To create the giant vulture, I took the dire wolf’s stats and tweaked them a wee bit, indulging in a variation on the Just Use Bears idea.
Vulture, Giant Large, scabrous, semi-intelligent birds. Dwell in remote places.
AC 6 [13], HD 4+1 (19 hp), Att 1 x bite (2d4), THAC0 15 [+4], MV 90′ (30′) / 150′ (50′) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 2d4 (4d4), TT None.
▶ Keen Senses: Acute vision and olfactory senses. Can track by scent. Surprised only on a 1 (in 6).
▶ Mounts: Sometimes trained as mounts by goblins.
▶ Training: At the referee’s discretion, captured chicks may be trained like falcons. Giant vultures are rebellious and extremely difficult to train.
And because they’re in the picture: Goblin vulture-riders often bomb their victims (Core Rules 132). The two most common bombs goblins use are described below.
▶ Bomb: Explodes on impact. Inflicts 2d4 damage in a 5-foot radius. Successful save versus breath halves damage.
▶ Slime Sack: Bursts on impact. Entangles targets in a 5-foot radius. Open doors check to break free. Successful save versus breath grants +1 on checks to break free.
I dove back into Erin D. Smale’s BX Options: Class Builder to put together a phanaton character class, perhaps useful to people playing The Isle of Dread. Nota Bene: Those previous links are affiliate links. If you click and purchase, I get a few coppers.
Phanaton
“The phanaton looks like a cross between raccoons and monkeys. They are roughly halfling-size and have 4-foot long tails can grasp objects. …. In addition, phanaton have membrances of skin stretching from arm to leg. They can spread these membrances and glide…” (quoted from 1983’s D&D Expert Rules by Frank Mentzer)
Requirements: Minimum DEX 11 Prime Requisite: DEX Hit Dice: 1d6 Maximum Level: 8 Armor and Shields: Shields only Weapons: Any appropriate to size Languages: Alignment, Common, Dryad, Elvish, Phanaton, Treant
Damage Bonus: At 6th level, a phanaton receives a +1 bonus to melee and missile damage rolls. This bonus increases to +2 at 8th level.
Climb Sheer Surfaces: A phanaton can climb sheer surfaces as a thief of the same level.
Combat: A phanaton makes attacks as a monster (Rules Tome 135) and saving throws as fighters (Rules Tome 29). Phanaton cannot use longbows or two-handed swords.
Gliding: A phanaton glides via its wing-like membranes, dropping 5 feet for every 10 feet it moves.
Prehensile Tail: An adult phanaton’s tail is about four feet long. It can manipulate items somewhat clumsily.
Stronghold: When phanaton reach 6th level, they may build strongholds.
In years past, I’ve done Advent and/or Christmas-themed posts once December rolls around. For example. I’m not doing that this year, but I am doing something similiar via social media. For example, in the Old-School Essentials (OSE) public Facebook group, I’m participating in the Dicember challenge to follow the Dicember calendar and come up with something for each day of December. I’m going to stick to OSE content for those posts, which I’ll compile into a document of some sort once January hits.
Speaking of OSE, a long time ago, some Germans coined the term Öhrwurm, which was a compound of dried, ground insects used to treat ear ailments. I think in the 1970s, some author used the English translation of Öhrwurm to mean a bit of music so catchy that it metaphorically burrows into your ear and keeps humming away, which brings us to today’s creature.
Ondlibi Worm Infestation Found in the steaming Ondlibi rainforests, these gray-brown, psionic maggots that hatch from tiny Ondlibi fly eggs, usually deposited in narrow, warm orifices, such as ear canals. Wise travelers wear headgear that covers the ears.
AC 9 [10], HD 1 hp, Att NA, THAC0 NA, MV 3’ (1’), SV D14 W15 P16 B17 S18 (NH), ML 12, AL Neutral.
Infest: 4-16 eggs hatch in 1-6 hours. Worms burrow into host right after. Symptoms include itchy rashes, low-grade fevers, and psychic cacophony (see below).
Just a Maggot: No threat at all in combat. At its largest, it’s a fat worm about the size of a human pinky’s terminal knucklebone.
Psychic Cacophony: Worms detect and mimic host’s thoughts, mentally echoing snippets of them repeatedly. Host cannot concentrate or sleep. Cure disease kills the infestation.
I took a break from grading book reports and pulled out the Four Evil Brothers’ Fortress map (FEBF), a blank sheet of graph paper, a pencil, a couple of black markers, and an eraser. Some time later, I had remapped FEBF’s northwest quadrant, as you can see below.
I tweaked the layout a bit, most obviously by adding some thickness to the walls. FEBF’s exterior wall is 5 feet thick. Interior walls are usually about half that, although there are few places where the walls are thicker. I also changed the map scale from 10 feet to a square to five feet a square. The quadrant barely fits on the paper, but it fits.
I left off all the doors. The original write-up included brown puddings as wandering monsters, and brown puddings eat wood and leather. Given how long FEBF has been abandoned, it’s reasonable that brown puddings would have devoured most wood and leather in the complex. FEBF was built in a swamp, and I like the idea of swamp monsters more or less having free run of an ancient fortress of evil. It’ll change the ecology of the place a bit, I’m sure.
I also like the idea of a dungeon crawl without doors. Nothing to close or open. Nothing to barricade or listen at. Adventurers with light sources will unintentionally cast illumination into shadowy corners. The thick walls, all made of stone, baffle or block sound. Add details related to years of humidity, darkness, moisture, and rot, and the entire place is likely rank with mold and fungus.
How long before explorers develop respiratory problems?
In the past few weeks, I finally got my library remodeled. New shelving installed, new paint, new floor, better use of space, et cetera. It’s a roomier, brighter place now with more exposed wall on which to display framed art, my Greyhawk maps, and a selection of LPs above my turntable. During the reshelving process, I found 18 pages stapled in the upper lefthand corner. The pages summarize a dungeon that I wrote some time after I was stationed at Fort Bragg, North Carolina (so, after the summer of 1985). The dungeon itself is written for 1E AD&D. After this paragraph, you’ll see a column of pics of the dungeon. Each pic embiggens when clicked upon (caveat: the pictures might not open in a new tab).
The dungeon had an poetric intro, which I’m pretty sure I wrote in the form of an epic limerick. I strung together several limericks that told the story of four evil brothers who built a fortress in a swamp. Mondo, a paladin, assembled a team of heroes, who assaulted the evil brothers’ fortress, emerging victorious but only after many goodfolk fell in battle. Unfortunately, I no longer have that epic limerick, thus making the world a poetically poorer place.
The fortress itself is divided into five parts. Each brother lived in one of the sections accessed via tower (the circular rooms to the northwest, north, east, and southwest). Each tower leads into a quadrant (loosely speaking), and each quadrant is not directly accessible from any other quadrant. Each brother had his own motif, and the chambers in his quadrant reflect that motif. For example, one brother was a thief and a glutton, and his quadrant included a sumptuous dining hall, extensive kitchens, and a collection of treatises on lockpicking. Each brother also had a special item that enabled them to control the maze in the center of the fortress.
I don’t recall the exact workings of the maze, and that description isn’t in the dungeon’s write-up. I remember that each brother had a special item (which are mentioned in the dungeon’s write-up). These items could somehow be used to change the configuration of the maze. Why and how? No idea. There might have been some sort of dimension travel possible when the last maze configuration was unlocked through the use of all four items at once.
Looking the Wandering Monster Chart, a few things become clear. First, I used the 1E AD&D’s Monster Manual II method to construct a random encounter table. Using 1d8+1d12, the table produces results from 2 to 20, “with a large flat spot of equal probability in the 9-13 range” (to quote MM2, page 138). The more common monsters go in the slots near the center of the table. As one moves closer to 2 and 20, the monsters become increasingly rare. Returning to the Wandering Monster Chart, I see that there is a death knight in the dungeon, but that fearsome monster isn’t likely to be encountered just wandering around the place. The most common encounter is “no encounter”, with hordes of giant rats or a solitary mist horror being somewhat less common.
Also, with at least a small nod to a sensible dungeon ecology, most of the monsters are undead, not particularly intelligent, and/or small enough to access the fortress via the narrow arrow slit windows that pierce its walls. The major villains in the fortress, based on the Wandering Monster Chart, would be the aforementioned death knight as well as a ghoul lord and a night hag (whose presence hints at the dimension travel angle that is perhaps connected to the maze).
Take a look at the stat blocks. Notice the circled portion. After HD and hp, there is a bonus. This is something I picked up from gaming with Lewis Pulsipher, game designer and contributor to the Fiend Folio and Dragon magazine. A giant centipede has a +1 to-hit bonus. By contrast, the night hag (not shown) has a +8 to-hit bonus. THAC0 worked like this:
Character’s THAC0 – (d20 +/- all relevant modifiers) = AC hit
So, a character with a THAC0 of 18 scores a 15 on his to-hit roll. This hits AC 3 (18 minus 15). Lew’s method kept everyone’s THAC0 at 20 with a variable attack bonus equal to the difference between 20 and the creature’s THAC0. So, a night hag has a THAC0 of 12, and 20 minus 12 equals 8, so a night hag has a +8 to-hit bonus. (This also means I either goofed the giant centipede’s attack bonus or else I wanted robust giant centipedes.) Using Lew’s system, THAC0 ends up like this:
20 – (d20 +/- all relevant modifiers) = AC hit
So, if that night hag scores a modified 22 attack roll (14 + her bonus of 8), then she hits AC -2 (20 minus 22). Lew’s system sped up combat by keeping the minuend at a constant 20. This system also foreshadows 3E D&D’s base attack bonus system, which I’ve long maintained is just THAC0 standing on its head.
In the last picture, we see handwritten notes about the dungeon. For whatever reason, those last pages never got typed. What likely happened is this. I had a leave coming up, probably for Christmas. I knew gaming with my old group from high school would be part of that leave, and, therefore, I needed something to DM. So, I drew the map, and then used one of the few military computers I had access to where I worked. The paper on which the print appears was fed through a dot-matrix printer in a continuous feed. I can see where I separated the pages and removed the left and right strips along the perforations. Then, I ran out of time, and so I hand-wrote the rest of the dungeon while on leave but before we met to play.
I remember running the adventure. There are a few marks here and there in the text that indicate which encounters the players faced. I fondly recall the ambush on the party by the githyanki warband (yet another dimension travel hint), but I’m not sure what happened after that. The githyanki might have been the encounter that broke the party, especially since the githyanki managed to catch the PCs by surprise in a crossfire of rebounding lightning bolts.