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Mar 15 2009

The Endless Labyrinth: A Tunnels & Trolls Random Dungeon Adventure Generator

This is a random adventure generator designed for solo play in Tunnels and Trolls. While this is intended for a single character, there is no reason that more than one character can’t go along- just adjust the Monster Ratings accordingly. It is even possible for two or more players to use this system to go on an adventure together, without the need for a GM. The details of the Labyrinth’s layout are left deliberately vague, as there is no need to draw a cumbersome map- you instead roll the events that transpire randomly.

 

Scenario: You are an adventurer embarking on an expedition into the Endless Labyrinth. The Labyrinth is a place of myth and magic- no one knows how to negotiate it, and few who enter it return to tell the tale. It’s corridors are filled with hazards of all types, from traps to creatures. Beware, for the magic of the labyrinth makes it unable to be mapped, for its corridors shift and change with no rhyme or reason. You cannot go back, you can only move forward, seeking the lower depths, with tougher monsters but greater rewards, or the stairs out, to rest and recuperate on the surface.

 

How to Play: The sequence of play is divided into turns. For our purposes, a turn is an indeterminate amount of time which signifies a significant event for the character. You begin on Level 1 of the Labyrinth, and it is up to you to find the way out. Since we’re not drawing out a map for the Labyrinth, then it is assumed that your character is exploring, and the periods of exploring and searching are broken up by events. The rules are simple- each turn, roll on the event table below to see what happens to your character while wandering the Labyrinth. The details of the events are presented afterwards.

 

Roll (2d6)

Event

2

Stairs Down

3

Stairs Up

4

Lair

5

Trap/Hazard

6

Wandering Monsters

7

Exploration

8

Wandering Monsters

9

Puzzle/Obstacle

10

Lair

11

Treasure

12

Stairs Out

 

Stairs Down: You encounter stairs that go down to the next level of the Labyrinth. Be sure to keep track of the level you are on. Remember that challenges and monsters get tougher the deeper you go. For this reason, you earn 100AP times the level your are leaving for your daring and courage. You do not have to go down- you can choose to pass over the stairs, and simply move on by rolling the next event. However, you can’t backtrack, so if you pass it up, you won’t be able to adventure deeper until you roll this event again.

Stairs Up: You discover stairs leading up to the next level of the Labyrinth. No AP are awarded- you just may need to get someplace where the monsters and traps aren’t so tough. If you are currently on Level 1, then the stairs lead out of the Labyrinth. Remember, you can choose to stay on the current level and continue your adventure, but if you pass it up, you must wait until you find another staircase to travel to another level.

Lair: A lair is an area where you encounter monsters guarding treasure. Roll 1d6 for the number of monsters and consult the Monster Table below to find their MRs. The treasure is equal to the total MR of the monsters (about 25 gp).

Trap/Hazard: A Trap or Hazard represents any situation that could result in harm to the character. When this event is rolled, the PC must succeed at a LK save (difficulty same as dungeon level). If the first save is failed, then the character has a second chance by successfully making a save of the same level using the stat indicated by the Random Save Chart. If both saves are failed, then the character takes 1d6 damage per level of the dungeon (no armor protection).

Wandering Monsters: These are creatures that are not at home- they are wandering the corridors like you. The procedure is exactly like lairs, roll 1d6 for number of monsters and consult the chart to find the Monster Ratings. However, unlike lairs, wandering monsters carry no treasure.

Puzzle/Obstacle: As opposed to traps and hazards, which represent peril to your character, these events represent some problem that must be solved, with success yielding a reward. Start by determining the type of challenge presented by rolling 1d6 and consulting the Random Save table. The PC must make a save vs the stat determined at a difficulty level equal to the current level of the duingeon. If this save fails, then the PC can default to a LK save of the same difficulty. If one of the saves succeeds, the character has solved the problem, and collects a treasure as reward.

Exploration: No significant event takes place, you spend some time searching the corridors and chambers. Earn 2d6 (DARO) times the current level in AP for Daring.

Treasure: Roll a random treasure on the Treasure Table in the T&T rulebook. Alternately, roll 1d6 x 10 gp per level of the dungeon.

Stairs Out: You find a staircase that leads up to the surface. You may leave the Labyrinth, regardless of what level you are on, and make it to the relative safety of the nearest town. While in town, you can heal your damage, buy new weapons or items (see the T&T rulebook for appropriate prices). If and when you return to the Labyrinth, you will find yourself entering on the same level that you left.

 

 

Roll (1d6)

Monster Rating

Random Stat

 1

25 

STR 

13 

CON 

DEX 

SPD 

INT 

WIZ 

 

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Feb 22 2009

Castles and Crusades RPG: The Cumulus Clan, a Covey of Cloud Giants

 

There are several different clans of Cloud Giants, and these clans are loose gatherings of family units that form the basis of Cloud Giant society. They have a caste-based society which is based on the type of clouds they call home- the higher the cloud, the higher the social status. Cumulus clouds are the second-lowest clouds, and that gives you a rough idea where the Cumulus Clan falls in Cloud Giant Society.

 

The Cumulus Clan is quite large, and has family groups living on clouds almost everywhere. Here is an example of one such family. They can be introduced into a campaign easily enough- just have their cloud castle float into the area, and the Cumulus hunters begin to loot the countryside. Giants have appropriately enormous appetites, and herds of cattle make an irresistibly easy target for such a large stomach.

 

The Cumulus Clan presented here is typical of Cloud Giant family groupings- the family is run by the female of the house. In most cases, there are many more males in a domicile than females, and the males compete for her attentions, with gifts, food, and so on. When push comes to shove, and decisions need to be made, however, the females wield unquestioned authority.

 

The head of this particular family is named Cordelia. She is an attractive, matronly woman as far as giants go. The males of the family are her consorts, guardians and providers. Cordelia has one child, a daughter named Corinda. Corinda is spoiled tremendously by her mother and fathers, and is quite used to getting her way.

 

 

Cordelia Cumulus

HD 11(d8), HP 51, Size L (14 ft), Move 40ft, AC 20, Attacks:2 fists (2d8) or Bastard Sword +1 (1d10+5) or Giant Club (4d6), Special: Rock Throwing (540ft, 2d10), Levitate, Twilight Vision, Scent. Saves: P, INT Average. AL ne, Type: Giant

Cordelia almost never leaves the castle. She oversees all the domestic functions of the home, such as cooking and cleaning. When encountered at home she can be found doing all manner of domestic chores, such as sewing and mending. She is no stranger to combat, but prefers to leave such things to the males. She keeps her war club propped in the corner, while she carries a magical human-sized bastard sword tucked in her belt, which serves as her dagger. One thing that is sure to bring her out of the house is if her daughter is in danger or has been abducted. Cordelia also carries a Potion of Cure Disease in her belt pouch, which she is saving in case Corinda becomes ill.

 

Corinda Cumulus

HD 4(d8), HP 21, Size L, Move 30ft, AC 16, Attacks: slam(1d10) or longsword +1 (1d8+4), Special: Twilight Vision, Scent. Saves: P, Int: average. Al ne, Type: Giant.

 

Corinda has been indulged endlessly by the adults around her, and is prone to throwing tantrums when her will is defied. She comes across as the penultimate spoiled little girl, and has a nasty streak a mile wide. She is not old enough to have developed her levitation powers yet, but she often prevails upon one of the males to carry her down to the surface to play. The males watch her fairly closely on these forays, and will take any threat to her safety quite seriously.

 

The Cumulus Hunters

HD 14(d8), Size L, Move 50ft, AC 25, Attacks: 2 fists (2d8) or Giant Club (6d6), Special: Rock Throwing (690ft, 2d12),Levitate, Twilight Vision, Scent. Saves: P, Int: avg, AL ne, Type: Giant.

 

 

There are seven males of the household. Competition amongst them is fierce, and each one goes through stages of being the favorite, with the most attention going to the one who brings back the best loot and food from his “hunting trips.” Since competition is so fierce between them, it is rare for them to collaborate. The only thing that will bring the males together is defense of the Cumulus Castle, and protecting Cordelia and Corinda. The names and respective hit points of the males are:

  • Chester (69hp)

  • Charles “Call me Chuck” (63hp)

  • Corwin (62 hp)

  • Cal (60hp)

  • Cab (55hp)

  • Caleb (53hp)

  • Chauncey (51hp)

 

Treasure: The family keeps all of its valuables at the homestead. The males have no need for currency, so almost never bring it home. However, Cordelia has an eye for fine gems and jewelry, and shows much favor to the males that bring these things back to her. Currently the family hoard consists of:

  • 5 gems: Tiger’s Eye (25gp), Green nephrite (250gp), White Moonstone (100gp), Bloodstone (50gp), Peridot (250gp).

  • 6 extraordinary items: wooden holy symbol (50gp), Expert dagger (20gp, +1 dmg), Hair shirt (1gp), Pewter Goblet (2gp), Expert Halberd (100gp, +1dmg), Crystal vase (71gp).

  • 3 magic items: Longsword +1 (carried by Corinda), Bastard Sword +1 and Potion of Cure Disease (carried by Cordelia).

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Feb 22 2009

Dungeon Puzzler: Twenty Buttons

This an example of a puzzle that a CK can use to stump his players. It can be placed anywhere you need it, usually securing a door or chest from intrusion. This puzzle should be considered easy to medium in difficulty.

Read the following out aloud to the players:

“You see before you a closed door.  In front of the door is a pedestal with twenty numbered buttons on it. Below the buttons an inscription reads:

Nine Prime
All the Pairs
Two Sets of Three.”

The solution to the puzzle is three distinct steps, each described by the lines in the inscription. As each of the buttons is pressed, they remain in place unless a mistake is made, in which case the buttons all reset themselves.

Nine Prime: Press the prime numbers (1,2,3,5,7,11,13,17,19)

All the Pairs: The remaining buttons that are multiples of two (4,6,8,10,12,14,16,18,20)

Two Sets of Three: the final two buttons are 9 and 15 (both are divisible by three, hence sets of three)

This puzzle should not be too hard to solve through trial and error or process of elimination.  If you feel the PCs need a little extra pressure, then you can set a consequence for them if an incorrect button is pushed.  For example, maybe the person pushing the wrong button is shocked for an appropriate amount of damage.

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Feb 15 2009

“Second Level ?! Wow…”

I first started playing Dungeons & Dragons around the age of five.  Initially, my dad was the Dm and my mom played with my brother and me. Our first forays were less than impressive, as we played pretty much by the rules at the time.  Character mortality was high, but we were loving it nonetheless. As time went on we also had a few characters continue to survive, and they continued to rack up small amounts of XPs.

Then, one day, something magic happened. One of them became 2nd level. It was my
brother’s veteran character, a fighter named Spider (he was 7- cut him some slack).  He
got more hit points and everything, and I was amazed and a little jealous (little brothers
are like that).  It also became clear to me why we had been writing down those XPs at
the end of each night- until then I had just that was how we kept score.  I thought, “You
mean our characters actually get better?”  The game that I already loved had just
hooked me even deeper.

It wasn’t much later that I finally had a 2nd level character. I was so happy, I felt like I
had just passed some sort of milestone. His name was Fruit Fly the Elf. Not only was he
the first character of mine that survived to 2nd, but he was the first character to own a
magic sword, too.  These were old-school low-level games, so we had 3 or 4 magic items in the entire party.  A magic sword, even a +1, was a pretty big deal.

It completely changed the scope of the game, and the concepts of campaign and character development and ongoing stories worked their ways into my young brain.  Each of the characters began to develop their own stories, and experiences.  We began to
make up stories for them, and tie them together in various ways.  One of my other early
success stories was Fruit Fly’s younger brother, Strawberry.  Strawberry was special
because he had died while at first level, but had been restored to life through a ring of
wishes, after which he survived to second level.

We continued to play, and I remember that Spider, followed by Fruit Fly, went on to become our first 3rd level characters.  This marked another milestone, because that was
when Dad decided to bring home the Expert OD&D boxed set. The original boxed set only gave details for characters up to 3rd level, so Steve and I had rather felt like we had “won” the game.  The Expert rules allowed our characters to advance to 14th level, and even mentioned that the maximum level possible was 36th.  It was truly engrossing, to think back on all of the adventures that we had undergone, and to think about what adventures lay ahead of us. It was exciting, and even a little intimidating to think about
the length of time it would take to get there.
That facet of the game, ongoing character development, was certainly the primary feature that made the game so special to me.  The characters that survived were the ones that you grew to love and appreciate, and they seemed more real with time. You had history with them, and could refer back to that for their thoughts and opinions on
things.  It was a whole lot more fun than Monopoly.

Who else remembers their first character to survive to 2nd level?  Post a reply and let us
hear your story, too!

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Jan 30 2009

Castles & Crusades Original Monster: The Phantom Armor

This is an original monster intended for the Castles & Crusades game system. A Phantom Armor is a tough undead opponent that should challenge a mid-level party encountered singly, while high-level groups could handle a small group. In combat terms, it is fairly straightforward- high AC, lots of hit points, and little in the way of special attacks. However, its Nine Lives ability makes it an intimidating opponent that will rise up again and again to harry the party.

 

 

Phantom Armor

No. Encountered: 1-8

Size: M

HD: 10 (d12)

Move: 20ft

AC: 22 (no shield) or 24 (shield)

Attacks: 2x Sword +2 (atk +17, dmg by weapon +7)

Special: Warrior Spirit, +1 or better weapon to hit, Nine Lives, Life Stealing.

Saves: P (Str and Dex +3, see below))

Int: Low

AL: ne

Type: Undead

Treasure: Special- expert full plate armor, Sword +2, Nine Lives Stealer, sometimes expert large steel shield.

XP: 3450 +10

 

 

A Phantom Armor is an undead creature created by dark magics using an expended sword of nine lives stealing. A suit of exquisitely crafted plate armor is animated by a tortured, malevolent spirit that is a conglomeration of the nine souls absorbed by the sword.

 

 

Phantom Armors are encountered singly and in small groups, often serving as guardians for liches, evil spellcasters, and other beings with the ability to create them. When encountered in groups, the Phantom Armors are usually armed identically. Phantom Armors equipped with one-handed swords are also equipped with expert large steel shields (hence the higher AC).

 

 

Combat for Phantom Armors is straightforward. They will fight to the death (nine times), and give no quarter to their opponents. While not particularly intelligent, Phantom Armors are cunning and savvy warriors, and as such are valued as guards and protectors. They are often assigned to guard a place or time of particular importance.

 

 

Phantom Armors require their particular sword to exist- if they lose possession of the blade, they lose 1hp per hour, until they are destroyed. Phantom Armors destroyed in this way do not get the benefits of Nine Lives (see below). A Phantom Armor that has been bereft of weapon will go to any length to recover it, including defying direct orders, and can sense the weapon’s presence as if using a Locate Object spell.

 

 

Warrior Spirit: Phantom Armors have the class abilities of a 10th Lvl Fighter (weapon specialization, combat dominance, extra attack), and are also considered to have ability scores of 18 in Str and Dex, with all related bonuses to combat and saves. These bonuses are included in the stats above.

Life Stealing: When in the hands of the Phantom Armor, its blade acts as a Sword of Life Stealing (see M&T, p 103 for details).

Nine Lives: When reduced to 0 hp, a Phantom Armor collapses into a jumbled heap, but gets up after 1d6 rounds, with fully restored hit points. This happens nine times total- once for each soul consumed by the Nine Lives Stealer.

 

 

When the Phantom Armor is destroyed for the final time, the magical energies that fueled its existence are released back into the sword, restoring its full powers and turning it back into a fully-functioning Nine- Lives Stealer (this also happens if the sword is kept away from the Phantom Armor long enough to destroy it). Other than the armor that they animate and the evil-tainted sword they leave behind, Phantom Armors carry no treasure.

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Jan 26 2009

Dungeon Puzzler: The Clockface Lock

One of the main struggles of any Castle Keeper or Dungeon Master is to come up with original and challenging puzzles to challenge your players. These puzzles can represent a myriad of obstacles to the adventurers, two of the most common being the locked chest or the locked door. While in most circumstances its perfectly okay to make it a simple lock, whereupon the rogue whips out his lockpicks, or the wizard trundles out his knock spell. However, sometimes the CK wants to present something a little more interesting, and that’s the sort of challenge presented here.

 

 

Read the following passage to the players. While the situation presumed here is a locked door, it can just as easily be a chest, or any other obstacle that fits your dungeon. The idea is to give the group something to figure out without them resorting to the dice.

 

 

You see before you a door with an unusual device on the front of it. The device resembles the face of a clock with only one hand. The twelve hours are distinctly marked in gold, and the hand is a bright red arrow. At the moment, the hand is pointing to the number …(roll a d12)

 

 

On each side of the door is a pedestal with small levers on it. The left side has six levers, while the right has seven. The levers are uniform in appearance, as are the pedestals. The only difference between the two is the number of levers.

 

 

The PCs will, of course, be unable to open the door without figuring out the puzzle. Here’s how it’s done:

 

 

The key is addition. The levers on the left represent the numbers 1 through 6, from left to right respectively. The levers on the right, however, represent the numbers 0 through 6. In order to unlock the door, one lever must be pulled on each side, and the total of the numbers that the levers reflect must equal what the clockface is showing at the time. For example, if it is on a twelve, then the solution would be to pull the lever that is on the far right on both pedestals (6+6=12). Keep in mind that the first lever on the right hand side doesn’t equal 1, it equals 0.

 

 

There are also multiple solutions for most of the numbers that can come up. For example, 3 on the clockface could be arrived at by pulling the first switch on the left and the third switch on the right (1+2), or the second switch on both sides (2+1). For the ease of the CK, here are all the possible solutions:

 

Left Side Levers: 1, 2, 3, 4, 5, 6 (from left to right).

Right Side Levers: 0, 1, 2, 3, 4, 5, 6 (from left to right).

 

Clockface says.. Solutions (Left Side + Right Side) no. of possible solutions
1 1+0 1
2 1+1, 2+0 2
3 1+2, 2+1, 3+0 3
4 1+3, 2+2, 3+1, 4+0 4
5 1+4, 2+3, 3+2, 4+1, 5+0 5
6 1+5, 2+4, 3+3, 4+2, 5+1, 6+0 6
7 1+6, 2+5, 3+4, 4+3, 5+2, 6+1 6
8 2+6, 3+5, 4+4, 5+3, 6+2 5
9 3+6, 4+5, 5+4, 6+3 4
10 4+6, 5+5,6+4 3
11 5+6, 6+5 2
12 6+6 1

 

 

Each time a wrong set of levers is pulled, the hand on the clock face will spin with a whir of clockwork noises, and randomly point to one of the numbers (roll d12). Only one lever can be pulled on each side at a time. If you pull a second lever on the same side, it causes all levers to reset and the hand to spin again (roll d12).

 

 

It is also completely possible that the PCs will randomly pull the correct set of switches the first time. This will allow them passage, but without knowing why it opened, the same puzzle can be used to foil them again and again until they figure it out. Simply make another door or chest that is guarded by the same type of lock. Perhaps they will need to get out the way they came, making it necessary to open that same door to escape. Be as nice or as mean to your PCs as you think their level and skill warrant.

 

 

This puzzle should be considered medium to hard, depending on the cleverness of your players. Because of the random factor it contains, it can prove very tough to solve through trial and error. Remember to dole out hints as you see fit if they get stuck- this will help prevent player frustration. One mechanism I like to use in C&C is the handy Wisdom save. I let anyone who has been actively trying to solve the puzzle make a save to get a “flash of intuition.” Here are a few hints you can use in this case.

 

 

  • “The key is in addition.” You can also drop hints through pieces of paper with mathematical formulas, or perhaps the clockface lock is found in a library. This would be especially appropriate in wizard’s towers and lich’s lairs. You can give hints to this in advance by mentioning the Villain’s fascination with mathematical puzzles (great fodder for Bardic lore, if you have one in the party!).

  • “Even though they’re unmarked, the levers must represent something.” As another way to give the PCs a hint covertly, you can have the levers marked in some way. For instance, using the Greek alphabet as an example, the levers on the left are marked Alpha, Beta, Gamma, Delta, Epsilon, Zeta, while the right are marked Omega, Alpha, Beta, Gamma, Delta, Epsilon, and Zeta. This will tell the players that the first switch on the left and the second switch on the right are the same, and so on down the line, while the first lever on the right represents something different or special. The markings don’t even have to be obvious- perhaps a search roll is needed to find them

  • “The clockface is important- it’s the focal point of the design.” Get them to think about the significance of the number that’s being pointed out to them. After a few tries, they will get the idea from your dice rolling that the number comes up random, which should indicate that what it is pointing at right now is important.

 

 

With these three key clues, the PCs should be able to puzzle it out. Remember though, that if they get stuck, provide an alternate solution- for instance, you could say that while the party has been sitting there trying to figure the darn thing out, the door opens from the other side, and an appropriately nasty monster comes through, possibly surprising them! This breaks the boredom and frustration with some action, and allows the party to bypass the lock, but not necessarily in a good way. In addition, don’t forget that they may need to get out the same way…

 

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Jan 16 2009

Castles and Crusades: Rajeed the Amorous

It’s bound to happen sooner or later. The enterprising Castle Keeper has dutifully designed his module down to the last detail; drawing out maps, placing monsters in rooms, inserting traps and puzzles, and, last but not least, rolling the random treasures to be found. When that final critical step happens, it will sometimes be the case that a magic item rolled on the tables will have unforeseen consequences on the campaign, and these items require a little extra forethought and creativity to turn into a viable, living part of your story. Sometimes these are simply items that are subtly powerful, and in other cases there are items that actually introduce an NPC into the campaign, such as sentient weapons or objects that summon a particular creature. One such example is the Ring of Djinni Calling. Just rub it, and you have the services of a Djinn for an hour every day.

 

 

When such an item appears, it is easy for it to become little more than a robotic servant of the player characters, where the creature is called forth to perform a particular task, then stuffed back into the bottle after it is done. The creature that is called forth has no sense of identity or will, and for all intents and purposes, is just another magic item. By giving some thought to the nature of these creatures, and adding some simple personality quirks, these summoned servants grow into what they are really intended to be: a full-fledged NPC.

 

 

This article presents Rajeed the Amorous, a Djinn who has the dubious honor of being the servant of a ring. He can be used any time the Castle Keeper randomly rolls (or chooses to place) a Ring of Djinni Calling in his adventure.

 

 

Rajeed the Amorous, Djinn Servitor of the Ring

Size: L; HD: 7d10; HP: 33; Move: 20ft/60ft(fly); AC: 16; Attacks: Slam (atk +7, dmg 2d8) or Great Scimitar +3 (atk +10, dmg 2d6+6); Special: Air Mastery, Spell-like Abilities, Whirlwind, Darkvision (60ft), Immunity to Acid, Plane Shift, Telepathy (10ft), Mighty Physique; Saves: M,P; Int: High (18), AL cg; Type: extraplanar; Treasure: 7 (see below); XP 996.

 

 

When summoned, Rajeed appears in a flash of light and a puff of smoke. Like all of his kind, he towers over humans in height and is possessed of an incredible physique. His skin is a sky blue in color, while his hair and finely-trimmed beard are as white as the clouds. He appears decked out in finery, with several valuable jewels, and wearing an exquisite-looking great scimitar at his belt (magic, +3 enchantment bonus, value 9000gp). He always appears wearing a purple hair shirt, which he claims was woven from sylph hair (value 5gp). A set of dragonclaw panpipes (500gp) is tucked into a silver and platinum belt (750gp). While many Djinni appear with a wisp of smoke or vapor in place of their legs, Rajeed prefers to appear with his legs solid, so that people may properly examine his lovely jade and gemstone toe ring (5000gp).

 

 

Rajeed will first look over the party, carefully searching the immediate area for humanoid females of any size or shape. If he spies any females within the group, he will break into a wide, charming grin and introduce himself to them with a low bow. He will all but ignore the male members of the party, and the only one who can compel him to action is the owner of the ring. If there are no females present at all, he will appear crestfallen, and quickly settle into a bored expression. If females of any humanoid race are about, he will engage them in conversation, try to make them laugh, flatter them, and otherwise flirt with them (this is also regardless of the woman’s charisma score- Rajeed has different aesthetics from even other Djinn). Given the opportunity, Rajeed will take to playing his panpipes (quite skillfully, in fact), all in the hopes of bedding one (or all) of the women.

 

 

Outside of these behaviors, Rajeed is friendly and vivacious. When he meets a new master of the ring, he summons enough wine to get himself and his new master stinking drunk (along with any traveling companions), with the hope that the master will quickly pass out and leave Rajeed enough time to pursue his real endeavors (chasing women). This rarely works out, however, as Rajeed only has an hour in the prime world every day. It still doesn’t keep him from trying, though.

 

 

When sent out into the world to perform tasks, Rajeed is often sidetracked by his desires. If he sees females while out and about, he will quite likely forget his objective, and try to seduce them with food, wine and song.

 

 

Rajeed is also terribly vain, and goes out of his way to acquire jewels and finery that look good on him. This can be anything from a silk shirt to a crown jewel. While out performing the will of the ring’s master, he will often steal anything of this nature that catches his eye. More than once, the offended individual has tracked the item back to the owner of the ring.

 

 

When it comes to fighting, Rajeed prefers to use his powerful fists. When hard-pressed, or directly ordered to, he will fight with his scimitar (his mighty physique allows him to wield the large weapon in one hand). However, Rajeed doesn’t really like to fight- he views the pursuit of the fairer sex to be a better investment of his time.

 

 

Rajeed has a sleeping chamber within a Djinni Sultan’s castle, on the elemental plane of air. The Sultan that provides him shelter is the one who got him this job and bound him to the ring (apparently, being a ring servitor is a major industry amongst the djinn). He carries most of his valuables with him, as noted above, but keeps the rest locked in a chest in his chamber. These include a decorative egg (100gp), a wood carving of himself with inset gems (500gp), a gold and gemstone coronet (5000gp), and a potion of spider climbing.

 

 

Rajeed legitimately likes his job, and will perform services for good-aligned individuals with no qualms. He also likes any time he gets to spend on the prime plane, as this allows him the opportunity to indulge his taste for “earthly flesh,” as he calls it. When in the service of evil masters, Rajeed will subvert them in any way possible, short of open rebellion.

 

 

Tips for using Rajeed:

  • As mentioned, Rajeed can be inserted any time the CK finds the players in possession of a Djinn ring.

  • While not malicious, Rajeed will often neglect his duties to pursue carnal pleasure. Whenever he is not directly supervised by the ring’s master, he is probably trying to find women.

  • Keep in mind that someone owned the ring before the PCs got their hands on it. These previous owners probably want it back, as the djinn is a very powerful servant to command. Also, remember that whoever has the ring before the PCs find it will use it on them if possible.

  • If there are female PCs in your troupe, then they will get the lion’s share of Rajeed’s attention. Outside of finding the ring, another way to introduce the group to Rajeed is to have him stumble across the party while performing a task for his current master. He will spy the ladies in the group, promptly forget what he is about, and begin to flirt with them.

 

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Jan 15 2009

Castles & Crusades Encounter: “None Shall Pass…”

The path breaks away from the woods to show a very small stream ahead, no more than five feet across at the widest point. The path leads to a small bridge across the stream, just wide enough for a cart or wagon. Standing astride the small bridge is a figure in black full plate armor. His face is completely obscured by the horned helmet he wears, and his gauntleted hands rest on the pommel of a greatsword which has its point in the wood of the bridge. Nearby, on the same side of the stream, is a small campsite, including a burlap tent, that looks like it has been in use for some time. As you approach, the guardian of the bridge shows no signs of stepping aside…

 

 

This is an encounter written for use with the Castles & Crusades game system. It’s intended for low level characters, but with some modification could be used for more experienced parties of adventurers. This encounter is also meant to take place in the daytime.

 

 

Indeed, the armor-clad figure guarding the bridge has no intention of letting anyone cross it, and he will say so in short and simple terms (refer to the title). If anyone tries to cross, he will attack ferociously, and fight to his last breath. If the PCs try to engage him in conversation, he will be unresponsive. He will also accept no offers of money or valuables to stand aside.

 

 

The stream is indeed tiny, and presents no real obstacle to unarmored and lightly encumbered individuals. To cross it requires a Level 1 Strength save, while those with heavy armor may need a level 3 or 4 save. Horses can jump the stream easily. The guardian of the bridge will make no attempt to stop someone who crosses the stream this way- he only cares about the bridge. It is entirely possible for the party to circumvent this imposing warrior completely, and be on their way unmolested. That is, unless they posses a cart or a wagon, in which case the bridge will be necessary.

 

 

Smart players may stop to question this, and wonder why he guards the bridge so fervently but is willing to let anyone cross the stream with no trouble. Any attempt to read his thoughts will reveal that he cannot remember who he is, or how he came to be here, or even why he must guard the bridge in the first place. While a charm person spell may make him slightly more talkative, it will not make him step aside to allow the party to pass. For them to use the bridge, he must be forcibly dealt with.

 

 

The Guardian of the Bridge

Human Fighter, Lvl 5, AL lawful evil

AC 19 (full plate)

Attack: Greatsword +2 (+8 atk, 2d6+4 dmg)

Str 14 (prime), Dex 13 (prime), Con 13 (prime), Int 12, Wis 8, Cha 13

Treasure: 350gp in his pack, hidden under the bridge.

Magic Items: Greatsword +2, Potion of Remove Curse.

 

 

However, there is another way. If the PCs wait until sunset, the guardian will suddenly leave his post and retire to his small camp by the stream. He will take off his armor, prepare himself a meal, eat it silently, and then fall asleep in his tent. Once he has stepped away from the bridge, anyone can pass as they see fit, and he will make no attempt to stop them. Indeed, local farmers and merchants will begin to show up around sunset to use the bridge. Throughout the night, anyone can cross as they please, but once the sun begins to rise, the guardian rises from his tent, has a morning meal, dons his armaments, and takes up his position on the bridge. If the PCs are intrigued enough to wait around for some time, every week or so, a seedy-looking merchant will come by to sell the guardian food at an outrageous price. The guardian doesn’t haggle and just pays the price for the supplies.

 

 

The warrior goes through his odd routine because he is the victim of a curse. His name is Kersch Hagan, and some time ago he had a love affair with a powerful but vindictive sorceress. In the end, he jilted her for a younger woman, and the sorceress cursed him to guard the bridge where they originally met until the day he died. Ironically, Kersch has been carrying a potion that would remove the curse for months now, only he is not aware of what the potion does, nor does the curse allow him enough clarity of thought to ask a passing wizard about it.

 

 

If the PCs are intrigued enough to investigate this strange guardian, and go as far as to remove the curse, Kersch will offer up his (insincere) gratitude, and offer to accompany the party on their travels as gratitude for his freedom. In actuality, Kersch will betray the party at first opportunity, steal their valuables, and go off to seek vengeance on the former lover who cursed him. The Castle Keeper should keep in mind that the curse in no way masks the guardian’s alignment, so he will always radiate evil if they think to check for it.

 

Tips for the Castle Keeper:

  • The guardian can be scaled up to match higher level PCs, although it is not recommended for him to be less than 5th level, as this makes him susceptible to a sleep spell.  If he his scaled up, you might include something that will make him more resistant to spells of  greater power.
  • This encounter can be a simple combat, or can blossom into a small mystery. Let the PCs drive the action through their own choices.
  • Remember that the air speed of an unladen swallow has no bearing at all on this situation.

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Jan 14 2009

Castles and Crusades: The Toadstool Clan

The Toadstool Clan is a mid-sized goblin tribe. They can be used anywhere such a group of goblins is needed- for example, perhaps they recently moved into the area, and are threatening local trade. Their numbers are sufficient to pose a major threat to low level parties, and incursions into their lair can constitute several consecutive sessions for them. A mass assault of the entire tribe could present a challenging encounter for a band of mid-level characters. Essentially, this encounter can fit in anywhere the Castle Keeper needs a goblin tribe.

 

The Toadstool Clan is designed to work with the Castles and Crusades game system. With little effort it can be adapted to any edition of Dungeons & Dragons.

 

The Toadstool Clan is a conglomerate of three smaller tribes. The Clan takes its name from the oldest of the tribes, the Toadstools, who absorbed the Dungbat tribe to form the clan. The Kingship of the Clan fell to Garto Toadstool. A few years later, a somewhat larger goblin tribe called the Skinmongers were forced out of their homes by human incursions, and joined with the Toadstool Clan for refuge. This almost doubled the number of goblins under Garto’s control, which has proven to be a lot of mouths to feed. The clan has taken to scouring the countryside for anything edible. Garto is planning to take advantage of the Clan’s enhanced numbers to begin a raiding campaign on nearby human and demihuman communities to gather stores for winter.

 

 

The Three Tribes of the Clan:

 

Toadstools: These are an old and respectable tribe, whose members are the very souls of dignity and etiquette- at least by goblin standards.

 

Dungbats: This tribe gets its name from a peculiar kind of bat native to the caves they called home generations ago. As the tribe has moved, they have brought the horribly fecund critters with them to remind them of their roots, and many members of this tribe keep Dungbats as pets.

 

Skinmongers: This tribe gets its name from an activity that is nowhere near as sinister as it sounds… most of the time. The Skinmonger goblins are skilled trappers and furriers, and their goods are highly valued by many other tribes. They mostly deal in furs, but have been known to peddle human and elf skins from time to time.

 

 

The Toadstool Clan Roster

 

 

240 Goblin Warriors

These guys are just as presented in the Monsters and Treasures Book. Each of them has 2d8 cp on them. About half the goblins in the tribe are from the Skinmongers- if the tribe of the goblin is relevant, roll on the following chart:

d6 Tribe

1-3 Skinmonger

4-5 Toadstool

6 Dungbat

 

If you need a name for a goblin roll a d10 twice and consult the following chart:

Random Goblin Name (roll twice, combine both parts)

1 Gar  to

2 Ru   tur

3 Ma  ba

4 Ze   glut

5 Di    zo

6 Slu  xa

7 Pe  vix

8 Sno z

9 Jo  t

0 Bli  x

 

With three rolls, you can establish the name and tribe of a goblin. These simple tools can provide a little detail and a lot of flavor to what might otherwise be a bland encounter (“What? More goblins? <yawn>”).

 

 

24 Goblins, 1st Level Fighters

HD1d10, Hp7, AC 14 (ring mail, small shield) Melee Weapon (atk +2, dmg 1d6+1, see below), or Short Bow (Atk +1, dmg 1d6, rng 60ft)

 

These goblins are the elite guard and seasoned veterans of the Clan. They lead the patrols of the countryside surrounding the lair, and when at home are most often found in the company of one of the chieftains, or the king. Each of them specializes in a particular weapon, determined on the following chart (each weapon does 1d6 dmg). Each of these goblins also possesses 1d4×10 gp.

 

D6 Melee Weapon

1 Hand Axe

2 Club

3 Light Mace

4 Heavy Pick

5 Scimitar

6 Short Sword

 

There is a 25% chance that any one of these goblins has one of the following items. Each item can only be found once, so mark it off when it is found by the party.

 

D6 Item

1 Bloodstone (50gp)

2 Peridot (250gp)

3 Jade & Silver Medallion (1250gp)

4 Gold Necklace (1000gp)

5 Mechanical toy- Brass Horse (10gp)

6 Potion of Cure Light Wounds

 

A typical patrol found in Toadstool territory consists of one of these fighters leading 3d6 warriors. If they are encountered and defeated by the party , make sure to subtract their numbers from the goblins left in the clan, unless the CK has decided the Toadstools can draw reinforcements from neighboring tribes and small bands.

 

 

Chieftain Dixa Dungbat

Goblin fighter, lvl 2, HD 2d10, HP 18, AC 16 (full chain suit), Battle Axe (Atk +3, dmg 1d8+1), Light Crossbow (atk +2, dmg 1d8, rng 80ft).

 

Dixa has been the subject of Garto’s abuse for several years now- when things go well, Garto takes the credit, but when they go bad, all the blame falls on Dixa. Dixa isn’t the sharpest knife in the drawer, but is beginning to realize that his influence is becoming more and more important with the inclusion of the Skinmongers. He still fears the King too much to make an overt move, but Sluzo is making more and more sense everyday. Dixa wields a two-handed axe in battle, and also has 100gp hidden away in his secret stash. He always carries a potion of Cure Light Wounds with him.

 

 

Chieftain Sluzo Skinmonger

Goblin fighter, lvl 4, HD 4d10, HP 27, AC 18 (plate mail, med steel shield), Scimitar (Atk +5, dmg 1d6 +1), Composite short bow (atk +4, dmg 1d8, rng 70ft).

 

Sluzo didn’t want to join the Toadstools, but his tribe had nowhere else to go after a devastating raid on their old lair. Sluzo realizes that almost half of the goblins in the clan are loyal to him, and he has designs on Garto’s throne. He works on Dixa’s pride, trying to convince the other chieftain to back him in a coup. In addition to his armaments, Sluzo owns 200 gp worth of assorted coins, which he keeps locked in a treasure chest. The key is on a chain around his neck.

 

King Garto Toadstool

Goblin fighter, lvl 5, HD 5d10, HP 30, AC 19 (full plate, lg steel shield), Expert Longsword (atk +6, dmg 1d8+2), Expert Hvy Crossbow (atk +5, dmg 1d10+1, rng 120ft)

 

Garto had his reservations about taking in the Skinmongers (he doesn’t trust Sluzo as far as he can throw him), but in the end his greed won out. He sees the added numbers as a way of gathering more loot, and he is sending out scouting parties to locate favorable targets- preferably farming communities with livestock and crops, and possibly a few coins here and there. He is so blinded by his ambition that he doesn’t realize how vulnerable he his to Sluzo’s ambitions, but he thinks that Dixa is so firmly under his thumb that fear will prevent the lesser chieftain’s betrayal.

 

Garto sleeps in a private chamber adjacent to the common room. He keeps his personal loot stored there, and there are always at least two 1st lvl fighters guarding his room. He has 300gp in assorted coins,a small collection of 8 gems (values: amethyst-10gp, lapis lazuli-25gp, white agate-50gp, 2x common opal- 100gp each, large amethyst- 250gp, black opal-1000gp, and star ruby-2500gp). Other valuables include: an antique map of the area (25gp), a silver waist chain worn by his favorite concubine (250gp), a jade and ivory relic (1000gp), an ivory and silver relic (750gp), and a fur coat (14gp) which he likes so much he wears most of the time. He also wears a Silver and Platinum Crown (750gp). His expert heavy crossbow is valued at 500gp, and the expert longsword at 150gp.

 

 

Joto, Toadstool Shaman

Goblin Wizard, lvl 5, HD 5d4, HP 15, AC 10 (no armor), Staff (Atk+1, dmg 1d6), Spells per Day: 5x 0th, 4x 1st, 2x 2nd, 1x 3rd. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message, Prestidigitation. 1st lvl- Comprehend Languages, Magic Missile, Shield, Sleep. 2nd lvl- Invisibility, Protection from Arrows. 3rd lvl- Fireball.

 

Joto has been the Toadstool shaman for some time now. He is the single most feared goblin in the clan, and even Sluzo won’t cross him. He also oversees the religious rites of the Clan, and often makes a big show of it, with rolling bones, and speaking in weird voices- basically anything to win over his audience. He often will deploy some of his spells to give his ceremonies a little something extra. He chooses all of his acolytes from the Toadstool clan, which is another reason why power in the clan is centered in that tribe.

 

Joto’s most valued possession is a magical book that he keeps with him at all times. He thinks it is a primer of magical exercises that increase the power of your spells, but it is in fact a cursed tome that actually decreases the intelligence and wisdom of anyone reading it (see Vacuous Grimoire in the Monsters and Treasures book). Part of the curse is that the reader is convinced that the exercises work, so Joto has made sure all the acolytes have read it as well.

 

Treasure: 250gp coins, 3 gems (2 malachites-10gp each, bloodstone-50gp), Vacuous Grimoire

 

 

The Toadstool Acolytes

Joto has taken four apprentices under his wing. The two most experienced ones, Zeglut and Petur, have been with him about the same amount of time, and have a fierce rivalry with one another. The other two stay out of their quarrel, and secretly hope they kill one another off. The four of them share a small chamber together, which is next to the shaman’s sleeping quarters.

 

Zeglut

Goblin Wizard 3rd Lvl, HD 3d4, HP 9, AC 10, Club +1 (Atk +2, dmg 1d6+1), Spells per Day: 4x 0th , 3x 1st, 1x 2nd. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message. 1st lvl - Comprehend Languages, Magic Missile, Shield. 2nd lvl - Invisibility.

150 gp in coins, Club +1.

Zeglut is the most aggressive of the acolytes, and looks for excuses to hit things with his club. Only his proximity to Joto keeps the warrior goblins from killing him and taking the darn thing.

 

Petur

Goblin Wizard 3rd Lvl, HD 3d4, HP 8, AC 10, Expert Dagger (Atk +1, dmg 1d4+1), Spells per Day: 4x 0th , 3x 1st, 1x 2nd. Spell Book: 0th lvl- Detect Poison, Mending, Message,Prestidigitation. 1st lvl - Magic Missile, Shield, Sleep 2nd lvl - Protection from Arrows.

Valuables: Lute of Vaughn (120gp), Archery Trophy (63gp), Expert dagger (20gp).

Petur has loved playing the lute for as long as he’s had it. While the tragic noise he manages to get out of the instrument would make an elf vomit, he has developed a bit of a following amongst the Clan.

 

Ruxa

Goblin Wizard 2nd lvl, HD 2d4, HP 6, AC 10, Dagger (atk +1, dmg 1d4), Spells per Day: 4x 0th , 3x 1st. Spell Book: 0th lvl- Detect Magic, Detect Poison, Message, Prestidigitation. 1st lvl- Comprehend Languages, Shield, Sleep.

20gp coins

 

Jox

Goblin Wizard 1st lvl, HD 1d4, HP 3, AC 10, Dagger (atk +0, dmg 1d4), Spells per Day:4x 0th , 2x 1st. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message. 1st lvl- Magic Missile, Sleep.

10gp coins.

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Jan 11 2009

Castles and Crusades: Kaelass, the Dragon of Blasted Spire

This is an encounter intended for extremely high level and powerful characters. Perhaps the heroes have heard of him and seek out his lair and hoard, or maybe they must defend a village from his rampage.  Another possibility is that Kaelass has taken a princess captive, and her nobleman father is offering a substantial reward for her salvation- in this scenario, the PCs need not necessarily defeat the dragon, but must successfully enter his lair, get the girl, and get her home safely (challenge enough for mid-level characters, I would say). The dragon presented here is designed for use with the Castles & Crusades game system, published by Troll Lord Games .

 

Kaelass is a classic amongst RPG adventures, the pinnacle of nasty monsters that any party would want to face. Dragons have always held a special place as the ultimate monster to overcome, the ultimate threat to the land. Great prestige is given to those who can take the appellation Dragonslayer, especially for a wyrm of such great size and cunning.  He is a heavy threat indeed, and could easily serve as the focus of an entire adventure, perhaps even a campaign.

 

 

In taverns and inns, many storytellers frighten their listeners with tales of terrible beasts that scourge the land. One of the many tales told is that of Kaelass, the Dragon of Blasted Spire. Centuries ago, the Blasted Spire was a thriving dwarven citadel built on the summit of a mountain range, far away from any other settlements, dwarvish or otherwise. The dwarves there were hardy and successful, if not terribly wealthy, and things went well for them until the day they attracted the attention of a passing dragon. That dragon was Kaelass, who promptly destroyed the small settlement by bathing it in flame. By the time the dragon had finished, the entire peak was covered in black ash and soot, and that is where it got its name of the Blasted Spire. Kaelass made his home there from that time on, rampaging the surrounding lands and sleeping the long sleep of dragons, in turn. He has not been seen or heard from in many years. Rumors come to the surface from time to time of some warrior claiming to have slain the beast, but most storytellers continue to believe that the Dragon lives on, and is only sleeping.

 

 

Kaelass

Seasoned Red Dragon (age 10)

Size: L

HD: 26 (d12)

HP: 169

AC: 31

Move: 40ft/150ft(flying)

Attacks: Claws 1d12+10, Tail 2d8+10, Bite 6d10+10

Special: Breath Weapon (26d10, 60ft cone), Locate Object 10x/day, Suggestion 3x/day, Immune to Fire(full), Spell Resistance 4, Deepvision, Speak/Understand Any Language, Tail Sweep, Wind blast, Frightful Presence, Immunity vs Sleep/Paralysis, Keen senses, Dragon magic (6x 1st lvl, 1x 2nd lvl)

Spells Known: 1st lvl - Charm Person, Magic Missile, Unseen Servant, Shield, Change Self, Alter Size. 2nd lvl – Detect Thoughts.

Intelligence: 24

Saves: Mental, Physical (All saves are prime, +32 on the roll)

Alignment: Chaotic Evil

Type: Dragon

Treasure:18 (see below)

XPs: 19,344

 

Tips on playing Kaelass:

  • Kaelass is nearly a thousand years old. He is crafty and cunning to a superhuman degree. He has fought many battles, and been attacked in his lair numerous times as well, so he is familiar with all the tricks. As a Castle Keeper, this is frankly best played out by cheating. If the PCs come up with some strange trick, trap, or ambush, then it is perfectly okay to assume that Kaelass has though of it already and prepared a defense against it, or otherwise knows how to counter it. Remember, he’s a super-genius, even if you are not. Whenever the players try to trick Kaelass (or any dragon of such stature) it is safe to assume that the beast has seen this ploy before.

  • Due to such age and experience, Kaelass also loves the opportunity to share his experiences in the form of stories. He considers himself to be the only fit topic of conversation, and can talk about himself almost constantly. He will often take captives, such as young maidens, and imprison them in his lair for days, recanting his countless terrible deeds. It isn’t long before the dragon grows bored with the captives and devours them. This could be a possible weakness for the PCs to exploit. If they feign interest in the dragon’s life and stories, they could at the very least by some time or provide a distraction for others. Of course, they are probably not the first ones to fool the dragon with flattery, so they had better be really convincing…

  • Kaelass is like any other red dragon in that he is vain, arrogant, and capricious. In behavior, he can thought of as a very aloof cat, with a mean streak a mile wide. He enjoys hunting, but it’s not enough to kill and eat; prey must be toyed with first. This is not limited to physical torment (although he enjoys that very much), but he relishes in using his powers of suggestion to turn comrades against one another. Kaelass fondly recalls one instance when he caught a thief skulking about his lair. He interrogated the pesky human, and found he was part of a group that had sought out the dragon’s lair to slay him and claim his treasure. He placed the human under his spell, then sent him back to his unsuspecting companions. That night the thief was compelled by the magic to poison his comrades.

  • Like all dragons, Kaelass is obsessed with his treasure hoard. He knows every single item by sight, down to the last copper coin. If something is missing, anything at all, then Kaelass will use his magical powers and keen senses to locate the object, kill the thief, destroy everything within miles of where he found it, and return it to his lair. One of the more well known tales is of Kaelass rampaging through a village, bellowing “WHERE IS MY BUTTON? GIVE ME BACK MY BUTTON!” However, Kaelass feels that his hoard is small compared to other dragons, especially his assortment of gems, and seeks any opportunity to expand it. He will target any community or place that is famously rich to plunder their treasures, and often takes captives while hunting to ask about such places.

  • As a magic-using dragon, Kaelass has a small selection of spells at his disposal, but his extremely high HD makes them very potent, and hard for characters to save against. In combat, he relies on his great physical prowess, but he retains his magic missile (13 missiles!) as a secret weapon, particularly against spell-casters. He uses his shield spell to protect himself from other magic missiles (the AC bonus doesn’t help him at all). He uses his charm person on captives to get the most information out of them, detect thoughts to glean anything they might try to hide. He can only use his change self to appear as similar creatures in size and form (i.e. other dragons), but can use it in conjunction with alter size to become substantially larger or smaller(anywhere from 25-75 ft long). One of his favorite pastimes is to imitate a metallic dragon and approach a party of travelers as some sort of beneficiary, then pounce upon them when least expected.

 

The Hoard of Kaelass (total value: 39,396 gp)

Coins: 8400gp total; assuming roughly equal distribution of each- 210pp, 2100gp, 21000sp, and 210,000cp.

12 gems: 3 Opals (10gp each), 5 Pearls (25gp each), 2 Bloodstones (50gp each), Moonstone (100gp), Sapphire (2500gp).

12 Extraordinary Items: Expert Hand Axe(40gp), 2 Antique Books(440gp for both), 2 Wooden Gourds (1gp each), Wooden Coronet (50gp), Jade & Ivory Relic (1000gp), Ivory Collar (500gp), Expert Scimitar (150gp), Antique Banner (250gp), 3 Silver buttons (1gp each), 4 Gold & platinum buttons (1gp each), and a Pewter Goblet (2gp)

6 Magic Items: Broom of Flying (12,750gp), Ring of Friend Shield (6050gp), Heavy Lance +1 (1000gp), Necklace of Adaptation (4500gp), Potion of Remove Paralysis (400gp), Scroll of Symbol (1000gp).

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