Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Sunday, 5 February 2023

Encounter: Granny Grindle


Hooray - Granny's in Town!
Hide!
Art: Fritz Mock

Granny Knows All

"Granny" Grindle (AKA Granny Grind-Your-Bones, AKA Granny Tattle) is a greenhag who lives alone in the wild a few miles from the nearest village, in a turf cottage built in front of a cave on a mossy outcrop of rock which is accessed through a stout wooden door. She is evil, sure, but she has a weakness for knowledge which she hoards almost as obsessively as she does the bones of her many victims.

When divination has failed and sages have shrugged their shoulders, those that are desperate, foolish, or greedy enough might consult with Granny Grindle.

Granny has 39 hit points and a collection of what she calls "nicknacks". Most of these are in fact bones she's carved to pass the time, and quite a lot are folkitems - macrame, basketweave, and even knitted goods brought to Granny as offerings by people in the local area. These people she doesn't eat very often; she likes the status she has amongst them and their offerings of local gossip are worth more to her than jewels. She uses the information gathered to subtly stir up trouble in the local villages, stoking grudges and creating misunderstandings with carefully worded ambiguous statements which can never quite be proven to be malicious on her part. It's like a 200-year-old soap opera, and Granny loves her soaps.

"Outsiders", other than ogres and giants whom she enjoys the company of, are a different kettle of fish. A poor reaction roll will see them eaten before negotiations of any kind are opened. Assuming that a party approaches her with the intent to consult her and she doesn't take an instant dislike to them, then a fee may be arranged. Granny is a plot device, so her chance of knowing the answer to a question must be decided based on the DM's campaign and the nature of the question but generally it should be high if it deals with history or magic within about 100 miles. She should have a good chance to identify rare magic items too, again depending on the DM's conception of the campaign world. But assume that Granny has some supernatural sources of information.

Granny will generally work by giving a partial answer to show that she knows whatever it is a party is interested in, then demand that they agree to perform a task for them. If they refuse, she will kill them. If they agree she will use her special power group quest (1/week). This is like the normal quest spell (cleric, 5th level) but it will affect any number of creatures (of Int 3 or above which can understand the language of the demand) within 6" who are willing. The spell will dissolve if any member of the group fulfils the demand or of the demand becomes impossible (e.g., a quest to find and bring a certain person back to the caster will dissolve if that person dies). The members of the group will magically know if the quest is dissolved. The task is a single collective one - each member can not be assigned a different task even if they are related, for example each member may not be quested to retrieve a different part of the Rod of Seven Parts. Finally, the spell fails if the caster tries to change the quest from what was agreed; but otherwise there is no save. Other than this ability she has the normal powers of a greenhag.

Her demands are invariably one of two types:

  1. Bring back some information about something or someone. She is willing to entertain suggestions about what she might like to learn about but she's always on the lookout for information about other hags and witches or anything about local nobility which might be good for blackmail.
  2. The death of someone who crossed Granny and escaped. This includes people who found a way to break their quests, even if the spell was dissolved automatically for some reason. Granny only cares that they didn't come back with the results she demanded.
Once the quest is fulfilled, of course, there is no ongoing obligation on either side. If Granny thinks that a person might perform other useful jobs, or is in fact a bit dangerous, then she will feign friendliness and bid them good day.

Any outsider who seems unlikely to be of interest to Granny again will go in the pot for stew.

If you are using the previous post's map, I'd place her on the Copeland Island (Hex 0400).

Treasure

Granny has some "real" treasure, mostly collected from the remains of those who ended up in the pot:

Coins

346 pp, 471 gp

Gems
Blue Sapphire (1000 gp)
Chalcedony (50 gp)
Deep Green Spinel (100 gp)
Freshwater Pearl (10 gp)
Golden Yellow Topaz (500 gp)
Total value = 1660 gp

Magic Items
Cubic Gate - 1: PMP, 2: Happy Hunting Grounds, 3: Seven Heavens, 4: Ether, 5: Nirvana, 6: Elysium (17500 gp)
Potion of Fire Resistance (400 gp)
Total value = 17900 gp

Total value 21761 gp

The cash is scattered about in little clay pots in the cottage; the gems are woven into dream-catchers in the windows along with lots of coloured glass and ceramic. Magic items are hidden in the cave behind various heaps of bones.

Appearance

Granny generally looks like a little old human woman in dirty but normal clothing. However, she is habitually invisible when not in her cave/cottage, travelling around her domain using pass without trace and spying on locals to increase her knowledge. If she sees a party approaching she will (assuming that she doesn't just attack them) ensure that they encounter her in whatever form seems most likely to aid her negotiations within the restrictions of her change self power. She may appear as a human, halfling, or half-elf. She may even appear in her natural form if she thinks it will help put the party on the back-foot.

Tactics

All discussions will take place outside the cottage in an area around a cauldron with tree-stumps for seats. She will insist on everyone sitting and she will sit with her back to the open woods, not the cottage. She's been nearly cornered in the past and will not let herself be pushed into a confined space.

If negotiations break down or Granny feels that something is amiss, she will turn invisible and then use pass without trace and her 90% move silently ability to quickly withdraw and evaluate the options. Her preference will be to pick off a party one at a time but her surprise chance will be only 1-4 against a party who have seen her turn invisible and are expecting trouble. 

Her terrible strength is her main weapon and if she is able to surprise a target without a helm from behind each successful attack with her clenched fists during surprise will do 6 damage and result in unconsciousness if she succeeds in a roll on the assassination table. If there is no one within 12", an unconscious victim will have their throat cut (instant 0hp and bleeding out). Note that any attack negates her invisibility, but once she has resumed that she may mimic the dead figure's voice to lure others into her grasp.

Granny is particularly deadly against humans at night.

Location

Granny will be found just on the edge between inhabitation and wilderness; a few miles from the nearest village just inside a forest or scrubland. Maybe on an island that can be reached by rowboat without too much danger. 

If you are using the previous post's map, I'd place her on Copeland Island (Hex 0400).

Don't forget that a greenhag can swim as fast as an unencumbered human can walk and can breath water.

Monday, 20 May 2019

Monster: Glauklite

Glauklites are bizarre human-sized owls with human arms, which are normally encountered with the equipment of a standard hoplite: long spear and large shield. They have claws with which they can make attacks but these are so short that against a non-prone opponent they can only be used as an unarmed combat attack. Against a prone opponent, they can be used normally and in addition to any attack made with a melee weapon.

Glauklite

Frequency Uncommon
No. Appearing 2-12 (x10 in lair)
Armour Class 8
Move 9“/15” (3“ in soil)
Hit Dice 1-1
% in lair 20%
Treasure type Lair: Q, S, 15% 1x any magic
No. of attacks 1 (sometimes 2, see below)
Damage/attack By Weapon or 1d6
Special Attacks Surprise 1-4
Special Defenses Shape Change, Senses
Magic Resistance Std
Intelligence Low
Alignment N
Size M
Psionic Ability nil
Psionic Attack/defense modes nil
Level I
XP 11+1/hp

They can shape change into the form of normal-sized owls for short periods (no more than three turns in every three hours), allowing them to flee a combat which is going badly, circumvent obstacles, or track an enemy with the silence owls are famed for. When they change shape, whatever they are carrying is somehow incorporated into the owl-form and re-appears as it was when they assume their “normal” shape again.

While in owl form, they surprise on a 1-4 instead of the normal 1-2, and in either form their eyesight is remarkable in all ranges, as is their hearing, so they are surprised only on a 1 in 10.

They are capable of throwing their spears, although they do not generally carry more than one, so this is rare.

Glauklite lairs are normally (90%) ruled by a larger member with 2 full hit dice and 1-6 wingmates of 1HD. 10% of lairs are ruled by a family of 2-5 giant owls (MM p77), in which case add the latter’s treasure to the Glauklites’ total.

If the largest possible lair is encountered (i.e., 120 individuals base) then there is a separate 11% chance that it contains a family of owlbears (MM p77), in which case add the latter’s treasure to the total.

Flocks of Glauklites lead by giant owls will generally be less aggressive to strangers on first contact (+10% to reaction rolls); those with owlbears will be more aggressive (-10%), and those with both or neither will roll normally for reactions.

Lairs in wilderness will normally be burrows dug in soil, or occasionally sand.

Glauklites speak the language of giant owls whether lead by them or not, although normal members are not intelligent enough to engage in any deep level of conversation.

Sunday, 5 May 2019

Monster: The Microzons

Microzons

Microzon

Frequency Uncommon
No. Appearing 20-200
Armour Class 7 (8+1)
Move 6"
Hit Dice 1d4
% in lair 50%
Treasure type Indiv K; P, Qx5, I (magic only) in lair
No. of attacks 1
Damage/attack 1-4 or by weapon
Special Attacks Missile fire
Special Defenses nil
Magic Resistance Standard
Intelligence Low
Alignment CE
Size S (3'-4' tall)
Psionic Ability Nil
Psionic Attack/defense modes Nil
Level I
XP 7+1/hp

Microzons are a diminutive race of women who dwell in caves, deep jungle and ancient forests, or in the underworld. They are chaotic, treacherous, and argumentative with each tribe lead by a matriarch who's rule extends as far as her (screechingly high-pitched) voice can carry.

They hate humans, or indeed anything bigger than themselves, dress for combat in untanned leathers which quickly become tatty and as dirty as their owners. In lair, they will have some (not very diligent) guards but most of the tribe will be wearing loin-cloths and able to move at 9".

The microzons as a race respect only mothers and if any manage to become pregnant she will immediately leave the existing tribe, along with her allies, to form a new one. If there is nowhere to go to, the result will be civil war until only one mother is left.

For every 12 microzons rolled in an encounter there will be a (raiding) party-leader and her two guards, both with 4 hit points. For every 25 there will be one heroine of 5-7hp and fighting as 1-1HD (CL 1).

All microzons are adept with short recurved bows and attack at +2 with them, doing 1-5 damage (d6, treat 6 as 5). Heroines will have +1 reaction/attacking bonus (thus attacking at CL 4 with the bow).

Other equipment will include a shield which is hitched over the back while using the bow, short spears (5', wsf 6), and a dagger, which they can throw in extremis.

In lair, most will have access to footwoman's picks, as they greatly prize silver and gems which they will sometimes trade with or for. They are poor workers however, due to their dislike of orders, and mine only half as quickly as goblins while having the same discipline issues (see DMG pp105-106).

The chieftain will be a full 1HD leader with 1-3 levels of clerical ability (sans HD). If you want to stat-up leaders, use average dice as per normal NPCs and give +1 STR, +2 WIS, and +3 CHA. If you're using psionics, then leaders may be so capable.

The instinctive reverence for motherhood means that there is a vestigial higher-order structure to the microzon's society and leaders of tribes will consult with leaders of other tribes who are older and, most importantly, have more children. If a tribal leader speaks of a "Queen" they will have one such mother-figure in mind, but which specific elder is meant will vary from chieftain to chieftain depending mostly on locale.

The highest honour and the title of "Grandmother" will be given to the oldest few and there are usually only one or two such within a hundred mile radius of any given point, at most.

As with many chaotics, a common enemy can bring more than one tribe together into a squabbling, short-lived force to be reckoned with.

They worship a range of goddesses, chiefly Artemis, Hecate, and Eris.

The are a long-lived race, with Grandmothers sometimes reaching 1000+ years.

Anyone that can find a suitable image for this that isn't basically porn is welcome to let me know.

Wednesday, 26 April 2017

Magic Item: Cloak of the Berserker

How many friends have I killed today?
This appears to be a normal bear-skin cloak with a gold broach at the neck. It will fit any half elf, human, or half-orc and while worn it reduces movement penalties for terrain by one step. It will also keep the wearer comfortably warm down to -10°C (14°F) and prevent frostbite down to -40°.

If the wearer is struck for damage (other than falling damage), the magic of the cloak will cause it to become unremoveable and in addition each point of damage gives a 1 in 10 chance (non-cumulative from hit to hit) of causing the wearer to transform into a large and very angry bear - specifically the one that donated its hide to make the cloak. The bear will act pretty well as a bear and fight anything nearby, starting with anything associated with the damage that set the transformation off. After that it will simply turn on the nearest animate creature or object in reach/sight. The bear can only be struck magical or silver weapons and can continue to fight after 0hp in the same way as a true bear.

This process will continue until ten combat rounds have passed without the bear being hit for damage or doing any damage. At this point the transformation will wear off and the owner of the cloak will be found standing in it, probably otherwise naked and with their possessions scattered around the area (consult the lycanthropy rules on DMG p23 for effects of wearing armour during the change).

If the wearer is struck for damage but does not eventually transform, the enchantment on the clasp will allow the cloak to be removed after a similar ten rounds wherein no damage is suffered or dealt.

The specific bear form is one of the following:

1-12 Brown
13-15 Black
16-18 Cave
19-20 Polar

When the cloak is placed or found, the DM should roll the hit points of one of these bear types and retain these. Damage done to the bear comes off these and heal at a rate of three per day if the bear does not manifest or just one point if it has done so within the previous 24hrs.

If the bear is killed in combat the cloak will not activate again for a full month, at which point the bear will be at its full hit points again.

On returning to normal form the owner will have lost half as many hit points as the bear did, and may therefore be dead.

The magic of the cloak will detect as alteration and necromancy.

xp: 200+100/HD (ignore +'s)
gp: 600+500/HD

Thursday, 6 April 2017

Women (Amazons)


Amazons

Frequency Rare
No Appearing 20-120
AC By Armour
Move 12"
Hit Dice 4-7hp
% in Lair 80%
TT Individuals K; I, Y
No of Attacks 1, 2, or 4
Damage/Attack by Weapon
Special Attacks Leaders
Special Defenses Leaders
MR Standard
Intelligence Low to Exceptional
Alignment Chaotic (N or G)
Size S to M
Psionic Ability See Below
Attack/defense modes See Below
Amazons are human women who have abandoned their native patriarchal societies and banded together to live on their own terms.

Amazons are found in remote areas away from any male-dominated cultures: forest, jungle, and mountains are most likely, with other terrains only if very isolated indeed, for example on an island or aboard a ship.

Encounters in other terrains being with raiding parties of 10 to 60% of the lair number (so roll 2d6x10 for the lair, which is somewhere in the general region, if possible, and another 1d6 for the size of the encountered party).

Amazons are highly adept with missile weapons and a group will be armed as follows (in addition to a dagger):
d10 Weapons
1-6 Short comp. bow + spear
7-8 Spear + large shield
9 Javelin + large shield
10 Long comp. bow + javelin

All amazons are proficient with all these weapons; these are simply what a group will be armed with during a random encounter.

Due to their constant practise the amazons will attack at +2 to-hit with whichever missile weapon they possess (spears used as melee weapons receive no bonus). If fighting a group which is led by or mostly made up of human males, the amazons will attack with a berserk fury and receive double the normal number of attacks with the weapon (including bows).

They will never check morale against such a group, although leaders may call for a tactical withdrawal and if that is not possible, they will fight to the last man on the opposing side, or the last woman on their own.

Stats

If needed, an amazon’s individual stats are rolled as per DMG pp 11 and 100, “mercenaries”, thus strength runs from 7 to 16 and constitution from 9 to 18, with a minimum 4hp; other scores run from 6 to 15 and base hp is 1d3. Leader types should be rolled with 4d6 (discard lowest) in order with low scores being boosted to class minimums.

The bonus to missile fire is in addition to any dexterity bonuses and, like them, is reliant on having no encumbering weight or armour, so normal amazons dress simply in practical clothing for the terrain they are found in, although if arrayed for war 20% will wear leather armour if they have nothing better (i.e., magical armour). Shields are worn on the back while combat is at range, negating the penalty for the bulk of the large shields they prefer, and adding 1 to AC from the rear only.

All amazons, including leaders carry main weapons designed for their specific strength and these will be at half range and do only d4 damage if used by anyone of lesser strength.
8th level (superhero) amazon leader

Leaders

Amazon leaders are fighters if warriors (d6: 1-4), and clerical (5-6) of various female deities otherwise. Clerical amazons are proficient with and able to use the same weapons as above.

For every 10 amazons encountered, one will be a 1st level leader, for every 20 a 2nd level leader, for every 30 a 3rd level leader, and for every 40 a 4th level leader.

Each lair will include a warrior (tribal) queen of 5th (if less than 70 amazons encountered), 6th (if up to 90), 7th (if up to 110), or 8th (if 120 amazons are rolled).

A lair will sometimes (5%) include a magic user of 6-11th level who does not normally venture forth with the normal patrols or raiding parties.

Leaders of the 4th level upwards will have 1-3 assistants of 1-3 levels lower and of the same class (so a 4th level cleric amazon who has one assistant will have a single 3rd level cleric assistant; if she has 3 assistant they will be 1st, 2nd, and 3rd level). These assistants frequently carry their mistresses’ extra gear such as spare arrows and spears.

All leader types have normal chances for psionic abilities and disciplines. Leader types do not receive followers apart from the other amazons.

Companion Animals

Amazon lairs will contain 1HD of companion animal per 5 Amazons (including leaders).
Each band of amazons will have a single type of animal as rolled below:
d100 Animal
1-50 War dog
51-70 Owl, giant
71-80 Wolf
81-85 Eagle, giant
86-90 Hippogriff
91-97 Gryphon
98-99 Pegasus
00 Snake, giant poisonous
These animals will be trained to a high degree and even the snakes (a holy animal for these tribes) will be able to respond to being called by name and the queen of a specific tribe will be able to speak to animals of that type, even if they are not from the lair.

In the case of giant animals, the lair or its surrounding area will contain large numbers of the natural animal too.

If the terrain of their lair makes it reasonable, amazons will also use normal horses for mounts.

The Amazon Queen

It is rumoured that there is a Queen of the Amazons somewhere, a 12th level warrior (i.e., fighter) whose treasure includes a magical girdle that gives her the attacking bonuses of a fire giant, but not the carrying or throwing capacity. The Queen’s recurved composite bow was reputedly given to her by her goddess and requires a strength of 22 to draw it properly and 18/50 to use at all. The Queen leads a group of 300 amazons and has six assistants of levels 6-11.

Treasure

Leaders will have the normal chance of having magical items as given under “Men” in the Monster Manual but each leader has an additional 5% chance per level of having a set of bracers of defense (1-5) or of archery (6). These will be enchanted and sized for the exclusive use of females (not necessarily humans). All bow-using amazons will have at least normal non-magical bracers.

As amazons eschew the sword, they will not have any and instead will be armed with a high-quality but brittle non-magical obsidian blade with acts as a +1 dagger but will lose this bonus on any natural '1' on the attack roll.

Finally, any roll for miscellaneous weapons will be a weapon matching their main weapon (short-bow, spear, javelin, or long bow as rolled above):
d2d6 Bonus
2-7 +1
8-10 +2
11 Roll normally
12 +3
“Roll normally” - Roll as per DMG/UA and any rolled miscellaneous weapon which is of the correct type is retained; anything else indicates no magical weapon.

Magical shields will be of any size but each amazon will carry a large shield for use in the phalanx.

Girdle of the Queen G.P sale value: 5,000 Xp value: 400
Great Bow of the Queen G.P sale value: 7500 xp value: 600
The bow carries a curse for any man who owns it (it need not be carried). He will fail any saving throw against a female opponent and his female opponents will always succeed in theirs against him. This can be removed by a remove curse acting against a 50% magic resistance or by becoming a woman.

Unless the curse is lifted, amazon clerics will feel a desire to single the man out in any combat and will always give a hostile reaction.

The Phalanx

Three or more amazons can link their large shields and form a fighting phalanx. The right-hand amazon (from their point of view) gains no advantage, but the others gain the benefit of 50% cover (i.e., +4 to AC). The phalanx can advance at a maximum rate of 9" (or the slowest member), however it can charge.

A dozen or more amazons can form a circle, eliminating the single “weak point” at the right-hand end. However, movement rate for the circle is but 1". Note that the circle can face outwards or inwards.

Typically, amazons will try to have multiple rows in the phalanx so that opponents can be attacked by massed spears and an amazon lair will normally have enough long spears/pikes to enable the entire band to attack in at least two ranks and up to 5, depending on the number of amazons. The spears carried by raiding parties are not long enough to allow more than three rows to engage and the pikes stored in lairs will not be used for individual or melee combat.

All spears not in the front two rows are classed as pikes for the purposes of weapon speed.

Culture

Non-hostile men will be tolerated for a time and may be used for breeding purposes, however male children will disposed of before adulthood. Good leaders will arrange adoption, neutrals will probably sell the children to those who need or want them.

Leadership roles are by merit based on a vote. Warrior roles, however, may be decided instead by combat if the loser of a vote believes that she is the superior leader. Nevertheless, it is possible to find normal 0-level amazons in important positions within a particular group.

Amazons are defined at least partly by what they oppose - the rule of men - and as such they are not necessarily united by anything else. This can make their societies fractious, rather like Brexit voters who can only agree about one thing and don't actually get on very well outside of that.

Amazons in Greek and Roman art are almost never shown with one breast; probably they would have used a simple leather archery guard over their chests, similar in principle to the wrist bracers.

Lairs are usually abandoned settlements in the wilderness somewhere, with native architecture of any sort mixed with more classical-styled buildings that the women may have constructed mixed in.

Dwarves

Optionally, 1% of individual amazons may be female dwarves (possibly with beards).

Saturday, 11 June 2016

Monster: Stone Trolls

Stone Trolls

Frequency Uncommon
No. Appearing 2-12
Armour Class 3
Move 12"
Hit Dice 4
% in lair 70%
Treasure type Qx2,X
No. of attacks 1
Damage/attack 1d8+2, or by weapon
Special Attacks None
Special Defenses See below
Magic Resistance 5%
Intelligence Low
Alignment CN(E)
Size L (8' tall)
Psionic Ability Nil
Psionic Attack/defense modes Nil
Level V
XP 175+6/hp

General

Stone trolls are large, unpleasant humanoids. Not exactly evil, they do tend to be violent and are xenophobic to an extreme degree. They like meat and will cause mayhem in farming areas but rarely resort to eating the farmers themselves. They will react very aggressively to any attempt by another race (such as humans) to punish them for breaking "stupid laws".

Stone trolls normally wield large tree branches or smaller stone clubs and axes doing 1d8+2 damage. If they use other weapons such as discarded bastard or two-handed swords or polearms then they do normal damage with +2 for their strength and mass.

They are very hardy and resist magic, heat, and cold. The first is represented by 5% magic resistance against wizard-level magic, and against heat and cold they automatically take half damage, with a save indicating no damage at all. They can survive in any environment where stone is solid, but they dislike ice and will avoid walking on it if possible.

Weapon Vs Armour, Speed

The trolls' skin should be treated as field plate -1 (ie, AT 2-1) if using UA tables (or my own), and as platemail/AT 2 if using the PHB tables.

Their own weapons use the modifiers for a footman's mace, but are somewhat faster with a speed factor of 5.

Lifestyle

Appearance

They are grey and their skin resembles schist or flaky slate. Blunt weapons do half damage against them but cutting and piercing ones do normal damage. However, non-magical, non-blunt weapons which strike a stone troll must make a saving throw against crushing blow or break.

Dress is basic "caveman" style and barefooted.

Lair

In lair will be twice as many females, which fight as 2HD monsters and will generally use improvised weapons such as thrown stones (treat as sling bullets with range of 1"/2"/4") or pots and pans (clubs, successful strike breaks item on a 1-4/d6).

Young will number half the adults -1d4. They will reluctantly fight as 1-1HD monsters AC6, using improvised weapons and grappling.

Lairs are invariably underground and reached from cave entrances or sinkholes. Stone trolls are excellent climbers and are capable of hunting mountain goats.

Society

Society is "Big Man" based, with the largest male running the show. Each lair represents one extended family and when the Big Man's eldest son reaches maturity he is expected to go and capture a mate from some other cave-dwelling family and head off into the wilds to start a new family along with any of his brothers, sisters etc. who will join them.

The only really civil relationship stone trolls have is with stone giants whom they revere as demi-gods. The giant's taciturn lack of appreciation for this respect only seems to make the trolls more fervent.

A child is considered an adult when they can light a fire from tinder by clicking their fingers, indicating that their skin has hardened.

Monster: The Deathwright

Art: Eddie Campbell

Deathwright

Frequency Very rare
No. Appearing 1
Armour Class 7
Move 9"
Hit Dice 8
% in lair 10%
Treasure type I
No. of attacks 1 + special
Damage/attack 2d4
Special Attacks See below
Special Defenses Undead
Magic Resistance Normal for Undead
Intelligence Low
Alignment NE
Size M
Psionic Ability nil
Psionic Attack/defense modes nil
Level VII
XP 1100+10/hp

The deathwright is the result of a failed mummification-type grab for immortality but compared to a "normal" undead mummy, the touch of the deathwright is even more sinister.

A single successful "to-hit" roll by the deathwright causes the listed damage from the impact of its unnaturally tough and strong flesh (this toughness also gives it its base AC of 7). Immediately on making such a strike, a second such roll is made and if this is successful then the creature has managed to grasp its target with both hands and the evil nature of its vitality begins to suck the life from the victim in the feared "death grip".

On each subsequent round the monster may choose to drain one level from the grasped opponent, or to let go and roll a new attack (doing 2-8 damage) against that, or another, figure.

The deathwright is turned as if it were a mummy and is immune to the things which undead are normally immune to, such as charm, cure/cause/heal etc.

The Death Grip

The hit points lost by any opponent as a result of level draining (not the normal 2d4 attack) is transferred to the deathwright, to a maximum of 64hp (the given HD is for generating the monster's state when encountered). Thus, if it drains a level from a cleric it will gain the 1 to 8hp (and CON bonus) that the cleric gained for that level; if it drains a kobold it gains 1d4 etc.

The level draining ability only works on living opponents which are native to the Inner Planes and which can be struck by +2 or lesser weapons.

The Curse of the Deathwright

Any creature which dies as a result of the level drain will return from the dead as a zombie/monster zombie within 1d10 rounds and will be automatically under the control of the deathwright.

The deathwright may turn other undead to its control in a similar way as if it were an 8th level cleric. It may also attempt to influence demons, devils, daemons, and other creatures of the lower outer planes which fit within the normal limitations of "special". It has no power over paladins of any level.

Weapon Vs Armour Rules

The deathwright's initial attack should be treated as a club and the second roll for the death grip should be treated as open hand. The monster's basic armour type is 10+3 (ie, attacks against it gain the bonuses appropriate for a target with no armour).

The thing may wear any other human armour, although this is unusual due to its intelligence and general lack of elan. If it uses anything, it is most likely to wear some magical item which has caught its eye from a victim. It will never use a shield since that would interfere with its attack method.
If it does done armour it receives an effective +2 to any armour type due to its unnaturally preserved flesh.

Appearance

The deathwright appears to be a normal human with dark, weather-beaten skin and it is quite capable of blending in with human crowds, although its knowledge of languages are likely to be either unusual or antiquated as it is never encountered in its original homeland, whose gods have shunned and banished it from their sight.

Its general appearance and slightly stiff movements may give the impression of, for example, an aged farm worker or fishing folk.

Whether there is but a single deathwright which roams the world or several similar abominations is unknown but no one has ever encountered more than one

Some memory of the royalty it once was still burns inside the mind of the creature and it will occasionally take over a lair from some monster which reminds it of the opulence it once enjoyed, hence the % in lair and treasure values. Such lairs are generally in ruined palaces or lost and abandoned underground treasure vaults.

If encountered in lair, there is a 30% chance that it will be accompanied by 1d6 skeletons, the remains of zombies it has made out of some previous encountered party. Each skeleton adds a 50% chance of a single magic item of any type, which it may still be wearing if appropriate.

Monday, 31 August 2015

Monster: The Firebird 鳳凰

Frequency: Unique/V. Rare/special
No appearing: 1
Armour Class: 3 (AT 3)
Move: 24"/36" (Class C)
HD: 12
% In Lair: 90%
Treasure Type: Qx10, S, T, X
# Attacks: 3
Damage/attack: 1d8, 1d8, 2d8 (claw/claw/beak)
Special attacks: Fireball
Special defenses: Fire Resistance+non-magical weapon damage
Magic Resistance: 30%
Intelligence: Genius
Alignment: LN
Size: L
Psionic Ability: 240, C, D, I, J
Level/xp: X / 12850 +16/hp

The firebird comes from heaven on the ascension of a new eastern emperor, to inspect the state of mortal affairs, returning to report to the Celestial Emperor. Thus it will only be encountered in eastern nations within five years of a new emperor coming to the throne  (roll 1d6 when encountered to see which year of its stay it is in, then a d12 for the month. On an initial roll of 6 roll 1d8 for the number of days remaining in its current visit).

It makes its nest deep in a forest, mountain range or desert where it carries out interviews with spirits and fantastical creatures such as foo-dogs and lions, dragons, ogre magi, sylphs, and so forth to gather information for its report. There is a 10% chance that any encounter in lair will coincide with an audience of some such creatures (roll an additional encounter appropriate to the location ignoring inappropriate results). If encountered with a non-chaotic oriental dragon there is a 30% chance that the Firebird is in a relationship with the dragon.

If attacked, the Firebird can produce a 12 dice fireball-like effect centred on itself instead of attacking with its claws. It may do this once per turn. Additionally, it may perform any of the following once per round (as if at the 12th level of ability) instead of beak attacks: affect normal fires, cause blindness, continual light, dancing lights, detect evil/good, detect magic, fire charm, fire shield, fools gold, legend lore, mirror image, protection from evil/good 10' radius, and pyrotechnics.

And the following effects once per day in lieu of any physical attacks in the current round: ESP, command, detect lie, hallucinatory terrain, plane shift, polymorph self, protection from normal missiles, resist cold, teleport no error, wall of fire, water breathing.

The Firebird has the major science of Energy Control.

Elemental attacks against the Firebird are modified as per the entry for dragons in MM, but fire-based attacks do no damage and in fact heal one point of damage per die (or 5pts for fixed-damage attacks).

In combat (or any high passion) the Firebird's body glows with heat and although its metallic-seeming body can be struck with non-magical weapons, any such must save versus magical fire (use the worst score if there is a choice) for each successful to-hit roll or be destroyed. Successful open hand attacks cause one point of heat damage to the attacker.

The Firebird is a heavenly creature and as such needs no material sustenance and can understand and telepathically speak any language.

The Firebird's treasure will consist of gems and jewels it brings with it to pay for information which it deems useful, and magic items given to it in tribute by rulers hoping for a good report (i.e., items given to the Firebird effectively leave the campaign when it returns home, so this can be a good way to get rid of artefacts). If the Firebird polymorphs into an appropriate form, it will certainly use these items in defense. It will trade magical items on occasion, but will only give an item in exchange for one with at least 10% higher gp value, and even then it will haggle from a starting point of 100% higher. Easily offended by mortals, it will break off discussions at the slightest provocation. Initial reaction rolls for the Firebird are at -10% as it is a grumpy old bird, but it will never instantly attack any creature unless it is obviously a thief or of a race which is normally chaotic.

Description: because the Firebird can polymorph, reports of its appearance, and even sex, are jumbled but it seems that its natural form is that of a huge red, black, copper, gold, and yellow peacock some 20' long.

The Firebird is generally officious and uninterested in mortal concerns except where they impact the continuation or support of the harmonious rulership of the rightful claimant to a throne. In such cases, it will side with the claimant and aid them unless they are aligned with chaos, in which case it will oppose them; Good and Evil do not interest it. In other matters, it will stick strictly to the business of information gathering and in no case will it remain on the PMP for a day over five years.

Sunday, 2 August 2015

Encounter: Olaf the Golem

Olaf is a flesh golem who shuffles around the wilderness, homeless and haunted by his past. His creator used the brain of a blacksmith recently killed by a kick from a horse. Olaf awoke to find himself in a new, horrible, body but still endowed with his original intelligence and free-will. Disgusted by his creator, he smashed the door of his cell, killed the guards and escaped into the stormy night.

But the necromancer did not give up all his hard work so easily. Seeing that magical control did not work, he resorted to more traditional methods, taking the blacksmith's wife/widow hostage and using that threat to command Olaf's special talents towards his dark goals and instigated a reign of terror over the course of five long years.

Olaf, however, suffered from the same red rage that other flesh golems do, and in one berserk episode he slew not only an assassin sent to kill the necromancer, but also the necromancer himself and his own beloved wife. He fled into the wilds, swearing never to harm another, except in self-defense - a clause that many have given him reason to invoke in the 30 years since that fateful night of blood and despair.

In AD&D terms, Olaf is a normal flesh golem except that his Int is 12 (and Wis 11). He speaks a language which is regional but not the Common tongue of the campaign (for example, Bulgarian but not Latin or French, in Mediaeval Earth terms - not unheard-of but somewhat rare). He knows that most things in the wilderness can not really harm him, although many try. He will tolerate almost any creature but is wary of all. Adventurers, on the other hand, he knows can (and have) hurt him and although he will not be the first to attack, he will be especially wary if he is encountered by humans or demi-humans. If he surprises a party, he will take the opportunity to flee, possibly through them. Otherwise, he might be approached carefully. He dislikes horses and will try to keep his distance from them.

Most parties will have nothing he wants and thus he will not aid nor join them unless some common threat pushes them together. If he does join a party, he will not join in any attacks against any creature of any sort that has not already tried to harm him. Despite that, he could be a very powerful ally for a party in extremis. No matter what, he will leave a party after a single adventure and seek out solitude once more so that he can nurse his grief - his only constant companion.

Olaf has no treasure and no interest in such things.

Lv/XP value: VII / 2480

Sunday, 4 January 2015

The Post-Rationalised Universe, or: What would Dave Do?

The First DM
The wilderness adventure was a problem for players from the outset of D&D and reflected its semi-random collection of influences and cavalier approach to explanation and layout. The outdoor encounter tables in the original game includes various Martian creatures such as Tharks and White Martians, none of which are detailed in the game. Encounters are sub-divided into eight types: Animals (sub divided by terrain), Men (likewise), Flyers, Giants (including kobolds etc., the origin of the ranger's humanoid enemy list, although it includes ents and some other "lawful" monsters), swimmers, dragons, undead, and lycanthropes.

It's a fairly reasonable list until these last two categories which seem a bit specialized. Combining them with the terrain gives the final chance for an encounter to be drawn from a specific type, so undead constitute ¼ of all swamp encounters, and lycanthropes ¼ of those in woods.

Number appearing is given in volume 2 (Monsters and Treasure) and are more or less as seen in the AD&D Monster Manual, although the original note to this stat is that it should be adjusted to the party (in some way).

Anyway, the booklets give very little specific guidance on placement and the move into AD&D compounded this at least in the context of wilderness encounters. Reading the DMG and the MM together always leaves me with two impressions: that there's something missing, and that the wilderness is so hostile as to be out of bounds for at least 4 character levels and even then to be Russian Roulette until average party level reaches the teens.

OD&D: The Missing Bits
What's missing from the DMG is Dave Arneson. Arneson eventually published his notes in Judges Guild's "The First Fantasy Campaign" book and map. Within this he explains how he placed monsters both underground and in the wilderness. There is evidence that Gygax used these notes when preparing the various appendices of the DMG—if you ever wondered why the dungeon random monster level table conflates dungeon levels 2 and 3, it's because that's what Dave did.

In the AD&D game, it is repeatedly stated that random determination at encounter time is a backstop for not having prepared a monster population, but no guidelines are given for how to go about this in any detail and the impression is that the DM simply decides based on their personal vision of What's Going On in their world. Which is fine. but there is a very old school alternative method: Roll Randomly and Then Explain It.

The basic idea of RRTEI is that you roll for something completely without preconceptions of what is "right"; look at the result and reject it only, only in extreme cases; then adjust all the already-compiled information to make the new result fit better with it (this is the "explain it" part). This constructs a web of interconnected locations and ideas which magically become a pre-existing plot.

This new plot can remain undiscovered and static for years until a party wander into the area, or it can be dynamic and imply things which cause the party to be drawn in. Use of the treasure types, random fortresses, and of course monsters can come together to suggest quests or rumours which can reach the PC's ears and spur action; and the existence of pre-determined encounter areas will allow meaningful answers to divinations and sage-enquiries. Once the players start to interact with the randomly generated the threads from nearby areas can start to be woven into the pattern.

RRTEI is the "non occult" force to which Gygax refers on page 87 of the DMG:
It is no exaggeration to state that the fantasy world builds itself, almost as if the milieu actually takes on a life and reality of its own. This is not to say that an occult power takes over. It is simply that the interaction of judge and players shapes the bare bones of the initial creation into something far larger. It becomes fleshed out, and adventuring breathes life into a make believe world. Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples. Details of former events will become obvious from mere outlines of the past course of things. Surprisingly, as the personalities of player characters and non-player characters in the milieu are bound to develop and become almost real, the nations and states and events of a well-conceived AD&D world will take on even more of their own direction and life. What this all boils down to is that once the campaign is set in motion, you will become more of a recorder.
Back to the wilderness (I'll talk about the dungeons in a later post). Arneson's system is fairly simple (I'll assume hexes, although he also used squares):
  1. Generate terrain, including rivers,
  2. Roll for population of each terrain hex. This is the semi-permanent population and is effectively the number of lairs in the hex.
  3. Randomly roll, based on terrain, for the inhabiting monster of each lair and the population as given in the MM.
  4. Roll 1d6x10 for each lair; when encountered this will be the base percentage not in the lair.
  5. Starting with one group of monsters which are not in the lair, roll 1d6: on 1-5 the monsters are that distance (in miles) from the lair; on a 6 the group is divided into two groups and the DM re-rolls. Direction from the lair is given by a d6 and groups placed in the same direction and distance can be assumed to be near enough to each other to hear any attack on the other. If one group rolls three 6's then it is assumed to more than be one day's travel from the lair; and if a group is placed on a hostile (to it) lair then it is instead placed back at its own lair where it will arrive shortly after any PC encounter to report its findings.
Probably more use than
the TSR version
Arneson used 10m hexes and this is larger than the more common modern 6m or 5m hexes and much smaller than the normal campaign-sized hexes of 30 or 36 miles. This matters a bit as one thing that doesn't scale well is time - a 10 mile hex with 2 encounters in it requires longer to clear out than a 5 mile hex, potentially four times as long. When the PCs are away from base and possibly relying on limited supplies of food and/or magic then this makes a difference.

For a 100m² area, Arneson rolled 1d6 for the number of lairs, counting a 6 as "empty", for an average of 2½ encounter areas per 100m². By the power of maths we can determine that this means that about 98% of wilderness square miles are free of lairs and from that we can work back to a 6m hex (31m²) and we have about a 60% chance of an empty hex and we want an average of .775 (2½*(31/100)). That looks like a d10 to me - 1 to 4 is that number of lairs; otherwise empty giving an average of 1 lair per hex and a 60% chance of nothing at all.

Using the tables in the DMG for temperate and subtropical wilderness, let's populate these seven hexes generated using the random terrain table on p173.

Hex 1 (plain): inhabited, single dwelling of 1 person; No lairs
Hex 2 (pond/plain): uninhabited, no lairs.
Hex 3 (plain): uninhabited, no lairs.
Hex 4 (marsh): uninhabited, 3 lairs: 3 owlbears, no treasure OB1 in lair (30%), OB2 3 miles to SE, OB3 1 mile to NW; 140 Gnolls, 6000cp, 12 gems, potions of rainbow hues, ESP, delusion, and love. 85 in lair (20%) out of lair one mile to NE; 2 giant constrctor snakes close together (0% in lair).
Hex 5 (plain): uninhabited, no lairs.
Hex 6 (plain): uninhabited, 1 lair: 6 trolls, 8000sp, 1000gp, 3 jewels, 7 gems, 5 in lair (40%) and 1 5 miles to the NW.
Hex 7 (plain): uninhabited, no lairs.

So, hex 1's encounter table is simply the inhabitant of the dwelling, Hexes 2, 3, 5, and 6 have no settled encounters (we'll look at this below), hex 4 encounters can be with: a single owlbear (30% the one in lair; otherwise equal chances of either other one), a gnoll group (80%) or the gnoll lair (20%), or the snakes. Each monster type has an equal chance of appearing (e.g., 1-2: Owlbear, 3-4: gnolls; 5-6: snakes). Hex 6 encounters will be with a group of trolls (40%) or a lone troll.

Encounters with monsters not in lair will occur in the direction listed from the centre of the hex containing the lair (you could specifically place the lair and go from there, but that's more work).

Ignore the horse
The Inhabitant
Going back to hex 1 and its lone inhabitant, I think that's worth a roll on the castle table which gives a small walled castle with keep and another roll indicates the inhabitant is a 9th level fighter.

Skipping over to page 100 we get more detail on this fighter: chaotic good, super-rich, old and rather ragged, sober, friendly, easy-going but rather anti-intellectual, vengeful, aesthetic, brave, driven, miserly, irreligious, with an interest in history.

Rolling on the table for Men, we find that he has Scale Mail +1, shield +1, +2 short sword, and a +4 spear. However, based on decisions below, I'm going to give him plate mail armour (or the best available non-magical armour in your campaign) when defending and leave the scale mail for when he's outside and needs the extra movement that magical armour allows.

His stats, modified for age: Str 11, Int 7, Wis 17, Con 13, Dex 11, Cha 13, Com 14, hp: 45, AC: 1 (3+2), combat level of 13 or 12 (spear or sword). Mv 6"

Okay, that's the rolls, here's the explanation: An old (64 year) lord still inhabits the remains of his ancestral home where his family were wiped out years before by some awful plague of which he was the only survivor, albeit weakened and never able to regain his former physical prowess. Dispite all this and the passing years, he remains a hansom and tall figure quite capable of turning the odd female head.

Convinced that there was some unnatural source for the disease he has spent the decades since trying to locate the entity responsible. Although the castle contains the family's total wealth in its well-protected dungeon, he does not care about it except insofar that it can buy him progress in his hunt. However, its usefulness for this purpose means that he is loath to leave it unguarded but although still a powerful fighter he is unable to eliminate the major local threat of the Gnolls. Indeed, the recent arrival of a group of trolls has greatly worried him—although the two groups might not aid each other the simple presence of them has made it harder than ever for him to hunt for food and his sleep is rarely undisturbed as both groups are active at night. If you've seen Omega Man or any of the other adaptations of I am Legend, that might give you some ideas for his life-style. The space between the keep and the rather tumble-down outer wall is filled with traps and he has several well disguised secret entrances which are too small for either trolls or gnolls.

What Sir Cowden (rolled a name from my local collection of names) wants right now is some allies that he can trust at least enough to help him move against either the gnolls or the trolls. He will not throw money at passing parties just to get their help, however, and will instead attempt to befriend them and evaluate their alignments and otherwise come to some agreement that will not cost him cash. The family treasure is, in his head, only to be spent on avenging that family or rewarding those that help him complete this task. He has pared his needs down to the minimum needed to survive while keeping his hope alive. He will only offer to join a party if they first help him eliminate the gnolls (he judges the trolls too stupid to be able to break into the castle's vaults if he leaves it for any length of time).

In conversation, he will always focus on a party's most charismatic fighter and will regard magic users as little more than supporting artillery to be directed by the fighters, and clerics as medical staff; he will assume that all divination rolls are unreliable and pounce on any evidence that backs this up. Thieves will, of course, be treated with the utmost suspicion, but otherwise he is relaxed and generally assumes the best of humans and demi-humans.

The old lord's hospitality will be stretched by any party but he will do his best to feed and water them, and will certainly replace any broken normal weapons from the castle's armoury if the party seem to need such. He will light the fire in the great hall with something of an air of excitement and PCs will note the armourial shield over the fireplace which depicts: on a field of gold, a spear proper on a bend of green. Under the shield, mounted horizontally, is a spear which those characters who spend any time looking at these things will notice is actually the spear depicted on the family arms. This is the +4 spear ("Avant") which was the symbol of the Silverwind family, of whom Cowden is the last scion. The family motto translates as "To Speak Light; to Silence Darkness".

Sir Cowden has a "% in lair" of 75%—all night, and about 50% during the day. The castle is easily seen during the day and there is essentially no chance of stumbling across it, but at night any encounter with Sir Cowden will be at the castle and the normal method for castle encounters should be followed.

The Gnolls
The gnolls consist of a fyrd of 170 warriors and a further 85 females and 340 females in the ruins (this is a roll from the MM entry for gnolls) of an old village. They have no guard animals but do have a selection of 25 slaves. The group speak orc and hobgoblin well enough to converse simple (usually violent) ideas.

The party in the field has 4 squabbling leader types (16hp each) with it, and the lair contains a further four who do little while there except bully the females and children, eat, and sleep. In addition there is a chief (22hp, AC 3, 4HD/CL 6, +2 damage bonus) with 11 guards (20hp, AC 4, 3HD, +1 damage bonus).

The gnolls recently raided a caravan and made off with a case of four potions which they have not identified yet. Several of the prisoners are from the caravan, including an apprentice alchemist who can read the markings on the potion bottles; the gnolls have no idea about this. Several of the slaves will claim that there would be a reward for returning them safely to civilization. This may or may not be true; it may even be why the PCs are out here in the first place.

Art: Wendy Pini
The Trolls
The troll lair is a simple arch under an old bridge over a stream. Their hp are 36, 30, 28, 23, 21, 21 (roll for which one is out of the lair). Like many monsters, they collect treasure for no better reason than they know that it harms those they take it off. All of the gold and half of the silver they have is in the form of a collection of small (roughly 3 inch high) figures of deities and their servants from the pantheon of your choice. The workmanship is good but nothing special and the figures will only reach their bullion value. The figures were in a set of wooden display/transportation cases which are scattered about under the bridge but still in usable condition and inspection of these will suggest that 7 figures (of 56 - 16 gold, 40 silver) are missing from the collection. The remaining 4000sp is in recent coinage.

The figures may have some religious significance which would prompt a reward being posted, or a cleric to be sent to look for them along with a party of his or her adventuring associates.

I think he's seen us
The Owlbears
The owlbear nest contains four young which are 60% grown (3HD) as well as a single adult. The three adults' hp are: 23, 20, 20, and the young are 17, 11, 11, 9. Their nest is a pile of branches and leaves on a slight rise in the swamp land.

The Snakes
The snakes are simply giant constrictor snakes hanging around in branches of scrubby trees in the marsh, waiting for something to walk under their coils. In any encounter only one will initially be met, the second one arriving within d4 rounds of the first combat attack (or spell) which makes a noise.

Hp: 31, 16

Expansions
Having rolled all this up, I feel that the gnolls and the trolls are likely to have encountered each other. I generally assume that monsters have reasonably well explored a radius around their lairs up to their move rate as miles, so the trolls' 12" and the gnolls' 9" indicates a substantial overlap (see fig). A reaction roll of 62 suggests that the groups are not in conflict but nor are they cooperating; the trolls are strong but the large number of gnolls is enough to keep a balance of power. Since they have no common enemy, they keep themselves to themselves.

The fate of Sir Cowden's family and the gnolls' deserted village suggest that the plague was more wide-spread than just the castle, so I'd pencil in some major disease event and at this point I'll also commit to Cowden's suspicions being correct and that some daemon-worshipper was behind it. I'd also add a few more deserted villages in the area to give an attentive party hints that something bad happened here thirty years or so ago. To give the plot a bit more room to develop, I'll assume that the perpetrator is still alive somewhere and that his/her intention was to wipe out not only the family but the whole of their estate and that discovering that one of the core members of the family still lives would be of as much interest to them as their existence would be to Sir Cowden. Whoever they are, money was not the motive.

The final thing is the question of encounters in "empty" hexes. As mentioned, I assume a certain range for monsters so I could construct tables based on the chance that one of the listed populations are encountered outside their "home hex" but for now I'd just roll on a standard random monster table based on terrain. Note, however, that such monsters are by definition not in lair and therefore consist of 10-60% of the listed populations unless the type never lairs.

Notes
I've tried to set things up neutrally so that a neutral or even evil party have something to do here, including setting the gnolls and the trolls against each other as well as against Sir Cowden.

I've also avoided overruling dice rolls even when they didn't produce something I had in mind based on earlier rolls. For example, the gnolls do not have any hyenaoid guards. The problem with such interference is that one tends to select the same sort of things each time and unless it's the only way to avoid an encounter being completely dull, it's best to leave such things to be genuine surprises. The same goes double for treasure types; overruling those tends to lead to magic inflation such as we see in the G series.

Speaking of treasure types, the monsters with treasure were all in reasonably substantial numbers so I didn't have any problems giving them the values rolled; if they had been low in numbers then I would have reduced the treasure.

Finally, notice that prisoners are a god-send when inventing reasons for things to be where they are or why a PC party might hear about an encounter area.

Treasure
The treasure was rolled using my treasure type generator and the full lists were:

Gnolls
12 gems: 
 Gem stone (Oriental Topaz) 1000gp 
 Semi-precious stone (Onyx) 50gp 
 Gem stone (Black Opal) 1000gp 
 Fancy stone (Jet) 100gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Spinel, green) 200gp 
 Ornimental stone (Malachite) 7gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Semi-precious stone (Citrine) 50gp 
 Ornimental stone (Rhodochrosite) 10gp 

 Potion of Rainbow Hues
 Potion of ESP 
 Potion of Delusion (cursed)

 Philter of Love

Trolls
 8000sp 
 1000gp 
7 gems: 
 Semi-precious stone (Chrysoprase) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Chrysoberyl) 200gp 
 Fancy stone (Spinel, red) 100gp 
 Ornimental stone (Bonded Agate) 10gp 

3 jewels: 
 3000gp silver with gems coffer
 1000gp wrought silver goblet

 1800gp wrought gold goblet

The Silverwind Family Treasure Vault
 18000cp 
 50000gp 
83 gems: 
 Fancy stone (Amber) 160gp 
 Fancy stone (Alexandrite) 200gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Ornimental stone (Moss Agate) 45gp 
 Ornimental stone (Bonded Agate) 20gp 
 Fancy precious stone (Aquamarine) 800gp 
 Semi-precious stone (Smoky Quartz) 50gp 
 Semi-precious stone (Moonstone) 75gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Sardonyx) 50gp 
 Ornimental stone (Turquoise) 10gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Ornimental stone (Blue Quartz) 10gp 
 Gem stone (Diamond) 2000gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Turquoise) 10gp 
 Ornimental stone (Obsidian) 10gp 
 Fancy precious stone (Peridot) 500gp 
 Fancy stone (Garnet, red) 100gp 
 Semi-precious stone (Carnelian) 55gp 
 Fancy precious stone (Garnet, violet) 500gp 
 Fancy precious stone (Peridot) 500gp 
 Ornimental stone (Hematite) 20gp 
 Ornimental stone (Eye Agate) 10gp 
 Semi-precious stone (Sardonyx) 50gp 
 Gem stone (Emerald) 1000gp 
 Semi-precious stone (Carnelian) 50gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Turquoise) 35gp 
 Semi-precious stone (Carnelian) 50gp 
 Gem stone (Black Opal) 1000gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Ornimental stone (Blue Quartz) 35gp 
 Fancy stone (Jet) 100gp 
 Ornimental stone (Hematite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Semi-precious stone (Jasper) 50gp 
 Semi-precious stone (Smoky Quartz) 60gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Fancy precious stone (Black Pearl) 500gp 
 Gem stone (Diamond) 1000gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Rock Crystal) 60gp 
 Fancy stone (Alexandrite) 100gp 
 Fancy precious stone (Topaz) 500gp 
 Ornimental stone (Bonded Agate) 10gp 
 Semi-precious stone (Bloodstone) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 200gp 
 Ornimental stone (Blue Quartz) 10gp 
 Fancy stone (Spinel, green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Amethyst) 400gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Bloodstone) 50gp 
 Fancy precious stone (Aquamarine) 500gp 
 Ornimental stone (Lapis Lazuli) 5gp 
 Semi-precious stone (Bloodstone) 50gp 
 Ornimental stone (Obsidian) 7gp 
 Ornimental stone (Azurite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Fancy precious stone (Black Pearl) 800gp 
 Ornimental stone (Bonded Agate) 10gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Fancy precious stone (Spinel, deep blue) 500gp 
 Fancy stone (Spinel, green) 450gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Coral) 100gp 
 Gem stone (Star Ruby) 1000gp 
 Fancy precious stone (Spinel, deep blue) 650gp 
 Gem stone (Emerald) 1000gp 
 Ornimental stone (Blue Quartz) 10gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Spinel, red) 400gp 
 Ornimental stone (Obsidian) 15gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Fancy stone (Alexandrite) 100gp 

40 jewels: 
 6000gp gold with gems bracelet
 8000gp silver with gems coffer *exceptional gem*
 1200gp wrought gold chain
 3000gp silver with gems statuette
 1000gp wrought gold chain
 1400gp wrought gold decanter
 6000gp silver with gems statuette *exceptional gem*
 1900gp platinum anklet
 600gp wrought gold chain
 6000gp gold with gems statuette
 6000gp platinum with gems medallion
 6000gp gold with gems pin
 2100gp platinum pin
 1400gp coral coffer
 500gp wrought silver clasp
 1200gp wrought gold necklace
 6000gp gold with gems ring
 5000gp platinum with gems seal
 2200gp jade goblet
 2000gp gold with gems bracelet
 10000gp gold with gems chain *exceptional gem*
 7000gp gold with gems goblet
 8000gp gold with gems fob
 400gp ivory medal
 1200gp wrought silver and gold pin
 1600gp coral chain
 1500gp jade bracelet
 3000gp silver with gems clasp
 700gp wrought silver and gold idol
 600gp wrought silver chain
 5000gp silver with gems chain
 900gp wrought gold goblet
 1200gp coral pin
 5000gp platinum with gems choker
 8000gp platinum with gems pin
 2100gp platinum medallion
 1600gp wrought gold medal
 23000gp gold with gems bracelet *exceptional gem*
 600gp wrought silver and gold bracelet

 600gp wrought gold brooch

This is a Type H treasure representing the total treasure of an exceptionally wealthy and powerful family and should be hidden, protected by traps, and potent neutral or good-aligned monsters. I would suggest at least one iron or stone golem and perhaps a pair of caryatid columns, perhaps a Guardian Daemon, and various symbols which do not affect any true descendant of the Silverwind family as well as more mundane locks.

Any of the large-value gems or jewellery here could be the subject of a rumour in the civilized world which could send a party out in this direction; the hoard as a whole could be the subject of treasure maps based on leaked information from the days when the castle was full of people and life. Naturally, anyone trying to get this stuff away by land will attract attention, especially if they take the 50,000gp (nearly 2¼ tons of gold, or 4½ cubic feet)