Showing posts with label labyrinthlord. Show all posts
Showing posts with label labyrinthlord. Show all posts

Thursday, March 14, 2013

Dark Crystal Caverns

In my CotMA game, some time ago, the characters discovered an ancient gnomish ruin that had been corrupted with an arcane sentient dark crystal being.

At that time, they fought a group of cultists that were worshipping the crystal and the cavern/ruin collapsed.

Later, they found out that the crystals had multiplied and had taken up residence in the sewers under Ravenport.

Since the crystals can be "attuned" and used to enhance magical spells, the crystal growth under the Wizards Guild was left intact, but the other infestations were destroyed.

Last night, the characters returned to the original ruin site to enter through some goblin excavations to seek out the dark crystal once again.

This time, they discovered that the crystal entity had been corrupted by demonic magic and that a trap had been laid for them.  The rewards of a magical scroll and a holy sword were enough to entice the characters to battle!

Here are some pics --
In this scene, the characters are peering down into the dimly lit darkness of the crystal cavern.  A magical sword can be seen in the foreground.  The dark crystal growths spread out to form extradimensional gates.  An altar rests on a crystalline hill near the underground lake.  Three caves in the cavern side contain vrock who chatter back and forth in the dark.

The fighters, Oryx, Collen and Kesk drop to the cavern floor and join battle with frog demons and vrock.  Kalen the wizard flys about, protected by multiple enchantments, striking at enemies with forked lightning bolts.  A crab demon rises from the lake and summons an terrible water elemental.  The paladin, Sir Owyn de Lapins, claims the holy sword.  The dwarf cleric, Morgrim, battles alone against a vrock in the upper cave.


 In danger from the vrock, Kalen polymorphs Morgrim into a gold dragon.  The dragon's attacks prove to be too much for the vrock and it eventually falls.

Sir Owyn finds himself surrounded, but not overpowered.  The strength of his arm and blade prove formidable to the frog demons and others.

It was a great battle and the adventurers were triumphant, but the battle was never a certainty.  Good teamwork and focus on the gates and the vrock (who were attempting to gate in more vrock) kept the number of enemies to a manageable level.  No one died, but Kesk and Morgrim did roll on the Death and Dismemberment Chart.

Sunday, December 9, 2012

RIP Elin

Months ago, my CotMA campaign was exploring the Bone Road in search of the Everfrost.  The Everfrost is a crystal of immense cold that is the only thing capable of melting down Collen's broken frostbrand so it can be reforged.

The characters found the location of some extra-dimensional chambers, known as the Wheel of the Year, and they set out to defeat each guardian within.

The guardian of Ostara was a large, spell casting red dragon, named Murmaugh.  He was a canny and rather clever opponent and he was difficult to deal with.  During the battle, he managed to incinerate Elin the Grieved, the party's 6th level Cleric of Coriptis.

Elin had a rough go in the campaign.  Her face had been completely melted away by chaos magic.  Now she wears a mask that allows her to see.  She also had a run-in with the Regen-O-Pod of Uuthak and came out with insect eyes on the palms of her hands.

Anyway, she died bravely and will be remembered for her heroic contributions.

Here are some scans from the notebook Elin's player used to track her exploits.  I found them fascinating.

















Monday, November 12, 2012

Emergent Narrative at the Open Game Table

So, last Wednesday, I had four players.  Ten players are participating in my game, with six or seven being typical attendance for the night.

With four players, there's a lot more experience to go around if you hit the mother lode or manage to defeat a bunch of monsters.

To be honest, the players did neither, but I do think the session was memorable nonetheless.

Adventurers


  • Oryx Flamebeard, dwarf fighter
  • Grunbar Rockpuncher, dwarf handsman
  • Morgrim, dwarf cleric of Bachontoi
  • Collen Redsides, human figher (with Silly Hat of Infravision)


The players began by discussing where they'd like to go in CotMA.  They settled on level 5.  A magic level, filled with slimes and other aberrations, that they hadn't fully explored.

They teleported down to the level and while approaching a secret door, Oryx discovered a faint, blinking multi-colored light emanating from the room beyond.

"Floating, glowing orb," they reasoned -- and they were right.  These things can be dangerous and they are quite fragile.

Oryx suggested that Grunbar should go out there and "blow on it" to move it down the hallway.  Grunbar considered the suggestion for a moment and then decided to execute that plan.

Mostly he managed to move the glowing ball backward and forward within the room, but eventually it moved out into the hall...

...where it attracted the attention of a group of Owlbears.

Grunbar and the rest of the party fell back into the room and waited for the owlbears to approach.  Approach they did, a bit mesmerized by the glowing sphere.

Grunbar deftly threw an iron spike at the sphere from a place of protection around the corner.  The sphere detonated blowing one owlbear into a haze and severely damaging the other two.  The owlbears didn't put up much of a fight after that.

The cautiously moved out into the hallway and moved toward the strange Moai head that dominates the large corridor.  They were moving under cover of darkness because everyone had infravision!

Eventually they heard more hooting.  More owlbears!

They crept backward down the corridor and set up a trap.  Using Oryx as bait (and his dwarven harness as a tow line) they hoped to trick the owlbears into falling down a covered pit.
Months ago, they had discovered the pit when a few clumsy gnolls failed their morale check and fell into the pit, sealing their doom...
Grunbar (STR 18) and Collen (STR 19) grabbed ahold of Oryx's "leash" and the dwarf started making noises of his own.  The six owlbears charged ahead and the party reeled Oryx in.

Two owlbears crashed onto the covered pit and fell in.  The other four swarmed around to the left of the pit, where Collen, Morgrim and Grunbar closed to melee.  They dealt with the threat in quick fashion.

*** Insert extensive pause in posting -- I've forgotten some details -- Bummer ***

  • The party fought and defeated a couple giant (I mean REALLY giant) black pudding and ochre jelly using fire, guile, burning owlbear corpses, and a flaming owlbear claw/arm.  Well done!
  • Collen fought some flinds on his own - fumbling his frostbrand into the aforementioned pit.  It froze the icky water solid requiring substantial chipping to remove.
  • The adventurers encountered a group of flumphs, whom they befriended with beer from Grunbar's everful-keg.
  • The flumphs let them visit the visage of an angel of Bachontoi, Gabrielus, who told them how to free him.
I'm sure I've forgotten some awesome stuff, but it was a great session and I've been over 90 days NOT posting about it.  :(

Monday, April 23, 2012

Octorilla

Over at Monster Brains,  Aeron Alfrey has a great post with the covers of a German magazine, "Ghost Stories."

One that really caught my eye involved gorilla-like monsters with tentacle arms.

Here's an Arduin Octorilla mini --
I want to believe that David Hargrave was inspired by the image below...

Here's the pic from Aeron's blog (I took the guy out of it...) --

Octorilla

Num. Enc: 2-5
Align: NE
Move: 180' (60') ground movement, swinging and climbing
AC: 3
HD: 7
Attacks: 2 (or 4) tentacles and 1 bite or net (see below)
D/Att: 1d10/1d10/1d8
Save: F7
Morale: 10
Hoard Class: XIX
XP: 1,400

Octorillas are an obscene combination of an octopus and a gorilla, created as a servant warrior race by a mad wizard.  At some point, a group of octorillas escaped from captivity and now they dwell in remote swamps and bogs, capturing humans and humanoids for food.

Octorillas like to keep their food alive until they are ready to eat it, so they often deploy nets to entangle and trap their prey.  If hit by a net, the prey must save vs. paralyzation or be unable to move for 1d4 rounds.  Entangled prey suffer a -4 AC penalty.

For every five octorillas encountered, one will be an alpha male with four tentacles, rather than two.

If both tentacles of an octorilla hit a target, the target is grabbed.  There is a 5% cumulative chance, per round, per STR point over 15, that the grabbed target will be able to escape.  Otherwise, the octorilla will automatically hit with both tentacles for 2d10 points of damage each round.  Targets reduced to 0 HPs in this manner are rendered unconscious for 2d10 turns and awaken with 1d6 HP.

Thursday, December 22, 2011

Ant, Giant Poison Gas



Num. Enc: 1-4
Align: N
Move: 180' (60')
AC: 3
HD: 2
Attacks: 1 bite or gas
D/Att: 1d6
Save: F2
Morale: 9
Hoard Class: VI
XP: 80

When the Giant Poison Gas Ant is threatened or attacked, it will turn its abdomen toward its attacker to emit a paralysis gas.  Any target within 10' of the ant must save or roll on the following table: [d6]

  1. Suffer a -1 to AC from cramping
  2. Suffer a -2 to AC from nausea
  3. Suffer a -4 to AC from vomiting
  4. Become slowed
  5. Become stunned (fall down, unable to defend self, no actions for 1d4 rounds)
  6. Become paralyzed (as ghoul)
When gas is sprayed, there is a 1 in 4 chance that an additional 1d3 Giant Poison Gas Ants will be attracted to the area to join the fight.  Gas effects last for 10-40 minutes.


Should a target fail additional saves vs the gas, only rolled effects higher than the current effect will occur and the new effect will supersede the previous effect.
For example, Harrack the fighter has failed a save.  He rolls a 2 on d6 and is now nauseous and -2 AC.  Two rounds later, he fails a second save.  He rolls a 1.  No effect (1 is less than 2).  The next round, he fails a third save.  He rolls a 5.  He is now stunned (5 is greater than 2).
Inspired by this creature at i09

Sunday, November 27, 2011

Partial Party Kill (PPK)

Earlier this year, I blogged about using a Deck of Many Things in my CotMA game.  I believed at the time (and I still do) that that little "one off" adventure was a big success.

One of the draws was the Sun card:
SunKDGain beneficial miscellaneous magic item and 50,000 experience points.
Xavier the Marked (a cleric of Mesha) drew the card and was catapulted to 7th level.  I randomly rolled in the LL AEC for the magic item and it was a "Helm of Brilliance."

I've never played with one of these before.  When I announced that Xavier had found this, I didn't fully realize what it could do.  See below.



Wow.  This thing is practically an artifact.  

Upon reflection, I had an epiphany (1) about this kind of powerful magic item (at least with regard to my campaign.)

Xavier became the heart of the party.  I know the group felt that there was no foe too powerful to handle if Xavier was around.  DB was excellent at using the gems on the helm to maximum benefit and he also used the flametongue and detect undead powers to maximum effect. 

Xavier became the party leader, the party powerhouse and the party savior, time and time again.

DB made a special card (I hope to get a scan of it) to keep track of all the things Xavier could do with the helm.  It was excellent.

We all knew in our heart of hearts, however, that that little clause (I highlighted in blue above) would be the death of him (eventually...)

Well, it happened.  

It was awhile ago now, but I feel I had to memorialize Xavier with this post.  Writing nothing about it just doesn't seem right.

The party was completing their exploration of the second level of CotMA.  They came upon a somewhat isolated room and the monster description said that there was a "worry hag" in the room.  I'm sure that Joseph had a perfectly fine description of this monster in Appendix III, but I decided to wing it.

The party listened at the door and they heard a creaky voice... "Oh, I hope they don't come in here...  Oh, I hope they go away....  Oh no...."  I decided that this was a suitable warning that something nasty lurked beyond...  

The adventurers took this as an invite to go in.  Funny lot those adventurer types...

Well, the party was split.  Half of the group was checking out an adjacent room and the other half was listening to the hag worry away.  The hag group included the Sir Owyn the Paladin, Vera Diamondtree the Wizard, Kalen the Wizard and Xavier.

The party knocked on the door.

In a hushed voice, "Oh no, oh no...  I hope they don't come in..." Then a louder voice, "Who is it?"  Quieter again, "Oh no, why did I say that..."

Sir Owyn asks, "Is there evil on the other side of the door?"  Yes I say.  It reeks of evil...

I'm still hoping to creep the party out and hoping they'll just go away.  I've decided that this hag has some serious claw attacks (3d6x2) and that her claws will turn you to stone if you don't save.  She's got a crystal ball and a couple of cat familars.  One cat familiar has accidentally been turned to stone by an errant scratch under the chin.  She has a potion that can be used to cure petrification of one victim.  She keeps it around to cure her cats...

The party goes in through the door.

Xavier and Sir Owyn close in on the hag who erupts from her quiet repose with a blood curdling shriek.  She leaps over the table she's seated at (with her crystal ball) and tears into the party.  

The battle is joined.  Sir Owyn loses his protection from evil ability because he's attacking her directly (but he's still AC -4).  Xavier is AC 0.  They both begin to wail on the hag, who has considerable HPs, 8 HD, but a low AC of 5.  

Eventually Owyn is hit and he (amazingly) fails his save.  Instant Paladin statue.  JW is bummed that his Paladin is petrified.  

Things start to go sideways.  Kalen casts protection from evil on himself.  He uses his Wand of Illusion to simulate a Blur spell, making Xavier harder to hit.  The group retreats to the doorway and slams it shut.  The hag is on the other side.

The rest of the group joins the fray and there is some discussion about how they will finish the hag off.  Will they use a web?  Magic missiles?  Lightning?  Will they fireball the hag?

They decide that Xavier will fireball the hag and that he'll do it at close range because he has fire resistance from the helm.  Collen Redsides has a frostbrand that likewise confers fire resistance so he'll stick around as backup.  The idea is to throw the fireball into the room and slam the door shut.

A few other party members, Thannor the Ranger and Larot the Warrior linger in the immediate area...  The rest run to minimum safe distance...

The hag is ready and when the door is opened, she fights to get through...  The fireball goes off...

Xavier rolls a "1" on his save.  

The helm detonates.

We took the time to roll the Prismatic Sprays to see if any of the characters were sent to another dimension.  Nope.

The minimum damage from all the fireballs and walls of fire was hundreds of points.  

We rolled saves for all their magic items.  Only a couple survived.  Here's a scan of everything that was destroyed in the conflagration:

All that was left was a statue of a Paladin.  JW is now happy that his Paladin is petrified...  :)

RIP -- Collen Redsides, barbarian warrior of the North; Thannor, Ranger of the Deep Woods; Larot, grim Warrior (we hardly knew ye...) and Xavier the Marked.

You will all be missed.


(1) A magic item of this magnitude just couldn't be made by a single wizard.  Either these things are made by a cabal or, I've decided, they are made by the gods.  You see,  the gods put items of chance, like the Deck of Many Things into the world and then if an adventurer is lucky enough, they bestow items like The Helm of Brilliance upon them.  That's how items of this power make it in to the world at large...  at least in Queston.

Sunday, September 18, 2011

Ant, Giant Glue


Num. Enc: 2-8
Align: N
Move: 180' (60')
AC: 3
HD: 2
Attacks: 1
D/Att: 1d8
Save: F2
Morale: 8
Hoard Class: VI
XP: 80

When near death (1 or 2 HPs left) the giant glue ant wrenches its body in in half, rupturing a sac filled with an orange glue.

The glue sprays out in a cone onto all targets within 5'.  They must save TWICE.  If the first save is failed, the target is blinded until alcohol or some other solvent can be used to remove the glue.  If the second save is failed, roll d6 on the following chart:
1 - random arm is glued to torso; 
2 - random leg is glued to floor; 
3 - legs are glued together (hopping is possible); 
4 - clothing/armor is glued to body; 
5 - objects in hands are glued to hands; 
6 - ant has glued itself to target (200 gpw of encumbrance, -1 on all DEX related actions/AC, effects are cumulative) 
Inspired by this actually real creature at i09

Sunday, January 30, 2011

Target 20 Saving Throws - my take

Delta is the originator of the "Target 20" mechanic.  ChicagoWiz over at the Old Guy's RPG Blog made this concise post about it with a table (which I promptly rolled into my CotMA game...)

The mechanic has a real elegance to it, so, I decided I wanted to use Target 20 for saving throws as well.  Delta has his own system and it looks good, but I wanted something a little different.

I wanted a similar baseline for all saves with about a 25% chance of success.  I typically make traps/poison/etc. harder by tacking on a -2 or -4 when necessary.  That's just my DM style.

I wanted the races (elf/dwarf/halfling) to maintain their save edges.  I wanted the monk to be a bit different than the thief.  I wanted the paladin to get his +2 to all saves back.

This system is somewhat transparent to the players -- they really only record their single save AND any relevant bonuses.  The categories are for my reference only.  I've recently developed a renewed appreciation for the "Saving Throw Pentaverate" thanks to Hack and Slash.

So, here's my table.  YMMV.

The Base Save Bonus is based upon the character's level.  The maximum bonus is identified as well.  A roll of 1 on the d20 fails.  ALWAYS.   

Sunday, January 16, 2011

The Labyrinth Lord Fighter - Updated!

One of my players, RF, in my CotMA game pointed out that there's little reason to play a fighter in Labyrinth Lord.  They are inferior to nearly every class based upon their experience point table and their class abilities.


I haven't done the work of comparing fighters to clerics, paladins, rangers, monks, etc., but I trust RF when he tells me things.  :)


I think fighters SHOULD be a relevant class -- one that is PRIMARY to the play of my game.


With that in mind, I did a little modification that HAS NOT BEEN PLAYTESTED YET, but that will be in my CotMA game very soon.  I'll keep everyone up on the successes and failures of this proposal, as well as any changes made, as time goes along.


So, here you go, the new and improved OSR Fighter!  Special thanks to Al Krombach at Beyond the Black Gate and his list of Old School Feats.  I've used them as the basis for the fighter's advancement/specialization.  No other classes will be selecting Feats at this time.


Get the PDF here



Fighters
(Based on Labyrinth Lord, p. 15, Advanced Edition Companion)
Requirements: None
Prime Requisite: STR
Hit Dice: 1d10
Maximum Level: None


Fighters, as their name implies, are exclusively trained in the arts of combat and war. They are specialists at dealing physical blows. Unlike other classes, fighters are particularly burdened in
a group of adventurers because they are tougher and must take the lead to defend others. Fighters can use any weapons and armor. Beginning at 4th level, a fighter gains additional attacks in melee combat. Additional fractional attacks come in the final round of a series.


Beginning at 3rd level and then at additional levels according to the chart below, the fighter may choose an additional combat-oriented feat. The list of feats was developed by Al Krombach at www.beyondtheblackgate.blogspot.com. They are re-printed here (in slightly modified form) for convenience only. No challenge to Al's work or copyright is implied. Special thanks to Al for sharing this list with the OSR.

Reaching 9th Level: At level 9 a fighter may become a great leader, taking control of a parcel of land and a leadership rank in his society. A fighter will, assuming money is at hand, build a castle. He may ultimately control several villages and towns, but must be a good, strong leader and provide protection.

FIGHTER LEVEL PROGRESSION
Experience
0
2,035
4,065
8,125
16,251
32,501
65,001
120,001
240,001
360,001
480,001
600,001
720,001
840,001
960,001
1,080,001
1,200,001
1,320,001
1,440,001
1,560,001
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Attacks per Round
1
1
1
5/4
5/4
5/4
3/2
3/2
3/2
2
2
2
2
9/4
9/4
9/4
5/2
5/2
5/2
3
Hit Dice (1d10)
1
2
3
4
5
6
7
8
9
+2 hp only *
+4 hp only *
+6 hp only *
+8 hp only *
+10 hp only *
+12 hp only *
+14 hp only *
+16 hp only *
+18 hp only *
+20 hp only *
+22 hp only *
Feats
Cleave/Chop when they drop

Choose one more from list

Choose 1

Choose 1

Choose 1


Choose 1



Choose 1



Choose 1

*Hit point modifiers from constitution are ignored.


Alertness – The characters is unusually alert, and gets a bonus of 1 to the normal chance in six to be surprised, detect traps, or notice secret and concealed doors.
Blind Fighting – The character is able to fight while blind or in total darkness with a penalty of 2 to attack rolls.
Cleave – Upon successfully dispatching an enemy with a melee attack, the character gets an immediate attack against another adversary within reach. (Automatically gained by fighters at 1st level)
Combat Expertise – While in melee combat, the character is allowed to take a penalty of 1 to melee attacks in exchange for a bonus of 1 to armor class.
Combat Expertise, improved – Must have Combat Expertise to take this feat, and can increase the armor class bonus to 2 (while still suffering only a penalty of 1 to attacks).
Dodge – The character is unusually adept at getting out of harm’s way, and gains a bonus of 1 to armor class when wearing light or no armor.
Endurance – The character is unusually hardy, and can heal at twice the normal rate per day, as well as being able to subsist on just half the daily food and water of a normal person for as long as a month.
Fisticuffs - The character is a brawler, +1 to-hit and damage when fighting bare-handed, and automatically knocks out humanoid opponents with a natural roll of “20”. Save applies.
Great Fortitude - The character receives a bonus of 1 to saves against poisons and diseases.
Grenadier – The character has a knack for hurled items such as flaming flasks of oil, acid, holy water, etc, and gains +1 to hit and damage with such items, as well as twice the normal throwing range.
Improved Critical – The character scores a critical hit on a natural roll of 19 or 20. The character must be at least 9th level to take this feat.
Iron Will – The character receives a bonus of 1 to saving throws against charms and compulsions.
Leadership – The character may take on double the normal number of followers allowed by his charisma score, and receives double the maximum number of followers upon achieving “name” level. The character must be at least 5th level to take this feat.
Lightning Reflexes – The character receives a bonus of 1 to saving throws against traps, breath weapons, and targeted spells.
Lucky Bastard – Once per day, the character can reroll a failed saving throw with a +1 bonus.
Mounted Combat – The character receives a +1 bonus to melee attacks made while mounted.
Mounted Archery – The character receives no penalty to ranged attacks made while mounted.
Point Blank Shot – The character receives a bonus of 1 to attacks and damage against targets within thirty feet range.
Power Attack – The character can take a penalty of 1 to melee attacks in exchange for a bonus of 2 to damage inflicted.
Precise Shot – The character can fire into melee combat without risk of hitting an ally.
Quick Draw – The character can pull a weapon or change weapons before initiative is rolled without penalty.
Rapid Reload – The character can reload crossbows and other mechanical ranged weapons at twice the normal rate.
Run – The character can run at 50% greater than normal running speed for up to 2d6 rounds.
Shield Bash – The character, if equipped with a shield, can elect to forgo the armor class benefit (must state the intention to do so before initiative is checked) in exchange for gaining a second attack at -1 to-hit for 1d4 points of damage (plus any strength bonus).
Two-handed Defense – The character, when wielding a two-handed weapon, gains a bonus of 1 to armor class.
Two-weapon Fighting – A character with a minimum Dex of 13 may use a weapon in each hand, provided one is of smaller size. The character so equipped does not receive any additional attacks, but receives a bonus of +1 to melee attacks and damage.
Two-weapon Defense – A character with the Two-weapon fighting feat receives a bonus of +1 to armor class when wielding two weapons.
Weapon Finesse – A character may use his Dex bonus, rather than Str bonus, when fighting with light melee weapons.
Weapon Focus – A character may select one weapon he can normally use to apply a +1 bonus to-hit with. This feat can be taken multiple times, each time for a different weapon.
Weapon Specialization – Fighting men of fourth level or higher may apply this feat to a weapon they have Weapon Focus with and apply a +2 bonus to damage rolls.
Weapon Specialization, Greater – Fighting men of seventh level or higher may apply this feat to a weapon they have specialized in to gain an extra attack with that weapon every other round of combat.
Weapon Mastery – Fighting men of at least ninth level may apply this feat to a weapon they have Greater Weapon Specialization with. The bonus to-hit and damage increases to +3, and they may make two attacks per round.
Will-to-live – The character is entitled to a saving throw vs. death magic to resist attacks that would normally drain one or more levels.