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Delver Issue #4 (OSE)

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100% found this document useful (1 vote)
2K views48 pages

Delver Issue #4 (OSE)

Uploaded by

Khutulus Hobby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The

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

d6 - Will be spot t ed... d10 - Task (if ask ed)


1 ... in combat with an orc 1 Looking for a hiding wizard
2 ... examining a map 2 Searching for cursed cave
3 ... haggling over rations 3 Tracking a band of goblins
4 ... sharpening a sword 4 Retrieving a stolen wand
5 ... chasing a young thief 5 Collecting rare herbs
6 ... defending a cleric 6 Needs healing for a dying ally
7 Confidential mission for a guild
8 Researching a dungeon map
d6 - Special Kn ow ledge
9 Selling a magic sword
Aware of a band of brigands in
1 10 Looking for combat training
a nearby forest
Knows identity of a hiding
2 necromancer in village d8 - Secr et
Has map to secret cache of 1 Assassin in disguise
3
1d8 healing potions 2 Wanted for treason
Can lead PCs to a retired 3 Knows location of a dragon
4 wizard who writes spell scrolls
4 Recently bitten by vampire
5 Broke guild secrecy vow
5 Recruiter for the Wanderers of
Lix Guild 6 Running from relic hunters
Trying to contact secret order 7 Hides map to a royal tomb
6 in town led by a dragon Controlled by intelligent sword
8

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

Made from an enchanted glacial This +1 AC cloak allows the


stone, this dagger allows the wearer to perform one special
wielder to force a target to action per day -- upon a
save-vs-breath weapon or take 2 successful attack against the
bonus damage (on a successful wearer, wearer may choose to
attack) as the air around them harden the cloak and prevent
chills instantly. 1d6 damage.

Rogue's Tar

5 uses.

This sticky, tar-like substance is


applied to the fingers and
increases the chance of a
successful pick pocket attempt
by 10%.

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):

1. All magical attacks performed by target (including weapons)


are done at -1 to hit and normal attacks are -2

2. Target may not rest for 24 hours and no healing magics


may be cast on target

3. Target movement/speed reduced by 10 feet and -1 to AC

4. All successful attacks against the target do a bonus 3


damage

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,

d8 - Secon d Clu e d8 - Seal t h e Deal


1 ... Tearer of Tendons... 1 ... and Keeper of Souls
2 ... Drinker of Blood... 2 ... and Maker of Corpses
3 ... Wearer of Skulls... 3 ... and Master of Death
4 ... the Heart Eater... 4 ... and Collector of Heads
5 ... Scourge of the Living... 5 ... and Merciless Flayer
6 ... Source of Curses... 6 ... and Eater of Flesh
7 ... the Crusher of Bones... 7 ... and Chewer of Eyes
8 ... Ripper of Limbs... 8 ... and the Eternal Evil

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

An Old-School Essentials Adven t u r e


f or 4 t o 6 Level 4 Ch ar act er s PLUS Hir elin gs

Crypts aren't designed to hold just the deceased. If


treasure wasn't always on the minds of adventurers,
crypts would never be looted. Knowing this, wealthier
individuals will pay to make sure their property is
protected by magic, traps, and... other means.

10
PLAYERS: DO NOT READ ANY FURTHER

Referees, possibilities for the players to


suggest or develop ideas for
The Silent Stalker is a level 4
locating the enemy. The enemy
adventure for four to six players
will not move beyond a specific
plus a mix of hirelings. The entire
point, so allow the players to use
adventure should run between 3-5
that to their advantage if
hours and can be split over one or
necessary.
more sessions.
While new players can certainly
The map for the adventure can be
enjoy the adventure, it's going to
found on the inside of the rear
be a challenge as written. If
cover; each room or area is
anything, this adventure can teach
numbered and corresponds to a
new players about the dangers the
numbered listing in the following
game offers; a few deaths go a
pages.
long way to teaching beginners
It is recommended that you read the value of caution.
through the entire adventure
I hope you enjoy running The Silent
before running it; this will allow
Stalker!
you a chance to make changes
based on your own gaming style
and what your players expect
from an adventure as well as to
familiarize yourself with the
various creatures and NPCs that
the players are likely to encounter.
If you choose to run the game
with higher level characters, you
can consult the Referee's Tome and
roll for wandering monsters of a
higher HD value to keep the
adventure challenging. For the
unique creatures, use your best
judgment for increasing armor, hit
points, and special abilities.
This adventure has an invisible
enemy; there are plenty of
11
Th e St or y invisible Crim who refuses to allow
any more looting of his resting
Before his death, Crim Briarstake
place.
consulted with some of the
masters of the darkest sorcery, Cu r sed Tr easu r e
requesting that his body be
Crim's treasure can be removed
mummified and that he be buried
from the tomb, but as those
along with the treasures he had
unlucky sorcerers discovered after
amassed through a lifetime of
they looted the first room, Crim
adventuring.
ensured that his treasures would
The sorcerers were more than be cursed, even if his mummified
willing to take his money and body is destroyed.
perform the mummification, but
Crim's secret spell awakens his
Crim didn't trust them and had a
mummified corpse but also gives
secret spell put on his corpse that
it some additional abilities that
would allow him to wander his
allow Crim to blend with his
tomb unseen.
surroundings.
The sorcerers buried him after
A mummy is bad... an invisible
completing the mummification
mummy is even worse.
process and then proceeded to
rob the tomb before the
"awakening" magic took effect.
Crim woke to discover the
sorcerer 's treachery and an
endless anger began growing
inside his wrapped body.
Cr im 's Tom b
The sorcerers knew that Crim had
his treasures hidden in a secret
room inside the tomb, and they
found and emptied it in a single
night.
Crim had never trusted the
sorcerers, however, and had a
second room filled by a trusted
ally prior to his death. That room
is still filled with treasure. But it is
also now guarded by a silent and
BEGINNING THE ADVENTURE to the adventurers to return a few
items to the secret room (along
There are any number of ways for
with details on where it is found).
the adventurers to be introduced
Of course, the players may choose
to the story of Crim Briarstake.
to look around a bit just in case
Below are some adventure hooks
additional treasures are to be
that can be used by a GM to get
found.
the heroes heading down the
stairs into Crim's crypt. NOTES:
Adven t u r e Hook s 1. Crim has retained his
intelligence and will attempt to
1. Any small town with a good
trap the players in one area so he
tavern is going to have someone
can take his time to hunt and kill
in it at any given hour who knows
them off.
the local legend of Crim
Briarstake, but finding someone 2. Crim is not willing to negotiate
who knows the location of the with any looters; that said,
crypt could be difficult. If the PCs returning some treasures (see
decide to investigate, the mayor Adventure Hook #3) could put the
and a descendant of Crim, Frall heroes in his good graces and
Briarstake, is willing to offer its maybe earn them a favor. How
location in exchange for a share of many heroes can say they have a
any treasure. mummy as an ally?
2. The Obsidian Pages guild wants 3. Unlike traditional mummies,
a specific tome that is rumored to Crim is able to speak and use
have been buried in Crim's crypt. weapons and armor; he is not
Word has reached a member of wrapped in traditional mummy
Obsidian Pages that the heroes wrappings. When Crim chooses to
will be traveling through an area become visible, he will appear as a
where the crypt is rumored to sun-dried husk of a human with
exist. Would the adventurers be piercing eyes and a smirk. Heroes
willing to look around for a small will need to be very careful when
fee and a hefty reward for the dealing with Crim...
book?
3. Some of the wizards who were
cursed after looting Crim's crypt
have had enough and desire the
treasures to be returned to end
the curse. They will offer a reward
13
system of weights in the walls will
Ar ea 1 close the door if someone does
Tomb Entry. Stairs up (west to exit), not hold it open or a spike or
hallway south and door (south, other object isn't used to keep the
unlocked). door from closing.

Crim was fascinated by the burial


rituals associated with mummies
and had his tomb recreated with
Ar ea 2
many traditional features. Along The Husk Room. Stone doors
the eastern wall, for example, is a (north, unlocked and south,
chiseled mural that depicts a story unlocked).
of Crim's adventuring days and his A total of eight corpses are in this
death and mummification. room. Six of these are the
Any hero who examines the wall shriveled bodies of trespassers
has a 1-in-6 chance of spotting an caught and killed by Crim. The
unusual glyph near the end of the other two were placed per Crim's
story. This glyph appears as magic request just before his tomb was
coming from three wizard-like sealed as a way to "seed" the
figures who are standing over the tomb with immediate victims.
body of Crim. The glyph enters The corpses are leaned against
Crim's corpse before he is sealed the west and east walls (four
in a sarcophagus. each), and an examination by any
A trail of dropped gold coins leads spellcaster will reveal that their life
to the door to the south that leads force was leeched away.
to Ar ea 2. There are 75 gold coins Weapons and armor have been
in all, and the coins are part of the removed from the corpses (and
treasure that was removed from can be found in Ar ea 7), but each
Ar ea 3. While in the tomb, the body has a 2-in-6 chance of having
coins are normal gold coins, but if a bag of 3d10+20 gold coins tied
even a single coin is removed from to its belt. (These coins are cursed
the tomb, the bearer of that coin coins placed there by Crim.)
will be cursed (see Cr im 's Cu r ses).
The corpses on the east wall are
The door to Area 2 is not locked trapped; disturbing one releases
but it does have a mechanism that an acid vapor and requires a
keeps the stone door closed. An save-vs-death for all in the room.
individual can push on the stone Failure delivers 1d8+4 damage.
door to open it, but a hidden
remember that these items are
Ar ea 3 cursed and that anyone leaving
the tomb with them will receive a
Small Treasure Room. Door (secret,
curse (see Crim's Curses) until
east).
Crim's body is destroyed.
The two hallways that run parallel
Con t en t s of Ar ea 3
to each other from Ar ea 2 to Ar ea
5 also hide two secret doors. One 1 Silver gauntlets (125gp)
door (to the west) leads to a small
treasure room that was looted by 2 Small gem (100gp)
the sorcerers who mummified
3 Broken gold statue (200gp)
Crim. These sorcerers were
unaware that Crim had another 4 2x random spell scrolls
(more powerful) wizard place a
curse on any treasures removed 5 Cursed idol (see Xan dit )
from his tomb.
6 Small chest (400sp)
This secret door is easy to find and
open; the alcove created off the
two parallel hallways was made to
Xan dit
hint at the possibility of a secret AC 5 [14], HD 4 (18hp), At t 2x tail
door being located there while (1d8), THAC0 16 [+3], M V 60' (20'),
hopefully distracting trespassers SV D11 W12 P10 B14 S15 (4) M L 8,
from considering a second secret AL Neutral, XP 100, NA 1 TT none
door to a larger treasure room
Ch ar m Tou ch : The Xandit may
(Ar ea 5).
substitute one tail attack with an
There is a 4-in-6 chance of attempt to charm a target. Target
discovering the secret door; any must save-vs-spell or become
thief will find the lock a simple charmed by the Xandit. The Xandit
matter to open, thinking will instruct a charmed hero to
themselves lucky and not realizing leave the tomb (and immediately
the lock was designed to be easily becoming cursed).
opened.
Xandits are small magical beings
This room shows all the signs of created to guard treasure rooms.
already being looted, although Their goal isn't to kill, although they
there are a few areas that were will do so if they are cornered;
ignored for the larger treasures. instead, they use a charm ability to
Roll 3x on the following table for force targets to become cursed.
items left by the looting wizards;
15
WEAPONS/ ARM OR
Ar ea 4
1d4 Battle axe
Large Treasure Room. Door (secret,
west). 1d8 Dagger

No traps, no wards, no magic. Just 1d10 Javelin


treasure. However each and every 1d4 Short sword
item is cursed. Anyone removing
2d8 Sword
even a simple gold coin will
receive one of Cr im 's Cu r ses. 1d4 Warhammer
Crim's Treasure Room contains 1d6+2 Leather (Human)
the following items: 3x Chainmail
RARE GEM S 2x Plate
Black Star Sapphire (100 gp) 1d8+2 Shield
Rose Quartz (15 gp)
Peridot (20 gp) M AGIC ITEM S
Black Opal 40 gp) Potion of Mage Armor
Pink Pearl (30 gp) Wand of Hold Person (3 charges)
Star Rose Quartz (50 gp) Scroll of Fireball
Jasper (30 gp) Potion of Remove Paralysis
Spinel (50 gp) 1d6+3 Random Spell Scroll
Rhodochrosite (30 gp) 1d4+2 Random Potion
Aquamarine (40 gp) 2x Random magic rings
Azurite (50 gp)
Golden Topaz (30 gp) M ISCELLANEOUS
Obsidian (20 gp) Large Statue (Elf, female), stone
Malachite (50 gp) Small Statue (Dragon), stone
Jasper (60 gp) Small Statue (Fish), bronze
Citrine (60 gp) Lantern, gold (100gp)
Eye Agate (30 gp)
Black Pearl (60 gp)
Ar ea 5 Cr im 's Cu r ses
Crim's Trick. Open archway to Ar ea Any character who carries out a
2 (north), door to Ar ea 2 (north, piece of treasure, from a single
unlocked), door to Ar ea 6/ 7 (door, gold coin to any of the remaining
trapped). treasures in the tomb (Area 3 or
Area 4) are subject to a curse. Roll
Drawn on the floor area variety of
on the random table below to
shapes - circles, squares, hexes,
determine the curse that afflicts
triangles, and more. The shapes
an individual who takes from
are meant to engage trespassers
Crim's Tomb.
while the doors at Ar ea 5 and
Ar ea 2 lock down and the secret d6 - Cr im 's Cu r se*
doors to Ar ea 3 and Ar ea 4 also
Victim loses 2" in height
become magically locked. When
1 each day until curse is
the doors lock, the characters are
removed.
trapped and can only move from
Ar ea 5 to Ar eas 6, 7, and 8 and Victim grows an extra ear
the dead-end hallway (that moves 2 on a random body location
north to Ar ea 2 and then west and each week.
then south to the locked door to
Ar ea 5). There is an additional trap Victim gains 1d4 hit points
that triggers when the characters 3 each day and loses 1d8 hit
enter Ar ea 8. points each night.

The trap is to allow Crim to hunt Victim has 30 days until


the characters and wait for the 4 turning into a orc. Changes
best time to attack. He will try to appear each day.
separate them or wait for them to
divide up, using his invisibility to Victim's primary attribute
his advantage. 5 (Strength, for example),
drops by 1 each day.
The locked doors will only open on
Crim's command or upon his Victim has 30 days until
death. 6 turning into a wight.
Changes appear each day.
* Curse can be removed

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.

Movement through this room Crim will touch or attack anyone


must be reduced to half speed or who attempts to open his
a Dexterity ability check must be sarcophagus, keeping them on the
made to keep from falling down. If run in the small circuit of Ar ea 6,
a hero falls and Crim is within 5' or Ar ea 7, and Ar ea 8.
Cr im t h e M u m m y Cr im 's Boot s
AC 3 [16], HD 6+2* * (29hp), At t 1x Crim wears a pair of boots that
touch (1d12 + vertigo) or 1x Crim's allow him to move through
Scimitar, THAC0 14 [+5], M V 120' shallow water, mud, and slippery
(40'), SV D10 W11 P12 B13 S14 (6) surfaces without sacrificing speed.
M L 12, AL Chaotic, XP 550, NA 1 The enchantment on the boots
TT (see Ar ea 4) wears off if Crim is killed.
Un dead: No noise until attacking.
Immune to effects that affect
Playin g Cr im
living creatures. Immune to Crim will quietly drop his scimitar
mind-control magic (charm, hold, into the mud in Ar ea 6 when he
etc.) wishes to make a vertigo-inducing
In visibilit y: In combat: cannot be touch attack. There is a 1-in-6
attacked in the first round; in chance a hero may discover the
subsequent rounds, may be weapon while walking thru the
attacked at -2 to hit (the floating area containing the weapon.
scimitar reveals Crim's location). A Crim will take advantage of the
hit on Crim removes his invisibility players being trapped in Ar ea 6,
until his next turn. Ar ea 7, and Ar ea 8 when the
Dam age im m u n it y: Only harmed doors lock on the east wall of Ar ea
by fire, spells, or magic weapons. 5. Play up the dread and fear of
All damage is reduced by half. being hunted by an invisible
stalker. If a hero should discover
Ver t igo. Anyone touched by Crim Crim's scimitar, Crim will make
receives a wave of vertigo that that adventurer the target of his
lasts for 30 seconds. During this next touch, using the vertigo to
time, all attacks made by the wrench the weapon from the
victim are at -2 to hit. target's grasp.

Cr im 's Scim it ar Crim is open to negotiation, so if


the characters try to speak or
Crim wields a +2 scimitar; on a haggle, allow it until Crim either is
successful attack, the target must convinced they are stalling for
save-versus-paralysis or be frozen time and are being deceitful or a
in fear until the end of their next hero attacks. After three deceitful
turn. Once per day, the scimitar attacks, Crim will no longer be
may be used to regenerate 1d8 hit open to negotiating.
points to an undead wielder. 19
Han dou t

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
21
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

d12 - Th e Fir st En cou n t er (r oll 3x)


1 Faceless wizard ambushed party, party fled to heal (+1gp)
2 Fire Elemental on guard duty, one adventurer killed (+3gp)
3 Adventurers attacked by undead, wizard escapes (+2gp)
4 Secret chamber found with a treasure chest (+1gp)
5 Wizard placed curse on adventurer! (+2gp)
6 Adventurers trigger a trap, one member gravely injured (+2gp)
7 Fireball! Healing potion used on adventurer near death (+4gp)
8 Wizard grows claws and kills two hirelings! (+3gp)
9 Party sets trap; drops boulder, injures wizard who flees (+1gp)
10 Lost party of adventurers discovered killed by poison (+2gp)
11 Wizard issues threat to leave his domain or be killed! (+4gp)
12 Party splits up -- one group never seen again! (+5gp)

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)

d4 - # Tim es Requ est ed Th is M on t h Bon u s Pr of it t h is M on t h !


1 3 (Patrons bored!) Bonus x 3 Add up gp from tables and
2 7 (Story is a hit!) Bonus x 8 multiply by Bonus value
3 10 (Story getting stale...) Bonus x 7
4 18 (Story becomes epic) Bonus X 12

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...

d6 - Nor t h er n Hallw ay (r oll 2x)


1 Dead adventurer - 1x weapon, 3d8+10 gp, rotted leather
2 Footsteps in the dirt and debris, 1d8 dropped sp
3 Pit trap - Dexterity ability check on 2 lead PCs to leap away
4 Orc skeleton - 1x weapon, 1 key (fits one lock in dungeon)
5 Writing on wall - "Door at [unreadable] is [unreadable]"
6 Poison Dart - Dexterity ability check on rear PC to dodge

GM : A secret door to Ar ea 3 is at the end of the northern hallway.


Standard door to north to Ar ea 2 is locked, no trap.

d6 - Sou t h er n Hallw ay (r oll 2x)


1 1x Dormant ooze awakens -- Ochre Jelly or Black Pudding
2 Magic ward on door (to Ar ea 5) - use lightning bolt spell
3 Pit trap - Dexterity ability check on 2 lead PCs to leap away
4 Bones of unknown creature - value 2d8x10 gp to an alchemist
5 1-in-6 chance for each adventurer to hear ringing in ears
6 Nothing of importance -- dust, cobwebs and dark stains on walls
GM : Standard door to south to Ar ea 5 is unlocked.

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.

M in iat u r es an d Ter r ain


I'll start with the Minis & Terrain (M&T) option because it's the one I'm
most experienced with. My early days of RPGs (back in the early 80s)
were almost all TotM because my friends and I were not only too poor to
afford metal miniatures, but we wouldn't have even known how to use
them as we had never seen minis used at a table.
But these days, miniatures and terrain are pretty common, especially at
29
gaming stores where those items are sold. Miniatures are a huge
business these days, and with the arrival of 3D printing (especially resin
printers), it's way too easy to have as many miniatures in your collection
(as either a GM or player) as you can find a place to store them.
Most RPGs these days use a standard 1 inch = 5 feet measurement
method for gaming. It's become so easy for a GM to drop down a
gridded dry-erase mat or a pre-printed gridded neoprene mat with a
top-down view of trees or mountain passes or the corridors in a castle.
Entire businesses have formed around providing GMs methods to
provide visuals for their players, and even the digital gaming use the VTT
digital mats that can include animations such as flickering torches and an
eerie fog moving across a graveyard.
Miniatures and terrain provide a way for players to show where their
characters move, where they search, where they hide... the list goes on.
And these items allow the GM to provide players with colors and shapes
and more vivid imagery that removes the need to describe the
environment and focus instead on the creatures or the NPCs that are
within visual range... or crossbow range, for that matter.
Not every locale has a matching piece of terrain or mat that you can
purchase, however, and this means the GM who desires to provide an
immersive bit of terrain will often have to make it - crafting terrain is a
well-known option for many GMs who find they need a very unusual or
specific feature or setting (a watchtower with goblin skeletons hanging
from it like curtains, for example). Check out legendary crafter, DM
Scot t y, and his 600+ video channel, Th e DM 's Cr af t , on YouTube if you
want to see just a sliver of what's available out there in terms of tutorials.
The only limit is your skill, your budget, and your time.
And that's a place where purchased miniatures and terrain shine -- the
GM no longer has to create custom mats or create little paper mache
monsters to simulate those in a round of combat. Need a group of
zombies? You can find them sold in packs or entire boxes! Need a nice
little tavern with two stories and a fireplace, tables, and chairs? There are
plenty of companies that sell 3D structures like a tavern with removable
roofs and interactive elements like stairs and secret doors.
Downsides to M&T? Well, the biggest one is cost. Terrain and miniatures
aren't free. 3D printing minis might be cheap, but you've still got to buy
the plastic or resin and the machine to print them. Pre-built terrain is
awesome stuff, but they're not giving it away at the stores. If you can't
make it yourself (whether you lack the time or the patience or the skill),
some game stores will have a "library" of terrain you can borrow, but
you're often limited to stuff that's doing double-duty for wargaming and
will be extremely limited in its ability to tell a story.
If cost is an issue, a GM can always go the route of a dry-erase mat
(gridded or non-gridded) and draw out the caverns, the rooms, and the
forests with dry-erase markers. The players will still get the general idea,
and they can move their miniatures around and discuss combat
strategies at will.
Ultimately, miniatures and terrain do offer some great visuals for games
that feature unreal and non-traditional settings. It's easy for a GM to
simply describe a gas station or a warehouse, but nothing beats
dropping down a bit of terrain on the table for a crumbling watchtower
or a spooky cemetery. And why describe a band of goblins running at the
party when you drop a dozen or two plastic goblin minis on the table?

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.

31
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...

d12 - If t h e par t y ju st h as t o in vest igat e...*


1 Rabid Cyclops - AC 6 [13], At t 1 x fist (2d10)
2 One-Eyed Hulker - no Confusing Gaze, no Averting Eyes
3 Lost Minotaur - Cr azed: Picks one target for all attacks, At t 2 x gore
4 Insane Bugbear - HD 4+1 (19hp), At t 2 x weapon
5 Hunter Roper - M V 60' (20'), HD 10* * (45hp), At t 2 x bite, no Grab
6 Giant Ghast - HD 10 (45), At t 2 x claw (1d4+paralysis) , 1 x bite (1d8)
7 Berserk Wereboar - At t 2 x tusk (2d6 +poison save)
8 Devious Troll - level 4 thief, At t 3 x talon (1d6), no bite, M L 8
9 Three-headed Ettin - AC 3 [16], HD 11 (49hp), M L 6
10 Crypt Manticore - HD 7+1 (32hp), At t 2 x bite (2d4), no flying
11 Starving Basilisk - HD 5+1* * (23hp), M L 11
12 Ogre Shaman - level 4 Magic-User, AC 7 (12)
* use standard stats with these modifiers
T h at i s NOT a
No r m al d8- Nam e

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

d10 - Un iqu e Abilit y (in addit ion t o Pet r if y)


1 De-Petrify - can undo a petrification she causes
2 Call Snakes - can summon 1d4 giant snakes
3 Snake Form - can shape change to a snake for fast escapes
4 Charm Person - save-versus-spells or be charmed
5 Shape Stealing - adopt form of any human-like creature (6' tall or less)
6 Fire Resistance - unaffected by fire or fire-related weapons/spells
7 Deadly Gaze -- save-versus-death or die
8 Side Slip - twice per day, teleport up to 30' away
9 Rust Touch - can dissolve metal on touch
10 Petrifying Touch - save-vs-petrify

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)

d20 - Wh at do w e h ave h er e...?


1 Rusty, bent horseshoe
2 Broken vial wrapped in a handkerchief
3 Ransom letter for a kidnapped royal (5000gp) - victim or villain?
4 A moldy cut of half-eaten bread
5 A bag of squash seeds, value 10sp
6 Piece of slate rock with the elvish rune for LUCK etched on surface
7 Small vial of lantern oil, value 20sp
8 Unfinished letter of blackmail, victim is town sheriff
9 Leather cord tied around 3d10+10 bird bones
10 Toy soldier cast from silver, value 15gp
11 Small leather pouch holding 3d8pp
12 Small journal, contains 1d4+1 hand-copied sketches of treasure maps
13 Deed to small plot of land, value 500gp
14 Ornate ring with a single opal, value 100gp)
15 Gold chain necklace holding 3x unusual teeth, value 25gp
16 Small wood box containing three sapphires (30gp each)
17 200gp IOU from a well-known and local merchant
18 A sheet of music signed by famous bard, value 200gp
19 Random magic wand, target will offer a sizable reward for its return
20 Random magic ring, target will go to great lengths to retrieve it

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."

d12 - Bu t How Does It Tast e?


1 "I'm having flashbacks of my mother 's homemade apple wine."
2 "Not bad. A little like butter. Burns in my stomach, though."
3 "Like warm cinnamon, but the aftertaste was like my worst belch."
4 "Wish I could tell you. My tongue feels like I licked an oak tree for a year."
5 "The lumps were a nice surprise... made me forget to cry."
6 "I think I'd choose poison if you told me I needed a second dose."
7 "I'm glad we didn't buy that. Tasted like squirrel marinated in demon tears."
8 "If healing potions tasted like that, the dungeons would be full of corpses.
9 "I need ten ales. Not to wash away the taste but to pass out now."
10 "Like the scent of that mummy we fought was bottled."
11 "If my tongue had a weapon right now, I think I'd be dead."
12 "Exactly like you'd imagine cooked troll would taste."

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

d10 - Special Abilit y (2-in -6 ch an ce)*


1 The wood used produces a smoke that lycanthropes avoid.
2 Secret doors within 200' of the bearer of the torch glow green.
3 Any offensive spells cast within 15' of the lit torch do double damage.
4 While torch burns, all clerics within 30' gain 1d4 bonus healing on spells.
5 All magic items within 30' of the torch are ineffective.
6 The light produced enrages all undead creatures who can see it.
7 Any trap within 15' of the lit torch glows blue.
8 All chaotic creatures within 60' of lit torch are -1 AC.
9 All fighters within 30' of the torch hit harder - 1d4 bonus damage.
10 The scent of the torch charms all goblins within 60'.
* Ability should remain secret to players

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L o r d s o f Ru i n
40
T H E AL L Y
ILLUSIONIST
d6 - Secr et d6 - Special Sk ill
1 Vertigo (1-in-6 once per day) 1 Immune to sleep
2 Cursed - spells fail 1-in-6 2 Spots secret doors 2-in-6
3 Death mark from orcs 3 Hide in Sh adow s (lvl 1 thief)
4 Female (dresses male) 4 Staff-trained: +1 to hit
5 On the run (using alias) 5 Dagger-trained: +1 to hit
6 Afraid of water (lakes, etc) 6 M ove Silen t ly (lvl 1 thief)

d8 - Advan t age d8 - Disadvan t age


1 Farm-raised +1d4 hp 1 Deathly afraid of goblins
2 Knows charm spell 2 Injured knee - M V -30' (-10')
3 Creates wands (400gp/level) 3 Darkness spell always fails
4 Chance to copy spell +10% 4 Major gambling debts
5 Chromatic Orb 2x damage 5 Despises lawful clerics
6 Wall of Fog (20' cube/level) 6 Horrible body odor
7 Savings Throws at Level +1 7 Arrogance of royalty
8 Speaks 4x languages 8 Argues to get all wands

d10 - Weapon (s) & Possession s + 1d4* 10gp


1 Dagger only, Pack - 1d4 torches, 25' rope, water/rations for 3 days
2 Dagger x2, Pack - 3 torches, 50' rope, water/rations for 4 days
3 Staff only, Pack - 1d6 torches, lantern/oil (8 hours), water/rations for 5 days
4 Dagger and Staff, 1x random magic ring, 3x random spell scrolls
5 +1 Dagger (Mage Blade), 1x random magic wand, 2x random spell scrolls
6 +1 Staff (Staff of Thorns), Dagger, 2x random spell scrolls
7 Staff of Defense (+1 AC), 3x random spell scrolls, 2x random potions
8 Staff of the Caster (fireball once per day), 3x random potions
9 Blade of the Caster (dagger, +1d4 bonus damage), 2x random spell scrolls
10 Robe of the Caster (+1 AC, cast invisibility once per day), 1x magic ring

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Ket t l esb er g Gam es 42
Int el l igent
St af f
d4 - Align m en t
1 Law
2 Neutral
3 Chaos
4 Unaligned

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

6 Hates druids/refuses to help


d10 - Secon dar y Abilit y (1x/ day)
1 Heal ally - 2 hp
d8 - Pr im ar y Abilt y 2 Cast light
1 Heals wielder 1d4 per day 3 Reveal trap within 60'
2 Wielder immune to charm 4 Cast detect magic
3 Cast dispel magic 3x/day 5 Detect undead within 300'
4 Cast wizard eye 1x/day 6 Cast shield
5 Cast reincarnation (lose 1 level) 7 Translate runes
6 Reveals wards within 15' 8 Cast knock
7 +1 Intelligence 9 +1 AC for 3 turns
8 Wielder - infravision 30' 10 Cast web

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Ph i l i p Reed 44
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