Pages

Translate

Thursday, March 5, 2026

The Unwritten/Unspoken Rules of OD&D part two

Taking a closer look at:

5. Never confront characters with threats they cannot either defeat or avoid.
- 5b. Never confront characters with threats that have no solution

Options: 

1. Defeat the threat
2. Die
3. Avoid (i.e. before you are seen)
4. Negotiate
5. Trick/Deceive
6. Run away
7. Surrender (probably will not work if the PCs have a reputation for killing prisoners)
8. Bribe/Pay off
9. Intimidate/Scare off
10. Exploit the environment
11. Call reinforcements
12. Bypass via secret path
13. Divide and conquer
14. Steal/disable key element
15. Wait it out
16. Create a diversion
17. Disguise or impersonate
18. Sacrifice hirelings/minions (This has a major downside, it could make it either very, very expensive to hire anyone or impossible)
19. Subdue non-lethally
20. Control/dominate mentally
21. Repel or banish
22. Bargain services/favors
23. Set traps/ambush
24. Use gadgets/tools
25. Outmaneuver positionally
26. Dispel or counter magic
27. Exhaust or starve
28. Improvise weapons/hazards
29. Solve associated puzzle/riddle
30. Summon spectral aid

The Unwritten/Unspoken Rules of OD&D

Here is The Ruins of Murkhill list of the Unwritten/Unspoken Rules of  the Original Dungeons & Dragons.

0. The Referee's Word is Law in the Game
1. Never split the party
2. Don't Be A Jerk
3. The statue is never just a statue
4. It Might Just Be A Mimic
5. Never confront characters with threats they cannot either defeat or avoid.
- 5b. Never confront characters with threats that have no solution
6. Assume players have taken reasonable actions.
7. Never let players ignorantly take a substantial risk.
8. Never plan to take the players’ freedom or stuff to support your plot. (Better yet, don't have a plot!)
9. If it is not written on your character sheet you do not possess it.
10. If you don't say it, it didn't happen and you didn't do it.
11. "Are you sure you want to do that?" is code for "What you just said you are going to do, just might be pretty stupid."
12. The Dice Giveth & The Dice Taketh Away
13. Expect disaster and roll with the punches.
14. The Party Will Be Mislead and Deceived
15. Always watch your teammate’s back. Don't let anyone sneak up on them.
16. Anything said by the players in or out of character can and will be used.
17. Thieves in the game should be in front leading the way.
18. A good Referee is not adversarial, a good Referee is impartial.
19. All PCs should have a chance to shine.
20. The golden rule for Players is "Thou shalt not hog the spotlight."
21. Everything has consequences.
22. Always as a priority, take out the opposing spell casters.
23. Always check the bodies.
24. There is no such thing as too much rope.
25. Timid players and over confident players are the two prime causes of TPK's, a party consisting of these two types will die.
26. Missile weapon using characters should always have a melee weapon attack.
27. Melee weapon characters should always have a missile weapon attack.
28. Don't forget the options of negotiating, hiding, running, etc. Sometimes the one thing you don't want to do is fight.
29. Pay close attention to descriptions.
30. Make sure what you kill stays dead.
31. Not all prisoners should be "rescued" and set free.
32. Talk to NPCs.
33. Don’t use area of effect spells in close quarters.
34. There is no such thing as an insignificant detail.
35. Never push a button, pull a lever or it's equivalent without knowing what it does.
36. Never eat or drink something in a dungeon, unless you have first verified it is safe.
37. Thou shalt not touch someone else’s dice without permission.
38. Thou shalt not be a Rules Lawyer.
39. All player die rolls should be in the open.
40. Many, but not all, Referee die rolls should not be in the open, because that will give players information that they have no way of knowing before they take the action.
41. In a face to face game, it is both expected and assumed that you bath regularly.
42. Unless you're actually IN a fishing village, any humanoid NPC found fishing is 99% likely to be something else in disguise, and often it will be a dragon.
43. Nothing is ever THAT easy.
44. Sea travel is never safe.
45. The Referee runs the kind of game he would want to play in as a PC.
46. Do not steal from or attack other PCs.
47: Sometimes the monsters should be low on HP too.
48. If you are playing in a home or anywhere snacks are brought and you are eating them, you should also be bringing them.
49. Hire hirelings and torchbearers - especially in the dungeon they are you carts and wagons - also they're your meat shields (cons to this) and light sources.
50. Players map the dungeon—the referee only describes.
51. Most doors are stuck - thieves (or strength checks) open them, the two most common options.
52. Wandering monsters every 10 minutes - dawdle and die.
53. Player ability over character stats.
54. The 10' pole is mandatory gear.
55. Ask detailed questions: What do I see/smell/hear?
56. Encumbrance matters - overloaded parties move slow and fight poorly.
57. Declare actions before initiative or rolls - no take-backs/no redo's.
58. Reaction rolls first - monsters might negotiate, flee, or surrender or do something else rather than fight.
59. During combat/encounters, morale checks for monsters and hirelings - they break and run.
60. Puzzles and traps reward thinking, not dice.
61. Some encounters overmatch the party - but can be avoided or tricked.
62. Cursed treasure tempts the greedy.
63. The easy win is always a trap.
64. Environment is your ally: chandeliers, benches, high ground.
65. Most wandering monsters have no treasure - skip them if you can (learn the exceptions).
66. Magic-users are often a cheat code - bodyguard them fiercely.
67. XP mostly from treasure, not kills.
68. Retreat costs: blocked paths, dwindling resources.
69. Referee is impartial engine of chaos - not plot driver.
70. High-level play: heroic legends, not superheroes. (Think Batman, not Superman)


Monday, September 8, 2025

OD&D Denham Tracts Monster Reference - Attacks/Damage in Standard OD&D Style

OD&D Denham Tracts Monster Reference - Attacks/Damage in Standard OD&D Style

1. Alholdes - 1 claw/1d4

2. Apparitions - 1 touch/1d6 (ethereal)

3. Banshees - 1 scream/1d6 (fear)

4. Barguests - 2 claws/1d6 each

5. Blackmen - 1 club/1d6

6. Boggy-boes - 1 slam/1d6

7. Boguests - 1 claw/1d6

8. Bonelesses - 1 crush/1d8

9. Brown-men - 1 club/1d4

10. Buckies - 1 mischief/— (non-lethal)

11. Cauld-lads - 1 mischief/— (non-lethal)

12. Calcars - 1 slap/1d4

13. Centaurs - 1 hoof/1d6 + 1 bow/1d6

14. Chittifaces - 1 punch/1d4

15. Clabbernappers - 1 strike/1d6

16. Cluricauns - 1 club/1d6

17. Corpse lights - 1 touch/1d6 (drain)

18. Cowes - 1 gore/1d6

19. Cutties - 1 scratch/1d4

20. Death-hearses - 1 spectral trampling/2d6

21. Dick-a-Tuesdays - 1 prank/— (non-lethal)

22. Doubles - 1 mimic/1d4

23. Dobbies - 1 pinch/1d4

24. Dudmen - 1 poke/1d3

25. Dunnies - 1 hit/1d6

26. Fauns - 1 hoof/1d6 + 1 horn/1d4

27. Fates - 1 touch/1d6 (magical)

28. Fairies - 1 pinch/1d3

29. Fetches - 1 touch/1d6 (drain)

30. Follets - 1 pinch/1d3

31. Freiths - 1 poke/1d3

32. Friars’ Lanthorns - 1 touch/1d3 (burn)

33. Gabriel-hounds - 2 bite/1d6 each

34. Gallybeggars - 1 pinch/1d3

35. Ghouls - 1 claw/1d4 + 1 bite/1d6

36. Goblins - 1 spear/1d6

37. Gnomes - 1 club/1d4

38. Grants - 2 fists/1d6 each

39. Gringes - 1 club/1d4

40. Gy-Carlins - 1 claw/1d6

41. Gytrashes - 1 gore/1d6

42. Hob-headlesses - 1 axe/1d6

43. Hob-thrusts - 1 club/1d6

44. Hobbits - 1 dagger/1d4

45. Hobhoulards - 1 claw/1d6

46. Hobby-Lanthorns - 1 touch/1d3 (light burn)

47. Hudskins - 1 splash/1d3 (cold water)

48. Imps - 1 sting/1d3 (poison)

49. Incubuses - 1 touch/1d4 + drain 1 HP

50. Jemmy-burties - 1 pinch/1d3

51. Kelpies - 1 bite/1d6 + 1 drag/1d6

52. Kidnappers - 1 club/1d6

53. Klurics - 1 club/1d6

54. Korreds - 1 fist/1d6

55. Korigans - 1 poke/1d3

56. Korreds (variant) - 1 fist/1d4

57. Leprechauns - 1 poke/1d3

58. Lian-hanshees - 1 scream/1d6 (fear)

59. Larrs - 1 club/1d6

60. Lubberkins - 1 poke/1d3

61. Madcaps - 1 slap/1d3

62. Mahounds - 2 bite/1d6 each

63. Mannikins - 1 poke/1d3

64. Mawkins - 1 pinch/1d4

65. Mock-beggars - 1 slap/1d3

66. Miffies - 1 poke/1d3

67. Mum-pokers - 1 poke/1d4

68. Nickies - 1 splash/1d3 (cold water)

69. Nicknevins - 1 splash/1d4 (water)

70. Nickers - 1 bite/1d6

71. Nymphs - 1 slap/1d4

72. Nixes - 1 splash/1d4

73. Nisses - 1 poke/1d4

74. Pans - 1 hoof/1d6 + 1 slap/1d4

75. Peg-powlers - 1 splash/1d3 (water)

76. Pigmies - 1 poke/1d3

77. Puckles - 1 poke/1d4

78. Pucks - 1 pinch/1d3

79. Redmen - 1 club/1d6

80. Robin-Goodfellows - 1 poke/1d4

81. Robinets - 1 poke/1d3

82. Rubbers / Rubbles - 1 throw/1d4

83. Scrags - 1 club/1d6

84. Scrats - 1 poke/1d4

85. Shady - 1 touch/1d6 (drain)

86. Shadows - 1 touch/1d6 (drain)

87. Sirens - 1 song/1d6 (charm)

88. Sprites - 1 pinch/1d3

89. Sylphs - 1 gust/1d3 (wind)

90. Sylvans - 1 club/1d6

91. Succubuses - 1 touch/1d6 + drain 1d6

92. Thrummy-caps - 1 poke/1d4

93. Tom-Tumblers - 1 slap/1d4

94. Tritons - 1 trident/1d6 + 1 bite/1d4

95. Trows - 1 club/1d6

96. Urchins - 1 poke/1d3

97. Waiths - 1 touch/1d6 (drain)

98. Warlocks - 1 spell/1d6

99. Whitewomen - 1 touch/1d6 (fear)

100. Wirrikows - 1 poke/1d6

101. Hobby-Lanthorns - 1 touch/1d3 (light burn)

102. Hob-headlesses - 1 axe/1d6

103. Hobhoulards - 1 claw/1d6

104. Hob-thrusts - 1 club/1d6

105. Hags - 1 claw/1d6 + spell/1d4

106. Hobgoblins - 1 spear/1d4

107. Gy-Carlins - 1 claw/1d6

108. Gytrashes - 1 gore/1d6

109. Cauld-lads - 1 mischief/—

110. Calcars - 1 slap/1d4

111. Clabbernappers - 1 strike/1d6

112. Cluricauns - 1 club/1d6

113. Corpse lights / Candles - 1 touch/1d6 (drain)

114. Doubles - 1 mimic/1d4

115. Dudmen - 1 poke/1d3

116. Dobbies - 1 pinch/1d4

117. Dunies - 1 hit/1d6

118. Fates - 1 touch/1d6 (magical)

119. Fairies - 1 pinch/1d3

120. Follets - 1 pinch/1d3


OD&D Denham Tracts Monster Reference

This is the OD&D Denham Tracts Monster Reference, just for fun, I went through the entire Denham Tracts list and treated each one as a unique monster and came up with the following:

 1. Alholdes

Number Appearing: 1-6

Armor Class: 3

Move in Inches: 9

Hit Dice: 4

% In Lair: 15%

Treasure Type: Type D

Description: Malevolent household spirits, often hoard small valuables.


2. Apparitions

Number Appearing: 1-4

Armor Class: 7

Move in Inches: 18 (ethereal/floating)

Hit Dice: 2+1

% In Lair: 25%

Treasure Type: None

Description: Ghostly forms, harmless unless provoked.


3. Banshees

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 4

% In Lair: 15%

Treasure Type: Type D

Description: Wailing spirits whose cries foretell death.


4. Barguests

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+2

% In Lair: 20%

Treasure Type: Type D

Description: Hellhound-like spirits that hunt in packs.


5. Blackmen

Number Appearing: 1-8

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Dark, shadowy humanoids, often found in forests.


6. Boggy-boes

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Swamp-dwelling spirits, foul-smelling and mischievous.


7. Boguests

Number Appearing: 1-3

Armor Class: 4

Move in Inches: 9

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type D

Description: Haunting spirits of abandoned houses, frighten trespassers.


8. Bonelesses

Number Appearing: 1-4

Armor Class: 3

Move in Inches: 6

Hit Dice: 5

% In Lair: 20%

Treasure Type: Type D

Description: Gelatinous or amorphous undead, dissolves flesh.


9. Brown-men

Number Appearing: 2-12

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type B

Description: Woodland tricksters, mimic sounds to confuse travelers.


10. Buckies

Number Appearing: 1-6

Armor Class: 7

Move in Inches: 9

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Mischievous forest sprites, lead travelers astray.


11. Cauld-lads

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 6

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Household sprites that stir pots and misplace tools.


12. Calcars

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous fae, known for sudden bursts of laughter and confusion.


13. Centaurs

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 18

Hit Dice: 4+1

% In Lair: 20%

Treasure Type: Type D

Description: Noble forest guardians, half-human, half-horse.


14. Chittifaces

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Small, grotesque prankster spirits, often frighten livestock.


15. Clabbernappers

Number Appearing: 2-6

Armor Class: 5

Move in Inches: 9

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous spirits known to knock over objects with glee.


16. Cluricauns

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Drunken household spirits, often steal silver or drink ale.


17. Corpse lights

Number Appearing: 2-12

Armor Class: 7

Move in Inches: 18 (floating)

Hit Dice: 1+1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Ethereal lights that lure travelers into danger.


18. Cowes

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Ghostly cattle spirits, occasionally herd travelers into marshes.


19. Cutties

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Small forest sprites, playful but occasionally aggressive.


20. Death-hearses

Number Appearing: 1-3

Armor Class: 4

Move in Inches: 18

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type D

Description: Spectral vehicles drawn by undead steeds, often omen of death.


21. Dick-a-Tuesdays

Number Appearing: 1-3

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 15%

Treasure Type: Type C

Description: Rural prankster spirits, harmless mischief in farms.


22. Doubles

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Spirits that mimic living beings, often confusing adventurers.


23. Dobbies

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous household spirits, often move small objects.


24. Dudmen

Number Appearing: 1-12

Armor Class: 7

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Tiny impish creatures, fond of tricks.


25. Dunnies

Number Appearing: 1-8

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Woodland spirits, known for subtle pranks.


26. Fauns

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 20%

Treasure Type: Type D

Description: Forest spirits, half-human, half-goat, mischievous yet protective.


27. Fates

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 15

Hit Dice: 4+2

% In Lair: 20%

Treasure Type: Type D

Description: Guiding spirits, sometimes intervene in mortal lives.


28. Fairies

Number Appearing: 4-20

Armor Class: 7

Move in Inches: 18 (flying)

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Small magical beings, usually playful or mischievous.


29. Fetches

Number Appearing: 1-4

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: None

Description: Doppelgänger spirits, appear as omens of death.


30. Follets

Number Appearing: 2-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 1+1

% In Lair: 15%

Treasure Type: 1-6 SP each

Description: Woodland sprites, playful, sometimes lead travelers astray.


31. Freiths

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Household tricksters, sometimes helpful but mostly mischievous.


32. Friars’ Lanthorns

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 25%

Treasure Type: Type A

Description: Ghostly lanterns carried by invisible spirits, lure travelers at night.


33. Gabriel-hounds

Number Appearing: 1-4

Armor Class: 3

Move in Inches: 18

Hit Dice: 5

% In Lair: 20%

Treasure Type: Type D

Description: Large spectral hounds, hunt intruders and omens.


34. Gallybeggars

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 9

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Wandering trickster spirits, known to beg and prank villagers.


35. Ghouls

Number Appearing: 1-12

Armor Class: 3

Move in Inches: 9

Hit Dice: 2+1

% In Lair: 30%

Treasure Type: Type C

Description: Flesh-eating undead, lurk in graveyards or ruins.


36. Goblins

Number Appearing: 40-400

Armor Class: 6

Move in Inches: 6

Hit Dice: 1

% In Lair: 50%

Treasure Type: 1-6 SP each

Description: Standard humanoid tricksters, often ambush travelers in numbers.


37. Gnomes

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Earth spirits, crafty and skilled in mechanical tricks.


38. Grants

Number Appearing: 1-4

Armor Class: 3

Move in Inches: 6

Hit Dice: 5

% In Lair: 25%

Treasure Type: Type D

Description: Large forest spirits, strong and territorial.


39. Gringes

Number Appearing: 2-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Spindle-legged forest spirits, curious but sometimes aggressive.


40. Gy-Carlins

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Hag-like spirits, manipulate and curse mortals.


41. Gytrashes

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 4+1

% In Lair: 30%

Treasure Type: Type C

Description: Malevolent spectral cattle, often herd travelers into danger.


42. Hob-headlesses

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Headless spirits or undead, patrol old forests.


43. Hob-thrusts

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous household spirits, enjoy scaring children.


44. Hobbits

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 9

Hit Dice: 1

% In Lair: 10%

Treasure Type: 1-6 SP each

Description: Small humanoids, skilled at hiding and foraging.


45. Hobhoulards

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 20%

Treasure Type: Type C

Description: Forest spirits that attack intruders with stealth and cunning.


46. Hobby-Lanthorns

Number Appearing: 1-4

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 20%

Treasure Type: Type C

Description: Floating lantern spirits, mislead travelers.


47. Hudskins

Number Appearing: 1-6

Armor Class: 7

Move in Inches: 6

Hit Dice: 1/2

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Forest spirits often near water, play tricks on wanderers.


48. Imps

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12 (flying)

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Small magical tricksters, prone to mischief and pranks.


49. Incubuses

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 12 (flying)

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Malevolent seducers, feed on life force.


50. Jemmy-burties

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Small mischievous spirits, skilled in minor illusions.


51. Kelpies

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 18 (swimming)

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Water spirits that lure riders to watery graves.


52. Kidnappers

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Humanoids who abduct children or livestock for evil ends.


53. Klurics

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Variant of Korreds, more elusive, forest guardians.


54. Korreds

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Woodland spirits, often craft stonework or protect natural groves.


55. Korigans

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 9

Hit Dice: 1+1

% In Lair: 15%

Treasure Type: 1-6 SP each

Description: Trickster spirits, known for minor magical interference.


56. Korreds (variant)

Number Appearing: 1-3

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 10%

Treasure Type: Type B

Description: Less aggressive, focus on craft and small pranks.


57. Leprechauns

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 1+1

% In Lair: 15%

Treasure Type: Type B

Description: Mischievous treasure hoarders, fond of gold and coins.


58. Lian-hanshees

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 4

% In Lair: 15%

Treasure Type: Type D

Description: Variant of banshees, focused on haunting rivers or lakes.


59. Larrs

Number Appearing: 1-2

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Goblin-like spirits, enjoy minor harassment of villagers.


60. Lubberkins

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 9

Hit Dice: 1+1

% In Lair: 10%

Treasure Type: 1-6 SP each

Description: Tiny household helpers, occasionally mischievous.


61. Madcaps

Number Appearing: 1-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Humanoid tricksters, create chaos in villages and forests.


62. Mahounds

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 15

Hit Dice: 4+2

% In Lair: 20%

Treasure Type: Type D

Description: Large, fearsome hound spirits, hunt intruders relentlessly.


63. Mannikins

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 6

Hit Dice: 1

% In Lair: 20%

Treasure Type: 1-6 SP each

Description: Tiny humanoids, often harmless but curious about travelers.


64. Mawkins

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous spirits that haunt farms and pastures.


65. Mock-beggars

Number Appearing: 2-8

Armor Class: 7

Move in Inches: 12

Hit Dice: 1+1

% In Lair: 15%

Treasure Type: 1-3 SP each

Description: Trickster spirits disguised as beggars, steal small valuables.


66. Miffies

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 1/2

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Tiny mischief-makers, unsettle livestock and travelers.


67. Mum-pokers

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 20%

Treasure Type: Type C

Description: Small household spirits, known for pranks and hiding items.


68. Nickies

Number Appearing: 2-12

Armor Class: 7

Move in Inches: 12

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Small water spirits, sometimes helpful to travelers near streams.


69. Nicknevins

Number Appearing: 2-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Variant water spirits, playful but occasionally troublesome.


70. Nickers

Number Appearing: 1-3

Armor Class: 5

Move in Inches: 18

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type D

Description: Water horse spirits, lure travelers near lakes and rivers.


71. Nymphs

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Nature spirits, guardians of forests or groves.


72. Nixes

Number Appearing: 1-8

Armor Class: 5

Move in Inches: 15

Hit Dice: 1+1

% In Lair: 20%

Treasure Type: Type C

Description: Water spirits or merfolk, sometimes trick travelers.


73. Nisses

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Household spirits, usually protective but can be mischievous.


74. Pans

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 20%

Treasure Type: Type D

Description: Woodland spirits, musical and mischievous, lovers of revelry.


75. Peg-powlers

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Spirits of ponds and mills, sometimes helpful, sometimes tricksters.


76. Pigmies

Number Appearing: 2-12

Armor Class: 7

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Tiny humanoid tricksters, live in forests or rocky hills.


77. Puckles

Number Appearing: 2-8

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 20%

Treasure Type: Type C

Description: Small forest tricksters, lure travelers into trouble.


78. Pucks

Number Appearing: 1-12

Armor Class: 7

Move in Inches: 18

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Mischievous fae, known for pranks and illusions.


79. Redmen

Number Appearing: 2-12

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 20%

Treasure Type: Type C

Description: Mysterious humanoid spirits, red-clad and capricious.


80. Robin-Goodfellows

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: 1-6 SP each

Description: Trickster spirits, helpful at times, mischievous at others.


81. Robinets

Number Appearing: 1-6

Armor Class: 7

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 20%

Treasure Type: 1-3 SP each

Description: Woodland defenders, similar to sprites but less powerful.


82. Rubbers / Rubbles

Number Appearing: 2-8

Armor Class: 6

Move in Inches: 9

Hit Dice: 1

% In Lair: 15%

Treasure Type: 1-3 SP each

Description: Mischievous spirits that move objects or trip travelers.


83. Scrags

Number Appearing: 2-12

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 20%

Treasure Type: Type C

Description: Forest spirits, hostile toward intruders.


84. Scrats

Number Appearing: 3-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 20%

Treasure Type: Type C

Description: Small, mischievous woodland spirits.


85. Shady

Number Appearing: 1-4

Armor Class: 7

Move in Inches: 12

Hit Dice: 2+2

% In Lair: 10%

Treasure Type: Type C

Description: Variant of Shadows, more elusive and silent.


86. Shadows

Number Appearing: 1-6

Armor Class: 7

Move in Inches: 12

Hit Dice: 2+2

% In Lair: 10%

Treasure Type: Type C

Description: Dark, insubstantial entities, drain energy from living beings.


87. Sirens

Number Appearing: 1-4

Armor Class: 5

Move in Inches: 18 (swimming)

Hit Dice: 4+1

% In Lair: 15%

Treasure Type: Type D

Description: Water spirits that lure sailors to their doom.


88. Sprites

Number Appearing: 2-12

Armor Class: 7

Move in Inches: 18 (flying)

Hit Dice: 1+1

% In Lair: 20%

Treasure Type: 1-6 SP each

Description: Small winged fae, playful and elusive.


89. Sylphs

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 18

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type B

Description: Air spirits, rarely seen, cause minor wind-related disturbances.


90. Sylvans

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Forest guardians, capable of minor enchantments.


91. Succubuses

Number Appearing: 1-4

Armor Class: 3

Move in Inches: 15

Hit Dice: 4+2

% In Lair: 20%

Treasure Type: Type E

Description: Seductive, malevolent spirits that drain life from victims.


92. Thrummy-caps

Number Appearing: 1-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Forest tricksters with bright caps, distract and confuse travelers.


93. Tom-Tumblers

Number Appearing: 1-3

Armor Class: 5

Move in Inches: 12

Hit Dice: 2

% In Lair: 20%

Treasure Type: Type C

Description: Acrobat spirits, capable of tumbling and confusing travelers.


94. Tritons

Number Appearing: 2-8

Armor Class: 5

Move in Inches: 18 (swimming)

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type D

Description: Amphibious humanoids, guardians of coastal waters.


95. Trows

Number Appearing: 1-8

Armor Class: 5

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Cave-dwelling spirits, hostile and cunning.


96. Urchins

Number Appearing: 4-20

Armor Class: 7

Move in Inches: 12

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Small street spirits, playful and nimble.


97. Waiths

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type D

Description: Restless spirits of the dead, haunt old graveyards.


98. Warlocks

Number Appearing: 1-6

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Humanoids wielding dark magic, often allied with spirits.


99. Whitewomen

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type D

Description: Female spirits of folklore, often seen in lonely places.


100. Wirrikows

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 9

Hit Dice: 3+1

% In Lair: 10%

Treasure Type: Type D

Description: Minor spirits, haunting roads and river crossings.


101. Hobby-Lanthorns

Number Appearing: 1-4

Armor Class: 6

Move in Inches: 12

Hit Dice: 1

% In Lair: 20%

Treasure Type: Type C

Description: Floating lantern-like spirits, lead travelers astray.


102. Hob-headlesses

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Headless undead spirits, haunt roads and fields.


103. Hobhoulards

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 20%

Treasure Type: Type C

Description: Mischievous forest spirits, attack intruders with tricks.


104. Hob-thrusts

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Malicious household spirits, known for throwing objects.


105. Hags

Number Appearing: 1-4

Armor Class: 3

Move in Inches: 12

Hit Dice: 4+1

% In Lair: 20%

Treasure Type: Type D

Description: Wicked female spirits, often cast curses and spells.


106. Hobgoblins

Number Appearing: 6-60

Armor Class: 8

Move in Inches: 6

Hit Dice: 1/3

% In Lair: 20%

Treasure Type: 1-2 SP each

Description: Small humanoid tricksters, dwell in hills and forests.


107. Gy-Carlins

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Hag-like spirits or witches, known for curses and mischief.


108. Gytrashes

Number Appearing: 1-6

Armor Class: 5

Move in Inches: 12

Hit Dice: 4+1

% In Lair: 30%

Treasure Type: Type C

Description: Malevolent spectral cattle, haunt pastures at night.


109. Cauld-lads

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 6

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Household spirits, pranksters, often hide small items.


110. Calcars

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Humanoid forest spirits, known for ambushing travelers.


111. Clabbernappers

Number Appearing: 2-6

Armor Class: 5

Move in Inches: 9

Hit Dice: 2+1

% In Lair: 15%

Treasure Type: Type C

Description: Mischievous spirits, make loud banging noises to frighten people.


112. Cluricauns

Number Appearing: 1-6

Armor Class: 4

Move in Inches: 12

Hit Dice: 3

% In Lair: 15%

Treasure Type: Type C

Description: Small, capricious spirits, often drunk or fond of wine.


113. Corpse lights / Candles

Number Appearing: 2-12

Armor Class: 7

Move in Inches: 18 (floating)

Hit Dice: 1+1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Ghostly lights, mislead travelers into danger.


114. Doubles

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 12

Hit Dice: 3+1

% In Lair: 15%

Treasure Type: Type C

Description: Doppelganger spirits, mimic humans to confuse and scare.


115. Dudmen

Number Appearing: 1-12

Armor Class: 7

Move in Inches: 9

Hit Dice: 1/2

% In Lair: 25%

Treasure Type: 1-3 SP each

Description: Impish creatures, playful but occasionally troublesome.


116. Dobbies

Number Appearing: 2-12

Armor Class: 6

Move in Inches: 12

Hit Dice: 2

% In Lair: 15%

Treasure Type: Type C

Description: Household spirits, assist or prank inhabitants depending on mood.


117. Dunies

Number Appearing: 1-8

Armor Class: 5

Move in Inches: 12

Hit Dice: 2+1

% In Lair: 20%

Treasure Type: Type C

Description: Humanoid spirits, often work near farmsteads or cottages.


118. Fates

Number Appearing: 1-4

Armor Class: 4

Move in Inches: 15

Hit Dice: 4+2

% In Lair: 20%

Treasure Type: Type D

Description: Supernatural entities controlling the destiny of mortals.


119. Fairies

Number Appearing: 4-20

Armor Class: 7

Move in Inches: 18 (flying)

Hit Dice: 1

% In Lair: 25%

Treasure Type: 1-6 SP each

Description: Winged fae, playful and helpful, sometimes mischievous.


120. Follets

Number Appearing: 2-8

Armor Class: 6

Move in Inches: 12

Hit Dice: 1+1

% In Lair: 15%

Treasure Type: 1-6 SP each

Description: Tiny spirits, capable of minor magic and playful tricks.



Tuesday, March 5, 2024

Attronarch's Athenaeum

Over at the forum  mentioned Attronarch in his thread Hirelings, loyalty, and morale which you should take a look at.

Attronarch has a website Attronarch's Athenaeum (Campaign journals, reviews of TTRPG stuff, and musings on D&D).
About
Welcome to my digital home. Here you'll find session reports from my D&D campaigns, reviews of TTRPG stuff I've collected over the years, thoughts on the game itself, and some, hopefully useful, resources.
I’m running a weekly online D&D B/X game focused on hexcrawling and dungeon delving in the Wilderlands of High Fantasy Barbarian Altanis—a hostile land filled with ancient riches and antediluvian evils.

He has a ton of stuff to help you with your game and I highly recommend you go check it out.

Also I just discovered he lists this blog The Ruins of Murkhill in his blogroll. 
8-)

Tuesday, March 14, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 073)

You retreated to the right side Door #7 room and hang out there and eventually the Cube of Death passes leaving the corridor spotlessly clean. You peak out the door and see it turn the corner back at the T.

What do you do? Try one of the Door #8 again or move on?

OK, Door #8 it is, left or right?

OK, right side first.

The door opens right away this time, perhaps the Cube of Death lubricated the hinges or broke up some of the rust. This room is 30'x30' and the floor sunken about a foot below the corridor and has a sandy bottom to it. As you examine the room you note that the sand is very clean and before you stepped in there was not  mark in the sand at all. There is nothing else in the room and the walls are bare. 

If they are lucky that will find one or more of the three secret doors in this room. Or not.

One secret door leads to a stairway going up (only), one leads to a stairway going down (only) and one leads to a 10'x10' room which holds a what looks like a trollish human that is frozen solid.

What do you do?

Monday, March 13, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 072)

Next up are doors #8 on both sides of the corridor. These doors are stuck tight, really tight.

How much time do you want to spend on trying to open them?

Wandering monster check, negative.

Do you want to keep trying?

Wandering monster check negative.

More time passes, do you want to keep trying?

Wandering monster check. At the limit of the torch light, you see something, it slowly get closer. It fills the corridor from top to bottom and side to side, it is semitransparent and as it gets closer you see stuff floating inside it.

What do you do?

Sunday, March 12, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 071)

Proceeding down the corridor another 30' you come to doors on either side of the corridor (Doors #7)

These doors are made entirely of metal and with a little luck you are able to pick the locks and open each door one at a time. 

The right side door opens into a room that is 40'x40' and it is filled with barrels and kegs stacked throughout the room. Everything is covered with a thick layer of dust.

What do you do?

Why yes, you mage does detect magic, but he cannot pinpoint it, he thinks it is all around you. You open a keg and a barrel, you find that they are lined with glass and both are closed (under the barrel lid) with a wax sealed glass stopper. The contents of both look the same so you open the keg and discover that it is honey. There are enough kegs and barrels to fill at least 20 wagons.

The left side door opens into a room that is 40'x120' and this room is filled with rows of shelving. The shelves are 10' high going all the way to the ceiling. The shelves are covered with wooden boxes and crates of all different sizes. All are securely nailed shut and even the smallest ones are quite heavy.

What do you do?

Saturday, March 11, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 070)

Advancing another 40' down the corridor from the vacant rooms and you enter an area where there has been a recent battle. There are fresh blood stains in the corridor and other indications of recent death, but the bodies themselves are mostly gone. The next four doors on either side of the corridor (doors 5 and 6 both sides) are broken down. All four rooms have been trashed, with freshly broken furniture, wall hangings laying torn up on the floor, blood everywhere. There is a secret door in each room that has been ripped out of the wall and a narrow corridor leading away from each of these rooms. Signs of bodies being dragged down each of these corridors is present.

What do you do?

Friday, March 10, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 069)

Next up are the 3rd doors on the right and the left and the 4th doors on the right and the left. These rooms are each 20'x20. They are filled with broken furniture, dust, dead rodents and such. Each of these rooms has a well hidden secret door on the real wall in one of the corners.

The door lead into narrow 3' wide passages. 

If you are successful in finding any of these doors, what do you do? Enter them or move on?

Thursday, March 9, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 068)

Next is the 2nd door on the left. This room is 40'x160' deep and there is a throne at the back of the room. The room is brightly lit and the throne appears to be made of gold. The throne is encrusted with hundreds of gemstones. On the throne sits a man who must be 10' tall. He is handsome and well built, he looks very intelligent, wise and forceful, his hair is black with gray at the temples. He wears a golden crown and he has a huge ring on either hand. 

On either side of it are two large chests, each is 8'x3'x4' high. Each has a lid that sticks up another 18" high. Around the throne are two huge men on both sides of the throne. All four are about 8' tall and each carries a sword and an axe. 

None of them are moving at all and there is no sound. A blue glow surrounds everything I have described on and around the throne.

What do you do? 

Wednesday, March 8, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 067)

Next is the 2nd door on the right. The door is hard to open and when you finally get it open you see two of the largest ogre's you've ever seen, you didn't know they could get that big. They were waiting on you and when the door opens they grab you and pull you into the room and slam the door shut in the faces of your companions and bar it from the inside.

Their strength is incredible, you are helpless and they quickly tie you up and once throws you over his shoulder and away they go through a secret door.

The rest of your party is trying to get through the door. Will they succeed? Will they be able to follow?  Will they rescue you in time?

Tuesday, March 7, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 066)

So you are climbing down the beanstalk?  Are you sure you want to do that?  OK

It takes you a full day to get to the bottom of the beanstalk and when you get there you are a lot bigger than anyone there, you are to them as giants in your own world are to you.

What do you do?

As you look around, you see mounted knights with lances and behind them many men coming towards you with swords and spears. Behind them march many bowman.

What do you do?

While you think, a flight of arrows is launched, they barely break the skin, but they do hurt and some of them cause a trickle of blood. Right behind them is another flight and another after that. Then the knights charge.

What do you do? Fight or start climbing?

Climbing? Good choice!

Monday, March 6, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 065)

Next you open the 1st door on the right. 

What do you do?

If you immediately just walked in, then you had a terrible fall. 

If you looked into the room you saw no floor, but you are looking down at a vast plain a very long way below you. You see below you what looks like a very tiny village. You are so far away that if there are people they are too small to see.

What do you do?

Why yes, there may be a way down. To the left of the door a little ways in, you would have to leap to grab it, is a massive bean stalk and you might be able to climb down it. 

What do you do?

Sunday, March 5, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 064)

So your proceed to the door straight ahead of you, we will call that door #1, you open the door fairly easily and walk down a 30' long 5' wide corridor that T's into a 12' wide corridor.

Do you go to the right or left or back the way you came?

You go to the right, along the right you see ahead of you in the dimly lit corridor a series of wooden door set into the jet black obsidian walls. 

Do you want to try a door on the right hand wall or the left hand?

The left hand, OK this door is very hard to open, but eventually gives. Inside the walls of the room, like the corridor are polished obsidian. The room is 20'x30' and has four 4' diameter tables each with four chairs. Along the walls are six square 2'x2' tables with oil lamps that are lit. 

At the left end of the room is a 3'x10' table covered with a bright yellow cloth. On the cloth are various trays. One tray has two pitchers that have frost on the outside of the pitchers. One tray has a platter of different cheeses, another has a platter of different meats that are still steaming hot. Two more platters are covered with roasted vegetables and another has fresh, hot loaves of bread and several butter crocks.

At each end of the table is a statue that is a carved serving person.

What do you do?

If you seat yourself, the statues will animate, fill a plate and a cup and serve them to you. Should you eat and drink?

What do you do?

Think about it!

Saturday, March 4, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 063)

At the four way intersection you try each of the forward three options available and each one gets worse the further you go. as the floor sinks into the muck, mire and calf deep oily, slimy water.

You go back and return above ground, the next day you go down to a lower level than before. Here you find a polished marble floor around the stairway and a circular wall that surrounds the stairway with a diameter about 20' bigger than the stairway itself. When you start exploring and looking for doors or passageways you find that a new wall has formed behind you separating you from the stairway. Then the whole thing starts to rotate.

What do you do? 

As it rotates doors appear, lots of doors, but it is too difficult to count them. Suddenly the rotation stops and you are all thrown to the floor. Then you discover that there are ten doors around the outside of the circle. 

What do you do?

Friday, March 3, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 062)

If you try to door to your left, once you get the door open you enter a long, dark, musty corridor with dripping water. There is a general smell of decay and you wish a gelatinous cube had proceeded you down this path. Water pools on the floor here and there along with an occasional skeleton and outcrops of mold and mushrooms now and then. The walls are covered with moss and the walls seem to lean in towards you just a bit.

Here and there you think you see eyes reflecting the torch light back at you, but when you move closer they are not to be found.

What do you do?

About 60' in you come to a four-way intersection and all directions look like what you have just passed through.

What do you do?


Thursday, March 2, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 061)

The dragon and the thousands of wyrmlings are gone, so you try the stairway again. At that first level you find an area that is collapsed, but you can explore the rest of it. There are two doors opposite the collapsed area. 

The door to your right opens into a brightly lit area filled with fountains and walk paths between and around them. Butterflies and other brightly colored insects flit through the air. There are many flowers and bees buzz all around. Then you here a chittering sound and realize that you are surrounded by dozens of foot long scorpions. 

What do you do? 

Arduin News From Emperors Choice Games & Miniatures Corp. 3/1/2023

 This following is a quote about Arduin:

News from Emperors Choice Games & Miniatures Corp. 3/1/2023

Hello Fans,

We are still here, just been a busy last year for us! Here are the details:

• Arduin Bloody Arduin RPG Rule System is being developed by our team at EmpCho. This has become the focus of EmpCho for Arduin. This development started 15 months ago from December 2021 to present. It has been 15 months of Blood, Sweat and Tears with a lot more to be done on this critical project! We will keep you informed of the progress of this critical project! Here are some items of note about Arduin Bloody Arduin:

  1. It is NOT OGL, ORC, Black Flag, or any other open system. This is an RPG Rule System for Arduin, which is Proprietary, Sovereign and Specific.

  2. It will easily be compatible with most Fantasy Role Play Games, especially any of the many versions of OSR rules.

  3. It will have tentatively 25 Races, 20 Classes, Hundreds of Spells, aspects of Dave Hargrave’s Original Arduin will be included into the game.

  4. It will use a D20 for combat, Factors for Characters will be rolled up Arduin style, Racial Hit Points, CF Count for Initiative, Mana, and aspects of Original Arduin.

  5. We will have a very selective playtesting tentatively late this year.

  6. The Core books tentatively will be a Player’s Handbook, Gamemaster Guide and Monster Manual. There may be one more Optional Core book, but that would be down the road (Years) after the initial release. We do NOT plan to do any more ‘Core’ books for rules. Once you have the rules, you are good to go! We do not like the idea of new rules and ‘Core’ books every so many years…This is the last version of Arduin Rules.

  7. Please understand that we are in development and things tend to change in a blink of an eye! Yet, the above items should be stable and not change unless, there is major reason.

• We are also working on support products for Arduin Bloody Arduin. This includes:

  1. Game Master Screen – We have a very rough prototype but are getting a final design this year. It is cool!

  2. New map for Arduin and the Continent of Khaora – Large, updated versions and each map about 75% complete.

  3. Adventures – We have one done (Lancer’s rest) and two more 90% close to done.

  4. Wanted to talk about Lancer’s Rest – We announced this adventure for release for late last year but have decided to keep the module for the Arduin Bloody Arduin RPG Rule System.

  5. Miniatures – We have produced new molds but there are still more to be done. We are planning to do more casting and should have more miniatures become in stock soon.

• We do have a new product to announce!!! We have the card sets for the original 4 Dungeons available now! If you are missing cards, need replacements or a new set, please go here to order them:

https://empcho.com/product/arduin-artifacts-monster-card-sets-for-dungeons-1-4/


• This is an old video but wanted to repost here, and EmpCho did participate in the 12 Days of OSR Christmas again for 2022 and will do so again for 2023 and on. We want to Thank Erik and Mike for all their great support! Erik has many great videos on Arduin on his channel! If you have not already seen it, please check out our guest appearance from Wednesday 3/2/2022 at 8:00pm EST on Talking Crit with Bad Mike & Tenkar Live Stream on Tenkar’s Tavern YouTube channel at:

https://www.youtube.com/watch?v=6o-9uBBasnE

• Here is another more recent video from our Friends at Shadow and Son:

https://www.youtube.com/watch?v=WL-4KtCl9NY

Get to know us a little better in this video but excuse the information, which has changed since that point in time 11/7/2022. There also many Videos on all our Arduin products on their channel!

• Jesse Heinig from the EmpCho team ran a one-shot adventure for Caster’s and Cantrips on February 24th, 2023. He sent the 5e DnD group into a small section of Caliban! Check it out here:

https://www.youtube.com/watch?v=Gs55lZbyq20

• We want to give a shout out to Griffith Morgan! He produced the Secrets of Blackmoor documentary/Movie. Please support his great works!

https://www.secretsofblackmoor.com/

We have been in talks with him about doing something similar for David A. Hargrave! It is a long-term goal for us to honor Dave.

• Wanted to let all of you know that due to the sheer amount of work, time, and cost with all the Arduin projects, EmpCho will NOT be attending any conventions this year. We will see where we are at for 2024 but our main goal is to get Arduin Bloody Arduin finished and produced along with all the support product as soon as possible!

I know this was a big update, but there was much to say! We will not deviate from the path of bringing Dave Hargrave’s Dream back to the gaming world! Thank you again Fans for all your great support!!!

Very Sincerely,
David Bukata
President
Emperors Choice Games & Miniatures Corp.

George De Rosa
Vice-President
Emperors Choice Games & Miniatures Corp.

Wednesday, March 1, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 060)

So you have decided on the stairway you will try to access first, after relocating your camp to the best defensible position.

This stairway is a tight spiral and you descend 30' to the first landing. Here you find thousands of what appear to be long thin worms covering the floor, although none come near the stairway as the landing has a very rough and abrasive surface. You scoop one up for a closer look and it is not a worm, at least not like any you've ever seen. It has a head more like a snake in appearance. As you watch you see that they are all crawling into tubes in the walls that seem to slope upward. Soon all of them are gone except the one that you are holding.

What do you do?

If you put it down, it will rapidly follow the others.

Up above you hear shouts.

If you return above you will see these thousands of apparent worms (but they are not worms, neither are they snakes) coming out of the ground and dispersing in every direction.

(none of you are familiar with the three stage life cycle of dragons)

After they have all departed you decide to wait to the following day to try the stairway again. During the night you hear strange sounds and then the beating of giant wings.

In the morning running from a point 40' from the stairway and continuing away from you there is a giant hole in the ground about 120' in length, 40' wide as the widest point and 30' deep.

Tuesday, February 28, 2023

Dungeon 23 Project - The Ruins of Mount Auyán (Day 059)

Another earthquake happened during the night as the dungeon reshuffled itself. All around you the ruins are completely different in appearance. Giant piles of rubble where there were little piles before. A dozen pools of water are scattered around.

As you explore the area again, you find over two dozen stairways, chutes and deep holes throughout the ruins. At one of the holes you drop a large rock, but you never hear it hit anything.

What do you do? 

You don't have enough men to guard all the openings, what are you going to do?

What's that? You are going to move the camp so that you have a defensive position with nothing behind you but a solid wall and all the opening are in front of you. You say you are going to explore that nearest opening, while your camp guards are setup to defend themselves.

You continue to explore and listen and check things out before you ever go underground.