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Published by Capn_Ragnar, 2023-01-16 22:38:22

AD&D - WGR1 - Greyhawk Ruins (2e)

AD&D - WGR1 - Greyhawk Ruins (2e)

Keywords: Greyhawk,Dungeons & Dragons,TTRPG,TSR,DnD,AD&D

CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: Olive Slime Olive Slime Creature Very rare Colony Any Scavenger Non- (0) Nil Neutral Rare Colony Any Carnivore Animal (1) Nil Neutral Jelly, Mustard Rare Solitary Night Scavenger Average (8-10) See below Neutral Any/ Subterranean Jelly, StunRare Solitary Night Scavenger Animal (1) See below Neutral NO. APPEARING: 1-4 ARMOR CLASS: 9 MOVEMENT: 0 HIT DICE: 2 +2 THACO 19 NO. OF ATTACKS: 0 DAMAGE/ATTACK: Nil 1-20 1 9 4 6 9 See below 7+14 17, 15, or 13 13 1 1 or 2 1-3. 1-4. 2-8. 3-12. 4-16. 4-24 5-20 1 8 3 4 17 1 .,. or 2-8/24 SPECIAL ATTACKS: See below Olive slime SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: See below See below SIZE: S (4’ radius) Special MORALE: Average (10) Average (9) XP VALUE: 420 420, 975, or 2, ,500 There are many different varieties of oozes, slimes, and jellies. More are being discovered all the time, as warped wizards seek to create life or fashion efficient dungeon scavengers. The unifying feature of the creatures is a dissolving touch that consumes flesh as well as weapons and armor. Olive Slime Olive slime is a strain of monstrous plant life closely akin to the ceiling-growing green slime (see Volume 1 of the Monstrous Compendium), but contact with it is worse in most respects. Olive slime favors subterranean growing areas, feeding on whatever animal, vegetable, or metallic substances happen to cross its path. The vibrations of a passing creature underneath it are sufficient to cause it to release its tendrils and drop. Olive slime ignores armor for purposes of determining hit probability. It also negates Dexterity bonuses unless its target is aware of the olive slime’s presence and takes steps to avoid the stuff. Contact with olive slime causes a numbing poison to be exuded from the creature. An unobservant victim must roll a saving throw vs. poison, failure indicating that the victim has not noticed that the olive slime has dropped on him. Characters in the vicinity have a group chance of 50% to notice the attachment with a casual glance, this percentage being adjusted only by magical items. A thorough search by wary individuals reveals the olive slime without difficulty. The stuff then spreads itself over the body area of its victim, sending parasitic tendrils to feed on the fluids of the host. With humans and demihumans, this attachment is usually along the spinal area. The attachment shortly begins to affect the brain of its host as it changes the host’s body. Within 2d4 hours, the host’s main concern becomes how to feed, protect, and aid in the growth of the olive slime. Naturally, this includes keeping the slime‘s presence secret from any companions. If an affected character’s companions do indeed grow suspicious, or if they demonstrate any willingness to destroy green or olive slime, the affected character flees at the first reasonable opportunity. Food intake must double or the host wastes away (10% of the character‘s hit points per day, rounding up, and in addition, no natural healing can take place while a character is wasting away. After ld6 + 6 days, the host suddenly and painfully metamorphoses into a vegetable creature. The olive slime gradually replaces skin and muscle tissue and forms a symbiotic brain See below Paralyzation +1 or better to hit Nil 10 70 Nil L (9’-12’ diam.) L (10‘ on a side) Elite (13-14) Average (9) 4,000 (V2 if only half slain) 420 attachment as well. The new creature has no interest in its former form or fellows. It exists as a new species more akin to plants than any other life form. Feeding is then either photosynthetic or paralytic or, most likely, both. When slain, the olive slime creature collapses into a new patch of olive slime. Olive slime is harmed only by acid, freezing cold, fire, or by a cure disease spell. Magical powers that affect plants also work on it, although entangle has no practical effect. Other attacks or spells do not affect olive slime. Green slime and olive slime are total opposites-when they encounter each other, they attack and neutralize each other. If an affected character has already been transformed by olive slime into an olive slime creature, there is very little short of a limited wish that can return him to normal. Olive Slime Creature Olive slime creatures, popularly known as ”slime zombies,” are the end result of olive slime metamorphosis upon its host. The new vegetable creature formed is linked symbiotically with the olive slime patch that created it, this bond being a secure link for 200 miles, but not from one plane of existence to another. Olive slime can call its zombies to aid it against aggressors, and they immediately and mindlessly come. Regardless of its former existence and despite its general form, a slime creature is only differentiated by its size. Tiny olive slime creatures have 1 +2 Hit Dice, and small olive slime zombies have 3 +2 Hit Dice. Man-sized zombies have 5 +2 Hit Dice, and large creatures have 8 +2 Hit Dice. Huge zombies have 12 +2 Hit Dice, and gargantuan creatures have 16 Hit Dice. The damage varies as well, with larger creatures doing more damage. Slime creatures have a telepathic bond, effective at a range of 200 yards, and gather together for mutual assistance in feeding and for defense. Their former identities can be discovered only upon close examination. Habitat varies from well-populated subterranean places to damp forests, swamps, and so on. Slime creatures are equally at home on land or in warmish, shallow water. Slime zombies long to find animal hosts for their olive slime; they attack man-sized creatures on sight. When attacking, olive slime zombies have a 10% chance per successful hit of infecting their opponent with olive slime. If they succeed in doing so, they either change targets or flee combat before killing their target, as they certainly do not want to kill the new host.


Olive slime zombies are harmed by acid, freezing cold, fire (only magically produced and sustained fire, should the zombie be water-dwelling), and magic missile spells. Magical powers that affect plants also affect them, although the effects of entangle are minimal at best. No other attack forms, such as weapons, lightning, spells that affect the mind, and so on, can kill a slime creature. However, an olive slime zombie can suffer only as much physical damage as it has hit points before its skeleton collapses and it becomes nothing more than a puddle of olive slime. Green slime applied to an olive slime zombie neutralizes the olive slime, delivering 2d4 points of damage per round until the body is reduced to a (non-animate) skeleton. The vegetable intelligence of slime zombies is of no greater level than that of common animals, but their cunning enables them to learn from experience. They also know how to use their cunning to lay traps, such as waiting at the bottom of a hidden shaft. Mustard Jelly The mustard jelly originated when a young wizard attempted to polymorph herself into an ochre jelly. Her spell failed, and she became a mustard jelly. The stuff has multiplied rapidly in the years since her accident, and it is now a serious threat in many areas. The monstrous amoeboid mustard jelly is far more dangerous than the ochre jelly (see Volume 1 of the Monstrous Compendium). A mustard jelly is translucent and very hard to see (as per a concealed door) until it attacks. The only clue to its presence is a faint odor not unlike that of blooming mustard plants. Once it does attack, it can be seen as yellowish-brown in color. These attributes give it its name. Normally, a mustard jelly attacks by forming a pseudopod of its acidic substance and striking with it. Those near the jelly must roll saving throws vs. poison each round, for the monster exudes a vapor within a ten-foot radius, and this toxic stuff causes victims to become lethargic and move at half-normal speed if the saving throw is failed. Toxic effects last for two rounds and are cumulative. This large creature can willingly divide itself into two smaller, faster halves (movement rate 18). Each is capable of attacking as well, but each has only half the hit points that the whole had before dividing. A mustard jelly can, for example, flow into a room, divide itself into halves that are able to attack independently and simultaneously, and then form itself into a torus so that it might surround a pillar its prey has climbed. Unlike the ochre jelly, however, mustard jelly cannot move through tiny spaces (though it can eat through wooden doors), nor can it move along ceilings. It cannot climb walls, either, and so most of its bulk must remain on the floor, stretching up only four or five feet. Although intelligent, mustard jelly is not known to value treasure of any sort, except as a lure for greedy characters. Of course, it is possible that some treasure might remain after a victim has been devoured. Mustard jelly is impervious to normal weapons (and can eat wooden ones) and both electrical attacks and magic missile spells cause it to grow: the mustard jelly gains hit points equal in number to the damage rolled. Cold causes only half damage; other attack forms affect it normally. Stunjelly This relative of the gelatinous cube (see the entry on ”Oozes/ Slimes/Jellies” in Volume 1 of the Monstrous Compendium) has been designed by some forgotten mage to resemble a section of ordinary stone wall; it is usually ten feet square by two-and-ahalf to five feet thick. It is somewhat translucent; bright light on one side of the stunjelly can be seen on the other side, and illumination equal to a continual light spell can reveal whatever treasure a stunjelly might carry with it. A stunjelly makes no noise when moving, but it does produce a faint odor of old vinegar. Stunjelly has many features in common with a gelatinous cube. Like a cube, the stunjelly paralyzes characters who venture too near it. Characters walking near a stunjelly may be attacked by an anaesthetic pseudopod; those struck must roll a saving throw vs. paralyzation. Those who succeed suffer no ill effects. Those who fail are paralyzed for 5d4 rounds, during which time the stunjelly tries to surround the victim and digest him. Like the gelatinous cube, it is immune to electrical attacks, mind-influencing spells, paralyzation, and polymorph spells. Unlike the gelatinous cube, stunjelly is affected normally by cold attacks. Stunjellies reproduce by fission, as one overly thick jelly splits into two thinner ones. This process is accompanied by a horrible rending sound, audible throughout the vicinity. A stunjelly might mindlessly carry undigested metals around with it for days. These would include treasure types J, K, L, M, N, Q, as well as potions, daggers, or the like. Stunjellies are tolerated in many dungeons as traps for the unwary intruder or as janitorial monsters sweeping the passages of digestible litter. In this duty, it is preferred over other slimes and oozes, since it cannot intrude through doors into areas where it would be unwelcome.


CLIMATETTERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: Desert Any /Deserts Rare Solitary Any Carnivore Average (8-10) C Chaotic evil NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THACO: NO. OF ATTACKS: DAMAGEIATTACK: SPECIAL ATTACKS: SPECIAL DEFENSES: MAGIC RESISTANCE: SIZE: MORALE: XP VALUE: 1 (10% 1-6) 4 12 74-7 13 3 3-6 / 3-6 / 3-10 Surprise Regeneration Nil L (9’ + tall) Fanatic (17-18) 1,400 Spectral Any /Forests Very rare Solitary Night Carnivore Very (11-12) C Chaotic evil Giant Any/Land Rare Tribe Any Carnivore Low (5-7) C Chaotic evil Desert Troll Desert trolls are usually tan, though chameleon-like changes from bleached sand to rock or mottled brown have been known. Except as noted below, they conform to the general characteristics of normal trolls, including the ability to regenerate most damage. Combat: Desert trolls can modify their color from a bleached tan to a mottled rock brown, causing a -2 penalty to opponents’ surprise rolls. Their keen senses and stealthy animal cunning reduces their chance of being surprised to 1 in 10. They have a particularly keen sense of smell. Like normal trolls, the desert variety usually attacks with two claws and a bite. Desert trolls are immune to normal fire, heat, and cold. They do not regenerate acid damage or damage from magical fire (or fire breath weapons). In addition, they suffer damage from normal water that cannot be regenerated. Normal water inflicts ld4 points of damage per vial, 2d4 points per flask, and 4d4 points per skin. A decanter of endless water aimed directly at a desert troll (successful attack roll required) completely obliterates a desert troll at a rate of 25 points per round. Purified water (including holy/unholy water) causes double damage, and a sweet water potion slays a desert troll instantly unless a saving throw vs. poison is successful, in which case the troll still receives 6d6 points of damage from the sweet water potion. Needless to say, a desert troll rarely remains in the area when this weakness is discovered by a potential meal. Habitat/Society: As mentioned before, desert trolls are solitary; they have never been sighted in alliance with any other creature. They are incredibly arrogant and completely untrustworthy. Ecology: These trolls live in desert areas, in rocky caves, or sandy burrows. They are tougher and more tenacious than their more common counterparts, but are (fortunately) more solitary. They skulk at the edges of settled areas, waylaying occasional travelers and polluting sources of pure water (which they despise). Spectral Troll (Troll Wraith) Spectral trolls, or troll wraiths as they are sometimes known, are 1 0 12 8 13 3 3-6/3-4/3-10 Nil See below Nil L (10’ tall) Champion (15-16) 1,400 1-12 4 12 8 13 1 weapon 2-12 4. 7 Nil Regeneration Nil L (10‘ + tall) Fanatic (17-18) 1,400 extremely nasty but rare. Taking material form only in darkness, they are tormented by the memory of life. They try to slay all living creatures that they encounter. Spectral trolls resemble normal trolls in all respects except color. The jet black skin and hair of a troll wraith make them easily distinguishable from normal trolls (providing adequate light is available, and assuming the characters know a troll is supposed to be green, of course). Troll wraiths are only slightly taller than their normal cousins, again making the differences between them difficult to discover immediately. Combat: Spectral trolls have the same attacks as regular trolls and can divide them up among many different opponents. It requires a silver or magical weapon to affect them, making the final disposition of a spectral troll an even trickier prospect. Like all normal trolls, spectral trolls regenerate at a rate of 3 points per round, and can reattach severed limbs with no loss of function. They are likewise susceptible to fire and therefore cannot regenerate damage from fire-based attacks. Being partially undead, spectral trolls can be turned by priests as though they were spectres. Fortunately, troll wraiths cannot drain energy levels from their victims. It has recently been noted that humans slain by a spectral troll become spectral trolls themselves in three days, unless a proper burial ceremony is performed (by a priest of the victim’s own religion, of course). Habitat/Society: Spectral trolls vanish in direct sunlight. They do not take damage from sunlight; they merely fade from existence and reappear at the same spot at nightfall. It is speculated that the troll wraith shifts involuntarily to the Ethereal plane, as even captured, temporal stasised, or unconscious spectral trolls have escaped permanent imprisonment to the disbelief of their captors. No one has yet captured a spectral troll long enough for the event to be actually witnessed. Fortunately, spectral trolls are always encountered individually, since they attack anything, including each other. Ecology: There has been much speculation about the origin of spectral trolls. Some sages maintain that the spectral troll is simply a magical variant of normal troll, and they point to its lack of


Troll a negative material bond (i.e., no energy drain) as proof of their position. However, others maintain that the lack of an energy drain is no proof that the troll wraith is not undead, as many admittedly undead creatures possess no such attack. They point to the skeleton, zombie, and even the lich as prime examples of their position. Few believe that the troll wraith is a magical cross-breed, created by some mad wizard for his evil pleasure, as it is obvious to all that the solitary and belligerent nature of the creature makes it useless as a guardian or even as an assassin. If it was an experiment, they agree, it was certainly a failed one. There is new speculation that the troll wraith is not undead at all, but is in fact the product of some powerful curse gone awry. New information from dubious sources also seems to link the fate of the troll wraith to that of the mysterious shades, rumored to dwell on the plane of Shadow. In any case, the ecology and nature of the spectral troll, or troll wraith, is an active topic for debate among the many retired adventurers and sages-for-hire dwelling throughout Greyhawk. The actual truth behind the suspicions, allegations, and suppositions may never be known. Giant Trolls Giant Trolls are hideous hill giantltroll crossbreeds. They resemble normal trolls in all respects, except for their unnatural size. Their skin is red-brown and they have red-rimmed eyes. Combat: Despite their pot-bellied appearance, giant trolls are immensely strong and inflict damage like a hill giant when they are using their favorite means of attack (a large spiked club made from a tree trunk or house timber). These clubs cause 2d6 points of damage, plus an additional 7 points for Strength bonuses. In those rare instances when a giant troll has no weapons, its vicious claws are capable of causing great damage as well. Each successful attack inflicts ld6 + 1 points of damage; as with all trolls, the claw attacks can be divided up among different opponents as necessary. Instead of using their claws to attack, weaponless giant trolls are more likely to grab medium-sized prey in their large hands and wield the struggling victim like a club and beat both him and a new target with the body. Refer to the rules on hand-to-hand combat in the Dungeon Master’s Guide for guidelines. Giant trolls who are being overwhelmed by many small and medium opponents take time to grab and hurl warrior-types off into the nearby trees, leaving more time to deal with the softer, weaker enemies. Note that, like hill giants, giant trolls can catch missiles 25% of the time, if in reach, and can hurl boulders capable of causing 2d8 points of damage when they strike. Unlike normal trolls and their offshoots, giant trolls never attack with their bite attack. This is probably due to the fact that they are usually much taller than the meals they like best (humanoids, of course), and they find it difficult to bend forward with the kind of flexibility normal trolls enjoy. Also, the head of a giant troll, more than any other part of the cross-breed anatomy, is almost identical to that of a hill giant, except that the skin is redbrown. Therefore, the giant troll also lacks the razor sharp teeth normal trolls are feared for. Giant trolls regenerate damage as normal trolls, but at the rate of 2 hit points per round. They cannot reattach severed limbs. Before a giant troll can be killed, at least 10 points of damage must be inflicted on it by fire. If this condition is not met and the giant troll is reduced to a single hit point, any further damage on it has no effect save to negate regeneration. They have a very acute sense of smell and 90-foot infravision. HabitatBociety: Giant trolls are greatly feared throughout the world, for not only do they possess the horrible ability to regenerate damage inflicted upon them, but they also possess the power and strength of hill giants (fearsome in their own right). The combination is a deadly one, and even worse, giant trolls travel in loose tribal bands of Id12 members. They are rarely encountered alone. Lairs of giant trolls are always served by 2d6 normal trolls, who act as simple lackeys (and sometimes food) for their larger cousins. Ecology: Giant trolls are found in nearly every clime. Giant trolls have no known blood enemies, but most intelligent races avoid them at all costs, often going to great lengths to rid an area of giant trolls in advance of colonization or exploration. Giant trolls are on good terms with strong hill giant tribes, for which they serve as elite personal guardians for the ruling chief.


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Greyhawk Ruins by Blake Mobley and Timothy B. Brown Enter the infamous ruins of castle Greyhawk, the most formidable and expansive dungeon on Oerth. Its mazes and catacombs have drawn hundreds of adventurers from around the Flanaess. They are intrigued by tales of its riches, undaunted by its reputation for death in countless unspeakable ways. Getting there is no trick-it’s a well-travelled path. The trick is getting in and out again with your own hide intact! Try your hand at the busiest dungeon ever created. There are more than two dozen levels of horror and treasures. Run into brutal foes and gain uncountable wealth-nearly I ,000 separate room descrip- :ions in all! Greybawk Ruinsis a complete guide to the most famous dungeon in the WORLD OF GREYHAWK” campaign setting. All you will need is game, nerves of steel, and the reso nge the puzzles and powers the ruins have to offer! CreybaWkRUif7S is designed for fi haracters of levels 2 the ADVANCED DUNGEONS & DRAGONS’ 2nd Edition role-playing to 15.


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