Showing posts with label Adventures. Show all posts
Showing posts with label Adventures. Show all posts

Tuesday, November 28, 2017

Tomb of Gadra: Actual Play Summary

Recently we were able to run a second session for our friends who had their first adventure just outside the village of Kridlist. This time we started off safe within the bounds of the camp set-up by Gnosiomandus. After a good night's sleep the party did an inventory of their loot and considered where they might want to go from there. The old man and his two companions were headed off to Wermspittle with the newly-captured tiger (the same one that the party had managed to avoid previously). Since it turned out that the tiger was in fact pregnant, Gnosiomandus was in a good mood and offered to barter with the group to help them get themselves together so they would be prepared to face whatever lie ahead of them. Q took advantage of the opportunity to unload some of the bulkier items he was lugging about and was interested in acquiring a good short sword or something along those lines. When J's character, a run-away from one of the three circus families in Wermspittle, offered Gnosiomandus the little pouch of White Powder she had recovered last time, he was in a tremendously good mood and offered everyone their personal choice of any three weapons or what-not contained within his traveling fold-box panoply (literally a tesseract-container fitted-out as an arsenal filled with all manner of weapons, devices, mechanisms and such-like).

While the group did a bit of shopping, the winged-monkey that they had found earlier took off to go scout a number of limestone formations in the vicinity that might have caves or some other sort of explore-able locations in, on or around them.

In short-order the group finished-up their various transactions, said farewell to the sleeping (and very pregnant tiger), and headed off to a likely looking location discovered by the winged-monkey, who led them to the spot, pointed it out, and left to rejoin its master Gnosiomandus who was in the process of trundling down the closer spiral of the yellow brick road on his way back to Wermspittle.

The location in question was none other than The Toxic Tomb of Gadra, an adventure that has been in dire need of some play-testing for a good long while now. Oh, to be sure, there were several other possible locations available, but this was the one the group settled upon, so it is where they went. The only rail-roading around here is underground as part of the Unter-rail...and they have not yet found a way down to that yet...

So...here are J's notes:

Here are my raw notes for Gadra. They're numbered to make them a little easier to follow.

1. Gnosiomandus's flying monkey scoped the area for us and pointed us to the outcropping where we found the tomb.
2. On the way there we went through some ferns and avoided a poppy field.
3. We found a cave opening that had been sealed with glazed yellow bricks. Most had been removed and stacked to the side.
4. There was an inscription at the entrance that said Gadra and the words for "toxic" in Pruztian, Franzikaner, and Achuin. They glowed purple.
5. There was a pit with spikes that had already been released. There was a dead child's body.
6. There was a chamber with a vent shaft to one side.
7. The corridor went down and up. We used R's pitchfork to trigger another pit trap and used rope to cross it.
8. New chamber. Walls have been scraped clean. Floor did have mosaic tiles. Three spiral mounds. One mound chipped at the top. Chipped area has had something removed.
9. R (the Archer) found a gold and silver pendant with a teardrop pearl. Pearl has a purple sheen. Chain is unclasped. She keeps it.
10. We opened a mound. It's a Minken barrow. Bottom falls out, no one hurt. We pull the casket out. Dart trap sprung. Each person takes 1hp damage. Open the casket. Spider-hand symbol on inside of lid. N thinks it's moving. We move the body. Casket has a false bottom. We count 14 hand spider eggs in it. 7 are crushed in extraction. R has other seven eggs.
11. We hear second party come in. We wait to ambush them. They get as far as the gas trap. They trigger it. Two looters dead, the kid leading them leaves quickly (Scared). Gas sinks, is heavier than air, leaks through cracks in lower walls, revealing a chamber below.
12. Open third mound. Uncover then open an ornate casket. Smash another nasty hand spider. Take six more eggs.
13. Come to a spinnable door. Room behind it is weird, "feels bad." Door shuts once we're in. Open chamber, painted white, metallic under dust. Cinnabar carvings, mercury dripping from ceiling. We break through a wall section. Air quality in here is really bad. Something in the walls hurts our eyes when we look at it, especially N (the spell-caster).
14. Chamber with pool of mercury and a man-sized sarcophagus. Q figures out how to drain pool and raise sarcophagus. R's pearl necklace is pulled toward the sarcophagus. We decide not to open it and it's too heavy to take with us but we have info to sell.
15. Tomb is spirally. Use rubble in final chamber to build ramp to entry corridor so we don't have to go back through everything, then re-seal hole in corridor wall and leave.



As you can see, this place included some nasty traps, some of which were already set-off by previous explorers...and one of which was set off by a trio of opportunists who followed the party into this place.

The level of mercury fumes in this place varies a bit, but no one can last for very long before showing signs of mercury poisoning. Luckily for the group, they managed to open some ventilation and moved past the worst of the traps--even avoiding a couple of deathtrap situations by using good, common sense and a bit of intuition and strategy. For first-timers and newbies, this group played more old school than I've seen in ages and it was truly grand. They managed to get a lot of loose low-end loot here and there, which made the Thief-in-training very happy, but they also managed to acquire some very valuable information regarding this tomb that they can now sell to some interested party, including a rough map outlining the known hazards, identified traps, and the spots best left alone by the next group...unless they come prepared with gas-masks and hazard-suits.

Now I am at work revising the adventure a bit to take advantage of the group's feed-back to make things run a little more smoothly in places, and to incorporate some of the changes they've made into the final version of the manuscript.

Thank you to all the members of our little adventuring crew. I hope you all had as much fun as I did exploring Gadra's Tomb!

Tuesday, July 8, 2014

One More Page for Taglar's Tomb

Click to Download
Here is one more page for Taglar's Tomb. We reveal a few more details about the Goblins of the Black Orb, the competing kobold tribes, Toothy-Toads and wyverns, just in case some of this stuff might come in handy at the table.

We also want to say Thank You to all of you who have downloaded Taglar's Tomb (Revised), and especially those of you who have contributed to the cause--that kind of encouragement is greatly appreciated and we will be hoisting a glass or two of our favorite Old Eight Porter at Barley John's one of these nights and toasting you all. Maybe we can get someone to take a photo we can post. That might be fun. Might get me to finally shave off the grognard-beard too...

We're wrapping-up work on the next release, hopefully we'll be able to get it uploaded before the weekend.

Monday, July 7, 2014

Taglar's Tomb (Revised & Expanded) is Pay-What-You-Want at RPGnow/DriveThruRPG

Now Available at: RPGnow & DriveThruRPG

The Revised and Expanded Taglar's Tomb is now available at RPGnow & DriveThruRPG as a Pay What You Want pdf.

Taglar's Tomb was originally posted as a free mini-dungeon in support of Swords & Wizardry Appreciation Day 2013. We took the bare-bones of the original scenario and pumped it up so that it now has everything we could pack into 18 pages to help you imagine the hell out of it.

Saturday, June 21, 2014

Have A Free Mini-Adventure from Hereticwerks

The expurgated version of our free PDF is available via the Free Downloads widget in the right-hand sidebar or from THIS LINK.


Click Here to Download


Have a free PDF of the first level of Clatterdelve from Hereticwerks.

Inside you will find some new monsters, new spells, new magic items, and almost everything you need to make a first foray into Clatterdelve. You'll still need to bring your imagination, dice and some players to the table, but we did the heavy lifting for you.

We assembled this thing in under 16 hours as a personal challenge...if you spot any typos or glaring omissions, let us know and we'll update the thing.

Have fun and Game On!
Jody & Jim / Hereticwerks

Wednesday, April 17, 2013

The Not-So-Empty Crypt of Baljessor (Swords & Wizardry)

Preface
This is another low-level Mini-Adventure ideal for use as a one-shot or the seed of something bigger. It is geared for 1-4 player characters from 1st to 3rd level, but you can certainly ramp it up for more powerful groups.

Introduction
The Crypt of Baljessor is a minor, often ignored and already heavily plundered old tomb that keeps cropping up on cheap treasure maps. No one has figured out how to remove the Throne of Baljessor, so far, and no one claims responsibility for erecting the mysterious barricade blocking-off one of the passages. All anyone really knows is that it has become something of a tradition to leave behind a small holy symbol or vial of blessed water or something similar on the barricade. Cynics grumble that this must be some sort of scam, that someone is going in there and harvesting these things for a quick and painless profit. But others aren't so sure...


Location
The Crypt of Baljessor could be anywhere an old, neglected grave-site might fit-in, as long as it is somewhat close to a mid-sized city or trade-town.


Background
What is actually known (or at least a matter of local record) regarding the Crypt is as follows:
  • The Crypt was built 720 years ago by mute slaves that were executed upon completing their work. Their bodies were rendered down to bones and they were all sealed within large ceramic urns, but were not then converted into reanimated skeletons.
  • The main entrance to the Crypt was sealed by a mass of super-heated stone that still radiates a faint magic. Anyone tampering with the seal risks getting burned. It is still hot.
  • Less than a dozen years ago a family of itinerant Tomb-Looters, seriously down on their luck and recently run out of town for a botched 'extraction' decided to test-out the crappy old map that their mad aunt Hilda won in a nude arm-wrestling contest (don't ask). The map turned out to be more or less accurate and after digging out a tunnel just over 120' into the earth, they were able to breach one of the walls of the main gallery. They spent the next two years systematically plundering the site, until they were ambushed on the way back and killed by a band of goblins.
  • We know these things from the journal kept by Simus, one of the more promising children who was being readied to enter into an apprenticeship with a local wizard, before the family uncovered the Crypt. No one knows what happened to Simus.


Rumors, Lies and Innuendos
For the cost of a few drinks, or just taking the time to listen in any of a dozen run-down ale-shops, grog-houses or inns, you might hear some of the following tid-bits of local lore and speculation. Some of this might be true, but no one can say how accurate any of it is until they've gone down into the place on their own:
  1. At least half of the drunkards in the surrounding area seems to believe that there's something evil locked away behind the barricade down in Baljessor's Crypt. Most of these are convinced that all those holy symbols are the only thing keeping it in there. Whatever 'it' might be.
  2. Quite a few others believe that someone is running a scam, collecting all the holy symbols and other trinkets and re-selling them to whomever might be going down into the Crypt, for whatever reason. So far no one has been actually been confirmed or proven to be doing this, but that just makes these folks more convinced than ever that someone too clever for anyone's good is up to mischief.
  3. A small group of pious individuals has started to make regular pilgrimages to the Crypt to add more holy symbols to the barricade as if it has become something of a shrine or altar to them.
  4. No temple or church has openly spoken on the subject of Baljessor's Crypt. Anyone buying holy symbols, etc. to take to the Crypt is doing so without any formal sanction or specific blessing at this time. But this might be subject to change as some of the smaller sects have noticed the way this fad of placing sacred things in the crypt has positively affected their cash flow.
  5. A lame veteran of a dozen border wars was found drained of all blood and hung upside down from the eaves of a local tavern after he made a big noise about his intent to tear down the Barricade and see what really was back there. No one was arrested in this crime. So far. Speculation as to who--or what--might have done this terrible thing is running rampant.
  6. There sure seem to be a lot more wolves in the area these days. It's getting so that hunters and trappers are having to go around in well-armed groups so as not to invite an attack.


Random Encounters in the Immediate Surroundings
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants. They are very curious about the player character's intentions, especially if they are headed to the Crypt.
  2. 1d6 Wolves: HD 2+2; AC 7[12]; Atk 1 Bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30. The wolves will chase anyone, but they will not go down into the hole that is the entrance to the Crypt.
  3. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is carrying 1d4 holy symbols worth 1d20 gp each. There is a chance that one is actually a Cleric (1st or 2nd level) in disguise.
  4. 1d2 Weird Wolves:  HD 2+2; AC 7[12]; Atk 1 Bite (1d4+3); Move 18; Save 16; AL C; CL/XP 3/60; Special: Radiate magical Confusion in 12' radius.
  5. 2d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. Fully half of these bandits are badly mauled and in need of immediate medical attention. The group is eager to bargain for assistance.
  6. 2d4 Hunters or Trappers: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They are also getting really spooked and are highly likely to shoot at anything that moves before checking who it might be.


The Crypt of Baljessor

Entering The Crypt
Things You Might Notice:
  • The opening is your basic hole-in-the-ground, with a pair of old, broken doors dragged over on top of it. The doors come from a tavern; the owner has offered a reward for their return, but both times they were returned, the doors were re-appropriated by someone--or something--and returned to this site.
  • A set of creaky old boards and some frayed ropes have been set up to help people get in and out of the hole. This is a good thing as it is roughly 8' deep.

Area A: The Tunnel
The Tunnel runs just over 120' in a slightly zig-zag fashion. It has been expanded only in the most rudimentary manner, at the bare minimum of effort. It is quite haphazard and looks like it could collapse at any moment, but it is stable.

Things You Might Notice:
  • The ceiling is between 4' and 5' high and varies every ten feet, making it awkward for taller characters. this variation also makes torches a bit more of a hassle as it would be all too easy to accidentally set someone else on fire if people don't pay attention.
  • The floor of the tunnel is loose soil, only packed-down along the middle of the passage, and it would be really easy to trip or injure an ankle in this stuff.
  • The supports are all salvaged and stolen from wherever things could be taken, seemingly at random. It doesn't take much to notice clearly that these supports have been maintained for a long time now, by diverse hands.

Area B1: The Main Gallery
The ceiling is approximately 5' from the floor at its highest point. The floor is uneven and covered in hard, dried mud. Loose gravel, broken stones and tumbled columns litter the place. The air is stuffy and stagnant. Open torches will quickly start to sputter and fill the place with acrid smoke within a half an hour. There is very little ventilation. Anyone staying in this gallery over half an hour must Save or begin to suffocate, unless they make suitable arrangements.

Careful investigation of the ceiling will reveal a set of 1d4 holes, each roughly 1" to 2" in diameter. These holes look like recent things, freshly scratched around the edges. Alongside the rubble at either side of the original breach in the Crypt's wall are 1d6 iron-headed shafts of good quality oak, each one ends in an iron sleeve that screws onto the top of the next section. They are not spears, though they could be used as such. The shafts are there to let people poke the air-holes open to allow for some fresh air to get into the crypt. It takes at least four sections to really get each air-hole cleared, and assembling the shafts to do so takes 10 to 15 minutes per hole. Clearing the holes will prevent asphyxiation, at least for a while.

Area B2: Baljessor's Throne
Carved from a lump of meteoric iron, Baljessor's throne weighs close to two tons. It is one solid piece. It is also bonded to the dais it rests upon, which has stymied previous attempts to drag it free with cables and lots of muscle-power. It has remained in-place for over 700 years and it won't be moving anytime soon. A closer examination will reveal numerous small scratches and gouges in the metal made by looters trying to scrape off at least some bit of the thing to take back with them.

Sitting on the Throne will cause all metallic objects carried by that person to become highly magnetized for the next 1d4 hours. The magnetization is not restricted to just iron, it will also affect copper, bronze and all other metals.

Area B3: The Funeral Stairs
The stairs were built from heavy slabs of dark blue-gray stone that is not like anything in the local area. At the top of the stairs is a smoldering mass of stone on the very verge of melting. Intense heat radiates from this very hot stony mass. Contact with the mass will inflict 1d4 damage per touch. It radiates a clear and present, and very old magical aura.

Area C: The Barricade
Originally this was a four-way junction, but one of the passages has been boarded-up, blocked and barricaded by dozens of people, each adding their bit to the on-going process much like it was some sort of a shared sculpture. Hundreds of tokens, medallions, charms, small figurines, icons, idols, and other holy symbols are affixed, hung, glued, tied into, nailed to, and otherwise incorporated into and upon the Barricade. The whole thing radiates a powerful Protection From Evil that has developed organically from all of the offerings, votive candles, and other bits and pieces that have accumulated over the years.

There is a 20% Chance of a Pilgrim being present. (See Table Below).
Breaking through the Barricade would take close to an hour of heavy labor. But it could be done. However, doing so will run the risk of being interrupted by another group of Pilgrims (70%) or other Looters (30%). (See tables below).

Areas D1 & D2
Both of these areas are essentially the same. They are both ledges overlooking crescent-shaped pits strewn with broken pottery and other fragments, including shards of bone. Down in the pits are dozens of indeterminate shiny-bits. The pits are steeply sloped and extend downwards over 20'. Anyone going down into the pits to search for treasure must Save or make a DEX check (either works fine), every ten minutes they spend sifting through the debris. Failure means that they have either stepped upon or brushed up against a particularly sharp splinter of bone and taken 1d4 damage. Every half hour spent rooting around in this junk will produce a few loose coins or some minor treasure (roll on Loose Coins Table below).

Anyone taking time to really examine the bone fragments will notice that all the finger bones, toe bones and teeth are completely missing.

Area E: The Deep Ravine
This sub-chamber is located more than 60' below the rest of the Crypt. It is a reworked cavern. The ledge overlooks a very steep drop of 30' and there is a broken statue on either side of the entrance. One is reduced to a pair of clawed feet snapped off at the ankles, the other is broken-off at the hips. They are distinctly reptilian. The broken fragments of the statues are scattered down below amid literally tons of broken pottery, splintered bones, dirt and gravel.

What isn't immediately obvious is that the entire ceiling is studded with hundreds of finger and toe bones.

At the far end of the cavern is a set of three heavy urns. These are filled to overflowing with teeth.

Area F: The Sealed Chamber
This chamber is roughly trapezoidal in shape. There is a ledge all around the outer edge of the room, roughly 7' wide. The sunken area is almost a shaft, with incredibly slick stone walls that appear to have been blasted with enough heat to make them appear almost glassy.

At the bottom of the glass-walled shaft is a crude sarcophagus fashioned from a peculiar greenish-tinged bronze alloy and inlaid with raw gold and rough chunks of jade and other precious and semi-precious stones.

There are also five golden rods set at the corners of the shaft, surrounding the sarcophagus. Each of these rods is 3" in diameter, weights 1,000 pounds and is hot to the touch, causing 1d6 damage on contact.

The sarcophagus radiates Fear (as per the spell), forcing any who attempt to descend into the pit after it to Save at -2 or suffer the Fear effects for 1d4 hours.

The Sarcophagus is trapped with both poison gas and poison needles in the latches. The poison is pretty-much evaporated and inert after all the centuries (Save at +2).

Should someone succeed in opening the sarcophagus, inside is the shriveled and mummified body of a ring-mail armored ghoul; none other than the Warlord Baljessor himself. Fortunately the old buried warlord is thoroughly dead. His heart was removed and encased in black amber and buried in another location just to make sure it was that much more difficult for him to rise ever again.

Once the Sarcophagus is opened to the outside air, Baljessor's body rapidly crumbles into a fine black dust that will then begin to swirl about like a mini-sandstorm at the bottom of the pit. Anyone caught in this swirling black vortex of dust and ashes suffers 1 point of damage per minute. Anyone reduced to zero hit points by the dust dies only to rise again in 1d4 turns as a ghoul. The black vortex will not settle down. It becomes a new and permanent feature.

Those converted into ghouls by the black dust of Baljessor suffer from complete insanity for 1d6 hours, after which they begin to recover their memories, after a fashion. They are evil minions in service to an undead liege who can never leave this Crypt...unless they were to discover some way to recover or release their foul master. A lot has changed.

It is left to Referee/DM discretion whether or not anything valuable can be retrieved from the Sarcophagus, aside from the player character's lives. Should the player characters facilitate a high level Cleric coming into the chamber and performing an exorcism, the party will gain 2,000XP each, for expunging this pre-human evil once and for all from the world.


Loose Coins and A Little Loot
  1. (1d6) Silver coins of recent vintage.
  2. (3d4) copper coins, all covered in verdigris and stuck together in one lump.
  3. Fifty feet of good rope packed in an oilskin bag.
  4. (1d4) antique coins: silver oblongs marked with stylized birds. (worth 1d4 sp each)
  5. 1 gold coin cast in the outline of a bat, but otherwise flat. (worth 1d4 gp).
  6. (1d4) chips of exceptionally clear and smooth quartz ground to lens-like shapes. (worth 1d6 gp).
  7. (2d6) Silver bells, squashed flat. (worth 1d4 sp each).
  8. (3d6) Twisted copper tubes. (Worth 1d4 cp each).
  9. (3d4) blue-stone beads carved with wavy-lines. (Worth 1d6 sp each).
  10. (1d4) trapezoidal plaques of jade, each hard-carved with a scene from Baljessor's life. (worth 3d6 gp each).
  11. A stone tablet incised with the formula for raising a wrathful entity to smite one's enemies. (Spell takes effect at far end of Chamber E and produces a golem-like humanoid entity formed entirely of human teeth: HD 8; AC 7[12]; Atk 2 'bites' (1d8, each); Move 8; Save 6; AL C; CL/XP 12/2,000; Special: Hit only by magic weapons, Immune to cold and acid, recovers 1 HD by removing all the teeth of a victim.
  12. (4d6) Silver Spindles decorated with zig-zags and whorls. (worth 2d6 sp each).

Random Tools
  1. Garden shovel with bent blade.
  2. Pick-head, no handle.
  3. (1d4) bunches of wolfsbane bound in red thread.
  4. (1d6) Buckets. Filled with rubble.
  5. Good quality spade.
  6. (1d6) Hawthorn stakes and some stale garlic buds.
  7. Pry-bar, bent almost in half.
  8. Chisel, badly warped.
  9. Maul, made from heavy, old wood. The handle is cracked.
  10. (2d4) Stout burlap sacks, filled with gravel.
  11. Trowel. Bloodstains on blade, (can be used as a dagger for 1d4 damage, but at -1 to hit).
  12. (1d4) Wedges, cast from pig-iron. Shatter or bend when pounded on with any real force.

Pilgrims
  1. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is busy adding their respective holy symbols to the Barricade and will ignore others, unless attacked or disturbed.
  2. Eremite: HD 3; AC 5[14]; Atk 1/Mace +1 (1d6+1); Move 12; Save 13; AL L; CL/XP 3/60; Special: Spell-Use as cleric level 3 (Cure Light Wounds, Protection From Evil). They are investigating the Barricade. They will try to stop anyone trying to dismantle it.
  3. 2d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. These pious pilgrims believe that the Barricade has become a sacred site and will fight to the death to defend it from any who would despoil or destroy it.
  4. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL L; CL/XP 1/15. This group of pilgrims are more circumspect around strangers and will attempt to delay or hinder anyone's attempts to dismantle the Barricade, while sending their fastest member back to town to raise an alarm and bring back an armed mob to deal with anyone trying to wreck the Barricade.
  5. Heretical Cleric: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, Light). They intend to destroy the Barricade and could use some assistance.
  6. 3d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. This is a mob of believers who were summoned in response to events that took place more than a day ago--the pilgrim who is stirring them up got lost on the way back to town. Since there's no sign of the previous malefactors, the player characters will be called upon to explain themselves and to prove their good intent...or else it could get ugly.

Other Plunderers
Whether encountered because of the amount of time spent inside the Crypt or as a direct consequence of running off a group of pilgrims or whatever, these are some of the folks that might just show up while the player characters are still investigating the Crypt, or they might be on their way to the Crypt as the player characters are leaving.
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants, but are a different group than the ones possibly encountered previously. This group intends to prey upon hapless pilgrims, offering them 'safe passage' at a price. The leader wields a +1 hammer and has a nasty scar across his left cheek.
  2. 4d6 Angry Villagers HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. An angry mob looking for someone to hang, stone or just massacre. They're a bit divided on the subject. No clear-cut leader has stepped forward to guide the mob. Yet.
  3. 2d4 Clerics: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, one random spell). They intend to claim the Barricade as a sacred shrine for their temple. They might be doing this on their own initiative.
  4. 2d4 Would-Be Adventurers: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. Ruthless, amoral and destitute, these ruffians have only just worked up the courage to try their luck in scrounging for loose coins in Baljessor's Crypt. They will fold and run away upon meeting any real difficulties or resistance.
  5. 2d4 Hunters: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They have tracked a pack of wolves to a den very close-by and thought that they'd check in on the Barricade while they were here; people have been talking about strangers out to wreck the Barricade back in town, and they take a dim view of such things.
  6. 1d4 Heretics HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. Quiet and cheerful, they hope no one realizes that they intend to tear down the Barricade when no one is looking. They will gladly blame anyone else they spot coming into or out of the Crypt. They lie convincingly and often.


Afterword
This is one of those locations that continues to be a possible adventure site even after all the monsters are gone and all the loot has pretty much run out. It is only a matter of time before the local temples get embroiled in some sort of conflict over who has the best claim to the Barricade Shrine. One or more of the local churches will likely attempt to take the site over, or perhaps they'll settle for driving off and discouraging their competitors. Or perhaps an obscure Order of Monks will decide to take the place over and build a monastery upon this site...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)

Taglar's Tomb (Mini-Adventure for Swords & Wizardry)

Introduction
Taglar's Tomb is something of an open secret among the more disreputable types in the area. It is an old plundered tomb where many a grave-robber got their start.

This Mini-Adventure is suitable for 1-4 characters of 1st-3rd level, but could easily be adjusted and/or augmented to serve a larger or more powerful group.


Location
The Tomb of Taglar is often mis-marked on maps and locals have a tendency to lead gullible types to any handy cave and tell them that it is Taglar's Tomb. The actual Tomb is located towards the top of a steep old hill where the trees are all dying. Storms are frequent in this place. Whatever trails or paths there are in this area, they tend to be known mostly to grave-robbers, thieves, bandits and the like.


Background
Forlorn and despoiled long ago, Taglar's Tomb was stripped of most of its treasures by tomb-looters centuries ago. It has flooded twice that is known. The floors are thick with a damp, sticky mud that never quite dries. Various animals have made their lair in the first two chambers at different times in the past, but they rarely stay very long.

Grave-robbers and their ilk will sometimes take their apprentices to Taglar's Tomb in order to teach them the basics of their unsavory trade. Most of them return wiser, if not richer, for the experience.

The Tomb was built several hundred years ago to house the remains of the barbaric warlord Taglar, a fierce and ruthless conqueror whose dynasty came to an abrupt end within days of his being buried alive by his wife. Some say the empire he had built by axe and spell was brought to such rapid ruin due to the bickering of his two sons, neither of whom could get along, others say it was because of the treachery of their half-human mother. In any case, the enemies of Taglar pounced upon his empire, his people were scattered, his legacy was brought to an abrupt end, and he has been mostly forgotten. Only those who traffic in illicit tomb-goods still talk of the old warlord these days, mostly because they alone share something of a bond with the old dead king.


Common Rumors and Whispered Lore
Concerning Taglar's Tomb
  1. Sleeping in the First Chamber brings unpleasant dreams, the Second Chamber nightmares. No one has ever slept in the Third Chamber.
  2. Beasts rarely enter the Second Chamber, never the Third Chamber.
  3. Raw flesh tossed into the Third Chamber will rot untouched and untroubled by vermin. Not even maggots will cross that threshold.
  4. There are still a few old coins buried beneath the muck and mud that has flooded the floors of this place, especially the farther back one goes.
  5. These Chambers are Not haunted. So say the priests of six different gods who have visited the place.
  6. Corpses left in this place rot away to the bones more quickly than is natural, but they do not rise.
  7. There is a peculiar breeze constantly blowing out of the Third Chamber. It is strong enough to make torches flicker fitfully. No one knows the source of the breeze.
  8. Many old-timers believe that there is a secret chamber that no one has found yet. Most people consider this foolishness. Surely if such a thing existed, it would have been discovered by now.
Any of these statements might be true or so much hokum--we leave that up to the Referee/DM.

Typical Hillside Encounters
  1. Bad Weather. Roll 1d6 every 4 turns, on a "1" things get worse (heavy rain, lightning strikes, etc.), on a roll of "6" it starts to let up.
  2. Zombie: HD 2; AC 8[11]; Atk 1 strike (1d8); Move 6*; Save 16; AL C; CL/XP 2/30; Special immune to sleep and charm spells. This zombie is swinging back and forth in a noose. Someone hung the thing and left it. 
  3. Mudslide. Save or get swept 1d100' down hill and suffer 1d2 damage.
  4. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  5. 1d4 Green Beetles: HD 1; AC 6[13]; Atk 1 bite (1d6); Move 12; Save 18; AL N; CL/XP 1/15; Special: Explode when exposed to open flame inflicting 1d6 damage in a 12' radius per beetle.
  6. Wild Boar (Young): HD 3+3; AC 7[12]; Atk 1 Gore (3d4); Move 15; Save 14; AL N; CL/XP 4/120; Special: Continues attacking for 2 rounds after being "killed."

Entrance
If anyone bothers to check, there is a water-proofed case containing 3d6 torches, with a flint and steel, wedged underneath one of the large, tumbled stones. There is also a broken shovel that was tossed behind another one of the stones.
  • The floor of the tunnel leading into the tomb is muddy and slopes downward, making it easy to slip or fall. The mud gets deeper and more slippery the farther back one goes.
  • There may or may not be some animal that has decided to make its lair inside either one of the first two chambers (See Table Below).
  • Instead of Wandering Monsters, there is a 10% chance of Other Visitors arriving every hour spent inside the tomb (See Table Below).

Chamber One
This Chamber has been totally stripped. Only a pair of heavy stone posts remain where the old throne used to sit. The walls are heavily scored and scratched and chipped by digging tools. Digging in the mud here will produce 1 random copper coin per 3d4 hours spent digging. (Roll 1d4 per coin found on Random Coins Table below).

Chamber Two
There are a pair of five-sided stone prisms set firmly into the floor close to the back of this chamber. The floor is much more muddy and slippery. Digging in the mud in this chamber will produce 1d6 random copper or silver coins every 1d4 hours spent digging. (Roll 1d8 per coin found on Random Coins Table below).

Chamber Three
There is a set of three obelisks set toward the back of this chamber. Behind the obelisks is a large, rounded stone deeply carved with bizarre pre-human hieroglyphs. There are three figures depicted on the stone, a ghoul, a lizardman, and a human being devoured by the other two. It is a thoroughly repugnant image, all too accurately carved in fine detail. The stone radiates a faint aura of Fear (Anyone coming within 20' must Save at +2 or suffer effects of Fear spell for 1 hour). Deciphering the hieroglyphs triggers a Symbol of Discord spell.

Digging in the mud back here will produce 3d6 random coins for every hour spent digging (roll 3d4 per coin found on Random Coins Table below). There is a 10% chance per hour of also finding some minor treasure (see Minor Treasure Table below).

There is also a chance of causing the West side of the floor to collapse, dropping 12' and revealing the once secret passage to the Fourth Chamber. This passage is unstable due to all the water that has seeped into it over the years. It could collapse at any moment...

Chamber Four
A large jade egg hovers over a well-like shaft 8' in diameter that extends down more than a mile. The mud and standing water seeping in from Chamber Three flows over the lip and down the sides of the shaft making it exceptionally treacherous to climb.

The 'Egg' is magically intelligent. It can communicate with one person at a time via telepathy, but its mind is so alien anyone contacted by it must Save or experience Confusion (as Spell) for 1d4 turns. The Egg cannot be removed from this place without first removing a set of very powerful, very ancient wards and bindings. The 'Egg' will attempt to lure a victim close enough for it to cast Petrify Brain upon them, which it hopes will be allowed to run its course so they can possess the victim's body and escape after centuries of imprisonment. Once the 'Egg' has caught a suitable host with its wicked spell, it will attempt to sow discord and confusion among the rest of the group, in the hopes of stalling them long enough to be able to effect the transfer of its consciousness into the new host body. If the 'Egg' fails to capture a new host, it will attempt to bargain with the group, trying to convince them to return and liberate it...it will promise them anything it thinks they might want or that could induce them to rescue it.

'Egg': HD 8; AC 2[17]; Atk 1 Spells; Move n/a; Save 8; AL C; CL/XP 6/400; Special: Magic Resistance 30% (only while in this chamber), cause Fear and Levitate at will, can cast Petrify Brain once per month.
Petrify Brain
Spell Level: Magic-User, 5th Level
Range: 20'
Duration: Permanent
Target begins to suffer from a terrible fever that slowly and painfully destroys 1 point of INT and WIS each hour until both attributes are reduced to zero, at which time a disembodied entity can then possess their body.


Things That Might Try to Lair Inside the Tomb
  1. 1 Giant Pink-and-Orange-Striped Leech: HD 2; AC 3[16]; Atk 1 bite (2d6); Move 6; Save 16; AL N; CL/XP 5/240; Special: suck blood. 
  2. 1 Hill-Gator: HD 2+2; AC 4[15]; Atk 1 Bite (1d6); Move 9; Save 14; AL N; CL/XP 3/60; Special: longer-limbed, land-based relative of the swamp gator. Can't swim, but can climb trees.
  3. Gelatinous Froth: HD 2; AC 8[11]; Atk 1 (1d4); Move 6; Save 13; AL N; CL/XP 3/60; Special: Paralysis (2 turns), Immune to Lightning and Cold.
  4. 1D6 Red Snouted Kobolds: HD 1d4hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  5. 1d4 Lesser Yellow-Banded Nagas: HD 1; AC 7[12]; Atk 1 Bite (1d4+Poison) or Tail-Sting (1d4+Poison); Move 9; Save 6; AL C; CL/XP 6/400; Special: Poison (Save or contract 'Yellow Rot' which causes victim to suffer -1 penalty to DEX for 1d4 weeks unless magically cured sooner.)
  6. 1d6 Stirges: HD 1+1; AC 7[12]; Atk 1 Sting (1d3+ Blood Drain); Move 3/18 (Flying); Save 17; AL N; CL/XP 1/15; Special: Blood drain for 1d4 damage.


Other Visitors
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  2. 2D4 Ring-Tailed Kobolds: HD 1d4 hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  3. 1d6 Mauve-Bellied Lizardmen: HD 2+1; AC 5[14]; Atk 2 Claws (1d3), 1 Bite (1d8); Move 6/12 (Swimming); Save 16; AL C; CL/XP 2/30; Special: One in six will be able to cast 1d2 first-level spells.
  4. 1d4 Grave-Robbers-In-Training: HD 1; AC 7[12]; Atk 1 Shovels (1d4); Move 12; Save 17; AL C; CL/XP 1/15.
  5. A Creature(s) looking to make this their lair--roll on Table Above.
  6. 2d4 Brigands: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15.


Random Coins
  1. Copper triangle inscribed with dot-and-line symbols. (worth 1d6 cp)
  2. Copper oblong rimmed with electrum. Front has image of a dragon, back is a spiral. (worth 1 sp)
  3. Copper square impressed with four small glyphs. Back is plain. (worth 1d2 cp)
  4. Copper disk, beaten into shape, twice as heavy as average. (worth 1d4 cp)
  5. Silver square hoop. (worth 1d4 sp)
  6. Silver lozenge covered with squiggles. (worth 1d8 sp)
  7. Silver teardrop set with amber disks. (Worth 1d6 sp)
  8. Silver triangle punched with holes at each point. (worth 1d4 sp)
  9. Silver octagon scratched beyond recognition. (worth 1d6 sp)
  10. Gold Crescent inscribed with serpents and worms. (worth: 1d6 gp)
  11. Gold wheel with eight spokes. (worth: 1d8 gp)
  12. Gold Pentagon rimmed with reddish alloy, center features a lizard-like being flanked by humanoids in chains. (worth: 1d10gp)


Random Minor Treasure
  1. Raw amber fragments worth 3d6 gp.
  2. Semiprecious stones worth 1d20 gp.
  3. Gems worth 1d20+25 gp.
  4. Broken Jewelry worth 2d20+50 gp.
  5. Weird pre-human figurines worth 4d20 gp.
  6. Carved gemstones worth 1d100 + 25 gp.
  7. Large green amber pieces worth 1d100 gp.
  8. Ivory fragments worth 2d20 +100gp.
  9. Beaten copper and electrum 'claw' weapon, worth 2d100 gp.
  10. Mostly intact jewelry worth 2d100 +25 gp.
  11. Clay tablet inscribed with 1 spell of level 1-4. (Very fragile)
  12. Fossilized bone wand, 1 d10 charges, random first level spell.


Note
The biggest treasure to be found in this Tomb could turn out to be proof of the existence of the Fourth Chamber. How they handle that knowledge, and whether or not they can capitalize on it before someone else stumbles upon it could easily drive several spin-off adventures. Once word gets out, there could be quite a fight between different factions trying to get into the Fourth Chamber ahead of anyone else. And once it is awakened, the 'Egg' will have its own schemes and machinations to play out as well...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)

Friday, August 31, 2012

A Fateful Encounter on Xudriss II

Mr. Till over at the FATEsf blog has recently  posted a nicely detailed report on his gaming group's experience in playing through our Quick Score on Xudriss II adventure for Rogue Space, but in this case it was adapted into a Diaspora one-shot game. We really appreciated the way John adapted the bare-bones structure of Xudriss II, including his bringing in more Achernarians and even a Space-Shen mercenary/henchman! Very cool.

We're currently exploring Diaspora, based in large part on account of John's advocacy and glowing praise of this FATE-derived RPG. We have a Cluster under development and expect to run a few in-house scenarios over the next few weeks in order to properly kick the tires and check things out for ourselves.

In the meantime, we're still building stuff for Rogue Space, including our on-going series detailing the mysteries of Lithus Sector which will finally get back on-track and on-schedule this Tuesday.

Have a great Labor Day weekend!

Wednesday, August 1, 2012

Quick Score on Xudriss II

Set-Up:
You've all been flagged as 'discrete outside consultants' by the local node-agent for an undisclosed non-planetary consortium. The details of this gig are sealed. Time is of the essence. As is your guarantee of non-disclosure. Transport and Recovery are factored into the compensation package. Your own agent considers this a 'foot-in-the-door.'  Take it or leave it.

Declining the Offer:
You're all tagged as 'unstable undesirables with suspect political ties' and local authorities will attempt to detain and deport each of you within 26 standard hours. Your credit is unavailable for the next 52 hours as all your accounts are being audited.
For some inexplicable reason, possibly a 'glitch,' all of you are remanded to the custody of an AutoBrig. You're three days out-system before anyone realizes that the ship's Core-AI has auto-deleted itself.
The AutoBrig crashes somewhere along the Darkside Dust Fields  of Xudriss-II.
There is a biometrically-keyed  briefing-packet taped to the inside of each of the emergency vacc-suits. The packets are sealed mission-specs. Opening the packet is an automatic acceptance of the terms.

Accepting the Offer:
You have 2d4 hours to get your gear in order and report to the embarkation lounge. All your outstanding debts have been paid-off in full. Any criminal records you might have had are sealed or missing. At the end of the allotted time you are each 'collected' by a team especially equipped with everything necessary to render you unconscious without any lasting ill-effects.
You awaken to the bracing cacophony of landing sirens and the calm warning tones of the Core-AI as it guides your CraShell to the designated insertion point. You are advised to prep for nearly-airless conditions. Those of you who did not pack your own customized vacc-gear will find suitable generic vacc-suits  provided. The landing goes perfectly. The CraShell disassembles quickly and quietly. You are left standing somewhere along the Darkside Dust Fields of Xudriss-II. Your sealed mission-specs are available upon request from your in-suit database.

Mission-Specs:
  • The holometric overlay map shows your team's target 3d4 Kliks sunward from your initial position.
  • Each of you have been provided with a medical containment pod that clips directly onto the environmental package of your suits.
  • You have one standard hour to reach and enter the target.
  • Failure will result in scrubbing.
  • Upon entering the target you will receive further orders.

Cold Hard Truth
You're stuck here. In one hour your suit will scramble your body into a frothy pink slurry, unless you reach the target and gain entry to this mysterious location. You need to cover the Kliks between you and the target on foot, unless someone tagged some sort of vehicle as part of their personal gear (assuming you Accepted the Offer above). Hopefully, if you do have a vehicle, it is something useful in this environment. Otherwise, you had best get walking.


Yes, someone can try to defuse the Scrubber Modules. But even if they do succeed, that still leaves you standing out in the open with no way home. And that one hour deadline might not have just been an arbitrary bit of forced time-management. In just a little more than an hour Xudriss-II will have rolled over so as to completely expose this area to the sun and things are going to get really hot, bright and bathed in hard radiation.


No, communication off Xudriss-II doesn't work. The weird electromagnetic fields surrounding this place not only act as a natural jamming system, there's a 1 in 6 chance that even short-range comms will overload due to wild, fluctuating signals, and thus be rendered useless.

Xudriss-II: A Concise Visitor's Guide
  • Warped, twisted and mercilessly pitted from millions of small impacts, Xudriss-II is the wrecked core of a nomad planet currently on a trajectory that will take it out of the solar jurisdiction of  Panj (Lithus 04.05) within three weeks.
  • Xudriss-II is mostly airless, though there are pockets of volatile gasses best avoided by those on-foot. The local gravity is erratic, fluctuating between 1/10th to 4/10ths of a G every ten minutes like clockwork. 
  • Xudriss-II's surface is liberally sprinkled with razor-sharp outcroppings that tend to shatter into lacerating shards, otherwise it is covered by several centimeters of dust. The dust has a tendency to electrostatically-cling to Vacc-suits and is known to be both corrosive and abrasive. Long-term exposure requires specially-adapted apparatus. 
  • Nothing is known to inhabit Xudriss-II.

Navigating the Darkside Dust Fields
  1. Dust-Devil: Anomalous EM fields form an unstable vortex that swirls several kilos of dust into a weird and visually obscuring display. Vision is reduced to 1/3 for the 1d4 minutes the thing takes to run its course. Anything caught in the path of the Dust Devil must roll 1d6, on a result of  1 there is a minor problem with some of their exposed equipment.
  2. Dust-Slide: The vibrations caused by your group's foot-steps have disturbed a mass of dust that now spills across your immediate path. The terrain becomes slippery and difficult to walk across (reduce speed by 1/3).
  3. Buried Shards: You discover a jagged bit of blackened metal jutting out of the dust. There are dozens, if not hundreds of similar such formations scattered all across the immediate area. Going forward will require carefully checking for these hazards which will reduce travel to 1/4 normal speed. There's a base 1 in 6 chance of someone getting their suit ripped, holed or punctured.
  4. Ground-Arc: A coruscating surge of electrical energy erupts across the landscape in a brilliant aurora. It does no damage. But does it wipe-out your Comms once and for all, or purge your suit-memory? Hope it didn't scramble your second set of Mission-Specs...
  5. Gas-Pocket Rupture: Everyone roll 1d6, anyone getting a result of 1 gets blasted out into the cold, dark emptiness where they tumble slowly in freefall until someone figures out a way to bring them back.
  6. Half-Buried Corpsicle: You've just uncovered the frozen remains of someone whose suit was severely punctured by some of those jagged formations. Maybe you can salvage something useful, if you don't mind robbing the dead, but it will take 2d6 minutes to get the job done.

(If you want to make things more challenging for the players, take a look at our Cliffcrawling Tables or maybe the Portal Effect Table might give you some ideas for odd EM-Effects or other strangeness to toss into the mix. There's also the Damned Things to add a touch of anomalous-ness to it all, if that appeals to your Fortean sensibilities. But really, how many more tables do you need for one little scenario?)

Corpsicle Salvage Sub-Table (1d6)
  1. The Vacc-suit is entirely empty and in perfect working order, once you switch-on the internal atmosphere.
  2. You recover a bulky, out-of-date laser carbine. You know, one that has a flexible cable that connects to a backpack. It's still good for 3d6 shots before the power-unit goes inert.
  3. The victim inside this suit has been reduced to a skeleton. The nano-scarabs that converted all the soft tissues into metabolic energy and waste vapor are still present, just dormant, until disturbed.
  4. She's still alive inside that suit! But she has greenish skin and the most unsettling golden eyes you've ever seen...
  5. This vacc-suit is a work of art; hand-crafted brass fittings, layers of overlapping lamellar armor, bulky but ornately decorated reclamation systems. Too bad the helmet is melted and it's all non-functional.
  6. It's an Achernarian. Why does it have azure blue eyes?

Possible Complications (Use Only If Necessary: Roll 1d6)
  1. There's a rival retrieval team after whatever it is that you're supposed to be collecting.
  2. Something just exploded. It might have been a Recovery Shuttle. Whatever it was, there's a lot of hot debris coming right at your current position. Fast. Do you speed things up and head to the target at full speed, or do you look for cover? (Speed-up: roll 1d6, result of 1or 2 means someone takes damage to their suit. Take Cover: finding cover is easy, but waiting out the falling debris takes 3d10 minutes off of your time...)
  3. Power Surge: Everyone roll 1d6, any result of 1 means that your suit crashes and remains locked-down in emergency isolation/decontamination mode for 1d6 minutes, during which time you are immobile.
  4. Massive subsidence: All the dust within a 300 meter radius sinks at a rate of 1d4 centimeters every 2 minutes until only bare jagged rock is exposed.
  5. You discover a crashed Probe firmly embedded in the underlying rock. Roll 1d6: even it is still operational, odd it is defunct.
  6. There's a glitch in the map. Roll 1d6. Even: You are 1d4 Kliks closer than you were told. Odd: You're 1d4 Kliks farther out that you thought.

The Target
Crumpled and mashed into the surface of Xudriss-II is an inert pseudo-organic vessel of no known or recorded configuration. It resembles some sort of seed-pod more than anything. There are several obvious apertures in the hull. Gaining entry consists of prying-open the outer flaps of an airlock-vacuole chamber. The flaps will re-seal if they are not destroyed.

The interior of the ship is faintly luminous, but light will quickly accumulate in the walls, floor and ceiling wherever the players go. The atmosphere in their immediate vicinity will shift from hyper-saturated carbon dioxide to a more appropriate mix suited to them within a matter of minutes.

Everything inside the ship appears to be some sort of combination of elegant glass sculpture and exotic plants or flowers. It is also fairly obvious that the ship is dying.

New Mission-Specs...
Your in-suit data-systems screech with horrendous feed-back. Your systems might have been compromised by the weird EMfields in the area. In any case, your new orders auto-decrypt and are now available: 

Secondary Mission-Specs:
  • Acquire Xeno-Biological Specimens.
  • Once the Medical Containment Pods have been loaded with samples a beacon will activate.
  • A Recovery Shuttle will hover as close to your position as possible.
  • Extraction Harnesses will be lowered.
  • You may freely opt to remain behind, once all the samples have been collected. 12,000ConScrip will be auto-deposited to your personal account  as part of the standard Non-Disclosure Agreement. Your acceptance of this transfer of funds represents your legal and binding acceptance of the NDA terms. 
  • If you choose to accept transport off Xudriss-II you will be considered to have accepted the Consortium's offer of employment. 

Some Details Concerning the Alien Ship
  • Though the ship has hundreds of small chambers, there is no sign of any sort of crew.
  • The outer hull is failing. It will begin to collapse section by section, but the ship will seem to hold back the collapse in the immediate vicinity of the players.
  • The over-all scheme of the interior of the ship is based on flowing, organic shapes and there isn't a straight line anywhere in the entire structure. The whole place-thing is one massively integrated organism-ecology. It is a veritable labyrinth of twisting, curving, convoluted passages and odd little pocket-spaces. Getting lost is a serious possibility.
  • Feel free to add any number of bonus plant-based creatures, monsters or hazards you feel like tossing into the mix.

Xeno-Biological Specimens (1d6)
Xeno-Biological samples are practically everywhere you look.  The trick is to decide what to take as a sample. Here are a few possible specimens. There are dozens if not hundreds more. The Medical Containment Pods hold approximately 10 kilos of biological samples apiece.
  1. Blue-Green Pods: These things are heaped and mounded everywhere.
  2. Squishy Green Blobs: Vaguely transparent, these things slither around quietly but don't appear to actually do anything.
  3. Crumply Pine-Cone Thingies: Pleasant-smelling, they taste like truffles.
  4. Pink Buttons: Wet, soft and sticky, these things pulse with a subtle rhythm all their own.
  5. Purple Squash-like Bulgy-Bits: Odd-shaped things that resemble nothing so much as plants attempting to become contortionists. The sap that they contain has a peculiar silvery sheen to it and they are quite toxic.
  6. Cable-Vines dangle from curiously placed apertures in any surface. Some are lumpy, others bulge in disturbing ways, the rest placidly go about their business stretching from one point to another.

Fast, Furious and Very Damn Serious
Once the MCPods are loaded...
  • Once each of the MCPods are loaded, the Recovery Beacon will go live.
  • An unmarked Recovery Shuttle will arrive within 1d6 minutes.
  • They will attempt to establish communications with the players. If unsuccessful, 1d4 Field Agents will zip down a set of MagLines, secure the lines, and begin a search for the MCPods. Their first priority is to recover the loaded MCPods. Any excuse the players give these Agents to abandon them here and they will do just that. They've got a tight schedule to keep.
  • There will be absolutely no contact with the Recovery Shuttle until all the MCPods are fully loaded. Destroying a MCPod might result in the Retrieval Ops Team attempting to make contact with the players. They have zero patience for amateurs or the clueless. If it looks probable that the mission is compromised or a fail, the team will bail-out, stranding the players within the dying alien ship. Their last transmission will be: 'Have a nice day.'
Outcome One: Fill the MCPods/Go With the Pros/You're Hired
The 'undisclosed non-planetary consortium' behind this mission is ruthless, unscrupulous and extremely well-connected. The players are seen as entirely dispensable, expendable and deniable assets. Field agents tend to have short and mostly redacted careers. You are, of course, free to leave at any time...


Outcome Two: You're Stranded/Have A Nice Day
Maybe you can discover something useful within the dying alien vessel...

Notes
This adventure is a bare-bones introductory scenario (ideal for running at Conventions or as a one-shot). It is focused on a group of entry-level mercenaries, but could easily include some non-mercenary types (Academics, Xenologists, etc.), but in the end, this is a scenario best suited to would-be mercenaries, espionage-types, and a group looking to dive headlong into the squalid underworlds of dirty cyber-tricks and sanctioned deletions on an interplanetary scale.

This is a good starting-point for would-be candidates for joining the Hartley Bequest (see Rogue Transmission Issue One). And for the record, the Consortium may or may not be the HB--we can neither confirm nor deny anything at this time--that is something to be discovered/decided through playing and might be different in each instance or game group.

Yes, this scenario begins all rail-roady and hard-wired. This complete and utter disregard for the player's agency, etc. is entirely deliberate. This is a hyper-compressed, volatile situation. The stakes are real. The players have just gotten a chance to go through the Looking Glass and join the Spooks for real. And make no mistake about it: The Consortium does not respect the players as anything other than cheap, disposable assets. At This Time. Consider it an impromptu audition, if that makes it feel any better.

The Consortium's Discrete Recruitment and Mobilization Agency (D.R.a.M.A.) is completely off-the-books and operates in the open under any cover ID that is calculated to get the job done by their staff of AI-Actuaries. They deliberately selected the players because D.R.a.M.A.'s surveillance and analysis group predicted that none of them possessed the means or ability to effectively defend themselves from this sort of Fast Abduction/Minimal Indoctrination/Throw-Into-the-Deep-End approach to problem solving and crisis-management.

If the initial analysis was wrong and one or more of the characters goes Bourne on the Recruiter Team, that could set in motion an entirely different set of scenarios and adventures, if not a full-blown campaign. Similarly, if there is a reasonably competent hacker or signals intelligence officer in the group, then by all means give them a fighting chance to snafu and snarl-up the Recruitment Process -- there is a very tight window of opportunity for this particular operation and it is essential that the ongoing violations of private citizens' rights goes unnoticed and unreported. If the players can make a suitable impression on the Consortium's On-Site Manager, they could find themselves getting Mission Impossible-style self-destructing job offers from one of the more cyber-savvy Agencies, once they've been referred. Likewise, leaving the players stranded in the alien ship is far from a death-sentence, if anything it ought to be the start of a whole lot of exploration and discovery...and could lead anywhere (think Andre Norton's Galactic Derelict from her Time Traders series).

We've provided you with a skeleton, now it's your turn to revise things to suit your tastes and to flesh it all out as you see fit. While we built this adventure for Rogue Space, as a sort of prelude to the forth-coming weekly series devoted to exploring Lithus Sector, it could easily be adapted to X-plorers, Diaspora, Starships & SpacemenClassic Traveller, Star Frontiers or whatever other system/rule-set you prefer.



So, what else would you like to see that would make this scenario even better or easier to run?
Anyone interested in seeing Part Two: Have A Nice Day?
Let us know!


Lithus Sector will debut in approximately two weeks...

Friday, December 23, 2011

Circles Turn: The Complete Series

Porky has now completed his 5-part Circles Turn series in which he provides a fictionalized account of the recent expedition of three stalwart adventurers as they sought to delve the depths of Zilgor's Repose.

The Cleave, Gruff and Wilt bravely dared to enter this notorious place in search of treasure.

They faced blood-thirsty worms, confronted the scittering-chittering arachnomites and won past the initial hazards only to run afoul of an ancient, diabolical trap.


Zilgor's Repose has claimed a terrible price. Again.

But there are those who still seek treasure or to learn the secret of this ancient crypt.

Perhaps others will be more fortunate...

...there are always others drawn to this place. There have been others who have returned with rare jewels and rich loot. And all adventurers think that it will be they who are the lucky ones...

Circles Turn
The Complete Saga is now available in one consolidated post, or you can click through the story one episode at a time, whichever works best for you.
Zilgor's Repose

Friday, December 16, 2011

Mini-Adventure One: Zilgor's Repose

Available at: http://www.box.com/s/ad31pg5cs9g6v62ah6jf

Zilgor's Repose

Out past the Obelisk Waste and deep within the region known as the Kalaramar Drifts there are countless old crypts, ancient tombs and long-lost burial sites. So many in fact that the profession of grave-robbing and tomb-looting has become an honorable profession within the city-states bordering this area.

One such old burial chamber is Zilgor's Repose. Most grave-robbers know of it and it is usually clearly marked on the more common maps of this region.

It was broken into and stripped to the walls long, long ago and yet it does not stay empty. Old coins, golden ornaments and other wonderful things have been recovered from this place as recently as only a month ago. There are those who believe this to be some sort of sorcery. Others say that it is some weird effect of the Drifts or that perhaps old Zilgor's sarcophagus has become unhinged in time or some superstitious drivel like that. Rumors abound and wild claims proliferate, but the fact remains; those who return from Zilgor's Repose often have some sort of loot to show for it.

Those that return.

Occasionally a caravan will use the place as a refuge from a particularly fierce sandstorm or to set-up camp during the long nights of the cold season when the jackal-apes go on the prowl.

However you got here, why not see what's inside?

Maybe you'll be one of the lucky ones.

Exterior Encounters
  1. Rulak (1) [AL C, MV fly180'/slither60', AC 7, HD 3, #AT 1 (spit-beam), DG 1d8+spores, SV F1, ML 9]
  2. Pilgrims (Ochre-scale Squamid-hybrids) (1d6) [AL C, MV 120' (40'), AC 4, HD 3, #AT 1 (weapon, wand or bite), DG 1d8, 1d6+1 or 1d4+poison, SV F3, ML 12] Ochre-scale Squamids will attempt to approach anyone they spot hanging about in front of Zilgor's Repose. They are not immediately hostile. In fact, they are lost and are looking for the way to Amdrada's Vortex. They will leave peacefully if unprovoked. Each pilgrim carries a wavy-bladed sword, short bow and a scroll of 1d4 random spells.
  3. Sandstorm Reduces visibility to 1d12 feet for 1d4 hours. Save vs Petrification or lose 1d4 random items or suffer 1d6 damage (player's choice).
  4. Scrapmongers (2d4) [AL C, MV 120', AC 5, HD 2, #AT 1 (weapon), DG 1d6, SV F3, ML 9] Scruffy-looking humans with patchwork armor and mechanically-augmented weapons cobbled together from wrecked machines. They will attack anyone who appears to have any sort of machine that they can take by force, but if they feel at a disadvantage they will withdraw for 1d4 hours, then come back around to see how things stand then. There's a 30% chance that they will follow the party into the dungeon...
  5. Giant Burrowing Worms (3d4) [AL N, MV 180' (60'), AC 4, HD 3, #AT 1, DG 2d6, SV F2, ML 7] There is a 20% chance of burrow collapsing into loose rubble—save or fall into collapsing rubble. Depth of burrow is 10' (+2d10). There is a base 10% chance of sustaining a minor injury (twisted ankle, etc.) by falling down into the tunnel. The worms are otherwise mostly harmless, but edible if roasted.
  6. Gray Worm (1d3) [AL N, MV 60' (20'), AC 6, HD 6, #AT 1 (bite), DG 1d8, SV F3, ML 9] The worms will only approach as far as area 2, no matter how tempting the prey. If they know that there is meat inside the place, they will wait for 2d4 hours, after which time they will forget why they are there and move on to look for something to eat.
  7. Undead Giant Wasps (4d4) [AL C, MV 150', AC 7, HD 1d6 hit points, #ATK 1 (sting), DG 1d4, SV F2, ML 11] Mindless undead husks come swarming around any open fire-source and will attack anything that moves until they are destroyed.
  8. Random Procession of the Damned (see Spell Description for details)


Area 1
This area immediately in front of Zilgor's Repose is heavily packed-down and strewn with the offal, remnants and cast-off bits from dozens of previous camps, caravans, and bandits that have used the place for shelter over the last few months.

If anyone cares to check, or has the ability to determine such things, the last visitor seems to have been here approximately 1d4 days ago. It was a small group. On foot. Moving away from the place.

Checking the immediate area will have a base 20% chance of finding some potentially useful odd-bit mixed in with the trash such as a small sack, some rope, a broken 4' pole, that sort of thing.

Area 1A
This niche holds a spore-pod from a recent victim of a Rulak attack. The pod is wrapped in green gauze saturated with a peculiar, nasty-smelling grease or rubbing compound of some sort that seems to have rendered the spore-pod dormant. For now.

Area 1B
This niche is occupied by the long-dead skeleton of a Drilg. It has been stripped of all possessions and summarily defiled at least twice by recent visitors.

Area 2
There used to be large statues in each of the alcoves flanking this entrance. You can tell by the battered remnants of their feet which are all that remain of the things. The sand from outside will not blow in any farther than this point. Passing beyond this point will cause a slight popping of the ears as everyone adjusts to a slightly different air pressure. Someone might notice that they can no longer hear what's going on outside.

Anyone looking closely will notice that there is a human-sized skeleton lying behind the over-sized statue-feet in one of the alcoves. Their skull was burst apart from inside from the effects of a Cerebral Conception spell. The thing that erupted forth from this unfortunate adventurer might be prowling around in the nearby area (30% chance), otherwise it has probably long gone on to better hunting prospects.

Area 3a
What was once a lovely painted bas relief has been smashed and broken down to reveal the passageway into the rest of the tomb. The gypsum-plaster employed by the tomb-builders contains several wax-coated Gore-worms that have lain dormant here for a long, long time. Passing over the rubble and collapsed mounds of plaster raises a good bit of dust and each person passing this area needs to make a Save (+1 bonus), or else release 1d4 Gore-worms.

Gore-worms (1d4) [AL C, MV 20', AC 9, HD 1d4 per worm, #AT 1, DG 1d4 blood drain per worm or infest, SV F2, ML 4] see entry at Hereticwerks for more details.

Area 3b
After a slight break, there is another mound of rubble and debris from the destruction of another false wall by a previous party of grave-robbers. This area has no real threat, other than to make anyone who encountered the Gore-worms in area 3a to seriously think about how they want to cross this space. There could be a slight (15% base chance) that the debris might shift and subside or collapse a bit more, possibly inflicting 1d4 damage to those caught in the sliding rubble.

Area 4
The Main Chamber. There is garbage strewn randomly about the floor and signs of at least three different camps. The walls are extensively defaced and covered in graffiti in a hundred languages, most of which are completely alien and unknown to the player characters.

This is a reasonably safe spot, though the air circulation leaves something to be desired, so any fire will require some effort to maintain, unless the player characters have magical means to assist in this sort of camp-making effort. Not taking proper precautions will fill the space with choking smoke for 1d4 hours.

Area 5
A small, square room once richly decorated with lots of hammered gold sheets—you can tell by the heavy nails still sticking out from the battered walls and the slight trace of gold here and there—nothing worth scraping up, just enough to tell the tale of former glories. The floor is covered with a foot-deep layer of fine, black sand that seems to be both full of static and slightly magnetized. Lying prone in the far corner is a body. Examining the body reveals it to be a goat-featured hybrid completely riddled with holes that pierce completely through him. Whatever killed this adventurer hit him hard and fast and all at once.

Careful examination of the black sand will reveal 1d4 disparate shards of bones, some of them possibly formerly human, mixed into the gritty sand, all of them splintered and pierced at regular intervals by some sort of almost mechanical-seeming series of blades. Just like the body. However, there is also a bone bottle containing a potion that has miraculously survived the horrific trauma that killed the hybrid adventurer.

The potion is a potion of Cure Critical Wounds. It has only one dose left.

NOTE: There are no wandering monsters until after the party enters this room. Once the Player Characters have entered this room, or even only disturbed the black sand, then all wandering monsters will originate from this very room each and every time one is called for by a roll of 1 on a D6.  See the Wandering Monster Matrix (below) for more details. 

Area 6
False Tomb. A heavily pitted and acid-scored dais rests at the center of this room. Atop it is the shattered, broken, burned and otherwise sorcerously defaced wreckage of a false sarcophaus. The wall paintings are barely discernible through the blasting and discoloration from acid. The floor is ankle deep in cold, gray grit. Crossing this floor requires a DEX check, once you succeed, it's no real problem to adjust posture and pace to keep from slipping and falling. Anyone who does fall takes 1d2 damage and will then spot a tumorous mass of wet-looking nodules crusted onto the ceiling. These are the egg-sacs of a small group of down-on-their-luck Arachnomites who've taken refuge in here after escaping from a sorcerer who tried to enslave them as dungeon-exploring cannon-fodder.

Arachnomites (2d4) [AL C/N*, MV 60', AC 6, HD 3, #AT 1 bite, DG 2d6+poison, SV F2, ML 10] Arachnomites are odd, gnome-sized spider-centaurs with a sickly yellow chitin splotched with brown and gray marks that make them seem suitably drab to lurk in dungeons. The Arachnomites are intelligent and if the player characters care to negotiate with the creatures, 1d4 of the things might be convinced to serve as mercenaries—but they will demand weapons, armor and any obvious poisons that they find in the course of their service.
*Note on Alignment: These Arachnomites are on the cusp between Chaotic and Neutral and it wouldn't take very much to tip them one way or the other, so it is definitely possible to sway them over to a more Neutral outlook if the Player characters make any attempt to negotiate, hire them, or parley with the elders.
Those Arachnomites who remain behind will attack anyone coming back this way from deeper inside the tomb. They are protecting a clutch of eggs and cannot take any chances, now that some of their warriors have left to seek their fortunes...

Area 7
A fabulous golden trapezoid hovers serenely above the floor, slowly turning counter-clockwise in a purplish luminosity that seems to be coming from nowhere. Magic is easily detected. The floor is covered with a fine black sand that is slightly magnetic. Just like in area 5. There is also another body here, this one half-buried in the black grit and as with their fellow victim in Area 5, this body is absolutely riddled with holes that go all the way completely through them. Careful examination or simply looking up will allow the party to spot what look like a thousand little apertures cut into the ceiling, each one of the slits exactly the same size as the wounds on both observable bodies.

Anyone entering the room and approaching the golden trapezoid will trigger the trap that has killed hundreds of would-be looters. When anyone is within 1' of the trapezoid 1,000 razor sharp spears of twisted electrum-chased black metal will slam down, impaling anyone who fails any of three consecutive Saves. Each failed Save means one more spear has gone through the victim for 1d6 damage, however making even one of the Saves means that all damage is halved.

The spears will withdraw back into the ceiling after 3d4 turns. This is a wicked, wicked potentially TPK sort of trap. There is a 50% chance that 1d4 of the Archnomites (if they have joined the party) go running into this room to grab the obvious loot...which will graphically demonstrate the workings of this trap without automatically killing or grievously injuring a player character.

Also, as a matter of trivia, any bodies left behind once the spears retract will slowly sink into the black sand, disappearing after 1d4 turns. Any body left to dissolve into the sand is non-recoverable and will eventually re-appear as a skeleton in Area 5 that will serve as a wandering monster in the future.

The Golden Trapezoid is a cross-planar echo of an object on another plane. It is intelligent and observing things. It has a vicious streak and hates clerics in particular, whom it will attempt to kill at every opportunity.

A combined STR of 24 will allow the group to snap off one or more of the spears before they retract. A spear is worth around 2d100 gp to the right buyer--however they are not of this plane and will draw a lot of sorcerous attention. (Double wandering monster checks both inside this place and out in the wasteland surroundings.)

Area 8
Mostly empty. The floor is covered with guano and there are a few dozen cracks that allow bats to nest in here overnight. The cracks are too small for anyone to use to escape. There are obvious indications that a few others have tried to dig their way out through here in the past, but no one has broken through yet. If anyone looks closely enough (use your discretion) they might spot a small parcel jammed into one of the cracks someone was trying to dig out. The parcel contains a half-full bottle of bourbon, some hardened cheese in crumbly waxed paper, 1d4 chunks of meat jerky and 2d4 copper coins.

The bats will pretty much ignore anyone in this room as they prefer the various nooks and crannies in the now exposed ceiling (the original plaster work has long ago fallen into dust and debris underfoot).

Area 9
More rubble and plaster debris. There seems to have been a passage here at one time but it is now a blank wall, as though it simply ceased to exist.

Trapped beneath this pile of debris is the semi-conscious form of Rudom the Peddler, a Hunchback (Grood)  who wanders the Obelisk Wastes bartering and trading with adventurers and caravans. He is carrying 2d4 Potions of Healing, 1d6 Potions of Extra Healing, and 2d4 random potions, some (50%) of which are merely snake-oil, patent medicine or hair tonic. His legs are trapped thoroughly by the rubble and he is willing to make a deal, should someone consider helping him out of this rather tight spot. Removing the rubble takes 2d6 turns and has a base 40% chance to hurt Rudom's legs, necessitating his use of a potion...which could cut down on the supply available for the Player Characters.

Rudom, Grood Potion-Peddler [AL N, MV 30', AC 5, HD 2+1, #AT 1 weapon, DG 1d6+poison (Save+1 or be paralyzed 1d4 turns), SV F2, ML 5] Rudom poisons his short sword, but he carries the antidote with him as well. He will keep his word, but he is rather anxious to get out of this place. If questioned, Rudom knows of a fortified oasis-monastery about one or two days walk from here where the characters might be able to rest-up, resupply and possibly get some help. 

NOTE: if Rudom has already been used or rescued/killed, then consult the Lone Survivors Table at Hereticwerks.

Area 10
A cool breeze blows towards you from this chamber. It is large and obviously slightly off-center, at least to where you are currently standing. The ceiling is a luminous dome of chalcedony tiles. At the center of the chamber is an elliptical black-edged Portal that changes its destination every three hours. This portal grants access to eight dead worlds. One of them presumably holds Zilgor's actual tomb. This is the secret of Zilgor's Repose. Those who return from this place bearing loot went through the portal.

After each hour spent in proximity to the portal, there is a cumulative 20% chance that something will come through from the otherside.

Encounters
  1. Snake (1) [AL C, MV 90', AC 7, HD 2, #AT 2 (bite and sting), DG 1d6+poison/ad6+poison, SV F1, ML 6] A 9' long, translucent scaled serpent with a large stinger in the end of its tail. It is not happy to see you.
  2. Animated Statue (1) [AL C, MV 30', AC 4, HD 3, #AT 2 (biting maces), DG 1d6+2/1d6+2, SV F3, ML 12] This statue has lost its feet. A quick WIS check will confirm that this is one of the missing statues from Area 2. It seems intent on driving off unwanted intruders and will fight to the bitter end, chasing anyone who flees all the way to Area 2, where it will again take up its usual place of duty. Its partner will appear in 1d10 turns. If this statue is destroyed, it will collapse into large shards, interspersed with diamond dust, which is what it used in place of blood. (There's easily 2d4x100GP worth of diamond dust if anyone wants to recover it.) The Biting-Maces are heavy-duty, +1 magical weapons that bite for an additional 1d6 damage whenever the wielder scores a 19 or better to hit. They are each worth 100 gp in working order.
  3. Phorain (1) [AL N, MV *, AC 8, HD 6 (reduced to -6 hit points), #AT 0, DG 0, SV F6, ML 6] A terribly injured Phorain will lunge out of the portal just before it clicks over to another destination. The creature is mortally wounded and will expire within 1d4 turns. It is clutching a solid gold idol of a squatting, smiling monkey worth 1,000gp. It weights six hundred pounds. Light enough for a burly Phorain to lug around, but a real hassle for most adventurers of lesser stature. Attempting to break or cut the Monkey Idol will deliver a nasty electrical shock for 3d4 damage to everyone within a 10' radius. A second attempt will result in 4d4 damage within a 20' radius. It will escalate three times then it will simply explode for 10d8 damage, leaving no sign of it ever having been there.
  4. Urglun (3d6) [AL C, MV 90', AC 4, HD 2+1, #AT 1, DG 1d8, SV F2, ML 10] These dim-witted homunculi soldiers will march into the room directly from the other side of the portal and proceed to attack any intruders, giving no quarter. Another group will arrive every fifteen minutes until the portal switches over to the next destination. Their weapons and armor are worth the basic prices in the LL rulebook. They will not negotiate nor will they parley. If the party flees, the Urglun will only follow as far as Area 4, where they will set-up a base camp for their masters, a group of adventurers who discovered a cache of Urglun birth-cylinders left-over from some forgotten war on the world they've been exploring through the portal. These people are 2nd to 4th level, and might hire-on a few obviously expendable adventurers to handle some dirty work for them...of course, they'd probably phrase things a bit more enticingly.
  5. Roll on one of the Damned Things Tables to see what comes blowing through the portal.
  6. Toad Zombies (2d4) [AL C, MV 30', AC 8, HD 2, +ATK 1 (bite), DG 1d4+rot, SV F1, ML n/a] A number of hopping, rotting, mindless toads tumble through the portal, some of them obviously missing limbs or with gaping eye-sockets. These wretched things are mindless and will attack the players, and anyone else within range until they are destroyed.
  7. Flytaurs (2d6) [AL C, MV 120' (any surface), AC 5, HD 4, #ATK 2 (claws, weapons or spew), DG 1d6+1, 1d6+1/2d4+1 javelins or 3d4 serrated cleaver/2d6 acid, SV F4, ML 12] These are drone-soldiers, part of an advance guard. There are a lot, a LOT more of these things on the way, with another 1d6 arriving every half hour until the main group reaches the portal on the other side...then it'll be hundreds of the things, and their masters...
  8. Drilg (2d4) [AL C, MV 70', AC 5, HD 2+1, #ATK 2 (horn or scimitar), DG 1d4+1/1d6, SV F2, ML 9] These Drilg are muddy, spattered and splattered with stinking black mud and algae from some vast swamp they've just escaped, or at least this group has escaped. Too bad about the magic-users. They got eaten by whatever those shambling vegetable-things were back there. These Drilg are exhausted from their trek through a terrible slough and they'd prefer to sit down and rest a bit before doing anything as strenuous as killing the player characters. One of the Drilg will attempt to hire the player characters to guard them while they rest-up a bit and then serve as mercenary-escorts to help them get back to one of the near-by coastal City-States. The Drilg have a few spare magic items shared between them and 46 GP. They will promise to pay the player characters the rest of their wages once they reach their commander's camp outside the walls of the City-State. They are telling the truth, and are dealing in good faith.

Wandering Monster Matrix
  1. Skeleton (1d4) [AL C, MV 60', AC 7, HD 1, #ATK 1, DG 1d6, SV F1, ML 12]
  2. Skeleton (2d4) [AL C, MV 60', AC 7, HD 1, #ATK 1, DG 1d6, SV F1, ML 12]
  3. Skeleton (3d4) [AL C, MV 60', AC 7, HD 1, #ATK 1, DG 1d6, SV F1, ML 12]
  4. Skeleton (4d4) [AL C, MV 60', AC 7, HD 1, #ATK 1, DG 1d6, SV F1, ML 12]
  5. Ape Skeleton (1d4) [AL C, MV 90', AC 6, HD 1, #ATK 2 (claw/bite), DG 1d6+1/1d4, SV F2, ML 11]
  6. Deformed Skeleton (2d4) [AL C, MV 40', AC 9, HD 3, #ATK 1, DG 1d6+1, SV F3, ML 6]
  7. Cyclopean Skeleton (1d4) [AL C, MV 120', AC 5, HD 6, #ATK 1, DG 2d6, SV F4, ML 10]
  8. Onager-folk Skeleton (1d4) [AL C, MV 90', AC 6, HD 1, #ATK 2 (kick, bite, weapon), DG 1d6/2d4/1d8, SV F2, ML 12]
  9. Four-Armed Humanoid Skeleton (1d4) [AL C, MV 60', AC 7, HD 1, #ATK 2 (weapons), DG 1d6/1d6, SV F3, ML 12]
  10. Serpentine Humanoid Skeleton (1d4) [AL C, MV 60', AC 7, HD 1, #ATK 3 (claws, bite, or tail-lash) DG 1d6,1d6/1d4/2d4 (+constriction for 1d4 additional on failed Save), SV F2, ML 12]

Notes
Wandering Monsters have no treasure. Their weapons are corroded and barely effective for them, and when pried loose from their bony grip, the weapons tend to fall to pieces (base 70% chance of crumbling to bits).

All Wandering Monsters originate in Area 5 and will not appear until after the Player Characters enter or disturb the contents of that room.