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CAMINOS PARA CONTINUAR EL TRAYECTO (EN EL MUSEO DE ARTE CONTEMPORÁNEO

There are a variety of different deadly molds that are found in underground (or other) environs. It should not be forgotten that most deadly molds have non-deadly cousins that are much the same in appearance, but which have no ill effects.

Defenses Immune to weapons and most magic

Attacks Drains heat around a patch of brown mold will be noticeably colder than the rest of the area.

Combat: Brown mold draws heat from victims as its main form of attack. Any creature within 5’ of a patch of brown mold will lose 1d8 h.p. every round for every 10° above 55° it’s body heat is (round down). Example: A human exposed to brown mold will lose 4d8 h.p. per round, since 98° minus 55° is 43, divided by 10 is 4. If attacked with fire of any sort (torch, oil, magical fire, etc.) the patch of mold will grow instantly, as much as 8 times its size in but a single round. Once this happens, those in the new area will be subject to the heat-draining attack of the mold. Creatures who themselves are based on cold (white dragons, ice toads, etc.) are not affected by the mold’s attack.

Only cold-based magic will affect it at all; weapons and most spells and magical effects are useless. The spells ice storm and wall of ice will cause the mold to be dormant for 5d6x10 minutes. The breath weapon of a white dragon, or a wand of cold will destroy brown mold.

Appearance: Brown mold appears like any other sort of mold, and is light tan in color.

Yellow Mold

Defenses Immune to weapons and most magic

Attacks Spores attacked; the spores will also affect wood, but not stone or metal.

Combat: If the mold is touched, it will release its spores 50% of the time, in a cloud 10’ on a side. Any creature within the cloud must make a saving throw vs. poison or die 24 hours later as its lungs become filled with the spores.

Both the spells cure disease and resurrection are necessary in order to save such victims, which must be cast before the 24 hour time limit.

Yellow mold is immune to all weapons and spells other than those which are based on fire or heat. Conventional fire such as oil, dragon breath, etc. will destroy yellow mold. A continual light spell will cause the mold to go dormant for 2d6x10 minutes.

Appearance: Yellow mold has a dull yellow hue.

Monkey

Magic Resistance Standard Standard Standard

No. of Attacks 1 1 1

Alignment Neutral Neutral Neutral

Treasure type None None None

Treasure value n/a n/a n/a

Magical treasure None None None

X.P. Value 20 + 2/h.p. 10 + 1/h.p. 5 + 1/h.p.

General: Monkeys are generally found in forested or jungle regions. They are mostly herbivores that form large troops. Half of those encountered will be non-combatant young. Baboons and mandrills are ground-dwellers and

will attempt to intimidate predators and intruders with a show of their fangs, but all will tend to flee if aggressively confronted. Rhesus monkeys are accomplished climbers and swimmers, as well as being found on solid ground.

Combat: Monkeys attack with their bite. A baboon or mandrill troop will be led by 2d4 large males that get a +1 bonus to damage.

Appearance: Baboons are frail-looking apes with longish snouts. They have tails. Mandrills are noted for their brightly colored blue and red snouts and flanks. Rhesus monkeys are small with large expressive eyes and light brown fur.

General: Mules are hybrids of horses and donkeys. They are sterile. They are very agile, and can be brought into very difficult terrain such as hills, mountains, and dungeons. They are, however, stubborn creatures and are known to bite or kick their handler if they are in a contrarian mood. Fire does not frighten them, but strange smells or sudden noises may cause them to either bolt or bray (which could attract unwanted attention). The amount they carry will determine their speed:

Load Speed

0-200 lbs. 120’/min.

201-400 lbs. 90’/min.

401-600 lbs. 60’/min.

They cannot carry more than 600 lbs.

Combat: Donkeys attack with a bite and kick. They can only kick creatures to their rear.

Appearance: Donkeys look like smallish horses.

Wilderness and Dungeon Monster Descriptions - Mummy

Defenses +1 or better weapons to harm, half damage, immune to sleep, charm, hold, poison, paralysis

Attacks Revulsion, mummy rot Magical Treasure 1d3 items (15%) X.P. Value 1,150 + 8/h.p.

Turn as Type VIII

General: Mummies are corporeal undead creatures, almost always found in their burial chambers or ruins nearby. They possess a direct connection to the negative plane, which instills in them a dark energy.

Combat: Mummies attack with their fists. The touch of a mummy will also infect the target with the dreaded mummy rot disease. This leprosy-like affliction will be fatal in 1d6 months. During that time however, it also has the following effects:

• Victim loses 2 points of charisma per month, permanently

• Cure spells and healing potions will not work on the victim

• Victim heals wounds at only 1/10th of the normal rate

The disease can be cured only by a cure disease spell, but charisma losses will not be restored. Those whom the disease kills can only be raised from the dead if both a cure disease and a raise dead spell are cast within 1 hour of death.

The sight of a mummy will cause all creatures within 60’ to be paralyzed with fear and revulsion for 1d4 rounds unless they make a saving throw vs.

magic. If there are more than 6 creatures so potentially affected, each gets a bonus of +1 to its saving throw.

Mummies are not harmed by mundane weapons, and even magical weapons will only do half damage (round down). As undead, they are immune to magic such as sleep, charm, hold, etc. The spell raise dead will work on the mummy, restoring it to genuine life if it fails its saving throw vs.

magic (being reborn as a 7th level fighter).

Mummies are susceptible to fire due to their desiccated form. An ordinary torch will inflict 1d3 h.p. if it hits. Burning oil will cause 1d8 h.p. on the first round and 2d8 on the second. Magical flame will inflict 1 additional point of damage per attack. Holy water will cause 2d4 h.p. of damage.

Apeparance: Mummies are desiccated humans, covered in bandages and rotting funeral shrouds.

N

Naga

Nagas are snake-like creatures with magical abilities. They are found in warm regions. A third type of naga, the water naga, is described on p. 97.

Guardian Naga Magical Treasure 1d6 items (15%) X.P. Value 3,550 + 16/h.p.

General: As the name indicates, guardian nagas are often found as guardians of some treasure, or warding some great evil. They are the equivalent of 6th level clerics, and are able to cast spells accordingly (no material components or gestures are required).

Combat: Guardian nagas have both a poisonous bite and are able to constrict enemies in their coils. If bitten, a victim must make a saving throw vs. poison or die. The naga can also spit its poison up to 30’ in lieu of biting.

Appearance: Guardian nagas have the bodies of great serpents and a

Magical Treasure 1 armor/weapon (10%), 1d4 scrolls (50%), 2 items (60%)

X.P. Value 2,700 + 14/h.p.

General: Spirit nagas are maleficent creatures that dwell in ruins and deserted wildernesses.

Combat: Spirit nagas attack with a poisonous bite; anyone bitten must make a saving throw vs. poison or be killed. In addition, the gaze of a spirit naga will permanently charm anyone who meets it, unless they make a saving throw vs. paralyzation. Spirit nagas also have the powers of a 5th level mage and a 4th level cleric (spells do not require spell books, material components, or gestures).

Appearance: Spirit nagas have the bodies of great serpents with human heads. Their serpent bodies have black scales with red bands.

Nymph

Magical Treasure 1 item (60%), 1 potion (60%) X.P. Value 350 + 3/h.p.

General: Nymphs are lovely creatures who dwell in isolated and beautiful wild watery spots such as grottoes, lakes, streams, etc. They are not fond of intruders, especially those who surprise them; there is a 10% chance that a nymph will be well-disposed towards strangers, but only if they are aware of the intruders before the intruders see the nymph. If the intruder is a number of magical powers at their disposal.

• Dimension door once per day

• The sight of a nymph without its consent causes permanent blindness unless a saving throw vs. magic is made

• The sight of a nude nymph without its consent causes death unless a saving throw vs. magic is made

Appearance: Nymphs appear as beautiful young human girls. They speak their own language and the common tongue.

O

Magic Resistance Standard Standard Standard

No. of Attacks 1 1 1

Alignment Chaotic evil Chaotic evil Chaotic evil

Treasure Type XII XII III

Treasure Value 1d8x10 1d8x10 1d4+1x1,000

Magical Treasure None None 1 armor /

Magic Resistance Standard Standard Standard

No. of Attacks 1 1 1

Alignment Chaotic evil Chaotic evil Chaotic evil

Treasure Type XI None XI

Treasure Value 1d8x10 n/a 1d8x10

Magical Treasure None None 2d4 potions

(40%) characters. When encountered in numbers, the following leader-types will also be encountered.

Number Additional ogres

11-15 1 leader

16-20 2 leaders, 1 chieftain

In addition, in their lair there will be 2d6 females and 2d4 young. There is also a 30% chance that 2d4 prisoners will be kept in the lair; these will be kept as slaves 25% of the time, or as food 75%. Demi-humans are a favorite

Wilderness and Dungeon Monster Descriptions - Ogre Mage

meal of ogres, and so there is only a 10% chance that they will still be encountered alive.

Combat: Ogres attack with either their massive fists or weapons (any sort of weapon is possible; clubs, maces, swords, etc.). When using weapons, ogres get a bonus of +2 to damage, and leaders and chieftains get a bonus of +1 “to hit”.

Description: Ogres are large humanoid creatures with skin of dull yellow to dark brown. Their hides are covered with warty bumps that are darker than the rest of the skin. They wear poorly-tanned hides, but their weapons are well cared-for. They speak their own language, orcish, troll, and stone giant.

Spell casters: Ogre shamans can rise as high as 3rd level.