0 ratings0% found this document useful (0 votes) 297 views26 pagesWizards Mutants Lazer Pistols #6
Issue no. 6 of the gonzo Old School D&D 'zine.
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WIZARDS
Mutants
LASER PISTOLS
‘THE FANZINE OF OLD SCHOOL WEIRDNESS
ISSUE NO. 6
Editorial ......
Alex Fotinakes
Something Rad: Tables for Encounter Critical ...
\Venger Satanis and Ronaldo MacNamara
Beneath the Ruins, Pt. 6 ........
Alex Fotinakes
Archer Swag ..
Bob Richens
sees 16
The Adirondacks: A Cryptworld Adventure ...
ohn Huh.
sees 18
Devils and Demons and Dragons, Oh my!..
Bob Richens '
Cover Art: Dr. Brainus Mangenius, Psy D
‘Contributing Artists: B. Mangenius, V. Satanis.
‘WMLP is a fanzine Tor pen and paper RPGs played In the DIV Ale popularized in the 70s and Bos. The syle
lives on among many gamers, notably in the Old School Renaissance, and inspires new generations to conte
‘reating. ‘The material within WMP is copyright ofthe author of ats (if you figure out away to make money
off oft, please let us know and we wil eut you in—hal), We've atempled not fo read upon anyone's IP, bu if
‘weaceidentally di. fe! free to contact me and I'l remove the materia fron all future publications and give you
fone beer in compensation. ine Pin: Recigients wll need to come to my gang sole ad eompemation. 8 youe
fo allowed t rail rer ond the edge is om there. Labyrinth Lord™ i copyright 2007-2011, Daniel Proctor
Labyrinth Lord. Advanced Labyrinth Lond", and CRYPTWORLD"™ are trademarks of Daniel Proctor. These
Araiemarks ae used under the Labyrinth Lord Trademark License 1.2 and CRYPTWORLD™ ‘Trademark
License available at www goblinoldgames com,From he @Lizara’s Lab...
This issue number six marks the completion of @ great endeavor! Over the years I've had (what | thought were)
‘many great ideas for personal RPG projects—unique and exciting settings, an appendix full of strange magical and
technological items, a full rules revision, etc, But most of those never saw any strong progress, let alone
completion. That's why I set, at the very conception of Wizards Mutants Laser Pistols!, a goal of one sixissue
volume, I vowed to the WMLP Crew and myself that, come hell or high water, I would publish 6 issues of this
Maybe you're chuckling to yourself, thinking of the pathetically low bar I've set for myself. That may be true, and I
can't say I don't get a chuckle out of it as well, but im nonetheless proud to have actually completed this particular
goal. It's been alot more work than I'd imagined, but also even more fun. I've learned quite a bit and had a great
time sharing gaming ideas with an ever widening circle of like-minded, and far-flung, adventurers, We've had the
‘opportunity to send out issues of WMLP! to Thessaloniki, Sweden, Israel, and Braall! Sometimes, though, the
‘most interesting addresses are those to which I could drive myself in an hour. [ love knowing that some DM is
‘throwing down in his garage in Pasadena while I do the same in Cypress
4s for the future of WMLPI, after the initial printing of this 6" issue is sold out a compilation of Volume One (sues
1-6) will be made available via print on demand (check the website for more details). No more individual copies of
issues 1-6 will be printed or sold. An issue 7 and subsequent installments may be forthcoming, however, in the
future. Time wil tll
‘Thank you for your support, friends. | hope that Wizards Mutants Laser Pistols! has given you some weird ideas to
stoke your own creative fires. Long live the weird!
Alexey FotinakesSOMET HIAG RAD! 9800090
By Venger Satanis and Ronaldo Macnamara.
Journey Masters! Réady to take,yout Encounter Critical game to the next level?
Try these new tables based on current research in the field of awesomoolosy
You used to be. .
1. a cannibal, but only when quality"BaQ “sauce was available
2. a clown=painted homicidal maniac
3: 8 primitive constantly at war with the hi-tech civilization ASAT Nebula 5
4: a slave to Lady Jessica
5: & highly respected’ scientist... before turning’ on science like a mad dog
6. a psi-ologist
7. @ dentist. banned from practicing due te your unnatural love for pain
8. in charge of a vast pipe-weed plantation
9. A xeno-biologist
10. known.as "the enginser*
ne a prolific sperm donor
a2 an electrician who shocked himself one time too many
2B. the inventor of Indigo Slime Froth
aay a blacksmith who also dealt in stolen swords
15. refugee from the Peanut Bitter Ware
16. 8 dark commando...the darkest
in Ro good at math whatsoever :
is, a stowaway :
is. prince of thieves (or Thebes)
20. an infiltzator, code named: Spelljaxt
The Mash-up Machine
Roll |setting 10 fiteapon/tech: a6 6 [special Guests
1” (Feudal; Sapan hasers and.tendspeeders rug Running. liens
2 hneient Greece 1: [svords and Horses ave Organizing. jronbies
“~Poeepest ‘Aztica TAD ust gy Alehondeally ;
ashton ubs and pinosaure,"_fenhanced. bvanpires
v8 To fo mre” Wolitieally
4 _Metieval versia ~ [sixgune and wagtns onservative.° finias
“e Steam Engines and
5 ‘feearshig fra igens egicida., pizates
neient fasical Weapons and pverly
6, Mesoamerica transport. lattectionate.. _fsiorks
j__Planet gZorgon-x Wege i
vel ola west te . a >
post-apocalyptic
iste. :
10__|1930'3 chicago
Holl'on each list separately, adding the new elements as you go along.
Example: Post-apocalyptictswords and Horses+Drug Running+Snorks
“non horseback, armed: only with the swords you found in the mall knife shop, you
mist stand;up £9, furious drug-running Snorks'in Post-apocalyptic Los angeles.”BENEATH
THE RUINS
Part 6: The Ice Caves and the Halls of the
Department of Yransuhstantiation
Beneath the Ruins is an ongoing exploration of
Kihago, a strange subterranean dimension filled with
ancient technology, arcane secrets, and perilous
predators.
Overview
This sith installment of Beneath the Ruins details the
two conjoined areas ofthe Ice Caves and the Halls of
the Department of Transubstantiation (the HDT),
Little is known of the history of either, though it
appears that providence or coincidence has led them
to Intersect in numerous locations. The result is a
web of natural ice tunnels and chambers connecting
to the frigid halls of @ subterranean college of
sorcery.
In relation to the rest of Kihago, tunnels descending
from the Great Cavern cool down to freezing as they
‘open into the frosty chambers of the lee Caves. The
Halls of the Department of Transubstantiation (HDT),
in tum, can be accessed from the Ice Caves, and
themselves feature a stairwell descending into the
Pools of Pus region below (or whatever hellish zone
you, the referee, have decided to insert).
The Ice Caves, more thoroughly described below,
feature environmental hazards fice pits and falling
icicles) and the lair of 2 nasty beast, but otherwise
few actively antagonistic foes. The native Lloti and
‘wandering Neanderthals are both lawful and reluctant
to perpettate violence unless provoked. The HDT,
similarly, contain many encounters with professors
and their assistants) that should not be immediately
hostile
Use in Play
In any very large dungeon, PCs need the opportunity
to switch up the style of play. Constant danger and
sneck-fleefight encounters can eventually exhaust
characters and players, With this in mind, the lee
Caves and HDT were designed as an area with
interesting things to explore and people/creatures to
‘meet, but less organized animosity. When used in
the scope of the whole dungeon, it can be a small,
but welcome, change of pace, Aiter all, most levels
and areas of Kihago have, in addition to dangerous
environments end monsters, two or more factions of
inteligent creatures. wying for control and brutally
warring with one another. Therefore the PCs
who've reached this area may have joined forces with
the Tribe of Yrtuk to slay the Luminites, engaged in
hitand-rin guerila warfare with the Hell Gnomes,
and gotten in the middle of all sorts of murderous
altercations between mutant tribes, Neanderthals,
Caclfera, Fungal Imps, Shadowkin, et al. They
probably need a freakin’ break. On the other hand,
if you're using this level on its oun, you may want to
inject it with another faction or group in order to
spice things up. Pethaps, for instance, a Leopard
Medusa and her entourage of charmed thrals are
Planning to invade the HDT, looking for magical
Toot, Or maybe the Caelfera from above are now
venturing into the Ice Caves to hunt Lloti for meat
However you run it, remember that this area is
dynamic and the interactions, more than anything,
will make it a living environment that's interesting
and challenging for players. Have fun!
The Ice Caves (Areas 1-9)
The Ice Caves are natural caves and tunnels where
moisture dripping down from above has frozen,
leaving a hard, crystalline layer of ice on every
surface—cellings, floors, and walls. Sharp icicles
hang down far enough to force most PCs to duck in
places, and the iregular and slippery footing should
give a'1/6 chance of falling for each character each
turn as well as once per combat round (falls should
be a minor annoyance when characters are not in
combat, but may contribute to the likelihood of a
‘wandering monster; in combat, they should count as
2 loss of movement ability, at least)
Normally the Ice Caves will be fairy quiet, with only
the gentle white noise of air whistling through the
tunnels. However, a5 PCs explore they may hear
‘muffled sounds of movement, particularly in areas 5,
7, and 8. These are the sounds of the ehsive Lloti
moving swiftly throughout their home (See
description under Unique Monsters below).wal
fo CINERN
) Sah BENEATH THE
: "RUINS
Part & Yhe Ive Caves:
and the HDY :
aif
cll
1D.
S 10 tiii
ILloti (246) keeping tabs on those who
1. fre moving through their home. If they
lecide to attack, thoy'll surprise on 1-3/6.
2, [Neanderthals (846) on a hunting
lexpedition, trying to be quiet.
[Cave Bear (1). Roll 1d6: 1-2 i's out
hunting in the ice tunnels; 3-4 i’ fighting
INeanderthals; 5-6 it's feasting on freshly
lain Neanderthals,
fummies (164), The mummies af room
4 (end maybe Reknotarrak2580) have
4 jwandered out oftheir crypt looking for
[he wizards of the Dept. of T. They're
pissed, especialy since they're vaguely
aware that they've became los
ice Pit (1d6 damage). Thin layers of ice
hhave covered a pit-roll 1dé for each PC,
6 indicates he falls through and into the
it (bonus to roll for heavy armor)
6 Falling Icicles (DEX check or 2d6 dng]
1, Tee Cave. The last traces of earth are
covered by ice and rock in this vestibule of
the Ice Caves. In the smattering of soil on
the ground, however, observant characters
may find several sels of interesting, three-
toed footprints. These belong to the Llott
and lead through rooms 2 and 4 to ther lair
in room 5. Any PCs making a formal search
of the chamber will also discover a set of
symbols carved into the stony north wall
Neanderthal pictographs werning of magic
and danger. There appear to be arrows
pointing to both the NW and NE corridors,
but these are dificult to make out.
2. Crossroads. Wind whips through this
smallish cavern, extinguishing torches and
playing tricks on anyone attempting to listen
for sounds. Perhaps magical, the effect
seems to deliver diverse sounds from all over
the surrounding comidors and chambers.
Anyone listening will hear something. Only
a thief or other appropriate PC will know the
comrect direction it’s coming from, Sounds
include Lloti moving in rooms 4 and 5, the
Gnome in room 16, and various wandering
monsters from all over.
The Glowing Chamber. An cerie bluish
light emanates from deep within the icicled
roof above, illuminating the chamber and
setting several objecis in the celling asparkle
A thief may climb up to the light, and in so.
doing would discover a small hole in the ice
that extends through the roof and eventually
up through a natural airway to the Great
Cavern. Near the hole can be seen several
intricately crafted golden objects; each the
size of a man’s heart, they are full of tiny
‘gears and other moving parts. The objects
are frozen under a couple inches of ice, but
may be removad. Magical in nature, they
‘were stolen from the HDT years ago, but
lost during the subsequent fight and escape.
Farrala will be very pleased with anyone who
relurns them, otherwise they can be sold as
a set for 3000 gp.
Impending Cavern. A large section of
rockchard ice has become loose in the ceiling
of this chamber. The Lloti know to keep
very quiet and move only along the easter
side. Any noise or heavy foot traffic through
the center/western parts of the room will
Induce a cavein on 1-4/6. Players may get
a chance to make a DEX check for Ys:
damage, otherwise PCs lose 4d6 hp and
must spend 4 tums excavating themselves
from the debris
Llott Lair. Though this vast cavern is
almost 140 feet long and features a ceiling
that reaches as high as 35 feet above the
floor, t's fullsize is hard to grasp due to the
many icy stalagmites and stalactites
‘obscuring one’s vision. Indeed, visibility is
only about 20 feet at any given time and
traversing the caver involves following a
meandering trail that winds between the
frozen spikes, up over slippery mounds and
through low hollows filed with slushy pool.
‘The Lott lair in this cavern is along the
eastern wall. They will generally stalk any
intruders silently and confront oniy those
who get too close to ther lai. This should
‘occur only if players indicate specifically that
they ate traveling along the eastern wall, or
that they plan to search the entire caver
‘meticulously. In confrontations the Lloti will
seldom attack first, end will attempt to use
signs and gestures to guide any human PCsin the direction of the HDT. If found, the
loti ir contains nests made of woodchips
and scraps of cloth. A pile of various iron
tools and implements can be found, as well
as a small sack of very old iron coins with @
sixingered hand etched on them. This
“treasure” is located near the sinkhole
indicated on the map, a slushy chute that
drops into room 16 below. A jangling sound
‘can be heard emanating from room 16.
Lloti (25) HD 4+1, Move 120°, AC 4,
ATT claws d6/d6 or by weapon Thac0 15,
Morale &
Throwdown! Llott have been stalking an
Jee Demon that entered into their caves
yesterday, After tracking it closely, they
confronted the unholy beast. when it
appeared to be preparing a lair for itself in
this chamber. When PCs arrive, the Lloti
and Ice Demon will be engaged in bloody
baltle, with several dead Lloti strewn about
and a couple stabbing at the Demon with
‘swords of cold iron. Either side will weleome
help in the battle, but the demon will attempt
to trick and kill ny PCs that help it, just for
fun. See Unique Monsters below for full
description of the Ice Demon.
Ice Demon (¥cksrang) HD 10, Move
120", AC -1*, ATT claws/bite 48/d8/246
‘ThacO 11, Morale 10
"Damaged only by spells or magic/iron
‘weapons.
Strange Statuary. This chamber features
‘a number of strange statues, most of which
‘appear to have been “dressed” in clothing
appropriate to the subject. Extremely life
like, they resemble 2 human mercenary
posed for battle, a Lloti standing near an icy
stalagmite, two diminutive demé-humans
seemingly caught in the act of creeping on
allfours, and a Neanderthal running in the
direction of room 9 while looking over his
shoulder. In point of fact, all the statues are
faced toward the tunnel opening that leads
to room 8, As players may guess, each of
these statues is actually a “frozen” individual
(treat “frozen” as petrified). Upon closer
examination, the clothing and other
possessions ate very old and deteriorating,
except for various metal or stone items:
* The mercenary’s sword may be pried
from his hands: a rattling, inferior hilt
attached to @ curved blade covered with
warding runes against undead in the
Hardic Tongue (Longsword #2, +3 vs.
Undead)
* Around the neck of the mercenary hengs
‘wo amulets on two chains tied together
with a leather thong. Forged in an
unknown metal, they reflect only a dull
sleam on their smooth surfaces and differ
only by the lone rune primitively carved
fnfo each. One holds the rune for Rain
and, wor singly, protects the bearer
from all fire-based atacks. The other is
carved with the rune of Wind and, agein,
‘worn singly, protects from all projectiles
made of stone, wood, or metal. When
both amulets are worn together their
aforementioned wardings remain, but the
spirit of an ancient storm demon fils the
wearer. This glves a bonus of +2 to all
combat rolls and allows the PC to detect
‘wealthy opponents with a sith sense, but
also compels him to go forth slaying foes
indiscriminately.
+ A pile of golden coins lies among the
remains of a disintegrated sack next to
cone of the demi-humans (564 platinum
coins imprinted with a grinning simian
skall and rays of light.
* A dagger within the tattered cloak of the
other demi-human. Made of bone, the 7”
blade lacks @ sharp edge and appears to
be intended only for stabbing. A
pronounced ridge is carved above the
hhandle and the very sharp point appears
to be coated In @ waxy substance (+1
dagger Thorn forces a save vs. poison or
triple damage on any natura attack roll of
19 oF 20),
‘Any prolonged or loud noise produced in
this room will inevitably garner the attention
of the Beast of Kokytus.
Lair of the Beast of Kokytus. This
freezing cavern is soundless and shadowy. A
permanent and unalterable silence effect lays
‘over it such that no spells or words can be
spoken. Somewhere among the shadow
comers lies the Beast of Kokytus, reflective
and liquid-ike. About the size of a man, the
Beast moves so slowiy it appears stil, ikethe action of a minute hand. It is capable of
much greater celerity, however, and will
almost “blink” forward before an intruder
such that he is immediately faced with his
‘own image. Unless he covers his eyes or
blocks his vision with some object (a shield,
or eyelids) he will see his own gaze reflected
in the Beast's surface and be instantly frozen
forever. There is no recovery from such a
state. As noted on the map, in another dark
comer of the cave is a sinkhole that winds
down through several feet of icy mud and
drops info one of the crypts below. Any
man-sized or smaller creature may slide
down it, though the fall from ceiling to floor
may cause 146 damage unless broken in
some way.
The Beast of Kokytus HD 5, Move
480°, AC 0", ATT Special, Morale ~
*Damaged only by spells or magic weapons.
‘See entry below for full description,
9. Collapse. Short stalactites hang from the
ceiling of this wide, relatively clear room, and
a smal, clear pool cecupies a hollow along
the south wall. At the bottom of the pool,
about 3' deep, is an imegular pile of stones
obscuring a hidden box. The box is covered
{n rust and other mineral deposits, but is not
locked. Inside is a small fortune in chunky,
blockish, platinum jewelry. Several door
knocker earrings and neck chains are worth
‘about 10,000 gp.
‘The southwest portion of the cavem has
collapsed, with large stones and lots of
rubble cascading down into an adjacent, but
lower, room of the Halls of Magery.
Halls of Magery
‘The Halls of Magery consist of the outer corridors
and rooms that once provided entryway to the
Department of Transubstantiation. They now abut
the ice caves and share many of the same
inhabitants. Evidence of the former purpose of the
halls exist in many forms: animated portraits on
walls, carved inscriptions over doorways, etc. For
random encounters, continue to use the table above
for the Ice Caves.
10,
UL
12.
Hell’s Front Porch. This room contains
naught but a locked and barricaded door that
leads down a treacherously steep stairway to
the Pools of Pus, where demons are
tormented and await the end of time when
they shall receive full recompense for their
deeds,
Ice Beetle Nest. A group of ravenous Ice
Beetles feast voraciously on a freshly slain
Stanley* (see description below in the HDT
section). They will not immediately abandon
their food, but will enthusiastically attack
‘anyone stil in the room when they finish, oF
who tries to interfere with thelr feeding,
Their nest is actually 2 papery structure
affixed to the calling (much like 2 wasps
nest). The recently deceased Stanley has a
rod of cancellation sticking out of his pocket
and a magical staff in his hand. The staf is
carved out of Purple Worm ivory ond is
extremely heavy. Inscribed with Lawful
runes, it will shock a Chaotic character for
3d8 damage if grasped, as well as binding
itself to him and causing en alignment shift
to Neutral. Only a combination of Remove
Curse and Dispel Magic will allow the
character to be rid of the staff. For Lawful
characters, on the other hand, the staff will
cast Dispel Magic I/day, Invisibility 1/day,
and Enlarge/Shrink 1/day,
Ice Beetles (7) HD 5, Move 60°, AC 1,
ATT bite 2d6+ireeze* Thac0 15, Morale 8
*PC must save vs. paralysis or be encased in
an icy shell for 16 rounds. The shells may
bbe broken from the outside in 2 rounds.
The Lever Machine. At the center of
this octagonal room lies a metal console
housing four levers. No inscription or
symbols hint at the purpose of the levers, or
the effects of pulling them, There are, in
fact, two effects of pulling a lever, a blessing
and a curse, Once a lever has been pulled, it
will remain locked in the down position for
24 hours and then reseta
e gem appears (value 1d6x100 gp) but
ne random attribute is lowered 14
Ine random item momentarily glows as it
is enchanted with luck—all subsequent
fusage receives a +1 or comparable bonus,
\but exceedingly offensive thoughts are
2 }immediately and uncontrollably voiced by
fhe victim of this curse during his next
important negotiation of conversation (tel
the player what heinous thing slips out of
his mouth and apply a -4 to reaction rol),
Ine random attribute Is raised 144, but
3 |1d6x1000 gp in treasure or possessions
Isimply disappears,
[The next time this PC is within 30° of a
hidden door, treasure, etc. he will be
irected by an inner impulse that leads him
4 to discover the secret, but one random
item momentarily glows as it fs enchanted
ith i-iuck—all subsequent usage receives
[2-1 or comparable penalty.
13.
14,
Academy Chapel. Busy mosaics and
brass and gold-plated accouterments make
this chapel appear old and gaudy.
Candlesticks and religious regalia on the
stone altar (which are worthless) show a thick
layer of dust, as does the floor. Fresh
footprints weave between the ceremonial
statues toward the back of the room where a
3'x4" hole has been broken in the stone wal.
Beyond the hole is a dark corridor with a
ddim luminescence shining in the distance and
noise of a scuffle may be heard in that
direction. The broken part of the wall
appears to be @ stone cover for burial crypts
beyond.
Crypts. The ancient crypts of Raknotarrak,
first dean of the Academy of High Magery,
and his attendants occupy the five circular
rooms at the end of this dusty corddor. Pale
mosaics adorn the walls, depicting
horrendously brutal scenes of academic
violence: thesis defenses where the
‘committee is literally laying the incompetent
presenter; professors being set upon by rabid
students; victorious mace-wlelding deans
standing over the bloody, brained, corpses of
low-perlorming lecturers, ete. All rooms
contain disturbed sarcophagl, as
Raknotarrack and his aides have risen as
‘mummies. Since the attendants have taken
to wandering the Halls of Magery and the Ie
Caves, there's only a 30% chance that any
fone is in his crypt. Raknotarrak, on the
other hand, likes to remain in his
sarcophagus “resting his eyes” and trying to
think coherently again. Unless he was
encountered as a wandering monster, he's
currently scaring the belebus out of three
Stanleys who have stumbled into his crypt
and were staring at his decaying (and
thought-to-be dead) form.
a. Crypt of Septimus the
Surreptitious. The mosoics tell the
tale of a subdean adept at catching
students in all manner of compromising
situations. If present, he's. standing
stock-still bind the door, and wail jump
cout and surprise any intruders (2 on the
standard save vs. paralysis required
when PCs meet @ mummy). Treasure:
Septimus’ aaypt contains a niche
wherein lies an iron strongbox
containing golden relquaries, which hold
his organs (4 broad cylinders worth 200
gp each) and 333 gold coins.
Septimmus wears a studded headband of
gold that features the semblance of a
wildcat upon it (450 gp).
Septimmus HD 5+1, Move 60', AC 3,
ATT touch Idl2+disease Thacd 14,
Morale 12
b. Crypt of Javorius the Insipid. The
mosaics in this room are very plain and
feature litle action at all other than the
repeated figure of Javerlus writing on
scrolls. Near the open sarcophagus sits
small desk and chair, with a golden
stylus and inkpot (300 gp). Javorus is
very depressed and initable. If present,
he's seated at his desk staring at a blank
scroll. He won't attack unless disturbed.
Javorius HD 5+1, Move 60°, AC 3,
ATT touch 1dl2tdisesse Thacd 14,
Morale 12
¢. Crypt of Custodius the Mule. The
life of a bitter janitor is represented in
excruciating detail in the repetitivemosaics that embellish this otherwise
plain crypt. Custodius is the most
‘eggressive and angry mummy of them
all, even outdoing Raknotarrack in this
regard. If present, he's crouching
behind the sarcophagus and may
surprise the PCs if he hears them first
He will also rush to engage any party in
‘combat with another mummy.
Custodius HD 5+1, Move 60°, AC 3,
ATT touch 1d12+disease ThacO 14,
Morale 12
Crypt of Diodisus the Crude. A
large pile of frozen mud and rock cover
part of the floor and sarcophagus of this
room, with a sinkhole directly above it
Echoes of sounds in room 8 above may
be heard with a special roll, Racy
moseics gilded with gold celebrate a
‘most lustful and unprofessional subdean,
Diodisus may be pacing the room in a
State of great agitation and frustration,
and is likely to attack almost
immediately, that is, unless there is an
attractive female PC to woo, In this
case, he'll try his best to romance the
PC (obstacles to this may include: his
lack of coherent speech—no jawbone:
his general state of decay/rankness; and
2 particularly tritable personality, to
boot). He is likely to aive gifts as a form
of flattery; treasure includes 333 golden
ccoins and a small golden sculpture of six:
fingered hand raised upward with fingers
‘extended (500 gp).
Diodisus HD 5+1, Move 60', AC 3,
ATT touch id12*disease Thacd 14)
Morale 12
. Archerypt of Raknotarrack the
Dean. The first dean of the Academy
of High Magery, Raknotarrack was in life
2 duplicitous, pretentious, and stuffy
bastard. He is now, as an unholy
abomination of living death, slightly
more bearable, Easily surprised, he is
nonetheless a crafty foe who will call
upon the strange magical powers he
possesses with clever strategery. A large
lon box sits snugly in a niche behind his
sarcophagus and is guarded by a tiny
basilisk. “The creature has been shrunk
to 6" tall and ss atop the treasure
within the box. It retains its stats as
usual, despite the shrinkage. Under the
basis is 3,333 gp (specially minted for
Reknotarrack’s funeral and cursed to
bring great foes from all over to attack
the possessors all the days of their ives);
four reiquaries (350 gp each) containing
Raknotarreck’s organs (cating his heart
will cause a man to become
undead..alve, sort of, but horribly evil
a potion of water breathing; a wooden
cudgel (acts 2s a mace +3 and casts
confusion 1x per day); a purple,
arystalne ring of spell storing; and a 2°
brass rod that functions as a wand of
trap detection
Basilisk HD 6+1, Move 60', AC 4,
ATT bite/gaze 1d10/petrfy ThacO 13,
Morale 9
Raknotarrack HD 7+1, Move 60°,
AC 1, ATT touch 1d12tdisease Thacl
12, Morale 12
Powers: Hold Person 2/day, Phantasmal
Force 2/day, Dispel Magle 2/day,
Silence 15° ‘radius 1/day, Freezing
Breath 2/day (6 HD damage in cone
formation), Hellucinatory Terrain 1/day,
and Wal of Ice 1/day.
15. The Forgotten Closet. The icy tunnel
descending from room 1 empties into this
large chamber. Frozen stone and dirt covers
‘much of the floor and constitutes the north
and northeast walls. Though the room is
‘empty, it hokis a secret: when the ice caves
collapsed Jong ago, the debris fell in such a
way that the entrance to the adjoining room
wes both blocked and obscured. If players
make a diligent search of the room,
specifying the walls in their search, they
should discover that the section of debris to
the west is rather loose and may be dug out
(this will take 6 turns divided by the number
of PCs digging). The small room beyond is
fan energy nexus. Arrows on the ground
Indieate a location to place magic items,
‘Once anything is placed there, in 30 seconds
2 blast of magical energy with invigorate it
‘with new power (1d6+2 more charges). If a
living thing is there, however, t wil take 346
damage,
|
|16.Gnogmarsh’s Busywork. This
unfurnished room is octagonal in shape and
contains countless small piles of coins. A
chubby gnome is busily sweeping the coins
into piles with a 2° handbrush, He is cranky,
but nevertheless eager to chitchat with
whomever engages him. He will avoid
answering questions about what he's doing
for as long as possible, but will eventually
admit that he must sweep the thousands of
coins into separate piles by type and date of
‘minting each day, and that each night they
become all mixed up again. This appears to
be an enchantment of some sort, and if
further questioned, he'll admit that the whole
thing is @ punishment for peeping at Farrala
(see room 28) 17 years ago while she
bathed. A lascivious grin will appear on his
face at that point, as he mutters quietly to
himself, “Worth every second of it..”. The
coins ate as follows: 17,129 kopeks, of
various mints; 33,512 silver chips, 9,473
golden draks; 432 glitering metal chips,
worth 10 gp each—as detailed in the
Luminttes’ treasure (BTR Patt 2 65 iron
coins imprinted with the six-fingered hand;
‘and 3 paperwrapped rolls, each containing
‘82 octagonal platinum pieces, also imprinted
with the sixfingered hand,
17. Academy Portraits. The walls of this
large room are covered with life-sized, and
magically animated, portraits of the last 25
deans of the Academy of Grand Magery
Though they don’t talk, they will stare,
silently admonish, shake fingers at, and
general poo-poo any unknown visitors. The
door located at the east end of the long
hallway just south of room 17 is magically
locked and accessible only to those who
speak the password {"Metousios!"); the
password, in tum, may be learned from
Gnogmarsh, or possibly from one of the
Stanleys exploring room 14.
Department of Transubstantiation
‘The HDT have long been abandoned by all but one
(sort of] student and his professors. Once a thriving
intellectual community, it was ravaged by academic
deceit, hatred, and intradepartmental violence. The
remaining professors have been locked away in their
offices for centuries, feverishly but independently
uw
researching @ solution to one problem—how to
incarnate one’s own personhood (Soul and body, in
its entirety, with faculties intact) in a foreign
substance, namely, a cloned body. A secondary
problem arose after a couple of centuries when,
looking up for a moment from their work tables and
tomes, the professors discovered the fact that their
department had phase shifted at some point and was
now located in the underworld, adjacent to some
drafty tunnels. So in addition to their professional
goals, they are also intent on finding a way out of the
underworld...just as soon as they can get their souls
reembodied.
*Ages ago, when the Department was in open
warfare, the professors had a prized graduate student
named Stanley who was perfect in every way: swift
with praise and a genuineish expression of awe,
swifter sill at fetching books and snacks for his
masters, and just smart enough to know that he
reeled to kiss a lot of butt to ever get through his
post-graduate program and achieve a spot on the
faculty. Once most of the other students died off in
intradepartmental melee, the professors found that
‘Stanley was in the dificult situation of choosing one
master. Equally unwilling to relinguish Stanley, they
came to an agreement and cloned him. The results
were actualy the impetus to research thelr curent
problem (transferring soul to a new body, leaving the
first one emply), because it soon became a horible
mess. With numerous Stanleys welking around,
arguing constantly with one another, king one
another, always blaming another Stanley for the
bbumt coffee, the impracticelty of cloning became
evident. Stanley, now hopelessly competing with a
umber of himselves, revolted. His. previously
cloying personality became insufferaby sarcastic and
bitte. A stalemate of sorts finally was reached. The
Stanleys stil argue, but don’t fight one another
They rely on the professors for sustenance, but make
themselves extremely initating to be around and
aren't afraid to boycott a professor if they're suitably
offended[Radioactive Steam (1). See stat
[éescription in Unique Monsters below.
[Stanleys (1d6). 50% likely to be arguing)
2. [about philosophy, 50% complaining about
ne of the professors. See stats below.
industrial Strength Gelatinous
3. [Cube (1) cleaning the corridors and
rooms, what ese? See description below.
(Mummies (1d4). The subdeans (and
imaybe Reknotarrak—25%) have somehow}
4 [found their way into the HDT! They don't
(care about your players, they year for
the blood of professional academics!
Phase Zone. Ambient magical energy
from excessive teleporiations has
5 _fregrouped into a physical body of power
that will teleport 1-3 PCs to one of the
her rooms of the HDT randomly.
[Professor (1), One of the professors is
jout wandering the halls. As soon as he
6. feet the party, he will flee with abandon,
jnistaking the PCs for students with
knuestions about extra credit or make up
18. Refectory. Four Stanleys are sitting at a
long dining table having an angry debate
about the nature of souls. Anyone entering
will immediately be asked whether they think
@ person's soul is actually distinct from his
body and, subsequently, whether that soul
may be separated from its body and remain
unchanged in its essence, or whether soul
‘and body are merely intellectual concepts
used to describe two aspeds of one
personhood. If the players hesitate at all, an
inttated Stanley wil shout: “Composite or
unified, dammit! Where do you stand!2" No
‘matter which way they answer, two of the
Stanleys will roll their eyes and mutter,
“Dumbass” under their breath. They'll then
dive back into their debate, ignoring the PCs
completely.
19. Front Desk. The door to this large office is
always open. An extremely aged woman sits
behind @ desk smoking a long, thin cigar.
She greets anyone she sees with a deep,
gravelly voice and a steady indifference,
reluctantly introducing herself as Francine,
The office itself contains two more desks,
12
20,
21.
22,
each of which is manned by a thoroughly
desiccated corpse. Cobwebs cover thesa
desks, but Francine seems unaware that
anything is amiss. She will undoubtedly
direct the PCs in the wrong direction no
‘matter how simple a question they ask,
Dormitory A. This room serves asa dorm
for 15 Stanleys. Their current occupation:
{roll 146): 1 ~ Napping; 2 - working at their
desks; 3 playing beer pong; 4 ~ attempting
to make Auré with a Bunsen bumer and test
tubes; 5 - smoking a hookah; 6 - Fight
Club!
Dormitory B. This is a second dormitory,
just reopened after a long time of vacancy,
A fresh batch of clones made the room
necessary again and the 8 Stanloys housed
here are undergoing various stages of a
massive existential crisis, having just been
Introduced to about 20 more of themselves.
Hysterical crying, delirious laughing,
‘catatonia, and other fun behaviors are on
display.
Classroom. Unused for almost a century,
this dusty room is rarely entered. The door
that connects it to the hallway was magically
locked by a visiting professor, who then let
on an expedition without leaving the
password. The only access, therefore, is up
the stairs from the storage room (room 25,
which is rarely used its
Brackshaw’s Office. An energetic and
brillant professor, Brackshaw might even be
considered to have a problem with
hyperectivity—his quick wit and_ bustling
activity are titing just to observe. His
preserved brain sits in a plexi-lass bow! atop
the body of a Gear Golum. Essentially a
separate being, the mechanical golum is
nrevertheless completely dominated by
Brackshaw, to the point of mouthing his
repiddire speech for him with robotic
precision, Brackshaw has isolated certain
chemical compounds necessary for one of
his experiments and is currently packing a
bag for an expedition to the Fungal Forest
oon level 4. He will happily accept helpers,
and will richly reward (2-3 magic tems) any
who volunteer to go retrieve the neoded24,
25,
shroom samples. He'll fail to mention,
however, that the Fungal Imps hate him with
particular passion and are on the lookout for
him,
Brackshaw (connected to the Gear Golum)
HD 5, Move 90°, AC 0, ATT shooting gear
1d8, ThacO 15, Morale 9; Spells fell 1x per
day: Teleport; Transmute Rock to Mud;
Plant Growth; Well of Fire; Dispel Magic;
Haste; Invisibility; Web,
Laboratory. This room is often used by
Stanleys, particularly those working under
Brackshaw. The wall are lined with strange
lass tubes and intricate patterns are formed
fon the floor with powdery substances. Any
Stanley's here (60% chance of 1d6. being
present) will attempt to eject the PCs before
they can damage anything inthe room. ‘The
lass tubing could easily be broken if a fight
‘broke out, which would be unfortunate; the
tubes once conveyed the souls of evil
creatures into new bodies as part ofa visiting
professor's project, and several souls remain
jn the tubing awaiting the chance to possess
a body. The powdery pattems on the floor
are protective glyphs keeping the ambient
creature souls incorporeal and unable to
enter anyone's body. Note: the stairway in
the NE comer of the room provides access
to the storeroom below.
Unleashed Spirits HD 2, Move 180", AC
© damaged only with magie or magical
weapon), ATT touch Level Drain + Save vs.
Possession, Thac® 18, Morale 12
Storeroom. Over centuries this room's
been used as storage for items that
professors knew they'd need again someday,
cor those that the academy “paid good
money for. Translation: stuff no one is ever
going to use again. Old desks, obsolete
alchemical equipment, various jars filed with
strange substances (see below), and torture
devices no longer used on students. In fact,
cone particular torture device lies open and
tunintentionally ready for use. The Brazen
Bull is 2 hollow, metal replica of a bull with a
door on the side. Anyone who approaches
the bull and reaches inside will be grasped by
fron manacles and pulled inside. The metal
will then begin to heat up until the character
B
roasts to death in 1 turn, The Bull only
unlocks when the user is dead, though
various drestic measures could change this.
If 2 PC is trapped, allow his friends to get
creative and relent when you see fit
Urine
Powdered Yellow Mold (don't drop!)
Purple Worm Saliva (acidic)
Hash Oi
Fungal imp Teeth
Windex (Removes cozes and slimes)
Mummy Brains (#1 INT and Mummy Rot)
Invisible Ink
‘Sand from the Great River
‘Chromeo (Metalic Aphrodisiac)
Tee Oil lotion that reduces fire dma by ¥4)
BIE |S] oleo|slofer|aleslro]H
Minotaur Dung
26.
27
28,
Lounge. Once a lecture hall (desks and
chairs stil predominate), this room is now a
smoking lounge used only by the Stanleys.
‘Thick curtains hang ceiling to floor and low
tables are surrounded by cushions. As part
of a deal brokered long ago between the
Stanleys and the professors, no faculty are
allowed into the room. 146 Stanleys are
taking a smoke break here.
Classroom. This room is used occasionally
to orient new Sianleys to their situation. Its
walls have been fitted with cushions and all
the movable furniture has been removed.
Apparently the cloning process produces @
sour mood and unpredictable behavior.
Years ago, a Stanley stole a wand of
Irresistible Dance and hid it under a loose
floorboard halfway up the auditortum-lke
seating area. Careful examination of the
floor will reveal the board on a roll of 1-3/6.
Farrala’s Office. This is the office and
residence of Professor Ferrala. It is spare
and contains only a cot with blenkets, a tall
‘wooden shelf of books, and a large wooden
table currently covered with open notebooks
and an ongoing experiment. The mage
herself occupies a very old and tattered flesh
body construct. It is 6°5" tall and extremely
skinny, as though not enough skin wesavailable to cover the bone structure during
creation. It is the only one of its kind and
the source of inspiration for all the
professors-since Its accidental creation the
experiment has never been successfully
duplicated. She has occupied the construct
for almost 370 years now and it's developing
some problems, namely its complete lack of
limbs and some skin tears near the eranium
that reveal the Plexiglas dome that
encapsulates her original brain. Ferralo is
quite friendly with visitors, but is very busy
with her research as well. Of the wizards,
she is the most coherent and cooperative,
‘but also the least interested in exiting the
underworld, In fact, she is close to a
breakthrough regarding _matter-essence
shifting end has completely forgotten about
any other goals. She continues to make
notes in a large tome and glance at one of
several luorescent globes floating in a tight
‘orbit above her desk, even while engaging
PCs in conversation. When discussing her
research she's almost completely
incomprehensible, but doesn't seem to
realize it. She'll happily jabber on for long
stretches, or until she's intenupted by some
new development with the floating globes
(One can imitate her quite well by reading
certain passages of Kant in a high, screechy
voice).
Farrala HD 4, Move 60°, AC 4, ATT magic
only, ThacO -, Morale 9; Spells (all 1x per
ay): Teleport; Passwall; Polymorph Others;
Hold Person; Clairvoyance; Invisibility;
‘Charm Person.
29. Booz-natan's Office. Boor-natan is
‘meting. His body has been losing shape and
rigidly for years and the process has only
bbeen accelerating in the past weeks. He
desperately needs to find a source of faerie
dentin (ound, among other places, in Fungal
Imp teeth) to complete a bone rejuvenation
process he's working on. The problem is
that he’s immobile and has alienated and
pissed off so many Stanley's that none wil
help him. His office is in shambles, but
contains a wand of fear, a set of omamental
armor forged in gold (worth 20,000 gp) and
a valuable collection of Atlantean scrolls (9
scroll, each with 1 magical or clerical spell,
and 2 treasure maps—one to a island ruin
‘containing a carved-opal calf and another to
the undersea ruins of a suburb of Atientis)
Booz-natan (current status) HD 2, Move
AC 4, ATT magic only, ThacO =, Morale 5:
Spells (all 1x per day}: Dispel Magic; Hold
Monster; Contact Higher Plane.
Unique Monsters
120°
90°
143/1d3/146
Ld6+freeze
1d8 or Gaze
id12+diseaseGelatinous Cube, Industrial Strength. Same
as any other GC, but bigger and older. Treasure
rolled for it should be doubled, at least.
Ice Beetles. These dog-sized beetles resemble the
Crystalline Beetles found throughout Kihago, except
that their exoskeletons are slightly opaque and
appear fo be formed from hardened ice crystals. PC's
bitten by an ice beetle must save vs. paralysis or be
encased in an icy shell for 146 rounds. The shell
ray be broken from the outside in 2 rounds,
Tee Demon. Ycksrang was formed in the ey hells
below Kihago and hes wandered its lower halls for
centuries. Only recently did it find its way into the
lee Caves. Bipedal, 9 tal, and covered in a stone
like carapace, the Ice Demon is damaged only by
spells or magic/iron weapons. Though tactically
clever, Ycksrang has no relatable intelligence and will
rot respond to communication, let alone reasonable
negotiation,
Leopard Medusa. With an hourglass figure and
the attractive markings of her feline head, the
Leopard Medusa is a frequent visitor of the ice caves.
She once dated a professor of the academy and they
had a bad falling out. She would love to break into
the HDT and steal some of his personal effects. No
‘one likes her because she's such a downer.
Lloti. The Lloti are large, shaggy, bear-ike creatures
that walk on two legs and possess two or three
bulbous “ears” on stalks emanating {rom there bushy
heads. Sembinteligent, they move very quietly and
sense their surroundings by echo-location and
psychic infravision, thus avoiding most other
creatures and surprising foes 4/6 times. Ferocious in
combat, they nevertheless are normally peacelul
‘They may attack with two claws or a weapon.
Raknotarrack and Mummies. See the full
description above, under area 14. The mummies are
statistically normal, but Ralinotarrack is tougher and
has the following spike powers: Hold Person
2/day, Phantasmal Force 2/day, Dispel Magic
2/day, Silence 15’ radius 1/day, Freezing Breath
2/day (6 HD damage in cone formation),
Hallucinatory Terrain 1/day, and Wall of ce 1/day.
Radioactive Steam. This “creature” has been
floating through the halls in a thick cloud for 16
years. Sentient and mean, it will cloak anyone it
encounters for 246 burning damage per round.
‘There is no noted method of harming it, but it can
‘easily be outrun or blown away by a strong breaze.
IsArcher Swag
By Bob Richens
‘Are the archers in your party feeling unloved and under appreciated? Want to perk up their day? Show
them you still care by filling their quivers with some of these new instruments of death.
Astral Arrow
Number appearing: 1 (unique)
“To hit” bonus: none
Damage bonus: none
When fired at a target, the Astral Arrow seems
to “disappear” from sight a fraction of a second
after being shot. In actuality, the arrow is
traveling into and through the Astral Plane en
route to its mark before “reappearing” on the
original plane from where it was shot. It will
reappear a few inches in front of (and still
traveling towards) the intended victim. This
phenomenon happens almost instantaneously
If the archer is on the Astral Plane when the
arrow is shot, it simply functions as a normal
arrow.
Although a successful “to hit” rolls still needed
to determine if the arrow strikes the intended
target (146 damage, no “to hit” or damage
bonuses), the benefit of the Astral Arrow is that
the target does not have to be within the
attackers line of sight. While “invisible”, the
arrow can seemingly pass through a wall, a
living creature, or any solid object to strike the
{intended target that’s beyond it. The archer does
however need fo be somewhat familar with the
intended target (similar to the clerical spell,
Locate Object), otherwise the attack will
automatically miss. This arrow comes in handy
if the archer needs to disrupt an annoying spell
caster that has taken cover behind a wall or
door.
The Astral Arrow looks like a normal arrow,
save its fletchings which instead of feathers,
are actually three tiny, flickering flames that
are harmless to the touch.
16
Arrow of Grafting
Number appearing: 1-4
“To hit” bonus: none
Damage bonus: see below
Upon a successful hit, this arrow will initially
inflict the standard 1d6 hit points of damage.
However, once attached to a victim the Arrow of
Grafting will immediately begin to grow inside
the body and entwine with the internal muscle
tissue. Each round the arrow remains attached, it
will bind deeper and stronger inside the victim
‘causing an additional 1d6+1 hit points of
demage the following round, 146+2 points the
next round, ete.
‘Merely snapping off the arrow shaft and leaving
part of it inside the body will not bring an end to
the continuous damage. The arrow must be
pulled completely out (by either the victim or a
comrade) by rolling a successful strength check.
If the strength check fails, the arrow is still
attached resulting in the continual and increasing
damage (as explained above) due
to its grafting nature
As it grafts and entwines into the muscle tissue it
makes each removal attempt more difficult. If an
attempt to remove the arrow is made during the
same round it hits, there is no penalty to the
strength check. However, a cumulative -1
penalty is applied each round thereafter for
further removal attempts. Only one removal
‘attempt per round is allowed by either the victim
or an aide,
‘The Arrow of Grafting is made from a branch of
a Treant. The shaft is perfectly straight, about
1/4” in diameter. The tip has no arrowhead, but
is tapered flat lke a chisel. The back end has a
nock, but no fletchings.Archer Swag
By Bob Richens
Arrow of Suffocation
Number appearing: 1-2
“To hit” bonus: +2
Damage bonus: n/a
‘The Arrow of Suffocation is a semi intelligent,
living creature that will quickly morph itself
(while in mid flight) from that of a normal
looking arrow into a slick, slimy blob of some
unknown material that’s roughly half the size of
a human head. Due to the large size of the
projectile when in this form, the archer gains a
bonus of +2 “to hit”, however the impact from.
the flying ball of goop inflicts only 1 hit point
of damage to the victim.
Implementing a “called shot” with the Arrow of
Suffocation is futile. Since its objective isto
sutfocate the victim it will always target the nose
and mouth or whatever orifices are necessary to
breathe. The goop will splatter on impact and
completely cover the orifices unless a successful
saving throw vs. Breath Weapon is made (at a
penalty of 2). The ooze then will quickly seep
inside the victim attempting to suffocate him to
death in 2 to 4 rounds unless the goop is
somehow removed. Any attempt to grab and
remove it will normally fail as it is quite slippery
and easily oozes between fingers.
The goop can be attacked while it’s attached to
the victim, however all weapons, spells, cold,
heat, electrical, etc. do only half damage to the
gop while the victim takes full damage from the
attack (see below for stats)
The Arrow of Suffocation appears in every way
to bea standard arrow. Ha detect magic spell is
cast on it a moderate to strong intensity will be
revealed. Its stats (in goop form) are as follows:
AC 5, HD 4, No. of Attacks: 1, Damage: 1
(Grom impact}, Special Attacks: suffocation,
Intelligence: semi, Alignment: neutral
Tapsum's Arrow (aka Multi-Use Arrow)
Number appearing: 1-10 or DM’s discretion
“To hit” bonus: n/a
Damage bonus: n/a
Named after the creative, half-elven Strider
Adept, Tapsum Bong, this arrow can perform a
‘multitude of simple, yet useful and creative tasks.
Each task will have a different magical command
‘word that must be spoken prior fo shooting the
arrow. Optionally, the DM may roll a d8 to
determine which task the arrow performs at
random.
1) Rope Bridge: When shot ata cif on the
opposing side of a chasrn, a simple, yet secure
rope bridge will form back to the archer (max.
40’ long, 350 Ib. weight limit).
2) Tracer Flare: A 30 long trail of magic light
will appear behind the arrow when itis shot
straight up in the air.
3) Tightrope: When shot into a distant object, a
rope will form out of the end of the arrow
back to the archer (max 100’ long).
4) Deflection: The arrow will bounce off of the
first thing it hits (with no loss of speed) and
continue on its new trajectory towards
another target with no penalties on the "to
hit” roll
5) The Hunter: The arrow is +5 “to hit” vs. any
‘small woodland creature when itis used to
hunt the animal for food.
6) Entrapment Arrow: Just prior to impact on
the intended target, the arrow will instantly
transform into a 10° square net which can
capture 4-5 small, 2 human sized, or 1 large
sized opponent(s).
7) Eye of the Eagle Arrow: If lobbed over an
unknown region, the archer will be able to
“see” details of the unknown area
8) Fire Arrow: When the command word is
spoken, the arrow is set aflame just after its
shot. Great for lighting an oil trap or small
flammable objects from afar
\7THE ADIRONDACKS
A CRYPTWORLD Mini-Adventure
by John Huh
Background
Local and national media networks
have been covering 2 recent
magnitude 4.0 earthquake in the
Adirondack Mountain range near
Upstate New York. Although a
little stronger than the previous
magnitude 2.7 earthquake, due to
the limited damage and no loss of
life, it has not gamered much
attention or concem from the local
citizens or the scientific community
Unbeknownst to the general
population, however, the
government agency DAPA (please
see CRYPTWORLD Manual
Chapter 8 The Crypt Master
“Agencies and Societies”) have
been studying strange satelite
Images taken from the Gray Peak
area ofthe Adirondacks
Enhancement of the images
Indicates the presence of some sort
of a reptilian humanoid creature. It
is unknown whether or not there
are more of these creatures in the
region. The agency has already
quarantined the region to prevent
ciulan intrusion, Its their mission
to insert @ quick reaction team in
the area to assess the that level of
these creatures. The team is given
full discretion to either capture or to
eradicate the creature
Options
Players may choose from the
following options when playing the
adventure:
1) If this is the first time
playing the game, the CM
‘may want the group to play
the adventure as members
of DAPA,
2) If the players already have
a group that is similar to a
secret government agency,
the CM may place the
players with the rest of the
DAPA team,
3) Ifthe players already have
a group that is not involved
with any government
agencies, the CM may have
DAPA contact the players
as consultants for the
mission (with promise of
information, recognition, or
money)
Team Members
‘The DAPA Quick Reaction Team
will consist of 3 NPCs and 2-4 PCs,
The NPCs:
Dr. Richard Pearson
Biologist/Crypotzoologist
STR 34 WPR 75
Description: Standing about 5'9
Dr. Pearson is DAPA’s premier
expert in Cryptozoology. At 50
years of age, Dr. Pearson keeps
himself physically fit and is able to
keep up with the younger team
members, He is very friendly and is
generally well liked by everyone.
a
Skis: Preternatural Lore (Master),
Sciences (Master)
Kent Ribbons
Electronics Expert
STR 50 WPR 62
Description: The team gadgeteer,
Kent Ribbons spent 2 few years in
the military as an Army Engineer
before being tapped by DAPA for
his ability to work mechanical
wonders. He's a mountain of a man
standing at 6'5" tall with a Viking
beard. Kent Ribbons is actually
ethnically eastern European. He
was adopted by the Ribbons family
at the age of 12 and stil retains a
heavy easter European accent.
Skills: Mechanics (Expert
Demolitions (Expert.
Captain Bud Packard
Tracker/Security
STR
Description: A former 1"
Reconnaissance Marine, Captain
Packard serves as the team's head
tracker and security. Although very
stoic, Captain Packard deeply cares
for the well-being of his teammembers. He would willingly
sectifice himself to save the lives of
his teammates. Standing at 6'0",
he appears to be of svelte build but
stil packs coils of wiry muscle,
Skil: Martial Arts Expert,
‘Automatics Rifle (Expert), Tracking
Exper.
Background for Crypt Masters
The recent seismic activity has
dislodged a massive boulder at the
‘exige of a small lake near the Gray
Peaks, releasing a “Gillman” (please
see CRYPTWORLD = Manual
Chapter 7: Things) into the world,
The creature was apparently
‘trapped inside a small but intricate
‘cave system, sustaining itself on fish,
Insects, tree roots, and who-knows-
what else. It is making the most of
its freedom, however, by devouring
massive amounts of meat since Its
release from the cavern,
Before being sent on the mission,
the team will be told that the
satelite imaging and spy planes
have determined the location of its
hideout (the cave at the edge of the
lake). The team is to immediately
enter the cavern and neutralize
(either capture oF kill the creature
Once inside the cavers, however,
there is a high probability that all
‘communications may be interrupted
by the natural geological formations,
The team willbe transported to the
base of the Gray Peaks by a
helicopter. The LZ (landing zone) i
only a quarter of a mile away from
the cave, and the team leader (Dr.
Pearson) orders the team to
Immediately proceed to thelr
destination.
‘As the team approaches the cave
entrance, Dr. Pearson makes an
observation that the creature has
killed more animals than would be
required to feed him. Furthermore,
Captain Packard notes that
although there are signs of a
frenzied hunt, there are in fact no
‘carcasses or bones in the area (save
for one deer). The team should
arrive at their destination in about
10 minutes. Adding to the
strangeness is the lack of presence
of wildlife in the area, as though
‘everything living fled away in a
hurry.
When the team arrives at the cavern,
they will see a relatively small
‘opening near the edge of the lake.
Although the entrance is small,
‘every member of the team should
be able to fit through the opening
by craving in (even Kent Ribbons)
When the team enters the cavern
they will lose radio contact with
DAPA. Ambient fight initiaiy
illuminates the immediate area of
the cavem, but as the team delves,
further in everything will become
pitch black
As the team explores the cavern,
they may walk into several *rooms”
with translucent bulbous orbs
clustered together and attached to
the cavern walls, Upon closer
inspection, they turn out to be eggs
containing the creature's offspring.
Dr. Pearson examines the eggs and
estimate that they will probably
hatch within a few hours. If the
players ask how he knows this,
explain that he Is only guessing
based on information on other
amphibious creatures. Dr. Pearson
does not know if the eggs will all
hatch at the same time.
In the same rooms, the team vill
see the carcasses of the animals
a
that were hunted by the creature, It
appears as though the creature was
stockpiling food in preparation for
the hatching. Dr. Pearson may
perform his “explanation” at the
first egg site he enters (regardless of
location).
Based on the shape of the offspring,
Dr. Pearson is able to deduce that
the team is facing an ancient
creature often colloquially referred
to as the “gillman.” If the players
Inquire about the nature of the
‘creature, Dr. Pearson should state
that there isn’t much factual
information he can share due to the
extreme rarity of specimens. He
should say, however, that gilmen
are extremely dangerous, and may
have been responsible for the
annihilation of many species in the
world. It should also be noted that
gilmen are amphibious and not
reptilian, and that they reproduce
asexually (which may mean that
there is only one full grown gilman.
‘The “fetus” inside the egg is already
about 2 feet long and possesses
razor sharp teeth and claws. Dr.
Pearson states that there are too
many to take for inspection, and
that they should be eradicated for
the safety of the world. If these
hatchlings are released into the
world, not only will they pose
threat to human lives, but they will
do irreparable damage to the
ecosystem,
Whether or not the eggs burst is up
to the CM. If the players aren't
facing enough challenges, the CM
may decide to “pop” a few number
of eggs to speed up the game and
give a sense of urgency to the
layers. There are 7 eggs in total‘*The CM may decide what items
the NPC and PCs may take with
them on the mission,
Cave Map Reference
The cavern is generally damp with
its walls composed of dirt and rocks.
There are insects and tee roots
protruding from the ceiling of the
1) A 30x30 cavern room,
‘The water is @ pretty much
dried up here but it did
Jeave behind a very muddy
floor. There is nothing to
note in the room, but ifthe
players look at the floor
they will see drag marks on
the floor leading to both
entrances to the north and
cast
2) A small 10x10 “room.”
The phyers will see a
cluster of luminescent
bulbous eggs attached to
the eastern wall, There are
2 eggs. If the players
check the surrounding, they
will see soveral dead
‘animals piled on the floor
near the eggs.
3) A small 10x10. “room.”
The players will see a
cluster of luminescent
bulbous eggs attached to
the eastern wall. There are
2 eags. If the players
cheek the surrounding, they
will see severel dead
animals piled on the floor
near the eggs,
4) A large 50x60 cavern
“room.” The room is no
different than the rest of
the cavern. Unlike the
other areas, however, this
5)
6
a
room is quite dry with
shrubs and other natural
debris on the floor. Once
the team enters the room,
the CM can use his
judgment to spring the
“ankle biters’ against them.
Roll 2410415,
‘The southeastern wall hides
a “secret door.” Basically a
naturally forming opening
that is hidden under thick
plant roots. These roots
can be hacked or shot away,
A small 10x10 *voom.”
The players will seo a
cluster of luminescent
bulbous eggs attached to
the eastern wall. There are
3 eggs. If the players
‘check the surrounding, they
will see several dead
animals piled on the floor
near the eggs.
A 80x80 “room.” Unlike
the other smaller areas,
there are no eggs on the
wall There is a strange
skeleton propped up
against the southern wall
It's an incomplete skeleton
of a gilman. There is 2
strangely tall plant stationed
rear the western wal ofthe
room (til). When the
players enter the room, the
CM may use his discretion
to unleash a triad against
them.
‘The gillman room. This
room is no different in
appearance than the other
cavern rooms in the game.
This of course, is the
gillman room, however,
and the stage for the final
20
battle. There is a small
pond of water near the
southwestern part of the
room. Some players may
suspect that the gil man is
hiding inside the water.
The gilman is actually
hidden inside a small
hidden alcove behind the
“doorway,” and he will
attack the closest team
member for a surprise
attack (whoever is furthest
back). The PC or NPC
needs to perform a surprise
check.
Things
Please reference the
CRYPTWORLD — manual for
Thing’ statistics)
Gilman
Baby Gillman (Take the Gillman
statistics and reduce by 1/3,
rounding down)
Trilleds
Ankle Biters
Conclusion
‘The adventure concludes when the
team either captures the creature or
destroys it, The team may not be
able fo capture or destroy all of the
offspring, This will not result in a
fallure of the mission; however, it
vill introduce a new threat to the
world and possible a reoccurring
‘enemy for the future. OF course,
the other option is to flee for your
lives and live to fight another day.
‘Once outside the cavern, the team
wil re-establish radio contact with
the home base and request for
immediate extraction, thus ending
the adventure o.DEVILS AND DEMONS
AND DRAGONS, OF Mu!
Decade da dreadful denizens, dude!
A) Dispater (Arch-devil) A) Charonadaemon (Lesser Daemon)
B) Orcus (Prince of the Undead) B) Arcanadaemon (Greater Daemon)
© Baalzebul (Arch-devil) ©) Piscodaemon (Lesser Daemon)
D) Pit Fiend (Greater devil) D) Uttrodaemon (Greater Daemon)
rS
+o
A) Silver Dregon (Draco Nobilis Argentum) A) Devil Hatchling
B) White Dragon (Draco Rigidus Frigidus) B) Nycadaemon
©) Brass Dragon (Draco Impudentus Gallus) © Guardian Daemon
D) Copper Dragon (Draco Comes Stabull) D) Mezeodaemon
2DEVILS AND DEMONS
AND DRAGONS, Oh mu!
‘A) Dark Dragon
B) Shadow Dragon
© Black Dragon
D) Myst Dragon
My vie ee
A) Type VI Baler, etc)
B) Type (Vrock)
© Type V (Manilth, etc)
D) Type IV (Nalfeshnee, etc)
22
A) Manes (Sub-Demon)
B) BarLgura (Minor demon)
©) Free-Urb'uu (Prince of Deception)
D) Belial (Arctrdevil)
A) Glasya (Princess of Hell)
B) Panuzu (Princess of Hell)
©) Githyanki (Princess of the Abyss)
D) Geryon (Arch-devil)DEVILS AND DEMONS
AND DRAGONS. Oh mut
A) Type V (Marilth, ete) A) Black Dragon (Draco Causticus Sputem)
B) Erinyes (Lesser devil) B) Bronze Dragon (Draco Gerus Bronzo)
©) Dyerwyz (Demon of Pain) ©) Blue Dragon (Draco Flectricus)
D) Succubus D) Brass Dragon (Draco Impudentus Gallus)
A) Ethereal Dragon (Draco Aetherius Starchy) A) Groz’zt (Demon Prince)
B) Wind Dragon (Draco Aeris Pappyo) B) Grizwold (Demon Prince)
©) Cloud Dragon (Draco Cumulus Welkin) © Wyzig Devil of the Deities)
) Pseucdo-dragon (Draco Minimus Nobili) 1D) Wargron (Prince of the Underworld)
23DEVILS AND DEMONS
AND DRAGONS, Of Mu!
A) Type | (Vrock)
B) Type ll (Hezrou)
©) Type lll (Glabreza)
D) Type IV (Nalfeshnee, etc.)
‘A) REO Speedwagon Devil
B) Styx Devil (Greater Devi)
©) Journey Devil Devil Lord)
D) Foreigner Devil (Demi-devil)
24
A)Pan Lung (Coiled Dragon)
B) Pan Lung (Celestial Dragon)
Pan Lung (Spirit Dragon)
‘D) Li Lung (Earth Dragon)WIZARDS Mutants LASER PisTOLs
‘The Fanzine of Old School Weirdness
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