CAS

CAS
Showing posts with label encounter. Show all posts
Showing posts with label encounter. Show all posts

Wednesday, May 20, 2020

Spinecastle Encounters




Spinecastle Encounters

12 Encounters for the streets of Spinecastle

1. A pack of gnolls is 'patrolling' the street, but mainly looking for trouble. Before they get close a group of goblins comes around a corner right in front of them. Both parties pause only for a moment before a pitched battle to the death ensues. The losers will immediately be looted and devoured on the street by the winning side.


2. Five ogres are demolishing a ramshakle house. Suddenly the ghost of a small human child steps from the ruin. She is crying and reaches out her hands to the nearest ogre. The monster laughs and aims a kick at the translucent figure. The ghost lets loose a bonechilling scream, becomes the size of a giant with rotting skin and visible bones sticking through the unreal flesh and reaches again for the ogre. This time all five ogres recoil in terror and run down the street in panic. Mayhem ensues.

3.  A merchant wagon loaded with barrels hits a deep rut and with a loud crack an axle breaks. The wagon lurches to one side, a rope snaps and a barrel smashes to the street. Inside is a disheveled human, stunned. The driver and assistant look wildly around to see if anyone has noticed.

4. A half-orc thief cuts a large pouch from an orcs belt but it comes open in his hands as he attempts to make off with it. Dozens of severed gnoll ears spill onto the street.

5. A long line of slaves bound for The Pits is being led down the street by red-cloaked orcs. One of the chained slaves looks familiar.

6. Two hill giants, Wlhelm and Tomas, are sitting in the street with a huge barrel of ale. TheyAQ keep dipping drinking horns into it and make passerbys drink before they can move beyond their reach.

7. A cadaverous human in a red-robe stands in front of a collapsed building. His hands are raised and he is shouting some chant in ancient Eastern Flan. A feeling like lightning is in the air and the taste of copper. The skeletons of those long dead pull themselves from the rubble.

8. A group of red-cloaked orcs is moving down the street collecting an impromptu tax on anyone nearby.

9. Twelve wagons roll down the street. Each holds a large cage. Inside each cage is a different kind of dangerous beast or monster. One cage holds perhaps the biggest owl bear ever seen. A red-cloaked orc pokes at it with a spear as it passes him and is pulled against the bars and has his forearm snipped off by a massive beak. He collapses streaming blood and much laughter and merriment is had by his companions. Orc Humor.

10. The sky grows dark overhead then shot with red streaks. Everyone begins to run for shelter. The sky pours down with blood till the walls of buildings are red and the street thick with it. It begins to pool in the middle of the street drawing from the roofs and walls till it is a circular pool leaving no other traces behind. If anything is put in the pool of blood it is drawn in like quicksand. The pool disappears after ten minutes.

11. Same as 10 but the blood becomes a column 12 feet tall and five feet wide. After a few minutes it turns into a naked human formed of blood. This blood form rampages for a  time killing any humanoid monster it comes across.

12. A patrol of humans on horseback turns the corner. They are dressed in the colors of the old Spinecastle guard if anyone recognizes it. As they get closer the flesh drops from horses and guardsmen before they crumble into dust in the street.

Saturday, March 7, 2020

Encounter - Nosnra's Cousin



Nosnra's Cousin

When I first DM'd G1 I fleshed out the surrounding area so that Nosnra could draw on reinforcements from neighboring hill giants.


Nosnra's Cousin


Only five leagues north-east of Nosnra's steading stands the hall of Karnash, Nosnra's cousin. His is a large and ancient hall though not on the same scale as Nosnra's.

23 hill giant warriors are sworn to his service. His dire wolves are numerous and they have a fearsome reputation, his ogre retainers are loyal and well treated and have been settled in the nearby caverns for generations.

In case of trouble Nosnra would first call upon his cousin and these forces would be the first to arrive at the steading.


Karnash.


Karnash is a powerful hill giant, large and fierce. He is not noted for great intelligence, but he has both cunning and experience. He dotes on his pack of dire wolves and they are the envy of the hill giants of the Jotuns. These dire wolves are larger and more intelligent than the normal breed, and pups from his kennel are sought after by other hill giant clans.

He is young for a chieftain, having inherited his father's position (after defeating all challengers, including his elder brother), but he is a proven warrior and leader. His wife, Krilla, is beautiful (for a hill giantess), but not physically imposing. Karnash went on a great quest to win his bride and returned after more than a year, barely within the time limit set by her father, Geffed, a powerful chieftain himself.

In the end Karnash returned with the head of some fierce and terrible lizard, and the tale of his quest was matched by the scars he bore from it. The skull of this monster is hanging from the rafters of his hall, a testament to both his courage and the great value he set on his bride.

Karnash has five children, three daughters and two sons. His oldest boy, Kariff, is a warrior apprentice but much prefers to spend his time with the dire wolves. He is small for a hill giant, taking after his mother, and Karnash does not view him as a likely candidate for chieftain. Karoak his younger brother takes more after his father and is likely to be apprenticed years ahead of time. He is his father's favorite but is a bit of a spoiled bully, though Karnash either doesn't see it or doesn't care.


The Hall


Karnash's hall is typical of the old style hill giant steadings. A long main hall with wings branching from the ends and private quarters branching from the center of the hall. It is in remarkably good repair and one wing, including guesting chambers and expanded married quarters, is a recent addition. Karnash spends a great deal of his treasury on upkeep and expansion of his hall. Upon becoming chieftain he went to great trouble in obtaining dwarven slaves and has put them to use in both his smithy and in supervising construction of new buildings and re-enforcing the structure of the hall itself. His kennels are large and extensive and are continually growing.


Population.


Hill Giants


Karnash (chief)
23 Hill Giant Warriors (12 Married)
Krilla (Karnash's wife)
12 Hill Giantess Matrons
15 Hill Giantess Maidens
37 Hill Giant children (17 male/20 female)


Ogres


The ogres live nearby in a natural and expanded system of caverns and have served the hill giants for generations. Their leader is Gruush who is only of average ogre size but is very good with the dire wolves. Karnash made it clear that the ogre chieftain is who he wants the ogre
chieftain to be, end of discussion.


17 Males Ogres
32 Female Ogresses
53 Immature Ogres (male and female)


Bugbears


The Bugbears live in a warren of huts outside the main hall. The slave compound, similar to, but not as nice as the kennels, is between the outer wall of the hall and the bugbears' huts. A combination of factors whittled down the original clan of bugbears and recently Karnash induced (after only a handful of fatalities) a large tribe from the outlying hills to take up residence outside his hall. The survivors from the original tribe ( the Bloody Fang ) are a down-beaten lot and are considering wholesale desertion. The new tribe (the Bone Crackers) are not very pleased to have joined the hill giants' service but their newly appointed chief ( the old one now just a smear under Karnash's boots) is smart enough not to show it. They've been taking out their anger on the Bloody Fang tribe who Karnash seems to have forgotten about.


17 Bugbears (The Bloody Fang)
72 Bugbears (The Bone Crackers)
112 Bugbearlets +/- (high mortality rate)


Dire Wolves


The dire wolves live in a set of kennels built next to an outer wall of the hall. Karnash has a private entrance into the kennels from his personal quarters. These wolves are extremely well treated and well fed. Karnash as well as the other hill giants of his hall take them hunting on a daily basis. More than most other steadings Karnash's supplies itself by hunting rather than herding. A good percentage of hill giants and ogres will be out on the hunt continually, some arriving and some departing at all times. The pack is led by Fang and Claw, Fang is a gigantic dire wolf twice the size of an average dire wolf, but almost a lap dog when he is around Karnash who raised him from a pup. He is usually found at his master's side and will be at Karnash's feet during any meal. Claw is Fang's mate, a huge dire wolf bitch. She is young and has produced only two litters so far.


Fang, Claw
77 Dire Wolves
128 pups +/- ( pups are a source of trade with other Hill Giants)


Slaves


Karnash considers his slaves as a resource and because of this they are actually treated much better than the average slave held by hill giants. He especially prizes dwarves for their usefulness as smiths,
engineers and masons. He is always interested in obtaining dwarven slaves. Karnash will always lame one leg of a newly acquired dwarven slave ( by severing the tendons) some will then die from infection and some will fight (hopelessly) to the death rather than allow this to happen. Since these rebellious fellows make poor slaves anyway Karnash sees this as a win/win situation. The dwarven slaves are kept in a special stone building next to the smithy and are segregated from the other slaves. They provide the know-how and skilled hands while the other slaves provide the blood and sweat. Because of this they are hated by the other slaves, sometimes more than the hill giants themselves.


The rest of the slaves are mainly orcs but there are a smattering of humans as well. The humans have banded together as much as they can and are led by a cleric who has managed to keep his abilities hidden from his hill giant owners as well as the orc slaves.


11 Dwarven Slaves (all lame in one leg)
183 Orc Slaves
39 Humans slaves
(1 cleric, 1 high level ftr {unknown to anyone except the cleric}, 3 mid-level ftrs, 7 low level ftrs)

Guests


Recently the hall has been seeing more and more guests arriving. Some come to trade, others to seek alliance or mediation with Nosnra and feel safer talking with Karnash first, while some bring slaves to sell.

At the time of module G1 Karnash has a group of 3 hill giants who have brought 5 dwarven slaves to trade for some of the dire wolf pups. Another male hill giant who has come to seek permission to go on a betrothal quest for one of the hill giantess maidens of Karnash's hall. Lastly, a neighbors son with 5 other hill giants and 12 ogres have arrived to go on a hunt in woods to the south which are shared by both Karnash and his neighbor.


Reaction Force


If Nosnra summons help Karnash will respond immediately. He will go in person and leave the hall in the charge of his sub chief and leave 5 of his own (disappointed) hill giant warriors behind.

Some hill giants will always be out hunting and Karnash himself hunts at least once a week, but his sub-chief will respond as Karnash would, except that he would send 1 hill giant out after Karnash and leave the most experienced hill giant warrior behind at the hall while he took the rest out to aid Nosnra.

1D4+5 Hill Giants, 1D4+4 Ogres and 1D10+12 Dire Wolves will be out hunting at any given time. These hunters will follow the first group to relieve Nosnra (though 5 will relieve the other 5 left behind
by the first group, since now it's their turn to be disappointed)


Karnash
17 of His Hill Giants ( 1d4+5 hill giants out hunting)
10 Hill Giant Guests
15 Ogre retainers ( 1D4+4 hunting)
12 Ogres ( his guests' retainers)
Fang, Dire Wolf Pack Leader
40 Dire Wolves ( 1D10+12 hunting)

Friday, March 22, 2019

Encounter - The Body of a Dwarf



Encounter - The Body of a Dwarf

While this encounter can be used in practically any dungeon setting it is meant for a low level dungeon set in the Kron Hills on the edge of the Lortmils. The ruins of a dwarven outpost will be the first in the discovery of a long since conquered and destroyed dwarven fortress city which once ruled over the mountains and highlands before the coming of the Flan. The dwarf is a local mountain dwarf named Galleb and if his body is returned to his clan and especially his silver coin the players will be received kindly by them. Search parties of mountain dwarves are in the area looking for him hoping to find him aliv, but alas...
 
1) The body of a dwarf.

This dwarf's body is sitting against a section of wall (against a fountain, door, etc...) with both feet splayed out and his head, covered in a dark bristle of short hair, is leaning forward with his chin resting on his chainmail clad chest.  The players will need to see if he is sleeping, though the wide pool of dried blood surrounding him points to a different kind of rest. If he is touched his body falls over on its side with a dull thud (unless the body is prevented from doing so).

If the players are observant they will notice a silver coin drop from his mouth (it was placed there after his death as a token of respect and is meant to pay his entrance the caverns of the dead). His body has not been looted.

There is a steel helmet beside him that has taken a serious dent (and another dent can be found on the dwarf. It was this crushing blow that killed him).

He is an average-sized dwarven warrior (meaning he is broad-shouldered and barrel-chested). He appears to have been dead for some time since his blood is dried and his flesh a bit green-tinged and withered. Surprisingly there is little rot about him and he smells no worse than most living dwarven warriors. No creatures or even insects have touched his body.

What can be found on or near him.

Armor:
1) Steel helm; badly dented (cannot be used till dent is hammered out).
2) Chainmail; patched and repaired but serviceable. Sized for an average dwarf.
3) Boots; leather - These boots are enchanted and allow the wearer to move silently.  They are sized for a dwarf with average feet.

Weapons:
1) One-Handed war-axe in good repair. Sized for a dwarf (short handled) enchanted. (adds a positive modifier  to hit and damage).
2) Dagger

Items:
1) Belt with 6 pouches
1a) Tinderbox
1b) Coins - 16gp, 23sp, 5cp
1c) Canteen - water laced with dwarven whiskey
1d) 2 silver tubes. 2 empty, 1 scroll of heal light wounds (in dwarven)
1e) a silk cloth wrapped around a steel framed hand-sized mirror
1f) a cloth bag containing 2 dozen small glass marbles
2) Silver Birth Coin near body - this will radiate a sense of well-being to anyone touching it. The coin is simply a normal silver coin but removing it from the dwarf's body will cause it to generate a feeling of wrongness, slight at first, that increases the further distance away from the body it travels. This feeling will afflict the possessor even if the coin is abandoned and only placing it back against the dwarves corpse will relieve this feeling. The coin is very ancient belonging to the old dwarven kingdom of the Lortmils and is now given out as a luck piece when a dwarven child is born.

3) Pants, cloth shirt, underwear, all common place and slightly soiled.

Saturday, March 16, 2019

Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10



Night Below - The Evils of Verbobonc - Part 11 Random Encounters Part 10


10. Ale Wagon

The PCs come upon a recently abandoned ale wagon. The horses are gone as well as any sign of the driver. Two massive barrels of ale are on the back. It would take 4 strong people to shift one of the barrels and they arent meant to be lowered to the ground just shifted onto a loading platform or ramp. 

The wagon has a broken axle and is quite useless. The driver took the horses and road back to town or village to fetch more men and another wagon. The driver is a dwarf named Uiathne and this is powerful dwarven ale. Originally from the Lortmils these mountain dwarves settled in the viscounty. The Kevigan brewery is becoming a well known name.

If the players manage to return the ale barrels they will be rewarded and given free drinks whenever they return.

Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9



Night Below - The Evils of Verbobonc - Part 10 Random Encounters Part 9


9. Verbobonc Lancer  Patrol

The party encounters a patrol of Verbobonc Lancers. Typically these patrols are of 20 or 30 riders with a serjeant and a corporal or two in the group. With the incursion of the Brokenjaw Wolfriders the Lancers are spread thin and are in bands of 10 or 12 with a single corporal or serjeant leading them.

The Lancers are an experienced group of fighters and rangers with an occasional druid amongst them. They average a little higher (levels 1-2 in 1e AD&D terms) than normal guardsmen and their corporals and serjeants run even higher (3-5) so they even 10 or 12 Lancers are formidable.

3 of the Lancers are wounded in this patrol of 12 and they have recently encountered a band of wolf-riders whose bodies are scattered in a field about half-a-mile distant. 

Corporal Bewes who leads this patrol will stop and inform the PCs that more wolf-riders are massing. If the players are mounted he suggests they accompany the patrol (which is headed in the opposite direction of where the Players are going). If the PCs have known to have aided Lancers or Verbobonc citizenry in the past and have no mounts Bewes will suggest they ride double with some of the Lancers. If the players wont turn back Bewes wishes then luck but says 'On your own head be it." before the patrol rides away.

Friday, March 15, 2019

Repost - NPC Red Hanlan and Black Harris 2


Oerthly Encounters Red Hanlan and Black Harris 2

Lyndos, human male, (Magic User level 7)
Str 8, Int 18, Wis 11, Con 10, Dex 12, Chr 11
HP: 22, AL LE, AGE 33


Physical Description:
Lyndos is pale with thin ash-blond hair. 5"9' and skinny. He is clean shaven but his fine thin hair is hardly noticeable even if he does not shave. He has no scars or tattoos.

Lyndos wears a dark hooded cloak on raids, he has a mask which looks like a grinning devils face horns and all which he wears under the hood, (he salvaged it from a group of wandering entertainers that the band ambushed on the road in Keoland).

In towns or away from the brigands he dresses in dark blue robes with occult signs, actual charms woven into its make-up, ( a charm against detection and a charm of protection +1) He wears a dark blue, wide-brimmed hat to protect his fair skin from the sun.

Background:
Lyndos has served as Black Harris' lieutenant for the last three years and outside of Smashnose has been with the band the longest, (a total of four years). His mentor Stesil Hin, a mage of great experience and evil, had an estate outside of Hardby. After catching Lyndos borrowing spell components Stesil expelled him and Lyndos left Hardby only seconds ahead of one of Stesils' lightning bolts. Luckily Stesil failed to notice the old traveling spellbooks which Lyndos had borrowed earlier.

Down on his luck, Lyndos survived hand to mouth in the City of Greyhawk. Without cash or connections Lyndos owned only his stolen spellbooks, a bare minimum of components and a single set of worn pants, shirt and shoes. Then he met Black Harris and he has followed him ever since.


Personality and attitude:
Lyndos is meticulous but lacks patience. His greatest desire is to expand his knowledge of all things wizardly but he does so regardless of the cost in pain and suffering to others. Lyndos had been in on the planning of all the major raids for the past few years. The sudden change in Harris' attitude toward the band's attacks and his lack of care in matters of security have forced Lyndos to make plans of his own.

While he bears no sense of loyalty to Harris he has been amply rewarded in the past and greatly profited due to his membership in the band of brigands. He receives all books, scrolls and magical items which are meant for a mage's use as well as a senior member's cut of all treasure. But now he feels that the rewards are coming at too high a risk and his counsels are ignored. He is gathering his resources and his courage, awaiting a time to break with the band unless he sees a change come over Black Harris and a return to the old ways.

Equipment:

Lyndos has a secret cache of spellbooks hidden away in Veluna City. He only carries a traveling spellbook while raiding.

Travelling Spellbook:
1st) Alarm, Comp. Languages, Detect Magic, Identify, Magic Missile,
Read Magic, Shield & Sleep
2nd) Flaming Sphere, Invisibility, Knock, Mirror image, Ray
Enfeeb., Web
3rd) Fireball, Haste, Hold Person, Lightning bolt, Pro.Norm.
Missiles,
4th) Imp. Invisibility, Minor Globe Invuln., Wizard eye


Ring +2 of protection
Staff of Shielding:
This staff allows the user to cast the shield spell twice every 24 hours at the casters current level of experience.
Sling
20 +1 sling bullets
10 Silver sling bullets
3 glass spheres holding dust of sneezing and choking, held in an ivory container that has a carrying strap.
Dagger +1

Riding Horse: Mare, named LuLu.

Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8



Night Below - The Evils of Verbobonc - Part 9 Random Encounters Part 8


Part 8. Jawbreaker Goblin riding party

A frequent random encounter will be raiding parties of Jawbreaker Goblins. They are overpopulated and moving up throw wild coast and into Verbobonc. This has  proved troublesome for the kidnappers and at the moment they are as taken by surprise as the citizens of Verbobonc,

Goblin raiding parties all number several dozen sometimes as many as 60 or 70 in the main band, but these split into smaller groups that retreat at the sign of trouble and collect more raiders. So far several hundred goblin wolf-riders have entered Verbobonc with no telling how many more are to follow.

Goblin wolf-riders are normally leathered armored bearing a short bow, falchion or scimitar or dagger. They loot other gear and raid leaders and warchiefs always have better armor and gear including enchanted blades. Goblin leaders should b of increased HD or leveled NPCs. These Goblin have shamans (about 1 per 100) who are low level druid/magic-users. 

A typical raiding party will have split down to about a dozen riders with one boss of stronger or more wiley disposition. Raid leaders are normally encountered with groups of 40 or more while warchiefs and shamans are normally encountered in groups of 100 or 200 goblins. Even a small raid boss will normally have 1 or 2 buddies who help him keep order, while a Raid Leader will have a lieutenant and a few body guards and several small raid boss types around. A full war chief will have a shaman or three, sub-chiefs, henchmen, bodyguards and a wolf that is of larger size and intelligence as a pack leader.


Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7



Night Below - The Evils of Verbobonc - Part 8 Random Encounters Part 7


7. Spiders

The PCs may notice small amounts of spiderwebbing near them off the side of the path, trail or road they are travelling. If they have animals with them they will become skittish and nervous. But by the time the PCs realize something is wrong it will be too late.

From all around them around a two dozen large spiders will make a fast scuttling approach. The players will have one melee round advantage before the spiders close.

The spiders are under the sway of the Aboleth's domination and are seeking to capture rather than kill. They will poison PCs hoping to weaken them and knock them unconscious. They will cast webs at them seeking to bind the PCs. If the PCs are defeated they will be webbed and poisoned awakening later in an abandoned barn. The barn is home to a giant spider and a number of large and huge spiders. 

The PCs will awake to the sight of a beautiful but very unkempt and grimy woman. She is the druid Oleanne (See NB Book1 Pg#20). She will quickly cut the PCs free and urge them to run for it indicating a place in the barn wall where the boards have been snapped aside. If the players flee they will have no gear except what they carried on their person and any animals will be gone. 

The PCs gear is in one of lofts but so are two huge spiders and half-a-dozen large spiders. Any animal mounts or companions are in broken down stable next to the barn. The giant spider and four huge spiders dragged them there for a future repast but they are still alive. The giant spider and the four huge spiders are away bringing back a number of riding wolves they captured.

Inside the barn are a dozen goblins and half a dozen wolves. They are webbed and caught. They will beg for their freedom but if released will escape as soon as possible and inform the other raiders of the weakened PCs in the area. 

A large force of goblins will besiege the barn and spiders witin two days if these goblins escape and within six days even if they do not.

Thursday, March 14, 2019

Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6



Night Below - The Evils of Verbobonc - Part 7 Random Encounters Part 6

6. Dead Farmers



The players come upon a field with the bodies of dead farmers, a dead horse and wagon with all its good broken and scattered. Among the dead are the bodies of 3 goblins with broken arrow ends sticking from them. The farmers have been terribly hacked at whether before or after they were killed is not apparent. 

As the players near the scene of the massacre one them catches the sight of movement in the distance. The player with the best eyesight can just make them out as wolves with riders. Within a few moments the disappear into a dip in the fields and seem to ride off.

If the players examine the dead they will notice an odd thing. There are 7 dead farmers among the scattered and looted goods but 2 more are within the wagonbed. They too are dead but they have bound and gagged and tied to the wagon.

These 2 are local farmers but the 7 dead are minions of the kidnapper Ranchefus (See NB Book1 Pg#11). A search of the dead bodies reveals that they are wearing leather armor beneath their clothes and one has coins sewn into the lining. 25 Platinum pieces and a note saying "Live prisoners, any spell casters will earn a bounty. Remember!"

Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5



Night Below - The Evils of Verbobonc - Part 6 Random Encounters Part 5


5. The Packmule

Off the side of the road the players see a loaded packmule quietly nibbling on some scrub. The mule, Bert, appears docile, but mainly because it is exhausted. The players should notice that the mule is lathered and if they approach it in a friendly or cautious manner it will allow them to lead it and hopefully, from Bert's perspective, unload it. 

Bert is carrying a load of Tinker's gear. A small portable anvil, charcoal, a small shovel. wood-axe and pick. Bars of lead for solder. There are also several pots and pans. A bag of steel sewing needles and colored thread. A small one man tent, a ground cover, two weeks rations, a lantern and several bottles of oil. There is a bag of metal fish hooks, a pole and thin line. There is a fancy folding live animal trap and half-a-dozen small spring traps.

There is a guide rope attached to a light harness but it has been cut with about 6 feet left. Underneath the packs and bags is a old worn riding saddle.

Anyone in the area will reckonize Bert as belonging to Ducote the Tinker, originally from Furyondy but now making a living plying the villages and town throughout Verbobonc. He is missing, kidnapped by the minions of Ranchefus (See NB Book1 pg#11)

Wednesday, March 13, 2019

Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4



Night Below - The Evils of Verbobonc - Part 5 Random Encounters Part 4


4. The Farmhouse



This encounter is best had at the end of the day when the players are considering camping for the night.

During the day the farmhouse appears to bw in good repair. It is a single open room, mostly bare except for a bench, chair and table. Inside is dry and clean. There is a well just outside and a back door. Both doors and windows seem stout enough for a farmhouse but the roof is just thatch and the walls wattle and daub (interwoven branches covered in clay). Better than tents at least with a firepit and covered smokehole at the back.

The place is desrted and the fields untended and a bit wild. If the nearby fields are searched the bones of animals can be found scattered about and if a greater search is made human and humanoid bones can be found.

If the players stay the night the house transforms into a half roofless ruin at the rise of the moon. From outside the house screams and moaning can be heard as if animals are being slaughtered. Then calls for help and more screams. Surrounding the house the bodies of dead animals, mostly cows and pigs, wander about. If any step outside the house they will attack and only stop if they players retreat back into the house. As the moon reaches its height the animals well lose all their flesh and become bones. The skeletons will stagger around and the skeletons of humanoids will approach from the fields.

At the moons height the skeletons will attack the house in groups of six or twelve. As they are slain the bones will nit together into monstrous combinations of man and beast and continue to assault the house. This attack will go on till moonset.

If the hut is burned down the skeletons will draw off and wait till the hut collapses. If the players leave the area of the fields the skeletons will not follow.

Beneath the packed earth floor are the skeletons of a dozen men and women. Digging them up and destroying the bones will cause the skeletons in the field to collapse. An iron chest is buried with the bodies containing an icon of Elemental Evil and 12 amulets. If these are taken the players will be haunted by the memories of these Elemental Evil cultists and they will receive no benefit of rest till they are buried or brought to a cleric or druid to be destroyed. Anyone in Verbobonc will immediately recognize them as belonging to the cult of Elemental Evil.

Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3



Night Below - The Evils of Verbobonc - Part 4 Random Encounters Part 3

This encounter will take place within the Kron Hills but on the outskirts of a small town or village.



3. The Charcoal Burners

Charcoal burners create charcoal for use in smithies by burning logs in conical pile, mostly airtight, to keep the wood from going up in flames and being reduced to ash instead of charcoal. In Verbobonc, among members of the Old Faith, it is looked upon as an almost holy profession. Trees need to be marked by a druid for collection and certain rites and rituals are carried out to balance the destruction. 

Those carrying out the work are either apprentice rangers or druids normally working under a more experienced teacher. There is lots of time for contemplation and a communion with nature.

There are 3 young druids, Nickells, Madgett, and Harriman; a ranger of more experience but learning druidic abilties named Garrett and an older druid named Sibbett.

They are cautious with strangers but generally friendly. If told about the goblin incursion or of the attack by kidnappers they will be concerned and immediatly break camp and set out to warn the nearby town or village suggesting that the players come with them but not insisting that they do so.

The players will first notice the smell of burning wood or see the smoke rising from a place with woods or forest. A dirt trail, recently used, will lead from any path or roadway off in the direction of the camp if approached from such a direction. 

The druids and the town will be appreciative of any warning the players might give and the ranger, Garrett, would even accompany them if they are setting out soon as he plans to scout for any goblin-sign. 

Tuesday, March 12, 2019

Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2



Night Below - The Evils of Verbobonc - Part 3 Random Encounters Part 2

2. The players come upon a dying goblin. He has had one arm bitten off and only a short distance away is the wolf he was riding, dead and showing bite marks at its throat and body. A pouch with a few coins, a dagger and sheath at his belt and a quiver with 20 arrows for a short bow are the most salvageable items. 

100 yards further on they find 4 more dead goblins and wolves and the body of one of the largest dogs anyone can remember having seen. The dog has an iron collar labled 'Rock' (which is the dogs name). 



Rock is twice the size of a normal War Dog (4+4 hd in 1eAD&D terms). He is grievously wounded and will die from his wounds if not healed. His master, a wealthy merchant, has been slain by goblins of the Broken Jaw tribe, and Rock pursued a small pack of them.

If Rock is healed he will become bonded with the person who healed him. Rock would benefit from a suit of leather armor often crafted for wardogs, but it will cost more because of his size.

Night Below - The Evils of Verbobonc - Part 2 Random Encounters Part 1


Night Below - The Evils of Verbobonc - Part 2 Random Encounters Part 1


1. Verbobonc Lancers fighting Goblin Wolf-Riders

This encounter can take place anywhere no closer than 10 leagues to the city of Verbobonc. 

The players come upon a pitched battle between a 10 man patrol of Verbobonc Lancers and some 27 wolf-riding goblins of the Broken Jaw tribe. An overturned merchants wagon is near to a path or roadway and the lancers are making a stand there.



At the wagon are 2 dead merchants and one living merchant, Ciara. She has is a red-haired woman in her thirties with some training as a fighter (padded armor, light crossbow, quarter staff). 

There are 7 dead goblins around or near the wagon and 3 dead wolves.

2 of the lancers are dismounted and lightly wounded. They are using the wagon for cover and firing short bows. The other 8 lancers are still mounted and preparing for a charge as the 27 wolf-riders and 4 riderless. 

Each lancer is an experienced warrior (1eAD&D 1st and 2nd level Fighters or Rangers). Led by Serjeant Daukyn (3rd Level Ranger) so the fight isn't one sided but any help by the players would be appreciated. 

At the end of the battle if the lancers win they will skin the wolves, loot the dead goblins and remove their heads for the viscounts bounty (1gp for the head of every goblin, orc or  similar monstrous creature), loot the wagon and merchants if Ciara doesn't survive, or help Ciara remove any valuables from the wagon if she does. Most of the lancers are Old Faith so they will leave the dead, including there own, laid out for wild animals and nature to take its course on the bodies though the merchants and their own dead will be laid out respectfully while goblins and wolves will be left to rot where they have fallen or at most dragged off the road.

The wagon was carrying varied goods. The most valuable are some coin and gems. A large trunk contains components for spells. There was a metal chest with magical potions but most are smashed. Otherwise whatever general goods the DM wishes the players to find. Ciara won't mind terribly the wagon being looted if she secures the valuable items first. The wagon is  completely destroyed but the two horses still in harness will be found further down the road.

Sunday, March 10, 2019

Encounter - Animal Rescue



Encounter - Animal Rescue

During a recent attack by Carnivorous Apes (See Murders in Rag Alley) It was learned that the merchant ship Pit Bull had brought the creatures from Hepmonaland only to lose them in the harbor of the City of Greyhawk. Still secured onboard ship are a caged group of baboons, about 20 still surviving. A ranger from Hepmonaland, Mtaalamu, has followed this ship and is seeking aid freeing these Baboons from captivity.


The captain of the Pit Bull is an unsavory man to say the least, but capturing, killing or selling wild animals is of little concern outside of some druids and members of the Old Faith. Mtaalamu himself only values these baboons as they were stolen from a shrine sacred to his people. If he cannot free them he must see them slain and their spirits released. If so he must collect their heads and return them to the shrine.

Mtaalamu has some experience with traders and hunters from the flanaess and bears several diamonds and bars of unworked rough gold to pay for help. He has no concern over slaying the crew and captain of the Pit Bull, a ship of about 35 hands and 7 officers.

Friday, March 8, 2019

Encounter - The Murders in Rag Alley



Encounter - The Murders in Rag Alley

A series of gruesome murders has occured in Rag Alley, Old City one of the poorest areas of the City of Greyhawk. Selek Quin watch-captain of the guard has asked for help but there is little reward for any except the goodwill of the most humble of Greyhawk's citizens and the thanks of the captain of the worst duty in the Nightwatch.

Three families have been murdered while they slept, torn to pieces within their locked dwellings. In two cases even their windows were shut. The last murders were just the night before and the upper windows, which had been barred, were burst open.

Some monster or demon seems to be on the loose.

The truth is that a ship carrying five carnivorous apes from Hepmonaland docked during the last week and the creatures escaped. The captain has sent out his sailors to retrieve them while the creatures have found their way to an easy hunting ground among the poor of the Old City. The pack is lead by an exceptionally smart and large Ape. They sleep during the day in a disused attic of an abandoned home and at night prowl the roof-tops of the city searching for food, human flesh preffered. They will hunt down vulnerable targets on the street or break into homes if they are able. The nights have been warm and so far twice the smallest has made its way down a cold chimney to let in the others. The last required the large ape to smash in a window.

Each night the creatures will go hunting and there is little that the poorly manned Old City Nightwatch can do until the creatures kill someone more worthy of attention than the inhabitants of Rag Alley. 

Sunday, March 3, 2019

Encounter - THEM!


Encounter - THEM!

The wealthy pirate-turned merchant Septum Bon has purchased a large collection of wharfside wharehouses, long disused, and has found them infested with giant ants! Worse the ants have made a home in the poorly maintained Safeton sewer system.

Players are hired to clean out the ants (but not burn down the wharehouses or Safeton. He needs the players to go into the sewers as well where the players encounter giant rats, crocodiles, a mangy wererat and several zombies of persons disposed of by the thieves guild.

But there is more...


One of Bon's merchant ships loaded cargo stored in the wharehouses and the pallets were infested with the giant ants. Now it is a battle onboard ship against a horde of these pesky insects.  

Friday, March 1, 2019

Encounter - Ankheg Attack



Encounter - Ankheg Attack

The small farming Village of Winslydale has been beset by a sudden infestation of Ankhegs. While the villagers themselves have little to offer as a reward for help except food and lodging the Viscount will be well pleased to hear of adventurers aiding his fold in time of need. 

The Village is Hommlet sized but lacks Rufus and Burne or any stone keep or tower. The people are all of the Old Faith but are attended by an old Ranger rather than a druid. The ranger, Corin, is originially from Furyondy but settled in the viscounty decades ago. He heads the local militia. The village boasts a small Inn, The Red Rooster.

So far only livestock have been killed but not all the farmers have abandoned their farms and Corin is worried that they will be the Ankhegs next meal. A patrol of six Verbobonc Lancers will arrive in the next two days and a scout-lancer with six more lancers will appear the day after that and deal with the situation if the players still have not dispathed the Ankhegs.


Tuesday, September 12, 2017

Lone Wolf AD&D Part 11 Encounter F


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


Lone Wolf AD&D Part 10 Encounter E-5

9.

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.

10.

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.


11.

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.