u/milesunderground

▲ 6 r/adnd

X2: Isle of Dread; Lizardfolk, Cavemen, and Rakasta

In preparation for my upcoming 2e AD&D game, I am fleshing out the factions on the Isle of Dread. I have a series of short write ups for the individual factions of the Organized/Intelligent groups, and will post NPCs of Note at a later date.

Lizardfolk:

The lizardfolk (or the Z’llstak in the Reptilian language, aka the Sleestaks) inhabit the swamps on the south part of the island, east of the great southern lake and west of the mountains that form the east coast of the island. They live in small family groups of a dozen or so, and make their homes in flooded limestone caves or primitively constructed mud mounds. They are hunter-gatherers and do not trade or barter even among themselves. Their tool use is primitive and what they have is crudely constructed of wood, stone, or bone.

The religion of the lizardfolk is basic but similar to other lizardfolk throughout the world, hinting at a possible link to an ancient reptilian empire. They revere two primary god-like figures, an Egg-Mother representing fertility and a male figure who is a hunter and devourer. This encapsulates the dichotomy of the lizardfolk world view, calm and nurturing within their society, but savage and violent towards outsiders. Similar to their religion which is a simplified version of lizardfolk deities found in other parts of the world, they speak a devolved and primitive form of Reptilian that shares concepts and idioms with variations of the tongue spoken elsewhere.

Lizardfolk share a kinship with all animals who lay eggs, thus snakes, turtles, crocodiles and birds are considered to be like them. This is not to say those animals aren’t prey, as lizardfolk are known to eat anything including their own kind, but egg-laying creatures are sometimes kept as hunting animals or even pets. Creatures that are born live are considered alien and are only seen as prey. (This includes the few reptilian animals that are born live.) Frogs and frog-like creatures in particular are hated.

This respect to egg-laying creatures extends to dragons. While none make permanent home in the swamps the lizardfolk inhabit, there are dragons on the Isle and they are encountered from time to time. The lizardfolk consider the dragons to be avatars of the great-devourer and will offer tribute and reverence, which the dragons sometimes accept. (It is worth noting that this bond does not seem to extend from the dragons to the lizardfolk, as the dragons often treat them as they would any other prey.)

The lizardfolk do not have a written language beyond crude pictograms, however they have an oral tradition that passes down their history through the generations. They are one of the few denizens of the Isle that have some distant memory of the ancient empire of the Kopru, although it is not known if the lizardfolk have a historical connection to those creatures or if they inherited the legends from another source. Pictograms of figures similar to both the Kopru and the demon patron Demogorgon appear as a monster in lizardfolk iconography, often opposed by both the Devourer and the Egg-Mother.

Lizardfolk have few natural enemies on the Isle of Dread, as few creatures other than swamp denizens want to venture into the dens. The exception is with the Cavemen that inhabit the caves northwest of the swamp, as hunting parties from either group will sometimes encounter the other. The result of these encounters usually result in combat, as mammal-flesh and man-flesh are considered delicacies to the lizardfolk.

Cavemen:

This includes various groups of primitive human-like creatures that inhabit the caves located near the approximate center of the Isle, south of the main range of mountains that separate the northern part of the island from the southern expanse. They tend to live in family groups of between one and two dozen individuals, with the groups led by the strongest. They have no written language beyond crude pictograms and speak a primitive language that can only convey basic concepts such as “food” and “danger”.

The cavemen use primitive tools, fashioning most out of chipped stone and bone. They will use wood or bone clubs and fashion spears by sharpening stakes and using fire to harden the tips. Despite this low technology, the cavemen are adept hunters who frequently bring down big game like cave bears, smilodons, swordbeaks and even mastodons. They do so by ambushing these giant animals and driving them into prepared deadfalls, usually pits or ravines that have been lined with giant wooden stakes. They then track the wounded animal until it collapses from exhaustion, and finish it off with spears. As their prey can range many miles before collapse, these hunting groups often encounter other denizens of the Isle of Dread such as the lizardfolk and the rakasta. Cavemen tend to avoid conflict when possible, and will often abandon hunts if they encounter other groups.

Cavemen hunters are adept at reducing a kill to its component parts and transporting it back to their homes. Often all that remains of their prey are the tracks and patches of bloodstained grass. Virtually everything the cavemen use in their daily life is constructed from the animals they hunt. The cavemen do not work or carve stone, however they do pile boulders into primitive defensive walls around their homes, and will often create crude traps such as rockslides both for hunting and defense.

Though the cavemen do not speak a true language, they do sing and make guttural chants. These primitive ceremonies define much of their daily life, as almost all work is performed along with song. Individuals often hum or drone when working alone or in small groups, and larger groups use the songs to keep workers in sync with each other. While most of this singing is utilitarian, it does become performative and emotive during the few ceremonies the cavemen have. Funeral acts are an example of this, as cavemen mourn their dead and will often sing dirges as they bury them in cairns made of piled stone. Dead are usually interred with a few personal items like weapons or adornments, although it is unclear if this is evidence of a belief in the afterlife.

As their name implies, the cavemen make their home in caves however they rarely go very deep into the cavern complexes. Most of the group will live near the entrance of the cave, and if there are a few lower caves they will be used to store preserved meat and other valuables. Deeper caves will usually be burial chambers, and tunnels that go deeper are usually avoided except when the group is hiding from great danger. It is suspected that there are caves in this area that connect to other parts of the island, but these have not been explored.

Rakasta:

The rakasta (or “Cat Men”) call home the hilly plains in the central area of the southern part of the island. They are similar to but distinct from other feline humanoids found elsewhere such as tabaxi and the leonids, in that they lack a patterned fur or heavy manes. They are nomadic and live in great tents that they adorn with various carpets and tapestries. The rakasta speak and write in their own language, and worship a version of Bast. It is unknown how the rakasta came to live on the Isle of Dread, but it is theorized that they are the descendants of an ancient shipwreck that was transporting tabaxi or leonid slaves.

The rakasta have an affinity for the sabre-toothed tigers that are native to the island, and often train them as mounts. Only the mightiest of the rakasta warriors can tame the tigers, and so tiger riders are the elite caste. Rakasta males who have not tamed tigers are of a lower social level, with females being considered the lowest. The rare exception to this is a female rakasta who tames and rides a sabre-toothed tiger, who is then considered a member of the tiger rider caste. Spellcasters among the rakasta are also rare, but are usually considered outside the typical caste system and act as advisors or healers.

The hills the rakasta call home are bordered by the caves of the cavemen to the north, the jungles of the phanaton to the west, and the swamps of the lizardfolk to the east. The rakasta are not on friendly terms with any of their neighbors but rarely enter into their respective territories or pursue conflicts outside of their hills.

Rakasta culture is based primarily on a warrior mythos in which an individual is judged by his success in battle. Disagreements between individuals are usually resolved through combat (sometimes lethal), though less serious offenses may only call for a test of strength. Leadership of the group is determined by a combat trial, always among tiger riders, and generally takes the form of a crude jousting competition where the two combatants will ride close to one another and attempt to strike at each other with their war claws.

The rakasta keep their tents richly appointed with fine silk tapestries and carpets, bronze artifacts, intricate leather work, and silver and gold jewelry. Some of these treasures seem to date back hundreds of years and have a nautical theme to them (lending credence to the shipwreck theory), others have been provided to the rakasta by the aranea as payment for unknown services.

reddit.com
u/milesunderground — 3 days ago
▲ 43 r/adnd

X1: Isle of Dread, First Impressions

After the reasonable success of my B1: Keep on the Borderlands miniseries earlier this year, I am now in the process of doing some light conversion work to run X1: The Isle of Dread for my 2e group. Unlike Keep, which I have owned since middle school and read many times, The Isle of Dread is a later addition to my library. I am familiar with it as a classic module and I have leafed through the well-worn copy I found in a bargain bin many years ago, but I'm not conversant with it. Prepping to run it is the first deep read I have done and I realized I had a few misconceptions starting out.

Firstly, the Isle is much bigger than I was expecting. It's easy to glance at the map and see the 6 miles per hex and think, "Okay, it's a big island. Might take the characters a couple of days to get across it." Once I added it up and compared it to some real-life examples, I discovered that the Isle of Dread has about the same dimensions as West Virginia. Even if you use the smaller scale suggested by some online sources (3 miles per hex makes the Isle match up to the size it is on the world maps for Greyhawk), that's still the size of Vermont. Personally I like the bigger scale and my group's game is not set in Mystara, so matching up to other maps isn't an issue for us.

Having the Isle of Dread be that size (approximately 260 miles north to south, and 140 miles east to west) means that it may not be obvious it's an island at all. My first thought was that the PC's will likely make a beeline for the Central Plateau (a huge mountain at the island's center is a natural lure), but considering the scale I realized it's possible they might not even find the Central Plateau. The only shoreline the Plateau would be visible from would be the north bay, and only its main peak might stand out from the surrounding mountains. Given the surrounding terrain, a viewer would have to be within about 5 hexes to be able to see the island's main peak during clear weather, and there's no guarantee they will delve that deeply into the island's interior.

Since I do expect the group to return (my group includes two other DM's and we alternate running adventures for the same stable of 6-7 other regular players), I don't feel the need to finish the whole module in one go. There are few particular encounters I want to run, the ones that I think are the showpieces of the module, but beyond that I can save anything they don't discover for a later adventure.

The Pirate Lair (Area 7, Map 5)

The pirates will probably be the main conflict of the early part of the adventure. Disappearing native fishermen (and rumors of a sea monster) is an obvious plot thread, and pirates enslaving people is a pretty good stock villain. This is also one of the few encounters on the island that isn't the island in its natural state, the pirates are here to capture people and will be leaving when their ship returns. That gives the encounter a ticking clock.

The Phanaton Village (Area 10, Map 9) is a great encounter map, although it doesn't have an encounter built into it short of the PC's attacking the Phanaton. Since my players are much more likely to adopt a group of lemur-people than attack them, I think a better way would be to have the settlement attacked by an outside force and the PC's aid in the defense.

The Pterandon Terror (Area 15) is another one that I would love for the PC's to get to. The PC's trying to cross rickety rope bridges while hungry pterandons circle preying on stragglers is just a great scenario. It's a bit of Temple of Doom, a little Harryhausen The Mysterious Island, and little Saturday morning cartoon. If the players don't delve into the island's interior, I might have to run a smaller but similar encounter somewhere else on the island.

I am going to be fleshing out the denizens of the Isle in later posts, and I'd love to hear any insights of the community or experiences you've had with the module.

reddit.com
u/milesunderground — 16 days ago
▲ 39 r/WILTY

Trying to Remember the Episode with This Exchange:

Rob says urgently to a guest "(Name), look at me," while trying to explain a point the guest is confused on, and Lee Mack laughs and repeats the "Look at me." I can picture the exchange, but not the guest and not the story. Any help that can be provided is appreciated.

reddit.com
u/milesunderground — 2 months ago
▲ 5 r/adnd

(2e) Combining Nonweapon Proficiencies

I think the Necromancer's Handbook includes a note that a character who has Animal Lore, Herbalism, and Brewing can use those proficiencies together to make Poisons. Separate from whether or not that is a good idea (I'm pretty neutral to it), I thought the idea of having certain NWP's combine to allow PC's to do other stuff was an interesting idea. In particular, I like the idea of combining existing NWP's to do more stuff rather than simply expanding the list of NWP's (since my group sticks pretty close to the base PHB). I also like the idea of letting characters work together with their proficiencies rather than requiring a single character to have them. The idea would be to encourage players to think of creative ways to use their NWP's together to do things they wouldn't be able to do on their own.

The example above with poisons would be Herbalism+Animal Lore+Brewing = Poisoncrafting. Some other possibilities might be:

Carpentry+Engineering+Seamanship = Shipwright

Set Snares+Engineering+Stonecrafting = Giant Rolling Boulder Trap

Artistic Ability+Gem Cutting+Weaponsmithing = A magnificent weapon

Artistic Ability+Blacksmithing+Armorer = a masterwork suit of armor

Heraldry+Ancient/Local History+Forgery = a particularly convincing writ of nobility to allow your peasant squire to compete in tournaments under an assumed identity

Blacksmithing+Astrology+Gem Cutting = Creation of an Grand Orrery

Appraising+Etiquette+History (Local/Ancient) = putting together the perfect outfit for a noble function

Survival+Agriculture+Herbalism = create hybrid plants to improve production or hardiness

Fishing+Cooking+Local History = an authentic down home fish fry.

Weaving+Fishing+Set Snares = basket trap

reddit.com
u/milesunderground — 5 months ago

X1: The Isle of Dread, the Ur-Hexcrawl

I can been doodling along a basic Hexcrawl system for an upcoming AD&D game that I will be running using the OD&D module, The Isle of Dread. I'm basing it roughly on the 1e DMG Wilderness rules, with inspiration from some of the things I have found here and reading up on other online creators. This is very much a work in progress, so any feedback will be appreciated.

The Isle of Dread map uses 6 mile Hexes, and time will be split up into 6 Turns of Day and 6 Turns of Night, each of which covers about 2 hours. Each Turn can be spent by the group taking one of the following actions; Movement, Search, Stealth, Hurry, Skill, Rest, or Watch.

Movement: Moving through a hex covers moving into an adjacent hex from the current location. This costs 1 Action at a minimum, however different terrain types add a modifier between +1 and +4. A road or trail gives a -1 modifier to the movement cost. For example, if the party wishes to cross a Grasslands hex that has trail, it will cost them 1 Action (1 to Move, +1 for Plains, -1 for the Trail.) A party wishing to navigate through a hex of deep swamp or mountains would take 5 Actions (1 to Move, +4 for Mtn or Swamp). The presence of a trail or waterway in either hex would reduce the cost to 4.

Search: Searching a hex costs 1 Action. This will give the party a bonus to a roll to discover a Secret (described below). The party may take this action twice in a particular hex.

Stealth: Moving stealthily costs 1 Action. This gives the party a bonus to their Surprise rolls against Random Encounters. Some character types (elves and halflings in non-metal armor, rangers and thieves) can reduce the cost by 1. This action can be taken twice.

Hurry: This action represents a Forced March. This will give a penalty to the random rolls (Secret, Hazard, and Random Encounter), but reduce the Movement cost by -1. This will also add Fatigue. This action can only be taken once per hex.

Skill: This represents time spent performing a skill or nonweapon proficiency. Examples include foraging for food (Survival), medicinal herbs (Herbalism), or crafting or repairing items and gear. This action can be taken multiple times per day.

Rest: This action represents resting. Each action spent resting alleviates 1 point of Fatigue. As a general rule, characters require a minimum 4 Rest Actions per 24-hour day to avoid becoming Fatigued, and Wizards require the same amount of rest to be able to prepare spells. Rest actions can be taken multiple times per day.

Watch: Characters who are on watch neither accrue or recover from Fatigue. If no one is on watch, Surprise if automatic during Random Encounters. Characters who are awake during the day are considered to be on watch, this action is only required when the party is sleeping (generally overnight).

Each Hex the party explores will have three rolls that the GM will make to represent a Secret, a Hazard, and a Random Encounter. Secrets are boons, Hazards are bad, and Random Encounters can go either way. Each roll is on a separate d6, with a Secret being found on a 1, and a Hazard or an Encounter on a 1-3. Taking a Search action will add 1 to the chance of finding a Secret and reduce the chance of a Hazard by 1. The chance of the Random Encounter is always 1-3, however Stealth will increase the chance the party can avoid that encounter.

Secrets: Each hex may have a randomly determined benefit that careful or lucky adventurers may discover. This would include things like a Food Cache or Water Source, Natural Shelter, a Trail or Waterway, or Tracks or Spoor that can give a clue to Random Encounters in the area.

Hazards: Each hex likewise as a hidden danger that may be stumbled across by unlucky or unwary adventurers. Examples of this would be Bad Food or Foul Water, Natural Dangers like quicksand or rockslides, Mechanical Injury or Disease. Hazards can also add Fatigue, damage, or other penalties.

Random Encounters: This includes but is not limited to Wandering Monsters. These are not automatically hostile or necessarily even combat encounters, though some may be. Generally speaking, these can be good or bad for the party depending on how they approach them. Engaging in Combat adds 1 level of Fatigue. (Multiple combats do not add extra fatigue.)

Weather and Shelter: Weather is rolled randomly and adds a modifier to the Movement Cost of a hex. Weather can be Favorable (-2)/Good (-1)/Fair (0)/Poor (+1)/Bad (+2)/Extreme (+4). Likewise, Weather penalties must be offset by shelter during Rest actions, and bonuses can alleviate extra Fatigue levels. Shelter has a rating of 1-4 that will counteract Weather of up to that level. Basic supplies like a bedroll or a blanket count count as a +1 Shelter, Tents +2, and Natural Shelters can be up to +4. Characters with the appropriate abilities or proficiencies can improve a Shelter rating by one or two levels. Certain spells (like Leomund's Secure Shelter) confer a shelter bonus equal to their level.

Fatigue: Fatigue is accrued at a rate of 1 point per Action taken, so if a party takes all 6 actions in a day, they will have 6 points of Fatigue. At night, if the party rests for 5 Actions and a Watch action overnight, they will recover 5 Fatigue Points. Generally speaking, if the party takes 1 Action to Rest during the day and 5 Rest actions overnight, they will not become Fatigued. Hazards, Combat, and adverse Weather can all add more Fatigue on top of that, so this may require taking days to Rest if they've had an unlucky streak. Characters also can get rid of a level of Fatigue equal to their Hit Point bonus from their Constitution, so a character with a Con 16 (+2) can disregard two levels of Fatigue per day. Con penalties work the same way, and must be overcome with extra Rest actions. A character treated with the Healing Nonweapon Proficiency also recovers an extra level of Fatigue per night of rest. Likewise, any magical healing will alleviate 1 additional point of Fatigue per day (but no more).

The Effects of Fatigue: After every full day of adventuring (6 Turns of Day and 6 Turns of Night), each character will have a level of Fatigue equal to the number accrued minus the number alleviated via Rest. The penalties of each level of Fatigue are cumulative with the previous levels.

0: Not Fatigued.

1-2: Lightly Fatigued. No mechanical effects, however the character is aware of discomfort, muscle soreness, and the like.

3-4: Fatigued. -1 penalty to Attacks and Saves.

5-6: Heavily Fatigued. Movement and Encumbrance reduced to 75% of total.

7-8: Exhausted. -2 to all Stats.

9-10: Debilitated. Movement and Encumbrance reduced to 50%, characters can either Move or Attack each round.

11+: Character is unable to act or move, and must recover. Characters who do not have someone to care for them or who do not have ready access to food and water will not recover and will eventually expire.

My goal is to whittle this down to a usable format, something like a one-sheet the players can reference. They will allocate their actions, I'll do the random rolls and run the encounters, and then keep tally of their Fatigue which will influence their actions for the next day.

reddit.com
u/milesunderground — 5 months ago
▲ 13 r/adnd

Hex Crawl System Recommendations

I am in the early stages of planning to run X1: The Isle of Dread for my 2e group. I want to stay true to the spirit of the module and will be leaning heavily into the exploration. I am looking for a good hexcrawl subsystem I can import into my game.

reddit.com
u/milesunderground — 5 months ago