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Operation Unfathomable

Operation Unfathomable is a roleplaying adventure designed for 1st-level characters to explore a dangerous area of the Underworld, offering opportunities for treasure and experience. Players are drawn into the adventure by the quest to recover a powerful relic stolen by the Sorcerer-King's son, which leads them into a chaotic and perilous environment filled with various factions and creatures. The document includes maps, encounter areas, and detailed descriptions of the Underworld's conditions and inhabitants, making it a comprehensive guide for gameplay.

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0% found this document useful (0 votes)
151 views110 pages

Operation Unfathomable

Operation Unfathomable is a roleplaying adventure designed for 1st-level characters to explore a dangerous area of the Underworld, offering opportunities for treasure and experience. Players are drawn into the adventure by the quest to recover a powerful relic stolen by the Sorcerer-King's son, which leads them into a chaotic and perilous environment filled with various factions and creatures. The document includes maps, encounter areas, and detailed descriptions of the Underworld's conditions and inhabitants, making it a comprehensive guide for gameplay.

Uploaded by

turbo.enot.ak
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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BHD!!!

.the Underworld in all its bewildering majesty


as titanic Chaos godlings and their unsavory cults
make genocidal war upon one another!

XPI!!!
.a trail of dead horrors
supplied by the recent, doomed expedition
of powerful heroes!

IZ!!!
.eldritch artifacts and treasures
far above your lowly station!

PD!!!
.the mind-bending riddles
and inscrutable anomalies of reality itself
in an overwhelming cascade of cosmic secrets!

I!!!
.as you throw the gauntlet of your life
into the smug face of the unknowable
and embark upon this.

PA UFMAB!!!
FOR USE WITH SWORDS & WIZARDRY
AND OTHER EXCELLENT ROLEPLAYING GAMES

BROUGHT TO YOU BY THE HYDRA COOPERATIVE


P UFMAB
INTRODUCTION 7 8. Psychotic Cyclops 37 - Dwarf, Gray 86
In A Nutshell 7 9. Uurx The Impervious 38 Eye of Shaggath-Ka 86
The Operation 8 10. Cave Swallows 39 Micropudding 87
DM Advice & Procedures 9 11. The Egg Carrier 39 Mind-Bat 87
Players’ Map 10 12. Thrantrix The Ineffable 40 Newt-Men 87
Players’ Introduction 10 MAP OF THE UNDERWORLD 42 Pill Bug, Giant 87
Equipping the Party 12 Psychephage 88
Your Guide 13 The DM’s Map 44 Science Fungoid 88
Map Key 44 Science Fungoid Living Dirigible 89
START 14 Ancient Shelters 44 Segmented Giant 89
En Route 14 Beetle Ghosts 44 Slugman 90
CONDITIONS IN Bottomless Pits 44 Subterranean Humanoid (White & Gray) 90
Cave Swallow Nest 45 Worm, Carrier 91
THE UNDERWORLD 15 Columns 45 Worm Soldier 92
Ambient Lighting 15 Fungal Blooms 45 Worm Surgeon 92
Ambient Chaos 15 Graven Images 46
To The Underworld 15 Equipment & Treasures 93
Pill Bug Nesting Sites 46
Stalagmites 46 Anti-Chaos Pills 93
Major Regional Underworld Factions Battle Axe of Spell Cleaving, +1 93
& Their Relationships 16 Underworld Detritus 46
Worm Tunnel 47 Chaos Dampener, Man-Portable 93
Languages & Communication 17 Chaosometer 93
The Devil’s Highway 17 ENCOUNTER AREAS 49 Death-Ray Revolver 93
Hell’s Back Road 17 1. Front Landing 49 Decaptitante Control Box 93
Smaller Passages & Caves 17 2. Mind-Bat Territory 49 Eye of Nul Mind-Control Helmet 93
Encounters 3. Dead Monsters 49 Monster Repellent 94
& Other Random Weirdness 19 4. The Googolpede 51 Nul Rod 94
5. Doorway to the Future 51 Potion:
Master Event Table 19 6. Beetletown Welcome Center
Underworld Phenomena Table 19 - Advantageous Auto-Decapitation 94
& Dwellings 51 - Beverage of the Godlings 94
Competing Parties 7. Egg Chamber 54
& Underworld Travelers Table 19 - Draught of the Giraffe 94
8. Beetle Science Center 54 - Elixir of Instant Elegance 94
Wandering Horrors Table 19 9. Sephilax’s Cradle/ - Fizzy Drink of Ocular Autonomy 94
Underworld Phenomena 20 Shaft to the Odious Uplands 55 - Nostrum of Speedy Recovery 94
1. Blackout 20 10. Science Fungoid - The Desperate Measure 95
2. Whirlwind of Unbidden Experimental Farm 55 - Tincture of Unendurable Hideousness 95
Transportation 20 11. Residence of the Colossal Sorcerer 57 - Potion of Extra Limbs 95
3. Seismic Gas Activity 20 12. Someone Left Their Flying - Potion of Mindless Frenzy 95
4. Sounds Without Cause 20 Saucer Running 60 - Potion of Spectral Foetor 95
5. Cave Lightning 20 13. Toll Bridge of the Bat-Winged
- Potion of The Mighty Blow 95
6. Procession of Skulls 21 Dwarves 60
14. Intermittent River 61 Puffball Fungi, Antipersonnel 95
7. Spectral Spectators 21 Ring of Lassitude 95
8. The Cold Fires 21 15. Mini-Dungeon: Local Franchise
Temple of Nul 62 Stone Cloaks 95
9. Worm Tremor 21 Sword of Demolition +1 95
10. Mutagenic Cloud 21 Map of the Local Franchise
Temple of Nul 64 Whistle of Dim Control 95
11. Stench of Unknown Origin 22 Zaracanth Industries
12. Blinding Illumination 22 16. The Worm Sultan Awaits 68
17. The Vault of Shaggath-Ka 71 Zr-1 “Dissuader” Sidearm 96
Competing Parties 18. Oracle of the Bottomless Pit 71 Zaracanth Industries Zr-2 Lightning Gun 96
& Underworld Travelers 22 19. Eyes of the Pit 72 Spells 97
1. Professor Zabon Gormontine, 20. Snow Cave 72 1st Level Magic User Spells: 97
The Robot Master 22 21. Ice City of the Nanuits 72 - Magic Missive 97
2. Dr. Ephraim Thontorius 22 22. Chaos Hive 73 2nd Level Magic User Spells: 97
3. Sorcerer’s Expedition 23
4. Grey Humanoid Wedding Party 24 APPENDIX A: A BRIEF HISTORY OF - Create Newt-Man 97
5. Nul Priest with Two-Headed Ape CHAOS, THE UNDERWORLD, - Enthrall Dim 97
Mummy Bodyguard 24 & THE GENOCIDE BEETLES 75 - Membranous Inconvenience 97
6. Terrified Woolly Neanderthal - Reveal Location 97
on Solo Spirit Quest 25 APPENDIX B: ON THE CULT OF 3rd Level Magic User Spells: 97
7. Nul Priests & Decapitante War Party 25 THE MINDLESS GOD 76 - Decapitate 97
8. Worm Constabulary - Diet of the Worm 97
of Shaggath-Ka on Authorized APPENDIX C: COMPLEMENTARY - Hell’s Mandibles 98
Revenge Rampage 26 HIRELINGS 78 - Install Antenna 98
9. Doomed Templars 26 4th Level Magic User Spells: 98
10. Slugman Business Trip 26 APPENDIX D: - Issha’s Carapace of Corpulence 98
11. Science Fungoid Shipping Crew 27 MY CHARACTER DIED! 79 - Worm’s Breath 98
12. Merchant Riding Glutton-Newt APPENDIX G:
& Guild Warden 29 APPENDIX E:
13. Blue Dwarf Work Gang 30 UNDERWORLD RANGER CLASS 80 PREGENERATED CHARACTERS 99
14. Mutineers 30 Alternately, A Rival Party 99
15. Ilgoriath & Yeen-Su 30 APPENDIX F: MONSTERS, - Auruna of House Apis, Level 1 Fighter 100
16. Ootherion, Ape Myrmidon 31 TREASURES, & SPELLS 83 - Sergeant Gamnon, Level 1 Fighter 100
17. Underworld Ranger Patrol 33 Monsters 83 - Ghanulor of Ixmer, Level 1 Fighter 101
18. Blind Antler Men 33 - Gooth of House Ygar, Level 1 Fighter 101
19. Segmented Giant 35 Ape Mummy, Two-Headed (Medium) 83 - Jorask Zorunam, Level 1 Magic-User 102
20. Worm Priest & Entourage 35 Ape Mummy, Two-Headed (Giant) 83 - Krodok of the Standing Stones,
Beetle, Firebomb 83 Level 1 Fighting- Neanderthal 102
Wandering Horrors 35 Blind Antler Man 84 - Brother Kragar, Level 1 Fighter 103
1. Mind-Bats (1D4) 35 Cave Swallow 84 - Kuwain Trylos, Level 1 Magic-User 103
2. Giant Pill Bugs (3-18) 36 Cerebromorph 84 - Shantora Lax, Level 1 Fighter 104
3. Firebomb Beetle 36 Chaos Fly 85 - “Smash” Hannigan, Level 1 Fighter 104
4. Flaming Hounds 36 Decapitante 85
5. Bewildered Martian Ape 36 Dim 85 A PORTION OF
6. Hrrk & Krrgh, Dwarves of the Underworld 86 THE UNDERWORLD 107
Twin Princes of the Magmen 36 - Dwarf, Bat-Winged 86
7. Chaos Flies with Carrion Cargo 37 - Dwarf, Blue 86 PLAYER’S MAP 108
IDU
 P d20 RUMORS AND HELPFUL HINTS

1 The Sorcerer-King’s son lost a priceless relic in the


Underworld just below this area; the reward for its
SUMMARY recovery must be astronomical.
In Operation Unfathomable, 1st-level characters, the most fragile 2 If you enter the Underworld, beware first the mind-
of adventurers, get a chance to explore and loot a partially pacified bats (waves hands around, makes ghostly “wooooo”
area of the Underworld that would, under most circumstances, be sound).
way beyond their ability to survive. In so doing, they may hope to
3 You got 10 gold? I got a copy of the Prince’s Underworld
gain an inordinate amount of treasure (and therefore experience
map (Players’ Map, p. 10). You see where this is going?
points) and a good chance for speedy advancement.
4 They say the Oracle of the Bottomless Pit knows
THE HOOK everything.

The Sorcerer-King’s son stole a powerful relic and entered the 5 Governor Krofax has already sent a party off to the
Underworld through a newly discovered entrance in Stonespear Underworld, but he’s still recruiting.
Province. The wilderness outpost where the adventurers hope 6 If you go below, follow the trail of dead monsters—the
to begin their careers happens to be nearby. He’s probably prince didn’t sell his life cheap.
dead now, given the dire report from the expedition’s sole
7 The authorities have several juicy magic items on hand
survivor, but, either way, the Sorcerer-King needs his relic back.
to bribe adventurers into service.

A MANDATORY RACE AGAINST 8 If you get caught by beetle ghosts, they’ll steal your
TIME AND DEATH mind and put it in an insect. (F)

The PCs have arrived in the northernmost outpost of the (evil) 9 Shaggath-Ka the Worm Sultan lives down there! Are
Murian empire and are subject to involuntary conscription as you insane? Godlings of the Underworld can kill with
described in the Players’ Introduction section (see p. 10). a thought, enslave with a gesture, destroy minds with
a word!
In the original scenario (as published in Knockspell magazine
10 There are lots of freshly dead heroes down below.
no. 5), designed for use as a four-hour convention game,
Forget exploration and “fighting Chaos,” just find them
the PCs were pressed into service by the pregame fluff
and loot their bodies.
(railroading of the most benign variety). In this fashion play
begins swiftly, in an approximation of in medias res. After a 11 Accept the blessings of Mindlessness when you hear
brief period of prep, the adventurers plunge into the action the call! I will say no more!
and, if they emerge alive, may then proceed to adventures 12 Don’t be fools! If you get involved in this matter,
in the ODIOUS UPLANDS (book 2 of this series), return to
succeed or fail, you can be sure the Sorcerer-King will
the Underworld, or do whatever the hell else their hearts
have you killed.
desire. While I recommend this approach, see the sidebar for
another option. 13 You should ignore your mission and instead seek out
an old Beetle settlement full of treasure.

MERELY A GOLDEN OPPORTUNITY 14 There are many entrances besides the state-
recognized one. Try the great pit to the northwest [DM:
Another approach to getting started could entail initiating see ODIOUS UPLANDS].
a campaign set in the Odious Uplands and allowing the
PCs to get wind of the current Underworld situation via 15 If you meet a slugman, see if he wants to trade. I hear
the Rumors and Helpful Hints below, perhaps after they have all the best stuff.
adventuring in the Uplands for a time and picking up a 16 If you see headless men, don’t worry, they respond to
level or two. If the PCs establish amicable relations with simple verbal commands. (F)
any of the major NPCs of Fort Enterprise, they could learn
17 If you get hungry, just eat some fungus. Delicious and
most of the full background.
nutritious. (F!)
PCs with their ears to the ground hear tell of 2d4 Rumors
18 The Underworld used to be the kingdom of the
and Helpful Hints and should roll the indicated number
of times on the table below, rerolling repeats. Beetles, but I don’t know anything else.

A concerted intelligence-gathering effort should be 19 If you get hungry, eat giant bugs. If you don’t puke right
rewarded with an 1d4 additional rumors imparted by away, it’s probably alright.
the various scumbags, miscreants, and ne’er-do-wells 20 If you hang around down there too long, you’ll be
hanging around Fort Enterprise. forever changed.

8
P UFMAB
.
DM ADVI
If the opportunity arises, I allow PCs to level up while still
in the Underworld, so long as they have established a safe
place to stow treasures (such as the secret chamber in

AD PDU
Encounter Area 1, p. 49).

ENDGAME
PREGAME . The PCs initially know of only one exit from the Underworld
(though there are others), a 1000’ ladder which leads to the
To begin the adventure with a minimum of muss and fuss
surface. If they are pursued, it could be big trouble.
(recommended):

. Familiarize yourself with the contents of this book, with


. Once back on the surface, they will likely wish to return to
Fort Enterprise. Their path may be barred by soldiers of the
an emphasis on the Master Event Table (beginning on
Sorcerer-King’s Expeditionary Force, whose first priority is to
p. 19), the Encounter Areas (see p. 49), and the monsters in
secure the Nul Rod. Their orders are to apprehend the PCs
Appendix F: Monsters, Treasures, and Spells (see p. 83).
and deliver them to an agent in Fort Enterprise and subject
At this point you can decide if you want to choose encounters
them to intrusive psychic probing for valuable Underworld
in advance, go full-random, or something in between.

. One aspect of Operation Unfathomable that may be jarring


for DMs accustomed to traditional dungeon-crawling games
intelligence. The convention-game version of this adventure
ended with summary execution of the party for the purposes
of state security.
and bears mentioning here is the almost complete absence
of balance in encounters and in treasure. A great many of the
. If the players go off-map, play may continue with a judicious
harvest of NPCs and monsters from the Master Event Table
NPCs and creatures (to say nothing of the Chaos Godlings on
(see p. 19) and improvised maps. DMs may freely invent
the scene) would very quickly mop the floor with a gaggle
additional Underworld areas for their players to explore or
of 1st-level PCs if engaged in combat. Some things are simply
hammer them with hostile encounters until they see their
not meant to be fought, so you might want to let the players
error and return to known areas. For assistance in this, I
know this up front. Likewise, many of the treasures up for
strongly recommend consulting The Dungeon Dozen blog
grabs in the adventure are very powerful magic items that
(www.roll1d12.blogspot.com; click on Jeff Russell’s fan index)
might seem improper for low-level characters to be carrying
and grabbing some suitable Underworld-style maps from
around. But this is the Underworld!

. Have the players generate at least 2 1st-level PCs each.


It’s always good to have a spare ready to go in the not-
Dyson Logos’ excellent collections (https://rpgcharacters.
wordpress.com). Another option would be to wait around
patiently for possible sequels to this volume, which may or
unlikely event of PC death (see Appendix D: My Character may not be forthcoming depending upon market forces and
Died!, p. 79). the lassitude of the author.

. Depending on the number of players, consider adding NPCs


from Fort Enterprise (see Appendix C: Complementary
. Remember that while many of the encounters and areas
detailed in this book present challenges well beyond the
Hirelings, p. 78) or allowing players to operate both of the ability of low-level characters to conquer, they may choose
PCs they roll up. to return at a later time, perhaps after gaining a few levels

. Several Underworld areas provide opportunities to introduce


new PCs without disrupting the flow of play.
exploring the Odious Uplands. Underworld circumstances
will continue to change over time, though certain areas
will remain relatively static. DMs worth their salt should
certainly have no trouble improvising new scenarios based
on the Underworld region covered herein. One of the many
IN GAME
. The Master Event Table (see p. 19) is central to the scenario;
it is the primary tool for generating fun and interesting play,
pleasures of the RPG experience is the look of shocked
recognition on the faces of NPCs who never expected the
PCs to return: “YOU!”
perhaps even more so than the Encounter Areas (see p. 49),
because of the many turns of game time spent traveling Note: In my campaign, the PCs never completed their
along the vast Underworld thoroughfares. initial mission (never got close really), incurred the wrath
. Encounters, especially with members of the main factions,
have consequences. It is very likely that PCs will run afoul of
of the Nul cult, and ended up fleeing to the Black Ooze
River Valley, an Underworld sandbox to be presented in
a future publication. They remained in the Underworld
at least one faction that will warn their fellows to keep an eye
for around two years of real time and didn’t emerge
out for troublemaking adventurers. The Nul cult is especially
again until they were mid-level.
dangerous, and can readily call for reinforcements with their
long-range communication abilities.

9
P UFMAB

sA
n e the thing dissected each soldier and then carefully pieced
together all the parts and brought it to life as a loyal twenty-
headed servant. True, that.”
This region is only a few decades removed from the most recent These anecdotes are second-hand; Oothu remains
Great Catastrophe, which caused the abrupt and speedy retreat untested against such nightmare creatures.
of the glaciers that once enveloped these lands in a mile-thick
blanket of ancient ice. Now, the terrain is very rugged; jagged
with rocky hills and mountains; heavy with thick, often thorny
brush; and punctuated by stands of young pine and glacial ENTRANCE
detritus of all shapes and sizes. Forests and plains occupy the The only charted entrance to the Underworld in this region, this
gaps, populated with saber-toothed apes, woolly Neanderthals, yawning opening at the base of a lofty cliff face is fully 50 feet
mastodons, and ferocious titanoswine. across and 30 feet tall. The area around the mouth is partially
clogged with wickedly spiked briars that seem to thrive in the
Only a few relatively fresh trails aid travelers, and most of them
cool, damp, and peculiar-smelling breeze that comes from the
run southward. Off-trail movement is at one-third normal speed.
cave. The briars are parted in two areas, obviously stomped
For additional details and encounters, see the (upcoming) down by the passage of at least one sizable group into the
ODIOUS UPLANDS. cave. Booted footprints can be found here, along with three-
toed claw prints in various sizes.
To expedite matters, I prefer a brief description of the terrain,
building tension by having the NPC guide Oothu describe some Beyond the cavernous entryway the cave gently descends,
of his past encounters in the wilderness (see Interlude with narrowing into a single cramped tunnel which terminates in a
Oothu, below), before fast-forwarding the action directly to round chamber approximately 20’ in diameter. In the center of
the cave entrance. To hint at wilderness adventures to come, the floor a 6’ shaft opens straight down into the depths, iron
describe a fleeting glimpse of a group of saber-toothed apes as ladder rungs embedded into the roughly hewn wall (perceptive
they disappear into the trees and, later, the mournful grunts of a characters might speculate that the shaft appears to have been
distant titanoswine. If the DM wishes to play out travel, see the chewed into the bedrock). Adventurers peering down the shaft
ODIOUS UPLANDS for conditions and encounters. will notice a pale, bluish luminescence far below.

To reach the Underworld, the party must go down the ladder


in single file, a task that will take considerable time and effort
INTERLUDE WITH OOTHU as they clamber down 1,000’ to the landing below. While I
recommend that this descent, surely physically challenging to
Oothu has twice reconnoitered the cave entrance
attempt, go without incident, the DM can ratchet up the tension
(detailed below) in the recent past and knows that the
by describing how those characters of weak constitution (9 or
surrounding lands are often plagued by strange terrors
below), especially spellcasters who constantly slave over their
from below that have wandered out onto the surface. If
mystic tomes, eschewing exercise in favor of more cerebral
asked about his experiences, he recounts the following,
pursuits, may have to take occasional breaks, hanging by their
mirthlessly:
elbows and trying to shake life back into weakening hands.
“Once, an invisible giant routed an entire patrol and
devoured the soldiers one by one as they fled. The half- Once at bottom, the PCs have arrived at Encounter Area 1 (see
digested dead men returned to the fort the next morning. p. 49) on the Map of the Underworld (see p. 42), located at the
They nearly overran it. bottom edge of the left hand page marked START HERE!
“Did they tell you about the patrol sent to survey the cave
we’re going to? Found itself face to face with a huge,
floating, writhing ball of snakes. That’s a newly born Chaos
godling. After scaring them all to death or something,

14
P UFMAB
U &  COMPETING PARTIES
& UNDERWORLD TRAVELERS, P 22

DM WI
Roll on the table below, using 1d8 in smaller passages, 1d12 on
Hell’s Back Road, and 1d20 on the Devil’s Highway

dX COMPETING PARTIES & UNDERWORLD TRAVELERS


Because of the highly dangerous and unpredictable conditions
1 Professor Zabon Gormontine, the Robot Master, p. 22
in the Underworld and the presence of several factions all
looking for the same object, DMs should check for random 2 Doctor Ephraim Thontorios, p. 22
weirdness at the beginning of each turn spent on the Devil’s
3 Sorcerer’s expedition, p. 23
Highway and Hell’s Back Road, and every other turn in other
areas. Weirdness occurs on a roll of 1–2 on a d6. In secluded 4 Grey humanoid wedding party, p. 24
caves and chambers the chances drop to 1 in 6. If the roll 5 Nul priest with two-headed ape mummy bodyguard, p. 24
indicates events or encounters, roll on the Master Event Table.
6 Terrified woolly Neanderthal spirit-questers, p. 25
The use of these tables is intended to supply surprises for the 7 Nul priests and decapitante war party, p. 25
DM as well as the players. Results should be altered (or ignored)
as required by the circumstances of the game as it unfolds. 8 Worm constabulary of Shaggath-Ka on authorized
revenge rampage, p. 26
If a less random approach is preferred, the DM should freely
9 Doomed Templars, p. 26
pick and choose from the entries to create maximum drama,
engineer a satisfactory conclusion for the session, or ensure 10 Slugman business trip, p. 26
that whatever happens is cool. If desired, these encounters and
11 Science Fungoid shipping crew, p. 27
events could be preselected to provide a more “programmed,”
and therefore more easily manageable, scenario. 12 Merchant riding glutton-newt and Guild Warden, p. 29
13 Blue dwarf work gang, p. 30
MASTER EVENT TABLE 14 Mutineers, p. 30

d12 MASTER EVENT 15 Ilgoriath and Yeen-su, p. 30

1-4 Underworld Phenomena 16 Ootherion, ape myrmidon, p. 31

5-8 Competing Parties/NPCs/Wandering Godling 17 Underworld Ranger patrol, p. 33

9-11 Wandering Horrors 18 Blind antler men, p. 33

12 Roll twice and combine results (rerolling additional 12s) 19 Segmented giant, p. 35
20 Worm priest and entourage, p. 35
Each entry in the tables below is fully described on the page noted.

WANDERING HORRORS, P 35
UNDERWORLD PHENOMENA, P 20
Roll on the table below, using 1d6 in smaller passages, d8 on
Roll on the table below, using 1d6 in smaller passages, 1d8 on
Hell’s Back Road, and d12 on the Devil’s Highway
Hell’s Back Road, and 1d12 on the Devil’s Highway

dX WANDERING HORRORS
dX UNDERWORLD PHENOMENA
1 Mind-bats (1d4), p. 35
1 Blackout, p. 20
2 Giant pill bugs (1d4), p. 36
2 Whirlwind of unbidden transportation, p. 20
3 Firebomb beetle, p. 36
3 Seismic gas activity, p. 20
4 Flaming hounds (12), p. 36
4 Sounds without cause, p. 20
5 Cave lightning, p. 20 5 Bewildered Martian ape, p. 36

6 Procession of skulls, p. 21 6 Hrrk and Krrgh, Twin Princes of the Magmen, p. 36

7 Spectral spectators, p. 21 7 Chaos flies (8) with carrion cargo, p. 37

8 The Cold Fires, p. 21 8 Psychotic cyclops, p. 37

9 Worm tremor, p. 21 9 Uurx the Impervious, p. 38


10 Mutagenic cloud, p. 21 10 Cave swallows (6), p. 39
11 Stench of unknown origin, p. 22 11 The Egg Carrier, p. 39
12 Blinding illumination, p. 22 12 Thrantrix the Ineffable, p. 40

19
P UFMAB
6 | PROCESSION OF SKULLS 10 | MUTAGENIC CLOUD
Innumerable skulls of every conceivable origin silently float toward Like a thing alive, this self-luminescent, red mutagenic cloud
the adventurers, eye sockets illuminated by green radiance. The seethes and sputters as it surges forward toward life-forms, twisted
skulls seek out the dead, which they surround and bathe in green faces forming and dissolving in its semi-opaque mass. The cloud
light until the flesh is completely stripped from the bones, at which may be avoided by dodging (DEX check) and fleeing. The cloud
point the skull detaches from the rest of the body and rises up gives chase for no more than 100’ feet (Move 6) before giving up
to join the procession, wandering on toward its unknowable and seeking less elusive targets. Those embraced must make a
purpose. The skulls take no notice of the adventurers (unless dead). saving throw or consult the table below for the resultant mutation.

7 | SPECTRAL SPECTATORS d12 CLOUD-BASED MUTATIONS


These beetle-shaped phantasms seem to wander aimlessly 1 Tentacled lips: −1d6 CHA
but loiter near the lairs of lethal monsters and locations of 2 1d10 extra digits per hand: +1d3 DEX
Underworld terrors in the hopes that adventurers or other 3 Mustache of Chaos: several feet long on both sides,
passersby might stir up a lovely scrap. The otherwise mopey completely prehensile, form hand-shapes on ends; may
shades register delight upon seeing approaching adventurers hold light weapons such as daggers, grants additional
and begin following from a distance of 50’. attack/round
4 Blood bursts into flame upon contact with air: as per
They give ground if approached, prove to be quite incorporeal
flask of oil if PC is willing to sacrifice 1d6 HP, if wounded
if physically attacked, and stick with the party regardless,
in combat by a piercing or slashing weapon, all within 5’
desperate for entertainment. They will dissolve if successfully
must save or suffer 1d4 point of fire damage
turned by a cleric of Law but reconstitute in 1–4 turns and
endeavor to find the adventurers again. The spectators can be 5 Poisonous body odor: merely offensive to all within
heard to murmur among themselves, destroying the party’s 10’, quite lethal at point blank range; save or die for any
ability to surprise foes, until a melee occurs, when they unleash human hoping to enjoy intimacy with victim
rousing applause, always supporting the monsters but admiring 6 Absurdly overdeveloped musculature: exceedingly
any particularly fierce combatant. In event of TPK they return veiny and slick with perspiration; +1d6 STR
uneaten portions of bodies to surface as a token of respect. 7 Body covered with innumerable sets of dragonfly
wings: hovers at will as per the agonizingly slow
8 | THE COLD FIRES levitation spell

Levitating, telepathic balls of blue flame with humorless 8 Three new eyes: one each perceiving past, present, and
and robotic psychic voices roam the Underworld collecting future; two eye patches required for active duty in the
information, looking to trade rumors, which they dispense present, insights colorful but irrelevant to adventuring
with dispassionate objectivity. If the proffered rumor lacks the 9 Long-toed prehensile feet: able to climb trees (and
elements they most desire—lewdness, prediction of calamity, equivalents) effortlessly at normal movement rate
or anything to do with Underworld celebrities—off they go 10 No neck: head levitates above body as per levitation
on their way. If juicy (DM’s judgment call here, but they seem spell; capable of independent movement up to 60’
to delight in the lascivious behaviors of lesser sentients), the away from body, the head is AC 9 [10], HP 1/3 of whole
fires will continue to inquire until disappointed. As long as they 11 Tapering cone of mist where legs should be: move
remain entertained and (to their peculiar minds) enlightened, normally but immune to falling damage
they attempt to prolong conversation, even with fleeing parties. 12 Half of body occupies alternate dimension at any given
The fires know of the various factions currently hunting down moment: only able to attack or be damaged in melee 50%
surface dwellers and have also heard tell of the agents of the of the time, may pass through walls etc. but must make
Sorcerer-King stalking the Underworld. save to avoid rematerializing in solid object (instant death)
If attacked, the Cold Fires, completely immune to physical
and magical violence, withdraw while promising to spread Note: If desired, these mutations can be reversed by the
derogatory rumors about their assailants. application of a standard-issue remove curse spell or by atypical
means that meet with the DM’s approval.

9 | WORM TREMOR Following direct contact with all available life-forms, the cloud
emits terrible high-pitched laughter and moves on. It can be
Shaggath-Ka’s carrier worms burrow through the bedrock in
damaged only by magic and will flee from a single magic missile
this area on various missions for their deity. Their movements
or similar low-level enchantment.
are noticeable as mild tremors that slowly build in intensity then
gradually diminish. At the moment of peak intensity, PCs (and any
Mutagenic Cloud: HD 6 (29 hp); AC 2 [17] (immaterial);
other creatures in the immediate area) must make a saving throw
Atk mutagenic embrace; Save 8; Move 30; CL/XP 8/800;
or helplessly stagger about as if on the bridge of the starship
Special: Immune to physical attacks
Enterprise during a heavy proton torpedo attack, shields failing.

21
D I  UDD: MPG PA & UDD AV
13 | BLUE DWARF WORK GANG 14 | MUTINEERS
The blue dwarves of the Underworld dress in drab jumpsuits Note: replacements for fallen PCs could easily be inserted into
loaded with pockets, drape themselves with bandoliers of this gang of jerks.
tools, and keep their prodigious beards carefully trimmed
so as to avoid getting them snagged in one of their strange Their leader wears a blood-spattered conical wizard’s hat, but
mechanical contraptions. Contraptioneers carry great metal otherwise this crew of former torchbearers and mercenaries
chests in backpack fashion, laden with replacement parts and skulks along, trying to be as inconspicuous as possible.
specialized implements. Of course, no blue dwarf party ventures They know of a way out of the Underworld (Encounter Area
forth without a certified booze-master and a prodigious load of 15N, p. 67) and are attempting to wind their way back in that
potables strapped to the back of the booze-neophytes in cask, direction. Just before contact with the PCs, this gang fled from
bottle, and keg form. an encounter with an invisible horror that BBQed several of their
original number with some kind of heat ray.
All Underworld natives other than mindless predators avoid
disturbing the blue dwarves. If harassed by the adventurers, the
Thang, Fighter Lvl 1: HP 6; AC 7 [12] (leather cuirass); Atk
foreman will send a runner to contact the closest cult authority
sword (1d8); Save 14; Move 12; CL/XP 1/15; Special: Hates
while explaining the dire ramifications of taking action against
magic-users with abiding passion, semirational
union workers. They’ve got Chaos godlings in their pockets.
Gung, Fighter Lvl 1: HP 5; AC 6 [13] (shabby chain); Atk
d12 BLUE DWARF ACTIVITY battle axe (1d8); Save 15; Move 9; CL/XP 1/15; Special:
1 Travel halted for union mandated fifty-minute binge- Deserted from the Fort Enterprise guard sent previously,
drinking break; they will not take any action during this cynical, incredulous
period other than throwing back drink after drink to
Rabble of 0-level ex-hirelings (12): HD 1d4 HP (2 hp
minimal noticeable effect
each); AC 9 [10]; Atk clubs and daggers (1d4); Save 15;
2 Completing survey of cavern wall in preparation for Move 12; CL/XP B/10
creating a new Underworld chamber, setting up work
perimeter with brightly colored string
If PCs explain their current situation, especially in an attempt to
3 Giant monster BBQ in progress in out-of-the-way corner
rally the mob into joining the party, the mutineers will openly
or area; smells abominable, but they’re not offering
mock and laugh at the “dutiful,” demean the intellects of “faithful
anyway
servants,” and assure the PCs that they will surely face summary
4 Assembling giant clockwork drill; won’t be done for execution upon return to the surface, succeed or fail.
another day or so, but it’s none of your business anyway
Items of interest in the group’s possession: 3 coils of 50’ rope, 4
5 Moving along briskly while reciting mathematical flasks of oil, 2 remaining blue anti-Chaos pills (they took the rest),
formulae in unison and taking turns shouting out 275 gp, 350 sp.
example problems and solutions; if scholarly PCs make
a successful roll against their INT −4, they intuit the
answer and may shout it out, earning the momentary
15 | ILGORIATH AND YEENSU
approbation of the dwarves, who nod slightly and half- Ilgoriath, a lesser lich* from the distant city-state of Mur, where
doff their work caps while stomping by he holds high office, and his towering manservant/bodyguard
Yeen-Su have just purchased a map of Zsansz (the ruined Beetle
6 In a big damn hurry; any attempt at contact met with
city in the Black Ooze River Valley) and are now formulating
obscene gestures
plans for its exploration and exploitation. They are quite jolly and
unlikely to engage in senseless destruction while on the road
The Joyless Foreman, Fighter Lvl 3: HP 13; AC 5 [14] (huge back to their temporary accommodations in Black Ooze River
puffy gambeson); Atk 2-handed bludgeon (1d10); Save 12; Town. Should the PCs impress the pair with their appearance or
Move 6; CL/XP 4/120 Special: Immune to Chaos, magic evident dungeoneering skills, the lich will accost the party and
resistance (25%) engage them in conversation to further determine their suitability
for employment. If Ilgoriath’s (admittedly somewhat loose
Blue dwarves (6 laborers, 4 contraptioneers, 2 duct standards) seem met by the adventurers, he issues a standing
specialists, 2 booze-neophytes, 1 booze-master): HD invitation to join him at their earliest convenience at his rented
1+1 (6 hp each); AC 7 [12]; Atk hammers, wrenches, tin bungalow in Black Ooze River Town (using his fancy enchanted
snips, etc. (1d6); Save 6; Move 6; CL/XP 2/30 Special: stylus to amend their map) to discuss temporary employment,
Immune to Chaos, magic resistance (25%) promising lavish reward for only moderate danger.

* Lesser lich: as per standard S&W lich in most respects but lacks the automatic fear effect, the better to interact with the mortals. In lich-haunted Mur,
the imperial capitol far to the south, liches are not exactly common, but most of the Great Houses that constitute the ruling class have at least one or
two in the family.

30
P UFMAB
10 | CAVE SWALLOWS 11 | THE EGG CARRIER
Giant black cave swallows with feathers like plate armor swoop in, This giant human-shaped creature with a single tentacle for a
issue stunning wing buffets, and attempt to pin down adventurers head carries an egg stolen from Encounter Area 7 (see p. 54) for
with preternaturally mighty feet. Compelled by their peculiar an unknown purpose (but feels terrible about it), and is likely to
instincts, the birds seek out and seize all coils of rope (preferably lash out at any who cross its path. It is uninterested in pursuing
50’ lengths) in the party’s possession. Ruthless rope thieves, the retreating parties nor is it inclined to repeatedly pound wounded
swallows do not indulge in wanton violence; once they have adventurers into oblivion, rather it just seeks the release of a little
relieved the party of any rope in their possession they gently pent-up aggression with a slap or two before continuing on
release their captives and dart off to improve their nest (see p. 45). its way.

Cave Swallows (6): HD 1 (5 hp each); AC 7 [12]; Atk beak The Egg Carrier: HD 10 (55 hp); AC 6 [13]; Atk tentacle
(1d6) or talons (1d6); Save 15; Move 18; CL/XP 2/30; Special: slap (1d10+3); Save 6; Move 12; CL/XP 11/1,700; Special: x2
overbear on successful hit and search for rope damage from fire

39
D I  UDD: WADG H
12 | THRANTRIX THE INEFFABLE It is possible that clever PCs will find some ruse by which they
might engage Thrantrix in conversation (by impersonating
A godling freshly born of Primal Chaos, Thrantrix still experiments a godling, for instance); she will spew forth semicoherent
with the universe around her, seeking to understand her own prophesy of mixed relevance to current Underworld affairs.
power and her place in the Underworld. Like most of her kind,
her colossal ego cries out for approbation and the worshipful THRANTRIX’S INCOMPREHENSIBLE ORACLES
acknowledgement of her innate superiority by lesser beings. d12
(roll as often as the conversation merits)
Her ranging consciousness has detected the recent distress of 1 “Lo, a metal man with lightning coursing through its
fellow godling Shaggath-Ka. Sensing weakness, Thrantrix makes veins once trod the Devil’s Highway. Or will have trod
her way toward the Worm Sultan’s lair, where she hopes to those lanes ere an ursine sign? Be this reminiscence
destroy her rival and lay claim to his flock. In so doing, Thrantrix or prescience, I cannot say, but mark the imposter an
has found herself frequently distracted by the plentiful wonders enemy at any time!”
of the depths. 2 “Unbeknownst to the Towering Fuzzball, he was
widowed years ago. Mock his vain search.”
If encountered, Thrantrix appears as a writhing ball of snakes
suspended six feet in the air, exuding an eerie yellow luminescence 3 “You are a sight for his sore eye; lead him unto me.”
and addressing all that moves with a booming basso voice. She 4 “An omelet cannot be made without breaking the
demands praise, worship, and unquestioning obedience from all worm-face’s egg.”
she encounters and will settle for nothing less.
5 “In this place, there is a greater one of countless,
Only by speedy retreat can characters hope to avoid either her implacable parts. Seek him.”
service or her wrath. 6 “Partake of the giggling mushroom’s flesh. A hidden,
velutinous world shall be revealed under the light of a
Her personality still a work in progress, the Ineffable one remains black sun.”
a bit unintelligible in conversation, as she is inexperienced in
7 “Should you lose your head, then you forfeit your body
the subtleties of communicating with beings of lesser cosmic
to me.”
enlightenment. Indeed, Thrantrix still attempts to command
praise from unintelligent creatures like giant pill bugs, blasting 8 “The horned ones see more than you believe; hide your
them to smithereens when they fail to fall to their (many) knees. faith in me from them.”
9 “With the light you once knew in the womb, so too
If the adventurers find themselves in her service, whether
glows this vermillion nebula. Enter it. Breathe deep of it,
wilfully or by means of her geas power, she will command them
then be reborn!”
to locate the realm of Shaggath-Ka while she attends to other
business and to return to their place of meeting with precise 10 “Flaming blue balls withhold more than they give. Twist
directions (Thrantrix claims any space she occupies as sovereign and squeeze them with ferocity until they release their
territory, regardless of where she is encountered). secrets.”
11 “With the blinking of a radiant, ruddy eye, you are
Should the adventurers accomplish this and manage to report betrayed. Ready your salt.”
back to her, Thrantrix will order them to herald her arrival in
12 “Missives scriven by a steel quill always find their
the realm of Shaggath-Ka and bear witness to her attempt to
addressee.”
assassinate the Worm Sultan in his current weakened state.
The ensuing chaos should provide plenty of opportunities for
player-driven improvisation.
Thrantrix the Ineffable: HD 20 (99 hp); AC 0 [19]; Atk 2d6
Thrantrix has no knowledge of the Nul Rod but will shrink bites (1d10+poison: save or be instantly liquefied); Save 6;
instinctively from the relic if it is brandished, like a vampire from Move 12; CL/XP 25+/5,300+; Special: +1 or better magic
a cross. weapon to hit; regenerates 3 HP/round; immune to
poison and mind-control spells; spell-like abilities (each
Sample dialogue: usable 1/day): charm person, all detect spells, ESP, fireball
(x3), polymorph self, geas
“I am all that I comprehend! Whatever enters my perception is a
part of my realm!”

“Your lives are inert matter meant only to extend my will!”

“Even the movement of your blood will be an expression of my


will!”

“The Worm’s presence is an insult to my will! I will be all!”

40
P UFMAB

 DM’ MAP
MAP Y d10

1
MEANINGLESS, INCOMPREHENSIBLE ACTIVITIES
OF BEETLE GHOSTS
Ghost couples sway back and forth in ritual slow dance
Each of the features shown on the DM’s Map is described below. accompanied by ethereal power ballads
2 Tour guide blathers on endlessly, indicating areas
ANCIENT SHELTERS of interest indistinguishable from run-of-the-mill
A pair of 6’ long, 4’ diameter cylindrical shafts with camouflaged Underworld features; audience oohs and ahs
porthole covers (lock mechanism on the inside) lead to a 3 Funeral procession departs from area bearing countless
shallow bunker (see diagram) with a single narrow viewing port. tiny coffins, disappears into the distance
These shelters, installed by the Beetle civilization for the security
4 Ghost crowd sits around poking and staring at claw-
of sentient travelers from Underworld beings of imposing size
held slate rectangles
and ferocity, hold up to 16 human-sized creatures. Cisterns and
emergency food stores are no longer refreshed. 5 Raucous ghost banquet in full effect; table, victuals
invisible to onlookers
6 Beetle cowboys astride (phantasmal) saddle-sailed
dimetrodons coax pack of naked cavemen down the
passage
7 Beetle warriors struggle mightily against invisible
giant monster, look embarrassed if interrupted, then
disappear
8 Ghost crowd watches reenactment of execution using
decapitation scissors, a clear precursor of modern Nul
practices
9 Beetle politician gives some kind of rousing stump
speech; met with light applause, seeming disinterest
10 Beetle ghosts remain silent and invisible until party draws
near then suddenly appear claws raised, screeching out
ferociously; they watch reactions for a moment then
emit peals of terrible laughter like amphetamine Elmer
Fudds sucking helium

BOTTOMLESS PITS
The two bottomless pits in this area are clearly marked by
ancient Beetle signage, repainted every couple of hundred
years by dutiful segmented giants. Underworld custom holds
BEETLE GHOSTS that to keep the capricious Chaos of the pit manageable, one
Incorporeal remnants of the Beetle civilization congregate should make a small monetary sacrifice into each pit in one’s
in these areas, engaged in meaningless, incomprehensible path. Any sensible sentient being of sub-godling status passing
activities and are generally uninterested in the goings-on by will pause to toss in a few coins, a small portion of food, a
around them. The ghosts consider attempts to communicate splash of Underspirits, etc., while impecunious populations or
with them as unpleasant interruptions and will at first ignore inherently disrespectful beings use these pits to dispose of trash.
such efforts then shush and make rude gestures at offenders.
Anything or anyone that falls into the pit may be considered lost
If attempts persist, the ghosts fade into total invisibility, cursing
forever (or something weirder could happen; DM’s choice).
and swearing.

44
 DM’ MAP
GRAVEN IMAGES
The cult of Shaggath-Ka maintains these impressive pieces of
statuary in several convenient locations. Each features a built-
in catch basket for receiving monetary offerings, a practice
considered wise and prudent by most sentient Underworld
travelers—even those opposed to Shaggath-Ka in particular—
when passing through a Chaos godling’s sphere of influence.
Any traveler encountered in proximity to a depository will take
a moment to make a donation and likely look askance at those
who do not.

The deposit slot is too narrow for a human to reach into. Any attempt
to seize monies within (3d6x10 gp value in mixed Underworld
coinage at any given time) requires at least a turn’s worth of
noisy wrenching and prying. Of course, the penalties for such a
blasphemous act by the forces of Shaggath-Ka run the gamut from
summary execution to a fortnight’s extensive and ostentatious
torture followed by extended, ritual, and quite public execution.

PILL BUG NESTING SITES


These areas, subject to periodic extermination by segmented
giants, represent a network of 3’ diameter tunnels and chambers
inhabited by 2–12 adult giant pill bugs and thousands of eggs
and pupae in various stages of development. Adult giant pill
bugs viciously defend their nesting sites against all comers, but
do not pursue fleeing adversaries.

Giant Pill Bugs: HD 1−1; AC 5 [14] (3 when in ball); Atk bite


(1d4) or rolling slam (1d6); Save 15; Move 12/18 (roll); CL/XP
1/15; Special: High-speed roll

STALAGMITES
Like columns, these are handy for cover and climbing.

UNDERWORLD DETRITUS
Segmented giants and local agencies maintain the main
thoroughfares, piling up heaps of fallen stone, mineral accretions,
and other garbage along the sides of corridors. In a pinch,
Underworld travelers sometimes bury themselves in this loose
debris to avoid unwanted encounters. If adventurers spend a turn
searching, they stand a 2 in 6 chance of finding something.

46
P UFMAB

U AA
That a very powerful party of adventurers recently passed through Investigating the chamber reveals bodies among the bug carrion
this region of the Underworld is evident from the remains of several on the cavern floor. The shriveled body of one of the keep’s men-
terrors fallen before their swords and spells. Following this trail is at-arms, obviously sucked dry by the mind-bats, lies near the
vital, representing the only real chance that fledgling adventurers entrance. He carries a diadem charm on a golden chain (75 gp
have to achieve their aims and return alive. Players who choose to value), given to him by his betrothed as a good-luck charm.
move off of this relatively obvious path or proceed down passages
leading off the map will hopefully realize their mistake before it is A bit further into the room lie the bodies of 2 more mind-bats,
too late. their forms distorted by strangely shriveled bruised areas where
the flesh seems dry and crumbly like loose-packed soil. The prince
Major thoroughfares have ceilings between 20’ and 40’ in height; struck down both of these creatures with the Nul Rod.
larger caverns vary between 20’ and 60’; small passageways,
10’ and 20’.
3 | DEAD
MONSTERS
1 | FRONT
LANDING
Each of the following creatures succumbed to attacks from Eyraen’s
party. Wounds that could only be caused by the Nul Rod (as noted
The pale blue-green luminescence seen from above is revealed in Encounter Area 2) are readily noticeable on the giant skeleton
here to emanate from the walls, floors, and ceiling, as it does and the Tyrannoclops body.
everywhere in the Underworld, creating an atmosphere of
dreamlike strangeness. (As a reminder, this dim illumination allows a Giant skeleton:
for clear vision for up to 60’ before details are obscured by the
This early victim of the Prince’s expedition is currently being stripped
Underworld’s musty, miasmal atmosphere.) Careful investigation
of flesh by a swarm of dragonfly-winged prawns, one of the
of the floor will reveal scuff marks, disturbed dust, and debris from
agents of decomposition in the Underworld. These carrion feeders
recent passage.
have no interest in living creatures and take to wing if approached,
A successful search for secret doors reveals a concealed crawl dodging deftly around investigating adventurers before returning
space containing an open, empty chest of great antiquity. The to feed on a nearby spot. If attacked, the swarm rises high into
space is ideal for treasure storage and up to 12 humans can jam the air, waiting for threats to move on. They will not abandon the
themselves within to hide at need. giant’s body until it is completely consumed. The body is that of
a frost giant hermit, driven mad by isolation in the Underworld.

2 TERRITORY
His broken axe lies several feet away. The giant’s threadbare sack,
MINDBAT
| recently rooted through and discarded by Eyraen’s crew, is empty,
but approximately 200 gp worth of mixed coinage lies scattered
This cave’s floor is covered with heaps of discarded carapaces around its immediate area (requires a turn to collect).
from several dozen giant pill bugs. Adventurers carelessly entering
the chamber will find themselves noisily crunching these husks b Black pudding bits:
under their feet.
This area is defaced by multiple scorch marks on the walls and floor
Two mind-bats, for whom pill bug is the chief form of nourishment, and a large (20’ diameter), roughly circular stain that used to be a
detect the activity of the adventurers’ nervous systems immediately huge black pudding. The unique stench of incinerated pudding
upon entry and swoop down to attack in defense of their territory. hangs heavy in the air, like burnt rubber and strong, runny cheese.
Small sticky blotches of black goo still retain the acidic properties of
the late monster, as investigating characters may learn by touching
Mind-Bats (2): HD 2 (14, 9 hp); AC 6 [13]; Atk 2 claws (1d4 damage) or probing with objects (wood begins to dissolve
(1d6/1d6); Save 17; Move 14; CL/XP 4/40; Special: Flight, immediately, metal smokes on contact and must be scraped clean
stun power (save at +2 or unable to act for 1d4−1 rounds) before damaged irrevocably). Investigating the scorch marks will in
no way reveal their origin: gamma blasts delivered by Dr Ephraim
Thontorius (see p. 22), sometime recently.

49
U AA
c The Tyrannoclops: begin to slither forth, their crimson eye beams crackling into life,
illuminating their paths as they stumble away for cover among
Here lies the broken body of the Tyrannoclops, a unique horror of
rocks and grottoes. This event, almost unbelievably smelly, attracts
the Underworld. This strange being once stood 15’ tall, an albino
2d4 giant pill bugs, arriving in 1d4−1 turns. The pill bugs will ignore
bipedal sauropod so named for its head, which is taken up entirely
nonhostile adventurers and set about snapping up the larvae.
by a single colossal red eye, still dimly luminous in death. Nul Rod
wounds are obvious and multiple. Careful observation yields
a disturbing revelation: fist-sized shapes move subtly beneath
d Defeated soldiers:
the creature’s lumpy flesh. If the flesh is in some way damaged Here fell the local captain’s expedition, just hours ago. Some 24
or perforated, dozens of 6-inch-long Tyrannoclops larvae will corpses (armed and armored as hirelings) litter this area, their

50
P UFMAB
bodies almost entirely intact but for mournful facial contortions, Should an adventurer pass through, he will find himself in a
streamed with dried tears of blood. Four giant pill bugs, in the midst crowded room, assailed by bright flashes of light from gathered
of feasting on the bodies, defensively attack anything entering the space-paparazzi and the stunned faces of a gaggle of research
area but will not pursue foes in retreat. The Captain’s half-naked scientists, generals, and government officials, some human but
body lies here, stripped of his magic hauberk and battle axe by most aliens of every conceivable stripe.
opportunistic travelers.
If the group attempts to further explore the university’s planet-
sized space station, they find the way barred by an elite university
Giant Pill Bugs (4): HD 1−1 (6, 4, 3, 3 hp); AC 5 [14] (3 [16] security force under orders to repel any such incursion from the
when in ball); Atk bite (1d4) or rolling slam (1d6); Save 15; past. As her troopers charge into firing positions, the security
Move 12/18 (roll); CL/XP 1/15; Special: High-speed roll captain issues emphatic commands, translated and amplified by
advanced comm. equipment built into her riot helmet.

4 | THE
“Halt, intruders! Return to the past at once! You are not permitted
GOOGOLPEDE to enter the present. I repeat, return to the past!”

This passage is being crossed from north to south by the


seemingly unending body of an incalculably long googolpede, Rent-a-Cops from the Future (10), Fighter Lvl 1 (7 hp
entering and exiting through small round side passages just each); AC 0 [19] (powered riot armor); Atk stun ray
large enough to accommodate the creature’s body and legs. (renders target unconscious on successful hit, no save),
hand agonizer (paralyzes with pain for 1d6 turns, save
The googolpede’s body surges at break-neck speed, about allowed); Save 14; Move 9; CL/XP 2/30; Special: shoot
3’ feet in height. Athletic characters could vault over the to stun
creature’s constantly moving form with only moderate difficulty.
Characters of short stature will require assistance. Landing atop
the racing body will send the character sprawling on the other The future cops make every effort to neutralize the party and
side or slamming into the opposite wall. will chuck unconscious PCs back through the time-door. If
adventurers somehow overcome this group, an additional 20
Adventurers interested in waiting around for the tail end to future cops arrive in 2 minutes. In that time PCs might scamper
come into view should check their water supply and rations, madly around the Cosmology Department offices but find only
for their vigil, if seen through to completion, may take weeks. terrified aliens doing spit-takes with their morning coffee and
Attacking (a fruitless endeavor) or otherwise molesting the rooms full of valueless, incomprehensible future trinkets before
arthropod’s segments or legs invites danger: the googolpede they are overwhelmed and ejected from the future.
will reflexively attempt to throw a coil of its body around its
assailant, dragging those unable to escape in time along with DMs who wish to allow further exploration of the university have
it. If the googolpede makes a successful attack roll (as a 20 HD my admiration, but all their work still ahead of them.
creature) on an adventurer, the character must make a strength
Treasure: Buried in a pile of stones along the wall opposite the
check at −3 to escape. Failing this, unless somehow rescued, in
door, the dust of an ancient hero still occupies a suit of opalescent
one round the adventurer will disappear into the exit hole, never
scale mail, fashioned of some unearthly material (ancient magic
to be seen again.
scale, AC: 1 [18], +1 to saving throws against damage, wt: 10).

5 | DOORWAY
TO THE FUTURE
6 CENTER AND DWELLINGS
| BEETLETOWN WELCOME
On the south wall adventurers will notice the illuminated outline
A 20’ wide stone catwalk winds away from the entry chamber,
of an arched doorway, the stone beneath the arch hazy and
roughly elliptical, surrounded by yawning gulfs above and
subtly moving in rhythmic waves. Attempting to touch this
below (100’ to ceiling, 200’ to floor).
section of the wall causes a rippling effect, like disturbing a
vertical pool of water. Objects or body parts will move freely The towering animatronic Beetle statue here, despite several
through the stone wall, which causes in living flesh a momentary attempts at repair by segmented giants over the years, no
chill that has no ill effects. Objects thrown through the doorway longer issues the friendly, informative greeting it was designed
disappear into the space beyond. to deliver. Instead, whenever any creature approaches within
60’, the statue gestures spasmodically, waves its limbs about in a
The door opens into a broom closet in the office Professor
frightful, out-of-control manner, and emits a series of nonsense
Zabon Gormontine shared with the rest of the Department of
syllables, bellows, hisses, and screeches at giant-monster
Cosmology at the Omni-Cosmic University more than 3,000
volume. A series of hollows on the statue’s baroque exterior
years in the future. This area and the adjoining office space has
indicate that all of the precious metal filigree and inlays have
been taped off as a restricted time-door zone.
long ago been extracted by looters.

51
U AA

Moving 60’ away from the statue causes it to cease its gestic- The apartments are of two basic types: modest and posh. There
ulations and return to silent dignity. remain 6 apartments (2 posh and 4 modest) that are still sealed
by locked doors. The rest have been looted, occupied, and
Residential District abandoned by various types of squatters over the years.
Once a hub of Beetle domesticity, this area housed the scientists
All apartments contain the same basic furnishings (concave
and technicians that once worked at the nearby Science Center
stone beds, curved work tables, shelving units, clear plastic
(Encounter Area 8, p. 54) and comprises 18 apartments and the
tubing running from room to room connecting housing units for
public spaces between.
Beetle’s best friend: large hamsterlike rodents) able to survive
Great baroque fountains (now dry) and typical self-venerating millennia. Most everything else within has long since turned to
statuary depicting various historic triumphs of Beetle civilization dust. Searching apartments can be a time-consuming and risky
clog the public areas, many of which have been subsequently affair, but each has a 2 in 6 chance of producing an interesting
smashed and desecrated. No wealth can be harvested from result. Roll an additional d6 for previously despoiled apartments,
these areas. with a result of 1 indicating an unexpected squatter.

52
P UFMAB
11a Fortified Defense Zone
Cloning Cell: HD 7 (32 hp); AC 9 [10]; Atk none; Save 12;
Skulls and bones of unidentifiable large monsters decorate the Move 0; CL/XP 7/600; Special: Produces clones
cured fungal-stalk palisade that seals the opening to this area,
placed to serve as a warning to any who would disturb the
Colossal Sorcerer’s peace. Just inside, heaps of Undervegetation Given to quivering pathetically and emitting disturbing high-
(harvested from Encounter Area 14, see p. 61), piles of moldering pitched ululations from organelles of unknown function, the cell
fungi, and carefully sorted collections of skulls, skins, bones, and is basically immobile and can in no way harass the adventurers.
feathers obscure the floor. Up against the palisade lean two Should they seek to destroy it for whatever reason, they risk the
bundles, each of 24 huge stone-tipped spears. There are 12 strange side effects of any exposure to the cell’s fluid bath. If an
hollow ceramic spheres, each with a single hole stoppered with exposed character fails a saving throw, roll 1d6 and consult the
hardened pitch, piled into arrangements like cannonballs; these following chart:
contain a custom accelerant and will explode into flame upon
contact with air, causing 2d6 damage to any within a 20’ radius d6 CLONING FLUID EXPOSURE
(save for half).
1 Intense lassitude: For 1d6 turns those affected yawn
uncontrollably, becoming disinterested in adventure
11b Sanctum and extremely drowsy. The character really wants to
Evidence of incorrectly remembered magic circles and fatally take a nap and will make this desire clear to compatriots.
flawed pentagrams mar the few open spaces on the cave floor All rolls during this period receive a −2 penalty.
with charcoal markings and debris. On the north wall another
2 Intoxication: For a period lasting 1d6 turns the character
scrawled magical formula betrays the half-coherent condition
enters a state of giddy euphoria characterized by poor
of the Colossal Sorcerer. The sleeping area is little more than a
judgment, inappropriate laughter, suddenly blossoming
heap of furs of dubious provenance and ghastly aroma, alive
affections, and whatever else the player wishes to
with fleas.
improvise for the entertainment (or irritation) of the other
The Colossal Sorcerer keeps his treasure in a chest beneath the players. Rolls during this period receive a −3 penalty.
urine-soaked tangle of Uurx hair he uses for a pillow. The chest is 3 Personality intrusion: Because of the psychotropic
“locked” by a lashed binding of sticky rope liberated from a cave properties of the fluid’s complex (and magical) chemistry,
swallow nest and requires a full turn of hacking and slashing to the adventurer undergoes a harrowing psychedelic
remove. Inside: 12 bags of black bat-leather, one containing 14 experience lasting 1d4 hours, during which all attacks,
prism shaped emeralds worth 250 gp each, 10 hold 100 gp each saves, and attribute checks receive a −4 penalty and
of mixed prominence, and 2 hold 100 polished purple stones from which the character emerges forever changed.
(the currency of Slugtown in the Black Ooze River Valley). The player must reinvent the character’s personality
from the ground up, consigning all prior experience to
A deep pit used for a privy proves not deep enough for any who hazy memory.
approach. A small collection of books stolen from the Colossal
4 Wild cellular growth: 3d4 strange protuberances begin
Sorcerer’s creator lie in a nearby pile, bindings destroyed and
to sprout from the body parts exposed to the eldritch
pages scattered by colossal fingers made clumsy by intellectual
slurry. Depending on the locations of these unpleasant
frustration. The pages have been in this moist, disgusting
growths, this effect could make armor impossible to
chamber too long and are unreadable.
wear, reduce DEX by 1–2 points, or reduce CHA by 1–3
points, requiring a magical cure to reverse.
11c Cloning chamber
5 Anaphylactic shock: Spontaneous swelling of soft
The Colossal Sorcerer misremembers most things about his tissues results in death by suffocation unless a saving
days in captivity, with the single exception of his own spawning throw succeeds, in which case the character is merely
ground, Zaracanth’s cloning laboratory. As if born to it, the stricken with uncontrollable itching and sneezing,
clone recalls perfectly every formula, concept, theorem, and blinded by tears and swollen eyelids, and immobilized
component ever employed there and has constructed a nearly for 1d4 days unless appropriate healing magic is applied.
identical set-up in this cavern.
6 A strange meiosis: The character slowly divides into
Upon entering, adventurers find this semicircular area divided two identical beings over the course of 2d4 hours
by a 5’ deep pool sloshing with a slurry of water and an eldritch unless some magical intervention can be effected.
cocktail that is delivered via an automatic drip device suspended This twin, an NPC, will be of the utmost evil, consumed
from the ceiling. A tangle of flexible tubing of various widths runs with contempt for all that lives, starting with its twin and
from the pool to a fixture in the wall, constantly circulating the progressing from there.
fluid. The pool is the home to a living cloning device, a colossal
single celled creature some 6’ feet in diameter and weighing
more than 1,000 lbs.

59
P UFMAB

63
P UFMAB
LEVEL 1 . Large tank of decapitante feeding formula in NW corner;
tubes connect to IV rigs.
15A Reception
. 8 decapitante guards (half-plate, scimitar) stand rigidly in lines
. Weapons rack: 12 glaives, 8 scimitars, 6 short bows, 100 arrows.

of 4 on each side of the stair, inert until activated by distress


signal or obvious trouble. 15F Operating Suite

Decapitantes (8): HD 1; (5, 5, 4, 4, 3, 3, 3, 2, 2 hp); AC 4


. 4 hospital-type beds, up to 4 replacements for dead party
members sedated and awaiting decapitation, installation of
[15]; Atk glaive (1d10); Save 14; Move 12; CL/XP 1/15; Special: antenna/control device.
Distress signal
. Chief Surgeon Dr. Nul’s-Steady-Hand, grey humanoid MU,

. 4 tall stone receptacles with payment slot, each containing


6d6 gp; placard hung from front reads “Deposit 6 gp” in
and 4 acolyte assistants.

Chief Surgeon Dr Nul’s-Steady-Hand, Magic-User Lvl 5:


Underworld Common.
HP 14; AC 9 [10]; Atk scalpel (1d4); Save 11; Move 12; CL/XP
2/30; Special: Spells (1: charm person, sleep; 2: decapitate
[q.v.], install antenna [q.v.]; 3: haste)
15B Statue of Nul
. Bathes all within 20’ with mild psychotronic waves; takes
readings to prepare treatment provided by Nul’s Abyss
Acolytes (4): HD 1 (2 hp each); AC 9 [10]; Atk surgical
implements (1d4); Save 15; Move 12; CL/XP 1/15
(15C); automatically detects ill-intent: activates guards, alerts

.
priesthood and templars.

Decorative golden inlays on statue worth 500 gp if removed.


. 2 identical scrolls, each containing decapitate and install
antenna.

15C Nul’s Abyss 15G Storage Space


. 40’ deep pit, true depth obscured by permanent magical
darkness.
. 450 lbs. of lichen meal in 25 lb. sacks, half-barrel of
decapitante feeding formula, crate of fancy Underwine (350

. Gazing within provides immediate relief from psychological


troubles, elevates mood for 1d12 days, bestows goofy grin.
GP value), preserved comestibles in locked chest.

15H Ape Storage


15D High Priests’ Office . Inert two-headed giant ape mummy stands at attention,

. Door locked, Bishop Emptiness’s passkey needed for entry


(area 15K).
activated at need by priests.

. Decapitante and acolyte guards outside door.


Two-Headed Giant Ape Mummy: HD 8 (40 hp); AC 5
[14]; Atk 2 fists (1d10/1d10); Save 12; Move 9; CL/XP 9/1,100;
Special: Flammable
Decapitantes (2): HD 1 (3, 5 hp); AC 4 [15]; Atk glaive (1d10);
Save 14; Move 12; CL/XP 1/15; Special: Distress signal
LEVEL 2
Acolyte: HD 1 (6 hp); AC 5 [14]; Atk scimitar (1d8); Save 14;
15I Cerebromorph Control Room
Move 12; CL/XP 1/15; Special: Control box
. Here a squad of cerebromorphs, some manually, others

. Papers, communiqués: magically encrypted but 99%


uninteresting information (requisitions, receipts, non-juicy
via telepathy, man a complex series of control panels that
perform the religious functions of the temple (primarily Nul’s
Abyss) and intertemple communications.
interpersonal transmissions).

. Coffers with cash ready to ship back to cult HQ (1,200 gp, 400 sp). . Overseeing cult specialists remotely control decapitante
activity both inside the temple and on missions in the
15E Decapitante Quarters
.
Underworld proper.
8 hospital-type beds, each occupied by inert decapitantes
taking liquid nutrition intravenously; may be activated in one
turn, executive override from any priest required.

65
U AA
16 SULTAN AWAITS
| THE WORM 16B Shaggath-Ka’s Amphitheater
A gathering of Underworld celebrities and a contingent of
Shaggath-Ka’s chief underlings crowd this cavern for a marathon
16A Sealed Door to Shaggath-Ka’s fund-raising drive both to celebrate Shaggath-Ka’s undefeated
Antechambers record against assassination and raise awareness of the
This door once provided convenient Devil’s Highway access dangerous menace of the surface humans.
to Shaggath-Ka’s minions, but since the assassination attempt
Celebs, semi-important guests, and their entourages deliver
it has been magically fused into the corridor wall. Now a small
monies (in what amounts to extortion against future trouble
band of gray dwarf insurgents labor furiously to breach it. Using
from the Worm Sultan) to the receiving officer, a corpulent
a molecular acid (harvested from rare Underbulbs), they have
man-worm some 20’ long, coiled behind a banquet table. They
thus far created a 2’ hole at the door’s base and will momentarily
then take a beverage from the trays of robed cult stewards and
send one of their number down the passageway to deposit an
attempt to mingle until a such time as they feel comfortable
extremely powerful explosive device near Encounter Area 16A.
excusing themselves and slithering back to their realms.
The dwarves, ninja clad, filthy white beards protruding from beneath
The chamber is packed with imposing guests, bodyguards,
their masks, maintain lookouts 60’ on either side of the door and will
hangers-on, priests, soldiery, and a few terrifying monsters,
scramble to concealment among the nearby debris heaps if they
more than enough to convince even the most bellicose fighters
see any parties approaching. They will defend the secrecy of their
of the futility of combat here. Only the subtlest of tactics (or
mission with their lives if need be but may parley with a seemingly
perhaps a well-placed bomb) could bring about anything but
powerful party who might be friendly to their aims.
calamity. In light of this, game stats are provided only for those
NPCs/monsters who might conceivably pursue PCs beyond this
Comrade Ghrengan, Gray Dwarf Leader: HD 4 (28 hp); chamber or in some way aid them.
AC 2 [17]; Atk 2-handed sword +1 (1d10+1); Save 12; Move 6;
CL/XP 5/240; Special: Immune to Chaos, magic resistance Underworld celebs include but not limited to:
(25%); beard shorn as symbol of futilitarian death-promise
. Kelilu, Sub-Matriarch of the Ivory Citadel, clad in
white feathers, war harness bristling with weapons,
and a spectacular 1970s Cher-like headdress; under rare
Sample Dialogue:
circumstances, might be convinced to render aid to the
“I expect nothing but death, yet hope to live long enough to see adventurers—unlikely in the extreme, but clever players
the gods burn!” could make it happen

“What manner of deity do you worship? Answer swiftly, your


Kelilu, Fighter Lvl 7: HP 38; AC 7 [14]; Atk sword (1d8+2) or
fate hangs in the balance!”
mace (1d8+1), Save 8; Move 12; CL/XP 8/800; war harness,
“Silence, gibberers. Hell is other people.” mostly decorative sword of calamity +2 (1d8+2, glows
prior to something terrible happening), daggers (1d4)
“Stretch properly, comrades, when this fuse is lit there will be no
time to help the fallen!”
. An extremely uncomfortable Chief Financial Officer Oo’tho-
ah-ah of Slugtown, a slugman of unusual rotundity, and his
Gray Dwarf Insurgents (6): HD 1 (5 hp each); AC 7 [12]; Atk
giant dim servitor
war hammer (1d8); Save 17; Move 6; CL/XP 2/30; Special:
Immune to Chaos, magic resistance (25%) . A huge blind antler man standing motionless with six
retainers in a semicircle, their antlers growing towards the
ceiling in an unprecedented display; no one knows what the
Treasure: The explosive device consists of an iron ball packed hell they are doing.
with an alchemically altered load of giant spider dung and
a spool containing 150’ of fast-burning fuse (5’/second).
Detonation unleashes a blinding flash, powerful shockwave,
. Shaggankh, Son of Shaggath-Ka, a 15’ long centipede with
a humanlike, many-tentacled torso; stands atop a low dais as
and intense heat that utterly destroys anything within 60’, causes a long receiving line of well-wishers pay their respects; nods
12d6 damage to anything within 120’, 6d6 at 180’, 3d6 at 240’, 1d6 slightly then waves them along
at 300’.

Two full flasks of acid (1d6 damage) remain, and four empty Shaggankh: HD 14 (100 hp); AC 0 [19]; Atk 2 tentacle slaps
flasks and stoppers. (1d10+1/1d10+1) or corrosive breath (25’ long cone, 10’
wide at end, 2d8 damage, save for half); Save 5; Move 9;
The dwarves operate out of two backpack toolboxes containing CL/XP 17/3,200; Special: +1 or better magic weapons to hit
400 gp value in finely crafted tools and carry no treasure.

68
P UFMAB

hagank
 F HAg-K

69
hag-K
 WM UT
P UFMAB
Gas Cloud Eleven, representative of the sentient gas beings
from the Coreward Expanse, a giant yellow cloud of living Shaggath-Ka, the Worm Sultan: HD 21 (81 hp (down from
vapor; presenting Shaggankh with a titanic demi-material pearl 118)); AC 0 [19]; Atk smash (3d8), bite (2d6); Save 2; Move
coalesced within its cloud form (of immeasurable value if it could 9; CL/XP 25+/5,300+; Special: +2 or better magic weapon
somehow be transported, but it seems to pass right through any to hit; regenerate 3 HP/round, lethal gaze (saving throw
normal materials, including greedy PC hands). applies); spell-like abilities, each usable 1/day: all detect
spells, charm person, darkness, ESP, stinking cloud, web,

17 SHAGGATHKA
lightning bolt
VAULT OF
| Worm Soldiers (35) : HD 1 (5 hp each); AC 5 [14] (4 [15] with
shield); Atk spear (1d6) or short bow (1d6); Save 14; Move
This chamber serves as a secret parlor for the Worm Sultan to 12; CL/XP 2/30; Special: Unshakable morale
meditate, rest, and recuperate within, his realm and unsavory
worshippers located on the other side of the underground lake Worm Surgeons (6): HD 1 (4 hp each); AC 9 [10]; Atk
that divides this gargantuan cave. scalpel protuberance (1d6); Save 14; Move 12; CL/XP 4/120;
Special: Cure serious wounds 3/day, diagnostic power
The entrance available to the adventurers had been almost
forgotten, sealed off long ago by magic. The Prince, having Subaqueous Transport Pupae (2, as Carrier Worm but
tortured the door’s location out of a captured high priest, replace tunnel ability with equivalent underwater
blasted through the stone barrier, hoping to assassinate the movement): HD 21 (130, 128 hp); AC 3 [16]; Atk swallow
Worm Sultan by surprise. The rubble choking the passageway is 1d4 human sized creatures w/attack roll of 19–20, smash
all that remains of the barrier. (3d6); Save 10; Move 9; CL/XP 21/4,700; Special: Berserk (1
in 6 chance/encounter)
His plan failed utterly, resulting in the deaths of the rest of
Eyraen’s party and his own suicidal final meanderings around

18 | THE
the Underworld. The Prince’s crew got in significant licks before
succumbing one by one, however, and even now the Worm ORACLE OF
Sultan continues to enjoy a recuperative coma, attended by BOTTOMLESS PIT
faithful servitors.
This chamber is dominated by a large, uneven opening in the floor
Shaggath-Ka lies in the sand that composes the floor of the cave, some 20’ in diameter and of indeterminate depth. An opening in
half of his 50’ length submerged in the lake. The visible portion the north wall, roughly 3’ high by 15’ wide, shows signs of erosion,
of the godling looks like a bloated caterpillar, semitranslucent with a deep groove worn into the floor leading directly to the
skin covered with long spiky protuberances, barely containing pit. The opening is an outflow of the intermittent river (Encounter
the visibly churning guts within, the bulbous head adorned with Area 14, p. 61) and will spew forth a high-pressure blast of water
a vaguely human face, equally regal and repellent in peaceful for 10 minutes at a time every 2d4 turns. This eruption is preceded
repose. Atop and around him, several worm surgeons attend to by the slowly building sounds of rushing water from the opening.
their deity’s many wounds with enchanted unguents. Any character remaining in the eroded area must make a saving
throw or be swept into the pit (the result of which is left to the DM).
The sandy beach glitters with gold and jewels, hastily collected Characters entering the room during one of the lulls between
offerings from the strange city beneath Shaggath-Ka’s lake still deluges who speak (even whisper) to one another immediately
being deposited by numerous worm soldiers, who disembark attract the attention of the Oracle of the Pit.
from what seems to be a pair of subaquatic vehicles shaped
vaguely like giant black pupae. This being, something of a godling itself, comprises many
disparate parts, each composed of the living stone of the
Because of the mind-bending terror and obviously Underworld. The pit in this room is its mouth. Its ears are near,
overwhelming danger of this situation, any hirelings still with somewhere deep within the stone surrounding this chamber. Its
the adventurers at this point will be on the brink of mutiny. eyes, as noted in Encounter Area 19 (see p. 72), remain strangely
Should the worm soldiers discover the party, they will begin confined in a nearby cavern. Unable to physically move or
missile attacks immediately and attempt to rouse their deity significantly interact with the world around it, the Oracle, as
from his slumber. This can be accomplished in 1d6 rounds. Once it calls itself, projects its mind far and wide throughout the
awoken, the Worm Sultan will promptly destroy any who dare multiverse, continuously expanding its consciousness in pursuit
remain in his territory. of ultimate enlightenment. However, when visited by living
beings in this area, the Oracle will make every effort to engage
Should the PCs decide to make a (likely invisible) raid on the
them in conversation.
scattered gold and jewels, they can scoop up 3d6x100 gp in
value each round. The worm soldiers have a 2 in 6 chance to This strange being will greet adventurers with a booming
detect this activity, invisible or not, each round. salutation, especially warm if the Oracle has laid eyes upon
them before (unless wrathful, in which case the Oracle roars
out insults and curses, see Encounter Area 19). The Oracle

71
P UFMAB
22 HIVE
| CHAOS
In the center of this micro-metropolis these people have recently
erected the Nul Rod like an obelisk, still strung with tiny ropes
and pulleys. Only adventurers resourceful enough to entice a
Nanuit into their ear canal could hope to ascertain the full story. Adventurers approaching this area immediately detect the
stomach-wrenching stench of decay. Within this chamber, the
The Utterances of the Flies, the sacred texts of the Nanuits, chaos flies store their current collection of carrion, harvested
prophesied the coming of the Prince and his relic. The scripture from around this vicinity of the Underworld. The 15’ high
indicates that by bathing in the antimagical rays of the Rod the ceiling is obscured by a swarm of chaos flies buzzing around
Nanuits shall be restored to normal size and freed from their in a semiorderly fashion. One by one they descend to feed
state of degradation. The Nanuit soothsayers cannot say for from the heaps of rotting carcasses on the chamber floor.
certain when this occur, and are hypervigilant for signs and When they are satiated, the flies gather at the western exit until
portents (their restoration is only a week off, if only they could they form a group of about six. So gathered, they proceed to
retain the Rod for that long, at which they will resume human- Encounter Area 20 (see p. 72), to deposit their eggs. This goes
size en masse). on continuously, with new flies arriving (often burdened by fresh
carrion) and egg-laden flies departing every few minutes.
No more shall they cower from the terrible giants that stalk
the Underworld. No longer will they be forced to hunt the At any given time there will be 3d8 chaos flies buzzing about the
unpalatable snow maggots, their only source of sustenance. ceiling. They attack only if their carrion is disturbed (by burning
Never again will their children weep piteously at the chiming of oil, say), avoiding danger whenever possible to improve their
the dinner bell. chances of reproduction. Among the carcasses lie several of the
local captain’s men-at-arms, as well as less identifiable bodies.
On and on the tiny reporter will thus ramble, wasting precious
time for overpolite adventurers. The Nanuits will do everything
in their power to retain the relic, though this doesn’t amount to Chaos Flies (3d8): HD 1; AC 5 [14]; Atk. sting (1 damage);
much more than occasional shots from a few micro-ballistae Save 16; Move 14; CL/XP B/10; Special: Flight, poison (save
harpoon launchers used for maggot hunting (as shot by 1 HD or take 1 additional point of damage)
monster, 1d2−1 damage). Their chief defense and sole reason for
continued existence is their relative isolation and a general lack
of interest from Underworld predators. If searched, the rotting heap yields the following treasure (in
addition to whatever diseases the DM deems reasonable): a
decomposing backpack containing a small bag of gems (1,000
gp total value) and two corked flasks, one a potion of flying, the
other a potion of water breathing.

73
P UFMAB
Special Equipment Saving Throw Bonus
Upon completion of basic training, the Underworld Ranger is Underworld Rangers receive a +2 bonus to saving throws against
entrusted with the following special items of equipment: magic spells and other effects directly related to Chaos (such as

. Badge of Service: Most Underworld sentients (science


fungoids, white and gray humanoids, et al.) recognize the
long-term Underworld exposure, proximity to Primal Chaos, etc.)

Requisition Item
Underworld Ranger Service and will avoid hostilities whenever
possible. Exceptions abound, specifically the cults and other Starting at level 4 (Ranger), Underworld Rangers receive authority
forces of most known godlings, and these may be provoked to requisition a number of items equal to their level from the
into the use of lethal force against the URS where others might nearest ranger station. The UR must complete a pain-in-the-ass
be treated with clemency. Alien beings such as the blind antler bit of paperwork specifying the items and describing the need
men do not recognize any human/humanoid authority. for each then wait for approval for 2–8 days of idleness. Lost or

. Light-intensifying goggles: grant the user low-light vision


as per infravision
damaged items provoke a formal investigation, additional pain-
in-the-ass paperwork, and possible disciplinary action up to and
including dismissal from the URS.

Issued at 2nd level: Items available:

. Service Blade: a short sword enchanted with a permanent . Healing balms (restores 1d6+1 HP when applied topically)
anti-Chaos ward that provides a damage bonus equal to
+1 against creatures of Chaos (magical beasts, constructs, . Light-intensifier goggles (see in the dark up to 60’)
“demons,” etc. at the DM’s discretion) and may hit creatures
. ZR-1 “Dissuader” Sidearm
that otherwise require an enchanted weapon of up to +2.

Issued at 3rd level:


. ZR-2 Lightning Gun (plan for use must be submitted for

. ZR-1 sidearm (see p. 96]


.
approval, adds 1d4 days to approval process)

Chaosometer
Items lost or destroyed may only be replaced by visiting a
. Chaos-dampener, man-portable
ranger station and filling out the requisite paperwork.

Standard Items
. Standard-issue potions, DM adjudicates availability which is
limited in all cases
Underworld Rangers begin play with any number of mundane
For complete item descriptions, see Appendix G: Monsters,
dungeoneering items approved by the DM.
Treasures, and Spells, p. 83.

Monetary Policies
Retirement Options
While members of the URS enjoy any XP earned through the
Unlike most classes, members of the URS do not attract retainers or
acquisition of treasure, Rangers are obliged to attempt to return
establish strongholds of any kind. While it is possible for high-ranking
acquired wealth to the Ranger Service, keeping only what they
Rangers to apply for positions with High Command (handled at the
may need in the performance of their duties. Paperwork must
DM’s discretion), more commonly Rangers facing retirement will
be filed for such allocations at the nearest URS station.
instead outfit themselves for a final descent into the Underworld to
smash Chaos in its stinking nest until strength and life fail at last.

XP LEVEL RANK HD D6 SPECIAL EQUIPMENT


0 1 Greenhorn 1 Badge of Service, Light-Intensifying goggles
4,000 2 Guard 2 Service blade
8,000 3 Guard First Class 3 ZR-1 sidearm
16,000 4 Ranger 4 Requisition Item
32,000 5 Ranger II 5 —
64,000 6 Ranger III 6 —
120,000 7 Ranger IV 7 —
240,000 8 Subcommander 8 —
360,000 9 Commander 9 —
480,000 10 Underwarden 9+2 —

81
P UFMAB
. Unimpressed with Chaos godlings as a rule but deal
prudently with these beings and their minions
Living dirigibles self-inflate with a lighter-than-air gas produced
by an array of subdermal glands. This gas is highly flammable, but

. Boast the Underworld’s only true air force (usable in


chambers of sufficient size), composed of living dirigibles,
only critical hits (natural 20) with burning missiles will penetrate
their thick rubbery flesh enough to ignite the gas. Despite their
expressive googly eyes and active appetite, living dirigibles operate
gas-bag organisms manipulated and permanently enslaved with typical fungal intelligence (which is to say none, really). They
by allied sorcerers follow verbal commands from science fungoids only, though they
could possibly be fooled by a magically assisted ruse.

SEGMENTED GIANT
Armor Class: 3 [16]
Hit Dice: 12
Attacks: Whiplash punch (2d8)
Saving Throw: 6
Special: Magic resistance 75%,
immune to heat, cold, and vacuum
Move: 18
Challenge Level/XP: 14/2600

Segmented giants were created by the Beetles as a prototype


for construction slaves in their aborted deep-space exploration/
colonization project, which was discontinued because of
budgetary constraints incurred by perpetual Genocide Wars,
and the giants were set to work in the Underworld.

. Able to survive indefinitely thanks to self-renewing depleted


Chaos metabolism; immune to poisonous gases; highly resistant
to magic and environmental factors such as heat, cold, vacuum

. Stupendous physical strength; able to retract limbs accordion-


fashion as convenient; powerful hands and feet act as
multitools able to cut stone, act as clamps, drive spikes, etc.

. Crafts additional tools when engaged in project, liberating


raw materials from Underworld denizens as needed

. Luminous eyes project light of variable intensity up to a


distance of 240’

. In addition to keeping paleogean Beetle architecture in tip-


top condition, Segmented Giants are occasionally seized
by wistful yearnings for new projects and can be highly
suggestible during these vulnerable periods

. Able to perceive and communicate with even the most


intangible beetle ghosts still stalking the Underworld
Science Fungoid Living Dirigible (typically haunting ancient dwellings, temples, and
laboratories); always obeys their commands
Armor Class: 6 [14]
Hit Dice: 12
. Fears and loathes most humanoids because of centuries
of accumulated evidence of their inherent treachery and
Attacks: Bite: extensible jaw (1d12), range 25’ unpredictable irrationality; will attempt to avoid most contact
Saving Throw: 12 unless in dire need of work material
Special: Flight, can carry up to 2,000 lb. payload
Move: 12
. If somehow engaged in communication, refers to self as the
Custodian; able to provide vague hints about Underworld
Challenge Level/XP: 7/600 history but exclusively through the lens of a deep and
abiding interest in architecture and little else

89
P UFMAB
QUIPM & AU CHAOSOMETER
Chaosometers measure the amount of Chaos in a 120’ radius and
indicate this using a needle meter with four basic readings:

ANTICHAOS PILLS 1: Typical ambient Chaos


(See Conditions in the Underworld, p. 15)
2: Above average but still essentially harmless: could
These large tablets were formulated by the great sorcerer indicate the approach of a Chaos Godling or the
Zaracanth (now an Underworld celebrity) to mitigate the proximity of a Chaotic feature of the Underworld (such as
effects of exposure to raw Chaos. They come in blue and red a Chaos storm)
varieties: blue for minor exposures such as the ambient chaos
3: Dangerous levels: prolonged exposure (more than a turn)
of the Underworld, red for acute exposures, situations of life
provokes a roll on the Effects of Long-Term Exposure to
and death/mutation (such as a Chaos storm, p. 61). Blue pills
the Underworld table (see p. 15)
are without side effects and provide +3 bonus to saving throws
against ambient Chaos exposure for a duration of 3 days per pill. Skull: Lethal levels: evacuate immediately; save vs. death every
Red pills provide complete protection against Chaotic influence turn
for 1 turn. The first time a character takes a red anti-Chaos pill,
he/she must succeed in a saving throw or roll again on the side Note: Chaos-exposure hazards are beyond the scope of this
effects table below: adventure. PCs who come to possess a chaosometer have
essentially granted the DM license to mess with their minds. DMs
d6 Red Anti-Chaos Pills Side Effects are encouraged to do so at every opportunity.

1 Agonizing headache: 1d4 turns, prevents spellcasting,


attacks, saves, and attribute checks at −1
DEATHRAY REVOLVER
2 Paralysis: 1 turn; remains fully aware A sidearm sometimes carried by science fungoids, the death-ray
revolver is a little small for human hands. It holds up to 4 magic
3 Painful skin reaction: full body rash, urge to strip naked; crystal cartridges that, when fired, emit a black ray of death energy
1 turn in a 60’ long cone (5’ wide at the end). Creatures of less than 4
4 Pass out with terrifying dreams: 2 turns HD struck must make a saving throw or perish instantly, leaving
5 Anxiety attack: 1 turn freak-out (player’s choice as to behind only a smoking pile of bones. Those that successfully save
characterization); −2 to all rolls (and creatures with 5+ HD) take 2d10+2 points of damage.

6 Damaged health: −1 CON (permanent until cured by


healing magic) DECAPITANTE CONTROL BOX
When used by a fully trained and qualified initiate of Nul, this device
allows for remote control of up to 6 decapitantes at a range of 180’,
BATTLE AXE OF SPELL CLEAVING, +1 beyond which the decapitantes function with limited autonomy.
This huge, broad-headed axe glows slightly and is enchanted Adventurers who capture a control box face the challenge of
with the ability to chop the physical manifestation of an learning how to operate the thing (in my campaign, I required
emergent spell from the air, which renders said effects null and some degree of costly magical research/mechanical tinkering
void but destroys the weapon in the process. Spells must have to access its “alien magics”). At the DM’s whim, this requirement
some kind of visual component to be chopped, as the weapon could be dispensed with, allowing for PC-controlled decapitante
was designed for battlefield use; it works best for lightning meatshields. Only a magic-user or cleric could hope to operate
bolts, fireballs, magic missiles, and the like but may work for one, as it interacts directly with the user’s psyche and requires
other spells at the DM’s discretion. advanced mental disciplines to avoid permanent intellectual
injury (unqualified characters must save or suffer −1d4 INT).
CHAOS DAMPENER, MANPORTABLE
These miniature obelisks of an unknown black stone stand 2½
EYE OF NUL MINDCONTROL HELMET
feet high and weigh 50 pounds. When placed and activated by All priests of Nul craft their own Mind Control Helmet at the
a secret command word, Chaos dampeners reduce the level conclusion of their training. Wearing the device grants the
of Chaos within 120’ by a single rank (see Chaosometer) for one following spell-like abilities: mass charm 1/day, ESP 2/day,
hour before requiring a recharge (available only at Underworld invisibility 1/day, telepathy at will.
Ranger stations).
Anyone else donning the helmet must first make a saving throw
to avoid instant brain death. Survivors experience a disabling
psychic feedback that induces a comatose state lasting for 1d12
hours (save to reduce this by half), after which they may use the
helmet’s powers.

93
ADIX F: M, AU & P
MONSTER REPELLENT POTION: DRAUGHT OF THE GIRAFFE
Essentially a potion in solid form, this black cake burns for up to Causes the neck of the imbiber to extend to 10’ in length for 1d12
24 hours, during which it releases a steady stream of red smoke minutes.
that gives off a sickly sweet, faux-floral aroma. Unintelligent
monsters must make a saving throw or move on to less repulsive POTION: ELIXIR OF INSTANT
targets. Intelligent monsters tend to develop unpleasant ELEGANCE
opinions about the user.
Creates the illusion of savoir-faire in even the most vulgar
individuals; great for getting barbarians invited to dinner parties,
NUL ROD art openings, and the like.
According to Nul cult lore, this 4’ long black cylinder of mystically
wrought meteoric iron was a component of Nul’s titanic sidearm POTION: FIZZY DRINK OF OCULAR
(the rest of which remains undiscovered somewhere in the
AUTONOMY
Underworld), empowered by its creator with a viruslike matrix of
Primal Order, dampening and remaking chaos in its own image. Causes eyeballs to leave their moorings and levitate freely
about (as per levitate spell in terms of movement rate, duration)
This relic figures heavily in the modern Nul cult’s scriptures and is at the imbiber’s command, so long as spiritual optic nerve
prophesied to have a great influence over world events. Acting remains intact. The shimmering nervous material may only be
on faulty intelligence, cult agents continue to search for the severed by a magic weapon doing a single hit point of damage
item. If they become aware of its proximity in the Underworld, (AC 9 [10]). The eyes, while traveling independently, are small
they will stop at nothing to acquire it. and elusive (AC 2 [17]), but are easily destroyed (1 hp) by any

. When struck by the rod, any Chaos-tainted creature’s tissues


will begin to ossify, shrivel, and slough off (when used as
mundane or natural weapon.

a hand weapon, treat as a +3 war hammer, +2d6 damage


POTION: NOSTRUM OF SPEEDY
against Underworld horrors and other Chaos creatures).
RECOVERY
. Because of the dimly understood relationship between
magic and Chaos, the rod also dampens or dispels
Accelerates natural healing tenfold for 1d12 days (caloric
requirements and hair and nail growth similarly affected).

enchantments as dispel magic. Any magic item touched


by the rod is permanently rendered nonmagical. Spells cast
within 20’ of the rod automatically fail; at distances of 20–50’,
spells fail 50% of the time.

. The Nul Rod also possesses a simple intelligence (allowing


limited telepathic communication with whoever holds the
relic) and a powerful ego. Prince Eyraen found himself unable
to resist the single impulse of the Nul Rod: smash Chaos.

POTION: ADVANTAGEOUS
AUTODECAPITATION
Allows the head of the user to leave its moorings and float
around freely (as per levitate spell in terms of movement rate,
duration) while retaining complete control of the body for the
potion’s duration, after which time the head gently settles back
into its original position. If the body and head are somehow
prevented from reuniting, both die at the end of the potion’s
duration.

POTION: BEVERAGE OF THE GODLINGS


Grants indomitable strength, genius intellect, divine speed,
sage-like wisdom, superhuman robustness, and preternatural
personal allure for a period of 1d12 minutes (18 in all attribute
scores, for whatever that’s worth).

94
P UFMAB
P Membranous Inconvenience
Range: 30 feet
Duration: 1 turn/level
1ST LEVEL MAGICUSER SPELLS: The target (medium size or smaller) of this spell finds itself
temporarily encysted in a slimy globule of dense protoplasm
Magic Missive and in danger of suffocation (a successful saving throw allows
Range: Unlimited the victim to sense the nascent reality breach and leap clear).
The inconvenienced party can be freed by comrades or from
Duration: Instantaneous
within, provided the victim has a minimum STR of 14 or has a
Designed for communication between wizards’ towers, this spell one-handed edged weapon. Either way, escape requires 2d6
enables the caster to unerringly transmit a letter or other document rounds; saves vs. suffocation begin after a number of rounds
across any distance, so long as the location of the recipient is known equal to the victims CON.
(also see reveal location). The letter materializes on the person of
the designated recipient in a relatively secure area (under the hat, Reveal Location
inside the underpants, etc.). Missives sent to those whose location
Range: Unlimited
is no longer correctly known end up in the cosmic dead-letter
office and are subject to reading by outer beings. Duration: Instantaneous
Magic-users (and others) use this enchantment primarily to
transmit their current location to other magic-users in order to
facilitate exchange of magic missives (q.v.). The spell may also
2ND LEVEL MAGICUSER SPELLS: be used to notify a single recipient of the caster’s location in the
form of an intrusive psychic vision that encompasses the caster
Create Newt-Man
and anything visible within 20 feet. If the location is unfamiliar
(Paolo Greco) to the recipient, they must infer what they can from the vision if
Range: Touch they hope to ascertain the caster’s whereabouts.

Duration: Instantaneous
This spell quickens spontaneous generation in assorted moist filth
and creates 1d4 wimpy-ass newt-men bound to obey their creator. 3RD LEVEL MAGICUSER SPELLS:
Newt-men are kind of shitty servitors and can live indefinitely Decapitate
boring lives as lab workers, torchbearers, etc. They will comply
Range: Touch
with any order from their creator (save to resist). When called
upon for use in battle, they obey as reliably as ever, but the Duration: Permanent
emotion of even one battle is too much for their frail constitutions. A surgical spell of the Nul cult, when cast upon a sleeping (or
Afterward, they immediately seek new adrenaline rides. They otherwise unconscious) subject decapitate painlessly removes
might attack one another, fling themselves from the nearest cliff, the head, which dies while the body remains alive. Generally
or engage in any self-destructive, counterproductive behavior followed by an install antenna spell (q.v.).
the DM can concoct.
Intervention in the form of a cure light wounds spell can reattach
Newt-Men are treated as “Special Hirelings”, and if there are the head if applied within 10 minutes.
more than the maximum number allowed in the charisma rules,
the extra Newt-Men must save each day (at sunset) or will pursue Diet of the Worm
death-defying thrills like they’re going out of style.
Range: 120 feet
Enthrall Dim Duration: 1 turn/level
Range: Touch This spell continuously fills the belly of the target with rocks and
soil, rendering the wretch a writhing, miserable heap capable
Duration: Lifetime of dim
only of vomiting up (or otherwise expelling) unbelievable
Available only from magic-users in the employ of dim dealers volumes of earthy debris for the duration of the spell. Once
in Slugtown on the Black Ooze River, this enchantment creates the spell ends, the victim lies exhausted and likely weeping,
a bond of servitude between a dim (see p. 85) and its master. able only to tremble and sweat for an additional 1d4 turns. A
Once enthralled, the dim will endeavor to obey its master’s successful savings throw negates the major effects but leaves
every command as best it can (given its limited intelligence). the target with a mouthful of mud and pebbles.

97
ADIX G: PGtD HAC

AUA F HU API Level 1 Fighter


.. Expedition leader barely able to contain suspicions of burgeoning mutiny

. A minor aristocrat born to a prominent sorcerous family in Mur


Grandfather lich abides beneath their towering manor, still provides counsel

. and sorcerous assistance to the living matriarch and her ambitious offspring
Seeks eldritch items to make up for lack of arcane ability

STR: 15 (+1 to hit) Age: 24


INT: 11 HP: 4
WIS: 9 AC: 2 [17]
CON: 8 (-1 hp) SAV: 14
DEX: 15 (+1 to missiles, 1 pt. bonus to AC) Move: 12
CHA: 10 (max: 4 loyalty: +0) XP Bonus: 10%

Armor: Demonskin leather under robes (AC 3, +3 to saves against heat/fire),


borrowed from family hoard
Weapons: longsword [1d8], heavy crossbow [1d8], 30 bolts
Equipment: backpack, bedroll, waterskin, 1 week iron rations, bejewelled
comb/headgear (value 250 gp), travel case of balms, lotions, and perfumes,
bear-shaped honey jar, one application royal jelly of healing (restores 1d4 hp),
7 gems (50 gp each)

A GAM Level 1 Fighter


. Auruna’s second-in-command, Gamnon undermines her at every turn,
subtly for now, but he bides his time, gathering the support and confidence

. of the others until the time is right for mutiny


Speaks like Werner Herzog struggling to conceal the naked contempt in his

. voice
Avoids front-line combat whenever he can plausibly get away with it

STR: 13 (+1 to hit) Age: 33


INT: 9 HP: 2
WIS: 10 AC: 4 [15]
CON: 11 SAV: 14
DEX: 8 (-1 to missiles, 1 pt. penalty to AC) Move: 9
CHA: 14 XP Bonus: None

Armor: Plate
Weapons: long sword [1d8], Light bow [1d6]
Equipment: 6 torches, backpack, bedroll, waterskin, 1 week iron rations,
10’ pole, 12 iron spike,s mallet, 2 GP, Quiver & 30 arrows
P UFMAB

GHAU F IXM Level 1 Fighter


. Disenchanted with lot in life as seventh son of a famous sea-serpent hunter

. on the tiny island city-state Ixmer


Seeks both thrills and enlightenment, practices transcendental meditation

.. thrice daily
Speaks in a slow, measured basso profundo
Hums the occasional sea shanty when jolly

STR: 16 (+1/+1) Age: 33


INT: 9 HP: 5
WIS: 10 AC: 2 [17]
CON: 7 (-1 hp) SAV: 14
DEX: 10 Move: 9
CHA: 13 XP Bonus: 5%

Armor: Plate
Weapons: 2H sword (1d10) Dagger (1d4) short bow (1d6) 20 arrows
Equipment: 6 torches, backpack, bedroll waterskin, 1 week iron rations,
3 packets powdered sea serpent mousse (just add hot water, reeks like hell),
50’ rope, 2 flasks oil, 12 iron spikes, mallet 9 GP

GO F HU YGA Level 1 Fighter


.. Anxious and skittish in general though solid in battle

. Will not be the first to try anything remotely dangerous


Noble lineage completely wiped out by epic flood, entirety of inheritance

. washed into the Sea of Calamities


Posh accent a mismatch with almost total lack of education

STR: 11 Age: 23
INT: 11 HP: 3
WIS: 10 AC: 2 [17]
CON: 10 SAV: 14
DEX: 12 Move: 9
CHA: 12 XP Bonus: None

Armor: Plate & shield


Weapons: Polearm [1d10+1] Short sword [1d6]
Equipment: backpack, bedroll, waterskin, lantern, 4 flasks oil, 1 week iron
rations, 12 iron spikes, mallet, 5 gp

101
ADIX G: PGtD HAC

J ZAM Level 1 Magic-User


. Intense scientific interest in all things Underworld coupled with below-

. average wisdom a possible liability


Speaks like David Attenborough and given to descriptive monologues with
evangelical fervor

STR: 6 (-1) Age: 45


INT: 17 HP: 4
WIS: 8 AC: 9 [10]
CON: 13 (+1 to hp) SAV: 15
DEX: 13 (+1 to missiles, 1 pt. bonus to AC) Move: 12
CHA: 12 XP Bonus: None

Spells: 1 first level/day


Armor: None
Weapons: Dagger [1d4]
Equipment: backpack, bedroll, waterskin, lantern. 4 flasks oil, 8 specimen
jars in leather case, 2 contain fungal spore samples, 1 contains a dozen live
microsnakes, 1 week iron rations, 10’ pole, vial of holy water, portable spellbook
containing sleep, detect magic, magic missive, reveal location, scroll containing
fireball, 16 GP

Level 1 Fighting-
D F  DIG S Neanderthal
.. Chews mildly intoxicating pine-tar gum, a bit loopy but ferocious as needed

. Finds humans endlessly charming and hilarious


Bonded to Shantora Lax, who made the mistake of feigning kindness when

. they first met


Speaks like Phil Hartman as Frankenstein but understands the common
tongue with surprising proficiency

STR: 18 (+2, +3) Age: 52


INT: 8 HP: 12
WIS: 11 AC: 6 [13]
CON: 15 (+1 hp) SAV: 14
DEX: 10 Move: 12
CHA: 16 (max: 6 loyalty: +2) XP Bonus: 5%

Armor: shaggy hide


Weapons: Big stone-tipped spear [1d8], stone hand axe (1d6)
Equipment: Water bladder, stone knife, 2 weeks mammoth jerky, 0 GP

102
P UFMAB

B AGA, Level 1 Fighter


tMP F  GL 
. A warrior-fanatic of the Golden Lintel (an obscure cult of Law) on a mission

. of self-purification
Will attempt to steer group toward conflicts, rally party members to action
against chaotic foes with rousing speeches ending in “follow meeeeee….!”

STR: 13 (+1 to hit) Age: 40


INT: 7 HP: 5
WIS: 15 AC: 4 [15]
CON: 11 SAV: 15
DEX: 9 Move: 9
CHA: 7 XP Bonus: None

Armor: Plate
Weapons: Ancient sword with anti-chaos enchantment on loan from temple (+1
to hit creatures of chaos) [1d8] Sling [1d4]
Equipment: 6 torches, flint & steel, tinderbox, backpack, bedroll, waterskin, 1
week iron rations, holy symbol, portable shrine-in-a-box, 2 small sacks, 3 stakes
& mallet, steel mirror 10 GP Pouch & 20 stones

WAI Y Level 1 Magic-User


. From ancient civilization far away across the Sea of Calamites, feels sorry for

.. the shattered culture of the northerners and its pathetic remnants


Speaks the common tongue with nearly incomprehensible southern accent
Hopes to gain fuller appreciation of the arcane arts through immersion in
extinct beetle culture, which she admires passionately.

STR: 9 Age: 24
INT: 17 HP: 3
WIS: 9 AC: 8 [11]
CON: 12 SAV: 15
DEX: 13 (+1 to missiles, 1 pt. bonus to AC) Move: 12
CHA: 10 XP Bonus: None

Spells: 1 first level/day


Armor: None
Weapons: Dagger [1d4]
Equipment: 6 torches, box containing 3 enchanted matches (6” jet of flame
bursts forth for 30 seconds, 1d4 damage on a successful hit), backpack, bedroll,
waterskin, 1 week iron rations, 50’ rope, spellbook containing: charm person,
detect magic, sleep, magic missile, 24 GP

103
ADIX G: PGtD HAC

HA X Level 1 Fighter


.. Comes from a long line of Chaos-fighters

. Thirsty for victory, glory, mastery


Serious-minded student of ancient martial art that forbids the use of missile

. weapons, hopes (against hope) to improve constitution


Finds the purely platonic love and hound-like devotion of Krodok the woolly
Neanderthal useful if unseemly

STR: 10 Age: 19
INT: 12 HP: 5
WIS: 10 AC: 3 [16]
CON: 6 (-1 to hp) SAV: 15
DEX: 11 Move: 9
CHA: 9 XP Bonus: None

Armor: Plate
Weapons: 2H sword (1d10)
Equipment: backpack, bedroll, waterskin, 1 week iron rations, 2 flasks oil, 29 GP

“MAH” HANIGA Level 1 Fighter


. Somewhat disoriented by involuntary dimensional shift caused by mad

.. scientist in his pulp fiction home dimension


Remains heroic to the core, embodiment of dashing suavity
Speaks with mid-Atlantic accent like Cary Grant

STR: 17 (+2/+2) Age: 34


INT: 9 HP: 3
WIS: 7 AC: 7 [12]
CON: 9 SAV: 14
DEX: 12 Move: 12
CHA: 17 XP Bonus: 10%

Armor: Leather flight suit


Weapons: Twin 45s (8 shots each) d8 damage, rate of fire 2 (as per bows)
Equipment: Flask of cheap scotch, Jet pack (2 charges, as Fly spell), roll-under
DEX checks (d20) required for challenging maneuvers, DM determines bonuses
or penalties

104
P UFMAB

105
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of the Product Identity, and which specifically excludes the Open Game enforceable.
Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or 15. COPYRIGHT NOTICE
the associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
edit, format, modify, translate and otherwise create Derivative Material System Reference Document Copyright 2000-2003, Wizards of the Coast,
of Open Game Content. (h) “You” or “Your” means the licensee in terms Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
of this agreement. Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
2. The License: This License applies to any Open Game Content that Gygax and Dave Arneson.
contains a notice indicating that the Open Game Content may only be
used under and in terms of this License. You must affix such a notice to Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No “Swords & Wizardry, S&W, and Mythmere Games are trademarks of
other terms or conditions may be applied to any Open Game Content Matthew J. Finch,” and this work is not affiliated with Matthew J. Finch,
distributed using this License. Mythmere Games™, or Frog God Games.”

3. Offer and Acceptance: By Using the Open Game Content You indicate Operation Unfathomable, Copyright 2017, Jason Sholtis
Your acceptance of the terms of this License.
END OF LICENSE
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty free,
non-exclusive license with the exact terms of this License to Use, the
Open Game Content.

5. Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE


portion of this License to include the exact text of the COPYRIGHT NOTICE

106
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