Thursday, September 14, 2023

Attack of the Pigmy Plant Men

Attack of the Pigmy Plant Men

Adventure Level: 4 characters of 1st level 

Terrain: Urban/Forest

Total XP: 100xp each per 1st level adventure + 1 xp per gp treasure + Monster Killed 100xp per HD (or half for driving them off).


Adventure Background

A group of holy Thurn (white martians) have hatched a plot to punish the living city of Kothol for being worshipers of the rival god Jur. They hope to provided the solution for the problem they made in order to drive the citizens to the worship of Issus. 

The Thurn have taken green men pods and grafted them to a supposed cutting from from the Tree of Life gift to them by woman red martian scientist Vorio Varo. Then transported them to the Forest of Kothol. Due to the strange soil they were planted in (and other factors) the Thurn accidentally created a new race of pigmy plant men. Unknown to the Thurn this was a practical experiment conducted by a woman red martian scientist Vorio Varo (secret/dreaming/knowledge) of the use of a synthetic tree of life. 

The Thurn control the pigmy plant men with a sonic control rod they have conditioned the creatures to respond to. 


Starting the Adventure

Pigmy plant men have been appearing in city-state of Kothol attacking people.  The PCs are charged with their destruction and root out the infestation.


Chaos in the streets

Pigmy plant men are attacking people in the market. The PCs come upon this and are compelled to help.


(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Afterward the battle the city-state guards show up. 


(10) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


The sergeant of the guard Durs Kanmu. He praises them and apologizes for their late arrival. He states there was a political assassination in the royal flyer hanger of a Zirconium diplomat. Most to the guards were ordered to guard the palace and the royal hanger. He casually comments that war may erupt between the city-states of  Zirconium and Kothol. His talking box tells him there are more attacks by the Pigmy Plant Men near the Temple to Jur in the Plaza of Akul. He ask for the PCs help.


Plaza of Akul 

A large group of Pigmy Plant Men are attacking in the Plaza of Akul. A lone strange figure is standing between commoners and this creatures waving something and shouting forcefully. He appears to be intimidating the creatures. 

The man is a holy thurn named Kjril Lirkj and actually snuck the Pigmy Plant Men into the city. He is now using his control device in his Issus symbol to control them. He is faking that he his holding back the creatures by the power of Issus. There are several dead nearby some of them Clerics of Jur. 

Kjril Lirkj will have the Pigmy Plant Men attack the guards and PCs but if haft the numbers are lost he sends the controlled creatures back to the forest base. Then claims Issus saved them all.


(10) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

After the battle Durs Kanmu is called on his radio to the palace with the rest of his men. His talking box tells him the creatures fled into the forests via the north east gate and are moving away from the city through the forest. Durs Kanmu wanting to pursue the creatures out of the city begs the PCs to aid him and slay and or track the creatures to their nest. He offers to bring their heroic deeds to the Jeddak Huzox Hythmnarr attention and offer to send 3 city guards with them for support. Durs gives the PCs from venders stalls water and food for 4 days. The PCs can buy supplies etc before they leave but are warned not to let the train grow cold.


Kjril Lirkj tries to dissuade this saying Issus will protect the faithful and pursue is unneeded now. Durs Kanmu says but compels him and he must send a force to protect the city. Kjril Lirkj quickly leaves in a huff muttering something about prayers of thanks. Kjril Lirkj is actually going to his one-man flier back to the base a forgotten palace in the forest. To prepare for intruders because they must not know the truth of the attacks.


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


(3) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Into the Forest of Kothol

The forest has manny trails and monsters. The path of the planet men is distinct and easy to follow. The trails meander 24 miles north east. Due to the overgrowth it will take 2 days to the palace hideout and two days back.

Other than forest there is ancient bridge over the 30 foot deep ravine. There is a 25% the bridge will collapse due to age. The PCs must save verses falls of suffer 1d6 damage for every 10 ft fallen.


Roll 1 encounter per day and 1 per night.

  • See Random Flora Generator table p 95.
  • See Random Wilderness (Forest/Jungle) table p 92


Abandoned Palace Hideout 

This was once a royal vacation palace. A electric wall surrounds the palace to keep out forest monsters and keep in the Pigmy Plant Men. This that tough it must Save verse Energy of suffer 1d6 damage. It is square compound with a gatehouse and central building and courtyard. The central building has four rooms in each corner and a center domed room. The courtyard is Pigmy Plant Men Nursery and a the landing platform for fliers. 


1. Gatehouse Parapits

Two guards man the gate house. They will not unlock the gate. They will attack intruders on sight.


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


2. Gatehouse Interior

The interior of the gate house is used for a stable. There are a pair of thoars and saddle and tack.


(2) Thoars: AC: 2 [18]; HD: 6; Atk: bite or tail; Dmg: 2d6; Save: F6; Move: 180’


3. Nursery Garden

There are two gates to this area are electronically sealed and must have a pass card.

A large tree has 1d12 pods on it in a metal fences in garden nursery. This is the Pigmy Plant Men tree. The pods hatch every 30 days. The day the PCs arrive is the hatching day. The pods will hatch 1d6 rounds after the PCs enter the area. There are 5 mature Pigmy Plant Men milling about having been ordered here by the thurns. Unhatched pods can be cut off and dried and later planted somewhere else. These are worth 1000 gp each on the blackmarket.

 

(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


4. Landing Platform

A one-man flier sets on the landing platform. It is otherwise unattended. A transport flier arrives once per week to resupply.


5. Kitchen 

A thurn woman named Vhix attends to the slaves in the kitchen. She will use guile to claim she is a captive. Although the slaves may 25% speak out and denounce her as their enslaver. 


Vhix Man, Holy Thurn (Maiden): AC: 6[14]; HD: 1; Atk: dagger; Dmg: 1d4 + poison Save: F1; Move: 120

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Red Slaves: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


6. Generator

Doors to this are electronically sealed and must have a pass card. 

This generator supplies power to the palace and wall. There is always one engineer here. If it is shut off the walls electric field drops and the lights go out in the palace. Also it transmits power to the control device. So if it goes down the Thurns can not control the Pigmy Plant Men. The Pigmy Plant Men will quickly learn then and attack the thurns as well.

There are four levers. These turn on an off various power supplies.:

Lever A: Palace Power for lights and outlets

Lever B: Electric wall fields

Lever C: Electric door locks.

Lever D: Control Devices for Pigmy Plant Men


(1) Kalto Kan - Man, Holy Thurn, engineer: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


7. Supplies

Various food stuffs and water are here as well as flier fuel and parts. There are 1d20 pieces of normal equipment here.


8. Dormitory 

Doors to this area electronically sealed and must have a pass card.

The thurn sleep here collectively. There are several bed and hammers full of clothes and wig stands. There are 1d10 pieces of normal equipment here. 


9. Domed Hall 

Doors to this are electronically sealed and must have a pass card. 

Ancient fresco decorate the walls of times past. There is even a depiction of a ship on a sea. Two guards watch this room. Aside from this the hall is bare save for a large table and several chairs. A three thurn argue in the room as they eating dubious meat of skewers. 

Glass paperweights set atop various papers and cross and tomes. Most of this is just invoices for supplies and tribal messages and engineering manuals. One is a notable personal message.

A letter from V. V. to Kjril Lirkj demands for an agreed upon report of the grow and behavior of the Pigmy Plant Men. V.V. reminds Kjril Lirkj that the Thurns plans depend upon V.V. expertise and viable cuttings from the Tree of Life. V.V. states the agreed upon 57th payment installment should be delivered to the intermediary a red martian named Pnoxus Pnalo in Qartaj. The location is a warehouse painted blue with the symbol of a pink-worm on it.


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or rifle; Dmg: 1d4 or 1d12; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


Encounters/ Occurrences

1d6

1. (2) Guards Man, Holy Thurn

2. Screeching creature killed by electrical wall

3. (1) Man, Red Slaves doing menial tasks

4. (1) Pigmy Plant Men looking for Ullsio

5. (3) Ullsio: AC: 7 [13]; HD: 1; Atk: bite; Dmg: 1d4; Save: F1; Move: 120’

6. (1) Psychic Slime: AC: 6 [14]; HD: 3; Atk: Blast, or digest; Dmg: see below; Save: M3; Move: 60’
Stun prey with its mind blast (save or be stunned for 1d6 rounds) in order to digest them at its leisure. To lures victims with complex illusions. 


Treasure Table

1d6

1. jewelry worth 2d20 gp

2. pair of talking boxes - walk talky 

3. (4) Ampules of Aid

4. Book Decoding - 25% to decipher codes 

5. Ornate Thurn style wigs and robes. Can be used for a disguise.

6. Coins - 1d100 cp, 1d20+30 gp. 1d10+10 pp



Concluding the Adventure

If the PCs defeat the foes and return to Kotol they are met by Durs Kanmu who thanks them and offers them a night of celebration with his guards on the cities taverns. 

He asks for a full report. The next day he informs them that the Jeddek was pleased and on behalf of the Jeddek he gives the PCs each a key to the city (to come and go as they please) and a 100 gp each, and a green emerald worth 50 gp to be placed on their harness/armor. They get to keep whatever they want from the palace they raided.

If the PCs have thurn captives Durs Kanmu takes them into custody. He later reveals due to their status they were released but exiled from the city.  


Further Adventures


Cliff Hanger

War has been declared between between the city-states of Zirconium and Kothol. While walking the streets Kotol the sound of artillery is heard and a one man flier with the banner of Zirconium crashes towards the PCs…. 


Revenge of the Thurns

Any thurns that escape or are freed will report the PCs to their people. They will be watched in the future. There is a 25% each adventure session the thurns have decided to kill the meddling PCs.



Heroes of the Red Planet

Campaign Title: Heroes of the Red Planet

Campaign Setting: Barsoom (Mars)

RPG: Warriors of the Red Planet RPG


Players:

Player R. - Lady Yenyell - Noble Fighter 1st level, race Red Martian, sex f, 

Player C. - Lewis Shrug - Scoundrel 1st level, race Earthling, sex m, 

Player A. - Jolly - Mentalist 1st level, race Green Martian, sex m, 


Please note this is not a play report. Just an intro to the campaign. 


Warriors of the Red Planet

Warriors of the Red Planet






RPG Mini Review

Rating: Excellent

Value for Money: Excellent

Authors: Al Krombach & Thomas Denmark

Mechanics: Retro 0ed D&D through the lens of the Sword and Planet genre. Class based, attribute stats, retro combat. Some specialized ship combat.

Complexity: Low-Medium 

Summary: This wonderful and accessible complete RPG captures the feeling of the Sword and Planet genre of Edgar Rice Boroughs "Princess of Mars" and other novels set in a fantastic mars. Warriors of the Red Planet has 124 pages which are jammed packed with ideas, random generators, monsters, equipment, flying ships, and tools. If all roleplaying games gave use as much content as Al Krombach & Thomas Denmark did the hobby would be 100% better for new and old players. Truly remarkable in its scope and the tools it provides. If your players wander the desert wastes of Barsoom (mars) there is a generator for that.  What is in the ruined city? They have a generator for that. What is that super science thing I have? They have a generator for that. What is that weird monster? They have a generator for that. Great tools for you to play in the assumed setting or you can build your own. I ran a campaign and it was a blast. I recommend it. Really buy the game it is worth every penny. 

You can get a copy at ...

https://www.drivethrurpg.com/product/171363/Warriors-of-the-Red-Planet

Saturday, September 12, 2020

Monster: Water Beast

Water Beast

No. Enc.: 1 (1)

Alignment: Neutral Evil

Movement: 60’ (20’)

Swim: 180’ (60’)

Armor Class: 4/2/0

Hit Dice: 4/6/8

Attacks: See Below

Damage: 1d6/2d6/3d6

Save: F4/F6/F8

Morale: 8

Hoard Class: None

XP: 250/820/1560


Water Beasts also called Wave Monsters are water elementals that are trapped on the prime material plane. Their bodies are comprised of water and resemble finned reptiles with long necks and fanged mouths. They are malicious and enraged by their exile on the prime material plane. They sometimes serve sorcerers in hopes that at the end of their service they will be returned to the elemental plane of water. They are often found lurking in areas of dangerous currents and powerful waves which they use to conceal their presence. 

A favorite tactic of water beasts to pull victims from the shore or from boats. The victim must make an ability check verse DEX or be pulled into the water. In combat water beast will try to batter foes with waves of water. Additional once every other round they can on a successful roll to hit engulf a foe drowning them. The victim must make an ability check verse STR or CON to hold their breath. If they fail they have a 90% chance of drowning. Water Beasts may not be further than 50’ from a source of water. If separated from a body of water they will evaporate and die in 1 hour.

Monster: Sea Mimic

Sea Mimic

No. Enc.: 1 (1)

Alignment: Neutral

Movement: 120’ (40’)

Swim: 120’ (40’)

Armor Class: 9

Hit Dice: 1-5

Attacks: 1 (weapon)

Damage: 1d6 or by weapon type

Save: F3

Morale: 7

Hoard Class: X

XP: 16-500


Sea Mimics are able to take on the form of any aquatic animal. The aquatic animal they mimic must be of a creature with a number of HD equal to the sea mimic or fewer. They take on the physical abilities, attacks, and damage but retain their intelligence. They can maintain this form indefinitely. It is not uncommon for sea mimics to maintain an aquatic animal form for years. In its natural form they look like beautiful perfectly proportioned humans. 

They are intrigued by human societies and join them for a time until an intense yearning compiles them to return to the sea. Sea Mimics are able to mate with humans. The offspring of mimics and humans must enter the sea within one hour of birth or loose the ability to mimic sea animals. Those that do not are forever locked in their human forms. 

Sea Mimics live for 100 years and spend most of their lives in the sea in the form of one animal or another. They can speak common, the language of water elementals, and can communicate with all sea animals. 

Saturday, September 5, 2020

Class: Milimilis

The pair of painted Milimilis in gaudy clothing capered about blowing kiss and whispered sweet temptations into the ears of passing soldiers. The Milimilis’s coy pats and congratulations concealed the thief of military plans and pocket plunder. A small price to pay for the boost in the soldier’s morale.


I will be stating the Milimilis as a playable class in Labyrinth Lord AEC RPG.


The Milimilis class is a variation of the thief class. The Milimilis are by profession prostitutes but that is not all they are. They are entertainers, courtesans, spies and thieves. Due to the constantly changing nature of their profession milimilis must be chaotic aligned. The class is composed mainly of humans but any demi-human can joins its ranks. Milimilis can be of any sex and orientation.


Island sociality does not frown on their profession and is neutral towards them. But during festivals and celebrations they are hire to amuse and entertain. During more sober times of the year the wise Milimilis are consulted in the matters of love and lovemaking. They have access to all levels of society and are not bound by island hierarchy. Milimilis have their own secret language of hand gestures which is incomprehensible to others. 


Because of their profession Milimilis and its required garb they can only wear padded and leather armor and they usually conceal this. The do not use shields of any kind. They can use most weapons. They prefer weapons they can conceal. Milimilis have class specify weapons called Milimilis hairpins which deal 1d4+1 damage and are akin to a dagger. These strongly fashioned weapons can be concealed.


Requirements: DEX 12, CHA 15

Prime Requisite: CHA

Hit Dice: 1d4 or (1d6 if Advanced HD is used)

Maximum Level: 15


Additional Abilities

Milimilis gain the following abilities as they progress in levels:


Reaching 3rd Level: Milimilis can effect the morale of any demi-human or humanoid they wish. By their antics they -4 bonus or +4 penalty targets morale checks. 


Reaching 6th Level:

A Milimilis have 2d6 contacts in society that can provide information and assistance when called upon. These contacts will assist once a week. If pressed for more than that the contact will refuse being the imposition. 


Reaching 9th Level: When a Milimilis attains level 9 they can establish a house of negotiable affections and 2d6 Milimilis 1st level apprentices will come to work with the character. The apprentices are loyal as long as they are receiving training and a fair share of proceeds. If treated badly they will abandon and perhaps rob the character.


Milimilis Skills: Milimilis share many of the skills as thieves do such as Pick Locks, Pick Pockets and Hide in Shadows. They have the below three unique skills:


Secrets: A Milimilis due to ability to enter all levels of society they will know secrets and lore which may prove useful. This can take the forms of obscure knowledge or actual secrets. Once per day a successful roll results in the Milimilis recalling a secret. Note if the Milimilis is not specific as to what they are wanting to recall then the Labyrinth Lord is free to provide whatever is applicable give the situation.


Disguise: A Milimilis is adept at make-up and clothing and can make themselves appears as another person of the same race or a a different race of demi-human. 


Distract: A Milimilis can distract an individual, group or monster by performing causing them to loose initiative. Effectually foes are last in initiative and are at a -1 to hit and damage due to distraction.



Milimilis Level Progression

Experience

Level

Hit Die (1d4) or advanced (1d6)

0

1

1

1,001

2

2

2,501

3

3

5,001

4

4

10,001

5

5

20,001

6

6

40,001

7

7

80,001

8

8

160,001

9

9

280,001

10

+1 hp only*

400,001

11

+2 hp only*

520,001

12

+3 hp only*

640,001

13

+4 hp only*

760,001

14

+5 hp only*

880,001

15

+6 hp only*

* Hit point modifiers from constitution are ignored



Milimilis Skill Table


Level

Disguise

Distract

Pick Locks

Pick Pockets

Hide in Shadow

Secrets

1

25

17

12

14

12

13

2

28

23

16

17

16

17

3

32

27

18

20

18

20

4

36

31

21

23

21

27

5

40

35

26

33

26

30

6

45

45

31

43

31

37

7

55

55

36

53

36

47

8

65

65

41

63

41

57

9

75

75

51

73

51

67

10

85

85

61

83

61

77

11

95

95

71

93

71

87

12

97

97

57

95

57

90

13

99

99

60

97

60

97

14

103

101

99

99

99

99

Popular Posts