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An Adventure Gaming Bric-à-brac


Being A Compendium of Miscellanea for Use with Old School Role Playing Games
by Skullfungus
THE MERRY
MUSHMEN
present:
An Adventure Gaming Bric-à-brac

Editor in Chief:
Éric Nieudan

Ballet Master,
Handyman & Layout Lamiña:
Olivier Revenu

d6 MAGICAL TOMES
1. The Strong Survive: Training Regimen for Fighting-Men. Follow the instructions therein,
training 12 hours a day for 30 days and get a permanent +1 to Strength, or 13 if your score was
12 or less. 2. Intelligent Magic: Avneccjak’s Recipe to Inscribing Spell Scrolls. Study for d12
hours and memorize the wizard’s spell secretly stored in its pages. Storing a new spell requires
the ability to cast it and 100 GP per spell level worth of inks. 3. Wisdom of the Ancients, As
Gathered by Goergh the Godless. The prayers contained in this codex give the reader 5%
chance per level of divine intervention. It doesn’t guarantee which deity will respond though.
4. Dexterous Dissidents & Devious Demagogues. After learning the techniques in this tome,
which takes a total of 100 hours, the reader can attempt to convince someone of anything
once a day (save allowed). 5. The Fifth Constitution of the Dwarven Empire, Revised and
Amended. Studying all seven of these scrolls (2d6 hours each) dulls the mind. The reader gets
a permanent +2 to saves against charms and illusions. 6. The Neo-Skaldic School of Charis-
matic Miracles, A Manifesto. A character devoting their life to the principles revealed in this
book becomes one of the legendary musical spellcasters known as bards.
Art by Sidney Sime.

by Eric Nieudan

Foreword
KNOCK! IS BACK!
It feels like we were putting together our first issue just a few weeks ago, yet
as I’m typing this we are about to send number two to the printer’s. I suppose
that, next to the two years we spent assembling the first one, these past six
months felt like the blink of an eye. Maybe this is because I am just a
three-dimensional meatsack stuck in a linear time continuum?
Or maybe I just need sleep.
Let me first thank you, our backers and readers. Once again, we are humbled
by the amount of interest and support you give us. It feels like our little niche
of the hobby is growing every day. Merci beaucoup ! We are proud to be part
of the great takeover of adventure games with you.
So we come to you with another thick brick of a bric-à-brac. Among other
things, we have some hexcrawls and exploration related pieces. You could
almost call this our Expert Set… But don’t fear, we don’t plan to stop at
Immortals! We’ve only just scratched the surface. There are metric tons of
great content out there — some that has stuck with us over the years, some
we may have read but failed to put to use, and a lot we’ve never even seen.
And of course, we will keep asking our favourite designers to come up
with new stuff.

So find a comfortable seat aboard, this cruise is just starting.

Care to react to something?


Write to us, or better yet, submit an article!
We like to keep our bazaar bizarre.
[email protected]
eat!
l! You’re gr
Thank you al
ContributOrs
Adam Bloomfield caulkheadrpg.blogspot.com - Adrian Hammer themanwithahammer.
blogspot.com - Alexandre ”Kobayashi” Jeannette livresdelours.blogspot.com
Andrea ”Vyrelion” Back - Andrew Duvall
Duval - Anne Hunter diyanddragons.blogspot.com
Arnold K goblinpunch.blogspot.com - Brent Edwards glassbirdgames.blogspot.com-
Cacklecharm themansegaming.blogspot.com - Caleb Burks instagram.com/burkshi-
recartography - Charles Wells wlu.ca/faculty/charles-wells - Chris McDowall bastion-
land.com - Chris Tamm elfmaidsandoctopi.blogspot.com - Danilo Moretti justplaywith.
it - David McGrogan monstersandmanuals.blogspot.com - Diogo Nogueira oldskulling.
blogspot.com - Dyson Logos dysonlogos.blog - E. A. «taichara» Bisson hamsterhoard.
home.blog - Emiel Boven emielboven.itch.io - Emmy Allen cavegirlgames.blogspot.com
Ethan LeFevre - Eric Nieudan dragons.ie/blog - Gabor Lux beyondfomalhaut.blogspot.com
Gavin Norman necroticgnome.com - Graphite Prime graphiteprime.bloagspot.com
Gus L alldeadgenerations.blogspot.com - Gustav Sokol horoscopezine.itch.io - Iko the-
lostbayrpg.blogspot.com - Jack Shear talesofthegrotesqueanddungeonesque.blogspot.
com - James Holloway patreon.com/monsterman - James Maliszewski grognardia.
blogspot.com - Javier Prado - Josh McCromwell riseupcomus.blogspot.com
Kezie Gracie kez.ie - ktrey parker blog.d4caltrops.com- Leander Elwischger
Lord Simon Black instagram.com/simon.black.arts - Matt Strom iceandruin.blogspot.
com - Nicolas Dessaux hobgoblin.fr - Nobboc themerrymushmen.com - Paolo Greco
tsojcanth.wordpress.com - Phill Loe captainahabsleg.blogspot.com - Sandor Gebei
ynasmidgard.blogspot.com - Sarah Grove twitter.com/Cats_With_Wings - Sean Stone
thestonegiantscave.blogspot.com - Simon Feser instagram.com/simon.black.arts -
Stefan Mijucic whitetower.info - Stuart Robertson trangemagic.robertsongames.com
Trollsmyth (J. Brian Murphy) trollsmyth.blogspot.com - Vagabundork magickuser.
wordpress.com - W.F. Smith prismaticwasteland.com - Warren Denning icastlight.
blogspot.com - Islayre - Zedeck Siew athousandthousandislands.com
Proofreader: Aaron Seigo

Covers
Tim Molloy timmolloy.com

Inside Art
Didier Balicevic - Dylan Horrocks - Dyson Logos - Evlyn Moreau - Eric Svetoft
Goran Gligovic - Graphite Prime Huargo Illustrador - Ivan Caceres
Jason Sholtis Jason Higgins - Javier Prado - Letty Wilson - Li-An - Luigi Castellani
Michael Sheppard - P. Perret - Sam Mameli - Skullfungus - Tim Molloy
Vladimir Chebakov - Zhu Bajiee
BBBBBBBBBBBBBBBB
Knock! is published by The Merry Mushmen
& Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE
www.themerrymushmen.com - [email protected]
PROUDLY PRINTED IN EUSKADI!
Content

The Master’s Words of Wisdom 08 Bathos 99


Cheap Tricks 13 If Failure isn’t Interesting.... 100
Knight Errant generator 16 Gonzo Body Horror 101
Playing Dice With Death 19 Whale Heart 102
Landmark, Hidden, Secret 22 Boring Dungeons 104
Carousing for Spellbook Nerds 26 What The Hell Just Happened? 105
Mandaloo’s Magic Longstix 30 Fear The Faceless God 106
Mansions of the Dead 31 What Is My Sword? 107
Sorcerer-Corpse Hazards 33 Bad Patxi 108
Erynie’s Mirror 38 The Charnel Saturnalia 111
When You Sleep In Dungeons 40 You Want To Build a Dungeon... 114
Eaten by a Grue 44 Fuck You Moments 121
Eight Goblin Warlock Spells 46 Too Much Worldbuilding 122
I Search the Bookshelf 49 A Powder Keg the Dune Way 125
The Anatomy of a Dungeon Map 51 Inspirational Spell Shard Tables 126
Uniquely Undead 56 30 Tomes of Magic 128
Monster Modifers 60 Itsus Take The Wheel 131
Sixty Pointless Items 64 Cursed Scriptures 134
Rival Adventuring Parties 68 What Are Those Spiders Doing? 140
The Grey Shaded Hex 70 What Is This Gelatinous
Don’t List Out Gear 72 Cube Doing? 143
Thief Knacks 74 Complete The Encounter 146
What Is Tested? 76 Complete The Dungeon 148
In Praise of Vanilla Fantasy 80 d6 Hexcrawling 151
My Goblins Are... 83 Fixing Spells 152
More Chaos in your Battles 86 Another Fool! 154
Combat Objectives 90 Portfolio Of Cartographic
Hit Points Everywhere 92 Curiosities 163
Playing Chess with Death 94 Menagerie of Monstrosities 175
What the Arkenstone Can D is for Demons 180
Do For You 95 Retinue of Rogues 187
Five Tips For Horror in D&D 96 Extraordinary Excursions 203
BBBBBBBBBBBBBBBB
The classes and monsters in this issue use formatting borrowed from Necrotic Gnome’s excellent
retroclone of the B/X rules, Old-School Essentials.
Essentials We cannot recommend this game enough.
Master’s
M
the
ords of
isdom
by Arnold K. Art: Tim Molloy
When writing his (excellent) adventure Lair of the Lamb*, Arnold compiled this (also
excellent) advice for game masters and players in OSR games. We thought it needed to live
in printed form within our pages. - Olivier

Advice
for DMs
Meaningful Choices Information
Give the players as many Part of giving the players meaningful choices is
meaningful choices as you can. giving them the information they need to make
This means a choice where: their decisions. They need to know what the risks
• The negative outcome is and the rewards are for any decision (at least
known (at least approximately). approximately).
• The positive outcome is Don’t hide information behind rolls-just give
known (at least approximately). it to your players. When in doubt, give them more
• The odds are known (at least information. It is more important to inform your
approximately). players than it is to find justifications for how the
• The outcomes affect the characters would know things.
game (they are not trivial).
• The player is also free to Impact
choose not to choose (they can You must allow your players’ actions to change,
walk away). build, and destroy your world.
Shoot for at least four of the five. You are not a tour guide nor a train conductor.
Similarly, try to avoid giving You are the manager of a very dangerous wildlife
players meaningless choices. reserve. If your players choose to organize the
“Do you go down identical leopards into a militia, tell them where they can
tunnel A or identical tunnel B?” find boots. If your players choose to burn down the
And respect their decisions. If forest, let your setting burn. Let their decisions
the players choose to avoid the matter. (There is nothing wrong with scripted
ogre encounter, don’t reskin events or fluff encounters; just be cognizant of
the ogres as half-giants and put what they are.)
the encounter in front of them
again. Conversely, if they find Lethality
a way to easily kill the ogres in Players in breezy games will sometimes drink
the first round, respect their random potions just to see the result, because they
ingenuity and allow the ogres know that nothing truly terrible will happen. This
to die (don’t give the ogres isn’t that kind of game. Sometimes the strange
more HP on the fly, or re-insert bottle contains poison, and sometimes it kills you
the encounter later). without a saving throw. Don’t drink poison.
We want players to feel The sooner that players learn this expectation, the
ownership of the results sooner they will thrive. Playing multiple characters
of their choices. “I did this.” helps players learn this lesson without a tutorial
For the same reason, players section. Do not go easy on them--if your kindness
roll as many of the dice as teaches them that their characters will not die even
possible. (The DM rolls as few when they probably should, your kindness has
as possible.) become a cruelty, since it creates expectations that

* http://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html, it’s free. Go read it now.


09
will be shattered much later (and more painfully). is why it’s so important to set
The dungeon is not an unthinking meat grinder. The expectations early).
dungeon is a test, where wrong answers are Allow PCs to flee combat, but
penalized. Skilled players will be able to navigate the never fudge the dice. After all,
dungeon without any deaths, while fools will TPK in the they chose to stay and fight.
first few rooms. Your players will not find all
Combat is a little different, since the chaos of d20 rolls the secret areas. Resist the
means that the weaker party sometimes triumphs — temptation to drop hints.
which is why risk-averse players should also be combat- Finding secret areas is one of
averse players. the things that separates good
players from novices. Not that
Fair Deaths there’s anything wrong with
Players should die, but they should die as the result of participation trophies, but
bad choices. there needs to be a trophy for
A player that dies shouldn’t feel angry at the injustice of it excellence, too.
all. Ideally, they should sigh, shrug, smile, and say, “Yeah, After the session, resist the
I kinda figured that might happen.” temptation to tell players
Bad: “You walk into the room. Rocks fall. Everyone roll a about all of the things that
Dex save or take damage.” they missed. Those secrets
Good: “The sagging ceiling seems to be held up by a must be purchased through
spear.” cleverness and bravery, or not
A player that dies in the first room would have good at all.
reason to feel bitter. A player who dies in the second will
only have themselves to blame. Fair deaths result from Allow Success
meaningful choices. There must be rewards
commensurate with the
Keep Track dangers. Allow players
Every action in the dungeon has a cost. Searching the opportunities to feel powerful.
bone pile takes precious time. Torches will burn down. They will sidestep your traps
There is the chance that a random encounter might occur. and one-shot your bosses;
Searching the bone pile is a bit like a shop where items celebrate these moments with
are purchased with torchlight and blood. them.
You cannot have a meaningful campaign unless They will want to make their
strict time measures are kept. The same applies to characters cool. Let them go
torches and rations. buy the swordcane that they
Hit Points (or the number of peasants) is another resource. want. The dungeon made the
HP can be thought of as the character’s risk budget. You survivors rich–let them throw
spend HP on risky actions. Characters with more HP a party.
can do more things because they can afford to take more
risks. A low-HP group is a miserable thing, crawling past Allow Players to
the wonders of the underworld, unable to afford a taste. Pick their Genre
You cannot enforce morality
Allow Failure on your players if they want
Your players will die: sometimes heroically, sometimes to play as murderhobos.
embarrassingly. Resist the temptation to save them. This Similarly, a horror game is
is one of the hardest things for groups to adjust to (which impossible if the players keep

10
making Monty Python jokes.
You can nudge in a direction
Advice
(after all, the DM is a player, for Players
too) but you cannot require. Think in Terms of the Dungeon Level
If you write up courtly intrigues A dungeon is a single, interlocking
but your players only want to kick mechanism. Opening paths creates loops
down doors and kill things, either that you can retreat down. Monsters roam
(a) have an open conversation from room to room. Noticing a blank spot on
about your goals for this game, the map allows you to infer the location of a
or (b) give them the kind of game secret room. Answers to a puzzle are found in
that they want. a different room. Think globally, rather than
locally.
Never Fudge the Dice Keep an eye on that map.
Better yet, roll them out in
the open. Learn Everything You Can
If you are adjusting the difficulty In the beginning, the dungeon is unknown,
on the fly, then it’s no different and peasants will die because they didn’t
than wrestling with your dad. recognize its perils. But eventually the
A mock struggle, followed by a dungeon will be maps and the mechanisms
fictional triumph. You might as tamed. You will turn the traps against your
well not roll dice at all. enemies. At this point, the dungeon is no
It might still tell a good story, but longer the wolf beyond the firelight, it is the
how shallow must that victory tame dog at your side, another tool in your
feel, knowing that was never any backpack. Yet, the only thing that you have
other outcome. gained is knowledge.
If a combat is too easy for the Information is a precious resource that
players, the monsters will flee or can be leveraged to gain an advantage
surrender (use the Morale rules). in nearly every situation. Your DM
If the combat is too difficult, the has been instructed to give you plenty of
players can always run away (use information in every situation, but you can
the Pursuit rules). Learning to always ask for more. Try to ask a question in
flee a losing battle is something every room. The more you know about the
that many groups struggle with, dungeon, the better you can use it to be clever.
which is why that is the first
lesson taught in the Lair of the Be Clever
Lamb. Fuck your Int score. Always be as clever as
you can. You are not wrestling with
your dad; the dungeon will kill you if
you let it.
The solutions are not on your character
sheet. You do not have class abilities that you
can rely on in every situation. Look at your
inventory, look at the map, look at the other
players.
“Can I fill the pit with enough bones so that
Akina can climb out?”

11
“Can I use my Butchery skill to help stabilize Goren?”
“Can I use the brightness juice to blind her?”
None of these three questions are covered by the rules, yet
they are all indisputably good ideas. A good DM will find a
way to reward good ideas.
Similarly, many of the puzzles in the dungeon are open-
ended. They have multiple solutions that the DM has
imagined, and many other solutions that they haven’t. Keep
throwing ideas at them—eventually something will stick.

Treat the NPCs Like People


Think about what the monsters want. Every sentient thing
has a set of wants and fears, even if it’s as simple as “food” and
“light”.
Likewise, no NPC has an entirely rigid response.
Enemies can become friends. Friends can turn against you.
Not because it’s scripted or because it makes dramatic sense,
but because of how you treated them, and how well you fit into
their wants and fears.
There are no social skills. You’ll have to figure out what they
want by asking them the old-fashioned way.

Avoid Combat
Unless you know you are going to win, of course. The best
combats are the ones that you have already won before they
start, whether through trap, trick, poison, or fire. Never rely
on the dice—they will always betray you in the end.
You may spend more time choosing and planning
battles than actually fighting. This is good. And
remember that running away is always an option. And if
combat is unavoidable, at least try to fall back to a more
defensible position.

Focus on the Dungeon


Right now, the real focus is the byzantine machine at the heart
of the world: the dungeon itself. Quickly learn its moods and
anatomies. Keep a mind on your goals: water first, escape last.

Look for Secrets


There are many secret areas and items to discover in a
dungeon. Finding them will give you useful tools (and level-
ups). All of them will improve your chance of survival.
You must balance your hunt for the exit with your search for
resources. It is not easy to find a balance between
these two things, and yet the best players will find a
way.

12
by Chris McDowall

There’s a lot of good GM CHEAP


advice out there at the FEELGOOD TRICKS
high end. How to ensure Sometimes you just want to revel in the
the players are engaged, good times. Maybe you need a touch
that they have agency, of relief after a tough situation or just
that your world feels want to reward the players for doing
alive. Really lofty stuff. something really well.
These are the cheap • Amplify their competence:
little tricks down in When they do
the lower decks, something well
the little in an area the
things that character should be
can grease competent in, make
the wheels sure you really show
of your game if how well they do it.
things start to stall. • Show how their planning
The salt of the paid off: If they put a careful
plan in place and don’t
RPG earth. They
leave any loose threads,
aren’t going to win you don’t always have to
any awards as throw a spanner in the
groundbreaking works. Let them revel in
RPG theory, but their master-plan going
I find it useful to keep some of them off without a hitch. Of course there will be
on-hand when running a game. challenges that follow, but reward them
Cheap is not used here to mean for their planning and put them in a strong
unfair. Rather quick and easy things position to move forward.
you can use without any forward • Shine a spotlight on a past good deed:
planning. If they did something good a while back,

13
14
show how it’s paying off for them now. friend that’s now in the line of fire.
Think of strong relationships they’ve built • Cut a connection: You might avoid
and let them reap the benefits, or show consequences yourself, but one of your
how somebody they’ve previously helped allies or resources is now completely cut
is now flourishing. off. It won’t be permanent, but you’re
• Have the NPCs remember them: going to have to operate without them for
Everybody wants to be remembered. a while.
Have NPCs ask about something from • Leave a loose thread hanging: One of
their last conversation. You might know my favourites. Have things stay fine for
the answer, but the NPC doesn’t, and it now, but maybe you owe somebody bad a
gives the players an opportunity to relive favour, or you left behind a trail that leads
a positive moment in brief. an enemy back to you. Do you risk leaving
it, or waste valuable time going back to
clean up after yourself?
CHEAP FAILURE TRICKS
On the other hand, sometimes the players
willingly put themselves in a situation ripe CHEAP HUMOUR TRICKS
for consequences. These aren’t things Not every game benefits from humour.
you should throw in without warning, but For more traditional D&D I like the
negative outcomes that should feel like idea that the game acts as the straight-
the natural consequence of the players man to the players, who will inevitably
taking a risk and failing. find certain situations funny. But for
• Show the collateral damage: Maybe Bastionland I have some dark and
they do what they wanted to do, but at absurd humour baked into the setting,
the cost of hurting somebody else or so sometimes it’s fun to lean into that.
damaging a valuable resource. Humour is one of the hardest areas to
• Start a ticking time-bomb: Immediate apply universal cheap tricks to, but these
consequences are fine, but I like to set have worked for me in the past.
up for worse consequences and start a • Establish a genre trope before
ticking clock... literally.  subverting it: Set up an expectation and
• Exploit the flaws in people and gear: then subvert it. This is a building-block
Put the blame for the failure squarely on of comedy. Maybe you’re waiting to meet
a piece of gear or an allied NPC, pinning with a private detective in a smoky bar,
it down on a weakness that the players soft jazz music is playing, the lights are
knew about.  dim and then... think of the least likely
• Put somebody inconvenient in their person to stroll to the table and announce
way: Think of the person that themselves as a detective. Or
the players would least like to maybe they’ve got the classic
see in the present situation look, but their behaviour is
and put them right there. This utterly against type. Rather
could be an old adversary, than hard-boiled they’re
an inconvenient witness, or a more soft-poached. 
• Have somebody treat a let their fear fill in the blanks.
situation with a totally The bucket is filled with wet
inappropriate tone: meat. The face beneath the
Somebody treating a trivial robe looks like gnarled wood.
matter with the utmost Then before they can ask too
gravitas, or somebody being many questions...
jovially unconcerned about • Cut off mid-sentence:
their house burning to the The wardrobe is covered in
ground.  cobwebs. You slowly crack it
• Indulge in a silly amount of open and you feel the air get
detail: In Bastion this is often cold around you. You smell
done through bureaucracy. I don’t rotten wood and see...
want to sit my players down and actually • Don’t give them time to look properly:
make them complete paperwork, but I Somebody is approaching from the
like to show a window into that side of the other direction. Are you going to stick
city. This is a tricky balance, and if you around to examine this wardrobe or find
mess it up you might bore your players, somewhere to hide? Maybe you’ll just
but sincerely describing every detail of throw the doors open?
the meticulously prepared afternoon tea • Have an NPC massively overreact
spread can also double as the perfect or underreact: A widow that seems
setup to having the ceiling collapse in and somewhat chirpy about the recent death
smash it to pieces. of her husband in a mine collapse. The
• Have the world drag the players down shopkeeper yelling till they’re hoarse at
to its level: Put them in a position where the pigeon that won’t stop perching on
they need to impress somebody that they his sign, tears streaking down their face. 
wouldn’t normally give the time of day • Place something unusual next
to. Your only hope of chasing a new lead to something very mundane: The
on the lost treasure of the narrow-boat- classic severed hand in the toy-box or
graveyard is to attend a meeting of the untouched flute of sparkling wine in the
Fellows for the Discussion of Tug, Barge, middle of a pub levelled by an artillery
and Other Civic Waterway Vessels and put barrage.
up with the personalities within.  • Equipment glitching out: More of a
sci-fi thing, but we have electric devices
in Bastion now. From the basic flickering
CHEAP HORROR TRICKS lamps to record-players stuck on a
Humour and horror are a often more looped phrase or radio static that sounds
similar than they might seem. These are like screaming.
tricks are mainly focused on building • Give them the opportunity to escape
tension and creeping players out rather at a cost: Put the doorway right there,
than causing sudden shocks. the light beckoning them back to safety,
• Keep things in shadow: Use vague but they can only take it if they leave
descriptions of your horrific elements and something behind.

15
by Matt Strom Art: Goran Gligovic

** Look up what these mean or just announce them to the players whose characters probably know what they are
GENERATOR
As much as some of the source material to our dungeonverses is
ripe with those chainma il clad hoboes, they don’t seem to show
up a lot in our games. Let’s remedy that.

I Roll one die of each d4-d12 and three d20s to generate a knight. The
knight’s HP is equal to all the even numbers you roll added together, and the
+
attack bonus is the first even number you roll. Assume AC is equivalent to plate
shield. Have one or two knights pre-gene rated as random encounte r rolls.

II Heraldry, E - d10 Beasts


A - d4 Metal C -d8 Charge * 1. Lion 2 . Wolf 3 . Bear 4. Boar
1. Argent (silver) (roll on D, E, F, G, H, I) 5. Horse 6. Bull 7. Hart 8 . Hound
9. Hind 10. Fox
* Charge: symbol

field, coloured 1. Ordinary (D)


charge* 2. Two ordinaries
F - d10 Birds
2. Coloured field, 3. Beast (E)
argent charge* 1. Eagle 2. Martlet 3. Peacock
4. Two beasts (E)
4. Pelican 5. Swan 6. Cock 7. Crane
3. Or (gold) field, 5. Bird (F)
8. Dove 9. Duck 10. Goose
coloured charge* 6. Sea creature
4. Coloured field, (G) G - d10 Sea Creatures
or charge* 7. Plant (H) 1. Pike 2. Perch 3. Salmon 4. Squid
8. Object (I) 5. Octopus 6.Dolphin 7. Cod 8. Eel
B - d6 Colour
D - d10 Ordinaries** 9. Whale 10. Seashell
1. Azure (blue)
1. Chief
2. Ermine (white H - d10 Plants
2. Bend
with black spots) 1. Fleur-de-lys 2. Rose 3. Trefoil
3. Fess
3. Gules (red) 4. Thistle 5. Grapevine 6. Oak 7. Pine
4. Pale
4. Purpure 8. Pine-cone 9. Aspen 10. Willow
(purple) 5. Chevron
5. Sable (black) 6. Saltire
7. Cross I - d10 Objects
6. Vert (green) 1. Sun 2. Crescent 3. Moon 4. Star
• 8. Cross botonny
5. Key 6. Constellation 7. Ship
9. Cross crosslet
8. Tower 9. Crown 10. Clarion
10. Cross flory

16
This generator is from The Yellow Book of Brechewold, an upcoming setting for fantasy roleplaying games featuring a chaotic magic school and
screwed up Arthuriana. For more, visit iceandruin.blogspot.com.

17
III Characteristics
K - d20 Quest
I - d12 Fighting Style 1. Save maiden from
1. Uses shield to steamroll J - d20 Quirk
controlling father
opponents 1. Dour, joyless
2. Test self discipline and
2. Only fights from 2. Pompous, thinks
resistance to temptation
horseback everyone is a fan
3. Seek holy relic
3. Stoic and defensive 3.Droll, always amused
4.Slay a giant or other
with greatsword 4. Monomaniacal
eater of Christians /good
4. Graceful duelist with about quest
honest folk
sword and dagger 5. Jaded, disillusioned
5. Track a beast
5. Uses long flail to toy 6. Adheres to chivalry entangled with family
with opponents to the letter history
6. Berserker with two 7. Generous and 6. Save lost,
handaxes rare champion of enchanted love
7. Jumps around the oppressed
7. Win the heart of a cold
with crossbow 8. Insufferable fairy princess
8. Bruiser with huge warrior-poet
8. Deliver dying wishes of
warhammer or battleaxe 9. Quick to take offence king or queen to relative
9. Hidden weapons all 10. Boisterous bully 9. Search for lost heir to a
over body 11.Ambitious schemer throne
10. Claims sword has a 12. Tight-lipped and 10. Rescue noble baby
mind of its own suspicious, always stolen by fairies
11. Only fights in by-the- considering worst-case 11. Protect last child of a
book jousts or duels scenarios murdered royal family
12.Invents ever more 13. Sarcastic to hide 12. Duel old rival
elaborate reasons not to insecurity
13. Capture and return
fight 14. Mirthful, villain to face trial
spontaneously bursts
L - d20 Name: Sir... 14. Seek advice from
into song
1. Lionell old hermit
15. Constantly complains,
2. Bors 15. Hide the child of a
especially of ill-fitting ar-
3. Kay lady’s affair from her
mour or undergarments
4. Tristram wrathful husband
16. Believes quest is
5. Gareth 16. Recover the
beneath him
6. Bedivere Mourning Veil (an arti-
17. Easily bribed or fact that charms all fairy
7. Bleoberis (woman in dis- otherwise distracted by species) for a noble.
guise, true name Elaine) mead
17. Forge a sword with the
8. Lucan 18. Is aghast at people iron hearts of trolls in the
9. Palomedes less educated and well off magic forge Belcher deep
10.Lamorak than he in Brechewold’s dungeons
11. Pelleas 19. Plays trombone (which
18. Kidnap a student from
12. Ector he invented) to ease the
Brechewold to serve as
13. Dagonet stress of battle
vizier of a fairy court
14. Degore (woman in 20. Hears whispers that
19. Gain entry to the
disguise, true name others do not
Smoking Mountain , the
Laudine) possible resting place of
15. Brunor King Arthur
16. Alymere 20. Find cure for a dying
17. Uwaine maiden
18. Aglovale (woman in disguise, true name Viviane)
19. Fergus
20. Morganore 18
by Phillip Loe

pLaying dicE
wIth DeAth
While the old-school gamer does not totals x200 experience points. (In practice,
seek out Death, they will inevitably make this produces characters of level 4-ish in B/X.
her acquaintance. Death is what gives Increase or decrease the modifier if you want
the game spice and meaning. Without higher- or lower-level starting characters). If
the possibility of death, there are no you rolled the same total twice, you start at
stakes—and without stakes, there is no level 1, but you gain a boon as compensation.
game. After the players have dealt with Check the table for your class under the last
death and its messy consequences, the total you rolled (the one that you rolled twice).
referee must decide: at what level does Elves can choose the fighter table or the
the player’s next character start? Why not magic-user table.
live dangerously and make a little wager Let’s use this system to make a new charac-
with the player? Here is a little mini-game ter. I’m going to reenter the game with a new
you can offer players after their charac- fighter. My first roll is a 4. I can do better so
ters have died for a chance of starting at a I keep rolling and get an 8. Not daunted, I
higher level. keep rolling and get an 11 and then a 10. If I

The rules stopped here, my gross total is 33, so I would


start the game with 6,600 points. A level 3
After you have finished rolling stats and fighter—not bad at all. My hubris gets the
chosen your character class, roll 2d6 and better of me though, and I roll again hoping to
mark the total. Keep rolling and marking push myself to level 4. Blue skies be cursed, I
totals until you either choose to stop roll a 4! Since I’ve already rolled a 4, I lose all
or you roll the same total twice. If you my points and I start at level 1. I do get a boon,
choose to stop, add up all your totals and though. Since my last roll was a 4, I look up
you start the game with the sum of all the the fourth entry on the Fighter table below.
I gain +1 to my Strength and Constitution, a
decent compensation.

19
fighter or dwarf Thi efng, or
Halfi
2 - Your eyes are like an owl’s. You can see the
smallest movement, even in the dark.
3 - When you were a child, a fairy taught you
gnome
2 - You were once a great thief until you
how to cast a random 1st level magic-user spell
once per day. lost your shadow in a game of dice. If you
can locate and regain your shadow, gain
4 - Gain +1 Strength and Constitution. 10,000 xp.
5 - Through sheer force of will, you can bear 3 - You have befriended a cat that visits
extraordinary amounts of pain. At any time, you you from time to time. Feed them, and
can choose to permanently reduce your Consti- they will utter one sentence worth of
tution by 1 to gain 1d12 HP. information relevant to your quest.
6 - You have a poet’s heart. In town, you can 4 - After years without shoes, your feet
spend 150 sp on writing supplies (mostly alco- are calloused and strong. The first 50
hol) and spend a week writing a poem to gain pounds you carry don’t count towards
300 xp or a retainer at +1 morale (a fan of your encumbrance. You don’t need to wear
work). shoes.
7 - Choose one of the following vows: 5 - You’ve learned to cook a great
• Never to eat of the flesh of animals mushroom stew. If you are in a forest,
• Never to cut your hair you may spend two hours in the search

N
• Spend one hour each day immediately after for mushrooms and wild ramps. Make a
dawn in quiet meditation Wisdom check. On a success, you locate
• Chastity, poverty, and abstinence from alcohol the mushrooms. The stew is so good that
As long as you maintain your vow, gain +1 to it restores 1d8 HP, but only when eaten
attack and damage against any evil creature. You hot.
also gain ½ attack per round (attack an extra
time every other round). You permanently lose 6 - Gain +1 Charisma and Dexterity
these boons if your vows are broken for any 7 - Your middle toe is exceptionally long.
reason. Those in the know recognize this as
8 - You simply don’t believe in ghosts, magic, or «thief’s toe.” Gain a +3 to reaction rolls
other such childish nonsense. You gain a +2 to with criminal types of folk.
save against any magical effect and deal damage 8 - You have the option of taking a
as normal to any creature that is normally only magpie as a retainer using the normal
damaged by magic items. You cannot use magi- follower rules. The magpie requires pay-
cal items. ment in shiny things. The shiny things
9 - You sometimes fly into an uncontrollable must be stolen. The magpie understands
rage. The first time you are damaged in combat, you and obeys orders.
make a Wisdom check. If you fail, gain +2 to your 9 - Gain a trusty green cloak with many
to-hit rolls and your AC increases by one, but pockets. There’s a 2 in 6 chance of fin-
you must make an attack roll for the next d10 ding any small, mundane object within
rounds—even attacking allies if they are the only one of its pockets. It takes one round to
targets available! search your pockets.
10 While others spent their youths carousing,
10- 10- Gain a very loyal dog.
10
you studied the blade. If you spend an hour care- 11 - Gain a lucky pawn chess piece. You
fully examining a weapon you can identify when will never lose a game of chess as long as
it was made, any historically significant owners you use this chess piece as one of your
the sword had, and any magical effects of the pawns. The pawn is not actually magical
weapon as per the Identify spell. and does not have this effect if used by
11 - One of your ancestors was a demon. When any other person.
your character inevitably dies, you instead 12 - Walls just make sense to you. If you
become a terrible flame demon for 2d10 rounds stare at a wood, plaster, or stone wall up
before being dragged to hell [HD 8, HP 40, AC 5, to 10 feet thick for 1d6 uninterrupted
THAC0 15, Att#3, Terrible flaming sword d12] hours, you can pass through it.
12 - You never sleep.
20
Magic user Corlerdric,uidpaladin
or eLf
2 - Gain a familiar cat (gain an extra 1st-
level spell slot) or raven (the raven can fly 2 - Your god smiles on you. If you pass a
to any known location and deliver a mes- saving throw, all other characters who had
sage one sentence long in an eerie croaking to make the same saving throw automati-
voice. You can see through the raven’s cally succeed. If you roll a 1 when attemp-
eyes). If your familiar dies, you die. ting a saving throw, you can re-roll it.
3 - Roll a second character. Every night, roll 3 - You always glow with holy light as long
a save vs. magic. On a failure, you wake up as you have at least one spell slot remai-
as this second character. Your two charac- ning.
ters have no memory of each other. The 4 - If you witness anyone being wounded,
two characters share experience points you can choose to take the damage yourself
and equipment. instead, as long as the person being woun-
4 - You keep all your memories in marbles ded worships the same god as yourself.
that you store in a small pouch on your 5 - You can speak to birds.

OH
waist. If anyone swallows any of these
marbles, they remember that memory as 6 -You are a dissident whose beliefs are
if it was their own. deemed heretical by the majority of your
religion. You know one random 2nd-level
5 - You can speak to goats. You have cloven magic-user spell that you can cast once
feet and horns. (You can headbutt with per day.
your horns for 1d6 damage.)
7 - Gain +1 to Wisdom and Constitution.
6 - Your blood is thick and black. If anyone

f
drinks it they gain 1d8 HP, but you lose 8 - You believe that piousness comes from
1d4 HP. poverty. +1 to your Wisdom score if you
are not carrying any money or treasure.
7 - Gain a third eye on your forehead. Once Gain a further +2 to your Wisdom score if
per day, you can open the eye to automa- you have fasted for over a week (possibly
tically save against an illusion, see in the incurring penalties).
dark for one turn, or determine if an NPC is
lying or telling the truth. 9 - Every now and then, Death comes to
you and asks to play a game of chess. Death
8 - You always float about a half inch above will only come to you at night when you
the ground.. are alone in a room with a mirror. Make an

b
9 - You have an uncanny ability to find Intelligence check. On a success, you can
rare books. You can always tell in which ask Death three questions, restore a per-
direction to find the most expensive book son to life, or cure any disease. On a failure,
in a 6-mile radius. your character dies. If you have the time
10 - You can’t die... or perhaps you have just and inclination, you could choose to play
forgotten how. You are so old that you’ve an actual game of chess against the referee
forgotten most of your once-great magic. instead of rolling.
You cannot die unless you reach -20 HP 10 - You can turn evil humans as you
(you still fall unconscious at 0 HP). Your would undead if you have witnessed them
Strength is reduced to 3. performing an evil act.
11 - Instead of a spellbook, you write your 11 - You find falsehood abhorrent. You can
spells on your skin in elaborate tattoos. never lie. Anyone within 10’ of you must
Gain an extra spell at level one and every make a save vs. magic to lie.
time you level up. 12 - Although you are only a child, your
12 - You are three inches tall and were born god seems to have chosen you for some
from a flower. Your AC is improved by two, special purpose. You can cast an extra first
but you only gain 1 HP per level and cannot level cleric spell per day. Your Strength and
use weapons. Constitution are reduced to a maximum of
8. If you can determine and fulfil the desti-
ny set for you by your god, gain 10,000 xp.

This article was inspired by: https://boxfullofboxes.blogspot.com/2020/07/things-to-do-in-d-after-youre-dead-part.html


21
by Anne Hunter Art: Erik Svetoft

There are three ways I think about information in RPGs.


It can be landmark, or hidden, or it can be secret.

Hidden,
Secre
t
Landmark information is automatic and Hidden information isn’t automatic,
free. Players hear landmark information players have to ask to learn it. It isn’t
the first time without asking. If they ask, free, there’s some fictional cost to be
they can be reminded of it freely. Learning paid to learn it. However, unlike secret
landmark information doesn’t take up any information there’s no chance of failure.
fictional time and doesn’t pose any risks. If a player asks the question and pays
In a hexcrawl, the keyed encounter is a the cost they will learn the hidden
landmark, but so is the type of terrain. In information.
Landmark information is free because the
a dungeon, the main content of the room characters can learn it from a distance by
is free information, but also the shape of
the room and its dimensions. Players don’t looking at the surface of a thing. Hidden
have to ask to be told these things. Being information is more expensive because
told these things creates a context where it’s more intimate. To learn it, a PC must be
players can ask meaningful questions. It close enough to touch the thing, interact
starts the new turn, sets the stage where with it directly. Landmark information is
the next act will take place. If your game received passively. Hidden information is
includes read-aloud text, that’s landmark obtained actively.
information. There are two costs to learn hidden
An ordinary exit door is an example of a information. The first cost is time. A turn
landmark. The judge tells the players the passes, a clock moves one tick, wandering
door is there during the initial description monsters are checked for, the encounter
of the room. Later, if a player asks, the dice is rolled.
judge can describe the door in detail again The second cost is risk. What’s hidden
as though the character is glancing across might not be beneficial. It might be a
the room or recalling it from memory. hazard, an ambush, a trap. Discovering
what’s hidden doesn’t always mean being
harmed, but it does always mean making yourself
vulnerable to harm. There’s no way to learn
what’s hidden without taking risks..
I think the existence of a secret should be
The contents of every treasure chest, hidden information. I think players should
every cabinet, every closet and every safe be able to prove there is a secret by asking a
is hidden information. Everything under question and taking a risk. Actually learning
or behind or inside is hidden. Seeking out the secret should require rolling the dice, but
hidden information is one of the goals of discovering that there is a secret there to be
this game. Our characters don’t simply learned should not be a secret unto itself.
glance at the most obvious features of One thing that’s useful about this hierarchy
each room before moving on to the next. is that it helps me think about how players
They explore. should learn information. You discover
A door concealed behind a curtain is hidden information by examining landmarks.
You learn secrets by examining hidden
an example of something hidden. The
information.
curtains themselves are a landmark, but There is one comfort for players whose judges
the judge only announces their presence make the existence of a secret also a secret.
and not what’s behind. To find the door, A player can always suspect the existence
a player must ask what’s behind the of secret information, even if their character
curtains, must spend the time and place can’t prove it. This is what some judges mean
their character at risk to push them aside. when they talk about «player skill».

«...One thing that’s useful about this


hierarchy is that it helps me think
about how players should learn information. You
discover hidden information by examining
landmarks. You learn secrets by examining
on...»
hidden informati
An example of a secret is a bookshelf that
Secret information has no guarantees rotates to reveal a doorway when a particular
at all. Players have to ask for secret combination of books are tilted at specific
information, and there’s a chance the angles. The bookshelf is a landmark. The
judge will continue to withhold it anyway. existence of the device is hidden, but any
To learn secret information, players must character who inspects it closely will notice
roll the dice and win. That extra risk, not there’s no gap between the bookshelf and the
just of injury but of failure, makes secret wall, that the floor is scratched and scuffed in a
half-circle in front of it. How to open the door,
information more costly than hidden.
however, is a secret. It’s not enough to spend
Judges disagree about whether players time trying to activate it. There’s a chance the
can even learn the existence of secret
information. Some think proving the characters will try but still fail.
existence of a secret and revealing the There are two benefits to thinking about
information should be accomplished information this way. Thinking about
as a single step - if you can’t reveal the the difference between landmarks
information, then you can’t know if there and hidden information helps write
even is a secret there to be revealed. better descriptions. Thinking about the
Others think proving there’s a secret difference between hidden information
and learning what the secret is are two and secrets helps decide how to resolve
separate steps, requiring two different player actions.
skills. The difference between landmark
and hidden information isn’t just the
difference between what you say when
players first enter a room and what they of a combination the door would only be
have to ask you to find out. It’s also the hidden, not secret. All that takes is time,
difference between information that’s and there’s no chance of failure. But to
free and information that comes at a cost. guess a combination takes too much time,
You don’t have to give a detailed and there’s plenty of opportunity to guess
description of everything the characters wrong. So roll the dice instead.
can see when they first enter a room. In If all a search requires is time, and the
fact, you probably shouldn’t. It’s better characters have enough time, then what
if your initial description is short and they’re searching for is simply hidden,
evocative, if it sets the mood and lists the and they can find it without needing to
items available to investigate, and then roll the dice. Checking all the burial niches
gets out of the way. That doesn’t mean in a funerary crypt, digging up a grave,
all the other information is hidden. For breaking down a bricked-over doorway -
many items on that list, your additional these all take time, and sometimes make
description should be free and as detailed noise, but they require no special skill,
as your players would like. But some pose no risk of making a mistake.
things might be hidden, and you should Some information becomes secret because
know which information is free and which there’s not enough time to look for it. A
takes time and risk to learn. methodical all-day search might be certain
There are times when information shouldn’t to uncover your prize - but to find it in a
be free. When it’s shadowy and dark, perhaps single exploration turn requires luck or
all that characters see are the shape and size insight or skill. It requires rolling the dice.
of objects. Perhaps then more information
For there to be not enough time, there has
should be hidden and risky. Think of those
moments in children’s books when you realize
to be some kind of time pressure, some
the «intruder» is just a hat atop a coat-rack, or reason the characters can’t spend all day.
the «monster» is just a pile of clothes in a chair. Remember, for the players, the search
Those moments hardly ever happen in games, takes the same amount of real world time
but they might add a certain feeling of wonder whether the characters spend 10 minutes
and mystery to the experience of exploring or 10 hours of game time.
in the dark. Having some information require There can also be not enough time
extra effort makes that information stand out. because of the skill required to make
Its very difficulty highlights it, makes it dear. the search. Not all problems have easy
Not everything that isn’t a landmark
solutions. Trying to solve them by trial-
should be a secret. Some things can
and-error might require, not hours, but
simply be hidden. Having to explicitly
years, centuries. Knowing how to solve
ask to look closer is already a barrier to
a problem like that quickly is a skill. It’s
discovery.
special knowledge that not everyone
The difference between hidden and secret
possesses. And even if a character has the
information is that hidden information
right skill, there’s still a chance that they’ll
only requires getting close and spending
fail. So roll the dice. Roll the dice, because
time on the task. Secret information
the alternative is to make the players try to
requires something more, something
act out their characters’ searches. Roll the
extra. Ideally, it requires applying a skill
dice, because while the characters might
that can’t - or can’t easily - be modelled
have all day, the players don’t, and their
by player description. In my example of
time, your time, is worth more than trying
a secret door earlier, if it only took one
to imagine and explain the correct search
tilted book to rotate the bookshelf instead
procedure.
25
by Gavin Norman - Art: Michael Sheppard

Carousingfor
Spellbook
Nerds This article presents some alternative carousing rules in
the vein of Jeff Rients’ famed “Party like it’s 999” rules for characters who prefer
libraries and laboratories to taverns and gambling dens.
Here are the rules:
When in their home base, an arcane spell caster may choose to spend
a night burning the midnight oil — poring over their collection of for-
bidden tomes, trying out that experimental magic circle they invented
a while back, tinkering with alchemical admixtures, and so on.
The character may spend as many gold pieces as they like; they gain
an equal number of experience points.
There is also a chance that something unexpected occurs.
The default chance is 50%, but the DM may adjust this as desired or as
circumstances suggest. If the chance comes up, the DM should roll 1d30
and consult the Magical Research Results table.
The player should not be directly informed of the results — they should only
discover what’s happened through play.
Basic / Advanced spell learning: A number of table results indicate that the
character learns the formula for a new spell. If using Advanced-style spell
learning rules, this spell may be added to the character’s spell book imme-
diately (subject to the normal chance for learning a new spell).
If using Basic-style spell learning rules, the character may choose to add
this spell to their spell book next time they gain an experience level and are

26
able to learn a new spell of this level.
Magical Research Results - d30
1 You discover the formula for a new spell of the highest level you can cast. To finish the research
you must sacrifice just one thing (1d4): 1. a human, 2. a finger, 3. an eye, 4. a magic item.
2 A magical being starts following you around (1d6): 1. an imp, 2. a faerie, 3. a tiny elemental, 4.
something invisible, 5. an automaton, 6. a shadow. You have no idea what it wants.
3 Disaster! You manage to spill acid / wine / herbal brew on one of your spell books. A randomly
chosen spell is rendered unreadable. (It may be pieced back together at a cost of 500gp and 1
week per level of the spell.)
4 You discover the formula for a randomly selected 1st- or 2nd-level spell. However the formula
is actually defective and when cast manifests a completely different result (random each time).
5 All spells you cast in the next session have a 10% chance of backfiring.
6 You gain the ability to see magical energies for the duration of the next session.
7 You accidentally cast a randomly chosen spell you know on yourself.
8 You come across some pages in a musty tome which describe (1d6): 1. the location of a magical
treasure, 2. the location of a magical portal, 3. the secret command words for a magic item,
4. the formula for a bizarre and rare spell, 5. a method of gaining power over a certain type of
supernatural being, 6. a journey to another world.
9 A magical experiment backfires and you lose part of your sensory abilities for the next session
(1d6): 1. sight, 2. hearing, 3. taste and smell, 4. pain, 5. touch, 6. temperature.
10 You gain a strange magical empathy for the next session (1d6): 1. detect undead, 2. detect
lies, 3. know direction, 4. read emotions, 5. detect danger, 6. overwhelming sensitivity to negative
emotions.
11 You make contact with (1d6): 1. a skilled alchemist, 2. a sage, 3. a secret magical organisation,
4. someone who wants to be your apprentice, 5. a thief who claims to know the location of a
valuable magical tome or item, 6. a spy within a magical guild or society.
12 Your dreams are particularly vivid (1d6): 1. you begin to question whether they are more real
than your waking life, 2. you are haunted by a figment which emerges from your dreams, 3. you
experience a prophetic dream, 4. your dreams are projected to others around you, 5. you dream
that you die, 6. you dream of a great treasure.
13 While experimenting with summoning magic you accidentally call forth (1d6): 1. a devil, 2. a
demon, 3. a hag, 4. a xorn, 5. an elemental, 6. a shadow.
14 An astrological alignment allows you to (1d6): 1. create a temporary magic weapon (+1, lasts
one session), 2. create a permanent minor magical household item, 3. scry on someone powerful,
4. increase your INT, WIS or CHA by 1d4 for the next session, 5. memorize one extra spell of
the highest level you can cast next session, 6. memorize a random spell of one level above the
maximum level you can cast.
15 You enter into a dialogue with an extra-dimensional entity of unknown origin (1d6): 1. make
a WIS check or lose 1 WIS, 2. you learn a secret, 3. you learn a secret which turns out to be a lie,
4. you are haunted by the whisperings of the entity (save vs spells at the end of every session
to end), 5. you become obsessed with contacting the entity again, 6. your sanity is somewhat
unhinged (save vs spells or gain a random mental disorder).

28
16 Your research is being spied on! (1d4) 1. you catch the spy, 2. you notice the spy, who flees, 3.
you have a sinister feeling of being watched, 4. you are told that someone suspicious was lurking.
17 You become unusually attractive to (1d6): 1. metal (-2 penalty to AC against most weapons),
2. insects, 3. birds, 4. spirits, 5. members of the opposite sex, 6. bad weather.
18 For the next 2d6 days, people (1d6): 1. start to ignore you, 2. whisper about you, 3. are
always staring at you, 4. want to be your friend, 5. avoid you, 6. are overcome with melancholy
in your presence.
19 Unbeknownst to you, a magical curse is accidentally imbued on one of your possessions (ran-
domly chosen) (1d6): 1. the item attracts missile attacks (-1 penalty to AC), 2. the item cannot
leave your person, 3. the item becomes invisible, 4. the item attracts thieves, 5. the item hides
itself, especially when you need it, 6. the item keeps appearing in your companions’ backpacks.
20 You develop a single dose of a potion. The only trouble is you have no idea what it does! (Its
effect is determined randomly.)
21 Your research has stepped unknowingly on someone else’s toes. You receive a warning or
veiled threat from (1d6): 1. a rival magic-user, 2. a noble, 3. a priest, 4. a sinister cabal, 5. a trade
guild, 6. a supernatural being (fey, demon, devil, dragon, etc.).
22 A magical experiment affects your appearance for 1d4 sessions (1d6): 1. your eyes turn
black, 2. your skin changes colour, 3. your hair turns white or silver, 4. your hair floats, 5. you
become semi-transparent, 6. your shadow disappears.
23 An intruder enters your home / laboratory (1d6): 1. everything is disturbed – someone was
looking for something (nothing stolen), 2. a valuable item is stolen, 3. a page from one of your
spell books is gone (lose a random spell), 4. a cryptic note is left behind, 5. nothing is missing,
but you notice a subtle rearrangement of items which alerts your suspicion, 6. a map or sigil is
drawn somewhere conspicuous.
24 You manage to memorize a randomly selected spell of the level above your normal maxi-
mum. Unfortunately you can’t remember how you did it.
25 A magical entity grants you protection, apparently without expectations. Next session you
(1d6): 1. gain 1d8 hit points, 2. gain a +1d6 AC bonus, 3. gain a +2 bonus to saving throws, 4.
automatically make one save, 5. automatically avoid one successful attack, 6. avoid detection
once.
26 During the next session, every spell you cast has a 25% chance of remaining in your memory,
able to be cast again.
27 While you are memorizing spells, something weird happens. A randomly chosen spell is
altered (1d4): 1. the spell takes on a strange sentience and can cast itself when it sees fit, 2. the
spell doubles in potency (duration, damage, range, etc. as appropriate), 3. the spell is entangled
with another – casting either will trigger both, 4. the spell is stuck – make an INT check when
casting or it remains in your mind, uncast.
28 You gain the ability, for the next 1d4 sessions, to sense the magical patterns in other ma-
gic-users’ minds – you can tell what spells they have memorized.
29 A dimensional morphic effect envelops you (1d8): 1. your appearance changes permanently,
2. you become 1d10 years older or younger, 3. two of your ability scores are swapped perma-
nently, 4. viewed from the right angle you take on a disturbing aspect, 5. you can go ethereal for
the next session, 6. you are temporarily polymorphed into a randomly chosen creature (lasts
one session), 7. you change sex for 1d100 days, 8. you become slightly larger or smaller.
30 You are struck with a greed for magic. During the next session (1d4): 1. you can detect magic

29
items within 30’, 2. you cannot bear to see others using magic items and will try to take them for
yourself, 3. you try to steal spells off any magic-user you come across, 4. you suspect everyone
around you of trying to steal your magical items or your spell book.
by Stefan Mijucic

Roll 2d6
2d6:
The great enchanter 2-3: After serving a
Mandaloo travels from far half-century sentence
away lands, bringing many in the Philosopher’s Jail,
peculiar items with him. Mandaloo found the
Some are for sale and some are Magic Longstix among
obtained upon successful quest the possessions he was
completion. His collection of goods given back upon release.
is astonishingly diverse, ranging Starved for so long in a sta-
from fire serum (a liquid that sis box, the Magic Longstix
ignites anything it touches) to witty needs to kill two humanoids a
roses, the never-dying flower that day in order to sustain its size..
changes its scent depending on its 4-5: After slaying a couple
owner. Among the most peculiar is of zombies, Mandaloo found a
an item known as Mandaloo’s Magic
glowing item behind one of the
Longstix. gravestones, which turned out to
When found, the Magic Longst ix be Magic Longstix. The wielder can sense un-
is 1d4 feet long. Though it is shaped dead creatures within 30 feet. When
the Magic
like a typical wooden stick, it is Longstix senses an undead creature, it shivers
weightless since it is fashioned and shakes in fear.
from a unique magical material.
6-7: Mandaloo found the artifact stuck in the
The Magic Longstix deals 1d4
a rotting body of a druid who had been killed in her
damage in melee and each time
grove. The Magic Longstix grows an additional 2
humanoid creature is slain by it,
feet each time it slays a humanoid, but does 1d3
the artifact grows 1d4 feet in
damage instead of 1d4.
length. It glows brightly with a
color of its owner’s choice and 8-9: After spending the night fishing for arti-
as such can be seen from long facts on the coast of the Enchanted Sea, Manda-
distances. It can only harm flesh, loo woke up late in the morning to find the Magic
and passes through any kind of Longstix washed on the beach. It is said that an
walls and materials without tea- infamous pirate lost the weapon and wants it back
ring and damaging them. Howe- before it disappears.
ver the artifact itself is hungry 10-11: After a great battle in the lava desert,
for death: for each day that Mandaloo stumbled upon a dead body holding
passes without the Longstix kil- theMagic Longstix. This cost Mandaloo his hand.
ling any humanoid it shrinks by Because of this, the bearer of the Magic Longstix
1d4 feet. After shrinking takes 1d4 - 1 burning damage each day no humanoid
to less than 1 feet, it is slain, but adds an additional 1d4 to the weapon’s
disappears forever. damage.
The origin of the Magic
12: After an epic adventures in the sky-mines
Longstix is unknow n, and it
of Kalucia, one of the sky-miners gave Mandaloo
may have some side-effects.
the Magic Longstix as a display of gratitude. Its
owner can levitate at will up to a height equal to the
weapon’s current length.
30
by James Holloway

Mansions of the Dead: historical inspiration for fantasy...

TOMBS
A lot of dungeons were originally tombs. It makes sense: the buzz surroun-
ding the discovery of KV-62, the tomb of Tutankhamun, influenced a lot of
the interwar pulp fiction that D&D drew on. Even before that, dangerous
tombs were a literary staple, from Icelandic sagas to Gothic romances.
Real-life tombs are seldom (although not never) as elaborate as their fantasy
counterparts, but there’s still a lot of good inspiration from them to use in
your game tombs. Here are a few examples.
James was kind enough to give us a polyhedral friendly number of examples. I had to number them in case
you want to add some randomness to your tomb building. -Eric

1. Secondary burials
A lot of prehistoric burial mounds have later • Generations of grave digging have weake-
burials around or even in them. People seem ned the tomb’s upper structures, creating
to have understood these sites as places of additional entrances. 
power or holiness. The ancient tomb of a
long-lost civilisation could have much later 2. Exotic imports
graves around it or inserted into it. In some The tomb of the dwarven king should be
cases, being buried in such a place could be full of dwarven artefacts, sure, but not
an honour, but other cultures saw these as only. Whether acquired by trade or given
sinister, liminal spots, suitable for the burial as diplomatic gifts, foreign items could be
of executed criminals or other undesirables.  signs of high status. The Sutton Hoo burial
• The malefic influence of whatever is from eastern England contains artefacts
buried in the tomb is awakening the from Frankia and the Mediterranean;
secondary burials as undead.  Tutankhamun’s meteoric iron dagger was
• The burials are a cover for offerings to the probably an import. Want to put a space elf
thing buried in the tomb – or have inad- dimensional blade in the tomb of a gnomish
vertently functioned in this way.  high priest? Go for it. 

31
3. Tomb police 5. The inexplicable
I spent years studying a group of
Cultures that bury treasure
burials from early medieval England
with their dead have to deal with
(and Scotland, France and Denmark)
treasure-hunters. Egypt in the 16th
in which bodies were laid on a layer of
century BC had a police force dedicated
charcoal. Do I have some ideas about what
to protecting necropolises (and other
it all meant? Absolutely. Could I prove any
royal property, too, but that’s boring).
of them conclusively? Probably not. Adding
They were originally a nomadic tribe who
a seemingly incongruous or meaningless
provided these services as part of their deal
element is a great way to remind players
with Egypt, but as they grew in power and
that they’re dealing with the product of a
prestige more and more Egyptians served
culture very removed from their own, one
as officers and leaders.
that they can never fully understand. 
• As crooked as the robbers they hunt, the
• Most of the sarcophagi contain actual
tomb police enrich themselves with the
skeletons, but every now and again one
spoils of the tombs and blame it on thieves. 
contains an artificial stone skeleton, each
• The last paladins of a dwindling order live
individual bone carefully carved and poli-
as hermits among the tombs with only the
shed. 
dead and their ancient blades for company. 
• At the centre of the complex is what was
• Commoners sacrificed during the funeral
once evidently a residential space, with
serve their lord in death as tomb police -
luxurious quarters surrounding a courtyard
with official approval. 
garden. Who lived here among the dead,
and what happened to them in the end? 
4. Tomb robbers • Beautiful effigies adorn the lids of the
If you bury your dead with gold, silver, or
caskets. On one, though, the effigy is in
magic weapons, you can’t be surprised
the form of a demon with glaring eyes
when you get tomb robbers. In some places,
and wicked tusks. There does not seem to
tomb robbers may simply be locals reclai-
be anything unusual about the skeleton
ming the rich gifts that etiquette demands
within. 
they leave with their dead but which they
can’t really afford to part with. In more
“civilised” societies, tomb robbers can form
6. Partial burial
In cultures that practice excarnation (the
organised gangs. Such organisations might
removal of flesh by decomposition, sca-
not be thrilled with the idea of a party of
venging or human action), bodies are often
newcomers deciding to jump their claim.
reburied as bundles of bones rather than
• Tomb robbing is a religious duty, enjoined
articulated skeletons. In the middle ages it
on those devotees of the thief god who
wasn’t uncommon for the wealthy to have
have mastered stealing from the living. 
their hearts or intestines buried in separate
• Tomb robbing in this necropolis is a new
churches from the rest of their bodies.
phenomenon. Although the locals hold the
• Reanimation goes disastrously wrong;
tombs in superstitious awe, natural disaster
undead hearts and guts flop and slither
or economic stress has forced them to this
across the floor. 
extremity. 
• A curse cannot be broken unless a heart
• Though they may be thieves and cut-
buried in one tomb is reunited with the
throats, the tomb robbers are not a bad lot;
body in another. 
they are very worried about a party of their
• A vow to undertake a pilgrimage in life can
comrades who have not returned from its
be satisfied in death by taking their heart
expedition.
to the pilgrimage destination, thus averting
the gods’ anger.

32
by Cacklecharm Art: Gustave Doré

[12]
Sorcerer-Corpse
Hazards
You’ve killed the sorcerer. The evil witch lies dead at your feet. Now you’re
going to loot the corpse, except something still manages to kill you. It could
be a trap or a final posthumous curse laid by the wizard in spite, or it could
just be a natural result of the sorcerer’s vile meddling with their own body.
Roll on the table for what hazard awaits within the wizard’s body,
which usually only activates if they are looted or if one attempts
to burn them (cremating wizards is common practice so
they can’t come back from the dead). Apprentice
wizards only have a 1-in-6 chance of having a
booby-trapped body, regular wizards always
have one, archmages and sorcerer lords
may have two or more.

33
34

[1]] The sorcerer’s mouth suddenly


[1 more for a truly ancient spellcaster.
spews a cloud of black-green smoke. A character can muffle the noise by
The smoke deals 2d6 damage per stuffing the earholes shut or cove-
round you breathe it in, with no ring the dead corpse’s head with
save if you were the one to touch pillows and blankets.
the corpse. Every 1 on the dice
deals 1 damage and also permanently
reduces your maximum hit points by [3]] One of the sorcerer’s hands shoots
[3
1. The smoke clears in one round if up and tries to grab and claw at the
outside and one exploration turn in looter. It’s not a zombie, the limb if
an enclosed space. just trashing wildly. If it manages to
The mouth and throat of the scratch the target (attack roll at +2),
sorcerer is stained bright green all the hand becomes inanimate again.
the way down to the lungs. Both The character’s hand however will try
lungs are bloated and leathery, with to scratch arcane symbols into nearby
extra gas sacs growing like pustules objects when they sleep. When they
on the sides. This sorcerer was pro- are awake the hand compulsively
bably trying to acclimate themselves touches, opens, and clutches spell
to an arcane atmosphere. books or arcane artifacts (saving
throw to resist). The hand is trying to
spread knowledge of magic through
[2]] A tinny screeching is coming
[2 esoteric diagrams you don’t want to
from the sorcerer’s ears. Years worth understand.
of conversations come billowing If the sorcerer’s hand is cut off
out on top of each other, building while it is flailing, it turns into a
the volume to a crescendo. Every 1 HD monster: a mass of extradi-
round, roll a wandering encounter mensional tentacles puppeteering
check. Those with sensitive ears, the wizard’s hand. If the sorcerer’s
like elves, must cover their ears with hand is severed after it has already
their hands and can’t do anything scratched somebody, the tentacles
else. Every round, magic items in are dead and they slide out like a
the party’s possession have a 1-in-6 snail boiled in its shell.
chance to fire off as a magic word
or phrase is replayed.
The noise ends after one explo- [4] The sorcerer’s body lies still,
[4]
ration turn for a normally aged (old) until the moment something burning
wizard, but may last for an hour or or red hot touches it. It poofs into
35

white powder which ignites and runes: the image is burned away
explodes after one round as a 4d6 within the wizard’s eye before it
damage fireball. Those who have reaches their brain. This is required
survived this booby trap attest to the surgery for any sorcerer who wi-
fact that the wizard’s body smells shes to read books by paranoid and
like bread, as the white powder is in possessive magicians.
fact very fine flour.
It is possible to grind the wizard
into flour and bake it into bread. [6]] As you examine the corpse, you
[6
Eating this bread makes any nor- see several lumps under the skin
mal human sick, but gives wizards around the wizard’s body, hinting
an easy feeling of nostalgia and at internal tumors. The lungs start
comfort. One can make 30 wizard to change color, shift, and smell
rations from a bread-wizard corpse. quite strangely as they mutate post-
mortem. The tumors are changing
into metals, which the sorcerer was
[5]] The wizard’s wide-open eyes
[5 harvesting every night before bed.
retain a shimmering quality after After one turn, the sorcerer’s
death, as though staring right at body doubles in weight as some of
their murderers. Touch one of the the lumps turn to iron and lead.
eyeballs, cover the face with a cloth, After two turns, humidity causes
or try to close the eyelids, and the a burning, stinging cloud to form
eyeballs explode and squirt me- from the sorcerer’s body, as the
tal-burning acid causing 4d4 acid lithium in their body reacts and ex-
damage on a failed save. The acid plodes violently. After three turns,
burns through anything except stone one can fish through the wizard’s
and has a 1-in-6 chance to ruin corpse to find 1d3 gold nuggets
armor . worth 300 GP each.
Acid in the eyes is a very com-
mon enhancement sorcerers make
to themselves. Injection of the acid [7] As the final blow hits the sor-
[7]
causes early blindness, cataracts, cerer, their body releases a cloud
and hallucinations, as well as the of spores. These spores only infect
“sunken in” look that the eyes of dead things; any meat carried or
many magic users share. The acid corpses nearby are infected. The
has the beneficial property of “mel- sorcerer’s corpse and all affected
ting” any malignant text or trapped flesh sprouts mushroom heads –
36

they grow from tiny buds to four three days the weather in the sur-
inch long fruiting bodies in a matter rounding area becomes stormy and
of minutes. After one turn these unpredictable, local wildlife acts
spore heads release spores, once strangely, and cats wander far away
again infecting all nearby dead from the farms they are supposed
things and continuing the chain of to be ratting. It’s as if nature itself
infection. is trying to kill these birds as fast
After one hour any flesh hosting as possible to ensure they do not
the mushroom spores turns into establish a foothold or create nests
putrid slime, pooling together and outside of the sorcerer’s body.
flowing like water. This attracts all These birds have flammable
manner of filthy creatures. Slimes feathers. If they are incinerated alive
generate from the pool of liquid: under the darkness of a new moon,
1d6 HD worth of slimes per hu- they produce ashes containing ma-
man sized corpse (or one slime for gical energy useful for several arcane
a small amount of meat). If this practices. The sorcerer’s coven (or
mushrooming phenomena happe- the sorcerer themselves if their
ned on the site of a great battle or death was planned) will want to be
within a large coven of sorcerers, the one to capture the birds.
the surrounding countryside would
be enveloped by slimes. Sorcerers
tend to know the arcane words that [9]] The moment the sorcerer dies,
[9
can control these mindless creatures, all light sources grow dimmer.
hence infecting oneself with these Light spells and lanterns become
mushroom spores is a useful method like torches, torches become can-
to take back territory even after dles, candles glow like fireflies.
they die. The ability to reduce light is
commonly associated with attempts
to preserve the physical body
[8]] The corpse has holes along the
[8 after death – light speeds up the
arms: small nooks which are tiny decomposition by attracting flies
nestboxes for even tinier sparrows. and insects. Lesser magicians have
The bright-blue birds chirp and fly this adaptation to serve as better
away the moment they are unco- undead servants, while powerful
vered (by stripping the body or sorcerers retain it so they may raise
rolling up their sleeves looking for themselves from the dead in a
tattoomantic spells). For the next better looking state.
37

[10] The weapon used to kill the


[10] gear they can, even if they can’t
magician is now magnetically at- make good use of it with their weak
tracted to it. Only someone with a arms. After death the spells keeping
Strength of 18 or higher can pull it these weapons in an extradimensio-
out of the body. Every round the nal cache cease to function, and the
blade is kept away from the body, tools of destruction return to the
the magnetic force gets stronger and mortal plane with explosive results.
stronger, eventually becoming strong
enough to pull the sword out of its
scabbard or even bend the blade if [12]] The body disintegrates. Anyone
[12
it is held strongly enough. If the touching it at the moment of death
weapon is in contact with the corpse (such as with a melee attack), must
for at least one exploration turn, the save or take 3d6 damage from the
magnetic effect wears off. disintegration field.
The purpose of this enchant- Some sorcerers don’t want to be
ment is to catch returning arrows brought back.
or boomerang-style weapons so the
user can be disarmed or the weapon
identified. Mostly given to sorcerers
who work as low ranking guards for
higher powered ones, this enchant-
ment is hard to remove so most of
those who ascend through the ranks
end up keeping it.

[11]] After the sorcerer dies, the party


[11
feels a faint rumbling in the ground.
After 1d3 rounds, they explode with
iron swords, daggers, arrows, and
magic weapons. Anyone nearby
takes three attacks from three
random weapons. The to-hit
roll is made like a fighter of
the deceased sorcerer’s level.
Naturally, many wizards are
packrats that steal whatever magical
by EricNieudan - Art: Letty Wilson

Will You Seek


Érynie’s Mirror?
She comes often, swooping down on ashen wings, at
any time of the day or night. She drinks. Sometimes she dives and
disappears in the Mirror’s depths for days on end. When observed,
she minds the bearing of her head while stalking on the mossy rocks.
Lonesome Érynie resents company but enjoys an audience.
- d10 reasons to seek Érynie’s Mirror -
1. A rope braided from Érynie’s hair will raise someone from the dead when fastened
around their neck. But if it is removed or if Érynie dies, the magic fades in a day.
2. Érynie is looking for heroes to steal the d vil’s mask (see p. 146) and find its rightful
bearer. - 3. The Mirror is said to foretell the greatest achievement of one who shows
themselves naked to it. - 4. Érynie is a weaver of strange, powerful spells. She will
teach each one to a worthy student. - 5. The Mirror’s waters prolong life and cure
diseases. They lose their powers if carried in a container for but an instant.
6. Érynie knows the past and future, although she doesn’t know which is which.
7. The Mirror is a doorway into Einyré, an underwater realm of wicked pleasures and
untold riches. - 8. Érynie is the last of her divine bloodline. A drop of her blood could
solve many an arcane mystery. - 9. Érynie ignores the veils between worlds. For a
price, she will fly you where you need to go. -10. The Queen Mother of Harpies is a
stubborn old hag, but she listens to Érynie’s counsel.
- d8 places to find the Mirror -
1. At the bottom of a tomb under a lake inside a cave.- 2. In a field, guarded by a
hundred onyx knights. - 3. Deep in the Watching Woods. - 4. In a garden within the
walls of the Dread Necropolis. - 5. On an island that was once a living city. - 6. At
the End of the Worlds. - 7. In your dreams, after you smoke Deathmist Lotus.
8. In a secret valley, far inside Icefire Tribe territory.
- d6 things Érynie wants -
1. Her wayward cubs. They are easy to recognise but scattered among lion prides and
vulture nests. One is the Golden Tyrant’s pet. - 2. All of her sisters’ eyes, fashioned
into an electrum necklace. - 3. The formula to Zaratazarat’s endless conjurations
(which the bumbling mage doesn’t understand himself). - 4. The dungeon’s master’s
(see p. 146) promise to find her a suitable mate. -5. A statuette of great power, holding
the secret of universal creation. - 6. A meeting with Irai the Divine Sculptor, who alone
could immortalise Érynie’s beauty.
- d4 powers Érynie commands -
1. Control all tears within her sight (even the ones you haven’t shed yet). - 2. Reverse the
passage of seasons for 1d12 months. - 3. Grow metallic flowers from steel weapons and
armour. - 4. Curse you with the murdering hatred of all cats everywhere.

38
by Graphite Prime (text & art)

Strange
T hinGs
HapPen When
YoU SlEep In
DuNgeOnS

40
Close to death... out of spells... out of po-
tions. Three levels down and 10 hours from
the front. There’s no way out tonight. This
place is alive with the dead. Going into that
crypt was a bad idea. Should have known...
Those that remain can rest here. Seems
safe enough... The door bars from the in-
side. It’s cold and damp; a mixture of mud,
blood, and stone. We try to sleep in the dar-
kest of darks, haunted by sounds that would
frighten even the gods, blinking in and out of
nightmares, regretting our decision to des-
cend. When morning comes it is still night...
Sleeping in dungeons would SUCK.
So let’s make it suck in an interesting way!
This is about quality of sleep. You need to sleep save value. If they succeed (rolling
determine every character’s sleep save the sleep save value or more) they rest
value, which depends of the hit points they well and gain the normal healing benefits.
have remaining when falling asleep. If they fail their save, they are haunted
• less than 1/4 of maximum HP: sleep by restlessness, or something strange
save 15 happens, but they still get their healing.
• between 1/4 and 1/2 of maximum HP: If they roll 1 or 2, something strange
sleep save 10 happens and they DO NOT recover any hit
• more than 1/2 of maximum HP: sleep points.
save 5 Roll 1d20 below for Restless Sleep &
Every player rolls a d20 against their Strange Events:

Restless Sleep & Strange Events


1. Sleep-Walker: Whether you’ve ever sleepwalked 6. THIEF: You wake to discover a prized item
before or not doesn’t matter, you did last night. You of yours is now in the possession of one of
wake up the next morning 1d4+1 rooms away to the your companions who insists it is theirs. They
(1d4) 1--North, 2--South, 3--East, 4--West. Good luck. must save vs. spells to willingly give it back,
otherwise they protect it as if it’s their prized
2. Infection: Some cut or wound you received possession... in fact, they dreamed that you
earlier has become infected. You were were trying to steal it from them. If you’re a
tossing and turning and sweating all night. Thief the situation is reversed: whether you
In the morning you feel like crap and suffer remember it or not, you’re the one who took
disadvantage on all saving throws for the next the item.
4d6 hours.
7. visions of the reaper: During the night you
3. Bug In Your Ear: You awaken to the wake up to the bone-chilling vision of the Grim
thunderous sound of an insect buzzing inside Reaper standing over one of your companions
your ear canal. Your loudly scream in pain and (randomly chosen). That PC now has disadvantage
madness. Until the bug is removed, check for on their next 2d4 death saves (or they die if they
wandering monsters every 1d4 rounds. You will reach 1 HP if the game doesn’t use death saves).
have to get creative to solve this one...
8. Your Future Corpse: Your rotting corpse
visits you in your dreams and warns you never
4. Seduced By A Succubus: During the night you to leave this room. You are convinced this
were visited by a succubus and will continue to was real (and maybe it was). In the morning,
be haunted by her every night until you make you are shaking with fear and have to save vs.
two consecutive savings throws vs. paralysis (1 petrification to leave the room. If forced to
save per night). Failing a save means you lose leave, you will resist and scream maniacally,
1d4 hit points instead of recovering anything forcing a check for wandering monsters every
overnight. If you manage to make the first two time.
saves in a row, the succubus is exorcised and 9. End Of The Road: In the morning, your
you gain 2 points of Charisma. There’s just... companions awaken to discover your corpse
something about you. with an expression of indescribable terror
locked on your face. (The referee should allow
5. Gremlins: You dreamt of weird little goblins you to roll twice instead of just killing your
crawling all over you, giggling and snorting, character off.)
poking and prodding. Soon after waking up, 10. Revelation: You dream of the exact location
you realize your favorite weapon (or spell- of a marvellous treasure located somewhere
book) is gone. Unbeknownst to the PC, the in this dungeon. The referee must let you
item is hidden in a secret alcove somewhere in read the entire contents listed under that
the dungeon. There is a 1-in-6 chance that it is room. And you thought you were leaving the
located in any room the character enters. dungeon...

42
11. False Revelation: Your dreams reveal 17. insomnia: You didn’t sleep a
that your heart’s desire is in danger 2d6 wink. You’re exhausted and have
rooms from here (a room you haven’t been in disadvantage on all attack rolls for the
yet.) Your friends may have other plans, but next 4d6 hours if you’re a spellcaster,
that’s where you’re going… and nothing will your targets have advantage on their
stop you. Unfortunately, the room already saving throws.
contains something else... 18. rodents: You wake up to rodents
12. sabotage: You don’t remember doing it, but nibbling on your fingers, toes, or ears.
you gathered up all the party’s rations (including You kill them easily enough, but now
the water) and smeared them all over the walls you have to save vs. poison (disease). If
in a nihilistic fit of utter frustration. They know infected, you’re beyond useless, unable
it was you because your clothes are full of bread to move, and need to save every day.
crumbs and sausage grease. Two failures in a row equals death, two
13. Preternaturally Tired: You will sleep successes means recovery.
for 1d4+1 more days after which you will rise
completely cured of all wounds and ailments. 19. Out Of Body Experience: Your soul
Until then, you sleep no matter what. left your body and went on a little
astral journey through the dungeon.
14. murderer: If you have henchmen or NPCs The referee must hand you the
with you, one the most experienced of them complete map of the dungeon and let
is found dead in the morning from stab you view it for a number of seconds
wounds. You killed him. You know this. You equal to 3d6 + your level. You’re
vaguely remember the act and the cryptic exhausted and recover no hit points,
voices that commanded you. The room has but, you can make a sleep save to
become haunted and this will happen again know the contents and secrets of
every night the party sleeps here. If there are any room before you enter it for the
no henchmen or NPCs, another PC (randomly entire next day, beyond which, this
determined) wakes up to you holding a dagger knowledge fades. The referee’s gonna
to their throat. You have to save vs. spells to love you...
resist the urge to kill. If you fail, roll initiative...
20. Double Nightmare: (The referee
15. Careless Mistake: You get up and unlock rolls some dice as if checking for
the door or tear down whatever barricades wandering monsters.) A huge spider
the party set up. Roll for wandering monsters. (8 HD, AC: as plate, 2d6 bite/ save vs.
If something shows up, it gets the benefit of poison or die), stalks into the room.
surprise. If there is no encounter, the party Play the fight out as normal. The spider
will surely ponder why the door is wide open. keeps targeting you and just as you roll
16. tongues: Everyone is roused by the a poison save, you wake up! Everyone
sound of you speaking in tongues. It lasts is sleeping peacefully and all is well...
1d3 exploration turns. Magic-users can until the room begins filling with black
make a language roll (or save vs. spells with water! Your companions don’t wake
advantage) to recognize the language. It turns up and if you get close enough to shake
out that you are revealing something useful them, you notice they’re skeletons!
about the dungeon (referee’s choice, but it You’re the first person to wake up
should be actually helpful). However, everyone from this group nightmare. You heal as
is so unnerved by this experience that they all many hit points as there were people
have to save vs. paralysis or fail to recover any sleeping that night. Everyone else gets
hit points from their night’s rest. nothing.

Have the players do the rolling, but as a referee, you must keep the contents of this list
secret, because spoilers. You probably don’t want to overuse this idea.
Maybe once per dungeon.
Watches
Players usually set watches at night. For the purposes of this, watches don’t matter.
These events are mysterious and can happen in the blink of an eye. People on watch are
notorious for nodding off, if even for a moment, and they never admit it (seriously!)
«It didn’t happen on my watch!»
43
YOU ARE
LIKELY
TO BE
EATEN BY
A GRUE_
by Josh McCrowell - Art: Nobboc

Running out of Light in a Dungeon Crawl

“I have also literally never heard of a game session where the characters actually
ended up trapped in the dark, truly unable to see anything for the rest of their delve…
I would rather end the session right there, send my friends home, and never run a
game of D&D again rather than risk having that happen more than once.”
Anne, DIY & Dragons
Waving a torch through the inky blackness you do? It would be tedious to narrate an
of the subterranean cave is one of the experience without light ad nauseam.
quintessential dungeon crawling expe- If a party runs out of all light sources in a
riences. Moreover, resource management dark dungeon—not a torch or a lamp to
is one of the fun parts of OSR-type games. their name—each player must roll to see if
Whether or not to press on or head back to they become lost in the dark. Play is resu-
the surface because you’re low on torches med on the surface, with surviving charac-
should be a meaningful, fun choice. ters allowed to continue adventuring.
However, if your players run out of torches It’s pitch dark. Can you find your way back
and are left in the darkness, what would to the surface? Roll 1d12
1-5 > You are eaten by a grue_
6 >You are lost in the underworld. The referee places you on the random encounter
table. You may re-enter play if you are encountered (found)_
7 >You make it back to the surface, but only after making solemn oaths to forsake
the adventuring life. You retire and become an NPC_
8 > You are captured. The referee chooses an appropriate monster in the area
based on their random encounter table. Escaping party members know your
general location and the type of monster that took you_
9 > You are held for ransom by the royal family of the cannibal troglodytes. It takes
1000 gold times your character level to buy your freedom_
10 > You scramble back to the surface all but naked, shivering. You lose all of your
equipment, but are otherwise unscathed_
11 > You limp back to the surface nursing a grievous wound. Roll on your Death and
Dismemberment table (or let the referee decide). You carry this new wound from
your lost time in the underworld_
12 > You make it back to the surface, mostly unscathed but raving about the twelve
different flavors of darkness_

45
by Cacklecharm Art: Didier Balicevic

I don’t think that goblins should cast the same spell as people.
That’s dumb. What kind of goblin knows sleep or magic missile?
el
They don’t. They’re fucking goblins. If your PCs run into a shitty low-lev
goblin spellcaster, roll 1d8 on this table to determine the spell they know.
may be
No, goblins don’t know more than one spell. Youwizar
thinking of powe rful ds,
like kobolds or some thing.

ly the ends of
1 Repulse torches or wads
1st level
of cloth goblins
This spell is the
use as projectiles
opposite of charm
person. It works on occasion. Also,
much the same goblin fire arrows.
way: the caster be- If you’re grappling a
comes instantly offensive to the eyes, shaman and they cast this, you must
ears, and noses of everyone around. save or drop them from the surprise of
Their voice is shrill and annoying, their getting snotted on and set on fire. The
face becomes ugly and their warts snot on its own deals 1d2 damage.
highlighted, and their bodily odour
is amplified to noxious levels. Goblin Flying Shadow - 1st level
witches often wear masks or hoods This is a curse cast by goblins, and
to hide their face before they cast one of the only reasons their magic
their spell, revealing its effects with a is feared. This spell creates a shadow
dramatic flair. that flies towards the target’s face. If
Hirelings must make a morale check to the target succeeds on a save, their vi-
attack (in melee) or loot the warlock. sion is darkened as though everything
around them is dark and shadowy, but
2 Inflamed Mucus - 1st level they can still see dimly. They get a -2
The goblin version of a weak offen- penalty to hit with melee attacks, and
sive spell. Uniquely, it can be used -4 to hit with ranged attacks. If the tar-
in a grapple. There’s no incantation get fails on their save, they are blinded
or somatic components – the caster for 1d2 exploration turns.
sneezes and a large amount of burning
snot is forced out of their nose. It can
light flammable things on fire, usual-

46
105
6 Acid Piss - 1st level
This spell grants the shaman a full
bladder of acid to pee out. The “acid”
4 Maggotmail - 1st level isn’t dangerous to living things and
This defensive spell has a range of can’t be used as an attack. It’s a slow-
about a stone’s throw. A swarm of acting thing more effective against the
maggots appears either out of a nearby inanimate. The goblin can use this spell
pile of trash or from underneath the like a wizard’s mark, peeing a frowning
target’s clothing and they bite each face on the floor of a dungeon room to
other into some form of interlinked, mark their territory. It can also be used
squishy armour rings. to escape from ropes or cages.
The target of this spell gains +4 to their Obviously, this spell is a little more
armor class until they have been hit useful for boy goblins than girl goblins.
three times (maggots are all squished)
or they are hit with a torch or other 7 Count - 1st level
source of fire damage (the fire scares Goblins aren’t good with math. This
away the maggots). It takes one round spell counts a large number of similarly
for the armor to form when this spell is sized objects, or does basic arithmetic
cast, so the target may well die before on something they can see. The result
the maggots create their barrier. In is returned inside the goblin’s mind.
which case, the maggots just start For example, a goblin could cast this on
eating the corpse instead. a camp of sleeping adventurers to see
how many there are, since they’re not
5 Ice Touch - 1st level smart enough to count the boots and
The most powerful offensive spell divide by two (but it still won’t count
known to the average warlock. The the rogue that sneaked up behind him
goblin touches the target with a hand on his watch). Also commonly used by
as cold as ice (requiring a successful goblins to see how much treasure is
melee attack). The victim takes 1d6+1 going to be stolen from them by bigger,
damage. Killing with this spell creates meaner monsters.
corpses particularly suitable for raising
as undead. Ice touch was probably 8 Bravado - 1st level
stolen from a necromancer. Goblins are cowardly creatures. This
spell helps with that, and it is a staple in
any large-scale goblin attack. The sha-
man must use a drum to cast this spell,
which is traditionally made of human
skin. As they bang the drum, they howl
a shrill war song, and the goblins are
inspired to put aside their cowardice
for a moment. All goblins who hear the
song gain +1 to their morale checks.

48
by: Vagabundork

Note: This table was made with Into the Odd in mind, but I have added some suggestions when necessary for classic D&D.
I Search the
Bookshelf!
Good adventurers know that bodies aren’t the only source of
loot. Furniture is a good one too. Bookshelves are no exception.
All manner of books and documents can be found hidden in any
personal library. And even among the pages of penny dreadfuls
and sensational magazines, secrets and valuable information can
be obtained.
d20 Random Books & Magazines
1. Criminals & Punishers. Legal advice and combat tactics. While you possess
this, all your attacks with a hand weapon deal one extra point of damage.
2. The Treasure Island. Folded map with instructions to find a desert island and
the pirate treasure hidden there. Problem: the island has been inhabited for over a
century by now.
3. Ancient Sorceries. Sorcery treaty. WIL save (or 1-in-6 chance modified by INT)
and you can learn one, and only one, 1st level spell from another game (or class). You
can use that spell once per day.
4. Jekyll’s Apothecary Formulae. How to create a potion that permanently
adds 1 point to STR. A second dose kills you. One potion can be made in a week at
the cost of 5,000g.
5. Figaro in Bastion. Social magazine containing information about the rich (i.e.
hook for adventures to loot mansions or abduct young heirs.)
BBBBBBBBBBBBBBBB
49
6. The Mysteries of Bastion. Sensational stories: roll on the general rumours
table of your campaign world, or come up with something dramatic.
7. Swiney Toad. The picaresque adventures of a cute pig/frog hybrid. Whatever
the situation, you can always attempt a fancy move or action inspired by Swiney’s
adventures (enhanced attack, two attacks in a single round, or even automatic
success in a risky action.)
8. Varney the Werebat. An essay about vampires. When fighting vampires and
similar weirdos, roll the damage dice twice and use the best result.
9. The Bastion Constitution. Never been read, full of spores. Suffer d6 STR
damage (or lose 3d6 hit points).
10. Fortune Hunters of the Deep Country. Travelogue describing life in the
Deep Country.
11. Dying Speeches and Bloody Murders. Stories of criminals and their last
words on the gallows. A dedicated reader can find clues to their hidden booties.
12. Bastion Medical Journal. News on medical science. It contains a section of
ads you can order remedies and other elixirs from, as well as discount coupons.
13. The Mysteries of Verbena House. After reading it, the owner can pick locks
with the best result of two rolls. It also contains the address of a flagellation brothel
called «The Man​».
14. Revolting Crime. Yellow press. In contains detailed instruction to make bombs
to throw at coppers and town hall windows. You can make d4 bombs in a single day,
granted you don’t do anything else that day. One bomb costs 15s.
15. New England Canaan. An Arcanum (or magic item). The owner can convert
Puritans (i.e. those she sees as Puritans) into crustaceans. Then crush them (or eat
them to heal d10 hp or d4 STR). The target can resist with a WIL save (or save vs.
magic.)
16. Materia Medica. When you possess this book, and read it, your party heals
completely in only 4 days.
17. Hermetica. Time to read: 20 weeks minus half your WIL (or INT). One month
after you finish reading the book, you can create alchemy rings (see below). One ring
costs 5,000g in chemical compounds.
18. Monsieur de Phocas. Doesn’t have any effect but it’s a goddamn good book.
19. Always Running. Read it and you’ll increase DEX and WIL (or INT) by one point
permanently. Only works once.
20. The Alchemist. You can read this book in only d4 days. After it, your WIL (or
INT) is permanently decreased by 1.
BBBBBBBBBBBBBBBB
* Alchemy Rings - You can use a ring to transmute something into something else, but not living
beings (if you try, it becomes a random monster). Both the material and the result must be equivalent
in mass and density. You can transmute a large stone into a knife, a tree into a table or a dagger into a
pencil. When in doubt, ask your Referee. With their approval, you can use the ring in unusual ways, but
you must make a WIL save (or save vs. magic); if you fail, the ring loses its power, becoming worthless.

50
o

by Gabor Lux Map: Dyson Logos


ver several years, in posts and
forum comments, Yours Truly
has ranted and raved about
the general decline in map-
ping quality in tabletop role-
playing games, later switching
to first person shooters, and then back
again to RPGs. Wading through disap-
pointing map after disappointing map,
it is easy to get the impression making a
good dungeon map – the sort that leaps off
the page and encourages exploration, environ-
mental puzzle-solving, and creative tactics – is a bit
of a lost art. Many dungeons are in fact not dungeons at all; rather,
they are illustrations depicting something like a dungeon map but of-
fering none of the dungeoneering experience due to their limitations. It
becomes all the more important, then, to highlight the good stuff: maps
with the right scope, complexity, and structure.

The Anatomy of a
Dungeon Map
Good structure1 is especially tricky since many promising maps conceal a rather
banal layout under visual frills as well as twists and turns which do not, in fact, do
anything – they are visual noise masking linear corridors and the occasional, ves-
tigial side branch you can visit before returning to the main one-way rollercoaster
ride. Good structure is still more of an art than an exact science, but it is generally
agreed that some structural features are better suited to “map flow” than others by
encouraging meaningful decisions2, environmental inte-
raction, and emergent gameplay:
• nonlinearity, aided by branching and looping
elements;
• three-dimensional environments with verticality,
interesting interconnections between dungeon levels,
and a variety of terrain (c.f. “jacquaysing”)3;
• relative openness, counterbalanced by occasional
bottlenecks usually referred to as “pinch points” or
“choke points”, and maintaining significant barriers to
make navigation a challenge.
Not every dungeon has to have these features to be a
good dungeon (and keying is the second half of the
puzzle), but generally they help. Furthermore, the prin-

51
is the selection of ways in: right
from the start, the explorers can choose
ciples apply to tabletop games and FPS among four tomb entrances and two cave
games in different ways. Thus, Ultima Un- mouths. One of the tombs is a dead-end:
derworld, classic Quake levels, or Thief’s a simple but pleasing trick. Others are
Down in the Bonehoard embody these connected to the dungeon in ways that in-
principles differently than Caverns of tegrate cavern and tomb elements, with
Thracia, Tegel Manor, or Tomb of Abys- signs of environmental degradation and
thor. blockage to complicate navigation. The
way the characters
The Winter Long Corridor choose to enter and
Tombs LVL2 exit through will
This article looks at have a meaningful
good design through effect on how ex-
the example of The LVL2 peditions develop.

CAVERN
Complex Nevertheless, there
Winter Tombs, a free
dungeon level by Octagons is no initial difficulty
Dyson Logos . This
4 selectio n, at least no
will also be released Pools LAKE outward s sign that
as a dungeon by Jim makes one or more
Pinto, but for now we entrances harder to
will restrict ourselves River discover or access.
to the map. This is a (As a counter-
particularly good test Caverns Choke pt. example, consider
case since it is a map the lower level back
that has a pleasing Catacombs Large door to In Search
complexity without Hall of the Unknown!)
obfuscating analysis Notably, there are
and its structural not many outright
elements are easy to Cave Tombs Hall Cave Tombs exits. They are in
identify and discuss. the distant reaches
I produced a line graph to showcase the of the
map’s structure. So, what lies beyond the map near the octagon s and in the upper
cross-hatching? right corner. If this dungeon has lower le-
The Winter Tombs is a single-level dun- vels, it will take a lot of initial effort to reach
geon map with a tomb/caverns theme. The them – the overall permeability is quite low
closest analogy is Judges Guild’s classic until secure routes are identified and firmly
Sunstone Caverns5, a semi-keyed dungeon established!
from their second campaign instalment.
Like Sunstone Caverns, this one is densely Choke points
(although a bit less densely) mapped to and tricky bridges
provide a large playing area in one map. Of course, many elements which appear
The first element that leaps before the eyes complicated on a first look are essentially

52
branch further subdivides the northern
part into two sections, almost as if they
were separate sub-levels (I would certain-
ly be tempted to design the key this way).
There are multiple places where the rivers
are crossed by bridges, and more where it
would be fordable to an ambitious group.
We can call these environmental challen-
ges limited barriers. The lake is something
that would probably be impassable at first,
but become a potentially good way to ac-
cess the rest of the level once the charac-
ters return with a canoe, build a raft, and
neutralise whatever threat might inhabit
straight lines – a labyrinthine set of cata- the lake. Ironically, the easiest access to
combs in the lower middle is a simple loop, the lake (right from the “main entrance”)
impressive halls are essentially fancy cor- is bound to be completely useless on the
ridors (bottom right), and many of the twist- first visit, aside from offering a tantalising
ing cavern passages are simple “bridging” glimpse of things to come!
connections. However, the map uses these
bridging pieces in a shrewd and diso- A case of two octagons
rienting manner, via over- and underpasses, The caverns are not barriers: they repre-
slopes, and loops which reverse the direc- sent a nexus point. Although similar
tion of progression, diverting expeditions to choke points, nexus points are rela-
towards unplanned dungeon rooms. This tively open structural elements which
is an underutilised navigation trick, and one usually offer multiple ways of traversal
which can be used well to draw the company and collect multiple routes departing in
into a danger zone. We can identify one of various directions. You can see another
the dungeon’s main choke points in the one on the opposite side: the larger oc-
bottom middle: a cave with four exits (one tagonal room with its five main exits (the
a dead end) is one of the main points linking north-east one does not really count as
multiple sub-sections. It is easy to reach
from what looks like the “main” entrance,
and it allows access to many further points
of importance. He who rules the choke point
rules the dungeon!
Two main structuring elements are also
easy to see. These are the level’s waterways
and a very large set of caverns. These play a
different role. Water blocks or impedes mo-
vement, and conceals invisible monsters in
the deeps. Hence, the rivers and the lake are
barriers. The east and south-west river
branches separate the map into its southern
and northern sections, while the north-west

54
a full one). This is also a piece of drama-
tic architecture which stands out from look for them, you will find a bunch. We
the lower-level dungeon texture: it is YUGE, might call them accelerators, since
regular, and perfect for a complex set- clearing them allows fast travel through
piece encounter. Of course, sometimes, ap- the dungeon. The clearest accelerators
pearances are misleading: the other octagon are found in the distant reaches of the
just off to the north-west does not actually level, including one which just “caps” the
do anything in the context of the map – it whole thing with a sequence connecting
is a linear route to a lower level. Also, nexus everything to everything. Once you get
points may start off as choke points, ruled there, you can choose a way back just as
by a nastier monster or puzzle before being freely as you could at the beginning, a dark
cleared and used to the explorers’ benefit. “mirror image” of the dungeon’s multiple
entrances! Others include the corridors
Dungeon Highways bisecting the octagons, and the corridor
This map has one more interesting feature to the right going from the entrance areas
that may not be noticeable first, but which all the way to the cavern. As the company
has a strong bearing on its flow. This is the finds the accelerators, they will prove very
presence of long corridors linking distant valuable in subsequent expeditions, get-
corners of the dungeon-- and once you ting them past the entrance areas and into
the depths of it!
So, this is what a good dungeon
level looks like. It walks the right
balance between openness and
navigation challenges, it has a
good sense of progression, it is
structured in fun ways that sug-
gest both exploration puzzles
and exploration solutions, and
overall it has a pleasing com-
plexity that takes effort to figure
out, but does not descend into
unpleasant pixel-bitching and
the exploration of dull, feature-
less mazes.
1- https://www.knights-n-knaves.com/phpbb3/
viewtopic.php?p=116644
2 - https://ravencrowking.blogspot.com/2011/06/c-
is-for-choices-context-and_06.html
3 - https://thealexandrian.net/wordpress/13085/
roleplaying-games/jaquaying-the-dungeon
4 - https://dysonlogos.blog/2020/05/19/the-winter-
tombs-combined/
5 - https://thealexandrian.net/wordpress/13085/
roleplaying-games/jaquaying-the-dungeon

55
by Dyson Logos Art Vladimir Chebakov

In a recent discussion
about level draining undead
in Labyrinth Lord, several
DMs and players indi-
cated that they would
rather kill a character
uniquely
than have them level
drained. And in SOME
cases I understand
(although personally I have
no real problem with level
draining undead). But you
see, I love wights. I
like vampires and
wraiths and spectres
also. So what do you do to
replace the venerable wight
if you don’t use level-drai-
ning?
Give it some other
scary power to even out the
odds (especially since they
are already cleric turning
fodder). Roll (or choose) on
the following table once for
every two hit dice of the un-
dead (rounding up). You can
also just create new undead
by upping the hit dice of the
wight (and decreasing its
AC by 1 point for every 3 hit
dice you give it). The other
upside? Since it’s not relying
on its level draining touch
attack, you can kit your un-
dead menace out with a cool
weapon or two.

56
In a recent discussion about level draining undead in Labyrinth Lord, several
DMs and players indicated that they would rather kill a character than have him
level drained. And in SOME cases I understand (although personally I have no
real problem with level draining undead). But you see, I love wights. I like vam-
pires and wraiths and spectres also.
D30: 1d6 (1-2 = 0, 2-4 = 10, 5-6 = 20) + 1d10

1.. Track Life Once it has met you, it can track you
without fail. Even across the planes if need be. The only
way to break the trail is to die and be brought back to life.
2. Dimension Door 4. Magical Ability
as per the spell, 3/day.
casts spells as a magic user,
3. Special Senses caster level of half the undead’s
Detects magic, life and
invisibility at will. hit dice.
t of
5 Weakening Blow the undead’s blows drain 1 poin
h) like a Shadow’s.
Strength or Constitution (choose or roll whic
7. Clerical Ability casts spells as 6. Animate Dead
a cleric, caster level of half the undead’s hit as per the spell, 2/day.
dice.
8
9. Withering Touchand other living as . Darkness
touch causes plants to wither the reverse of light,
things to rot. Deals 2d4 damage
to creatures. at will.

10. StrikingofA ura


fear freezes all those
the palpable aura be
when encountering the undead or
11. Paralyzing Strike 12. Unnatural
the undead’s blows paralyze as a ghoul Might
(although elves are not immune). +2 to hit and damage.
13. Massive Claws. unarmed attacks deal an extr
of damage or 1d8 damage if it doesn’t have such a die
an attack.
14. Diseased 15. Putrefying Aura
attacks transmit mummy rot
all food and drink within 20’ is rotted and
(see the mummy’s description).
destroyed – magical food and drink get
their owner’s save versus poison.
16. Vampiric Drain
damage dealt by the undead 17. Soul Eater creatures slain by
in melee heals it an equivalent the undead cannot be raised or resurrec-
ted. The undead gains 1 HD for 24 hours,
amount. and permanently gains 1 hit point.

58
18. Curse of the Fallen .
undead casts curse 3/day (typically opening a battle with such a curse)
19. Soul Wrench
the undead’s blows are deadly. The target gets 22. All But
a save versus death.
d once per
Invisible
20. Wail of the Haunte l. Liv
cannot be detected
ing crea-
wai
except by touch and
turn the undead can how l or
60 feet must save ver sus paralysis
tures within
or run in fear. feel. Cannot be detected
21. Wail of Mourning by magic, psionics, sound,
once per hour the undead can howl or wail. scent, etc.
Living creatures within 30 feet must save 23. Limited Flight
versus death or die. 60’ (20’) movement rate. Seems
24. Breath of Decay to walk through the air.
once per turn the undead can make a breath weapon attack (typica
lly a magical
“blast” of decay, but sometimes shards of bone, or regurgitated black
evil, or even
fire or gas, or something thematically appropriate) in a 15’ cloud in
front of it that
deals 1d6 damage per 2 hit dice of the undead.

rsus paralysis
who see the undead. Save veds
paralyzed for 1d6+1 roun . 26. Charm
25. Immortal
unless destroyed by a cleric’s turn
undead at- Gaze
the ashes gaze attack acts
tempt, disintegrated, or burned and reform
as a
und ead will
mixed with holy water, this charm mons ter spell.
in 2d12 hours after being slain.
hit points per round
. Re ge ne ra ti on the undead regenerates 3
27 It ceases regenerating if des
troyed.
except from holy damage.
30 Arcane Devourer
28. Faithless attacks drain one spell from a
turned by clerics as if the undead spellcaster’s prepared spells (star-
had 3 hit dice more than it has.
ting with highest level spells, spe-
29 Hollow when struck down, cific spell chosen randomly). If the
the undead splits open producing
an undead successfully saves against
insect plague as the spell as well as
a a spell cast upon it, the caster of
10’ radius cloud of poisonous gas
(to the spell also loses another spell as
which the undead insects are im-
mune). if struck by the undead.

59
M onster
by Cacklecharm Art: Gustave Doré

odifiers
If you want to spruce up your random monster encounters,
roll a d20 on this table. Make sure to mention how these
monsters look different or unique to those of their ilk. So if
you roll a [6] for Trolls, they are now “Jewelled Trolls”.

1
Unless otherwise stated, the bonus is for every member of the pack of monsters encountered.

Bewitched. Commanded by a powerful sorcerer or witch. They may carry symbols


of the witch’s power, like wicker men, or have sticks or bones wrapped in their hair or fur.
Scorched symbols around the lips or eyes to bind them to the sorcerer is also common.
The first time these monsters fail their morale check they are stunned for one round as the

2
witch’s dark magic takes over their minds and behavior. Then, they continue fighting.

Infested. These monsters are physical hosts for horrible little creatures. Flesh eating
maggots, swarms of killer wasps, spider eggs bursting from every wound. The creatures show
signs of infestation and may even be suicidal. If these monsters are intelligent, they probably
are willing hosts belonging to an evil cult.
Upon death each monster releases 1d4 swarmers. These are 1 HD bugs with weak attacks and

3
minor, if any, abilities like weak poisons or buzzing flight that temporarily deafens.

Empowered. The monsters are magically charged, exemplars of their kind, blessed by
the dark gods, or maybe they drank from the spring of life. They may have a glowing aura, or
seem especially large and beautiful for whatever kind of thing they are.
All monsters in this group have +1 HD, +1 chance to hit, and their spells are cast as though

4
they are one level higher. They’re no joke.

Toxic. These creatures are half digested or fused with horrible corrosive acids which seep
from their clammy skin. They may be unfinished alchemical creations, unless they were sum-
moned from one of the lower realms.
Immune to acid damage. Corrode armor when they roll a 20 to hit and corrode weapons on a 1

5
when attacked.

Cornered. They’ve been backed into a corner. Not necessarily literally. They may be
starving, hiding from the law, or infected with rabies; anything that makes a human or beast
desperate.
Add +1 to their morale score. They deal +2 damage on a hit. Roll hit dice one size smaller for
their hit points.

60
6 Jewelled.These creatures are studded with all sorts of jewels and gems. Sentient
creatures are heavily pierced and covered in gold or silver body paint. Unintelligent
monsters have jewels embedded or growing in their skin naturally.

7
These monsters get +2 to all saves and AC. Triple the result when they are looted.

Draining. These monsters are in a lesser state of undead-hood or are energy


sinkholes. Perhaps they’ve been contaminated or sucked dry by beings from beyond. If
these creatures are undead, consider increasing their hit dice by one.
Immune to negative energy and death spells. Save or have a level drained if they roll max

8
damage. You can turn them as undead of their HD.

Holy. Someone or something has blessed these creatures. Perhaps they are the
servants of an arrogant godling, or sanctified by a high priest. Evil creatures may be
rewarded if they perform many sins, and good or neutral creatures for their role in per-
petuating the cycle of rebirth.
Increase maximum hit points by 3. One monster may heal another for 2d6 hit points once

9
per day. Which monster? The holiest one, of course.

Illusionary. These monsters are either totally illusionary or living qualia. They
give no outward signs of being illusions, other than how suddenly they appear when
encountered.
They are fictional and can only be hurt by magic weapons. If a character suspects the
monsters aren’t real, they can save to disbelieve and realize all damage and spells from

10
the illusionary creatures were imaginary.

Prehistoric. Animals have larger fangs and tusks, shaggier coats, and a more
aggressive demeanor. Intelligent creatures fight with primitive weapons and look like
forgotten, thawed ancestors to their kind.
They shrug off the first mind-affecting spell that hits them. Also, they are physically

11
stronger and can run and jump 50% higher and faster.

Emblazoned. The monsters glow with an orange internal fire which feels warm but
does not burn. However odd it may look for creatures of their type, they are glowing with
a fiery emanation of their regal inner passion.

12
Monsters get +1 morale and resistance to fire. You cannot surprise them, but they can’t
surprise you either.

Arcane. These creatures are tied to aetheric energies, showing runic green, purple, or
blue sigils on their skin or clothes.
The group can cast a spell (with a spell level equal to half their HD or less). It can be cast

13
by the group’s leader (i.e. the strongest monster), or exist as a passive effect.

Sneaky. These monsters are concealed somehow, or part of an order dedicated to


stealth and assassination. Unintelligent monsters may be shadowy, made of mist, or
partially transparent.
These monsters have a 3-in-6 chance to surprise, plus any surprise bonus they already
have. Also +2 AC against ranged attacks.

62
14
Brutal. Covered in blood, claw marks and scars, and armed with jagged weapons or
claws, these monsters look exceptionally violent. They always desecrate the bodies of their
victims, however odd it may look.
Monsters have a critical strike. On an attack roll of 20, they deal double damage. If cha-
racters manage to escape from them, they tear into themselves (1d4 damage) or kill one of

15
their own in a fit of rage.

Misty. These creatures are made of gray mist. They have a clear outline: the fur on the
bears, the armor of the orcs is clearly visible but the form inside is vague and undefined.
Once per encounter, they can act out of character for their level of intelligence or expected
tactics (wild animals attacking the wizards in the back first). Alternatively, one monster’s

16
location or state is changed at the end of a round. e.g.: grappled monster is inexplicably
free at the end of the round and up and fighting with no rolls made.

Chilling. The ice-cold bodies of these monsters give off a chilly mist. Their eyes are
bright blue . Animals have pure white fur whether they are arctic in origin or not.
Chilling. Monsters have +1 AC and are resistant to cold and ice. When fleeing, a magical
wind deals 1d4 damage to characters who give chase.

17
Gorgonic. These monsters have glowing snake eyes and a petrifying power. They may
be partially reptilian or have snakes for hair or tails. If the creatures have normal skin, it is at
least partially scaly. If the creature is already a reptile, their power might not be as obvious
but they need the glowing eyes, and maybe a toga.
Once per encounter, the creatures can use a petrifying gaze instead of their regular attacks
(save to avoid). A target is turned into stone for 1d3 rounds per saving throw failed. The
monsters are resistant to poison.

18
Mockery.These monsters don’t look real, as if they are made of plush fabric or perhaps
the product of some eldritch taxidermy process. They are mockeries of the real monster (as
seen in Bastionland). They may still have marks on their feet or behind the ear that show
ownership. They are less aggressive and more childish than the monsters they replicate.
Intelligent monster mockeries are more terrifying: they’ll tell a silly joke as they gut you.
Monsters are immune to blunt, bashing, or fall damage. They take double damage from

19
fire. Reaction is rolled at +1, and attempts to escape their cuddly grapple is at -2.

Crystalline. The monsters are made of crystal. They mime the shape of a creature
but have smooth crystal skin and shimmer with the slightest bit of light. They don’t breathe,
and appear as motionless statues until provoked.
Halve the hit points. Only harmed by bludgeoning weapons. Elemental attacks deal mini-

20
mum damage .

Aberrant. These creatures reek of The Other. They don’t act as they should, as though
their bodies are inhabited by an alien intelligence. Four-legged animals may roll around
on their backs at the same speed they would run, humanoids may do a handstand while
holding weapons with their feet, and so on.
On a successful hit targets lose one point of Wisdom as if their sanity is being harmed.
Hirelings must make a morale check or flee.

63
by Sarah Grove

D60 pointless items


A list of 60 items to
simultaneously amuse and disappoint your
players with. No refunds given.
2 3
1 half a coconut shell A pair of fingerless
A small glass bottle with the worst insult gloves that grant cold 4
engraved “I wish you can imagine and heat resistance A pen that writes a
for this” containing painted inside it. It to the wearer. They random curse word
hundreds of dandelion changes each time also make your nails a at the end of every
seeds. Instructions you look at it. Good for deep shade of purple, sentence.
say blowing each seed when you are lost for dotted with stars and
one by one from the words. galaxies.
end of your finger
will grant one wish (it
7 8
doesn’t). 6
A painted tiefling skull Ceramic teeth
A pen that writes a
with tiny carnivorous veneers. When
random compliment
5 plants growing in the worn over your
about a person you
A pencil eye sockets. Attracts own teeth make
know at the end of
that only writes stray flies. Good for you pronounce Rs
every sentence.
insults. housekeeping and with a roll.
looks edgy.

9
10
Two paint brushes 11
A locket that
that when held An invisible ball
magically contains 12
will paint a perfect gown that makes
pictures of someone A piece of clay
picture of anything swishy noises as you
you love (even if that magically
you concentrate on. walk (but it doesn’t
they are dead or a transforms into
The picture only lasts make you invisible).
complete secret). a likeness of your
for 2 minutes once
face when you
completed.
hold and look at
it, can be fired to
make a permanent
13 14 decoration or
A brooch that A silver dog whistle passed around at
15
makes (small) cats that attracts any parties to impress
An alabaster
like you and give you dogs within a 5–mile and entertain.
framed painting of
snuggles. radius.
a wizard who says
“You’re doing it
wrong” whenever
you perform magic
in front of it. If
16 someone casts 18
17 detect magic they An unremarkable
A conch shell.
A wooden shout “OF COURSE looking hand bell
When put to the ear
carved statue of I’M MAGIC! I’M A that shouts “DING
you hear a beautiful
a fox that growls WIZARD! IDIOT!” DONG!” instead of
voice singing a
whenever someone ringing.
song that means
approaches it.
something to you.

64
21
A birdcage that
19 20
refuses to keep birds 22
A fancy leather- A candle that lights
captive. Opens its Box of paranoia. A
bound journal that and extinguishes
doors and tells them locked box which
converts your words itself when you clap.
to flee when you makes sounds the
to pictures.
aren’t looking. recipient is familiar
with. It makes them
worry it contains a
magic item, curse
25 or creature they
24
23 A bottle of perfume fear. Once opened
A top hat with a tiny
A dust cover for which gives one it is discovered to
minibar in it. Roll
books. Magically pump of any scent be empty. Spells to
1d12 for the number
changes size and you imagine while identify or detect
of miniature bottles
appearance to fit holding it. magic do not work.
it contains and 1d8
the book it is placed for their contents. It is seemingly
on. Also changes Once each bottle is indestructible. If the
the last 10 pages of finished they can 26 owner tries to get rid
the book to a new be refilled with Speckled blue eggs. of it without having
ending/conclusion. any liquid. 1 – Rum; If eaten you grow a opened it, the box
If used on a spell 2 – Whiskey; 3 – blue beak on your magically reappears
book, the last spell Fireball; 4 – Mead; 5 – face which lasts for 1 the next day.
in it is replaced by a Cider; 6 – Goodberry hour – you can talk as
random spell. wine; 7 – Gin; 8 – usual, and also sing
Stout. like a bird.

27 28
29 30
Yak yarn. Itchy and Macarons in pastel
Sugar butterflies Purple lemons.
uncomfortable when colours, dusted with
made and sold by Turns your lips
knitted into garments. a sugar coating. They
the confectioners of purple and double
Nobody likes it, but taste delicious, and
Cadence Parva. When their size for one
they are immune to they make you speak
eaten you levitate for day, but also makes
normal cold while in iambic pentameter
one minute you immune to acid.
wearing them. for one hour.

32 33
31 Tube of pigment
Chocolate cake. The
Mead. When drinking, which animates the
sticky fudge coating is 36
save or be compelled image you paint for
impossible to wipe off Cupid’s Arrow.Bears
to go find the bees that an hour. Enough
your fingers or mouth your name. When
made the honey used paint for one 3ft x
for an hour. Climbing shot into the sky it
to make it and protect 3ft painting.
and lifting made much travels until it finds
them with your life!
easier due to extra your soul- mate. If
(Lasts 1d6 days.)
purchase. 35 they survive being
Tiny instrument. hit by the arrow
A matchbox-sized circumstances
34 version of an around them change
A hand mirror that tells you are the fairest instrument. If you and lead them to
of them all – it isn’t lying. And somehow the are nimble enough to you. Eventually.
former fairest-of-them-all is aware you took play it, the volume is Be patient.
their place and looking up competitively twice as loud as the
priced assassins guilds. regular sized version
of the instrument.

65
38 40
37
A ring that looks like 39 A small tin painted
A toasting fork that
a small crown. When A hood which with the words “Flea
pulls away from the
placed on the head of magically fixes your Circus”. Inside a tiny
fire and immediately
a creature, it turns hair. Just pull it up, big top complete
cools when your food
them into a tiny frog then down – BAM! with tightrope, tiny
is cooked. Perfect
with a crown. tin lions, a unicycle,
every time.
and a wheel of death
with minuscule
daggers. Fleas are
43 not included, but if
A tall hat made you provide some and
42 from glass with train them daily for
41 1d6 months, 3–in–6
Edible flowers Thread produced colourful fish
by fire silkworm. swimming inside chance of distracting
with a gum–like anyone who you
consistency. When Looks clear with a it. Weighs almost
fire burning inside it. nothing when placed show the box to.
eaten a twinkling
flower crown Can be used to sew, on your head. Fish
appears on your embroider or weave need regular water
head and lights into a fabric which changes and feeding. 44
you from above. It looks like moving It won’t look as A flute carved out
disappears when fire. Looks cool, good with dead fish a human humerus.
you take it off. but has no magic floating in it. Unless When played, a
properties. you’re into that sort ghostly singing voice
of thing, of course. accompanies the tune
you play.

45 46
Containment jar. When opened, sucks in and Waxed parchment with the words “CHEESE
miniaturises the creature who opened it or a IS IMPORTANT!” printed over it. Will keep
creature it is aimed at (save allowed). When the your cheese in perfect condition forever.
lid is screwed on the prisoner inside can survive Whenever you want to take the cheese out,
indefinitely without air or sustenance. The the parchment asks what you want to do
lid needs to be unscrewed and the jar tipped with it. If it is satisfied, it lets you unwrap the
upside down to free the creature. cheese. Otherwise, the message changes to
“NOT TODAY, MORON.”

47
A mouth guard to
49
protect teeth from
Heels of hulk. Can
direct blows during
subtly grow up to 50
combat. Also whitens 51
3 inches without A steel razor blade
and straightens as it’s A chalice
affecting balance that makes an
worn, so your victory which separates
in order to make “Ooooh!” noise as
yell at the end of the the flavours of a
you taller than the it glides over the
fight will really dazzle. liquid into layers.
person standing contours of the
next to you. Doesn’t skin. It will also say As you drink you
48 work in combat, only “Careful now!” if it are able to identify
A pot of lip salve that in social situations hits a dry patch or each flavour and
grants resistance where size matters thinks you’re about perhaps each
to cold and hot and only lasts for to nick yourself. component of the
temperatures, but the duration you are liquid.
also makes your lips close to someone.
lilac, prismatic, plump
and fabulous for eight
hours (5 uses).
66
52
A pot of 53 54
lightly scented A small bottle of a A hairbrush which 55
moisturising cream very potent smelling changes your hair A hair-tie made from
with a whipped potion. When sniffed, colour to anything twisted leather. Tie
consistency. When it momentarily burns you want as long up your hair quickly,
applied to the face the insides of your as you are able it will adjust itself
the pot calls out nostrils and makes to accurately and neaten up even
“Darling! You don’t your eyes water describe it out the worst bird’s nest
need me! You’re slightly. For the rest loud. The colour of hair in 5 seconds.
fabulous already! Oh of the day you are is applied stroke Great to use during
go on then, do it you guaranteed to be by stroke and you combat when you
minx!”. booger-free. have to speak the just don’t have the
colour description time to deal with fly-
on each stroke. aways. Man-buns are
(Great for a speciality.
56 highlights.)
Prestidigitation wipes – for those missing
the cantrip. An oilskin pouch containing
pieces of muslin fabric soaked in an oil-
based solution. Give your armour, clothing, 57
skin a rub down and have all impurities and Inspirational face paint. Have an artist
dirt removed. No wet or sticky residue left paint a design of your choice onto your face
behind. Also leaves you with a light scent of before giving a performance. The face paint
sandalwood. If the wipe isn’t placed back in animates on your face, complete with a mini
the oilskin immediately after the rub down light show. The quality of your performance
it explodes with illusory confetti and glitter. determines the duration of the effect,
Useful for making a grand entrance. from an hour (You don’t really need it, art is
your bag baby!) to a month (Oh honey, you
really need to work on your technique and
confidence, I’m going to stick around and
58 help you).
Weapon oil with the words “My sword is
bigger than yours” on its label. Rub it onto
anything to make it appear larger. Spend
five minutes rubbing for a 10% enlargement
or 20 minutes for a 25% enlargement. The
effect is illusory but magnificent.
Lasts 1d6 hours.

59 60
Facial massage stones. Self cleaning
Three small, round underwear. Must
polished stones. be removed and
Place them on the hung to air with
forehead and say plenty of space.
either “Soothe”, Does not work
“Relax”, “Invigorate” if left on the
or “Circulate” (this ground. After
one is for an all over a minimum of
glow to your skin). The one hour airing,
stones move around they feel freshly
your head and face and laundered and
massage you according silky, even if they
to your need. are not silk.

67
by Anne Hunter

Random Rival
Adventuring
Parties
Rival adventuring parties usually have
a leader plus 1d6 additional members.
1. Handsome but romantically oblivious young man, followed by an entourage of
exceptionally talented young women in a variety of military and school uniforms. They
are obviously in love with him. The women consider any female PCs or retainers to be
dangerous rivals for the young man’s affection. Some might develop competing crushes
on a high-Charisma male PC or retainer. Despite his general cluelessness, the young man
is an unbelievably effective monster hunter, capable of hitting seemingly invulnerable
opponents for massive amounts of damage.
tive 1-in-12
2. Genius inventor leads his extended family of plucky assistants. Cumula
omorph ic ducks by an
chance per encounter that they’ve all been transformed into anthrop
they’re out testing a new invention
experiment gone wrong. Each time they’re encountered,
inventio n might be benefic ial to the test
and insist on demonstrating it to/on the PCs. The
the invento r will offer to sell to the PCs because
subject or a piece of ultra-technology that
failure, comple tely ineffect ual, or overly dangero us. The
he inexplicably considers it to be a
always friendly and affable - the only variatio n is what kind of
inventor and his family are
device they are friendly and affably trying to test.

3. Family of master criminals wearing black-and-white striped jumpsuits and black domino
masks. They might ask the PCs to hold some treasure for them «until the heat dies down», or
open some locked doors and disarm some traps for the PCs as a demonstration of their skill,
or ask the PCs to join them on a «heist» before inevitably betraying them, or target the PCs
for a stick-up. When unloading goods from the PCs during a betrayal or stick-up robbery, the
criminals are far more interested in one type of mundane object than in coins or treasure.
and fungus
4. Mysterious figure in a space suit leads a team of technicolor plant
or retainer who recently died to a slime, mold, plant, or the like will
creatures. Any PC
unique material
be present in their transformed state. The figure may be willing to trade
of such transformative
components for a proprietary medicine that cures the effects
threats, or may attempt to «recruit» PCs by transforming them.

5. Fantastically wealthy and idiotically foppish 0th-level dilettante escorted through


the underworld by the hyper-competent team of seasoned adventurers he’s hired as
«porters» and «torch-bearers» to show him around.
68
6. Self-aggrandizing and belligerent «captain» wearing a yellow jumpsuit is
accompanied
by 1d3-1 intelligent and reasonable scientist advisors in blue jumpsuits and
1d12+1
security personnel in red jumpsuits. Make a reaction roll only if advisors are
present,
otherwise the captain is unerringly hostile. The security personnel have only
1 HP each
and are incompetent combatants. When security is defeated, the captain will
teleport
to safety. He always possesses a piece of ultra-technology that he drops on
any roll of a
natural 1.

7. Team of adorable woodland creatures with whimsical names bearing miniature


adventuring gear made from twigs, leaves, and acorns. Each time they’re encountered,
they’re on a «mission» to rescue the victim of a kidnapping. They might ask the PCs
for help with the rescue, or attempt to detain them for questioning, or believe that the
PCs are trying to thwart their rescue, or believe that one random PC is the «victim»
and attempt to return them to the nearest city the next time the party is asleep. The
creatures prefer to lay traps and ambush the PCs in their sleep rather than initiating
direct combat. They have few hit points, but are hard to hit due to their small size and use
of cover.
8. Hyper-intelligent talking dog leads a team of under-qualified amateur detectiv
es. Each
time they’re encountered, they’re searching for «clues» to solve a mystery
. They might
ask the PCs for help, or attempt to detain them for questioning, or demand
random items
of mundane equipment as «clues», or be certain that the PCs are guilty of
the crime at the
center of their mystery.

9. Team of outcast mutant superheroes. Each has a garish spandex costume, a silly
code-name, and a single magic power they can use at will. Each time they’re encountered,
they’re on a new «mission» to defeat a different «villain». They might see the PCs as
potential victims in need of protecting, or as potential allies in their fight, or as an
unnecessary distraction from their mission, or as their villain of the week.
PC or retainer
10. Bright yellow giant accompanied by technicolor spectral undead. Any
be present . The giant is insane, always hungry , and utterly
who has recently died will
«ghosts » he claims follow him everyw here. He may believe the PCs are
paranoid about the
undead threat, or
ghosts and be afraid of them, or warn the PCs about the nearest actual
arily invulne rable and
demand to eat all the PCs’ rations, or believe himself to be tempor
attempt to swallow the PCs whole.
11. Angsty human barbarian with a magic sword leads a group of half-animal, half-
mineral monsters. Each creature has a natural attack that mimics the effect of a spell,
and makes a single weird alien sound that is nonetheless intelligible as conversation to
the barbarian. He is determined to slay any «evil wizards» and destroy any «unholy magic
items» he encounters, with predictable results for the PCs
12. Undead anti-cleric with the power to «turn» living
humans leads a party of undead
crusaders to recover unholy relics for the glory of
Hell. Any PC or retainer who recently
died will be present. The crusaders demand the destr
uction of any holy symbols or divine
magic items the PCs possess. They attempt to «conv
ert» living characters and «recruit»
dead ones to their anti-religion. Happily, they’re also
eager to trade to acquire any cursed
items in the PCs’ possession.
69
by Lord Simon Black, scribe of the Pile of Bones

The Grey
Shaded
Hex
The traditional alignment chart
an alternative to
the alignment chart

is usually among the first things


When rolling a new character, consider: is this person
Empathetic, connecting to other people emotionally?
Or are they Callous, unfeeling and unemotional, giving
one considers when rolling a little consideration to anyone else? Are they Selfless,
new character. The problem caring more for the well-being of others than for them-
is: it sucks. The 3x3 grid really selves? Or are they Self-Entitled, looking out for num-
tracks two things: your cha- ber one, caring only for their own comfort and safety?
racter’s belief in legality and Finally, is this person Protective, a defender of the
morality. weak, guarding against those who would use and abuse
The grey shaded hex is a new them? Or are they Manipulative, willing to strategically
way to approach morality and exploit other people for their own gain? Are you…
motivation for PCs and NPCs.
The hex is based on the light
triad and dark triad of per-
B Empathetic? Protective?
or or
Selfless?
or
sonality traits, a recent system D Callous? Manipulative? Self-Entitled?
developed to consider morality Having selected the three traits that best fit your
in people featuring concepts character, you end up with either three Bright traits,
like Machiavellianism and faith three Dark traits, or a combination of two and one.
in humanity. There are three Characters with three matching traits are the epitome
traits examined in each triad. of goodness or evil. While many strictly good folk
Each trait has a Bright side and populate the world and they should exist somewhat
a Dark side. commonly, all-dark characters should be reserved as
The problem here is that the villains, thugs, and monsters. The majority of people
model of triads is too complex fit somewhere into the grey area.
for fast character creation. Just looking at the hex, it may be hard to rationalize
To adapt it for RPGs, it should what some of these archetypes would look like as a
be simplified a little bit. The character, so let’s flesh some out.
Bright traits of a character are BBB: The Saint. An everyday hero, someone who is
Empathy, Selflessness, and loved by all and who in turn spends their life in pursuit
Protection, and the Dark traits of making the world better for everyone else, no mat-
are Callousness, Self-Entitle- ter the stakes or the personal reward.
ment, and Manipulation. BBD: The Mercenary. A fairly good hearted person
who will fight to protect the weak, as long as they

70
BBB
Empathetic Protective Selfless

BBD
Empathetic
BDB
Empathetic
DBB
Callous
Protective Manipulative Protective
Self-entitled Selfless Selfless

Callous Callous Empathetic


Manipulative Protective Manipulative
Selfless Self-entitled Self-entitled

DDB DBD BDD


Callous Manipulative Self-entitled

DDD

get something in return. BDD: The Spymaster. An expert mani-


BDB: The Parent. Someone who pulator who can find and exploit people’s
genuinely cares about and feels deeply strengths and weaknesses, connecting
for others, but is okay with deceiving with them emotionally only to use and
and manipulating them, as long as it’s for abuse them.
their own well being. DDD: The Gutter Thief. An antisocial,
DBB: The Reluctant Hero. A gritty, cruel, and greedy person who only cares
down-to-earth type who may appear for their own personal gain and will
gruff and cold, even rude on the outside, betray, deceive, and steal to get what
but who deep down, truly cares for their they want.
friends.
DDB: The Politician. Someone who Of course, these are only guidelines and
cares for their people, but has little examples. Any character can be fleshed
regard for outsiders and is willing to do out using this system, and as they
anything to make their country great, no develop and grow their willingness to do
matter the cost. certain things may also change. So this
DBD: The Prison Guard. A cold pro- shouldn’t be looked at as the be-all-end-
tector of the status quo, who cares only all of your character’s personality.
for the pay they receive, but who won’t It is simply a new way to approach
tolerate fighting or exploitation amongst motivation and alignment, and most
those under their charge. importantly: it’s meant to be fun!

71
by W.F. Smith

DON’T LIST OUT


GEAR
Someone posed the
1
2
First Word
Anti-Gravity OR Aquatic
Automatic OR Biomechanical
GEAR
Second Word
Backpack OR Bandages
Bandana OR Belt
question “How far do 3 Bright OR Cybernetic Boots OR Briefcase
you go with gear when 4 Diamond OR Electric Candles OR Chalk
creating OSR shit?” 5 Extendable OR Floating Cloak OR Flashlight
6 Folding OR Glowing Gloves OR Goggles
I started from scratch. Pris-
7 Grappling OR Holographic Helmet OR Hook
matic Wasteland is a science 8 Implanted OR Laser Jewelry OR Lamp
fantasy game, so I couldn’t 9 Leather OR Living Lantern OR Lockpicks
simply crib the equipment list 10 Memory OR Monitoring Lapel Pin OR Lighter
from a fantasy game and call it 11 Musical OR Night-Vision Map OR Marbles
a day. At the same time, most 12 Orbital OR Pocket Mask OR Mirror
sci-fi gear lists left me cold: 13 Portal OR Prosthetic Monocle OR Net
14 Recording OR
they weren’t strange enough. Paint OR Pole
Remote-Controlled
I began writing up gear, drugs, 15 Rubber OR Self-Replicating Poncho OR Rope
and mechanics for each, but a 16 Shoulder-Mounted OR Silk Rug OR Sand
small handful of items just took 17 Smart OR Solar-Powered Scabbard OR Sneakers
up so much space. I am very 18 Space OR Spray-On Socks OR Spectacles
deliberate with space in my 19 Stealth OR Symbiotic Tent OR Thimble
game and aim for the much- 20 Telescopic OR Wrist-Mounted Torch OR Umbrella
vaunted “control panel” layout Chems
(here is a great Questing Beast
First Word Second Word
article1 on that subject if you’re Acid OR Antidote
1 Bulking OR Cosmetic
interested). Instead of using 2 Cosmic OR Curative Biscuits OR Candy
two pages to list maybe 20 3 Death OR Demon Coffee OR Cola 
specific items and drugs, I now 4 Dream OR Extradimensional Cream OR Crystals
have 1,600 possible random 5 Fairy OR First Aid Dust OR Floss
items (Gear) and 1,600 possible 6 Fortified OR Hair-Growth Foam OR Glue
7 Hallucinogenic OR Healing Grits OR Gum
random drugs/potions (Chems)
8 Hypnotic OR Love Jelly OR Juice
all on one page. Mind OR Neon Lotion OR Lubricant
9
I use a spark table with an 10 Nutritious OR Old Fashioned Milk OR Oil
element of choice to generate 11 Protective OR Radiation Parasites OR Paste
Gear and Chems. Spark tables 12 Rapid Response OR Rational Perfume OR Pheromones
were developed by Chris Mc- 13 Regenerative OR Resilient Pills OR Pipeweed
Dowall, and you can read about 14 Revival OR Sleep Poison OR Potion
15 Slippery OR Smart Powder OR Salts
them on his blog2. Where these
16 Smelling OR Snake Salve OR Serum
spark tables differ is that for 17 Soul OR Soy Shampoo OR Spice
each result, the person rolling 18 Space OR Spectral Spray OR Syringe
has two words to choose from. 19 Strength OR Truth Tonic OR Vaccine
20 Vanishing OR Wizard Water OR Wax

(1)Ben Milton, “Control Panel” Page Layout in the OSR, (Nov. 24, 2018) http://questingblog.com/control-panel-book-layout-osr/
72
To generate random roughest of guidelines and they use terminology from
Gear or Chems, roll 2d20 Prismatic Wasteland, so simply ignore it if your game
to determine the first doesn’t use inventory slots, usage die, Duration, stats,
and second words of its or Grit.
name and choose the
combination of words The name of the item, above all else, should
that sound most natural. determine how it functions. I list a small
With 3,200 possible results handful of example combinations and the mechanics
on these five columns, there I would use for them, but it is more fun to be surprised
are many results that might by a combination and try to determine for yourself
be silly or nonsensical, but the what it does. The characters of the Prismatic
limited ability to choose the Wasteland are surrounded by gizmos and gadgets
combination of words should from long-bygone advanced societies, so the stuff
cut down on this. However, it they find in the chrome dungeons should feel a bit
doesn’t totally foreclose it; if weird and hard to explain. Here are some example
you want Night-Vision Gloves, Gear and Chems for inspiration:
by all means pick that over the
Night-Vision Goggles. (As an Example Gear
aside, I would say for Night-Vi- • Floating Rug. Can fly and carry up to two people for
sion Gloves to function, you 2 Duration. Two Slots, Usage d12.
have to cup your hands around • Night-Vision Goggles. Allows the wearer to see in
your eyes like a child preten- darkness. One Slot.
ding to use binoculars). • Pocket Sand. Throw at a target’s eyes to blind them
for 1 Duration. One Slot, Usage d8.
Game mechanics are • Space Helmet. Can breathe underwater or in space.
determined ad hoc: Ignore toxic fumes. One Slot.
collaborate to determine • Smart Torch. Emits light (in a color of your choice)
what the Gear or Chem does in a small area. Voice controlled. Dimmable. One Slot.
based on its name. By default, Usage d12.
Gear takes up one inventory
slot and performs one simple Example Chems
function. A Chem has Usage • Healing Crystals. Attuning heals 1d6 Grit.
d8 and either (a) restores 1d4 Usage d8.
to one particular stat and • Love Potion. Fills the imbiber with non-romantic,
deals 1d6 damage to Grit or familial affection for the first person they see for 1
(b) grants advantage at tests Duration. Usage d6.
with two particular stats and • Old Fashioned Cola. Advantage at all Dexterity
disadvantage to another stat and Wisdom tests for 2 Duration. When the Duration
for one Duration. More useful ends, deals 1d4 Constitution damage. Usage d8.
Gear may take up two slots or • Smelling Salts. Awakens creatures, restores one
have a usage die, and more level of Stress, and deals 1d6 Intelligence damage.
useful Chems may take up one Usage d8.
slot, have a lesser usage die, or • Snake Oil. Advantage at tests to sell it and disad-
damage a stat. These are the vantage at tests to buy it. One Slot.

(2) Chris McDowall, Electric Modernity (and Spark Tables), (Nov. 7, 2017)
https://www.bastionland.com/2017/11/electric-modernity-and-spark-tables.html 73
by Josh McCrowell

Thief
Knacks
A village witch once told me that
a thief was in truth a very, very
specialized sorcerer.
A missionary from O said to me that
thieves tapped into their psi powers. The
Beggars’ Guild believes that the Thieves’
Guild is actually a cult, and whispers of
forbidden rites of ancestor worship and the
terrifying graves of deified guild masters
deep in the vaults of Thief House.
Whatever the truth, all thieves have
seven supernatural abilities. Some can use
them more frequently than others.
Anybody can sneak. The thief makes the
Sign of Silence and stills the air around
them. Anybody can climb a wall. The
thief uses the Invocation of the Spi-
der and runs to the top of the Tower
of the White Elephant.
These rules are intended to make thief
characters pack a little more oomph.
They’re written to hypercharge the
percentile-based skill system in games like
Advanced Dungeons & Dragons or Old-
School Essentials without actually fiddling
with the numbers.
Whenever a thief tries to do something by
mundane means, use your rule set’s resolu-
tion mechanics. A d6 roll, an attribute test,
whatever.

74
The thief can choose to use one of their knacks instead by simply rolling
on the thief’s percentile skill table. On a success, the knack is refreshed and
may be used again. On a failure, the knack is gone until the next time the sun
crosses the horizon.
(Yes, that means that thieves can use their knacks once during the day, and
then again during the night.)

Here are the knacks. They have boring names. Thieves who use
them understand that naming things with flair is one of their primary
duties.

Climb Sheer Surfaces - You can climb a sheer surface like a spider. This knack
lasts as long as you’re continuously ascending; one can climb the Tower of Babel
using this knack. However, you cannot stop moving or the knack ends.

Find and Disarm Trap - When you use this knack, you can ask the Referee if one
particular thing is trapped. If it is, the Referee must tell you what the trap is, what
its triggers are, and what you need to do to disarm it. Disarming traps in this way
almost never requires a roll.

Hear Noise - When you use this knack, point your finger towards something.
You can hear perfectly what you’re pointing towards. If your fingers are pressed
against a door, you can hear what’s being discussed in the next room. If you point
towards an area with hiding enemies, you can tell how many lie in ambush by
hearing their hearts beating. If you point at someone you can see, even if they’re
miles away, you can hear them as clearly as if you were standing next to them.

Hide in Shadow - You can step into your own shadow. While in your shadow,
you’re practically invisible. The only things that can hurt you are magic weapons
or spells able to target ethereal creatures. However, you can’t move or interact
with your environment while in your shadow.
your
Move Silently - You can utterly still the area around you as long as you holda
throug h
breath. Nothing within 10’ of you makes any noise. You can smash
s waking up his
window. You can gank a husband and not worry about his scream
can pat the wildly barking dog on the head. It’s
wife lying in bed beside him. You
all good.

Pick Locks - You make a secret knock—like the Fonz on a jukebox. A locked or
magically sealed door/chest/shackles instantly pops open. Even barred or stuck
doors open for their friend.

Pick Pockets - The referee tells you everything that the person is carrying. You’ve
opened their inventory. Select one thing. It’s now in your inventory. Nobody no-
tices until it makes sense for them to do so.

75
By Arnold K. - Art : Michael Sheppard

What Is
Tested?
When designing a dungeon,
one question you
What am I testing for?
should ask yourself itis:
test aggregate weight? Does the first
Does
Math tests challenge your room weigh the entire party, and if they weigh
maths skills. Drinking contests less than 1000 lbs, they may walk across to the
challenge your liver and your treasure vault, while heavier parties fall down
brain. But what does your dun- the pit straight to hell?
geon test? How is the wheat Does it test the character’s combat skills? There
separated from the chaff? are different kinds of combat tests. Does it
If you write a test that every- test their character builds? i.e. did they build
one succeeds at, you are a strong enough character, numerically and
merely writing a dungeon mechanically, with enough synergy and clever
tour. The party walks through, combos that they can wear down difficult
witnesses all this cool shit, and foes? Does it test their levels? Does it test their
has the same experience no tactics, with lots of fights that can be deadly
matter how skilled or unskilled unless the party retreats to a choke point? Or
the players are. (Digression: I the party’s insight, where they must realize that
know at least one group that the shrine guardian can only be killed when it is
enjoys dungeons like this. No- outside of the shrine?
thing wrong with that; they’re Does it test their resourcefulness when trying
having fun.) to solve OSR-style problems? Must they solve
If you write a test that every- riddles? Or find hidden doors? Do they use
one fails at, you are merely inductive logic to solve things, such as realizing
writing a doom cave. Rocks that the cure for the fire snake’s venom is the ice
fall. Everyone dies. If no one, snake’s venom?
no matter how skilled or lucky, Does it test their role-playing abilities? Does it,
can progress through your god forbid, test a player’s acting ability?
dungeon, you’ve written a Does it test the parties ability to discern the
dead end. So a good dungeon motives of NPCs? Does it test their discretion in
must lie somewhere in the choosing which NPCs to trust? Does it test their
middle. But what is the ability for subterfuge and lies? Does it test their
mechanism that sorts scheming ability?
skilled groups from Does it test system mastery, where players
unskilled groups? have an advantage if they know protection from
evil also protects against possession? Does it

76
test setting knowledge, where a crystal scepter. A hidden room that can only be
player has an advantage if they found with magic, not ingenuity. There are few
realize that the guy in a mantis paths to success in a narrow obstacle.
mask is a high-level assassin? Generally, I like things to have at least
Does it test luck? If you use dice, three solutions. A locked door is a good
you are testing luck, but to what example. It has three or four solutions. It tests a
degree? character’s build by allowing a thief to pick it or
You probably read through the wizard to cast knock on it. It tests a party’s wil-
this list and shook your lingness to risk a random encounter by allowing
head at some entries, and anyone to kick it down noisily. It tests a party’s
nodded approvingly at thoroughness by allowing them to find the key in
others. That is good. You room 22 and open it.
are thinking about it. Personal philosophy: if you are going to trap the
I have seen dungeons test all party in a dungeon, give them at least three ways
of these things, to large and to out. Don’t make any of them easy.
small degrees. Suffice to say they Rule of Thumb: Don’t use narrow tests.
are all adjustable. An organic At their worst, they’re just pixel-bitching. Nar-
chemistry exam can have 60% of row tests are cool only when they are optional.
its questions test redox reaction, A clue that can only be found if all of the spider
or it can have 0%. webs are burned away. A small treasure vault
For example, if you write a that can only be opened if the party answers a
dreamlands dungeon where a riddle correctly.
character’s ability scores are
all mirrors of their Charisma
score and all of their abilities are
Riddles
There is a wrong way to use riddles, and it in-
replaced with randomized dream volves putting the riddle in the middle of the-
abilities, you have negated any main path through the dungeon. If the party
influence character build has on can’t answer the riddle, they can’t progress in
that player’s success or failure. the dungeon. Shitty. If you are going to have a
And there is no right answer. riddle block a main path of the dungeon there
Some groups will love one thing, should be other ways around it. It should be
others will loathe the same. a broad test. If a sphinx blocks a path, you
should be able to kill it, bribe it, or go around it.
Narrow and Alternatively, you can use a riddle to block off a
small side-branch of the dungeon, as mentioned
Broad Tests above. Maybe just an alcove.
When you have an obstacle, how Pro-tip: What to do when the smartest player is
many ways are there to over- playing the dumbest character? You obviously
come it? Combat, the quintes- can’t have the Intelligence 5 guy answer all the
sential obstacle, usually has riddles. Just transmigrate the answer over to
a bunch of ways: diplomacy, the INT 18 wizard, and let it come out of his
fighting, bribery, running away, mouth. Fiction is preserved, the smart player
treachery, etc. There are gets to have fun being smart at the table, and
many paths to success in a honestly it probably takes a table full
broad obstacle. of people to simulate Intelligence 18.
Some tests are narrow. A door
that can only be opened with the
78
Discriminatory Ability Two Rabbit
and Secret Areas Tattoos Talk
Remember when I said a test that fails everyone About Hidden
or passes everyone can’t discriminate between
skilled parties and incompetent ones?
Rooms
Right Rabbit Tattoo: It sounds like
That’s still true. you’re advocating putting treasure
If you want to have a test that discriminates in rooms that most parties won’t
between skilled and incompetent, you need to ever find.
have challenges with a variable difficulty. Left Rabbit Tattoo: Yes.
Rule of thumb: Some treasure should be Right Rabbit Tattoo: Why waste
easy to find. Some treasure should be time creating content that most
moderately difficult to find. And some players will never get to enjoy?
treasure should be damn near impossible Surely, it is better to spend your
to find. time creating treasure and rooms
The reason for this is to test (and therefore that everyone will get to enjoy. Take
reward) players who search. those impossible-to-find treasure
If the group just runs through the dungeon, vaults and stick them somewhere
they’ll get the obvious treasure that is just sitting obvious, like on the main dungeon
out in the open. Maybe they’re low on health, or path.
maybe they’re just careless. Left Rabbit Tattoo: I think one
If the group is clever or thorough they’ll find thing about old-school play that a
more stuff. Chests hidden under beds, keys in the lot of newcomers don’t grok is that
pockets of dead guards, secret passages hidden there is a lot more emphasis on
behind easily-moved bookshelves, etc. exploration, and less emphasis on
If the group is clever, thorough, and tenacious straight-up combat.
they’ll find everything, including the really hard When you do well in combat, you
to find stuff. The treasure at the bottom of the survive with less damage, or none
outhouse. The secret alcove that can only be at all. There’s a variable degree of
discovered if you topple the statue of Nyar- success in it.
lathotep, which takes time and makes noise. When you do well in exploration,
Some parties won’t be able to do this because you should find more treasure.
they’re low on HP, running out of time, or too There should be a variable degree
low-level to risk more wandering encounters. of success in that, as well.
The reason I write my dungeons like this is be- Right Rabbit Tattoo: Do what you
cause I want to reward cleverness and tenacity. want, but be aware that the DMs
With treasure. who follow your advice will write up
If finding all of the treasure in your dungeon 10 rooms and their players will only
requires a moderate effort (not automatic, find 8 of them, on average. That can
not extremely difficult), then you might not be be frustrating for a DM.
offering enough rewards to players who run Left Rabbit Tattoo: You know
quickly through your dungeon (perhaps they’re what? I’m okay with that. It’s more
dumb, perhaps they’re too low-level) and important to me that my dungeon
you might not be offering enough rewards to is a more discriminatory test of
players who are both clever and tenacious. exploration ability.

79
By Jack Shear - Art : Sam Mameli

In Praise of
VanillaFantasy
I
n some circles, “vanilla fantasy” gets a bad rap.
It gets labeled as boring, generic, and lazy. I’ve
even been told that the problem with mainstream
D&D is that it’s “not weird enough.” Now, I’m a
fan of specific, stylized flavors in fantasy RPGs.
It’s safe to say that I favor the high concept, bes-
poke, and special snowflake over the expected fantasy
conventions and the well-trod ground of the high fan-
tasy/sword & sorcery nexus. Even so, I want to tell you
why vanilla fantasy is actually a good thing to have at
the forefront of the hobby.
VANILLA FANTASY IS THE
LINGUA FRANCA OF FANTASY RPGS
If you want to explain what D&D is like to someone
who has never had the pleasure of playing before, it
helps to have some established tropes and recognizable
cultural references to fall back on. “It’s like Lord of the
Rings” goes a lot further than “Well, it’s like ancient Tibet
but everyone is a crab person and magic comes from
stitching patches of demon skin to your body.” The
latter may be more evocative to the jaded palate, but the
former is far more legible to a larger audience.
VANILLA IS TRANSLATABLE
Even if you aren’t running a vanilla game, vanilla
products still possess utility. Here’s why: it’s easier to
add weird elements to a vanilla product than it is to
strip away weirdness that doesn’t fit the kind of game
you want to play. “Weird” game products are often
so heavily slanted toward an auteur’s conception of
strangeness that they aren’t often cross-compatible with
other “weird” products. Vanilla products, on the other
hand, can be more easily bent toward a variety of pur-
poses and intents because they are made to inhabit the
middle-ground.

80
WHEN EVERYTHING IS WEIRD,
NOTHING IS WEIRD
Rejecting everything that smacks of vanilla probably
makes your game feel fresh and vital... for about three
sessions, tops. Once the novelty wears off, all those
weird elements will feel as rote and expected as elements
derived from traditional fantasy. It’s worth keeping in
mind how vanilla works in the world of cooking: even
when added in small amounts, it is an ingredient that
helps bring out the punch of your other flavors. In most
settings, the presence of vanilla setting elements makes
the truly weird stuff stand out. Vanilla doesn’t compete;
it enhances the stronger flavors.
VANILLA MIGHT JUST BE
WHAT PEOPLE ACTUALLY WANT
Although you, in your rarefied DIY circles, may deride
vanilla fantasy, the larger RPG-buying public might not
share your views. In fact, sales figures seem to bear out
the notion that vanilla sells better than more specialized
kinds of fantasy. The reason the Forgotten Realms and
Golarion are more popular than your favorite esoteric
setting isn’t because they have been foisted on rubes—
it’s because people find those settings comfortable and
desirable when they’re thinking about how they want to
spend their hobby time. Not eve
ryone wants to fight
e
shit golems. Think of itthey this way: the more people who com
into the hobby because want to make a Drizzt clone
means more people who will stick around long enough to
delve into the wilder niches.
THEY MAKE VANILLA SO
THAT WE DON’T HAVE TO
I consider it a god-damn service that WotC and Paizo
make vanilla fantasy because it means that I don’t have
to. They’ve got that arena covered, so I can make my
own, odder forms of fantasy. Vanilla and weird aren’t
in binary opposition: they’re an aesthetic dialectic. One
doesn’t exist without the other. And since they have va-
nilla fantasy covered, you have the freedom to go hard
at the more idiosyncratic, personal end of the spectrum.

82
by Paolo Greco - Art after Gustave Doré

My goblins ar
e dirty,
My goblins ar
e goons,
My goblins ar
e many
Their smell mak
es you swoon
My goblins ar
e daft,
My goblins ar
e dank.
My goblins ea
t boogers
And pull some
mad pranks

My GoblinsAre…
I never have humanoids in my fan- of cave-dwelling troglodytes, and in
tasy RPGs. Humans run the gamut of a more meaningful sense of odd, off,
all possible moralities and roles, and weird, and a chunk more than “a bit
deliberate homicide feels quite diffe- wonky”. Petty, greedy, prone to defor-
rent to hetericide. If you want murder mity, displaying undecipherable gender
and betrayal and evil, don’t be shy: kill, dysmorphism and not caring about it,
backstab, and hurt fellow men. goblins have the class-less, level-less,
Goblins, tho. Goblins are different. hyper-violent society you’d expect after
Goblins are dirty, feral kids. Goblins an unsupervised mid-morning prima-
are grotesque, both in a literal sense ry school recess lasting three weeks.
83
Goblins are all different, mismatched the goblins trapping them underneath.
in attire and shape and eye-colour, When playing the inevitable melee,
all squeaky voices and craven laughs. each attack should be different: a goblin
Goblins form gaggles to wander both swings at you with a pillowcase filled
the wild and tunnels looking for cake with rocks, another jumps and bites
and a better weapon than the chair your calf, another climbs over you to
leg they are currently wielding two- stab the back of your neck like you were
handed. a Colossus, yet another singes you with
Goblin encounters should always laser eyes.
include some occasion for shenanigans, One last thing: goblins are
some mutated goblins, and some weird always, always hilarious. Even in
set-up: this can be either straight slice- death, play it for laughs. No tragedy!
of-life in a grotesque location or a ridicu- Goblins are slapstick, goblins are farce,
lous event but completely out of place. goblins are low comedy, goblins are
Goblins don’t have an odd thing or snark. Leave no room for anything sad:
two to spice them up: instead they fell in all goblins want to die like they lived,
the weirdo saucepan as kids, and when cackling gingerly. A word of warning:
trying to get out they fell in again, and don’t attempt to play them seriously, or
84 then the pot tipped and flipped over they might become regular children.

d10 Utterly Inexplicable Goblin Situation


1. Goblins petting white rabbits, nervously stopping and putting the rabbits down as soon as the PCs notice them. If
inquired, they vigorously deny petting rabbits. - 2. Goblins strutting on giant wargeese (stats as ogres). - 3. Goblins
wearing shiny armour and being honourable knights. And failing at it in the goblinest way possible. - 4. A lonely
goblin standing guard, accompanied by their bear plushie Patchington, roleplaying to be the World Emperor.
5. Goblins are playing football. Er, footgoblin: the ball is a tiny live shrieking goblin, tied and bound in a lumpy,
angry, bitey ball. - 6. Goblins are carrying a mutant goblin on a palanquin and nobody knows where they are going.
7. Goblin diplomats, throwing a barrage of carefully weaponized insults to a delegation of another faction.
8. Goblins are tunnelling around the dungeon or doing construction work in ways so risky the mind boggles. - 9. Goblin
Surgery: a goblin feels poorly, but thankfully a crew of goblin surgeons is about to cut them up and probably replace
what ails them with something completely inappropriate. - 10. The Goblin Game, where all participants slap each other
and swap possessions following incredibly complex rules (No! can’t counter a double slap on Saturday while stealing a
broken tool, unless straddling rules are in effect). Obviously it would be inappropriate for the PCs to not join in.

d7 Insane Secret Goblin Warfare Techniques


1. Goblin Pot Airmail: trebuchet shooting goblins in clay pots. The pots smash at landing, dealing 1d6 damage.
Somehow goblins survive the landing unscathed. Every time. - 2. Goblin Monster Train: a goblin diplomat chased by
a random mob it harassed, trying to run toward the enemy to unleash the mob on them. - 3. Operation FIREWOLF:
goblins riding wolves, close in melee with the enemy, and as they are about to die immolate with firebombs.
4. Slime Squad: goblins with buckets filled with oozes and slimes run close to the enemy, throw the buckets at them,
and run away. - 5. Giant Goblin Robot: treat as a mountain giant, but every round of operation there’s a 10% chance
of a shutdown for 1d2 rounds, and a 20% chance of it catching fire. - 6. Goblin Morale: this gaggle is positively the
most cowardly goblin group ever. It always fails morale rolls, and has learnt to embrace propensity for self-preser-
vation into its tactics. The goblins start pelting the opposition with arrows and stones until melee starts, when they
rout and flee. They rally a few minutes later and return to shooting at the enemy... again and again and again, in a
never-ending cycle. - 7. Civilised Warfare. The goblins deal only non lethal attacks (including pretend spells they
only shout the names of) and are righteously offended if the opposition doesn’t do the same.
d8 Unexpected Goblin Location
monsters scattered
1. A butcher, with odd cuts of strange meat hanging from hooks and entrails from any and all D&D
aplenty - 3. A device room, containing an
all around. - 2. A salon, with really dirty plush furniture and cheap hooch
similar, in overlappin g states of disrepair but still operated by the
engine or a pump or a printing press or something
with 6d20 extra goblins. - 5. The “Graffiti & Chill Room”, where goblins hang out to
goblin crew. - 4. A goblin crèche,
where nothing works
watch graffiti and then… chill. - 6. The Great Poo Room. - 7. The goblin mechanical workshop,
relics can even fall
reliably. Yes, even things that work fine elsewhere, wobble into catastrophe here. Artefacts and holy
and kiln, where goblins make really wonky pottery, glaze it with the
apart when used in this room. - 8. A pottery workshop
a kindergart en could collectively imagine, and then fill them with whatever they find.
most eager colours and patterns

d30 Mutations and Other Goblin Weirdness


1. Very furry. Better defence and protected from cold. - 2. Horribly fat, the goblin is fed by its tribe to be slain and
eaten during periods when food is scarce. Double HP, can’t run. - 3. The goblin has a skin membrane between arms
and legs, allowing her to glide. It makes it impossible to wear armour though. - 4. Can make any noise through
vocalization and they will make any noise through vocalisation. Repeatedly. - 5. Horribly strong. Ridiculously buff. His
biceps have biceps. Deals double damage in melee and throws objects at three times the normal distance. The goblin
body can’t quite cope with so much awesome, though, taking damage when such huge strength is abused.
6. Pea green, photosynthetic goblin can survive on water and sunlight. Shame that goblins hate sunlight.  - 7. Uncan-
nily warty. If still and crouching is easily mistaken for a pile of rotting garbage. - 8. Very sticky and strong. Grapples
like an ogre and can easily climb walls and steal stuff. - 9. Big-jawed, sharp-toothed, ever-hungry. Bite deals 2d6
damage. - 10. Mostly glabrous, pink and swollen, the goblin looks exactly like a perfectly healthy human blond kid.
11. Really big, strong and burly. In combat, treat as an ogre, except for morale purposes. - 12. Immortal and unable
to reproduce. This goblin might have died hundred of times, often in embarrassing ways, but is very far from realizing
it. Regenerates 1 HP per turn. - 13. Flexible bones. Can squeeze through a hole the size of a tennis ball and takes no
damage from falls and blunt trauma. Wobbles. - 14. Feels no pain. Doesn’t understand it either. When it should be
collapsing or dying, it can save to stave off the condition for another day. - 15. 1d6 arms. 1d6 legs, 1d6 heads, eyes,
ears, noses. Still a single goblin brain to run it all - 16. Can shadow-step once a day, reappearing from a shadow in
a range of one mile. However, this happens only when frightened and can’t be activated deliberately. - 17. The goblin
has a big swollen skull, looks a bit stupid, and can’t talk. Unbeknown to any of the goblins, it is able to plant ideas
and beliefs in other goblin minds (three times a day, save to resist). - 18. Smells like freshly baked bread instead of
reeking like a normal goblin. Tastes like freshly baked bread too. Until the day this goblin is eaten they benefit from
advantage on reaction rolls. - 19. This comically hairy goblin with a roguish smile is, in fact, a were-worg. - 20. Very
sexy. For Anything. Of any gender and sexual preference. Can get laid without much effort. Probably due to goblin
pheromones or something.  - 21. Three eyes. Can see radioactivity, magic, and other emissions and auras, and also
particularly elusive phenomena like the flight of invisible herons and other people’s problems. For some reason, other
goblins find this mutation particularly funny. - 22. Freakishly long and slender hands. Imagine a human child with
hands five feet long. - 23. No head. A mouth is where the neck should be. Has 10 little eyes on its fingertips.
24. Metal bones. Double HP, +6 AC, fists like hammers, sinks like a stone, points north if held up by a rope . -
25. Can breathe in, inflate, and become a goblin balloon. If warmed up with a fire or by sunlight, rises to the sky.
Often chased downhill for sport. - 26. Silicon-compatible body chemistry. Can survive on water, rocks and soil.
Resistant to electricity, additional damage from fire. Shiny as hell. - 27. Self-fecundating. Had 5d30 identical but
sterile daughters, in addition to 2d30 offspring due to more traditional mating practices. (If you are willing to entertain
the idea of “goblin traditional mating practices”. Ugh.) - 28. Really, really, really loud voice. Can be heard from far,
far away. Can’t speak at less than full volume though, and also does not understand the concept of inside voice. Only
coping strategy: breaking into song. - 29. This goblin does not need a potty, but oozes an oily substance (about a
pint a day if properly fed), that can be collected and used for lubricant, burning oil, and even food. If one can get over
the complex bouquet of lemon flower, camphor, goblin armpit, and waste engine oil. - 30. This goblin is, in fact, a
changeling left there by a very, very intoxicated faerie queen on a three-years-long bender. Nobody ever realized this.
85
by Nobboc - Art: Gustave Doré

* The excellent Troika! uses a similar system with different results. You should check it out.
ORE
M
CHAOS
in your
battles
This combat sequence variant is inspired by
Into The Bastards, a little wargame published
in Battles Magazine #6 which depicts the first
tank battle of the First World War. In this game,
the rigid sequence of play gives way to drawing
random chits as soon as the battle reaches
peak intensity.* Not only are units activated
randomly, but some random events are thrown
in for extra uncertainty. I am using Old School
Essentials (or B/X) here as a basis but it should
work with most adventure games. This initiative
system brings back the chaos in your battles,
keeps players focused, and makes fights
shorter to run (and possibly deadlier too).
86
Cards THE Activation Deck
• Use a pack of 52 regular cards (or • When combat occurs, after resolving any
cardboard chits, coloured dice, home surprise rounds collect all friendly and enemy
made cards... but I find a poker deck activation cards. This is your activation deck for
quite handy). Put the numerals on the battle.
one side, the jacks on the other, and Note: Another way to make sure you remember
remove the other face cards, including which card is whose is to have another deck han-
the jokers. dy: just give the players their activation cards and
• Assign the party a suit (spades, make a little panel of monster activation cards in
hearts, diamonds, or clubs) and each front of you.
character a numeral card of that suit
(including fighting followers, who can Combat Sequence
be a single unit). These card are called Repeat each round like so:
the activation cards. Get someone a) Shuffle the activation deck.
to record everyone’s cards to avoid b) Everyone who wants to cast a spell or retreat
confusion. must declare it.
c) Check morale if needed.
Enemy units d) Draw a card from the activation pack:
• An enemy unit represents an enemy - If it’s an activation card, the character or unit
or a group of enemies. For example, if takes their turn.
the party encounters 9 goblins and 1 - If it is a chaos card (see below), roll a die on the
ogre, you can decide to make 3 units of chaos events table #1 and resolve it.
3 goblins each, the ogre being its own e) Draw a new card, discarding the one just
unit. If the party encounters a rival played.
gang of 5 adventurers, you can group f) When there are no more activation cards in the
them as you see fit, or decide to have activation deck, the round ends.
five units. g) Roll 1d6. If the result is less than or equal to the
• Assign each enemy unit a numeral number of combat rounds completed, add a Jack
of a different suit than the characters’. to the deck. This is a chaos card.
These are the activation cards for There can’t be more than 1 chaos card for every
these units. Write it down! 3 activation cards. Don’t add any more after you
• Whenever possible, and except in reach this limit.
special cases, try to have a h) Go back to a)
balanced number of activation
cards on each side.

87
Activation
An activated character or unit
can perform one action. Members
of the same unit may take different • Retreat. From Old-School Essentials:
actions, but do so at the same time (the The character turns and flees from melee,
referee decides how to manage it). The list moving up to their full encounter move-
of possible actions includes: ment rate. This round: the character may
• Movement and/or melee attack not attack; the opponent gains a +2 bonus
Slow weapon attacks are resolved 1d6 to all attacks against the character and
activation cards later or at the end of the ignores any AC bonus due to the charac-
round. For example, Albard the Fool is ter’s shield.
activated and decides to move and then • Miscellaneous actions like looting a
attack in a melee. His move is resolved dead body, drinking a potion, binding a
immediately but as he wields a two- wound, rummaging through a bag... may
handed sword (slow weapon), he rolls 1d6, or may not allow movement in the same
and gets a 3. He then has to wait until 3 activation. The referee estimates the time
activation cards are played (or until there the action would take.
are none left in the deck) before he can
resolve his attack. Optional initiative
• Movement and/or ranged attack. You can roll initiative at the beginning of
You must not have moved to shoot a each round before building the activation
crossbow or throw a heavy object (such as deck. Roll 1d6 for characters, and another
a barrel, large rock, or dwarf.) 1d6 for the enemy. The winning side puts
• Spellcasting. A character or monster one activation card of its choice on top of the
wishing to cast a spell must not have done deck. If the winner rolls 6 and the loser gets
anything else during that round, not have 1, the winner also chooses which card goes
been hit, nor failed a saving throw. at the bottom of the activation deck.
88
Chaos Events Table 1 (d10)
1-2 End of round. Shuffle the activation deck
and start again.
3 Confusion. Discard the next card.
4 Opportunity. Draw a random card from the
discard pile. Resolve it again.
5 Vulnerability. Attacks deal maximum damage
until the end of the round.
6 Blood thirst. Combatants get +2 to hit until the
end of the round.
7 Battle rage! Attacks automatically hit until the
end of the round.
8 Magic surge. No saving throws are allowed until
the end of the round.
9-10 Roll on chaos events table 2
Chaos Events Table 2 (d8)
1 The last weapon used breaks (magic weapons lose
their properties until the end of the fight).
2 The last activated character/monster slips and falls
or is otherwise helpless for 1d3 rounds.
3 The last wounded combatant is bleeding,
losing 1d3 HP for the next 1d3 rounds.
4 The last activated character/monster can
take another action.
5 The next damage rolled is doubled.
6 The effects of the last spell which was cast happen
again to a random target or area.
7 The last spellcaster activated loses focus and
cannot cast for the next 1d3 rounds.
8 An unexpected event (a lightning bolt, an avalanche
or earthquake, a dungeon-wide alarm bell... make
something up).
89
by Warren Denning - Art: Gustave Doré
BBBBBBBBBBBBB

Combat
BBBBBBBBBBBBBBBBBBBBBBBBB

Objectives
Often D&D combat can devolve into a sluggish exchange of blows between
sides with the only objective being to kill one side. This is often unrealistic:
most people don’t want to die and really only the most zealous will fight to the death.
B/X provides tools to help a DM guard against this outcome by employing three
checks: Surprise (2-in-6), Encounter Reaction (2d6), and the Morale Check (2d6).
Another tool to add is eliminating “kill everyone” as the default objective to
combat once it is determined the encounter is hostile and ready to attack.
Roll d8 on one of the tables below, according to
the encounter’s intelligence.
INTELLIGENT (humanoids and people)
1: Grab the gold or valuables. - 2: Capture the caster or
spellbook. - 3: Sacrifice the cleric in the name of foul gods.
4: Hit & run! Reduce one or more PCs to half their HP, then
withdraw. - 5: Loot the party for supplies and equipment.
6: Push the PCs out of the room/area/bridge, then guard
it. - 7: Capture the animals/NPCs/hirelings.
8: Hold position until more
dangerous reinforcements arrive.

INSTINCTUAL
(beasts and monsters)
1: Attack the nearest NPC or pack ani-
mal – drag them into the underbrush.
2: Attack the weakest/smallest PC –
drag them into the underbrush.
3: Hold a specific territory.
4: Bloody the largest PC in a
territorial display. - 5: Fight
until hit with magic.
6: Ravage backpacks for
food. - 7: Hit & run! Next three
encounters will be with this crea-
ture. - 8: Territorial display, but
will yield ground quickly.

UNINTELLIGENT
(oozes, constructs, some undead, and plants)
1: Attack nearest party member. - 2: Consume one target then go dormant or leave. -
3: Probe each party member looking for gold, nectar, metal, stolen jewels... - 4: Attack until
someone issues a command or says “stop” in a specific language. - 5: Move to inconvenient-
ly block the characters’ way. - 6: Cover or grow around an object of significance for reasons
unknown. - 7: Attracted to person with a specific color/sound/smell/taste/astral aura.
BBBBBBBBBBBBBBBBBB
8: Attack those who stole something.

90
by Kobayashi

HERE IS A LITTLE RULE HOW DOES IT WORK?


TO HANDLE CHASES, Your task has a set number of
hit points (HP), and you deal
RESEARCH, CRAFTING, d6 damage to it each round.
TRIALS, ACTION When you bring it to zero, the
SCENES THAT DON’T task is completed. Also, your
INVOLVE FIGHTING, task inflicts “damage” to one
EVEN MASS COMBAT, of your character’s attributes:
any important endeavour will
AND PROBABLY MANY, be taxing.
MANY MORE THINGS WE Maybe we should start with
HAVEN’T THOUGHT OF an example: Joshua the
YET. ALL YOU NEED ARE halfling wants to pick a lock

HIT
in the middle of a fight. The
ATTRIBUTE SCORES GM decides that the door has
AND A D6. 12 HP. Each round, Joshua’s
player makes a Dexterity
check. On a success, he
inflicts d6 damage to the
door; if he fails, the lock
causes d6 damage to Joshua’s
DEX. If the door’s HP reach
zero, the door opens. If
Joshua’s DEX gets to zero
first, he’s done. No do-overs.

POINTS,
As you can see, it’s pretty
easy: the main task of the GM
is deciding the opposition’s
HP. A range of 10 to 20 is
enough, around 5 means
the scene can be resolved

HIT POINTS
with a simple attribute
check, more than 20 and it
becomes tedious. As a rule
of thumb: use the character’s

EVERYWHERE
attribute minus 3 for an easy
challenge, or the attribute
plus 3 for a difficult one.

92
Another factor is deciding how TIME TO PLAY
much time an attribute check With a simple set of numbers you can now
takes. In the example above, model... perhaps not everything but a lot
the character Joshua could of things, surely. Let’s try:
make an attribute check each • A character stands trial. The judge
round. Some tasks can take doesn’t like adventurers (15 HP). The
longer: group’s most articulated member
Malekar the Magnificent (Charisma 16) is the defence attorney
wants to study an obscure and the others managed to blackmail
tome of occult magic. The GM some witnesses (+1 to damage rolls).
decides that each Intelligence Each roll represents a day of trial. If the
test will take a day. Being as judge’s “trial HP” reach 0, the character is
cryptic as it is massive, the acquitted. If the attorney’s CHA reaches 0,
tome gets 20 HP. Proceed the character is found guilty.
as in the above example. If • A small group of peasants (Strength
Malekar’s INT reaches 0 10) is facing an attack by orc raiders (15
before the tome’s HP does, it HP). The orcs are vicious, so the peasants
proves impossible for Malekar roll with disadvantage, but the village’s
to decode. fortifications are pretty good (they get
A nasty GM could even rule +1 to their damage rolls). You roll for
that the failure triggers a each day of battle. If the peasants’ STR
nasty curse. It is also possible is reduced to 0, they flee/die/whatever (if
to make the attribute check you need casualty numbers, just roll a die
harder for the character representing a quarter of the peasants’
(disadvantage 5E style, roll forces).
4d6 under, whatever way • The characters’ ship faces a dangerous
you do these things). If your storm (15 HP), the captain makes
attribute modifiers are in the a Dexterity roll per hour, with their
-1/+1 range, you can add experienced crew granting +1 to damage
them to the damage rolled. rolls. If the captain’s DEX reaches 0
(If your game uses higher before the storm does, bad things happen
modifiers, downsize the (the characters are lost at sea, the storm
damage die to a d4.) Critical claims the lives of the crew, the ship
hits may result in double sinks...).
damage if you wish (but in Of course, even if a character succeeds
that case critical misses mean at the tasks, failed rolls may have
the character’s attribute takes consequences along the way (usually
double damage as well). wasted time or resources).

I couldn’t have done this without Runehammer’s ICRPG and its effort
rule, and M-Space’s extended conflicts rules by Clarence Redd.

93
94 by Emmy Allen

Playing Chess

Death
with
When you would die, Death comes to claim you. Time freezes, everything but
Death and yourself become somehow less than real. You die automatically and are
led away, unless you can do one of the following:
GAMBLE WITH DEATH BARGAIN WITH DEATH
You can offer to play against Death in You promise Death something he wants. You
a game of skill or chance. You and the might finally kill somebody who’s frustrat-
other PCs actually play a game against ingly evaded him (such as a lich). You might
the GM (who represents Death), per- allow him to possess your body for a time.
haps liar’s dice, a hand of poker, or a You might be set on a  quest of cosmic impor-
riddle contest. Death gets to choose the tance. It’s up to Death to decide if he accepts,
game (GMs: pick one you’re confident and if he feels you’re trying to renege he can
you can win). If you lose, Death gets to snap his bony fingers and have you die when-
take one of your companions as well as ever he wants. If you do this, even though
you. You only get one shot at this each you get to live, your life just got a lot more
time Death comes for you. complicated, and if you die while completing
Death’s task things will only get worse.
BRIBE DEATH
You offer Death a substitute soul in your FIGHT DEATH
possession to take instead of yourself.  If you insist. Death has 20 HD, passes all
Spells to claim people’s souls such as saves on a 2+, kills you on a successful hit
Magic Jar are useful here. Alternatively, rather than dealing damage, and is immune
if somebody has signed a contract saying to fire, drowning, poison, mind-control, etc.
you own their soul, you can sell that He is a divine being and can basically create
contract to Death in exchange for your whichever supernatural effects he wants.
own life. The soul should be at least as You won’t win this unless you have an espe-
valuable as your own, but Death might cially clever plan, and even then it will only
be willing to haggle. Might. work once.

If you successfully wriggle out of dying, Death leaves,


and you snap back to reality on 1 HP.
WHERE DOES DEATH LEAD YOU?
The GM makes a judgement call as to where your soul goes after death based on the 
virtue of your deeds, any pacts made with supernatural beings, and so on. This will
affect your next PC.
• If you go somewhere good, treat all 1s when rolling for attributes as 6s.
• If you go somewhere bad, treat all 6s when rolling for attributes as 1s.
• If your soul was claimed by a supernatural being, as well as this then your new PC
is also tainted by that being and may have an appropriate weakness (such as double
damage from Holy things) and a tell such as an extra finger or birthmark.
• If your soul is totally destroyed, you roll up your stats normally. However, your next
PC is soulless and dies automatically when they hit 0HP: no saves, no injury tables, no
bargaining with death. Find a way to gain a soul before this happens.
by Trollsmyth (J. Brian Murphy) 95

The PCs are finally geared up (or angry enough) to take on the dragon! It’s gonna
be a big event in your campaign (because: DRAGON!) and you want the treasure
hoard to be worthy of it. How do you make it something truly special without
making it stupidly huge? How can you make quality compensate for the fact that
you’re not actually giving your players literal hillocks and ravines of coinage?

What the
Arkenstone
Can Do For You
Here are some suggestions for things that have served me well over the years:
HISTORY
The dragon hoard par excellence is agents infiltrated the circle of elven
probably still Smaug’s, and it’s heaped fletchers to add a curse to the enchanted
with the story of the dwarvish kingdoms arrows. Perhaps, as with the Arkenstone,
and their alliances and rivalries with there are cultural, personal, or political
their neighbors. Describing the trea- ramifications to the ownership of some
sure is one of the few times you have of that treasure. One of the things that
the undivided attention of everyone at makes The Hobbit stand out from gene-
the table, so it’s a great time to sprinkle ric fantasy fare is that there are exciting
(not dump) some exposition onto your and fascinating consequences to the
players. Coins bearing the face and name slaying of Smaug. So can it be with the
of the second Warlock-emperor of the dragons in your campaign.
Melechan dynasty (worth ten times their
mere weight value to collectors), arrows SOMETHING PERSONAL
crafted by elven fletchers to slay the This is a great time to make callbacks to
Arch-lich Kazshet, or the gilded toe-bone the backgrounds of the PCs or events
of the poet-scholar Saint Gweniach will that happened earlier in the campaign.
draw a lot more attention to the history The paladin’s great-grandfather’s sword
of your setting than any dry dissertation doesn’t need to be in the hoard, but there
by long-bearded scholars or sleepy ents. might be a sword that’s marked with the
Focus on bits of history that are or will rune of a company of knights he once
be important to your campaign’s current rode with, or the champion’s prize from a
events, and especially the active interests tourney the great-grandfather competed
of your players and their characters. in. There might be a treatise on abjuration
magic written by the mage who was a
DANGER mentor to the wizard PC’s teacher. There
Smaug’s hoard contains the Arkenstone, might be some piece of jewellery or other
a wondrous gemstone that bears more objet d’art that a villain vanquished by the
than a passing resemblance to the doom- PCs early in their careers sent as tribute
fraught Silmarils. Perhaps the Temple of or a bribe to the dragon.
the Risen Sun doesn’t think a reliquary Callbacks like this are a great way to make
of Saint Gweniach belongs in the hands the players feel like their characters fit
of murderhobos. Perhaps Kazshet’s into the setting.
by Stuart Robertson - Art: Jason Higgins

TENSION vs
TACTICS

Game sessions that are creepy, tense, or even scary can be some
of the most memorable for both players and GMs. Whether you’re
running a horror-themed game or just want to add a little more
tension to an encounter, you’ll need to rely on more than stat
blocks, dice rolls, and combat tactics to create the right mood.
Here are some methods to add a touch of tension to any RPG.
Description
vs Dice
It’s the little things that create a creepy atmos- fully around a pit when you know
phere in a game. Try and make sure you’re giving there’s a chance of falling in is
your players enough descriptive language to pro- much scarier than a covered pit
perly imagine the scene in their mind’s eye. You trap that you suddenly fall into.
don’t need to give them long-winded descriptions A sudden explosion of yellow
or read from the pre-written boxed text, but you mold spores isn’t scary. A sickly
should do more than give them bare-bones ac- yellow mist that fills the hallway
counts of thirty-foot-long hallways leading to the ahead is.
next standard door. Try to include all five senses if If you are exploring a dun-
you can. Cold breezes, damp odours, and echoing geon and you find a room with
sounds can make an otherwise basic description a closed door, open it, and a
feel a bit more real. gorilla jumps out, you’re going
Avoid rolling the dice for checks to find traps and to feel like it’s arbitrary and the
secret doors. Ask the players what they’re doing tension will be gone. If instead
and answer their questions about the scenery you receive clues before opening
they’re examining. This is a great opportunity to the door that gets you ready to
go into more detail with your descriptions since accept what you find, it’ll work
the players have asked for more info anyway. much better. The room has a
The more you are describing the scene and the strange musky smell. You hear
players are telling you what they’re doing there some scratching sounds from
the better. behind the door. If you listen at it
Lots of dice rolling, including combat, can take you might hear breathing.
away from this a bit. Combat is the action part
of a movie, as opposed to the scenes where you
build tension.
Mystery
vs Mundane
Suspense When players know too much
about the mechanics behind
vs Surprise them, the monsters stop being
Roll for initiative! Make a saving throw! You take scary. Once they’ve memorized
13 points of damage! These don’t make your all the stats, read the ecology,
game as scary as when players are nervous about and know all of the game fiction
the potential for those things to happen. The sud- about a bugbear or a gremlin, it’s
den appearance of a slavering monster doesn’t not scary anymore. It’s an exotic
leave your players much time to be afraid before animal at best, and just a pile
they switch gears to thinking about the combat of game rules to be predictably
system and how to defeat it. Monsters that you dealt with at worst. If the players
can hear approaching or see climbing out of their think you will only give them
coffins are much better – the players have time encounters (monsters, traps, or
to think about what might happen if they face the hazards) that are «level-appro-
monster. Having to decide whether to edge care- priate» and manageable, they’re

97
not going to think twice about charging headlong of what would happen in the
into the fray. combat encounter. So whenever
A little extra mystery to what the players encoun- possible, try and make sure the
ter will add a lot of tension to your game. PCs have a choice about combat,
and that running is a viable
Clues option.
vs Chaos Again, this won’t work if your
players think you’ll only give
The flip side of mystery is that it can’t just be ran-
them ‘appropriate’ challenges, or
dom or arbitrary. If it is, you’ll break your players’
that you’ll fudge the dice to keep
suspension of disbelief and they’ll stop buying
their character alive if things go
into the reality of the fictional world. This is exac-
bad for them. That’s when you
tly the same thing that happens in a movie when
get players attacking every-
you think «What? come on, that doesn’t make any
thing without a second thought.
sense!» When that happens you’re ’out of the mo-
Having some player-controlled
vie’ and it’s the same thing in a tabletop RPG. The
retainers along with the party
more your world feels internally consistent the
can be a good way of letting the
more players will buy into it. Don’t confuse this
players see the results of bad
with realism – you can still have the suspension
choices without taking their
of disbelief in a fantastic world.
main character (and thus the
How did the zombies get in this room, and why
player) out of the game.
aren’t they attacking the dwarves playing cards
I find this works best when
in the last room? Sure, you can make up some ex-
there’s a time limit under which
planation for that, but if your players are thinking
the players need to decide
about it at the table, they aren’t thinking about the
whether to flee or not, and not
zombies being scary. On the other hand, passing
simply break off from com-
by some recently unearthed graves before you
bat whenever they feel like it.
run into the zombies gets you ready to accept
Perhaps the monster is breaking
their appearance.
down the bars of its cage to
attack the players. Skeletons are
Fleeing pulling the heavy stone slab off
vs Fighting their crypt. Or animated statues
are heading down the hall
As soon as players commit to fighting with a
monster, it becomes a little less scary. It might be towards the room, leaving the
a tough opponent but that’s just a relative level players a few moments to decide
of challenge. Combat typically runs much slower between fight or flight.
than the other parts of the game, so the pacing Characters in scary movies
will also change and that will also affect your level spend more time running from
of tension. It’s almost an inverse of what you’d monsters than fighting them… It
see in a movie – where fight scenes are often should be the same in games.
the fastest-paced on the screen, they can be the
slowest paced in an RPG.
If your players get an opportunity to decide to run
away, on the other hand, the tension increases.
The players (not just the characters) have a fear

98
Bathos
by David McGrogan

The overwhelming narrative characteristic of D&D,


insofar as it has any such characteristics, is, in my
experience, bathos : the sudden and unexpected shift in
mood from the grandiose to the mundane, the tragic to
the comedic, the heroic to the inept. Wandering monster
tables, reaction dice, rolling in the open, taking results
as they come, and resolute avoidance of illusionism or
palette -shifting of any kind – all of these elements of ‘old
school’ D&D play contribute to the development of the
bathetic. People who like ‘narrative’ games and prefer
things to make ‘dramatic sense’ usually miss that this is a
feature of D&D in its purest form, not a bug.
An example of bathos from one of my games: Eki Ulele had
just survived the most difficult and bloody encounter the
party had yet had, in which eight bandits and two hireling
retainers had died and one of the PCs taken to the brink of
dying. Eki had been through, in many ways, his toughest
moment. He had faced down the bandit leader and bluf-
fed him into retreat, then survived a nerve-wracking chase
through a pitch black forest, with no weapons or magic and
only flasks of oil to aid him. He had led the opposition away
from his wounded friends, buying them time to escape.
If I was interested in trying to develop the ‘plot’ of the
campaign, as if it was a story, this would have been a de-
fining episode for this character – the making of him. He
would have gone on to greater things, and grown in stature
because of what happened to him at the bandit lair. Or
perhaps he would have died bravely in one final showdown
with the bandit leader, going out in a blaze of glory, remem-
bered for ever more for his feat of bravery and self-sacrifice.
But the dice said otherwise: having survived the bandit en-
counter through his skill and courage, the next day, trying to
find his way back to town, he got an unlucky result and had
a wilderness encounter; he then got an unluckier result when it
turned out to be giant bees; and he then got an even unluckier
result when he failed his surprise roll. He died a meaningless
and ignoble death alone in the forest, stung to death by min-
dless insects. And after all that heroism the day before. Bathos.
Yet this has its own narrative sense. Bathos and absurdity are
proud and important traditions in drama and comedy. They may
not be ‘emotionally satisfying’, but they have their own value
because they remind us that life is unpredictable and tragic,
that pride comes before a fall, and that plans fail. They also Above:
Sire Boldredo of
make the moments of heroism and greatness all the more Bluecastle celebrating
poignant. The next time somebody makes out that you should his victory against
fiddle or ignore dice rolls in the name of maintaining some the Ogre Prince of
sort of narrative consistency, remind them of this: ‘I prefer it the Caves of Darkness
bathetic, darling’.
99
by Trollsmyth (J. Brian Murphy)

IfFailure
isn’t
W Interesting,
e’ve all seen fifth edition DMs do it: a player
asks a question and the DM reflexively asks
for a skill roll. Professor Dungeon Master

SKIP IT!
IT!
over at the Dungeon Craft vlog says, “Don’t do it!”*
and wisely brings up the Garden of Eden problem.
This happens when a plot or adventure can’t progress
unless the characters successfully take a particular
action. (It’s called the Garden of Eden problem because until Adam and Eve eat the
the happy
forbidden fruit, nothing can progress. There’s no tension, no drama, no conflict;
and nothing dramatica lly significant happens, which is awesome
couple remains in paradise
I believe
for them but sucks if you’re trying to tell an entertaining story or run a fun game.)
repeatedly on Facebook saying something along the lines of, “If
it’s Dyson Logos I’ve seen
is the flip
you don’t want to accept what the dice tell you, why are you rolling the dice?” This
by
side of what Prof. DM is saying; if you’re not willing to accept failure, why invite it
invoking random chance?
I’m going to take this a step further: if failure isn’t potentially
fun, don’t bother rolling. If the players are attempting
to pick a lock in a dungeon and there’s no reason for them to
rush, no chance for a wandering monster to interrupt their
efforts, or the dungeon’s inhabitants aren’t taking the time
to lay ambushes or sneak up on them, I just say they succeed.
This goes doubly so if the PCs are back in their safe base, and
have uninterrupted hours to inspect and work on the lock without fear
of ninja ambush or the like.

And yes, this goes doubly so in combat. Mos


Conversely, if I can make rolls are interesting in combat, suc- t
failure interesting and the ceed or fail. But there are fights that are
roll is otherwise unmomen-
tous, I’ll ask the players to just foregone conclusions, and there’s no
of anyone else inter vening no matter how
chance
roll. No, I’m not rolling to see if the the matter drags out. There’s no point in
long
bard can successfully sing Scarbo- suffe-
ring through the string of misses that’are just
rough Faire, but I might roll
going to eat up valuable gaming time. If
to see if someone in the there’s
no chance of failure being interesting, I
audience knows it’s used just let
the characters succeed.
by a secret rebel group that
In the best fights and the best dungeon
they believe is responsible delves,
every second (or, at least , every six-second
for the kidnapping of their
round) counts. But not every encounter
sister and so decides the or ad-
ventu re pushes such exacting
PCs need to be ambushed, or
standards. If the most in-
possibly pointed out to the Iron
teresting thing that happens
Baron’s secret police. Or maybe
from failure is that someone
extreme success is interest ing: you
else tries instead or the PCs
might shave a few gold pieces off the
superio r rest and try again , just let
price, but if you demons trate
them succeed. If the fight
haggling skills the merchant will de-
for her has gone on long enough and
cide you’re the perfect spouse
the outcome is absolutely going
ne’er-do-well son.
to be PC success, just let them
win and move on.
Your game will be better for it. it
* https://www.youtube.com/watch?v=g43pLNa5h6c
by Leander Elwischger - Bad art: Nobboc

SMALL TABLES OFOR


GONZO BODY1-2HORR
HEAD
ty or your ability to think ra-
1. One half of your brain melts. You lose either all creativi
grows on the back of your head. Talks without pause,
tionally. 2. A little tumor brother
happens to love you. You can
loves attention. 3. One of your eyes turns into a slug who
eye. 4. Your head explodes!
still see through this little friend as if it were a portable
head just isn’t there anymore. 5. Your nose
You can still talk and everything but your ns
al you enc oun tere d. 6. Each of your teeth tur
anim
changes to that of the last ls wei rd. Eat ing is an exp erience.
ve them, it fee
into a little toe. You can mo

3-4 TORSO
1. Torso turns transparent. Gross and cool. You can see your breakfast being
digested. 2. Sweat turns into sticky slime. Smells worse. Can be used as glue. 3. Your
body grows abnormally. You’ll need to eat twice as much to be sated. 4. Grass grows
on your belly. 5. Your heart grows in size. Cortisol levels increase dramatically.
6. Ventriloquy. A mouth appears in place of your belly button and you can use it to
talk. The voice differs from your own.

5 -6 BACK
1. Fur starts to grow on your back. Keeps you warm in the cold. 2. 1d4 arms
burst from your back. Receive damage for each. Can hold weapons.
3. New orifices that give off spores. Mushrooms might like you more now
even though you smell musty. 4. Each day a new eye pops up on your back.
You can’t control them. 5. As time passes your back stretches turning long,
and snakelike. 6. Hundreds of tiny bug legs emerge from your flesh. You can
lie on your back and be carried by them.

7-8 ARMS
1. Your arm turns into a tentacle! You lose your hand and fingers
but gain in reach. 2. Your main hand melts and out of its stump
and
grows a sharp bone that can be used as a weapon. 3. Your fingers turn thick
you can
clumsy like sausages. 4. Arm bones turn to rubber. You lose all feeling but
still grip objects. 5. You can shoot your fingernails out. They regrow in a minute.
6. Your arms are detachable. Do something dumb with your new ability.

9-10 LEGS
1. Legs grow in length. Feels like a torture rack. 2. Legs grow
a cowardly
mind of their own. Will attempt to run away when encoun
tering danger.
3. Your toenails harden and won’t stop growing. 4. Chicken
legs
hahahahahahaha. 5. Legs break more easily but heal faster.
A bad landing shatters them, but you’re back on your feet
and ready
to jump again in a few minutes. 6. You lose one leg. A cobra
is
slowly growing out.

101
By Kezie Gracie

But
How?
Use this bit
of gamestuff
as a curse to
afFLict a
character
with, as the
start of a
quest to
godhood, or as
set dressing
for a weird
coastal
community…

hale Heart
W
lment of heart,
An ai mi
nd
, an
d sea

102
S
RE
CU

103
by Diogo Nogueira

a dungeon
or: How to never describe

Boring Dungeons
I’ve heard it a thousand times. You probably heard it
too. Some people, I don’t know why, say that dungeons,
especially large ones, are boring. The endless repeti-
tions of rooms and corridors and having to choose to
go left or right, north or south depresses them. I don’t
know why. Actually, I do know why.
Because they don’t really know how to run a dungeon. It seems easy, effortless. Just say
what’s in the room where the PCs are and where the exit passages go. But it’s not. They get
bored with the likes of: «you get to an intersection and there is a door to the north and two
passages, one going east and one going west» because that’s a terrible way of describing a
dungeon environment. It gives nothing really useful for the players to choose from.
You should never describe a dungeon like that. There’s a lot more going on that what we can
initially see. A good referee will take all the context (what the dungeon was, what it is now, who lived
there, who lives in there now, who or what passed through this passage...) and use it to describe
the dungeon, to make it alive and real. If the east corridor leads to a natural cavern covered with
mushrooms and myconids, maybe when the PCs look down that passage they see a dim fluores-
cent light that emanates from the weird moss that lives there, and feel a light cool breeze flowing
from that direction. Some moss may be growing in that corridor also. If to the west there is a nest
of giant spiders, that corridor has more cobwebs covering it than the other passages and some
threads are still vibrating, as if something is probing the web. The thing people who think dungeons
are boring and repetitive don’t get is dungeons can be as surprising and exciting as anything else (if
not more, since under the earth, distant from the laws of nature and hidden from the blinding light
of the sun, anything can exist). And it’s the referee’s job to pass that feeling to the players.
Exploring a dungeon is basically an exercise of choice. Every room, every
corridor, every passage offers a choice. Do we go in? Do we go north, south, east, west? And
like all other choices, a dungeon choice only makes sense if it’s not made at random. Players
need information to make that choice, otherwise they can simply roll a die, or the referee can
104
choose for them. Thus, the referee must provide clues and signs. They need to present each
choice within a context that the players can use to extrapolate what their decision might lead
to. They don’t have to outright say that this passage leads to mushroom men and that one to
giant spiders, but the information they present must have a connection to the truth. Guessing
the truth is totally up to the players. That’s where player skill comes in.
So there you have it. Never describe a dungeon in a boring and simplistic way
like «a room with hallways to the north, east, and west». Think about what’s at
the end of those hallways. What went through those rooms. Think about what
signs would have been left behind as clues for the players to make a better in-
formed choice. If you can, give them three clues for each option. Think about
their senses. What can they smell? What can they feel? Do they see anything?
Do they hear any noise? Does a bad taste suddenly appear in their mouth?
Make your dungeons alive and no one will ever find them boring.
by Andrea “Vyrelion” Bach

6
1d
ll
Ro
WHAT THE HELL
JUST HAPPENED!?
No room for awkward silences waiting for stuff to happen and for the
game to get going. At the start of a new adventure roll on this table to
give the beginning of your game a vitamin shot!
1. BARELY ESCAPED AN AMBUSH
The PCs ran with their lives after being ambushed: they eventually managed to
defeat and chase away the attackers, but they paid a price. The brave ones fought
and got hurt pretty badly (lost 1d6 HP – can’t drop below 1 HP); the smart ones
threw their valuables and ran (lost one item, DM’s choice).
2. STOLE SOMETHING VALUABLE
The party are back from a simple job that has earned them some money
105
(a total of 2d6 x 10 gp), but also the attention of law enforcement... who is
hot on their trail.
3. AWAKENED AN ANCIENT EVIL
The PCs unwittingly disturbed a forgotten tomb to pilfer its contents, took a ruby
and freed a demon, or stole the sacred pendant of a mummy. Whatever they did,
a relentless evil has been unleashed in the area. The characters have one minor
magic item that can solve the problem, but the evil knows it.
4. GOT CURSED
The group stumbled on an unholy place, stole a cursed item, or angered
the wrong hermit: they are suffering from a minor curse that is not
dangerous but very annoying.
5. WALKED WITHOUT FOOD OR WATER FOR DAYS
The characters ran out of food or water several days before reaching civilization and
were unable to forage anything. Perhaps their supplies were stolen or destroyed.
They are hungry and thirsty: they suffer a penalty to any attack roll, ability check,
or saving throw. This penalty starts at -2 and is reduced by 1 each day where they
manage to eat their fill.
6. GOT ROBBED ON THE WAY
The PCs got robbed while they were camping along the way to civilization without
realizing it until it was too late: each PC can choose two items from their equip-
ment. They lost all their other equipment and all their gold.
However the robbers have inadvertedly left some clues to their identity like: an ar-
row with very peculiar fletching, a medallion with a name, a map to their hideout,
or a letter signed by someone living in town.
by Iko, Art: Perplexing Ruins

encounter

Fear
The Faceless God sates its hunger by feasting on pain and despair.
Every tear shed, every bleeding wound, every life taken strength-
ens its empty soul like a fearful and passionate prayer. Although
it rarely ventures into the physical realm, a few statues of it are scat-
tered around the world. They’re

The Faceless hidden in the marshes of the Lost


Bay, in underground labyrinths,
or on distant moons: pale marble
in the shape of an elongated,

God
genderless figure with a dark void where a face would be.
The deity likes to manifest its presence in stagnant waters, the
moonless dark, moments of quiet solitude, and sweat-drenched
dreams. Strong yet broken souls are its favourite prey; restless
and ambitious folk in search of glory and wealth.
The god grabs its prey by the ankle, the wrist, or the neck (diffi-
cult save allowed) and drags them into its otherworldly kingdom,
a dark ocean of nothingness, lost amidst colourful stars. The
Faceless God demands from its victims that they give themselves over to
it. It pushes them to launch into a ravenous quest for money and power.
Whoever surrenders to the Faceless God is devoured by its empty face
and spat back onto the material plane.
Followers of the deity are given a fragment of its power: once per
day, they have advantage to any roll made directly against another
sentient being (fighting, lying, manipulating, stealing). They must,
however, show loyalty: every day they must act at least
once against an ally’s or friend’s interests. If they
don’t, they are plagued by nightmares so mad-
dening they don’t get any benefits from rest (no
healing, no spells).
Those who are able to fight off the god’s
influence, or manage to escape its grip during
the first encounter, see their soul permanently
marked. (Roll 3d6. If the total is lower than the
character’s Wisdom/Will/Heart, that’s their
new score.)
Deep in the underground belly of the Lost
Bay lies the former face of the god; a mask
fashioned out of the purest gold, broken into
countless splinters. If repaired, the mask
protects its bearer from the Faceless God’s
106
powers.
It is said that whoever tricks the god into
wearing the mask will mend its inky black heart
and reveal its true form: a lost, wounded child.
by Kobayashi

what is my sword?
Let’s suppose that Grun Atlantean army. When he takes out
the dwarf finds a sword his sword, they bow down before
him. That’s when he learns that he’s
in a pirate ship. You, as wielding the sword of the King of
the referee, know this is a Atlantis. The third and last charac-
+3 sword. Grun doesn’t. teristic of the weapon is discovered,
This modifier comes from the which increases its bonus to +3 :
sword’s characteristics, and as long Orichalcum Sword of the
as the user does not know them they King of Atlantis +3
cannot benefit from it. At first it is a Generally speaking, the first cha-
nice sword that does not grant any racteristic should be relatively easy
particular bonus. But as a dwarf, to find but the following ones should
Grun finds out that the sword is made require a minimum of research. The
of a rare orichalcum alloy. This first second one can be found during a
characteristic gives him a +1 bonus. break between two adventures and
He can therefore write on his sheet: the third one will be found during
Orichalcum sword +1 a game.
Later, Grun learns that only the At- This is a simple way to
lanteans were able to create this kind give these items a story,
of alloy, which gives him the sword’s weaving them into your
second characteristic and increases campaign world. Wearing
its bonus to +2: the armor of Aofel the
Atlantean orichalcum Kingslayer will always
sword +2
sound better than «I have
During an adventure, Grun confronts
the degenerated survivors of the
+2 chain mail».
Obviously, this can be used for any
magic item beside swords. For items
with no modifiers, have a characterist-
ic per distinct power or spell-like. 107

Inspiration for this rule comes from the awesome Earthdawn RPG.
by Javier Prado & Nobboc - Art: Javier Prado

Bad Patxi
e
t -Sh
e : Pa
o un c
Pr on

More than all the sourcebooks that clutter our bookshelves or all the titles in
appendix N, the folk tales are an inexhaustible source of inspiration, stories,
monsters, encounters... Countless stories from all countries and cultures, a fraction
of which we were told as kids, and that we will pass on to our own children.
Let’s read a rural tale from the Basque region (that beautiful country across the
French-Spanish border) and see what we can do with it..

I
t is said that many years ago home. The blacksmith first invited it to
there lived in the Basque country, rest from his journey before setting off
not far from Knock’s offices again, offering it a comfortable bed with
and a few hills over from Bilbao, a luxurious feather quilt. After the demon
a blacksmith named Patxi woke up from his nap, he discovered that
Errementaria. He was known to lead a the mattress had also been covered with
life full of vice and sin but as Patxi was the resin and that he could not move either.
best blacksmith in the region, the king’s Seven years later, a third demon
men were ordered to leave him alone. His walked up to Patxi’s door. The blacksmith
dreadful reputation had even reached pretended to follow him, but just before
Hell, where demons had been fighting to they left he suggested that the demon
see who would get his soul. The winner climb the fig tree in his garden to get
showed up one day at Patxi’s house, intent some juicy fruit to eat on the way. The figs
on taking the blacksmith with him to Hell. looked magnificent and the demon was
Patxi politely invited the demon to his table happy to help. But this magical fig tree
so they could have lunch before their long was the very tree from which Patxi got
journey. The demon gladly obliged, since his demon binding resin... As soon as the
Patxi was known as a good cook. But when demon had grabbed the first branch, he
he finished eating and tried to get up, he too found himself stuck and trapped.
discovered that Patxi had smeared his seat And in the years that followed, children
with sticky resin. The demon spent the passing by never missed an occasion to
next seven years at the table, tortured and throw stones at him as they left for school
humiliated in a new way every single day. A in the morning;And again on their way
second demon eventually came to Patxi’s back in the afternoon.

108
1 Note: Demons can be toyed with. They will 2 A magic tree - Patxi has a fig
succumb to the same temptations they like to use tree in his garden which bears
against humankind, perhaps even more often. mouth watering, magnificent
Gluttony, sloth, envy. We could easily add the other fruit all year round. The tree also
deadly sins. Demons are not necessarily very clever. produces a magical resin.
Their greed for souls can play tricks on them. • Universal glue: sticks anything
to anything forever. Patxi sells
3 Let’s stat Bad Patxi! it in tiny jars (3 uses) for a small
Human, master blacksmith. fortune. When you say a com-
AC 7 [12] (leather), HD 4+1*** (22hp), Att 1 x magic ham- mand word (unique to each jar),
mer (1d6+3) or 2 x fist (1d2+2), THAC0 15 [+4], MV 120’ the glue loses its properties and
(40’), SV D6 W7 P8 B10 S10, ML 12, AL Chaotic, XP 350. glued items become unstuck.
- Bear Hug: If a victim is hit by both fists in the same • The tree itself is a trap. One
round, Patxi hugs for an extra 2d8+2 automatic damage. must save vs Spells to resist the
- Ill-Will Aura: each time you see Patxi, roll vs Spells or urge of tasting a fig, and save vs
suffer the effects of cause fear. Once you succeed, you Paralysis to avoid getting stuck
don’t need to roll anymore. to the tree when picking fruit.
- Malevolent Charm: like charm person once a day. Stuck pilferers must wait until
- Regeneration: As long as Patxi is within 100 yards of his Patxi comes to release them (and
forge he regenerates 1hp per round most of them are never seen
- Mailua, magic hammer, +1. Gift of the wicked dwarves. again).
The handle is made of the bone of a finger of the first • The first time you eat a fig, roll
dragon Erensuge, the head is a moonstone. Knock, 1d6.
detect invisible and mirror image once a day. -1-2: Yummy! Gain 1d6 x 100 XP.
Patxi hates everyone and everything except his forge, his - 3-4: Yummy! It’s the best fruit
hammer, and his fig tree. His work is his passion and only ever.
reason to live, which forces him to behave with people so - 5-6: Yummy! Lose 1d6 CON, and
he isn’t cast out of civilisation. save vs Death or die in agony.

-
4 Hooks
1 - After a TPK, the Devil hires the dead characters to investigate the disappearance of three of his de-
mons. If they bring them back safely, their mortal form will be restored… until they die again.
2 - The fig tree is dying and Patxi can’t stop crying. He has given up on his work. The town council of
Bilbao asks the adventurers to find a solution as the area will not be able to do without Bad Patxi’s pro-
duction for much longer.
3 - Two characters are unfortunately glued together and Patxi alone knows the word of power that
would unstick them. He will give it to them if they first complete three tasks…

The end of Patxi’s Tale:


Patxi finally died of old age. Death came for him and took him straight to Hell. But the
demons there wanted nothing to do with him. They closed the gates of Hell just before he
arrived. Patxi was finally brought to the gates of Heaven, but Saint Peter refused to let him
in. Out of shear weariness, Death brought Patxi back to his house and decided to forget
about him. If one day while walking in the hills you hear a hammer striking an anvil, beware
of the blacksmith! And never, ever accept any invitation from Bad Patxi!

110
by Charles Wells

Vermis Saturnalis

The Charnel
Saturnalia
Known colloquially as the Bone Dance or Dance of the Dead, the Charnel
Saturnalia is a phenomenon set in motion by the death of a musician who
has sold their soul in exchange for supernatural virtuosity in life. When the
musician is interred, one of the worms that devour their corpse is corrupted
by the connection established by their infernal pact and becomes the Vermis
Saturnalis or Ear Worm, a mindless horror imbued with necromantic power and
an insatiable hunger for human flesh..

E
very night of the full moon, are propelled along by the skeletal revel-
and each night for six nights lers, their limp bodies twirled and dipped
thereafter, the Ear Worm raises and passed from hand to bony hand as the
as skeletons any corpse who died Saturnalia completes its grisly circuit.
under its dancing curse (see below) and An hour or so before dawn the procession
whose bones remain within its home gra- returns to the graveyard – perhaps with
veyard. These skeletons, clawing their way fresh victims in tow – and the skeletons
up out of their graves, then begin a dance return to their graves, reverting to their
led by one of their number – in the first inanimate state until the following nightfall
instance the bones of the accursed musi- or, on the seventh night, the next full moon.
cian. This dance then becomes a procession, Victims in good health frequently awaken in
leaving the graveyard and performing a the graveyard once the Saturnalia is com-
circuit of the local environs. plete and, though exhausted and terrified,
Any human who sees the Bone Dance and make their way to safety. However, anyone
hears its music experiences a strong magical who has once succumbed to the pull of the
compulsion to join in the revelry 1. Once dance is likely to do so again, needing only
set dancing, the ensorcelled victim can do to hear its music to feel its powerful call. In
nothing but dance among the skeletons until this way, the same victim may be lured into
the spell is broken. the dance night after night, until their body
The Bone Dance is vigorous and continues is too weak to rise at its conclusion 3 . These,
without pause for hours. Any living person along with any that have died along the way,
under its spell quickly becomes physical- are devoured by the Vermis Saturnalis, their
ly exhausted, sometimes to the point of bones rising to join the undead revelry on
unconsciousness. In the case of victims the following full moon.
in poor health, the dance may even result So long as the lead skeleton keeps playing,
in death 2 . Unconscious and dead victims victims and skeletons alike are unaware of

111
their surroundings and do not defend them- response to vibrations like those caused by
selves if attacked. Those who are physically heavy rain.
removed from the dance are non-conver- While not undead, the Vermis Saturnalis
sant and try with all their might to return is vulnerable to divine magic and can be
to it until they can no longer hear its music. turned as though it were undead. It also
In cases where a participant can no longer suffers damage from holy water and cannot
hear the Saturnalia, either because of consume magically sanctified corpses
distance or through the destruction or exist on magically hallowed ground. If
of the lead skeleton or its instrument, the graveyard housing the Ear Worm is
conscious victims regain awareness sanctified by a cleric of sufficient level 5 , the
of their surroundings and are free worm is destroyed and the curse lifted.
to act, while skeletons revert to The Vermis Saturnalis has a finely tuned
their natural behaviour, rending tactile system capable of detecting vibra-
the nearest intelligent living creature tions in the earth. Its body is also covered
with their bony claws. in light and chemical receptors which allow
In order to begin, the Charnel Saturnalia it to avoid sunlight and taste potential food.
requires an instrument of the type played by When it detects movement in its home
the damned musician. If such is unavailable, graveyard, the Ear Worm waits for any
the Ear Worm waits patiently, employing disturbance to subside and then investigates
magical powers of suggestion to compel from below. If it finds flesh, it begins to feed,
any person who visits its home graveyard to burrowing into its victim or, in the case of a
bring such an instrument in secret and leave larger worm, consuming it whole and excre-
it as an offering. ting any bones in its wake.
The only way to end the curse of the Char- The Vermis Saturnalis does not intentio-
nel Saturnalia is to destroy the Vermis Sa- nally engage in combat and flees from
turnalis itself, which may prove difficult, as physical pain, but it also reacts to distress
it not only burrows underground, but grows by thrashing violently, potentially lashing
as it feeds, potentially reaching terrifying or crushing any assailants with its long,
proportions 4 . The Vermis Saturnalis is wriggling body.
nonetheless of worm-like intelligence. It can The seven tube-like “hearts” of the Vermis
it be lured to the surface with proper bait Saturnalis are potent magical ingredients in
– flesh, living or dead, placed on the earth the casting of spells and crafting of magical
of its home graveyard – and, like many items related to undeath, suggestion, and
earthworms, it emerges from the earth in music 6.

1 Save vs spells to resist 2 Lose 1d3 HP per night 3 After each night of
dancing of dancing. dancing, save with a cu-
mulative penalty of -2.

4 The Ear Worm gains 5 The cleric must be of 6 The seven hearts can
one hit die after killing a level twice as high as be sold for 100 gp per hit
each new victim, starting the worm’s hit dice to die of the Ear Worm.
at 1 HD. sanctify the cemetery.
Pinkish slimy worm giving off a foul smell of rotten flesh, covered with colorless and urticant sensitive bristles.
The Vermis Saturnalis. AC 7 [12], HD 1-12, Att 1 x bite (1d6 + 1 per 2 HD) or 1 x lash, THACO 17 -1 per 2 HD [+2, +1 per
2 HD], MV 60’ (20’) burrowing or on land, SV as monster of same HD , ML 5, AL Chaotic, XP 350.
- Lash: Anyone within 15 feet takes 1d4 damage per 2 HD and is stunned for 1 round. Save vs Breath Attacks for
half damage and to avoid being stunned.

112
by Gus L - Art: Michael Sheppard

MISE EN PLACE OF DUNGEON DESIGN

S O Y O U
and challenges within
are fixed elements of

WANT TO BUILD A
design, and reinterpre-
ting the dungeon space

DUNGEON
can make for a novel
and exciting adventure.
A dungeon need not be
ADVENTURE FOR A CLASSIC an underground maze
or cave system: buil-
STYLE ROLEPLAYING GAME, dings, shipwrecks, space
AND YOU WANT IT TO BE GOOD stations, castles, formal
gardens, or the corpses of
H OW D O E S T H AT WO R K ? enormous beasts can all
WHERE SHOULD YOU START? make a fine dungeon.
Likely when you decided
to write an adventure you

S
tart with a clear idea of what already had a story in mind, and that’s good, but
exactly a “dungeon” implies since location-based adventure is about the players’
and what it is as a game tool. decisions, that story will need to recede into the
A dungeon is a specific form background. Dungeon crawls emphasize explo-
of “location based adventure”—an ration, unpuzzling obstacles, and player choices
adventure that will involve the ex- to create their tension and excitement. A good
ploration of a fictional space room adventure location is a sort of toybox where players
by room. It’s the primary kind for a will discover a variety of obstacles and scheme to
particular exploration, navigation, overcome them. This type of play becomes very
and problem-solving style of play difficult when the adventure canalizes player deci-
that is the oldest and still a compel- sions to fit a predetermined path to a specific climax.
ling one. A designer will get better results from focusing on
What is necessary for a dungeon the nature of the location and the challenges within,
adventure is to create a bounded rather than what they want the players to do there.
fantastical space, “rooms”, linked to- Don’t abandon your story, because it does have an
gether in some order that the players important part to play in dungeon design, but set it
can freely navigate: backtracking, aside to focus on the aspects of your adventure that
turning, and determining routes. will affect play more directly.
Traditionally this means a series of • Layout: the arrangement of space in
stone corridors and chambers filled the dungeon.
with monsters, treasures, traps, and • Theme: the aesthetics and appearance
other obstacles. However, neither of the dungeon.
the aesthetic of the space nor the • Ecology: the nature of and relationships
nature of the inhabitants, valuables, between the denizens of the dungeon.

114
THE FIRST QUESTION and not just fictional time. Begin by considering
IS SPACE the time you and your players have to devote to the
The first question of dungeon game. A party of adventurers using a lighter rule set
design is space. Before a designer moves through roughly three to five rooms per hour
can address the themes and story of play, assuming 1-2 encounters or other obstacles
of a fantastic location they should in those rooms and a reasonable level of detail to
consider the game mechanics poke at. For a one session, two to four-hour game, a
of the location itself, to think of dungeon of 8 to 12 rooms should be sufficient. While
it as a board or arena for play. multi-session games can utilize larger dungeons, these
Space takes time to traverse, time constraints are still important because they help
and in a classic roleplaying game determine the limits of one session’s worth of explora-
time embodies risk: random tion and so the placement of entrances and exits.
encounters, torches running This basic scope is important because it gives the
down, exhaustion, and increased designer expectations and guidelines for size and
distance from the safety of the complexity. Too much complexity or too many rooms
entrance. Some contemporary and the players will never be able to make meaningful
systems lack mechanics and progress in the adventure or understand the layout.
procedures for exploration, Too few rooms and too little complexity and the
and for them it makes sense to adventure risks not offering many choices, reducing
abbreviate exploration, designing play to a predictable set of scenes and encounters.
locations that are a series of After establishing the basic scope of the layout there’s
encounters or challenges with plenty of specifics to contemplate and RPG cartogra-
little space connecting them. phy has its own complex set of arguments, maxims,
However, making exploration a and strong opinions (basic tips in the sidebar).
coequal part of play requires a
location with enough space for NO STORY—ONLY THEME! …
risk to manifest, and because REALLY NO STORY?
of that dungeons need a more There’s no story to a dungeon crawl. Narrative beats
complex structure of rooms that make assumptions about how the characters within
gives players choices about how a story will act, and become very difficult to maintain
they will navigate them, but is of when those characters’ decisions are being made
a scope and complexity where by someone other than the author. Player decision
those choices are meaningful. making is unlikely to bind itself to even as simple a
This layout is traditionally, and narrative structure as: incident, rising action, climax,
still most effectively, organized falling action and resolution. The players may decide
on a map. Drawing or finding a that they wish to avoid the climax’s confrontation
map is simple, but its layout isn’t by siding with the antagonist, or they may turn away
and creating a useful dungeon from the rising action as they become distracted or
map is itself a process that must the risk seems too high and the rewards uninteresting.
consider the placement of obsta- Instead the dungeon designer is best building only the
cles, encounters, treasures and space for a story to unfold, and relying on the players
paths through the dungeon, but to determine the narrative within that story.
to do so in a way that accounts for Still, every location has a story, a history that
the risks and resources that the informs the situation the players find when they ex-
characters will exhaust to reach plore, there’s just no story for how the adventure
their goals within the dungeon. within the location will unfold. Some events or
Designing adventure maps is endings are more likely than others, but the game
thinking about space and time, master and especially the designer can’t depend on

116
those likely conclusions to the adventure because it’s crawling: the setting can vary
the players’ adventure, and players are unpredictable. widely, and the story has to evolve
Even having set a story aside and rejected forcing from player decisions.
a specific narrative, a designer still needs to set the
situation, define the goals and personalities of the SITUATIONS AND HISTORY
other actors (NPCs or monsters within the adven- Building a compelling initial
ture—a distinction isn’t helpful here) and describe situation is as much a part of
the backdrop, and this is how story finds its way into adventure writing as designing a
successful dungeon adventures. good map, but without underpin-
Rather than a traditional story, consider your ideas ning knowledge ready to be unco-
about the location’s history, backstory, and appea- vered by the players, without
rance. Set a “theme”, one that will work with the some poised narrative energy—
“layout” and “ecology” together to define the dungeon pent up and ready to be released
adventure. Putting a plot to it is likely to fail because by player interaction — it will be
players don’t know it or if they do they may reject it, but hard to visualize and incorporate
theme will still appear in the basic design materials of that situation. A good location-
the location’s clues, appearance and obstacles. This is based adventure should start in
the joy and burden of location-based classic dungeon equipoise, with a situation more
or less static but ready to tip into
disaster and action with player
interference. Other formats,
developing situations, clocks, and
chaos indexes offer alternatives,
but depend on the campaign as a
whole.
The history of the location and
the stories of its denizens will set

MAP & LAYOUT TIPS:


• Avoid linear maps. Branches, loops, verticality, secret doors, rooms with multiple en-
trances and exits all make the map of your dungeon a puzzle that the players can solve.
• Consider the size and scope. Add empty rooms to create space when needed and rather
than a single sprawling location consider sub-levels or ‘nodes’ of 10-30 rooms each.
• Place multiple entrances and exits, especially if the dungeon is larger. Use locked gates,
trapdoors, chutes, and secret doors to make discovering these exits and their relationship
to the dungeon layout itself a reward.
• Avoid “blockades” such as locked doors that prevent access to important dungeon loca-
tions. There should always be alternate paths and puzzles that allow players options and
tough choices.
• Verticality is a traditional way to break up regions or levels, but it’s harder to use
within individual rooms as it can be difficult for the GM to describe complex spaces:
multi-level rooms and oddly shaped rooms are best used sparingly.
• Symmetry is risky, while it can be a useful tool for hinting at secret spaces and encoura-
ging player comprehension of a map, it also can easily lead to dull and linear maps. Before
relying on it, consider the fictional reasons for the symmetry, how it will affect play, and
that in real architecture most symmetry is only partial.
• Most importantly, the map of your dungeon should have an internal logic: the placement
of rooms should make sense both fictionally and spatially. A throne room should be large
and accessible, not hidden behind the kitchen or waste dump.

117
your initial situation, define the rate the adventure into their game. However, minima-
spatial layout, and influence the lism and the elimination of all history or backstory is
outcome of the adventure. For a as much a poor design decision as too much.
designer, backstory is inevitable: Backstory helps the designer build the layout of the
it helps build the location in their location: defining what spaces are, how they are used
mind. However, the designer in the present and why they were built. It informs the
doesn’t need to pass that on to attitude, relationships and nature of the location’s
the reader unless it’s something inhabitants (the “ecology”) and can give the players
that the players can discover clues about puzzles and obstacles within the loca-
by interacting with the location. tion. Most importantly it defines the description and
In most adventures backstory aesthetics of the location, its theme. Theme evolves
detracts from usability by taking naturally from the designer’s efforts to conceptualize
up space better spent on more a location, its history and the present situation, and fill
accessible details, complicating out its details, but you shouldn’t waste it on an intro-
the product layout, and by adding duction that the players won’t read and that the game
information that may make it har- master is likely to skim over or forget during play.
der for a game master to incorpo- Maps, monster statistics, and other mechanical as-

BUILDING THEME WITH STORY


• Rumors and hooks almost always incorporate history and backstory, they represent clues
to the location of treasures, the nature of obstacles, or the goals of the opposition within
a location.
• Build evidence and background stories into the location descriptions rather than relaying
it to the game master, they’re useful only in as far as the players can discover them.
• History defines the appearance of a location: layout, building material, state of repair,
existence or type of secret doors and traps—moreover it gives the players clues to them.
• Murals, carvings, graffiti and detritus are all defined by history and backstory, and they
encourage player investigation while creating a sense of a living space.
• History and background stories help make the goals and attitudes of a location’s inhabi-
tants more plausible and transparent.

118
BUILDING ECOLOGY AND FACTIONS
• Consider the locations of faction food and water sources as well as waste disposal, not
only because these create coherence but they also define faction territories and offer
ways to threaten or destroy the faction.
• Not everything needs to make ecological sense in a literal way of having food sources
and a lair, but everything should have a place within the larger ecology of the location,
meaning relationships with other inhabitants.
• Define the leadership, goals and concerns of each faction, even if they are simply to find
prey. Knowing the fears and price of a creature makes it much easier to determine how
characters can enrage, befriend, trick, or distract it.
• A faction leader or other NPC doesn’t need a lot of detail to come alive, a memorable
physical characteristic, a few adjectives, and a sentence describing what they need to
cooperate with the party and their fears is usually enough.
• For larger, more important factions create an “order of battle” that lists its numbers,
resources, and a few tactics it will use in response to likely threats or strategies.
• Don’t feel bound by existing monster/spell/item descriptions because the internal
coherence of your adventure is more valuable than fidelity to a manual. Existing statistics
provide guidelines and models, but even in complex systems they can be reskinned and
used differently quite easily.
• Random encounters and random encounter tables are a key to dungeon design, not only
do they create time pressure, but they also introduce your factions and offer opportuni-
ties to encounter their representatives outside their lair.

pects of location design won’t vary too much between understand and exploit. Un-
similar adventures, but the theme can. Saturating a derstanding the logistics of the
location with a consistent aesthetics and repeated inhabitants can be useful but they
theme improves an adventure by making it easier to aren’t the core of the dungeon
visualize, stick in the mind, and fill out details. ecology. The most necessary
For the game master, theme makes expanding the and impactful aspect of ecology
necessarily limited descriptions of the rooms easier. is the relationships among the
It fixes the overall aesthetic as well as the past and inhabitants of the location: its
present situation in their mind which helps with “factions”.
improvisation and answering unexpected questions.
More responsive refereeing alone will give the players FACTIONS
more knowledge and tools to act inside the fiction, but Beyond continuing the aesthetic
theme also offers players consistency, allowing them coherence brought by a good
to better visualize the space, recognize clues, investi- theme, ecology includes the rela-
gate, and think up unexpected solutions. tionships of predator and prey or
tyrant and underclass among the
ECOLOGY inhabitants. For these stories and
With layout and theme, all that’s left is a greater focus relationships to matter they must
on the inhabitants of your dungeon and the ways be something the players can
they will interact with the party, each other, and the see and exploit. Within factional
space itself. This dungeon ecology is, as mentioned relationships there’s room, and
in the 1979 Dungeon Masters Guide, a fantastical one even a need, for story, but again,
which needs to be comprehensible, not scientifically the details of the past are less
functional. The goal is to create a web of plausible and important than a present that the
recognizable connections between the creatures and adventurers can interact with.
the space of your dungeon that players can observe, Details such as the reasons for
factional animosity are useful at

119
times especially as they offer infor- important because the space is fictional and fantas-
mation that players can capitalize tical, meaning that visualizing it and understanding it
on when they inevitably become require more imagination than visualizing a fictional
enmeshed in faction politics and real world space. Design and description need to
struggle, but most important are work together to build some sense of plausible order,
the power relations and attitudes one with fantastical elements that depart from the
between the location factions, the real, but which still contains internal logic. Coherence
personalities of their leaders, and is hard to quantify as it accretes from other elements
what they will demand to work with of design, but the goal is to create an adventure that’s
the adventurers. identifiable as a “dragon’s cave” rather than “a cave
While it’s common to think of with a dragon in it.”
factions as groups of intelligent For the GM, coherence and consistency allows for
and organized creatures within a greater ease in adding detail and provides an unders-
location this need not be the case. tandable whole, a narrative of the location itself that’s
A faction can be an individual crea- easier to remember than disparate elements. For the
ture such as a powerful predator. players, coherence allows greater interactivity with
Eeven a weaker creature whose the setting because there’s an internal order to the
very lack of power makes them a location that they can unpuzzle.
natural asset for the adventurers
can work. Likewise, factions need Finally, the necessary preparations are
not be intelligent: packs of animals complete, the mise en place of the adven-
or a single dangerous beast can ture is ready—a map is drawn, factions
define the relationships between prepared, rumors written, theme and initial
the inhabitants of a location, and situation readied. The only step left before
their goals and reactions to adven- you can run the adventure is to write the
turers are useful to consider. Nor keys for its individual locations. Keying is
do factions have to be native to the often the most time consuming aspect of
location. Rival adventuring parties adventure design, especially for published
or other intruders may also contest
adventures which have their own com-
the players goals within a location
and offer enemies, allies, or simply
plex set of hotly-debated styles and rules.
complications. Layout, theme and ecology provide a firm
foundation from which connected and
COHERENCE coherent location keys easily grow from.
Creating a coherent adventure is They also provide tools for the designer to
a test of how well the aspects of fill in any gaps with.
layout, theme, and ecology blend
at their edges and support each
other, because despite the way
this advice is structured they
overlap and mix rather natu-
rally. Coherence
is especially

120
by David McGrogan

What Counts as a

FuckYou
Moment?
If there is one principle upon which I submit almost all RPG players would
agree, it is that ‘fuck you’ moments are weak DMing. They belong in the realm
of bad fantasy game books, in which you are regularly faced with binary
choices with one option leading to death without any fair warning whatsoever.
The devil, as always, is in the details. What ter a red dragon in the mountains, and it
exactly is a ‘fuck you’ moment? It is one in kills them, it is not a ‘fuck you’ moment. (The
which a player character blamelessly dies or analysis would be different if the DM simply
suffers serious harm. But that definition inflicted a red dragon on them delibera-
needs teasing out. We all know that if tely, on a whim.)
the PCs simply enter a room and the
ceiling falls on their heads, and there
was absolutely no way of them disco- 3 It is not a ‘fuck you’ moment if the
PCs fail to perform proper recon-
naissance and suffer as a result. This could
vering this in advance or avoiding the
result, then the DM is fucking them over. be as simple as having a scout tapping the
It’s the edge cases that are much more ground with a 10’ pole in a dungeon, or as
common and need careful thought. complex as sending an invisible servant into
The crucial word in the above definition is an orc den to establish its contents. If the
‘blamelessly’. If a player’s character suffers ceiling falls on the PCs but they could have
because of something that he or she had a discovered it was unstable by just stopping
hand in, then that is generally fair. If, on the and looking or listening, or tapping it with a
other hand, no blame could be attributed spear, then the results are fair.

4
whatsoever to the decision-making of the It is not a ‘fuck you’ moment if a player
player, then the DM is probably fucking them character is poisoned or paralysed by
over. Here are some more specific guidelines a monster or dungeon ‘scenery’ or similar.
that I think stem from that basic distinction: These are expected risks and if the player

1 It is not a ‘fuck you’ moment if the PCs fail doesn’t want such things to happen, they
to make adequate preparation in advance shouldn’t be playing old school D&D.
and suffer harm as a result. If they fail to bring
adequate light sources into the dungeon and
get trapped in the dark, that is just a natural
5 It is not a ‘fuck you’ moment if a PC is
made a target for revenge. If a character
makes enemies, then those enemies might
consequence of their own actions. attempt to assassinate, steal from, injure, or

2 It is not a ‘fuck you’ moment if the cha-


racters simply get out of their depth in a
dangerous environment as the result of a roll
inconvenience them – and the results of this
may be a complete surprise to the PC/player
concerned. As long as the DM makes the
of the dice. The wilderness is dangerous and appropriate rolls for those enemies fairly, the
the players know it. If they randomly encoun- results are also fair
An additional recommendation is that the DM should generally roll dice in the open and tell the
PCs in advance what the DM is rolling for, and what dice result is required for the Bad Thing in
question to happen. This instantly removes any suspicion of bias, favouritism, or malice – and
hence that the DM is trying to fuck anybody over.
121
by Jack Shear - Art: Goran Gligovic

122
Worldbuilding WHEN IS ENOUGH

More people have read the Lord of the Rings novels than have read The History of Middle-earth books.
TOO MUCH?
Based on that alone, there is a strong argument to be made that people are more interested in what is going to
happen in an unfolding narrative than in what happened in the past of a static narrative, at least when it comes
to general engagement with fantasy as a fictional mode.
This matters when it comes to RPG world- both well defined and emphatically stated. history of that world is the DM telling you all
building that you want to appeal to and be That might be an artifact of my Google+ cir- about their character, often in unnecessary
read by other people. It’s often the case that cles being heavily weighted toward an OSR detail.
DMs spend a lot of time lovingly detailing perspective; maybe there is a sharper divide Dear DM: if you would roll your eyes at a
their world’s minutiae, backstory, and histo- between people who prefer heavy text and five-page character back story that a player
ry; you get things like timelines, essays about those that don’t, but in any case the dissent wants you to read, you should roll your eyes
fictional cultures, and walls of text about against Big Setting is pretty significant even at your own expectation that the players
Elven liturgy whether you want them or not. if it might not represent a majority view. will read five pages about the history of the
As it turns out, a lot of people don’t seem to I think I understand why people aren’t inte- Cult of Paradoxis and their war with the fire
want that stuff. Back in the heady days of rested in page after page of fictional history giants too.
Google+, there were two really interesting and paragraph after paragraph of worldbuil- Naturally, the same applies to the hyper-de-
threads asking about people’s preferences ding: it’s the DM version of “let me tell you tailed settings you can buy off the rack
when it comes to detailing the history of about my character” magnified without a (especially when that detail is inserted into
fictional worlds. The majority of people sense or proportion or boundaries. Since the a core book), except in that case the “DM” is
who responded admitted that they aren’t DM’s job is “being everything else” besides a game designer who doesn’t even have the
interested in an excess of that stuff—and the the player’s characters, the world is essen- decency to run the game for you. The net
degree to which they weren’t interested was tially the DM’s character; any long-running effect is the same: whether a big publisher
124

has thirty pages of back story I am supposed history of the setting is what just happened, setting book that you know will have a smal-
to read before I get any actual gameable chances are that the player characters can ler audience, that’s a reasonable thing too.
content in a book or a DM gives me a thirty still get involved in it and push things in But if you’re writing up your setting in glo-
page PDF of setting notes I’m supposed to interesting directions. If the history (or, sigh, rious detail with the expectation that you’ll
read before we can play, I’ve got the same set prehistory) is too far in the past to interact get a big audience to read your creation as
of objections: with, it might shape the setting but it doesn’t lovingly as you wrote it, I think you’re setting
• Don’t give me homework. Although really shape play—and therefore the players yourself up for disappointment.
ten pages of detail on a city might be useful don’t need to know about it at all. There are alternatives to the usual textbook-
notes for a DM to have, if you ask me to read Of course, this doesn’t mean that we need style info-dump of delivering setting
those ten pages before the game actually to swing to the extreme of creating settings information still favored by the publishers
starts you’re giving me work to do when I with no history or sense of place. It definitely of traditional RPG books. Though the “big
signed on to have fun. Worse yet, you’re doesn’t mean that you’re a bad person doing book” model still prevails among publishers
actually taking away the fun of letting me a bad thing if you enjoy writing great swaths who have been slow to embrace innova-
discover the interesting things about the city of setting material. And it doesn’t mean that tions in design, that lethargy shouldn’t be
while playing the game. there is an objective standard as to what confused with either a successful metho-
• It’s not as special as you think. Many constitutes “excessive” setting detail—that’s dology or a winning standard. Obviously,
worldbuilders are kidding themselves about clearly a subjective, individual call. It might there is no one-size-fits-all approach that is
the uniqueness of the history they’ve written mean, however, that we need to rethink the appropriate to every worldbuilding project,
for their settings. If it fits into the familiar extent to which we focus on heavy text when but it’s worthwhile to think about the form
pattern of “In the Age of Fire, the dragons worldbuilding and to reconsider how we for your content if you aren’t getting the
rose and gathered their followers, but were deploy information about a setting if we want level of interest you want. It might not be the
eventually beaten back by the Knights other people to engage with it. audience that needs to change—it might be
of Gorro, led by the Great King Fajadhul If you want to have the “lonely fun” of writing that your invitation to the audience could use
who founded the city of Dahan in the Year up every corner of your setting for your own some work.
100030,” you should realize that the names edification—that’s one thing. If you want to The point is: you inevitably make choices in
and dates could be swapped out to create appeal to that rare deep-delver who buys a the presentation of your setting that will tip
the back story of a million other nondescript two volume coffee-table Guide to Glorantha the level of other people’s engagement with
fantasy settings. This is sub-Tolkienism. and reads it like a novel, that’s another thing. it whether you’re thinking about it or not, so
• Now is the only thing that mat- If you’re giving the rough outline of your you might as well think about what you want,
ters. People undervalue immediacy when setting in a core product and are saving up the expectations of your audience, and the
it comes to game settings. If the important all the essays and timelines for the separate crucial area of overlap therein.
by Jack Shear 125

Making a powder keg


the dune way
Do you want to make a setting that is a powder
keg of competing interests, intrigues, and goals? A
potential conflagration into which your player’s
characters are thrust in the middle of?

The set-up of Frank Herbert’s Dune is what you should be stealing from. Although
it’s got a ton of worldbuilding and detail, the basic premise of Dune is pretty simple
and easy to reskin to suit just about any campaign setting. The conflict in Dune
revolves around six competing factions, each of which is easy to scrub of specificity
and refashion. Here’s what Dune has and here’s where you get to play with the ideas
therein: Dune has...
• ...House Atreides & House Harkonnen power structures
• ...The Bene Gesserit • ...A mercantile force that masks its
• ...The Fremen political power in the guise of pure
• ...The Padishah Emperor economics
• …The Spacing Guild
So you need... Notice that each of these groupings
• ...Two noble houses with a long- represents an approach to political
standing hatred of each other that will power: the power of an aristocratic title,
inevitably erupt into violence of religion, of the nomad, of the military,
• ...A religion that masks its political and of the economy. Create factions that
power in the guise of spiritual guidance represent these groupings of political
• ...An unaligned tribal military force power, make them compete for a limited
that exists outside the structure defining resource, and let the sparks fly.
the other factions Now you’ve got a powder keg.
• ...A distant ruler with a powerful Hand your players the match and
military force that defends traditional see what happens.
BBBBBBBBBBBBBBBB
by E.A. “taichara” Bisson

Some Inspirational
Spell Shard Tables
When you’re coming up empty and you need an idea
for a spell, sometimes a few word prompts help; some
inspirational snips and shards you can recombine.
That’s where these tables come in.
Naturally, there’s the more involved way and the less involved way:
More Involved: Roll 1d3+1 for the number of prompts to combine, then d4s to
determine which tables, then 1d10 on each table. Less Involved: Pick how many
prompts you want and then roll on whatever tables you like. Or just pick your
prompts and smash them together, that works just fine.
All prompts, of course, to be taken as literally or metaphorically or just-vaguely-
related-ly as you like!

Table 01 Table 02 Tab le 03 Table 04 words/concepts:

01. bone 01. shadow 01. finding 01. shape


02. blood 02. night 02. vision 02. confine
03. sun 03. moon 03. curse 03. mind
04. ash 04. earth 04. blessing 04. dream
05. flame 05. storm 05. wither 05. touch
Substituting related

06. plant 06. talon 06. mend 06. protect


07. travel
also totally cool

07. thorn 07. ice 07. sunder


08. sea 08. glass 08. strength 08. cocoon
09. salt 09. steel 09. decipher 09. preserve
10. gold 10. light 10. conceal 10. fear

And here are some example spells prompted by


combos of some of the above shards

126
Threefold Warding. (curse + protect): Burningheart. (fear + flame + vision +
Inking three dots of kohl or ochre on the inside finding): Sacrifice a portion of one’s own
of each wrist (or equivalent) prevents hexes, lifeblood and a beloved trinket to a brazier
curses, or other eldritch blights from taking burning with bright coals, and stare into the
hold; each time a curse is thwarted, a dot burns flames; an adversar y’s greatest terror and
from each wrist and leaves a wound. the path to best make use of such a thing,
Grand Voyage. (earth + sea + travel + light): whatever it might be, will be seen within the
For the next six hours, a subject and all that fires.
they travel with, up to a small cart, cross Grey Sanctuary. (blessing + confine): A
distance as follows — four times their speed single chamber marked with glyphs on the
on land, unhindered by terrain; twice their land ceiling, floor, and walls doubles the chances
speed on water, even without a vessel; and for success in a specific task (including hea-
should sunbeams, lighthouses, rainbows, or ling) for 24 hours. However, if the chamber is
stranger things permit, traveling on beams of breached in any way, or any enter or leave, the
light as if solid ground. enchantment shatters.
Elephant Existence. (shape + conceal): One Greenblight. (touch + sunder + plant): With
object or individual cannot be described or hands (or other extremities) gnarling black and
even comprehended as a whole for 1d6 hours. tainted, for the next five minutes any plant
Individual attributes may be relayed, but a matter touched shrivels instantly. Flowers
coherent whole description simply won’t come brown and wilt, greenery dries brittle, even
together. wood can be rendered punky and in splinters.
Actinic Brambles. (storm + light + thorn): Plant creatures take double damage from
An area up to 10 metres in diameter erupts unarmed attacks and spells alike.
in crackling, clinging briars of semi-tangible Winter’s Long Reach. (vision + thorn +
stormcloud for the next ten minutes. Anything earth + ice): Gaze about as far as you can, even
and anyone already in the area, even if invisible to the horizon (or equivalent). At any point
or intangible, is lined with a pale glow; anything along the vista, at your will, the ground may
or anyone that moves is jolted with lightning. split apart — or simply be raised high — as
Blind ‘Pillar’s Travel. (talon + cocoon): uncountable sharp spars of ice suddenly grow
Chart your course in your mind and be en- skyward up to a height of 10 metres. The ice
veloped in rough silk that cushions you — which lasts until it melts.
is good, because you are not staying upright The Day Turns Its Face. (curse + wither +
any longer — and lulls you into a drowsy sense sun): Until this curse is lifted, broken, or runs
of comfort. While you rest, the silky cocoon out its time (up to a year), the afflicted soul
sprouts many pairs of strong spurred claws and finds their strength, vitality, and physical
sets off on the path, walking, climbing, scaling skill halved during daytime hours, their flesh
stone, and contending with all obstacles (in- growing feeble and wasted.
cluding fighting with those claws if necessa- Being struck by the rays of the sun intensi-
ry). Unfortunately you are aware of nothing fies the blight, leaving the subject a quarter
outside until you reach your destination or the of what they once were until fleeing the
cocoon is destroyed; but you’re bright-eyed and sun’s touch.
refreshed when you get there. Mantle Of Midnight. (mend + sunder +
The Sleeper’s Quest. (mend + dream + protect + night): Draws a portion of the night
decipher): A slumber descends from which sky down to wrap around a subject’s shoulders
the subject will not awaken for twelve hours. like an all-enveloping cloak. For the next eight
During that sleep, the dreaming self must un- hours, the mantle keeps away the night chill
tangle a code, thread a labyrinth, or deal with and offers all the benefits of chainmail.
a similar puzzle, when the twelve hours are Additionally, once, at the subject’s wish, an
over, they wake with a dreamstone in hand attack against their person may either be magi-
that can restore the lost, from shattered cally converted to healing energy, or mirrored
vases to broken promises. It is possible to die back at the assailant as a bolt of inky force that
in the dream, alas. shatters weapons or maims claws.

127
by Nicolas Dessaux

30 Tomes of
Magic
The Exhaustive Library of Classical Magic has a doorway to every world. Every plane,
demi-plane, and pocket dimension where arcane magic is a possibility. Oftentimes,
it is a two-foot-high door hidden behind the bookshelves of a powerful archmage’s
lab. Or a side gate in the glass house at the top of a wilderness wizard’s tower. In the
Goblinburg Academy of Wizardry, it is an invisible whirlpool at the bottom of the
Great Memorial Fountain. Access to all magically active dimensions is paramount to
the Exalted Professors of the Library. These respectable gnomes often venture out
in their top hats and tailcoats, taking measurements with weave-metres and arcanic
fluxographs. When encountering a spellcaster, they insist on following them so they
can examine their magic in the field. While the Professors are all powerful mages, they
are bound to follow the Multiversal Non-Intervention Accords of 1033 and therefore
cannot directly intervene. This doesn’t prevent them from offering pointed technical
advice and useful critique.
The Exhaustive Library of Classical Magic prints the following grimoires,
classifying all known spells under the Thirty Great Topics. When in the field,
some Professors helpfully leave them in places where magic-users are bound
to find them.
01-03 04-08 09-12
Tome of Tome of Tome of
divination illusion force
Clairvoyance Hallucinatory Terrain Fly
Clairaudience Invisibility Levitate
Detect Evil Invisibility, 10’ radius Magic Missile
Detect Invisible Magic Mouth Protection vs Normal
Detect Magic Mass Invisibility Missiles
ESP Mirror Image Reverse Gravity
Locate Object Phantasmal Forces Shield
Read Magic Prismatic Wall Telekinesis
Read Languages Projected Image
Wizard Eye Ventriloquism

13-16 17-20 21-24


Tome of Tome of Tome of
mind control Charms summoning
Confusion Charm Monster Monster Summoning I
Fear Charm Person Monster Summoning II
Feeblemind Charm Plants Monster Summoning III
Geas Hold Monster Monster Summoning IV
Mass Charm Hold Person Monster Summoning V
Mind Blank Monster Summoning VI
Repulsion Monster Summoning
Sleep VII
Suggestion

128
25-28 29-32 33-35
Tome of Tome of Tome of
transformation ice & fire the mage
Growth of Animal Delayed Blast Fire Ball Anti-Magic Shell
Growth of Plants Disintegrate Detect Magic
Polymorph Any Object Fire Ball Dispel Magic
Polymorph Others Ice Storm Extension I
Polymorph Self Meteor Swarm Extension II
Massmorph Pyrotechnics Extension III
Shape Change Wall Of Fire Permanent Spell
Simulacrum Wall Of Ice Read Magic
Strength

36-40 41-44 45-46


Tome of Tome of Tome of
the doors necromancy the planes
Dimension Door Animate Dead Astral Spell
Gate Clone Conjure Elemental
Hold Portal Death Spell Contact Higher Plane
Knock Infravision Invisible Stalker
Pass-Wall Magic Jar Legend Lore
Phase Door Reincarnation Limited Wish
Teleport Maze
Wizard Lock Rope Trick
Wish

47-50 51-52 53-56


Tome of Tome of Tome of
earth & water Light & Darkness words & symbols
Control Weather Continual Light Read Magic
Lightning Bolt Darkness, 5’ radius Read Languages
Lower Water Infravision Explosive Runes
Move Earth Light Power Word-Blind
Part Water Power Word-Stun
Stone-Flesh Power Word-Kill
Transmute Rock-Mud Symbol
Wall of Stone
Water Breathing

57-59 60-63 64-66


Tome of Tome of Tome of
time the spider curses
Extension I Cloudkill Feeblemind
Extension II Hold Monster Geas
Extension III Hold Person Remove Curse
Haste Spell Web
Slow Spell Wizard Eye
Time Stop

129
67 - 69 70-71 72-75
Tome of Tome of Tome of
protection plants wonders
Anti-Magic Shell Charm Plants Levitate
Invisibility Growth of Plants Mirror Image
Protection vs Normal Speak with Plants Polymorph Any Object
Missiles Transport via Plants Reincarnation
Protection vs Evil Reverse Gravity
Protection vs Evil,10’ Rope Trick
radius Wizard Eye
Shield

76-78 79-82 83-84


Tome of Tome of Tome of
the masses the walls self changes
Mass Charm Pass-Wall Invisibility
Mass Invisibility Prismatic Wall Polymorph Self
Massmorph Wall of Iron Shape Change
Mass Suggestion Wall of Stone Strength
Water Breathing
Wizard Eye

85-86 87-90 91-92


Tome of Tome of Tome of
goodness the elves sound
Control Weather Charm Person Magic Mouth
Detect Evil Charm Plants Ventriloquism
Protection vs Evil Clairvoyance Deafness
Protection vs Evil,10’ Growth of Plants Silence
radius Invisibility
Sleep

93-96 97- 98 99-00


Tome of Tome of Tome of
the witch growth renaissance
Charm Person Extension I Clone
Charm Monster Extension II Simulacrum
Feeblemind Extension III
Phantasmal Forces Growth of Animal
Polymorph Others Growth of Plants
Wizard Eye

130
by Brent Edwards - Art Evlyn Moreau

ISTUS
TAKE THE
WHEEL
OSR Istus is the goddess of fate and destiny in good old
Gary’s Greyhawk campaign setting. She spins the

GMing
tapestry of the universe from strands of poten-
tiality. She bears the weight of penning the future,
down to the most minute detail. She is all-seeing

and the and all-knowing. And I used to think I was her.


From the beginning of my RPG obsession, my ex-

Joy of perience GMing (as a preteen roping my too-young


brothers and my tolerant mom into a stumbling,

Letting
fumbling dungeon delve with my brand new 3rd
edition Player’s Handbook) was one of hesitance,
confusion, and panic. I’d been poring over sup-

Go plements from the 2nd edition since elementary


school, marvelling at the realities hidden in the
words on the page, fantasizing about making a world come to life for others
as vividly and dynamically as it manifested in my head. I wanted to, needed
to, more than anything, but it didn’t seem possible. It seemed overwhelming.
I felt anxiety burrow into my brain when I imagined the attempt. What
about when I didn’t know what to say? What about when I made
a mistake? The illusion would be shattered. The world would be
gone. I hesitated for years, but when I got my hands on that PHB I decided it
was time. If I tried hard enough, if I held on tight enough to my vision, I could
do it. (I couldn’t).
As I grew up, I came back to GMing again and again. I
would feel that deep yearning in my gut to bring a world
to life, to let others step into a living universe outside of
their own. There was a path to that place. I could see it,
ephemeral and fleeting maybe, but the path was there,
just as the other world was. I would work myself up, I
would manically and directionlessly assemble people
and places and events and gods, I would hold on tighter

131
and tighter to my crea- anxiety. We came to
tions when they met the end and I decided
the cold reality of player I couldn’t do it like this
contact. Then I would anymore. There had to
collapse under the morass be another way. So I fi-
of stress and disappointed ex- nally looked into this
pectations, and would eventually weird, wacky, won-
fold the campaigns altogether. derful OSR thing I’d
I’d abandon RPGs for a year or two, been hearing about
and then the urge would reawaken for years.
and I’d find my way back for another The thing that imme-
doomed attempt. diately struck me about
This process continued into my old school play was that
adulthood. It continued until last it seemed so freeing to
year, in fact, when I came to the end the GM. A referee, not
of the longest campaign I’d ever a storyteller. Or maybe
run, the first one I’d ever brought a storyteller, but not an
to a graceful(ish) conclusion. This author. You’re relating the
was The Campaign. The one that I’d sublime and bizarre tales
put thousands of hours of prep into, you’ve heard of a place far
carefully crafting a narrative the away, as real as ours. You’re
way the prevailing wisdom not penning a beginning,
of a post-Critical Role and middle, and end. You are
Adventure Zone world told me I was the honest, neutral mecha-
supposed to. The one that had won nism through which the
me incredible joy and wonderful players view something
friends and, if you can believe it, my glorious. You’re the
future husband. The one that had conduit.
sent me into countless panic attacks It felt like I could
and spiralling depression and breathe again when

132
I thought about running a game this way. I stated principles. Apocalypse World says
felt such relief. I felt like I could finally see to “Sometimes, disclaim decision making.”
the ephemeral path to the other world I’d There’s a whole realm of debate on how
glimpsed over and over again as a kid. The much PbtA and OSR relate to one another,
one I thought I was building for my players and whether they have anything to learn
and I for the last few years, but that had ul- from each other, but I think this is one
timately eluded me. It took me a long time place where they definitely overlap. Hold
to articulate what about the OSR opened on lightly. Play to find out what hap-
that path up to me again, but I knew it had pens. I’m not going to argue about which
to do with losing control. With letting go. framing is better - I have deep love for
There’s a discussion to be had about the both schools. But I do know how it finally
greater control old school play confers on clicked for me. When I read thousands of
the GM in the “Rulings, not Rules” sense. words on the PbtA style of gamerunning
There’s GM fiat aplenty in this corner of I glimpsed the light but I never compre-
the RPG world, but that’s not the kind of hended it, not completely. When I found
control I’m talking about. my way to the OSR, first read the Principia
I’m talking about letting go of narrative Apocrypha’s* advice to “Divest yourself of
control. Of having to decide ahead of time their fate,” I fucking got it.
what’s going to happen. What they’re There is joy in letting go. There is dizzy
going to see. What the world will offer up ecstasy in watching things you and your
to them. Relying on random encounters, friends have created and care deeply for
and random tables, and reaction rolls, and going careening in strange and unexpec-
and and... it frees you of the responsibility ted directions. There is an unbeliev-
to craft what should happen, and instead able pleasure in being both creator
lets you dedicate all of your mental cycles and audience all at once. And without
to fill in the gaps of what is happening. letting yourself be surprised you will
Because, like in the real world, nothing never get to experience that pleasure. You
should happen. Stuff just happens. This is will close off the path.
what I missed when I was a kid, all the way GMing is a huge responsibility. You are
through to a stressed, lost 30-year old the facilitator of everyone’s fun. You are
trying to make my dearest friends happy responsible for creating a verisimilar wor-
with the game we cared so much about. ld, and engaging challenges, and the range
The way to create that feeling, that elusive, of things that could potentially happen.
transcendent sensation of touching a real What you’re not responsible for, what
world beyond ours, is to make it like ours. you can’t be responsible for, is
Make it real. Make it random. Make it just a deciding what does happen. Because
little bit senseless and unpredictable and you’re just the conduit. The lens through
miraculous and, yes, cruel, because there which the other world reveals itself to you
is magic to be found in that. and everyone else at the table. Deciding
Powered by the Apocalypse games have the fate of worlds isn’t your job.
some variant of “hold on lightly” in their That’s on Istus.
* Find this primer here: https://lithyscaphe.blogspot.com/p/principia-apocrypha.html. Highly recommended
to convert your RPG friends to adventure gaming. -Eric
133
by Brent Edwards Art Michael Sheppard

d44
Cursed
Scriptures
of Petty
Gods
Roll d44 when a character reads a cursed text.
The first die determines the petty god the text concerns.
The second determines the nature of the text.
Saves vs the curses themselves or their secondary effects
may be permitted at the GM’s discretion.
Don’t be mean, but let things spiral.
Curse removal should be feasible enough that it doesn’t
make the player want to reroll, but the solution should be
weird and specific. No simple visits to the local temple.

135
1
Fardoer
Patron Saint Small Creatures
of
Coated in Slime
1. Heretical (Desiccation) 3. Blessed (Egg Sac)
The reader becomes repulsed by all forms The next time the reader sleeps, they awake
of moisture, convinced that all possible engulfed in a gelatinous mass within a slimy
sources of hydration (even if alcoholic, sa- membrane reminiscent of an amphibian egg
nitized, or magically purified) are tainted sac. Piercing/slashing attacks cannot be made
with larval parasites that will infest them. from within the egg sac without breaching
After a week of eschewing liquids the the membrane, but blunt weapons are usable.
reader becomes desiccated and brittle. Air, liquid, force, and sound pass through the
They no longer need to consume water to membrane without issue but solids cannot.
survive, but have their armor class pena- As long as the reader remains in the egg sac
lized by 2. Whenever the reader receives they heal at double the normal rate and do not
a critical hit, the part of their body that need to consume food or water. Every time the
was struck crumbles into dust. Every time membrane is pierced, the contents spill out and
they are forced to consume liquid, they are the reader is freed. The next time the reader
cured of their brittleness for one week and sleeps they awake to find themselves once
lose a level. If their level is ever reduced to again encased in the membrane and that
zero, the larval parasites reach maturity, they have become two smaller versions of
and dozens of large axolotls burst violently themselves. If there are ever a number of rea-
and fatally from all quarters of their body. der entities in excess of the reader’s HD,
the next time they go to sleep the rest of the
2. Penitentiary (Budding) party awakes to find the sac completely full of
2d4 pores on the reader’s face
thousands of mundane frogs which promptly
gradually expand over the next 12
burst the membrane and scatter.
hours. Attempts to extrude the
contents result in a viscous, slightly 4. Apotheotic (Pollywog Hex)
green slime. After the incubation Immediately and once per day thereafter the
period, half-develop vestigial faces reader sprouts a new leg somewhere on their body
identical to the reader’s push them- (roll 1d4: 1 = Head, neck or shoulders. 2 = Torso or
selves into the openings of the pores arms. 3 = Hips or rear. 4 = Existing legs, including
and ceaselessly babble senseless ones growing out of other parts of the body.)
strings of seemingly random words. Every hour spent immersed in water at least to
Anyone other than the host that the neck causes a leg to be absorbed back into the
listens to the babbling for more reader’s body at random, with any original legs
than 1 hour is overcome by a driving disappearing last. If the final leg is absorbed, the
urge to try to tear a face out of one reader develops a tadpole-like tail that remains
of the pores and take its place. The even when new legs grow. It allows them to swim
destruction of any face halves the at twice their normal movement speed, but is
host’s Charisma (round down). difficult to hide and unpleasantly slimy. While
the reader has no legs they also gain the ability to
breathe underwater.

136
2
Klakyon
Geode Avatar of
Incomprehensible Geometries
1. Heretical (Decalcification) All of 3. Blessed (Acuteness)
the bones in the reader’s body instantly The reader’s touch becomes supernaturally sharp.
dissolve, leaving them a distorted blob Though the appearance and texture of the reader’s
in human skin. The character’s Stren- flesh does not change touching anything that
gth and Dexterity scores are halved. could reasonably be cut by a good knife (paper,
The transformation does not seem to cloth, flesh, etc) with their bare skin results in
harm the reader, however, and their a very clean slice. Things that cannot be cut are
new form seems remarkably resilient scraped or etched, up to and including diamond.
and adaptable. They may maintain a Though this presents interesting problems in their
passably human shape for an hour day to day existence, the curse is not without its
or so, though the effect is slightly benefits - any unarmed attack the reader makes
uncanny and exhausting to maintain. with bare flesh is automatically a critical hit,
They may deform their body to the though their base unarmed damage is unchanged.
point that given enough time they
may slip through very tight tunnels
4. Apotheotic (Geodic Exemplar)
The reader’s flesh transforms into
or under the cracks of poorly-fitting
perfectly pristine radiant crystal.
doors. They are also fairly stretchy and
They gain natural armor equivalent
may be used by their companions as a
to plate. All of their physical attribute
slingshot, trampoline, etc.
scores are immediately maxed. Their
2. Penitentiary (Duplication) body projects a beautiful pink-hued
The reader is unable to walk forward or backward luminescence as a light spell. Any mi-
without doubling or diminishing respectively in neral matter that makes contact with
a fractal-like pattern. Every step forward causes their crystalline flesh serves as a seed
them to unfold from a vertical line through their for further crystal growth: imperfect
midpoint, doubling their width and leaving them nodes and deformities that rapidly
with a half-self attached to their extremities spread across the body unless quickly
on either side. Every step backward reverses chipped off (a difficult task due to their
this effect. Further duplications from the first hardness). Given the amount of
create increasing angular deviations eventually ambient dust in most environments,
resulting in a spiraling, shambling, multi-faceted this process usually results in a near-
being. If the reader consecutively doubles a immediate formation of rampant
number of times equal to their total HD they crystalline tumors around the reader’s
fracture and break into individual reader body, encasing them in an impossibly
instances, who also fracture and break, repeating dense shell unless a method is quickly
down to a microscopic level. Should the reader found to filter the air around them.
ever take a step backward when they’re
undoubled, they fold in on themselves and
collapse irretrievably into nothingness. The
reader may walk sideways without penalty.

137
3
Choking
the Miasmatic
Caldera Eidolon
1. Heretical (Oxygenation)
The reader’s body becomes supernaturally 3. Blessed (Smothering)
adept at retaining oxygen. This immedi- A whorl of ash and dampening
ately manifests as a drastic reduction in gasses are expelled every time the
their rate of breathing, grants them advan- reader exhales. This is likely to have
tage on tests involving athletic endurance, an ill effect on the manner in which
and allows them to hold their breath for up they are received by NPCs with a
to an hour. Standing too close to the reader superstitious nature - puffing out
while they’re actively breathing may cause apparent smoke with each breath
others to become faint. If exposed directly has certain connotations. Open
to open flame or very high temperatures, flames near the reader are extin-
the reader has a 1-in-4 chance per round to guished immediately. With a
explode violently. concentrated stream of air, the rea-
der may temporarily blind someone
2. Penitentiary (Asphyxiation) in close quarters with pumice ash.
A cloud of carbon dioxide gradually begins The reader is also able to breathe in
to coalesce around the reader’s head. The thick smoke without penalty.
cloud is not affected by wind or air pres-
sure. Those putting their faces directly 4. Apotheotic (Sylph Ascendancy)
next to the reader’s head will be similarly The reader suddenly and instantly
affected until they move. The day that sheds their mortal form in a blast of
the text is read, the reader finds they have shredding wind, leaving them as a
increasing difficulty detecting smells. The sylph: a spirit made of deoxygenated
second day the reader becomes short of air. In this form the reader is invisible,
breath after one round of intense physical capable of flight, may pass through any
activity and takes disadvantage on all aperture that isn’t airtight, and may
physical checks until they’ve had a short knock physical objects and beings
rest. On the third day the reader will be back or even prone with bursts of
constantly gasping for air, unable to act or pressurized air. The sylph’s form is
function beyond moving slowly and occa- tenuous and easily disrupted. When
sionally lapsing into unconsciousness. The exposed to wind or airflow stronger
reader will suffocate in their sleep before than strenuous breathing, the reader’s
the morning of the fourth day unless a gaseous makeup will be irretrievably
method of getting oxygen directly into scattered in 1d4 rounds at which point
their lungs is devised before that time. they cease to exist.

138
4
Glimrela
Halfling Goddess
of Gaudy Bangles
1. Heretical (Humility) The reader 3. Blessed (Petty Riches)
finds that their day-to-day needs The reader finds that any coinage they take posses-
are always provided for comfortably sion of, no matter how briefly, is replaced by double
through happenstance and coincid- the quantity (not value!) in copper pieces the next
ence. They will always be able to find time it’s perceived. This occurs whenever the
ample tasty and filling food, that is coinage is left unobserved and applies to any new
either dropped, donated, or foraged copper pieces created this way as well as mundane
with little effort. Humble clothing and currency. Any copper pieces spent, given away,
essential gear are easily discovered cached, abandoned, or otherwise disposed of by
whenever the reader is in a location the reader find their way back into their possession
where these items could reasonably within one day, often to be discovered somewhere
be found. In addition, the reader will unexpected and unavoidable, doubling once more
be received with general positivity in the process.
by those around them - give them
4. Apotheotic (Glitter Golme)
advantage on reaction rolls when it
All jewelry currently worn by the reader becomes
makes sense, especially with animals
permanently grafted to their flesh. Thereafter,
and good-hearted people. However, the
upon seeing a piece of jewelry of good quality for
reader will find themselves unable to
the first time the reader will be compelled to take
hold onto wealth of any kind or amount.
it by any means necessary and put it on, at which
Loose change constantly goes missing.
point it too will be permanently affixed to their
Caches of hoarded wealth are found
flesh. Once a number of jewelry pieces equal to the
and ransacked by rival adventurers.
reader’s HD becomes joined to them, the jewelry
Bank tallies are erased. Trade goods are
will begin to spread over their flesh in recursive
spoiled or damaged. Property and titles
patterns of fractal filigree mimicking the original
are lost through legal loopholes or rival
pieces. The reader is completely covered in 1d4
claimants. If treasure for XP is being
days. Removal of any section of this shell is ago-
used, the reader is unable to advance
nizingly painful, resulting in the loss of one level
while this curse is in effect.
and a mundane piece of jewelry worth 100 GP *
2. Penitentiary (Numismatics) the reader’s new level. If the reader is harvested in
All coinage that the reader touches has their entirety, they are worth the total treasure
the pattern on its obverse changed to a requirement to advance to their current level, or
depiction of the reader’s head in profile. if treasure for XP isn’t used 1000 GP * the reader’s
This change is very apparent to anyone total level . This harvesting kills the reader.
that has experience with the type of
coin being used and will generally result
in the assumption that the coin is fraudulent. This trans-
formation may occasionally be useful when attempting to
demonstrate one’s importance to someone unfamiliar with
the currency in question.

139
by Ktrey Parker Art Huargo Illustrador

WHAT ARE THOSE


SPIDERSDOING?
You rolled another giant spider on the encounter table
but you’d rather die than cheat on an encounter roll.
Well, grab your trusty d30 and get ready to add some
more denizens to your dungeon!
Black Widow
1 Amputating the hind leg of a cave locust
2 Brooding an egg sac, rolling it around and around
3 Cannibalizing a contorted Casanova post-coitus
4 Casting silk strands into corners to rebuild their web
5 Clinging menacingly from a cobwebbed ceiling
6 Cocooning an ashen-faced acolyte
7 Constructing a sturdier guideline across a chasm
8 Discarding the husk of an utterly drained giant bat
9 Eating damaged webs to regain essential nutrients
10 Ensnaring several sprites with strategically placed toil
11 Entangling a goblin bodyguard, on their way to betray the King
12 Flinging bits of armor and a helm from her home with a clatter
13 Glistening black in the damp, her telltale red hourglass blazing
14 Guarding her skittering spiderlings tenderly
15 Hanging, stock-still, in the center of her gossamer abode
16 Hoisting a still twitching tiger beetle into a corner for later
17 Immobilizing several struggling stirges
18 Liquefying the organs of an orc, stiff and pale
19 Mending her damaged meshwork meticulously
20 Completely obscuring an exit/entrance with webbing
21 Preening monstrous mouthparts repeatedly
22 Rappelling rapidly to fetch a robber fly that wriggled free
23 Retiring to a convenient alcove as hobgoblin boots stomp by
24 Slowly descending via her spinnerets
25 Stepping lightly over a treacherously trapped floor
26 Strumming strands to draw a curious carcass crawler closer
27 Suspending an enveloped driver ant
28 Swiveling to confront a halfling who is trying to rescue a friend
29 Tugging on a silken skein to test its resiliency
30 Weaving a magnificent labyrinth of interlacing webs

140
Crab Spider
29 Swaddling a foolhardy harpy,
ensnared by their webs
1 Ambushing a squad of kobolds, armed 30 Waving iridescent palps in an
only with torches intriguing courtship display
2

Carrying horripilating spiderlings on
their broad backs Tarentella
3 Climbing down from their ceiling 1 Attacking a pair of tangoing traders
corner perches 2 Biting a group of
4 Clutching a dead giant rat in their jitterbugging bugbears
hairy pedipalps 3 Catching a cleric mid-conga
5 Coating the floors, walls, and ceilings 4 Clambering over a passed-out paladin
with fine, glistening cobwebs 5 Covered in itching hairs, prized by
6 Consuming an elf, thieves as lockpicks
dead by their toxic bite 6 Creeping rhythmically,
7 Dashing to perceived safety as if to unheard music
underneath a defaced altar 7 Crouching suddenly, about to spring
8 Defending pulsating egg sacs, on an unsuspecting skeleton
hatching any minute now 8 Dismembering a druid that
9 Dining on a veteran danced herself to death
they caught sleeping on watch 9 Dwelling among piles of
10 Dismantling a fire beetle moldering books
as they fight over its remains 10 Feeding their young a friar,
11 Fishing: they skate on the frazzled from the foxtrot
surface of a pool 11 Glaring at a tuning bard,
12 Gnashing teeth of a gnoll soon deceased almost expectantly
as their venom takes effect 12 Grabbing at gamboling goblins
13 Grooming bristly faces, eight shiny 13 Hauling a horse that died
unblinking black eyes staring from excessive dressage
14 Hiding among huge mushrooms, 14 Hunting hurtling hobgoblins
blending in well with the caps 15 Jumping on an oblivious
15 Injecting their venom into a bombardier beetle
struggling killer bee 16 Laying tambourine-shaped eggs
16 Lurking above door frames, perched along the base of an ornate dais
and ready to pounce 17 Leaping onto line-dancing lizard men
17 Mimicking bleached bone amid a large 18 Lining their lairs with fusty
pile of skeletal remains sheet music
18 Nesting cozily among gothic 19 Menacing a moshing medium
ceiling arches 20 Molting, it’s said the skins make for
19 Secreting pheromones, allowing marvelous banjos
them to move among driver ants 21 Patrolling their territory with
20 Presenting a silk wrapped synchronized cadence
robber fly to a potential lover 22 Scurrying after a sashaying smuggler
21 Repairing a section of web, 23 Snatching a squirming giant
mistakenly placed in front of a door centipede in their fangs
22 Scaling ornately carved columns 24 Springing suddenly from a trapdoor
that support the ceiling onto a passing giant shrew
23 Scuttling across echoing flagstones 25 Tailing some tap-dancing troglodytes
24 Slinging innovative web «bolas» 26 Tensing their long piliferous legs,
at their prey one at a time
25 Slurping the liquefied insides 27 Thrumming on hollow skulls/webbed
of a dwarf rib-harps with their pedipalps
26 Spinning fine filaments that serve as 28 Twitching with revulsion at the cry of
tripwires to alert them of lunch an atonal shrieker
27 Squatting silently in the shadows 29 Whistling an infectious tune through
cast by medusa statues the slits in their abdomen
28 Stalking an abandoned, heavily laden 30 Wrapping up an unconscious
mule, misplaced by his owners apprentice as their wizard waltzes

142
by Ktrey Parker Art Dylan Horrocks

WHAT IS THIS
GELATINOUS
CUBEDOING?
It’sSmlhg
such anriconic
zryzhshz
monstershshshd dgferglqehfilqfqbqd
that it has its own Funko Pop toy, yet
youheqsdsgsdyfaezrbg
always encounter it in thezùrth
same way: in the middle
grgqdvqga of a corridor,
qgaqvegve
poised to ambush you, yet noticeable because of some indigestible
qdgqgdqgqegqeg
remnants of itsqrgqrga
last meal...ui!o mlihMJLSKS
So roll d100.
1
jbdbqmbfqd,dfsjghqdhqdghq
Absorbing a swarm of rats, with sickening slurping sounds
2 Accruing a complete dining set: four chairs and part of a table
Black Widow
3 Accumulating contents of an alchemy lab: alembics/vials/etc.
4 Being goaded into a maze by a very tidy minotaur
1 Amputating the hind leg of a Cave Locust
5 Billowing to fill a cylindrical corridor
2
6 Brooding
Blending in anwell
Eggwith
Sac, arolling
damp,itslick
around walland around
3
7 Cannibalizing
Bloating a contorted
slightly as it flows Casanova
over a largepost coitus
stone
4
8 Casting silken
Blocking strands
a hallway with into
itscorners
shimmering to rebuild
masstheir web
5
9 Clinging menacingly
Breaking down an unluckyon a cobwebbed
nuisance of ceiling
kobolds
10
6 Bulging
Cocooning obscenely
an ashen asfaced
it surrounds
Acolyte a statue
11
7 Catching
Constructinga goblin bodyguard
a sturdier completely
guideline across aunaware
chasm
12 Choking an inviting hallway completely
8 Discarding the husk of an utterly drained Giant Bat
13 Clanging loudly as it drags a discarded shield along the floor
9
14
Eating damaged webs to regain essential nutrients
Clinging precariously to a narrow walkway
10
15 Ensnaring
Clouded several
with metal Sprites
shavings withafter
strategically
wandering placed
intotoil
an old forge
11
16 Entangling
Coating theawalls
Goblin Bodyguard,
in stinking on his way to betray the King
ectoplasm
12
17 Flinging bits
Collecting of armor
several and a helm
unusually large from
shellsherand
home with a clatter
carapaces
13
18 Glistening stuffing
Comically black in the damp,
itself intoher telltale
a stone red timer blazing
trough
19
14 Conforming
Guarding herto the circular
skittering sides oftenderly
spiderlings a shallow pit
20
15 Congesting an already high traffic area
Hanging, stock-still, in the center of her gossamer abode
21 Cramming itself into a concave niche
16 Hoisting a still twitching Tiger Beetle into a corner for later
22 Creeping around a blind corner
17
23 Immobilizing
Damming several struggling
a drainage Stirges scum from the liquid
pipe and skimming
18
24 Liquifying the organs of an
Decomposing a dwarf, which appears Orc, stiff and pale
to levitate in the middle of a hall
19
25 Mending heradamaged
Destroying stout wooden meshwork
door, ameticulously
splinter at a time
20
26 Obscuring aan
Deterring exit/entrance
pack completely with webbing
of hungry ghouls
27
21 Disintegrating
Preening monstrous several barrels slowly
mouthparts repeatedly
28
22 Drawn toward
Rappelling a dying
rapidly dervish
to fetch a Robber Fly that wriggled free
29 Drifting across an open area, a trail of slime in its wake
23 Retiring to a convenient alcove as Hobgoblin boots stomp by
30 Engulfing the corpse of an elf
24
31
Slowly descending via their spinnerets
Extruding itself through a portcullis, creating tiny cubes
25
32 Stepping lightly
Faltering overcave
as a giant a treacherously
snail rasps ittrapped
with itsfloor
radula
26
33 Strumming
Filling strands
a fountain asto draw a curious
frightened fishesCarcass
flee Crawler closer
27
34 Suspending
Flowing an enveloped
quickly down a ramp Driver
andAnt picking up speed
35
28 Foundering
Swiveling to across
confront anairon grate trying
Halfling, in the floor
to rescue a friend
36
29 Gathering
Tugging onaamorbid collection
silken skein to testofits
humanoid
resiliencyskulls
37
30 Gradually
Weaving adissolving
magnificent a struggling
labyrinth ofzombieinterlacing webs
38 Gurgling as a suit of tarnished plate mail is ejected

64
143
39 Having subsumed a grey ooze, it is 70 Sagging slightly to avoid the green
very acidic and immune to fire slime on the ceiling
40 Hindering a hobgoblin patrol 71 Scouring walls clean of moss and moisture
41 Hugging the base of a large stalactite, 72 Seamlessly camouflaged in an arched
ready to drop doorway
42 Impeded by the flames of 73 Seeping its way down from a dais
an irritated hellhound 74 Shivering slightly as a dozen darts
43 Inadvertently catching several launch into its bulk
hundred rusty nails 75 Shoving its way past a gang of gargoyles
44 Intercepting a swarm of beetles 76 Sinking into a pool of water, dining on algae
feeding on a dead mule 77 Skeletons inside are animate,
45 Leisurely enveloping a couple of crates just along for the ride
46 Lurching itself out of a shallow hole 78 Skulking at the bottom of a
47 Lurking in an alcove, completely descending ladder
surrounding a statue of a saint 79 Sliding into a crypt niche to feast on
48 Meandering away from a bright beam tasty bones
of light 80 Slinking away from an angry
49 Melding with another cube to carcass crawler
exchange memory maps 81 Slowly crumbling a shrieker
50 Melting through a beautifully suspended inside of itself
woven silk curtain 82 Sluicing down a chute with a
51 Messily agglomerating stubborn bits sickening sound
of bone and broken coffin 83 Sneaking up on a giant spider,
52 Mopping up detritus from very busy wrapping a robber fly
smooth flagstones 84 Sputtering over a paralyzed paladin
53 Occluding a rotating wall that it 85 Squeezing itself through an arrow slit
somehow managed to jam open 86 Stymieing a group of gnomes,
54 Oozing menacingly toward a medium keeping it at bay with torches
55 Osmosing an ogre: frozen in place 87 Surging rapidly down a hallway
56 Overflowing from a small cellar door after ingesting a potion of haste
it inadvertently entered 88 Surprising a troop of troglodytes
57 Overwhelming an orc, completely 89 Surrounding a benumbed berserker
benumbed 90 Swelling upwards to reach
58 Painstakingly gliding up a steep incline roosting bats
59 Patiently dismantling a dead driver ant 91 Teetering on a narrow walkway
60 Plugging a drain in the center of the traversing a chasm
floor amid ankle deep water 92 Throbbing as it surrounds a
61 Politely sweeping up a colony of helpless halfling
yellow mould 93 Thwarting a thoul, who can’t tear
62 Pouring itself out of a narrow gap chunks from it fast enough
in the wall 94 Transuding through an ornately
63 Pressing against a barricade of filigreed gate
furniture, placed against a door 95 Trembling slightly as pots and pans
64 Prowling silently, in search of prey it’s picked up shift around
65 Pulsating as glands from a digesting 96 Turning the tables on some stealthy
fire beetle glow bugbears
66 Quaking with satisfaction after a 97 Undergoing mitosis: splitting into
lizard man meal smaller, identical cubes
67 Quivering after a curious cave locust 98 Utterly clogging a stairwell with
takes a bite from it its massive bulk
68 Rambling over caltrop strewn floor, 99 Waiting patiently at the bottom
conveniently clearing a path of a pit trap
69 Recoiling after brushing past a 100 Wobbling after a mighty blow from a
sconce containing a lit torch troll’s club

144
by Eric Nieudan - Art: Sam Mameli

Complete the
ENCOUNTER
The Dungeon’s Master
The Master is a ________________________ who has claimed the dungeon pre-
sented on the next spread. They used to be ____________________________
but didn’t like ____________________, so they are now on the right track to
____________________. Their ____________ followers only control areas 18 to
21, but are now pushing against the hostile _______________________ holding
rooms number __ to __ (where the d vil’s mask is hidden).

The d vil’s mask protects its bearer from _____________________________.


It also has the power of _____________________ whenever its bearer sacrifices
_____________________. Thrice daily, the mask can cast __________________
of its own volition. For the d vil’s mask has a mind of its own! It wants to achieve
_______________________ by _______________________________.

The Chimney Throne (room 20) was created by ____________________________


but it is mostly known in _________________ myth because of its role in
___________________. The throne has no magical powers, but its intricate
mechanisms are used to control ______________________ and with the right key
it can also _____________________. The moon and star symbol at its top was
a later addition when it was brought to the dungeon. They are extremely valuable to
____________________, who would pay a handsome price for it.

Additional notes:

146
by Eric Nieudan - Art & map: Sam Mameli

Complete the DUNGEON


of_____________________
1. Entrance.
Entrance The stairs rise from the waters of ______________________ . The door
is trapped by _________________________________________________.

2. Ophidian Atrium. Four monohydras statues animate if _____________________.


The goo in the puddle is actually ____________________. It can be neutralised with
____________________________________________________________.

3. The Great Archway of ______________. Deciphering the glyphs on the floor helps
with ________________________________________________________.

4. Landing of the Sun and Moons. The gate only opens for _____________________
or the bearer of the d vil’s mask.

5. Landing of the Oracle.


Oracle The monohydra from room 10 speaks through the lion’s mouth.
It truthfully answers questions about __________________________________
but spits poison for __ d6 damage if angered.

6. First Landing. It is guarded by ____________________________, who alone


are allowed in the armoured room (9).

7. Ancient Stone Garden. The dungeon was built around these _________________
monoliths. Touching them one after the other has a chance of ________________
___________. The stream leads to ________________________________.

8. Dump. Among the fossilised debris and more recent dejections, _____________
______________ can be found for every turn of icky search. Each turn, there is a
cumulative 1-in-6 chance that a character gets _________________________.

9. Armoured Room. Empty. All spells cast here have a 1-in- __ chance of being bounced
onto another target.

10. Lair of the Monohydra. Most of its heads were lost in a battle against _____
_____________________________. Whoever ventures into the passageway is
considered an offering. The floor of the lair lies _____ ft below. Among broken bones, is a
gleaming magical _______________.
148
11. Purification Pit. The ancient _________________ used this room to cleanse
themselves under the waterfall. Doing so in the name of __________________ res-
tores ____ hit points and ___ spells. Anything falling down the pit is spat out in 12.

12. Entrance to Floating Rooms. The bottomless pit communicates with 11. Water from
the waterfall there runs into the underground lake on which the room is afloat. The lake
is inhabited by albino ______________________.

13. Refugees. Empty room. In the corner, 1d3 __________________ are hiding from
__________________________________________________.

14. Treasure chest. Can only be accessed by walking the tight rope from 13. The chest
contains half a dozen ________________________________________.

15. Life Choices. Coming from everywhere at once, the voices of _______________
warn that «greed and peace are frenemies» and that «the delver must keep delving to
find ___________________________________».

16. The Nook of Greed. Locked but empty chest. The intricate lock releases _______
____________ gas: save or lose __________________________ until _____
___________________________________________.

17. The Garden of Peace. Crossing the bridge requires leaving __________________
__________________ behind. Once in the empy garden, one can stay indefinitely
without the need to _____________________________.

18. First Antechamber. A blind ______________________ lives here, afraid of


going further. They have a lot to say about ___________________________ but
hate being asked about ___________________________________.

19. Final Step. Formerly the lair of a fierce ________________________, now


deserted after _____________________________________________.

20. The Room of Thrones. Each throne is at the top of its own moated pyramid, with the
Chimney Throne (see p. 146) in the centre. Sitting on any of the empty thrones, one must
save or _______________________.

21. Exit to _______________________________________________.


Large amounts of blood have been spilled here. Whoever or whatever that was, they
managed to drag themselves outside.

150
by Sandor Gebei

D6
HEXCRAWLING

This is a concise procedure developed for a ruleset I ended up abandoning.


It has served me well over the years, and it might be of use to you, too.
I’d like to thank Gavin Norman, whose blog posts really inspired me.
WILDERNESS ACTIONS • SEARCH : The party sets out and looks for
The party has 3 actions altogether; hidden features within the current hex.
2 for the day and 1 for the night. Note Immediately roll on the Event Table with a
that things that take only a very short +2 bonus.
amount of time might not qualify as an • HUNT AND FORAGE - The party collec-
“action” in this sense, such as dealing tively replenish their supplies from the
with a Hazard or Encounter (see Event wilderness. 1d6-2 rations are gained per
Table). The following actions are cove- character (increase die size for particu-
red by the rules: larly skilled characters and decrease it for
- Move (move to a new hex) harsh terrain and weather). After resol-
- Search (look for hidden location) ving the action, roll on the Event Table.
- Hunt and Forage (replenish supplies) • CAMP - The party stops to set up camp.
- Camp (rest and recover in the wilds) Every member regains 1 HD’s worth of
- Explore (interact with a location) lost hit points and removes 1 point of
• MOVE - The party leaves the current hex Fatigue (see below). Roll on the Event Table
and moves into an adjacent one. A party with a -2 penalty.
on horseback may move an extra hex, • EXPLORE : The party interacts with a
except through swamps, mountains, and location in a meaningful way. This includes
particularly dense forests. All obvious the exploration of adventure sites (i.e.
features and the terrain type of all dungeons and lairs), dealing with people
neighbouring hexes are immediately and their problems in a settlement, using a
revealed to them. After resolving the facility, etc. After resolving the action, roll
action, roll on the Event Table. on the Event Table.

151
Fixing
BBBBBBBBBBB

BBBBBBBBBBBBBBBBBBBBBBBBBB
FATIGUE RULE
Every night the party skips
camp, they receive 2 points
of Fatigue, penalising all their “Fuck every detection spell,” Scrap Princess writes
checks by -1 each; this penalty is on her blog*. She’s not fond of spells like dispel
cumulative. magic, either**. I agree. These spells are boring.
They are boring mainly because they have no mate-
EVENT TABLE riality. Here’s what happens when you cast a detect
d6......... Result X spell: “Yeah that stuff you wanted to detect. You
2-.......... Uneventful see them glowing in your detect-o-vision.” Beyond
3 ........... Weather Change that they don’t do anything in the world. Nothing is
4 ........... Encounter touched or moved or changed.
5 ........... Hazard Dispel is worse! RPGs are about the interesting
things we experience together in imagined space.
6+ ........ Location
Dispel does the exact opposite: it actively removes
interesting things from imagined space.
• UNEVENTFUL : No unexpected So let’s try fixing these spells. In order, here’s:
event unfolds. • A detection spell that’s a glorified get-a-dog-to-
• WEATHER CHANGE : Roll on sniff-this-out-for-you deal
your weather table or decide • A detection spell that physically affects stuff you
how the weather conditions want to detect 
improve or worsen. Assume they • A debuff spell that’s actually a summon spell
don’t change again until another • A cancel spell that’s actually a summon spell
Weather Change result. (these two should be one spell, probably, but
• ENCOUNTER - Based on the time whatever), and...
of day and the party’s activity, • A dispel spell that causes miscasts instead of
generate an appropriate encoun- outright cancelling magic.
ter using your method of choice.
• HAZARD - The party comes
across an environmental hazard
that tests their skills and possibly
diminishes their resources.
• LOCATION - The party stumbles
upon a hidden location with-
in the hex, or a known one if
they set out to reach a specific
location.

Optionally, if you crave more


chaos in your games, you can set
an arbitrary chance for double
events (I recommend 1-in-6). In
such a case, you would roll twice
on the Event Table and adjudi-
cate the situation accordingly.

152
BBBBBBBBBBB
spellS
BBBBBBBBBBBBBBBBBB

BBBBBBBBBBBBBBBBBBBBBBBBBB
by Zedeck Siew

REVEAL MAGIC
l - Range: 30ft per level
Level 1 - Duration: 1 turn per leve ld. Fish school in math mo-
y sket ch the invisible flows of the wor
Animal swarms unconsciousl You tweak the minds of a single
s, rats track pestilential urges.
dels, birds flock to magnetic field rrin gly draw n to all magic within range –
present are now une
type of swarming creature. Any and so on.
enchanted gems, a jinn’s passage,
they swamp charmed persons,
Intelligent swarming creatures
get a save. UNRAVEL MAGIC
Level 3 - Duration: Instantaneous
COMMAND ILLUSION Range: 120ft
Level 2 - Duration: 2 rounds per level - Range: Hearing If reality is fabric, spellcraft is a weaving
To cast an illusion is to tell the world a fiction about art. Target a single instance of magic with-
itself. You shout over this story, telling a version that in range. With a mystic needle, you pick its
better suits your purpose. weft. It is undone.
Speak a single-word command. All illusions within Spells fizzle. Summoned creatures and
hearing distance obey this command, even if their permanent effects are disrupted for d6
form would otherwise prevent them from doing so – hours. Magical objects or creatures lose
trees dance, walls flee, dragons wank, and so on. their supernatural abilities for d6 hours.
Sentient ones get a save.
SUMMON CURSE
Unravelled is not destroyed. Centred
Level 3 - Duration: Permanent - Range: Touch
from the upper airs. It streams around the target, magical energy is war-
You call bad intent
ped into (d6):
out your fingers, coagulating into a bird made of
1: An explosion of iron nails. The damage is
** http://monstermanualsewnfrompants.blogspot.com/2018/05/part2-of-what-exactly-is-problem-here.html

yellow phlegm (3 HD, flies).


equivalent of a shrapnel bomb or fireball.
* http://monstermanualsewnfrompants.blogspot.com/2018/05/what-exactly-is-problem-here-re-1st.html

Target a single creature. The phlegm bird tries to


Carpets all ground within 10ft per level of
stuff itself down your target’s throat. If successful,
suffers (d6): the target spell, like caltrops.
your target
2: Blood. Blood! Spewing from the target
1: Thin blood. Hurt, bleeds 1 HP a round. Heals at
– soaking clothes, spraying faces, slicking
twice normal rate.
s. Unable to see beings that surfaces up to 5 ft per target level. Save or
2: Hazard blindnes
retch.
mean them harm.
Insomn ia. Every day, saves or suffers -1 to all 3: Ego transference. The minds of crea-
3:
tures in sight of the target round-robin
rolls. Cumulative.
bodies in alphabetical order. Lasts 1 turn
4: Piquant soul. Supernatural predators always
location . per spell level.
know their
4: A temporal pocket. Creatures in sight of
5: Innocence. Inability to use or understand lan-
the target are frozen in time; 1 round per
guage in any form.
itch! Disadva ntage on physical spell level. What if bystanders nick your
6: Itching. Itch itch
stuff?
and social actions.
as a ritual, this spell may be used to curse an 5: Vital force. It washes over all beings in
Cast
sight of the target. It is invigorating and
inanimate object. The bird soaks into the target
heals d4 HP per target level, and may ex-
object. It curses the object’s owner.
ceed HP maximum.
EXTRACT CURSE 6: A zombie. The closest dead body of HD
Level 3 - Duration: Permanent - Range: Touch equal to the target spell level rises and
Like venom from a bite, you drain a curse from attempts whatever task the target magic
an affected creature or item. This curdles was originally cast for.
into an animal of your choice made of yellow Cast as a ritual, in a place of power this
phlegm. spell may be used to permanently dispel a
It has 3 HD and abilities as per its form. If magical effect, object, or creature. No side
drawn from an item it wields or wears said item effects; takes a week per target level; the
and must be in a shape suitable to do so. ritual fails if interrupted.
The curse creature is intelligent and belligerent. Probably a better way to do that Unravel
It prefers to stuff itself down the throat of its Magic side effects table is to crib WFRP’s
BBBBBBBBBBBBBBBBBB creator (the person who cast the initial curse). Chaos Manifestations list, but I was lazy.
153
by Vagabundork - Art: Letty Wilson

Another
Fool
for your
Adventures!
When a character dies, it is more important to get the player
a replacement adventurer quickly than doing it in an entirely
believable way. However, a referee worth their salt will find ways
to justify their arrival.
All fools below are level 0 fighters (as in, classless nobodies); if they survive, they
become a first level character of a class appropriate to their stats and description.
They retain their stats, but the player can roll the class’ hit die and keep the result if
it’s greater than the fool’s HP. They also retain their weird abilities.

Roll 1d30* to discover your new adventurer


*Simply roll 1d10 and then 1d6: add +0 on 1 or 4; +10 on 2 or 5; +20 on 3 or 6.
So a result of 8 and 3 is read as (8+20) 28.
Or just close your eyes and stab at the list with a pen.
Meet the Fools!

154
Estrella Ionia (5)

155
1. PIXIE. STR 10, DEX 12, CON 12, INT 14,
6. LITTLE BILLY. Little Billy was
WIS 11, CHA 13, 3hp. 8 smoke bombs, dag-
the party’s link boy (or any other
ger (d4). Pixie is an adventurer apprentice
hireling). When a player character
who has been following the PCs for a long
dies, Little Billy consumes their soul
time. She’s learned a bit by watching them
and takes over their body, leaving
and now she thinks she can join them.
behind a desiccated envelope. Little
She’s 15 years old and somehow still
Billy doesn’t inherit knowledge or
believes that she’s the daughter of a poor
memories, and he is also ignorant of
potter (this is true) and an elvish king (this
the fact he has this power. Each time
is false, or is it? I don’t know).
a PC dies in the presence of Little Bil-
2. UQBAR. STR 16, DEX 16, CON 10, ly, the player gets to take over their
INT 10, WIS 10, CHA 9, 4hp, Club (d6).
body, along with their stats and gear,
Uqbar is a relic from antiquity. He’s but none of their class abilities.
trapped in a block of transparent ice
and his orange-coloured eyes are open 7. JULIE D’AUBIGNY (aka Mademoi-
He’s able to see and has gone comple- selle de Maupin). STR 13, DEX 13, CON
tely crazy in a prehistoric kind of way. 10, INT 10, WIS 8, CHA 13, 5hp, Rapier
He wears silver armor, but once he’s (d10), men’s clothing (as leather armour).
freed it turns out it was neither silver Bisexual badass with a sword. When she
nor armor but only a layer of minerals first meets the party, she treats them
that sprouted on his leather rags and with suspicion: «Who are you? Where
skin. am I?» Julie D’Aubigny is an actress and
3. OLIVER SAX. STR 10, DEX 10, CON singer from the Paris Opera, a lover of
10, INT 15, WIS 12, CHA 9, 2hp, Axe (d6), men and women alike. When using a
tent, tinder, flint, bowler hat. A lost ex- fencing weapon (rapier, foil, sabre, or
plorer, Oliver set up his camp in the next épée) she deals d10 damage instead of the
area that the player characters visit. He usual d8. Her many duels often ended in
travels in search of a way to cure his wife blood so she constantly had to flee. During
Bette, whose main symptom is having one of those flights, she ended up here.
acquired the shape of a bowler hat. In
truth, Oliver’s hat is just a hat, and Bette 8. MAZTER MOUZTIQUE . STR
did not change shape, nor is she his wife. 10, DEX 15, CON 10, INT 11, WIS 10, CHA
She rejected him when he proposed. 9, 5hp, Rapier (d8), buff coat (as leather
Whether Oliver Sax is aware of this or armour). Describe to the party how they
not, I can’t say. hear a buzz, followed by a buzzing voice:
”Take that. And take that!” Round the
4. TOM TILDRUM. STR 12, DEX
corner or behind some trees, they find
10, CON 12, INT 10, WIS 10, CHA 8, 4hp,
Mazter Mouztique fighting his own sha-
equipment varies. In the middle of the
dow. The shadow seems to be winning,
next encounter one of the monsters has
and it really looks like he could use some
an epiphany and changes sides. Mecha-
help. This poseur really thinks he is a
nically, Tom Tildrum is like any player
hero and a great swordsman. Also, he’s
character but his appearance is that of
a mosquito.
the monster.
5. ESTRELLA IONIA. STR 13, DEX 10, CON 12, INT 14, WIS 8, CHA 13, 3hp, Pickaxe
(d8), hand axe (d6), leather armour, headlamp, half a map, bag of berries. A hole opens in
the ground or a wall and Estrella Ionia comes out. She’s a humanoid with the head of a
star-nosed mole. Her goal in life is to find a treasure like no other, a legendary artefact
(she has a piece of the map with an X that marks the spot).

156
9. ORSOLYA. STR 14, DEX 12, CON 14, 11. MR. MOONLIGHT. STR 10, DEX
INT 9, WIS 10, CHA 0, 8hp, Dagger (d4), 12, CON 10, INT 13, WIS 13, CHA 13, 4hp,
bow (d6), bearskin coat (as leather armour), Cane with brass knuckles for a handle (d6),
animal trap, fishing pole, trained coyote
d6 smoke bombs, sunglasses, books. Blond
called Piroska (bite d8). A black bear walks
man, late twenties, black suit, sitting rea-
towards the adventurers. The bear stands ding a chaos poetry paperback, he’s so goth
up and removes its skin. It was just Orsolya he wears sunglasses in bed! He’s from Nor-
the hunter in a bearskin coat. The coat thampton, England, which nobody has ever
allows her to morph
heard of; «I play bass
into a black bear, but
only in appearance; her in a band there».
stats remain the same. Chaos magick:
Piroska the coyote can sacrificing a
attack if Orsolya gives point of INT,
up her own action. WIS, or CHA
and making
a successful
10. MR. CHEESE S. save vs. spells
STR 10, DEX 12, CON 10, allows a chaos
INT 9, WIS 13, CHA 10, magick-user to
4hp, Punch (d3), bread, bend reality in
fish, wine. He’s a pacifist a non-cataclys-
hippie who loses his mic manner. A
temper when provoked sunny day turns
(save vs. spells or rainy, and a rainy
attack with bare hands, day becomes a
angry fists causing d6 thunderstorm;
damage). He wears a Moonlight can
shirt with the caption: cast a lightning
«I am my own father». bolt (d10) against
Once a day, he can turn an enemy during a
any liquid into wine thunderstorm; he
of medium quality. At can cause a torch
referee’s option, he can to burn its bearer
perform a miracle once for d10 damage, or
a day if he pases a save throw a lamp and
vs. spell – but make it explode (d6,
if he fails, he 6-meter radius); he
falls un- Uqbar (2) can reverse gravity in a
conscious room for a few moments; or
for a few any other effect that would never
hours. Some possible miracles: making happen unless the natural order was broken.
a blind person recover their sight, multiplying If he fails his saving throw, the effect can be
food items, resurrecting a dead person (in harmful to him, causing damage to his own
a failure, in addition to Mr. Cheese S. falling HP, or even his stats. If his three stats reach
unconscious, the dead person becomes a 1, he can’t use chaos magick again, even if he
zombie), walking on the surface of the water, restores all his points.
talking to birds, making someone feel like shit
from overwhelming guilt…

157
15. XIME URUTAU. STR 11, DEX 13, CON
12. SWEET JANE. STR 10, DEX 10, CON 10, 10, INT 10, WIS 10, CHA 16, 4hp, Dagger
INT 10, WIS 10, CHA 10, 4hp, Kitchen knife (d4), (d4), hooded leather armour, strange book,
nonexistence as full plate armour. A semi-trans- 20ft rope. This new player character is an
parent, semi-solid woman who looks at you explorer, and the sole survivor of an attack
as though you were the apparition. She’s a or other calamity. She’s been hiding inside a
clerk from Lexington and doesn’t really exist hole, protecting a book. (The book speaks in
(you know it’s hard to hit that which doesn’t a weird language. Xime can understand and
exist, right?), and she needs to make a save vs. reply in the same tongue.) She loves birds
spells (to summon enough existence) whene- and has a zanate (a South American grackle)
ver she wants to attack or make any complex companion called Galandra. Galandra will
action under stress. «I had a date with Jack but defend Xime when she’s attacked; her beak
I got lost and came here instead ». She wants deals d4 damage.
to go back to Lexington and marry Jack.
16. TAMAYAC. STR 14, DEX 10, CON 12,
13. ESTHER & JANET. Esther: STR 8, INT 11, WIS 10, CHA 9, 4hp, Traditional K’iche’
DEX 12, CON 10, INT 10, WIS 11, CHA 16, costume (tzut sash, huipil, skirt, leather san-
4hp. Janet: STR 16, DEX 12, CON 13, INT dals) as leather armour, box of cigars. Tamayac
9, WIS 9, CHA 8, 4hp. Falchion (d8), dagger comes to the rescue, wielding her trustworthy
(d4), fire oil (d6), chainmail. Two women tijax (double edged obsidian knife). She’s
occupying the same body, they share tougher than the great Mayan hero Kayb’il
the same hit points. (Play her like Andy B’alam himself (when outnumbered, she rolls
Sirkis would.) Roll a die: an odd number 2 dice to attack and uses the best result),
means Esther is in control; otherwise it’s smokes noxious cigars, and has all her lives
Janet. Esther wants to get rid of Janet; and death tattooed on her skin. She’s a poet,
Janet wants to get rid of Esther. Whoever anarchist, guerrilla, and feminist who doesn’t
is in control sees an opportunity in the fear deaths and hates all forms of authority.
party, and asks to join them: «I’m a good Her tijax is the one her grandfather used for
fighting-woman, my blade will be useful.» guerilla dungeon delving, so it might have
When the player wants to switch between hidden properties.
Janet and Esther, they must make a save 17. BRHADARANYAKOPANISHAD-
vs. spells; on a failure, the Janet-Esther en- VIVEKACHUDAMANI, OR BRHADA.
tity suffers a -2 penalty to all her rolls until STR 11, DEX 14, CON 11, INT 11, WIS 10, CHA
she has a short rest, and won’t be able to 9, 3hp, Dagger (d6). A man is giving a lesson
try switching again until she has a full rest. to a group of working-class goblins (or other
lowly creatures more appropriate to your
14. BIKINI BOTTOM JOE. STR 13, game — maybe even as lowly as human
DEX 12, CON 12, INT 10, WIS 9, CHA 10, beings) about how their suffering isn’t real
6hp, Warhammer (d8), chainmail mankini (as because they aren’t real. On the ground next
chainmail +1). In the next encounter, the to the goblins there are several cardboard
monsters or NPCs are engaged in combat signs with legends like: «Will work for food »,
with Bikini Bottom Joe who asks the PCs «Need job», «Hungry!». When the PCs appear,
for help. His most characteristic feature is he concludes the lesson and offers the party
his men’s magical chainmail bikini. It only assistance (and his pupils, treat them as
grants protection if no other clothing is linkboys). Brhada is a follower of Inexisten-
worn. It doesn’t protect from cold. When tialism, a philosophy professing the futility of
BB Joe is the first to attack in an encoun- life. Or maybe he’s just a murdering psycho-
ter, he can make an additional attack at path. He has an Einstürzende Neubauten
the end of the first round. tattoo on his left arm that glows in the dark.

158
18. MASTER LUCIFER LOWBROW. STR 12, DEX 15, CON 10, INT 12, WIS 13, CHA 12,
5hp, Rapier (d10), penny-farthing, bewitched crackowes, magic top hat. This gaudy nobleman
has made it his personal mission to roam the streets, wearing long pointy shoes (crackowes)
that never wear out and allow him to flee rapidly (+2 bonus to run away from almost any situa-
tion walking or running), and sometimes riding a very expensive bicycle he stole from another
nobleman. He wears a top hat that is impossible to lose (it returns to his head the next morning
at the latest). Having somehow lost his memory, he only remembers that he’s an aristocrat, and
hopes to claim the wealth he no doubt must be entitled to. But he could be lying, of course.

20. EVELYN SHARP. STR 10,


19. LADY MADELINE DEX 15, CON 10, INT 11, WIS 12,
VANFLOWER. STR 10, DEX CHA 10, 3hp, Knife (d6), taxi-
9, CON 14, INT 11, WIS 10, CHA dermy tools, copy of Practical
14, 5hp, Dagger (d6), bottle Taxidermy by Montague Browne.
containing The Authentic City, She’s a taxidermist and a trickster
mask, layers upon layers of puf- who smells of formaldehyde.
fy clothes under She made a fake mermaid
a meringue which she sold for big money
like dress (as and now she’s on the run
leather ar- because the buyer (a
mour). Lady criminal lord) found out
Vanflower he’d been conned.
approaches
21. ASHE. STR 10,
the party
DEX 10, CON 10, INT
confi-
10, WIS 10, CHA 10,
dently 2hp, Improvised hand
and says weapon (d6). He
with a voice of great au- is a prisoner who
thority, yet musical and joins the PCs when
crystalline as a flake of Ev he is rescued (or
snow: «You must escort me elyn if he escapes). For the rest
Sh
to my mansion, gentlemen… ar
p( of this exploration, random
ladies… and you will be well 20
) encounters are less frequent
rewarded». She’s an aristocrazy from due to the fact Ashe partially
a city in a bottle, which she carries knows the area. Referee and player
with her but can only access from must know there is a good reason he
doors found in important locations. was locked up. Now that he is free
Like all aristocrazies, she hides her again, nothing good will come of it. I
hideous appearance behind a fine can’t tell you more at the moment.
china blue mask which she calls «my Send me US$10 for a full write up
face». and get a free refill of Ashe’s special
dungeon crawling ability.
22. JOREAN VANPORTFLEET.
STR 15, DEX 12, CON 12, INT 10, WIS 13, CHA 10, 6hp, Flaming claymore (d8, ignores 2 AC
from armour), holy armor (as chainmail), holy symbol. The replacement adventurer
materializes in front of everyone, wielding a terrifying sword of blue fire and wearing blue-
white armour. «I came to wreck everything. God sent me». He doesn’t know which god.
Also, as everyone knows, God doesn’t exist. Unless he’s dead.

159
23. IRONY ELLIS. STR 12, DEX 14,
CON 12, INT 10, WIS 9, CHA 9, 5hp, Bite 25. STEELO. STR 17, DEX 8, CON 10, INT
(d6), Scythe (d10), cobweb silk clothes (as 11, WIS 13, CHA 11, 12hp, Two fists (roll 2d6
leather armour). In a dark corner hangs a and keep the best), sci-fi gun (d10), robot
huge cobweb. Inside is Irony Ellis. Almost body as full plate. He’s a human brain inside
human, almost spider, totally androgy- a clumsy robot built by a mad scientist. He
nous. Black eyes without pupil clustered in has been buried for some years, his brain
the face (only two of them are functional). shut down to protect his mind. Recent ex-
Looking at Irony Ellis’s face can cause peditions loosened the soil and Steelo es-
trypophobia: the observer must make a caped his accidental prison. He tries to be
save vs. spells or suffer a -2 penalty to all a good person but his bad temper doesn’t
rolls for a turn. Saving successfully makes help. Steelo can’t restore or improve STR,
a character immune to this effect. DEX, CON or hit points normally, he needs
to be repaired by a mechnic or engineer.
24. KATAL. STR 16, DEX 10, CON 11,
The time required can be a just few minutes
INT 10, WIS 14, CHA 11, 5hp, Axe (d6),
or an entire week, at the Referee’s conve-
blowpipe (d6), sacred tattoos (as leather
armour), small yet magnificent stallion.
nience (or you can play Steelo like a regular
She’s a nomad warrior from the Great character and assume that when he heals
Desert on a mission to retrieve some an- or advances in level someone has been
tique artifact that, she believes, will help working on him. He can also be accompa-
defeat the enemies of her people. Her nied by Maggie the Mechanic; treat her like
power tattoos, made with the blood of the a hireling who repairs him).
ancients mixed with oils and pigments,
protect her.
26. PADDY STU. STR 10, DEX 12, CON 10, INT 13, WIS 12, CHA 13, 3hp, Knife (d6), bomb
(d8), acid, writing set, flashbang grenade (save vs Paralysis or be stunned for 1d3 rounds).
Punk artist, gambler, he will write whatever you want for free.* When you read it, you learn
something valuable but you must save vs. spells or lose one INT or WIS or CHA point, so
bleak and dark are his words. When he tries to sell you his books, make another save or you
purchase all you can buy with the money you have at the moment (the player must make a
save to sell his books to a NPC). The customer will never feel cheated, though.

I Don’t Like This Fool!


can drop
Not what you had in mind? Well, there’s nothing to worry about since you
you finish this adventu re, or before that if you manage to get
the poor bastard once
is that you
them killed. But why don’t you give it a try? The worst that can happen
have fun watching shit go wrong for the poor sod.
I Really Don’t Like This Fool!!!
roll the
Then perhaps the referee will let you roll a d6; a result of 4+ means you can
d30 again. On a 3 or less though, you, the player, are sent into the game world.
juggler,
All your stats are average (10), no matter whether you are an athlete, a circus
t you were dead). Roll d6 for your hp, and your only
or Einstein himself (hi ! I though
are carryin g right now, plus everyth ing you can grab and hold
equipment is what you
mundan e
onto in real life in the next 60 seconds – the referee will time you. Most
objects would deal d6 of damage.

* Look, he did write something for me once: http://falsemachine.blogspot.com/2019/01/something-about-


160 railroading-for-jorge.html
27. EDWARF. STR 12, DEX 10, CON 12,
INT 11, WIS 12, CHA 10, 3hp, Pick-axe (d6), 29. UTHYR PENDRAEG. STR 14,
manacles, onyx rod. The remaining party DEX 10, CON 11, INT 11, WIS 13, CHA
members can hear the clanging symphony 15, 5hp, Sword (d8), noble clothes. He
of the battlefield. Some monsters (perhaps comes through the nearest entrance but
encountered previously) have defeated doesn’t know how this happened: he was
a group or warriors, and only one remains. in a castle just now. He claims to be the
Edwarf stands next to the bodies of King of Logres.
six other short men and a raven-haired
30. STATE OF D’ARTHR. STR 16,
woman with skin white as snow.
DEX 10, CON 10, INT 10, WIS 10, CHA
«She was my Queen and they were my
10, 30hp, Cold Ray (d8+freeze), ex-
brothers. Now I’m alone and free plosive shell (d10), body as full plate
to wander.». Onyx rod: the victim armour. A half-buried
must save vs. spells or be blinded metallic capsule contains
for a day. State of D’Arthr, an android
from the future sent to a
28. SIBLING SNAIL. distant past to annihilate
STR 14, DEX 8, CON 10, INT
humanity, but its memory
12, WIS 12, CHA 10, 4hp,
was erased when its time
Flail (d8), shell (as chain-
pod crashed. It has a
mail). A humanoid
cannon integrated into its
snail, looking
left arm; it can fire Cold
at the party
Ray (d8 and save vs. Pa-
with strange
ralyzation or suffer a -2
eyestalks.
penalty to all rolls
They come from until you take
the Invisible City a short rest
Beneath and are a monk
and get warm),
whose mollusk god (or
or an explosive
maybe it’s just nature?)
shell that causes
grants them a slime skill:
an explosion cente-
once a day, Sibling Snail
red on an enemy (d10
can vomit a stream of
within 6 meters).
mucus up to 10 meters
It can’t restore or
away. This mucus causes
improve stats or hit
a -1 penalty to DEX related
points and stops working
rolls and d4 damage each
permanently at zero hp.
round until it’s washed off.
At zero hit points, the victim
becomes a statue of calcium
carbonate.
Irony Ellis (23)

161
NAME AL Equipment
Class Level XP + %
Description
Ability Scores Saving Armor Class Health
Throws
STR D +/- DEX HD
Armor +/- CON
INT W
AC HP
WIS P
Unarmored Max
DEX Cp Sp Ep Gp Pp
B
CON S Abilities
+/- WIS vs.
CHA Magic
Movement ( )
+/- FOR mod. to melee att./damage +/- CHA mod. to reaction rolls
Combat & Encounters THACO +/- DEX mod. to ranged attacks to Initiative

NAME AL Equipment
Class Level XP + %
Description
Ability Scores Saving Armor Class Health
Throws
STR D +/- DEX HD
Armor +/- CON
INT W
AC HP
WIS P
Unarmored Max
DEX Cp Sp Ep Gp Pp
B
CON S Abilities
+/- WIS vs.
CHA Magic
Movement ( )
+/- FOR mod. to melee att./damage +/- CHA mod. to reaction rolls
Combat & Encounters THACO +/- DEX mod. to ranged attacks to Initiative

NAME AL Equipment
Class Level XP + %
Description
Ability Scores Saving Armor Class Health
Throws
STR D +/- DEX HD
Armor +/- CON
INT W
AC HP
WIS P
Unarmored Max
DEX Cp Sp Ep Gp Pp
B
CON S Abilities
+/- WIS vs.
CHA Magic
Movement ( )
+/- FOR mod. to melee att./damage +/- CHA mod. to reaction rolls
Combat & Encounters THACO +/- DEX mod. to ranged attacks to Initiative
P O R T
F OL I O
OF C A R
TOGRA
P H IC C
U R IO S
ITIES
1 2 3

4 5 6

1 - By Sean Stone. 4 - By Caleb Burks


This map was an effort by me to try to fit every- Left: The Cosmos is wide and full of wonder,
thing about the dungeon on the map other than beckoning travelers from systems far and wide.
the encounters. The Ss in room VI were skele- Surrounded by the Far Realm, Realm of Dreams,
tons coming from the floor, the G’s in IX were and the Elemental Planes, the Astral Sea provides
guardians of the master undead in there, and the the nexus for all mortal life to exist. Who will chart
pools in room X were magical with random effects its many waters?
charts (good & bad). The dungeon is three levels Right: This map was a custom piece done for a close
deep with more teleporters and gates as you go friend of mine whose character was awarded the
deeper. A lot of the idols and traps paid homage lands shown as a reward for killing a tyrant who
to original dungeons, modules, and artwork by had ravaged the land. Eastfall is usually a gentle
the masters. place, home to only a handful of villages, though
mysterious noises can be heard echoing from the
2 The Tomb of Horrors - By Adam Bloomfield mountains at night!
The Tomb of Horrors is one of those classic loca-
tions I could easily walk through in my mind, but 5 - By Gus L.
one I would never wish to visit. It’s a donation Left: A map of the interior of a Crystal Tomb from
scheme where players contribute their helpless Tombrobbers of the Crystal Frontier, published in
characters’ treasure and soul to Acererak. 2021 and introducing the setting of my current
It’s a sandbox challenge to be approached from home campaign to a larger audience. As an Isomet-
each and every angle; find safe ways to test ric map for a very traditional one-level
challenges and hopefully everything «should» dungeon it’s more a way to help referees visualize
go your way... It’s way harder than it has any the space than a map for careful exploration-
right to be but it wasn’t designed for your based play.
average players: it was designed for Gary’s Right: a regional map of the Livid Fens for Anoma-
players and they really knew how to fuck with lous Subsurface Environment. If you look closely
the game. you will find two adventure locations detailed on
Dungeon of Signs: the Red Demon and the Wreck
3 - Desiccated Temple of Locha - by Andrew Duvall of the Anubis. It expands the default overland
The Great Old One Baldeemor demands the Bell of map for Pat Wetmore’s famous megadungeon
Locha, his long forgotten rival’s Icon, as a person- southward and was used during my last G+ ASE
al trophy. Sealed deep under a cracked and dry campaign in 2014.
ancient lakebed, the adventurers must brave this
former Aquatic Temple and retrieve the sacred 6 - By Gustav Sokol This is an ancient and for-
Singing Bell of Locha. Grabbing the bell causes gotten entrance to the cold underground fortress
the temple to flood, reanimating the clergy for of Bhaligund, the son of an evil deity called
the frantic escape! Skandir. This place is guarded by other Sons of
Drawn digitally in Krita with a $50 Huion drawing Skandir and the offsprings of that treacherous
tablet based on randomly rolled adventure seeds god, creatures that vaguely resemble humans.
from a few old books (Judge’s Guild’s “Ready Ref The Gryms are small and vicious, the Vordaks are
Sheets” *chef’s kiss*). Started with 2e but quit slim and vengeful, and the Varogs are brutish and
~3.5e. Got the 5e starter box ~2015, finally got a tall as the giantfolk of Voskur. Of course, shadows
game going during the 2020 quarantine. Youtube and demons are lurking over there too. Terrible
and reddit led to OSR led to Knock#1. Now I’m in aberrations and undead can be encountered in its
it!? WTF, life is a wild random encounter table. dark passages and winding tunnels.

174
MENA
GE R I E
OF MON
S T RO S
ITIES
by Danilo Moretti (art & design)

Flatterer
AC 2 [17], HD 1*** (5 hp), ATT none, THAC0 19 [0], MV 60’ (20’) flying,
SV D12 W13 P13 B15 S15, ML 6, AL Chaotic, XP 19, NA 0 [1], TT none
A flatterer looks like a small bird of prey, similar
to a scops owl. In reality, it is a petulant fairy
attracted to Lawful and Neutral characters,
attempting to bewitch them (saving throw vs
spells to avoid). The flatterer follows its now
charmed protégé and incenses everything they
do. It never stops chatting, highlighting virtues
(real or imaginary) and sarcastically commen-
ting on actions of fellow adventures.
• Coward: if attacked, the flatterer lets the proté-
gé act as defender (while keeping its distance).
• Ego stroking: the protégé gains +4 morale
(or +4 to saving throws), they are also immune
to charm, hold person or monsters effects, as
long as they can hear the sweet words of the
flatterer.
• Exhaustion: anyone who listens to its
chatter for more than one turn feels
dazed (-2 to saving throws) and is au-
tomatically surprised (the protégé
is immune). The effect persists
as long as the flatterer speaks.
• Influence: over time the
protégé becomes selfish,
vain, and self-centred.
Their alignment
steers progressively
towards Chaotic. After a
month of “relationship”, a Law-
ful character becomes Neutral,
after another month they become
Chaotic, at which point the flatterer
leaves the protégé. When this happens,
the protégé falls into a depression for 1d6
days and must succeed on a saving throw
vs spells or lose one experience level.

176
by Adrian Hammer

Pywawa
AC 5 [14], HD 2* (9 hp), ATT 1 × bite (D8) and WAWA WAWA WAWA, THAC0 18 [+1], MV 90’ (30’)
flying, SV D12 W13 P14 B15 S16, ML 9, AL Neutral, XP 25, NA 2D6 [4D6], TT L

A lone farmer Pywawas


on arid land buries their are ferocious,
sole goat, dead in the drought. carnivorous, with the
Out of fear of catching the disease cunning and intellect of a dog.
that killed it, or new ones attracted They remember individual faces
by the carcass, a quick hole on the and locations, have keen vision , and
ground suffices. Foolery, as the py- are able to open door handles with
wawas grow and thrive in hot and dry their teeth (although more complex
climates, and fresh meat underground is mechanisms will fly by them).
the ideal breeding pot. The next morning, Pywawas are attracted to light and heat.
the farmer will find their field brimming They will go after bonfires, torches, and
with half-planted pineapple weeds… candles first.
Our poor farmer is in for a treat, and
should run away, pronto. • Infravision: 90’
Rather quickly, this field will witnness the • Heat attraction: pywawas attack torch-
birth of full-grown pywawas. They’ll come bearers first, moving towards victims
out of the earth, flying with their bat-like carrying heat sources.
wings, shouting WAWA WAWA WAWA in • WAWA WAWA WAWA: anyone bitten
perfect unison. A pywawa’s upper body re- has to shout WAWA WAWA WAWA on
sembles a pineapple above their lone eye. their next turn. This prevents them from
Yet that shell is much sturdier. Their hard casting spells or command hirelings, al-
teeth can tear through leather, flesh, and though they can still gesture. In addition,
tendons, and they stop at bone, iron, or failing to save vs poison forces the victim
stone. These flying fuckers seek hot flesh. to attack the nearest creature with their
Eat, eat, and eat some more, and never teeth (ignoring weapons or other abili-
know when to stop. ties), as the hunger for flesh consumes
the victim’s will.

177
by Emiel Boven (art & design)

Bladewarden
AC 2 [17], HD 4* (18 hp), ATT 1 x sword (1d8), 1 x special blade (see below), THAC0 16 [+3],
MV 90’ (30’), SV D10 W11 P12 B13 S14, ML 11, AL neutral, XP 1125, NA 1d4 [1d4], TT none,
Bladewardens are magical and crytal blade has a magical effect on those struck
constructs wielding two swords. One of by its edge. To determine the color and
these has magical properties depending properties of the second blade, roll on the
of its color. This chromatic blade makes table below.
it a formidable foe. because of this they • Immunity. unaffected by sleep spells.
are often created to protect an objetc
or place (like a treasure vault), or even 1. Violet
a living being - in which case it acts as a Blinds the victim for 2d4 turns.
bodyguard. The subject of its protection 2. Magenta
can be changed using a keyphrase esta- The gravity become reversed for the
blished during its creation. victim for 1d4 turns.
• Chromatic blade. Of the two blades
3. Green
carried by a bladewarden, one
The victim is turned to stone (save vs.
has acolorful sheen to it, hinting
petrification).
at its special properties. This
4. Orange
The victim bursts into flames as if
doused in burning oil.
5. Cyan
The victim is phased out from this
reality for 1d6 turns.
6. Yellow
The victim becomes paralysed for
2d4 turns (save vs. paralysis).

• Chromatic Blade Dust When bladewarden is destroyed their magical blade turns to a
colored dust. This dust can be used for all kinds of interesting application. In its unpro-
cessed state a handful can be blown at monsters to replicate the effects of the original
blade. Alchemists and artificers are still discovering their uses in, but not limited to,
potions, special ammunitions and magical item creation. Players and referees are encou-
raged to come up with new flavorful uses for these colorful powders.

178
by Eric Nieudan

Cafetière Assassin
AC 2 [17], HD 1+1* (5 hp), ATT 2 × blades (1d4) or steam cloud (3d6), THAC0 18 [+1], MV 120’
(40’), SV D8 W9 P10 B13 S12 (D1), ML 12, AL Neutral, XP 40, NA 1 [1], TT None (black nectar)

Since coffee first appeared in the known realms, wars have been
fought over the miraculous beans. Dwarven golemancers found a way
to tap into the power of the precious nectar to animate mechanical
golems, provided a steady amount of coffee runs through the ma-
chine to charge their inner workings with mystical energy. The cafe-
tière assassin is their most common creation, given as a present to
foreign dignitaries and personages of power, and remotely activated
from a distance should the need arise to make a diplomatic statement.
A cafetière assassin is a precious item, worth at least 2000 GP to
a noble or magic-user.
• Mundane damage immunity: Can only be harmed by magical
attacks.
• Immunity: Unharmed by gas; unaffected by charm, hold,
or sleep spells.
• Mystical accumulator:
The cafetière assassin must spend a
charge from its mystical accumula-
tor each round it is active. It
gains one charge per week of
daily use, to a maximum of 13
charges.
• Charged attack: The golem can
spend up to five mystical charges to
receive a +1 modifier to hit and damage
per charge spent. This modifier lasts for 1d3
round.
• Steam Cloud: Using three mystical charges,
the cafetière assassin produces a cloud of scalding
steam in a 10’ radius around it, causing 3d6 damage
(save vs breath for half).
• Black nectar: Once defeated or neutralised, it is
possible to drain the cafetière from its coffee (one
dose per remaining mystical charge). It functions
as a potion of speed lasting only one turn. The
drinker is also impervious to sleep spells nor can
they sleep naturally either) for a day.

179
by Nobboc - Art: Ivan Caceres

Dreamcrawler
AC 4 [15], HD none, ATT Special THACO 9+1d10 [+1d10-1], MV 120 (40), SV D10 W11 P12
B13 S14, ML 12, AL Chaotic, XP 500, NA 1, TT None

If a group of adventurers spends the - if the character is hit first they


night in the ruins of an ancient battle- lose1d100 x level XP, and the dream
field or under the burial mound of a ends.
famed fighter, there is a good chance In any case, the duel happens again the
they attract the attention of a dream- next time the character goes to sleep.
crawler. There are only two ways to break free:
Dreamcrawlers are warriors whose beat the dreamcrawler three nights in
spirit could not find its way to Valhalla. a row or have a remove curse spell per-
They haunt their resting places, des- formed at the location where the first
perately trying to call on the gods who haunting occurred.
have forgotten them by challenging
mortals to fight them honourably. They There is a significant benefit to being
can only do so by entering their chosen haunted by a dreamcrawler, as the spirit
opponent’s dreams. passes on some of its knowledge to its
The dreamcrawler haunts the warrior host. Each time the haunted character
with the highest Charisma. When the fights in the real world they gain a +1
character falls asleep, they must roll bonus to hit and damage. This advan-
three saves vs. death. tage disappears as soon as the haunting
- If all three are passed the dream- is lifted.
crawler gives up and returns to obli-
1-in-6 chance that the haunting occurs
vion. during a bad dream. Roll 1d6:
- If all three saves are failed the charac- 1. The character is only wearing their
ter is drawn into a duel (see below). shoes. An audience in the shadows laughs:
- Otherwise the dreamcrawler is now AC 9 [10], to hit -2.
haunting the character. They will have 2. The dreamcrawler wears the crying face
to repeat the process every time they of the character’s mother. They must pass
go to sleep. a WIS check to be able to attack.
3. The character is exhausted, arms devoid
of strength: they lose initiative, -4 to hit.
The duel
Shortly after falling asleep, the charac- 4. The character runs away to find them-
selves in a maze. Turning a corner, they
ter dreams of a gloomy luminescent run into the dead warrior: there are two
warrior rushing at them with weapons dreamcrawlers.
drawn. The character is wearing armour 5. The character falls into a bottomless pit
and carrying their usual weapons. Roll along with the dreamcrawler: they must
initiative and run a round of combat. pass a DEX check before being able to
attack.
- if the dreamcrawler is hit first the
dream ends. 6. The character is paralysed by fear: can-
not fight, save vs Death or die of a heart
attack.
180
by James Maliszewski - Art: Jason Sholtis

D is for
Demons
«Demon» is a term used to describe a wide
variety of intelligent Chaotic beings native
to the otherworldly dimension called the
Great Void or the Abyss.
do so. Demons are renowned deal-makers,
offering mortal beings power in exchange
for services. Of course, some mortals
believe themselves superior to demons and
Unlike most other beings, who are believed dare to employ dark sorceries to command
by humans to have been created by one or rather than serve them. Though possible,
more gods, demons have no such divine such a path is risky and many a would-
origin although their exact relationship to be black magician found themselves des-
the gods and to Creation itself is a matter troyed rather than aggrandized by
of debate among sages and priests. One their actions.
popular theory holds that demons are
spontaneously generated by Chaos itself, Demons admit no true hierarchy
while another suggests that demons are among their own kind except that
the inadvertent consequence of the gods’ of power. In general, greater demons rule
attempts to bring order out of Chaos. over lesser types by strength alone, with
For their part, demons explicitly deny even more powerful demons—styling
both such theories for they also deny the themselves kings, dukes, presidents, and
existence of the gods themselves, claiming other fanciful titles—ruling over them all.
them to be merely the fancies of mortals. Two of the most well-known and influential
Regardless of the truth, demons demons are Bael and Vephar, both of which
are potent agents of Chaos, are described in greater detail below.
possessing a wide range of Demons are also known for their ability to
powers and abilities from the twist and shape living things according to
lowliest imp to the mightiest their whims, a talent others learned from
lord. them and put to good use in the creation of
Despite this, no demon can set foot upon beastmen and similar abominations.
Telluria* unbidden, which is why they rely Many monsters found on Telluria are in fact
heavily on a network of cults and secret demonic hybrids or the result of demonic
societies to provide them with the means to experimentation upon existing creatures.
182

* Telluria? Throughout the descriptions of the demons presented here, there are occasional references to Telluria. Telluria is the name of my campaign
world, home to the megadungeons of Dwimmermount and Urheim, among other notable locales. Telluria is one of the Four Worlds that make up Creation,
beyond which are the Demon Worlds of the Great Void. Telluria is inhabited by numerous intelligent creatures with Men, Dwarves, and Elves being the
most prominent. In most respects, it’s very much like any fantasy campaign setting. Referees are encouraged to substitute their own settings for Telluria
in making use of any of the monsters in this article.
Bael
AC –7 [26], HD 23**** (184HP), ATT 2 × BITE (2D6), THAC0 5 [+14], MV 150’ (50’),
SV D2 W2 P2 B2 S2, ML 12, AL CHAOTIC, XP 10,500, NA 1, TT R, S, T, V
Bael is a great demon king, arguably wand of cold. His cat head causes fear

* After Jack Vance’s nomenclature, you ignorant!


are
the most powerful of his kind. From as a wand of fear. These two attacks heads
his citadel on the dark side of Aido in usable at will. Both the toad and cat
ps to
the Sixth Shell he commands 66 legions. may also bite, but Bael rarely stoo
dee min g it ben eath him .
Though capable of assuming many such attacks,
Bael may use the follo wing spel l-like
guises, his preferred form is that of an
tinual
eight-legged creature with three heads— abilities at will: clairvoyance, con
sible , dete ct mag ic,
his right one looking like a cat, his left like darkness, detect invi
ESP , invi sibil ity, levit ate,
a toad, and his central one like a cadave- dispel magic,
rous human king wearing a two-tiered polymorph self, read languages, read
d),
crown. When Bael speaks, it is through magic, telekinesis (5,000 coins per hea
wall of ice, water brea thin g, web , and
the mouth of his human head which
ess)
possesses a harsh and haughty voice. summon (with an 85% chance of succ
any dem on of the first thro ugh sixth
Bael may only be struck by +3 or better
le-
weapons. His human head has a charm shells. Once per day, he can use feeb
gaze (no saving throw) that affects all mind or projected ima ge.
creatures within 300’ for 1 turn. The All spiders do Bael homage, as do
number of creatures affected is deter- Chaotic felines and batrachians. Thel
mined by their hit dice, as follows: Grimoire Major (which designates Bae
3 HD or fewer, 1d10×10; 06-02 Red*) claims there is a
4–6 HD, 5d8; 7–9 HD, 3d8; rivalry between the King of
10–12 HD, 2d6; and 13+ the East and Duke Vephar
HD, 1d4. Creatures posses- regarding the Ranine with
sing 15 or more hit dice are both demon lords asserting
entitled to a saving throw dominion over them. On
versus spells. His Telluria, cultists and witches
toad head has make pacts with Bael to
a breath attack gain the powers of
identical to the suggestion and
invisibility.
effects of a

183
Vephar
AC –2 [21], HD 22**** (132HP), ATT 2 × CLAWS (1D10), 1 × TAIL SLAP (1D6), THAC0 5 [+14],
MV 360’ (120’), SV D2 W2 P2 B2 S2, ML 12, AL CHAOTIC, XP 10,500, NA 1, TT I, K, N, O

Vephar is a duke whose watery Vephar claims suzerainty over


domain can be found on Demon all Chaotic marine life,
World Dawo within the Fifth Shell. His including amphibians.
29 legions include many This latter point is a source
cohorts of aegaei, as well as of contention between
even more terrible aquatic himself and Bael, as both
demons. Vephar’s prefer- demon lords regard the
red form is an emaciated Ranine as their subjects
humanoid whose gro- alone. Evil mortals some-
tesquely distended belly times beseech Vephar
reveals his viscera. Instead of to cause storms at sea, an
legs, he has a fish-like tail. His appeal he is only too
gangly arms end in large, clawed happy to
oblige.
hands. Vephar’s designation in the
Grimoire Major is 01-23 Blue.
Vephar may only be struck by
+3 or better weapons. While in
contact with water, he regene-
rates 2 hit points per round.
He has the following spell-
like abilities, usable at
will: cause fear, control
weather, detect invisible,
detect magic, dispel ma-
gic, feeblemind, polymorph
self, read languages,
read magic,
teleport,
and wall
of ice.
Vephar
can
summon
(with 60% chance of suc-
cess) 1–6 aegaei. The damage
dealt by his claws does not heal
unless the spell cure disease is first
applied.

184
Aegaeus
AC –1 [20], HD 11*** (49HP), ATT 2 × CLAW (1D6), 1 × BITE (2D4), 1 × TAIL SLAP (1D4),
THAC0 11 [+8], MV 90’ (30’), SV D6 W7 P8 B8 S10, ML 10, AL CHAOTIC, XP 3500,
NA 1D3 (1D6), TT E
invisible, detect magic, dispel magic, and
The aegaeus is a blasphemous read languages. Likewise, an aegaeus
hybrid of fish and frog standing may summon (65% chance of success)
only slightly taller than a human. a single demon from the first four shells
Its skin is scaled and slimy and radiates a (determined randomly).
noisome stench whose effect is similar to Aegaei serve the demonic duke
that of a troglodyte, except that it is more Vephar and often act as his emis-
potent (-2 saving throw). saries and generals. It is therefore not
The aegaeus prefers to uncommon to
haunt watery locales both find an aegaeus
above and below the surface leading a group
of the world, but is little im- of Ranine or
peded by dry land. troglodytes, to
Wherever it goes, the name but two
aegaeus remains wet terrestrial races
and drips fetid who serve the Lord
water. of the Sail
A demon of the Road.
Fourth Shell,
the aegaeus
is immune
to ordinary
weapons. It
can employ all
of the
following
spell-like
powers at will:
cause fear,
continual
darkness, detect

185
Phlogerus
AC –2 [21], HD 8+7*** (43HP), ATT 2 × SWORD (1D8+1), 1 × BITE (1D6), 1 × CONSTRICT (2D4),
THAC0 12 [+7], MV 60’ (20’) / 150’ (50’), SV D8 W9 P10 B10 S12, ML 10, AL CHAOTIC, XP 2300,
NA 1D3 (1D6), TT F
The phlogerus is a 12-foot tall demon, whose serpentine lower half
is surmounted by a humanoid torso with a frightful reptilian head.
Although capable of doing so, it rarely deigns to set “foot” on the ground, preferring
instead to float aloft. The demon’s scaled skin radiates intense heat and light, making
it difficult to look directly at it (-2 to all
attack rolls against it unless the atta-
cker’s eyes are somehow shielded).
The phlogerus wields two +1
swords in battle, but is equally
fond of employing its teeth and tail in
battle. An opponent grabbed by the
tail is constricted and drawn
toward the demon’s body, and
so exposed to the heat ema-
nating from its hide (dealing
3d6 damage). The phlogerus is
immune to ordinary weapons,
like all demons of the sixth shell.
At will, it can use the following
spell-like abilities: cause fear,
detect invisible, detect magic,
dispel magic, feeblemind, mir-
ror image, read languages,
and read magic. Also, it can
summon (70% chance of
success) a demon from the
first five shells.
Like the amenus, the phlo-
gerus is rarely found on
Telluria. It is more common
in the upper air and even in
astral space. It is claimed (in
the Kenomicon, among
other volumes) that
phlogeri existed in vast
numbers during the
time of the Great
Ancients, when
travel between the
Four Worlds was
commonplace.
186
Amenus
AC –6 [25], HD 7+6*** (37HP), ATT 2 × FRONT CLAW (1D6), 2 × BACK CLAW (2D4),
1 × BITE (1D6), THAC0 12 [+7], MV 90’ (30’) / 120’ (40’), SV D8 W9 P10 B10 S12, ML 10,
AL CHAOTIC, XP 1650, NA 1D3 (1D6), TT G
The amenus is a frightening demon sporting bristly
fur and four wings. It is rarely seen on Telluria except when
summoned by foolhardy magicians or on an errand
for its lord the demonic
president Camio. Its coming
is preceded by a powerful
blast of cold air that extin-
guishes all unprotected
flames within 80’ of itself.
The amenus prefers to fight
while flying so that it can use
all four of its claws as well as
its powerful bite. Being a demon
of the fifth shell, it is immune
to ordinary weapons. All of the
following spell-like abilities are
available to it, usable at will:
cause fear, control weather,
continual darkness, detect
invisible, and projected
image. An amenus can
summon (75% chance of
success) a single demon
from the first five shells
(determined randomly).

187
Ranine
AC 4 [15], HD 2** (9HP), ATT 2 × CLAWS (1D6), 1 × BITE (1D4) OR 1 × WEAPON (BY WEAPON +1),
THAC0 18 [+1], MV 90’ (30’) / 120’ (40’) SWIMMING, SV D12 W13 P14 B15 S16, ML 10,
AL CHAOTIC, XP , NA 30 (LEADER: 50), TT L, M, N
Ranine are degenerate subterranean creatures who divide their loyalties
between the great demons Bael and Vephar. They are of broadly batrachian appear-
ance but possess small bat-like ears in addition to vicious fangs and, in many cases,
small horns as well. Ranine are drawn to underground locations suffused with
Chaotic energies and establish their lairs in these areas.
Ranine shy away from sunlight and suffer a –1 penalty to their attack rolls and
saving throws when they operate above ground. If given sufficient room in combat,
these creatures can hop at enemies
granting them a +1 bonus to
both attack and damage rolls.
When fighting in close quarters,
they try to bite opponents in order
to inject them with a paralyzing
poison. Failure to save against
it results in paralysis for 3d6
turns. Ranine in groups larger
than six typically include a
leader with 3 HD (16 hp),
who can cast clerical
spells as if it were a
cleric of the same level
as its hit dice.
Precisely how the
Ranine reproduce
is a mystery as they
appear to be completely
asexual. Given that these
beings prefer to take
opponents prisoner
rather than slay
them outright, some
sages postulate that
the Ranine somehow
«convert» their prey
into new frog-things
to swell their ranks. If
true, these creatures pose
an even more terrible threat to
civilization than is commonly
supposed.

188
RETE
N UE O
FROG
UE S
By Nobboc Art: Li-An

Errant Friars (or Sisters) are idealis-


tic and adventurous young monks
(or nuns) who leave the monastery
to experience the world and its
hardships. They often join a band
of promising adventurers who they Requirement:
hope will help them to spread their Minimum WIS 9
sense of charity, justice and good. Prime Requisite: WIS

The Errant
Hit dice: d6
Maximum level: 14
Armour: see below

Friar
Weapons: see below
Languages : Common, Alignment language,
plus one dead (or ancient) language.

• Alignement: an Errant Friar must be They have a basic chance of recalling


lawful. If the character’s alignment facts about the following topics:
ever changes (for any reason), he im- - Flora & Fauna: 1-in-6
mediately becomes an NPC. - Politics & Heraldry: 1-in-6
- Philosophy & Cosmology: 1-in-6
Combat - Religions & Demonology: 1-in-6
• Armour heavier than chainmail is - Legends & Monsters: 1-in-6
incompatible with the Errant Friar’s li- - Common Knowledge: 2-in-6
festyle. In addition, the Friar’s humility Characters with Intelligence 13 or
encourages him not to place too much more can add 1 to one of these do-
importance on his own person and mains.
safety, and prevents him from wearing Every 4 levels, an Errant Sister or Friar
leather armor before level 3 and chain adds 1 to one of these chances.
mail before level 6.
• They can use any weapon except the Healer
crossbow (which, as everyone knows, • Errant Friars and Sisters have a
is the Devil’s weapon). 1-in-6 chance to identify diseases or
• Walking Staff Expertise: poisoning and to know an antidote or
- In the hand of an Errant Friar or remedy.
Sister, a staff is not considered a slow • With an hour of work, they can heal
weapon themselves or others for a total of 1 hit
- When rolling damage with a staff, they point + 1 per level.
roll two dice and keep the best result.
- Every 4 levels, Errant Friars and Miracles
Sisters gain +1 to hit with a staff. Errant Sisters and Friars can perform
one miracle per day starting at level 2.
Scholar They gain one additional miracle per
The formative years of Errant Sisters day every 3 subsequent levels.
and Friars were incredibly studious. A miracle’s duration is 1d6 rounds +
190
Errant Friar Level Progression
Level XP HD THACO D W P B S Miracles Staff Exp.
1 0 1d6 19 [0] 11 12 14 16 12 -
2 1,200 2d6 19 [0] 11 12 14 16 12 1
3 2,400 3d6 19 [0] 11 12 14 16 12 1
4 4,800 4d6 19 [0 11 12 14 16 12 1 +1
5 9,600 5d6 17 [+2] 9 10 12 14 10 2
6 20,000 6d6 17 [+2] 9 10 12 14 10 2
7 40,000 7d6 17 [+2] 9 10 12 14 10 2
8 80,000 8d6 17 [+2] 9 10 12 14 10 3 +2
9 160,000 9d6 14 [+5] 6 7 9 11 8 3
10 280,000 9d6+1* 14 [+5] 6 7 9 11 8 3
11 480,000 9d6+2* 14 [+5] 6 7 9 11 8 4
12 520,000 9d6+3* 14 [+5] 6 7 9 11 8 4 +3
13 640,000 9d6+4* 12 [+7] 3 5 7 8 6 4
14 760,000 9d6+5* 12 [+7] 3 5 7 8 6 5

1 round/level + Charisma modifier. influence of spells or magic items.


The character must concentrate (doing However, they accept holy relics,
nothing else) at all times or the miracle blessed objects, and divine magic.
ends. It also ends if the character takes • When encountering faerie denizens,
damage or fails a save. roll reaction with a -2 penalty if an
• Holy Beacon: Errant Sister of Friar is present.
- Turn undead like a cleric of same level.
• Holy Sanctuary: Vow of poverty
- Nobody can attack or be attacked in a Errant Friars may not keep wealth and
radius of 30’ around the Friar or Sister. possessions that they cannot keep on
• Holy Rest: their person (or on a donkey at level 5
- Lawful and Neutral creatures in a 30’ and after).
radius recover 1 HP per round. Excess treasure must be donated to
• Holy Anger: worthy causes.
- Chaotic creatures in a 30’ radius: 1
damage per round, -2 morale. After reaching 9th level
• Holy Truth: An Errant Friar or Sister finds a modest
- All traps, secret doors, and invisible dwelling to expand on and turn into a
creatures or objects within 30’ are holy refuge. They welcome the needy,
revealed. the orphan, the fugitive... The refuge
also attracts scholars, errant knights,
Magic Antagonism Lawful priests and former adventurer
• Errant Sisters and Friars have mixed friends who stay for a while when in
feelings toward arcane magic. They need of help or in the mood to lend a
refuse to use or come under the hand to a good cause.
192
by Nobboc
Brownies are about one foot tall Requirement: Minimum CHA 9
with large pointed ears, a protrud- Prime Requisite: CHA and DEX
ing nose, golden-yellow eyes, and Hit dice: d4
a weird little cap. A bad brownie Maximum level: 4
is one who was banished from the Armour: none
Seelie Court after doing something Weapons: all (appropriate to size,
particularly odious. Their magical 1d3 damage)
powers taken from them, they must Languages : Common, Faerie speech.
redeem themselves with high deeds
of daring adventure. - Ventriloquism: Once per day, can cause

The Bad
voice to appear to come from any location
or source within 60’.
- Dancing lights: Once per day, can

Brownie
conjure bobbing lights within 60’.
Sneaky
Bad brownies are naturally good at the
following thieving skills: Hide in Shadows,
Combat Move Silently, and Pick Pockets. See the
• Bad brownies can use all type of
weapons appropriate to their stature. class table for chances of success per level.
Their weapons never cause more than 1d3
damage, with no STR bonus allowed. They
After Reaching 4th Level
At any time, a bad brownie can appear
gain a +1 bonus to attack when throwing
before the Seelie Queen and present their
stones or darts. Bad Brownies wear no
achievements. If these are not deemed
mundane armour. satisfactory, they are turned into an earth
• Defensive Bonus worm for eternity. If the Queen is im-
Due to their small size and quick reflexes, pressed, the brownie can either return to
bad brownies gain a +2 bonus to Armour the Seelie court (becoming an NPC) or be
Class, and +4 when attacked by large reincarnated as a mortal (usually a halfling
opponents (bigger than human-sized). or a gnome). The player creates a new 1st
level character, who retains 1d3 of their
• Faerie powers magical brownie powers, as well as one of
From level 2 onwards and at each subse-
their thieving skills (which will improve
quent level, bad brownies get one of their
as if a thief of the same level). That, and
old powers back. Choose from:
golden eyes.
- Surprise: Never surprised.
Designer’s note: I designed this class using the
- Dimension door: Once per day, can tele- Brownie entry in the Monsters book for Old-
port to a known location within 360’. School Adventures: Advanced Fantasy.

The Bad Brownie Level Progression


Level XP HD THACO D W P B S HS MS PP
1 0 1d4 19 [0] 6 7 9 11 9 40 45 50
2 1,500 2d4 19 [0] 6 7 9 11 9 50 55 60
3 3,000 3d4 19 [0] 6 7 9 11 9 60 65 70
4 6,000 4d4 17 [+2] 3 5 7 8 7 70 75 80
190

193
by Leander Elwischger - Art: Li-An

A small (2- to 3-foot tall) limp, grey-


skinned creature from outer space
who has lost contact with the Moth- Requirement:
ership. Stranded on this primitive Minimum INT 12
world, they travel it in search of a Prime Requisite: INT
way to contact the base and return Hit dice: d4
to their distant home. Maximum level: 8

The Grey
Armour: none (see below)
Weapons: all (appropriate to size)
Languages : Common (learned through
observation).

Combat Science Beyond Human


• Greys can use all types of armour Understanding
but it must be tailored to their strange Greys have 3-in-6 chance of instinc-
anatomy. Finding the right crafts- tively knowing how to handle all kinds
person is a quest in itself. Price will of futuristic or outer space machinery.
be triple. Greys can use any weapons
appropriate to their stature. Set Phasers To...
The Grey starts with a small phaser (a
Defensive Bonus ray gun, implant, wand...) which can
Due to their small size, Greys gain a +2 be used as many times a day as their
bonus to Armour Class when attacked character level. See tables below for
by large opponents (bigger than hu- effects.
man-sized).

The Grey Level Progression


Level XP HD THACO D W P B S Phaser
1 0 1d4 19 [0] 8 9 10 13 12 1d4
2 1,500 2d4 19 [0] 8 9 10 13 12 1d4
3 3,000 3d4 19 [0] 8 9 10 13 12 1d6
4 6,000 4d4 17 [+2] 6 7 8 10 10 1d6
5 12,000 5d4 17 [+2] 6 7 8 10 10 1d6+1
6 25,000 6d4 17 [+2] 6 7 8 10 10 1d6+1
7 50,000 7d4 14 [+5] 4 5 6 8 8 2d4
8 100,000 8d4 14 [+5] 4 5 6 8 8 2d4
194
Platyfolk are smaller than dwarves,
Electric Shield weighing about 60 lb and only reaching
Greys can charge an electric a height of about 3 feet. They have a
shield for a number of hit dice furry body, a duck bill, a long flat tail,
equal to their own HD. The and webbed feet and hands. Platyfolk
charging process takes a day have a gentle nature, and value simple
of downtime per hit die. They things like swimming, fishing, and
must spend a round activating boxing. Adventurer platyfolk will often
any number of available hit dice, engage in playful activities when not on
which they roll as temporary an expedition.
hit points. The temporary HP
disappear after a day.
The
Call Home
Provided they have the
sufficient technology, a Grey
can build a telephone to call the
Platyperson
Mothership to ---ebring them Requirement:
back home whenever they wish. Minimum WIS 9, CON9
Stay safe out there, Greyling! Prime Requisite: WIS and CON
Will we ever meet again? Hit dice: d6
Alternatively, the referee may Maximum level: 8
use this opportunity to launch Armour: any
the campaign into outer space. Weapons: see below
Languages : Alignment, Common, Platypi,
Phaser Effects and some rudiments of Duck or Beaver.
- Roll according to level (see table
above). Prime Requisites
- Targeted creatures are allowed A platyfolk with at least 13 in either
a Saving Throw. prime requisite gains a 5% bonus to
- The Player may choose the experience. With at least 13 in both
effect of a lesser roll if they wish prime requisites, they gain a 10% bo-
1. No Effect nus to experience.
2. Fear Combat
3.Paralyzed (cannot act for • Because of their small size and web-
1d4 rounds) bed hands, platyfolk may not use large
4. Random Mutation (see p. 101) or two-handed weapons, but they are
proficient with all other weapons and
5. Life Zap (1d6 damage on
all armour, including shields.
creature, added to character’s HP)
• When really threatened, they may
6. Shrinking Ray use their venomous talons, which are
7. Mind Control located under their feet, with a -4 pe-
8. Disintegrate (6th Level MU-spell) nalty to hit. Anyone hit (damage 1d4)
196
194
by Nicolas Dessaux - Art: Letty Wilson

Platyperson Level Progression


Level XP HD THACO D W P B S
1 0 1d6 19 [0] 8 9 10 13 12
2 2 035 2d6 19 [0] 8 9 10 13 12
3 4 065 3d6 19 [0] 8 9 10 13 12
4 8 125 4d6 19 [0 6 7 8 10 10
5 16 251 5d6 17 [+2] 6 7 8 10 10
6 32 501 6d6 17 [+2] 6 7 8 10 10
7 65 001 7d6 17 [+2] 4 5 6 7 8
8 130 001 8d6 17 [+2] 4 5 6 7 8

must save against poison, or suffer a -4 penalty to


hit for 1d6 days, due to partial paralysis.
Defensive Bonus
Due to their small size, platyfolk gain a +2 bonus to
armour class when attacked by large
opponents (bigger than human-sized).
Natural born swimmers
Platyfolk are very good swimmers and are able
to stay up to ten minutes underwater. They have
an uncanny ability to disappear when swimming.
When immersed in a large body of water such as
a river, platyfolk can hide with 90% ability.
Electrolocation
Platyfolk have a sixth sense called electro-
location: even in complete darkness, they
can feel living beings by the electricity
produced by their muscles. This makes a
platyfolk very hard to surprise: the chance
to surprise them is decreased by 1 in 6.
After reaching 8th level
When a platyfolk reaches 8th level, they can
build a riverside stronghold. It should be
built by a serene, beautiful river where
platyfolk will come from great distances
to settle. The character becomes
the leader of the people
and must rule
them wisely.
197
by Eric Nieudan - Art: Zhu Bajiee

The autnagrag are contempla-


tive, peaceful giants with a strong
connection to the wilds they love
so much. They evolved away from
the brutish ways of their parents,
the ogres, possibly by interbree-
ding with humans, which explains
why they are sometimes called
half-ogres. They are 7 to 9 feet tall
and weigh 400 lb on average. Being
of a shy nature, they live in their
own isolated familial settlements,
though some rare individuals find a
place in towns and cities.

The
Autnagrag
Requirement:
Minimum CON 9,
minimum WIS 9
Prime Requisite:
WIS
Hit dice: d8
Maximum level: 9
Armour: Leather,
including shields
Weapons: Any
Languages : Alignment,
Common, Ogre, Giant
198
The Autnagrag Level Progression
Level XP HD THACO D W P B S Spell Level
1 0 1d8 19 [0] 8 9 10 13 12 1
2 2,000 2d8 19 [0] 8 9 10 13 12 1
3 4,000 3d8 19 [0] 8 9 10 13 12 2
4 8,000 4d8 19 [0] 6 7 8 10 10 2
5 16,000 5d8 17 [+2] 6 7 8 10 10 3
6 32,000 6d8 17 [+2] 6 7 8 10 10 3
7 64,000 7d8 17 [+2] 4 5 6 8 8 4
8 120,000 8d8 17 [+2] 4 5 6 8 8 4
9 240,000 9d8 14 [+5] 4 5 6 8 8 5

Prime Requisites After Reaching 9th Level


An autnagrag with at least 13 WIS An autnagrag can settle in a remote
gains a 5% bonus to experience, and a area, where other autnagrags, ogres,
+10% bonus with 16 or more in WIS. and all types of humanoids will gather
to receive the character’s teachings.
Combat With time, the place will become a
Autnagrags are used to the rough life monastery of the wilds where anyone
of the wilderness. They are trained to who seeks wisdom is welcome.
use all weapons and shields, and can
Designer’s note: As the well informed may
wear leather armour. have guessed, this class is a response to James
Maliszewski’s Gargantua (published in Carcass
Crawler #1). I like the Gargantua a lot, but I
Wisdsom of the Wilds wanted to see if I could produce another take of
Autnagrags intuitively know the lan- the giantkin adventurer. You be the judge.
guage of natural and magical beasts
with hit dice equal or inferior to their
own hit dice.

Magic of the Stones


The autnagrag have learned to tap
into giantkind’s link to the wilds and
elemental earth. Once per day, they
can ask nature for a favour, effectively
casting a cleric spell of their choice.
The spell can be of a level up to half
their character level, rounded up.
199
by James Maliszewski - Art: Luigi Castellani

Beggars are adventurers who


survive by their wits and fortitude.
Though similar to thieves, with
whom they are often confused,
beggars bring a number of unique
skills to a party that make them
worthy companions in many
circumstances.
Requirement: None

The Prime Requisite: CON


Hit dice: d6

Beggar
Maximum level: 14
Armour: Leather, no shields
Weapons: all
Languages : Common, Alignement

Combat
Beggars cannot wear armor heavier
than leather and cannot use shields.
They can use any weapon.

​Back-stab
​ hen attacking an unaware opponent
W
from behind a beggar receives a +4
bonus to hit and doubles any damage
dealt.

​Beggar Skills
Beggars can use the following skill,
with the chance of success shown in
the table below:
• Disguise (DS): A beggar can dis-
guise themself as a human, humanoid,
or demihuman of similar height and
build.
• Hide in shadows (HS): Requires the
beggar to be motionless–attacking or
moving while hiding is not possible.
• Pick pockets (PP): If the victim is
above 5th level, the beggar’s roll is
penalized by 5% for every level above
5th. There is always at least 1% chance
200
The Beggar Level Progression
Level XP HD THACO D W P B S DS HS PP SC
1 0 1d6 19 [0] 8 9 10 13 12 10 10 20 50
2 1,200 2d6 19 [0] 8 9 10 13 12 15 15 25 55
3 2,400 3d6 19 [0] 8 9 10 13 12 20 20 25 60
4 4,800 4d6 19 [0 6 7 8 10 10 25 25 30 65
5 9,600 5d6 17 [+2] 6 7 8 10 10 30 30 35 70
6 20,000 6d6 17 [+2] 6 7 8 10 10 35 35 45 75
7 40,000 7d6 17 [+2] 4 5 6 7 8 45 45 55 80
8 80,000 8d6 17 [+3] 4 5 6 7 8 55 55 65 85
9 160,000 9d6 14 [+5] 4 5 6 7 8 65 65 75 90
10 280,000 9d6+2* 14 [+5] 2 3 4 4 6 75 75 85 95
11 400,000 9d6+4* 14 [+5] 2 3 4 4 6 85 85 95 96
12 520,000 9d6+6* 14 [+5] 2 3 4 4 6 90 90 105 97
13 640,000 9d6+8* 12 [+7] 2 2 2 2 4 95 95 115 98
14 760,000 9d6+10* 12 [+7] 2 2 2 2 4 99 99 125 99

of failure. A roll of more than twice After Reaching 9th Level


the percentage required for success A beggar can establish a beggar’s
means that the attempted theft is un- court, attracting 2d6 apprentices of
noticed. The referee should determine 1st level. These beggars will serve
the reaction of the victim (possibly the character with some reliability;
using the reaction table under En- however should any be arrested or
counters). killed the PC will not be able to attract
• Scrounging (SC): Once a day, a apprentices to replace them. A beggar
beggar can locate useful mundane might use these followers to challenge
items equal in value to 10 gp × level the position of the current King or
provided the beggar is in an urban Queen of Beggars.
environment*.

Trust
A beggar is adept at playing on the
sympathies of Lawful and Neutral
aligned beings, gaining a +2 bonus to
reaction rolls in dealing with them.
This bonus is in addition to any bonus
from Charisma. The beggar need
not share a common language with
the being but the being must be
intelligent.
​ * I for one want to make things interesting by
(sometimes) having the former owner of these
items track down or run into the beggar’s party
- Eric
201
by Emiel Boven (Art& design)

Requirement: Minimum WIS 11


Prime Requisite: INT
Hit dice: d6
The followers of the the Path Maximum level: 14
of Dust believe most religions have Armour: Any forged from metal.
a grain of truth to them, even more Weapons: Any forged from metal.
so when those re ligions teach of Languages : Alignement, Steel Script,
some form of “End Times”. These Common.
apocalyptic warrior-cultists travel
the lands in search of slivers of
forgotten lore and religious dogma
regarding the Final End.

The
Prophet
of Ruin
Combat
Prophets can use all types of
weapons and armor as long as they
are primarily made out of metal.

​Speaker of Prophecy
Each day a prophet may
speak a number of apo-
calyptic truths. The level
progression table shows
the number of prophecies
the prophet can proclaim
each day. The prophet must
choose a creature that can
hear them to direct the prophecy
at. While the prophet speaks these
truths they become a vessel for the
primal powers of entropy. Roll on
the Prophecy Table to determine the
effect the words have on the listener.
When a prophet reaches 5th level,
they can meditate at dawn to choose
one prophecy to speak during the day.
This increases to two prophecies when
they reach 9th level.
202
The Prophet of Ruin Level Progression
Level XP HD THACO D W P B S Prophecies
1 0 1d6 19 [0] 10 13 13 15 15 1
2 1,500 2d6 19 [0] 10 13 13 15 15 2
3 3,000 3d6 19 [0] 10 13 13 15 15 3
4 6,000 4d6 19 [0 10 13 13 15 15 4
5 12,000 5d6 17 [+2] 8 11 11 13 12 4 (+1)
6 25,000 6d6 17 [+2] 8 11 11 13 12 5 (+1)
7 50,000 7d6 17 [+2] 8 11 11 13 12 6 (+1)
8 100,000 8d6 17 [+3] 8 11 11 13 12 7 (+1)
9 200,000 9d6 14 [+5] 6 8 8 10 9 7 (+2)
10 300,000 9d6+1* 14 [+5] 6 8 8 10 9 8 (+2)
11 400,000 9d6+2* 14 [+5] 6 8 8 10 9 9 (+2)
12 500,000 9d6+3* 14 [+5] 6 8 8 10 9 10 (+2)
13 600,000 9d6+4* 12 [+7] 3 4 6 7 7 11 (+2)
14 700,000 9d6+5* 12 [+7] 3 4 6 7 7 12 (+2)

​Scholar of Forgotten Oracles After Reaching 9th Level


A prophet of any level may spend After a prophet reaches 9th level they
time and money researching ancient attract 2d4 acolytes which are all 1st
lore and religious dogma. Doing so level prophets or clerics of a suitable
may expand or change the prophecy deity.
table for this specific character (at the
referees discretion) .

d6 Prophecy Table (Undead and constructs are not affected.)
1 All Light Will Fade. The listener becomes blinded for 1d4 + level turns.
2 Bonds Will Be Broken. The listener becomes hostile towards
other creatures in the area.
3 Civilization Will Crumble. The listener must make a successful morale check
or flee in terror.
4 All Will Wither. All vigor is drained from the listener’s body, making them fall
unconscious until they die or receive magical healing.
5 The Tools of Men Will Not Save Them. All nonmagical metal items and gear
worn or held by the listener crumble to rust.
6 The Rivers Will Run Red With Blood. The listener’s eyes start to bleed
and they take 2d6 damage.
7 Famine Will Take The Survivors. The listener must make a save vs. petrification.
On a fail they take damage equal to half their current HP.
8 Oh! Hear The Cries Of The Forsaken. The listener hears spectral
voices crying out for mercy for 1d4 turns. These distractions give them a
-2 penalty to hit rolls and morale.
203
by Ethan Lefevre
204
205
NAME AL
Class Level XP + %
Description
Before leaving for adventure, I was....

Ability Scores Saving Throws Armor Class


STR D Death,
Poison +/- DEX Health
INT W Magic
Wands
Armor
HD
WIS P Paralysis,
Petrification
AC +/- CON
DEX B Breath
Attacks
Unarmored
HP
CON S Spells, Magic Movement
Rods & Staves Max
CHA +/- WIS vs. Magic ( )

Combat & Encounters THACO +/- FOR mod. to melee att./damage


+/- DEX mod. to Initiative +/- DEX mod. to ranged attacks +/- CHA mod. to reaction rolls

Abilities Equipment

Cp Sp Ep Gp Pp

Encumbrance 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 x 100 coins

Achievements and Dark Secrets:


EX T R
A OR D
IN A R
YEX C
U R SI
O N S
by Vagabundork

OBSOLETE SEWER
R A DIO PA S TE U R IZ ATIO N
Obsolete Sewer Radiopasteurization is a pointcrawl
dungeon. It uses silver where others use gold.
Change the metal, keep the numbers.

ADVENTU RE HOO KS
1. The workers abandoned the treasure they had accumulated during
their years of work.
2. A mad scientist will pay 150 silver for each weird science gadget you
can get your hands on.
3. A wanted bandit is hiding inside. There’s an 800 silver reward if taken
alive.
RUMORS
1. A recently abandoned sewer.
2. It was used to experiment with technologies not from this world.
3. A ghostly apparition scared off the workers.

Room 1: Entrance. Portcullis white walls. Save vs.


partially open, you have to crawl death; the survivors undergo a random
to enter. The room is covered with mutation (see below); the dead dissolve
mud, wires hang from the walls. When like slime. Doors open with a «clack».
you step into the mud, an electric Aluminum Man (see room 10) is immune,
current runs up your skeleton: save but if a minion is liquefied, he will
vs. paralysis or all your rolls inject the slime into himself, gaining
receive a -1 penalty for 30 minutes. one hit die.
Room 2: Rat Shrine. A rat and 1d4+1 mice Room 6: Control Panel. Controls to
live here. See descriptions overleaf. deactivate the Ionizer. Also good
loot: 563 silver, 126 copper; the Ion
Room 3: Storage. Abandoned camp
Maiden (ray gun, d12 damage; save
objects. 1-in-6 chance: the
vs. magic device for half damage); a
disembodied circulatory system of
disk that emits a pale green light
a humanoid runs across the room,
when a button is pressed, enough to
disappearing through the door
illuminate a room but almost invisible
(cannot be damaged or seen outside
from a distance; a valuable book (100
this room). Only seen once.
silver); a box containing instruments
Room 4: Screen room. A soundless for experiments with gases (800 x d100%
screen constantly plays the same silver to a magic-user with a good
scene: a man in a locked laboratory lab; 4 encumbrance slots are needed to
(room 5) screams in desperation; transport it).
the white light of the laboratory
Room 7: Muddy Library. Empty
increases in intensity until it is
bookshelves. In the mud, a sheet of
impossible to see anything but the
paper: «If there is aluminum, the
silhouette of the man, and then only
chances of surviving the exposure are
absolute whiteness; when the light
greater».
goes out after a few seconds, the
room is empty. The scene lasts for Room 8: Cesspool. The ground is
half a minute. covered with mud and feces. The air is
warm and fetid. A bandit is hiding here
Room 5: Ionizer. The doors close
with 3 henchmen. One of the henchmen
with a «click» and the ionizer
is willing to switch sides if the PCs
activates, filling the room with
offer him protection.
a blinding light emitted by the
208
ALUMINUM MAN
AC: as plate, HD: 2 (8 hp),
Room 9: Dump. Full of junk (make a search roll for Mv: 120’ (40’), Att: Punch (d8),
a diamond worth 300 silver). A man and a woman are Att Bonus: +2, Morale: 10
here. Roll d4 to find out what they’re doing: 1: • Aluminum skin, immune
Napping (the PCs automatically win surprise). 2: to radiation and spells
Arguing aggressively (initiative at -1). 3: Prepared to (including beneficial spells).
People nearby get +1 to saving
ambush the PCs (they win surprise automatically). 4: throws
Scavenging (PCs’ initiative at +1).
BANDIT
Room 10: Cell. Requires a tinkering roll. Two bronze AC: as mail, HD: 1 (4 hp),
ceiling lamps illuminate the room (100 silver each). Mv: 120’ (40’), Att: Club (d6),
The Aluminum Man is locked in here. He doesn’t Att Bonus: +1, Morale: 7
remember who he is, only that he wants to leave and • Wanted by the authorities,
desperate, will do anything
not come back. He thinks he’s a machine. Grants all
to escape. 45 silver pieces.
PCs a +1 bonus to their saving throws in room 5, if he
is present. HENCHMAN
AC: as unarmored, HD: 1 (3 hp),
5.IONIZER Mv: 120’ (40’), Att: Knife (d4),
4.SCREEN ROOM Att Bonus: +1, Morale: 8
• The bandit forced them to
9.DUMP join, “Join me or I kill your
family”. 2d6 copper.
3.STORAGE 10.CELL
M OUSE
6.CONTROL PANEL
AC: as unarmored, HD: 1 (4 hp),
Mv: 120’ (40’), Att: Knife (d4),
Att Bonus: +1, Morale: 10
2.RAT SHRINE • Humanoid mice the size of
1.PORTCULLIS a child, with a cartoonish
appearance. Loyal and cunning.
R AT
8.CESSPOOL AC: as leather, HD: 6 (27 hp),
Mv: 180’ (60’), Att: Bite or
7.MUDDY LIBRARY Claws or Mace (d6 or d12 or
d8), Att Bonus: +6, Morale: 12
• Humanoid rat, horrific
appearance. Never surrenders.
RANDOM MUTATIONS - Roll 1d6 She’s loyal to her henchmice.
1. Your skin becomes aluminum and you are immune to
radiation and spells (even beneficial spells), your base TREASURE HUNTER, MAN
AC is as plate and you cannot wear armor. Those near you AC: as leather, HD: 3 (12 hp),
Mv: 120’ (40’), Att: Crossbow
get a +1 bonus to their saving throws against radiation
or Dagger (d6 or d4),
and magic
Att Bonus: +2, Morale: 9
2. 1d10 of your mites increase in size considerably, • Skillful but cowardly. 17
causing you 1 damage each. The next round, they explode, silver. Silver dagger (50
leaving several red spots on you. silver).
3. Your head shrinks to 30% of its size; however, your
facial hair doesn’t. You speak with a chipmunk voice and TREASURE HUNTER, WOMAN
your Intelligence is reduced by 2. AC: as mail, HD: 3 (13 hp),
Mv: 120’ (40’), Att: Sword or
4. Your heart rate accelerates. Recover 10% extra HP dagger (d8 or d4),
when you rest. However, you are now more susceptible to Att Bonus: +3,Morale: 10
poison and sudden death (-2 to your saving throws vs. • Strong and brave. 8 silver,
poison or death). 15 copper. Silver dagger (50
5. Roll 1d4; you develop cancer in 1: silver).
your brain (-2 Int). 2: a femur (-2 Dex). 3: your blood (leukemia; -2 Con).
4: your throat (can’t speak or cast spells). You need a barber surgeon* to take care
of it or you will die in 1d4+2 weeks. (*When undergoing surgery, you must save vs.
death; if you succeed, you have overcome the disease but are weak and have only 1 HP;
if you fail, the referee must decide the consequences, though it usually means you
are dead).
6. Your blood turns a glowing toxic green. If an animal or person (but not you)
drinks your blood they get intoxicated as though they had eaten berserker shrooms:
3 attacks per 2 rounds for the duration of the encounter.
209
by Islayre - Map: P. Perret
Translation: Aan

A war torn hexcrawl


for low level adventurers

Fort Levant
“At first, it was a mere rumor: 'A Gnoll invasion in the North’. But our
leaders dismissed it. After all, if this tale was true, the creatures were said
to be attacking the goblinoid barbarians we’d been warring against. But then
the goblinoid clans fell, followed by the Wizard’s Tower out there in the
East, and the folks of the Great Forest. We realized then that the gnolls were
a portent of an even greater evil, one whose dark, cursed standard had once
flown over our lands. Should we have paid more attention to the old legends?
How lost had we become?“

Hex 3
The tower of the powerful wizard Bran Hornraven (7th level magic-user) rises
above cultivated plains. Bran isn’t interested in politics and believes the region’s
recent troubles won’t hinder his mystical studies. However, he does care about his
servants’ well-being (a dozen noncombatants). Bran is also enamored of his “neighbor”,
Ielenia the dryad (hex 4), who he’s been wooing for years.
The wizard has partially domesticated a colony of giant fire beetles, which protects the
entire area. The great insects treat Hornraven and his servants as members of their own
colony, thanks to the wizard’s clever use of alchemical pheromones.

Hexes 4,5,14,15
A great, untamed forest grows here. It is home to the dryad Ielenia, who
holds court in a lovely clearing located right at the center of Hex 4.
The dryad seldom exerts her power over her subjects, preferring to
wallow in serene self-indulgence. Those who dwell in her territory are
therefore left to fend for themselves, for better or for worse. Case in
point, a violent confrontation recently took place between a solitary
testy old Owlbear who controls hex 5, and a mischief of expansionist
giant rats holding sway over hex 15.
built a good
Following the recent gnoll incursions in the area, the forest’s inhabitants have
number of traps in hex 14.

210
1 Portal to the Hell of the Hunt 6,7,8,16 Fort Levant
2 Gnoll hunting grounds and human settlements
3 Wizard's Tower 9 The High Peak
4,5,14,15 Great Forest 10,11,12,13,17,18 Goblinoid territory
19 Castle Hope ruins

211
Hexes 10,11,12,
Hex 1 13,17,18
The hill where Jillian A fearsome goblinoid
Goodbarrel, Fort Levant’s army known as the
burgomaster, buried the first of two Chimera Battalion
cursed pendants, which opened the controls this vast
portal to the Hell of the Hunt. Through it territory. This force made
came the gnolls. Through it came horror up of goblins, hobgoblins, and
and destruction. From here, plague-like, bugbears stands as the region’s
the scornful heralds of the Devourer preeminent military and political force. It
spread in all directions hunting, killing, is led by three leaders in uneasy alliance:
and consuming everything and everyone Gaartai, a goblin matriarch; Kodard, a
in their path. The gnolls do not negotiate hobgoblin war-chief; and Dreegus, a
or take prisoners. When faced with a bugbear champion.
stronger opponent, they simply withdraw The “capital” of this small kingdom is a
to find either an easier path or a weaker fortified camp located in the plains of hex
target. In the end, they always return in 18. The goblinoids have also dug secret
greater numbers. Treat their pack lord as a caves and tunnels in the mountains of
werewolf. To close the portal one must kill hexes 11 and 12 which they may use as
him before throwing his carcass through it. fallback positions .
The violent clashes that have opposed the
Hex 2 Chimera battalion and the gnoll packs in
The gnolls have set up camp hex 13 have turned this region into a no-
in this area, which they patrol man’s land. These battles have increased
between raids and use as in frequency just as the numbers of
hunting grounds. Although marauding gnolls have grown.
they’ve started launching small- Although relatively calmer, the hills of
scale attacks against hexes 3 and 14 as hexes 10 and 17 have nonetheless been the
a
means of testing defenses, they really theater of pillaging and skirmishes between
are
focused on hex 13 which leads directly the Chimera warriors and Fort Levant’s
into goblinoid territory. inhabitants (hex 7). Warg-riding goblins
use these hills to launch their attacks on the
nearby human farms.

Hex 9
High Peak mountain looms over this area. Two ancient beings have somehow
managed to share its slopes for ages: Qondae, a great she-wyvern nesting
northward at the mountain’s highest point; and Brenyr, a giant whose eastward-looking
cabin can be found halfway up the peak.
When mountain prey is scant, the voracious Qondae strikes both goblinoid and human
territories alike. The leaders of the Chimera Battalion have been negotiating with the
wyvern for months in the hope of securing an alliance – the fate of Fort Levant (hex 7)
might very well hinge on this outcome.
Unlike his fearsome neighbor, self-reliant Brenyr enjoys a carefully crafted life of solitude.
Between the dread winged reptile and the venerable warrior-poet, a strange form of
attachment has grown over the course of many duels waged over the years.

212
Hexes 6,7,8,16
These areas stand for
Fort Levant itself (hex
7), its districts, and
the nearby cultivated
plains. Fort Levant is
a fast-growing human
settlement that has
seen its expansion
curtailed as it pushed
against the regions
Hex 19
The ruins of Castle Hope.
held by the Chimera
This stronghold
Battalion.
once headquartered
Hexes 6, 9, 16, and 17 are
a holy order of warriors,
borderlands over which human colonists have
the Sisters of All Battles. They were
gradually increased their control. In these
decimated many centuries ago battling
areas where skirmishes with the goblinoids
the first incursion of the Devourer and his
occur regularly, villages are fortified.
hordes. The Sisters narrowly managed to
The player characters will likely wander off to
stop the infernal invasion by closing the
these regions after learning of Fort Levant’s
portal (hex 1). This legendary heroic deed
need for mercenaries and adventurers to fight
which Ielenia (hex 3), Qondae, and Brenyr
off the pillagers. This is exactly what Sergor-
(hex 9) remember well, is also known to
of-the-Axe (4th level fighter) set out to do.
the warriors of the Chimera (hex 18) who
An infamous soldier of fortune, Sergor
have kept away from the ruins of Castle
reached the city at the head of a rag-tag group
Hope out of respect.
of armed men (mainly normal humans and
Jillian Goodbarrel buried the second
a handful of 1st and 2nd level fighters) a few
cursed pendant here. The souls of Castle
days before the party.
Hope’s dead warrior-nuns have become
The city’s burgomaster is one Jillian
restless after Jillian buried the jewel in
Goodbarrel, a female halfling with a good
the rubble: they now prowl the ruins in
reputation thanks to her calm and effective
the form of skeletons, attacking anyone
demeanor in carrying out her mayoral duties.
who trespasses in a desperate and clumsy
Crucially, despite her seeming good-nature,
attempt at protecting the castle’s remains.
Jillian is in fact a psychopath of the highest
If the gnolls succeed in killing enough
order, one entirely devoted to the Devourer,
people in the name of the Devourer, the
Demon-Prince of the Hunt, Hunger, and
Demon-Prince will once more make his
Cannibalism. Enhanced by her
way to the world of mortals, appearing
dark lord’s powers, Jillian’s stats
where he was first vanquished at the head
are those of a wight’s even
of his infernal troops.
though she’s not undead.

213
byChris
by ChrisTamm
Tamm

THE DARK ISLAND IS IN A GREAT FLOODED CAVERN DEEP BENEATH


THE EARTH. AT TIMES THE QUEEN RULED AN UNDERLAND KINGDOM.
AT OTHER TIMES DRAGONS BRED HERE. ADVENTURERS STILL COME TO
SEE IF THERE IS ANY TREASURE LEFT.

T HE DArk ISLand
Deep in the earth in a Mostly these days she
great flooded cavern lives alone with a handful
is a small rocky island. of servants, having lost
The Dragon Queen built interest in the outside
the island as a lair and world. Pathetic
capital of her un- albino cave gnomes
derland kingdom. worship the queen
Over many centuries the out of fear, but also
island has gone through because she keeps enemies
various phases, from the away. Dragon cultists are
centre of a pocket em- welcome by the queen’s
pire to a mostly empty servants when they
and haunted place. come to learn and study.
Some periods were Occasionally priso-
dominated by ners escape the
the Dragon queen’s slave
Cult while the pits, but most
queen lived in get eaten on the
human form. Other beaches, or trying to
times, dragonfolk reigned cross the dark waters.
supreme. Occasionally, the The Dark Island is feared by
queen has left for a few underland folk. For aeons the
decades, cleansing the island Dragon Queen has dwelled here,
from its invaders upon her return. possibly the oldest of her kind.
Concerned for the future of her race, she Nowadays thieves, spies, and adventur-
has also been known to operate a spawning ers want to explore it again in case the
pit with several dragons. Over the years, dragons have gone and left their treasure.
she has ruled over various slave races Dangerous dreams like these will end when
including gnomes and hobgoblins. they confront the queen.

214
Lost Treasures
Some Past Residents • The Queen’s Crown - allows the wearer
• Cultists in the old days came to learn to speak with any reptilian creature.
from dragons and help them spread. Less • Dragon Robes - are worn by cultists
come now but the queen enjoys conversing and have the benefit of making dragons
with them and dozing off to their worship- check before eating the wearer.
ful chants. • Gnome Fishing Pole - catches up to
• Dragonfolk were spawned by the queen three albino fish a day, never attracting
when she was in one of her imperialistic the kind of horrible monster who dwell
moods and their descendants come on in underground lakes and seas.
pilgrimages still. Once they were common • Lamp Shrooms – this glowing fungus
here serving as guards and elite troops. grows all over the island. Each shroom
• There once were three ordinary dragons lasts a month and illuminates 5ft around
here, as the queen enjoyed the company it.
of at least one consort. There were times • Scalebane - a dragonslayer sword was
many young dragons lived here. Today it lost by a hero. It is hidden somewhere in
still happens that one of the ancient eggs the queen’s chambers.
hatches and a young dragon crawls about. • Green Stones - large chunks of jade
• Subterranean lizards have increasingly can be found all over the island. Not the
moved into areas dragons once lived in. best quality but good for crafting and
The gnomes do their best to avoid them. worth about 40 GP per pound.

The Dragon Queen


The Gnome Folk • She has used various names over the
• These lumpy albino gnomes farm fun- course of her long life, including the Ser-
gus, catch fish, and generally look after pentine Sorceress, the Green Lady, Queen
the place. Nowadays they are mostly left Akenthane, the Under Queen, the Dread
alone as long as the food keeps coming. Empress.
• The gnomes craft boats of various • People debate what kind of dragon the
sizes, from the mushroom cap coracle to queen may be. Most scholars say green or
the larger skiff used to ferry passengers. black but no one has seen her outside of her
Making the latter requires an expedition human form in a long time (she can change
to a fungus forest in search of appro- at will). From an elder lineage, she is smarter
priate shroom timber. than most of her kin and an advanced
• The gnomes are not unfriendly, but spellcaster.
they don’t let outsiders enter the dragon • Long gone are her days of victorious
tunnels (and they will usually inform conquest, various consorts, and numerous
the queen of the presence of strangers). brood. She is now content being cared for
They have a slave pen for various guests by her gnomes and cultists. She does like to
labouring around the island. A slave who talk to visitors and have them at her
doesn’t work is butchered and added to magnificent dining table. In the past the
the communal meals. most interesting guests were charmed and
• They will trade for exotic food or trea- turned into dragon consorts. Now she
sure their queen might like as a gift. mostly gets bored and devours her guests —
she might spare them if they swear to find
treasure for her.

215
North
Consort Marine
Cave Dragon
Dragon Servants
Cave Nest
Nest
Slave
Egg Bathing Pits
Room Chamber
South
Queen’s Cave
House
Cave
House
Dragon
Nest
Study Court Cave
House

Dining

MAP OF
Room
Cave
Bed House
Room Cave

T HE DARK ISLand
House
Cave
House Lagoon
Beach
Queen
Roost Cave
House Cave Cave
House House
Great Cave
Council House
Temple Hall
Cave Smithy
Priest Cave

Library
Priest
Windows are
3 foot wide
and hard to
reach

Random E ncou n ter s


Shoreline Inside
2d4 Gnomes fishing 1 d4 Gnome Servants
d6 Gnome Guards 2 2d4 Gnome Guards
Free Gnome Spy 3 Gnome Child playing
d4 Marine Ghouls 4 2d4 Dark Elf Traders
d6 Marine Zombie 5 d4 Dark Dwarf Traders
Marine Troll 6 d4 Dragon Cult Wizards
d4 Marine Ogres 7 d6 Dragon Cult Priests
Escaped Prisoner 8 Subterranean Lizard
d6 Fish Men Explorers 9 d4 Dragonmen Pilgrims
Albino Crocodile 10 Party of Adventurers
216
Plesiosaur hunting 11 Thief exploring
Thief scouting 12 Dragon out for a walk
Lagoon Beach - Often 4d4 gnomes, tending nets and boats. Monthly gnome
markets here attract visitors from all over the underlands. Sometimes a boat from
visiting dark elves or cultists can also be found on the beach.
Cave Houses - Typical caves where gnomes live, cook, and sleep (d6): 1-2=2d4
gnomes, 3=overgrown with fungus, 4=d4 hobgnomes, 5=gnomebears, 6=old
bones and garbage.
Smithy - A forge where 4 gnome smiths work while 2 hobgnomes operate large
bellows. Willing to sell and repair weapons and trade goods.
Great Council Hall - The gnomes use this as a common area where the chief holds
court with the concubines who live in the small side chambers. The chief has 2
thoul guards, 8 hobgnome bailiffs, and a gnomebear executioner. 3d6 gnome cour-
tiers, servants, and harem members are present as well. 1-in-6 chance of a visiting
shaman or priest, and 1-in-6 chance of a visiting ambassador from the underlands.
Temple Cave - Sorcerous temple to the gnome mushroom god and the maggot
lord of the underworld. One large statue, several smaller ones, and a dozen small
shrines to various spirits and ancestors. A cleric and a d6 servants, d4 fungus
zombies, and giant lizard pet are usually encountered here.
Priest Cave - Cleric quarters with d6 servants cooking and sleeping, 1-in-4 chance
of a cleric being present. A stone bowl of magic fungus.
Priest Library - Heaps of mouldy crumbling books and scrolls. With an hour of
searching one can find either a spell scroll (level 1d3) or an interesting and useful
fragment in gnomish or draconic.
Queen Roost - Now an overgrown fungus garden with many edible shrooms. A
10-minute search has a 2-in-6 chance of finding a magical mushroom. Roll for a
fungus garden encounter.
Queens Court - Rotting remains of furniture, musical instruments, and a throne
where the queen once met visitors. Now another overgrown fungus garden (1-in-
6 chance of magical discovery as above). An hour-long search produces scraps of
ivory, gold leaf, or semi precious stone worth d4x10 GP. Roll for a fungus garden
encounter.
Study -Rotting remains of the queen’s study. A solid stone wall created with magic
hides a cavity with a thousand years of draconic journals, a magic inkwell, and
2000 GP in coins for when the Queen returns. Roll for a fungus garden encounter.

Dining Room - Huge hall with a pewter dinner set and a crystal candelabra all co-
vered in dust and cobwebs (but fungus-free). A giant intelligent she-spider lives
here and the gnomes avoid the room. Bundles of gnome and adventurer bones
hang around in web sacs (armour and weapons are well preserved, also 1-in-6
chance of a minor magical item per hour spent de-bundling and searching the
bodies).
Bedroom - This room is sealed behind a magically created stone barrier. The bedroom
is immaculate, magically lit, with a four poster bed with green spider silk bedclothes
where the Queen in human form slept with her humanoid lovers. It is possible that she
might be here in one of her deep, decade-long slumbers.

217
Egg Room - A nest woven of bones and humanoid hair with broken dragon egg
shells (which could be worth 3d6x10 GP). Possibly dormant dragon eggs might be
sealed behind a magic stone wall.
Consort Dragon Nest - A rotting fungus garden growing on the massive
skeleton of an ancient dragon. Gnomes leave their meager offerings here for the
dragon (there is a pile of 3600 CP). Roll for a fungus garden encounter.
Servants Cave - Skeletons of gnomes lie among mushrooms and slime. d4 fungus
zombie gnomes arise if disturbed
South Dragon Nest - As north dragon nest above, with the bodies of long dead
escaped slaves. d4 of which rise as fungus zombies if someone gets close.
North Dragon Nest - A fungus garden has taken over. Many edible shrooms, and
a 10-minute search has a 1-in-6 chance of finding a magical mushroom. Roll for a
fungus garden encounter.
Slave Pits - A clan of 3d6 friendly meditating fungoids live here. They use spores
to communicate with visitors and are willing to trade magic mushrooms for exotic
goods. Many huge shrooms grow here as the gnomes never come to harvest. Ske-
letal remains of chained slaves can be seen among the putrefying fungus heaps.
Dog-sized snails abound.
Marine Cave - A fungus cave with several flailsnails grazing. They will happily seek
meat for a change of diet.
Bathing Cave - Once a dragon bathing room, now a fungus filled chamber with
mould rafts floating on stinky water. The room is mostly avoided because of the
gigantic slug living here. d4 obviously magic mushrooms are visible from the
doorways. Gigaslug hides in ambush; it moves slowly but spits acidic fluids on any
fleeing victims.

Lake
Random E ncou n ter s Island Ruins Fungus Garden
2d4 gnomes fishing or fungi Gas spore on string led by
1 School of albino cave fish
farming gnome child like a balloon
d6 Hobgnome guards on Yellow mould patch
2 Giant cave octopus, crab,
g turtle patrol (or other mould)
or snappin
pike or piranhas Gnomebear overseer with whip Green slime patch
3 Albino giant
or albino d4 fungus covered zombies Violet fungus
4 Cave lobster
crocodile
Ascomoid
5 Hide canoe, raft, or coracle Dark elf visitor come
with fishing gnomes to trade
Wererat adventurer Grey ooze
6 Underland traders in boat
d6 cultists looking for Ochre jelly
7 Albino chaos mermaid
hungry for flesh dragon relics
ur or sea serpant Gnome shaman and Gelatinous cube
8 Plesiosa
d6 servants
2d4 gnome farmers
9 Albino fish-men out hunting d4 mushmen
3d4 tiny toadstool folk Gnome cleric and
10 Marine ghouls or zombies
d6 servants
d4 shrieking fungus d4 Fungus zombies
11 Marine ogres or trolls
d4 giant cave crickets 2d4 Giant centipedes
12 Hideous cave naiad or
218

marine hag
Text, art, title, and map by Emiel Boven

A dungeon module for levels 1-3

219
Somewhere in the sewers under the city of Cliff’s End exists a
hidden entrance to a forbidden temple. This unholy place is dedi-
cated to Nithis, the god of decay. The cultists in its halls are led by
a scheming cleric who calls themselves the Rot King.
Random Encounters
Roll for a random encounter when the PCs make too much noise or when they
linger in the corridors between rooms.

1. 1d6+1 cultists - 2.. 1 plague priest + 1d4 cultists - 3. 2d4 rat swarms -4
4. 1d6 cultist guards
5. Melvin trying to escape (from room 7) 6. 1d4 mouldy skeletons 7. 1d4 fly swarms
8. 3d4 giant rats - 9. Veilclaw and Tar (see room 4) 10 10. The Rot King.

Cultist
AC 9 [10], HD 1 (4hp), Att 1x dagger (1d4), THAC0 19 [0], ML 7, AL Chaotic, XP 10
Plague Priest
AC 5 [14], HD 3 (13hp), Att 1x mace (1d6), THAC0 18 [+1],
Spells cause light wounds (2), ML 9, AL Chaotic, XP 35
Rat Swarm
AC 9 [10], HD 1hp, Att 1x bite (1d6), THAC0 19 [0], ML 5, AL Neutral, XP 5
Afraid of fire.
Cultist Guard
AC 7 [12], HD 1 (4hp), Att 1x mace (1d6), THAC0 19 [0], ML 7, AL Chaotic, XP 10
Mouldy Skeleton
AC 7 [12], HD 1] (4hp), Att 1x rake (1d4), THAC0 19 [0], ML 12, AL Chaotic, XP 13
Hitting it has a 50% chance of releasing a cloud of yellow spores
(once only; save vs. death or choke within 6 rounds).
Fly Swarm
AC 7 [12], HD 2 (9hp), Att 1x swarm (1 automatic dmg), THAC0 18 [+1], ML 11,
AL Neutral, XP 20
Only harmed by fire, sleep spells, or smoke.
Giant Rat
AC 7 [12], HD ½ (2hp), Att 1x bite (1d4), THAC0 19 [0], ML 8, AL Neutral, XP 5
Afraid of fire.
Tar and Veilclaw, Wererats
AC 7 [12] (9 [10] in human form), HD 3* (13hp), Att 1x bite (1d4) or 1x weapon
(Tar: mace +1 (1d6+1), Veilclaw: dagger (1d4)), THAC0 17 [+2], ML 8, AL Chaotic,
XP 50 Can summon 1d2 giant rats (arrive in 1d4 rounds).
The Rot King
Hooks See page 219.

The Archmage’s Crypt


The PCs have discovered a map which leads them to believe one of the nine
fabled Azirian archmages is buried under Cliff’s End (see room 16).
The map points the PCs to the area of the temple.
The Missing Merchant
The characters are approached by the gnome Ilda, Melvin’s sister (see room 7). When the
PCs ask around about the missing brother, they find out that Melvin had dealings with
the Cult of the Black Tear. Their investigation leads them to a sewer entrance which
Melvin supposedly entered on the day he was last seen.
A Divine Gambit
A priest of the goddess Kcyra has suspicions that his clergy is being infiltrated by agents of the Cult
of the Black Tear. He has hired the party to find out where the cult is hiding and to get proof of this
220

infiltration (see room 14), before he can bring his suspicions to his leaders.
Rooms in this dungeon have the following features unless
otherwise stated: Dark. Wooden doors. Rough stone walls and floors. The
air is damp and carries the faintly sweet smell of rot.

1. Entrance Hall - 2. Living Area - 3. Storage- 4. Guard Post - 5. Shroom Gardens


6. Grinning Statue - 7. Cells - 8. Central Hall - 9. Empty room - 10 10.. Treasury
11.. Crawler Nest - 12
11 12.. Temple Sanctum - 13 13.. Rat Room - 14
14.. Rot King’s Quarters
15.. Library - 16
15 16.. Hidden Crypt
221
1. Entrance Hall
Heavy bronze doors. Six stone statues of screaming figures line the
walls of this room. The symbol of Nithis, an open eye crying a single
tear, is embossed on the north door.
• Walking over the pressure plate in the middle of the room causes a paralyzing
gas (save vs. paralysis or paralyzed for 2d4 turns) to spray out of the mouths
of the statues into the room and the doors to slam shut, alerting the cultists in
rooms 2 and 4. The doors can be opened using a lever in the hallway outside of
the room.
• Each statue has emerald eyes worth 15 GP each.

2. Living Area
Dimly lit. 2d6 cultists are here at any time. There is a 60% chance of a plague priest
being here. The south area of this room contains a small cooking fire (with some
mushrooms from room 5 frying in a pan) and a table with some chairs. Bedrolls lay
scattered across the northern floor of the room.
• Searching the room reveals 2d8 x 5 GP and a brass amulet in the shape of an eye (20 GP).

3. Storage
This room contains
crates with root
vegetables and
dried meat.

4. Guard Post
Dimly lit. Stationed
here are 1d8+1 cultist
guards. They are led
by two black-furred
wererats named Tar
and Veilclaw. Tar wields
a mace +1 and Veilclaw
wears a ring of spell
turning. The room is
sparsely furnished
with some wooden
benches and a stone
table.

5. Shroom Gardens
The floor of this room is covered with
soil and pale green mushrooms. Tending
this mushroom garden are 4 mouldy skeletons. 6. Grinning Statue
The skeletons are not hostile unless provoked A stone statue of a grinning man hold-
by attacking or destroying their garden. ing out a skeletal arm made of copper.
• Searching the room reveals a decaying body • Shaking the metal hand swaps the
beneath a patch of mushrooms. copper arm of the statue and the
The corpse wears a pouch with 2d4 PP. arm of the PC shaking it. A living arm
• Eating the mushrooms is deadly (save vs. grafted onto the statue this way will
poison) except for when they are cooked. not decay and will function as normal
The cooked mushrooms give the when swapped back by shaking the
effect of a cure disease spell, but only hand again. While grafted to a living
while still warm. person, the copper arm works like the
original.
222
7. Cells
Dimly lit. 1d4 cultist guards. This room holds three cells made of iron bars. The cells
contain two malnourished prisoners and a small gnome merchant named Melvin.
• Melvin knows of the secret exit in room 9 and promises the party a reward of 500 GP
if they save him. He does not care about the other prisoners.
A secret door in the north wall leads to room 14.

8. Central Hall
Dimly lit. This large room is
split by a channel filled with
a slow shallow stream of
acid It flows
yellow green acid.
down the west wall
and disappears
into a copper
grate at the
east end of
the room. Two
metal bridges
hang over the
channel from
long metal
chains that go through
small holes in the ceiling.
The entrance to room 12 is flan- 10. Treasury
ked by two statues and guarded Locked iron doors. Both hallways are trapped with a 25’
by 2 cultist guards. deep pit trap leading to room 11 (the carcass crawler there
• In the acid-covered west wall is has learned to expect meals from the pits). The room
a secret passage to the crypt of contains 4 antique vases (55 GP each), two chests,
chests a shelf
Barinzar (room 16). with two potions: speed and gaseous form, a small silver
• A copper pull ring can be and amethyst statue depicting the dream goddess Saphria
seen through the acid at the (200 GP), a locked ivory case,
case a rough stone box,
box, and a
bottom of the channel next to metal octahedron with faintly glowing runes on each side.
the western bridge. Pulling this • One of the chests holds a sack filled with 500 GP and
ring stops the acid from flowing 2300 SP. The other contains a jeweled sword (150 GP) and
down the west wall and opens a a pouch containing five gems (45 GP each).
secret door to room 16. • The locked ivory case contains a small pouch with 3 PP,
• Both statues at the guarded two scrolls: fire ball and dispel magic spells, a quiver with
entrance can be turned. Doing 8 arrows +1 and a mithril mask with eight tiny eyes that
so pulls the bridges up to the grants the effects of spider climb.
ceiling. • The stone box is empty; opening it will release a cloud
of sleeping powder into the room that will put characters
9. Empty Room to sleep for 2d4 turns (save vs. poison).
This room is empty except for • The octahedron is a magic item called a Melchior box.box
a secret door in the east wall. Tapping the runes on the side opens the box revealing a
• A sharp eye can discern semi translucent black stone.
stone The stone whispers softly
footprints leading to and can be asked a yes or no question which it answers
and from the truthfully. After a question has been answered the runes
east wall. on the box fade for 1d4+1 weeks during which time the
stone will not answer any questions.
11. Crawler Nest
This room is filled with the stench of rotting corpses and contains a carcass crawler.
In the corner of the room are three decaying bodies, one of which is filled with carcass
crawler eggs
eggs.
223
12. Temple Sanctum
Brightly lit. This arched room contains a large pool filled with a black liquid. Hanging
from a chain above the liquid is a rusted brass eye green with corrosion. The pupil of the
eye slowly drops tears of black liquid into the pool. 1d4 cultists are here at any time and
there is a 60 % chance that 1d4 plague priests are present too. There is also a 40% chance
of a ritual going on here, in which case 2d4 more cultists are present and at least
one plague priest (or the Rot King themself) is leading the group in prayer.
• The black pool is 5’ deep. A creature touching the liquid takes 1d4 CON damage per
round. This damage is healed after a day of rest or through magical healing. If a creature
dies while touching the black pool it turns to liquid and mixes with the pool.

14. Rot King’s Quarters


Brightly lit. This room is the personal chamber of the Rot King, there is a 60% chance
they are encountered here. The room contains a small desk
desk, a chair, a bed, a large
mirror and two chests.
chests
• The mirror is placed here to repel intruders. When a creature not accompanied by
the Rot King enters the room, a shadow steps out of the mirror and attack.
• The chests both contain robes and other garments worn by the Rot King but hidden
inside a secret compartment is a pouch containing a dark emerald (75 GP), a potion of
healing, and a dagger +1.
healing +1
• Scattered over the desk are a bunch of papers. Several of them are letters between
the Rot King and a Nithis agent named Zarek, who infiltrated the clergy of Kcyra, the
goddess of healing. He writes about a heavily guarded relic named the 'Tear of Kcyra’
that will be moved between two temples in the coming month.
• A secret door in the west wall leads to room 7.

13. Rat Room


This rubble filled room
is the home of
2d4 rat swarms who live
in the trash.
• Sorting through the
rubble reveals a gold
powderbox (25 GP,
empty), a chewed up
book with pictures of
farm animals,
2d6 x 30 CP, and the
skeletal remains of a
small monkey.

15. Library
Locked. Dimly lit. The walls of this room are lined with bookshelves except for where metal
sconces holding black candles
candle are fixed to the wall. In the middle of the room stands a black
iron lectern with a book spread open on it.
• The four candles are gravelight candles. Creatures holding a burning gravelight candle are
invisible to undead monsters with 2 or less HD.
• PCs spending time searching the bookshelves have a 1-in-6 chance of finding 1d3 magic
scrolls (2-in-6 if the PC searching is a spellcaster). These are cleric spells of level 1d4. All
spells found here are cleric spells.
The book contains the will of Nithis.
Nithis Non-Chaotic PCs who try to read it must make a save
vs. poison or take 3d8 damage. Chaotic PCs reading it permanently gain 1d2 Wisdom.
224
16. Hidden Crypt
None of the cultists know of this room’s existence. Cracked black marble tiles line
the walls and floors of this chamber. The middle of the room contains a large white
marble sarcophagus carved with intricate cloud and lightning patterns. The top of the
coffin is decorated with a deep-blue glowing crystal and bears the following inscrip-
tion in an ancient form of common: BARINZAR, FIRST AMONG THE NINE, HE WHO
HARNESSED THE TEMPEST.
• The lid of the sarcophagus is trapped; opening it or tampering with the crystal
causes it to shoot lightning bolts at each creature within 5’ of the sarcophagus, dealing
2d6 damage (a save vs. spell preventing half damage). Casting dispel magic on the
crystal deactivates the trap.
• Inside the sarcophagus is a skeleton dressed in rotten robes. It wears two silver rings
(15 GP each), an ornamental gold dagger (100 GP), and a golden amulet
(30 GP). Next to the remains are 120 GP, 3 blue gems (25 GP), a rod of cancellation,
and an ornate scroll case containing three scrolls: lightning bolt, fire ball,
and wall of ice.

The Rot King


Not much is known about the
cleric who bears the name of
the Rot King before they rose
to power among the followers
of Nithis. The Rot King believes
themselves to be a vessel through Nithis and Kcyra
which the god of chaos and In contrast to the worship of
disease can shape the world. his sister Kcyra, the worship of
Under their leadership the Cult the chaos god Nithis has been
of the Black Tear has grown outlawed in the city of Cliff’s End
from a niche cult to a force that and most of the surround-
influences the world above. ing region. Because of this the
They have made an alliance cultists of the Black Tear have
with the wererat community a deep hatred for the followers
in the sewers and implanted a of the goddess of Healing.
network of agents in the clergies Their religious dogma teaches
of other deities, showing that that Nithis was betrayed by
the Rot King is a cunning leader his sister when she took the
who is not afraid of accepting power of life and restoration
outside influence in order to for herself even though they
achieve the goals of their deity. were promised to Nithis
The cleric uses the temple com- by the Council of Creation,
plex under Cliff’s End as their leaving the betrayed god
primary base to study the will of with only the powers to
Nithis and to plan their schemes. undo and corrupt his sister’s
works.

AC 5 [14], HD 6* (22hp), Att 1x mace +1 (1d6+1), THAC0 16 [+3], SV D9 W10 P12 B14
S12, ML 9, AL Chaotic, XP 500
Spells - cause light wounds (2), hold person (2), cause disease (1), cause serious
wounds (1).
Special Abilities - Summon Swarm: 1d4 times each day the Rot King can release a fly
swarm from the holes covering their forearms.
225
by sam Mameli

226
by Skufungus
Apactwith

by Eric Nieudan. Art: Tim Molloy


the d vil

What does the d vil want What would the d vil


in exchange for help? (d666) do for free? (d666)
1. Fealty from 1. a blind 1. friend of yours 1. Save or abduct 1. an untainted 1. friend, ally, or lover
2. The life of 2. a forgotten 2. jewel trader 2. Find or return 2. a cursed 2. enemy or rival
3. Mercy for 3. a rich 3. viceroy 3. Kill or disable 3. a lost 3. monster or abomination
4. The help of 4. a fallen 4. archmagister 4. Hide or make disappear 4. a willing 4. adventurer or rascal
5. The blood of 5. an impostor 5. birdsong master 5. Curse or uncurse 5. an evil 5. godling or petty power
6. The riches of 6. a destitute 6. titan lady 6. Convince or corrupt 6. a betrayed 6. possession or treasure

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