; levitate, continual light, knock; hold person, lightning bolt, protection from normal missiles; polymorph self, dimension door; teleport.
RETURNING TO HAANEX
Dinner Anyone?
Grumm, Blash, ogres: AC 5; MV 9"; HD 4+1; hp 19, 18; club, pouch with 67 gp (27 of which belong to the dwarf in the bag), small ornate silver dagger worth 25 gp (also the dwarf's) (Grumm); spear, gold belt with three ruby chips forming the eyes and mouth of a skull (rubies 50 gp each, belt as a whole 200 gp) (Blash).
Wegred, hobgoblin: AC 5; MV 9"; HD 5; chain mail, short bow, quiver of 20 arrows, 2 gp.
Stirukar, dwarven veteran and smith: AC 9; MV 6"; F 1; hp 7; no possessions carried (unless returned from the ogres).
THE BOAT TO ZOA
The Forsaken
18 sailors (fight as levee, as per Chainmail rules. Useless in one-on-one combat.)
Shipmaster Haager Pocaat, warrior: AC 7; MV 12"; F 2; hp 9; AL L; S 14, I 15, W 8, D 15, C 10, Ch 11; leather armor, short sword, dagger, 5 sp.
ENCOUNTERS AT SEA
1) Becalmed (keep weather conditions, but substitute sahuagin with encounter 2)
2) Sea Serpent
1 giant sea serpent (constrictor snake): AC 5; MV 9” (12” swimming); HD 10; hp 36.
3) Pirates!
10 pirates, veterans: AC 6; MV 12”; F 1; hp 7, 6 (x2), 5, 4, 3 (x2), 2 (x2), 1; leather armor, shield, short sword, hand axe, 1d6 cp each.
Shipmaster Vile, swordsman: AC 6; MV 12”; F 3; hp 15; leather armor, shield, morningstar, 10 cp, 11 sp, 7 gp, 1 pink coral gem worth 100 gp.
4) Death Ship
Mast. 8 zombies: AC 8; MV 6”; HD 2; hp 11, 10, 9 (x2), 8 (x2), 7 (x2).
3 ghouls: AC 6; MV 9”; HD 2; hp 9, 8, 7; attack paralyzes unless victim saves.
Varin, evil prefect: AC 5; MV 9”; C 5; hp 20; AL L; S 10, I 7, W 15, D 8, C 9, Ch 10; chainmail armor, footman’s flail, potion of invisibility, potion of healing, 6 gp.
Spells: cause light wounds, purify food & water (x2); blight, hold person; animate dead.
Wheel. Shipmaster Wien, swordsman: AC 9; MV 12”; F 3; hp 12; AL L; S 11, I 14, W 9, D 9, C 10, Ch 17.
Galley. 1 zombie: AC 8; MV 6”; HD 2; hp 7.
Captain’s Cabin. 8 skeletons: AC 7; MV 6” HD ½; hp 3 (x3), 2 (x3), 1 (x2).
Bilge. 16 animal skeletons: AC 7; MV 6”; HD ½; hp 3 (x5), 2 (x7), 1 (x4).
OVERVIEW OF ZOA
1) The Market
Scam A) Please Sir, May I Have Some More?
Elvoir, veteran: AC 9; MV 12”; F 1; hp 6; dagger, chalk, wax, a whistle, and some string.
Scam B) Sleight of Hand
Beriece, anti-hero: AC 9; MV 12”; F 4; hp 23; dagger, short bow, quiver of 12 arrows, ring w/needle (for cutting purses), pouch containing 9 gp and 28 sp.
Scam C) Going Once, Going Twice, Sold!
Miana Reemae, myrmidon: AC 9; MV 12”; F 6; hp 33; dagger +1, merchant’s scale, pouch containing 11 gp, 39 sp, and 19 cp.
Scam D) Now You See It…
Miana Reemae (see above).
Scam E) In a Hurry
Semaj, swordsman: AC 7; MV 12”; F 3; hp 18; leather armor, battleaxe, pouch containing 5 sp and 27 cp.
3 warriors: AC 9; MV 12”; F 2; hp 14, 11, 9.
5) Small Town
Purguld, dwarven warrior: AC 5; MV 6”; F 2; hp 14; chainmail armor, dagger.
ENTERING ZOA
Geolain’s Tower
Geolain, enchanter: AC 9; MV 12”; M-U 7; hp 20; AL L; S 10, I 18, W 18, D 14, C 16, Ch 17; quarterstaff, ring of invisibility, scroll of finger of death, wand of paralyzation (12 charges), silver pin worth 70 gp.
Spells: detect magic, light, protection from evil, read languages; detect invisible, ESP, locate object; dispel magic, lightning bolt; dimension door.
The Blind Beggar Inn
3 sentinels (fight as peasants, as per Chainmail rules. Useless in one-on-one combat.)
Monday, October 19, 2009
Retroconversion of Root of All Evil to OD&D - pt. 1
[While I never ran a Kalamar-based campaign, nor used this module, I was very much interested in the game setting until 2002 and worked to convert several modules in the hopes I would get to use them someday.]
DUNGEONS & DRAGONS
Kingdoms of Kalamar
THE ROOT OF ALL EVIL
Credits
Author: Andy Miller, et. al. -- 2001
Conversion Editor: Scott Casper -- 2001
INTRODUCTION
You, the DM, will need a copy of the D&D booklets, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures for this adventure. It may also be useful to have the Chainmail wargaming rules. One can find statistics for monsters and key Non-Player Characters (NPCs) in the Appendix at the back of this book. As the adventure takes place in the Kingdoms of Kalamar campaign setting, the DM should also have the Kingdoms of Kalamar core sourcebook.
Conversion Note: This module has been converted from 3rd edition Dungeons & Dragons (c. 2000) back to 1st edition Dungeons & Dragons (c. 1974). This is not a complete reproduction of the original module; it includes only paragraphs in which game mechanics-specific changes have been made.
Note on Resting
Since this adventure does not take place in a single dungeon, there will be more than one opportunity for the PCs to rest, recover lost hp, and rememorize spells. It is recommended that this be allowed to take place whenever the PCs have returned to the village of Haanex or the city-state of Zoa during the adventure.
Note on Character Death
Expect at least several. Players should be encouraged to have wills made for their PCs, and possibly back-up PCs on hand.
Haanex (village): AL NG; population 600 (99% human, 1% dwarven).
Authority Figures: Mayor Foosiwain, male human F 2
Important Characters: Veoden, male human M-U 7; Elskin Torris, male human C 4 (Holy Mother/home); Fortis Aluz, male human F 2 (militia commander); Alexis, female human C 1 (Lord of Silver Linings/healer).
Village Militia: 13 1st level fighters (led by Fortis Aluz, above).
VEODEN'S TOWER
All windows and doors of the place have a wizard lock spell cast on them at 7th level.
Veoden, enchanter: AC 8; MV 12"; M-U 7; hp 18; AL N; S 9, I 18, W 16, D 13, C 14, Ch 16; dagger +2, +3 vs. orcs, goblins, and kobolds; ring of protection +1, potion of flying, potion of healing, scroll of lightning bolt.
Spells: read magic, charm person (x2), sleep; levitate, invisibility, continual light; hold person, fireball; dimension door.
THE GRAVEYARD
1) Main gates
The bronze chains on the gates are old. They are heavy and resist any attempts to damage them (10 hp, affected by blunt weapons only).
2) Mausoleum
The old, sealed door can be bashed with blunt weapons (5 hp).
8 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x3), 2 (x3), 1 (x2); shield, short sword each.
3) Atuur Dairoo's grave
If the PCs have the shovels Veoden offered them, it only takes 30 minutes (with two people digging) to uncover the coffin of Atuur. The casket is wrapped in iron chains and held by a stout lock. The lid is tightly shut but easily opened once the chains are removed (10 hp, from blunt weapons only), to reveal the decaying body of Atuur Dairoo.
Atuur Dairoo (wight): AC 5; MV 9"; HD 3; hp 10. Attack paralyzes unless victim saves. Immune to normal missile fire.
THE THIRSTY HOUND
Girion, veteran: AC 5; MV 9"; F 1; hp 7; AL N; S 16, I 13, W 12, D 17, C 15, Cha 8; chainmail, short bow, quiver of 20 arrows (4 silvered), longsword, silvered dagger.
THE CRATER
2) Goblin lair
4 goblins: AC 6; MV 6"; HD 1-1; hp 5, 4, 3, 2; leather armor, shield, short sword, 1d8 cp each.
a) Entrance guardroom
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, short sword, 1d8 cp each.
b) Goblin barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5 (x2), 4, 3 (x2), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
c) Lieutenant's barracks
4 goblins: AC 7; MV 6"; HD 1-1; hp 5 (x3), 4; leather armor, longsword, 1 sp each.
d) Guard barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5, 4, 3 (x3), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
e) Chief's room
When someone attempts to open the door, a trip wire across the top pulls a burning lantern into a pan of oil in an overheard compartment. The compartment opens, splashing flaming oil onto those below in a 6 foot diameter. If the first person through the door tries to close it immediately upon seeing the charred goblins, then there is only a 1 in 6 chance of the lead PC being killed. Otherwise, there is a 2 in 6 chance of the lead PC being killed, and a 1 in 6 chance of the second PC being killed. The oil burns for 3 rounds before it burns away.
DUNGEONS & DRAGONS
Kingdoms of Kalamar
THE ROOT OF ALL EVIL
Credits
Author: Andy Miller, et. al. -- 2001
Conversion Editor: Scott Casper -- 2001
INTRODUCTION
You, the DM, will need a copy of the D&D booklets, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures for this adventure. It may also be useful to have the Chainmail wargaming rules. One can find statistics for monsters and key Non-Player Characters (NPCs) in the Appendix at the back of this book. As the adventure takes place in the Kingdoms of Kalamar campaign setting, the DM should also have the Kingdoms of Kalamar core sourcebook.
Conversion Note: This module has been converted from 3rd edition Dungeons & Dragons (c. 2000) back to 1st edition Dungeons & Dragons (c. 1974). This is not a complete reproduction of the original module; it includes only paragraphs in which game mechanics-specific changes have been made.
Note on Resting
Since this adventure does not take place in a single dungeon, there will be more than one opportunity for the PCs to rest, recover lost hp, and rememorize spells. It is recommended that this be allowed to take place whenever the PCs have returned to the village of Haanex or the city-state of Zoa during the adventure.
Note on Character Death
Expect at least several. Players should be encouraged to have wills made for their PCs, and possibly back-up PCs on hand.
Haanex (village): AL NG; population 600 (99% human, 1% dwarven).
Authority Figures: Mayor Foosiwain, male human F 2
Important Characters: Veoden, male human M-U 7; Elskin Torris, male human C 4 (Holy Mother/home); Fortis Aluz, male human F 2 (militia commander); Alexis, female human C 1 (Lord of Silver Linings/healer).
Village Militia: 13 1st level fighters (led by Fortis Aluz, above).
VEODEN'S TOWER
All windows and doors of the place have a wizard lock spell cast on them at 7th level.
Veoden, enchanter: AC 8; MV 12"; M-U 7; hp 18; AL N; S 9, I 18, W 16, D 13, C 14, Ch 16; dagger +2, +3 vs. orcs, goblins, and kobolds; ring of protection +1, potion of flying, potion of healing, scroll of lightning bolt.
Spells: read magic, charm person (x2), sleep; levitate, invisibility, continual light; hold person, fireball; dimension door.
THE GRAVEYARD
1) Main gates
The bronze chains on the gates are old. They are heavy and resist any attempts to damage them (10 hp, affected by blunt weapons only).
2) Mausoleum
The old, sealed door can be bashed with blunt weapons (5 hp).
8 skeletons: AC 7; MV 6"; HD 1/2; hp 3 (x3), 2 (x3), 1 (x2); shield, short sword each.
3) Atuur Dairoo's grave
If the PCs have the shovels Veoden offered them, it only takes 30 minutes (with two people digging) to uncover the coffin of Atuur. The casket is wrapped in iron chains and held by a stout lock. The lid is tightly shut but easily opened once the chains are removed (10 hp, from blunt weapons only), to reveal the decaying body of Atuur Dairoo.
Atuur Dairoo (wight): AC 5; MV 9"; HD 3; hp 10. Attack paralyzes unless victim saves. Immune to normal missile fire.
THE THIRSTY HOUND
Girion, veteran: AC 5; MV 9"; F 1; hp 7; AL N; S 16, I 13, W 12, D 17, C 15, Cha 8; chainmail, short bow, quiver of 20 arrows (4 silvered), longsword, silvered dagger.
THE CRATER
2) Goblin lair
4 goblins: AC 6; MV 6"; HD 1-1; hp 5, 4, 3, 2; leather armor, shield, short sword, 1d8 cp each.
a) Entrance guardroom
2 goblins: AC 6; MV 6"; HD 1-1; hp 5, 3; leather armor, shield, short sword, 1d8 cp each.
b) Goblin barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5 (x2), 4, 3 (x2), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
c) Lieutenant's barracks
4 goblins: AC 7; MV 6"; HD 1-1; hp 5 (x3), 4; leather armor, longsword, 1 sp each.
d) Guard barracks
10 goblins: AC 7 (or 9); MV 6"; HD 1-1; hp 5, 4, 3 (x3), 2 (x3), 1 (x2); leather armor, morningstar, 2 javelins, 1d8 cp each.
e) Chief's room
When someone attempts to open the door, a trip wire across the top pulls a burning lantern into a pan of oil in an overheard compartment. The compartment opens, splashing flaming oil onto those below in a 6 foot diameter. If the first person through the door tries to close it immediately upon seeing the charred goblins, then there is only a 1 in 6 chance of the lead PC being killed. Otherwise, there is a 2 in 6 chance of the lead PC being killed, and a 1 in 6 chance of the second PC being killed. The oil burns for 3 rounds before it burns away.
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