Category: Examples

  • Halflings Hunting the Hunters

    Halflings Hunting the Hunters

    The party has been skirting the perimeter of a tabletop hill with a steep incline rising 20 feet of hard-packed clay. Above and below, thick brush offers numerous opportunities for hiding. Yet just now, the gray fur of a wolf rises over a bush. Yellow eyes bear down on the party with a human intelligence. Seven other humanoid shapes drift between the vegetation.

    These eight figures are Lupin, humanoid wolfmen, nearly indistinguishable from werewolves but steadfast enemies of such. They are merely hunting small game, and as such, present as cautious and likely to move off to avoid entanglements with the party.

    Meanwhile, 11 Halfling warriors have been tracking the Lupin for days. The diminutive fighters hide at the edge of the rise, spears at the ready. They are hunting the Lupin under the mistaken notion that they are werewolves who took several of their flock of milk goats. They will watch for three rounds before taking advantage of their elevated position to fire stones with slings, hoping to incapacitate one of the Lupin for questioning.

    The scrub in the area provides an advantage of +2 or +10% to hiding attempts. It provides half cover. The edge of the hill is steep enough to prevent easy climbing, though the dirt is hard-packed. Any who wish to get to the top will likely have to loop around to the backside, some 100 yards.

    8 Lupin: AC 14, HD 2, #At 1 silver spear or arrow, Dam 1d6, Mv 120′, Sv F2, Ml 8, XP 75

    HP 10 ☐☐☐☐☐ ☐☐☐☐☐
    11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
    9 ☐☐☐☐☐ ☐☐☐☐
    10 ☐☐☐☐☐ ☐☐☐☐☐
    14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
    12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
    2 ☐☐
    6 ☐☐☐☐☐ ☐

    11 Halflings: AC 13, HD 1-1, #At 1 Spear or Sling, Dam Spear (two handed) 1d8 or 1d3, Mv 40′, Sv F1, Ml 8, XP 25

    HP 2 ☐☐
    5 ☐☐☐☐☐
    7 ☐☐☐☐☐ ☐☐
    5 ☐☐☐☐☐
    6 ☐☐☐☐☐ ☐
    8 ☐☐☐☐☐ ☐☐☐
    7 ☐☐☐☐☐ ☐☐
    4 ☐☐☐☐
    1 ☐
    4 ☐☐☐☐
    6 ☐☐☐☐☐ ☐

    Original output from the St. Orlan Grassland generator:

    While exploring, the party encounters figures wandering 60 yards (20 if surprised) to the northeast.
    8 Lupin AC 14, HD 2, #At 1 silver spear or arrow, Dam 1d6, Mv 120′, Sv F2, Ml 8, XP 75
    Resemble werewolves. Lawful nomads. Hate werewolves, recognize them automatically, attack on sight.
    3 rounds later followed by
    11 Halflings AC 13, HD 1-1, #At 1 weapon, Dam Spear (two handed) 1d8, Mv 40′, Sv F1, Ml 8, XP 25

    Their attitude is that there is clear and present danger. They are cautious and aware of possible trouble. They will disengage without violence if possible, or provide a final warning.

    Their surprise roll is 5, and the party rolls 5.

    The immediate area is heath and bushes, with half cover possible and concealment for prone or small creatures (+2 bonus to stealth while moving slowly). The ground is a steep-sided mesa edge that rises 20′, and footing is firm packed earth. Nothing much else distinguishes the area..

    The general vibe is “dread”.

  • Menegildiloth’s Crepuscular Beacon

    Menegildiloth’s Crepuscular Beacon

    Exactly 333 years ago, the infamous halfling Menegildiloth, whose reputation for reviving broken weapons was almost eclipsed by his abject unreliability, acquired a most fearsome armament in an unfortunate state of disrepair. The morningstar presented in two segments, spiked ball and bone shaft, propelled itself into his collection by way of the sole survivor of a delver into that pit of decrepit doom called Kaalun. The irregular globe with muricate surface that once proudly stood affixed to the calciferous pole whispered to him in voiceless words. The witless adventurer sought only a pittance for the engraved bone. Menegildiloth stifled a chuckle as he handed over a 18 pieces of silver.

    Down in his underground forge, the diminutive weaponsmith toiled to remake the two parts into a whole once more. All the while, gentle waves of arcane insight caressed his mind, as the weapon itself bade him to restore its glory. The shaft was carved of dragon bone and likewise engraved with a dragon motif, the ridges of intricate dragon scale ensuring a steady grip. The dread weapon offered an alliance against the enchanted creatures of the Sucnaathoth Glade, those careless monsters of arcane origin who once wronged Menegildiloth.

    Its champion has long passed from this plane, but the Crepuscular Beacon remains a potent antidote to any enchanted foe, and any who take it up will enjoy a pleasant babbling of advice and nonsense.

    This Morningstar +1, +2 vs Enchanted is imbued with a modest intelligence and the ability to communicate telepathically with its wielder. It lusts after destruction of enchanted creatures, but with only an ordinary ego, it may fail as often at succeed in compelling the owner to violence.

    Original output from the Enchanted Weapons generator:

    Morningstar +1, +2 vs Enchanted
    Intelligent (7 INT 12 WIS 8 CHA).

    It was forged 3 centuries past and has need of repair. A shifty mentor known for reforging broken weapons made it to create a legacy of cursed power. Engravings with a dragon motif spiral down the length of the item.

  • Ghasts in an Alpine Meadow

    Ghasts in an Alpine Meadow

    The party pauses at the western edge of an alpine meadow, where the tall pines part to let tall grass sway in a gentle breeze that tumbles down the steep incline from the northern peak. The snow-chilled air raises the fine hairs at the back of the neck. At the eastern extreme, just 60 yards distant, the lurching shapes of four figures turn to squint at you and your companions.

    Instantly, you recognize them as ghouls or ghasts, disgusting undead creatures deserving nothing but utter destruction. The distance could be closed in a mere 10 seconds if both sides rushed at each other, but the ghasts pause, as if wondering if they might rather talk than fight.

    The high ground is to your left, should you wish to circle around the edge of the meadow to gain advantage. If you wish to speak to the ghasts, they may angrily agree to eat just one of your number and let the rest retreat.

    Original output from the St. Orlan Mountains generator:

    While exploring, the party encounters figures wandering 60 yards (10 if surprised) to the east.
    4 Ghasts AC 15, HD 2**, #At 2 claws/1 bite, Dam 1d4/1d4/1d4 + paralysis + stench, Mv 30′, Sv F2, Ml 9, XP 125, Tr B

    Their attitude is that they must trust and verify. They are neutral and open to a fair exchange. Apply +4 to the next check. Any final offers are take-it-or-leave-it.

    Their surprise roll is 3, and the party rolls 4.

    The immediate area is an alpine field of grass with clear line of sight. The ground slopes steeply up to the the north (+2 AB from higher ground), and it is hard rock or packed dirt. No water features are nearby.

    The general vibe is “anger”.

  • The Library of Aman Renduul

    The Library of Aman Renduul

    After ten minutes of searching, the halfling thief returned from the library with a stack of eight books that teetered as she shuffled back to the party. The Elven wizard adjusted his spectacles and began taking one book at a time, examining them and reciting the titles.

    “This volume bound in black pigskin describes magical herbs, as I note by reading the gilded title on the spine. Oh, but the pages are all soiled by ink stains. Tanzil Jae was a prolific author in his day, but is quite obscure now.”

    “Now, this handsome volume in rare violet calfskin is a religious history of the inquisitors who cleansed the Piekaff Valley 300 hundred years ago. It’s part of a rather tedious series of 13 volumes each dealing with the exploits of various witch hunters. With so many pages torn out, I wouldn’t think it’s worth much, but these gems attached to the cover may be worth prying off, dear thief.”

    “It does not appear that this unusual book with the copper cover has faired well. Not surprising given its subject: conjuring demons. I can barely make out the words on these scorched pages!”

    “This old book with the paper cover is worthless. See how it crumbles as I turn the pages? Bah! It is only part of a larger collection on animal husbandry.”

    “I believe I will keep this small book with the paper cover. The Charms of Crystal Gazing by Malibart Churd. It’s well-worn, so I conclude it was either quite useful or quite inscrutable to its previous owner.”

    “Further Achievements of the Great Cathedral Builders by Stanisgurt Kloptikon This black cowhide is also quite worn. Art bores me.”

    “Here is another worn-out art book covered in yellow deerskin. It seems to instruct on sketching.”

    “Finally, we have another bejeweled cover, this time in red pigskin, all about realms inhabited by demons and devils. I’m not surprised this one is vandalized as well. See if you can dig those gems out of the cover, runt.”

    Original prompt from the Book Generator:

    This book’s cover is pigskin dyed black with gilded spine. The condition is poor, ink stains obscuring a fair amount of the pages. The subject is herbs with a focus on magical herbs, a single volume, written by a prolific but obscure author.

    This book’s cover is calfskin dyed purple and ebedded with gems. The condition is vandalized, missing many pages. The subject is religious history history, a single volume of a larger work with 13 volumes.

    This book’s cover is copper plates, green with verdigris. The condition is badly damaged, nearly illegible. The subject is conjurings within the field of demonology, a single volume, written by a prolific but obscure author.

    This book’s cover is heavy paper. The condition is ancient. Pages crumble as they turn. The subject is animal husbandry, a single volume of a larger work with 9 volumes.

    This book’s cover is heavy paper. The condition is worn and tattered. The subject is crystal gazing as a branch of divination, a collection of works all by the same author.

    This book’s cover is cowhide dyed black, the title branded into the cover. The condition is worn and tattered. The subject is cathedrals and chapels in the realm of art, the sequel to a book by the same author.

    This book’s cover is deerskin, stained yellow. The condition is worn and tattered. The subject is sketching in the realm of art, an edition of a regularly published book with multiple authors.

    This book’s cover is pigskin dyed red and ebedded with gems. The condition is vandalized, missing many pages. The subject is fiendish realms within the field of demonology, a single volume, written by a well-known author.

  • Alfred’s Shadowbane Stone

    Alfred’s Shadowbane Stone

    This simple stone glows as bright as a candle when gripped in the hand. It functions as a magical weapon, able to harm all enchanted monsters for 1d4+1 points of damage when thrown. It adds +1 to attack bonus.

    The stone contains the soul of a celestial being who wagered with a devil over whether a mortal would choose wisely in the face of temptation. As payment for the loss, the devil condemned his opponent to a thousand years in the form of a stone discarded in a stream.

    Nearly a hundred years ago, a humble halfling named Alfred plucked a shiny stone from the creek near his home and was surprised to find it glowed as bright as a candle when held. He stuffed it in his pocket and sometimes brought it out as a curiosity, a minor magical device that helped him avoid tripping over tree roots while heading out to fish in the pre-dawn darkness.

    He never told anyone else that the stone whispered to him, encouraging him to keep his faith and to always treat others with honor. Surely the stone could not truly be alive with a real consciousness, he thought. In some particular moments of weakness, Alfred was sure the stone had forcibly turned away an intrusive thought to insult another or to take more than his share at the annual harvest celebration.

    One morning, he stepped past the old oak into a particular dark patch of shade, and he felt the bone-deep chill that comes from the touch of a Shadow, those terrible monsters who sap their victims’ strength. Reacting instinctively, he leaped backwards, pulled the stone from his pocket and hurled it at the nasty Shadow. No ordinary stone could harm such an enchanted creature, but the fortune favored that diminutive fisherman that morning. The magic of the stone dissipated the magical darkness of his foe. From that time, Alfred called his stone Shadowbane.

    Original prompt from the Enchanted Weapons generator:

    Stone +1
    Glows as a candle when held. Intelligent (11 INT 12 WIS 15 CHA).

    It was forged roughly a century ago and still appears new. A divine being made it to fulfill a divine wager. The item is utterly plain, its surface polished to a mirror sheen with no engraving or motif to betray the enchantement woven into its steel.

  • Aureate Circlet of Progenitors

    Aureate Circlet of Progenitors

    This gold band allows the wearer to summon 1d12 beings that fight beside him as zombies for up to an hour. To activate the ring, the wearer must recite the oath engraved along its surface: “Dust and ashes, protect my flesh!”

    The figures are formed from nearby soil over 1d6 rounds, and the effect fails if there no suitable material within range. They behave as zombies created from an animate dead spell, including hit dice, attacks and movement. However, they are made from mud and resemble the ring wearer’s ancestors.

    Original prompt from the Ancient Rings generator:

    This gold ring, engraved with symbols, was created by spirits and given to mortals as reward for some great deed. The ring provides the following powers. Call 1d12 zombies once a week for 1 hour.

  • Brown Greeper

    Brown Greeper

    Armor Class: 14 (or wears armor)
    Hit Dice: 2
    No. of Attacks: 1 touch
    Damage: 3d10
    Movement: 60′
    No. Appearing: 6d4, Lair 8d12
    Save As: Fighter: 2
    Morale: 12
    Treasure Type: D
    XP: 100

    Brown Greepers, otherwise known as Grak’s Progeny, are a peculiar type of undead invented by legendary necromancer Grak by chance when an animate dead spell went awry. The bodies of men, dwarves and elves are imbued with a malevolent force that compels them to reach out and deliver a damaging touch which ignores armor. Their wits are dim, but they are fleet of foot. A dozen of them may suddenly rush forward to mob unsuspecting adventurers uttering “greep! greep!”

    Any physical blow striking a Brown Greeper releases a blast of magical force in the form of an animate dead spell. Up to 4 HD of dead bodies rise as zombies and fight alongside their moronic masters. As such, they may be found with several zombies trailing along with them when encountered.

    Brown Greepers can be found in cemeteries from which they range and return, bringing zombified victims back with them. When encountered in such a locus, a hoard of treasure type D will be found in a loose pile.

    Here’s the random monster stats that come out of the generator.

    Armor Class = 14 (or wears armor)
    Hit Dice = 2 HD
    8 feet, 180 pounds
    Attacks = touch 3d10
    Movement = 60
    No. Appearing = 6d4, 8d12 in lair
    Save As = Fighter
    Morale = 12
    Treasure Type = D
    Animate dead if struck.
    Looks like a ordinary humanoid.  
    Semi-intelligent (5 INT)

  • The Sagacious Band of Enemy Revelation

    The Sagacious Band of Enemy Revelation

    Long ago, before Man rose up to rule the land, there were those among them that sought to make peace with the goblins. As a token of friendship, they made a brass ring engraved with the goblin symbol for “beware”. Into this ring they placed magic that allows the wearer to detect enemies once per day, such that for a duration of one hour, all those who mean the wearer harm appear outlined in a reddish glow.

    This ring was meant for goblins only, and only for them does it operate. Yet, those primordial men were but crude tinkerers in their craft, and the ring was made imperfect. It applies the delusion upon the wearer of being resistant to fire or heat. In defiance of all logic, the wearer will always conclude that any harm done by fire was half of what it ought to have been.

    This bronze ring, with engraved writing, was created by a primordial pre-human race as a pact to ensure peace. Its full powers only work for goblins. The ring produces the delusion that the wearer has fire resistance. The ring provides the following powers. Detect enemies once per day.

  • The Lingering Draught of Mnemonic Dissolution

    The Lingering Draught of Mnemonic Dissolution

    This potent poison must be poured into a victim’s beverage, making it more the subtle tool of the nefarious assassin rather than of an aggressive thief engaged in battle. Once consumed, the poor imbiber must save versus poison at a -2 penalty, else 1-4 hours later, he will find 1d6 of his memorized spells gone from his mind.

    With a little planning, that indulgent cleric at the inn might find himself lacking in prepared spells later that evening just at the moment when he’s confronted in a dark alley. Best to cast purifying spell over your drinks if you frequent the taverns near the wharf.

    Here’s the original output from the generator.

    This poison is delivered by ingesting. Its strength is considered strong -2 to save. Its effects are felt in 1d4 hours. The poison causes memory loss, save vs poison or lose 1d6 memorized spells. The effects are permanent and may not be reversed except by a wish.

  • Manticores in the Mud

    Manticores in the Mud

    While exploring the wetlands north of St. Orlan, the party comes upon a pair of manticores who have landed on an island of dry land among an expanse of deep muck. Just at this moment, the monsters have not noticed the party, giving them a chance to turn and slip away unnoticed. If they press forward, they will find the manticores wary, and ready for a fight. Yet, at only 30 yards away, the party might rush forward and get a few strikes in before the monsters can respond.

    The morning air is crisp and thick with the dew of Spring. The path being traveled narrows and ends here, leaving only a morass of deep mud that would easily rise to to meet the waist of a full grown man. Anyone foolish enough to enter that muck would need to save vs. death each round, adding their strength bonus, just to make any progress.

    2 Manticores AC 18, HD 6+1*, #At 2 claws/1 bite or 6 spikes (180′ range), Dam 1d4/1d4/2d4 or 1d6 per spike, Mv 40′ Fly 60′ (10′), Sv F6, Ml 9, XP 555

    HP 30☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
    ☐☐☐☐☐ ☐☐☐☐☐
    31☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
    ☐☐☐☐☐ ☐☐☐☐☐ ☐

    Manticores appear as overgrown lions with thick leathery wings and an ugly humanoid face. Their tails end in 24 spikes, of which they can fire six at a time. Out on the hunt and away from their lair, they carry no treasure, but would certain enjoy a breakfast of human flesh.

    I created this based on the following output from the St. Orlan swamp encounter generator.

    While exploring, the party encounters figures wandering 80 yards (30 if surprised) to the west.
    2 Manticores AC 18, HD 6+1*, #At 2 claws/1 bite or 6 spikes (180′ range), Dam 1d4/1d4/2d4 or 1d6 per spike, Mv 40′ Fly 60′ (10′), Sv F6, Ml 9, XP 555, Tr D

    Overgrown lion with thick leathery wings and an ugly humanoid face. Tail ends in 24 spikes.

    Their attitude is that there is clear and present danger. They are cautious and aware of possible trouble. They will disengage without violence if possible, or provide a final warning.

    Their surprise roll is 2, and the party rolls 5.

    The immediate area is grassy wetland with clear line of sight and easy movement. The area is a waist-deep bog, requiring save vs death +STR or be stuck for one round, and footing is sucking mud. No other natural annoyances are present..

    The general vibe is “crisp”.