Sunday, December 13, 2020

A Fantasy Sandbox in Detail Part XXII

Part XXI

This is the twenty second post in a series detailing the 34 steps I recommended for making a Fantasy Sandbox Campaign. 

Today's post will cover step 28. 

Scan your descriptions for NPCs or noted monsters. Write a two sentence about each. The first a one line with minimal stats the second one sentence. This is your roster.

What I been doing for the past 15 years is using my word processor to create a roster of creatures and character that the party will encounter. This function as a quick cheat sheet for when combat ensues or the players interact with the character. I find this more useful to me than keeping these details within a room or encounter area. The player come with all kinds of plans and may arrive at the locale at an unexpected time. With a roster I can tailor the who is where based on the circumstances. 

Because this is reference for a region, I opted to organize the entires by locale. For the rules I am using Swords & Wizardry Core/Complete by Frog God Games. This is also compatible with my Majestic Fantasy RPG rules. 

Because this is focused on what need to run the sandbox with Swords & Wizardry I only include enough text to remind of what the creature and character are about. If I need more I will look at my original write that I created previously.

Finally I like to use level as a mark of experience so most character have a class and level.

Amur Forest

Spardion leads a sounder of 10 wereboars in the Amur Forest (0502). Lairs in a sea cliff cave in Hex 0503. The sounder's small amount of treasure is hidden in nearby crevice reachable only by using the Ring of Water Walking. The lair also contains a decrepit rowboat capable of holding six members of the back. On race occasion Spardion will use the ring and sneak aboard a nearly boat or ship at night close to shore along with his compatriots nearby in the rowboat. The Map is to original leader's treasure cache hidden in The Fortress of the Lich Lord (0303) in the guard barrack on the 1st level. 



Spardion (Wereboar): HD 5+2; HP 32; AC 4[15]; Atk 1 bite (2d6); Move 12; Save 12; CL/XP 6/400; Special: Lycanthropy, Ring of Water Walking.

Wereboar: HD 5+2; HP 21; AC 4[15]; Atk 1 bite (2d6); Move 12; Save 12; CL/XP 6/400; Special: Lycanthropy.

Treasure: Gems: 2 x 50 GP; 500 GP; Map To (23 GP; Gems: 3 x 10 GP; 2 x 50 GP; 7 x 100 GP; 5 x 500 GP); Ring of Water Walking

More details after the jump break.

Bay of the Dead

Numerous corporeal undead wander the bottom of the bay the remain the crew who tried to attack the Lich King. 

Wight: HD 3; HP 11; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9 (Swim 9); Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.

Skeleton: HD 1; HP 4; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12 (Swim 3); Save 17; CL/XP 1/15; Special: None.

Zombie: HD 2; HP 7; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6 (Swim 3); Save 16; CL/XP 2/30; Special: Immune to sleep and charm.

East Bay

Fisherman ply their trade within the bay while patrols of 6 sahaugin spy on them.

Fisherman: HD 1; HP 4; AC 9[10]; Atk 1 club (1d3); Move 12 (Swim 6); Save 17; CL/XP 1/15; Special: None.

Sahuagin: HD 2+1; HP 8; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.

North Downs

In the midst of the North Downs is the Briar Patch, a valley filled with dense undergrowth created by a Druidic Hierophant to destroy the Lich King Tavaras and his army. The Hierophant summon a physical manifestation of nature's wrath which lead an army of Assassin Vines and Spiderweed to tear about Tavaras and his forces amid the tangles of the underbrush. They remain in the valley to this day a forgotten but deadly remnant of a long ago crusade.

Nature's Wrath (Shambling Mound): HD 12; HP 72; AC 1[18]; Atk 2 fists (2d8); Move 6; Save 3; CL/XP 15/2900; Special: Damage immunities, enfold and suffocate victims.

Assassin Vine: HD 7; HP 25; AC 5[14]; Atk 1 vine (1d6+1); Move 1; Save 9; CL/XP 8/800; Special: animate plants.

Spiderweed: HD 2; HP 7; AC 7[12]; Atk 2 thorn slashes (1d4 + sap); Move 6; Save 16; CL/XP 2/30; Special: Sap.

South Bay

When harvested they provided 3d6 man days of rations. (1d6 per HD).

Giant Crab: HD 3; HP 25; AC 3[16]; Atk 2 pincers (1d6+2); Move 9; Save 14; CL/XP 3/60; Special: None.

South Downs

Herdsmen are found around the east of the downs tending to herds of sheeps. While farmers till the soil of the slopes along the western and southern edges of the downs.

Herdsman: HD 1; HP 4; AC 9[10]; Atk 1 shepard crook (staff) (1d6); Move 12; Save 17; CL/XP 1/15; Special: None.

Farmers: HD 1; HP 4; AC 9[10]; Atk 1 club (1d3); Move 12; Save 17; CL/XP 1/15; Special: None.

The Midland Sea

The Merfolk and Locathah are uneasy allies against the encroaching Sahaugin. When encountered outside of their lair roll 3d6 for the number of individual in the party. Also roll 1d6 for the nature of the party. If it is a 1 to 4 it is a patrol. If it is 5 or 6 it is trading party. If the party is a group of Sahaugin a 6 means they are either on their way to the sands to capture giant scorpions or on their way back with 1d3 captured giant scorpions.

Locathah: HD 2; HP 7; AC 7[12]; Atk 1 weapon (1d6); Move 12 (Swim 24); Save 16; CL/XP 2/30; Special: When riding Giant Eells can move 36" 

Merfolk: HD 1+3; HP 7; AC 7[12]; Atk 1 weapon (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe water.

Sahagun: HD 2+1; HP 8; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.

The Sands

The beach and shallows of this four mile stretch of sand is home to giant scorpions. Periodically 3d6 sahuagins will be encountered on a mission to capture a handful for their dark purposes.

Giant Scorpion: HD 6; HP 21; AC 3[16]; Atk 2 pincers (1d10), sting (1d4 + poison); Move 12; Save 11; CL/XP 8/800; Special: Lethal poison sting.

Sahagun: HD 2+1; HP 8; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.

West Fen

Flocks of vicious Daggerbeaks roam the swamps of the West Fens. 

Daggerbeak: HD 3+3; HP 14; AC 5[14]; Atk 1 beak (1d6+6); Move 24; Save 14; CL/XP 4/120; Special: None.

0102

Giant squid spawning ground amid the wreck of sunken ships. Swarms of 2d6 Giant Squids will attack.

Giant Squid: HD 12; HP 42; AC 7[12] head and tentacles; 3[16] body; Atk 8 tentacles (1d8+1), 1 beak (5d4); Move 0 (Swim 20); Save 3; CL/XP 14/2600; Special: Constrict

0150 Hawth

A dwarven village on the island of Piall with two brothers as leaders. 

Dwarf: HD 1; HP 5; AC 4[15]; Atk 1 battle axe (1d8); Move 6; Save 17; CL/XP 1/15; Special: Detect attributes of stonework.

Lord Dark Darkiron (Dwarf): FTR 5; HP 34; AC 2[17]; Atk 1 battleaxe (+2 to hit,1d8+3); Move 6; Save 10: Special: STR 18, +4 save vs. magic 

Lord Gamli Darkiron (Dwarf): FTR 4; HP 20; AC 3[16]; Atk 1 Polearm (+1 to hit,1d8+2); Move 6; Save 11: Special: STR 16, +4 save vs. magic 

Hidden in a sealed off section of the mines is the Darkiron treasury. 

20,000 GP; Ring of Weakness (in a sealed small casket); War Hammer +1 (wielded only in times of need); Scroll of Magic Missile; Scroll of Sleep.

There is also a map to (10,000 SP; 14 GP) located in on the 4th level of the Fortress of the Lich King. Left there a century ago by Harath Darkiron who adventured into its depth.

0201 Spies

Spies sent by the Empire of Po to scout out the island.

Sir Iago Dunth: FTR 3; HP 14; AC 4[15]; Atk 1 Longsword (+1 to hit,1d8); Move 6; Save 12: Special: STR 15

10x Scouts: HD 1; HP 4; AC 5[14]; Atk 1 shortsword (1d6); Move 12; Save 17; CL/XP 1/15; Special: None

0203 Barrows

Only three of the 12 barrows are inhabited by Wights.

Wights: HD 3; HP 11; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.

Overall Treasure:3,000 CP; 2,000 GP; Jewels: 1 x 700; 1 x 5,000;

  • Treasure 1: 1,000 CP, 1 x 700GP Jewelry
  • Treasure 2: 2,000 CP, 500 GP
  • Treasure 3: 1,500 GP, 1 x 5,000 GP Jewelry

0204 Sandpoint

A village of halfling ruled by Lord Hightower. Albrus Oldham the village reeve is Lord Hightower's rival. 

Halflings: HD 1; HP 3; AC 7[12]; Atk 1 shortsword (1d6) or sling (+1 to Hit, 1d4); Move 12; Save 17; CL/XP 1/15; Special: +4 save versus magic.

Buck Hightower Lord of Sandpoint; FTR 4; HP 20; AC 4[15]; Atk 1 Shortsword (+1 to hit,1d6) or ShortBow (2 atk, +1 hit, 1d6); Move 9; Save 11: Special: STR 13, +4 save vs. magic 

Albrus Oldham, Reeve of Sandpoint; FTR 3; HP 14; AC 5[14]; Atk 1 Shortsword (1d6) or ShortBow (2 atk, +1 hit, 1d6); Move 9; Save 12: Special: STR 12, +4 save vs. magic 

0401 Aventis

A village of 150 merfolk 

King Tuoris (Merfolk): HD 10+3; HP 54; AC 1[18]; Atk 1 trident (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe water.

10x Royal Guards (Merfolk): HD 6+3; HP 28; AC 3[16]; Atk 1 trident (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe water.

Merfolk: HD 1+3; HP 7; AC 5[14]; Atk 1 trident (1d6); Move 1 (Swim 18); Save 17; CL/XP 1/15; Special: Breathe water.

Royal Treasury: Jewels: 1 x 700 GP; 1 x 800 GP; 1 x 900 GP; 8 x 1,000 GP; 2 x 1,100 GP; 1 x 1,200 GP; 1 x 1,400 GP; 2 x 2,000 GP; 

0402 Sableport

Undead wander the ruins of the port and the waters off shore. Included swimming speed for various undead.

Wight: HD 3; HP 11; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9 (Swim 9); Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.

Skeleton: HD 1; HP 4; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12 (Swim 3); Save 17; CL/XP 1/15; Special: None.

Zombie: HD 2; HP 7; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6 (Swim 3); Save 16; CL/XP 2/30; Special: Immune to sleep and charm.

0403 Mikva

Baron Argus the feudal lord of Piall. Sheriff Tomar the king's representative. And their men at arms or retainers.

Baron Argus Gervon; FTR 5; HP 30; AC 2[17]; Atk 1 longsword (+1 to hit,1d8); Move 6; Save 10: Special: STR 14

Sheriff Tomar Revan; FTR 4; HP 20; AC 4[15]; Atk 1 Longsword (+1 to hit,1d8); Move 9; Save 11: Special: STR 13

Men at Arms (Retainers; FTR 1; HP 5; AC 5[14]; Atk 1 Spear (1d6) or Hvy CrossBow (1/2 atk, 1d6+1); Move 9; Save 14: Special: STR 11

0403 Datha

Village of Village Fishermen and the home of the baron's coast guard looking for smugglers

Danis is the headsman of the village and his brother Helmar is a yeoman in charge of the coast. The yeoman use a single mast boat that can be rowed or sailed called Gervon's Wings. 

Danis Hobrun (Fisherman): HD 1; HP 4; AC 9[10]; Atk 1 club (1d3); Move 12 (Swim 6); Save 17; CL/XP 1/15; Special: None.

Helmar: FTR 1; HP 5; AC 6[13]; Atk 1 Spear (1d6) or 1 Shortbow (2 atks, +1 to hit, 1d6); Move 9 (Swim 4); Save 14: Special: Str 12, Dex 15, Leather Armor

Yeomen: HD 1; HP 4; AC 8[11]; Atk 1 spear (1d6) or 1 Shortbow (2 atks, 1d6); Move 12 (Swim 6); Save 17; CL/XP 1/15; Special: None

0404 Carra

A small poor village of fishermen and smugglers. Moran Lodar is the headsman and the head of Piall's thieves guild. A smuggling party will have 1d3 smugglers and 1d6 fishermen.

Moran Lodar: THF 4; HP 13; AC 7[12]; Atk 1 shortsword (1d6) or 1 Shortbow (2 atks, +1 to hit, 1d6); Move 12 (Swim 6); Save 12: Special: Dex 16, Leather Armor, +2 save vs devices.

Smuggler: THF 1; HP 3; AC 9[10]; Atk 1 dagger (1d4) or 1 Shortbow (2 atks, 1d6); Move 12 (Swim 6); Save 15; Special: Leather Armor, +2 save vs devices.

Fisherman: HD 1; HP 4; AC 9[10]; Atk 1 club (1d3); Move 12 (Swim 6); Save 17; CL/XP 1/15; Special: None.

0504 Kathi

A farming village that is demesne of Sir Vandas Gervon. Sir Vandas is noted for his strength. 

Sir Vandas Gervon: FTR 3; HP 12; AC 4[15]; Atk 1 Longsword (+2 to hit,1d8+2); Move 9; Save 12: Special: STR 17

Farmers: HD 1; HP 4; AC 9[10]; Atk 1 club (1d3) or 1 Shortbow (2 atks, 1d6); Move 12; Save 17; CL/XP 1/15; Special: None.

0505 Sahaugin Outpost

A Sahagun outpost established as a marshalling point to attack King Tuoris and the merfolk village of Aventis

Xatharazzax, Sahaugin Prince: HD 12+1; HP 61; AC 3[16]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 3; CL/XP 12/2,00; Special: None. 

5x Sahaugin Honor Guard: HD 8+1; HP 30; AC 4[15]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 8; CL/XP 8/800; Special: None. 

Loxak, Sahaugin Commander: HD 6+1; HP 32; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 11; CL/XP 6/400; Special: None. 

2x Sahaugin Captains: HD 4+1; HP 15; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 13; CL/XP 4/120; Special: None. 

100x Sahuagin: HD 2+1; HP 8; AC 5[14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.

10x Medium Sharks (HD 5): HD 5; AC 6[13]; Atk 1 bite (1d6+2); Move 0 (Swim 24); Save 12; CL/XP 5/240; Special: Feeding frenzy.





That is it for part XXII next is Part XXIII where we detail the most important NPCs in the area we chose.


5 comments:

Charles Saeger said...

I don't have anything to add but I'm glad to see this one and anxious to see the next section.

Rom said...

Damn, man, this is sublime. I'm going to have to roll all the way back to Part I and catch-up.

PatrickW said...

I have fallen way behind on reading this series. I need to carve some time out to fix that. I very much enjoy these posts for their creativity and for providing solid examples of what you mean for each step. Keep it up! :)

Robert Conley said...

Thanks everyone for your compliments.

Unknown said...

Hi Robert, I think this is a great job. I would like to ask you if it might be possible for me to translate this for an Italian forum. Could you please reply me at this mail: wolf.gror@gmail.com
Thank you