Delver Issue #4 (OSE)
Delver Issue #4 (OSE)
1
Sil ent
St al ker
2
3 S S 4
5 7
8
Some artwork provided by Daniel F Walthall, Jeremy Hart, Vecteezy, and Pixabay
I Curse Thee With... 3
Lone Explorer 4
The Dwarf in the Corner 5
An Eldritch Tome 6
Agnaddob's Artifact Emporium 7
Dolbin's Scrolls 8
You Go in First! 9
The Silent Stalker 10
Tavern Tales 22
An Unknown Map 25
Let's Create a Dungeon 26
WANTED poster 28
The Referee Roundtable 29
Shhh! Did You Hear That? 35
That is NOT a Normal Medusa! 36
What Did I Just Pickpocket? 37
Are You Going to Drink That? 38
That is NOT a Normal Torch! 40
The Ally: Illusionist 42
Intelligent Staff 44
I curse t hee wit h...
d6 - Tit le 1 d8 - Tit le 2
1 The Spiteful... 1 Keening Words of ...
2 The Blasphemous... 2 Vicious Command of...
3 The Slanderous... 3 Mocking Decree of...
4 The Wicked... 4 Derisive Mandate of...
5 The Wailing... 5 Diabolical Utterance of...
6 The Despicable... 6 Perverse Bidding of...
7 Savage Chant of...
8 Ghastly Strain of...
d10 - Tit le 3
1 Hurep the Incurable
2 Guffion of Habbersnell
3 Shabson the Defiler
4 Drayblig the Pestilent
5 Apperka the Living Pox
6 Yotta the Vomiting Orc
7 Plunrog the Scraggler
8 Cribbut, Drinker of Tears
9 Burvitt the Abhorent
10 Quillick the Shamer
d10 - Special
1 Lasts 1 hour, non-stop hiccups, -1 to hit
2 1 day, running nasal infection, CHARISMA -2
3 2 hours, horrific body odor, allies within 15' -1 to hit
4 1 hour, non-stop sneezing, -1 to hit, -1 AC
5 1 week, "Gorgon Face", must wear helm or mask or be attacked
6 3 days, full-body warts, CHARISMA -6
7 1 day, "Vampire skin", sensitive to daylight, -1hp per hour
8 1 hour, non-stop projectile vomiting, -2 to hit
9 2 days, "Mead Mouth", extreme slurred speech, writing only
10 1 week, "Snake Skin Curse" - shed skin daily, CHARISMA -4
3
Lone
Ex p l o r er
d4 - Nam e d4 - Class
1 Yelabb Newhammer 1 Fighter
2 Greeack Clawtrail 2 Knight
3 Penpra Canafray 3 Paladin
4 Shib Tra Hinbluv 4 Ranger
4
The
Dw ar f
in the
Co r n er
d10 - Cu r r en t Act ivit y d6 - Nam e
1 Pondering image on a coin 1 Yurn Flameshard
2 Combing her beard 2 Hurdel Graybrow
3 Staring deeply into a tankard 3 Therrin Darkcastle
4 Watching the back door 4 Rebbid Riverblade
5 Glaring at a group of elves 5 Lurnok Pathstrayer
6 Reading book on dwarf history 6 Fonrit Splitstone
7 Carving her name in table
8 Ordering food from barmaid
d6 - Appear an ce
9 Chuckling at drunk barbarian
1 Tired and worn down
10 Sharpening her dagger
2 Suspicious and alert
3 Battle scarred and proud
d6 - Special 4 Honorable and strong
5 Experienced and wary
Willing to join a PCs for a
1 6 Impatient and fidgety
maximum of three weeks
Wanted (and watched) by a
2 gang of orcs outside town d8 - Level/ Class/ Equ ipm en t
Owns a magic axe desired by 1 Level 1 Fighter, Neutral, leather, spear
3 Level 2 F, Lawful, chain, shield, sword
a rival dwarf clan 2
Ally of a young gold dragon 3 Level 3 F, Lawful, plate, shield, axe
4 nesting in the nearby hills Level 4 F, Lawful, plate, warhammer
4
Hunting for a nearby cache 5 Level 1 Paladin, Lawful, plate, sword
5 Level 2 P, Lawful, chain, shield, sword
of long-lost gold coins 6
7 Level 3 Ranger, Lawful, leather, bow
Daughter of clan leader,
6 running from her family 8 Level 4 R, Neutral, leather, sword
5
d12 - Roll 1st d12 - Roll 2n d
1 The Cursed Leaves of... 1 ... the Lost King
2 The Screams of... 2 ... a Wandering Ghoul
3 Dark History of... 3 ... Trakor the Mad
4 Walking Terrors of... 4 ... the Lost City of Rel
5 Arcane Horrors of... 5 ... Grasha the Murdering Elf
6 Mysterious Shards of... 6 ... the Blind Necromancer
7 Mad Gibberings of... 7 ... a Nameless Horror
8 Eldritch Songs of... 8 ... Hirabook the Lich
9 Oozing Tears of... 9 ... the Sleepless Corpse
10 Death Wail of... 10 ... Mavibuul the Faceless
11 Grasping Tentacles of... 11 ... Deg the Burrowing Orc
12 The Strangling Insanity of... 12 ... a Drooling Dwarf
d8 - Wr it t en by d8 - Cu r sed f or ...
1 Pensh Linnagabba 1 Touching it
2 Thurba Yyn 2 Opening it
3 Terfu the Mute 3 Reading from it
4 Red Eyes Griggomm 4 Looking upon it
5 Blint the Screamer 5 Buying or Selling it
6 Sayk of the Sky Cave 6 Destroying it
7 Meerux the Dead 7 Speaking its name
8 Wylo the Soul Burner 8 Writing in it
d10 - Cu r se* An
1
2
3
-2 Strength
-1d4 hit points every sunrise
random alignment change
Eldritch
4
5
save-vs-spell or blinded
save-vs-spell or mute
Tome
6 once per day, insult a stranger
7 once per day, laugh at a stranger
8 once per day, scream at a stranger
9 save-vs-death or roll 2x on chart
10 save-vs-death or... death
* curse can be removed
6
Ice Dagger Cloak of the Turtle
Rogue's Tar
5 uses.
7
Dolbin's
Scrolls
In can t at ion of t h e Livin g St at u e
Read aloud the words on this scroll while pointing at a target.
Target must save-vs-spell or become immobile for 30
seconds. Target is unable to move or speak.
Eldr it ch Cu r se of t h e Cr on e
While reading the words on the scroll, burn a small amount of
pine tar mixed with a vial of holy water. When done, sprinkle
the water over an area 10' x 10'. Any target that walks over
this area within one hour receives one of the following
drawbacks that lasts for 24 hours (roll 1d4):
Savage St r ik e Ch an t
Read this scroll and then burn it. Run a bladed weapon through the
ashes; the weapon gains +1 to hit against all living creatures (no
undead) for 24 hours. On a successful hit, target must save-vs-spell or
be at -1 to hit on their next attack.
8
YOU go in f irst !
d6 - Dom ain d6 - Fir st Clu e
1 The Citadel of... 1 Snargas Tinderflame,
2 The Tower of... 2 One-Eyed Pylonopus,
3 The Cavern of... 3 Ranick "Bloody Ears" Gern,
4 The Castle of... 4 Turgar the Angry Ogre,
5 The Hut of... 5 Ximos Darksoul,
6 The Labyrinth of... 6 Dornius the Battle Mage,
d10 - Th e Tr u t h ?
1 Rumor made up by gang of thieves holed up inside.
2 A real villain, but died from a sinus infection six months ago.
3 Old age has caught up to this individual, but still has a few tricks...
4 Over-hyped but still dangerous.
5 4-in-6 chance you'll catch him asleep. Wake at your own risk.
6 Not much of a threat, but watch out for the unmentioned sibling!
7 Has placed more traps than you can count.
8 It's a she, not a he... and she is not in a good mood today. At all.
9 A real terror, but 3-in-6 chance of being away terrorizing farmers.
10 Totally legitimate - I would not go in there.
9
The
Sil ent
St al ker
10
PLAYERS: DO NOT READ ANY FURTHER
17
can close the distance to attack,
Ar ea 6 the attack is made at +2 to hit.
Heavy Mud Room. Open archways
(west, south). Ar ea 8
Archways connect Ar ea 6 to Ar ea Crim's Sarcophagus. Stone door
7 and the hallway leading to Ar ea (north, unlocked).
5.
The stone door leading to the
This room is dark and filled with 1' room with Crim's Sarcophagus is
of mud that is kept wet by a slow unlocked and can be opened with
trickle of water from a nearby a simple push. Doing so will
spring that leaks in from the east automatically trigger the trapped
wall. Movement through this room door in Ar ea 5.
is reduced to half speed.
The Sarcophagus is a decoy. Crim
There is a 2-in-6 chance a hero will is invisible and sleeps on the floor
be able to spot the movement of at the south wall. Anyone opening
the mud as Crim moves through it. the door immediately awakens
Crim who will attempt to sneak by
Ar ea 7 the trespassers to retrieve his
scimitar in Ar ea 6. Once armed,
Olive Oil Room. Open archways
he will use a mix of attacks and
(west, north, south).
vertigo-inducing touches to slowly
Archways connect Ar ea 7 to Ar ea reduce the attackers' numbers.
6 and Ar ea 8 as well as the
Crim can reset the trapped door in
hallway leading to Ar ea 5.
Ar ea 5 by pulling a lever in his
This room is dark and filled with sarcophagus. This lever will be
half an inch of olive oil that visible to anyone opening the
replenished by dozens of barrels sarcophagus and digging through
hidden behind the east wall. half a foot of dirt (2 turns). A letter
There is a 1-in-6 chance a hero will will also be found (see Han dou t ).
be able to spot the movement of If a hero manages to pull the lever,
the oil as Crim moves through it. the door to Ar ea 5 will unlock.
My name is Crim
Briarst ake, and you
have ent ered my
t omb wit hout
permission. For t his
t ransgression, you
will know my wrat h
by t he curse I
best ow upon all who
ent er and t ake f rom
my possessions.
20
they can also store their own
Fin al Not es treasures complete with a built-in
I am a HUGE fan of The Mummy guardian.
(1999); there is something about Of course, destroying Crim is
Egyptian tombs that just screams always there for the players. It
dungeon crawl. really is the only way to get rid of a
During a recent re-watch, I played curse anyway. Just returning a
a typical GM game of "What if..." stolen treasure won't get rid of the
and began asking myself all sorts curse, and there's nothing Crim
of questions. can do about it at this point in
his... undead life.
What would a curse on treasure
looted from a tomb look like?
How might a mummy be a bit
more deadly than the standard
shambling wrappings?
How might a mummy go about
protecting its tomb and treasure
when the heroes can just run
away?
I hope my possible answers to
these questions make for a fun
adventure for your players. But
even more importantly, I hope you
can provide your players with
some roleplaying options that
might show a different side to the
traditional mummy. Crim is smart.
He's really just wanting to keep all
those treasures he worked so hard
to collect... is that unreasonable?
Smart players may be able to
discern that Crim isn't just any old
mummy. The right amount of
negotiations could result in the
heroes not only having a mummy
as an ally, but also a crypt where
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T aver n T al es
T r al l o g t h e
Facel ess So r cer er
For you TAVERN owners, d12 - Th e Adven t u r er s (r oll 6x)*
here's another Tavern 1 Torrik Lightbrow (Half-Orc Magic-User)
Tales to spur those sales. 2 Shandle Spiritsong (Human Thief)
Be sure to order more 3 Cerson Ficklesprout (Elf Cleric)
barrels of ale this month, 4 Dowbray Threestar (Dwarf Fighter)
and keep an eye out for Kerigot Sprakiro (Human Bard)
5
those pesky pickpockets;
6 Speffar Broternik (Halfling Thief)
they like to strike when
7 Timir Sharpshard (Half-Elf Druid)
the storyteller pauses
before the big reveal! Just 8 Ackova Harkenfell (Human Acrobat)
make sure the fire is kept 9 Fritna Warmleaf (Elf Ranger)
stoked and the front 10 Yurk (Human Barbarian)
door closed to keep out 11 Plabstin Starsand (Drow Illusionist)
the chill. 12 Gallick Ironspear (Human Knight)
* reroll duplicate classes
d6 - St or yt eller d6 - Set t in g
1 Tammera Flameday 1 Crumbling castle on the south border
2 Ledda Darkrust 2 The Forbidden Cemetery at Troll Falls
3 Stard Redshield 3 Old dwarven mine in the Copper Hills
4 Jiliad Vonaday 4 Catacombs beneath Tall Pines Citadel
5 Onir Stormguard 5 Abandoned Kark Library in Redtower
6 Dinnit Gifilona 6 Silver Orc Lake near Mount Darkfang
23
d12 - Plot Tw ist (Roll 2x)
1 The faceless sorcerer 's identity revealed -- an old ally! (+8gp)
2 Pit trap triggered but party avoids injury (+3gp)
3 One of the adventurers is charmed and runs away (+1gp)
4 Adventurers discover sorcerer 's lair and loot it (+4gp)
5 Adventurers trigger a ward; one party member killed (+1gp)
6 Sorcerer uses secret passage to ambush party (+3gp)
7 Captured cleric freed, heals two party members (+4gp)
8 Sorcerer 's helmet enchanted; party member petrified! (+5gp)
9 Lucky hit -- sorcerer loses helmet, blinded by torchlight! (+6gp)
10 Sorcerer seals unlucky adventurer in flooding room! (+3gp)
11 Thief successfully hides and backstabs sorcerer! (+5gp)
12 Sorcerer regroups and summons undead minions! (+4gp)
d8 - En d of t h e St or y (Roll 2x)
1 Sorcerer cornered and refuses to surrender (+2gp)
2 Surviving heroes encircle the sorcerer and strike! (+3gp)
3 Sorcerer prepares to kill figher but wizard blasts him! (+2gp)
4 Sorcerer triggers own trap and gets struck by arrow (+2gp)
5 One party member leaps on sorcerer and stabs! (+4gp)
6 Sorcerer goes down but takes wizard's life in trade (+6gp)
7 One hero walks out alive, but sorcerer 's terror is over (+7gp)
8 Cleric revives two slain heroes! (+8gp)
24
Print out map on white paper. Brew two cups of tea or coffee, wait to cool.
Pour liquid into cooking pan or plastic bin. Soak printed map in liquid for
20 minutes. Remove and let dry. (Placing under something heavy will
prevent curling. Crumple paper before soaking for distressed look.) 25
L et 's Cr eat e
a Du n geo n - Par t 1
2
S 4
3 S
5
6
26
L et 's Cr eat e
a Du n geo n - Ar ea 1
d6 - Du n geon Nam e 1 d6 - Nam e 2
1 The Forbidden Temple of... 1 Xera the Dark Mage
2 The Lost Sanctuary of... 2 the Mad Monks
3 The Cursed Training Grounds of... 3 the Howling Cultists
4 The Abysmal Walls of... 4 the Shadow King
5 The Lurking Horrors of... 5 Mytnanis the Lich
6 The Dread Halls of... 6 the Red Minotaur
Crumbling steps lead down to hallways that splits to the north and south...
27
Half-E lf Fem ale
Gr en sha M agi c-user
Si lver web D ar k hai r ,
blue eyes
N ecr om an cy
D esecr ati on of
cem eter y
D ar k m agi cs
100
Print out map on white paper. Brew two cups of tea or coffee, wait to cool.
Pour liquid into cooking pan or plastic bin. Soak printed map in liquid for
20 minutes. Remove and let dry. (Placing under something heavy will
prevent curling. Crumple paper before soaking for distressed look.)
28
If you had asked me a few years
back about which form of
running a game I preferred, one
with terrain and miniatures OR
one with just theater-of-the mind
(TotM) narration, I would have
picked the former.
For years now, I have crafted
terrain, 3D printed terrain, and
purchased pre-painted terrain. I
started a YouTube channel
devoted to my hobby of making
by Jam es Floyd Kelly my own terrain for the games I
play. Terrain was both enjoyable
to make and fun to share with my players. It allowed them to move their
little miniatures around the scene, picking lines of sight, hiding behind
barrels and columns, and much more. But jump ahead a few years and
just a few months ago I had one of the most fun gaming experiences in
decades as I ran a group of players through an old school rpg with
nothing but dice, character sheets, and their imagination as I described
the scenes, the rooms, the creatures, and anything else they would ask
about or request more information on.
So that leads to this issue's discussion -- Theater of the Mind or
Miniatures and Terrain? (And is there a middle ground?) I don't claim to
be the expert on the subject, so just let my observations about both
methods steer your own thoughts and decisions and maybe you'll
discover a different method that you can use at your own table. There
are no right or wrong ways to run a game, so let's just look at when one
or the other may be a good decision for you.
Th eat er of t h e M in d
It's not outside the realm of possibilities to imagine a GM placing 20 or
30 goblin minis onto the tabletop, but I doubt many GMs would be able
to handle 100 or 500 or an army of 10,000 goblins. First, table space
would likely be a real issue. Second, cost. And third... where would you
store them?
All kidding aside, there are just as many (I might argue more) instances
where describing the scene to the players is a more realistic option.
Those GMs who prefer Theater of the Mind know that part of the joy of a
game is allowing the players to imagine the scene themselves. GMs will
provide the barebones description and leave the rest to the players.
With TotM, there's no need to craft or buy a five level castle and force the
players to stand up, move around the terrain as they shift their
miniatures, and deal with the logistics 3D terrain brings when you start
thinking about line of sight, hidden doorways, and fog of war. With TotM,
the trap remains invisible, the secret door remains closed, and the huge
pile of coins with the dragon on top on the other side of the door stays a
surprise until the GM lets the players in on the secret.
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Theater of the mind is not only cheaper (you're expenses are dice,
pencils, rulebooks, and snacks), but it allows a GM to avoid things like
limited table space. Terrain and miniatures need room to place and
move, but with TotM, a GM and players can set up pretty much
anywhere... a living room, the floor, or even a car. (And I've run a game
or two in a moving vehicle!)
What TotM offers to a GM in terms of savings and less storage space (or
even the time to make the terrain) does come with a larger responsibility
however; the GM needs to be able to describe the scene, the NPCs, the
creatures, and all the other things that cannot be shown in a sketch or
with a mat or with a dozen creatures placed in specific hiding spaces
behind a piece of terrain.
As a GM, TotM is both burden and freedom.
Burden in the sense that we need to make sure we can describe things
colorfully, accurately and with enough details - enough that the players
feel they can move forward with their own actions.
Freedom in the sense that the GM has no limits -- a floating castle
doesn't need to be crafted or bought... and if it is, how do you plan on
suspending it... and why would you? Your players have an imagination,
so GMs can take advantage of that and create and describe the most
elaborate, expansive, and intricate settings possible without worrying
about the limitations of tabletop terrain or the potential disappointment
in seeing a wondrous setting reduced to black dry-erase lines on a
gridded mat.
TotM offers the GM the most advanced visual system on the planet -- the
human imagination.
M iddle Gr ou n d?
Is there a balance between Theater of the Mind and Miniatures &
Terrain? Of course there is, but finding that balance can be tricky.
If you get your players expecting to see small, medium and large pieces
of terrain on the tabletop in which to interact with their miniatures, you
may find them a bit resistant to playing when you show up with just your
notes. And there's another drawback to using terrain all the time; when
you pull out a huge scene you've crafted or bought, the players are
somewhat trained to expect a big battle or some sort of significant scene
that requires the detailed terrain. Most GMs don't want to craft an item
or buy an item simply to have the miniatures walk through it or have a
conversation with an NPC about the weather. Terrain implies action, and
that can be a problem when you use terrain too much.
But the flipside exists, too -- use TotM with your players in every game,
and when you pull out a piece of terrain, they know something's up.
Maybe they're supposed to see something hidden or some puzzle
requires physical items or locations that the terrain gives away or hints
strongly to... the terrain breaks them out of their own imagination and
forces them to use only what they see before them.
So, what's the solution?
One way to solve the dilemma of when to use TotM versus M&T is to use
it randomly. Flip a coin or just decide to do a 50/50 mix of M&T-vs-TotM
and stick with it.
The only problem I can see with this option is that you risk slowing down
the action by dropping a piece of terrain on the table and forcing your
players to use minis during a scene that really has very little impact on
the story. If the PCs are simply meant to approach an NPC and appeal to
her good nature to share the location of the bandit camp, taking the time
to setup the scenery, drop the NPC down, and then allow the players to
do the same risks them searching the area for secret items (buried
treasure) or interacting with scenery elements that are just there for
show. Trust me... it can happen.
Another option is to use randomly use TotM and M&T for combat only;
only pull out terrain when it's needed for strategy and line of sight stuff
and do that half the time... the other half, you'll be running combat using
verbal clues only.
But here again is a problem... if you do that, then the players
automatically know when the terrain comes out that combat is on the
horizon.
You COULD use terrain only for non-combat scenes, but the issue there
is that setting up terrain can steal time from a game. We all know that
time is fleeting; games usually start a few minutes late, there are minor
interruptions (bathroom breaks, snacks, text messages, etc.), and a
dozen more things can steal away our gaming time. And honestly, so
33
many of the non-combat game events that would be done using terrain
can be done faster without it. A 30-second dialogue with an NPC
shouldn't require two minutes of pulling out terrain and setting up minis
and barrels and trees and... you get the idea.
So, is there an actual solution?
The best thing I can come up with (and you may have something even
better!) is having a talk with your players and finding out what they want
from a game:
1. Do they want to use miniatures? Some players love buying them,
painting them, and using them in a game, but some can easily skip that
part of the game.
2. How do your players react when you reach for terrain? Do they use
that time to take a break because they know it'll take a few minutes? Do
they get excited? Do they sit up tall and start talking tactics because they
are sending combat?
3. Do your players enjoy hearing a verbal description of a significant
locale and gaining the freedom to move and act where their imagination
allows them to, or do they prefer terrain that shows them exactly where
the ledge is located, how high up it is, and how far away (and how many
turns it will take to get there)?
Of course, as a GM, you get the final vote. Your players may want terrain,
but your budget or storage space may be limited. You may not have
access to a local store where you can find terrain and miniatures to fit
your game and you may not like ordering online and dealing with
shipping charges or...
Maybe your players prefer TotM but you're a crafter or a wargamer and
have quite the collection of terrain and minis and want to put them to
use. And you might prefer to let the terrain do the talking when it comes
to describing distances, heights, and line of sight.
Ultimately, you as the GM will need to listen to your players requests and
evaluate your ability to respond based on finances, time, skill, and goals
for your campaign. Your enjoyment of the game (as GM) is just as
important as that of the players, so hopefully you can find a middle
ground that is custom to your game style and your players desires.
34
Ssh h h ... Di d Yo u
H ear T h at ?
Adventurers would be wise to d6 - Sou n ded lik e...
heed the lessons of the old 1 ... a cracking of bone
explorers. Kicking in doors is for 2 ... a growl
the reckless. Listening at a door 3 ... chewing
can often mean survival. 4 ... a cackle
Jou r n al of Rick et y Kick -It 5 ... a snap of teeth
6 ... clicking of claws
d8 - Now w h at ?? d8 - We sh ou ld go...
1 A door slams 1 Sound of running
2 Snap of a bow string 2 Wood splinters nearby
3 Scrape of claws on stone 3 A loud snort
4 A chain rattles 4 Shuffling of padded feet
5 A roar 5 Rumble of a stomach
6 Drip, drip, dripping... 6 A lengthy inhale
7 Clang of a sword 7 A howl and then panting
8 A splash of water 8 Sniffing...
M ed u sa! 1
2
TaJall the Scaled Torturer
Relpayurk Eyestrike
3 Melatru (Curse of the Living)
4 Wadirra the Defiler
5 Aplituma the Scalp Shredder
6 Refik (Poisoner of Darkwall)
7 Flayna the Flesh Flayer
8 Sarridee the Snake Queen
d8 - Desir es .. d8 - Hen ch m en
1 ... a rare magic wand 1 1d4+2 Ghoul
2 ... a nearby enemy killed 2 2x Cockatrice
3 ... area of dungeon collapsed 3 1d4+1 Harpy
4 ... to play a game of chance 4 2d4+1 Bugbear
5 ... a pet (creature in dungeon) 5 1x Doppleganger
6 ... six gems for her crown 6 2d4+1 Gargoyle
7 ... a quest be completed 7 2x Blink Dog
8 ... revenge on an NPC 8 1x Gorgon
36
W h at Di d I J u st
Pi ck p o ck et ?
One of the thrills of being a
thief is the unknown pull from a d4 - M ade PP r oll by...
target's pocket or pack. I could 1 5%? - 1 roll
tell you stories... 2 10%? - 2 rolls, pick one
3 20%? - 3 rolls, pick one
St eph en Allen
4 30%? - 4 rolls, pick two
(ak a Pick pock et Pr in ce)
37
Ar e Yo u Real l y Go i n g
t o Dr i n k T h at ?
Green? Smells like a ghoul's
armpit? Tastes like it, too? I d4 - Con sist en cy
don't care! Do you see this cut 1 Watery
I've got on my arm? 2 Slippery
3 Syrupy
ch \ / \ / olf gan g
4 Chunky
d8 - Color d8 - Sm ell
1 Amber - "It's pretty!" 1 "Smells like flowers!"
2 Blue - "It's blue." 2 "Like sweaty leather."
3 Green - "Like ogre snot." 3 "Is this vinegar?"
4 Orange - "Is this natural?" 4 "Smells like lantern oil."
5 Purple - "Looks pricey." 5 Like a barbarian's breath."
6 Yellow - "Don't say it." 6 "Bottled ghoul."
7 Pink - "That's not right." 7 "Sulfur would be better."
8 Black - "Are you serious?" 8 "Like three-year dead orc."
38
T h at i s
NOT a
No r m al
T o r ch !
d8 - Un u su al Obser vat ion d8 - Fou n d in / on ...
1 Produces no smoke 1 ... on dead adventurer
2 Produces no smell 2 ... on dungeon wall
3 Provides a deep blue glow 3 ... in bundle of 1d4 torches
4 Not extinguishable in water 4 ... dusty bag in shop corner
5 Creates no shadows 5 ... abandoned workshop
6 Heavier than normal (1d8 dmg) 6 ... weathered coffin
7 Brighter - 40' radius 7 ... wandering creature
8 Fast burn - 30 minutes (3 turns) 8 ... shady merchant wagon
d6 - Qu ir k
1 Requires vote on spell casting
2 Hates illusionists/refuses to help
3 Requires 1hp of blood/day
4 Hates magic-users/refuses to help
5 Must be wrapped in wool while asleep