You are on page 1of 34

A Beowulf Campaign for Old Norse Old School Roleplaying (House Rules for Swords &

Wizardry)

Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. I am
not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.

The Beowulf Poem (henceforth simply called “the Poem”) mentions fifteen members of
Beowulf’s crew, so, whatever the amount of actual players in this game (choosing from fifteen
pre-generated players for convention play), it can be assumed that there always are at service
enough Vikings to round out fifteen (that is, until some of them start dying!). Also, if it ever
arises that the players are searching for an uncommon item in their possession, there is a 1 in
6 chance that someone in that company might provide it. Otherwise, if no players are playing
the relevant Aspects, it can be assumed that the party consists of one of each Aspect not
currently in play.

Viking I
HD: 4
AC: 5 [14] (Chain and Shield)
Attacks: Axe 1d8
Save: 13
Move: 12
Alignment: Neutral
CL/XP: 4/120

CHAPTER 1: HEOROT’S HAUNTING

Thus many a deed of evil that foe of men stalking dreadfully alone did often work, many a
grievous outrage; in Heorot’s hall bright with gems in the nights he dwelt.
-- Tolkien's translation

Encounter 1: Demons from the Sea!

These adventures begin with a sea attack by “sea-demons” (nicors) on the PCs’ shore
encampment one night. The Geats at this time are sailing from the forested area south of
Sweden to the west, heading to Heorot in Zealand. The night encampment can be anywhere
along the coast or on any island. This could be up to the PCs as long as they have a character
with the Aspect of Heimdall or Njord in their midst (roll for Chance of Getting Lost). If the PCs
do not get “lost,” have the players explain to you what they are looking for in a camp, then
modify their wishes if necessary.

For the encounter, the Referee quickly and perhaps randomly determines the weather
conditions and who is on watch at that moment. The watch has a 2 in 6 chance of surprise.

1
Give anyone else who deserves it a 1 in 6 chance to wake up (perhaps the character needs to
“drain the venom of Jormungand” at this point in the night). Then dive into the encounter.

There should be at least two sea-monsters per PC. Four more sea-monsters should be trying
to damage the ship. These creatures exhibit something of the nature of seals or walruses. On
average, they are larger and heavier than humans, sometimes fighting with rending tusks, and
they have massive, sinewy flippers that end in an oversized, abstract parody of a human hand --
kind of like a three-fingered glove.

Table 1: Weather Conditions

1d8
1 Calm, fair, sunny

2 Light winds, fair, sunny

3 Calm, overcast, mizzle

4 Strong winds, sunny

5 Strong winds, overcast, threatening rain

6 Overcast, calm, steady drizzle

7 Calm, overcast, thick fog

8 Torrential winds, frequent thunderstorms

Nicor*
HD: 1+1
AC: 6 [13]
Attacks: 2 Flippers (1d4) and Rending Tusks (1d8)
Save: 15
Move: 12/15 in water
Alignment: Chaotic
CL/XP: 1/15

*niceras; “one is reminded … of tales from the northern isles about demonic sea-creatures,
sometimes of seal-form, that may molest the dwellings of men near the sea, begetting offspring
on women, or carrying them off” (Tolkien 237)

Just how much damage the sea-demons succeed in doing to the ship is dependent on the
proximity of the vessel to the camp and the vigilance of the PCs (2 in 6 for Heimdall and
Njord) and how long the PCs take to defeat the raiding party. In all likelihood, the demons will

2
find it difficult to damage the ship from the water, so will climb aboard and begin by spoiling any
stores or provisions they find. Then they might attempt to break the oars, topple the mast and
ultimately tear a hole in the hull, though this last should take a full Turn. The actual extent of
the damage or losses should result in +5% to Chance of Getting Lost per degree of
damage -- this is, unless the PCs take time to repair the damage. To determine the degree of
damage, the Referee might either keep track of time during the land encounter or roll 1d4.

If the PCs have to re-equip or repair any damage or otherwise choose to take a day or more to
explore the surrounding countryside, there is a 1 in 6 chance that an encounter occurs.

Table 2: Seashore Encounters

1d10
1 No encounter other than what is relevant to
the PCs’ interests

2 A wild animal (1d6 -- 1, 1d4 deer; 2, bear; 3,


boar, wild; 4, fox; 5, 1d4 wolves); 6, moose
Tome

3 1d6 ravens surrounding a dead body (1d6,


1-3 an animal such as a deer, 4-5 a thrall or
bondi, 6 a hirdman or noble)

4 A small croft (man, woman, 1d6 others, 1d6


domestic animals)

5 A friendly Viking (II) party (4d4 characters)

6 An abandoned steading (1d10, 1 cursed -- all


people who try to live here come to ruin, 2
haunted -- though the haunt, a forlorn,
wretched soul, only appears and disappears,
does little more)

7 A grave mound (1d10, 1 - inhabited by a


Barrow-Wight but looted, 2 - inhabited and
not looted, 3-10 looted and empty)

8 1d6 Outlaws and 1 Berserker

9 An unfriendly Viking (II) party (4d4


characters)

3
10 An alf mound (1 in 6 the land vaettir expect a
sacrifice)

Deer Bear Boar, Wild


HD: 2 HD: 4+1 HD: 3+3
AC: 6 [13] AC: 7 [12] AC: 7 [12]
Attacks: 2 Hooves (1d4) or Attacks: 2 Claws (1d3) and Attacks: Gore (3d4)
Gore (1d6) Bite (1d6) Save: 14
Save: 16 Save: 13 Special: Continues attacking
Special: Surprise on roll of Special: Hug 2 rounds after being killed
1-2 on 6 Move: 9 Move: 15
Move: 15 Alignment: Neutrality Alignment: Neutrality
Alignment: Neutrality CL/XP: 4/120 CL/XP: 4/120 (Swords &
CL/XP: 2/30 (Tome of If a bear hits with both claws, Wizardry Complete)
Horrors Complete) it hugs for an additional 1d8
(Swords & Wizardry
Complete)

Fox Wolf Moose


HD: 1 HD: 2+2 HD: 5
AC: 4 [15] AC: 7 [12] AC: 5 [14]
Attacks: Bite (1d4) Attacks: Bite (1d4+1) Attacks: Butt (1d8) or 2
Save: 17 Save: 16 Hooves (1d6)
Special: Surprise on 1-2 on 6 Move: 18 Save: 12
Move: 15 Alignment: Neutrality Move: 12
Alignment: Neutrality CL/XP: 2/30 (Swords & Alignment: Neutrality
CL/XP: 1/15 (Tome of Wizardry Complete) CL/XP: 5/240 (Tome of
Horrors Complete) Horrors Complete)

Viking II Barrow-Wight Outlaw


HD: 1+1 HD: 3 HD: 1
AC: 7 [12] AC: 5 [14] AC: 7 [12]
Attacks: Weapon (1d8) Attacks: Weapon (1d8) or Attacks: Weapon (1d8-1)
Save: 17 Brawl (1d6) Save: 17
Move: 12 Save: 14 Move: 12
Alignment: Neutrality Special: Can only be hit by Alignment: Chaos
CL/XP: 1/15 magic weapons CL/XP: 1/15
Move: 9
Alignment: Neutrality
CL/XP: 4/120

4
Berserker Alf-in-the-Mound Worg
HD: 1+1 HD: 2 HD: 4
AC: 7 [12] AC: 9 [10] AC: 6 [13]
Attacks: Weapon (1d8) or Attacks: Thrown Stone (1d4) Attacks: Bite (1d6+1)
Brawl (1d4) Save: 16 Save: 13
Save: 17 Special: Charm Person (-2 Move: 18
Special: +2 to attack rolls save) Alignment: Chaos
Move: 12 Move: 12 CL/XP: 4/120 (Swords &
Alignment: Neutrality or Alignment: Neutrality Wizardry Complete)
Chaos CL/XP: 3/60
CL/XP: 2/30 Sometimes the
Alf-in-the-Mound expects a
sacrifice for his service to the
earth; if not willingly offered it,
he might take it by charming
a person and bringing that
person into his mound forever

Encounter 2: Kraken!

It is assumed that, at some length, the PCs put to sea again, either with a preserved, damaged
or repaired ship. Any character with the Aspect of Njord has a 2 in 6 chance to notice ink in
the water or an otherwise absence of life to understand that a Kraken is nearby. If so, roll
Chance of Getting Lost to move out of the dangerous waters. Otherwise, a Kraken (Giant
Octopus) attacks! It fights until it has been significantly wounded.

Octopus, Giant
HD: 4
AC: 7 [12]
Attacks: 8 Tentacles (1d3)
Save: 13
Move: 9 swimming
Alignment: Neutrality
CL/XP: 6/400
After a giant octopus hits with a tentacle, it does 1d6 points of damage per round, automatically,
instead of the initial 1d3. Also, there is a 25% chance that the tentacle “hit” pinions one of the
victim’s limbs (roll randomly for left/right arms and legs to see which is immobilized). A giant
octopus can jet water out to achieve a movement rate of up to 27, and can also release a huge
cloud of ink to obscure its location. (Swords & Wizardry Complete)

It is assumed that the PCs do not wear their armor at sea.* If any PC does wear armor and
falls into the sea, the PC will have to make a Strength check with one d6 per armor bonus

5
(Shields must be discarded). If this check is failed, the character starts drowning and, if
not given aid, will die in 2d4 rounds.

*[The men] had not worn their hauberks while sailing … and now unrolled them and shook them
out before putting them on at once (being now in an alien land). In any case, and certainly if
they had worn the mail-shirts, they would need some attention after a sea-passage in an open
boat, though this one is represented as taking less than two days (Tolkien 195).

Encounter 3: The Watchman of the Scyldings

In two days’ time (the adventure began during the night of the second day), the PCs make
landfall at Heorot. If they became lost at any time, they might make landfall leagues
elsewhere. In this case, they will have to find their way to Heorot, and the Referee should make
use of Table 1.

But if they make landfall on Heorot’s strand, the watchman, on horseback and wielding a spear,
rides to them as they disembark.

What warriors are ye, steering your tall ship over the streets of the sea. I long have watched the
water that no foeman might come with raiding fleet. Never have armed men more openly come
here than ye. I must learn of what people ye are sprung before I allow you to pass hence into
the land of the Danes.*

This is expected to be a social encounter, though, if physical conflict for whatever reason is to
happen, treat the Warden as a Viking I.

In the unlikely event that combat does break out, Warden will not remain around to fight but
immediately attempt to disengage on horseback to warn the hirdmen of Hrothgar’s Hall. If the
encounter goes according to plan and a fight does not break out, the warden remains to guard
the coast and the PCs’ ship, and the PCs follow a “street paved in stone patterns” to Hrothgar’s
Hall.

*most citations will be heavily transliterated from Tolkien’s translation

Encounter 4: Hrothgar’s Hall

The Skald sings that the heroes march “straight into the hall.” If this is the case, the PCs should
know that they are expected to leave their weapons in the outer room. Hrothgar’s herald
Wulfgar (Viking I) might speak to them in the following words.

Wulfgar

6
I am Hrothgar’s herald and servant. Never have I seen outland folk more proud of bearing! I
deem that in pride, not in the ways of banished men, ye come seeking Hrothgar!

If the PCs give their errand, Wulfgar naturally responds with:

This will I enquire of the Friend of the Danes, lord of the Scyldings, giver of rings, concerning thy
quest, and quickly declare his answer to you.

And probably returns promptly with:

My victorious lord, chieftain of the East Danes, bade me say to you that he knows your lineage,
and that ye are welcome guests in his Golden Hall.

Some PCs, as in the Song, might elect to stay and “guard the gear.” If so, make sure you give
them a minor encounter while the others parley with Hrothgar. In most cases, Hrothgar will end
the audience with the following.

Hrothgar
Grievous to my heart is it to recount what humiliations in Heorot Grendel hath wrought.
Diminished is the company of my hall; Fate hath swept my doughty warriors into Grendel’s dire
clutch. God alone may hinder that savage foe! Though often champions of war, flushed over
goblets of ale, have vaunted that they would meet Grendel’s warlike might in this very
mead-hall. But every morning, when day shone forth, this mead-hall dripped with gore. But sit
now at the feast. Later, if ye durst, ye may seek to match Grendel’s might.

According to the Skald, Hrothgar then invites the PCs to a feast. Referee, run this however you
like. At some point, however, there should be a “fleeting.” This is deftly brought about by
Unferth (Viking I with Galdr ability to Charm Person). Randomly choose one PC to be the
target of Unferth’s fleeting and use Unferth to mock one of the PCs for something
comical that happened in the adventure so far. If the PCs question this knowledge, this could
be shrugged away with a suggestion that Unferth has the Sight or that one of the Hirdmen in the
PCs’ company has been talking.

Of course, the PCs should respond to Unferth’s fleeting in kind, perhaps with a tale of one of
their successes or with a different perspective on the alleged facts. The Referee might want to
drag this out for awhile. Players should be encouraged to make tall tales of it (Beowulf’s
account seems like one; see the Poem), and players should be rewarded (perhaps with 10%
more treasure from Hrothgar’s gifts), in small ways, for entertaining embellishments and clever
rhetorical hits on Unferth. For this latter a telling description of Unferth might be helpful--perhaps
a squinting eye or a missing tooth with which to construct a jab. Drag this scene on for some
time, making the story grander and grander. Let the mood and reaction of the table decide who
is the victor. This might result in either a positive or negative social bonus for the winner,
and it fades away after a day.

7
If the feast manages to continue, Wealhtheow brings the begemmed ale-cup to each of the
characters, beginning with Hrothgar. Roleplay this however you like. Shortly thereafter, the
shadows lengthen, and the Scyldings, as is their custom, leave the hall for the night.

8
9
Encounter 5: Grendel

This scene is pretty straightforward. In time, Grendel creeps into the hall, checking, as usual, for
any Danes to kill. This time, of course, he is going to find some Geats. The PCs probably will
make some preparations -- a watch, for example. Figure out where the watch is stationed
and determine how Grendel makes his approach. Even though the character is on watch, the
player still should roll 2 in 6 for surprise. Grendel is sneaking and surprisingly stealthy.

Most likely, however, Grendel will try the front door, the sound of which obviously will betray
him. If Grendel gets an opportunity, he will go for any sleeping characters first (2 in 6 this
time for them to wake), killing them as fast as he can.

Grendel
HD: 6+3
AC: 4 [15]
Attacks: 2 Claws (1d6), Bite (1d8)
Save: 11
Special: Immune to normal weapons, Fear, Magic Resistance (10%), Rend
Move: 12
Alignment: Chaos
CL/XP: 11/1,700
Grendel is completely immune to normal weapons and fairly resistant to other kinds of magic. If
Grendel succeeds with two attacks on his target he immediately rends the target, inflicting 1d8
points of damage and requiring a Save from the target or it loses a limb or head (1d5 to
determine head, either arm, or either leg). If the target loses the head, the character is, of
course, dead. If the character loses any other limb, he loses 1d4 hp per round until receiving
aid. Anyone who witnesses Grendel’s Rend ability must make a Save or be paralyzed with Fear
for 1d3 rounds.

A cursory examination of Grendel’s stats reveal that this is going to be a challenging encounter
for the entire party. If they don’t already know, don’t tell the players that their weapons will be
ineffective; ideally, let them discover this for themselves. The best chance for beating Grendel is
through hand-to-hand combat and improvised weapons, which itself is no small feat. It is
unlikely, in this game, that “Beowulf” alone will be able to conquer Grendel as he does in the
Poem. Instead, short of some amazingly lucky rolls, the PCs will have to work together. Consult
the Unarmed Combat section in Swords & Wizardry Complete and be certain to reward
players for making use of improvised weapons and/or tactics.

Keep this encounter as exciting as possible. Heorot’s Hall is 100’ x 210’. The center of the main
100’ x 200’ hall is filled with a 10’ x 40’ fire pit. There are six roughly 10’ x 40’ tables (provided
with plenty of stools and benches) arranged along either side of the long length. An equally long
head table is arranged perpendicular to these in the very center of the hall at the north end. The
100’ high gables are affixed to twelve massive pillars reaching about 50’ high, six on either side,

10
likewise supporting a balcony about 20’ high that projects into the hall about 10’. The balcony
covers three sides of the hall (it isn’t above the main entryway). Built beneath this balcony are
any number of sleeping closets for hirdmen and visiting heroes. The only means of ascending
the balcony are stairs at the north end of the all. At the north end of the hall, also, is a door that
leads to a room containing doors opening to two lush private rooms. There are two stories to
these rooms, and a door each opens onto the balcony on the north side. The antechamber in
the back also opens to the outside. The entryway to the hall contains benches on the east and
west and hooks upon which adventuring heroes can hang their gear. A rack of massive antlers
from a prehistoric deer once graced the outside of the entryway. It has been stolen by Grendel
can now can be found in his lair. The hall, overall, however, is still richly embellished with gold
plating and carvings of stag motifs. In addition to the elements described, it can be assumed
that there is inside anything reasonable that the PCs might ask for: braziers, bowls, drinking
horns, blankets, etc.

This is supposed to be a fatal encounter. In convention play, if any character’s die (or are
substantially out of commission for the encounter), encourage the player to grab up another
pre-gen and re-enter the fray.

Alternatively, if the Referee has a large number of players and it seems that their characters are
going to too-easily overwhelm Grendel, some Fen-Goblins, perhaps one per PC, enamoured
of Grendel’s deviltry, might be in attendance and leap to his aid. These are twisted alf of the
marshes, waspish long-limbed creatures resembling scraggly crooked trees covered with black
muck. One gets the odd sensation that this is their blood flowing outside their flesh. They long
have been in admiration of Grendel’s violent prowess and have taken to following him around as
enthusiastic audience and assistants.

Fen-Goblin
HD: 1+1
AC: 5 [14]
Attacks: Weapon (1d8)
Save: 17
Special: Mire-skin
Move: 9
Alignment: Chaos
CL/XP: 1/15
The viscous skin of the Fen-Goblin, composed of sap and mire-muck, will coat any edged
blades that strike them, halving the damage of subsequent attacks until a full Round is taken to
clean the edges.

Grendel will attempt to break free and flee (ideally leaving behind his arm or some other
appendage) as soon as his hit points are reduced to half or it otherwise looks like the PCs
are about to pin him. (If Grendel is pinned, allow him one chance with his HD to escape a
new roll with the attackers.)

11
Encounter 6: Tracking the Troll

At this point the action of the game is likely to depart significantly from the Poem. If Grendel
succeeds in getting away, the PCs might decide to track him -- that night, if they're ambitious,
though it's more reasonable to begin in the morning after some rest, gathering supplies and
provisions. Whatever time of night or day, the Scyldings have been alerted to the situation,
having heard the din of battle within the hall.

If any of the PCs has the Aspect of Heimdall, the PCs can choose to hunt Grendel immediately,
using the normal rules. If not, and the PCs try to anyway, there is a high probability that they
will get lost in the night and encounter monsters, Grendel again, or even Grendel’s mother.

If the PCs hold off any pursuit until morning, Hrothgar gives them directions to the lair of
Grendel's mother (below). At this time, also, Unferth gives to whoever he most engaged with
initially the +1 Longsword Hrunting (not magic! Consult Old Norse Old School Roleplaying).
Whether Grendel is slain in Heorot or in one of the regions given below, in time the PCs will
have to travel all the way to the Mere, for Grendel's mother will continue killing Danes in
revenge for Grendel's slaying.

The track to the lair of Grendel’s mother leads through the Moors to the Wolf-Haunted
Highlands (2 in 6 chance to encounter 2d4 Wolves led by a Warg) to the Windy Cliffs to the
Perilous Passes of the Fens.

In the Fens, roll Chance of Getting Lost. For every failure, roll one random encounter on
Table 2. Whatever the situation, the PCs should experience at least one of these.

Table 3: Encounters for Perilous Passes of the Fens

1d10
1 Sinkhole - a passage that looks solid enough
(2 in 6 for every character) ends up being
nothing but scum on the surface of some
viscous mud; if the character fails a Save
he must make a Moderate Strength check
(modified by armor) every Round until the
other PCs manage to draw him out of the
hole; if any of these checks fail, he goes
under and drowns instantly; any
characters getting near the pit to help
have a 1 in 6 chance of likewise falling in

2 Mosquitoes - clouds of vicious, long-legged,

12
unnatural mosquitoes hover about the PCs,
biting them and causing their flesh to swell;
the maddening itching results in a temporary
-2 to Intelligence and Wisdom
characteristics (perhaps causing a lost
bonus spell) and -2 to all Saves involving
mind concentration for as long as the
characters are in the fens; reroll if this
encounter already has occurred

3 Horseflies - clouds of massive, vicious


horseflies rise out of the muck and bite the
PCs; unless the PCs manage some way to
get rid of the flies, they lose 1d4 hp for every
encounter in the fens; this increases to 1d8
if this result is rolled again

4 Rat, Giant (Monstrously Huge)

5 Frog, Giant

6 Shambling Mound

7 1d3 Bog-Sacrifices

8 2d6 Fen-Goblins

9 Troll

10 1d2 Bog-Serpents (Crocodile, Giant)

Rat, Giant (Monstrously Huge) Frog, Giant


HD: 3 HD: 3
AC: 6 [13] AC: 7 [12]
Attacks: 2 Claws (1d3), 1 Bite (1d6) Attacks: Bite 1d8
Save: 14 Save: 14
Special: 5% diseased Special: Leap (150’); Swallow whole on a
Move: 12 natural roll of 20, victim must attack with
Alignment: Neutrality bladed weapon 18 or die in 3 rounds, outside
CL/XP: 4/120 (Swords & Wizardry attacks have chance to hurt swallowed victim;
Complete) Tongue grapple, instead of hit victim can be
grabbed and hauled to mouth for full damage
on next round
Move: 3/150 leaping
Alignment: Neutrality

13
CL/XP: 4/120 (Monstrosities)

Bog-Sacrifice Troll, Norse


HD: 5+1 HD: 6+3
AC: 3 [16] AC: 4 [15]
Attacks: Fist (1d12) Attacks: 2 Claws (1d4), 1 Bite (1d8)
Save: 11 Save: 11
Special: Immune to normal weapons Move: 12
Move: 6 Alignment: Chaos
Alignment: Chaos CL/XP: 7/600
CL/XP: 7/600 All respect to Poul Anderson aside, in
These are peat-covered, well-preserved ONOSR Trolls do not always possess
corpses that had been sacrificed in Neolithic Regeneration; they can have multiple heads
times; their traumatic deaths and return have and any number of limbs -- they’re simply
“monsters;” the trolls in this Fen resemble
made them something powerful and unusual
twisted, many-fingered trees with snake-like
flesh

Bog-Serpent (Crocodile, Normal) Shambling Mound


HD: 3 HD: 7
AC: 4 [15] AC: 1 [18]
Attacks: Bite (1d6) Attacks: 2 Fists (2d8)
Save: 14 Save: 9
Move: 9/12 swimming Special: Immunities, enfold and suffocate
Alignment: Neutrality victims
CL/XP: 3/60 (Swords & Wizardry Move: 6
Complete) Alignment: Neutrality
CL/XP: 10/1400
Half damage cold, half damage weapons,
electricity gains HD, if victim hit with both
arms will be enfolded and suffocate in 2d4
rounds (Swords & Wizardry Complete)

The Referee should be creative in combining these encounters with smaller ones -- perhaps
swarms of regular-sized rats or snakes presage their much-larger kin. In the midst of a physical
conflict, a PC might step unwittingly into a Sinkhole. A Giant Rat or Bog-Serpent might attack
any PC in a Sinkhole, finding him at his weakest.

Rimy Thickets Overshadowing a Mere

On the other side of the fens, a mountain stream flows into a cliff face. At this point, if PCs have
had a chance to consult with Hrothgar (below) PCs no longer have to Track, for the landmark
readily points them not far from here to the mere in which lairs Grendel's mother. If, without

14
major setbacks, the PCs traveled throughout the night, the PCs come here about mid morning.
If they set forth in the morning and avoided major setbacks, they arrive here at evenfall.

The thickets are unnatural; the twisted trees seem to move around. Again the PCs have a
Chance of Getting Lost. As with the fens, the PCs should experience at least one encounter
upon entering the thickets and more for every time they get lost.

Table 4: Encounters for Rimy Thickets Overshadowing a Mere

1d6
1 1 Ironwood Troll

2 1 Shadow

3 1 Bat, Giant

4 1 Centipede, Giant

5 1 Spider, Giant (Man-sized, 4’)

6 1 Owl, Giant

Ironwood Troll Shadow


HD: 6+3 HD: 2+2
AC: 3 [16] AC: 7 [12]
Attacks: 1d4-+1 Branches (1d4), 1 Bite (1d8) Attacks: 1 Touch (1d4 + Str drain)
Save: 11 Save: 14
Special: Clutching Roots, Immune to Fire, Special: Drains 1 Str with hit, immune to
Immune to piercing, Blunt Weapons normal weapons
Move: 12 Move: 12
Alignment: Chaos Alignment: Chaos
CL/XP: 9/1,100 CL/XP: 4/120 (Swords & Wizardry
If successfully strikes a character, can, Complete)
instead of inflicting damage, “root-bind” a
random appendage; this binding is virtually
indestructible, even with the troll’s death,
taking 2d4 Rounds for extrication and
permanently blunting all weapons and
equipment; striking the troll causes the
weapon to inflict only half damage; trying to
burn an Ironwood Troll only causes a noxious
smoke that inflicts 1d4 damage to any in the
area failing a Save

Bat, Giant (Greater Bat) Centipede, Giant (Man-sized)

15
HD: 4 HD: 2
AC: 7 [12] AC: 5 [14]
Attacks: Bite (1d10) Attacks: Bite (1d8 + poison)
Save: 13 Save: 16
Move: 4/18 flying Special: Lethal poison, +6 save
Alignment: Neutrality Move: 15
CL/XP: 5/240 (Swords & Wizardry Alignment: Neutrality
Complete) CL/XP: 4/120 (Swords & Wizardry
Complete)

Spider, Giant (Man-Sized, 4’) Owl, Giant


HD: 2+2 HD: 4
AC: 6 [13] AC: 6 [13]
Attacks: Bite (1d6 + poison) Attacks: 2 Claws (1d8), Bite (1d6+1)
Save: 16 Save: 13
Special: Poison (+1 save or die), surprise 1-5 Special: Flies silently, -2 to all die rolls in
Move: 18 bright light
Alignment: Neutrality Move: 3/20 flying
CL/XP: 5/240 (Swords & Wizardry Alignment: Neutrality
Complete) CL/XP: 5/240

No matter what time of day, it is grey and murky under the Ironwood boughs. Fires will not stay
lit but, at best, smoke sullenly. The Ironwood itself is as hard as its namesake (1 in 6 chance
any weapon striking it will blunt or break outright) and will not burn -- only emits an acrid
stench that, if encouraged, will become a minor toxin (1d4) to any mortal breathing it. At
night the wood is plunged in absolute darkness and, because the denizens of the wood see just
fine in this gloom, the PCs most likely cannot survive.

What happens when the PCs reach the Mere is described in the next scene.

If the PCs slay Grendel in Heorot or directly outside that hall, or if they choose not to
pursue Grendel till the morning and there is some evidence that they have done the
demon grievous damage, it is likely that Hrothgar will join the PCs and say the following.

Hrothgar
Thanks to God Almighty for this! But a little while ago I hoped never in my life to find this best of
houses clean of dripping gore. Now through the might of the Lord ye have wrought a deed that
none of us here were able to wright. I will hereafter keep ye all in kinship. I will reward ye with
honorable gifts. Your own glory shall live for ever.

16
If Grendel isn’t accounted for and the PCs seek to pursue him, Hrothgar might even say the
following. Otherwise, this would be said later after Grendel’s mother has attacked the
following night in revenge for the slaying of her son.

Hrothgar
Lieges of mine tell of how they saw two mighty stalkers who keep to the moors. One was in the
shape of a woman; the other, in man’s form, was larger any human thing. They dwell upon
wolfhaunted highlands, on windy cliffs beyond the perilous passes of the fens, where the
mountain-stream becomes a river beneath the earth. Not far from here that mere lies. Rimy
thickets overhang it. And each night there kindles a grim fire upon the flood. No one knows how
deep the waters flow. And the hart, though harried by hounds and strong in his horns, will
sooner yield his life than enter that darksome wood.

Once more now we depend on ye alone. If ye dare, seek the abode of that creature stained with
sin! If ye gain the victory, I will reward ye with riches, with old and precious things, even as I did
ere now.

Encounter 7: Grendel’s Mother

If it’s clear that Grendel is dead or maimed, and if the PCs haven’t already made their way all
the way to the Mere, Hrothgar rewards them with gifts. Each PC is given a helmet, a corslet, a
weapon, a jeweled cup and a horse, complete with saddle, bit and bridle (all worth 1,600
hs for each PC). These gifts should be appropriate for the preferences of each PC, and it can
be supposed that their efficiency is one better than what the PCs already have. Finally, for the
company overall Hrothgar gifts a golden banner, stitched with a boar’s head in gold, on a
long staff (worth 5,000 hs).

If nothing prevents the requisite feast later that night, Wealhtheow additionally gifts each PC
with draughts from the jeweled cup again and a jeweled torc for each (800 hs each).

The feast, of course, can be roleplayed as much or as little is desired, but in the end all the PCs
will be offered alternative, more private accommodations for the night, particularly if they
have found bed mates for the night. For this reason, many might not be present when Grendel's
Mother attacks. They probably can't do much anyway, for ideally Grendel's Mother should
make her escape after, as the Poem states, slaying one victim, Aeschere, taking with her
his head and any grisly relic of Grendel's the PCs might have obtained.

Grendel’s Mother
HD: 6+3
AC: 7 [12]
Attacks: 2 Claws (1d6), Bite (1d8)
Save: 11
Special: Immune to normal weapons, Magic Resistance (75%), Water breathing, Spells

17
Move: 12
Alignment: Chaos
CL/XP: 11/1,700
Grendel’s Mother is a master of all magic and will have cast many protective spells on herself
while entering Hrothgar’s Hall. For the encounter, she will have cast Charm Protection from
Good (-1 to enemy attacks, +1 Saves), Silence 15’, and, if need be, she is prepared to cast
Darkness at a moment’s notice.

If none of the PCs are present, this information might be given to them by Hrothgar in the
morning. As the Poem says, he will describe the track to the Mere (shared above), if it hasn't
already been given.

Hrothgar
Ask not for happy news! Sorrow is come again to the people of the Danes. Dead is Aeschere,
the elder brother of Yrmenlaf; my counsels were his and his wisdom was mine; at my right hand
he stood when on fatal field we fended for our lives, as the ranks clashed in battle and the
boar-crests rang. In Heorot has death come upon him at the hands of a wandering murderous
thing. Grendel’s dam purposed to avenge her kin, and indeed hath carried far the feud.

The adventures and difficulties in tracking Grendel already have been given, and, if the PCs
haven’t already been on their way to the Mere, it could be much the same in this case. In
accordance with the Poem, which says that Grendel’s Mother's footprints are thick and clear to
see, the Referee might allow the PCs to track her right to her lair. In any event, at length the
PCs should arrive at the Mere, a rock in the forest overlooking a deep and viscous pool of
sludge. Here at this promontory they find Aeschere’s bloody head.

The Mere is an arm of the sea, and the Ironwood grows thick along each rocky strand stretching
out to it. As the Poem says, sea serpents swim in it. Also, the surface boils with blood, and in
the sea scum is a kind of slime that shines as if it’s aflame. This slime stays mostly collected
at the base of the cliff because of the press of the surf. These obstacles are the most present
and obvious, but more occur should anyone go diving after Grendel’s Mother. Roll on the
following table for every Turn the PCs spend in the water (minimum of 1 for the descent
into the abyss).

Table 5: Encounters for the Mere

1d6
1 Flaming Slime

2 Eel, Giant Moray

3 1d3 Leech, Giant

18
4 1d6 Nicors

5 Pike, Giant

6 Stingray

Flaming Slime Eel, Giant Moray


Despite its name, flaming slime isn’t flaming. HD: 5
It’s just a red, phosphorescent gas that AC: 3 [16]
weaves and undulates as if it is. It generally Attacks: Bite (1d8 + disease) and tail lash
rests on the top of water, but is known to be (1d4)
semi-sentient and will “dive” and envelop Save: 12
objects below it. The slime inflicts 1d4 acid Special: Disease, immune to disease and
damage to all metal and organic materials. It fear, surprise on 1-3
cannot be “washed” off (since it lives in water) Move: 3/9 swimming
and must be scraped off, which takes one Alignment: Neutrality
Round. CL/XP: 6/400 (Tome of Horrors Complete)

Leech, Giant Nicor


HD: 2 HD: 1+1
AC: 3 [16] AC: 6 [13]
Attacks: 1 Bite 2d6 Attacks: 2 Flippers (1d4) and Rending Tusks
Save: 16 (1d8)
Special: Suck blood Save: 15
Move: 6 Move: 12/15 in water
Alignment: Neutrality Alignment: Chaotic
CL/XP: 5/240 CL/XP: 1/15
With a hit, drains a level of xp; at 0, death;
returns at 1 per day (Swords & Wizardry
Complete)

Pike, Giant Stingray (Medium)


HD: 3 HD: 4
AC: 7 [12] AC: 6 [13]
Attacks: Bite (1d4) Attacks: Tail sting (1d6 + poison)
Save: 14 Save: 13
Move: 18 Special: Poison paralysis 1d4+1 rounds
Alignment: Neutrality Move: 30 swimming
CL/XP: 3/60 (Tome of Horrors Complete) Alignment: Neutrality
CL/XP: 5/240 (Tome of Horrors Complete)

19
The PCs must sink or swim to the bottom of the mere, which takes one round, and then
swim for 1d4 rounds more through an underwater cavern complex that rises into an open
cavern. There technically are two cave openings, but a large one on the left of the other one
channels a strong current from the bulk of the underground river descending from above,
whereas the one on the left has a much more manageable push, and PCs are able to swim into
it. Either within the cavern complex or in the mere, Grendel’s Mother will attack,
attempting to abduct a PC and drag that character into her dungeon complex.

Grendel’s Mother
HD: 6+3
AC: 7 [12]
Attacks: 2 Claws (1d6), Bite (1d8)
Save: 11
Special: Immune to normal weapons, Magic Resistance (75%), Water breathing, Spells
Move: 12
Alignment: Chaos
CL/XP: 11/1,700
Grendel’s Mother is a master of all magic and will have cast many protective spells on herself
while entering Hrothgar’s Hall. For the encounter, she will be able to cast Animal Summoning I
(3 Pike, Giant), Charm Person and Hold Person.

Area 1: The Submerged Chambers

A constant stream of water flows down the corridor and into many of the rooms in chamber one.
This stream originates in Room 8 from a fall from the underground river (mentioned in the
Poem) and travels down to the entrance to the chamber complex. Most of the chambers on the
east side are submerged, whereas those on the west climb, by means of natural stone steps,
out of the running water.

Every three Turns or after any significant amount of time, there is a 1 in 6 chance of a
Wandering Monster.

Table 6: Wandering Monsters for the Submerged Chambers

1d6
1 1d6 Snake, Viper

2 1d3 Crocodile, Normal

3 Viper, Giant

4 Grey Ooze

20
5 Leech, Giant

6 1d6 Nicors

7 Aqueous Orb

8 Crab, Giant

Snake, Viper Crocodile, Normal


HD: 1d6 HD: 3
AC: 5 [14] AC: 4 [15]
Attacks: Bite (1 hp + poison) Attacks: Bite (1d6)
Save: 18 Save: 14
Special: Lethal poison Move: 9/12 swimming
Move: 18 Alignment: Neutrality
Alignment: Neutrality CL/XP: 3/60 (Swords & Wizardry
CL/XP: 2/30 (Monstrosities) Complete)

Viper, Giant Grey Ooze


HD: 4 HD: 3
AC: 5 [14] AC: 8 [11]
Attacks: Bite (1d3 + poison) Attacks: Strike (2d6)
Save: 13 Save: 14
Special: Lethal poison Special: Acid immunities
Move: 12 Move: 1
Alignment: Neutrality Alignment: Neutrality
CL/XP: 6/400 (Monstrosities) CL/XP: 5/240 (Swords & Wizardry
Complete)

Leech, Giant Nicor


HD: 2 HD: 1+1
AC: 3 [16] AC: 6 [13]
Attacks: 1 Bite 2d6 Attacks: 2 Flippers (1d4) and Rending Tusks
Save: 16 (1d8)
Special: Suck blood Save: 15
Move: 6 Move: 12/15 in water
Alignment: Neutrality Alignment: Chaotic
CL/XP: 5/240 CL/XP: 1/15
With a hit, drains a level of xp; at 0, death;
returns at 1 per day (Swords & Wizardry
Complete)

Aqueous Orb Crab, Giant

21
HD: 3 HD: 3
AC: 4 [15] AC: 3 [16]
Attacks: Feeding-tail (1d4) Attacks: 2 Pincers (1d6+2)
Save: 14 Save: 14
Special: Sucks blood, luminescence, immune Move: 9
to weapon types Alignment: Neutrality
Move: 3 CL/XP: 3/60 (Monstrosities)
Alignment: Neutrality
CL/XP: 5/240
Aqueous orbs are bubble creatures that
levitate above the surface of the water,
leaving a long, tube-like feeding tail dangling
in the water; characters who fail a Save will
walk into the orb and likely drown;
feeding-tail, if hits, automatically sucks
another 1d4 hits; bubble immune to all but
piercing weapons; feeding-tail immune to all
but slashing (Monstrosities)

22
23
Room 1: The Entryway

For about thirty feet, after swimming out of the mere, the surface of the water will be at the
characters’ necks, then at their waists for another thirty feet before they finally ascend to the 10’
corridor containing ankle-deep running water. From this point on, the water will run ankle-deep
for most of the cave complex.

The open, cavernous entryway is lit by residual and harmless Flaming Slime. There is a 2
in 6 chance of any PC stepping into a Giant Clam, which lies, mouth open, just
underneath a thin layer of silt underwater, in the neck-high section. This chance becomes
1 in 6 in the waist-high section. Two checks for each character must be made. If this
happens in either area, other Giant Clams might move toward the other PCs, and at this point
the total numbers of the Clams might be determined. There are 4 Clams total.

Clam, Giant
HD: 4
AC: 5 [14]
Attacks: Bite (Save or swallow whole)
Save: 13
Special: When swallowed, acid 1d2 per round, escape with Strength check; surprise on 1-3
Move: 3
Alignment: Neutrality
CL/XP: 4/120 (Tome of Horrors Complete)

Treasure: There is a # in 6 chance for each Clam killed that the PCs discover a massive pearl
worth 1,000 hs. Otherwise, there is 120 hs in gold armings and other bits of jewelry either in the
Clams or crusted into its shell. Finally, the mother of pearl in each clam is worth 200 hs.

Room 2: The Bone Trap

A 10’ chamber leading from the left climbs natural, uneven stone stairs to a 30’ x 30’ room
magically lit by a hoard of gleaming gold arm rings, coins and jewelry in a 10’ x 10’ center
of this room. Piled up along the sides of the room are heaps of bones -- perhaps the remains
of Grendel’s and his mother’s past victims. If the PCs sense a trap, they are right to do so. To
disturb the treasure in any way is to activate the trap -- the bones animate and assemble and
will fight the PCs to the death. Moreover, for every PC entering the room there is a 2 in 6
chance of triggering a pressure plate that causes a thick stone door to fall down from above,
trapping them inside with the bones -- perhaps to join them in this unholy charge. It requires a
Strength check (one makes it with +1 for each person (max 2) helping.

Animating in that room is the skeleton of one Bear, one Crocodile, one Rat, Giant
(Monstrously Huge), and 1d6 normal human Skeletons.

24
Skeleton, Bear Skeleton, Crocodile
HD: 4+1 HD: 3
AC: 11 AC: 11
Attacks: 2 Claws (1d3) and Bite (1d6) Attacks: Bite (1d6)
Save: 13 Save: 14
Special: Hug, Immune to sleep and charm Special: Immune to sleep and charm
Move: 12 Move: 12
Alignment: Neutrality Alignment: Neutrality
CL/XP: 5/240 CL/XP: 4/120
If hits with both claws, hugs for additional 1d8
damage

Skeleton, Rat, Giant (Monstrously Huge) Skeleton


HD: 3 HD: 1
AC: 11 AC: 11
Attacks: 2 Claws (1d3), 1 Bite (1d6) Attacks: Strike (1d6)
Save: 14 Save: 17
Special: Immune to sleep and charm Special: Immune to sleep and charm
Move: 12 Move: 12
Alignment: Neutrality Alignment: Neutrality
CL/XP: 5/240 CL/XP: 1/15 (Swords & Wizardry
Complete)

Treasure: 1,225 hs, 1 Silver Necklace worth 615 hs, Amber gem worth 5 hs

Room 3: The Water Chute

No light source. The flooded corridor enters an equally flooded 40’ x 40’ chamber that slants
downward to one end, causing the water level to rise, to an almost 10’ x 10’ chute in the
southeast corner that, if entered, will send a character rushing, battered (1d8), for 1d4 Rounds
back out into the depths of the Mere. Canny adventurers will notice a fissure in the floor, just
before this chute, that descends about an arm’s length (the character will have to plunge her
head underwater) and that contains, in a dug-out at its termination, a silver key ring with a
dozen keys of copper, iron and bronze, all worth about 5 hs.

Room 4: The Neanderthal Cairn

No light source. At the far end of this 30’ x 30’ room, that narrows in the middle, is a pile of
rocks that are likewise coated by fine, pulverized rock in the form of sand that drifts down to
lightly cover rocks that hide the remains of a giant (10’ long) Neanderthal chieftain. Some
characters might notice that Runes, anointed with blood, are chiseled into some of the

25
rocks. These are to keep down the spirit of this brave warrior -- clearly Grendel’s mother fears
this person.

If the stones are removed from the cairn, there is a 2 in 6 chance that it will release a major
stone that is propped up against the ceiling, and this will rain down -- starting in this localized
area of the room -- a torrent of sand and rock and grit that has been chewed away at by the
Miner Beetles that can be heard at work in Area 2:1. This sand will further bury the cairn and
drive the PCs out of this portion of the room.

If the stones are successfully moved away, a massive skeleton will be revealed. What is
immediately striking about this skeleton is that all of the bones are inscribed with Runes of a
decidedly ancient cast. If a character (ideally one skilled in Runes) anoints any one of these
with his own blood, the shade of the Neanderthal will awake and clothe the skin with illusory
flesh. A wind, as if from some other sphere, will pipe through the bones and rocks, and a deep
voice will say, “FehuUruzThurisazAnsuzKenaz.” The giant of course speaks the Elder Futhark,
and so a character casting a communication Rune, ideally Kenaz, will be able to speak
with the shade. The giant’s name is Bolthorn, and, if the characters don't ask for specific
information, he will tell them something from the random table. Finally, if the PC is willing,
Bolthorn will place a skeletal hand on a character who knows Runes, and that character will
magically learn a new and powerful Rune.

Table 7: Bolthorn’s Clues

1d4
1 The Sword of the Giants, a powerful weapon
capable of dispelling Grendel’s Mother’s
magics and slaying her, is kept in her hoard in
her living chamber

2 The great and ancient sword Naegling is


hidden in a chamber beneath a moveable
stalagmite in the great chamber of stalactites
and stalagmites

3 Do not bother with the dwarven corslet near


the waterfall; it is Cursed

4 There is a massive snake, Jormungand-kin,


sleeping nearby

Room 5: Snakes and Treasure

No light source. This 40’ x 60’ room gradually rises out of the water. At the end, the ceiling
opens up to misty heights and a 100’ wall that stretches up into it. The wall can be easily

26
climbed because of the many snake-hole openings -- some of the snakes evident, slithering in
and out of the holes -- pockmarking the surface. Canny adventurers might also notice the gleam
of silver and other treasures tucked into some of these crannies and along shelves of rock. Of
course, the wall may be climbed and the treasures reached, but not without risking bites from
the snakes. To make this endeavor even more dangerous, the bites are poisonous. Each bite
risks a +2 Save or a numbing chill creeps over the PC and paralyzes her. Each treasure (4 total)
is 30 feet up, and there is a 2 in 6 chance every 10’ that a snake will attack a character. It is
likely that characters will notice the next treasure only after reaching the one previous. The last
treasure is hidden in the mist. At the level of the mists are Gallows Roots, which also inhabit
the top of the corridor leading up to Grendel’s Mother’s main chamber in 2:4.

Viper, Rime
HD: 1d6
AC: 5 [14]
Attacks: Bite (1 hp + poison)
Save: 18
Special: Numbing, paralyzing poison (+2 Save)
Move: 18
Alignment: Neutrality
CL/XP: 1/15

Gallows Roots
HD: 3
AC: 4 [15]
Attacks: Clutch and Cold Mist (1d4)
Save: 14
Special: Clutch and Strangle, Immune to Fire and Piercing, Cold Mist, Surprise on 1-3
Move: 3
Alignment: Neutrality
CL/XP: 4/120
The Gallows Roots, dangling down from Ironwood Trees above a cavern roof, exude a chilling
mist to a distance up to 10’ around it that automatically inflicts 1d4 damage; it also hides the
roots themselves so that often all that can be seen are the legs and lower bodies of its previous
prey; because of this mist, when the roots plunge down, they surprise on 1-3; anyone struck is
immediately grappled and will suffocate (or lose a limb, roll randomly) in 2d4 Rounds; being
Ironwood, it likewise takes 2d4 Rounds to extricate a character and will permanently blunt all
weapons and equipment used.

Treasure: 4 caches of gold and silver arm rings worth 400 hs each. About 40’ up, wedged into a
cranny, is an opal (6 hs) that looks like a snake eye.

Room 6: A Door

27
No light source. This 30’ x 30’ side, not submerged in water, contains a scarred door that
apparently was ripped away from its hinges. The iron handle is still affixed but rusted to the
point of uselessness.

Room 7: Jormungand’s Kin


This 40’ x 60’ room, still slightly submerged in the current, has a floor that is slightly pliant --
perhaps a thick and compact bed of seaweed and moss? -- and possesses a slightly mottled
green and gray color. It also is slightly phosphorescent, providing a very low light source.
The water here is colder than the water elsewhere: rime mist rises from it. Floating in the stream
are some warped and bent arrows.

The floor actually is the flesh of a monstrous giant snake that lies bathing in the stream. There is
a 2 in 6 chance that any character walking on this surface will awaken the snake. In this case,
the monster will try to scrape away the intrusion by rising to the stalactites at the roof of the
cave. In this situation, the Referee might allow a Save to dive back out of the chamber (Save to
avoid) or to avoid a stalactite, thereby reducing the 2d6 damage by half.

Directly after this, the monster swims away, leaving behind a whirlpool that will settle, within
1d4 Rounds, into a smooth-flowing stream. The Referee may rule that any characters caught in
this torrent either can make a Save or a Strength check to swim out of this deluge; otherwise
they are swept along in the Serpent’s wake and drown in 2d4 Rounds.

Room 8: The Chute Trap

A waterfall streams from the north wall of this 30’ x 40’ room. The shallow pool of the floor
sparkles with gold and silver arm rings, but stepping in to collect it might trigger (2 in 6) the
floor to fall, plunging the water and any characters down a watery chute to drown in 2d4
Rounds. Save to avoid, and the treasure is most likely lost.

Treasure: 7 arm rings worth 215 hs each, and ancient, exquisitely fashioned dwarven chain mail
-- it is this mail that creates a glow in the pool (Cursed, -1).

Room 9: Stalactites and Stalagmites

This massive 100’ x 80’ room has an uneven floor and ceiling riddled with large stalactites and
stalagmites -- some taller than twice the height of a man! Only one of these stalagmites (taking
up a 10’ space) can be moved (requiring a Strength check, -1 and -2 max, per character
aiding). If the check is successful, the stalagmite grinds away from its base, revealing two
uneven 5’ corridors descending into the earth. One leads to major treasure; the other gouts
acrid, chilling mist and leads directly to Niflheim.

Treasure: The one that leads to treasure opens into a small 20’ x 20’ chamber containing a +1
Longsword named Naegling. The sword lies on a stone slab beside a gold and gem

28
embossed auroch’s horn (600 hs) filled with a glowing fluid (Healing, 1d4 swallows). Finally,
1,000 pieces of silver cascade off the table onto the floor.

The other corridor leads to Niflheim. Characters should not go down it. Simply walking that way
causes 1d4 cold damage per Turn. Each Turn the characters, also, must make Saves vs.
level drain. If they persist, in time they will meet uncanny serpents slithering up. The serpents
will have cold powers and grow larger and more powerful with every Turn of descent.

Area 2: The Homestead

The rooms in this corridor are more refined and feel “lived in,” perhaps because the smell of
carnage and death gets stronger the closer the PCs get to Grendel’s Mother’s living room.

Every three Turns there is a 1 in 6 chance for a Wandering Monster.

Table 8: The Homestead Wandering Monsters

1d6
1 Grey Ooze

2 1d6 1 HD Piercers

3 Cave Eel

4 Fungal Creeper

5 Beetle, Miner

6 Crab, Giant

Grey Ooze Piercer


HD: 3 HD: 1
AC: 8 [11] AC: 3 [16]
Attacks: Strike (2d6) Attacks: Drop/Pierce (1d6)
Save: 14 Save: 17
Special: Acid immunities Special: Drop from ceiling
Move: 1 Move: 1
Alignment: Neutrality Alignment: Neutrality
CL/XP: 5/240 (Swords & Wizardry CL/XP: 1/15 (Swords & Wizardry
Complete) Complete)

Cave Eel Fungal Creeper


HD: 2 HD: 3

29
AC: 8 [11] AC: 7 [12]
Attacks: Bite (1d6) Attacks: Touch (1d6)
Save: 16 Save: 14
Special: Strike from cave walls Special: Attaches on 19 or 20 to cause
Move: 1 continuous damage
Alignment: Neutrality Move: 3
CL/XP: 2/30 (Monstrosities) Alignment: Neutrality
CL/XP: 4/120 (Monstrosities)

Beetle, Miner Crab, Giant


HD: 3 HD: 3
AC: 2 [17] AC: 3 [16]
Attack: Bite (2d8) Attacks: 2 Pincers (1d6+2)
Save: 14 Save: 14
Special: Shatter Stone Move: 9
Move: 9 Alignment: Neutrality
Alignment: Neutrality CL/XP: 3/60 (Monstrosities)
CL/XP: 3/60
On a successful hit against a character,
instead of doing damage, the Miner Beetle
can shatter (Save to avoid) any stone object
on the person of the character

30
31
Room 1: Near the Miner Beetles

No light source. This 50’ x 50’ room is empty but for an open (and empty) battered wooden
chest that appears to have fallen off a rock. If the PCs listen carefully, they might hear the
sounds of clicking originating from a wall on the south end of the room. The sounds of clicking
come from the mandibles of Miner Beetles. The Beetles are many feet away, through solid
stone, on the other side of the wall. As stated, the Miner Beetles are the cause of the sand and
grit that might have fallen on the Giant’s Cairn in 1:4.

Beetle, Miner
HD: 3
AC: 2 [17]
Attack: Bite (2d8)
Save: 14
Special: Shatter Stone
Move: 9
Alignment: Neutrality
CL/XP: 3/60
On a successful hit against a character, instead of doing damage, the Miner Beetle can shatter
(Save to avoid) any stone object on the person of the character

Room 2: Augur Room

No light source. This 40’ x 40’ room is empty of everything but a corroded and twisted iron
augur.

Room 3: Treasure in a Pouch

No light source. This 30’ x 30’ room is devoid of anything significant. If the PCs search the
south walls, however, there is a 2 in 6 chance that they will find a loose stone that, behind it,
has a small pouch of treasure: three gold coins, fragrant yellow wax (mustache wax), and a
bright, woven ribbon of red, purple and white, as long as an arm but as thin as a little fingernail
(5 hs).

Corridor before Room 4

No light source. Intermittently, for about 50’ of corridor, Gallows Roots hide in the mist.

Room 4: Grendel’s Mother’s Living Room

Then he saw mid the war-gems a weapon of victory,


An ancient giant-sword, of edges a-doughty,
Glory of warriors: of weapons ‘twas choicest,

32
Only ‘twas larger than any man else was
Able to bear to the battle-encounter,
The good and splendid work of the giants.
-- Lesslie Hall’s Translation

This 120’ x 20’ room is magically lit by a glamer that covers the walls. A lurid red tint is
added to it by the Flaming Slime that makes up Grendel’s Mother’s narrow latrine along the
east side wall. The whole length of the west wall comprises a natural stone shelf on which are
many grotesque, bloody and rotting witchy ingredients, many of them specific body parts that
have been ripped out of the many carcasses -- animal, monster and human -- that are
scattered in nearly every 10’ space. The walls are high, and on shelves that are just within reach
(more often out of reach) of the PCs are a number of treasures. One in specific is the magic
sword that can kill Grendel’s Mother, and this hangs above the latrine. In the far north (back
end) portion of the chamber are two rancid beds of thatch, one for Grendel, one for Grendel’s
Mother. If Grendel’s Mother has succeeded, at any point, in recovering her son’s body, his
rotting carcass takes up one of these beds. If Grendel’s Mother succeeded in abducting a
member of the party, that person is lying on the witch-table. If the PCs got here in a swift
amount of time, that person might yet be alive. If not, that person has been dead for some time,
and the fresh organs on display on the table are most certainly his.

If the Sword of the Giants is used to slay Grendel’s Mother, the blade melts away, leaving only
the rune-scored golden hilt (1,000 hs).

Grendel’s Mother
HD: 6+3
AC: 7 [12]
Attacks: 2 Claws (1d6), Bite (1d8)
Save: 11
Special: Immune to normal weapons, Magic Resistance (75%), Water breathing, Spells
Move: 12
Alignment: Chaos
CL/XP: 11/1,700
Grendel’s Mother is a master of all magic and will have cast many protective spells on herself
while entering Hrothgar’s Hall. For the encounter, she will have cast Animate Dead, Fear,
Protection from Good (permanent in the chamber), and Sleep.

Treasure: The hoard here gathered on the high shelves around the chamber is, first and
foremost, the +2 Two-Handed Sword of the Giants (also imbued with Dispel Magic).
Following that, there are 5 Gems (189 hs), an ornate woman’s necklace (430 hs), a belt buckle
(95 hs), and the Gilded Antlers of Heorot (4000 hs). In addition to this, there is 1,086 hs in the
form of precious metals and semi-precious gems.

Encounter 8: The Return

33
The Poet sings that Beowulf returns from Grendel’s Mere with Grendel’s mighty head and the
golden hilt of the Sword of the Giants, both of which Beowulf gifts to Hrothgar. In response,
Hrothgar gifts them with “twelve costly things.” The Referee should reward liberally in the
form of hacksilver and expensive items based on the sum of all monsters and random
monsters encountered in Grendel’s Lair. Use the Treasure Tables in Swords & Wizardry
Complete as a guide. At the very least, it should be assumed that the PCs conquered Grendel’s
Mother.

Here is a sample treasure based on the xp of Grendel’s Mother alone:

The Beowulf campaign continues in...

34

You might also like