Presented
in this page is the general statistics for the monsters found within
the Moathouse outside of Verge. There may be additional notes on plot
elements teh the game master may optionally use. Also mentioned in the
statistics is the speed factor for GMs that speed factor for initiative
roles.
Plot
Development
Brigands:
The brigands are not a formadble opponent. To make the plot interesting,
have the brigands to be once property owners of farmsteads. They were
somehow forced off their land by a ruthless Baron. The remaining peasants
were forced to work for the Baron for free with their own equipment
several days out of the weak. Many villagers complained and when they
did, they were forced out their lands as well and their family members
killed. They were branded as outlaws. They chose to turn to banditry
in order to survive. They try to only rob from well to do Thyatians,
but when starving, they will take whatever scraps from anyone they can
steal. As an extra incentive for the players not to kill the brigands,
throw in an innocent child or two. The brigands are not a very strong
group and when faced with superior odds, they will try to sneak away.
However with could persuasion and promise of great riches, the brigands
could be convinced to assist the party in attacking Larethias's band.
Gnolls:
The gnolls have great plans someday. They are extremely disastified
with their pay, and Bashik will convince the gnolls to desert especially
after the new arrival of the favorered bugbears. If Bashik has the oppertunity,
he will join the party to give Larethias the payback he deserves. If
the party gives them signicant money, the gnolls will fight with a +1
in their frenzy to seek revenge for being underpaid and favoring the
bugbears. Later Bashik will turn to robbing the countryside with assistant
from other gnolls including a shaman. If the wizard in Verge is not
hired out, then Bashik will offer to hire him.
Bugbears:
The bugbears are here more for the kill than anything else, and
seeing how the bugbears are much stronger than the gnolls, Larethias
hopes to gain their favor and later hopes to attract more bugbears to
his forces. Currently visiting and investigatin the oppertunities here
is Kraag, a bugbear hero of some reknown. Kraag is violent and loves
to fight, but he is not stupid when faced with superior odds. If the
party proves too powerful for the bugbears, then Kraag will seek a truce.
He might be persuaded to join party, but only for a large amount of
money. Under no condition will the bugbears work with the inferior gnolls.
Moathouse
Surface
Random
Encounters
Brigand(2-5):
AC 7 (leather and shield); MV 12; Fighter 1; hp 6 each; THAC0 20; Speed
4 (hand axe); #AT 1; Dmg 1-6 (hand axe); SZ M(5'); ML Unreliable(7);
XP 15
Giant
Rats (2-8): AC 7; MV 12, Swim 6; HD 1/2; hp 3 each; Speed 0; THAC0
20; #AT 1; Dmg 1-3; SA disease; SZ T(2' long); ML Unreliable(6); XP
15
Giant
Tick: AC 3; MV 3; HD 3; hp 19; THAC0 17; Speed 0; #AT 1; Dmg 1-4;
SA after initial hit, drain blood for 1-6 hp/rd until 19 hp is drained;
SZ T(1'); ML Avg(9); XP 65
1
Pool
Giant
Frogs, Averge (2): AC 7; MV 3, swim 9, jump 16 (up 3); HD 2; hp
12 each; THAC0 16 (bite), 12 (tongue); Speed 3; #AT 1; Dmg 1-6; SA tounge
can strike at 9' and pull in victem of 100lbs. or less in same round,
200lbs. or less in next round, max. bite damage for victem trapped by
tongue, swallow on 20 if shorter than 3'; SZ S(3'); ML Avg(8); XP 175
Giant
Frogs, Small (4): AC 7; MV 3, swim 9, jump 18 (up 3); HD 1; hp 6
each; THAC0 19 (bite), 15 (tongue); Speed 0; #AT 1; Dmg 1-3; SA tounge
can strike at 6' and pull in victem of 50lbs. or less in same round,
100lbs. or less in next round, max. bite damage for victem trapped by
tongue, swallow on 20 if shorter than 3'; SZ T(2'); ML Avg(8); XP 120
4
Tower
Huge
Spider: AC 6; MV 18, Jump 3; HD 2+2;
hp 14; THAC0 19; Speed 3; #AT 1; Dmg 1-6; SA leap and surprise -6 penalty,
posion (+1 save, offset 10-30 rounds, 15 damage or 0 if save); SZ M(6'
diameter); ML Avg(8); XP 270
4
Brigands
Basil
(Brigand Leader): AC 4 (chain and shield); MV 12; Fighter 3; hp
24; THAC0 16 (spec., strength); Speed 5; #AT 1; Dmg 1-8+3 (longsword,
spec., strength) or 1-6 (spear); SZ M(5'); ML Unreliable(7); XP 65
Licinius
(Brigand Aide): AC 6 (ring mail and shield); MV 12; Fighter 2; hp
12; THAC0 19; Speed 5 (longsword) or 7 (foot. flail); #AT 1; Dmg 1-8
(longsword) or 2-7 (footman's flail); SZ M(5'); ML Unreliable(7); XP
35
Zeno:
AC 6 (padded and shield); MV 12; Fighter 1; hp 7; THAC0 20; Speed 5
(longsword) or 4 (javelin); #AT 1; Dmg 1-8 (longsword) or 1-6 (javelin);
SZ M(5'); ML Unreliable(7); XP 15
Mihail:
AC 7 (studded leather); MV 12; Fighter 1; hp 6; THAC0 20; Speed 9 (halberd);
#AT 1; Dmg 1-10 (halberd); SZ M(5'); ML Unreliable(7); XP 15
Deacon:
AC 7 (leather and shield); MV 12; Fighter 1; hp 6; THAC0 20; Speed 4
(hand axe) or 6 (spear); #AT 1; Dmg 1-6 (hand axe or spear); SZ M(5');
ML Unreliable(7); XP 15
Sabin:
AC 8 (leather); MV 12; Fighter 1; hp 6; THAC0 20; Speed 5 (longsword)
or 7 (lt. crossbow); #AT 1; Dmg 1-8 (longsword) or 1-8 (lt. crossbow
quarrel)*; SZ M(5'); ML Unreliable(7); XP 15
Veleriu:
AC 8 (leather); MV 12; Fighter 1; hp 6; THAC0 20; Speed 4 (club) or
7 (lt. crossbow); #AT 1; Dmg 1-6 (club) or 1-8 (lt. crossbow quarrel)*;
SZ M(5'); ML Unreliable(7); XP 15
Tudor:
AC 8 (leather); MV 12; Fighter 1; hp 6; THAC0 20; Speed 7; #AT 1; Dmg
1-7 (mace) or 1-8 (lt. crossbow quarrel)*; SZ M(5'); ML Unreliable(7);
XP 15
Dimitrie:
AC 8 (leather); MV 12; Fighter 1; hp 6; THAC0 20; Speed 10; #AT 1; Dmg
2-8 (voulge); SZ M(5'); ML Unreliable(7); XP 15
12
Corner Room
Giant
Snake: AC 5; MV 15; HD 4+2; THAC0 17; Speed 3; #AT 1; Dmg 1-3; SA
poison (death or 3-18 if save); SZ M(12' long); ML Average(9); XP 420
13
Storeroom and Stairway
Giant
Rats (13): AC 7; MV 12, Swim 6; HD 1/2; hp 3 each; Speed 0; THAC0
20; #AT 1; Dmg 1-3; SA disease; SZ T(2' long); ML Unreliable(6); XP
15
16
Kitchen
Giant
Tick: AC 3; MV 3; HD 3; hp 19; THAC0 17; Speed 0; #AT 1; Dmg 1-4;
SA after initial hit, drain blood for 1-6 hp/rd until 19 hp is drained;
SZ T(1'); ML Avg(9); XP 65
17
Barracks
Giant
Lizard: AC 5; MV 15; HD 3+1; THAC0 17; Speed 9; #AT 1; Dmg 1-8;
SA swallow; SZ H(15'); ML Avg(9); XP 175
Moathouse
Dungeon
Random
Encounters
Bugbears
(1-2): AC 5; MV 9; HD 3+1; hp 16 each; THAC0 17; Speed 7 (morning
star); #AT 1; Dmg 2-9 (morning star); SA surprise -3 penalty; SZ L(7');
ML Elite(13); XP 120
Gnolls
(2-5): AC 5; MV 9; HD 2; hp 12 each ; THAC0 19; Speed 7 (battle
axe); #AT 1; Dmg 1-8 (battle axe); SZ L(7.5'); ML Steady(11); XP 35
Giant
Rats (3-12): AC 7; MV 12, Swim 6; HD 1/2; hp 3 each; THAC0 20; Speed
0; #AT 1; Dmg 1-3; SA disease; SZ T(2' long); ML Unreliable(6); XP 15
Ogre:
AC 5; MV 9; MV 4+1; THAC0 17; Speed 4; #AT 1; Dmg 3-12 (club and str);
SZ L(9'); ML Steady(11); XP 270
Zombies
(2-8): AC 8; MV 6; HD 2; hp 10 each; THAC0 19; Speed always goes
last; #AT 1; Dmg 1-8; SD immune to sleep, charm, hold, death magic,
poison, and cold based attacks, piercing only does 1 point of damage;
SZ M(6'); ML Fearless(20); XP 65
18
Stairway Arch
Grean
Slime (2): AC 9; MV 0; HD 2; hp 10, 7; THAC0 19; #AT 0; Dmg nil;
SA turn to slime in 1-4 rounds; SD immune to weapons and spells except
fire and cold attacks; SZ S(3'); ML Avg(10); XP 65
21
Corridor and Cells
Zombies
(12): AC 8; MV 6; HD 2; hp 10 each; THAC0 19; Speed always goes
last; #AT 1; Dmg 1-8; SD immune to sleep, charm, hold, death magic,
poison, and cold based attacks, piercing only does 1 point of damage;
SZ M(6'); ML Fearless(20); XP 65
27
Recruites
Bugbears
(6): AC 5; MV 9; HD 3+1; hp 16 each; THAC0 17; Speed 7 (morning
star); #AT 1; Dmg 2-9 (morning star); SA surprise -3 penalty; SZ L(7');
ML Elite(13); XP 120
Kraag
the Bugbear Hero: AC 1 (dex); MV 9; Fighter 3; hp 34; THAC0 15 (str,
specialization, ambidexterity, dual weap. style); Speed 3 (longsword,
dex); #AT 3/1 (specialization); Dmg 1-8+7 (longsword, str, specialization)
and 1-8+7 (longsword, specialization); SA surprise -3 penalty; SZ L(7');
ML Elite(13); Str 18/91, Dex 18, Con 17, Int 8, Wis 7, Ch 8; XP 175
29
Odd Side Room
Gnolls
(9): AC 5; MV 9; HD 2; hp 12 each; THAC0 19; Speed 7 (battle axe);
#AT 1; Dmg 1-8 (battle axe); SZ L(7.5'); ML Steady(11); XP 35
Bashik
the Gnoll Hero: AC 5; MV 9; Fighter 3; hp 33; THAC0 14 (great
axe+1,str, specialization); Speed 3 (great axe+1, two-handler
style, dex); #AT 3/2; Dmg 1-10+6 (great axe+1, str, specialization);
SZ L(7.5'); ML Steady(11); Str 18/51, Dex 17, Con 17, Int 14, Wis 8,
Cha 12; XP 175
30
Pool
Giant
Crayfish: AC 4; MV 6, swim 12; HD 4+4; hp 27; Speed 6; THAC0 15;
#AT 2; Dmg 2-12/2-12; SA surprise -2 penality; SZ L(8' long); ML Elite(13);
XP 175
31
Burial Crypts
Ghouls
(4): AC 6; MV 9; HD 2; hp 10; THAC0 19; Speed 3; #AT 3; Dmg 1-3/1-3/1-6;
SA paralyzation for 3-8 rounds (except full elves); SD immune to sleep
and charm; SZ M(5'); ML Steady(11); XP 175
In one
of the crypts is a small tunnel with the Ghoul's tresure. This leads
into a vast network of caves that connects into the underworld including
the homelands of the Dark Elves, Shadow Elves, and humanoid homelands.
These caves also connect to a cavern complex where a town of chitine
reside (Presented in the Devil's Stair
adventure).
33
Room and Corridor
Guardsmen(6):AC
5 (scale and shield); MV 12; Fighter 2; hp 12; THAC0 19; Speed 5 (longsword),
2 (dagger), 7 (lt. crossbow); #AT 1; Dmg 1-8 (longsword) or 1-4 (dagger)
or 1-8 (lt. crossbow)*; SZ M(5'); ML Elite(14); XP 65
Sergeant:AC
4 (chain and shield); MV 12; Fighter 3; hp 18; THAC0 17 (specialization);
Speed 2 (dagger), 4 (hammer), or 7 (morning star); #AT 1; Dmg 2-8 (morning
star) or 2-5 (hammer) or 1-4 (dagger); SZ M(5'); ML Elite(14); XP 120
34
Barracks
Guardsmen(6):AC
5 (scale and shield); MV 12; Fighter 2; hp 12; THAC0 19; Speed 6 (longsword),
7 (lt. crossbow), or 2 (dagger); #AT 1; Dmg 1-8 (longsword) or 1-4 (dagger)
or 1-8 (lt. crossbow)*; SZ M(5'); ML Elite(14); XP 65
Guardsmen(6):AC
5 (scale and shield); MV 12; Fighter 2; hp 12; THAC0 19; Speed 6 (spear
or longsword) or 2 (dagger); #AT 1; Dmg 1-8 (longsword) or 1-4 (dagger)
or 1-6 (spear); SZ M(5'); ML Elite(14); XP 35
Sergeant(2):AC
4 (chain and shield); MV 12; Fighter 3; hp 18; THAC0 18 or 16 (morning
star, specialization); Speed 2 (dagger), 4 (hammer), or 7 (morning star);
#AT 3/2 (morningstar) or 1; Dmg 2-8+2 (morning star, specialization)
or 2-5 (hammer) or 1-4 (dagger); SZ M(5'); ML Elite(14); XP 120
Petru
Odobescu, Lieutenant: AC 1 (plate and shield); MV 12; Fighter 5;
hp 32; THAC0 15 (melee weapon, str), 14 (longsword specialization),
14 (ranged weapon, dex); Speed 3 (longsword, dex), 6 (longbow, dex),
2 (hand axe, dex), or 0 (dagger); #AT 1; Dmg 1-8+3 (longsword, specialization,
str), 1-8 (longbow), 1-6 (thrown axe), 1-4 (dagger); SZ M(5'); ML Elite(14);
Str 17, Dex 17, Con 17, Int 12, Wis 10, Cha 7; XP 270
Larethius
Calphates: AC -2 (plate +1, dexterity, and ring of protection
+1); MV 9; Cleric 5; hp 44; THAC0 14 (staff of striking,
str) and 19 (mace, str, -2 with second hand); Speed 4 (mace, dex) and
0 (staff of striking, dex); #AT 1; Dmg 6-11 (staff of striking)
and 3-8 (mace); SA web, spells; SD immune to paralysis (phylactery
of action), immune to spider venom, spells; SZ M(5'); ML Elite(14);
Str 18, Dex 17, Con 16, Int 18, Wis 18, Cha 18; XP 2000
Spells
of Larethius
Inate Powers |
Rng |
CT |
Dur. |
AofE |
Components |
Save |
Dispel
Magic |
60
|
3
|
special
|
30'
cube or 1 item
|
--
|
none
|
Spider
Climb |
T
|
3
|
8
rds.
|
creature
touched
|
--
|
neg.
|
Web |
25
|
3
|
10
trn.
|
8
10'x10' cubes
|
--
|
neg.
or 1/2
|
1st Level |
Rng |
CT |
Dur. |
AofE |
Components |
Save |
Battlefate |
20
|
4
|
10
rds.
|
1
creature
|
electrum
coin
|
none
|
Bless |
60
|
1
rd.
|
6
rds.
|
50'
cube
|
holy
water
|
none
|
Blessed
Watchfulness |
T
|
4
|
9
hrs.
|
creature
touched
|
--
|
none
|
Cause
Light Wounds |
T
|
5
|
perm
|
creature
touched
|
--
|
none
|
Cause
Fear |
10
|
1
|
1d4
rd.
|
1
creature
|
--
|
neg.
|
Command |
30
|
1
|
1
rd.
|
1
creature
|
--
|
none
|
Darkness |
120
|
4
|
15
trn.
|
20'
rad. globe
|
--
|
special
|
Detect
Magic |
0
|
1
rd.
|
1
trn.
|
10'
x 30 yds.
|
holy
symbol
|
none
|
Protection
frm. Good |
T
|
4
|
15
rds.
|
1
creature
|
burning
incense
|
none
|
Sanctuary |
T
|
4
|
7
rds
|
1
creature
|
holy
symbol, small mirror
|
neg.
|
2nd Level |
Rng |
CT |
Dur. |
AofE |
Components |
Save |
Aid |
T
|
5
|
6
rds.
|
1
creature
|
white
cloth, tree sap, holy symbol
|
none
|
Cause
Mod. Wounds |
T
|
5
|
instant.
|
creature
touched
|
--
|
none
|
Chaos
Ward |
T
|
5
|
10
rds.
|
creature
touched
|
playing
card used by rogue of chaotic align.
|
negates
|
Charm
Per. or Mam. |
80
|
5
|
special
|
1
per. or mam.
|
--
|
negates
|
Detect
Charm |
30
|
1
rd.
|
1
trn.
|
1
creature/rd.
|
--
|
negates
|
Hesitation |
30
|
5
|
5
rds.
|
20'
cube
|
fragment
of turtle's shell
|
negates
|
Hold
Person |
120
|
5
|
10
rds.
|
1d4
persons in 20' cube
|
straight
piece of iron
|
none
|
Resist
Fire |
T
|
5
|
5
rds.
|
1
creature
|
drop
of mercury
|
none
|
Silence,
15' radius |
120
|
5
|
10
rds.
|
15'
radius
|
--
|
none
|
Spiritual
Hammer |
50
|
5
|
8
rds.
|
special
|
war
hammer
|
none
|
Undetectable
Alignment |
10
|
1
rd
|
24
hours
|
1
creature/object
|
--
|
none
|
Withdraw |
0
|
5
|
special
(7 rds of comtem- plation)
|
the
caster
|
--
|
none
|
Wyvern
Watch |
30
|
8
hrs.
|
10'
radius
|
5
|
--
|
neg.
|
3rd Level |
Rng |
CT |
Dur. |
AofE |
Components |
Save |
Animate
Dead |
10
|
1
rd.
|
perm.
|
special
|
drop
of blood, flesh, pinch of bone powder
|
none
|
Choose
Future |
T
|
6
|
1rd.
|
once
creature
|
2
grains of sand and rose petal
|
none
|
Dispel
Magic |
60
|
6
|
special
|
30'
cube or 1 item
|
--
|
negates
|
Dictate |
30
|
6
|
5
rds.
|
up
to 6 creat. in 20' cube
|
--
|
negates
|
Glyph
of Warding |
T
|
spec.
|
until
discharged
|
special
|
--
|
special
|
Miscast
Magic |
90
|
5
|
special
|
one
creature
|
--
|
negates
|
Prayer |
0
|
6
|
5
rds.
|
60'
radius
|
holy
symbol, prayer beads
|
negates
|
Protection
frm. Fire |
T
|
6
|
special
|
1
creature
|
holy
symbol
|
none
|
Random
Cuasility |
10
|
6
|
8
rounds.
|
one
weapon
|
bronze
die
|
negates
|
Unfailing
Premonition |
0
|
6
|
20
rds.
|
the
caster
|
--
|
none
|
|
|
*
Crossbows are specified to do 1-8 instead of the 1-4 for a light quarrel.
This is because the kinetic force of a quarrel is far greater than other
thrown and ranged weapons, and as such the damage should be greater.
(based on an article from Dragon Magazine)