Saturday, March 26, 2011

FFG 7 Quick Adventure

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                                    Revenge is Bitter Sweet
                                      A adventure for characters of levels 7th-9th 

 This adventure is made for the bad guys! It will take place along a desert or a arid plane. A local evil baron will hire the party to take out some revenge against a Brass Dragon named "Tutiya". The baron was on the verge of wiping out a good aligned stronghold, when Tutiya came to the rescue. The dragon decimated the barons army. He will pay the group 2,000 gp and whatever treasure that might pillage from the dragon. He will provide a map to the location of the dragons hold. He knows that their are some good aligned guards their as well. The baron has hired a previous group to kill the dragon, but they failed in their attempt. He will not tell the PCs this.

 The dragons cave is located along a steep cliff side. The door to the cave system is a heavy iron door that is locked. The secret door is well hidden ( minus 1 to any detection rolls). The dungeon is well lit with brass braziers every 50 feet or so (each brazier is equal to a torch, unless otherwise noted). The cave systems floor is sand covered except for rooms 1-5. DM note: Their is allot of magical treasure in this adventure. You can take away any of the former adventuring groups treasure, cut some of the guards treasure down a bit as well.

                                           Tutiya's Cave

Room 1: This is a guard room. If the door is messed with ( e.i. pulling on the door, tinkering with the lock and so on), a voice will come from behind the door. The word of " Trumpet " can be heard. This is a pass word. The response is "Brass" as in Brass Trumpet. If the players don't respond in 6 or more rounds the guards will be ready for a fight. Inside the room are three 3rd level human fighters who where chainmail, carry a large wooden shield, and wield scimitars and a 5th level human cleric who where's a suit of +2 scalemail, carries a +1 small steel shield, and wields a +1 hammer. His spells are the following:
1st lvl- Bless, Cure Light Wounds and Remove Fear
2nd lvl- Hold Person, Silence 15' Radius and Dust Devil
3rd lvl- Dispel Magic
Treasure: each guard will have 50 gp, 100 sp and a red ruby pendent worth 250 gp each.

Room 2: This hallway has a simple trip wire that is attached to a bell. If the players trip the bell alarm, the guards from room 3 and the Jann from room 5 will exit from their rooms and attack the party.

Room 3: This room is the barracks for the guards. Inside are three 3rd level human fighters ( same as from room 1). Their are 3 bunk beds with a footlocker at the foot of each.
Treasure: each guard has 50 gp, 100 sp, and a red ruby pendent worth 250 gp each. Inside the room the players can find a +1 dagger, and 3 Potions of Extra-Healing.

Room 4: This is a storage room. Inside are enough food supplies for weeks ( dried meats, fruits, water, weak wine, ext.).

Room 5: This room is the home of the captain of the guards. He is a Jann ( Ac 0, Hit Dice 6+2, Hit Points 45, Attack 1, Dmg 2-8 + 5 ( +1 Large Scimitar and +4 from 18/81 strength). He wears a suit of +2 chainmail, wields a +1 Large Scimitar ( equal to a bastard sword), Ring of Free Action, and a Rope of Entanglement. The Jann is here because Tutiya saved his life years ago. He will fight to the death. Inside the room is a large bed with silk bed sheets ( worth 100 gp) and small painting ( worth 200 gp) a Everfull Mug, a Ring of Protection from Stone Guardians sits on a small desk. Inside the desk is a red ruby pendent worth 250 gp.

Room 6: This small 10x15 room has two Caryatid Columns ( 22 hit points each). Their commands are to attack anyone who is not wearing one of the red ruby pendents. The Caryatid Columns will attack until destroyed. Nothing of interest is here.

Room 7: When the PCs approach this room, they will see that the room is pitch black ( a Darkness 15' radius was cast). A 15 foot deep and 5x5 pit ( 2d6 damage) sits in front of the passage leading from room 6. If the players approach from room 11,they will see a 8' long board resting on the floor before the darkness ( the guards from room 13 used it to cross the pit). At the bottom is a thin layer of Sovereign Glue. If a player falls into the pit, he or she will be stuck to the bottom of the pit unless the players strips of their armor or clothing.

Room 8: The hallway ends in a small cave that is unlit. Inside are the remains of a dead thief. This is one of the first group of adventures the baron hired to kill the dragon.The thief's leather armor has been ripped to shreds. Her broken longsword rests next to her. Inside her backpack are 12 rusted iron spikes, a set of thief's tools, a Potion of Feather Falling, 35 pp and 78 gp.

Room 9: Inside this room are two Stone Guardians ( Hit Points 30 each). Each Stone Guardian has detect invisibility ability. They will attack until defeated. Their is nothing of value here.

Room 10: As the PCs approach they will see the sandy floor start to move. This is the home of a very large Sandling ( Hit Dice 6, Hit Points 35). The sandling will attack the party for it is very territorial.
Treasure: Underneath the sandling is the remains of a halfling mage from the first party that was hired by the baron. Their is a pair of Bracers of Defence AC 5, a +2 dagger, Longtooth, a fine wool cloak ( a 500 gp gem hidden with-in) a bottle of fine brandy worth 100 gp, 57 gp, 240 sp and 130 cp. His spell book is nowhere to be found.

Room 11: This main junction of the cave system is well lit. Their are 4 brass braziers in the room. If the players enter the room without wearing the red ruby pendents, each player  must make a save vs. spell. The brass braziers will shoot flames from them and fill the room. The damage is 4d6 and the trap will reset every other round. The braziers can be destroyed.

Room 12: This cave complex area is unstable.  For every round the players linger around this room, their is a 5% chance that the room caves in. Anyone who is caught in the cave-in will take 5d6 damage and has a chance of being suffocated to death.

Room13: Two guards will be wondering here ( with the same equipment and treasure from room 1). Each will fight to the death.

Room 14: A large cone shaped hole is in the center of the room. Around the edge of the hole are a few gold pieces. This is the home of a Ant Lion ( Hit Points 40). It will attack until reduced below 10 hit points, then it will flee underground.
Treasure: The gold around the edge is the remains of a fighter from the first group of adventures. If the players deal with the Ant Lion and do some digging they will find the following items: a suit of splintmail, a + 1 Footman's Pick, a jeweled encrusted dagger ( worth 100gp), a Potion of Healing, and 120 gp.

Room 15: This room appears empty. A pressure plate is set up underneath the sand. It stretches across the room from north to south. If stepped on, a bell will ring in room 18 and will alert Tutiya.

Room 16: Lying under the sand in this room are two Caryatid Columns ( 22 hit points each) will surprise the party. They too will not attack any PC who is wearing one of the red ruby pendents.

Room 17: The floor to this room is trapped. A large sinkhole will suck down any player who walks into the room. The player who falls into the sinkhole will go under in 4 rounds. If tossed a rope, a combined strength  of 40 is needed to pull out a player. The guards know to stay away from this room.

Room 18: This large cave is the home of the Brass Dragon named Tutiya ( age-Old, Hit Dice 8, Hit Points 59, he can speak and employ magic). If the alarm is rung from room 15, he'll be waiting for the PCs. Sitting on top of a large pile of treasure. He will at first ask the players to surrender or die. His spells are the following:
1st lvl- Magic Missile, Protection from Evil and Sleep
2nd lvl- Darkness 15' Radius, Mirror Image and Web.
 The cave has a hole in the ceiling that is covered up with a illusion. It is how Tutiya comes and goes. The shaft is 20x20 and is over 100 feet tall. If things go bad (if dropped below 15 hit points), he will attempt to flee out of the cave though the hole in the ceiling.
Treasure: The pile of treasure is of mostly coins: 13,604 cp, 8, 900 sp, 4,109 gp, 245 ep and 40 gems worth from 5 gp-100gp each.

Room 19: Treasure room. This is where Tutiya keeps his prized items. They are the following items: a Ring of Warmth, a Wand of Steam & Vapor, a Carpet of Flying, a + 1 Suit of Studded Leather Armor, a +3 Spear, a small chest with a golden crown and scepter worth 1,200 gp, 10 different painting worth from 50 gp to 1,000 gp and a large book case with 40 different tomes and books ( a Manual of Gainful Exercise is among these books) worth 1,000 gp.

Ending the Adventure: If the players succeed in killing Tutiya, the baron will pay the players what he promised them. If Tutiya survives, he will be forever looking for the party members.

                                                      1 square = 5 feet


Saturday, March 19, 2011

FFG 6 Quick Adventure

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                                             Three Ring Circus
                                      A adventure for characters of levels 4th-6th

 This adventure takes place in a large park, just outside of a city. The circus is in town and has set up their show in a large park. The PC's arrive in the city by whatever means is appropriate and the party is approached by the owner of the circus on the second morning. He is Ivan the Great, a elderly human in his 70's. He will tell the party that some one has let some of his main attractions lose. He will pay the party 500 gp if all of his "pets" are safely returned.

  DM Notes: His "pets" are and can be very dangerous. For he has lost a pair of Gorillas, a Owlbear, a Gelatinous Cube, a pair of Rust Monsters and a small Basilisk. Ivan will provide each party member with a +1 club( for subdueing) a blindfold ( for the Basilisk) and a jar of ointment and goggles ( for the Gelatinous Cube). The Group will be lent a wagon with 4 large cages (3 steel cages and a wooden cage) a large glass cage and a large tarp ( to cover up the Basilisk).He will give a vague description of his pets, but will not tell the party what they are. Ivan will accompany the players, but will not take any part in recapturing his pets.
 A discouraged juggler/jester set his pets free after being fired for stealing. He is now located in area 7.

Area 1: This large tent (100' x 40') is where the circus has set up. Several wagons, smaller tents, horses and circus workers are here. No one knows who or why someone has set his pets free, but it happened in the middle of the night.

Area 2: This swampy area in the park. Along the edge is the Gelatinous Cube. Ivan will tell the PC's that the players will have to get down to their under where. Then they will have to put the ointment    ( Ointment of Protection From Gelatinous Cubes) all over themselves. This will protect the players from the effects of the cube, but smells like a dirty sock. The goggles will protect their eyes. The one thing Ivan will not tell the PC's is that the ointment will not come off for a week. DM note: Battling the Gelatinous Cube could be very interesting. The cube will attempt to swallow the pc's but the ointment will protect them. If  their is a Paladin or some one with a high social rank, this could be very fun ( the holy order of the paladin or a wealthy hierarchy could be walking in the park and see him/her in their under where all oiled up). After the Gelatinous Cube is subdued, it can be placed in the large glass cage.

Area 3:  A large grove of apples, pears and plums trees are located here. Sitting in some of the highest apple trees are the 2 missing Gorilla's. The Gorilla's will not come out from the tree and will begin to pelt the party with rotten apples.

Area 4: When the party approaches this area, they will see two deer statues along the edge of the woods. Ivan will inform the party that this is the work of one of his pets. He will tell the party to make a large circle and put on your blindfolds. Ivan will attempt to guide the party from the trail, but his eye sight is not as good as it used to be.The players can start from any of the map locations 1-8. Each hex is 30 feet.
Mud: The player who walks into the mud must make a Dex check or fall flat on his or her rump and into the mud.
Water: Anyone who walks into the water will go up to their waste and must make a Dex check to avoid not going under. At the bottom of one of the water holes is a +2 Shortsword.
Briar Patch: This area is full of briars. Should be fun trying to get out blind folded.
Small Drop: The small hill is only 3 feet high or drop ( depends on which way the player approaches from), but when your blind folded, away you go!
Trees: You ever walk into a tree at night? Ouch goes the nose.
Basilisk: This creature has only 3 hit dice and will at first warm up to the first PC, but when he or she swings the +1 club, she'll run away to a new location on the map.

Area 5: The players will approach a water fountain and see 2 small children playing with the rust monsters
( they are friendly). But will get hungry if a PC approaches in that yummy armor!

Area 6: This thickly wooded pine grove is where the Owlbear is hiding. The Owlbear is still wearing it's pink vest and bells on its collar. It can be lured into its cage with some fresh meat.

Area 7: This area has two large gazebos where a bard is playing some music for a group of onlookers. The jester ( a 5th level thief) who set Ivan's pets free is here watching the show. He will flee if he see Ivan with the party.
                                                                Area 4 map
Overall Map
1 hex = 300 feet

Thursday, March 17, 2011

Star Trek Meets Monty Python

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Oh my. LOL. One of my friends just sent me this.

World War II Games

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Just thought I would share some of my favorite WW2 games and some links to learn how to play.

1st.- Advanced Squad Leader. ASL is a strategy game that deals on the squad level. A great link to learn how to play is a You Tube page called  "wargamecop's". He has Lot's of video's on how to play. ASL is now being produced by www.multimanpublishing.com . The difficulty is high, but the rules are very well organized. Some battles can last for hours, so be warned.



2nd.- Memoir '44. A great new game that is quite easy to learn and easy to play. The web page is
www.daysofwonder.com . On their web site, they have a quick video that is put together well and explains how the game works.

  

3rd.- Of course Axis & Allies. I think everyone knows this one :-) !

Saturday, March 12, 2011

Raising Funds for Japan

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DriveThur RPG is raising funds to help the people of Japan. It's only $5 bucks. Or you could always got to Redcross.org and donate.

Tuesday, March 8, 2011

FFG 5 Quick Adventure

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                                     The Battle to Protect
                                    A Adventure for Characters of levels 6th-8th

 This quick adventure is based on the players entering a village that is currently under attack. The humanoid army is lead by a pair of Hill Giants. The players will enter from the top of the map along the road. They will notice smoke and fires from  burning home's and store's.

Area 1: This farm is currently on fire. The home and the two barns engulfed in flames. The humans that lived here have been killed and looted. Standing around watching the blaze is a small band of humanoids ( 10 Hobgoblins, 4 Bugbears and a Orge). A large rowboat is docked at a pier. The boat can hold up to 6 players safely. Treasure: 250 gp, 340 sp and a +2 Small Wooden Shield.

Area 2: This is the main part of the village. Some 20 buildings are located here. Most of the villagers have fled when the humanoid army approached. Currently their are 20 Hobgoblins, 7 Orcs and 10 Bugbears raiding the village. Treasure: 350 gp, 50pp, and a +1 Spear.

Area 3: This wooded area is where most of the villagers have fled too. Hiding in the most dense part of the forest are 40 villagers ( 0 level humans) and 3 village guards ( 1st level fighters, who wear chainmail, shield and carry longswords). The villagers will not fight and the guards will fight with the players if the villagers are safely escorted to a safe palce.

Area 4:  This long bridge ( over 200 yards long) is guarded by a group of Hobgoblins (19 Hobgoblins wielding longbows and longswords) and a Evil Wizard ( 7th level Human Wizard, +3 Staff, Wand of Fireballs and a Potion of Flying). If the fight goes bad, the wizard will use the Potion of Flying to escape. Treasure: 200 gp, 300 sp and 3 gems worth 100 gp each.

Area 5: This is one area where the village guards have beat back some of the humanoids. Their are 5 farms located here. Their are 12 town guards here ( 11, 1st level fighters and a 3rd level Sergent) and 20 villagers.
Six of the guards are wounded and need healing. Around 10 hobgoblins and 10 bugbears are dead. The guards will help the party if the villagers are safely escape. Treasure: none

Area 6: This is the fishing side of the village. Around 20 buildings are located here. They range from homes to large warehouses. Eight large docks sit along this side of the lake. Most of the villagers from this area has been killed. Several of the village's guards has also been killed here.Their are only 6 Hobgoblins, 13 Orcs and 1 Orge looting this area. Treasure: 150 gp, 800 cp, and a Bag of Holding.

Area 7: Large farm. This large farm is the home of a retired druid (9th level half-elf druid, she where's a +4 suit of Leather Armor, and wields a +3 Quarter Staff). When the players arrive they will see her battling 4 Bugbears, 10 Orc's and a Hill Giant. The druid has a large tiger as a pet. Treasure: The hill giant carries 550 gp, 2,000sp and a +1 Great Club.

Area 8: This small fishing house is where the local hermit lives. A group of villagers are hiding out here ( 0- level, 9 in all). All will flee at the first sign of trouble. Treasure: none

Area 9: This uphill area is lightly wooded. A group of tents are set up here. This is the camp of the humanoid army. Inside their camp are only a group of 15 Bugbears. Treasure: 1,300 gp and 12 + 2 arrows.

Area 10: As the players approach, a siege is taking place. The players will see a large group of humanoids entering the tower. Outside the tower is a very large Hill Giant ( +2 HD). He is the leader of this army. Treasure: Portable Hole, 1,900 gp, 350 sp, 7 gems worth 250 gp each, a + 2 Dagger of Vemon and a + 3 suit of Studded Leather Armor.

1 Hex = 100 yards            
                                            The Tower
                              The tower is made of stone and is three stories tall.
                              
                                                                Level 1
 Room 1: This is the entry hall. The door has been smashed in. Four dead guards and eight dead orcs are on the floor.

 Room 2: This room is the greeting room. It has been ransacked and rummaged though. Their is nothing of value or interest here.
 Room 3: This large room is the dinning hall. A large table sits in the center and 16 chairs round the table. A stone staircase lead up. Two dead  Bugbear are lying at the bottom of the staircase.
 Room 4: This room is the towers kitchen. Inside are 3 Bugbears and 2 Hobgoblins eating. The door to room 5 is barred from the inside.
 Room 5: This storage room is filled with food, wine casks and barrels of ales. Inside are the towers cooks and maid's ( five 0-level humans). They have stacked creates and have barred the door. They will not fight and will flee at the first opportunity.
 Room 6: This room is the bedroom of the captain of the guard. The room has been ransacked and their is nothing of value here.
 Room 7: This room is a library. Books are thrown all over the floor and book cases toppled over. Treasure: 4 arcane scrolls ( roll at random) and a Rod of Wonder.

                                                               Level 2
 Room 1: At the top of the staircase is a dead guard holding a +1 longbow.
 Room 2: This large room is the towers barracks. Their are 10 bunk beds and a small table. Hiding under one of the beds is a Halfling ( 2nd level thief, he wears +1 leather armor, and a shortsword). He is a friend of the lord. The players can hear a battle raging in Room 3.
 Room 3: At the bottom of the stairs are 5 Bugbears shooting heavy crossbows up the stairs. They are battling the remaining guards from upstairs. The battle is being fought on the staircase and in Room 1 on level 3.
 Room 5: This room is a lords study. A large statue of a minor god. Inside are 3 Hobgoblins and 1 Orge.
Treasure: 2 paintings worth 500 gp each, a large silver urn worth 100 gp and a pair of + 1 swords crossed hanging on the wall. The door to Room 6 is wizard locked.
 Room 6: This room is is the towers treasure room. Treasure: 2 large chests with 500 gp and 500 sp in each, a suit of +1 scalemail armor, a set of gold and silver dishes worth 1,000 gp and 4 potions of extra-healing.
                                                                Level 3
 Room 1: This room is in the middle of a fierce battle. Six tower guards ( 1st level fighters), the Captain of the Guard ( 6th level fighter/2nd level cleric) and the Lord of the Tower ( 7th level fighter) are fighting 7 Bugbears, 8 Hobgoblins and a Orge Mage.
 Room 2: This room is the towers temple. It has a altar to the same minor god statue from Room 5 on level 2. Treasure: Their are 3 large tapestries worth 250 gp each.
 Room 3: This room is a sitting room. Two guards ( 1st level fighters) are here protecting the door to room 4. Treasure:  a hidden compartment holds a Bag of Holding with 300 gp and 25 gems worth 25 gp each.
 Room 4: This is the lords bedroom. Inside are the Lords wife ( 0-level human) and his two children ( both are 0-level). Treasure: a gold crown worth 200 gp, silk bed sheets worth 100 gp, a small paintin g worth 500 gp, a silver mirror worth 100 gp and a teek wood desk with gold inlays worth 2,000 gp.
 Room 5: The door to this room is wizard locked. This is the room to the towers wizard. He is currently away from the village. Treasure: 1 arcane scroll with  four 3rd level spells, a Serpent Staff, and a +1 dagger +3 vs. demons.


  If the players save the village and the Lord of the Tower, they will be very grateful.  The Lord will grant the players some near-by land with a old castle. The castle is in ruins and needs to be cleaned out ( further adventures for the party).

Sunday, March 6, 2011

It's the beginning, zombie's are on the way

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This I have to put into the WTF?

http://www.huffingtonpost.com/2011/03/02/zombie-creating-fungi-cordyceps_n_830558.html

One Page Dungeon Contest 2011 Announced

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 Just to let every one know that the one page dungeon contest has started last week. The deadline for the contest is set for april 1st.

http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2011