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TEMPLE

OF
1000
SWORDS
Written by Brad Kerr
Cover by Matt Stikker

Interior Art:
Brad Kerr
Tyler Smith Owings (p.13)
Ramón Perales Cano (17,21)

Play Testers:
Bob Peyton, Dan Cohen,
Derrick Martin-Campbell,
Matt Stikker, © Brad Kerr 2021
Steven Lindberg
Old-School Essentials is a trademark
Special Thanks: of Necrotic Gnome. The trademark
Nathan Page, Steven and Old-School Essentials logo are
used with permission of Necrotic
Lindberg, Ramsey Ess Gnome, under license.
INTRODUCTION HISTORY OF THE TEMPLE
The Temple of 1000 Swords is a Centuries ago: worshipers of Gladio,
fantasy adventure module for Old- god of swords, build a temple beneath
School Essentials or other role playing a waterfall. Gladio blesses his followers
games with old-school sensibilities. with a magical forge which instantly
Parties of approximately 3rd level creates swords from any material. An
characters will find the dungeon to be Emperor and Empress of Swords
a suitable challenge. preside over the temple.

This book provides a small but densely Eventually: Gladio is forgotten; his
furnished dungeon, easily insertable in churches fall to ruin. The waterfall
most fantasy campaigns. Several temple becomes the last bastion of
aspects make this dungeon unique: Gladio and the god himself walks its
lonely halls.
● The temple is absolutely lousy with
swords. Every room is filled with Some time ago: two tribes of
huge piles of rusted blades. monstrous humanoids–drukks and
Though most of these weapons are merfolk–move into the temple. By
useless junk, industrious player Gladio’s influence, they wage bloody
characters who take the time to war on each other.
search may find a unique or
unusual weapon (page 6). A few years ago: a wandering
● A magical forge created by a god is swordsman discovers the forge and
capable of instantly transforming dedicates himself to Gladio. This
anything into a sword (page 22). Hierophant travels the countryside
Be prepared for weird or spreading the “word” of his lord
unconventional sword creations. through sword-duels and eventually
wanton slaughter.
● A powerful relic, the “Nine of
Swords” is split up like a jigsaw Recently: Piotr, a spear-wielding and
puzzle in nine pieces throughout vengeance-seeking knight tracks down
the dungeon. (page 6). and slays the Hierophant. Gladio places
● The god of swords himself dwells a geas on Piotr to create swords until
in the temple and issues bloody his blood-debt is paid.
quests to visitors (page 22).
Now: swords fill the temple and spill
out into the waterways and shores of
the countryside.

3
THE FACTIONS USING THIS BOOK
DRUKKS are a beast-person tribe of Bolded text denotes easily discernible
humanoid, carnivorous ducks who room details. A referee should
occupy the western rooms of the paraphrase or expand upon this
dungeon. They stand approximately 5’ information when the player characters
tall and have a flat bill full of sharp enter a room.
teeth. Drukks are horribly messy eaters
and usually have blood-caked mouths Italicized text communicates
and feathers. Their appearance and confidential information to the referee.
screech-like speaking voices often leads This includes traps, secret doors, or
to quickly-escalating hostility with pertinent historical details.
other intelligent peoples.
Unless otherwise noted, assume each
Drukk reinforcements arrive weekly room has 10’ ceilings, walls carved
through the western tunnels. All from dark stone, a pile of scavenge-able
drukks carry potions of water-walking swords, and no natural source of light.
and water-breathing to help combat
the merfolk.

MERFOLK are water-breathing


humanoids with long fins in place of
legs. The arrogant mermaids and
mermen of the temple value
conventional beauty, mean-spirited
pranks, and physical challenges. To
sustain themselves, they harvest cave-
kelp, oysters, and pearls in the temple’s
flooded eastern chambers.

Merfolk reinforcements arrive


periodically through the eastern
waterfalls. All merfolk carry ampoules
of land-walking and air-breathing.

Both factions hate each other and are


subtly nudged towards violence by the
divine ambiance exuded by the god of
swords. PCs who parlay with either
faction will be urged to join in the
struggle. The drukks want the head of
Queen Lydia (location T6); the merfolk
want to crush the drukks’ despicable
egg (location T15).

4
ADVENTURE HOOKS ● Large quantities of rusted swords
have been washing up in a creek
by a local village; a concerned
The temple works best as an out of the community leader asks the PCs to
way dungeon for player characters to head upstream to investigate.
stumble upon. To help point parties in
the right direction, here are some ● An ancient text describes a magic
possible hooks: relic called the “Nine of Swords”
and lists its last known location as
● The party wants something the temple.
“impossible”–forgotten ● Piotr, a knight and comrade of a
information, a resurrection, PC embarked on a quest for
transportation to another plane. vengeance against a blood-thirsty
A powerful being in the temple is priest and hasn’t returned. A
rumored to grant wishes. Gladio, concerned group of adventures
god of swords, will indeed grant follow his trail. Piotr defeated the
wishes for a price. See page 22. Hierophant and was enslaved by
Gladio in retribution. See page 22.

RANDOM ENCOUNTERS
For each new room or each passing turn, there is a 1-in-6 chance of a random
encounter. Roll 2d6 and consult the table below. Additional monster stat
blocks are found on page 23 and 24.
2d6 Encounter Description
2 An ill wind blows…Gladio’s ambient aura radiates through the dungeon.
Anyone possessing a sword must Save vs spells or attack the person or
creature within line of sight that they like the least.
3 A starving gelatinous cube (full of swords) desperately seeks sustenance.
(Page 24)
4 An iron mongrel feeds on rusted swords but will eat non-rusted metals,
given the opportunity. (Page 24)
5 A crown-laden spirit appears, weeps, and pleads for forgiveness before
disappearing. Swords grow overwhelmingly heavy for 1 minute. (Page 20)
6 A “tumble-weed” of swords rolls into the room. All must succeed on a
Dexterity check or suffer 1d6 damage.
7 2d6 drukk warriors on patrol (Page 23)
8 2d6 merfolk warriors on patrol (Page 23)
9 2d4 drukks engage 2d4 merfolk in bloody melee.
10 An exhausted knight scavenges non-sword materials to craft into swords
(Magically enslaved Piotr, see room T19 and page 22).
11 The aftermath of a terrible drukk/merfolk battle. Find 1d6 x 10gp among
the bodies.
12 A special sword reveals itself atop the piles of rusted blades. (Roll twice for a
random sword on page 7 and take the more interesting option).

5
THE NINE OF SWORDS Rooms which contain a demi-blade
display this sword icon:
The temple houses a powerful relic, a Index of demi-blade locations:
sword split into nine demi-blades
which click together like puzzle pieces;
● Part I: in the drukk egg’s nest
each part bears a Roman numeral (1
(location T15)
through 9) and faintly radiates magic.
Only when every piece is assembled ● Part II: in front of Gladio’s statue
does the sword reveal its power. Gladio with part IX (location T3)
himself scattered these blades to test
the mettle of would-be sword lords. ● Part III: In Queen Lydia’s
possession (location T6)
The Nine of Swords: ● Part IV: Above the Hierophant’s
bed (location T8)
● Grants +1 to attack rolls, damage,
● Part V: In the Sand-person’s arena
initiative, and armor class
(location T9)
● Swinging the Nine of Swords
● Part VI: Nestled in the tower of
attacks every target, friend and
swords (location T16)
foe, in 8 directions simultaneously
with spinning spectral blades. ● Part VII: Above the Emperor’s
throne (location T17)
● The curse: anyone who wields the
sword is tortured with terrible ● Part VIII: Impaling the vampire
nightmares of their vanquished prisoner (location T11)
foes. The PC must save vs spells
each night or gain no benefit from ● Part IX: In front of Gladio’s statue
the rest. This condition lasts 72 along with part II (location T3)
hours after use of the blade.

6
SEARCHING FOR SWORDS d%
01
Sword Discovered
Glass Sword
02 Ceramic sword
Huge piles of swords are littered 03 Spellbook sword (functioning
throughout the temple. A vast majority spell book; has 4 rand. lv 1 spells)
of these are rusted iron or rotting 04 Wax candle sword
wood but some swords are truly 05 Slime sword (floppy, 1d4 acid)
special. The god-forge of Gladio is 06 Submarine sandwich sword
capable of transforming anything into a
07 Cactus sword (1d2 damage but
sword and many bizarre creations are
falls apart after one hit)
waiting to be discovered. Note that 08 Papier-maché sword
many of these swords are not
09 White marble sword
functional as actual swords.
10 Reverse sword (sharp handle/dull
blade)
A PC who wishes to search a pile of 11 Glass perfume bottle sword
swords may spend 1 turn (10 minutes) 12 Wooden torch sword (burns up
and roll 1d6. Rolling a 1 results in the after 1 hour)
PC taking 1 point of damage as they 13 Cobblestone sword
injure themselves on the haphazardly 14 Stained glass sword
scattered blades. Rolling a 5 or 6 means 15 Emerald sword (worth 600 GP)
the PC has discovered an interesting 16 Spoon sword
sword; roll a d100 and consult the 17 Fused spinal column sword
following table to reveal the result of
18 Stiff-bristled brush sword
the search. Remember to check for
19 Sledgehammer sword (heavy tip/
random encounters every time the PCs
wooden blade & handle)
perform a search. 20 Mirror sword (fragile)
21 Fish sword (dead)
While this system provides the 22 Silver sword (250 GP)
potential for an “infinite treasure 23 Linen sword
generator,” referees are encouraged to 24 Leather sword
dissuade such meta-gaming with
25 Studded leather sword
diegetic story developments. The
26 Chain sword (like a flail but
drukks and merfolk will eventually
sharp)
conscript more powerful wandering 27 Iridescent dragon scale sword
fiends into their war. Gladio will issue (250 GP)
more and more outlandish quests 28 Sunglasses sword (dark lenses in
(room T19) to returning “pilgrims.” the middle of the blade)
PCs who flood a local economy with 29 Teeth sword (Many teeth fused
swords will inadvertently encourage together, gross)
violence and unrest via Gladio’s 30 Hair sword (ponytail)
expanding influence. Et cetera. 31 Tiny (6'') steel sword
32 Small (1') sword
33 Masterwork (+1) sword
34 Large (6') sword
35 Huge (10') sword

7
d% Sword Discovered d% Sword Discovered
36 Skeleton arm sword 72 Scissors sword
37 Gold sword (500 GP) 73 Lead pipe sword (hollow center)
38 Magic ice sword (never melts) 74 Immovable sword (as the
39 Ice sword (melting) immovable rod, magical)
40 Sword-shaped puddle 75 Steel file sword
41 Beef jerky sword 76 Egg sword
42 Flask sword (filled with whiskey) 77 Hard candy sword
43 Stone sword 78 Drill sword (has a crank)
44 Bronze sword 79 Lute sword (functional, fragile)
45 Mithral sword (silver, 250 GP) 80 Soap sword
46 Adamantine sword (unbreakable) 81 Blowgun Sword (functional)
47 Dragon tooth sword 82 Fork sword
48 Human skin sword (hairy) 83 Rattlesnake Sword (rattles, 1 in 6
49 Dirt sword chance of envenomating, save vs
50 Compacted mammal feces sword poison or die)
84 Tin sword
51 Rat corpse sword
85 Lace doily sword
52 Sponge sword
86 Umbrella sword (functional)
53 Autumn leaves sword
87 Brick and mortar sword
54 Key sword (opens something...)
88 Coiled spring sword (bouncy)
55 Antenna sword (attracts ants)
89 Ink sword (anything struck by
56 Giant pencil sword blade is dyed black)
57 Magnet sword 90 Trombone sword (functional)
58 Feather duster sword 91 Bomb sword (explodes when
59 Ruby sword (600 GP) struck, 6d6 damage to all nearby)
60 Bouquet of flowers sword 92 Hat sword (wearable)
61 Double sword (blade on each end) 93 Octopus sword (sticky)
62 Double sword (two blades on 94 Bacteria culture sword (save vs
same end) poison or contract fever)
63 Triple sword (star shaped-- 95 Unicorn horn sword (user can
handles in middle) talk to horses)
64 Triple sword (three blades on 96 Tongue sword (wet, magic, speak
same end) the languages known by victims
65 Geode sword (stone exterior, of the blade)
crystal center) 97 Magic stretching sword (+5'
66 Crystal Sword (fragile) (100GP) reach)
67 Crystal sword (stores one spell) 98 Magic light sword (sheds light like
68 Fishing rod sword (functional) a torch, +1 dmg vs undead)
69 Unholy concatenation of 99 Cursed Insanity Blade (save vs
recognizable body parts sword spells or attack nearest person)
(intelligent, gibbering, not nice) 00 Magic Grandfather sword (+1,
70 Sapling sword (living, tree) intelligent, mustached,
71 Hemp rope sword grandfatherly)

8
9
T1: THE WATERFALL T3: VESTIBULE
A cave, faintly visible behind a Vaulted ceilings, doric pillars, the
waterfall. echoing sounds of water. A massive
statue of an armored god looms
The basin and stream are choked with from the northern wall. A sword-
rusted swords. PCs have a 2-in-6 choked stream flows from the east.
chance of stepping on a sword (1d4 A dark hallway leads west.
damage) unless extra caution is taken
while wading through the water. A secret door to room T8 is concealed
beneath the statue’s legs.
T2: TUNNEL 1d4+2 drukks stand guard and pass the
time practicing swordplay or singing
A tunnel: walls carved from drukk battle hymns (screaming).
limestone, slippery floors covered
in 1’ of running water. 10’ ceilings. A pile of fine swords is placed before
Sounds echo. Light refracted dimly the statue as an offering. Two of them
through the waterfall dances glow faintly in the dark (blades 2 and 9
across the uneven walls. of the nine). An enormous gem (1000
GP) is embedded in the statue’s
A trap: a sword-spangled pit hidden by the forehead; it’s a treacherous climb to
current (Dexterity check, 1d6 damage on reach it (Strength check).
failure); falling into the pit causes a see-
saw like board counterweighted with bells Drukk
to swing up and make a racket, alerting the Awful duck people
drukks in area T3. Because of all the AC 6 [13], HD 1+1 (5hp), Att 1 ×
swords flowing through here, there’s a sword (1d8) or Bite (1d4+1),
3-in-6 chance that the trap won’t actually THAC0 19 [0], MV 120’ (40’),
activate. SV D12 W13 P14 B15 S16 (1), ML 6,
AL Chaotic, XP 10, NA 2d4 (1d6 × 10),
TT D

● Drukk battle scream: Drukks


scream while fighting. If 5 drukks
are present, the volume is enough
to deafen anyone within 50’ for
1d6 minutes.
● Leaders: For every 10 in a group,
there is a 2HD leader. For every
50, there is a 4HD leader (saves:
D10 W11 P12 B13 S14 (4)).

10
T4: OYSTER GARDEN T5: MERFOLK GROTTO
A dark, flooded, and dripping A vast, echoing cavern with low-
cavern. ceilings and deep black water.
Waterfalls trickle in from cold
The floor has been lowered to facilitate a subterranean streams. Pearl-like
large underwater cave-kelp and oyster orbs illuminate the room from
garden; a sudden drop-off will catch beneath the water.
careless adventurers unaware. A giant
octopus labors here harvesting cave-kelp An (unreliable) mermaid with a conch-
and irritating the oysters to help with pearl horn is posted in the pool to keep watch
production. She is surly and has a sword over anyone entering from the west. There
but generally dislikes combat. is a 3-in-6 chance that she’s doing her job.

A submerged tunnel concealed by darkness, The 10’ of space adjacent to the


water, and kelp leads to area T6. western wall is walkable but
immediately drops off into a deep
Giant Octopus with a Sword cavern pool.
AC 7 [12], HD 7 (32hp), Att 7 ×
tentacle (1d3 + constriction), 1 x sword 4d6 merfolk frolic here (only 3d4 of
(1d8), THAC0 12 [+6], MV 90’ (30’), them are warriors). The merfolk may
SV D11 W12 P13 B14 S15 (3), ML 7, initially seem welcoming but quickly
AL Neutral, XP 450, NA 1 (1d2), reveal an underlying arrogance. They
may tease a PC for not swimming,
● Constriction: Tentacles grab and trying too hard to swim, or just not
constrict after a hit. Each swimming as beautifully as merfolk (to
constricting tentacle inflicts: 1d3 the guffaws of the gathering crowd).
automatic damage per round, plus They are insufferable locker room
a –1 penalty to attacks. bullies who will socially exploit any
visible weaknesses. They typically
● Severing tentacles: Requires a challenge non-drukk interlopers into a
hit with a cutting weapon potentially embarrassing physical
inflicting 6 or more damage. challenge before resorting to violence.
● Ink cloud: When escaping, can
emit a cloud of black ink (80’ d4 What are the merfolk doing?
diameter) and jet away at 3 times 1 Cavorting quietly underwater
normal speed.
2 Playing water polo with a
dismembered drukk head.
3 A party is starting–they’re getting
drunk off fermented seaweed and
oyster sauce.
4 A party is ending–they’re drunk,
angry, and ready for violence
(or romance?).

11
Merfolk
Fish-tailed rascals of the sea T6: THE ISLAND
AC 6 [13], HD 1 (4hp), Att 1 × sword An island of cold black stone rises
(1d8) THAC0 19 [0], MV 120’ (40’), from the subterranean lake.
SV D12 W13 P14 B15 S16 (1), ML 8,
AL Neutral, XP 10 (leader: 20/75), A tunnel, hidden by the dark water and
NA 0 (1d20), TT A seaweed, connects to area T4.
● Leaders: For every 10 in a group, Lydia, the unhinged queen of the
there is a 2HD leader. For every merfolk, dwells here--either on her
50, there is a 4HD leader (saves: coral throne or riding around on her
D10 W11 P12 B13 S14 (4)). water elemental steed. She’s bored and
● Guardians: Use trained sea violent and constantly threatens that
creatures or monsters to guard she’ll marry anyone who bests her in
their homes. combat. She’s probably joking.
Regardless, she challenges any stranger
to a one-on-one sword fight. Losers
are bullied relentlessly by merfolk but
usually not killed.

She’s accompanied on her island by her


long suffering “color guard,” Hestia and
Deema. (Use normal merfolk stat
block). They are loyal but weary.

Lydia wields blade 3 of the Nine but


she’s not really attached to it. A huge
coral chest with a living sea urchin
“lock” holds 50 perfect pearls worth
20GP each. Lydia’s secret song opens
the lock and pacifies the urchin and its
sting (save vs death or die).

Treat Lydia as a 4HD Merfolk leader.

12
13
T7: WET SWORD HEAP The fearsome Hierophant lived here
until his recent demise. His reputation
endures; the dungeon’s denizens will
Hundreds of swords fill this room not enter this chamber. The exotic silks
in terrible heaps, all partly in the dresser are worth 300 GP. Blade
submerged in knee-high standing 4 of the Nine is mounted over the bed.
water. A pile of sandbags prevent A party of 5 can sleep comfortably on
the water from flowing west into the enormous mattress.
an adjoining hallway.
A diary on the writing desk comprises
There are more swords here than in a ponderous and minutely detailed
most rooms. The oxidizing iron and account of the priest’s life. 1d4+1 hours
murky water give the room’s scent a spent reading it (or a successful
unique bouquet of blood and mold. Intelligence check and ten minutes)
reveals the following details:
A chute behind a fake stone panel connects
to room T19. It’s narrow but technically ● The Hierophant searched long for
traversable with a Strength check (failure a new “Emperor and Empress” of
means a scary slide into a pile of swords, swords but found no one worthy.
1d6 damage).
● The Hierophant’s bloodlust grew
over time. A fondness for
T8: QUIET BEDROOM chivalrous duels slowly devolved
into senseless slaughter. His last
Note: don’t roll for random encounters in “duel” was against a traveling
this safe space. theatre troupe.
● There have been no new entries in
Behind a locked door: an inviting the diary for several weeks.
bed chamber. It features an
oversized feather bed with a ● Apparently, the dungeon’s “sword/
yellow quilt, a writing desk, and a fish” have not been fed in some
dresser filled with robes, silks, and time. (Room T17)
swords. The clothing and bed are
huge. Perfumed candle stumps atop
the dresser and an old tobacco pipe
contribute to a fine smelling room.

The key to this room is found on the


Hierophant’s corpse in room T14.

14
T9: SANDY ARENA T10: LONG HALLWAY
Drukks and merfolk avoid this area. There’s a hidden door halfway down into
area T19. The plaster-covered wood looks
Shifting white sand covers the just like stone.
floor of this circular, domed arena.
Humanoid-shaped mounds of sand
rise up around each of a dozen T11: THE PRISONER
scattered swords, slash each other
apart, then reform again. This 30’ square room seems to serve
as a drukk latrine. Feathers are
Archways open to hallways in the caked to the floors in masses of
east and west. A closed stone door unidentifiable viscous fluids. A pile
exits south. of swords has been carefully
corralled into one corner. One wall
In its purest expression of purpose, the is poorly bricked up with stones
temple battles itself here in an endless and mud--obviously hiding a
churn of pointless sword violence. 2d4 passage on the western wall.
sand-persons rise and take up blades to Brown paint(?) spells out “DON’T.”
attack each other or anyone else who
enters the sand. One of the sand- The wall can be removed with 10 minutes
persons wields blade 5 of the Nine. of noisy work; roll for random encounters.

The hidden door from area T3 is easy Behind the wall is a shallow 10’x20’
to spot from this room. chamber. A pale, shaggy-haired
prisoner dressed in white is impaled
Sand-Persons against the wall by a glowing sword
Sword-wielding sand spirits. through his heart (blade 8 of the Nine).
AC 6 [13], HD 2 (9hp), Att 1 × Sword This honey-tongued prisoner is Remy
(1d8), THAC0 18 [+1], MV 90’ (30’), LeFou, clearly a vampire. He’ll promise
SV D12 W13 P14 B15 S16 (2), ML 12, to not bite the party if they free him
AL Chaotic, XP 20, NA 2d4 (0) and further bargaining may be possible.
He’ll keep his word but he’s hungry and
will absolutely cause long-term
● Bound to the sands: Sand- problems for everyone (killing beloved
persons cannot leave the arena. NPCs, turning the mayor into a
● Effectively immortal: the sand- vampire, etc.).
embodied spirits of the temple rise
again within 1d3 rounds of being Remy came to the dungeon four years ago
slain. hoping to drink the blood of a god. The
Hierophant defeated and imprisoned him
in this chamber.

15
T12: DRUKKS’ LAIR T14: THE HIEROPHANT
Palisades of mud and swords bisect Check twice for random encounters.
the room into two sections. The
floor is caked with squalor; The corpse of a very tall pope lies
feathers and dirty hay rain down facedown in a pool of blood. A
constantly from makeshift spear pierces its abdomen. His
“rafters” in the ceiling. Past the mitre has rolled away exposing
barricades, a tunnel stretches west. stringy white hair on a grey scalp.
Hallways stretch east and south. A
The drukks make their base here-- stone door leads north (locked).
bedding up in the timbers and
defecating on the floor. They hide A key around the corpse’s neck opens
treasure (1d6 x 10pp) in their fetid mud the doors to T16 and T8.
nests and scream all day long.
The Hierophant was killed here by Piotr.
2d4+4 drukk warriors reside here at all The body lies undisturbed though its cursed
times and are highly intolerant of blood incites further violence (roll twice for
trespassers. Should combat break out, a random encounters).
phalanx of drukk warriors hold a line
behind their sharpened palings while The magic spear grants an extra attack
warriors rain swords down from each round against sword-wielding
above. Drukks will parlay but will let opponents. If the spear is removed: a
no one pass into the tunnels beyond. beat passes before the corpse shudders
with a hoary sigh, then rises as a wight,
See the drukk stat block on page 23. hungry for warm blood.

T13: MUD WARRENS Wight


AC [14], HD 3* (13hp), Att 1 × touch
(energy drain), THAC0 17 [+2],
Slipshod, claustrophobic tunnels MV 90’ (30’), SV D12 W13 P14 B15
form an incomprehensible maze of S16 (3), ML 12, AL Chaotic, XP 50,
mud and rusted swords. NA 1d6 (1d8), TT B
These tunnels either lead nowhere or to an ● Undead: Immune to poison, mind
alternate exit on the surface or to the control, charm, hold, sleep, etc.
underdark drukk city (referee’s call). The
first tunnel on the right however is a ● Mundane weapon immunity:
waterlogged secret entrance into the throne Only harmed by silver weapons or
room (T17). magic.
● Energy drain: A successfully hit
target permanently loses one
experience level (or Hit Die). This
incurs a loss of one Hit Die of hp.

16
17
T15: BIG WEIRD EGG T16: THE TOWER
1d2 drukk warriors are posted outside the A cathedral-sized chamber
room on guard duty. contains an oppressive, clattering
eminence of swords emerging from
An enormous 6’ egg rests on a nest a pit. Blades of all sizes extend in
of swords and dried kelp. 1d4+2 every angle from a great and
drukk warriors and a non- terrible tower in a kind of brutal
combatant drukk midwife protect gas-belching art installation.
the nest behind the closed door.
A moment after the PCs enter, the
A glowing sword is tangled in the nest tower begins to clink and cascade as
(blade 1 of the Nine). 1d4+1 sword/person hybrids crawl out
from their sword nests, lustily
A drukk laid an egg here and it won’t stop attacking while begging for death.
growing. The drukks believe that a
herculean mallard will soon hatch to lead These sword/person hybrids were sword
them to victory. If the egg sustains at least enthusiasts who laid their own bodies on
8 points of damage a fetal drukk horror the Gladio Forge (room T19) becoming
emerges, attacks anything within range, half-sword/half-person. It was a terrible
and dies in one minute. idea; they’re in constant pain.

At least one sword on the pile is


Fetal Drukk Horror glowing but it’s a tricky climb to get to
AC 6 [13], HD 5 (22hp), Att 1 × bite it (blade 6 of the Nine). Climbers must
(1d8), primal scream or psychic assault, succeed on a Dexterity test or fall prone
THAC0 15 [+4], MV 120’ (40’), into the swords for 1d6 damage.
SV D12 W13 P14 B15 S16 (2), ML 9,
AL Chaotic, XP 175, NA 1 (0) Sword/Person Hybrids
AC 2 [17], HD 3 (13hp), Att 1 × sword
● Primal scream: All within parts (1d8), THAC0 17 [+2],
earshot save vs breath weapon or MV 60’ (20’), SV D12 W13 P14 B15
take 1d8 damage. S16 (3), ML 11, AL Chaotic, XP 35,
NA 1d6 (0)
● Psychic assault: As the 4th level
magic-user spell “confusion.” ● Absorb metals: Hits with non-
d4 What are the drukks doing? magical, metal weapons cause
1 All of the drukks are asleep. damage, but the weapon may
become stuck in the sword/person
2 “Feeding” the egg (rubbing
(save versus spells). Stuck weapons
mermaid meat on the egg).
3 Carefully adding swords to the can be removed if the sword/
nest. person is killed.
4 Having an angry, sweaty
workout; eager to fight.

18
T17: THRONE ROOM ● Allies’ swords within 30’ increase
their damage value by one step (ex.
d8 to d10).
A wide and echoing chamber of
mildewed opulence. A moldy rust- ● Enemy swords within 30’ decrease
colored rug leads from the door to a their damage value by one step (ex.
raised dais which hosts two stately d8 to d6).
stone thrones. The rug is flanked
● Can understand the witless, awful,
by two large pools; the shadows of
alien language of swords.
fish move subtly through murky,
Invaluable to blacksmiths;
scum-gilded waters. A large black
maddening to most rational
stone protrudes from the northern
minds. Asking a question to a
pool.
sword requires a Wisdom check,
failure incurs 1d6 psychic damage.
A black sword dangles worryingly
by a thread over the throne (blade 7 ● Sword/person hybrids and Sand-
of the nine). An inscription above persons will not attack (rooms
the dais reads “MAY SWORDS BE T16 and T9.)
EVER BLESSED BY THE EMPEROR
The pools: are 12’ deep and hold 2d4
AND EMPRESS.”
hungry sword/fish. They haven’t been
fed since the Hierophant died and will
The black sword falls on anyone who sits attack anything that enters the water.
on the left throne. A hidden switch in its
armrest opens a secret door to area T18.
Hidden tunnel: The southern pool’s water
level is slightly lower as a result of the
The puzzle: The black stone in the drukk’s inadvertent tunneling into the
northern pool has a sword-shaped hole pond; a muddy, submerged, and narrow
in its top. It’s a reverse “sword-from- secret tunnel leads from the southern pool
the-stone” situation. Inserting a sword to area T13.
into the hole causes a chest to rise up in
the southern pool. The chest holds a
Sword/Fish
scepter (750 GP) and two magical
Half sword half fish.
crowns. However, removing the
AC 7 [12], HD 2 (9hp), Att 1 × sword-
crowns from the chest causes a stone
beak (1d8), THAC0 18 [+1], MV 120’
obelisk to rise in front of the door,
(40’), SV D12 W13 P14 B15 S16 (1),
blocking the room’s only exit.
ML 8, AL Neutral, XP 20, NA 2d4 (0)
Replacing the crowns lowers the
obelisk back into the floor.
● Pack tactics: One sword/fish
attempts to drag its prey to the
The crowns: denote the “Emperor and
bottom of the pool while the
Empress” of swords. Any who don
others stab it with their sword-
them take the roles of Emperor and
beaks.
Empress (gender is irrelevant) and is
granted the following benefits when
standing within 10 feet of each other:

19
T18: ROYAL CHAMBER Ghost of the Weeping Empress
A weeping queen begs for forgiveness.
AC 4 [15], HD 6** (27hp),
An ancient stone apartment from a Att 1 × numbing tears (1d8 + sleep
crueler time--the furniture is all (save vs paralysis)), THAC0 14 [+5],
sculpted from swords: table, chairs, MV 150’ (50’) / 300’ (100’) flying,
mirror, bed. All lie covered in dust. SV D10 W11 P12 B13 S14 (6), ML 11,
A skeleton’s remains splay across AL Chaotic, XP 725, NA 1 (0)
the bed; another sits in a heap
beside a sword and a pair of golden ● Undead: Immune to effects that
opera glasses. affect living creatures (e.g.
poison). Immune to mind-
The Empress, overcome with grief from a affecting or mind-reading spells
life of violence, slew her sleeping husband (e.g. charm, hold, sleep).
before falling on her own blade. Her spirit
now haunts this chamber. ● Mundane damage immunity:
Only harmed by silver weapons or
The haunt: A moment after all PCs magic.
have entered the room, the weeping Treasure: The skeletons wear emerald
ghost appears and pleads, “No rings worth 500 GP each. An
more…please forgive me…no more.” additional 2450 GP is piled throughout
All swords become extremely heavy the chamber but requires a turn to
(Strength check, -1 for every sword in consolidate and collect.
a PC’s possession). Any character who
fails is pinned to the ground by the The opera glasses: hold a curse of
weight of their own weapons (though their own; any who gazes through the
they may voluntarily abandon them to lenses sees every creature they’ve ever
move freely). The ghost grows more killed staring back at them. Note: ask the
distraught before “attacking” with player how many creatures they see
cursed, numbing tears. (ballpark estimate). The PC must save vs
wands or permanently lose CON from
Defeating the ghost in combat fright. “A lot” of slain creatures = 1d6
temporarily pauses the curse though CON, “not many” = 1d3 CON, “none” =
her spirit reappears after 24 hours. no CON lost. Surviving the ordeal
Alternatively, anyone wearing a crown grants a permanent 1d3 to WIS.
from area T17 or a confident cleric
speaking with authority may absolve
the ghost of her sins and end the curse.
She’ll ask for her bones to be buried
away from the gaze of Gladio.

20
21
T19: FORGE OF GLADIO Gladio: is an imposing but benevolent
entity with a booming laugh and a
special affection for adventurers. As the
A cavernous stone chamber hosts god of swords, Gladio’s sole concern is
an ever-burning forge. Beside it is that people kill each other with swords.
an immense, decorative 15’ sword As such, he’s quick to assist adventurers
buried in the floor and an towards further acts of destruction.
ornamental anvil-shaped pedestal Though Gladio may present himself as
which bears the inscription: “By a caring and generous patron, he is at
Gladio’s power, may any offering his core an evil god; any association
find its edge.” A small pile of iron with Gladio leads only towards death.
ingots sits nearby.
Gladio will commend PCs who have
Anything placed on the anvil instantly collected the Nine of Swords (“A true
becomes a sword composed of the substance sword lord indeed!”). He will ask to
of its original form (e.g. placing a plant on hear of the PCs' exploits. At some
the pedestal transforms it into a sword point, he will issue a quest. This may
made out of plants). Note that the law of be because:
conservation of mass (mostly) applies:
placing a single gold coin on the anvil will ● The PCs seek a special favor from
make a tiny gold sword. Placing a sword a god (lost knowledge, a
on the anvil turns it into a different kind of resurrection, etc.).
sword (longsword, scimitar, falchion, etc.).
● The PCs seek to free Piotr.
Piotr, a gaunt, armored knight toils ● A PC has stolen the gem from the
here, creating swords and sending statue in area T3.
them down a chute into area T7. His
bloodshot eyes and sunken cheeks ● The PCs have made “too many”
stand in sharp contrast to his shining swords using the magical forge.
mail. When he runs out of raw
● Really for any reason at all…
materials, he scavenges the dungeon
for supplies. Gladio placed a geas on this Gladio casts a geas (as the 6th level
knight in recompense for his slaying of the magic-user spell) on the party:
Hierophant (area T14). Piotr is forced to “You must kill 9 people with
create swords until his blood debt is paid. swords within 9 days or die.”

Shortly after the PCs arrive, Gladio Further notes: Gladio sees this as a “fun
himself emerges from the forge challenge.” Swords must be used to
with a resounding “Tally-ho!” He is injure the victims but are not required
large and otherworldly; a walking mass to be the “killing blow.” The victims
of armor and swords. PCs must save vs must count as “people” to Gladio:
paralysis or freeze in fear at the sight of drukks don’t count; merfolk only count
the living god. as ½ of a person. Pointing a sword at a
creature will magically alert a PC if a
creature is “worthy.”

22
BEYOND THE TEMPLE RANDOM ENCOUNTERS
The Temple of 1000 Swords has the Drukk
potential to reverberate into future Armor Class 6 [13]
adventures within a campaign. Hit Dice 1+1 (5hp)
Attacks 1 × sword (1d8) or Bite (1d4+1)
Gladio’s quest: For most reasonable THAC0 19 [0]
people, Gladio’s quest is a waking Movement 120’ (40’)
nightmare; for some groups, it’s a Saving Throws D12 W13 P14 B15 S16
normal Tuesday night. How does the Morale 6
party find acceptable targets? If the Alignment Chaotic
quest challenges a party’s morality, XP 10
could another god or entity counter the Number Encountered 2d4 (1d6 × 10)
geas? At what price? Treasure Type D

Gladio returns: If a party takes Gladio ● Drukk battle scream: Drukks


on as a friend or patron, what further scream while fighting. If 5 drukks
quests will he issue? How much blood are present, the volume is enough
is too much? Conversely, if the party to deafen anyone within 50’ for
comes to resent Gladio, what happens 1d6 minutes.
if temples to Gladio pop up in familiar ● Leaders: For every 10 in a group,
villages? What will they do if Gladio’s there is a 2HD leader.
influence leads a peaceful land towards
war? How do you fight against a god of Merfolk
violence? Armor Class 6 [13]
Hit Dice 1+1 (4hp)
The Emperor and Empress: What Attacks 1 × sword (1d8)
authority does the new emperor and THAC0 19 [0]
empress hold? Who arrives to pledge Movement 120’ (40’)
their loyalty? Who challenges their Saving Throws D12 W13 P14 B15 S16
power? Morale 8
Alignment Neutral
Furthermore: Was Lydia actually XP 10 (leader: 20/75)
serious about marriage? What hatches Number Encountered 0 (1d20)
from the egg? How badly does Remy Treasure Type A
(the charismatic vampire prisoner)
screw up everyone’s lives? ● Leaders: For every 10 in a group,
there is a 2HD leader. For every
50, there is a 4HD leader (saves:
D10 W11 P12 B13 S14 (4)).
● Guardians: Use trained sea
creatures or monsters to guard
their homes.

23
Gelatinous Cube (Full of Swords) Iron Mongrel
A swollen 10’ cube of ooze filled to its A lumbering, bear-shaped creature
capacity with swords; starving and composed of rock and crystal. It eats metal
desperately seeking biological materials to and will attack the armor off of unlucky
absorb and digest. adventurers. Typically wanders off after a
Armor Class 8 [11] big meal (chain mail or better).
Hit Dice 8 (36hp) Armor Class 6 [13]
Attacks 1 × touch (2d4 + paralysis) Hit Dice 5 (22hp)
THAC0 12 [+7] Attacks 2 × claw (1d4), 1 × bite (1d8)
Movement 60’ (20’) THAC0 15 [+4]
Saving Throws D12 W13 P14 B15 Movement 120’ (40’)
S16 (2) Saving Throws D12 W13 P14 B15
Morale 12 S16 (2)
Alignment Neutral Morale 8
XP 650 Alignment Neutral
Number Appearing 1 (0) XP 175
Treasure Type *Special Number Appearing 1d4 (1)
Treasure Type Special
● Easy to hear: On a roll of 1–4,
due to a clanking mass of swords ● Armor eater: On a successful bite
sticking to the ooze. attack a PC must save vs paralysis
or have their armor devoured.
● Paralysis: For 2d4 turns (save
versus paralysis). ● Elemental defense: Takes half
damage from non-magical attacks.
● Energy immunity: Unharmed by
cold or lightning. ● Diamond stomach: Creature’s
digestive tract contains 2d4 x 100
● Embedded items: At least 100 GP worth of diamonds.
swords are carried around inside
the cube; they fall out as the cube
is destroyed.

ONE MORE SWORD BEFORE YOU GO…


The Door Sword: Has a doorknob on the pommel. Kill someone with it
and then speak aloud where you wish to go; the body will split open like a
door, revealing a bloody staircase to your destination. Only works once.
(Gladio is willing to part with one.)

24
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