Showing posts with label B/X. Show all posts
Showing posts with label B/X. Show all posts

Sunday, July 28, 2013

B1 Hack - Into Cytheron Wandering Monsters Upper Level (NSFW)

1. PLAGUE CHILDREN

(2-6) AC 9, HD 1/2, #AT 1, D by weapon -1, plus disease, MV 90' (30'), Save NM
The plague children were the offspring of men and women who perished in a cruel and tortuous enclave for the diseased. The children escaped the colony and found shelter and refuge within the caverns. They attack with clubs and daggers, but whoever comes within 60' of any of the plague children have a 25% chance of contracting the plague unless a successful saving throw is made. If a player contracts the plague, they will infect the other members of the party after ten rounds. Symptoms of the plague appear within 6-10 days. Symptoms include dizziness, vomiting, memory loss, loss of feeling in extremities, fever, wild hallucinations, and explosive diarrhea. Players with plague-symptoms will be unable to do anything but rest. The sufferer must make a saving throw each week vs. disease at a penalty of 1d6. If the saving throw is unsuccessful, the character dies a horrible death, vomiting blood and necrotic tissue. If slain, the remains of the children are still infectious. They will not attack unless threatened, but will ask for food and water in exchange for information (most of which, will be false).

2. RAT THINGS

(6-18)-AC 7, HD 1/2 (2 hp) #AT 1, D 1 -4 MV 120' (60') Save NM 
Rat Things are the horrible hybrid of rodent and halfling. Rumored to be an abominable creation of Zog himself, the lower vaults and caverns are teeming with these strange 2' high creatures. They have very low intelligence and will only attack if provoked, or if a player casts any magical spell in their presence. 

3. BLUE SKELETONS

(3-12)-AC 7, HD 1-1, #AT 1, D var by weapon, MV 60' (20'), Save F1
Throughout the winding corridors and caverns of Cytheron, the animated remains of long-dead warriors wander in search of the living. They carry longswords and spears and will attack on sight. Zog the Sullen had raised these undead warriors as his own personal guard. The skeletons have a strange blue tint to their bones and will appear slightly phosphorescent in the dark. The blue skeletons cannot be turned no matter how high the cleric level. The strange blue coating on the bones is extremely flammable and will catch fire if too close to a source of flame. While ignited, skeletons will still attack and move as usual with the flames going out in 2 rounds.

4. BERSERKERS

(1-4* see below) AC 7, HD 1 +1', #AT 1, D 1-8 or by weapon, MV 90' (30'), Save F1
Nomadic berserkers have been exploring Cytheron for several days. They are seeking any artifacts that may have been taken off the bodies of their slain dead in Stranathon's many battles with their barbarian kin.
There's a 25% chance that a Berserker Chieftain will be among them.

BERSERKER CHIEFTAIN

(1-2) AC 5, HD 2, #AT 1, D 1-8 or by weapon, MV 90' (30'), Save F2 
The Berserker Chieftains wear full burnished plate mail and usually fight with a morning star or flail. They will always carry a shield, giving them a total AC of 5. The Chieftains will speak multiple languages including common, goblin, elvish and their own tribal dialects.

5. MOUNTAIN GOBLINS

(1 -4)-AC 6, HD 1, #AT 1, D 1 -4, 1-6 or by weapon, MV 90' (30'), Save F1
Hordes of Mountain Goblins were enslaved to help construct Cytheron. Some say that most of them were lost in the darkness of the caverns far beneath. Many Goblins still dwell within the interior and seek intruders to kill and eat. Mountain Goblins wear spiked leather armor with wrist gauntlets that they can swing for 1d4 points of damage. They also carry crude swords and knives.

6. INSECTOID WANDERER

(1-2)-AC 9, HD 1/2, hp 2,2, #AT 1, D poison, MV 60' (20'), Save NM

Random giant insect creatures - 2' - 4' long - giant crickets or centipedes. There are massive hives of these clicking and whirring beasties hidden away in the darkest caverns of Cytheron.


7. PARTY OF NPCs

This should be an exact reverse duplicate of the party. For example if a player's character is a lawful female fighter, they will encounter a chaotic male fighter. Races, armor class, hit points will all be the same. The NPC party also has the same mission and will readily agree to combine forces and share information until a chance at treachery will reveal itself. As a wandering monster, only 2 of the NPC party will appear and will then call upon the rest of their group. 

8. THE WANDERING WITCHES

As Level 1 Magic User - AC 7, HD 1, (4 hp)  #AT 1, dagger 1-4 or spell, MV 90' (30'), Save MU1
Three young women have been reported missing. Many in the nearby town of Gristwallow say that three young women with red hair wandered into the caves. Those who are close to the young women say that they are witches who are seeking artifacts of Zog's magical workings. All three of them wander the caverns alone. Each wears an amulet that casts an instant Charm Person spell. Players must save at -1d4 to resist. Each young woman can cast the following spells - Magic Missile, Telepathy, Sleep, Detect Evil. The witches will tell the party that they need help finding the other two and they also need help overcoming any barriers or locked doors within the corridors. They will also come and go as they please, usually vanishing while the party is engaged in combat. Their names are Tessaree, Ancharun, and Bree.

9. HOBGOBLIN

(1-2) AC 6 HD 1+1 # Attacks 1, by weapon, MV 60' (20'), SV F1
The Hobgoblins were used by Stranathon and Zog to keep the Goblin slaves in line. They still search the corridors of Cytheron seeking their lower Goblin quarry. They will attack players on sight. They carry longswords (1d8 damage) and whips and nets. Each wears studded leather armor and carries a large shield. 

10. SASQUANATH

(1-2)-AC 5, HD 1, #AT 2, D 1-4/1-4, MV 80' (40'), Save F2
Feral bipedal beasts covered in coarse yellow, brown or gray fur. They attack with two large claws. The Sasquanath is a relative of the Sasquatch of folklore and myth. Several of these creatures wander the darkness of Cytheron. Zog had several of them locked in the dungeon where he attempted to train them into doing his bidding. 

Friday, July 12, 2013

B1 Hack - Into Cytheron Background

Zog the Sullen & Stranathon the Blood-Washed
Many years ago, there were two tight bros - Zog the Sullen and Stranathon the Blood-Washed. Zog was a powerful mage and Stranathon was a warrior without peer. Together they faced many challenges and many foes, adventures that had soon passed into legend.
Zog and Stranathon enslaved thousands to build a swanky underground hideout together constructed a hidden headquarters and base of operations deep within the Mountain of the Menstruating Moon - a labyrinth of chambers and caverns called Cytheron, named after the Moon Goddess.
In the great wars against the Barbarians of the Wintermoon, Zog and Stranathon helped lead the free people of the land to victory. Afterwards, they took all of their retainers and sellswords to invade the Northern Kingdoms of Frost.
Barbarians of the Wintermoon
Rumors tell of a great battle in the North where Stranathon and Zog met their demise. It is said that the demonic beings that Zog had long courted aided the armies of the north. If only someone had the knowledge and wherewithal to find their hideaway, there would be great things to explore! And who knows what riches of wealth and magic might be there for the taking?

Hoodlum Adventurers
Over time however, the hideout had been discovered. The Caves of Cytheron became a place for local youths to smoke black lotus and drink hallucinatory elixers. For witches and rogue mages to seek traces of Zog's magical workings. However, none could find the way into the depths of the stronghold, much less the oft-rumored caverns beneath. Furthermore, gangs of mysterious brigands and berserkers had been seen within the entry halls and in the rocky passes among the Mountain of the Menstrual Moon. 


In the nearby city of Gristwallow, rumors of Cytheron abound -
  1. The name of the stronghold is Cythereon. It is named after the moon goddess and has been built as a symbol of her glory.
  2. Zog had a secret chamber in the stronghold where he performed dark rituals and powerful magical workings.
  3. The shadowy figures seen going into and coming out of the dungeon are Xyglian cultists.
  4. Zog and Stranathon had several slaves to do the menial work, and were imprisoned at the stronghold.
  5. The complex has twenty levels.
  6. The skeletons with blue bones cannot be turned.
  7. The complex has a rear exit which is secret and well hidden.
  8. There is a woman who lives deep within the caverns who grants wishes.
  9. Strange sasquatch creatures have moved into the complex in the absence of its normal inhabitants.
  10. There are portals to other worlds inside the caverns.
  11. The very walls speak to visitors.
  12. An enchanted stone within the stronghold will grant a wish to anyone who chips off a piece of it and places it within their mouth.
  13. Stranathon & Zog still live within the caverns and watch the trials of unwary travelers and adventurers for their amusement.
  14. A coven of red-haired witches entered the caverns in recent weeks, and did not return.
  15. There is a gold mine on one of the lower levels of the caves.
  16. Anyone who dies within the walls of Cytheron can never be restored to life by any means.
  17. There is an entire brood of dragons nesting in Cytheron. 
  18. Cytheron is suffused with raw magic, making spells more powerful when cast within. 
  19. Stranathon was a cannibal who had a fully-staffed kitchen in Cytheron dedicated to the butchering and culinary preperation of his enemies.
  20. Tribes of Goblins have taken up refuge within the complex.
INTO CYTHERON is a re-imagining of the original 1979 D&D adventure module "In Search of the Unknown". Some names, concepts and inspirations have been also gleaned from Jack Shear's "Devilmount" Hail to the Anti Pope!



Sunday, December 9, 2012

Throwing a Shindig / Questions For the Floor

My players are going undercover at a ball held at the estate of a wealthy noble in town. I have NPCs for them to interview/interact with, a gallery of relics to explore, and a sprawling estate. Has anyone run a shindig for their players? Any advice or tips?

Also, while I have your attention, here are a couple other questions I wanted to ask...

1. Was/Is there a module that uses 1e AD&D Fiend Folio themes and monsters almost exclusively?

2. How have you converted AD&D monster stats to B/X stats?


Thank you.
Reverend Bizarre - "Goddess of Doom"