Delver 1 Final For Printer
Delver 1 Final For Printer
Shat t ered 4
Fist
Monast ery
3
2
Level
1 1
6 7
S 8
10 9
Created by James Floyd Kelly
1st Printing
d12 - Wh at m e k n ow...
1 Me found secret door in wall but me too big. Me show you!
2 Me show you shiny sword! (random magic sword OR standard sword)
3 Sleepy friends nearby! (dead party with loot)
4 I know water place. Clean water! (natural spring)
5 Me hurt in trap. Me show you trap!
6 I see bag like yours. Show you! (random adventurer pack)
7 Ugly things nearby. Want me show you? (wandering or lair creatures)
8 You want go deeper? Me know staircase down.
9 I find this. Want it? (random magic wand or staff)
10 Me trade. Tiny sword for that! (+1 dagger for random PC item)
11 Fingers big! Cannot open! (random magic potion bottle)
12 Chest hurt me! Stings! You open? (trapped chest, random treasure)
3
L i st en ! Yo u Sm el l
So m et h i n g?
d4 - Wh at ? d6 - Sm ell
1 Smell - roll on d6 chart 1 Something died!
2 Sound - roll on d8 chart 2 Something is burning...
3 Sight - roll on d10 chart 3 That smells like cooking.
4 Roll on d12 chart 4 That's fresh air!
5 Smells like sulfur...
6 Smells like rain...
d10 - Sigh t
1 Flicker of a flame
2 Shifting shadow d8 - Sou n d
3 Fleeing rats 1 Clank of metal
4 A door closing 2 A scream
5 A foot? Maybe a claw? 3 Claws scraping on stone
6 A ripple in a puddle 4 A growl
7 A plume of smoke 5 Running water
8 A glow around the corner 6 A howl
9 A pair of glowing eyes 7 Something large running
10 Movement in corner 8 A laugh
6
"St range
Place f or a
Crat e..."
d4 - Con dit ion d4 - Sealed?
1 Falling apart, holes 1 ... with nails only
2 Good but weathered 2 ... nails and padlock
3 Missing planks 3 ... strong chains
4 Perfect condition 4 ... magically warded
d12 - Con t en t s
1 Moldy scrolls & blank journals, broken quills, shattered ink vials
2 Dishware and cutlery (3-in-6 chance shattered), serving utensils
3 2d6 bolts of cloth (1-in-6 chance half moth eaten) - 3d10gp each
4 3d10 +10 arcane tomes - 2d10 gp each, 2d10 blank scrolls
5 2d10+10 long bows (1-in-6 chance half are destroyed)
6 4d10+20 gold bars (100gp each)
7 RATS! A swarm of rats attacks anything within 20 feet.
8 3x battle axes, 3x shields, 3x chainmail armor
9 6x crystal decanters (4d8+10gp each), 12x goblets (1d10gp each)
10 2d8+4 sacks of 100 gold coins!
11 ZOMBIES! 1d4+2 zombies crawl out of the crate!
12 Full plate armor, 1d4 long swords, 2d8 daggers, 1d4 shields
7
K eepi n g Wa t ch
10
11
Secret of
t he
Shat t ered
Fist
Monast ery
12
PLAYERS: DO NOT READ ANY FURTHER
Large blankets hang from the Secret Passage on west wall leads
western and southern doorways to Area 10. A small alcove holds a
to block light and sound. Two beds broken statue of an ancient monk
are against the north wall, one priest. A successful search (1-in-6
against the east wall, and one chance) of the statue will reveal
against the south wall. the switch that opens a hidden
door to Area 10.
Four (4x) members of the gang will
be sleeping in this room, with the
volume of snoring drowning out
Ar ea 9
all conversation. unless they have Arkoros Coldleap Lair. Wood door
been woken by Arkoros to go to (north, locked).
Area 4 OR the gang members in Ar k or os Coldleap
Area 6 had time to raise an alarm
(2-in-6 chance of waking the AC 5 [14], HD 2 (8hp), At t 2x
sleepers). Their weapons rest on a weapon (1d6), THAC0 17 [+2], M V
small table. 120' (40'), SV D12 W13 P13 B16
S14 (Thief 2), M L 12, AL Chaotic,
NOTE: For gang members, use the XP 20, TT V
bandit creature and game statistics
from the OSE books. The is the private bedroom of
Arkoros, leader of the gang. He
A ventilation hole in the southeast keeps the room locked when in or
corner of the room is covered by outside of it using a special key on
a loose grate. The hole leads to his belt. (This key also opens the
Area 16. The grate is covered by a lock to Area 4.) Inside are one bed,
heavy wool blanket to mask a foul a desk and chair, a wardrobe, two
odor. It will take one (1x) turn for a chests, and a collection of various
person to squeeze and crawl bladed weapons.
through the hole to drop into Area
16. It is possible to climb back up There is a 1-in-6 chance Arkoros
through the hole but will require a will be asleep if the adventurers
way to reach the hole that is 10' have not triggered the alarm in
above the floor. Area 4.
Arkoros keeps a collection of
scrolls in one chest and coins and
Ar ea 10
jewelry in the other. Private Meditation Chamber. Open
Roll 1d8 three times for each chest hallway (north) to secret passage.
and ignore duplicates. Originally used by the senior
Ch est 1 monks, this private room contains
the skeletons of six monks. Their
1 Protection from Magic robes are tattered and moth-eaten
and they have no possessions. A
2 Scroll of Cure Light Wounds number of threadbare mats are
evenly placed across the dusty
3 Protection from Undead
floor.
4 Scroll of Detect Evil A single carved statue of a jippac
tree (10' tall) rests near the center
5 Treasure Map: II
of the southern wall.
6 Scroll of Light The statue sits over a thin set of
7 Treasure Map: III stairs that descend to Area 11. The
gang has inspected the statue
8 Scroll of Shield numerous times but has never
discovered the secret. An
inspection of the area will reveal
Ch est 2 that the statue can be easily
pushed by one person if two
1 1d4 x 1000gp individuals are kneeling on the
two mats nearest the statue.
2 2d4 x 1000sp
A successful inspection of the
3 2d4 x 1000cp skeletons reveals bite marks on
various bones and hint at the
4 1d8 gems (50gp each)
cause of death.
5 Jeweled crown (1500gp) The statue must be returned to its
original position from the stairs (to
6 Gold ring (400gp)
Area 11) OR someone remaining
7 Ruby necklace (600gp) in Area 10. This is done by using a
lever that is visible to someone on
8 Magic ring the stairs or by someone in Area
10 pushing the statue back.
19
until they attack. Immune
Ar ea 11 to effects that affect living
Hall of the Enlightened. Wood door creatures (e.g. poison).
(east, unlocked) and stairs up to Immune to mind-affecting
Area 10. Twelve statues of various or mind-reading spells (e.g.
monks in meditative poses. A charm, hold, sleep).
large crack on the floor extends
towards a larger fracture in the Ar ea 12
north wall.
Split Hallway. Wood door (west,
This large room was designed to unlocked) and two open doorways
celebrate ancient monks but now to Areas 13 and 14.
feels like a tomb. Horrific smells
The quantity of debris in the
come from the direction of the
northwest and southwest corners
eastern door.
of this hallway is enough to block
Investigating the crack on the one of the open doorways (to Area
north wall reveals a single (1x) 13 or Area 14), but not both.
eldritch shambler that will exit the
There is a 2-in-6 chance the noise
fracture and attack.
from this action will alert the
eldritch shamblers in the nearest
Eldr it ch Sh am bler
Area to the barricade.
A dark-magic-powered zombie
Peering around a corner into Area
with increased chance of infecting.
13 or 14 may alert the eldritch
AC 8 [11], HD 2* (9hp), At t 1 × shamblers if an adventurer is
weapon (1d8, no weapon), THAC0 spotted.
18 [+1], M V 60?(20?), SV D12 W13
P14 B15 S16, M L 12, AL Chaotic,
XP 25, NA 2d4 (4d6), TT None
- M agical In f ect ion : On a
successful attack, target
must make a save vs.
poison. On failure, target
becomes an eldritch
shambler if it dies.
- In it iat ive: Always lose (no
roll).
- Un dead: Make no noise,
20
pouch containing 1d4 gems (20gp
Ar ea 13 each).
Living Quarters. Wood door (south
- unlocked, north - locked) and two Ar ea 15
rotten beds with ruined blankets.
Living Quarters. Wood door (north -
A single ancient corpse on the unlocked) and five rotten beds
floor is surrounded by 1d4+1 pushed up against the north door.
eldritch shamblers.
Five eldritch shambler corpses are
If the adventurers pull back and piled against the south wall.
any combat takes place in Area 12,
A single skeleton wearing monk
this will draw the attention of any
robes rests on a bed with arms
eldritch shamblers in Area 14. The
crossed and holding a journal.
eldritch shamblers cannot open
doors. Searching the corpses (these are
the adventurers the monks gave
Ar ea 14 sanctuary) reveals the following:
2d8 Iron rations
Living Quarters. Wood door (south
1d4 coils of rope (50')
- unlocked, north - unlocked but
1d8 oil flasks
st u ck - r equ ir es For cin g) and two
1d4 torches (6)
rotten beds with one monk corpse
1 lantern
underneath each bed.
1 short bow
One eldritch shambler sits on the 1d4 sword
floor against the north door. small chest - 1d4 x 1000sp
Another eldritch shambler rests backpack - 1d8 gems (500gp each)
against the south door. 1d4
The journal contains information
additional eldritch shamblers sit
on the day-to-day activities of the
on the floor.
monastery, but the last page
If the adventurers pull back and contains a final statement from
any combat takes place in Area 12, the monk who chose to stay
this will draw the attention of any behind in Area 15.
eldritch shamblers in Area 13. The
eldritch shamblers cannot open
doors. NOTE: If the journal is recovered,
provide a copy of Handout 1 to the
A search of the corpses will reveal
players.
a +1 dagger and a small leather
21
Ar ea 16 Ar ea 18
Living Quarters. Wood door (south Training Room. Wood door (west -
- locked, north - unlocked) and two unlocked, south - unlocked).
broken beds that have been piled Tapestry against east wall.
against the north door.
This room was used for combat
NOTE: If an adventurer used the training by the monks; seven
ventilation hole in Area 7, a grate staves of various length hang on
will be on the floor. Otherwise, the the walls.
grate will be in the ceiling. This hole
Trapped in this room is the gh ost
can be used as an exit to Level 1 if a
of a former monk, Hilk, who died
way to reach the 10' high ceiling can
in combat with a number of
be found.
eldritch shamblers. The ghost will
This room is empty except for the appear to anyone who enters the
broken beds stacked against the room and prevent them from
north door. moving forward to Areas 20 and
21.
Ar ea 17 Hilk will attempt to communicate
Closet. Wood door (east - with the adventurers to determine
unlocked, south - unlocked). their intentions. If the adventurers
give any answer other than to
Two simple but moth-eaten robes either cleanse the monastery of
hang on pegs on the north wall. A the evil creatures or deliver Janda's
search of the robes reveals a sash Fist to the Temple of Janda, the
that is in perfect condition. ghost will attempt to scare using
its Aura of Fear ability. It will not
Tr ain in g Sash ever use its draining touch ability.
When worn by a lawful individual, Finally, Hilk will use non-lethal
once per day the wearer may damage against all adventurers in
make a Dexterity ability check an attempt to make them flee if he
during combat to dodge and avoid is not pleased with their answer.
1d3 damage of any type. If Hilk gets the answer he wants,
The sash is -1 AC for a chaotic he will smile and dispel and leave
wearer, although the dodge ability the monastery forever.
may still be attempted once per
day.
22
Ar ea 19 Ar ea 20
Storage. Wood door (west, secret Preparation Hallway. Wood doors
door). Tapestry on east wall. (north - unlocked, south -
unlocked).
A single tapestry runs along the
entire eastern wall. It depicts an There is a 1-in-6 chance that
ancient monk negotiating a peace Vaggek t h e Sh am bler may make
agreement between a human king a noise that is heard by anyone
and an orc warrior. listening at the south door.
23
palm, a foot, a staff, and a
Ar ea 21 kneeling figure.
Chamber of Janda the Wise. Wood The granite circle with the foot
door (north - unlocked). must be placed against the flat
The walls are scratched and surface of the secret entrance
destroyed in many areas from (hidden behind the curtain in Area
decades of mindless attack. Dried 18) to dispel the magic ward. If an
blood streaks cover the floor and incorrect granite circle is placed
walls, all leading to a huddled against the surface, the holder
mass crouched on a raised must save vs. paralysis or be
platform near the south wall. paralyzed for 6 turns (one hour).
Jan da's Fist (+1 Mace) was The clue to picking the correct
removed from this chamber by the granite circle is in the statement
monk who chose to remain on the final page of the journal -
behind while the last six monks "As followers of Janda the Wise, we
sealed off the lower chambers all walk the path of understanding.
(Levels 1 and 2) to contain the And now... as I feel my life draining, I
magical sickness. The monk was know I take the first step towards my
concerned that the magic of the destiny. I trust my brothers and
mace might empower the eldritch sisters of Janda will take that first
step as well."
shamblers after seeing what it did
to the sick adventurer who If the players do not discern the
stumbled into this room. She words "walked" and "first step" as
removed the mace, sealed the sick clues to pick the granite circle with
adventurer in the room, and then the foot, the Referee may allow an
hid the mace in Area 19 before Intelligence check made in Area 21
sealing the secret entrance with a to reveal the secret.
powerful ward and then Between the door and the
barricading herself in Area 15. pedestal with the granite circles is
The secret to dispelling the magic a single creature on the raised
ward is found in this room and in platform; this eldritch shambler
the last page of the journal (Area recalled his identity after being
15). further corrupted while in close
proximity to the +1 mace. His
On the pedestal near the south
mind is damaged and he will not
wall are five fist-sized circles of
relent from his attack against any
carved granite. Each circle has a
intruders to this room.
symbol chiseled on one side. The
symbols are a closed fist, an open
chance, however, that the heroes
Vaggek t h e Sh am bler
may not discover the secret
This eldritch shambler was entrance to Area 19 or may not be
formerly a fighter named Vaggek. able to decipher the clues in the
The sickness turned him into a journal to find and retrieve the
shambler, but exposure to the mace.
magic of Janda's Fist has provided
It is up to you, the referee, how
him with intelligence and he
much help you wish to provide
desires nothing more than to be in
with finding the hidden location of
the presence of Janda's Fist to
the mace.
further his corruption and add to
his power. If the mace is recovered, an
additional adventure can revolve
AC 7 [12], HD 3* (13hp), At t 1 ×
around the mace being returned
weapon (sword +1), THAC0 17
to the Temple of Janda if the
[+2], M V 60?(20?), SV D13 W13 P14
adventurers decide not to keep it.
B15 S16, M L 12, AL Chaotic, XP 55,
NA 1 (1), TT T Additionally, an adventure can be
created to revolve around the
- M agical In f ect ion : On a
source of the original sickness
successful attack, target
brought to the monastery by the
must make a save vs.
original adventurers. A hint or clue
poison. On failure, target
could be provided by a map or
becomes an eldritch
piece of parchment found on
shambler if it dies.
Vaggek's corpse (if he is defeated).
- Un dead: Make no noise,
until they attack. Immune There should be enough treasure
to effects that affect living recovered in this adventure to get
creatures (e.g. poison). some of a six-member group of
Immune to mind-affecting level 1 characters to level 2. If you
or mind-reading spells (e.g. feel the players have played well
charm, hold, sleep). and should all level up, it's a
simple matter to add some secret
treasures held by the monks to
Fin al Not es Area 19.
The most successful adventurers
will rid the old monastery of all
shambers and find the hidden
mace, Janda's Fist. There is a
25
Han dou t 1
31
WANTED
Dr og
Tr ol l
9 f eet
Red eyes
cl ub
450 gol d
Print out Wanted poster on white paper. Brew two cups of tea or coffee,
wait to cool. Pour liquid into cooking pan or plastic bin. Soak printed
Wanted poster in liquid for 20 minutes. Remove and let dry. (Placing under
something heavy will prevent curling. Crumple paper before soaking for
distressed look.)
T H E AL L Y
CLERIC
d6 - M ot ive d6 - Ult im at e Goal
1 Views party as honorable 1 Forgiveness
2 On a holy quest 2 Greater knowledge
3 Vision of helping the party 3 Fight evil where it exists
4 Seeking redemption 4 Finance new temple
5 Repaying a debt 5 Return a holy relic
6 Seeks knowledge of evil 6 Convert a party member
35
As an Old School Essentials
Referee, we should always strive
to provide the players who
choose a seat at our table a
memorable few hours of
escapism and enjoyment. Our
players could choose other
hobbies in which to spend their
time, but for those of us lucky
enough to fill the chairs around
us with players who are anxious
by Jam es Floyd Kelly to play, we need to recognize
that they have come to the table
with a variety of expectations. Some are looking for glorious combat and
battles that they will be able to talk about for weeks to come. Other
players come for the mystery, not knowing whether the night will bring
fame and fortune? or the end of their favorite adventurer. And some
players come for the camaraderie and social part of the game, looking to
spend a few hours with friends (or strangers who they hope will become
friends by end of game) to have some laughs and maybe some
nail-biting moments when the dice aren?t going their way.
Whatever the reason your players have joined you for the night, count
yourself lucky as a referee that you get to enjoy the next few hours with
them as an epic adventure begins, continues, or even ends. During our
game session, there are so many things that we, the Referees, are called
upon to do in terms of the game?s rules and story. We?ve got a lot on our
plates to track and remember, so I?m hesitant to add more TO-DOs to the
list. Let?s just call them discussion points at The Referee Roundtable.
It ?s a Fan t asy Gam e - Locales Sh ou ld be Fan t ast ical
When your players enter a tavern, is it just a tavern? Bartender? Check.
Barmaid? Check. Sulking stranger in the corner? Check. Or maybe you go
a few extra steps and add a bard singing bawdy tunes and two dwarves
arm wrestling in the corner and being watched by a menacing hooded
figure near the door? Don?t get me wrong; there?s nothing wrong with
this tavern. Let?s be honest here, though? it?s just a tavern.
36
But remember this - we are playing a fantasy roleplaying game! Yes,
there are rules for this game, but this game resides in a world filled with
dragons, sorcerers, magic swords, lost tombs, haunted forests, and
castles in the sky. If this is the world the characters live in, why do we
(Referees) often give our players the most mundane locales in which to
visit?
We?ve all seen amazing fantasy artwork from artists who don?t limit
themselves to painting simple landscapes or buildings. A wizard tower
stretches high into the sky and bends in the wind. A dragon slumbers at
the base of a mountain, blocking access to the yawning mouth-shaped
dungeon entrance. An ice-city is reflected in a frozen lake filled with
trapped ships of the most unusual design.
Here?s my point. We need to stretch our
imaginations and our descriptions for
the sake of our players. A tavern
shouldn?t be JUST a tavern? not in a
world like the one you?ve created and
your players are inhabiting. Your
players should come out of the woods,
drawn by the smell of cooking and the
hint of music to find a gravity-defying
structure of multiple levels with a few
crumbling walls that have been
converted into tables with wood planks
dropped over stones. A bartender on
the second level of the structure lowers
drinks by buckets to the patrons who drop coins into the buckets to pay
for the next round. An underground spring feeds a steady flow of fresh
water down a trough that has been built to water the horses at the base
of the odd-looking establishment. The barmaid? She?s harnessed into a
strange contraption of ropes and pulleys that allows her to drop down
with food from an unseen kitchen that appears to be up on the fourth
level. And that third level? A darkness, probably magical in nature, floats
like a fog to cover the secret negotiations and dark plans being discussed
by those individuals who pay for the privacy it provides.
Is this a tavern to which your players might want to return from time to
time? If so, think about what they?ll be expecting when it comes to
castles, strongholds, and dungeons! If a tavern can be epic in nature, just
imagine what can (and should) be done with all the mysterious and
dangerous locations that blanket your world.
Now, if you?re getting a bit nervous about the time and energy you will
have to spend to create such fantastical locales, keep in mind that you
will also get a payoff for your efforts: all of these epic sites that your
players will encounter contain potential
adventure hooks and jumping off points
for future sessions. As the Referee, the
more fantastic the locale, the more
breathing room you give yourself to
improvise believable situations when it
comes to NPCs, rumors, secret chambers,
traps, and more.
Remember ? it?s a fantasy game. Make it
difficult for your players to compare the
people, places, and things in this world to
anything in our real world.
Th e Ch eck list
The following is a simple three-step checklist for helping you to turn a
mundane location into an EPIC setting that will have your players
wanting to explore every nook and cranny.
- Give you r locale a w or t h y n am e
It?s not a monastery. It?s the Ringed Walls of the Shattering Fists. That?s
no magic shop. That?s Belinstra?s Wondrous Potions & Tonics.
- Give you r locale t h r ee u n u su al ch ar act er ist ics an d t w o
u n f or get t able on es
An unusual characteristic is something that might require an adventurer
to look around or accidentally stumble upon; A mirror that reflects a
character ?s best trait in an exaggerated manner? or maybe a door that
requires a bad joke to be told before opening. Three of these and your
almost done.
An unforgettable characteristic is something that a character would
never miss; constant snow falling from the ceiling of the Chapel of
Infinite Thunder (see what I did there?), a mile-high cyclone of fire in the
center of a grassy field, or how about a forest filled with a hundred
animated vines that each grip a weapon taken from the hands of dead
trespassing adventurers? Two of these, and the players will never forget
their visit.
- Give you r locale a m em or able NPC, cr eat u r e or f ocal poin t ?
or an y com bin at ion
This one depends on the locale, of course. Not every locale will be
inhabited, for example. An NPC waiting patiently for the heroes in a
just-excavated treasure room seems a bit of a stretch. Likewise, the
players might question an encounter with an undead minotaur in the
waiting room of the town mayor ?s elegant new home.
Here?s a trick; if you think the players will be expecting one thing, give
them the opposite. The warm and cheerful tavern should probably have
an equally kind bartender, right? Not tonight. The fountain flows with a
foul-smelling and stagnant water that is probably poisonous, but a dip in
the pool can remove a curse and heal all wounds. And what will the
players do when the cobweb-covered skeleton offers to guide them
through the maze of caverns in exchange for a song that reminds it of its
days as a minstrel?
Con clu sion
The old phrase ?the secret is knowing when to stop,? certainly can apply
to your game; it?s not necessary to make each and every location in your
world the most magical and wondrous of places, but given the world
these characters inhabit, no one will blame you if you try. Your players
haven?t come to the table looking for the common or the expected. Their
adventurers live in a world filled with magic and danger and mystery? so
give them all those things. And lots of it.
39
M ERCH ANT
BINGA
d6 - Locat ion d6 - Open t o Haggle?
1 Blanket in alley 1 No
2 Town center tent 2 Only with a magic-user
3 Mule-pulled cart 3 Never with a fighter
4 Tavern corner booth 4 Only with a cleric
5 Merchant wagon 5 Never with a human
6 Storefront 6 Always
TOWN M I LI TI A
41
Ri n g of
L au gh i n g A xe
t h e H eal er
W an d of
N i gh tm ar es
No more being stumped for book titles - the next time your players ask for the title on a found book, you'll be ready!
OPEN GAM E LICENSE Ver sion 1.0a 9. Updating the License: Wizards or its designated Agents may publish
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2. The License: This License applies to any Open Game Content that
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and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
under and in terms of this License. You must affix such a notice to any Open
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Game Content that you Use. No terms may be added to or subtracted from
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3. Offer and Acceptance: By Using the Open Game Content You indicate Old-School Essentials Advanced Fantasy: Referee's Tome © 2020 Gavin
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Delver offers Referees of Old-School Essentials
a mix of useful resources for enhancing their
game sessions and campaigns. Inside, you'll
find aids such as random charts, articles,
new magic items, and props.