Archive for Dungeon Crawl

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: Treasure Map

Posted in Dungeons & Dragons with tags , , , , , , , , on June 29, 2015 by Kullervo

Treasure Map

The players found this map in the griffon’s lair.

The Forgotten Temple pt. 1: The Well Caves

Posted in Dungeons & Dragons with tags , , , , , , , , on June 24, 2015 by Kullervo

The party landed itself in pretty hot water while exploring the Ulthar Hills, and by hot water I mean up on a barren ridge fighting a pack of griffons at the entrance to their lair.  Casualties were severe.  The survivors fled into the lair (a cave), where they found an old ironbound door, which they managed to get open, get through, and bar behind them.  Nowhere to go but forward and down…

Well Caves

D&D Classics Is Live! Hot Damn!

Posted in Dungeons & Dragons, Swords & Sorcery with tags , , , , , , , , , , , , , , , , , , , , , , on January 22, 2013 by Kullervo

Hot damn! Wizards of the Coast has pdfs for sale again! I can’t tell if the price point is the same as when it was all taken down in 2009 (I seem to recall a lot more $4.99 products and a lot fewer $9.99 products), but it all still looks very resonable, and in any case cheaper than what you have to pay on the secondary market.

Honestly, I had stopped buying anything from Wizards of the Coast awhile ago and I had basically written them off (played 4e and liked it but didn’t love it; have no interest at all in 5e/Next; am now only really interested in older editions), but it looks like they’re back in the game. This was pretty much the only way they were going to get me to give them my money again, and they’ve done it.

If you’ll excuse me, I’m going to go demonstrate with my wallet that this was a sound business decision (on the other hand, I promise you right now that my productivity for the day is just shot to hell). To start with, I think I shall purchase…

C1: The Hidden Shrine of Tamoachan
HR7: The Crusades Campaign Sourcebook
Manual of the Planes (AD&D 1e)

But I have a bunch of other stuff in my wish list that I’ll be getting in short order–lots of classic modules and 1e hardback/sourcebooks. Oh, and I fully intend to buy every single Planescape pdf they release.

New D&D Monster: Foul Hound

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , on June 28, 2011 by Kullervo

Foul Hound

No. Enc.: 1d6
Alignment: Chaotic
Movement: 180’ (60’)
Armor Class: 7
Hit Dice: 3+1
Attacks: 2 (tentacle lash)
Damage: 1d6 plus disease (see below)
Save: F2
Morale: 9
Hoard Class: None
XP: 135

Foul Hounds are large wolves with eyes of baleful green flame and clusters of long, ropy black tentacles emerging from their mouths. They serve evil druids and priests of nature as a boon from the dark gods, and are rarely found in the wild.

The tentacles of a Foul Hound drip with disease, and an adventurer hit by one must save versus poison or be smitten with a horrible fever and die within 2d10 days. The victim may be cured by a cure disease spell, but while sick, takes a -2 penalty to hit rolls and heals from all damage at half the normal rate.

Foul Hounds are also known for their eerie, terrifying howls. An adventurer who hears a Foul Hound’s howl for the first time must save against paralysis or be frozen with madness and fear for 1d6 rounds.

Illustration by David Deitrick

New D&D Monster: Albino Alligator

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , on June 27, 2011 by Kullervo

No. Enc.: 1d6 (2d8)
Alignment: Chaotic
Movement: 90’ (30’)
Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: F1
Morale: 7
Hoard Class: None
XP: 29

These blind, subterranean alligators navigate by echolocation, but their subsonic screams cause extreme distraction, irritability and confusion. This effect is magnified when multiple Albino Alligators are present. Every round that a creature is within 10’ of an Albino Alligator, it must save against spells or be affected for that round as if under the influence of a confuse spell. For every Albino Alligator beyond the first one that is within 10’ of a creature, that creature must make its saving throw at a -1 modifier.

Illustration by David Deitrick

New D&D Monster: Blight Hulk

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Blight Hulk

No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 4+2
Attacks: 2 (slam)
Damage: 1d8/1d8
Save: F4
Morale: 10
Hoard Class: XI
XP: 205

AA looming, 10’ mass of corpses stitched together by black, pustulent vines and roots, a Blight Hulk is a true monstrosity. Apart from its size, a Blight Hulk is immediately distinguishable by its gaping, slack maw lined with teeth of thorns and jagged bone. A Blight Hulk is utterly mindless except for an all-consuming urge to consume and destroy.

Blight Hulks are completely blind and deaf, and can only sense the presence of other creatures within 10’ by the vibrations they create. However, if attached with a missile weapon, a Blight Hulk will charge in the direction of the attack until it finds a target or is attacked from a different direction.

If a Blight Hulk hits a creature smaller than it with both slam attacks, it will shove the target down its gullet, where the target will be jabbed with rows of poisoned spines (automatic 1d6 damage per turn until the target or the Blight Hulk is dead, plus the target must save versus poison or die in 1d4 turns).

Like ordinary Blightlings, Blight Hulks are undead (and thus immune to charm, hold person and sleep) but are generally immune to turning by a cleric, except by clerics that specifically serve deities of nature or nature itself.

Illustration by David Deitrick

New D&D Monster: Giant Mutant Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Giant Mutant Slime Eel

No. Enc.: 1
Alignment: Chaotic
Movement (Swim:) 120’ (40’)
Armor Class: 4
Hit Dice: 6+1
Attacks: 2 (bite, acid slime)
Damage: 2d8/2d6
Save: F4
Morale: 8
Hoard Class: VII
XP: 680

When exposed to vile magic for a long period of time, a single Slime Eel may begin to devour its own kind, grow to an enormous size and even develop an evil cunning intelligence. Such Mutant Slime Eels can grow up to 20’ in length and 5’ in diameter, their rasplike mouths grow razor-sharp, flexible chitinous plates develop in segments along their bodies, and their feeding feelers grow longer and gain prehensile dexterity. Only their simple, primitive eye and their sickly pinkish color remain the same.

An active Mutant Slime Eel generates slime that fills the water for 10’ except that the mutant slime eel’s slime is fully acidic, doing 1d6 damage per round to every creature exposed to the slime. The Mutant Slime Eel’s slime also erodes weapons and armor: each turn roll 1d6 for every non-magical weapon or piece of armor exposed to the slime. On a roll of 1, the item is dissolved.

A Mutant Slime Eel can spit its slime as a missile weapon (40’ range), doing 2d6 damage and potentially dissolving weapons and armor as above.

Illustration by David Deitrick

New D&D Monster: Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on June 23, 2011 by Kullervo


Slime Eel

No. Enc.: 1d3 (1d6)
Alignment: Neutral
Movement (Swim): 120’ (40’)
Armor Class: 8
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d6
Save: F1
Morale: 7
Hoard Class: None
XP: 38

Slime eels are disgusting aquatic creatures, 8’ in length and lacking bones or a separate jaw. Their heads are merely a blunt end to their fat, pinkish, wormlike bodies with a single primitive eye and a disc-shaped rasping mouth surrounded by blubbery feelers. Their boneless bodies can squeeze through surprisingly tight spaces.

Sluggish except when feeding, slime eels burrow into the mud and rocks of subterranean river bottoms when no prey is available and go into torpor for months until they sense suitable food, at which time they can quickly enter a feeding frenzy. Adventurers caught in a mass of feeding slime eels run the risk of being knocked prone (roll 1d6 each round; characters are knocked prone on a roll of 1).

When active, a slime eel exudes a slick, viscous ooze that clouds the water within 10’ of the slime eel, imposing a -2 to-hit penalty against any attacker who relies on sight to hit. The slime also works as an anticoagulant; consequently, any wound inflicted by a slime eel will continue to do 1 point of damage every round that the wounded creature remains in the slime. Canny adventurers may try to coat their weapons with a defeated slime eel’s slime. Slime harvested from a dead slime eel retains its potency for up to an hour; each dose of the slime is good for one use when applied to a weapon and will cause a wound inflicted by that weapon to bleed for an extra point of damage on the next round. 1d3 doses may be harvested from each defeated eel.

Illustration by David Deitrick

Thoughts on Dungeon Crawl Classics

Posted in Swords & Sorcery with tags , , , , , , , , , , , , , , , , , , , , , , , , , , , , on June 10, 2011 by Kullervo

The Dungeon Crawl Classics beta playtest rules are out and they’re what everyone is talking about (at least everyone who writes gameblogs I read…), and as I have had a chance to briefly flip through them, I thought I would toss my two cents into the palaver circle.

I’m not incredibly wild about fantasy roleplaying in general. I like D&D, by which I mean Dungeons and Dragons in a motherfucking dungeon, fighting monsters, like a motherfucking dragon. I like dungeon crawl games. They’re fun.

But I don’t really love medieval fantasy for medieval fantasy’s sake. I have no interest in an epic high fantasy adventure story. I have no interest in a Game of Thrones. I like to read a little swords and sorcery, but I don’t even know how bad I would want to play it.

So my interest in fantasy RPGs is relatively limited, and mostly already served by the existing OSR games out there. That said, I do love new and interesting variations, especially ones that I think look fun, or that add the stuff I like and don’t clutter it with the stuff I don’t like. Back on the other hand, i am not thrilled anymore by learning new rules systems or reading RPG manuals for the sake of reading RPG manuals. I would rather play an RPG and read a real book.

So, with all of that on the table, here’s what I think about DCC: If someone else was going to run it, and I thought they would be a good DM (because most DMs are honestly just atrocious; there, I said it), I would be in it in a heartbeat. I think the charts and tables for spells look awesome, and I think the magical patron rules look rad. I usualyl like to play fighters and barbarians, but I would most definitely play a magic user in DCC because it looks, first and foremost like thay have made magic hellafun and flavored with awesome.

I’m not going to run the game though. And I’m probably not going to buy it, unless I do wind up playing it and loving it. My rule for years has been to not buy any RPG product that I don’t think I’m actually going to use, and until I know I’m hot for DCC, I know i’m not going to be using the book or the funky dice.

In summary: the game has some really cool-looking stuff about it, I don’t mind the awkward dice because I think there’s value in weirdness for weirdness’s sake, I would like to give the game a spin, but I’m not going to buy it, read it, or run it until I already know I love it.