Archive for the Uncategorized Category

Tiny Savage Thouls

Posted in Uncategorized with tags , , , , , , , , , , , , on August 5, 2015 by Kullervo

AC: 7
HD: 1**
Move: 120′ (40′)
Attacks: 2 claws
Damage: 1d3/1d3
No. Appearing: 4d6 (hundreds)
Save as: F1
Morale: 8
Treasure Type: C
Intelligence: 4
Alignment: Chaotic
XP: 16

A claw attack by a tiny savage thoul will paralyze (as a ghoul) if it does at least three damage. If a tiny savage thoul is killed by any means, it may save vs. death ray to immediately spring to life with 1 hp.

I suppose you could also have them throw rocks.

Someone on Dragonsfoot asked for suggestions of monsters to swarm a party of level 5-6 characters. This is what I came up with.

Escape from the Lizardmen’s Grotto

Posted in Uncategorized with tags , , , , , , , , , , , , , , , , , , on August 3, 2015 by Kullervo

This weekend my brother an adventure involving an escape from the clutches of a bloodthirsty lizardman tribe.  The PCs begin in wooden cages in the center area, destined for sacrifice.

He asked for one exit route through the lizardman area, but with the potential for rescuing other captives, and a second exit through flooded caves.  I added one, possibly two more exits.
After talking through the (finished) map, we also came up with a jade mine (the entrance would be in one of the cliff faces in the central grotto.  It has a bloated giant lizardman overseer, a cockatrice accidentally stalking the tunnels, and a secret plan for the miners to dig an escape tunnel.
Escape from the Lizardmen's Grotto
Obviously it’s hand-drawn and hand-written.
Also, here’s a random encounter chart:
Random Encounters in the Grotto
Enjoy!

The Forgotten Temple pt. 3: The Temple

Posted in Uncategorized on June 30, 2015 by Kullervo

Forgotten Temple

The Forgotten Temple pt. 2: The Caves of Peril

Posted in Uncategorized on June 24, 2015 by Kullervo

Caves of Peril

Megadungeon Level One

Posted in Uncategorized with tags , , , , , , , , , , , , , , , , on May 21, 2014 by Kullervo

Unkeyed:

Level 1 Unkeyed

And keyed:

Level 1 Keyed

This is the replacement dungeon level I drew after being dissatisfied with my first attempt. you’ll notice that is it bigger, but that the entrance (D1) and the exits (D8 and D19) are in the same relative places. This is because I’ve already planned out where the different connections between levels are relative to each other; one of the big ideas in this dungeon is that each level connects to many other levels (no level connects to fewer than two other levels, and some connect to as many as six).

In this level, the exits to levels two and three are easy to find–this is another characteristic of the dungeon: it will never be hard to find the pathway to go through the levels sequentially. The dungeon was originally meant to be used, after all. On the other hand, many of the out-of-order level connections or connections to sublevels may be hidden.

Quick rundown of the different areas:

The D areas are just generic dungeon. Not much treasure ebcause they’ve basically been picked clean, but also not much in the way of really challenging monsters. Maybe a scavenger or a wandering monster or two. The big exception is D20-D26, which was once the lair of a tribe of kobolds, before they were driven out by the goblins in the G areas. Not much is left in terms of loot, but the whole area is still booby trapped like crazy. D16 is a large cistern/reservoir, with underwater tunnels leading to the S areas. Watch out for the water rats.

The B areas were originally barracks (you can see the fighting pit in B7). There’s a mess hall (B11), a drill floor (B2), offices and quarters for officers (B3-B6), an armory (B8), a smithy (B9), and a kitchen at B10 with a secret passage into the larders. These areas are mostly inhabited at present by a gang of brigands, with their loot.

The L areas are the larders, which are now completely infested with dog-sized bloodthirsty carnivorous chickens. They are mean, and extremely territorial, and that’s just the hens. The rooster is the size of a horse and pure evil. The whole area is basically buried in chicken shit, and the level’s other inhabitants avoid it. That said, the larders were not only stocked with foodstuffs–the whole area is riddled with secret rooms where there are still valuables left for the taking.

The S areas are full of grates to water tunnels below and weird machinery. They are difficult to get to, and used as the lair of a bunch of really big giant water rats. There’s also some decent treasure in there though, so it’s worth trying to find.

The K areas were once kennels. The hounds are all dead, and the area is haunted by a gray ooze, that can slip through the locked and rusty bars.

The G areas have long been used as the lair of a goblin tribe, led by a self-styled king, with a decent haul of treasure. It’s not clear what the rooms were originally used for.

The X areas are mostly abandoned, because an extremely dangerous predator lairs at X4. The only other inhabitants are a mixed group of human and goblin outcasts, hiding out at X8 and planning revenge.

How many careers actually involve ORCs?

Posted in Uncategorized with tags , , , , , , , , , on June 30, 2011 by Kullervo

Ohio’s compilation of statutes is called the “Ohio Revised Code,” or “ORC” for short. HILARIOUS! Because I am a lawyer.

That is all.