You are on page 1of 107

#

An Adventure Gaming Bric-à-brac

Being A Compendium of Miscellanea for Use with Old School Role Playing Games
by Didier Balicevic
THE MERRY
MUSHMEN
present:
An Adventure Gaming Bric-à-brac

Editor in Chief:
Éric Nieudan

Ballet Master,
Handyman & Layout Lamiña:
Olivier Revenu

d12 REASONS WHY THE VOIDSHIP IS VISITING


YOUR BORING FANTASY WORLD
1. Collect as many different users of magic before combining their genes to produce the ultimate
caster. 2. Find the remains of an explorer from their world. Parts of its skeleton are worship-
ped around the continent as the Dead Titan. 3. Recruit psionically gifted subjects to fight in
the Galactic Mind Wars. 4. Rescue a secret cell of collaborators whose last communication was
received twelve years ago. 5. Make first contact, starting with the most evolved humanoid species.
Begin mutually profitable programs of knowledge sharing. Infiltrate all nations and layers
of society. Assimilate the world in one fell swoop. 6. Meet the genius inventor who mistakenly
broadcast a recording of their recipe for blueberry pie across the stars. 7. Research the cure to
what is a common illness on your world but killed the first wave of invasion 900 years ago.
8. Connect with their forefathers, the evolved humanoids who were wiped out by rebellious apes
in the dawn of history. 9. Peacefully settle the bottom of your oceans, slowly turning them into
steam and destroying your ecosystems. 10. Find refuge from the wars that devastated their
whole system. Will sell tech for food and shelter. 11. Discover the last portal to Hell in the galaxy.
It is said to be hidden inside one of the millions of temples of your world. 12. Reactivate the colo-
nial program that failed ten millennia ago because of a band of meddling adventurers.
Art by Bertdrawsstuff
by Eric Nieudan

Foreword
Welcome to year two of the KNOCKening!
New year, new mag. Well, we’re pretty much doing what we did last year but
a bit better, I hope. Once again, we tried to bring you the best and weirdest of
the adventure gaming scene. We have old stuff, we have new stuff, we have
veterans, we have fresh new voices… you want it, we got it.
And we also got it if you didn’t know you wanted it.
I didn’t go back to check every piece, but I do believe we have more
previously unpublished content this time around. Not that we’ll ever abandon
our mission to bring back all the pearls of OSR wisdom we find in
our blogosphere delves. I can safely say that this new year is looking good,
at least on the gaming front. There is so much happening in our niche and
outside of it – and across its arbitrary boundaries – and I am very hopeful
for what is coming next. New ground is broken all over the place, and
crowdfunding records keep being beaten. We have not one, but two zine
making months this year. It’s going to be a fun time exploring this crazy
new wilderness that is 2022.
And this is all thanks to you: this magazine, but also all the fantastic stuff we
see out there. Whether you are sharing your creations with the wider world
or just with your friends, it is your imagination that keeps us going.
So thank you again, and dream on!

“Most of the areas are too large for a torch or lantern to fully
Reactions,
illuminate, so the party will always feel exposed to the murky depths just beyond
submissions,
their present vision.” confessions?
in The Darkness Beneath Level 1: The Upper Caves Email us at knockmag@pm.me
Fight On! Magazine #2
eat!
l! You’re gr
Thank you al
ContributOrs Content
Alexandre ’Kobayashi’ Jeanette livresdelours.blogspot.com - Andrea ’Vyrelion’ Back -
The Story is the Campaign 08 Look at them Weirdos 92
twitter.com//toinito - Arnold K. goblinpunch.blogspot.com - Ava Islam per-
Antoine Bauza twitter.com
Grotesque 10 When Not To Kill a PC? 93
macrandam.blogspot.com - Bill Edmunds - Brent Edwards glassbirdgames.blogspot.com
What Happened to the Bodies 14 Weird Kobold Weapons 94
- Christopher S. wayspell.blogspot.com - Ciro Alessandro Sacco dmmagazine.blogspot.
Nightmare on Lake 13 16 What Are My Rations? 95
com - Danilo Moretti justplaywith.it - David McGrogan monstersandmanuals.blogspot.
I Slit Open the Dragon's Belly 20 The More the Merrier 96
com - Diogo Nogueira oldskulling.blogspot.com - E. A. "taichara" Bisson hamsterhoard.
dragons.ie//blog - Frank Reding mottokrosh.
home.blog - Eric Brimstin - Eric Nieudan dragons.ie Picaro 22 Sunrise Over the Black Lake 101
twitter.com//harbowoputra - Islayre d’Argolh -
com - Harbowoputra twitter.com I Cut the Body Open 25 Rats 102
Jack Shear talesofthegrotesqueanddungeonesque.blogspot.com - James Hall Sights to Stumble Upon in the Woods 26 Wanderers in the Dark 103
patreon.com//monsterman -
brookletgames.carrd.co - James Holloway patreon.com Fungus Among Us 30 What Are Those Stirges Doing? 104
James Malizsewski grognardia.blogspot.com - Jason Sholtis roll1d12.blogspot.com - Revisiting the Domain Game 32 Monster Hobbies and Quirks 107
Jean Verne jeanverne.carrd.co - John Grumph legrumph.org - Jorge Velasquez Meet the New Boss 36 The Caverns of Thracia 108
twitter.com//gorka_man - Joseph Manola udan-adan.blogspot.com - Justin Hamilton
twitter.com Beginning Spellbooks 40 Sword Saint Techniques 116
aboleth-overlords.com - Kezie Gracie kez.ie - ktrey parker blog.d4caltrops.com - When All You Have Is a Hammer 41 The Tartaros 120
Matt Strom iceandruin.blogspot.com - Nate Treme natetreme.com - Nicolas Dessaux Random Wilderness 46 The Wicked Ensemble 124
linktr.ee//nyhur -
hobgoblin.fr - Nobboc themerrymushmen.com - Nyhur linktr.ee
Slayer Weapons 48 Abstract Magic, Concrete Magic 126
Paolo Greco lostpages.co.uk - Phillip Loe captainahabsleg.blogspot.com -
What To Do Now That Your 1 Level st
Ruins 129
Pierre Vagneur-Jones victoryfish.blogspot.com - Roger SG Sorolla rolesrules.blogspot.
Magic-User Has Cast Their One Spell? 49 Play Like it's 2022 132
com - Ron E. Ortiz brinehouse.blogspot.com - Rosie Grey gelatinouscast.blogspot.com -
d8 Magical Hares 51 Complete The Encounter 134
artstation.com//thomrey -
Stuart Robertson stuartrobertson.ca - Thomas Rey artstation.com
The Seven Draconic Sins 52 The Bugbear Witch 136
Vagabundork magickuser.wordpress.com - Vasili Kaliman beyondthesingingflame.
blogspot.com - Zach Howard aka Zenopus zenopusarchives.blogspot.com Playing Dragons 56 My Goblins Are... 138
Humanizing the Monster 58 Less Rules to Do More 140
Covers My Ten Commandments... 62 Radikal Quest 144
instagram.com//prosaiko
Bruno Prosaiko instagram.com "Greetings, innkeep" 64 Portfolio Of Cartographic
Inside Art Compelling Arena Fights 68 Curiosities 145
Bertdrawstuff - Didier Balicevic - Dylan Horrocks - Evlyn Moreau d20 Kids for your Dungeons 73 Menagerie of Monstrosities 155
Goran Gligovic - James Hall - Jason Sholtis - Javier Prado - Jean Verne Blighter, Eidolon, Homunculites, Herdling,
Fairy Knight Generator 76
John Grumph - Gustav Sokol - Li-An - Matt Houston - Michael Sheppard Scrapule, Birch Maiden, Tenacious Helmets
Nate Treme - Rackham le Roux - Rob Mathews - Sam Mameli - Stuart Robertson Dynamism and the
Retinue of Rogues 165
Tikokh - Zhu Bajiee Generic Optimum 79 Lost Droid, Rat Catcher, Blemmye, Lazer
Proofreading: Aaron Seigo Mage, Space Vampire Cheno
BBBBBBBBBBBBBBBB It's Not Just Rats and Centipedes 84
In Praise of Vermin 86 Extraordinary Excursions 183
Knock! is published by The Merry Mushmen Imprint, Titan Cliffs Nexus of the Ixx
Blood Moon 87
& Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE The Ecology of Gold 90 Classifieds 206
www.themerrymushmen.com - olivier@themerrymushmen.com BBBBBBBBBBBBBBBB
The classes and monsters in this issue use formatting borrowed from Necrotic Gnome’s excellent
PROUDLY PRINTED IN EUSKADI! retroclone of the B/X rules, Old-School Essentials.
Essentials We cannot recommend this game enough.
By David McGrogan

Rest in Peace, Pupli game, by contrast, the story is really the

JJJJJJJJJ
Not so long ago, a player character death campaign. Individual player characters
in my current campaign provoked some come and go, but they are not the focus –
thoughts. Pupli was a charming and inter- the narrative is about the events that take
esting PC, who had taken on an unlikely place (in which the PCs, of course, play a
leadership role in my weekly game and role). Pupli the Etruscan ‘Maru’ of Nortia
had literally just reached 2nd level after died, but his player slipped into the role of
a heroic sequence of events. He died one of the disciples that he had gathered,
meaninglessly in a random encounter with and events took their course in the after-
earwigmen. math of his death.
My game is rich in senseless character This, in my view, ultimately instantiates a
death. By my count we have lost eight much richer understanding of story than
or nine PCs so far, in something over 20 that which is advocated in the mainstream.
sessions. Some of these had reached level A PC dies and ceases to be of interest
3 or 4. None of them really died in grand directly, but we become interested in his
circumstances – and a high proportion death and what it signifies, and this adds
were killed by wandering monsters. fresh layers. What will Pupli’s followers do
The deaths have been deflating. At times, now that he has gone? Will his comrades
old school D&D can appear nihilistic. Just try to avenge him? Suddenly there is more
as things seem to be going in one direc- going on in the campaign than there was
tion, a roll of the dice (I do almost all the before, and this is what matters, because
dice rolling in the open) sends everything – to reiterate – the campaign is the story,
careering sideways – and sometimes and the story is the campaign.
seemingly backwards.
I am usually relatively sanguine about this D&D as a Soap Opera
because deflation is a valid emotion too, Another way of putting this is that D&D
and I remain convinced that the realistic is a bit like a soap opera, but with orcs.
possibility of character death raises the Individual characters arrive, and we might
stakes and makes the game feel more real. like them and grow to care about them,
But I am also human, and I was gutted but they’ll all go away again in the end
when that earwigman rolled maximum (even Ken Barlow). The story is not about
damage and did away with poor Pupli. any particular one of them, and it sur-
vives their deaths, comas, accidents, etc.
Remember Where the Story Is It’s Neighbours that we watch, not «The
At times like this it helps to remind oneself Adventures of Felicity Scully». You would
that, while it is an OSR mantra that the be hard pressed to argue that Neighbours
‘story’ emerges through play and not by or Coronation Street are not in themselves
design, it is probably more accurate to say stories – never-ending stories perhaps
that story operates at a different level of – merely because they have no clearly
abstraction to modern roleplaying games. delineated beginnings, middles or ends,
Ever since the ‘silver age’ of RPGs, the idea or permanent characters. Indeed, the fact
has been that the story is about what hap- that no character is bigger than the capi-
pens to the individual PCs. In an old school tal-S Story is a large part of the appeal.
08 09
By Rosie Grey Art after Gustave Doré

We entered the goblin caves down a rough stone corridor. At the end of the passage
a torch illuminated an alcove set in the wall. A goblin had been bricked up within,
its eyes replaced by gems, a large bell in one hand. If we progressed much further it
would sight us and ring that bell.
The corridor stank of shit.
10
In folk tradition we find its corporeal elements of our into the alcove, thus igniting “These images,” Bakhtin him. So we are to accept
The goblin alcove, laughing underbelly. The worlds we can bring this the noxious gases that lurked argues, “are opposed to all that death is both ending
invented by my brother body takes centre stage in balance of the exotic and within. We rolled a bit too well that is finished and polished, and renewal. Such is the case
Adam, featured in the popular genres of medieval familiar into all kinds of on this plan, and the resulting to all pomposity, to every throughout the art of the
first game of Dungeons art. Like the bodies of the environments. My game explosion brought goblins run- ready-made solution in the grotesque, in which the body
and Dragons I ever giants Gargantua and Pan- is set in a land called the ning from all over the caverns. sphere of thought and world parts of deceased saints per-
played. I don’t remem- tagruel, this body is exces- Fog Bog, a vulgar little So we were faced with a wave outlook.” And this is the aes- form miraculous healing, and
ber much about that sive and vulgar. This is still territory full of naked of confused, frazzled goblins, thethic of adventure games skeletons dance and grin.
session; what the rest the case today: the body monsters, drunk guards, covered in shit, who had to run too. The pages of this maga- The Grim Reaper is also wel-
of the caves were like, that we speak about when and nauseating food. It down the corridor to get to us. zine brim with the conviction comed by advocates of old
or the nature of those we are being subversive or is a silly place made by a It was not the most sensible that nothing is ever closed or school styles of play, for whom
gems. But I remember first-time world-builder. way to deal with an alarm, but finished. We draw monsters death is a vital and invigorat-
impolite is one that spits,
the wretched goblin, But in the worldbuilding it was funny. The grotesque in- from our imaginations and ing possibility. Perhaps this is
excretes, and copulates. Ba-
and I think of it now as I of the Middle Ages we find vites players in to the imagined give them the statistics of why the humble mushroom
khtin calls this grotesque
come to make my own many more sophisticated world through the familiar bears, we construct endless is such a popular motif in
realism, a style of art
game. I think about the examples of grotesque logics of the body. We did not Keeps on the Borderlands. this community, providing an
alcove, and I think about in which bodies and
their cruder functions realism. These include: need to understand anything In adaptation we assert not image of the life that springs

Rabelais play a leading role. - The moon or other celestial of the history of the caverns or only a thousand personal gleefully from dead matter,
There is something bodies affecting human its goblins in order to imagine worlds but also a universal the funeral that is a feast.
and his world. wonderfully open health. how we could interact with the
Death is a
firmament that joins them.
- Illness as a miasma that
Rabelais and His World is a 1940
about this style. In its hangs visibly in the air.
alcove. The world was grasp-
The flesh contorts, party! d6 lively
essay by literary critic Mikhail
holes and appendages the - Bodily fluids used as salves
able in ways that we already
understood because we all have
the flesh renews! graveyards
Bakhtin on the topic of the
grotesque body is not sepa- or poisons.
bodies just like that poor goblin
d4xd4 poxes and This graveyard is...
medieval fantastic. Bakhtin
rate from the outside world;
it merges with it, mirrors it,
- Lakes, mountains, and
did. So with no introduction at
their cures. 1. Lovingly tended by a
caverns that are formed of You develop... society of beggars.
centers his analysis on the parts of the bodies of giants. all we found a solution to the
and takes on a geography 1. The tongue of a 2. Being dug up, the bones
works of Francois Rabelais, a - Faces appearing in the natur- problem that had ridiculous
of its own. The grotesque blasphemer (the Gods used to warm the fires of
French writer of the late Middle al world, plants with human consequences and made us all
body, according to Bakhtin, will smite appropriately). a local abbey.
Ages. Rabelais’ work is what appendages. laugh.
is formed of “mountains 2. The appetite of an ox. 3. Busy by night! Courting
we might call bawdy. His most - The cosmos as a body: Hell
famous heroes are the giants
and abysses […] or speak-
as the bowels of the earth, What guards the 3. The stink of an outhouse. youths come here for
Gargantua and Pantagruel
ing in architectural terms, Heaven as a realm of pure cave? 4. The frailty and romance.
who drink like fishes, defecate
towers and subterranean spirit. d4xd4 embodied appearance of old age.. 4. Inhabited by ghosts who
like horses, and piss enough to
passages.” As a dungeon
master this statement is
These ideas come either di-
rectly from Rabelais or from
obstacles You can be cured by... gossip relentlessly about
drown armies. At the opening The mouth of the cave is blocked by... 1. The touch of a good ruler. one another.
attractive: these are exactly Bakhtin’s reading of him, and 1. A sleeping giant.
of Gargantua, the author takes 2. Consuming the flesh 5. A theatre. Mummers
the kind of places where we both writers provide fan- 2. Tall phallic mushrooms.
the time to issue a curse that A pack of drunk goblins. of a sinner. perform plays
seek adventure. tastic fodder for designing 3.
any reader who doubts the truth fantastical landscapes. But 4. A row of teeth 3. Cutting off and burning for the dead.
of his tales should have their more broadly, I would like (it is an actual mouth). your hair. 6. Overgrown with bushes
“bum-gut fall out and make an The body-as- to commend the spirit that
If disturbed, they will...
Projectile vomit.
4. Being bled by a that bear delicious fruit.
environment
1.
escapade.” When I read that line animates these images, an 2. Scream obscenities. giant leech
is well-trodden ethic of the grotesque that For a game that
I let out a surprised hoot. From 3. Try to eat you.
The Grotesque dresses itself so
the great literary reputation of ground in harmonises with old school 4. Demand a pudding.
Welcomes Death. often in the garb of
Rabelais I was expecting some- adventure games. styles of gaming.
When Abel was murdered, the Middle Ages, I
thing more polite, but it turns The Grotesque
out the vulgarity is the point. The
Settings such as Luka Rejec’s
Deep in the Purple Worm or The Grotesque Mutates. his blood watered the earth, think we can go fur-
Rabelaisian world is the world Jonathan Newell’s Genial Jack is Familiar. When we The tall tales of the Middle
creating a region that was ther and embrace its
encountered the walled-up remarkably fertile. In this popular spirit. Where
of folk tradition: the centuries invite us into fantastic archi- Ages are full of fleshly
goblin we understood the land the fruit grew huge and we seek to make a
of curses, jokes, and carnival tectures that are grounded mutations and hybrids:
stench instinctively. With succulent, and some of those world that yawns
conventions that formed the in the more mundane logics cyclopses, pigs with human
no way out, the creature hands, men with faces
who ate the fruit became open, that mutates
popular culture of the Middle of the flesh, their respective giants. This is the tale told by
must have been sharing the in their torsos. There is a endlessly, that winks
Ages. When we imagine Europe adventures taking place in a
alcove with a quantity of its humility to this adaptation
Rabelais, and if we want our at life and grins at
in this time we often picture vast calcified worm and a giant
own dung. So we decided that creates through the
bum-guts to remain in place death, I submit the
a pious, meagre sort of place. whale. By highlighting the
12 to shoot a flaming arrow simple conjunction of parts.
we should probably believe grotesque. 13
by David McGrogan

*If a period of time longer than 3 days has passed, the remains have been eaten or picked clean and now lay as carcasses.
What Happened Humanoids (d20)
1-4: The bodies remain as they lay, but
have attracted small scavengers who are
Large monsters (d20)
1-6: The body remains as it lay,
but has attracted small scavengers

to thee Bodies?
now feeding on them* (roll a d3 to deter- who are now feeding on it* (roll a d3
mine whether these are 1 - Reptiles, 2 - to determine whether these are 1 -
Mammals, 3 – Insects). Reptiles, 2 - Mammals, 3 – Insects).
5-8 : The bodies remain as they lay, but 7-12: The body remains as it lay,
have attracted large scavengers who are but has attracted large scavengers
Player characters often end up now feeding on them* (roll a d4 to deter- who are now feeding on it* (roll a d6
killing big monsters, or large numbers mine whether these are 1 - Reptiles, 2 - to determine whether these are 1 -
of humanoid ones. (For example, it Mammals, 3 - Insects, 4 – Monstrous**). Reptiles, 2 - Mammals, 3 - Insects,

**'Monstrous' indicates a carrion crawler, otyugh, pudding, ooze, etc.


wouldn’t be unusual to have the PCs kill 9-12: The bodies have been disturbed and 4-6 – Monstrous**).
a dozen orcs in a confrontation.) looted (the looters are still nearby on a roll 13-16: The body has attracted
This would leave a big mess. As a DM, I have tended of 1-2 on a d6). humanoids who are cutting it apart
to deal with this on an ad hoc basis, but I wonder 13-16: The bodies have been removed by to obtain the skin, organs, and so on
if there is a more systematic way of doing so. For allies (the allies are still nearby on a roll of for magical or religious purposes*.
example, here is a table to determine what happens 1-2 on a d6; they are of the same type (1-4) 17-19: The body lies pristine
to the bodies (or body) after a battle with humanoids or a different species (5-6)). and untouched (because dungeon
or a big monster such as a giant, dragon, manticore, 17-19: The bodies have been mutilated denizens are afraid of it, because it is
etc. Roll on this table whenever the PCs return to the and defaced by rivals (the rivals are still haunted by the spirit of the original
scene of a battle. nearby on a roll of 1-2 on a d6; they are of owner, etc.).
the same type (1-2) or a different species 20: The body has mysteriously
(3-6)). disappeared (taken away by a
20:The bodies have mysteriously disap- necromancer to turn into undead,
peared (taken away by a necromancer to by a magic-user for ingredients, by
turn into undead, by body snatchers for intelligent dungeon dwellers for
parts, by intelligent cannibals for food, and food, and so on).
14
so on.). 15
NIGHTMARE
By Kobayashi Art: Matt Houston

NIGHTMARE
ON L AKE 13

ON L AKE 13
An Obvious Slasher Resource

We all know that 1st level adventures can be scary: characters


are squishy and bad decisions (or mere bad luck) can lead to a
swift death. So it’s not much of a stretch to say that OSR rules
can be very effective at running modern horror adventures.

CHARACTERS
Use the six attributes and your preferred method of score genera-
tion, then let players pick a profession (nurse, teacher, firefighter,
miner, writer, astronaut...). They get advantage or a bonus to any
roll where the character’s profession is relevant. All characters
start with d6 hit points and either +1 to their attack rolls, +1 to AC,
or an advantage to their Fear rolls.

FEAR ROLLS!
Ask for a Fear roll whenever a character faces something ter-
rifying. The player makes a Wisdom roll (or a saving throw against
spells as a 1st level fighter), and if they fail they must choose one of
the following reactions:

16 17
NIGHTMARE
MINIONS, AN ARMY OF 1S
• Run away screaming! Run until you’re in a different location Minions can be the monster’s allies or another threat altogether:
than the threat. Get 1 HP back for doing your cardio. cultists protecting their leader or simply cops giving the PCs a
• Berseker rage! Get +2 to your attack and damage rolls but you hard time.
must attack the source of your fear. Minion stats
• Face your fear! Act freely but get disadvantage(or a penalty AC 10, 1 HP, +1 to attack rolls, inflicts 1 point of damage.
depending on your ruleset) on all your attribute rolls for the
current scene. THE ADVENTURE
Once chosen, a reaction cannot be picked again by the Grab a dungeon map from any OSR adventure and reskin it:
player until they have used all the reactions. it’s now the map of a forgotten bunker, a mine on Mars, or an
underwater base. This is either the monster’s lair or a place that

ON L AKE 13
WEAPONS & ARMOR holds something it needs. Village maps are even easier to use.
Unarmed attacks do 1 damage, improvised weapons d3, The place is of course isolated (quarantined, underwater, in
regular weapons d6, big weapons d6+2. No medieval armor space, or simply abandoned).
in a modern setting, so everybody has AC 12 (7 if using
descending AC), modified by Dexterity. Characters’ objective
The characters must have a goal: they came to repair something,
THE SLASHER search for someone, or simply to explore. Defeating the monster
The monster is a... can’t be their unique objective (even if that would help).
1. Modified 1. Doppelgänger
2. Mutated 2. Animal or insect Optional: the traitor
3. Demonic 3. Robot or golem One of the characters has a personal agenda (capture the
4. Giant 4. Human monster, steal the killbot blueprints, drink the vampire’s blood...).
5. Time-traveling 5. Xenomorph Give it to your smartest player.
6. Ghostly 6. Classic monster
(vampire, werewolf...) Pacing
Good pacing is critical for a horror game so here are a few guide-
MONSTER STATS lines to keep your game on track:
Start with a 5th level fighter or a thematically appropriate • A character can only take one action during their turn. Once
monster in the 4-6 HD range. The monster always has the every player has taken their turn roll a d6: the monster
initiative unless the characters ambush it. Give it two attacks (or minions) will appear in that many rounds.
if you have less than five players and three otherwise. Add at • Give players hints that something is coming (sounds, smells,
least one special ability, modeled after spells like invisibility, psychic impressions...).
levitate, telekinesis, heat metal, illusion, or feeblemind... Once • Some actions should require 2 to 3 successful rolls to accomplish,
used, you must roll a 5 or 6 on a d6 to use it again. from building a trap to breaking down a door*.
If brought to 0 HP, the monster flees and recovers 1 HD worth
of hit points each subsequent turn. A good monster has a AFTER THE GAME
vulnerability. Smart characters should discover it during the Any character still standing at the end of the adventure is now a
adventure as well as the means to exploit it: think typical Survivor, gaining a +1 to their attack rolls and AC as well as +3
D&D stuff (holy water, magic swords, spells) but also modern HP. A character who survives more than one adventure should
tech like EMP blasts and UV lights. be retired or become an NPC.

*see Knock #2, Hit Points Everywhere p.92


18 19
By Andrea ‘Vyrelion’ Back

I slit open the Dragon’s belly!


Use this table when the group vanquishes a large, epic foe and
searches its gut. You can roll d44 instead of d66 for slightly less
gonzo results.

III HORRIFIC
1- food: Partially dissolved bodies
hugging in their last, desperate
V WEIRD
embrace. They rise as acidic 1- food: A table covered in
pristine silk, ready for a
I MUNDANE II CREEPY zombies (as zombie, when killed
anyone within 10’ save vs breath IV UNEXPECTED luxurious feast for 12.
1- food: Half-digested, 1- food: A writhing or 1d6 damage). 2 - treasure: A massive,
unrecognizable meal. brown mass of carnivo-
rous maggots. Dare to
2 - treasure: A human head, en-
1- food: Absolutely
nothing, the stomach is
pulsating crystal heart,
right above the monster’s
VI UNFATHOMABLE
2 - treasure: Among crusted with gems and precious empty and clean. 1- food: The creature’s innards
dig inside? Find treasure stomach. Can be broken
many disgusting discov- metals worth 900 GP. Screams 2 - treasure: A gelati- twist and bite with myriads of
but save vs poison, or into 1d6*100 pieces worth
eries, treasure worth in agony and cries if gems are nous cube acting as the fanged jaws (2d6 times 1 HD, 1d4
the worms entering you 3d6 GP each.
1d3 x 1000 GP. extracted. monster’s digestive sys- damage).
will kill you in 1d10 days. Whoever breaks the
3 - clue about its history: 3 - clue about its history: tem. It contains treasure crystal must save vs 2 - treasure: A single black pearl,
The remains of a horse, 2 - treasure: 1d3 magic The bones of countless enemies, worth 1d6*1000 GP. spells or be teleported on the size of a fist, that does not
some crumpled and items. They are dripping rattling in the muck among what 3 - clue about its a random plane. reflect light . Cold to the touch,
useless plate armor with blood, and they won’t remains of their armor. Terrify- history: Vegetables - lots and weighs more than expected.
3 - clue about its history:
a knight’s arms, and a get clean. Ever. ing ghosts rush out of the body. of potatoes, grain, cabba- Probably valuable to the right
A miniature civilization
broken magical long- 3 - clue about its history: Everyone save vs fear or die. ges, onions, and so on. that used to live symbio- demon lord.
sword (as shortsword +1; A bunch of children’s Survivors gain 500 XP. 4 - other contents: Gallons tically inside the dragon, 3 - clue about its history:
if reforged, longsword +3 toys, dolls, wooden 4 - other contents: Loose earth, and gallons of salt water, tending to its digestion, Complex wiring and machinery,
against dragons). swords and shields. tombstones and shattered cas- live fish still swimming now completely eradi- beeping lights and pneumatic
4 - other contents: A metal plate reads kets, in addition to human in it. cated but for one tiny, levers and cogs, integrated with
Loose earth, rocks and, “Dolurin’s Orphan remains in various states of decay. 5 - event: A swarm of brooding prince of ruins. the creature’s anatomy.
among them, gold nug- House”.
5 - event: The monster turns ordinary but angry bees 4 - other contents: The 4 - other contents: A multicol-
gets, precious gems for 4 - other contents: inside out, like a sock puppet, comes out, attacking inside of the stomach is ored void, swirling with lights
1d6 x 500 GP. Gallons and gallons of anyone nearby for 2d4 completely frozen, with and stars, allowing passage to a
exposing bloody flesh and icky
5 - event: The insides blood, and nothing else. damage (save vs poison, or icicles and frost forming different dimension.
innards. It reanimates with its
Bathing in it might give take another 1d6 damage) all over the walls. 5 - event: Crude writing appears,
burst with a deadly gas. AC reduced by 4 and with no spe-
some sort of power (or before flying away. 5 - event: A bell chimes etched on the flesh of the beast
Within 15’, save vs Nd6 cial ability.
damage, where N is the disease). 6 - NPC: A mermaid living from nowhere, then a by an invisible hand. “As foretold,
6 - NPC: A skeletal figure is em- victorious fanfare, and the blood was spilled and the
HD of the monster. 5 - event: The monster inside the monster in a
bedded in the monster’s flesh. A pool of sea water, friendly the PCs feel they’ve prophecy confirmed.”
6 - NPC: A farmer, still reverts to human form, bony arm tries to pull someone and jovial. Rewards with a accomplished something 6 - NPC: A set of stone stairs,
hugging his beloved and it is someone dear in. Save vs death. The monster kiss (1d6 extra HP). Asks important. Gain 250 XP. lit by torches, leading into the
prize pig, has managed to one of the characters. flesh stitches back together if to be returned to the sea. 6 - NPC: An elf scholar, bowels of the earth.
to survive the ordeal. 6 - NPC: A creature, half someone is captured. If the mon- If angered or betrayed, she who took a detailed The body of the monster petri-
Panicked and unarmed, monster, half humanoid, ster is killed again, the victim places a curse on the of- account of the monster’s fies almost instantly, along with
will attack anyone on is curled in fetal position dies with it, replacing the grabby fenders, never being able actions for the past 250 whomever is touching it (save to
sight. inside a fleshy sac. skeleton. to swim or float again. years. avoid).
20
21
By James Maliszewski Art: Mary Hallock Foote

I believe Dungeons & Dragons has a hobby because they were attracted to the
«story», by which I mean a thematic core. conception of an RPG as «fantasy novel

Picaro
Now, I probably shouldn’t use the word where you’re the hero», which is how the
«story», because it carries with it too many hobby was promoted throughout the 80s
expectations, chief among them being a and how it’s largely been designed since
degree of coherence that I don’t believe the 90s.
D&D, on a purely game mechanical level, With that behind us, let’s return to the
is capable of attaining or that its crea- question at hand: what is the thematic core
tors sought to attain. I’m generally of the of D&D, which is to say, what is its organi-
and the “Story” of D&D opinion that «story» in a roleplaying game
is, to use a wretched bit of jargon, a me-
zing principle? The game may not, of itself,
tell stories, but given that gamers almost
ta-game artifact. That is, it’s what you get always find stories in their play, what kinds
when players, looking back on the events of stories does D&D support natively?
of their characters’ adventures, ascribe This is where my regular invocation of
a meaning and relevance to it all that’s pulp fantasy rears its head again. I think
simply not inherent in the bare facts of the it’s easy to get hung up over the specific
adventures themselves. It’s much the same elements of this pulp fantasy story versus
way that we often frame the biography that one and argue, as many do, that D&D
of a famous person so as to highlight the doesn’t model pulp fantasy very well,
events that contributed to their being or because this or that element either doesn’t
doing the thing for which they became exist in the game or is in fact prohibited by
famous. The famous person’s life only has the rules as written. If that’s the way you
a «story» when looked at as a whole and judge D&D then, yes, I agree that it doesn’t
by presuming that the fame they achieved do a very good job of being a pulp fantasy
was somehow always «meant to be» from game.
the beginning. I’ll return to the modeling issue later, be-
I don’t want this article to become a phi- cause it’s very relevant. For now, though,
losophical discourse on fate or teleology. it’s important to realize that there are
My digression here is simply to help me common elements that undergird all pulp
assert that D&D, purely as a game, doesn’t fantasy stories and it’s these elements that
promote or encourage a story. Story is an D&D picked up and built a game around.
optional extra added on top of the game, They’re the underlying assumptions that,
either by ex post facto pattern-finding taken as a whole, (largely) explain why
(which is, generally, the old school sense of D&D is the way it is and why it has an affin-
story) or by imposing it on the game befo- ity for certain types of «stories». As I read
rehand (which is, generally, the newer ap- pulp fantasy, the assumptions D&D takes
proach). I think it’s important to make this from it are the following:
clear, because many gamers assume that • The protagonists are «rogues», by which
all RPGs, by their very nature, including I mean outsiders generally of low station
(though not necessarily birth) who live on the
D&D, are «story games». Indeed, many
margins of society.
D&D players, primarily those who entered • Said society is generally corrupt, or at least
the hobby in the post-Dragonlance era, venal.
accept this assumption without question • Consequently, the protagonists generally
and may have even been drawn into the pursue personal betterment (whether mone-

22
23
By Harbowoputra

tary, secret knowledge, position, etc.) rather dissatisfaction with picaresque stories.
than more «noble» goals. If your preference is for something more
• Despite this, the protagonists sometimes «epic» than a bunch of rogues (possibly
achieve noble, or at least broadly beneficial,
goals in the course of their pursuit of personal
with hearts of gold) on the make, then
betterment. you’re likely to see D&D as lacking in
• The world is generally humanocentric, some way—and many gamers have from
with non-humans relegated to the margins, the very beginning. Eventually, whether
which is why the protagonists often interact by nature or nurture I can’t say, the
with them. vast majority of fantasy gamers wanted
• Magic is (at best) unreliable and (at worst) something more out of fantasy than
downright dangerous (if not morally dubious).
picaro-in-a- wizard’s-hat, which is why we
I would also add that pulp fantasy stories saw the growth and popularity of things
are generally episodic in nature, with each like Dragonlance and many of the myriad
one being discrete. Likewise, characters campaign settings TSR published during
and setting elements tend to be strongly the Second Edition era. But I contend that,

I Cut the Body Open!


archetypal, even cliché. Both characters in most cases, D&D is simply a poor fit for
and setting may «grow» and change over these settings, because its thematic core
time, but such things aren’t the point of the evokes the picaresque rather than the
stories; they are consequences of them. epic. To do the latter, one must change
Thus, pulp fantasies are not written to re-
D&D in various ways—and so its pub-
count the biography of a great person, even
lishers have, either by modifying it on a
though many stories can, in their totality,
be be read in this way. Of course, there’s no campaign-by-campaign basis (as was
necessity that they will or even can be, as a commoner in the past) or by modifying it
great many pulp fantasies are «just a bunch permanently (as has been done in recent
of stuff that happens». years).
With the exception of the last two To summarize, in case I was indeed
entries in my bulleted list, there’s a strong opaque: D&D is a game founded on pulp
affinity between the pulp fantasy story fantasy, which is a modern development
1. A perfect, cartoony heart-shaped heart
and the picaresque, which is probably no of the picaresque. The game was designed
accident. The picaresque is a clear on the assumption that the typical PC 2. Somehow, there’s a girl wearing a red hood inside
antecedent of «adventure stories» would thus be roguish and possibly venal
of all sorts, and many pulp writers rather than nakedly heroic. Its rules, while 3.The entire intestine is actually readable if you know extispicy
latched on to the picaro archetype not necessarily good at emulating every
4. A very pretty lump of bezoar
as an ideal vehicle for telling lurid, particular example of pulp fantasy, are
sensationalistic tales set in far-away built to support this assumption. While
lands. I contend that it’s here that D&D is flexible enough to do other types 5. Somehow, there are four kidneys
we find the thematic core of D&D of fantasy, the farther one gets from per day
and that the game was written on pulp fantasy/picaresque roots, the more 6.An endlessly-replenishing liver, but your stomach can only handle one bite
the assumption that most charac- «broken» the game is likely to seem. To 7. A portal to the Elemental Plane of Flesh
ters would come from this mold. I this I’ll add that the history of post-Gygax
see, for example, few alternative explana- D&D has largely been one of trying to 8. An entire nation of parasitic race hell-bent on war since you just killed their world
tions for why characters improve in D&D «fix» this seeming brokenness in various
through the accumulation of wealth. ways, which has led us to where we are 9. The corpse is layered; there’s another smaller, identical person inside
My feeling is that one’s level of dissatis- today—a game divorced from its roots and
faction with D&D is closely related to one’s of limited appeal to people such as myself 10.There is no flesh; it was a Worm that Walks all along
who prefer its original tone.
24
25
by Brent Edwards - Art: Matt Houston

d66
Sights to

Woods
Stumble Upon
in the

All woods lead to the Bolewood somehow.


The Bolewood is the trunk of the world. It’s the place
that all other forests spring from. It has the seed of every
woodland within it, every climate, every character, every magical quirk,
every corruption. It’s the home of the fae
and a thousand other
strange creaturesbesides.
11. A tiny hamlet,
hamlet just under Only one is animate and able here. Inside, a clockwork
the eaves of the forest. to speak at a time, and they contraption of bronze
The villagers refuse to step cycle every minute or so. cogs and electrical coils.
beyond the shadow of the 14. A well, overgrown with A well-charred gnomish
treetops. They believe a moss. Several signs of
moss corpse still grasps the acti-
giant waits just out of sight, warning written in archaic vation lever.
waiting to snatch those who dialects hang from the well 16. A broad log bridge over
stray too far, as he has been and the surrounding trees. a brisk creek.
creek A rounded
doing for generations. The water deep below smells spur of wood protrudes on
12. An eviscerated stag fresh. There is no bucket the upstream side, with a
corpse. The entire skeleton
corpse around, but rather an Archi- diminutive railing at its edge
is missing, and there are medes’ screw to pump wa- forming a tiny observation
bloody hoofprints leading ter. It’s operated by a wheel platform. Anything dropped
deeper into the bracken. with two handles. A pair on the upstream side and
13. Three huge mushrooms,
mushrooms of characters working the allowed to float underneath
one as tall and slender as wheel switch bodies when the bridge emerges on the
an aspen, one as short and the first splash of water hits other side doubled in size.
broad as a lily pad, and one the basin. 21. The desiccating body
of precisely equal width and 15. A chunk of a severe stone of a man,
man emaciated and
height. Each contains the building from a faraway city, gaunt. Scavengers haven’t
consciousness of a wizard about 10 feet in diameter. It deigned to disturb him, nor
who tried and failed to steal has cleaved off in a perfect the perfect, ripe, mouthwa-
the secrets of fae magics sphere, and seems to have tering golden pear held in his
from the Court of Autumn. spontaneously appeared outstretched palm.
26
22. A menhir with a hole all sides. Steam rises from tangle. So many, many legs. and light seem muted here, all sizes with jerky, awkward sion. Has a collar behind its
worn through the center, the spring within. A rusted It blinks up at interlopers and the deeper one goes the movements. It doesn’t clean head, a tag in elvish naming
just barely too small for a sword lies in the bottom of with its red-tinted eyes. All tighter the path becomes. or break up the trunks in any him Bucephalas. His owner,
grown human to fit through. the deepest pool. A skeletal nine of them. Its abdomen The trees and bushes begin way, just leaves them to lie on a fae knight errant, is lost
Looking through the hole, hand emerging from the gapes open as you approach, to shrink as well, until one the ground. It stumbles over somewhere deeper in the
one can see the scene on calcified stone of the floor the light glinting off of the gets the sensation that them regularly. wood.
the other side of the menhir, grips the hilt. razor edges of hundreds and their own body is gradually 54. A seam of black glass 63. A pitcher plant in a glass
except there it’s always rai- 32. A natural cave in a root- hundreds of moist teeth. growing, becoming bound cuts over the forest floor, box. If the box is opened a
box
ning, steady and warm and strewn hollow is home to an 41. A crooked tower built of and eventually crushed in a straddled in places by am- faint voice emerges from
pleasant. enormous black bear and rounded stones. The door dwindling tunnel of grasp- bitious roots. If illuminated within the pitcher. It claims
23. A trio of mossy stone her two cubs. They are un- is magically locked but the ing bramble. The redcaps with magical light, it glows it’s a wayward pixie captured
trolls. The shelter of their magical but intelligent, and whole height of the tower is attack from the rear when pale orange, revealing the many years ago and begs to
hulking bodies makes this a are eager to provide shelter pierced through with dozens an attempt is made to turn peaceful form of a fae prince be pulled out. In reality the
perfect campsite. Of course, and food to anyone that of trees, making access easy around in the claustrophobic pierced by a spear sealed voice is the natural lure of
the trolls are patiently lying doesn’t flee immediately or for those willing to climb. It passage. within. the plant - the mouth of the
in wait to nab whoever’s intend them harm. contains a library of minor 46. Intermittent cairns 55. An overgrown jousting pitcher latches on to anyone
foolish enough to fall asleep 33. Three cypress trees magical trinkets, collected marking an easy path run, the center rail almost
run reaching in to help.
here. You don’t actually on a hilltop have collapsed by the long-defunct Ceru- through the dense wood. A imperceptible amidst 64. Gossamer spider webs
believe that old myth about toward each other, each lean Coven of Warlocks and few miles along, a gruff elder blooming roses, the stands have entangled a pixie
trolls turning to stone, do tenuously propping the Wizards. molefolk fellow is scattering twined with thorny vines. named Malfeasance. This is a
you? others up. A golden necklace 42. Soft, wet earth, a scent of the cairns one by one, gru- Anyone who passes by place of power for the Spider
24. A maroon rug lying with a triskele charm hangs rot, and clouds of glittering mbling about philistines. He mounted is challenged by the Queen of the Fae, where Mal
across the leaf carpet from the interwoven top midges. The midges swarm
midges offers a bounty on the head ghostly form of an armored was imprisoned for being a
of the woods. It holds a branches. Any interaction anyone who uses magic of anyone disturbing the goblin on spider-back. She’s boor and a general nuisance.
comfortable velvet chair with the trees causes them here. If they do so for a «harmony of the wilds.» staging a pas d’armes*, and Rescuing the little shit earns
and a rack full of attrac- to collapse. This is a monu- second time, the gathered 51. A child carefully picking curses anyone who ignores the ire of every creeping,
tive walking sticks. Using ment to the end of a bloody midges lift them and try fuzzy leaves from a bush tuc- her challenge. skittering, wriggling thing
these negates the fatigue feud between three fae to carry them to a cabin ked away in a hollow. He’s not 56. Many eyes glinting from in the forest until they’re
of normal travel, but has no families who have agreed the where an exiled fae magician surprised to see wander- the undergrowth - some- returned to have their vital
effect on strenuous effort. peace will only last as long as waits, eager to swap spells ers. He says the leaves make thing watching? In fact juices consumed.
Anyone napping in the chair the trees still stand. with magic users “from the excellent tea that stimulates they’re growing like berries 65. A retaining wall of
awakens to a real bastard of 34. A broad willow tree barbarous land beyond the the mind. Drinking this tea on a small scrubby shrub. stacked logs beneath a bare
a leprechaun climbing onto stands out amidst a copse of trees”. or chewing the leaves sets Anyone who eats one can see hilltop with a good view of
their chest and demanding pines, every inch of its bark 43. A birch lean-to,
lean-to with one’s thoughts racing, lead- in the dark and look through the forest. Chubby little
“ransom”. and leaves bleached white as clean bedrolls and blankets ing to great leaps in inspira- any of the eyes from the soil spirits, like wrinkled
25. A scrap of birch bark if by a poisonous, dying sun. and a supply of firewood tion and reasoning. They also bush, whether or not they’ve hairless teddy bears, have
scribbled on in a spindly While looking up through stashed beneath. If the cause screaming nightmares been picked. their homes behind the wall.
hand - it reads “IO Thee, its branches, the sky always shelter is used, an exorbitant about the child, emerging 61. The ruined, overgrown Emerging during the night,
Thou Slye Bastarde”. It can appears as a clear night sky bill written in faespeech is slowly from the wood, jaw foundation of what was once they are gentle and eagerly
be used in a deal with a fae or with extra-bright constel- found under someone’s pil- unhinging. Teeth. Teeth! a glorious palace,
palace built by a hospitable to anyone who
demon in place of one’s true lations, making navigation low. Until it’s paid, travelers 52. A pile of discarded flesh mortal king in defiance of treats the hill respectfully.
name, shadow, or soul. from this point trivial to any find themselves stumbling and belongings laid out on the seelie court’s claim to the If any digging or other distur-
26. A heaped pile of who can read them. upon the lean-to again and a flat rock. There’s no skin wood. Strange luminescent bance of the earth occurs
pitched-over standing 35. Countless wind chimes
chime again, no matter which remaining - the unfortunate lichen grows across every- they rush out and anxiously
stones, with a hole one
stones hang along a stand of trees direction they leave. soul has been replaced by a thing, a warning from the fae ask that the offending
can just fit through if they planted in perfectly straight 44. A dried-up riverbed. Legs skinthief. A personal effect not to disturb this monu- parties stop—Father Hill
slither in on their belly. A lines. They’re made of bone sink into piles of shell frag- identifies the deceased as ment to hubris. Anyone with mustn’t be awoken.
badger made of the same and wood, glass and stone. ments up to the calf. Impres- the last NPC or hireling the royal blood can interact with 66. A lake,
lake calm and mir-
stone lives in the burrow be- They clink and tinkle in sions and discarded scales group has had contact with. the intact palace as it once ror-like, surrounded by rocky
neath, inscribed with inscru- the light breeze, but when suggest some enormous 53. In an area of irregular was, as long as their eyes stay crags. From a vantage point
table runes. It bristles in the a strong wind blows they serpentine creature uses stumps, a humanoid shape closed. Doing so alerts the very near the water’s sur-

* A chivalric duel
presence of corruptions of peal out in a great combined the erstwhile river run as a made up of thousands of Summer Court and draws face, an ancient city can be
nature, and dedicates itself voice that fills your chest convenient path through tiny black frogs that move their ire. seen submerged in the cold,
wholeheartedly to the first with blessed quiet. Violence the woods. collectively. The frog-thing 62. A mastiff-sized caterpil- clear water. Someone has
person to feed it real food. is impossible while they sing. 45. A redcap ambuscade.
ambuscade. has hold of a worn lumber lar, brown and hairy, with an
lar laid out white stones in the
31. A deep furrow in the 36. A fawn,
fawn hurt and It appears as a squeeze of axe, and wanders the clear- overly friendly demeanor center of the town square.
earth, obscured by trees on
earth vulnerable, its bony legs in a thicket and thorns. Color ing, tirelessly felling trees of easily mistaken for aggres- They read: «Still Here”.
28
29
by 'E.A. taichara' Bisson

Ah, fungi. They’re everywhere adventurers roam, and many a place they don’t. Sometimes they

Fungus Among Us
just do the most weird and wonderful (or not so wonderful – shriekers, anyone?) things.
Or send you on trips.But what if you want the party to come across something a little
more immediately useful? Well, have these two d12 tables of fun fungi
for foraging characters, ha.*

—— —— —— ——
Edible Fungi
1. Fire Wings: Thickly ruffled scallops,
Useful or Notable Fungi
1. Wychlight: Nearly spherical, brownish brackets the size of a thumb-joint that

(5-6 on a d6)
(1-4 on a d6)

orange and rust, growing on tree 8. Faerie Cap: Nondescript brown cap grow in clusters on pebbly ground; glow greeny-gold in darkness, a double handful
trunks; earthy scent, tastes like a mix and stem, no more than an inch across; equal to a candle.
of hazelnut and fresh bread; best sliced bleeds bluish when cut, bruises blue; 2. Kindlercap: Low-growing, flat cap broad as a saucer, grey webbed reddish;
and fried. sweet caramel taste, intensified by pulled into shreds, dries swiftly and makes good tinder.
2. Meadowlime Cap: Small, ribbed trum- drying or salting. 3. Tippler’s Hedge: Nondescript, delicate, white mushroom; dries into a
pets, violet-grey to violet, sometimes 9. Scholar’s Fingers: Tall slender lacy bit of a thing; dropped into any liquor, will absorb the alcohol, five
hard to spot; no noticeable scent; white stems, tubular pink- fruiting bodies to a pint.
citrusy taste, stronger when dried. ish-white caps; sweet scent; 4. Calfmercy: Golden brown, deeply wrinkled and furrowed caps, stout
3. Pincher’s Spice: Horn-like, fleshy unappealing when raw, shanks; a handful can be used instead of rennet to curdle
growths, pale grey to ivory; no no- retain firm texture cheese, giving a smoky, nutty tang as well.
ticeable scent; edible, if of indifferent when cooked and gain 5. Flourisher: Soft, spongy, thin-fleshed, conical
taste, but dried into a powder it tastes refreshing, slightly cap of off-grey; the flesh will liquify within an
of red pepper and sea salt. vinegared taste that hour of being plucked or cut away, being usable as
4. Boarcap: Thick cap with pores pairs well with greens. shockingly bright purple ink.
instead of gills, broad stem, yel- 10. Traveler’s Truffle: Knobbly, green- 6. Flourishing Deceiver: Closely related to the
lowy-tawny; acidic scent; does not ish potato-looking things, pebbled above, with white gills instead of grey — and if written
preserve well, but when thickly sliced when cut open, size of a with on parchment specifically, the ink will fade to
and cooked, tastes like and even has a fist to nearly one’s head; nothingness after a day.
similar texture to pork. cook up mealy, dense 7. Gladepouch: If carefully peeled away without tearing, the outer
5. Burning Shaggy: Clusters of pur- and salty/nutty; will greenish skin of this double-fist-sized fruiting body can be used as a
plish irregular growths, like shredded keep for days without food casing when fresh, or a storage pouch when dried.
dough; faintly fishy scent; unex- preserving; grow in 8. Fawn Balm: A knobbly-capped, brown, white-spotted specimen;
pectedly firey, excellent chopped in patches; avoid when bruises rust and oozes an orange, sticky fluid when cut that can clean
garnishes or sprinkled as fine dice over sporing. and seal minor wounds.
meat dishes. 11. Earthmilch: 9. Smithy-Cap: Not useful in and of themselves, these copper-blue,
6. Phantom Cup: Ghostly-looking, Dark, almost black dense trumpets grow where metals have been buried under earth,
translucent crescents of rubbery and slightly sticky caps, reddish loose stone or even plaster.
consistency, up to palm-sized, growing shank; earthy scent; inedible 10. Crawlerbane: Amorphous lumps studded with gelatinous,
from shaded wood; mild earthy taste, raw, if cooked will liquify and give oily spherules across their rusty flesh; piercing the spherules
not exciting but adds welcome bulk a creamy, milky taste that adds to produces a fluid that repels insects.
and body to sustaining soups. casseroles. 11. The Cleanser: Ruffly clumps, orange and yellow, growing
7. Meadow Meat: Handspan-tall 12. Landshell: Globular, solid among mosses just about anywhere; crushed and rubbed against
trumpets, tawny coloured and fleshy; growths, pinkish on the inside, mot- the skin (or anywhere else), acts just like soap.
slightly meaty scent; dries readily tled grey exterior, up to two hand 12. Bonfire Cap: Stout, thick growth, golden brown with cap covered
and reconstitutes well, grows in large spans in diameter; sliced thickly, can by a thick, gelatinous pink layer; peel away the soft outside and pores,
numbers and takes on the flavour of be fried or toasted like bread, and and the dense core will strike a flame with shocking ease. Combine
anything they are cooked with. tastes like prawns. with kindlercap (item 2 above) for even better results.

*please remember these are imaginary mushrooms. do not forage for


XXX mushrooms in the real world unless you are very very certain you know what you are doing. XXXI
by Jack Shear - Art : Li-An

“Better freedom and a chilly road than a warm hearth and servitude.”
– Fritz Leiber, The Cloud of Hate

Revisiting the
Domain
Game
In many old-school fantasy
roleplaying games, when
characters reach 9th or
10th level, the nature of the game changes from one of
adventurous exploration to the maintenance and defense of a
domain. This is usually a change in tone; where free-wheeling
dungeon delving and general skulduggery was once the order of
the day, now local politics, petty intrigues, and the pursuit of
respectability move to the forefront as the party “settles down.”
If only it were ever so easy. These are adventurers we’re
talking about; their lives should never be comfortable! Whether the
characters have a fortress, a wizard’s tower, a thieves’ guild, or a
temple, roll on the Unavoidable Problem table to see what special
issue they will need to deal with. Then, roll on the Unruly Neighbor
table to determine what kind of meddlesome malcontent lives in close
proximity to their domain.
d10 Unavoidable Issue
1 Accursed. The domain has been cursed and ill-luck will plague its
owners. This ill-luck can take many forms, and its severity should es-
calate the longer the curse is left unexplored; the effects could range
from minor accidents that happen on the premises up to madness
and death. As to the cause of the curse, perhaps the domain was built
on an ancient burial ground.

2 Besieged. As soon as the domain has been claimed, a barbaric


army or warband lays siege to it. It is up to the domain’s lords to
innovate a plan to save it from certain destruction. Killing the individ-
ual at the head of the army isn’t the solution.

3 Contaminated. The domain is literally plagued with a debilitating


disease that eventually sickens all who reside there. The cause of the
disease could be traceable to a variety of evils, such as a trio of hags
who poison the domain’s wells, a clan of wererats spreading illness,
or a pocket of decaying zombies who are trapped within the domain’s
water system.

XXXII
Unruly Neighbor
d10 Ruler
1 Bandit king
4 Contested. Though the owners of the domain may assume they Corrupt priest
have sovereign control over it, a lordling believes they have a rightful 2
3 Cult leader
claim on the territory. The claimant may be mundane, such as a mad
4 Knightly order
prince who believes himself to be the rightful heir to the land, or
5 Mercenary captain
supernatural in nature, such as a vampire who has just awoken from
6 Merchant prince
an ancient sleep.
7 Monster
8 Noble
5 Haunted. The domain is home to a number of malign spirits. These Peasant revolutionary
spirits may be banshees, ghosts, specters, wraiths, or some combina- 9
10 Wizard
tion of the same. They will harass the owners of the domain, ruin any
important social engagements held there, and will make it difficult to Personality
retain staff and servants. The spirits have unfinished business and it 1 Abusive and cruel
is up to the domain’s owners to lay them to rest. 2 Childlike and prone to temper tantrums
3 Decadent and overly sensuous
6 Hazardous. The domain’s land is fraught with a previously un- 4 Gruff and businesslike
known natural hazard, such as perilous flooding or a mountain that 5 Imperiously autocratic
suddenly threatens to erupt into an active volcano. 6 Insanely querulous
7 Mentally disturbed
7 Infested. The domain immediately becomes infested with vermin. 8 Paranoid and skittish
The vermin might be rats, snakes, or insects, but their constant scur- 9 Unforgiving and fanatical
rying disrupts sleep and gives the domain a reputation as an unclean 10 Utterly self-destructive
and forsaken place. The cause of this infestation will resist mundane Goal
treatment; something otherworldly or decidedly sinister, such as a 1 Achieve personal glory
mad monk bent on revenge or a mummy lord using the vermin to 2 Amass wealth
spread contagion, will be the root cause. 3 Conquer territory
4 Crusade in the name of religion
8 Meager. The domain’s owners discover that their territory has very 5 Drive an ethnic group from the land
few resources to draw upon. Perhaps the land around the domain 6 Expand their empire
isn’t growing enough food to support the tenants—has a vengeful 7 Kill to please a dark god
witch placed a hex upon the farmers that only the domain’s owners 8 Sow the seeds of rebellion
can lift? 9 Uncover a powerful magical item
10 Wanton destruction
9 Mutinous. The vassals, servants, and retainers attached to the do-
main are planning an uprising against their masters. Perhaps they’ve Quirk
fallen under the sway of a vile hypnotist who uses them as pawns to 1 Addicted to drink or drugs
gain control of the domain, or they belong to a witch-cult that has 2 Easily swayed by beauty
dark plans for the domain. 3 Extremely superstitious
4 Fascinated by the latest science
10 Unnatural Rot. All of the buildings erected in the domain sudden- 5 Gripped by delusion
ly begin to turn to ruin at an alarming pace. A druid, hateful of the 6 Has an even worse twin
civilized development the domain’s owners have brought, will need 7 Is an artificial construct
to be dealt with. 8 Mentally controlled by their vizier
9 Secretly a demon cultist
10 Secretly a doppelganger

XXXIV XXXV
by Joseph Manola - Art : Matt houston

A
while back, the PCs in my current campaign staged
a coup and took over their home city. In previous
games, when my PCs stumbled into positions of
power they usually just appointed some viceroys and
wandered off: but this group have decided to actually stay and
rule, with the result that whole sessions are sometimes now
spent checking on their various civic projects. (One recent
example saw them plotting how best to scam an ancient
subway AI into lending them a digging robot through the use
of rigged customer satisfaction surveys.) They’ve built bridges.
They’ve set up trade routes. They’ve negotiated diplomatic
marriages. They’ve organised the planting of date palms and
the digging of irrigation canals. I keep worrying that they’ll
get bored by all this SimCity stuff, but they insist they’re really
enjoying it. Mysterious wildernesses on the edge of the map
remain resolutely unexplored in favour of yet more civil
engineering. These experiences have led me to develop a set of
rough-and-ready principles for running games which devote a
lot of time to domain management.

1 - Keep the focus on problem-solving


I think that one reason people often shy away from domain man-
agement is because they worry it will make their games dissolve
into a morass of tedious accountancy and logistics. In reality, of
course, such logistics are absolutely crucial to running a successful
polity. But they’re also crucial to running a successful military unit
or long-distance wilderness expedition, and we never let that stop
us when running normal D&D!
If you were running a wilderness trek, you probably wouldn’t keep
the focus on the exact logistics of pack animals, trail rations, and
so on. Instead, you’d focus on the moments of crisis: how are the

Meet the new BOSS


party going to get themselves and their supplies over this raging
river? How will they sneak them through this hostile territory?
Running a domain is just the same. Of course, you need a general

7 thoughts on domain-level play sense of what kind of resources the community does and does not
possess, to keep decision-making grounded in some kind of shared
imagined reality. But for the most part I’ve found it helpful to as-
sume that the day-to-day stuff just proceeds at its own pace in the
background until it hits a specific problem, at which point the PCs
have the option of stepping in. They’re not project managers—or
maybe they are, but that’s a role they play off-screen. When they’re
on-screen, it’s because they’re acting as troubleshooters.

2 - Keep the problems OSR-style


The general principles of OSR encounter design—an encounter that
can be solved by simply crossing some resources off your character
sheet is a bad encounter’ - apply here, too. The problems the PCs

36 37
encounter should never be the kind that can non-standard tools to work with. ‘A unit of sol- river of screaming ghosts out of the dungeon anything resembling a modern bureaucracy
be solved by just throwing more resources at diers’ is fine, but boring: if the problem could be and into the moat around their castle. (‘This’ll with a police force and a civil service and so
them. Instead, they need to be qualitative prob- straightforwardly solved by just sending in the keep the barbarians out!’) In this way, all the on. They probably have a stronghold, an army,
lems, the kind of things that act as potential troops, the middle management would already weirdness they’ve encountered in their adven- a treasury, a bunch of advisers, spies, and infor-
bottlenecks for the whole project. ‘You thought have sorted it out by now. But if the PCs have to turing career so far becomes the kind of highly mers, a network of local ‘big men’ who can be
you’d need X amount of lumber, but then a fire solve problems with the aid of a malfunction- specific resources that allow them to come up expected to semi-reliably enforce their edicts
destroys some of it, so now you need Y amount ing robot eagle and a sleepy cannibal giant with creative solutions to their civic problems, as long as they are kept in line with threats
of lumber instead’ may be a serious problem, instead, they’ll get much more creative, and will solutions that would never have occurred to and bribes, and not a whole lot else. Their writ
but it’s not an interesting problem. You can as- feel much better about themselves when they anyone other than a D&D PC. may run along the roads and the rivers and the
sume all these sorts of things are already ‘priced come up with some loopy solution that actually major agrarian areas—but in between, in the
in’, and are being dealt with by the local man- works. 5 - Simplify factions woods and the swamps and the deserts and
agement: the mine foreman, for example, You don’t need to tailor specific assets to spe- When my PCs took over their city, the first thing the mountains, there are going to be all kinds
knows perfectly well how to deal with normal cific problems. In fact, you should actively avoid they did was organise a grand council of all of places where state power barely functions
problems and setbacks involved in running a doing this. Just make sure that the PCs have a the other local power players to help them run and where adventures can consequently con-
mine. It’s only when his crews accidentally mine bunch of random stuff to work with, all with the place. I tried to run a full meeting of this tinue to flourish. There are still lots of situa-
their way into a haunted subterranean city, or potentially powerful applications and possibly council, with all the dozens of NPCs involved in tions in which having an army isn’t actually all
when a tribe of goblins cut off the roads that crippling limitations, and leave them to work so- it, exactly once. Never again. that useful, and where it might consequently
the ore is carried down, or when flooding halts mething out. Some of these resources can pass When PCs are on the outside of a power struc- still make sense to get the old adventuring
production just before a time-critical deadline, into their hands when they take over their do- ture, it makes sense to play out each of their team back together for another journey into
that he’ll come running back to the PCs to beg main, and some can be acquired on adventures, interactions with it individually. But once they the unknown.
for help, because he knows that they’re the kind or be given to them in tribute. However, much are the power structure, and everyone else has
of people who can be relied upon to come up of it will probably already be there, waiting to to come to them, trying to play it all out would 7 - Let the PCs enjoy
with creative solutions to otherwise-intractable be used, because... be madness. Logically, they’ll need to talk to the fruits of their success
difficulties. every single local stakeholder about each new If your players have gone to the trouble of
(Important addendum: this doesn’t imply that 4 - What were once threats development, but for sanity’s sake it’s much eas- building a real power base, it’s probably
every time the PCs attempt something, no mat- are now resources ier to simplify all these groups into a few main because they’re interested in actually having
ter how routine, you should throw some kind of The PCs are now the masters of their domain. coalitions and reduce what would actually be and using power. So let them. It’s totally OK
intractable difficulty in their way. If it’s the sort The dungeons that they once fought their way a long series of interactions into a handful of if the rise of the PCs to power means that a
of thing they have the resources to straight- through fearfully, one room at a time, have now conversations with their spokesmen. All those lot of things which were previously threats
forwardly accomplish, then just let them have it. been mapped and cleared out. And that means weird and idiosyncratic bandit chiefs they for them can now be dealt with trivially. The
But if it’s something more ambitious, then they their resources are now available for the taking. had to negotiate with back when they were level of power they wield in the world has
should have to overcome obstacles to achieve If your PCs are anything like mine, then by the ruin-crawlers can now merge into the Bandit just increased by an order of magnitude: 3d6
it - and the more those obstacles are qualitative time they acquire a domain of their own they’ll Coalition, with one representative who speaks goblins in a cave just isn’t going to cut it any
rather than quantitative, the more rewarding already have done plenty of more traditional on behalf of all of them. Otherwise you’ll never more.
the resulting play is likely to be.) wilderness exploration and dungeon-crawling, get anything done. D&D PCs tend to be powerful, highly compe-
encountering all sorts of weird and dangerous PROTIP: The representative for each coalition tent, individualistic, and more than a little
3 - Make sure the PCs have access nonsense in ancient ruins and accursed tombs. should be whomever the PCs have the most crazy, so if a bunch of them have just seized
to lots of highly specific assets But while, from the perspective of an adven- history with, even if they’re not actually the coa- hold of a domain then that domain is probably
So the PCs set a project in motion and it works turer, an enchanted lake of acid is a dungeon- lition’s most senior member. This both makes going to be in for some interesting times. Let
fine until it hits a problem that threatens to eering hazard, from the perspective of a ruler in-world sense—the person appointed to talk to your PCs make changes. Let them make big
derail it, at which point they have the option it’s a resource. Just think of what you could them will be the person who knows them best changes. This doesn’t mean that everything
of stepping in to sort it out. Again, the nor- accomplish with all that acid! —and makes interactions more meaningful, be- they attempt should succeed, but everything
mal principles of OSR-style problem-solving If you’re like me, you’ll probably feel an instinc- cause of all the shared history they have behind they attempt should have consequences. If
apply: an encounter that has only one correct tive resistance to the idea of PCs taking things them. I have loved seeing relationships that their domain has been changed beyond recog-
solution is a bad encounter. Problems should be that were once expressions of the Mythic began with cutthroat encounters in the ruins nition within a few years of them taking over,
amenable to PC agency in lots of different ways, Underworld and turning them into military-in- end up taking on institutional significance. then that’s a good thing.
enabling plenty of out-of-the-box thinking. dustrial assets. Resist that instinct. The PCs ‘Hey, remember when you tried to kill us with You know all those crazy lords and wizards in
I’ve written before about the importance of giv- earned their access to these things, access hellfire? Good times. How’s the literacy project the backstories to D&D scenarios, the ones
ing PCs heaps of stuff to try solving problems that they paid for in time and hit points and coming along?’. who are always building weird strongholds and
with, and the same principles apply here, just dead characters; it’s only fair to let them enjoy meddling with arcane forces and making pacts
on a larger scale. In the same way as dungeon the fruits of their exploits. Let them turn the 6 - Don’t overestimate with inhuman beings and bringing about lost
encounters are much more fun if PCs are trying Heat Metal room into a power plant. (‘Hey, free the powers of the state golden ages and magical cataclysms and so
to work out how to deal with them with the energy!’) Let them weaponise the monsters Compared to modern states, most pre-modern on? Well, now your PCs have the chance to be
aid of a fishing rod, a wedding dress, and a box and traps and curses they’ve long since learned polities are ramshackle as fuck. Remind your those people. Let them make the most of it.
of fireworks, solving domain-level problems to evade. (‘What if we kite the zombies all the players early and often that just because they After all, just think of the dungeons they’ll
will be much more interesting if the PCs have way to the frontier?’) Let them redirect that have ‘a government’ doesn’t mean they have leave behind them!

38 39
40 41
by Warren Denning by Jospeh Manola

Get Wizards Going Quick

Beginning WHEN ALL YOU


Spellbooks HAVE IS A
Right after picking equipment, spell selection is the second thing that slows
character creation down. So I looked through the first level spells and created themed
spellbooks (see the tomes of magic on page 128 of KNOCK!#2 for another take
HAMMER Item-based problem-solving
on these). I avoided repeating any of the spells so each book is unique. The addition
of the 2nd level spell in each grimoire is to incentivize getting there.

Level 1 Level 1
Sleep
-2-
Floating disk When players in a the role of items and equip-
-1- Practical Dungeons & Dragons ment in old school games is
Charm person Hold portal
Incantations Application game are confronted one I see much more rarely
Darkness Ventriloquism
of Slumber Level 2 of Ethereal Level 2 with a problem or an discussed.
Energies
- Continual Phantasmal obstacle, the first thing The single most iconic
darkness - force
they do is look over item in fantasy fiction is
their character sheets to the sword: but the sword,
see if they have anything while deadly and beau-
that will help them to tiful and symbolically
overcome it. The first place powerful, is in many ways
Level 1 -2- Level 1 they’ll usually look is at their a very boring object. It’s
-3 - MagicMissile Spells for Detect Magic spells and abilities, and a specialised weapon of
Readings Protection Navigation of Light war, designed for a single
from evil
plenty of OSR writing has
on Astral Places Read languages purpose: you can’t dig
Shield Level 2 been devoted to discus-
Combat Most Alien sing the kind of abilities holes with it, or cut down
Level 2 Knock
- Detect invisible - likely to lead to inventive trees with it, or even
and entertaining problem efficiently break objects
solving rather than brute with it. All you can really
force solutions: a magic-user do with a sword is either
with the spells fireball, acid stab someone, or threaten
arrow, and magic missile is to stab them – and doing
Interestingly, while Readings on Astral Combat contains the most combat-oriented inevitably going to approach either of those tilts situa-
magic and could therefore be considered the most powerful, the other three books situations very differently to tions rapidly in the direc-
solve problems that might stimy 1st level parties or lead to the greatest rewards from one with fly, invisibility, and tion of violence. When
an early dungeon (we know that good dungeons have at least one very difficult ventriloquism. But the sec- all you have is a sword,
treasure to find or acquire). ond place they tend to look every scene looks like
is their equipment list – and a fight scene.
42 43

D100 Items for Problem-Solving


1. Spool of very fine wire copper wire. Useful for setting trip-wires, rigging up pulleys, and conduct-
ing electricity. Worth 10gp to a jeweller or mechanic. 2. Bag of small, extremely bouncy rubber balls.
Worth 10gp to an entertainer or parent. 3. Antique but functional fishing rod, complete with box of
tackle and line. Worth 10gp to an antiquarian (or someone who really needs a fishing rod).
Hammers, picks, and axes are a bit all kinds of crazy “use fish with blanket on 4. A vial of white powder which acts as a powerful emetic if swallowed. As well as its obvious medici-
nal uses, it could be used to incapacitate someone with violent vomiting, or to force some horrible
better, because they allow you to interact ogre” style solutions. monster to throw up the person it just swallowed whole. Worth 10gp to a doctor. 5. A large box of
with your environment as well as being If that’s something you’re keen to en- shiny silver pins. Can be used to pin things together, or scattered over the floor as improvised cal-
useful for killing your enemies. Bows are courage as a referee, there’s a certain level trops. Worth 10gp to a tailor. 6. Several jars of thick, high-quality face paint. Useful for disguise, cam-
ouflage, pretending to be an orc, etc. Worth 10gp to an actor. 7. Large, highly polished metal mirror.
better still, because arrows can be used of difficulty involved in getting those sorts Handy for reflecting light and lasers, setting up tricks with smoke and mirrors, etc. Worth 10gp to al-
as delivery systems for all kinds of other of objects onto their character sheets in most anyone. 8. Box of perfumed candles with different scents and sizes. Can be lit to create va-
things such as fire, ropes, messages, or the first place. Old-school adventurers are rious combinations of light and scent; can also just be squashed down into wax if you need to take
holy water. (The Thief video games took more likely than their new-school equiva- an impression of something. Worth 10gp in any large settlement. 9. Broad-brimmed fisherman’s hat.
Waterproof and wide enough to conceal most of the wearer’s face. Could be used as an improvised
this concept to hilarious extremes.) But lents to arrive at a dungeon entrance boat for carrying small objects across water. Worth 10gp to anyone who spends a lot of time in the
the best kind of objects are the ones which carrying crowbars, hatchets, flasks of rain. 10. Finely-made snorkel. Worth 10gp to a swimming enthusiast or treasure hunter. 11. Several
have a whole range of uses. Consider, oil, skins of wine, ten-foot poles, ham- bars of high-quality scented soap. Extremely slippery when wet. Worth 10gp to any member of the
for example, a large bottle of spirits: you mers, mirrors, and whatnot. But very few middle or upper classes. 12. Large, ornate drum. Generates incredible amounts of noise when
beaten. Worth 10gp to a musician. 13. Bag of strong chilli powder. Stir it into food for a murderously
could share it with people to make friends. characters are going to weigh themselves hot meal, or blow it into people’s eyes and noses as an irritant. Worth 10gp to a chef. 14. Vial of
You could give it to someone as a bribe. down with eight or nine pieces of random strong acid. Handy for etching, ruining locks, pouring on people you hate, etc. Worth 10gp to an al-
You could use it to get someone drunk so junk just in case they turn out to be useful chemist. 15. Several tubes of white powder which causes itching and intense irritation on contact
with skin. Pour one into someone’s clothes and they’ll be itching for days. Worth 10gp to a cleric
they didn’t notice your nefarious schemes. later. Fortunately, most D&D players are of a trickster god or other practical joker. 16. A very long pair of pincers, ornately moulded
You could use it to clean a wound. You total magpies when it comes to anything so their nippers resemble the jaws of a dragon. Useful for pulling nails out of things and for picking
could use it as a battlefield anaesthetic. magical or valuable – and if you’re running up objects you’d rather not touch. Worth 10gp to a smith. 17. Academic gown, hood, and bands.
You could use it to start a fire. You could a game in which gold = experience, your Handy if you want to look clever or infiltrate a university. Worth 10gp to an academic tailor.
18. A box of high-quality costume jewellery. Obviously fake on close inspection, but from a distance
use it to wash sticky contact poison off an PCs are basically guaranteed to hoover up it’ll look as though you’re wearing a king’s ransom. Handy if you’re baiting a trap or if you want to
object. If you’ve swallowed something you every valuable object they stumble across. pretend to be richer than you are. Worth 10gp to actors and clever highwaymen. 19 . An engrossing
really shouldn’t have, you can drink it all in The trick is to make them valuable enough and well-written mystery novel: it’s not very deep or clever, but pick it up and you’ll soon be wonde-
ring where the last six hours went. Handy if you need someone to be distracted without realising it.
one go to make yourself vomit. And, yes, that the players won’t ignore them, but Worth 10gp to book collectors and people with boring jobs. 20. Wind-up clockwork toy. Can be used
if it comes right down to it, you can smash not so valuable that they won’t want to risk to carry small objects, depress pressure plates, set off traps, etc. Worth 10gp to a mechanic or
the bottom off the bottle and stab people losing or breaking them as part of their wealthy parent. 21. Bag of glitter. If poured out, gets everywhere and is irritatingly difficult to get
with it. latest crazy scheme. About 10gp per level rid of. Anything that has been glitter-bombed will be highly visible by torchlight in the dark, making
it a potential anti-stealth or anti-invisibility countermeasure. Worth 10gp to entertainers. 22. Box of
If players have stuff like this on should do the trick. bladders which can be inflated like balloons and used as floats. Add a candle to turn them into crude
their character sheets, they’re So here’s a list of a hundred valuable hot air balloons. Worth 10gp to a jester. 23. Box of coloured inks. Handy for making marks and stai-
much more likely to approach objects suitable for placement in dun- ning things. Worth 10gp to a scribe. 24. A blood-curdling sermon about all the awful things the gods
situations in inventive ways. If your geons or treasure hauls, which also double are going to do the world and how richly we deserve them. Handy for putting the fear of God into
people. Worth 10gp to zealots and misanthropes. 25. A long, strong, extremely stretchy elastic cord.
equipment list reads: longsword +2, war- as problem solving fodder. Characters Useful for bungee jumping and launching things out of improvised catapults. Worth 10gp to en-
hammer +1, bow with 12 explosive arrows, will pick them up with the intention of gineers or daredevils. 26. Sturdy and well-made spiked mountaineering shoes. Excellent for walking
then your character is likely to act as if you selling them later, and ultimately they over icy and/or uneven surfaces. Worth 10gp to mountaineers. 27. Weighted medicine ball. Aside
from its uses in weight training, can be rolled like a bowling ball to knock things down. Worth 10gp
were playing an MMO: all you have are probably will: but between acquisition to fitness enthusiasts. 28. A box of soft moulding clay: just add water and reshape as desired. Worth
tools for killing things so the only mea- and sale they’ll have them written on their 10gp to a sculptor. 29. A bag of flash powder. Emits a blinding flash of light when lit. Worth 10gp to
ningful question is exactly which tool will character sheets ready to catch their eyes entertainers. 30. A large, well-crafted, heavy-duty drill. Given time, it can be used to drill holes
help you to kill this particular thing fastest. when they look down at their equipment through stone. Worth 10gp to a mason or a miner. 31. A thick, heavy blanket covered in beautiful
embroidery. Can be used to bundle people up in, muffle objects to prevent them making a sound,
But if it reads: fishing rod, porcelain mask, list for something that might help them pack fragile items, etc.; you can also just wrap it around you as protection against the cold. Worth
bag of marbles, vial of phosphorous, to overcome their latest obstacle, and 10gp to anyone who cares about staying warm in style. 32. Large bronze fire-fighting syringe, ca-
you’re much more likely to start acting as prompt them to start thinking: “Hang on. pable of sucking up a couple of litres of liquid and then projecting it in a high arc over a distance of
several yards. Worth 10gp to anyone who lives in a fire-prone city (which is most of them).
if you were in an old Monkey Island adven- If I use the glue with the hat on the goblin, 33. A bottle of potent weedkiller. Handy for clearing overgrowth, and extremely toxic to plant crea-
ture game instead, and start dreaming up then this just might work...”
44 45

tures (and, if swallowed, to non-plant creatures as well). Worth 10gp to a farmer or gardener. choking smoke on impact. Worth 30gp to thieves, entertainers, and wannabe ninja. 69. Suit of
34. A large jar of talcum powder. As well as its obvious uses to absorb moisture and reduce friction, high-quality fur clothes, lined with fleece. Capable of keeping the wearer warm even in extremely
it can be used in larger quantities to soak up dangerous liquids or scattered around to mark invisible cold conditions. Worth 30gp to anyone who lives or works in cold environments. 70. Ceramic mask
creatures. Worth 10gp to makers of cosmetics. 35. A pair of finely-made ice skates. Worth 10gp to painted with enamel to resemble a ferocious demonic face. Disturbingly realistic, especially if only
anyone who lives in a cold climate. 36. A stack of cheaply-printed pamphlets full of wild conspiracy glimpsed briefly. Worth 30gp to an actor, collector, or cultist. 71. Bottle of strong, high-quality vod-
theories, each supported by just enough evidence to sound plausible if you don’t think about them ka. Can be used for cleaning, starting fires, or making people very drunk. Worth 30gp to a connois-
too hard. Worth 10gp to an agitator. 37. A hand-cranked propeller. Can be used as a fan to direct or seur or well-to-do alcoholic. 72. Military medals from a recent campaign. Handy for making good
disperse gases, or to propel something through water. Worth 10gp to an engineer. 38. A joke book, impressions and convincing people of your valour and prowess. Worth 30gp to a mercenary (they’re
full of hilarious (if rather mean-spirited) jokes. Give it to someone and they’ll be laughing for hours. good for business!) or collector. 73. A sturdy magnifying glass. Handy for examining things close-up
Worth 10gp to jesters and entertainers. 39. A long wooden box and two silvered glass mirrors, fitted and concentrating light. Worth 30gp to a sage or a craftsman. 74. Ten yards of strong chains
together to form a crude periscope. If you pulled out the mirrors they’d be worth 10gp each. connected together with three high-quality padlocks, their keys still inside them. Useful for
40. A box of high-quality fireworks. When lit, they hurtle straight forward and explode, creating connecting or restraining things. Worth 30gp to a smith, jailer, bondage enthusiast, or cultist.
stupendous amounts of noise, sparks, and coloured smoke. Worth 20gp to entertainers. 75. Chess set with beautifully carved pieces. You’d be surprised how many dungeon occupants fan-
41. A tiny steam engine. Add fuel and water and it spins around uselessly, but tie it onto something cy themselves as chess masters. Worth 30gp to chess enthusiasts. 76. Sturdy pair of spectacles set
and you could use it to power mechanisms, drive a tiny car, or similar. Worth 20gp to an engineer. with tinted glass, allowing even very bright lights to be looked at safely. Worth 30gp to drow or
42.A large net with an amazingly fine mesh, attached to a rope for throwing and hauling, and ringed anyone with sensitive eyes. 77. A book of moving and helpfully non-specific love poetry. Memorise
with wickedly-sharp rip hooks. Worth 20 gp to a fisherman. 43. A foot-high black silk top some of it for the next time you need to persuade someone just how much you adore them! Worth
hat. Useful if you need to make yourself look taller or classier. Worth 20gp to a gentleman. 30gp to lovers or book collectors. 78. Huge Gone With the Wind-style hooped ballgown. Has skirts
44. A well-stocked box of herbs and spices. Can add some flavour to the blandest meal – or disguise wide enough to hide virtually anything under, up to and including another person. Worth 30gp to a
the taste of whatever you’ve just added to someone’s food. Worth 20gp to a chef. 45. Unnervingly belle. 79. A vial of sluggish fluid which acts as a powerful painkiller when swallowed. Can be used as
lifelike doll. Likely to be mistaken for a real child at first glance. Worth 20gp to collectors. an anaesthetic or as a crude but effective knock-out drug. Worth 30gp to a doctor. 80. Engraved sil-
46. Waist-length wig made from human hair. Useful for quick disguises and smuggling – you can ver trumpet. Creates a loud, clear, piercing note when blown, audible from a great distance. Worth
hide a lot of objects under that much hair. In a pinch it could be used as a substitute rope, 40gp to heralds or musicians. 81. An ornately engraved pipe and a pouch of fine tobacco, which has
Rapunzel-style. Worth 20gp to people who wish they had more hair than they do. 47. Stack of stam- a very distinctive smell when smoked. Worth 40gp to a smoker. 82. A meticulously-catalogued col-
ped certificates for academic qualifications, all filled out with the same almost illegible name. Han- lection of tiny feathers taken from many different species of bird. You could blow them in
dy for people who want to pretend they have knowledge or status they don’t really possess. Worth someone’s face to cause sneezing or tickling, or just to impede visibility. Worth 40gp to a collector.
20gp to spies, charlatans, or college drop-outs. 48. Wind-up clockwork music box. When cranked, 83.A bottle of alchemical sleeping pills. Taking one will make you drowsy; taking a whole handful
plays the same tune over and over again until it winds down. Worth 20gp. 49. A deck of subtly-mar- will knock you out for hours. Worth 40gp to doctors or insomniacs. 84. A signet ring, bearing the
ked cards and a pair of loaded dice. Worth 20gp to a gambler. 50. A sheet of strong, stretchy tarpau- crest of a well-known noble family from a couple of provinces away. Useful for forging documents.
lin. Can be used as a tent, or as a waterproof covering; can also be stretched between two people Worth 40gp to a forger. 85. A primitive diving apparatus: a leather suit, fish-bowl helmet, leather air
and used as an improvised trampoline. Worth 20gp to a sailor or traveller. 51. Box of brightly-co- hose and pump. Incredibly cumbersome to use. Worth 40gp to a diver. 86. A box of thin magnesium
loured oil paints. Worth 20gp to an artist. 52. A box containing hundreds of tiny silver bells. Can be strips. Individual strips can be used as flares or the whole box can be burned as an incendiary. Worth
tied to strings, tripwires, etc. as an alarm system. Worth 20gp to dancers or musicians. 53. Vial of 40gp to an alchemist. 87. A leather bullwhip, marked with a monogram which implies it once be-
glowing liquid. Briefly emits light equivalent to a candle when shaken vigorously, but otherwise just longed to a famous archaeologist. Not great as a weapon, but in the hands of an agile wielder it can
emits a dull green glow. Can be painted over things to make them glow with an unearthly greenish be used to grab objects, swing from branches, pull levers, etc. Worth 50gp to a collector.
light. Worth 20gp to alchemists. 54. Vial of strong, fast-drying glue. Capable of bonding stone, 88. A jewelled ring, with a hidden panel concealed beneath the jewel on which is painted the per-
glass, wood, or metal. Worth 20gp to a craftsman or alchemist. 55. Bottle of stimulants. A spoonful sonal coat of arms of the reigning monarch. Handy if you want to pretend to be some kind of secret
will keep you awake: drinking the whole bottle will keep you jerking and jittering around wildly for agent. Worth 50gp to a jeweller. 89. A box of valuable incense. Emits quantities of thick, richly-fra-
the next 48 hours. Worth 20gp to watchmen or university students. 56. Large bag of marbles made grant smoke when burned. Worth 50gp to a priest. 90. A small hand-cranked electrical generator.
from semi-precious stones. Handy if you want to make something oll or trip someone over. Capable of giving people minor (no damage) electric shocks if cranked vigorously. Requires a
Worth 20gp to rich people with small kids. 57. Expensive and strong-smelling perfumes. Handy conductor such as wire or water to convey the electricity over a distance. Worth 50gp to a wizard or
for leaving scent trails, or masking your own smell. Worth 20gp to anyone vain or high-status. engineer. 91. A sturdy spyglass. Makes far-off things look closer. Worth 50gp to a sailor or scout.
58. A powerful magnet on the end of a stick. Worth 20gp to alchemists or engineers. 59. A box of 92. A beautiful white wedding dress. Handy for faking tragic apparitions. Worth 50gp to a bride.
tooth-achingly sugary confectionery. Worth 20gp to anyone with a sufficiently sweet tooth. 93. Finely embroidered clerical vestments. Useful for pretending to be a high-ranking person of the
60. Fashionable chopines (platform shoes) with eight-inch wooden platforms. Handy if the floor is cloth. Worth 50gp to a cleric. 94. A waxwork model of a half-dismembered corpse. Looks horribly
six inches deep in something you really don’t want to walk in. Worth 20gp to dedicated followers of realistic when seen from a distance. Good for scaring people off. Worth 50gp to medical students
fashion. 61. A crude gas mask, made from a filter attached to a leather hood. Allows moderately or people with extremely morbid taste in art. 95. An umbrella made from alchemically treated
safe movement through smoke, gas, etc. Worth 20gp to alchemists. 62. A box of strong, tightly leather which is not only waterproof but also highly resistant against fire, acid, etc. Worth 50gp to
coiled metal springs. Worth 20gp to engineers. 63. A bag of grey powder which turns into fast- an alchemist or adventurer. 96. Several bottles of strong, fast-drying dye in a variety of bright
drying cement when mixed with water. There’s enough here to make a couple of cubic feet. Worth colours. Can be used to stain objects, clothes, and even skin in different hues. Worth 50gp to a
20gp to builders in a hurry. 64. A primitive hang glider made from cloth and bamboo. Capable of dyer. 97. A protective suit made from alchemically treated leather. It won’t stop a fireball, but it is
carrying one human-sized passenger, provided they’re not taking anything too heavy with them. highly resistant to heat, acid, or fire. It’s very stiff, though, so moving around in it is rather clumsy.
Worth 30gp to adrenaline junkies. 65. A fiery political tract, full of stirring revolutionary rhetoric ca- Worth 50gp to an alchemist or adventurer. 98. A lovely porcelain tea set. Brings a touch of class to
taloguing the crimes of the ruling classes and calling upon the people to rise up. Handy if you want any social occasion. Worth 50gp to an aristocrat or social climber. 99. A flask of alchemical coolant.
to rile up a mob in a hurry. Worth 30gp to an agitator. 66.Several large marionettes on strings. If skil- Drop it into a bowl of liquid to freeze it into ice or put it into a crate to create a crude refrigerator.
fully operated, they could almost pass for real children when seen from a distance. Worth 30gp to Worth 50gp to a chef, noble, or alchemist. 100.Fop’s clothes: powdered wig, extravagant cravat,
entertainers. 67.A bottle of alchemical lubricant. Makes things extremely slippery. Suitable for in- scented gloves, ultra-tight trousers, the works. Great if you want people to simultaneously regard
ternal, external, and industrial use. Worth 30gp to engineers or sexually adventurous individuals. you as highly important and yet not worth taking seriously, which can be a very useful combination.
68. Bag of smoke bombs. If thrown against a hard surface, they explode into huge clouds of Worth 100gp to an actual fop.
46 47
by Eric Nieudan

The card drawn If it is a face card,


gives you a type of there is a
Terrain Steading
[ plains or plateau Jack: village, hamlet, or camp

RANDOM WILDERNESS
] woods or swamp Queen: abbey, temple, or shrine
{ hills or dunes King: tower, keep, or fortress

IN A DECK OF CARDS
} mountains or canyons Ace: town, city, or trade post
Joker: dungeon, or portal

This is a simple system to create and populate a wilderness Roll a d20 and compare its result to the card’s value (Jack = 11, Queen = 12, King =
13, Ace = 14, Joker = 15). If the roll is less than the card’s value, there is a civilised
using a deck of poker cards and a d20. I’ve found it useful inhabitant or encounter – look up the result on the left colum and decide or
to prep, but with a little practice I can generate terrain and draw another card for the subtype. If the roll is greater than the card’s value,
encounters at the table, arranging the cards as a kind of map. the encounter or inhabitant is from the wilds – use the roll on the column to
the right. And if your roll is equal to the card’s value, there is an event (middle
Of course, you should adapt these generic-ish encounters to fit column).
your setting.
Event
d20 Civilised Encounter / d20 roll < card value d20 roll = card value Wild Encounter / d20 roll > card value
1 Farmers [ travelling ] foraging { poaching } fleeing
2 Fishermen [ processing catch ] mending nets { famished } building a dam Flood
3 Merchants [ caravan ] lost { being robbed } loaded with gold Ambush or trap Dragon [ greedy gold ] devious black { blue tyrant } red raider
4 Acolytes [ preaching ] looking for help { begging } on a pilgrimage Faery market Fairies [treants ]cannibal dryads {helpful sprites }snowflake pixies
5 Men-at-arms [ mercenaries ] soldiers at war { militia } recruiting Freak weather Giants [industrious stone ]wise cloud {hungry hill }curious frost
6 Halflings [ assassins ] traders { confidence artists } family Blocked roads Ophidian [ couatl ] nagas { basilisk } hydra
7 Magic-users [ master & co. ] illusionists { necromancer } witch Fire Animals [shield goats ]wolves {pterodactyls }mountain lions
8 Adventurers [ bruised and beaten ] chaotic { lawful } richly equipped Wild magic Quadruped [ bulette ] catoblepas { owlbear } gorgon
9 Berserkers [ in battle ] on vision quest { raiding } hiding from foe Battle Nomads [ amazons ] barbarians { sky raiders } ape-men
10 Dwarves [ merchants ] patrol { messengers } miners Restless spirits Spiders [ hive ] parasites with hosts { giant } phase
11 Pirates [ river raiders ] on the run { plane-hopping } sky galleon Country fair Trolls [ battle slave ] bog eater { thoul } cave dweller
12 Thieves [ street thugs ] running from the law { spies } burglars Divine or demonic Bandits [ pirates ] folk heroes { highwaymen } mercenaries
13 Elves [ ambassadors ] war party { skyriders } students of magic Siege Humanoids [ gnolls ] troglodytes { bugbears } kobolds
14 Nobles [ visiting ] prisoners { at a wedding } travelling Plague Greyskins [ orcs ] goblins { ogres } hobgoblins
15 Planar anomaly Undead [ wights ] vampires { zombies } ghouls
16 Vermin [cranium rats ]killer squirrels {giant ants } centipedes
17 Lycanthropes [werefoxes ]wereboars {werewolves }weretigers
18 Abomination [chimera ]beholder {displacer beast }medusa
19 Elemental [invisible stalker ]salamanders {marid }stone golem
20 Gnomes [ man-eating ] feykind { miners } underworlders
48
by Eric Nieudan by Warren Denning

slayer
Currently playing: Mayfly 1st level magic user
STR 07 (-1) INT 15 (+1) WIS 08 (-1)
DEX 16 (+2) CON 16 (+2) CHA 08 (-1).
Spells: light, protection from evil, read magic.
A pretty great spread of stats for a magic-user.
So far, Mayfly has survived three sessions in an undead
and devil-infested megadungeon. But the question I am

weapons
faced with is a perennial one that I am sure you might have
faced or are facing with beginning magic-users:

WHAT TO DO
NOW THAT
Born of racial To earn each +,
YOUR 1ST LEVEL
hatred and you must MAGIC-USER
tempered kill one HAS CAST THEIR
in innocent
leader ONE SPELL?
blo od,
slayer weapons
(religious or
military) or
WHILE NOT INSANELY NOVEL,
BELOW ARE SIX SUGGESTIONS
THAT CAN PUT YOU ON
THE RIGHT TRACK:
are the witnesses destroy a settle- 1 | USE HIRELINGS: Far from being a
of history’s ment, or perform
a similar act
dump stat, Charisma represents a solid force
multiplier in D&D. Even if your mag-
darkest of war.
ic-user’s Charisma incurs a -1 bonus, still
consider hirelings. Two or three hirelings
times. And they Some swords may accept
armed with spears (three people are
allowed in a 10' space) can create a
don’t bestow their formidable second rank behind clerics,
powers to just anyone
the ceremonial
sacrifice of a score dwarves, and fighters. Another variation
Your weapon’s would be to arm them with short bows. If
mods start as: of prisoners. the referee is a stickler for space, then try

+0 , +0 vs The regular, generic


+1 is the last
to be earned.
crossbows firing alternately to keep up the
pressure. And if your Charisma is low, well, speak
with a silver tongue, and by that I mean: pay cash
monster type.. upfront for loyalty.

give it a name 2 | DAGGERS ARE A RANGED


WEAPON: While 1d4 damage might not
seem exciting, there is still a 50% chance you
will roll a 3 or 4 which is enough to down a 49
1 hit die opponent with an average hit points
(~4), or shave off enough to ensure follow-up
hits kill them. It's also worth noting that
ranged weapons get a +1 to-hit at short range.
If you do all these within a moon, you get another +1 So Mayfly (DEX 16) there gets
for the next year. At the end of it, you must earn
the plusses again.
by Jorge Velasquez

a +3 to-hit with throwing • a crowbar for stuck doors or


daggers and I've made sure to heavy sarcophagi lids
• candles for light or to stick in
equip him with five of them, enough to
your ears (against harpies)
last most combats. • paper for rubbings of important information
3 | OIL FLASKS ARE RANGED • sacks for anything you can turn into a spell
component
WEAPONS: This requires a 1-2 • a pitchfork so you can pin things you don't
combination, but opponents or a square want to touch
can be covered in oil. Then when flame • spikes to foul traps or wedge doors
is applied, it's 1d8 damage for 2 rounds. It may seem like a silly list, but these
So a total potential 2d8 damage, which items are the fuel for crazy OSR
is pretty hefty. Also, it is worth
noting that torches can be used as hijinks and safe dungeon explo-
ration!
d8 MAGICAL Hares
weapons (1d4 damage). For centuries, magicians have entertained audiences by pulling
6 | BE A THOUGHTFUL PLAYER: rabbits out of hats through sleight of hand and classic misdirection.
4 | SCROLLS ARE PAPER SPELL These performers have gained great wealth from these tricks, and
SLOTS: Yes, this might be a litt- Just because you don't have an imme-
diately useful spell (or any spell) to cast also great scorn from jealous wizards. Actual magic-users often use
le obvious, but I think it is un- their arcane skills to create enchanted hats and prove they are better
der-discussed how scrolls can doesn't mean you are out of the game.
help enhance party success. The Your magic-user can observe and than these con artists. Usually though, after realizing they lack the
crafting cost may seem expensive at interact during a dungeon turn. charisma needed for a career in show business, a wizard winds up
100 gp per spell level, but if an extra Meaning that a more thorough discarding the hat, leaving it in their pile of random magic crap.
hold portal prevents the lizardfolk exploration of the space is per- Most rabbits pulled out of this hat are normal, but there is a 1 in 4 chance a
MAGICAL HARE is produced. Note that if a summon spell is cast on the hat, a
patrol from getting through a door after formed in a shorter amount of time. magical hare automatically shows up on the next pull.
you've absconded with the 500gp ruby Even without in-game powers, you are
eyes of the Serpent God statue, then it still a player, able to use the infamous 1. PSEUDO-GIANT: 5. PLAYBOY:
was worth it. Knowing that protection 'player skill'. And playing the smart On each hop, creates a 30’ earthquake, Just a small goblin in a bunny suit.
from evil allows you to walk into a room and learned member of the party, it cracking stone and earth. Surprisingly seductive.
guarded by an iron golem and walk out kind of makes sense for you to use your Save or fall prone. 6. MOONLIGHT LEPORIDAE:
unmolested, gold chalice in hand makes the player knowledge to solve problems.. 2. COMBUSTIBLE COTTONTAIL: At night, a spotlight is always shining on it.
scroll amazing value at 100gp.
The rabbit can be set on fire and burn Wears a top hat and carries a cane. Save or
5 | BRING EQUIPMENT: Most ma- Only on his third session did like a torch without being harmed. Great tip it 1d6 gold coins.
gic-users are really not carrying much Mayfly actually cast a spell from light source, albeit unwieldy. 7. DRUID DOE:
except a spell book, scroll, and some a scroll. Prior to that, he participated 3. LAPIS LAPIN: Grass and vines below, if present, will grow
daggers. This leaves plenty of room for in no combat (only as an observer), but Living, deep-blue gemstone rabbit. Has upward and provide the rabbit a platform,
useful dungeon equipment like torches, did marshal his hirelings in the second all the properties of precious earth and never allowing it to fall more than 3’. Perfect
oil, and 50' of rope. But also less rank. He wedged doors open or shut. fills the lapidary taxidermy for crossing jungle ravines
obvious stuff like: He got eight 1/2 HD creatures to fight niche quite well. or cushioning falls.
• a stinky wheel of cheese to pay off the to the death over rations. He paid off 4. FREEZING HARE: 8. LORRAINE SPIRIT:
goblins goblins and made a rope ladder for a Turns any liquid it touches into ice. Can A ghost bunny who hopped away from Death
• a full wineskin to befriend the orcs with quick exit. create ice patches as it hops across a lake and is now capable of phasing through walls.
• a bag of rats to test strange liquids on or Despite defining our characters by or river. Prefers gold over carrots.
throw to giant spiders their specific abilities, 80% of the time
• chalk to crush and throw in an opponents These little guys do not take commands and hop around in search of vegetables
eyes or mark the invisible beast
we're not even using them. It's only that (including the goblin). Rabbits can hop up to 5’ and like to hop once per round. A
• a shovel to fetch coins from weird specific 20% of the time they summoned rabbit stays around until it hops further than 300 ft from the hat, or
pools when you forgot to bring rats come into play. Remember this another one is pulled from it.
and lean into it next time you run
50 out of spells! 48
52
by Christopher S. - Art: Michael Sheppard

seven
the

draconic
sins Most of what we know about dragons comes
from oral history. Strangely, whenever a scholarly book
about the fire-breathing brutes is written, catastrophic fires
start happening. Having taken the hint, most libraries refuse to stock such
tomes. So if you want to know more about the different
sorts of dragons , you better ask Gran’ Paw.
- Gran’ Paw, What’s a Dragon?
- «Dragon?» Who done taught you that word,
Turnip Head? I reckon they also done told you
they was a form of thunder lizard? Well, they
were right, to a point. Dragons, or dreki as my
grand-sire’s grand-sire called ‘em, are large
and lizard like, but they ain’t born that way, y’
kin? See, they don’t start out as no egg, but
rather as man-folk, kin to the likes of you or
me. Now, we all gots our vices, true enough,
but them there dreki-kin (see it was a conso-
54 55

nant gradati–oh, shoot, nevermind, you


ain’t got the head for wording, Turnip),
GREED LUST SLOTH
Thems the ones for hoarding gold and Thems be the ones kidnappin’ all More of the ’acedia’ sort, than the ’lazy’ sort.
when they was man, loved their vices. other material wealth. Misers in life, they those princesses in the stories. Y’
Imagine them pinnacle of virtue’s the The ones that take to brooding in solitude.
took so far as to kill for wealth. And it’s see, when a man and a woman... Doesn’t sound much harm, sure, but they do it
preacher man’s always telling y’ about, that final murder that turns ‘em. Either that is t’say, you’re at the age where
but for the vices he warns you against. to the point where it gets to infecting the very
way, given their propensity to lounge you’ll notice... no, I had to tell your land itself. Green, healthy forests turn to black,
Lowest of the low, y’ kin? You ain’t gonna upon their amassed wealth--better to pap ‘bout your age. Pester him for
be finding the average whore-monger dying woods forever choked in an unmoving
guard, y’ kin–their skin tends to stick with this one. fog.
shrugging outta their skins and leaving gems and coin.
for the hills. • Pleasure or Pain As the subli- • Armor Leather
Now, for whichever reason–I ain’t the • Armor Chain and shield mating azure breath washes over • Aura of Acedia In the presence of the beast,
preacher, ask him–these folks got • Smell Riches The dragon can smell the target, the target is given a all begin to fail in their duties. A grim aura
changed by their chosen evil. Twisted. items of value (50 standard coins) within choice: take the damage to HP or inflicts -2 Strength, fumble ranges double,
And depending on the vice sacked up 500’. The more expensive it is, the better it accept the effects of hold person concentration-based spells automatically fail,
inside ‘em, that’s what led to the style of smells. (no save). etc.
dragon. Now, here’s what we’ve got to • Increasing Hoard Once per 1d4 rounds, • Obsession A powerful chemical • Slowing Touch Anyone struck by the dra-
knowing about each of the sorts, based when within 50’ of the beast, a random that makes any touched by it feel gon must save vs Paralyze, or suffer a level of
on a codex I seen in the city a long spell item from the party vanishes from their an uncontrollable longing for their encumbrance and the effects that come with it.
ago. They all take to having a fairly similar possession and appears in the collected greatest desire. If they don’t have Effect lasts until a long rest.
shape: ‘gators heightened to draft horse hoard. one, one may be provided for them.
stature. Somes tell of ones bearing wings,
but, honestly, that sounds made up. WRATH
GLUTTONY Thems the sort that go around breathing fire on
Base stats: These are the ones that tend to PRIDE everythin’. Eyes burn with hatred. Smoke billows
HD: 8 (36hp), AC as chain, ravage the countryside, consuming Them ones that take to riddling and from their nostrils and their scales are covered
Att: 2 x claw (1d8) , bite (1d12) everything they come across: live- yammering on ‘cause they think in soot and melted metal. You’ll feel their heat
THAC0: 12 [+7] stock, trees, houses, coal piles, and they’re better’n you? Thems the long before you ever see ‘em. Should you ever
SV D8 W9 P10 B10 S12 so on. The land around their lairs pride ones. They’re magnificent find a cave glowing with heat and surrounded
is stripped and left barren. Lairs and they’ll make sure you know it. by scorched earth, you’ll probably be wanting to
ENVY themselves are shafts of consumed Their scales are shinier, their voices
are richer. They’ll fish for compli-
leave as it’ll most like be a den of wrath.
Magic’s a talent, and with so few of us left, a earth, serving as den and midden.
• Armor Plate and shield
very few are able to master it. Understand- Following ‘em, should you have the ments and swallow ‘em whole.
• Attack Breath (1d6 continuous)
ibly, there are them that covet the ability for strange notion, is easy t’do as their • No Higher Power The beast is so • Fire Proof As living furnaces, they’re immune
magicfying when they lack it. The worst of swollen bellies drag along. devoid of humility that all divinely- to fire.
‘em take to hoarding any and all magics– • Attack Vomit (2d8, acid) . The inspired abilities cease working in • Torrent of Flame A 40’ cone of superheated
scrolls, grimoires, and the like. They can’t acidic stomach fluids, burn anyone their presence. flame. Anyone in metal armor takes a further 1d6
use ‘em, but boy do they like looking at ‘em. caught within the 20’ deluge. • Pride Prevents the Fall damage for 1d4 rounds.
• Smell Magic Up to 500’ from the spells in • Rending Bite Any bite attack Compliments paid to the beast • Blind Anger Should the beast’s Intelligence
a magician’s head, to the fetishes carried by blocked by armor does half its are ’stored’ to act as shields, being be damaged, its Constitution increases by that
a wizard damage to the target’s armor class sacrificed to prevent damage taken much damage. Should its Wisdom be affected,
• Chaotic Breath 50’ cone; Target must instead. from an attack. its Strength is adjusted.
save vs breath, or suffer Maleficence (pos- • I’ve Eaten Worse Anything that - Why should they die, Gran’ Paw?
sible alignment change) finds its way into the dragon’s - Because it’s doin’ a kindness to the poor souls trapped within, Turnip Head. Also, there’s
• Steal Spell A caster in physical contact mouth does no further damage to some that take to the fame and glory of it. And the loot. There’s also a rumor that cooking
loses a a randomly selected spell, now fully the beast. and eating the heart will get y’ strange knowings and doings. It’s probably true.
castable by the dragon.
by Ava Islam - Art: MichaelSheppard

DRAGONS
PLAYING

One of the things that strikes me every time I read Beowulf is the twinning of
the hero and the dragon; the dragon emerges when Beowulf is at his most
dragon-like, and he must become ever more a dragon in order to defeat him.
This applies to your standard D&D characters even more readily, I think. Their power
grows in proportion to their material accumulation until they possess abilities that
allow them to go toe-to-toe with a dragon; in game terms, judging by armour class, hit
points, and amount of damage that they can put out, the actual mechanical difference
between them is negligible.
People always urge you to play dragons as if they are insane, though like most
appeals to the pathological this is using tired ableism as a stand-in for actual character-
ization and motivation. Better writers may pick a specific type of mental illness as a
stand in such as narcissism, or obsessive-compulsion, but this again lacks specificity.
If you actually want your dragon to come off like a terrifying, unpredictable, anti-social
creature, as a dungeon master you already have the perfect model right in front of you:
your player characters. If we assume that all dragons were in fact once adventurers,
this makes even more sense.
Take the worst, murderhobo-ey aspects of the PCs, the strange bizarre affect that
comes from a character inhabiting a world that they know is fictitious and can actually
have no lasting consequences on them, and multiply it ten-fold. Better yet, pick a spe-
cific character in your group and do your best impression or caricature of them.
If you’ve got a multi-headed dragon, play the entire party. Fuck making them all
different colours with different breath weapons: make one head a fighter, another a
magic-user, a thief, a cleric, so on and give each head super-charged class powers.

56 57
58 59
by Brent Edwards, Art: after Gustave Doré

by Brent Edwards - Art after Gustave Doré

manizing
Hum
THe Monster
thE
I’VE BEEN THINKING ABOUT DRAGONS AND SUCH. CREATURES. BEASTIES.
MONSTERS.(1) MONSTERS ARE KINDA HARD TO GET JUST RIGHT,
ESPECIALLY WHEN IT COMES TO CLASSIC FANTASY. I ALWAYS HAVE THESE
TWO OPPOSING URGES. THERE’S A COMMON VERNACULAR, A VOCABULARY
THAT EVERYONE WHO’S BEEN EXPOSED TO FANTASY SHARES. EVERYONE
KNOWS WHAT A DRAGON IS, AND FRANKLY MOST PEOPLE ARE BORED OF
THE VANILLA PANTHEON OF D&D MONSTERS. AT THE SAME TIME, IF I’M
RUNNING A RELATIVELY STRAIGHTFORWARD FANTASY CAMPAIGN, I
M’Shu, green dragon, obsessive DON’T WANT TO GET TOO WEIRD OR GONZO. I STILL WANT THE CREATURES
collector, baselessly hateful (and in I RUN TO BE RELATIVELY PARSEABLE, EVEN IF THEY’RE NOT ADHERING
need of a root canal). STRICTLY TO THE MOST VANILLA VERSION OF THEMSELVES.
1) We’ll use a narrower definition for monster than classic D&D’s “any encountered creature”. How about "non-player entity with
agency that has an element of strangeness and the potential for conflict, often one who is non-humanoid and with whom convenient
communication is impossible.“?
60 61

Give your monsters hobbies too! See page 107


SO HERE’S MY THOUGHT: Humanizing Trait Monstrous Trait (4)
HUMANIZE THE BEASTIE. 1 Obsessive collector Voraciously hungry
I’m talking about injecting identifiable was not a situation he was going to
traits and motivations into the behavior of pass up. Throughout the encounter, he 2 Attention-seeking Mindlessly territorial
your monsters, while maintaining what attempted to isolate, petrify, and munch 3 Lonely, but hopeful Baselessly hateful
makes them strange. Let your players on the most convenient target. Call this 4 Curious to a fault Given to causeless rage
know what your monsters are thinking. a monstrous trait, it was still a gameable 5 Generous in a showy way Inscrutably ritualistic
Make them fathomable. one. This guy wanted to eat, and there was 6 Snobby and churlish Seeking community
There is a good reason to do this; it makes little chance to enact diplomacy with him 7 Self-absorbed Views PCs as objects
encounters easier to run for you, and far short of providing a substantial meal that
8 Pointlessly xenophobic Machiavellian - to what end?
more gameable for your players. Specific, was more convenient than the adventurers
easily identifiable qualities in your big themselves - something my players could 9 Jealous, resentful Strictly hierarchical
tent-pole monsters, the ones you build have exploited, perhaps, if they didn’t latch 10 Anxiously impatient Bizarre standards of etiquette
dungeons around, are the key to getting on to his other trait. 11 Appallingly hedonistic Impossibly dedicated to good/evil
your players out of the mindset of routine The basilisk was also Curious. I figured 12 Cowardly and overcompensating Impractically devoted to law/chaos
encounters. The more obvious you make he didn’t get many visitors, and the party 13 Stubborn and contrary Paradoxically inclined
the humanizing stuff, the easier it is for was particularly, um, colorful.(3) So he 14 Polite and abiding Uncomfortably amused
your players to latch on to it and think was fascinated by them, despite himself
15 Over-eager to help Seemingly emotionless
about how they can use it. - call this a humanizing trait. When
An example: recently I ran Skerples’ Tomb someone in the party did something 16 Unnervingly patient Given to rapid shifts in demeanor
of the Serpent Kings(2) for some of my weird and unexpected (often, constantly, 17 Languid and charismatic Beholden to a bewildering code
nearest and dearest, and inevitably they incessantly), the basilisk naturally took a 18 Nursing a grudge Communicative but unintelligible
stumbled on the big headline beastie of moment to check it out. Like, get a load of 19 Meticulous and unhurried Smugly enigmatic
that dungeon - the blinkered basilisk. these assholes. 20 Slovenly and thoughtless Unwaveringly loyal
There’s been plenty of discussion of how Marveling at these assholes was his
great this encounter is, helped along by downfall, as it is often mine.
the two pages of advice and analysis The party identified pretty quickly that
2) https://coinsandscrolls.blogspot.com/2017/06/osr-tomb-of-serpent-kings-megapost.html

in the module itself, so I’m not going to our reptilian friend had a terribly short
go too deep here. Just let it be said that attention span, and while fighting off Gorgoola, chimera,
an extremely dangerous and powerful the half-petrifaction that most of them polite and enduring,
adversary (a big fuck-off basilisk with had been stricken with before they got views PCs as objects
petrifying vision) that has obvious, their bearings, they took turns doing ,
exploitable weaknesses (chained to a increasingly foolhardy things to keep
single room, vision restricted by a visor) its focus moving. Some parkour stunts,
and a hook for potential diplomacy dangling hirelings and companions as
If you haven’t read (and ran) this yet, you should. It’s free! -Eric.

(hungry, will be friendly with anyone that bait, some song and dance, generally
offers food) is a really good formula for a roping the dope until they had a chance to
memorable, varied encounter. do some very dastardly things with an oil
Unfortunately, the several high quality, flask and torch that I daren’t mention.
super actionable paragraphs of behavioral It may seem like simple stuff, but
analysis the module provides were too this turned out to be an almost pure
much for me to hold in my head - I’m a combat encounter with nearly zero
notorious GM choke artist when I have traditional combat. There were no more
too much data to track. So instead I boiled than two attack rolls on the part of the
it down to a couple of qualities. They PCs throughout the hour-long battle.
just happened to be the headings of the This approach creates a variety and a
previously mentioned paragraphs, in fact. distinctiveness to your encounters that
The basilisk was Hungry. He wasn’t evil, can be really valuable. A fairly basic
or cruel, or needlessly violent, but he situation can spontaneously, organically
wanted to eat, and a bunch of foolhardy become a sort of minigame that nobody
3) prayers up for Tarnan, the dwarven wizard who had spent all of his research funds bequeathing his toad familiar incredibly muscular
adventurers walking into his chambers planned for, the GM least of all. humanoid legs. Dirt, the human contractor who apparently misread the job posting and was in way over his head. Not to mention the
radically xtreme Bagel the racoonfolk fool and the incredibly beautiful goblin plague doctor, Dr. Pepper, MD.
4)The more I put together examples of human vs monstrous traits, the harder I find it to differentiate between the two. Deep, man.
by Diogo Noguiera
The old-school of RPGs has many
characteristics that make it my
favorite style of games, but many
of these aspects have nothing to
I made a list of my ten priorities as an old-school style referee
do with the rules of the game per to remind myself from time to time. They are not the “one and true
se, and are more about how the way” to run these games, but they are certainly a way. Perhaps one
game is played, and especially that can help you find your own path.
how the referee runs their
campaign.

EREEING
(MY) TEN COMMANDMENTS FOR GOOD REF

1. THOU SHALT CREATE IV. THOU SHALT BE VI. THOU SHALT SAY ‘YES’ IX. THOU SHALT
WHENEVER FIRM AND CONSISTENT. WHENEVER POSSIBLE. NOT FORCE A STORY
POSSIBLE AND NECESSARY. When you arbitrate a difficult situa- Avoid the cursed phrase "you can't do UPON YOUR PLAYERS.
The essence of being a referee is to create a tion, some players may challenge your that", unless it's obviously something You are not a literary writer, you are a
world where players can experience ad- choices. If the decision was made impossible, like allowing a first level fighter referee. You're not here to tell a story, you
ventures and shenanigans. You have to be based on the other commandments, to breathe fire. Humor crazy and inventive are here to play a game in which a story is
able to create stuff, whether it's a location, you must enforce it and continue with ideas from your players. Change the "no" to organically created. Sometimes a refer-
a monster, an NPC, a situation, a treasure the game as soon as possible. Rules a "yes, but". Ask for a test, for the expendi- ee who has prepared a story with NPCs,
hoard. This does not mean you cannot use debates can happen after the session. ture of HP, or something like that. You can locations and scenes, and they feel the
ready-made material, like modules or set- Quickly explain why you made the de- make it very hard for it to work, but as long need to manipulate the game, to change
tings, but that you must be confident enough cision you made and carry on. Make a as they have a chance, they’ll realize they can the consequences of the players' choices
to adapt this material. Creating new stuff note of the decision and be consistent try anything. This will encourage them to try to lead to the "story" they have planned,.
when the players choose a path the material in similar situations. The players will new things more often, making the game Avoid doing this! Your players will sooner
does not cover may seem intimidating, but it soon realize you are just being fair. more entertaining for everyone. or later realise they have no real say in the
comes easily with practice. game. If they want to just be told a story
V. THOU SHALT LISTEN VII. THOU SHALT BROADCAST
II. THOU SHALT KNOW THE RULES. they will certainly prefer to go to a movie
TO YOUR PLAYERS. EXCITEMENT AND ENERGY.
Being a referee means you will have to adjudi- or read a book. And, maybe more impor-
An adventure game referee may be As a referee, you are in the forefront of the
cate their use during the game. The more you tantly, realize this is no fun for you either,
compared to an artist as they have game. As such, you can dictate much of the
know the rules and their gaps, the better you as you discover nothing new, and nothing
an audience they perform in front of. feel of the game. If you show up excited
will be at this job. The less time you spend really exciting or unexpected happens.
During the game, you must notice about the games, the players will respond to
consulting rulebooks, the more time you if players are disengaging and try to X. THOU SHALT
have to actually play! it. If you start doing funny voices for NPCs,
bring them back. If they are bored and the player's will probably do the same. If you REMEMBER TO
III THOU SHALT BE seem to be wanting something to bash describe actions in combat in a cinematic HAVE FUN.
FAIR AND IMPARTIAL. at, make some enemies appear out of way, the players will follow. Be an example of You are not just an employee of the
No game can predict every possible situation. nowhere. If they sigh at the sight of what you hope your players will be. players, here to entertain them. You are
No game can predict every possible outcome. another combat, present them with supposed to have fun as much as they are.
Most OSR games are so flexible that their an interesting encounter with an NPC VIII. THOU SHALT NOT DISRESPECT THE If things are becoming unpleasant, take
rules can be used in almost all situations, that they can interact with. After the ORACULAR POWER OF THE DICE. the time to figure out why, and how you
but you will still need to interpret rolls in the game, get some feedback. Stuff they I have a simple rule regarding dice. If I am could make the game fun for you again.
narrative context. And even though you do liked, stuff they didn't. Stuff they not prepared to accept any result the roll Maybe you need to change the game you
play the character's rivals and enemies, you would like to see in the campaign. The can bring, I should not rely on the dice to are playing, change the campaign, or even
are not them. You don't want to defeat the referee has no obligation to cater to decide. As said previously, the referee should change the group. This may be harsh, but
players (you easily could if you wanted to). all the players' desires, but they can know when to apply the rules and when not an unhappy referee will soon make the
You want to create interesting situations in obtain very good information and to. So if you choose to roll the dice, embrace whole table unhappy.
which they have to exercise their creativity. inspiration out of these questions. the result and see what happens. That's one
You don't want to favor players either, or the Things they might not even imagine. of the greatest things about RPGs. Discover-
excitement of the game would be lost. No We have a lot to learn even from the ing what happens as you play along instead
‘real’ risk, no reward. newest gamers. of just dictating what's going on.

62 63
by Ciro Alessandro Sacco - Art: John Grümph

“Greetings,
innkeep,
what news
around here?”
d12 HOOKS TO GATHER
AT THE COUNTER.
1] “Strange lights have been seen in the murdering babies and she swore revenge
graveyard and many locals are scared. with her last breath. She came back as a
Sometimes terrible howls can be heard!” ghost, killing the descendants of the people
The graveyard has been chosen by a group who lynched her, one every night. The
of criminals (bandits, thieves, and per- ghost can only be stopped if one of the
haps some assassins) as a decent campsite descendants of the few people who pleaded
and a great hiding place for their booty. for her life to be spared (there are some)
Unfortunately, the dead (wraiths, wights, begs for her mercy.
and perhaps a spectre) have taken offense.
The dead will know peace again once the 3]“Bodies have been found this morning
intruders are gone, or staying forever. with stab wounds, perhaps there is turmoil
in the Thieves Guild again…”
2] “Bodies have been found in the morning, The thieves guild is in the middle of a
dead, with no apparent wounds on them, ‘hostile takeover’ from a group of out-
people are scared.” of- towners bent on controlling the local
A hundred years ago, an innocent woman underworld. The two factions are roughly
was lynched by locals who accused her of balanced so the carnage goes on and both

64
are looking for a way to get the upper is allowed to take part. Every tournament 9] “An upstanding young fellow has been 11] “That’s it, I’m tired of this job and I’m
hand. attracts 10 + 1d10 competitors. thrown in prison on bogus charges by a cor- selling this place to someone who wants to
The current champion, with a string rupt judge and his family is looking for the make an honest living– do you happen to
4] “The Church of Peoni is offering free of 10 straight victories, is Athelred right people to break him out of his rat- know anybody interested in buying an inn?
healing to the worthy and the poor. They the Strong. infested cell. Granted, it’s not an easy task I’ll pay you a good finder’s fee if you bring me
don’t expect you to be a devotee to be healed.” but there would be a handsome reward, a buyer!”
The Church of Peoni is especially de- 7] “Akshem the jewel merchant is looking along with some fast horses to leave town…” The innkeeper, Rufio, was once a merce-
voted to helping the poor, the needy, the for bodyguards. He pays the thieves guild so A scion of the Wessey family picked a fight nary captain with a special knack for
downtrodden, and the lower strata of it leaves his goods alone, but he fears some with the Marcian heiress in which a pillaging temples of any faith, good or evil.
society. Its church is located in the poor ‘unlicensed’ robbers could try to steal from bystander was killed and a tavern burnt Some years ago they looted and destroyed a
district (of course) and is always open. After him.” down. Both families leaned on the judge, Temple of Argyk, Chaotic god of murder,
queuing for hours, characters are admitted An extremely capable (12th level) thief from and the best offer won: Elwyn Wessey is killing the priests, templars, acolytes, and
to an audience with Sister Oriabel (8th out of town is looking for a specific item awaiting a probably long sentence in a well even the slaves. Among captain Rufio’s
level cleric): who asks polite questions in the merchant’s inventory – a ring of furnished prison cell. The family will pay a big share of the loot was a powerful dagger
to better grasp their needs, motivations, three wishes with one charge left in it. The reward (initial offer 5,000 gp) to anybody able (+3, turns into any bladed weapon at will).
and wealth before granting healing. This thief has been paid to recover the ring but to escort him to safety. Of course, Elwyin is The Church of Argyk has been exacting its
could be done for free, for a small sum, for they don’t not know why – a professional obnoxious, spoiled, cowardly, and a liar. See revenge ever since. Rufio has had word that
a significant sum, or only if they accept to is a professional. But the thieves guild has entry 10 for the other side of the story. a master assassin is on their way to him.
complete a mission in return. heard of them and plans to violently end He wants out, and will sell the inn at a huge
their unlicensed activities. 10] “A poor girl has been unjustly thrown in loss if needed. He also plans to leave the
5] “Word is that next week the burgermeister a cell by a crooked magistrate and her family dagger behind, as he suspects this is what
will introduce a new tax on unlicensed 8] “What a lucky day for you to be here! We is looking for kind-hearted adventurers the church is tracking.
weapons and armor, all such equipment have just declared war on our enemies and who would spring her out. Granted, it’s not
must be registered at once” every able-bodied person is to enlist in the an easy task, but there would be a reward 12] “If you are out of luck why don’t you
The local government is fed up with army – no exceptions! I have heard that re- and the family knows a way to skip town enlist in the City Watch? The pay is low
adventurers and assorted troublemakers cruiters will start visiting inns and taverns discreetly.” and the risks significant, but you will carry
creating havoc and so have decided to today… Being a foreigner is no excuse for Eadburh Marcian didn’t like Elwyn a badge, enjoy some ‘perks’ (the Innkeeper
scare the pests away by poking holes in absconding!” Wessey’s drunken proposals that night. winks) such as free drinks and ‘tips’ on many
their purses. This is easier said than done If the adventurers stay, they will be She cast a pyromancy spell that went out a juicy scheme, free room and board…”
(adventurers and troublemakers can be a forced , asked politely, or begged (depend- of control and set the local alehouse on Unknown to the innkeeper, newly ap-
handful) so some brave tax collectors are ing on their looks) to accept a commis- fire. Both youngsters were arrested, but pointed commander Vides has started
wanted. sion as officers and lead troops in the war; the Marcians’ ancient and respected name purging the corrupt and incompetent
the promised rank and pay varies wasn’t enough to convince the corrupt elements from her ranks (not an easy task.
6] “Every week we have an arm wrestling according to level and/or ability to fake judge. She faces the death penalty, a great here are many capos). Her policy is simple:
tournament here with a hefty purse for the competency. way to shut her mouth, because rumours honest, reliable, and motivated folk get
winner – only the strong need apply!” The conflict can be anything from a about Elwyn Wessey’s conduct are circu- hired. Gender, race, height, and (mostly)
On Wednesday nights, people wishing to brawl about some pastures or fishing lating. A difficult mission with very little age are not a factor. It’s easy to pretend to
compete chip in 10 GP for the purse (no rights, to a full scale war with thousands reward (500 gp at most) and a good chance be a loyal and trustworthy watchperson.
refunds whatsoever). Contrary to what of soldiers, war machines, flying mounts, of making powerful enemies. See 9 above Making coin on the side is becoming
the innkeep says, everyone with the coin etc. for the other side of the story. increasingly difficult, however.

66 67
68 by Frank Redding

Opponents (d4)
1. Would-be gladiators. Really just prisoners, trying to live to fight another day, or the
other way around. 2d6 of them, poorly armed and sorely untrained.
2. Executioners. A former adventuring party that decided gladiatorial murder is easier
and just as fun. 2d4+1 very skilled, bloodthirsty, well-equipped killers.
Their only weakness is playing to the audience.
3. Monsters. Some more dangerous than others; all entertaining.
1. 2d8 goblins with their legs tied to one another. They were told their opponents would
be too, but they take the extra challenge in good stride.
2. Hysterical prisoners with an enraged dire rhino armored in chain. Among them
perhaps a friendly NPC or two. Maybe in formal attire, from that wedding or coronation
that the characters were invited to but couldn’t attend because they were forced to
fight in this arena.
3. Wererat king. Seven glorious wererat leaders captured from opposing thieves’
guilds, their tails surgically joined. They want to kill each other at least as much as the
characters.
4. 2d6 mummies wrapped together into a ball of ancient hatred and poisonous claws.
One of them frees itself every d3 rounds.
5. Bound marilith. Can this six-armed demon free herself in time? Yes. She slips her
first two wrists out of their bonds as soon as the first character closes, and the rest at
dramatically appropriate times.
6. Demilich inside a treasure chest mimic. The latter boasts about its treasure loudly
as soon as its disguise is revealed, while the former enjoys its symbiotic vacation.
7. Howling ettin with one foot nailed to the arena floor with a really deep spike to go
through all that dirt and sand. Well, one head is howling; the other has no feeling in
the afflicted leg, so it does what it likes and does best: singing countertenor arias. The

Compelling
Arena
ettin wields an oversized goedendag and a passionate countenance, respectively.
8. 1d4+1 giant spiders greased with rendered boar fat. Every round, each spider has a
50% chance to burst into flame from an errant spark, doubling its danger while halving
its longevity.
4. No one. The characters are expected to fight each other, and the wizard with the wand

fights
of disintegration hovering above the arena makes it abundantly clear by turning a friendly
NPC to ashes. They weren’t pit fighter material anyway.

Goal of the Match (d6)


1. Win the fight. All opponents defeated. Yielding acceptable.
2. Total obliteration. Be the last person or party standing. No opponent left alive.
A staple of stories and games, yet all 3. First blood. First character or creature at or below half hit points means their team
too often: dry. Use the following tables and tools loses.
to create memorable arena fights and set pieces, 4. Capture the gem. Placed behind the enemy, or on them (especially if it’s a monster like
with fun, dynamic scenery, and delightfully the dire rhino).
deadly surprises. 5. Reach the finish line. Simply get from your starting point to the finish, past the
dangers, distractions, and creatures wanting to stop you.
6. Endurance. Survive 1d4+1 rounds against half that number of waves of opponents.

69
Complications (d10)
1. Flailing mannequins. 3. mermaid-style leather dress with straps experts in such matters before it’s too
ing to do! This is the OSR, they have their
Several large, armored mannequins with ter- and studs and high heeled boots late. Still harbors a corpse, but it’s content
mind, their slippery fingers, and above all
rifying flails are positioned about the arena, 4. crazed, diseased monkey to be dead.
their player’s ingenuity. Constraints—well,
each surrounded by obvious yet seemingly 5. a muffled prisoner infected with sewer 3. Concealed pit with some use. If you
restraints here—can boost the creative
unavoidable pressure plates. Stepping on plague screams through their gag, des- survive the fall and the spears, you might
juices.
one predictably, sends the mannequin perate to cough find one of: spiked hammer still grasped
spinning and flailing. But each plate has a 3. Boonful prisoners. 6. freshly-risen vampire, imprinting on by gnome hand, experimental personal
2-in-6 chance of activating 1d3 random Tied to poles about the arena. Their mouths whomever opens the wardrobe first catapult (one shot), lightly magical but
mannequins instead. are obviously stuffed with spell scrolls or po- 7. spear sickle on a bed of super flamma- stubby dagger, corpse with gown made
tions. Get to them before the prisoners’ drool ble dry wheat from many surprisingly durable layers.
2. Human fence. ruins them! Beware of prisoners accidentally 8. mirror that reflects an angelic version 4. Pit with fanfare. If you survive the fall
The middle of the arena, or a spot with a crushing the sneaky stinking cloud or cloud- of the viewer, and that reveals a powerful into this concealed pit, you’ll encounter an
treasure, is blocked by a fence. Except it’s kill potion. (but unhealthily codependent) blood- equally trapped (and with an impaled leg)
chained-up humans and some fat pylons. - As with the human fence, tie a character thirsty sword behind it, if shattered member of the opposing side’s guards,
Perhaps there is even a crocodile-infested to one of the poles. Gag them with a locust who recognizes you and is your greatest
moat on either side of the fence and a ramp 5. Giant nail platforms.
plague potion, and make them roll not to fan.
that might just give enough air to a strong One foot diameter discs on tall, thin, vi-
break the glass.
runner to jump it. Will the characters stop for ciously barbed poles. Easy enough to climb 8. Guarded treasure.
a rescue, treat it like any other fence, or even 4. Upright, coffin-like wardrobes. if you’re wearing good gauntlets or don’t Thin posts are staked into the ground,
power through it? Spread about on mounds on fresh earth. mind slashed hands. The rest of the arena atop each a magnificent weapon that
- Pick a beloved NPC or character to form Inside: appears (and is) soaked in oil. The platforms would definitely give you the upper hand.
part of the fence to raise the stakes. Don’t 1. chainmal poncho (quick to don) are paired, and act like seesaws: so climb- The snag: a manticore is leashed to each
think that a chained up character has noth- 2. skeleton with skull crushed by spiked flail ing one will make it sink and raise another. post.
Some platforms have torches on them and 1. Vibro-glaive. Double the damage, dou-
are unpaired. (1 unpaired platform with ble the carnage. Anoint in the blood of the
torch for every 2 paired ones without.)
Gladiatorator (5d6) 6. Black pyramid.
innocent each day for continued function.
1-in-6 chance of jamming after each use.
Person Wearing Wielding Excelling at Sucking at A steep, basalt pyramid bisects the arena, 2. Melancholiator. A thin sword with a
no way around. Atop it, a withered, black blade of sullen soul fragments. Ignores
1 Battle-hardened blood-stained spear and net (with playing to the peripheral
mummy on a basalt throne, surround by four armor but inflicts debilitating, doleful
warrior chainmail over lightning-conduct- crowd vision sorrow instead of damage.
sturdy leathers ing metal bullets to bowls on pillars. Climbing halfway up tips the
bowls, which pouring their liquid (super glue, 3. Flail of Tears. Its swings are accompa-
weigh it down) nied by the mournful cries of imprisoned
rust monster antennae juice, acid giving off
2 Terrified prisoner floor-length tunic oversized battle looking patience poisonous fumes, cool looking dry ice) down angels. Ethical outlook determines whether
and a battered hammer harmless the steps. The mummy is impaled by an this is soul-crushing or invigorating.
breastplate ornate, golden scimitar. Removing it re- 4. Caber Bolts (2d10). Regular-sized bolts
3 Alien insectoid exotic full plate man-catcher and intimidation following a plan animates the powerful mummy, who will that violently intumesce to caber size
armor flash bombs cause havoc. But now you have a magic when launched. Fire the lot for a quick
scimitar that deals double damage against palisade.
4 Noble risen to beautiful, magical rapier and strategy compassion
the occasion expensive buckler (pauses to ruling tyrants and ignores their armor.
9. Tower of woe.
garments deliver killing 7. Spiked pit traps. Multiple levels (4+) that need to be scaled
blows) They’re classics for a reason. Some are on this round structure, while a score
5 Ogre-blood- torn scraps of powerful muscles brute force tactics obvious, but others are practically invisible. of goblins belt the contestants with
infused clothing, half a and whatever 1. An obvious pit. The tips of the spears stones, loud crackers, balls of glue and
experiment chain shirt heavy is lying at its bottom are still shiny and happily spit, or whooping powder. They also have
around reflect any sunlight or hope. heat-seeking arrows if you happen to be a
6 Mul (half-dwarf) hardened, boiled notched greataxe surprise insight 2. Well-concealed pit. Only detectable by flying spoil-sport. Winner is whoever gets
leather armor attacks
70 71
by Antoine Bauza - Art : Rackham le Roux

to the golden egg in the harpies’ nest at the down at once, sending all but the hardiest
top. Two angry harpies on two-meter long tumbling. They find themselves on the
chains guard it. Levels include: bottom, soaked, and covered in:

d20 Kids
1. Warm-up with basic handholds. Difficult 1. A squirming fulmination eel. Arcing
but not impossible to climb. lightning between it and the nearest
2. Trapped. As above, but 2-in-6 handholds pieces of metal.
are upholstered with gecko paw skin which 2. A handful of hungry rust monster tad-
adheres to anything. poles. They gotta eat to grow up.

for your
3. People fence. Prisoners, NPCs, and 3. A couple of undead piranha. Similarly
maybe a PC are chained along the level. dangerous to live ones.
Easy enough to climb if you don’t mind the 4. The flopping remains of a half-eaten

Dungeons
protestations or screams of those affected fulmination eel. Zombie piranhas had their
by your weight on their bonds or face. fill.
4. Hidden Weal or Woe. Numerous hand-
holds on this level. For each climb action 10. Perfidious perfumier’s playground.
there is a 3-in-6 chance of grabbing one Quick-release gas bombs littering the
that comes off and reveals an arm’s-width arena like a minefield, tucked away in
cavity behind, containing: other structures, or hidden in seemingly
1. Nothing. Really. discarded weapons and armor for an extra
2. A pot of universal glue. Tool or weapon? surprise.
3. A whistle. It’s loud and superlatively 1. Airsplosion. Blows you 2d6 meters into
shrill. the air.
4. A single random card from a deck of 2. Blue paint. Bright and very hard to wash
many things. It takes effect immediately out.
when picked up. 3. Skunk effluvium. Might stop other gladia-
5. A flawless ruby. When touched it acti- tors from voluntarily approaching you.
vates a manacle trapping the arm. 4. Cupid’s instant summons. The next
6. A golden cup with the symbol of a glow- person that smells you develops a powerful
ing and floating sword. When touched, crush on you (saves are boring).
a blade capable of severing unarmored 5. Jelly legs. Your legs stop working for 1d6
hands appears. rounds, then you have irritating pins and
7. Squished goblin. It’s mightily livid, but needles for another 1d6.
also hurts from its cramped predicament. 6. Noumena nullifier. You become insub-
8. A rare albino osquip. With teeth like stantial for 1d6 rounds, unable to physically
shovels. interact with anything, including air to
5. Blades masquerading as handholds. make sound.
They’re a little rusty and dirty, so you proba- 7. Heavy water. Soaks you with an odorless,
bly won’t notice the danger until the first translucent liquid that’s twice as heavy as
person without metal or magical gloves water. Movement is impaired unless you
tries to hoist their weight up on one and get naked.
suffers the lacerating consequences. 8. Garroting Gary. A monstrous, choking
6. The aquarium. Each climb action has a poison that requires two successful saves Our dungeons and their surroundings are too often inhabited
3-in-6 chance of tearing out the handhold, to shake. exclusively by adults. To remedy this, sprinkle your campaign
which acted as a kind of plug. The first 9. Frog fountain. For the next 1d6 rounds with a measure of careless youth with the NPCs below.
couple just spew water, but after the third, you cough up colorful frogs. Unless stated otherwise, assume all kids are level zero
the pressure blows a ring around the tower 10. Avant-garde fragrance. Roll again twice commoners with one hit point.
and the full volume of water comes gushing and combine the effects.

72 73
1. Blazing Sam 2. Klik-Klik 3. Amorak 11. Half-Blood
A little girl born of the A child skeleton who was aspiring A flea-riddled, stinky kid with The crying of this infant attracted the party to its improvised cot. They seem to be partly human, partly
romance between a dragon to a quiet unlife until his family a snotty nose. Small and puny, (d6): 1. succubus, 2. lizardfolk, 3. harpy, 4. goblin, 5. dryad, 6. hard to say, but something physically
and a lone wanderer, Sam got turned to dust by a zealous shy and sparse of word. They graceful. Aw, look at this tiny grumpy face... Are they hungry? Because they’re getting louder and
became an orphan after a cleric. He tries to be friendly, and are in truth a very mature louder, and every monster within hundreds of feet is probably headed here already.
party of adventurers visited attempts communication by chat- rogue, and entirely devoid of
her home. She is prone to tering his teeth. He may offer to remorse. If they manage to 12. Lil Chef 13. Mini Mighty 14. Bill Till
explosive anxiety attacks play knucklebones (which he took earn the party’s trust, or at This resourceful little A fledgeling extraplanar power A runaway who fled the Guild
that deal 3d6 damage from a relative) with an affable least inspire some pity, they will person loves cooking come to this mortal world as a of (d6): 1. Wise Wizards, 2.
around her (save for half). character. As a skeleton with half rob them blind (or worse) and tasty dishes to feed all the scout. They are here incognito, Traitorous Thieves, 3. Artful
Armour Class: as mail. the hit points. disappear. As a 2nd-level thief. creatures, big and small, but their diaphanous frame is Artificers, 4. Adept Assassins,
roaming the area. The smell quite obviously filled with power. 5. Urban Usurers, 6. Daring
is absolutely delicious. Everything here is a toy to them, Duellists. They stole a powerful
4. Gaspal Who knows what kind of and they keep asking questions magical item called the Master-
This wizard got trapped in the body of a ten-year-old boy. He is sound of mind but rambles like an old monster is going to come that betray their real goal: their key. A team of elite bounty hun-
coot about the convoluted ways he could get his body back, which is still in his tower. He doesn’t sus- look for food now… So, set world is dying and her kin need ters has been sent to retrieve it.
pect that the mind of the kid he’s been swapped with is controlling it. Who knows what catastrophe a camp here (and double the a new home. They can only be Having had a brush with those
spooked child might trigger, alone in a dangerously ruined tower? benefits of rest for whoever damaged by weapons made of brutes already, Bill Till wonders
eats the kid’s food) or go platinum or the most powerful of whether they could sell the
back into the cold with spells, but have no other powers. artefact to the PCs.
5. Evil Twins 6. Forever Eleven 7. The Apprentice stale rations? Their family, on the other hand…
Harn and Karn are like black and A short conversation with this This raven-haired, spectacled
white. One of them (the meaner one bubbly kid should be enough to child carries on their back a
– you decide which) was created ascertain they are an adventur- huge sack full of tools and 15. Tiny Gom
by a mirror of opposition. To lift the er who fell into a fountain of mechanical contraptions. A hill giant kid, lonely and somewhat clingy for lack of parental affection. They can make an intimidating
curse, the mirror must be found and youth. They can of course lead They work for a renowned bodyguard for their chosen adoptive parent as long as they are properly fed. Speaking of which, they’re
the double (and only them) must the way to said fountain (for a trap builder, who they lost always hungry and will eat anything, equipment included. As a 4 hit dice hill giant.
look into it. Both deny being an evil price), but the party wouldn’t sight of a while ago. In any
magical clone, of course. They fight be the first to ask… Roll class case, the kid knows the 16. The
and level at random. The kid 17- Pitos the 18. Tiny Gom 19. Family Re-
all the time and are getting closer master has set up some of Loathsome Melodious semblance?
every day to killing each other with has kept all their abilities, but her most lethal masterpieces A band of 2d6 rag-
A hill giant kid, lonely
they only have one hit die. A minotaur child who and somewhat clingy for This child is clearly the
their bare hands. somewhere ahead. gedy, dirty kobolds fled home. Her commu- character’s progeny.
squawking as they run lack of parental affection.
nity disapproved her
around chained to each aversion to violence.
They can make an intimi- It’s obvious: carnation,
facial features, body
8. Barilla other by rusty fetters. She dreams of grow up dating bodyguard for their type… all the same.
This cute little girl is lost and afraid. She gets scared for the slightest of reasons, which wouldn’t be They belong to an to be a wandering bard, chosen adoptive parent as Everyone looks at the
a problem if she hadn’t been a psychic vampire. Every time she has to contain her fear or swallow ogress who keeps them but she doesn’t have the long as they are properly father or mother. Can
her cries, she drains the lifeforce around her (everyone with 10 feet loses 1 point of Constitution). as snacks. As kobolds slightest aptitude that fed. Speaking of which, they give a satisfying
Everyone, look confident now! with 1 HP. Roll d6 for could help her reach they’re always hungry and explanation? Where
their reaction: her goal. Who would will eat anything, equip- is the other parent?
1: They attack with a dare crush her dreams Could they be an
9. Bahf ment included. As a 4 hit
10. Riley couple rusty knives though? As a 2 hit dice escaped clone?
A big, slow lad who walks with a slouch A young princess with an iron will and impeccably between them (1d3 dice hill giant.
minotaur.
while picking his nose. He is gifted with plaited hair. She’s looking for competent adventur- damage).
a sort of prescience, and can for in- ers to assist her in her quest: bring the head of an 2-4: They jump around 20. Casparo
stance detect traps and monsters lying in infamous monster to her royal parents. And then the party like puppies, This translucent child is cold to the touch. She became a ghost after
ambush nearby. Sadly, he’s mute. When perhaps they will finally stop treating her like a giggling and climbing being murdered by her parents for an unknown reason. Still, she seems
encountered, he is frozen in the middle of child! Before running away, she borrowed the axe onto peoples’ backs. to enjoy how her new existence lets her get away with doing dangerous,
a hallway after detecting a deadly trap just Mindsweeper, a sentient artefact with evil designs 5-6: They hide and or otherwise bad, things. And since she’s very bored, she’s open to ideas.
ahead of him… that only those of royal blood can control. growl if approached. As a ghost with 1 HD.

74 75
by Matt Strom - Art: Goran Gligovic

Fairy
Knight
GENERATOR
Fairy knights are the inverse of knights errant (see Knock! #2. Their grotesque
heraldry makes a mockery of the practice, and instead of pursuing a quest of their
own, they impose a geas on unwary travelers.
I Roll one die of each d4-d10, two d12s, and three d20s to generate a knight.attack
The
bonus
knight’s HP is equal to all the odd numbers you roll added together, and the
is the lowest odd number you roll (3 minimum ). Assume AC is equivalen t to plate +
shield. Pre-generate one or two for random encounte r rolls.

II Heraldry
A - d4 Metal C -d8 Charge * E - d10 Beasts - Roll here if you rolled Beast
1. Bismuth field, 1. Infant on the Charge table
coloured charge 2. Child 1. Fly 6. Cockroach
2. Coloured field, 3. Priest or nun 2. Leech 7. Maggot
bismuth charge 4. King 3. Tapeworm 8. Louse
3. Radium field, 5.Queen 4. Tick 9. Slug
coloured charge 6. Knight 5. Centipede 10. Mosquito
4. Coloured field, 7. Jester
radium charge 8. Beast (roll on

B - d6 Colour
Beast table instead of
Condition table)
III Characteristics
F - d12 Fighting Style
1. Blood
D - d10 Charge 1. Oppressively awful odor
2. Chartreuse
conditions 2. Long, knife-like fingernails
3. Sulphur
1. Decapitated 3. Deadly boring stories
4. Ultraviolet
2. Hanged 4. Sharp teeth
5. Infrared
3. Burning 5. Venom-barbed cat-o-nine-tails
6. Void
4. Flayed 6. Literally paints with opponent’s blood
5. Impaled 7. “If looks could kill”— well, theirs do
6. Disemboweled 8. Hunts opponents like game
7. Quartered 9. Sings droning, headache-inducing dirges
10. Body parts blink out of existence and
* Charge: symbol

8. Crucified
9. Emaciated pop up elsewhere
10. Decomposed 11. Prefers an apple-on-head style archery
contest to combat
12. Armor is made of mirrors that reflect
76 spells back to the caster
by Arnold K.

I - d20 Quirks
G - d12 Steed H - d20 Geas
1. Never answers questions directly, NEW JARGON, BECAUSE OUR HOBBY
1. Enchanted horse skeleton 1. Find the knight a suitable
takes great offense if others do DOESN’T HAVE ENOUGH.
2. Giant earthworm spouse to take back to Fairy
2.Reactions are always inversely
3; Pack of wolves 2. Protect a certain butterfly
proportional to the gravity of the
4. Millions of ants with your life
situation
5. Rocking horse 3. Whittle a tree into tooth-
3. Mood changes every minute
6. Can’t be seen or felt by picks and deliver them to at
4. Insists upon being called, “Your
anyone else least three trolls or giants
Excellency, the Esteemed Sir/
7. Horse-shaped fungus 4. Bring them the head of a
Lady…”
8. Bone chariot random faculty member
5. Civil and polite, but says awful
9. Ostrich 5. Press crop circles into
things
10. Rhinoceros peasants’ fields
6. Smells of yarrow and hawthorn

IC D
11. Human slaves in horse 6. Leave an infant at a certain
berries, but looks bloody and
costume spot in the woods at midnight

UM ER AN
unbathed
12. Enchanted bathtub 7. Eat an entire troll
7. Looks meticulous, yet smells of
8. Change places with your
rotting meat
shadow

TIMGEN ISM
8. Bitter about the flute they had
9. Capture and tame a unicorn
to melt down to make their perfect
J - d20 Name: for the knight’s steed
armor
Sir or Lady... 10. Convince one of the en-
9. Refuses to speak any language
1. Catspaw chantress Morgause’s crows

OP E M
but their own
2. Drowned-Willie to spy for the knight instead
10. Insists upon keeping a lock of
3. Old-Nan 11. Build a fire underwater

TH NA
each opponent’s hair
4. Winter’s-Harvest 12. Find a place where air
5. Sups-on-Bones stands still and build a door
11. Arch, witty, droll, takes nothing THE GENERIC OPTIMUM
seriously The generic optimum is the plan before

DY
6. Greenteeth there
12. Belittles others but immediately it contacts the enemy. In a simple room,
7. Jack-a-mire 13. Make them griffin-Bene-
tries to one-up their strengths against level appropriate enemies, the party
8. Kindly-Depart dict with phoenix-liver paté
13. Tries to smell each person sur-
9. Quickhands for breakfast has a certain strategy. Fighter up front, casters in
reptitiously upon meeting them
10. Lightning-Tom 14. Spin a balloon from the back, and everyone synergizing their abilities.
14. So disdainful of humans, they
11. Albemarle spidersilk Daily abilities are used conservatively; potions are
only communicate through animal
12. Dimmed-Sun 15. Summon a squire from held in reserve.
intermediaries
13. Headwind the Black Cauldron for A high-level party of wizards will have a complicated
15. Obsessed with the moon since
14. Red-Hen the knight
there is none in Annwn, realm of the optimum, but it is still an expected optimum.
15. Handsome-Pheasant 16. Steal a book from the
fairies
16. Catch-Cold rare book room deep below
17. Hangs-the-Dead Brechewold
16. Carries a bag of elf-myrrh and DYNAMISM
other perfumes to mask the stench If the encounter is not dynamic, the plan will survive contact
18. Breathe-Your-L ast 17. Procure a wedding gift fit
of humans with the enemy. Dynamism is everything that forces the party to
19. Hooked-Beak for a fairy prince

79
17. Fickle manipulator who can divert from the generic optimum. Examples:
20. Greywhiskers 18. Kidnap the king vulture
change face at will
Haunted-by-the-Past • A nilbog is healed by damage and harmed by healing.
18. Scientifically-minded, studies
19. Forge them a suit of elf-sil- • A dragon attacks and suddenly half the party is bleeding out.
humans as if they were flies
ver armor in the forge Belcher • A portcullis falls and isolates half the party.
19. Believes a PC is the descendent
20. Obtain the Holy Cheese All of these are dynamic. The usual tactics no longer work, there-
of a human who wronged their
Board for the knight’s curio fore new ones must be found. Dynamism is not about difficulty:
family
collection
20. Actually quite curious about and compare the dragon and the nilbog. Dynamism is not about
sympathetic to humans active vs passive: compare the dragon and the portcullis.

78
DYNAMISM OUTSIDE you break too many the setting will seem
OF COMBAT weird/silly/gonzo-but-not-in-a-good-way.
Combat is where most of your dyna- They also have expectations about the
mism comes from, because it is urgent. mechanics. Everyone knows that wizards
Things are trying to kill you, and you must are the best at decoding scrolls, and that
Second, it’s sort of stressful to always find a solution now or die. But you can have fighters in heavy armor can take more hits.
have your characters in the jaws of death. dynamism outside of combat, too. There’s a You can and should break some of these
Sometimes players need to therapeutically lot of overlap here with OSR-style problems sometimes (e.g. monsters that ignore ar-
stomp a few goblins to feel properly heroic. which tend to have many imperfect solu- mor) but if you break too many, the mechan-
tions, but no perfect solution. Examples: ics will feel pointless and unfair.
UNIQUE SOURCES • This dungeon is rapidly flooding. Soon The exact balance between dyna-
OF DYNAMISM you will drown. mism-vs-expectations should be tailored
Unfortunately, unique sources of dy- • You need to make noise, but too much to your party. And of course, these two
namism are also the hardest to create. Diffi- noise will collapse the ceiling. things aren’t always mutually exclusive.
culty and randomness are both easy knobs • Saving all the treasures from the fire You can have dynamic encounters that
to turn, but coming up with fun, fresh new will require splitting the party. match everyone’s expectations–your
RANDOMNESS AS obstacles requires ingenuity every time. • A one-way door. creative freedoms are just a bit more
A SOURCE OF DYNAMISM But before you start hammering out fresh ere are their inverses, which are not limited.
Chaos is dynamic. Attack rolls, new hells, let’s make sure we know what dynamic because the party doesn’t have to
critical hits, random chaos magic we’re striving for. Some examples of unique develop new tactics: FRESH NEW HELLS
events–all good stuff. But there dynamism in combat: • The dungeon is half-flooded. Move- As you brainstorm ways to add dyna-
are two problems with relying on • A wall of fire suddenly splits the party ment speed is halved. mism to your games, make sure that you
randomness as one of your main drivers of in half. • Rocks fall from the ceiling, dealing are developing the parts that your players
dynamism. • A goblin douses your last torch with a random damage to anyone in the room. care about.
First, it’s unreliable. Good and bad luck bucket of water. • The faster the party defeats the fire I played Pathfinder for many
can take a combat outside of our expec- • An enemy suddenly flees for reinforce- elementals, the more treasures they will years, and I loved building new
tations. Imagine a combat where one side ments. save. characters because every
can’t stop rolling 20s while the other side is All of these force the party to quickly • A locked door. new PC was a fresh new
plagued by 1s. develop new tactics. A fresh new pain in the problem to solve. But af-
Second, randomness eventually be- ass. Here are the inverses: INTRODUCING DYNAMISM ter a few sessions with
comes part of the generic optimization cal- • A fireball suddenly damages the whole RESPONSIBLY that character, I got
culation. Players will eventually solve that, party. You’re probably already planning some bored because I
too, and insulate their tactics from bad luck. • A darkness spell dims the torches, fresh new hells for your players. Great. used the same
giving everyone -2 to hit. Awesome. Swell. Just be careful you don’t tactics every
DIFFICULTY AS A SOURCE • Reinforcements suddenly show up. overturn too many expectations. combat.
OF DYNAMISM Although these are very similar–they Players show up with expectations
Boss fights are dynamic because the are not dynamic. None of these force the about the setting. Everyone knows that
80

81
generic optimum will not work on them. party to change their tactics, even though vampires burn in the sunlight, and that
The players will have to find new tactics and some of them seem similar at first glance. dragons breathe fire. You can and should
expend more resources to win, sometimes It all has to do with the fact that if your break some of these sometimes (e.g. dra-
precious ones. So why not make all your players are not forced to immedia- gons that breathe teleportation fog) but if
fights boss fights? tely develop new tactics, it is not
First, it’s unreliable. Someone is dynamic. Whenever I read a thread about
always going to feed the dragon a loogie “How to Make Combat More Exciting” I can
of green slime and bypass the entire always notice which DMs understand this
boss fight you planned. principle, and which ones don’t.
The fun, fresh new problem was inside Tactics:
character creation, not inside gameplay. • False retreats.
As you find new ways to make your • Running for reinforcements.
encounters more dynamic, make sure that • Robbing a character and running
you are putting the fresh new problems away.
in the places where your party is looking • Stopping to fight over loot.
for them. Even within the narrow category • Kidnapping a PC in the middle of
of “combat”, dynamism can come from combat.
mechanical tactics, dungeon-wide tactics, • Always killing the wounded (telegraph
resource management, puzzle solving, or this one before you pull it on your players).
even roleplaying. Don’t pick the wrong
one. CLOSING WORDS
The best way to apply this article is to
COMING UP WITH UNIQUE just look at your current adventure and
SOURCES OF DYNAMISM ask yourself which parts are dynamic,
Tip #1: Attack all parts of the character and which parts aren’t. Then, remove the
sheet. (Not all at the same time, though.) things that aren’t, and replace them with

*goblinpunch.blogspot.com.
Assault everything that your players things that are.
thought they could rely on. I’m not going to spend more space
Tip #2: Introduce dynamism in giving examples because the internet
the middle of combat, not just in the is drowning in brilliant, dynamic ideas.
beginning of it. Make sure that the third (I have a few of them on my blog*). You
round of combat doesn’t feel identical to don’t need more material, you just need
the second round. (Bloodied abilities are a better lenses to evaluate your existing
good start, but please don’t stop there.) material.
Tip #3: Don’t just consider weird spells
and mutant creatures. Consider humble
sources of dynamism, especially psychol-
ogy and tactics.
Psychology:
• “Why is the medusa obsessed with
that statue?”
• “Wait, the dragon is only stealing cows
to set them free?”
• “Ha! There’s a hundred gretchlings
but they’re all afraid of fire!”
• “Wow, these goblins are extremely
82

scared of ghosts.”

48
by Zach Howard aka Zenopus 1 Aggroach. Oversized cockroach, aggressively on the hunt for food, which
attacks with spines on forelegs. When killed, it releases a nauseating stench
that forces the assailant to save vs. Poison or suffer a -2 to hit for 1d6
turns. - 2 Blood Pudding. Tiny red cousin of the black pudding. Edible.
3 Corpse Light. Ghosts of torchbearers killed in the dungeon and seeking
vengeance against all adventurers. Appear as floating torches, damage
is from “cold fire”. - 4 Danse Macabre. Finely-dressed skeletons emerge
ONE-HIT POINT MONSTERS from the ground. One plays violin while the others invite the characters

It’s not just to dance for 2d6 turns. They only attack if declined. If the characters
dance for the entire time, the skeletons sink back into the ground, leaving

rats and
behind a reward. The entire group can be turned as ghouls. - 5 Destroying
Angel. A floating fungus that secretes a toxin making it appear as an
angelic being with a charisma of 18. Save vs Poison or rush to embrace for

centipedes
1d6 rounds, suffering 1 hp damage per round from its deadly touch.
6 Devil’s Walking Stick. Thorn-covered pole attacking as if wielded by
an immaterial, invisible assailant. Only damaged by edged weapons.
THESE NEW MONSTERS ARE DESIGNED FOR USE 7 Dread Noggin. Floating zombified head. Aerial bite attack. Turned as
WITH SINGLE CHARACTERS (ONE-ON-ONE PLAY), a skeleton. - 8 Glassjaw. Thin and jagged constructs made by glassblowers
SMALL PARTIES (PERHAPS WITHOUT CLERICS), OR and animated by wizards and alchemists to serve as assistants and, if
YOUNGER PLAYERS. MANY CONTAIN A WHIMSICAL
OR FAIRY TALE ELEMENT FOR INCREASING THE desparate, guardians. - 9 Green Man. Animated leaves and thorny branches
FANTASTICAL DURING THE GAME. EACH MONSTER in humanoid form, created by ancient forests to ward off intruders. Falls
HAS BUT A SINGLE HIT POINT, SO THERE IS NO
NEED TO TRACK HIT POINTS, JUST THE NUMBER
apart when hit. - 10 Hoop Snake. A large serpent that rolls to launch a flying
OF MONSTERS. attack with its sharp tail, +2 on first attack, surprises on 1-4. - 11 Jack-in-
For larger parties or higher level characters, ten times the the-Green. Appears as an archer clad in green, but is actually composed
number of monsters can be used, perhaps with an optional of vegetable matter. Fires weak arrows (1 damage) from a distance.
Swarm rule: roll for damage normally, but the result equals
the number of 1 hp monsters destroyed in a single attack. 12 Knight’s Fire. Glowing, crackling gas that descends from the sky onto
Each monster has the same generic stats unless the helmets of armored characters. - 13 Murderous Crows. Disgusting birds
indicated otherwise in the table above: living in the chest of a Failed Scarecrow which burst forth and attack, but
AC 7 [12], HD 1 (1hp), Att 1 (form varies) for will return home if each given six pence (6 cp). - 14 Skeletal Torso. Upper
1 point of damage, THAC0 20 [–1], MV 120’
(40’), SV D14 W15 P16 B17 S18, ML 9, AL portion of a skeleton that inexorably pulls itself along with its arms. Turned
varies, XP 1 (2 i f special ability), NA 1d8 as a skeleton, but with a +2 on the roll. - 15 Stone Grotesque. Small, ugly
times dungeon level, TT present 50% of the
time, equal to 1d20 times the total XP value
animated statue (AC 4), attack is a forceful spout of water in the face, with
of the monsters in the form of coins, gems, a range of up to 10’. - 16 Talking Magpie. If fed, party is Blessed (as the
jewelry or other valuables. spell) for 1 day. If attacked, Cursed (-1 on all attack and damage rolls) for
If desired, any of these monsters 1 day. - 17 The Vapors. Depressive gaseous entity. On a successful hit, the
can easily scaled up to 1/4, 1/2 or 1
HD, and do 1-6 hp of damage per victim must save vs Spells or drop weapon and stand still in melancholy for
attack. 1d6 rounds. - 18 Tommyknocker. Small spectral presence haunting old mine,
which attacks from up to 30’ away by tapping on the wall, causing stones
to fall on one character. - 19 Well Wyrm. 3’ foot long reptilian worm that
infests wells, spoiling the water. - 20 Vampire Bat. Small and fast (AC3)
until it bites, attaches and drains 1 hp per round, during which time it is
84 vulnerable (AC9). After two rounds drinking, it is satiated and flies away.
by James Malizewski by Nyhur

IN PRAISE
OF VERMIN
The first player character to die in my
first D&D campaign was the not-very-

BLOOD
originally named Hercules; he was killed
by a fire beetle. This began my love affair
with dungeon vermin—giant rats, centi-
pedes, spiders, and similar creatures. For
some reason, they seem right, which is to
say: they fit the kind of faux grittiness that

MOON
I associate with D&D’s default style of ga-
meplay. Sure, everyone would much
rather go toe to toe with goblins
or orcs or whatever, but nothing
says old school like getting
the blood sucked out of you
by a giant tick. Once every seventeen years the Blood Moon rises, and
Dungeon vermin are, I think, darkness falls for three days and three nights. Like a red,
a necessary extension of crazed demonic eye, the moon hovers in the black sky. The
Gygaxian naturalism
Naturalism. They’re Blood Moon beckons blood, and blood it shall receive.
«transitional” monsters that mark the Fight the urge and lock your door, or embrace its influence
dividing line between the mundane ecology out- and roam the streets and the wilds, delve into the earth,
side the dungeon and the fantastical one inside it. I cleansing the world with crimson violence.
find monstrous vermin to be, frankly, far creepier than The Blood Moon brings an adrenaline rush followed by the
stuff like bugbears or minotaurs because they could be real. They exist awakening of supernatural abilities. The bloodier it gets the
in that twilight world between the unlikely and the impossible and, let’s face it, you stronger it becomes. It can be channelled into doing good or evil
never know what zoologists are going to pull out of the jungles of Indonesia or the but, if you abandon yourself to it, blood will flow for sure.
rain forests of the Amazon next. There are already some disturbingly large spiders Players keep track of how much blood is covering their characters. This
and insects out there and, while the square-cube law prevents them from attaining Blood Level affects both their appearance and abilities. Characters don’t
D&D sizes, that’s cold comfort to a guy like me who’s more than a little squeamish need to sleep during the Blood Moon.
when it comes to creepy-crawlies.
Some will no doubt argue that dungeon vermin are not «heroic» but, for
me, that’s
a feature and not a bug (no pun intended). I remain firmly committed
to the notion
that 1st-level D&D characters are not heroes—at least not yet. Poor old
Hercules
did not die a hero’s death, but his death is remembered, if only becaus
e he’d waded
into a combat, club in hand, that he should have avoided. His death was
an object
lesson in poor planning and the perils of leaping before you look. After
all, how
dangerous could a bunch of over-sized phosphorescent beetles be, right?

86 87
- Clean as a baby. (0 BD) advantage on a single skill or ability check. - Over 10 BD: You do not have disad-
BLOOD FOR THE BLOOD MOON The Blood Moon and its followers are - Over 15 BD: You can spend 1 BD to gain vantage on defence rolls (enemies do
The amount of blood covering characters is hostile towards you. +1 to any ability or skill check, saving not have advantage when attacking
quantified in Blood Drops (BD). Blood Drops - Blood splatters. (1-5 BD) throw, or attack roll. you).
are obtained during combat and by performing A sign of respect toward the Blood Moon. • Bloodhound - Over 20 BD: You can spend 2 BD to
certain actions. - Blood stains. (6-10 BD) You have a heightened sense of smell for deal maximum damage with your melee
Wear it like a badge of honor, you are here blood. attacks. This does not count as rolling
• Combat and Blood Drops to spread violence in the name of the - Over 5 BD: You can follow the tracks of a maximum damage with your attack.
- Rolling max damage with a melee Blood Moon. bleeding creature up to 1 km. • Blood Blade
attack: 1 BD - Covered in blood. (11-15 BD) - Over 15 BD: You can spend 1 BD to per- - Over 5 BD: You can spend 1 BD to coa-
- Hitting with a critical melee attack: 1d4 BD You are a favorite of the Blood Moon and ceive all living creatures within 20 meters. gulate the blood that covers you into a
- Being adjacent to a creature when it is killed: everybody knows to avoid you. You have • Bloodsmith blade (knife or short sword).
1d4 BD (bigger creatures can spray more BD) advantage on attack rolls and disadvan- You can coagulate blood instantly to create - Over 15 BD: Your blood blades score
- Taking a critical hit: 1d4 BD tage on defence rolls (or enemies have items. a critical hit on a natural 19 as well as on
- Dropping to 1 hit point or less: 1d8 BD advantage when attacking you). - Over 5 BD: You can spend 1 BD to cover a 20.
- Dripping blood. (16-20 BD) yourself with a blood crust. This crust
• More Blood! You reek of death and your path is one of halves the damage of the next two attacks
- Characters can smear themselves with the
blood of their enemies (or allies), gaining 1d4
violence. Commune with the Blood Moon hitting you. It crumbles away afterwards. DEFILER OF THE BLOOD MOON
and hear her whispers, learning where - Over 15 BD: You can spend 2 BD to create You are a sworn enemy of the Blood
BD every time they do so. The Blood Moon you should bring mayhem next. a scabby shield, portion of low wall, small Moon and your mission is to dispel its
considers this deplorable: it doesn’t work once - BLOOD DRENCHED!!! (21-25 BD) bridge, etc... evil influence once and for all. Until you
a character has reached 6 BD. You are a champion of the Blood Moon, • Blood Sorcerer find a way to accomplish your goal, you
- Characters can bathe in blood. This can be your duty is to wash this world in blood! You can imbue your spells with blood thin out the ranks of its crimson clad
done by pouring a bowl of blood over them- You have advantage on all damage rolls. magic. followers. But how are you different
selves (2d4 BD), dancing in the blood-rain
- Over 5 BD: When the target of one of your from those bloodthirsty beasts?
(2d6 BD) or entering a demonic pool of blood
spells rolls a natural 1 on its save, you gain You do not gain the powers when Cove-
(2d8 BD). Such occasions are rare and should BLOOD MOON PACTS 2d4 BD. red in blood and Blood drenched..
be celebrated. A character can make a single Blood - Over 15 BD: When casting a spell, you can - At zero BD: You have advantage
Moon pact, gaining supernatural abilities consume up to 7 BD. The spells deals 1d6 on attack rolls and defence rolls (or ene-
• Cleaning Blood for the duration of the event. extra damage for every BD spent. In case of mies have disadvantage when attacking
Cleaning blood off when the Blood Moon rises
multiple targets, decide how to distribute you). This power is lost if you gain any
is a difficult process. It takes 10 minutes and at • Bloodrager the damage. BD.
least a bucket of clean water to clear 1d8 BD Blood makes you violently lose control. • Blood Charmer - At 1-10 BD: While using blunt
(to a minimum of 1). With a bath and a set of - Over 5 BD: You can only use melee You can make blood dance in the air. weapons, you have advantage on attack
clean clothes, a character can rid themselves of weapons. When you gain blood drops, - Over 5 BD: You can spend 1 BD to trans- and damage rolls.
all blood drops. you must perform an extra attack against fer 1d6 BD from one willing character to - Over 10 BD: You have advantage
the nearest creature. You charge or throw another, yourself included. on melee attack and damage rolls; you
your weapon if necessary. - Over 15 BD: When a creature within 5 have disadvantage with ranged attack
BLOOD LEVELS - Over 10 BD: You lose 1 BD every hour. meters of you is killed, it sprays +1d4 BD and damage rolls. Every time you gain
Each level is accompanied by a short descrip- - Over 20 BD: You do not have advantage on adjacent creatures. BD, you gain +1 BD.
tion. Interpret it in the most appropriate way on damage rolls, but all the damage you • Blood Knight - Over 20 BD: You have failed as a De-
for your game system and narrative. (Hardcore deal is doubled. You are a faithful herald of the Blood Moon. filer and fallen into an insatiable blood
grognards, know that rolling with Advantage • Bloodleech During the Blood Moon: If you willingly rage. Until the Blood Moon ends you are
means you roll twice and keep the best result; You consume blood to get a momentary smear yourself in blood, you lose all your in its absolute power. You lose control of
disadvantage means you roll twice and keep focus surge. Blood Drops and Blood Moon pact powers your character until the event ends or
the worst result.) - Over 5 BD: You can spend 1 BD to gain until the end of the event. you fall back to 20 BD or less.

88 89
Use a pair of scissors and get rich!
by Ava Islam

TheEcology
Gold
of Upon finding such a cache, the victor naturally
appropriates it in order to gain great power in
the world of men. This involves, of course, some
levying of the gold in trade, such that it moves
Gold became the standard coin of again, but for the gold this is a small and necessary
trade first primarily for its metal- sacrifice; in the scale of its lifespan, this stage is
but a speck. For the gold-mad inevitably build
lurgic qualities, but it remained so
around themselves great fortresses, and send out
because of its supra-natural qualities. others to bring back yet more gold, while they lay
Gold, you see, must constantly remain in cir-
languorously and covetously on their pile, basking
culation; the movement is essential to coun- in the joys of accumulation, and stirring only on
teract the malign will of the gold itself. Gold the occasions where yet more aurum is to be added
is a heavy, lazy thing; it pulls itself towards to the pile.
the ground, and desires above all else to nap Eventually the great lord or queen or viscountess
lazily in a cool, dark place, perhaps with a or whatever she be passes out of public view,
stray sunbeam warming its back, in a large recedes into herself, till she seems to die. In yet
pile of its kin. The subtle whispers it trickles another act of influence, her followers will be
in the ears of mortals, the sapping light it compelled to act with wanton destruction in
exudes, the way it pushes its weight all the way burying their great ruler with her wealth, denying
down to the boot heels of those who carry themselves the myriad use-values they could obtain.
it, causing them to drag their feet, all compel Here is where the gold begins its work in earnest.
those who carry gold disturbed from its slumber On the still, barely living body of its soon to be
beneath the earth to return it to such a state, till guardian, it exerts its changes, fashioning the cor-
eventually they lay all gathered somewhere in pus into that of an eternal, living weapon who will
an enormous pile.
ensure the gold shall never again be disturbed.
Two curious things happen when a The gold will send this creature out to rescue
concentration of gold is formed in more of its kin, such that their joys may be mag-
this way. One, fearing that its slumber be nified by each other’s presence. It will ensure
disturbed again, it sends subtle vibrations
that the beast lives as long as they do, and that
through the air which induce a kind of
as it ages they continue their work upon it to
monomania, causing heady fools to rush to
make it ever more fearsome. If the gold finds
discover and uncover it. Many will be drawn
by this call, though inevitably violence will itself continually under threat, it may yet call
erupt and only the most brutal and deranged out for and create even more dragons, who all
will lay claim to the prize. This is the first by slumbering upon the same pile gradually
part of the selection process. merge into an even greater monstrosity.
INSPIRATION
Bennett, Jane. “The Force of Things: Steps toward an Ecology of Matter.” Political Theory, vol. 32, no. 3, 2004, pp. 347–372.
“Gold Fever” by Benton: https://www.incunabuli.com/2020/03/gold-fever.html
90
by Harbowoputra
by Diogo Nogueira

Look at Them Weirdos! WHEN NOT TO KILL A


PLAYER CHARACTER?
WHEN YOU HAVE THE CHANCE TO KILL A LOT MORE!
Roll d4 in open outdoors The old-school playstyle is famous for its “let the dice fall
d6 in forest or canopied wilderness where they may” philosophy , which certainly makes for high
d10 in dungeons stakes experiences. Characters can die if they take the
wrong decision at the wrong time, or if they roll
poorly after an unlucky random encounter roll in the
first minutes of the game. At the same time, if they roll
really well, they can turn a very challenging encounter into an easy
fight. That’s one of the things that make these games so exciting.

Another feature of our style of roleplaying games is the tough choices the players are
presented with.
with When they are running low on HP, do they risk going deeper into the
dungeon to get more treasure, or do they go back to town? Do they risk carrying all
that gold, giving a chance for the terrible thing that is following them to catch up, or
do they drop the loot and just get the hell out of there? Do they take the shortest but 93
dangerous path to their objective, or do they take the safe and longer one, knowing a
rival party is on the way there too?
With these in mind, I started to do something I almost never do: save a character’s life
when the dice would have killed them. But I ignore the dice so I can give a tough choice to
the other players: will they risk their characters in an attempt to save another PC from
certain death?
This actually doesn’t nullify the dice results, as the doomed character is going to die if
nothing is done. Italso puts the other players in a tough spot. They can be heroes if they
other
1. Starving adventurers (as many as your party size) about to cannibalize each
manage to save their companion, they can die horribly together with them, or they can
walk away to ensure their characters' safety. Tensions will run high at the table, and that’s
always great..
2. A stray member of the Queen’s Dining Club, forever hungry
A few examples are listed below. With a little practice, you’ll be able to use this
3. A funeral procession of 3d6 wailers and a faceless noble technique in a variety of different circumstances.

1 2 3 4
After the dra- If someone When The characters
4. 3d8 fowlriders violently racing cross-country gon is defeated, went ahead fleeing a gi- have made a
the lair starts to to scout and gantic black huge faux-pas
cave in. One of the fell into a lethal pit pudding, a charac- talking to a powerful
5. 3d4 princesses playing hide and seek with a trickster beast characters is un- trap, maybe they ter falls behind lich-queen? Instead
lucky enough to are still alive, bleed- and gets caught. of killing the party
have a huge rock fall ing to death and Instead of imme- leader with a finger
6. 2d6 frog-eaters having a feast with bogwater tea and all on them. Instead screaming in pain. diately dissolving of death before
of killing them Will the other the poor bastard, dismissing the rest,
7. Party-sized merchant guild of postcapital, selling the rights to wield weapon outright, just say characters try the pudding plays she has them taken
the other PCs see to get them out, with its food, into her extradimen-
their companion or will the other eating them inch sional torture room.
8. Two mortal enemies chained to each other stuck under the players stay away by inch, and see Will the rest of the
rock. Will they stop to avoid the wan- if the others will party sneak back to
9. A lone knight of the Ivory Parliament, who can talk with teeth to help at the risk of dering monsters go back to try and the necropolis and
dying buried with the screams will save their friend. attempt to free their
10. d8+2 upside-downers (people whose gravity is to the them? inevitably attract? companion?
ceiling) looking to convert people to their reality
by Andrea ‘Vyrelion’ Back

“3”

d8 WEIRD KoBOLD* WEAPONS


* OR GOBLIN, WILD HALFLING, OR ANY OTHER UNDER-
EQUIPPED YET VIOLENT LITTLE BASTARDS
“Well, thing is, the hobgoblins take all the good swords,
and the crossbows and so on. The orcs call dibs on any battleaxe
we pry from a dwarf’s hands, and the bugbears want all
the big smashers that make loud thuds. So yeah, we gotta
be creative!”
1 - STINK-N-POKE
Doesn’t hurt much but it stinks worse than a bugbear’s butt.
Range 20’; 1d3 damage; fetid smell marks you for 24 hours, and
it will just linger even after washing.
2 - BUZZING CLUB
On a hit, bees come out and attack the
victim, stinging for 1 damage and interrupting spellcasting and focus for 1d3 rounds.
Works only once. 1d4 damage.
3 - CLAWS-IN-THE-BOX
Mace with a box instead of a head. Contains an angry cat, ferret, or other small predator that
hasn’t been fed for days. On a roll of 18 or more, the box breaks open and the animal attacks
the target for 1d3 rounds.
1d6 damage, two handed. Angry critter does 1d2 damage.

4 - BIG BRO FLAIL


Made out of an orc or bugbear skull – but don’t tell them.
1d8 damage, two handed. Breaks on max damage, dealing 1 damage to all within 10'
5 - SLUG SLING
Slugs are slimy and carnivorous. On a hit, the slug starts biting for 1 damage per round until it
deals 4 damage, then falls off. Pulling a slug off takes a round.
Range 30’, no other damage.
6 - GONZO’S DEATH ROLLER
A spiked barrel that the most heroic (not stupid: HEROIC!) kobolds ride into battle. They go
in and roll over the enemy! Works once and only goes downhill.
The first target on its path must save or take 2d6 damage. The kobold inside takes the same
amount of damage.
7 - BURNING BLADE
These seemingly rusty swords are actually bone blades covered in hot pepper powder. Quite
blunt, but a scratch can burn for hours. Keep away from eyes. Or not.
Damage 1d4; if a 4 is rolled, it deals an extra d4 damage next turn. On a natural 19 or more, the
target is blinded for 1 turn or until they wash their eyes.
8 - FAKE GREATSWORD
These look scary and too big for a kobold to wield… but they are just cleverly disguised spears.
The kobolds don’t swing them, just poke the enemy with them between intimidating poses.
Damage as a spear.

94
by Stuart Robertson (text and art)

THE MORE
Running games for large groups

THE MERRIER

While most modern roleplaying game sessions typically have up to a


half dozen players, running a game for a much larger group can be a
lot of fun. The bigger your group, the more you’ll need to change your
approach to game mastering and what to expect from each session.
Here are the things I learned running a 3-year campaign with over six dozen
96 players and from 12 to 24 people at the game table for our weekly sessions. 97
9
Make a show

2 8
Rely on your prep, Dice are fun. of your dice
not on your brain. Look for opportu- rolls. Don’t hide
There’s a lot to focus on nities to have all the your dice behind a screen.

1 3
when running a game for a large Involve players take their actions at Find the largest dice you
Choose group. Try to prepare in advance

7
everyone from once. Instead of asking one can and roll them in the
a quiet as much as you can. Create or use Rely on the
the start. At the player to make a check, ask middle of the table. Try
environment. a scenario with a map and keyed players. You have
beginning of a session, go everyone whose character and do any math ahead of
Noise can be a challenge locations whenever possible. enough to focus on when is present to do it. If pos-
with a big group of around the table and have running a game for a large time whenever possible
Trying to improvise everything everyone introduce them- sible, tell the players what and let the players know
players, particularly for on the fly and make it entertain- group without stopping to look they need to roll to succeed
anyone at the table who selves and say what character up rules every few minutes. what would be a success
ing for so many different people they are playing — name, and have them calculate or failure before you roll
has issues with their hear- makes it that much more difficult. Ask the players to look up and
class, race, and perhaps a any bonuses for their the dice. You’ll get more
ing or attention. Finding Similarly, you’ll have more read aloud rules or descriptions character. When you need
a space to play without sentence or two describing for spells and special abilities cheers or groans imme-
success if you avoid the tempta- them. When continuing from one character to succeed, diately after someone rolls
echo, other conversa- tion to bend the rules or change their character wants to use.
a previous session, you can perhaps in finding a secret the dice than you will if
tions, or music, can help. hit points and attack bonuses to In addition to making it easier
also ask each person to say door or hidden treasure, they have to wait for math
If you find you can’t hear make encounters easier or harder on you, it also focuses on them
something that happened last you can award this to results. Similarly, you can
quieter players, or them for dramatic purposes. It’s one for a minute or two and lets you whoever got the best
you, don’t forget you can time. Let the group take care regroup. These mini-breaks can result. Players often feel encourage the group to
less thing to worry about, and of introductions and remind watch their fellow players
walk around the table to with a large group you have more make a big difference, so look
everyone where the game more invested in the game rolling by telling everyone
be closer to them. (See people who might notice you for ways to have the group focus when they get to roll their
point 4 below.) finished last time. (See point 7 on one of the players instead what they need to roll to
aren’t running things fairly. below about getting help.) dice, so make sure they get succeed. Which brings us
of you. to do this often. to combat.

4 5
Keep a brisk

6
Don t hide

10
Use props and

11
pace, and take behind your Make combat easy
visual aids. These Make every action
breaks. More people screen. Stand- to follow. Combat en-
can help keep players count. Since players in larger
mean everyone has to wait longer ing can help you keep your counters in some systems can
involved in the game while they groups have to wait longer to
for their “turn,” so you want energy up for the entire take a lot of time, and with a large group, it
wait for their chance to take take their turns, make sure they feel like
to keep things moving and session and also help can take even longer. Too many enemies
an action or interact with an their character is good at whatever they’re
not linger too long on any one make sure everyone at the means more time spent rolling dice and
NPC. Using a colourful printed attempting to do, even when they fail. They
player. The quicker pace makes table can see and hear you. tracking stats, so plan your encounters with
map with miniatures or tokens didn’t miss the attack or botch the skill check
it more tiring than running for Also, moving around the that in mind. To make it easier on yourself,
gives everyone at the table because they’re incompetent — it’s because
a smaller group, so consider table can help players feel get the players involved in helping run com-
something to look at, and with something unforeseen happened, or their
shorter, more frequent game like sitting far away from bat. After the first player attacks a monster,
bigger groups it helps everyone adversary is highly skilled. The last thing a
sessions instead of your usual you doesn’t mean they’ll let them know its armour class. Once they
keep track of where the char- player wants is to wait 10 minutes to take
6+ hour marathons. Taking a get less attention during score a hit, let them know how many hit
acters are. Don’t limit yourself their turn only to feel frustrated that their
break mid-way through the the game. points it has. This makes sure everyone un-
to just using these for combat character can’t seem to do anything right.
game is also helpful, where you derstands how dangerous their opponents
encounters; miniatures can be Look for ways to have characters who failed
can get away from talking and are, and allows the math-inclined players
used outside of combat to track their die rolls factor into the descriptions of
catch your breath. to help with players can help with tracking
things like marching order, or characters that succeeded. Perhaps because
hit points, damage, and what hit rolls are the orc was distracted parrying Ezra the elf’s
which characters are together needed. Before they roll to attack, ask them
in case the party splits up. blows, Poppo the halfling found an opening.
“So what do you need to hit?” (See point 9 Both players will feel more satisfied with that
above.) You don’t have to do math for them, outcome.
and everyone at the table knows what the
odds are, focusing them on the die roll.
98 99
by Vasili Kaliman

12
Mind
disruptive
players. The more
players you have in a group, the
greater the probability someone SUNRISE OVER
13
will want their character to be
‘chaotic’ or disruptive increases. Give distracted
players some
THE BLACK LAKE
THINGS WITHIN
Depending on the tone of your
game, this can make things less fun slack. Don’t worry
if people bring cellphones, books,
for the rest of the group. Saying
“Yes, and…” is a rule from improv or fidget toys to the table – unless OR AROUND A LAKE
(roll d12) TAINTED BY EVIL
theatre games with small groups they’re distracting the other players.
where nobody is trying to be You won’t keep everyone’s focus all
the time, and that’s OK. You don’t
O
disruptive. When running for large
groups, you will sometimes need to want to be competing with distracted 1 The memories and knowledge of dead sorcerers
players for the group’s attention, and can be gathered and extracted from the waters of
say “No” to stop things from getting
it’s better for them to quietly focus the lake to make potions.
derailed, especially by players not
used to sharing the focus with so
many other players. Look for ways
on something else than look for ways
to entertain themselves in a way that
O
2 In a bottle floating in the lake, a message says
one of the characters (randomly determined) is
spoils the game. If someone has left cursed. Decide on a fitting curse for the PC.) Curse
to let disruptive players express
the table, keep things going and let can be lifted by magic.
what they’re looking for in a way
that doesn’t take things away from
the rest of the group.
them act or take their combat turn
when they get back.
O
3 Eyeballs on the end of stalks 1-2’ high grow
around the edges of the lake. The eyeballs blink
and watch the party. The eyes have been extracted
from nearby villagers.
O
4 Children from a nearby village laughing and

15
Find team players. These playing together at the water’s edge. They have

14
Make XP simple. tips will help you run games for black boils all over their bodies and black puss is
Award experience points larger groups, but the most valuable drooling from their mouths.
as per your normal rules, thing will be finding the right people to game with.
O
5 A huge boulder smeared with blood.
but also provide a small amount for
attendance. This helps players feel
Players won’t get the same individual attention as
in a smaller group. Instead, they get to be part of
a different kind of tabletop RPG experience. To
O6 The water of the lake looks like it’s boiling with
steam rising, but when one gets close, it is actually
that even if their character didn’t take freezing cold.
as many turns as they would have in
a smaller group, they’re still making
help find like-minded gamers, I made it clear when
people joined our campaign that it was all-ages O
7 Crystal clear water with what looks like two-
headed mermaids with golden tails swimming
progress. It also encourages quieter, friendly, with no evil characters or player-vs- beneath.
non-combatant type players without
thinking that the only way to advance
player fighting. What really mattered the most
was setting expectations to make sure we were all
O
9
O
8 Music and happy singing coming from a distance.
Animal-plant hybrid creatures feeding; their in-
is attacking everything in sight. Avoid looking for the same kind of fun. Helpful players testines come out of their stomachs and disappear
XP rewards for roleplaying with large who are more interested in making the game fun into the ground.
groups or you could quickly run into
problems with people vying
for everyone than how much personal fo-
cus their character gets are worth their O
10 A life-size statue of a person pointing in a
direction. An absurd riddle written on the base of
for spotlight time. weight in gold pieces. I found that the statue gives a clue to a nearby mystery.
the parents of younger players can
help a lot. The bigger your gaming O
11 Hundreds of large eggs, about the size of a
person. Some have already hatched.
group grows, the more it will
become a team effort to O
12 A polished marble staircase, leading
underground.
be successful..
101
100
by Vagabundork by Vasili Kaliman

A trap, a power, and an NPC

RATS Rat Nest


You have fallen into a burrow full of rats, thousands of them.
Each round you suffer 3d4 points of damage, save vs paralysis for half damage. You could,
WANDERERS IN
THE DARK
INEXPLICABLE
THINGS FOUND IN
of course, light a torch one round rather than rolling a save. The light and fire keep the
rats at bay for 1d4 rounds, after which they get bold and rush at you.
Command Rats
(roll d14) A DUNGEON
O
.
This can be a spell or an innate or acquired ability.
1 A painting on the wall depicting the party.
The mechanics are less important than the effects.
• Vancian Magic: 1st level spell. Duration: the magic-user’s level in turns.
• Otherwise: Innate, acquired, purchased, through an item, granted by King Rat, whatever.
OO2
3
A newborn baby in a cot.
3. An undead creature playing beautiful music on
Duration: 1d10 turns or referee’s choice. Uses per day: Charisma modifier, minimum 1. a harpsichord.
- Effect: You control a group of 1d6+9 rats that act in unison. The group has HP equal to
the number of individuals, and will disperse when half of its members are lost or at the O
4 A church organ made of singing, severed heads.
Half are singing “Feed me!” and the other half
end of the effect. Give them an order and they’ll carry it out to the best of their ability, as singing “Eat me!” in unison.
long as it’s not directly harmful to them.
- Secondary Effect: When using this power, and for 1d4 days thereafter (cumulative with O
5 A toy snow globe with a tiny, living blue dragon
inside.
O
other uses), you’ll be surrounded by friendly rats. They’ll climb on your shoulders, run
around you, etc. Intense light and fire will keep them away. 6 A room with a heartbeat.
King Rat O
7 A room where torches burn fitfully and give off
a lot of thick black smoke.
O
Leather Armor, HD 3, HP 12, Weapons 2 katara (push daggers) for a total of 1d8 damage
(when using only one, damage is 1d6). 8 A speaking door which will let the party pass if
King Rat is a handsome but slovenly man of about 45, who lives in the catacombs surround- they can answer a riddle.
ed by rats. All rodents obey him and he talks with them, mainly about poetry, philosophy,
politics, and science; whether the rats respond or even understand is open to debate. An O
9 Nine glass globes hanging by a rope from the
ceiling, each containing a key.
anarchist, he doesn’t believe in authority but he is a defender of fair bargains.
- Command Rats: He can use this ability 5 times a day. How did he get it? If questioned and
inclined to talk, he will say that it was given to him by the Rat God, without further details.
O
10 A face carved into the dungeon wall which
speaks and says: “Turn back... this is not the way.”
King Rat doesn’t bear the mark or the rat (see below).
- Mark of the Rat: An adventurer can fulfil an assignment in exchange for the Mark of the
O
11 A small device which whispers your words into
the sleeping ears of others.
Rat which allows them to command rats as described above.
The mark is a rat-shaped scarification on the left temple. O
12 A coin that hypnotizes anyone observing it
spinning.
O 14
13
An underground forest.
O A section or room of the dungeon where every
character becomes invisible to other members of
the party.

102 103
by Ktrey Parker - Art : Dylan Horrocks

What
are those
stir
doing?
ges
1- Alighting on cast iron lantern hooks, high above. 2 - Annoying a gargoyle, unable
to pierce its stony hide. 3 - Avoiding a startling smell: an approaching gelatinous
cube. 4 - Beating their wings dry of damp and dew. 5 - Billowing forth from a fissure
Smlhg
in the r zryzhshz
stone. 6 - Blundering withshshshd
dull thudsdgferglqehfilqfqbqd
into a hanging bloodstained cloth.
7 - Brooding heqsdsgsdyfaezrbg zùrth
within their scab-like spittle nests. grgqdv
8 - Buzzing with ever increasing
intensity during a mating flight. 9 - Circling the withered corpse of a cleric. 10 - Clicking
with loud stridulant sounds to claim territory. 11 - Clinging to a crudely wrought iron
chandelier. 12 - Clustering on a squealing giant rat. 13 - Congregating above a pool,
occasionally spearfishing for frogs. 14 - Cowering from a gnome testing her last dose
of stirge repellant. 15 - Crawling clumsily across the floor, too swollen with cruor to
fly. 16 - Dangling precariously from the sides of a skinny stalactite. 17 - Darting from
perch to perch to avoid a frustrated giant spider. 18 - Depositing row upon slimy row
of translucent carmine eggs. 19 - Detaching from a dead doppelgänger, grey skin
and rubbery bone. 20 - Divebombing a shouting dwarf, wildly swinging his hammer.
21 - Draining a desperate plague doctor dry. 22 - Drinking small straw-like sips from
an unattended glass of wine. 23 - Dropping down suddenly from a doorway onto the
back of a bandit. 24 - Drying their hematic dens by fanning their wings. 25 - Dwelling
inside a big bronze bell suspended from a rotting beam. 26 - Emerging from the
helm of a hollow suit of ceremonial armor. 27 - Engorging on a hibernating owlbear;
flightless due to bloat. 28 - Establishing a splinter colony due to overpopulation.
29 - Exsanguinating an explorer as his porters scramble and flee. 30 - Extracting
precious little blood from a dead rat. 31 - Fattening for breeding season, much
more aggressive than normal. 32 - Feeding young by regurgitating gory mixtures.
33 - Fencing with pointy proboscises: fighting over the right to mate. 34 - Flanking
an archway, ready to swoop on any passersby. 35 - Flapping furiously within a sticky
mass of web. 36 - Flourishing from regular sacrifices made by a creepy blood cult.
37 - Fluttering down from a chimney flue, blackened with soot. 38 - Flying clumsily,
drunk after feeding on an intoxicated ogre. 39 - Following the sweet scent of a bleeding
by Kezie Gracie

elf. 40 - Gingerly sipping from a quickly curdling crimson puddle. 41 - Gorging on a Monsters are characters too. Give that off-the-shelf goblin a
gibbeted gnoll. 42 - Gripping fast with tenacious legs to a screaming goblin. 43 - Hanging hobby to create dynamic encounters, provide memorable treasure,
densely along the bottom of a shelf, preening. 44 - Hovering in place, waiting for a carcass and possibly make players question their moral choices.
crawler to paralyze prey. 45 - Humming in unison as a distant shrieker howls. 46 - Hunting
down a wounded horse. 47 - Immaculately constructing their scarlet nests of solidified
spit. 48 - Impaling proboscises into a taxidermied stag head, frustrated. 49 - Infecting
d66 Monster Hobbies and Quirks
11. Practising their ventriloquy with skull puppet theatre. 12. Growing (and consuming)
those they drink from with bloodborne pathogens. 50 - Jabbing through the eye-slit hallucinogenic shrooms. 13. Adventurers & Alleyways, the world’s oldest role playing game.
of a plate armored paladin's helm. 51 - Jockeying for prime position on a desperately 14. Collecting unique bones. Will target the PC who looks most likely to fill a gap in their
braying mule. 52 - Keening from the inky darkness above, diving down periodically. collection. 15. Baking and inventing new flavour combinations based on supplies they raid from
53 - Keeping their newly hatched young warm in their pouches. 54 - Landing on a adventurers. 16. Interpretive dance and its application to combat and negotiation. 21. Pumping
brackish basin, drinking watchfully with long tongues. 55 - Launching from their perch stone and mocking those measly adventurer muscles. Always on the lookout for new beefy
at an unlucky ranger. 56 - Lazily gliding on warm currents from steamy thermal vents. friends who can prove themselves. 22. Painstakingly painting miniatures, the current collection
57 - Living in a strange symbiosis with giant ghoul rats. 58 - Menacing a medium as she of which bear a striking likeness to the party. 23. Songwriting. Searching for wandering bards
waves a torch recklessly. 59 - Mobbing a merchant, bodyguards bruise as they club them to challenge (to the death, naturally). 24. Flower arranging with a passion for bright, poisonous
off. 60 - Monotonously droning with their rapidly flapping wings. 61 - Nesting inside fauna and skull pitchers. 25. Cartography. Adventurers are a perfect source of maps to ‘borrow’
a mummified giant bat, suspended from the ceiling. 62 - Noisily squealing as some of or artistically ‘correct’. 26. Inflicting their outlandish hairdressing and battle paint skills on
them sizzle from green slime. 63 - Occupying the skull of some sort of very large lizard. friends (and enemies). 31. Human and elvish classic literature, strictly banned by their kind.
64 - Overtaking an outlander, smeared with blood as a rite of passage. 65 - Perching on 32. Competitive eating. Current record is seven whole humanoids in one day. 33. Trap making,
the upraised arms of a dryad statue. 66 - Piercing the carcass of a deer, hanging from a maintenance, and grumbling about adventurers who wreck their hard work. Will trail behind,
hook. 67 - Plaguing a platoon of hobgoblins, marching on patrol. 68 - Pulsating as they resetting traps and creating new ones. 34. Painting fights and staging outlandish skirmishes to
digest spicy dragon blood. 69 - Puncturing through a canvas sack suspended from the sketch for their next masterpiece. 35. Language studies, particularly analysing the curses, battle
ceiling. 70 - Pursuing a fleet-footed pickpocket down darkened corridors. 71 - Quavering cries, and death shrieks of humanoid cultures. 36. Reading romance novels and daydreaming
in contented warbling chirps. 72 - Ranging far and wide to nearby farms for their nightly of sweeping some adventurer off their feet. 41. Proselytising their vegan lifestyle, especially to
sorties. 73 - Diving rapidly to avoid a snatching snake. 74 - Ravenously swarming a group adventurers with their leathers and prepackaged rations. 42. Adventurer and monster cosplay.
of halfling mushroom hunters. 75 - Rolling around in a pile of ashes to eliminate lice. 43. Practising archery trick shots, particularly on live targets. Always appreciative of fellow
stylish long-range attackers. 44. Teaching themselves healing and herbalism. Not above
76 - Roosting in a uniform line all along an arched roof. 77 - Seeking the shadows after
slipping their potions into the packs of unsuspecting adventurers. 45. Adventurer watching.
a sudden burst of magical light. 78 - Settling into their nests after a big meal, distended
Like bird watching, but with adventurers. They experiment with laying out various treasures
bellies drooping. 79 - Shunning the acrid smoke of a special wood, burnt by neanderthals.
and supplies to attract their favourite classes. 46. Beekeeping and finding new honey-producing
80 - Skimming gore off a bloody, discarded axe head. 81 - Squeaking as they flock creatures. Currently experimenting with micro-dragons. 51. Recruiting for their latest pyramid
around a fighter in recently rusted chain. 82 - Squeezing through tiny cracks after scheme. It’s a miracle potion that makes you glow when you’re near treasure! You’ll all be
sensing warm breath. 83 - Starving, stuck in a room with several bloodless skeletons. millionaires! And all you need to do is recruit three friends… 52. Hobby necromancy. Insects,
84 - Streaming towards an entranced lizardfolk priest. 85 - Suddenly swooping, startling small vermin, receding hairlines, that sort of thing. 53. Imitation and impressions. Will see how
a relic smuggler. 86 - Swinging playfully on a series of suspended chains, a rattling racket. long they can pass themselves off as their boss or even a missing PC. 54. Meditation. Do NOT
87 - Thirsting for the blood of a noble sleeping in a glass coffin. 88 - Thriving due to disturb. 55. Perfecting their blood protein shake recipe. The more varieties the better.
plentiful play: almost the size of ravens. 89 - Transmitting weak vampirism: sunlight 56. Composing elaborate, multi-volume fantasy epics full of brave monster heroes and cruel
sensitivity and garlic allergy. 90 - Troubling a cyclops shepherd by sucking her sheep dry. human villains to read aloud. 61. Distributing anti-adventuring pamphlets and organising
91 - Unfurling wings as they burst forth from viscous maroon cocoons. 92 - Upsetting the meetings to discuss the perils and consequences of adventuring. 62. Blacksmithing. Weapons
underling of an evil mage, who insists on breeding them. 93 - Utterly besieging a bugbear, are for amateurs, they focus on artisan light fixtures, cooking utensils, and charms. 63. Magic
who can't pick them off fast enough. 94 - Veering sharply around a corner after a whiff of spotting. They love to see spectacular effects and will 'ohhh' and 'ahhh' at every magic missile.
fresh blood on the air. 95 - Weaving among a throng of bats. 96 - Whistling as they shoot 64. Fortune telling. They have zero knack for it but enjoy playing up the act with their deck of
toward an under-armored orc. 97 - Whizzing around the head of an oblivious brass golem. cards or crystal ball. Not above cheap tricks to make their ‘predictions’ come true. 65. Rock
98 - Wriggling below a moth-eaten blanket atop a straw mattress. 99 - Yexing softly climbing. Impressive until they ambush you from above. 66. Cursed item collecting. The
after drinking their fill from a friar. 100 - Zooming away from a recently risen and utterly unluckiest monster in the region, they love their charms and magical trinkets which possess a
famished vampire. variety of minor curses.

More on humanising monsters p. 58 107
by Roger SG Sorolla - Art after the original module

When a scholar of the old school offered to write a


guide to this universally praised classic of D&D modules,
we just couldn’t say no. - Eric
Jennell Jaquay’s
The Caverns of Thracia A
mong early D&D adventure modules, The of the Stone Mountain dungeon
Caverns of Thracia (Jennell Jaquays, Judges on p. 38 of the Holmes Basic D&D
Guild, 1979) might just have the lowest ratio book. Built levels lead down to large
of availability to acclaim. It went through four natural cavern spaces and one final
printings in its day. By the time “Old School” products massive cave that holds a domed
started being appreciated in D&D’s 3rd Edition era, it had city, along with a sunken sea à la
already become rare, currently commanding upwards of Verne.
$200 US on eBay. Necromancer Games released a new The Caverns of Thracia follows this
version in 2004, with the aid of James Collura, adapted model, to the point of including a
to 3.5 Edition D&D with much new content. This rework similar cross-section map on p. 56.
is also hard to get and goes for about a third of the The surface ruin and the area easily
original. More recently, Goodman Games released a fairly accessible from the opening are mun-
Appreciation, Critique, direct reprint at North Texas RPG Con in 2016, which dane in design, with a few vermin and
and DM User Guide unfortunately kept Jennell’s “dead” male name although patrols of gnoll and lizardman troops.
she had been out as trans for several years1. A wider But in several places openings to the
release was expected as part of Judges’ Guild Deluxe Edition upper parts of the titular Caverns
109
volume II Kickstarter, but after vile public expressions of are visible. These include four 100-200’
bigotry from publisher Bob Bledsaw Jr. cast a further stain on long almond-shaped fissures that each
the project, it was agreed that proceeds would go to civil rights connect level 1 of the dungeon with level
and LGBTQ+ organizations in the USA. The Kickstarter’s most 2, where they in turn connect to longer
caves that flaunt their spacious nature
recent delivery date is listed as November 2021 … as I sit here in
by enclosing built features: a bridge, a
December 2021 writing this.
cottage, a temple.
Thracia has been praised roundly by old-school The widest-open space is level 3: a
revivalists such as James Maliszewski2, Greg vast garden cavern lit by an artificial
Gillespie3, and Justin Alexander4, both as a great sun, analogous to Holmes’ domed
adventure and an example of salutary design prin- city level in both size and scope.
ciples. More recently, Gus L has published an extensive Although it lies directly below the
appreciation and critique of the module in the Bones of other levels, players most likely will
Contention blog5. Frequent points of praise reach it by a teleporter, so they may
include the multiple routes into and through the dun- not even realize they are in the same
geon, the variety of environments and room types, the dungeon until they find one of the
interweaving of multiple well-motivated factions with other connections. The cavern allows
secret and perilous areas, and a pervasive naturalism in a more varied slate of denizens –
the description of monster activities and visible layers of living trees, free-flying harpies, and
history. dryads among them – and itself en-
Alongside these points, I also want to share my appre- closes a free-standing marble palace,
climax of the adventure and headquarters
ciation of the progressive opening-up in the module. Ne- of the beastman forces.
gotiating dusty subsurface passages to break out into a The argument of opening-up
vaster underworld has been a theme of adventure fiction is complicated by abundant
since Verne and Burroughs. In weird fiction, the theme hidden enclosed spaces. When
recurs in Lovecraft and is a central point of Clark Ashton these work thematically – and most
Smith’s The Seven Geases and Margaret St. Clair’s Sign of of them do – it is because they open
the Labrys, each of which in their own way influenced up not space, but time. Most of
the concept of a multi-layered dungeon peopled with the secret areas expose historical
strange factions and antediluvian survivors. The cor- events and artifacts, be they about
nerstone of this concept in gaming is the cross-section the Thracian death-cult, the earlier

108
Thracian kingdom, or the primor-
dial reptilian reign. However, the
But if played actively, the factions require stronger strategic
counter-play from even mid-level adventurers. If the beastmen History & Savagery
most literally spacious secret area, have a guard on the top stairs (60% chance) they can muster Gus L’s review notes that Jaquays apparently for his Conan stories repetitively describes
the reptile cathedral of sub-area everyone on the upper levels, already some 20 strong. If they avoided racist tropes by basing the tribesmen races rising from, and falling back into, “half-
53, has two doors with an ultimate send an alert down to level 2, a second wave of about 30 gnolls on Greeks rather than African or New World ape savagery.” The lizard people and present-day
opening-up: to the multiverse and and 20 lizard men, with leaders and two pet bears, is possible. Fi- peoples. More generally, though, the post-Thra- Thracians do not escape these influences, being
the realms of gods and demons nally, teleport pads can move level 3’s forces to level 2: a fearsome cian humans and the lizardfolk are described described with the same markers of the histori-
via the Astral and Ethereal planes! army of about 70 gnolls, 20 lizardmen, 8 minotaurs, and 6 “dog in a way that indirectly draws on the legacy of cal Western view of “savages” that characterize
Although audacious, this move fits brothers” (4 hit dice humanoids) who can be spared from guard prevailing 19th and early 20th century Euro- D&D’s general view of low-level adversarial
perfectly into the overall theme of duties. Unless parties can blast off multiple area-of-effect spells, they
pean views of history, in which races rise and races6: the very term “tribesmen” and their
exploration with increasing reward. The must try to prevent the alarm being raised, whether through silence
spells, picking off runners, or killing groups very fast. They must also be fall between civilization and barbarism. Various face paint; G’ruk’s status as a “shaman” rather
treasure of Thracia is not just gold and
gems, but the experience of awe as the prepared to retreat when overwhelming forces arrive. writers attributed decline to various causes: than cleric or priest, as well as his followers’
players face massive spaces and great The tribesmen have fewer reserves, and are not likely to join race-mixing (Gobineau), civilizational lifespans proclivity to fly into a berserk fury. But unlike
gulfs of time. up with the beastmen, but do have a guard who can blow a (Spengler), or natural disasters (Blavatsky). many other treatments of such peoples in
Yet despite all these excellent magic whistle that alerts the whole faction: 7 1st and 12 2nd Thus, the ground was well prepared for adven- gaming, Jaquays also allows these factions
features of design, the Caverns level characters, mostly fighters in plate, plus a bear and wolver- ture fiction writers such as H. Rider Haggard to express curiosity about their grander
in their original edition are difficult ine, and harrying from the giant bats endemic to the area. and Robert E. Howard to conjure images of
past, opening the possibility of collabo-
to run. I group their challenges A 5th level party could perhaps clear the area in one the ruins and survivors of ancient civilizations,
guarded by primitive descendants. In particular, ration with like-minded explorers rather
under five headings, and want to raid: 17 suits of plate mail would make a nice treasure than extermination.
offer some advice to gamemasters haul indeed! Anyone else will have to step up their tactics or Howard’s history of the Hyborian Age setting
based in part on my own expe- diplomacy.
Thracia is also abundant in characters
rience running some 10 sessions On the third level dwells another faction: dryads of the teleport pads, hot water plumbing, waterborne escape from the far past who can be revived: a
using 5th edition D&D. I am aware, garden, oppressed and menaced by the beastmen. They are pods, and rockets obtained from a Chinese-styled land. 111
priest of the original death-cult placed
too, of how Thracia might play out likely to contact the party, clustered as they are around the The death cult that sprung from this decadent Thracian under stasis (area 11), two warriors from
using older rule sets, with the play main entry point. Because they cannot go far from their civilization built extensive hidden areas, and a mysterious the height of Thracian culture who have
reports of Justin Alexander and trees, will die if they are cut down, and won't approve the reptile kingdom that preceded them is now enshrined in separately been deep-frozen (37) and ma-
others providing a further guide. use of destructive magic around the trees, the dryads make sub-area 53. Indeed, one of the Taverns of Thracia rumors gically preserved (45-I), and of course the
interesting allies. Although they hate the beastmen, they are not Immortal King (53-E). The first three cha-
Challenge 1: likely to openly help unless the players convince them that their
(p.15) concerns a collector who will pay good money for
racters have detailed knowledge of arious
What level side will prevail without having to retreat. Working out the dryads’
artifacts, an important source of coin in the generally
dungeon areas. Such is the importance of
treasure-light upper
is this module for? attitudes and assistance is crucial to the challenge of the garden level.
But the player-characters are not the only one trying to
social interaction to old-school play that
The Designer’s Comments (p. 5) In this regard 5th edition rules give dryads a collection of helpful druid Jaquays leans heavily on this theme in
spells, which older-edition referees may want to partly adopt. discover the past. The lizard man G'ruk, shaman leader
recommend Thracia for “1st and hopes of bringing even forgotten areas
The many areas out of the factions’ way also hold stand-alone of the "degenerated offspring" of the "once powerful to life.
higher level” characters – with the
encounters to challenge mid-level parties: a sphinx, a mino- reptile race", has come seeking the reason for their exis- A perceptive DM can address these
understated warning, “one or two
taur lizard, giant spiders, living statues, a living door, a horde tence. Indeed, he has discovered two of the three secret first two challenges (needing to ne-
areas will send the higher level char-
of living corpses fed on by a carrion crawler, a Moria-style doors necessary to find the Immortal King, which give him gotiate with factions in order to have
acters ducking for cover if played
tentacled water guardian. Most of these are fair encounters the run of most of the old civilization’s secret compound. a fighting chance, and the historical
correctly.” In fact, the early faction
for any level because they can be bargained with, fled from, The lizard faction is presented as loyal mercenaries aiding themes) in one stroke. You might
110 areas are better matched for 2nd –
or avoided by not messing with treasure. This is even true of the beast-man faction. Still, their ancient legacy could cause start by seeding rumors about the far
3rd level characters even if the DM
plays encounters passively, without the one sure-fire party-killer, the reptilian lich who lurks dissension between these two camps if players find a way to
past of the ruins, through the Taverns
in sub-area 53. Even if awakened, this “Immortal King” can encourage G’ruk in his dreams of reptile supremacy.
fetching reinforcements. The of Thracia table or otherwise. These
In my run, this alliance was greatly helped by a lizardfolk PC, Korth.
surface and first level have groups of be played as a moral rather than mortal hazard, an unleashed will be the ground for social inte-
In negotiations he mentioned a quest object bearing the name of
4-8 2 Hit Die humanoids in the beast- overlord in need of minions who offers his discoverers servi- G’ruk’s lich lord, earning G’ruk’s attention and cooperation with the ractions with the factions who are
man-controlled areas, and groups of tude or death. help of a few lucky reaction rolls. curious about their past, and also give
similar power in the cult areas, with low clues about how to interact with any
but meaningful chances of including Challenge 2: Making history come alive The degenerate civilization theme is doubled in Jaquays’
revived historical figures they might
treatment of the tribesmen: descendants of the ancient
even stronger leaders. Even with all the Many layers of the past lie in the Caverns. Their themes are
Thracians, far diminished in power and knowledge, to find. At the same time, there are dire
tricks of older editions (oil, mercenar- drawn from eras prior to the implicit late-medieval European
whom the ruins are a sacred site. This faction, however, has consequences of failing to make a
ies, sleep spells), each single squad is a setting of D&D. Monsters, gods, design, and names are
discovered only a few of the statues, tombs, and shrines connection: both G’ruk and the death
difficult match at 1st level. The latest 5th mostly Classical Greek, with some elements suggesting the
from the historical peak of the cult of Thanatos. It’s likely cult are outright looking for human
edition guidelines, reckon each gnoll Mycenaean period: for example, the collared bronze armor
and lizardman to be the equal of a single that they could also be persuaded to cooperate with explo- sacrifices!
carefully illustrated by Jaquays on p. 10. At its zenith, Thracia
2nd level character. rers who bring rumors and evidence of unknown cultic areas.
also developed Atlanteanesque science-fantasy technology:
Challenge 4:
Monster saturation
The need to offer combat
to fuel a reasonable pace of
Challenge 3: Maps advancement coexists uneasily
Critics usually remark that the ambition of Jaquays’ design with presenting a naturalistic
for Thracia is not matched by clarity in her maps. Any DM who environment.
expects their players to get deep into Thracia should get out a Overstuffed dungeons are
pencil and annotate the off-map connections with the area and sometimes slated as “monster
page they lead to7. This exercise will show that almost no areas motels” that stretch credibility.
are true dead ends with only one way in and out. In fact, I found it Indeed, it’s desirable to put
desirable to close off a few connections to draw out the myster- in some thought about how
ies of the place a little longer—making the connection from 53B monsters coexist and feed,
to 41B a slit window rather than a door, for example, or having providing the kind of moti-
the central secret passage on level 2 connect areas 37 and 48 but vations and activities that
not 41A. There are also specific mistakes and peculiarities of the fuel social interaction, while
maps that DMs should know.
stopping short of tallying every
• Scale is expressed in inches rather than grid squares, and not
calorie in their diet.
always marked. From comparing connected areas, levels 0, 1, 2,
3a, and 4 are on a scale of 10 foot squares, whereas For the most part, Thracia does
the sublevels and level 3 have 5 foot squares. Further- well in providing naturalistic hooks for crea-
more, level 3’s non-built areas are hex-gridded, and these tures that need to eat. The large numbers
hexes are 10 feet from side to side. of humanoids on levels 1 and 2 have plausible
• On sub-level 53, the long stairway leading up from the access to hunting and raiding on the surface.
south side of area 53H should not end up at a secret The death cult is supported by offerings from
door in 41B. Instead, it is described in text as connect- a larger tribal community. The morose giant
ing to the secret door in the north side of area 31, gnome Grastic, to give another exam-
reaching that door seven squares after the final turn. ple, is desperate to supplement his poor diet of
The secret door in the northeast wall of 41B, then, underground river-life, and this motive will shape
should not exist. any dealings the party have with him.
• The areas numbered 40 and 41 are particularly difficult At the same time, there are a few areas that
to understand. Room 40A (shown on both the level 2 stretch plausibility. Grastic (area 28) shares a
map, p. 32, and sublevel 40 map, p. 42) has a vertically river cave 100 yards long with a large gang of
stacked pair of doorways in its west wall. The lower way lizardmen, a colony of piercers, a scourge of
has visible doors which open on stairs leading down to stirges, and in the upper reaches a cloud of
41A (level 2 map). The upper way is a secret door in thegiant bats. What’s more, his bridge home
wall above the gargoyle-adorned ledge that hangs has a sphinx lair on one side and a stair
over the lower door, incorrectly drawn as open on the to the cultist area on the other. The DM
sublevel 40 map. It leads to an “attic”, room 40 C from should at least work out how the gnome
112 the sublevel map, that has the same shape and size as deals with all these neighbors. I made room
41A and sits directly above it (but with 5 instead of 10 by eliminating the stirges and turning the
foot squares!) A number of rooms, passages, and tombs gnome into the ghost of a dwarf architect
directly connect to 40C on that upper split level. Area who was betrayed after building some of
40B connects southward to a secret door that opens the features and secret doors; she will not
on the upper ledge in 40A. rest until she is properly paid by throwing
• The secret doors in the south side of area 49 are ancient treasure into the river. The death
not described in text and probably should not be cult has ways to deal with her, and they
there. Functionally they are redundant with the sometimes pass beyond to confer with
ones in area 48 and would not be level with the floor the sphinx (who is a semi-mystical keeper
of the secret passage at that point. of riddles and secrets), while the ghost
• The level 4 map is rotated 90 degrees from level deters G’ruk’s gang from messing with the
3, with north at the left instead of top – except the death cult. The garden level also presents
room 117 inset, with north at top. no apparent source of food and irrigation
for a palace packed with a hundred troops
and carnivorous monsters. In my version the figure out that the place is rife with them, without block exploration of that level. More fluidity and chaos • The pods bob around when they
garden is the central walled area of a much tediously tapping every inch of exposed wall. For can be had if, every round, whatever is on the two pads in reach the surface: roll a d6, 1 means
vaster cave, two miles wide. Outside, hun- one, dungeon denizens can share knowledge of question (54/45, or 54/89 if holding glass marbles) simply the hatch faces up, 6 down, and 2-5
dreds of human thralls work fields of grain secret doors or traps: in captivity, through nego- changes places. By either rule, though, be prepared to the cardinal directions starting with
watered by canals, and tend herds of grain- tiation, or simply being observed using them. For handle the situation of a split party if there are more than North. Unless the hatch faces up it will
fed cattle. This area provides both a “day another, level 1 is almost a tutorial on how 4 PCs. A final, wild option is to give some chance that two be impossible to open the pod while
job” to draw off some of the troops from Thracia uses secret doors. To the left of the creatures cross-teleporting to and from the same spaces keeping it afloat.
the palace, and a source of revolutionary entry room 1 is a dead end that many players will suffer a merging accident like Cronenberg’s The Fly. The • As the pods enter the pool in area
allies to supplement the more wary dryads. search fruitlessly for a secret door. This puts them effects can be left to the DM’s fiendish imagination. 34, the DM may allow a chance of
The DM is also going to have to decide how on notice that the “S” is usually not so obviously There are two other strange one-way passages from level waking the Grasping Guardian, who
to deal with the large number of repeated telegraphed in the Caverns. Fast forward to an 2 to 3, one down and one up. Adventurers can be lowered as written only cares about defending
elements in Thracia. I have already men- ornamental panel in area 5, nonsymmetrical with down from level 3a in an open-air elevator cage, right its treasure. Having your pod thrown
tioned the many characters in stasis, but area 4, an obvious feature to search. This leads into a very hot landing zone of alerted, bow-shooting against the wall, then having to swim
there are also doubled examples of pet to a mechanical secret door. The other side of it, beastmen. The way up is an even stranger contrivance. My out and fight the creature underwater
bears (areas 26 and 48), rows of sealed in the same passage as two other hidden doors, party earned the affection of the one dryad who knew about is no fun!
tombs with undead (10 and 40C), giant spi- can be assumed to be concealed and plastered. area 117, so were able to escape enemies on both sides of the • Being in the pods is an exercise in trav-
ders on webs (32 and 46, and a fake-out with Players should now get the idea that doors can teleporter by using the eight metal escape pods which shoot up eling blind under near-complete party
a dead spider and web in the stairs down to be hidden, both behind decorative features and through a transparent water pipe to emerge at the headwaters of silence. You may want to write notes
behind plastered walls. The known secret door on the the river in level 2.
40A), powerful hostile walking statues (41B, to players describing entering the
other side might even help visual inspection of plastered Details of the pods are worth working out. In my game I stream, shooting up, bobbing around,
level 2 wandering monster table, and level
3a), gems for eyes (everywhere), and even
walls, showing bumps or discoloration from latter-day gave them extra features: steering and a viewport and opening the hatch, and pass them
two separate human slaves of the beastmen
daubing-over. like a small submarine. However, as written they are around as each one reaches the ap-
each called Grassus (38 and 74A). Solutions The DM is also going to have to work out how much more basic. Apparently, characters need to turn a latch propriate stage – with communication
include erasing one of the set (as I did with the the teleport pads connecting areas 45, 54, and 89 on the closed inside hatch lid to se- back also only by private notes.
spider in 32 and the level 2 wandering statue), work. This magic-tech feature is a critical asset for parate the back cover and fix it onto • Most reasonable players will want to abandon the craft well
changing one (I made the cult’s bear a zombie the beastmen, allowing rapid reinforcement from the pod. Once that happens, each before the stone bridge is reached: if not in the entry pool,
lion), introducing a relationship between the two the palace. But it is also a vulnerable bottleneck pod will slide into the turbulent water then when they get stuck in the spider web at 32, go over the
(the Grassus on level 2 is Grassus Jr., son of the between levels 2 and 3. It can only transport four under the weight of its contents, waterfall shortly after, or start being fished out of the water
character on level 3), or just letting the twinning figures per combat round. When they appear, presumably with built-in buoyancy to by curious lizardmen in 31.
stand as part of the theme. opposing forces may have help it fulfil its intended mission of

Challenge 5: Secrets and odd features already surrounded the pad floating down the river. The writing Conclusion
with a beating party twice leaves room for a few challenges: With all its flaws and peculiarities, Caverns of Thracia is
As noted in Gus L’s essay, rediscovered “old school” play • You may rule that the pods are
as strong. The beastmen will an extraordinarily fun and meaningful adventure. Its
styles deal with secret doors and traps in an interactive only rated for 150 pounds (or up). interlocking dynamic and random elements create a chaotic
free-kriegspiel mode, but early modules treat these features know to set such an ambush Any heavier load will sink, not float.
for known intruders at large, multi-dimensional pinball machine. To survive, players need
in line with Original D&D rules-as-written, with a chance on d6 to Players who suspect a limit may
and also to send a single to be acutely aware of when a situation has broken against
passively detect or trigger them. No matter what approach they want to load armor and loot into
scout up to test whether an them, and to be willing and able to retreat. DMs also need to
are taking, a DM should have some idea what is going on with “cargo pods”.
ambush is prepared for them. be aware that play can break down into repeated raids against
all those pits (of which there are 10) and secret doors (of which • The pods need to enter the water
If the scout doesn’t return, they’ll endlessly reinforcing enemies, and steer a way out -- perhaps
there are no fewer than 59!). know they are under siege. If they one by one, otherwise it will cost a decisive battle aboveground, pitting the bulk of the beast-
The module was written prior to the AD&D Dungeon Master’s try to break out, they will certainly d6 rounds for one to establish men against a regional tribesmen army. I hope that very soon,
Guide, which drew a distinction between “secret” doors dis- send their toughest squad of priority in the logjam. this adventure becomes legitimately available in a way that
guised as a wall or feature with a hidden opening mechanism, minotaurs and Dog Brothers. enriches Jennell Jaquays and her causes of choice.
and “concealed” doors that simply sit behind a curtain or layer The main unanswered question
of plaster. Many of Thracia’s “S” doors are, by these standards, is how the teleporter works
concealed as written. Likewise, some pits and trap doors are merely when somebody else is on the 1 -On the issue see Jennel's comments at
concealed under a layer of sand or trash. DMs should take notes and receiving pad. The first option is
describe areas as plastered, sand-covered, and so on, to support that a person or body on the pad
concealments. Mechanical secrets, too, can be improvised in description. blocks teleportation from any
If hidden in natural stone, a door opener is an apparent bump or hole; fea- other pad. This rule, however, can
tures in a plain wall can be disguised in cracks and opened or triggered lead to an impasse: if beastmen
by a floor plate or pre-described decorative molding; in a bas-relief, just retreat completely from level
press one of the features. 2 and up, the players can block
If you’re not allowing passive dice mechanics for detecting all reinforcements from level 3,
secret doors, you may wonder how players are supposed to and the beastmen likewise can
by Ron E. Ortiz Art: Tikokh

d12
Sword Saint
Techniques
Here are some special techniques for your sword-wielding
player characters. Use them as adventure hooks or quest
rewards, and don’t forget to describe some cool training

1
montages!
Form of the Dragon
The user lashes out with three quick sword strikes that mimic the dragon’s claws
and bite attacks. Damage is as a dragon’s claw/claw/bite attack.
• Limitations: Once per day.
• Learning: Slay a dragon solo and survive or find a wise Lawful dragon and train
under them for 4d4 weeks.

2
The Ape King’s First Parable
Allows the swordsperson to push their body beyond its limits and open the first
inner gate. The user goes first in initiative and deals double damage for a number
of rounds per day equal to their level.
• Limitations: The user must rest for a turn after each combat this technique is
used or suffer a -1 to all rolls until they are able to rest. Additionally the user must
rest after the adventure for an extra week.
• Learning: Travel to the Jungle of Abudca and study under the Wise Ape King for
a month then defeat him in a friendly sparring match (unarmed combat).

3
The Thunder God’s Waltz
The sword saint gains a permanent +2 to AC in combat thanks to the esoteric
movements of the Thunder God’s Waltz. The user also automatically dodges
lightning bolts and takes no damage.
• Limitations: Must be wearing leather or no armor.
• Learning: First, study the technique under a master for 3d4 weeks. Then, dodge
a lighting bolt (save with disadvantage). Failure to dodge the bolt means you
offend the Thunder God and take an additional 1d6 damage in addition to the
lightning bolt’s damage.

116
4
Fist Of The Wave’s Nod CHAOS AHEAD!
The user may shoot a projectile of chi from their weapon for 1d6+1damage. The sword master channels their inner madness to bring the blessing of

9
Range is equal to 10ft per level. primal chaos to the battlefield. Within 100ft, all decisions, attack rolls,
• Limitations: May be used 3times per day. saving throws and ability checks made during combat are made with a
• Learning: Meditate under a waterfall for one month from dawn to dusk. Then coin flip.
hurl ten thousand punches against an ocean’s waves and if the ocean recoils • Limitation: Can only be used in combat, once per adventure.
against the ten thousandth punch, you learn this technique (Roll d20+Charisma • Learning: Summon the Avatar of Chaos and beseech it to bestow this
versus the ocean’s d20+20). technique by sacrificing one session’s worth of luck (you must roll with
the unlucky die, you know which one). The avatar can only be summoned

5
The Unseen Cut on the 13th day of the month by breaking a mirror at a crossroads while
Allows the user to make a hidden attack with an invisible ghostly blade (+4 to hit). wearing a hat made from raven feathers. Luring a black cat to the area as
• Limitations: The user takes damage from holy water. Works only once with every an offering is appreciated.
new opponent.
• Learning: A forbidden technique known only to members of the Hidden Hand Witch-Hunter (AKA Severance Package)

10
of Pithus, a cult of ruthless assassins. Learning the Unseen Cut requires the user Outlawed by the Circle of Magi, this infamous technique severs the target’s
to cut off one of their hands during an obscene ritual under a blood moon. Upon connection to the astral plane, cutting off their ability to use magic perma-
survival (there may be a roll involved) the user is taught to use the phantom pain to nently. The sword saint must strike the magic-user with a favored blade
form a spiritual weapon. and, should the target fail a save vs paralysis, they are no longer able to

6
use magic.
Lost Form of the Shield Hero • Limitations: Can be used a number of times per adventure equal to the
All damage the swordsperson receives this round while holding a shield may be number of successful times this technique has been used by the character
absorbed and released in a psionic blast in front of the user. against a worthy foe (minimum 1).
• Limitations: The user may use this technique once per adventure. • Learning: Seek out one of the last witch hunters and beseech them to
• Learning: Seek out the Temple to the Shield Hero and defeat the Hero’s shade in teach you the technique. Users of this technique are extremely difficult to
single combat while using a shield. find after the Circle hunted most of them to the brink of extinction.

7 11
Pry Open the Third Eye Re-enforce!
The user takes a round to sense the spiritual strength of all living creatures within This esoteric technique was passed down by the Cheshire Cat to its first
sight and learns how many hit dice they possess and whether they are below or apprentice. If the user would die they instead vanish in a cloud of purple
above their average hit point total. haze and reappear in a nearby area that would not cause their immediate
• Limitations: The ability is straining on the senses and may only be used once per death again.
day. • Limitations: Can be used a total of 9 times and only once
• Learning: Study under the Blue Knight of Naelu to learn this technique. The per adventure.
knight’s training involves the learner surviving in a monster-infested forest for one • Learning: Seek out the Cheshire Cat and convince it to take you on as
week to force the mind’s eye to open. its apprentice. Legends say the Cat requires participation in exclusive
festivities like tea parties and beast slaying.

8
Palm of the Puppeteer

12
The user strikes an enemy with less hit dice than themselves, pulling out the foe’s Eigenlicht Asche
soul threads. Should the target fail a save vs paralyzation their body is under com- The user conjures an otherworldly fire of rage that envelopes their weapon.
plete physical control of the technique user for 1d4 rounds. The flame does no physical damage but instead burns away the souls of
• Limitations: Can only be used once per day. If the user doesn’t concentrate, the those struck with the flames (d6 Charisma damage on a successful hit).
enemy doesn’t do anything. • Limitations: The user may summon the flames once per day. The flames
• Learning: An ancient technique developed by the tribe of cannibalistic necro- remain for 1d4 rounds, do not emit light, and may be dismissed at will.
mancers known as the Kukrios. Learning the technique requires the learner to • Learning: Find a settlement that was burnt to the ground in a war, leaving
bring an offering (live humans are favored) to the village chief and become an no survivors. Strike a deal with the spirits lingering there to take revenge
honourable member of the tribe, with all the bonuses and penalties that brings. on the perpetrators and offer your blade as a new home for the spirits.

118 119
by Nobboc - Art: Javier Prado

After Bad Patxi in our previous issue, we continue to learn from folk tales.

The Tartaros
Here is a new encounter from the Basque Country and Béarn.

The Tartaros are one-eyed ogres and shepherds haunting the wild
hills and mountains of the Pyrenees. The story and stuff below are
freely inspired by different tales in which they appear.
In the middle of winter, three weary war- The next morning, XXVII, for that was
riors were returning home from war and the name of the tartaro, confiscated their
were crossing an inhospitable mountain weapons, tied them by the neck with dog
range. Mattin the archer had taken in a leashes, and took them with him to the
young whippoorwill he had found lying in pasture to watch his flock of sheep.
the snow under his coat to warm him up. «I’m bored and hungry,» said XXVII at the
Pantxo and Manech, his companions in end of the day. «Let’s have a contest! Who-
misfortune, were starving and wanted to ever throws a stone farther than me won’t
eat the bird, so the three soldiers kept bic- be eaten tonight!». And without even get-
kering until a cottage appeared under the ting up, he grabbed a rock as big as his head
moonlight. It was the first civilized shelter and threw it negligently. The rock passed
they had seen in days. over a small forest, bounced in a meadow
As they entered and approached the and fell in the middle of a small lake two
fireplace, a guttural voice exclaimed: hundred cubits away. Mattin pretended
«House shut!» And all the doors, shutters, to carefully select a stone at his feet while
and windows closed at once. From the bed discreetly grabbing the whippoorwill
in the back of the room rose a towering that was still sleeping under his coat. He
man: a barrel-like torso, muscular arms whispered «fly, fly as far as you can» and
long enough to touch the ground, and a miming a stone throw, released the bird
grotesque face bearing a thick-lipped smile that flew over the hills. XXVII, looked at the
revealing protruding teeth. But the most “stone” soaring in the skies, speechless,
impressive thing was the single eye, round and so totally stunned that he dropped
as a bullet, planted in the middle of the fore- both leashes. As the night had now fallen,
head. This was a tartaro, a cyclops-ogre, one the two warriors ran away and hid behind a
of the many degenerate great grandchild- rock. Alas, soon a light bright as the sun was
ren of Polyphemus himself! searching every corner of the field. It was
«Don’t move, please» he said in a strangely a ray of light emanating from the tartaro’s
mellifluous voice, and they obeyed despite eye, and it let him see better than in broad
their desire to flee. The ogre grabbed daylight. Quickly catching the two soldiers,
Manech, the chubbiest of the three, quickly he ate Pantxo in three bites.
snapped his neck, skewered him on an iron Then the ogre went back to his house with
spike, and put him to roast in the fireplace. Mattin under his arm. «You’re the best
«I’ll eat you tomorrow » he said to the other stone-thrower I’ve ever seen,» he said to the
two, « Drink this sheep milk and settle down little archer, «and something tells me you’re
to sleep», and they obeyed, exhausted as also the smartest. Here, take this gold ring
they were and strangely appeased by the as a reward. Now drink some sheep milk
warm drink he served them. and sleep easy.» Then XXVII brought his

120
sheep into the common room for 2 Magical possessions 3 Who’s who?
the night, as wolves were roaming The tartaros often offer milk and sheep’s cheese to the laminak No one knows why tartaros
(wild imps from deep Pyrenean caves). In exchange, they provide have numbers for names. Many
outside. He shuttered his house
him with some useful magical trinkets. A tartaro worthy of the of them live (or have lived) in
and went to bed. Mattin did not remote areas of the Pyrenees.
drink his milk, determined to 1 Let’s stat Tartaros! name always possesses one or two of them. Here are some
Some of them are well known. A
stay awake, and when the tartaro Grotesque 9’ tall humanoid of low to average intelligence with examples:
monk of the abbey of Belloc has
began to snore, he grabbed the a single central eye. Long muscular arms which they use to run, - (1) Leash of the Faithful Dog - Made of basajaun hair, indestruc- drafted an incomplete list:
tible, it grows in length indefinitely and can be retracted with a V- lives under a waterfall and
spit from the fireplace, climbed especially on steep terrain; large head and small bowed legs.
click of the tartaro’s tongue. commands the spirit of the wa-
onto the ogre’s bed and stuck it Experts in stone throwing. They haunt remote mountain areas,
- (2) Bowls of Good Sleep - Any liquid drunk from these clay bowls ters who resides there.
into his eye. XXVII woke up with where they usually raise sheep and sometimes trade their milk
will put you to sleep for 2d6 hours if you fail a save vs spells. IX - has two heads and can never
a scream and angrily ransacked and cheese with other mountain creatures. Always hungry and be surprised.
- (3) Staff of the Watchful Shepherd – A gnarled oak stick that can
the house, but was unable to find particularly fond of human flesh. Dressed in animal hides and X - does not breed sheep but the
be extended at will and can hit an enemy up to 30’ (damage: 1d6+2,
Mattin hidden among the sheep. sheep fleece. rounds). best horses in the surrounding
save vs paralysis or stunned for 1d6
In the early morning, the tartaro kingdoms.
AC 5 [14] HD 6** (27hp), Att 1 x club (1d8+2) or 1 x rock (2d6), The three next are cursed objects that can only be taken off with a
XII - is in love with a shepherdess
opened the door, stood with his command word known only to the tartaro. They usually give them to
THAC0 14 [+5], MV 180’ (60’), SV D10 W11 P12 B13 S14, ML 8 (10 and has sworn to protect her
legs apart, and brought out all prisoners. flock.
his sheep one by one, carefully when defending flock), AL Chaotic, XP 700.
- (4) Location Ring - A large gold ring with a mouth engraved on it. XVIII- came down from the
inspecting their backs with his - Rock Throwing Expert: Up to 150’. +2 to hit. Answers «I’m here!» when the tartaro asks «where are you?» mountains and now travels the
hand. But Mattin had taken pre- - Slow-witted: Can be tricked by clever characters. - (5) Boots of Safe Return - Magnificent red leather boots that, world on magic stilts.
cautions: he had skinned a sheep with a whistle from the tartaro, make their wearer walk backwards XXI, XXII, XVI and XLI - are long
- Gambler: sure of their strength and agility, they like to wager
started. dead. Their skulls adorn the en-
during the night and clothed with other creatures and will rarely refuse a challenge, as long to where they
trance of the fortress of Gaston
himself in its skin. As he slipped - (6) Affectionate Cloak – A woollen cloak ideal in rainy and windy
as the opponent appears to be worth the effort. de Belzunce in Macaye and are
between the legs of the tartaro, weather (as it often is in the Pyrenees). It wraps itself around its
- Weird powers: each tartaro masters 1d3 of the following said to whisper secrets at night.
the latter sized the fleece which wearer to immobilize them on a sniff from the tartaro . XXVII- is said to be trapped at
powers that they can use once per day:
remained in his hands. Mattin ran the bottom of a chasm and feed
1- Mellifluous voice: similar to charm person for 2d6 rounds on mushrooms, rainwater and
away, «Where are you? Where are
on all the creatures within 10’ radius. Save vs spells allowed. 4 More facts and stuff clumsy mountaineers.
you?» shouted the blind tartaro.
2- Light Beam: a ray of violently bright light cast from their - Tartaros live in cosy houses where a fire is always burning, carrying XXXI - is twice as big as his fel-
«I am here! I am here!» answered lows, and regularly walks out of a
eye for 1d6 turns. Range 300ft, allows to see as if in full the smell of lamb roast or cheese fondue to lost travellers outside.
the golden ring that Mattin had cave with his arms full of gold.
sunlight and to detect any invisible or hidden creatures. A - If this isn’t enough, they regularly scatters gold coins or small gems
on his finger! XXVII immediately XXXIV- is undead.
creature caught in the ray that does not cover its eyes is on the path to their lair.
went after Mattin, following the XXXVI - lives in a gigantic hollow
blinded for the duration. - The tartaros trade their cheese with the evil laminaks, the dark dwarves tree hiding
cursed ring’s voice. As much as the entrance to an
of the depths, and other malevolent inhabitants of the mountains. underground palace.
the young man tried, it proved 3- Polymorph: take human form for 1d6 turns (generally a
Over the years they accumulate treasure, which they usually bury XLIII- is a prisoner of the wizard
impossible to remove from young, friendly looking shepherd). Usually used to attract
under their homes in large iron cauldrons. A tartaro treasure usually Zaratazarat and acts as his butler.
his finger! It was then that the lost travelers or to learn the secrets of the cheese makers in LII- Lives in an isolated tower
contains 1d4+2 x 1000gpP in coins and gems and 1d3 magic items
whippoorwill landed on Mattin’s the nearby valleys. which they don't always understand the use or value of. and owns a most wanted relic of
shoulder and said in his ear: «cut 4- Safe inside: with a simple command word, close all the - Female Tartaros? Nobody ever heard of any female tartaros. Some Saint Ferminus.
your finger and give it to me». And exits of their den until sunrise. (As per wizard lock, on all LXVI- brings good fortune if he
say that tartaros mate with the standing stones found at the top of
is seen leaving his house when
Mattin obeyed despite the pain. doors, windows, shutters, etc.) inaccessible peaks once in their lives.. A few years later, a new tartaro
the nightingale sings.
The bird took the finger and the 5- Belch of death: a loud, malodorous burp in a 10’ radius walks down from this peak and settles in a nearby valley. LXIX - has been trapped in the
ring away from Mattin, followed . Any creature caught loses 1d6 hp must spend their next ice at the bottom of a crevasse
by the tartaro who ran after the action and immediately leave the area. If a save vs breath,
5 Hooks in the Taillon glacier for 77 years.
a
ring’s «I am here! I am here!» - LXXI must travel for a few weeks to settle his affairs. He offers He will give his entire fortune to
half damage and no need to move. over
Flying over a chasm close by, the reward to the adventurers he has just trapped if they watch whoever can make the sun shine
6- Frenzy: the tartaro is under the effect of haste for 1d3 Upon
whippoorwill dropped the finger. his flock of sheep, the finest in the region, during his absence. down there.
the
And after it fell XXVII fell. He was
turn hearing the news of his departure, most of the shepherds from LXXI- has prophetic knowledge
- Magical possessions: roll 1d6 once or twice on the table in the neighbouring valleys band together to steal the sheep. and will sell it for a good price.
never heard of again. LXXIV- has an elephant trunk for
sidebar. - Zaratazarat the magician is annoyed. His butler XLIII (see Who's
become complete ly useless. The wizard a nose and can smell anything in a
Who) is homesick and has
one mile radius.
promises a handsome reward for a brand new tartaro.
and are working hard on a bestiary
Note - The Merry Mushmen have gathered a team of crazy people
and 5E, inspired, like this article, by folk tales and local superstitions. Stay tuned!
for O.S.E
122 123
by Jean Verne

B
Encounter anging bones on a stretched Dancing
Youmay have read The Charnel Saturnalia in Knock!#2. human skin, blowing into an
the Infernal Dance:

Thee W
Wicked
icked
Here is another take on the myth of the danse macabre. arrow-pierced breastplate like

Th
a bagpipe or strumming fresh • To escape the Wicked Ensemble, you must
innards, the Wicked Ensemble reach an Appraisal score of 10. Each success-
plays an array of macabre instruments. fully performed dance move (see below) will
Whether they want it or not, their audience grant you Appraisal points.

EEnsemble
nsemble
end up dancing to the ghastly music • Danc ing the infernal dance is exhausting
played by the skeletons til death takes and often fatal. Save vs paralysis after each
them away. The ensemble only sets free dance move or lose 1d4 hit points.
those they deem extraordinary dancers. • Choose your dance moves in the list below,
The size of the ensemble varies from a roll under Dexterity or Charisma (your
quartet to a full orchestra. choice). Adding your own twist to these
Violence will not suffice to defeat the moves may grant you an extra point.
An
Anominous
ominousdrumdrumcan
canbebeheard
heardfrom
fromafar,
afar, •
ensemble, as the skeletons always rebuild Beware: the ensemble enjoys variety. Any
banging
bangingaway
awaythethesanity
sanityof
ofthose
thosewho
whoget
gettrapped
trapped one another. To get rid of them, you must move used more than twice only grants you 1
in
inits
itsbeating.
beating.The
TheWicked
WickedEnsemble,
Ensemble,aabunch
bunchof of dance the infernal dance and show off Appraisal.
dancing skeletons always looking
dancing skeletons always looking forfor a
a crowd,
crowd, your best moves!
is
iscoming
comingto
totown.
town.
Infernal Dances Moves are:
1 The Thrill-ehr 2 Vöhg 3 Twyst
Ability check: -4 Ability check: -2 Ability check: +0
Appraisal: 1 Appraisal: 2 Appraisal: 3
Carry yourself like a zombie Flail your arms around as if someone Squirm like you’re escaping a crawling
shambling towards its prey. just broke them. ghoul dragging you into its grave.
4 Füt-twork 5 Röboot 6 Brehk
Ability check: +2 Ability check: +4 Ability check: +6
Appraisal: 4 Appraisal: 5 Appraisal: 6
Trample the ground as if your enemy Imagine your armour is rusty like a Drop to the ground and spin like
was laying at your mercy. death knight’s platemail and you’re a demon is possessing your
trying to catch a drunk brownie. hapless body
If you manage to satisfy the Ensemble, they clap loudly and toss you a few coins
(1d20 gp), or maybe a spare instrument (gruesome looking but able to cast a version of
charm person that forces its target to clap, dance, or at least tap their foot). Once every
dancer is either free or dead, the orchestra leaves to the sound of a funeral march,
looking for a new audience!

Depending on their mood, the ensemble may decide


to jazz things up every other round. Roll 1d6:
1-3: Nothing but a dramatic change of tune.
4: Beat change: each dance move is rolled with a penalty of -2 but grants +2 Appraisal points.
5: Demanding choreography: all dancers have to perform three randomly chosen dance moves in order.
6: High stakes: the skeletons throw antique daggers and other pointy objects at the dancers’ feet. A failed save vs
paralysis means 1d12 damage instead of 1d4. After the ensemble leave, some of this junk can be sold for 1d100 gp.

125
by Paolo Greco - Art: after Gustave Doré

Abstract
AbstractMagic,
Magic,
the passage closes; whoever is still there is lost,
probably devoured by the god.
The two spells are mechanically the
if you whooshed through the skies propelled by
feathered fans? Web is great, but wouldn't it
be much better if you needed to draw extra
Concrete
ConcreteMagic
Magic same. They have the same effect on the
involving a wall, while the other is an awesome
eyes on your face and eat a bag of flies before
game world. Yet, one is barely a sleight of hand you can spit out strands of sticky silk from
your nose? Tenser's Transformation turns you
more complex game mechanics, but it makes the
game experience slower, more cumbersome, experience stepping in the moist, holy maws of a into a fighting machine, but what if it required
and rewards system expertise: I love GURPS, greater god, and possibly being eaten alive. The you to don the skin of a ritually slain bear and
but it's often too much. Where are we left? spell achieves this by virtue of being concrete: it tear into your flesh with your nails to become a
An option is to add some narrative flourish, starts with an invocation to a god, and the god beast? Suggestion is great at convincing people
for example how in combat we might say "the has a very clear and relevant context (the subter- to go away, but it would be even better if it was a
bravo swiftly steps to your left to avoid your shield ranean gullets). The chance of becoming a tasty funny limerick about that lad from Bonnyridge
and slashes at your shoulder, 4 damage" rather morsel provides some emotional colour, and also who jumped off the bridge (of course you'd need
than just "4 damage from the thug". Another is ties the spell to the Classical tradition of offering to come up with a rhyme that works for your
to zoom in to a puzzle of sorts, like we often buried sacrifices to chthonic gods(1). circumstances). Fear is a powerful spell, but
do to find secret doors and traps by delib- what if you cast it shouting, while drum-
Just add Concrete Sauce ming on cymbals?
erately poking and pulling things. Both are How do we make magic more
approaches that help push the game narrative Strive for iconic and meaningful: without
concrete? My suggestion is to write concrete going in details about sympathic magic, use
forward and enrich our experience. spells and use those, or rewrite spells in a more
For magic, the situation is different. Spells mimicry, metaphors, and similes as components.
concrete way. That can be a whole lot of work, It's not a lot of effort: it adds a note of colour to
have a greater impact and their slots are possibly left only for folks as obsessed as the au-
scarce, so they already have a bigger chance to spells. It also paves the way for small adventures

C
thor(2). We are introducing meaningful elements so when gathering components. Do not make
lassic Dungeons & Dragons is a be momentous. The issue with spells though we can have more opportunities for interesting play.
is that most D&D spells are both abstract simple components hard to find, maybe
game with a lot of very abstract This segues into another advantage just inconvenient! (Like head feathers from a
rules. Combat is resolved with and dry as hell: in the Theatre of the Mind, of concrete magic: as we can make large swan, for example.) However if your wizard
one attack roll per round, and abstraction dries passion, and does not help more sense of the causes and effects, wants their spells a bit stronger there are plenty of
success deals damage. Finding with meaningful stories. adjudication in complicated situations adventures looking for griffon or phoenix feathers
secret doors takes one turn and succeeds 1-in- becomes a source of shenanigans, the for their fans, or drums made withwolf, tiger, or
6 times. Spells are cast spending their slot Concrete Magic: the dream fuel of OSR-style emergent play. tyrannosaurus skin.
and performing the rite. All these mechanics Passwall-Maxilor index Here are a few ways in which you can pour 2. Emanations & Alignment: The
are fairly high level, easy to resolve, and while Does anyone remember Passwall? concreteness into your magic. They are mostly influence of stars and planets is an excellent source
there might be some modifiers they are very Straight from fantasy fiction, the spell inspired by historical European and Mediter- of magic. These are somehow completely absent
granular and ignore lower-level choices. This creates a magic passage in a wall. You ranean esoterica, and they do blend into each other, so in D&D, their role taken by alignments, planes,
not an oversight, but deliberate: the can go through it. It's really helpful to delve I strongly recommend to mix them for full potency. and gods. True to its heritage of a game created in
game is not about combat, or finding deeper, bypass a door, escape a situation, pro- Find in these proposals what makes sense in your a strongly aligned world on the brink of mutually
that secret door, or casting that spell, vide tactical opportunities. If the spell ends worlds and brings meaning to the table. assured nuclear annihilation, D&D pits the
but about having an adventure. The whoever is left inside the passage is crushed 1. Natural Magic: the natural world has conflicting structures of reality of Law & Chaos
rules do not care about any finer detail: choosing (or spit out, depending on the edition). intrinsic magic qualities ready to be exploited. and Good & Evil against each other in a struggle
to strike the enemy at the legs to slow it down, The Spell of the Subterranean For example, a tree struck by lightning neverending. PCs can avoid the struggle, stay
carefully using a candle to verify if that crack in the Gullets (by Brendan S., found in Wonder makes excellent wands to cast Lightning Neutral, and have their spell selection reduced,
wall hides a passage, or harvesting the mistletoe & Wickedness) is an invocation to the great bolt: nature (or the god of thunder) chose it or join the struggle and become aligned,
with a golden sickle do not have a direct impact on chthonic god Maxilor. All subterranean for reasons that we do not understand, but we therefore gaining access to aligned magic,
the outcomes, but are abstracted away. cavities, tunnels, and pits are his mouths, can exploit its cozy relationship with lightning better suited to eternal war(3). D&D's Holy
The issue, though, is that these details ARE abs- throats, and visceral cavities. This spell (or nonetheless. The easy way to make this work is to Word is a good example of a grounded spell:
tracted away: the details to support the narration at perhaps prayer?) compels Maxilor to open one add more meaningful components – verbal, so- spelling out the pure truth of divinity is harmful
the table are absent. One way to solve this is to have such opening in stone. At the end of the spell matic, material – to spells. Fly is useful, but what to the uninitiated exposed to it (the differently
126 127
by John Grümph
aligned), certainly too much for their heathen 3. Animism: instead of channeling
souls, hurting them possibly to the point of power to affect reality directly, you beg
death, as clearly shown in Raiders of the Lost Ark. or summon a god, spirit, or daemon
Turning Undead is another very good example, to do the job for you; for all intents and 11 QUESTIONS YOU
but limited by the history of the first D&D cleric purposes these beings all lie in a continuum NEED TO ANSWER
being a vampire-hunter. Turn Undead is an of increased power and crotchetiness. To start
ABOUT YOUR

RUINS
exorcism, and humans through millen- summoning daemons in your games the easy
nia cast exorcism on many, many things way is simply to get the spell list and associate
beside the living dead: demons, diseases, some (or each!) spell to daemons. The daemon
spirits, ill luck, feral beasts, the evil eye, possibly could be summoned either in normal casting
even invaders, certainly bad intentions. It's easy time (to get the standard spell effect) or as
to make exorcisms more diverse, relevant to a longer ritual spell, in case the summoner
their alignment, and available to aligned casters, requires the daemon do to something more (FROM THE 'GALLANT & BOLD' COMPANION)
or swap them for other rites. The key here is to involved, like teach their arts, give advice, or
WHAT IS THE RUIN? constantly fought over until factory in the heart of an
find the mood or objective of the alignment and have craft something. If you want a good ex- 1- Tunnels dug by treasure all trace of it was lost. industrial valley with its
the exorcism/rite work toward that. It would also be ample, the Ars Goetia in the Little Key hunters under a strange 9- An old stone ship, lost resources long exhausted.
maybe possible to grant a small boon to those of the of Solomon lists scores of daemons, along in the desert, buried and 18- A coal mine abandoned
monolith summoned
same alignment present during the rite, maybe a small with aspects, personalities, competencies, and a from the dimension of the forgotten, until a landslide years ago after a series of
bonus, or a bit of healing, or advantage on a roll. reveals it somewhere,
(1) Puppies at crossroads for Hekate, or so they say. - (2) or anyone writing in KNOCK!, I would add.—Eric)

whole lot of knowledge. Typhoon. unexplained, fatal floods


Aligning spells might make them The hard part is to actually get the 2- The lone, disconnected anywhere. and cave-ins.
concrete enough, or they might require daemon to do your bidding (as games folk, pile of an ancient aqueduct, 10- A village built under the 19- An elven necropolis
some minor alteration. A low hanging fruit is we want to compensate for the increased rising in the middle of a projection of a vast rocky built atop a towering cliff,
clear from the examples above: aligned magic can flexibility). Try a reaction roll every valley, dozen of meters high. ledge pierced with caves. searched, plundered,
3- The abandoned building 11- An antediluvian city emptied, yet still attracting
tell apart friends and foes. As a matter of fact, the time: a positive result means compliance,
site of a cathedral erected in surrounded by cyclopean the greedy.
caster won't be able to stop it from doing so. The a negative one snubbing or worse, a walls and buried, practically 20- A pyramid built in large
the middle of the wilderness
wizard trades power for agency, becoming stronger neutral one a delay, as the spirit makes intact, under volcanic ash. part under the ground, of
by enlightened pilgrims.
but more of a conduit, a tool instrumental to an end, demands. Of course daemons would 4- The corridors of a gigantic 12- An ancient library, lost in which only the tip emerges.
as the stronger-willed spells make decisions for them. be more cooperative when it comes to tumulus between the roots the meandering alleys of a
And if you think the struggle is only a concern for carrying out tasks that please them, of a giant tree. mud-walled city. WHAT CAN ONE
casters, do not forget that the best D&D magic swords and sacrifices and other appeasement 5- The multiple levels of 13- A fighting arena at the EXPECT TO FIND?
are aligned too, sharp gears of war eager to enroll might make them more pliable, giving cellars of an ancient gnome top of a hill, last vestige of 1- Great riches.
worthy fighters into the deadly struggle, and take over
permanent reaction bonuses. You might also vintner city now razed – most a temple to the goddess 2- A way to lift an ancient
their agency too. threaten them into compliance: in this case of the cellars were already of battles now given up to curse.
This kind of approach can also be used with other connected before other nature. 3- Old scrolls or rare gri-
roll again, but at the price of a permanent
"factions": it works perfectly for a struggle between the openings were made. 14- A royal city with a moires.
negative modifier. And if the roll is particu-
6- A subterranean complex square plan, invaded by 4- Information about an
four elemental-aligned factions (you might have heard
larly bad the daemon might decide to not go
built by an ancient immense trees and luxuriant ancient legend.
of a stushie involving firebenders). One last thing:
away, and possibly haunt the caster. Banishing vegetation.
chthonian civilization, with 5- Evidence about the guilt
unfortunately in vanilla D&D these kinds of it becomes the next adventure goal! outrageous adornments and 15- A remaining elven or innocence of a criminal.
emanations are oppositional, but they do not need Another approach is to require spiritual a disposition humans will house whose imputrescible 6- Answers.
to be! Maybe in your world there is space for a intercession: for example to cast elemen- find a little disturbing. beams and columns have 7- Immortality.
mingling of the opposites that does not result in tal spells, you need to ask an elemental 7- An abandoned fortress resisted the ravages of time 8- The revelation of a major
permanent cosmic war? spirit. This means bringing a living fire on the outskirts of the and the slow decay of its secret.
surroundings. 9- The cure for a serious
You can also ignore all of the above, and with you to cast Fireball. wilderness, at the very end of
16- A faerie forest petrified illness.
a promontory fort
add planets and moons: their phases affecting 8- A temple to the goddess in time, forever immobile, 10- The royal emblems.
their spells' effects. While you are at it, introduce of magic, once besieged by green and mossy, filled with 11- A magical artefact.
star signs and give each characters a random, worshippers of the goddess traps, poison, and venom. 12- A family heirloom.
situational, and really quirky modifier. of night, recaptured and 17- An abandoned dwarf 13- A clue to help defeating a
(3) I believe any other use of alignments in D&D is source of much wailing and
128 gnashing of teeth at your table. I also only use Chaos and Law. 129
big ugly villain. WHAT RUMOURS 18- A benevolent creature WHAT IS THE … AND WHY? 2- It is impossible to find
14- A bad guy. AND STORIES ARE lives in the ruin and rewards MOST IMPORTANT 1- As a base of operations. food or water here.
15- A special monster. WHISPERED visitors. DANGER IN 2- To wait for something. 3- The ruin is the hunting
16- A passage to somewhere ABOUT IT? 19- A powerful supernatural THE AREA? 3- To conduct a ritual. grounds of a powerful
else. 1 - Those who visit the ruin monster is trapped there. 1- Many predators. 4- To conquer the area. warrior.
17- A wise person. return cursed and afflicted 20- A riddle determines the 2- Sudden earthquakes. 5- To build a community. 4- The situation has changed
18- A unique and powerful with terrible luck. fate of every visitor. 3- Magic glyphs. 6- To defend the area. entirely since the adventu-
spell. 2 - Creatures have been 4- Monstrous humanoids. 7- To hide something. rers’ inquiry.
19- A map. fighting over the place for a WHAT KEEPS 5- Parasites. 8- To conduct research. 5- Time flows differently
20- A relic of the gods. long time. PEOPLE AWAY? 6- Vicious traps. 9- To raise their young. here.
3 - Magicians and sorcerers 1- It's in the middle of the 7- Poisons and venoms. 10- To establish a temple. 6- The bad guys have hos-
WHY WAS THE have taken to conducting wilderness. 8- Toxic dust. 11- To exploit local tages (or a way to keep the
PLACE ABANDONED? their rituals in the ruin. 2- It's too far from every- 9- Fragile, collapsing resources. adventurers at bay).
1- Winter came and the cold 4- Strange monsters are thing. structures. 12- To prepare a military 7- Torches and lanterns cast
set in. naturally born there because 3- You have to get permis- 10- Poisoned or missing air. campaign. practically no light there.
2- The goddess of the night of the influence of the sion from the gods to pass. 11- Polluted water. 13- To protect someone. 8- They are expected.
unleashed her undead on Typhoon. 4- There are too many 12- Cleaning parties. 14- To rebuild the ruin. 9- A powerful wizard
the countryside. 5- Human sacrifices are monsters around. 13- The living darkness. 15- To reveal a secret. experiments with their most
3- The forest returned, regularly performed here. 5- The law forbids anyone to 14- Getting lost and 16- To take temporary dangerous spells.
encouraged by the fae. 6- You must have a specific go there. confused. shelter. 10- A creature (or a group)
4- The high road was moved magical artefact to safely 6- The path constantly slips 15- A ghost. 17- To hide. has decided to destroy or lay
further west. visit the ruin. away from those who seek 16- An invincible monster. 18- To find a place to stay. waste to the place.
5- The drought dried up the 7- The ruin of the place the ruin. 17- A passage to the Typhoon. 19- To rest or heal.
fields and drained the rivers. came from the result of an 7- The local lord demands to 18- A passage to the Abyss. 20- To find a treasure. WHAT
6- Folk fell ill. unfortunate love affair and meet all those who go to the 19- An evil deity. PLEASANT
7- Goblins raided and pillaged ruin.
WHAT SECRET DOES SURPRISE AWAITS
the revenge that followed. 20- A terrible curse.
the place for generations. 8- The entrances are inac-
THE RUIN HIDE? THE ADVENTURERS?
8- The gods are powerless
1- There are several others
8- Orcs invaded. inside the ruin. cessible. WHO OR WHAT HAS 1- It is easy to set up a camp
like this ruin around the
9- Local resources ran out. 9- Monstrous humanoids 9- Monstrous humanoids SETTLED THERE? close by.
world.
10- The social structure avoid the ruin, but constant- are prowling everywhere. 1- Bandits and pillagers. 2- It is easy to find healing
2- The ruin hides something
collapsed due to conflict. ly patrol the area. 10- The place is cursed. 2- Smugglers. herbs.
else.
11- Everyone left, no one 10- The ruin serves as a 11- Some superstitions are 3- Fairies. 3- There is a misunderstand-
3- The ruin was set up by a
knows why. refuge for all those fleeing not to be trifled with. 4- Gnolls. ing and the occupants of
deity to choose champions.
12- All the young people left. from justice. 12- The location isn’t really 5- Goblins. the ruin mistake them
4- The ruin is alive.
13- A magical accident 11- The ruin is used as a stop- known; there are too many 6- Hags. for allies.
5- The ruin exists only on
created a dead zone. ping point by slavers. contradictory stories. 7- Outcasts. 4- They find a very discreet
certain days of the year
14- An ancient king has 12- A demon can be heard 13- No one has ever returned. 8- Humans, elves, dwarves, secondary entrance that
6- The ruin moves or teleports
returned from the dead. whispering dark advice to 14- Summoning a demon is the or gnomes. leads to the heart of the ruin.
somewhere else every year.
15- A great red dragon was visitors. only means to find the way. 9- Mercenaries. 5- They quickly find allies or
7- A dangerous artefact that
here. 13- No one has ever returned 15- Only fools and idiots go 10- Smugglers. a guide.
everyone has forgotten
16- A portal to the Abyss from the ruin. there – it's a trap. 11- Undead. 6- The map of the ruin is
exists.
attracted all manner of evils. 14- If you see a white raven 16- All approaches have been 12- Orcs. carved or painted on a wall
8- A deadly threat can be
17- An angry elemental lord before entering the ruin, trapped by generations of 13- Predators. near the entrance.
released by mistake.
devastated the place. everything will be fine. neighbours. 14- An evil cult. 7- The place is illuminated
9- A domestic spirit rules
18- A warlock cursed the 15- An ancient dragon has 17- Everyone knows this ruin 15- A demon. almost as if it were daylight.
over the ruin.
place. settled somewhere in the isn’t real. 16- A dragon. 8- The treasure is
10- Another ruin lies below.
19- An earthquake destroyed ruin and has been slumber- 18- A great dragon warned 17- A secret group of paladins. slightly more important than
the local infrastructure. ing there ever since. that no one should go there. 18- A shrine to the goddess WHAT NASTY expected.
20- War ravaged the land. 16- A past hero disappeared 19- An order of paladins pro- of the night. SURPRISE AWAITS 9- No one expects them to
there during a rescue mission. tects the ways in and forbids 19- An assassin's sect. THE ADVENTURERS? show up.
17- A considerable treasure is entry to anyone . 20- A secret society. 1- Demons exerting their 10- A deity offers help in
hidden there behind magical 20- A sect of assassins pre- influence on the world have exchange for a small and
seals and traps. vents access. chosen this place to meet. easy favour.

130 131
by Islayre d'Argohl

purpose of this bonus is to give a small reward same class: the weapons, rings, magical belts
to the player who takes the risk of riding the collected stood for the feats and subclasses of
waves of chaos. 5th Edition «building» the character all along
b) Distribute the following scores between the its life.
six abilities: 14, 12, 11, 10, 9 and 7. (If you have In order to recapture a little of the character
a deck of French tarot playing cards, you can customisation ‘mini-game’ that is central to
shuffle the six trump cards numbered 7, 9, 10, the modern edition, the referee shows each
11, 12, 14, and have the player draw them and player a selection of magical items. In order to
assign them in order to their abilities.) keep the power level of the characters within
the scope of the original rules, the referee’s lists
2: Start the game with 5,000 experience should only have the most basic magical items
points. of the game.
(Have him drink some hemlock tea! - O)
(Can I watch? - E). 4: Create a ‘meta’ resource.
It is known that Gary Gygax himself used to play (Let him be drawn and quartered! - O).
his last demo games with the original edition and (Can I have his stuff? - E)
player characters created at 3rd level. Starting Like the action points of 3rd and 4th editions
with 5,000 XP is not fundamentally different but or the inspiration tokens of 5th, the new school
A HERETIC HAS THE FLOOR creates interesting exceptions for thieves and often offers a small resource pool that has

PLAY LIKE IT'S 2022!


elves. This also allows players to benefit from a broad application upon various resolution
gameplay elements highlighted by the modern mechanics. A simple solution would be to give

A
editions: increased granularity for the manage- players a number of points, (let’s call them
topic often discussed by D&D 5E fans and veterans of 20th century editions alike is ment of the character’s internal resources (hit «luck points») which can be spent to redo any
how to modify the engine of their favourite game to emulate old school roleplaying points and memorised spells, essentially) and die roll once, which a player deems unsatisfac-
games. For the sake of discussion, it might be interesting to think about the re- significantly better chances of succeeding in tory. Here are two examples of how to allocate
verse: moving towards 5E gameplay while using the old school rules. certain actions (for example, most of the thief’s these luck points:
(Throw the author to the gnolls! - Olivier). skills are increased by 15%). a) At creation, each character receives a num-
(Gnolls would be too good for him, let’s throw him to our readers. - Eric) However, characters do not become instantly ber of luck points equal to half their Charisma
heroic: the magic-user with 3d4 hit points (or 7-8 score, rounded up. This is a non-recoverable
Before we start, let’s get something off our of old-school practice: hardcore survival and HP on average) can still die on the first hit. Instant capital. Some exceptional events, such as the
chest. There is nothing sacrilegious about running away from monsters! So let’s keep an death is just statistically less of a given. blessing of an ancient deity or the rescue of the
wanting to free oneself from «3d6-in-order» open mind here.... Paradoxically, this method can also be seen as fairy queen’s son, could grant one or two points.
or from beginner magic-users with one spell in more rigorous than some of the most commonly b) At the beginning of each session, the group
their spellbook. Our more curious readers are PROPOSALS used house rules, such as good old «maximum hit receives 1d4+1 luck points, which players can
invited to take a look at the seven pre-generated 1: Choose between random roll and average points at level 1». Indeed, with a pool of 2 to 4 hit use as they wish.
characters offered in Mentzer’s red box: it is clear ability scores. dice, one can more easily let the players roll their
that these heroes have been generated using (Give him the whip! - O.). hit points without (too) much risk of creating a Using any or all of these four options will pain-
advantageous methods: «4d6-drop-lowest» (Let me coat it with type E poison Dead Adventurer Walking. lessly combine the aesthetics and simplicity of
for stats, which were then optimally distributed; first - E.) an old-school game engine with some of the
also hit points were probably fudged as well, or When generating the character’s abilities, the 3: Give characters some magic items. salient aspects of modern gameplay. Try it, you
the hit dice rolled again. The very same publisher player has two options: (Boil him to death! - E) know you want to.
of the game as it existed in 1983 saw no problem a) Roll 3d6 six times and then distribute the (No, let’s just boil his feet! - O) (Kill him, kill him now! - E)
in a more comfortable style of play than what is scores as desired, then increase both the In the old versions of the game, magical items (Too late, he teleported away using a daily
nowadays defined by some as the quintessence highest and lowest scores by one point. The let a character stand out from other PCs of the power. 4th edition bastard! - O)

133
by Eric Nieudan - Art: Li-An

Complete the
ENCOUNTER
Reboot the ______________
God of ___________________
___________________!!
This living machine was discovered _______ years ago by ___________________
explorers in the ruins of ______________. It is believed to be of ________________
origin, yet none like it has ever been found. Its original purpose is unknown, but most experts
agree it was designed to ___________________ in distant ______________.
Few have guessed the truth though: this engine of _____________ was created to help
its makers with their grand work, the eradication of all _______________________.
These three engineers from the Guild of _______________ have been attempting to
get it working again for the last ____________. The God is needed within the next
_______________to help with _______________ at _________________.

Module A,A on the head, is used to capture external stimuli. Thanks to it, the God has an
acute sense of _________________, but its ________________ is terrible.
Module B,B inside the body, was used to process emotional responses. It is not
strictly necessary to the God’s operation, but without it Its reactions can be overly
___________________.
Module C,C missing, provides power. Master Engineer _____________believes it could
adequately be replaced by a large enough quantity of _______________. Without it,
the God will only work intermittently, and never for longer than __________ at a time.

The six excretory tubes are used to collect the divine fluids. They were once used in rituals of
_________________ . One random tube produces 1d__ doses every __________.
Each excretion has a different effect:
Tube 1. Regeneration. One cup will heal ____ hit points over a period of ___________.
Tube 2.
2 Magnetron fluid. Apply onto any hand-size object to make it powerfully magnetic for
___________.
Tube 3.
3 Syrup of Heaven. Mixed with water, it gives a sensation of ____________ to
whoever drinks it. ___ modifier to reaction rolls.
Tube 4.
4 Selective poison. Deals _____ damage on contact, but only affects creatures whose
_________ score is between 6 and 12.
Tube 5.
5 Monocellular goop. One pound keeps a _________ size creature fed and watered
for _____ hours.
Tube 6.
6 Invisible paint. One dose is enough to paint one human or a 3ft by 3ft surface. It
134 loses potency after ______, turning to purple and grey flakes that will ruin most clothes.
by Eric Nieudan - Art: Evlyn Moreau

THE BUGBEAR
She has been living in this little cave forever. None of the tribes who pay
homage to her remember a time when she wasn’t watching over the land, keep-
ing the City Builders at bay. Ask her about her mission, she will recount how she

WITCH
pledged in front of the Crimson Gods that she would protect the wilderness; how
she won the Six Relics one by one, in battle or by trickery; how she will lend them
to a war chief or hero whose cause pleases the gods. And what promise you must
make if you wish the use of one.
The Six Relics Your promise
1. Harûn’s Headdress. Carved out of the oldest yew 1. To convince the woodcutters in
tree in the Wretched Woods, it lets its wearer un- Bluecove to leave before the first
derstand the language of any living thing or spirit of day of winter. The birch maiden
the wilderness. It will not work for one who owns or will soon be of spawning age and
carries any amount of iron, gold, or silver. a new generation is expected to
bloom in the spring.
2. The Hand of the Sky God. Found at the heart of a
falling star, the Hand replaces the wearer’s right arm 2. To stop the Great Foundry’s
(severing it if needed). It makes delicate manual work trade. The smoke disturbs the
easy and can assist in certain roguish endeavours harpies nesting higher in the val-
(+30% to thief skills). It can also confer the strength ley, and the molefolk are too shy
of an ogre for a minute, after which it stops working to chase the miners away from
entirely as it recharges for a whole day. their ancestral caves.
3. El Ezhard’s Armour was fashioned out of the cover 3. To sink the three dwarven
of the grimoire of a demonist who ventured into the ironclads. They blacken the river
Pit of Pits and never came out. The demons bound to with soot and keep bringing more
this breastplate absorb the spells cast at the wearer. City Builders into the wilderness.
After the first spell so cancelled, there is a growing There is even talk of building a
chance the spirit will break free. (1-in-6, cumulative – “great dam”, whatever that means.
resets at dawn.)
4. To find the traitor among the
4. The Seat of the Red Hands. Each queen and king who werebadgers. They have been
sat on this wooden throne marked it with their blood. mingling in the villages, and the
Meditating or sleeping on it lets one make contact Crimson Gods want to know who
with them. They will answer questions about power told Sheriff Sienna where the
and politics, and generally bestow their council about Council of the Full Moon would be
these matters. Bear in mind they lived in a more ruth- held. They must pay for that mas-
less time, when magic was plentiful and life cheap. sacre with their life’s blood.
5. The Black Lochaber is the incarnation of a hunger
5. To free the wise serpent locked in
elemental from the Lowest Plane. Its iron tears
the Alchemist’s Palace. She is kept
through soul as well as flesh. (Two-handed, 1d8
the victim’s in a lightning cage under the glass
damage also applied to Wisdom. If
roof, allowed to bask in the sun, but
Wisdom reaches zero before their hit points do,
+1 modifie r drained daily of her potent blood.
they die and the axe gets a cumulative
to hit and damage [max +5] until the next blue moon.) 6. To help Érynie,
Érynie whose Mirror
against has dried out. You must escort her
6. Bishop Pyter’s Bones are a powerful charm
across the settled valleys, on City
civilised magic (+2 to save vs spells and effects from
Builders’ roads, and into the Deep
lawful creatures). Once per day, spread on the ground,
Marsh where she will find a new
they quickly spell a one-word warning about the most
pool to call her Mirror.
immediate or probable danger for the bearer.
a moon. Not returning a relic
All tasks given by the bugbear witch must be completed within
as she can compel every former user of the Six Relics to
to her by then is a risky proposition,
hunt down the oath breaker..
136 137
by Vagabundork - Art : Rackham le Roux

MY GOBLINS ARE
HALFLINGS GONE

MAD
Halflings are a peaceful people.
They mind their own business and
are more worried about what they
will have for second breakfast than
how to acquire wealth and political
power.
build hamlets in dark forests and
underground tunnels. But halflings
are people of the prairie and field. The
lack of sun, open spaces, and freedom,
has a dreadful effect on many of these
communities.
Other races, especially humans, view Leaving behind their civilized habits,
halflings as unworthy of respect. such as tailor-made suits, elegant
Even the most venerable of halflings haircuts, and hot baths, but above all
are considered little less than child- abandoning their pacifism, many have
ren. It’s no wonder that when a nurtured resentment against those who
human kingdom seeks to expand its have taken over their lands. The younger
lands, halfling counties are the first generations have turned into aggressive
to be conquered, much like how the and savage creatures barely recogniz-
lands where animals live are taken: able as halflings.They form hordes to
no one thinks of it as a crime, animals invade human towns, killing and de-
don’t own their lands. stroying, sowing terror in human hearts,
Halflings are sometimes invited to live bringing vengeful chaos, knowing that
among humans, but most often are as- they won’t be able to recover their lands.
signed territories of their own – reser- Because recovering their stolen lands is not
vations. Many accept these conditions, what they want; they have become used
but others, prouder, perhaps a little too to living in their unsanitary villages and
proud, decide to leave in search of land their stinky holes. Most likely, they don’t
they can call their own. even have a goal: it is resentment,
But as time goes on, good, safe land to hatred, and anger which drives
settle becomes hard to find. So halflings them.

138
by Justin Hamilton - Art: Rob Mathews

As role-playing games continue to expand, it can


seem as if the hobby is more focused on rules
texts than the actual act of role-playing itself.
Back in the 1970s, gamers spoke about playing
Greyhawk, or Blackmoor, or Tekumel. Now they
discuss what dice systems they use or what family
of games they enjoy.
Since the earliest days of the hobby, there has existed this
concept of “tactical infinity.” Players may attempt to over-
come any obstacle by any means that make sense for their
characters, with the referee adjudicating what happens. It
is a defining feature of adventure games.
This is the central focus of play – the conversation.
The referee describes the world, the players suss out the
details by asking questions, having their characters manipulate
things, and negotiate possible outcomes in whatever means
their imagination allows for. The rules merely aid the referee
to decide what happens.
Instead the hobby has moved onto a model where the referee is the
person who best runs the mechanical simulation, and that somehow
the rules text is the final authority at the table. This is a deviation from
the heart of the hobby, going all the way back to refereed war games
(and the famous free kriegspiel). A knowledgeable and imaginative
referee could consider many more possibilities than any textbook and
LESS provide a higher fidelity of fictional reality than any number-crunching
procedure could allow.
RULES This article will help you understand the mindset and
TO DO get back to this tactical infinity.

MORE DISCLAIMER
This playstyle is not proposing rules as inherently bad. Instead it reconceptualizes the table’s re-
lationship to rules. Instead of rules being a focus, they supplement the authenticity of a fictional
world. By starting from the conversation, a referee can fully represent the world in their head,
instead of presenting how the world acts when filtered through a ruleset.
Also, while inspired by the earliest days of the hobby, it should be clear that the hobby has
come a long way and developed a well-spring of learnings and practices. The past gives
examples to draw from, but is not something to be beholden to.

140 141
Step 1 confidence to adjudicate fictional happen- We want characters to express some players, always communicate what is
ings. This involves a bit of homework, but mastery, so in come the skills. Hit point at stake. Tell them the consequences
Refocus the Roles a fun kind of homework. If you’re running abstractions cause dissonance between and give them an idea of the odds.
Modern games have positioned the Earthsea you should probably reread players? Time to differentiate between Let the players ask questions. Players
referee to be the person who best knows or skim. You don’t need to memorize every stress, stamina, and physical damage with can only have agency when they have
the rules to the game. The one who can single fact out there, but you should immerse a bevy of resource pools and exceptions to a picture of what they can achieve and
adhere to some absent designer’s “intent” yourself to the point that it allows you to think qualify what damages what. where their potential failings could be.
for how things should work. Obviously about the inhabitants of that world naturally. Considering the paradox above, I argue It's not your goal to catch the player in
when playing with a style of fewer rules Before beginning to play make sure everyone that we should start from the bare mini- a surprising gotcha., Surprise comes
this is irrelevant. We all have heard talk of is on board with this world. Discuss how and
why things work in it. Talk about roles and
mum when focusing on an area of a game. out of the ways the fiction unfolds in
the referee being a “neutral arbiter”, but it Use the fundamental act of roleplaying
goals for player characters. Elaborate on any
play, not because of a revelation that
is especially important here. as the basis of resolution, saving rules
special situations, and call out what makes the character likely would have seen
Refocus the referee as the character’s and subsystems for tools to help you make coming.
interface for the world. Trust in the ref- this setting unique – be it magic systems,
decisions, provide a bit of randomness,
eree as the source of the setting, and political situations, factions... Don’t
trust them to defer where necessary. lecture the players, but give them exciting
or just because the table likes the sound Step 5
of dice clattering. See what you achieve
No matter what system you are using, the rules possibilities to get their hooks in.
from asking the players to describe their Retro and Kit
will have to be interpreted by the table; the
actions fictionally and how far making Your Toolbox
book will never implement a ruling for you. Step 3 rulings can get you. It is likely that you find After playing, have a chat and note what
Players embody characters who interact
with the world. They are not the protago-
Start with Less the players are more engaged by working went well or not-so-well. Think about
There is a paradox when it comes to role- their imagination, instead of finding the important moments from the game and
nists of some pre-existing story, nor are
playing games and their rules: the more right ability on their character sheet. how the conversation flowed. Take note of
they necessarily a thematic tool to answer
mechanics you surround a topic with, places where the players were especially
some moralistic or genre-specific ques-
the more the conversation focuses on empowered to make decisions, and places
tion. Characters are a means for the player
the execution of the system instead of
Step 4 where they felt a lack of agency.
to interact with the world in front of them,
the fictional subject. The in-reality ele- Think Fiction For areas where you felt you were refer-
and should do so in earnest. Numbers and abstractions are not
ments only provide a flippant justification for eeing without a net, start building up
why a bonus was added or an ability triggered. inherently bad, but they often encour- tools to aid you. If you weren’t sure what
Step 2 This is often obvious among old school age talking about numerical thresholds, could happen next, plot out the equivalent
Play Worlds gamers. In classic new school play we re- counting meta-currencies, etc. We try of a random encounters table. If you found
The mantra of “play worlds” is in many move automatic trap finding rolls, favoring to satisfy system concerns that end up a situation where you could not ade-
ways the beginning and end of this clever descriptions of how the characters being dissonant with the fictional shared quately challenge the players, think of the
playstyle, but it can often be confusing. investigate their surroundings and at- world. Instead, keep the discussion on the tools they used and find compromises in
Here are a few guidelines for centering the tempt novel uses of items. Same thing for fiction, using as concrete of a description using them.
table on the world. perception, or how a character convinces as possible. Talk to fellow game masters, continue to
You may be playing a world of the ref- a non-player character. Rather than using numbers to define char- immerse yourself in related media and
eree’s (or table’s) creation, a campaign So we may agree that it is more interesting acters, describe how their statistics are take notes. This playstyle empowers
setting picked up in a coffee-table tome, expressed. Instead of having a 16 Strength,
for the players to actively describe what is you to make calls and build up the kind
perhaps they are burly, iron-thewed, or
or perhaps a popular television show or going on in the fiction. We accept that new of game that is perfect for your table,
rippling. We now have a more vivid picture of
provoking novel. What matters is that school games have made compromises by them in the world and can begin to unders- and this will take a bit of fine-tuning. As
this world is clearly communicated to adding systems for traps and social inte- tand the pros and cons of interacting with this you pursue this playstyle you will
the table and expectations are set. raction, but we make this same mistake for individual. They may excel at some physique develop the muscles necessary to
The referee should feel comfortable other areas of the game. pageantry, but their strength can be mitigated make any world sing.Never again
making calls on how the world works, but We feel the combat system causes players by luring them into confined corridors. will you be waiting around for some
they do not necessarily need to be the to repeatedly call to “roll to hit,” and our Setting stakes is a great tool to use during company to make a system for your
end-all-be-all expert. They should have solution is combat feats and subsystems. play. When describing a threat to the favorite world.
142 143
by Nate Treme Keep this page in your wallet and play anywhere, anytime.

P O R T
F OL I O
OF C A R
TOGRA
P H IC C
U R IO S
ITIES
1 2 3

MENA
GE R I E
4 5
OF MON
S T RO S
ITIES
1 - The Land of Tir - By Rob Matthews 3 - Lime River and beyond - by Michael Sheppard
Back in twenty-twenty, when all this began, I This map was drawn following a trip down memory
started to dig through the cultural wreckage lane by looking at some of the 80’s Fighting Fan-
that in no small way shaped the hobby we all tasy game books. I loved the small colour maps in
love so much: I began to uncover the secrets those books but they often lacked any detail. This
of the vaunted ‘Appendix N’, that most revered is a homage to those good old days, based on my
catalog, the set texts of every young dungeon home brew world. It is packed with teasing little
master. In the adventures of Fafhrd and the Grey locations. As can be seen by the inconsistent text,
Mouser, Elric, Conan the Cimmerian, and Cugel it was hand drawn and coloured.
the Clever (to name but a few) I found a series of
worlds that differed profoundly from the worlds 4 - By Gustav Sokol
of Middle Earth and Westeros. I took upon myself Skandia is the home of brutal, tough people. Evil
then a humble attempt to do what all in our hob- Sons of Skandir also infest this cursed land.
by have done for fifty year—steal ideas mercilessly
and represent them. This map, the World of Tir, is 5 - Old stuff - By Nobboc
my attempt to capture the spirit of those lands of These two maps were published more than 20
Sword and Sorcery. years ago in the French language D20 mag, for
which I did the layout for a few issues (and shere
2 - The Duchie of Essmol - By Rob Matthews I got to meet Eric, the editor-in-chief of the book
The map of Essmol, a Duchy in the Kingdom of you are holding in your hands).
Molland, was created for a home game that I Left: the city of Orcad is my first published work
ran last year. It was designed for a game that in the RPG field. A city inspired by Terry Gilliam's
cared about the feudal ideas of fiefdoms, baro- film Jabberwocky, with sedan chair races, a senile
nies, duchies and so on, so as to create a game leader, and so on.. It is located on different pla-
that was more political in nature—allowing for teaus separated by vertiginous ravines.
factions and individual actors to act as stand-ins Right: A map to illustrate an adventure whose
for broader concepts the players would be deal- author I can't remember. It was an "oasis" valley
ing with in the world. The map depicts a duchy in the middle of arid steppes (located in the
on the borders with a neighbouring kingdom Scarred Lands).
with whom is held a tentative peace. The land
was home to many castles and a hostile, unfor-
giving landscape—perfect then, for adventure.

154
by Nobboc by Nobboc - Art: Michael Sheppard

Herdling
AC 7 [12], HD 1d4+4 (6hp), Att 1 × butt (1d4)
SV D12 W13 P14 B15 S16 (1), ML 4, AL Lawf

Herdlings, or grazer folk, are half human and


half cattle. These peaceful, naturally obliging
, THAC0 18 [+1], MV 240’ (80’),
ul, XP 15, NA 0 (4d10), TT None (meat).
• Carving: The daily
portion of herdling meat
Scrapule
AC 7 [12] (natural), HD 1/2* (2 hp), Att 1 × bite (1d4 + poison), THAC0
(20’), SV D14 W15 P16 B17 S18, ML 4 (8 in lair), AL Chaotic , XP 10,
19 [0], MV 60’
NA 1d6, TT L
constitutes a fresh ration. yellow eyes
and philosophical herbivores usually live in h grey and warty skin. Large
Carving causes 1d4 dam- Small twisted humanoid wit Lives in small groups in
herds in remote valleys. They know many a large toothed mouth.
age to the creature. scanning the darkness above som etime s comes out at
secrets about the land they graze, which they near hum an dwellings and is
d young children of which it
• Regeneration: Recovers underg round galleries
cats, an
willingly share with amiable people. all lost hp and meat lost night to lure away chickens,
In exchange for a shiny earring, a bell, a bale after 16 hours of very fond.
of hay, the eradication of a predator, or some intensive grazing.
• Infravision: 90’
other favour, they will let one carve out a • Eating herdling meat:
• Die in the sun: ignites
portion of meat from the animal part of +1 to all saves vs poison &
in a few seconds and
their body: an escalope, a fillet, a piece of ham disease for 1d4 days.
crumbles into dust.
or shank. But never more than a small piece, • Cursed meat: as per the
Sensitive to bright light
and never more than once a day! Note that cause disease spell. Meat
(-1 to hit and Initiative).
any meat taken beyond this is cursed, and harvested after death is
• Nursery rhyme: any
that the herd will mercilessly hunt the greedy also cursed.
child under the age of six
butchers. The meat is nourishing and succulent • Stampede: Herds of 20
or small domestic animal
(herdling bacon is a sought-after delicacy). or more can trample those
hearing this rhyme must
Herdlings are sometimes found in in their path. +4 to-hit
make a save against spells
civilised areas where they place themselves human-sized or smaller
or move towards the
creatures. 1d20 damage.
under the protection of a benevolent farmer, source of the song.
• Leader: herds of over 30
with whom they insist on signing • Poison: save vs
individuals have a leader
a sustainable butchering poison or sleep
with 4 HD.
contract. for 1d6 turns.

Woodcut from
On Monsters & Marvels,
by Ambroise Paré, 1575

156 157
by James Holloway (text & art)

Homunculites
WORKER HOMUNCULITE: AC 7 [12], HD 1 (4 hp), Att 1 x improvised weapon (1d4 or
by weapon), THAC0 20 [-1], MV 60' (20'), SV D 14 W 15 P 16 B 17 S 18, ML 8 AL Chaotic,
XP 10, NA 1d8+1, TT Q
(1d6 or by
SOLDIER HOMUNCULITE: AC 5 [14], HD 1+2 (6 hp), Att 1 x weapon
15 S 16, ML 9 AL Chaotic,
weapon), THAC0 18 [+1], MV 60' (20'), SV D 12 W 13 P 14 B
XP 19, NA 1d6+1, TT R
CUSTOM HOMUNCULITE: AC Source +2 [Source-2], minimum 7 [12], HD Half of source,
minimum 1, Att 1 x weapon (by weapon), THAC0 As per HD, MV Equal to source, SV As
per HD, ML Source +1 AL Chaotic, XP as per HD, NA 1 or 1d4+1, TT None

The ancient magical devices known as homunculisers were created


by a long-vanished civilisation. Whether they are creations of evil
or of whimsy corrupted by a fallen world, none know. They can be found
malfunctioning in ruins or restored in the workshops of wicked or foolhardy
enchanters.
Homunculisers produce homunculites, neotenous halfling-sized constructs. They
can either produce homunculites based on preset types, such as “worker” or
“soldier,” or base their copies on a specific per-
son. In order to copy an individual, the homun- • Artificial beings: all
culiser must obtain a sample, either by having homunculites are immune
them touch the device's crystalline surface or to poison, disease, and suffo-
by detecting spilled blood within 100 feet. cation. They never sleep and
Homunculites are infuriatingly cutesy, a glee- are immune to magical sleep
ful, doltish parody of the real person they imi- effects.
tate: “I'm a wanger! I gotta bow and awwows • Know your enemy: Custom
uwu!” Don't ask how they speak in emojis; they homunculites receive +1
just do. to hit and damage when
The body of a homunculite is made of a coarse attacking the person on
enchanted powder with a sand-like consisten- whom they were based.
cy, enveloped in a flexible, brightly-coloured • Duplicate ability: A custom
membrane. Their weapons and armour are homunculite possesses one
made from the same powder fused into a rigid, randomly-determined ability
glasslike substance. belonging to the person on
Homunculites feel no pain, nor any emotion whom it was based. This
other than spiteful glee and childlike panic. could be a single spell, a
However, they do have as much free will as class ability, or the power
their limited programming can comprehend and of a magic item. Multiple
can be persuaded (or, more likely, bamboozled) homunculites based on the
into assisting adventurers. Fickle, cruel, and stu- same person typically have
pid, these chibi murderers make awkward allies. different abilities.

158
by James Maliszewski - Art: Zhu by James Maliszewski - Art: Zhu

Blighter
AC 5 [14], HD 4+3* (21hp), Att 1 × claw (1d8 + disease), 1 × bite (1d4 + disease) THAC0 15 [+4],
MV 30' (10'), SV D10 W11 P12 B13 S14, ML 12, AL Chaotic, XP 200, NA 2d4 (2d4), TT None
A blighter is adisease-ridden form of undead first seen in the catacombs beneath
the monastery at St. Gaxyg-at-Urheim but subsequently reported in other
nearby locales. Blighters shamble slowly and make no noise until they attack. (60') flying, SV D10 W11 P12 B13
Eidolon
AC 4 [15], HD 4** (18hp), Att 2 × touch (1d4 + fear), THAC0 16 [+3],
S14, ML 12, AL Chaotic , XP 175,
MV 90' (30') / 180'
NA 1d6 (1d6), TT C
in the
A blighter looks like a hulking, misshapen humanoid covered in bony
rit of a cleric who died while
An eidolon is the undead spifin .
protrusions and tumorous excrescences, surrounded ding solace in True Fa ith
Undead by a miasmic cloud. grips of despair, no longeras a ghostly, floating figure in a
• Immunities. They are immune to An eidolon appe ars nastic habit.
sleep, charm, and hold spells, as well tattered mo
as effects that affect living crea- Undead
tures (e.g. poison). • Immunities. Eidolons can
• Susceptible to turning.
turning only be hit by magical or silver
weapons. They are immune
Blight to sleep, charm, and hold
• Diseased touch. In combat, spells, as well as effects that
a blighter attacks with affect living creatures
a clawed hand and a bite. (e.g. poison).
Any target within melee • Susceptible to
range must make a turning. Clerics have
turning
saving throw versus poi- the same chance of
son each round or suffer turning eidolons as they
the effects of the cause do of turning wraiths.
disease spell.
• Contagion. Any targets
Combat
• Fearful touch.
so afflicted are themselves
In a fight, the eidolon will
contagious to other living
attempt to strike with
creatures whom they touch
both its spectral hands
or with whom they come
against a single target. If
into very close contact; such
both attacks succeed, the
creatures must save versus
target must make a saving
poison at +2 or suffer the
throw against spells or suffer
same effects.
the effects of the 1st-level cleric
• Cure. The disease can be
spell cause fear, in addition to the
cured through the application of
damage rolled.
the spells bless, cure disease, or
• Cleric-focused. Clerics save against
neutralize poison.
this effect at –2.
• New Blighter. Any crea-
ture slain by the blighter's
contagion rises as a bligh-
ter after the next sunset.
160 161
by Danilo Moretti - art: Li-An

Birch
Maiden
AC 5 (14), HD 6* (27 hp), ATT 1 touch (1d8 + level drain), THAC0 14 (+5), MV 12’ (4’), SV
D10 W11 P11 B13 S12, ML 9, AL C, XP 500, NA 1* (1), TT D.
These monsters are distant cousins ​​of dryads, living in exclu-
sive symbiosis with birch trees. An ancient curse forces them to
abandon their wooden abode at night in search of warm-blooded crea-
tures. They appear as pale and slender female humanoids of disturbing,
alien beauty. Birch Maidens are solitary creatures, however rare pairs of
identical twins can be encountered bonded to the same tree.
• Like a tree*: They can merge into the bonded birch. • Black hair*: their long
drain*: the target permanently loses one
• Energy drain*: hair can be woven to
experience level (or hit die). This entails a loss of create a fine and durable
one hit die worth of hit points, as well as all other silk rope.
benefits gained with the lost level (e.g. spells, saving • Gossamer queen: if a
throws, etc.). A character’s XP is reduced to the birch maiden reaches 99
lowest amount for the new level. A person drained years of age, she evolves
of all levels dies wilting in 1d6 turns. into a pale, Chaotic treant.
Alternative effect: at the DM’s option, instead of She looses the features
the standard energy drain effect, the maiden marked with * above
inflicts a permanent penalty of 1 to all rolls (for but gains typical treant
each touch). Accumulating a penalty higher than features (animate trees,
the character's level causes death (as above*). surprise...).
• Bonded*: they are spiritually connected to their A gossamer queen spawns
birch tree; they die if the tree dies or if they are 1d4 birch maidens in 1d6
separated from it by more than 120’. months. These creatures
• Singing: when alone, they love singing sad songs are known for their
* or see KNOCK! 2 p. 56

about loss and regret. Hearing their song often fascination with tales
attracts unwitting victims. of true sorrow and are
• Golden leaf*:
leaf* one of the leaves of their birch tree is sometimes likely to act
golden; it can be used to brew a potion that grants neutrally towards people
immunity to level drain for a year. Losing her interested in sharing
golden leaf makes the maiden furious (+2 to hit and those feelings.
saves).
162
by Jean Verne (text & art)

Tenacious Helmet
AC 3 [16], HD 2* (9hp), Att 1 x headbutt (d4), THAC0 14 [+5], MV 120’ (40)’, RET
IN UE
SV D12 W13 P14 B15 S16, ML 12, AL Chaotic, XP 25, NA 1d3, TT None
These haunted pieces of armour emerge from old battlefields where
dead yet pugnacious warriors refuse to give up the thrill of battle and
seek a body to claim as their own! They trap their prey by sitting in the
middle of the road or any other unusual spot so as to pique the
interest of curious travellers. Whoever puts on a tenacious helmet sees
their mind assailed by the spirit that inhabits it. OF RO
GUE S
• Undead: Immune to effects that wearer takes the same amount of
affect living creatures damage as the tenacious helmet.
(e.g. poison). Immune to mind- - Destroying the helmet will also
affecting or mind-reading spells banish the spirit haunting it.
(e.g. charm, hold, sleep). - A tenacious helmet that
• Possession: The wearer must possesses its wearer cannot be
make a save vs spells when they turned.
put on the helmet, with a cumu- • Powers: a tamed tenacious helmet
lative penalty of -1 every time grants its wearer the following
after the first. powers:
If they make three The helmet makes them incredibly
saves in a row, they ben- charismatic (+2 to Charisma) but also
efit from one the tena- barely intelligible under this heavy
cious helmet’s powers steel bucket.
(see below). The helmet is always keen to brawl:
If they fail three saves in a row, they the wearer always acts first in
fall under the influence of the tena- combat. They are also extremely loud
cious helmet: they look for reasons to about it: enemies are never surprised.
fight everything and everyone, The helmet is talented (AC
even friends and allies. increases by +2) but very cocky:
- The referee should ask for enemies target the wearer in
increasingly difficult saves vs priority.
spells to draw weapons at every • Aversion to cowardice: If the
possible occasion. wearer breaks off a fight and
- The wearer cannot attack the flees, the tenacious helmet
helmet (or take it off), but rebels and regains its
any opponent can target freedom: the posses-
the tenacious helmet. The sion process starts
again.

164
by Nobboc - Art: Li-An

A metallic humanoid from another


world who escaped or was rescued Requirement: None
from the crash of a voidship that Prime Requisite: INT
fell from the sky. It roams the world, Hit dice: d8
unaware of its rules, perplexed by Maximum level: 9
the strange emotions that seem to Armour: none
rule its inhabitants. It may become Weapons: all
attached to a band of adventurers, Languages : Common, binary code.
perhaps along the way discovering
its own humanity hidden deep
d(12)
among the electrum circuits and
• 1 - Force Field: The droid generates a
power crystals.
block-it-ol™ energy shield increasing

Lost
The
its AC by 3 for the next 6 turns.
• 2 - Lasergun: A secret compartment

Droid
contains a particularly dangerous fold-
ing gun. Damage 2d6, can target one
opponent per two levels in the same
attack, range as crossbow.
Combat • 3 - Medikit: the droid can heal an
The droid cannot wear armour. Its organic creature by 1d12 hit points.
titanium body grants it an AC of 3 [16] 1-in-6 chance of stamping an indelible
(as plate). i’m alive thanks to healcorp logo on
They can use any weapon. the patient.
• 4 - Echo Radar 3000: for one turn,
Alignment the droid detects life forms and their
Droids are strictly Neutral at creation size (S, M, or L) within a 90’ radius. This
but may, according to their expe- includes invisible creatures and works
riences, diverge to Lawful or Chaotic. through obstacles and walls, regardless
(Player’s and referee’s discretion) of what they are made of.
• 5 - Interpreter System: After hearing
Techno-modules Reboot a few sentences of an unknown lan-
The violence of the crash landing guage, the droid accesses partial files
wiped out the droid’s memory and in its BabelFish (patent dispute ongoing)
disrupted most of its functionalities. cyber library. It understands and
These are largely unknown until the speaks it for the next 6 turns. On 1-in-6,
system fully resets, which may take this language is added to the droid’s
several years. At character creation, solid state language module: add it to
roll for two techno-modules from the languages learned.
list below. At each new level, roll an • 6 - Holoprojector: As phantasmal
additional one (if you already have it, force.
take the one below). • 7 - Antigrav: As levitate for 1d6 turns.
After each use of the player rolls a • 8 - Energy Blast: As lightning bolt,
usage die (see below) depending on but with a Pew! Pew! Pew! sound effect.
the character’s level. • 10 - mega gogglesTM: The droid can
166
by Vagabundork- Art: Li-An

The Lost Droid Level Progression


Level XP HD THACO D W P B S Usage die Only the person who cleans the
1 0 1d8 19 [0] 8 9 10 13 12 4 public latrines has a worse job than
2 2,000 2d8 19 [0] 8 9 10 13 12 4 you. You are not, after all, cut out
3 4,000 3d8 19 [0] 8 9 10 13 12 6
for a glamorous life rubbing elbows
with nobility or knowing carnal
4 8,000 4d8 19 [0 6 7 8 10 10 6
love. But such trifles don’t matter
5 16,000 5d8 17 [+2] 6 7 8 10 10 8 to you, or so you’ve managed to
6 32,000 6d8 17 [+2] 6 7 8 10 10 8 convince yourself. The alternative
7 64,000 7d8 17 [+2] 4 5 6 7 8 10 is just too depressing. Requirement: DEX 9

Rat
8 120,000 8d8 17 [+3] 4 5 6 7 8 10 Prime Requisite: CHA
9 240,000 9d8 15 [+4] 4 5 6 7 8 12
The Hit dice: d6
Maximum level: 14
see in complete darkness as if it were
in broad daylight for the next 6 turns.
• 11- MultiTool Arm: A retractable
Healing and Energy recovery
- The droid cannot be healed by the
usual mundane or magical ways.
- It can enter standby mode for a pe-
Catcher Armour: Leather
Weapons: all
Languages : Common, Thieves’ Cant
limb fitted with a variety of miniature
tools (soldering iron, pliers, rotating riod of 8 hours, after which it recovers Combat
saw, screwdriver, laser cutter, thieves 1d4 hit points (double the result if Poverty, or as you call it, «freedom», is 13. Five flash bomb flasks.
tools, etc.). The referee will stop you if it spent the whole 8 hours in direct your motto. You’re not used to wearing 14. Flask of oil.
you’re asking for too much. sunlight). armor heavier than leather; if for some 15. Five torches, tinder and flint.
• 12 - Self-Improvement: Come up - After each standby period, all usage reason you wear it, you can’t use your 16. Bronze key to a missing stash.
with your own techno module (subject dice (see below) are stepped up by one Knave, Track Vermin, and Rat Senses 17. Valuable-looking book you can’t
to the referee’s approval). size (without ever exceeding the level abilities, and you lose 2 or 4 points of read full of demonic symbols.
limit— see progression table). Dexterity while wearing chain mail or 18. Box containing five vials of
Immunities plate, respectively. mysterious sludge.
- Immune to mind-affecting or After Reaching 9th Level 19. Old backpack.
mind-reading spells (e.g. charm, hold, Fading. The droid is powered by an Starting Gear 20. Black hat.
sleep). atomic cell with a limited life. At level (roll 1d30 three times – that’s your 21. Dog.
- Immune to diseases and poisons. 9, its energy starts fading. After each only equipment) 22. The sword of a nobleman, stolen.
- The droid does not need to eat, standby period, roll 1d20 for each six 1. Antivenom. 23. Eye patch.
drink, or sleep. abilities. If the result is strictly below 2. Dark clothes. 24. Mantle.
- Fire damage is halved, electricity the ability score, it is decreased by one 3. Stolen letter. 25. Soft, stealthy shoes.
damage is doubled. point. When an ability is below 3, the 4. One-use lockpick. 26. Garish clothes.
droid falls asleep forever. It is said that a 5. Rope (30'.) 27. Frying pan.
mysterious wizard knows the secret of 6. Rusty knife. 28. Crowbar.
the droids and how to wake them out of 7. Mudproof boots. 29. Sling and ten stones.
their eternal slumber. But finding them 8. Stinky wheel of cheese. 30. Cage with 1d4 live rats.
is a quest no one has ever attempted… 9. Book of satirical and anarchistical
poetry against current authorities and Gallows Humor
Usage Dice (Thanks to The Black Hack and Macchiato Monsters) the local church. You get a +2 bonus to your rolls to
Each techno-module has a usage die attached to it, according the droid’s level. Each time 10. Five rat traps. resist psychological effects, magical or
it uses one of its modules, roll the module’s die. On a result of 1-3, the die is stepped down 11. Wooden plank. otherwise, related to fear, sadness, or
by one size (d12 > d10 > d8 > d6 > d4). When a d4 module is stepped down, it cannot be used 12. A blood-stained nobility title. nihilism.
until the droid goes into standby mode (see Healing and Energy Recovery).
168

169
The Rat Catcher Level Progression
Level XP HD THACO D W P B S
1 0 1d6 19 [0] 13 14 13 13 15
2 1,500 2d6 19 [0] 13 14 13 13 15
3 3,000 3d6 19 [0] 13 14 13 13 15
4 6,000 4d6 19 [0 13 14 13 13 15
5 12,000 5d6 17 [+2] 11 13 11 12 13
6 25,000 6d6 17 [+2] 11 13 11 12 13
7 50,000 7d6 17 [+2] 11 13 11 12 13
8 100,000 8d6 17 [+2] 11 13 11 12 13
9 200,000 9d6 15 [+4] 9 11 9 10 11
10 300,000 9d6+1 15 [+4] 9 11 9 10 11
11 400,000 9d6+2 15 [+4] 9 11 9 10 11
12 500,000 9d6+3 15 [+4] 9 11 9 10 11
13 600,000 9d6+4 13 [+6] 7 9 7 8 9
14 700,000 9d6+5 13 [+6] 7 9 7 8 9

Knave
You know one thief skill of your chance that you instinctively know if
choice, except Find/Remove Trap there is any immediate danger (such as
and Pick Pockets (you can also roll traps or ambushes).
randomly). You can use it as a thief of
your level. Track Vermin
You can automatically detect and track
Lab Rat vermin, including kobolds, goblins and
You’re good at finding your way the like (referee’s discretion), and of
around sewers, catacombs, dark course rat-folk. When you fight these
alleys, and other artificial or se- creatures, your THAC0 or attack bonus
mi-artificial structures. If you are the improves by 1.
party’s cartographer, you can ask the
referee to correct your map. She will After Reaching 9th Level
make at least one major correction, If you clear and control a major area of a
and any number of minor corrections city’s drainage system, subway tunnels,
she wishes. When you enter a room or or alleys, you can claim it as your terri-
hallway you have already visited, you tory. You become the leader of a gang
always know you have been there be- of 2d6 1st level thieves and 3d4 0-level
fore and notice any relevant changes. beggars who follow you, protect the
territory, and are happy to pay a small
Rat Senses weekly tribute as long as you don’t turn
When you are choosing between se- out to be a despot or start bathing more
veral possible paths, there is a 2-in-6 frequently than them, you fop!
170
by Pierre Vagneur-Jones - Art: Li-An
Blemmyes are headless humanoids
with their facial features on their
chests who travel the world in search
of a group of Blemmyes to found a
community with. Small in stature, After Reaching 9th Level
they rely on their numbers in combat Once they have hired a number of Blemmyes
rather than individual prowess. equal to their retainer limit, the character may
Blemmyes can be found in local inns choose to settle and form a proper community.
lamenting their lost brethren, or out The diaspora of the Blemmyes from all over the
in the wilds, searching for a group to known world endeavour to find each other and
Requirement: CHA 9
form a community, be it in the form of a guild,
call home. Whilst their population is Prime Requisite: CHA
settlement, or even mercenary company.
low, they are attested to live all over Hit dice: d4
the known world, and a Blemmye Maximum level: 9
searching for others of their kind are Armour: Leather (appropriate to anatomy),
sure to find them. as well as shields.

The Weapons: all

Blemmye Languages : Common, Blemmye,


Alignment language

as their employer is nearby due to their


Combat unwavering loyalty to each other. Blemmye
Blemmyes can use leather armour, but it retainers do not require a share of treasure
must be tailored to their strange ana- as they are adventuring in search of a place
tomy. They may use any weapon.. to call home rather than riches, but do
insist on upkeep.
Defensive Bonus
In combat, Blemmyes gain +1 AC for Retainer Progression
each other Blemmye fighting in melee If a retainer is a blemmye, they do not
next to them, to a maximum of +4. suffer an XP penalty.
Blemmye Retainers Retainer Replacement
Starting at level 2 and every 2 levels If the character dies and at least one of
thereafter the Blemmye may add +1 to their retainers is alive, the player can elect
their retainer limit. Blemmye retainers to play the retainer (subject to the referee’s
do not need to roll morale checks as long approval).

The Blemmye Level Progression


Level XP HD THACO D W P B S Retainer Limit
1 0 1d4 19 [0] 8 9 10 13 12
2 2,400 2d4 19 [0] 8 9 10 13 12 +1
3 4,800 3d4 19 [0] 8 9 10 13 12
4 9,600 4d4 17 [+2] 6 7 8 10 9 +2
5 20,000 5d4 17 [+2] 6 7 8 10 9
6 40,000 6d4 17 [+2] 6 7 8 10 9 +3
7 80,000 7d4 17 [+2] 4 5 6 8 7
8 160,000 8d4 14 [+5] 4 5 6 8 7 +4
172

9 280,000 9d4 14 [+5] 4 5 6 8 7


by Eric Nieudan- Art: Sam Mameli

You know how some people call


illusionists “wizards, but more
useless”? Well, it turns out illusions
are just light which has been bent
and sculpted by a magic-user’s will.
And guess what else you can create
by concentrating light? That’s
right. Now hand over your spell-
book or I cut off the other hand.
Requirement: CHA 9

TheLazer Prime Requisite: INT


Hit dice: d4

Mage
Maximum level: 12
Armour: None
Weapons: Dagger
Languages : Alignement, Common

Combat able to find and craft equivalent lazer


Lazer Mages cannot wear armour. mage items. Their spell books come in
They can only use dagger. the form of lightpads: tablets of black
glass which display spells in runes
Arcane Magic made of magical light. If they encounter
Lazer mages follow the same rules for them, they understand how to use such
magical research and spell casting as esoteric devices as roller skates, glitter
magic-users. bombs, and calculator wristwatches.
• Spell list: lazer mages can only know
illusionist spells. Energy conversion
• Using magical items: lazer mages Instead of casting a spell, a lazer mage
can use scrolls, but no other magical may attempt to convert one or more
items normally intended for arcane spell slots into one of the following
spell casters. However, they may be effects (see chance of failure below):
174
by Jack Shear- Art: Li-An

The Lazer Mage Level Progression Spells


Level XP HD THACO D W P B S 1 2 3 4 5 6
1 0 1d4 19 [0] 13 14 13 16 15 1
2 2,500 2d4 19 [0] 13 14 13 16 15 2
3 5,000 3d4 19 [0] 13 14 13 16 15 2 1
4 10,000 4d4 19 [0] 13 14 13 16 15 2 2
5 20,000 5d4 19 [0] 13 14 13 16 15 2 2 1
6 40,000 6d4 17 [+2] 11 12 11 14 12 2 2 2
7 80,000 7d4 17 [+2] 11 12 11 14 12 2 2 2 1
8 150,000 8d4 17 [+2] 11 12 11 14 12 2 2 2 2 This character class is in the vein
9 300,000 9d4 17 [+2] 11 12 11 14 12 2 2 2 2 1 of the Vampirella comics: a traveler
10 450,000 9d4+1* 17 [+2] 11 12 11 14 12 2 2 2 2 2 from the Vampire Planet in a far-
11 600,000 9d4+2* 14[+5] 8 9 8 11 8 2 2 2 2 2 1 away solar system who has crash-
12 900,000 9d4+3* 14 [+5] 8 9 8 11 8 2 2 2 2 2 2 landed on your fantasy setting.
Someone should play one when you run
Nexus of the Ixx, p. 199. -Eric Requirement: None
• Explosive beam: the mage shoots a converted, and a duration of 1 round Prime Requisite: CHA

TheSpace
ray of coherent light at on target up to per total spell slot levels converted. Hit dice: d6
100’ away. The damage is a number of • Chance of failure: energy conversion Maximum level: 10
doesn’t always work. The character

Vampire
d6s equal to the total spell slot levels Armour: None
converted. Any dice rolling a 6 are must make a Wisdom check with the
Weapons: Blades, futuristic
rolled again and their result added to following modifiers: bright light or di-
rect sunlight +4, daylight +2, lantern or Languages : Alignment, Common,
the damage total. (And again on an-
torch light +0, dim (moon, stars, candle) Galactish
other 6, etc.)
• Hologram: as per the phantasmal light -2, darkness -4. A natural 20 is
force spell, with a duration of an hour always a failure, and often a miscast or Combat Vampire Bite
per total spell slot levels converted. catastrophe (referee’s discretion). Space vampires may not wear armor A space vampire’s fangs can be used
Most intelligent observers notice the or use shields as they prefer to wear to deal 1d4 points of damage to any
images are only illusions. After Reaching 10th Level slinky, revealing outfits. They can only creature that has blood, is biological,
• Lazer Sword: the character holds A lazer mage may build a stronghold, wield bladed weapons, such as swords and is living. They gain 1d4 blood points
a blade made of coherent light for often an underground roller disco. 1d6 and daggers, and futuristic weapons, (see below) when it successfully deals
one round per total spell slot levels apprentices (lazer mages, illusionists, such as rayguns and laser swords (if damage with its fangs to a living, biolo-
converted. Its damage is 1d12 (no STR or arcane bards) of level 1-2 will then they exist in your campaign setting). gical creature.
bonus to hit or damage with it). arrive to study under the character.
• Light Flash (Absorption): as per the Immortal Blood Abilities
light (darkness) spell, with a range Once they reach adulthood, space Space vampires possess the following
of 10’ times the total spell slot levels vampires cease aging and can live special abilities, but each use of an
indefinitely. Space vampires take ability costs a number of blood points
damage when deprived of food and specified in parentheses.
water, but they cannot die from depri- • Beguile (1): A space vampire can
vation; at worst, they are reduced to a exert powers of animal magnetism over
single hit point. living creatures. This ability functions
as a charm person spell.
176

177
The Space Vampire Level Progression
Level Title XP HD THACO D W P B S
1 Temptress 0 1d6 19 [0] 11 12 14 16 15
2 Seductress 1,500 2d6 19 [0] 11 12 14 16 15
3 Vamp 3,000 3d6 19 [0] 11 12 14 16 15
4 Neferata 6,000 4d6 19 [0 11 12 14 16 15
5 Lamia 12,000 5d6 17 [+2] 9 10 12 14 12
6 Lilith 25,000 6d6 17 [+2] 9 10 12 14 12
7 Blood Noble 50,000 7d6 17 [+2] 9 10 12 14 12
8 Blood Princess 100,000 8d6 17 [+2] 9 10 12 14 12
9 Vampire Queen 200,000 9d6 15 [+4] 6 7 9 11 9
10 10th lvlVampire Queen 300,000 9d6+1 15 [+4] 6 7 9 11 9

• Bloodlust Regeneration (1): A space • Nocturnal Supremacy (2): The space


vampire can heal herself by metabo- vampire’s Strength score increases to
lizing her blood points. For every 18 for five turns.
blood point she chooses to spend, a • Shroud of Malkuth (2): This ability
space vampire heals 1d6+1 hit points. allows the space vampire to become
• Eyes of the Night (1): The space invisible. This ability functions as an
vampire gains darkvision for twelve invisibility spell.
turns. • Wings of the Bat (3): A space vampire
• Midnight Alacrity (3): The space can cause bat-like wings to sprout from
vampire moves with unnatural swift- her back. This ability functions as a fly
ness. This ability functions as a haste spell.
spell.
• Mystic Shadows (1): The space
vampire activates a mystical force
field of shadows around herself. This
ability functions as a shield spell.
178
by James Maliszewski - Art: Zhu

Chenot (CHEN-oat) are a Requirement: INT 9, DEX 9 Tendril Skills Wilting


species of small, plantlike beings Prime Requisite: INT and DEX With their sensitive and flexible tendrils, Chenot require sunlight, water, and ele-
renowned for their agility and Hit dice: d6 Chenot can perform certain unusual mental nutrients for nourishment. They
cleverness. They weigh about Maximum level: 9 feats, starting at a 1-in-6 chance of must spend at least 8 hours each day in
50 pounds and stand just below Armour: Special success in each. At 1st level, a Chenot can their presence or lose 1 hit point per day
3’ tall. Chenot typically live in Weapons: Any appropriate to size distribute 2 points among these abilities, they go without it. This damage cannot
communities of their own, but Languages : Chenot (see below),Jäneska increasing the chance of success by one be healed by any means until sufficient
sometimes dwell among humans, per point spent. At every level after first, nourishment is procured, at which point
particularly in rural areas. Chenot the Chenot gains an additional point to they regain 1 hit point per level every 8
are fascinated by relics of the Ma- distribute (to a maximum of 5-in-6 in any hours until fully healed. While
kers, whom they regard as gods. ability). undernourished, Chenot
Many Chenot become adventu- • Climb sheer surfaces: A roll move at half normal
Defensive Bonus is required for each 100’ to be speed.
rers precisely so that they may Due to their small size, Chenot gain a +2
seek out sites associated with climbed. If the roll fails, the
bonus to Armor Class when attacked Chenot falls at the halfway
their deities.

The
by large opponents (greater than hu- point, suffering falling damage.
man-sized)

Chenot
• Find or remove traps: A roll is required
to find a trap and then another to remove
Communication it. This may be attempted only once per
The Chenot can hear and vocalize, but trap.
can only speak their own language • Pick pockets: The Chenot’s roll
which sounds to human ears like rustling, is penalized by 1-in-6 for every
scraping leaves and branches in the wind. three levels of hit dice of
Combat However, they can learn to understand the intended target. The
The central trunk of all adult Chenot is other languages. Further, Chenot emit referee should determine
encased within a shell of adamantine, pheromones that enable any living, the reaction of the target
giving them protection equivalent to plate sentient being who has been within 60’ of
of a failed attempt (pos-
armor (AC 3 [16]). Because of this, they can them for at least one turn to understand
sibly using the reaction
wear no other form of armor, though they their language, though not speak it (as table).
can carry a shield which has been tailored most species lack the physical apparatus • Search: When ac-
tailored to their small size. Chenot can use to do so). This effect lasts one day. After a tively searching, a
any weapons appropriate to their stature week of regular, daily exposure, it lasts a Chenot can locate
(as determined by the referee). They cannot year; and after a month of exposure, it is
hidden comp-
use longbows or two-handed swords. permanent. artments and
secret doors.
The Chenot Level Progression
Level XP HD THACO D W P B S Skill points
1 0 1d6 19 [0] 8 9 10 13 12 2
2 2,000 2d6 19 [0] 8 9 10 13 12 4
3 4,000 3d6 19 [0] 8 9 10 13 12 6
4 8,000 4d6 17 [+2] 6 7 8 10 10 6
5 16,000 5d6 17 [+2] 6 7 8 10 10 8
6 32,000 6d6 17 [+2] 6 7 8 10 10 8
7 64,000 7d6 14 [+5] 4 5 6 7 8 10
8 120,000 8d6 14 [+5]] 4 5 6 7 8 10
180
by Nate Treme

Just try it!


(now!)

This is a fun way to practice drawing. Start with a


basic shape then add details until it’s a character
or something. You could use the results as paper

EX T R
miniatures or NPC illustrations or whatever.

A OR D
IN A R
YEX C
U R SI
O N S
182
by Jason Sholtis (art & text)

Imp
us Uplands
An Adventure in th e Odio
Attracted by
transmissions from
an Under world
sorcerer (deceased),
a titanic being from
some neighboring
reality manifested

rint
itself in this universe,
alighting in the
nor thern wilderness
of ape-haunted Upper
Mastodonia.
For several weeks,
the entity regarded the
world from its towering
vantage point, scanning
n senses,
far and wide with an array of unknow
held nothing
and concluded that the planet
worthy of serious interest.
Before the visitor set off into the
heavens, it sloughed off corporeal
tissues completely (including vast
amounts of gold). Besides this
generous sample of decomposing
GEN ERAL KLUSH

matter, the being left behind


a singular impression in the
landscape, like an enormous
footprint.

IMPRINT IS AN “OPEN AIR DUNG EON”


FILLED WITH A VISION -OBSCURING
MIASMA AND LARGE, SEMI-
SEPARATE “ROOMS” CREATED BY
THE COSMIC ENTITY’S MASS AND
ONCE-PHYSICAL FORM. MEDIU M-
TOUGH PLAYER CHARACTERS

184
Rumorsand
The Imprint: facts and observations
Example • Pain in the ass 20’ to 30’ cliff faces on all sides. The Imperials have
Hooks • carved a stair in Node 11.
l.
Rumors of bountiful, • Surface is strangely spongy and moist: movement at half norma
unguarded gold abound. Go • Thick miasma of spores and unknown gasses limits clear vision to 20’
get it, quick! inside the imprint, only shadowy figures are still discernible at 50’.
• But touching it will kill you!
• Flecks and chunks of metals known and unknown glitter on the surface and in
• Plus you shouldn’t breathe the air the miasma, among them: pure gold! 1d100 gp in value can be harvested per
in there! person per turn (see The Bad News).
• Don’t believe these • The Greenstink river runs through the impression, pooling into The Pond
Imperial lies (False)! which is being consumed by The Drinker.
• Underworld rangers offer
reward for returning a powerful • Magic is weird here: lingering alien metaphysics cause a 1 in 6 chance of spell
Underworld relic from a secret failure or peculiar effects to be determined by the referee (e.g. an explosion of
wilderness base crushed by flower petals and oppressive cologne instead of the intended fireball).
the alien (a Chaos Dampening
factions
obelisk, Node 11). The Bad News During its brief residency, the entity
• Representatives of the
Intertribal Shamanic attracted numerous interested
• Breathing is dangerous.
Council offer a reward to parties to the area.
seek out barbarians camped
Improvised filter masks of any stripe • Independent surface world
near Node 1, and deliver a provide decent protection (+2 to sorcerers and their Under world-
secret communique: “Do not, saving throws). Imperial filter masks based counterparts outfit
we repeat, DO NOT attempt to offer superior protection (+4). expeditions to harvest wealth and

MASK TROOPER
contact The Thirsty God. New • Alien gold: lethal contaminants. substances of possible sorcerous
orders: seek out and disrupt Exposure (within 6 ft.) to harvested gold use.
Imperial activity. Do not handle for a period of longer than 24 hours
• The (evil) southern Empire:
or return with found gold. can be deadly to human and animal life
(saving throw required to postpone slow, dispatches troops and specialists,
Protect the god’s remains from
miserable death by dissolution). Imperial declares all mineral wealth the
dishonor”.
• Help smash the state! Anti- sorcerers have improvised a purification sole proper ty of itself, outlaws
imperial elements back in civilization device (Node 11 ). Lead-lined (or similar) private exploration of the
bid adventurers disrupt the containers also mitigate this effect. impression.
Imperials’ gold purification operation • A Ticking Clock: Only the • The (beyond good and
(Node 11) for a tidy sum. Filter Science Fungoids (B) are aware evil) Science Fungoids of
masks provided, geas required. that an abomination from the
• Do Oonescu the Sorcerer’s the Under world: pursue
Underworld will make its way scientific revelations
bidding: gather 6 mineral or to the surface in 2 hours from
tissue specimens from the the time the party enters the
and seek only to advance
imprint, as directed by readings depression, providing ample knowledge at any cost (to
on a loaned Chaosometer. The opportunity to observe surface others).
sorcerer pays substantially, creatures reacting to major • Northern barbarians
and will reverse mutations and stressors (see Area B). (FREEEEEEDOM!): sought
Also ticking: the giant flowers allegiance with cosmic
heal wounds upon return to
in Node 8. entity, now guard its
civilization. Also: tainted waters remains from the hated
flowing from The Pond, Empire. The shamans say
goodness knows what
they don’t need masks,
AL EN TITY
effect they will
TRA NSD IME NSI ON
have on the which sully a
LITY.
SAM PLI NG OU R REA warrior’s honor.
TO CO NQ UER , OR
NOT TO ecosystem.

187
186 CO NQ UER .
unbidden encounter
CIT IZE N LICH GA
NIS HA M
CH ECKS HIS SE
MI-ACCU RATE
MAP OF TH E IMP
RIN T.

(d12) Roll d6 each turn spent anywhere in the depression;


consult the table below on a result of 1-2.

H U NG R
1 - 4. Imperial patrol (5 1st level soldiers, 8. Hungry Polyps (as giant crocodile,
one 3rd level sergeant): Heavily armed; 1d4): swallows whole and speedily digests

Y POLY
orders to stop, frisk, capture or slay anything with calories. Former units of
unauthorized parties and report back to alien digestive system, now ambulatory,
base camp. dies upon ingestion of their target.

P
5. Contemplative 9. Barbarians (2d4, 3rd
saber-toothed apes level fighters) seeking to
(12, HD 1, bite like hell): disrupt Imperial activity,
Attracted by the unique wary of everyone but
stench of the decaying open to making allies of
alien super-being, this convenience.
pack couldn’t help but 10. Science Fungoid
sample the rich banquet research team:
with these effects: Delighted grad students
thoughtful and (4th level fighters) with
introspective; hostility 4 harvested rainbow
towawrds, in an area of mold spheres in demi-
the depression they have material envelopes,
obviously cleaned up death ray revolvers.
for habitation; engaged They attempt to
in heated metaphysical interview any humans,
debate in caveman interested in health
speech. effects of exposure,
6. Black T-cell: request volunteers for
(as black pudding), pursues and medical study at an
devours foreign lifeforms, grows Underworld facility.
with success. Starts at 2 HD, 10,000gp in found gold.
adds 1 HD for each human- 11. Lost adventurer,
sized being consumed, must Granulo of Mur (3rd
then rest for 1 hour. 50% magic level fighter): won’t put
resistance. down huge gold nugget
7. Bewildered river kraken (1,500gp), believes
(HD 3, 1d6): Took to land himself dead but asks
to avoid The Drinker’s everyone to make sure
indiscriminate consumption. anyway.
Starting to dry out, needs help 12. Giant Saber-toothed
finding a pond or river, senses Ape (as hill giant with
failing, but still lives to taunt extra-vicious bite):
and insult humankind. caught up in the initial
dematerialization, grew
to giant size and strength,
IANS !
"GRE ETINGS, MAM MAL
ASSI ST
mind scrambled with thirst
WOU LD YOU LIKE TO
US IN THE TEST ING OF
THIS for death and mayhem.
PROTOTYPE ?"

188
"10 0 GO LD SAYS
I CA N MA KE IT
LEAK WIT H A MA
GIC MISSIL E!"

map key
M: Mutation Zones
Creatures entering these difficult to discern, ever-
shifting 100 ft. radius clouds of red miasma
(visibility within 10’) must make a saving throw or
consult the referee’s favorite mutation table.
The Drinker
Demi-sentient elements of the R: Rainbow mold colonies
original entity coalesced into this • Beautiful, psychedelic heaps of slimy spheres,
new super being (HD 30, spells as dimly bioluminescent.
MU20, attack triggers Godzilla-like • Explosive discharge: 2d6 hp damage to all within
rampage). Gorges itself on water 20’ if touched or otherwise disturbed, save for half
from the pond; when sufficiently damage. 2d4 new rainbow mold colonies begin
fueled with oxygen and hydrogen growing inside the blast radius. Spell effects don’t
(1d6 days) it will alter its shape to that trigger an explosion; clever use of magic might allow
of the Saturn V rocket and depart harvest and weaponization.
explosively into the cosmos.
• Telepathic and chatty: reaches S: Sinkholes
out to minds within 100 feet with In spots where the alien’s ropy tendrils penetrated
overwhelming multi-sensory the earth, slime-sealed pits remain, concealed by
greeting. Magic-users must save or dust and miasma.
forget their memorized spells, affects • 1d6x10 feet diameter, 1d4x10 feet deep, d6-1
all as per confusion spell for 1 minute, damage per 10 feet fell due to sponginess.
after which the Drinker telepathically • Filled with digestive juices for an additional d6 of
shares whatever quotidian musings damage.
or mind-blowing revelations the
referee wishes. Area A: The Pond
• At 10-minute intervals spews • Fed by Greenstink river, 10 feet deep, outflow
scintillant gasses from pores. tainted.
Exposure (within 30 feet) triggers a • Loaded with bewildered river
saving throw (masks provide bonus), kraken (HD 3, lives to
On failure consult the following table. harass humankind)
Drinker’s Effluvia Effects (d6) and harmless basking
1. Stops breathing and appears dead sharks washed over
(suffocates unless jostled). the waterfall, plight
2. Suffers wild muscle spasms that visible from shore.
take the appearance of an exaltant • Waters guzzled
dance of worship, exhausted for 1d12 by The Drinker.
hours.
3. Speaks only in alien tongues for
1d12 hours.
OF BEI NG

4. Eyes turn black and filled with


AKE R

stars: can only see other dimensions


for 1d12 hours.
HARAN G HEA D-T

IMP ERI AL SPI ES.

5. Manifests subtle hatred for all that


SUSPECTS YO U

lives (1d6 days).


6. Wracking, screaming agony, 2d4
damage distributed to every cell in
the body, roll again if alive.
190
OT HE R MA DE
"MY GRAN DM
HT ING
HE R NA ME FIG
D HE RE I AM ..."
DRAG ONS AN
Nodes
native species, wreaking havoc with the • 2d4 captured adventurers bound and
Roll for encounters as usual in these local (and soon, regional) ecosystem. They under guard (with arms and equipment
areas, results may interact with node wither if exposed to magical fire, but are impounded).
inhabitants as well: otherwise hard to kill. • Commands a force of 4 sub-
1. Barbarian camp: 20 unmasked warriors 9. Ecologically aware married Wizard commanders (4th level) and 30 soldiers (1st
(3rd level fighters) in a froth, charismatic Couple (Xang and Cthak, 7 and 9 level
th th level), at least one sub-commander and 10
leader Harang Head-taker (12th level cleric) magic-users) contemplate contaminated soldiers on patrol at any given time.
makes non-stop inflammatory speeches. waters flowing south, perhaps a wall of stone • An ancient Chaos-dampening obelisk (3
Fresh imperial heads on spears lead to the to dam the outflow? feet tall, Underworld metal composition),
camp, non-Imperials are suspect but not captured in early survey, keeps the
10. Featureless but filled with howling
instantly attacked. Miasma-stricken warriors immediate area safe (100 ft. radius, mask
silence and airborne ennui, 4-in-6 chance of
starting to pile up, all eat fist-fulls of fortifying use is optional). The depleted chaos
random encounters.
herbs. battering will function for 2d4 more days.
11. Imperial Gold-purification operation
2. Empty but for twice the typical amount of
and Investigation HQ
harvestable gold.
General Khush, 11th level fighter, hp 88,
3. Heaps of dying alien cells litter the AC 2, sword of discipline, beetle chitin plate
area. Dinner plate size, thrash pathetically, armor, 2 potions of healing, 1,200gp in
lash out impotently. decorative trinkets, cranky, imperious and
4. Newly arrived masked adventuring usually right, commands respect, never
party looks for other adventuring parties to without sub-commander and 10-soldier
rob. guard. Unmasked, protected by secret
RECOMMENDED. inoculation (two doses in a hidden
5. Giant Saber- toothed Ape, the other
Area B:
ld
one (see Unbidden Encounters): also syringe).
Shaft to the Underwor
grew to hill giant size and strength, mind Second-in-command Citizen
• The 100 ft. diameter shaft descends,
expanded, freshly curious about all and Lich Ganisham 10th level
seemingly without bottom, intersecting with
sundry, will fight only if attacked (HD 8, bites magic-user, hp 16, AC
Underworld causeways at several points.
expedition ferociou sly). May be able to talk down the 10, wand of lightning,
• Site of a Science Fungoid
other giant ape. cloak of flight, hand-
base camp sent to investigate the event.
6. Dancing Beetles: Their tiny minds held gold purification
Mushroom-shaped shelters in a cluster.
melted, these giant Underworld beetles sing ray gun, detailed
• Lead by Cosmic Research Commander
laser sword, 2 hideous ly and chase each other about in a map of the Imprint,
(8 level fighter, experimental
th

ballet of madness. usually away from base


puffball grenades of personal teleportation,
7. Underworld Wizard’s research party: camp on independent
blunderbuss of charm human),
surveys. Immune to the
accompanied by 6 grad student level A squad of huge blue subterranean
environment.
Associates (HD 3, death ray revolvers, humanoids (6, as ogre) in protective suits
• Dispatched to make a
clipboards). Vacuum-like device collects and glass-sealed helmets attempt to
complete investigation of
airborne particles in pillow-like sacks. harvest rainbow mold spheres, monitored
the phenomena, harvest
• 15 charmed adventurer scum now serve from above by a gray, outlandishly bearded
and process gold.
as guards (various levels, mostly fighters); figure in a levitating translucent sphere
• Under orders to prevent
will soon be transported to Human Studies of energy (Hanarango of Castle Ziro, 9th
any other parties from
Institute for vivisection. level magic-user). Treasure: 3,500gp in
making off with treasure
• A monstrous seven-headed earthworm harvested nuggets, Hanarango’s Dagger of
or information.
(as fire-breathing 7 HD hydra) with a Excellent Exsanguination.
• Will not hesitate to
hankering for surface creatures slowly 8. Colossal flowers sway and undulate capture and/or kill
ascends the shaft; arrives in 2 hours to here, launching fast-growing seeds toward anyone violating this
pursue and devour anything that gets within the surrounding plain. If unchecked, these
edict.
50 ft. The Fungoids can’t wait to see what mutant plants will soon overrun the
results.
192
by James Hall (art & text)

d6 - It calls to you
1 - A haunting “omm” sound faintly pours from the stone mouth.
2 - The ancient symbols for wealth and power are recognized on the stone monuments.
3 - Mist moves unnaturally to cover the land wherever one is looking.
4 - The monuments pulse with a dull umber light.
5 - Every few minutes, a shooting star falls from the sky and seems
to land on the colossal forehead.
6 - Barely visible iridescent threads of light connect the
monuments in a geometric pattern above the field.

ENTER THE TITAN


The walls are corroded copper and iron, dripping with tainted, oily water. The ladders

Dedicated to Edward James Fritz-Hall


are crude wooden affairs added by the cultists, as the levitation pits haven’t worked
in eons. At some point in each room, the “lub-dub” of a heart beating shakes the
whole structure.
• The Cult’s Purpose. Broken and inactive, the titan was pierced with a massive
javelin long ago. The cultists work tirelessly to revive what they think is a dormant
god and help it rule the world with them at its right hand. In reality, it is a massive

TITAN CLIFFS
A colossal face and pair of hands emerge from the cliffside fields.
automaton from an ancient war. It was created by an undead wizard as a vessel for
their consciousness.
• Encounters in the Titan. Roll whenever a room is entered. If the party spends
too much time or makes too much noise in an empty or cleared room, roll for all
adjacent rooms and consider having the inhabitants investigate.
The Lighthouse Some distance away from the Titan’s statue, 1 - Titan’s Mouth d6 image. A circle with 8 lines 3 - Steep Stairwell
a lone lighthouse stands. A ladder hangs, 15 ft. from the ground and will lower
A rickety wooden ladder radiating from it marks An unlit, crooked, steep
when the words “titan fall” are spoken. Inside lives Sable (4th level magic-user).
leads to a dark hallway. the door to 10. stairwell leads into the
Suspicious and mousey, she can trade information (cloaked figures have
been entering and leaving the titan’s mouth) for the party’s best food. 1-2 - A cultist is climbing the 1 - d4 cultists toil around the darkness.
ladder grumbling about going Halfway down lies Taba,
She thinks the titan is a sculpture honoring the old gods. to town.
circle.
2 - d4 spider automatons the friendly explorer.
d6 - Sable’s stance 1 - She supports the cult but will lie about it. She gives a potion 3 - Two spider automatons
clean bones at the base of the are cutting through the silver Her leg is broken after
that puts the drinker into a light sleep. 2-3 - She is fearful of the cult and lies, saying they’re
fine neighbors. 4-5 - She dislikes the cult and gives a weak healing potion (d4 hp). 6 - She is ladder. shaft. falling in the darkness.
hateful of the cult and gives an invisibility scroll. d4 allies turn invisible for 1 minute. 4+ - It’s empty. 3 - A single cult member on She snuck in seeking the
guard duty. rumored treasure.
d4 - Story hooks d4 - Monuments’ purpose
1 - Reports of missing people, most recently Several standing stones carved with runic 2 - Focus Circle d6 4+ - It’s empty She has heard of a
the beloved town busker, Swekia. Last seen circles dot the moor around the Titan. A large round room, circled ➳ The circle focuses mag- secret chamber this
heading toward the Titan Cliffs. 1 - To help lock the titan in its place. with lit torches, houses a ic into the titan, sustain- way, and says the cult
2 - There are rumors of a cult trying to trigger 2 - To lure souls into the titan’s maw. magic circle. A huge silver ing its massive form. leader, Gazuk, is power-
a world-ending cataclysm at the Titan Cliffs. 3 - To mark the grave of those who died taking shaft pierces it from ceil- ➳ Lying around are a jar ful but deathly afraid
3 - Some say there is a massive cache of down the titan. ing to floor. There are two of oil and a chisel. of rats.
treasure within the titan statue. 4 - To warn the lighthouse’s inhabitants of closed doors. The door to ➳ The doors are both trap-
4 - Rumor has it a nearby cult is looking for intruders. 3 is marked with a helmet ped with a poison spray.
recruits... or sacrifices.

194 195
4 - Pipe Intersection 5 - Sensory Helmet 6 - Crooked Hallway 7 - Spider Control 10 - Vertical Shaft 12 - Heart Chamber
d6 d6 A pipe goes down the A magic circle in the shape d6 d6
Pipes criss-cross the A helmet with opaque gog- hallway, disappearing of a spider is carved into Dragged blood stains A large room with a mas-
ground. One is leaking gles is attached by pipes in the far wall. The pipe the floor. A book made of lead to the vertical shaft. sive golden heart. The
an opaque yellow fluid. A to the wall. looks new. fragile parchment sits A ladder descends heart throbs whenever
helmet image is carved atop a pedestal. into darkness with a the “lub-dub” is heard. A
1 - If not already encountered, ➳ Investigating will
next to the ladder. A ➳ Those who interpret light at the bottom, shaft with a huge spear
Gazuk studies the helmet, reveal a secret passage
carved message on the accompanied by a cultist. the ancient language 20ft down. point pierces from the
into 7.
floor says, “Follow lead learn that saying the ceiling through the heart.
2-3 - A short cultist frozen in ➳ The door is trapped 1-2 - Two spider automatons
for control”. paralysis wears the helmet. magic words “crip’i crol’i” clean blood from the ladder Three barrels of human
to deal 3d4 lightning
4+ It’s empty. stops all spider automa- by eating it. A swarm of flies blood are stacked by the
1 - A cultist attempts to fix damage. tons in sight mid-action. swirls around. wall.
the pipe. ➳ A small spellbook sits 3 - Swekia the busker is
2 - d4 spider automatons They then follow simple 2d4 cultists work to start
on the floor. draped on the ladder. He is
commands. the heart. If Gazuk hasn’t
appear to be eating the yellow ➳ Wearing the helmet
fluid. ➳ If someone attempts naked and hiding. already been encounte-
will cause the wearer to 4+ - It’s empty.
3 - A single deep “lub-lub” to move the book, it red, he is in this room.
feel paralysed, as if they ➳ There is an opening in
sounds from the pipes. disintegrates. 1-3 – The cultists rhythmically
4+ - Nothing happens. were buried. They the wall one third of the pound at the heart using a wide
can see through way down.
➳ The pipes are made of the titan’s eyes. 1 8 - Cultists’ Living ram in an attempt to restart
clay tiles, except the pipe Quarters d6 ➳ Halfway down there it. After d20 pumps, roll a d20:
➳ Notes indicate is a weak rung that results over 10 lead to the
to 6 and 7 which is lead; Messy quarters with a
the paralysis effect breaks when bearing heart starting.
they are the Titan’s veins shelf, table, bunks, and
and seeing through weight. 4-5 – The cultists use a funnel
and arteries. chairs. There is a poorly
god’s eyes. 2 to pour human blood into the
➳ 50 ft. of rope is coiled made shrine to the Titan. top of the heart. After 1d4 mi-
by the wall. 1 - d4 cult members gambling 11 - Spider Lair d6 nutes, roll a d20: results over
➳ Door to 9 is closed and around the table. A small room lined with 10 lead to the heart starting.
locked. 2 - If not already encountered, cubby holes. 6 - After a minute, Gazuk or
➳ The fluid is titan Gazuk and a cultist pour over a Bowls filled with a yellow another cultist uses a scroll of
blood. Drinking a gulp map of the Titan. liquid sit on the floor. lightning bolt on the heart, roll
will make one grow 3 - Rats nibble food on the A shaft pierces the a d20. Results over 10 lead to
table. They scurry to a hole in room from ceiling to
by 1 foot for an hour. 5 the wall behind the shrine.
the heart starting.
Growing larger than floor. ➳ A scroll of lightning
4+ - It’s empty.
the room results in a 10 1-2 - 2d4 spider automatons bolt sits on the floor by
➳ The shelves contain sit motionless in the cubbies. the wall.
crushing death. 11 2d6 rations.
3 3 - 1d4 spider automatons ➳ A large funnel sits by
➳ The shrine has 8gp chew at bones, a swarm of flies the blood barrels.
12 on it. around them.
➳ If the heart or veins
4+ - It’s empty
have been sabotaged
9 - Dark Hallway ➳ Loose gold teeth lay by the party, roll heart
6 9 A long unlit hallway, dank, about the floor. (Worth
4 starting checks with
and smelling of animal 32gp.) disadvantage.
feces. ➳ The fluid is titan blood. ➳ d20 - Gazuk will either
➳ Rats live in a hole in the Drinking a gulp will make fight (1-10) or try restart-
wall. The rat’s tunnel goes to 8. you grow by 1 foot. for ing the heart (11+).
➳ Inside the rat hole, one hour.
7 someone hid a pouch Growing larger than
8 containing an emerald the room results in a
worth 90gp. crushing death.

196 197
by Nicolas Dessaux

It’s Alive!
The heart is beating. The Titan stands, emerging from the cliff. The room shakes,
and players have a chance of being knocked prone with every step of the Titan.

NEXUS OF THE
Stop the Titan by:

IXX
➳ Landing attacks on the heart at least once every round for three rounds.
➳ Wearing the sensory helmet and willing the Titan to stop.
➳ Destroying 3 of the veins or arteries (including any previously destroyed).
➳ Further damaging the focus circle (room 1).
Survival
The heart has stopped beating, the PCs have escaped, or the titan has been willed to
stop.
If players stop the titan’s heart, it falls to the ground causing one last violent booming
shudder to pass through the whole dungeon.
If players escape without stopping the Titan’s heart, the titan walks into the sea, with
or without the cult members aboard.
If players will the Titan to stop, they have 1d6 turns in which they can control the titan.
It bleeds out and falls to the ground.
Huge trees, flowers, and tall grasses spring up from the soil wherever Titan blood falls.
➳ Inside the heart there are 504 gold nuggets (all worth 1gp).
➳ After an hour, all the titan blood drains away.
➳ Optional: The Titan doesn’t bleed out and your players control a massive magical Nexus of the Ixx is a science-fantasy adventure, inspired by
robot now. And it is receiving signals from somewhere across the world… Barbarella and the science-fiction comics of the sixties. It was first
drafted for the original role-playing game (which, as you may already
know, wasn’t shy about SF references).
Spider Automaton - 3’ long metal spider. Creeping and clanking along walls and ceilings. The Ixx is the evil high-priestess of an almost forgotten goddess
AC 6 [13], HD 2* (9hp), Att 1 x bite (1d8), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16, of love – the kind of love you can expect in a dungeon. Her Nexus,
ML 8, AL Neutral, XP 25 carved into a purple-veined black rock mesa, is home to vivimantic
experiments, plundering squads, slavery and ritual sacrifice.
➳ Immunity: Unharmed by gas or fire; unaffected by charm, hold, and sleep spells.
➳ Ability: each spider has a 4-in-6 chance of a special ability:
- 1-2. Nothing It is intended for players who enjoy faction struggles and
- 3. Flaming blood: If damaged by a sharp weapon, attacker suffers 2d6 damage (save versus nonviolent interaction with NPCs, rather than straight
paralysis to avoid). murder hobos.
They may:
- 4. Rush: can move at four times its speed for 1 round per turn.
- 5. Acid spray: once a day, instead of an attack, can spit acid on one target up to 10’ away. The acid 1. Investigate the flying riders who have
reduces AC by 1d6 and causes 1d6 damage per round for 1d4 rounds.) been preying on local traders (room 2)
- 6. Web: may spit a nylon web once per day (as the web spell) 2. Search for clues about the
King-who-shall-return (room 9)
Cultists 3. Look for Yarakoor the dwarf, after
AC 3 [16], HD 2* (9hp), Att 1 x Quarterstaff or Crossbow, THAC0 19 [+0], MV 60’ (20’), SV D12 W13 he spied on their village (room 14)
P14 B15 S16 ML 11 (2), AL Chaotic, XP 25
4. Gather information about
➳ Enchanted: Gazuk and the Titan itself have turned these well-armed fighters into fanatics. They are Eumenides’ alchemical secrets (room 20)
not persuaded, intimidated, or charmed and most reaction rolls should incur a penalty.
5. Save Gân, son of the chief of Gibnoz
Gazuk - Cult leader village (room 26) or Ur, the slave (room 33)
AC 7 [12], HD 5* (23hp), Att 1 x Mace+1, THAC0 17 [+2], MV 120’ (40’), SV D9 W10 P12 B14 S12, 6. Inquire about the purple worm who
ML 9, AL Chaotic, XP 400 terrorises the surrounding lands
(rooms 31-32)
➳ Spells: as 5th level cleric (typically: cause light wounds, cause fear, hold person, silence 15’ radius)

198 199
WANDERING MONSTERS ship, crewed by gnomes, in a
1 – 2d6 kobolds in charge of cleaning rooms and resetting traps. remote part of the world.
2 – 1d4+1 servants of the Ixx,
normal humans wearing black and white robes. ­ 5. THE LONELY
3 – 1d6+1 warriors of the Ixx (2nd level fighters), PHILOSOPHER
members of the watch. Skakul (m), a long bearded
4 – 1d8 beastmen, human berserker fighters of the Ixx. hobgoblin lives here. He’s an
5 – 1d4 ogres in charge of herding and cooking slaves. outcast because of the philo-
6 – 1d6 slaves (normal humans). sophical questions he insists
7 – 1d12 proto-gnolls, using gnoll stats. on asking everyone he meets.
8 – 1d4 conjurers (3rd level magic-users) He’s happy to meet new
with 1d4 giants rats with diodes. people and engages conversa-
tion about the reintegration
1. THE ENTRANCE inspection. They wear white of the being within itself, the
Four kobolds are working to robes with black collars, as all ideological superstructures of
rectify a detail in the ceiling Ixx officers do. Garok is rather feudal societies, or the hidden
arches. They use ropes and arrogant, but Ulaasa is a subtle meanings of a collective intel-
climbing gear, the light being lady: she tries to learn who the lect. No need to say he is very
provided by candles on their intruders are rather than fight disappointed if anyone wants
hats. They’re rather well them. Should it come to that, to fight him; he keeps talking,
disposed toward adventurers, she does her best to escape not bothering to defend him-
as they’re slaves here, but will and come back with reinforce- self, and dies with a question
refuse to leave as long as their ments – she will also attempt on his lips. He can also be an
work is not perfectly done. to save Garok from his own ally for the characters, as he
They can use carving tools as temperament. knows a lot of people in the
weapons if needed. Two of They know the Nexus very well, Nexus. Getting information
them wear gold and pieces but the Ixx has them under a from him is an arduous task,
of sapphire jewelry for a total quest spell to keep its secrets; however.
value of 53gp. should they try to reveal any-
thing, they will lose the use of 6. MASKED DISSENT
2. THE RIDERS speech, babble incoherently The existence of this room
These three warriors (2nd level and be unable to cast spells. remains unknown to most
fighters), members of the Ixx If adventurers have been people in the Nexus. The
watch. Döl (m), Örn (m) and Yil noticed in the last few days, kobolds know it, but nothing
(f), are storing their pterano- the conjurers bring 4 giant rats in there needs maintenance
don saddles, as well as lances with them. These creatures or repairs. This is why a cabal
and bows, and proudly discus- have diodes implanted in their of magic-users made it their
sing their latest flying exploits. brains and obey the ma- regular meeting room. Over
They recently landed at the gic-users’ orders. their Ixx robes, they wear
entrance (room 1). They will purple masks and cloaks
fight intruders unless outnum- 4. THE STONE BOAT when they meet here in a
bered two to one. In that case, A ship the size of a hand is circle of perpetual light, to
they withdraw toward the sailing the floor of this long plot the overthrow of the Ixx..
secret door if possible. Their gallery. It is a finely carved They don’t want freedom or
pteranodons are still racked-up model of a galleon, made of change, just to start their own
but able to help in a fight (stats the same stone as the room. dictatorship. Of course, the
as hippogriffs). It slowly travels all around the Ixx is aware of these meet-
room, more or less randomly, ings; she is just waiting for
3. THE WATCH avoiding obstacles. Its sails and them to try anything so she
From the arrow slits in the rigging are moving in accor- can remind everyone she’s still
south wall, it is possible to dance with its maneuvers. No the master.
see a bit of the landscape force will remove the ship from The first time the adventur-
surrounding the Nexus. Some the floor it sails on. This phe- ers enter this room, they inter-
racks with crossbows (7) and nomenon is still unexplained rupt a meeting with six seers
bolts (67) can be found here, by the denizens of the Nexus, (2nd level magic-users) and one
a little rusty but usable. There but if wandering monsters are theurgist (4th level magic-user),
are always 6 veterans (1st level here, they are found watching named Hargath the Caller (m).
fighters) in this room. the vessel and betting on its They won’t be happy if their
Garok (m) and Ulaasa (f), next moves. Note that a stone meeting is disturbed, but will
two conjurers (3rd level ma- to flesh spell cast upon it will quickly realize adventurers
200

gic-users) are conducting an send the magic-user on a real could be allies in their plot. 201
7. TOO MANY TENTACLES belongs to a king from a for- striking the walker, but instead the best troops of the Ixx, 16. THE GOD OF HOGS door, louder and louder. It
The far part of that room is gotten eon who went to war it breaks the wall and hits d4 but others creatures tend to The giant copper idol in the comes from room 20.
inhabited by a creature which and never came back. Around kobolds for d6 damage each. avoid them. It is to everyone’s south part of this long room Here, the adventurers find
was born from the ambient the throne, wrapped in their Any help provided to improve benefit that they have their is a copper pig-faced creature mummified corpses laid on
Chaos brought by the weird shrouds, are ten mummified the trap will make the kobolds parties here instead of at the which was once known as dissection tables and stored in
magic practiced in the Nexus. soldiers holding rusty spears, very friendly. inn (room 14). The Hog. A long time ago, he glass tanks filled with a green
At first, it just looks like the swords, and shields. They If the characters come back created a race called hog-bog- liquid. This bizarre scientific
12. THE MAN WHO SOLD
wall is a kind of gelatinous guard the throne, waiting for to this room, it will be back to lins, pig-faced humanoids equipment was once used
ROPE TO THE GNOLLS
green thing. Then, slowly their king to return. Touching its regular use: a training and living in bogs which later to study death and animate
Kargan the trader established
awakening, it grows 1d6 tent- the throne wakes them: they living space for the beastmen. evolved into various goblinoid corpses by non magical
himself here, with his female
acles each round which attack attack as ten zombies. races. This god is long dead, means. The wannabe necro-
slave Belinn. He established a
as 2 HD creatures. Each tent- The lever stopping the trap in and the chapel isn’t conse- mancer died from his own
little shop in the north-eastern 14. THE CARNIVORE INN
acle attacks a separate target. room 8 is on the left arm of crated anymore. Now, it’s experiments, and was then
corner, using green curtains to Two groups of wandering
After 6 rounds, no matter how the throne. In addition, the used as a pigsty. Nine giant forgotten. His books were sto-
make it look like a tent. Kargan monsters are always present
many tentacles have been cut throne itself is cursed. Anyone hogs live behind an ironfence, len, as suggested by the empty
(1st level fighter) is a man with here as patrons of the tavern.
(killed), a wide mouth opens, who sits on the throne and unchained and always hungry. library, but not his tools.
dreams of wilderness and long Most living creatures in the
whipping out a tentacle tongue isn’t the king-who-shall-return Twice a day, they are given If the characters spend at least
journeys, but he’s also a greedy Nexus frequent this little inn
(4 HD). The creature dies if this loses 1d6 hit points per round. giant mushrooms, and some- one exploration turn here 4
and shrewd trader. He will buy where 4 ogres are the only
tongue is brought below 0 hit Dying from the curse means times the odd useless slave. zombies break out of the tanks
anything the characters will cooks. The creatures are
points. It then melts into a returning as a wight (no saving They can eat almost anything, and attack. They’re the conta-
sell, never paying more than friendly and talkative, as a lot
pungent smelling, disgusting, throw). There is a 1% chance including characters foolish gious type of zombie: anyone
one-third of the real price, ar- of them have bonded over ale
yet harmless liquid. that a character is a descen- enough to enter the cage. they bite must save vs death
guing and complaining about and roast over time.
dant of the king-who-shall- The idol looks impressive, but or turn into a zombie in 1d6
the quality, the risks, and so on. They don’t care much about
8. THE BLOOD-STAINED return. everything valuable has been hours, attacking his comrades
He can also sell food, weapons, The Ixx, but will never say a word
HEXAGON and others goods for three stolen ages ago. to bite them as well.
against her as they’re her guests.
This room is empty. The cha- 10. ROPES & GNOLLS times the price it would cost Next to the north-eastern
The ogres have a few beds
racters are free to enjoy the A team of six proto-gnolls (use outside of the Nexus. 17. THE LARDER door, a lever releases the
for let, and sell food and
quality of the frescoes of once standard gnoll stats) are trying Belinn (4th level fighter) is In this cell, the ogres keep and fences in the room beyond
drink as well as some goods
famous, but long-forgotten to build a complicated rope- his lover and his bodyguard. fatten the slaves they plan to (23, the ape trap).
and weapons. They may be
battles on the walls. Old trap. They feel frustrated by She’s strong and skilled with cook: 6 normal humans are cur-
interested in buying jewels
smears of blood are noticeable their ineptitude for practical weapons, using her double- rently being kept here. They’re 20. THE DEAD ALCHEMIST
for a good price. Everybody
here and there. When one tasks (part of their genetic bladed axe with precision, filthy and in poor health, As a result of his failed ex-
knows they only cook human
person steps beyond the first makeup is gnomish). They with a +2 bonus to hit and barely able to move. They were periments, Eumenides the
flesh, but nobody cares as long
angle in the corridor, an iron had an over-complicated plan damage. She won’t betray that slaves once, but they were sold alchemist turned into a rave-
as they serve slaves raised for
grate slides in front of both but are unable to bring it to she is a fighter until her talents as food for minor mistakes nously mad undead monstros-
that purpose. If the occasion
doors, trapping whoever is fruit. Now, they plan to exact are needed. or because they were getting ity. He’s still able to talk, but
presents itself, and it can be
inside. A few seconds later, revenge from the man who The trader protects his gold, too old or sick to work. Their only babbles megalomaniac
done safely, they might cap-
the central hexagonal pillar sold them the rope. They’re hiding it under a slab. He has names are Gân, Nima, Zena, delirious nonsense. He has
ture a human or two sleeping
expands towards the outer angry and try first to trap the 121gp, 167sp, 20cp, and a silver Octa, Fâss, and Dacia. the same stats as a Wight, but
at the inn.
wall. It only takes a minute for characters with the ropes, and dagger his touch turns living tissue
The place is more or less neu-
everything inside to become then attack with their bites 18. THE CHEMISTRY LAB to purple jelly rather than
tral, so unless the characters
crushed to death. and tools. They don’t own any 13. THE BEASTMEN’S The room is filled with bottles draining life (anyone he kills
draw blood, or have obviously
The only way to avoid this treasure, as Kargan the trader FEAST and broken glass on the long turns into a jelly like the one
killed allies of current patrons,
gruesome fate is to break (room 12) took all of their gold. A table and long benches has tables as well as on the floor. in room 18). He can also grow
they will be left alone. One of
down or somehow go through been set for a feast. In the It used to be the chemistry jelly pseudopods to reach foes
the drinkers is always a spy
one of the grates. After 1d6 11. THE BUILDER’S YARD north wall is a fireplace where laboratory, of an alchemist at up to 10’. He was trapped
who reports about visitors.
hours, the central hexagon Following the instructions of people are still being roasted. who was designing poisonous in this room, waiting in the
Usually, it is Yarakoor, a 2nd
shrinks back to its original size. Garok and Ulaasa the conjur- 18 berserkers, whose savage gases. These products turned dark for fools dumb enough to
level dwarf with a bad reputa-
The lever to raise the grates is ers (room 3), a team of seven demeanor and dirty furs makes him into the Wight in room 20. come in.
tion, who doesn’t mind sitting
on the left arm of the throne kobolds are working to repair it easy to confuse them with A purple jelly evolved (use the The first thing Eumenides
with kobolds and beast-folk.
in room 9. All denizens of the this room and make a better beast-folk, are drinking and eat- stats of an ochre jelly) from does is pull a lever among the
Nexus know this trap and trap. They’re rather neutral to ing raw meat in a monstrous all the spills and broken vials. various buttons and wires on
avoid the room. adventurers, as they take more cannibal banquet. Nothing 15. THE KITCHEN There are usually no wander- the south wall. This activates
interest in their current job. would please them more than In this greasy, smoky room, 3 ing monsters here, unless the a magnetic field, attracting all
9. THE KING-WHO-SHALL- That said, they would love to to add some fresh meat to the ogres cook food for the inn characters killed the jelly. metallic objects to a large met-
RETURN see how the trap is working menu, but they like their vic- (room 14) and cut slabs of al plate on the ceiling in the
There is always a group of wan- and could try to trick visitors tims scared and pleading first. meat for the beast-folk (room 19. THE LABORATORY middle of the room, including
dering monsters in this large into triggering it. They politely Their songs and growls make it 15). Human slaves in various Entering this room, the adven- weapons and armor – with
room. In its middle is an empty ask them to walk on a slab: it impossible for the characters states of preparation are on turers hear a strange noise, as their owners inside. Then, after
throne. It is believed among is supposed to make a gigantic to be surprised. a large table and in a giant if something unusually strong 1d6 rounds, the system breaks
the Nexus’ inhabitants that it cauldron. was banging on the south in a shower of sparks, and ev-

203
hammer pop out of a fake wall, These berserkers are among
202
erything falls from 20’ high. When no characters are still These orcs are trained plunder- of naked nymphs and demons level magic-users) are taking enough weight – like Ka’ar or
The wight attacks those who alive in his quarter of the ers and always keep an eye on on the walls, a character might part in a dangerous ritual. They a full group of adventurers
remain on their feet first, then room, one of the gates opens the exit during a fight. Their notice a small golden statue in are trying to exorcise the de- – triggers the pressure plate
the fallen ones – if still alive. for the ape. possessions amount to 256gp. a niche in the south wall. It is mon Haëzbröo from the body there, a heavy glass wall slides
There are usually no wander- If he’s dead, trapped char- These are art objects and only worth 40gp, and has been of their sister T’ser. down on both sides between
ing monsters here, at least acters have to wait until jewelry from various origins, placed here to attract burglars Should they be disturbed rooms 31 and 32. Water rains
until the characters clear the someone pulls the lever in as the beastfolk of the Nexus into the middle of the room. the demon manifests, killing from the ceiling, and evacua-
room. room 19. have been raiding the sur- the sister as it contorts and tion pipes leads the water
roundings for decades. 28. THE CHOIR transforms her body. It turns back to its tank. Unfortunately,
21. ONCE HUMAN 24. THE MUSEUM The walls of this room are into a horror with the lower the hydraulic system uses the
Two purple jellies (as ochre jel- Statues of gods, demigods, and 26. THE LAST BATH delicately carved with elfin- body of a giant leech, the head same water again and again,
lies) are trapped in this room. heroes fill this long gallery. The Two female ogres, Rut and style polychromatic carvings, and torso of T’ser, and two and it has become poisonous.
They still have some human aesthetes among our delvers Cor, are preparing a young depicting the eternal struggle vicious crab-like pincers (HD 4, Creatures trapped in the
features, as they were once will enjoy the variety and qual- human man, named Gân, to between Law and Chaos. This AC 4, spells as a 3rd level ma- shower must save against poi-
people before being turned by ity of pieces from numerous be sacrificed in a ceremony. is a strange and wonderful gic-user). The other conjurers son or die within 1d6 minutes.
Eumenides the wight (from eras and locales, all selected He’s chained and blindfolded enchantment, as they show side with the demon in order The beast knows how to stop
room 20). There are usually no with a real taste for fine art. while being ritually bathed and the situation of the struggle in to provide victims to calm it the rain and open the doors,
wandering monsters here. Three statues are magical cleansed to provide blood for the world in real time. down and end the ceremony. using its sting to push the
creatures. When the charac- the high priestess ablutions Three evil vicars named Kas, If the characters wait for the lever in the ceiling.
22. THE LIZARD’S EXPE- ters enter the north part of later. The monstrous ladies are Alisia and Solia (4th level end of the conjuration, the
RIENCE the room, they step off their very careful about the victim, clerics) are chanting macabre conjurers are still wary, but 33. THE WHIPPING
Three conjurers (3rd level ma- pedestals to cut off the intru- treating him like a child. Gân hymns. They prepare a cere- they don’t attack as long as Two women in white robes
gic-users) have a task from the ders’ retreat and force them is not a slave; he was captured mony. Kas and Solia are rivals, they don’t know who the intru- and a man in a loincloth stand
Ixx: they must provide her new towards the purple worm’s in the village of Gibnoz, where but Solia admires Kas deeply, ders are, what they want, and around a slave chained to the
creatures she can use for war. room (see 31). The statues his father is the chief. Treat which makes it easy for the how powerful they are. They pillar. He is being whipped
They are experimenting with have the statistics of a gorgon him as a first level fighter latter to order her around. Kas would rather withdraw and by the half-naked man under
giant lizards they plan to use and can breathe a cloud of (6hp). If pressed, the ogresses is also the favorite of the Ixx seek reinforcements so they the discerning eye of the two
as mounts for goblins. They petrifying gas (saving throw al- fight with bare hands and (room 33), which gives her can come back and capture priestesses. They are Xenopa-
implanted diodes into their lowed) once per day. They can claws. an authority she uses with the party. tra, an evil matriarch (8th level
brains to make them easier only perceive moving objects, sadistic glee. cleric), known as the Ixx, and
to control, but this tends to so an immobile or well-hidden 27. THE LOVE GODDESS If they hear anything suspi- 31. DEEP PURPLE Tiraala, an evil Vicar (4th level
induce a destructive frenzy. adventurer won’t be attacked, The floor of this room is cious, they get ready to use The creature asleep here is a cleric).
As soon as they see intruders, but neither will they get out of entirely covered with a pretty spells and quarterstaves. They flying purple worm, coiled on The man, Dashtar, is a swash-
they break their terrariums the museum. mosaic depicting a love god- also call for the ogresses from itself, bat wings folded upon buckler (5th level fighter),
and attack. Using the proper One of the paintings is val- dess in a bath, surrounded by room 26 if trouble arises. each of its rings. This aerial using his whip in combat.
levers and buttons from the uable (600gp) but trapped: if beautiful red flowers. A closer creature named Ka’ar belongs On a successful attack, he
electrical console lets one it is removed from the wall, examination would reveals the 29. THE VAULT to Xenopatra, known as the entangles his target instead
control them for 1d6 combat iron spikes stick out of the tesserae aren’t small cubes The walls are lines with Ixx (room 33). She uses this of causing damage. The whip
rounds. A character attemp- floor across the whole room but rather painted marbles. stacked human and humanoid terrifying mount to survey is also magical: it turns into a
ting this understands how in a random pattern but only This is a nasty trap: as soon skulls. If this macabre scene the surrounding lands, leaving poisonous snake on com-
to control the lizards after a where slaves or unauthorized as a character takes a few is touched, ten of the skulls through the secret passage mand. The slave’s name is Ur,
number of attempts equal to outsiders stand. Spikes also steps in the room, they slowly fly out of the walls and attack opening in the cliffside. he will help the characters as
1d6 minus their Intelligence come out of the ceiling and but hopelessly drown in the the intruders. They fight as If someone tries to pass much as he can if freed – but
modifier. walls should someone try to mosaic, dying crushed by skeletons. through room 32, Ka’ar feels will probably won't survive for
walk on them. Spikes attack millions of lead balls. Stopping Some precious materials from the vibrations and awakes. It long in such a place (4hp). He
23. THE CAGE as 1HD monsters and deal 1d6 the process is impossible:, a the sculptures could be gathe- immediately attacks with both was caught stealing food and
If nothing identifies the char- damage. trapped creature must save vs red by the most vandal of del- poisonous sting and mouth. A has been sentenced to death
acters as inhabitants of the petrify every round or take 1d6 vers for a total value of 630gp saddle for the worm is also in by whipping, later to be eaten
Nexus when they enter this 25. THE THIEVES damage. The unfortunate and a weight of 30 lbs. But the the room, but the beast obeys by the beastmen.
room (such as uniforms), iron Seven orcs are trying to steal need magical or external glue used to stick them will only its mistress – though If the characters made too
gates block its two entrances. a gem, which is hidden inside help – a total of 80 points of prove to be highly poisonous: it’s possible to trick it, as it’s much noise, Xenopatra and
Then a second X-shaped fence a dusty altar by the north wall Strength would be able to pull unless they succeed on a not very clever. Then it is just her followers will be organi-
falls, splitting the room into (and worth 450gp). If the ad- them out in 1d6 rounds. saving throw or explicitly take a matter of grokking how zing the defense of the Nexus.
four parts – and probably venturers have been discrete The inhabitants of the Nexus precautions, the burglar’s the diodes implanted in the Note that Tiraala is jealous of
splitting the party as well. while exploring the Nexus, the do not usually go through this fingers decay in 1d6 hours and beast’s brain allows a rider to Xenopatra’s power, and that
The secret door in the east thieves are surprised. They room, but some of them know fall to the ground. control it. Dashtar is desperately seeking
wall opens for a monstrous listen to understand who the that the flowers on the mosaic the love of Tiraala and could
carnivorous ape (4 HD). He’s intruders are and how to deal aren’t made of marbles; one 30. THE CONJURATION 32. PURPLE RAIN help her in her plots.
controlled by obvious electro- with them. If they heard about can cross the room safely by With the help of pentagrams, This part of the room serves
nic diodes in his brain which the adventurers, they get stepping only on them. incense braziers, and bronze as a shower for Ka’ar the flying
turn him into a war beast. ready to defend their loot. Among the delicate paintings bells, 6 female conjurers (3rd purple worm (room 31). When

205
204
by Bill Edmunds

D66 Classifieds 23 26

Help Wanted!
MERCHANT NEEDS MAGIC WAND
SOMEONE WHO CAN FOR SALE.
UNDERSTAND ORCISH. Found at the bottom of
10gp to the right candi- an old castle’s garderobe.
date. Don’t try to fool me First 1000gp takes it.
or I’ll crack you on the Trades considered. See 34
11 14 head. Leave reply tacked Hervé at the red & black LIVE AQUATIC
MY SON AND HEROES WANTED. to this post. house on Elm Street. MONSTERS NEEDED
DAUGHTER’S PET If you have sharp swords to stock the moat at
BADGER IS MISSING. and sharper wits, come join 31 Cundrya Castle. Creatures
They’ll draw you a picture the Guild of Heroes. Get all BUILDERS! must be able to survive
if you can rescue the poor the best jobs and the inside Do you like wood? Are cold winters. No natural
little blighter. Tell the inn- scoop on where the best 16 you good with a hammer? enemies. The moat is 40’
keep you’re interested. Do treasure is. Leave 10gp DESPERATE Come down to Gwinny’s deep freshwater. Looking
it for the children. and a list of your skills on a SEAMSTRESS NEEDS Stable and apply for a job for at least five carnivo-
parchment with Constable UNICORN HAIR TO as a barn builder. NO half- rous monsters, preferably
12 Irving. We’ll find you. MAKE THREAD. 24 orcs! There may or may of the same species with
CATTLE KILLER! No questions asked, no WANTED: DWARVES! not be a manticore living at least one male and
A monster is stuck in a bog answers given. You pro- Bring your pickaxe to nearby. Terms discussed one female. No psionic
and is killing my cows just vide the hair, you can keep Mirror Mine for the an- on site. powers. Talk to the guards
by looking at them! A side the unicorn. Sit by the nual Dwarf Dig. Winners at Cundrya Gatehouse.
of dressed beef to anyone bridge at the old mill after awarded in the following 32 5000gp per monster
who can blind the beast. dark if interested. categories: Biggest Mon- MISSING: SACK OF (negotiable).
No killing allowed: I want 15 ELECTRUM PIECES
ster Unearthed, Fastest
to sell tickets to people DRAGON FEET 21 VALUED AT 100GP. 35
To Find a Vein, Largest
who want to see it. Contact WANTED BY BLIND ENCHANTER Last seen on the rim of the HOLY RELIC
Rock Fracture, and Best
Farmer Plargh at the RENOWNED LOOKING FOR center well. 1gp reward if MISSING.
Beard.
Plargh Farm and Distillery. DRACONOLOGIST. SOMEONE TO returned. Bring to Temple Hardy adventurers want-
Looking for foot casts or TRANSCRIBE SPELLS. 25 of the Everlasting Plough. ed to retrieve the thigh
13 actual feet from the follow- Must have good pen- RUN THE GAUNTLET! bones of High Luthare
DUERGAR ing: juvenile green dragon manship and have some The first party to make Goldven from the isle in
MURDERERS! A bunch (500gp cast 2000gp foot), experience in the field. NO it out alive from the the middle of Black Turtle
of evil dwarves have killed ancient black dragon SPELLBOOKS ALLOWED. Dungeon of Hubberd the Lake. Reward: 2000gp
my brother and taken (2000gp cast 8000gp foot), My spells have been stolen Mad will be awarded with (+/-) worth of silver cups,
over his manor house. I’m and adult white dragon before and I have taken Hubberd’s life savings. 33 plates, and cutlery. Inquire
looking for adventurers to (1500gp cast 6000gp foot). appropriate measures. Parties enter the dun- WANTED: THIEF TO with any of the Sisters of
kill the duergar and find Please leave your resume Just shout and I’ll hear you. geon at one-hour inter- PERFORM the Drumming Finger at
out why they ain’t livin’ with the landlord. Payment negotiable. vals beginning at dawn ENTIRELY LEGAL Fulton Brewery.
underground no more. tomorrow. Location: past SERVICES.
22 - THE ANNUAL STIRGE COUNT BEGINS THIS
Reward: 1000gp and a the striped post down the Details available in private. 36
WEEKEND. Groups of stirgers will be provided with
year’s supply of honey lane into the pine forest; Send a sealed letter listing WHOEVER
several leaves of parchment, a quill, and ink.
from my brother’s apiary. follow the trail until you skills and guild affiliations STOLE MY HAND
A potion of healing for each participant will also be
I’ll be here most lunch get to a clearing. We will through the drain grate at I WANT IT BACK.
made available for those who want one. Accuracy is
times. Ask for Kurtos. I’ll be there with all neces- the end of Thrift Way. No questions asked just
important! Please know your breeds of stirges and be
be wearing a black hat. able to identify males from females. We will gather in sary paperwork. leave it where you took it.
the field where last year’s ankheg attack took place.
206 207
41 43 55 61
LONELY? TOURNAMENT ENFORCE THE LAW! THE TREE VILLAGE OF
Are you looking for that ORGANIZERS SOUGHT. The entire constabulary of SILVERTOP MUST
special someone? Do you The growing town of Doveham has become ill BE BUILT!
also like gnomes? Join us Bluehill seeks experi- 46 with the plague. If you are Good climbers and car-
in the common room every enced fighters to orga- BRAVE SOULS fit of body you may be a penters needed to begin
Wednesday between three nize a 3-day tournament REQUIRED TO good candidate to become construction of a village in
hours after sunset and of arms including jousts, DISPATCH THE a guard or flatfoot in our the treetops of Silvertop
one hour after midnight melees, fencing, archery, GRIFFONS NESTING IN town. Inquire at the Dove- Mountain. Lumber to be
to meet your soulmate! feats of strength, and a THE STEEPLE OF ham Curio Shop (tem- cut and hauled on site.
Donations suggested but boar scramble. Appli- SLIVERTON ABBEY. porary law enforcement Sentinels needed to fend
not required. Half-orcs cants must have knowl- No pay but successful headquarters). Investiga- off attacks from gnoll
welcome. What happens edge of weapons and applicants will receive the tors also sought. warbands and curious
in Gnome Club stays in armor as well the rules holy blessing of Maghor hippogriffs. Arrive at
Gnome Club. of a tourney. See Lord Dhy and may take any Silvertop Mountain within
Kilmead at Oxhead Keep. treasure found in the nest. the week and be prepared
Payment: one tenth of to demonstrate skills.
tourney entry fees and 51
ticket sales. PUT 1GP IN THE MAGIC 53 62
MOUTH AND ALL OF WANTED ARE YOU BRAVE
YOUR QUESTIONS Folk with strong backs ENOUGH?
44
WILL BE ANSWERED! and stronger stomachs to Survive just ONE NIGHT in
IS A SAILOR’S
Fortunes told and advice clean up the mess left by 56 the gullet of The Sleeping
LIFE FOR YOU?
42 given by the most reliable Galen the dragonslayer. WHERE HAVE Megahydra of Hensewall
Travel the high seas
EXECUTIONER NEEDED source in the kingdom. Viscera to be burnt, bones THE RAVENS and take home a lifetime of
with the crew of Ivan the
to behead the previous Come see for yourself to be buried or otherwise OF SKEKINTHIA treasure. Up to 8 contes-
Questionable on the deck
executioner and perform when Barkmann’s Trav- disposed of. Any copper GONE? tants may fit into each of
of The Stinking Reef. Des-
the latter’s duties hence- elling Oddities visits your coins may be kept. Other We are looking to hire the megahydra’s six necks.
tinations revealed only to
forth. Good career option town! Ask the barkeep for coins and treasure must be adventurers to solve the Survivors get to keep half
those hired. Duties include
for those willing to travel. dates. cataloged and delivered to mystery of their of the treasure within each
climbing masts, boarding
Free uniform, greataxe, King Casiodorus. All labor- disappearance and bring gullet. Arrive at Hensewell
enemy ships, defending
and custom chopping 52 ers are welcome. Show up back our ancestral avian and ask anyone for details.
from kraken attacks. Abil-
block. Meet a variety of ENDLESS RAIN HAS any day this week at Skye guardians. 500gp up front.
ity to swim not a require-
new people. Pay commen- FLOODED ARIEDHEN Field with a pitchfork or 1500gp upon return of the 63
ment but recommended.
surate with experience. and driven underground shovel. ravens. Those interested OUR HOUSE IS
Those interested should
Please attend Saturday’s creatures to the surface! should stop by The Green HAUNTED!
stand at the end of the
scheduled executions in Slayers of all type needed 54 Heron in Skekinthia. Come Young halfling couple new
wharf at Craven’s Cove.
Durhead Common for NOW! Come to Ariedhen IF YOU AGREE THAT fully equipped and ready to the area has ghosts in
Bring your own eyepatch
tryouts at noon. Market Hall and talk to THERE IS SOMETHING to begin. the attic and ghouls in the
and clothes.
Ryden or Wyxyl. WRONG WITH THE cellar. A year of cooked
COUNT OF LUPINE meals and fresh vegetables
45
FOREST to the persons who can rid
COUNCIL OF THIEVES IN DURHEAD IS HAVING
Please attend a meeting of us of them! We’re locat-
TRYOUTS FOR THE FOLLOWING POSITIONS:
the Silver Spear Guild to- ed at the top of the hill
Footpad, Cutpurse, Filcher, and Magsman. Trials begin
night in the common room overlooking Black Pudding
on the first day of summer solstice. Meet at the gibbet in
of this establishment. Pond.
Durhead Common at midday.
208 209
by Didier Balicevic
64
GUIDED CANOEING
TRIPS THROUGH 65
BASILISK BOG EVERY CLEAN THE CUBE!
SATURDAY THROUGH The world’s largest gelatinous cube has now filled the
SUMMER. entirety of Sveldre Castle. Lord Sveldre needs experts to
See these misunderstood retrieve the crown jewels and other valuables from the
creatures in their natural creature’s “body.” Fire and other agents that could dam-
environment. Also seen age the valuables may NOT be used. Reward: 20,000gp.
in the bog are shambling Arrive at the outer castle bailey where Lord Sveldre will
mounds and willow treants. interview applicants.
Bring blindfolds and ranged
weapons (in case of attack 66
by lizardfolk). Rumors of a YOU MIGHT BE A BENEFICIARY OF THE LAST
black dragon are probably WILL AND TESTAMENT OF JONAS BALDACRE.
false. Tours leave when The party that can carry out Mr. Baldacre’s six strange
the sun is directly over the requests will receive HALF of his fortune. To learn details
ruined tower bordering the of these directives attend a gathering here tomorrow
bog. Fee: 1gp per person. morning after the first cock crows.

ROBES STAVES & WANDS


C F
O
M The Wizard’s A

Corner
M
P
I Do you still buy from
O
L habit the 10 foot pole you
N We're open! once bought from choice?
E Goblin Fair, at the edge I
If so, you’ve forgotten
of the wailing wood.
N A how to enjoy a 10 foot
Drop in or send
T GP1.00 for catalog R pole. A change of brand
S might jog your memory
POINTY HATS & SCROLLS S
— a change to
Merik & Merik Pole
Manufacturing for
instance.
Definitely different,
totally telescopic, for
minimal encumbrance
and the assurance of
always having this
indispensable ally at The Blue Medium’s Ruby
your side during your has the power to send them back to their home dimension. It can also be
FIND US IN FREEPORT, DOCK #16, used to power your magic once per day (d6):
RED SUN GALLEY adventures! 1-5: cast a spell of the corresponding level without spending the slot.
in 3 installments. If you don’t have a spell of this level memorised, a random spell targets you.
6: the Blue Medium appears, and thanks you for finding the ruby.
You may not choose to pay

They will take it now and be on their way.


210
Loot the Monster’s Maw!
1. Victim’s body [protected by antacid armour]
2. Tongue fungus [purple kind, makes durable rations]
3. Incense burner [half-full of sacred incense]
4. Acid spewing gutworms [with sentient colony leader]
5. Weapon, useable [magical, double damage vs this monster type]
6. Tooth possessing demon! [captive in gold plated crown]

by Eric Nieudan Art: Bruno Prosaiko

You might also like