Showing posts with label Open World Gaming. Show all posts
Showing posts with label Open World Gaming. Show all posts

Wednesday, October 31, 2012

Mucoids Spotted at Swords & Stitchery...

Needles has expanded on the Mucoids quite a bit as part of his current Stars Without Numbers campaign. There's a Mucoid Confederacy out there in the Talon Sector and you can read all about it HERE. We're wondering just how close Talon Sector is to Lithus Sector now...this Mucoid Confederacy would be right at home on Lithus Prime...

Tuesday, September 20, 2011

September Short Adventures 20: Time For Bed

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 20
Title: Time For Bed
Rules: Labyrinth Lord

Ready
Warm and snug in the local Inn orHostelry, the Player Characters pull themselves back from theirtables and head off to bed after a good night of celebratory feastingand drinking in celebration of some excellent good luck, fortuitousdiscoveries, and/or some job well-done.

Set
Ah, but the life of an adventurer israrely an easy one. The windows explode inwards as the roof goes upin flames and all erupts into chaos, panic and much running aboutwith a goodly amount of screaming and all the customary chaos.

Go!
The Inn issurrounded by very despicable sorts in grim, even morbidly detailedarmor who sit astride things that might once have been horses. Theriders watch the Inn burn. No one leaves. They are very obviously waiting for something to happen, or for someone to come out to them.

The Player Characters could all roll an INT check to get a clue. The clue would be that these Riders are after someone; burning the Inn is merely a means to an end, not the end itself.

Should no oneattempt to confront the Grim Riders, the Inn will burn to the groundand all will perish, allowing the undead minions of a greater evil tosort them all out at their leisure before morning. That is the path of least resistance, hence their choice of strategy in this situation. Simple, direct, effective. These are professionals, military-types, not chicken-thieves or half-drunk bandits.

The Grim Ones arelooking for a very specific someone. They are ruthless and direct intheir approach to recapturing this person. They have every intention of making this person their prisoner, either dead or alive. They are not picky.

Should anyoneattempt to communicate with the Grim Ones, they will be told that theRiders are there for someone named 'Taffydaddle Treeroot' or somesuch very, very proper Fantasy name. This person is hiding inside theInn. If the rest of the patrons present this person to the Riders,they will leave in peace and no one need die. Tonight.

Some Questions the Player Characters Might be Asking:
  • Who is this person?
  • Why are these nasty Riders after them?
  • What makes this person sospecial that someone would send these things out after them in thefirst place?
What do the Player Characters DO?
  • Do they try to find out which of them is this person?
  • Do they turn themover to the Riders?
  • Do the patrons and PCs bandtogether and attempt to drive off the Riders?*
*Of course, someonewill conveniently remember that these Riders cannot stand thelight of day. But then one asks, how many hours do they have to holdthem off and keep from burning to death before the Riders mustpull out? Roll some dice or make a choice...it's up to you.

Whatever you do, this confrontation is something that the PCs can very much do something about.
They do not have to just sit and burn, nor do they necessarily have to fight the Grim Riders.
There could be a tunnel or opening to the sewers in the Inn's basement...and anyone smart enough to look for a way out should at least receive the benefit of a chance at escaping. The Grim Riders are far from omnipotent. But escaping only delays the inevitable questions...and the Grim Riders are very likely to return the next night unless they get the person they are after...

So many choices...

Where does all thislead?

Notes / NPCs
Grim Spectral Riders(3d4) [AL C, MV 150' (50')/Fly 300' (100')/Ride 600' (200'), AC 2, HD6, #ATK 1 (Touch, Weapon or Spell), DG 1d8+Level Drain/3d4+Poison/byspell, SV F6, ML11] Immunity:Unharmed by normal weapons, including silver. Immune to Charm,Hold or Sleep.They each are armed with a +1 Cruelly-Forked-Lance that is poisonedwith a terrible Necrosiseffect similar to the rotting produced by a mummy, but with a +2 onthe victims' Save. Note: Grim Riders take 1d4 damage every turn spent in natural sunlight until destroyed or they get out of the sun. If destroyed in this manner, they are non-recoverable. Lastly, just in case it comes in handy: Arcane scholars have noted that these riders are susceptible to Bronze Weapons that have been inscribed with the swirling spirally-patterns of the Miktal culture that died-out millennia ago, but no one really knows precisely just why that would be...whether or not someone among the Inn patrons or one of the PCs knows this little bit of trivia is entirely up to DM/GM whim, fancy or choice. (LLp. 96)

It is suggested that the DM/GM adjust the number of Grim Riders to suit the overall strength of the party/patrons so that they are not a completely overwhelming force, but a challenging obstacle. A smart, determined and clever party should definitely have a good shot at holding these things off until sunrise, or maybe even defeating them. In the event that more than half of the Grim Riders are destroyed and/or Turned, the surviving Grim Riders will withdraw and report back to their Evil Overlord...which will undoubtedly lead to further inconveniences and eldritch interruptions down the road...
Eldritch Mounts(3d4=as many as Grim Riders) [AL C, MV 600' (200'), AC 4, HD 3, #ATK 1 (Trample), DG 3d4, SVF8, ML 11] Special:These things are unnatural, twisted semi-intangible parodies ofhorses who radiate a weak Fear effect (Save +2 or suffer effects ofCause Fear spell: LLp. 25). They cannot abide sunlight (take 1d6 damage every turn spent in sunlight, if thus destroyed they are completely unrecoverable). These twisted, loathsome things are devoid of loyalty and lack any volition ontheir own and thus will do their best to obey any command they aregiven by whomever mounts them in the most direct and literal mannerpossible.


Wednesday, September 14, 2011

September Short Adventure 14: Who Goes Where?

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 14
Title: Who Goes Where?
Rules: Labyrinth Lord

Ready
The Player Characters are out in thewilderness either on the way towards or returning from a trip to thelocal ruined pile or dungeon complex and have made camp for thenight. Shortly after darkness the ominous growling and weird hootingstarts...

Set
Congratulations—you've set-up camppractically smack-dab on top of a den of owlbears (LLp. 91).

Go!
Either kill orsubdue the owlbears or get eaten. Duh!

The owlbears' denis literally right beneath the campsite and there is a base 30%chance of it caving-in during the course of any struggles. This willconvert what was pleasantly flat terrain to treacherously tumbledrocks, loose soil, and gaping pits that open up at random as things slump further downwards into the void that was once a very shallowcave.

Pit: 1d4x10'deep, inflicts 1d6/10' drop.
Collapsingrubble: Everyone in 10' radius must make Save/DEX check or suffer1d6 damage.

Inside the wreckedden there are 1d6 unbroken, unhatched and unclaimed owlbear eggs.

Notes / NPCs
Owlbear(1d4) [AL N, MV 120' (40'), AC 5, HD 5, #ATK 3 (2 claws, 1 bite), DG1d8/1d8/1d8, SV F3, ML 9] (LLp. 91)
Mama Owlbear(1) [AL N, MV 120' (40'), AC 4, HD 6, #ATK 3 (2 claws, 1 bite), DG1d8/1d8/1d8, SV F3, ML 12]
Daddy Owlbear(1) [AL N, MV 120' (40'), AC 5, HD 7, #ATK 3 (2 claws, 1 bite), DG1d8/1d8/1d8, SV F4, ML 10]



Tuesday, September 13, 2011

September Short Adventure 13: The Beer Must Roll!

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 13
Title: The Beer Must Roll!
Rules: Labyrinth Lord

Ready
The Player Characters reach a ruttedand muddy road that they believe will lead to a walled-city only afew more miles away. But less than a mile down the road theyencounter a cluster of six ox-wagons mired in the mud.

Set
The wagons are carrying a load of beerto the walled-city which is suffering from a terrible outbreak ofplague due to contaminated wells. The water has gone bad and peopleare dying of illness and thirst. The wagon-master is grimlydetermined to get the beer into the city no matter what, but theweather has made the roads all but impassable and now his guards havespotted orc scouts off to the west. Several of the guards havealready deserted. If there are orcs up in the hills ahead, things could get very, very bloody.

Go!
The guards willresent the PCs at first, at least until the orcs attack, butWagon-Master Burt will welcome them heartily and quickly explain thesituation and request their assistance.

If the PCs run offand leave the wagons behind, the orcs will slaughter everyone, takethe beer and launch into a full-out siege of the walled-city. Thereis a 20% chance that Burt will survive, maimed and angry anddetermined to hunt down the cowardly curs who left him and his peopleto die like dogs.

If the PCs join thelittle caravan and help defend it, they will earn Burt's respect andfriendship for life, which they will eventually learn is no smallthing.

Should the firstparty of orc scouts be completely killed before they can return tocamp, the orcs will march in the wrong direction and the wagons willhave an extra 3d4 hours to get through the muck, the mud, and theblood to the walled-city.

Should any of theorc scouts get away, it will take 1d4 hours for the regular orcinfantry-types will come marching on the double to cut the wagons offfrom the walled-city, with more orc scouts running in to harry andharass the guards, hoping to draw them off and ambush them in thetrees or around a bend in the road, etc.

The Three-Eyed OrcRaiders will reach the wagons exactly one hour after the rest oftheir forces have already engaged.

The Wagons willmake progress as determined by the following table:

RandomRoad Conditions
  1. Clear stretch; all wagons make 1d4 miles progress without getting stuck.
  2. Partly dried mud; each wagon-driver must roll Save or skid off the road. Delay of 1d4 hours as everyone must work to get the wagons back on the road and to re-adjust their loads which may have shifted.
  3. Axle breaks on one wagon. It will have to be abandoned.
  4. Rough Patch; Wagon-drivers need to make Save or get stuck (50%) or break a wheel (50%).
  5. One wagon loses a wheel. It can be repaired in 1d4 hours. (50% chance of 1d6 Orc Scouts harassing the wagons during this process.)
  6. Deep mud; 1d4 wagons stuck up to their axles. It will take 1d6 hours to get them unstuck, with a base 25% chance of damaging the axles of each of them, slowing those damaged to half normal movement.
  7. Fallen Tree; 50% chance this is an ambush set-up by 2d6 Orc Scouts. Requires 1 hour to clear.
  8. Uphill slope; movement rate reduced by 25%.
  9. Loose gravel; base 20% chance to lose control of any given wagon.
  10. Rain starts up again. Movement reduced to half normal movement. Base 25% chance of 1d4 wagons getting stuck every hour of continued movement.
  11. Road washed out ahead; requires 2d4 hours to make passable. Base 30% chance of Orc Scouts ambushing the wagons while they sit idle.
  12. Random Wilderness Monster Encounter. (Creature was stirred-up by advancing orc troops...)

Just how far it isto the walled-city, and what forces might be available to rush out tothe assistance of the beer wagons is left to the GM's discretion andimagination.

One thing will befor certain however; by the completion of this adventure the PCs willlikely need a drink.

Notes / NPCs
Wagon-Master Burt(1) [Half-dwarf AL N, MV 60' (20'), AC 6, HD 4, #ATK 1 (hammer), DG1d6, SV F2, ML 7]
Wagon Guards(3d4) [AL N, MV 60' (20'), AC 5, HD 2, #ATK 1 (spear), DG 1d6, SV F2,ML 6]
Wagon Drivers(6) [AL N, MV 60' (20'), AC 6, HD 1-1, #ATK 1 (slings), DG 1d4, SV0-lvl human, ML 6]

Orc Scouts(3d6) [AL C, MV 120' (40'), AC 7, HD 2, #ATK 1 (short bow), DG 1d6,SV F1, ML 8]
Orcs(1d6x10) [AL C, MV 120' (40'), AC 6, HD 1, #ATK 1 (weapon), DG 1d6,SV F1, ML 8] (LL p.90)
Three-Eyed Orc Raiders(4d10) [AL C, MV 90' (30'), AC 4, HD 3, #ATK 1 (serrated scimitar), DG1d6+2 (bonus to damage only), SV F3, ML 8, special: Detect Magic as afree action, 1 in 4 have 1d4 random spells.]



Saturday, September 10, 2011

September Short Adventure 10: Pounding Sand

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 10
Title: Pounding Sand
Rules: Mutant Future

Ready
The Player Characters have reached asandy shoreline running along a sizable body of water, perhaps a lakeor even a small in-land sea.

Set
A small group of colorfully-dressedEloi (MF p. 70) arevery intently walking in formation across a stretch of sand, just upfrom the low-water mark, pounding it with rough wooden poles. Theyare looking for something in the sand...and they do not seem tonotice the PCs if they choose to approach.

Go!
If the PCs decide to investigate theEloi and what they're doing, they will pass through a carefullytended hedge that borders the sandy stretch leading up from theshoreline itself. The hedge is cut into a bewildering array oftopiary-shapes as though designed by a madman.

The Eloi will not acknowledge the PCsunless or until one or more of the PCs come onto the sand in theimmediate vicinity of the Eloi. Then they will stop all at once andturn to face the PCs with a collective, glassy stare that makes mostplayers uneasy.

There is a large Brain Plant (MFp. 64) carefully hidden within the topiary-hedge. It istelepathically directing and influencing the Eloi who serve it theway they tend to serve anything that orders them about.

The Eloi have been pounding the sandwith poles in search of Vampire Stars (MFp. 100). The Brain Plant has strange plans for how todomesticate or possibly meddle with the genetics of these mutatedstarfish...

There is a 30% chance that any PCwalking across the sand will disturb a Vampire Star colony...the Eloiwill cheerfully remove the Vampire Stars from the PC as it will maketheir task that much easier.

The Brain Plant will not be inclined toreveal itself to the PCs and will direct the Eloi to get rid of themat the first opportunity.

Notes / NPCs
Eloi Slaves (3d6) [AL N, MV 120'(40'), AC 9, HD 3, #ATK 1 (weapon), DG 1d4, SV L1, ML 4, Mutations:Atrophied Cerebellum, Weak Will] (MFp. 70)

Brain Plant (1) [AL N, MV (asmutation), AC 8, HD 3, #ATK (as mutation), DG (as mutation), SV L10,ML 10, Mutations: Empathy, Metaconcert, 1d6 Mental Mutations and 1d4Plant Mutations] (MF p.64)

Vampire Stars (2d10) [AL C, MV20' (7'), AC 8, HD 1, #ATK 1 (bite), DG 1d6, SV L1, ML 12, Mutations:Toxic Weapon] (MF p.100)




Friday, September 9, 2011

Spell: Gloomlight (Glyph of Gloom)

Gloomlight
Level: 1
Duration: 1d6 turns (can be extended by expending hit points)
Range: 10'

Caster forms the Lurmish Glyph of Gloom and infuses it with a slight bit of their personal essence, just enough to create a dim sphere of murky radiance that does not interfere with infrared senses or night-adapted eyes.

Koponu [Labyrinth Lord]

Koponu
No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 40' (120' swim)
Armor Class: 7
Hit Dice: 1
Attacks: 1+slime
Damage: 1d4+poison
Save: 0-level human
Morale: 4

Koponu are a species of small (roughly goblin-sized), hunched bipedal amphibians who glow softly in the dark. Their fish-belly pale skin is covered by a slime that forces anyone they strike to save versus poison or else have their own skin take on a softly luminous glow similar to a low-power Light spell for 4d4 hours. Troglodytes and other subterranean beings are known to hunt, trap and enslave the Koponu as living torches, or as meat.

Those Koponu that have escaped being enslaved live as subterranean scavengers who hop and flop about in the wet caverns, ancient cisterns, aqueducts and wells of ruined or forgotten estates. They are known to frequently drink to excess and are fond of newts, salamanders and frogs, often raising such creatures as beasts of burden, meat-cattle and pets. Some bands of Koponu have learned how to breed and raise warfrogs, salamander-soldiers and fighting-newts.

Thursday, September 8, 2011

Scarletscales [Labyrinth Lord]

...Poisonous. The Serpent People of Lost Valja have taken-up residence within the dim caverns and spiraling tunnels of the Gudunjo Asteroid Belt, which they have since re-named The Serpentium. Among the various sub-types noted by Kudraldi in his timeless classic Serpentonumeratoria Notoria, the Scarletscales are reputed to be the most adept in their use of swords...
Scarletscales (of the Serpentium)
No. Enc.: 1d6 (3d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 7
Hit Dice: 2+1
Attacks: 2 (weapons or weapon+bite)
Damage: 2d4/2d4/2d4+poison
Save: F3
Morale: 6

Scarletscales are just as prone to wearing concealing robes as most other orthodox sorts of serpentpeople sub-species. They will use magic items to enhance their defensive capabilities if they can acquire them, but they will only wield swords, passing-up other weapons, even if they are magical, in favor of a good pair of swords.

A typcial Scarletscale will know 1d4 random spells. They prefer Duplicate Weapon, Envenomate, and Draw Cut over any other spells, if those are available to them. Scarletscales rarely teach these spells to anyone outside of their one sub-species, at least not without extracting a heinously high price for doing it.

The Scarletscales are dedicated, even fanatical sword-fighters and relish the opportunity to cross blades with a worthy opponent. They will still use subterfuge, misdirectionand every dirty trick in the book (and then some) to defeat or kill their opponent, but they will enjoy the experience immensely nonetheless.

Spell: Envenomate

Envenomate
Level: 1
Duration: 6 turns
Range: Touch

Caster is required to have poison ready, either as a natural attack or a vial in-hand. This spell will automatically coat a weapon with the poison at anytime within the duration of the spell, allowing the caster to show good faith until the last minute...

Phanttro [Mutant Future]


Phanttro

No. Enc.: 2d4 (3d4)
Alignment: Chaotic
Movement: 120' (60')
Armor Class: 5
Hit Dice: 5
Attacks: 2 (stomp or weapon)
Damage: 2d6 or weapon
Save: L5
Morale: 11

Mutations: 1d4 Physical, or 1d2 Mental and 1d2 drawbacks; in addition to Gigantism, Epidermal Photosynthesis, and Plane Shift.


Tall, gangly humanoids with short, flexible trunk-like snouts, the Phanttro claim to be descended from elephants that were originally imported to Draath as conscript labor. However there is little evidence to support this claim. Disputing the veracity of their chosen parentage will enrage a Phanttro, so most just don't bother trying to sort it out, at least in public.

Phanttro are insatiably curious about everything and will incessantly pester anyone they presume to be more experienced or knowledgeable with an incessant barrage of questions. The Phanttro never forget anything.




Draath is a lop-sided moon orbiting a great, green gas giant. There used to be a lot of autonomous industry surrounding the gas giant, but most of that is scrap now. The outer surface of Draath is inhospitable on a good day and no one's seen a good day in years. There are four city-states clinging to precarious existence along the rim of the Big Chasm that leads down to the Underwastes where life is harsh and weird.


Introduction to Draath | Badlands  & Underwaste | Draath Index

Spell: Enfold Object

Enfold Object
Level: 2
Duration: Special
Range: Touch

Caster can wrap 1d4 pounds of inanimate matter into their robes, vest or other clothes and carry it without encumbrance until they pull it forth. The amount will vary each time the spell is cast. There is only a 5% chance that they will need to make a save or have the enfolded materials lost within the folds of their clothing for 1d20 turns.

September Short Adventures 8: Tail of the Serpent

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 8
Title: Tail of the Serpent
Rules: Mutant Future

Ready
The Player Characters are travelingacross a rocky area with only sparse bits of nasty, meat-eatingvegetation to break the monotony. Then they spot the huge serpentinetail jutting out from some animal's former den – it's a GiantRattler (MF p. 96-97).

Set
The ten-foot long Giant Rattler hasjust feasted on the former inhabitants of the rocky den that it isnow wedged firmly into and can't get out of. Of course, right now theGiant Rattler is feeling torpid after such a hearty meal.

Go!
The PCs hear the muffled sounds of ababy crying. It's coming from inside the animal den.

If they stop to investigate thesituation at this point, they will also hear another voice cryingfaintly coming from behind some rocks where the PCs will find afemale Encephalized Coyote (MFp. 68).

She is the mother of the pup-kids sheleft in that burrowed-out den and lies propped against the rocks. Herleft leg is broken and she is dying from numerous snake-bites. Sheasks the PCs for help. “Please save my child!” she begs thembefore passing out.

Whether or not the mother lives or diesis up to the PCs, as is the fate of the baby Coyote-person trapped inthe den.

The Giant Rattler will remain lodged inthe den entrance for a couple of hours before it either finishes offthe last of the pup-kids or withdraws and heads for its own nest.

Notes / NPCs
Giant Rattler (1) [AL N, MV 120'(40'), AC 5, HD 4, #ATK 2 (bite), DG 1d4+poison, SV L2, ML 8,Mutations: Gigantism] (MFp. 96-97)

Encephalized Coyote (mother) (1)[AL C, MV 150' (50'), AC 6, HD 3, #ATK 1 (bite or weapon), DG 1d6 orweapon, SV L13, ML 9, Mutations: Aberrant Form, Teleport] (MFp.68) Note:she is currently at -4 hit points, going into shock and injected witha lot of Class 12 poison in her bloodstream.

Encephalized Coyote (baby) (1)[AL C, MV 10' (5'), AC 10, HD 1, #ATK 1 (bite), DG 1d2, SV L1, ML 2,Mutations: Aberrant Form] Note: The child will develop theability to Teleport as she gets older, if she survives...



Wednesday, September 7, 2011

September Short Adventures 7: Run You Fools

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 7
Title: Run You Fools!
Rules: Mutant Future

Ready
The Player Characters are back out in adeep, dark forest out past anyone's claimed lands. They hear aterrible thrashing in the underbrush--

Set
--and a bloodied and seriously woundedadventurer tears through the brush right at them, dragging along thestill twitching corpse of a Vile Slasher (MFp. 100).

“Run You Fools!” He bellows loudlyas he hurries past them...

Go!
Pause for one full minute then roll tosee how many adult Vile Slashers and/or adolescent Vile Slashers comechasing after that lone survivor.

Oh, and for added fun, there's also areally P.O.ed Mate of the deceased Vile Slasher that might now behunting after that guy and they will kill any and everything thatstands between them and their prey...

Notes / NPCs
Vile Slasher (Adults) (1d4) [ALC, MV 180' (60'), AC 3, HD 12, #ATK 4 (2 claws, tail, bite), DG1d8/1d8/1d6/2d6, SV L9, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Adolescents)(1d4+2) [AL C, MV 90' (40'), AC 3, HD 12, #ATK 3 (2 claws, bite), DG1d4/1d4/1d6, SV L6, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Berserk Mate) (1)[AL C, MV 220' (80'), AC 3, HD14, #ATK 4 (2 claws, tail, bite), DG2d8/2d8/2d6/4d6 (all of it double damage), SV L9, ML 12, Mutations:Natural Armor] This enraged beast will need to bereduced into the negative numbers range before it will give up itsattempt to kill those who slew its mate...

Tuesday, September 6, 2011

Xulg [Labyrinth Lord]

Xulg
No. Enc.: 1(1)
Alignment: Neutral
Movement: 90' Fly: 260'
Armor Class: 5
Hit Dice: 8+1
Attacks: 2, see below
Damage: 2d8 x2, or see below
Save: F12
Morale: 14

Xulgs see invisible, ethereal, out of phase and most insubstantial or incorporeal things easily and very clearly, but they do not hear very well, and have no sense of smell whatsoever. With some minimal effort a Xulg can peer across the near planes, and into a variety of places most humans have no name for--nor any wish to know about. A Xulg that takes the time to sit undisturbed in a meditative state can push their field of vision past most walls, barrier and obstacles, the time required dependent upon the nature, density and magical protections involved. There are rumors amongst some of the Scavenger-Tribes of Zalchis that a Xulg's big, pink eye can be harvested and used to form a number of visually-oriented magical devices, but this is only a rumor and no one has brought back a Xulg eye to test this out yet.

Xulgs can use Plane Shift once a day as a free action.

Xulgs are immune to fear and all fear effects, but become agitated and greatly distressed by the presence of a cat. For their part most cats tend to ignore Xulgs, though this may be because cats can naturally see a Xulg as easily as a Xulg can look past most things. Perhaps cats make Xulgs feel a bit guilty about some of the things that they have seen?

The Xulg are also innate masters of attracting and directing Vortexes (treat as summoned air elemental), as well as being inveterate magic item collectors and spell-mongers. A typical Xulg can summon and direct a Vortex three times a day. The Xulg is limited to a total of 8 hit dice worth of Vortexes, being able to shuffle and distribute the dice amongst 1, 2 or 3 Vortexes as the Xulg so wishes.

Xulgs also know 1d6 random spells and are always keen to learn more. They are curious beings, and will bargain for the chance to acquire training as a magic user or sorcerer should they encounter a suitable teacher. (Generally, this would entail a Player Character over 8th level with spell-casting capabilities who is willing to spend approximately three months training the Xulg. At the end of such training, the very pleased Xulg will grant the teacher the ability to summon and direct a lesser Vortex, as well as a random assortment of scrolls, potions, and odd magical items equal in value to whatever amount was agreed upon prior to the beginning of the Xulg's training.)


September Short Adventure 6: Cold Storage

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 6
Title: Cold Storage
Rules: Mutant Future

Ready
The Player Characters are exploringsome old tunnels and caves that lead right underneath a strangevillage that uses a peculiar blue or white fly as their motif ortotem.

Set
The characters have just discovered alarge chamber directly beneath the strange village. It is colder thannormal and if they continue onward into the heart of this smallcomplex there are whole slaughtered pigs, sides of beef, and hundredsof pounds of expertly cleaned and strung-up game and other meats seton hooks dangling from a set of chains that criss-cross the chamberabout 10' above the floor. Everything in here has a thin crust of iceover it.

Go!
This is the villagers' cold storagearea and it is maintained by a swarm of Vomit Flies (MFp. 101).
The Vomit Flies are well aware of anyintruders, but have learned to wait and let such creatures enter asfar as possible before attacking them from ambush from above.

There is only a half-normal chance tospot the Vomit Flies up above as they are obscured by the swirlingmist given off by everything in these cold caves.

Once the Vomit Flies attack there is abase 30% chance of either some Meat Tenders or Fly Tenders coming tocheck on what's going on down there. The odds increase by 10% eachturn of combat or struggle.

In the event that someone warns thevillagers up above, a contingent of Mant Mercenaries will be sentdown to deal with things.

Notes / NPCs
Vomit Flies (6d6) [AL N, MV 150'(50'), AC 5, HD 4, #ATK 1 (bite or vomit), DG 1d10 or 4d6 colddamage, SV L 3, ML 8, Mutations: Energy Ray, Reflective Epidermis(cold), Gigantism.] (MF p.98)

Meat Tenders (1d6) [Humans AL C,MV 90' (30'), AC 7, HD 12, #ATK 1 (cleaver), DG 1d8, SV L4, ML 7]

Fly Tenders (1d6)[Human-Insectoid Hybrids AL C, MV 120' (40'), AC 6, HD 6, #ATK 1(bite or butcher knife or vomit), DG 1d6/1b8/2d6 cold damage, SV L3,ML 10, Mutations: Aberrant Form (Insect body parts), Energy Ray,Reflective Epidermis (cold), Thermal Vision, Increased Sense (touch),50% chance of an additional 1d2 Physical Mutations or 1d2 MentalMutations]

Mant Mercenaries (4d4) [AL C, MV120' (40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG1d8/1d8/2d8 or by weapon, SV L9, ML 11, Mutations: 1d4 MentalMutations] (MF p. 82)



Monday, September 5, 2011

September Short Adventure 5: Indelicate Indiscretions

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 5
Title: Indelicate Indiscretions
Rules: Mutant Future

Ready
The Player Characters have alreadyencountered Old Man Gomphrey and dealt with the village of the Mold Gatherers. Now they get to meet Gomphrey's ex-wife...and not so loving offspring...


Set
This scenario lurks at the periphery ofeverything like a landmine until certain conditions are met; namelythey are in a village and mention Gomphrey by name or attempt to sellhis hootch to the locals.

Go!
A squat, thick-veined woman withunkempt leafy-hair (actually a Sporer,see MF p.98)comes barreling out of the crowd or across the tavern floor to demandto know where the PCs got the hootch, or where they ran across thatno good, lying, cheating, rascal Gomphrey. None of her sons ordaughters have a real name yet because Gomphrey abandoned her severalwinters ago. (Darryl is the black sheep of the lot because he namedhimself, which they all think is uppity and just plain wrong.)

If a fight breaks out before Nutishacan be calmed down and the PCs begin to explain themselves, her children will burst into the tavern or jump out of the crowd andattempt to sneak-attack those bad people assaulting their mother.

Should the PCs and Nutisha insteadengage in a conversation discussing Gomphrey's whereabouts andcurrent disposition, the kids will stay in their respective places ofconcealment and keep an eye on things for any signs of trouble.

If Nutisha is grievously injured orkilled, the kids will seek to avenge her, the sons either trying toambush the PCs or lead them into a tap, the daughters trying to usetheir feminine wiles to distract them so that the others can get thejump on them.

If Gomphrey ever finds out that hisoffspring were injured or killed by the PCs he will drive them off ofhis property and never deal with them again, except to kill them ifthey trespass.

If they kill his ex-wife, he will shedone tear then set them up with free drinks from his special reservestock.

If they sell the old man out to hisex...the old house will be taken-over by Nutisha and her brood andGomphrey will be gone. Again. He'll not be very appreciative of thePCs role in helping her evict him.

The plants will serve Gomphrey'soffspring just as if they were him and seem to ignore theex-wife for some reason.

Notes / NPCs
Nutisha [Sporer, AL N, MV 120'(40'), AC 4 (reinforced mold-leather), HD 8, #ATK 1 (claw, or weapon,or spores), DG 1d6, as weapon, special, SV L 5, ML 8, Mutations:Hallucinogenic Spores, Irritant Spores, Sleep Spores, Free Movement]She has a CHAR of 15 for reaction purposes. (MFp.98)

Sons Number One to Six (1d6)[Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (bite orspores), DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form (seeGomphrey), Thermal Vision, Increased Sense (taste), Toxic Weapon (picktwo of Mother's Spore-attacks), 1d4 Mental Mutations]

Sons Number Eight to Thirteen(1d6) [Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1(bite or spores), DG 1d4, special, SV L1, ML 7, Mutations: AberrantForm (see Gomphrey), Thermal Vision, Increased Sense (taste), ToxicWeapon (pick one of Mother's Spore-attacks), 1d4 Physical Mutations]

The Daughters (1d4) [HybridHuman-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (bite or spores),DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form (seeGomphrey), Thermal Vision, Increased Sense (taste), Toxic Weapon(inherited all of Mother's Spore-attacks), 1d2 PhysicalMutations, 1d2 Mental Mutations]

Bonus
Darryl the Black Sheep (Seventh Son)(1) [Hybrid Human-Plant AL C, MV 120' (40'), AC 7, HD 3, #ATK 1 (biteor spores), DG 1d4, special, SV L1, ML 7, Mutations: Aberrant Form(see Gomphrey), Thermal Vision, Increased Sense (taste), 1d4 PhysicalMutations] This son looks like the spitting image of Gomphrey himselfand has a heightened plant-focused Empathy just like his not so dearold dad...

Darrylmay or may not be present for all this. He's not on good terms withhis mother or his siblings and could easily side with the PCs if itstruck his fancy...


Sunday, September 4, 2011

September Short Adventure 4: Dangling Varmint

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 4
Title: Dangling Varmint
Rules: Mutant Future

Ready
The Player Characters are in thewilderness, or at least out in the forest, probably hunting andgathering since they do like to eat and winter is coming on fast. Itwas going great, they're loaded down with so much prime field-dressedmeat that they're having to drag it along on a travois or sled behindthem as they return to camp or the village.

Set
A shrill hissing noise erupts from thetrees along one side of the hunting group, followed by a lot ofgrowling and the sounds of something struggling.

There's a Giant Weasel hanging 12' offof the ground in a wire-snare.

Go!
The pelt on this giant weasel istempting in and of itself. If the creature can be subdued, it couldbe trained as a guard-beast, potentially. The meat is also verysucculent and would go over very well back at the camp/village.

Getting too close to the thrashingGiant Weasel will result in it clawing for double its normal damage(4d4 instead of 2d4).

There are other wire-snares scatteredin this area. GM can randomly assign odds of stepping into one.

Trapper Jack will be by in 1d20 hoursto check on his traps and to cut down anything caught in a snare,including the bodies of adventurers which certain villages pay goodmoney for...

Notes / NPCs
Trapper Jack [Mutant Human, ALC, MV 90' (30'), AC 4, HD 13, #ATK 1 (modified carbine), DG 1d8, SV L6, ML 11, Mutations: Natural Armor, Night Vision, ReflectiveEpidermis]
Weasel, Giant (1) [AL N, MV 150'(50'), AC 7, HD 4+4, #ATK 1 (bite), DG 2d4, SV L3, ML 8 (-2 oncereleased), Mutations: Gigantism, Thermal Vision, Increased Sense(smell)] (MF p. 102)
Trap: Wire-Snare (1d4) [Make DEXcheck or suffer 1d4 damage and be hoisted into the air. A typicalwire-snare can support up to 800 pounds of dead weight. Those caughtsuffer 1d4 damage per turn from the wire cutting into their flesh andthe effects of being suspended upside down for an extended period oftime.]


Saturday, September 3, 2011

September Short Adventure 3: Gathering Mold

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm

SeptemberShort Adventure Number 3
Title: Gathering Mold
Rules: Mutant Future

Ready
The Player Characters have arrived in asqualid little village of mostly minor mutants and their hybridoffspring that teeters dangerously on the edge of starvation. Theyonly have one industry in this place and they desperately need helpgetting things moving again, before they lose their contract with theWarlord's Quartermaster and have no money for the coming winter.

Set
This village is a tightly heldstrategic secret that the Warlord's forces would rather no one elseknew about. Their one industry is the production of specially treated'leather' that repels acid, resists decay and is used extensively inthe manufacture of armor for the Warlord's infantry and other forces.

The village only remains free due to anunderstanding between the Meister and the Warlord. The village'sMeister was once one of the Warlord's most trusted henchmen, butafter a particularly bad encounter with a band of Mants he was lefthere to recover from his terrible wounds. In the course of hisrecovery he discovered the secret of this place and attempted tobargain with the Warlord in order to regain his former status only tobe relegated to overseeing this dismal collection of hovels clusteredaround some caves and a sinkhole.

Go!
Mants have broken into the cavernsbeneath the village and the burrowing insectoid raiders have cut-offall access to the mold-caves. The 'leather' produced in this villageis harvested from the older patches of mutated violet-speckled moldthat have been cultivated and maintained in secret for generations inthe cool caves below this place.

The village has a contractualobligation to deliver 100 suits of 'leather' armor to the Warlord'sQuartermaster at every Equinox. The current harvest was only half-waycompleted before the Mants invaded. If the Mants can be cleared soon,and production resumes immediately, there is still a chance that thevillage can deliver on the contract and not forfeit their freedom andbecome a military reservation where all those who know the secret ofthis place are enslaved and imprisoned for life.

The Meister is desperately in need ofsome good fighters. His small group of guards are mostly up in themountains hunting big game and won't be back for at least two moreweeks. He has just enough guards on-hand to hold off the Mants, butnone to spare for clearing them out of the caves and cellars. He isin a mood to strike a deal with the PCs, and should they succeed, hewill be very grateful indeed, as he will be executed for incompetenceif he survives and fails to protect the village from the Mants ormisses the deadline. The Warlord's Quartermaster is an unforgivingsort of person...

The Mants have to be wiped out beforethey can destroy the mold-colonies, or worse take the secret of themold-leather out into the world at large. Thankfully, this group ofMants are only an advance scouting-group. But if even only one Mantescapes it will spell doom for the village as it will lead back anarmy of the things in under three days time.

Notes / NPCs
Meister [Mutant Human, AL L, MV90' (30'), AC 4, HD 16, #ATK 1, DG 1d8, SV L 7, ML 8]
Mant Scout (1d4) [AL C, MV 160'(60'), AC 8, HD 4, #ATK 2 (2 claws or 1 bite/1 claw or 2 weapons), DG1d6/2d6 or by weapon, SV L5, ML 9, Mutations: 1d2 Mental Mutations](See link)
Mant Warrior (2d4) [AL C, MV120' (40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG1d8/1d8/2d8 or by weapon, SV L9, ML 11, Mutations: 1d4 MentalMutations] (MF p. 82)
Mant Freak (1) [AL C, MV 120'(40'), AC 5, HD 7, #ATK 3 (2 claws, bite or weapon), DG 1d8/1d8/2d8or by weapon, SV L9, ML 11, Mutations: 1d4 Physical Mutations] (Seelink)
Mant Esper (1) [AL C, MV 90', AC9, HD 4, #ATK 1 (bite or Mindblast/other psychic attack), DG2d4/special, SV L3, ML 7, Mutations: 1d6 Mental Mutations] (SeeLink)

Note: Feel free to increase thenumber of Warriors, Freaks or Espers if the PC-party is moreadvanced/powerful...


Friday, September 2, 2011

September Short Adventure 2: Gomphrey's Still

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm

SeptemberShort Adventure Number 2
Title: Gomphrey's Still
Rules: Mutant Future

Ready
The Player Characters are travelingthrough a region of dense forest that is incredibly rich in game andedible plants. Then they find a strange house covered in elegant vinesout in the middle of nowhere, with a peculiar shed out back thatisn't an outhouse.

Set
No sooner have the PCs discovered oldman Gomphrey's house, than they will find themselves surrounded by dozensof Zap Vines, Ventrilovines and other mutant plants that have beentrained to lay dormant and do other simple tricks by the half-madhermit who raises them like some weird combination of livestock andcompanions. Serious resistance or extensive damage to the dozens ofvines will attract the attention of the Skinner Tree and OldMan Gomphrey. Randomly determine which one shows up first.

Go!
Gomphrey will waddle out of his shed inthe back to attend to any ruckus, such as his menagerie of mutatedplants subduing any would-be intruders or juicy wild game. Thevarious mutated plants, including the Skinner Tree, have been trainedto attempt to subdue, not kill anyone they can capture.

Old Man Gomphrey will command his plantminions to release the PCs once they give their word not to start anyfurther trouble. He's a bit demented and awfully proprietary abouthis shed out back (the one that contains his make-shift still, notthe outhouse), but he can be negotiated with by anyone not too quickto resort to violence.

Killing Gomphrey will drive everymutated plant in a 100 mile radius into a berserk frenzy as they seekto avenge the murder of their old friend.

Making friends with the lonely oldcodger will give the PCs access to a wide variety of medicinal andrecreational alcoholic distillations that can heal damage, act asantidotes to various poisons, cure illness, or just make someone losetheir mind for a little while.

If Gomphrey really takes a shine to thePCs, he might consider engaging them as his distributors back amongsome of the more civilized villages.

Notes / NPCs
Gomphrey [Mutant Human, AL N, MV90' (30'), AC 5, HD 14, #ATK 1, DG 1d6, SV L6, ML 11, Mutations: Aberrant Form (Xenomorphism/internalized plant structures and externalized pollen emitting pores), Epidermal Photosynthesis, Increased Taste, Drawback: Frailty/bruises easily] Note: Gomphrey has a way with plants akin to a form of Empathy oriented only towards plants, whether this is a formal power/ability or not is left to GM discretion.
Skinner Tree [AL C, MV 60'(20'), AC 4, HD 15, #ATK 1, DG 2d8, SV L5, ML 10] (MFp. 95)
Screech Bush [AL N, MV none, AC9, HD 2, #ATK 1, DG 2d6, SV L2, ML none] (MFp. 93)
Ventrilovines [AL N, MV none, AC9, HD 1, #ATK none, DG none, SV L1, ML none] (MFp. 100)
Zap Vines [AL N, MV none, AC 8,HD 2, #ATK 1, DG 1d6, SV L1, ML none] (MFp.103)


Thursday, September 1, 2011

September Short Adventure 1: Innocence in Moonlight

Preamble
A September of Short Adventures is an OSR Challenge initiated by Matt over at the Asshat Paladins blog. You can click on the Moustache Dragon over on the right-hand side-bar (just above Features) to learn more about all of this stuff from Matt directly. All of our 25 (possibly more...) entries are formatted along the lines of what Matt calls the Get Ready, Get Set, Go! format. In a nut-shell, this approach breaks each adventure into a Title, Three escalating sections of adventure details (the Ready section is limited to only 2 sentences...), and a final catch-all section for any NPC notes/stats. The idea is to keep it short, simple, easy to read without any maps, drawings, diagrams or 8X10 glossies. Keep description to a minimum, avoid lengthy exposition, and no casts of thousands -- unless it's an invading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep things generic, setting agnostic and thus portable or adaptable to any campaign/setting using the particular rules-set we'll be using in any given September Short Adventure such as Mutant Future, Labyrinth Lord, Swords & Wizardry (White Box), etc.



Free Rules
Labyrinth Lord: http://www.goblinoidgames.com/labyrinthlord.html
Swords and Wizardry (White Box): http://www.swordsandwizardry.com/whitebox.htm

September Short Adventure Number 1
Title: Innocence in Moonlight
Rules: Mutant Future

Ready
A great warlord has consolidated Her control over a large region of fertile land enclosed by steep mountains dotted with many tiny villages. In one such village a young girl, not yet come into adulthood, has made a friend with a beautiful creature whom she knows will never harm her...

Set
The players are the usual Mutant Future wandering miscreants looking for loot or adventure. They could be in this village to resupply, heal from a recent battle, or because no one can read a map and they are lost, again. They get involved because the girl's parents find out that she is missing one night and come running to the player characters in a panic and attempt to hire the PCs to go find their missing daughter before something bad happens.

Go!
The area surrounding the village is cleared outwards to about 30' at best, then it quickly becomes tangled forest land rich in game and wild-growing herbs and edible plants. Most of the more dangerous beasts have either been captured, killed or driven off by the roving bands of the Warlord's forces who have since moved onward to other areas more desperately in need of their aid and assistance. The local militia consists of an old man with a peg-leg and three mutant-orphans who have since run off to the next village in pursuit of their dreams of becoming mercenaries.

Finding the girl's trail will be relatively easy. She never bothered to hide anything. In fact she has left little ribbons tied to various low-hanging limbs of various trees and bushes to mark her way through the forest to a breathtakingly beautiful glade.

The young girl's name is Larisah and she has made the acquaintance of a Zunicorn (MF p. 104). 

The Zunicorn is using Larisah as bait to attract fresh meat. Like foolish adventurers.

Notes / NPCs
Peg-Leg [AL L, MV 20' (30' running away), AC 9, HD 3, #AT 1 (spear), DG 1d6, SV L3, ML 6]
Larisah [AL C, MV 120' (40'), AC 7, HD 1, #AT 1, DG 1d4, SV L1, ML 10]
Zunicorn [AL C, MV 240' (80'), AC2, HD 6, #AT 3 (2 hooves, horn and poison), DG 1d8/1d8/1d8+Class 7 Poison, SV L8, ML 8] (MF p. 104)