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Back To BasiX - Issue #10, Sep 2019

This issue of the fanzine discusses why it will be the final issue for now, as the creator wants to focus on other projects. It also provides details on the issue contents and previews an interview with legendary RPG author Douglas Niles. In the interview, Niles discusses his early work at TSR and challenges of writing adventures for different D&D editions and levels.

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AlHazred
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© © All Rights Reserved
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75% found this document useful (4 votes)
643 views

Back To BasiX - Issue #10, Sep 2019

This issue of the fanzine discusses why it will be the final issue for now, as the creator wants to focus on other projects. It also provides details on the issue contents and previews an interview with legendary RPG author Douglas Niles. In the interview, Niles discusses his early work at TSR and challenges of writing adventures for different D&D editions and levels.

Uploaded by

AlHazred
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
You are on page 1/ 36

Final Issue #10 — September 2019

A quarterly Fanzine dedicated to the simpler time of RPGs—


covering the Basic and Expert editions of Dungeons & Dragons.
The End? — A Note from the Fanzine Creator
For those that haven’t followed having to edit their work several
the course of this fanzine over times doesn’t fit my schedule con-
the last several months, know that straints. I’d rather be the sole
this issue is the ‚final‛ issue—or contributor, working toward my
the final issue for now. I know own deadlines without having to
that’s a bit vague but that’s the worry about others getting their
best I can say at this time. parts done.

Why is it ending? Well, there are Although issue #10 is the final
several reasons. Primarily, I’m issue, I’m leaving the door open
ending the run of quarterly ‘zines for a return to the series once
so that I can begin on work on I’ve completed several large pro-
other, more demanding projects. jects over the next several
I’m a single creator already work- months. I’m not guaranteeing a
ing on several projects, all in my return but hinting to the possibility
free time. My bandwidth has of restarting the series once my
shrunk over the last few months plate clears.
and instead of missing deadlines,
I’d rather put a long hold on I’ve enjoyed the run over the last
developing further issues. three years and am proud to
have kept fairly close to meeting
I’ve had many emails and mes- the quarterly deadlines I’ve set for
sages from fans of the fanzine myself. I’ve had the chance to
asking to continue it and to seek interview industry legends and
assistance from other contributors. work with talented artists through-
I appreciate the offers and ideas out the series. It has been one of
but in my experience, it’s easier my favorite things to create for
to herd a few cats than a dozen. you and I appreciate all the posi-
Re minding contributors to ge t tive feedback you’ve had for the
their submissions in on time and series. Thank you! - Thom Wilson

— Issue #10 Details —


Fanzine Sections V. 3 No 3
Content Page
Issue #10 — September 2019
Letter from the Creator 1 Printed November 1st, 2020
Publishing News 2 Created by: Thom Wilson
Interview — Douglas Niles 3
Articles by: Thom Wilson
Cover Illustration: Matt Ray
Product Spotlight 6 Back Cover: Je Shields
The Magic Shop 7 Logo: Isa de Mendonca Silva
Mythicology 9
Comic: Travis Hanson
Interior Art: Dean Spencer, Je Shields,
Quarterly Dungeon Crawls 11, 20, 29 Jeff Madding (Blisterpixy)
Spellbound 19 Cartography: MonkeyBlood Design
Editor: Michael J. Gross, III
An Ongoing Adventure... 26
Dungeon Delvers Comics 31 Upcoming Issues:
None—See Note above for details.
1 1st printing—100 copies
Publishing News
In the first nine issues of this
fanzine, I’ve highlighted third-
party and independent publisher’s
work that fell squarely in the B/
X fantasy domain. In this final
issue, I’ll switch it up a little
and take a look at a B/X sys-
tem set in the old west: Tall
Tales BX Wild West RPG.

Mark Hunt’s western roleplaying


game is an interesting and en-
joyable take on the genre, using
the simplistic rules of a tried
and true system with classic pro-
fessions common to fans. Six
base classes are available for
players, from Gunslinger to
Snake-Oil Salesman. Each class
has one or more special abilities
that more than make up for the
Tall Tales cover
lack of arcane and divine spells.
My last quibble with the system
Trying to bend B/X rules into a is with weapon damage. Pistol
western game does present sev- damage deals 1d6, the same as
eral challenges. First, armor class a spear. While this seems okay,
without real armor is interesting. I wonder if distance and body
The creator does use clothing location for pistols, rifles, and
variants to decrease AC, extend- shotguns could have been fac-
ing heavier clothing to a plate tored into damage a little better.
mail equivalent. However, adding Keeping with B/X (which does-
a hat or a badge to decrease n’t care as much about distance
armor class seems a bit quirky. and body location), it works but
It works but just seems like a I can see Gunslingers at higher
stretch. If the creator stretched levels getting riddled with bullets
the rules a little, using Dexterity without missing a step.
or even Charisma (for law-
abiding or dishonest characters) Otherwise, the book is quite
bonuses for armor class, it may good. Loads of interesting tables
have worked the same as hat with name and background gen-
and badge additions to the eration, plot ideas, and town-
“armor” lists. building make this a really good
game and resource. Even the
Additionally, money in Tall Tales included character sheet matches
matches that of the fantasy up with the traditional B/X
genre‟copper through platinum sheet. This book is definitely
pieces. This is definitely some- worth getting. Downloaded in
thing I’d change if I ran this PDF from DriveThruRPG for
version of the game with my $7.99 (on sale for $1.99).
players. 2
Interview with a Legendary Author—Douglas Niles
One of the great RPG authors [T] How did you find writing for
of the 1980s was Douglas three different levels of D&D to
Niles who produced adventures be? Was it challenging? [note:
for different systems and levels Douglas wrote adventures for
for TSR. He is likely best Basic, Expert, and Companions.]
known for producing the AD&D
gem, “Against the Cult of the [D] I didn’t find the different
Reptile God,” and the Basic level game rules to be very chal-
D&D novice-friendly, “Horror on lenging, except for having to flip
the Hill”. I recently had the op- back and forth between the rule-
portunity to ask him a few books when I couldn’t remember
questions about his work at TSR where a certain spell, monster,
and writing in general. magic item, etc. were described.
(There was no rules compendium
[Thom] When did you begin in existence during the 80s!)
working at TSR and what was
your first published work there? The most complicated part of
my involvement with D&D was
[Doug] I started working at TSR creating the “War Machine”
in January of 1982. I began my rules for mass combat. Frank
post-college career in fall 1977, Mentzer, who was writing the
as a high school speech/English Companion rulebook, asked for
teacher in Clinton WI. That was me specifically to do that, which
where Gary Gygax moved with was flattering. I had done some
his family, and his daughter fun and fast-moving war-games
Heidi introduced me to D&D by that time, and also the
when I told her I had heard AD&D BATTLESYSTEM rules,
about it but never seen it. She which allowed for tactical minia-
gave me a copy of the Basic tures play of large scale battles.
Set on a Wednesday, I think it But War Machine was supposed
was, and that Friday night I had to be a streamlined version for
some friends over and started battle resolution‟instead of lining
my first campaign. Over the up miniatures and playing out
next couple of years (80/81) I the battle, you factor in a whole
progressed through the Expert ton of factors, such as troop
rules and moved on to AD&D. I numbers, various armor classes,
also was inspired enough by the movement, cavalry, and artillery
game to rediscover my love of (like catapults, not gunpowder) as
writing adventure fiction and be- well as heroic leaders. Then you
gan writing a fantasy novel set make one dice roll to determine
in a Celtic/Britannic type world. the outcome of the whole battle!
I actually can’t remember many
My first published work was an details about it, but I still hear
AD&D introductory level module from people who use it in not
called “Against the Cult of the just D&D but other RPGs as
Reptile God.” I’m still rather well.
proud of it and it got a lot of
nice feedback.

3
[T] Were there any other adven- [D] My most vivid memory of a
tures (or supplements) you wrote playtesting incident actually oc-
or pitched for Basic/Expert D&D curred during the design of a
that either moved to AD&D or board game, World War 2‟
never made it into the product European Theater of Operations.
catalog at all? The game had a fairly detailed
(for a strategic game) naval com-
[D] When TSR acquired SPI in bat system, including ship-to-ship
the early 80s I hoped to have a combat based on 2d6 rolls.
chance to design a game for a Ships had gunnery and armor
Civil War battle in the “Great ratings. A roll high enough to
Battles of the Civil War” rules “hit” usually had to be some-
system, but I never had a thing like 7-11. If the hit was
chance to do that. As I gained rolled as doubles, the target was
experience, I spent more time immediately sunk instead of dam-
designing rules for RPGs and aged. During a playtest, a naval
board games and less time engagement occurred as the Ger-
working on adventures, which man BISMARCK encountered
was fine with me‟I really liked several British battleships. The
game system design. I began German player immediately rolled
writing novels for TSR in about a “12” for the BISMARCK,
1985 and tried for a long time which would sink any target in
to get the book department to the game. The hapless British
approve a series of epic histori- victim? (You already guessed it if
cal novels about World War 2. I you know your WW2 history.)
pitched the idea that they could The HOOD, of course ‟
come out on the 50th anniver- historically, she was quickly hit
sary of many important dates by the German ship and torn
(Pearl Harbor, Dec 1991; D-Day apart by a massive explosion.
June 1994) but could never get There were only 3 Royal Navy
the go-ahead. The head of the survivors if I recall correctly.
department decided, logically
enough, that the TSR brand was My memories of working at TSR
about fantasy, and so I made are more social than actually
my way through the Forgotten work-related. I made great
Realms and Dragonlance book friends there. When I started, it
lines, which were a lot of fun had a very college-like atmos-
to write. After I began my free- phere‟we were more concerned
lance career in 1990, I did with creating games that were
write some WW2 alternate his- fun. Those of us on the creative
tory novels with a friend and staff did not really concern our-
former TSR colleague, Michael selves with marketing and eco-
Dobson. nomics. In the first two years I
worked there, the design staff
[T] Any memories of playtesting, grew from 5 (I was the fifth
writing, or your time in general hired) to 12. Then, abruptly and
at TSR that you'd like to share? shockingly to us, hard times hit
E.g. your first D&D character, and 8 of the game designers
or an event at a playtesting ses- were laid off. After that, it be-
sion of one of your books that came clear it was more like a
was surprising or unexpected?
4
job than a college course. In
time, the company began to
grow and we hired more peo-
ple, several of whom became
great friends. But it wasn’t quite
the same as during my first two
years with the company.

By 1990, I had established


enough of a name and reputa-
tion as both a novelist and
game designer that, with my
wife’s blessing, I decided to take
a chance on a freelance career.
I resigned from TSR in January
1990. My last project was to fly
to California and help the TSR
West staff (about 4 people in a
small office) design a game, in a
N1‟Against the Cult of the Reptile God, Doug Niles
hurry based on Saddam Hus-
sein’s conquest of Kuwait, and
the upcoming campaign to drive company, Ulisses. They have
the Iraqis back. That game, been publishing, since the 80s,
called A LINE IN THE SAND, a very successful RPG called the
used a game system I had de- Dark Eye. They have decided
signed for a game about a hy- they wanted a series of novels
pothetical modern war in Ger- to bring that game world to life,
many, based on Tom Clancy’s and (based in part because of
book: RED STORM RISING. my work on the shared world of
DRAGONLANCE) they have
During the 90s and 00s, I did a hired me to write 7 novels for
lot of work for TSR‟both game them! So after a stretch of slow
design and fiction‟as a free- years, I am going to be busy,
lancer. The company was again, for a while.
bought, first by Wizards of the
Coast, and then WotC was Thanks to Douglas Niles for tak-
bought by Hasbro. In about ing a moment to answer my
2008, Hasbro decided they questions and shedding a little
wanted to get out of the novel light on his work in those early
business and that ended my as- TSR days.
sociation with TSR‟not by my
choice, this time. A review of Horror on the Hill
can be found on the next page!
[T] What are you working on
these days?

[D] I have just signed a contract


with the American branch of a
German roleplaying game

5
Product Spotlight
Horror on the Hill by Doug- The entire adventure is very
las Niles may be one of the much an open sandbox. Charac-
most overlooked gems of the ters can explore the whole hill
original B Series. It may even or parts of it, in any order they
be one of the top few of the wish. A section in the beginning
series. Why do I think so? Read of the book suggests that char-
on to find out! acters use the Fort as a base,
frequently returning to it to re-
It’s rare for Basic adventures to supply, find work, and to gain
have wilderness exploration and new information if needed.
scenarios, but we find plenty in
this adventure. An entire hill is James Holloway provided most
filled with outdoor and small of the interior art for the book,
cave encounters, ranging from using his iconic style to illustrate
killer bees and ants to ogres, key NPCs and foul creatures.
Neanderthals, and even ghouls. Jim Roslof created the color
A nearby fort gives the adven- cover in a way that hints at
turers a base to work from, some of the interior content‟a
making it easy for the group to wilderness adventure and a
return for supplies and healing mountain with some volcanic
as needed. A mysterious cottage activity. Like many of the early
on the hill is home to helpful Basic books, there is loads of
sisters who are willing to assist great art and cartography within.
characters for a fee. Beware,
they are expert negotiators! B5, Horror on the Hill, written
by Douglas Niles. 1983. ISBN:
After exploring the hill, charac- 0-88038-046-2; #9078, $6.00;
ters should find a ruined monas- 32 pages; trifold cover; for
tery that is home to all manner characters of 1st to 3rd level.
of deadly foes. Although surface
and building encounters seem
simple enough, the dungeons
below the monastery are filled
with merciless and challenging
creatures: a gelatinous cube, gi-
ant centipedes, venomous snakes,
piranha birds and lava lizards
(new monsters), and finally a
young red dragon! The sheer
number of foes is daunting,
making its design akin to many
of these early TSR adventures.

Treasure abounds throughout the


hill and dungeons of the ruined
monastery. Characters should
easily find enough gold and sil-
ver to fund their lifestyle for
many months afterward.
B5‟Horror on the Hill
6
The Magic Shop
In this issue, we have a couple When the sword is struck, it
of magical items submitted by glows brightly. The harder the
Evan Dembskey added in with a sword hits, the longer and
few of mine. brighter it glows. If a vampire is
struck, the light has the same
Coin of Transmutation effect as sunlight. Conversely,
Resembling a coin of a particu- any creatures that draw strength
lar type, the Coin of Transmuta- from light will be rejuvenated.
tion transmutes all of the coins
carried with it into a lesser The Sword of Nihtfaren is both
metal. For example, a gold Coin a boon and a curse; it brings
of Transmutation will transform light to the dark and terror to a
all gold coins into silver coins. foe's heart, but it betrays those
These coins were made by stu- who would hide.
dents of a great alchemist Gal-
dorleoth from long ago. Some In combat situations, the sword
of them actually work as in- glows for a number of rounds
tended; they transmute lesser equal to the wielders strength +
coins into coins of greater value. 1D10. The wielder can of
These are exceedingly rare. course tap or hit the sword
softly for the purposes of mak-
Value: 500 GP. ing it glow; the DM can choose
Submitted by Evan Dembskey a reasonable base figure that is
less than the wielder's strength,
Dean Spencer +1D10.

Value: 15,000 GP.


Submitted by Evan Dembskey

Harp of the Deep


A magical instrument forged by
merfolk, the Harp of the Deep
enables a musician to charm and
control water-breathing creatures.
When played by a skilled musi-
cian for at least one turn, 1d6
HD of underwater creatures may
be charmed or controlled for
one full day (no saving throw
allowed). The harp can only be
Sword of Nihtfaren used to charm once per day.
The Sword of Nihtfaren was
created a long time ago to pro- However, when played by mer-
tect travelers against the undead. folk, this instrument can charm
It is not as powerful as it once land-dwelling creatures in the
was, having been buried for a same manner.
long time. But even now, it is a
+1 sword, +2 versus vampires. Usable by Bards or characters
with musical skill.
7 Value: 7,500 GP.
Boots of the Forest
These magical boots were made
by elven craftsmen from a for-
gotten time. When worn, they
allow the wearer to pass
through forests without leaving
tracks or markings of any kind.
Alternatively, the boots can leave
animal tracks instead. Once per
day, the Boots of the Forest
can be used to walk over run-
ning water for short distances
(one foot per point of Dexterity).
Dean Spencer
Value: 7,500 GP.
All-Seeing Eye Necklace
This strange artifact provides no

Dean Spencer
benefit for the wearer but allows
its true owner sight from great
distances. Once the command
words are spoken, the necklace
can be placed upon the neck of
any humanoid or forest creature
by its owner. The necklace pro-
vides sight to the owner from
the wearer’s point of view from
any distance.

The true owner must concentrate


for at least one round to see
through the necklace’s lone eye.
Any effects relying on vision Water Bubble Flask
(spells, etc.) work through the When opened in deep water,
eye as if the owner was pre- the Water Bubble Flask draws in
sent. If the necklace’s eye is 1,000 cubic feet (10’x10’x10’)
covered, the owner cannot see of water, creating an air pocket
through it. in its place. The air bubble lasts
for 5d6 minutes before returning
Value: 10,000 GP. the water back into the open
space.

If the flask is opened outside of


water, 1,000 cubic feet of water
pour into the 10’x10’x10’
space, creating a bubble of wa-
ter for the same length of time.

The flask may be used three


times per day.

Value: 5,000 GP.


Dean Spencer 8
Mythicology
In this issue, we offer three new Armor Class: 5 or 0
monsters for you to use in your Hit Dice: 1/2 (1-4 hp)
adventures. All three of them Move: 30’ (10’)
are found in this issue’s adven- Attacks: 1 or 2
tures. Damage: By weapon or
1-8/1-8
Blisterpixy Special: Hard to spot
These small (1½’ tall) pudgy No. Appearing: 2-12
blue humanoids live in moderate Save As: Halfling: 1
forests. They exist in relative Morale: 7
peace amongst the low-lying Treasure Type: Q (C)
shrubs on the forest floor, bur- Alignment: Lawful
rowing much as moles do. They
love to collect the flowers of the
shrubbery that grow above their
homes and feed on these as a
delicacy. While they are small
and look fairly harmless, their
initial appearance belies their
ability to defend themselves well.

Whenever a blisterpixy is harmed


or becomes angry, it will erupt
into a rage and undergo a
physical metamorphosis. The
blue skin of the blisterpixy
changes to a deep red and its
body more than doubles in size
to about 6'. This transformation
takes a mere round to complete.
Any weapons (usually daggers)
are discarded and the creature
begins to attack with its fists,
causing 1d8 points of damage
per fist. They may attack with Illustration by Jeff Madding
both fists each round. The blis-
tering rage lasts for 5 rounds Optional Ruling: When a Blister-
after combat has finished and
pixy enlarges while enraged, its
generally any surviving blisterpix- hit dice and hit points quadru-
ies will pat each other gently in ple‟they become an HD 2+2
order to calm themselves down. creature with the appropriate hit
It is believed that these creatures point value (averaging 12 hp).
are responsible for the euphe-
mism “seeing red” in anger as Damage taken while enlarged is
scores of them transform at one discarded when the Blisterpixy
as a tribe. Monster Submission returns to normal size unless the
by Michael J. Gross, III damage received would kill the
creature in its larger state.
9
Gargoblin
A cross between a gargoyle and
a goblin, the Gargoblin hunts for
prey in old graveyards, aban-
doned churches, and fallen cas-
tles. The four-armed and four-
winged creature is quite agile
and deadly. Luckily for adventur-
ers, they are a bit fragile.
Dean Spencer

Gargoblins swoop down on un-


suspecting prey, attacking twice
when airborne or four times
from the ground. From the air,
they can perform a fast dive
Wereshark attack, gaining a +1 to-hit.
Pirates who are bitten by sharks
during a full moon occasionally Armor Class: 2
develop a rare form of lycan- Hit Dice: 1**
thropy that transforms them into Move: 30’ (10’); fly
a wereshark. Driven to hunt the 45’ (15’)
seas in shark form, weresharks Attacks: 2 or 4
are called to deep water each Damage: 1-4 each
full moon.
Special: Flight; dive at-
Weresharks may use traditional tack (+1 to-hit)
pirate weapons or may rely on
their fierce bite when attacking. No. Appearing: 2-8
They can swim at incredible Save As: Fighter: 1
speeds (sometimes faster than Morale: 10
actual sharks) and are also af- Treasure Type: I (group)
fected by blood frenzy (adds +1 Alignment: Chaotic
to-hit when blood is detected in
the water).

Armor Class: 4
Hit Dice: 2+2*
Move: 30’ (10’); swim
45’ (15’)
Attacks: 1
Damage: By weapon or
2d6 bite
Special: Breathe water,
blood frenzy
Dean Spencer

No. Appearing: 1
Save As: Fighter: 2
Morale: 11
Treasure Type: None
Alignment: Neutral
10
Quarterly Dungeon Crawl #1
Craghorn Hills Characters can choose to assist
by Thom Wilson. An adventure the reptilian king in finding the
for 4-6 characters of 2nd to 3rd magical tree or they can do
level. what most characters do best‟
rampage through the cavern sys-
Background: Historians have said tem, acquiring loot and experi-
that long ago, an evil king was ence.
cursed by a reptilian god for his
mistreatment of a local tribe of 1. Ledge Path
lizardmen. The king first saw A narrow ledge along a deep
signs of scaly skin and a forked ravine winds toward the open
tongue. Within a fortnight, his entrance of the Craghorn Hills
eyes changed and his lower crypts. Careful characters will
limbs began to shrivel and have little problem moving along
weaken. His people cast him the edge.
out of his own citadel, forcing
him underground and away from 2. Crypt Opening
the painful light of the sun.
Now, only stories remain of the A wide ledge terminates the
outcast king of Craghorn Hills. path and provides access to the
crypt complex entrance. There is
Detailed Background: Not only a 50% chance that kobolds or
was King Fjorndal turned reptil- goblins will be here in the eve-
ian by the curse but has suf- ning hours.
fered a painful and lengthy life
in this form. He took refuge in 3. Crypt Entrance Hall
an ancient crypt close to his A long hall leads to double
former citadel, presiding over doors at the north end of the
dark-dwelling creatures and foul entrance. Two black pillars are
beasts of the underground. found midway in the hall. Each
is engraved with ancient runes
Recently, the king has learned that indicate that the dead be-
of an old tree growing under yond never rest.
the earth that may have bark
with magical properties. He Each pillar is covered in a
hopes that the bark can reverse black, oily substance that when
his condition. Unfortunately, his applied to skin, suppresses the
minions are unable to reach the heat signature of living beings.
tree which is guarded by spirits This suppression makes it possi-
and the dead. ble for characters to pass
through Area 7 without waking
King Fjorndal’s belief that the the dead.
magical tree’s bark can help him
is partially correct. The bark will If the characters secretly observe
reverse the curse but will also kobolds or goblins entering this
undo the slow-aging effects of area, they may see the small
his condition. Death will come creatures applying the oily sub-
to him quickly once he con- stance to their skin.
sumes the magical skin.
11
24
MonkeyBlood Design

4. Watery Ravine 5. Minion Entrance


Deep water at the bottom of Kobolds and goblin serving King
the ravine hides the remains of Fjorndal use this concealed en-
many victims who have fallen trance to gain access to their
from the ledge above. There is living quarters (Areas 21 and
a 25% chance to find 1d100 22). Rocks and bushes cover up
sp or a 10% chance to find a the entrance but searching char-
simple magic item after two acters will spot the small hole
hours of searching the watery with a roll of 1-3 on a d6.
grave. 12
6. Forgotten Entrance
Unknown to those residing in
the crypts, this entrance provides
a secret way into the crypts.
The hole is behind a crack in
the ravine wall and is difficult to
spot (a roll of 1 on a d10, or
a roll of 1-2 on a d10 for

Dean Spencer
dwarves).
7. Three Dead Princes
The Craghorn Hills crypt has
been mostly forgotten by locals
and is avoided by those with a
faint memory of its existence. 8. Empty Tomb?
Used by royalty in a time before
King Fjorndal’s reign, those bur- If the room is viewed from ei-
ied here were corrupted by the ther door, it will appear that the
dark magic of the evil tree (in room is empty. However, walk-
Area 26). The dead perpetually ing through the area’s center
await the arrival of the living, to will cause characters to bump
continue their hateful and de- into an invisible sarcophagus.
structive ways. Once revealed, the illusionary
walls will dissipate‟an ornate,
The sarcophagi hold three engraved stone tomb on a gilded
brother princes, slumbering until dais will be in full view of all
the next time they awaken to within the area.
combat intruders. The skeletal
warriors will rise when the living Bone dust and small pieces of
enter unless they are protected linen are all that remain of the
by the oily substance from Area king once buried here. If charac-
3 or are accompanying King ters choose to search for any
Fjorndal. further illusions, they will be
pleased to reveal a chest firmly
Skeletal Princes (3): AC 5, HD attached to the ceiling above the
4, HP: 20 each, #AT 1 claw/1 sarcophagus, hidden by another
weapon, D 1-4/1-8, MV 30’ (10’), illusion. Removing the chest re-
Save F3, ML 12, Special: edged quires one character with a 15
weapons deal half damage, AL C, or higher Strength or two char-
XP 75 each acters, each with a 13 or higher
Each skeletal warrior wears rusty Strength.
chainmail and wields chipped yet
effective long swords. A trap in the chest lid fires
three sharp darts at any who
A thorough search of the room attempt to open its lid (hit AC,
will reveal a hidden drawer in dealing 1d2 damage each). In-
the base of the center sarcopha- side, characters will find a
gus filled with gold and silver Scroll of Healing, a bag of
coins (144 gp, 369 sp). 20 emeralds each worth 10 gp,
and a Shortsword +1.
13
9. Slippery Tunnel Dead Wizard: AC 7, HD 4*,
HP: 20, #AT 1 claw or spell, D
A wet, narrow tunnel descends 1-4, MV 30’ (10’), Save MU4, ML
to an opening in the ravine 12, Special: spells, AL C, XP 125
(Area 6). Less dexterous charac-
ters may have trouble keeping Although dead, the wizard can
their footing in the tunnel and still cast spells as a 3rd level
may slide out and down into magic-user:
the water at the bottom of the
ravine fifty feet below. First level: Charm Person, Magic
Missile.
10. Tomb of the Protectors Second level: Mirror Image
A dozen faithful guards gave
their lives for their wizard patron A spellbook and a wand are
the day he died so that they found in his rotting robes. The
would be buried with him. Hop- spellbook contains the above-
ing to accompany the wizard listed spells plus Light, Shield,
into the afterlife, these guards and ESP. The Wand of Para-
never got their chance, their lyzation has but 2 charges left
bodies corrupted by the evil and cannot be recharged due to
tree’s influence. Now, they stand its age.
guard in undeath, prepared to
slaughter any who dare to dis- 12. Chamber of the Eye
turb their slumbering patron.
A pedestal in the center of this
Skeletal Guards (12): AC 5, octagonal-shaped room holds a
HD 1+1, HP: 6 each, #AT 1 magic item once owned and
weapon, D 1-6, MV 30’ (10’), Save used by the wizard in area 11.
F1, ML 12, Special: edged weapons Under protective glass, the All-
deal half damage, AL C, XP 15 Seeing Eye Necklace resting
each upon the pedestal is protected
Each guard carries a rusty by a lightning rune. If the glass
shortsword and wears dirty case is touched without removing
chainmail. A gold medallion the rune (for example, with a
hangs from each guards’ bony Dispel Magic spell or a Rod of
neck (valued at 50 gp each). Cancellation), four streaks of
lightning from the rune find
11. Wizard’s Burial Chamber their way toward four random,
living targets in the room. Each
A shriveled wizard, clearly dead, lightning bolt deals 1d4 damage.
floats in mid-air, his body sus- The rune resets after 10 minutes
pended by an unseen magical (unless dispelled, of course).
force. If any living being moves
within five feet of the wizard’s A bag of topaz gems have been
body, his eyes open and his hidden in the base of the pedes-
skeletal head detaches from his tal. The 20 gems are worth 50
bony neck. The head will speak gp each.
in an unknown language (asking
why he has been awakened) and The statistics for the All-Seeing
will have little patience for in- Eye Necklace are found in the
truders. Within one round, the Magic Shop section of this
head reattaches and he attacks. issue on page 8. 14
13. King’s Antechamber Characters arriving in the cham-
ber have the chance to speak to
Goblins and kobolds take turns the king who is most often
guarding the king’s chamber found lounging at the base of
(Area 14) against intruders. Ei- the statue in the center. The
ther eight goblins or ten kobolds king will first see the characters
will be found here, each group as an opportunity‟they may be
serving as sentries for twelve- able to assist him where his
hour shifts. minions have failed previously.
Goblins (8): AC 6, HD 1-1, HP: He will ask them to acquire
4 each, #AT 1 weapon, D 1-6 bark from a magical tree in
(arrows or shortsword), MV area 26. In exchange for the
60’ (20’), Save NM, ML 9, Special: bark, he will provide the charac-
n/a, AL C, XP 5 each ters with a chest of gold and
two magical items. If the charac-
Kobolds (10): AC 7, HD 1/2, ters refuse, the king will sum-
HP: 2 each, #AT 1 weapon, D 1-
mon goblin guards who are hid-
4 (darts or dagger), MV 60’ (20’),
Save NM, ML 8, Special: n/a, AL ing in the alcoves around the
C, XP 5 each room.

GMs may reduce the number of Goblin Warriors (8): AC 6, HD


goblins or kobolds in areas 21 1+1, HP: 6 each, #AT 1 weapon,
D 1-6 (shortsword), MV 60’ (20’),
or 22 accordingly. Each sentry Save NM, ML 11, Special: n/a, AL
carries 1d6 cp and 1d4 sp. C, XP 15 each

A statue in an alcove on the King Fjorndal: AC 3, HD 5*,


west wall depicts a male human HP: 25, #AT 1 weapon, D 1-8+1
in intense agony and pain. This (Sword of Nihtfaren ), MV
is a representation of King 60’ (20’), Save F5, ML 12, Special:
Fjorndal’s reptilian transformation. use Potion of Healing, AL N, XP
300
14. Prison of the King
King Fjorndal is unable to leave
this room for more than an
hour, his essence bound to the
reptilian god statue on a raised
dais at the center of the area.
Leaving the room will kill the
king after aging him hundreds of
years in mere hours.

The king presides over the min-


ions of the cavern system, pro-
viding leadership and protection
from the outside world. The Dean Spencer
goblins and kobolds that serve
him are devoted and will not Note that the king has a ser-
abandon their faithful leader. pentine lower half and moves as
a snake would. His arms and
hands, besides scaled, work like
15 a normal man’s.
The king wields the Sword of

Dean Spencer
Nihtfaren, a +1 weapon. He
will give this sword and the
Boots of the Forest (found in
a hidden niche in the dais) in
exchange for the bark of the
evil tree. A chest of 500 gold
coins is also found in the hid-
den niche.

Both the sword and boots are


detailed in the Magic Shop sec-
tion of this issue on page 8.

15. Cells of the Captured


A lone hobgoblin watches over
the prisoner in the cells to the 17. Empty Cell
east. Two prisoners are awaiting
their fate‟an elf and a thieving Bloodstained straw and dried
kobold. viscera only hint to the tale of
what previously transpired in this
The hobgoblin has been ordered cell. A careful search of the
to remain here at all times. He filthy area will reveal a single
is especially cruel, enjoying vio- uncut emerald (worth 100 gp).
lence and misery more than
most. 18. Disloyal Kobold
After being caught stealing from
Hobgoblin Warden: AC 6, HD
his tribe, Gix the Stunted was
1+1, HP: 6 each, #AT 1 weapon,
D 1-4 (whip), MV 90’ (30’), Save brought here to await judgment
F1, ML 10, Special: knock down by his king. The kobold is a
opponents with whip, AL C, XP 15 masterful liar and a slightly
above-average thief. He will
The hobgoblin warden carries promise to help any who free
the keys to the three locked him, only to attempt to rob or
cells nearby. murder one of the characters
before escaping the caves.
16. A Desperate Elf
Kobold, Gix the Stunted: AC
A trespassing elf was captured 7, HD 1/2*, HP: 2, #AT 1
by goblins and brought here. He weapon, D by weap o n, MV
is eager to be free from his 60’ (20’), Save NM, ML 6, Special:
cell, knowing that his fate is Thieves abilities (1st level), speaks
Common, AL C, XP 6
likely death. He will join a
group that frees him and may Gix can assist characters with
be persuaded to stay with them the location of hidden doors, the
after they leave the caves. cave system layout, and the evil
Elf, “Nimborni”: AC 7, E2, HP: tree area (and foes there).
6, #AT 1 weapon or spell, D by
weapon, MV 90’ (30’), Save E2,
ML 9, Special: can cast Detect
Magic and Light, AL N
16
19. Minion Tunnel Special Note: Neither the goblins
or kobolds will travel beyond
Goblins and kobolds use this
area 23 in the direction of the
tunnel to return to their lairs
evil tree and the warped crea-
when not on duty serving their
tures beyond.
king. There is a 50% chance of
encountering 1d4 goblins or ko- 23. Training Grounds
bolds in this tunnel. Note that
characters accompanied by min- The king’s minions use this area
ions will be allowed passage. to train their combat skills and
to protect their lairs from the
20. Common Area creatures beyond. There is a
50% chance that characters will
Both races of minions use this
encounter one or both races of
area to get water, exchange in-
minions practicing combat and
formation, and occasionally
stealth maneuvers here.
(infrequently) allow their offspring
to interact. There is almost al- 24. Northern Sentries
ways 1d4 each of goblins and
kobolds here. There is always one guard of
each race watching the northern
21. Goblin Lair passage for Gargoblins who stray
from the evil tree (in area 26).
Dozens of goblins use this area
as their lair. Females and chil- 25. Deadly Lichen
dren intermix with a handful of
sturdy goblin warriors, each serv- A faint glow from the walls
ing the king of the caves as and ceiling here provides just
needed. 2d4+4 fighting goblins enough light to see the area
will be found here, taking care and the tunnel beyond. How-
of their families (4d6+4 females ever, touching the lichen can be
and children). quite deadly. Any character who
comes in contact with the phos-
Goblins (2d4+4): AC 6, HD 1- phorescent vegetation will have
1, HP: 4 each, #AT 1 weapon, D to make a successful saving
1-6 (arrows or shortsword), MV throw versus Death Ray or Poi-
60’ (20’), Save NM, ML 9, Special:
n/a, AL C, XP 5 each
son to avoid falling into a deep
sleep for twenty-four hours. Dur-
22. Kobold Lair ing this period, the organs of
the characters will begin to shut
This area mirrors the goblin lair down, resulting in death. If any
with respect to numbers. How- healing is applied during this
ever, the lair entrances are both time, the character survives.
trapped with spring-loaded spiked
bars that inflict 1d4 damage to
surprised victims.

Kobolds (2d4+4): AC 7, HD
1/2, HP: 2 each, #AT 1 weapon,
D 1-4 (darts or dagger), MV
60’ (20’), Save NM, ML 8, Special:
n/a, AL C, XP 5 each

17
26. Evil Tree Characters must deal at least 10
points of damage to the petri-
A petrified tree stands in the fied tree to obtain one piece of
middle of this tall chamber, its bark. If 100 points of damage
bare branches reach up toward are dealt to the tree, its evil
the ceiling. A dozen Gargoblins essence dissipates, also freeing
roost on its branches, feeding the gargoblins from serving it.
off its evil essence. Any noise
or movement in the area will Eating the bark from the tree
disturb the foul creatures, stirring will remove evil curses or magi-
them into flying attacks. cal afflictions. This can only be
used once per individual. Bark
Gargoblins (12): AC 2, HD 1**,
HP: 5 each, #AT 2 or 4, D 1-4
cultivated from the tree after its
each attack, MV 30’ (10’) ground, destruction loses its magical
45’ (15’) flying, Save F1, ML 10, properties.
Special: dive attack +1 to-hit, AL
C, XP 16 each‟see page 10. Amidst the remains of fallen
goblins and kobolds are the rem-
The Gargoblins will protect their nants of two human explorers
tree at any cost. that also succumbed to the
area’s deadly inhabitants. Their
The skeletal remains of goblins rotting backpacks contain spoiled
and kobolds are found through- food and wine, but also a few
out the area, hinting to their valuable items. A set of thieves
failed attempts to acquire the tools, a holy symbol, a Scroll
bark from the tree. of Healing, and two bags of
silver coins (a total of 188 sp)
Moving within 5’ of the tree can be found after searching the
requires a successful saving backpacks.
throw versus Paralysis or Turn to
Stone to avoid its evil influence. 27. Lost Shrine
Those that fail their saving
throw react in different ways A forgotten goddess was once
(see the table below). worshipped here. The head
priestess’s spirit was trapped in
Evil Influence the evil tree in area 26 long
ago‟freeing her by destroying
Failed By Effect the tree will reactivate the
10+ Alignment change* shrine. Water will begin to flow
6-9 Fall unconscious
magically in the basin in the
shrine, healing any who drink
4-5 Attack nearest creature from it as a Cure Lights
2-3 Run away 1 round Wounds spell (once per day use
1 Confused 1 round
only).
*Lawful to Neutral, Neutral to Chaotic A mace rests on the shrine, left
Gargoblins will target their at- here when the high priestess
tacks on confused and uncon- was “killed” by the tree. It is a
scious characters first. Chaotic mace +1 and adds an extra
characters may choose to aban- 1d4 damage to evil creatures.
don their fellow party members.
18
Spellbound
In this last issue of Back to Second Level Spells
BasiX, we will suggest several
Detect Ingredient
spells useful for sages, alche-
Any desired material or ingredi-
mists. and artificers. These spells
ent (for spells or alchemy) can
can be used by magic-users and
be instantly detected when this
elves to reveal an artifact’s se-
spell is cast. The range of de-
crets or to create magical items.
tection is equal to 100’ per
First Level Spells level of the caster. This spell
cannot be used to find specific
Know Properties items or people. It can detect
When cast upon a magical item, non-magical stone, paper, etc.
this spell reveals the item’s
properties, including charges, Fools Gold
command words, and origin. When cast upon a singular item,
this spell “turns” the item into
Bind Item solid gold. However, the effect is
When cast upon a singular item, a mere illusion and only appears
this spell binds the object to the to others as gold. For each level
caster for 24 hours. This bind- of the caster, saving throws
ing effect prevents accidental made to disbelieve the illusion
drop or loss and includes protec- are penalized by one (e.g. a
tion from thievery. Additionally, third level caster would make
if the item is separated from the the saving throw of a first level
caster during the time of effect, fighter 19 instead of 16).
the caster automatically knows its
location as long as it is within Note that the maximum size of
the same plane as the caster. the item must be no larger than
the caster.
Instant Knowledge
Casting this spell upon a book Third Level Spell
or scroll instantly reveals all in-
formation as if the writing had Imbue Item
been studied numerous times and For every five levels of the
memorized. The effects of the caster, a weapon or armor can
spell last one day per level of be given a semipermanent magi-
the caster. The writing must be cal bonus when this spell is
in a language known by the cast. Only a singular item can
caster for the spell to work. be affected. The bonus lasts one
day per level of the caster. Only
Convert to Food (reversible) non-magical items can be af-
Any non-magical item that can fected by this spell.
fit in the hand of the caster
may be turned into an edible Imbue Item Effects
food item with this spell. The Bonus Caster Level
type of food can be chosen
+1 5th level
before the spell is cast. Note
that the effects are permanent. +2 10th level
+3 15th level
Bonus continues until maximum allowed
19
Quarterly Dungeon Crawl #2
The Sea God’s Halls 1. Northern Hall Entrance
by Thom Wilson. An adventure
The northern entrance was used
for 4-6 characters of 3rd to 5th
by merchants, arriving to pay
level.
their respects to the Sea God
while their crew unloaded sup-
Background: The sea is not
plies in area 4.
known for kindness, nor does it
show favoritism to travelers. The 2. Eastern Hall Entrance
Sea God judges those who travel
upon his waters to see if they Worshippers from the surround-
are worthy of his favor. A lone ing islands attended weekly ser-
temple, forgotten by all but the vices at the temple, using this
most devout, stands on a small main entrance to enter the Sea
island not found on any known God’s halls.
map. Visiting the temple to pay
respect to the old god can ei- 3. Southern Hall Entrance
ther be fruitful...or deadly. The little-used southern entrance
was reserved primarily for priests
Detailed Background: The Sea and special guest arrivals. A se-
God’s temple is now overrun cret tunnel from the temple to
with water beasts, from giant the hall just inside this entrance
crabs and eels to weresharks. provided priests with a secret
These creatures help eliminate way in and out of the Halls.
unworthy visitors to the temple,
ensuring that only the truest of 4. Supply Entrance
champions and heroes reach the
temple of the god’s halls. Supplies were loaded into the
kitchen and supply closets
If the characters are trying to through this smaller entrance on
reach the lost temple, this may the north side of the temple.
be a short adventure‟just a few The door to area 7 is locked.
rooms separate the sea from the
5. and 6. Watch Platforms
temple itself. However, if the
characters are exploring the In the days of regular temple
Halls as a recently discovered activity, these platforms were
area, they are bound to find used by temple guards to watch
several challenging and rewarding arriving worshippers and to sig-
encounters. nal that a special service was
planned when large urns were lit
The Sea God with magical fire.
In this adventure, the Sea God
only manifests his aspect in two These days, the watch platforms
places‟area 24 as a giant remain unused except when the
snake or area 26 as a demon. occasional temple inhabitant wan-
ders out to the area to look at
The GM should substitute the the sea. There is a 25% chance
“Sea God” with whichever god that a wereshark from areas 9,
name they wish for their cam- 13 or 25 will be here.
paign.
20
7. Unused Kitchen the temple centuries ago. Cur-
rently, the area is home to Gi-
Kitchen workers once prepared ant Rats, who feed on rotting
meals for temple acolytes and supplies and lost explorers
priests, pulling food and wine searching the temple.
from the supply closet (area 8)
a s n e e d e d. T h e k it c h e n h a s Giant Rats (6): AC 7, HD 1/2,
been abandoned, unused after HP: 3 each, #AT 1 bite, D 1-3
workers and priests abandoned + disease, MV 120’ (40’), Save F1,
ML 8, Special: disease, AL N, XP
21 5 each
10. Lost Passage
An old tunnel used by servants
to travel to villages on the west-
ern portion of the island has
not been used for centuries. A
thick layer of dust covers the
floor of the tunnel. The tunnel
ends several hundred feet in the
west, opening into a deserted
island village.
Dean Spencer
11. North Hall
8. Empty Supply Closet
Statues of sea elementals and
Besides a few hardened or rot- nymphs alternate along the hall,
ting scraps of old food, the sup- each with an expression that
ply closet is empty of anything can be interpreted as laughter or
useful. However, a careful in- cruelty, depending on the
spection behind the wooden onlooker. The statue of an
shelves will reveal a Yellow Mold erotic nymph hides a secret
fungus on the south wall. door to area 12.
Yellow Mold: AC automatic, HD 12. Northern Treasure Room
2*, HP: 12, #AT spores, D 1-6 +
special, MV 0’, Save F2, ML n/a, A small, magical treasure can be
Special: spores, AL N, XP 25 found within the midst of hun-
dreds of empty boxes. A leather
9. Servant’s Quarters bag holding a single coin can be
found after a half-hour of
Temple servants once used this searching. This is the Coin of
area to rest when off duty. Transmutation, a cursed magi-
cal item. Details on the item
This area is now home to two can be found on page 7.
Weresharks who watch the west-
ern tunnel for intruders. 13. Guard Room
Weresharks (2): AC 4, HD Temple guards once used this
2+2*, HP: 12 each, #AT 1 bite area when they were off-duty.
or weapon, D 2d6 or weapon, MV Now, four Weresharks use this
30’ (10’) or 45’ (15’) swim, Save area to rest when not hunting
F2, ML 11, Special: blood frenzy, in the temple or surrounding
AL N, XP 35 each‟see page 10.
sea. [Use the same stat block
During their travels around the from Room 9]
temple complex, the weresharks
have found numerous stashes of Note that the southwestern part
treasure and valuables. A locked of the tunnel ends 20’ above
chest in the room holds a gem- the water line of the pool at
encrusted silver pitcher (500 gp), the center of the complex (as
six silver goblets (25 gp each), a do all the smaller tunnels shown
gold ring (75 gp), three silver on the map).
necklaces (10 gp each), 286
sp, and 111 gp.
22
14. East Hall durbed by any unfaithful. Each
statue falls after a single point
Worn marble tiles hint to the of damage, only to reform and
numerous feet that traversed this attack again after five rounds.
hall over many centuries. Statues
of the Sea God, found in al- Animated Statues (12): AC 2,
coves along the hall in various HD 1*, HP: 1 each, #AT 1
poses, are awe-inspiring. A se- weapon, D 1-8, MV 30’ (10’), Save
cret door behind one statue of F1, ML 12, Special: reform, AL N,
the Sea God winking hides yet XP 13 each (one time only)
another of the god’s treasures.

15. Eastern Treasure Room


A single golden harp with silver
strings and the body of an octo-
pus floats in mid-air. This
mighty magical item is the Harp
of the Deep. Details on the
item can be found on pages 7-
8.

16. Narrow Hall

Dean Spencer
The floor of this tunnel is un-
usually slick with moisture. Less
dexterous characters may slide
into the pool at the center of
the temple, falling 20’ into the
water.

17. Southern Treasure Room


This room is filled with glass 19. Acolyte Quarters
containers of all sizes on A disintegrated platform outside
shelves, tables, and racks. All the room once provided acolytes
but one glass container are and priests access to the wor-
empty. This small flask is the ship pool (area 24) and temple
Water Bubble Flask, a power- (area 26) beyond. Access to this
ful magic item. Details on the room is now a challenging climb
item can be found on pages 8. down from area 24 to the plat-
form over twenty feet below.
18. South Hall
Once a ha llwa y re serve d for Acolytes studied and rested in
priests and acolytes, this area is this area when the temple was
filled with the skeletal remains of active. Giant Crabs have made
explorers that failed to reach the this abandoned area their nest.
exit. The twelve statues in the
Giant Crabs (5): AC 4, HD
alcoves of this hall are aware of 2+2, HP: 12 each, #AT 1 bite,
any unbelievers who traverse it. D 1-6, MV 120’ (40’), Save F1,
They animate if the area is dis- ML 8, Special: swim, AL N, XP 25
each
23
Their centrally-located nest is hind. Five magical scrolls and
filled with dozens of small trin- one tome are present: scrolls of
kets and coins collected from Light, Detect Magic, Cure Light
various areas. A thorough search Wounds, Resist Cold, and Purify
will uncover 66 sp, 29 gp, a Food and Water are stacked
silver ring (25 gp), a gold and under a voluminous tome enti-
ruby necklace (125 gp), and a tled, “The Sea God and his
dozen silver earrings (5 gp Flawed Water-Children”. Thirty
each). hours of continuous study of the
magical tome will both reveal
the history of the Sea God as
Je Shields

well as increase a reader’s Wis-


dom by one point (18 maxi-
mum). Note that only characters
with a minimum of 9 in both
Intelligence and Wisdom can
read the tome. The tome loses
its magic after one read.

22. High Priest Quarters


High priests of the Sea God
served a single year in the is-
land temple before returning to
the mainland. The last high
priest was killed by pirates be-
fore being replaced, causing the
exodus of servants and acolytes.
20. Hall of Silence
The last high priest’s chamber is
No priest or acolyte was permit- still filled with many of his per-
ted to speak when traveling sonal effects. A search of the
through this hall, following the area will uncover a chest filled
commandments of their order. with temple donations and a
The hall’s water runes are still wardrobe with a few interesting
active, burning noisy travelers items. The chest holds 1,452
with scalding hot water each sp and 444 gp. The unlocked
time anyone speaks within. Each wardrobe holds a Robe of Ar-
affected character suffers 1d4 mor (acts like a Ring of Protec-
boiling hot damage if they are tion +1), a Snake Staff, and a
unable to avoid the spurting wa- Rod of Cancellation. Both the
ter from the twelve runes. staff and rod have three charges
left.
21. Study Chamber
A vacant library and study
chamber remains long after the
temple complex was cleared. An
illusion was cast upon the top
shelf of one of the bookcases,
still preventing weak-minded ob-
servers from seeing the scrolls
many years after being left be- 24
23. Secret Escape Tunnel Giant Sea Snake: AC 5, HD 6*,
HP: 30, #AT 1 bite, D 2-12, MV
When threats emerged from the 90’ (30’), Save F5, ML 11, Special:
ocean around the small island, constrict, AL N, XP 500
acolytes and priests could use
this escape tunnel to flee to the There is a 50% chance that
southern part of the temple 1d6 weresharks may be here,
complex where small boats were tending to the snake or guarding
often moored. Unfortunately, the the area.
last pirate raid overwhelmed the
temple too quickly, resulting in 25. Watery Grave
much of the temple population
The bottom of the pool (over
perishing. Several acolytes and
100’ below) is littered with the
servants fled this tunnel but were
remains of unfaithful and tres-
unable to exit to safety. Eight
passers. 1d1000 sp, 1d100
skeletal remains are found at the
southern end of the tunnel, gp, and 1d4 magic items are
clutching one another in their found in the murky depths.
last breaths.
26. Sea God’s Temple
A rotting leather bag under a Although abandoned for centu-
skeleton holds the temple’s ries, the Sea God’s essence still
greatest treasure, a golden octo- lingers in the dusty temple.
pus idol worth 10,000 gp. Those brave enough to utter the
summoning words or to ask the
24. Test of the Devout Sea God to show himself have
Worshippers and flawed acolytes a small chance to have the an-
could use this area to test their gry god answer, manifesting him-
faith in the Sea God. Standing self as a trident-wielding demon
in the area’s center for one before mortals. Additionally, re-
minute summons an ageless Sea moving any gems from the wave
Snake who attacks only unbeliev- mural at the back of the temple
ers. At its age, it may have may summon the furious god.
forgotten its purpose and attacks
any unfamiliar faces who enter Aspect of the Sea God: AC 0,
here. HD 6+6**, HP: 36, #AT 1 tri-
dent, D 1-10+2, MV 120’ (40’),
Save F7, ML 12, Special: spells,
AL N, XP 750

The Sea God can cast the fol-


lowing spells: Magic Missile,
Sleep, Phantasmal Force, Web,
Detect Evil, and Protection from
Evil. If the Sea God’s aspect is
defeated, he will be unable to
reappear for 24 hours.

The temple has been cleared of


valuables except for 5,000 gems
in the wave mural behind the
Dean Spencer
altar (each worth 1 gp).
25
Crimson Abbey of the Broken God — Part 10
The following part of the Crim- As soon as any living being is
son Abbey can only be reached transported into this chamber,
from area A28, found in the the Broken God’s mortal aspect
previous issue. It is the author’s begins to emerge from the ruby
intention to release the entire in the center of the room. He
Crimson Abbey adventure, includ- appears as a cross between a
ing its unfinished areas, as a jinni and demon‟small horns rip
separate adventure in the future. through his creased forehead, his
In order to wrap up the adven- wide shoulders and large arms
ture with the final issue of Back are outstretched, and his lower
to BasiX, we’ve moved the char- half is completely hidden in a
acters to the final area of the red mist.
adventure where they face the
Broken God once and for all. At first, the Broken God will
toy with characters before be-
Note that the ruby chamber coming bored with the banter.
(area A30) can be reached by He attacks unless the characters
touching the bloody, headless kneel and submit to his great-
statue in area A28 from the ness.
previous issue. The Broken God: AC „1, HD
8**, HP: 36, #AT 2 fists and spell,
A30. Ruby Chamber D 1-6+3, MV 30’ (10’), Save F8,
Characters touching the headless ML 12, Special: spells, AL C, XP
statue from area 28 are instantly 1,250
transported to this room, the The Broken God may cast any
chamber of the Broken God. spell from the Magic-User list,
Even if only one character up to and including third level,
touches the statue, all living be- once per day.
ings within area 28 are tele-
ported here. The ruby is impervious to all
physical and magical attacks
Each wall of the square room is unless the attacker holds or uses
covered in ancient tapestries de- a ruby headband. The ruby can
picting various murderous and withstand 50 points of damage
tragic scenes of crazed priests before being utterly destroyed,
slaughtering unbelievers in the trapping the Broken God in his
name of their god. All non- home plane for all eternity. Bro-
believers present in this chamber ken bits of the uncut ruby are
that witness the horrifying sights worth hundreds of gold pieces
of the tapestries must success- each. If the Broken God’s as-
fully save against Fear (save ver- pect is slain (without the ruby
sus Spells) or fight at a „1 pen- being damaged), he returns to
alty to-hit until they leave. hibernation for one year.

A giant uncut ruby floats above The unbroken ruby cannot be


a short dais in the center of the moved from this chamber in any
room. A slow, rhythmic pulse, way‟it is magically bound here.
like a heartbeat, can be seen Of course, 1d100 pieces may
within the uncut gem. be broken off.
26
A31. High Priest’s Chamber gp). Remnants of deteriorated
books and scrolls are found as
Countless years of dust cover flakes of parchment upon the
the furniture and floor of this desk. A locked drawer holds a
room, hinting to its lengthy dis- book and a scroll, each pre-
use. A writing desk and small served within ivory cases. The
chest are items of particular in- scroll lists the instructions to
terest in an otherwise plain area. summon the Broken God in the
chamber beyond (area A30).
Two gold candlesticks sit on the Following these carefully has a
writing desk (each worth 750 25% chance of returning the
god on any ruby fragment in
27 the area.
Additionally, a magical quill
writes spoken words upon com-
mand in any language known to
the item’s user.

Two leather sacks and a small


wooden box fill the chest. The
box holds six Potions of Heal-
ing. One leather sack is filled
with a dozen ruby headbands.

Dean Spencer
The second sack holds 481 sp
and 223 gp.

A32. Private Study


Only the most privileged priests A33. Treasure Chamber
were allowed access to the high
priest’s private study and library. A lone pillar of skulls and bones
Hundreds of valuable tomes and can be found at this secret
scrolls fill the shelves of sagging room’s center. Each grisly arti-
bookcases. Most of the books fact is firmly affixed to the five-
and scrolls are illegible due to foot-tall stone pillar underneath.
improper storage throughout the If a successful roll under
years. However, a thin spell- Strength is made (by a character
book still maintains its magical trying pull one of the bones or
and preserved state. Six magic- skulls off), there is a 10%
user spells are found within its chance that a random magical
pages. Three pages are currently item appears at the feet of the
blank. The spells are: Floating character. Only 2d20 bones and
Disc, Ventriloquism, Continual skulls can be removed in this
Light, Locate Object, Clairvoy- manner.
ance, Dispel Magic, Confusion, A34. Exit Hallway
and Remove Curse.
A secret exit from the Ruby
There is a 10% chance that a Chamber leads characters back
thorough search may uncover to the main part of the abbey.
1d4-1 additional useful and/or There is presently no map that
magical books or scrolls. indicates where this hallway en-
ters the main complex‟GMs
should connect the abbey to this
area on their own.

The author intends to create a


standalone adventure, filling in
the missing areas and map to
create a full-length book with
additional encounters and back-
ground. Stay tuned to Throwi-
Games on social media for the
complete Crimson Abbey of the
Broken God release!
Dean Spencer 28
BONUS Dungeon Crawl #3
Lair of the Bloody Fists are preparing to attack the gob-
by Thom Wilson. An adventure lins in the cave to rescue the
for 2-4 characters of 1st to 2nd trapped Blisterpixy villagers.
level.
2. Defiled Woodland Altar
Background: A group of Blister- A stone and wood altar has
pixies is fighting to retake their been badly burned, and the sur-
home from a band of ruthless rounding area shows signs of a
goblins. Characters can assist fierce battle that had occurred in
either side, depending on their the last 24 hours. Bodies of
alignment. both goblins and blisterpixies are
found around the altar.
Detailed Background: Blisterpixies
and goblins have been battling One of the fallen blisterpixies
over a valley and cave system clutches a shortsword +1.
for days, each side calling for
reinforcements. This adventure is 3. Secret Entrance
designed to work with either
party alignment. A hidden entrance, known only
by a few blisterpixies, leads to
If the characters have come to the village’s sacred burial cham-
help the Blisterpixies (Lawful ber (area 9).
alignment), they will find the
remaining creatures trapped in 4. Open Cave—Village
the cave system. If the party is The Blisterpixies have created
assisting the goblins, Blisterpixy their village under an overhang
reinforcements are heading into of the hill above. Several small
the valley from the east. huts, many partially or fully
burned, are found in this wide,
Use the following stat blocks for open cave. Several blisterpixy
each side as needed. bodies lie around the burned
structures. 1d4 goblins linger in
Blisterpixy: AC 5 or 0, HD 1/2 the area, waiting for reinforce-
or HD 2+2 (enraged), HP: 1d4 or
2d8+2, #AT 1 or 2 weapon or
ments.
fists, D 1-8/1-8, MV 30’ (10’),
Save H1, ML 7 or 12, Special:
5. Blocked Exit
enrage, AL L, XP 5 or 35 each‟ A normal stone door has been
see page 9 for more details blocked from the outside, trap-
ping the blisterpixies inside (area
Goblin: AC 6, HD 1-1, HP: 3, 6). At least four hours of time
#AT 1 weapon, D 1-6, MV
60’ (20’), Save NM, ML 7, Special:
is needed to remove the debris
n/a, AL C, XP 5 each from the door.
6. Trapped Villagers
1. Valley Entrance
3d6 blisterpixy men, women,
Good parties will find 1d4+1 and children have been trapped
goblins camped here. Otherwise, here. 1d4+1 males are guarding
2d4 Blisterpixy reinforcements the southern exit, keeping gob-
29 lins from advancing any further.
5

6
1

2
7
4

9
8
3

7. New Goblin Camp 8. Remaining Blisterpixies


This area was previously used by Separated from his village, the
the blisterpixies to store harvests Blisterpixy village elder, Brindoo,
and supplies but is now the new waits in this area in secret. The
goblin camp. The goblins have blisterpixy leader is seriously in-
more supplies than they ever jured and cannot move more
have had and are content to than a slow crawl. Without aid,
wait here for reinforcements or he perishes in 36 hours. He
to let the blisterpixies starve to carries a sling +1 and a dag-
death. 2d6+2 goblins have made ger +1.
ca m p u n de r t he ir le a de r,
Ggrulggub, an especially mean 9. Secret Burial Chamber
goblinoid. The scarred leader Deceased blisterpixies are buried
carries a magical spear +1. in this concealed chamber. The
goblins are unaware of the area
Ggrulggub, goblin chieftain:
AC 5, HD 2*, HP: 10, #AT 1
but will likely find it in the com-
weapon, D 1-6+1, MV 60’ (20’), ing weeks if they prevail against
Save F1, ML 9, Special: spear +1, the villagers.
AL C, XP 25
Two dozen small wrapped bodies
The goblins have brought their are found within wall niches.
full tribe treasure with them‟an Each body has a treasure type
old, broken chest holds 232 sp of U (roll for each separately).
and 88 gp. Note that no blisterpixy will re-
veal the area’s location.
30
31
32
33
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