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Fight On! Issue 014

Fight On! is a fantasy journal dedicated to role-playing enthusiasts, celebrating creativity and collaboration in gaming. The latest issue is dedicated to Rob Kuntz and features various articles on homebrewed races, cleric-free religions, and the Balrog as a playable character. The publication encourages community engagement and offers insights into unique gaming mechanics and storytelling.

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100% found this document useful (1 vote)
199 views90 pages

Fight On! Issue 014

Fight On! is a fantasy journal dedicated to role-playing enthusiasts, celebrating creativity and collaboration in gaming. The latest issue is dedicated to Rob Kuntz and features various articles on homebrewed races, cleric-free religions, and the Balrog as a playable character. The publication encourages community engagement and offers insights into unique gaming mechanics and storytelling.

Uploaded by

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

dedicated to Robert J.

Kuntz,
adventure designer extraordinaire,
visionary of the Dawn Age,
and Gary’s Grey Mouser

Exhortation for True Creators:


Do not confuse what is overused formula with your own unique form.

- Rob Kuntz
Fight On! is a journal of shared fantasy. We who read and
write for this magazine are a community of role-playing
enthusiasts unified by our love of the freewheeling, do-it-
yourself approach that birthed this hobby back in the
1970’s. We are wargamers who write our own rules and
fantasists who build our own worlds, weekend warriors
sharing dreams of glory, and authors collaborating on tales
of heroism and valor. We talk, paint, draw, write, act,
costume, build and roll dice in service of our visions. We
game! And you’re welcome to join us.
- Ignatius Ümlaut, Publisher and Editor

Table of Contents
Half-Men (Calithena)................................................................ 3
Blessings and Pacts (Gavin Norman) .................................... 4
The Balrog (Douglas Cox)....................................................... 5
Robo-Dwarves (Chris Kutalik)............................................... 7
Shadow Court (Gabor Lux) .................................................... 9
Help Wanted (Richard Rittenhouse).................................... 11
What’s in that Pipe? (H. Bell)................................................ 14
Reminiscing about Rob (Michael Mornard) ....................... 16
The Darkness Beneath:
Citadel of the Dark Trolls (Lee Barber)............................ 17
Sixwillows Bridge (Baz Blatt) ................................................ 44
The CROwN (Jonathan Linneman) .................................... 56
Hargravian Descriptionators (Jeff Rients) .......................... 58
The splendour falls on castle walls Creepies & Crawlies (Jeff Rients) ......................................... 61
And snowy summits old in story: Artifacts, Adjuncts, & Oddments (Rob Kuntz)................. 62
The long light shakes across the lakes Pit Traps (Wayne Rossi)......................................................... 64
And the wild cataract leaps in glory. Tracking Item Charges (Jeremy Deram) ............................. 66
Blow, bugle, blow, set the wild echoes flying, Customized Automata and Humanoids (J. Mustonen) .... 67
Blow, bugle; answer, echoes dying, dying, dying. Mischevious Monsters (Simon Forster) .............................. 71
O hark, O hear! how thin and clear, The Wildwyck Gazeteer (Michael Curtis) ........................... 78
And thinner, clearer, farther going! Dullards & Dropouts (Big Jack Brass & Jensen) ............... 85
O sweet and far from cliff and scar Sir Tendeth (Sniderman)........................................................ 85
The horns of Elfland faintly blowing! Education of a Magic User (Douglas Cox)......................... 86
Blow, let us hear the purple glens replying, Doxy, Urgent Care Cleric (J. Linneman & K. Green) ...... 87
Blow, bugle; answer, echoes dying, dying, dying. Front cover by Kevin Mayle. Back cover by Patrick Farley
O love they die in yon rich sky, (ca. 1984). Fight On! logo by Jeff Rients. Interior art and
They faint on hill or field, or river: cartography by Jason Woo (2), Jennifer Weigel (jennifer
Our echoes roll from soul to soul, weigelart.com: 3,60), Patrick Farley (5, retro 8,59,65),
And grow forever and forever. Goodman Games (goodman-games.com: 6), Kesher (7),
Blow, bugle, blow, set the wild echoes flying, Gabor Lux (9), Ndege Diamond (11), F.C. Brandt
And answer, echoes, answer, dying, dying, dying. (bainst.com: 12), DEI Games (deigames.com: 13), H. Bell
- Alfred, Lord Tennyson (14), Jeremy Duncan (16), Lee Barber (17,18,24,30,38,41,
77), Robert S. Conley (19), OSRCon (osrcon.ca: 29),
garrisonjames (hereticwerks.blogspot.com: 35), Black
Fight On! has returned for a fabulous fourteenth issue! This Blade Publishing (blackbladepublishing.com: 43,51), Peitsa
time around the proceedings are dedicated to Rob Kuntz, Veteli (44,45,55,68,69,71,73), Peter Schmidt Jensen (44,45,
original Argonaut, designer of devilish dungeons, co- 85), John Laviolette (9and30kingdoms.blogspot.com: 44,
author of Greyhawk and Gods, Demi-Gods, and Heroes, and 45), Patrick Wetmore (henchmanabuse.blogspot.com: 46),
Gary Gygax’s co-DM for the second fantasy campaign. Baz Blatt (50), Kelvin Green (56,87), Kevin Mayle (57),
Our authors and artists own all their own work. If you Tony Mullins (61), Tom Gordon (www.mindspring.com/
want to contact our authors or artists, drop us a line and ~tgordo, 63), Kris Kobold (64), John Larrey and Jason
we’ll put you in touch (or just contact them directly Sholtis (66), Center Stage Miniatures (centerstageminis.
yourself). If you have other questions please contact com: 70), Simon Forster (75), Michael Curtis (78,83),
Ignatius by email at [email protected]. Sniderman (85), Douglas Cox (86), Duckhugger (88).
Half-Men
rules for homebrewed races by Calithena

Many fantasy and sci-fi races are essentially human/animal


or human/monster crossbreeds. In this article I’ll outline a
simple system for generating these hybrids and pressing
them into service for use as (N)PCs.

Step 1: Choose your Beast. Anything in your creature


catalog is fine. Remember to scale the creature somewhere
between hobbit and horse size* when estimating HD, DC,
etc. Normally the animal is cross-bred with a human, but if
you want to cross with an elf, throon, or vargr, all you
need to do is figure out what modifiers a half-breed of that
species would get and tack them on to the human hybrids
we will develop. Here are seven samples to start:
Type HD DC SPD Special
Bull 4 7 15 Charge attack
Elephant 5* 6 12 Prehensile trunk, tusks
Horse 3 7 18
Lion 5 6 12 Rarely surprised, rake DEX should receive a +1 instead of one of these if
Pigeon 1* 9 12/24 appropriate to the beast’s species (felines and avians, e.g.).
Scorpion 5* 3 15 Pincers, poison sting Special abilities should be worked out as makes sense for
Tiger 6 6 12 Rarely surprised, rake the new body type. Minotaurs should be able to charge,
and Lion- and Tiger-men should probably be harder to
surprise, but the ‘rake’ attack with rear claws would not
make sense for the latter. Scorpion-man and –woman
‘centaurs’ would likely retain both pincers and poison
sting, making them truly nasty foes to contend with
(especially at higher levels of fighting ability). Normally
Half-Men will only progress as Warriors, but some types
will do well in other roles as well: precedent suggests Priest
and Bard capability for centaurs, and many 1 HD Half-
Men will progress well as Mages and Thieves. Ω

Step 2: Man-Beast or Beast-Man? In general, half-men


either have fully human heads and torsos atop fully beastly
frames, or animalistic heads atop hominid bodies (albeit
often well-muscled and furry ones). For both types, you
may compute starting HD and DC by averaging (with 9 in
the latter case) and rounding down. Base SPD is the
beast’s in the case of the human-topped version, and 12 in
the case of the beast-headed version. STR and CON
should receive a +1 (or more) if starting HD are over 1;
3
of fate, chance or whimsy involved in the process.
Blessings & Pacts Likewise, not all deities bestow all abilities; some gods are
more devoted to healing, some to fire, some to the peculiar
cleric-free religion by Gavin Norman powers of the demon-toad, and so forth.

The Priest class, regarded by many as one of the four Whatever the case, once a successful sacrifice has been
cornerstones of the class system, has for others been a made the character will be granted the deity’s blessing.
point of contention. Clearly inspired by Christian crusaders This usually takes the form of a clerical spell imbued into
of the medieval period, with spells based on Biblical the devotee, to be called on at a later date. It is suggested
miracles and the traditional ability to “repel evil beings by that each character be allowed to receive only one such
presenting the sign of the cross”, the class’ applicability to blessing at a time unless the PC has developed a special
many campaigns is limited. Various “fixes” have been relationship with that particular deity.
suggested in the past – mostly attempts to modify the class Pacts: Those of a more serious bent may desire to take a
to make it more generic. And yet, how many campaigns further step. Gods, demi-gods, devils and demons are all
end up with priests of the sun god, the god of the willing to grant special favour to mortals who relinquish
underworld, and the goddess of righteous justice all ownership of the most precious thing they have – their
running around turning undead and wielding the same set soul, to be collected immediately upon death. Such a pact
of standard spells? As an alternative, I present a few ideas can be made only once, to a single deity – attempts to
for completely removing clerics and delivering religion and double-cross cosmic forces lead inexorably to a sorry fate.
divine or diabolical dealings into the hands of all PCs!
The Referee may allow PCs to begin the game already
Blessings: Generally adventurers have some means to having made such a pact, or may require them to be made
contact and appeal to the deities. Typically this would take during play. Either way, the character’s death is final –
place at their temples. However, other means of divine Raise the Dead and so on have no effect, as the PC’s soul is
contact are possible: adventurers may discover lost shrines whisked away upon the moment of death to whatever fate
(perhaps to forgotten gods) in dungeons or the wilderness; their patron has in mind. In return for such a pact a deity
as part of their background characters may know various will grant powerful and permanent boons. First, the char-
prayers and rites to make contact with a deity; or perhaps acter may call upon the deity’s aid, once per day. Such aid
simply speaking the deity’s name is enough. may take any form the referee wishes, but the list of
Once you have the attention of a deity, what kind of con- priestly spells can provide a yardstick for what is possible
versation ensues? Typically adventurers ask for some kind (max spell level of divine aid ≈ highest level spell PC could
of aid, while deities desire sacrifices. So once contact is cast if (s)he was a priest). Direct aid will always be of a
made, the question becomes: can we make a deal? Prefer- form fitting the personality of the patron deity (Referees
red sacrifices are usually of two sorts: blood or valuables, may wish to come up with a suitable list for each). Note
both of a magnitude appropriate to the requested boon. that such aid will be granted on the “security” which has
Fortunately, we have books full of “deific boons” (that is, been laid down (the PC’s soul), without need for sacrifice.
priestly spells) conveniently arranged by magnitude (spell Secondly, upon making the pact most PCs will be blessed
level). So, a sacrifice of valuables worth 50 gp may with a permanent boon of some kind. Some possibilities
persuade a deity paying attention to a PC to grant a minor include +2 to an ability score, unnaturally fast healing
boon equivalent to a 1st level spell. More powerful effects (1hp/turn), dark vision, the ability to see invisible or to
could cost roughly five times as much per increased level: detect magic, beneficial mutations, a psionic power, a
250 gp for 2nd level, 1000 gp for 3rd level, up to about half familiar (which would presumably be replaced if killed),
a million gp for earthquakes, full resurrections, and the and so on, to mark the PC as his/her deity’s servant.
like. Blood sacrifices are similar, requiring less gold but Impromptu Pacts: In dire situations the minds of adven-
more effort to obtain – a fatted calf might be enough to turers sometimes take a sudden religious turn – “Dear
gain a 1st or 2nd level blessing, while the most powerful god(dess), save me!”. Such life or death occurrences can be
blessings might require the death of large numbers of handled as impromptu pacts. The character enters into a
human or other intelligent beings of rare and specific sorts. momentary inner dialogue with the deity in which the Pact
This process is not purely mechanical: deities have is made as above, and then the character is granted some
preferences. Some may only accept blood sacrifice. Others boon which (she hopes) will help her out of whatever
may only accept valuables of a particular form (precious desperate predicament she has found herself in. It is
scrolls or incenses cast into a fire, specific types of jewel, recommended that this rule be used in place of the “divine
gold deposited with the priests of a sanctioned temple). intervention” rules that one often encounters, so that the
Others may have no specific demands. This is all left open only way Joe Platemail can find a deity intervening on his
to the referee as to what fits with his or her milieu. The behalf is to bind his soul to the whims of a patron god or
referee should also decide whether there is some element demon. Percentage chances to see if Impromptu Pacts are
successful are reasonable to impose as well. Ω
4
The Balrog Size: First level Balrogs are only 3’ tall. Balrogs grow 8”
each level after the first until reaching 9’ tall at 10th level.
an exceptionally demonic PC race/class by Douglas Cox Movement: Balrogs are slow on the ground, but fly well:
6”/15” movement rate.
In the hierarchies of darkness, as everywhere else, soul-
devouring eldritch terrors have to start small and work Armor: Burning with hellfire makes it difficult to wear any
their way up. So it is that parties of a more evil or varied sort of armor. However, Balrogs have a natural AC of 2.
bent may use these rules to include a Balrog within their (GMs running systems with better peak Balrog ACs might
ranks. 10th level Balrogs are supposed to be roughly as wish to have it start at 4 and progress to a peak instead.)
powerful as those found in our rulebooks, so adjust the
class accordingly if yours vary from the classical norm. Martial Abilities: Balrogs are proficient with all manner
Alignment: Chaos and Evil are the norm here. of weapons, as per Warriors. In addition, they take no
penalty on their “to hit” rolls when using a sword in one
Combat: As Warrior. hand and a whip in the other.

Hit Points: 1d6 (1d8 if advanced hit die rules are in use). Magic Resistance: This is the % chance to resist an 11th
level Mage’s spells. There is a +/-5% chance to resist for
Balrog Advancement Chart each level under/over 11th of the casting Mage.
Resist Immolate
Immolate Damage: Flames burst forth from the Balrog’s
Lvl Hit Dice Magic Damage XP
skin constantly, and large gouts of these can be used to
1 1 5% 1d4 0 immolate foes which are grappling the Balrog, being
2 2 15% 1d6 2501 grappled by same, or who have been pulled close following
3 3 25% 2d4 5001 a successful hit with an off-hand whip. The amount listed
4 4 35% 2d6 10001 is the fire damage done by this immolation.
5 5 45% 2d6+1 20,001
Other Abilities: The power level of Balrogs and other
6 6 55% 2d6+2 40,001
canonical monsters seems to increase with system
7 7 60% 3d6 80,001 complexity. If you are playing in a system which gives
8 8 65% 3d6+1 160,001 substantial paramagical abilities to these demonic
9 9 70% 3d6+2 320,001 monstrosities, those too should be scaled so that a 10th
10 10 75% 4d6 640,001 level Balrog has access to all the powers of the BtB
monster. Ω
11+ +3/lvl +1%/lvl +1/lvl +320,000
5
Robo-Dwarves Level Hit Dice Experience
1 1 0
cyborg commando race/class by Chris Kutalik 2 2 2,251
3 3 4,501
Strange tales are told in these hills of squat adventurer-
4 4 9,001
constructs from beyond the weird. Said to be made of
equal parts animate stone, mechanical gears, and living 5 5 18,001
tissue, these so-called “Robo-Dwarves” are the freakish 6 6 36,001
creation of an irresponsible higher power. Some blame the 7 7 80,001
baleful White God, others an extra-dimensional ur-dwarf 8 8 160,001
called Xhom. It matters little. 9 9 310,001
Though fleshy in feel, their skin is composed of dull grey- 10 9+3 450,001
silver matter (natural armor of DC 8 if not wearing any 11 9+6 600,001
other armor) and their eyes are an unsettling black with no 12 9+9 750,001
iris. Their hair is always a greasy, lanky black and exudes an
odor vaguely reminiscent of fresh primrose; beards are on Robo-Dwarves consume no organic food, water, or distil-
the patchy short side with pencil-thin mustaches. led spirits – with the inexplicable exception of herd animal
milk, which intoxicates them. Indeed, organic food and
Robo-Dwarves always speak in a halting monotone with water are so toxic to their system that if forced to ingest
regular vague references to “The Future”. They can speak them Robo-Dwarves must save vs. poison in order to
their own tongue (Xho), common, dwarvish, and a halting avoid implosion. For sustenance they must consume one
pidgin that suffices for rudimentary communication with flask of lamp oil every third day, and are fond of snacking
living statues, gelatinous cubes, lurkers above, piercers, gas on gravel and small bits of rusted metal. Robo-dwarves
spores, rot grubs, rust monsters and similar types. When have a deep-set and perhaps unwholesome attachment to
angered in conversation, small black wisps of brimstone- metal armor, especially when constructed with outlandish
smelling smoke issue from their ears. flourishes. They are banned from wearing leather or other
armor composed mostly of organic matter and prefer entirely of metal and/or rock. The absence of wooden hafts
going naked (they have no naughties) to wearing it. may make such weapons unwieldy, however.
Though they greatly prefer helmets with large protruding Other Abilities: Robo-Dwarves have the same abilities
spikes, they will make do with unadorned helms in a pinch. and disadvantages as their fleshy counterparts. They see in
Combat: As Warrior (or Dwarf). the dark with their Robotronic eyes at 60’ and have a 2 in 6
Hit Points: 1d6 (1d8 if advanced hit die rules are in use). chance of noticing weak spots in stone work, traps, false
walls, hidden construction, or subtle slopes. The Robo-
Prime Requisite: Constitution (Minimum 9).
Dwarf must lay his hands on stonework in the general
Martial Abilities: As Warrior and/or Dwarf. In addition, vicinity and use his special stonepathy mental powers to
they receive +1 to hit with axes, hammers, or picks made “commune with the rock” for this to happen. Ω
Shadow Court abandoned for a long time, until Lais the alchemist decided
to set up his store and workshop here. Most ascribed the
attraction of the dark locale to his arts; but only a few
by Gabor Lux.
playtested by Gabor Acs, Zsolt Bagdi, Laszlo Gramantik, realised the true reason for his occult interests.
Akos Laszlo, and Tamas Striczky Lais, Priest of Uthummaos, the Shadow-God: Thief 6;
Background: Winding alleyways, small courts, and DC 8; hp 23; Atk shortsword 1d6 + deadly poison or
decrepit houses surround Shadow Court. This walled dagger 1d4 + deadly poison; Str 12, Dex 16, Con 13, Int
garden suffers ill repute: a baleful influence dwells in the 14, Wis 10, Cha 8; LE; 300 gp jewelry, 4 potions of
stone structure opening from it, and – it is said – silent healing, Yag Amnun’s terrible dust (airborne poison, save
pilgrims in strange habits are wont to seek it for sacrifice. twice vs. 3d6/4d6 Hp). Spells (all one-use boons granted
Owing to these rumours the house next to the court stood by his deity): augury, hypnotic pattern, the greater crystallogenesis.

9
Shadow Court  a long ebony case with 6 vials of acid;
1. Alley: A dark alley under the alchemist’s wooden  a scroll on a lectern explaining how to create blacksilver;
balcony; old barrels with the remains of failed experiments  in the cavity of a sooty shin bone plugged with beeswax,
(20% harmful) may be found here. The arched entryway to incense mixed with necrotic dust (functions as Animate
Shadow Court has been walled up – those who speak the Dead if it is sprinkled on corpses);
right words can see it dissolve into smoke and pass  an inert colony of brown mould in a ceramic bowl
through unhindered. (becomes active if it contacts water, even human breath);
2. Shadow Court: A dismal garden surrounded by  a thick, sealed glass tube with 2 doses of aquastel, a
decaying black walls. Rank weeds on dull earth, tumbled compound 10x as heavy as water and able to separate
statuary covered by creeping vegetation, and a decorative mixtures into their components in a matter of seconds.
well sealed with iron bands and a stone plug (an entrance Behind the curtain, a locked door leads to stairs
to the Undercity). The gates to the squat shrine, covered in descending to the Undercity.
creeping ivy, are wrought iron patterned with interlocking
8. Back Chamber: Contains acidic solutions fermenting
nine-pointed stars. At night, the light of dancing flames
in tanks of lead, spongy black materials suspended in dim
casts odd shadows on the surroundings. Someone who
glass cubes, and acid-eaten metal implements. Within a
studies them too intently feels a pressure on the throat,
sarcophagus covered in lead and scented wax lies a
and unless she looks away she will be strangled for 3d6
phosphorescent skeleton, lamenting its terrible fate via
damage each round until freeing herself (save vs. paralysis).
telepathy (the lead sheets block this thought transfer).
3. The Shrine to Uthummaos: During the day, the shrine
9. Passage: Footlockers contain gauze and silk, along with
is empty, its frescoes of faint inky blots carrying uncertain
black and blue robes (4*75 gp). On the ceiling, a colourful
and unpleasant associations. At night, dusty velvet banners
lantern emits inky blue light. If Lais commands it, this
and drapes hang on the walls; the flames of twisted
lantern can conjure monsters of shadow, up to 6 HD at
candelabra cast weird shadows; and in the braziers flanking
any given moment.
the altar, incense and scented tallow burn. The interlocking
shadows form inscrutable geometries which cause vertigo 10. Study: Within are a table, an upturned chair, and a
and disorientation (-2 to all rolls while inside). There is no chest containing clothes and 310 electrum coins. By the
idol here, only a basalt altar with the sign of Uthummaos, a south wall is a scroll stand with metaphysical, aesthetic,
radiant chasm. Behind it on the wall stands a tall, immobile and occult texts. A blacksilver mirror on the wall reflects
humanoid shadow. The blacksilver vessels on the altar slab the character peering into it with glyphs on his or her face.
are worth 4*500 gp, and there is also a dusty smoke quartz The glyphs can be read with a successful check, which
globe which carries sacred meaning to Uthummaos’ cult. If brands to the character’s face in reality (3*1d4 damage)
any of the valuables are stolen or the sanctity of the shrine upon comprehension, but they impart knowledge of the
is violated, the shadow on the wall animates to attack the words to enter Shadow Court (2) and other secret locales –
intruders as a Shadow Demon (HD 7; hp 45; DC 10/5/0; provided the character realises the signs were read in a
Atk 2*claws 1d6; immune to mind-affecting spells, cold mirror and speaks the incantation in reverse (otherwise,
and electricity, +1 or better to hit, ½ damage from fire; the attempt inflicts 1d3 damage). The burns fade in 1d6
spells: Magic Jar, Darkness, Fear 1/day; LE). If, however, days, although a Detect Magic or Read Magic spell cast at the
they perform an appropriate sacrifice, the demonic force character still reveals them.
answers questions put to it as an oracle, or offers bargains
11. Domed Room: Light streaming in from the ceiling
in the name of its master – great power or knowledge
illuminates lush plants and flowers in copper bowls (Lais
beyond the natural realm in exchange for terrible services.
can animate them as Killing Vines (2): HD 4; hp 16, 25;
4. Entrance: The locked entrance is watched closely from DC 5; Atk vines 1d6 and entanglement; Spec constriction
across the Plaza of Green Shingles by multiple shady types: 2d6/round) and a marble basin with goldfish. On a
appearing as anonymous drifters, they are all followers of pedestal covered with a glass hemisphere lies the
Uthummaos. Cultists (3): Warrior 2; DC 10; hp 18, 10, alchemist’s pride, a gem-studded bracer resembling a
17; Atk club 1d6+1 or dagger 1d4+1; LE. serpent with emerald eyes (380 gp). The Serpent (HD
1+3; hp 6; DC 5; Atk bite 1d6 + deadly poison), an exotic
5. Foyer: Carpets, benches, sizeable ceramic vessels and
specimen from southern lands, is alive and just slumbering.
engraved copper plates on the walls.
12. Room of Relaxation: Dark, decorated chamber with
6. Stairs: The room doubles as a cramped storage for
low table and seats. There is a jug of sugary water, bowls
amphorae, crates, and jugs containing everyday supplies.
of fruit, and a board game with lacquered wooden chits.
7. Laboratory: A spartan chamber without a hint of
13. Balcony: Dilapidated and close to collapse, this over-
disorder. Chests containing weights, ceramic vials, and
looks the back alley. Door warded with a Fire Trap (d4+6).
glass bottles are found here, along with the following:
14. Roof: Flat w/sundial & strange astronomical devices.
10
HELP WANTED: PCs up and kill them one-by-one. 50% she’s actually
insane, otherwise she’s just gained true free will and is
ticked-off from centuries of being treated like an object.
20 Job Offers for the Mutant Future
by Richard Rittenhouse 3: The deranged Captain Tyrus offers the PCs a place on
the crew of his infamous ship, The Gorgon. The Gorgon looks
Times are tough for everyone, and good jobs are scarce. like a 16th Century Spanish galleon with the occasional
But even a telekinetic talking raccoon has to eat, and even anachronism (the crew listens to music on an 80’s style
an android occasionally needs spare parts. Below are boom-box while they work on deck, there is a wide-screen
twenty employment opportunities for cash-strapped TV in the mess hall that shows old pirate movies, etc.). The
scavengers looking to earn a little extra coin in the insane Gorgon is crewed by (1d6): 1 clones of the Captain; 2 stran-
world of the dark future, suitable for use with any gers from other times and worlds stranded in the Mutant
“Gonzo” Post-Apocalyptic role-playing game, including Future; 3 junkies who hate the Captain and only serve him
Goblinoid Games’ Mutant Future as well as various new because they’re addicted to a drug his mutant body
and classic science-fantasy games with Greek letters in secretes; 4 stereotypical old-movie pirates; 5 “Video
their titles. Game Masters can use these as brief one- pirates” who loot ships for old vid-discs and constantly
encounter side treks or flesh them out into complete all- argue obscure points of film criticism; 6 Sexy “Steam-
night adventures as they desire. Pick or roll a d20: punk” girls in goggles and corsets. Tyrus’ next voyage will
be (1d6): 1 an attempt to find Moko-Munko, the wise,
1: An insectoid has been cut off from its hive’s hive-mind. centuries-old, and sentient Island That Lives, so that he
Despondent and suicidal, it promises to show PCs the can ask it if there is a God; 2 an Ahab-like quest to kill an
location of one of the black pyramids of the Ancients in infamous, massive sea monster; 3 a quest to find a
exchange for escort into a particularly dangerous section of legendary lost fleet of unlooted Ancient vessels trapped in
the Wasteland. It wants to “at least be killed by something a mutant Sargasso; 4 investigating rumors that a city of the
interesting”. Ancients that was sunk in the Final War has recently risen
2: A petty despot’s sex droid concubine has suffered a to the surface; 5 to cross the fearsome Sea of Poison and
software glitch and is rampaging through his palace, killing come back alive, just because no ship ever has before; 6
everything in sight. Kicked out of his own home, the following a rival pirate’s treasure map tattooed on the back
“Supreme Awesomeness of the West” offers the PCs a of a beautiful slave girl.
laser pistol, three healthy Duocorns with shoes and saddles 4: A local petty despot wants the skies sunny and clear for
(treat as warhorses with 3d6 impale attack), a bottle of 275- his group wedding to six clone-princesses from a rival
year old brandy, letters of introduction, and two energy fiefdom. The nearby weather control tower of the
cells if they can sneak in through the dungeons and re-take Ancients, however, is controlled by an insane AI that’s set
his palace in a game of cat-and-mouse with the cute, but itself up as a storm god to a tribe of cannibals. Riches and
deadly, cheerleader-uniform-clad death machine. The knighthood await anyone brave enough to best the Tower
concubine is an 8th level basic android with good stats and of Thunder-Son and seize control of his “Magic”.
mutations, armed with a warp-field sword and 1d4 other
artifact weapons. A good tactician, she will try to split the
11
5: Rumor has it that a woman in a village 100 miles away sentient advertising jingle of the Ancients that has turned
has given birth to a baby so terribly mutated that it doesn’t into a “language virus” that re-programs the brains of
look even remotely human. The local Bishop of the Cult speaking creatures that hear it. Two rewards are offered
of Mutation wants to see the child to determine if it’s a by the local despot: a small one for killing the foolish
holy “Prophet of Change,” or maybe even the re- adventurers, and a big one for stopping the menace itself.
incarnation of Oppenheimer himself! Guards are needed
7: It’s discovered that the glands of a certain dangerous
for the trip, and the urgency is such that even “Gentiles”
monster can be made into a very addictive drug. A local
(non-mutants) are acceptable.
petty thug wants to set himself up as a narcocrat, and he’s
6: A party of adventurers looting an Ancient ruin accident- paying top dollar for dead specimens.
tally turned loose…something. Something bad (1d6): 1 a
8: A tribe of savages has formed a pathetic cargo cult
huge, crazed war-bot; 2 a massive blob-monster of living
around a functioning Ancient shortwave radio. These
cancer cells (use an ooze from Labyrinth Lord or a similar
“Listeners” believe that the garbled sound fragments and
ruleset, increase HD to 20+; 10% chance it’s sentient); 3 a
bounced Ancient transmissions on the radio are the voices
horde of walking dead; 4 a computer virus that drives
of the gods. Lately, one band has been transmitting a
androids and robots berserk; 5 an army of decadent
monotone, male human voice reciting a certain longitude/
albinos in tattered sci-fi jumpsuits with working Ancient
latitude coordinate over and over again, 24/7. The tribe’s
tech who want to reclaim and “civilize” the surface; 6 a
shaman will pay the PCs 2000 gp in farm animals and clean
water if they can lead him through the Wasteland to this
“Home of the God-Voice.” 50% chance it’s some kind of
ruse or trap. If not, it could be an unlooted Ancient
installation or vehicle broadcasting on automatic.
9: A wandering human bard recently sang a ribald song
questioning Oppenheimer’s divinity (“Got mutants makin’
a god/Outta a guy who just made a bomb!”). The faithful
cannot tolerate such an insult against the Lightbringer of
Trinity. The Cult of Mutation has declared a fatwa against
him, with 5,000 gp in property, livestock, and clean water
to whoever kills him, be they atom-touched or gentile.
10: Clouds of radioactive dust blowing in off the
Wastelands have become more and more frequent within a
city-state, and underground shelter space has become a
precious commodity. The city-state’s despot offers an
assault rifle, 42 bullets, two grenades, a tame spider-goat (it
won’t fight, but is valuable for the bulletproof silk it
produces), and the hand of his youngest daughter to
anyone brave enough to map and clear out the maze of
Ancient sub-train tunnels under the city. These are
currently haunted by cannibals, monsters, deranged robots,
and cultists of the Cancer Gods.
11: A haywire cargo teleporter in the ruins of an Ancient
starport has begun to malfunction and is “beaming in”
weird and dangerous monsters from across all of time and
space (dragons, WWII tank battalions, Lovecraftian
monsters, monsters from your favorite books/movies/
other games, etc. – go nuts). Two nobles contact the PCs
separately: One wants to hire Our Heroes to shut the
“Demon Warp” down, while his scheming brother wants
the PCs to seize the device so he can use it to summon an
army of monsters and usurp the throne.
12: Three traveling water merchants have been abducted
by a cannibal tribe, and their clan has gotten tired of
negotiating a ransom. The cannibals are led by a mutant
“Witch” who has weather-control powers and surrounds
their mountain base with deadly storms. 500 gp in clean
12
water for each rescued merchant, plus 500 for proof of the
witch’s death and twenty for each cannibal head.
13: Bloodthirsty entrepreneurs arrive and set up a gladiator
Come Back to AD&D!
pit. Opportunities for money-making abound if the PCs
aren’t squeamish: the fights have a good purse (though no
guarantee that matches will be even remotely fair), and the
pit-masters will pay well for robots or captured monsters.
14: The king’s mutant pre-cognitive advisers meditate on
the new “star” that appeared in the sky a few nights ago…
and determine that it’s a time-dilation-affected interplane-
tary troop transport full of Ancient cyborg commandos on
their way to “liberate” this patch of America from the
“occupiers” currently living in it. Uh oh! The king needs
every gun he can get his hands on, and will grant
knighthood and full looting rights to any warrior who will
stand against the “Star Devils”.
15: God must die! The new bishop of the Cult of Mutation
wants to convert a nearby tribe of savage “pagan” mutants
and save their souls. But first, he needs to show them that
their tribal “god” is false by killing it. Their “god” is a
massive monster of at least 15 HD…a radiation-breathing
T-rex would be cool. The bishop will give three random
artifacts and 5000 in gold for “god’s” head.
16: A terrifying storm of unearthly power tears through the
area, destroying many structures and raining down all kinds
of odd things from the sky. When the dust clears, it’s
discovered that the storm left behind an entire, relatively
intact, Ancient aircraft carrier in the middle of the
Wasteland (miles from any sea). The local despot wants to
turn the ship into a new fort, but first the walking dead, Original TSR Modules, Rulebooks,
human-hating androids, and giant bugs inhabiting it need
to be cleared out. He will give the PCs four frag grenades, Accessories and more at Dungeon
a bolt-action rifle with 17 bullets, and three suits of plate Explorers on the Internet:
mail in advance. If they succeed in taking the ship, he will
give them another three random artifacts. They can also
keep anything they find on the ship.
http://www.deigames.com
17: The local despot used to tolerate The Army of Red We also have budget playing copies to help
Chains, a band of vicious slavers, as long as they paid lip
service to his rule and only preyed on mutants. But now keep your coin pouch from getting too light.
they’ve started seizing human thralls and talking smack These classic items have seen plenty of use –
about their brutish leader being the new “King of a few may look as if they may have fended
America.” The despot wants them taught a lesson, to the
tune of 25 gp a scalp.
off a hydra attack; but they are ready and
willing to kill challenge another party!
18: An assassin attempts to murder a powerful water mer-
chant, then flees through a Plane Shift portal to a weird
and very alien alternate world. The merchant offers 15,000 20: The Burning, a radical cult that wants to “simplify” the
gp in water and artifacts to anyone brave enough to give world by destroying all books and technology, is on the
chase and bring him to justice. warpath, attacking androids, scholars, and centers of
culture and learning. A small monastery of archivist-monks
19: A powerful merchant is sponsoring a team of explorers
begs the PCs to help defend their isolated library. They
to investigate legends of a forest in a distant part of the
have almost no material wealth to offer, but they are rich
Wasteland filled with trees whose fruit can allegedly cure
in learning, and can repay the PCs by teaching them
radiation sickness.
languages, artifact use, etc. Ω

13
What’s in that Pipe?
My suggestion is making 1d4 types available in any
appropriate shop. There is a 75% chance the seller has
correct information on the type and effect of the herb;
put this in your campaign and smoke it – by H. Bell
however, there is also the 25% chance they have no clue
what they’ve got, are confused with another type, or
A wizard smoking mysterious weed and blowing smoke simply lie. Any botany spe-cialist will have no problem
rings is as tied to fantasy as the Conan-esque fighter with identifying types and effects (except Fiend’s Gold, #3).
the two-handed sword. Here you will find a number of Choose or roll d10:
smokables to toss into your campaign. Hopefully they will 1. Buds of Courtempierre. Duration 3 hours. Effects: +2
inspire you to dream up a few of your own. Think of each to hit vampires, +2 to Dexterity (thieves and hobbits only),
smoking session like a potion or spell and you’re ready to and +20% to thief/assassin-type abilities. Known as a
go. Any class/race can smoke this stuff. creeper, this long-lasting high sneaks up on you, taking 3

14
turns (30 mins) for effects to actually kick in after smoking. 6. Lizard’s Lunch. Duration 1d20 turns. Effects: Smoker
Super-rare, “B of C” is sought after by thieves for its gains 1d4 hp but cannot move for duration; also, will not
dexterity boost and concentration boon, while clerics require rations for a full 24 hours after. However, there is a
(specifically vampire hunters) will indulge in it for its chance of extreme hallucinations. On a roll of 1 or 10 on
garlic-like emanations. Avg. Cost: 250 gp for 6 sessions d10, smoker is convinced that all other persons/creatures
(two smokers max per). Note: if buyers are obviously in proximity are from the random wandering monster table
thieves, the shopkeeper may try charging more. (roll one type for all). After duration, reactions are rolled
for smoker in regard to those around, even if it’s a home
2. Druid’s Dank (aka Hommlet Omelet). Duration 1 party. This bud actually looks like a lizard, orange veins
hour. Effects: smoker cannot speak or communicate; how- throughout, green within. A popular smoke for loner,
ever, his or her insight is heightened, granting +2 or -2 secretive types. Avg. Cost: 60 gp for 1d10 sessions.
(whichever is in their favor) to all noncombat rolls for the
duration (druids +/-3). Immediately upon coming down 7. Nugs of Nobility. Duration 1.5 hours. Effects:
an additional days’ rations must be eaten. This moist bud is smoker gains +2 to reactions; any passersby within a 30’
yellow and white with red hairs woven throughout. It is radius of nugs being smoked will wonder who the smoker
favored by leaf hounds everywhere, especially those that is, automatically assuming they are someone important.
like to wake and bake. Though its high is short, it is sweet. On a 1-2 on 1d6, the passerby or nearby lounger will either
Avg. Cost: 100 gp for d10 sessions (two smokers max per offer assistance (if outside) or to buy food and drinks for
session). the smoker & his entourage (if inside). Likewise, extra ru-
mors should be easy to gain, no matter the roll, especially
3. Fiend’s Gold. Duration permanent. Effects: similar to if they concern nobility within the area. These compact
a delusion potion, smoker will think they are under effects nuggets carry quite the punch when fired and smoked.
of whatever strain they thought they were buying. Highly desirable, locating a sizable stash of this stuff can
However, the only true effect is that after 5 hours, the elevate even the lowliest pauper to wooing the baron’s
smoker’s Wisdom is permanently lowered by one point. daughter in no time. Avg. Cost: 250 gp for 1d8 sessions.
Subsequent smoking sessions will have no effect, though
smokers will still be deluded. However, if a different stash 8. Old Homestead. Duration: 1 hour. Effects: +1 to
of Fiend’s Gold is obtained, it will affect the same reactions and +2 (assuming this is detrimental) to dexterity
character’s wisdom again. In other words, each individual checks (+3 to both for hobbits). An everyday blend of
stash will only affect any one character’s wisdom one time. common smokeweed favored by halflings for its relaxing
This weed will appear to be another strain (roll d10 and and social high; however, it also limits dexterity. Avg. Cost:
charge appropriately, with the same number of sessions 1d4 gp for 1d10 sessions (two smokers max per).
available as for the rolled type). Only an herb or botany
specialist can detect Fiend’s Gold, 33% of the time. 9. Prankster’s Puff. Duration 1d4 + 1d6 + 1d12 turns.
Effects: after 1d4 turns, the smoker will be enveloped in
4. Flying Cloud. Duration 3 hours. Effects: Smoker can thick smoke where no one can see him; in 1d6 turns after
blow smoke to form anything they desire, which will take that, the smoke will have thickened to a 20’ x 20’ area to
1d8 rounds to form from smoke rings. Treat as phantasmal where anyone within it cannot see 1’ in front of them,
forces except that image is palpable and durable for the much like darkness, even if a demi-human, etc. This smoke
duration, no matter what. Only one creation can be blown will not abate until 1d12 turns after that. This weed is
per smoke. After duration, smoker must rest for 1 hour or highly prized by thieves and usually comes at a price.
receive -/+2 to all rolls (whichever is to smoker’s detri- Ironically, the high is extremely weak, but buyers dont
ment) until they do. This light green bud with white seem to care. Avg. Cost: 175 gp for 1d8 sessions (one
crystals flecked about like snow is extremely expensive. Its smoker max per).
use is nearly always the highlight of any smoker’s memory.
Avg. Cost: 580 gp for 1d4 sessions (one smoker max). 10. The Rat’s Meow. Duration: 1.5 hours. Effects: any
rats (giant or otherwise) within 60’ of this weed being
5. Hallowed Hash. Duration 5 hours. Effects: smoker’s smoked will flood to the area with +3 to monster
movement is cut in half; earns +/-2 in regard to anything reactions; also, any smoker gets +2 to hit rats and +1
regarding the undead (whichever is beneficial to smoker) – damage to rats, for duration of high. This smoking herb
this also pertains to any searches in a graveyard or hallow- looks somewhat disgusting, but its smell is quite alluring.
ed location. When duration is over, smoker feels rested as Though commonly used by exterminators, there are those
if waking from a full night’s sleep. This dense resin is in that find pleasure in smoking it. Avg. Cost: 5 gp for 1d20
miniature brick form. Generally, it is placed atop tobacco sessions (one smoker max per). Ω
when smoked. It is said that hallowed hash can only be
harvested from weeds grown over the dead. Avg. Cost:
300 gp for brick of 6 sessions (two smokers max per).
15
Reminiscing
because you’re the greatest of all. Watch the birdie!” And
here I issued a small jet of flame from my fingertip like the
“flash” of an old time camera.

About Rob
Well, for the next two hours the wizard conducted us on a
tour of his tower with frequent “Hold that pose!” and
“Watch the birdie!” (FOOF!) on my part. By the end of it
lore from Michael Mornard the wizard was getting into the swing of things, showing us
his latest experiments and striking poses spontaneously.
I first met Rob in 1967 in 7th grade math class; we sat next After the initial reaction roll, I don’t think Rob or the
to each other. Since that was over 40 years ago I will players touched a die the entire evening. I don’t remember
confess to not having a lot of vivid memories, other than all the details, but I do remember that night as some of the
that I liked him. purest “just plain fun” I’ve ever had in my life.
Adolescence gave way to teenage years and high school I’m sure given six months, or access to my old gaming
and more people around. I got into Boy Scouts, and in notes, or even not being ten weeks away from a master’s
1971 a friend of mine in Scouts invited me to an “armor degree, I could probably remember a lot more about Rob.
game” – Tractics. Mostly, he’s an old friend whom, when the strands of Fate
bring us together again, I’m always glad to see.
I showed up that Saturday, and Rob was one of the
players. I stayed a bit more in contact with him through Oh, wait. One last anecdote. After I moved to Minneapolis
the last two years of high school, mostly on Saturdays I went back to Lake Geneva to visit frequently. On one
playing miniatures at Don Kaye’s garage sand table, or visit…I frankly don’t remember when…Rob and I were at
evenings of “Greyhawk” at Gary’s. Rob’s house playing in Jim Ward’s dungeon. Rob was
running Robliar, and I was running Gronan of Simmerya,
As I’ve noted many times, Rob never mapped, and Rob
at the time a 9th level fighter. I was really stoked about this,
never got lost. I remember at least one occasion of him
because Rob NEVER ran with other players any more by
correcting Gary’s DMing!
this time – playing with him was a treat, and playing with
“I said we went west, Gygax, not east!” Robilar doubly so.
“Huh? GRR! Curse you, Kuntz!” Anyhoo, at one point Jim rolled a die and said “Whoops,
random monster.” A few more rolls and he breaks into a
Rob could be tough to ref for, simply because he was so
big grin and starts singing “Whoa oh oh ohhhhhh, whoa
imaginative. In my “Ram’s Horn” campaign he decided to
oh oh ohhhhh,” from the song “Kung Fu Fighting”. Rob
investigate town politics and was well on his way to taking
says, “Oh crap, let’s get out of here.”
over the whole city! In retrospect, if I’d known he was
interested in that sort of thing, I’d have spent more time “Huh? Why?” I asked.
on that and less on drawing yet another dungeon level.
“Stupid chaotic Kung Fu fighters. I hate those guys.”
Rob was always willing to share his knowledge and ideas. I
“They’re just guys in dumb pajamas.”
remember a long talk about balancing miniatures scenarios,
and he also taught me why it’s a bad idea in D&D to give “Hah! They can kick right through your armor! You can
players too much too soon. He was always encouraging stay if you want, I’m leaving.”
other people to use their imagination; don’t just use what
Now, when Robilar took to his heels, it was no time to
was in the Little Brown Books, think up your own
second-guess him, so I followed.
monsters, magic, and treasures.
And that’s the time Jim Ward made Rob’s and my toughest
Rob is amazing at thinking on his feet and loves it when
characters run just by singing at us.
others think on their feet as well. Once years ago I was
playing a Balrog and for some reason, we had to distract a
wizard. I asked Rob if my Balrog could immolate just the
tip of his index finger…just make a momentary puff of
flame. Somewhat puzzled, Rob said “yes”.
I then acquired a small wooden box, nailed a tin can to it,
glued a piece of glass to the tin can, and got myself an
asbestos hat with an asbestos card that said “PRESS” on it.
I walked up to the wizard’s tower and knocked. When the
wizard opened the door, I said, “Good day, I’m here from
Balrog Times magazine and we’re doing a series on the
Great Wizards of Greyhawk. We want to lead off with you
16
(This is level 9 of our community megadungeon, The Darkness extorted his price! The reckless shamans had entered into a
Beneath. It can be used as a stand-alone level in the Underdark of cursed exchange. They recoiled from the runewheel,
your choice or connected up to TDB. Thanks to Busman and bodies painfully pulled into new shapes by the sorcery of
Welleran for some helpful initial ideas. Enjoy! – Ig) Narsehv. The contorted clerics had to abide, their damned
souls trapped - in the granite green of loathsome trollflesh!
Introduction: Surrounding a runewheel of electrum, five
hunched Duergar shamans studied a smear of green ichor, Days after their ritual submerged the Deep Caves in fire
divining the disposition of their chaotic deity. This and ash, the five transformed priests left…and returned.
paranormal ritual, observed every fifth year for the last Guided by five dark kin claiming to be long-returned
555, formed their tenets and commanded their tribe’s rare prisoners of the Duergar, a war band of trolls stormed a
debouchments. Unclean essence seeped into incised sigils. passage to their inner galleries, slaying all that could not
flee. The priests accompanied the band back to the Dark
Xsaya-Narsehv, Mutilator of Pantheons, would act!
Trolls’ dread citadel, aware that the lustrous runes offer
Narsehv recounted the vile deeds his paranoid parishioners nothing without terrible remuneration. And even now, the
had undertaken to please him. Half a millenium’s subservi- plots of Xsaya-Narsehv thicken in the dark…
ence wasn’t long, but the tiny gray worms did have a
The Hex Map: For unwelcome visitors, the great Troll
concern that could impact his control. Beyond the citadel
Highway ends at the indomitable looking Gate House (1).
gate and past a thatchy jungle was a city of spiritual beings
It seals seamlessly with the floor of the cavern, although it
the Duergar failed routinely to raze. His immaterial eyes
is open above to allow the passage of riding Pterocs. Algae
locked on the psychic field around these aliens, Narsehv’s
growths among the sharp dripstones attract a biolumines-
terrible will perceived a fear of calamity. Victims in another
cent fog, providing a dim glow all the way to the Citadel.
time and dimension they were, to be crushed yet again!
Travellers admitted by the guards have over a mile to ride
The declaration of cataclysm exhilarated the ruthless to the Troll King’s doorstep, and will first pass a raised hill
dwarves – until the moment their tenebrific overlord inhabited by Troblin tradesmen. Sulfurous smoke billows

17
demarcates the end of the lighted territory. Branching
West is a patrol route leading to a sizable barricade of
rubble. Soldiers are alert at all times here, for beyond is the
Hollow of the Infected (7). Once the original Dark Troll
settlement, the cold chasm hides parasites that can’t be
allowed to spread. Oddly, few patrols ride to the next
closest chamber, the temporary headquarters (8) of a
Draala Expedition (see FO! #11, or make up your own
alien interlopers). The Dark Trolls consider their presence
a boon, since they corral dangerous slimes and donate
food unavailable from other subjects. Troblin crews know
their way to the Iron Quarry (9), where they also dig for
colorful gems like lapis lazuli. Altercations among the
workers are often resolved here, where they won’t be
reprimanded by their hulking masters.
Particulars of the Dark Troll Army: Mistakenly thought
an endless barrack of undaunted, reptile-riding champions,
the stronghold of Dark Trolls posts troop numbers far
fewer than any surface kingdom. (Of course, an adven-
turer encountering even a lone Troll would not like his
odds without a host of men-at-arms.) Unlike their feral
relatives in the swamps and moonlit crags, the Dark Trolls
have disciplined their brains to restrain pure bloodlust and
improve their fighting technique. They have even bred
themselves to have leaner offspring that can wield weap-
ons and wear humanoidal armor. They do not exhibit the
heavy skulls, bulbous joints, and lurching gait common to
their species. The Thousand Spear Goblins secretly mock
them for trying to look attractive, especially the nobles
cavorting in Dagendreng Hold. Minor relinquishments in
Dark Troll development have been a touch of height and
one degree of natural armor (DC 5 bare instead of DC 4).
Officers direct their infantry, with cavalry, hunters, and
royal bodyguards comprising smaller units. The King
himself is partial to a central position among his troops,
but the Shamans will deploy only under seemly portents.
For dangerous operations like scouting for traps, the Trolls
out of the Troblin Kontor (2), where iron and raw materi- engage trustworthy Troblin militia and sacrificial war
als from quarry and jungle are wrought with passable skill. beasts like Claw Maws or enslaved monsters. If the
The road to the Citadel splits at the edge of a repellent conflict is inside the home cavern, female and elder
Moat (3), crossing directly forward along a stone bridge kindred will also repel enemies with tooth and claw. A
and winding atop arched promontories constructed flush glaring criticism of the Army, which the King is focused
with the cavern wall. Encircled by a wreath of glowing on rectifying, is its nonexistent supply chain. The lizards
clouds, the enormous pillar-keep of the Citadel (4) holds they’ve trained as mounts will not pull carts or keep their
the ancient chapel and Royal chambers. A maze of angular snouts out of rations. Luckily, the hunters are raising a new
towers and reinforced parapets defend the entrance from dinosaur type to fill this crucial role.
the moat’s far side. The foot soldiers, called Varbod, don a jerkin of woven
The expanse beyond the terrific fortress is a mushroom- Underwild grass stitched with rows of iron scale in
dotted pasture for rearing dinosaurs, with lodges for the combat. They will carry a tall shield of laminated hide or
very young and old members of the Troll population. The buckler of blackened crab shell on one arm. Authorized
residences mix with food stock Hatcheries (5) near a weapons to select from include a heavy saber, spiked flail,
spring-fed stream. A few Troll Rangers have built stone iron bardiche, and refurbished Duergar crossbow. The
halls near heated mud pools, for recreation away from Dark Trolls possess the size and strength to use these d8
more contemporary sorts at Dagendreng Hold. A second arms in one hand. Troll veterans, the Vohbod, relish their
cave pillar, pierced with looted Duergar Burial Niches (6), role as officers and enjoy better armor. Their additional
18
equipment includes polished iron greaves, manica, and a 1) The foreigners plausibly claim a bounty decreed by
riveted helmet. Officers are usually in control of ballista the King (like the one for Gluushik’s head in FO! #12).
operation, and the use of two special weapons: the Unholy 2) The foreigners possess identifying items given to the
Hand Grenade and the Gastendolg Bomb. The first is a Thieves Guild of Marchand from a Troll noble.
ghastly combination of Unholy Water and fetid Troll urine 3) The foreigners desire to fight in the Pit Games, and
inside a clay pot, which inflicts with a direct strike (and are willing to bet all their possessions on the outcome.
failed save) 2d4 damage to good creatures and 1-3 rounds
2. Traffic Inspection: The sets of doors at both ends of
of weakness from stench to good and evil alike. The
this angled passage are fashioned from petrified wood 14”
second, a creative weapon against mages, is a recovered
thick (STR 15 to move one side), and swing slowly on
Blood Thump eggshell full of powdered ghost stone from
multiple iron hinges. The Dark Trolls have not deduced
the Ashen Wastes. When hurled, the bomb’s spilled
how the barriers were locked, as there are no keyholes nor
contents become a cloud that can cause spell misfires (save
slots for a drawbar. To increase security, the High Shaman
or have magic effect siphoned into ethereal plane). All
has cast paralytic Runes of Warding upon them. Coupled
Vohbod have been trained to ascertain the best targets for
with the runes are elastic bands made from dinosaur
these special missile weapons. From the officer rank, select
tendons, stretched (when needed) from notches in the
loyalists may become Masungbod, the bodyguards of the
floor blocks to pins hammered into the inside of each
royal personages. Regalia of the Masungbod include a full
door. Since the gates only swing out, anyone pulling would
helm adorned with gems, a black cape, and often a spare
experience incredible resistance from the springy cords.
magic weapon or device.
Four saber-armed Varbod are stationed in the tunnel to
The Blood Thump mounted ranks include regular cavalry, maneuver the doors and check incoming supply wagons or
the Rytbod, and wilderness hunters, the tireless Masaryt- prisoner cages. They guide all suspect carriers to a holding
bod. To improve flexibility, cavalry wear shorter jerkins position above a concealed trap door. If released by a lever
partially covered in salvaged mail links. Seen with the shiny in 6, everything within the indicated circle plummets 30
limb plates, the ensemble looks like unjointed plate mail. feet, as the circular covering splits into five uncoupled
Since the cavalry often return from patrol with tribute wedges of iron. Dwelling in the cylindrical cell are nine
items, they don’t have space for a shield. Yet, they will zombified Anvil Head Ants (HD 3, DC 3, ATT 1, Bite
equip a d10 pole-arm, effortlessly wielded like a short 1d6+1), named after their smooth blocky heads. All the
lance. Weapons with long wood hafts are uncommon, six-legged soldiers not smashed by falling material mind-
since the local flora is either too soft or fully petrified. To lessly attack. Intruders that elude the pit are likely worse
defeat the monsters of the Underwild, the Masarytbod off: they will be confronted by Varbod blades, jabbed from
favor crossbows and hooked blades crimped to lengths of murder holes above, and assailed by magic and crossbow
chain. They forego bulky iron plating for chitin braces and fire. Although the Witchdoctor can’t enter from 6, a
a tasset-like skirt of ringmail or dinosaur leather. section of the shared wall is perforated like a grate to
permit his viewing and sorcery.
Key to the Gate House
To hollow an onlooker’s heart with fear, the approach to 3. Visitor Welcome: Propped on the West wall is an iron-
the Gate House is staged with an array of sensational framed cut of dinosaur hide, painted with the phrase Veni-
sights. Bleached tusks, ribcages, and loose mandibles Vidi-Vici in Trollish. Technically, the translation is closer
appear swept to the sides of the highway. Thousands of to “Storm-Sniff-Squash”, but nobody has pointed this out
raptor footprints tamp the clay, each with claw punctures to the trolls yet.
only a spear could match. Glowing orange torches atop the 4. Varbod Dormitory: Even if Trolls require only
high merlons give the structure the appearance of a sporadic naps, they do enjoy having a nest-like spot. Eight
reservoir wall, holding back a molten lake. Lastly, an acrid
smell grows strong when within 100 paces, permeating the
air like the exhalation of a gorgon. Surely, no men without
mettle would survive here for long.
1. Grinning Doormen: Outside the barbican towers are a
pair of toothy Varbod, each armed with heavy crossbow
and saber. In place of a shield, they each clench twisted
chains for guiding a pair of pet Claw Maws (HD 2, DC 2,
ATT 1, D 1d4 bite, Special: jaw lock). The sharp creatures
hoot and snort madly if they smell anything not marked by
Troll contact. The only words in Common they know are a
polite warning to turn back. However, they will ring
welcoming gongs near the outer double door for non-
Trolls if one of three criteria are met:
19
Varbod reside here, one always stationed at the (3d6) bal- wielded) weapons. Tahmrys doesn’t disobey her King, but
lista and another covering the inner stair or arrow loops. In she will not suffer his unworthy progeny being named his
the corner closest to 1 is a pile of shredded jungle leaves, successor. In her apartment is a bugbear-skin satchel
where the four Claw Maws outside play with chew toys containing: a strand of Lake Hydra teeth (205 gp to a
made from bugbear fur. Arrayed on wall pegs are three wizard), an electrum totem of a sleeping bat (40 gp),
additional crossbows, quivers, and a pair of nine-pound Dagendreng gambling chips (90 gp of lapis lazuli), a
ballista bolts. To curb boredom when patrols are out, corked gourd of Marchand honey, one Multiversal Bazaar
some jocose activity may take place (d6): 1. Contest to see Token and slivers of smoked fish.
who can fit the most Duergar femurs in his mouth; 2.
6. Witchdoctor Constable: Trusted by the King to
Facetious imitation of Pit Game victims; 3. Ballista trials
supervise the affairs of the Gate House, Wengami the
with inappropriate projectiles, usually to find out what
Hobgoblin has more authority now then he ever did on his
makes the best splatter; 4. Game of catch through the
home isle. Native to the distant Island of Gyeryong, habi-
murder holes with guards in 10; 5. Audience with the
tat of the dreaded cockatrice and other horrors, he arrived
Witchdoctor to hear stories about the detestable foods
in Marchand thirteen years ago. Conducting the ocean
humans eat; 6. Search for Pteroc feathers to adorn armor.
voyage was his master, an intelligent salamander-sorcerer
5. Lady Commander: Idolized by her fellow Rytbod, with unnerving abilities. Together, they won admittance to
Iviog the Pale is even more mysterious than the erudite the Citadel by locating and recruiting a Nature Witch to
hobgoblin around the corner. Distinctly, she appears only partner with the trainers at Raptor Run. The success of
part Troll, with marble gray skin and the regal carriage of a this camp became crucial when numerous mounts within
stone giantess. Mounted on an albino Blood Thump and the stronghold succumbed to a parasitic disease. Wengami
concealing her face at all times with a white mask, her learned a great deal about the Deep Caves in this time,
reports are always received in awed silence. Six years ago, information that an officer in the outer defenses should
she was discovered in the Underwild. Rumors hint that the have. Shortly after the Dark Troll Prince caused a second
sculpted hood (of some ancient princess?) was given to political calamity, the haggard King turned over inspect-
Iviog by the Halfling witch in charge of the new stable tions and lesser regulatory matters to new constables.
there. Some Masarytbod say that it doubled her prowess in Thus, little Wengami became the first outsider to assume a
combat, a blessing that has made her a fearsome contender role in the Dark Troll Army. Issikasid, the Maho-Hanzaki
in the Pit Games. The spectators howl madly when she (magic salamander), pretends to be Wengami’s familiar.
completes her signature move, snaring an opponent’s head Under the influence of his student’s Wand of Size Alteration,
through the eyesockets before landing the final death he looks like a pet lizard with skin the color and texture of
blow. Iviog is wholly Troll, but her identity has been river pebbles. He reverts to normal only within the
concealed. Before her isolation in the jungle, she was to be confines of their hidden study. Wengami’s position was
wed to the King’s son. A revelation from the High secured not only by the effort at Raptor Run, but also by
Shaman’s runewheel ordered that the strongest female Issikasid’s incredibly strong Charm Gaze. (The Maho-
fighter be paired with the strongest male Noble. Iviog, Hanzaki of Gyeryong are the equivalent of Spirit Naga on
then called Tahmrys of Dagendreng, despised the Prince, the mainland.) Unknown to all but his amphibian coven,
who rebuffed her claim to being deadlier than he. On the he is here to purloin the artifact of Xsaya-Narsehv that the
day their monstrous nuptials were paraded through the High Shaman protects. Multiple auguries suggest to him
Citadel, Tahmrys, ordered to ride behind the Prince, that the deity wants his sect to possess this unholy
compelled her Blood Thump to yank her betrothed from treasure, adding to the one found ages ago in a Gyeryong
his saddle with its jaws. Humiliated, the royal family exiled lagoon. If the forces within the Citadel are ever sent into
her from the Dark Troll dominion. Espied later near the disarray, Issikasid will compel Wengami and enthralled
Tomb of Thirteen, she made a pledge to outlandish witch- Trolls to assault the towering chapel. Beguiling or
doctors to aid them in return for a magical disguise…and blackmailing PCs to sustain his recreant scheme would also
revenge. Tahmrys the Renegade, Rytbod/Gladiatrix: be justified. Immediately behind the unlocked secret door
DC 3, HD 7, hp 56, ATT 2, D by weapon and greave to the Constable’s office is a bronze door with a real lock.
spike, Special: regeneration 3, immune to mind reading Wengami carries the key in his pouch of sling bullets. The
from or normal weapon attacks by Dark Trolls. Schooled candle-lit space features a wide ladder leading to the
by the Pit Masters in the “venator” style, Tahmrys can add station where 2 can be scanned through a series of drilled
a leg attack to her normal melee action. Her personal holes. Tomes are piled beneath the ladder, along with an
weapon resembles a serrated guisarme (3d4), imbued with owlbear skull (Pit Game raffle prize). Along the North wall
a +1/+4 versus Archosaurs enchantment. A razor spike is a wet sand box and a crystal cauldron for producing
on her favored right leg greave inflicts 1d6+2 damage. The unholy water. Issikasid has a magic item that can manip-
Ouhi-Fudo (Queen’s Mask), can only be worn by women. ulate stone, which he has used to make nooks beneath his
In addition to gaining fairer skin, the mask blocks cozy bed of dampened alluvium. Constable Wengami,
extrasensory trespass and damage from normal (troll Hobgoblin Witchdoctor: Mage 3/Cleric 3, DC 4, hp 30,
21
ATT 1, D by weapon, Spells - Protection from Good, Detect 9. Watchman Gallery: Centered on this floor is the only
Magic, Know Alignment, Hold Portal, Comprehend Language, outward window, a design of the xenophobic builders. The
Detect Invisibility. Considering his cohorts, Wengami is Duergar were wary of huge monsters and canny magicians
armed very lightly with sling bullets +2 and a Wand of Size that might exploit a series of embrasures. Leveled at the
Alteration. His clattering Seashell Baldric of Defense (DC 5) road is a ballista, which can fire out the window once every
would make it hard for him to hide. Tucked in a pocket is 2 rounds (thanks to Troll strength). The two Vohbod
a Potion of Animal Control he could use to flee on a Blood working this artillery gain a +3 bonus to hit any target on
Thump or Pteroc. To thwart intruders, he will detach the or near the road. Certain large bones outside have been
Ofuda of Desecration from his cauldron and place it on an positioned as range markers, which the pair use to practice
outer door. Good characters touching anything shielded by and refine bolt shots. Arranged on the dividing wall behind
the talisman will take 3 points of damage every time. the machine are 24 ballista bolts, 118 crossbow quarrels, 2
Wengami has jade green skin and ivory fish eyes like his of each special grenade, and a 60 pound basket of caltrops.
Koalinth grandmother. One of his molars is actually a 9a. On the other side of the gallery are the six Varbod
small diamond worth 170 gp. Issikasid, Maho-Hanzaki: they command. These Dark Troll fighters have iron
Mage 5/Cleric 4, DC 5 (3), HD 7, hp 45, ATT 1, D 1-3 harpoons (1d8) for plunging into the murder holes, in
bite, Special: Charm Gaze, Spells - Cause Light Wound, addition to crossbows. The extra floorspace near the
Curse, Darkness, Hold Person, Augury, Spider Climb, Identify, East stairwell is spread with pots of salty dinosaur
Invisibility, Web, Haste. Weighing a bit over 120 pounds, sausage, fermented louse hash, crab knuckles, brains in
Issikasid stands upright on short rear legs. Covering his grease, dried mushrooms, and spring water. Tucked
body is a violet Pelisse of Protection +2. He hides his Jasper under a loose stair tread is an iron box with five luck
Geode of Perviousness (power of Stone Shape & Rock to Mud) in charms of smoky quartz (175 gp), 600 ep, and a Tallow
the depths of the sand box. In melee, he will touch victims Lamp of Mole Bat Summoning the Vohbod know how to
with a Spiracle Ring of Asphyxia, a vile item that forces a save activate.
each round to end a continual loss of 1d6+1 hp/level
10. Baleful Rampart: Twice as vigilant as their compatri-
from choking. He will wait to use the ring until his target is
ots inside, five Varbod react quickly to any strange sight or
already wounded, held in place, or stuck in web strands.
sound. Four of them are entrusted with a pair of ballista
Although he keeps the majority of their treasure hidden in
that have an extra wide arc of fire (120°). Stone rollers at
the Underwild, some is within the floor niches: bag of
various points allow the shooter to aim at both ground and
onyx chips (200gp), deed to an abandoned tavern (600 gp
aerial targets. Between the ballistae is a heated cauldron
to thieves, 275 gp to honest folk), 14 dishes of hammered
that could pour something like tar or oil upon attackers.
electrum (840 gp).
Dejectedly, the King had to order that incendiary contents
7. Hitching Yard: Four Blood Thumps selected for speed not be used after a panicked Pteroc spilled the pot and
are lashed to a pyramid block in this open court. These ignited a siege bow. Now, one of the duties of the rampart
beasts have two strategic uses - defending the Gate House crew is to cook blood broth soup in it. If the crimson
or carrying a Rytbod deeper into the tunnel to roust the melange hasn’t been completely eaten before enemies
next encampment. Packed on each saddle is a polished arrive, a splash attack will inflict 1-3 damage. In place of
trumpet a rider can sound vigorously. Mounted Rytbod stone merlons, the thinner wall behind the ballistae
can see over the enclosing North wall, which is 10 feet features a petrified wood log that all arriving Pteroc must
high. Shading the door to 8 is Iviog’s colorless steed, land upon. (Snearg has trained his birds to do this.)
altered by a mutation that occured as a result of eating Passengers must present a small bag of inked bones to the
garbage at the Multiversal Bazaar. Uncustomarily, the Gate House Border Bailiff (fifth Varbod on rampart). The
(slightly radioactive +1HD) raptor can breathe a stream of bones are a code, which tell the Bailiff where the flyer is
energy like a lightning bolt if severely frightened. going to. The patterns are changed twice a year. If an aerial
Fortunately, the list of eerie things it would blast is short: intruder passes overhead, the ballista at 4 will be ordered
The Night Dragon, Great Bogbears, Fungents, and to fire, and at least one Rytbod will pursue on the ground.
humans with funny hats. The rooftop arsenal also comprises of personal crossbows,
12 ballista bolts, 9 gastendolg bombs, 4 unholy hand
8. Cavalry Postern: Lazing in this secure chamber are
grenades, 2 weighted nets with sewn on zombified
four designated Rytbod, all pleased to be so close to their
troglodyte heads, psychoactive porridge in ewers, and
commander. Ignoring the daydreamers is one infantry offi-
sealed cave clams stuffed with rot grubs.
cer, the Vohbod in charge of provisions. His temperament
is poor, having to deal with stalled suppliers at the Troblin Key to the Troblin Kontor
Kontor. During inspections, he often yells through the Centuries ago, the Bugbear tribe living atop this hillock
arrow loop, telling the Varbod to swipe things they could was fettered in chains of Duergar iron. Rage and primeval
use. An extra suit of plate armor is kept hanging in case a weapons had failed to drive back the bearded raiders, and
rider needs a clean replacement. Combined, the Trolls here the tribesmen quickly lost half their numbers. While blood
have Dagendreng gambling chips worth 800 gp.
22
trickled to the cavern floor, Duergar shamans entered a Troblin Soltvar (reservists) 50’ up in the only wall tower.
haunted crypt near the butte’s North slope. The The single ground level passageway to the interior is on the
vanquished Bugbears hoped the iron-shod imps would side of the Kontor not facing the highway. A 16’ high wall
take the forbidden treasure there and go; but the Duergar safeguards the entry from intruders opting to dispatch to
stayed and enslaved their remnant. For generations, the the South slope. This barricade, the Kontor, and the tunnel
Bugbear toiled to construct a pocket empire, exhausting form a gulch-like bailey alive with Troblin enterprise.
vitality and determination. The misery might have ended
1. Policed Threshold: Standing on the inside of a low
with the ascension of the Dark Trolls, had the creatures
swing gate are two Varbod with heavy flails. They will not
been less avaricious. But the new Troll kingdom needed
impede carts unless they are noticeably overburdened or
more than a buried stockade and servants with insufficient
reek of an unusual scent (like humanoid blood). Customers
craft. Accords were struck with wild goblins of the Deep
from Dagendreng arriving without an escort must present
Caves, and the regenerative power of Troll blood was
a unique key issued only by a Clan Father. These keys can
proffered. Within the King’s lifetime, the Citadel and
be made to vanish if held longer than expected…At the
stockade had been refitted, and the first Troblins raised to
other end of the dusty gallery, nine Troblin Soltvar oversee
adulthood. Although the Bugbears remained servants, their
the unloading of goods into iron bucket trolleys that roll
dwindling number stabilized after punishments were
on grooved tracks. All the Soltvar with javelins or cross-
lessened and useful males no longer fought in the Troll
bows will use these carts for cover when battling invaders.
games. The gregarious Troblins commited to upgrading
the army, and made their Kontor a unique facility in the 2. Junction Chamber: Most of the finished rooms in the
Deep Caves. Kontor are dimly lit by oil lamps high on the chiseled
walls. Trolleys pushed by Thralls pass through every hour,
Kontor Encounters (1d8): between the two ends of the Kontor. Four Troblin Plan-
Rytbod Patrol: 1-4 Dark Troll cavalry on Blood ners are discussing a display of painted rocks, each
Thumps, from a camp halfway between the Gate socketed to a section of the West wall that looks like a
1 Halma game board. All work schedules are announced
House and Kontor.
here, with every labor shift represented by one of the
Iron Mine Crew Rotation: 4 Troblin Soltvar with colorful rocks. Stored in the alcove to the left of the
crossbows, 12 Bugbear Thralls pulling 3 barrow carts archway to 1 is a disassembled ballista. This valuable
2
of ore. weapon is destined for the back of a four-legged dinosaur
Underwild Cane Bale Hauler: 1 Dark Troll being trained at the Citadel Stables.
Masarytbod on Blood Thump, 2 Troblin Soltvar with 3. Troblin Commissary: Formerly a Duergar tribunal
3
axes, 6 Bugbear Thralls pulling a sled of cuttings. hall, this vaulted chamber contains rows of petrified tables
for business transactions and meal breaks. Troblin matrons
4 Live Crab Delivery: 3 Troblin Soltvar with maces, 6 draw water from a well here, a resource that has one
Bugbear Thralls with back baskets of stock. permanent Soltvar guard. Banking around the well are
Citadel Catering Team: One female Troblin Chef, 2 trolleys headed to the kilns in 6. Tables don’t intersect the
Troblin Soltvar with crossbows, 4 Bugbear Thralls route to the prison elevator, but can be tilted to obstruct it
5 if an alarm is raised. The iron platform, capable of bearing
pulling 2 barrow carts of delicacies.
the weight of 4 Dark Trolls, is operated by a vacillating
6 Troblin apprentice smith with pair of heavy door pedal on the floor. Stepping on one end lowers the
hinges. apparatus, while a reverse move returns the platform to
the commissary. A Troblin Soltvar with a Claw Maw
7 Pair of Claw Maws in a noisy mating frenzy. guard-lizard has the simple task of elevator security.
Highway Repair Crew: 3 young Troblin with shovels, 4. Crafting Hall: Masking every square foot of floor here
rakes, and bitumen chips. Inside a half-tent, two 4th are shreds of raw grass, clumps of clay, and snarls of dust
level Thieves from Marchand await their boss’ return and hair. Occupying the center of the room is a pole-
8 from meeting with the Troblin Warden. In the inter- mounted hand loom for weaving. Troblin matrons hackle
im they are sharing some liquor with a Dark Troll Underwild cane into tough filaments that, once de-
Noble who escorted them from the teleport device at gummed, are woven on the loom. The result is a strong
Dagendreng Hold. One of the burglars will slip away hop-sack material that is made into army jerkins, nets, and
to follow any other humans entering the Kontor. carrying bags. In the West corner, a team of potters roll
clay into strands, then coiled into crude bowl and vase
Kontor Approach: Players could compare the vista to a shapes. Individual tradesmen, each expert with a particular
hilltop where indistinct campfires create a stagnant haze. component such as iguana hide, fill the remaining space.
The side road heads straight East, jogging out around the When a work shift ends for a rest period, those Troblins
North face of the site. Spying on the smoothed path are plug their ears and retire to a former watch room. If all the
23
crafters have orders to fulfill, 24 Troblins will be in the are 3-4 Troblin chefs and ten sooty Troblin maidservants.
Hall, both sleeping and awake. Invariably, the kitchen is behind schedule due to some sort
of mishap. Common problems (d6): 1. A kettle has burst,
5. Militia Headquarters: Above the curtained archway to
and a grease fire is requiring everyone’s attention; 2. Auntie
this Soltvar den is their blazon, a Claw Maw rampant with
Hockbone has lost her favorite measuring cup; 3. A
one foot grasping a mace. The entire squad numbers 30;
passing Thrall has kicked over a tray laden for the
half that number are on duty in the Kontor at any given
Commander; 4. Maids are gawking at some romantic
time under normal circumstances. The remaining four
poetry written by an unknown Soltvar; 5. A Claw Maw is
active Soltvar are stationed in the watch loggia accessed by
trying to drag food out of the cellar; 6. The ugliest rat ever
the spiral staircase. The modest room connected to the
seen (this week) is swimming in the bucket of well water.
stair is the office of the Kontor Commander, an aging
The kitchen specialty, which all find heavenly, is an aspic
Vohbod named Dmoljuc. Like most of the Dark Trolls at
made from Draala gelatin bulbs…and smoked human
the hill, he has many descendants from the interbreeding
meat. Basting in a covered crock is an entire torso, soon to
agenda. Dmoljuc possesses a unique shield made from
be slivered into the jelly. The Draala gelatin comes from an
Rust Monster hide, taken from a nest (formerly in 8) he
organism that looks like a pumpkin-sized onion. Eaten
destroyed. In melee, he fights with a Scimitar +1. Next to
raw, it tastes vaguely of garlic wontons. A dry tunnel
his bowl-chair is a stone podium, displaying a Bugbear
meandering to 7 functions as a root cellar. Preserved food
lexicon and hiding a pouch of lapiz lazuli nuggets worth
and spices are wrapped and hung from bags pinned to the
480 gp. Dmoljuc’s two pet Claw Maws also use it for a
ceiling. Anything that drops seems to summon hungry
scratching post. In the Southwest corner of the barrack
Claw Maws. In the Southeast corner of the kitchen is an
are an octagonal game table and 3 heavy pots containing 5
iron-braced door, locked to prevent the unplanned
javelins each. The barbed points are soaking in a poison
appearance of Bugbears from below. PCs that bring bright
made from spores and wood naptha. The substance inflicts
light into the cellar have a 25% chance to find 1d10
optic spasticity, blurring vision until the wound is cleansed.
gemstones worth 30 gp each.
Beneath one pot is a key to 10.
9. Jailhouse Ward: To infiltrate the old Duergar prison,
6. Iron Roaster: Significant heat from the iron purifica-
the Trolls had to pass numerous traps and rend seven
tion oven pours out into the corridor and makes the stone
gates of latticed iron. Those security measures were scrap-
walls warm as flesh. This single domed furnace was the
ped, since the first King believed that incarceration should
only one saved when the Dark Tolls ravaged the Citadel.
only be a short respite before final judgement. Captives
Dwarven engineering was innovative enough to power
were fodder for the Pit Games, and rarely embodied any
metalworks with natural gas, a perfect replacement fuel for
negotiable value. The mechanical platform descends 22
clans with no access to forests or anthracite seams. Tubes
feet from 3 before reaching the prison. There is no lever to
of bronze 2’ underneath the floor transport the mysterious
engage the system here. Without rows of inmates to care
vapor to the roaster, a couple clay-firing kilns, and the
for, the Soltvar in residence use their time to practice
forge in 7. Four Troblins in lizard-skin aprons regard the
combat styles and test new weapons. Firstly, they must be
ovens at all times. The acrid smoke from here and the
able to withstand a menacing Mother Claw Maw that has a
Smithy crowns the hill, preventing occupation topside.
way of scaring off craven Troblins. The old raptor, Brigo-
7. Troblin Smithy: A Dark Troll produces weapons here zaa, has 4 HD and deals 1d6 damage. Any of her clutch
with two of his strapping Troblin sons. Another Troll above that howl from wounds will put her in a frenzied
responsible for armor has three Troblin offspring at his state (+1 to hit). Her pen is by the door to the first cell; the
side. Laughing over the hiss of hot metal, this consanguine dozen Soltvar jailers stick to the other areas of the ward.
outfit is the only crew that can keep pace with demand. Leaning against the South wall is a portable mantlet of
Some of the equipment here is obviously too large for petrified wood covered in Duergar scapulae. If signaled by
Troblin hands; their giant sires work titanic bellows and the elevator controller, four Soltvar will position the
turn the oversized grinder. In a corner is a basket of rivets mantlet, themselves, and Brigozaa on the platform to help
and armor scales so bountiful it could clad a bare dragon. defend the upper rooms. The wooden wall can absorb 30
Removing all the unfinished weapons from wall pegs points of damage before collapsing. Deposited in the niche
would require one of the cargo trolleys and most of an for the elevator platform are 2160 ep, each coin set flat
hour. The South door, sealed with latches, opens into the and covered by waxed leaves and fine sand.
cellar stores. Underneath a stone water basin are nine large
10. Gloomy Oubliette: Glistening bronze doors that lock
and very heavy gold ingots worth a total of 18,144 gp.
automatically partition these cells from the other rooms.
8. Unsightly Kitchen: Once hidden by a Duergar altar The Warden and Dmoljuc have skeleton keys that function
and sheltering Rust Monsters, this ring-shaped cave is the in all three, and one that only grants passage from 9 is
only location that doesn’t smell like Troll feet. Among the hidden in a mantlet wheel. The shaded fields on the map
bubbling pots and greasy utensils is a sumptuous dish represent sunken pits; seven cells are partially hollowed to
found nowhere else in the dungeon. At work (or rest) here
25
a depth of 15’ and one is a complete cavity. An assortment aware of a foe, the green ichor coating the Nawaab’s bones
of four or five captives can be selected from the following: will slither into its skull, to be expelled all at once as a
short range missile. The slime causes a typhus-like disease
1 2 Cerebral Sentries (FO! #4) with only enough energy
if it contacts exposed flesh. Cisamuuq will perform this
to levitate. A weighted net is pinning them to the
ritual four times (there are 5 pots of bones) if assailants are
ground until they deactivate and can be melted down.
not beyond the door to the crypt. Priestess Cisamuuq,
2 A shackled Bugbear heretic that is thought to be an Dark Troll Shaman: Cleric 3, DC 3, HD 6, hp 33 (minus
agent for the Thousand Spear goblins. sacrificed lifeforce), ATT 1, D 1d8+2 Flail, Special:
3 A stork-winged Faerie Minstrel who tried to pay a toll regeneration, Spells - Command, Protection from Good, Silence.
with musical composition. He has been tarred to Billowing around her iron-banded armor is a long tabard
prevent flight. of septic green. A crabshell shield is behind her shoulder,
4 A truculent Barmaid of Dagendreng guilty of violating painted with the symbol of Narsehv. The vile mark accents
dress code after shaving her locks, and suspected of a diabolic bird skull, shown biting a spear that pierces a
involvement in the “exploding pot pie” incident. sunburst. After pitching bones into the sarcophagus,
5 A speared Tricerabeetle (FO! #13) awaiting dissection. Cisamuuq will retain a Nawaab at her side to help block
the exit to 12. A lizard-hide pouch belted to her leg holds a
6 A tattooed Assassin hanging upside-down from iron Flask of Curses, and a table-cut emerald set in a silver
leg chains, convinced that his plight is one of the dwarf hand (1200 gp).
Abbess of Salicia’s naughty games.
12. Palatial Office: The lightless tunnel from the evil
7 A stumpy custodial robot molded out of institutional tomb meets a perpendicular route, although it appears only
green plastic. It rolled into the Kontor a month ago on to branch left. A permanent illusion shields a circular vault
a mission of lemony disinfection. If freed, it will return about 5’ in the opposite direction. Adventurers probing
to the location of the secret elevator to the Palace of the corner may Save to disbelieve the sensorial facade.
Eternal Illusion (FO! #11, or insert your own level). Dwarves that reject the false barrier will experience a
8 A family of human peasants, kept clean for their turn second image for one round - a vision of dead Duergar
on the kitchen cutting board. everywhere! In reality, spread across the floor of the nook
A bronze handle in the corridor outside of cell H can be is a desirable magic item, a Portable Hole belonging to one
pulled to fill the basin with up to 10’ of water. Area C, impatient Thief of Marchand. Goods desired from the
which has no oubliette, is where the Troblin Warden has surface realm are transported in the extra-dimensional
rendered a map of Marchand. Topographic features have fissure and relinquished here for gold or protected convoy
been scaled down and molded out of tinted cement. Tacks to the Bazaar. Awkwardly, the Dark Troll sharing his
of yellow bone radiate outward, highlighting strategic tar- Token this time was the Troblin Warden, who is not
gets. Crates of woven cane raise the paneled map 2’ off the inclined to end his camaraderie with the constrained crook.
prison floor, skewered by a pair of poisoned javelins. The Dashiell the Red-Handed would be overjoyed if mayhem
art project is an anniversary gift to the Dark Troll Queen. broke out in the nauseating Kontor, freeing him from a
rambling examination of trinkets by his “partner.”
11. Forsaken Crypt: Resting on an octagonal dais is the Poztuzhg the Troblin Warden is used to mayhem, and will
bottom half of a gypsum sarcophagus. The Dark Troll only conclude his discussion if an angry Troll stands
Shamans proclaimed a century ago that something bleeding in the threshold. Poztuzgh’s new finds will join a
important to Narsehv the Mutilator was uncovered here collection filling three garderobes, a faceted exhibit that
and then ensconced in the Citadel Temple. By standing on requires about 2-8 hours to review. Finished with tales
the angled foundation, one can see that the open tomb is a about the older prizes, he is emptying a CIR-CUL-CAY
slough for a putrid green resin, collecting around where shopping bag (from an Undoer chronomancer named
the occupant’s ribcage would have been. Standing to the Rufus) on a stately table lit by a glowing sculpture of a
East of the unholy vestige is a female Troll Shaman, winsome lady. Dashiell, seated eleven paces from the
sorting a pile of bones into open jars. Cisamuuq is the tunnel outlet, will only fight if cornered in the office. If
Warden’s abiding deputy and current Troblin Pontiff. With combat erupts elsewhere he is confident that his skills will
advance warning, she can use the power of the triumph over locked doors and sheer stone. However,
sarcophagus to animate the jumbled skeletons she has abandoning the Portable Hole is not an act his
divided into containers. For an expended 1d6 hp from a Guildmaster will suffer. The Warden’s exhibition of
disciple, any humanoid skeleton scattered into the open bravery increases the closer enemies are to his cherished
coffin will rise again as an Execrated Nawaab of Narsehv bric-a-brac. Fortunately, there are a few magical oddities
for one day, or until the summoner is slain. The fiendish here that will trouble interlopers. Dashiell the Red-
Nawaab (HD 5, DC 6, ATT 2, D 1d8 claws and gout, Handed, Human Sharper: Thief 7, DC 1, hp 37, S 14 I
Special: immune to 1st level spells, single gout of necrotic 11 W 15 D 18 C 15 Ch 12, ATT 1, D by weapon, Special:
bile) are considered mummies for Turning attempts. Once 3x backstab. Dash earned his title by filching goods during
26
midday, and informing each victim how much he profited Ink in a labeled jade bottle (170 gp), a scrimshawed T-Rex
from the stunt. His gumption shocked his first Guild, tooth set in a gold plaque (400 gp), and Modra’s digested
which he left about halfway through his career. Now, he spell book (only the middle pages are unmarred, with 3
performs the most perilous of challenges, delving into second and third level spells still legible). Other curiosities,
catacombs full of man-eaters. To help remain intact, he trash from strangers gadding about the Multiversal Bazaar,
wears Elfin Chainmail +1 and fireproof boots. His most have a slim chance of pecuniary worth, mostly generating
pragmatic item is a Wraith Cord of Transposition, which can little beyond mild revulsion. d10:
teleport him from one silver aglet to the other. Sheathed in
Translucent shells around spools of black ribbon,
a fancy scabbard is Tarsutram, a Short Sword +1 of Stair &
1 inked with lutes and pentagrams. They spill from
Slope Detecting. Dash has used the Cord numerous times
inside the CIR-CUL-CAY sack.
to position himself for a backstab or slip past a gate.
Stowed in the Guild’s Portable Hole is an oiled iguana-tote 2 A dehydrated alien head with three glass eyes.
full of lapiz lazuli (3000 gp), a Duergar ceremonial urn of 3 A 16” gargoyle with yellow teeth, strung with wire like
electrum brimming with Underwild snuff (250 gp), and a puppet.
Modra’s Wand of Cobra Conjuration (see new magic items). 4 A bleached log with a 5” plug of brass on one end. It
Warden Poztuzgh, Troblin Champion: Warrior 6, DC makes stridulous noises when lifted or rolled.
4, hp 40, ATT 1, D 1d10+1 sword, Special: regenerates 2 An incredibly detailed painting of a sea cult, observing
hp per round. Formerly the Kontor’s War Chieftain, 5 blithe human sacrifices moments before they fall into
Poztuzgh was quick to appoint a Dark Troll Vohbod to the maw of an ebon and white shark.
replace him. Impassive about the Soltvar destined to 6 A three fingered glove with no stitching that carries a
march to war, he thirsts for better covenants with the magnetic charge.
Undoers of the Multiversal Bazaar and other respected and
wealthy personages of The Darkness Beneath. To comple- A dark blue folio stamped with a small eagle in the
ment his Priestess, he wears a green cloak and scale armor. 7 center, collecting small gray drawings of round lamps
Suspended from ankle to collar is a two handed Sword of levitating in the clouds and dead cows.
Clashing Paths, ensorcelled to penetrate certain magic 8 A large glass beaker storing a dessert sauce with a
barriers. Fitted to index fingers are identical topaz rings - pickle tang stronger than “Howling Gnoll” Gherkins.
one a Ring of Protection +1 and the other an imitation with a 9 A forty ounce copper mug with “Happy 7000th
poison needle (soak in water to fill a tiny capsule or be Flogging” stamped on the side in Lizardfolk.
pierced when it dries completely in 2 days). If the Warden Stack of dusty pamphlets for tourists interested in
has the opportunity to enter an unfinished battle, he will 10 Dark Troll Pit Games. The offer of discounted lodg-
take a couple trinkets from his office along: ing at Dagendreng Hold expired nine months ago.
 Statuette of Madame Monlaur: Shining like diamonds in the
sun, this hollow porcelain figure magically illuminates a 13. Strange Shepherdess: Incarcerated for a decade in
10’ radius. The ashen remains of a ravishing vampiress this rift, a mutated nymph from the territory of toadstools
are held within, swept up after her last dance with strives to earn her freedom from the Dark Trolls. Attacked
paladins. Any evil person smashing the figurine can by Woebegone Kernoble’s adventuring party (FO! #13)
order her phantom to drain life one more time. A target because of similarities to the leering Medusae, Hatipoli
that fails his Save will see the unearthly maiden clasp his the Hesperid (HD 5, DC 6, ATT 1, D by weapon,
chest, and feel her glacial bite (lose a level). Special: Druidic magic gaze) was kidnapped from the
 Weirding Waveform Amplifier: An unadorned box from a Fungal Forest while bordering on death. Although her
distant desert planet, this weapon of banned sciences faceted eyes emit a magic lambency, no flesh can be
emits an invisible cascade of pain-inducing frequencies transformed to stone. Rather, a twinkling gaze can warp
with each charge expended (1d20 remaining). Living wood or establish a telepathic link with an insect. The
targets are damaged based on their anatomical writhing coiffure atop her head are tussocky caterpillars,
structure, taking 1d6 points for each type of vulnerable which do not bite. The delicate wings that once let her soar
system: respiratory, renal, and skeletal. A creature like a with giant moths were damaged extensibly by the human's
Draala, without large lungs or bones, would only suffer sneak attack, and never meliorated. Hatipoli capitulated to
the fluid-affecting die of damage. A Save against the the Commander’s order to care for the “resources” in the
Amplifier only reduces the damage to 1d4 rolls. adjoining cave. The door to her dismal lair is only
Below the waxed shelves in each of the Warden’s unlocked when baskets of Underwild vegetation are
garderobes is a false bottom, lined with possum skin and deposited inside once each week.
stacked delicately with electrum chunks shaped like orange 14. Crumbling Cavern: Impressed by a goblin scroll
segments. The entire mass of precious metal is worth 9600 depicting a host of human warriors being swallowed by a
gp. Poztuzgh’s displayed assets of recognizable value monumental worm, Commander Dmoljuc went on a hunt
include 17 assorted platinum rings (765 gp), Sphinx Blood for juvenile Purplepedes (FO! #13) four years ago. If the
27
moth-woman in his prison could make such horrors res- glowing brazier has been perched atop a 14 foot menhir.
pond to commands, he wouldn’t have to lead the weakest The stagnant waters of the great Moat rise to within a few
formation into battle. The prisoner’s unnatural gaze had feet of the cave floor and traverse bridge. Unlashed Claw
revealed its power early in her captivity, when she rid the Maws hop carefully down the embankment to scavenge
pits of Giant Curled Lice. Druidic sorcery granted her the for carrion, poised to retreat from the shoaling Moat
talent to speak with insects! Once the pair of caterpillars Dragons (FO! #9) in the cold trench. Odd islands appear
recognize Troll signals, Dmoljuc will have his terrible to surface from the festering lake, each smoothly leveled
warbeasts, and the wretched nymph her freedom. and featureless. These pads of granite are the stumps of
Contrariwise, Hatipoli plans to win her independence by stalagmites, removed by the Duergar to thwart nesting
instructing the Purplepedes to assail the Kontor’s mole-bats. A popular punishment ordained by the Troll
foundations. Gradually fracturing from the multifold grip King is to abandon a victim on such a spot, where the
of two captive Purplepedes, the twin pillars strengthening natatorial goliaths will soon find him. The four Moat
the roof of this cavern are bound to succumb within the Dragons (HD 4+4, DC 4, ATT 1, D 1d10 bite) have a pen
year. The prodigious larvae (HD 9, DC 6, ATT 1, D 2d8) framed by the Citadel walls, observable from 21. The
are coiled around the far pillar, as directed by the clever carnivorous beasts, with maws like hungry Hydrocynus,
Hesperid. The demolition has progressed very slowly, to would easily detect an attempt to breach the underwater
avoid alarming the Troblins. Before her pets erupt into the opening to their sanctuary. The Dark Trolls constructed
crafting hall, she will also tear away the iron bars sealing the East ramp for their cavalry in order to quickly mobilize
the Bugbear pens nearby. If a PC force purges the jail first, a unit for action beyond the Citadel. Crossing the castle
Hatipoli will shelter with the caterpillars, wary of steel would be very inconvenient for regular patrols; Blood
bearing humans. To appease such strange mammals, she Thumps navigating the narrow baileys must slow to a walk
will reveal a cache of gems (3880 gp) discovered at the lest a rider be pitched from his saddle. Hypothetically,
bottom of the north wellspring. Players foolish enough to both the ramp and bridge could be demolished or blocked
engage the protective worms with volatile magic risk by magic. In that event, both troll and steed would wade
collapsing the ceiling prematurely. across the water while the moat dragons were lured to
their pen with food. Wedged into the seventh corbelled
15/16. Bugbear Holds: The diminished population of
arch from the start of the ramp is a bomb made from
Bugbear Thralls (HD 3, DC 6, ATT 1, D 2-5 fist or
incendiary Salamander Flake. It has been undisturbed for
thrown rock) subsist in these branching caves. When
years, hidden there by the Fane’s former wizard, Myxod
workers are needed, a whistle is sounded at the door to 8,
(FO! #7). Igniting the trap in place would collapse a 15’
one chirp per Thrall. Once assembled, the shackled band is
expanse of pavement and start a fire that burns for 3 turns.
handed victuals from the cooks and marched outside. If a
Implementing the explosive against any of the Citadel’s
male Thrall is sick or wounded, a female or runt must take
portcullises would diminish its strength by three quarters.
his place. None of the dispirited creatures will risk
escaping alone or be easily incited to fight the Dark Troll Citadel Construction: Distinct from contemporary
Army. The Kontor Commander inspects their pungent human building practices, the Citadel’s 40’ high towers and
caves every few months, to confirm that they have not curtain walls are a conglomeration of irregular stones
stolen weapons or treasure. The number of adult males weighing many tons apiece. For lasting solidity, many sec-
and females hovers around 40, with 1d10 children. The tions are twenty feet thick, permiting two Varbod to walk
oldest Thralls know about the treasure their ancestors side by side atop the allures. The enormous keep, encir-
secreted in the waters of 14. cling a cavern pillar, appears twice the parapet height given
the additional temple structures. Two floors were gutted
Approach to the Citadel from each enclosed tower, leaving three stacked rooms a
Above the black slate bar in Dagendreng Hold is a troll could stand upright inside. Dark Trolls were also
collection of skulls. Each belonged to a one who tried to responsible for digging the Arena Pit and connecting 8 and
repent of his desire to fight in the Dark Troll arena, 13 with an elevated bridge. The drop-gates at each
typically upon seeing the Citadel towers draw near. entrance are made from alternating beams of petrified
Saluting returning troops are a trio of mounted Rytbod wood and furrowed iron, without gaps. Lifting the barriers
and 1d8 Claw Maws, stationed at the highway split. Unlike up recessed tracks requires soldiers atop the flanking
other cavalry units, these Trolls ride caparisoned Blood towers to spin cranks. The only window slits are either
Thumps, draped in dark green cloth from throat to croup. high in the keep, or exposed only to the occupied side of
Part of the decoration is a chain of mixed skulls across the the cavern. Furnishings are spartan in most common areas;
chest of each lizard. One rider will always follow an the soldiers spurn items that would make their cramped
arriving gang across either bridge. To give the Citadel rooms even more restrictive. Unlike the Gate House, no
guards a better view of the diverging route, a 130 pound, torches are affixed to the wall walks or carried by troops.

28
Enchanted sconces, fashioned by Duergar to look like iron Tagart hides a gold medallion (155 gp), 400 gp worth of
ribcages, hang in the royal chambers and near each gate. Dagendreng gambling chips, and a Sceptre of Hypnotic
Shimmer. In addition to his unique bed, he enjoys Gargoyle
1. Bridge Vigil: Policing the main gate and 240’ bridge are
Stout from the Moistened Bint (FO! #6), which fills a cask
four Varbod with green tabards over their scale armor.
near one of the arrow loops. When home, Tagart’s large
One pair are expert crossbowmen, while the others carry
Blood Thump settles into the alley behind the tower. The
sabers and iron clarions for signaling the trolls inside. To
portly Envoy protested having to retrieve his mount from
defend this location, they are prepared to drag attackers
the Stable Master at 24. In a battle where besiegers have
into the moat, or expend a final spark of life plugging the
entered this first bailey, Tagart’s trolls will try to engulf
entry with their 300 pound corpses. Any nonnative person
victims with weighted nets stored on the roof. One
spending more than 1d6 rounds here must save or sneeze
gastendolg bomb and basket of young Blister Beetles
violently from the drifting vapors eructed by the Moat.
(HD 1+1, DC 4, ATT 1, D 1d4 bite, Special: blistering oil
2/3 Barbican Towers: A force of 24 Dark Troll Varbod secretion) are also available as missile weapons. The Claw
dwell in these triangular towers, counting the soldiers Maws from 16 will lunge at enemies from a side that
minding the bridge. The greased cranks for hoisting the doesn’t interfere with engaged Varbod. Lastly, reinforce-
portcullis are never unmanned, and there are always four ments from 11 and 6 will move down the connected allures
Varbod posted on the strip of ground inside the gate. to fire crossbows or drop jagged stones.
Specially, the trolls of the barbican have a supply of the
5. Competitor Crannies: On a lane sided by the outer
poison made by the Troblin militia. Every other bolt or
bailey and royal yard are three barred cells for humanoids
javelin launched at intruders will be steeped in it.
and beasts slated to appear in Pit Games. In the nook
4. Envoy’s Apartment: Tagart, the tribute collecting closest to the arena are a pair of starved Speci-Men (FO!
Vohbod (FO! #6), enjoys a personal suite in this squat, #3). Before they weaken too much, the captives will be
two story tower. He has a total of four bodyguards located forced to fight each other to the death. If inspected, the
on the ground level. Only two join him on the trail to immuring walls will reveal tribal runes and pejorative
collect tributes, while the others secure every expropriated remarks left by doomed Bugbears.
coin until passed to the King’s vault. A stone tub, recessed
6. Corner Tower: Likely to be the oldest guard tower, this
in the floor and sealed with a threaded iron plug (STR 15
structure has required a few new blocks from the Quarry
to loosen), will contain 200-1600 gp yet to be tallied.
to remain unimpaired. Twelve Varbod share primary
Tagart’s ostentatious quarters is dominated by a brick
duties, scanning the Moat and protecting the curtain wall
sleeping platform that can be heated by starting an oven
behind the barbican. Even though there is no access from
fire in the room below. After riding for days, Tagart can
the short walk to the Keep (above 7), one troll will always
only soothe his vast bulk with a heat treatment. Soft reptile
be stationed there with a clarion.
leathers cover the radiating masonry, and a cashmere cano-
py from Marchand (325 gp) hangs above. A secret lockbox 7. Ruined Forge: Had this gas-burning workshop not
is kept inside the flue-like cavity of the platform, where been dealt calamitous damage during the Duergar fall, the

29
Dark Trolls would have been able to craft arms and armor of the Postern interior at a 45° angle. Each will inflict 2d10
decades before the Kontor upgraded. Currently, the damage to a target in their arc.
exposed facility has no roof and only one pipe feeding gas
10. Fighting Pit: More enemies of the Dark Trolls have
to a burn pit. Two elder Trolls with no armor collect trash
perished inside this 32’ ring than anywhere else in their
from around the fortress to incinerate. One elder can recall
domain. Every five years, coinciding with the Priest’s rune
an adventure he had scouting the thicket of the Flower
readings, the compressed mixture of sand and dried blood
Dryad (FO! #12), and how he discovered an antidote for
layering the arena floor must be shoveled out to maintain a
the soporific toxins there.
12’ depth. To keep the earthen walls of the hole protected,
8. Rytbod Bailiwick: General Agradenv, leader of all stakes of petrified wood, each a foot thick, have been set
lancers and hunters, instructs his thirty Rytbod in this hall around the perimeter. Spectacles of sacrifice are frequent,
by leaving a coded trinket looped around their individual replacing trials for meek prisoners and expediting the
pole-arms. Each weapon is clipped to the pillar near the slaying of lesser monsters. Combat between troll soldiers
entry, and cannot be taken down unless an order is given or challenges from outlanders must be approved by
or the Citadel is under attack. The General’s office is to the Hringvotak, the Pit Master. Even being in the audience at
left of this rack where he can observe the door out and the a special bout is considered an honor; Dark Trolls beneath
spiral staircase. In addition to organizing patrols, he meets the rank of officer are only given the chance to observe
with the Stable Master and Masarytbod of 25 every couple with a pass won by lottery. Customarily, the major events
days to review their progress with dinosaur discipline. Less are announced well in advance, to allow odds to be figured
frequently, Agradenv rides a Pteroc to the Army’s Raptor and bets placed at Dagendreng Hold. With the pit
Run in the Underwild. 40’ from the bailiwick, and halfway surrounded by over 40 trolls, nobody cares if foreigners
to the Arena, is a wall alcove occupied by the General's keep their personal weapons to fight with. However,
dangerous Blood Thump. One of the three larger lizards mages will be muzzled and given spears to attack with -
allowed inside the walls, this +1 HD beast has small horns troll chicanery they deem perfectly fair. Victors gain a
and tail spikes instead of plumage. A whipping strike from macho moniker and a percentage from the Dagendreng
the tail can inflict 1d10 damage. As most of the cavalry are wagers. A troll vs. troll contest will only end in death if the
out in the various dungeon zones, only 8-12 trolls will be King permits it. The fight is won when the opponent can
in the building with the General. General Agradenv, no longer give battle. When the arena is empty, Hringvotak
Rytbod High Commander: DC 3, HD 7, hp 50, ATT 1, will occasionally conduct gladiator training for Dark Trolls
D weapon, regeneration. The General’s countenance is (like Iviog) that have his commendation.
rather dreadful after having lost his lower lip to a caustic
11. Causeway Tower: With its crest high above the
ooze. Impoverished by habitual gambling, his only lucky
Postern road, this pointed tower protects an entire side of
winning from the Dagendreng tables is a Crossbow of Speed.
the Citadel. Half of the twelve Varbod here spend most of
To settle his account, he covertly supplies the nobles with
their shift on the rooftop allures, watching the ambling
Underwild Snuff. A loyal Masarytbod collects the plants
Rytbod below and slinging stones at mole-bats. Other
for him, which are dried and ground at a secret location.
duties include checking shipments of arms from the
Customers that partake of the stimulant can only guess
Kontor, supporting the defenders of 9 or 4, and striking
where it originates from. In battle, he will fight from the
the Pit Game drums nestled in the curtain wall between
saddle with a pole-arm (1d10+2), unless outnumbered.
their tower and the cavalry gate. Notoriously, all the
Against a host, he stands afar to shoot Bolts +2 while his
Varbod of the Causeway Tower, with its lofty view of the
Blood Thump intercepts anyone attempting to close for
arena, are related to nobles or reputable officers.
melee. A silvered box lashed to the beast’s saddle flap
contains a silken purse marked “Bazaar Tokens”. In fact, 12. Mentor’s Tower: Hringvotak the Pit Master, a surface
the spurious treasure is a Bag of Devouring, which has troll of the two-headed variety, competed for his own
disposed of more than one fellow gambler. freedom from a wicked spire haunted by invisible Erinyes
and cognizant Spiders. A fervor for martial technique had
9. Cavalry Postern: A ground level section of the
been required extricate himself from the strange tower.
Bailiwick tower, this gate is much more active than the
Amidst pureblood trolls he realized that they lacked a good
Barbican entry. Riding lizards are taken and left just past
deal of combat proficiency, accustomed to simply taking
the portcullis, where the ramp opens to the livery yard
hits and regenerating instead of using tactics. To benefit
(26). Thus, all active Rytbod depart and arrive by way of
champions in the King’s arena, Hringvotak pledged to
the Postern. The area is manned at all hours by a pair of
train them in one of two masterful styles. The first, a
Varbod handling the gate winches above, and two more
“venator” technique, bestows the ability to add a leg strike
inside the tunnel. Should attackers breach the sliding gate,
in melee. The second technique, a popular “secutor”
the guards will retreat to 10, triggering a pendulum blade
ability, involves fighting with a weapon in each hand. Four
trap to thwart followers. The deadly defense impels two
Varbod act as his assistants, and supervise any foreign
waving blades: one swings in the narrow path outside of
challengers (none yet this month) confined to the second
the Bailiwick spiral stair and the other crosses the “elbow”
31
floor. Hringvotak, Two-Headed Troll Secutor Cham- Iviog will be revealed as Tahmrys, provoking greater chaos
pion: DC 3, HD 10, hp 68, ATT 2, D by weapons, Special: in the Citadel. Skaemir the Scorned, Dark Troll Prince:
regen 1/rd, surprised only on 1, ambidexterity. The Pit DC 3, HD 6, hp 36, ATT 2, D by weapons, Special: regen.
Master wears a variegated shirt of fine mail, stitched Skaemir only leaves his sanctuary if accompanied by
together from two elven hauberks and two human ones. Hringvotak or his father’s Masungbod escorts. He fights
His belt weapons, a War Axe +1 and a Heavy Flail +1, cut with a pair of standard sabers and wears nothing to
and crush for 1d8+3 damage each without off-hand distinguish him from the tower guards. A fake quiver for
penalty. Irregular patches of hair appear on his two lumpy crossbow bolts, usually on his belt, hides 105 gp and a
brows and muscled forearms. Although quite capable of Potion of Humanoid Control effecting Troblins and Goblins.
kicking opponents, he eschews that style in melee after The declaration from Iviog will impel him to take any
hurting a knee while performing a crescent kick to the measure to defeat her. If the luckless Prince fails a third
head of a manticore. Hringvotak dreams about the day the time, he will blame his ruination on their implacable deity.
aloof Trap-Springers (FO! #6) see the inside of his
13. Pteroc Pinnacle: Between the two sally ports is a
tenebrous pit. Entirely visible and on display in an open
tower carved from, or possibly built upon, a ridged stalag-
cabinet on the ground floor are these treasures: a silver
mite. Thoroughly corroded chains hang from the high
collar of Knighthood worth 360 gp; a jewel encrusted
corbels, used long ago to raise a cage to the open roof.
falchion scabbard worth 905 gp; a bracelet of teardrop-
Duergar mutineers were condemned to death here, drop-
shaped ivory engravings (175 gp); a platinum blond braid
ped into a smooth cavity where they would be consumed
of elven hair, attached to the scalp; three goblin skulls
by giant ants. The Dark Trolls ditched their initial plans for
inside an iron shield pinched shut like a taco; a hollow
the tower after Poltergeists were encountered inside. Now,
walrus tusk containing volcanic ash from a plane of Hell
the location serves as a landing pad for Snearg’s birds. One
(1200 gp to a wizard); an imitation gold trophy for winning
Rytbod from 8 guards the bridge to their hall, and checks
the “All Cave Karate Tournament”: and a Gnomish
the passport bones that all flyers should possess.
Institute of Science ring that can open the hidden elevator
to the Palace of Eternal Illusion. 14. Signal Tower: 12 Varbod supervise a signaling system
at this tower. If they spy trouble at the dinosaur pen or
Withdrawn from his position in the Army and blacklisted
Blood Thump yard, a crimson banner will be hoisted to
by the Dagendreng Clan, the indignant Prince of the Dark
warn Citadel forces. If a green banner appears, then all
Trolls broods in his room on the third floor. Almost seven
troll males outside the Citadel are being summoned to
years ago, a shameless bride mugged him with her Blood
fight a foe. The warnings are backed with blasting clarions.
Thump and vanished into the Underwild: that fiasco cost
One smitten Varbod will place a lantern in the second
him his position as a Varbod Commander. Then, around
floor arrow loop on occasion, to arrange a chat with his
one year ago, an edict from the dark temple offered a
mate from the crab hatchery.
chance to redeem himself and secure his advent to the
throne. The required task wasn’t trivial; Skaemir had to 15. Grof Gate: Considered redundant, this exit would only
challenge and defeat Gorangol the Night Dragon! To be used if the Barbican and Rytbod Postern were over-
prepare, he trained with Hringvotak and spent much of his whelmed in a battle. Moreover, the King does not want the
father’s gold obtaining magic items at the Multiversal Count of Dagendreng’s troops at 18 to have supervision of
Bazaar. Grievously, the ancient dragon’s precautions nul- the gate closest to his Keep. So, in place of Varbod, the
lified his plan of attack. Knowing he would use the statues passage behind the portcullis is guarded by humanoid
lining her cavern to dodge breath attacks, exploding runes Skeletons animated by the High Shaman. Their flesh
had been placed upon them before his arrival. Defeated, having long been devoured, these six undead minions (HD
Skaemir was returned to the Citadel by posturing goblins, 1, DC 7, ATT 1, D 1D6) are armed with Troblin maces.
his lacerated flesh sliding from exposed bone. To chastise They have been instructed to repel all creatures excepting
the troll nobles, Gorangol kept the Prince’s equipment, ate the King, the High Shaman, and General Agradenv.
his Blood Thump, and demanded that a week-long party
16. Raptor Coop: Eight mischievous Claw Maws (HD 2,
for her wild goblins be held at Dagendreng Hold, free of
DC 2, ATT 1, D 1D4 bite, Special: jaw lock, surprise) rule
charge. While recovering, the angry Prince learned that the
over everything tiny, and potentially edible, that the trolls
Shamans blamed an outbreak of disease on his combined
take no notice of in the Citadel. Similar to hungry canines,
failures to uphold prophecy. If the PCs journeying through
they will sit around archways, wagging their feathered tails
the Deep Caves do not kill Iviog the Pale, she will
for scraps. Inside the confusing baileys, the guileful lizards
challenge Skaemir in the Arena. Word of the unexpected
can ambush intruders. If they win a first attack, targets
match will spread everywhere, and fill the vaults of Dagen-
without metal armor will be favored. Anchored near the
dreng Hold with wagers a hundred times greater than any
opening to the dirty nest is a carnotaurine skull with a
previous contest. The showdown will distract every soldier
silver orb in one eye socket. The item is ordinary glass, and
beyond the Gate House, providing a hiatus in security the trapped with a Rune of Warding (12 points frost damage)
PCs (or NPCs) could exploit. Regardless of the outcome,
that the garrisoned trolls will avoid.
32
17. Citadel Pantry: The plethora of meals needed to covered with strips of faded yarn. Clipped above a chin
satisfy an army of trolls are dispensed from here. Five wart is a Labret of Protection +1, sculpted to resemble a
Troblin maidservants carry plates to 20, selecting the best tiger’s head. For close-range fights, Leirgund draws his
portions from inventory supplied by the Kontor and Magnesian Blade of Khython (see new magic items). If a swift
Hatcheries. Off-duty soldiers are expected to line up slice doesn’t solve his problems, he will take a defensive
outside, each with a basket of uniform size. When position and attack with a Thelidu Disintegrator (FO! #4)
beckoned by one of the busy females, skewers of mostly stolen from aliens. In his apartment on the third floor of
raw food, each the length of a short sword, are placed in the Manor, he has an exotic medley of exceptional trea-
the barrel. The amount of chow never exceeds the sures: a rendering of an Ogre wrestling a Cave Bear on a
maximum of two meals a day for each troll represented by scroll made of Giant Ram skin (4d6+50gp to a collector); a
proxy. Motivated by hunger, at least 1D3 Varbod will be Dragon Head Wine Goblet of gold worth 560 gp; a
crowding the pantry shortly after shipments arrive. Skewer refurbished 20 inch electronic VidPhone Screen, used to
inflicted wounds are a routine occurence. send choppy messages to an identical unit back at the
Hold; a mildly cursed Rug of Rigaudon, which if tread upon
18. Grof’s Manor: The Grof (Count) of Dagendreng
by two persons compels them to dance together for 1d6
sojourns at this tower when recalled by the King from his
turns; an iron buckle set with a large square amethyst
fortified base near the Black Spinel Cliffs. Grof Leirgund is
(800gp); four painted table legs of solid electrum worth
the King’s cousin and a close advisor. Although he avoids
2000 gp; a Potion of Water Breathing hidden inside a Duergar
reporting profits from iniquities in his private hold, infor-
skull; and a silver and pink tourmaline ritual mask of
mation about armed outlanders or encroaching monsters is
Graeth origin (1700 gp).
invariably delivered. The Grof knows the King will bargain
with him for reports on Marchand, compiled from sources 19. Royal Yard: The 10’ square iron grille to this private
that operate on the surface. Although the King does not yard is left down because the King’s mutant Blood Thump
especially like his cousin, he provides valuable military likes to provide the lifting power. When a guard or servant
intelligence, including directions to enemy strongholds and needs to get in, the phase-shifted monster will materialize
reports of vulnerable populations. In return for his sup- by the gate, bite a ring welded to the low end, and push the
port, Leirgund has asked that the Lower Caves be purged metalwork up till a pinion catches. Doubtlessly, the routine
for eventual Troll occupation. The Dagendreng clan seeks is a toe-curling jolt to outlanders. Such guests are warned
to expand forcefully, by storming the Halfway Inn (FO! not to respond aggressively, as the (HD 11) creature also
#6). The King and Grof both desire to pluck Jalen’s likes to bite off heads. Cespitose moss the color of corn
fantastic spear from his dead grip, but the edgy King feels blankets the ground, and two Masungbod are stationed
compelled first to raise more forces and to find his son a directly across from the entry. When the Dark Troll Queen
complaisant bride – with whom he can be uprooted from spends time in the yard, she sits on a marble bench and
the Citadel. Twenty Dark Trolls, half of them Vohbod of throws dull javelins where the rollicksome raptor may have
Dagendreng, reside in the bottom two floors of the shifted out of sight. If she scores a hit, everyone in the
Manor. Each of the officers carries a belt pouch with 2d20 Keep will hear a loud pounding as the Blood Thump
gp worth of gambling chips. They also wear black capes circles the yard in a sprinting gait. When the quirky beast is
with the Count’s coat-of-arms, a troll hand pinching a coin saddled, it desists from dimensional translocation.
dimidiated with a Pteroc emblem. In addition to veteran
20. Provost Hall: Uniquely, the door to the titanic Keep, a
fighters, the Manor has a bizarre watchdog - an intelligent
6” thick slab of black granite, slides into a wall pocket
Mimic (HD 7, DC 7, ATT 1, D 1D10 pseudopod, S cam-
when unbarred. Disengaging the bronze wedges is the duty
ouflage, adhesive) shaped like a stone altar. The creature
of another pair of Masungbod, both armed with magical
rests next to the ground floor pillar, surveying the main
military forks +1. Lengthy pole arms are not a concern, as
door. It speaks Goblin, which the Grof can understand by
the passages and chambers of the Keep are open to a
casting a spell. All the Dagendreng loyalists despise the
height of forty feet. The great hall, used for meals and clan
Prince, and would not hesitate to hurl him into the Moat.
conferences, houses five more royal bodyguards and a pair
The cranks that operate the portcullis at 15 are locked
of 30’ inanimate bat wings strung up from the support
down with chains. Leirgund Dagendreng, Dark Troll
column. Centuries ago, the Duergar wrested control of this
Count: Witchdoctor 1, DC 1, HD 7, hp 45, ATT 1, D by
cavern from a six-eyed Mega Mole-Bat, and chained its
weapon, Special: regeneration, Spell - Comprehend Languages.
sheer wings (worth 2000 gp to an alchemist) here for a
To his patrons at the redoubt, the clever Grof portrays
grisly trophy. While four of the soldiers will often be
himself as a rustic brute with treasure to throw around.
seated at one of two large tables, one wielding a heavy flail
Enhancing the ruse are his handcrafted Dire Wolf hide
+1 will stand as a sentry near the door to 23 and the
cloak and bold lines of war paint on his chest. However,
staircase up. The locked vault door of iron is glazed with
magic detection reveals a glowing silhouette, as he is
concentrated Blister Beetle oil, and will inflict double the
actually bedecked in rare items (and dabbles in sorcery).
normal penalty if it contacts humanoid skin (-4 to hit).
On his wrists are Bracers of Defense DC 2, purposefully
33
21. Throne Room: A pair of tapestries swathe the the use of dual weapons. All the troll officers support his
crooked corridor opening into the King’s audience cham- plan, although the greedy High Shaman thinks they can
ber. The black insignia of Clan Dagendreng is seen again accomplish their goals with fewer allies. The sovereign
here, woven with dyed fibers and copper beads. The royal fights as an 8 HD monster with two sinister artifacts. One
family, Clan Gjorslazreng, displays their badge on a slightly is a great mace known as the Scaraboid Sledge of Destruction,
larger arras, beaded with green andalusite. The blazon and the other a hooked gauntlet called the Bane of Attestors
depicts a scaly raptor leg crossed by a troll saber, crested (see new magic item appendix). A human-sized garment,
by a fortified tower. The final brace of the King’s eleven the Robe of the Senescent Marid, is knotted around his waist,
bodyguards flank the entrance, each with the additional and a Pixane of Protection +3 gussies his neck and collar. If
protection of magical +1 shields. Four of the enchanted opponents are harried by Claw Maws and soldiers, the
ribcage sconces, two on each hexagonal pillar, cast weird King’s first action will be to use the robe’s power to
bands of illumination around the room. Queen Nanridr summon sea fog, and then he will lash out with the
sits primly on a marble dais, at the foot of her glowering sledge’s battering horn toss. Karbruc knows that if he
mate. She wears a smocked dress of human skin branded doesn’t commit a foolhardy maneuver, the shamans and
with dark runes, and holds a leash for two pet Claw Maws. other defenders will soon reach his side.
Off towards the left is an alcove with a electrum-plated
22. Masungbod Quarters: Formerly the Prince’s
rostrum. During proceedings, an acolyte of the High
bedroom, this corner apartment is set apart from 21 by a
Shaman will sit there to record deals and rehash any
curtain of Spinosaur hide. The King has turned the space
previous rune readings.
over to his personal retinue, and often drinks blood broth
King Karbruc Gjorslazreng has never met the few with them. Underneath some dirty mole-bat cushions is a
humanoids that persevere in the upper caves, and is 200 pound stone coffer replete with coins. This stockpiled
baffled why beings softer than goblins don’t hasten to the reward is for any triumphant foreigner claiming a lucrative
sunlit surface. His greedy cousin has convinced him that bounty. For simplicity, the only largess offered in certified
these nuisances can live there as long as tributes are paid. bounties is a sum of 10,000 gold coins. The brusque trolls
Yet, money isn’t a paramount concern in his kingdom, will not offer to carry the coffer back to the Highway. The
where all clansmen serve without recompense. The funds veritable metal inside is not all gold; the bottom 6600 coins
simply make transactions at the Bazaar faster, and entice are cast from electrum. Also within the box, written
outlying agents to follow Dark Troll bidding. His primary beneath the ponderous lid, is a message in Common that
concen is not his troublesome son, but the continued reads, "LEAVE OR BE EATEN".
training of warbeasts. Karbruc means to start a war with
23. King’s Vault: Beyond a latched double door of
the Duke of Marchand once he has enough ceratopsians to
petrified wood is the royal roost and clan treasure
transport supplies and a cavalry of at least 100 mounted
repository. In the corner by the projecting wall is a heap of
Rytbod. The cursory scenario for the war has three stages:
assorted furs atop a base of doweled planks. Only one pelt,
first, seize total control of the caves above (levels 1-5 of
a white bison blanket, is worth keeping to sell. Hammered
The Darkness Beneath) and exterminating any creature
into the wall near the unkempt bed and below a magic
regarded as a threat; second, raze all the rural areas
sconce are three iron spikes. Dropped over one pin is the
surrounding Marchand rural areas that could provide levies
King’s unhandy crown of pointy steel, black sapphire, and
and food; and third, assault the city just before harvest
lapis lazuli (8000 gp). Parallel with the inside wall is a
time, with aid from Cultists of Salicia and the Thieves’
copper cabinet 14 feet long, with a back panel reproducing
Guild within the metropolis. Nanridr Gjorslazreng,
a winding river vista in splendid relief. The shelves inside
Dark Troll Queen: DC 5, HD 6, hp 33, ATT 1, D 1d6
stagger with the river’s contour, and hold some baubles:
javelin or claw, regeneration. In anticipation of her
sovereign riding to war, Nanridr is thinking about which 1 Bowl of suet and brain custard.
part of the Graeth-Home she will requisition. The Pit
Games do not intrigue her half as much as tales of 2 An Incense Cone of Perpetuated Spellcraft (see new magic
murderous Fae. If menaced by adventuring PCs, she will item appendix).
retreat to gather reinforcements, or attempt to grapple the 3 A Dwarven sword with a snapped blade.
first one wounded by the King. On her right hand is a Ring
4 A pocket map of some Troglodyte Warrens (possibly
of Spellturning, the use of which the High Shaman has
located on level 2 of The Darkness Beneath…)
explicated. Pinned at the hip of her macabre attire is an
electrum cameo with jasper inlays worth 700 gp. Karbruc 5 A tall silver tripod containing a stalk-like Spinosaur
Gjorslazreng, Dark Troll King: DC 2, HD 8, hp 55, AT vertebra (475 gp).
2, D weapon, regeneration, ambidexterity. Moderately 6 A citron wood cage imprisoning one Unseelie Squirrel
chagrined about never having led his troops to war, (FO! #1) in magical stasis. If freed, it will animate and
Karbruc has trained arduously to face the champions of try to bite the nearest Elf.
good. With the guidance of his Pit Master, he has mastered
34
The juncture between here and the provost hall has no 26. Livery Yard: Nine months have passed since an
illumination or apparent protection. The ceiling drops to outbreak of disease reduced the Blood Thump herd twenty
25 feet high, and the stone surfaces are dusted with gritty head. Fortunately, the affliction did not spread to the
particles. Recessed into the floor at both ends of the Raptor Run, where three broods have been growing
passage are pressure plates that will release a pendulum steadily. This has slowed down the King’s plan to go to
blade like the ones in 9. In addition to its 2d10 scythe war, as he lacks a sufficiency of assault beasts. The rocky
blade, the apparatus incorporates a loud bell which will pasture appears empty most of the time due to frequent
peal till the motion desists. Stowed in the 12’ x 12’ alcove dispatches and the creature’s natural aversion to befouled
between the floor traps is a Cursed Carbuncle Idol, man- Moat water. Rytbod from 24 riding among the steeds can
sized, with arms raised to bear an unlocked treasure chest. return with a pair to the postern in a few minutes. Also
Encircling its carmine body are three similar iron trunks. encountered in the yard will be Dark Trolls bringing stock
The stone construct (HD 5, hp 25, AC 5, ATT 2, D 1D6 x to the pantry.
2 fists, 20% magic resistance) will remember the first non-
troll that opens or removes the elevated chest and teleport
Key to the Temple
to that individual’s first subsequent combat. The idol, (See page 24 for the Temple map.) One of the first
appearing within melee range, will then attack the robber mandates of the Dark Troll clans was to apportion equal
until destroyed. If the idol’s treasure is emptied or the power between the King’s scions and the High Shaman.
statue itself moved, the change will trigger another The original intrepid followers of Narsehv, the “trolls”
pressure sensitive trap beneath its feet. The reaction is the that precipitated the Duergar rout, held the pontifical
release of 10 tons of sand from directly above, which will position in turn till they detiorated. The quinquennial divi-
inflict 1d4+1 points of damage. Dropping after the nations were then entrusted to their best pupil, Kirjurok,
rushing sediment will be three zombified Anvil Head Ants. who never held the royals in much esteem. Kirjurok was
The trunks on the floor have locks that must be picked. selected as much for his eristic and asocial traits as for his
The Idol Chest contains necklaces of lapis lazuli totalling skill, and his influence tends to undermine both his own
7500 gp, 90 silver scarabs worth 630 gp, and a Potion of position and that of the King and nobles. True to form, his
Polymorph. The other three chests contain a total of 42,000 last two rune readings have tormented the Gjorslazreng
ep, gold ingots worth 64,512 gp, a 50 pound platinum Clan while decreasing his own prestige.
death symbol worth 12000 gp, strips of braided silver wire
1. Oracular Tabernacle: By writ, admittance to the
worth 1480 gp, one flask of mysterious slime from the
Temple is reserved for shamans and clan heads only. The
Vats of Gar, a Helm of Frost & Fire Resistance, 1/8th scale
dark staircase from the hall below connects to an ante-
plans for the Duergar-designed ballistae, and five royal
chamber where four Bugbear Skeletons with Troblin
Clan Keys allowing entry to the Kontor, Dagendreng
cleaver-axes (HD 1, DC 7, ATT 1, D 1d8) have been
Hold, or Raptor Run.
placed. The animations of the Temple cannot think for
24. Marshal’s Outpost: Gulmirnk the Stable Master was themselves; they only respond as programmed by the
selected for his position after defeating all challengers in a shamans. Centered in the 80’ gallery to the right is a
Blood Thump race from the Citadel to the Gate House. conspicuous metallic vessel, atop a pentagonal stage and
Young compared to many veterans, he grew up with his below an open ceiling. The venerated object of evil
lizard companion, and is innately skilled at raptor handling. lecanomancy is a wide plate of circumvolving runes,
The mounts turned over to his care are scattered about the concave to a slight degree and made entirely of electrum
1/8th mile hex considered the full livery yard. Gulmirnk’s (worth 8100 gp, but unholy). The wall insulating the
duty, along with his three Rytbod, is to rein Blood Thumps central pillar holds five niches, one for each of the
from the field and have them ready for cavalry missions. If antecedent shamans, still captive to their master Xsaya-
the Citadel is attacked from the high road or cavern Narsehv. Normally, the acolyte in 2 will appear before
depths, the outpost has a light catapult braced on the roof. anything can be investigated. The shaman will be daunted
25. Breeding Barn: Eroded foundations of an ancient by his inability to waken the five mummies. If approached
temple carefully screened by Underwild shrubs and palms by PCs, the third dessicated corpse will tear open its chest
enclose the new Monoclonius stable. Only the Stable wrapping, causing a small gold plaque to fall out. Scribed
Master and a pair of stealthy Masarytbod are allowed in both Duergar and Goblin is a brief message that reads,
within the important reserve; they will cut down any “DESTROY US BEFORE THE RELICS”. Raiders that
interloper, even another Dark Troll. Idling in the open damage or attempt to move the divination instruments will
stalls or near the water pool is a family of ceratopsians, two awaken the undead elders. Compelled by their curse, they
adults (HD 11, DC 6, ATT 1, D 2d4 horn, trample) and will attack as Mummies with the ability to regenerate.
three young. Currently, other hunters are seeking a second 2. Temple Study: Two stone box-benches with lids of
breeding female to produce another clutch. With ample petrified wood contain the records of rune readings and
food, the troll herdsmen believe the reptiles can be ready language translation tomes. The High Shaman’s disciples
for service within 8 years. are learning Goblin, in order to make use of imported
36
primers that decipher Common. The only shaman that has rounds, mobilizing a troop of eight Goblin Skeletons (HD
mastered the two additional tongues serves with the 1, DC 6, ATT 1, D 1d6) in the revealed room. The silent
caravan that visits the Fungal Forest Garden (FO! #13). soldiers, armed with short swords and crab shell shields,
The Dark Troll Acolyte (Priest 1, HD 6, DC 4, ATT 1, D will join the fray with the undead insect or hearken to a
by weapon, regeneration, Spell - Spittle) present has poor shaman’s command.
study habits, and will not try to parley with unwelcome
7. Narsehv’s Chapel: In the lair of the High Shaman one
visitors. His skull-head mace and melted candle are the
is closer to the top of the Dark Troll cavern than the
only items aside from the dingy books.
bottom. Slits in the tile-plated roof seem to glow blue
3. Torture Chamber: Heaved to the far corner are a when a puff of glowing fog skims the high turrets. The
number of dwarf-sized manacles and one extremely pitted cold floor becomes a ledge for a single person when the
iron maiden, five feet tall. Plainly, these implements were projecting sanctum is explored. The vaulted space is open
insufficient for any troll punishment. The current tool for to 1, so the pendent relic just out of reach can weep green
castigation, when demanded by the High Shaman, is a coif ichor onto the runes below. Seized by a chained Tyranno-
of copper links heated red-hot in a gas flame. If the iron saur skull banded in iron is a suppurative cyst the color of
maiden is pried open, 1d8 Rot Grubs (hp 1, DC 9, Special: snail shell, the calcified Liver of Xsaya-Narsehv!
burrow into flesh) will slither to the floor.
Unless powerful magic is used to breach the chapel and
4. Acolyte Residence: After Priestess Cisamuuq became convey PCs to this very spot, they will have encountered
the Troblin pontiff, the number of Kirjurok’s adepts the High Shaman Kirjurok in a more populated chamber
dropped to four. Of that number, only three still reside in of the Keep. His preference would be to fight with the
the temple. Occupied by a fresco repair, two Acolytes King, bolstered by Masungbod and his undead retainers.
(Spittle and Protection from Good spells) are spattering sections He doesn’t wear accoutrements produced by the Kontor; a
of the longest wall with raptor feathers dipped in pungent suit of Giant plate mail +4, mildly scratched, was obtained
pigment. Behind each troll is a bugbear Skeleton holding a from a red dragon at the Multiversal Bazaar. To pulverize
crackling torch. The azure panorama depicts an emaciated beatific sectarians, Kirjurok fights with a Stibnite Staff of
giant, with vulture skulls instead of hands, breathing Nether Adyta, which strikes divine adversaries for triple
miasma upon a florid city. One troll will retreat to warn the damage. The priests that unearth an artifact of Narsehv
High Shaman in 7. In the recess near the entry is an iron gain the ability to summon a unique monster. The High
chest with a poison needle trap, containing lapis lazuli dust Shaman can call forth a Bile Pudding once per week,
and electrum knobs worth 350 gp. which he regularly confines to 5. Kirjurok the Doom-
sayer, Dark Troll High Shaman: Priest 7, DC -1, HD 6,
5. Pernicious Pudding: Appearing like an island of
hp 38, ATT 1, D by weapon, regeneration, Spells -
saffron and black granite, a fractured fountain rests 15’
Protection from Good, Cause Fear, Darkness, Chant, Speak with
from the ramp to the Temple’s second floor. The top of
Animals, Resist Fire, Rune of Warding, Blindness, Icteric Drain
the construction has been defaced and battered, although
(see new spells). To avoid being ringed by intruders, the
the semi-circular basin is only chipped. Leaning against the
High Shaman applies Mole-Bat Salve which permits a
fountain is a glowing staff tipped with a ruby chrysan-
short (2 turn) aerial jaunt per application. The chain for his
themum. Non-trolls that graze the large tub or touch the
unholy symbol is platinum with jasper chips, worth 1360
staff will be attacked by an olive muck known as Bile
gp. In a silken pouch beneath his armor is a Multiversal
Pudding (see new monster appendix). The intriguing staff,
Bazaar Token. Should all the cultists and undead succumb
belonging to a slain elf, has no charges left. However, it is
to righteous rivals, the vise of bone holding the deity’s
trapped with the High Shaman’s paralytic Rune of
enduring viscera will be blasted by reverberant howls. The
Warding. The incline to 6, steep enough to be strenuous
Liver will disappear inside a growing bubbling seep of
for humanoid legs, has hundreds of cobweb gossamers
ichor, which will sweep into the lorn chapel. Born of this
dangling from above, sheared by the passing priests.
putrid orb will be the Avatar of Xsaya-Narshev, a two-
6. Cloister Beast: Exhumed from the Underwild Tar Pits faced horror with no body or limbs. One profile is the
and reanimated, a bituminous Ant Bull Zombie fills the air skull of a leprous Ghoul, 10 feet from lower jaw to frontal
with the stench of sulfurous pitch. Slowed from a skin of suture, with black sapphire eyes and two pair of snapping
dry asphaltum inches thick, it will wait for intruders to shark heads in place of teeth. Piercing the temporals are
encroach upon 7. The beetle-like beast (HD 8, DC 1, ATT the blood-filled eye sockets of the antipodal face, a vulture
1, D 3d8 bite, blood drain) has hollow mandibles that can skull with a dripping black beak. No power short of a
extract vital fluid from a bitten victim. If clenched for Wish will stop the evil being from beginning its rampage
additional rounds, the damage applied will be a minimum with a pursuit of the High Shaman’s killers.
of 12 points. At a corner in the right-hand wall is an
The dissolution of the infernal Avatar will destroy the
archway concealed by a permanent illusion similar to the
runewheel and the gypsum crypt at the Kontor.
one in the Kontor. Individuals of good alignment that
Unexpectedly, a tornado of golden lighting will loom over
infiltrate this floor will cause the illusion to fade in 3
37
the Citadel, funneling down to the Pteroc tower. Its stones holy generals will circulate a message in the form of a
will tear apart violently, spilling like gems from a slit purse shared dream before vanishing, identifying the Maho-
and collapsing the bridge to the Bailiwick. Emerging from Hanzaki as villians fostering the Eyes of Narsehv.
the magical maelstrom will be 20 foot tall warrior-saints
8. Kirjurok’s Lodging: Unrolled behind a magic circle of
from Gyeryong, the Jang-Gun of Thunder & Lightning.
velociraptor talons is a thin mattress of bugbear hide filled
They will remove their golden helmets to reveal two
with tufts of Duergar beard hair. A tripod of iron ribs,
Dragon Horse Yearlings, which will fly to the PCs and
fastened with pins to the floor, would presumably bear the
deliver a pair of scrolls. The first scripture will grant each
shaman’s armor and weapon. Where a bed pillow might be
surviving battler either a point of Strength or Constitution
discovered is a large iron bowl containing slices of the
for 729 moon cycles. The punctilious second scroll
Kontor’s human flesh aspic. One foot from the benign
explains how the paladins and monks of Gyeryong
circle of claws is a stack of grimoires:
brought down Xsaya-Narsehv and his demon birds with
10,000 arrows of sunlight and the trampling hooves of  A lengthy treatise on hydraulic and gear driven devices
nine blessed Dragon Horses. The lore also recounts how written in Duergar. Secret pages detectable only by
the malign creature’s liver was buried in the earth, the eyes magic provide instructions for making a Carbuncle Idol.
fed to a Kraken, and hands pinned beneath a silver altar  Notes about the dragon Gorangol and her lair divulged
festooned with the prayer beads of every native monk. The by tortured goblins.

38
 A Libram of Forgettable Facetiae (see new magic items). years older and in one of the following extraterrestrial
 The Codex of the Yethlyreom Necropoles, bound in locations (d12):
canescent Sirine skin. The last entry encloses a filigreed 1 The Drugstore at the End of the Universe, where one
bookmark with the the initials “CAS”, worth 16 gp. old alien pushes a cart and looks for boxes of tissue.
Farms and Lodges of the Dark Trolls 2 Public Restroom 559 on Planet Tranzor K, which is
Zone 5 on the hex map (pg. 18) is a “township” of Dark one unbroken city of 75 million square miles.
Troll livestock farmers and offspring too young for Army 3 The centipede canyons of Mesklimm, where gravity is
duty. The subterranean water supply that feeds the Fell 4x stronger and the temperature is a toasty 140° F.
Lagoons has an exposed tributary here which fills a fatten- 4 An abandoned space station with a computerized
ing pond for crabs. The pool has sloped dikes around its counselor called Mrs. Pohl.
perimeter so the Large Crabs (see FO! #3) can’t escape. 5 A labyrinthine bunker being assailed by Nimian
The hatchery is tended by Troll Matrons and some Elder Tripods from the first Zone War
Trolls. Curious Troll tykes are kept away from the 60 6 The icy wastes of Arisia Prime, utilized as a parking
pound, cantankerous crustaceans. Instead, the youths assist lot for repulsor engine limousines.
with the numerous iguana and eight-legged possum
7 The volcanic beaches of the Optimen, who are
hutches on the opposite end of the village. For every dry
looking for Optigals with excellent nails.
stone cabin, there are 1d10 clay garden pots for carrying
Underwild greens to the meat animals. Drums fashioned 8 Prison colony of the Co-Dominium Navy, where
from mole-bat membrane will be percussed to warn the everyone has the choice to work or be vaporized.
Citadel of an attack. The population count stands at 22 9 The Draala city of Rithia, employer of thousands of
Elder Troll males, 38 Matrons, and 40 youths. Secluded talk show hosts.
near geothermally heated mud pits are 3-8 private stone 10 The post-apocalyptic surface of Earth in 2343, when
lodges for retiring nobles and wayward hunters. The villas the Cadi-lacs triumph over the mutant Vol-vores.
wrap around the pleasant mud pools, making them part of 11 The primitive continent of Phaesheia, protected by
a closed courtyard. Although independent, each lodge mechanical centaurs and rich in valuable orichalcum.
master must keep a Blood Thump ready for responding to 12 The Synapse Hive of Wire-Agents where prowling
any royal mandate. The properties will also house 1d3 dream tasters sell their services.
Matrons and 1d6 pet Claw Maws. The lodge that General
Agradenv has converted into his Underwild Snuff mill is Depressing all three elevator control buttons will return
well defended by 10 troglodyte Zombies armed with the riders to the Dark Troll cavern.
crossbows and a Masarytbod wielding a Trident of
Submission. The market value of the cured leaf stockpile Hollow of the Infected
here would be no less than 2500 gp.
Just under a mile from the Citadel is a defensive bulwark
of mining debris used to quash the advance of copro-
Burial Niche Pillar phagous beetles and diseased monsters. The only creatures
Deserted by both its dead denizens and tenacious mole- that pass the line of Dark Troll crossbowmen are mole-
bats, the ornamental pillar of Zone 6 has only two bats, immune to the infection spread through the Hollow.
significant features. Anyone not interested in the When Blood Thumps carried Vohbod inspectors to the
columbarium’s chiseled art might be surprised to find a wall, they carried back parasites to the susceptible herd.
secret elevator to a mechanical room in Xanadun’s Palace Thus, the nine Varbod policing the zone are on foot. They
(FO! #11). Searching the base with True Sight will spot the will not trail any humanoid going deeper into the plagued
sealed cab and its control buttons. PCs that release the territory. Perils of the rancid stockade include (d6):
custodial robot from Troblin captivity may observe it
1 Split cave floors inundated with guano and the roving
struggling to return to the elevator. A third method of packs of beetles that consume it. Most of the insects
gaining access would be to aim Hringvotak’s science ring are harmless, but there are Blister Beetles and Giant
at the rock face from within 10 feet. The teak-lined Curled Lice (hp 2, DC 7, ATT 1, bite for 1 point) that
transport opens with a jingle and has the ubiquitous
will swarm a fallen or immobile character. If
(modern) arrow buttons, glowing pure white. Pulling at a contaminated clothing isn’t washed or discarded in one
chrome faceplate will cause it to swing out on a hidden day, the risk of disease increases dramatically.
hinge, displaying a third, blinking red button masked in
black tape. A maniac that presses the prohibited selection 2 Colonies of shelled Jekti (FO! #11) growing upwards
is going to suffer the consequence of trifling with to increase the effectiveness of their acid against
Gnomish machinery; the linear motion of the cab will climbing and flying creatures.
accelerate and spin through assorted frontiers of reality!
When the doors open at last, all occupants will be 1d3 3 Worm-infested Claw Creepers (HD 5, DC 4, ATT 2, D

39
1d6x2 hook arms) living in the ruins of the preceding investigating sources and classifying the various species.
Dark Troll fort. The parasites have stricken the falcon- Worrisomely, one of their scientists has not returned with
faced beasts with swollen limbs that impair their his Troblin guide from the Fungal Forest. The Draala are
hunting prowess. The Creepers are deterred by fire, also concerned that the violent trolls will only escort them
one reason the nearby Varbod have 2 barrels of pitch for a higher price, and only to caves they want purged.
at their camp. Draala Scientists: HD 3, DC 7[4], ATT 1, D by weapon,
4 Exiled Troblin Sauropsiwere band (HD 4, DC 5, ATT elasticity, darkvision, camouflage, telepathic communica-
1, D 1d6 bite or weapon, Special: silver or magic tion with oozes. Cinched around their waists are Belts of
weapon to hit, regeneration) trying to return to the Fell Subatomic Shielding, which account for an improved armor
Lagoons. These former loggers have the power to value. Half of the task force are armed with Neuro-
change into Sphenacodon reptiles. When their plight Receptor Dampening Lances, which can sever the mind’s
was discovered by the trolls, the eight lycanthropes signals to skeletal muscles. The result is involuntary
were isolated here. Fortunately, the magical disease relaxation for 1d10 rounds per charge (50 maximum)
makes them immune to the Hollow’s burgeoning expended. A Save reduces the time numbed in half.
parasites. If assisted by PCs, the Troblins will draw Mindless creatures like slimes will simply move away from
them a map to a safe diving spot for giant pearls. the staff’’s energy field when sensed. With this device, a
5 Mole-Bats (FO! #12) that will attack repeatedly until human could pass by oozes without trouble.
the party stinks of guano, ignites a sizable fire, or The busy expedition is housed in a dome of lobed
invokes an arcane barrier. concrete. Inside are work benches with bottled specimens
6 Two Duergar Wights (HD 4, DC 5, ATT 1, D 1d4, and two futuristic machines. The Draala possess a Tasty-
silver or magic weapons to hit, energy drain) concealed Bake Glucoside Oven, which generates both the gelatin bulb
by a colossal pair of stone legs. The feminine limbs are and a kind of fruit-flavored, twisted noodle. A second
positioned in a way to suggest the full figure was in a larger device, the Multi-Mass Eukaryotic Fusor, permits the
reclining stance. There is a 50% chance that touching Draala to merge up to half their number into a giant
the sculpted remains teleports the individual to King composite. The enlarged organism has HD equal to the
Hjorvart’s statue in the Sparkling Grotto (FO! #6). sum of participating Draala, with the Fusor’s effect lasting
as long as desired. However, steady physical activity longer
than 3 hours inflicts a kind of contusing damage, draining
Draala Expedition Base one health per fused individual every subsequent hour. If
The Rytbod that discovered these spongy aliens in the dark the PCs inquire about their plan of action upon locating
tract of Zone 8 believed the things had spawned from the the slime source, the aliens will say something about a
slime flume known to exist there. When a larger squad “nuclear explosive”.
returned to challenge the invaders, their strong mounts
slumped to the ground and swords became impossible to Duergar Iron Quarry
swing. While vitiated by senseless sorcery, the Dark Trolls The laborious extraction of metals from veins has
could only watch as the anomalous jellies melded into a expanded Zone 9 from a cramped split to a wide gulf
walking agglutination of untold strength! The loam-colored skirted with stone ramps and cairn-like piles. Only the iron
giant demonstrated this by snatching up each soldier, to be mine, comprised of subdividing shafts, still provides a
dangled in turn over a bath of deadly slime. Shockingly, healthy amount of ore. Unless a scheduling error is made,
not a single creature was harmed in the confrontation. one mining crew from the Kontor will always be present
Weeks later, Troblin miners found samples of the Draala here. Fifty sappers could work here at a time, but the
gelatin relinquished on their route. Interested in making a Trolls have noticed that intense clangors rouse Anvil Head
deal, the crew from the Kontor met a trio of staff-bearing Ants. Even with minimal digging, a cluster of 2d6 Ants will
amoeba-men and (fractionally) ascertained their mission. turn up every month. Their queen is below, having
In trade for the edible polyps and temporary settlement, established the colony before the Kontor’s smelter was
the Draala wanted to be shown the dungeon environs rife active. A second dusty portal into the depths is shunned,
with slime and puddings. even though the Duergar electrum was minted from silver
More accurately, the advanced Draala, part of the and gold obtained there. Lurking in the sloping tunnel is a
Exobiological Protoplasm Agency (E.P.A.), had been ruthless construct still in service to the Duergar.
asked by the Guild of Reality Mechanics to administer the Assembled by the mad Gnome Schlegenthal IV, a Bronze
ooze problem in their workplace, this mega-dungeon. Golem in the shape of a small German Jagdpanzer will
Locally, the Guild is made up of talented Gnomes and a greet all thieves with a blast from its lava cannon. The
few Arch-Mages. Already, a number of levels and their heavily plated, mobile artillery (HD 16 [80 hp], DC 0, ATT
tenants have been troubled by superfluous ooze. To 1, D 5D6 lava munition, Special: searing blood, ramming)
combat the expansion, the 16 Draala have started has one off-center mortar and a set of three jagged
cogwheels on each side. The 22,000 pound construct is
40
possessed by the dead demi-human, and can engage PCs as New Monsters
an intelligent adversary. Very few passages in the mine are Anvil Head Ants: HD 3, DC 3, ATT 1, D 1d6+1 bite, MV 15.
wide enough for anyone to flank or dodge the fiery golem. The size of velociraptors, these warrior ants have heads like great
If a cannon barrage doesn’t repel visitors, the tank will blocks of caramel chitin. Anvil Head Ants attack in multiples if
prod them towards dead-end paths. Targets crushed by the defending territory or maddened by jarring vibrations.
bronze chassis will take 2d10+2 damage from blunt force Avatar of Xsaya-Narsehv: HD 9, DC 0, ATT 2, D 4d4 shark
and high heat. A Save must be made to avoid magma (1d6 bite / 2D6 beak, MV 9, Special: silver or magic weapon to hit,
damage) that spits from puncturing wounds landed on the undead immunities, elemental resistance, miasma breath, spell
war machine. A complete inspection of the remaining abilities. The unholy avatar is a spectral demon that cannot be
lodes will uncover gold nuggets worth a total of 9800 gp, affected by Clerics beneath 9th level. It is immune to mind
and Schlegenthal’s Cytronic Simulacrum. This gnome- control and paralytic spells. Damage from fire or cold based
sized robot (HD 3, DC 4, ATT 1, D 1D6 saw, Special: attacks are reduced by half. Both of its rotting faces can act each
enchanted spike) made of bronze sports a Pickelhaube round, biting at close range or using a special power. Twice per
helm and a reciprocating saw blade along the left forearm. day, the avatar can expel a necrotic plume from its accipitrine
visage, inflicting 3d8+4 damage to living victims that fail a save.
Once per day, the construct's cap spike can generate a Wall
The ghoulish visage can cast the following spells once per day:
of Sparks (see new spells) and negate 1d8 points of damage Darkness 15' radius, Silence 15' radius, Dispel Magic, Fear Aura, Insect
from a fire-based attack. It will serve a neutral PC for 2d6 Swarm. The Avatar can pursue the party that slays a High Priest
months before losing power. of Narsehv without error, barring a move to an alternate plane.
Bile Pudding: HD 5, DC 6, ATT 1, D 1d10 acid, MV 6,
Special: organic digestion, salt irritant. Only a priest of Xsaya-
Narsehv may summon these putrid green globules. They maneu-
ver like black pudding and dissolve non-metals like wood or
leather. Unlike black puddings, they will not split from damage
or resist elemental attack. Victims struck by the pudding suffer a
-1 penalty to actions until they can wash off their salted wounds.
Execrated Nawaab: HD 5, DC 6, ATT 2, D 1D8 claws,
Special: immune to 1st level spells, diseased bile gout. This
undead creation resembles a skeleton slathered in green ichor.
After rising from the sarcophagus of Narsehv, it can either
attack with bony claws or expel the infectious patina in a 20’
range. The Nawaab can be turned as a mummy.
Giant Curled Lice: HD 2 health, DC 7, ATT 1, D 1 point bite,
MV 3. The giant louse is technically a crustacean, roughly the
size of a loaf of bread. They scavenge dun-geons for food, and
will try to draw blood from wounded or immobile creatures.
Under certain conditions, the Lice can spread disease. The
spherical shape they can assume has made them a favorite living
missile for Goblin slingers.
Hesperid: HD 5, DC 6, ATT 1, D by weapon, MV 12, Special:
Druidic magic gaze, flight. Easily mistaken for Medusae, the
Hesperid are female herbivores with huge faceted eyes and
tussocky sensors on their scalps. Most are also born with
lepidote wings displaying bold patterns. Their magical abilities
are focused by gazing upon a target. Just from a look a Hesperid
can make telepathic contact with an insect, or bend ligneous
structures. Much like Dryads, they prefer to live in secluded
forests.
Maho-Hanzaki: HD 7, DC 5, ATT 1, D 1-3 bite, MV 6,
Special: Charm Gaze, Spells. Allies of evil sea creatures and
demons, the arcane salamanders of the coast of Gyeryong Island
control an impressive number of charmed Hobgob-lins and
Merrow. Accorded powers akin to the Naga, the feeble-looking
gilled amphibians are on par with mid-level shamans. After
organizing into a council dedicated to evil sorcery, the monsters
discovered an artifact of Xsaya-Narsehv. The artifact is part of a
set they plan to recover, which will insure their control of
Gyeryong. All Maho-Hanzaki must keep their skin moist for at

41
least 12 hours a day or suffer an increasing penalty to attacks and Wraith Cord of Transposition: using a command thought while
spell casting. They are immune to poison. holding one end of this 30 foot cord will Dimension Door the
owner to the opposite end. The cord can be used twice per day.
Sauropsiwere: HD 4, DC 5, ATT 1, D 1d6 bite or by weapon,
silver or magic weapon to hit, regeneration. Rare creatures of the Unique Item & Weapon Selections:
Underwild that can transform into nine foot crested lizards. To Bane of Attestors: this heavy iron gauntlet encloses the wielder’s
escape from larger carnivores, they live among the Dimetrodons hand, and is capped with a crescent blade +2. The D8 weapon
of the lagoon. can detect alignment, and will inflict a 2D4 flaming burst upon
lawful targets in addition to normal damage.
New Spells
Codex of the Yethlyreom Necropoles: this ancient text records the
Icteric Drain (Priest 4; Range 3, Duration 1 round/level): When
treasures of, and directions to a fabled city of benevolent
invoked, a target is drained of half his Strength for the duration.
Undead. The city, once violated by necromancy, returned to its
A successful save lessens the misery; two points of strength will
exemplary tenets and repudiated the horrific qualities of undeath.
return each following round until restored to normal.
A mute boy lost in the desert found the necropoli, and was given
Wall of Sparks (Mage 3, Range 4, Duration - 1 round/level): This a skeletal camel loaded with treasure to rebuild his life with.
bright orange barrier of flaring flecks inflicts 1d8+1 points of After penning the first version of the Codex, he was assassinated
damage upon creatures passing through it. Residual cinders, by an elder. Depraved searchers that attempt to follow the boy’s
unless extinguished, will contribute another 1d4 damage the directions will arrive in a city of Sand Hulks and Pit Fiends
following round against infringers. instead. Yethlyreom will only open its gates to those who
struggle for virtue.
Protective Items: Libram of Forgettable Facetiae: a rambling collection of humorous
Baldric Of Defense: Gyeryong style of enchanted substitute armor,
stories about three friends, Squire Jack, Lady Priscilla, and her
ranging from DC 6 to 3.
sister Snow. The libram is cursed, obliging a reader to spend at
Belt of Subatomic Shielding: creates a barrier of deflective energy least 2 hours a day reading about the character's silly
that doesn’t really stop energized particles. predicaments until the 720 page book is finished.
Helm of Frost and Fire Protection: increases save bonuses and Magnesian Blade of Khython: an unfinished longsword +1 of white
reduces damage of cold and heat magics. Rakishly designed, the iron enchanted with Earth magic. The clay-hilted blade
helm has both a horn of gold flames and a horn of blue crystals. neutralizes certain chemistries, and acts as a Sword of Wounding
Labret of Protection: enchanted jewelry favored by dark magicians versus acidic, aquatic, and heat producing monsters.
with too many rings already. Neuro-Receptor Dampening Lance: see text description.
Pixane of Protection: a small quantity of linked rings that protects Ouhi-Fudo: see text description.
the collar area. Not considered full armor, this item is popular
Rug of Rigaudon: depending on where the rug is placed, dancing
among statuesque adventurers.
victims could wind up attracting the wrong crowd. A save will let
Spell Effect Items: the affected move off the rug after spending one round bowing.
Incense Cone of Perpetuated Spellcraft: spells memorized while this Scaraboid Sledge of Destruction: this D8 dire mace looks like a haft
incense is lit will increase duration as if cast at one level higher. of black steel spearing a pair of bulbous beetles wrestling each
other. Passive effects of the sledge include a -1 penalty to
Jasper Geode of Perviousness: once per day, the geode will grant the
Charisma checks and an aura of wormwood wasting. The
power of Stone Shape and Rock to Mud.
wasting will slowly rot plant material and wood within a 10'
Modra’s Wand of Cobra Conjuration: Modra had classmates that radius of the wielder. In battle, it has a +3 /+6 versus warm-
exploited his fear of snakes. To humble them, he made a blooded creatures bonus, and a brutal power known as the
Monster Summoning wand that brings forth a pair of 2 HD battering horn toss. Twice per day, a target up to 40 feet away
Spitting Cobras. Sadly, Modra the Mage was also greatly afraid of can be struck with a gigantic scarab horn that erupts from the
the T-Rex he encountered in the Deep Caves. ground with enough force to heave a Monoclonius. Unless a
Mole-Bat Salve: a thin paste that permits short flights. save at -1 is made, a humanoid victim will take 1D12 damage
Ofuda of Desecration: an unholy talisman that dedicates items for and be knocked down. Immense creatures will take 1D6 damage
use in evil rituals and damages good beings 3 hp/contact. and lose initiative.
Robe of the Senescent Marid: grants the wearer the power to Spiracle Ring of Asphyxia: see text description.
summon Sea Fog and cast Water Breathing. The former is a Fog Stibnite Staff of Nether Adyta: used exclusively by evil priests, this
Cloud that will also drench clothing and quench normal fires. metallic staff will inflict triple damage against good clerics and
Sceptre of Hypnotic Shimmer: a crystal device which will emit one paladins.
Hypnotic Pattern per charge expended. Sword of Clashing Paths: a two-handed sword +1 with runes that
Statuette of Madame Monlaur: when shattered, it summons the momentarily disable the barrier invoked by any type of shield
spirit of a wicked Vampire vixen for one round. spell. The cancellation only applies to strikes from the sword.
Tallow Lamp of Mole-Bat Summoning: allows the user to call to his Tasty-Bake Glucoside Oven: a portable model the size of large chest,
aid a trio of Mole-Bats for as long as the lamp is lit. If two of the it makes two scrumptious foods from a reservoir of secretly
creatures are slain, the third will turn on the summoner. formulated tablets.
Weirding Waveform Amplifier: see text description. Ω

42
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The Battle of Sixwillows Bridge counter sheet

Print or
Copy 5
Times for
1:20
figure
ratio

Elf Spear Elf Spear Elf Archer Volunteers Volunteers Haywards Haywards Slingers Slingers

Shank’s End Shank’s End Postboys Pole Pole Poachers Oddfellows Geezers Geezers Warg Pack

Bollocks Poked Eye Poked Eye Bloody Nose Bloody Nose Gimp Gimp Spoonthieves Spoonthieves Contusion

Contusion No Names No Names Scabpickers Limpers Pointy Hats Piddlers Snipers Rabble Rabble
The Battle of Sixwillows Bridge counter sheet

Spivs Spivs Spivs Spivs Spivs Spivs Spivs Spivs Spivs Spivs

Muppet Muppets Muppets Muppets Muppets Muppets Muppets Muppets Muppets Muppets

Only One Copy Needed for


1:20 figure ratio

Print or Copy Twice for


1:10 figure ratio
(discard duplicate hero figures)

Elf Lord Sheriff Milo Poacher Oin Dwarves Barnabas

Goblin Lord Warg Hero Argh Ubergimp Lumpy Troll Shaman


after taking casualties and adding their own morale bonus
The Battle of to the units when working out post-melee morale. They
never check morale when fighting alone, but attack other

Sixwillows Bridge
units on the man-to-man scale only.
Morale for each unit is given as being equal to a normal
Chainmail scenario by Baz Blatt troop type. This tells you the target number for 2d6 rolls
to stand after being charged by cavalry and when casualties
mount. Each unit will also have a morale point value used
Sheriff Deepburrow surveyed his troop. in post melee morale checks, which may differ from the
“Hold that pitchfork up straight, lad”' he barked. “Hob Thorney- normal troop type. Penalties and bonuses are levied on all
brake, did you sharpen that billhook like I told yer? Won’t cut a these checks. For example Goblins have morale equal to
ruddy bindweed state it’s in, let alone a gobbo's neck!” light foot, so after losing 25% of their number they need
8+ to stay fighting. If they suffer a -1 morale penalty the
A ripple of laughs went through the ranks, but he could tell they was need 9+. Each Goblin is worth 5 points when working out
scairt, all of ‘em, and now you came to mention it so was he. They what happens to the unit after a melee, with a -1 penalty
stood in straight lines, but that was about the only thing the Market this is reduced to 4.
Dafton Volunteers had in common with the elvish troops to their
right. They had peasant smocks and leather weskits, not shiny The Goblins set up first, anywhere on the table they like
chainmail, no shields and their ‘spears’ were farm tools. bar a twelve inch strip along the southern and eastern
edges. Unless allowed by special circumstance card he
A signal horn blared out, and Deepburrow struggled to remember must have all his units on the table at the start of the game.
what that tall elf feller said tan-tara-blah was supposed to mean. The Tribe of the Black Eye has been given the task of
“Thems with slings to the front of the troop!” he yelled, watching a guarding the bridge and that is that, no other tribe is going
dark clot of goblinry coming over the hedge a hundred yards off. “Get to come and help them, and in fact many rival tribes would
yer stones out, but don’t shoot until you smell the stink of their love to see the Black Eyes get a black eye and fall down
armpits!” the pecking order in the Great Goblin’s army hierarchy.
Once Odo Smallweed had reached the Elvenking’s court, a The Hobbit player can introduce units along the southern
call went out for elf volunteers to mount an immediate edge or the eastern edge south of The Stream. Any
expedition into Goblin-occupied territory while messen- reserves may be ordered into battle at the beginning of his
gers went out among his vassals to announce a half-muster turn, in which case they will arrive on the edge of the table
at the next new moon. at the end of that same turn if elven troops, or 0-2 (1d3-1)
turns later if they are the less organised and disciplined
As the elven expeditionary force made its way into hobbit units. Again special circumstance cards may allow
Thistledown County by way of Shank’s End, its comman- some variation to this.
der, Lord Esriel, sent fast riders out to any hobbit village
that seemed reasonably free of goblins. As soon as a Time
sufficiently numbered force had come together at Market
Dafton, they marched on to Sixwillows Bridge, the crucial The battle starts a couple of hours hour after sunrise (8
crossing of The Stream, and into the first battle to liberate am) and each turn lasts an hour. The sun will set at 6 pm
Thistledown County from the Great Goblin’s Horde. and the goblin player will lose any penalties he has suffered
due to having his sun-shy troops fight during full daylight,
(Although neither is required to play, this battle takes place and after 7.00 pm the hobbit player will start to suffer
in the same setting as “It used to be a Hobbit Hole” (FO! morale and hit penalties due to darkness.
#6) and “Smallweed’s Ride” (FO! #8).)
Weather

Rules Unless seriously messed about with magically the weather


will be assumed to be a lovely warm autumn day, the kind
The ruleset used is Tactical Studies Rules’ Chainmail, 3rd ed. of mellow day Thistledown County is famous for, good
– the TSR Hobbies versions are acceptable as well – and, hop-picking weather, if only the hobbits currently had time
unless you are blessed with vast acres of space and for such things. On the table below assume it starts at 3,
thousands of figures, use a 1:20 figure to troop scale and and it may vary somewhat as the day wears on. Roll 1d6
the 1inch = 10 yards battle scale. per turn:
Each player first rolls d10 three times on the Special 1 Weather turns worse, -1 on weather chart (min. 0)
Circumstances table for their side, ignoring any duplicates. 2-5 Same as last turn
Heroes can lead a unit, giving it a +1 bonus to morale, 6 Weather improves, +1 on weather chart (max. 6)
whether on 2d6 rolls when being charged or staying firm
47
Weather Chart ‘The Lads from Shank’s End’
Attack: LF Defend: LF Morale: LF (5) Move 12
-1 Evil Black Clouds, see Goblin bonus card 3.
200 unarmoured hobbits equipped with slings and daggers.
0 Overcast with drizzle. Each turn each Goblin unit Range 12.
has a 50% chance to negate their daylight penalty. PV 40
1 Cloudy and cool, north wind reduces missiles fired
northwards range by 3. ‘Squire Twofoot’s Company’
2-4 Light clouds, warm sunlight. Attack: LF Defend: LF Morale: LF (5) Move 12
5 Warm and bright, with clouds borne on a southern 200 hobbits with leather jerkins, and polearms.
breeze. Reduce range for missiles fired south by 3. PV 12.5
6 Cloudless sky, hot weather. Fatigue after one fewer
round of movement/combat (cf. Chainmail pg. 11). ‘A Gang o’ Bloody Poachers’
Attack: LF Defend: LF Morale: LF (5) Move 12
100 slightly villainous hobbits with leather jerkins, short-
Army Lists bows and daggers. They are experts at sneaking, and can
use the invisibility in brush or woods rule in Chainmail. If
The Elven/Hobbit Expeditionary Force: Chainmail fired upon while in soft cover they reduce casualties by
doesn’t have much good to say about Hobbits as two-thirds rather than half as normal units do. Range 15.
battlefield troops. For purposes of this battle Hobbits are PV 90
considered to be as good as human light foot when
attacking, defending, and checking morale. When using ‘The Postboys’
missiles, Hobbits attack as if their numbers were 50% Attack: LF Defend: LF Morale: LF (5) Move 12
higher and their move was 12, but they cannot go invisible 100 hobbits with a sling and a dagger. Most of this group
as stated in the Chainmail rules, except for special units serve as runners for the Thistledown postal service and get
under certain circumstances as noted below. They are +1 move, +2 when charging or running away. Range 12.
worth 1.25 points for 20 men, being slightly superior to PV20
human light foot. Slings are treated as shortbows, but with
a slightly shorter range of 12 inches, and add 2.75 points. ‘The Eastmarch Haywards’
Elves have many bonuses as per the Chainmail rules but Attack: LF Defend: LF Morale: LF (4) Move 12
cannot go invisible at will. Since they have many bonuses 200 hobbits with leather jerkins and various farm
against Goblins they are still worth 4 points per 20 men. implements. This lot used to be part of what passed for
Thistledown County’s police service and militia and are a
200 Elven Spearmen little bit bigger and tougher than the average hobbit, but
Attack: HF Defend: HF Morale: HF (6) Move 12 somewhat less confident as they have already lost plenty of
Equipped with Chainmail and Shield, Long Spear, Long fights with gangs of goblins. Base morale is only 4, but get
Sword. Can form a schiltrom as per Scots Foot. +1 dice per 50 men attacking.
PV 40 PV 12.5

100 Elven Archers ‘The Oddfellows Arms Regulars’


Attack: HF Defend: HF Morale: HF (6) Move 12 Attack: LF Defend: LF Morale: LF (5) Move 12
Equipped with Chainmail, Longbows, Long Swords. Can 100 hobbits with farm implements, clubs, knives, broken
split move and fire. Range 21. bottles and barstools. Started brawling with the goblins
PV 40 outside their local pub on one rather boozy Saturday night
a month ago and haven’t stopped since. Are itching to
‘The Market Dafton Volunteers’ liberate the Thornbush Inn (and its beer cellar). +1 morale
Attack: LF Defend: LF Morale: LF (5) Move 12 if drunk, treat hand weapons for each figure as 1-2 Dagger,
200 hobbits equipped with a random selection of farm 3-4 Hand Axe, 5-6 Mace if using man-to-man.
tools; no armour, as spear on man-to-man table. PV 12.5
PV 12.5
Heroes
‘The Market Dafton Slingers’
Lord Esriel of Nan-Brethil
Attack: LF Defend: LF Morale: LF (5) Move 12
Elven Hero/Seer, Chainmail and Shield, Magic Sword.
200 unarmoured hobbits equipped with sling and dagger.
Morale Bonus +30, Move 12
Range 12.
Spells (Complexity): Wizard Light (1) (8” diameter circle)
PV 40
PV 80

48
Nan-brethil is the old Elvish name of the area of Thistle- also hate Dwarves and any unengaged Goblin unit within
down County round Sixwillows. Lord Esriel hasn’t actually 9” will charge at them on a roll of 1-5 on a d6. Dwarves
been to the lands he derives his title from for 600 years, get + 1 on any combat dice vs Goblins. Oin and his gang
and never realised that his King had long ago given of desperados have been fighting a guerilla war ever since
permission to a bunch of very short and ugly looking non- their smithy in Upper Towsley was sacked, but rumours of
elves to settle there and cut down most of the woodlands. the arrival of an avenging army has brought them out into
Having finally met some hobbits and heard their current the open for the kind of stand up fight Dwarves very
woes he is feeling somewhat guilty and is making up for much prefer. If Oin was killed or ended up accompanying
his neglect by leading the expeditionary force. As army the party during the adventure ‘Smallweed's Ride’ this
commander he gives +1 morale to any unit within 12” of group is led by Uthrin the Grim, Oin’s cousin who came
him or the unit he is leading. to rescue him when he heard the goblins were on the
march. The Dwarves can come onto the map at any point
Sheriff Milo Deepburrow north of The Stream and will fight their way through to
Halfling Hero, Chainmail and Shield, Magic Sword. Morale the nearest friendly unit.
Bonus +30, Move 12
2 – Best Beer in the Westmarch: Three goblin units got
PV 30
blind drunk on the contents of the Thornbush Inn cellars
A former leader of the Westmarch Haywards and local
last night. Each has lost 10-30% of its manpower due to a
notable making up for the embarrassment of being locked
combination of alcohol poisoning and brawling amongst
up in his own hole by a gang of goblins (see FO! 6). Sees
themselves. The survivors attack as one troop type less (ie
no real reason why solid and sensible hobbit-lads can't see
Hvy Ft as Lt Ft), have -1 morale and -3 movement for the
off this motley crew of bandits if they stick to it, but then
first three turns of the battle. They have a 1 in 3 chance of
he has only ever seen brawls between Haywards and snot-
recovering per turn thereafter. The hobbit player gets to
goblin chicken thieves and sheepstealers.
choose which units are affected AFTER the goblins have
set up; the sub commanders are too scared to admit to
Ziggy Deep-pockets
their chief they lost discipline in their troops. Only one
Halfling Hero, Leather armour, Sword, Short Bow, Magic
unit affected may be a wolf rider unit, and the chief’s
Arrows. Morale Bonus +30, Move 12
bodyguard wouldn’t dare touch ale before a battle, as the
PV 30
chief would skin ‘im alive.
Ziggy has had his differences with the Elvenking in the
past, mostly relating to pheasants, and Milo has been after 3 – Best Beer in the Eastmarch: Ale-snobs may reckon
him for taking rabbits from other folks’ warrens and cider the dark and fruity Thornbush brew is better, but Rosie
jugs from their cellars. He went away someplace beyond Hedger’s hoppy Eastmarch ale from Market Dafton is
the Faraway Hills for a year or two, and has returned with cracking stuff too. Three hobbit units go into battle
pockets of foreign coins and a more mature attitude. Still fortified by beer gaining +1 morale for the first two turns,
nicks stuff though. As a hobbit poacher he can become with a 1 in 3 chance of losing the benefit per turn
invisible in woods or other natural cover. thereafter. Cannot be used on Elf units as they only drink
wine, being all hoity-toity like.
Total PV = 460
4 – Coracles: As a rule hobbits don’t like boats, but one
unit on the hobbit side has overcome this and brought
Special Circumstances skins and withies for making coracles. Given one turn
without being attacked or making any attack or move
1 – Dwarves: A dwarven hero and 20 followers make a
themselves, they can assemble these and cross The Stream
desperate attack from behind enemy lines in turn 2-5 (roll
as their next move.
randomly).
5 – Poachers’ Knowledge: Poachers are a scurvy crew,
Oin Longbeard
but they do have their uses. Tommo the Keg-napper
Dwarf Hero, Battle Axe, Plate and Shield, Morale Bonus
knows the back route into the Thornbush Inn and Polo
+20
Sharpeye can sneak a unit of hobbits into a woodland
PV 20
anywhere on the field without anyone noticing in the
middle of the night. Pick a patch of woodland anywhere in
20 Dwarf warriors
the field more than eight inches from a goblin unit and
Attack: HF Defend: LF Morale: HF (5) Move 6/9 charge
make a note of it. Any unit of 100 hobbits may set up here
Chainmail, shield, battleaxe and light crossbow. Range 18.
and attack with the element of surprise at any point in the
PV 3.5
battle, but if a goblin unit comes within four inches the
Dwarves hate Goblins, and if they are within 9” of a cover is blown and the unit must set up there and then. If
Goblin unit there is a 50% chance that they will ignore any the goblins have all the woodland covered this benefit is
other orders and charge them. On the other hand Goblins lost. If any hobbit unit makes it to within six inches of the
49
Thornbush Inn they may place a counter denoting the point in the game the hobbit player can pick one goblin
secret trapdoor into the cellars and use it to nullify the leader not currently in combat and declare that he has
benefits of cover when attacking anyone within the Inn in rebelled. The commander and his unit immediately make a
melee, or invade the place and start using it as a fortress if beeline for the Chief, acting on the hobbit player’s turn.
it is unoccupied (see the Thornbush Inn below). Any goblin unit which fails a morale check while in
combat with this rebel sees the force and merit of his case
6 – Barnabas of the Silver Birches: Barnabas is a druid, a
and immediately joins him. If the rebel is killed his unit will
human who picks weird mushrooms and talks to trees.
immediately come back under the control of the goblin
The hobbits think he is a nutter, and the elves think his
chief, if the goblin chief is killed all other goblins recognise
pretence to wisdom even older and a more profound than
the rebel as his legitimate successor and fight on under his
theirs proves he is. However he has turned up to lend a
command, at least until the battle is over.
hand whether he is wanted or not – just don’t stand
downwind of his cauldron. 9 – The Standard of Nan-Brethil: This is a brand new
standard, rather hurriedly adapted from the old one by
Barnabas
Esriel’s wife and her maids, depicting six silver willows
Magician, Dagger, No Armour, Morale +20
surrounding a sturdy arched bridge. In addition the
Spells (Complexity): Phantasmal Forces (2), Detection (2),
Oddfellows Arms Regulars have made themselves a unit
Hallucinatory Terrain (4)
standard, the bar-sign from their old pub mounted on a
PV70
pole. This is a handsome wooden heraldic shield quartered
7 – Swan-fletched Arrows: These magic arrows have with an hourglass, a beehive, cross keys and a lamb and
flights made from the feathers of swans from the Silver flag, denoting the mixed trades of the hobbits that drank
Lake, and three each have been given to the unit of elven there before the bloody goblins wrecked it. Any unit
archers by the Lady of the Lake. These give the unit of Elf within 12 inches of a standard gains +1 morale.
archers one attack using Enchanted Arrows, with all the
10 – A Fair Wind: A strong wind blows from the south,
special bonuses accruing to Elves using magic weapons.
giving +3 range to all arrows and slingshots fired
8 – Betrayal! Goblins are a fractious lot, and even during northwards. Negated as soon as weather number reaches 1
a battle a lesser chief might attempt a rebellion. At any (see table above), and will not return if weather improves.

51
The Tribe of the Black Eye: Goblins are treated as light ‘Clan of the Poked Eye’
foot for morale purposes, with a base morale of 5. They Attack: HF Defend: LF Morale: LF (5) Move 9/12
attack as heavy foot but defend as light, and suffer a -1 200 goblins with leather armour, shields and spears. Better
morale penalty in daylight, and get -1 on all rolls. They drilled than most goblins and can even form a schiltrom,
have a base move of 9, with a charge move of 12. They an immobile hedge of spears with no flank or rear.
hate Dwarves, but greatly fear Elves and need to make a PV 15
morale check of 7+ on 2d6 before they can be persuaded
to move in to melee with them, as per Peasants in the ‘Clan of the Bloody Nose’
Historical section of the Chainmail rules – a roll modified Attack: HF Defend: LF Morale: LF (5) Move 9/12
by any morale bonuses of penalties. If attacked by Elves, 200 goblins with leather armour, shields and spears.
they get another -1 modifier to morale when checking to PV 15
see if they stand after taking losses. They have a point
value of 1.5. ‘The Cult of the Gimp’
Attack: HF Defend: LF Morale: LF (5) Move 9/12
Hobgoblins are made of slightly sterner stuff, attacking as
200 goblins with leather armour, shields and maces. They
armoured foot and defending as heavy foot. They have a
favour black leather masks in battle and there’s something
base morale of 7 and will attack Elvish units on a 5+,
a bit funny about the design of their war-clubs as well.
though still lose 1 morale when fighting them. They have a
PV 15
point value of 2.5
Warg riders attack as Medium Horse, but defend as Light ‘The Spoonthieves’
Horse and have a move of 18. They have morale 6, will Attack: HF Defend: LF Morale: LF (5) Move 9/12
attack Elves on 6+ and have the same weaknesses to 200 goblins with small shields and short swords. They
daylight as other goblin units. Using the man-to-man table have taken a shine to the silver teaspoons found in every
the Warg attacks footmen on the second round of melee reputable hobbit’s kitchen and wear them bent round their
as does a cavalry horse as if using a hand-axe. They have a wrists and arms as bangles and poked through holes in
value of 3.5. their earlobes and the septums of their noses.
PV 15
‘The Chief’s Geezers’
Attack: AF Defend: HF Morale: HF (7) Move 6/6 ‘Clan of the Painful Contusion’
200 hard-as-nails hob-goblins, the biggest and ugliest in Attack: HF Defend: LF Morale: LF (5) Move 9/12
the tribe, equipped with motley suits of chain and crude 200 Goblins with leather armour, shields and morning-
plate and armed with cleaver like scimitars, knuckledusters stars. Not the brightest of souls, 10% chance of misunder-
and shields. standing any order and standing around arguing and hitting
PV 25 each other instead of getting on with it.
PV 15
‘The Slobbering Pack’
Attack: MH Defend: LH Morale: LH (6) Move 18/24 ‘Clan with No Name’
100 goblins mounted on wargs, equipped with morning- Attack: HF Defend: LF Morale: LF (5) Move 9/12
stars, leather armour and shields. Having a whale of a time 200 Goblins with leather armour, shields and handaxes.
raiding and looting and decked out in an improbable They wear stolen blankets as capes and chew hobbit
collection of stolen hobbit clothes. They especially like the pipeweed. They used to be called the ‘Clan of the Upright
sturdy clogs many hobbits wear in wet weather which are Finger’ but thought their new image was ‘cooler.’
good for kicking folk in the head as they ride by and the PV15
ornate bonnets hobbit gentlewomen wear as they have so
much starched lace they make fine lightweight helmets. ‘The Scabpickers’
PV 20 Attack: HF Defend: LF Morale: LF (5) Move 9/12
100 goblin archers with knives and shortbows. Prone to
‘The Dog’s Bollocks’ scrofula and dandruff. Range 15.
Attack: MH Defend: LH Morale: LH (6) Move 18/24 PV 22.5
100 goblins mounted on wargs, equipped with morning-
stars, leather armour and shields. Generally less flamboyant ‘The Limpers’
than their rival pack, but have taken to skinning house-cats Attack: HF Defend: LF Morale: LF (5) Move 8/11
and wearing their fur as leggings. 100 goblin archers with knives and shortbows. For reasons
PV 20 best known to themselves they chop off their right big toes
as an initiation ritual; -1 on all movement. Range 15.
PV 22.5

52
‘The Pointy Hats’ Heroes
Attack: HF Defend: LF Morale: LF (5) Move 9/12
Grand Warlord Yugki Black-Eye
100 goblin archers w/knives and shortbows. Wear pointy
Hobgoblin Hero, Magic Weapon, Magic Armour, Morale
hats of leather stiffened with bone in honour of the goblin
+40, Move 6/6
hero Gorbo the Vile, who had a pointy head. Range 15.
PV 40
PV 22.5
He wears the skull of a cave bear as a helmet, and has a
large and ornate black tattoo of some evil-looking sigil all
‘The Piddlers’
over his right arm and a red breastplate with a weird cross
Attack: HF Defend: LF Morale: LF (5) Move 9/12
shaped rune on it. He wields a two handed battle axe
100 goblin archers with handaxes and shortbows. Have a
(same as Greatsword on man-to-man table) He was having
nasty habit of urinating on defeated foes, though a Gust of
a whale of a time duffing up the snivelling little peasants of
Wind spell deployed at the right moment will cure that.
Thistledown County but is distinctly unnerved by the
Range 15.
arrival of actual Elves. As army commander any unit
PV 22.5
within 12” of himor the unit he leads gets +1 morale.
‘Snotnose Snipers’
Howlin’ Ulth
Attack: HF Defend: LF Morale: LF (5) Move 9/12
Warg-Rider Hero, Leather Armour, Shield, Morning Star.
100 goblins with studded leather armour, light crossbows
Move 18/24
and handaxes. Reckon themselves elite for knowing one
PV 20
end of a crossbow from the other, which is admittedly
Ulth will probably be found leading one of the wolf rider
more than most goblins do. Range 18, max 1 shot per turn
packs, but may team up with a foot unit, scooting round
and no indirect fire.
their rear ranks on his wolf threatening to marmalise any
PV 15
snotty little toerag who breaks ranks and runs.
‘The Rabble’
Argh Macnacca
Attack: LF Defend: LF Morale: P (3) Move 9/12
Magician, Halberd, Leather Armour, Morale +25, Move
200 miscellaneous camp followers, goblin wives and
9/12
girlfriends, juveniles and other undesirables who have
Spells (Complexity); Haste (3), Darkness (1), Detection (2)
come to finish off the wounded and loot them. Count as
PV 70
peasants, with 3 morale and attacking as light foot, when
Macnacca has been going round prophesying doom and
they can be persuaded to attack at all.
destruction for weeks now, telling Yugki that he is a fool
PV 10
for going along with the so-called Great Goblin and that
no good will come of invading what used to be elvish turf.
‘The Spivs’
Now that he has actual elves in front of him he will
Attack: LF Defend: LF Morale: P (3) Move 9/12
summon up his most blood curdling curses and try and
200 miscellaneous camp followers, thieving snot-goblins,
take as many of the bastards with him as he can, but has
knife sharpeners, rat-on-a-stick salesmen, tinkers and other
no great expectation of himself or any of his fellow
undesirables who have come to finish off the wounded
tribesmen surviving the battle. He has promised any unit
and loot them. Count as peasants, with 3 morale and
who fights with him a place in the Pits of Mabelode, the
attacking as light foot, when they can be persuaded to
Goblin Valhalla, so he still gives a morale bonus despite
attack at all.
his monumental gloom. He wields a Gae Bolg, a broad
PV 10
headed barbed spear, equivalent to a halberd, and his
Darkness spell is merely the reverse of the Light spell, not
‘The Muppets’
able to cause gloom over the whole battle field, just an 8”
Attack: LF Defend: LF Morale: P (3) Move 9/12
diameter circle caused by a massive flock of evil ravens.
200 goblins too gormless and/or cowardly to fight in the
front line, but dragged along on wars anyway to carry stuff,
The Ubergimp
get kicked about by bored goblin warriors and possibly
Goblin Hero, Leather Armour, Shield, Mace. Morale +20,
serve as emergency rations. Count as peasants, with 3
Move 9/12
morale and attacking as light foot, when they can be
PV 20
persuaded to attack at all.
Dresses in highly polished black patent leather armour
PV 10
with shiny steel studs, a shiny black leather mask and thigh
high boots and has a tendency to titter hysterically in the
midst of battle.

53
Lumpy 7 – Troll: A troll has been tempted out of his dark and
Hobgoblin Hero, Chainmail, Great Axe (as Greatsword), grimy cavern by the promise of lots of fresh hobbit meat.
Morale Bonus +20,Move 9/12 He hates sunlight and suffers even worse ill effects than
PV 20 Goblins do, and lurks under the bridge itself for as much
Lumpy is thick as two short planks, was probably dropped of the battle as he can. When enemies actually set foot on
on his head as a goblin-imp, and certainly has the finest the bridge he will make himself known... He can only be
collection of wens, boils and pustules in the tribe. Non- slain by a hero or a unit with magic weapons. Heroes with
goblins might be hard pressed to say what his leadership magic weapons get +2 to their roll. PV 75.
qualities are, but the rank and file like him as he is too
8 – Wolf Totem: This standard can be held by either of
dense to claim the usual leader's share of any plunder (ie
the wolf rider units, and as well as adding to the units
almost all of it, with gifts dished out to special cronies and
morale it adds +2 inches to charge distance. It is held by a
bootlickers).
Goblin Wolf Shaman riding on a Warg, if he is killed the
benefit is lost.
Total PV = 460
Seer
Morning Star, Leather. Morale +20, Move 18/24.
Special Circumstances
Spells (Complexity): Haste (3)
1 – Pigskins: Two goblin units have pigskins they can PV 20
inflate and use to cross the stream given one round to
9 – Tea Break: Can be played in turn 4, 5 or 6. This card
blow them up. This is far from a reliable way of crossing
forces all hobbit units not actually in combat or within one
water, with a 1 in 6 chance per 20 goblins of sinking and
move of an enemy unit to sit down and have some
drowning.
elevenses, all units immediately becoming disorganised and
2 – Fortified Inn: One unit of archers has had the wits to requiring one round to form up again, during which they
start inside the Thornbush Inn which has been fortified cannot move or attack. Units within one move of an
into a miniature castle. This gives 40 Goblins (2 stands at enemy will retreat in good order before breaking out the
1:20) cover from indirect fire and a saving throw of 3-6 on picnic baskets. The hobbits will be genuinely shocked that
1d6 against direct fire. Another 60 goblins can stand in the battles do not generally have tea breaks, and will be upset
inn yard, with indirect fire possible, and a save of 4-6 if an uncouth goblin unit assaults them while they are
against direct fire. The wall round the yard is a 10 point having a bite to eat with -2 to any morale check. Ref’s Note:
palisade and the mostly subterranean inn is a 25 point If the hobbit player has the ‘Best Beer in the Eastmarch’
rampart. card this is an opportunity for units equipped with Rosie’s
ale to have another pint and regain or extend any bonus.
3 – An Ill Wind: Can be used on any turn but only if Argh
Macnacca is still alive. Argh unleashes his most potent 10 – Raids! Argh Macnacca’s powers of prophecy gave
curse, a complexity 1 spell which will reduce the weather fair warning of the enemy advance and Yugki’s evil
number by -2 per turn it is effective until it reaches -1, warmaking genius came up with a nasty plan; stage very
which it will remain at for 1d3 turns before improving to a public and very bloody terror raids on the unprotected
mere 0. Thick black clouds cover the sun with dark clouds hobbit villages. Remove one goblin archer unit, and reduce
and makes a cold wind blows up out of the north. This Hobbit morale by 3. Every 100 soldiers the Hobbits divert
temporarily negates loss of morale due to sun for Goblins, to deal with the raids reduces this penalty by 1, i.e. taking
and gives the enemy -1 morale and loss of 3 inches of three hundred men out of the line to guard the villages will
range when firing missiles northwards. Can be counter negate the penalty. The Goblin archers can return on any
spelled by an enemy magician, and once Macnacca has got turn after turn 6, the hobbits will come back 3-6 turns
the weather down to -1 he cannot use the curse again. later, rolling separately for each unit.
4 – Lash Masters: Equipping the goblin sergeants with a
cat o’nine tails puts some pep into the rank and file. This
gives +1 morale in three goblin units. Player Characters in the Battle: PCs can fight in the
5 – The Return of Gorbac’s Lads: A unit of wolf riders battle independently or may lead a unit. Whether a given
is kept off the field at the start of the game and can come PC has sufficient talent, charisma and reputation with the
on from any side at any point in the battle to represent a hobbits (or the goblins, if evil) to grant a morale bonus to
returning raiding party. the unit is up to the referee. Even without this bonus, a
character may accompany a unit and gain some protection
6 – Toadwort Lacquer Arrows: One goblin archer unit from being shot at or overrun by hundreds of goblins at a
gets a one use +1 on dice in missile combat due to a nasty time in the middle of a battle.
venom they have brewed up from a local mushroom and
painted on their arrowheads.

54
The goblin camp is made up of crude tents made from
wooden poles and branches and skins, many freshly
stripped from the local livestock, so it will not be easy to
set on fire. If the hobbit player occupies the camp it will
have no effect on goblin morale – no gobbo is daft enough
to leave his loot behind in the camp where the thieving
snot-goblins can rifle it while he is away fighting.
What Next? This scenario could be extended into a full
blown military campaign, using the map from “Small-
weed’s Ride” (FO! #8) for army-scale manoeuvres. If the
GM has Dave Arneson’s First Fantasy Campaign he could
assign budgets and create tables of available troops for
each district of Thistledown County controlled.
In any case if the hobbits win, they may find themselves
facing a counter attack a day or two later, but they will
have elven reinforcements (possibly with a few more
hobbit volunteer units mustered at Market Dafton) on
their way. The goblins might try crossing the ford at Lower
Towsley and moving to cut the line of communication
with the Elfwood. An immediate advance on Chalkdelve
may catch the Great Goblin unawares, or result in a
bloody ambush. The Great Goblin might decide to make
an immediate all out assault on the town before help can
Notes on the Battlefield: The battlefield is criss-crossed arrive.
with hedges between two and three foot high, full of
thorny bushes and nettles. Crossing a hedge takes three
inches of movement, and they provide soft cover against
missiles if a unit is within 1 inch of it. A hobbit unit with
'polearms' essentially has all the tools necessary to remove
a section of hedge entirely if they spend a turn attacking it.
The hobbit holes on the map are thoroughly looted and
caved in and cannot be entered by either side.
The woodlands are coppiced round the edges, but have
taller trees between 20 and 30 feet in height further in, plus
extensive ground cover of ivy and brambles. Units on the

If the hobbits lose at Sixwillows, then Market Dafton will


be the next place attacked, and possibly a battle will be
fought in the bleak hills ‘round Shank’s End. And if some
hero recovers the Grand Shirrif’s horn, which can sum-
mon a regiment of fairies, or rallies the hard-pressed
hobbits round the last descendant of the True Thane of
Thistledown (whoever that may be), or rediscovers the
rituals of the Morrigan once held at Runestone Round, the
course of the war may be changed once again! Ω

55
The CROwN
campaign précis by Jonathan Linneman
It soon became clear that the music box was powered by
On September 23, 1999, NASA lost the Mars Climate more than our usual physical laws. What’s more, each time
Orbiter. In a calculation error that has become known as the cylinder completed a revolution, when the tune should
the “metric mixup,” the craft approached the red planet have repeated itself, new patterns appeared in the music,
from a dangerous angle and disintegrated in seconds. taking it into entirely new realms.
That’s the story we heard, anyway. In fact, that’s the story On May 28, 2006, researchers finally had a breakthrough.
that NASA believed – until a few months later, on Christ- The songs were more than music; they were a code. And
mas morning, when technicians working the holiday at they told stories. Stories of magical lands filled with
Cape Canaveral arrived to find a rather unexpected gift in creatures from myth, from faery tales, and from
Hangar AC – the orbiter, in pristine condition. Pristine nightmares. There were tales of knights and dragons, of
except for one major alteration: the craft had been gutted war and exploration, of death and treasure. And most
of most of its scientific instruments. In their place stood importantly, there were stories of outsiders venturing to
what appeared to be a large, golden music box. The orbiter these lands, and descriptions of how they did this. A few
was carefully transferred to an underground lab, and its officials immediately organized the Commission for
reappearance was wiped from NASA records. Research on Otherworldly Narratives (the CROwN) and
It took many months of serious examination before began to recruit their team in secret. Early in the morning
scientists felt it was safe to wind the box. They started the on February 19, 2011, the world’s very first extraplanar
music on the morning of August 21, 2001. Its ethereal traveler – half-jokingly referred to by CROwN leaders as
harmonies resonated through the hallways of the lab as the the world's first “dungeonaut” – prepared to set foot in the
massive golden cylinder turned…and turned…and turned. realm of the fantastic…

56
CROwN Agents: Those who adventure for the CROwN Missions are often quite deadly, especially for new agents.
perform a variety of jobs on their journeys. While some
agents are skilled in multiple areas, there are four key roles Standard Issue: Besides the standard and mission-specific
that most agents fill: adventuring equipment carried by agents, CROwN
 CROwN Soldiers are the fighters of each group. This is no scientists have developed some items that are now
trivial task, as the use of modern technologies is largely considered standard issue for all adventures:
forbidden on missions (in order to avoid unnecessary  Orb of Vision – All agents are issued one of these small
attention). Soldiers, therefore, must be trained in the use crystal globes, which can be carried or worn attached to
of weapons common in the lands they visit: swords, the uniform. The orb of vision magically illuminates a
axes, and the like, along with the occasional black 30’ radius around its wearer. It also records all that the
powder firearm. agent encounters, so that adventures can be easily
 CROwN Spies are experts at subterfuge, helping the reviewed by CROwN officials upon return.
adventuring party in tasks such as disabling traps and  Planar Scroll – Each agent also receives one of these
picking locks and pockets. Spies are typically agile and scrolls, which provides transport back to our world. By
sneaky, and other members of their teams often debate reading the scroll’s inscription, an agent is quickly
the level of trust they should be granted. warped into our reality. However, the agent must read
 Many stories told by the music box include characters the scroll while in the exact location where he or she
with the ability to manipulate reality in ways that arrived in the fantastic realm. For each 10’ in any
researchers can only refer to as “magic.” The means of direction that the agent is located away from this spot
wielding this force is gradually being unraveled by the when reading from the scroll, there is a 5% chance that
CROwN, and some agents are trained in these the adventurer will be transported to a random world or
mysterious arts. CROwN Scientists spend hours studying plane, rather than back to CROwN headquarters.
arcane texts and practicing spellcraft in secret labs. As a  Good Green – Agency botanists have managed to
result, they gain the ability to alter the world around cultivate, in limited amounts, a rather remarkable herb
them in a wide variety of ways. encountered on an early mission. Every agent begins
 CROwN Medics, meanwhile,do not gain the wider travel with one dose of this plant, which has received the
perspective of the scientists, but their magic is seen by simple nickname “good green” for its ability to cure all
many as much more practical in nature. Medics often diseases and curses encountered thus far on adventures,
learn spells of healing and of fighting undead nuisances as well as providing 1d6 of healing when eaten.
encountered on missions. Infinite Worlds of Wonder Await! Now is the time to
show your loyalty to the CROwN!
Adventuring for the CROwN: Most CROwN missions
involve a very specific objective that
will add to modern-day knowledge of
wonders, advances, and threats from
outside our world. The ease of sticking
to the objective varies greatly by
mission. Some recent adventures
undertaken by CROwN agents include:
 Exploring a dungeon to retrieve a
sample of “living metal,” an alloy
reported to grow organically and
behave much like a plant or colonial
animal. Naturally, such a dungeon
attracted a sizable population of rust
monsters…
 Investigating the twisted grove of a
mad druid to search for clues to the
origin of the fearsome owlbear.
 Collecting tomes from libraries on
various worlds in order to conduct an
analysis of multiversal linguistics.

57
70 pale violet marble with white swirls and golden
Hargravean 71-72
flecks
pale yellow marble

Descriptionators 73-74
75
pale, streaked green jade
paneled with polished cherrywood
tables to trust by Jeff Reints 76-77 pearl grey stone
78 phosphorescent blue plastic (emits deadly gas if
d100 WALLS burned)
01-02 black basalt
79-80 pitted, corroded, acid-etched bronze
03 black basalt with silver and gold flecks
81-82 polished copper
04-05 black marble
85-86 polished granite
06-07 black obsidian
85-86 red marble with silver swirls
08 black onyx carved with obscene pictograms
87-88 red painted limestone
09-10 blood red jade
89-90 red, crumbly sandstone
11 blue fur!
91 rough white quartz with iron pyrite sparkles
12-13 blue marble
92-93 rough, grey granite
14 brilliant green crystal with flickering, dancing
94 rusty, flaking iron
points of light
95-96 solid granite
15-16 burnished copper
97 translucent black obsidian
17-18 coal
98 unfinished diamond
19-20 covered with lichens, moss & slime
99-00 wet grey granite with lots of moss
21-22 cracked, crumbling tan sandstone
23 deep red carnelian
d100 CEILING
24 dry, crumbly red sandstone 01 6” wide bars of glowing crystal (illuminate room)
25-26 dull red quartz 02-03 black basalt with red jade inlay depicting giant
27-28 dusty granite fanged mouth surrounded by swirling tentacles
29-30 dusty, cracked, crumbling basalt 04-05 black basalt with silver and gold flecks
31-32 fired brick 06-07 black marble
33-34 glittering mica with strange swirls of green 08-09 black obsidian
copper 10-11 black onyx carved with obscene pictograms
35-36 granite covered with black velvet drapes 12-13 brilliant green crystal with flickering, dancing
37-38 granite covered with silver leaf points of light
39-40 granite covered with tapestries depicting pastoral 14-15 carved & arabesqued white marble
scenes 16-17 copper plated with silver
41-42 granite painted purple 18-19 covered with lichens, moss & slime
43-44 green nephrite 20-21 cracked tan sandstone, dust and debris crumbling
45-46 green obsidian down
47-48 grey granite behind purple silk drapes 22-23 crumbling pale golden sandstone
49-50 grey granite covered by 4” thick glass 24-25 deep purple marble
51-52 grey-green malachite 26-27 dull red quartz lit from within, filling room with
53-54 iron ore pinkish glow
55 magical mirror surface 28-29 dusty granite
56-57 milky white marble 30-31 dusty, cracked, crumbling basalt with large, cave-
58-59 old grey iron festooned with spider webs in prone crack
60-61 old, dry pine paneling 32 eerie green glow
62-63 pale blue marble 33 fired brick with small jets of blue flame (very hot
64-65 pale golden sandstone in here!)
66-67 pale red translucent glass 34 granite covered with silver leaf
68-69 pale violet marble 35 green nephrite painted with hieroglyphs faded
into illegibility
58
36-37 green obsidian d100 FLOOR
38-39 grey granite covered by 4” thick glass 01 3’ deep very dry old straw
40-41 grey-green malachite 02-03 3’ of brown, mucky water
42 iron ore 04-05 4’ of dirt over stone
43 magical mirror surface 06-07 black basalt with silver and gold flecks
44-45 milky white marble 08 black basalt with silver inlay in spiral pattern
46-47 mirror polished steel 09-10 black marble
48-49 natural stone with stalactites so long some nearly 11-12 black obsidian
reach the floor 13-14 blue marble
50-51 nondescript stone painted pale blue 15-16 blue painted concrete
52-53 old grey iron festooned with spider webs 17 brilliant green crystal with flickering, dancing
53-54 old, faded pentagram points of light
55-56 pale blue marble 18-19 dry, crumbly red sandstone
57-58 pale green marble 20-21 dull red quartz
59-60 pale red translucent glass 22-23 dusty granite
61-62 pale violet jade 24-25 dusty, cracked, crumbling basalt
63 pale violet marble with white swirls and golden 26 fine red crystal sand
flecks 27 fine wool oval rug
64-65 pale yellow marble 28 fire pit with eerie green flames
66-67 pale yellow marble 29-30 fired brick
68-69 pale, streaked green jade 31-32 glittering mica with strange swirls of green
70 patches of slightly phosphorescent lichen copper
71-72 pearl grey stone 33-34 granite covered with silver leaf
73-74 pitted, corroded, acid-etched bronze 35-36 green nephrite
75-76 polished copper 37-38 green obsidian
77-78 red marble with silver swirls 39-40 grey granite covered by 4" thick glass
79-80 red sandstone 41-42 grey-green malachite
81-82 red, crumbly sandstone 43-44 iron ore
83-84 rough, grey granite 45-46 lavender marble
85-86 rusty, flaking iron with faded cabalistic design 47-48 loose dirt on rough, grey granite
87 sequin sparkle stars 49-50 low ground fog (3’ or so) over slippery wet grey
88-89 solid granite granite
90-91 tan granite 51-52 magical mirror surface
92 thick, clear quartz with glowing lava above 53-54 milky white marble
93-94 translucent black obsidian 55-56 mirror polished steel
95 unfinished diamond 57-60 Nondescript grey stone
96-97 wet grey granite slowly dripping water 61-62 Nondescript stone painted pale blue
98 yellow marble with dripping bloodstain on 63-64 old grey iron
ceiling 65 pale red translucent glass
99-00 yellow pointed granite 66 pale violet marble with white swirls and golden
flecks
67-68 pale yellow marble
69-70 pearl grey stone
71-72 pitted, corroded, acid-etched bronze
73-74 red carnelian
75-76 red marble with silver swirls
77-78 red, crumbly sandstone
79 rough white quartz with iron pyrite sparkles

59
92-93 tile mosaic depicting demons slaughtering elves
94-95 tile mosaic of reds whites and blues in a floral
pattern
96-97 translucent black obsidian
98 unfinished diamond
99-00 yellow marble with puddle of blood

d100 OTHER FEATURES


01-02 air glows pale green
03-05 bitter, metallic odor
06-08 blood splattered about
09-11 chandelier(s) with oil lamps
12-13 crystal chandelier
14-15 darkness spell only counterable with a wish
16-18 doors of brass bound oak with ivory skull-
themed knockers
19-21 doors of brass bound seasoned oak 18” thick
22-24 doors of burnished copper
25-27 doors of dull iron
28-29 doors of fire-blackened iron
30-32 doors of highly polished bronze
33-34 doors of iron sheathed in tarnished copper
35-36 doors of silver-plated steel
37-39 dust covering everything
40-42 every surface painted with horrible cabalistic
designs
43-45 filled with giant toadstools
46-47 glass globe containing neon red gas, illuminating
room
48-49 glass orb glowing with daylight equivalent
50-51 green malachite steps up to an altar
52-54 huge masses of cobwebs in corners
55-56 odor of burnt pepper
57-59 odor of rotting meat
60-61 oily quality to the air
62-63 pale blue haze smells of licorice
64-66 pile of bones and rusted weapons/armor
67-69 room filled with glowing golden fog
70-72 room smells of cinnamon and fried chicken
73-75 shattered and partially dissolved bones
76-79 shiny polished sconces every 3'
80-81 rusty red iron 81-83 smell of licorice
82 rusty, flaking iron 84-85 smell of lilies
83-84 shiny steel 86-87 smell of peppermint
85-86 slippery smooth pale blue marble 88-90 smell of sulphur
87-88 smooth pale golden sandstone 91-92 tinkling sound like windchimes
89-90 smooth red marble 93-96 torches in brass sconces
91 solid granite 97-00 white marble pillars

60
draw a dagger and attempt to
cut themselves free at -4 to-
hit. Fire attacks do half
damage to these moist freaks.
monsters by Jeff Rients
The Hideous Thing
Dungeon Chicken
Armor Class: 9 [10]
Spotted On Level
Hit Dice: 1 Two
Move: 90’ (30’)/Fly 30’ (10’) Armor Class: 2 [17]
for short bursts Hit Dice: 6
Attacks: 1 peck Move: 150’ (50’)
Damage: d6 Attacks: 2 claws/1 sting/1
No. Appearing: d6 (0) gaze
Alignment: Normal Man Damage: d10/d10/d4 + lethal
Treasure Type: none poison/special
Morale: 11 No. Appearing: d2 (d4)
Description: These large Alignment: Chaotic
belligerent hens are reputedly Treasure Type: D/XIX
descendants of the legendary Morale: 9
Black Pullet of Brygstowe, Description: Seen once in the
slain during the reign of King dungeons below Castle
Arthur. One in twenty en- Dundagel, this enigmatic
counters with these creatures being may be distantly related
will include a cockatrice. to the manticore. It resembles
Dungeon chickens make for a giant scorpion with the head
fine eats. They are big enough of a hideous, shark-toothed
that one carcass properly hag. Whoever stares into the
cooked can feed d4+2 adven- glowing, pupilless eyes of this
turers, halflings counting horror must save versus
double. paralyzation or fall under its
hideous sway for d3 rounds.
Seaweed Colossus During this time the victim
Armor Class: 6 [13] can take no action and each
Hit Dice: 5 round he or she loses d6
Move: 90’ (30’) points of Intelligence. Magic
Attacks: 2 fists Users (including Elves of the
Damage: d6/d6 BX variety) lose their
No. Appearing: d4 (d4) spellcasting ability when
Alignment: Chaotic drained to under 9 Int. All
Treasure Type: 2 gems per other classes lose their special
monster abilities when reduced to 1 or
Morale: 10 2 points of Int. Any poor
Description: The eyes of wretch reduced to zero
these hulking mounds of Intelligence suffers a horrible
seaweed take the form of a fate: their head explodes
matched pair of gems. Roll messily. Survivors of the
randomly for each individual pitiless gaze of this monster
colossus for value and gem regain Intelligence points at a
type. If one of these seaborne rate of one per day. Ω
brutes strikes a single foe with
both fists, their victim will be
drawn into their kelpy body.
Those so entangled take 1
point of damage per round
and can take no action save to

61
Artifacts, Adjuncts, and Oddments: An agreement could be releasing it from one or more of its
extra total summonings, not summoning it for a month,
The Three Artifacts of etc. The gems are their soul objects and this keeps the
elemental from attacking their master, for pearls are easily

the Demon Senders crushed, thus doing away (for good) with the elemental. If
killed in any other way, excepting this fashion, they will
©2001 by Rob Kuntz (reprinted from Wargaming #2, 1977) return to the gem to be called forth again with full hit
points. As a special addition to these magical stones, when
Ages ago beyond reckoning, there were brought in the all four of the Stones of Xylarthen are brought together they
bowels of the earth deep beneath what is now the ancient form a ring with these additional powers:
Great Kingdom, nearly 400 miles north of castle Grey- Black Pearl Move earth (as spell) twice a day.
hawk, a set of powerful artifacts dealing with the demons Blue Pearl Water breathing spell twice a day.
and elements. These items were the sum of 20 years of Red Pearl Create a wall of fire twice a day.
study, hardship, strain, and peril by the wizards Xylarthen, White Pearl Fly (as the spell) twice a day.
Zaln and Blyzze. From then on, their dominion increased,
Combined Summon All Four Elementals: All four
and they have been known ever after as the Demon
Power elementals appear and fight. Due to the
Senders. These relics were lost with passing time, and
combined mental strain of summoning
kings now inhabit the lands where once only mighty
and controlling them all, there is a 25%
wizards dared to tread….
chance of instant insanity. This uses all
remaining summonings of all elementals,
The Four Stones of Xylarthen: These gems appear as
so the ring flies apart and all four pearls
ordinary rocks that cannot be detected as magical in any
teleport away when this power is used.
way. When grasped, the illusion is lifted, revealing four
pearls – black, blue, red, and white, each with an intrinsic These artifacts are usable by fighters, clerics, magic-users,
value of 2,000 gp. A command word (DM’s choice) is and thieves.
inscribed upon the surface of each separate gem, and when
it is spoken aloud an elemental will be summoned forth The Skull Staff of Zaln: This is a 4’ high staff of ebony
(according to the statistics below). having atop it a skull of ivory. Below the skull is a tassle of
red and a tassle of green. Constructed into the staff, inches
Black Blue Red White
below the tassles, is the ancient sign for warding off or
(Earth) (Water) (Fire) (Air)
controlling demons, a pentagram made of gold. The
Armor Class 0 1 2 3 powers are varied depending upon the person wielding it:
Movement 6” 9” 12” 24”
Wielded By Item Effects
Hit Points 96 80 64 48
Lama or Skull turns in direction of danger (eyes
Level 12 10 8 6
Patriarch glowing green), direction of metal (eyes
Spell 12th 9th level 8th level 7th level glowing purple) and direction of gems
Resistance level Lord Cleric Magic- (eyes glowing orange). Range is 100’
Magic- User including through obstructions.
User
Tassles (red) give an automatic protection
Hit By +3 or +2 or +1 or Normal from evil (20’ radius) and (green) add +3
better better better weapons to the dexterity of the wielder
only
Pentagram dispels any elemental or (1st -
Attacks 1/4-48 1/3-24 1/2-20 1/2-16 6th order) demon upon touch (successful
# of Times 8 10 12 16 hit) and does 4-40 points of damage to
Summonable those above the 6th order. It glows white
They are summonable once per day, even if some other when there are demons within 200’.
magic-user or being has summoned a like elemental. When Necromancer Skull as above
summoned to their limit, the stone teleports away to some or Wizard Tassles (red) create a wall of demon fire
nether locale. These elementals are very intelligent and will (x2 strength wall of fire) for 2-20 turns
bargain for their release in exchange for alert and and (green) add +2 to dexterity of wielder
responsible performance (e.g “the elemental did not have Pentagram summons all elementals as a
to warn you of the green slime on the ceiling he saw but staff of wizardry, dispels 1st - 4th order
you didn’t see.”). Unless some sort of agreement can be demons upon touch, deals 2-24 points of
worked out, they will perform stolidly and unimaginatively damage to all others and glows gray if
as one of their wizard-summoned cousins generally would. demons are within 100'’of the user.
62
Evil Lama or Skull (as above) the power, etc., acquired. The user controls the speed and
EHP Tassles (red) create 3 blade barriers/day is the only one allowed to reach within.
and (green) add +1 to Dexterity of user. Speed 2 – 01- 2-12 4th level monsters/beings
Pentagram dispels demons of the 1st - 6th Chance of failing 40 are drawn forth for 2 full turns.
order, elementals, invisible stalkers, and all is a 2, 3, 11, 12 41- A wand of cold or fireballs is
enchanted (including charmed) monsters, on two six-sided 55 drawn forth. They have 10
and deals 5-50 damage to all other dice charges each and when
demons. It also will summon 3 class I, 2 expended disappear.
class II, and 1 class III demons. It glows a
56- 2-8 6th level monsters/beings are
blackish hue if demons are within 50’.
75 summoned forth for 2 full turns.
76- A sword (12 intelligence, 1 ego)
90 of the summoner’s alignment
appears. It disappears after
slaying anything above 7th level
(including combined levels).
91- 3 1st order demons appear for 20
99 melee rounds.
00 A 3rd order demon appears for
10 melee rounds.
Speed 3 – 01- 2-5 7th level monsters/beings
Chance of failing 50 appear and serve for 1 full turn.
is 2-8 on two six- 51- A rod of cancellation or staff of
sided dice. 70 commanding appears. The rod,
of course, contains 1 charge, and
the staff contains 10. They
disappear after the expenditure
of their allotted charges.
71- 4 1st order demons appear and
85 serve for 20 melee rounds.
86- 3 2nd order demons appear and
90 server for 15 melee rounds.
91- 2 3rd order demons appear and
99 server for 10 melee rounds.
00 A 4th order demon appears and
servers for 5 melee rounds.
The Copper Hoop of Blyzze: This magical hoop is large Speed 4 – 01- 1-4 9th level monsters/beings
enough for a dwarf to step through without bowing. When Chance of failing 50 appear and serve for 5 melee
set and spun it will do the things listed below, according to is 2-10 on two rounds.
the speed with which it was spun. One merely tries to six-sided dice. 51- A rod of lordly might or a staff
reach into the hoop whilst it is spinning. There are varying 70 of power appear for 2-20 days
degrees of success (also according to the speed it was for the rod or 2-12 days for the
spinning when it was reached into). Of course, the faster it staff. They will disappear after
is spinning, the harder it is to reach within and the greater this time and have full powers
Speed 1 – 01- 2-20 1st level monsters/beings and charges.
Chance of failing 55 are drawn forth for 3 turns. 71- 2 5th order demons appear for 5
is a 2 on two six- 56- A wand of magic or enemy 99 melee rounds.
sided dice 90 detection is brought forth. It will 00 A God or Demon Prince
function 3 times and then appears for 3 melee rounds.
disappears. If the user fails on the roll to reach within he must wait for
91- 1-10 2nd level monsters/beings 1, 2, 3, or 4 weeks (according to the speed at which the
99 come forth for 6 full turns. attempt was made) to try once again. Ω
00 A 1st order demon comes forth
and serves for 10 melee rounds.
63
Table 1: Depth of Pit
Pit Traps 01-10
11-50
5 feet (1d2 damage)
10 feet (1d6 damage)
tables we fell for by Wayne Rossi 51-65 15 feet (1d6+1 damage)
Add variety to standard dungeon pit encounters! Roll on 66-80 20 feet (2d6 damage)
table 1 for pit depth, table 2 for pit dimensions, table 3 for 81-90 25 feet (2d6+1 damage)
what is covering the pit, and table 4 for special features. 91-99 30 feet (3d6 damage)
00 Infinite (characters fall “forever”)
64
Table 2: Width and Length of Pit
01-10 2 feet by 2 feet (victims may become stuck) Table 5: Animals in Trap
11-30 5 feet by 5 feet 01-30 Rats, Normal (2-12)
31-50 10 feet by 5 feet 31-50 Rats, Giant (1-6)
51-80 10 feet by 10 feet 51-60 Lizards, Giant (1-2)
81-90 10 feet by 20 feet 61-70 Beetles, Giant (2-8)
91-00 10 feet by 30 feet 71-80 Insect Swarm (various)
81-85 Snakes, Cobra (1-4)
Table 3: Trap Covering 86-90 Snakes, Vipers (1-4)
01-10 Open pit 91-95 Killer Bees (2-12)
11-30 Trap Door, Stays Open 96-00 Bear, Black (1)
31-40 Trap Door, Resets after 1d6 turns
41-50 Solid Wood (breaks if >200 lbs weighs on pit) Table 6: Filled Traps
51-60 Glass (shatters if >100 lbs weighs on pit) 01-50 Water, Normal (if deeper than 5 feet, armored
61-70 Loose stone (crumbles to reveal pit beneath) characters may drown unless rescued)
71-80 Sliding slab of stone (moves away; resets itself 51-55 Water, Icy (1d2 damage/turn from hypothermia
after 1d6 turns) until victim leaves)
81-90 Cloth (goes into the pit first) 56-60 Water, Boiling (1d6 dmg/round ‘til victim leaves)
91-95 Illusion of actual floor (can be disbelieved if pole 61-65 Water, Contaminated (10% cumulative chance/
or other object goes through) round of catching disease)
96-00 Solid stone; magically disintegrates with >200 lbs 66-70 Tar (extremely sticky, takes 2 turns/individual to
extract if possible)
Table 4: Special Features 71-75 Acid (1d3 damage/round, destroys wood, leather
01-35 Bare Floor etc. in 1 round, metal in 1 turn)
36-45 Punji Stakes, Wooden (add 1d4 damage) 76-80 Poisonous liquid
46-65 Spikes, Metal (add 1d6 damage) 81-85 Gray Ooze
66-70 Spikes, Metal, Poisoned (add 1d6 damage + 86-90 Green Slime
poison) 91-95 Ochre Jelly
71-80 Animal (consult Table 5) 96-00 Black Pudding
81-90 Carrion
91-00 Filled (consult Table 6)

65
Tracking Item Charges d6 Color Code d10 Die Type
a simple system by Jeremy Deram 1-2 Green (G) 1-2 d4

There are two properties of wands and similar items that 3-4 Yellow (Y) 3-4 d6
make them a pain in the butt: they have a finite number of 5-6 Red (R) 5-6 d8
charges, and the player/PC generally isn’t supposed to
know how many charges there are. This creates a 7-8 d10
responsibility for the GM that he’d rather not deal with.
Thus, I present this simple solution. 9-10 d12

Each magic item is assigned a two-part code when it is On a result of 1, the item functions, but the color changes
found. The first part is the first letter of a color – green to the next lowest level, And the player must be instructed
(G), yellow (Y), or red (R). The second part is a number – to update the code next to the item on their sheet. In this
4, 6, 8, 10, or 12. The resultant code would be G6 or R12, example, the code would be changed from Y8 to R8.
or something like that. If desired, this can be described in If it is already red, the attempt to use the item fails and it is
game terms by stating that the item has a small crystal on it found to be out of charges. The player’s turn is wasted.
that gives off a very faint light of a particular color (green,
yellow, or red), and/or a tiny number etched in the crystal. Of course, the GM may just decide what the code is rather
After using this system for a bit, players will learn the than rolling. A powerful item that can bring PCs back
following: Green = many charges; Yellow = a moderate from the dead might be assigned the code R4, while a
number of charges; Red = few charges, item no longer wand that can make a gallon of water might be assigned
reliable. For each charged magic item that is found, roll a G12. In a sci-fi-type game, these codes can be represented
d6 and a d10 to see what the “charge code” for the item is. by a number of LEDs on the item, or something similar.

Say the d6 comes up 3 and the d10 comes up 6: the code This has simplified my life, and I no longer hesitate to
for the item would be Y8. Have the player write that next have a lot of items with charges floating out there. I hope
to the item on their character sheet. Whenever the item is it can help you as well! Ω
used, the player rolls the die indicated (in this case a d8).

66
Customized
6. Man Powered: Automaton is actually a suit of armor
bolted or sewn onto a lobotomized humanoid or giant. It
is regarded as living being for sake of poison and most
spells but as it is mindless it is immune to charm spells,

Automata and feeblemind and others spells that affect mentality.


7. Slime Powered: This type of automaton’s mobility
comes from a magically pacified and controlled black

Humanoids pudding, which might be perceivable through cracks or


seams. It is immune to slashing and piercing weapons as
those just damage the shell. When such an automaton is
by Jonas Mustonen destroyed it releases a black pudding with hit dice equal to
half of the original automaton rounded up.
It is an age-old problem that players can become too 8. Wind-up Clockwork: This automaton is powered by
familiar with standard monsters. These handy tables an intricate machinery of springs and gears. It fights
should help! Modifying familiar foes should make them normally for a number of combat rounds equal to twice its
interesting again, and sometimes players who rely too hit dice, and then it just stops moving completely. Winding
much on familiarity will pay the price. it for one combat round enables it to fight for two rounds.
You can use these tables for one-off encounters or to Standing guard or performing any other motionless duty
establish local or regional variants: the Iron Constructs of does not power it down.
Zenopus, Orcs of the Edge Mountains, Mutants of the
Discordian Wastelands, and so on. The Humanoids tables Customized Automata: Special Properties (1d20)
is a simple d30 roll, repeated as needed, while for the 1. Multiple Arms: Automaton resembles statue of exotic
Automata I recommend rolling a d8 once for power deity. Its many arms give it twice its normally assigned
source and then the d20 for special properties 1d4 times. number of melee attacks.
2. Improved Melee Capability: Automaton has giant
Combining results is not difficult in general, but may pincers, spiked wrecking balls on chains, or buzzing
require a little thought. For example, an automaton with chainsaws mounted on the ends of its limbs. Increase
both Piloted (#4) and Brain in a Jar (#5) might be piloted damage of melee attacks by one die.
by a gnome illusionist, or controlled by a stunted dwarfish 3. Lightly Built: Automaton is of smaller size and more
lich floating in a tank of embalming fluids. Let your delicate design, showing a degree of sophistication on the
imagination run wild! part of its creator. It has half the normal number of hit
dice (rounded up), but gains a three point bonus to its
Customized Automata: Power Sources (1d8) armour class as it is more nimble than the more clunky
1. Steam Engine: When destroyed, this automaton standard version.
releases a cloud of scalding steam from its ruptured boiler. 4. Piloted: Automaton is actually piloted by a small
Anyone within 10 feet takes one die of damage for every humanoid, such as a gnome or goblin. It may be affected
hit die the automaton had. by charm and sleep spells and other spells that target the
2. Internal Combustion Engine: Automaton is so noisy pilot. Critical hits are also possible if in use, as in such
it will never win surprise. When destroyed, it explodes in a cases the blow has struck the pilot, and a lucky shot may
spectacular fireball and spills burning fuel in a 10’ radius. indeed disable the whole device.
Anyone caught in the blast will take one die of damage for 5. Brain in a Jar: Automaton has a glass tank with a
as many combat rounds as the automaton had hit dice preserved brain floating in it instead of a head. Automaton
until the fire is extinguished. is very intelligent and can cast spells as wizard of a level
3. Infernal Combustion Engine: As above, but in equal to its hit dice. It may be turned as special undead and
addition the magical furnace powering the automaton it is not immune to criticals.
releases 3d4 imps or mephitis when destroyed. 6. Helicopter: Automaton can extend rotors which enable
4. Soul Burner: This automaton is powered by a furnace it to fly at half the speed of its land movement.
of green flames that burns captured souls. Terrible howling (Maneuverability Class: Piss-Poor.)
cries can be heard long before such an automaton comes 7. Wheels. Automaton’s torso is mounted on a wheeled
into sight. Automata of this type can be turned as special carriage, moves at double normal speed.
undead. When destroyed, they release 1d4 ghosts or other 8. Harpoon Gun: Automaton may launch throwing
incorporeal undead. spears in addition to taking its normal attacks. It can store
5. Wicker Man: Automaton is built with small cages a number of spears equal to its hit dice.
around its body that contain bodies of animals and 9. Magnetic: Automaton may use magnetic field once/
possibly small humanoids. It burns constantly and anyone day to draw opponents wearing metal armour within 10’
it engages in melee or who comes close to it takes 2d6 against its hull. Those who fail a save against wands are
damage from the heat and flames.
67
immobilized (stuck fast in an awkward position) and can
be attacked by the automaton with automatic success. The
field lasts for 1d4 combat rounds after activation; after that
the automaton’s capacitors must re-charge.
10. Poison Darts: Automaton may shoot a poison dart in
addition to its normal attacks. Darts are usually covered
with save or die type poison, but other options like paraly-
zing or damaging poison are possible. The launcher carries
a number of darts equal to twice the automaton’s hit dice.
11. Vorpal Blades: Automaton’s limbs end in shiny blades
that sever opponents’ heads on a natural 20.
12. Eye Beams: Automaton may, in addition to other
attacks, shoot scorching beams of light at one opponent
within 20’. They do damage equal to half the automaton’s
hit dice, rounded up.
13. Freeze Blast: Up to three times each day, the automa- Customized Humanoids (1d30)
ton may utilize its coolant system to unleash a torrent of 1. Showy: Humanoids wear extraordinarily gaudy clothes,
cold in the form of a 30’ long cone, 30’ wide at its end. rainbow patterned capes, captain hats with peacocks’
This attack does damage equal to the automaton’s original plumes, Winklepicker shoes, brightly colored silk shirts,
hit points (save vs. dragon breath for half). cartwheel ruffs, sashes and baggy pants. They use weapons
14. Medusa Head: Automaton may, instead of making of style and finesse, such as the rapier and poniard.
any other attack, open a hatch in its chest or a faceplate to 2. Roguish: Humanoids have been forced to rely on
reveal the severed head of a medusa kept alive by alchemy. cunning and stealth instead of brute force; each can
Anyone seeing it is turned to stone if they fail their save function as a thief of level equal to their hit dice.
against petrification. 3. Berserk: Humanoids foam at the mouth and bite their
15. Cannon: A small cannon is mounted somewhere on shields when readying for battle, as they rely on mad battle
the automaton. It can fire a round iron ball up to 100’ fury to overcome their enemies. They gain +2 to hit and
which does three dice of damage on a hit. It takes a full damage in melee and never, ever retreat from battle once
combat round for the cannon to re-load; the automaton joined. They do however exercise caution about engaging,
can fight normally while the mechanism loads. Automata as once they commit themselves fury takes them over.
are typically equipped with one cannon ball per hit die. 4. Hospitable: Humanoids invariably display exaggerated
16. Moving Shrine: Automaton is made in the likeness of politeness when it comes to the guest-host relationship.
a deity and may be decorated with icons and holy symbols. Tea and scones will be offered even to adventurers who
It automatically turns or controls undead as a cleric of level have just broken to their lair if a fight does not start
equal to its hit dice. Destroying it counts as an act of immediately. (Of course, the tea might be poisoned if
desecration, and a cleric or paladin destroying automaton visitors are rude, and worse monsters with no such
depicting his or her own deity or deity of similar alignment behavioral code might be alerted if guests prove difficult.)
may be in trouble. Such an automaton might leave those 5. Cloned: All of these humanoids look exactly alike; there
carrying holy symbols of the deity it represents in peace, is no variation, even of gender or age. The origin of such a
depending on the instructions of its creator. species might involve a mystery involving cloning vats or
17. Holy Water Sprinkler: Automaton is equipped with a sorcery, or the adventurers might just be “speciesists” that
sprinkler system that can douse anything within 10’ with can’t perceive individual differences.
holy (or unholy) water, whichever is more appropriate for 6. Pacifist: Humanoids were converted in to pacifist ways
its creator. It carries a tank filled with enough sanctified or by long-lost missionary father Ovis – many of the younger
despoiled water for three applications. humanoids in such a group even incidentally (?) resemble
18. Tank Threads: Automaton’s torso is mounted on him. They will resist only by non-cooperation, and having
tank threads. It may attempt to crush smaller opponents been thoroughly indoctrinated by Ovis they have an
simply by moving over them. Such an automaton gains a unhealthy fascination with martyrdom.
free attack against anyone standing in its path when it 7. Winged: These humanoids have wings. They might be
moves, doing its own hit dice in damage. feathered, leathery like those of bats, or insectile. Dwel-
19. Reflective: This shiny, glossy, sparkly, or chrome lings of such humanoids tend to be caves where they hang
automaton reflects all spells cast at it back at their caster. upside down, buildings on cliffsides, or huts atop trees.
20. Negatively Charged: Crackling with pitch black arcs They can fly with speed equal to their land movement.
of lightning, this automaton drains one life energy level on 8. Elfish: Humanoids have all the special abilities of elves
each succesful melee attack. and fight and use spells as such. They are elves in all but
appearance and manners, which might imply a hidden
connection between the two species.
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9. Sciapod: Humanoids of this species hop around on a 18. Poisonous; These humanoids have poison glands they
single giant leg with a foot of considerable proportions. use to coat their weapons. Anyone hit by such a weapon
Travelers tell that in the scorching lands of south these with fresh poison on it must, in addition to taking damage,
humanoids use their foot as shade, and in the frigid north save versus poison or die. Members of this species are
they use it to glide fast down on snowy slopes. often employed as assassins or shock troops by
10. Cyclopean: Humanoids of this species have only one unscrupulous rulers.
bulging eye on their forehead. They are known for poor 19. Cursed: These humanoids carry a horrible curse that is
depth perception and thus have -2 to ranged attacks. Some widely known throughout the lands. Anyone wounded by
members of such a species may be blown up to gargantuan one of them and surviving must save versus spell or be
proportions…. cursed herself; if the curse is not magically lifted within
11. Hermaphroditic: These humanoids have reproductive one month the victim turns permanently into a member of
organs from both the male and female sexes. They tend to this species.
have two-part names selected from each gender, like Billy- 20. Surprisingly Normal: Humanoids do not look really
Jean or Urk-Jur. that different from civilized “normal” folks, they don’t
12. Two-Headed: These humanoids have two heads, each have low brows, tusks, or too many bestial features. Orcs
with a personality of its own. They traditionally have very of this variety might look like burly men with green skin,
similar two-part names of their gender like Bob-Robert or kobolds like cobalt blue gnomes, lizard men like humans
Urk-Urukh. They are very hard to surprise (1 in 10). Some with scaly skin, bugbears like really tall dwarves, and mind
members (known as ‘ettins’) of such a species may be flayers like purple-skinned space babes with retractable
blown up to gargantuan proportions…. feeding tentacles. Despite their less savage appearance,
13. Flesh Grafting: All weapons and armour used by they act like the monsters they are, and their abilities are
these humanoids are made of bone and living flesh. Their otherwise unchanged.
weapons are living things that drink blood, and bony 21. Alien: Humanoids are not native to this plane of
armor plating is often grafted directly onto their bodies. existence. They might be conquerors, wanderers or
Their sciences have obviously gone a different route from refugees out of another dimension. They can be banished
those of most societies, albeit with disturbingly similar to their home dimension with certain spells.
parallel innovations, but such beings may not even know 22. Bioautomatons: Humanoids are perversely utilitarian
simple cantrips or even how to produce fire. biological automatons who care only for the good of their
14. Undead: Elves and dwarves lament endlessly about own species, and are hostile to all others. Their language
being dying older races in a world being taken over by the and thought are almost solely based on commands and
young. They should shut up, because these humanoids requests. Though dangerous and alien, they do have many
have it worse – they are actually all dead. These humanoids admirable qualities, as they do not lie, steal or murder their
listlessly imitate their former lives, but all spirit has left own, they do not know property other than what is held in
them, and burning of villages, raiding, and pillaging are no common, their young are always taken care of, their elderly
longer done with passion and joy but by mechanical spend their days programming the young, and their leaders
repetition. Any racial enemies listed are probably those lead by directing action rather than by force of will or
behind the genocide, and they can hardly be blamed for bullying the weak. They are perhaps an early experiment
holding a grudge. They can be turned as undead of equal in creating sentient life by the gods of Law.
hit dice as they indeed are rotting undead monsters.
15. Sorcerous: Members of this humanoid species are
greatly feared, because every one of them is rumored to be
skilled in the use of magic. These rumors are absolutely
true as each and every one of them is able to cast spells as
a wizard of level equal to their hit dice. Their legends tell
of a pact made at the dawn of time with a terrible alien
space-god…
16. Useful: Humanoids are known for ability to survive by
eating waste, and many cities have colonies of them
maintaining the sewers and working in hazardous
alchemical workshops. Though they might occasionally eat
a stray street urchin or hobo, this is considered a small
price given the excellent service they provide.
17. Annoying: This species only speaks backwards, and
only in riddles. Learning their language is considered a
particularly decadent way to satisfy one’s intellectual
curiosity. Sages speculate that their garbled language is
result of meddling by an unknown trickster deity.
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23. Herbivorous: Humanoids do not eat meat, and their on countless battlefields and secure their place as pariahs.
instincts drive them to hostility towards anyone who does. Wizards with a certain level of understanding of the magic
This behavior might be a remnant of their ancient past as used for their breeding can easily force bands of these
prey animals. Their religion tells them to prepare the world humanoids to obey their commands, and they are often
to become a paradise where every carnivore is forced to found in such unwilling service. They suffer a -4 penalty
eat grass and be driven to extinction, and all the world has on saves against charm, domination, geas, etc.
become a vast sea of grass where they will know nothing 28. Same Sex: Humanoids are either all female or all
but peaceful grazing for all eternity. male. They usually live with other humanoids among
24. Fallen: Humanoids are a remnant of a once continent- whom they can find suitable mates. All their progeny will
spanning civilization. Statues and murals in monster- be of their own species.
infested ruins depict their ancestors before some great 29. Alternate Biochemistry: Humanoids’ bodies are
calamity reduced them to their current state. composed of unusual material(s), and their diets are equally
25. Immature: Humanoids are actually immature bizarre. They might be creatures of living rock that eat
specimens of a larger humanoid race. For example goblins, minerals and metals, enchanted beings drawn to places of
hobgoblins, and bugbears might all be different stages of magic to feed on ambient energies, etc.
development of the same species, ogres might mature into 30. Soul Eater: Almost universally reviled, these
hill giants, two-headed orcs who live long enough might humanoids ritually feast on the corpses of their enemies in
grow into mighty ettins, etc. a way which devours their souls. It takes few (d4) weeks to
26. Honorable: Humanoid warriors follow rigid code of digest and completely destroy a soul; after that the dead
conduct that allows no trickery or ruse of any kind. As a person cannot be raised or be found on any spirit plane.
result of this, they rarely engage in battles they do not feel Humanoids might display the swallowed souls being
sure to win. digested as an inner glow or as extra faces on their bodies.
27. Enslaved: Humanoids were bred as slaves to darkness, Soul eaters must be killed to set the souls they are digesting
and after the fall of their dark lord they became free. They free. Rumours tell of tyrants who employ them to utterly
do not have much love for the dark one whose will made destroy political enemies. They are rightly considered
them march against the world, to be massacred in droves abominations for their horrible practices. Ω

70
Mischievous Monsters The portal has been open a week, and a gang of unruly,
cruelly mischievous fairies have descended on the area.
These are Fir Darrig; small, agile, quick to anger, fuelled by
an adventure for Low-Level Characters by Simon Forster
a need to spread chaos and led by a larger Fir Darrig that
Introduction: This adventure pits the characters against a calls himself Ratkin. They have raided nearby farms, scared
group of mischievous fairies, who raid the inn the cattle, stolen cats, and curdled milk. Now they have set
characters (henceforth, the Party) are staying at and steal their eyes on the inn that stands at the junction, and in
the goods of a wealthy trader. The trader hires the Party to particular on the luxury goods recently arrived there on a
track the thieves down and recover his goods, and awards trader’s wagon.
them handsomely to do so. On a wet night, as the Party arrive at the inn to spend the
The Party will likely follow the rather obvious trail left by night, the Fir Darrig sneak into the inn and steal the goods.
the fairies and discover that the group has split up, heading They are spotted and an alarm is raised, allowing the Party
in three different directions. Each leads to an area where to catch a glimpse of the thieves, but likely unable to do
the fairies are waiting to ambush and otherwise harass the anything to prevent the goods from being stolen. The next
Party, in their own mischievous way. All of the areas have morning the trader begs them to recover the stolen items.
stolen goods, while the third also holds the portal that the Meanwhile, the Fir Darrig have split off, two parties taking
fairies used to cross into the mortal realm. the goods into a cave and a tainted wood respectively,
where they lurk and lure intruders into their traps and
Once the goods have been recovered, the trader rewards ambush. The other party, led by Ratkin, returns to the
the Party, and might even hire them to escort him on the portal and begins summoning one of their larger brethren.
rest of his journey.
Timeline: There is effectively a limit to the amount of
Background: Several leagues off the main road is a portal time the Party can spend tracking down the fairies. When
to the realm of faerie; a ring of standing stones resting in a this limit is reached, the creature the fairies are summoning
clearing surrounded by ancient trees. Once a year, from is brought forth into the world. Further delays result in
one full moon to the next, this portal opens and allows the more of these creatures being brought forth, as well as a
fairies to cross over, to wreak havoc and mischief in the concentrated attack on the inn.
mortal realm.
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Part One: Mischief at the Inn In the middle of the night...When everyone has gone to
The adventure begins as the traveling Party comes across bed, to sleep and dream of treasure and forgotten
an inn as night falls and it begins to rain. The inn is located dungeons, the Fir Darrig swarm into the inn and start
by a junction, a fork in the road with a signpost pointing to stealing things. There are two per Party character
two nearby towns. (including henchmen). Every turn (10 minutes) they
succeed at something, and then the Party have a chance of
For the purposes of this adventure, the inn is at a junction being woken from their slumber. The table below shows
and is called the Dancing Donkey; a modest, friendly and on which turn what happens, and the chance of a character
family-run inn that caters mostly to traders, along with the waking up. It is entirely possible that the Party sleeps
odd adventuring party or band of passing mercenaries. It through the entire night; if so, when they awake in the
has rooms to sleep in, a stable for horses, and is the only morning they find the inn in turmoil as people find things
place to stay for several miles in any direction. missing, and the character’s will also have a few of their
The Dancing Donkey Inn is run by Joseph and his own items gone.
family (wife, son and daughter), with a couple of loyal and If discovered and confronted, the fairies will spend a
decent servants (the stable boy and an on-site smith that round ‘playing’ with the Party before fleeing into the night.
deals with horseshoes and building maintenance). The inn If any are killed, remove them from the later encounters. If
has 3 private rooms, 3 doubles, and a common dormitory any are captured, they will do their best to lead the Party to
for 5 sp, 2 sp and 5 cp a night, respectively. Breakfast one of the three sites, and will seek to escape at any and
comes with the room and is served in the morning; a every opportunity. No one in the inn, nor the Party, have
buffet of cold meats, bread, honey, fresh fruit and porridge any idea what these creatures are, only that they are
spiced with cinnamon. Other meals are likewise simple and obviously evil and dangerous, and as such must be hunted
plentiful, costing 5 cp per meal. Ale and wine are sold by down.
the tankard or cup, for 3 cp and 4 cp per drink
respectively, both are pleasant if uninspired. A bottle of Turn Chance
wine costs 1 sp and holds enough for four cups. # What happens? to Wake
When the Party arrives the inn is fairly quiet, with only the 1 The Fir Darrig sneak into the trader’s 1 in 6
trader, a wandering minstrel and a pair of caravan guards wagon and liberate the goods.
looking for work in the taproom. Another patron has 2 One Fir Darrig visits each patron’s 2 in 6
retired to his room early; a frail looking old man who is room, and steals something shiny.
actually a magic-user heading to the nearest town to meet 3 The trader wakes up, and spots a Fir 3 in 6
up with an old friend. Darrig stealing his hat.
4 The trader runs down to the 4 in 6
NPC Names Stats Description Items taproom, calling for help.
of note 5 Three Fir Darrig go into the stable 3 in 6
Innkeeper Joseph FTR 1 Pot-bellied & Short and dress the horses up in fancy hats.
hp 8 jolly sword, 6 The Fir Darrig head off into the 2 in 6
AC 9 club night, giggling to themselves.
Wife, Mildred, Normal, Kind, friendly, None
Son, Eric, and hp 4/5/3 quiet In the morning...The patrons of the inn assemble and
Daughter Bonnie AC 9/9/8 lament the loss of their goods. Only the trader (unless a
Smith Norris FTR 1 Laconic, Hamme member of the Party woke and saw them too) caught sight
hp 10 tough & loyal r, tools, of the thieving fairies, but was too frightened (too ‘out-
AC 8 lapron
numbered’) to do anything about it. By the time he roused
Trader Barton TRD 1 Loud & Dagger, the innkeeper, the fairies had fled with their stolen goods.
Millson hp 6, AC 7 arrogant leathers
Minstrel Samuel FTR 1 Vain & brash Banjo, The trader will beg the Party to help him by tracking down
Songsmith hp 8 rapier, the thieves and recovering his stolen goods. If they are
AC 6 leathers returned, intact, he will gladly pay Party members 50 sp
Magic- Old Esau MU 1 Old & Staff, each (and may be haggled up to 75 sp), and offers to hire
User hp 5 secretive spell them on as guards when he leaves for town.
AC 9 book
In addition, the other patrons, who have also lost
Caravan Horace FTR 1 Bold, Leather
Guards and Jacob hp 9 stubborn & armour, something, offer their own rewards for the recovery of
AC 7 lacking in short their belongings (see table below); they may also be
common swords, persuaded to join in the hunt, but if convinced they
sense daggers, naturally offer no reward. A persuasive argument will
bows convince them to join the party, with normal Morale.
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Patron What was stolen? Reward The Standing Stones: These waist-high (on a human)
Trader His luxury goods. 50/75 sp stones are weathered sandstone, each shaped like a talon
Minstrel His banjo. 25 sp curving to the centre of the circle. There are nine stones in
all, each roughly the same size as the others. They detect as
Magic-User His book of spells. A potion
chaotic magic, and indeed amplify such magic cast within
Caravan Guards Their small bag of coins and gems. 25 sp 30’ of the circle (any Magic-User or Elf spells are treated as
if the caster were one Level higher than normal).
Timeline of Events
After waking in the morning, the Party only have so many Anyone of Lawful alignment (such as a Cleric) that enters
hours until the fairies work their magic and summon their this area feels sick, and if a saving throw versus magic fails
brethren. After several of them have been brought over, they suffer a -2 to attacks and when casting a spell must
the fairies regroup and head back to the inn to cause first make a second save versus magic in order to cast it;
further havoc, as per the table below. failure means no spell can be cast and the round is wasted,
but the spell is not spent.
hours
Events On the middle night of the full moon a portal opens here
since
between the mortal and fairy realms, allowing free passage.
waking
At all other times it requires a special summoning spell
5 The first of the brethren are summoned. (known only to certain fairy folk) to allow a crossing; this
Ratkin sends one of the Fir Darrig to each other is what Ratkin and his fellow Fir Darrig are doing to bring
group to bring them back to the standing stones. in their brethren.
7 The second of the brethren is brought over.
The Fir Darrig from the eastern cave return to the
stones with their stolen goods.
9 The third of the brethren is brought over from
the realm of fairy.
The Fir Darrig from the western wood return to
the stones, stolen goods in tow.
10 The Fir Darrig gather and head off to the inn.
15 The inn is attacked, and everyone inside is
slaughtered and eaten by the brethren.

Part Two: To Catch a Thief


The fairies have left an easily followed trail. It leads off the
main road and into the fields of grass, crossing a stream
and passing over a hill before the tracks split off into three
separate trails: one heads north, another west, the last east.
To the north can be seen a line of trees: the stream
meanders in that direction. To the east stand a rocky crag
and some hills sloping into the distance, while dark wood-
lands, bleaker than the other surroundings, lies to the west.
The North Wood: A thick copse of old oaks stands
here, spreading across the land. At its heart lies the ring of
standing stones that the fairies has used to cross over. By
the stones are Ratkin and several (1 per PC & henchman)
Fir Darrig, currently working on summoning their breth-
ren. Depending on how many hours have passed, there The Eastern Cave: Halfway up the craggy rock sticking
may also be one or more of the brethren here, restless and up out of the hills to the east lies a cave. The trail goes
eager to go and slay and eat mortals. straight inside. Inside the cave the Fir Darrig (1 per PC)
have laid some traps, and watch with eager anticipation
Stolen Goods: This group has the Magic-User’s spell from the rear of the cave, where the tunnels are. If any of
book, which is stuffed in Ratkin’s sack; and any item that the traps are triggered, the fairies burst out laughing, and
was stolen from the Party is also found here, in a pile then retreat into the tunnels to the next trap. They again
outside the stones. The spell book contains the following wait and watch, laughing if the trap is triggered, and
1st Level spells: Read Magic, Detect Magic, Sleep, Magic Missile, withdrawn to the other exit. If attacked, they will fight
and Shield. back, but will flee if any of them are killed. If they are
73
brave enough they remain nearby, to harass the Party until  Another bolt of silk cloth (light blue, worth 35 sp);
word comes that it is time to return. Otherwise, they head  A suit of dark red leather armour, fancy looking and
back to the stones to inform Ratkin what has happened. well-tailored (4 in 6 chance of fitting a character, normal
Traps AC, but worth double due to construction and coloring).
Stink bomb: a loose pile of stones lies across the path, The Western Wood: This woodland is bleak, with trees
under which are concealed several glass beads full of a rotting and shedding leaves and bark. The woods are
yellow, noxious liquid. Anyone entering the cave has a 4 in tainted, corrupted by foul magic that emanates from a well
6 chance of stepping on the stones, breaking the beads, in the midst of the diseased trees. The fairies (1 less than
and releasing a cloud of stinking gas that spreads out for the number of PCs, minimum of two) have placed the
10’ in all directions. Anyone (other than the fairies, who stolen goods in plain sight next to the well, and have laid a
are used to the smell) caught in the area must make a few traps around the immediate area. They are hiding in
saving throw versus breath weapon or be sickened for 1d4 the trees and bushes, waiting to see what happens; when
turns (-2 to attack, 1 in 10 chance of spells miscasting due something does happen, they attack using their blowguns,
to nausea, lose Dexterity bonus to Armour Class). running back and forth to confuse, and doing whatever
Trip Wire & Stick: a thin wire lies level with the ground, they can to cause the Party as much distress as possible.
easily missed, which is triggered on a 2 in 6. It is attached Note that the Fir Darrig do not seek to kill (unless pushed
to a broom handle that springs up from the dusty floor of too far or threatened with death themselves) but to merely
the tunnel (where it has been concealed) and hits the harm and hinder; they’ll leave whatever is in the well to do
triggering character in the face: roll to hit, with a +1 bonus. any real harm to the Party.
The broom handle does 1 point of damage and increases
the character’s chance of being surprised by 1 for the next Traps
round. Snares: a concealed loop of rope, tied to a bending
branch, triggered by anyone putting their foot in the loop
Rock-Fall: a carefully balanced pile of rocks rests on a and pulling it free of the wooden peg holding it in place.
narrow ledge above the entrance to the side cave. Passing Passing through the gaps between the trees triggers such a
underneath has a 3 in 6 chance of causing them to fall, trap 4 in 6, with a saving throw versus paralyse to jump out
bouncing rocks off the character’s head. If wearing a of the way in time. Anyone caught is lifted into the air,
helmet (chain or better armour) then no damage is taken, upside down, to dangle a foot off the floor. It takes a full
otherwise 1d2 damage is dealt. round to cut the rope, or another saving throw to struggle
Rat-Trap: at the back of this dead end is a crate, with a lid free. This also alerts the creature in the well.
held in place by a slender piece of wood. The wood is tied Pit Trap: a shallow pit trap (5’ deep) covered by twigs,
to a thin wire that is attached to a concealed trip wire 10’ grass and soil. Anyone moving onto the pit must make a
from the rear wall. If triggered (4 in 6 chance) the lid falls saving throw versus paralyse or fall in. No damage is taken,
open, releasing a swarm of terrified rats that pour down but that round of actions is lost, and the noise again alerts
the tunnel, attacking anything in their way. They travel at a the creature in the well.
rate of 30’ per round, clambering over anything in their
way: treat the swarm as a 1 HD monster, with 5 hit points, Stolen Goods: Balanced on the lip of the well is the sack
and having one attack against anyone they swarm over, of coins and gems that were stolen from the caravan
doing 1d3 damage on a hit. guards. There are 53 cp, 23 sp and 3 gp in loose coins, and
a cloth pouch holding three Moonstone gems (worth 10 sp
Stolen Goods: In the main cave are the most of the stolen each).
goods taken from the trader’s wagon. The rest are in the
side cave off the tunnel. The Well of Foul Magic: This old well of crumbling
stone reeks of decay. A patch of grass all around it,
In the main cave are: spreading out five feet, looks scorched. The soil is barren,
 Three small crates packed with straw, each holding ten the grass black and brittle, and anyone entering the circle
bottles of fine wine, each worth 25 sp apiece (they are 25 (or the well) feels claustrophobic (henchmen and retainers
years old and made by monks far to the north-east); must make Morale checks or avoid the area).
 A bolt of silk cloth, dyed a bright green (worth 50 sp);
At the bottom of the well is black sludge and a shallow
 A small ceramic jug, stoppered with a wax seal, which
cave. The cave is home to a creature born of chaos which
holds a quart of rose-scented perfume (and will fetch 30 is polluting the land with its presence. It considers the well
sp at market); and surrounding woods to be its domain, and anyone
 A small barrel of brass buttons (1000 in all) decorated entering the well, or spending more than a turn in the
with pictures of dancing elves (worth 1 sp each). clearing, attracts its attention: it climbs out and attacks any
Inside the side cave are... and all intruders, fairies included.
 A ceramic jar filled with rich honey (worth 10 sp);
74
Treasure: Partially submerged in the sludge covering the The Blade of St Gerald: This plain looking short sword
cave floor is a gnawed skeleton, still dressed in brittle was once owned by the farmer-turned-crusader, Gerald of
leather armour (worthless) and travelling clothes (shredded Appleby. He became a Saint of the Prophet after following
and stained with blood). Beneath the skeleton is a leather her on a pagan-hunting quest in the nearby hills. There
pouch with 23 cp, 12 sp and 5 gp, and also a magical they fought against the cultists of a demon-god, slaying the
sword, The Blade of St. Gerald. demon’s worshippers and vanquishing an avatar of the
Part Three: New Monsters demon-god itself. During the battle Gerald fell, but not
until he had delivered the fatal blow. He was declared a
The Fir Darrig: These small fairies are Fir Darrig; as large Saint soon after, and his name is evoked by warriors
as a young child (2’ tall), resembling rat-like humanoids fighting against dark forces. His sword was blessed by the
dressed in ill-fitting frock coats and flat caps. Their leaders Prophet and passed down to his son, who in turn passed it
tend to wear better clothes and top hats, often worn and on to his son, and so on down the generations. It
battered. They delight in mischief, practical jokes, and disappeared three years ago, carried by one of Gerald’s
laying traps. They have a cruel and wicked sense of descendants.
humour, love to cause chaos, and especially enjoy
The sword is most useful against creatures of Chaos,
harassing Clerics and other Lawful types.
specifically demons and their kin. The blade glows blue
Generally, the Fir Darrig do not seek to kill their victims; whenever a Chaos aligned creature is within 30’; the
after all, where would be the fun in that? What they will do brighter the glow, the more powerful the entity (dim for
is cause harm, be it physical, mental or emotional (ideally, upto 5 HD or Levels, moderate upto 10 HD/Levels, and
all three); but they are more than happy to let others kill bright for anything higher). Against such creatures it grants
for them, so long as it is entertaining and their traps and a +1 to hit and does extra damage equal to the user’s Level
jokes are the preludes. For example, while they will not try or Hit Dice.
to kill the Party, they are happy to lure them to the cursed
Only characters of Neutral or Lawful alignment may use
well and watch (and laugh) when the creature inside comes
the sword; it burns any associated with Chaos, inflicting a
out to rip them apart.
point of damage and forever branding them with a star-
They are poor fighters, but will defend themselves and shaped mark (not even healing magic will remove it; only a
their kin, and if cornered they will do whatever they have Remove Curse followed by a curative spell will work).
to in order to survive, including killing.
AC: As leather (7) HD: 1 Move: 15” Ratkin: the Fir Darrig boss
#Attacks: 1 (bite or weapon) Damage: 1d3 Ratkin is a slightly larger Fir Darrig (nearly 3’ tall) with a
Morale: 8 Alignment: Chaos red frock coat that has seen better days. He wears a top hat
Special: take minimum damage from mundane weapons; perched on his rat-head and have a monocle over his left
take normal damage from magic or cold iron weapons, eye (just for effect). He carries a cane that conceals a thin-
holy water and Clerical spells; +2 to saves against Magic- bladed sword (treat as a rapier). As their leader, Ratkin also
User and Elf spells; immune to charm, sleep and hold. has the powers of a 1st Level Magic-User, but requires no
Items: small swords (as dagger), blowguns with small spell book.
darts, frock coats, flat caps, and some loot. AC: As leather & shield (6) HD: 2 hp: 15
Treasure: roll on the table below for each Fir Darrig Move: 15” Morale: 9 Alignment: Chaos
looted: #Attacks: 1 (bite or rapier) Damage: 1d4 or 1d6
1. 2d12 cp, 2d8 sp, and 2d6 gp; Special: take minimum damage from mundane weapons;
2. 2d8 cp, 2d6 sp, and 2d4 gp; take normal damage from magic or cold iron weapons,
3. 2d6 cp, 2d4 sp and 1d4 iron rations wrapped in sack holy water and Clerical spells; +2 to saves against Magic-
cloth; User and Elf spells; immune to charm, sleep and hold.
4. 2d4 cp, 1d4 sp and a half-eaten loaf of stale bread; Spells (once per day): Charm Person, Enlarge, Spider Climb.
5. 1d4 cp, a red apple, 2d4 acorns, and a hunting knife;
6. a ball of string, a bunch of wild flowers, and a dead bee; Treasure: 17 cp, 42 sp, 7 gp, a silver-bladed dagger (blunts
7. 2d12 rose petals, and 2d6 raven feathers; on a natural ‘to hit’ roll of 1), and a potion of healing taken
8. a scroll containing 1d4 random 1st Level spells (1-2 from a wandering adventurer who barely escaped with his
Cleric, 3-4 Magic-User); life. All treasure found on Ratkin or other Fir Darrig is
9. a short sword with an ornate eagle’s head pommel stuff that has been looted from farms and travelers during
(worth double its value); their time in the mortal realm. They have little use for it
10. roll twice and combine the two, ignore further results themselves, but like stealing shiny things.
of 10.

76
The Brethren: These large fairies are insatiable, filled with The Creature Born of Chaos: This malignant creature
a hunger for mortal flesh and blood. They kill and eat any was born from chaos and trapped on the mortal realm. It
mortals, be they human, demi-human, humanoid, or lives a tormented existence in the cave in the well,
animal. They look like fat humanoid toads, with thick venturing out at night to feed on small animals and
warty hides and huge saucer-like eyes the colour of blood. anything larger that comes its way. It is humanoid in shape,
Their mouths are wide and full of tearing teeth. The featureless, made of thick black sludge with bits of bone
brethren dress in monkish robes, often a dark green or sticking out in odd places. It oozes it way across the
deep brown. Despite their bulk and size (7’ tall, over 300 ground, but climbs exceedingly well.
lbs) they are nimble creatures.
AC: As leather & shield (6) HD: 2 Move: 9”/climb 12”
It takes three Fir Darrig 1d3 hours to summon a brethren. #Attacks: 3 (bite/claw/claw) Damage: 1d4/1d4/1d4
If their chanting ritual is disrupted during this time, the Morale: 10 Alignment: Chaos
summoning fails and they have to start all over again. Special: immune to charm, sleep and hold magic cast by
Magic-Users or Elves, not immune to spells cast by Lawful
AC: As chain & shield (4) HD: 3 Move: 12”
characters, such as Clerics; on a successful hit the creature
#Attacks: 2 (bite and punch) Damage: 1d6 and 1d4
turns living flesh to a black sludge: if a save versus magic is
Morale: 10 Alignment: Chaos
failed, the character loses 1d4 points of Constitution and
Special: take minimum damage from mundane weapons;
Charisma (recover at a point per day with rest). Ω
take normal damage from magic or cold iron weapons,
holy water and Clerical spells; +2 saves against Magic-User
and Elf spells; immune to charm, sleep and hold.

77
The Wildwyck
Gazetteer: Part One
creepy cthulhoid campaign by Michael Curtis

In the inaugural article of this series, the reader was


introduced to the quaint and somewhat sinister region of
New York State known as Wildwyck County. The area’s
long history was explored and its environs mapped. With
that introduction completed, it is time to tighten our focus
on “the ‘Wyck” and take a tour of the area’s cities, villages,
and hamlets, each of which has its own secret shames and
horrors. The first half of the county’s communities is
covered herein; the remainder will be detailed in a future
installment in the series.
A Word on Municipalities in New York: New York
State is atypical in how it defines local government districts
and understanding this can be important in a historical
horror game set in the pre-Internet age. Investigators
needing to track down records must know where to look,
or else their search is doomed to fail.
In New York State, each county is divided in several for judicial resolutions. Residents vote for village officials
smaller districts called towns, which are similar to and pay taxes to both the village and town. Unlike hamlets,
townships in other states. These towns provide the villages have defined, legal boundaries. Most villages
functions of local government and are overseen by a town exceed 500 residents.
board that serves as the legislative branch. Each town has Cities are autonomous, incorporated municipalities that
an elected supervisor who presides over the town board of possess their own charters, provide services to all their
between two and six councilmen. In addition, there are residents, and are neither part of nor subordinate to the
town justices and the town clerk who has custody of all surrounding township (which often shares the same name
records, books, and papers of the town (and who will as the city, confusing matters for outsiders).
either be a boon ally or fierce foil for investigators).
Depending on where an adventure takes place in Wildwyck
Each town contains several hamlets which are settlements County, an investigator looking for specific records might
not incorporated as villages and depend on the town for need to visit the town clerk, a city’s archive, the village hall,
municipal services and government. Most hamlets have or all three in order to locate the documents they seek, and
their own post offices, fire departments, and elementary it is likely that this search will take them all over the ‘Wyck,
schools. They have no official boundaries, but their making the ownership of an automobile quite useful.
proximate location is noted on road signs. Population size
plays no role in defining a settlement as a hamlet or village Communities of Wildwyck County: There are more
and some hamlets are quite large. than thirty hamlets, villages, and cities plotted on the
Wildwyck map for the referee to make use of. However,
In addition to hamlets, towns contain incorporated these are not the only settlements in the area. Only
villages. Incorporated villages have their own mayor, board communities with 100 or more residents appear on the
of trustees, and oversee local services and needs like map, and numerous smaller hamlets can be found nestled
garbage collection, building codes, cemetery and street amongst the hills and along the creeks of the county. The
maintenance and management, and street lighting. Some Referee is encouraged to add settlements as desired.
have village justices, while others rely on the town justice
78
Each settlement is considered to have at least one church fulling mills and high-quality wool cloth they produced,
(usually Protestant), a post office (although in smaller but since 1881, it’s become a haven for mediums and
communities, the general store or other landmark business spiritualist. These new arrivals were drawn to the com-
might double in this capacity), a fire department, and an munity by Siobhan Quinn, a famed Spiritualist medium
elementary school. Older students attend high schools second only to the Fox Sisters. Quinn bought a home in
outside of the community, usually in or near the town August in 1881 and opened it to like-minded friends and
center. Every community has some police presence, which acquaintances. Drawn by the pleasant little town, many
range from a lone constable in a tiny hamlet to a full-time took up residence in August full time. Large numbers of
and well-equipped police force in a village or city. visitors come to August each summer in search of uncanny
wisdom, most of whom number amongst society’s elite.
Ashton (incorporated city and county seat; 26,500):
Luminaries such as Susan B. Anthony, Edith Roosevelt
Formerly known as Killwyck (“Creek Territory” in old
(wife of Theodore Roosevelt), and Tallulah Bankhead have
Dutch), Ashton was renamed for the stands of ash trees in
visited August to speak to its mediums.
the area when the English took possession in 1664. The
oldest settlement in Wildwyck County, Ashton is a Adventure seed: Although there is a large population of
pleasant mix of the past and the modern. The tree-lined mediums in town, the majority are fraudulent. Some
streets of the city are edged by historic homes dating back however are the real deal and can be of valuable assistance
to the post-Revolutionary war period and modern edifices once the investigators separate the fakes from the gifted.
containing offices, factories, and shops. A handful of old PCs with their own psychic talents can set up shop in
stone buildings still survive, including the Old Dutch August (although competition is fierce), where they quickly
Church, built in 1672, but many of Ashton’s oldest homes learn that the hamlet has an equally disproportionate
burned during the British occupation of the city in 1776. number of ghosts as well, all of whom are trying to get
Ashton hosts a number of services and institutions useful messages across the boundaries between life and death to
to investigators of the esoteric. The city’s Old Town Hall loved ones or seek revenge on their enemies.
serves as repository for the county’s land deeds, civic court Aveskamp (hamlet, Town of Lazarus, 100): Meaning
records, and other documents. Health services are available “forest edge farm” in old Dutch, Aveskamp is a tiny
at both Ashton Hospital and Our Lady of Mercy community that dates back to the early 18th century. A
Sanitarium (AKA Benedictine Hospital). The city’s news- poor hamlet, Aveskamp ekes out a meager agrarian
paper, The Ashton Sentinel¸ is the oldest continuously existence in the forested foothills of the Catskills. It is
published daily and its morgue holds a treasure trove of largely self-governing, with an unofficial council of elders
past issues, provided one gets past the desk clerk guarding handling the day-to-day needs of the community. Children
the archive. Ashton also has a small but active historical here are dirty, the residents’ clothing is worn and out of
society, and their records detail events and persons date, and there are little in the way of services such as
overlooked in civic documents. Although Ashton posses- gasoline or lodging for travelers. Tourists pass quickly
ses no institutions of higher learning, a ferry makes several through Aveskamp.
trips daily across the Hudson, allowing quick and cheap
transportation to Bishopsgate College in nearby Ravencliff. Adventure seed: Aveskamp was supposedly settled in the
1700’s, but its Dutch name implies an earlier founding. It’s
Adventure seed: Ashton makes for a perfect “home base” possible that not all the members of Nieu Dorp coven
for investigators in the ‘Wyck and will be covered in more died in the attack of 1663, and that the survivors fled into
detail in a future article. In the meanwhile, almost any the foothills to form the nucleus of Aveskamp. Their
investigation (published or home-brewed) that needs a descendents undoubtedly continue their ancestors’
sizeable community with a long history can be placed loathsome form of worship.
within the confines of Ashton.
Charoake (hamlet and town hall, Town of Charoake,
August (hamlet, Town of Four Lakes, 700): This 230): Charoake got its name from the titanic, lightning-
community is famed for both the numerous Victorian struck oak tree that once stood in the hamlet’s village
gingerbread houses that line its street and for its large green. The tree was uprooted during a storm in the late
population of spiritualists. August was once known for its 19th century, but the name remains (as do pieces of the old
79
oak in the form of hand-made memorabilia and rustic Covenant (hamlet, Town of Rattisbon, Sager County;
furnishings). This hamlet is the government center for the 400): Covenant is known for its large Pentecostal popu-
Town of Charoake and the town hall is located on Main lation whose lively services stand out amongst the more
Street, just a short walk from the train station. Invest- staid Protestant churches in Wildwyck County. The
igators delving into any of the mysterious sites located in majority of Covenant residents are congregants of The
the Town of Charoake will become well-acquainted with Church of the Sacred Revelation led by Pastor Clarence
the town hall’s inconvenient hours of operation and its Sunday, a charismatic gentleman from New Hampshire.
tendency of being closed for no apparent reason. The Church of the Scared Revelation is especially vibrant,
and most services see its worshipers succumbing to the
Adventure seed: Charoake is the center of anomalous
touch of the Holy Spirit. Speaking in tongues, dancing in
weather patterns and sees more lightning storms than any
the aisles, and falling prostrate when overcome by the
other area in New York State. Meteorologists, geologists,
Holy Spirit are all commonplace events at a Sacred
and occultists have all investigated its propensity for
Revelation service. Although their stripe of Christianity is
lightning strikes, without reaching satisfactory conclusions.
uncomfortable to many in the ‘Wyck, the Church of the
One resident, Nathan Fenner, has been struck by lightning
Sacred Revelation is lauded for their community outreach
no less than eight times, and local legend claims he once
and social service, providing meals and spiritual guidance
electrocuted a troublesome sow by simply touching the
to those less fortunate in the area. The Church makes
animal.
regular trips to Newgrave to proselytize and it operates a
soup kitchen in one of that city’s worst neighborhoods.
Cobb’s End (hamlet, Town of Tallpine, 200): This
secluded mountain community is far from the busy Adventure seed: While the Church of the Sacred
turnpikes, reached only by a winding road that provides a Revelation would never use the term, occult investigators
scenic view of the eastern lowlands. Cobb’s End was are quick to point out that the events occurring at one of
established in the early 1700s after a trapper, hunter, and – their services are identical to the symptoms of possession.
some say – brigand named Thomas Cobb cut a trail up the The Church of the Sacred Revelation may be calling upon
treacherous Traps (a series of exposed, rocky cliffs) and a spirit or other force masquerading as the benign hand of
died of exertion at the place that now bears his name. The God. In addition, the Church is not forthcoming as to
residents of the hamlet inherited their founder’s frontier, what “revelation” has been revealed to them or what that
do-it-yourself spirit and remain avid outdoorsmen and knowledge might mean for the future of the human race.
paragons of self-reliance. Due to its remote location,
Cobb’s End often becomes isolated in winter when snow Creeksmill (hamlet, Town of Ashton; 350): Once a
drifts choke the road in and out of town. small settlement, Creeksmill is now a growing community
driven by its close proximity to the burgeoning city of
Buildings in Cobb’s End are rude affairs and most roofs Ashton. Many of Creeksmill’s residents work in Ashton,
show signs of been repaired again and again. An extremely commuting by means of the newly-inaugurated bus route
small business district caters to outdoorsmen and local that serves both communities six times daily. Those
craftsmen, but the selection of goods is very small. For wishing to benefit from the higher wages paid in Ashton,
anything but the most ordinary of supplies, townsfolk but unwilling to surrender a quainter way of life find
travel down to Northford. Creeksmill a magnificent place to compromise.
Adventure seed: Nearby Cedar Swamp is home to many Adventure seed: Doctor Alexander Hodge works at the
legends ranging from hidden bandit treasure to Indian Benedictine Hospital in Ashton by day, returning to his
ghosts to strange stones covered in bizarre symbols sunk historic and secluded home in Creeksmill each night.
beneath its tea-colored waters. A scientific study from There, he continues his work in the field of neuroscience,
Vander Veer University is currently organizing to conduct corresponding with other researchers while pursing his
exploratory excavations around Cedar Swamp following own theories about the limitations and capabilities of the
the discovery of the fossil remains of a mastodon in Black human mind. Frustrated by the advances being achieved
Bog near the Hudson. Investigators with backgrounds and by other, better-funded researchers, Dr. Hodge indulges in
skills useful to the study are encouraged to apply. illegal tests performed on the destitute patients of Bene-

81
dictine Hospital. The basement of his home is a horror that ancient rites are still practiced here under the full
show, stocked with preserved brains and highly-volatile moon and that nothing makes the grass grow and the
chemicals. Dr. Hodge has begun offering homeless apples swell more than blood spilled on the thirsty soil.
vagrants a bed and hot meal in exchange for their The blood of war heroes is especially potent and not all
participation in his research. These unfortunates are the deaths at the Veteran’s Home might be from advanced
seldom seen on the streets of Ashton again. age or lingering wounds…

Danskamer (hamlet and town hall, Town of Folktree (hamlet and town hall, Town of Folktree;
Danskamer; 250): Danskamer is an agrarian community 380): Folktree is a proud community and that civic pride is
near the banks of the Hudson and is the home of the reflected in the good repair, quality service, and the general
Goodtyme Bakery, a bread-making factory that employs a attitude of delight evident in its residents. Although much
large number of Danskamer’s residents. Goodtyme trucks smaller than the big cities of Wildwyck County and lacking
are a common sight on the streets of Wildwyck County as the age of other hamlets, Folktree is nevertheless a stately
they go about delivering fresh-baked bread to grocery community, even when civic pride strays into smug self-
stores throughout the area. The company’s owner, Silas righteousness. Folktree eagerly accepts tourists and
Joosten, is a well-known philanthropist and has made maintains both an active chamber of commerce and
sizable contributions to help improve educational facilities enthusiastic historical society. Each year, Folktree hosts
throughout the county. the Wildwyck Tall Tales and Music Festival, attracting
yarn-spinners, backwoods musicians, folklore enthusiasts,
Adventure seed: Danskamer is a corruption of “Devyl’s
and well-heeled city folk alike. For seven days, the hamlet
Danse Chamber,” the name given to the site it rests upon
is the epicenter of homespun tales and lively music. It is a
by sailors up and down the Hudson. In the 17th and 18th
celebration not to be missed by an inquisitive investigator.
centuries, great fires and eerie music were often witnessed
at night along the river bank here, and ships took pains to Adventure seed: The Tall Tales and Music Festival is an
avoid sailing close to shore. What went on here on those excellent way to introduce new clues and adventure ideas
nights remains a mystery. Referees looking for a more into a Wildwyck-based campaign. Much of the lore
recent adventure idea need only consider Goodtyme exposed during the festival is pure (although entertaining)
Bakery and it’s impeccable reputation for quality. After all, hokum, but some truths reside at the heart of these tall
things that seem too good to be true often are. Add in tales and folk legends. Any investigator attending to
ergot poisoning from the same fungus that some scholars Festival for its duration adds +1d3% to his Wildwyck Lore
believe was behind the Salem witch trials, and bake until skill. He can only benefit from the Festival once and
evil. subsequent attendance will not improve his skill, but may
still reveal new clues and mysteries.
Dutch Plains (hamlet, Town of Rotskill; 500): Dutch
Plains is an agrarian community located at the edge of a Greenfane (hamlet and town hall, Town of Schneider,
chain of small hills. These low knolls are covered with Sager County; 275): Greenfane is a pleasant and
apple orchards and the region is a popular marketplace for industrious community overlooking the Hudson River. It
those with a taste for cider, preserves, and fresh apple pies. gets its name from the original church built here in 1686.
It is also the site of an extravagant harvest festival each Constructed from native pine, the church quickly
year where local produce and handicrafts are sold during accumulated a blanket of moss giving the building a
the three-day celebration. The harvest festival draws many lustrous emerald color. The church is long gone, replaced
visitors from Newgrave who enjoy escaping the city and by a more modern building, but its legacy remains. Visitors
returning to their rural roots for the day. Dutch Plains is find the residents of Greenfane cheerful and hard-working,
also known for the nearby Veteran’s Home that sees to the and it quaint stores draw crowds of shoppers from
medical and housing needs of Civil War and Great War Newgrave during the summer months. The hamlet’s sole
veterans. peculiarity is its constant misfortune during the spring,
when road closures caused by washouts regularly plague
Adventure seed: The orchards of Dutch Plains are verdant
the settlement in late April.
– maybe a little too much so. One might even speculate

82
Adventure seed: Careful research reveals that washouts Ashton. During the day, the population swells as
always occur around April 30th, otherwise known as millworkers and other service personnel arrive to punch
Walpurgisnacht, that evening supposedly celebrated by the time clocks at their respective places of employment.
witches and Satanists in Europe. During that night, many Hapanock is also home to a thriving speak-easy situated
of Greenfane’s residents visit an archaic stand of oaks on a along the tracks. Investigators looking for modern
hill above the Hudson. Inquisitive explorers and the conveniences and outdoor gear should visit Hapanock
occasional wandering hiker have fallen prey to a number of where they’ll find good deals on an assortment of goods
large animal traps placed around that copse of trees. The beneficial to their endeavors.
denizens of Greenfane have something to hide.
Adventure seed: The owner of Hapanock’s “blind tiger” is
rumored to have connections that spread deep into the
Hapanock (hamlet, Town of Hydefield; 300): For
criminal underworld and he pays off the railroad bulls to
years, Hapanock was a quiet farming community until the
ensure certain shipments arrive unquestioned and
mill boom swept the ‘Wyck and the New York &
uninspected. Most unsettling of these rumors is that the
Pennsylvania Railroad laid their tracks along the waters of
speakeasy’s owner, Albert Rose, is the mastermind of a
the Kikkerkill. Now its residents rely on industrial jobs to
white slavery ring and that some trains arriving in the dead
make ends meet, although the landscape surrounding the
of night carry human cargo. The fate of these largely
hamlet still boasts a fair number of growingly
female unfortunates is unknown.
industrialized farms. The once-still nights are broken by
the plaintive sound of train whistles heading to and from
83
Huddle (hamlet, Town of Tallpine; 100): This hamlet is burned alive here before the natives continued their
little more than a collection of small shacks leaning drunk- retreat. Today, Indian Rest is a small hamlet whose
enly along the roadside. Livestock roam the streets, muddy fortunes have seen better days. Old tanneries, now
streams wind through weed-thick yards, and the dim light abandoned and polluted, line the banks of Keykout Creek,
of oil lamps shine behind windows of waxed paper. The a reminded of the boom days of the last century. Many of
folks of Huddle keep to themselves and school their the young folk have left Indian Rest for better jobs in
children at home. Outsiders are unwelcome in Huddle, and Ashton and the hamlet seems populated solely by tired
the residents are not shy to inform visitors of this. men and women of middle age. Even the elementary
school has been shuttered. Most of Indian Rest’s business
Adventure seed: Although any number of “backwoods”
is done with hunters and outdoorsmen heading into the
tales could start or end in Huddle, the residents have
mountains, and its shops are all well-stocked with
another reason for their secrecy and closed community.
equipment useful to camping, hunting, and trapping.
There are old tales of a secret silver mine up in these
mountains, once worked by both Indian and settler alike in Adventure seed: In years past, when the school was still
the dim past. The mine is hidden and legend has it that a open, the children swapped tales at recess of Inside-Out.
light like a bright candle flame rises above the mine at According to these macabre tales, Inside-Out is a monster
midnight once every seven years, revealing its location. that lurks in the ruined tanneries down by the creek. His
The townsfolk of Huddle are bound together in a pact to name says it all: he is a horrific version of a man turned
find the mind and extract its wealth. But what if the mine inside-out, covered in blood and bile and gore. He carries
holds something other than silver? off small children, household pets, and the occasional
tramp that unwisely sleeps down by the river. But surely,
Hydefield (hamlet and town hall, Town of Hydefield; this is all just childish fear…
350): Founded by English farmers moving to the area
from the stony fields of Connecticut, Hydefield has grown Jacob’s Corners (hamlet, Town of Colby; 275): Jacob’s
into a busy hamlet where commerce and agriculture meet. Corners was founded in 1701 by Squire Jacob, a sea
Although the hamlet’s population is largely middle class, captain and whaler who berthed his ship, Plutonia, in
Hydefield is also the summer home of New York City nearby Newgrave. He built his home in the shadow of
socialite Marie Lafevre, a patron of the arts renowned for Dutch Peak on a rise where he could view the busy
her summer soirees. Madame Lafevre is popular with Hudson below. In time, other settlers erected homes
Hydefield’s inhabitants, many of whom see their own nearby and the hamlet of Jacob’s Corners was born.
finances enriched by her lavish parties and generous
Today, Jacob’s Corners remains a picturesque village that
donations to civic groups.
sees enough traffic to support its shops and farms without
Adventure seed: Madame Lafevre’s parties always draw compromising its old-world charm. Its residents are
eclectic guests hand-picked by the society dame. Tycoons gregarious and content to remain aloof from the filth and
of industry, unknown but provocative artists, and esoteric crime that mars Newgrave on the far side of the Hudson.
scholars have all tread her summer home’s parquet floors. Visitors are encouraged to visit Jacob’s Corners at
It is said that Marie Lafevre is interested in the occult and Christmastime when the hamlet turns into a paradise of
commonly holds midnight séances on her home’s upper soft candlelight and green wreaths and bunting.
floor. Some informed occultist speculate that she has
Adventure seed: A popular local legend claims that Squire
dealing with Albert Rose (see Hapanock above), employing
Jacob did more than whaling with the Plutonia, engaging
him to provide her with the required sacrifices for her
in piracy to bolster his fortune. His sons continued the
darkest magical rites.
family business by acting as privateers during the
Revolutionary War. Rumors of buried treasure on the
Indian Rest (hamlet; Town of Charoake; 150): Indian
Jacob manor grounds and in the highlands of Dutch Ridge
Rest gets its name from a legend that the natives who
are rife in Jacob’s Corners and many an afternoon was
burned Nieu Dorp in 1662 and carried off its residents
spoiled for an outdoorsman when he fell into one of the
paused here as they fled back into the wilds. Old folktales
numerous exploratory holes dug into the surrounding
also say that seven of the male captives were castrated and
hillsides by treasure-hunters. Ω
84
85
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