The Snowflake Dungeon Part 9

There’s a saying. Or at least I think there’s a saying. Maybe I made it up. In anycase, it goes something like this:

Everyone wants to be a writer until it’s time to do the writing.

Here’s the thing – creative endeavors are work. It’s not enough to just have ideas. You need to actually bring them to fruition.

I’ve talked to my painter friend as she’s in the midst of detailing one hundred blades of grass. There’s that time in writing where you’re not inspired, but you need to make this scene happen and it feels more like pulling teeth than dancing.

For me, when it comes to TTRPG work, it’s the stats. Assigning numbers to things is NOT my favorite, but it’s part of the grind.

And its with this that I come back to my Snowflake Dungeon.

If you’ve missed the previous posts about a snowflake dungeon, you can find them here.

This brings us to step 5 of the Snowflake Method, which is taking all our major characters and making a one page history of them, and then doing half a page for our minor characters.

Again, since I’m not writing a novel, I’m going to tweak this. This is when each character/monsters/whatever that needs it is going to get some stats.

Now as I mentioned, this is the grind part for me. Because of that, I’m not going to do them all at once. Step 5 will take a few emails.

Here’s a funny thing – up until now, I haven’t had to consider what system this was for. It was all just kinda theoretical. Now that I’m assigning numbers to things, it feels more real.

That said, I did have a vibe in my mind the entire time. The PCs aren’t superhero like characters and the dungeon isn’t meant to be a combat fest. That put’s us into the realm of old school play, so why not Old School Essentials?

(For those that don’t know, OSE is basically a B/X D&D clone. It’s done really well.)

Let’s start with the monks. Most of them will do okay with a generic stat block, except for Father Agor and The Spirit of Sister Riccosso. They deserve some special attention. The only other named monk is Sister Avoire. I’ll probably add a table for Monk Names to be generated as needed.

Sister Avoire

(Use these stats for any standard Monk)

Armour Class

10 [9]

Hit Dice

1 (4hp)

Attacks

1 × weapon (1d6 or by weapon)

THAC0

19 [0]

Movement

120’ (40’)

Saving Throws

D13 W14 P13 B16 S15

Morale

6

Alignment

Lawful

XP

10

Sister Avoire has been wary as of late due to the abduction of her fellow monks. She finds peace in tending the monastery garden and knows much about local vegetation and plant life (can answer questions on a 4 in 6). She has been mistrustful of outsiders and prefers to keep an eye on folks until she knows she can trust them. Her nose sniffles whenever she talks.

Father Agor

Armour Class

2 [17] (plate mail + shield)

Hit Points

14 hp

Attacks

1 × Mace (1d6)

THAC0

19 [0]

Movement

60’ (20’)

Saving Throws

D11 W12 P14 B16 S15

Morale

9

Alignment

Lawful

XP

50

Spells: Cure Light Wounds, Light

Father Agor is the oldest monk in the Monastery (80 years old) and the only surviving one who served in the ruined temple (before it was ruined, of course). He knows the tale of Fancissi and Father Bone (see side bar), but will be reluctant to recount it. Some shameful things are best left in the past.

Agor tires easily and is prone to fits of coughing when agitated. He will not hesitate to send anyone away who tries to push him. He is sensitive in the way that an older man can be and is used to being listened to.

The Spirit of Sister Riccosso

Use stats for a ghost (advanced fantasy)

  • Vow of Silence: Makes no noise – Sister Riccosso can not speak

Sister Riccosso was old when Father Agor was young. She died soon after coming to the monastery, but has continued to serve by guarding the treasury. She too knows the tale of Francissi and Father Bone (see side bar), but can not speak it. If she trusts someone and would tell them the tale, she will try to guide them to the reliquary (and, in turn, Father Avorie). She stares with an eternally judging look. If annoyed by someone, she will attempt to hit them across the knuckles with a spectral birch rod. It does no damage, but it hurts like the dickens.

 

Monk Names

1d3

  1. Brethren

  2. Sister

  3. Brother

1d10

  1. Santini

  2. Hubroni

  3. Calabrutto

  4. Vericoni

  5. Fulcono

  6. Bipeppe

  7. Lamcarotta

  8. Asabba

  9. Timpona

  10. Granaparmo

There we have it – stats for the monks. My biggest piece of advice is don’t reinvent the wheel. For Sister Ricosso, you notice I just referred to the ghost stat block. That’s because she’s… well, a ghost. For the others, I found a stat block that I liked to use as a starting point and just tweaked it.

Next time, we’ll be doing the mutants and their weirdo goblin leader.

PS. I know, I know – I didn’t include the sidebar. I think there will be a future step that’s about lore and filling the reader in on what’s really happening here.

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.