Friday, February 23, 2018

Treasure for Dungeon Fantasy from AD&D

I took a bit of a break from schoolwork the other day and tallied up the lair treasure for every monster in the AD&D Monster Manual, using the worth of each treasure type in this post.

Why that Monster Manual? Well, I own a copy, which isn’t unusual in of itself (I own the core Monster Manual for every edition other than 3.0 and 4, and I’m including the Rules Cyclopedia and Monsters & Treasure). This version is the work of one man, Gary Gygax, and presumably this means we have the nearest to a consistent old school vision in it. It doesn’t key treasure to the Encounter Level or Challenge Rating, which were always prone to error, and instead uses those ugly user unfriendly letter codes.

Anyways, once I typed it up, I analyzed it. I added the Creature Type from the D&D Monster Manual 3.5, wanting to see if there were trends in the data. And there were, and I’m going to apply what I learned to GURPS Dungeon Fantasy, to give guidelines for treasure for it, by monster class. This is to help me assign treasure to monster lairs that are not in D&D.

Keep in mind that this is lair treasure, not personal treasure, and you have to keep in mind how many of that monster makes a lair. Men are rich, but there’s 100-200 in an average lair, and that’s just the combatants. Many of these monsters also have entries for noncombatant women (the sexism in gaming shines through 40 years later) and young. If you have a gang of 10 bandits, there’s no way they should have the full treasure listed.

You also should keep in mind how tough the monster is. These tallies come from the mean treasure worth of those monsters with treasure. If you’re granting loot to demon lords, you should give them twofold these numbers.

I'm leaving out individual treasure. Just use the guideline on p. 49 of GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, which is (2d-2) × $5 in coins. You can lower it to (1d-1) × $1 for the kobolds.

Also, I'm using the conversion of an AD&D gold piece being worth $1 in GURPS. I'm pretty sure +Peter V. Dell'Orto came up with that. My numbers for each treasure type comes from a forum post on Dragonsfoot; another gives the average value of things like gems, jewelry, and magic items, letting me convert magic item XP to actual items.

Animal. These guys usually don’t have treasure. The exception is if they’re bigger than SM 0 and live in the water, like sharks and whales. If so, they might have treasure—sharks may be near loot that fell off of delvers they ate, and whales may have swallowed loot along with delvers. There isn’t much rhyme or reason as to which underwater monsters have loot, but if one should have some, give it (8d-7) × $1,000 in loot and 1d-3 magic items.

Construct. No treasure. No exceptions. Whoever made them or owns them might have some, but constructs always have Wealth (Dead Broke).

Dire Animal. In D&D terms, these guys are the dumber Magical Beasts, with the smarter ones, like blink dogs, being either Faerie or Mundane. These guys often do have treasure, and they tend to be smarter and have slightly more numbers than the ones who don’t have any. Give them (2d-2) × $1,000 in loot and 1d-3 magic items.

Demon. Oh boy, are these guys loaded. Well, some of them. The big mass of Demons have little to no loot, so don’t be awarding hordes to doomchildren. (AKA “demon dolls” to my players. Incidentally, something related to my game of a couple of weeks ago that I forgot to put in the log is that Roman, one of the players, tried mapping, and threw in the towel after about two rooms when he tried to follow all the twists and turns my wife put in there. She was proud when I told her.)

Anyways, back to loot. A Demon with loot should not be Bestial or have Slave Mentality and have at least IQ 7. They’re going to be at least as big as a man (excepting imps and quasits, who honestly shouldn’t have any loot, much like constructs, since they’re typically serving someone); leave out the foot soldiers of evil. Give them (10d-7) × $1,000 in loot and 1d magic items.

Oh, and counting imps as Demons—I find this whole Blood War to be meaningless background for 99.9% of all D&D games. Demons and Devils are evil, come from another plane, and we can kill them. That they don’t like each other is interesting but hardly important to the key thing, which is killing them, saving the innocents, and taking their stuff. (The demons’ stuff, that is. Maybe the stuff of the innocents too; we’ll get to humans in a bit.) Seriously, you all spend too much ink on this crap.

Divine Servitor: They usually will have bosses, but if they are showing up on their off-time, treat them the same as Demons: (10d-7) × $1,000 in loot and 1d magic items.

Elder Thing. Befitting what they are, these guys defy classification. For the most part, the dumb ones shouldn’t have loot; give it to their bosses. (Many low-level Aberrations in AD&D, like rust monsters and carrion crawlers, do have treasure, likely to reward low-level delvers, but these aren’t Elder Things in Dungeon Fantasy.) Give them (12d-9) × $1,000 in loot and 1d-1 magic items.

Elemental. The standard elementals, being typically summoned, do not have treasure. Their mightier counterparts will have some unless they’re air elementals (Roger De Bris: "I don't know about tonight. I'm supposed to be the Grand Duchess Anastasia, but I think I look more like Tugboat Annie. What do you think, Mr. Bloom?” Leo Bloom: "Where do you keep your wallet?”) For those who can hold loot (Princess Leia: “The more you tighten your grip, Tarkin, the more star systems will slip through your fingers”), they will have (6d-6) × $1,000 and 1d-4 magic items.

Faerie. Faerie always have loot. D&D might be a little tighter with the definition of Fey than Dungeon Fantasy is with Faerie; there aren’t many published examples. For example, I’d call unicorns Faerie, but D&D calls them Magical Beasts, much as it deems harpies Monstrous Humanoids whereas Dungeon Fantasy calls them Faerie. Medusae in D&D are also Monstrous Humanoids, but are Mundane in Dungeon Fantasy. I get it, it’s a judgment call. Regardless, give them (6d-7) × $1,000 in loot and 1d-3 magic items.

Giant Animal. These guys sometimes have treasure, if they’re especially big (like a roc) or nasty. The anomaly for this are giant rats, which have treasure type C, even though they’re just giant rats. I think this was a way to get loot to low-level parties who were likely to have some trouble with giant rats, and they do have an average number in lair of 27.5, which is a lot for Giant Animals, so that’s not too far from fair. But anyways, if you give Giant Animals loot, give them (1d-1) × $1,000 in loot and 1d-5 magic items.

Hybrid. Treat them the same as Dire Animals: (2d-2) × $1,000 in loot and 1d-3 magic items. D&D doesn’t differentiate, and for these purposes, I don’t see why we should either.

Mundane. For published Dungeon Fantasy monsters, these are really four classes:

  • Sapient humanoids who use tools, like men, elves, orcs, hill giants, and reptile men.
  • Lycanthropes or other shapeshifters who are sapient humanoids who can magically change into the shape of something else, like werewolves. EDIT: I guess we could extend this to magical Monstrous Humanoids like medusae too.
  • Dragons and
  • Stuff that doesn’t fit elsewhere, of which the Rock Mite is the one published example I could find. I’m gonna skip them.

Taking these one at a time, we can split the sapient humanoids further into men, demihumans, humanoids, and giants. All of them have loot:

  • Men have big lairs (mean is 126) and big loot to match: (10d-3) × $1,000 in loot and 1d-4 magic items.
  • Demihumans, which I define as being good or neutral guys you’re not normally supposed to kill (my sample is dwarves, elves, gnomes, halflings, and mermen, all but the last being normal player character races), have (8d-4) × $1,000 in loot and 1d-3 magic items.
  • Humanoids are the guys you’re supposed to kill and are man-sized or smaller, and have (5d-5) × $1,000 in loot and 1d-4 magic items. Note that some humanoids, like bugbears and lizard men, don’t have the 100+ populations of other sapient humanoids that are man-sized or smaller; lower loot for them. Keep it up for the more magical ones like medusae, however, even though they have small lairs.
  • Lastly, giants, who will have SM +1 and a small number in lair, so this includes ogres and trolls. These guys have (3d-3) × $1,000 in loot and 1d-3 magic items.

Lycanthropes and the magical Monstrous Humanoids have small lairs, typically under 20, and have (3d-2) × $1,000 in loot and 1d-3 magic items. The werebear, which is wealthy, might be skewing this upwards. EDIT: Now that I include the Monstrous Humanoids, the werebear stops being an outlier, with the earlier figure still just as good.

Dragons are the leaders in loot other than demon lords. Give them (3d-1) × $10,000 in loot and 2d-2 magic items. This is for the tough guys. For wussies like pseudo-dragons and white dragons, tithe the loot and give them 1d-3 magic items.

Plant. Another monster class with few published examples in Dungeon Fantasy. Most will be mindless and thus have no loot. The ones who have intelligence should have (1d-1) × $1,000 in loot and 1d-3 magic items.

Slime. Oddly, two AD&D Oozes, the gelatinous cube and the slithering tracker, do have loot. So, for the smart ones, I’d make them about the same as intelligent Plants: (1d-1) × $1,000 in loot and 1d-5 magic items.

Spirit and Undead. We’ll treat them together, since D&D does and there aren’t many Spirits anyways. The guys who are pure minions, like skeletons and zombies, have no loot, so don’t grant loot to anything with Bestial or Slave Mentality. As for the others, grant them (3d-3) × $1,000 in loot and 1d-3 magic items. Liches should have threefold loot. Oddly, their magic item XP is 1,110, which indicates a lone item (1d-3), which seems low; I’d interpret the treasure type A as rolling that 30% chance for a magic item three times.

Thursday, February 22, 2018

Game log 10 February 2018: Don't poke the pudding!

Dramatis personae

Xóran, fox-man scout
Kim, thief
Mayhem, short barbarian
Ash, squire
Áttikos, holy warrior of the sun god
Grymalkus, whiny cleric of the war god
Caleb, wizard
Kôštē, cleric of the farming goddess

Quid occurrit

As they walked through the halls, they chatted among themselves as to how to handle the "demon dolls." They thought a shield wall would be best.

They walked back to the room where they had fled from the pudding, and sure enough, they had a chance to put this to work as there was a doomchild there. After the first volley of arrows and fireballs, the little doomchild bum-rushed them.

Mayhem stepped out from behind the shield wall, grabbed the doomchild, and tossed him back to whence it came. Its ass burst open as it landed, making it go boom well away from the heroes. Doomchild handled.

After Kôštē patched up Mayhem's booboo from the doomchild's knife, they pushed onward. After winding through a few rooms and Kim not finding any secret doors in any dead ends, they found themselves looking at five doomchildren.

The opening volley all missed, and sure enough, the doomchildren bum-rushed them again. This time, they all missed, and were now before the shield wall. Ash took a poke (Defensive Attack) from behind the wall, and … kaboom! It hurt, but the shields did take some of the damage.

After some more patching up—Mayhem especially took some bone fragments—they rested for a bit, letting Kôštē get back some oomph. They pushed farther inside, looking for the stairs to lead them down to the Workdesk of Doom or whatever it was, with Kim always looking for hidden doors. After a turn to the north, they ran into six big rats. The rats, however, did little but get a lone tooth on Áttikos, while Mayhem and Caleb (with Acid Jet) each took out a rat and Ash took out two before the not-so-little buggers fled.

So, back to wandering. In one room, which had a rotten drapery in its doorway, six striges flew inside. They must not have been hungry, since they flew back out, squawking.

Mayhem squawked back.

Kim's hunt for hidden doors did pay off not long after this. A big wooden chest was in the corner, but Kim's hand went through the chest as if it were air. Caleb looked at it, and found that the chest was truly three feet to the left of where it seemed to be. Kim figured out how to open the chest, and found 90 copper and 50 silver inside. Grymalkus told her not to take the loot. "It's a tomb! It's burial treasure! We're not grave robbers!"

Mayhem, however, said, "Yeah, we are."

After taking the loot, they wound through even more twists and turns, then stopped at a door. Kim listened at the door, and heard a gurgle behind it. After some chatter, she kicked open the door, and behind it was a grey pudding, much like the one they had seen before.

Mayhem and Xóran wanted no part of this. "Stay away from dookie!" yelled Mayhem. Xóran thought the "whelp" (Grymalkus) should handle this if he wanted to fight it, and ate some snake jerky. As always, Kôštē hung back with them, both because she didn't think fighting the pudding was worth it, and because she wanted to be ready if the pudding hurt someone.

The pudding could withstand their blows, but had a hard time landing blows itself. Caleb's Create Steam on the pudding did slowly sap it of some health, but he ducked back after a few spells. Ash did the most harm, leading Mayhem, while digging in his pack to make a Molotov cocktail, to yell, "Mom, he's poking the pudding!"

At last, however, the pudding landed a blow on Attikos, who fell right away. Caleb scorched it with Acid Jet, but the pudding moved onto Attikos and at that time, Xóran and Mayhem knew they had to help out. They helped Ash wail on it, while Caleb, again trying to hit it with Acid Jet, lost his footing, and stumbled past it trying to keep standing and wound up scorched in his own Create Steam. The pudding smacked Kim, who somehow stayed standing, but had to stagger back a few yards. Xóran tried to grab Attikos from under the pudding but couldn't win a test of strength with the pudding. It was looking bad, and then …

The pudding blinked out.

Stunned from their sudden luck, they healed up, and luckily the striges, which flew past again, weren't hungry.

Res aliae

Did I give them three points or four points? Well, to tell the truth, in all this time since the session I kinda lost track myself. But, considering that I'm the game master and can kill characters for no good reason, you gotta ask yourself one question: "Did he give three points or four?" Well, how many, punk?

The striges kept getting good reactions to the party, being as that they weren't in their lair room. I interpreted that as having eaten. No, I'm not trying to be kind; they could have taken them out easily.

The fight with the pudding was one that only happened the way it happened because folks were playing more than one character. (Well, other than Steph playing Mayhem only.) I'm pretty sure Roman would have had Xóran jump into the fight earlier had he only been playing Xóran, as doing nothing is boring.

Anyways, as Kim had made her Hearing roll and, as the pudding wasn't trying to be quiet, she heard something. As the murderhoboes weren't trying to be quiet, it heard them, and tried to time its coming to the material world with them showing up, but, having only IQ 4 (which is brilliant among slimes, remember), timed it wrong as the gang talked about goodness knows what before opening the door. So it wasn't quite as deadly as it could have been, seeing as that everyone always got defense rolls and, with skill 14 to strike, it wasn't making any Deceptive Attacks. It kept taking damage, but Damage Reduction and high

I do now see Kromm’s comment about how the grey pudding could have taken Attikos with it to the astral plane (I was thinking it had to kill him first), but Joe wasn’t there and so Roman was running Attikos, so I wouldn’t have pulled that on someone not there. But now it’s out there for next time, so don't put missing players' characters in the way of grey puddings. Or your own, for that matter.

I might write an easy overview of GURPS combat for my players, especially Steph, who is having trouble with the whole second-by-second nature. She wasn't happy about taking range penalties at 10 yards, as Mayhem hadn't aimed.

Thursday, January 18, 2018

Game log 14 January 2018: Idols need to redecorate

Dramatis personae

Kim, thief (John)
Ash, squire (John)
Xóran, fox-man scout (Roman)
Grymálkus, war cleric (Roman)
Caleb, wizard (Roman)
Mayhem, barbarian (NPC under John)
Áttikos, holy warrior (NPC under Roman)
Kôštē, cleric (NPC)

Quid occurrit

As they moved past the giant toads, they heard a skittering of claws down the hallway they had just left. Regardless, they kept going down the hallway, and, after some twists and turns, came to another room. This one had a stone chair with no back (though it still had slits for wooden slats for one), with a jade idol on it.

Upon seeing this, Grymálkus said, “We are here to clear the tomb, not raid it. Touch no valuables until all the monsters are destroyed, lest the wrath of Punšástor be upon you."

Everyone else rolled his or her eyes.

A loud, Wizard-of-Oz-behind-the-curtain-like voice came from the idol: "Bring me the workdesk from the scriptorium, and I shall ward your necks."

Grymálkus, without any bidding from or chatter among the others, said the group would bring it the idol. Everyone else groaned.

The idol spoke again: "The penalty for breaking your word is body-wracking pain of the gods."

This seemed like fun to no one, but now that they had chosen to bring the workdesk to the idol, they set out to find it, taking the only other way out of the room.

After walking down the hallway for some time, Kim saw that the wall on the right side was odd. After a few pushes, the wall opened. They walked down the hallway beyond the door, which ran alongside the hallway in which they had been, until it slowly sloped downwards.

The hallway opened into a room, and, rather than keep walking through the other side of the room, they chose to turn and walk a bit outside. After some wandering through the tightly-packed rooms (the rooms before had long hallways between them), they found themselves in a room whose only way inside was the door through which they had came.

In the room were some small holes, and scratch marks about knee-high on the walls. Xóran took a sniff, and found that he did not know the smells in the room or in the holes. So there they chose to make camp. In the middle of the night (or whenever it was), Xóran heard some odd bumping and buzzing on the door. He woke the others and watched the door, but it did not open.

The next day they opened the door and twisted through a few rooms, then went into a room with two small children, albeit with wide eyes and squashed mugs. Upon seeing the murderhoboes, the doomchildren rushed them with knives.

The blows missed Kim and Xóran, but when Xóran slashed one with his sword, it blew up, with its sharp bone shards flying at everyone, including the other doomchild, which also blew up and had its bone shards cut the group; Kim and Xóran also got singed a bit.

The gang took a short time to heal each other, though Grymálkus's Minor Healing spell on Kôštē fizzled, leaving their good healer in pain from bone shards. Kim took the cheap knives of the doomchildren.

After healing up, they set forth again, and found themselves at a door. Kim heard nothing, though Xóran smelled carbon. As two doomchildren had blown up not long ago, they thought nothing of it, and opened the door.

Behind the door was a room with no other doors or ways out, and two doomchildren.

Kim shut the door again. The gang set itself up near the door, and sure enough, they could hear the doomchildren walk up to the door and pull the handle.

What happened was much the same as the last time they saw doomchildren: the demons blew up, and the bone shards wounded the group. Both Kôštē and Kim fell from their wounds, but this time,Grymálkus's Minor Healing spell went off and healed Kôštē. She was able to heal everyone else, but for all of them, she said that later healing wouldn't work as well. Caleb spent the time binding Kôštē's wounds as well, to not much help.

They left the room, and walked over to another nearby room. After hearing and smelling nothing beyond the door, they opened it, and saw an empty room. Kim and Caleb went into the room to look for traps, and found none, though in the far corner each could hear a loud whisper: "I was once a dwarf like you but I wandered too deep in these halls!” They could find no spring from which this whisper came, but, as it called them each a "dwarf," they knew it lacked eyes.

Rather than keep going onward, they chose to backtrack. Stumbling back towards the room where they spent the night, they came upon two big centipedes. The gang made quick work of them, but the din of fighting brought a grey goo, flickering in and out of the world.

Xóran and Kim peppered the pudding with arrows and Caleb smacked it with a Fireball, but all passed through it. So the gang fled. The pudding kept up for a bit, but stopped to become solid and eat the doomchild knives, which Kim dropped.

Res aliae

Three points. Maybe a little high, though at this point, I'd rather have characters that can handle things. I'm starting to appreciate a higher starting total, though 250 is still too rich for my blood; 150 might be best. In spite of the array of characters, I'm one for one character a person, though folks seem to be able to pull this off. Roman argues with himself; Xóran doesn't like Grymálkus.

The players are starting to hoard points for bigger-ticket powers. Mayhem and Caleb are nearing 250 points, so it’s time to bring their supporting attributes in line with the big boys.

I really should have had the pudding drop on them, but I didn’t think of it until I had already said they could see it. Of course, that’s a TPK, so maybe I shouldn’t have done that, or stuck with a black pudding. Kudos to John for thinking out of the original Dungeon Masters Guide and dropping the knives to throw off the pudding. It failed its IQ check to not stop and eat.

I've been fiddling with a new way of handling dynamics in the dungeon. Instead of saying there are 8 doomchildren in a room when you get there, I say this is the lair of 8 doomchildren and when they get there, there will be something like 2d-4. If it's less than 1, they're all out wandering (and my wandering monster tables have rooms of origin). If it's a lone monster, it's there on a 4 or less on 1d.

I've also taken to rolling for wandering monsters each turn, which I define about 10 minutes, moving through rooms at turn at a time. They show up on a 6 or less on 3d, with a 7 a clue if moving.

I’m off on the 28th for a 12-year-old’s birthday party. My daughter picked Snapology, which is nerdy enough and lets her play with Legos and robotics (a love of hers). Roman will run Rifts while I’m out.

Tuesday, January 2, 2018

Game logs for 12/3 and 12/31: Oooh, that smell

Dramatis personae

Kim, thief (John)
Ash, squire (John)
Xóran, fox-man scout (Roman)
Grymálkus, war cleric (Roman, 12/31 only)
Caleb, wizard (Roman)
Mayhem, barbarian (12/3 NPC, 12/31 Steph)
Áttikos, holy warrior (Joe)
Kôštē, cleric (NPC)
Villûdē, guide (NPC, 12/3 only)

Quid occurrit

The next day, they set forth. In the morning, they saw the black cloud of the evil turkeys far in the sky, but nothing bothered their trek. They set up camp for the night, and the night was quiet. Some of them munched on snake meat as the moon came into the clear sky.

The next morning? Not so quiet or clear.

The killer turkeys showed up not long after the gang set forth. They kept to the air, and swooped in and out. In spite of the hurt the turkeys did, they didn’t have too much trouble with them, mostly from Caleb cooking them in midair.

That night, they stayed in the village of Pranrés, in the home of Gummátōr, the daughter of the chief of the Dragon Claw Clan. Xóran looked for a jeweler, but found none. The morning after telling their tales of blondes and turkeys, found the ground under where their horses were sleeping had dropped, and their horses were in a hole. Caleb Levitated them out in about a half-hour, and they set forth for town, as they understood that they could reach Mīstássun by dusk if they didn’t stop. The only choice was which bridge they took—north or south.

They took the north. Near the north bridge, Xóran’s nose smelled something bad. Everyone took a guess as to what he smelled.

Xóran thought, with some buffs, he could take a troll. So he told Caleb to cast Flaming Weapon on his swords and on Mayhem’s greataxe. And so, he went up to the bridge.

And, after a second, Mayhem and Ash pulled his unconscious body away so they could bolt for the south bridge with Xóran on a horse.

They made it back to town, healed up Xóran, and tallied up their riches. They hung around for a week, drinking at the Pantry and other taverns, staying out of the rain. Kim heard tales about riches in the Battlefield of Ālkólanon in the Áos Hills to the northwest, west of the Dragon Claw Clan’s wintering grounds. Ash heard tales about riches in a temple in the Eldalîvā Woods to the southeast. Mayhem heard about riches in a dwarf tomb in the Védē Hills to the southwest. Indeed, through loose chatter and that he had been in the Dumenrôn Swamp, he gathered that the tomb was a few miles to the west of the swamp, and only a few miles into the hills. Caleb checked a few old books, and found that the dwarves buried a king in that tomb with Blôtos’s Cloak, which disguised its wearer with an illusion of another fellow.

So, after seven nights, they chose to set forth the next day for the Védē Hills, without Villûdē, as they were not going into the swamp, but with Grymálkus, a drunken cleric of the war god Punšástōr, and Áttikos, a quiet holy warrior of the sun god Saundīvós. It was a slow but steady three-day trek, as it was mostly through civilized lands, though Áttikos wasn’t big enough to bear all his armor.

Mayhem had no trouble finding the opening to the dungeon, which was a worked circlet of metal that he turned to show the door. While he pushed on it, Áttikos prayed to Saundīvós, who told him to beware his neck. What that meant, he didn’t know.

Anyways, they went down the stairs, and found themselves in a big eight-sided room. There were seven hallways out, and Xóran led the gang down each one until it forked, scratched the wall to mark where they had been, then brought them back to the big room to try the next one. One led to a small room that gave Mayhem and Kim a nasty zap; Caleb undid the trap while Kôštē and Grymálkus healed them.

After checking out each hallway, they went back to that small room to which two hallways had led, and went out its third way out. After hitting a fork and taking it, they stumbled into a small room with two other ways out and 15 goblins.

Xóran stunned some goblins with a roar, and the rest took off to the south after watching Mayhem and Ash taking down one of their stunned fellows. As Xóran, Kim, Mayhem, and Ash killed the stunned goblins, Grymálkus and Áttikos heard a snort behind them. They turned and saw a big boar watching them. After a second, Grymálkus stepped towards the boar, which turned and ran.

After the short fight, the everyone talked about what had happened. Xóran, hearing the deeds of the boar, said, “Someone knows we’re here.” However, as the boar had ran too fast, he couldn’t take a shot at it.

So they started looking around again. First they went to the north and made it to a fork which they had marked earlier. Instead of taking the other hallway from the fork, they instead went back to the room where they had fought the goblins and took the hallway to the south. After a few feet that hall forked, so they went east, where they had heard the goblins scamper.

Xóran easily picked up their smell, and they followed it past a few other hallways, one of which wrankled Xóran’s fox nose. After a few minutes, they reached a room with four other ways out, besides the hallway to the west through which they had come in: two hallways to the north, one to the south, and a hole to the east that was in the top of the wall. They climbed into the hole and crawled a bit, then came to the outside. Xóran popped his head out the hole, and saw the goblins, catching their breath. He greeted them with a roar. It didn't stun any of them, but they fled.

So, where to next? Mayhem had an idea: “Let’s go see where it smells bad!” Only murderhoboes. So they went back down the hallway and took the branch to the south where Xóran had smelled the bad smell, and saw two toads as big as horses in the room. Behind them was a small wooden chest. Mayhem called them “Frogs that smell like butt!,” and someone else said, “Let’s hop to it!”

The toads didn't do much, and Kim easily slipped past them. She didn't see a trap on the chest, but didn't trust it after the magically-trapped room, so she called for Caleb. Mayhem croaked at the toads, and they croaked back at him, so Caleb walked past them, and turned off the trap. In it was a measly 60 copper farthings.

There was one other way out of the room, to the west, and they took it.

Res aliae

We broke there. Two character points for the first session, four for the second. Five for Mayhem for the second, since croaking at the toads was cool as well as a little messed up. Obviously, since Joe didn't make it on 12/3, we didn't have the two new characters link up after all.

This dungeon was a little less polished since I had three such I was making, and I didn't know which one they'd pick. However, this is the one for which my wife and daughters made the maps, so I put it out as the one about which Mayhem heard on his critical success on Carousing.

There was wild speculation about what the boar was doing. Roman thinks it's someone's familiar. As the computer said in Willy Wonka and the Chocolate Factory, "I won't tell, that would be cheating."