Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Friday, 27 March 2015

Madame Desadalie’s House of Wax - Skeleton Encounter #6


I finally get round to getting a sixth 'interesting' Skeleton encounter finished - something other than "Tomb, Skeletons (6), 200GP". This goes with:


#6 Madame Desadalie’s House of Wax

At the edge of the Scholars’ District, where rents are cheap and adventurous students slum it, mixing with artists (piss-, con-, and avant garde), poets, musicians, and other social and political dissidents, there is Madame Desadalie’s House of Wax. A salon, favoured by intellectuals with a taste for luxury, the lounge is opulently furnished. Oppressively so. The walls are lined with extravagantly patterned fabrics, lush potted plants imported from southern jungles loom over the couches on which guests recline, and elaborate, slowly turning, cut-glass lamps create a disorientating flicker of light. And then there are the waxworks.     

Arrayed around the room are six, life-size wax figures. These are sculpted into a likeness of the great and good of Byzantia, particularly those despised as oppressive or vulgar. Prince Geffri, a gambler with bad debts as well as a womaniser and sadist. Guildmaster Hoffenhaus, reputed embezzler. Countess Katterine, rumoured to have unnatural… appetites. Bjorn the Black, public executioner. Chancellor Illantine, whose taxmen are feared even more than the secret police. And the Sage Vorinus, whose pithy, but on reflection empty, aphorisms are treated as the height of leaning by the ‘common’ people. These waxworks are uncanny likenesses of their subjects – uncanny being the word. Their eyes sockets are empty hollows, and their faces are locked in inane grins. They crouch, on all fours, serving as tables for the guests. Hidden within these dummies are animated SKELETONS under the control of Madame Desadalie.

SKELETONS (6) = AC: Special, HD: 1, HP: 6, MV: 60’/20’, ATT: 1 short sword, DAM: 1d6, SV: F1, MR: 12, AL: C, XP 13

These Skeletons are a more difficult proposition in a fight than usual; their wax ‘shell’ protects them from damage. The force of bludgeoning weapons is absorbed, and slashing weapons cut through layers of wax before biting bone. In the first round of combat, these Skeletons have an AC of 0. On each round of combat their AC worsens by 1 as the wax cracks and begins to fall away from their bones, until, on the eighth round of combat their AC reaches 7. If the Skeletons are attacked with fire, or similar, double or even triple the rate at which AC worsens.

Why would the PCs encounter these Skeletons? Madame Desadalie, an attractive, if overly made-up middle-aged woman (who, it must be said, can resembles a waxwork herself) is widely suspected of harbouring agitators and even outright rebels. This is true, and the PCs might be sent on a mission to capture a fugitive or steal incriminating documents. Or they might be interested in a bit of freelance burglary – the party could recover 10d100GPs of bulky objets d’art on a successful raid. Of course, PCs are a rebellious bunch themselves, and may find themselves more directly involved in the ‘occult’ politics of Byzantia. Who supplies Madame Desadalie, no necromancer herself, with her wax bodyguards?

Okay, this one doesn't fit on a 4"x6" index card - and even at this length it doesn't include any real details about Madame Desadalie, her connections, etc. It is about 100 words too long. The index card conceit is a good discipline all the same - and very useful at the table - and I'll try to keep to it as much as possible. 

 

Thursday, 13 November 2014

The Foaming Shadow - Skeleton Encounter #5


Finally, here's a fifth skeleton encounter that fits on two sides of an index card, to follow the previous:


#5 The Foaming Shadow

As the PCs travel by ship they or their crew notice that a shadow under the surface of the water, is tracking them. The crew speculate that this is a whale, or a giant shark, or some chimeric sea monster. Those observing closely will see that the surface of the water is broken by roiling bubbles. At least one old sea dog will surely know the following legend... they did hire an experienced crew, didn’t they?

The PCs’ ship is being pursued by a sunken ship crewed by the undead. The ship was once the Basilisk, captained by the notorious pirate Spittlebeard. Notoriety can be a dangerous thing, and the city states of the coast commissioned a fleet to hunt the pirate. The Basilisk was driven into a deep inlet. The fleet set her ablaze, their catapults launching jars of flaming oil. The legend goes that not a single pirate attempted to escape the flames. The Basilisk with her crew, and all her treasure. This encounter can be used to provide a hook for an underwater adventure to recover the lost treasure of Spittlebeard, but none is carried on the wreck of the Basilisk.     

The PCs can attempt to flee the shadow under the water (see Expert p44). Treat the Basilisk as a LONGSHIP. If the PCs fail to escape, the Basilisk will surface – within grappling range – in a great burst of steam. 50 SKELETONS swing and climb across, and, when close enough, leap over the gunwales with daggers held in bony jaws. The Basilisk itself is but a skeleton of a ship, merely charred ribs, keel, stern and bow (with Basilisk figurehead). The ship, and the SKELETONS, are wreathed in barely visible hell-flame.   

SPITTLEBEARD= AC: 5, HD: 5, HP: 30, MV: 60’/20’, ATT: 2 Cutlass +2, DAM: 1d8+2/1d8+2, SV: F5, MR: 9, AL: C, XP: 300

These Skeletons are possessed by the lingering personality of SPITTLEBEARD, who has made a pact with a Great Evil in order to continue an unlife of plunder. Dressed in tattered finery, he can speak and reason, but is quite mad, having just two desires, to collect gold, silver and gems, and to kill while doing so. PCs may be able to exploit either of these desires, and SPITTLEBEARD will flee (MR: 9) if the battle looks like it will fulfil neither desire. SPITTLEBEARD carries a map to his underwater lair – presumably a place of interest to a Great Evil – and fights with a CUTLASS +2.

Monday, 20 October 2014

The Hanging Garden - (not quite) Skeleton Encounter #4



Another Skeleton encounter (well, sorta) that fits on two sides of a 6"x4" index card. Earlier encounters in this series can be found here:



#4 The Hanging Garden

Alone in a meadow is a tree resembling a tall willow with a dense curtain of hanging branches. It sways gently, creaking and groaning, even without wind. If the PCs approach, the tree will burst into blossom; red, white and yellow flowers opening along the hanging branches. The tree reeks of sweet decay and small skeletal birds flutter here and there. This is a CARNIVOROUS PLANT, and the flowers are its ‘mouths’. An aberration, it fed on birds until people settled nearby and began to use it as a way of disposing of their criminals and other outcasts. Years of ritualised murder, combined with whatever residual magic produced the tree, keeps the dead from their rest. Tangled in the branches of the tree are 10 SKELETONS. Some are able walk a few feet from the tree, as if one a leash, while others are higher into the canopy and jerk ineffectively as they dangle. 

The PCs might well conceive of reasonable a plan to destroy the tree; if so they will recover the some trinkets and jewellery worth 3d6GP. However, the tree is difficult to set alight and the trunk cannot be reached without entering the hungry curtain of branches. Unreasonable plans might result in PCs being tangled in the branches – Save vs Paralyzation or be trapped, taking 1d4 damage per turn until a successful Saving Throw is made. Other PCs can help, granting a +2 bonus to the tangled PC’s Saving Throw, but risk being entangled themselves. Skeletons ‘freed’ have a 2in6 chance of attacking the PCs; otherwise they will head towards their ‘home’ village.

This encounter presents little threat to a party that doesn’t do anything silly. Unless the PCs decide to destroy the tree, this encounter serves as atmospheric foreshadowing. The next settlement that the PCs reach will be the one that uses this tree as its means of punishment. A sign outside the village reads, ‘Sinners Shall Tend to the Garden of the God’. PCs should watch their manners…


The 6"x4" index card format really restrained me here. I left out the Skeleton stats, something that I'd thought about before as which ever OSR (or other) game you are using has standard Skeleton that supercedes the Labyrinth Lord statline I would reproduce here. This wouldn't always be the decision - a monster or NPC that varies from a standard would need the statline included - what I want here are index cards that I can draw from a file and [almost] immediately play. 

It also isn't all that Skeleton-y. It started out as an encounter with a number of Skeletons in gibbets, but this gives the players much more to do. Or, well, much more to mess about with. I haven't provided any stats for the 'tree' as it doesn't need any. No more than an oak tree would, anyway. It is an environmental hazard, not a 'monster' to be fought. Of course, it is really an introduction to a proper 'Hammer Horror' village, and the PCs have more choices to make when they find that. 
 

Friday, 3 October 2014

A Travelling Show (1d6 Skeleton Encounters #3)


Another Skeleton 'encounter'. This (or these, perhaps) are might not be very adventuresome, but it is (they are) colourful. And there is the potential for the PCs to get tangled up in a heap of trouble (when isn't there?), particularly if they meet this travelling showman more than once.

A Travelling Show

Osteus Arcanus is the stage name of a petty Necromancer. Lacking the, ahem, backbone, for the deeper secrets of death magic, he has put his talents to use as a showman. His carriage is made from painted black wood, polished brass, and carved bone. It is pulled by two black shire horses wearing bull skulls as ostentatious champrons. Osteus maintains a sinister appearance, using theatrical make-up to give himself a deathly pallor and darken his sunken eyes. He wears a brass skull cap and the (tattered) funeral wear of the nobility. All this is a mistake; as often as he puts on a successful show, he leaves a village or town just ahead of the pitchfork and torch.   

OSTEUS = MU (Necromancer from Theorems & Thaumaturgy): 3, AC: 7, HP: 7, MV: 120’/40’, ATT: 1 dagger, DAM: 1d4, SV: MU3, MR: 6, AL: C, XP: 100

Osteus’ spellbook – an overwritten volume of the Hagensburg Register of Deaths – contains the Level 1 spells Exterminate (T&T p12), Read Magic, Scare (AEC p75), Skeletal Servitor (T&T p15), and the Level 2 spell Ray of Pain (T&T p14). He also has a collection of books on obscure funereal rites (worth 200gp to a suitable buyer), and a beautifully illustrated copy of Delvecchio’s Classical Clowning (200gp). A locked chest contains 50gp and 500sp. He also has four human skeletons, bones linked by wire, hooks drilled into their skulls. These hang on a rack in his carriage when not dressed in cheap costumes and animated using Skeletal Servitor for his act – a compendium of famous tragic, historical, and comedic scenes. Each casting of Skeletal Servitor allows him to animate a Skeleton for 9 turns.

There are many ways in which the PCs may (repeatedly) encounter Osteus, but here are three:
1 – At the edge of town, Osteus sobs over a charred skeleton. It is dressed in what remains of a ‘princess’ costume. 'She' was burned by angry, confused villagers. Distraught, Osteus will initially say little other than, ‘They burned her!’
2 – A clown picks berries from a roadside hedge. If approached, it will become clear that it is a Skeleton. Osteus is brewing a kettle of tea a few hundred yards away.
3 – Osteus enters a village with great pomp, with two Skeletons dressed a noble guards marching ahead of his carriage, from which he announces himself as a great dramatist. On behalf of the villagers, roll for reaction…

[This should (it does!) fit onto a 6"x4" index card. Maybe I'll have to put together a PDF at some point for easy archiving. As well as referencing Labyrinth Lord, spells have been drawn from Labyrinth Lord Advanced Edition Companion, and Theorems &Thaumaturgy - a free(!!) pdf from Gavin Norman of City of Iron.]


Tuesday, 30 September 2014

1d6 Skeleton Encounters [2]


Continuing the series (encounter 1, Archaeologists, is here).

The Cursed Holmgang

When crossing land long lost to civilisation, the PCs hear the ring of steel on steel. If they hesitate for more a moment they will notice the curious lack of cries, shouts, or screams. If the PCs listen carefully, they will begin to hear a pattern in the blows as the same series of strikes, parries, and blocks is repeated. Endlessly.

The sound is that of a ritualised duel that has never ended. Two SKELETON CHAMPIONS in tattered chain fight skilfully but monotonously on a 10’x10’ square ox hide, the boundaries marked by five hazel stakes driven into the ground. To one side is a shield, upon which rests a large iron key. Carved into the shield, in an archaic runic script, is “While Brothers Fight, None Will Prosper”. The PCs should be able to decipher this.

SKELETON CHAMPIONS (2) = AC: 4, HD: 3, HP: 12, MV: 60’/20’, ATT: 1 sword, DAM: 1d8, SV: F3, MR: 12, AL: C, XP: 65

The SKELETONS were twin brothers, cursed by their sister as they fought over the inheritance of the family hall. The hall, a few hundred yards away, has crumbled to a few rotten posts and an overgrown hearth. The PCs will find this with if they search the long grass and bushes (perhaps 1d6 chance per turn). A treasure trove is buried by one of the posts (worth 1500GP, mostly copper and silver coins and jewellery - golden torcs, silver rings and broaches studded with semi-precious stones).

The hazel stakes mark the limit of the curse, forming the points of an invisible pentagram. Within, the Skeletons cannot be Turned and are immune to non-magical attacks. If the stakes are all torn up, the monotony of their fight is broken but the duel will not end. However, the Skeletons will turn as brothers to fight any PC that damages either of them, ending the duel. Other methods might also succeed. If the duel, and hence the curse, is not ended, the spirit of their sister protects the family treasure. She sits on the hearth, a weeping corpse, insensible with sadness.


VENGEFUL WIGHT = AC: 5, HD: 3, HP: 10, MV: 90’/30’, ATT: 1 grasp, claw, or bite, DAM: Energy Drain, SV: F3, MR: 12, AL: C, XP: 110. 

Again, this fits on two sides of a 4"x6" index card.

Monday, 29 September 2014

1d6 Skeleton Encounters [1]


Skeletons are boring. They have no motivation of their own and cannot be reasoned with, so a reaction roll doesn't provide for particularly interesting play. They require no morale checks, so that under-used gem of a D&D procedure is rendered useless. In my games, I have been guilty of encounters with Skeletons that are a bit… programmatic. As the DM, I know how the Skeletons will react, that they will not retreat, and that lacking any creativity they will not do anything inventive. 

But it doesn't need to be quite like that. And I want to do this without rewriting the Skeleton entry from Mentzer Basic (or your preferred cross-compatible OSR game). While I have sympathy for the point of view expressed in LotFP and DCC RPG, which suggests that [nearly?] all monsters should be unique and therefore truly 'monstrous', part of allowing the players and PCs to have ‘agency’ is to allow them to make informed, meaningful decisions. Too much novelty, too little stability in the game world undermines the ability of players to make these kind of decisions. 

Anyway, in the format of my 1d12 collection of Goblin encounters [part one, part two*], here is the first of 1d6 Skeleton encounters to add a bit of variety to another stock low-level Wandering Monster. Again, this text should fit on two sides of an 6"x4" index card when printed in Calibri 11pt.



1. Archeologists

The party enter an area of scattered stones. These are not natural features; though worn largely featureless they were clearly once shaped blocks. Several are piled atop each other, the remains of columns long tumbled. Skeletons (6) work with trowels, brushes and small shovels in a shallow pit, collecting pieces of broken pottery and the occasional golden trinket (just 50GP worth in total) in buckets lining the dig site. They are ‘archeologists’, working for the necromancer-sage Angavel Thurm.

SKELETONS (6) = AC: 7, HD: 1, HP: 4, MV: 60’/20’, ATT: 1 tool, DAM: 1d4, SV: F1, MR: 12, AL: C, XP 13

The Skeletons will pay no attention to the PCs unless they disturb the dig site. If the disturbance is minor, the Skeletons will hurry to the disturbance and, using brushes and trowels, attempt to rectify the disturbance. If the disturbance is major, or if the PCs attempt to remove any of the artifacts in the buckets, the Skeletons will attack.

A powerful magic user, Thurm is likely unsuitable as a direct opponent for low-level PCs. If the PCs follow the Skeletons they will be led to a mostly-buried astrological observatory. Thurm is using the dead of an ancient city as the ‘manpower’ to further excavate its secrets. On a hostile reaction, Thurm will send Skeletons armed and armoured in ancient bronze (AC: 4, DAM: 1d8-1) to drive the PCs away. On a favourable reaction, the bookish, cobwebbed Thurm will be interested in exchanging information on ruins – near and far. He can supply adventuring information such as the location of ruins, likely traps, ancient guardians, the translation of hieroglyphs etc. He will also buy ancient trinkets and baubles that the party recovers. Thurm might have use for a particularly powerful party when, in the future, he awakens some sleeping evil, or, accidentally-on-purpose, he prompts the PCs into doing so. 

 [Image by Leonid Yablonsky, borrowed (apologies) from pasthorizonspr.com]
 

(*I have no idea why everything listed in my Goblin encounters has a Movement Rate of 30' per round. A copy and paste error for sure - I have given it as the Movement Rate of Wolves and Boars as well as Goblins. But which D&D or Clone was I referencing that gives Goblins this Movement Rate? Not Labyrinth Lord or ACKS, which I carry around on my tablet for easy reference...)