Showing posts with label Wandering Monsters. Show all posts
Showing posts with label Wandering Monsters. Show all posts

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...)

Wednesday, 26 March 2014

The Goblin Tax (part two)


So, here are entries 7-12 on the 1d12 selection of GOBLIN encounters. These are not meant to be whole adventures, but some of these encounters might become significant events in a sandbox campaign. Or they might be just a little bit of colour to liven up the evening's goblin slaughtering session.

Oh, and I was wrong - these print on two sides of a 6"x4" index card when printed in Calibri at 11 point. If anyone actually wants the them in a printable format I'll see what I can do about putting a .pdf file up somewhere.


7 DOMINATED DRONES
EIGHT near naked GOBLINS labour tirelessly, moving at a single, inexorable pace. They are lean and fit, working in total silence. They have lifeless eyes and blank expressions – a result of the dull grey metal headbands that they wear: BANDS OF DOMINATION (7a). The reaction check is not for these goblins, but their master – CHARNUM the MAGIC USER – who hides, wasting away, in the cellar of a cottage a mile away.  

GOBLINS (4) = AC: 7, HD: 1-1, HP: 3, MV: 30’ per round, ATT: 1 tool DAM: 1d4 SV: NM, MR: 12, AL: C, XP: 5

CHARNUM (MU 2) = AC: 9, HD: 2d4*, HP: 4, MV: 10’ per round, ATT: 1 dagger (-2 to hit), DAM: 1d4-2, SV: MU2, MR: 7, AL: C, XP: 25

Charnum has Magic Missile and Charm Person (or Sleep) memorised. Charnum will use the Crown to enslave the party if he uses Sleep. This might not be interesting. They will be slaves of Charnum for the final 3d4 days of his life.

Charnum recently stole the Crown and Bands from his tutor and used Charm Person (or Sleep) to assemble his ‘retinue’, planning to become a mighty wizard. If the reaction roll is favourable, Charnum will attempt to use the goblins to guide the party to his cottage. He is educated and polite, but will plead to be returned to civilization. But not to his tutor. If the reaction roll is hostile, Charnum will reason that the party are bounty hunters, come to reclaim the crown and deliver him to justice. He will use the goblins to keep the party away from the cottage at all costs.

Charnum has 20GP in a box decorated with his family crest, and a spellbook containing Read Magic, Detect Magic, and the above spells. These items can be used to trace Charnum’s origin and the previous owner of the Crown.

7a THE CROWN AND BANDS OF DOMINATION
Each Crown of Domination is magically connected to 1d8 Bands. Both are made of a permanently warm, dull grey metal. The Bands are thin circlets, while the Crowns are heavy and broad.

The will of those wearing the Crown (‘masters’) immediately displaces that of those wearing the Bands (‘slaves’). Slaves lose one point from INT, WIS, or CHA per day. For each point lost so, masters lose a point from STR, DEX or CON. If INT, WIS, or CHA fall to 0, the slave is permanently without will. No more ability score points are lost by either master or slave. If STR, DEX, or CON reaches 0, the master dies. The Crown cannot be removed except by use of Dispel Magic, which cannot be cast by the wearer. The Bands can be removed by magic or one the death of the ‘master’. A Saving Throw vs. Spells in can be made to avoid the domination of both the Crown and the Bands. Ability points recover slowly, but only after the items are removed.


8 RAG AND BONE
A small cart rumbles along, piled high with bones and animal pelts. The cart is drawn by FOUR WOLVES. THREE GOBLINS (Gatta, Krun, Lod) ride and walk alongside. They are traders, travelling between petty goblin kingdoms. 

GOBLINS (3) = AC: 6, HD: 1-1, HP: 3, MV: 30’ per round, ATT: 1 short swords DAM: 1d6 SV: NM, MR: 7, AL: C, XP: 5

WOLVES (4) = AC: 7, HD: 2+2, HP: 10, MV: 60’ per round, ATT: 1 bite DAM: 1d6 SV: F1, MR: 8(6), AL: N, XP: 25

The goblins are minded to react positively (a +2 modifier to the reaction check). They are traders after all. If the party receives a favourable reaction, the traders will attempt to bargain with the party. They are especially interested in metal weapons and armour. Abstracted, the party can trade for pelts that will sell in a human settlement for double the value of the objects traded, but at double the encumbrance. Many of the bones are marked with intricate carvings; transcriptions of ‘epic’ poems, jokes, and other aspects of goblin culture – including erotica. These will also sell for double the value of the objects traded, at a one-to-one encumbrance rate, but only to a tiny market of secretive scholars and collectors. If the party receives a hostile reaction, the goblins will see the party as the sort of people who kill goblins and take their treasure. Their wolves make them dangerous opponents. The goblins will take the wolves by the reins and use them to menace the party. If the party do not retreat – or above the growls and shouts offer generous trade terms – the goblins will let slip the wolves.

Goods in the cart; 300gp of pelts, 200gp of carvings and a goblin gambling set worth 10GP (these artefacts of goblin culture will flood the tiny market). Strapped underneath the cart is a small box containing 50GP of silver jewellery. If the party have killed or driven off the wolves, how will they get the goods to market? 


9 ON TO ADVENTURE!
A ‘first level’ adventuring party of FIVE GOBLINS are exploring the same area as the party. The party consists of two ‘Fighters’ (Jagga, Prok), one Shaman (Wratta), one Wicca (Shonk the Magnificent), and one ‘Thief’ (Dirty Agg), together with a decrepit old mule laden with rope, torches, etc.

GOBLINS (‘Fighters’ and ‘Thief’) = AC: 6, HD: 1-1, HP: 5, MV: 30’ per round, ATT: 1 spear DAM: 1d6 SV: NM, MR: 8, AL: C, XP: 5

WRATTA (SHAMAN 1): AC: 6, HD1, HP: 5, MV: 30‘per round, ATT: 1 silver sickle, DAM: 1d4, SV: C1, MR: 8, AL: C. XP: 10

SHONK (WICCA 1): AC: 6, HD1*, HP: 5, MV: 30‘per round, ATT: 1 bone dagger, DAM: 1d4-1, SV: MU1, MR: 8, AL: C. XP: 13

Wratta has no spells, but can command the spirits (Turn Undead as a 1st level Cleric). Shonk knows Light, which he uses to impress (and blind) other goblins. 

The standard behaviour of the PCs should be reflected back at the players. These goblins are adventurers, and the PCs have established what that means. Nevertheless: if the party receives a favourable reaction, the goblins will offer to trade information with the party. They will know details about 1d3 nearby adventure locales. The goblins may be persuaded to temporarily ally with the party if a profitable adventure is proposed. Goblins are unpredictable, and additional reaction rolls should be made mid-adventure. If the party receives a hostile reaction, the goblins will react much as the PCs would to a dangerous monster.

The goblins have 25GP between them, along with poor quality adventuring gear. This gear has a 10% chance of failure in critical situations. They also have a map to an adventure locale with scribbled details (roll twice on the rumour table).


10 WRETCHED ESCAPEES
A group of FOUR GOBLINS (Ak, Jud, Brong, Degga) have escaped from a sorcerer. They are a pathetic sight; snivelling, terrified, near naked. They are being harried by THREE of the sorcerer’s SCOUTS (Bran, Krevan, Hart), humans with tattooed faces trained in bushcraft (PCs are surprised on a roll of 1-3 when in the terrain of the type inhabited by the scouts’ tribe, i.e. the terrain in which the initial encounter takes place). These will not be encountered together – once the party has encountered the goblins the next wandering monster rolled will be the scouts.

GOBLINS (4) = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 rock, DAM: 1d3, SV: NM, MR: 5, AL: C, XP: 5

SCOUTS (3) = AC: 6, HD: 1, HP: 5, MV: 30’ per round, ATT: 1 short sword or sling, DAM: 1d6 or 1d4, SV: T1, MR: 8, AL: C, XP: 10

There are two reaction rolls here. A favourable reaction from the goblins will see them offer magical treasure (2d3 Potions of Healing in the form of pellets of sweet, thick paste wrapped in leaves) if the party escort the goblins to their tribe (a 2d3 day journey). A hostile reaction from the goblins will see them flee the party, who they presume to be agents of the sorcerer. If the goblins do escape, this will complicate further encounters with goblins in the area as news of the party’s affiliation spreads.

A favourable reaction from the scouts will see the party approached as possible collaborators in the schemes of the sorcerer – initially the capture of the goblins, for which the sorcerer’s agent will reward them with 2d3 Potions of Healing). A hostile reaction will result in the scouts seeing the party – particularly any magic using characters, as better prizes than a band of wretched goblins. The scouts wear silver medallions bearing the symbol of the sorcerer – worth 20GP when melted down – and 5GP a piece.


11 LOTTAGROB THE KNIGHT
A GOBLIN (Lottagrob) in shining plate armour sits astride a well groomed DIRE WOLF (Lope), a brightly coloured pennant flying from his spear. A second, smaller GOBLIN (Kip) serves as squire to this ‘knight’, holding a spear shield and two spare spears. Lottagrob was captured by human knights, and before escaping developed a fascination with chivalry.

LOTTAGROB = AC: 3, HD: 2, HP: 10, MV: 30’ per round, ATT: 1 spear or short sword, DAM: 1d6, SV: NM, MR: 8, AL: L, XP: 20

LOPE = AC: 6, HD: 4+1, HP: 18, MV: 50’ per round, ATT: 1 bite DAM: 2d4 SV: F2, MR: 8, AL: N, XP: 125

KIP = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 spear, DAM: 1d6, SV: NM, MR: 7, AL: L, XP: 5

Lottagrob will block the party’s path. He will challenge the party member who most resembles a knight to a contest at arms. If the reaction roll is favourable, Lottagrob will challenge his opponent to a non-lethal dual- subdual damage only. If he wins, he will take the loser’s weapon to melt into ‘warrior rings’. He will also claim the loser’s shield, or other item carrying an emblem to keep as a trophy. Throughout, Lottagrob will be polite, and after the contest will offer the party the hospitality of his motley patchwork of a tent. If the reaction roll is negative, Lottagrob will list the crimes of the party (some real, some imagined, some cases of mistaken identity). He will then demand that the party’s champion face trial by combat. If defeated, and his life spared, he will see it as proof that the party is just, and will offer to serve the party until he has paid his debt (one adventure).

He is wearing a finely crafted suit of Halfling-sized armour. Of Elven manufacture, it is worth triple the price of plate, but encumbers only as much as chain. Lottagrob has no money, being of charitable nature.


12 HELP ME, OH BIG ONE, YOU’RE MY ONLY HOPE!
The party hears a whimpering from the underbrush. The whimpering is silenced. If they listen carefully, they will hear a gruff ‘hush’. THREE GOBLINS are hiding; a female (Nush), a youngling (Vankagh), and an old warrior (Vrang). Vankagh is the spawn the dead king of a local tribe. The new king killed Vankagh’s siblings, but his mother fled with the help of the old king’s champion. They hope that a rival tribe will see fostering a pretender to the ‘throne’ as a source of long term advantage.

NUSH = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 knife, DAM: 1d3, SV: NM, MR: 7, AL: C, XP: 5

VRANG = AC: 6, HD: 2, HP: 10, MV: 30’ per round, ATT: 1 sword +1, DAM: 1d8+1, SV: NM, MR: 8, AL: C, XP: 25

GOBLINS (2d4) = AC: 6, HD: 1-1, HP: 4, MV: 30’ per round, ATT: 1 spear, DAM: 1d6, SV: NM, MR: 7, AL: C, XP: 5

With a favourable reaction, Vrang has assumed the party to be of a mercenary bent. He will promise them riches if they can be delivered to the rival tribe. They will be pursued by 2d4 goblins (the next wandering monster encounter). There is a -4 penalty to any reaction roll with the pursuers if the party is with Vankagh. With a hostile reaction, Vrang attempt to frighten the party with COWARD MAKER. The screams of his sword will trigger a wandering monster roll. Regardless of morale rolls, Nush and Vrang will not flee without Vankagh.

Coward Maker is a Sword +1. It is a crude falchion that screams as it is swung. This is part of the regalia of kingship of the tribe, and the new king is as concerned with its return as he is with killing the youngling. Hidden in Vankagh’s swaddling is 100GP of jewellery.