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Wizards Mutants Lazer Pistols #6

Issue no. 6 of the gonzo Old School D&D 'zine.

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0% found this document useful (0 votes)
297 views26 pages

Wizards Mutants Lazer Pistols #6

Issue no. 6 of the gonzo Old School D&D 'zine.

Uploaded by

alexeymonk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 Fotinakes SOMET 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 t iii 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 PCs in 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, ike the 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 reset a 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 repetitive mosaics 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 neoded 24, 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 wes available 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+disease Gelatinous 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. Is Archer 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 \7 THE 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 team members. 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 2 DEVILS 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) 23 DEVILS 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 \WMLP is a bi-monthly fanzine featuring homebrewed content compatible with Labyrinth Lord and classic incarnations of the greatest fantasy RPG of all time. For updates and information about ordering back or current issues, please visit our blog: wizardsmutantslaserpistols, blogspot.com Correspondence, including letters and/or funny drawings, may be sent to: Alex Fotinakes 10372 Ponder St. Cypress, CA 90630

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