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Knock! #1 - Spreads

The document is a compendium titled 'An Adventure Gaming Bric-a-brac' edited by Éric Nieudan, focusing on old school role-playing games (OSR). It features various articles and pamphlets aimed at enhancing the gaming experience, discussing themes like dungeoneering, monster design, and player engagement. The publication aims to capture the essence of OSR culture and invites contributions from the community for future issues.

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nateth1092
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100% found this document useful (1 vote)
684 views108 pages

Knock! #1 - Spreads

The document is a compendium titled 'An Adventure Gaming Bric-a-brac' edited by Éric Nieudan, focusing on old school role-playing games (OSR). It features various articles and pamphlets aimed at enhancing the gaming experience, discussing themes like dungeoneering, monster design, and player engagement. The publication aims to capture the essence of OSR culture and invites contributions from the community for future issues.

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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#1

An Adventure Gaming Bric-a-brac


Being A Compendium of Miscellanea for Use with Old School Role Playing Games
by Niklas Wistedt

THE MERRY
MUSHMEN
present:
An Adventure Gaming Bric-a-brac

Editor in Chief:
Éric Nieudan

Ballet Master,
Handyman & Layout Lamiña:
Olivier Revenu

d12 PAMPHLETS FOUND IN A DUNGEON


1. Have You Looked For Another Entrance? A Guide to Dungeoneering Aimed
at Newcomers. 2. Kobolds & Other Underpaid Hirelings, Unite! 3. Improve Their
Reaction: How to Shop Before a Delve . 4. I Loot the Body: a Hundred Things I Have
Found on Corpses. 5. Dear Sir, I Dislike Your Acronym. 6. What is a Slot? A Unified
Theory of Magicks by The Coastal Wizard. 7. The Ten Most Useful Spells for
Exploring Perilous Underground Mazes 8. Knowledge Isn’t Found in Books:
an Archmage’s Memoir. 9. Choice Morsels: a Compendium of Edible Monster Parts
10. Always Bring a Spear! Battle Tactics in Enclosed Spaces.
11. I See Platonic Solids: an Attempt at Explaining Reality.
12. Dungeons Were Better in My Day: a Grognard’s Lament.
Art after Héliodore Pisan
by Eric Nieudan

Foreword
Dungeons & Dragons is everywhere these days.
But never far behind, skulking in the dragon’s shadow, is an army of creative,
crazy rebels. We come from all walks of nerd life, Gen X grognards and oat
flat white sipping millenials, united in our love of the old, the weird, the easy
to adapt. From our roots in nostalgia, we have warped into a breed of chaos
mutants, all different, yet very much the same. Through the internet, we’ve
become a planetary movement, a sizeable niche in the TTRPG industry. You
can call us OSR, Sword Dream, Adventure Gamers, or just Those Weirdos.
You decide, because you’re one of us now.

We at la Maison Mushmen wanted to bring you a snapshot of


our gaming culture, bound into the venerable codex form. A colourful
brick of old-timey fun. This first issue is a bet: a bet on your interest
in owning content you may have read before, collected in this dense volume
for posterity and for prep sessions. If you’re reading this, it means
we’ve funded, and if we’ve funded, we’ll bring you more issues, with a much
larger proportion of original content. KNOCK! is opening the gilded
doors to the bazaar of adventure gaming.

Care to react to something?


Write to us, or better yet, submit an article!
We like to keep our bazaar bizarre.
great!
you all! You’re
Thank

CONTRIBUTORS CONTENT
EMMY ALLEN cavegirlgames.blogspot.com/ 008 WHAT I WANT IN 068 RPGS AS EMOTIONAL
BENJAMIN BAUGH AN OSR GAME GAMBLING
012 A COMPARISON OF OLD 070 LEAVING KANSAS
JOG BROGZIN patreon.com/jogbrogzin AND NEW D&D 074 THE DANGER OF SKILLS
CALEB BURKS instagram.com/burkshirecartography 016 MONSTER DESIGN 076 1D6 THIEVING
BROOKS DAILEY swordandscoundrel.blogspot.com/ FROM CLASSIC 078 DUELS
NICOLAS DESSAUX hobgoblin.fr/ 019 DOES ENERGY 080 8 STATUES ENCOUNTERS
PAOLO GRECO tsojcanth.wordpress.com/ DRAIN SUCK? 082 THE OVERLY THEMATIC
020 WIZARD WEAKNESSES DUNGEON
JAMES HOLLOWAY patreon.com/monsterman 025 GET YOUR GEAR! 086 D12 DUNGEON GENIUSES
ANTHONY HUSO thebluebard.com/ 028 THE RETIRED 088 BETTER TREASURES
ARNOLD K goblinpunch.blogspot.com ADVENTURER IS... 092 IT’S A TRAP!
ETHAN LEFEVRE 030 DUNGEON CHECKLIST 095 WHAT HAPPENED IN 1266?
GABOR LUX beyondfomalhaut.blogspot.com 038 WHAT KIDS’RPGS 096 IMPACT
ARE MISSING 101 MY AESTHETIC IS PATHETIC
BRYCE LYNCH tenfootpole.org 039 WANDERING MONSTERS 103 D20 HOOKS
FIONA MAEVE GEIST ZIGGURATOFUNKNOWING.BLOGSPOT.COM SHOULD HAVE A PURPOSE 104 D20 MAGIC HELMETS
SEAN MCCOY failuretolerated.com IN WANDERING AROUND 106 THE TAPESTRY AND THE
CHRIS MCDOWALL bastionland.com 042 HIT DIE ARE MEANT MOSAIC BOX
BEN MILTON youtube.com/QuestingBeast TO BE ROLLED 112 LIVEN UP
046 20 GUNPOWDERS THOSE CORRIDORS
GAVIN NORMAN necroticgnome.com 048 NAMING MY GAME 113 34 GOOD TRAPS
PATRICK OLLSON 049 EXPOSE YOUR PREP 116 USELESS MAGIC LOOT
GRAPHITE PRIME graphiteprime.blogspot.com 050 ENCOURAGE SCHEMING 122 BORDERLANDS
STUART ROBERTSON strangemagic.robertsongames.com 051 WHY SETTING HIGH 128 8 VARIANTS OF
JACK SHEAR talesofthegrotesqueanddungeonesque.blogspot.com STAKES MATTERS THE CAVES OF CHAOS
052 WHAT’S THE DEAL WITH 130 MONSTER DERANGEMENT
JASON SHOLTIS roll1d12.blogspot.com IGOR’S HUMP? SYNDROME
SKULLFUNGUS patreon.com/skullfungus 053 SOME WAYS OF 131 I EAT THE BODY
SEAN STONE thestonegiantscave.blogspot.com KILLING D&D PEOPLE 133 12 MAGIC BLADES
CHRIS TAMM elfmaidsandoctopi.blogspot.com 054 “RULING NOT RULES” 134 SEWERS OF MISTERY
DANIEL SELL whatwouldconando.blogspot.com/ IS INSUFFICIENT 140 COMPLETE THE DUNGEON
059 MY GOBLINS ARE... 142 COMPLETE THE ENCOUNTER
VAGABUNDORK magickuser.wordpress.com/ 061 THE LABORS OF 144 JUST USE BEARS
HERCULES AS OSR
COVERS: TIM MOLLOY (timmolloy.com) OBSTACLES 145 MAP PORTFOLIO
INSIDE COVERS: NIKLAS WISTEDT (wistedt.net) 064 WHAT DO 159 NEW PLAYER CLASSES
INSIDE ART BY: THE MONSTERS WANT? 179 NEW MONSTERS
067 SAVE VS ACTUAL DEATH? 189 ADVENTURES
IVAN CACERES, DIDIER GUISERIX, MATTHEW HOUSTON
CHRISTOPHER JOHNSTON, LI-AN, DYSON LOGOS, EVLYN M,
TIM MOLLOY, LUKA REJEC, MICHAEL SHEPPARD, JASON SHOLTIS,
DEAN SPENCER
The merry mushmen logo: DIDIER BALICEVIC
The classes and monsters in this issue use formatting borrowed from
Knock! is published by The Merry Mushmen & Kamchatka Publishing Necrotic Gnome’s excellent retroclone of the B/X rules,
103 Chemin de Nin, 64240 Urt - FRANCE Old-School Essentials.
www.themerrymushmen.com - olivier@merrymushmen.com We cannot recommend this game enough.
PROUDLY PRINTED IN EUSKADI!
by Brooks Dailey - Art: Michael Sheppard

WHAT I WANT
IN AN OSR GAME
For me, the OSR has always had a very
specific appeal. I don’t need it to be my
end-all, be-all general tool.
I already have a dozen other options for
character-focused, narrative heavy
drama. Instead, OSR games are at their
best when treated as an intentional,
focused experience. In a time when the
current edition of D&D is a kitchen-sink
experience, the attraction to OSR is what
makes these games different.
Objective,
Challenged-Based Gaming two categories: defeating enemies and
Most of the games I love actively em- recovering treasure. These are both
brace failure. Burning Wheel, Apoca- objective-based reward mechanics. If
lypse World (even my own work in pro- you want to advance, you have to suc-
gress, Sword & Scoundrel), and similar ceed. You must actually accomplish so-
games are all designed to Fail Forward. mething to move forward.
Failure is not only an expected part of Sometimes, I’m in the mood for a tra-
play, it’s relied upon to drive the narra- gic, twisting narrative, but sometimes
tive forward. You’re not playing these I just want to be challenged. I want
games to accomplish things. You’re my players incentivized to be their
playing them to see what happens. OSR smartest, most resourceful selves and
design takes the opposite approach. be rewarded when they overcome the
Most games in this class base XP on challenges set before them.

08 09
Encounter-Based Oracular Dice and
High Adventure the Impartial Adjudicator and usually putting your character at the longer exploration takes. The lon-
As a corollary to the above, most The more character-focused and risk. This approach works so well in ger exploration takes, the more likely
games I’m into are intensely charac- story-oriented the game is, the more OSR precisely because the of very ga- you are to run out of supplies or bump
ter-focused. They are built around deliberate you want to be with how meable gaps these systems leave. The into something dangerous. Worse still,
exploring who the character is and events unfold. OSR is all about the lack of skills in most games mean that the more heavily encumbered you are,
what they are about. It’s a deeply random: random encounters, trea- the players have to look elsewhere for the more easily you can be overrun.
rewarding experience, but it can also sure tables, mutations, even cha- solutions to their problems (see page The most common solution is to bring
be emotionally exhausting. I’m not racter generation. Not only do these 74 about that). Risk management is the on hirelings and pack animals, but
always up for it as a player or as a GM. create some neat artifacts of play, but most important skill players can mas- that has its own drawbacks. The more
Sometimes you want to be playing the more randomized the elements of ter in the game, so any time you can people you hire, the more expensive
Game of Thrones. Other times, what the game, the more objective you can overcome a challenge through fictio- your trip becomes, the more supplies
you really want is Conan the Barba- be as a GM. When I’m playing B/X, nal positioning, you’re better off than you need to bring, and the more atten-
rian. my job is not to actively challenge the you would have been letting the dice tion you will attract.
OSR games are built to emulate the players or find ways to highlight the decide your fate. Combined with the In any other game, time, speed, and
best kind of old-school pulps. Like individual character traits of their challenge-based nature of the OSR, inventory are often unnecessary simu-
any Weird Tales story, we aren’t here PCs. My job is to prepare a situation these games become a kind of creative lation and thus ignored. In OSR, they
to explore the internal conflicts of for them to explore and then impar- problem-solving and critical thinking are an iron triangle of risk-manage-
the protagonist. The lead character tially interpret the results of the dice exercise that doesn’t exist elsewhere in ment and an important expression of
is there to give us a view into a world as they do. Their success and failure the role-playing hobby. player-skill. Creating your own Lewis
of exotic locales, thrilling heroics, and (and consequently, the XP they earn) & Clark or Oregon Trail expedition is
Adventure a fun experience that isn’t really found
a whole lot of weird shit. This shift is all between them and the dice gods.
in focus brings an entirely different I am but the messenger.
as Expedition in any other kind of game.
kind of creative outlet. Prepping for In nearly any other game I play,
a character-focused game is all about Player Skill and equipment and supplies are generally I could easily go on further
finding ways to reincorporate aspects Fictional Engagement hand-waived. Tracking time, speed,
For many people, one of the major and distance are just irrelevant trivia- about the rules light nature
of those characters into the game
and building events to force the PCs draws to the OSR is the way the games lities that get in the way of the story of the games, the ease of
to make hard decisions. In an OSR allow for direct engagement with the being told. However, in OSR they are hacking, the flexibility of
game, the GM’s creative efforts are fiction. In many cases, you can bypass a crucial part of the logistics of ex- play, and so on, but here
ploration. Early D&D editions treated
the exact opposite. You are focusing challenges through role-playing alone.
dungeon-delving as a full-fledged ex-
I wanted to focus on the
entirely on the world itself, creating This might take the form of negotia-
interesting scenarios, locations, crea- ting your way through a social en- pedition. Players would have to care- things that really made
tures, items, set-pieces, and other en- counter, narrating your way through fully balance their supplies to ensure OSR games unique. In turn,
counters. You are creating things pu- disarming a trap, or solving a puzzle they had enough goods to make the these are areas that future
rely because you think they are cool. with raw player intelligence alone. In journey, but this came with a cost. The OSR games would benefit
You don’t need to worry about how a way, resorting to the dice can even more stuff you bring, the less room
you have to bring stuff back. The more from exploring further,
the PCs’ deep-seated philosophi- be seen as a fail state. Once you have
cal issues will come into play. They’ll to fall back on mechanical abilities, stuff you bring or treasure you’re giving them the focus they
come for the treasure anyway. you are leaving things up to chance carrying, the slower you move, and deserve.

10
11
by Gavin Norman - Art: Matthew Houston 13

A comparison
of old and new D&D

As a long-time D&D player who has returned


to playing a 30 years old version of the game,
I thought it would be interesting to write a
bit about my experiences with the venerable
game, and why I’m now so much happier to be
playing a very early incarnation of it.
A bit of background to my experiences with D&D: I started playing in the early
1980s, with the Basic / Expert sets. AD&D was also around at this time, and while
I did buy a couple of the books I found them a bit overwhelming at that young age,
and only got into AD&D when the second edition came out. I played «2e» a lot
during my teens, and then gradually drifted away from roleplaying in my twenties.
When I returned to the hobby several years ago, D&D 4 was the big new thing.
I duly tried it out, and also tried out the 3rd edition, and Pathfinder. The games I
played were fun, sure, but somehow I found that none of these versions of the
game really had that spark which the older editions had.

12
15

So here are a few thoughts on the differences I’ve found between the older Less is more. Another effect of this fit. This can give each campaign a
and newer styles of D&D, and why my personal preference lies with the old. lack of mechanically stated character unique flavour, as rules are interpre-
(I’m sure a lot of people prefer the newer style, and I’m not trying to convince options is that it actually in practice ted in different ways.
anyone of anything here, just expressing my love of “the old ways”.) tends to give characters more options,
The defining factor seems to be the terseness and sparsity of the flexibility and creativity. Characters Rules where necessary.
older D&D rules, especially if you look at the original version of are free to try things which, in more The lack of specifics in the
rules-strict editions of the game, they
the game (OD&D) or the basic game which was released during just wouldn’t bother with, due to pe- rule books allows the DM to
the late 1970s to early 1980s. They don’t cover very much, and rhaps not having enough in a certain expand them, if areas come
rarely go into much depth. Later versions of the game progres- skill, or not knowing a certain feat. As up during play which are im-
sively filled in these gaps (whether with the minutiae of AD&D, or a result the game tends to feel a lot portant enough to demand
more open and free-form.
the systemic rationalisation and «core mechanics» of D&D 3 / 4). Saying yes. The lack of specific cha-
further rules. The end effect
However the early game solved the issue of «how to determine racter abilities, in terms of “skills” or is that you’re starting from a
what happens in situation X» in a very different way: make so- “feats”, has another, perhaps surpri- very rules-light system, and
mething up on the spot! Need to know if a character can jump sing, side-effect: it allows the DM to expanding it if needed, rather
over a pit (there’s no jumping skill)? – the DM has many options: simply let characters do cool stuff, than trying to comprehend or
when appropriate. Can my wizard
just say yes, just say no way, roll vs DEX, give a 2 in 6 chance, etc. read the ancient magical script of the cut down a very rules-heavy
Completely dependant on the situation at hand. Zagdobar people? Of course he can! system. For example, the «offi-
There are many things about this system (or lack of system!), that create a play (As opposed to: what’s your Arcana cial rules» for wizards creating
experience which I personally enjoy very much. bonus?) Can my fighter do a spinning magic items say little more
attack and try to hit the three temple than «it’s up to the DM how
This is not a game of rules. The lack of specific rules and reliance on the DM to guards surrounding him? He can try
make improvised «rulings», rather than relying on pre-defined «rules», brings for sure! – make a DEX check, and if much it costs, how long it
home an extremely important feature of old-school RPGs: the atmosphere of you succeed you can make an attack takes, and what components
the game is far more immersive and mysterious if the players are thinking in roll at -2 for each of them. (As op- or equipment are needed».
terms of being their character, rather than in terms of what they’re allowed to posed to: well, let me see, isn’t there
do by the rules. That’s why in AD&D, for example, the players handbook only
If a particular group feels like
a feat for that?) This point can be es-
has rules for creating characters. All the other rules of the game are in the dun- pecially relevant where success at
this is too vague, then they can
geon master’s guide. a certain action is important for the come up with something that
Improvisation. One of the things I enjoy most about the roleplaying hobby as a progression of a story. suits their campaign. (Though I
whole is the act of making stuff up on the spot with a group of people. It’s much Saying no. Of course, the other side feel that this system is absolu-
more fun than looking things up in books. of the coin is that if a player hasn’t got
Growing characters vs character builds. When the procedure for character tely perfect as it is, as it allows
specific abilities written down, then
creation is as simple as: 1. roll ability scores in order, 2. choose a class, 3. buy the DM is equally likely to just say “no the DM to suggest something
equipment, there’s no room for the mechanical tweaking which has come to be way”. Common sense generally pre- completely tailored to the cha-
known in later editions as «character builds» (which is, I believe, something of vails. racter in question.)
a game in itself!). This further brings home the fact that this game is not about Making the game your own. When So that covers, in my experience,
rules and mechanics. Your character is differentiated from others by how you the «official rule book» is ambiguous some of the big differences in style
play them, and what experiences you go through with the character in the and vague, DMs have a chance to in- between older and newer editions of
game, not by what numbers you have written on your character sheet. In effect terpret as necessary and as they see D&D.
you’re growing or «building» your character as you play.

14
by Chris McDowall (2011) - Art: Tim Molloy

monster design
FROM CLASSICS

LICH THE
The Cocktail Codex makes the bold
claim that there are only six cocktails,
with all recipes able to be linked at least
tangentially to one of these root recipes.
So a Martini is defined by the
relationship between spirit (gin) and
aromatised wine (vermouth), so a
Manhattan is simply a relative that uses
whiskey instead of gin, sweet vermouth in
place of dry, and bitters added for
seasoning the added sweetness.
So what’s the point of all this beyond The Lich - The Classic
theory and list-making? It’s really an While dark wizards might seem like the
exercise to demonstrate how new re- true root, Liches feel much more iconic
cipes can be created around classic to me.
structures, and understanding how to Lich: STR 7, DEX 7, CHA 18, 15hp. Cere-
make changes without screwing up what monial Dagger (d6), Lots of spells.
makes the classic work. Can we do the - Great magical powers
same for monsters? It’s not a perfect fit, - Physically weak
but let’s try one. - Themes of greed and immortality

16 87
by Gabor Lux - Art: Didier Guiserix (Casus Belli, 1982)

DOES
Experimenting with the Core weakness, but could be other forms of
In this case the core of the lich is its ma- physical restriction. An aboleth is phy-
gical powers, which contrast its physical sically large but bound to water, and li-
weakness.

ENERGY
mited on where it can move. Some types
- We can move the focus to psionics: we of demons or devils can fit into the lich
get the mind flayer. mould but they can be banished to their

DRAIN These rules may help


- We can tighten down the magic home or otherwise controlled by magic.
powers to single extraordinary ability Vampires have a similar combination of
to give us the medusa, doppelgänger, physical power with serious weaknesses

SUCK? if you think it does.


dryad, and even the rust monster. to balance their magical abilities.
- We can keep things closer to arcane So let’s make a new creation where the
magic and focus on a particular school physical weakness is replaced with stu-
to get classics like the evil necromancer. pidity and a vulnerability.
You can tip the balance slightly, giving Tome Golem: STR 15, DEX 5, CHA 5. D8
them more modest magical powers in Smash. Lots of Spells.
exchange for appearing in greater nu- - Literally made out of spellbooks but
mbers and being a touch more hardy to doesn’t really understand them. Throws
get drow and gnomes that still rely on a random spell out in anger if provoked.
magic and trickery over their swords. - Drawn to absorb more spell tomes into
And of course the point of this is to help its form.
us create new monsters, so what if we - Extremely flammable (any fire attacks
focused on summoning magic? get +d12).
Elemental Conduit: STR 7, DEX 7, CHA
18. 12hp. Experimenting with
- An elemental cultist that has given up the Seasoning
their sapience to become a channel for The Seasoning is what binds the core
elemental beings to enter our plane. and the balance together. A lich that
- They are humanoid but clearly made knows lots of spells but is physically
up of chunks of raw elements barely weak isn’t interesting enough to throw
held together. into your game, but if they’re the last
- They want everything to return to raw devotee of an ancient religion or the
elemental chaos, and can summon ele- vain prince of a ruined kingdom then
mentals at will. you’ve got something to grip onto, a rea-
son why they’re the way they are.
Experimenting with Most of the variants above change the
the Balance seasoning from the classic, but let’s see
The lich’s power is balanced by its weak if we can keep everything else the same.
physical form, classically a skeleton but • Wights, wraiths and other lesser undead drain 1d6 Constitution.
Eternal Apprentice: STR 7, DEX 7, CHA
sometimes taken to the demilich extre- 18. 16hp. Dagger (d6), Lots of spells. • Spectres, vampires and other greater undead drain 2d4 Constitution.
me of just a skull. - Doomed to eternally wander the tomb • Shadows drain 1d6 Strength.
- Another extreme take is going for the of their truly dead master, tidying up,
brain in a Jar. • Scores recover at a rate of 1 per day.
checking everything is in order, swee-
- Giving the lich a ghost form keeps ping the floor. • A character drained to 0 in a score is lost, and becomes an undead
them unable to have much physical im- - Can channel the power of their mas- of the given type.
pact, but gives them the added power ter if needed, but is woefully lacking in
of being immaterial, so you should pull confidence and constantly scared of With these changes in effect, undead represent a greater immediate
back on their magical powers if you go using the wrong spell.
in this direction. threat, but do not damage long term
- Their spirit is released if the master’s
- The balance doesn’t have to be physical corpse is destroyed.
character viability.
18
ub ,noitats sih evoba yaw snomed morf rewop sih lla elots kcolraw ehT
med eht tpek s’eh skcart sih gnirevoc stoob hcirtso del
ittuc deen ll’yeht os yleruc,es etiuq ni depparts
by Daniel Sell - Art: Li-An (Mazirian the Magician, 2012)

c lliw snomed eht roolf eht hcuot teef sih


T .nepo syats etag eht ecnahc 6 ni 1 .mih

W izard
eaknesses
tower wizards, necro-wizards, lonely wizards,
have the time to commit to exceeding the typical human
Some wizards,

limitations of knowing the unknowable.


As you approach the Planck scale of magical minutiae
it passes beyond mere education and study,
as this level you must cheat.
These cheaty boss-wizards should be freely given outrageous Skill and Stamina
ratings. Huge, gigantic, suicidally dangerous sorcerous chops. The players
can go ahead and literally brute force the issue of killing them, or they
can be smart and figure out exactly how this bastard is cheating and
catch them out. When these weaknesses are exploited the wizard’s skill
and (total) stamina is halved. Some might just apply to the individuals
exploiting it, or it might cause the wizard to be
generally weakened. The exact details
will suggest themselves.

20
h fo esuaceb tub ,noitats sih evoba yaw snomed morf rewop sih lla elots kcolraw e
at sih ffo snomed eht tpek s’eh skcart sih gnirevoc stoob hcirtso deleeh-h
ehw tub ,ffo gnittuc deen ll’yeht os yleruc,es etiuq ni depparts s’e
ialc dna emoc lliw snomed eht roolf eht hcuot teef s
sd66
i draziw ehT .nepo syats etag eht ecnahc 6 ni 1 .m
11 Having his hat knocked off. Its spe- 24 Warlock wands are old fashioned, 33 The wizard is careful to surround riddle that they could not answer their
cial lining was keeping the spells inside. something a grandpa-wizard would himself with mirrors at all times. While confidence would be shattered. Will
12 The pet rat he keeps in his cummer- use. A few enthusiasts see past the in the presence of a reflective surface always answer riddles. The group may
bund, a great sorceror in its own right. passé and into the pragmatic, creating he maintains his elevated state. collectively offer one per round and
13 Seeing a tattoo of a bare bottom. extravagant wands of manticore spine 34 Usually kept tucked up in his gums, if the GM can answer it the wizard is
Prude or ancient pact with Slaanesh? and unicorn feather to complement the wizard chews on the psychoactive assumed to have done so. The GM may
14 An albino ferret, brandished. The their abilities. They are tragically easy mushrooms that grow in dragon turds. also roll the wizard’s luck once to solve
wizard cowers and cringes, obviously to break, however. When hitting the Separated from his stash he will soon it instead.
disgusted. Whether this effect is magi- wizard successfully you may test your come down. 44 The wizard isn’t bad, he’s mad; sub-
cal or psychological is unclear. luck to break the wand. If you fail you do 35 The warlock stole all his power tle senility has settled over his already
15 The secondary brain they keep in a no damage to anything. from demons way above his station, power addled mind. Anyone re-
jar under their bed helps them think. 25 One thing that never goes out of but because of his high-heeled ostrich searching and performing an adequate
16 A deck of cards full of occult symbo- style are bangles and talismans. One boots covering his tracks he’s kept the impersonation of his wayward son will
lism. The wizard has actually invented of these doodads is the source of the demons off his tail. He’s strapped in rattle him profoundly.
a revolutionary note-taking system warlock’s power. Test your luck when quite securely so they’ll need cutting 45 The wizard has replaced all his
allowing him to offload a lot of the grabbing at them to nick the right one. off, but when his feet touch the floor blood with liquid magic. He needs to
mental strain on to small cue cards. 26 When the wizard says he has more the demons will come and claim him. 1 put it back inside once in a while, and
Regardless, destroying them would be power in his little finger than you have in 6 chance the gate stays open. without it will be terribly weakened.
quite a setback. in your whole body, he is being entirely 36 Standing in his foyer is what was 46 All of his organs have been put into
21 Direct sunlight causes the warlock’s literal. Cut off that finger! Test your once a flattering sculpture of the (2d6) jars and hidden in secret places.
crystallised plasmic crown to evapo- luck to hit the finger and deal at least 3 sorcerer but is now partially obscured Each one found and destroyed takes a
rate. It is otherwise invulnerable and damage to it. by blue moss. As the sorcerer taps into portion of his power.
irremovable. 31 Once a year at a particular junc- the false image of the sculpture it is 51 The wizard sits in the middle of a
22 The daemonic parasite which clings ture of the aeons the wizard goes out further taken over by the 5th dimensio- miasma of chemical unguents with the
to the back of his head. To the ignorant amongst the people and, into the ear nal moss. After a few years of everyday distinct tang of body odour. However,
observer it looks like a rather gaudy of one poor fellow, mutters the word use, or 6 months of intense wizarding, he is not just a disgusting human being
evil-guy hat, but those viewing it via that will unravel his power. The person he will commission a fresh one. too wrapped up in the pursuit of power
Second Sight or other true-seeing listening doesn’t know what the word 41 In an egg in a duck in a pond on an to wash, he is cultivating a vast colony
ability will know differently. They must does, but they do know they will die in island in a lake in a pocket dimension of bacteria and other ambulatory filth
also test their luck or be blinded by the a year and a day if they ever reveal it. in a box in a cupboard is the source to offset some of his sorcerous strain. A
brilliance of the creature’s true form. Anyone else saying it is fine, and greatly of (half) his power. The box must be good amount of soap and water should
Daemonic hat - 5/20/4. upsets the wizard. found, entered, and hex-crawled. put an end to his reign of terror.
23 The true wizard is an old man behind 32 Every wizard worth his salt knows 42 The warlock has sacrificed his mir- 52 Light is a terrible trickster, if one
a curtain in the room beyond, control- that copious consumption of fairy ror-self for power. While held in a full could avoid the sloppy interaction of
ling this simulacrum with gossamer blood grants you elevated magical mind body reflective surface his powers are radiation and surfaces and get down
tendrils of plasma disappearing off into powers. However, it also makes you diminished as the astral corpse of his the nitty gritty objective reality of
the ether. Requires a good few hours to very weak to the touch of cold iron and other self retakes its position. things we would all be wizards. Now
rouse himself, so is essentially defen- requires an industrial quantity of tiny 43 Their claim to knowledge is so great imagine if someone who was already
celess. faeries. Ecologically unsustainable. that if they were to be presented a a wizard got that insight. The wizard

22
23
deknug lla teg stnioj ruoy ,luf
,pu by Good-deal Nobboc - Illustration
: Matthew Houston

a evah tsuj ton yhW .no os dna


staeb llits ti elihW ?traeh daednu
lesnemmi si eh tsehc sih ni
is blind and manoeuvres around his
manse with a series of seeing stones
not to touch his special deck of cards or
say bad words. He finds it funny.
mounted in ceiling orbs and hidden on 63 The unimaginative magic worker
bookshelves. Inside his house his is sold his soul. If you tear up the contract
powerful and omniscient. Outside he it’s void.
carries a small bag of variously sized 64 In his basement he keeps a fairy/
stones for on-the-go observation of the genie/angel or other adorable but
objective world. magically potent creature rigged up
53 Being fully undead has many, many to a transmitter tower and feeds of it
problems. Minor injuries become per- ambiently.
manent problems, the smell is awful, 65 The wizard has an agreement with a
your joints get all gunked up, and so on. dark(er) lord to boost his powers.
Why not just have an undead heart? 66 The wizard delegates much of
While it still beats in his chest he is the physical toil of magic to his ap-
immensely robust. Somehow he can prentices, who remain mind-linked
function without it. I don’t know how. throughout the apprenticeship. Any
54 The wizard cannibalised a wily stress of hardships befall them instead

gear!
demon and took his hands and tongue. of the wizard. Most don’t last long.
Allergic to religion.
55 Every night the sorcerer sleeps in A lot of these seem like the
crystal pod which guides his dreams
and reverses the rigours of age. Wit-
hout access to it he will lose its calming
kinds of things that would
be incredibly impractical
limitations in combat.
Get your
powers and become tired, old and
Remember they Roll d66 to get your starting gear.
cranky.
are wizards, not You also get 1d6 coins for additional sundries.
56 Bit by bit the warlock has replaced
his bits and bobs with mechanical soldiers. Their magic 11 Loincloth, pair of sandals (the left
parts. His blood is creamy, plasmically is to further their inscrutable one will give up soon), wooden sauce
charged goo, his hands weave spells ends, not arm wrestle spoon, bitter turnip.
without a thought and he’s got sub-der- (unless they’re endomancers 12 Brigantine, leather helmet,
mal weapons under his synthetic skin. I suppose). morgenstern, cutlass, nice pair of
61 The warlock maintains many clones leather gloves, fragile telescopic
of himself. d6 are currently active while periscope in a gift package.
the others are in their rest cycle in vats (This is written for TROIKA!, which is freely 13 Shabby leather armour, bow
of goo. If you can find and smash the available: https://melsonian-arts-council.itch. and 20 arrows, two short swords,
original to bits they will lose their hub io/troika-numinous-edition. For D&D consider
Skill to be attack values and spells and other
shoe polish box, bottle of milk,
and focus. assorted offensive capacity, Stamina to be HP, 3 kittens in a basket
62 The wizard doesn’t have a and Luck to be appropriate Saves or attribute 14 Leather armour, two daggers,
weakness, he’s just really great. He will tests. Thanks to Andy Bartlett for reminding slingshot and 20 dwarven steel bullets
however act like he does, begging them me of this trope.) (+1 damage vs goblins), itchy woolly
24
25
hat, 15’ knotted rope, folding grapple, ten small vials of perfume, cape of the 43 Damaged chainmail (as studded 54 War hammer, long sword, salad
red beard in a canvas bag. latest fashion, mummified baby’s hand leather), long sword, round shield helm, 15 ft of fine and solid chain,
15 Scale armour, kettle helm, halberd, at the end of a silver chain. with encrusted goblin skull, 3 healing vial of apple syrup, iron mask with a
short sword, light crossbow (no bolts), 32 Half plate armour (you only have mushrooms (1hp, save vs poison or grinning face, goblin leather pointy
three iron pitons, unreliable ring of the back pieces, it does not protect you be dazed for 1D6 rounds), handful of boots, 10 tasty bananas, compass in a
Feather Fall (2-in-6 chance of working). in the front), war hammer, spiked shield caltrops, strawhat. bulky wooden box.
16 Chainmail, unbalanced bastard (opponents take 1 damage point if they 44 Padded coat that smells like 55 Padded leather armour, skull
sword (-1 to hit), pickaxe handle, shield, miss their attack), onyx dagger that carrion, lobster pot helm, long sword, headed club, black short sword, bowl
two flasks of holy water, pocket of high belonged to the infamous serial killer two daggers, spear, bottle of ink with helm, 10 ft of leather strap, oil lamp, 5
quality pipe weed, spyglass. Desmond the Beast. an iron quill, two bags of lavender, iron pitons,though file, 12 firecrackers.
21 Padded armour, spear, studded 33 Possibly magical scale armour wax ear plugs, wokitoki (a box said to 56 Magnificient velvet doublet, silver
club, helmet with ear flaps, bear trap, (encumbrance is as leather armour), communicate up to a distance of one studded beret, long sword, retractable
nice ivory pan flute, monocle of night horned helmet, battle axe, 3 gallons of mile with a person owning another dagger, 3 doses of blade poison (save
vision (one hour a day). bad wine, large natural sponge, skull of wokitoki). or fart incontrollably for 1d6 rounds),
22 Studded leather armor, helmet with a powerful enemy. 45 Leather armour, slingshot and 20 spool of light and string cord (100 ft),
a black feather, sabre, short bow and 34 Monk robes, breastplate, silver bullets, studded club, pointy WWI style gas mask.
27 arrows, flask of flammable oil, small walking stick, bowl helm, two flasks yellow cap, flask of holy water, small 61 Plate armour (too small, -2 to hit),
bronze bell, 27 gold teeth in a purse. of holy water, bottle of premium leather bag containing colorful bastard sword, war hammer, invisible
23 Breastplate, winged helmet, flail wine, jar of honey, white crow on ribbons, pearl-encrusted buttons, helm, jar of grease, flashlight and 3
with 3 spikey balls, round shield, your shoulder. sewing thread and a magic thimble. batteries.
blowpipe and 10 barbed needles 35 Brigantine, bowl helm, scimitar, 46 Half plate armour (only protects 62 Smelly troll leather armour
(damage: 1), lantern at the end of a short bow and 20 black arrows, long on 3-in-6), guisarme, short sword, (regenerates 1hp every 1d6 hours),
walking stick, goblin ears necklace. dagger, thieves’ tools, 2 lb of salt, three extravagant looking hat, beautiful scimitar, short bow and 20 arrows, 3
24 Chainmail, glaive, heavy crossbow pinches of meteor powder in an iron red leggings, aged rum bottle, candles, small jar of exotic fruits seeds,
and 20 bolts, feathered hat, wokitoki tube. lucky rabbit foot (+1 to any roll slate and coloured sticks of chalk.
(a box said to communicate up to a 36 Breastplate, short sword, once a day) 63 Barbed sabre, three bone javelins,
distance of one mile with a person conquistador helmet, two javelins, 51 Scale armour, bastard sword, oval shield, giant tricorn beetle in a
owning another wokitoki). magic lantern with 12 weird scenes dagger, whip, leather belt with lion cage, hookah and 100 doses of alzimar
25 Long sword, 6 throwing knives, on colored glass plates in a varnished head buckle, 3 candles, 49 black flower smoking paste in a leather case.
pointy hood, boots made of strange wooden box, a silver bowl. varnished nails and 3 strands of violet 64 Padded armour, crested helmet,
hide (insulating, ignore electrical 41 Reinforced leather coat, long hair in an iron box. long saw-sword, 20 ft long rope
damage), French language manual, a sword, spear, feathered beret, warm 52 Leather armour, short sword, long ladder, healing potion, 10 stink bombs
tame rat under the hood. and waterproof cloak, lyre and roll of bow and 20 whistling arrows, small in an iron box.
26 Poorly adjusted plate armour (-2 to sheet music in a leather case, piece of hand mirror, 3 fake rubies, master key, 65 Brigantine, long cutlass, hatchet,
attack rolls and ability checks), two- lemongrass soap. tiny lead figurine representing you and slingshot and 20 stones, pointy
handed curved sword, light crossbow 42 Brigantine with Sons of Zenopus changing stance every day. wizard hat, red baggy trousers,
and 20 silver-tipped bolts, bassinet Gang emblem, conical helm, heavy 53 Damaged scale armour (destroyed smiling two-headed homunculus in a
helmet, pair of pincers, three magic crossbow and 10 poisoned bolts on rolls of 18+), nasal helm, two headed glass jar.
beans (you don’t know what they do). (save or dazed for 1d6 rounds), short mace, slingshot and 20 odd pebbles 66 Leather robes, long sword, six
31 Parade leather armour (no sword, mace, 10 ft of ultra-strong (1-4: no damage; 5-6: 10 damage), box 5-sided ivory dice, a book of exotic
protection), dagger, masterwork long wire, carpenter’s hammer and 10 long of coloured pencils, teapot and small images, snorkeling mask, grumpy
sword (+1 to hit), iron box containing rusty nails. bag of tea, metal handcuffs mule.

26 27
by Daniel Sell - Art: Luka Rejec

The village’s local


retired adventurer...
1. HE 2. SHE IS... THEIR SERVICES
3. THEY ARE... CAN BE GAINED...
1. old, almost spent. 1. with a handful of silver.
2. past their prime. 2. for a worthy cause.
3. too young for the burden 3. for a bottle of the
they carry. good stuff.
4. in what to others would be 4. with the chance for
their prime redemption.
5. with the promise of
AND HAS escape from this life.
A REPUTATION AS... 6. over their dead body.
1. the local drunk, harmless.
2. a raging drunk, don’t make IF TAKEN ON, BEWARE
eye contact or you’ll see the THAT THEY WILL...
demons. 1. break into inconsolable
3. a broken soul, take pity. hysterics at the sight
4. a hard worker that never of a dead child.
speaks of their past. 2. drink every drop of
5. a recluse with an old sword alcohol while you sleep,
from their days in the wars. if able, and stagger
6. an inveterate story teller, the whole day through.
entertaining the adults and 3. be frozen by the sound
terrifying the children. of distant howls.
4. be unable to be in the
THEIR PAST IS... presence of cooking meat.
1. filled with violence 5. constantly count
committed for others. their equipment.
2. one of avaricious Check and re-check.
plunder. One, two, three, one,
3. warhearted and two, three.
swordblooded. 6. if party to the
4. adventure killing of innocents,
and wild romance. wander off into the
5. glorious and sung. night never to be
6. a tightly held secret. seen again.

28

29
by Arnold K. - Art: Michael Sheppard

Dungeon
Checklist
Sometimes I write dungeons. Today I
wrote a checklist of things to put in the
dungeon. The first couple items are
pretty obvious, but it’s still good to
enumerate their usage.
How to Use This Checklist. Read it once before you
write you dungeon. Then read it again when you’re
done, to make sure you got everything.

1. Something to Steal
Treasure gives players a reason to go into the dungeon
in the first place. On a metagame level, treasure is mo-
ney, money is XP, and XP is tied to the idea of character
advancement. It’s the prime mover of the system.
Two points.
First, remember that treasure doesn’t need to be trea-
sure. It can be:
- Shiny shit, such as boring ol’ coins, or the jewelled
brassiere of the zombie queen.
- Knowledge, such as where to find more treasure, or in-
formation you can use to blackmail the king. Or even a
sage, who can answer a single question honestly.
- Friendship, such as an amorous purple worm that fol-
lows you around and protects you when it’s hungry and
a little bored. Occasionally, it leaves egg sacs laying
around for you to fertilize (and it will get angry if you
don’t sit on them for at least an hour).
- Trade Goods, like a wagon full of tea
(worth 10,000gp). When I give out large 3. Something your dungeon also allows the dungeon
to be self-scaling. The level 1 party will
better at exploiting its geography. They
can lure the carrion crawler over the pit
parcels of trade goods as treasure, I give
half of the XP now, and the other half of
to Kill You just tip-toe past the dragon, while the
level 6 party might consider fighting it
trap that they know is there. They can re-
treat into a looped path, instead of retrea-
Dungeons are designed to be beaten.
the XP when it’s sold off. (I just really like That’s why we don’t fill them with inesca- so they steal the treasure it is sleeping ting into unexplored rooms (always a dan-
the idea of a mercantile campaign.) pable obstacles (rocks fall, everyone dies) on top of. And just like that, a dungeon gerous tactic).
- Territorial, like a tower the players can or impenetrable barriers (sorry, the whole becomes appropriate for both level 1 At the same time, don’t throw in random
claim as their own, or an apartment in the dungeon is wrapped in an adamantine parties AND level 6 parties. (And this is paths just for the hell of it. The more paths
nice party of the city (and the chances of dome, you can’t get in). another reason why I think OSR games you put in, the less linearity there is in
being stabbed in your sleep are dramati- BUT dungeons need to feel like they were have such a wide range of level-appro- your dungeon. And sometimes you want
cally reduced). designed to be unbeatable. It’s impor- priateness--It’s both easy and expected linearity, especially when it comes to tea-
- Useful adventuring shit, like a magic tant to feel like this isn’t just a bowling al- that players will flee from fights that ching your players things, or giving clues.
sword, scroll of blot out the sun, or a pa- ley where the DM sets up the pins for the they can’t win). Sometimes you want to show the players
rachute. players to knock down. You need to have the eerily clean hallway before they
Second, treasure tells a story, too. Cover
your treasure in religious symbols, an-
deadly elements in your deadly dungeon
for it to feel deadly.
4. Different Paths bump into the gelatinous cube. Maybe
you want them to meet the zombies with
noint it in trollblood. Don’t let your coins Different paths allow different parties hook hands before they meet the room of
Just follow these two important rules. Try to experience the dungeon in different
be coins! to follow at least one crawling, animated hands.
ways. It’s a randomizer, similar to what There’s nothing wrong with a little linea-
- Label your deadly shit as such. A you’d get if you ordered the dungeon
2. Something sleeping dragon. A door barricaded
from the player’s side with a sign war-
rooms according to a random number ge-
rity if you’re putting it in there for a reason.
I still think that a heavily branched dun-
to be Killed ning of deadly spiders. These things
nerator. And it keeps you (the DM) from
getting bored
geon should be the default assumption,
but linear sections of a dungeon are a ve-
This is pretty obvious. Of course there are look deadly from a distance. Player agency. Players can choose the
threatening things in the dungeon. There - A chance to escape. Maybe the dra- nal sin, not a mortal one.
path they’re better suited for. The par-
has to be some challenge otherwise it isn’t gon can’t fit into the smaller tunnels ty with two clerics can take the zombie-
a dungeon. The simplest way to do that
is with things that are trying to kill you.
around his lair. Maybe the manticore is
chained to a rock.
infested tunnel, and the party with air 5. Someone to Talk To
support can get themselves dropped into EVERY DUNGEON NEEDS SOMEONE
(Yes, you can have monsterless dungeons Both of these serve the same function: the courtyard. It also allows dungeons to TO TALK TO. It’s a roleplaying game.
based on traps. Those are cool, but that’s they allow the players to pick their own be a little bit self-adjusting, too. Players NPCs are the cheapest and easiest way to
why this checklist is written in pencil, not battles, something you can’t do on a li- who are more confident can challenge the add depth to your dungeon. It’s easy be-
in stone.) There are many ways to make near railroad game. I think that’s why a lot front door, while lower level parties will cause everyone knows how to roleplay a
combat with even basic monsters more in- of OSR folks hate the idea of boss battles: creep around the outside. generic goblin prisoner and has a pretty
teresting. because they’re the one battle in the dun- It allows parties to walk away from rooms good idea of what information/services
Also remember that dungeons tell their geon that is required. they don’t like. Part of the OSR philoso- that goblin prisoner can provide. And
story through nouns. The history of Horrible monsters that are avoidable give phy (as I see it) is the ability to walk away it’s got depth because there are so many
a dungeon is usually relayed through the players agency and allows them to be from fights. If a party doesn’t want to fight ways that a party can use a goblin priso-
monster choices (why use orcs when you architects of their own demise. a room with archer skeletons entombed ner. There’s almost no bloat--you don’t
can use degenerate cannibal versions of Sidenote: I think that nearly all combats in the walls (especially after two of them need to invent new mechanics, and it
the original dwarven inhabitants?) and should be escapable. Sometimes with a were blinded in the last room) they can takes almost no space to write «There is a
descriptions of those creatures (a bar- cost (dropped food, gold, maybe a dead retreat and find another way in. It’s an op- goblin in a cage. His name is Zerglum and
nacle-covered zombie, an iron golem PC or hireling). In my experience PCs will tion they have. he has been imprisoned by his fellows for
charred by dragonfire, the elven armor get themselves killed often enough even The last reason to have multiple paths is to setting rats free.»
scraps that the goblins are wearing, the el- if the enemies never left the rooms they allow for dungeon mastery. I don’t mean The problem is that a lot of dungeons are
ven wand-rifle that one of the goblins has were in. DMing. I mean that, as the players learn treasure vaults, tombs, and abandoned
for some reason). Also, putting «unbeatable» monsters in more about the dungeon, they become mines. The only creatures you usually

32 33.
encounter in those places are undead, go- introduces a new wrinkle into the game. is important because they give the players purple worm stomach acid.» Or «The pi-
lems, oozes, and vermin with ambiguous - A room with two doors of different an unsolved problem. rate captain has a gold bar hidden in his
food chains. None of those are really sizes. Anything that is put into the small Players know how to best leverage their peg leg, wrapped in felt so that it won’t
known for being chatty. So, here are some door emerges from the large door at attacks and abilities. Sure, you can mix it rattle.» It’s not like you’re designing multi-
options: twice the size, and vice versa. Anything up a bit, and force them to think and use ple cool rooms that no one will ever get to
- Rival adventuring party. that goes through the doors twice in the different tactics. But by and large, they enjoy. (I mean, I do that sometimes.)
- Goblins never need explanation. same direction (double enlarged or double already know how to use their character I think it’s important to hide things be-
- Spell effect, like a chatty magic mouth shrunk) has terrible consequences. to their best effect. They’ve been prac- cause there is a sincere joy in exploration
spell or something. - A pedestal. If anything is placed on top ticing it for levels and levels, after all. (It’s and testing the limits. If all of the things in
- Graveyard nymph. of it, it turns into its opposite. (Okay, the important to let player practice the stuff a dungeon are obvious, why even bother
- Ghosts. Make a sympathetic one. Eve- opposite of a sword is an axe, but what is they’re good at, i.e. combat with their cha- wondering what is at the bottom of the
ryone expects them to be jerks. the opposite of a banana?) racter, but it’s also important to put throw well? Is there anything interesting bu-
- Ghoul head, sitting on a shelf. It can talk - A metal skeleton. If a skull is placed atop some wrenches in there, too.) Weird shit ried underneath all of this mud? Players
if you blow through its neck-hole. it, a speak with dead spell is cast on it. follows its own rules. Suddenly, players who don’t have the time or resources
- Old man trapped in a painting. Commu- - Wishing wells that are portals to other don’t know anything about how to solve to explore a dungeon 100% (and they
nicates by painting. small ponds in the dungeon. Where the this problem, and they have to figure it out shouldn’t) will always walk away with a
- Demon trapped in a mirror. Communi- portal goes is determined by what item anew. feeling of enormity, that there was always
cates by repeating your own phrases back you throw in the well before you jump Bonus points if its something that could more to find.
to you. in. Copper coins, silver coins, gold coins, potentially unbalance your game. Nothing Sure, completion is a nice feeling, but so is
- Ancient war machine trapped by a sta- gems, and arrows all lead to different gives a player more agency than the abi- wonderment.
sis field bomb. Seeks enemies who died places. lity to completely derail your setting. (Not I like to reward people who are good at the
thousands of years ago, will self-destruct - Two doorways. Impassable when that you need to go that far.) game. And being good at finding things
when it learns that it lost the war. you walk through a single one, but if More bonus points if its something that (thinking about where they might be, ex-
- Consider giving your players speak with two people walk through them simul- will probably hurt the players at first, ploring those places despite the risk it in-
stones or speak with lock spells. Dun- taneously, they are fused together and but can be used to their advantage once volves) is one of the ways that a player can
geons usually have those. transported to a city of similarly-fused they’ve figured out how it works. be good at D&D.
- Demonic succubus, who has spent the people. One last perk: it gives level 1 characters a It should be a spectrum. Some things
last 1000 years on a bed, trapped by the - A machine that turns finished products chance to be as useful as level 10 charac- (most things) should be out in the open.
silver threads woven into a circle in the into raw goods, and raw goods into am- ters. Anyone can stick an arm into a hole Some stuff should be hidden behind
bedsheet munition. in the wall, and anyone can figure out what curtains. And some stuff should be tuc-
- Pterodactyl-riding barbarians who are - A sundial that controls the sun. it does. Weird shit often poses threats and ked deeply away in the dungeon’s folds.
looting the place - A boat golem that flees from loud noises. rewards that are level-agnostic. So yeah, the next time you decorate
- Time-displaced wizard, caught in a para- You can direct it by standing at the back of a room with a mural of a defeated king
dox while exploring the place. Resets eve-
ry 3 minutes.
it and shouting.
- Two holes in the wall. If two limbs are put 7. Something the presenting tribute to his conqueror, be
sure to put an actual treasure chest in
in the holes, they are swapped. If only one
limb is put in the hole, it is severed. Can be
Players Probably the wall behind the painting of a trea-
sure chest. (I’ve run that dungeon three
6. Something to used to graft new limbs onto amputees. Won’t Find times and no one has ever found it. I get
There’s some overlap here with magic This one might be contentious. Why put a little excited every time I describe it to
Experiment With items. There’s also some overlap with stuff in your dungeon that your players players.)
Aside from something that will probably non-magical stuff, too. There’s also some won’t find? There’s also undead skeletons entombed
kick the party’s ass, I think this might be overlap with combat, because some com- First, you don’t have to put much in the in the wall behind the paintings of ske-
the most OSR-ish. These are the unexplai- bats can be puzzly, or can rely on new dungeon. Just a few words here and there letons. No one’s ever found them, either.
nable, the weird, and the unknown. And I rules/victory conditions. to reward the players who are more tho- But some day, some party with the right
don’t mean unknown like an unidentified Combat, for experienced players, for the rough. «Inside the purple worm’s stomach alloy of greed, cleverness, and patience
potion is unknown. I mean something that most part, is a solved problem. Weird shit is a bag of holding full of 1000 gallons of will find them, and that will be great.

.35-
by Ben Milton - Art: Luka Rejec

What
Me: 12.
DM: “You’re in the top of a
tree! A palm tree.” [Eve-
ryone else rolls. They’re in a

Kids’
tropical village nearby.]
Me: I want to climb down.
DM: Roll a die! [It works]
Me: I want to find out who’s
in charge of this place.

RPGs
DM: Roll a die! Use your

a r e
Charisma.
Me: 4 [I’m not charismatic].
DM: You have no idea who’s
in charge of the village. A
lady walks by and is like,
“Who are you?!”
Player: I want to find out
who’s in charge! [Rolls CHA.

Missing
Succeeds.]
DM: You see a huge
mansion on the hill. It has
enormous billboards next
A 5th grade girl (about 11 to it saying, “The Guy In
years old) is DMing D&D Charge.”
Me: I want to knock on the
with a circle of boys on the door.
playground of the school DM: Roll a die!
where I teach. I sit down to Me: 12.
play along. She is having DM: No one answers.
They’re ignoring you!
everyone roll a die. Me: I want to kick that door
Me: “Where are we?” down.
DM: “We’re in hell.” DM: Roll a die!
Me: “Why are we all rolling dice?” Me: I’m a weak wizard, but
Player: “Hades cursed us to pick I’ll roll my Strength. 17!
up his room. We’re rolling to see if DM: You kick a hole right
we can put away all the clothes.” in the door! You stick your
Me: “Can I teleport out of here?” head through and see the
(I’m a magic user.) guy in charge.
DM: “No, there’s too many Me: What does he look like?
clothes.”[Rolling continues until DM: Roll a die!
someone rolls a natural 20. Me: 14.
Everyone cheers.] DM: He’s a… half orc. A
DM: “Hades teleports you all out really skinny half orc.
of there! Roll a die to see where [The whistle is blown and
you end up!” recess ends]
36 37
by Bryce Lynch
Let’s analyze this. 1)
For one, there was almost no railroading (apart from not being able to es- , giant (1d4+
1. Centipedes , giant (1d4+1)
cape Hades’ bedroom). It was a total improv sandbox, where you could try 2. Centipedesd4)
anything, and the DM would come up with a result. 3. Kobolds (2 )
Second: there was no cutesy theme, no polish. Character sheets were 4. Bugbear (1 (1d6)
5. Sk eletons t (1d8)
hand drawn and photocopied. Character art was about what you would 6. Rats, gian e (1)
expect: half rabid enthusiasm, half bored doodles. 7. Green Slim (1)

Wandering
Third: There was no moralizing, no paternalism, no appropriateness 8. Albino Apeer (1)
9. Crab Spid us Cube (1)

Mo
filter. 10. Gelatino
Fourth: There was no emphasis on storytelling of any kind. No narrative

nsters
mechanics, no personal goals. There was also no combat (although I have
observed sessions this DM runs with combat). The focus was on im-

should
mersion and on doing what you found to be entertaining. Ex-

havea purposein
ploration and amusement were king.
Fifth: The DM let herself be surprised. She demanded rolls for every-

wanderingaround
thing, even rolling to see what kind of NPC the village leader was. She
didn’t have a table or anything, so I have no idea if she just made that up
on the spot, or if it corresponded to how dangerous the species was, but
it was funny anyway. She treated the dice like a kind of oracle
that was guiding the game nearly as much as she was. In wandering monster charts are expansive, with
other words, it was utterly unlike every RPG on the market that’s targeted The above wandering
monster table, in one form or stat-blocks over the majority of a page, or even
at kids. two. Everything in the adventure needs
There’s no shortage of “Kids RPGs” (No Thank You Evil, Playground Ad- another, is present in the vast
majority of adventures. Some- to inspire or get cut, and that wande-
ventures, Do: Pilgrims of the Flying Temple), but they all seem like games ring monster table doesn’t inspire shit.
written by people who haven’t observed kids playing RPGs in the wild. times monster stats are listed,
sometimes they are not. And it The designer must inspire the DM.
The most worrisome was Playground Adventures, which actually pitches That’s the purpose for the adventure.
itself as a game about making good moral decisions. Kids are amoral little sucks. A wandering monster in
the dungeon is a tax; you need If it doesn’t inspire then it needs im-
psychopaths, and no RPG is going to reign that in. provement.
Most kids’ RPGs are highly mission based. Set up a quest, have the to move your ass because
the longer you screw around What the chart is missing is action. Any time
kids go do it. Turns out that that kids love random tables and surpri- you meet something, in a room or wandering,
sing twists that they have to deal with on the fly. Most Kids RPGs fo- the greater the likelihood the
wanderers are going to get they should be doing something. It’s this extra
cus on carefully designed PCs who don’t ever die. Turns out that kids bit that inspires. The brown bear that shows up
love the high-risk, high-reward structure of lethal dungeon crawls, and you. And yet they gene-
rally suck. The vast majority in the chart should be eating a deer, or getting
love generating oddball characters with dice rather than planning them goaded by a couple of goblins, or has treed a
out. Turns out that kids don’t enjoy games where violence is sanitized or of them are just wasting space
in the adventure that could be couple of goblins. Almost any activity would do.
glossed over, and enjoy dealing with real danger. I say almost because there is one activity that
(Example: I had a game where kids were on a sinking ship in a storm. They used for something else. The
above example is illustrative. I almost never like to see: “waiting to attack.”
piled into the lifeboat, but there wasn’t enough room for the captain, who That’s stupid. It conjures up images of those
begged to be put on board. One kid looked at the others and said. “It’s What value does it add that
is not already provided in the old sucky adventures in which an orc stands
okay guys, the captain always goes down with his ship,” and they rowed on either side of a door, eternally waiting for
away.) DMG? There’s surely a wan-
dering monster table there, someone to open it so they can attack. Get
The biggest problem is that these games talk down to their audience, and your creatures doing something.
kids (at least 5th graders) can smell condescension a mile away. Kids don’t why not use it instead and use
the freed space for additio- I think the principle is so important that I
want to be “A cool robot that plays with ooey-gooey things,” as No Thank have one entire page of my DM screen devoted
You Evil! would have you believe. They want to be a character like nal content? The examples
are more extreme when the to it. You can find examples from Sham (1), or
the one this DM was using: Spike, A Chaotic Neutral Fire-
dog Rogue with claws, fire fangs, and a 7d6 fireball spell.
38
40 Art: Michael Sheppard - Graffiti: Nobboc the Vandalous

1d8, or several other sources. Other wandering the wilderness in a confused


good examples can be found in Jungle state for many weeks, and it attacks
Ruins of Madoro-Shanti (2). In it you anything it encounters that it perceives
can encounter a deer on a hill chanting as being animate. The monster may be
“Beware Cho-odo! Beware Cho-odo!” met day or night. It cannot communi-
before it falls over dead. Examination cate with the PC’s, nor will it obey any
reveals it’s been dead for several days. wizards attempt to control it. It may
Not only is this an action encounter but be mistaken for the golem rumored to
it also is directly related to what’s going be guarding [quest guy’s] tomb, if the
on in the adventure and helps build PC’s heard that rumor in the village.”
dread. Another good example is in That adds nothing to the adventure. It
Dzeegbagd. In this the animals act like adds nothing to the encounter. What
animals, not psychotic rabid dogs. The we’re looking for is something actio-
other creatures will talk to you. That nable. Maybe something like the flesh
one gets a little long-winded, but the golem is clearing the forest of trees,
general principle of adding a bit more and it may mistake the PCs for one.
is followed. “Looking for a straggler Or it is mindlessly stacking objects in
to pick off” or some such gives a pyramid stack, including dead forest
the DM something to riff off of. animals, etc. It may mistake the party
Sometimes you have to narrow for one. These are things the party
things down in order get the old can interact with and the creature is
brain juices going. Give your engaged in some activity. Maybe the
creatures a reason to wander shambling mound is lecturing some
about or have them engaged in giant beavers, or tearing down a beaver
something. dam, or damming a stream, or en-
There’s a line here between a good gaged in a commune with a dryad, or
bit of extra detail and a bad bit. Dun- worshiping a fairy circle, or marking his
geon Magazine #24 has an adventure territory with deer heads. All of that is
called “A Hitch in Time” which includes better than what’s given.
a wandering monster table for the You don’t have to write a book for
wilderness between town and the each one, you just need more than a
tomb. It has eight monster entires, with single monster entry and have a verb
stats, and each has a little description. associated with it. (With ‘hunting’ and
The description for the Shambling ‘attacking’ used VERY infrequently.)
Mound says something like “It resides Something like “Brown Bear” is lame.
in a stream or marsh and attacks A paragraph on the brown bear is
only at night. It’s lair may be found better, but probably too much. “Brown
blah blah blah.” What’s lacking here is bear being baited by 2d12 goblins”
action. Another entry has a flesh golem or “Brown bear family eating
wandering the forest. It attacks any- an owl bear corpse” gives the
thing it encounters. “This monster was DM enough to riff on while still
created by a wizard who subsequently being terse.
lost control of the golem. It has been

1 - Some examples to riff off of: http://shamsgrog.blogspot.com/2011/04/monster-business.html


2 - https://www.drivethrurpg.com/product/89853/One-Night-Stands--Jungle-Ruins-of-Madaro-Shanti--Swords-and-Wizardry-Edition Check alo this goldmine : https://blog.d4caltrops.com
by Eric Nieudan - Art: after Holbein The Young

Papa Mushman wanted to publish one of my blog posts about hit dice(1). But not only is it very
much inspired by Emmy Allen’s Terrible Wounds house rule (which I’m hoping to see in print in
KNOCK!), it’s also something I’m not using anymore. Nevertheless, I want to argue that:

Hit
Dice
ARE MEANT
TO BE ROLLED
What is the point of having
a mechanic called hit dice if
you don’t roll the dice when
you get hit?(2) At least, after 40
years of D&D, someone made
rolling hit dice a small part of
the game. But we definitely
can do better.
All the mechanics below assume that
characters have hit dice instead of
Hit Dice as a Soak
hit points. Third level B/X thief? You
have 3d4. Fifth level Unearthed Arcana
Mechanic
Every time you are hit, you must beat
Barbarian, you have 5d12. This should the damage with a roll of your hit die.
work with most D&D-adjacent games. You get wounded if you fail the roll.
Being wounded gives you penalties; a
set of conditions would make for inte-

35
42 43
resting situations here. Think dazed, battle axe, 3 for a knife. The system Roll it in opposition to the damage the straight damage total. Or give them
blinded, off-balance, out of breath, and lets mid-level characters get out of the every time you get hit. 1d6 rounds of unconsciousness before
the such. first couple of scrapes with a couple - If you fail, you get some sort of pe- they die. Or...
A wound also forces you to discard a hit new scars, but they’ll have to be careful nalty, lose your next action, etc. Same thing with recovering hit dice.
die. When you’re hit and you don’t have afterwards. - If you roll 1-3, your die is stepped It depends on how heroic you want
HD left to roll, you’re dead or dying. down to the next smaller type (d12 to your game to be. Use the 5E rule, with
Hit Dice d10 to d8, etc.). a full night’s rest bringing back half the
Hit Dice as Stamina
- If your hit die fizzles (you roll 1-3 on a
d4), you’re out.
maximum number of hit dice, or make
it harder. Magical healing just gives a
as a Free Pool Whenever you need that boost to make number of hit dice back.
Same as above, except you roll more a d20 roll, you can spend one hit die Death, Dying That’s all I got, peeps. Do get in touch if
you’re rolling hit dice in your game!
than one hit die if you want to. Add the
results together to beat the damage,
and add it to (or subtract it from) the
result. Hell, spend more than one HD if and Healing:
and discard the dice. When you’re out
of HD, any damage taken kills you.
you really want to make this save (but
then only the highest result counts).
a Sliding Scale 1 - It’s here if you have a minute:
http://dragons.ie/thinking-about-hit-dice/
Fighty classes can spend their hit dice However you choose to roll these hit 2 - I’m not the only one who thinks like this; Brian A. once
A failed soak roll can work as above. I dice, you have the option to make dying
for one am into gritty combat, so this to add to damage. showed me a HD-only game he designed. Pester him on Twitter
more or less easy. if you’d like a look: https://twitter.com/BrianBloodaxe
is what I did in Lunchtime Dungeons: if
you fail to beat the damage, you must Hit Dice A simple and
balanced
3 - As seen in Macchiato Monsters. You may prefer the longer
lasting usage dice from The Black Hack.
subtract the hit dice total from it and
look up the result on the table below. as Risk Dice(3) way to
deal with
This is going to make combat dou- I could not, not include this one. Risk death is: a
bly swingy and add a few rolls and dice are meant to track dwindling character with
arithmetic to your routine. Try trading resources and threats inching ever zero HD who takes
the damage roll for the soak roll, which closer; why not use them for hit dice? damage can save to
is what my game does. Each attack has You only have one hit die, whose type stay conscious. Or use
a fixed damage rate: 15 for a fireball depends on your class (maybe using the table above with
type spell, 10 for an musket, 7 for a the more generous standards of 5E).

1-2: Maybe a scar


3-4: Painful blow. Save to stay conscious
5: Bleeding. Roll one HD: you will lose it in that many turns.
Keep doing this until bandaged or healed or out of HD
6-7: You lose something. Disadvantage on some tasks.
Roll d6: 1. Fingers (d4); 2. Hand; 3. Nose; 4. Ear; 5. Eye; 6. Looks.
8: Leg useless. Save to keep it when healed. Can’t run.
Disadvantage on agility tasks
9: Arm useless. Save to keep it when healed.
Disadvantage when needing both arms or if it was the dominant hand
10-11: Head wound. Disadvantage on all rolls. Save or lose 1 prepared spell
12: Dead man walking.
You have a number of turns equal to 1 + CON modifier to live
13+: Vital organ destroyed. Instant death

44 45
by Eric Nieudan
Credits: 1 Gherhartd Sildoenfein; 9. Feiqiang (false gun) is derived from an alchemical residue left over from an
2-6: me; 7-8 Chris Shorb;
9-10 Max Vanderheyden; erectile dysfunction salve. Any application of this gunpowder will appear real, but

20
11-17 Guillaume Jentey; is in fact be illusory. Requires an illusion save by the target: if failed, treat as if shot
18 Jens Larsen; by a normal bullet. If successful, the target will be unsatisfied with their marriage
19 Luka Rejec; and will look far another partner.
20 Phil.
10. Huoyao (fire medecine) is made from the peppercorns of a rare and vicious

Gunpowders
plant. Harvesting these corns is a dangerous proposition as the slightest distur-
bance to the plant causes the whole seed husk to explode. If processed in the
correct manner, this gunpowder can be taken as a drug which will numb the target
to the physical and emotional pains of inflicting violence.
Who said there should only be one type of gunpowder in the dun- 11. Living gunpowder is in fact a strange kind of flammable, yeast-like mushroom
geonverse? Following a conversation about ancient handcannons that grows very fast. At the end of the day, the powder’s risk die is stepped up. If
on G+, I started a bit of gygaxian democracy* and we ended up allowed to go above s12, it blows up, dealing d12 damage to everyone in the area.
with this table. I made some slight modifications and streamlined
some prose for brevity’s sake. 12. Blessed powder. The high priests of the Temple of the Celestial Wind of Truth
make a sacred gunpowder with ground relics and holy prayers. Guns shooting with
1. Kobold gunpowder is made from flammable beetle dung and has this powder have advantage on damage rolls against demons and the undead.
a very distinctive stink. Don’t get caught in kobold gunpowder
smoke clouds. (Check CON or become ill until you can rest.) 13. Greek powder makes targets catch fire on top of the regular damage. They take
s6 damage every turn unless someone can put the fire out. On 1-3 on the damage roll
2. Archmage gunpowder can be snorted for magical power– though, not only is the die stepped down, but the shooter catches fire as above.
it works as a magical reagent.
3. Ironsmoke is made by the dwarven clan of the same name. 14. Nonlinear powder is made with crystals normally used by planewalking ma-
It uses white sulfur, harvested deep underground, in ghostworm infested gicians. When used, roll d6 to know when the BANG is heard: 1-3. when you shoot,
caves. Guns that use it never get damaged. as normal; 4. at a time of your choosing but in the same place; 5. at a time of the
referee’s choosing, but at the location you are at the time; 6. just before the shot, so
4. Woodland gunpowder draws its special quality from dead treant your target was able to partially dodge : roll damage with disadvantage.
charcoal. It has very respectable stopping power, but its flames are harmless and it
will never set fire to anything. It has semi religious significance in elven culture and 15. Flour powder is not very powerful (damage with disadvantage) but very
only the Knights of the Everburning Soul are allowed to use it. cheap and you can bake bread with it!
5. The assassin’s dust is rare and extremely valuable. It is made with dried and 16. Ice powder doesn’t need shot or bullets. A ball of ice is formed when the pow-
powdered displacer beast spleen, and blessed during a ceremony that requires the der ignites. On a critical hit the target is frozen for an instant. On a critical miss, it’s
sacrifice of an invisible stalker. A gun loaded with this gunpowder produces only you.
the briefest of flashes and no more noise than a cat’s yawn.
17. Reusable powder sometimes leaves flammable ashes after burning. On an
6. Red gunpowder is very common, mostly because those pyromaniac even attack roll, you can instantly fire again. Without a bullet, this attack does half
bastards red goblins are somehow found in every major city. It produces damage, only at short range.
loud whistling and colourful lights than can be quite distracting.
18. Ghost powder. A specific ritual binds the spirit of a recently deceased good
7. Wind of the fire giant. Strong sulfur and methane odors accompany being to a measure of ground unholy wafers. When activated, the spirit is released,
the firing of this powder. While not particularly good as a propellant, yearning for the next world, and its escape is the driving force that fires the bullet.
it is ideal for starting fires. Long exposure to this powder tends to turn This process does not require actual fire and can be used underwater.
one’s skin deep, bright cherry red.
8. Dragon powder. When a red dragon’s gizzard is de-gristled, what 19. Powder powder. It’s so light, it floats. Unless stoppered tight, it can fill up a
remains is a hard chert-like gastrolith. Those with access to enough room with flammable powder. Just like an air burst.
diamonds can grind down this stone into a fine powder that burns and 20. Nightmare powder. is made out of the eye sand of people with bad dreams.
burns and burns. Unfortunately, its ignition point is incredibly high, Your bullet never misses the target but, right after firing, you fall asleep and have
and requires an already burning furnace to light. the worst dreams of your life.

* When people collaborate on writing D&D stuff on the socials. (1) : from Macchiato Monsters, risk dice are a version of The Black Hack’s usage dice. See page 42 for a quick explanation.
46 47
by Ben Milton by Chris McDowall

NAMING MY GAME
Here’s a bit of an epiphany I had. If I had to sum up the kinds of
games I like to play in a single term, the term I’d like best wouldn’t be
EXPOSE YOUR PREP
You’ve probably heard the phrase «attack every part of the character sheet»
Old-School Renaissance, or Dungeons & Dragons, or DIY RPG, or from Arnold K*. Let’s flip that and see how the players can capitalise on every
even roleplaying game, but bit of your prep. I find that the crime of giving too much information is minor
in comparison to the heinous crime of giving too little information. I lead with a

OSR GAME ADVENTURE GAME good chunk of info, give good answers to good questions, and I want to give even
more if the players are crafty. So what should you do to reward these exceptional
The term “Adventure” does a lot of player actions?
The term OSR often implies that the heavy lifting for a single word, and
game is compatible with early D&D, covers the vast majority of what I enjoy.
which is often not the case for what 1. It implies authentic peril and
EXPOSE THE MAP
I play and something I don’t really the possibility of loss.
I like giving the group a blank map anyway. For the most part I don’t consider
care about. Of course, for too many 2. It implies strangeness, travel,
mapping a strong part of the challenge of my games, so I’d rather the players
people OSR means a style of play, the unexpected, and the confusing.
be tested other ways. It cuts down on a lot of time spent describing the spatial
but the term itself doesn’t really 3. It implies variety and an episodic
relationship between doors or sketching out rough drawings on paper.
give you any indication of what that structure, a picaresque rather than a novel.
But if the players find somebody that knows their stuff, let them have a partial
is. There are too many steps from 4. It implies cleverness, ingenuity,
or full map! If your environments are so lame that having the map negates all
saying the term to getting someone and cunning rather than a bloody slog.
challenge then it’s time to crank up your adventure location design.
to understand exactly what I mean 5. It implies characters like Conan, 49
by it. Luke Skywalker, Elric, Hellboy or Fafhrd. EXPOSE THE NPCS
6. It’s short, simple, and isn’t obscure. If they go to the effort of finding out about an NPC before engaging them, let
D&D Episodic-high-stakes-open-ended-lateral- them see their info. Show them the HP, their moves, their relationships with
other NPCs.
Too imprecise and doesn’t exactly problem-solving-fantasy-gamemight be
capture the kind of game I want, more accurate, but good luck
especially given the variety of ways
people play it now.
with that catching on. EXPOSE THE FUTURE
7. It evokes (in my head) a game Somebody has probably worked out what’s most likely to happen if the players
that’s simple, unpretentious, and
DIY GAME
do nothing. If they do their research then show them that timeline you’ve planned
focused on fun at the table. out. Of course, it takes a lot of time to get to that point...
DIY, it 8. It doesn’t include the term “roleplaying”.
While I’m a big believer in Roleplaying almost always ends up happe-
play,
again doesn’t co ver the style of
with it. ning in the games I like, but it isn’t an essential EXPOSE THE TABLES
only how people interact element of them. It can also intimidate new Switched-on locals know the encounter table of their area. Of course there’s a
cking games
There’s lots of people ha players and give them the idea that they have to 50% chance of a rabid cat attack here, that’s just how we live. The blister beast?
them, but
apart and reassembling be good at roleplaying to enjoy the game. Oh that thing doesn’t come around all that often.
t I’ll like it.
that’s no guarantee tha
EXPOSE THE MECHANICS
The argument over what to call the experimental, non-traditional side of the OSR You’re going to be making rulings when you run Into the Odd. Be transparent

* See page 97
is a bit silly, but a good name goes a long way, and a clearer label than “OSR” for about it, and reward information gathering with full access to the sub-system
what we do here could make a big difference, especially since books from this sce- you’ve thrown together for conker games or debate contests.
ne are finally starting to capture the public eye in a big way.
48
by Chris McDowall by Sean McCoy

ENCOURAGE SCHEMING
Planning and preparing can be fun parts of the
Why Setting High Stakes
I’ve had a lot more success recently
describing Old School RPGs as “high stakes”
Matters
death enhances rather than diminishes
attachment to your character.
game, but how do you encourage that with a loo- instead of “high lethality” and here’s why. I did a Mothership actual play with Board
sey-goosey system like Into the Odd? A lot of my new players or casual obser- With Life where the stakes were incredibly
vers get the idea that high lethality equals high. But you can really see the PCs getting
NECESSITY TO PLAN arbitrary death, which in my game it doesn’t. into their characters because they know
If you can take on any problem head-on then there’s little It means actions have consequences. their choices matter. The follow their cha-
need to plan. Brand new characters vs a thug with a club? It’s The whole benefit of a TTRPG to me, over racters for good or ill.
probably just a fight. Same characters vs a Giant? Planning is
say a video game, is that I have real agency, If you’re the kind of player who likes to
the only way to succeed. The most straightforward way to do
I can try anything. I can do anything. And write their backstory before session 1,
this to throw in one huge, seemingly impassable obstacle to
the most obvious solution, and announce it in plenty of time see what happens. If the results of my then I can understand why you’d get
to react. Examples: experiments are always success, frustrated if your character
• A dungeon where a force-field blocks all non-organic matter. or even, success any time I roll died in that first session. But
• A big metal monster, completely impervious to physical 10 or more on 2d6, my actions I’m a big believer in growing
harm. feel arbitrary. attached to your character as
• You need to get past a field but it’s patrolled by jerky I want my great plans to opposed to starting attached to
guards riding giant birds. They’ll just hover and shoot at you succeed and I want my shitty plans your character. DCC teaches this
if you try to get through. to fail. I want enemies to surprise best with its funnel system. You
me. This all requires an impartial start session zero with four
OPPORTUNITY TO PLAN referee and of course, stakes that
are sufficiently high such that I care
zero-level farmers and ditch
diggers fighting in their village’s
If you can’t observe the bank or get hold of then you can really dig into the scheme.
floorplans then it’s difficult to have an exci- Examples: about the result. first confrontation against evil.
ting heist. Keep the difficulty high but give • This terrible monster attacks every other Does this have to mean death? Those who survive become
them as much information as they can take. night. Absolutely not. But putting death 1st-level HEROES. Now that really
Most importantly, for things that are really • Your assassination target recently sacked a on the table consequently puts eve- is high lethality. But it teaches you
difficult, consider how much time pressure huge number of staff. They have information ry other consequence on the table. that the game is hard, that your
you’re applying. If the only chance to rob the and grudges. Failure is a real option. And I find in choices matter, and that heroics
bank is right now then planning won’t be an • You have the travel diary of the last explo- games without death as a conse- are something you earn, not
option. If the ideal window is in a week’s time rer to visit a distant island full of Treasure. quence, a lot of other fail states go something you’re born with. And
out the window as well. that’s DCC, the most gonzo old
INGREDIENTS FOR THE PLAN A common response to high school game around.
I’m obviously biased towards interesting to weird, non-obvious tools. Oddities are stakes games is that players want My point is: think hard about
equipment over interesting character great here, but make sure you’ve got shops to invest in their characters and the stakes of your game. If
abilities, but both work here. If your selling all sorts of specialist items. it’s not worth it if they’re going to you’re a storygamer: are they
wizard spell list is «fireball, magic missile, Examples: die. I think both can be achieved, sufficient for the kind of tale
lightning bolt, sleep» then you could have - The players get a voucher worth £100, and that the you want to tell? And if you’re
an okay heist, but it’s probably going to be but it can only be used at an elaborate pet presence of more challenge oriented:
more of a head-on assault. shop. are they high enough
If it’s «charm person, floating disc, sum- - A wealthy benefactor offers the complete such that clearing
mon toads, change weather» then you’re service of his staff on your expedition, but them is an actual 51
going to have to get clever, but the result they’re mostly just house servants.
accomplishment?
will be more fun. - A gifted inventor can create any electri-
Likewise, if you’re running Into the Odd cal device you can imagine, but the more
then make sure the players have access useful it is the more bulky and unreliable.

1) https://imboardwithlife.libsyn.com/pod/mothership-pt-1 - http://twitter.com/imboardwithlife
50
by Daniel Sell

We live in a world without hit points.


Death is not a countdown. Uncertain death is fun. Having a sense
of impending doom is fun. Knowing you can take a couple
of shots and keep on fighting is boring.
Life or death baby, I know which one I’m picking!

Some Ways

Killing
of

D&D People

1. ROLL OR DIE SYSTEM.


Play D&D as normal but add your damage up. When your HP passes five times
your level you must ROLL OR DIE. Roll d100 and roll over your damage total
or die. Do this for every subsequent instance of getting hurt. Alternatively,
for ROCK HARD TRU GAMERS you should ROLL OR DIE every time you take
damage regardless of the threshold. Bookkeeping is for nerds.
2. I’M THE FUCKING DADDY SYSTEM
Everyone has standard D&D HP, except they are now used to hit things.
Gamble your HP to live! Each HP you spend lets you roll a die, but you keep the
same number as you usually would in a normal game of Dungeons & Daddies. 53
For instance, while rolling to hit you might spend 3 HP, rolling 3d20 and picking
the best one. Spend 8, roll 8, keep 1 and so on. All violent action takes energy.
At 0 HP you are at the whims of the enemy. They can automatically kill you, or
the DM can have them do something else like kidnap you or chop your arms
off. Taking damage works like normal.
Alternative rules for HYPER LIT MEGA PLAYERS, use HP to roll all dice, inclu-
ding skill checks and saves. Especially saves. If you’re only SOMEWHAT LIT
MEGA PLAYERS you might consider raising HP all round.
3. DAMAGE DICE EXPLODE.
Rolling the highest number on a damage die now allows you to roll again, with
infinite possibilities to go on. The d4 knife is now interesting.
Author: Arnold K - Art : Christopher Johnson

OSR-STYLE CHALLENGES:

“Rulings Not Rules”is


INSUFFICIENT
I was a Pathfinder guy who got inspired by blogs, and then
spent some time trying to figure out what the fuck the OSR
was. I read stuff, like Matt Finch’s Quick Primer for Old
School Gaming, which is where I first heard about
Rulings Not Rules.
he idea is that the OSR encourages a sort of innova-
tive, ad-hoc gameplay where players are always inno-
vating and solving problems with outside-of-the-box
solutions. They’re thinking with their heads, not their
character sheets.But saying Rulings Not Rules is merely
a description of the system, which is only a small chunk
of what actually contributes to gameplay.
What Contributes to Gameplay: 1) The system. 2) The
adventure. 3) The DM. 4) The players.
The DM and the players could be bundled together,
because the DM operates by a social contract, sort of like a
charter. Anyway, it’s not enough to have a system that allows for ru-
lings and improvisation. If you want OSR-style gameplay, you need
to encourage/allow it at all levels.

System Level
Like Mr. Finch says, this is about getting players to stop thinking
with their character sheets. (This is why skill lists are potentially so
poisonous--players thinking about solutions sometimes start and
end by looking at their skill list as if it were a list of permissions.)
And to do that, you need an incomplete system. You need
to have room for rulings, and that means that there have to be gaps
between the rules. To put it another way, if I wrote up a game sys-
tem that included two pages of rules on how to attack tiny animals
in your stomach, I’ve codified the acceptable options and excluded
more esoteric solutions. (I’ve also complicated the game by intro-
ducing a fiddly and highly-situational subset of rules.)
If a players is familiar with the game system, they’ll think back to
what they know about the rules as a first resort. Only when they’ve

54
exhausted everything they to tread water for 18 hours, but the act was consequence is that even the most untrained posed to system knowledge
remember from the How To so exhausting that you’ve all lost all of your peasant has a 90% chance to track anything, or setting lore).
Attack Tiny Animals In Your healing surges.» that’s a bad ruling. Just as players use common • isn’t solvable through
Stomach page, will they start to Player: «Wait, I can’t use any of my class sense to come up with stuff that requires a some ability someone has
innovate. abilities without any healing surges. In fact, ruling, use common sense to make rulings (as on their character sheet. Or
For an example of a more com- I turn into a pumpkin without any healing opposed to precedent or some other analo- at least, it isn’t preferential-
plete skill system, all you need surges.» gous rule you saw somewhere else). ly solvable. I’m okay with
to do is look at the skill des- DM: «Well, we’ve already established that players attacking the sphinx
criptions from 3.5th edition. exhaustion drains healing surges. That’s (a risky undertaking) if they
The more complete a ruleset is, been a house rule for months. And treading Adventure Level can’t figure out the riddle,
the more tempting (and valid) it water for 18 hours is definitely exhausting.» You also need to give players problems that because risky-but-obvious
is to say «well, it’s not covered Player: «But that was before I picked up the are best solved through innovation. can be a solution, too.
in the rules, so you can’t do Pumpkin King prestige class. It’s unfair If you give them a problem with three orcs in The fun thing about OSR-style
it». Or worse «this is covered now.» it, they’re probably going to solve it through problems is that they often
in the rules, and if we add up A little caricatured, but you get the point. an already-established method: initiative and require rulings-not-rules. (Try
all the situational modifiers, Second, the system needs to have simple ways attack rolls. Here are some good examples of to solve the tiny octopus in 4E
you will do so at a -14 penalty to adjudicate rulings. OSR-style problems. with RAW*.) So there’s a be-
even though I personally agree My first resort is to just ask a player to roll • Get over this moat. It’s full of crocodiles. nefit in having a system that’s
that this task shouldn’t be that under the most relevant ability score. • There’s a circle of mushrooms with a easily hackable.
difficult». • It’s fast. girl inside it. Everything inside the circle But at the same time, OSR-
This is why I like running • The player already knows what I’m talking of mushrooms will do everything in their style problems aren’t de-
games without Perception about because their ability scores are power to get more people inside the circle pendent on system. You could
checks, Find Trap checks, and written down right at the top of their cha- (no save). The girl is already their thrall. plop them into any system and
social skills. It leaves more racter sheet. It’s an associated mechanic, so • There’s a tiny octopus inside your sto- then players will still have to
room for player innovation. it makes intuitive sense. mach and it’s biting you. innovate to solve them (and
You also need a system If it doesn’t seem tied to any particular aspect • There’s a bowl built into the ground. It’s probably have a lot of fun in
that supports rulings. of their character (i.e. it’s entirely luck-based lined with gold but full of acid. (From ASE.) the process).
There are two parts to or dependent on some external variable that • There’s a smooth glass sphere, 100’ high, It’s also important to give your
this. the character has no control over), I usually with an opening at the top. It doesn’t roll players OSR-style tools. (This
First, the system cannot have just ask for an X-in-6 roll, which I make up easily. Inside is something you want. (From is an idea I’ve half-articulated
too much interdependence on the spot. I like using a six-sider for these, some LotFP product, I forget which one.) before.)
between the moving pieces. because even a 1-in-6 chance is likely enough • The bad guy cannot be hurt by any The anti-examples of this are
Some mechanics are isolated that it’ll happen every once in a while. weapon forged by mortal hands. going to be things like a sword
(XP) while others touch on For more extended efforts, I like some varia- • This glass sphere (3’ in diameter) is filled +1, or a cloak that gives you +4
many other mechanics (Abi- tion of «you need to get X successes before with gems and horrible undead snakes. to stealth. Anything that gives
lity Scores). The more inter- some other limit is hit». But I only use these • Pretty much all of the dungeons that you a numeric bonus is not an
connected a mechanic is, the extended rulings very rarely. Chris McDowall writes. He’s like a laser OSR-style tool. Anything that
more knock-on effects you’ll Bad rulings are ones that are slow or confusing. pointer when it comes to writing interesting gives you a known, established
have when you modify it. If you But the worse rulings are the ones that are problems. ability is not an OSR-style tool
want to just make a quick ruling ultimately unsatisfying, in the sense that they Writing a good OSR-style problem is tougher (like a potion of healing).
and get on with your game, you don’t give results (or chances of results) that than it sounds. It needs to be something that: These are tools that allow for
usually want to make sure that mesh with the player’s expectations of how • has no easy solution. innovative problem solving.
your quick ruling won’t have the world works. If your make some rulings, • has many difficult solutions. They stretch the brain. Good
any unforeseen consequences. and the consequence is that halflings are more • requires no special tools (e.g. unique examples include:
For example: intimidating than orcs, that’s (probably) a spells, plot devices). • Immovable Rod.
DM: «Alright, you all manage bad ruling. If you make some rulings, and the • can be solved with common sense (as op- • Polyjuice Potion.
56
57 * Rules as written
by Fiona Maeve Geist - Art after Gustave Doré
• Ring of Cadave- yes. (Or «yes, but».) When you are devising a
rous-but-Reversible Sleep. ruling for some ridiculous player shenanigans,
• Love Potion. lean in the player’s favor.
• Psychic Paper. I’m not advocating that you should allow
• Sovereign Glue. stupid ideas to succeed, but solving an OSR-
• Cursed Wand of Enlarge, style problem is usually going to involve some
only enlarges one part of an kludgery, so be lenient when deciding how
object. likely crocodiles are to eat a bomb disguised
• Bag of Infinite Rats. as a pig.
• Some of these items (1).
• And some of these items,
too (2). Player Level
I especially like to make these I’m writing this article with the assumption
types of items single-use or that everyone enjoys the same types of game
limited-use. It prevents the that I do. This is not always true (unfortuna-
item from becoming a known tely). Talk to your DM and each other about
solution to an established
problem (which is pretty much
your expectations. Give feedback.
When it actually comes to solving these pro-
blems, I can’t really help. It’s just you and your
My GoblinsAre…
the antithesis of OSR-style
problem solving). brain. Here a few pointers, though.
• Think about all of the resources at your dis-
posal, including resources in other rooms.
DM Level • It helps to take notes.
There’s two things you gotta do. • Make the hireling do it. … unnatural creatures whose primary form of sustenance is ‘inspiration’ and
First, talk to your players • See if any of your magic items can do cool uncontrolled emotional expression. They are usually followed by (mundane
like adults. Tell them that this stuff if used in combination--sometimes the but extremely amplified) Chaos. While they have the appearance of rare and
game will have problems that answer is spread across multiple peoples’ somewhat fantastical animals (always bipedal in locomotion), the most notable
aren’t obviously solvable, and inventories. thing about Goblins is a profoundly unnerving nature with an overt and un-
that some of these problems • Take it to someone who knows more about natural, but perhaps not immediately obvious, magical aspect. Goblins prefer
will have solutions that aren’t it. frippery and are often dressed in outlandish combinations of clothing with no
on the character sheet. • If it looks like it might do something horrible, regard for form nor function—all Goblins may reach into their pocket to produce
Actually, if you’re dealing with pick it up on the way out. a random item (see “It Has Something In Its Pockets!”).
complete newbies to tabletop • Come back later with the right tool. Goblins, contrary to their popular perception, are not so much malevolent as
RPGs, the less stuff that is on • Experiment, experiment, experiment. incapable of understanding consequences other than their endless, capricious
their character sheet, the bet- • Before you do anything, ask the DM lots of sense of wonder. They are attracted to the outbreak of mass hysteria (and often
ter. A level-0 funnel can help questions. its cause), cults, heedless adoption of novel and unproven theories, hubristic and
get new players thinking about • Before you touch the dangerous parts, quixotic quests, and musical theater (all of which they encourage with unsubtle
common-sense solutions to learn as much as you can about the non-dan- abandon—all Goblins can be identified by having perfect pitch and timing and
problems. Adding skills to the gerous parts. successes testing abilities concerning performance, sleight of hand, misleading
game after one or two sessions phrasing, etc. are critical successes). Goblins are notable for their cowardice,
can also be a big help (if you innovative thinking, lack of risk assessment, difficulty conceptually grasping
ever add skills at all). individuality or death, chaotic joy and mischief. They all speak in the same voice
Second, you need to reward of a surly, daydreaming retail clerk who would rather be elsewhere.
creativity when you see All 1HD goblins have the following abilities: Prestidigitation, Mend/Break,
it. When players ask you if 1 - https://www.bastionland.com/2016/01/d100-oddities-for-new-characters.html Knock, Hold Portal and can 3x/day cast Dimension Door so long as they are
something is possible, say 2 - http://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html fleeing a volatilely emotional crowd.

58 59
60 at
nd roll th
Roll 2d4 a on the
es
many tim wanted, or roll
o lum n, if rate a
c by Ben Milton - Art: Michael Sheppard
ickly gene
one to qu lin.
The Labors of Hercules as OSR Obstacles
ob
generic G
OUTLA
d13 AL INNATE CLOTHNDISH
oll Markhor
ANIM UNNATURAL MAGIC ING
R 2 Spring Hare
1 Levitates 5’
Emerald (2x 2d100 gp) Eyes
Grease
Feather Fall
Cravat
Barristers Wig
Fairy Penguin Spiderwalks Mind Blank Hoop Skirt
Arnold has been talking 1 - Slay the Nemean Lion.
3 The lion has an invulnerable hide. Hercules solves
about what makes an OSR adven-
4 Coconut Crab Ethereal Mirror Image Jodhpurs this problem by first sealing up one of the exits
ture (see page 30),
5 Pangolin 30’ Radius Violet Shadow Fog Cloud Knickerbockers and in particular what a good OSR to the lion’s cave, so it can’t run away. Then he
6 Purple Frog Touch Transmutes (Gold) Fool’s Gold Domino Mask challenge looks like. uses non-lethal damage and stuns it with a club,
7 Hawk Cuckoo Glows (as Light) Modify Memory Opera Glasses • It has no easy solution. and then strangles it to death. In other stories,
8 Raccoon Dog Teleports to Move Control Temperature Opera Cape & Gloves • It has many difficult solutions. he shoots it in the mouth, which is another great
9 Quokka Magic Mouths Speak For It Speak With Dead Tricorn Hat • It requires no special tools (e.g. solution. He wants to use its hide as armor, but of
Solenodon Anti-Magic Shell Passwall (Constant) 3d10’ String of Pearls unique spells, plot devices). course he can’t cut it. Solution: use its own claws
10
• It can be solved with common to skin the beast.
11 Kakapo Overpowering Bergamot Scent Stone to Flesh Nehru Jacket
12 Aye Aye Plants Grow in its Footsteps Major Creation Clogs sense (as opposed to system
knowledge or setting lore). 2 - Slay the Lernaean Hydra.
13 Linnaeus’ Mouse Clones (1d100x) With Water Uncontrollable Dance Pocketwatch The hydra lives in a cave in a toxic swamp, and
Opossum (1d6-3 Time Stop) • It isn’t solvable through some
ability someone has on their cha- it grows two heads whenever you cut off one.
racter sheet. Or at least, it isn’t Solution: Hercules creates a breathing filter out of

It Has Something In Its Pockets!


cloth and drives the hydra out into the open with
preferentially solvable this way.
Roll d100 I’m okay with players attacking
arrows, then he burns each stump with fire to stop
them growing back. In another version, he burns
1. Brass Fire Poker - 2. 3d100 Matches- 3. 1d10 Paper Sheets - 4. d12 Vials (Ink) - 5. d20 Vials (Acid) - the sphinx (a risky undertaking)
the heads with the hydra’s own venom, which is
6. d6 Vials (Poison) - 7. Silver Knife - 8. d100 lb Gunpowder - 9. d666 Marbles - 10. d20 lb Caltrops - 11. Wagon if they can’t figure out the riddle, even better. After it’s dead, he dips his sword in its
because risky-but-obvious can toxic blood, to create a poison sword. After this
Wheel - 12. d4 Manacles - 13. d6 Black Cat(s) - 14. d4 Lanterns (Lit) - 15. d100 lb Lard - 16. A Fine Painting
be a solution, too. point, king Eurystheus stops giving Hercules tasks
- 17. A Persian Rug - 18. 3d20 Bells - 19. d20 Books - 20. 2d12 Candles - 21. Flaming Sphere - 22. D6 Bottles However, thinking about this
(Wine) - 23. Signet Ring - 24. Jar (Spiders) - 25. d20 Baguettes - 26. d10 lb Ribbon - 27. d8 Flagons (Beer) to kill things, and has him start capturing things
keeps bringing me back to my instead, which makes the tasks harder.
- 28. Faerie Fire - 29. d20 Skull(s) - 30. 3d10 Rabbits - 31. 4d20’ Yarn - 32. 3d10 lb Utensils - 33. d6 Axes - favorite OSR adventure, The La-
34. 3d6 Paints - 35. 20lb Box (Salt) - 36. Dulcimer - 37. Spyglass - 38. d666 Keys -39. Derringer - 40. Riding bors of Hercules. In this episodic 3 - Capture the Ceryneian Hind.
Boots - 41. d20 Gold Bricks - 42. d4x100’ Silk Rope - 43. Fireworks - 44. d100,000 CP - 45. d100’ft3 Fog - greek myth, which sounds exac- The hind is so fast it can outrun an arrow in flight.
46. 3d4 Water Clocks - 47. A Military Mule - 48. d12 Frogs - 49. d4 Cows - 50. 2d8 ft3 Fire - 51. Polymorph - tly like something out of a D&D Solution: Stalk it slowly and set a net trap for it
52. d6 Bear Traps - 53. D10 gallons (Milk) - 54. 5-lb Box (Saffron) - 55. Locust Swarm - 56. d100 Pigs - 57. d100 campaign, Hercules has to atone while it sleeps. He then uses Charisma to talk
lb Brass - 58. Keelboat - 59. 2d20 Teacups - 60. d3 Mink Coat(s) - 61. d66 Barrister’s Wigs - 62. d20 Prosthetic for killing his whole family in a Artemis into allowing him to take the hind to the
Limbs - 63. Gender Change Girdle - 64. d10 Bottles (Olive Oil) - 65. d6 Silver Scissors - 66. Delayed Blast Fire- drunken rage. His penance is to king.
ball - 67. Intelligent Sword - 68. d8 Champagne Flutes - 69. Anatomical Dummy - 70. d4+1 Vials (Antivenom) serve king Eurystheus for twelve
- 71. d1000 gallons (Water) - 72. Grandfather Clock - 73. 3d8 Cotton Tablecloths - 74. Ring of Regeneration -
years, and he ends up accompli- 4 - Capture the Erymanthian Boar.
shing twelve tasks for him. What The boar is gigantic, dangerous, and very fast. It
75. d66 Enraged Geese - 76. Prismatic Ward - 77. 20-lb Box (Cinnamon) - 78. Repeating Rifle - 79. 2d12 Riding nearly all of them have in common needs to be brought back alive. Solution: use the
Dogs - 80. 400 yds2 Sailcloth - 81. Iron Cauldron - 82. d20’ Silver String - 83. Griffon Saddle - 84. d13 Umb- is that they require Hercules to environment against it by driving it up a mountain
rellas - 85. 4’x7’ Iron Door - 86. Aurumvorax - 87. Feather Mattress - 88. d8 Partridges - 89. d20 Mirrors - 90. solve a difficult problem in an into deep snow where it is immobilized until it can
Cosmetics - 91. 40 lb Garlic - 92. Vial (Holy Water) - 93. Petrify (Zone) - 94. Lantern Boy - 95. Vial (Red Slime) unorthodox way. be tied up. 61
- 96. 2HD Purple Worm - 97. 3d12 Doves - 98. 2d8 Yaks - 99. d4 Elephants - 00. Wish
5 - Clean the Stables awake all night to avoid being that should be completely
of Augeas. fed to the horses. Then cut the impossible. No one even
The stables are full of a horses free and drive them knows where the apples are,
thousand divinely healthy towards the end of a penin- and they are guarded by a
cattle, and the stables sula. Once they are there, dig full-on dragon. Solution:
have not been cleaned in a trench through the penin- Visit Atlas, who holds up the
30 years. Solution: Divert sula to turn it into an island, sky. Atlas knows where the
a river into the stables to trapping the horses. When Garden of the Hesperides
do the work for him. Diomedes shows up, kill him is, but he can’t put down
and feed him to the horses, the sky. Hercules uses his
6 - Defeat the which temporarily calms them. strength to take Atlas’ place,
Stymphalian Birds. Then bind their mouths shut and in exchange Atlas goes
The birds are made out of and ship them off. to get the apples. When Atlas
bronze, can throw bladed returns, he’s decided he
9 - Retrieve the Belt of doesn’t want the sky-holding
feathers at enemies and Hippolyta the Amazon.
have toxic dung. They job anymore. Hercules asks
This is the first genuinely so- him to take it back for just a
live in a swamp. Solution: cial task, but Hercules just
Shake a huge rattle that second so he can adjust his
kills Hippolyta and takes it. cloak, and then walks off
scares them out of the Boring.
swamp, then shoot them when Atlas falls for it.
with arrows as they flee. 10 - Capture the 12 - Capture Cerberus.
Cattle of Geryon. A supposedly impossible
7 - Capture the Cre- Geryon is the three-headed task, but Hercules succeeds
tan Bull. This one isn’t grandson of Medusa, but by being inducted into the
that interesting. Big bull the cattle aren’t particularly Eleusinian Mysteries and
destroying Crete, Hercules interesting. Hercules just kills getting two gods to guide
sneaks up behind it and Geryon and drives the cattle him into the underworld. He
throttles it until it passes back. One OSR moment is then gets Hades’ permission
out, then ships it to the when Hera (who hates Her- to take Cerberus by sub-
king. cules) floods a river to prevent duing the monstrous dog
him crossing with the cattle, with his bare hands. Not a
8 - Capture the Mares so he throws huge boulders terribly creative solution.
of Diomedes. into the water until he is able There are some great traps
This is a good one. Dio- to ford it. in the underworld, though:
medes has bred fire-brea- snakes that twine around
thing, man-eating horses, 11 - Retrieve the Apples your limbs and then turn to
which are wild and of the Hesperides. stone, and a chair of forget-
uncontrollable. Solution: At this point, Eurystheus fulness that prevents you
visit Diomedes, but stay is just trying to set tasks from wanting to leave.
63
There’s lots of other stories in which heroes overcome problems with
ingenuity rather than brute force. Theseus and the Minotaur, Perseus and
Medusa, the Trojan Horse etc. It seems to be a running theme in Greek
greek
myths, which is what makes them so entertaining.
Author: Sean McCoy - Art : Michael Sheppard

WHAT DO THE
MONSTERSWANT?
One of my favorite tools in D&D is the
reaction table. It’s incredibly simple
(three sentences of description) and
if you want, it can adjudicate almost
every social encounter the PCs run
into in a game. I’ve written before that
I can get biased against the players
over time. You’re seeing all their
crazy hijinks and ridiculous plans go
sideways, it’s only natural to imbue
all your NPCs with a kind of removed
skepticism that causes them to never
react positively towards the PCs.
The reaction table fixes that.
MONSTER REACTIONS Dice Roll Reaction
Monster actions: Some monsters
always act in the same way (such as 2 Immediate Attack
zombies, who always attack). Howe- 3-5 Hostile, possible attack
ver, the reactions of most monsters
are not always the same. The DM can 6-8 Uncertain,
always choose the monster’s reac- monster confused
tions to fit the dungeon, but if they 9-11 No attack, monster leaves
decide not to do that, a roll of 2d6 on or considers offers
the reaction table can determine the
monster’s attitude. 12 Enthusiastic friendship
Dungeons & Dragons Basic rulebook, 1981
(Gygax, Arneson, Moldvay, Cook)

64 65
WHAT DO TH E by Vagabundork - Art : after Hobelin

MONSTERS WA NT?
Players with higher Charisma get a they’re confused, so they yell at you Save vs actual DEATH?
bonus to rolling on this table, which and now uh roll initiative.” If your game is a little too lethal, you might want
makes Charisma absolutely not to consider a way to spare an adventurer’s
a dump stat in the older versions What Do The Monsters Want? insignificant life. Just like when you burn ants with
of the game (although, even the So what I have here is an addition to a magnifying glass, and allow one to preserve its
concept of a dump stat doesn’t play the reaction table for you to use. d10 life, just to see how its entire world collapses when you
when you’re rolling 3d6 straight things that the monsters could want. put one foot on its anthill.
down the line). If you roll for reac- There’s a lot of ways to use this: PCs
tion at every encounter, combat can be bargaining with the monsters But before you start saving
only immediately breaks out 3% of and what the monster wants can lives, you have to let the
the time, which is amazing if you’re be something for the PCs to figure players experience first-hand
running a more dangerous game. out; or it can just be something the game and its world as it was
Combat can be avoided in almost the monster demands or else they designed. Maybe they will love it Her full
every situation. attack (like say, on a roll of 3-5 on (as many of us do). But if charac- plate armor is
However, the hardest part for me the reaction table). But with this, a ter death is not part of the fun for ruined. Her spell
is rolls between 6-8. Possibly just wandering monsters table, and a the players, something must be book has become
out of habit, reactions often spiral reaction table, your random encoun- done. This is not very OSR, but unusable.
down quickly into combat. “Oh ters should have a lot more life. here it goes. • Treasure. Her bag of coins
Save vs actual death… stopped the fatal blow, but her
Roll What Description sort of enemy has taken it. The great
They Want At the player’s choice, if a first le- ruby was pulverized. The va-
1 Food They’re hungry. You can distract them with rations, point them towards vel character dies in combat, once luable wine bottles broke.
corpses, cast a food illusion. They could be hurt and in need of heeling. the encounter is over the player • Physical integrity. Her knee is
2 Gold They want d100 gold x their HD. This could be a tax, a toll, tribute, tithe, has the option of sacrificing shattered, reducing her mo-
or they could just be greedy bastards. something in exchange for saving vement rate by 50%, and her
3 Treasure/  They want a number of items equal to their HD. Scrolls the character’s life. Jeff Rients Dexterity goes to the next
Magic Items and potions count as well. proposes a saving throw vs death, modifier below (if her
but I would skip that roll. modifier was +2, now it
4 Random Item Roll a random item from a random character’s sheet, they want that
for some reason. The character drops and is given is +1, if it was 0, now
up for dead, but miraculously he it’s -1, and so on).
5 Territory This is their territory, they will defend it, but mostly they just want you has managed to retain one hit A frightening
to leave or prove why you should be allowed to pass through. point. If at the end of the encoun- scar crosses
6 Information They want to know about a rival faction, nearby NPC or monster, ter a TPK has occurred, or if the her face and
or dungeon landmark or location. fallen one is the first character destroys one
7 Help They need something from further in the dungeon, or from a nearby created by the player for this of her eyes (her Charisma
wilderness hex. They may want you to kill other monsters in the campaign, this rule is ignored. goes down to the next modifier
dungeon or clear out a hex. They may be haunting the area and Roll 1d3 or choose what is lost: below, and her attacks with
can only leave when their quest is fulfilled. 1)Equipment 2)Treasure ranged weapons, as well
8 Trade They have a random item from each category on the equipment list 3)Physical integrity as her sight-related
(one piece of armor, one weapon, one piece of equipment, etc.) and This loss must be significant, not rolls, suffer a -1
they’re willing to trade those items or sell them. All trades made inside trivial. The player decides what penalty). Her
the dungeon are at a higher markup than you’ll find in town. is sacrificed, but the referee can dominant hand

67
9 To Complete They’re in service to the closest NPC in the dungeon and whatever reject it and make a suggestion is cut (she cannot
a Mission that NPC wants, this monster is on a mission to help achieve that aim. about the most appropriate loss. use two-handed
Some examples: weapons anymore,
10 Directions They’re lost and are looking for directions out, or for someone to
escort them to a safe area. • Equipment. Her favorite sword her Tinkering rolls and
or magic weapon is broken. similar worsens one level).
66
by Emmy Allen - Art after Gustave Doré
a big pile of gold, a sword hung over the fire-place,
and a small child on their knee that they’re telling
the story of ‘how I got my eye torn out’. It’s a Good
Ending. In effect, you’re cashing out your ‘emotional
chips’, and calling this gamble a success.
For this emotional gamble to be worth it,
you need to carefully balance the emo-
tions invested in the PC, the likelihood of
When you make a player character death, and the magnitude of the gut-punch
(PC), you’re investing a little bit of when the character does die. I think the
creativity into them. You put some OSR gets this right with its lower invest-
time and thought into who they ment into new PC – rolling up a character
are and what they want. Creativity is quick and doesn’t require much deep
is, to my mind, quite personal; sharing thought, and low level characters are fragile
the fruits of your creativity with others as fuck – that allows greater investment
is exposing a little bit of your inner self over time, corresponding to greater survi-
to them (this, incidentally, is at the heart val chances. Compare this to modern D&D
of the issues I have with many ‘pass the where character creation takes ages (resul-

onal
EmotiGambling
talking-stick’ story-games). The more you ting in high investment from the get-go),

RPGs as play the PC, the more you invest in them


emotionally. The more of an emotional
stake you have in them surviving and
CR-balanced encounters mean that your
chance of death is constant rather than
scaling to reflect investment, and death is
prospering. rare enough that its easy to disregard enti-
When a PC dies (or is otherwise rely; here, your investment-risk-gutpunch
irretrievably fucked up), all that emo- balance is all off, you invest highly in a PC
tional energy you’d tied to them is lost but have little tension, there’s no sense of
with them. It’s a sudden gut-punch of safety from levelling up since the challen-
loss. The risk of that upset is what makes ges get harder to match you, and when you
the game exciting. In-character suc- DO die it feels arbitrar y, unexpected and
cesses (gaining magic items, levelling up, unusually horrid (which feeds back into
increasing in-character status) feel good GMs not being willing to kill PCs, resulting in
because we know that they make the EVEN LESS tension).
gut-punch of character death less likely; One thing which I do in my games is to in-
in-character setbacks feel a bit bad for the clude horrible wounds. These actually
same reason. tend to result in slightly longer gut-punches,
Things that drag the loss out (such as being as playing a character missing a bunch of
temporarily turned into a frog, knocked un- body parts is kind of difficult, and bleeding
conscious or otherwise rendered unplayable) out extends the process of dying. However,
feel worse than mere death, because after
a PC dies you can quickly recover, make a
they also soften the gut-punch as you’re
new character and get back into the swing of more likely to be able to successfully retire
things. An extended time where your PC is a (now crippled but also very wealthy) PC,
useless means you’re stuck in that low-point getting them a good ending.
for longer, hoping to get the character you’ve I tend to avoid anything which tempora-
invested in back soon. rily makes a PC unplayable (such as hard
Having agency over how a character’s arc ends mind-control, extended unconsciousness,

69
has been, in my experience, important. Retiring a
PC who’s become difficult to play (due to curses,
transformation, etc), since this keeps the
injuries, etc etc) feels better than having them die, gut-punch just as horrid but draaaags
because the player gets to choose it, and can ima- it out. Instead, these effects tend to be either
gine them sitting in a nice cottage somewhere, with permanent (effectively character death) or just
a debuff that encourages
you to retire
the character.
by Emmy Allen - Art: Matt Houston

Leaving
Kansas
One thing which I think is at the heart
of a lot of old-school aesthetics is the
clash between weirdness and familiarity.
In particular, I find these games tend to
have familiar characters from familiar
locations visit somewhere strange.
The thematic heart of the game, then,
is this; can our representations of the
familiar world survive and prosper from
contact with the Strange?
Setting up the familiar is pretty simple. Most players
of RPGs are acquainted with the ‘default medieval
fantasy’ setting, with feudal lords, peasants, knights,
priests, and so on. Likewise, the modern world, or
mundane history, can serve as the familiar. So long
as it’s the sort of place and time that your players can
readily understand, make assumptions about, and
so on.
This is the background your player characters are
drawn from. The options available to a PC come to

70
define the everyday normality of your stepping out of the familiar and into Perhaps this is violent conflict with Firstly, understand that the PCs re-
setting, the baseline from which the the weird. When you go down the steps monsters, insidious mental effects, present what’s normal. If your PCs can
weird departs. If you have wizards into a dungeon, you enter the Weird. traps, environmental dangers, and so cast spells, magic is normal. If your PCs
capable of casting spells as part of Sometimes, this process is drawn out on. The weird strikes out at the PCs, can be elves and dwarves, elves and
your ‘normal’, magic itself is not ‘weird’. (such as the mounting strangeness in and the PCs strike back at it. dwarves are normal. If your PCs have
It is something the PCs can do and, the overland section of Deep Carbon Lastly, we have the consequences easy access to weapons and armour,
presumably, might be familiar with. Observatory, before descending to of this conflict. Perhaps the PCs are violence is normal. Anything the PCs
A vampire is never going to be scary the observatory itself). Sometimes weakened, killed, mutated, crippled. can be or do cannot, therefore, be the
when you can roll up a level 1 vampire it’s abrupt (such as stepping through Conversely, perhaps they overcome Weird. Magic, dwarves and fighting
character, after all. the doorway to Ynn). However, for the the challenges they face, grow power- are not in and of themselves weird, for
I actually think that, here, a certain weird to seem weird, it needs to be ful, gain useful things. It’s very possible most D&D games.
degree of blandness is good. Exotic and clearly marked off. that by overcoming the Weird, they can (It doesn’t have to be this way. In our
strange details in this part of the game So now we have our PCs – little avatars incorporate it into the Normal (perhaps normal lives, most of us are not familiar
world detract from its normal-ness, of the ‘normal’ – entering into the by seizing magical weapons for them- with real violence. In a purely mundane
and likewise make the strange seem weird. This is our ‘through the looking selves – after all, anything the PCs do modern-day game, the introduction of
is the normal default). But, either way, warfare, weapons and so on can push
the Weird changes them. things enough away from the ‘normal’
...The weird is other. It is external to the players, Finally, they will return to the familiar to be their own sort of weird. Look at
unfamiliar, separated from them somehow. It might be world to recover or enjoy the fruits of the Bates Motel, for example...)
a dungeon. It might be an unexplored wilderness or a their efforts, and the normality of the
strange foreign land. It might be intrusions from other normal world reasserts itself. Second, it must be clear when you are
no longer dealing with the normal.
worlds, even. But it must be different... Start in the normal world, cross over Clear transitions, marked boundaries,
into the weird, explore the weird, come and so on. Make the entrance to your
less strange. The more default and glass’ moment, our ‘I have a feeling we into conflict with the weird, suffer dungeon foreboding. Mark the start of
obvious this baseline seems out of aren’t in Kansas anymore’ moment. consequences, return to the normal the dangerous wilderness with border
character, the easier it will be to see it What happens then? Exploration, world. Repeat. It’s an easy pattern to fences and sentries. Likewise, when
as default in play. conflict, and consequences. spot. Every trip into a dungeon follows leaving the weird and returning to the
In short, the PCs explore and inves- this pattern, for example. normal, put markers in the world for
This, then, is contrasted with the tigate the weird. They see how it is Likewise, because the weird needs to this.
Weird. The weird is other. It is external different to the normal, how their remain unusual, it naturally lends itself A game that does this very well is La-
to the players, unfamiliar, separated assumptions (and likewise the out of to picaresque narratives. Journeys cuna. By establishing the modern-day
from them somehow. It might be a character assumptions of the players) through the comparatively normal corporate world the players operate in,
dungeon. It might be an unexplored do not apply to it. They uncover the where periodically, the PCs cross over and then the process of plugging into
wilderness or a strange foreign land. It true extent, nature, and weirdness of into an area of the weird for an episode, Blue City, the weirdness of Blue City is
might be intrusions from other worlds, the Weird. This establishes the ground explore it and return. Each episode accentuated and kept defined.
even. But it must be different. for the next stage. on the picaresque is a new ‘weird’ to
The weird can, and should, break the Next up, we have conflict. We know the contrast against the ongoing normality Lastly, the weird needs to stay weird
rules that PCs operate by. Enemies can familiar, and we are becoming aware of of the campaign. on an out-of-character level. Basically
use spells, certainly, but they shouldn’t the weird. The two are opposed. They every player by now knows what an orc
have the same spells in the same spell- simply co-exist as each is incompatible So far, so much arty wank with little is. Those that don’t soon will if they’re
books that the PCs do. Their capabili- with the stability of the other. So, the application at the table. How to make encountered more than a few times. So,
ties should be unfamiliar. Weird will threaten the characters, this useful? to keep things weird, you need to vary
It must likewise be clear when you are and try to destroy or weird-ify them. them. Make them feel new.
72 73
The Danger
speech to bolster the failing morale of abilites have themselves become skills.
his forces. You get up there and do your Whatever flexibility you might have gained is

of Skills
thing because of course you can do it. immediately lost as you must now buy back
You’re a big deal adventurer. The GM with skills all of the abilities that previous
smiles and nods, maybe even gives you editions gave just as part of your class. Even
a roll of some kind to see if you give your worse, different classes are given access to
men a bonus on the fight to follow. different skills. Stepping outside of your class
The debate between class- Disarm/Detect Traps.
based characters and skill-based As originally written, the Now pretend we’re playing something is both more expensive and capped at a lower
in the d20 system and there is a rank. For those keeping score at home, this is a
characters goes back as far as Thief is _Dungeoneer:
role-playing games themselves, The Class_. This creates When there is Diplomacy, Leadership, or Speechcraft design choice that specifically disincentivizes
skill that exists to cover this situation. expanding what your character can do beyond
with many modern editions of D&D some implicit conflict no mechanic for
The existence of a skill means that in their archetype.
leaning towards a hybrid of the with the original a thing, it’s in the
order for your character to be good at Coming full circle, let’s take an even more
two. The argument made in favor of dynamic of the game. common domain
the thing it governs, you need to have banal example. In OD&D, AD&D, or B/X, there
skills usually relies on the idea that When Dave Arneson of play. Anyone
invested mechanical resources into is no character who cannot mechanically
inclusion of skills allow players to talked about his early can attempt it by
expand what their character can do D&D experiences, he navigating the making them so. Making matters worse, ride a horse at character creation. By virtue
because there is a mechanic attached of being an adventurer, horseback riding is a
beyond the specific archetype of gave us quite a few fiction. When
there are now rules to follow. Even if thing within your wheelhouse. Now throw in
their class. I’m here going to argue details about the way it you introduce
you disregard your character’s lack of Ride as a skill. In some editions, you can still
that the opposite is true: was played. In the early a mechanic for
skill and give the speech a chance, the technically mount a horse without it but only
Skills, by definition, impose days, it might well have something into a
GM may make you roll for it anyway insofar as you are willing to hope that the
limitations on what your character been the Fighting Man game, you codify
is capable of. sneaking forward and it and in so doing because the rules are there. Now you’ve GM never asks for a roll. Otherwise, you are
introduced a risk. At best, a failed roll dropping points into Ride.
Back in the halcyon days of the scouting ahead. The impose limitations
takes some of the wind out of your In summary, making something into a skill
three Little Brown Books, OD&D Magic User may have upon it. This isn’t
dramatic sails and undercuts the cool inherently walls that thing off from the open
had three classes, each with its own been the one to discover necessarily a bad
speech you just gave. At worst, the GM domain of play. If there is no Cooking skill, the
area of expertise: Fighting Men and try to disarm the thing, but it is an
fought, Magic Users cast spells, trap. The Cleric could inherent side- decides you’ve dropped your spaghetti game assumes you can cook. The moment such
because most games are written with a skill exists, your character is a terrible cook
and Clerics did a little of both with well be the one trying effect.
some additional tricks all their to jimmy the lock (in To make this less the assumption that a bad roll means the until you invest in their ability to do so.
character is incompetent. When combined with classes you often
own. In addition to their archetypal the name of their god, esoteric, consider
In an earlier version, you could have end up with the worst of both worlds: being
talents, the premise of the game of course). Before the for a moment
found yourself moved by the events of forced to buy back the abilities you would have
assumed they were all dungeon- addition of the Thief, Aragorn in the
delving adventurers with abilities everyone was the thief. Lord of the Rings. the game and on a whim done something already had while the system remains

74 appropriate to do such. The release


of Greyhawk brought us the now-
The introduction
of the Thief class
He is the defining
archetype of the
you thought was cool, creating a
memorable scene. Now, it is an area of the game that you
can no longer meaningfully interact with unless you have
weighted to preserve
the archetypes that the
inclusion of skills
familiar additions of Paladin and changed the way people Ranger, but what were meant to
Thief, and that’s when things got understood the roles of you can do as built your character specifically to do so. You are buying
back the thing you could have done broaden.
by Brooks Dailey

weird. the classes themselves. Aragorn changes


The Thief is unique in that it Because the Thief has significantly based before, had the skill not existed. Before, it
was the first class based around a mechanic for doing on which edition of was an optional thing that at worst would
having skills. Classically, these certain dungeon tasks, the game you are have been fun to play and at best might
were Climb Walls, Hide in Shadows, those tasks are now seen playing. In OD&D have given you a bonus from a GM trying
Move Silently, Pick Locks, and as the domain of the or AD&D, Aragorn to encourage such things. Now, you have
can stand on the to weigh the risks of even attempting a
Thiefthat class. Worse, because those rules
only appear to only apply to the Thief, it wall at Helm’s thing that the game says your character is bad at.
sends the message that the Thief is the only Deep and make In the 3.5 Ranger’s case, this situation is even more
class who could perform those actions. an impassioned punitive. In the 3rd edition games, the bulk of your Ranger
75
by Paolo Greco- Art : Dean Spencer (2015)

1D6
1200gp”. Had he rolled a 5 the result would of mentoring and 50gp per pip plus 50
have been “about 1000gp”. Odd objects will for every existing pips (the first is 50, the
have negative modifiers, as well as prices second 100, the third 150, the fourth 200,
in zones where the character is not used to for a total of 500gp to be able to cast 1st

Thieving
trading. Training: work as an apprentice for level spells, 1300gp more for the second
a merchant or a fence for a season. four pips to get a second 1st level spell slot,
2100gp more for 4 more pips and a second
It’s possible to also get a bit wild and go level spell slot).
for a rogue-only game, and giving our ro- Other unusual skills can be learnt from
gues access to martial and magic training: sources found during the game, such as
This is a simple system to handle • Fencing: for every three pips the cha- secretive guilds and forgotten tomes (refer
rogue skill training, so that each rogue racter gains +1 to hit with a given weapon. to your DM).

can customize their abilities.


The teacher must be a fighter and be a bet-
ter fencer than the trainee: consider only
the base attack bonus and the fencing skill.
Each thief spent a lot of their time before failure. However, a particularly high skill Training: 1 week per pip and at least 50 gp
adventuring honing particular skills, and (more than 5) makes it possible to roll again: per trainer level per week.
can allocate 10 pips (or points) at character subsequent rolls subtract 5 from the skill • Wizardry: the character can memo-
generation on the List below. Skills start at for every die. More simply: rize and cast spells as a
zero unless otherwise noted: • the first roll is against the skill wizard of level equal
• pick locks • the second roll is against skill -5 (so the to a fourth of the
• climb walls (starts at 3) skill must be 6 or more) number of pips. The
• move silently • the third against skill -10 (so the skill rogue can memorize
• hide in shadows must be 10 or more) spells written in a
• pick pockets • and so on spellbook provided
• hear noises (starts at 1) It’s useful to mark skill levels greater than that, while memo-
• find secret doors (starts at 1) 5 already split in “rolls”: for example 7 as rizing, they pass a
• read languages 5+2 and 11 as 5+5+1. It’s also possible to Read Languages
• find and remove traps roll the dice together: differentiate them by check. If a check is
• backstab (starts at 2, and is not a colour. failed, the spell is too
normal skill: it is used as an attack bonus, hard to focus on, but
replacing the usual +4 rogues have while This little system can also be expanded the character can try to
backstabbing. If the attack hits, damage is on with new skills, which might require ex- memorize another spell;
doubled, tripled if the skill is 10 or more) pensive special training. It’s also possible to misread spells are simply not
• use magic items (failure implies a introduce skills where the success margin available for the day.
probably disastrous mishap. Scrolls with becomes relevant: To avoid mis-
arcane spells have no difficulty modifier, • Appraisal: the character can estimate casting a spell
anything else has at least a -5 modifier) the value of an object. The precision is the character
• use poison (again, failure probably given by the margin of the roll: with margin must succeed
means the thief got poisoned) 0 the most significant digit is known, plus at a Wizardry
Two more pips can be allocated every one for every point of margin. For example test, with a
time the rogue gains a level. if a character with Evaluate 5 rolls 4 while modifier of -4 for
To determine if the skill has been used evaluating a jewel worth 1250gp they will every spell level
successfully it is necessary to roll less or know the two most significant digits (1 + beyond the first.
equal to the skill with 1d6, with 6 being a 1 for the margin), so they’ll know “about Training: 1 month

76 77
by Emmy Allen - Art: after The Duellists movie poster

for that round; either Push, Parry or


Feint. Each chooses secretly and re-
veals simultaneously, like for ‘rock-pa-
per-scissors’. Compare each fighter’s WHAT’S MY
tactics, which will modify the rolls for REASONING?
the round. I wanted 1-on-1 fights to have an extra
This is inspired by my work on • PARRY BEATS PUSH, as the layer of tactics to them, rather than just
The Dolorous Stroke, but adapted parrying character turns away the ob- being ‘roll to hit’ each round. In my expe-

DUELS
for OSR games.Here’s a system for vious attacks of the push. The character rience reenacting and LARPing, a 1-on-
when two characters duel. who parried gets +3 AC. 1 duel is a fairly tense affair, with both
sides trying to read the other so they
• PUSH BEATS FEINT, as the aggres- can take advantage of their opponent’s
sive push forward batters through the mistakes. So, the rock-paper-scissors
attempts at finesse. The character who model works well here: predict what
pushed does +3 damage if they hit. your opponent wants to do, and you
• FEINT BEATS PARRY, as the can capitalize on that.
feinting characters creates openings For predicting your opponent to
to strike past their enemy’s guard. The be viable, there needs to be some
Duelling requires that two character who feinted gets +3 to hit. asymmetry between the 3 options,
combatants agree to one- • IF BOTH SIDES PARRY, then the otherwise which option is picked will
on-one combat, and are duel becomes a defensive stand-off. be basically a 1-in-3 random chance.
not interfered with by Both characters get +3 AC. So, each option gives a different ad-
any third fighter. • IF BOTH SIDES PUSH, then they vantage if it succeeds, motivating you
Once the duel has begun just batter at each other furiously for to pick different options depending
(which might be in the the round. Both characters do +3 da- on the situation. In a round, the duelist
midst of a larger fight), mage if they hit. must decide if they care most about not
the combatants getting hit, about damage if they hit,
continue to fight • IF BOTH SIDES FEINT, then the or about successfully landing a blow at
round-by-round as duel becomes a complex dance of all. If you’re losing badly, pick Parry to
normal, until the duel strikes and counters. Both characters go on the defensive, for example. Since
ends. The duel might get +3 to hit. different combatants will have diffe-
end because one Feint/Parry/Push are named for rent talents and priorities, you can take
duellist is slain, sword-vs-sword duels, but you can use a good guess at your opponent’s tactic
because a third party the same mechanic for other 1-on-1 based off that.
interferes, or because fights. For example: Likewise, it’s possible that the situation
one duellist admits A joust has Evasive (+3 AC), Aim for can make one tactic obvious for you:
defeat or tries to break the Body (+3 damage), and Aim for the perhaps you’re down to 1 hit point and
away from the fight. Shield (+3 to hit). any hit will drop you. The obvious move
The fight is resolved A firefight with both parties shooting here is to parry, for the AC bonus, but
normally, with both sides from in cover has Hunker Down (+3 your opponent knows that and so will
rolling to hit each round on AC), Shoot Recklessly (+3 damage), want to go for a feint in order to beat
their action. and Aim Carefully (+3 to hit). your parry and get that last hit in: if you
At the start of each round, A fistfight has Back Up (+3 AC), Swing instead go for a push, you catch them
however, both sides must Wildly (+3 damage) and Dirty Blow (+3 off guard, negating their feint entirely
choose their tactic to hit). And so on. and getting extra damage in.

78
79
8 sta tues
by Nobboc the Half-Great
5) IN THE WILDERNESS. 7) AT THE ENTRANCE
• Forgotten buried colossal (100’ high) OF A TOMB
stone statue of a cyclops. Only the • Two obsidian statues in the shape of

encounters
upper part of the face is visible. horse-sized scrawny cats, sitting
• Unearthing the statue : vigilantly on either side of a huge metal
- Huge endeavour: 1d20 + 20 days door.
for 10 well equipped and well paid • The door is engraved with
workers. shimmering illusory runes you must
1) ON AN LONELY HILLTOP • If an adventurer dies (here or
- Statue animates as soon as feet touch in a particular order to open it, as
• Twelve basalt idols 10’ high in a 30’ elsewhere, now or later), the face indicated in (evil wizard) Zaratazarat’s
are dug up, and walks straight towards
circle, representing austere crowned crumbles and reveals a niche grimoire.
the nearest city destroying everything
men. containing an egg-shaped gem casting - Touching the runes in the right order:
in its path. It will not stop until the city
• Always quietly mumbling among malevolent black light. Take it: save vs the cats meow and the door opens.
whose founders buried it centuries
themselves. Become silent as soon as Death or lose your soul. Value: 1,000 - Touching the runes in the wrong
ago is razed to the ground. Then, it
one tries to listen. GP, or twice as much to a chaotic zealot. order: all within a 30’ radius must save
crumbles to dust.
• Empty space clearly shows one statue - Maybe treasure, probably cursed, vs Wands or be turned into giant
is missing. 3) IN A FORGOTTEN at the bottom of the excavation rats for 1d10 rounds. The cat statues
• Bringing the missing statue (3 tons) LIBRARY CONTAINING animate and hunt the rats (treat as
back: gain +1 in the attribute of your ZILLIONS OF BOOKS 6) IN THE FORGOTTEN CELLAR faster, crueller mountain lions)..
choice. • Human-sized, dark green marble
statue, representing an old man, his
OF A RUINED CASTLE.
d4: • 6-foot high statue made of 8) IN THE TREASURE ROOM
- 1: the missing statue is 6 miles away, beard down to his feet, sitting on a palladium. Represents OF ZARATAZARAT’S TOWER
in a deep ravine and the new idol chair, his gaze lost in the book on his a paunchy, jovial old man • A circular room with many locked
for a clan of ferocious, mutant hillfolk. lap. sitting like a frog, and chests, with a life-sized
- 2: the missing statue is 6 miles away, • Facing gigantic wall of bookshelves. arms in the air. «Feed Me! plaster statue of a masked
in the middle of a forest and now • Ask a question: the statue points its Feed Me!» engraved on his halfling, with an astonished
the favourite perch of a silverback finger towards a book containing the belly. expression on his face.
manticore. answer (which can be sometimes • The mouth is slightly open. An • Attempt to pick a chest’s
- 3: the missing statue is 6 miles away, nebulous or allegorical). item the size of a coin or ring lock: the statue shouts
in the hall of honour of (evil wizard) can be slipped inside. «Burglar! You’re a burglar!».
Zaratazarat’s tower. 4) IN A DEEP CAVE Roll 3d6 after doing so: A cloud of green crackling
- 4: the missing statue is on the moon. • 10’ high and carved in a boulder, - If you get a pair : the statue energy envelops the
this statue represents a large, naked spits back the item. statue and ‘burglar’. When
2) AT THE ENTRANCE OF A woman, with hair down to her feet, - if you get three-of-a-kind: it disappears, the halfling
SUBTERRANEAN COMPLEX globular eyes, prominent fangs, and six the statue spits a number of tries to make her escape,
• Life sized bas-reliefs of every massive breasts, holding a large bowl in exact copies depending on leaving behind a statue of
adventurer’s face, each bearing one her hands. the result of the dice. (111 if the unlucky character.
added ludicrous detail (terribly long • In front of her: an altar, covered in you got three 1s, 222 with • The cursed character
nose, crossed eyes, massive wart, etc). dried blood, and carved with grotesque three 2s, etc.) can still see around them.
• Whistle to draw attention. Then insult faces. - with a triple 6, the statue Catching the next burglar
adventurers, spit, reveal embarrassing • Sacrificing a humanoid on the altar: produces 666 copies and will release them.
secrets, etc. withish liquid flows from the breasts to explodes (causing 6d6
• If a face is hit, the corresponding the bowl. Cures 1d8 hp for each hit die damage in a 20’ radius)
adventurer’s takes damages. A face the victim had. - any other roll: the item
always has as many hit points as the disappears forever.
adventurer.

Very bad art


80 81
by Gabor Lux - Illustration : Li-An (2010)

(this problem haunts much of the early tour-

The Overly
nament scene, including, in my heretical opi- was, in turn, succeeded by the
nion, a significant portion of The Lost Caverns modern “return to the dun-
of Tsojcanth). The best examples of this ap- geon” model, a selective (mis?)

Thematic
proach were always the modules which had a reading of gaming history,
sense of cohesion around them – vague, hard which suggested that the good
to explain, but there in the background. old days were all about “killing
things and taking their stuff”,
Then there is the fantastic realism while silently dumping the
school, first expressed in a comprehensive heavy focus on exploration the
manner by an ancient Dragon article whose actual old games had.)
The common wisdom surrounding designing exact references I cannot be arsed to look up. There are many advantages to
semi-realistic encounter de-
You know the one. It shows a
dungeon encounters has changed much over dungeon room in two states: sign, but it can also go wrong in ways its pro-
the years, yet the question of what makes for the original way it looked, and ponents never considered. From my perspec-
the dilapidated, looted and re- tive, the most important of these is the taming
a good one, or what makes for a good room purposed state the party will of our sense of wonder, either by considering
find it during their expedition. the fantastic impossible and an interest the-
mixture has never been satisfyingly settled. Certainly, this approach pro- rein juvenile – a notion which had been par-
he original approach, de- one of its upper level dun- vides a sense of realism, of ticularly popular in Hungary, and as I hear,
veloped at the dawn of geons, how Castle Amber has “being there”, and it is actually Germany – or by requiring the rationalisation
gaming (and seen in such an indoor forest, how Tower more intuitive than stocking of the irrational. This has a corrosive effect
tattered artifacts as the Chaos has an earth elemen- your dungeons with random on any kind of fantasy game, but it is particu-
El Raja Key Archives or tal named “Stoney” guarding shit. If your dungeon was a larly damaging to D&D. Once you accept that
First Fantasy Campaign), the china room just off the temple, you stocked it with re- fantastic things are dumb and beneath a se-
stressed the game aspect kitchen, and how White Plume ligion-related encounters, and rious person’s interest, you remove much of
with a very brief key and Mountain has... well, those ca- if it was a crypt, you sure didn’t what makes D&D worth playing. A “cabinet
very sparsely “seeded” dungeon levels. You noes are a good start. You can put an underground tavern in contents” dungeon of endless barracks with
would spend a lot of your expedition time rationalise it, but reason is an it (and underground taverns bits of string and mouldy old boots stuck in a
looking for the carefully hidden lairs and those afterthought – what matters is just kinda vanished from the succession of footlockers, or the “this used to
memorable “special” encounters, and – from the spirit of fantastic whimsy. gaming scene). This approach be a scriptorium, where scribes scribed their
our perspective – some of these games might At best, these adventures are often provided a complete scripts” school of pseudo-historical flimflam
now be described as first-person crossword great precisely because they blueprint for your dungeon: if is often a recipe for a dissatisfying dungeon
puzzles. take liberties with realism, and you put in a sacristy, you mi- where nothing interesting happens. It subor-
This philosophy had a relaxed attitude about do it well. Without a vivid ima- ght as well put in a crypt and a dinates fantasy to reality, when it should have
what goes into the dungeon: anything that’s gination and the skill to turn refectory, and how about a bell done the exact opposite. In the end, one gets
fun and challenging, and damn those pesky imagination into mini-games, tower and some stables? It is the idea that these dungeons are not worth
questions about why and how. That’s how Ci- the results just feel flat and no accident that this approach, playing. “Told you so” say the people who ne-
tadel of Fire has an underground tavern on randomly thrown together lauded across the game design ver liked D&D in the first place.
community, ended up the do-
minant one for decades, mostly
displacing its predecessor. (It

83
Rediscovering the
Rediscovering thefantastic
fantasticside of of
side RPGs is an
RPGs is an impor-
important achievement of old-school
tant achievement of old-school gaming. gaming.
And there is no reason why we can’t learn from multiple design philo-
sophies and take the best they have to offer. My go-to compromise has
been to go for thematic appropriateness, an approach found particu-
larly often in Bob Bledsaw’s writings. Thematic appropriateness links
its encounters to an overall theme (be it a crypt, desert oasis or tee-
ming fantasy metropolis), but operates on the basis of loose associa-
campaigns,
tions instead of solid,I step-by-step
am finding that logic.it should have
When you come saywith an important
“port”, it says “old warning:
panhandler use yoursellsthe-
musical sea shells
mes,messages,
with secret but don’t 1:6 let yourself get bound
of ear seeker”. When by them.
you say “jail”, it says
Most
“Bluto and recently,
Balfour, twoI have
ogresexperienced
(HP 17, 23)this the hardregular beatings
administer
way while experiencing
and serve inmates Seaweed a creative block coming
Slop; prisoners are Refren, mu- should have come As
up with encounters for Castle Xyntillan. with an important warning:
straightforward
sical pirate, Harko Fum, as designing
beggar useaboutyour three
themes, quar-but don’t let yourself get
terscircle,
of the 4th of theMythor
castle proved,
Flax, the remaining
bound by them. quarterMost recently, I have expe-
(andofthe
last bearer dungeon
Princess level) rienced
Yarsil- has proved this athe tough
hard way while experiencing
nut to crack.
da’s shameful I found
secret”. Theremyselfa in that state
creative blockwherecoming up with encounters
I am too
are obvious analytical,here
connections too much for of a cynic
Castle to haveAs straightforward as de-
Xyntillan.
good
to a basic flowbut
theme, – I could probably
also large continue
signing aboutthrough
three quarters of the castle pro-
via sheer willpower, but the
jumps of logic – somehow, we ved, the remaining result would ine-quarter (and the dungeon
got fromvitably
that disappoint
port to anmyself. What went
ear level) wrong?a Atough nut to crack. I found
has proved
simple creative block
seeker and from a jail to a prin- would have
myself been
in thata conve-
state where I am too analytical,
cess andnient excuse,although
her secret, but afterita little
too self-examination,
much of a cynic to have good flow – I could
does notI came to the conclusion
immediately and ne- probablythat I let continue
a coherent through via sheer willpower,
cessarilyvision
follow offrom
Xyntillan overpower
the star- but my theidea of it as
result a
would inevitably disappoint
loosey-goosey
ting point. You have tofunhouse believe dungeon
myself. What with impro-
went wrong? A simple creative
bable things.
in your ability to jumpThe existing block
to make structures
would andhaveideasbeen a convenient excuse,
it – you have to let go a little. but after a little ideas
of Xyntillan were closing off the range of self-examination, I came to the
This is Ihow
entertained
dreamsatconnectthe beginning. My thought
conclusion that I pro-
let a coherent vision of Xyntil-
cess became
things in our mind and how thepath-dependent, lan predictable.
overpower my All
idea of it as a loosey-goosey
in all,ofI random
better kind needed atables break –funhouse
not just for refresh-
dungeon with improbable things. The
can prod ment,
our but to forget and
imagination: byletexisting
myself wanderstructures againand ideas of Xyntillan were
coming upin directions
with odd Ijuxtaposi-
am not expected closing to off
go. the
Xyntillan
range of ideas I entertained at
tions andneeded
fantasticto be less thematic
things that the to retain its theme.
beginning. My thought process became
Whichfeel
nevertheless again
realproves:
as longthere is a point where
path-dependent, predictable. All in all, I needed
theory
as we don’t open endsour andeyesfuzzier
too realms
a break of –the
notimagina-
just for refreshment, but to forget
wide. tion begin; and in those worlds, and letwe mustwander
myself often again in directions I am
walk alone.
This was the conclusion I adop- not expected to go. Xyntillan needed to be less
ted a bit more than ten years thematic to retain its theme.
ago. And yet, despite having Which again proves: there is a point where
been well served by the ap- theory ends and fuzzier realms of the imagina-
proach in multiple different tion begin; and in those worlds, we must often
campaigns, I am finding that it walk alone.

84
by Jason Sholtis - Art : Jason Sholtis

D12
Dungeon
Geniuses
—————————————
1. Telepathic giant spider with preternatural charm and persuasiveness:
does what spiders do but with 100% cooperation from all fellow denizens subject
to bamboozlement.
2. Caveman who split the atom using only advanced mathematics of his own
invention: hunted by sorcerers seeking to exploit his talents.
3. Stone giant sculptor of undeniable originality and talent, gallery after gallery of
breathtaking non-representational works hewn from marble and granite.
4. Dungeon pixie of exceptional intellect, arcane mastery equal to magic user of the
highest order, has tiny spell book crammed full of unique spells.
5. Man-ape with mutant cerebral development: covered vast cavern walls with
incredibly elaborate pictographs of his Rube Goldberg machine-based
technological breakthroughs, exiled from his clan for aberrant nerdiness.
6. Living vapor, coalesced just after the origin of the universe,
currently incarcerated by wizard: 99% of knowing the answer to any
given question, wants its freedom.
r logic
7. Slug-man with magically enhanced intelligence acts as oracle, using superio
and reason to predict future outcomes with a high degree of reliability.
8. Brilliantly insightful serpent man prophet: spreads salvation
with the swords of his disciples.
9. Flesh golem with half a brain hemisphere online: now that its creator is dead,
dedicated to elucidating the post-human condition through poetry.
10. Giant siliconian worm: consumed crashed alien spacecraft
and subsequently assimilated the knowledge of digested computer banks, loaded
with cosmic wisdom.
11. Escaped scholar/tutor lich, created by sorcerer as research assistant, now
obsessed by its own unfulfilled academic ambitions.
12. Ogre that always wanted to be smart found ring with three wishes,
two remaining.

86
by Bryce Lynch - Art by Li-An

BetterTreasure
“Each player receives a treasure parcel worth 250gp.” “Place the
treasure you wish in the adventure.” “Treasure worth 2,500gp is
present.” “6 gems forth 50gp each.” “Jewelry worth 1,000gp.” “a +1
agate in the socket! Do I have infravi-
sion?!?! DM: No you moron, you do not.
ME: Crap! Are there any other agates
around in the hoard?” That’s the kind of
you eat the pig? All sort of weird and
wonderful things happen when effort is
added to a magic item. None of that shit
happens with “sword, +1”.
sword.” “a broach of shielding.” “a potion of flying.” behavior you are looking for. You want
he above, in similar or one form, Is the usual part and your PLAYERS excited about what they A +1 sword? Nope. How about AI-
parcel of the published adventure. Those treasures find. DRU - SLAYER OF MEN. A longsword
suck. No one is excited about finding one of those. You don’t have to go all super-backs- engraved the full length with arcane
“Ohhhhh! A +1 sword! I’m a bad ass now!” That’s not tory on things either. It’s pretty easy runes. The hilt is bare and will need to
D&D. That’s some generic nonsense masquerading to reskin something. A bag of holding? be recovered. Created by the death-
as D&D. Let’s not forget: the job of the designer is to Lame. How about … A Maggot! It’s priests of Ghoekra and wielded
communicate imagination and wonder to the DM. actually a Maggot of Opening. A couple during their bloody crusade to rid the
That’s what we’re paying for, the designers imagi- of inches long, squirmy, pale... ie: looks earth of all life. Moderately well know;
nation. Those treasures don’t do it. There’s nothing like a maggot. Except it can open its feared and coveted. Drips blood, not
in those. Let’s compare those items to an excellent mouth REALLY wide, let’s say the size because of the creation but through
example, from the 1E DMG: of a fist. It has an extra dimensional sto- the sympathetic magic caused by all
“Seldom is the name of Vecna spoken except in hushed voice, and never within mach so it otherwise acts like a bag of of the bodies it has been soaked in
hearing of strangers, for legends say that the phantom of the once supreme lich still holding and it never digests anything. while killing them. Disturbing dreams
roamed the Material Plane. It is certain that when Vecna finally met his doom, one Ya gotta reach in to pull stuff out. Who while possessing; slaughter, etc. +1 hit,
eye and one hand survived. The Eye of Vecna is said to glow in the same manner as knows what else it’s swallowed? It tries causes immediate morale check for any
that of a feral creature. It appears to be an agate until it is placed in an empty eye to digest, so reaching in is a bit slimy creature/group that recognizes it. (Who
socket of a living creature. Once pressed in, it instantly and irrevocably grafts itself and gross. A horn of blasting? The horn then inevitably yell «Aidru – Slayer
in to the head, and it cannot be removed or harmed without slaying the character. is either a tuba or a stork like bird that of Men!!!») Glows with a pale red light
The alignment of the character immediately becomes neutral evil and may never you squeeze like bagpipes. A potion of and gives the wielder a +1 Charisma
change. The Eye bestows both infra vision and ultra vision to its host, and give the flying? How about the potion is full of bump when wielded BECAUSE OF
following additional powers/effects. The minor or major powers may be used wit- flies? And the user grows fly wings? Or FEAR! Aidru is a kick ass magic item.
hout fear of harm, but the use of the primary power causes a malevolent effect upon a scroll of flying that is actually magical If I was playing I would use Aidru long
the host character.” window cling film that is used like a tat- after I found a +2 sword, or even a +3
Now THAT’S a magic item! If I found an agate I’d immediately pluck out my own eye too? If you use it on a pig you have a pig sword. Fuck those things; they don’t
and shove it in the socket. “DM: You find an agate. ME: I rip out my eye and shove the balloon… and then what happens when cause monsters to yell “AIDRU! Slayer

88 89
For what treasure did the old warrior face the Drake of Khaos? (d8)
1. A potion of Youth: become 1d6 x 10 years younger, lose 1d8 levels
2. A Lucky deck of cards: becomes cursed and unlucky after 1d20 games
3. A unique charm of Cure... (d4): 1. Incontinence, 2. Rheumatisms, 3. Senility, 4. Impotence
4. The Drake’s diamond skull: confers immortality while touched, but weighs 100 lb
5. The sword Kinslayer. 2x damage on wielder’s species, 4x on family members and adventuring partners.
Tends to strain relationships.
6. A crystal orb containing the damned soul of his long lost love
7. The mountain’s copper mine: guarantees low but steady income for up to 10 miners, forever.
8. A +1 ruff: any action attempted while wearing the 3-ft wide, outmoded collar gets the bonus.

of men!?” A broach of shielding? How Further, don’t focus on the mechanics.


about a snake circlet that comes alive Focus instead on the effects. Too often
and eats magic missiles? See, it’s not items gets bogged down in game mecha-
hard at all! So why the fuck are you nics. The designer attempts to divine all
putting a +1 sword in your adventure? the ways the item can be misused by the
I’m paying for your imagination… so players, or attempts to make the item
IMAGINE! “make sense.” You don’t need to do that.
Over explaining kills mystery and the
You can see an excellent example of DM is present to arbitrate rules. Again,
this in Fight On! Magazine, issue #3, in the role of the designer is to inspire, not
the Spawning Grounds of the Crab-Men, explain. Kas and Vecna are much more
by Dave Bowman. In one of the rooms interesting when left as throw-out refe-
you meet a crazy crab-man who has rences in a magic item description. Your
picked up something he shouldn’t have ... magic item is much more interesting
«Grog the Gladius is a finely crafted when it turns something to concord jam
short bronze stabbing sword. Grog once a day. No volume reference.
glows a dim violet when held by a living No details like “save for apricot”, no
being. Grog is a Lawful Sword +1, +3 vs. boring shit to weigh the world down. If
Dragons. Intellect 7, Egoism 12, with the you are taking a paragraph to describe beheading an orc. The splattering blood is shown in small rubies. [Someone is gonna
power to See Invisible. Grog will com- the game mechanics for the device then keep that one and wear it, for sure!] The gold necklace is a locket and shows the
municate the presence of such things you have failed. Magic, Mystery, Won- face of a loved one back and a family name that still exists in Marburg today. They
via Empathy.” It’s going to be hard to der, Whimsy, and THE FANTASTIC are would love to have it back (sentimental value) but they are also poor and selling it
argue that this represents a wall of text, the enemies of Aristotle. If you tell me would make a world of difference in their lifestyle. The comb is part of a 3-piece set.
and yet the magic item is flavorful and the bumble helmet lets me shoot poison Finding the other two (mentioned previously) brings the value of the set to 200gp.
is found in an environment (wielded bumblebees from its mouth once a day Taking any of the coin treasure will result in wandering monsters being checked for
by the crab-man, accidentally) that then I’m cool. every turn, and they will always be Lab Rats, as long as the coins are carried in the
heightens its interest. Similarly, I just dungeon. That is all SO much more interesting. The PLAYERS are now interested in
reviewed They Came from the Stars Mundane treasure is similar. Your the treasure. Those items have some backstory, but you don’t even need that. A jar
from the … And the sky full of dust PLAYERS should want to keep it for of saffron, or ANYTHING with an adjective attached is going to be much better than
blog. The aliens have death ray guns their characters, not melt it down in to “gold necklace.»
and force field belts. These are nothing slag. The treasure in room 46, level 1
more than the same effects of a wand of of Dwimmermount is boring. A jeweled For my own home game, I keep an entire page of custom gemstones, jewelry, and art objects printed out and handy. I
magic missiles and a broach of shiel- pin. A gold necklace. A comb. Lame. The have another full of magic items. When I run across something boring in my DungeonWorld game I consult my chart
ding. Flavor. Reskin. Repeat. Ambiguity jeweled pin (800gp) will be adjusted to and substitute. I really like the Chaotic Shiny magic weapon generator. It generates lots of ideas for you to build
is OK, and even in some sense desired. a jeweled CLOAK pin worth 800gp that something off of. Aidru came from there. Just hit the button enough times and something interesting will come out:
Boring is not OK. is in the shape of scantily clad female elf http://chaoticshiny.com/weapongen.php

90 91
by Vagabundork - Art : Li-An

Trap!
It’s a
To Roll or Not To Roll?
How to deactivate or avoid a trap without making a roll? Is
it How
possible?
do youOfdisarm
course it is, let’s look at some examples:
or avoid a trap without making a roll? Is it
possible? Of course it is, let’s look at some examples:
Referee: To one side of the road there are bushes
with wild berries. They look delicious.
Player A: I approach and start collecting blackberries.
Referee: A snake bites you. You are dead.
Player A: Oh, come on!
Player B: With a ten foot pole, I examine the bushes for any danger.
Referee: When lifting the pole, a snake has curled around it.
Player B: I throw the pole like a javelin and collect the berries.

Referee: There’s some haze but you can see the bridge well.
Player A: I advance to the other side.
Referee: You fall and die.
Player A: What?
Player B: I advance slowly so as not to slip.
Referee: You get to the other side without problem.

Referee: There is a door in front of you.


Player A: I open it.
Referee: You trigger a trap. You feel the needle, but
you are dead before your body hits the ground.
Player A: Fuck you!
Player B: I look for traps around the lock.
Referee: You don’t see anything.
Player B: I use my lockpicks to try to disarm the trap, if there is one.
Referee: You trigger the trap. You are dead.
Player B: Why? It’s not fair!
Referee: Okay, you disarmed it.
Player A: It’s not fair! You killed me, and you let him live!?
92
by Jack Shear

There it is. Traps


1266?
versus Poison to avoid dying from the
snake bite, and a Save versus Paralysis
without throwing to avoid falling into the abyss. And both
players will have the opportunity to What Happened in
dice. Lovely, ennit? disarm the lock trap with a successful Some of the best game setting inspiration is a casual browse
In the first two cases, success is auto- Tinkering roll (or equivalent), and to through Wikipedia because the history of the real world is so
matic if players take some precautions, avoid damage if this roll is failed, ma- much weirder and wonderful than any purely fictional setting.
but then failure is also automatic if they king a Save versus Poison; they could Did you know that you can basically search for any given year on Wikipedia and
do not. Is it unfair? No. No, it’s not. It’s even have a bonus to the first roll if they get a nice little list of interesting things that happened over the course of 365
not unfair but it might seem so and have tools (like Player B has). days? Even if you want to bend history a bit, or add fantasy into the mix, it gives
people’s feelings might get hurt. Adju- you plenty to work with. For example, let’s say you want to run a medieval fantasy
dication makes sense in both cases, but
from the players’ perspective, it can Last words game... set in 1266. Here’s some adventure seeds I came up with on the fly while
reading the Wikipedia entry for that year:
seem arbitrary. Sometimes you really have to throw
In the third case it’s more difficult dice to discover or disarm a trap (like
the proverbial poisonous needle in a • Charles of Anjou makes war soil; a group of barons led by
to adjudicate success or failure by just against the wicked Prince Simon de Montfort challen-
following the fiction, since suspecting door lock), and to avoid damage (or
death) if the first roll was failed. Manfred of Otranto at the ges the forces led by Edward
that there is a trap and trying to disarm Pope’s behest. Manfred’s Longshanks–in the balance
it, is not enough to guarantee that it will Other times the trap is obvious (such
as the slippery bridge) and it only Satanic rule of Sicily must hangs the threat of the king’s
be deactivated. Both success and fai- be stopped at all costs! submission to the Magna
lure feel arbitrary, unfair, and too much requires one roll to be avoided. Suc-
cess can be automatic (at the referee’s (Why not combine Carta and the disso-
like cheating. A referee’s job should be this historical event lution of England’s
easier. discretion) if appropriate measures are
taken (such as walking slowly, wearing with Walpole’s absolute monarchy.
mountaineering boots, &c). The Castle of (Ditto civil wars.)
That’s why baby Otranto?)
• Mary de
• Niccolo and
Mafeo Polo have
jesus invented Finally, at times the trap is discovered
and disarmed by performing a specific Ferrers, a noted returned from the
dice rolls action (such as the snake between the
bushes that is removed with a pole),
witch steeped in
occult knowledge,
Pleasure Dome of
Kublai Khan with
When players fail after making a
and would only require a roll to avoid has sealed herself wondrous reports of
dice roll, they won’t (usually) blame
the effect if sprung. within Liverpool the wealth and magic
the referee or believe that their fai-
Castle; the agents of of that realm. Kublai
lure is an injustice, but a product of
King Henry III have so far Khan wishes to know
chance although in reality it is not (only)
been unable to overthrow her more of Christianity and the
chance: a failure isn’t the fault of a
defenses and force Ferrers’s sur- Pope is casting about for a few good
bad roll but of a bad decision. You can
render to the crown. (In truth, Ferrers envoys. (Mixing a real medieval voyage
always choose not to cross the bridge,
just surrenders... but why not spin with a bit of Coleridge is my peanut
not to collect berries, not to open the
this into a siege scenario with added butter and chocolate.)
door, doing something else instead,
witchcraft?) • The Mamluk Sultan Baibars has
and return later, when you have made
• The Scots battle the Norwegian recently captured the castle of Toron
preparations, purchased potions, or
Vikings over the Hebrides. (Any time from the crusaders; it must be won
whatever.
you have Vikings you pretty much back to secure further footholds in
If we follow the rules of the game (as
don’t need to add anything else.) the Holy Land. (Crusades are plenty
we are supposed to), Mr. Player A will
• A civil war is being fought on English action-packed and weird on their own.)
have the opportunity to make a Save

94 95
by Arnold K - Art : Li-An

IMPACT
So,
you’re
playing D&D
and you’re
fighting
some orcs.
All the orcs are
armed with
feather
dusters, so
they
actually
incapable of
harming
anyone. And
your DM doesn’t
give XP for
combat, so
they’ll yield
0 XP upon
death.
This combat
is a waste
of time.
You’re just
rolling
dice until
the orcs die.
The encounter is shit because the encounter has no impact.

96
designing for--it happens on its own, when giving the orcish raiders an • «I Search The Body»
it’s deserved) or to teach them the rules (and Axe of Mutation is a great idea. Yeah, bread and butter. I know.
there are better ways to do this than wasting You can destroy items (rust PROTIP: Increase player investment by having
everyone’s time with a fluff encounter). monster), drain levels (wight), enemies wield the cool item in combat; don’t
• Killing Characters etc. (PSA: big negative effects just leave it in their pocket for them to discover
For most players, this is the most impactful like that should be telegraphed afterwards.
thing that can happen. It’s also shitty when it and players given a chance It doesn’t even have to be magical. Like, give
happens. We can have a talk about how much to avoid the combat. Don’t one of the orcs a whip with an eagle claw on
Impact: the ability to lethality is desirable on another post, but the ambush players with wights.) the end of it, and an eagle skull on the handle.
permanently change point I want to make is. . . You can also mutate items, Fucking awesome.
the game. The opposite High risks make people pay attention. For mutate spells, turn gold Or they have crazy potions. Permanently lose
of impact is fluff. this reason, difficult combats are necessarily coins into copper coins, turn a point of Constitution to enter a super-rage.
Impact correlates with how high-impact. copper coins into silver coins, Make sure at least one orc drinks the potion
your players care. If no one’s Dear non-OSR readers: this is one reason why permanently blind a PC, per- during combat, with more vials visible inside
invested in the outcome of OSR folks are always advocating for potential- manently give a PC the ability his vest, so the players know what they get if
this encounter, it’s hard to ly lethal combat. Not because we enjoy rolling to see in the dark, mess with they win.
have fun. I think a lot of DMs new characters, but because the combats are stats, mess with skills, steal Or like, the next time the players crit on the
make the mistake of crafting more significant. It’s the same reason why lots an item out of their inventory, orc, the orcs coin purse rips open and coins
low-impact encounters. of sandbox DMs are okay with players depo- burn all the scrolls in their spill out all over the floor (in addition to the
I’ll start by talking about sing kings, burning down cities, and basically inventory with dragonfire, regular effects of the crit). Show players what
combat encounters, but a lot just making a mess of things. change their sex, give them the stakes are.
of this applies to non-combat I’m not gonna argue that you should make curses. • Gaining XP
encounters as well. all of you combats brutally difficult. Easy com- And remember, all of these Yes, this is a thing that exists.
bats have their place. But if you are going to effects should be telegraphed When I used quest XP in my Pathfinder games,

HowTo make an easy combat, it needs to be impactful


in a different way (see also: the rest of this
before you smack the party
with them. The idea is to
I used to give the players a handout with all
the available quests on it, and the associated

Increase
post). get the party invested in the rewards. I kind of roll my eyes at that sort
It’s entirely possible for a high-lethality com- outcome by raising the stakes, of thing now, but it accomplished the goal of

Impact
bat have everyone attentive, stressed, and so it doesn’t work if the players showing what the stakes were.
bored. Being trapped in a room with a wight, don’t know the stakes. • Relates to Other Parts of the Map
and no way to hurt it, rolling dice for 20 turns Angels who can forcibly This is what I mean when I say «random
• Deplete Resources while all of your characters die inevitably. convert your character to their encounter doesn’t mean unconnected encoun-
Yes, depleting their spells/HP/ (This is no different from the feather duster religion. Since it takes a few ter». Maybe the really well-dressed orc is the
potions is a form of impact. orcs, really.) «hits» before the PC converts, chieftain’s son, and asks to be ransomed back
It’s low impact, almost by defi- If you find yourself in a low-impact combat, they have time to run away when he surrenders. (Random encounters
nition. We can do better. hand-wave it. Last time I played D&D, my (which is the point of HP, need to be connected to things outside of
In a lot of published adven- players ambushed three old (non-magical, really). themselves.) Maybe they’re saving the king’s
tures, the fights are strongly level 0) priests. Combat took 30 seconds Nymphs who convince the life. If they lose this combat, the king will be
stacked in favor of the PCs, because I just let the player’s narrate how they party to live with her for a assassinated. This is also a chance for your
who usually don’t have to won. two years can also have a players to show their values. Let them have
spend many resources to • Mutating Your Character Sheet pretty big impact on the game. the ability to change the game map, and make
win. The only reason to run When I say «attack all parts of the character Players should know the risk sure they know it.
a combat like this is to make sheet», this is what I’m talking about. before they seek out a nymph. • Information
the players feel cool/powerful This is a pretty broad category. Yes, it includes And everyone knows to avoid Maybe the fact that one of the orcs are in the
(not something I recommend actual mutations. This is me telling you that gurgans. Ew. castle at all means that someone probably

98 99
by James Holloway

smuggled them in. . . but why? Maybe one of


the orcs has an incomplete map of the nearby Using My Aesthetic is
Impact
PATHETIC
dungeon. Maybe the orcs promise to give you the
password to the Wyvern’s Tower if you let them
escape.
They can also convey setting information, or
useful information about the dungeon.
Wrong And Yours Can Be Too.
Impact is not the same thing
The orcs have their hands tattooed black, indi-
as fun. Use it in ways that
cating that they’ve trained in Ungra, specialize in
your players react to. Maybe
“Everyone in this party is a
killing mages, and were hired at a steep cost.
they’re scared of dying and
scoundrel, except for Tag,
One of the orcs is carrying lockpicks and is cove-
despise lethal combat. May-
who is a ruffian. Oh, and
red in recent acid burns. (Nearby lock is trapped
be they want to be heroes
Frances, who is a weirdo.”
with acid hoses.) I said this quite casually during
and respond really well to
the D&D campaign that brought me

Fluff is
civic heroics, such as king
back to fantasy role-playing, but it’s
saving.
stuck with me through the years, and
Just be mindful of impact
Okay the next time you throw a
random group of 3d6 goblins
I still use those categories – ruffian,
scoundrel, and weirdo – to divide
player characters. For me, this was
There’s nothing wrong with a fun combat. Fluff at your party. Don’t let it be
the thought that led me toward
has its place. just fluff.
what I would come to know as
• Respite: Easy combats can be a nice respite “the pathetic aesthetic.”
after a recent meat-grinder. The term “pathetic aesthe-
•Power Trip: Maybe you’re playing with ten-year- tic” originally comes from music
olds and the birthday boy needs a magic sword. criticism, but I first saw it applied
• Ambiance: A corpse being eaten by hungry to gaming in a blog post by Andy
ghosts can really set the mood. (No useful infor- Bartlett*. In that post, Bartlett
mation was learned, no real interaction except describes a style of gaming found
observation). in early D&D and especially
• Personal Goals: There’s no benefit to it, but common in British games such as
maybe one of the PCs swore an oath to humiliate Fighting Fantasy and early War-
every bard they came across. Whatever. It’s hammer: a style of gaming filled with
important to their character concept. “elements that aroused pity over awe.”
• Comedy: Fighting drunk goblins in the middle In these early games, characters were
of a pig stampede. exceptional – but not superheroic –
Just remember that you can raise the impact people dealing, not always successfully,
without raising the difficulty. Maybe give one the with dangerous situations using quick
goblins a red-hot branding iron. Same damage, thinking and improvisation. Failure was
but now the character has a QQ permanently a real possibility and death could be
seared into their rump. sudden. Bartlett argues that a gaming
-Doesn’t change the game. world focused on bigger, more heroic Bartlett’s description tracked with
-Can still be interesting (e.g. you meet a characters and bigger, more dramatic what I liked about some of the fantasy
peacock-man being devoured by hungry ghosts; situations has lost many of the plea- games I’d played in. The feeling of risk,
he has nothing interesting to say or give). sures of games about poor suckers in of frantic improvisation; the humble,
-Can be good for an ego trip. bad trouble deep underground. grubby aesthetics that introduced a

* https://drbargle.blogspot.com/2013/02/the-old-school-is-pathetic-rant.html
101
by Nobboc & Éric Nieudan

note of absurd humour; the in the small things of everyday life. This could
grim satisfaction of ganging include monsters; for instance, consider the
up on a much more powerful humble dog. A character eaten by wol-
foe and delivering a jail- ves is dying in a tragic, heroic way,
house-style beatdown. I’m while a character eaten by dogs is
not dogmatic about this style dying in a horrific, ridiculous way. This
of play. It’s a thing you can applies even if there’s no mechanical diffe-
have in your games if you like rence between wolves and dogs. It’s not the
it, or not have if you don’t; I rules that make a thing pathetic; it’s how the
happen to like it, even if it’s players feel about it. You can apply the same
not for every session. thinking to weapons. In a system where all
- d20 Hooks -
A lot of people who enjoy weapons do 1d6 damage, there’s no difference

Why the fuck


this type of play came to it between a rapier and a sharpened screwdriver,
through one of the games of except that getting killed with a screwdriver
the 1980s, but that wasn’t is a pauper’s death. If the thing that kills you is
true for most of my players, something you might find in your own garage,
and they still had a great
time. Even if you grew up
the pathetic aesthetic applies. did you enter
with more heroic games – or
Perhaps most importantly, the theGoblincaves ?
are completely new to RPGs
pathetic aesthetic is about the charac-
ters. A suitably unimposing group of player 1 – The purple-lightning storm outside seemed more dangerous than this.
– there’s a lot to enjoy here. characters can paint a layer of grime over the 2 – Goblins kidnapped one of your fellow adventurers and the bastard owes
So how do you bring noblest and most impressive quest. Self-in- you money. 3 – You drunkenly bet your horses that you could bring back seven
the pathetic aesthetic terested dirtbags, scheming opportunists, goblin heads before noon. 4 – You heard that the goblin boss is hiring adventurers.
into your games? deluded fanatics and naïve idiots find them- 5 – A weird halfling offered you good money for goblin babies. 6 – The magician
Andy Bartlett seemed selves in the kinds of environments where Zaratazarat needs fresh kidneys, brains, and eyes, for his alchemical research.
to think that there were sensible people don’t go. These kinds of cha- 7 – Momtholta the spider wants her caves back. She will grant a favour to whoever
certain system elements you racters give players permission to make bad- drives the goblins out. 8 – The miners guild suspects there is a silver vein deep in the
needed, and I think that can but-fun decisions. They also inherently add a caves. Find it and you’ll be rich. 9 – A successful adventurer says the caves are only
certainly help. But I ran that note of the absurd: while going into an ancient the first level of a huge complex full of treasure. 10 - Zaratazarat the magician needs
first game in D&D 3.5, which ruin to fight monsters, retrieve the Blue Jewel to know if this new protection from goblin spell actually works. 11 – You’ve been
is hardly the ideal system for and save the world might make a certain kind hired by a knight who secretly wants you to steal his cursed sword.
the old-school dungeon-del- of sense, descending into the depths as part 12 – You’re escorting the famous geologist Concrescero who wants to investigate
ving experience. While I of a hare-brained get-rich-quick scheme is an a talking stalactite in room #239. 13 – You’ve been told that goblin hirelings are
agree that quick, random inherently funny idea. the best value for money in this economy. 14 – Sir Gorghius, the half-orc paladin,
character generation, swingy Humble, grubby and dangerous, adventures wants to “beat some religion into the little fuckers’ heads.” 15 – They’re not goblins!
lethality, and a system that in the pathetic mode offer something different They’re famished deserters with face paint who prey on credulous merchants.
rewards cunning all do help, not only from the heroic excess of mainstream
16 – The goblins abducted the son of a gnome village chief who doesn’t want to pay
there are plenty of ways you fantasy gaming but also from the high-art
the ransom. (Actually the young gnome and his goblin lover need the gold to start a
can inject some pathetic into gonzo that represents the other major strain of
your game. the OSR. new life in the big city.) 17 – Local farmers are dying of the Grey Death, a plague that
In my experience, the best Even if it isn’t your regular style, try was traced to these caves. 18 – The goblin witch stole the divine secret of goblin
way to inject a little pathetic spending some time as a copper-pinching, parthenogenesis. She must die for her crime! 19 – A magically gifted thief stole your
aesthetic into your game is monster-fleeing, trap-fearing wretch with a most valuable possession and ran away. You tracked them to the entrance of these
to ground some of the game rusty dagger. It isn’t glorious, but it’s fun. caves. 20 – Raiders of the Goblin Caves is listed in Tenfootpole’s “the best” category.

103
102
by Nobboc with Eric Nieudan - Art: Matthew Houston

d20 Magic Helmets


Helmets are cool. Helmets are fun. Helmets are a good way to distinguish your 8 - Brakamar. Crimson BASCINET mage. Save vs. Spells to resist fishing
full-plate wearing warrior from the rabble. Helmets are the Last Chance Save. forged in a volcano. Fireball once with your hands when near a stream,
And quite frankly, I think that fighters without helmets look like shit. per day. Can only be cast around the taking down bee hives, oversleep in
My rule for helmets: once per encounter the character is hit but before any damage wearer, who takes damage as well (but winter, etc.
dice are rolled, the player may declare: «I trust my helmet!» and roll 1d6 (adding +1 for saves at +4). 15 - Maratha. Light GODEN-SCALED
a magic helm). On 4-6, the damage is canceled, on 1-3 it is doubled. 9 - Gyro. Shiny GREAT HELM, HELMET. Wearer can turn into a pan-
casting flashing red and blue lights golin for a total of 6 turns every day.
when goblinoids are within 100 feet. Upon assuming their normal form,
1 - Pulphilos. Dark green bronze Twelve living eyeballs encrusted in mail.
Everyone but the wearer must save vs. their mouth is full of fire ants. Save vs
CRESTED HELMET. ESP once per Wearer can see in every direction.
Paralysis or attack with a penalty of Poison to spit them out without taking
day. Disturbing voices in your head Immune to back stabbing. Charisma is
-1d6. 2d6 damage.
and horrible headaches for the next -2 with most people, and +2 with mu-
10 - Ylary. CERVELIERE of hamme- 16 - Squeak. Battered and rusty
night (no resting benefits). tants, warlocks, and other weirdos.
red silver with a red feather. Once per SPANGENHELM. Entirely ineffective
2 - Owlie. Titanium BARBUTE. 6 - Matilda. Glamourous FROG-
day, the wearer can perfectly mimic as armour. Creaks and wails when the
Infravision. When the wearer is MOUTH HELM encrusted with
a face they know for 6 turns. Save vs. wearer is about to touch a cursed item.
next in daylight, or takes off the colourful and indestructible
Wands afterwards, or the wearer’s 17 - Sélénite. Moonstone encrusted
helm, save vs Wands or become gems. +1 to AC (distracting)
head looks like an attractive lizard LOBSTER-TAILED POT HELMET.
blind for the amount of time and +1 to Charisma. If
person’s for the next 6 hours Once per day for a turn, breathe in any
you used the power. touched by anyone but
11 - Flash. SALAD HELM with swee- environment and resist fire and cold.
3 - Tangrisnir. Massive the owner, explodes for
ping red light through eye slit. Mighty Save vs Spells whenever exposed to
RAM-HORNED 1d12 damage. Owner’s
impressive. the night sky (for the first time in the
LEATHER HELM. face is marred by incu-
12 - Sufikk. Extravagant, cone shaped day) or gaze thoughtfully at the stars
Every hour, rable leprosy (-4 to
SCALE HAT with bone trinkets, during a full turn.
1-in-6 chance of CHA when helm
talismans and tiny bells covering the 18 - Leonessa. SALLET shaped like a
bleating vocife- is off).
wearer’s face. Casts Mirror Image, cat’s head. Acrobatics are really easy
rously for a few 7 - Xororox.
Blur or Hypnotic pattern as long as (+4 to ability checks, +2 to saves).
moments. Cast Large SKULL
bearer dances like a whirling dervish Alignment switches to Chaotic.
Knock once of a (now dead)
on acid. Dancing reduces the cha- 19 - Karu-Kura-Shu. Red lacquered
per day. murderous
racter’s Wisdom by 1 point per turn KABUTO. The wearer takes half
4 - Hob. arch-
(recovered at the rate of 1 point per damage from falls and collisions.
Always clean, wizard.
full night’s rest). They can extend the protection to
sparkling Cast black
13 - Artye. MORION with encrusted as many people suffering from the
KETTLE psycho-
ivory stars all around which gently same source of damage, but take 1d6
HAT. Any- lightning
shine in darkness and vividly glow damage for each one of them.
thing organic (6d6 damage in
when extraterrestrial or extraplanar 20 - Rhün. Elven HOLLOW HEAD,
boiled in it is ho- a 20’ radius) at
creatures are in the vicinity. made of sculpted ironwood. Looking
pelessly bland but will! Putting the
14 - Björnsson. GALEA HELMET top- at its angelic face causes fear in all
always edible. helm on drains
ped with a polar bear pelt. Bear hug non-elves (save vs Spells). A non-elf
5 - Godhic. a level.
attack once per encounter: 2x claw wearing it wants to murder all elves
Sinister dull black
(1d4); if both hit, crush for 2d8 da- (save at -2).
CHAINMAIL COIFF.

105
104
by Gabor Lux

The Tapestry and the – we could say the module is the question,
and the game around the dinner table is the
You are not going to make
friends with the giants.

Mosaic Box: On the


answer. Much has been written about why Theoretically, you could (it is
some adventures work so well in creating a valid solution to convince
memorable game experiences and some don’t; them the drow are probable

Scope of Module
this article focuses on one aspect of published oath-breakers and using them
modules – the relationship between their as disposable cannon fodder

Design
scope and purpose. against human kingdoms who
The inspiration for writing this article will eventually hunt them
In my mind, there are two main approaches down), but you probably
has been Pookie’s review* of Echoes setting the scope for published old-school won’t. The adventure works
From Fomalhaut #02. Positive reviews modules: we could call one the tapestry and from this assumption, and
make you feel good inside, while cri- the other the mosaic box. There are no clear sets out to describe what you
tical reviews make you rethink the boundaries between them, and both encom- need to run the adventure.
pass multiple different sub-types, but the ba- There are possible courses of
things you are doing, and why you are sic distinction is present. The tapestry is what action and probable outcomes
doing them. Something Pookie has cri- we would consider a mostly self-contained – dungeons, for instance, can
ticised (in a point he has also brought scenario. In this case, all the necessary infor- be described as flowcharts,
up WRT issue #01) was the apparent mation you might need to run a home game is and flowcharts have more or
presented in the text, in a more or less set way. less likely paths in them, as
purposelessness of the adventures in TSR’s classic module line is a prime example of well as beginnings and end
the zine: that is, the lack of strong plot this design approach. These modules, many of points. At the end of the day,
hooks and background information he purpose of adventure them originating in tournaments, have a fixed either you or a lot of giants
modules is to assist the premise (from “stop the giants” to “explore will be dead, you may or may
to get the player characters involved. GM in setting up and run- the Ghost Tower of Inverness”) not have discovered why they
This is a fair point, but it is something ning a home game. This and assumed boundaries of are raiding the human lands beyond the lulz
I do entirely on purpose (sorry!), be- much is obvious, even if play, which suggest the scope and plunder, and you might have found a few
cause I believe it ultimately makes many people use them for of the described material. They bothersome details which present a greater
the adventures stronger, and more loose inspiration for home also have set structures; the mystery behind the giant clans. The module is
games they are or aren’t way the bits and pieces in the over for most intents and purposes, and you
suitable for others’ home games. Our running. At the end of adventure connect together may move on to the next one.
disagreement lies in our ideas about the day, they are a com- are decided in advance. The These adventures are not closed systems.
what should go into the module text bination of a reference module is “complete” with its They are adaptable to different campaigns and
(what should be its scope) – except we document and inspiring elements already in place – circumstances; they are sometimes considered
material – a module com- like a colourful tapestry, it has generic, but what campaign world doesn’t have
may not actually be disagreeing at all. municates an idea about been woven together, and the a place for a bunch of evil slavers to kill, or
running a game, something which can’t be faithfully replicated, but which can be threads are there to hold it bands of rampaging giants to stop? They also
recaptured and created anew through our collective imagination. It is both “the” together. This approach gives offer up interesting and worthwhile choices
Keep on the Borderlands and your own Keep on the Borderlands. Adventures are the adventure a focus which which can lead the participants to different
personal and products of the moment, while modules are fixed in terms of both makes them straightforward (anticipated or entirely unplanned) conclu-
intent and time. Good modules recognise and accommodate this contradiction as to use and rewarding to play: sions. The boundaries which exist in presenta-
an integral feature of role-playing games, something which separates them from the players are motivated, tion are permeable in play; the module’s scope
literature and drama (I will not consider here the failed forms of adventure design the action flows well, and the is not rigid. You can expand, repurpose, and in
which try to imitate either). They create the potential for action and adventure conclusions are memorable. a way, “break” these modules, from exploring

107
*http://rlyehreviews.blogspot.com/2018/08/fanzine-focus-xiii-echoes-from_24.html
106
the unwritten parts of Descent Into the Mosaic box modules are as information is not present on purpose. Many city supplements and other
Depths of the Earth to flipping Keep on the notable for the content they of these modules have no pre-determined goal sandbox settings (even those
Borderlands on its head*, and breaking the choose to exclude as they are or even a set way to engage with their content: which don’t present physical
great piggy bank that is the keep itself. These for the material they have. They there are easy guesses but no universal settings but, for instance,
choices exist as unwritten potential due to come as loose frameworks of answers. The Thieves of Fortress Badabaskor social relationships and in-
both the adventures’ focus (they describe what disparate components whose never tells you how to approach it (not even in terpersonal conflict) are truly
they need to describe) and flexibility (they connections and place must an out-of-game way like Gary’s classic “Realms mosaic-like in that they are
leave open what they don’t need to describe). be decided by the GM, or even of Man” intro to B2), even though it easily composed of several bits which
The possibility is there if you need it, although spontaneously “discovered” could. The owners of the titular fortress are may or may not be connected
in most cases, the players won’t cross the with the group over the course bandits and other assholes who maintain a by a network of pre-set rela-
module’s planned boundaries. Many will head of play. These frameworks are slave market on the premises; the dungeon is tions. The pieces can connect
into the ogre cave or the minotaur lair in the incomplete because they invite half their hideout and half the headquarters virtually any way, since there
Caves of Chaos; fewer will choose to seek out further input to make them of an evil cult, separated by a level containing are so many of them and they
the Cave of the Unknown on the edges of the work; they are also open to all a cluster of super-deadly dragons. You could are typically linked in a fairly
wilderness map, and very few indeed will set sorts of use and abuse. This do a lot of things in and around this bizarro loose manner. Perhaps there
up a deal with the denizens of the Caves to approach was pioneered by universe Keep on the Borderlands (or its one- is a war going on between
lead merchant caravans into their ambushes Judges Guild’s early products: page cousin, Huberic of Haghill), and the way the island-kingdom of Croy
to split up the resulting loot (and, this being not always ready-made adven- your GM integrated it into his campaign would and the city state of Warvik;
D&D, the easy XP!). You are not running the tures per se, but play aids which probably set the stage for the way you ought perhaps the nearby islands are
module wrong if only the first could range from “adventure to approach it, but there is no firm premise like connected via a smuggling ring
one happens, although it can be construction kits” to “adventure components” in the G series. Interestingly, even the lines the characters might come into
very cool if all three do. (the original meaning of the word “module” – between good and evil, friend or foe are less conflict with; and perhaps the
an interchangeable component you can insert clearly drawn. assassins’ guild from Zar-
Let us move on to the other into our own design!) It also crops up in TSR’s thstone is fanning the flames of
approach, the mosaic box. output, most clearly in The Secret of Bone Hill, It goes further. The Thieves of Fortress Ba- conflict from the background.
This is a much looser and more a multi-purpose adventure kit if there ever dabaskor, Tegel Manor or The Secret of Bone It could, however, also be that
probabilistic way of giving you was one, but also in The Lost City and other Hill present a fairly systematic, organised Croy and Warvik co-exist in
playable materials, and it should looser site-based adventures. These modules playground to explore and have fun with, but an uneasy alliance against the
come with a standard warning: have a different take on information design, the outlines, relationships and boundaries smugglers, descended from a
“Some assembly required!” and a different scope. Some of the high-level can become even more blurred. Hex-crawls, group of freedom fighters the

* See p 128 for some ideas

109
108
characters may team up with; and that the as- wilderness, dungeons and blem between the GM and the players about before it, Fight On!, Knockspell,
sassins are minding their own business while multiple towns, which are suf- how they should play in an open setting; or and various places all over the
doing stuff for the highest bidder. Which pie- ficiently described to serve as because there is subtle railroading going on Internet) are “missing” bits and
ce goes where and how is your responsibility, adventures), Portals of Torsh (you can do “anything” but only the GM’s pieces, and aren’t coming with
but they will prove useful either way. (a self-contained alternate assumed adventure will be “real” or provide strong adventure hooks and
The eventual purpose of the material is world reached through magical a fun play experience, etc.). This approach is specific setups. I find it interes-
created by the GM, or the GM and the players gates, again containing multi- neither universally applicable nor truly supe- ting that multiple people have
working together and surprising each other. ple towns and adventure sites), rior to the more focused tapestry approach. singled out The House of Rogat
This kind of module is a framework to insert or the more recent Vault of Demazien from among my
your own adventure scenarios into, and a Larin Karr from Necromancer Finally, where does this leave me? I have stuff as something they have
puzzle where the pieces might fit together in Games (a mini-setting descri- employed both approaches to adventure used and enjoyed in particu-
a dozen different ways. Some uncertainty is bing a valley, its communities design, and don’t consider them an either/or lar. For some time, this came
actually fairly helpful in this situation. Ideally, and dungeons, all connected proposition. I gravitate slightly towards the as a complete surprise, since
not spelling out the connections lets other in various ways). At the end of second in running a campaign, but my publi- Rogat Demazien was never
GMs discover their own, and leaving some the line, we could have the likes shed materials are often closer to the first. It more than a minor project, an
things mysterious evokes a sense of wonder of the now sadly out of print is generally easier to write a focused module afterthought to the much more
which is conductive to personal imagination. City Encounters, an excellent because it lends itself to a logical and struc- complex city-state of Zothay; it
We can actually see this well in tapestry-style 600-entry city encounter table tured presentation. The mosaic box approach was also directionless without
adventures: the most intriguing and specu- which is a full-on toolkit and works more on intuition, making connections offering more of an adventure
lated-on parts of the G-D series involve the has very little explicit struc- and leaps of logic; therefore, its design is hook than “it is there and there
role of the Elder Elemental God ture. And yet, City Encounters often more impressionistic and reliant on may be treasure involved”.
and his abandoned temples, does have rhyme and reason: imagery and loose association. This is always And yet, it has been reasonably
while the Caverns of Tsojcanth through a myriad unrelated encounters harder to do, so it happens less often, even if popular with people. And
leaves open the mystery of which might take place, it presents a certain it comes fairly easy to me by the table. that’s my guess now: while a bit
Iggwilw. Leaving those doors idea of a grand city, sinful and dangerous; However, I also think that even more aimless, it is on the right scale,
open is essential for less generating conflict, adventure, and even links structured and precisely adventures are fairly it is adaptable, and it is open
deterministic scenarios! In the between the different entries through the easy to place in someone’s game with some enough for multiple different
case of the mosaic, presenting table’s consistent application. You could run forethought and adaptation, and that they be- purposes. This has been my
a complete pattern (as opposed a city campaign with nothing more than this nefit from keeping them reasonably open and guiding philosophy for the
to a vague outline or a depar- supplement, a good map, and perhaps one or a bit mysterious. This is why the majority of materials I am releasing for the
ture point which can lead in two pages of background. the adventures and campaign materials I have Isle of Erillion mini-campaign,
several possible directions) The mosaic approach is fun but tricky. published in Echoes From Fomalhaut (and too: they will make sense as
would defeat the purpose of While we may correctly assume game mate- pieces of the whole, but they
handing you the box of pieces, rials made this way allow for a high degree of will also be useable on their
just like LEGO has been re- freedom, this freedom is not always easy to own (future releases from our
duced from its early universal achieve, nor necessarily superior to a focused City of Vultures campaign will
sets to highly specific, expen- play experience. The absence of concrete be a bit more tightly integrated,
sive collectibles. hooks and boundaries can be immensely but they will also retain a basic
liberating, or it can halt a game right in its modularity and open-ended-
There are multiple pos- tracks. I enjoy the sandbox gaming they foster ness).
sible scales here as well. and accommodate, but also see a lot of online Make no mistake, this is not a
We could bring up JG’s less discussions describing dysfunctional or even universal solution, but it is the
known Verbosh (a complete “false” sandbox play: because the players are way that, at least to me, makes
mini-setting complete with lost, because there is a communication pro- personal sense.

111
110
Liven Up
by Graphite Prime by Chris McDowall - Illustration : Didier Guiserix (Casus Belli, 1982)

Those Corridors! My measure of a good trap:


• At least one part of it is immediately visible.
• It allows interaction and investigation.
Dungeons are a thing of beauty, but too often I see empty, • it has impactful consequences for the victim.
endless looping corridors where nothing ever happens save for the occasional

34 Good
wandering monster. Mazes are awesome, options are great,

TR PS
but what is beautiful, isn’t always playable.

Take Map A above. All good right? Nothing


you haven’t seen before. But unless something
happens in those passageways, you’re going
to waste a lot of time slogging from room 1 to 2
(especially if someone’s mapping.) It might look cool,
A
might be fun to draw, might look fun to play, but it kind
of isn’t. You could just do this:
Map B might seem dull, but it’s gonna make your
session run a lot smoother. You just saved about 20 minutes of
unnecessary slog. But that’s no fun. You want that ’ve gone on before about the typically a passageway to somewhere
dungeon to be a labyrinth. You want that sense of three pilla rs of run ning a goo d desirab le, a piece of treasure, or link
exploration. You want those players cautiously game (Inf orm atio n, Cho ice, it in with a monster. You wouldn’t just
peeking around every corner. You want them Con seq uen ces) and you ’ll no- drop a monste r into an empty room, so
interested in the entire place... not just the rooms. Too tice they match up with these give trap placement the same level of
often, hallways are just time-killers. three points. consideration.
They shouldn’t be. Almost every time the players turn a corner In short, your trap should I blur the line between puzzles and
something interesting should happen. This doesn’t have to be a fight, have room for interesting interaction traps a lot, but here I’m sticking to
just something interesting. Dungeons should not only be places of between «oh, a trap!» and «I’m dea d». things that are placed deliberately
danger, but places of wonder. The trap doesn’t hav e to ann oun ce to impair intruders, with nasty
Now look at Map C below. I’ve added a fountain, a one-way door, an altar, itself immediately , it can eve n «tra p» conseq uences .
a statue, a portcullis, a curtain, some stairs, and a huge pile of rubble -- all outside befo re ann oun cing itse lf as So here are 34 good, simple traps.
the players
of rooms. Not everything will be dangerous or ther e’s still roo m for inte ract ion Some classic s that meet the bench-
long as
meaningful, but the players sure as hell don’t that . You can bre ak the rule s if mark, some new stuff I just made up,
beyond
know that. Every turn of a corner becomes con nec ted to the them e of you r spe - some lodged in my brain but
it’s
rors originally stolen.
interesting now. cific scenario. Like your Tomb of Hor
Many of these objects should do something. style deathtrap dungeo n mig ht be full O1 - Open pit onto deadly spikes. Both
There should be a trick, something hidden, of hidden traps that don ’t ann oun ce sides of the pit are sloped into it and
you ’re bre akin g that rule grease d up.
a treasure, a trap, a penalty, or a perk. At themselves, but
a minimum on Map C, the players will have exce ptio n for this par ticu lar O2 - Concea led pit into piranha-filled
as a specific
two encounters while traveling between n. If you ’re goin g to do this , mak e water.
dungeo
the two rooms. These encounters can sure the payoff is worth breaking the O3 - Metal sword audibly humming,
make sense or not make sense, but most rule for. hooked up to electric charge.
just O4 - Green Devil Face with gaping
of them should adhere to the theme of the Context is also important. You don’t
day. mouth. Anything going into the mouth
dungeon. stick a trap in a corridor and call it a
to its loca tion , mos t is annihilated.
And that’s all it takes to liven up the place. Now that Connect the trap
small, 2-room section of dungeon is packed full of goodness. 113
112
A A
O5 - A fishing rod propped up and 17 - Stuck door with a gold snake- 24 - Sloped walkway in a freezing
11 - Two panes of glass blocking passage, cold room. Pressure plate halfway
cast into a lake. The rod is covered in filled with deadly bugs. head handle. The handle will bite and
fast-acting glue and tension on the line poison anybody putting their hand up releases a flood of water down the
12 - Shimmering, thick air that slows all slope, freezing near instantly.
triggers a springboard beneath the movement down to a quarter of normal. near, unless they slip a coin into its
victim, casting them into the lake. mouth, allowing safe passage through 25 - Haunted pots, audible screaming
Guards with missile weapons waiting within, placed on wobbly plinths on
O6 - A column of light. When a being around the corner. the door.
enters they are frozen, and an evil 18 - Disguised springboard, an uneven floor. Any sort of weight on
13 - Glossy, friction-less floor and spiked the floor is sure to release at least one
duplicate of them is conjured. The walls. launching the victim straight up into
victim is only freed when the duplicate the air. There is a hanging bar they angry wraith.
14 - A metal room filled with crushed 26 - Pool of lava, a metal idol partially
is killed. remains, visible moving parts to floor, and can grab to avoid the fall, but weight
O7 - Walls dotted with arrow-slots. on the bar triggers the release of giant submerged in the centre. It’s glowing
a sealed door leading forward. Two but- hot, but valuable.
Any movement in front of them fires tons. One opens the door, the other seals spiders onto it, and rained down onto
the arrow, but each hole only has one anyone below. 27 - Big metal skull with a gem in its
all doors and commences the crushing open, toothy mouth. Obviously it bites
arrow. process. 19 - Room dusted with a deadly white
O8 - Upside-down spiked pit on the powder. Any rapid movement disturbs anything put inside.
15 - A peephole blocked up with glass 28 - Quicksand, just like in cartoons.
ceiling. Gravity is reversed under the fragments. Breaking the fragments re- the powder, sending it into the air and
pit. then the lungs of anybody breathing 29 - Giant spider lair, huge boulders
leases a toxic gas. suspended in the highest webs. Too
O9 - Clusters of bright orange fungus 16 - Giant chomping blade that must be nearby. Hidden pressure plate in the
growing on one or more corpses. Any centre of the room triggers a loud much disturbance might release a
passed through to progress. Visible pres- boulder, fire will definitely release
disturbance triggers a deadly spore sure plate on either side. Blades are trig- siren, alerting any nearby threats.
explosion. 20 - Locked door, key visible in a them all.
gered when a pressure plate is released, 30 - Bear trap.
10 - Glass vials of green slime hung unless the other plate is also depressed. stinky fountain.
from a ceiling, a guard with a crossbow The liquid is fast-acting acid, the key 31 - Sealed door with two identical
Going slow poses no risk. handles on the adjacent wall. One
watching from behind a barricade. made from a special resistant ceramic.
21 - Rope bridge primed to split in the releases snakes from above, the other
middle when the majority of the cros- opens the door.
sing weight has passed the mid-point. 32 - Hidden jet spraying you with dis-
The characters can grab their half of gusting smelling liquid. Not harmful
the bridge and climb back up easily in itself, but might attract scent-based
enough. creatures or warn inhabitants that
22 - Damp, underwater tunnel with you’ve been poking around where you
glowing treasure at a visible dead end. shouldn’t have.
A pressure plate halfway through trig- 33 - Pressure plate triggers part of
gers flooding of the tunnel. A normal the floor to move down, slowly trans-
human could get back to the tunnel porting the victim into the now-visible
exit with breath to spare, but not if lair of a horrible monster.
they try to grab the treasure first. 34 - Giant cauldron filled with trea-
23 - Two doors in sequence. First sure. Any weight added to the caul-
sprays anybody passing through with dron causes the lid to slam shut and a
highly flammable liquid. Second spits fire to spark to life underneath it.
out a flash of flame, harmless on its
own but enough to ignite the liquid. This article has been published in Electric Bastionland.

114 115
300
Useless
by Chris Tamm
pot with hole, broken mug. 32 Cards of Fairness - Cards scream if any cheating attempted
by players (card counting OK). 33 Coin of Flipping - always lands on flippers choice.
34 Wand of Penguin Summoning - once a day calls a tasty penguin from icy realms.
35 Collar of location - put on pet or person, always know their location. 36 Girdle of Chastity
- magically locked until legally married on wedding night. 37 Girdle or Manhood - Protects
your genitalia from harm in battle. 38 Shirt of cleanliness - Shirt is always pressed and clean.
39 Cape of Protection from Weather - keeps elements at bay - stay dry and warm. 40 Mechanical

Magic Loot
Beaver - Wind up and once per day fells one tree. 41 Pan of Cooking - self heating pot or frypan.
42 Pan or Recipes - sentient pan gives sneering advice on cooking to any cretin using it. 43 Salt
Sellar of Plenty - 10 doses of salt per day. 44 Pepper Grinder of Plenty - 10 doses of pepper
per day. 45 Everlasting Candy - piece of candy you can suck forever - who knows who used it
before. 46 Nurse’s Ring - makes you lactate while worn, also wanted by farmers. 47 Ring of
the Rake - make infertile but still vulnerable to STD. 48 Dancing Shoes - give the wearer basic
Gamma World players grab piles of dancing skills or improves professionals abilities. 49 Thimble of Defence - 1pt resistance to
weird crap for barter or later identification. Surely fantasy heroes impaling damage. 50 Mother’s Necklace - whispers motherly advice and commentary about
need the same - piles of semi useful items worth something but everything you do. 51 Flattering Mirror - improves comeliness in mirror view. 52 Mirror that
not necessarily what adventurers would like. I think there was Flatters Not - makes viewer look aged, ill, bald, toothless horror. 53 Pillow of Sloth - allows you
a Dragon article about issue 71-ish. These are a mix of useless, to lay about for years without harm. 54 Idol of Depravity - on command attractive idol dances
tasteless and childish. Just blame me if something embarrassing erotically. 55 Spectacles of the Letcher - makes clothing invisible when looked through.
or awkward pops up. 56 Pipe of Smoke Rings - pipe let you blow awesome smoke rings to entertain others. 57 Pipe

1-2 1 Everlasting Dye - permanently changes colour of hair, skin or items but mostly for
hair - 1d6 doses. 2 Everlasting Dye - as above but is a highlight kit with 12 colours.
3 Music box - plays same tune again and again, hand size. 4 Orchestra in a Box - a chest with
of Black Lung - pipe never runs out - one type of smoke weed per pipe. 58 Pipe of Ignition -
pipe lights self and never blows out. 59 Flint of Sparks - flint starts fires easily - dont let kids play.
60 Eyepiece of the Immoral - Can see depraved scenes of otherworldly orgies.
miniature musician golems know 1d20 tunes. 5 Hair Removal Potion - meant to be applied, 61 Statue of Prayer - If placed in church statue prays for your well being. 62 Goat
permanent if drunk. 6 Hair Growth Potion - meant to be aplied, if drunk grow 1 inch per hour Leggings of Frenzied Dance - allows wearer to dance lustily all night. 63 Pole of
for ever. 7 Hat of Many Styles - can change to any hat for job at hand, helmet, hunting hat, pokery - pole regrows back end if damage under 20% damaged up to 3 times a day.
courtly hat etc. 8 Landscape Paint Set - anyone can use to paint one scene with photographic 64 Wizards Beard - a strap on beard that bonds with wearer as real growing beard
accuracy. 9 Portrait Paint Set - anyone can use to paint one detailed flattering portrait. forever. 65 Waterbowl of Wizards - 3 times a day fills with water, animals can learn to use.
10 Character Paint Set - anyone can use to paint one mocking picture that outrages 66 Foodbowl of Wizards - 3 times a day fills with horrid gruel that animals seem to like.
subject. 11 Wig of Many Styles - Change colour and style, comes in facial hair and mirkin style. 67 Gilded Birdcage of Capture - leave the door open and birds are attracted and trapped.
12 Gender Change Girdle - like the normal one but not cursed. 13Undying Lantern - everburning 68 Saddle of Comfort - saddle is always pleasant for rider and horse. 69 Horn of Alarm
lamp also comes in torch or candle styles. 14 Heroes Tankard - get no hangovers from booze - anyone can blow a loud trumpet, heard up to a mile away. 70 Instrument of the Minstrel
drunk from this. 15 Spectacles of the Sage - make you look profoundly wise and knowing. - plays self for up to 12 hours a day. 71 Knitting Needles of the Elves - knit for 2 hours a
16 Everflowing Paint Brush - paint brush that never needs to be dipped in paint - one colour. day if enough wool. 72 Butter Churn of the Cowlords - turns cream to butter in one hour,
17 Singing Doll - knows 1d20 nursery rhymes and 1d10 scary fairy tales. 18 Hat of the Dunce - various sizes. 73 Fish hook of plenty - magical lure catches 3 fish per day quickly. 74 Oil
hat lets wearer sit drooling quietly for hours. 19 Sleeping Potion - lets drinker have pleasent sleep. of Shininess - any metal polished stays shiny forever. 75 Necklace of Purity - if given
20 Sleeping Cap - lets drinker have pleasant sleep. 21 Milk Jug of Keeping - preserves milk or as a gift the giver knows if lover cheats. 76 Hat of truth - changes colour if wearer lies.
cream till used up. 22 Hat of Protection from Bees - bees will not initiate combat with wearer. 77 Hen of Eggs - Ceramic hen container has a fresh egg each day. 78 Unsoiled Girdle -
23 Spoon of Stirring - stirs itself till stopped once started. 24 Spoon of Tastiness - any Wearer never needs to go to toilet. 79 Blanket of Bravery - when wrapped in blanket with
stirred food or drink becomes yummier. 25 Wand of Pointing - a beam of laser light that both hands immune to fear - pink or blue. 80 Ratters Hat - attracts rats who come from
is handy for lectures and pointing stuff out. 26 Scroll of Dictation - blank scroll when curiosity. 81 Vermin Bane Cube - this cube keeps rats, bugs and critters out of one room.
unfurled records everything said for 1d6x100 words. 27 Knife of Easy Carving - chef 82 Sealed Jar of Ancients - preserves contents fresh if lid sealed - 50% chance already
knife that always makes neat slices. 28 Rock of Holding - placed on paper, this protects full. 83 Tankard of Booze - Fills once a day with one type of ale or beer. 84 Goonbox
from being blown away even in gaol. 29 Boots of Many Trails - randomly changes foot of Plenty - wooden box with a tap produces 4 litres of cheap wine a day. 85 Paddle of
prints to different creature every 100 yards. 30 Boots of Ever Shininess - always clean Spanking - wielder never tired or strained using this to spank. 86 Animated Spanking
enough to eat off. 31 Trunk of Junk - whenever opened find a useless item of junk - boot, Paddle - once a day will spank a victim up to 10 times. 87 Broom of Sweeping - once
116 117
a day sweeps one room. 88 Egg Cup of Breakingfast - cooks an egg placed in cup. sees bloodstains even if cleaned up long ago. 43 Azagor’s Angry Ants - box of ants will clean any
89 Quill of Ink - self inking quill. 90 Quill of Infamy - any written text filled with abuse, swearing organic matter from a room or corridor once. 44 Mechanical Carpentry Crab - makes basic
and insults. 91 Ledger of Seeking - book turns to page requested by subject. 92 Book of Secrets wooden items for 2 hours a day from wood and spittle. 45 Ever Edible Pig - small, 20 lb pig can
- cannot open without spells unless you have written in book. 93 Unburning Book - resilient book have 6 lb of meat cut out every day, regrows by dawn. 46 Chastity Belt of True Love - only the one
cannot burn, be harmed by acid, water except by muscle power. 94 Books of the Messengers true love can unlock it. 47 Wand of Housework - each charge cleans one room or person;
- what is written by one appears on both copies. 95 Mechanical Rooster - alarm which sounds 1d100+30 charges. 48 Wand of Sausage Frenzy - makes a tasty sausage appear in victims mouth
dawn every day if wound up. 96 Kings Wrist Sundial - tells the time night or day. 97 Hourglass 1d100+30 charges. 49 Wand of Grilling - cooks a small portion of food or inflicts 1 damage;
of Wizards - flow slows or speeds or reverses on command. 98 Notebook of sorting - everything 1d100+30 charges. 50 Wand of Wands - each charge makes a non magical wand; 1d100+30
written is re arranged alphabetized. 99 Shells of Talking - each shell in set can hear through the charges. 51 Rainbow Staff - shoots pretty rainbows 1d100+30 charges. 52 Hair Ribbon of
other one like a radio. 100 Book of the Critic - sentient book complains about your work quality, Majesty - pretty ribbon attracts everyone’s attention if they fail a save. 53 Candy Wand - each use
heals if damaged. creates one pound of candy; 1d100+30 charges. 54 Endless Soap - always suds up . 55 Flaming
Coat - Illusionary fire surrounds wearer when mad. 56 Deck of infinite cards - lost cards are

3-4 1 Dice of deceit - always roll best outcome, pretty obvious after a few rolls, bone or
jewels. 2 Shears of trimming - cut wool, trim hedges, vines, 2 hours a day. 3 Tent of
Assembly - tent pitches self and is rainproof - various styles and sizes. 4 Mechanical Dog - if
replaced daily if you have at least 27. 57 Wand of Fruit - ccreates a piece of healthy fruit;
1d100+30 charges. 58 Bag of Bottomless Turnips - all the delicious turnips you can eat (or 100 lb
per day). 59 Soul Gem Medalion - princess’ soul trapped inside; talks to wearer about princessy
wound daily, it barks when intruders come near. 5 Little Snitch - figurine repeats conversations it stuff. 60 Skull of Necromancer - has a trapped wizard’s soul; talks non stop.. 61 Wand of Glitter -
has heard in the last 24 hours. 6 Mechanical Parrot - wound daily, it repeats recorded phrases. shoots cone covering all in sparkly glitter, 1d100+30 charges. 62 Staff of Flowers - hoots cone of
7 Mechanical Nightingale - Sings beautiful haunting melody. 8 Wizard’s Umbrella - unfolds flowers, or covers 300-ft radius if broken; 1d100+30 charges. 63 Mushroom Sickle - when cuts a
automatically in sun or rain. 9 Fan of the Ancients - once started, this hand fan keeps fanning for mushroom, it grows back instantly (non magic mushies only). 64 Feedbag of the Horselords -
an hour. 10 Toothpick of the Titans - this can be used to remove teeth from mortals. 11 Everfull feeds a horse grain, chaff and molasses once per day. 65 Ring of Sanctity - protects from normal
Makeup Container - either rouge, or lead based whitener, or kohl. 12 Scrolls of the Fiend - fleas, bedbugs, leeches, mosquitoes and flies. 66 Boots of Warning - get a twinge if ground
pornographic prints, show as blank if seen by romantic partners or family members. 13 Dark Elf unstable or monsters burrowing underfoot. 67 Liquid Flesh - used to repair cosmetic damage
Goblet - anyone drinking from this becomes aroused (save allowed). 14 Goblin Cup - anyone from missing flesh, scars, burns - one dose. 68 Lover Potion - if smashed, a willing sex partner
drinking from this becomes a goblin for one hour.15 Hammer of the Gnomes - blacksmith hammer appears; melts one hour later. 69 Magical Mattress - handkerchief turns into sweet smelling
which animates for 1 hour a day. 16 Mechanical rabbit - if wound runs away, never to be seen goose feather double mattress. 70 Sack of Infinite Rags - pull out 100 lb of dirty rags per day.
again. 17 Spectacles of fearlessness - turn black if they see anything scary or offensive. 71 Ring of Hygiene - keeps skin and clothes clean, no toilet paper needed. 72 Oracle of Love - box
18 Spectacles of the otherworldly - view horrible beings in other dimensional void. 19 Magical prints tiny scroll with random romantic euphemism. 73 Dentures of Dazzlement - bond with user
Fruit - preserved forever tasty fruit, also makes nice ornament. 20 Ointment of Youth - look 2d6 for life, glimmer impressively. 74 Dentures of Destruction - bond with user for life, 1d3 bite, can
years younger for 2 hours, 1d6 uses. 21 Dentures of the Magi - replaces real teeth with eat anything organic. 75 Mom’s Meatball Bowl - bowl creates a delicious steaming meatball once
magnificent gold ones, removable on death. 22 Ice Bucket of the Giants - A small barrel with a lid; per day. 76 Blanket of Picnicking - keeps away bugs, vermin and pets from food. 77 Basket of
full of of ice cubes once per day. 23 Glass of the Magi - turns any drink inside to any other drink of Hybrids - put in 2 animals under 10 lb and create a hybrid beast; 1d100+30 charges. 78 Bell of
same value or less. 24 Goblin Tankard - turns pee into beer. 25 Mechanical Kitten - when wound Children Summoning - when rung, children within 300 yards come running; 1d100+30 charges.
up, it plays for 10 minutes, then goes to sleep. 26 Ever Frozen Icecube - good for one drink, but 79 Razor of Shaving - never blunts or cuts, needs no lather. 80 Wand of Unvandalism - removes
will never melt into water. 27 Codpiece of the Titans - offensive novelty fashion item; sings if unauthorized marks on walls; 1d100+30 charges. 81 Mechanical Monkey - wind him up: it runs
anyone touches it. 28 Singing Carp - magical stuffed fish sings song if touched; knows one song. crazily around, snatches something, escapes forever. 82 Ball of Returning - child’s ball always
29 Abacus of Counting - aids in counting fabulously high numbers. 30 Everfull Sponge - remains returns on command. 83 Duck of Quacking - toy, follows owner and quacks constantly. 84 Stove
clean and absorbs 40 litres of fluid; weight doesn’t change. 31 Spade of Digging - itself for up to 2 of Evil - if fire started from human fat, it burns for one year, 20lb. 85 Wooden Spouse - life size
hours. Handy for graves. 32 Sandbag of Plenty - one pound sandbag, when emptied (once a day), wood mannequin, 2 hours a day animates and cooks and cleans, 65lb. 86 Chamber Pot of Old
releases 100 pounds of sand. 33 Everlasting Sausage - as long as there is some left, regrows 1 lb Ones - this chamber pot empties into a universe of imprisoned evil gods. 87 Wand of Flaming
per day. 34 Everlasting Cheese - as long as there is some left, regrows 1 lb per day. 35 Ever Balls - inflicts itchy VD on victim who fails save 1d100+30 charges. 88 Wand of Vandalism -
Bulging Nut Sack - refills with 1 lb of nuts per day.36 Tiara of Sparkling - makes wearer sparkle sprays paint onto any surface, one colour, for one minute; 1d100+30 charges. 89 Wand of
and glisten. 37 Undead Monkey Servant - obeys whoever holds his rod. 38 Sink of the Old Ones Bubbles - fills air with bubbles 1d100+30 charges. 90 Canteen of Effervescence - Any beverage
- this steel kitchen sink has a garbage eating horrorin its drain wormhole. 39 Spectacles of in canteen becomes fizzy and chilled. 91 Gruel Pot of Gods - makes up to 100lb of prison quality
Attractiveness - makes anyone wearing the accompanying hat look gorgeous; often found in pairs. gruel. 92 Wooden Lover - mannequin works1 hour per day, may cause injuries if using when it
40 Pie Tin of Bounty - as long as one slice left: fresh yummy pie every evening. 41 Meat Grinder stops. 93 Bag of Gremlins - once per day, pull out a screaming newborn gremlin. 94 Headband of
of Plenty - any meat in grinder is turned to yummy hamburger mince. 42 Goggles of Red Rage - Dreams - creates particularly vivid crazy dreams you remember clearly. 95 Wand of Flatulence -
118 119
makes victim let loose foully (save allowed); 1d100+30 charges. 96 Magical Tail - bonds to target turns any substance into a portion of safe food. 51 Sauce of the Gods - 1d10 doses of sauce that
permanently, usually donkey; lizard version grows back if cut. 97 Ring of Chastity - removes all makes one meal addictively delicious. 52 Fool’s Crown - wearer sees as crown fit for a king,
sexual desire and capability (also found as priests robe). 98 Ring of the Egg - wearer lays one everyone else sees a steaming coil of poop. 53 Hat of Invulnerability - hat cannot be damaged while
chicken egg a day. 99 Hatchet of Chopping - will animate 2 hours a day and cut fire wood. not on person’s head. 54 Wizard Eye - works as human eye if put in eye socket. 55 Wizard Hand -
100 Knife Ring - ring turns into small knife (1d3 damage) and back within a second. works as human hand if put on stump. 56 Eunachs Reward - works as human member if attatched to
damaged area. 57 Adamant Nails - remove fingernails then attatch - 1d3 damage, cuts rope, etc.

5-6 1 Hobos Boots - cook dinner for 4 inside them after a day’s march. 2 Wand of Hair
Styling - point and changes hair style, save if unwilling, 1d100+30 charges.
3 Hobbit Boots - made from hobbit feet, they leave false trails and annoy hobbits. 4 Hanky of
2d10. 58 Lance of the Unicorn - A horn which attaches to your head, one extra attack; 1d10 damage.
59 Gills of the fish - fleshy lumps with gill slits, attatch then you breathe water not air, permanant.
60 Breast of venus - 1d6 fleshy lumps, attach to increase size or gain extra breast. 61 Mask of
Snuffles - unblocks sinuses, ears, nose and airways of mucous. 5 Defiling Kit - unholy water, Flesh - a malleable living mask of varied colours, can be moulded if skilled. 62 Gliding Cape - takes
innocent’s blood and pack of hog dung in separate bottles. 6 Jeweled Bird of Command - can orders 20 foot off fall. 63 Uranium Golem Battery - glows nicely, makes everyone feel warm if outside lead
other animated devices in room at set time per day. 7 Rat Idol of Modest Wealth - makes 1 copper box . 64 Bagpipes of Wonder - play bagpipes for 12 hours, next roll gets a +1. 65 Stockings of
piece per day (some stop at 2000). 8 Rod of the frog god - creates 1 bucket of frogs per charge; Splendour - never tear, self repairing, always clean, various styles. 66 Amazing viewer scope -
1d100+30 charges. 9 Chum Bucket of Glory - refills daily with yummy shark bait. 10 Soup stone - wind handle, bend over and peek in large box slot see 160 second film. 67 Gremlin Scope -
boil in water to make tasty soup one pot per day. 11 Mood Ring of the Gods - changes colour to microscopic viewer see beholders battle miro terrasque and other stuff. 68 Vulcanic Suit - fragile
indicate mood of nearest deity. 12 Sphere of the Sage - when shaken generates a random glass suit allows you to walk into volcanoes (but not lava) unharmed. 69 Diver’s Suit - 80 lb
answer: yes, no, or maybe. 13 Hat of Useless Crap - 3 times a day pull random, man-made, not technomagical heap allows you to walk under water slowly for 30 minutes. 70 Bag of Air -
useful item. 14 Rubix Cube of Mystery - puzzle box takes new users days to open, contains permanently turns into 10 ft square pillow, damage from fall reduced 30 ft. 71 Khessemer’s Tiny
random thing. 15 Glory Hole of Thrills - simular to portable hole - comes in male and female. Sled - toy sled enlarges to fit a human, lasts one hour. 72 Mechanical Spider - spins web: 200 ft per
16 Robe of Tastelessness - changes patterns and colours every 10 minutes, all hideous. 17 Clothes month. 73 Salamander Horde - burn seal calls 3d100+50 various coloured luminous garden
of Invisibility - clothes turn invisible at will. 18 Clogs of Cleanliness - these clogs are bug salamanders .74 Iron Heart Ring - this ring take away romantic pains, feelings and memories .
free and never get soiled. 19 Girdle of Slimming - makes you look 10 lb lighter. 20 Wand of Animal 75 Armband of Grief - prevents uncotrolled public displays of grief. 76 Mechanical Finch -
singing - targeted animal sings for 10 minutes; 1d100+30 charges. 21 Student’s Hat - improves guards one child or group thereof, flies and reports to parent. 77 Octopi Sentinel - slimy octopus
odds of guessing multiple choice questions by 25%. 22 Bottle of Spinning - owner wills who hat warns you if threat in 360 degrees, needs daily drink and snack 78 Fishy Idol - gives owner
bottle spins at. 23 Stones of Skimming - 3d6 stones in box skim 2d10 times if thrown at water. increasing bad dreams, if thrown in water calls evil fish men party. 79 Flippers of the Frog God -
24 Box of Birds - once per week 3d6 white doves fly from box - very tasty. 25 Monster Seeds - 1d6 +50% aquatic movement, bonds to feet forever on the 3rd use. 80 Goggles of the Chameleon -
in bag: throw on the ground and a random monster appears. 26 Hat of Rabbits - once a day a seperate moving eyes with 290 degree vision. 81 Fangs of the Bat Race - replace fangs with these
rabbit can be pulled out of hat. 27 Hat of Horror - once a day pull monster from hat which attacks permanently, become hemovorous . 82 Goggles of Truth - detects magical bodily alterations and
you. 28 Cloak of Drama - looks impressive as if gentle breeze blowing. 29 Shoes of Flying - when gender changes. 83 Octo-Epaulettes - 2 shoulder mounted octopi whisper different advice to
activated, fly off your feet and into space. 30 Deck of Dodgy Things - each card drawn turns each ear about the sea. 84 Amphibian Lungs - 2 fleshy lumps stuffed in gills of at least dog size
into a shameless object of vice. 31 Chiken Wand - fires a live chicken 100 y 1d100+30 charges. beast lets breathe air. 85 Helm of Ghost Rider - head appears as burning or glowing skull,
32 Book of Knowing - once a day, displays a random fact about the world. 33 Book of Planar spookifies voice too. 86 Candle Spike - sticks into any rock or stone or brick, holds candle.
Facts - once a day, displays a random fact about a different plane. 34 Idol of Esoteric Evil - once 87 Helm of Mining - 30-ft, 90 degree cone light from top of helm at will. 88 Healers Ring - can
per month may commune with elder god, answers in lost language. 35 Jar of Enchanted Ovum - donate 1 HP to the patient when using skill based healing, first aid, etc. 89 Mask of Shadow - once
makes one pound of pickled eggs per day. 36 Wand of Polymorph Fruit - turn one normal per day, renew a 1st level arcane spell by killing a small beast 90 Eye of UnessZee - Magic eye
fruit into another of same mass 1d100+30 charges. 37 Gauntlets of the Old Ones - turn hands into pendant reports telepathically any spell it sees on wearer. 91 Hydrobolt Wand - squirt water up to
tentacles 10 min later - some are cursed. 38 Wand of the Deep - shoots fish 300 ft; 1d100+30 300 ft; 1d100+30 charges. 92 Prehensile Beard or Hair - bonds to head, can streach 10 ft and
charges. 39 Arcadian Meadows Towel - ever clean and dry towel, makes a good nappy. 40 Gloves crudely grab anything. 93 Shock Beard or Hair - bonds to head, electric zap 1d4 damage to
of the Masseuse - gives nice massage every day, oiled or non oiled. 41 Gloves of the Lover - as nearest foe in melee. 94 Ice Beard or Hair - blue of white, bonds to head, immuneto
above but happy ending. 42 Rock of rock detection - as named 100y. 43 Ring of Molten Fire - environmental cold, icy touch. 95 Blood Beard or Hair - bonds to head, drinks 1HP blood from
warns you if you touch boiling lava or metal. 44 Ring of Afterthought - ring tells you what you foe, turns red after each battle 96 Flame Beard or Hair - bonds to head, burns in battle 1d4
should have done after each wound taken. 45 Ring of the Nose Goblin - detect nose picking up to damage to nearest foe in melee. 97 Death Beard or Hair - bonds to head, if killed raised as zombie
300 ft.. 46 Ring of Silence - says Shhhh! if anyone within 15 ft or the wearer makes a sound. and walks to home or temple. 98 Rat Statuette - turn to 3 HD riding rat one hour a day.
47 Girdle of the Centaur - 2 extra legs appear, not handy, but you can wear another pair of boots. 99 Cauldron of the Hag - monthly gate calls idiot son of Earth goddess, wants to fuck
48 Sword of the Bard - this sword causes no harm but the victim looks wounded. 49 Dish of Fish - everything he sees. 100 Fishermen’s Friends - tin pail with lid, once day fills with earthworms
once a day an edible grilled carp appears on plate. 50 Sauce of the Fool - 1d10 doses of sauce that or maggots or grasshoppers.
120 121
by Nicolas Dessaux - Map: Dyson Logos

Note that, from a European perspective red by some groups to be sacred places

Borderlands
and judging by its fauna, the world of for burial and ceremonial purposes»,
D&D is set in North America. Actual- something which fits our caves as well.
ly, this becomes even more obvious in So, British Columbia definitely fits
AD&D, as the red box has a more of an the mood for our Borderlands. Being
North-East Asia feel to it. west of the still hidden Castles and Cru-
An exemple of a specific animal is the sades Society map, it even fits the idea
Being selected excerpts of a never ending essay on mountain lion, the hermit’s pet. When I that Greyhawk is around Chicago while
Anthropology, Archeology, Geography, and other knowledgeable was a kid, I saw the mountain lion as a Blackmoor is around Milwaukee.
and hare-brained ideas concerning the Borderlands very D&D creature, as there’s no such
a thing in French - the word we use is
About
About using them. In her book on the Yanona-
mi people of Amazonia, Helena Valero
puma, but it wasn’t translated like this in
the Red Box. So, I looked at the geogra- Borderlands
the Lack of Names explains she has been one the wives of a phical distribution of mountain lions. agriculture
in the Borderlands. well-known chief, but learned his name
only after years. So, this can become a
There are some variations between
maps, but it’s pretty clear the area

I T
feature in a campaign. «Who are you to where you could find both Tama- he nearest villages, not to
t is a common criticism about
ask my lord the Castellan’s name?» racks and mountain lions is British speak of towns, are located
this famous module to say:
Columbia, and maybe west of Al- far away to the West, in the
«they didn’t even give names to
NPCs». The common answer is About the berta. I just needed a confirmation.
It was clear, for the bits of geology
Kingdom. There is no sign of
a settlement in the Borderlands. But we
to explain that, being a very generic
module, the lack of names helps to
Borderlands I studied, that the caves are a karst know, from the fountain square entry
includes in the DM’s own campaign. Geography landscape. Just have a look at the
photograph below!
in the Keep’s description, that farmers
live around, as they come to sell their

I
The most subtle explanation I read
searched for clues in Keep on But, is there any karst in British products on holy days. As Gary ex-
until now was, once again, from Geof-
the Borderlands, and I found Columbia? That was the blind test. pressed many times his conception of a
frey McKinney, who suggested this
evidences of a major fact: Bor- According to the canadian ministry of typical fantasy setting being filled with
was a major feature of this module, a
derlands are set in British Co- forests and ranges, «British Columbia is petty landowners and freeholders, as
part of its mystery, as names like The
lumbia. I studied it first in the French blessed with an abundance of world-class opposed to the common use of salves in
Castelan could be related to some kind
version, which was the first D&D karst, (...) as well as Canada’s longest and Dave’s Blackmoor, or to serfdom (which
to tarot figures.
module printed in my native language. deepest documented caves». The same is not mentioned) I guess we should
My own explanation is probably
But, to check some details, I went ministry adds, about the cultural uses read farmers in that meaning: owners
less brilliant and esoteric, but maybe
back to the original and found out so- of karst that: «Karst caves were not only of a farm who pay a yearly rent to the
easier to include in a campaign: In the
mething very important: the pine trees used for shelter, but were also conside- Castellan. These farms are scattered in
Borderlands, it would be very rude to
address someone by their name rather where the spiders live are Tamaracks
by their title, and knowledge of a perso- -- a detail omitted in the translation. So,
nal name is a mark of real familiarity. I looked after tamaracks. Tamaracks
Asking someone their name would be are actually two species, both specifc to
considered as offensive, and asking Canada and, oh surprise, Great lakes
someone the name of another, a mark region.
of silliness. So, people find absolutely Then, I looked at the fauna. Few
natural to speak about the Castellan or animals are listed, unless we take the
the Money-lender. generic wandering monsters table into
Weird? Maybe not so much. Personal account. Among those listed, ravens and
names have strong ties with magic vultures have a very wide distribution,
and sorcery, and some cultures dislikes so should be discarded for that purpose.

122 123
the landscape, the Keep being the only viously imported from the West, as two
real “village”, as Gary refers to it on tuns’ of wine are available in the com-
page 2. mon warehouse. Ale and beer, however,
To know how much is needed to feed could be local, which suggest that barley
the more than 200 people living in the and hops are grown around the castle.
Keep, we could use several means of Cool and contrasted climate suggest
calculation, but I will use two very rough wheat as a prime cereal, so I suspects
ones. According to John Ross’ Medieval farmers practice shift of crops: one year
Demographics Made Easy, it means two with wheat, one year with barley, and
one-miles hexes are sufficient for this one year with vegetables, most probably
purpose, and a 40-people per 1-mile den- carrots and cabbage. This is what you
sity seems to fit the region. So, let’s say can expect in the Tavern’s soup and stew.
around 80 farms surround the Keep in Fruit could be the common apples, closely
a one-mile line of sight from its towers. followed by pears. Raspberries and cher-
Another means of calculation would be ries are also very common in farmers’
to use a 10% ratio for “urban” popu- personal orchards.
lation. Even if the Keep is not a town, Honey mead may be from local bees,
this is a correct ratio for how many but its price two times higher than
peasants are needed to feed non-pea- wine let suspects it could be either rare
sants. If so, almost 1,800 people could or imported from the West. Various
live in these farms, which means that quotes about meat are not so useful, as
more than 20 people dwell in each one. stew and roasted joint could be from
Note this fits John Ross’ supply values any animal, while roasted fowl could
system, as 1,500 people are needed to mean almost any bird. My suggestion
have 100% chance to get a smith, and is that the most common fowl is turkey,
2,000 for a inn. while the most common meat is hog.
I first thought a farm could include The occurence of a hard cheese (in
an extended family (a couple with kids, the ogre’s cavern!) and the fact that
old relatives, unmarried siblings, etc.), cheese is sold by wedges at the Tavern
but the Keep’s typical family is rather strongly suggests it is made from cow’s
small: husband, wife, and two kids, wit- milk, probably a variety of Cheddar. So
hout any elderly people, which weakens cows are probably raised in the lands
my hypothesis. Demography is harsh: surrounding the Keep, but for milking
such numbers means that people marry purpose rather than meat. It seems no
late, children death is common and textile is produced in the Borderlands,
living to an advanced age is not. So, I as clothes are also listed as products for
would suggest another model: farms merchants in the warehouse. So, sheep
are held by a farmer and their small are unlikely to be raised there.
family, surrounded by many daily wor- So, the common Borderlands farm
kers and some guards, as the region is is probably like a little keep, as the
dangerous. keep is like a little village: a yard for
The Tavern’s list of meals is an inte- the farmer’s house and another for his
resting source for local productions. You workers, with a common room, a barn,
can’t find anything such as tea or coffee, the pigsty, and building for cows and
but local people use bark tea as a warm turkeys, all being surrounded by stone
drink, a very local custom. Wine is ob- walls to dissuade raiders.

124
This is the point I’m still struggling it was a village later enclosed within
About the with. I might provide my conclusions a wall. It could even have been built
Archeology A possible yet strange answer is that
a first tower was built, then the cliff
about it later, but here’s the point: the
plans of the Outer Bailey seem less
in two different periods, the “smith’s
tower” being a fossil of the first
of the Keep collapsed under its weight, destroying structured than the inner one’s, as if period.
the whole thing. With stubborn en-
Archaeology is my day job, so when ergy, another tower was built onthe
I’m not writing about Dungeons & very same location…
Dragons or about Marxism, I prac- 4. Did you notice the fountain is the
tice archaeology. That’s why, when I only one recorded in the Keep? Wa-
started studying Keep on the Border- ter supply is a major issue for such
lands, I decided to carefully analyse a castle. Are there wells or cisterns?
the Keep’s plans. They reveal details None is indicated, but the fact there’s a
which seem interesting enough to fountain suggests a hydraulic system
share, even if I’m still struggling with could have been built. If not, this makes
most details. the Inner Yard very dependent of the 7
1. The general outlook of the Keep’s Outer Yard in the event of a siege.
Fortress suggests a taste for symmetry. 5. Why is the smith’s workshop built
It seems to be in the middle of the north like a tower? Stronger walls could be
wall, but a careful look shows it’s not: explained by the risk of fire, but this
it is 6 squares from one corner, and 8 doesn’t explain battlements and the
from the other. Why? Probably because like. The best explanation I can pro-
the Fortress is older than the wall vide is, it is really a tower, a vestige
2
itself. The structure of the wall is tied from a first keep or a first version of
to topography; when it was built, it was the Outer Fortress.
not possible to find a symmetry because 6. This hypothesis is strengthened by
there was already a building. A possible the east wall of the Stable and War-
clue about the Keep’s inner chronology. ehouse. This strong wall in front of the
There is an alternative I’ll explain below. main door is a means of defence, as it
2. Same thing for the Inner forces the invaders to run from the main
Gatehouse. Its position on the middle gate under a rain of arrows after they 6
wall is not aligned with the Fortress. bashed the doors down. This is a common
Fore sure, middle-age construction is feature for a concentric castle like the
4
not always obsessed with symmetry, Keep. However, it looks somewhat old-
but my experience is that such details fashioned, as two sets of double-doors 5
often show a lot about the phases of have been fitted in the wall for a better
a building’s life. Here, something si- access to the stable and warehouse. An
milar to the Fortress happened: most asset for trade, probably a wise idea of
probably, the Chapel was already built the Guild Master, it takes away from the 3
when the Inner Gatehouse was added. defensive potential of the Keep – this is
3. The north-east tower is really why I consider these doors as being a
incongruous, as it looks to be built later addition. If I’m right about the Old
directly on the cliff. Sure, it com- Tower (the Smith’s workshop), the wall is
mands over the road, but why bother itself probably part of the first version
with such a difficult building? I must of the Keep.
admit I don’t have a clear answer to 7. Could the Inner Bailey have been
this question, but it’s worth noting. built before the outer one? Maybe.

126
by Nicolas Dessaux - Map: dyson Logo

1 – The mountain caves.


No changes, except reverse the level lines, so goblins, kobolds, and so on
are on the upper side. Maybe have a skull entrance in 51 (the tunnel to
the temple), in the lower part of the mountain.
2 – The frozen caves.
Same map and creatures, but the caves are dug in ice, not rock, in a polar
setting. The Keep is probably set on an island. Tunnels are slippery and
orcs wear furs and use seal bones as tools. It’s easy to make others options
like the desert caves, the jungle caves, and so on…
3 – The undersea caves.
Same map, all creatures being replaced by their water cousins if any,
or other thematic monsters (a bloothirsty killer whale instead of the
owlbear ?). Sahuagins could fit the role for Temple of Chaos priests.
A few traps should be changed, but not that much.
4 – The urban caves.
8 Same plan, but the caves are set under a city, and their openings lead to
some well known buildings. The Keep could be the town’s keep as well.
variants Maybe replace some creatures, like bugbears or gnolls, by a thieves guild
or a smugglers gang.
on the 5 – Caves of the giants.

Cavesof
Turn kobolds to ogres, goblins to hill giants, hobgoblins to stone giants,
gnolls to frost giants, bugbears to fire giants, the ogre to an athatch,

Chaos
During my last
the minotaur to an ettin, and give each of them a few pets. Sure,
make the Temple of Evil Chaos a drow fortress and link it all to the G, D,
and Q modules.
‘Newbies in Blackmoor’ 6 – The vertical caves.
session, I used the goblins Same creatures, but use the map as if it was a side view... The blank space
and hobgoblins caves
from Keep on the in the middle is a very big cave. Then, add a lot - a lot - of ladders, ropes,
Borderlands as a gnome stairs and other means of going from one room to another. It turns to a
mine conquered by these nightmare to explore… A variant is the pit caves: turn the map so that the
goblinoids. And, for my East side is on top.
Borderlands group,
I placed several classics 7 – The alien caves.
outside of their ‘normal Same maps, some technological changes. Equip the creatures using
context’, including The Lost range attacks with technological weapons, and give the whole dungeons
City pyramid in a marsh, two a sci-fi look. The caves are located on an asteroid. Optionally, combine
days from the starting village. with 5 (without gravity) , or replace the monsters with Barsoom
That’s how I build my sandbox
campaign using classic creatures. Use the keep as a space ship, of course.
material. As I was looking 8 – The caves of Law.
around modules I could use for Use halflings for kobolds, gnomes for goblins, dwarves for hobgoblins,
another game, I had the idea elves for gnolls, hsiaos (from the Rules Compendium) as bugbears, and a
to suggest alternate versions
of the Caves of Chaos. temple of Law protected by statues. Use it as a home base, or send aven-
gers from the Keep of Chaos.

129
by Jason Sholtis by Vagabundork

EffectS of Monster The “I search the body” random table is a staple of fantasy games, but a

DERaNGEMENT weird fantasy game needs something more, something else. Each part of a
dead creature’s body has different effects on the adventurer turned cannibal.

SyndromE
I Eat the Body!
Widespread, atypical, highly
disruptive monster behaviors
and altered states of consciousness result from unknown
spores/germs/curse/damnation/deranging gas/etc. disseminated
throughout the dungeon. Generate
d12 additional side effects as required
by rolling again. Heart 4 - You have a chronic change
1 - Population drawn inexorably to dungeon pools,
When a player announces of heart. Whenever you need
subterranean rivers, lakes, etc. by sudden compulsion to immerse/cleanse themselves,
that her character eats the to remain silent or hidden
battles break out for control of waters between terrestrial factions and aquatic denizens.
s of still beating heart of her (like during a Stealth roll
2 - Delusions of grandeur fill dungeon with would-be field marshals, captain victim, roll 1d4; this is what or an Ambush round), you
neously vying for admira tion,
industry, messiahs, avatars of various godlings, all simulta happens: must save vs Magic; if you
esteem, worship of one another. 1 - You develop a second heart. fail, you start laughing un-
3 - Manic obsession with cleanliness has overtaken sentient dungeon occupants. Watch
as they busily scrub, sweep, mop, dust, polish, chemically cleanse walls, floors, doors, The veins of your eyes burst and controllably.
pits, traps, bringing an unprecedented sparkle & freshness to dungeon environment. become permanently red; your
Charisma-based rolls are Arms or Legs
4 - Irrational edginess expresses itself in loud, pointless squabbles among allies, rules made with a penalty of -2. When you are lost in a dark
lawyering, totally unnecessary acts of violence, mayhem. Prickly servitors are put out From now on, when you gain dungeon with nothing to
by master’s typical commands, surly dungeon noblesse heap meaningless punishment a level, roll your new hit eat, your buddy starts
upon underlings, even non-intelligent inhabitants seem grumpy as hell. points with the next bigger looking really tasty,
5 - For a period of 1d6 hours, dungeon dwellers function at half their normal die (a Fighter rolls d10, a right? Go ahead, roll
intelligence, becoming foggy minded, forgetful, and twice as credulous. Magic-User rolls d6 and so 1d4 and see what
6 - Even the most chaotic overtaken by uncontrollable urge to restructure on). happens:
dungeon society into extremely orderly new arrangement, binding documents draf- 2 - You suffer a myocardial 1 - A phalanx bone,
ted by wisest undead, ratified by representatives of every faction, strong microinfarction and you lose or a similar bone gets
anti-adventurer measures among first acts of new ruling body. your next action. Roll all your stuck in your throat.
7 - Monsters find human beings irresistibly charming/lovable, make best attempts Hit Dice again minus one (if you Save vs Death or die
to roughly woo adventurers into warm friendship, offer food and drink, betray secrets of ri- are level 4, roll 3 dice); if the from suffocation.
val factions, provide insider dungeon information in effort to secure long-term relationships. result is less than your current 2 - Your hit points are
hit points, that’s your new replenished.
8 - Weird catatonia takes hold, creatures stagger around zombie-like, drool HP; if the total is greater, 3 - Your hit points are
in
copiously, no longer able to control bodily functions, show zero interest
of it en masse. keep your current points. replenished. But. Save
adventurers, 1 in 6 chance every ten minutes of snapping out
3 - You lose control of your vs Poison or you will be
9 - Sensory abilities temporarily enhanced exponentially, literally seeing through
body. Any time something infected with (horror
walls, hearing things a mile away, cannot be surprised, attempts at stealth (even at
important happens fantasy) scurvy. After
professional level) useless.
10 - Outbreak of insatiable hunger with side order of cannibalism-of-convenience, (encounters, mainly), you one day, make another
but more than willing to eat anything or one. must save vs Paralysis save vs Poison, and
to avoid having a physi- if you fail, suffer d6
11 - Denizens giddy with wild-eyed, sweaty, artificially-induced self confidence. Will take cal reaction that fits the damage; roll again every
any risk secure in the knowledge of inevitable victory, positive can-do attitude of evil. situation in some way, ac- eight hours until you
12 - For a period of 1d6 hours, dungeon dwellers function at exponentially enhanced companied by a mechanical either die or are cured.
level of intelligence, Algonquin Round Tables of giants theoretically solve world’s penalization (miss a round, -1 Eating a bunch of citrus fruit
problems while exceptionally gifted puny humanoids pursue their predilections with a to attack rolls, and so on.) means that you can skip the next
preternatural acuity soon to vanish, formerly dumb brutes take opportunity to
comment on foibles of so-called intelligent species .
130 131
by Nobboc the Scrap Dealer

12 Magic Blades
saving throw, but you can only you get a +2 bonus on your
benefit from this once every 24 armour class and +1 to your
hours. attack rolls.
4 - You just ate cursed flesh. Now 2 - You see dead people. You
see them all the time, they dis- 1 - Throw this silver DAGGER in the air, its blade always points north when it is
you’re cursed. At the most inop-
tract you, you can’t help it. on the ground. 2 - The pommel of this SHORTSWORD represents an owl’s head
portune moment, your hand
All your rolls requiring which hoots gently when the sun goes down. The sword is +1 during the night,
will act by itself, usually to
concentration are but -1 in the daytime. 3 - Stick this LONGSWORD in the ground and the gem
your detriment (it’s up to
done at -1. You need encrusted in its pommel shines like a candle. 4 - This gleaming GLADIUS does
the referee). On the bri-
a barber surgeon to variable damages, depending of the day. On the first combat of
ght side, your unarmed
perform eye surgery the day, roll 1d6: 1 = 1, 2 = 1d4, 3 = 1d6, 4 = 1d8, 5 = 1d10,
attacks never miss.
on you (removing your 6 = 1d12. 5 - Three times per day, the magic mouth
eyes and attaching on this +1 LONGSWORD sums up the activities
Brain
new ones) to get rid of these of its wielder during the last eight hours. Loudly,
Even if you are not a zombie,
visions. rudely, with harsh comments. 6 - When ordered
a brain is a delicacy you
3 - They say that the eyes to, this snicker-snacker SCIMITAR can do 1d10
won’t want to miss. Roll 1d4
are the windows of the soul, more damage to your target and cause you to lose
and see:
and there must be some 1d6 points of Wisdom for 1D4 days.
1 - A strong migraine. You
truth in that. You have 7- When in combat, the gloomy song of this black
can’t make rolls or any tiring
gained one of the charac- GREATSWORD reduces the AC of
actions for the rest of the
teristics or some impor- everyone in a 15’ by 1 point (but not
day. Also, your Intelligence
tant knowledge from the yours). 8 - On the command word
is decreased by 1.
owner of those eyes you «Biggus!» this little ivory KNIFE
2 - Your Intelligence is
just ate (referee’s choice). becomes a longsword for 1d10
increased by 1. You gain a
4 - You can see in the turns. This works 3 times per
one-time only spell slot, with
dark. But in the light, you day. 9 - When you hit one of your
a random spell (any!)
need to save vs Paralysis or be fellow adventurers with this
3 - Your Intelligence is increased
blinded until you get cover. shiny black KRISS, you gain as
by 1 but you have weird nightmares.
many HP as the damage
And I mean weird! Each morning,
Viscera you caused. Only 1 HP if it’s a
save vs Magic, and if you fail, you
For some reason, I don’t know. Ask hireling, though. 10 - This rusty
spontaneously cast Summon spell.
your players! SCRAMASAX loves your blood.
The entity summoned is of your level.
1 - You’re disgusting. CHA -1. Use it to scarify yourself and the
4 - You develop immunity to brain
2 - Yeah, you are disgusting. blade becomes +2 for as many
diseases, dementia and mind-control,
CHA -1 and you smell funny. Your rounds as the number of HP you
including magical effects, but you must
smell makes dogs want to attack you.. sacrifice (maximum 6).
consume human brains at least once
3 - Oh, yeah. You are disgusting. 11 - This runic FLAMBERGE
every fortnight or your Intelligences is
CHA -1. You now have an unplea- has a demon head for a pommel.
decreased by 1.
sant aura and dogs and all kinds of When you score a critical hit,
beasts want to avoid you. the head laughs hysterically,
Eyes
4 - Have I told you how disgusting causing everyone within 15’
Eyes are tasty. They keep secret
you are? CHA -1. You develop a (including you) to save vs
knowledge, they know stories, they
taste for it. You don’t recover hit Paralysis or run away from
have seen it all. What do you see? Roll
points when you sleep if you didn’t the sword for 1d6 rounds.
1d4 to find out:
eat viscera during that day (either 12 - The barbed blade of this
1 - You can anticipate the movements
animal or human). FALCHION turns blue when
of your enemies. For the rest of the day,
rain is coming.

132 133
Text, art and maps by Chris Tamm

Sewers
of Mistery
Why would you let your players hike all the way to White-
plume Mountain when they can find as much adventure
under their feet? The sewers of any city worth its fantasy
salt should be full of treasure and weirdness. Roll a few dice
on these tables and you should be good to run a session that
won’t be giant rats guarding copper coins.
Note: Channels are deliberate or carved by water; most are as high as they
are wide. If no channel, explorers walk where liquid waste flows.

134 135
Sewer Geomorphs
Roll d4 and d6 to find the next section,
then d4 to find out which way is North.

1 2 3 4
1 1 1 1

2
3 3 3 3

1 1 1 1

2
3 3 3 3

1 1 1 1

2
3 3 3 3

1 1 1 1

2
3 3 3 3

1 1 1 1

2
3 3 3 3

1 1 1 1

6
4

2
3 3 3 3

137
Sewer Cross-Sections
Show these to your players when they complain
from all the penalties you give them.

138
by Eric Nieudan - Incomplete map by Nobboc

Are dungeon
you only through
half inspithe
red spati
today?o-temporal
Great, usmagi
too!c Let’s collaborate on this
of the print medium.
Title:

Roll 1d3+1 times 1d6 to name our adventure and write the title above.
You can also roll on one or more of these if you need themes to stock rooms.
1. Phalanxng
Gatheri
1. ofof the
the Eyel
Kingess 1. Cul t
Master
1. ofFeaturi
Ultimnate Doom!
Stupidly DiffiardcultnudiDungeon
g wiz ty
2. 2. 2. 2.
3.
4.
Curse
Moul dmering
3.
4.
iinn the
the Dragon
Shadow
3.
4.
MiRealrrorm 3.
4.
AEnchantress
5.
6.
Asylu
Escape
5.
6.
for
for the One
the Last
5.
6.
Ghost
Winter
5.
6.
ofParttheThree
Seven Serpentine Swords
Roll
add the3d10 twice for two or more factions. For each faction,
dice resultsGOAL
together to get a relative order of power.
NATURE
1.AA gang ofcrafty
desperate bandi SECRET
ts 1.2. Just survive 1. Sworn ton peaceful conflict
2.
3. An cl an
armyof of rottenkobol d
skel s
etons Control the dungeon
3. Manipulate the opposition
resol u tio
2. Hate leader, coup imminent
4.
5.
AA sicoteri
sterhood
e of of ficghti
mani ng nuns
assassin s
4. Make a lot of gold, quick
5. Rule over the opposition
3. Just harmless, sentient images
4. Disgruntled clique ready to leave
6.
7.
AA cel
boxilnofg cabal
blackof muscl
powder e wizards
terrorists
6. Reopen an ancient portal
7. Take over the kingdom
5. Infiltrated by opposition
6. Faking: roll for real goal
8. AA coven
pai r of of undead
hungry hags
dragons
8. Create a nexus of eldritch power 7. Disguised: roll for real nature

A trio of demon princesses 10.Become gods


9. 9. 8. Double secret: roll again

this one new world on the ashes of


Start a
10. 9. Have powerful allies outside
10. Sold souls to a Demon God

BACKSTORY:

NOTES:

140 141
by Eric Nieudan - Art: Malcom Smith (fantastic Adventures)

The green cyclops are


they want
and makes them mad as hell.
In the silver suits,
are trying to
But they didn’t expect
This battle is happening because the
have
and the
are reacting by
This is happening in
and everything is on fire because
The players cant get involved by
or if

142
Just use
by Jack Shear

BEARS So, the characters in your old-school


D&D game go somewhere you haven’t
yet prepared and you describe some
cool, weird-ass monster that you don’t
actually have stats for: «At the bottom
of the Bone Pit of the Succulent Orb
a vast form rises from the sinkhole;
its reptilian body glistens with
antediluvian slime and its pteroid jaw
opens, revealing rows of serrated fangs
in what appears to be a most unholy
welcome.» In situations likes these, I just
use the stats for a bear and no one is the
wiser. Re-skin appearance, methods of
attack, and add special abilities on the
fly if you absolutely must... but when in
doubt, just use bears.
144
1 2 3

4 5 6

1 - Icehearth Barrow- By Sean Stone - Drawn Jhaedoan Empire, the rebel Coastal Nations,
with Pitt art pens in a moleskin blank paper and what remains of the Elves, sequestered in
notebook. They were inspired by the time I hiding within their wooded borders to the nor-
spent playing Skyrim with my sons.They are th. Welcome one and all, for the Realm is full
tier 1 and 2 of level one. I was intending for of bounty, brimming with wonder and mystery.
there to be at least 3 tiers per level and was 3 - By Skullfungus - Skullfungus likes to draw
hoping to assemble them into a mega-dun- dungeon maps, their inhabitants and every-
geon map of sorts.The blue was standing wa- thing in between! (and we love it)
ter and the red was either open flames or beds 4 - Velki and the Dungeon of Tyr - By Jog
of hot coals. Brogzin -While making Azia’s map of Velki
2 The DragonClaw coast - By Caleb Burks for my patreon, they asked me to add a hand
- 1. Rheistal straddles the largest river in shaped building. I really felt there could be a
the land, ideally built to allow for the domi- dungeon underneath this, wrapping around
nation of trade and travel within the nation of a massive statue. So I took January off from
Gradiged. As the gate between the north and patron maps to tackle this project - I felt com-
south of the country, it is well known for its pelled to. Under Velki is the Dungeon of Týr,
massive gladiatorial-style arena, an incre- the petrified avatar of the Sword God. Made on
dibly opulent open air bazaar, and the Gradi- nine A4 pages and stitched together in Photo-
vald Military Academy. 2. Centerpool is the shop, this took me the entire month of January
trade center of the New Haven Colony, which 2020 to complete
formed after a rebellion from Gradige Origi- 5 - By Patrick Ollson - ”It started with The
nally built as an outpost to defend Gradigedi Lord of the Rings.” I was maybe 12 years old
settlers, Centerpool has grown to become the and fell head over heels. I had never read any-
center of commerce within New Haven Colony thing like it, I was totally hooked. The Fellows-
since its official rebellion and separation from hips journey across this fantastic and magical
the fatherland, Gradiged. Here one can find a lands, I loved it. And the maps! Showing these
bountiful fish market just next to the lake, as weird and wonderful places. So, many years
well as a thriving trade in ancient relics dis- later, writing OSR adventures, my maps are
covered by divers beneath the clear waters of very much an homage to that wonderful book
the Centerpool. 3. The DragonClaw Coast re- and those days of my youth, long past. The
mains the most diverse area on the continent, sense of wonder and adventure.”
inviting travelers and traders from around 6 - The Fabled City of Brass - By Anthony Huso
the world, affording adventurers and trea- «A Fabled City of Brass» by Anthony Huso is an
sure seekers alike with ample opportunity. homage to first edition AD&D gaming. You can
Although historically considered the ancestral find more of Huso’s creations at www.theblue-
home of humankind, the Coast is home to the bard.com.
By Nobboc - Art: Li-An

These suits of plate armour once Requirement:


belonged to superheroic fighters Minimum WIS 9
who died on a dark and moonless Prime Requisite: WIS
night. Sometimes, no one knows Hit dice: d8
how nor why, a hero’s harness is Maximum level: 14
awaken. It walks out of the crypt Armour: It’s complicated
or museum where it was left Weapons: All
(getting rid of the mannequin or Languages : Common,
rotting corpse inside it) and Alignment language.
wanders the countryside,
pondering the meaning of life. - Deluxe hinges : +1 Dexterity (pay a
dwarf engineer 2d6 x 1000 GP)

Living
- Gnomish actuators : +1 Strength
(pay 2d6 x 1000 GP to a gnome artifi-
cer)

Harness
- Spikes: unarmed damage is 1d8 (1d3
x 1000 GP to a master blacksmith)

Particularities & stuff


• Breathing: Not affected by oxygen
starvation or deterioration of the am-
Combat bient air.
The Living Harness cannot wear any • Dismantling: A Living Harness can
extra protection. It has a natural AC of detach parts of itself, which can prove
3 [16]. It can use any weapon. useful to look over a wall, get the keys
to its own gaol cell, travel in a crate, etc.
Upgrades Each part of the harness acts inde-
A Living Harness upgrades itself once pendently. Any damage received when
every three levels (see table). Choose the harness is dismantled is doubled.
from the list below or discuss another Additionally, if two or more pieces are
improvement with your referee. Each more than 15’ apart, the character takes
upgrade can only be chosen once, and 1d6 damage per round.
requires a week of work at prohibitive • Electricity: Damage from electricity is
cost). doubled
- Masterwork plates: +1 AC (1d3 x • Food: No need to eat or drink (al-
1000 GP paid to a master armourer) though it’s always fun to see it try)
- Engravings: +1 Charisma (1d6 x • Healing: Cannot receive mundane
1000 GP paid to a master goldsmith or or magical healing. The harness must
silversmith) repair itself. For each full day of work
Garagante, level 12 Living Harness
160
By Nobboc the Half Clever - Art: Li-An

Living Harness Level Progression


Level XP HD THACO D W P B S Upgrade
1 0 1d8 19 [0] 12 13 14 15 16 -
2 2,000 2d8 19 [0] 12 13 14 15 16 -
3 4,000 3d8 19 [0] 12 13 14 15 16 X Ne’er-do-wells are lazy vagabonds, Requirement: Minimum DEX 9
4 8,000 4d8 17 [+2] 10 11 12 13 14 - nonchalant outcasts, clever pro- Prime Requisite: CHA
fiteers, or malicious ragamuffins. Hit dice: 1d6
5 16,000 5d8 17 [+2] 10 11 12 13 14 -
They learned to survive in the Maximum level: 14
6 32,000 6d8 17 [+2] 10 11 12 13 14 X worst of situations, developing Armour: Leather
7 64,000 7d8 14 [+5] 8 9 10 10 12 - many talents without ever Weapons: Any
8 120,000 8d8 14 [+5] 8 9 10 10 12 - improving any of them. Languages : Common ,
9 240,000 9d8 14 [+5] 8 9 10 10 12 X They are masters at the art of Alignment language.
10 360,000 9d8+2* 12 [+7] 6 7 8 8 10 - avoiding unpleasant, boring,
11 480,000 9d8+4* 12 [+7] 6 7 8 8 10 - arduous, or banal aspects of daily Opportunist
12 600,000 9d8+6* 12 [+7] 6 7 8 8 10 X
life. They often join a band of
promising adventurers who they When attacking an unaware opponent,
13 720,000 9d8+8* 10 [+9] 4 5 6 7 8 -
hope will help bring about a better the Ne’er-do-well gains a +2 bonus to
14 840,000 9d8+10* 10 [+9] 4 5 6 7 8 - life or self-promised destiny. hit. If successful, the attack causes
Their motto : «Good for nothing, maximum damage.
ready for anything!» Rogue

Ne’er-
using appropriate tools (the Living must dry completely, apply grease and Ne’er-do-wells master a thief’s skill of
Harness owns a full kit), it recovers oil, etc. for 2d6 turns, or lose 1d6 hit their choice. They use it as if they were
1d6 hit points, 2d6 if assisted by a points per hour. a thief of the same level.
good blacksmith (at a cost of 10 GP • Weight: stangely enough, Living

do-well
a day). If the work is interrupted, the Harnesses weigh as much as a man in an Obtuse
character doesn’t heal that day. armor. Ne’er-do-wells gain a +2 bonus to their
• Noisy: Living Harnesses have trouble • Weird presence: A Living Harness is saving throws against mind affecting
moving silently. Unless they stay often confused with a taciturn knight. spells, like charms and illusions.
totally motionless, opponents are only However, in its presence, dogs bark
surprised on 1-in-6. menacingly, babies cry, milk turns sour, Penny pinching
• Poison: Immune to poison. a halfling loses their appetite, etc. Combat When a Ne’er-do-well bargains,
• Born Again Philosopher: the Ne’er-do-wells firmly believe in the referee may allow a Charisma
harness has a +2 bonus to reaction After reaching 9th level freedom of movement, flexibility check with a modifier adapted to the
rolls with sages and other intellectual A Living Harness finds a modest dwel- and lightning reaction. Leather is the circumstances. A success is generally
types. ling to build up and fortify. It attracts heaviest armor they tolerate. greatly benefictial, but a failure often
• Sleep: Living Harnesses don’t sleep 2d6 scholars who wish to help with its They can use any weapon. has undesirable and unpleasant
and are not affected by the sleep spell. philosophical research. consequences.
• Water: The worst enemy of a Living Defensive bonus
Harness. For every hour in a wet Avoiding blows is a second nature for a Audentes fortuna juvat!
environment (or wet weather), it has Ne’er-do-well. They gain a +1 bonus to Ne’er-do-wells are lucky bastards.
a 1-in-6 chance of losing 1 hit point. AC at first level. This bonus increases They can reroll any die roll once per day
Moreover, if it is submerged in water, it to +2 at 5th level, and to +3 at 10th level at first level, twice per day starting at
162

163
Ne’er-do-well Level Progression
Level XP HD THACO D W P B S AC bonus Lucky
1 0 1d6 19 [0] 13 14 13 13 15 +1 1
2 1,500 2d6 19 [0] 13 14 13 13 15 +1 1
3 3,000 3d6 19 [0] 13 14 13 13 15 +1 1
4 6,000 4d6 19 [0] 13 14 13 13 15 +1 1
5 12,000 5d6 17 [+2] 12 13 11 11 13 +2 2
6 25,000 6d6 17 [+2] 12 13 11 11 13 +2 2
7 50,000 7d6 17 [+2] 12 13 11 11 13 +2 2
8 100,000 8d6 17 [+2] 12 13 11 11 13 +2 2
9 200,000 9d6 14 [+5] 10 11 9 9 10 +2 2
10 300,000 9d6+1* 14 [+5] 10 11 9 9 10 +3 3
11 400,000 9d6+2* 14 [+5] 10 11 9 9 10 +3 3
12 500,000 9d6+3* 14 [+5] 10 11 9 9 10 +3 3
13 600,000 9d6+4* 12 [+7] 8 9 7 9 8 +3 3
14 700,000 9d6+5* 12 [+7] 8 9 7 9 8 +3 3

5th level, three times per day starting After reaching 9th level
at 10th level. A Ne’er-do-well may acquire a
stronghold, generally a eccentrically
Sense of danger appointed manse or manor, and live the
Ne’er-do-wells have a 1-in-6 chance good life, attracting 2d6 Ne’er-do-wells
to sense a close by source of danger, and profiteers to works as lackeys,
like a trap or an ambush. The referee bodyguards, masseurs, entertainers,
rolls for the player. exotic dancers, etc. while regularly
attempting to run off with the
Wizard Wannabe silverware.
Ne’er-do-wells are clever and
obsessively observant, especially when
it comes to magic and magicians.

Elvirio Pompelo, 4th level Ne’er-do-well


Starting at 3rd level, they can memo-
rise and cast arcane spells from scrolls.
There is 10% chance per spell level that
the spell does not function as expec-
ted with disastrous and/or humorous
consequences. Ne’er-do-wells can
memorise one spell, plus one spell per
Intelligence modifier bonus.
164
By Éric Nieudan

Naked Wanderer Level Progression


Level Title XP HD THACO D W P B S WD
We all have heard stories of these Requirement: Minimum CON 11 1 Wanderer 0 1d8 19 [0] 8 9 10 13 12 d3
barely clothed people delving into Prime Requisite: CON 2 Dungeon Bum 2,000 2d8 19 [0] 8 9 10 13 12 d3
unholy crypts with only a blanket and Hit dice: 1d8 3 Barefoot Fighter 4,000 3d8 19 [0] 8 9 10 13 12 d6
a crowbar, but somehow avoiding the Maximum level: 14
deadliest traps and salvaging more 4 Exhibitionist 8,000 4d8 17 [+2] 6 7 8 10 10 d6
Armour: Any 5 Disrobed Robber 16,000 5d8 17 [+2] 6 7 8 10 10 d8
treasure than anyone else. Some say
Weapons: Any
they are cursed by the Gods of Wealth, 6 Hobo 32,000 6d8 17 [+2] 6 7 8 10 10 d8
Languages : Common ,
richer than royalty, more destitute 7 Murderhobo 64,000 7d8 14 [+5] 4 5 6 7 8 d10
than beggars. Some say they are Alignement language.
8 Planar flasher 120,000 8d8 14 [+5] 4 5 6 7 8 d10
planewalkers in a permanent quantum 9 World Wanderer 240,000 9d8 14 [+5] 4 5 6 7 8 d12
state. Other assume they are just
10 Clothed Master 360,000 10d8 12 [+7] 2 3 4 4 6 d12
incapable of taking care of their stuff
– or anyone else’s. to d6 rolls with an additional +1 at levels 11 Clothed Master 480,000 10d8+1* 12 [+7] 2 3 4 4 6 d12
5, 9, and 13.

Naked
12 Clothed Master 600,000 10d8+2* 12 [+7] 2 3 4 4 6 d12
• In combat, add your WD to the da-
mage of any improvised weapon, and to
the AC of makeshift armour (Roll once • During play, you can only borrow a WD roll, losing everything you had, and

Wanderer for every fight.). number of items equal to your level roll on the table P. 168 instead. Have
every session. Whene- the referee replace the entries
Intuitive Learner ver you use a per- that come up more than once.
You have a chance of understanding manent item above Alternatively, they may want
magic and mundane script equal to this limit, it is lost (as to give you something that fits
Combat 5% per level. This means you can cast above) if you fail a sa- their plans.
Naked Wanderers can use all types of spells from scrolls, activate magical ving throw vs spells.
weapons and armour (and see Tinker). items, and possibly disarm glyph. The This includes stuff After reaching
referee decides what happens on a carried by followers, 10th level
Wanderer’s skills miss. or held for you by Upon reaching level 10,
You start with a wanderer’s die (WD) of fellow adventurers, but stories of your exploit
d3. Bare Necessities not items taken from attract d20+level appren-
• At the start of each session, roll monsters, or found in tices, all 1st level Naked
Robust your WD; that’s the number of items a dungeon. Wanderers, who travel with
Add your WD to saves against disease, you own – remove the rest from your • Handing or giving you. They expect you to
cold, and all weather or endurance equipment list. It is lost forever (stolen, away any of your share food and lodgings,
related effects. broken, quantum disintegrated…). This possession triggers however basic. You can
includes immobile goods and ani- your curse as well: an roll their numbers again
Tinker mals, but not followers. Every piece of item is lost in a number at every new level.
• Add or subtract your WD whenever clothing is an item, meaning that pairs of rounds equal to the
you use an item for another purpose of boots or gloves count as two items. result of your WD.
than the one it was intended for. The re- 100 coins, 7 rations, 20 arrows, etc. are • At the start of an Skimperator, 7th level
feree decides how it applies. If the game considered one item, but the container adventure, you can Naked Wanderer
doesn’t use roll under stats, make it a +1 that holds them is a separate item. forgo your equipment
166

167
d30 Possessions By Gavin Norman
1: A piece of string and a vampire tooth. 2:
A miniature portrait of a lost loved one. 3: Sheep Level Progression
A quarterstaff, a mail shirt, a crossbow and
d6 bolts in a case. 4: A tin box of delicious
Level Title XP HD THACO D W P B S Dam. Special
and nutritious cinnamon biscuits (heal 1HP, 1 Flocking 0 1d6 19 [0] 12 13 14 15 16 1d4 -
10 uses). 5: A chest containing d100 SP, 2 Ram 1,000 2d6 19 [0] 12 13 14 15 16 1d6 -
d30 GP, and 3d6 PP. 6: A holy symbol, still
3 Stud 2,000 3d6 19 [0] 12 13 14 15 16 1d6 Charge
charged with divine energy. You can turn
undead once as a cleric of the same level. 4 Battle Ram 4,000 4d6 17 [+2] 10 11 12 13 14 1d8 -
7: d20 horse shoes, d4 of them are silver and 5 Flock Lord 8,000 5d6 17 [+2] 10 11 12 13 14 1d8 Rampage
«Sheep (Ovis aries) are quadrupe-
worth 3 GP each. 8: A pound of crimson cof-
dal, ruminant mammals typically
fee worth 150 GP. Can be brewed to give d20
kept as livestock. Sheep are most Combat
temporary HP to 5 people. 9: A set of maxi-
likely descended from the wild
Rampage
milian style, finely adorned platemail. 10: A • Sheep cannot wear armour. Their At 5th level, a sheep gains the ability
set of excellent traveling clothes, suitable
mouflon and one of the earliest
animals to be domesticated for wool gives them a natural armour class, to rampage. When rampaging, a sheep
for all weathers, but no boots. 11: A freeze depending on season: gains +2 to hit and damage, and a -2
raygun (as longbow, but damage is doubled) agricultural purposes»
From Wikipedia. - Summer : 8 [11] penalty to armour class. Once a sheep
with enough power for 10 shots. 12: A pair - Fall: 7 [12] has begun rampaging, it cannot stop

Sheep
of shoes made of dragon hide, worth 300 GP.
- Winter: 6 [13] for 2d6 rounds, and will attack any-
+2 to save vs Breath. 13: A copper lantern
- Spring: 9 [10] Shearing season! thing which moves.
that doesn’t need to be refilled. 14: A large
• Sheep cannot use weapons. Sheep
bag of stone marbles (several hundreds).
15: A crowbar, metal file, skeleton key, and
have a natural butt attack which does
1d4 damage. This damage increases Lord Artus, 4th level Sheep
10 iron spikes. 16: A lover letter implicating
a popular crowned head. 17: A portable to 1d6 at 2nd level,
hole, filled to the brim with someone’s pre- Requirement: - and 1d8 at 4th level.
cious furniture (worth 2,000 GP to the right Prime Requisite: - (Note that it is
buyer). 18: A leather canoe (sits five) and two Hit dice: d6 assumed that an
paddles. 19: The deed to a contested pro- Maximum level: 5 adventuring sheep
perty, with your name on it. 20: A beautifully Armour: None is male, possessing
illustrated book of erotic poetry (200 GP to Weapons: None the aggressive na-
a collector). 21: A +2 exotic looking sword Languages : Sheepish, Goatish, ture and full horns
with a gem studded scabard worth 500 GP. can roughly understand simple words of a ram.)
22: Three large sacks containing salt (10 GP),
of Common well enough Charge
flour (5 CP), and exotic spices (200 GP). 23:
A tamed axebeak, packed for a long jour- It should be noted that, as adventuring At 3rd level, a sheep gains
ney (10 items of your choice, no clothes or companions, sheep are contrary and the ability to charge. It must
weapons). 24: A large basket containin d12 be able to run toward an op-
stubborn. They are notoriously difficult
rather smart, but decidedly needy kittens. ponent for 20’ in a straight(i-
to train, and equally infamous for their
25: A platinum crown worth 500 GP. Belongs sh) line. If the attack hits, it
to a nearby noble. 26: The mounted head of
wilfulness.
causes double damage.
a catoblepas. 50% chance of attempting to
petrify anyone looking at it. 27: A random
Creating a Sheep character
potion and a random scroll. 28: A spellbook Of the standard six ability scores, One the PCs in my Dreamlands campaign has been blessed (via a table of random starting
containing 2d4 spells of random levels . 29: sheep roll 3d6 as normal for STR, DEX equipment) with the companionship of a sheep. At first the sheep was just a walking ball of
and CON. They roll 1d4 for WIS and wool, but inevitably questions started to be asked about its hit points, armour class, combat
A complete pack of adventuring gear (choose
INT, and have no CHA worth talking capabilities, etc. The sheep (named Steve) has now been elevated to the status of a henchman,
20 items from the normal list). 30: A per- and I said that the player could give a share of the PC’s XP to the sheep, allowing him to advance
manent magical item, randomly generated. about.
gradually. That requires a class, thus...
168

169
By Nobboc - Art: Li-An

Requirement: Minimum DEX 9


Prime Requisite: DEX and CON
Hit dice: 1d6
Maximum level: 6
Armour: No
Weapons: Any appropriate to size
Languages : Alignement language,
Hamstlinguo, Common, Gnomish,
and the secret and rudimentary
language of small burrowing rodents
These small (3-ft tall) humanoids like logs, apodemus, shrews
are fairly robust, with small legs or mole rats.
and arms, anda pudgy figure due to
their thick, puffy fur. Defensive Bonus
Hamsteros are often mistaken for Due to their small size, Hamsteros
extremely shy, but most of them gain a +2 bonus to Armour Class when
are merely restrained and modest. attacked by large opponents (greater
They make loyal companions to than human sized).
those who treat them with respect.
Climbing Sheer Surfaces

Hamstero
Hamsteros are generally barefoot.
Their small clawed feet make them
amazing climbers. Their base chance of
climbing is 70% + the Hamstero’s level.

Prime requistes: A Hamstero with at Cheeks of Holding


least 13 in one prime requisite gains a • A Hamstero can use their cheeks as a
5% bonus to experience. If both DEX storing space. They can hold one small
and CON are 16 or higher, the Hamste- object per level (the referee is the final
ro gets a +10% bonus. authority as to what counts as a small
object).
Combat • Moreover, the Hamstero can look for
Hamsteros are unable to wear any other items in their cheeks. Once per
armour over their thick fur. They have a day and per level, any small mundane
natural AC of 6 [13]. item can be found with a 3-in-6 chance.
Hamsteros train with all sorts of
weapons. They cannot use longbows or Silly Shrieking
two-handed swords. When a Hamstero is surprised, they
An unarmed Hamstero can bite with can’t help but briefly cry out in fear. All
razor-like incisors for 1d4 opponents with less than 4 HD must
damage. save vs Paralysis or be dazed for one Pulkypuk, 3rd level Hamstero
170
By Benjamin Baugh - Art: Evlyn M

Hamstero Level Progression This class is a more generic version Requirement: -


of the Goblin Enchantress, found on Prime Requisite: CHA
Level XP HD THACO D W P B S Climbing Evlyn’s Chaudron Chromatique blog*. Hit dice: d4
1 0 1d6 19 [0] 16 9 10 13 12 94 Maximum level: 10
2 1,500 2d6 19 [0] 14 9 10 13 12 95 A Swarm Lord is a person who has Armour: special
3 3,000 3d6 19 [0] 12 9 10 13 12 96 learned the trick of summoning and Weapons: special
controlling some small creature, near- Languages : Alignment language,
4 6,000 4d6 17 [+2] 10 7 8 10 10 97
ly harmless individually, but powerful Common, Goblin.
5 12,000 5d6 17 [+2] 8 7 8 10 10 98 in mass. The Swarm Lord forsakes
6 25,000 6d6 17 [+2] 6 7 8 10 10 99 martial and magical training, instead Special abilities:
dedicating themselves to mastering • A Swarm Lord surrounds herself with
round. The Hamstero’s allies are gene- the ways of their small subjects, of a mob of eager and utterly loyal vermin
Fast Hibernation perfecting their rule over their vermin - or indeed, any kind of small creature,
rally used to this embarrassing beha-
viour and can act normally (unless they Every full day of uninterrupted rest in a kingdom. These princesses in rags, such as birds, insects, snakes, rats,
were surprised too). safe and comfortable area, Hamsteros these gutter queens, they may appear spiders, and similar. Some Swarm Lords
heal 1d6 hit points instead of 1d3. If the harmless, and indeed, most are. summon a mixed mass of tiny nasties,
Constant Activity hibernation is interrupted, the hamste- But it is not the Swarm Lord you while others control a specific type.
Hamsteros have a hard time staying ro must save vs Wands or lose 1d6 hp should fear, but the swarm. Regardless, the abilities of the swarm
are the same.

Swarm
still and focused. They tend to want
to hop about, run on all fours, turn an After reaching 6th Level The strength of this swarm is repre-
empty barrel into an improvised wheel, A Hamstero can build sented by a swarm die (dS). This die be-
etc. The referee should feel free to an underground stronghold that gins at d6, and improves as the Swarm

Lord
apply penalties to reaction rolls, ability attracts friendly humanoid rodents Lord levels, and the swarms she is able
checks, and the like when this constant from far and wide. They will serve the to summon grow in size and power. At
activity may prove problematic. Hamstero first level, only a single command may
and ensure the security of the burrow. be given to a swarm, but a Swarm Lord
Underground Orientation In exchange for this service, the can issue more complex orders as she
Being natural burrowers, Hamstero Hamstero must tirelessly tell their epic gains levels of experience.
Restrictions Sometimes, a swarm will be reduced
adventurers always know the direction adventures, train the most valiant of his
retainers, and encourage them to seek Swarm Lords use four-sided dice (d4) in strength. If used for a dangerous
they are facing when underground to determine their hit points. They may or risky action – as noted below –
their own fame on the roads.
wear leather and chain armor, but if so and if the swarm die rolls a 1, then it
armored, can not use some of their spe- is reduced in size one step. So a d6
cial abilities (see below). They may not becomes a d4, and a d4 becomes a d2.
use shields. They may use any type of There is always some vermin about, so
one-handed weapon, but if armed, may it can never be reduced below a single
not use some of their special abilities point. The Swarm Lord can rebuild their
(see below). Further, because of their swarm by taking an exploration turn
special relationship with swarming (10 minutes) to summon more vermin
vermin, they may never have normal to rule, using her sirenlike influence.
retainers or followers, though they can The swarm die is then increased by
take on giant intelligent versions of one step, up to the maximum her level
their swarm creatures as retainers. allows.
172

173
* https://chaudronchromatique.blogspot.com/2014/10/goblin-enchantress-with-shaman-and.html
unarmed - inflic- Lucile , 5th level goblin enchantress
Swarm Lord Level Progression ting the swarm
Level Title XP HD THACO D W P B S Swarm Swarm die in damage to all
Die Actions enemies within 30 feet.
This is risky for the swarm.
1 Scumlick 0 1d4 19 [0] 13 14 13 16 15 d6 1
• Sacrifice their lives to pro-
2 Brownhood 4,000 2d4 19 [0] 13 14 13 16 15 d6 2 tect their Lord’s - if struck, the
3 Gutter Boss 8,000 3d4 19 [0] 13 14 13 16 15 d6 2 swarm will sacrifice itself
4 Midden Mogul 16,000 4d4 19 [0] 13 14 13 16 15 d8 2 without being commanded
5 Mad Piper 32,000 5d4 19 [0] 13 14 13 16 15 d8 3 to. Reduce the swarm
6 Sewer Shaman 64,000 6d4 17 [+2] 11 12 11 14 12 d8 3 die by one step,
7 Alley Count 120,000 7d4 17 [+2] 11 12 11 14 12 d10 3 and subtract a
roll of the swarm
8 Hundred Eye 250,000 8d4 17 [+2] 11 12 11 14 12 d10 3
die from the total
Duke
damage suffered
9 Prince 400,000 9d4 17 [+2] 11 12 11 14 12 d10 3 by the Lord this
of Vermin round.
10 Swarm 600,000 9d4+1 17 [+2] 11 12 11 14 12 d12 4 Additionally, Swarm
King/Queen Lords are never
attacked by
die that is 3 or greater. At 10th level, creatures
With at least a turn, they can carry her through the air similar to
swarms may be commanded to… slowly, flying at a speed of 20. those ma-
• Perform Domestic Services - as • Search an Area - the swarm can find king up their
they’re able, by combining their tiny traps, hidden doors, and other secrets swarms, and if they encoun-
strength, to cook, clean, and mend. in an area with a roll of the swarm die ter wild swarms during their
• Perform Manual Labor - such as of 3 or greater. If traps are found, the adventuring, can use them to
tunneling and burrowing, clearing swarm accidentally triggers them on a refresh their swarm die if it has
rubble, gnawing corpses into oblivion, 3 in 6, which results in the swarm die been reduced.
and similar. This is risky and many tiny being reduced one step.
bodies may be crushed in the process. • Scout Ahead - the swarm can be very After reaching
• Forage and Scavenge - the swarm can stealthy, and spreads out to watch and 10th Level
produce enough food for individuals warn the Lord. While the swarm will At 10th level, a Swarm Lord may
equal to the result of the swarm die, never willingly get more than 30 feet found a Warren where they
though it takes a strong stomach to eat it. from the Lord, its keen senses allow may always refresh their
• Bear Burdens - the swarm vermin it to avoid surprise and spot ambu- swarm up to full stren-
are individually weak, but collectively shes on a roll of the swarm die of 3 or gth, and it attracts 4d6
strong. They can be commanded to greater. intelligent giant vermin who
carry weights of up to 100 x dS in coin will guard it. While within the
weight, but must drop it all to perform Within a round, bounds of their warren, they gain an
any other action. swarms can act quickly to… additional swarm action as well.
• Carry Their Lord - if the Swarm Lord • Protect their Lord if she is unar-
is unencumbered, then the swarm can mored - if commanded to protect their Other actions With the referee’s approval, some types of swarms may perform
collectively carry her at a speed of 10 x lord, improve AC by a roll of the Swarm other actions. For instance, the Goblin Enchantress is known for the entertainment
dS. At 5th level, they can carry her up Die. This is risky for the swarm. value of her goblin swarm’s capers. Along the same lines, kobolds would be very
sheer surfaces on a roll of the swarm • Attack their Lord’s enemies, if she is good at mocking and taunting gnomes, pixies could poison or charm, etc.
174

175
By Nobboc

d66 Former

+1 - Beekeeper a) Immune to normal insect stings b) Bears always attack you first if they can – unless there’s a one-armed ex-poacher in your group,
Occupations
You just rolled your character and feel lucky?
35 - Palace Guard member.
a) Proficient with halberds whatever your
class, +1 to hit if already a Fighter.
b) 1-in-12 chance of becoming berserk
when meeting Chaotic creatures.
53. Quarryman.
Roll d66 to define your former occupation. Then roll d6: 1-2: get the b) Got intimate with a prince or princess: a) +1 to Strength.
pleasant side (a).3-4: get the not so pleasant side (b). 5-6: get both. a price on your head. b) -1 to Constitution.
36 - Exorcist. 54 - Poacher.
Before leaving for adventure, you were a... a) You can turn undead like a 1st level a) You have good survival skills.
11 - Grave Robber. b) Face burned by terrible accident, -1 to Cleric; like level +1 if you’re a Cleric. b) A bear took your left arm.
a) 1-in-6 chance of resisting energy drain. Charisma. b) Energy drain kills you on 2-in-6. 55. Landsknecht.
b) 1-in-6 chance per night of being 24 – Housewife/Househusband. 41 - Beggar. a) Advantage to damage with Flamberge
haunted (no benefits of rest). a) Your other half gave you a good luck a) Good at catching rumors. Roll twice. (proficient whatever your class).
12 - Burglar. charm: you don’t fumble on a natural 1. b) Malnutrition got you. Roll every hit die b) Bad wound and worse reputation, -1 to
a) Pick Lock like a thief, +10% to the skill if b) Father in law paid the baillif’s men to at -1. Dexterity, -1 to Charisma.
already a thief. bring you back in a jail wagon. 42 - Shoemaker. 56 - Ghost Hunter.

then it randomizes between the two of you for main course and dessert. (Thanks to Dick McGee! )
b) The Thieves’ Guild is looking for you. 25 - Bard’s Handyman. a) You have nice shoes. a) Advantage to damage vs incorporeal
13 - Itinerant Dog Shaver. a) Good at singing. b) You developed an allergy to leather. undead.
a) Even bad dogs like you. b) Sing only bawdy songs, always at the 43 - Changeling. b) You always get the shakes, -1 to
b) Whatever you do, you have fleas. wrong time (at referee’s discretion). a) Dragonfly wings in your back under a Wisdom and a difficult social life.
14 - Wizard’s Factotum. 26 - Troubadour. large silk coat. Works like feather fall. 61 - Fisherman.
a) Save vs Spells at +1. a) Good at walking on tight ropes, miming b) You’re a jinx: on 1-in-6 twice a a) Magic fishhook: in an hour of fishing,
b) Fear of magic (like a Barbarian). or juggling day, something happens to you or yours catches enough to feed 1d6 people.
15 - Apprentice Sorcerer. b) You took the week’s earnings and ran. (referee’s discretion). b) Cursed by river spirits: whatever
a) Cast one 1st level spell per They’re after you and you lost everything. 44 - Abducted by Faeries. you do, you smell like dead fish.
day (choose randomly every day). 31 - Executioner. a) Twitch your nose to cast any 1st level 62 - Butcher
b) 1-in-100 chance to spontaneously cast a) Proficient with axes whatever the class, illusionist spell once a day. a) Your attacks with a butcher’s knife do
fireball when entering a tavern, inn or +1 to hit if you are a Fighter. b) The King of the Fey sent his three best 1d8 damage.
market place. b) Your hands are permanently stained goblin knights to bring you back in a b) Vegan fanatic.
16 – Nobleman’s Child. with blood. portable hole. 63 - Rat-catcher.
a) Start with 1d100+100 GP. 32 - Tax Collector. 45 - Slave. a) 3-in-6 chance to resist disease.
b) Your stepfather paid the Assassins’ a) Good at noticing shady shit. a) +1 to Strength b) The Rat king sent three giant rats to
Guild to have you drowned. b) Someone you bankrupted is preparing b) Your former master is after you. eat your heart, alive.
21 – Peasant Kid. their merciless revenge. 46 - Bonesetter. 64 - Pilgrim.
a) Magic bag containing a tasty 33 - Miner. a) Heal 1d3 hp per 6 turns of continuous a) Always pay half price at an inn.
turnip when you wake up. a) Always know where the north is when work (assuming you have salves and b) -1 to Wisdom until you have prayed in
b) Your father paid the Pig Farmers’ Guild underground. bandages). 77 different temples.
to bring you back in a sack. b) Caustrophobia. 1-in-6 chance of b) Magical healing doesn’t work on you. 65 - Gravedigger.
22 - Highway Bandit. occurring every six hours underground: 51 - Zealot of the Serpent Cult. a) Undead only select you as a target if
a) Proficient with clubs whatever your disadvantage on all dice rolls for six hours. a) +1 to saves vs Poison. there is no one else in range.
class, +1 to hit with them if you are a 34 - Exotic Dancer. b) Infamous occult tattoo on your b) You never laugh.
Fighter. a) Good at seduction. forehead, -1 to CHA and bad reputation. 66 - Dead.
b) A price on your head. b) A decrepit wizard enamored with you 52 - Fanatic Acolyte of the Righteous a) All mundane damage you receive is
23 - Blacksmith. sent his minions to bring you back in a Lawbringers. halved.
a) Good at fixing metallic stuff. golden cage. a) +1 AC vs Chaotic opponents. b) -1 to all your abilities.
176
by Ethan Lefevre
178
Art & Design: Richard LeBlanc by Eric Nieudan - Art: Eric Nieudan

Ambler Thurible Cat


AC 0-3 [20-16], HD 5-8* (22-36 hp), ATT 1-4 x weapon, THACO 14-12 [+5-+7, MV 60’ (20’), AC 2 [17], HD 7* (31 HP), ATT 2 x claw (2d4), Fragant ash cloud (3d6), THACO 13 [+6],
SV D8 W9 P10 B10 S12, ML 10, AL Neutral, XP 300-1200, NA (-), TT None MV 60’ (20’), SV D8 W9 P10 B10 S12, ML 11, AL Neutral, XP 1200, NA 1-2, TT None

n ambler (a contraction of so strong that should a successful melee construct made of cast iron of attacking with its claws, the Thurible
the words “armored” and strike be made against the ambler by a and in the shape of a portly Cat can breathe a cloud of ash that
shambler”) is an elemental normal (i.e., non-magical) weapon made feline deity, this creature smells heavenly but burns lungs for
creature created from the of a magnetic metal (e.g., steel or iron), is often found guarding 3-18 damage. Anyone caught in the
massive sphere of armor there is a 50% chance that the weapon will temples and other sacred cloud (2” in diameter) must save versus
and weapons located at the center of become “stuck” to the ambler, and useless places. Its hollow body must be Poison or remain inside, unaware of
the Demi-plane of Electro-magnetism. by the attacker. regularly (once a week) filled with the danger, and happy to breathe in the
When one of these anomalies escape their Amblers are affected by protection from coal and incense, or it will go dormant. wonderful odours. The cloud dissipates
home plane (e.g., ported in by a power- evil spells, and can be returned to their This permament smouldering heats in 2-5 rounds.
ful magic-user), the ambler appears as home plane by dispel magic, but can also the iron, which is burning to the touch, The Thurible Cat doesn’t hoard riches,
a shambling mishmash of mismatched be dealt with using extraplanar dismissal causing 1-6 damage when the Thurible though it often defends sacred trea-
pieces of armor in a vaguely humanoid or banishment. If dismissed or banished,
Cat is attacked with natural weapons. sure rooms. If incense is salvaged from
form with 1-4 usable limbs, each of which any weapon stuck to the ambler will be
Items in prolonged contact with it need its body and doused, it can be lit again
has a 75% chance of holding a small- transported with it.
to-medium weapon (hand axe, dagger, to save versus normal fire or be set to produce the effects of a Protection
1-handed sword, etc.). ablaze. from Good, 10’ radius spell as cast by a
Because producing an ambler requires The Thurible Cat attacks with both 7th level Cleric.
it to be summoned (as opposed to being front paws. Its claws have 10% chance
conjured from existing material), control of setting fire to organic material, such
of the ambler is not automatic, nor will it as cloth or fur, and do ano-
serve any creature (even its summoner), ther 1-6 damage every
so it will not follow orders unless com- round for three rounds
pelled to do so my some additional force unless doused.
(e.g., a charm or control spell). The ambler Twice per day, instead
can understand any language that was
possessed by the previous owner of any
piece of armor used in its composition, or
weapon it holds (usually this will include
common, dwarvish and elvish, though it
is not unheard of for this to also include
halfling and orcish; other languages
known are at the discretion of the DM but
is suggested that there be a 90% chance
of the ambler knowing any common lan-
guage, 30% for any uncommon language,
10% for any rare language, and 1% for
any very rare language, assuming the
language in question is spoken by species
that normally wears armor).
The electromagnetism in the ambler is This monster was my entry for the Monster Man contest 2017.
(This is actually a tea infuser)
180 181
by Nobboc - Art: Ivan Caceres

Mossling
AC 5 [14], HD 2*** (9 hp), ATT 2 x fist (1d6) or 2x whip THACO 18 [+1], MV 60’ (20’), SV D12
W13 P14 B15 S16, ML 12, AL Chaotic, XP 35, NA 1, TT None

osslings (or Mossies, or • Regeneration: 3 rounds after being da-


Moss-Men) are undead maged and as long as they are touching
creatures born from contact the forest soil, regain 3 HP per
the rotting corpses round. Severed limbs reattach.
and lamenting souls of • Return from death: If killed (0hp),
people who died alone after getting and as long as they touch the forest
lost in the heart of an ancient forest. A ground, regenerate and fight again in
heap of soil, roots and vines wrapped 2d6 rounds.
around a skeleton, they could easily be • Fire: Cannot regenerate damage from
confused with particularly aggressive fire. The only way to permanently kill a
shambling mounds. Only their burning Mossling.
hatred for all civilised life animates • Fear of fire: Morale 8 when attacked
them, and they spend most of their time with fire.
in a dormant state. If the noise of trave- • Undead: Makes no noise until it
lers comes to a Mossling, it immediately attacks. Immune to effects that affect
rouses and lets loose of its fury, frighte- living creatures (e.g. poison). Immune to
ning the small animals that build their mind-affecting or mind-reading spells
nests or burrows inside it. (e.g. charm, hold, sleep) except bardic
music (see below).
• Charm: Anyone who hears the deep • Melancholic: Bards and Elves may
bass despair song of a Mossling must attempt to calm a Mossling with their
save versus spells or be charmed. They music or song. After 3 rounds of unin-
must then: move towards the Mossling terrupted music the Mossling must save
(resisting those who try to prevent it); vs Spells or be unable to act. If the music
defend all Mosslings; they are unable to continues for another 3 rounds, the
cast spells, use magic items, and unwil- Mossling falls asleep and disappears in
ling to harm any Mossling. A character the ground, where it will sleep for 1d4
who saves is unaffected for the rest years.
of the encounter. Killing the charming
Mossling breaks the charm.
• Protective ivy: A weapon hitting a
Mossling has 1-in-6 chance to beco-
me entangled, thus unusable until the
Mossling is killed. If unarmed, the attac-
ker has 1-in-6 chance to be entangled
and unable to act (save vs Paralysis
every subsequent round)

182 183
by Eric Nieudan - Art: Ivan Caceres by Eric Nieudan - Art: Michael Sheppard

Molefolk Moon Siren


AC 6 (13), HD 1+1 (5 hp), ATT 1 x weapon (1d6 or by weapon) or 2 x claws (1d4), THAC 19 (0), AC 4 [15], HD 4* (18 hp), ATT 2 × claw or blade (1d8), MV 120’ (40’), SV D10 W11 P12 B13 S14
MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 5, AL N, XP 10, NA 1d8 (2d8), TT B. (4), ML 12, AL Chaotic, XP 50, NA 1d4, TT U.

on’t forget to oil your tools They burrow an entrance into a fortress hen the blue moon bathes a
before bed, smooth-chin. Or or mine complex and take what they battlefield in an eerie haze,
the molefolk will dig under can before the Vermin Control Guild long dead selenites leave their
your room and take you and comes in with their oil-throwers and cold graves to ride the
raise you as one of theirs.» plague-traps. Molefolk only defend their moonbeams towards
Most dwarven cities have burrows if they are not able to evacuate our world. They knit tangible shapes
stories about the evil quasi-people them (often because their young are from the carcasses and armour left
who tunnel under their cities to steal too feeble). Otherwise, they simply by the armies who fought there and,
from the larder and disorganise the dig an emergency exit and cave it in humming a lugubrious chant, they drift
weapons in the armoury. No one knows behind them. Then they wander in cave towards the nearest mortal dwelling.
if the molefolk are devolved dwarves, systems until they find another dwarf Those who hear the moon siren’s call
or their long forgotten ancestors (as or svirfneblin community they can live are seized by an urge to take arms
everyone knows humans are des- off of. Molefolk are great craftsmen with and re-enact long forgotten
cended from moon apes and elves leather and deeproot wood, but as they battles. When their bodies are
from arboreal cats). avoid fire and all sources of light, they found the next morning, one is
Molefolk live in family only fashion the most crude of always missing. The common
groups close metal weapons. folk say that moon sirens take
to dwarven • Blindsense. the best warrior of every
settle- Molefolk use smell and battle back with them to
ments. air movements to see in feast in the cyclopean
the dark. ruins you can sometimes
• Allergic to light. see on the moon.
-1 to-hit when in • Undead. Immune
artificial light, -2 in to powers affecting
bright conditions the mind or the living
(such as magical body.
or day light). • Immune to mundane
• Burrow. weapons.
Tunnel through soft • Moonlight funeral.
ground at 1/3 speed. Usually Hearing the moon siren’s
carry tools to break stone song, a character must save versus spell or be
tiles and other barriers. charmed and forced to fight to the death. The
monsters will use charmed characters to defend
themselves.

5
18

184
by Eric Nieudan - Art: Michael Sheppard

The Troad
AC 3 [16], HD 12* (54 hp), ATT 1 x tongue (1d8 and swallow) or by magic, THAC0 10 (+9),
MV 120’ (40’), SV D6 W7 P8 B8 S10 (12), ML 10, AL Lawful, XP 1,200, NA 1, TT D.

his immortal being was • Retinue. The Troad is guarded by


born of the unholy union 2d6 fey-touched lizardfolk in full
of a troll and a giant knightly regalia.
toad. Fancying itself the
monarch of swamplands • Detect lie. The Troad knows the
past, present, and future, the Troad truth of any statement.
rules from its magical mushroom • Magic powers (each usable once per
throne. It expects fealty and tribute day):
(in the form of treasure and delica- - Curse. Save versus spells or be
cies) from resident and traveller alike, turned into a newt (harmless but
and in return can be called upon to able to regenerate).
arbitrate disputes and dispense justice. - Summon retinue. 2d6 fey-touched
The druids and witches who dwell near lizard knights.
marshes and mangroves know the - Conjure treasure. A chest with
rituals needed to summon the Troad. the equivalent of a type V treasure
Once a year, the Troad holds court (disappears after 1d8 weeks).
in the heart of a large swamp of its
choosing. Representatives of all sur- • Sticky tongue: attack up to 30’ away.
rounding communities are expected, On a hit, prey is swallowed.
humanoid and otherwise. Several Fey • Regeneration: regains 3 hp per
lords and ladies are in attendance, as round. Damage from cold iron and
are some of their fiercest enemies. The magical fire doesn’t regenerate.
Troad Court lasts five nights. Intrigue
is woven, opportunities are offered, • Mushroom throne: this living
and rulings that will shape the fol- artefact has the power to teleport to
lowing year’s political landscape are any piece of sunken land on the same
proffered. No adventurer worth their plane.
salt would miss this opportunity to
bargain for power or magical favours.

187
186
by Chris Tamm

Treasure Frog
SMALL : AC 7 [12], HD 1 (4 HP), ATT 1 x bite (d6), THACO 19 [0], MV Swim/Hop 90’/120,
SV D12 W13 P14 B15 S16, ML 8, AL NEUTRAL, XP 10
MEDIUM : AC 7 [17], HD 2 (8 HP), ATT 1 x bite (2d4), THACO 18 [+1], MV Swim/Hop 120’/90’,
SV D12 W13 P14 B15 S16, ML 8, AL NEUTRAL, XP 15
LARGE : AC 5 [14], HD 4 (12 HP), 1 x bite (2d6) swallow* THACO 16 [+3],
MV Swim/Hop 120’/90’, SV D10 W11 P12 B13 S14, ML 9, AL NEUTRAL, XP 75
HUGE : AC 3 [16], HD 8 (32 HP), 1 x bite (3d6) swallow**, THACO 12 [+],
MV Swim/Hop 120’/90’, SV D8 W9 P10 B11 S2, ML 10, AL NEUTRAL, XP 650
Treasure frogs are used by keep their untrained frogs locked in
frog folk and other amphi- a room. Opening the door without
bian humanoids to find, precautions, visitors are faced with
carry, and sometimes store a bunch of large croaking, bouncing
valuables. Their superna- creatures that not only will ruin any
tural sense of smell steers them attempt at sneaking in, but might
towards precious stones and metals. also try and swallow their valuables.
With a life span of several centuries, Even if they don’t normally attack
treasure frogs often outlive their mas- human-sized creatures, a number of
ters, colonising wet areas that are rich them may become feisty enough to
in loot such as flooded dungeons. attack a party of adventurers carrying
These creatures love their free, roa- treasure.
ming life and are as difficult to train • Small carries: d4 x 100sp, 1-in-6
as they are prone to escaping. Even a chance of a semi-precious stone worth
faithful treasure frog may escape after 10gp. Roll d4: 1. 15gp silver ring, 2.
a few decades, and most of them will 20gp carved agate seal, 3. cat skull, 4.
forget the command word to regur- semi-digested fish.
gitate all the loot they carry in half a • Medium carries: d3 x1 00gp, d4 se-
century or so. Some frog folk tribes mi-precious stones worth 10gp each.
Roll d4: 1. 45gp gold ring, 2. 100gp
jade idol, 3. kobold skeleton, 4. corked
beer bottle.
• Large carries d6 x 100gp, d4 x
semi-precious stones worth d3 x 10gp
each. Roll d4: 1. 100gp ruby gold ring,
2. 2d4 healing potions, 3. knight’s
helmet, 4. rotten goat corpse.
• Huge carries 2d4 x 100 gp, 2d4
semi-precious stones worth d3 x 10gp
each. Roll d4: 1. 500gp diamond ring,
2. crate of beer, 3. +1 dagger in scab-
bard, 4. semi-digested adventurer.
*hit rolls 20+ swallows victim whole and flees crushing them for d6/round
**hit rolls 17+ swallows victim whole and flees crushing them for 2d6/round
188
SR3 For character levels 1-3 A. THE CAVES
1. Entrance Cave - Illuinating this large na-
tural cave is the lantern from 2 Gnomes

Basic Game looking for their companion.


2. Dank Tunnel - The floor is wet and trea-
cherous from water dripping from the ceil-

Adventure ling. A dank, earthy smell fills the air.


3. Pool Room - This room is lit by a dim red
glow from 3 Fire Beetles on the walls. A
Blessing pool contains 12 coins.
4. Fungus Garden - This room is filled with
a wide variety of different mushrooms.
Characters have a 2 in 6 chance of relea-
sing hallucinogenic spores (Phantasmal
Force for 1d4 turns). Eat a mushroom
Cure Light Wounds + Phantasmal
Force.
By Stuart Robertson 5. Stincky Cave - A thick yellow mist clings
to the ground here. Characters have a 2 in
6 chance of falling in the hidden pit.
6. The Well - The floor is wet and slippery. B
Anyone looking into the pit must make a
saving throw or slip to their doom!
7. Insect Room - Characters edging around 9. Stone Stairs - Weak characters or those
the narrow ledge have a 2 in 6 chance of in heavy armor have a 2 in 6 chance of fal-
slipping down into an Insect Swarm. ling 10’ during the 100’ climb to the Crypt
8. Spider Lair - 4 Giant Spiders scuttle out to Level above.
attack! Within their webs is a cocoon with
a weakened Gnome inside, as well as 70 B. THE CRYPT
coins, a silver dagger and a Magic Spear. 10- Hall of skulls - Characters must break
through the wall (open door check) to en-
ter this hallway. Niches along walls hold
A 12 Undead Skulls that politely answer
questions about the crypt in an ancient
language
11. Dusty Catacombs - alcoves along the
walls contain scores of skeletal remains.
Several bodies have missing heads. A
Wood Golem rattles about keeping the
place orderly. It only attack in defence
(see next entry).
12. Pointing Statue - an 8’ tall stone sta-
tue stands pointing straight ahead (it’s
pointing at the Secret Door). This Living
Statue activates if the Wood Golem is
destroyed.
13. Forgotten Room - a skeleton sits slum-
ped over on a chair behind a desk. Scrolls
of Protection from Undead, Feather
Fall and a Treasure Map and a gold can-
dlestick are on the desk. A locked chest
contains several rare historical texts.
190 191
By Graphite Prime Art: Graphite Prime
21. Temple of the Slime Lord - Two
braziers illuminate the room. A group of 5 An OSR styled module compatible with most versions
C of the world’s most popular role-playing game. Level 2-4.
Cultists preparing to lower a Villager into
the pit and the Ochre Jelly kept at bay by
the heat from the braziers.
The Conjurer who leads this cabal can
cast Fear and Mirror Image.
22. Winding Passageway - This roughly
cut tunnel slopes steeply down and conti-
nues for 100’.
23. Sally Port - This heavy, Wizard Locked
iron door is engraved with a leering
face with a long tongue tied into a knot.
Saying the word ‘NEPO’ opens the door
and leads to the Mountain Walkway be-
low the Gatehouse. Noise or light alertthe
Main Gate’s occupants who fire arrows at
anyone on the path.
24. Wooden Staircase - Leads up to the
Citadel Level above.
14. Antechamber - This room is magically
silent. The doors are heavy and require an D. THE CITADEL
Open Doors check. 25. Mountain Walkway - This long path
15. Smashed Statue - the arm of this 8’ tall leads up the side of the mountain to the
statue has broken off and a bowl of (50) Gatehouse. The Sally Port (Room 23) is
coins is scattered at its feet. If anyone located at the ‘X’ on the map.

Praise the
touches the coins the statue recites Ani- 26. The Gatehouse - A raised drawbridge
mate Dead. and heavy iron bound portcullis prevent
16. Spiraling Stairs - thes stone stairs spi- anyone from entering or leaving the Ci-
ral up 100’ to the Dungeon Level above.

Fallen
tadel. 14 Hobgoblins fire arrows at intru-
They end in a stone floor block, which ders they notice in the courtyard or on the
must be pushed aside (Open Doors Mountain Walkway.
Check) to open. 27. Deserted Shrine - A few old candle
sand bits of crockery litter the floor. Ligh-
C. THE DUNGEON ting a candle will Cure light Wounds.
17. Dungeon Hallway - Torches along the BACKGROUND
28. Crumbling Courtyard - Two Cultists There were those demented powers
walls light this area. and a Hobgoblin Mercenary are discus-
18. Storage Room - This room is filled with that wanted to return all to naught, to
sing the need for more villagers.
barrels of rotted food. 12 Rats and 4 bott- 29. Ruined Keep - The upper floors of this
become one with the Ever Slumbering Void.
les of wine can also be found. building are in ruins but the ground floor is Pantheons collided and the heavens
19. Prison Cells - The Bugbear in room 20 still intact. A wooden staircase leads down shattered with war. Untold cosmic powers were
has the key to the locked doors. Inside to the Dungeon Level below. lost without their names ever spoken by mortal
each cell is a missing villager. tongues. Countless legions fell. Defeated in
20. Guard Room - 2 Hobgoblin their gambit of annihilation, they
Mercenaries and a Bug-
scattered across the universe. Several
bear drink and play dice
games here. They
of the Fallen, fell to this world, forever
have 46 coins and imprisoned at their point of impact.
several casks of Millennia after millennia, the Fallen
wine. D have watched the rise of mortals with
distaste, tempting and corrupting
them at every turn. Sinister cults of
192 193
chaos have arisen in the shadows
ignorantly doing what they can to
undo all things. The Fallen are their
idols, their champions, their gods. The
Random Encounters…
Be sure to make an encounter check if you feel the PCs have lingered in one
cultists tirelessly seek out the prisons area too long or have created too much noise. Also, if the PCs have had several
of their masters with the hope of freeing encounters with cultists and/or the Phaen Witch, then word spreads of
them and unleashing an entropic orgy intruders. Any random roll of cultists should be cultists on the hunt for the PCs.
of destruction. MEDALLION You can set your own dial for frequency, but 1 in 6 should do. Roll 1d12.
OF THE VOID
(a.k.a., Void 1. 1d4+1 cult acolytes.
Medallion): AC: unarmored, HD: 1 (4 hp), Attack: 1 dagger, +1 to hit, Damage: 1d4,
Built of a AL: chaotic, XP: 20.
A NOTE metallic substance 2. 1d4+1 acolytes (see above) and a High Priest.
ON KEYS. so dark that it’s AC: chain, HD: 6 (22 hp), Attacks: 1 mace, +4 to hit, Damage: 1d6+1, Spells: cause
Anytime the PCs actually hard to light wounds (2), hold person (2), continual darkness (1), AL: chaotic,
encounter cultists, focus on, the Void XP: 300. Wears a Void Medallion.
there is a 2 in 6 Medallion has
3. 1d4+1 Ghouls.
chance that one of the essence of
AC: as chain -1, HD: 2 (10 hp), Attacks: 3 claws/bites, +3 to hit,
the cultists has a non-existence in
Damage: 1d4 + paralysis for 2d4 turns, AL: chaotic, XP: 100.
key. Any time the it. Wearing one
PCs encounter a The Map and the Fallen... turns your eyes 4. An acolyte that is trying to escape from the cult.
locked door, there This map contains directions to the black and lets you 5. 1d4 prisoners of the cult that have escaped and are trying to find their way out.
is a 2 in 6 chance location of a Fallen Angel named see in absolute/ AC: unarmored, HD: 1 (3 hp), Attacks: 1, +0 to hit, Damage: 1, AL: neutral, XP: 5.
that a key that they ———-—-. The map is drawn on magical darkness.
Void medallions 6. A single Shadow.
have found will parchment with the words
also allow you safe AC: as leather (can only be harmed by magic; can not be turned; immune to sleep,
open that door, “Praise the Fallen”
passage through charm, and hold), HD: 3 (17 hp), Attacks: 1 shadow-blade, +3 to hit, Damage:
so long as that written in crude common, pointing to
some areas of the 1d8+2 (anyone killed becomes an angel-shadow), AL: chaotic, XP: 150.
key has not been a location. For the sake of this
matched up with adventure, it is assumed that the PCs dungeon and lets 7. 1d2 escaped ogres. If the PCs freed any ogres there is a 3 in 6 chance that these
another door. If a have the map in their possession. you gaze safely are the same ogres and they won’t bother the PCs.
key opens a door, In part of an ongoing campaign you can into the Void AC: as chain, HD: 4+1 (18 hp), Attacks: 1, +7 to hit, Damage: 1d2 +3 or by weapon
then that’s the simply place this map as part of a treasure Pool (area +3, AL: chaotic, XP: 125.
only door it can hoard. In a one-shot, just tell the PCs the 24). You
8. 1d4+1 Shadows (see above)
open. backstory and let them have at it. intrinsically
If you’re feeling There are many Fallen, use the table below to know these 9. 2d4 Giant Rats
generous, there determine the name of the one in this things. AC: as leather –2, HD: 1/2 (4 hp), Attacks: 1 bite, +1 to hit, Damage: 1d6 + disease
is a 1 in 6 chance module. Roll 1d12 (2 or 3 times.) Add (save vs. poison or take 1d6 damage per day until save is made), AL: neutral, XP: 15
that a key is a hyphens and/or apostrophes for an 10. 1d4+1 Escaped Undead Bludigar
Master-Key that ancient effect. The dungeon entrance AC: chain, HD: 2 (13 hp), Attacks: battle-axe, +3 to hit (1d8+1), AL: neutral, XP: 50.
opens all locks. ideally should be placed in a crevasse 11. A hole opens up in a wall nearby as 2d4+1 living Bludigar Dwarves break
on a barren mountainside, but you through. They are looking for their long-lost brethren who were mining under this
can place it anywhere. mountain.
Inside, the dungeon is not lit unless AC: chain, HD: 3 (16 hp), Attacks: battle-axe, +4 to hit (1d8+1), AL: neutral,
otherwise noted.
d12 XP: 65. Each have 1d6 x 10 GP on them.
1 2 3 4 5 6 7 8 9 10 11 12
12. The Phaen Witch. (P.196)
An Az Bath Bel Dez Glaz Lev Mal Or Sah Zaph Zep
el selu zena noth pa mur phel paz sti lixi raja hash
194 ael aza bas ax mon ius niah ith thon moth lith mar 195
The Phaen Witch
AC: as chain+1, HD: 9 (45 hp),
Attacks: 1 dagger+2, +5 to hit,
Damage: 1d4+2, 29
Spells: sleep (2), charm person (1),
Nothing but tragedy comes
continual darkness (1), invisibility
from the Phaen Moors...
Though not an actual member of the
(1), mirror image (1), hold person
(3), confusion (1), polymorph other
N
fallen angel cult, the Phaen Witch
Dungeon
30
(1), cloudkill (1)
is a powerful ally and advisor in
AL: chaotic, XP: 900.
Map
the ways of black magic.
The Phaen Witch is almost 200
She has free access to the entire
years old and has learned the
dungeon.
following
Starting after the 2nd 1 square = 10 feet
encounter that involves Special Abilities:
combat or a PC otherwise • Teleportation: she can
28
getting injured, there is teleport to any location in the
a growing chance dungeon 9 times per day.
that during the next •Summon Skeletons
encounter the witch will (recharge, 5-6): She carries
show up and make things a pouch of bone and iron
worse for the party. dust which she can spread
Roll 1d6, she will either around causing 1d6+1 19
27
(1-2) phase through a wall, skeletons to rise from the
(3-4) teleport in, ground. Maximum 9 18
17
(5-6) rise up out of times per day. 26 16
22
the ground. Skeletons: AC: as
She will arrive with 1d6+1 leather +1,
skeletons. The base chance HD: 1 (5 hp), 21 20
of her showing up is 15%, Attacks: 1 sword,
which increases by 10% every +1 to hit, 15
12
encounter thereafter. Damage: 1d8, 11
An “encounter” includes traps AL: chaotic, XP: 15.
25
as well as fights. 14
If she is reduced 23 9 5
to 10 hit points or less she
will teleport back to her secret 10
13 4
lair, where she has access to
8 6
healing potions.
The chance to encounter
her again restarts at 15%. 24
Keep in mind that her
spells do not replenish
1
until the next day. 3
7
2

196 197
4. Door locked. FALLEN-ANGEL STATUE, 5. Door Locked,
1-2-3

4-5-6-7
strikingly beautiful, with her hands out as if to LIBRARY. Hardly any
NW item: 3. 3 ALCOVES, room to move as scrolls
clasp your hands in greeting. Anyone who clasps
A black-laced NE item: A each with a wide and books are crammed
her hands begins a battle of wills. If you don’t
mask that black feather ladder in the floor floor to ceiling. Allow
pass 3 consecutive saves, poison, paralysis,
grants the that acts going down 30 ft. every PC that searches
then magic, she leans forward and vomits acidic
wearer 1 daily like a guided void-slop in your face doing 1d4 damage and 1d4 (per hour), a 1 in 6 chance
vision. feather fall
300 feet back up to the surface.

permanent charisma loss. If you make the saves, to find a magic scroll;
See area 13. spell. a Void-Blade (or mace) appears in your hands wizards, elves, and clerics
and you gain 2 points of charisma, then the statue get a 2 in 6 chance.
disappears for 1d6 days. Roll 1d4 to determine the
A Void Weapon is a +2 weapon that can cast scroll level and 1d6 to
darkness 3 times/day. determine whether it’s a
cleric (1-4), or a wizard
1 2 3 (5-6) spell, then determine
the spell randomly, it’s
14 always the chaotic version
SW item: A 5 of the spell. Searchers
Medallion of SE item: A Potion of Healing that also face a growing risk
the Void. only works for chaotic characters. of discovering something
4 that threatens their sanity
It is a small vial labelled Resto- 6
ration for the black heart. For starting at 15% on their
anyone else it causes damage. first search and growing
by 10% per hour. If they do
1. Both the inner 2. 4 STATUES OF ANGELS in various stages of discover some dark secret,
and outer walls here anguish. Each statue has a kneeler before it. The NE 7 they must save vs. magic
are A MOSAIC angel is reaching back toward the heavens as he falls, or become catatonic for
depicting heavenly his wings disintegrating. The NW angel has his hands 3d4 hours.
wars that ultimately over his face as if screaming. The SE angel is clut- 3
focus on one angel ching a terrible wound as she falls. The SW angel has 6. Doors locked, dimly lit.
and his demise. his eyes closed and is clutching a medallion around HIGH PRIESTS’ QUARTERS. 20%
The very last image his neck. If a PC of chaotic alignment kneels at one 7. Dimly lit. CULTIST LIVING AREA, chance a high priest is here, another
portrays a black- of the statues and makes a save vs. magic, a com- sparse, with slabs carved out of the 25% chance 1d4 acolytes will be here
clad Fallen Angel partment opens up to reveal an item (this will only walls for beds, floor to ceiling. There is as well being lectured, punished, or
poised on a pedes- work once for them, once they’ve kneeled and rolled a well for fresh water and a toilet room. enlightened. The room has secret
tal surrounded by that’s it, going statue to statue will have no further 2d6 cultists are here at any time. treasure (treat as secret door) consis-
cultists with the outcome.) If a lawful PC kneels they will have to save A search of the room reveals coins ting of 2d6 x 100 GP and 1d4 random
phrase “Praise the vs. magic or start writhing in great pain, suffering worth 2d6 x 10 GP. cleric scrolls.
Fallen.” The SMALL 1d2 damage each round until they save (or are pulled
SECRET ROOM away.) If a neutral PC kneels, the double doors to Acolytes & Cultists: AC: unarmored, HD: 1 (4 hp), Attacks: 1 dagger,
contains 6 torches, the west will lock shut and a painting appears on the +1 to hit, Damage: 1d4, AL: chaotic, XP: 20.
1 tinderbox, 2 black doors showing a scene of human sacrifice. Anyone High Priest: AC: chain, HD: 6 (22 hp), Attacks: 1 mace, +4 to hit,
robes, and 2 dag- who studies this image enters a short trance-like Damage: 1d6+1, Spells: cause light wounds (2), hold person (2), continual
gers. state and if they make a save vs. magic they darkness (1), AL: chaotic, XP: 300. Wears a Void Medallion.
understand that the only way to open the doors is to
sacrifice someone while saying “Praise_________
(the Fallen).”
198 199
8 - 9 - 10 - 11 - 12 12. Door is locked. 16. Dimly lit by hanging braziers,
PRISON CELL current- 11. Dimly lit by torches. High Priest is giving a sermon a bed of furs in the NE corner. SECRET
ly holds 2d4 prisoners to 20 cultists preaching of the poison that is existence. LAIR OF THE PHAEN WITCH.
of the cult. Most of They will soon sacrifice a young girl to the void. There is a 20% chance she is here or
them are malnourished, If he sees the PCs he yells, “Infidels!” and the whole lot of a 60% chance if the PCs recently
confused, and weak, but them pull out daggers and attack. If the alter is searched, encountered her and she retreated, in
a few plead for rescue 2d6 x 100 GP is found in a compartment. The eyes in the which case she is back to full health from
as soon as they see the two angel statues are pearls each worth 300 GP. her healing potions. If she is not here,
PCs. 1d6+2 skeletons rise from the ground
10. SECRET SHRINE to the powers of and attack the intruders. Searching the
Law. A bowl of water sits on a pedestal room revels 1d4 healing potions, 1d4 15. Empty PEDESTAL

13 - 14 - 15 - 16
that acts as a Potion of Healing for Law- random potions , and 2 random magic that slides to reveal
ful and Neutral people, but does nothing items. Also, gem/jewelry/coins worth a secret passage
12 11 for Chaotics. 2 Swords of Light (+1) 2d8 x 200 GP. to the Void Pool
stand in the corners beside the pedestal room 19).
14 each inscribed with the phrase, “The day Secret door 16
is just and full of light.” These 2 swords 14. Dimly lit by mysterious blue
do double damage vs. Nightdust and The incandescence. If the PCs enter here
9 Fallen. Whoever built this shrine is long without any them possessing a Void
10 dead. 17 Medallion, a portcullis slam down at
both entrances. The opal encrusted
8 8. Heavy wooden door, locked. pool in the center contains a nonre-
STATUE OF AN ANGEL KNEE- 15 flective black liquid called a VOID
LING and extending an arm straight 11
WEIRD that will attack anyone not
forward, holding a dagger sideways, wearing a Void Medallion.
blade up. Anyone of chaotic alignment 14
Any person can hold the Void Weird
that gets within 10 ft. of the statue at bay by holding up the medallion
9. Dimly lit by 20% chance is compelled to sacrifice themselves 5
torches. 4 Cultists are that 2 cultists to it, but this only works for 3 rounds,
to the void. If they fail 2 consecutive after which they must make a save
prepping a girl for are in the saves vs. paralysis, they will fall 10
SACRIFICE. hallway when vs. magic to keep the Weird from
forward onto the blade neck first 13 4 attacking.
She appears drugged. the PCs come taking 2d6+6 points of damage. If they
The FOUNTAIN spews through the are wearing a Void Medallion they
black liquid that dulls secret door. 13. STATUE OF A ANGEL kneeling in Void Weird: AC: as chain, can only be
are immune to this effect. If they make despair. Close examination reveals the
the wits of any who They will run hurt by magic, HD: 6 (30 hp),
the saves, a Void Medallion appears statue sits on a pivot and can be rotated
consume it (disadvan- for help. Attacks: 1 slam +6 to hit (can reach
around their neck. 180 degrees. Turning the statue one
tage on all rolls for 24 entire room), Damage: 1d4 perma-
hours, no save.) Fallen Acolytes & Cultists: AC: unarmored, HD: 1 (4 hp), complete turn to the right causes the nent hit points (your life force has
angel statue is just a Attacks: 1 dagger, +1 to hit, Damage: 1d4, AL: chaotic, secret door to open and the fountain in been sucked out of existence and can
statue. If the cultists XP: 20. Key to the prison cell NW of here (room 12). the hallway corner to turn on. Tuning it only be restored by a wish spell), AL:
see the PCs, one of all the way around to the left also cause chaotic, XP: 800. Treasure: 5d6 opals
Prisoners: AC: unarmored, HD: 1 (3 hp), Attacks: 1, the secret door to open but the fountain can be pried off the side of the pool,
them immediately runs +0 to hit, Damage: 1, AL: neutral, XP: 5.
for help to the room will be dry. Drinking from the fountain each one worth 100 GP.
just north of here. One High Priest: AC: chain, HD: 6 (22 hp), Attacks: 1 mace, +4 of gray liquid grants you a vision of the
Skeletons: AC: unarmored, HD: 1 (3
cultist has a key to the to hit, Damage: 1d6+1, Spells: cause light future. Roll a d20, the result of this roll
hp), Attacks: 1, +0 to hit, Damage: 1,
prison cell NW of here. wounds (2), hold person (2), continual darkness (1), can be substituted for any one future
AL: neutral, XP: 5.
The eyes in the angel AL: chaotic, XP: 300. Wears a Void Medallion. d20 roll made by anyone. Each person
statue are pearls each only gets one vision no matter how many
worth 300 GP. times they drink.
200 201
17. Lit by flickering torches. PAINTINGS OF A 22. 2d4 undead dwarves from the
SERPENT laying waste to everything cover the walls Bludigar Clan. Searching for new gold
and columns. Ancient writing repeats the phrase, “The veins, they dug in the wrong area.
17 night is black and full of dust.” 1d4+4 angel-shaped
The Void Cult killed most of them and
18 shadows lurk here, they will target everyone except a cursed the remaining few with undeath.
19 person wearing a Void Medallion (even with a medallion, They are imprisoned in this cave.
all bets are off if the PC attacks the shadows.) The rubble in the corner is a catastrophic
collapse of their original route.
The Bludigar are plotting revenge Iron bars cemented 19
and have secretly begun digging a new in place.
tunnel. The Bludigar are demented in
19 their undeath and proposition the PCs 22 26
18 as follows: “If your champion slays our
champion in non-magical, hand-to-hand
17 16 combat, we will march with you against
21
the cult.” 1d6+2 x 100 GP is hidden 20
26
in the rubble.
21. 1d4 x 5 giant rats den here 12
feeding off the scraps provided by 11 20
the neighboring ghouls. 21
19. Cave Dimly lit by mysterious 18. Dimly lit by torches. 2 ogres
blue incandescence. The VOID POOL. Scattered coins worth 3d4 x 10 GP. 22
stand guard in front of the IRON GATE,
Anything dipped into the pool disap- one wears a key around his neck. 20. The BODY of an explorer, who recently died. His corpse is coated in white
pears from existence. Anyone gazing The ogres’ eyes are solid black and dust and he is reaching for his backpack which contains 3 Potions of Healing.
into the pool without a Void Medallion their stare is blank; their skin is pale His last encounter was of dust turning into a serpent. He wears leather and has a
must save vs. magic (-2) or become en- white. They will only open the gate for Short-Sword of Speed (grants the user 2 attacks, no additional attack bonus.)
tranced. Roll 1d8 to see what happens a priest of the cult and fight to the
while entranced: death guarding it. These ogres are
1-4. You are alone in this room, a sha- infused with darkness.
dow appears and you must destroy it Shadows: AC: as leather (can only be harmed by magic; can not be turned;
or be destroyed. If you fail, your party 8. Everything you’ve ever known slips immune to sleep, charm, and hold), HD: 3 (17 hp), Attacks: 1 shadow-blade,
members will simply see you fall over from your mind. Whatever class you +3 to hit, Damage: 1d8+2 (anyone killed becomes an angel-shadow),
dead (50% you fall into the pool.) If you were, you are no longer. Roll 1d4 for AL: chaotic, XP: 150.
succeed, you gain the ability to beco- your new class (1: Fighter, 2: Thief, 3: Void Ogres: AC: as chain; immune to sleep, charm, and hold, HD: 7 (36 hp),
me like a shadow 1/day for a number of Cleric, 4: Wizard.) If you roll the same Attacks: 1 huge spiked mace, +10 to hit, Damage: 1d10+3, Special Attack: Void
rounds equal to your level. class, then re-roll all your abilities and breath 2d6 damage + stunned for 1d4 rounds, (one target, save vs. breath for
5-7. If you’re not chaotic, you are now. spells. half damage and no stun) recharge 5 -6, AL: chaotic, XP: 600.
Your eyes turn black, you gain 2d4 hit Demi-Humans keep their race but take
points, and this special Attack: Void on a new class. Good news, there’s no Giant Rats: AC: as leather –2, HD: 1/2 (4 hp), Attacks: 1 bite, +1 to hit,
breath 2d6 damage + stunned for 1d4 chance of death. Damage: 1d6 + disease (save vs. poison or take 1d6 damage per day until save
rounds, (one target, save vs. breath for If you gaze into the pool while wearing is made), AL: neutral, XP: 15 .
half damage and no stun) recharge on a Void Medallion, it slips off your neck Undead Bludigar: AC: chain, HD: 2 (13 hp), Attacks: battle-axe,
6 (1d6), maximum daily uses equal to and falls into the pool but leaves you +3 to hit (1d8+1), AL: neutral, XP: 50.
your level. The catch: you must make with some dark insights. Roll a d20 Undead Bludigar Champion: AC: as chain +1, immune to sleep, charm, and hold
3 consecutive saves vs. poison or your 1d4 times, use these visions to replace spells HD: 4 (24 hp), Attacks: battle-axe, +6 to hit (1d8+3),
body melts away into a pool of nothing. future d20 rolls made by anyone. AL: neutral, XP: 100
202 203
23. 4d6 Ghouls hang from chains upside down here, all former cultists who 28. Dimly lit by torches, north door is locked.
turned toward the light and were punished with eternal undeath. They attack If the PCs have a key to the north door, they can pass
23 anyone that tries to come through here. Crawling under them is possible, but through this room no problem. If they try pick the
the ghouls can still attack with disadvantage. Turning them causes them to lock or break through the door, the 3 angel statues
24 cover their faces and stop attacking. The ground is littered with bones and come alive and attack. When destroyed, the angels
25 scraps of victims. Hidden in the muck are coins and gems equaling 2d6 x 100 crumble to dust. Their black eyes are pearls worth 26
GP. These are regular ghouls unlike the one hanging above the grate. 300 GP each. 27
25. Magically locked gate. Inside 27. Slim ledge over a 70 ft. drop 28
are 1d3 captured ogres. They are 22 21 down into a black pudding lake,
pissed! They will temporarily align but too dark to see that far down.
with anyone who frees them. Let the Falling only does 2d6 damage
PCs control the ogres as hirelings 12 because of the soft landing in the 28
until the ogres have had enough. 11 pudding... but good luck with the
There’s a growing chance after every pudding. When the PCs have made
encounter that the ogres take off 25 it half way across the ledge, the are
(starting at 35%, increases by 20%.) attacked by 1d6+3 giant bats. Every
23 9 time someone takes damage they
might lose their footing. Save vs.
wands/ devices, if they fail, they have
slipped and are hanging on for dear
life and have dropped whatever they 19
were holding (50% chance that the 27
18
24 items falls safely on the ledge.) They
must spend their next round trying to
26
24. The body of a cultist hangs upside down with his throat slit, blood having get up by making another save, if this
long ago spilled into a floor grate below him. Written in blood on the walls is save fails then they fall.
this: “For those that step into the light will be denied the void.” 26. This “lake” is a COLOSSAL
The corpse is a Greater ghoul that can only be harmed by magic wielded or 21
BLACK PUDDING that feeds off
cast by a lawful person and will attack anyone attempting to climb down the anyone that falls from the path above
grate. Turning the ghoul will cause it to cower. The ghoul howls maniacally and the occasional rat or bat. When
while attacking which triggers an immediate random encounter check. 9 11
hungry enough, it will slither up the
Behind the ghoul, between the grate and the wall lies a silver Ring of crevasse and attack people (15%).
Protection +2 (you decide how visible you want this ring to be.)
The grate opens up to a ladder climbing down 20 ft. Black Pudding: AC: as leather +1, HD: 15 (80 hp) only harmed by fire,
Attacks: 1 slam +15 to hit, Damage: 4d8 + corrodes 1 point of metal armor,
AL: neutral, XP: 3,000.
Giant Bats: AC: as leather +2, HD: 2 (10 hp), Attacks: 1 bite, +2 to hit,
Damage: 1d4, AL: neutral, XP: 30.
Regular Ghouls: AC: as chain -1, HD: 2 (10 hp), Attacks: 3 claws/bites, +3 to hit,
Damage: 1d4 + paralysis for 2d4 turns, AL: chaotic, XP:100. Angel Statue: AC: as chain +1, HD: 4 (25 hp), Attacks: 1 sword, +4 to hit,
Damage: 1d8+2, AL: chaotic, XP: 150.
Greater Ghoul: AC: as chain -1, HD: 3 (16 hp), Attacks: 3 claws/bites, +3 to hit,
Damage: 1d4 + paralysis for 2d4 turns, AL: chaotic, XP:250.
Ogres: AC: as chain, HD: 4+1 (18 hp), Attacks: 1, +7 to hit, Damage: 1d2 +3 or by
weapon +3, AL: chaotic, XP: 125.

204 205
29. “The night is black and full of dust,” is carved above the entrance.
A large serpent made of bone-dust arises from the deep dust filling this chamber.
29 Only those with a Void Medallion may pass, but even they are not safe if they
“...The night is black and full of dust...”
attack the serpent. Night Dust: Treasure: buried in the dust are gems equaling
30 2d8 x 1000 GP and 1d4+2 randomly determined magic items.

30. Dimly lit by torches mounted below, very high


ceiling. Prompted by the knowledge of intruders, the cult
has put its plan to action. 3 High Priests, 15 cultists, and
the Phaen Witch (if still alive) surround the statue of the
Fallen. The statue sits on a pedestal 30 feet above the
plateau; the Fallen stands about 7 29
feet tall. They have just completed a
ceremony to awaken the Fallen from
his slumber. 30
In 10 rounds the Fallen will awake
unless everyone involved in the ce-
remony is killed. As the fight ensues, Wood and rope bridge.
describe the Fallen starting to come Movement is slow going across.
alive, but this process seems to slow
down when cultists are killed. Eve-
ryone present fights to the death,
including the Phaen Witch. The Acolytes: : AC: unarmored, HD: 1 (4 hp),
plateau sits 20 feet above the rest of Attacks: 1 dagger, +1 to hit, Damage: 1d4,
the room. Anyone falling off the side AL: chaotic, XP: 20.
only takes 1d4 points of damage due High Priest: AC: chain, HD: 6 (22 hp),
to the slope. If the Fallen awakes, he Attacks: 1 mace, +4 to hit, Damage:
joins the fray against the PCs. 1d6+1, Spells: cause light wounds (2), hold
He doesn’t mindlessly slaughter his person (2), continual darkness (1), AL:
faithful servants that awakened him, chaotic, XP: 300. Wears a Void Medallion.
instead he will make them his future
apostles. Phaen Witch: AC: as chain+1, HD: 9
(45 hp), Attacks: 1 dagger+2, +5 to hit,
Damage: 1d4+2, Spells: sleep (2), charm
person (1), continual darkness (1), invi-
Night Dust: AC: as plate +1 (can only sibility (1), mirror image (1), hold person
be hurt by magic, immune to sleep, (3), confusion (1), polymorph other (1),
charm, and hold spells), cloudkill (1), AL: chaotic, XP: 900. If the PCs prevent the Fallen from being resurrected, nothing changes, but they
HD: 10 (68 hp), Attacks: 1 bite, +12 The Fallen: AC: as plate +3 (can only be still need to make their way out. The “front doors” may be open or locked depen-
to hit, Damage: 1d10+2, harmed by magic and immune to sleep, ding on the events in area 2. If the PCs have any living Dwarf allies with them, the
Special Attack: Breath Weapon - charm, and hold spells), HD: 12 (85 hp) , Dwarves will escort them to the surface via their tunnels.
Poisonous bone dust, 20’ x 30’ cone, Attacks: 2 with an Unholy Spear+3, +15 to If the PCs manage to destroy the Fallen, then the entire place begins to collapse
(save vs. poison for 1d6+2 damage, hit, Damage: 2d6+6, Move: flight at twice in on itself. The PCs (and any allies) however, in dramatic fashion, are engulfed in
failed save equals 2d6 damage and standard speed, Spells (at will): cause Holy Light that takes them safely to the surface and all ill-affects are healed. This
stunned by a fit of coughing until a serious wounds, hold person/monster, light destroys any Void Medallions or Void Weapons the PCs might possess.
save is made, recharge 5-6), continual darkness, dispel magic, animate
AL: chaotic, XP: 2000. dead, AL: chaotic, XP: 3,000.
206 207
by Chriswoodcut
by Chris Tamm - Art after medieval Tamm

A LAIR FOR A RENEGADE WIZARD AND HIS NOTORIOUS GANG,


MONSTER CREATIONS AND UNDEAD THRALLS!
Visiting Beasts
FOLKMOLE MEN are worm eaters who also like mining. They burrow into gnome com-

T HE WIZARD CAVe
plexes to take them over. RABBITMEN hate humans and enjoy tormenting them and their
dogs. They are fine with demihumans. BADGER MEN are savage warriors, their clans can
be friend and foe alike. Gnomes and badgers may share burrows. WEASELMEN are cruel
murderers and bandits who like to eat gnomes. They are nasty, mischievous liars and bullies.

d12 What is the Wizard up to? d12 Wizard Followers


1 Comuning with an imp from Hell 1 Healer who also helps with lab work
2 Performing surgery to make an experimental 2 Orc assassin, expert with dire wolves
beastman servant 3 Goatman with stitches, mostly obeys master
3 Creating orcs from mud in the lab 4 Evil druid with own reasons for helping
4 Making a zombie servant 5 Former student, now a teacher and assistant
THE WIZARD VALLEY 5 Teaching apprentices 6 Ogre with hideous surgical scars and hump
is feared by locals as anyone wan- room for apprentices and minions. 6 Testing new possible students 7 Mongrel abhuman, a surgical failure
dering close disappears and is used There has always been a wizard 7 Making a magic item for a customer 8 Owlbear handler and warrior hunter
for the wizard’s experiments. Strange here. People refer to them as 8 Busy studying eldritch tomes 9 Firenewt toad handler on riding strider
creatures made by past wizards lurk here «The Wizard», and are careful not to 9 Having quiet time with lover 10 Petulant child aprentice, a big embarrassment
and serve the wizard. Occasionally antagonise them, at least publicly. 10 Spying on locals with magic 11 Former master, now scrounging for spells
he takes something he wants and The wizard belongs to the cave, 11 Having a meal, or a cup of tea and a smoke 12 Gangster from thieves guild
adventurers are sent to investigate. not the other way around. A wizard 12 Receiving guests
The hills around are full of the cave inheriting the lab and collection of
lairs of surgical rejects and mutant books will usually just move in. d12 Wizard Missions
d12 Wizard’s Guests
things tainted Some say it is the curse of 1 Wants certain spell, convince owner to sell
1 Orc chieftain, wants more independence
with alchemical the cave. Centuries of failed 2 Capture failed lab experiment that escaped
2 Visiting wizard come to swap magic
pollution. Some lab experinments have 3 Kill some troublesome beastmen
3 Beastman chief, fearful and wary
form gangs or are created many monsters. 4 Find rare ingredient guarded by monster
4 Crime lord dealing in magical matters for mob
similar enough to Perhaps they will trade? 5 Bring back wizard’s escaped lover
5 Local wicked noble, wants a deal
function as a 6 Test new monster wizard has made
6 Cult leader seeking to collaborate on plan
tribe. They fear DUNGEON FEATURES 7 Capture escaped apprentice who dared leave
7 Family or school friends, very nosy
the wizard who is The great staircase goes to 8 Recover magical documents from a tomb
8 Blackmail and hostage negotiators
their angry god. the oldest caves upstairs 9 Capture an escaped creature and bring it back
9 Merchant: trades magical stuff and slaves
Someone could with some windows 11 Exterminate some lab rejects breeding in the wild
11 Devil and minions, in illusory disguise
rally them into an overwatching the 12 Find out what reject monsters are up to in the drains
12 Dark elf come to trade evil lore
angry mob. Anyone entrance below. 
that tried got killed The windows are
by the wizard or their enchanted against
followers. normal missiles.
They are 60 foot above the
Wizard Treasures For Trade
1. d4 magic potions 2. magic arcane scroll 3. +3 weapon: loses plus each hit 4. wizard hat: stores 1st level
THE CAVE ground floor. The entrance wizard spell 5. +3 armour: loses plus each hit 6. +1 ring of protection -7. +1 magic dagger or staff
is a location not far is scorched and littered 8. Pistol with powder and 40 shots 9. d6 Continual light lanterns 10. baby monsters
from civilization, near with charred bones and 11. custom made beastmen 12. newly made orcs
a town bothered by the crumbling bodies - the All sorts visit the wizard for trade but they also know people come to kill and rob the
wizard. This lair has been used remnants of centuries of wizard. So the servants are wary and suspicious. They use all kinds of dirty tricks and magic
by wizards for generations as a fireballs. to check out visitors. Spying on them and searching their goods is standard. They try and
base and school for pupils. It has catch out visitors in conversation. The wizard is more confident but will use use magic to
a study and lab, and also keep tabs on interesting visitors. Guests usualy camp in the entry hall.

209 209
by Niklas Wistedt

MAP OF
T HE WIZARD CAVe
GUARDS DINING HALL

WIZARD’S LOVER’S
ROOM ROOM BAR EMPTY
ROOM THRONE

LATRINE
LABORATORY WORK HEALER’S
SHOP ROOM STORE
ROOM
LATRINE

STORE KITCHEN
ROOM BOSS
FIRE PITS ROOM
STUDY
WIZARD’S BARRACKS
LOUNGE

Burned patches with staked charred bodies BOSS


ROOM

The Valley
Random E ncou n ter s
The Cave
2d4 wild dogs 1 Apprentice wizard (1 cantrip)
2d4 giant grass rats 2 d4 orcs
2d4 kobold scouts 3 d4 zombie labourers
2d4 gang members 4 2d4 gang members
d4 beastmen hunting 5 Beastman hero
Fire lizard 6 Trained owlbear
2d4 giant ants 7 Hellhound guard
2d4 orc hunters 8 Fire toad guard
2d4 cannibal cavemen 9 Golem doll with dagger
d3 fire toads 10 Homunculus
2d4 evil adventurers 11 Imp, invisible or in animal form
Owlbear 12 Small familiar, spying on lair

210
1d4d20 COVER D MON TRUE NAMES 1. Aar - 2. Teil - 3. Globb - 4. Assa - 5. Ogb - 6.
#
1

Leil - 7. Terr - 8. Fiez - 9. Kassa - 10. Dror - 11. Raas - 12. Trr - 13. Grrö - 14. Vassa - 15.
Ÿh - 16. Shobb - 17. Mleil - 18. Ÿog - 19. Hënd - 20. Obb

THE MERRY
MUSHMEN

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