Sunday, March 27, 2016

This doesn't have grappling rules, does it?

That was a question from a player, during a game of Into the Odd. They had run out of the Underground and into Bastion, having stolen an Arcanum from two old doddering cultists. They had gone to a local bathhouse and met a contact, Grer, who they knew could move Arcanum, but Grer lowballed them (they felt). Grer said they could always take it over to Laugher, Laugher pays well, but he's crooked and a double-crosser. So to Laugher they went, and almost immediately (after an offer of 45 silver), began shooting Laugher and his two men.

Laugher had Tyrant Rod'd one of the PCs into fleeing, and his men were in turn forced to flee - via stealing said Rod, using a Pain Wire oddity. Laugher got the drop on the remaining PC and their two companions. All were down, but above 0 strength. The last PC came back as Laugher was humming to himself and sharpening a long knife, comatose people slumped about his office.

"Oh, there are grappling rules," I said, "what're you trying to do?"

Well, throw Laugher out the window of his top-floor tenement building. I figured this was just a strength save, rolled up Laugher's strength (14), and watched as the dice said he passed a strength check. He grabbed the window frame to keep himself from falling out, and tried to do this to the PC in turn, who made a strength save as well to stay in the room and alive.

(Laugher went back to stabbing with his knife, won, killed the companions, and sold the PCs into slavery. They awoke shaved, branded, and in a mine. My first TPK - though everyone kept their strength above 0, so no PCs really died.)

This is a real strength of Into the Odd - if you can figure some way to grapple and throw a human NPC (or a reasonably-sized nonhuman) into instant death, you can try - but you're not guaranteed to succeed. Whereas damage is going to happen, against unarmored people, but it's going to take longer. Slow but reliable, faster but chancy. To me they're very well-balanced, different approaches. I don't want combat maneuvers to be 'sweep the leg' or the like, unless that's done the way DCC does it. Warriors (and dwarves!) can sweep the leg and do damage. And at higher levels, the leg is gone.

To me that makes combat feel real, like, really dangerous. When I've had rounds where all players and I whiff, it makes combat droll. I mean, if you're enjoying everyone just missing, that's fine. It just makes me feel like I'm doing something horribly wrong. It should be quick and tense. Whiff rounds take it in the opposite direction.

And then I try to figure out how to take this and stick it in my DCC campaign

Even with the absence of to-hit rolls, I want combat to always be moving somewhere dramatic. Maybe I just need something like Detect Magic's Scary Combat Choreography, or, for DCC, a modification to +Claytonian JP's super-sweet Things Hurt and Armor Soaks houserules. Clay has been running it with the soak roll going on in every round (every round a 1 HD monster rolls a d8 to see how much damage it absorbs). I was thinking of it like soak being your 'not getting hit' points, restorable with an Into the Odd short rest, and your Con being your static HP. Pretty sure a Star Wars RPG has been set up this way.

(I also really like how Clay's rules mean you crit on rolling max damage! No more 2-hp-damage crits.)

The problem might be scaling - how does a 3hd monster in chainmail roll soak? 3d12? Averaging, what, 18? I just don't want soak to become another HP inflation. I'm also leary of computing a constitution score for every monster. Probably some will just have soak, and one hit past that, they are DED. Others will get CON scores and take wounds like the PCs.

Other people who have thought about this: B/X Blackrazor has a good post about auto hits in B/X DnD where armor changes the damage die an attacker rolls.

Necropaxis might've done this in the simplest way with Damage Symmetry. Every miss means the enemy hit. Unlike Clay's rules, this will not Make Daggers Great Again (1/4 chance of a crit!), but it does mean less thought goes into changing things up. Maybe. Or maybe since low-level PCs miss half the time, it makes Everything a Meat Grinder.

For now I'm going to get through level 1 before hacking the DCC combat rules much - I feel like once we got away from a massive 0-level funnel of scrubs, combat has been more interesting. But we'll see.

Gameable Moments: Master of the Flying Guillotine

(I own nothing, I uploaded nothing, etc etc. I imagine people who see these things will be inspired to go buy them, because they are awesome.)

Sweet Crom, Master of the Flying Guillotine has an incredible soundtrack. Neu! provides an awesome intro to the villain (who has mastered the art of the flying guillotine) with this song:

And really, the whole villain intro is just wonderful. The villain is entering the story because the hero, a one-armed boxer, has killed two men. These men were apprenticed to the imperial assassin, the flying guillotine wielder, and before their final fight, sent off a clay tablet bearing a drawing of their nemesis (the master is blind, so, gotta have tiny clay tablets). Have to love consequences of the PCs slaying folk, even if said folk deserved it.



HNNN that opening. The downside is that it's hard to describe some evil villain just straight-up coming to kill the PCs from afar, absent some prophesy, mushroom-tea hallucination, astral beast whispering, poison save vision, or near-death out-of-body experience. Which of course are things the game should be filled with, so, just keep them in mind for having some little 'cut to' part where the next villain is described, briefly but awesomely, practicing martial arts and burning down his own fucking house to come after the PCs. 

Saturday, March 26, 2016

Crab Temple Random Encounters

So my PCs for a DCC game went through the Time Portal in Frozen in Time. The time and world they arrive on is somewhat inspired by a Dungeon Dozen post and contains Marlinko and the Slumbering Ursine Dunes. But all that worldbuilding ain't where we're at; we're in a crab temple! The upper levels contain ships that fly through the sky (thanks to a large fluffy plant stalk embedded as the main mast); the lower level is full of somewhat hostile crab folk.


Crab Folk Stats

They're about 4 to 5 feet tall crabs wearing belts, with spears or crossbows. They have wet sponges and 1d6 coppers in their belt pouches and bleed blue blood. They can speak to humans via translator orbs (a chittering-to-Common Ioun Stone, DC 19 to steal, AC 19, hp 2), if they bother to have them.

HD 1d8. +1 to hit. 12 AC. Mov 30' (or whatever a human can do). Spear (1d8) or Crossbow (1d6) and 10 bolts. +1 to all saves.

Max HP: Elite. Has a d3 attack/damage bonus, 14 AC in built-up excess temporary chitin. Can use Mighty Deeds as a lvl 1 warrior.

Tactics: Pincer attack! Flank! Fall back! Defend crossbowmen! Acquire human ghosts! Deploy Horseshoe Crab Dogs! Establish outpost and grow another Crab Folk City!

Horseshoe Crab Dogs

HD 1d6. 12 AC. +1 Atk. 1d6 damage (biting). Mov 40'. 

Max HP: Extra aggressive. Attack has 50/50 change to either cause 1d4 damage from bleeding or knock victim prone (DC 17 Reflex save to stay on foot).


Temple Encounters

  1. Crab tourist family. Dad (crossbow crab). Mom (spear crab). Daughter (gas grenade, DC 15 save or blinded for 1d4+1 rounds). Son (2 short swords, 1d6 dmg each, 2d16 to attack). Want to escape alive, parents will save kids over themselves. All kitted out in religious paraphernalia of their god, Brachyura.
  2. Horseshoe crab trainers (2) armed with crossbows and knives. 2d8 Horseshoe crab dogs on leashes. One trainer has a training gong.
  3.  Wandering ghost. Use a reaction roll, higher means not dangerously insane. Or less so.
  4. Old man pacifist crab. Translator orb, 6 smoke bombs (humans in the smoke are blinded, infravision works through it), dagger. Wants to find snacks. Comes in and out through panels that connect him to the sewers below the temple.
  5. 6 crossbow crabs with two spear-bearers. Just back from target practice.
  6. Priest (blunted spear, 1d6), bearing a ghost in a lead bottle. 3 guards with lightening whips (1d4, double damage to ghosts). Priest can cast Word of Command (language difference won't matter in the eyes of Brachyura) and Paralysis. +5 to cast rolls. 3x spells a day, or can use the spell slot to cause/cure 1d6+1 HP. The ghost is as above, only 50/50 chance of being hostile, but a) the crabs can drive it about with their lightening whips and b) its hideous countenance requires a DC 12 Wil save or you freeze up for a round. The crabs are used to ghosts and do not have to make this save.
  7. Stray Horseshoe crab dog. Reaction roll for hostility! Can be bribed with food; potentially a loyal and happy ally, though has a 50% chance of running off if ordered to attack crab folk.
  8. 2d4 Crab sneaks. Slingshots (1d4, 2d20 action roll to use, or x2 attacks per round). +5 to sneak and picking pockets. Good at running - DC 18 to catch in a chase. Backstabbers - crit on a sneak attack.
  9. 1d6+2 Opium-addled crab folk. -1 to hit (other than any Warriors). Reroll HP with advantage (pick higher of two) when rolling HP. Want to repel invaders and PARTY!
  10. 1d6+3 patrolling guards. Escorting a human prisoner (level 0, occupation: sky skipper crew) to the Ghost-maker chamber for deconstitution. 

Wednesday, March 9, 2016

Running The Nightlight Circus

So if you have not gotten Odditional Materials, and you like Into the Odd, I heartily recommend it. It's got rules hacks like Maze Rats and Odd Dungeons, arcanum and new monstrous beings, and adventures like The Nightlight Circus, which I ran recently.

And if you don't want it spoiled, stop reading! It's a fun adventure with well-thought-out room descriptions, which describe both the rooms and the liminal connections between them (dusky smells versus fresh smells versus a staircase with light leaking through), which is great for making informed decisions. And it's got gambling and creepy folk!

The adventure is a location, the aforementioned Circus, a gambling den fronting for joy-missionaries waiting to brainwash more poor souls clapped in irons. There's a rumors table, but I figured I'd give the players more of a job or mission to have a reason to be there. The husband of a missing City Council troubleshooter hired the PCs to rescue him. Errol Brightlow, John's husband, knew the passphrase to let the PCs in, and gave them 20 pence up front to gamble with and blend in. Errol was a great reason to have them start in the Circus, rather than trying to shake the password out of random gamblers in various other parts of Bastion.

(Gambling in Into the Odd is fun! I imagine this maps to most OSR games. I decided games of chance would pay out on a 5-6 on d6, since the house clearly has an advantage. Games of skill required a WIL save to win. In games with a Wisdom score, I'd have them roll under that, possibly with a +1 per opponent.)

One of our players was rousing up a distraction, winning at cards, whilst the other used his starter package to try to read a grinning cultist's mind. Failing, he cast about for a familiar face and found... Santos Barbato, a confidant and bomb enthusiast. They spoke of the place at length and I rolled for a random encounter, discovering that a grinner had brought in vicious dogs who got loose. Toby, the professional duelist PC, ascended the bar and shot one dog down, while Lazarus abandoned his card table and rushed the south doorway, leading past the gaming front and into the quarters of the cultists.

The players killed a waiter rushing out of the gambling room, as the remaining dog caused an enormous mess of things. The waiter managed to down a companion, but they dragged him south and entered a room with a fire pit and couches, where a hugely muscled man hunkered down, captured and iron-clapped sailors imprisoned behind him. The PCs bested said man in combat, incapacitating him and stealing his thoughts, thanks to Toby's starting gear/traits - low stats and alright HP had given him telepathy. They freed prisoners and had them go through a doorway which smelt of fresh air.

Each room describes the passages out quite succinctly - well enough for the players to make decisions, without giving away more than their characters could get from standing at the threshhold. This is incredibly helpful when they're deciding where to go next.

The seriously injured strongman gave some clues as to Brightlow's location, due to our thought-stealing PC, and then was summarily thrown partway through an illusory wall, which electrified him to death. The PCs jumped through into... the Loot Room. My only regret is not pondering the loot room's description a bit more.

The loot room paragraph states that anyone disturbing the treasure would be known to the Joy Machine. That's well and good... but it is an immobile column of light, which has no obvious means of communicating with its people. If I had thought things through in advance, I would've decided that it could communicate with Copper, a beastly and mobile fellow, and send it after interlopers. As is, I figured it'll know who did things, and the cultists will be after the thieves... So a reaction perhaps more suitable to a second session, and less towards a one-shot. Hopefully I'll manage some time to run this again, and when the same players can return.

(The other question I would've answered with a bit more forethought: what happens if the players cut or destroy the electrical cables between 3 and 11? I'm sure that they could cause serious damage (d10), but what happens? Terrible, wonderful things, I'm sure. Copper running around on fire, dogs running around on fire, etc.)

Suffice to say, the players wisely snuck around / away from the Joy Machine (one had a Smart Arm oddity which was gnashing its mental teeth near it). They killed another enslaver, freed more prisoners (so now 10 random Bastiards owe the PCs their lives) and escaped, leaving an enraged/joyful Copper and company to hunt for them. Errol and John, reunited, headed home. The PCs got away with 125 silver each, and a 10g piece of Golden Lands jewelry with a melt value of 4g - they intend to find a very discreet fence and get a fuller price for it.

Twas a great adventure! The Circus-folk are wonderful, creepy characters, and it was nice that their lair has a public-facing front where the PCs can pretend to be about for legitimate reasons. I regret not thinking through the Loot Room implications, but I think it worked out fiiiine. And certainly the adventure does a good job of making dangerous things obvious - like the Joy Machine, which seemed to creep folks out.

Saturday, February 20, 2016

Into the Polar Ocean: Things Get Worse

Things to do in the Polar Ocean
- Die horribly.
- Never return.
- Barely make it back to civilization as a babbling husk of your former self.

Polar exploration is something of a last resort here. There are plenty of unexplored islands and a whole continent to your South. Anyone that tries to solve the mysteries of the world by sailing North deserves what they get.

From a 2012 post Chris wrote about the Polar Ocean.

If you decide to run the awesome detachment-and-boat focused mini-module, Into the Polar Ocean, you will inevitably run into lots of times where the daily rolls indicate that things get worse, somehow.

Now if things get worse once in some unforeseen way, or twice, a GM can probably improvise and roll with it. But when things get worse in 5 different categories at once, you need something that hurts the PCs without the classic 'Rocks fall, you all die.' Unless there were several tons of floating rocks levitating above the PCs' boats, in defiance of God's Will and all Natural Law.

If things can't get worse, they find a way.

Gravity

  1. A deck collapses! Lose d6 days of rations.
  2. Another deck collapses! The weapons and gear of a detachment are rendered useless; their attacks are impaired.
  3. Taking on super-dense water! A battalion must bail it out or the boat will not be able to move.
  4. A few tons of granite appear above the ship. At least it's shady. If re-rolled, they fall, dealing d6 damage to the ship and anyone abovedeck.
  5. Low gravity! Ranged attacks are enhanced, melee attacks impaired, and if the ship hits waves the wrong way it'll be floating in the air. Can be subject to falling damage if gravity ratchets back up.
  6. The boats develop their own gravity! One can walk along the walls or the sides of the hull. If in close proximity to one another, the ships may ram into one another for d6 damage to each.

Perception

  1. One battalion sees the other as Agents of The Enemy, and will attack! Getting between the two to stop this brawl is a risky act.
  2. Darkness blots all but your peripheral vision. All attacks are impaired. There are good chances (50/50 or make a WIL save) to go in the direction you want to go in, otherwise you go the opposite direction.
  3. There's too much static screaming in your ears for any verbal communication. You can barely think.
  4. A shuddering, jumpy image of an Astral God's Human Form is on deck. d4 WIL damage if you have business up there. Battalions will need to be cajoled or beaten to get up there and work.
  5. The PCs appear to be Agents of the Enemy, and at least one battalion will hunt the ship for them today.
  6. A giant crab swims up to the ship and begins attacking it! This is entirely illusory, but a battalion may fire on it and damage the ship, or any neighboring ships. WIL save to get them to cease fire, if you can even tell this is an illusion.

Time

  1. You and your crew need d4 Rations to get through today, as it seems to never end.
  2. 50/50 chance you do the opposite of your stated intentions, as you have fallen into the wrong timeline.
  3. Future-version of your ship sails by. d4 WIL damage, but each PC can reroll any one roll thanks to their (terrified, terrifying) advice. Touching your time-duplicate will do d6 damage; the applies to ships as well. Basically, Timecop rules. Remember Timecop?
  4. Accelerated entropy. Boat takes d6 dmg. If it is armored, armor can reduce damage, but is damaged in turn and will provide 1 fewer point of protection until repaired.
  5. Fast time! You may skip one level of dice-rolling (d4 can go straight to d8, or vice versa) because of the velocity you gain. Also age 2 years and 10 years go by in Bastion.
  6. Time loop! You start each day with this day's stats, in the same place, and must figure out a way to get out. After a day or two some Astral God vision should start giving clues about how to get out, feel free to make up more scenarios/ways out. WAYS OUT: a) everyone must be Good To One Another. Requires at least a WIL save, probably some extra rations burned up making bathtub gin. b) Break the Flying Hour Glass that suddenly started circling the ships. 8 hp 1 armor, d10 dmg (slings and arrows of outrageous fortune. literally slings and arrows.).  

Matter

  1. Organic beings corrupted! Role on a mutations table
  2. Boat becomes sentient, may or may not want to be a part of this foolishness. Does not want to die. 2d6 WIL.
  3. Water is a powerful intoxicant. Beer and rum doubly so. Battalions may become totally (and understandably) wasted, given how bad everything probably is.
  4. Wood grows. You have to hack through doors (d4 hp), the mast is twice as tall, rigging and sails must be improvised or cannibalized from other boats.
  5. Rations scurry about! A battalion must hunt for them today or you will lose d6 rations. If they hunt them, the scurrying parts of the rations will count as an extra ration, if you can choke that down or sufficiently disguise it.
  6. Gunpowder works too well! If firearms or cannons are used, they work once and then are rendered broken.

Energy

  1. All organic beings sparkle with electricity. Contact deals d6 dmg to both. 
  2. All organic beings are incredibly fast today! You can run at super-speeds but it's a DEX save or slam into something for d8 damage. DEX save for any fine or delicate work.
  3. It seems to require more force to achieve the same acceleration. Battalions must be encouraged to get any work done, and an extra d4 rations will be consumed.
  4. So cold, icebergs form in jagged, submerged masses. The boats must be carefully piloted to avoid d6 damage.
  5. Light is slowed. Ranged attacks impossible, nothing is quite where it appears to be. Good luck driving the boat through any obstacles.
  6. Standing water boils, always. The water already inside your body is fine. No one can drink water, giving a disadvantage on any rolls requiring cerebral acts or endurance (disadvantage: roll twice, take the worse of the two rolls). If injured (STR damage), then the wound may expose blood and deal an extra d4 damage as it boils.

Wednesday, February 17, 2016

Into the Odd: One Page Ruleset is awesome

I ran Into the Odd for a friend, using the Underground area generator in the one-page edition, which was awesome. I had zero prep, other than reading one-page encounters and locations, and playing a bit of this solo through the same area. It was my friend's first time playing any tabletop game; he enjoyed it enough that he's bought his own set of dice and will probably try to run ItO on his own at some point.

His character, Trent, and Trent's companions, Finn and Kathi, awoke in the Underground after fleeing a failing expedition. We began at location (4), the horrible merging machine. After creating a terrible weapon - a throwing club - and an over-large brick that was soft as shale, and no random encounters wandered through, they moved on. There were 4 exits to the room, and it was at this point I realized I didn't want the player to have to pick a direction blindly. I rolled for the next 4 areas, and improvised some artifact or sound or smell which would let him make some kind of decision. Due South was area (9), an abandoned train station full of luggage and blood, so he saw a single sock in the corridor. (8) was East, with its mounted guns, so he could see a dull brass cartridge. North was (11), so, a smell of mildew and the sounds of faint singing, from a lake and its talking fish. West was a fighting pit (10), so he could smell sweat.

I was rather proud of this detail; I didn't want him to make navigational decisions without any clues to what he could find. He kept the Northern route in mind, but headed South, where he gathered up 4 silver in goods and his first random encounter: Ivo Calico, hungover aristo. After sufficiently insulting the three, going on about parties and how the Golden Lands are a Bastion city council conspiracy, Ivo offers them a gold each to walk him out of the Underground and back to Bastion. Trent accepts.

The first monstrous random encounter occurs, where a huge block of flesh clomps down the train-tracks. Trent and co. hide and, DEX save made, are not discovered. They head North and North again, arriving at the lake of talking, lying fish.

The fish tell Trent to take the stairs down, if he finds any, to leave the Underground (in reality this makes encounters more frequent). They say that the Underground is upside-down, and the way out the top is further down. They also say they'll trade rations for silver coins, which excites Trent's avarice. He throws a ration into the lake and waits. And waits. He concludes the fish are full of shit, and moves on East-South-East, towards the sounds of chanting.

Naked old men worshiping Arcanum awaited the four. A WIL save and humble pleading meant that one of them could direct Trent and co. out, due North.

The way out turned out to be an ambush; Finn fell in combat, but Trent and Kathi and even Ivo managed to drive off the mutant weirdos. Finn, bandaged, recovered as they marched out into Bastion. Ivo insisted they all sit down for a daguerreotype, so he could remember these common-blooded idiots in perpetuity, and later paid them their due.

Saturday, February 6, 2016

Forlorn North / Frozen in Time hexcrawl encounters

An encounter table for the Forlorn North, the setting in Goodman Games' Frozen in Time. This was, of course, heavily influenced by Goblinpunch's Have a Nicer Trip, which does random encounters so well.


  1. Death Yaks
    1. Charging at you, chased by 1d20 wolves
    2. 3d4 Herders, 6d10 death yaks. Herders looking for a missing one in a nearby summit/vale, will pay for its return
  2. Flying Laser Ursine - stats are in Crawling Under a Broken Moon, issue 10. If you cannot pony up the dosh, take bear stats, add a laser attack, flight, and laser grapple. They serious business.
    1. 1d2 adorable, friendly cubs. Mother arrives in 2d6 rounds. She will not be happy if the PCs are doing roughly anything other than fleeing.
    2. Caught in a Portable Prison, some old cage-generating relic. Lockpick to free, dc 10 if you use DC. 2d4 rounds till a Hill Giant nomad comes by to check his trap.
    3. Fighting an owlbear. Dead death yak is burning low off to one side, 50% a small localized forest fire results.
  3. Hermit
    1. Actually Tsrura, Petty God of Time's Wintery Death(#176). Watching frozen trees drop branches, or ice crystalize over a puddle. Friendly PCs will be ignored, angry/bitchy PCs will get Hexed, Cursed, or Geas'd to wander 100 miles away. Those PCs will end up somewhere else, very short on supplies.
    2. Hiding in a tree. 1d5+1 wolves below. Will join party as a Level 1 Cleric of Crom. Not initially an exemplary example of Crom's devout. 9hp, STR 9 AGI 9 CON 7 INT 9 PER/WIS 16 Luck 9. Sack, 4 torches, 3 days rations, waterskin, thick fur cloak (+2 AC), empty longsword sheath.
  4. White Ape Science Villains
    1. Escorting 2d4 captured tribesfolk to a nearby Crystal Dome habitat.
    2. Trying to repair their crashed Ornithopter. Sloppy perimeter established as the boss is too busy chewing everyone out.
    3. Raiding a tribesfolk tent-town, set up around an old Hyperborean statue. The tribesfolk are all Bentbacked, hobbit-sized, and vicious, bleeding black blood and suicide bombing the White Apes, who fire some kind of ray emitter. The village is burning.
  5. Sabre-toothed tigers
    1. Eating a mammoth carcass. The bones are scrimshawed and look to be made of silver. The smilodons will not appreciate PCs trying to walk away with part of their kill.
    2. Starving, mangy. Will stalk PCs and attack at night. Bite attacks: save (vs poison) or start developing rabies.
  6. Meks: War refugees
    1. Seeking guides to Gonewater, a Hyperborean (space) port
    2. Pursued by Last Castle deathbots, 1 hour lead at present.
  7. Krib Mountain Cultists
    1. Carting a vat full of the cut-up remains of a upper-level member. Will be reincarnated at Krib Mountain.
    2. Disguised as merchants, looking for 'escorts,' sacrifices. Hollow Ones.
    3. Conducting a ritual around standing stones. A few nomads are inside and cannot seem to leave - the air itself seems to wall them in.
  8. Nomads
    1. Religious pilgrims to Moothill. Accepting of PCs tagging along.
    2. Successful hunters w/ furs and food to trade. One has an emerald plucked from a demon's eye socket in Whitethorpe.
  9. Merchants
    1. Lost. Cheap prices for guides to Moothill.
    2. Flush with gems, riding yak-pulled floating disks. Willing to take passengers.
  10. Bentback tribesfolk. Hateful mutant-things, can be bargained with if you're clearly outclassing them, 50% they follow and try to ambush you when you sleep. 1HD, d6 spears, AC as leather, darkvision 80'. Have 1d4-1 bombs (2d6 dmg) and will make traps and try to lead you into them with fake retreats, or just rush you and detonate them.
    1. Besieging a human tribe's current location, holed up in a hillside ruin.
    2. Turning their village into a multi-level Siege Tower! At the top the PCs can see a golden saucer-shaped device. (Given a few more weeks work, it may be rolled towards a human village. The device at the top can fire a beam which sets buildings afire. 3d12 damage, save (reflex or breathe) for half. It would require a small army to move and is worth 3000 gp to a king, if you can wash it out first.)
  11. Odobenmen - walrus-folk. Bipedal walruses. If you don't have stats from Frozen in Time, 1HD, d6 swords, AC as leather.
    1. Wearing mind-control collars, carrying a poorly-drawn map, heavily armed and wary. Crossbowmen with AC as leather, chain mail clad warriors.
    2. Desperate refugees, trying to escape mind control. One wears a control collar in secret and is scouting for adventurers with treasure.
  12. The joke is, my players jumped through time and/or space and are no longer in the Forlorn North, but hopefully this will serve someone else well!