KEMBAR78
Delver 1 Final For Printer | PDF
100% found this document useful (2 votes)
1K views48 pages

Delver 1 Final For Printer

Uploaded by

wbland.mt
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
100% found this document useful (2 votes)
1K views48 pages

Delver 1 Final For Printer

Uploaded by

wbland.mt
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/ 48

t he

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

Content copyright James Floyd Kelly © 2021

Old-School Essentials is a trademark of Necrotic Gnome. The


trademark and Old-School Essentials logo are used with
permission of Necrotic Gnome, under license.
WELCOME! CONTENTS
Thank you for your That Ogre is Waving 3
Listen! You Smell Something? 4
support of the first issue Strange Map 5
of Delver. My goal is to Gurch's Anvil 6
provide referees of Old- Strange Place for a Crate 7
Keeping Watch 8
School Essentials with a That Skeleton Looks Familiar! 9
number of resources in A Shady Character 10
each issue that they can Ixra's Wondrous Tomes 11
Secret of the Shattered Fist Monastery 12
drop into their games. Nemesis: Fighter 30
Strange Statue 31
I welcome your feedback, Wanted 32
The Ally: Cleric 33
and I'd love to know what The Auction House 34
kinds of resources you The Figure in the Corner 35
find most useful and The Referee Roundtable 36
Merchant: Binga 40
would like to see in future Town Militia 41
issues of Delver. Agnaddob's Artifact Emporium 42
Library of Niloshis Whisperwalk 43

I can be reached at:


jimsworkshop@fastmail.com

James Floyd Kelly


Publisher, Delver
Atlanta, Georgia
July 2021

Some artwork provided by Vecteezy.com and watabou


T h at Ogr e
i s W avi n g!
d6 - Nam e
1 Hurgy. Me a guide!
2 My name Marp the Strong
3 Me Brave Talcor!
4 Prox help you!
5 Call me Kriket.
6 Me not have name.

d8 - I h elp you ... d8 - I n eed...


1 You need guide? 1 food
2 I strong. Protect you. 2 weapon
3 I know way through! 3 shiny stuff (3d8gp will do)
4 What I help with? 4 help find home.
5 Need strong ogre? 5 help find friend, Lurg.
6 I fight for you. 6 Hurt! (1d8 hp healing)
7 Me carry stuff! 7 water
8 Me go in first. Always. 8 shield

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

d12 -- Th is can't be good...


1 A pile of skeletons in the corner smelling of garlic
2 An freshly extinguished campfire with splatter of blood on the ground
3 The beginnings of a snare trap that looks unfinished
4 Wet footprints of an unknown creature on the floor
5 The words "Leave Now!" on the wall and written in blood
6 A torn backpack with a flask of water leaking over the floor
7 Three smoking candlesticks in the far corner
8 A swarm of rats scurrying over a fresh corpse
9 A tremor beneath your feet and blast of warm air from the south
10 A door slam followed by someone screaming "No! Nooooo!"
11 A dead adventurer staked to wall and "Trespasser " written above him
12 A glowing magical rune that slowly fades on the north wall
4
Print out map on white paper. Brew two cups of tea or coffee, wait to cool.
Pour liquid into cooking pan or plastic bin. Soak printed map in liquid for
20 minutes. Remove and let dry. (Placing under something heavy will
prevent curling. Crumple paper before soaking for distressed look.) 5
d6 - Wor k in g on d6 - Negot iable?
1 ... a shield 1 No haggling!
2 ... a short sword 2 Okay... 10% discount.
3 ... chainmail armor 3 Anything to trade?
4 ... a battle axe 4 20% is best I can offer.
5 ... a two-handed sword 5 Make me an offer.
6 ... plate mail armor 6 30% off and a favor?

d4 - Gu r ch's M ood d4 - Weigh t


1 Cordial and chatty 1 +10% (in coins)
2 Grumpy and curt 2 No change
3 Frustrated but determined 3 -10% (in coins)
4 Focused and excited 4 -20% (in coins)

d12 - Th is m on t h's specials... (x3 r olls)


1 That battle axe over there has an extra sharp edge! +2gp, +1 damage
2 I can lighten your shield up a bit! 1gp, -5% weight (in coins)
3 That's my last spear... half off just for you.
4 My best sword this month! +1gp, +1 damage
5 Don't get many requests for dwarf plate mail. All yours for 30% off.
6 I don't remember making that mace. -1gp
7 Tell you what, you buy those 12 iron spikes, I'll toss in 6 more for free.
8 Yeah, that crowbar didn't come out quite like I wanted. 5gp
9 You like that old lantern? How does 3gp sound?
10 That small iron box is only 7gp if you need some storage.
11 I've got a saw over here that'll cut through hard elven oak. 2gp
12 Sure I've got some pots and pans. Who does your cooking? 2gp

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

d6 - Obser vat ion s d6 - Give it a pu sh !


1 Are those claw marks? 1 Something rattles
2 Stinks of fish! 2 Did something break?
3 What's that writing? 3 It's heavy!
4 Is that the King's seal? 4 I think it's empty...
5 What's that green stuff? 5 Did you hear that?
6 Shuffling noise inside? 6 This thing isn't moving.

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

d6 - Weat h er d4 - Near by Sou n ds


1 Cold but clear skies 1 Quiet, no animal sounds
2 Light drizzle, cloudy 2 Howling and scratching
3 Warm, full moon 3 Movement in brush
4 Cool, storm clouds close 4 Growling and tearing
5 Cold and windy
6 Cool with heavy fog
d10 - Fou n d on Pat r ol
1 Quiver and six arrows
d8 - Seen on Pat r ol 2 Waterskin, empty
1 Fallen columns/ruins 3 Strange animal carcass
2 Freshwater spring 4 Two spears in a tree
3 Mama bear and cubs 5 A dirty cloak; 20gp inside
4 Giant hawk circling 6 Hilt from broken dagger
5 Pack of jackals hunting 7 A bag of nails
6 Smoking campfire 8 A giant snail shell
7 Old campsite and debris 9 An ancient monolith
8 Cave entrance 10 Skull of a giant

d12 - St r an ge (bu t Dist an t ) Sigh t s an d Sou n ds


1 Dragon outline emerging through a distant cloud
2 Six dark figures on hill with torches, marching single-file
3 Blue and red lightning strikes originating from two figures dueling
4 An active lighthouse near no known body of water
5 A lone citadel with a single lit windows that flickers with shadows
6 A music-playing merchant's wagon rolling silently down unseen road
7 Screams of an obviously undead creature... or ten
8 The voice of a woman singing; the sound comes from the clouds
9 A distant thunderstorm; the lightning display reveals a marching army
10 A flying sailing-ship heading south towards a known body of water
11 A goblin funeral procession with burning effigy of the deceased
12 Two orcs stalking a lion; four lionesses are stalking the orcs
8
Tha t 1
d6 - Class
Fighter
Sk el et o n 2
3
Magic-User
Cleric
Lo o k s 4 Thief
5 Dwarf
Fa mil ia r ! 6 Elf

d4 - Recept ion d4 - For m er ly


1 Friendly and speaks! 1 ... a rival
2 Wary and on guard 2 ... a friend
3 Confused, mumbling 3 ... an old party member
4 Violent, non-speaking 4 ... a famous delver

d8 - Possession s (r oll 2x, r e-r oll du plicat e)


1 Class-specific random armor (if allowed)
2 Class-specific weapon (choose or roll random)
3 Magic ring (choose or roll random)
4 Light backpack (roll 1x on Pack Contents table)
5 Lantern (1-in-6 chance broken)
6 Medium backpack (roll 2x on Pack Contents table)
7 Keyring (1d4 keys, 1-in-6 chance a key is useful on level)
8 Heavy backpack (roll 3x on Pack Contents table)

d12 - Pack Con t en t s (r e-r oll du plicat es)


1 Partial map of current level (no secret doors revealed)
2 1d4 flasks of lantern oil
3 1d2 torch bundles (6 per bundle)
4 Coil of rope (100')
5 1d6 vials of holy water
6 1d2 waterskin(s) - filled
7 1d8 rations (iron, 7 days)
8 +1 dagger
9 Vial of poison
10 1d2 single-spell scroll(s) - choose or roll random
11 Potion of healing
12 Treasure map (1d12 for Map Type)
9
d4 - Locat ion d10 - Of f er
1 Dark alley 1 Jeweled belt
2 Back of a wagon 2 Map
3 Far corner of a tavern 3 Oak wand
4 Beneath a bridge 4 Magic dagger
5 Spell book
6 Two spell scrolls
d6 - Ou t f it 7 Large gemstone
1 Dirty gray cloak 8 Strange lantern
2 Cracked leather 9 Jeweled gloves
3 Courtier clothing 10 Potion bottle
4 Faded guard uniform
5 Prisoner 's tunic
6
d12 - Special
Unusual shiny robe
1 Of f er it em is legit im at e
2 Item value: 4x paid amount
3 Of f er it em is legit im at e
d8 - Dem ean or 4 Item value: 3x paid amount
1 Friendly and smiling 5 Of f er it em is legit im at e
2 Suspicious and jumpy 6 Item value: 2x paid amount
3 Paranoid and quiet 7 Of f er it em is a f ake
4 Angry and hurried 8 Item value: 1/4 paid amount
5 Fidgety with a tic 9 Of f er it em is a f ake
6 Out of breath 10 Item value: 1/2 paid amount
7 Shifty eyes and a smirk 11 Of f er it em is a f ake
8 Threatening 12 Item is cursed

10
11
Secret of
t he
Shat t ered
Fist
Monast ery

An Old-School Essentials Adven t u r e


f or 4 t o 8 Level 1 Ch ar act er s

The disappearance of the monks of the Shattered Fist


Monastery has remained a mystery for over a century.
While the upper structures rotted and weathered and
finally collapsed, the lower structures have remained
intact with a single entrance hidden by sun-bleached
planks large stones, and other debris placed to
discourage the curious... and the adventurous.

12
PLAYERS: DO NOT READ ANY FURTHER

Referees, If you should choose to run the


game with higher level characters,
Secret of the Shattered Fist
you can consult the Referee's Tome
Monastery is a level 1 adventure
and roll for wandering monsters
for four to eight players. The
of a higher HD value to keep the
entire adventure should run
adventure challenging. For the
between 3-5 hours and can be
unique creatures, use your best
split over one or more sessions.
judgment for increasing armor, hit
The maps for the adventure can points, and special abilities.
be found on the inside of the front
Finally, you can place the
and rear covers; each room or
monastery close to an existing
area is numbered and
town or village
corresponds to a numbered listing
or drop it in a
in the following pages.
remote location;
It is recommended that you read it all depends on
through the entire adventure the challenge
before running it; this will allow you wish to
you a chance to make changes place before
based on your own gaming style your players.
and what your players expect
For new players,
from an adventure as well as to
consider providing a nearby town
familiarize yourself with the
that will allow the players to rest,
various creatures and NPCs that
heal, and stock up on torches,
the players are likely to encounter.
food, water, and other supplies.
There are a number of locations in
For more experienced players, a
the adventure that will make
remote location will force the
suitable places to "hole up" and
players to give serious
rest or hide. Players can also
consideration to supplies and
choose to leave the monastery
travel time as well as the number
and return at their leisure; the
of potential random encounters
monastery isn't going anywhere
on the road to the distant
and the creatures inside will be
monastery.
there when they return. This
makes this an ideal adventure for Ultimately, enjoy running Secret of
low-level characters. the Shattered Fist Monastery!
13
Th e St or y Th e Ru m or s
For centuries, the Shattered Fist It was widely rumored that the
Monastery trained monks in a monastery sat on top of an
variety of martial arts and spiritual ancient vault containing dark
challenges. All that came to an magic items that the monks had
end when the monks took in a sworn to guard for all time. The
group of wayward travelers, vault was also said to contain a
feverish and delusional, and gave massive amount of gold and
them sanctuary and a place to rest gems. While the monks did their
and heal. best to try and discredit these
rumors, their denial seemed to
The sickness the visitors brought
only increase the fervor of the
turned out to be incurable and
rumor-spreading.
more than the monks could
handle. As the number of healthy Th e Gan g
members dwindled and the
For the last year, a group of
strange sickness spread like fire
bandits has called the first level of
through the hallways and rooms, a
the monastery's basement their
handful of healthy monks lured
home. They commit crimes
the sick down beneath the
abroad and then use the
above-ground structure and
underground location as their
sealed up the lower levels of their
hideout. The gang has given up
monastery. The remaining monks
searching for the rumored vault
left a warning with a local family to
after many months of occasional
warn visitors away and then the
searches while lying low, and now
group fled into the night for parts
simply defends their domain from
unknown.
trespassers because it has served
Th e Dar k Secr et them well as a base.
The visitors and the monks who Th e Vau lt
fell to the sickness were struck
The vault isn't a vault at all, but a
with a magical sickness that kills
series of additional halls and
the living and then brings them
rooms beneath the first level. It
back as undead. These undead are
has only one entrance that was
unlike standard zombies, however;
hidden well before the monks
the sickness provides a bit of extra
abandoned the monastery. And it
strength and endurance to those it
is not empty...
kills... and a few random victims
return with a magical ability.
14
BEGINNING THE ADVENTURE sisters with a final rest and use
Janda's Fist to cleanse this area of
Referees should choose how to
some of the more nasty element,
best introduce the rumors of the
huh?"
lost monastery to their players. A
couple of adventure hooks are NOTES:
provided below that can help
1. Wandering monsters for Level 1
introduce the adventure.
will consist of gang members.
Following the adventure hooks are
Wandering monsters for Level 2
some notes for the Referee to
will be eldr it ch sh am bler s.
keep in mind as they run the
adventure. 2. There is a more difficult path
from Level 1 to Level 2 involving a
Adven t u r e Hook s
ventilation hole between Area 7
1. A found map (in a previous and Area 16. This can be used if
dungeon delve) has brought the the player are unable to locate the
players to the small village of hidden entrance to Area 10.
Raven's Heart. Some of the older
3. Ar k or os Coldleap (gang leader)
townsfolk recognize the spot on
will fight to the death. Because his
the map as the original source of
room (Area 9) has only one
the Shattered Fist Monastery that
entrance/exit, it may be possible
mysteriously closed its doors over
for players to find a way to
fifty years ago. The single-story
barricade him in if they wish to
structure burned to the ground
avoid him in combat.
during a lightning storm, leaving
behind nothing but rubble. 4. Area 11 can easily be used as a
place to rest and recover if the
2. A rumor and a handful of
door is not destroyed and is
stories of a magical mace (called
barricaded AND if the players
Jan da's Fist ) protected by a band
were specific in closing the secret
of monks have persisted in the
door in Area 8 and returning the
area for years. After buying a
statue (in Area 10) to its original
shivering and wet stranger a meal
closed position. Otherwise, there
recently, the adventurers were
is a risk of wandering monsters
handed an old piece of parchment
finding their way into the now
with directions to a specific spot
exposed opening of the
outside the village of Raven's
monastery and the cleared out
Heart. The stranger simply said
Level 1 areas.
"Maybe your kind and generous
souls can provide my brothers and
15
Ar ea 1 Ar ea 3
Entry Room. Stairs (west), two Loot Collection Room. Two wood
wood doors (north and south, doors (west unlocked, north
unlocked). locked).
Thick layers of dust and mold on Three tables and six chairs are
floor. Numerous footprints (old stacked with small crates and
and new) leading to and from both random items stolen by the gang
doors. Room also contains a mix from merchants on the nearby
of debris (stones, leaves, old cloth) roads. Two gang members will
pushed into all four corners. always be in this room taking an
inventory of the items; any
25% chance of finding lost lock et
valuable items will eventually be
(100gp) if room is searched.
moved into Area 4 using the key
1-in-10 chance 1d4 members of on the gang leader 's belt (Arkoros
the gang will moving through this Coldleap).
room every turn.
Roll 1d6 3x times on the following
NOTE: The total number of actual table (ignore duplicates) for the
gang members is generated valuable items in this room:
randomly in various areas.
1 Ornate gold ring (200gp)
Ar ea 2 Painting of a royal
2
North Hallway. Two wood doors courtesan (500gp)
(east and south, unlocked).
Bag of mixed 2d6 gems
3
A layer of debris (mostly crate (50gp each)
planks, ripped cloth, and
fragments of books) conceals a 4 Unidentified magic wand
single tripwire trap 5 feet north of
5 Fist-sized gold idol (750gp)
the southern door. If the tripwire
is triggered, a bell will ring and Four gold dishes (50gp
6
notify the 1d4 members of the each)
gang in Area 3 who will hide and
attempt to ambush anyone The lock on the door leading to
entering that room. Area 4 is a standard lock that can
be picked or an attempt may be
The debris in this area contains no
made to kick it in. This has a 3-in-6
valuables.
chance of drawing attention.
room (Referee's discretion to drop
Ar ea 4 a few valuable items in the mix), a
Locked Vault. Wood door (south, small chest in the room (unlocked)
locked and trapped). contains the following:
This room once served the monks 25%: 1d6 x 1000cp
as a meditation area, but the gang 30%: 1d4 x 1000sp
now uses it to store items they 25%: 1d4 x 1000gp
choose to keep. The room is filled 50%: 2d6 gems (25gp each)
with crates of various sizes, seven
unmatched chairs, and two desks. Ar ea 5
The furniture is piled with small
boxes, a mix of small and large South Hallway. Wood door (north,
crates, and eight backpacks. unlocked), two open doorways
with hanging blankets as cover.
A single-step platform to the north
has an empty altar that is stacked
with various clothing items. Ar ea 6
NOTE: All of these items have been Prisoner Room. Open doorways
stolen either from merchants or (east, south, covered by blankets).
families in the nearby area and are There are two (2x) unarmed gang
not of significant value. Players who members guarding a shackled
attempt to sell any of these items prisoner and gambling at a table
locally will most likely result in with dice (50gp). Their weapons
accusations of theft.
are on another table.
The door to this room has a The prisoner is a merchant named
magical ward on it that will alert Tygol Gr aypage who is being held
the gang leader, Arkoros Coldleap, for ransom. He isn't much of a
when it is opened. If the trap is fighter, but will reward his
spotted, a thief may attempt to
rescuers with 200gp each if he is
disable the trap. If the trap is not escorted safely back to a nearby
disabled, Arkoros (in Area 9) will town. If freed, he will make his
immediately move to Area 4 and way to the exit (Area 1) and wait
gather all gang members who outside for the adventurers for up
have not already been
to two days. If the locket from
encountered by the adventurers Area 1 is found and shown to
to follow him (takes 1 turn). Tygol, he will pay 1000 gold as it
In addition to the items in the belonged to his late wife.
17
Ar ea 7 Ar ea 8
Sleeping Quarters. No doors, four East-West Hallway. Two doorways
plank beds with old blankets, one (north to Area 6 and Area 7 with
small grate in floor (southeast blankets for cover) and one wood
corner). door (south to Area 9 and locked).

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.

Resting on a small green pillow in On the ground is an expensive


the center of the room is a single helm (30gp). It is not magical but
mace. anyone carrying it into Area 21 will
become the primary target of
Jan da's Fist Vaggek as the helmet belonged to
him while he was alive.
Janda's Fist is a +1 mace.
Once per day, a lawful wielder
may place the mace against an
injured individual or creature and
heal them for 1d8+1 hp.
NOTE: For a further adventure, if
the mace is returned to the Temple
of Janda, the brothers and sisters
there will provide 1d8 retainers to
the party for no more than 3 months
of service.
In addition to the retainers, the
party will also be provided with a
deed for the old monastery's plot of
land if the members agree to seal
the monastery forever. This deed is
worth 1d8 x 1000gp.

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

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


26
LEVEL 3 - EXTRA CONTENT
NOTE: The Level 3 content is not unaware, were pulled into a
required to finish the adventure, but shared dream that terrorized
it can provide some additional them until one of the masters was
experience and a magic item to able to successfully wake. Rushing
players as well as a slightly more to the chamber, the monk found
dangerous encounter. Mosril alive but controlled.
Realizing what had occurred, a
M on k s & M agic
ward was placed on the
During the construction of the meditation room door on the third
Shattered Fist Monastery, a third level to prevent anyone from
level was carved out from the hard entering... and something from
earth and stone. The purposes of leaving. For extra safety, the entire
these additional rooms was to third level was closed and its
provide advanced students with a entrance hidden.
place to experiment with a mix of
meditation and magic. Magic skills
were normally not possessed by
Ar ea 22
those seeking to learn the ways of Mindfulness Room. Wood doors
Master Janda, but occasionally (west - unlocked, east - unlocked,
students possessing existing north - locked and warded).
magical talents would find their Twelve thin stone pillars in a circle
way to the monastery, and the around the room.
senior monks hoped these talents NOTE: To enter this room, the raised
might benefit the monastery in platform in Area 21 must be pushed
time. aside to reveal a staircase going
Nigh t of Bad Dr eam s down. A successful search for a
secret door will reveal the hidden
With good intentions, the third
entrance.
level was opened to students with
magic skills. But one naive This room is as clean as the day
student, Mosril Grib, snuck down the entire third level was closed
to the main chamber one evening off. No dust, no debris, and no
and began a mix of meditation indications of any combat or other
and conjuration magic, opening a disturbances. Any attempt to
gate for a brief moment but long detect magic will alert Mosril in
enough for something to come Area 25 to the opening of the third
through. level, although Mosril is still
trapped in Area 25 and a ward will
The monks above, asleep and
need to be dispelled to enter it.
This room has peculiar magical
effects that remain from the night
Ar ea 23
Mosril opened a gate. There is a Storage Room. Wood door (east -
2-in-6 chance when a spell is cast unlocked). Half a dozen crates and
that an unusual side effect may a stack of meditation mats
occur. Roll a d6 and consult the (3d10gp) and various sizes or
Spell Special Effect table when a robes (2d10gp).
side effect triggers.
Used by the monastery for
Spell Special Ef f ect storage, this room is in good
condition and appears
Spell damage is undisturbed. The combined
enhanced; add 1d6 to contents of the crates (if searched)
1
any damage done to are as follows:
target.
1d8 rations (iron), 2d8 water skins,
Target and caster 1d8 gardening tools (2gp each),
2
switch positions. 3d6 seed boxes (3gp each), 1d8
construction tools (3gp each), 2d8
Target becomes art supply bags (2gp each), 4d8
3 invisible for 1d4 blank journals (1gp each), 3d8
rounds. boxes of candles (24 candles per
Two instances of the box, 1gp per box), 1d4 lanterns,
spell occur. Treat as if 2d8 flasks of oil, 6d6 quality
4 two casters cast blankets (1gp each), 4d6 plain
same spell; targets dinnerware sets (1gp each)
may differ.
Ar ea 24
All allies and enemies
Empty Room. Wood door (west -
within 40 feet of
5 unlocked.
caster are blinded for
1 round. This room is empty and has no
hidden secrets. Spells cast in this
All bladed weapons room, however, are subject to
within 60 feet glow potential side effects as in Area 22.
with power and The chance of the effect
6
become +1 and happening, however, is 1-in-6. Use
magical for 1d4 the Spell Special Effect table to
rounds. determine the effect if one is
triggered.
28
- Par alysis: For 2d4 turns
Ar ea 25 (save ver su s par alysis).
Meditative Magic Room. Wood door Creatures larger than ogres
(south - locked and warded). are unaffected. After
paralyzing a target, ghasts
The ward can be removed with a
will attack others.
dispel magic spell. Otherwise, the
- Un dead: Make no noise,
only way into the room is by
until they attack. Immune
excavating/tunneling from the
to effects that affect living
right or left of the door into Area
creatures (e.g. poison).
25. If this happens, Mosril is no
Immune to mind-affecting
longer bound to Area 25.
or mind-reading spells (e.g.
The locked door will not matter if charm, hold, sleep).
the ward is removed; X will simply
Mosril wants nothing more than to
destroy the door in a bid to
escape to the surface, but he's
escape.
hungry and will try to disable one
If the players manage to get into PC and then grab and run with the
Area 25, they are in for a fight... new meal. Mosril will go for the PC
but also a nice reward if they are that appears to be the weakest or
successful in vanquishing Mosril. the most injured, and his magical
enhancement will allow him to
M osr il t h e Gh ast zero in on just that individual.

When Mosril accidentally opened If Mosril escapes, you have the


a magical gate during an beginnings of another adventure.
experimental meditation session, If Mosril is defeated, PCs will
he unwittingly allowed an discover an unusual necklace on
unknown creature to cross over the corpse.
and inhabit his body. Now, Mosril
exists as a ghast, but with slightly
M osr il's Neck lace
more intelligence, a much more A simple necklace worn by Mosril
devious nature and a better smell. was enchanted when the gate
AC 3 [16], HD 4* (18hp), At t 2 × opened. Anyone wearing the
claw (1d4 + paralysis), 1 x bite (1d8 necklace gains a slight resistance
+ paralysis), THAC0 16 [+3], M V to magic; save-ver su s-w an d and
150?(50?), SV D10 W10 P12 B13 save-ver su s-spell are at +1.
S13 (4), M L 10, AL Chaotic, XP 135,
NA 1 (1), TT P
29
NEM ESI S
FIGHTER
d6 - Gr ievan ce d6 - Ult im at e Goal
1 Jealousy over an old love 1 Steal something valuable
2 Embarrassed in public 2 Embarrass PC publicly
3 A perceived theft 3 Frame PC for a crime
4 A loss of reputation 4 Ruin PC's reputation
5 Saved during a battle 5 Kill a companion/ally
6 Mentor 's second favorite 6 PC's death

d8 - Advan t age d8 - Disadvan t age


1 Wealthy 1 Easy to anger
2 Powerful ally 2 Low intelligence
3 Political connection 3 Conspicuous & loud
4 More training 4 No close friends to call on
5 Insider information 5 Suspected of major crime
6 Special magic item 6 Cursed
7 Famous & respected 7 Always offensive to elves
8 Made an arcane pact 8 Always offends dwarves

d12 - Ar m or , Weapon s, Possession s


1 Crossbow, leather armor, shield, 1 potion, 1 magic ring
2 Mace, chainmail armor, 1d10 gems (30gp each), 1 magic item
3 Sword, plate mail armor, 1 magic item
4 +1 war hammer, leather armor, 2d20 x 5gp, 1 magic ring
5 Spear, +1 leather armor, 1 potion
6 +1 short sword, chainmail, deed of property (1500gp), vial of poison
7 Short bow, +2 leather armor, quiver arrows, 1 magic item
8 +1 intelligent sword, leather armor, 4d10 gems (10gp each)
9 2x silver daggers, +1 leather armor, 1 magic item, 1 scroll
10 +1 spear, +1 leather armor, 4d20+20gp, 1 magic rod
11 Short sword, +1 chainmail armor, +1 shield, 6d10+10gp
12 +1 battle axe, leather armor, shield, 2 potions, 1 scroll
30
St r an ge
St at u e
d4 - Con dit ion
1 Undamaged
2 A few parts on ground
3 Many parts missing
4 Crumbled

d6 - Figu r e d10 - Closer Look


1 Female warrior 1 Hidden compartment
2 Male warrior 2 Trap
3 Creature, humanoid 3 Valuable gem found
4 Creature, monstrous 4 Trap
5 Animal 5 Magic item found
6 Unusual geometric 6 Trap
7 Magical ward
8 Trap
d12 - Special 9 Secret door revealed
1 Statue answers one question
10 Trap
2 NONE
3 One weapon enchanted +1
4 NONE d8 - Facin g
5 Gold part found (value 250gp) 1 North
6 NONE 2 Northeast
7 Statue teaches one new spell 3 East
8 NONE 4 Southeast
9 Wandering monster called 5 South
10 NONE 6 Southwest
11 Heals party (1d8 hp each) 7 West
12 NONE 8 Northwest

31
WANTED
Dr og
Tr ol l
9 f eet
Red eyes
cl ub

L ast Seen Near Vur gi n's Far m

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

d8 - Advan t age d8 - Disadvan t age


1 Aggressive in a battle 1 Disavowed by high priest
2 Takes smaller cut of loot 2 Believed to be a bit crazy
3 Creates 1 holy water/day 3 Always trying to convert
4 Senses undead (60 feet) 4 Refuses to fight to kill
5 Healthy (+1d6 hp) 5 Not respected by temples
6 Turn undead +1 to roll 6 Untrusting of elves
7 From wealthy temple 7 Untrusting of dwarves
8 Level = Avg of party +1 8 Untrusting of magic-users

d12 - Ar m or , Weapon s, Possession s


1 Mace, no armor, 1d4 vials holy water, holy symbol
2 War hammer, leather armor, holy symbol, 2x magic scrolls (random)
3 Sling, leather armor, 1 magic item, holy symbol
4 Club, chainmail armor, 1d4 healing potions, holy symbol
5 Mace, leather armor, 1d4 healing potions, holy symbol
6 War hammer, plate mail armor, 3x healing potions, holy symbol
7 Sling, chainmail armor, 2x healing potions, holy symbol, magic ring
8 +1 mace, leather armor, 1 magic ring, holy symbol, 2x magic scrolls
9 +1 club, leather armor, 1 magic item, holy symbol, 1d4 vials holy water
10 +1 sling, no armor, 2 magic items, holy symbol
11 +2 mace, plate chainmail armor, holy symbol, 3x magic scrolls
12 +2 war hammer, plate mail armor, holy symbol, 1d4 vials holy water
33
THE
AUCT I ON
H OUSE
d4 - It em s on View d4 - It em
1 Not many - 1d4 1 Magic Weapon
2 A few - 1d8+4 2 Magic Armor
3 Many - 1d12+8 3 Magic Ring
4 Private Viewing - 1 item 4 Magic Wand

d6 - Beat t h is Bid? d10 - Closer Look


1 1d4x100gp and yours! 1 Poor Condition -30%gp
2 1d6x100gp and yours! 2 A fake! Stay away!
3 1d8x100gp and yours! 3 Overpriced! -20%gp
4 1d12x100gp and yours! 4 Slight damage -10%gp
5 1d20x100gp and yours! 5 Good condition
6 1d20x200gp and yours! 6 Good condition
7 Good condition
8 Cursed! Stay away!
d12 - Sor e Loser *
9 Historic item! +20%gp
1 Magic-User/Chaos - curious
10 Perfect! +30%gp
2 Collector - offers +10%gp
3 Fighter/Law - revenge
4 Historian - +5%gp
For Ref er ee
5 Thief/Chaos - ambush
Royalty - +20%gp 1. Roll for # of items (d4 chart #1)
6
7 Dwarf/Neutral - jealous 2. Choose or roll random for
8 Wealthy Widow - +10%gp details of items rolled (d4 chart #2)
9 Elf/Law - offers +30%gp
3. Determine bid to win (d6 chart)
10 Merchant - +10%gp
11 Drow/Chaos - danger 4. Adjust bid to beat (d10 chart)
12 Priest - +5%gp 5. Determine any interested party
* NPC to deal with and their offer or demeanor
when bid is complete
34
d6 - Appear an ce
1 A studious gnome cleric The Figure
2 A nervous half-orc fighter in t he
3 A sulking halfling thief
4 A fidgety elf magic-user Corner
5 A sad dwarf ranger
6 A frightened human bard

d10 - Wait in g f or d10 - Will ch at abou t


1 ... a translator for a map 1 ... local ruins
2 ... their food 2 ... a PC's magic item
3 ... the rest of their party 3 ... a PC's unique weapon
4 ... a rival to show up 4 ... local politics
5 ... a seller of magic rings 5 ... the topic of the undead
6 ... a ransom request 6 ... the local weather
7 ... the local priestess 7 ... thief working the room
8 ... nothing - leave me be! 8 ... a local dungeon
9 ... the arrival of a mage 9 ... rudeness of strangers
10 ... two bounty hunters 10 ... arrival of a ship

d12 - Wh at t h ey k n ow an d m igh t sh ar e...


1 Tonight's secret arrival of six royal subjects of Elven blood
2 The location of a secret mine revealed by a recent landslide
3 The bounty for capturing the two large half-orcs near the fireplace
4 Tomorrow, there will be an attempt on the life of a local merchant
5 An evil wizard is casting a curse in three days on the nearby farmers
6 Two bounty hunters are here to capture one of the PCs for theft
7 A friend's daughter has been kidnapped; a ransomer is expected soon
8 The "old sword" hanging over the bar is actually a +1 magic sword
9 The drunk at the bar doesn't know he's wearing a Ring of Protection
10 The six dwarf miners a table over are looking to hire some escorts
11 A band of tomb robbers are hitting a local mausoleum tonight
12 The three human archers in the corner are only 3gp a month to hire

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

d8 - War es d8 - Dem ean or


1 Mix of weapons & armor 1 Rude & short-tempered
2 Weapons only 2 Jumpy & suspicious
3 Armor only 3 Miserly & argumentative
4 Magic rings 4 Quiet but agreeable
5 Magic wands 5 Pleasant but nervous
6 Magic items 6 Kind but all business
7 Adventurer equipment 7 Professional & courteous
8 Stolen items 8 Friendly & negotiable

d12 - Special It em an d/ or Un u su al Act ivit y


1 A magic ring bought off of a stranger; open to trade for it
2 Being watched by local militia; suspected of selling stolen items
3 Cursed; will always sell an item for 20% lower than standard price
4 Member of Thieves Guild; reports valuable items carried by PCs
5 Will offer to buy any magic items PCs are willing to sell
6 1-in-20 chance that any item sold is cursed
7 While doing business, a thief will attempt to pick the pocket of a PC
8 A batch of healing potions kept hidden; cost is 10% less than normal
9 Attacked by robbers; if PCs intervene, 20% discount
10 If an item is purchased, merchant will offer vials of holy water 30% off
11 Will accept a reasonable offer for an unidentified magic wand
12 Willing to hire PCs to escort a valuable item to a fellow merchant
40
d4 - M em ber s d10 - Su spiciou s of ...
1 2d8+4 townsfolk 1 Magic-users
2 1d4+4 retired warriors 2 Clerics
3 1d10+5 trained soldiers 3 Dwarves
4 2d4 mercenaries 4 Elves
5 Parties of 3+ arcane
6 Paladins
d6 - Beh avior 7 Half-orcs
1 Friendly & welcoming 8 Gnomes
2 Observant & fair 9 Half-elves
3 Thorough & cautious 10 Parties of 6+ size
4 Tired & overworked
5 Suspicious & untrusting
6
d12 - Special
Antagonistic & cruel
1 Militia extorting townsfolk
2 Temple has slime problem
3 Needs help with goblins
d8 - Equ ipm en t 4 Brigands troubling tavern
1 Sword 5 Harassed by local bandits
2 Polearm 6 Local farm haunted by ghost
3 Sword & Polearm 7 Undead infestation nearby
4 Javelin & shield 8 Knows of a nearby tomb
5 Sword & shield 9 Leader needs healing
6 Leather armor, weapon 10 Preparing for ogre attack
7 Chainmail, weapon 11 Lycanthrope in town
8 Plate armor, weapon 12 Vampire lair in town

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

A silver band with a single A rugged-looking axe with


opal. The wearer may copper banding around the
perform one healing per day. handle.

Usage: Once per day, the Com bat Bon u s: +1 weapon.


wearer may touch a person Ef f ect : In the hands of a
to heal them for 1d4 hp. chaotic wielder, the axe
requires a lawful target to
Ch aot ic: If target of healing is
save ver su s spells or be
chaotic, save ver su s spells
struck with a fit of laughter
or healing fails.
that lasts three rounds in
Law f u l: If wearer is lawful, addition to any damage it
save ver su s spells to delivers. Target is at -2 to hit
increase healing to 1d4+2. until the effect ends.
Ch aot ic: If wearer is chaotic,
save ver su s spells to inflict
1d4 hp damage to target.

W an d of
N i gh tm ar es

Inflicts a waking nightmare


on a target.
Ran ge: A ribbon of dark
smoke extends from the
wand to a point up to 60'
away.
Tar get : Any non-chaotic
creature in the path of the
smoke suffers 1d3 damage
and is immobilized for two
rounds unless a successful
save ver su s par alysis roll is
made.
Arrows & Axes Poisons of t he I shant eera
by Janiha Quillshard by Rubey Opsrecam
Gat es of Skyharp Cast le Ambit ions of t he Baroness
by Manik Redst ar by HesHes Ganderpick
Six Elves of Garinst al Searching t he Crazel Tomb
by Unknown by Togger Whit eram
A Dropped Shield Magical Wards & Traps
by Urga Hull by Eagle Sharplight
Secret s of t he Kargo Elves The Memory of Manirook
by E lder Sira by Glid Grayship
Songs of t he Blight Dwarves Saving t he King of Rebist un
by Yon Silvergem by Sir Favin Comblick
Flying Spells of J iharo Report s of Orcs, Sir!
by Bok Hut ugg by Z erat o Engolmink
Foraging in t he Caverns Mornings in t he Temple
by Tilla Proudt oe by Virpin Prot sidder
Survival Skills of t he Ogres J oining t he M ilit ia of Uramo
by I ngspav Wet olla by Unknown
Finding Your Undead Familiar Breaking Spells & Wards
by Blue St af f by I ncof f St ormnail
Screams in t he Dark The L augh of t he M inot aur
by Dav Pushst one by Hawker Oakscream
The Wisest Bart enders St orm Beneat h t he Cit y
by Kirpa Vict orshake by Rilbat ok Sharberwok

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
updated versions of this License. You may use any authorized version of this
The following text is the property of Wizards of the Coast, Inc. and is License to copy, modify and distribute any Open Game Content originally
Copyright 2000 Wizards of the Coast, Inc (?Wizards?). distributed under any version of this License.

All Rights Reserved. 10. Copy of this License: You MUST include a copy of this License with every
copy of the Open Game Content You Distribute.
1. Definitions: (a)?Contributors? means the copyright and/or trademark
owners who have contributed Open Game Content; (b)?Derivative Material? 11. Use of Contributor Credits: You may not market or advertise the Open
means copyrighted material including derivative works and translations Game Content using the name of any Contributor unless You have written
(including into other computer languages), potation, modification, permission from the Contributor to do so.
correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, 12. Inability to Comply: If it is impossible for You to comply with any of the
transformed or adapted; (c) ?Distribute? means to reproduce, license, rent, terms of this License with respect to some or all of the Open Game Content
lease, sell, broadcast, publicly display, transmit or otherwise distribute; due to statute, judicial order, or governmental regulation then You may not
(d)?Open Game Content? means the game mechanic and includes the Use any Open Game Material so affected.
methods, procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement over the prior 13. Termination: This License will terminate automatically if You fail to
art and any additional content clearly identified as Open Game Content by comply with all terms herein and fail to cure such breach within 30 days of
the Contributor, and means any work covered by this License, including becoming aware of the breach. All sublicenses shall survive the termination
translations and derivative works under copyright law, but specifically of this License.
excludes Product Identity. (e) ?Product Identity? means product and product
line names, logos and identifying marks including trade dress; artifacts; 14. Reformation: If any provision of this License is held to be unenforceable,
creatures characters; stories, storylines, plots, thematic elements, dialogue, such provision shall be reformed only to the extent necessary to make it
incidents, language, artwork, symbols, designs, depictions, likenesses, enforceable.
formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters, 15 COPYRIGHT NOTICE
spells, enchantments, personalities, teams, personas, likenesses and special Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
abilities; places, locations, environments, creatures, equipment, magical or
System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
supernatural abilities or effects, logos, symbols, or graphic designs; and any
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
other trademark or registered trademark clearly identified as Product
material by E. Gary Gygax and Dave Arneson.
identity by the owner of the Product Identity, and which specifically excludes
the Open Game Content; (f) ?Trademark? means the logos, names, mark,
System Reference Document Copyright 2000-2003, Wizards of the Coast,
sign, motto, designs that are used by a Contributor to identify itself or its
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
products or the associated products contributed to the Open Game License
Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
by the Contributor (g) ?Use?, ?Used? or ?Using? means to use, Distribute,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
copy, edit, format, modify, translate and otherwise create Derivative
Dave Arneson.
Material of Open Game Content. (h) ?You? or ?Your ? means the licensee in
terms of this agreement. Modern System Reference Document Copyright 2002-2004, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
2. The License: This License applies to any Open Game Content that
Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
contains a notice indicating that the Open Game Content may only be Used
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
Collins, and JD Wiker.
this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this Old-School Essentials Advanced Fantasy: Player 's Tome © 2020 Gavin
License. Norman.

3. Offer and Acceptance: By Using the Open Game Content You indicate Old-School Essentials Advanced Fantasy: Referee's Tome © 2020 Gavin
Your acceptance of the terms of this License. Norman.

4. Grant and Consideration: In consideration for agreeing to use this Old-School Essentials Advanced Fantasy: Reference Booklet © 2020 Gavin
License, the Contributors grant You a perpetual, worldwide, royalty-free, Norman.
non-exclusive license with the exact terms of this License to Use, the Open
Game Content. Delver Zine © 2021 James Floyd Kelly.

5.Representation of Authority to Contribute: If You are contributing original END OF LICENSE


material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE


portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder ?s name to
the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly


indicate which portions of the work that you are distributing are Open Game
Content.
t he
Shat t ered
Fist
18 S 19
Monast ery 17

16
20

13 21
11
12 S
14

Level
15
2

25
Bon u s
23 22 24 Level
3
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.

Each issue also provides a dungeon and all


the information a Referee needs to run it --
maps, descriptions, tables, and more.

You might also like