Oh - for that matter - the Tome of Horrors Complete is now available. I have scads of lairs in that tome and did the conversions of the monsters from Tome 1.
I'm about 1 week away from publishing NOD 10. Contents should be ...
Mu-Pan - continuation of the hex crawl in NOD 8. I've been running excerpts all month.
Polyester Road - this is a mini-game/mini-campaign about truckers hauling goods on post-apocalyptic highways. The technology is mid-1970's and the mutations not too gonzo.
Monstrous Evolutions - two race/classes for Pars Fortuna in the tradition of beast-people. In this case, the "beasts" are a rust monster and owl bear. Will include an illustration and a mini-adventure.
Chim-Chimera-Cheree - The random chimera generator I posted on this blog with a nice illustration.
The Leech - A fantasy doctor/surgeon class for Swords and Wizardry - think of this class as the medical equivalent of Indiana Jones' archaeologist.
Phantastes - a few more chapters of the fantasy classic.
Coming up for NOD 11 - A journey into Hell (hex crawl inspired by Dante's vision of the underworld), Action X (mini-game of special operations teams in the Cold War) and probably something spooky for Halloween - probably a dungeon crawl in a haunted manor.
And now, two encounters - one from Mu-Pan, the other from the Pirate Coast. Enjoy ...
0108. The floor of
this valley is a chain of shallow lakes linked by channels of sandy, sluggish
streams. The lakes are heated geo-thermally, and this has made the valley
steamy and verdant. In ages past, great creatures akin to reptiles lived in the
valley until they were hunted to extinction by the ancient elves – many an old
elven sword has a pommel wrapped in leather cured from their skin and ancient
elf lodges often have their strange, massive heads mounted on the walls.
While
these massive beasts no longer roam the valley, their spirits do, and are
encountered here on a roll of 1-2 on 1d6 (1-4 on 1d6 during a full moon). Use
the following table to determine what kind of animal is encountered.
1-3
|
Ankylosaurus:
HD 8; AC 0 [19]; Atk 1 clubbed tail (special); Move 9; Save 8; CL/XP 8/800;
Special: None.
|
4
|
Brontosaurus:
HD 25; AC 6 [13]; Atk 1 stomp (special); Move 9; Save 3; CL/XP 25/5900;
Special: None.
|
5-6
|
Stegosaurus:
HD 15; AC 2 [17]; Atk 1 bite (special), 1 spiked tail (special); Move 9; Save
3; CL/XP 15/2900; Special: None.
|
7-8
|
Triceratops:
HD 15; AC 0 [19] front, 5 [14] back; Atk 1 gore (special); Move 12; Save 3;
CL/XP 15/2900; Special: None.
|
9-10
|
Tyrannosaurus:
HD 18; AC 4 [15]; Atk 1 bite (special); Move 18; Save 3; CL/XP 19/2400;
Special: Chews and tears.
|
The
dinosaur spirits are ethereal, and can thus only be harmed by silver or magical
weapons and spells of force or dispelling. Their attacks cause 2d6 points of
chilling cold damage and force a victim to save or be drained of one level.
One
of the shallow lakes is an illusion, hiding an ivory palace of the ancient
elves – one that has been abandoned and forgotten for centuries. The palace is
composed of eighty-one cells, each with a vaulted ceiling and connected to four
adjacent vaults via a short (5 feet long) passage. These passages are blocked
by walls of force, each one a shimmering curtain of one of five colors –
cerise, ultramarine, gamboge, myrtle and heliotrope.
The
palace has four entrances; each of these entrance cells has only three curtains
for force blocking further access to the palace. One of these entrance cells
contains a colored tetrahedron of metal, the exact color being determined
randomly (see below). In the middle of each cell there is a tripedal stand
which fits this tetrahedron. By placing the tetrahedron in the base and tapping
it with something metallic, the corresponding colored curtain of force
disappears for 1 minute. The colors of the curtains in each cell should be
determined randomly with a d10 (1-2 = cerise, 3-4 = ultramarine; 5-6 = gamboge;
7-8 = myrtle; 9-10 = heliotrope), and the color of the tetrahedron changes
(using the same random table) when it is brought into a new cell. This makes
moving through the strange palace quite a chore, and potentially dangerous as
there is a slight chance one will enter a cell and be unable to exit due to the
color of the tetrahedron.
Each
time a cell is entered, there is a 1 in 1d6 chance of a random monster (CL 3)
appearing in the cell. These monsters are given the same random colors as the
rooms and tetrahedron, and the color of the creature makes it vulnerable to a
single form of attack: Cerise = cold, Ultramarine = fire; Gamboge = silver;
Myrtle = steel and Heliotrope = wood. All of these beasts can be harmed by
magic missiles. Their bodies disappear after one leaves their cell.
The
center cells of the palace are combined into a single large chamber. In the
middle of this chamber there is an elf-hewn idol of a four-faced, eight-armed
and eight-legged goddess. Each pair of hands holds a golden plate hidden by a
pelt of sable. The plates face the curtains of colored force, and these colors
determine what secrets are etched on the plates. The plate facing a cerise
curtain is attuned to fighters (and rangers and paladins). The plate facing an
ultramarine curtain is attuned to clerics (and druids). The plate facing a
myrtle curtain is attuned to thieves (and assassins and monks) and the plate
facing a gamboge curtain is attuned to magic-users. A plate facing a heliotrope
curtain is replaced by a portal into the void, per a sphere of annihilation.
Looking
upon a plate not attuned to their class forces a character to save vs.
blindess. Looking upon the proper plate grants a magic-user a new spell of
their highest spell level (though it must be written into their spellbook), a
cleric or druid access to a magic-user spell that can be associated with their
deity, a fighter-type a +1 bonus to wield a random weapon and a thief-type a
+10% bonus to use one of their skills.
7238. Dinsan: Dinsan is a city of 6,000 people
situated atop a plateau that rises 200 feet above the surrounding landscape and
looks over the source of the river. The city is quite ancient and the buildings
show their age. Although the people are productive, growing sweet, golden
barriers (sun berries) and turning them into a very potent liqueur favored by
the Ying nobility.
The city is notable for seven grand constructions. The first
is a central tower with a single, large wooden gate. This tower is the entrance
to the plateau, as it connects with a tunnel that spirals up through the
plateau. This tunnel is guarded by albino apes chained to the walls. The roof
of the tower is conical and set with six mirrors. As the sun hits these
mirrors, it sends a beam of light to strike the face of one of the six statues.
The six statues represent the six founders of the city. Each
of the founders is represented by a faction in the city, and while the face of
a faction’s founder is illuminated, that faction governs the city absolutely.
This makes for rather confused government, though the locals are fairly used to
the arrangement and almost take pride in it.
The first faction was founded by Binua, a priestess of
Inzana. Her sohei are now commanded by Temang, a muscular woman with a round
face and long grey hair. The sohei wear armor lacquered red and brass masks
meant to depict Inzana, the sun maiden. The sohei are warlike and easily
annoyed, and demand almost constant tribute to their goddess and her sacred
monkeys.
The second faction are the samurai descended from the army of
Chireng and now ruled by Agchaan. Agchaan is a straight-forward, brash woman
with fiery green eyes. Agchaan is big boned and has a small-featured face. She
and her samurai rule with wisdom and restraint, following the bushido code
zealously.
The third faction are the shugenja of the White Order, a band
of moralists who outlaw alcohol, gambling and promiscuous behavior while they
are in charge. They are all ascetics who wear simple white loincloths and who
anoint their bodies with the oil of stinging herbs. The White Order was founded
by Manalch and governed by Haampi, a small man with a thin face and sunken
eyes.
The fourth faction are the ninja of Geri, the so-called Jade
Prosperity Society. The ninja are a crime syndicate of smugglers and assassins
who run protection rackets even when they are not in power. The ninja are ruled
by Uncle Take, a secretive man, tall, with a long face, who runs a shop of
calligraphers and keeps white mice.
The fifth faction are the wushen of Geran, a monkey
hengeyokai who preached the values of laughter and festivities. The city takes
on a Mardi-Gras atmosphere while the monkey lords are in power (though not all
of them are monkey hengeyokai). The wushen are governed, loosely, by their
eldest member, Mudar. Mudar is a willowy men with a heart-shaped face. He and
his priests dress in silk tunics and pantaloons, carry staves and wear monkey
masks.
The sixth factions are the descendants of the slaves who
constructed the city-state and the tunnel through the plateau. They are no longer
slaves, and most of the time work on repairing buildings and constructing new
buildings. When they are in power, however, they run rampant through the city
destroying the work they had done and causing new destruction – though never to
the houses of the other factions or the central tower. They are led by the
half-ogre Suhaz.
|
Temang, Sohei Lvl 6: HP 20;
AC 3 [16]; Save 9 (7 vs death & poisons); CL/XP 7/600; Special: Banish
undead, spells (4th). Kabuto, haramaki-do,
haidate, masakari, prayer
beads.
|
Agchaan, Bujin Lvl 6: HP 6d6+1; AC -1 [20];
Save 11 (10 vs death & poison); CL/XP 6/400; Special: Follow through. O-yoroi, dadao, daikyu.
|
Haampi, Shugenja Lvl 5: HP 19;
AC 9 [10]; Save 11 (9 vs magic); CL/XP 4/120; Special: Spells (3rd). Bo staff,
spellbook.
|
Uncle Take, Ninja Lvl 7: HP 23;
AC 9 [10]; Save 8 (6 vs. death & poison); CL/XP 4/120; Special: Move
silently, hide in shadows, climb sheer surfaces, backstab x3, read languages. Bo staff, hankyu.
|
Mudar, Wushen Lvl 5: HP 14;
AC 9 [10]; Save 10; CL/XP 5/240; Special: Spells (3rd), turn undead, xxx, xxx. Kama,
prayer beads.
|
Suhaz, Half-Ogre: HP 7;
AC 9 [10]; Save 16 (15 vs death, 12 vs. poison & disease); CL/XP 1/15;
Special: Follow through, ogre's ferociousness, open door on 1-4 on 1d6.
--
Image by jurer2, found HERE.
OH MAN, I can't wait for the new Nod! I just got issue 9 and it is fantastic. I will be buying all the back issues, my good man!
ReplyDeleteMuch appreciated sir! Almost forgot - should be another Pandemonicon in there as well.
ReplyDeleteThe new issue sounds good. Looking forward to it.
ReplyDeleteHA! I don't think I understood most of this article but rock on for using my Pirate VS Ninja drawing. :-PPP
ReplyDelete