Wednesday, September 20, 2017
Tuesday, September 12, 2017
Lone Wolf AD&D Part 11 Encounter F - Banedon the Mage
As the party makes its way through the woods they come upon a clearing and recognize it as the Ruins of Raumos an ancient forest temple. A young man stands near the crumbled pillars of the temple, all that remains standing of the building. He is dressed in thee robes of the Toran Mageguild, skyblue with stars. All around him are Giaks. He raises his hand and a bolt of lightning flashes out killing every Giak it touches. Still about half a dozen are left. The players can see that behind the mage a Giak has climbed atop a broken pillar and with a long dagger in its hand is poised to leap upon the unsuspecting mage.
The surviving Giaks are 1HD creatures AC7 armed with short swords and spears. The Giak on the pillar is also 1HD.
Should the player character make themselves known before the Giak on the pillar attacks the 6 in front of the mage will make a run for it. The Giak on the pillar will hesitate for a combat round before running.
The mage will thank the characters and if they still are wearing the cloaks they started with will recognize them as students at the Kai Monastery. He will introduce himself as Banedon, a journeyman of the Brotherhood of the Krystal Star, the Toran Mageguild and thank them for their help.
He will explain that he was on the way to the monastery with a message from his guildmaster to warn them of an attack by the Darklords. He has a vellum scroll with this message. He was delayed in setting out by one of the guildmembers named Vonatar who was in league with the Darklords.
If his told of the fate of the monastery he will give one member of the group (preferably a magic-user) a small Crystal Star Pendent. This pendent marks the wearer as a friend of the Mage Guild and is a +1 Amulet of Protection.
Banedon will explain that he must return to his guild with news immediately
Banedon is a 3rd level mage. He bears a glove of lightning that allows him to cast a 5HD lightning bolt once per day. Trying to remove the glove will destroy it. He bears a +1 dagger and a pouch with some gold, silver and copper. Hidden among the stars of his robes are 10 20gp diamonds.
Thursday, September 7, 2017
Lone Wolf AD&D Part 10 Encounter E-5
The 3 locations marked as '9' on the map are latrines. They are a room with a bench and a hole that drops down 40ft to a branch of an underground stream.
This room is a supply closet but the back 10ft is packed with bric a brac. The druids tend to use a lot of wicker. Amid the clutter is a minor magical item. A Broom of Sweeping.
The Broom of Sweeping
On command (a word of activation and cancellation is needed t start and stop the broom) the broom will begin sweeping and will sweep a 10x10ft section of floor every Turn. The Broom will sweep in a straight line then move right (if it can) and begin sweeping back the way it came just 10ft over, It will continue to sweep forward then back, then over 10ft till it can no longer move to the right of its original starting position. If it can no longer move right it simply reverses the process t that point.
While the broom puts very little weight down on the surface it does sweep with enough strength to move small objects and trigger sensitive traps.
This is thee room of a 2nd lvl Druid named Smythe. He oversees the 1st lvl druids assigned to this aarea. Smythe is more than a bit of a coward and will run rather than fight if he can help it.
Wednesday, September 6, 2017
Lone Wolf AD&D Part 9 Encounter E-4
The halls in this complex are unlit but there are sconces to hold torches at each corner and about every 30ft. This short hallway also has silver manacles set every 10ft along the south wall, The manacles can be broken free of the wall if struck several times with a mace, hammer or sword. Each set of manacles has 40sp worth of silver metal.
This short hallway ends in a stout wooden door with a wooden handle. The handle keeps the door shut if closed but there is no lock and turning it will open the door,
This oddly shaped room holds tables with tightly woven wicker baskets. Inside each basket are two ferrets. There are ten baskets. Beneath two of the tables are wooden chests. These hold ferret food. If the baskets are left open the ferrets will escape.
Tuesday, September 5, 2017
The corridor is unlit and comes to an abrupt end. The secret door is a wood panel covered with plaster and painted grey. The Druid's are not skilled at building and this is the best they could come up with. In the light of a candle there is a 1 in 6 chance of noticing then plaster even without actively searching for a secret door. If a lantern or even a torch is brought to the end of the hall then there is a 50% chance of noticing the plaster and a 100% chance if actively searching for a secret door.
One good swing will not only shatter the plaster but will also crack the board used as a door. This will cause the creature in room 5. to become aware that someone is approaching.
Inside this circular chamber is an uninjured Black Bear 3+3HD, The Bear is uncharmed but reasonably tamed by the attention of the Druids. Breaking the doorway will cause it to wake and sit in the center of the room waiting to be fed. If the door is passed without breaking it then the Bear will be sound asleep if wakened, In either case the Bear will only attack if attacked. If fed the bear will attempt to follow the characters and sit and gesture for food everytime they stop.
Monday, September 4, 2017
Lone Wolf AD&D Part 7 Encounter E-2
3. The corridor runs north beyond the secret door. 6 cell-like doors line the hall. Each cell contains the chamber of a 1st level druid. Their order maintains that only animals should exist and man and monster should perish. They believe that all those who follow their belief will be reincarnated as an animal and take their rightful place ruling the earth.
The chambers are simple with not much more than a cot and chamber-pot; A candle for light nd no metal of any kind. Thy wield a wooden staff for defense and know only a single spell.
Tuesday, August 29, 2017
Lone Wolf AD&D Part 6 Encounter E-1 - The Bear
As the characters make their way through heavy woods they are safe from the Kraan flying overhead and even offered some relief from the noisy Giak foot patrols but the wood itself has many perils. A 3+3HD Black Bear lunges from the mouth of a hidden cave scattering bracken and debris as it emerges. If the characters are surprised the Bear takes 1 swipe at a random character before they can react (the Bear normally gets 3 attacks claw/claw/bite for 1-3/1-3/1-6 damage but if both claw attack hits then it gets an additional 2-8damage as a bear-hug).
The Bear can only move 20 feet from the cave entrance and if attacked with ranged weapons or spells will retreat into the cave. The Bear has been charmed by evil Druids to protect the cave entrance (a large silver collar worth 10gp is around its neck. The possession or sale of this collar may be noted by this evil sect and the player character marked for revenge)
1. The Cave Mouth - Overgrown but a careful examination will note that the opening has been widened by tools. The floor slopes downward about 15 feet before reaching area 2.
2. This circular room appear natural only at first glance. The ceiling is no more than 8feet high and festooned with lichen as are the walls. If the lichen is scrapped away the marks of tools can clearly be detected. The secret door to the North is very crudely constructed but it is stoutly made and locked. There is a keyhole at its center about 4 feet up from the floor,
The floor of the room is layered in debris and the cracked bones of many men and animals. There is a small pool of water at the East wall about a foot deep and 5 feet wide. At the edge in the water is a copper chest and within the chest a silver key that unlocks the secret door.