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Creating A Campaign World

Ask any fan of 2E and they’ll likely tell you their favorite aspect; the beautiful campaign worlds.  More campaign material was released for 2E than any other game edition.  It was a mixed blessing, as some viewed it as TSR competing with themself, but I believe it helped attract a wider audience and shaped the game system in its more family friendly image.  Likewise, I wish For Gold & Glory to be seceded by a unique campaign world.

Going over the dozen plus unique campaign settings reveals a lot of set pieces.  You’ve got romantic high fantasy, high powered high fantasy, desert games, post-apocalyptic games, Gothic horror games, games set in Mesoamerica-style worlds, space opera, the planes… Out of all these different style worlds I noticed that the biggest thing missing is traditional Western European fantasy.  By Western Europe I mean prose that’s rich in faeries, superstition, and dark pacts made with darker creatures.

It’s always been assumed in D&D that magic is treated as technology, that good must always oppose evil, and that gods are very real.  I propose something different… but familiar because removing people too much from their comfort zone causes problems.  I propose a world where humans are dominant but immigrants in a world once ruled by alien beings beyond their understanding.  No, I don’t mean Lovecraft, I mean fey.

Most importantly, I see a world that mirrors contemporary American society.  We were a country that came out of a decades long arms race against another world super power.  The resulting ten years was a period of economic boom.  The turn of the century saw one of the greatest tragedies in America as the average citizen regressed into something angry and fearful of an ideal they didn’t understand.  American society is very split as we’re faced with the looming darkness of the future; abortion, immigration, religion, philosophy, economy, and technology.  Both sides, liberals and conservatives, bring up excellent points but no one side has a solution that’s right for the country as a whole.

With this thought in mind, I can create several base assumptions for a world I want players to experience.

1. The land is a remnant of a fallen empire.  Once upon a time, faeries ruled the world.  They built fantastic courts, enslaved the lesser races, and bickered amongst themselves as beings in power tend to do.  Something happened and now their empires are no more.  Dungeons, ancient ruins, haunted forests, and the like are leftovers from faerie occupation.

2. Humans are immigrants escaping from an oppressive society they can no longer remember.  A thousand years in this new land has has blinded them to the troubles of their past as they build civilization upon the ruins of fey lands.

3. Superstition drives all “magic.”  Monsters exist because people believe they do.  Magic is what it is because people pour their faith into it.  A forest is only as haunted as the nearby village believes it to be so.  A new system based on superstition will be implemented.  Lands will become more dangerous (or less so), spells will increase in power, and special events may happen all based on how much the common man believes something that doesn’t exist truly exists.

4. Wizards make pacts to draw their spells.  While wizards retain their spellbooks and memorization rules, they must submit to one of the four faerie courts (spring, summer, autumn, winter).  The courts influence their personality, mannerisms, and rituals they use to memorize spells as well as grant minor abilities.

5. There are no gods.  Instead, obviously powerful monsters (such as dragons and demons) demand (if not command) worship through lesser mortals.  Any being of sufficient power can be a target of worship, even a notable hero.  The more superstition they command the more powerful the being becomes.

6. The demihuman races have a reason to exist and an excuse why they don’t rule.  Elves are the tainted humans, touched by fey blood, who were once natives to the land before the faerie kingdoms ruled.  Dwarves are the beings who threatened faerie rule by uncovering cold iron.  Halflings were slaves and jesters, another offspring of human and faerie taint mixture.  Gnomes are fey themselves but more benign.

I think that’s good for now to begin writing rough drafts and sketches.  A bittersweet world where magic is kept functional but mysterious.  I want to return to a more sword-and-sorcery style without the overt masculinity that dominated pulp fantasy adventures.  Essentially, I want to bring a little class to the bloody world of shirtless barbarians and bikini-mail clad vixens.

Monster of the Day: Devils

In light of false demonic claims sweeping the news, TSR abandoned the swords-and-sorcery aspect of the original game for a more family friendly approached.  While the game wasn’t ruined as a result, and the censorship did offer some colorful lore, it feels like such a wimp move.  Let’s restore the devil to its former glory, yes?

Devil

Devils are creatures born from the Lower Planes, embodying all things lawful and evil.  They exist in a rigid caste system where only power and station are officially recognized.  Devils are mortal enemies against demons and will stop at nothing to wipe them out.  The devils believe humans hold the key to winning their endless war and so tempt mortals, targeting their pride and ambition, into worshiping them and bolstering their ranks.

Devils are ranked as greater, lesser, and least.  Lemures are the lowliest of devils and are below the caste system.  All devils except lemures and neppuribo can cast advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error.  Devils can travel to the Lower Planes and the Astral Plane but must be summoned or called to other planes.  Devils can cast gate to call other devils but rarely rely on this ability as they’re loath to share glory and are naturally suspicious of their own kind.  Devils speak demonic but telepathically speak with any intelligent creature.  Greater devils can only be harmed by silver or magical weapons.  All devils have the following resistances:

Acid  -  Normal damage

Cold -  Half damage*

Electricity – Full damage

Fire – Immune

Gas – Half damage

Iron weapons – Normal**

Magic Missile – Normal damage

Poison – Immune

Silver weapons – Normal damage***

*Gelugon suffers half damage from fire and is immune to cold.

** Greater devils are immune to nonmagical iron weapons.

***Greater devils suffer half damage from nonmagical silver weapons

Devil, Lesser – Barbazu

Climate/Terrain: Lawful Evil Plane

Frequency: Common

Organization: Military

Activity Cycle: Any

Diet: Carnivore

Intelligence: Low (5-7)

Treasure: None

Alignment: Lawful Evil

No. Appearing: 20d6

Armor Class: 3

Movement: 15

Hit Dice: 6+6 (30hp)

THACO: 13

Attacks: 2 claws (1d2 each) and beard (1d8); 1 weapon

Special Abilities: Glaive, disease, battle frenzy, +1 weapon to hit

Saving Throw: Warrior

Magic Resistance: 30%

Size: Man-size (6′ tall)

Morale: Steady (11-12)

Experience: 6,000

Barbazu, or bearded devil, form the shock troops of the devil army.  They’re violent humanoid creatures with a long tail, clawed hands, sharp, snake-like beard, and moist but scaly skin.  Barbazu are traditionally armed with a saw-toothed glaive and fight with fierce tenacity.

A barbazu’s glaive inflicts 1d8 points of damage and causes the victim to suffer 2 points of damage per wound each round until bandaged or magically cured.  If a barbazu hits with both claws it automatically strikes with its beard inflicting maximum damage.  Furthermore, a barbazu’s beard has a 25% chance each hit to inflict a disease called devil chills.  After 1d4 days, the victim loses 1d4 points of strength each day.  3 consecutive days of complete bed rest or healing spells remove the disease.

Each round in combat a barbazu has a 10% cumulative chance to become frenzied.  Frenzied barbazu don’t make morale checks, their attacks per round are doubled, receive a +2 bonus on attack and damage rolls, and suffer a +3 penalty to AC.  In addition to normal devil spells, barbazu can cast affect normal fires, command, fear (touch attack), and produce flame at will.  Once per day, barbazu can cast gate to call 2d6 lemures (50% chance) or 1d6 barbazu (35% chance).

Devil, Greater – Cornugon

Climate/Terrain: Lawful Evil Plane

Frequency: Very rare

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Exceptional (15-16)

Treasure: D, S

Alignment: Lawful Evil

No. Appearing: 1d4

Armor Class: -2

Movement: 9, Flying 18 C

Hit Dice: 10 (40hp)

THACO: 11

Attacks: 2 claws (1d4), bite (1d4+1), and tail (1d3); tail (1d3) + 1 weapon

Special Abilities: Fear, wounding, stun, regeneration, +2 weapons to hit

Saving Throw: Warrior

Magic Resistance: 50%

Size: Large (9′ tall)

Morale: Elite (13-14)

Experience: 10,000

Cornugon, or horned devil, is a vaguely humanoid creature with tough, scaly skin.  It has large wings, powerful muscles, horns jutting from its skin, and fights with a barbed whip.  Cornugons serve as elite defense force or commanders of lesser forces.  They’re prized for their unswerving loyalty; an unusual attribute that’s almost unheard of in diabolic society.

Cornugons have 18/00 strength, granting them a +6 bonus to damage rolls.  Their tails cause bleeding which deals 1 point of damage per wound each round until bandaged or healed.  Creatures hit by their whip suffer 1d6 points of damage and must save vs. paralyzation or become stunned for 1d4 rounds.  Cornugons radiate an aura of fear; all creatures approaching within 5 feet must save vs. rod/staff/wand or flee for 1d6 rounds.  Cornugons regenerate 2 hit points per round.

In addition to normal devil spells, cornugons can cast detect magic, ESP, produce flame, and pyrotechnics at will, lightning bolt three times per day, and wall of fire once per day.  They can cast gate to summon either 2d6 barbazu (50% chance), 2d8 lemures (35% chance), or 1d3 cornugons (20% chance).  Each attempt can be made once per day.

Devil, Lesser – Erinyes

Climate/Terrain: Lawful Evil Plane

Frequency: Uncommon

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: High (13-14)

Treasure: See below

Alignment: Lawful Evil

No. Appearing: 1

Armor Class: 2

Movement: 12, Fly 21 C

Hit Dice: 6+6 (30hp)

THACO: 13

Attacks: 1 weapon

Special Abilities: Charm, fear, rope of entanglement, +1 weapons to hit

Saving Throw: Warrior

Magic Resistance: 30%

Size: Man-size (6′ tall)

Morale: Steady (11-12)

Experience: 7,000

Erinyes can appear as an attractive male or female of any race but commonly look like comely human females.  All erinyes sport a pair of feathery wings much like an angel.  Although they can communicate telepathically, erinyes prefer direct speach.

Erinyes are proficient with all weapons.  Any creature that looks at one must save vs. rod/staff/rod or run away in fear for 1d6 rounds.  All erinyes possess a rope of entanglement they use to bind potential victims.  Erinyes can charm any creature they gaze (even if the gaze isn’t returned) forcing them to save vs. spells at half their level to avoid it.  Charmed creatures serve the erinyes without question even suicidal acts.  An erinyes can only charm one creature at a time and the charm lasts until the erinyes is slain.

In addition to normal devil powers, erinyes can cast detect invisibility, invisibility, locate object, polymorph self, and produce flame at will.  Once per day they can cast gate to summon either 2d10 lemures (50% chance) or 1d4 barbazu (35% chance).

Erinyes exist outside the normal chain of command, reporting to the highest devils personally.  Unlike other devils, erinyes can bring back creatures to the lower plane and travel to other planes uninvited.  No equipment is brought back via this teleportation meaning both erinyes and the target are naked.  Erinyes charm powerful mortals and bring them back to the their where they usually die and become lemures to bolster the diabolic ranks.

Devil, Greater – Gelugon

Climate/Terrain: Lawful Evil Plane

Frequency: Rare

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Genius (17-18)

Treasure: A, W

Alignment: Lawful Evil

No. Appearing: 1d8

Armor Class: -3

Movement: 15

Hit Dice: 11 (44hp)

THACO: 9

Attacks: 2 claws (1d4), pincers (2d4), and tail (3d4 plus paralysis); 1 weapon

Special Abilities: Tail freeze, fear, regeneration, +2 weapons to hit

Saving Throw: Warrior

Magic Resistance: 50%

Size: Huge (12′ tall)

Morale: Champion (15-16)

Experience: 19,000

Gelugon, or ice devil, resemble a bipedal insect.  They have mantis like arms with claws, insectoid legs, pincers, and bulging multifaceted eyes.  Their prehensile tail is long, thick, and covered with sharp spines.  Gelugons serve as second-in-command and are trusted as both leaders and warriors.

Gelugons have 18/76 strength granting them a +4 bonus to damage rolls.  Their tails radiate frigid cold and creatures struck by it must save vs. paralyzation or become paralyzed for 1d6 rounds.  25% of gelugons carry long spears which deal 2d6 points of damage and victims must save vs. paralyzation or become slowed for 2d4 rounds.  Gelugons radiate a 10 foot aura of fear, forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds.  They regenerate 2 hit points per round and can see clearly in all forms of darkness.

In addition to normal devil spells, gelugons can cast detect invisibility (always active), detect magic, fly, polymorph self, and wall of ice at will.  They can cast gate to call 2d12 barbazu (50%, once per day), 2d4 osyluth (35%, once per day), and 1d2 gelugons (20%, once per day).  If encountered on their native plane there’s a 25% chance a pit fiend aids them if they’re losing.

Devil, Lesser – Hamatula

Climate/Terrain: Lawful Evil Plane

Frequency: Uncommon

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Very (11-12)

Treasure: None

Alignment: Lawful Evil

No. Appearing: 1 or 3d4

Armor Class: 1

Movement: 12

Hit Dice: 7 (28hp)

THACO: 13

Attacks: 2 claws (2d4 each) and bite (3d4)

Special Abilities: Fear, hug, +1 weapons to hit

Saving Throw: Warrior

Magic Resistance: 30%

Size: Man-size (7′ tall)

Morale: Fearless (19-20)

Experience: 6,000

Hamatula, or barbed devil, serve as diabolic guardians and patrolmen.  They are humanoid creatures covered from head to tail in sharp barbs.  Their claws are long and sharp and their eyes dart around giving them a nervous, paranoid demeanor.  They care only about advancing their station and are thus among the most fearless and zealous of devils.  Hamatula are the only devils who can’t leave their plane of existence.

Hamatula prefer to fight in melee.  If they hit with both claws they automatically hug their opponents and deal 2d4 points of damage each round.  A hamatula will release its grip if it suffers 15 points of damage in a single round (releasing at the end of a round) or if the opponent has at least 16 strength and rolls a successful check.  The first time a creature is struck by a hamatula in combat they must save vs. rod/staff/wand or flee for 1d6 rounds.

In addition to normal devil powers, hamatula can cast affect normal fires, hold person, produce flame, and pyrotechnics at will.  They can cast gate to call 2d6 lemures (50%, once per day) or 1d4 hamatula (35%, once per day).

Devil – Lemure

Climate/Terrain: Lawful Evil Plane

Frequency: Common

Organization: Horde

Activity Cycle: Any

Diet: Carnivore

Intelligence: Semi (2-4)

Treasure: None

Alignment: Lawful Evil

No. Appearing: 10d10

Armor Class: 7

Movement: 3

Hit Dice: 2 (8hp)

THACO: 19

Attacks: Claw 1d3

Special Abilities: Battle drive, regeneration

Saving Throw: Warrior

Magic Resistance: None

Size: Man-size (5′ tall)

Morale: See below

Experience: 120

Lemures are mindless, lowest form of devils.  They resemble misshapen blobs of melted flesh, vaguely humanoid with faces permanently frozen in anguish.  Some lemures maintain a fragment of their mortal existence.  They cannot communicate but follow orders implicitly.

Unless lead, lemures fight all non-devils to the death and never check for morale.  Lemures are immune to charm and illusions and can’t cast normal devil spells.  They regenerate 1 hit point per round and even their burnt ashes or scattered parts regenerate into a whole lemure.  Only a holy water, holy sword, or other holy blessed item can permanently destroy a lemure.  Lemures can be ordered in a battle drive, a wedge formation composed of at least 1,000 lemures granting them a +2 bonus to attack.

Devil, Least – Nupperibo

Climate/Terrain: Lawful Evil Plane

Frequency: Common

Organization: Army

Activity Cycle: Any

Diet: None

Intelligence: Unintelligent

Treasure: None

Alignment: Lawful Evil

No. Appearing: 1d100

Armor Class: 9

Movement: 6

Hit Dice: 1 (4hp)

THACO: 19

Attacks: 2 claws (1d2 each); 1 weapon

Special Abilities: Regeneration

Saving Throw: Warrior

Magic Resistance: None

Size: Man-size (5′ tall)

Morale: See below

Experience: 120

Only slightly higher than lemures, nupperibo are used as little more than stock troops, food, and entertainment.  They’re amorphous creatures typically resembling morbidly obese humans.  Nupperibo are blind, deaf, and mute and can’t communicate telepathically.

Unless ordered, nupperibo fight all non-devils to the death and never check morale.  In armies they use simple weapons such as clubs.  They heal 1 hit point per round while in the Lower Planes and can only be destroyed through holy items.  They’re immune to all charm or illusion spells and the only devil spell they can cast is cause fear which is usable only when 10 nupperibo are  ordered to form a group.

Devil, Lesser – Osyluth

Climate/Terrain: Lawful Evil Plane

Frequency: Uncommon

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Very (11-12)

Treasure: None

Alignment: Lawful Evil

No. Appearing: 2d4

Armor Class: 3

Movement: 12

Hit Dice: 5 (20hp)

THACO: 15

Attacks: 2 claws (1d4 each), bite (1d8), and tail (3d4 + poison)

Special Abilities: Fear, poison, +1 weapons to hit

Saving Throw: Warrior

Magic Resistance: 30%

Size: Large (9′ tall)

Morale: Steady (11-12)

Experience: 7,000

Osyluth, or bone devil, serve as jailors and police of evil planes.  They resemble large, bony humanoids with dried skin stretched tight and gaunt faces.  A large scorpion tail with a poisonous barbs trails behind them.  They’re the only devils with power above their station and serve to keep all devils in line.  If another devil kills an osyluth and it’s discovered, they’re forever reduced to marked lemures and are particularly hated by all.

Opponents struck by an osyluth’s poisoned tail must save vs. poison with a -3 penalty or lose 1d4 points of strength for 1d10 rounds.  In addition to normal devil spells, osyluths can cast fly, improved phantasmal force, invisibility, and wall of ice at will.  Osyluths radiate a 5 foot aura of fear forcing creatures to save vs. rod/staff/wand or flee for 1d6 rounds.  Once per day they can cast gate to summon 1d100 nupperibo (50% chance) or 1d2 osyluths (35% chance).  Osyluths can see normally in all forms of darkness.

Devil, Greater – Pit Fiend

Climate/Terrain: Lawful Evil Plane

Frequency: Very Rare

Organization: Solitary

Activity Cycle: Any

Diet: Carnivore

Intelligence: Genius (17-18)

Treasure: G, W

Alignment: Lawful Evil

No. Appearing: 1d4

Armor Class: -5

Movement: 15, Fly 24 C

Hit Dice: 13 (52hp)

THACO: 7

Attacks: 2 wings (1d4 each), 2 claws (1d6 each), bite (2d6 + poison), and tail (2d4); tail (2d4) and 1 weapon

Special Abilities: Fear, poison, tail constriction, regeneration, +3 weapons to hit

Saving Throw: Warrior

Magic Resistance: 50%

Size: Large (12′ tall)

Morale: Fearless (19-20)

Experience: 21,000

The highest ranking devils, pit fiends resemble humanoid Gothic style gargoyles with red scaly skin.  They wrap their huge bat wings around themselves as a cloak and their bodies produce fire when they’re excited.

Pit fiends have 18/00 strength granting them a +6 bonus to damage.  Their bite forces the victim to save vs. poison or die in 1d4 rounds.  Their bite also automatically inflicts a disease called devil chills; after 1d4 days the victim suffers 1d4 points of strength damage per day unless they receive three days of complete bed rest or receive a disease healing spell.  Creatures struck by their tail are constricted, suffering 2d4 points of damage per round until they roll a successful strength check to break free.  Pit fiends can carry spiked clubs that inflict 1d6+1 points of damage and replace a claw attack.

Creatures not native to the Lower Planes with less than 10HD who view a pit fiend run in fear for 1d3 days.  Creatures not native to the Lower Planes with more than 10HD must save vs. rod/staff/wand or flee for 1d12 turns.  All other creatures within 20 feet of the pit fiend must save vs. rod/staff/wand or run in fear for 1d10 rounds.  Pit fiends regenerate 2 hit points per round.  In addition to normal devil powers, pit fiends can cast detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire. Once per year pit fiends can cast wish.  Once per day they can cast symbol of pain.  Once per day they can cast gate to summon 2 lesser devils or 1 greater devil.

The Weird and the Useless I

In a society were magic flows like water, we can assume wizards are crafting more than keen weapons and obliterating rods.  If simple cantrips can wash a floor or close a window then surely someone spent the handful of gold making an item that can do it permanently.  These magic items are designed to make life convenient and simple… if not a little odd and funny. 

Everclean Plate: This porcelain plate magically eradicates any foodstuffs left on it, leaving behind a fragrant scent of citrus.  The plate is activated by setting a fork and knife an inch from its side.

Oral Care Paste: This paste has three functions; it instantly whitens and strengthens teet; it eliminates odorous breath; and it restores damaged or missing teeth per use.  A typical tube includes 2d6 applications.

Clap On, Clap Off Torch: This everburning torch can extinguish or ignite its flame via any clapping sound made within 30′. 

Always Tied Laces: These magical laces can tie themselves in any knot upon command.  Mischievous apprentices enchant them to tie both shoes together upon a secret command only they know.

Narrating Tome: A magical tome can be enchanted with a permanent magic mouth spell to create this effect.  The magic mouth will narrate any page upon command. Wizards can memorize their spell book without directly reading it.

Biting Dentures: These strong, ivory dentures always remain clean.  The wearer can make a bite attack (piercing and crushing) dealing 1 point of damage plus strength.  Upon command, the dentures animate; they shuffle at a speed of 6 (30′), have AC 2 (18), 24hp, and attack as a 6HD creature (6 hit die construct with strength 14) dealing 1d3 points of piercing and crushing damage.

Glass Wizard’s Eye: This glass eye only works when inserted in an empty socket.  It conveys normal sight but does not duplicate special sight such as infravision or darkvision unless enchanted.  Upon command, the eye animates and exits the socket.  It can fly at a rate of 12 (60′), conveying all seen information to the one who commanded it.  The eye can fly as commanded for one minute or up to a range of 500 feet.

Monster of the Day: Aboleth

As of this post, I’m neck deep in the 400 something spells spanning the PHB.  The Monster Manual is the last document I need to adapt and progress has been nil since I finished up the other two core books.  To keep myself busy while writing spells, I’m going to be writing up at least one monster per day.  At least that way I feel like some work is being completed.

Note: Because psionics aren’t going to be part of FG&G, I culled abilities from other sources (like the srd) for psionic monsters so they’re not weakened.  In this case, the aboleth’s spells come from 3.5 rules.

Aboleth

Climate/Terrain: Tropical and temperate/Subterranean

Frequency: Very rare

Organization: Brood

Activity Cycle: Night

Diet: Omnivore

Intelligence: High (13-14)

Treasure: F

Alignment: Lawful Evil

No. Appearing: 1d4

Armor Class: 4

Movement: 3, Swim 18

Hit Dice: 8 (32hp)

THACO: 13

#Atk: 4 tentacles

Damage/Attack: 1d6 (per tentacle)

Special Attacks: See below

Special Defenses: Slime

Magic Resistance: Nil

Size: Huge (20′ long)

Morale: Elite

XP Value: 5,000

Aboleth’s are intelligent, evil amphibious monsters resembling blue-gray fish with a fluke-like tail and three red slits for eyes.  Four tentacles grow from its head which it uses to slash at opponents.  They emit a rancid smelling slime from their bodies and wield powerful magics which they use to enslave intelligent surface dwelling creatures.

Living creatures struck by one of the aboleth’s tentacles must save vs. spells or have their skin transform into a clear, slimy membrane in 1d4+1 rounds.  Once the transformation is complete, the victim’s wound must be kept damp or suffer 1d12 points of damage each turn it remains dry.  Cure disease cast before the transformation is complete will stop the process and cure serious wound or other more powerful healing spell will revert transformed skin back to normal. 

Aboleth’s can attempt to enslave a single target within 30 feet once per day.  If the target fails a save vs. spells, they obey the aboleth’s telepathic commands.  Enslaved creatures won’t fight for the aboleth or perform suicidal actions but will defend themself.  The enslavement can be negated by remove curse, dispel magic, the aboleth’s death, or if the victim moves more than a mile away from the aboleth granting it a new saving throw once per day to break the effect.

While underwater, aboleth’s emit a viscous mucus 1 foot thick.  A creature coming into contact and inhaling the mucus must save vs. spells or lose the ability to breathe air for 1d3 hours, suffocating in 2d6 rounds if exposed to air.  The victim instead gains the ability to breathe water as if they drunk a potion of water breathing.  This duration is renewed (but not added) by additional contact with the mucus cloud.  Wine or soap dissolves the mucus.

Aboleths are hermaphrodites and each parent produces 1d3 eggs which hatch after five years and become adults in ten.  Aboleths retain knowledge from their parents and obey them implicitly.  Aboleths feed mostly on fungus and microorganisms but prefer intelligent creatures as they absorb the knowledge from a consumed creature.

Aboleth’s can cast the following spells at will as an 11th level wizard: hypnotic pattern, illusionary wall, mirage arcana, advanced illusion, programmed illusion, project illusion, veil.

I’m Back!

After a stupidly long hiatus, I’m back in action!  The break wasn’t completely in vain as I’ve managed to finish a great deal of work.  You can check the progress and download the latest version of For Gold & Glory from its separate page (link is on the side of the website).  I want to try and update this thing at least once a day, even if it’s something short and sweet like a monster or review of an old school product.

Steve Winter Speaks

Steve Winter, one-half the development team for AD&D 2E, enlightens some forum posters at the TravellerRPG forums (under the moniker “the angle”).  You have to be signed up to review the entire thread but I’ll re-post his more interesting quotes.

Combat

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“2E was a narrative game. The combat sequence was kept vague intentionally so that DMs would have maximum leeway to interpret things for the best dramatic effect. In the example you cited, the key element is that the dwarf’s player just shouted “Charge!” and rushed in. He could just as easily have said, “I pause a moment to give the wizard a chance to hit them with a fireball, then charge!” … but he didn’t. His narration indicated that he wanted to hit the enemy as fast as possible, without waiting for the wizard, so that’s the way the DM ran it. That part of the sequence had nothing to do with the initiative roll itself.”

“The question of when things happen depends on the players’ descriptions and the DM’s interpretation of the situation more than on the initiative rolls. Within the one-minute combat round, a lot of things are happening more-or-less at the same time. The initiative roll doesn’t determine exactly when any particular character does something, especially if you’re using the basic one-roll-per-side rule. Initiative is not synonymous with turn sequence as it is in many other rules. It is simply “which side has the slight upper hand this round?” That side gets to log its damage before the other guys. But they’re all in there swinging, dodging, maneuvering, and casting spells at the same time. It’s significant that in the example, the wizard cancels her fireball before the initiative dice are rolled. The dwarf is charging into melee without hesitation, so he’s bound to be in the target area before she can launch the spell. No particular rule dictates this; it’s part of the scene that the dwarf’s player created when he shouted “charge!”

“It’s meant to be chaotic; it’s intended that everything is happening at the same time. The initiative roll is a tool to help the DM decide whether the dwarf or the troll lands a telling blow* first, but they’re both hacking away and maneuvering the whole time according to the DM’s and players’ descriptions.”

“This topic was hotly contested while we were working on 2E. I played a lot of Melee/Wizard and was a big fan of its rigid definitions for what a character could do and how far he could move under various circumstances. Zeb favored the exact opposite view, that the less these things were defined, the more the DM and players could bring the scene to life and adapt to anything. We debated that more and longer than anything else. The standard rule is Zeb’s; the individual initiative rule is mine. In the end, however, I came over to Zeb’s way of thinking. For a game like AD&D, I now prefer the standard rule with its heavy dependence on narrative and interpretation. Which is not to say that I dislike or disavow the individual initiative approach. It serves very well for one, entirely valid style of play. I’ve simply come to appreciate a different style of play more.”
———-
This was always a debated topic at my game table; my friends were war gamers and I preferred a more cinematic approach.  Eventually I settled into a smooth, organic method of adjudicating battles that everyone agreed upon but it’s important to note how 2E was designed.  The system, by itself, is bare bones but came with dozens of optional rules to increase its complexity.  In my opinion, this is how RPGs should be written.

My biggest criticism with 3rd Edition was that Wizards tried to make it all inclusive but the more hard rules you create, the less you can add or change before the inevitable issue of balance comes into question.  4th Edition streamlined a lot of material with its exception-based design but their powers system left little room for easy homebrew.

Magic Item Duration
———-
“As to swords, you’re right, there’s no indication. I’d go with one of two things. The default would be level 12, because that’s the minimum level needed to cast enchant an item. The rules, however, allow one wizard to cast enchant an item and another to cast the actual spells into the item. It’s possible that both light and protection from evil could have been placed on the item by a 1st-level apprentice. That leaves you free to make them any level you want. I’d probably tie it to the weapon’s bonus — assume the caster had three levels for every plus the weapon has, assuming it has any, or something along those lines.”

“That works, too. An attractive aspect of atpollard’s answer is that it leaves the door open for interesting developments down the road. Let’s say you tie the sword’s magical effectiveness to the character’s level but don’t tell the players that. They think they have a sword of low power. Then, after the characters have risen a few levels, suddenly the sword seems more powerful. Eventually, it turns out that the sword is a forgotten near-artifact whose power reflects the power of the wielder.”
———-
Something else that usually cropped up in play were how long item spells lasted.  I always used the “12th level wizard” rule but I do like Winter’s approach to tying magic items to the player.  Most people discard magic items after a certain point but if their powers increased with the wielder they’re more likely to hang onto them.

Ranged Weapons
———-
“Sling bullets: Str bonus applies to all missile weapon damage except: crossbows (never) and bows (unless they’re specially made).”

“Dagger proficiency covers stabbing and throwing. The same goes for any weapon that can be wielded in melee or thrown, such as javelins, hammers, axes, and spears. The DM could make a case for splitting them, but it’s not intended that way. “

“The note on page 90 is wrong, and for some reason it was never corrected in subsequent printings. Only the Dex mod applies to the attack roll, and the Str mod applies to the damage roll.”

“I still work with Rich Baker, and he worked on C&T (along with a lot of other 2E products, of course), so I asked him about this question in general and that C&T passage in particular. His recollection (again, reaching back over a decade) agreed with mine that Str bonuses never applied to ranged attack rolls, and no one called that out explicitly in text because it was assumed everyone knew it. He did recall specifically writing the passage in C&T about limiting the Str-based bonus on thrown weapon damage so that a high-Str character couldn’t throw half-a-dozen darts that cause 1d3+8 damage each. He didn’t restrict Str bonuses on thrown-weapon attacks because it never occurred to him that anyone would allow them.”

“I’m going by memory here, but I’m sure To Hit bonuses were meant to be split between Str = melee, Dex = ranged. I seem to remember that Str could affect damage (the assumption the character could use a stronger pull bow). Do I have any concrete proof of all this? No, but I do know my design preferences so I’m basing it on those. I certainly don’t remember anyone arguing that Dex + Str should apply.”*

*Zeb Cook, Designer AD&D 2E
———-

Another hotly debated subject.  There was always much confusion regarding missile weapons but here it is in stone.  Dex applies to THAC0 for all ranged/missile attacks, strength applies to their damage except crossbows and bows (unless they’re specially made).

Secret Doors
———-
“Zeb hated the idea of secret doors being found with dice rolls. The only reason we kept the thing about elves and dwarves was because it was a legacy of 1st edition. This is hinted at (in a toned-down way, I assure you) in the DMG passage about elves and no one understanding how they notice concealed doors without looking.”

“This is closest to correct, only it’s not even meant to be automatic. Players are expected to tell the DM what they’re doing. Like the DMG states, “characters tap, thump, twist, and poke” until they hit the right combination. Further down the page, it states clearly that “It is a good idea to note how each particular secret door works and how it is concealed.” That’s the rule. To find a secret door, players must literally find it.

This goes back to the earlier discussion of narrative. We placed a heavy emphasis on it. Creative narrative always was meant to carry more weight than any dice roll.

This didn’t sit well with everybody, as evidenced by the Int check described in the DL product. That’s a kludge tacked on by someone who didn’t like the tap/thump/twist/poke approach. It’s not the ’standard’ rule.”
———-
I personally asked this question and the results more than satisfied me.  It’s interesting to note how a lot of D&D material was carried over not because it had any mechanical value but purely because it was “tradition.”  Some people swear by “If it isn’t broke, don’t fix it” mentality but some material, especially if it’s detrimental to good play, should be removed.  Up to 4th Edition, nobody truly knew what elves were supposed to be because their abilities had been compounded over 20 years.

Backstabbing
———-
“I don’t believe we put any restrictions on what weapons could be used, not even to those the thief has proficiency with. If you can sneak up behind someone with a guisarme-voulge without him noticing, you can backstab with it.”

“I don’t have a copy of First Quest anymore, so I can’t comment on what’s in there. But no actual d10 surprise roll is required in order to get a backstab. All that’s needed is for the victim to not know that he’s at risk of being stabbed in the back. That’s not likely to happen in the midst of a fight, but it can happen even if you know that the thief is behind you but you have no reason to suspect that he means you harm.

Now, this is unofficial, but were I the DM, I would allow the thief to ask for a surprise roll because he wanted to get the additional +1 bonus to hit with surprise. This would represent the typical movie moment where the thief does something like tapping the victim on the shoulder to make him look left before jamming in the knife with his right hand. If that roll didn’t result in the victim being surprised, however, then the whole maneuver would fail and the thief would lose the backstab bonus. I think this is a good example of how 2E allows flexibility in resolving situations.”
———-

Resting
———-
“We weren’t aiming for anything that dogmatic. That’s a fine way to break it down, especially in a situation like Dragonlance where characters are constantly on the move.

The basic idea, though, was that a character would recover 1 hp on the D&D equivalent to a ’slow day off work’ (puttering around the garden, going for a walk, catching a movie), 2 on what amounts to a ’sick day’ that you spend mostly in bed or a recliner in front of the TV but not being waited on hand and foot, and 3 in what amounts to a hospital. And by “day,” we meant a 24-hour period. Compared to the high energy, high stress, high danger routines of heroic adventurers, traveling is a break, even by foot. Climbing cliffs or slogging across the Badlands or through the Okeefenokee wouldn’t be. The decision on what types of travel are ‘restful’ lies with the DM, keeping in mind that heroes are a lot tougher than you or me.

Ultimately, the goal was to enforce periods of rest on characters. People who go on crusades and fight monsters need a lot of recuperative time off.”
———-
Miscellaneous Subjects
———-
“Multiple Attacks: I can see how this rule could be interpreted that way, but that’s not correct. A character that moves up to half his normal distance retains his full melee capability. If he has multiple attacks, he still gets them all, regardless of whether they come from using two weapons or striking with the same weapon twice as a high-level fighter.”

Fighters losing their multiple attacks in 3rd Edition is what killed that class.  2E straight up allows you to move and full attack.

“Speed Factors for Dual Weapons: Use the worst of the two speed factors. Don’t add them together.”

“That’s right. We weren’t quite as rigorous with jargon as we probably should have been. [small shields] can be used against two attackers would be correct.”

Something I have to remember to addendum in For Gold & Glory.  Small shield AC isn’t used against two attacks, but up to two attackers.

“I’m afraid that my memory is no better than Zeb’s on that question. The hand ax certainly ought to be an S weapon, and the horseman’s mace probably should. I don’t recall any specific reason why they’re not.”

Another change I need to make in addition to how secret doors work.

“The parry rule is written entirely from the perspective of characters. I’d have to say that there is no hard-and-fast rule here. Going on the defensive implies that the creature possesses a sense of self and self-preservation. If you think that a huge spider has that, then it could conceivably go on full defense if it fears for its survival. Are we talking about Shelob here, or just some hoi-polloi giant spider in a random encounter? It really needs to be judged on a case-by-case basis.”

“If you choose to use them in your campaign, then the “Options” books such as Combat & Tactics (and, to a lesser degree, the PHBRs and DMGRs) supersede the core rulebooks. For example, if you choose to use the Complete Fighter’s Handbook in your campaign, then where it conflicts with the PHB, you would go with what’s in the CFH. A DM could allow or reject things on a case-by-case basis if he wants, but it’s easier to just say “all in” or “all out.”

With that in mind, it’s not really a question of rationalizing what’s in one book in light of what’s in another. You defer to one or the other, not both.”
———-
A rather productive and fun to read topic with two months worth of juicy material.  I’ll end this post on my favorite game-related quote in that topic:

“It’s all about flexibility, really. Unlike a wargame, an RPG needs to be an open system that allows for anything to happen, and even to happen in different ways. That was my chief objection to 3rd edition; when you try to legislate everything, you turn everyone into a lawyer and nothing gets done.”

I’ve enjoyed every edition of Dungeons & Dragons; they all have their individual merit and downfalls which make them enjoyable (and frustrating) in play.  While I won’t say one edition clearly trumps the other, I prefer the style of the old, pre-competitive gaming where roleplaying felt more personal and less about mechanics.

I like it when developers talk about their work.  It’s unfortunate that a lot of material ends up becoming lost during the creation phase.  I started the FG&G project as a means to reference and bring 2nd Edition into the new century.  I hope the developer’s musings shed some new light on old material.

[3E] Prime Attribute Ability Scores

Point buy is boring. The concept that every adventurer is crafted from the same cookie-cutter “Acme Adventurer Kit” is ridiculous. Heroes in fiction aren’t born from the same mold. Some people are clearly superior to others, but point buy completely eliminates this. All fighters have 16 strength. All wizards have 16 intelligence. Everyone has a stat they just don’t care about and likely bumped up to 10 only so they couldn’t claim a penalty.

BORING

Some people legitimately enjoy point buy because they prefer to have control over the character’s creation.  Other people hate roll-for-stats because they can’t handle a character with a prime ability score below 15 or having, heavens forbid, an 8 in an ability they don’t rely on. This system, which I dub Prime Attribute Method, is an attempt to allow the variance in characters while satisfying those who don’t get what they want.

Step 1: Pick an ability score you want for your character concept. We’ll call this his Prime Attribute.

Step 2: Pick your race as normal. Humans are awesome, so humans get an additional prime attribute.

Step 3: Choose your class. Each class has one or more prime requisite. The prime requisite determines what ability score a character is expected to excel in while he’s training for his class and allows you to tag that ability score as a Prime Attribute. While anyone can choose any class, it’s understandable that strapping young lads would apply for fighter and crafty minds would take up the pointy hat of the wizard.

Step 4: Roll 4d6b3 in order. That’s right, in order: strength, dexterity, constitution, intelligence, wisdom, charisma, then apply racial bonuses/penalties. This is you, Adventurer Jr., at the tender young age of puberty. This represents your ability scores when you begin training in your class of choice.

Step 5: Remember those ability scores you tagged earlier? Take half the difference from that ability score and 18 (round it down) and add it in (an 18 changes nothing). If your ability score before step 5 is above 18 then no change is made; you’re already a racial paragon with an 18. You can’t be a super paragon!

Example: If you rolled a 10 for a prime attribute, then the difference is 8 / 2 = 4. Your final ability score for that prime attribute is 14. If you rolled a 16, you would have a final score of 17 (2 / 1 = 1). Basically, the more naturally gifted you are the less you learn from your Adventurer School ™.

You can tag an ability score as a prime attribute more than once. Each time you tag an ability score, you add a +1 bonus after Step 5. Yes, this allows humans to have a 20 and demihumans to have a 21 but at the cost of a potentially lower ability score somewhere else.

Core Classes and their Prime Attributes

Barbarian: Constitution and strength or dexterity
Bard: Intelligence and charisma and dexterity.
Cleric: Wisdom
Druid: Wisdom
Fighter: Strength and constitution or dexterity
Paladin: Strength and wisdom and charisma
Monk: Strength and dexterity and wisdom
Ranger: Wisdom and strength or dexterity
Rogue: Dexterity and intelligence
Sorcerer: Charisma and constitution
Wizard: Intelligence

Why don’t the classes have equal prime attributes?
Because nobody’s equal. The prime attributes of each class reflect what they would realistically train at. Strong men are expected to apply to the fighting position but they also train in bows and physical endurance. Bards are expected to be fleet of foot, knowledgable, and charismatic. Wizards, on the other hand, are expected to study, study, study. Druids hug trees and talk to beavers. Clerics pray all day and study their clerical duties.

In a way, you could say this system is designed to “nerf” the core casters. Shoot, I’ll come out and say it: I designed this to give a handicap to core casters! Magic is powerful and world shattering. Such studies should require dedicated and devoted focus at the expense of everything else.  Casters are normally older than other starting adventurers and their focused, intense training reflects that.

Rerolls: No! Learn to accept your lot in life or do what every weak character in fiction does; use tactics to your advantage. Did Paris complain that Achilles was near-invincible and could beat him down in a one-on-one fight? No! Paris launched a poison tipped arrow into Achilles’ heel and dropped that sucker like a bad hat. Likewise, a “weak” fighter (strength <14) should stick with sword and board, polearms, or ranged attacks. Average intelligence rogues should focus on what they like best and provide flanking bonuses for their allies. Dull wizards should crossclass when they hit their magic limit and take feats like practiced spellcaster to ensure their low level spells at least remain potent for a few extra levels.

If you can’t deal with a 13 intelligence wizard, then the DM should allow you to change your character class to something more suitable to your skills (modifying your prime attribute score). If you really, really don’t want to play anything else and throw a tantrum then the DM should allow characters who don’t have at least a 13 in their class’ prime attribute to reroll ALL OF THEIR ABILITY SCORES.

Yeah, in Dungeons and Dragons you can’t have your cake and eat it too. Deal with it or toss the cake aside.

—–EXAMPLE CHARACTER CREATION—–

I want to create a human fighter called Bob the Basher. I decide strength is important so I pick it as a prime attribute. I’m a human so I choose constitution as my second prime. As a fighter I choose strength and constitution again as a prime attribute. I now roll for my ability scores.

Strength: 11
Dexterity: 13
Constitution: 11
Intelligence: 6
Wisdom: 15
Charisma: 12

Constitution is a prime attribute so it gets bumped up to 14 (difference between 18 is 7; 7 / 2 rounded down equals 3). My strength likewise gets bumped up to a 15; 14 from one prime attribute and +1 because I tagged it a second time. Bob the Basher’s final ability scores are

Strength: 15 +2
Dexterity: 13 +1
Constitution: 15 +2
Intelligence: 6 -2
Wisdom: 15 +2
Charisma: 12 +1

Bob is essentially a 31 point buy character. He’s an effective fighter, clearly exceptional if a little dull in the brains, and he’s got some common sense.

Faerie Tale Encounters – The Lady of the Lake

This encounter involves a battle with some crafty opponents and a test of honesty.  It’s appropriate for a level 2-4 party.  Use this encounter whenever the PCs take a rest in a forested area.

“You set down your equipment and stretch your legs on a grassy knoll.  The sun’s rays peak through the branches above you, creating dancing shadows in the wind.  The knoll gently slopes down to a small, tranquil lake where frogs rest on lily pads and dragonflies dart in and out of the tall grass.”

1. Grassy Knoll

Seven mischievous redcaps call a hollowed stump their home and the sight of humans whets their appetite for blood.  Four redcaps will hide in the trees armed with slings while three of them move silently up to the party and snatch any loose valuables they can grab including loose weapons such as polearms, quivers, or bows.  If anyone is carrying a sheathed weapon on their belt then they use their pick pockets ability to cut the weapon free.  When their hands are full or they’re spotted, the redcaps toss the loose equipment into the lake and fight back.

If the redcaps surprise the party, they fall back to their tree stump to grab their weapons and lure the party into their snare trap.  The redcaps in the trees will stay hidden.  The redcaps in the trees will attack with their slings and drop to the ground when harried by ranged attacks.  They always target wizards, priests, and archers in that order of importance.  All seven redcaps will fight to the death.

2. The Stump

The stump quickly slopes underground to a small, one-roomed burrow with a 5’ high ceiling.  The only source of illumination is the small ray of light pouring from the stump’s opening.  A foul smell of decaying flesh and body odor permeates the area.  There’s a shoddily crafted wooden table in the center of the room, a row of beds made from bloodstained clothing, and a pot full of blood and gore.  A patchwork nightcap, freshly stained with blood, was in the process of being stitched together with a discarded piece of cloth, needle still in it, lying next to the hat.

A trip wire is hidden in the entrance.  Stepping on it causes a barrel of gore and dismembered parts to fall on the character dealing 2d6 points of damage (save vs. breath for half).

A small, wooden chest is poorly buried underneath the table.    The chest is locked and contains 50pp, 30sp, and two vials of type A poison.

3. Leliana’s Lake

Leliana, a fun loving nymph, calls this lake her home.  She hates the redcaps but she’s timid and easily shaken at the sight of violence.  If any equipment was tossed into the lake, she retrieves it and calls the party to her side.  Leliana returns any discarded equipment except one item that fancies her (a weapon, shield, suit of armor, ring, etc.).

Leliana poses a test of honesty to the characters.  If the owner of the item asks for his lost possession back, she’ll tell them “Oh, you mean this old thing?” before offering an item from her underwater grotto.  If the character truthfully denies the item, she congratulates their honesty, returns their lost valuable, and hands over the item from her grotto.  If they accept Leliana’s item, she scoffs at retreats to her grotto to add the lost item to her growing collection.

If attacked, Leliana charms the strongest looking character and orders them to attack, focusing on casters first., then retreats to her grotto.  If encountered in her grotto, she pleads for her life and offers an item from her collection in exchange.  If Leliana survives the encounter, she requests help from the region’s druids who track down the party in an attempt to retreive any stolen goods and harass the party.  If Leliana was seriously injured (less than one-quarter of her hit points) or sexually assaulted, the druids attack to kill.

4. Underwater Grotto

This small, dry cave set underneath the hills and accessible by a 50’ tunnel underwater is decorated with plush cloth and pillows.  The grotto is lit with a magical gem set in the center and air comes in from holes in the ceiling.  Leliana keeps her collection of magical items here and will offer it as part of her test if the character’s lose any items.  Deep within well hidden nooks are a trident +1, sharkskin scalemail (weighs 10lbs less than normal scale and is valued at ), gem of brightness (casts light over the room), small emerald (worth 2,500gp), wand of wonder (7 charges), and a ring of protection +1.

REWARDS

The characters receive 600xp if they find the redcap’s hidden treasure.  The character who passes Leliana’s test receives 150xp.  The total experience value of Leliana’s treasure is 5,440xp.

——-

NEW MONSTER

Redcap

CLIMATE/TERRAIN: Humanoid civilized areas

FREQUENCY: Uncommon

ORGANIZATION: Solitary or group

ACTIVITY CYCLE: Any

DIET: Carnivore

INTELLIGENCE: Average (8)

TREASURE: I, X

ALIGNMENT: Chaotic evil

NO. APPEARING: 2-16

ARMOR CLASS: 3

MOVEMENT: 12

HIT DICE: 3 (12hp)

THAC0: 17

NO. OF ATTACKS: 2

DAMAGE/ATTACK: By weapons

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

MAGICAL RESISTANCE: Nil

SIZE: S (3’ tall)

MORALE: Elite (13-14)

XP VALUE: 120xp

Redcaps are evil, vicious sylvans that prowl highways and common trails.  They look like short, haunched over men with wrinkly tan skin, black eyes, long fingers, and sharp teeth.  Redcaps are exceptionally swift with thick skin giving them an AC of 3.  They wear caps which they soak in the blood of their victims and tales say that if a redcap’s cap ever dries, they die.

Combat

Redcaps lure their foes into traps and pummel them from afar with slings before closing in with a halberd, their preferred weapon.  Redcaps often employ crippling poisons and enjoy ambushing their opponents, their natural swiftness giving their targets a -2 penalty to surprise checks.  Redcaps can move silently and pick pockets as a thief with 80% proficiency.

Habitat/Society

Redcaps usually establish small groups and find a home, usually a burrow or cave, near a well established road or trail.  Oddly enough, redcaps are extremely loyal to each other and protect their homes with extreme ferocity.  Each group knits a special cap which serves as an identifier for them.  Although simple, redcaps are intelligent enough to scout out potential homes for other redcaps in the vicinity as they know not to attract attention to themselves.

Ecology

Redcaps have an unexplained, savage lust for fresh human and demihuman blood.  They hand knit caps from discarded clothing and soak them in the gore of their victims.  Despite the legend’s surrounding it (as no redcap’s cap has ever gone dry while it lived), a redcap does not actually die if its cap is dry.  So great is the redcap’s paranoia and focus over their individual hat that they actually die from shock if it’s forcibly removed for 1d4+1 rounds.

Faerie Tale Encounters – The Bridge and the Troll

Brothers Grimm, Anansi, Aesop, and countless of tale tellers real and fictional have regaled humans with fantastic tales meant to entertain and educate.  Each tale is strongly rooted in fantasy while retaining an air of realism that connects the fantastic with the real.  For the next week or so I’ll be publishing free encounters inspired by faerie tales from around the world.  Use these in your game when you want to introduce a fun or unique scenario to keep your players on their toes.

————-

THE BRIDGE AND THE TROLL

This is an encounter appropriate for a level 5 party of five or six.

The DM reads: “You come to a river cutting through the river on a flat farmland. The river extends to the horizon in both directions with a strong current.. A simple stone bridge, aged with overgrown grass, flowers, and moss, closes the 10 yard gap.”

Before the players reach the bridge, a scrag (water troll) rises from the water and hops on the bridge, barring the path. Holding his arms out in a nonthreatening fashion, he introduces himself as Krath, guardian of the bridge, and refuses to let anyone pass unless they prove themselves “worthy” through a mental challenge. If they succeed, he ‘gifts’ them with a magic pendant of luck (which is actually cursed) and a sack with 100gp. If they answer incorrectly, he eats the one who answered wrong.

Krath asks a single riddle. Roll 1d4 to choose randomly. He waits as long as it takes for someone to answer.

Random Riddles (1d4)
1. Question: A human warrior walks into a room with six wooden chairs and six elves sitting down. The warrior picks an elf up and throws him out the window. How many legs are in the room?
Answer: 36. 24 chair legs (4 per chair) and 12 humanoid legs (five elves and one human).

2. Question: A druid is bitten by a werewolf and contracts lycanthropy. On the night before the full moon, he transforms and bites his wife. On the night of the full moon, he transforms and bites his father. On the night after the full moon, he transforms and bites his sister. How many people total did the druid possibly infect?
Answer: None. Only true lycanthropes can spread lycanthropy.

3. Question: A dwarf wakes up in the morning and drinks four beers. At noon, he drinks six beers. In the evening, he drinks three beers. Working through the night, the dwarf drinks seven beers at noon and goes to sleep. How many beers did the dwarf drink that day?
Answer: Seven. He woke up in the morning the previous day making the seven beers his first drinks of the new day.

4. Question: In my pocket is eighteen copper pieces, twenty-two silver pieces, and ten gold pieces. How many pounds of gold are in my pocket?
Answer: .20 or one-fifth. Fifty gold pieces to a pound and there are ten gold pieces.

——–

If the answer is correct, Krath congratulates them on their skill, rewards them with the pendant and the gold, then returns to his home under the bridge. If a character answers incorrectly, Krath immediately attacks them. Krath fights as a freshwater troll with 8 hit dice (44 hit points, 1,000xp) and his extra thick skin gives him an AC of 1.

Krath has a twisted sense of honor, attacking only the one who answered incorrectly. Krath is oddly attached to his choosen bridge and will never move further than 30 feet away. If the characters try to answer his question from afar, he asks them to come within 10 feet because his hearing is poor. So powerful is Krath’s attachment that any magical attempts to move him across his bridge automatically fail.

If the PCs attack Krath he fights back attempting to grab and drag heavily armored characters into the water. Characters wielding fire or acid are attacked first and he fights them while submerged in the shallow end of the river implying a +4 bonus to his save vs. fire or acid spells. If characters attack him from afar he tosses heavy stones (short range 2, medium range 4, long range 6, 1d6 points of damage). If the characters fight him from afar with fire or acid ranged weapons, Krath tosses rocks while taking cover using the bridge and water implying a -4 penalty to hit.

Krath is cowardly. If he’s brought down to less than a quarter of his health he foresakes his bridge, grabs his knapsack, and swims down river (the powerful current increases his swimming speed by 2). Krath eventually finds another bridge and may show up in a future encounter. Krath is held in high favor by the god of trickery (or any kind of deity that favors luck or fate). If Krath is killed, the character that dealt the final blow suffers a -1 penalty to attacks and saves for 1d3+1 weeks.

Trying to cross the river by swimming is difficult because the rapids are fast. Any attempt requires a swim proficiency check or a strength check at a -4 penalty. Failing drags the character under and carries him 60 feet down river in a single round. Trying to ford the river in a raft or swimming across within Krath’s sight will result in him tossing rocks while muttering curses.

If the party has a ram or adult male goat with them it immediately flies into a rage at Krath’s presence, breaks free of any nonmagical bonds, and charges the troll. The attack instantly knocks Krath off his bridge and down river. The characters are rewarded with full experience as if they had defeated Krath in combat.

Rewards

If a character answers Krath’s riddle correctly they’re given a cursed pendant of luck and 100gp. The character who answered (or first came up with the answer) is rewarded with 250xp.

Krath has a small burrow underneath the far end of the bridge where the characters may find the remains of his unfortunate victims under a musty straw bed. Krath also keeps a well hidden knapsack (sized for a giant) of the treasure he earns from dull witted travelers.

Inside the knapsack are 3 pendants of luck (all cursed), a garnet (500gp), 2 black opals (1,000gp each), a flawed chunk of obsidian (10gp), potion of fire breath, a scroll of fireball (level 8 wizard), three arrows of slaying (giants), and Rams-head, a +1 longsword that functions as a +2 longsword against regenerating creatures and can automatically slay them if helpless or reduced to 0 or fewer hit points. Krath was going to destroy those last four items before the PCs arrived.

If the PCs cross the bridge peacefully, reward them with 3,600 group experience points. If the group finds the treasure (which usually means they killed Krath or somehow tricked him) reward them with an additional 4,560xp.

Pendant of Luck: This is a finely crafted grinning mask pendant carved from ivory, gem encrusted, and set on a pure gold chain. A gemcutter or dwarf would estimate its value at 1,200gp. In reality the item is cursed. Wearing the pendant implies a 5% chance to fail at a single task per day when the results of failure would most inconvenience the wearer. Traps go off even when the wearer thinks he disarmed them, his grip loosens causing his magical sword to fall down a well, he says something offensive to the baron’s wife, or his spells target a random ally (when harmful) or enemy (when beneficial). This chance increases by 5% cumulatively each day until the check is made reseting the chance back to 5%.

Despite being cursed, the amulet can be removed in which case the penalty to fail still remains but does not accumulate daily. Regardless of how long a character wears the pendant, every time it is removed and put on adds an additional 5% to the chance of failure. The chance of failure is eliminated by a remove curse spell.

The pendant never detects as magical and its cursed status can only be revealed by a 9th level or higher wizard who casts identify and only on a 1-in-4 chance (1 on a 1d4). The deities of trickery have created a powerful curse indeed.

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Welcome to my website.  This website serves as the home of my 2nd Edition retro-clone For Gold & Glory.  As a fan of role-playing and fantasy supplements in general, expect my musings, reviews, adventures, homebrew rules, and periodicals.  I like to keep my words curt and layout clean.  Don’t hold me to it, but expect an update on Mondays, Wednesdays, and Fridays.