People on Google+ have been accusing me of being a COMPLETELY FUCKING IDIOTIC MORON or words to that effect for not doing things in ink or in a printable format. Well, I am nothing if not responsive to constructive feedback, so I've done this one in ink. I'm not sure if I will in future because the time spent increases threefold done this way and the ethos of the project is short-hand. But I will scan them in a way that can be printed and also will link to the files on Google Drive.
Text reads as follows:
Secumbei the Aboleth
Ancient marble bath house of a forgotten civilization lying in the depths of a cave system far below the surface of the earth where light never penetrates. Secumbei the aboleth found it and made it his.
Aboleth - HD 8, AC 16, DMG d6 (x4)
-Surrounded by slime (save vs poison or switch ability to breathe air for ability to breathe water)
-Telepathic enslavement 3x/day - save vs magic or be enslaved
-Victim of tentacle attacks must save vs magic - failure makes skin translucent during which time it must be kept wet or suffer d12 DMG (lasts d6 rounds)
-Improved Phantasmal Force 3x/day, Audible Glamer at will, ESP at will
(1) - Entrance cavern - stairs lead up to (2)
(2) - Helix, Secumbei's slave. Frail old man who uses reverse psychology to warn PCs they definitely shouldn't go through the 3 sets of double doors ahead. Untold horrors lie beyond, and he begs to be taken to surface. Claims to have lost memory of journey here.
(3) Bath chamber. Marble columns and tiles. Gleaming and pristine. Contains statues in SE and SW corners. Both of naked women with fish heads, carrying tridents, stone golems who attack on Secumbei's command. Eyes are aquamarines, 2000 gp value each.
(4) Pool. Fountain in centre pipes water from unknown pure source. Secumbei lives here.
(5) (6) - Guard chambers. Each contains two slaves. In (5) is kuo-toa priest, 7th level, AC 16, glue shield (1 in 4 chance of enemy weapons sticking), harpoon, Net of Suffication (victim dies in d6+1 rounds as net encloses/constricts). Also 7th level duergar, hammer, plate mail, shield, Ring of Truthlessness, Displacer Cloak. In (6) are two elven adventurers, enslaves - 7th level mage, AC 12, spells - Dimension Door, Hold Person, Dispel Magic, Lightning Bolt, Entangle, Web, Mirror Image, Hold Portal, Magic Missile, Light, Shield. Potions of Gaseous Form, Luck, Diminution, Clairvoyance. Gold necklace with opals - 5000 gp value. 7th level fighter, AC 16 (elven chain), longbow, sword, Horn of Blasting.
(7) Was once a changing room. Mosaic on walls of nude females. Now contains aborted dead egg from a failed "pregnancy" of Secumbei. Organs can be harvested for Potions of Water Breathing (x12), Potions of Water Elemental Control (x3), Potions of Purify/Putrefy Water (x6).
(8) As above but mosaics of nude males. Close inspection reveals they are all looking at a yellow mosaic sun. Prising free the small tiles reveals hole containing map to an area of the dungeon.
(9) Once a caretaker or cleaner's room. Overgrown with hibernating fungus which is edible and gives eaters enhanced sense of smell for 1 day (never surprised).
(10) Four deep gnome slaves, remnants of hunting party, they now watch over captive in (11). HD 4+6, 2 in 6 magic resist, Blindness/Blur/Change Self 1/day, AC 18 (deep gnome banded mail + shield), stun darts x 10 each (stun victim for 1 round, and slow for 4 rounds), sleep gas darts x 3 each, acid darts x 3 each (2d4+4 DMG).
(11) Musabori the Paladin. Holy warrior from distant land, apparently immune to ESP, but Secumbei keeps him captive for further attempts - hoping to break him. Chained upside down from ceiling. Is an 8th level paladin, naked, no equipment (most magic items used by Secubmei's slaves were his).
Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Showing posts with label modern book of lairs. Show all posts
Showing posts with label modern book of lairs. Show all posts
Tuesday, 14 February 2017
Sunday, 12 February 2017
[Modern Book of Lairs] I: Aarakocra - Ma-Chee's Family Fortress
Comments on recent posts lead me to start thinking about creating things that are playable without any, or with very little, preparation. The old Book of Lairs was cited as being an exceptionally useful example of that kind of material. That volume passed me by, but there's no reason why I can't write my own. I'm going to work my way alphabetically through the 2nd edition MM, creating a lair for each entry, and post them on the blog.
The rules are:
1. Each lair and all the necessary description fits on a page of A4.
2. It's done long-hand in pencil, which has become my optimal way of working and is how I think all DM prep should be done.
3. The tone should be vanilla and conventional enough to fit into anyone's D&D campaign.
4. There is not too much editing and perfectionism and preferably the whole thing is finished within an hour.
First up is the Aarakocra. The lair is Ma-Chee's Family Fortress. Here it is for you to print out.
But because I am such a kind person, I'll also transliterate my handwriting into text.
The text at the top right reads:
Female aarakocra with polygamous household of males and beta females with offspring.
Aarakocra male: HD 1+2, AC 15 (cloth armour, wicker shield), DMG By weapon +1
Juvenile/beta female: HD 1, AC as equipment, DMG By weapon
Ma-Chee: HD 3+3, AC 16 (bronze mail), DMG By weapon+2
Mo-Bak: HD 3, AC 12, DMG By weapon
Two-headed owlbear: HD 5+2, AC 16, DMG 1d6/1d6/2d6/2d6; if both claw attacks hit, does 2d8 additional hug damage
Kolit-Ma: HD 2+2, AC 16, DMG By weapon+2
The text bottom left reads:
Five aarakocra can summon an air elemental in 3 rounds
Aarakocra can fly and dive attacks do +4 DMG
Then underneath is the room key.
1 - 3 guards. Juveniles (m). Lookouts - 2 will fight while 1 raises alarm. Slings, obsidian axes, cloth armour.
2 - Picture room. Zigzag patterns daubed on walls, befuddle the human eye. Dizziness for d6 turns for those examining (-2 to all dice rolls).
3 - 4 males, husbands of Ma-Chee. Spears, slings, cloth armour, wicker shields. Shiny ancient electrum pieces x 24. Secret entrance to passage to (11), concealed by stone slab, requires combined STR 40 to move.
4 - Shrine to mountain god - disc of feathers around round bronze circle (100 gp, weighs 400 cn). Skulls of dead ancestors. Defilers are cursed while on the mountain (-2 to all rolls). 3 arrows placed as offering are heart seekers - always do max DMG and wound as magical arrows.
5 - Ma-Chee's chamber. 6 non-combatant children, 5 eggs. 4 males, obsidian axes, wicker shields, cloth armour. Ma-chee and her wizardress Mo-Bak.
6 - Treasure room. Wicker pots lined with leather x 6. 5 contain mix of sps, gps, cps (200 each per pot). Sixth pot contains quipu spellbook of Mo-Bak. Sleep, hold person, stone skin, magic mouth, darkness 15' radius, shocking grasp, audible glamer.
7 - Latrine. Stench causes vomiting and weakness (-4 to rolls for d6 hours on failed save vs poison).
8 - Pet. Mutant two-headed owlbear. Sits in darkness mourning meaninglessness of life unless alarm is raised or going to latrine (1 in 10 chance when PCs enter (7)). Remnants of local knight errant - bones, rusty armour, silver ring + garnet, 1000 gp value.
9 - Juvenile lookout - sling, cloth armour.
10 - Pit. 2 captives, human, one male one female, from local settlement. Pit covered in moss - attempting to ascend/descend unassisted results in fall for d3 DMG.
11 - 6 beta females, miserable, cooking stew on permanent fire. Obsidian clubs, slings, cauldron of stew sits on top of wooden slab covering entrance to secret tunnel to (3).
12 - Ma-Chee's "favourite" husband, Kolit-Ma. Cloth armour, wicker shield, carries Javelin of the Storm - does 3d6 electric damage if used outside. Kolit-Ma will attempt to use it outside caves, thrown from feet while flying.
Reading through, the only thing I realised I missed out when sketching it was that these caves are supposed to be a cross section of a mountain peak, with the entrances on either side.
The rules are:
1. Each lair and all the necessary description fits on a page of A4.
2. It's done long-hand in pencil, which has become my optimal way of working and is how I think all DM prep should be done.
3. The tone should be vanilla and conventional enough to fit into anyone's D&D campaign.
4. There is not too much editing and perfectionism and preferably the whole thing is finished within an hour.
First up is the Aarakocra. The lair is Ma-Chee's Family Fortress. Here it is for you to print out.
But because I am such a kind person, I'll also transliterate my handwriting into text.
The text at the top right reads:
Female aarakocra with polygamous household of males and beta females with offspring.
Aarakocra male: HD 1+2, AC 15 (cloth armour, wicker shield), DMG By weapon +1
Juvenile/beta female: HD 1, AC as equipment, DMG By weapon
Ma-Chee: HD 3+3, AC 16 (bronze mail), DMG By weapon+2
Mo-Bak: HD 3, AC 12, DMG By weapon
Two-headed owlbear: HD 5+2, AC 16, DMG 1d6/1d6/2d6/2d6; if both claw attacks hit, does 2d8 additional hug damage
Kolit-Ma: HD 2+2, AC 16, DMG By weapon+2
The text bottom left reads:
Five aarakocra can summon an air elemental in 3 rounds
Aarakocra can fly and dive attacks do +4 DMG
Then underneath is the room key.
1 - 3 guards. Juveniles (m). Lookouts - 2 will fight while 1 raises alarm. Slings, obsidian axes, cloth armour.
2 - Picture room. Zigzag patterns daubed on walls, befuddle the human eye. Dizziness for d6 turns for those examining (-2 to all dice rolls).
3 - 4 males, husbands of Ma-Chee. Spears, slings, cloth armour, wicker shields. Shiny ancient electrum pieces x 24. Secret entrance to passage to (11), concealed by stone slab, requires combined STR 40 to move.
4 - Shrine to mountain god - disc of feathers around round bronze circle (100 gp, weighs 400 cn). Skulls of dead ancestors. Defilers are cursed while on the mountain (-2 to all rolls). 3 arrows placed as offering are heart seekers - always do max DMG and wound as magical arrows.
5 - Ma-Chee's chamber. 6 non-combatant children, 5 eggs. 4 males, obsidian axes, wicker shields, cloth armour. Ma-chee and her wizardress Mo-Bak.
6 - Treasure room. Wicker pots lined with leather x 6. 5 contain mix of sps, gps, cps (200 each per pot). Sixth pot contains quipu spellbook of Mo-Bak. Sleep, hold person, stone skin, magic mouth, darkness 15' radius, shocking grasp, audible glamer.
7 - Latrine. Stench causes vomiting and weakness (-4 to rolls for d6 hours on failed save vs poison).
8 - Pet. Mutant two-headed owlbear. Sits in darkness mourning meaninglessness of life unless alarm is raised or going to latrine (1 in 10 chance when PCs enter (7)). Remnants of local knight errant - bones, rusty armour, silver ring + garnet, 1000 gp value.
9 - Juvenile lookout - sling, cloth armour.
10 - Pit. 2 captives, human, one male one female, from local settlement. Pit covered in moss - attempting to ascend/descend unassisted results in fall for d3 DMG.
11 - 6 beta females, miserable, cooking stew on permanent fire. Obsidian clubs, slings, cauldron of stew sits on top of wooden slab covering entrance to secret tunnel to (3).
12 - Ma-Chee's "favourite" husband, Kolit-Ma. Cloth armour, wicker shield, carries Javelin of the Storm - does 3d6 electric damage if used outside. Kolit-Ma will attempt to use it outside caves, thrown from feet while flying.
Reading through, the only thing I realised I missed out when sketching it was that these caves are supposed to be a cross section of a mountain peak, with the entrances on either side.
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