Made my way down to Mecca over the weekend to pay omige to the Nerd Gods! Myself and a good friend just went down for one day. Not much planned except to spend some cash and meet some friends from a Canonfire (a Greyhawk webpage) at the Ram. The one thing I was looking forward to getting was the two expansion packs for The Red Dragon Inn, but they were sold-out by Sat. Stopped by the OSR both and meet Frank Mentzer. Very nice guy.
Didn't bring much back, but here is the swag. Two OSR modules, got a couple magic cards, some new dice, Bolt Action core rule book and some Forgeworld 40k mini's. I spent more cash on my badge, buying breakfast, chipping in for gas, getting dinner and buying a crap load of drinks for people. But had a blast.
Forever Free Games is a blog site to give back to the Dungeons & Dragons community. This blog page is for free modules,maps and other supplements.
Monday, August 20, 2012
Friday, August 17, 2012
Had to step away from the computer........
So after 3 days of typing last weekend, I had to step away for a sec. Have had a military model diorama i've put off for some time now (about a year ago).The diorama depicts the 5th panzer div. on it's way to the Balkans in 1942. I had the Sd.kfz 223 armored car (on the road) and the Steyr RSO/1 (parked in the grass) tractor done. On monday got back to the project. Went to Wal-mart and got a $8 wooden picture fram for my base. Glued a peice of 1/4 ply-wood in the frame and so on. The diorama is FAR from done, but here is what I have done so far. Still have 3 more figures to put together and LOT'S of painting ahead. Took the pictures with my phone.
Off to Gencon tomorrow to spend a crap-load of cash.
Off to Gencon tomorrow to spend a crap-load of cash.
Sunday, August 12, 2012
London Games
Been watching the London games for the past two weeks. Here are some of my fav. highlights. Hope you enjoyed the games as much as i did.
Sunday, July 29, 2012
Gamer Girl, Country Boy - Felicia Day & Jason Charles Miller
Not much of a country music fan, but funny!
Thursday, July 19, 2012
Man/Nerd Cave
Thought I would send out some pic's of my man/nerd cave. Sorry about the white fuzzy'ness, using my camera on my phone. Anyone else have pic's of their man/nerd caves? I would love to see them!
Sunday, April 15, 2012
Imagine Magazine
Was on ebay just the other day and came across someone selling a few copies of Imagine Magazine. I remember a local gaming store was selling used one's a LOOOONG time ago. I was just wondering if they are worth putting in a bid for them?
Sunday, April 1, 2012
Burnt Out
I might need some help. As of late, I'm in that "Man.....I just don't want to anything but stair at the TV"
I just got done moving, work has been in overdrive, and so on. Work on my new project has almost come to complete stop.
And to make things worse, our gaming group has stopped playing to take a break from gaming. My question is this: does anyone have a cure for the "I just don't want to do shit" mode i'm in?
I just got done moving, work has been in overdrive, and so on. Work on my new project has almost come to complete stop.
And to make things worse, our gaming group has stopped playing to take a break from gaming. My question is this: does anyone have a cure for the "I just don't want to do shit" mode i'm in?
Saturday, March 10, 2012
Bounty Hunters
Don't know how many of you are NFL fan's, but I've been a Saints fan as long as I can remember. Well with the new investigation on the New Orlean Saints got me thinking. How would you like to be a O-line men facing across these bounty hunters. HeHe. Now that's a set of fearsome linebackers.
Sunday, February 26, 2012
Zombie's
Just got done watching "The Walking Dead" tonight and was just wondering. What kind of zombie's do you run in your game? The Slow moving zombie's from the show and the movie's. Or the fast moving one's from "28 Days Later".
1-The slow moving one's can be killed by a axe to the head, turned by the cleric and can be made from your local necromancer.
2- The fast one's who are not "dead" but infected. Run very fast and cannot be turned (Surprise Mr. Cleric!).
So what's your favoret ?
1-The slow moving one's can be killed by a axe to the head, turned by the cleric and can be made from your local necromancer.
2- The fast one's who are not "dead" but infected. Run very fast and cannot be turned (Surprise Mr. Cleric!).
So what's your favoret ?
Monday, January 30, 2012
Good things happens when a refrigerator fall's on you?
Well back in June of 2010, I just got done with FFG3 Spitting Image and was thinking of what to do next. My land lord ( who just passed away last Nov.) just went out and bought brand new double door refrigerator for the apartment I live in. Her handy man ( her 65 year old uncle) and I had to take both doors off to get this monster up the stairs.
Half way up the stairs he lost his grip and, well....the fridge rolled right over me. After going to the hospital and finding out I now have 2 herniated disk's and a dislocated one. Thank goodness for my work has short term disability so I was able to get a pay check each week.
With nothing to do for the foreseeable future, might as well start on my next project. One of my friends said why don't you try and sell one of your stories. I thought " not a bad idea, but just about everything has been done" as in location wise.
So after 2 weeks of drug induced numbness, one of my favorite movies came on TV "Force 10 from Navarone" A world war 2 movie with a great cast ( Robert Shaw and Harrison Ford just to name a few). Then it clicked, A DAM! Dont think it's ever been done. Then it was all down hill. Everthing just rolled for the story, the plot's, the map's and so on. But then who to offer it too?
My first thought was the nice people at Expeditious Retreat Press. So I sent a email off to Joseph Browning about my module. A couple days later they agreeded to buy my adventure.
So I would like to thank Joseph Browning and Suzi Yee for publishing my idea. Here is my first published module, I hope you enjoy it!
http://josephbrowning.blogspot.com/2012/01/advanced-adventures-22-stonepick.html
Half way up the stairs he lost his grip and, well....the fridge rolled right over me. After going to the hospital and finding out I now have 2 herniated disk's and a dislocated one. Thank goodness for my work has short term disability so I was able to get a pay check each week.
With nothing to do for the foreseeable future, might as well start on my next project. One of my friends said why don't you try and sell one of your stories. I thought " not a bad idea, but just about everything has been done" as in location wise.
So after 2 weeks of drug induced numbness, one of my favorite movies came on TV "Force 10 from Navarone" A world war 2 movie with a great cast ( Robert Shaw and Harrison Ford just to name a few). Then it clicked, A DAM! Dont think it's ever been done. Then it was all down hill. Everthing just rolled for the story, the plot's, the map's and so on. But then who to offer it too?
My first thought was the nice people at Expeditious Retreat Press. So I sent a email off to Joseph Browning about my module. A couple days later they agreeded to buy my adventure.
So I would like to thank Joseph Browning and Suzi Yee for publishing my idea. Here is my first published module, I hope you enjoy it!
http://josephbrowning.blogspot.com/2012/01/advanced-adventures-22-stonepick.html
Monday, January 9, 2012
The web is a buzzing!
Well, most of you have heard by now that wotc is working on 5th edition. I've read allot of other blogs and theirs lots of complaining to stop, don't do it, re-tool it, and so on. Most posts or comments have been negative.
So what I want to hear is "What would you like to see in 5th edition?". "What would you like Wotc to do?"
Sunday, November 20, 2011
Sunday, November 13, 2011
Friday, October 14, 2011
Busy,Busy,Busy.....
Have not posted anything as of late. Work has been in overdrive. Work on the new "Top Secret Project" has been on schedule. Here's a clue to what it is. The new logo, a great drawing by Stephan Poag.
And one day last week as all old gamers do, was reminiscing with a few friends about the "Good O Days" of gaming, movies and TV shows. My friend John talked about a show I forgot all about. Been catching up on the shows on You Tube. Yea I should be working on the new project, but Dam this show takes me back. McCall was the shit back in the 80's!! Edward Woodward was a big mini wargamer as well.
Saturday, September 24, 2011
Cool new item for ASL players
Over at countersmith.blogspot.com they have come out with AFV Logic off-board counter system cards.
If anyone has ever played ASL, you know sometime's it's a pain in the butt looking up all of them rules on AFV's. Countersmith Workshop has come up with a great idea. I give the smart cards 5 out of 5 stars.
If anyone has ever played ASL, you know sometime's it's a pain in the butt looking up all of them rules on AFV's. Countersmith Workshop has come up with a great idea. I give the smart cards 5 out of 5 stars.
Tuesday, August 23, 2011
Helmets!
Been home today feeling a little under the weather ( took a sick day from work). Not much on the boob tube today and so I was looking over some of my 1st edition modules and core books. The one thing I noticed was the fact that some of the pictures of characters who were wearing some of the lower armor class armor wearing helmets. Like the PC's on the back cover of S4 The Lost Caverns of Tsojcanth, two of them are wearing studded leather armor with helmets.
Now in the Dungeon Masters Guide on page 28 it reads " It is assumed that an appropriate type of head armoring will be added to the suit of armor to allow uniform protection of the wearer. Wearing of a "great helm" adds the appropriate weight and restricts vision to the front 60', but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head ( d6 1-3= head blow)"
This is a little used rule. Every thief I have played or GM'd, the thief wore leather armor but not a helment. Now, lets say the thief was wearing a +1 suit of Leather Armor, would this give his or her expossed head a AC 9? What if a thief was wearing a +1 suit of Leather Armor and had a dex. modafier of +2. The theif would have a AC of 5 but a head AC of 7? When I was GM'ing, if I would have looked at this overlooked rule, all of my guards would have been aiming for the head.
Just want to know what your stance is on Helmets!!!
Now in the Dungeon Masters Guide on page 28 it reads " It is assumed that an appropriate type of head armoring will be added to the suit of armor to allow uniform protection of the wearer. Wearing of a "great helm" adds the appropriate weight and restricts vision to the front 60', but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head ( d6 1-3= head blow)"
This is a little used rule. Every thief I have played or GM'd, the thief wore leather armor but not a helment. Now, lets say the thief was wearing a +1 suit of Leather Armor, would this give his or her expossed head a AC 9? What if a thief was wearing a +1 suit of Leather Armor and had a dex. modafier of +2. The theif would have a AC of 5 but a head AC of 7? When I was GM'ing, if I would have looked at this overlooked rule, all of my guards would have been aiming for the head.
Just want to know what your stance is on Helmets!!!
Sunday, August 14, 2011
Sad news for Forever Free Games.org
Just to let every one know, I'll be shutting down foreverfreegames.org on the 22nd of this mo. Not because of the money or anything else, but I've been working on a new project. I will still have this blog page going. So if you haven't downloaded any of the modules, go now!
So on that note.......
So on that note.......
Tuesday, July 19, 2011
Is the end near???
As some of you might know, I work at a very large publishing company. Today we got news that Borders Book store chain will be going out of business. We will no longer ship anything to any store's or warehouse's. Their stock has been on the market for over 6 mo. and no one bought any of it, to try and save the company. Sells of paperback and hardback books for this company have fallen over 50%, over the last 3 years.
How will this affect the gaming community? Will WoTC drop the hard back items? With POD ( print on demand) about to go full force, will we be able to go down to the local gaming shop and get those books? Or are we destined to order any of our stuff from online shops?
The world my never know................
How will this affect the gaming community? Will WoTC drop the hard back items? With POD ( print on demand) about to go full force, will we be able to go down to the local gaming shop and get those books? Or are we destined to order any of our stuff from online shops?
The world my never know................
Thursday, July 14, 2011
TV show's turned into game's
Some of my favorite show that got turned into board games. I wish I had a hot tub time machine....or I guess I could go on e-bay.
Sunday, July 10, 2011
FFG 9 Quick Adventure
Sorry about not posting anything as of late. My job has been in overdrive. I had 2 days off for the mo. of June. And I have been working on a BIG side project where a gray clearance card is needed ( any of you old gamers might know that one). Hope you enjoy the adventure.
Who Wants Mushroom's on their Salad?
A adventure for characters of levels 3rd-5th
This adventure can take place in any location. The players could inherit the small keep, hired by a local baron to clean it out or just trying to find shelter from a storm. The Keep is surrounded by mushroom's ranging in all sizes ( from 2 inches to 4 feet tall). When the party approaches the Keep they will see that the two main doors are missing and their are several holes in the walls. A small tower seems to be undamaged.
The Keep is infested with mushroom's and dangerous plants. All hallways and rooms will have some type of fungus in it. A evil Myconid has taken up residents with-in the Keep. It and a few other Myconid's was banished from their circle for act's of evil.The interior has a illuminating fungus that covers most of the Keeps interior ( except for noted area's). Vision with out a light source will be 15'.
DM Note: The Monster Manual 2 and the Fiend Folio is needed for some of the monsters in this adventure.
Main Floor
Room 1: This is the main entrance to the keep. Both doors have been ripped off their hinges long ago and now are a pile of timber at the entrance. The room itself has a row of columns that end at a large statue of some god. But now the room is covered by fungus and small mushrooms. The floor to this room is covered with mushrooms of all different colors and sizes. A small path leads from the entrance to room 10. If the players search the room they will find 2-20 death cap mushrooms.
Room 2: The room has a sweet syrup like odor and their are is a black fly infestation with-in the room.
Two Giant Sundew's ( AC 7, Mv 1", Hit Dice 8, Hit Points 30, 27, Attacks special, Dmg 1-3 ) inhabit this room. Each Sundew can attack each player with up to 6 tendrils. These tendrils end in a sticky glob of sap. For every 3 tendrils that strike a victim, that victim will suffer a -1 on it's subsequent to-hit rolls. This effect is cumulative. The sap is composed of a mild enzyme acid that will cause 1 point of damage per round for each tendril attached to the player until it is removed. The sap will become harmless if soaked with vinegar or alcohol. Each will attack until killed. If the players search the room they will find a body of a passing hobgoblin that was killed by the Sundew's. It has a Potion of Extra-Healing, a silver dagger and 30gp
Room 3: The wooden door to this room has swollen shut. A Open Door check will force the door open. The room is very damp and stinks of rotten vegetables. Three large piles of mushrooms sit in the far corner of the room. The mushroom's are 3 Phycomids ( AC 5, Mv 3", Hit Dice 4, Hit Points 20 each, Attacks 2, Dmg 3-6/3-6 , Special Attacks: infection). Each Phycomids will attack until destroyed. Their is nothing of value in the room.
Room 4: The door to this room is locked. The room is dark and dusty. This room has no illuminating fungus and has no mushroom's or flora inside. When a light source is brought into the room, 3 bunk beds and 3 footlockers can be seen. This was one of the Keeps barracks. One of the footlockers is trapped. If opened a poison gas will fill the room ( save vs. poison or be sickened for 2-4 turns, -2 to all attacks and saves). The room contains the following items: a +1 Light Mace, a Bracers of Defence Ac 5, 7 +1 Arrows, 159sp, 44gp and a silver neck less worth 100gp.
Room 5: This area of the Keeps wall has been smashed down in two area's. Large mushroom's inhabit this room making travel difficult. The door to room 6 (which swings outwards)can be seen. A short but rather thick mushroom sits in front of it. The door will only open 1 foot and only a small player can fit though it.The mushroom will have to be chopped down for larger players to get by. It will take a players 1 turn with a axe to chop his or her way though.
Room 6: When the door is opened, the players will see 3 small plant like creatures with a red tinge to them. These creatures are Jalapeno Vegepygmy's ( AC 4, Mv 12", Hit Dice 2, Hit Points 12 each, Attacks 1, Dmg 1-6 or by breath weapon, see new creature for more info). The Vegepygmy's will attack first using their breath weapon and then wade into battle. If two of them are killed, the last one will attempt to flee down the stairs. Each carry a crude hand axe. The door to room 7 has a large padlock on it.
Room 7: The door has a finely crafted lock ( - 5% to pick. The keys to open the doors are located in Room 3 on the dungeon map) keeping the door shut tight. When the door is opened a large fireplace still burns. A large create and a wooden barrel rests in the along the wall. Inside the fireplace is a small Fire Elemental ( AC 2, MVDmg 2-16). The Fire Elemental was magically held in the fireplace by the baron. But after the years the magic has worn off, but the Fire Elemental has not left. Inside the crate are the remains of long gone bad rations. The wooden barrel has some very fine brandy left inside ( 5 gallons worth 150gp).
Room 8: This large room was the Keeps great dinning hall. A long 10' table rests in the center of the room with 7 chairs around it. A dormant fireplace sits along the back wall with two rotting tapestries hanging next to it. Black moss covers the tapestries. The moss are 2 Obliviax, memory moss ( AC 10, Mv nil, Hit Dice 1-2 hit points, Attack special, Damage Nil). The moss will attack until destroyed. Hidden inside one of the legs of a chair is a +1 Ring of Protection.
Room 9: The door to this room is slightly open. Inside the room are 2 Jalapeno Vegepygmy's ( same stats from Room 6). Each Vegepygmy will attack using their breath weapon and attempt to flee to room 6. The room has nothing of value.
Room 10: This room has a large hole in the wall. The room has 4 large ferns growing inside. Underneath the ferns are 7 Giant Frogs ( AC 7, Mv 3"/9", Hit Dice 1 each, Hit Points 7 each, Attack 1, Dmg 1-3/1-3/1-6) make their home. The Vegepygmy's are training these frogs as mounts. The frogs will not attack unless attacked. Nothing of value can be found.
Room 11: The doors to this room are very cold. Inside the room is a large patch of Brown Mold.
When any player enters the room the patch grow in size. Inside the room is a large crate with a pair of Boots of Dancing and a +1 Small Wooden Shield.
Room 12: This room was the kitchen at one time. A large steal table and a small fireplace are the only items of interest in the room. A Huge Spider ( AC 6, Mv 18", Hit Dice 2+2, Hit Points 17, Attack 1, Dmg 1-6) makes the fireplace it's home.The spider will attack the first player who enters the room and attempt to drag him or her into the fireplace. If reduced to less than 5 hit points, the spider will flee up and out of chimney. Resting at the bottom of the fireplace are bones and bits and pieces of it victims. Underneath the rubbish the players can find a gem worth 500gp, and a ivory flute worth 250gp.
Room 13: The door to this room is open and is covered in slimy black mushrooms. If any one touches these mushrooms with a glove on or bare skin, the player will have top make a save vs. poison or become sick for 2-12 days. The player gain a high fever, will move at half, all saves will be lowered by 2, and will have his or her vision reduced to 20 feet.
Room 14: Both doors to the tower are locked ( a -10% due to the complexity of the locks. The keys to open the doors are located in Room 3 on the dungeon map).
When opened, a rush of moldy old books can be smelled and is dark. Inside is a large book shelve is toppled over in the center of room. Broken chairs and tables litter the floor. A iron spiral staircase leads up to the next level. If the players search the pile of books they will find the following items: a tome called " Barks of the World and their Medicinal Properties" worth 200gp, a thin leather bond book " Common Mushrooms" worth 50gp, and a magic-user scroll with Burning Hands, Web and Gust of Wind.
Upper Level 2
The upper levels of the tower have not been taken over by the mushrooms. A thick layer of dust covers the upper levels of the tower. The tower has no windows or arrow slits.
Room 1: When the players enter this small 10'x10' room the sweet smell of perfume. A small table sits along a door to the south. On top of the table is a large crystal bottle with gold and silver inlays. A silver topper still corks this fine piece. If the bottle is opened a plum of sweet smelling smoke will fill the room in 1 round. The players must make a save vs. poison or be under the effect of a very powerful sleep spell. If a players fails his or her save, they will be out for 2-8 turns. The bottle has only one use. It is worth 300gp.
Room 2: Inside this room is a long rug (6 x 9) that goes from one door to the next. A small crate and a barrel stands next to a small pile of clothing. The rug is a small Trapper Rug ( AC 3, Mv 3", Hit Dice 6, Hit Points 31, Attack 2+, Dmg special, same as a normal Trapper, but appears as a rug).
The crate and barrel have nothing of value, but the pile of clothing is a set of fine silk robes worth 100gp.
Room 3: This small 10' x 10' room has only a small stone altar with two gold candle holders resting on it. This is a small shrine to a long forgotten god. The candle holders are cursed. If anyone would take the holders out of the Keep, that player will start to change slowly to the opposite sex. This will take place over 2 weeks. A remove curse will remove the effects. The candle holders are worth 250gp each.
Upper Level 3
Room 4: The spiral staircase continues up to a metal hatch. A rusted bar hold the hatch tightly shut, otherwise the room is bare. A strength check must be made in order to move the bar so can be opened.
Room 5: This must have been a wizards study at some time. A large oak desk rests against the wall with a leather chair in front of it. On the desk are beakers, flasks, scrolls of parchment and so on. A large wooden box sits next to the desk.
The box is magical sealed and if opened a Wight ( AC 5, Mv 12", Hit Dice 4+4, Hit Points 21, Attack 1, Dmg 1-4) will be teleported into the room.
On the table are the following items: 2 Potions of Extra-Healing, a pack of Dust of Disappearance, a scroll with Protection from Traps and a Pearl of Power-second level spell.
Room 6: A large bed is the only item in the room. A red silk sheet covers the bed. The sheet is a Sheet Phantom ( AC 3, Mv 6", Hit Dice 3, Hit Points 14, Attack 1, Dmg 1-4) will wait until a player sits on the bed, and then it will attack. Their is nothing of value in the room.
Roof Top
If the players come up though the tower or scale the side the top of the tower is covered with light green climbing vine. A Yellow Musk Creeper ( AC 7, Mv nil, Hit Dice 3,Hit Points 13, Attacks 2-12, Dmg Special) has made it's home here.
Dungeon Level
Room 1: At the bottom of the stair well are 4 Jalapeno Vegepygmy's ( same as room 6) will be here. If one of the Vegepyygmy's escaped from room 6, they will be waiting for the party. If a battle breaks out and lasts for more than 4 rounds, the Shambling Mound from room 4 will enter the room and attack. The crates and barrel have nothing of value in them.
Room 2: When the door to this room is opened, a bright light fills the room. With-in the room are 6 medium green pods attached to a large rust colored plant. This plant is where the Jalapeno Vegepygmy's grow from. The evil Myconid has crossed bred a jalapeno plant and russet mold. A body must be placed into one of the pods to make a Vegepygmy. This process takes 1 to 2 days.
The light source is a Light spell cast on a lantern. The players will have 1 round before a Jalapeno Vegepygmy will emerge from one of the pods. It will attack the following round. The plant has a armor class of 10 and 40 hit points. It has no attacks or defence.
Room 3: This room is the Keeps jail cells. Now the Myconid uses it to hold prisoners. Hanging on the wall is a set of keys ( the keys will open all of the jail cells as well as the locks in Room 7 and 14).
3A: A local halfing ( 3rd level thief ) was caught just two days ago. He will beg for his freedom. If let out of his cell he will escape at the first chance he gets.
3B: A insane Gnoll is in the cell. He will attack if freed.
3C: The door to this cell is open. Inside the cell are 4 dead human body's. They were local farmers killed by the Jalapeno Vegepygmy's for the Myconid to turn them into animated corpse's.
Room 4: The room is a completely filled with mushrooms and garbage. Inside the room is Shambling Mound ( AC 0, Mv 6", Hit Dice 8, Hit Points 40, Attacks 2, Dmg 2-16/2-16) two Violet Fungi (AC 7, Mv 1", Hit Dice 3, Hit Points 13 and 11, Attack 1, Dmg 1-4) and three Shriekers ( AC 7, Mv 1", Hit Dice 3, Hit Points 14,12 and 10, Attack nil, Dmg nil). If a battle lasting more than 4 rounds in Room 1 the Shambling Mound will have left the room. If the Shriekers give off their wail, it will alert the Myconid to intruders.
The secret room to the south has not been found by any of the Keeps inhabitant's. If the players search though the garbage for more than 2 turns, they will find a +2 Dagger, Longtooth.
Room 5: This is the Keeps treasure room. When the Keep was under siege, the owner grabbed what he could and left what he couldn't carry. Inside the room is a small table and two small chests.
The table has the following items: a small leather bag with 20 gems worth 10gp each, a pile of gold coins ( 56 in all), a small painting in a silver frame worth 100gp and a detailed handcrafted gold and silver inlay lantern worth 300gp. The two chests combined hold the following items: a suit of Gnome sized splintmail, 24 +1 Arrows, a +1 Hand axe, 700cp, 478sp, 150gp, and 40pp.
Room6: A small trickle of water runs down into this room. Standing around a small pool of water are 5 humanoids. Three of these are Animated Corpse's ( AC 10, Mv9", Hit Dice 1, Hit Points 4 each, Attack 2, Dmg 1-3/1-3) and two Myconid's ( AC 10, Mv 9", Hit Dice 4, Hit Points 20 and 18, Attack 1,Dmg 4-16). Their is nothing of value in the room.
Room 7: As the players approach the room, a bright light can be seen coming from it. When the players enter the room they will see a large black fungus standing around 12 feet tall. It turns and attacks! The Myconid leader ( AC 8, Mv 9", Hit Dice 6, Hit Points 41, Attack 1 punch or 1 whip, Dmg 6-24 or 1-8+2 ). He will attack using his spore attacks first then wade into melee. He carries a +2 Vengfull Vine Whip ( see new magic items for more info), 3 Potions of Healing in orc skulls and a wears a +2 Ring of Protection. He will attack untill killed. A light spell cast at the top of the room is the light source. If a battle breaks out the Myconid's from room 8 will come to their leaders aid.
Room 8: Inside this small room are three Myconid's ( AC 10, Mv 9" Hit Dice 2 each, Hit Points 12 each, Attack 1, Dmg 2-8). All will attack until destroyed. Their is nothing of value in the room.
Appendix:
New Monster : Jalapeno Vegepygmy. Same stats as a nromal 2 Hit Dice vegepygmy, but each will have a pepper spray breath weapon. The range is 10' and the oppent must make a save vs. breath weapon or be blinded for 2-8 rounds. They can produce this twice per day.
New Magic Item: +2 Vengfull Vine Whip. This thorn riddled vine is around 7 feet long. When a hit is scored, the vine will drain 1-4 points of blood from it's target. Four every 8 points of blood drained from a target, it will give the weilder 1-4 temperary hit points. These hit points will last for 2-8 hours.
Maps
Who Wants Mushroom's on their Salad?
A adventure for characters of levels 3rd-5th
This adventure can take place in any location. The players could inherit the small keep, hired by a local baron to clean it out or just trying to find shelter from a storm. The Keep is surrounded by mushroom's ranging in all sizes ( from 2 inches to 4 feet tall). When the party approaches the Keep they will see that the two main doors are missing and their are several holes in the walls. A small tower seems to be undamaged.
The Keep is infested with mushroom's and dangerous plants. All hallways and rooms will have some type of fungus in it. A evil Myconid has taken up residents with-in the Keep. It and a few other Myconid's was banished from their circle for act's of evil.The interior has a illuminating fungus that covers most of the Keeps interior ( except for noted area's). Vision with out a light source will be 15'.
DM Note: The Monster Manual 2 and the Fiend Folio is needed for some of the monsters in this adventure.
Main Floor
Room 1: This is the main entrance to the keep. Both doors have been ripped off their hinges long ago and now are a pile of timber at the entrance. The room itself has a row of columns that end at a large statue of some god. But now the room is covered by fungus and small mushrooms. The floor to this room is covered with mushrooms of all different colors and sizes. A small path leads from the entrance to room 10. If the players search the room they will find 2-20 death cap mushrooms.
Room 2: The room has a sweet syrup like odor and their are is a black fly infestation with-in the room.
Two Giant Sundew's ( AC 7, Mv 1", Hit Dice 8, Hit Points 30, 27, Attacks special, Dmg 1-3 ) inhabit this room. Each Sundew can attack each player with up to 6 tendrils. These tendrils end in a sticky glob of sap. For every 3 tendrils that strike a victim, that victim will suffer a -1 on it's subsequent to-hit rolls. This effect is cumulative. The sap is composed of a mild enzyme acid that will cause 1 point of damage per round for each tendril attached to the player until it is removed. The sap will become harmless if soaked with vinegar or alcohol. Each will attack until killed. If the players search the room they will find a body of a passing hobgoblin that was killed by the Sundew's. It has a Potion of Extra-Healing, a silver dagger and 30gp
Room 3: The wooden door to this room has swollen shut. A Open Door check will force the door open. The room is very damp and stinks of rotten vegetables. Three large piles of mushrooms sit in the far corner of the room. The mushroom's are 3 Phycomids ( AC 5, Mv 3", Hit Dice 4, Hit Points 20 each, Attacks 2, Dmg 3-6/3-6 , Special Attacks: infection). Each Phycomids will attack until destroyed. Their is nothing of value in the room.
Room 4: The door to this room is locked. The room is dark and dusty. This room has no illuminating fungus and has no mushroom's or flora inside. When a light source is brought into the room, 3 bunk beds and 3 footlockers can be seen. This was one of the Keeps barracks. One of the footlockers is trapped. If opened a poison gas will fill the room ( save vs. poison or be sickened for 2-4 turns, -2 to all attacks and saves). The room contains the following items: a +1 Light Mace, a Bracers of Defence Ac 5, 7 +1 Arrows, 159sp, 44gp and a silver neck less worth 100gp.
Room 5: This area of the Keeps wall has been smashed down in two area's. Large mushroom's inhabit this room making travel difficult. The door to room 6 (which swings outwards)can be seen. A short but rather thick mushroom sits in front of it. The door will only open 1 foot and only a small player can fit though it.The mushroom will have to be chopped down for larger players to get by. It will take a players 1 turn with a axe to chop his or her way though.
Room 6: When the door is opened, the players will see 3 small plant like creatures with a red tinge to them. These creatures are Jalapeno Vegepygmy's ( AC 4, Mv 12", Hit Dice 2, Hit Points 12 each, Attacks 1, Dmg 1-6 or by breath weapon, see new creature for more info). The Vegepygmy's will attack first using their breath weapon and then wade into battle. If two of them are killed, the last one will attempt to flee down the stairs. Each carry a crude hand axe. The door to room 7 has a large padlock on it.
Room 7: The door has a finely crafted lock ( - 5% to pick. The keys to open the doors are located in Room 3 on the dungeon map) keeping the door shut tight. When the door is opened a large fireplace still burns. A large create and a wooden barrel rests in the along the wall. Inside the fireplace is a small Fire Elemental ( AC 2, MVDmg 2-16). The Fire Elemental was magically held in the fireplace by the baron. But after the years the magic has worn off, but the Fire Elemental has not left. Inside the crate are the remains of long gone bad rations. The wooden barrel has some very fine brandy left inside ( 5 gallons worth 150gp).
Room 8: This large room was the Keeps great dinning hall. A long 10' table rests in the center of the room with 7 chairs around it. A dormant fireplace sits along the back wall with two rotting tapestries hanging next to it. Black moss covers the tapestries. The moss are 2 Obliviax, memory moss ( AC 10, Mv nil, Hit Dice 1-2 hit points, Attack special, Damage Nil). The moss will attack until destroyed. Hidden inside one of the legs of a chair is a +1 Ring of Protection.
Room 9: The door to this room is slightly open. Inside the room are 2 Jalapeno Vegepygmy's ( same stats from Room 6). Each Vegepygmy will attack using their breath weapon and attempt to flee to room 6. The room has nothing of value.
Room 10: This room has a large hole in the wall. The room has 4 large ferns growing inside. Underneath the ferns are 7 Giant Frogs ( AC 7, Mv 3"/9", Hit Dice 1 each, Hit Points 7 each, Attack 1, Dmg 1-3/1-3/1-6) make their home. The Vegepygmy's are training these frogs as mounts. The frogs will not attack unless attacked. Nothing of value can be found.
Room 11: The doors to this room are very cold. Inside the room is a large patch of Brown Mold.
When any player enters the room the patch grow in size. Inside the room is a large crate with a pair of Boots of Dancing and a +1 Small Wooden Shield.
Room 12: This room was the kitchen at one time. A large steal table and a small fireplace are the only items of interest in the room. A Huge Spider ( AC 6, Mv 18", Hit Dice 2+2, Hit Points 17, Attack 1, Dmg 1-6) makes the fireplace it's home.The spider will attack the first player who enters the room and attempt to drag him or her into the fireplace. If reduced to less than 5 hit points, the spider will flee up and out of chimney. Resting at the bottom of the fireplace are bones and bits and pieces of it victims. Underneath the rubbish the players can find a gem worth 500gp, and a ivory flute worth 250gp.
Room 13: The door to this room is open and is covered in slimy black mushrooms. If any one touches these mushrooms with a glove on or bare skin, the player will have top make a save vs. poison or become sick for 2-12 days. The player gain a high fever, will move at half, all saves will be lowered by 2, and will have his or her vision reduced to 20 feet.
Room 14: Both doors to the tower are locked ( a -10% due to the complexity of the locks. The keys to open the doors are located in Room 3 on the dungeon map).
When opened, a rush of moldy old books can be smelled and is dark. Inside is a large book shelve is toppled over in the center of room. Broken chairs and tables litter the floor. A iron spiral staircase leads up to the next level. If the players search the pile of books they will find the following items: a tome called " Barks of the World and their Medicinal Properties" worth 200gp, a thin leather bond book " Common Mushrooms" worth 50gp, and a magic-user scroll with Burning Hands, Web and Gust of Wind.
Upper Level 2
The upper levels of the tower have not been taken over by the mushrooms. A thick layer of dust covers the upper levels of the tower. The tower has no windows or arrow slits.
Room 1: When the players enter this small 10'x10' room the sweet smell of perfume. A small table sits along a door to the south. On top of the table is a large crystal bottle with gold and silver inlays. A silver topper still corks this fine piece. If the bottle is opened a plum of sweet smelling smoke will fill the room in 1 round. The players must make a save vs. poison or be under the effect of a very powerful sleep spell. If a players fails his or her save, they will be out for 2-8 turns. The bottle has only one use. It is worth 300gp.
Room 2: Inside this room is a long rug (6 x 9) that goes from one door to the next. A small crate and a barrel stands next to a small pile of clothing. The rug is a small Trapper Rug ( AC 3, Mv 3", Hit Dice 6, Hit Points 31, Attack 2+, Dmg special, same as a normal Trapper, but appears as a rug).
The crate and barrel have nothing of value, but the pile of clothing is a set of fine silk robes worth 100gp.
Room 3: This small 10' x 10' room has only a small stone altar with two gold candle holders resting on it. This is a small shrine to a long forgotten god. The candle holders are cursed. If anyone would take the holders out of the Keep, that player will start to change slowly to the opposite sex. This will take place over 2 weeks. A remove curse will remove the effects. The candle holders are worth 250gp each.
Upper Level 3
Room 4: The spiral staircase continues up to a metal hatch. A rusted bar hold the hatch tightly shut, otherwise the room is bare. A strength check must be made in order to move the bar so can be opened.
Room 5: This must have been a wizards study at some time. A large oak desk rests against the wall with a leather chair in front of it. On the desk are beakers, flasks, scrolls of parchment and so on. A large wooden box sits next to the desk.
The box is magical sealed and if opened a Wight ( AC 5, Mv 12", Hit Dice 4+4, Hit Points 21, Attack 1, Dmg 1-4) will be teleported into the room.
On the table are the following items: 2 Potions of Extra-Healing, a pack of Dust of Disappearance, a scroll with Protection from Traps and a Pearl of Power-second level spell.
Room 6: A large bed is the only item in the room. A red silk sheet covers the bed. The sheet is a Sheet Phantom ( AC 3, Mv 6", Hit Dice 3, Hit Points 14, Attack 1, Dmg 1-4) will wait until a player sits on the bed, and then it will attack. Their is nothing of value in the room.
Roof Top
If the players come up though the tower or scale the side the top of the tower is covered with light green climbing vine. A Yellow Musk Creeper ( AC 7, Mv nil, Hit Dice 3,Hit Points 13, Attacks 2-12, Dmg Special) has made it's home here.
Dungeon Level
Room 1: At the bottom of the stair well are 4 Jalapeno Vegepygmy's ( same as room 6) will be here. If one of the Vegepyygmy's escaped from room 6, they will be waiting for the party. If a battle breaks out and lasts for more than 4 rounds, the Shambling Mound from room 4 will enter the room and attack. The crates and barrel have nothing of value in them.
Room 2: When the door to this room is opened, a bright light fills the room. With-in the room are 6 medium green pods attached to a large rust colored plant. This plant is where the Jalapeno Vegepygmy's grow from. The evil Myconid has crossed bred a jalapeno plant and russet mold. A body must be placed into one of the pods to make a Vegepygmy. This process takes 1 to 2 days.
The light source is a Light spell cast on a lantern. The players will have 1 round before a Jalapeno Vegepygmy will emerge from one of the pods. It will attack the following round. The plant has a armor class of 10 and 40 hit points. It has no attacks or defence.
Room 3: This room is the Keeps jail cells. Now the Myconid uses it to hold prisoners. Hanging on the wall is a set of keys ( the keys will open all of the jail cells as well as the locks in Room 7 and 14).
3A: A local halfing ( 3rd level thief ) was caught just two days ago. He will beg for his freedom. If let out of his cell he will escape at the first chance he gets.
3B: A insane Gnoll is in the cell. He will attack if freed.
3C: The door to this cell is open. Inside the cell are 4 dead human body's. They were local farmers killed by the Jalapeno Vegepygmy's for the Myconid to turn them into animated corpse's.
Room 4: The room is a completely filled with mushrooms and garbage. Inside the room is Shambling Mound ( AC 0, Mv 6", Hit Dice 8, Hit Points 40, Attacks 2, Dmg 2-16/2-16) two Violet Fungi (AC 7, Mv 1", Hit Dice 3, Hit Points 13 and 11, Attack 1, Dmg 1-4) and three Shriekers ( AC 7, Mv 1", Hit Dice 3, Hit Points 14,12 and 10, Attack nil, Dmg nil). If a battle lasting more than 4 rounds in Room 1 the Shambling Mound will have left the room. If the Shriekers give off their wail, it will alert the Myconid to intruders.
The secret room to the south has not been found by any of the Keeps inhabitant's. If the players search though the garbage for more than 2 turns, they will find a +2 Dagger, Longtooth.
Room 5: This is the Keeps treasure room. When the Keep was under siege, the owner grabbed what he could and left what he couldn't carry. Inside the room is a small table and two small chests.
The table has the following items: a small leather bag with 20 gems worth 10gp each, a pile of gold coins ( 56 in all), a small painting in a silver frame worth 100gp and a detailed handcrafted gold and silver inlay lantern worth 300gp. The two chests combined hold the following items: a suit of Gnome sized splintmail, 24 +1 Arrows, a +1 Hand axe, 700cp, 478sp, 150gp, and 40pp.
Room6: A small trickle of water runs down into this room. Standing around a small pool of water are 5 humanoids. Three of these are Animated Corpse's ( AC 10, Mv9", Hit Dice 1, Hit Points 4 each, Attack 2, Dmg 1-3/1-3) and two Myconid's ( AC 10, Mv 9", Hit Dice 4, Hit Points 20 and 18, Attack 1,Dmg 4-16). Their is nothing of value in the room.
Room 7: As the players approach the room, a bright light can be seen coming from it. When the players enter the room they will see a large black fungus standing around 12 feet tall. It turns and attacks! The Myconid leader ( AC 8, Mv 9", Hit Dice 6, Hit Points 41, Attack 1 punch or 1 whip, Dmg 6-24 or 1-8+2 ). He will attack using his spore attacks first then wade into melee. He carries a +2 Vengfull Vine Whip ( see new magic items for more info), 3 Potions of Healing in orc skulls and a wears a +2 Ring of Protection. He will attack untill killed. A light spell cast at the top of the room is the light source. If a battle breaks out the Myconid's from room 8 will come to their leaders aid.
Room 8: Inside this small room are three Myconid's ( AC 10, Mv 9" Hit Dice 2 each, Hit Points 12 each, Attack 1, Dmg 2-8). All will attack until destroyed. Their is nothing of value in the room.
Appendix:
New Monster : Jalapeno Vegepygmy. Same stats as a nromal 2 Hit Dice vegepygmy, but each will have a pepper spray breath weapon. The range is 10' and the oppent must make a save vs. breath weapon or be blinded for 2-8 rounds. They can produce this twice per day.
New Magic Item: +2 Vengfull Vine Whip. This thorn riddled vine is around 7 feet long. When a hit is scored, the vine will drain 1-4 points of blood from it's target. Four every 8 points of blood drained from a target, it will give the weilder 1-4 temperary hit points. These hit points will last for 2-8 hours.
Maps
Subscribe to:
Posts (Atom)