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— Issue #9 Details —
Fanzine Sections V. 3 No 2
Content Page
Issue #9 ‟ June 2019
Letter from the Creator 1 Printed May 31st, 2019
Publishing News 2 Created by: Thom Wilson
Interview ‟ Darlene 4
Articles by: Thom Wilson
Cover Illustration: Matt Ray
Product Spotlight 9 Back Cover: Darlene
The Magic Shop 11 Logo: Isa de Mendonca Silva
Mythicology 12
Comic: Travis Hanson
Interior Art: Darlene, Dean Spencer
Quarterly Dungeon Crawls 13, 20 Art, Je Shields, William McAusland
Spellbound 18 Cartography: MonkeyBlood Design
Editor: Michael J. Gross, III
An Ongoing Adventure... 26
Dungeon Delvers Comic (Two!) 29-30 Upcoming Issues:
#10 ‟ September, 2019 ‟ print, PDF
1 1st printing—100 copies
Publishing News
B/X Ascending by Crossplanes ing game play. Each class has
Game Studio focuses on the an attack bonus value added by
‚roll-high‛ mechanic, and intro- level, to reflect the character's
duces players to the blend of increasing skill in combat. He
old-school B/X with a modern does a decent job of leveling
twist. After d20-style games re- the bonuses for classes with
moved the need to calculate maximum levels while letting the
THACO* and look up to-hit val- fighter class have the highest
ues on large matrices, many bonus. I'm not sure I'm a fan of
players became used to high 12th level Druids and 12th level
armor classes and roll over val- Dwarves having the same attack
ues for actions and feats. Al- bonus but I can see the simplic-
though B/X and other original ity in the author's design.
game formats were developed There's no mention of increasing
with descending AC and rolling bonuses of the demi-human
under statistics, many players classes that have a maximum
have tried to blend the two level with added experience (as
styles together to try to satisfy referenced by in the BECMI
both desires. Swords & Wizardry rules, for example).
by Frog God Games injects of-
fers both ascending and descend- Many of the classes have spe-
ing armor class rules into in cialized abilities or feats that
their system. However, S&W is make their class a little more
more akin to AD&D than B/X interesting. I'm always a fan of
D&D. Crossplanes Game Studio adding a little something special
tries to introduce ascending AC to characters. I prefer this as a
with a focus on Moldvay Basic. background option”less class-
based perhaps”and a little more
The PDF is 63 pages and is specific or unique to the charac-
filled with mostly player-related
B/X rules. Classes, spells, and a
few optional rules make up the
book. Classes include non-
standard B/X classes like Druid,
Paladin, Assassin, and others.
While this is fine, it does devi-
ate from the early caveat in the
book that references Moldvay's
Basic. That said, this product
also is B/X Essentials (Necrotic
Gnome) compatible”they have
an advanced class book with add
-on classes. This book has full
Illusionist and Druid spell lists,
leaving the Cleric and Magic-
User spells as referenced in the
Necrotic Gnome books.
3 Artwork by Darlene
Interview with a Legendary Artist—Darlene
When I think back to the iconic
illustrations of the early eighties,
the work of Darlene instantly
comes to mind. I remember
those wonderful Greyhawk maps,
the unicorn on the title page of
the Dungeon Master’s Guide,
and the cover art of In Search
of the Unknown. In this issue,
we check in with her and talk
about the artwork in those early
days of roleplaying.
Darlene’s Unicorn from the DMG
[Thom] What year did you get
hired (or started freelancing) at
was only a few blocks away on
TSR? Do you remember your
Main Street next to the Pizza
first assignment(s) there?
Hut. He wanted me to show
my portfolio of artwork to the
[Darlene] It was a year after I
person in charge of art, Dave
was graduated from Beloit Col-
Sutherland. Dave happened to
lege that I settled myself in
be Mike's room-mate at the
Lake Geneva, WI. That would
time”was it on Cedar Street?
be 1977. I was a local gal,
having grown up a farm girl less
At any rate, at that meeting,
than five miles east of Elkhorn,
Dave chose several art pieces on
Wisconsin. Jim Ward was in the
the spot. Of the two I remem-
same high school class as my
ber, there's the (now iconic) uni-
older sister, the Class of 1969.
corn on the title page of the
They were seniors when I was a
DMG and the "Paladin on his
freshman at Elkhorn High
War Horse,‛ which I think (but
School (Go Elks).
am not sure) became the title
page for the Rogues’ Galley.
When I met Mike Carr (the 6th
employee hired at TSR; Fight In
I believe I met Tim Kask on the
The Skies creator), I was work- same day. He was hard to miss
ing at Graphics Printing doing as his office took up the whole
paste-ups and graphics. Mike reception area of the house on
was a client who wanted to up- Williams Street. Tim Kask was
date a flier from the previous the first person you see when
year. I was assigned to assist coming in and the last person
him with an event called Gen going out. Good thing he was
Con. It meant swapping out sociable, (but still well on his
some dates and adding new in- way toward ‚curmudgeonhood‛,
formation to the schedule. After even then). We hit it off imme-
he approved the final proof, in diately.
our final consultation, Mike Carr
asked me on a date. Tim had a good appreciation
and grasp of calligraphy, having
It wasn't long before Mike took
me to his place of work, which 4
been taught by Prof. Bill Han-
non who was an expert in it.
Tim immediately saw the possi-
bilities of having someone
around who could illustrate and
letter. So from the get-go, I
began doing header-type things Darlene’s Wizard Head logo for TSR
for The Dragon magazine. I was
glad for the work, and the con- since memorized the dates so
versation. we can accurately answer fan's
questions. But it's not like we
I did a lot of behind-the-scenes actually remembered it. Ok. I'm
stuff. I painted a double-sided speaking for myself. However
sign for TSR in the shape of a unlikely it may be, maybe some
shield, and two others for Gary TSR artists do remember.
personally: one for Dragonlands
Stables and the other his own Having said that, I credit my
coat of arms. I created station- first official TSR art commission
ary for Dragonlands Arabians, as a poem I ‚calligraphied‛ in
TSR Periodicals, and The spiky letters for Lawrence
Dragon magazine. I created the Schick's "White Plume Mountain"
Wizard head logo. Much of my adventure.
work was doing logos and titles,
like those in Deities and Demi- [T] How did you get the project
Gods and for articles in The for Gary Gygax's Map of the
Dragon magazine. It was not Flanaess?
often I would get pure illustra-
tion assignments. [D] I've always known them as
The Greyhawk Maps.
[T] Do you recall which of your
works was first published in a The last time I spoke with Allen
TSR product? Hammack, (Top Secret author),
at GaryCon XI, he set me
[D] It's really strange to ask an straight on the Greyhawk maps.
artist when something was pub- Allen said he advocated for me
lished. Once a piece of artwork's in a meeting with Dave Suther-
completed, it's always on to the land regarding the map and told
next illustration. The one you Dave he'd ‚be a fool not to
just did is forgotten. So, essen- have me do it.‛ Actually, I did
tially, out of sight, out of mind. not know that and I'm glad to
Often, we didn't know anything have the mystery solved. So
until later after the fact when there you have it”there'd be no
something was published. When Greyhawk Maps as we know
we finally saw a printed version, them without Allen Hammack
we'd say, "Oh yeah, I remember speaking up on my account.
doing that." (Thanks, Allen!)
8
Product Spotlight
The early authors at TSR really Characters were never safe in
knew how to cram months of these early D&D adventures. The
campaign material into a 32- Lost City is filled with many
page book. The Lost City by traps and foes that can wipe
Tom Moldvay is a perfect exam- out a party in no time. In just
ple of how the original modules the first two tiers of the pyra-
were made”over one-hundred mid, there are enough traps to
detailed encounters, several set the characters on edge for
maps, and new monsters spill the rest of the trek through the
out of the short book, providing pyramid “ there are three traps
a DM with more material than in the first room alone! If that
they could probably ever use. wasn't bad enough, the monsters
There are several interesting de- of the first dozen rooms are
sign elements that are worth pretty hard for even third level
examining. characters. Ten killer bees,
stirges, green slime, and sprites
Tom Moldvay, known most nota- can quickly reduce a large party
bly for editing the Basic D&D to a few hardy souls before the
rulebook, follows the same pat- group even gets going. What
tern of an earlier adventure”the party of low-level characters can
Isle of Dread (X1)”when writing survive Save or Die mechanics
this gem. In both books, we see and a flesh eating slime?
how well he blends detailed
backgrounds with a crawler. As The tiers get bigger as the party
in the island adventure, The descends down into the center
Lost City has plenty of encoun- of the pyramid. Adventurers will
ter areas, a dozen maps, a face the dilemmas of revolving
framework section for game passages, warring factions, un-
masters to expand, four new dead, and”of course!”more
monsters, and a glossary of traps. Moldvay throws everything
terms. This pattern is great for at characters, testing their mettle
new and experienced game mas- and luck. As a GM, I've never
ters alike. Moldvay sets up the had a group exit this adventure
start of the adventures with an unscathed and unless they
introduction page that prototypi- aligned with one of the factions,
cal of early D&D modules. even leave at all.
10
The Magic Shop
In this issue of the fanzine, we Rainbow Potion
take a look at four new magical This powerful potion changes
items that GMs can add to their consistency and magical proper-
adventures. ties every hour, with each prop-
erty aligning to a color of the
Wand of Dragon Fire rainbow. The colors always ro-
When the command word is tate through the seven rainbow
spoken, the wielder of this magi- colors in order, adding an eighth
cal device can send forth a cone color (brown) before returning to
of fire similar to that of a red the starting color of red again.
dragon (90'x30'). A single charge Consuming the potion when the
deals damage equal to that of potion is brown in color pro-
the hit points of the wand's user vides a random property of one
to any creature within the fiery of the other colors (except Poi-
blast. The fire from the wand son). The potion can only be
has all the properties of dragon's consumed once.
breath. Value: 5,000 GP.
Rainbow Potion
If used more than once per day,
each subsequent charge deals Color Effects
one half the damage to the Red Cure Serious Wounds
wand's user. For example, if the
Orange Fire Resistance
magic-user or elf has 40 hit
points, the charge deals 40 Yellow Gaseous Form
points of damage to those Green Poison (save or die)
within the cone of fire (saving
Blue Invisibility
throw versus Magic Wands for
half damage) and 20 points of Indigo Heroism
damage to the caster (no saving Violet Invulnerability
throw allowed).
Brown Random (choose one of the
above, not including poison)
Maximum charges 10. Used only
Magic-Users and Elves. Leather Mask of Disguise
Value: 25,000 GP. When this flexible, leather mask
is placed over a face, it instantly
Casks of Teleportation becomes the face of any known
These four-foot tall clay casks humanoid. The wearer of the
are nearly three feet wide at mask must have seen the target
their middle and weigh over 150 face at least once and must be
pounds each. When a character conscious for the magical mask
steps into one cask, they will to work. The mask does not
instantly appear in the other, change the voice, height, weight
regardless of its planar location. or mannerisms of the wearer to
If one of the casks is destroyed, match the target. However,
the other cask ceases to work. scars, eye and skin color, and
Value: 10,000 GP. other facial features will conform
to the desired look. The wearer
must make a saving throw ver-
sus Wisdom to remove the
11 mask. Value: 2,500 GP.
Mythicology
This issue of Back to BasiX
presents two new monsters for
use in your adventure cam-
paigns!
Ettoar
A horrible cross between an
ettin and a boar, the Ettoar
strikes fear into the hearts of
any who face their kind. Like
ettins, they are hard to sur-
prise”one head is always awake
while the other sleeps. They are
most often found alone but oc-
casionally may be found with
another of the opposite gender.
Armor Class: 5
Hit Dice: 5+1 Illustration by Je Shields (KS)
Move: 90’ (30’)
Attacks: 2-4 weapons Yurktogg
Damage: 1-10 each
Special: Cannot be sur- The planes of hell are filled with
prised countless demons, many of
which have yet to be discovered
No. Appearing: 1-2 by mortals. The Yurktogg is one
Save As: Fighter: 4 such demon”rarely encountered.
Morale: 10 This flying demon prefers to
Treasure Type: E x2 float above hapless adventurers,
Alignment: Chaotic dousing them with fiery missiles
before swooping down to finish
injured victims with cruel knives.
Armor Class: 2
Hit Dice: 4
Move: 120’ (40’) - fly
Attacks: 1 by weapon
Damage: 2-12 fire missile
or by weapon
Special: Cannot be
charmed; cannot
be injured by
non-magical
weapons
17 Dean Spencer
Each brother holds a half shield t’Shrin (Mummy): AC 3 HD
and a short sword upon their 5+1* HP 31, ATT 1 touch, Dam 1
wrapped form. Both swords are -12 + disease, MV 60' (20'), Spe-
short swords +1 and illumi- cial; disease, unaffected by sleep,
charm and hold spells, ML 12,
nate on command (10' radius). Save F5, Align Chaotic, XP 400
Although non-magical, the shields
are adorned with language and A small chest and three clay
images that”when seen”may jars are set near the east wall.
prevent any dragon-man (statue The chest contains 3 scrolls
or undead) from attacking (1 in (Bless, Hold Person, and Snake
6 chance they will attack some- Charm), chainmail +1, and a
one else). war hammer +1. The clay jars
contain 668 gp, 981 sp, and
A single clay pot between the
two dozen pieces of gem-
burial slabs is filled with plati-
encrusted jewelry (each piece is
num coins (350 pp).
worth 1d1000gp).
15. Crypt of the Second
Conclusion
Upon entry to the area, charac- If characters inadvertently restart
ters will hear the scraping of the ritual, they will have to con-
nails on stone in the dark be- tend with an irate red dragon
yond. A Mummy digs at the looking for revenge and a meal.
wall seeking a way out. Awak- If t'Zeel is slain in dragon form
ened from his eternal sleep before he returns to his home
when the ritual was halted, plane, his body will return to its
t'Shrin has ever since tried to humanoid state after several
escape his burial chamber. rounds.
Spellbound
In a previous issue of Back to Necromancer Spells
BasiX, we briefly discussed Dru-
Level Name
idic spells. I was recently asked
about necromancy and spells of 1 Destroy Life
this type for B/X. I’ve come up 1 Dispel Undead
with a few spells that I think I
would use if a player wanted 2 Rot Flesh
their character to have more of 2 Summon Undead
a necromancer feel.
3 Gravesight
Note that I haven’t specified 3 Hold Undead
whether the base character class 4 Animate Bone Golem
would be Cleric or Magic-user”I
believe I would allow either but 4 Speak with Dead
I’d lean more toward the Cleric 5 Resist Death
class for this build. However,
GMs can choose either base 5 Vampiric Touch
class or create a new class en- Spell descriptions are found on
tirely. the following page.
18
First Level Spells Third Level Spells
Destroy Life Gravesight
Targets unintelligent life, destroy- The caster may look into one
ing 1 HD or ten square feet grave or burial location, gazing
(depth of 1') per level of the through solid rock, wood, or dirt
caster. Useful for destroying to examine the contents within.
vegetation or swarms of insects. For each level of the caster, the
Targets must have less than 1 distance is increased by ten feet
HD each to be affected. and the length of time increased
by one minute.
Dispel Undead
Caster affects 1 HD undead per Hold Undead
level, turning them as the cleric's This spell works on undead like
Turn Undead ability. This spell the Hold Person spell except
can be used on undead that that the undead targets do not
have previously been turned or get a saving throw.
unaffected by a turn attempt.
This spell can also be used to Fourth Level Spells
cancel the effects of an Animate Animate Bone Golem
Dead spell. Using a pile of bones, the
caster may create a Bone Go-
Second Level Spells lem that will follow his or her
Rot Flesh simple instructions. A full-sized
For the number of rounds equal Bone Golem requires over two
to the caster's level, any success- hundred pounds of bone. One
ful touch by the caster has a hundred pounds of bones will
chance to pass on a rotting create a half-sized Bone Golem.
disease (like that of a Mummy).
Affected victims may make a Speak with Dead
saving throw versus Spells to The caster may be able to
avoid the disease effects. speak with the dead, asking sim-
ple yes or no questions or que-
Summon Undead ries that may produce a one-
The caster may summon 1 HD word response. Each level of the
of undead to their location. Each caster increases the number of
undead creature may be con- days the target may be dead to
trolled by the caster using verbal allow the spell to work. For
commands. Undead of 4 HD or example, a 10th level caster can
higher may make a saving throw speak to the dead who have
every turn to avoid being con- died within ten days. The caster
trolled. Undead must be within may only target one dead being.
100 feet per level of the caster. The spell lasts for 1 turn per
The undead follow the com- level of the caster.
mands of the caster for 1 turn
per caster level.
19
Fifth Level Spells Vampiric Touch
For 1 round per character level,
Resist Death
the caster has the same deadly,
Any creature or person who has energy draining touch as a vam-
been killed can be held in a pire. Each successful strike heals
state of ‚near-death‛ for a num- the caster 1d4 hit points while
ber of days equal to the level of draining the victim two levels or
the caster. During this time, the HD. Any creature killed with
affected target's form will not Vampiric Touch will not turn
naturally deteriorate or heal. into a vampire but has a 50%
Magical healing may be applied chance of returning as a Zombie
at anytime, but cancels the within 24 hours of death.
spell's effects immediately.
9. Testing Tunnel
A final test is performed by
those that pass the initial sorting
evaluation in the previous cham-
ber. Mortals must move through
a current of swirling darkness to
access the opposite side and
door to exit the tunnel. Resisting
Dean Spencer
Dean Spencer
levels of empty living quarters
for the demoness Ixnatak, a
Marilith Demon of great impor-
tance. She resides in the upper-
most level of the tower, served
by slaves and many Succubi quarters. Characters should find
Dozens of valuable items are in plain sight 1d100 gems (value
found throughout the tower, in- 1,000 gp each), 5d100pp,
cluding 1d6 magical items. Pairs 10d100gp, and 1d6 magical
of Succubus guards are rarely far items.
from the demoness’ great pos-
sessions. 12. Slave Quarters
Succubus Demons (GM decides): Broken or injured slaves are left
AC 0, HD 6, HP 36 each, #AT 2 here to recover or die. The
claws, D 1-3/1-3, Save F6, ML 7, door is locked form the outside
Special: Magic weapons to hit, level and is always guarded by a sin-
drain, XP 1,320 each
gle Balor Demon.
Demoness Ixnatak (Marilith De- Grizzled Balor Demon: AC “2,
mon): AC “6, HD 7+6, HP 36, HD 8+7, HP 55, #AT 1 sword or
#AT 7 swords/1 tail, D 1-8+3/1-8 1 whip, D 2-9 or 1-6, Save F8,
(other 6 weapons)/2-8, Save F7, ML 10, Special: +1 weapons to hit,
ML 10, Special: +1 weapons to hit, whip adds 3d6 fire damage, spell-
Spells as MU7, XP 1,700 like abilities, XP 1,820
The demoness carries the magi- There are 3d6 sick, injured, and
cal gemstone, Soulblood, a red near-death slaves within the
ruby that contains all the souls building (50% are children).
of the countless mortals she has
defeated. It is worth 75,000 to 13. Temple of Demogorgon
100,00 gp. She also wields
A high-domed, single story struc-
Willbreaker, a magical sword
ture, the Temple of Demogorgon
that reduces the target's morale
the King of Demons, contains a
to half on a successful hit and
gargantuan statue of the two-
steals souls on natural 20s. Oth-
headed leader. Although the
erwise, it is treated as a sword
temple is filled with hundreds of
+3 for to-hit rolls and damage. kneeling and prayer mats, it is
rarely attended by demon pa-
Ixnatak often has chests of trons. Demogorgon mandated
gems, platinum, gold, and magic that the temple be built in
items scattered about her private Xak'tor, but none of his
24
minions regularly visit its interior. that one or two Cambion De-
A single, fanatical priest and mons will be patrolling the
his three acolytes provide wor- storehouse.
ship services and advice to visi-
tors as needed. Non-demon visi- 15. Storehouse
tors (other than slaves) are The entrance to a vast mine of
treated with hostility unless given countless tunnels is found at the
specific instructions otherwise. In ground floor of this structure.
battle, the acolytes will protect Thousands of slaves mine the
their priest, preferring to die to tunnels for gold, silver, and
save him or give him time to gems while watched over by
cast spells against foes. dozens of demons. Entering this
area is considerably dangerous
Human Priest of Demogorgon,
Xak'tor temple: AC 3, Cleric 7,
and should only be encouraged
HP 24, #AT 1 mace or spell, D if the characters are capable. It
1-6+2, Save C7, ML 11, Spells: is easy to get lost in the dark-
1L) Protection from Good, Detect ness beyond as hundreds of
Good, 2L) Bless, Hold Person, 3L) wretched and foul things lurk in
Cause Disease, Curse, 4L) Cure the shadows and dead-end tun-
Serious Wounds, 5L) Commune, nels. Somewhere at the end of
mace +2, plate mail, XP 1,250 the mining operation lies a hid-
den exit to Avernus, the first
Acolytes (3): AC 3, Cleric 1, HP level of Hell. It is guarded by a
5 each, #AT 1 mace, D 1-6, Save dozen Balor demons.
C1, ML 12, XP 13 each
16. Visitor Quarters
Four massive opals are set into
the statue's four eye sockets. Although rare, visitors occasion-
Removing them marks the char- ally visit Xak'tor to meet with
acters for life, creating an open- Ixnatak or attend a special ser-
ended plot hook for many de- vice at the Temple of Demogor-
mon encounters to come (DM to gon. Demons, devils, leaders of
create and use as needed). How- underdark factions and”very
ever, if the characters can sell rarely”an elder from Ghantala
the opals, each will fetch may use the special quarters at
15,000 gp each. Note that gem the edge of the city by invita-
dealers and craftsmen will con- tion only. When multiple visitors
sider the unnaturally large opals stay in the elegant quarters, vio-
to either be fake or cursed mak- lence often ensues.
ing them hard to sell.
Adventure Conclusion
14. Storehouse
Characters should easily find a
Grains, vegetables, and fruit are few children slaves in several
stored in this warehouse in large areas, attending demons, working
quantities, used primarily to feed the mines, or cleaning up after
the slaves in the small city. visitors. Attempting to gather as
Most of the supplies are either many slaves as possible may
nearly or fully spoiled, yet still create issues when trying to
given to starving slaves nonethe- sneak them out. Demons will be
less. There is a 50% chance sure to miss multiple slaves and
will search the city for intruders.
25
Crimson Abbey of the Broken God — Part 9
Finding the tunnel below the uninterrupted read. Only one
dais of the old temple, the character may read the book
brave heroes navigate the dark- and only if they have at least
ness and dozens of corpses lit- an Intelligence score of at least
tering their path to emerge in 12.
the new shrine of the Broken
God (Area 28). A25. Empty Library
Two massive tapestries slide on
The map for this part of the
rails to reveal two openings into
adventure can be found on the
this room. Several empty book-
next page.
cases are found in the room,
A21-23. Monk Quarters apparently cleared out in a
hurry. Books and scrolls are
A private wing of single rooms lying about the room as if
was added here for monks both dropped or thrown to the side
excelling at their studies and in a rush. In fact, monks fleeing
showing great promise in the the area in the abbey's last days
order. Each of the three rooms grabbed whatever they could and
is outfitted with a single bed, left.
writing desk, stool, and side ta-
ble. The rooms are filled with A note on a shelf reads, ‚Take
years of undisturbed dust and three others and grab whatever
smoke residue. If searched, ad- you can from the western li-
venturers will find old scrolls, brary. Make sure to get The
books, and dried writing utensils. Crimson Veil and the unfinished
There is a 25% chance that a Breaking of a God. Hurry
character may find a scroll or back!‛
book that details the Crimson
God in further detail. A26. Private Shrine
Monks often attended worship
A24. Monk Quarters
multiple times per day privately.
A single monk was charged with Although they spent time with
watching over several monks, villagers and visitors in the main
providing assistance and advice temple (area 18), they preferred
as needed. This monk was the private shrine in this location
called an ‚Observer‛ and often when furthering their prayers
had his quarters near his and devotions. Unlike the main
charges. This room was the temple, this shrine lacks benches
quarters for this wing's Observer. or chairs. Monks were expected
It is furnished similarly to that to kneel upon the hard floor to
of his initiates with the excep- show their faith.
tion of having more books and
scrolls on his bookshelf than the A statue of a broad-shouldered
younger monks. man on the dais at the western
side of the room has been de-
When searching the bookshelf, faced, marked with splashes of
adventurers will find a magical black and red paint. The hallway
tome that will add one point to
Wisdom permanently after a full, 26
to the north is covered by a The secret room contains one of
great tapestry of monks helping the many artifacts of their god:
men, women, and children in the Shield of the Broken God.
several different locales. An arch- Additionally, the monks stored
way on the southern wall leads much of their donation money
to stairs and a hallway beyond. here. Ten small chests hold a
total of 967 gp, 1,896 sp,
Find Well-made Secret Doors: 2,751 cp.
Two secret doors in the room are
hard to find (Elves and dwarves may Shield of the Broken God:
find them on 1-2 on 1d8, and
others on a 1 on 1d8).
shield +1, +2 versus Chaos.
Provides 1-2 hp regeneration
A27. Secret Chamber per eight hours to one Lawful
character (must possess the
This area was known to the shield for a majority of the time
lawful monks of the order before during that period). Once per
the Broken God's influence day wielder may automatically
spread throughout the abbey. knock one adjacent target back
27 1d4x5 feet.
A28. New Temple monks of the untainted Broken
God. Several dead monks outside
When the Broken God became the barricaded area wear ruby
tainted by the crimson entity headbands. If any headpieces are
below the abbey, the order removed, 2d4 skeletons will rise
broke into two factions. Those to attack characters.
that served the newly trans-
formed evil god created a Skeletons (2d4): AC 7, HD 1,
smaller, secret temple in the HP 5 each, #AT 1 claw, D 1-4,
upper level of the abbey. This Save F1, ML 12, XP 10 each
temple was used for secret
prayer and worship until the A search through the dead
main temple was finished in the skeletons in the center of the
crypts of the monastery far be- room will reveal two important
low. tomes: The Crimson Veil and
Breaking of a God. These were
The statue that once stood in to be secured and kept from the
the main temple (area 18) was evil monks. The monks hid the
dragged through the tunnel to books in their robes and died
this secret room and erected on protecting them.
a makeshift dais. The arms and
head were broken off the statue The Crimson Veil chronologically
and the entire sculpture was details the slow change in the
splashed with crimson paint. A order after a few monks stum-
glass container filled with blood bled upon the evil ruby below
was set in place of the head the abbey. It specifically details
(since dried, now just lined with the location of the gem where it
a dried, red substance). The re- was found and several events
mains of several dead monks, an that should have forewarned the
equal number of both orders, evil to come.
are found here and in the tun-
nel below. Note that none of Breaking of a God discusses the
the dead have headbands”all rise and fall of an immortal an-
were presumably removed after gel who finally rises to deity
the battle. status after self-sacrifice. The
story hints to the origins of the
A trap door in the floor leads original order of the monks and
to a hidden tunnel that emerges their faith in their god's teach-
in area A18. ings and deeds.
Artwork by Darlene
$7.00 Issue #9