Friday, April 23, 2010

Garham Town Encounter Area Key

[This is an earlier draft that doesn't quite match up with the map I made for the players. All these encounter areas are still there, but not all of them are still "common knowledge". Material is combined from Erik Mona's Diamond Lake and Gary Gygax's Yggsburgh.]
Garham Encounter Area Key
Garham has the following public buildings:
1. The Emporium
This 2-story entertainment hall used to have a bad reputation, but the current owner, Chevonne, has cleaned the place up a bit. You can still come here for beer, having your fortune read, and gambling.
2. The Feral Dog Alehouse
Rastus, locally known as a dangerous swordsman, took over this alehouse five years ago from the half-orc who used to run it. It’s a run-down dive where you can go to bet on dogfights or participate in dagger-throwing contests.
3. Garham Chapel
This chapel contains four shrines dedicated to Cuthbert (god of wisdom), Heironeous (god of chivalry), Blerred (god of mining), and Obad-Hai (god of wilderness). Heironeous has the largest following in Garham, though that has only started in the last 18 years.
4. Tidwoad’s Jewelry
A gnome runs this 2-story shop. It’s said that gnomes passing through the area can board on the upper level for the night. It’s also said that his shop has the tightest security of any place in town.
5. Taffy’s Lanterns
This shop sells everything from candles to bulls-eye lanterns. Taffy has business contacts in Yggsburgh where he can have specialty lanterns made.
6. The Hungry Gar Tavern
“Gulb” the Chef is the best fish cook in town.
7. Isumbras’ Flophouse
Over two dozen out-of-work miners remain here, hoping that a new lode will be discovered someday and business will pick up again. Isumbras is a hobbit.
8. Garrison Keep
This small, hilltop castle hosts the local militia who enforce the governor’s laws. Tolliver Garham himself still mans the keep, and even his two lieutenants are said to be beyond reproach.
9. Lakeside Stables
The largest public stable in Garham is owned by Lance, a man known for his bad temper. You can buy donkeys, riding horses, and even occasionally a warhorse here as well.
11. The Spinning Giant Tavern
This two-story, blue-roofed eatery is frequented mainly by the off-duty militia.
12. The Captain’s Blade Weaponsmithy
This weaponsmithy used to be owned by Tyron Eberhardt until the man got in a fight with a wizard over a magic wand Tyron was trying to sell him. The new weaponsmith, Barry, is said to still have some of Tyrol’s old stock of unusual items.
13. Goose’s Fletcher & Bowyer Shop
This husband-and-wife team (Alfred “Goose” & Venelle Gandy) makes the best bows and arrows in these parts. You can occasionally also buy armor, other weapons, or maybe even magic arrows from them.
14. Lakehouse
Located on the piers, the lakehouse is little more than a shelter for fishermen to gather in bad weather. It is easy to find a fisherman willing to ferry people across Diamondfish Lake or (less often) to Mound Isle. The fishing fleet on the piers numbers over 50 boats.
15. Whip’s Carts and Wagons
Ivarr “Whip” Ironskin is a dwarf who not only fixes carts but offers wagon rides, for a price, as far southwest as Yggsburgh or as far northwest as Greyhawk.
16. The Rusty Bucket Tavern
You can get some decent fish stew at cheap prices here.
17. O’Seighin’s Smithy
O’Seighin makes tools, but it’s said he can make studded leather armor too, if the leather is brought to him.
18. Diamond Lake Cemetery
The cemetery is so old the name was never updated. After trouble with necromancers in the cemetery 10 years ago, most people go for funeral pyres these days. The graveyard is patrolled, but no one knows who the patrols answer to.
19. Stronghammer’s Smithy
Klaufi Stronghammer is a dwarf who makes the best tools in town and a few types of weapons.
20. The Jolly Fisherman Alehouse
In the autumn, Grady “Jolly” Hunter’s alehouse is best known for its spiced cider. At that time of year, in the evening, this is the busiest place in Garham. The ale is just ordinary.
21. Community Smokehouse
For a small rental fee, you can smoke your meat and store it in a room here.
22. Shaver’s Cobbler Shop
The best place in town to buy shoes and boots.
23. Fuller’s Tailor Shop
Will Fuller is trying out that new fashion – coats with buttons and buttonholes. We’ll see if this catches on anywhere.
24. Hook’s Bait & Tackle Shop
Some of the catfish now get so big in the lake that Will “Hook” Grey has started stocking harpoons.
25. Carpentry Shop
Tyrone makes furniture and re-plasters houses.
26. Bigfish Trading Store
Ed Twing tends to only have containers, cooking ware, meal, vegetables, and other ordinary items for trade, but he occasionally has special items, like pearls traded to him by divers in Diamondfish Lake.
27. Clinker’s Boatwright Shop
Bruce “Clinker” Keeler once made and a 30’, 2-masted fishing boat and sold it for a fortune. The boat was either wrecked in a storm or sunk by a giant catfish in the lake known as Old Whiskers (depending on who tells the story) and Keeler is said to have lost that fortune gambling at the Emporium.
28. Big Will’s Mill
“Big Will” Hunter owns both this mill, for making meal, and a sawmill a few miles south on the Ellery River.
29. Ropemaker’s Shop
30. Netmaker’s Shop
31. Furrier’s Shop
32. Governor’s Office
Governor Robert Ketchum, or “Skipper” as he still prefers to be called, found the governor’s manor to be too pretentious and had a smaller office built for him instead. He aims to be a popular leader (perhaps more than an effective one), even though his office is delegated by the Directors of Greyhawk City, not by popular vote.

Garham has the following private, but significant buildings:
33. Lazare’s Gaming Parlor (closed)
34. Sheriff’s Office (closed)
The old sheriff’s duties have been absorbed by the militia and garrison commander.
35. Smets Manor
Home of the richest mine owner in town, Baladeva Smets.
36. Deepspike Mine Entrance (closed)
Garham’s oldest and longest-abandoned mine. The site is walled off behind a palisade now.
37. Tilki Manor
The nicest mansion in town, owned by the second richest mine owner, Gellert Tilki.
38. Greysmere Trading Company
Owned and operated by dwarves, the company is only interested in acquiring local iron ore and will do no business with anyone but the mine owners.
39. Smelting Factory
Surrounded by a high stone wall, this yard includes the finery forge where both iron and silver are brought from the mines to be processed. The factory grounds are guarded and non-workers are not allowed entrance.
40. Observatory
This building had been bricked up since a necromancer set up shop in it five years ago.
41. Dourstone Keep
This stone castle-like building is situated half underground. It is the home of the third remaining mine owner in town, a dwarf named Ragnvaldr Dourstone.

Other prominent areas:
42. Menhir Ring
These standing stones remain from old druid worship in the area from over a hundred years ago. You have heard the ring referred to as “The Bronzewood Lodge”, even though it isn’t made of bronzewood.

Map of Garham

[Based on the Darlene map from the Yggsburgh Campaign Setting, this is a blow-up of the area about the Town of Garham - known as Diamond Lake in other Greyhawk sources.]

Sunday, April 11, 2010

Garham to Greyhawk Campaign: Session One (pt. 2)

Hamid recommended Nogah, Exorcist of Obad-Hai, or a newcomer named Thelonius. They chose to talk to Thelonius who was eager, but had some ambitious plans for employing six hirelings at the party's expense. Daphne would have none of that (as the party was now practically living off her money), but compromised at hiring one young lackey named Nodwick. While Garnet, Tirzah, and Thelonius would fight for equal shares, Nodwick would earn only 3 cp per day.

In conversation with Thelonius, it came up that Kevlamin did not know where his unusual last name of Serpenthelm came from, as he did not remember his parents.

Next, everyone agreed they would need a guide. Thelonius recommended trying to bribe a scout with the militia to leave his duties and work for them. Daphne found a seedier scout willing to at the Spinning Giant Tavern, but not for less than 5% of the treasure and 2 gp up front. Daphne turned him away and instead suggested they find Archippos at the Menhirs. Sure enough, Archippos was willing to guide them through the Greenridge for only 1% of any treasure – and he even claimed to know the general whereabouts of the goblins and orcs, at the north end of the Greenridge. The three friends dined that night on partridges – a rare, expensive (1 sp each) treat for them, at the Hungry Gar Tavern. Everyone had become sick of dining cheaply on fish head stew.

On the morning of the 6th*, the friends were reunited with Rubin and Manga and, now with a group of 10, set out on the Meadow Patch Road that led out of town towards the Greenridge. After two miles of walking through farmland, they reached the earthen mound that marked the edge of civilization. Crossing over it, they spotted a small camp with ponies, but no sign of anyone else inside. They marched through the tall grass towards the camp. Archippos warned them of the ambush just as a dozen halflings with slings sprung up around them. Kevlamin and Claire parlayed with the halflings and learned that they were on their way to Garham looking for work. The halflings also warned them of a bear that had chased them in the forest. The friends hired the halflings (a force of 13, total) to come with and help against the goblins and orcs, but a) the halflings would get 5% of any treasure to split between them, b) the friends would kill the bear and give it to the halflings, and c) the halflings would get to keep any lair that they cleared out.

Now leading an enormous company of almost two dozen, the friends followed Archippos as he tracked the bear. The bear turned out to be a hostile black bear*. The company turned out to be less useful than they should have been. Garnet and Tirzah offered to watch the rear for any goblin or orc ambushes and did not help. The halflings complained that the trees here gave the bear too much cover. Only Thelonius eagerly helped in the fight. Thelonius turned out to be an acolyte of Hextor who relished in the bloodshed of the battle. The bloodshed all seemed to be on the bear's side, as Kevlamin, Thelonius, and even Manga with his dagger struck good blows, though Kevlamin wound up in a bear hug that almost crushed the life from him.

A half-mile away, Archippos found them a cluster of woodsmen's cabins. The woodsmen pooled their money and bought the bear meat and skin for 20 gp – which went to the halflings, as per their agreement. Kevlamin stayed with the woodsmen to rest, with Rubin staying to guard him and Thelonius praying for healing, while everyone else went in search of the goblin/orc lair. Five miles to the north, they found a ravine with some caves in the side of it – and the ravine had five wolves laying idle in it. Here the halfling slingers proved their worth, as after two volleys of sling bullets, all but one of the wolves was dead. This seemed a likely place to find the goblins and/or orcs, but first they had to go back and retrieve Rubin, Kevlamin, and Thelonius.

End of session
Rubin earned 132 xp
Kevlamin earned 342 xp
Claire earned 269 xp
Daphne earned 210 xp
Manga earned 112 xp

*[DM's errata: The party actually had set out for the Greenridge on the afternoon of the 5th, but upon reflection, I realize the recruitment drive should have taken longer. I called the bear a brown bear at the time, though the stats I used were for a black bear.]

Garham to Greyhawk Campaign: Session One (pt. 1)

Session One – April 10, 2010 (Planting 3, 610)
Cast
Kevlamin Serpenthelm human (Suloise) shield-bearer (1st level fighter)(Kevin)
Clair, halfling shield-bearer (1st level fighter)(Megan)
Daphne, half-elf acolyte of Ehlonna (1st-level cleric)(Joyce)
Ruben Soot, human (mixed race) shield-bearer (1st level fighter)(Ruben)
Manga, human (mixed race) medium (1st-level magic-user)(Pablo)

Ruben was at the standing stones on the outskirts of town, having heard rumors of a Bronzewood Lodge, but finding nothing like one at the old menhirs. Kevlamin was at the nearby cemetery, having heard mysterious chanting there before. Manga was at the old observatory, wishing he had the money to buy the old, deserted place – even though it might be haunted. Daphne was outside the boarded-up Deepspike Mine, having heard a rumor that the owner was hiding treasure in the old mine.

While everyone else was just thinking about things to do, Clair was at the smelting factory asking for guard work. The captain of the factory's private guard company, Torquil, subdued Clair in about 30 seconds with the flat of his blade and sent her on her way.

It was then that the knight descended out of the sky, riding a Pegasus, and landed in Castle Garham. Everyone rushed to the castle, wishing to see the Pegasus up close. Ruben, Kevlamin, and Clair were all ex-members of the town militia, but were no longer allowed in the castle. Furious at being rebuffed, Kevlamin and Clair tried to fight their way in through the gatehouse while Ruben dodged around the distracted guards and made it into courtyard. Manga fled, found Daphne, and convinced her to come help.

In the courtyard, Ruben encountered Garrison Commander Tolliver Garham and the mysterious stranger. The stranger, who revealed herself to be Lilyana Ortiz, Paladin of the Adventurers Guild of Greyhawk, was impressed that Ruben and his friends had an “adventurous spirit” that she accused Tolliver of having lost. Kevlamin and Clair were being led inside, clapped in irons and being led to the stockade. Lilyana asked Tolliver to place them in Ruben's supervision and then gave them all an unexpected offer – if they would undertake an adventure to impress her with when she returned in two months, she would sponsor them for membership in the Adventurers Guild.

The five friends had several leads for adventure. Daphne favored breaking into the Deepspike Mine. Kevlamin favored confronting the mysterious chanters in the cemetery. When Manga went to the governor's office to buy the old observatory, he found it would cost him 400 gp – but he also found there was a 50 gp bounty on “Old Whiskers”.

Daphne and Ruben went to Isumbras' Flophouse to question some out-of-work miners about the Deepspike Mine. For 4 sp, they learned from a miner named Gomer that all other entrances to the mine would have been collapsed when it was closed – but that a secret entrance probably still existed under the manor of the owner, Baladeva Smets.

Kevlamin and Manga went to the Diamond Lake Boneyard to investigate the chanting. They found two men and two women in the cemetery tending to gravestones and chanting. The men realized they were being observed and drew daggers. Kevlamin was stabbed and seriously injured, but when he drew his hand-and-a-half sword, the men ended their hostility and explained about the Cult of the Green Lady to which they all belonged. Kevlamin in particular was impressed with them and their mission and apologized for having started the altercation.

Claire went alone to the “Lakehouse”, the Fishmongers' Guildhall. There she learned that “Old Whiskers” was a giant catfish, possibly up to 12' long (until then everyone had assumed Old Whiskers was a person), and that it had grown so malicious that it had killed four fishermen already this year. Erico, of the Fishmongers' Council, sent her to Hook's Tackle & Bait Shop for supplies. There, Claire spent 15 sp on fishing supplies without specifying what she was fishing for. The shopkeeper, Will “Hook” Grey, sent her back to the Piers to look for a boat to rent. There, she was laughed at for going after Old Whiskers with less than a harpoon. Grey happened to sell harpoons, but asked an exorbitant amount for them Claire could not afford on her own.

The friends reunited again, they agreed to rent a room to share (tightly-packed, though for 9 cp a night; Daphne paid 5 sp up front) at Fester's Hostel. Though Daphne could not cast clerical spells quickly [as per OD&D clerics], she could perform a lengthy, 17-hour ceremony to cast Cure Light Wounds [house rule]. Claire went to the Feral Dog Alehouse to pick up cheap food for the others while Daphne prayed and Kevlamin rested.

On the 4th, Daphne magically restored Kevlamin to full health. Both of them came with Claire this time to Hook's to haggle for the harpoons, but when they mentioned, this time, that they were after Old Whiskers, Grey suggested they use catnip as bait and told them they could find catnip growing wild at the Menhirs. Everyone knew this sounded nutty, but Grey sounded so sincere that Clair and Daphne went.

At the Menhirs, they met Archippos, a hunter who found them the catnip, but he said it would not work. Instead, he suggested finding where the giant catfish slept and hunt it there. Kevlamin liked this idea when he heard it. He had been at the Piers, asking a fisherman about renting a boat. He also asked about Mound Island, out in Diamond Fish Lake, out of curiosity and heard it was haunted. When Claire and Daphne joined him, the fisherman referred them to Sammy, a young pearl diver, at the Lakehouse, who had seen Old Whiskers underwater and lived. Sammy told them of a cave in Mound Island, 15' underwater, that he had seen Old Whiskers go into last summer. Daphne doubted this was where Old Whiskers slept, since Sammy had observed this in the morning, but the others were more confident that Mound Island was where they would find adventure.

On the morning of the 5th, Kevlamin, Claire, and Daphne met Durward the Mariner and learned he would take them all to Mound Island in his dinghy, the Autumn Runner, for 16 cp each. He did not believe the island was haunted, but he knew some suspicious people took their boat back and forth to the island every week on their sailboat, the Harkness. The sky was clouding over and, even though Durward assured them that it would not storm, Daphne became certain that it would. Out of nowhere, Kevlamin decided to ask around town about something entirely different – whether or not there was any chance of adventure in the nearby Greenridge.

Kevlamin found an ex-woodsmen at lunch from the Long Forest that ran across the Greenridge and he complained that goblins and orcs used to raid the homes of woodsmen every so often. Everyone immediately liked the idea of hunting goblins and orcs much better. Concerned about the small size of their party (as Rubin and Manga were temporarily unavailable until their players came back), they spent the afternoon about town recruiting. Almost right away, they found a fighter named Garnet who offered to bring his equally-skilled girlfriend Tirzah along. Kevlamin went to the Garham Chapel and talked to Hamid of Cuthbert about recruiting another cleric.

Thursday, October 22, 2009

Mr. Miracle - 1st Play-by-Post Character

[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..."

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.

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).