The MORNINGSTAR SCORPION!
HD: 6 AC: 3 Attacks: 4 x Morningstar claw (crush 1d12 or grasp 1d6 + grab), sting (1d4 + poison) Move: 150' (50') Morale: 10 No. Appearing: 1 Alignment: Chaotic
Next session from the Flying Island adventure. Continued from here.
The rest of the party, elsewhere in the temple, had been poking around a sparse room with cloudstuff in place of floor—it felt like stepping on cotton candy. They pass time discovering where the safe spots were amid patches of cloud too insubstantial to hold weight, and otherwise pondering what their next move should be and how long to wait for Hawthorne before heading onward. Suddenly, the temple begins to shake. Streams of dust pour from the ceiling. From outside, sounds of fierce gale and a great winged beast, punctuated by whoops and shouts of frenzied tengu-men. It was decided unanimously among the party that whatever had happened, their absent comrade was to blame.
Meanwhile, knocked on his ass but otherwise unharmed, Hawthorne the cleric felt he had done enough for the time being and decided to rejoin the party. As the temple quaked around him, he made his way back to where he initially split and stood before the passageway everyone else opted to take. It was a covered walk, exposed to the outside. Dragon sounds and angry tengu flapping past made it clear there was some risk to crossing. But luck was in his favor, and the party once more was whole.
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Cosimo Galluzzi |
Traveling north, the party enters a storage/maintenance room. The chamber was secure enough that the room barely trembled, yet a flurry of stirges (wouldn't be a 1st level OSR adventure without them) nonetheless were agitated by the commotion and rushes at the PCs. A few quick and dirty combat rounds follow, during which time Gront the fighter catches not one but two of flying menaces and stuffs them in a sack. Some blood was lost but otherwise the party was fine, the living trophies a boost to their resolve. It was then that a PC noticed a porthole-style window on the far end of the room, through which all that could be seen was a giant red eye peering back. Slit pupil dilates in a moment of recognition—and then the dragon flies off. No hiding from it now; the great beast knows of the party.
Undaunted, the PCs thoroughly search the workroom. Slyq the thief discovers a big key and three potions: stinking cloud, ooze form, and liquid sword. [Three might have been excessive but I had just finished compiling a d100 list and was eager to put it to use.] Someone pockets a chisel and other stone-working tools and the group moves on.
The tallest tower of the temple lies to the east, where presumably waits the Mistral Horn, but getting there requires crossing a courtyard and climbing a staircase fully exposed to the wind, dragon, and tengu-men, and so was out of the question. Instead, players opt to descend the altar room staircase to see what more the undercroft holds.
Darting past the stone guardian again (No time to shed tears over Berda's still-bleeding corpse) and crawling over a giant stuck fan in a stagnant circulation vent, the party finds themselves in the tomb of some kind of high priest. A grand sarcophagus covered in fine etchings sits atop a dias, flanked by two statues of armored warriors, oversized halberds gripped in menacing anticipation.
Dear readers, believe me when I tell you this trap was given ample warning. All but a sign saying something like "the statues will swing at you if you lift the sarcophagus lid without disarming the trigger latch." Maybe I could have made the latch more obvious and threw in a corpse or two but alas I felt it fair enough as it was.
And here is where poor Hawthorne's luck ran out: with the aid of Gront the fighter, the two PCs throw care to the wind and lift the sarcophagus' lid. The rest of the party stands by watching, deciding it best to just let their two headstrong companions do their thing. Just as the faintest glimmer of treasure could be spied within the casket, the mechanized statues click to action and swing their fearsome weapons. Saves are rolled; Gront dodges just in time to avoid the worst of the blow, earning a clean cut to the arm. But, regaining his bearing, he hears the cries of shock and dismay of the rest of the party. His deceased comrade was split in two, twain halves cleft by the now-dormant statuary.
I've been experimenting with writing city adventure locations with minimum-necessary detail for gameplay. The intention is to have the foundation of a place made and ready to go, so that when a "go to x location and accomplish y task" adventure is called for the x part is ready and accounted for above and beyond what is necessary for the y.
It's not too difficult to come up with a bespoke location for an adventure, but for a city game where players are more free to wander around wherever they want it's useful to have locations that can be run on their own without the players having a specific impetus to be there. The party might journey to the Place of Masks to steal a mcguffin but if they just stumble upon it I want there to be enough material for spontaneous adventure. And if down the line when the PCs need a disguise or something and one goes "what about that costumer we ran into in that mask place?" then everything worked as intended.
All that's needed at the preliminary stage is a concept, an encounter table, factions, and a couple points of interest. My goal is to have the whole location fit on a two-page spread, maybe not including stat blocks if I'm being generous to myself.
The following example took me about two days to finish between work and other commitments to finish. If I start with ~10 and build more as necessary, the city would exist as a fully operational ecosystem of adventure locales that could be run indefinitely. Hopefully. This might become a monumental amount of work that I'll shamefully abandon but we'll see how it goes.
Since before anyone can remember, the wondrous pleasure gardens of Nisk were tended to by the Greenskeeper clan, an insular group whose self-seclusion gave rise to all manner of strange customs and practices. At one time the gardens were the pride of the city, but since the coming of the Overlord few dare to walk its tangled paths.
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Michael Hutter |
Encounters (d20)
1-2 3d4 Greenskeeper clan soldiers led by a 3 HD captain [patrolling | hunting sectids | resting]
3-4 2d6 Greenskeeper clan botanists [planting, 25% are keeping watch | transporting valuable plants, soils, or seeds worth sp equal to 100x no. encountered; accompanied by 1 clan soldier for every 4 botanists | fighting a monster plant (8 HD)]
5 Greenskeeper clan hivemaster accompanied by 2d6 apiarists
6-7 1d4 Decorative fauna [grooming | feeding | slowly being consumed by a monster plant]
8-9 Monster plant
10-11 2d6 Sectid skirmishers [emerging from the ground | tearing down trees | consuming deceased sectids]
12 1d100 Sectid scavengers [devouring plant matter | dehydrating flower plots | shedding old carapaces]
13-14 2d8 Touring nobles, accompanied by 2 guards per person.
15 Clan ceremony procession. 3d20 Greenskeepers in full regalia chanting, spreading seeds, and holding tall flowers like military standards.
16-17 1d8 Thieves [stashing treasure | meeting a contact | getting loaded]
18 Dryad, cut off from her world, filled with remarkable sorrow and loneliness. The melancholy beauty of the plants blooming around her would make anyone’s heart ache.
19-20 2d6 Plant poachers employed by an alchemist house [creeping around looking for vulnerable plants | harvesting, disguised as botanists | running from a squad clan soldiers]
1 Observation tower with an immaculate view
2 Bridge over gentle stream
3 Overgrown pergola/pavilion/gazebo
4 Sculpture park
5 Topiary scene
6 Defaced nymphaeum
7 Mossy fountain
8 Stone amphitheater
9 Reflecting pool
10 Rickety bandstand
11 Menagerie prison, with 1d6 captives (50% agents of alchemist houses, 50% random plant poachers or interlopers) held in ornate verdigris-covered cages. The animals have been cleared out long ago. The Greenskeeper clan use the now use it to incarcerate captive poachers.
12 Fish pond, stepping stone bridge
13 Area razed by sectids. Desiccated ash fills the gaps in the cobblestone path. Rows of garden plots reduced to nothing but dust. Even the air feels dry.
14 Bell tower
15 Telescope tower
16 Lens tower. Giant magnifying glass on top floor focuses sunlight to create a devastating heat beam. One of many hidden defensive structures from a bygone era. Operation without a key requires a successful disarm trap roll. Once activated it operates for 2d6 rounds before shutting down. Targets save vs. death ray or take 2d20 damage, half on success. Each round the beam can either sweep in a 60' line or target a single individual, imposing -4 to their save.
17 Greenskeeper clan residential building. Short hexagonal tower overgrown with vines and ivy, meant to blend with the surrounding follies. Off limits to everyone, even nobility. Guarded by d6+6 soldiers at all times.
18 Apiary. Rare imported bees tended to by 1d12+2 clan beekeepers and 1 hivemaster at a given time. Four clan soldiers stand guard after sundown. Rare honeys worth 2d10x10 sp can be extracted from the hives, but protective equipment is required.
19 Dueling grounds (40% chance it will be in use; two nobles dueling, their seconds, and a crowd of non-combatant spectators)
20 Greenhouse. Guarded by 1d6+1 soldiers and operated by three times as many horticulturalists. Among cultivating all manner of plants, greenhouses are where clan horticulturalists research and conduct radical plant experiments.
Plant types (d6)
1 Valuable, 1d6x1000 sp.
2 Reagents, 1d6x100 sp for spell research and potion-making costs.
3 Poison, 2d8 doses, save vs. death when imbibed. 50 sp per dose on the black market.
4 Monster plants, 1d6 4 HD of the same type.
5 Beautiful but extremely fragile, will shrivel immediately after leaving the greenhouse.
6 Extremely noxious, unless wearing face covering save vs. poison or pass out, -4 to everything on success.
1 Mila Stenot; clan horticulturist. Proud and passionate. Loves the gardens above everything else. The rest of the city could burn for all she cares. Distrustful of outsiders.
2 Abel Halict; clan botanist. Frequent jokes poorly mask his many anxieties. Sells plants on the black market (or to anyone else willing to buy) to pay off his immense gambling debts.
3 Diedrik Andren; commander of the clan soldiers. Sharp but getting up there in the years. Convinced the alchemist houses are behind the sectid infestation and it’s driving him mad.
4 Nora Collet; hivemaster of Apiary IX. Hyper-rational scientist-type. Secretly keeps a brood of sectid hatchlings in an abandoned shed to study their habits. She won’t admit she’s growing too attached.
5 Dominicus Glyth; nobleman and garden enthusiast. Tranquil but a little spacey. Spends more time in the gardens than anyone else outside the clan, and knows more than he lets on about what goes on there.
6 Faine Hisembol; alchemist house aspirant. Young, headstrong, takes himself too seriously. Poaches plants in the hopes of getting accepted in an alchemist houses.
Greenskeeper clan botanist/horticulturalist/apiarist
Smart cloaks, utility coveralls, badges denoting rank and station
HD 1 AC 7 Att. dagger 1d4 (horticulturist+apiarist) or short sword 1d6 (botanist) Mv. 120'(40') Ml. 7
Botanists and horticulturists have whistles that will hail 2d6 soldiers in 1d6 rounds.
Apiarists each have a jar of bees they can throw for self-defense.
Greenskeeper clan soldier
Grass-stained uniforms, cumbersome sallets
HD 1+1 AC 5 Att. polearm 1d10 Mv. 90'(30') Ml 9
Greenskeeper clan hivemaster
Wicker bee-mask, bulky protective gear, constant sound of buzzing
HD 3 AC 5 Att. battle axe 1d8 Mv. 90'(30') Ml 9
Always encountered with 2 swarms of bees under their control.
Sectid skirmisher
Chittering kobold-like locusts. Origins are a mystery.
HD 1/2 AC 7 Att. claw 1d6 Mv. 120'(40') Ml 7
Sectid scavenger
Smaller kobold-like locusts. Origins are a mystery.
HD 0 (1 hp) AC 7 Att. slam 1 dmg Mv. 150' (50') Ml 7
Decorative fauna
Beautiful flightless birds and ruminant mammals, bred or imported, decorate the gardens and feed carnivorous plants. The remains of such creatures are valuable—worth 100 sp to a dressmaker, taxidermist, etc.
HD 2 AC 9 Mv. 120' (40') noncombatant, will run away if attacked
Thieves and poachers
As bandits
Nobles, dryads, bee swarms, etc.
As per system
Monster plants
Swollen shoots, Dagger-like thorns, immoderate blooms in garish colors.
HD 1d6+2 AC 1d4+2 Att. Thrashing Vines x4 (variable, 20’ range)+see below Mv. 0’
Vine attack type (1d8)
1-2 Razor sharp. 1d10 damage
3-4 Constricting. 1d6, repeated each round + target immobilized unless vines are hacked away with a slashing weapon
5-6 Whipping tendrils. 1d8, 6 attacks per round
7 Bloodsucking. 1d4, repeated each round until vines are torn off, plant heals 1 hp each time vines deal damage
8 No vines but instead thick burled branches. 2d6, 3 attacks per round
Additional features (1d8)
1 Regenerating. 1d4 hp/round
2 Parasitized. 1d4 parasites emerge when killed, stats as giant centipedes
3 Ambulatory. Move speed 20’
4 Thorn tangle. 20’ radius around plant, starting your round in the radius causes a save vs. paralysis or become immobilized; spend your attack and take 1d4 damage to break free. Radius increases 10’ every round in combat
5 Chemical release. Triggers every 3 rounds; everyone in a 60’ radius saves vs. poison or becomes confused for 2d6 rounds
6 Snapping maw. Additional attack, 2d8, exceeding AC by 5+ means target is swallowed. Digesting enzymes deal 1d4 damage/round; creature breaks free if at least 6 slashing damage is dealt to the plant in a round
7 Thick mucilage. Save vs. paralysis on hitting or being hit by the plant in melee or be covered in glue; half movement and -2 to attacks until cleaned off.
8 Swarm attractor. When reduced to half hp, the plant releases compounds that attract 1d4+1 swarms of bees to harry attackers.
A bunch of new players joined our game recently, and I wanted a brief starter adventure to get everyone on board and teach them how to crawl before they're left to fend for themselves in the big scary world. The previous players are already very new so this would be a good time for everyone.
The ideal starting adventure for me is:
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This is what sky pirates look like. |
People have some differing thoughts on what exactly 1st level PCs are in the game world and what distinguishes them from an average person. However helpful they may seem, level titles are big source of the confusion. Here is how I interpret 1st level PCs in the games I run.
Fighters
What differentiates 1st level fighters from your typical 0 level man-at-arms is that fighters survived a conflict where others like them perished. Could be anything from fighting in a war to fending off a pack of wolves. What's important is that fighters went through the crucible of lethal combat and emerged more alive than before. First level fighters are called VETERANS.
Magic-users
Beginning magic-users have studied in the ways of the sorcerers of ancient Zenon, where it is said all secrets of magic were known. Through rigorous cultivation, a magic-user's mind is prepared to serve as an intermediary between this world and the unseen realms from which magic is derived. First level magic-users are known as MEDIUMS.
Thieves
Anyone can slink in the dark and steal an exposed coin purse but a real thief is something more. To move in true silence, vanish in shadows, scale sheer surfaces without aid, intuit the precise workings of a complex mechanism and the vulnerabilities of an unsuspecting target—all are feats that exceed the capability of mundane folk. But it's hard to learn these things on your own, so it is assumed thieves start as inductees in the mysterious thieves guild or some other branch of the organized crime network. First level thieves are APPRENTICES.
Clerics
Clerics are closely tied to their alignment. Beyond conventional worshipers, clerics are the earthly champions of Law and Chaos, and are granted numinous powers for their devotion. While some clerics may follow a specific patron deity, all clerics of the same alignment are more or less part of the same faith. Newly initiated clerics must still prove their worth, and so are relegated to executing their function without the use of spells. First level clerics are called ACOLYTES.
I used to struggle so hard with names it became a genuine non-navigable impediment to my game prep—if I couldn't find the right name for a place, I would rapidly lose interest in the idea and it die on the vine. Eventually though I came to a solution: offload my place-naming to a naming convention.
Every time I needed a new region or settlement, I used the name of a fabric type. For a stretch of years, my players sought mythic treasure in the island of Cottondor, fought witches in the blighted lands of Woolovia, explored among the ancient trees of the Gabardine Forest, and partied and schemed their way through the bustling city-state of Corduroy. I called the setting "Fabricant."
Most of the locations in my game were conceived as me thinking "I need a place for x" and then looking at a big list of fabric names, letting whatever jumped out at me guide the look and feel of the place. The trick I found was that having the name first and working backward to the details of the place is far easier than the opposite approach. You're using a name to evoke somewhere that largely doesn't exist yet, as opposed to making a place and then struggling to find a phrase or collection of syllables that truly captures it.
And even when you do have a pretty clear idea for a place, a naming convention expedites the naming process by giving some guardrails to work within.
Why fabric types? There are a lot of them, they're usually short and easy to remember, and they often have a good sound to them. Also helps that textiles come from all over the world so there are names for all kinds of eras and cultures.
One might worry that fabric names are already known as such by the players and that repurposing them as place-names might limit their ability to buy in to the fantasy of the world. That wasn't an issue for me: what I observed is that once the players heard the names in the context of the game world, they were able to form a sort of subconscious line in their mind that delineated the fabric names from the place names. My friend Mike only came to realize the whole fabric thing six whole months into the campaign. C'est la différance.
The naming convention did run me into another issue though, and it was a rather predictable one: after a while I started to feel pigeonholed. Even with a wealth of fabric name options available, I started to feel a bit listless about the whole thing. I never broke the naming convention, but after the campaign ran its course, I never since went back to a naming convention. But the one I had was substantially useful to me for quite some time, and I would still consider using one for shorter adventures or campaigns.
Here's the shortlist of fabrics I compiled for place-naming. A good amount of them had use in my old game, but most of them were kept in reserve, only loosely sketched out with a handful of notes based on what the word sounded like to me. See what sort of places the fabric names evoke in your mind: