Knockspell 05
Knockspell 05
Any mention of D&D or other trademarks is to identify of a set of rules that have no non-trademarked name. It is not to be considered “use” of
the trademark, nor to be construed as a statement of compatibility under the terms of the Open Gaming License
“DM,” and “D&D” are trademarks of Wizards of the Coast, Inc., and are mentioned without permission. This magazine is not affiliated with
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Copyright Matthew J. Finch, 2010-2011, all rights reserved. Copyright information on individual articles and artwork is included at the end of the
magazine.
Doug Rhea and his crew of henchmen do a great job,
and have had several “names” on hand each time.)
This issue of the magazine has been a long time I have been somewhat surprised to discover that
coming – so long, in fact, that many people have some enter an adventure run by a “name” looking for
been wondering if the whole magazine had been a glorious PC death. The Tower of Gygax event at
discontinued. The answer to that is a resounding GenCon is perhaps the most extreme example of this;
“Nope.” What happened to delay the fifth issue of the I have overheard players comparing notes on who
magazine wasn’t actually about the magazine at all; it killed whom. I even overheard one young man
had to do with the fact that I was transitioning the crowing that I had killed him five times in ToG. I
Swords & Wizardry game over to Frog God Games, must admit that the discovery, on my part, of this
writing the “Complete” version of the game, touching mindset threw me for a loop. However, it is cool. It is
up several of the old products into the Frog God supposed to be all about having fun, after all.
Games format, and writing new material to go along
with the launch of the Complete Rules. As a result, For myself, I would be trying to pit my skills and
the magazine got pushed to the side because of time game-play against the DM so as to survive, and
constraints. My bad. “outwit” the DM.
This issue #5 is in many ways a transition issue of the Having done several of these “one-offs” in the past
magazine. In the future, Frog God Games will be couple of years myself, I know that I am not nearly as
picking up a lot of the editorial burdens involved in hard on the PCs at a con, just there to have some fun,
producing the magazine. The effects of this, however, as I might be on players in my campaign. I have
don’t show in this particular issue, which I’ve edited debated the issue on Dragonsfoot; go more lethal or
myself, as well as doing the layout. not? I think I have found the right balance, but I am
never sure. I can run the same adventure twice with
There is one final change which loyal readers will two different groups and have one end up a TPK, and
note, which is that there aren’t any advertisements for the other succeed.
blogs or anything that isn’t an announcement of book
publications. That’s due to the requirements of I know that some sign up for this type of event
sending the magazine by media mail. If we have simply to study another DMs technique, and I
advertisements, the magazine isn’t eligible for media applaud that. All of us can learn from each other.
mail, which (in the USA at least) increases shipping
costs to the readers. The subject that came up most frequently in these
talks about convention adventures was the conduct of
Enjoy the issue, and look forward to more excellent the players themselves. I have seen what they were
issues in the future! grousing about, but I do not necessarily agree with
them. I will give two cases, but before I do, we need
Matt to remember how it was for us when gaming, and
RPGing, were new and wondrous.
Editor’s Note: This final point Tim raises in his editorial, about playing with kids at a convention, happens
(completely by serendipity) to be the perfect springboard into Bill Webb’s article about gaming with kids outside the
context of a convention.
Even better, it occurred to me that you can use a bag Vowels (A, E, I, O, U) 42%
This group of letters represents an encounter with
of Scrabble tiles not just to represent the monsters,
common thugs and mooks. If you' d like to spice the
but to generate the encounters, too. With a little
group up a bit, each letter can give a little clue about
experimentation, I created a system that allows me to
how the thugs are a bit different. For example,
pull tiles out of the bag, put them on the table, and
A=archer, E=experts (perhaps a bonus to hit or better
(with a little improvisation) have a unique encounter
weapons), I=infiltrators (bonus to surprise), O=oil
created for me.
throwers, U=uglies (extra tough – maybe maximum
hit points).
Here is how my system works --
T 6% Trick or Trap You can also use this approach to determine “non-
standard” encounters, such as the “On The Road”
[Blank] 2% table below. Feel free to adjust the nature of each
Wild Card - if you draw this, make something weird group to suit your needs. Looking at the percentage
or wonderful happen. chance for each type of encounter can be helpful
when planning these tables.
J, X, K, Q, Z 5%
Each is a unique one-off encounter (perhaps a trick or So, here are a few takes on using my system.
Low Level Encounters (Upper High Level Encounters (Lower On The Road
levels of dungeon) levels of dungeon)
AEIOU Goblins; O=oil lobbers; U=+2 AC Bugbears; A=have flasks of acid to Oncoming Caravan (letter
from better bits of armor/max hp'
s throw; I=weapons have spider venom determines wares) A=armor,
artichokes; E=elfin wine, smoked
eel; I=firewood, produce;
O=tomatoes, onions; U=clothing,
apples
LDR Hobgoblin leaders; D=uses giant Owlbears; R=has been fitted with Bandits
centipede poison on blade; R=has poisoned razor claws by wizard
light crossbow
WMC All are shamans; Apprentices - Wilfar and Webbly - 4th Wizard leader of the bandits and
W=Hobgoblin/cleric; W=Night level; Mox and Mix - 5th level; Charr his henchmen
goblin/wizard and Chill - 6th level (they are in
charge of keeping all the ' bears in
line)
H Ogre(s) Hill Giant(s) Harpies
V Worg(s) (trained by Ogres) Baalrog Vagabonds or Gypsies
Y Giant Centipede(s) (raised by Flesh Golem(s) Hydra (4-7 heads)
shamans)
F Firebat(s) Troll(s) Friendly Wanderer
P Piercer(s) Dopplegangers Patrol from local keep
B Ghoul(s) Adult Black Dragon Bear
G Gelatinous Cube Green Slime Griffons
N NPC Party (roll on subtable) NPC Party NPC Party
S Giant Spiders Shadows Signpost
T Magic mouth "Beware the crimson Magic mouth “Go back lest ye be Terrifying Purple Worm!
fountain" doomed”
J Giant Scorpion Ogre Mage Josper, a local farmer, found
unconcious at the roadside
X Strange sounds (roll on subtable) Strange sounds (roll on subtable) Wagon breaks a wheel
K Knockout Gas (save or sleep for 2– Falling block from ceiling (save or Fallen tree blocks the road
12 turns) crushed)
Q Quasit spy for wizard on lower level Quasit spy for wizard Rockslide
Z Zombies! Alcazzar the Archmage (has Quasit Zombies! (seriously – looking for
familiar) brains!)
I'
ve created a form that you can download, edit and Jim Pacek has been playing RPGs since the summer
print out. It'
s located at my blog of 1980 when a friend introduced him to the Red
carjackedseraphim.blogspot.com. It contains some Book edition edited by the late, great Tom Moldvay.
ideas about what the letters might mean in each of the He' s been creating his own world and DMing for his
groups. Feel free to adjust them as you see fit – they friends ever since. His Queston Campaign (he' s
are suggestions only. hoping to write a sourcebook about it soon) has been
running since 1983. He' s a latecomer to the OSR, but
Another way I use the tiles is for NPCs. I especially he' s enjoying all the creative ideas percolating
like the cardboard tiles for this purpose. I use the through the blogosphere. Jim is married to Jeanne,
blue ones for “good” NPCs and the yellow ones for has three stepsons and four grandchildren. Grandpa
“evil” NPCs (usually the minions of the master Jim runs the occasional game for friends and family
villain). I just draw a letter at random and then create (including two of the grandchildren - Matt has a
a name based upon the letter. Perfectly suitable for lizardman warrior and Maddie has a dire badger).
henchmen, hirelings and minions. Once a name is
established, I will avoid using that letter for other
NPCs of the good or evil variety.
On a side note, I was able to find a number of used Belfries that buckle against the moon totter,
word game copies at my local thrift store. Each box Caverns whose mouths are by mosses effac' d,
cost me only a couple of dollars. I was also able to And living to answer the wind and the water,
find a copy of the “classic wooden version” at a Only the lean cats that howl in the wastes.
neigbor' s garage sale for one dollar! The classic H.P. Lovecraft, The Cats
version has wooden tiles. The “junior” version has
thick cardboard tiles. There are several colors and
varieties. I know that there are at least two different
colors of wooden tiles and the two cardstock sets I
have are yellow and blue respectively.
Less than a decade ago, a town of hundreds on the
northern border was discovered to have been
devastated, its inhabitants frozen where they stood,
most of them gazing with lifeless, icy eyes towards
the sky as if in terror. Historians, hearing of the
tragedy, were forced to concede that the occurrence
may very well have been the work of a deity long
thought banished from the Earth, Ghola Hoon, the
Icy Darkness. Ghola Hoon was the patron of an
empire of great evil that had formed in the vast
jungles of the southeast, eventually falling as all
empires must, and had left little but a legacy of
nightmares behind.
! "
darkness may be looming on the horizon. So far,
investigations have led to three possible culprits: the
Temple of the Eye (a notorious assassins’ cult), the
By Al Krombach Circle of Bel’hain (a coven of dubious sorcerers and
witches), or a group of priests of Law recently
discovered to have been serving Chaos in secret. Of
Sword & Sorcery literature is rife with dark gods, course, none of these may be responsible, and the
malicious cults, and the forgotten patrons of fallen true culprit may remain safely in the shadows.
civilizations. Incorporating such entities into a
campaign is a great way to help engender an Recently, potions have appeared in underground
atmosphere of dread and uncertainty, as well as a markets referred to as the “Essence of Hoon”, a
sense of age and ages past. nectar that, once imbibed, allows the user to see in
darkness, move freely through webs or other
As cults and civilizations rise and fall, so to do the impediments, and act as if hasted, for 1d6 turns.
gods they honor. Busy, bloodstained altars are broken Whether these potions actually have anything to do
and buried, burned and forgotten. The chants of the with Ghola Hoon, or are merely an attempt to
fanatic clergies and ardent worshippers die out, capitalize on the lost god’s sudden notoriety is not
existing only in the echoes of ghosts in long known.
abandoned galleries. Vast libraries of dark knowledge
and baleful wisdom are destroyed, lost to the Rumor: The staff of the Great Library was recently
unrelenting erosion of time. found murdered, and only a rare book detailing the
Jungle Empire was discovered to be missing. Also, a
Or so civilization would like to believe. shop on Rutting Street is supposed to have three vials
of “Essence of Hoon” for sale.
Sometimes, a seed of evil remains: a faint pulse of
dark malice that squats, maundering, in subterranean
vaults or ivy-choked ruins. Rumors and hints of vast
power remain in dusty archives and histories, ready
to ensnare the greedy and tempt the weak-minded Grombe the shapeless is a terrifying dark god who
into plumbing secrets best left undisturbed. And has existed on the mortal plane for countless
when the rotted log is pushed aside and the fat grubs centuries. Once possessing its own form, the god was
of forbidden knowledge and diabolical ambition vanquished by a hero of Law, and now only its
wriggle into the wrong individual’s path, a new priest formless spirit remains. If the secret rites and
rises. And so a cult is reborn; and if the conditions sacrifices are performed, Grombe may be summoned
are right, and the proper rituals observed, so too the and take possession of the flesh of its summoner.
dark gods themselves. Through history, many horrific villains are suspected
to be nothing more than hapless fools who were
This article presents six foul deities to drop into your unwise enough to call up the Shapeless into
campaign. themselves.
Rumor: A rune-inscribed iron gate of indescribable
Some mortal oracles and fortune-tellers flirt with cold has been discovered in the dungeons beneath a
disaster by attempting to summon Grombe into ruined keep. Any who dared touch the gate were
themselves only temporarily. Drums, chanting, and a driven insane. Also, a spy captured in the city
circle of true believers are usually necessary to barracks was discovered to bear the mark of the
perform such a feat successfully, though it rarely pitchfork branded into his chest.
works as planned. Sometimes, an oracle will awaken
days later, their hands and clothes smeared in blood, ! ! "
with no memory of what has transpired.
When mankind first came to these lands, they
Two black sapphires are known to exist, called by
sometimes stumbled across the deserted cities of a
scholars “the Eyes of Grombe”. If such a gemstone is
long-dead race. Scholars are unsure as to what
possessed by an individual, they function as a
brought about the downfall of this enigmatic people,
character of one level higher. It is not known if the
but they seem to have been dedicated to the worship
possession of one of the eyes increases the chances of
of a foully countenanced, toad-like deity always
drawing the dark god’s attention.
represented by statues of dull gray stone. Naturally,
the apparent dominance and opulence of this long-
Rumor: The chief seeress and matron of a clan of
gone race appeals to men of a certain unhealthy
wandering dervishes has turned to cannibalism. She
ambition, and so the worship of F’hluang F’ghoh
sends her agents out each night to procure her feast.
occasionally rises from obscurity to grow like a
Nonetheless, the authorities ignore her crimes
cancer upon civilization.
because she is in high demand by the local nobility.
Also, a visiting merchant is claiming to possess a
Worshippers of the Gray Toad report strange trances
book of potent Grombian prophecies.
and hallucinations of a bygone age, and are capable
of acts of great cruelty. Secret shrines to the Toad are
usually to be found deep underground, in caves or
dangerous dungeons. Most alarming to scholars,
however, is that the worship of the Toad is to be
found in almost all lands of the Earth, from the
Karkeros is among the most savage and cunning of
lowliest tribe of savages, to the highest courts of
the dark gods, and is worshipped by those who find
civilization. As the main tenets and beliefs are
such qualities desirable. Karkeros is typically
transmitted through whatever group hypnosis and
depicted as a fifteen foot tall ape-like humanoid with
hallucination the worshippers undergo, their motives
black eyes and dark reddish fur. Great tusks sprout
and designs are often only vaguely decipherable.
from his jaw, and spiraling, ram-like horns jut from
his head. When Karkeros speaks, his voice resonates
Clerics who worship the Gray Toad can often use
in your ears and in your mind at the same time.
spells normally associated with Magic Users, such as
spells of illusion or enchantment. Small statues of the
Historians claim that Karkeros was summoned up
Gray Toad have been circulated as items that bring
from a black pit of hell to do the bidding of an evil
great luck, but apparently bring only madness.
overlord. In the end, the dark god turned on its
master, and walked the earth spreading chaos and
Rumor: The head of the local Thieves’ Guild is never
death wherever it went. After some few centuries of
to be seen without his hideous statuette of some
terror and woe, the god was, at last, imprisoned out of
abominable toad-demon clutched to his chest. Also, a
time behind an impenetrable gate of rune-inscribed
ship recently drifted into port with all hands missing
iron. It is said that the worshippers of Karkeros can
save one, a maddened fellow who will do nothing but
still draw power from the slumbering tyrant, and
chant “F’hluang F’ghoh Gh’nang! F’hluang F’ghoh
some wish to free it from its arcane prison.
Gh’nang!”.
The faithful of Karkeros allow themselves to be
branded with the sign of a three-pronged pitchfork. A
few more privileged acolytes are given iron collars,
symbolizing their servitude to the Tyrant of the Pit.
The collars radiate unnatural heat, but impart to the
wearer a +2 bonus to Armor Class, as well as a
resistance to non-magical fire.
# priests would perform still darker rituals. As the
barbarian tribes gradually settled the lands they
$ " % " conquered, new gods and religions were adopted, and
the worship of Thraldur fell from favor. Eventually,
One of the so-called Old Religions, the worship of the worship of the Eyeless King was outlawed, and
Peyleyra is mercifully uncommon, though shrines the few remaining enclaves of worship were violently
consecrated in her name are not. Any pool of water, rooted out and destroyed.
fountain, well, spring, or cistern may have been a site
of sacrifice, intentionally or not. Believed to be a And yet, the cult has somehow managed to survive
daughter of the Earth itself, Peyleyra lurks in the through the ages. At first just a few casual traditions
silent waters beneath, especially favoring those were observed, usually by professional soldiers and
waters which have never seen the light of day, and bandits; a way of attempting to ward off the dangers
the frozen, salt-rimed coastlines that have never inherent in such careers. Eventually, those with
known warmth. enough resources, and enough curiosity, began to
uncover more and more of the banned cults rituals
The cult of Peyleyra has never had a formal order of and tenets. Thraldur’s most fanatic followers are
priests, rather the occasional individual thirsty for the berserk in battle, wielding the holy axe and spear, one
power that comes from the favor of a dark god, and in each hand, as the god’s bloodlust overcomes them.
willing to perform the uncouth sacrifices necessary to A few priests have apparently managed to recover a
obtain such power. The most precious sacrifice that cache of rune-carved “Impaling Spears”. These
can be offered up to Peyleyra is a young maiden spears are +2 magical weapons, and do an additional
deliberately drowned in cold, dark water. 2d6 points of damage if a natural 20 is rolled to-hit.
Worshippers of Peyleyra may be found among the
noble houses of decadent cities, among the greediest Rumor: A company of mercenaries in the Baron’s
of merchants, and among certain more sociopathic employ carry a standard depicting a crossed axe and
orders of druids. spear. Their captain is said to have an unquenchable
thirst for blood.
Those making the proper offerings and obeisance
may harvest the Hair of Peyleyra, a thick black
seaweed that, when ingested, allows one to breathe
underwater for 1d6 hours.
Rumor: Once a month for the last four months strait, Blog Focus
the bloated body of a drowned maiden has been Beyondtheblackgate.Blogspot.com
pulled out of the capitol’s reservoir. The last maiden
was of noble blood. Further, a new dancer has been Al Krombach’s Beyond the Black Gate blog is one of
appearing at the Silk Lantern, who is said to be the the most popular blogs in the out-of-print gaming
mirror image of the Drowned Goddess. community, most likely because he tends to offer
very little in the way of chatting and commentary,
and lots and lots in the way of resources. It doesn’t
matter whether you’re playing AD&D, OD&D, Basic
D&D, a retro-clone – or frankly even if you’re
As the first great civilizations began to decline and playing a much more modern set of fantasy rules.
fall, vast hordes of barbarians swept down from the What makes Al’s blog such a powerhouse isn’t based
icy northern forests to prey on the remains. With on any particular set of rules; viewed as a whole, it’s
them they brought their darkest god, Thraldur the a phantasmagorical offering of sword & sorcery
Eyeless. The great totems depicted him as a grasping, ideas. They’re almost always presented in terms of
emaciated old man, his hair and beard choked with gaming – you aren’t left with the feeling that the blog
icicles, and his eyelids sewn shut with rawhide is about fiction first and gaming as an afterthought.
stitching. Thraldur was a hungry god, only Al’s article on Dark Gods is an excellent example of
temporarily lifting the many dooms placed upon his what you tend to encounter when looking through the
worshippers if properly sated with the blood of posts in his blog. There’s layer upon layer of this
innocents. kind of mosaic-tile imagery – the pure substance of
swords & sorcery as a genre. As a game master or
Impaling was the preferred method of sacrifice, and referee, if you haven’t taken a look at Beyond the
the fat, weak cities of crumbling empires provided Black Gate, you’re missing out on a phenomenal
many trees for the god’s “sacred groves”: vast forests creative kick-in-the-butt.
of writhing victims. Usually these “forests” were
centered about a natural cave or ravine, where the
# $ ARMOR PENETRATION
Crossbows, maces, morningstars and warhammers
# % &
are designed to pierce heavy armor or negate its
effectiveness to defend against a blow. I define
“heavy armor” as plate mail or greater protection.
By Robert Lionheart When deciding if a particular monster is heavily
armored, rely on your physical description of the
Weapons do 1d6 damage in the White Box edition of beast. Dragons are famous for scales hard as steel,
Swords & Wizardry. so that’s an easy call. Weapons specifically designed
I absolutely love this rule! Instead of looking at to penetrate armor receive a +1 “to Hit” bonus
weapons simply for their maximum damage, we can against foes in heavy armor.
consider their other qualities. I hope this article adds
more interesting options to your adventurer’s choice The flail is a special case. Flails do not have noted
for best death dealing. penetration, but are designed to ignore shields.
Against opponents with a shield, the flail gains a +1
These house rules have been inspired by many “to Hit” bonus.
sources, including the Gygaxian Weapon vs. Armor
tables, Philotomy Jurament‘s most excellent website, CLOSE COMBAT & OFF-HAND WEAPONS
Akrasia’s fighting styles article in Knockspell #1, Short impaling weapons are best when fighting in
along with forum discussions and drunken boffer tight quarters or when grappled. Attackers using
fights. These house rules were playtested extensively anything other than fists, daggers and short swords in
with Swords & Wizardry White Box, but they can be these circumstances should suffer at least a -1 “to
easily converted to your favorite old school game. Hit” penalty.
&' &( ) * ! + When fighting with two weapons, daggers, hand axes
and short swords are good off-hand choices. I
*, , # & ,- ( ) * & suggest the two-weapon fighting style grants a +1 “to
In White Box, one six-sider represents the base Hit” bonus because the primary weapon is usually the
damage of all weapons. Daggers and short swords do aggressor while the off-hand weapon is used for
1D6-1 and two-handed weapons such as battle axes, feints and parrying. At the referee’s discretion, the
pole arms and great swords do 1D6+1. In my own warrior may instead make two separate attacks, but
campaign, wooden clubs and walking staves do 1D6- with a -4 penalty to each roll.
1 damage. I also limit slings to 1D6-1 since rocks are
free and they are the only ranged weapon that does Another consideration regarding close combat
blunt damage. weapons is their lightness, quick recovery and ease in
maneuvering. The referee may wish to allow
If the damage is identical, what makes a sword Fighting Men to substitute their Dexterity bonus
different than spear? Why use a hammer instead of a instead of their Strength modifier as a “to Hit” bonus
battle axe? The answer is found in the different when using daggers and short-swords.
characteristics and tactics the weapon was designed
to achieve. Some weapons are better at penetrating DOUBLE HANDED CONTROL
heavy armor, others for breaking shields, and a few Large weapons like pole-arms and great swords must
for taking down charging cavalry. Here is a list of be gripped with both hands to wield effectively.
basic qualities: Their hefty weight earns them extra damage.
However, certain long hafted melee weapons have
• Armor Penetration the option of being used two handed to achieve
• Nocked & Readied greater control. Flails, spears, swords and war
• Set vs. Charge hammers are particularly well built for 2H control.
• Close Combat & Off-Hand A look at medieval texts and museum pieces reveals
• Parrying Blade that this long haft is the general difference in the
• Social Issues construction of the mace versus the warhammer.
• Double Handed Control
• Reach By foregoing a shield, a warrior can double hand his
• Thrown Weapon weapon to gain a +1 “to Hit” bonus with his attacks.
• Great Weapon In campaigns where small folk like gnomes need
• Reliability both hands to use anything larger than a dagger, they
would not gain this bonus.
• Utility & Tool-Usage
additional -1. Remember that some monsters can
GREAT WEAPON parry as well.
Great weapons are large versions of melee weapons
that require both hands to wield effectively. The REACH
vast litany of pole-arms and pole-axes fit this Longer weapons allow the attacker to harm their
category. Two-handed swords include the famous opponent from a slightly safer distance. A dagger
Scottish claymore, the Arabian sham-sheer and the has a short reach. Spears and pole arms have a long
samurai’s no-daichi. A two-handed mace is often reach. Most other weapons have a medium reach.
referred to as a maul and a two-handed spear is Comparatively, small monsters generally have a short
sometimes called a pike. According to the White reach, medium sized monsters have a medium reach
Box rules, all great weapons do 1D6+1 damage. and large monsters such as ogres have a natural long
reach. The referee should consider a -1 “to Hit”
In gamer math, the +1 damage bonus is not as penalty whenever an attacker with a short reach
valuable as the +1 AC lost from not using a shield. weapon strikes against an opponent with a long reach
Also, in close quarters, great weapons are difficult (or weapon. Thus, gnomes with kitchen knives are not
impossible) to use. Thus, great weapons are often the most effective defense against rampaging ogres.
seen as poor choices. To avoid this perception, I
have experimented with giving great weapons either Traditionally, reach weapons have also allowed
a +1 “to Hit” bonus or increasing the damage bonus attackers in the second rank of battle to deliver melee
to +2, depending on the type of weapon. attacks, thus making hired spearmen worth their
weight in gold.
Knockspell author Philotomy Jurament has an
interesting option for great weapons as discussed on The downside of reach is the lack of maneuverability
his website. You roll 2D6 and keep the higher die with large weapons in tight quarters. In small
roll. This is a good method to increase damage, spaces, the dagger is king. Consider a -1 “to Hit”
while avoiding the number bloat that results from too penalty for attackers using reach weapons in arenas
many bonuses. If you enjoy this option, I suggest where there is little room to maneuver. The referee
using it with large monster attacks as well. Most will have to decide if the small space makes the use
importantly, if you want to see more 2H weapon of pole arms impossible, or just doubly penalized.
usage in your campaign, include a magical one in the
next treasure horde. Nothing changes minds faster
than a Vorpal Polearm! RELIABILITY
Some weapons are inherently sturdier than others.
NOCKED & READIED Maces are difficult to break, while staves and spears
An advantage enjoyed by bows and crossbows is they are vulnerable to snapping. Consider a -1 penalty for
can be held in a ready position that only requires a Break Weapon attacks (see below) against sturdy
flick of a finger to deliver death to the target. A weapons and a +1 bonus against weak weapons.
nocked arrow or readied quarrel could be shot before Metal shields are automatically considered sturdy.
Initiative is rolled in the first round of combat. The
referee may consider this a “wild shot” and negate What about weapons made of stone versus steel?
any “to Hit” bonuses because the archer has no time Shark-tooth swords and
to aim. The downside of nocking an arrow is that if obsidian knives can inflict the same damage as their
the archer is surprised or somehow lose their grip, iron or steel cousins. However, they are easier to
that arrow is going to launch. I love friendly fire! break. When a bone or stone weapon is targeted,
grant a +1 Break Weapon bonus to the attacker. In
PARRYING BLADES primitive campaign worlds, metal weapons may be
Defenders are assumed to be actively parrying considered quite special. If stone and bone is the
attacks. However, sometimes a character may forfeit baseline technology of the setting, iron weapons
his entire action to concentrate on knocking away would gain a strong social quality and be considered
incoming attacks, sometimes referred as total extra sturdy by comparison.
defense. Melee attacks against the parrying defender
suffer a -2 “to Hit” penalty. At the referee’s SET & BRACE VERSUS CHARGE
discretion, at higher levels the defender’s BHB could Spears and pole arms are excellent weapons against
act as the “to Hit” penalty against incoming blows, cavalry and rampaging beasts. These long impaling
reflecting the greater skill of the warrior. Among all weapons can be braced and set against incoming foes.
weapons, swords are the best for parrying. Parrying Any opponent who charges a defender who has set
with a sword increases the attacker’s penalty by an and braced suffers an immediate attack and if
successful, that attack delivers double damage. Or
instead of double damage, consider rolling two dice The cost of a modified weapon should be at least ten
and keeping the higher roll. times the base price of the weapon for each new
quality. Here is a list of Master Craft qualities:
SOCIAL CONSIDERATIONS
Depending on the campaign setting, referees may • Balanced
wish to consider social reactions by NPCs based the • Extra Heavy
weaponry carried by an adventurer. Swords have • Serrated Blades
traditionally been associated with nobility. Not • Composite Bow
surprising since swords are crafted from iron or steel, • Hilt Basket
resources much more expensive than wood. Spears • Spiked
are the weapons of militias, savages and guards.
• Double Weapons
And in many fantasy adventures, carrying a mace
• Hooked
usually means you are a cleric!
• Unique
Polearms, flails and crossbows are clearly weapons
BALANCED
of war, certain to get a second look by the town
Craftsmen can forge weapons to be perfectly
watch. In many circumstances, a dagger’s easy
balanced, making them easier to wield and more
concealment trumps all other qualities. Swords also
accurate when thrown. Perfectly balanced daggers,
gain an additional social status if they are only
spears and hand axes gain a 20 foot range increment.
magical weapons capable of sentience. Such would
The referee may consider allowing Fighting Men to
hold their place of honor above all other implements
add their Strength bonus to damage when throwing a
of war.
balanced weapon.
THROWN WEAPON
COMPOSITE BOW
Technically, any weapon can be thrown. Daggers,
A bow may be made from composite materials, such
hand axes and spears are aerodynamic and enjoy a 10
as laminated woods, sinew and bone that strengthens
foot range increment. As much as I love hurling
the bend and pull. A composite bow gains an
swords and maces, I limit all other weapons to a 5
additional 10 foot range increment and powerful
foot range increment when thrown.
warriors can add their Strength modifier as a damage
bonus. In some campaigns, this technique may be a
UTILITY & TOOL USAGE
secret of the elves, and thus the power of their
Some weapons are also capable tools. Axes and
legendary bows. Or these may be known as “strong
warhammers can take down stuck doors and
bows” akin to the myth of Odysseus where only those
barricades where even a magical sword would be
of great muscular prowess even have a chance to pull
useless. Spears are excellent for poking and
the bowstring.
prodding anything suspicious. An oak staff is an
innocuous walking stick. A dagger doubles as the
DOUBLE WEAPONS
key utensil at most meals. Just try carving a turkey
Swords with two blades are just silly…unless the
with a katana!
blades are lasers and the wielder has horns.
However, in a world where undead skeletons are
"# $ % & ' " resistant to cutting and slashing, it may make sense
( "% ' $ for a dwarf to forge an axe-hammer that combines
Few blacksmiths have either the time, training or both a heavy blade and the flat smashing head. This
alchemical knowledge to become true weapon category could also include staves with a hidden
smiths. But some masters do exist. The reputation spike or blade that could deployed as a spear or even
of Toledo steel, the vengeful swords of Hattori- pole arms that can be broken down into interlocking
Hanzo and the legendary tales of elfin longbows parts for easy carrying.
among many other stories will cause players to seek
out their own special weapons. EXTRA HEAVY
The great weapon versions of flails, maces,
Uniquely crafted weapons are great fun, especially in morningstars and warhammers can be made extra
low magic campaigns. An innocuous +1 bonus in heavy, akin to something used by an ogre or giant.
Swords & Wizardry is notable bump, and thus the Extra heavy weapons receive an additional +1
referee is encouraged to carefully weigh these damage bonus, but attackers suffers a -1 “to Hit“
concepts before adding them to his game. penalty because of the unwieldiness of the oversized
warhead. Extra heavy weapons must be used two-
handed. Referees may disallow the use of extra
heavy weapons unless the Fighting Man has # ( )" * " "( +! ) " ' ,
extraordinary strength.
- " "# $
HILT BASKET $ ( ! $
The hilt basket is a popular addition to expensive
Every weapon is designed to damage the opponent.
swords. The curved metal protects the swordsman’s
However, some weapons have additional qualities
hand and adds bone-crunching effect to his punches.
that make them excellent tools to achieve certain
Tactically, the wielder can parry more aggressively
effects in combat. The three main special attacks
knowing his hand is safe. A sword with a hilt-basket
are Disarm, Break Weapon and Knockdown.
delivers 1D6-1 punches and are excellent for
subduing attacks when you want that guard alive.
Making attacks against a foe’s weaponry or their
The referee may also consider an additional Parrying
balance is more about the luck and skill of the
bonus.
attacker than the defender’s AC. Instead of making
any attack rolls, I suggest using the highly versatile
HOOKED
Saving Throw system instead. Since the tricks of
Flails, pole-arms, spears, and staves can be attached
battle are the domain of Fighting Men, I grant them a
with curved hooks to catch at the opponent’s
+2 bonus to these special attack saving throws in
clothing, armor or weapons. Hooked weapons
addition to either their STR or DEX bonus. Whether
receive a +1 bonus to Disarm and Knockdown
or not dwarves, elves or gnomes also receive this
attempts (see below).
bonus depends on the referee. I know the excellent
saving throws of clerics make it appear they can
SERRATED BLADE
succeed at these maneuvers at equal or greater odds
Axes, pole arms and swords can be fitted with
than a Fighting Man. This is fine. Friar Tuck would
viciously sharp serrated blades. These weapons
be proud.
receive a +1 damage bonus because the deep ridges
rip into the opponent. Saw-tooth blades have poor
Of course, the individual situation may create
armor penetration and are easily broken. Against
modifiers to this roll. Certainly these tricks are going
any breaking attempt, a serrated blade is considered
to be more difficult against an opponent of higher
weak. Also, when used against a heavily armored
skill. I suggest -1 penalty per 4 levels or HD above
foe, the attacker suffers a -1 “to Hit” penalty.
that of the attacker. Of course, the flipside bonus
versus lower skilled opponents should also be used.
SPIKED
That’s how the Lancelot disarms overzealous palace
Long vicious spikes can be built into clubs, mauls
guards instead of killing them when he visits
and warhammers. The spikes do not necessarily
Guinevere.
increase damage, but the weapon now delivers both
impaling and crushing damage which may be
At the referee’s discretion, a thrown or fired weapon
important versus some creatures. Spiked clubs are
can disarm, sunder or even trip at range. While this
cheap and nasty weapons that do a full 1D6 damage.
may appear overly cinematic, the ancient Franks
A spiked mace is called a morningstar.
were renown for hurling axes (the francisca) at the
start of battle to shatter their opponent’s shields.
UNIQUE
Unique weapons are those rare works of perfection
DISARM
that mark the masterwork of a renown craftsman.
Disarming is knocking a weapon or shield out of the
Just like DaVinci painted only one Mona Lisa, such a
hands of an enemy, leaving them defenseless. It is
weapon marks a lifetime achievement, not something
harder to disarm someone using either a shield or a
easily duplicated. These unique non-magical
two-handed weapon. Consider a -2 penalty for these
weapons gain both a +1 “to Hit” and +1 damage
attempts. Disarm attacks might also be used to
bonus. Such weapons would sell for a hundred times
knock helmets off heads, snap off amulets or cut
or even a thousand times the basic price, depending
purse strings.
on the rarity of magic items in your campaign.
Swords are easily the best weapons for disarming
foes. The swordsman’s ability to lunge, cut, thrust
and suddenly twist make defending against disarm
very difficult. Swords receive a +1 Disarm bonus.
In Ruins & Ronin, chain weapons such kusarigama,
kyoketsu shoge and nunchaku are also ideally suited
for disarming.
BREAK WEAPON ' " " -* %
Both fantasy literature and museums are strewn with
broken hafts and snapped blades. Breaking a ( ' # * )( " ) $
weapon is choosing to attack the weapon or shield of
your foe, instead of your opponent’s body. Axes are As much as Old Schoolers love simplicity, some of
best built for shattering, their chopping edge makes us enjoy complicating our games. Here is the Master
quick work of shields and spear hafts. Axes gain a Table of Basic Weapon Qualities.
+1 bonus when making a breaking attack.
The surviving village leaders, fearful of what this The people of Tellim are on edge; they have been
terrible force might wreak on the townsfolk forced to surrender many of their children and much
immediately obeyed the Mountain God’s pilgrims. of their livestock and money to this new, so-called
The strongest and best mountain ewes and rams were god on the mountain. They want little trouble, and
gathered up. Terrible levies were put upon every the priesthood of this new “god” is fanatical about
villager; the town treasury was sent northward – but not raising their deity’s ire. The new priesthood is
even worst, the fairest and finest of the village youths comprised of a level 3 cleric and two acolytes (first
were hauled away as well in an attempt to appease level). All wield maces and carry shields. They have
this wrathful new god! taken over the old temple, but tokens of the new god
now adorn it. These symbols depict a blue-white
But while the mightiest of the village may have been starburst representing the sudden cold the god seems
struck down by some dark power, some of the able to mete out. They are not evil per se, but are
townsfolk sent word out to the lowland cities, driven by a fanatical devotion to the new god so as to
spare their people any further hurt. If approached by 3. Inner Sanctum
adventurers and told about the mission to depose the This is a largely bare, 30ft broad hall. Old sculptures
new god, the town militia may be called upon to eject have been removed; any painting or decoration here
the “meddlers” from the town (or worse). Most town has completely faded away over time. A discolored
militia fight as normal men, with clubs, knives, and stone can be seen on the curved northern wall.
the like. A few (ten out of the thirty or so) are armed
with swords and equipped with shields. This group The stone is an easy-to-spot concealed doorway that
fights as level 1 fighting-men and will be the first leads deeper within the temple.
responders in the event of trouble…
4. Readying Chamber
Otherwise, as noted, the villagers simply want as This is the readying chamber of one of the priests of
little trouble as possible. the new god. He is here meditating, and can observe
the outer temple through a mesh screen in the secret
You may wish to employ random outdoor encounters door that opens there. He is accompanied by four 6th
during the climb to the temple, which will take level fighting-men (AC 2, HP 28, 27, 30, 21), all of
approximately one day (sun-up to sun-down). whom wield swords. The priest is but a 4th level
cleric who will direct his bodyguard to attack while
MAP KEY he uses spells. Each fighting man carries 1d10 gold.
' 3 0 $ 56 #
Convention Announcement
NTRPG Con
The 3rd annual NTRPG Con will take place June 2-5 in Irving, TX (same location as last time, the Staybridge
Suites). NTRPG Con is the south'
s premier old school con, focusing on pre-2000 RPGs of all types, particularly
D&D in it's many forms. No card games, no board games, no 4e, etc. Only OOP or old school oriented games need
apply!
This year we will award the first ever Three Castles Design award for achievement in RPG design. The statuette is
stone cold gorgeous! We have had some great submissions this year and we are still going through them.
Doug and I have discussed giving out an annual NTRPG Con award for best release at the con itself. Basically, any
adventure released at the con for the first time will be eligible. We need to work on it a bit more but it looks like
we'll take votes on all submissions and give out the award sometime at the end of June, to be awarded at the next
year's con.
Reminder that registration for events goes live midnight April 15th....as some of you know events fill up VERY fast,
especially premium events.
Home Page for the Convention:
http://ntrpgcon.com/
% ' (
% ' (
By Jason Sholtis, Illustrated by John Larrey and Jason Sholtis
A Swords & Wizardry (Core or Complete Rules) one-off adventure for 4-6 1st level characters
• Sword +1
• 20 arrows +1
• 3 healing salves (1d4+1)
• 1 potion of invisibility
• Ancient charms vs. Chaos (grants bonuses
as protection from evil to the wearer)
• Stone cloaks: provides camouflage (+1 to
any checks)
• Wand of Magic Missiles: fires 2 magic
missiles per charge, 5 charges
Professor Gormontine
Dr. Thontorius
3. Sorcerer’s expedition: Solgum the Resplendent, Solgum (MU 6): HD 6d4; HP 14; AC 2 [17] (bracers
an on-the-rise mage who takes a great deal of pride in of defense); Atk dagger +3 (1d4); Save 10; Move 12;
his personal appearance, seeks the Null-rod for his AL C; Spells: 1: charm person, shield, detect magic,
arcane collection. Like the adventurers, he got wind sleep 2: mirror image, ESP 3: lightning bolt, haste
of Eyraen’s folly and has come to loot while the Equipment: bracers of defense AC 2 [17], potion of
looting’s good. Solgum and his amphibious crew flying, dagger +3, scroll with the following magic
entered the Underworld an hour or so ahead of the user spells: hallucinatory terrain and dispel magic.
adventurers using the same entrance. He seeks to
avoid confrontation whenever possible (lest he Newt-men (4) (see New Monsters): HD 1d4hp; HP
unnecessarily soil his fabulous garments), using his 4, 4, 3, 2; AC 9 [10]; Atk; short sword (1d6); Save
scroll of hallucinatory terrain to obscure his party 16; Move 12; AL C; CL/XP: B/10; Special: take
from view when forewarned of danger. While as evil double damage from fire, heat.
as can be, Solgum is not unreasonable, and could
enter into a very temporary alliance with the Lizard-men (2): HD 2+1; AC 5[14]; Atk 2 claws
adventurers, should the opportunity present itself. (1d3), 1 bite (1d6); Move 6 (Swim 12); Save 16;
CL/XP 2/30; Special: Breathe underwater.
4. Thrantrix the Ineffable: Wandering Horrors:
A demigod freshly born of Primal Chaos, Thrantrix
still experiments with the universe around her, 1. Mind-bats (1d4): (See New Monsters)
seeking to understand her own power and place Mind-bats: HD 2; AC 6[13]; Atk 2 claws (1d6
within the cosmos. Like most of her kind, her each); Move 14; Save 17; AL N; CL/XP: 4/40;
colossal ego cries out for approbation, and the Special: Flight, stun power (save at +2 or be
worshipful acknowledgement of her innate unable to act for 1d4-1 rounds).
superiority, by lesser beings. Now, her ranging
consciousness has detected the recent distress of 2. Giant centipedes (1d4): Adapted for life in the
fellow demigod Shaggath-Ka. Sensing weakness, Underworld, these creatures, approximately 3ft long,
Thrantrix makes her way to the Worm Sultan’s lair are scavengers as well as hunters of small prey,
where she hopes to destroy her rival and lay claim to Giant Centipede (small, non-lethal): HD 1d2hp;
his flock. In so doing, Thrantrix has found herself AC 9[10]; Atk 1 bite (0 + poison); Move 12; Save
frequently distracted by the wonders so plentiful in 18; CL/XP 1/15; Special: non-lethal poison bite
the depths. If encountered, Thrantrix appears as a (+4 save).
writhing ball of snakes suspended 6 feet in the air,
exuding an eerie yellow luminescence and addressing 3. Fire-bomb Beetle (1): (See New Monsters)
all that moves with a booming basso voice. She Fire-bomb Beetle: HD 2; HP 13; AC 5[14]; Atk 1
demands praise, worship, and unquestioning bite (1d4) and firebomb; Move 12; Save 17; AL N;
obedience from all she encounters and will settle for CL/XP 3/60; Special: Firebombs (1d6 damage,
nothing less. Only by speedy retreat can characters range 30ft., 10 ft. radius burst, save for no
hope to avoid either her service or her wrath. Her damage)
personality still being a work in progress, the
Ineffable one remains a bit unintelligible in 4. Flaming Hounds: Only the insanity of unchecked
conversation, inexperienced in the subtleties of chaotic influence over living matter could produce
communicating with beings of lesser cosmic such a senseless mockery of natural processes. A
enlightenment. Indeed, Thrantrix still attempts to pack of 12 wild dogs following a blood trail into the
command praise from unintelligent creatures like Underworld have undergone a shocking
giant centipedes, blasting them to smithereens when metamorphosis: where once lush fur sprouted from
they fail to fall to their many knees. If the adventurers their skin, tongues of flame now blaze forth, fanned
find themselves in her service, whether willfully or by their panicked stampede. The pitiable creatures
by means of her geas power, she will command them have no plan or purpose, only blind flight from an
to locate the realm of Shaggath-Ka while she attends uncanny fate they can never outrun. Unless engaged
to other business, and to return to her with the precise by the adventurers, the pack will pay them no notice.
directions (Thrantrix claims any space she occupies Should they be attacked, the creatures seek to vent
as sovereign territory, regardless of where she is their rage and terror upon their perceived enemy.
encountered). Should the adventurers accomplish
this, Thrantrix will order them to herald her arrival in Flaming Hound Pack (12): HD 1; HP 8, 8, 8, 7, 7,
the realm of Shaggath-Ka; and to watch and bear 6, 6, 5, 5, 4, 3, 2; AC 6 [13]; Atk: 1 bite (1d6+1d4
witness as she attempts to assassinate the weakened fire damage); Save: 15; Move 14; AL N; CL/XP
Worm Sultan. The ensuing chaos should provide 2/30; Special: Fire damage from bite (1d4).
plenty of opportunities for player-driven
improvisation. Thrantrix has no knowledge of the 5. Bewildered Martian ape: This huge, white, four-
Null-rod, but will shrink from the relic if it is armed simian, somehow transported from his native
brandished at her. dimension, charges along the main passages in a
desperate panic to find some means of escape,
Thrantrix the Ineffable: HD 20; HP 99; AC: 0 checking side caverns as he goes. If encountered in
[19]; Atk: 2d6 bites (1d10+ poison; save or be close quarters, the creature will violently lash out at
instantly liquefied); Move 12; Save 3; AL C; anything between it and an exit.
CL/XP 25+/5300+; Special: +1 or better magic
weapon to hit, regenerates 3 hp/round, immune to Martian Ape: HD 10 HP 45; AC 6 [13]; Atk: 4
poison and mind-control spells, spell-like abilities arms (1d6 each) and 1 bite (1d10); Save 5; Move
(each usable once per day): charm person, all 12; CL/XP 11/1700; Special: None
detect spells, ESP, fireball (x3), polymorph self,
geas 6. Hrrk and Krrgh, Twin Princes of the Magmen:
Traveling on diplomatic business further north, the
twins have no time for amusing diversions such as
slaughtering parties of first-level characters.
However, their very proximity is a danger, with MAP KEY
radiating body heat inflicting 1d6 damage to the
lungs and exposed skin of anything passing within 10 That a very powerful party of adventurers recently
feet of the creatures. They can be heard approaching passed through this region of the Underworld is
(unless the adventurers are occupied by something evident, owing to the remains of several terrors fallen
like a noisy battle) due to their thunderous footfalls before their swords and spells. Following this trail is
and buoyant conversation regarding social affairs at vital, representing the only real chance of fledgling
the molten center of the world. adventurers achieving their aims and returning alive.
Players who choose to move off of this relatively
Hrrk: HD 12 HP 60; AC 2 [17]; Atk: 2 fists obvious path or proceed down passages leading off
(2d10+1d6 fire damage each); Move 10; Save 5; the map will hopefully realize their mistake before it
AL N; CL/XP: 13/2300; Special: 1d6 damage to is too late.
any within 10 ft, save for no damage Major thoroughfares have ceilings between 20 and
40ft in height; larger caverns vary between 20-60ft,
Krrgh: HD 11 HP 38; AC 2 [17]; Atk: 2 fists small passageways 10-20ft.
(2d10+1d6 fire damage each); Move 10; Save 5;
AL N; CL/XP: 12/2000; Special: 1d6 damage to 1. Landing: The pale blue-green luminescence seen
any within 10 ft., save for no damage. from above emanates from the walls, floors and
ceiling, as it does everywhere in the Underworld,
7. Chaos flies with carrion cargo: (See New creating an atmosphere of dream-like strangeness.
Monsters). Eight of these creatures fly toward the This dim illumination allows for clear vision for up to
adventurers, carrying the body of one the men-at- 60 feet before details are obscured by the
arms from the local captain’s expedition. The soldier Underworld’s musty, miasmal atmosphere. Careful
appears to have a very large bite taken out of his investigation of the floor will reveal scuff marks,
midsection. The flies will defend their prize disturbed dust, and debris from recent use.
aggressively if assailed. Otherwise they will make
their way to area 7, below. Hp: 1 each 2. Mind-bats: This cave’s floor is covered with
heaps of discarded carapaces from several dozen
Chaos Flies: HD 1hp; AC 5 [14]; Atk 1 sting giant centipedes. Adventurers carelessly entering the
(1hp); Move 14 (fly); Save 18; AL C; CL/XP: chamber will find themselves noisily crunching these
B/10; Special: flight, weak poison (save or take 1 husks under their feet. The mind-bats, for whom
additional point of damage) centipede is their chief form of nourishment, detect
the activity of the adventurers nervous systems
8. Psychotic Cyclops: Even with only one eye, he immediately upon entry, and swoop down to attack in
has seen too much. This deranged member of an defense of their territory.
already-chaotic race might be encountered in one of
several possible mental states. Roll 1d4 and consult Mind-bats: HD 2; HP 12, 6; AC 6[13]; Atk 2 claws
the following table: (1d6 each); Move 14; Save 17; AL N; CL/XP:
1. Ebullient: Still quite irrational and paranoid, but 4/40; Special: Flight, stun power (save at +2 or be
cheerful and open to negotiating. unable to act for 1d4-1 rounds).
2. Bewildered: Lost and childlike, pliable
3. Despondent: When encountered, will be weeping Investigating the chamber reveals additional bodies
and muttering, likely to collapse against any available among the carrion on the cavern floor. The shriveled
wall to sob inconsolably. body of one of the keep’s men-at-arms, obviously
4. Homicidal: Frothing with hostility toward the sucked dry by the mind-bats, lies near the entrance.
entire universe and shrieking curses; attacks He carries a diadem charm on a golden chain (75 gp
immediately value) given to him by his betrothed as a good luck
charm. A bit further into the room are the bodies of 2
Cyclops: HD 8+2; AC 4[15]; Atk 1 weapon (2d8); more mind-bats, their forms distorted by strangely
Move 12; Save 8; CL/XP 9/1100; Special: Throw shriveled bruised areas where the flesh seems dry and
boulders for 2d8 damage. crumbly like loose-packed soil. The prince struck
down both of these creatures with the Null-rod.
3. Dead monsters: Each of the following creatures approximately 200gp worth of mixed coinage lies
succumbed to attacks from Eyraen’s party. Wounds scattered around its immediate area.
that could only be caused by the Null-rod (as noted
above) are readily noticeable on the giant skeleton b. This area is defaced by multiple scorch marks on
and the Tyrannoclops body. walls and floor and a large (20 foot diameter),
roughly circular stain that used to be a huge black
a. Giant skeleton: This early victim of the Prince’s pudding. The unique stench of incinerated pudding
expedition is currently being stripped of flesh by a hangs heavy in the air, like burnt rubber and strong,
swarm of dragonfly-winged prawns, one of the runny cheese. Small sticky blotches of black goo still
agents of decomposition in the Underworld. These retain the acidic properties of the late monster, as
carrion-feeders have no interest in living creatures, investigating characters may learn by touching (1d4
and take to wing if approached, dodging deftly damage) or probing with objects (wood begins to
around investigating adventurers before returning to dissolve immediately, metal smokes on contact and
feed on a nearby spot. If attacked, the swarm rises must be scraped clean before damaged irrevocably).
high into the air, waiting for threats to move on. They Investigating the scorch marks will in no way reveal
will not abandon the giant’s body until it is their origin: gamma blasts delivered by Dr. Ephraim
completely consumed. The body itself was a frost Thontorius (see Competing Parties, above), sometime
giant hermit, driven mad by isolation in the recently.
Underworld. His broken axe lies several feet away.
The giant’s threadbare sack, recently rooted through
and discarded by Eyraen’s crew, is empty but
c. The Tyrannoclops: Here lies the broken body of to accommodate the creature’s body and legs. The
the Tyrannoclops, a unique horror of the Underworld. googolpede’s body surges forth at break-neck speed.
This strange being once stood 15 feet tall, an albino About 3’ feet in height, athletic characters could vault
bipedal sauropod distinct for its head, taken up over the creature’s constantly moving form with only
entirely by a single colossal red eye, still dimly moderate difficulty. Characters of short stature would
luminous in death. Null-rod wounds are obvious and require assistance. Landing atop the racing body
multiple. Careful observation yields a disturbing would likely send the character sprawling on the
revelation: fist-sized shapes move subtly beneath the other side or slamming into the opposite wall.
creatures lumpy flesh. If the flesh is in some way Adventurers interested in waiting around for the tail
damaged or perforated, dozens of 6-inch long end to come into view should check their water
Tyrannoclops larvae will begin to slither forth, their supply and rations, for their vigil, if seen through to
crimson eyebeams crackling into life, illuminating completion, may take weeks. Attacking (a fruitless
their paths as they stumble away for cover amongst endeavor) or otherwise molesting the arthropod’s
rocks and grottoes. This event, almost unbelievably segments or legs invites danger: the googolpede will
smelly, attracts 2d4 giant centipedes, arriving in 1d4- reflexively attempt to throw a coil of its body around
1 turns. The centipedes will ignore non-hostile its assailant, dragging those unable to escape in time
adventurers and set about snapping up the larvae. along with it. If the googolpede makes a successful
attack roll (as a 20 HD creature) on an adventurer, the
4. Googolpede: This passage is being crossed from character must make a strength check at -3 to escape.
left to right by the seemingly unending body of an Failing this, unless somehow rescued, in one round
incalculably long googolpede, entering and exiting the adventurer will disappear into the exit hole, never
through small round side passages just large enough to be seen again.
5. Doorway to the future: On the south wall they really don’t yet fully understand the effects of
adventurers will notice the illuminated outline of an spore-exposure on surface creatures. They are,
arched doorway, the stone beneath the arch hazy and however, extremely curious about the possible
subtly moving in rhythmic waves. Attempting to outcomes of exposure and will do all they can to
touch this section of the wall causes a rippling effect cajole the party into taking part in experimental
like disturbing a vertical pool of water. Objects or spore-exposure. In their experience, no two
body parts will move freely through the stone wall, exposures are the same. If the adventurers can avoid
which causes a momentary chill in living flesh that stimulating the fungi (causing them to release clouds
has no ill effects. Objects thrown through the of spores), and no other creatures disturb the growths,
doorway disappear into the space beyond. Should an it should be safe to pass, using the patches of green
adventurer pass through, he will find himself in a lichens as a path. If the adventurers wish to
crowded room, assailed by bright flashes of light experiment with spore effects, the fungus-folk
from gathered space-paparazzi and the stunned faces excitedly monitor events, making careful study of the
of a gaggle of research scientists, generals, and various outcomes.
government officials, some human but most aliens of - They have seen several strange interlopers passing
every conceivable stripe. The door opens into a through, determined by die roll on the Competing
broom closet in the office Professor Zabon Parties table above, altering results as necessitated by
Gormontine shared with the rest of the Department of encounters thus far.
Cosmology at the Omni-Cosmic University 3000+ Fungus-folk: see New Monsters, below. Hp: 19, 16
years in the future. This area and the adjoining office Kilifrix the Devil-mantis (unique Underworld
space has been taped off as a restricted time door horror): HD: 8 AC: 2 [17] hp: 39 atk: 2 claws (1d6),
zone. Goal-oriented players will probably lose bite (1d4) sv: 6 mv: 12 spec: teleport as spell, strobe
interest after posing for a few hologram shots and effect from eyes as sleep spell 3 times a day. CL/XP:
return to their objective. If the group wishes to 10/1400
further explore the University’s planet-sized space Moving through the fungal garden, thick with an
station, the referee must place nose to grindstone, for astonishing array of molds, lichens, and fungi of
the details are left in his or her capable hands. every size and description and arranged according to
Treasure: Buried in a pile of stones along the wall the alien aesthetics of the fungus-folk, each character
opposite the door, the dust of an ancient hero still so doing may trigger a spore eruption (a roll of 1-2 on
occupies a suit of opalescent scale mail, fashioned of a d6). If the party rushes through the area for some
some unearthly material (ancient magic scale, AC: 1 reason, or a monster has blundered into the garden
[18], +1 to saving throws against damage, wt: 10). area, chances increase to 1-4.
Adventurers tempted to try out spore effects must
6. Friendly fungus-folk: Here a pair of toadstool- jostle a fungal growth, causing a small cloud of
shaped men (see New Monsters, below) hash over the spores to fill the air in 10 ft. cube. Have the player
Underworld news of the day with a large demonic- roll a d6 adding any bonus for constitution. Results of
looking mantis creature. When they notice the 1-3 roll again on the spore effects, bane table, 4-6 on
adventurers they pause in their incomprehensible the boon table. Each growth will only produce a
utterances long enough to ascertain whether they are single puff of spores and no two fungi will have the
about to be attacked. If the party makes no hostile same effects, so repeat results should be re-rolled.
moves, the fungus-folk return to conversation, Spore effects, bane (1d8):
seemingly unperturbed. The devil-mantis, less 1. Surface infestation: The exposed breaks out in grey
trusting of interlopers and more nervous in general, lumps all over their body, becoming extremely
teleports away after a quick explanation to its friends. unpleasant to view (-1d6 to CHA) but no other
Adventurers wishing to talk to the fungus folk must effects.
first consent to be exposed to a puff of psychoactive 2. The speed of mildew: The character suffers a loss
spores exuded by the creatures that magically allows of 1d6 to DEX and a personality shift toward intense
communication, a process the fungus men will lassitude.
attempt to convey via hand gestures. If things go well 3. Fungal vision: After a brief period of blindness (1
the party may learn the following information: turn) the character’s vision is restored but altered.
-The Prince passed through this area several days The world is now perceived entirely in shades of
ago, with a party of heavily equipped men and at green, and an alien sense of aesthetics renders the
least one powerful sorcerer. Several of the party formerly hideous beautiful and vice versa.
members sampled the spore effects (detailed below). 4. Mushroom-mind: Virus-like fungal tissues rapidly
They had excellent luck. replicate and replace the nervous system of the
- The fungus-folk can advise the characters on affected character, who must re-roll his Intelligence
relatively safe travel through their garden, though score. Regardless of this result, which may effect
class-related abilities, the character suffers a Underworld. The 15’ high ceiling is obscured by a
complete personality overhaul: speech takes on a flat, swarm of chaos flies buzzing around in a semi-
atonal quality, decision-making processes orderly fashion. One by one they descend to feed
agonizingly slowed by confusion, and whatever other from the heaps of rotting carcasses on the chamber
role-playing effects seem entertaining to the player, floor. When they are satiated, the flies gather at the
who should make the most of this opportunity to western exit until they form a group of about six. So
amuse. gathered, they proceed to area 12 to deposit their
5. The slow change: Over the course of 2d4+1 turns eggs. This goes on continuously, with new flies
the adventurer undergoes a slow metamorphosis in arriving (often burdened by fresh carrion), and egg-
the following order: skin turns grey and begins to laden flies departing every few minutes. At any given
stiffen, head begins to broaden into a mushroom cap time there will be 3d8 chaos flies buzzing about the
shape, intelligence drops by 1d4 points per turn, ceiling. They only attack if their carrion is disturbed
tendrils burst through footwear, rooting the (by burning oil, say), avoiding dangers whenever
adventurer to the floor, legs fuse into a single stalk, possible to improve chances of reproduction. Among
adventuring career over. the carcasses lie several of the local captain’s men-at-
6. Funganthropy: Undergoing an immediate arms, and less identifiable bodies.
metamorphosis, the victim becomes a were-fungus Chaos flies (3d8): see New Monsters, below. Hp: 1
with a ravenous hunger for human flesh. All stats each
remain the same save hit points, which are doubled If searched, the rotting heap yields the following
due to the damage resistant nature of the fungal form. treasure: a decomposing backpack containing a small
The character must make a saving throw each turn to bag of gems (1000 gp total value) and two corked
resist homicidal urges. Once this roll is failed, the flasks, one a potion of flying, the other a potion of
character attacks the rest of the party, becoming the water breathing.
province of the referee.
7. Explosive growth from within: the victim perishes 8. Someone left their flying saucer running: Doctor
while fungal stalks burst forth from mouth, ears, Ephraim Thontorius (see Competing Parties, above),
eyes, etc. currently in the middle of an extensive Underworld-
8. Spontaneous puffball: Before the rest of the party’s crawl, left his ship hovering 10ft above the ground in
horrified eyes (and over the course of 30 seconds), this chamber, tethered by automatic anchor beams
the victim rapidly swells to gross immensity, skin (just visible as thin distortions in the air) and
growing lumpy and purple, until exploding forcefully protected by a powerful electric force beam. Any
in a thick cloud of spores. Any character within 10 creature or character approaching within 20’ of the
feet of the explosion must save or suffer the same ship will be targeted by the ship’s computer. Waves
fate. of crackling electric force harmlessly push anything
with less than giant strength back to the 20ft
Spore effects, boon (1d8): perimeter, where they are released. The onboard
1. Burst into blue flames, burn off clothes, start fires, computer can target up to three characters or
allows subject to intensify flames at will: all in 10 ft. creatures per round. Any character who manages to
radius take 2d6 fire damage (save for ½) get past this defense finds the ship impervious to
2. Grow beetle wings/carapace on back, fly (as spell) entry, its hatches sealed to anything short of ray-gun
at will, grants AC: 5 [14] but subject can no longer fire or a disintegrate spell.
wear armor.
3. Develop fungal third eye, charm (as spell) once per 9. Eyes of the Pit: This otherwise featureless cavern
day contains a pair of floating orbs some 3’ in diameter.
4. Eyes turn red, heat vision once per day (1d6 To all appearances, they are gigantic human eyeballs.
damage, start fires, heat objects) These regard anything entering the chamber
5. Eyes turn white, cold vision once per day (1d6 continuously, monitor events, and scrutinize
damage, freeze waters, cool objects) characters closely. Able to freely fly around the
6. Eyes turn golden, detect magic, evil as per spells at chamber, the eyes never leave the immediate area.
will Should adventurers choose to attack these passive
7. Random attribute (roll 1d6) increases by 1d6 observers, they will be able to hit but not damage the
8. Grow thick fur (random color), +1 [-1] to AC eyes, which regenerate instantly. They will, however,
succeed in provoking the wrath of the Oracle of the
7. Chaos fly hive: Adventurers approaching this area Pit (area 15, below).
immediately detect the stomach-wrenching stench of
decay issuing from the chamber ahead. Within, the 10. Intermittent river: A stone bridge in the center
chaos flies store their current collection of carrion, of the passage arcs over what appears to be a dry
harvested from around this vicinity of the river bed running from a 3’ high by 10’ wide opening
in the north wall to a similar opening in the south them back to reason. Otherwise they will remain
wall, as indicated by the pattern of erosion in the gazing upon the woman, contemplating her strange
sunken bed. Examination indicates the area is quite fate until they collapse from exhaustion and die of
damp and muddy. When adventurers near this area exposure in the frigid conditions. The Prince,
the referee should roll 1d4+1 to determine how many despondent after the deaths of his comrades (see area
minutes will pass before the intermittent river erupts 14, below), wandered into this chamber and met his
back into life, sending a deluge of rapid waters back end. A careful examination of the area around the
through the pillar reveals a series of very tiny footprints and
bed with enormous force. This event is preceded by indentations in the snow indicating a heavy
a low rumble, slowly building into a watery cylindrical object was dragged from the Prince’s
cacophony. Any character caught in the bed when body and away to the opposite wall, disappearing into
this occurs must make a saving throw, adjusted by a 1 foot diameter round tunnel. The tunnel leads to
any Dex bonus to scramble out of the way before area 13, below. Investigations of any sort within the
they are tossed helplessly in the surging waters and chamber will also reveal the wriggling presence of
out the south wall opening. From this point the river several dozen snow-maggots, the larvae of the chaos
passes underground until it reaches area 15, below. flies. At any given time, 1d6 adult flies will be in the
Here, allow the character another saving throw plus chamber depositing eggs. They will not attack until
Str bonus to allow a chance for the unfortunate they have done so, completing their life cycle, at
adventurer to seize a rocky outcropping or hurl which point they become very aggressive.
themselves from peril before the waters flow over the Chaos Flies: see New Monsters, below. Hp: 1 each
edge of the bottomless pit. What becomes of such
characters is left to the referee. The bridge itself 13. Ice city of the Nanuits: This out-of-the-way
appears ancient and composed of large slabs of stone grotto houses an entire civilization in miniature. The
held together only by their own weight. A thorough Nanuits, descendents of the crew of a whale-hunting
search under the bridge reveals the calcified corpse of expedition marooned in this universe by a freak
an ancient hero, wearing her still-intact cloak of maelstrom, each stand less than half an inch in
defense (grants -2 [+2] to AC). height. They have managed to construct a city of ice
domes, some the size of earthly igloos but composed
11. Defeated soldiers: Here fell the local captain’s of many floors, rooms, and chambers within. The tiny
expedition, just hours ago. Some 24 corpses (armed streets bustle with anorak-clad Nanuits going about
and armored as hirelings, above) litter this area, their their affairs, several piloting beetle-driven sledges
bodies almost entirely intact but for mournful facial laden with freshly harpooned snow-maggots. In the
contortions, streamed with dried tears of blood. Four center of this micro-metropolis these people have
giant centipedes, in the midst of feasting on the recently erected the Null-rod like an obelisk, still
bodies, defensively attack anything entering the area, strung with tiny ropes and pulleys. Though only
but will not pursue foes in retreat. The captain’s adventurers resourceful enough to entice a Nanuit
body, if rolled, yields a pristine suit of chain mail +1 into their ear canal could hope to ascertain the full
and a battle axe +2. story, the Nanuits’ sacred texts (The Utterances of the
Giant Centipedes (4): hp: 2, 2, 2, 1 Flies) prophesied the coming of the Prince and his
relic, scripture indicating that by bathing in the anti-
12. Snow cave: Approaching this cave, adventurers magical rays of the Rod they shall in time be restored
within 30 feet of the entrance detect the rapidly to normal size and freed from their current state of
dropping temperature, a zone of cold emanating from degradation. No longer will they be forced to hunt the
the chamber ahead. A column in the center of this unpalatable snow-maggots, their only source of
snow and ice-filled chamber, obscured by a cloudy sustenance. Never again will their children weep
mist, radiates a faint white light. The wintry weather piteously at the chiming of the dinner bell. No more
conditions in this and the adjoining room (area 13) shall they cower from the terrible giants that stalk the
seem to emanate from this column. Closer viewing Underworld. On and on the tiny reporter will thus
reveals the form of a motionless woman, draped in ramble, wasting precious time for over-polite
regal finery from a by-gone age, encased within adventurers. The Nanuits will do everything in their
several feet of semi-transparent ice. In a heap at the power to retain the relic, though this doesn’t amount
pillar’s base lies the frozen body of Prince Eyraen. to much more than occasional shots from a few
Any character gazing into the woman’s luminous micro-ballistae harpoon launchers used for maggot
green eyes must immediately make a saving throw or hunting (as shot by 1 HD monster, 1d2-1 damage).
become magically enthralled, transfixed by her Their chief defense and sole reason for continued
melancholy countenance. Only unaffected characters existence is their relative isolation and a general lack
may free enthralled comrades from this spell-like of interest from Underworld predators.
effect by dragging them from the area and slapping
14. Vault of Shaggath-Ka: This chamber serves as a 1d4 thousand gp value in mixed coinage and raw
secret parlor for the Worm Sultan to meditate, rest, jewels can be retrieved.
and recuperate within, his realm and worshippers
located on the other side of the underground lake that 15. Oracle of the Bottomless pit: This chamber is
divides this giant cave. The entrance available to the dominated by a large, uneven opening in the floor
adventurers had been almost forgotten, sealed off some 20’ in diameter and of indeterminate depth. An
long ago by magic. The Prince, having tortured the opening in the north wall roughly 3’ high by 15’ wide
door’s location out of a captured high priest, blasted shows signs of erosion, a deep groove worn into the
through the stone barrier, hoping to assassinate the floor leading directly to the pit. The opening is an
Worm Sultan by surprise. The rubble choking the outflow of the intermittent river detailed above (area
passageway is all that remains of the barrier. This 11), and will spew forth a high pressure blast of water
plan failed utterly, resulting in the deaths of the rest for 10 minutes at a time every 2d4 turns. This
of Eyraen’s party and his own suicidal final eruption is preceded by the slowly building sounds of
meanderings around the Underworld. The Prince’s rushing water from the opening. Any character
crew got in significant licks before succumbing one- remaining in the eroded area must make a saving
by-one, however, and even now the Worm Sultan throw or be swept into the pit. Characters entering the
continues to enjoy a recuperative coma, attended by room during one of the lulls between deluges who
faithful servitors. Shaggath-Ka lies in the sand that speak (even whisper) to one another immediately
composes the floor of the cave, half of his 50’ length attract the attention of the Oracle of the Pit. This
submerged in the lake. The visible portion of the being, something of a demigod itself, is composed of
demigod looks like a bloated caterpillar, semi- many disparate parts, each comprised of the living
translucent skin barely containing the visibly stone of the Underworld. The pit in this room is its
churning guts within, covered with long spiky mouth. Its ears are near, somewhere deep within the
protuberances, the bulbous head adorned with a stone surrounding this chamber. Its eyes, as noted in
vaguely human face, equally regal and repellent in area 9, remain strangely confined in a nearby cavern.
peaceful repose. Teeming in the waters around him, Unable to physically move or significantly interact
several dozen albino mermen attend to their deity’s with the world around it, the Oracle, as it calls itself,
many wounds. The sandy beach glitters with gold and projects its mind far and wide throughout the
jewels, deposited by representatives of various multiverse, continuously expanding its consciousness
merman factions from the strange city beneath in pursuit of ultimate enlightenment. However, when
Shaggath-Ka‘s lake. These parties beach themselves, visited by a living being in this area, the Oracle will
pay ritualistic respects, and offer their tribute before make every effort to engage them in conversation.
genuflecting their way back into the waters. Due to This strange being will greet adventurers with a
the mind-bending terror and obviously overwhelming booming salutation, especially warm if the Oracle has
danger of this situation, any hirelings still with the laid eyes upon them before (unless wrathful, in which
adventurers at this point will be on the brink of case the Oracle roars out insults and curses, see area
mutiny. Should the mermen discover the party, they 9, above). Here the improvisatory skills of the referee
will begin missile attacks immediately and attempt to must take over, as the Oracle speaks and answers
rouse their deity from his slumber. This can be questions in a customarily (for the oracular) obscure
accomplished in 1d6 rounds. Once awaked, the and ambiguous manner, always with an air of
Worm Sultan will promptly destroy any who dare complete superiority. If asked for the location of the
remain in his territory. Null-rod, the Oracle answers: “ Of the Null-rod I will
Shaggath-Ka: HD: 21 AC: 0 [19] hp: 81 (down from say only this: follow the flies.” In the event any of
118) atk: smash (3d8), bite (2d6) mv: 9 sv: 2 spec: +1 the adventurers have been swept into the pit, the
or better magic weapon to hit, regenerate 3 hp/round, Oracle obliquely explains “ Weep not, for he (or she)
lethal gaze (saving throw applies), spell-like abilities, is Me now.”
each usable once per day: all detect spells, charm
person, darkness, ESP, stinking cloud, web, lightning Endgame: Should the party succeed in finding the
bolt CL/XP: 25+/5300+ Null-rod, they must still make their way back to the
Mermen (4d12+4): HD:1+3 AC: 7 [12] hp: 7 each surface, an endeavor that will take several turns,
atk: short bow (1d6), spear (1d6), short sword (1d6) during which they are still subject to random
mv:1/18 (swimming) sv: 17 spec: breath water encounters and events. In the event they regain the
Adventurers prone to gold-fever may attempt some surface, they find the situation has changed in the
mad dash (perhaps invisibly) to the beach to seize time they have spent underground. A mounted war-
treasures. For game purposes, the wealth, though party from the Sorcerer-King’s elite corps arrive in
vast, is scattered over the sand haphazardly, and the area within hours of the adventurers’ descent and
would require a great length of time to collect. For immediately secure the entrance cave. Emerging
every minute spent shoveling treasure into a sack, adventurers are apprehended and the Null-rod and
any treasure confiscated. The party is loaded into FIREBOMB BEETLE
wagons for transport (under heavy guard) to shadow- Armor Class: 5 [14]
haunted Mur, far to the south. Upon arrival in the Hit Dice: 2
city-state, the adventurers are debriefed by the Attacks: 1 bite (1d4), firebomb
personal interrogators of the Sorcerer-King and Saving throw: 17
tossed into his deepest dungeon to await speedy Special: Firebombs (1d6 damage, range 30ft., 10
execution as a matter of state security. Syantides, ft. radius burst, save for no damage)
making good on his promise of a personal meeting, Move: 12
explains that he never anticipated the party Challenge level/XP: 3/60
succeeding in their mission. His best hope was for
them to perish while collecting additional intelligence Another component of the Underworld’s carrion
to be gleaned by more a experienced party (probably clean-up crew, these solitary giant insects are also
via speak with dead spells). ferocious, thriving in their environment by a
Referees off put by this gallows humor may be defensive strategy that can be summed up as “shoot
desirous of a more cheerful ending. These gentler first, ask questions later”. The rhinoceros-like horn
judges are once again advised to engage their powers adorning the head of the fire-bomb beetle contains a
of improvisation. natural weapon similar to a modern-day mortar.
Projectiles lobbed from this organ explode on impact,
NEW MONSTERS doing damage to anything within 10 feet. On a
successful attack roll, the projectile strikes the
CHAOS FLY intended target. A miss indicates the projectile has
Armor Class: 5 [14] landed 2d10 feet away in a random direction. In this
Hit Dice: 1 hit point way it is possible for unintended targets to be
Attacks: Sting (1 point of damage) damaged by a fire-bomb attack. A successful saving
Saving throw: 16 throw indicates that the target managed to jump clear.
Special: flight, poison (save or take 1 additional It is possible to harvest 1d4-1 bombs, gelatinous cysts
point of damage) filled with a liquid that immolates upon contact with
Move: 14 (flying) the air, from deceased beetles. These may be carried
Challenge Level/XP: B/10 in relative safety, requiring significant force to
rupture.
Chaos flies appear as fist-sized house flies with
twisted, agonized human-like faces. They sting with FUNGUS FOLK
extendible barbed tongues. Their peculiar life cycle Armor Class: 6 [15]
requires the presence of snow within which their Hit Dice: 3
larval spawn, the snow-maggots, somehow thrive. Attacks: weapon (1d6)
Swarms of chaos flies compete with other Saving throw: 5
Underworld vermin for carrion, which they carry Special: slow regeneration 2 hp/turn
back to their hive. Move: 9
Challenge level/XP: 4/40
Here ends the adventure Operation: Unfathomable. Maps follow on the next pages.
PLAYER MAP
# # &) *
+
By Richard Hart Liquid Held in the Vat/Pool
Human kind has long had both a fascination and fear Roll 1d8:
of water. Man needs this precious liquid each day to 1. Pure water.
live and yet he can drown in a mere teaspoon of the 2. Chemical sludge/slime/solution.
substance. Vessels of water hold a powerful 3. Organic protoplasm similar to embryonic fluid.
symbolism of motherhood and the womb. This 4. Blood
symbolism juxtaposes the origin of life itself with an 5. Collected tears of: angels, virgins, widows, babies,
environment that man can no longer enter without strong men etc...
fear of death by drowning. Foul potions brewing in 6. Aether, airy water, or some other
the cauldrons of witches, horrific creatures dreaming mystical/magical/ or unknown fluid...
in the inky black depths of the sea, and embryonic 7. Saliva of a huge dragon, gorgon, titan, etc...
vats birthing a monster are just a few examples of 8. Liquid metal.
how this powerful symbol has been employed in
literature. This article aims to flesh out a variety of In addition to the base liquid held in the vessel the
ideas on how you can use vats and pools in your DM could rule that the vessel requires aliquots of an
fantasy RPG game. These entities should be used additional component routinely (daily, weekly,
infrequently and each use should invoke either a monthly, yearly, etc.). The materials added to the
magical almost holy wonder or a sense of horrific vessel could be as strange as the liquid held in the
alien fear. The statistics used in this article are vat. Rose petals could be added each spring to re-
written for Swords and Wizardry, however they enchant a magical spring of romantic powers.
could be adapted with ease to any retro clone or Another natural pool of magic could require the light
original edition of our favorite role playing game. of the full moon each month or it would lose its
magic if shaded during that night. A demonic vat full
of blood may need frequent replenishment of its
" 33 6 blood due to consuming some of its fluids with each
magical effect.
Use your imagination on creating the body of liquid,
the enchantments that gave it power, the liquid held Example Enchantments or Magical Forces Used to
inside of the vessel, and the person or entity or Grant Powers
natural force/phenomena that created this magical
focus. The following random tables are springboards Roll 1d6:
for your imagination. 1. Presence of trapped or inhabiting water spirits or
elementals,
Types of Vats and Pools 2. Harnessed energy: lightning directed to the vat,
sunlight or starlight or moonlight focused and
Roll 1d8: captured by mirrors or crystals or lenses, directed
1. Natural Cavern Pool voices from chanting monks, etc..
2. Clear Fountain of Water surrounded by elaborate 3. Trapped souls captured by magical gems.
statues 4. Essence of victims drowned in the vessel.
3. Bubbling Natural Spring 5. Bound demons or gods.
4. Huge Glass Vat 6. Powerful enchantments cast by a wizard or priest.
5. Massive Iron Cauldron
6. Large Vessel carved from a single block of:
crystal, granite, the calcified heart of a dragon, bone, ' 7 11 76
a living tree, the tip of a mountain, etc...
7. A spherical body of liquid, floating in air, held While this article provides a group of random tables
aloft by powerful magic. for generating magical vats and pools, the magical
8. Small object sewn or bonded together to form a abilities of a pool or vat should be decided by the DM
vat: leaves, skin, gems, eyelashes, hair, gold/silver with the theme and backstory of the vessel in mind.
wires or strands, feathers, etc... These tables are meant to be used as a springboard
for the imagination of the DM to create even more the vat or slain. The wizards body remains
wondrous manifestations. If a powerful magical motionless until his spirit returns.
effect is selected for your pool or vat, think about 5. Each month the pool births a monster of the DM’s
giving the pool or vat a drawback or limitation for choice. The monster will be the servant of the pool’s
game balance. inscrutable wishes and intentions.
6. The pool is a gateway to extraplanar intelligences.
Example Healing/ life-force Related Powers Staring into this ghostly still liquid will grant visions
and auguries that will help the victim at first. These
Roll 1d6: visions could warn of danger or provide directions to
1. Any creature drinking of the waters of the pool/vat lost treasures. Few men can withstand temptation of
will be fully healed of all wounds, diseases, or this kind of power and woe to the victim of this
ailments. gateway for each additional use of the vision pool
2. Any creature bathing in the waters of the pool is will have a +25% cumulative (50% the third, 75% the
restored of all lost memories, lost levels, and lost Stat forth, etc..) chance of twisting the visions such that
points. the victim is dealt misfortune. The DM is
3. Any creature even touching the waters of the pool encouraged to be creative in twisting these visions.
is aged 1d10 years, age an additional 1d10 years for Even from the first time the pool is used, when the
each minute the character remains in the pool. character is looking into the pool the DM should
4. The pool will permanently increase CON+1 and remember that the extraplanar entities are forever
1d2 HP when drunk, however the character will also watching with lidless eye in return.
permanently lose 1d4 WIS.
5. The waters will regenerate lost limbs/organs, Other Example Weird Powers
etc... full regeneration takes ~1 week of bathing in the
waters each day. Roll 1d4:
6. A deceased creature immersed in the vat/pool will 1. By stepping into the pool/vat a creature is
be raised back to life. The creature loses 1 pt of CON teleported into another place, time, or dimension.
permanently and may have other side effects. The DM could even link a group of pools together...
2. By drinking the waters of the vat a creature can
Example Dark/evil Powers gain the memories of another creature that drank
from the same pool. The imbiber also simultaneously
Roll 1d6: gives up a random memory that can be viewed by
1. A creature drinking the liquid falls into a coma others in the future.
and sleeps until a Remove Curse spell is cast on the 3. Upon drinking the waters of the pool a character
victim. will split into two duplicates. Each duplicate will
2. Anyone looking upon the vat must roll a saving hate the other and will have an irresistible urge to kill
throw (modified by intelligence) or leap into the vat. the other. If both are allowed to live they will slowly
The vat will slowly change the character into a go insane. If either is killed the other reverts back to
twisted frog/man creature - it also dissolves away all normal as if nothing has happened and remembers
the characters items. This process takes 1 day - if the the whole like as if it is a nightmare (although any
victim has friends to pull him out within 1 hour there damage suffered during the fight remains).
is no effect. The DM can determine the effects of 4. If a wizard holds a piece of flesh, hair, blood from
staying in the liquid for a fraction of the critical time another creature in his hand and plunges his head into
and also can create stats for the frog creature that the the vat he can look through the eyes of the other
victim will become. creature no matter where the creature is for as long as
3. Any dead creature placed in the vat/pool is he can hold his breath.
reanimated as a vat zombie with a hunger for flesh -
this type of zombie cannot be slain. It must be " 7 3 6 60 # 00 8 6
trapped, chopped into little bits, or otherwise
immobilized. A dark wizard with the correct
The main component of all of these spells is an
knowledge may be able to bend these zombies to
appropriate vessel of liquid. The requirements for the
his/her will - at least for a while...
vat/pool, liquid, and ritual are left up to the DM
4. A dark wizard (Level 5 or higher) who enters the
although in some cases the spell description will
pool will be able to create a ethereal form (move rate
identify a particular concept. Typically the pools and
9) that can move in any direction within 500 feet of
vats used for these spells do not need to have
the vat and pass through non magical walls and
permanent magical powers.
barriers. If the dark wizard touches a victim he can
However, if a magician has access to a pool with
attempt to take possession of it (Saving Throw) until
permanent enchantment, similar to the pools/vats
he chooses to release it or his body is removed from
described in the preceding sections, the DM could
rule that it would amplify certain of these spells that Call Water Spirit
are in “tune” with the magical focus of the vessel in Spell Level: Magic User, 4th level
question. This brief list of arcance spells barely Range: 1 natural pool within 240 ft
scratches the surface of the possibilities, but acts as Duration: until dispelled
example of what can be accomplished with this weird
watery magic. In addition, the DM may wish to The caster calls forth a spirit, elemental, ghost, or
adapt variations of vat and pool magic to pre-existing other supernatural being that inhabits a given body of
spells (simulacrum, clone, animate dead, magic jar, water. This spell may have no effect if cast on a
etc..) perhaps amplifying or altering their effect if body of water with no spiritual history. If the caster
they are used with a properly designed or enchanted knows the true name and location of a spirit he can be
vat/pool. Finally, feel free to create "one-time-use" specific in his summoning, otherwise the DM can
arcane versions of the permanent powers described in randomly determine the spirit called forth by the spell
the preceding sections. or decide that there is no spirit bonded to this
location.
Examples: This spell offers no immunity to the wizard from
whatever he/she calls forth. If the wizard performs
Watery Rest prior research, uses binding circles, and/or brings
Spell Level: Magic User, 2nd level gifts or sacrifices to the spirit these acts should be
Duration 8 hours rewarded by the GM with some cooperation from the
spirit depending on the being called forth.
By casting this spell exactly at dusk a wizard can slip
into any pure body of water (forest lakes, seas,
babbling brooks, etc..) becoming part of the water for
one night' s rest. The wizard cannot see or hear while
existing as part of the water and having no physical
body.
When the morning sun rises the wizard will emerge
from the water at the same spot he entered feeling
well rested and healed of 1d6HP. A detect magic
cast in the area will identify an enchantment, and a
dispel magic can wrench the wizard back early
without him/her feeling rested or gaining hit points.
Stasis Pool
Level: Magic User, 3rd Level
Range: NA
Duration: Permanent until dispelled, or victim
removed from the pool.
The caster casts this spell on a body of water and then After this spell is cast on a target, the target must
hurls a single item into the body of water. The item fully submerse himself in the waters of a prepared
will vanish into the water and is only returned by vat. The target will slip into a coma for 24 hours
three methods: inside the liquid, during which time they will be able
to "breathe" the liquid in the vat. During this day of
1. The wizard who cast the spell can return later and stasis, any missing limbs and tissue will regenerate
call the item back. It will rise from the water back to and they will become whole again. The DM may
the wizard’s hand. rule that regenerated flesh has side effects (discolored
2. The wizard can specify an individual, or group of green, smells funny, doesn' t feel right, or moves on
individuals (example, any of the descendants of the its own sometimes…). Also, if the target is removed
"true king") who can also return to the body of water from the vat before a full 24 hours the process will
and call forth the item to their grasp. only be partially completed.
3. Another wizard can force the item out of the water
using a successful dispel magic spell. Create Life
Level: Magic User, 9th level
Otherwise, the item will stay in the body of water Range: NA
forever, until either called up or the waters dry up or Duration: Permanent
are destroyed.
Using this spell a magic user can create a living
Exneuration creature. The wizard must first create a large vat
Level: Magic User, 6th level spell with a long forgotten recipe of protoplasm,
Range: Any victim within 240 feet of a prepared vat. ectoplasm, and strange chemicals held in this arcane
Duration: Until dispelled text of this spell.
It takes one month of undivided focus from the
Using exneuration, a wizard magically rips the brain wizard to create a living creature. At the end of this
from the body of one victim (saving throw only process a living creature will be "born" from the vat.
allowed if the victim is > 8HD) and teleports it into The age, sex, race, species, are all decided by the
his vat. The brain and body of the victim will wizard. The wizard may also decide to create a new
collapse into a permanent state of stasis until the species of creature of his own design (moderated by
brain is returned to the body. The brain can be the Referee). Obviously, the vat must be large
returned to the body with a successful dispel magic enough to hold the creature formulated.
spell. However, both the brain and body could be There is a 50% chance that something goes wrong
destroyed by physical trauma before being reunited. with the creation process - the results of failure are
The wizard who cast this spell can send the brain decided by the DM. Since a part of the wizard’s
back into the body at any time, even if there are many lifeforce is forever connected with his creation, there
leagues between the body and brain, unless one or the will be a psychic bond between the wizard and his
other is on another plane of existence. If this wizard creation. The DM will decide what in game effects
has collected multiple brains he can send any of the this bond will have (but could include sharing hit
brains into any body under his control with this points, sharing saving throws, telepathic
terrifying spell, assuming the target body is on the communication, psychic pain sharing, etc.). It is
same plane. incredibly risky to use this spell multiple times; each
Any brains that are in the liquid of the vat are still additional use of this spell incurs a cumulative 5%
capable of thinking although they will be in a chance of the caster losing sanity (-1d4 WIS).
perpetual dreamlike state. Any mental
communication spells can be cast on the brain (ESP,
telepathy, etc..) and the brain will not receive a
saving throw. As a result this spell allows a wizard
to glean any information his victim holds including
ripping spells from the head of a captured spell caster
brain.
, + Suggested Tricks/Traps
Select as many or as few features from the list below
- (
to make the room more interesting.
Dead eyes peer at the party from every corner of this A light as bright as the sun floods this mid-sized
large round room. Taxidermy animals and monsters hexagonal room, its source a glowing ball set in the
litter every inch of open space, with only the high ceiling. The room is a riot of overgrown
narrowest of aisles between them. Preserved beasts planters, low raised beds choked with various herbs
of the air hang by wires from the ceiling. A glass- and weeds, and a small copse of different varieties of
fronted case containing butterflies, beetles, and other trees clustered at the center of the room. If more than
insects hangs on the wall opposite the door. a few minutes are spent examining this room it
becomes apparent that the room' s "sun" is, in fact,
Suggested Tricks/Traps moving across the "sky" at a rate proportional to the
Select as many or as few features from the list below speed of the real sun across the real sky.
to make the room more interesting. A series of aqueduct-like troughs crisscross the room,
fresh water flowing through them. At distinct
1. A taxidermy goblin, posed with a bow, is intervals, drips, sprays, and jets of water descend
trapped to fire an arrow at the first person to from various locations of this system, providing
enter the room. 1d6 damage; save for half. water to the different varieties of plants that grow
2. A strong magnet has been implanted in the here.
head of a multi-horned beast similar to a
triceratops. The head will tear loose and slam Suggested Tricks/Traps
into the first person wearing full plate who Select as many or as few features from the list below
enters the room, doing 2d12 damage and to make the room more interesting.
rendering the armor unusable (it has a giant
head stuck into it). 1. Silver-skinned apples grow from one of the
3. A suit of armor stands posed in a diorama trees in this room. Picking and eating one of
depicting a battle against a troll. It is clearly these reverses the effect of gravity on the eater
labeled, in common, "Saint Moderatus, The for 1d6 hours.
Troll-Slayer." Within the armor rests the spirit 2. Mounted on the wall near the door is a
of the evil wizard Horvath, who once cast burbling lion-headed fountain. Anyone who
Magic Jar upon this container. His body was drinks the water from this fountain is cursed to
destroyed while the spell was active, and now eat only plants for the rest of his days. Eating
his malevolent soul waits here, longing for a meat or dairy products renders the character
body to possess. violently ill and unable to perform even the
4. The skin of a taxidermy giant centipede, found simplest of tasks for 24 full hours.
near the back of the room, has had a map 3. Bright yellow carrot-like root vegetables are
drawn upon it. This map is clearly not of the spotted in one of the raised beds. Anyone who
dungeon in which this room is found, but it eats one of these is immediately transported to
might lead to a different dungeon or to some the Astral Plane as per the Astral Spell (S&W
other perilous, but profitable, destination. Core, p. 31).
4. Each full turn spent in this room, there is a
Suggested Monster 25% chance that a character will Shrink (as per
This room could easily contain any number of a Potion of Diminution, S&W Core, p. 98).
animated constructs, but in truth it is more ideally
suited to creeping players out than it is to dumping Suggested Monster
them into yet another combat. The suggestion that Plant-like monsters (including these nasties from the
the eyes of a taxidermy Owl Bear seem to follow S&W Monster Book: Assassin Vine, p. 6;
them as they explore the room is probably more Spiderweed, p. 92; Tree Ghost, p. 99; and
interesting than actually being attacked by one. Still, Urrslumber, p. 102) are the natural choice for this
if the Referee desires, almost any creature (or rather, room. Water-based creatures (such as a Keeper Of
the taxidermy remains of one) could be thrown at the The Well, S&W Monster Book, p. 53) could easily
players here. Shape-shifting monsters like Mimics have taken up residence in the irrigation system. Of
(S&W Monster Book, p. 65) might also have taken course, given the nature of this room, any kind of
up residence in this room. vermin, lizard or insect might be found here as well.
(similar to a Bag of Holding) of similar size to the
) . ( ship'
s normal cargo hold.
/
Flag of Displacement: While this flag is run up, the
first attack made on the ship by another ship or siege
engine automatically misses, and any further attacks
By Kim Nicholson and James E. Bobb suffer a -2 penalty on the '
to hit'roll.
Eyepatch of Loyalty: When worn by a captain of a Flag of Friendliness: While this flag is run up, all
vessel, the loyalty and morale of the crew are raised who view the vessel she is flying on see a friendly or
by +1. allied vessel.
Eyepatch of Command: 3 times per day, the captain Masthead of Regeneration: When attached to the
of a vessel may issue a command that the crew are highest mast, the ship repairs itself at the rate of 1 hit
forced to follow unswervingly (saving throw at point (or hull point) per turn. Ships with these
-2 penalty negates). mastheads will not sink unless totally destroyed.
Figurehead of Protection: Ships fitted with one of Masthead of Deflection: When attached to the top of
these shield-bearing mermaids (or mermen) gain a a mast, this masthead toughens the ship it looks down
bonus of 4 to their armor class. upon. Any successful attack made on the ship has it's
potential damage reduced by one die type; a d10
Figurehead of Ramming: Ships fitted with one of becomes a d8, a d8 becomes a d6, etc.
these trident-wielding mermaids (or mermen) do
double damage when ramming another vessel. Mutineer' s Plank: When a crewmember is
justly convicted of mutiny and sentenced to walk the
Figurehead of the Watch: Ships fitted with one of plank, this magical plank summons 10d6 sharks of
these scholarly-looking mermaids (or mermen) keep various sizes who make a spectacle of the demise of
a constant watch for one sight they are commanded the offending crew member.
with, such as icebergs, land, waterspouts, etc. When
the object they are tasked with finding is within the Explorer's Charts: These charts magically create
horizon line (whether day or night) the figurehead maps of wherever a ship sails, detailing land
raises an alarm, notifying the captain and crew. The formations, topside sea formations (such as sargasso
figurehead can be commanded to look for one object groups or reefs) and deep water trenches.
per day.
Necromancer' s Bell: A ship outfitted with one of
Sails of the Zephyr: These magical sails have a minor these vile-looking bone bells immediately becomes a
air elemental bound within them. When sailing under rotten-looking hulk. Sails appear to be tattered, wood
wind power, ships with these sails move at double the is worm-eaten and salt-water warped, even the
normal rate. On calm days where the winds are barnacles appear to be more repugnant than normal.
negligible, the elemental can provide half normal The function of the ship is not compromised in any
movement under its own power. way by this transformation, but any crew member
that dies on board is immediately animated as if an
Wheel, Undersea: Ships with one of these wheels animate dead has been cast on the body. These
attached to the rudder can submerge a ship and allow zombie crew members still perform the functions
currents to pull a vessel instead of the winds. All they did in life and continue obey the captain of the
creatures in contact with the ship while submerged ship.
are safe from drowning and all interior areas retain
breathable air (even if a door or hatch is opened long
enough to allow entry, as long as it' s closed
immediately).
&
Conversely, he or she might increase the damage of
or apply enchantments to weapon-based traps to
challenge higher-level dungeoneers. Particularly
fearsome traps might even inflict debilitating
Traps in Swords & Wizardry WhiteBox Edition conditions on their victims, including poison,
By Scott A. Murray blindness and deafness, confusion, or immobilization.
It is well understood by Referees and players across The Referee may choose to heighten or lessen the
the spectrum of experience that no dungeon delve is danger posed to the dungeoneers by a mechanical
complete without the menace of lurking traps and trap by placing it on a dungeon level higher or lower
nefarious tricks. Such threats are iconic not only to than its HDE. A 4 HDE acid-filled pit trap hidden on
the fantasy adventure genre, but are a cornerstone of level 2 of the dungeon, for example, makes for a
what one might call the ‘old-school’ dungeon crawl nefarious threat that is sure to be deadly if not
aesthetic. avoided. That same 4 HDE trap placed on level 6, on
the other hand, is less menacing, not least due to the
This article presents Referees with tips on designing dungeoneers’ increased saving throws and hit points.
mechanical and magical traps for use in the
WhiteBox Edition of Swords & Wizardry. In addition
to guidelines for trap creation, this feature offers " : 7 ' 7 7 3
Referees several example traps both novel and classic
that can be adapted to any dungeon adventure. The following traps, while mechanical, operate in a
more complex or unconventional fashion than basic
Note that the information presented below is not mechanical traps. The Referee may set the HDE for
intended to be divine writ, but rather suggestions, these traps to any value.
tools, and inspiration to help both novice and veteran
Referees build exciting, challenging encounters. Pendulum Blades
Quest Haunt
*
OPEN GAME CONTENT:
Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL).
All statistics blocks in this work are designated as Open Game Content, as is the entirety of the “Toad Dragon” monster entry, including the
monster name. The remainder of the work is designated as Product Identity in order to allow the authors to control when and how they choose to
make their work available for open use.
%0 6 702 # 9 7 60
C1 The Circle of Fire
Publisher: Pacesetter Games & Simulations
http://pacesettergames.com/c_series
Pacesetter Games & Simulations announces the general release of its newest adventure game module, C1 The Circle
of Fire. This module is designed for the OSRIC rules system and/or the First Edition game. The Circle of Fire is part
one of the three-part City of Spire module series, although this adventure is also designed for stand alone play. The
Circle of Fire includes two new monsters and eight new magic items.
The Circle of Fire includes a detached full color, card stock cover and a 36-page adventure book. The module
includes more than 20 illustrations by Christopher Letzelter. Additionally, the adventure can be dropped into
virtually any campaign setting so long as a desert is present.
The first print run of C1 The Circle of Fire is limited to 125 numbered copies. Price: $11.00
%0 6 702 # 9 7 60
Jungle Ruins of Madaro-Shanti
Scott Casper
Publisher: Frog God Games (http://www.talesofthefroggod.com/index.php)
Jungle Ruins of Madaro-Shanti is an adventure for a party of 4-8 characters of fourth through seventh level. A
century ago or more, when the town of Cholagadi was just a frontier fort on the coast, Madaro-Shanti was the most
powerful city-state in the entire Ambicuaria Jungle. Its citizens were highly advanced in the arts of magic, and even
retained some vestiges of magical quasi-technologies perhaps more ancient than humankind itself. Their prosperity
made for jealous enemies, none more covetous than the powerful and sorcerous Kiengaa Tribe of the deep jungles.
The Kiengaa plotted against Madaro-Shanti, making dark pacts with the monstrous ape-centaurs known as the
Borsin, and with the monkey-faced, snake-like monsters known as the Hanu-Naga. Once this terrible, unnatural
army was gathered, the Kiengaa and their allies laid siege to Madaro-Shanti itself.
As the walls of Madaro-Shanti fell, and the invaders swarmed into the city, the high priest of the city closed himself
within the royal shrine, praying to all the gods for intervention. Yet none of the gods answered his prayers until the
last – and that was Ojala, whom the people of Madaro-Shanti knew as a god of evil and treachery. A deadly bargain
was struck that night, and true to his promise, Ojala caused a horrible wasting disease to strike the besieging army.
But the full extent of the evil god’s treachery became clear when the surviving people of Madaro-Shanti themselves
began to succumb to the same disease which had slain their enemies. Within a fortnight, all the people of Madaro-
Shanti had either died of the plague or scattered into the depths of the predator-filled jungle.
In only a few years, the city was overgrown by the jungle and fell into ruin, but the magical disease was to have one
final consequence. Not only did the contagion affect the Kiengaa and the Madaro-Shanti – it also infected the mind
of a powerful nature-spirit that inhabited the surrounding jungles. The nature-spirit Cho-Odaa, driven mad by the
disease and hungry for vengeance against all humankind, has discovered the means to exact a terrible reckoning.
Retail Price: 11.99 perfect bound softcover and pdf (200 copies only of the first printing), $4.99 pdf only
Formats (separate purchase) Swords and Wizardry and Pathfinder
Estimated Page Count: 36
Author: Scott Casper