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Delver Issue #3 (OSE)

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100% found this document useful (3 votes)
476 views

Delver Issue #3 (OSE)

Uploaded by

Khutulus Hobby
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/ 52

As someone who enjoys Thief 's Night Out 3

creating adventures with More Extraordinary Powers 4


randomness built in, I'm An Unusual Shield 5
glad to know that so many Nemesis: Thief 6
other GMs and players feel Griffon Claw Auction House 7
the same way. You don't Packs for Sale 8
have to be playing a 100% Build a Mimic 9
random adventure to enjoy Library of N. Whisperwalk 10
what the charts and tables Agnaddob's Artifact Emporium 11
in this issue provide... just The Ally: Ranger 12
use them when the right The Referee Roundtable 13
time presents itself. A Dead End 18
Random rolls are only one Sheriff: Gonril 19
part of the OSR experience, A Cursed Idol 20
but they're a BIG part. We Don't Go There 21
Incorporate more random Ixram's Wondrous Tomes 39
in your adventures and Lone Explorer 41
you'll discover how much Near and Far 43
fun your games will be. Brew a Poison 45
The Ally: Barbarian 47
I can be reached at
[email protected]
James Floyd Kelly
The Tabletop Engineer
Publisher, Delver
Atlanta, Georgia
November, 2021

Some artwork provided by Vecteezy.com, Pixabay.com and Daniel F. Walthall


Th e Th i ef 's
Ni gh t Out
d6 - Th e M ar k * d6 - Ease of Job*
1 Wizard's Tower (+2) 1 Easy - (-4)
2 Merchant's Closed Shop (-1) 2 Good information (-2)
3 City Official's Office (-2) 3 Right tools for job (-1)
4 Auction House Vault (+4) 4 Good test of skills (+1)
5 Visiting Noble's Inn Room (-1) 5 Bad timing (+2)
6 Explorer 's Guild (+3) 6 Not a good idea (+4)

d4 - Hir e Help? (If yes, r oll)* d4 - Th e Pr ize (Valu e)*


1 Inexperienced (-1) 15gp 1 100gp + (10gp x Mod)
2 Shows promise (-2) 20gp 2 200gp + (15gp x Mod)
3 Reliable (-3) 25gp 3 300gp + (20gp x Mod)
4 Skilled (-4) 50gp 4 400gp + (25gp x Mod)
* Use cumulative modifiers from first three tables
on this table.

d12 - Th e Next Day* *


1 You got away with it - best of all, no witnesses and no crime reported!
2 An easy job, but the crime was reported... just keep your mouth shut.
3 You broke a window but other than that... no evidence left behind.
4 Your footprints were found in some mud. Time for new boots (2gp)
5 A guard asks about your activities last night. (5gp for alibi's meal)
6 The item stolen is too recognizable. Get rid of it. Now. (-40% value)
7 The source for your info has been arrested. Bail her out! (10gp)
8 A sorcerer-investigator has been hired. His reputation is quite good.
9 A simple matter of a bribe to a witness should be enough (15gp)
10 A significant reward has been offered for information on the crime.
11 The job wasn't approved by the guild -- pay 50gp or trouble is coming.
12 Someone spotted you -- better hide or disappear for a while.
* * Apply the cumulative modifier from first three tables to one roll on this table.

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

d6 - Pow er Usage d6 - Dr aw back *


1 Once every 24 hours 1 Sensitive to light (-1 INT)
2 Twice every 24 hours 2 Sensitive to sound (-1 INT)
3 Once during daylight 3 Sensitive to smell (-1 CON)
4 Twice at night 4 Slows reflexes (-1 DEX)
5 Once a week 5 Distorted view (-1 AC)
6 Twice a week 6 Bleeder (-1 hp per hit)
* while wielding

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

d6 - Com bat Bon u s d8 - Fin d it ...


1 +1 AC for elves
1 ... left in empty tomb
2 +1 AC for dwarves
2 ... gripped by skeleton
3 +1 AC for halflings
3 ... back corner of armory
4 +1 AC against missiles
4 ... hidden in a small cave
5 +1 AC vs blunt weapons
5 ... wedged under a rock
6 +1 AC vs two-handed ... found in a secret room
6
7 ... willed to a PC by uncle
d6 - Special 8 ... listed in upcoming auction

Secret order wants to


1
destroy the shield at any cost
d8 - M agic (1/ w eek )
Any dwarf merchant will
2 offer to buy at 3x value 1 Find secret door within 20'
2 Read mind within 60'
Once per day, 1-in-6 chance
3 3 Cast knock
shield will summon a ghoul
4 Cast cause fear
Wielder gains ability to speak
4 gnoll and hobgoblin 5 Cast light
6 Cast detect magic
5 Arcane spellcasters cannot 7 Detect evil within 30'
cast within 20' of the shield
8 Cast find traps within 10'
Clerics within 10' of wielder
6 add 1d4 to all heailng spells

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

d8 - Advan t age d8 - Disadvan t age


1 Level = Party Avg +2 1 Hunted by guild assassin
2 +1 Dagger of Crushed Hope 2 Recognizable face & scars
3 Three skilled thieves as allies 3 Injury reduces M V 90' (30')
4 Owed favor by level 6 wizard 4 Bad reputation with elves
5 Master of poison mixing 5 Sensitive to daylight
6 Knows PC's habits 6 Magic curse IDs as thief
7 Can use any spell scroll 7 Deathly afraid of half-orcs
8 +5 back-stab 8 Never runs away from fight

d12 - Ar m or , Weapon s, Possession s


1 Sword, leather armor, 2 vials poison, 3d8+20gp
2 Short sword, leather armor, +1 Plague Dagger (poison)
3 Crossbow, +1 leather (Armor of Shadows), 1x random potion
4 Hand axe, no armor, 1x random magic ring, 1x healing potion
5 +1 dagger (Silver Dragon's tooth), leather armor, 2x potions
6 Short sword, leather armor, +1 Crossbow (Death from a Distance)
7 Battle axe, no armor, +1 AC Ring of Fading Light, 5d10+20gp
8 2x daggers (+1 each), +1 leather armor (Hide of the Manticore)
9 Dagger, short sword, leather armor, 2x random magic rings,
10 Long bow, +1 leather (Black Leather of the Snake), 2x healing potions
11 +1 battle axe (Crimbley's Hacker), no armor, 1x healing potion
12 Short sword, +1 leather (Lucky Leather), Cloak of the Blind (+10% HS)
GRI FFON CL AW
AUCT I ON H OUSE
LOT # 13- A Book

This is one of six empty


d4 - Beat t h is Bid?
journals that remain from the
1 1d4x20gp and yours!
library of Gaun Restoy, the
infamous necromancer who 2 1d6x30gp and yours!
died in the Battle of the Gray 3 1d8x40gp and yours!
Thorn Forest. 4 1d12x50gp and yours!

Th e Secr et : Gaun had these enchanted before his


death. If an accurate map is drawn in its pages, any
secret doors within 30' of the holder willhave a 3-in-6
chance of appearing on the page.
LOT # 38- A Sh ield

Carried into battle by Sir


d4 - Beat t h is Bid?
Ravert of Instirya, this shield
1 1d6x100gp and yours!
was responsible for deflecting
2 1d6x150gp and yours!
the sniper 's arrow that would
3 1d6x200gp and yours! have claimed King Policrag's
4 1d6x250gp and yours! wretched life.

Th e Secr et : Cursed. Using the shield in battle will


reduce the bearer 's AC by -1. The shield cannot be
discarded until a remove curse is cast on the item.

LOT # 62 - Pair of Boot s

Worn by the infamous thief


d4 - Beat t h is Bid?
known as The Wallshadow,
1 1d8x100gp and yours!
they were taken from his
2 1d8x200gp and yours!
body after his hanging. The
Wallshadow is famously 3 1d8x300gp and yours!
known for his theft of the 4 1d8x400gp and yours!
royal jewels of Yarminis.

Th e Secr et : Any thief wearing these boots uses the


base MS Chance of Success value for his/her level +1.
(Ex. A level 2 thief rolls using the level 3 MS value.) 7
Pa c k s
f o r Sa l e
d6 - Hu n t er 's Pack 3x Roll d6 - Su r vivor 's Pack 3x Roll
1 3x pots 1 20x candles & 12 torches
2 Rod and tackle 2 30x caltrops & 20x marbles
3 Lantern & 4x flasks of oil 3 10x iron spikes & hammer
4 Rations (standard, 10 day) 4 Lantern & 5x flasks of oil
5 Rope (25') & saw 5 Mining pick & spade
6 Tent, stakes, & mallet 6 Rations (iron, 10 day)

d6 - Hu n t er 's Pack 1x Roll d6 - Su r vivor 's Pack 1x Roll


1 +1 dmg sharpening stone 1 Glow chalk & glow oil for lantern
2 Scent-mask oil (8 hours) 2 3x wedges for jamming doors
3 Salt bag & food preserve kit 3 1x vial poison antidote
4 Water purification herb 4 1/2-dose heal potion (1d3)

d12 - Special 2x Rolls (r er oll du plicat es)


1 Maze pebbles (20x) -- pebbles glow in the dark for 8 hours
2 Ello's Blanket (1 use) -- warms for 10 hours in freezing weather
3 Spark stones (10x) --a drop of water on stone ignites a fire immediately
4 Starposy petals (2 uses) - dropped to ground, they will point north
5 Embergloves (1x pair) - protects hands from fire for 30 seconds
6 Yurtur 's Root (1 use) -- mix in food to gain water breathing for 1 min
7 Ground Red Twist Petals -- mix with water, no sleep needed for 1 day
8 Tribber 's vine (1 use) -- offensive smell turns away most animals
9 Lurker 's oil (3 uses) -- removes 5' lighting radius to any lantern oil
10 Flare oil (3 uses) -- adds 5' lighting radius to any lantern oil
11 Blinding powder (3 uses) -- throw in face to blind target for 30 seconds
12 1d6 +2 Medicinal Jerky - +2 hp, may be split for +1 for two people

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

d4 - Lu r e d4 - Tr igger ed by Tou ch or ...


1 Small stack of coins 1 Proximity (20')
2 Note with writing 2 Proximity (10')
3 Wood wand 3 Dwarf within 15'
4 Small rolled scroll 4 Halfling within 15'

d12 - M odif icat ion (s) t o M im ic St at Block (Roll 2x)


1 Tough skin -- AC 5 [12]
2 Strong constitution -- HD 10 (45hp)
3 Multiple attacks -- At t 2 x pseudopod (3d4)
4 Accurate strikes -- THAC0 11 (+8)
5 Fast mover -- M V 60' (20')
6 Aggressive -- M L 11
7 Con t act poison -- save-vs-poison or suffer 1d4 damage
8 Sou n d sen sit ivit y --2 to attack for any sounds over a whisper
9 Acid br eat h at t ack -- save-vs-breath or -2 to attack and 1d4 dmg
10 M agic r esist an ce -- +2 to all savings throws versus magic
11 Br it t le bon es -- blunt weapons do double damage
12 Disor ien t at in g Gaze -- save-vs-spell or stunned for one round

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

While wearing this cloak, a In a ranger 's hands, this bow


thief may add +10% to their grants +10% to the ranger 's
chance of hiding in shadows chance of tracking and allows
(HS) if they are level 5 or the ranger to ignore the
lower. For Level 6 or higher, penalty when tracking in the
add +15%. rain.

Murderous Blade of Gek

This custom blade allows a


level 3 or higher assassin to
attempt an assassination
against a humanoid creature
up to 5+1 HD.

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

d8 - Advan t age d8 - Disadvan t age


1 Speaks goblin and orc 1 Cannot swim
2 +1 with bow against undead 2 No tracking in snow
3 3-in-6 chance when foraging 3 Can only sleep outdoors
4 Always knows north 4 Distrust of magic-users
5 Refuses share of loot 5 Will not speak to thieves
6 Can see 10' in darkness 6 Refuses to go on boats/water
7 2-in-6 to find fresh water 7 Will not fight bears or wolves
8 Can identify poison types 8 Afraid of horses

d12 - Weapon (s) & Possession s


1 Sword, leather armor, backpack, 3x torches, Hunter 's Pack (page 8)
2 Bow (and arrows), dagger, leather armor, small bag, 4x day's rations
3 Bow and short sword, no armor, shield, Survivor 's Pack (page 8)
4 Sword, leather armor, shield, rope, 4x torches, Hunter 's Pack
5 Walking staff, leather armor, bow, 6x torches, 1 vial holy water
6 +1 Bow (Night's Hunter), leather armor, lantern, 3x day's iron rations
7 Sword, +1 leather armor (Hide of the Hunt), Hunter 's Pack
8 Short Sword, +1 Bow (Slitzen's Joy), no armor, Survivor 's Pack
9 +1 Sword (Tooth of the Hunt), leather armor, shield, 1x healing potion
10 In jail - 15gp bail - sword, leather armor, shield will be returned
11 Weapon(s) broken - needs to be armed, leather armor, 6x day's rations
12 Possessions stolen -- requires outfitting, +2 M L
One of the most dangerous
times for players of old school
games is when it's time to return
to the surface. At this point in
time, the PCs have probably
exhausted their spells and
potions, are low on hit points,
and are heavily encumbered
with treasure, and now they
must fight (or sneak) their way
out of the dungeon in order to
heal and re-supply.
by Jam es Floyd Kelly While this is a standard situation
for old school games, I'd like
offer up to referees an idea that I've observed in numerous fantasy
computer games I've played over the years that I believe could make for
an interesting change in how we (as referees) can change how our game
sessions end and offer up an option to players who tend to delve a bit
too deep... who want to look in "just one more room."
Keep in mind this is ONLY an idea. I've not implemented it in my own
game, but I'm seriously considering doing so. You do NOT have to use it.
But consider for a moment the pressure you may put on yourself when
trying to find a way to offer up the players a safe room to rest and heal
(and not all referees allow PCs to sleep and rest in a dungeon). Also
consider the stress that is placed on players who may be enjoying the
game session but now feel they have to cut it short because of a bad
round of combat that has seriously depleted spells and resources.
What I propose is a simple solution. Something that has been a standard
in video games for years. I personally have enjoyed this solution found in
games such as Diablo II and Torchlight. And I'm sure it's been used in
many more games that I've never played. So...what is it?
Th e Tw o-Way Tow n Por t al Scr oll
In the games mentioned above (and I'm sure many others), the two-way
town portal scroll is an item that can be purchased and found as
dropped loot. When the item is double-clicked, it opens a two-way portal
back to town, and a character (and allies) can enter the portal to
immediately jump to the safety of a town. There, they can drop off and
sell treasure, heal up, find new quests, and much more. Monsters cannot
follow the character(s) through the portal, either. The portal remains
open until the character(s) re-enter it and are then returned to the exact
spot in the dungeon where they opened the portal. The portal then
closes; opening another portal requires another scroll.
The two-way town portal sroll is a 100% com plet ely u n r ealist ic magic
item that these video games provide. In games like Torchlight, they drop
from killed monsters like candy. I've had dozens of them in my inventory
after a while, but even if you should run out, you can usually buy them
cheap from a town merchant. When opened, the portal opens to a 100%
safe spot in the nearby village and then remains in place forever after
you've entered it, waiting patiently for you to re-enter it at your leisure.
On the dungeon side, the portal sits there, glowing but somehow not
allowing any wandering monsters from entering and harassing the
friendly town.
Yep... completely unrealistic. But fixable.
Before I get into how an old school version of this scroll might work, let's
get a few things out right away:
1. A scroll like this can't come cheap. We can't have players buying them
up as safety nets every time they visit a magic shop.
2. These things will not be littering the
floor of the dungeon like they do in the
video games.
3. There should to be a way to prevent
wandering monsters from entering and
there needs to be a time limit to their
use.
4. Where the portal will deliver the PCs
who enter it needs to be determined.
As a referee, you can certainly come up
with your own mechanics on how a scroll
like this might work and how much it would cost, but let me go through
how I plan on offering the item to players and explain why I believe an
item like this could work without breaking the game.
Th e Old Sch ool Tow n Por t al Scr oll
For the old school version of the town portal scroll, let's take a look at the
four points mentioned above and look at a few different ways to address
them. You may find that even with possible solutions to the
over-powered video game version of the town scroll that the old school
version still doesn't have a place in your game. What the scroll does
lessen in the game are the pressures of inventory management as well
as healing needs and spell exhaustion. Some referees might prefer these
pressures remain, but for those referees who might like to provide an
occasional relief to these issues, read on.
Cost of t h e Tow n Por t al Scr oll
This is both the easiest point to tackle and the hardest. Every referee will
have a better understanding of the economics of their own game,
including whether or not magic items are even bought and sold.
Some referees have made magic items so rare in their games, that the
idea of a scroll like this one is a moot point. If that's your game, then a
town portal scroll is likely something that the players will never even
consider exists.
But if magic items do exist and can be purchased or at least be crafted,
then the portal scroll is more realistic. It can be defined as being an item
that already exists or an item that the players have heard about and may
want to have created. If the item exists in your world and is something
that is occasionally available, then all that needs to be defined is its price.
Certainly this kind of item is life-saving, and should be priced accordingly.
Players shouldn't balk about
having to pool their gold to buy
a single scroll for that one
major emergency that just
demands they flee the entire
dungeon... immediately. What price can be put on saving the hides of all
party members in a last-minute bail out? If you're going to make the
scroll available, then make it expensive. Make it hurt. This isn't a simple
100 gold piece item... I'd put it more like 5,000. Maybe even 10,000 and
only available to PCs in the higher level range where something like this
becomes more valuable to the players who have invested much time in
the development of their characters.
Ultimately, the cost of a scroll to buy or craft should be in line with the
values of loot being pulled out of a standard dungeon delve. (And
crafting one shouldn't be something that takes a day or two... make the
players wait a few weeks or even a month.)
Availabilit y of t h e Tow n Por t al Scr oll
Tied to the price of the scroll is the availability. An item like this might be
tossed into a chest in a rare moment of charity by the referee, but after
that? The town portal scroll should be one of those rare items that is
desired but either so rare or expensive to craft that the players should
only encounter an opportunity to have it once per campaign. Maybe
twice if you're just that kind of loving and giving referee.
One thing is for certain -- the town portal scroll should be something the
players earn after a hard battle or after much pooling of coins after
many, many delves. Give it to them too soon and they'll burn it and
survive... and then level up to a point where they instantly regret having
used it so early in the campaign. And then they'll bug you for an
opportunity to find or buy a new one every session. You've been warned.
So... make them rare. And make them so expensive to craft (and even
more rare to find someone with the skill to do so) that the players
understand that these things are more rare than rolling five straight
natural 20s.
Wh o Can Use t h e Tow n Por t al Scr oll
Here's a tough one. If the portal opens, why can't wandering monsters
just walk through it? What keeps only PCs from entering it and returning
to the safety of the town? My answer... a little bit of pain.
How I would address this is in the explanation for how it works. When
the portal opens, it will allow only those individuals to enter (and re-enter
from the safe point side) who have marked the scroll with a drop of
blood a day or two before the scroll is used. That doesn't sound so bad,
right? Well, hang on. The drop of blood identifies who can enter, but the
portal is going to require a bit more of a payment for the energy it
requires to allow one or more individuals to use it. And that means hit
points.
This should be scaled to the level of the PCs entering it... that means
maybe 1d4 hit points of damage to level 1 through 4 PCs and 1d8 or
higher for PCs of more advanced skills and power. Using the portal then
becomes a risk in itself. One or more PCs may be very low on hit points,
and they must know that entering the portal will deliver a random bit of
damage that might be just enough to kill them. But isn't that a risk that
all adventurers assume when they head down into the dark?
How you wish to limit who can use the scroll needs to be addressed, no
matter your solution. Make sure the players know the risks (if any) and
how they can limit who goes through the portal. (And be very aware that
the players may forget to prepare the scroll ahead of time with drops of
blood from their hirelings. Oops.)
Pr im in g t h e Tow n Por t al Scr oll
Where do the PCs exit when they enter the portal? And how long will the
portal remain open? These are good questions. And just like the drop of
blood needed to prep the scroll for who can use it, the scroll also needs
to be "primed" for where it will open and expel the players and for how
long it stays open. Referees can make it a fixed point that lasts for days
or even weeks or allow for a bit of "drift."
For a fixed point, this can be as simple as preparing the scroll with the
drops of blood at the point where they PCs wish to exit. Or it could be as
simple as reading a portion of the scroll that sets the exit point. A drifting
portal could be a little difficult to find when the PCs return to it; drift
could be hundreds of feet or maybe even a day's travel. Your mileage
may vary. Sorry.
As for duration, the referee is certainly able to make this a random time
or tie it to the amount of hit points the portal claims from the PCs when
they enter. More damage... the longer it remains open. But keeping it
open indefinitely is not an option. There should be an urgency to
returning to the portal before it closes, lest the PCs be forced to return to
the dungeon and find their way down to where they left in the first place.
Th e New & Im pr oved Old Sch ool Tow n Por t al Scr oll
If you're looking for a way to allow PCs to leave a dungeon quickly, the
old school portal scroll could make for a great tool. It should require a
price to pay, however, both in hit points and gold, and should never be
introduced as something that is common and found in any market.
A DEAD END
d4 - Sigh t d10 - Hidden Dan ger
1 Slimy wall stone 1 Ochre jelly
2 Pile of bones on floor 2 Dart trap in ceiling
3 Entrails smear on wall 3 Green slime
4 Pick-axe chips in wall 4 Snake hiding in stones
5 Black pudding
6 Stirge nesting in wall
d6 - Closer Look ? 7 Brown mould
1 Hidden Danger (d10) 8 Gas trap on ground
2 Hidden Stash (d12) 9 Grey ooze
3 Hidden Danger (d10) 10 Roll again + tipping floor
4 Hidden Stash (d12)
5 Hidden Danger (d10)
6
d12 - Hidden St ash
Hidden Stash (d12)
1 100gp
2 500sp
3 750cp
d8 - Dead en d? 4 Type U or 200gp
1 Door disguised as wall 5 Type V or 400gp
2 Teleport if wall touched 6 Bag of gems (300gp)
3 Illusion, corridor continues 7 Jewelry (350gp)
4 Revolving wall (switch) 8 Magic potion + 50gp
5 Secret tunnel passage 9 Spell scroll + 100gp
6 Magic mouth 10 1x random wand
7 Wizard eye on wall 11 1x random magic ring
8 Dead end 12 1x random magic weapon

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

d8 - Depu t ies d8 - Weapon / Ar m or


1 2x volunteers (farmers) 1 +1 sword, leather armor
2 1x skilled fighter 2 battle axe, chainmail
3 3x retired adventurers 3 Short sword, +1 leather
4 5x ex-bandits (sketchy) 4 2x daggers, leather
5 1x fighter, 1x wizard 5 Sword, +1 chainmail
6 4x town laborers 6 Halberd, no armor
7 2x skilled fighters 7 Warhammer (trophy)
8 3x hired ex-militia 8 +1 javelin, +1 leather

d12 - Secr et Kn ow ledge


1 One of town's citizens is a wizard hiding from the Thieves Guild.
2 The town temple is sitting on top of a cursed crypt.
3 Once a month, some of the townsfolk make an offering to a dark god.
4 The town's healer is a werewolf who willingly goes into a cage each night.
5 A retired assassin lives outside of town but is also for hire.
6 The cursed Tome of Aldin is buried in Farmer Clake's barn.
7 An ogre visits each week for a pig or cow as a bribe to stay away.
8 The entrance to the Mine of Trag Irontooth is at the bottom of the well.
9 A vampire resides in the crumbling citadel a few miles outside of town.
10 A sword of incredible magic was lost in the nearby system of caves.
11 Two doppelgangers are hiding in the town, but their identity is unknown.
12 An evil druid has placed a curse on the town to prevent new births.
A
Cu r sed
I dol
d4 - Basic Sh ape
1 Snake constricting gemstone
2 Humanoid with large grin
3 Dragon with small wings
4 Tentacled creature with claws

d6 - M at er ial & Valu e d10 - Cu r sed af t er picked u p?


1 Amber, 500 gold 1 Person who picks it up

2 Granite, 250 gold 2 First person who looks at eyes


3 Quartz, 50 gold 3 Person who carries from room
4 Cooled lava, 100 gold 4 Anyone who touches it

5 Red glass, 25 gold 5 Closest non-lawful within 30'


6 Iron, 35 gold 6 Closest non-chaotic within 30'

7 Closest neutral within 30'

d6 - Special 8 Youngest person within 60'

9 Clerics within 30' 2-in-6 chance


1 Goblin relic -- worth 1000 gp to 10 Random party member
any goblin
Any dwarf within 60' must
2 save-vs-spell or rage for 60 sec d8 - Th e Cu r se
All spells cast within 120' fail 1 Permanent loss 1d4 hp
3 automatically
2 Level drain -1
Calls to all oozes within 300' - all 3 -1 to STR for one month
4 oozes gain 1d8 hp
4 Alignment change
5 -2 to INT for one month
5 All bladed weapon within 60' -
1-in-6 shatter on first strike 6 All gold turns to sand
1-in-6 chance any undead killed 7 Move -30 (-10) forever
6 within 30' will reanimate
8 Blinded for 24 hours

20
We
Don't Go
There

An Old-School Essentials Adven t u r e


f or 4 t o 6 Level 3 Ch ar act er s PLUS Hir elin gs

Not every wizard seeks lichdom, but some are


determined to go to their graves with their possessions
intact and protected. Combining magical wards with
devious traps, a wizard's tomb is not a place for the
inexperienced. But for those brave enough to test the
machinations of a determined and dying sorcerer, the
rewards can be worthy of an epic tale.
21
PLAYERS: DO NOT READ ANY FURTHER

Referees, roll for wandering monsters of a


higher HD value to keep the
We Don't Go There is a level 3
adventure challenging. For the
adventure for four to six players
unique creatures, use your best
plus a mix of hirelings. The entire
judgment for increasing armor, hit
adventure should run between 4-6
points, and special abilities.
hours and can be split over one or
more sessions. Finally, you should place Xam's
tomb close to an existing town or
The maps for the adventure can
village; there are a few rumors
be found on the inside of the front
that might make their way to the
and rear covers; each room or
PCs if they take the time to listen.
area is numbered and
corresponds to a numbered listing While new players can certainly
in the following pages. enjoy the adventure, it's going to
be a challenge as written. If
It is recommended that you read
anything, this adventure can teach
through the entire adventure
new players about the dangers the
before running it; this will allow
game offers; a few deaths go a
you a chance to make changes
long way to teaching beginners
based on your own gaming style
the value of caution.
and what your players expect
from an adventure as well as to I hope you enjoy running We Don't
familiarize yourself with the Go There!
various creatures and NPCs that
the players are likely to encounter.
There are not many locations in
the adventure that are suitable
places to "hole up" and rest or
hide. Players can choose to leave
Xam's tomb and return at their
leisure, but some of the traps are
magical in nature and are
designed to be reset.
If you choose to run the game
with higher level characters, you
can consult the Referee's Tome and
Th e St or y Cedarfist to construct the tomb,
and the dwarves were sworn to
Xam Wintersky was expected to
secrecy regarding the crypt's
become one of the most powerful
location. An honorable family, the
sorcerers, but a dwindling sickness
Cedarfists have continued to
struck him after a particularly
guard that secret for hundreds of
dangerous dungeon delve that
years. And thus Xam Wintersky's
prevented him from any further
crypt was lost to history.
adventuring before his death.
A Lu ck y Discover y
As Xam prepared for his inevitable
death, he was having a special Two guilds, however, have never
tomb constructed that he hoped forgotten about Xam's Crypt. The
would discourage looters from Delver Society and The Searchers
taking the treasures that he Guild have recently partnered to
himself had looted during his share information in the hopes
short career. that they might be
able to recover
Th e Win t er sk y
some of the
Cr ypt
amazing tomes
Not much is and artifacts that
known about Xam was rumored
the designs of to have placed in
the crypt his crypt. The
holding Xam guilds' researchers
Wintersky. made a discovery
Xam's fellow in Xam's
explorers talked birthplace, a small
little about their farming
friend, but the community
occasional bit of named Autumn
information that Fields - an old tax
would be overheard in record mentioning an unnamed
conversations among his friends buyer of a plot of land at the base
revealed that Xam spent some of of a hill about one year before
his impressive fortune on ancient Xam's death.
magics that the wizard hoped
Could this be the location of the
would protect his final resting
lost crypt of Xam Wintersky? And if
place from trespassers.
so... what dangers might Xam
Xam hired the family of Brigg have placed to keep it secure?
BEGINNING THE ADVENTURE NOTES:
If a PC is a member of any kind of 1. The adventure is designed for
guild, it is a simple matter to have level 3 PCs, but GMs are
the information of the crypt drop discouraged from modifying the
into the hands of the adventurers. quantity and lethality of any
But here are a few ideas that can creatures and traps for lower-level
bring the players close to Xam's characters. PCs can always return
crypt. to the crypt as they grow in skill.
Adven t u r e Hook s 2. The entrance to the crypt was
sealed by Xam's allies using a bit
1. The PCs have made a rest stop
of explosives provided by the
in the town of Autumn Fields.
Cedarfist family. The crumbling of
During their stay, they are
large rocks will be easily spotted
approached by an older
by any PC who approaches the
gentleman (a member of any
base of the Wailing Hills and
adventurer 's guild the GM wishes
spends 10 or more minutes
to use) who politely inquires if
exploring. It will take a group of
they might be available to look
five individuals about three hours
into a rumor of a nearby tomb of
to clear away enough of the
an old wizard.
rubble to expose a narrow
2. This is the perfect adventure for staircase going down. (The locals
a Treasure Map found during a believe the Wailing Hills to be
previous dungeon delve. The map haunted and cursed -- "We don't go
could show nothing more than the there" is all PCs will get.)
entrance to the tomb at the foot
3.There is no lighting in the crypt.
of Wailing Hills or a GM might
PCs will need to provide all
provide a fragment of the Level 1
sources of light. Certain areas will
map and/or a trap.
required a significant amount of
3. A wizard using dark magic has light in order to find certain clues;
found the region where a these will be indicated in the text
powerful artifact is located. The description for those areas.
wizard wants the artifact... the PCs
4. If the PCs leave the crypt (to
can have the rest. If the PCs agree,
return later) and do not re-cover
the wizard can provide the
the entrance, there is a 2-in-6
location to the entrance. This can
chance that two types of unique
allow for a few wilderness
wandering creatures will find their
encounters while the PCs search
way in for each week that passes.
the area.
Xam. His tomb has remained
Ar ea 1 concealed to this point, so the PCs
Tomb Entry. Stairs up (east), two are the first adventurers to
closed doors (locked, north and actually enter. Throughout the
locked, south). various rooms, PCs will encounter
other skeletons used by Xam to
The skeletons of exactly seven
strike fear into looters and
individuals are visible around the
discourage them from further
room, each in a different position.
explorations.
One leans against the west wall.
Another looks like they were
crawling away from the northern
Ar ea 2
door before they died. Each Fountain. Three closed doors
skeleton is dressed in either (unlocked, east, south & west),
ancient armor or clothing that is open archway to Area 5 (north).
long out of style. Examining the
The fountain is empty of water,
skeletons will not reveal any
but five gold coins (all identical, no
information on how they died.
markings) are scattered along the
Chiseled in large letters across the bottom of the fountain. A skeleton
west wall is a statement (see Th e is face-down in the fountain,
War n in g, Page 36) from Xam. dressed in leather armor and
(Each letter is approximately one holding a two-handed sword. Th e
foot in height and about an inch f ive coin s w ill be r equ ir ed in
deep in the stone.) var iou s ot h er ar eas.
Any coin removed from the
What is MINE is MINE. fountain causes an acidic gas to be
released from tiny holes that are
The bones you see before
covered by the coins. The acid is
you are MINE. old; save ver su s poison required
When you entered MY tomb, by all PCs inside the room to avoid
1d4 damage.
your life became MINE.
The trap mechanism may be
Explore MY tomb if you dare. discovered (2-in-6 chance) if the
Your final breath will belong fountain is examined carefully.
Successfully disarming the trap
to ME.
mechanism allows for all coins to
The skeletons in Ar ea 1 are real, be collected.
but they were placed there by 25
room. Removing this book does
Ar ea 3 not trigger the traps.

Library. Door (unlocked, east). Should any book be removed from


a shelf, a total of 5d10+10 large
Xam possessed an extensive
tomes will fly off the shelves and
library of books, many of which
form a book golem . If the golem
have been moved into this room
is defeated, the books will fall to
and carefully arranged on three
the floor and can be recovered. If
large bookshelves (north, west,
the golem defeats the PCs or if the
and south walls).
PCs flee the room (the golem will
The books cover a wide range of not follow), the golem will fly apart
topics from history to alchemy to after 15 minutes as the books
recipe books. There are a handful return to the shelves.
of spell books hiding among the
If the golem is defeated or the
shelves although they are written
mechanism disabled, the PCs may
in a code known only to Xam.
select as many books as they like
Two of the shelves have been from the shelves for examination.
resting in water leaking in from an Use the book list from page 10 for
underground source. The books titles of the books. The value of a
on these shelves have become book will be 3d10 x 5 gp and each
damp over the years and there is a book weighs 30 coins. Any books
2-in-6 chance that a book pulled removed from the south or west
from one of those shelves will fall shelves have a 2-in-6 chance of
apart. falling apart when removed.
Xam was insistent that his library
Book Golem
be protected from theft. The
dwarves built an unusual AC 5 [14], HD 4* (18hp), At t 2x fist
protective mechanism in this (1d4) 1x kick (1d6), THAC0 15 [+4],
room that will trigger should any M V 120' (40'), SV D12 W13 P14
book be removed from a shelf B15 S16 (2) M L 12, AL Neutral, XP
without first disabling it. 250, NA 1 TT none
The mechanism can be found by M u n dan e dam age im m u n it y:
spending one hour examining the Only harmed by magical attacks.
bookshelf on the north wall; the
bottom-most shelf holds an Fir e at t ack s do dou ble dam age:
ornate book titled A History of attacks by the PCs involving fire do
Stupid Elves that contains the double damage to the golem.
switch to disable to traps in the
The mechanism that controls the
Ar ea 4 spikes is found up inside the
Xam's Study. Door (unlocked, west). fireplace; a simple switch can turn
it on and off.
Before his death, Xam had his
complete study moved into this If the trap is disabled, a search of
room. The furniture includes a the room will reveal the following:
desk, a chair, two bookshelves, a - 5x spell books with a mix of 2d8
small table and four chairs, and a random spells
large telescope. A fireplace on the
east wall has an enchantment that - Functional telescope (1000gp)
keeps an illusion of a fire active. - Silvered dagger (100gp)
As with the other rooms, this one - 2x random Treasure Maps
is not welcoming to the PCs. Xam
- Pile of expensive blank
was very protective of his
parchment (40gp)
property, but especially his study.
- Enchanted quill (no ink needed,
When someone opens the door
60gp)
and enters the room, the word
"MINE" must be said aloud. If the - 3x blank spell books (5gp each)
word is not said within 30 4x embroidered chairs (150gp
seconds, a random pattern of each)
2d10+10 thin iron spikes (4' long)
will shoot up from the floor, - Small silver chest (30gp)
remain for five seconds, and then Roll 3x on the following chart for
drop. After five seconds has the contents of the silver chest
elapsed, the process repeats with (re-roll duplicates)
another batch of random iron
Con t en t s of Silver Ch est
spikes. Three skeletons in
moth-ridden clothes are on the
floor (placed by Xam and not 1 1d4 gemstones (30gp each)
actual looters).
2 Gold medallion (100gp)
A PC must make a successful
Dexterity save every five seconds 3 2x random potions
to dodge the spikes. There is no 4 Deed to property (1000gp)
pattern to the spikes, so the only
way to avoid them is to leave the 5 1x random magic wand
room. When the door is closed,
the trap resets. 6 1x random magic ring
- Bundle of Har py feathers (10gp,
Ar ea 5 east wall)
Xam's Appeal. Open archway to - Ir on St at u e of a human male
Ar ea 2 (south). (west wall)
Chiseled on the north wall is - Stuffed Lizar d M an (west wall)
another statement (see Th e
Appeal, page 36) from Xam to - Horn from a M in ot au r (100gp,
trespassers. The text reads: west wall)
Touching any of the trophies will
Let ME rest in peace.
activate the Livin g St at u e (iron);
You will find no rest here. the statue will attack until the PCs
are defeated or they have left the
Leave now. room. It will return to its original
location and deactivate after 10
You will find no peace
minutes.
here.
Your bones will be MINE. Ir on St at u e
AC 2 [17], HD 4 (18hp), At t 2x fist
Ar ea 6 (1d8), THAC0 16 [+3], M V 30' (10'),
SV D10 W11 P12 B13 S14 (4) M L
Xam's Trophies. Open archway to 11, AL Neutral, XP 75, NA 1 TT
Ar ea 8 (south), door to Ar ea 7 none
(unlocked, west), door to Ar ea 9
Im m u n it y: Unaffected by sleep
(locked, east).
spells.
Over the years, Xam collected a
number of trophies that hung in Absor b M et als: Hits with
his tower. Those trophies now non-magical, metal weapons
hang on the walls here. cause damage, but the weapon
The trophies include: may become stuck in the statue
(save ver su s spells). Stuck
- Head of an Ogr e (40gp, south weapons can be removed if the
wall) statue is killed.
- Eye stalk from an Eye of Ter r or
(50gp, east wall)
- Large jar containing Green Slime
(still alive, east wall)
no pattern. A failure to dodge a
Ar ea 7 bolt results in 1d4 damage. The
Xam's Curtain. door to Ar ea 6 bolts will cease firing after 10
(unlocked, east). minutes and the trap will reset.
Two curtains covers the entire The magical trap may be disabled
western wall from floor to ceiling. by any form of dispel magic.
The rest of the room is empty
except for two skeletons (fake, Xam 's St af f
placed by Xam) leaning against the
Xam's staff is made of oak and is
east wall. (An examination of the
enchanted to perform the
skeletons will not reveal their
following:
cause of death.)
On ce per day:
Sliding the curtains away (on a
brass rod mounted near the - cast Dispel Magic
ceiling) reveals a large painting
- cast Hold Person
that has been applied to the wall.
In the center is a painting of Xam On ce per m on t h :
holding his staff - the staff is real - cast Dimension Door
and is embedded in the wall and is
- conjure Air Elem en t al
easy to spot. To the left and right
of Xam are a mix of bowmen with
arrows knocked and ready to fire. Ar ea 8
The images of the arrows are Xam's Anger. Open archway to
painted and are not real. Ar ea 6 (north).
However, on the eastern wall are a Chiseled on the south wall is
series of small holes (1-in-6 another statement (see Xam 's
chance to spot them if the wall is An ger , page 36) from Xam to
examined). If the staff is touched, trespassers. The text reads:
a sequence of 1d4 lightning bolts
will begin to fire at the PCs. I will show no mercy to
A random selection of PCs (equal thieves.
to the number of bolts fired) in the
Leave while you are still
room must make a successful
Dexterity save every ten seconds breathing.
to dodge the bolts. Every ten
Death will be your reward
seconds, another 1d4 bolts will
fire from random holes and with for staying. 29
Ar ea 9 Ar ea 10
Statue of Xam. Door to Ar ea 6 Xam's Bribe. Door to Ar ea 14
(unlocked, west), stairs down (east (magic lock, see Ar ea 14) and door
to Area 10). to Ar ea 11 (unlocked, north), stairs
up (west).
In the center of the room is a
marble statue of Xam facing the Chiseled on the east wall is
doorway (to Ar ea 6). The wizard is another statement (see Th e Br ibe,
holding out his right hand, palm page 37) from Xam to trespassers.
up. The left hand is curled as if it The text reads:
was holding something.
What is your life worth?
The stairs down are trapped. To
disable the trap, one gold coin How much would you pay
(from the fountain in Ar ea 2) must for another day among the
be placed in the right hand and
living?
Xam 's St af f (from Ar ea 7) must
be placed in the left hand. The Take your fill and leave.
trap will be deactivated and the
There will be no more
staff or coin may be removed but
not both. Removing both warnings.
reactivates the trap. There are four piles of treasure,
If the trap is not disabled, a PC one in each corner of the room.
that steps onto staircase must Roll twice for each pile on the
save-ver su s-br eat h or take an table below.
immediate 1d8 damage from a Xam 's Br ibes
blast of freezing air that exits
above the PC's head. If the PC is
1 3d4 x 1000 gold coins
still alive, they may continue down
the stairs to Ar ea 10. 2 Bag of gems (2000gp)
The statue can be rotated to face
3 Pack of jewelry (3000gp)
the north, east, and south. Doing
so will reveal a map painted on 4 4d6 x 500 silver coins
each of the walls and hidden by an
illusion (can be dispelled). Each of 5 Spell book (3d4 spells)
the maps corresponds to the
6 6d8 x 200 copper coins
secret burial location of three of
Xam's former allies.
Ar ea 11 inserting the complete key (from
Room of Portraits. Wood door Ar eas 12 an d 16) into the keyhole.
(west, unlocked), door (unlocked, If any items other than Xam's
south), secret door (east). Portrait are picked up or moved
This room has been staged to (such as the table being righted or
appear as if it has been looted. a chair being used by a PC to rest),
Portraits on the wall are hanging the room's trap will trigger. The
crooked, a few are on the ground, door to Ar ea 12 (and Ar ea 15) will
and the table in the center of the open silently, and 3d10+5
room has been turned on its side sk elet on s will rush into the room
as have most of the chairs. The from Area 12. All skeletons are
cushions for all the chairs have armed with swords (1d8 damage)
been cut up. except for 1d6+2 that are armed
with spears that are poisoned.
All of the portraits provide images Among the group is one Gu ar dian
from Xam's life -- his time at a Sk elet on that commands the
school of wizardry, his allies others. The Guardian Skeleton will
during his time adventuring, and a try to move to Area 10 to open its
portrait of him standing in front of doors (see Ar ea 15)
a large bookshelf, his back to the
viewer. This particular portrait Gu ar dian Sk elet on
leans against the eastern wall,
with its hook still in the stone. AC 5 [14], HD 2 (8hp), At t 2x
weapon(1d8), THAC0 17 [+2], M V
If the portrait of Xam standing in 60' (20'), SV D10 W11 P12 B13 S14
front of the bookshelf is picked up (2) M L 12, AL Chaotic, XP 55, NA 1
and hung on the wall, the image TT none
will change to showing Xam facing
away from the bookshelf and his Un dead: No noise until attacking.
right hand open. If a gold coin Immune to effects that affect
from the fountain (in Area 2) is living creatures. Immune to
touched to his hand, the image mind-control magic (charm, hold,
will change again to show his left etc.)
hang reaching out. As in Area 7, if Resist an t t o Tu r n in g: Cannot be
Xam's Staff is touched to the left turned.
hand, a secret door will be
Defeating the Guardian Skeleton
revealed on the east wall. The
reveals a special gem embedded
door is locked, however, and the
in its rib cage (500gp).
door can only be unlocked by
PCs who leaves the room. If Xam's
Ar ea 12 spectre is defeated, a list of the
Guard Closet. Door (unlocked, room's treasure can be found on
east). page 38.
If the trap in Ar ea 11 was not If Xam's spectre sees anyone
triggered, opening the door will holding Xam 's St af f , it will
release the skeletons and the momentarily become confused for
Guardian Skeleton (described in two rounds. After two rounds, it
Ar ea 11). will attack anyone in the room.
Once the skeletons have been
defeated, Ar ea 12 may be easily
Xam t h e Spect r e
searched. AC 2 [17], HD 5* (24hp), At t 1x
The skeletons here (and in Ar ea touch (1d6 + level drain), THAC0
15) serve as both guard to the 15 [+4], M V 120' (40'), SV D11 W12
entire level but also to this room's P13 B14 S15 (5) M L 10, AL Chaotic,
contents. A single stone pedestal XP 650, NA 1 TT see page 38
(3' tall, 2' flat surface at top) stands Un dead: No noise until attacking.
near the west wall; on its flat Immune to effects that affect
surface rests half a key. living creatures. Immune to
The other half of the key is in Ar ea mind-control magic (charm, hold,
16. The two key halves will slot etc.)
together to form a complete key M u n dan e dam age im m u n it y:
that can open the secret door in Only harmed by magical attacks.
Area 11 (if it is discovered).
En er gy Dr ain: A successful hit
drains one experience level. XP is
Ar ea 13 lowered to lowest amount for new
Xam's Burial Chamber. Secret door level. Drained to level 0 becomes a
(unlocked, west). spectre after the next night.
A simple wood coffin rests on a If Xam the Spectre is defeated,
stone dais. Surrounding the coffin there is a 1-in-6 chance each day
are piles of treasure (some of it (+1 each day) that Area 13 will
ornamental and without value). collapse in upon itself. A magical
The coffin, when opened, releases enchantment linked to Xam the
Xam t h e Spect r e. This creature Spectre's energy will weaken each
will fight until his room is empty of day and trigger the collapse. On
living creatures. It will not pursue the sixth day, full collapse occurs.
open the doors in Ar ea 10 to allow
Ar ea 14 the skeletons in Ar ea 12 and Ar ea
Xam's Surrender. Doors to Ar ea 10 15 to meet up in Ar ea 10 and
(magic lock, north) and Ar ea 15 drive any enemies out of the
(unlocked, west), locked iron tomb.
double-doors (east).
The northern door (to Ar ea 10) is
magically locked. It can only be
unlocked by the Guardian
Skeleton (see Ar ea 11) or a spell; it
cannot be picked. The door will
unlock if the key from Ar ea 12 is
carried into Ar ea 10.
Chiseled on the east wall is
another statement (see Th e
Su r r en der , page 37) from Xam to
trespassers. The text reads:

Take your rewards.


Enjoy the victory.
Leave my remains in
peace.
The surrender is Xam's attempt to
trick the PCs into thinking they
have won and found his treasure.

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

Let MErest in peace.


Youwill findnorest here.
Leavenow.
Youwill findnopeacehere.
Your boneswill beMINE.

Xam 's An ger

I will show nomercy tothieves.


Leavewhileyouarestill breathing.
Deathwill beyour rewardfor staying.

Permission is given to make a printed copy of this document for players.


Th e Br ibe

What isyour lifeworth?


How muchwouldyoupay for another day amongthe
living?
Takeyour fill andleave. Therewill benomorewarnings.

Th e Su r r en der

Takeyour rewards.
Enjoy thevictory.
Leavemy remainsin peace.

Permission is given to make a printed copy of this document for players.


Xam 's Tr easu r e List
Pile #1 Pile #9
600 gp 70 gp
Gems - azurite (10 gp), chrysoberyl Magic Item - 1x magic sword
(80 gp)
Pile #10
Two-handed sword
800 sp
Chainmail armor +1 AC
Gems - diamond (200 gp), ruby
Pile #2 (100 gp)
350 gp Pile #11
Gems - blue quartz (20 gp), Coins
hematite (15 gp)
1200 gp
Mace, silvered
Magic Item - 3x Potion of Healing
Pile #3
Pile #12
30 pp
60 pp
Gems - hematite (15 gp)
Strange Idol (see page 20)
Pile #4
Pile #13
12000 cp
21 gp
Magic Item - 1x random ring
Leather Armor +1 AC
Pile #5
Pile #14
1700 sp
700 sp
Pile #6
Magic Item - 4x spell scrolls
460 gp
Pile #15
Magic Item - 1x random wand
50 gp
Pile #7
Gems - emerald (75 gp), sapphire
40 pp (125 gp)
Pile #8 Pile #16
400 gp 8000 cp
Full Plate
Odd Pages of t h e Lau gh in g Dr u id
Af t er h er deat h , Tau r i Win dr u n n er 's t each in gs ar e st ill
available t o dr u ids look in g f or an sw er s...
Cover M agic Com plicat ion

Roll 1d4 Roll 1d4 Roll 1d4


Pressed bark covered in A druid who casts a spell After a spell is cast
palm fronds and an holding this book may outdoors while this book
image of the moon on heal an ally of 1d4 hp is in a druid's possession,
the cover created from once per day. there is a 1-in-6 chance a
rose petals. large wolf will appear.
Spiderweb string used as Any allies within 10' of Casting a spell while
thread to hold together a the druid holding this holding this book has a
front and back cover book when a spell is cast 1-in-6 chance of changing
made of baked mud. gain +1 to their next the holder 's alignment
saving throw. (random)
Accordion-style spellbook Once per day, a chaotic One random ally within
made from a single giant druid casting a spell 15' of the holder after a
oak leaf folded into while holding this book druid spell is cast must
twenty parts. gains infrared vision for save ver su s spell or be
one hour. stunned for 10 minutes.
Wheat grass glued A lawful druid holding After a druid spell is cast
together with pine tar this book can detect by the holder, there is a
and a spine made from undead within 60 feet. 1-in-6 chance all leather
the bone of a wolf. armor within 30' will
become useless.
Lone
Ex p l o r er
d4 - Nam e d4 - Class
1 Finska Bellsong 1 Barbarian
2 Prit Stoneheel 2 Fighter
3 Tasilor "Red" Crosswing 3 Ranger
4 Eckish Silvercloud 4 Knight (no liege)

d6 - Will be f ou n d... d10 - Task (if ask ed)


1 ... fighting three brigands 1 Looking for work
2 ... taking shelter from storm 2 Searching for a wanted assassin
3 ... fishing on a lake 3 Following a map to a tomb
4 ... injured and near death 4 Returning stolen item to a royal
5 ... starting a bar fight 5 Selling a magic item
6 ... repairing armor 6 Given a quest by a temple
7 Hunting a vampire
8 Hunting a werewolf
d6 - Special Kn ow ledge
9 Needs a curse removed
1 Knows location of a vampire 10 Taking an ally's remains home
lair (three-day's walk)
Discovered a hidden dwarven
2 tomb (two-day's ride away) d8 - Secr et
Owns map of secret path to 1 Bitten by a werewolf
3 goblin village
2 Child of a wanted traitor
Has an ally in town (powerful 3 Part owner of a reviled tavern
4 level 9 magic-user)
4 Cursed by a hag
Owed a favor by local temple 5 Disgraced former cleric
5
(resurrection or healing) 6 Controlled by intelligent sword
Aware of escort duty 7 Hiding a Thieves' Guild runaway
6 opportunity that pays well Former member of bandit gang
8

T h i s BONUS p age o f Ran d o m Ch ar t s & T ab l es i s sp o n so r ed b y


Deck o f T er r i b l y Br o k en Bo d i es
Near an d Far
d6 - Ar ea 1
1 Small village
2 Abandoned graveyard
3 Haunted forest
4 Lake and fishing village
5 Active mine
6 Hills and goblin outpost

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

T h i s BONUS p age o f Ran d o m Ch ar t s & T ab l es i s sp o n so r ed b y


Vast Gr i m m
Br ew
a
Po is o n
d4 - Assassin s Gu ild Sou r ce d4 - Nick n am e
1 Gella's onions 1 Troll Sweat
2 Tranbell Tree berries 2 Medusa's Breath
3 Redfire Bush seeds 3 Heart Shaker
4 Dark onion roots 4 Turtle Ink

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

d10 - Ef f ect (let h al: save-ver su s-poison or die)


1 Non-lethal -- Puts target in a coma that lasts 1d4 days
2 Non-lethal -- Strength stat -4 for 1d8 days (max drop to 8)
3 Non-lethal -- Dexterity stat -2 for 1d8 days (max drop to 10)
4 Non-lethal -- Sensitive to light for 1d8 days (-4 attacks in daylight)
5 Non-lethal -- Permanent loss of Constitution (-1 to stat)
6 Lethal -- target dies in 1d4 days ( without magical intervention)
7 Lethal -- target dies in 1d8 days (without magical intervention)
8 Lethal -- target dies in 1d4 +10 days (-1 STR each day)
9 Lethal -- target in 1d4 days -- effect is contagious by touch
10 Lethal -- target dies immediately

T h i s BONUS p age o f Ran d o m Ch ar t s & T ab l es i s sp o n so r ed b y


L o r d s o f Ru i n
T H E AL L Y
BARBARIAN
d6 - Secr et d6 - Special Sk ill
1 Afraid of coffins 1 Pick pockets (level 1 thief)
2 From family of thieves 2 Expert forager (3-in-6)
3 Blind in one eye (-1 attack) 3 Bellow (same as cause fear)
4 Outcast of native people 4 Battle heal (+1 hp after combat)

5 Clumsy (cannot move silent) 5 Immune to charm


6 Brewer of poisons 6 Spot weakness - +1 attack

d8 - Advan t age d8 - Disadvan t age


1 Level = Party avg +2 1 Superstitious (Magic Saves -4)
2 Speaks 2x random languages 2 Refuses to wear armor
3 +2 on all attacks vs undead 3 Disliked by half-orcs
4 Max encumbrance 1800 coins 4 Always attacks undead
5 Intimidate (-15% equip costs) 5 Will not defend magic-users
6 Strength 19 (+4) 6 Will not enter a graveyard
7 Toughened - +1d4 hp 7 2-in-6 - picks fight in a tavern
8 Protective of clerics 8 Cold weather -1 on attacks

d10 - Weapon (s) & Possession s + 1d8* 10gp


1 Two-handed sword, shield
2 Battle axe, chainmail, shield, Survivor 's Pack (page 8)
3 Hand axe, leather armor, Hunter 's Pack (page 8)
4 Short sword, leather armor, shield
5 Sword, hand axe, chainmail
6 Battle axe, leather armor, 4x torches, rations (5 days)
7 Short sword, chainmail, 50' rope, Survivor 's Pack
8 Two-handed sword, chainmail, lantern, 10x torches, oil flask (x3)
9 Javelin, 2x daggers, leather armor
10 War hammer, chainmail, Survivor 's Pack

T h i s BONUS p age o f Ran d o m Ch ar t s & T ab l es i s sp o n so r ed b y


CANDL E: Fan t asy Au d i o M agazi n e
OPEN GAM E LICENSE Ver sion 1.0a 9. Updating the License: Wizards or its designated Agents may publish
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