Delver Issue #3 (OSE)
Delver Issue #3 (OSE)
3
MORE Extraordinary Powers
for Sentient Swords
d20 - M or e Sen t ien t Sw or d Ext r aor din ar y Pow er s
1 Det ect Lies - wielder detects lie to one question if target fails save-vs-spell
2 In visibilit y - complete invisibility for 30 seconds
3 Sh adow Walk - walk up to 30' through stone
4 Deaf en in g Roar - target saves-vs-breath or is paralyzed for 30 seconds
5 Gian t For m - wielder doubles in height (+3 STR) for 60 seconds
6 Fear Visage - target within 10' save-vs-spell or flee
7 Wat er Br eat h in g - wielder may breath under water for 120 seconds
8 Ir on Hear t - for one hour, wielder gains 1d8 hp
9 Fir e Br eat h - target saves-vs-breath or takes 1d8 damage
10 Sn eak St om p - target saves-vs-spell or drops one random item
11 Ch ar m Gaze - target saves-vs-spell or is charmed for ten minutes
12 Disgu ise - wielder may appear as similar-sized individual for 5 minutes
13 Speak w it h An im als - for 20 minutes, wielder may speak with animals
14 Ice Ar m or - for 60 seconds, wielder 's armor is hardened, +1 AC
15 Ru st Tou ch - for 30 seconds, any non-magical metal that is touched will rust.
16 Un dead Tr ack - sword will vibrate when any undead is within 1000 feet
17 Sleep Wor d - one target within 60' must save-vs-spell or fall asleep
18 Ar r ow Slice - one arrow fired at wielder may be knocked down
19 Speed Su r ge - wielder has speed increased 60' (20') for 30 seconds
20 Door Kn ock er - wielder touches hilt to locked door to immediately unlock it
4
An
Un u su al
Sh i el d
d4 - Un u su al?
1 Blacksmiths cannot identify the metal used
2 Changes size (2-3" bigger or smaller) once per day
3 When hit with a blunt weapon, knocks attacker back 5'
4 Floats in water and cannot be submerged
5
NEM ESI S
THIEF
d6 - Gr ievan ce d6 - Ult im at e Goal
1 PC got her imprisoned 1 Frame PC for a theft
2 Theft thwarted by PC 2 Get PC kicked from guild
3 Rare item taken by PC first 3 Steal item owned by PC
4 Kicked from guild by PC 4 Kill an ally of a PC
5 Embarrassed by PC 5 PC viewed as a traitor
6 Left for dead by PC 6 Ruin PC's reputation
8
Build
a
d6 - For m
M imic
d6 - Wood Appear an ce
1 Standard door 1 Oak and Pine
2 Small wagon 2 Walnut
3 Three-seat bench 3 Maple and Cherry
4 Temple dais 4 Birch
5 Small trebuchet 5 Cedar and Fir
6 Small pyre (unlit) 6 Mahogany
9
Curse of t he Red Spider Fight ing t he I nf ernal
by Durt in St illwat er by Walan Sigilbleek
Two Dwarves and a Baby I n t he Skies above Gort ell
by Barkabus Sandbrick by Kairn Glassbor
A Bag Full of Copper Five Days wit h t he Sheerik
by Unknown by t he Scryers of J urshin
When Wizards At t ack The L ibrary as a Sanct uary
by The Sist ers of M inara by Unknown
Fight ing t he Dark Ogre Speaking t he Dead Tongue
by Sik Feggal by Pribbin t he Silent Monk
A Hist ory of t he Grim I sles Under a Crumbling Bridge
by Capt ain Ot in St out f ist by Fash Rumplebreeze
Siz Bat t les t o Ponder On t he Out skirt s of Terror
by Tant er Beeglesign by Carilo Bon Silminst or
The Temple of Wands Beneat h a Blood Filled Pool
by Hawil Birdsong by Trex t he Banisher
Orcs Do Not Surrender Half ling Myt hs of t he Hills
by Drellick Farleaf by Yulbi Fret
A Risk of Capt ure Druids by t he Fire
by Fage Chimneyfall by Gat ch Finesand
My Days in t he Green M ilit ia The Cast le at Girent on
by Vore t he Silverblade by Brame Freegold
Craf t ing Wands of Power Remembering t he Dead
by Dripe Spinshore by Tack Half scream
No more being stumped for book titles - the next time your players ask for the title on a found book, you'll be ready!
Mindrel's Cloak of Crime Bow of the Early Hunt
11
T H E AL L Y
RANGER
d6 - Secr et d6 - Special Sk ill
1 Elf hiding as human 1 4-in-6 chance of surprising
2 Wanted for murder 2 3-in-6 to hide party's tracks
3 Trained as a level 1 thief 3 Save-vs-poison - avg party lvl +1
4 Raised by goblin clan 4 +1 Bow of the Steady Hand
5 Brother of a lich 5 +1 AC for combat in rain
6 Cursed - werewolf 6 Open Lock as level 1 thief
18
SH ERI FF
GONRIL
d6 - Dem ean or d6 - Class & Sk ill
1 Friendly & welcoming 1 Fighter, highly skilled
2 Protective but lenient 2 Fighter, some training
3 Overlooks minor offenses 3 Fighter, limited skill
4 Punishes for minor offenses 4 Ranger, limited skill
5 Strict but lawful 5 Ranger, some training
6 Belligerent & watchful 6 Ranger, highly skilled
20
We
Don't Go
There
Ar ea 15
Guard Closet #2. Door (unlocked,
east).
If the trap in Ar ea 11 was not
triggered, opening the door to
Ar ea 12 will also release the
skeletons in this room. The
Skeleton Guardian will attempt to
33
that will respond to detect magic
Ar ea 16 spells; a level 3 or higher wizard
False Burial Room. Locked iron will be able to determine that a
double-doors (west). single item lacks true magical
abilities after an hour of
Xam had this room specifically
examination.
created to convince looters they
had discovered his final burial Not e: Xam's most valued and
spot. A coffin with a personal treasures are found in
suitably-ancient skeleton (holding Ar ea 13, his secret burial room
half of a key - see Ar ea 12) inside hidden by a magical ward and
sits on top of a raised platform to powerful illusion.
the east of the room.
A particularly easy trap to find and Br ide Tear s
disarm is in front of the platform
(3-in-6 chance to spot by any thief Rare and expensive (and typically
in the party, 5-in-6 chance to illegal in most regions), the poison
disarm) -- a pit trap opens known as Bride Tears is on the top
revealing spikes that have pinned ten Most Poisonous list managed
a single skeletal figure in ruined by the Assassins Guild.
leather armor. A shield and short The danger of the poison is its
sword can be recovered from the transmission from person to
pit. person. The poison does not act
If the PCs move the coffin, they immediately; instead, it enters the
will discover a trapped storage bloodstream and after five
spot beneath the coffin. The lock minutes, the touch of the person
is poisoned with one of the poisoned has a 50% chance of
strongest poisons known to the passing along the poison to
Assassins Guild -- Bride Tears. anyone they touch. This affect
lasts until the poisoned individual
If the PCs are successful in dies (30 minutes after exposure,
disarming the trap, opening the lid the target must save-vs-death or
to the storage space will reveal a die instantly).
5d10 items that all appear
valuable but are nothing more For this reason, clerics (who use
than fakes done by highly skilled touch for so many healing
forgers. Items that appear as opportunities) have made many
magical in nature have had a pleas to the Assassins Guild to ban
simple enchantment cast on them the use of Bride Tears.
and if you need to make it more or
Fin al Not es less deadly, then I trust you'll
There is an old module (maybe know how to do it. You can easily
you've heard of it) that had players reduce or increase the number of
going up against the traps and skeletons that swarm the players
deadly magics of an evil lich in his (or replace them with a nastier
tomb. undead type). Xam can also be
converted to a lich if you desire a
I've always loved that adventure
real face off between PCs and a
but it's honestly just too difficult
powerful dead wizard.
for players to honestly make their
way through and survive. I would You'll also want to adjust the
much prefer to give players a treasures recovered if you wish to
deadly tomb that provides a have some control over leveling --
reasonable chance of survival for there's a LOT of valuable items
smart players (or lucky dice here that can easily level up the
rollers), and We Don't Go There is PCs by 1 or more levels. As a GM,
that adventure. I sincerely hope you'll need to carefully monitor it
your players enjoy it as much as I so the players don't advance too
did creating it. Wizards make for quickly!
dangerous adversaries when they I've included some printable props
get high up in level, but even a you can provide to the players
dead one will have some tricks. when they encounter the chiseled
If you've been following along in statements from Xam. Who
Delver 1 and Delver 2, you may knows? Maybe one or more of
have noticed the adventures are them will scare off the players and
going up in level. This adventure Xam can keep his treasures.
(in Delver 3) is for level 3 I'll see you next month for another
characters. Next issue will be level adventure!
4. My goal is to provide a set of
stepping stone adventures that
your players can enjoy as they
move up in level. The dangers will
increase, but so will the rewards.
As always, I encourage you to
modify the adventure and make it
your own. Tailor it to what your
players want and enjoy in a game,
35
Th e War n in g
What isMINEisMINE.
ThebonesyouseebeforeyouareMINE.
When youenteredMYtomb, your lifebecameMINE.
ExploreMYtombif youdare.
Your final breathwill belongtoME.
Th e Appeal
Th e Su r r en der
Takeyour rewards.
Enjoy thevictory.
Leavemy remainsin peace.
d6 - Ar ea 2 d6 - Ar ea 3
1 Bandit hideout 1 Werewolf hunting grounds
2 River and hunting lodge 2 Abandoned temple
3 Abandoned village 3 Rumored dragon lair
4 Orc camp 4 Thick forest
5 Active monastery 5 Traveling circus
6 Unusual stone monolith 6 Gnoll village
d6 - Ar ea 4 d6 - Ar ea 5
1 Entrance to kobold caves 1 Gulf inlet (port town)
2 Six family farms 2 Lair of Eye of Terror
3 Start of mountain range 3 Cursed Tomb of Trauk
4 Abandoned outpost 4 Large city
5 Start of jungle terrain 5 Lizard man tribe
6 Large village 6 Active temple
d6 - Ar ea 6 Hex Not es
1 Harpy nest 1
2 Necromancer tower 2
3 Active volcano 3
4 T-Rex hunting grounds 4
5 Altar of Yuli the Blessed 5
6 Vampire territory 6
d6 - Appear an ce d6 - Deliver y
1 Green liquid with seeds 1 ... in food
2 Thick red soup 2 ... applied to a weapon
3 Clear but sticky sap 3 ... fumes after two days
4 Orange powder 4 ... applied to non-metal
5 Yellow wax-like paste 5 ... in a drink
6 Gray liquid with lumps 6 ... absorbed by skin
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