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Saturday, July 28, 2018

The Serpent Tower: and OSR Conan mini-adventure FINISHED



Finally...
Finished the Serpent Tower mini-adventure found here.
Featuring my horrific maps. 😀

Saturday, July 21, 2018

OSR Pirate/Renaissance and Colonial: Ship Combat, Weapons, Armor, Etc


Optional Rules, Weapons, Armor

Multiclassing
Maximum total character levels: 20
Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a new level in his current class. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his total character level.

Whichever class has the highest exp requirement to reach the next character level becomes the new required exp for the character to level in either class. There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior (Fighting-Man) has trained to become a Sorcerer (Magic User) when he gains 32,000 exp (required to reach Fighting-Man level 6).
He is now a 5th level Warrior/1st level Sorcerer. His total character level is 6.

He switches to the exp requirements of the higher cost Sorcerer. He must now gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either Warrior  or Sorcerer. If he had not multiclassed he would have reached Warrior level 7 at 64,000 exp.

If the same type of class (divided into the categories of Fighting-Men, Tradesmen, and Mystic) is chosen for the new level the character continues with his normal progression in attack and saving throw. If he had chosen another Fighting-Man class, say Scout, his attack and saving throw would continue as a 6th level Warrior.

If a different type of class is chosen the best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level Warrior attack and saving throws. If he were to gain enough levels of Sorcerer to beat his Warrior attack and saves he would then use them. Use the best of both.

The character can use any weapon his classes allow but he must follow the armor restrictions for class abilities:
Leather armor or less if the Burglar class is chosen, no armor for spells as a Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving or magic.

Surprise modifiers, AC bonus, and to Hit bonuses granted by special class abilities do NOT stack.

Fear & Madness
Ship Combat Rules

FIREARMS, Dmg, Range
Pistols
Pocket Pistol, 1d8, 5'
Belt Pistol, 1d8, 20’
Horse Pistol, 1d10, 20'

Long Arms 
Caliver , 2d8, 30'
Musket, 2d8, 60' 
⦁ Can be loaded with shot. The shot does reduced damage after the first increment.
⦁ Shot: 3d6/2d6/2d6/1d6/1d6, , maximum of five increments, +2 to Hit first range increment
⦁ Birdshot: 3d4/2d4/2d4/1d4/1d4, maximum of five increments, +4 hit first range increment

Fowler, loaded with birdshot as above, 80'
⦁ Fowler's were in general more delicate than muskets and had longer barrels and smaller bores. They were primarily for bird hunting.

Blunderbuss, 20', +4 hit first range increment
⦁ Shot: 4d6/3d6/3d6/2d6/1d6, maximum of five increments
⦁ Fires in a 15' cone targeting everyone in the cone.

Reload
The reload time for these weapons is two rounds. They can be fired on the user's initiative on the third round.

Reloading a muzzle-loading weapon while moving faster than a walk or on a horse moving faster than a walk requires a Dex check with a -4 penalty. It is impossible to reload on a horse in a full gallop. Failure results in the powder and shot being spilled, wasting one reload. If in a racing wagon or a rolling  ship the weapon can be reloaded normally with a straight Dex check.

Range
Firearms have ten range increments, and suffer a  –2 penalty per increment after the first.
Point Blank: Within 10' of a target (5' for derringers) the shooter gains a +4 bonus to hit.

Firearms Vs Armor
Pistols and Longarms are effective vs armor at close range and reduce the effectiveness of the armor's AC bonus. This applies only to that portion of the character's Armor Class that comes from wearing armor and shields; Dexterity bonuses are unaffected as are cover bonuses. The penalty cannot make a character's Armor Class worse than if he was wearing no armor.

Pistols
At the first range increment pistols ignore 3 points of armor, at second pistols ignore 2 points, at third pistols ignore 1 point. Beyond this no armor is ignored.

Longarms
At the first range increment longarms ignore 5 points of armor, at second longarms ignore 3 points, at third longarms 2 points, at fourth longarms ignore 1 point. Beyond this no armor is ignored.

For creatures, if the DM decides that their AC includes natural armor, the firearm would ignore it as well. If you're unsure of how much to ignore removing 2 points of creature AC is a good rule of thumb. Remove more if you feel you should.

Misfire on a !d20 Attack Roll
Matchlock Misfire 1-4, on 1d20
Wheellock Misfire 1-3
Snaplock Misfire 1-2

If the attack roll is a misfire, the weapon does not fire. The DM should roll 2d6:
2-3 Explosion
4-7 Fouled barrel
8-12 Hangfire

An explosion inflicts 1d6 damage for pistols/2d6 damage long arms on the character holding the firearm. A Saving throw vs Death reduces the damage dice to 1d4's.
The gun is destroyed.

A fouled barrel ruins the shot and renders the gun useless until carefully cleaned, taking 1d3 x 10 minutes.

A hangfire goes off 1d3 rounds later then it should. If the user keeps the gun lined on target he can make a normal attack when it fires.

Dampness/Wet Weather
In light rain there is a chance of failure to fire.
Matchlock 25%, Wheellock 0%, Snaplock 10%

Medium rain raises the chance.
Matchlock 75%, Wheellock 30%, Snaplock 50%

Heavy rain or immersion in water is an automatic failure for all.

This is rolled each round that the weapon is used under these conditions.
If it does fail to fire due to dampness then the gun must be cleaned and dried to be useable, this takes at least a half hour. Snaplocks and matchlocks cannot be reloaded in the rain.

Fire
If a character takes massive fire damage (such as from a fireball or being thrown into a burning fireplace, etc), the DM will decide on a d6 (typically 1 or 2 but possibly higher if the DM warrants it) if containers containing powder for reloads is breached by the fire. If a breach occurs, the black powder ignites and inflicts 1d2 points of damage on the character for every charge carried.

Double Barrel Firearms  
Double barrelled versions of rifles and pistols can be purchased or commissioned but are very expensive. The design can be side by side barrels with their own igniton systems or a revolving barrel which hs it's own primer pan but is twisted around to the flint and trigger mechanism.

Repairing Firearms
Gunsmithing (Int check)
Characters with a background with firearms can build and repair firearms and make bullet molds.

If the check for building fails, the weapon is damaged, and it explodes the first time it is used, causing damage as above. Any failed repair check indicates that the character breaks something in the firearm being fixed, necessitating two subsequent successful checks to repair it.

BOWS,  Damage, Range, Shots/rnd
Long Bow, 1d8, 100', 1 or 2 at -2 each
Short Bow, 1d6, 50’, 1 or 2 at -2 each

MELEE, Damage, Range
Bayonet, 1d6, -
Brass Knuckles, Gauntlet, Basket Hilt/Knuckle Bow, 1d3, -
Club, 1d4, 10’
Hatchet, 1d6 , 10’
Hook, 1d4 , -
Knife, 1d4, 10’
Long Knife, 1d5, 10'
Spear, 1d6, 20’
Straight razor, 1d3, -
Sword (Cutlass, Rapier, Sabre, etc), 1d8, -
Tomahawk, 1d4 , 20’
War Club, 1d6, 10’
Whip, 1d2, 10’ to 15’ reach
Wood Axe, 1d8,  -

ARMOR
Military/Thick Coat +1
Leather Vest/Jacket, Padded Jacket   +2
Buff Coat +3
Breast Plate (front), Brigandine/Coat of Plates, Mail (Very rarely used)   +4
Breast Plate (full)  +5
Shield/Buckler +1
Helm +4 to head (50% cover)

OSR Pirate/Renaissance and Colonial Classes. Magician, Sorcerer, Witch

For the players of my upcoming Ravenloft Renaissance Game
These classes replace Magic User, Cleric, etc.

The Mystical Classes
Magician
Sorcerer
Witch

The Magician
Hit Die:1d4
Hit/Save: As Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+
Spells
The Magician casts spells as a Magic User with the following changes...
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have three 1st level spell slots and two 2nd level slots available. The  fourth level Magician has four 1st and three 2nd. HOWEVER, the Magician can only cast spells via rituals.
The Magician may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Magician have a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Magician has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Magician may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated by a command or by the presence of the spell's target.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is very adapt at this form of magic and can make a number of items equal to twice his level, and each has a shelf life equal to twice the Magician's level in days.

Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives an extra language at first level and can learn a new one at everky third level.

The Sorceror
Hit Die Type 1d4 per level up to ninth level
Hit/Save As: Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+

Spells
The Sorceror casts spells as a Magic User.
The Sorceror may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Sorceror has a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Sorceror makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Sorceror must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Sorceror has the option of practicing Infernal Witchcraft.

Bonus Languages
The Sorceror must master many languages both modern and archaic in his studies.
He receives an extra language at first level and a bonus language at every third level.

Witch
Hit Die: 1d6 up to ninth level
Hit/Save: As Cleric
Weapons Permitted: Any one-handed melee and ranged.
Armor Permitted: Leather or less.
Prime Attribute (5% experience bonus): Wis13+

Spells
The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
The Witch may cast both Cleric and Magic User spells. If a spell is listed in both the Cleric and MU lists the Witch uses the Clerical version.
Witches can cast rituals.
The Witch has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Witch may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Witch can only make a number of items equal to her level, and each has a shelf life equal to the Witch's level in days.

Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Witch can create virulent poisons. The poison can be ingested, contact, or injected as the Witch desires. At first level the Witch's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the vicitm is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.
The Witch can also make an antidote for the poison. When given it stops all damage.
Both poison and antidote have a shelf life of a number of days equal to the Witch's level.

Useful Magic Options

OSR Pirate/Renaissance and Colonial Classes. Fighting Men

For my players in the upcoming Ravenloft Renaissance Game


The Fighting Men
Archer
Brute
Calvaryman
Musketeer
Pirate (Sailor)
Scout
Swashbuckler
Thug
Warrior

Archer
Ability Requirements: Str 13, Dex 13
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer bows and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Bow Expertise
+1 to hit with a bow.
If you are only allowing one shot per round the Archer can attack twice per round with a -2 penalty per shot if he takes both.

Long Shot
Range increment's for bows increases by 50 percent.

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Dead Shot
Level 3: After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. This bonus only applies to the first shot of a round.

Rapid Shot
Level 9: An third bow attack is gained.

Trick Shot
Level 12: Called shot penalties reduced by half.

Brute 
Ability Requirements: Str 15, Con 13
Hit Dice: 1d10 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer big damage melee weapons.
Prime Attribute (5% xp bonus) Str 15+

Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to his normal Strength bonus). He knows where to hurt people and hits like a freight train.

Crusher
Once per day per level the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If he takes more than one attack per round, for example using Follow Through, he can take each attack as a Crusher attack as long as all penalties are applied and he hasn't used all of his daily Crusher attacks. This does not stack with attacks such as Backstab or other damage increasing maneuvers.

Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.

Follow Through
At level 3 the Brute can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Brute. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.

Intimidation
Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.

Iron Constitution
Brutes make saving throws against disease and poison with a +4 bonus.

Cavalryman
Hit Dice 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Follow Through
At level 3 the Cavalryman can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Cavalryman . He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost. The Cavalryman must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.

Horse Fighter
Calvarymen are familiar with combat on horseback. They receive no penalty for attacks made on horseback and gain a +2 bonus to hit with melee weapons vs infantry troops.
(-2 to a non-cavalryman class rider's attack unless he makes a Ride check at -4 penalty.)
Reloading a muzzle-loading weapon on horse moving faster than a walk normally requires a Dex check with a -4 penalty. Failure results in the powder and shot being spilled. The Cavalryman can do it with a straight Dex check.

Riding
At levels 1, 3, 6, 9, 12, 15, and 18 the Calvaryman gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot, etc. In addition, the Cavalryman can do the following:
On Horseback the Calvaryman gains a +1 to AC and can use his Dex bonus increase his mount's AC.
With a successful check, the Cavalryman can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
With a successful check the Cavalryman can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)
With a successful check the Cavalryman can coax the horse to leap obstacles and the Cavalryman can hang on while the animal is performing the maneuver.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Cavalryman may choose a melee weapon type (sword, lance, heavy lance, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a heavy lance does 1d12, a sword does 1d10, etc. Many will choose lance as a focus weapon,

The Musketeer
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms.
Prime Attribute (5% experience bonus): Dexterity 13+.

Firearms Expert
The Musketeer receives a +1 bonus to hit with any firearm. This stacks with aiming and point blank shooting.

Fast Reload
The Musketeer cuts their reload time down by one round. Thus a musket or pistol can be reloaded in one round instead of two.

Firearm Repair
Anyone can attempt to fix malfunctioning or broken firearms and cannon. The Musketeer is better at it due to his familiarity with the weapons. Normally this is an Int check, the Musketeer receives a cumulative +1 bonus to this check at every third level. The repair time is left up to the DM based on how badly the weapon is damaged and available tools and materials to fix.

Sure Shot
No penalty for unstable platform such as a running horse, carriage, rolling ship deck, etc.

Fast Draw
Level 3: The Musketeer can draw, ready, and fire a firearm faster. The receive 0 penalty to their shooting attacks when drawing and shooting a firearm(s) in the same round instead of a -2 penalty.

The Musketeer gains a cumulative +1 bonus initiative when drawing a firearm( a -3 penalty) at 3rd level and at 6th, 9th, 12th, etc.

If group initiative is used the Musketeer still rolls separately.

Deadshot
Level 6: After aiming for one full round the Musketeer receives a +4 bonus to his firearm the next round. This bonus only applies to the first shot of a round.

Double Shot
Level 9: The Musketeer can fire one firearm in each hand for two attacks. If pistol size the weapon has no penalty. If larger than a pistol the penalty is -2 for that weapon.

Trick Shot
Level 12: Called shot penalties reduced by half.

Pirate (Sailor)
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter, shield. Their abilites can only be used in Leather or lighter.
Weapons Permitted: Any but prefer medium and short weapons for ship fighting.
Prime Attribute (5% experience bonus): Constitution 13+.

Brawler
They receive a +1 to hit on melee and unarmed attacks.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. One of their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additonal +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

Swimmer
+2 to Swimming (Strength) checks

Thief Abilities
As a pillager the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Thief of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.

Swashbuckler
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but prefer one-handed melee. Their usually high Dexterity makes them capable two weapon fighters.
Prime Attribute (5% experience bonus): Dexterity 13+.

Fencer
+1 to hit with medium and light melee blade weapons.

Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Florentine
Can attack with a melee weapon in each hand for two attacks with -2 to hit with each. In addition the Swashbuckler can choose to not take the off-hand attack and defend witih the weapon, gaining him a +1 AC bonus that round as if he had a shield.

Light on the Feet
When wearing leather or lighter armors the Swashbuckler recieves a +2 bonus to their AC.

Quick with a Blade
The Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks. Damage bonus is still Strength based.

Scout 
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Chain and shield. May wear heavier but lose special abilities while in the heavier armor. See Climber and Stalker below.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Agile Fighter
+1 to AC. This applies in chain armor or lighter.

Alertness
The ability to detect danger. -1 to be surprised on a 1d6.

Backstab
Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.  +4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level. This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
As a Thief of equal level. If in chain armor  the chance is at -20 percent.

Runner
The Scout's base movement is 135'/45'.

Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 40 percent plus five percent at every even level. If in chain armor the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)

Survival
The ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

Thug
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Constitution 13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels: 3, 6, 9, and 12.
He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Gambling
The Thug often supplements his income with a bit of cards and dice.  At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets: +20%
Move Silently: +20%

Warrior
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Strength 13+

+1 to attack with melee weapons.

+1 to AC. The Warrior is skilled at defending himself from attack.

Follow Through
At level 3 the Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Warrior. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Warrior may choose one melee weapon type (sword, two-handed sword, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.



OSR Pirate/Renaissance and Colonial Classes: Tradesmen

Reference for my Players in the upcoming Ravenloft Renaissance Game.


Tradesman Classes
Burglar
Clergy (includes Laymen)
Entertainer
Physician 
Rogue

Burglar
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
The traditional Thief Class
Thief Abilities
Back Stab
Climb Walls
Find/Remove Traps: +20%
Hear Noise
Hide in Shadows: +20%
Move Silently: +20%
Pick Locks: +20%
Pick Pockets
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Clergy (Friar, Monk, Priest, etc)
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+

Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Clergyman may heal 1d4 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.

Hear Noise
A Clergyman can hear noise as a thief of equal level. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.

Languages
Clergymen receive Latin as a bonus language at first level (or the official religious language if a fantasy setting). With travel and study he learns to speak and write extra languages. He gains one new language at every fourth level. In addition, due to his studies, he has a 50 percent chance to read and understand the basics of any writing (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.

Lore
A Clergyman learns much from their studies and transcriptions of ancient writings and information learned from those seeking their guidance. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.

Persuasion
With a bit of conversation and the power of his personality or faith the Clergyman can to attempt to sway a target to a particular way of thinking about an idea, subject, or belief. This may sway the target away from a course of action he was about to follow. The attempt takes 1d4+2 rounds. The attempt involves two Saving throws from the target; one after the first round to see if they target is willing to listen and one after the persuasion attempt to see if it worked.
⦁  After the first round of persuasion by the Clergyman the target must make a Saving throw. If he fails he will go ahead and listen to the Clergyman for the duration of the attempt. If the target makes his Saving throw he will not be influenced at all. If the target was hostile he receives a +5 bonus to the Saving throw. If he makes the Saving throw he may become violent.
⦁  If the target failed the first Saving throw and has listened to the Clergyman's words he must roll a second Saving throw to see if he was indeed persuaded by the attempt.

Both Saving throws by the target are penalized by the Clergyman's level. At level one the Save penalty  is -1. At every 3rd Brother level (3, 6, 9, 12 ) the Saving throw is penalized by a cumulative -1 penalty.

Protection from Evil
Through the power of faith,and his will the Clergyman can pray and cast Prayer once per day  at 1st level and an extra time at every third level. The spells function as written in the base rule books.

Turn
With faith and prayer the Clergyman can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Clergyman can attempt to turn them. The DM has final say on whom or what can be affected.

Entertainer
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+

Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.

The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been  gained.

Influence Reactions
A powerful tool of the Entertainer is to manipulate a crowd.
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever can get the audience's attention: a song, a dance, jokes, stage magic, Shakespeare, etc.

Everyone in the group listening must roll a Saving Throw (if the crowd is large, make Saving Throws for groups of people using average hit dice). The die roll is modified by -1 penalty for every three experience levels of the Entertainer (round fractions down). If the Saving Throw fails the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Languages
The Entertainer receives an extra language slot at first level and every fourth level thereafter.

Thief Abilities
Singing and dancing doesn't always pay the bills. Entertainer's are pro's at getting information to gossip or trade.
Hear Noise
Pick Locks
Pick Pockets: +20%
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Physician
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent.)

The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for a successful check  are: +1 hp on a successful Healing check and a +2 on Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a combination of whiskey, drugs, and whatever else the Physician adds to stimulate the patient. It restores 1d3 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day with the proper ingredients. The brew time is 10 minutes for a daily dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per two levels of the Physician.

Healing
With a successful Intelligence check +1 at levels 1, 3, 9, 12,etc the Physician may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.
In addition a patient under a Physician's care heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead or dying. The Physician must make a successful Intelligence check  with a +1 at levels 1, 3, 9, 12,etc. with a -1 penalty for every hit point below 0.

If the DM is using the dead at 0 hp or less rule: the Physican can save the patient if he reaches him within a number of rounds equal to 10 - 1 for each hp below zero.  For example: -6 hp equals 4 rounds to reach the patient and begin Stabilization. If successful the character is in no immediate danger of dying.

If the DM is using the lose one hit point per round below zero common houserule the Physician has until the patient is down to -10 hp to save him. If successful the character is in no immediate danger of dying and does not lose further hit points.

If the victim is wounded again, another Stabilization can be made but with a 4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Rogue
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
Thief Abilities
Back Stab
Climb Walls: -20%
Find/Remove Traps
Hear Noise
Hide in Shadows
Move Silently: +20%
Pick Locks
Pick Pockets: +20%
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Fast Talk
With a bit of conversation, the Rogue is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll for the Rogue level at 1st and every third level after at 3, 6, 9, and 12.

Gambling
The Rogue is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and every third level after at 3, 6, 9, and 12.the Rogue gains a cumula­tive +1 bonus to his gambling checks.



Wednesday, July 4, 2018

Hyborian OSR: Guardians of the Tower: Mog'thaur and the Stygian Man-Serpent

Working on the Serpent Tower room descriptions.
Also working on tomorrow's game.
Here's two of the Tower Guardians to tide us over while I input data.

Mog'thaur, Guardian Demon of the Treasure Vault
Hd 8, LE
Hp 48
Ac 12
Hit +8
Save 10
Ten feet of slimy netherworld flesh and bone; part ape, part crab, and part frog. Mog'thaur came under the control of the Prophet in the past before the journey north. He is bound to protect the treasure vault on this floor. He cannot attack members of the cult but any strangers will feel his pent up wrath and hunger.

Mog'thar has darkvision out to 60' and can cling to walls and ceilings like a massive slimy spider. He uses the darkness in the chamber to his advantage, hiding in the shadows on the ceiling or walls. He is large enough to grab an unsupecting victim while clinging to the ceiling, lunging out of the dark and surprising foes automatically or on a 1-3 on a 1d6 if they have a torch or lantern. Once he reveals himself he disregards stealth attacks the intruders savagely with two claw attacks (1d4 damage each.) If both claws hit the victim must make a Strength check with a four penalty or be drawn to Mog'thar's maw for an additonal 1d6 bite damage.

He will fight to the death as he is bound too. He can be hit with normal weapons but regenerates 3 hit points per round with the exception of fire.  If not burned when brought below zero hit points he will revive even from death. A favored trick of his, when depleted of hit points, is to play dead when he revives, waiting for an opportunity to attempt to attack from surprise. If he is dismembered his parts will send tendrils of flesh out to each other and his body will rejoin within two rounds. If his parts are separated by walls or distance the limbs and head will die off and new ones will grow from the bulk of his fetid body. If dismembered and/or beheaded his head can still bite and his claws can still.......claw until the parts are rejoined. Each gets a separate attack doing 1d4 damage.

Stygian Man-Serpent, Haunter of the Tower
Hd 10, LE
Hp 65
Ac 15
Hit +10
Save 8
Move 150'/50'

The Man-Serpent is 20 feet of black scaled death, a snake's body topped by a slightly alien yet strangely beautiful human face. The creature was summoned by the Prophet as a guardian to the tower and moves freely through the well shaft at night, stalking careless slaves and guards for sport and food. It lairs on the seventh level.

The creature is a master of stealth. It can see in the dark up to 90', can hide in shadows and move silently as a thief with an 80%, and can climb walls with a 95%. If it achieves surprise the Man-Serpent gains a gains a +4 bonus to attack.

The most dangerous ability of the creature is its ability to charm a victim with its powerful gaze and its haunting alien voice, beckoning the victim to come to it. It will speak in Old Stygian but a victim will understand the words in his mind. A Saving Throw is allowed. If failed the victim will come towards the Man-Serpent, entranced by its eyes and voice, and vulnerable to its attacks. The Man-Serpent gains a +4 bonus to attack a charmed victim. If the victim succeeds on its Saving Throw it is immune to the creature's charm attack for 24 hours.

It can attack with its fanged bite for 1d4 damage and attempt to wrap its body around a target for 1d6 crushing damage. Once wrapped a target must make a Strength check with a -4 penalty or take automatic crushing damage each round. A victim is allowed this Strength check each round on his turn to break free. If attacking from surprise or while the victim is charmed the Man-Serpent wraps the throat of its victim on a successful hit and does 1d8 damage per round. It is limited to one victim per round with its crush or strangle attack.


Tuesday, July 3, 2018

The Serpent Tower: and OSR Conan mini-adventure

Recently ran this one for the guys.
A fairly straight forward tower ransack which can be complicated with stealth in the town, negotiations, etc.

Tower of the Serpent
Shem, a dozen leagues East of Nippr.
The edge of the Great Eastern Desert.

The Prophet and the Town
A desert prophet of Set has come out of the South and taken up residence in the small trade town of Baghera a small trading town near a waterhole on a trade caravan out of Nippr.

He has brought a fabled artifact, the long lost gem known as the Eye of the Serpent. The prophet Anumen has gathered a large cult of followers in his wake including three powerful warriors, his Champions of Set. With the aid of these men he has taken over the town as a base for his Setian cult.The villagers tried to press back but a small purge and murder of those most vocal against the Prophet silenced the rest. They quietly watched as the Prophet's tower was built and sacrifices to Set were begun. First with slaves, then volunteers among the cult, and lately with townsfolk who are not yet in the cult. Many have been converted to spies for the cult with bribes and addiction to lotus passed out in the mandatory sermons. The cult tried to take over the nearby waterhole but the desert nomads kept them from doing this. Trade has now ceased in the town. Caravans avoid it, stop at the waterhole for a small refreshment and head along the trail. The town is dying, slowly.

The men of the village have had enough. An underground resistance has been formed led by the headman Sezrak and his son Musara. The men involved believe they have enough loyal men to put up a fight if the Prophet and his Champion are killed. To this end they are looking to hire mercenaries capable of entering the tower and carrying out the assassinations. They have sent out Musara to find such men. His leaving Baghera was not unnoticed........

The PC's
....are fleeing on foot on the edge of the desert. They and their mercenary companions were ambushed by a Zuagir warlord crossing the desert. They were the only survivors and escaped  Southwest across the sands with no horses and few provisions. They have been walking by night and sleeping by day for nearly five days now, out of food and down to less than half a nights water rations.

As they make camp for the night they hear cries and the sound of horses approaching.
Musara is being chased by guardsmen on horses and cultists on foot and they have caught up to him amidst the PC's camp.  The guards were lagging behind as they had to prepare the horses for the chase.

If the PC's do not initially want to help Musara:
He will offer them rubies.
The guards and cultists will attack everyone in a fury. They will fight to the death filled with fanatical fury for their master, a Prophet of Set.

Musara is not a fighter. He will cower behind the PC's untl the attackers are dead or defeated.
Grateful for not having to travel a long distance for mercenaries the  young man has an offer. As it turns out they are only a few leagues from Baghera.
He will pledge10 gp in rubies per PC to come to Baghera and meet with his father, the headman of the village who wishes to hire them for a job.  He is carrying nearly 50gp in coin and rubies which can be distributed to PC's.
He will not be more forthcoming. They must go to the meeting to get more rubies and details.

Baghera
As the PC's approach the town the land becomes rocky hills mixed with scrub grass and a bit of sand. Over one hill they see the trading town with the nearby waterhole and a tall tower adorned with statues of Set at its top.


The PC's are to enter the town and make their way to the Bull of Heaven tavern under the cover of darkness. Still loyal guards are bribed by Musara to let them into the town.
(False: they are cult spies and alert guard captain Amshar as to their presence.)

The Bull of Heaven Tavern

At the tavern the PC's meet half a dozen cloaked nomands and townsmen in a dingy back room. They are led by Sezrak. After receiving food and drink and being paid the rubies that were promised Sezrak begins his pitch:
He describes the prophet and his taking over of the town (see below.) He describe the large purple jewel the priest wears. (Those with the proper knowledge skills or background can make a skill or Intelligence check to recognize it as the Eye of the Serpent.)
He estimates that with the taxes taken by the cult and tithes collected there must be at least 5000 gp in coins, jewels, and other treasure in the tower. At least. He and the others wish the PC's to enter the tower and kill the Prophet and his three Champions. In return they offer the PC's 10% of the liberated loot (they can be negotiated up to 20%.) They are also offering the large jewel the Prophet wears as well. They figure it is at least 5000 gp by itself but they want no part of it. Their superstition and fear of Set is strong.
To aide in getting the PC's into the tower Sezrak has gathered a force of 50 willing Kinsmen who owe him favors. The nomads are poised in a hidden camp in the hills North of the town. When a messenger is sent they will ride down and attack the town, drawing out the majority of the guardsmen in the tower. This should give the mercenaries a better chance at entering.

Sezrak, headman of Baghera 
Hd 3
Hp 18
Ac 13
Hit +3
Save 13
Scimitar (1d8), dagger (1d4), scale.

Musara, son of Sezrak
Hd 1
Hp 5
Ac 12
Hit +1
Save 15
Short-sword (1d6), dagger,  leather.

Village men/Nomads 
Hd 2
Hp 14
Ac 12
Hit +2
Save 14
Scimitar (1d8), dagger (1d4), leather.

Betrayal
After the PC's agree or back out there is a crash at the back door as guards attempt to break into the room with axes. As this happens a force of guards led by Captain Amshar enters the front. The treacherous guards alerted him and he has come to ambush and claim the heads of the mercenaries. With him are eight guards in the back of the tavern an eight more with him in the front. They are joined by Shumal, a Shemite archer and champion of the Prophet Anumen (stats in the Tower below.)
The PC's are trapped in the inn and no quarter is expected.

Captain Amshar and his guards are fanatics and will fight to the death.
Shumar the archer is not. He will escape if things go badly and try to alert his comrades at the Serpent Tower

Captain Amshar 
Hd 4
Hp 26
Ac 14
Hit +4
Save 12
Scimitar (1d8), long knife (1d6), mail, crested helm.
Samthar is a former pit fighter and is well versed in two weapon combat. He can attack with his scimitar in his right hand and his long knife in his left for two attacks per round with a penalty of -2 per attack. If facing a heavily armored foe he will forgo this and attack with a single weapon to maximize his chance to hit.

Guards
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

AFTERMATH
If Sezrak or Musara survive the offer stands and one will go to signal the gathered nomads.
If the towns men are killed the PC's are free to leave or loot the tower on their own.
If they flee the town they will be chased by a large number of cultists and possibly a champion or two.

THE TOWER COMPOUND  
The yard has been cleared of rocks and other debris. Scrub grass grows in places not trampled down by the guard garrison.

The walls of the compound are of loose stone blocks piled twenty feet high and ten feet thick with a flat top for guards to walk. There are plenty of handholds between the stones. The walls are one hundred feet to a side.

The entrance in the south wall are two ten foot tall barred gates, crudely but stoutly made at the town smithy. They are locked from within with a stout chain and padlock. A designated watch sergeant on duty has keys and can be summoned to open them.

Structures inside the walls include:

1 Guard Barracks
Large stone buildings with open doorways and windows covered in canvas flaps. Each building has enough room to store the meager personal effects of up to forty guards. Trinkets, spare clothes in chests, etc. The guardsmen rotate shifts allowing 20 at a time can bunk in each building.

2 Armory
This open door stone building contains racks of spears, polearms, swords, and shields for the guards. Armor and helms are to be kept by themselves in the barracks.

3 Bone Pit
Filled with animals and human bones from past meals and sacrificial victims.

4 Kitchen and Pantry
The kitchen is a good sized stone and mud building with two shuttered windows and a wooden door with a simple latch. Inside is a large hearth and cauldron as well as a butcher's table, cutting blocks, cooking and butcher utensils, bowls, pots, etc. It is surprisingly very clean.

A small stone and mud pantry is attached to the kitchen. It has salted and dried meats, stacks of vegetables, flower and grain sacks, and casks of ale, water, and wine. Stacked to the rear is a pile of old wood and dried camel dung for cooking fires.

The cook and his assistants live in the town proper and are gone before the gates are locked for the night.

Lighting
The yard is illuminated with 4 large iron braziers. There are torches burning at the guard barracks, front gates, and at various points on the inner walls.

The Compound Guards
The Tower compound has a solid 62 man garrison led by Captain Amshar. If Amsar survived the tavern he will make his way here.

Two guards stand outside the front gate with light provided by two torches set into the walls. They stand between two ten foot tall statues of Set. Two guards per wall walk atop the west, north, and south walls with a torch and bow. Each guard on duty bears a ram's horn to signal trouble.

Amshar and 16 guards, accompanied by Shumal the archer, were sent to the tavern to arrest the conspirators and PC's. The standard 10 gate,wall, and yard guards are at their post. Four are guarding the slaves on level 2 of the tower. This leaves 32 guardsmen eating or sleeping in the two guards barracks.

If someone was alive and made it to the compound to report the tavern incident:
30 of the 46 remaining guardsmen will come out of the compound to find the PC's. The guardmen will beat, torture, and probably kill a few townsfolk as punishment and in attempts to get information. The Champions will remain in the tower to protect the Prophet and the priests. The tower will be on alert. The remaining 16 guardsmen will be set to guarding the gate and walls and four will continue to guard the slaves on level two.

If no one lived to report the tavern incident:
Guards will be on normal alert for about an hour before the guards on the compound walls reaize they have not seen the torch lighs of the patrol for a while. They will report to Timon who sends a 20 man patrol to find out what is going on. The remaining 26 guardsmen will be assigned as above.

If the nomads attacked the town to draw out the garrison:
All of the remaining guardsmen with the exception of two at the front gate, three on the walls, and two walking the yard with a war-dog each will come out to fight the raiders. The Champions will remain in the Tower to guard the Prophet and his priests. The town fight will be long and bloody with horsemen and guardsmen dodging across streets, piling up cover and forming spear walls to break up cavalry charges, and house to house combat.

Each guard is distracted from the nearby sound of battle and will frequently look towards the town leaving gaps in his assigned section of walls. DM's should adjust the chances of PC's trying to sneak over the wall accordingly with relevant move silently, hide in shadows, Dexterity rolls, and surprise roll bonuses for attempts.

Guards
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

THE TOWER OF SET 
The tower is 105' tall, 40'x40' wide. Atop the tower, facing north and south, are two large serpent head carvings hanging over the rooftop, flames burning in the mouths. In the center is a 20' tall carving of Set painted in gold and scarlet that gleams in the son.

The interior walls are of 2' thick stone.
The interior rooms are 12' tall with 3' thick floors/ceilings between.

Stairs
All stairs curve along the interior wall on each floor. The stairsteps are each roughly a foot in height and five feet in width, extending up through five feet holes in the ceiling/floor up to the next level.
WIndows

Doors
Doorways are of thick vertical wooden planks banded horizontal with black iron bands. A pull ring serves to open each. Several are locked with a primitive iron slide lock and key. The chance to Pick Locks for these are at a normal percentage. They can be opened with an open doors check or bashed in with heavy chopping or bashing weapons. The doors each have 20 hit points. Forcing or destroying a door causes a LOT of noise and may attract attention.

Prisoner's Chains
The chains can be broken with an open doors roll (with a 1 penalty to the roll.) The manacles are simple to pick giving a +20% to Pick Locks or they can be hacked loose with 10 hp damage.

Dumbwaiter Shaft
A three foot wide shaft runs the length of the northwest corner of the tower. This well shaft contains a pulley system (located at the top of the tower) with ropes and buckets acting as a dumbwaiter in between floors.  It can be climbed easily thanks to the ropes and bracing in the shaft.

Columns
Random columns are in the tower. They are floor to ceiling and wrapped with carved snakes and demonic figures.

Damaging the Tower
The tower is only a year old and has not completely settled and the mortar for the stones was not of the best quality due to poor materials available. Any roll of a natural one has a 1 in 1d6 chance of hitting the tower in the cramped space. Damage is rolled. If 10 or more points damage is done a five foot portion of the floor or wall falls loose in a shower of broken stone and mortar.




1. Main Hall
The entrance to the chamber is through two stout wooden doors with iron bands and a large pull ring. They can be barred from the inside. A low flight of stone steps lead the doors. Two large windows are set in the west wall and are barred with thick wooden shutters.

The room is of tight fitting stone blocks, forty feet on each side, with a ceiling nearly fifteen feet tall. A large set of stone stair lead upwards on the east wall. Tapestries of read and black with silver thread line several walls depicting scenes from the gospels of Set.

The room is lit like the fires of hell from a large stone brazier of burning oil in the center of the chamber. Two more small braziers burn in the corners of the south wall. The smell of smoke, incense, and lotus is strong here.

Two scarred wooden benches dominate the center of the chamber. They are filthy with the refuse of food, wine, and blood.

A three foot tall throne dais sits on the north wall. Thin pillars of stone, floor to ceiling, sit in front of the platform. Three massive stone steps lead to the top of the dais. Twin fire-pots burn on each side of the steps. The stone throne is carved with the image of twisting snakes and two large snake heads form the armrests. On each side of the throne are two incense burners carved into the likeness of tortured man-like figures holding bowls. Two ten foot statues of Set flank the dais, stone carved and painted in vivid colors of greens, reds, and yellows.

A secret drawer rests in the side of the throne. It contains 8 platinum pieces and 10 gems worth a total of 230 gold. These to act as emergency funds in case the Prophet has to flee the area.
The drawer's catch is trapped with a poison needle. Those opening it improperly must Save vs Poisons. Failure is death, success is 20 hp damage.

The dumbwaiter shaft is open to this area but hidden by a dark red velvet curtain.

If the nomads attacked Baghera four elite guards are guarding this room.

If the nomads did not attack the four elite guards are lounging at the tables, drinking wine, and taking a break. Their weapons are sheathed and shields are nearby.

Elite Guards  
Hd 4
Hp 24
Ac 13, 14 with shield
Hit +4
Save 12
Battle axe (1d8), scimitar (1d8) dagger (1d4), scale, spired helms, shield

2.  Slaves Quarters
A flight of steps lead up the northeast corner. It is lit by a large brazier and a small lamp. Two pillars are north of center of the chamber.

The air is tinged with the smell of smoke, unwashed bodies, dirty laundry, and dog piss.

Area 1
This is a storage area with several stone stalls on the north wall. Lumber, tools, old crates, jugs, old clothing, and all manner of junk is stored here. A chamber pot sits next to the well on the northeast corner.

Area 2
The slave-overseer quarters. It is a squalid stone room with a wooden and iron banded door. A lamp burns on a hook outside of the door. Inside are three dirty fur and cloth pallets and several old chests and crates for furniture. A small statue of Set, empty wine jugs, and a few bits of personal trash sit on the chests and crates. Inside the chests are spare clothing, belts, a pair of ratty boots, and a variety of dice and other nick-naks.  Two spare spears are leaning against the northeast corner of the room. One of the guards has managed to save up 3 gp and 13 sp in a leather bag hidden in a loose stone under the bed on the north wall. The rest are gambling away anything they have.

Area 3, 4, and 5
Slave quarters. Each is closed with a locked wooden and iron door set with a small window of iron bars. One of the guards has a key to the slave manacles and the doors. Each of the cells is dimly lit from the light coming through the barred windows.

There are seven slaves spread between the two rooms in area 3 and 5. The rooms ard filled with sleeping pallets of old cushions, hay, and fur. They huddle in fear and hunger.

Area 4 is a punishment cell. Prisoners are chained to the walls, doused with cold water, starved, and whipped. There may be a special NPC or even a late to the game PC in here.

Four guards and the Prophet's Champion Samthis are playing dice near the large brazier. If not caught by surprise Samthis will attack those coming up the stairs in a fury trying to jam up the stairs. All are fanatics and will fight to the death.

Four large war-dogs are resting near the door to Area 4 and will attack at the slightest disturbance in the chamber. They are pets of Samthis and he often roams the compound with them.

The noise of combat is muffled by a tapestries over the entrance upstairs; no one will hear the battle and interfere.

The dumbwaiter is open on this level.

Slave Overseers
Hd 1
Hp 6
Ac 13
Hit +1
Save 15
Half-pike polearm (1d10 no 10' reach), scimitar (1d8), scale, spired helms.

War-dogs   
Hd 2+2
Hp 18
Ac 13
Hit +2
Save 16
Move 120/40
Bite (2d4)
Pack attack: every extra wardog attacking the same target nets a +1 attack bonus to all that are attacking. Maximum of +3 bonus (4 dogs.)

Slaves
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Samthis the Stygian, Champion of the Prophet
(The Champions of the Prophet are built with my Hyborian Classes, change as needed!)
Brute 5, NE
Hd 5
Hp 53
Ac 13 (scale armor), 14 with shield
Hit +4 melee, +2 ranged
Save 10
Str 17, Con 18, Int 8
Languages: Stygian, Shemitish
Abilities:
+2 to all melee and unarmed damage rolls (in addition to his normal Strength bonus)
⦁ He can choose to melee attack twice per round but
each attack is at a 2 penalty
Once per day per level  Samthis can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3.
Once per day per level Samthis can intimidate creatures with a total HD equal to his level. Lowest level HD creatures are affected first. The creatures must be able to see the Samthis' display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on him. Most will flee; only the most determined will stay and fight.
+4 Saving throws vs Poison and Disease

Items:
Two-handed Tulwar (1d10+4)
Battle axe (1d8+4)
Scale armor, Shield

Samthis is a vicious killer come with the Prophet from the South. A former slaver he is a massive man and totally ruthless in a fight often charging at foes and overwhelming them with blows from his huge tulwar. He is an absolute fanatic and worshiper of Set. 



3. Champions Quarters and Armory
The stairs from below lead to a small landing with a small burning brazier. Immediately past the brazier on the east are the stairs leading up to the next level. A large crimson curtain to the south leads to a ten foot hallway and another crimson curtain. Beyond the curtain lies the quarters of the three Champions of the Prophet and the armory for the tower. A slight smell of incense and lotus lingers in the air.

A large plaster statue of Set and a pillar from floor to ceiling are in the main area of the room. Two more pillars stand in the dark northwest and north east alcoves. A brazier, sconces, and lanterns light various areas of the chamber.

Area 1 
A shrine to set. A small reception room with a burning torch in a sconce. The east side of the room is covered in a large black curtain with silver and gold embroidery of Set swallowing sacrifices. Beyond is a small room with a golden set idol (100 gp) on a alter covered with candles, incense, and other trinkets left as offerings.

Two priests are here praying to their dark god.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.
One of the priests has his dagger dipped in a virulent green poison. It is only good for one strike. If he hits

Area 2
The room of Samthis the Stygian. A small unlit lantern is on the wall next to the unlocked door.
This spartan room contains a simple pallet covered with silk and fur covers and pillows. A chest contains spare Stygian clothing. Two barrels of water sit on the north wall. A small alter with a Set statue and smaller statures and trinkets to the other Stygian gods sits next to the pallet. Two spears, a spare shield, and a battle axe lean in the northwest corner.

Area 3
The room of Timon the Kothian. An unlit lamp with red glass panes hangs near the unlocked door in this long, thin room. Timon's sleeping pallet is of covered with tiger-skin and a simple neck support. A small leather pouch of 23 gp and 25 sp is hidden in his tiger furs. A crossbow and a case of 20 bolts leans on the wall next to the pallet. Various chests contain spare clothing, armor and weapon repair tools, and a few trinkets. Two casks of fine wine sit by the door. One is tapped and atop it is a 3 gp silver chalice.

A comely female slave is chained to the southwest corner. She is well fed and cared for and will happily run off if freed, trying to reach her nomad family she was kidnapped from.

Slave-girl
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Area 4
The room of Shumal the Shemite Archer. As with the others an unlit lantern is near the unlocked doorway.

Shumal's bed is of fine wooden frame and has a feather mattress and pillows. Open chests and tapped ale barrels line the walls. The room is a messy wreck with a scattering of filthy sweat and sand stained clothing, chicken bones, old plates, arrow shavings, spears, and other junk. Amid the filth lies a dead female slave chained to the wall on a dirty pile of of furs.  No coins or treasure is here. Shumal is paranoid and buries his stash of gems and coin near the village.

Amid the trash is two shemite bows and four extra quivers of arrows, 20 arrows each.

Area 5
The armory. The door is more heavily constructed than the other doors thus encounterred being covered in an iron barred portcullis over the wood and iron-band door. Both portcullois and door have a complicated key lock of Stygian origin. The key is round the neck of Timon and the Prophet has a copy as well. Two Pick Locks are required to enter, each at a 10% penalty due to the high quality. The portcullis and door are too heavily constructed to be forced, bashed, or chopped though.

The armory has racks of spears, swords, battle axes, hunting bows, and barrels of arrows. Several suits of copper scale armor (AC 16/+3) and iron cap helmets.

The dumbwaiter is open to the level.

Timon and Shumal (if he survived the tavern) may be here. If the compound is on alert Timon will most likely be upstairs with the Prophet and Shumal will be stalking the tower looking to target intruders, firing arrows and moving back up the stairs. If they are able to they will fall back if overwhelmed and fight the invading party upstairs. They will keep retreating, if possible,  to support other guardians upstairs and the Prophet himself.

Timon the Kothian, Champion of the Prophet
Warrior 6, LE
Hp 36
Ac 15 (brigandine)
Hit +5 melee, +4 ranged
Save 10
Str 15, Dex 13, Con 15
Languages: Kothian, Shemitish, Zamoran
Abilities:
+1 hit melee
+1 Ac
Follow through (one extra attack if first hits, must be within 5' of Timon)
Weapon expert (swords 1d10 damage, daggers 1d6 damage)

Items
Scimitar (1d10+1)
Dagger (1d6+1)
Brigandine , Iron helmet
Keys to treasure vault

A professional soldier and mercenary. Timon has honor and will gladly duel if challenged. In war he is merciless using any tactic to win. He will retreat if seriously wounded. 


Shumal the Shemite, Champion of the Prophet
Archer 3, NE
Hp 15
Ac 13 (leather)
Hit +2 melee, +3 ranged, +4 bows
Save 12
Dex 15, Wis 13, Chs 13
Languages: Shemitish, Kothian
Abilities:
+1 to hit with bows
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.
Range increment's for bows increases by 50 percent.
After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. 

Items

Shemite bow (1d8, 150' range inc), 20 arrows
Shortsword (1d6)
Knife (1d4)
Leather armor, Iron cap

A former thief, Zaguir raider with a death sentence, and all around scumbag. Shumal is not a true believer in Set although he hides it well. He is a coward and is waiting to loot the tower himself and flee the cult. 



4. Treasury 
The stairs open to a landing blocked off with a black vevet curtain on the west. A hallway runs the length of tower to the south leading to a stairway upwards. The hallway has two columns along its length and is lit by a small brazier near the landing and a small torch and sconce at the end of the hallway.

Area 1
The black velvet curtain opens to a small area with a thick red silk curtain on the south. A dim firelight flickers  beneath the curtain and muffled chanting can be heard.

Area 2
The main hallway of this level. It is lit by a large brazier between two columns. A large red curtain covers half or the east wall.. Two large locked solid wooden and iron doors are on the west wall. Normal chance to Pick Locks or the keys that Timon and the Prophet have will open it. The doors can also be forced, bashed, or chopped open.

Four priests in their red robes and shaven heads are here, gathered around the brazier, chanting and inhaling incense tinged with lotus with eight cultists. They are slightly frenzied from the mixture and have a +1 to hit and damage.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.
+1 to hit and damage.

Cultists
Hd 1
Hp 4
Ac 10
Hit +1
Save 15
Club or dagger (1d6), white robes.
+1 to hit and damage.

Area 3
This large room is empty except for cobwebs and five large barrels of fine aged Corinthian wine.
The 'vaults' were built large in anticipation of a growing treasure horde as the cult spreads.

Area 4
This large room is empty save for cobwebs and the mummified corpse of a large man with red hair and beard chained to the west wall.

Who is the mummified man? Possibly:
A noble who found punishment for angeringi the prophet and died a slow death of deprivation.
A ancient giant-king brough to the North by the Prophet. It slumbers.
A warrior slain and preserved for animation as a special guard or spell components.
A total mystery to not be solved.

Area 5
Behind the red curtain is a large dark chamber. The light from the brazier in Area 2 is not sufficient to light but half of the chamber.  It is lit enough to show the treasure vault door from Area 6.

Just beyond the edge of the darkness is a towering 10' realistic snake statue of Set painted in greens, reds, and golds. When the PC's come near enough to illuminate the statue with a torch or lantern they must make a Save or be shaken as they think it is a living thing. Whomever fails is shaken and all dice rolls are -2/-10% for 2d6 rounds.

Resting on the northeast corner of the room, near the ceiling, slithers Mog'thaur the guardian demon of the treasure. He sticks to the darkness of the room and attempts to attack any PC that comes below him and into this area. He ha a 10' reach, lunging out of the dark and surprising foes automatically or on a 1-3 on a 1d6 if they have a torch or lantern and are actively searching the area. If not he surprises on a 1-5 on a 1d6. Once he exposes himself

Mog'thaur, Guardian Demon of the Treasure Vault
Hd 8, LE
Hp 48
Ac 12
Hit +8
Save 10
Ten feet of slimy netherworld flesh and bone; part ape, part crab, and part frog. Mog'thaur came under the control of the Prophet in the past before the journey north. He is bound to protect the treasure vault on this floor. He cannot attack members of the cult but any strangers will feel his pent up wrath and hunger.

Mog'thar has dark-vision out to 60' and can cling to walls and ceilings like a massive slimy spider. He uses the darkness in the chamber to his advantage, hiding in the shadows on the ceiling or walls. He is large enough to grab an unsuspecting victim while clinging to the ceiling with his 10' reach, lunging out of the dark and surprising foes automatically or on a 1-3 on a 1d6 if they have a torch or lantern and are actively searching the area. If not he surprises on a 1-5 on a 1d6. Once he reveals himself he disregards stealth attacks the intruders savagely with two claw attacks (1d4 damage each.) If both claws hit the victim must make a Strength check with a four penalty or be drawn to Mog'thar's maw for an additonal 1d6 bite damage.

He will fight to the death as he is bound too. He can be hit with normal weapons but regenerates 3 hit points per round with the exception of fire.  If not burned when brought below zero hit points he will revive even from death. A favored trick of his, when depleted of hit points, is to play dead when he revives, waiting for an opportunity to attempt to attack from surprise. If he is dismembered his parts will send tendrils of flesh out to each other and his body will rejoin within two rounds. If his parts are separated by walls or distance the limbs and head will die off and new ones will grow from the bulk of his fetid body. If dismembered and/or beheaded his head can still bite and his claws can still.......claw until the parts are rejoined. Each gets a separate attack doing 1d4 damage.

Area 6
This large room contains the cult's current treasure horde. WIthin the cobwebbed room is:
2750 gp in gems
2323 gp
10,390 sp
Various pieces of art, pottery, tapestries, silks, etc totalling 3085-ish gp.

The lock is identical to the Stygian armory lock. Pick locks at -10%. There is no portcullis or bars and the door can be bashed open with 30 points damage. Doing so is incredibly noisy and will catch the attention of the guardian demon Mog'thaur if he has not been dealt with previously.

Area 7
This large room is the lair of Mog'thaur. It is littered with broken furniture, shredded tapestries, shattered pottery and other debris. Gnawed human bones lie scattered about, old or sick slaves given to the demon. His nesting spot is in the northeast corner, a pallet of straw and roughly preserved skin and furs. There is no treasure in here, the demon is bound to give any he finds to his master. This frustrates Mog'thaur greatly.

The dumbwaiter is closed to this floor, bricked and mortared.

If combat spills into the west hallway a few priests with cultists from the next level may come to investigate. It is also possible to give the PC's a glimpse of the Prophet from across the hallway. It's a nice place for a fireball then a quick escape upstairs.

5. Priest Quarters
The stairs open up in the southwest corner to a well lit chamber. Immediately in front of the stairs sit a large Set statue and a pair of braziers on the south wall. A large brazier sits in the center of the chamber. Two female concubines on pillows are chained to the fire bowl.

Concubines
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

Several closed wood and iron doors are closed and unlit lanterns hang by each. The air is heavy with the odors of incense, oiled bodies, and candles. The stairs upwards are hidden behind a red velvet curtain behind the shrine in Area 1.

Area 1
This room is the priest's shrine to Set and the other dark gods of Stygia. The room is dominated by a well made jade statue of the Serpent worth 220 gp. Other life-like statues of the gods line the walls. Heavy incense burns and wafts out to the main corridors. Several leather whips hang from the alter, crusted with dried blood. Two mats lie before alter covered in flecks of blood. Priests will come here to flagellate themselves for the glory of their god and to shed their blood in his name. Each session does 1d2 points of damage.

Areas 2, 3, 4, 5, and 6
Two man cells where the priests store their personal items and sleep in shifts.
The rooms each have two wooden framed beds, small tables, chests of spare robes, casks of wine, cups, and spare bits of furniture. On top of the tables are a variety of mini-idols and other religioius trinkets, religious scrolls, inks and quills, incense holders and ash and candles.

If no alarm has been raised five priests are lounging in their chambers as another sits by the large brazier preaching to the cultists and two are whipping themselves before the alter in Area 1. The two flagellants will have lost 1d2 hp due to their whippings.

If the alarm has been raised the priests and cultists have weapons ready to defend the Prophet. They will allow the PC's to come up they stairs from below then attempt to swarm and flank them. They will fight to the death to defend the Tower and the Prophet.

Priests
Hd 1
Hp 5
Ac 10
Hit +1
Save 16
Long knife (1d6), red robes, Set medallions.

Cultists
Hd 1
Hp 4
Ac 10
Hit +1
Save 15
Club or dagger (1d6), white robes.

Concubines
Hd 1
Hp 4
Ac 10
Hit +1
Save 15

TImon and Shumal, if alive, will make a stand here with the remaining cult and try to ambush and murder the invading PC's.

If the Prophet has appeared he will fling a spell or two and then escape upstairs to his chambers and his guardians.

The dumbwaiter is open to this level, in an alcove lit by a lantern.

6. Lair of the Prophet
The stairs from below open to a large two step dais in the northwest corner of the room. A set of stairs across the dais on the north wall leads upward. Two columns sit by the north wall, beyond the stairs leading upward. This corner is dark with a bit of firelight peeking beneath the partition in Area 1.

Area 1
A large statue of Set sits by the stairs leading down. The statue is painted realistically with the fangs of actual gold and the eyes of fiery rubies. The teeth and rubies are worth about 250 gp if taken. The statue is large enough to block the view of Area 7 unless the PC's get down and peek around the statue.

The chamber is partially hidden by a large framed partition of ancient origin, an Acheronian tapestry portraying some forgotten battle between the Valusians and a horde of serpentmen. Firelight faintly shows from beneath they tapestry.

Area 2
Beyond the partition is the main bulk of the chamber with clear views of Areas 3 through 7.
A large mass of red and black silk hangs from the ceiling on west side of the chamber, blocking the view to Area 3. The most notable immediate features are the large flaming brazier and the four gigantic corpses standing in a silent watching line to the south of the fire.

The eight foot tall withered corpses are dressed in ancient green-rimed copper armor and helms.
Each holds a huge battle axes and an ancient shield. When a PC or other character disturbs the tapestry or crosses the room they will immediately attack the intruders.

Giant Warrior Kings
Hd 5
Hp 36
Ac 15
Hit +5
Save 13
Giant Axe (1d12), ancient copper plate, helms, shields.
Undead

The unlit northwest alcove, near the blocked off dumbwaiter shaft, is filled with recent and moist crushed bones and shed snake skins. Further east on the wall is a chest with two small gallon jars of black lotus juice and a bag containing five doses of black lotus powder. A rack of ancient Acheronian chain and half plate armor and helm (AC 14/ +5) hanging on a stand. The armor has turned greenish with age but is still worthy. The chest is trapped and if the latch isn't rotated properly a spring-loaded spike fires towards the opener. Save or take 1d8 damage.

Black Lotus Juice: 
When ingested the imbiber must make a Save with a one penalty or die the next round. IF the Save was successful the imbiber still takes 25 hp damage.

Black Lotus Powder: 
Thrown this substance acts as a Dust of Sneezing and Choking. When burnt and inhaled as an incense the user enters a euphoric state and is helpless for 2d6 hours and a magic user or cleric gains four caster levels when calculating spell level on available spells for a number of hours that they were in their euphoric state.

The Prophet is wearing the Eye of the Serpent jewel as well as his keys.

Anumen, the Prophet of Set 
(Serpentman of Old), LE
Hd 8
Hp 52
Ac 14 (scale armor + scales)
Hit +6 melee, +5 ranged
Save 8
Str 15, Int 17, Wis 15, Chs 15
Languages: Aklo, Acheronian, Shemitish, Stygian, Zamoran
The Prophet has the following abilities:
+1 Ac for scales
Bite for 1d4 damage. The Serpentman can inject poison on a successful hit 3 times per day. The poison does an extra 2d6 damage, Save for half.
Darkvision 60'
Spells as a Magic User an can wear armor
Two-Weapon Fighting, the Prophet  is dangerous in melee combat as well and can attack with two weapons at a penalty of -2 for each hand. He prefers his magic shortsword and long knife mixed with his poisonous bite.

Spells (Swords & Wizardry)
Level 1, 4 spells. Charm Person, Detect Magic, Read Magic, Sleep
Level 2, 3 spells. Darkness 15', Levitate, Locate Object 
Level 3, 3 spells. Dispel Magic, Fireball, Suggestion
Level 4, 2 spells. Confusion, Polymorph Self

Items
+1 Shortsword (1d6+1)
Long Knife (1d6)
Potion of extra healing (3d8+3)
Eye of the Serpent (5000gp ?)

The Prophet's favorite form via Polymorph self is that of an ancient Stygian, a large man with a powerful voice, dusky skin, blue eyes, and long dark hair in black scale armor and dark robes. 
None but his Champions and the priests know of his true nature.




Area 3
The sleep/meditation chamber of the prophet is enclosed in silk curtains. Behind are three one foot tall levels leading up to a marble slab and braziers for the burning of black lotus. The Prophet will meditate here in the lotus fumes, dreaming and scheming. A half-devoured corpse of a female slave lies on the floor near the marble slab.

Area 4
Chained to the dimly lit south wall are four haggard looking slaves. They are completely cowed and will refuse to rise and escape even if unchained.

Decrepit Slaves
Hd 1
Hp 3
Ac 10
Hit +1
Save 15

Area 5
One lone slave lies in here. He is thin and near death. Operation scars and stitches adorn his flesh. He has one hit point and will die within the hour without assistance.

Area 6
Lining the east wall is a counter with shelves and three sconces for light. Bloody cutting knives, saws, and other instruments of exploratory surgery lie here. Beakers and burners of strange chemicals burn away. Preserved specimens and jars filled with preserved human parts sit or hang from the walls and counter-top. On the walls hang crude pictures of flayed human anatomy. A large stone table with four manacles, a blood groove, and a whole lot of dried blood sits near the counter-top.

If grabbed for use in combat the beakers have the following possibilities:
Acid: 1d6 damage the first round, 1d4 the second round, 1d3 the third round. Save for half damage.
Blinding: The creature must make a Save or be blinded (-4 hit) for 2d6 rounds.
Nothing: A splash of colored water to the face.

The Prophet will rely on his mummy guards and any surviving champions. He will flee upward if wounded or in serious danger.

7. The God in the Bowl
The stairs open up to a small landing with a thick black curtain. This entire chamber is pitch black; no fire is on this level.

The entire floor is partitioned off with one foot thick stone walls and thick red and black curtains. Columns dot the level. Everything is painted and stained black. Floors, walls, columns, everything.  This allows the black scaled Man-Serpent to blend into its surroundings.

A stairway leading up with a locked door is on the west wall near the open dumbwaiter shaft.

This entire floor is the lair of a Stygian Man-Serpent, brought from an old tomb to the far south and released as a servant by the Prophet. It moves freely through the dumbwaiter shaft at night, stalking careless slaves and guards for sport and food. IF the PC's have made a large ruckus it will hear through the shaft and go down to investigate. It will not attack but PC's may get a glimpse of its golden face in the darkened shaft.

The Man-Serpent will allow intruders to wander into his mini-maze. It will hide coiled up on the columns waiting for a chance to pick off stragglers. It will strike, do damage, then attempt to flee with it's superior movement deeper into the maze to attack again. There is a secret door (denoted with an S) it can enter and exit through silently on well oiled hinges. In dim light its Hide in Shadows is 95%. Under direct torch-light it falls back to 80%.

Stygian Man-Serpent 
Hd 10, LE
Hp 65
Ac 15
Hit +10
Save 8
Move 150'/50'

The Man-Serpent is 20 feet of black scaled death, a snake's body topped by a slightly alien yet strangely beautiful human face.

The creature is a master of stealth. It can see in the dark up to 90', can hide in shadows and move silently as a thief with an 80%, and can climb walls with a 95%. If it achieves surprise the Man-Serpent gains a gains a +4 bonus to attack.

The most dangerous ability of the creature is its ability to charm a victim with its powerful gaze and its haunting alien voice, beckoning the victim to come to it. It will speak in Old Stygian but a victim will understand the words in his mind. A Saving Throw is allowed. If failed the victim will come towards the Man-Serpent, entranced by its eyes and voice, and vulnerable to its attacks. The Man-Serpent gains a +4 bonus to attack a charmed victim. If the victim succeeds on its Saving Throw it is immune to the creature's charm attack for 24 hours.

It can attack with its fanged bite for 1d4 damage and attempt to wrap its body around a target for 1d6 crushing damage. Once wrapped a target must make a Strength check with a -4 penalty or take automatic crushing damage each round. A victim is allowed this Strength check each round on his turn to break free. If attacking from surprise or while the victim is charmed the Man-Serpent wraps the throat of its victim on a successful hit and does 1d8 damage per round. It is limited to one victim per round with its crush or strangle attack.

If alive and up here the Prophet will fight to the end with the help of the Man-Serpent. No quarter will be asked or given. He would rather die than be captured by 'primitive monkey-slaves.'

8. Rooftop
The steps lead to the top of the tower. The roof is of bare wind-swept stone blocks and no rim or guard rail lines the roof. The pulley and bucket mechanism for the dumbwaiter shaft is located here.

Two large serpent head carvings hanging over the rooftop facing north and south. Braziers burn inside the ten foot tall hollow heads illuminating the mouths and eye slits.

Dominating the roof is a stepped stone dais ten feet off of the roof. Atop is a 20' tall carving of Set painted in gold and scarlet that gleams in the sun.

Guards only come up here to relight the braziers before dusk. They greatly fear the Man-Serpent and will only come up here in squad strength with lit torches.

If combat comes up here the fire of the braziers and falling off of the roof for a 105' drop can be fun hazards.