My pdf maker button seems to be crook - can anyone get tables intact on my ballroom post with it? Is it just me? Are all my backups actually crap? More Hawksmire stuff and parts of this series coming. Trying to finish old stuff more - about 30 drafts sitting a while.
Had ballroom game work well.
Original Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb + Update 3
4 Magic Mansion Update 4
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate
mapping your 6 room dungeon
Environment
Dungeon Defence Conditions
d12 Sounds, Smells & More
d12 Rumours
d12 Missions
d12 Factions
d12 Allies
d12 Enemies
d12 Special Treasure
d12 Special Feature
Environment
A prehistoric glacier of the north wastes, where strange creatures, monsters and wild folk who know no metal. zin other lands some cold dwelling monsters will try to invade lowlands with rapid crawling glaciers floiwing down mountains to crush civilisation. Such forces use cold, weather, water and air magic to grow the glacier and its conditions. Walls are of deep white, blue or green ice. The ground may be ice or ground down rocks into pebbles and muddy slush. Doors may be made of ice or whicker framed hides or fur curtains. Tunnels can be slippery and cold. If you get wet it is even worse. You can smash trhough some walls and in deep areas may be more rock or caves. It is in a state of change and as it moves and mnelts prehistoric things are awakened.
d12 Sounds, Smells & More
Had ballroom game work well.
Original Series
1 Redbrick + Update 1
2 Goblin Mine + Update 2
3 Gothic Tomb + Update 3
4 Magic Mansion Update 4
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate
mapping your 6 room dungeon
Environment
Dungeon Defence Conditions
d12 Sounds, Smells & More
d12 Rumours
d12 Missions
d12 Factions
d12 Allies
d12 Enemies
d12 Special Treasure
d12 Special Feature
Environment
A prehistoric glacier of the north wastes, where strange creatures, monsters and wild folk who know no metal. zin other lands some cold dwelling monsters will try to invade lowlands with rapid crawling glaciers floiwing down mountains to crush civilisation. Such forces use cold, weather, water and air magic to grow the glacier and its conditions. Walls are of deep white, blue or green ice. The ground may be ice or ground down rocks into pebbles and muddy slush. Doors may be made of ice or whicker framed hides or fur curtains. Tunnels can be slippery and cold. If you get wet it is even worse. You can smash trhough some walls and in deep areas may be more rock or caves. It is in a state of change and as it moves and mnelts prehistoric things are awakened.
d12 Sounds, Smells & More
1 Creaking ice
2 Cold air vent
3 Frost or snow
4 Steam vent
3 Frost or snow
4 Steam vent
5 Fog cloud
6 Salty air
7 Cracking ice or crunchy snow
8 Distant smoke
9 Earthy wet mud odour
10 Dripping or trickling water
11 Howling wind
12 Falling ice
d12 Rumours
1 That river of ice gets closer each day, it is a doom on us all
2 Some icy evil is driving the glacier ever closer to us
d12 Rumours
1 That river of ice gets closer each day, it is a doom on us all
2 Some icy evil is driving the glacier ever closer to us
3 Huge brutish hillfolk in hides with spears live up their, with ogres and sabretooths
4 A great orange furry troll beast with huge tusks and a tentacle nose came from their once
5 The closer it gets the worse the winters are, since they took down the old standing stones
5 The closer it gets the worse the winters are, since they took down the old standing stones
6 Sometimes the glacier glows by night with unholy power
7 They say wailing ancient spirits surround it, and wild beasts unseen for an age
8 The glacier feeds on souls, causing the dead to walk
9 You will find metal rare within unless you meet dwarves or giants
10 You will fnd the deepest tunnels leading to the icy region of hell
8 The glacier feeds on souls, causing the dead to walk
9 You will find metal rare within unless you meet dwarves or giants
10 You will fnd the deepest tunnels leading to the icy region of hell
11 An elder god is imprisoned within and its power used for wicked magic
12 Stone age wizards worked wonders here in imitation of the prehuman ager of darkness
d12 Missions
1 Find the magic heart of the glacier and destroy it
2 Find what fell power lurks within and report it
3 Foolish people went to explore it and have not returned
4 A dread chill is ruining crops, find its source
5 They say prehistoric wizards left wall carvings in the magic glacier
6 Hairy creatures from old stories are coming from the frozen mountains, find their source
7 The weather is being changed by this glacier find out how
8 Certain stones found in the glacier by heroes in the past preserved us in the past
9 When the meltwater grows to a stream, slumbering beings in the glacier stir. Go check no evils are plotting against us
10 A body downstream of the glacier has been found of a wildman not seen for generations and he had snow crystal spheres in his pouch and strange herbs. Go see if he came from the glacier
11 To drive away the fire monsters, we need ice relics they respect, go to the glacier and find some
12 By night when blizzards come, strange creatures move around the village and have frozen the life from people. Tracks lead to the forbidden glacier. Please stop this fearsome being
d12 Factions
1 Prehistoric animal life, larger archaic versions of modern species
1 Prehistoric animal life, larger archaic versions of modern species
2 Cave dwellers are subterranean peoples living as the first free humans did long ago
3 Ice Tribes are dwellers in frozen lands and high altitudes as hunters and fishers
4 Humanoids, including goblins and orcs, but also white apes and yeti
5 Giant folk including ogres, trolls and various giant peoples
6 Elemental beings of ice, air or water or beast tainted by them
7 Undead of ancient pre-metal ages of dark wizardry, many with gold property or occult lore
8 Draconic controlled group serving the monster or just pets
9 Living elemental ice creatures or elemental mutants or cultists
10 Winter faeries who freeze captives as artworks, then defrost them when bored. They have an outpost here to act as a transit hub for the winter fey seasonal invasions
11 Wizard cult here to find prehistoric arcane knowledge with hired guards
12 Alien ice creatures burrow into the complex and have a hive structure
d12 Allies
1 Explorers here a mix of curious scholars and profiteers, well-supplied and tough
2 Benevolent ice spirit or faerie cares for puny humanoids
3 Ice sprite might warn locals or even scout for them
4 Wizards and a few hirelings, overwhelmed by threats, seeks allies
5 Lost sledge dog happy to see humans and hungry
6 Changeling animal spirit like a fox or lynx will watch the party, may try to contact in human form
7 Tribal cave folk seek to trade or warn of peril but usually only speak underland speech
8 Frost elf lost but drawn to this magic place seeking a portal home
9 Ice mummy seeks help to rob the grave of another ice mummy
10 Wildman trapper is gruff and a misanthrope, but requires help to kill glacier monsters
11 Thawed out ancient, confused and language-dated, seeks some help in new world
12 Talking giant mountain goat warns you of threats and will even help party
d12 Enemies
1 Elemental beings or mutated beasts, possibly prehistoric types
2 Cannibal tribe of cave folk hungry for flesh
3 Frost elves scouting led by a knight, can be cruel and bored or keen to test powers
4 Ice statues or golems
5 Ice mummies, frozen zombies and spirits with chilling touches
6 Owlbear or sabretooth lion
7 Ice trolls or cave ogre gang
8 Frost salamander or ice toad
9 Yeti or white apes or carnivorous apes
10 Terror birds or dire wolves
11 Cultist or wizard party
12 White dragon or hybrid creature
1 +1 stone weapon (d4 1=sling stones x2d4 2=hand axe 3=javelin 4=dagger)
2 Beast cloak, once a day can transform into the species of the cloak for 10 minutes
3 Tusk ivory from walrus or mammoth 2d4 pieces in a bag, 100gp each 1in6 with symbols carved
4 Runestone with knowledge of a basic spell d6 x d6 enc
5 Fur or hide of giant or magical beast d6x100gp
6 Bone flute can three times a day animate a medium animal or humanoid skeleton for ten minutes
7 Ice sculpture, never melts d6xd6 enc, 1in6 drip constantly with ice water
8 Magic bone fish hook catches d6 fish a day
9 Yeti fur suit or cape, +2 save vs cold and -2 damage per dice from cold damage
10 Ice Sword +d3 cold damage sword of unmelting ice, also keeps goods cool
11 Magic Harpoon, 20 foot line which can be burned but not cut or snapped, d8 damage, no range penalties
12 Shamans bag, fur bag of mysterious contents, magic ruined if opened and opener save or die (d4 1= +1 protection 2=protection from evil 3=double natural healing 4=double healing from magic herbs)
d12 Special Feature
1 Elemental portal often guarded by elemental creatures
2 Chamber with huge frozen prehistoric creatures in icewalls
3 Semi flooded room with creature who uses freezing powers to trap targets
4 Beautiful chamber of icecrystals with sweet sounds from wind passing through
5 Under ice floor or in walls see swimming aquatic creatures
6 Unatural cold causes 1pt damage per hour without furs or per round if wet
7 Fierce cold breeze forms ice structures and blows snow flakes everywhere
8 Crystal control room to operate the glacier course and speed, normally moves a d6 inches a year but can speed to d6 yards per hour, easily destroys most buildings
9 Snow covered pits (d4 1=deeper level slide 2=icicles 3=water 4=mud and gravel)
10 Moving ice walls, doors, floors and ceilings in sections
11 Magic mirror walls (d4 1=conjure evil duplicates 2=portal to prison pocket worlds 3=causes mutations 4=release trapped creatures)
12 Any who die here are animated as undead if bodies left overnight, usually of a type tainted with cold or ice power

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