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Wednesday, August 24, 2011

AD&D 2nd Edition Revised Rules and Hints

These rules and hints are for AD&D 2nd Edition (Revised).  Hopefully, I can actually start doing these on a regular basis since I play a lot of games.  Anyways, to the reason I am writing this.

The first hint is for DM's running giant rats and DISEASE in General.  If a giant rat bites, it has a 5% chance of inflicting a debilitating disease for each wound inflicted.  Meaning, for every time a character is bit by a giant rat start accumulating this 5% chance.  For example, say you have a fighter and a thief, the fighter is bit once during the entire encounter, but the thief sustains three bites during the entire encounter.  This means at the end of the fight the thief has a 15% chance of acquiring a debilitating disease while the fighter only has a 5% chance.  This is only one interpretation and frankly, the nicer one.  However, another way of reading this "wound" can be interpretted as one wound equals one hit point or hp.  For example, say the fighter above took 4 hp worth of damage while the thief only took three hp worth of damage overall (one hp worth of damage from each bite).  Now this means the fighter has a 20% chance of catching the disease while the thief has the same 15% chance.  This is just an example.  Now where to find this debilitating disease, well I looked in the Monstrous Manual (Revised), the Dungeon Master's Guide (DMG) and the Player's Handbook (PHB).  Couldn't find it anywhere under disease.  Then I looked one last time in the index and the effects of debilitating disease are actually under the Priest spell for Cure Disease when it's reversed into Cause Disease.  Cause Disease and cause debilitating and fatal diseases.  A third way to look at this would be to use the worse or best of the two ways or a combination of the two.

Next, some conflicting news on scrolls and spells.  Given the books I have, and I haven't skimmed them looking in evey nook and cranny for the answer, but I have looked some and I didn't see anyplace that said a wizard has to be of such a level in order to use a scroll, but he has to be of a certain level in order to memorize a spell.  The chapter on magic in the DMG page 61 has some rules on transcribing spells and learning spells.  There are some other useful rules on page 119 of the DMG which cover creation.  The most useful information on scrolls is on page 196 of the DMG.

AD&D 2nd Edition Revised Session 9

So we made it back to Korgle's Karriage and had some dinner and as Korgle was serving us he asked if we had heard the news.  We asked what news and he explained to us about the troop of men who had come through town.  Marched right through and only one of the three men on horseback stopped and talked to the wizards at the Wizard's Guild then walked across the road and nailed something to the door of the town hall.  We said we'd check it out after dinner.  We finished eating and headed towards the town hall.  Ja'Lil and I, Solon, were the only ones who can read, so we told the rest of the group what the note said.

Hear Ye, Hear Ye

To all who can read this message
within the city.  We are calling all
who are able to track.  All those who
are willing, meet us two days ride
North of the city.  We are camped
there.

Commander Grimm

We went back to Korgle's and told him what the note on the door said.  The message itself was on very fine parchment attached to a leather flap with an iron ring in the center which is what the metal spike nailed to the door of the town hall went through.  We stayed the night at Korgle's and left in the morning on our horses.  I left the wagon and mule team at the inn.  We have paid for ten days worth.

We left through the North Gate and followed the rode.  We came across some hiding kobolds, just three, and since they were trying to hide, we just frightened them off.  We then travelled further and rested the night without incident.  Before we rested, we sprinkled the salt on the old map we had found in Phrum Castle and it changed before our eyes.  The riddle of Shyvaltis is now present and the compass direction has changed.

The Riddle of Shyvaltis

Follow the
moonlit path
under the full moon
Until you see the door
that leads you down

The second day we were taking our mid-afternoon break and were surprised by a group of six rats.  I was bit pretty hard and I don't feel very good.  I feel very weak.  We continued on and ran into the men's encampment later that evening.  I was cured by a cleric there.  We exchanged information with the wizard and commander of the group by giving information we had attained from the maps we had.  The commander asked us to scout for the orc group, which according to him is like 500 strong.  We informed him that there might be a village near the ruins on his map which correspond to the Temple of Gruumsh that we have on our map from Grimml.  The wizard then gave a scroll of Message to Bram and was told to use it if we find the orcs.  We also got a map of the area that the wizard had used scrying on.  We spent the evening in the camp.

We left the next day and traveled towards the Black Tree Ruins, which isn't on the scrying map.  The Dry Well is also not on the scrying map.  We traveled the first day without incident.  The second day we encountered an Ogre, but he seemed pretty dumb.  We followed his tracks back to his cave and found some interesting loot.  He only had a couple gold coins on his person, but his cave turned up a gold snuff box worth 1200 gp, a wooden box with a set of real silverware worth 150 gp, a jade statue of Ilmater worth 4000 gp and a Ornamental dagger with an antler hilt and sheath.  We also found about four gems.

This is where we left off.  Next time we'll hopefully be at the Black Tree Ruins.  Until next time, game safe and have fun.  The following pictures are the treasure map from Phrum before and after the transformation, which isn't much, the map from Grimml on the treasure map area and the Scrying map that we received from the wizard at the encampment.

Treasure Map from Phrum Castle
Treasure map section containing transformation changes
Map from Grimml
Scry Map Overview
Northwest Scry Map corner
Southwest Scry Map corner
Southeast Scry Map corner
Northeast Scry Map corner

Tuesday, August 16, 2011

AD&D 2nd Edition Revised Session 8

So we headed back to the room that had the Giant Toads in it and Nightwind bent the bars to get into the last tunnel and I, Solon, bent the bars to get into the last corner of the sewers.  Nightwind lead the way and we discovered a Giant Rat Lair that had a big yellow rat thing with gigantic teeth seemingly calling the shots.  We dispatched them quite quickly and gathered their heads to add to the amount of gold we would get from Mary at Mary's Market.  We searched the area and found some copper coins and a magical javelin +1 and a periapt of health.  It was quite a find.   We then headed back to the fourth tunnel and headed to the right.  The tunnel curved sharply and the water started getting deeper when we entered into a small room with a concrete slab that had a set of stairs leading up.  The stairs lead into a basement that was being used as a cellar.  The stairs in the corner lead up to what was a wooden barn that was used as a hay storage for animals, but it didn't look like it was currently being used by anyone.

We were on our way out when we were ambushed by some watch spiders.   We dispatched the spiders, but they were quite powerful and when we searched the barn, we found some coins and a gem worth about 50 gp.  We then headed outside and noticed the walls of Trynt to the north of us.  The barn trail that was used by the wagons hauling the hay looked like it hadn't been used in quite some time.  We headed into town and went to Mary's Market where she marveled at the yellow rat with the big teeth.  However, she paid us the 20 gp per rat head that she said she would and gave it to us in platinum.  We then visited the Temple of Helm for healing and noticed that they had a supply of potions that could be had for a small donation.  We stocked our gear with the potions and donated about 1300 gp to the temple for healing potions and antidotes and four potions of extra healing as well.  We then went to Korgle's  and asked where we could take a bath and he said that there was a place about two miles out the east gate that would do the trick.   We decided to walk since it was such an early morning thing.  On our way out of town, we stopped at Grimml's Maps and Books and bought another map that he had searched for that was similar to the treasure map that we had found in Phrum Castle.  His copy of the map he found, we purchased for 10 gp and left to go take a bath.  Grimml turned out to be an elderly gnome.  He also tested the paper the map was written on and told us that it was trapped paper and we needed to sprinkle salt onto the paper under a brightly lit moon-sky at least half-moon or better and clear sky, no clouds.  To unlock the map and show the key, we must do this.

We arrived at the bathhouse, which happened to be a three-story manor house with a ten-foot white wooden gate around the property.  The house had 5 large chimneys that were spouting gray smoke.  There were two guards with halberds at the entrance of the fence and the told us that we would need to take our armor off and give our weapons to the man inside.   We were also told to keep a civil tongue.  We entered and found a pavilion that had lock boxes to store our armor, weapons, etc.  We also could disrobe and redress into white robes in order for our clothes to be cleaned.  Bram the wizard was taken to a special room and we heard him exclaim, "Oh my God!"  He then walked out wearing the white robes and a belt with the red pouch that was storing the maps and his money.  We then went inside the house and were greeted by a slender beauty with blue skin and green hair.  She clapped twice and three elven beauties and one human beauty descended the huge stairs and each took one of their respected race to a room on either side of the stairs.

Time passed blurry and slowly, for it seemed like hours of being pampered and massaged.  Each lady, after the massage, asked if there was anything else that they could do for us.  Nightwind, Ja'Lil, and Bram answered no, but I, Solon, was intrigued and whispered sweet nothings into the elven beauty's ear.  The next thing I remember is walking our the door and seeing the guys staring at my face.  Apparently I had a large red welt from what appeared to be a hand on my face.  We left, got dressed, and paid 5 gp per person to the man in the pavilion.

We then went and re-visited the Temple of Chauntea, where the paladin lives, to see if the symbol we drew had been answered.  It hadn't, so we headed back to Trynt and when we arrived were astonished that it was only 4 in the afternoon, we had left at nine in the morning and it takes 3 hours to walk the distance.  It seemed like six hours that we were at the manor house.   Something weird definitely happened.  We then went to Korgle's and asked if he knew where we could get some salt.  He pointed across the road and said,"You see those two houses, go right behind them and you'll see Lenny's Lamentations.  We went there, bought one pound of salt for one sp and noticed that Lenny was a halfling and that this was a general store/grocery store/restaurant/bakery all in one place.  We then headed back to Korgle's and had some dinner and rested for the night.

This is where we called game.  So until next time; safe gaming and have fun.

AD&D 2nd Edition Revised Session 7

Since our torch had been put out, Ja'Lil searched his backpack for a dry torch.  Nope, it would take about 20 minutes for the torch to dry out enough so we could light it.  Being elves, we could see in the sewer dark enough to make out about 30 feet in either direction.  Behind us, the water started moving faster after the walls seemed to become stone and dirt instead of the concrete walls that surrounded us and there seemed to be a definite downward angle towards the passage.  We looked up and saw that the entrance that had transported us into the sewers had closed shut behind us.  We travelled the other way and viewed what seemed like tunnels to the left and right, however, they were blocked by rusty iron bars.  We decided to continue on and the humming that had been heard throughout the sewers was growing louder.  We finally saw what was making the sound as we glanced upon a huge turbine that kept the water moving, but unfortunately the water was being pushed towards us and we couldn't find a way pass the giant turning wheel.  We went back and Nightwind tried to bend the bars to get passage to what lay beyond, but he was unsuccessful.  However, Ja'Lil must have had the strength of Corellon Larethian himself when he easily bent the bars that  Nightwind couldn't.  We slipped in and continued on, Nightwind leading Bram the human wizard who couldn't see in the darkness.  We made it to a room, but when we were all inside, we were attacked from above.  Large Bats who weren't really large size started attacking us.  They would land and bite, then they would fly off again, then start doing it over and over.  Since it was predictable, we easily wiped them out.  We continued on and had to bend bars again.  Again, Ja'Lil had the strength to bend the bars.  We entered into another sewer tunnel and looked to the left and noticed the same kind of exit that the previous tunnel had where the walls turned to rock and dirt and the water sped up as it descended to someplace.  There was another exit covered by iron bars.  These must have been stronger because it took all of us trying in order to have Nightwind succeed on his second attempt.  We squeezed through the bars and was carefully walking forward.  Ja'Lil noticed a secret door on the wall that led back towards the middle of the sewers.  I, Solon, was the first through and we were quiet so as to not be noticed.  There was a large concrete slab above the water and was dry.  We made our way to the slab and noticed that this room had some ambient light.  Enough for the wizard to see.  We could see that there were four tunnels, all blocked by the rotating wheels and some pipes leading up towards the center of town, probably for the water fountain that occupies the center of Trynt.  However, when we were going to leave, Nightwind must have forgotten to be quiet for when he splashed down into the water towards the exit, the same secret door we entered from, we were surprised by a large-sized Giant Slug that spit slime.  We bested it as fast as we could.  It took a little longer than previous battles since this was the first large-sized creature we had ever encountered.  Again, no treasure.  We need to start making a living instead of relying on our semi-rich wizard friend, Bram.  We left, and went back through the secret door, which was pretty much a old dry hallway covered on the one side with camouflaged sheet that was covered in wet, black, slimy moss-like substance which made it difficult to see from the other side.  We lit the torch at this point.

We started towards the far side of the room and was delighted when there wasn't any bars blocking the entrance into the third tunnel.  We looked across the tunnel and noticed another un-barred side tunnel.  We took that and when we entered the room there, we were ambushed by some Giant Toads which were medium-sized.  We dispatched them quite readily, but it was a challenge since they outnumbered us six to four.  The exit to the room was barred and as far as we could tell, the other entrance to that corner was also barred, so we decided to get some rest on the concrete slab in the middle of the sewers since it was dry.  Ja'Lil cast some healing spells on us and drank a few potions that we had gotten from the wheel merchant that we met on the road to Trynt.  We slept well and now we are deciding what to do.

This is where we left off.  Until next time, safe gaming and have fun.
As promised, below are the maps for the city of Trynt.  Any building that doesn't have a number is either residential housing or something to be decided in the future because a business may be needed.
Northeast corner of Trynt
Northwest corner of Trynt
Southwest corner of Trynt
Southeast corner of Trynt
Sewer entrance/exit for Trynt
List of locations in Trynt
I added the sewers and sewer trap-door on the next couple of maps along with the entrance/exit above after the PCs had already sprung the trap.  However, it was fun coming up with a sewer system.  The TD is the trap-door and yes, there are two of them.

Northwest Trynt Sewer corner
Northeast Trynt Sewer corner
Southeast Trynt Sewer corner
Southwest Trynt Sewer corner
Trynt below.  I also have a treasure map coming soon which they found in Phrum Castle.
Trynt Overlay
Trynt Cardinal Directions

Monday, August 15, 2011

AD&D 2nd Edition Revised Session 6

As we passed through the mountain pass we came upon a sight that we thanked the heavens for.  The city of Trynt lay before us with its twenty foot stone walls and its large wood and metal doors.  We approached and didn't notice any guards outside so we just walked in.  We then noticed the guards, two sets of two on either side of the road which was 15 feet across; wide enough for two wagons to squeeze by each other if the need arose.  However, Nightwind approached one of the guards and asked where an Inn was.  The guard replied that there was a fancy one down the road on the right and one he trusted on the left side of the road after we took the left turn.  Said the name was Korgle's Karriage.  Went there and noticed a forge and a farmer's market some guild houses and a nice fountain in the center of town where people came to get there water and children can play.  We saw the tallest building in Trynt and wasn't surprised when it turned out to be the Wizard's Guild House which was really a tower.  Bram left us there since the guard said the rules of Trynt were:

1.  No Murder - Anyone caught murdering would be tried and hanged.
2.  No Stealing - Anyone caught stealing would be tried and hanged.
3.  No Casting of Magic while within Trynt unless you had permission from the Wizard's Guild.
4.  No Divine Magic while within Trynt unless you had permission from the Temple of Helm.

So Bram left to get the permission of the Wizard's Guild.  He said he'd meet us at the Inn afterwords.  We continued on to the Inn and met a balding Dwarf inside with a grey beard that had five or six braids in it.  He stared at us and asked us what we wanted, how long we were going to be here and if we wanted anything special for dinner.  We said no, and he said ten gold pieces.  For two nights, stabling for six animals and food included, we thought it was a good deal.

After getting our rooms we asked him who we could sell our goods to.  He replied that we should see Torq for the weapons and helmet.  The wizards for anything magical and Hood's Hides and Leatherworks for the armor and such.  We said thank you and left to go see Torq.  We were completely shocked when we saw Torq.  He was a bear of a man, literally.  He was all hair, at least 10 feet tall, the deepest voice we ever heard.  We think he is a half-giant, but we're not sure.  Torq is the friend that Jud in Stout said he had in Trynt.  Jud was small by comparison.  Torq told us that the wizards should be able to switch over the enchantment on the magical armors we had to the armor that we were wearing and that the Mercenary Guild would take the Splint Mail off of us afterwords, but he would take the Goblin Plate.  He also took the torn helmet from us for two gold pieces (gp).

We then went to Hood's Hides and Leatherworks to sell the studded leather that the orcs we encountered last time had worn.  He gave us 60 gp for six studded leather armors and gave us some info on an impending and rumored war on the Sword Coast which is why his shop was full of hides and armor.  Caravans had stopped going west towards the Sword Coast and that the last Caravan to go to Stout was about five months ago.  We thanked him for the information and headed towards the wizards.

We headed towards the wizards tower and knocked on the front door when we arrived.  We asked if we could sell a cloak and he directed us to the Merchant's Guild.  We told him it was magical and he said to let him see it.  We brought the box forward that contained the cloak and when we opened it to show him, he asked us what cloak.  The box was empty.  We immediately heard a scream from behind us.  We looked to see a collapsed person in the street.  We went over and looked at the figure and discovered a dead gnome that had all purple skin that was starting to fall off.  We turned to the wizard in the door way and shouted, "This cloak!"  We removed the cloak from the gnome and discovered that he was wearing all dark clothing.  We asked the wizard if he knew and he replied that he belonged to something that doesn't exist.  He offered 5gp for the cloak and explained when we asked if he could just disenchant it that the cost of disenchantment would be more than the cloak was worth.  We asked how much it was to transfer enchantments and he said it was 300 gp per item per enchantment.  We asked him if Bram was still here and the wizard replied that he was still on the third floor being interrogated.

asked him if he knew who would buy some fine boots
Said that if we were selling anything, to get a merchant's badge from the Merchant's Guild
Nightwind bought two badges, one for Ja'Lil and one for him for 50 gp for each badge
Solon decided to keep the  boots
Ran into Bram
Asked if we could have 600 and he gave us a pouch of coins
went to the wizards and asked for the transfer of enchantments onto Solon's and Ja'Lil's armors from the goblin plate and the splint mail
paid from the purse that Bram gave us and realized that he  gave us 600 pp instead of gold, so we paid 120pp which is 600 gp
We then checked out the map place and he said to come back in two days
We then went and slept, but someone was in our room and we chased them out the window, but lost them.  We came back and while in the room preparing for sleep, we had a knock at the door.  Nobody wanted to answer it so we drew straws or something and I think Bram opened the door and the housekeeping lady was there.  she said,"oh, they really are elves." and left.  we started to close the door and a walking cane stopped the door from closing all the way.  We opened the door and the leader of the non-existent thieves guild came in.  He actually apologized for the incident with the gnome earlier and extended us a one-time offer of protection from the thieves in Trynt for 10 pp and we took the offer.  he told us about the colors and stuff, so we hung the color he told us too on the door and hopefully no worries.  the rest of the night went uneventful and we went and got our armor from the wizards and sold the plate to Torq and the splint mail to the mercenaries.  We asked where we could find something and we were directed to the Fool's Chance, but before we went there we were at the map place.  Said it would take him 2 days to find what we needed and we left.  We then found the billboard with job listings and decided to check out the jobs.  The first one we checked out was a caravan guard job to Baldur's Gate, but it only paid 10gp per person.   Not worth it.  The next one was to pick rock for one gp per day.  Not what we wanted, so we looked at the third one, it was to kill rats for Mary's Market.  Went there and she said she'd pay us 20 gp per rat head.  We killed the rats in the basement of Mary's Market and found a secret entrance.  We had to squeeze through, but we triggered something cause we ended up sliding on a slippery surface into the sewers.  Our torch was put out when we fell into the water in the sewer.

This is where we ended the session.  I will have maps of Trynt and the sewers in the next post.