Friday, December 20, 2024

Citycrawling within Mazeerhan City Solo-Session 1

 The following is a generated protagonist exploring the city of Mazeerhan.  Afterwards, rumors are generated based on their exploration.

Protagonists: 

Conflict of [3]+[2]

[3]: Clergy/Warriors

[2]: Gentlemen

Location: {2} Bells District -> {5} Cemetery

[3]:Gladiator -> {Turnali}

[2]:Wealthy Man -> Resident of Bells District {1 in 6 of being buisness owner} -> 1 is rolled  1d10 to determine which -> Friendly Jord (Restaurant)

Turnali: Tall figure clad in a a burlap sack cloth and an iron mask, in place of his right arm he has a large hook, rarely speaks mainly breaths heavy through the mask {FM3, 14hp, thews impart a +1 to hits and damage, right arm ends in a hook that deals 1d6+1 damage}

Reaction roll: 9 indicating a positive reaction

Proposition: {10,2} -> Investigate Strangeness + Secret

Date Rolled: 7th Month, 23rd day -> 23rd of September

Time Rolled: {2d6} ->9 hours after dawn

Weather on 23rd of September is Neutral (68 degrees fahrenheit), Cloudy, Doldrum, further there is thick fog

Protagonist Interpertation:

Turnali, an armed fighting man, meets with Milash (the owner of the Friendly Jord resturant). Milash seeks a capable man to investigate strangeness within Mazeerhan. Turnali accepts his offer and condition that it be completed in secret. As the setting is the cemetery, the "strangeness" seems like it could simply be the desecration of the grave of Milash's family. The positve reaction roll indicates the Turnali, would accept the condition to investigate the strangeness. 

Strangeness:

Rolling the Cemetery Encounters, as possible cause of desecration, {1} -> 1d10 on the Demons subtable -> {7} Demon I (7HD, Heavy+S+H, 6' or fly 12', claws 1d6 x2 + bite 1d6, Resist Magic 50%, requires magic weapons to slay, see invisible, cause fear)

Consulting the TSRADND1eDMG's Appendix D, gives us: {This was a mistake, this is too much rolling}

Bat-Like Head

Crest

Wrinkeled

Elephant-like ears

Flat Nose

Sucker-Like Mouth

Bipedal Like

Rat-Like Torso

Fat, Narrow

Horse-Like Tail

Fecal-Smell

Scaled Skin

Gray-white Skin

Spiked-Back

Membrane-Like Wings

4 arms:Insect-Like Arms

All alike hands: Pincered hands

Webbed Legs

Rolls to be discarded for my sanity: Crest, Horse-Like Tail, Scaled Skin, Membrane-Like Wings, 4 arms:Insect-Like Arms

Demon I: A pale being looms, reeking of shit. A bat's head, absent eyes, ends in a circular open maw like that of a lamprey, from which saliva drips. The head is supported by an emaciated body with a pot-belly, the being's spine protruding through its back as spikes. The creature has 4 arms, each ending in pincers like that of a crab. 

Creature Oracle Table: 2d6 for intelligent creatures: {5}: Comfort

Strangeness Interpretation:

The Demon I, to be name generated as Ydobeebor, {Anagram of Song and Artist, I am presently listening to: Butter - The Bloody Beetroots}, has crawled up from the underworld. He descerated one of the graves of Mashil's family because it was conveniently nearby. He dug up the grave and ate skeleton within the sarcophagus. There is now fresh dirt above the sarcophagus clearly showing disturbance, and Ydobeebor crawls out of the dirt on some nights to spread evil. 


Story

Turnali investigates the Strangeness of the Cemetery

Turnali is already present at the Cemetery, so he has no need to find it. 

Turnali, aware of the locations within the cemetery, chooses to go towards the undertakers office to inquire what they know of the grave disturbance. 


Turnali knocks at their office, but is turned away by a guard posted outside. {intepretation, due to Turnali's scary appearance he is told to leave by a guard}.

Turnali, exhausting the options obvious to him, decides to simply wander the cemetery until nightfall and hopes another incident happens at night. 

There are 3 hours left in the day, which because Turnali is not traveling across the city, but instead staying within a single location, would incur encounters at a halved rate, ie 9 rolls with each 1 indicating an encounter: 3 encounters rolled 

Encounters


1st {6}: Conflict of {5}:Criminals/Workers + {6}:Merchantile -> {2}:Pick-pocket[unaffiliated] vs {5}: Landlord (Pick-pocket surprising the landlord, 30' away, Positive reaction roll) -> Turnali reacts positively

Encounter 1 Interpretation:

Turnali notices a shady looking man begin to follow a wealthier looking man. Turnali watches as the shady looking man sneaks up on the wealthier looking man and shakes him by the shoulders, scaring him as a joke. The two men laugh and turnali smiles to himself as he sees good friends. 


2nd {3}: Insulted by {1}: Constables -> 11 Constables who [Laughs at] (no surprise, 100' away, hostile reaction roll) -> Turnali reacts with hostility

Encounter 2 Interpretation:

A band of 11 constables, walking through the cemetery on patrol see Turnali and begin to point at him and makes jokes at themselves about him. Turnali hears their jeers and grows angry. The constables (in light of their hostile reaction roll) seek to continue their mocking and approach him making fun of his wearing a sack over his head. Turnali looks at them, and decides to ignore their numbers and choose violence [Another hostile reaction roll from Turnali].


Constables hp: 2 1 1 1 3 4 3 1 4 4 2 6

Turnali approaches the men who square off and then attacks, (sweeping vs 3 due to the 3:1 HD ratio). The swipe of his hooked hand fails to strike any. 

The constables drawing their batons in response, and two strike him in return, for 11 damage. 

Turnali rolls successful morale and decides to continue fighting.

Turnali attacks, hitting and slaying 3 constables in a single blow. He is then surrounded by the remaining constables who beat him to death. 

Turnali perishes in the cemetery, having slain 3 constables. 

Aftermath

The surviving constables return to the Bells District and give a report of two events to their peers among the Northeast Constabulary:

1 A hook-handed man attacked them, killing 3 constables and was then beaten to death 

2 A grave was desecrated in the cemetery

The Northeast Constabulary misremembers the information of a hook-handed man killing 3 constables and then being beaten to death, instead only remembering that a hook-handed man stalks the cemetery and has killed some constabels. 

The Northeast Constabulary correctly remembers the information of grave desecration within the cemetery.


Friday, December 13, 2024

Ancient Depths Beyond Mazeerhan City Solo-Session 2

The following is a generated party exploring a dungeon through a solo-session near a city and then returning back to it. Afterwards, rumors are generated based on their exploration.

Marching Order:

Te3, FM3a

FM1a, Fm1b

FM3b, FM3c


Vital Statistics:

FM3a: 15/9/9 14hp AC15, THACO:13/+2 with spear +2 THACO 15/+4

FM3b: 9/12/8 9hp AC17

FM3c: 9/12/9 12hp AC17

Te3: 11/9/8 8hp AC11, +2 to damage rolls

FM1's 4/4hp L:13/8 AC12 Loyal to FM3a

Party Movement: 12' per turn


Equipment:

FM3a: Hauberk + Lamellar, Helm, Spear +2, Dagger

FM3b: Hauberk + Lamellar, Helm, Shield, Blade, Backpack 

FM3c: Hauberk + Lamellar, Helm, Shield, Blade, Backpack

Te3: Helm, Rhompaia, Dagger x3

FM1's: Helm, Heavy Furs, Lit Torch, Tomahawks


Story

Party enters the first room, torch reveals passage north

Party moves to passage + encounters rat-headed men in room 1.2 

No surprise, 80' away, neutral reaction


Rat-men "Need" rolled was seeking assitance

There is a takling giant python in the dungeon, rat-men seek to have it slain

per ODnD there is a 20% of monsters speaking the common tongue, dice has not rolled this


The two-parties meet and reaction is rolled by our heroes, who roll a neutral as well

The parties look at each other, and the men note that they are of equal numbers, but the men note that these monsters might be here to attack those who would exit the dungeon

Our heroes move to enter melee as do the rat-men, the fighting men advancing from the rear


Ratmen HP: 1 4 1 3 4 1

Half of the rat-men focus to attack the "naked" telemakh, others attack the armored fighting men

the +2 spear of FM3a lets him diminish numbers first

FM3a scores a single hit slaying a rat-man

The other two FM3's and telemakh sweep, scoring 4 hits each slaying the rat-men

The five surviving rat-men attack, three attacking the telemakh, one of them scoring a hit for 5 damage and forcing a save vs disease which the telemakh fails

The single remaining rat-man rolls morale and succeeds


Hero HP FM3a:14 FM3b:9 FM3c:12 Te3:3

Ratmen HP: 1

The rat frenzies attempting to slay the telemakh, his hit successful dealing 4 damage slaying the telemakh

the remaining 3 fighting-men slay the last rat-man


The Telemakh's eyes are closed and the party continues, but the echoes of battle reverberate throughout the complex and a wandering monster check is made, and incurs a wandering monster 


7 cultists of a demon, one of them able to cast Curse

our heroes surprising the cultists, 100' away, neutral reaction

The distance and the dungeon map suggests that the cultists enter from the eastern passage of room 5


Our heroes, aware of nearby movement, and with one of their numbers already dead, hide themselves along the walls of the entrance, and snuff their light entering the dark

The reaction/oracle roll of the cultist is box-cars representing positive outcome for our heroes, The referee deems that the cultists would thus be on their way to slay the rat-men and would seek to ally themselves with the heroes for doing the slaying already

The cultists continue towards the rat-room, and our heroes hear them tell each other to be brave that their devlish patron would empower them to slay the ugly rat-men. 

The heroes look at each other, and their reaction roll is friendly, indicating that they seek friendship with the cultists. Our heroes re-light their torches.


The cultists and the heroes then meet

The heroes recount the slaying of the rat-men, the cultists, noting the heavy armor of and weapons of the heroes, praise them for their actions

The cultist inform the heroes that a band of their brothers stand at a chamber in the room, and sacrificing men into the "dark pit", they tell them that if they make the sign of the horns speak "Hail to the Dark One", they would identify themselves as allies

Our heroes learn that the cultists feud with the rat-men who seek to take the "dark-pit" under their own control

The cultist report that their patron lies dreaming deeper down, and they have come to rouse him from sleep, offering the party entry into the cult


the party rolls a positive reaction, and decide to join the cult, learning of a cultist dormitory in the village of far-bridge

the cultists then tell them if they keep heading east beyond the circular chamber and then turn south, they would reach a stairwell which descends deep

The party, now allied to the cultist of the dark-pit and the Dark One who Dreams Deep Below exit and go to village of far-bridge


Aftermath

The party joins the dormitory at the village of far-bridge, bolstering their numbers with three powerful warriors

The fighting-men are then named:

FM3a's name is generated as Gudri Spearfriend

FM3b's name is generated as Vidki

FM3c's name is generated as Ralfi

FM1a's name is generated as Wulfa

FM1b's name is generated as Egmulf


Rumors spread within the village of Far-Bridge, men begin to speak of man-eating rat-men who dwell within the Ancient Depths dungeon. Further graffiti appears on the pallisade walls near the village's exit gate "go eastwards, then south, and then soon one would descend".







Ancient Depths Beyond Mazeerhan City Solo-Session 1

The following is a generated party exploring a dungeon through a solo-session near a city and then returning back to it. Afterwards, rumors are generated based on their exploration.

Marching Order:

FM3,

Spear FM1c, Spear FM1d

TH3, MU3

FM1a, FM1b

Vital statistics:

Th3: 11/13/10 7hp AC10

FM3: 9/7/9 9hp AC15

MU3: 8/6/11 8hp AC10 Pyromancy I, Enchantment III +unprepped Hide in Wilderness

FM1's: 3/2/6/7hp L:12/11/12/14, AC13: 1/2 loyal to fighter and thief

Party Movement: 12' per turn

Equipment:

FM3: Hauberk+Lamellar, Helm, Torch, Battle-Axe, Backpack

Th3: Lockpicks, Blade, Padded Boots MoveSilent:13, Bypass 6 or less on 2d6

MU3: Torch, Robes, Staff, Satchel

FM1: Spear, Shield, Helm, Blade, un-lit Torch

Story:

The party enters room 1, their torch-light revealing only a small portion of the room

The party chooses to explore counterclockwise and moves 50' S and then 70' E


A wandering monster is then rolled: 5 Giant Rats Mutual Surprise, 30' away, neutral reaction


The party foolishly decides to engage in open melee, the fighting men advancing and the MU and thief standing back

Giant Rat HP: 3 7 11 6 10

Party moves into melee, the spearmen standing at a distance, their blows resolving first

only a single of the spear-men's strikes connects, hitting for 6 and slaying a rat

the foolish fighting-man and the giant rats enter a melee

The fighting man attacks, failing to hit

the four remaining giant rats attack, two of them biting the FM3 for 9 damage, killing him

His torch falls and is snuffed out, the only light now being held by the MU

The four-spear men now must roll morale as hench-men [Each is a veteran thus has a morale of 7, FM1d has loyalty score granting him +1 and thus an 8]

Two of the hench-men FM1b and FM1d fail morale seeking to flee, back to the entrance to the NE

The rest of the party [adjudicated by reaction roll as it is a solo sesh] holds fast


The melee continues, with 45' movement by the two spearmen who failed morale NW

The 2 spearmen and the 4 giant rats are now in such proximity that the spears do not grant priority for hits

Giant Rat HP: 7 11 6 10        FM1 HP: a3 c6

One of the spear-men hits for 5 damage, not slaying a rat

One of the giant rats bites FM1c for 3 damage, not slaying the man

The Magic-User casts Enchantment III on FM1d causing him to return to his senses


Giant Rat HP: 2 11 6 10        FM1 HP: a3 c3 d7

FM1b runs out of the dungeon to live another day

FM1d returns to battle, due to the magics earlier cast, entering into melee with a spear allowing his strike to resolve prior to the rest of melee

FM1d's strike fails

The melee of the 4 rats and spearmen continues 

FM1c scores a hit against a giant rat dealing 6 damage, but not slaying it

FM1c is struck by a giant rat for 3 damage and perishes

The thief considers slinking away leaving these men by themselves

he rolls a 6 on morale and then decides against it

 

This commotion echoes throughout the complex and tough the rat-men in room 1.2 hear it, their positive reaction roll deems it not worth their time and they ignore it


Giant Rat HP: 2 5 6 10        FM1 HP: a3 d7

The melee of the two spearmen and the 4 giant rats continues

both of the spear-men score hits dealing 4 damage each, slaying a single giant rat

Two giant rats strike FM1a and one strikes FM1d, FM1a perishes, FM1d takes 2 damage and remains standing against the 3 giant rats, the sorcery of MU3 having made him fanatic 

the MU and the thief look at each other and then share a glance back to the entrance, but know if they leave, their torch would leave FM1d in the dark, the duo roll a positive reaction roll and decide to not leave him behind

As the giant rats had been reduced to below 2/3rds of their original numbers, they roll moral but maintain it


Giant Rat HP: 1 6 10        FM1 HP: d5

The melee continues and the spear-man scores a hit dealing 2 damage and slaying a giant rat

Two giant rats score hits against FM1d dealing a total of 7 damage, slaying him

the MU and the Thief realize that it is time to flee and never speak of how the others perished against giant rats

As the giant rats had been reduced to below 1/2rds of their original numbers, they roll moral again, but maintain it


The MU and thief's faster movement allows them successfully run NE to the exit and flee the rats


Aftermath


FM1b flees and returns to Victory's Call Inn

FM1b's name is generated as Mercuso

Mercuso tells those at the inn of packs of giant rats in the Ancient Depths Dungeon

Mercuso warns those at the inn to be wary of the Magic-User Olmacula who would cast sorcery upon his own companions to force them to fight

{Rumors turthliness is based on 1d6 1-3:true, 4-5:partial, 6:false}

The Victory's Call Inn completely misremembers the warning about the packs of giant rats, instead remembering that a Giant Cat stalks the Ancient Depths Dungeon [Rat -> Cat]

The Victory's Call Inn correctly remembers the warning about Olmacula the Magic-User



MU and Thief flee and return to the Laughing Dog Inn

MU's name is generated as Olmacula

Thief's name is generated as Vemtax

Olmacula and Vemtax tell those at the inn that the 1st chamber is larger than the radius of a torch and has multiple exits 

Olmacula and Vemtax tell those at the inn that their warrior companion was swarmed by giant rats

The Laughing Dog Inn misremembers the information of the 1st chamber, instead only remembering that that 1st chamber is larger than the radius of a torch

The Laughing Dog Inn correctly remembers the death of their warrior companion by a swarm of giant rats


Wednesday, January 17, 2024

Xophari Starchase My PvP 2024 Chainmail Campaign Overview

Back in November 2022, I wrote out a hex-crawl where there were six feuding factions of warbands seeking to capture three star-pieces. Each one had a commander with a varied level of intelligence and various resources among themselves. The idea was that the party would be drawn into the existing conflict and play various leaders against each other or become friendly to the native inhabitants and oust the imperialist forces. Unfortunately, my players never traveled south enough to arrive at the island. 

In 2023, I was unable to run many significant campaigns so my friends instead became referees for their own games. One ran a Viking age game, while the other ran a cowboy western game. In the meantime, I was thinking about how I wanted to run a PBP in order to participate in my preferred role. Something that kept occurring in the games my friends was an increase in player conflicts, so I began to ponder about a PVP wargame. Several of the players had familiarity with Chainmail as we used it to resolve domain-scale battles for my campaigns. I decided to return to the Ilse of Ydromants, and instead replace the feuding warbands with 4 of my players. 

Each player would be responsible for posting orders every Wednesday. They would play a commander and information given to them would be limited to what the information commander gets. Rather than a near-omniscient RTS understanding of the campaign, their understanding of the world would be closer to them being a player participating in domain-play. Information their scouts learn would only reach the player, once the scouts themselves would return to the commander. Once a week, I would take the orders from each of them and resolve each on my end. Subordinate officers would be generated with personalities and methodology which would allow me to adjudicate how they react to situations where they are the commanding officer. These are the player rules for those wishing to use this material for themselves.

Commanders

The following are the commanders seeking to obtain three star-pieces. 

Player 1 is my bestfriend IRL. I introduced him to RPG's and we have been playing old-school ttrpg's together since 2015. He ran the Viking Campaign from 2022 to 2023. He was often the caller and has a good grasp of planning ahead. We often played RTS's (~140 hours) against one another. He has played a great deal of single player turn based strategy games (~460 hours of Civilization). He probably has the best head for making plots and trickery as he has also written them as a referee. He is a strong contender for most likely to win due to his experience in rpg's. He established his field-base in 8.8.

Player 2 is Player 4's wife, I was the best-man at her wedding. We have been playing old-school ttrpg's together since 2017. She has the least experience with wargames among the other players but has a demonstrated a large amount of out of the box thinking. She is a wild card and if she uses her imagination would likely win through unconventional methods. She established her field-base in 15.3

Player 3 is friend who I met on 2/1/2021 when he posted online about looking for a game. Since then we have hung out in real life. He has played many videogames with strategic elements  ~1400 hours in Europa Universalis, ~370 hours in Mount and Blade Warband, ~270 hours in Civilization, and ~250 hours in Dominions. He has a bad tendency to think of a "cool idea" for a plan but fails to think of the plan necessary for the idea. He unfortunately has poor mentality to defeat, being unable to play Age of Empires 2 (our preferred RTS) as he gets easily discouraged and upset. He is a wild card and if he keeps from being discouraged by setbacks and thinks through plans would do well. He established his field-base in 5.4.

Player 4 is a dear friend, I was the best-man at his wedding. I introduced him to RPG's and we have been playing old-school ttrpg's together since 2016. He is currently running a western cowboy campaign. We often played RTS's (~140 hours) against one another. He has played many videogames with strategic elements  ~1400 hours in Europa Universalis, ~1315 hours in Crusader Kings, ~916 hours in Civilization, ~260 hours in Mount and Blade Warband, and ~119 hours in Mount and Blade Bannerlord. He is "A Gamer". He has a history degree and often reads about military history. He is not the strongest RPG player however, he has a tendency to be overtly aggressive and engage in direct combat. This has cost his characters lives many times.  He is a strong contender for most likely to win due to his knowledge of military history and tactics as long as he doesn't act on autopilot to attack. He established his field-base in 11.12.


Hex-Fills


2.5 Rhaetian Ruins, Green Palace 
Hoard of 100pts

2.7 Violet Ydromant Village
51 Light, 26 Throwers, 2 chieftains, 1 shaman, Hoard of 57pts
38 women, 38 young
Violet Ydromants ink their flesh with white tattoos, girding themselves with skeletons of fish. 

3.3 Rhaetian Ruins, Lesser Castle
Intact Keep
Intact SE and SW towers
Intact W wall
E wall has 8' gap at NE side, N wall has 6' gap at NE side
Gatehouse, NE and NW towers, S wall collapsed
Inhabited by: 57x Walking Corpses

3.9 Yugysh Pirate Lair: 8 Galleys
galley.r1 3 archers, 7 light
galley.r2 3 archers, 8 light
galley.r3 being repaired by 3 archers, 7 light, and Captain1 
galley.r4 3 archers, 8 light
galley.r5 3 archers, 7 light
galley.r6 4 archers, 9 light
galley.r7 3 archers, 7 light
galley.r8 3 archers, 7 light, and Captain2
150pts hoard
{emerged week 5 of play}

3.11
Dangerous Reef with a 2 in 6 chance to deal 1d6 to passing ships

3.13 Rhaetian Ruins, Yellow Palace
Inhabited by Black Ydromant Village
Hoard of 300pts
86 Light, 42 Throwers, 4 chieftains, 2 shamans
64 women, 64 young
Hoard of 68 pts
Black Ydromants raise large fluffy-rats as livestock, raising them as men raise sheep.

3.15
Gem deposits

4.4 Lair of 40 velociraptors 
{emerged week 2 of play}

4.15 Crashed Martian Cylinders
Northern Cylinder
Sarmackian War-Machine trapped within vessel 
Two broken Sarmackian War-Machines inside
6 intact Sarmackian Rayguns
11pts of treasure

Southern Cylinder
Trio of Sarmackian War-Machines Lair around vessel
7 intact Sarmackian Rayguns
20pts of treasure

5.3
Dangerous Reef with a 2 in 6 chance to deal 1d6 to passing ships

5.4 Player 3 Field-base

5.8 Star-Piece
14 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8

5.9
21 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8

6.8 Rhaetian Ruins, Great Castle of the Rhaetian Ghost-King 
Central Keep Collapsed
E Inner Wall and SE, SW, NW Inner Towers Intact
N,S,W Inner Wall and NE Inner Tower Collapsed
N, SE, S Outer Wall and SE, NW Outer Towers Intact
NW Outer wall has 3' gap at western side
Outer Gatehouse, NE, SW Outer Wall and NE, E, SW, S Outer Towers collapsed
Inhabited by: 27 Walking Corpses, Giant Walking Corpse, 8 Specters, 1 Wraith (Rhaetian Ghost King) 

6.9
16 Walking Corpses dredging the swamp for the star-piece on behalf of the Rhaetian Ghost-King in 6.8

6.11
A Xophari Warship, the Perseus, floats upon the waters here. Thirty-One corpses cover the deck, 30 of men town apart by violent blows and 1 of a seven foot tall fish-headed humanoid, slain by daggers. 
{Consequence from week 3 of play}

7.6 Chiad's Wizard Tower 
Wares: magic sword (adds 1 dice when attacking) 20pts x2, Scroll of Hunting 5pts
May teach known sorcery to visitor for 10pts once Zukan is slain. Teaching the new sorcery randomly deletes a known sorcery.

7.8
Gold deposits + Player 1 Gold Mine

7.12 
Iron Deposits

7.13 Green Ydromant Village + Star-Piece
60 Light, 31 Throwers, 3 chieftains, 1 shaman
45 women, 45 young
Hoard of 60pts + Star-Piece
Green Ydromants fear ghosts above all else, carrying blindfold to protect themselves from their sight.

7.15 Rhaetian Ruins, Red Palace
Inhabited by: Golem
Hoard of 150pts

8.2 Star-Piece

8.3 Crimson Ydromant Village
49 Light, 25 Throwers, 2 chieftains, 1 shaman
37 women, 37 young
Hoard of 56pts
Crimson Ydromants are each learned in song craft, each member singing of their accomplishments and prowess as self introduction.

8.7 Magic Crystal Spire + Player 1 False Tower

8.8 Player 1 Field-Base

8.12 Lair of 14 Triceratops Capable of Speech
{emerged week 5 of play}

9.6 Zukan's Wizard Tower 
Wares: magic shield (halves dice rolled from attacking men) 30pts x1, Potion of flying 9pts, Potion of speed 9pts
May teach known sorcery to visitor for 10pts once Zukan is slain. Teaching the new sorcery randomly deletes a known sorcery.

9.14 Lair of the Dragon Arfink
Cone Breath, Breath leaves difficult terrain, hits on 4-6 in melee
Hoard of 450pts

9.16 Rhaetian Ruins, Lesser Castle
Keep Intact
W Wall has 4' gap at NW side, N Wall has 6' gap at NE side, E Wall has 8' gap at center
S Wall and All Towers Collapsed
Inhabited by: 31 Walking Corpses, 2 Mummies

10.1 
Silver deposits

10.2 Lair of the Dragon Akortini
Cloud Breath, Those who fail morale vs fear aura turn violent against companions, Knows capabilities of all foes it can see and acts accordingly
Hoard of 450pts

10.3
Gem deposits

10.4 Magic Crystal Spire

10.8 Pink Ydromant Village
45 Light, 22 Throwers, 2 chieftains, 1 shaman
34 women, 34 young
Hoard of 54pts
Pink Ydromants are foolhardy claiming that they are uniquely protected by a great spirit. [+1 Morale]

10.9 
Rock carved on western side of the river with L to denote access to shallows {made by Player 1 on week 2 of play}

11.7 Star-Piece

11.11 Lair of the Dragon Trenzor + Star-Piece
Cloud Breath, Blood spilled has stuporous effect causing units which score hits to fall asleep, Ambushes on 4 in 6 due to silent movement, May breathe every third round
Hoard of 450pts + Star-Piece

11.12 Player 4 Field-Base

11.15 Magic Crystal Spire

12.5 Rhaetian Ruins, Red Palace
Golem + Hoard of 150pts

12.9 Rhaetian Ruins, Lesser Castle
Keep Collapsed
Gatehouse, S Wall, and SW Tower intact
W wall with 6' gap at NW Side, N wall with 6' gap at NE Side, E wall with 6' gap at SE Side
NW, NE, SE Towers collapsed
Inhabited by: 29 Walking Corpses, 2x Giant Walking Corpses, 16 Specters

12.13 Rhaetian Ruins, Greater Castle
Keep Intact, within is a sarcophagus which contains 100pts and a slumbering Wraith 
N, S Inner walls intact and NE, SE inner towers intact
Inner Gatehouse, E, W Inner walls and NW, SW inner towers collapsed
N Outer wall and NW, NE outer towers intact
NE Outer wall with 3' gap at E Side and NW Outer wall with 5' gap at N side
Outer Gatehouse, SE, S, SW Outer Walls, and E, SE, SW, W Outer towers collapsed
Inhabited by: 36 Walking Corpses, 24 Specters, 6 Animated Statues

12.14 
Iron Deposits

12.15 Lair of a Fisher of Man

13.3 Rhaetian Ruins, Lesser Castle
Keep Collapsed
N, E, W Walls and SE tower intact
S wall with 8' gap at W side
Gatehouse and NE, SW, NW Towers collapsed
Inhabited by: 27 Walking Corpses, 2 Giant Walking Corpses, 3 Mummies

13.3
Gold Deposits

13.4
Iron Deposits

13.7 Ultramarine Ydromant Village
57 Light, 29 Thowers, 2 chieftains, 1 shaman
43 women, 43 young
Hoard of 59pts
Ultramarine Ydromants ferment fruits to make liquor.

13.13 Hunting grounds of 10 Mordred Wyverns
Each is a 20' long and 8' high, dragonflies with saw toothed mandibles the size of swords. Each one is covered in glossy black chitin scales with a metallic purple tint. They construct nests which resemble 30' tall towers with pointed caps jutting into the sky. Their tails end in spiked chitinous club which resembles a morning-star. Able to be tamed by use of smoke allowing one to trained and for being ridden into battle.
4HD, Heavy, attack as 2 HD, fly 6', morale 8 is a Chimera of Carpenter Bee and Ankylosaur
{emerged week 3 of play}


14.10 Lair of a Fisher of Man

14.11 Yellow Ydromant Village
66 Light, 34 Throwers, 3 cheiftains, 4 shamans
50 women, 50 young
Hoard of 62pts
Yellow Ydromants do not construct buildings, instead sleeping beneath the open sky. 

15.3 Player 2 Field-Base

15.4 Cyan Ydromant Village
34 Light, 38 Throwers, 33 berserkers (Fight as light infantry but add +2 to dice rolls, morale 12), 3 chieftains, 2 shamans, Hoard of 65pts
57 women, 57 young
Cyan Ydromants are belligerent, seeking to solve all conflict by violence and are prone to brawls among themselves. (1/3rd are berserkers)

15.10 Rhaetian Ruins, Blue Palace Ruins
Hoard of 100pts

15.14 Lair of 8 Giant Crabs upon the NW shore
{emerged week 4 of play}

15.16 Lair of the Dragon Yrubin
Line Breath, If surviving combat will remember foe and stalk after them, Fear aura effects undead and automatically succeeds vs beasts
Hoard of 450pts

Bestiary


1d20 Wandering Monsters 1 in 6 per half day of wilderness travel


1 Tyrannosaurus[1] 10HD Attack as heavy, defend and move as Medium

2 Spinosaurus[1] 6HD Attack as heavy, defend and move as Medium

3 Herd of 2d6 Triceratops[1] 6HD Medium, move and defend as heavy

4 Herd of 1d4 Brontosaurus[1] 10HD Medium, move heavy

5 Herd of 2d6 Stegosaurus[1] 4HD Light, move and defend as heavy

6 Herd of 2d6 Ankylosaurus[1] 4HD Heavy

7 Pack of 3d12 Dimeterodon[1] 2HD Light, move as heavy

8 Flock of 2d6 Pterodactyls[1] 4HD Medium w/ flight

9 Pack of 2d20 Velociraptors 1HD Light

10 Giant Snake[2] 8HD Light, Poison [in wasteland hex is instead Spinosaurus]

11 Pack of 2d10 Crocodiles[1] 2HD medium, move heavy, roll of a 1 for number means encounter is instead Giant Crocodile[1]6HD Heavy [in wasteland hex is instead Pterodactyls]

12 1d20 Giant Hunter Centipedes 1HD Light, Poison, ambush on 3 in 6

13-16 3d20 Ydromant Warriors 
1d8 for Color: Violet, Black, Green, Crimson, Pink, Ultramarine, Yellow, Cyan
Light, 1/3rd carry throwing clubs, per 30 is a Chieftain (4HD), per 50 is Shaman (2HD, spells)

17 Maw of Roses 8HD, Medium, may produce 3' cloud of blinding gas, immune to normal missiles, move 3' but unaffected by difficult terrain, morale 12 and 2d6 Lesser Maws[1] 2HD, medium, move 6' but unaffected by difficult terrain, morale 12 [if in wasteland hex is instead a Tyrannosaurus]

18 2d10 Killer Moles[1] 2HD medium, ambush on 4 in 6, roll of a 1 for number means encounter is instead Giant Killer Mole* 6HD heavy, ambush on 4 in 6 [in Marsh/Swamp hex is instead Crocodiles]

19 Corpse of X

20 Conflict of X and Y

[1] attacks w/ half-hit dice [2] attacks w/ 1 hit dice

1d10 Ocean Encounters 1 in 6 per day of seafaring

1 Whale: if hostile rams into ships for 1 hit, ram hits 1d6 men on board as medium, hits indicating they are knocked overboard

2 Mosasaur: Rams into ships for 1 hit, ram hits 1d6 men on board as medium, hits indicating they are knocked overboard, then eats men overboard, morale 7

3 Kraken: 3 arms grapple the ship as heavy, 3 arms attack men on deck as light, 2 arms attack men on deck as medium, Main body has 4HD, morale 6

4 Sea Serpent: 12 HD, Wraps around ship (as ship to ship grapple but chance for cutting lines) dealing 1d6 hits per round, mouth attacks as horseman, morale 8 

5 Leviathan: Rams into ships for 3 hits, ram hits 3d6 men on board as medium, hits indicating they are knocked overboard [if at shore is instead 2d6 Giant Crabs*: 4HD medium, move and defend as heavy, will grapple ship then climb aboard to attack, upon killing a man one departs]

6 Pleiosaur[2]: 8HD, Mouth attacks as heavy, upon killing a man will depart but continues to follow the ship

7 2d20 Atlantean Fish-Men, 1HD Light, morale 10

8 1d3 Yugysh Pirate Galleys (rowed) each carrying 1d20 light troops, 1/3rd archers, per 30 troops is a Captain (4HD)

9 Floating Corpse of X

10 Conflict of X and Y

[1] attacks w/ half-hit dice [2] attacks w/ 1 hit dice


Lair Notes:


Ydromants in lair, will have an additional 5d20 warriors and 50% young, 50% females of total warrior population, 50pts of treasure in addition to 2pts per 9 warriors

Maw of Roses in lair, will have an additional 3d20 Lesser Maws* (2HD, medium, move 6' but unaffected by difficult terrain, morale 12) 

Atlantean Fish-Men in lair, will have an additional 3d20 Fish-Men, and a hoard of 200pts

Yugysh Pirates in lair, will have an additional 1d6 pirate ships, and a hoard of 150pts


Restless Rhaetians


Walking Corpse: Light, 6' movement, morale 12

Walking Giant Corpse: 8HD, attack and move as M, defend as H, morale 12

Mummy: 4HD, Spell: Summon 10' bubble of poison gas, moves at 6' until contact then bursts into 30' wide, 20' deep, 10' high cloud

Specter: Horseman, 12' movement, morale 12

Animated Statue: 4HD, Heroic, Heavy Infantry, Immune to mundane missiles

Wraith: 4HD, Heroic, Fly 12, Fights as Horseman, morale 12, those slain rise as servitors

Golem: 8HD, Heavy, Immune to sorcery and mundane missiles, morale 12


Misc Beings

Wizard: 3HD Light, fly 6', and 4 sorceries: Vanish, Protection from Flame, Wear Skin of Beast, Strike True

Fisher of Man: 4HD Light, rides upon a throne set upon a 20' by 10' by 10' cloud, within the cloud are 2d6+2 starving Ydromants who may be unleashed to attack in frenzied hunger. Ambushes on a 4 in 6, and if determined to have ambushed a army, a single random unit is yanked away into the sky. A fisher of men then continues to follow an army with each day a 4 in 6 chance to steal away another man. The cloud may transport up to 15 men within. It flies at 12' in battle and overland treats the cost of entering any hex as 1.

Dragon: 12HD, move 9', fly 18', defends from melee and missile as heavy, melee hits on 4-6, may breath: either 9' by 3' cone, 10' line, or 5' cloud of flame every 1d3 rounds of battle, 50% immune to sorcery, approach forces morale at 8', 4 in 6 to be in lair otherwise stalking hex, morale 10

Sarmackian War-Machine: 4HD with 3 legs and 1 "Head" each a seperate HD, all defending as Heavy+Shield, up to two "legs" are able to attack in melee trampling foes as Heavy, move 9', 1.5' square size of an equilateral triangle with legs at N, SE, and SW, "slaying a leg" has a cumulative +50% chance of the War-Machine collapsing allowing the head to be attacked, an eye upon the "head" of the war-machine is able to fire a "death ray" which hits in a 2' line with a chance of slaying men based distance away[Targets 0-6' away hits on 2-6, 7-12' away hits on 4-6, 13-18' away hits on 5-6, with penalty from cover as arrows], morale 12