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Penultimate Issue #9 — June 2019

A quarterly Fanzine dedicated to the simpler time of RPGs—


covering the Basic and Expert editions of Dungeons & Dragons.
In Memoriam — A Note from the Fanzine Creator
Those of us most familiar with spent far too much time on our
the B/X system are arguably and backsides indoors, shirking exercise
likely older gamers, players and and healthy diet choices. This
GMs from the pre-Wizards of the “gamer lifestyle” has led to some
Coast era of tabletop roleplaying. great people departing our world
Of course, this is not entirely ac- far too early. In just the last year
curate; newer and younger play- I've seen several gamers who I've
ers, first introduced to RPGs with either regularly communicated with
the 5th edition of D&D, are trying or followed online pass away at
older systems to experience the far too young an age. These
origins of the early games. early deaths have left devastating
holes in the gaming industry „
With time, though, comes the gamers, customers, and creators
vicious side effect of mortality „ alike, lost to poor health.
aging. Many of us that started in
those early days of gaming are The best way to celebrate this
reaching and passing semicenten- hobby and to honor those that
nial milestones. D&D and Gen- have fallen too early is to live a
Con‟the earliest gaming conven- healthier and full life, sharing
tion‟have both surpassed fifty these early games and experiences
years! I am the same age myself with new players. We are the
and have logged thirty-seven years ambassadors of the old-school
of roleplaying! Although I play gaming style and it is our duty to
with gamers of all ages, I still see live long enough to positively af-
many players of my generation fect as many gamers as possible.
(and older) at game conventions ‟Thom Wilson
throughout the USA.
This issue is dedicated to: Timo-
Unfortunately, our kind (on aver- thy Wagoner II, Donald A.
age) is an unhealthy bunch. We've Turner, and Mike Cary.

— 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.

The author adds a few twists of


his own that make for interest- 2
ter. What's presented in this per se, but in the format of the
book works and adds some PDF. The company gives us a
things for GMs and players to two-page spread file”unprintable
talk about. A few of the options unless you're familiar with large
seem a little confusing or over- format printing and have a
powered. For example, the As- printer that can handle the large
sassin has a base assassination page size. If you're a pure digi-
attempt percentage as 50% for tal player/GM, this won't be
a target of equal level. That's much of an issue, but for those
pretty darn good. Targets of of use that like to print PDFs
lesser level or even easier and for use at the table or to have
targets of higher level are stored with our other materials,
harder. However, the wording of it's problematic.
the assassination attempt for
level difference is odd and con- All in all, it's a good little book
fusing”it makes it sound like that many can find useful. It
higher level targets are easier could use an update, more edit-
(based on the roll-high me- ing, and some additional play-
chanic). I think a little more testing to stress-test some of the
editing and cleanup of wording overpowered rule options.
is needed in this section.

One of the things I really like is B/X Ascending, a B/X Essen-


tailoring Thieves abilities to the tials Compatible product by
‚roll-high‛ mechanic. Each thief Crossplanes Game Studio (Mark
ability is now a target on d20. Craddock). Found at
Unfortunately, there is nothing in DriveThruRPG “ PDF $3.99.
the book that discussed added
difficulty (e.g. challenge ratings *THACO is a TSR-reserved me-
or added difficulty for harder chanic, used here only as a ref-
feats). So, a 14th level thief can erence with no other intention.
pretty much do anything, failing
only when a ‚1‛ is rolled (5%
chance) on a d20, except Hear
Noise. This aligns to the B/X
thief of course, so no points
lost here. There may have been
an opportunity to discuss change
in difficulty (the +4/-4 rule in
B/X) or Dexterity bonuses for
the roll.

There's nothing in the book that


breaks any major rules. This
adaptation of an ascending B/X
system is useful “ players and
game masters will find nuggets
of good information to use as
desired. My biggest issue with
the book is not in the content

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!)

But the lapse of time between Now, I wish to briefly address


final delivery and publication can everyone who's been a fan of
be considerable. We artists have my Greyhawk maps. You have
all been close to my heart be-
5 cause I poured my heart into
creating the Greyhawk map and [D] I think all Mike told me was
I believe you can somehow still something vague like "an adven-
feel my creative energy. What ture party underground with gi-
I'm saying is that there's a ant mushrooms." Everything else
shared resonance between the was pretty much up to me. The
map and me”and the users of back cover had the same char-
the map (who know each detail acters, but I don't recall much if
more intimately than I). I didn't anything about it.
set out to do that, but that's
what happened. For some, it's However, what is truly interest-
just a map, and that's perfectly ing is I just finished some more
OK. They are simply not on the B1 drawings for Demos Sachlas.
same wavelength and don't need He is interested in having me
to be. illustrate the old B-1 module
from years ago. And so I de-
Incidentally, when I became cided to show you one of the
aware of the possibility that pro- newest illustrations (hot off the
jections of energy can be chan- press, so to speak) to have
neled into artwork, I decided to emerged from my imagination.
purposefully place positive vibes Hope you like it!
in the artwork I'm creating for
girls. The idea is to use positive [T] Do you have a favorite piece
or project from the days at
energy to effect positive change.
Well, it can't hurt... I'll mention TSR?
more of this at the end.
[D] Yes, the Unicorn on the
[T] Can you recall your inspira- title page of the DMG and my
tion for the cover of B1 In "The Story of Jasmine" illustrated
Search of the Unknown? fantasy-adventure series, which
ran for a year in The Dragon
magazine, (beginning May 1980).
At the beginning of January last
year, I found an old box I've
been lugging around for 40
years. In it, I found pages of
writing continuing The Story of
Jasmine. I wanted to make the
fact I kept them into something
meaningful, so I decided to
share them. I published them,
one at a time, on a daily basis
for 100 days. By the end of
that time, fans had emerged to
help fund me in continuing with
"The Story of Jasmine" for
eventual publication on Kindle.

To join my intrepid Story of


Jasmine fans, become my pa-
tron: http://www.patreon.com/
darlene-artist
Darlene’s scroll from White Plume Mountain! 6
[T] Were there any works that ter found some in her basement)
you created during the TSR days ”signed and numbered”still
that was never published? available and now it really is a
collector's item. I have them
[D] The second year for The available. See my website:
Story of Jasmine series to run http://darlenetheartist.com/
in the Dragon. I only found jasmine-games for a copy.
out a couple years ago that
Kevin Blume was dead set [T] What sort of things do you
against having any depictions of do to "recharge the batteries" or
violence. Well, no one told me to spark artistic inspiration after
there were any rules about this a lengthy project or heavy work-
because I kinda showed an een- load?
sie weensie decapitation in my
December 1980 Jasmine install- [D] Cleaning the house somehow
ment. If I did not have a con- recharges my batteries. I do it
tract, my adventure story would right after I complete an art
have been pulled on the spot. project. It's like I'm clearing out
But try as I may, I could not the old so the new can come
get the rest of my story pub- in. I'm more of a "Walks in
lished for a second year in The nature" kind of gal than a night-
Dragon magazine ever again. It club person. Good thing I live
may have been Kevin's edict. in a remote area of North
The editor's hands might have Carolina where there is no
been tied. Who knows or re- nightlife. I'm also into my kitties:
members? I love watching and interacting
with them.
That's why I created "Jasmine:
[T] Are there any personal pro-
the Battle for the Mid-Realm"
jects you'd love to work on if
collector card game, which I
you had more time?
based on the characters of the
story. I got together a group of
[D] I presently live in a 1909
people who helped fund me
Queen Anne Victorian house
with printing and published my
located in a part of North Caro-
card game in 1982. I was so
lina seldom traveled. It was per-
happy when it received the
fect for a curmudgeon writer
Strategist's Club Award in 1983
and introverted artist. We knew
for the "Best Game in 1982 in
choosing The Arts would be
an Open Category" (see https://
lean and challenging to navigate.
boardgamegeek.com/
My husband died several years
image/590905/jasmine-battle-mid-
ago. Our nest egg disappeared
realm and https://cf.geekdo-
with his health. I look around
images.com/imagepage/img/
me and this old house has really
rTVrRd3fr4d8koE_UGGtfZQqBPI=
suffered from my lack of re-
/fit-in/900x600/filters:no_upscale
sources and desperately needs
()/pic590905.jpg for a pic) an-
tending. My ultimate wish is to
nounced at their Ninth Annual
restore my 110-year old house
Awards at Gen Con. There are
to her former dignity and glory.
still a few games left from the
I think it would rejuvenate me
original 1982 print run (my sis-
as well.
7
[T] What are you working on
these days?

[D] I wish to give back to the


community and to my fans who
have believed in me all these
years.

The best way I'm giving back is


to depict positive images of
powerful women/maidens for the
next generation of gamers. In
my last three coloring books,
the art is clearly in the fantasy
realm. My latest 2019 Coloring
book, "Color Me Free" is about
powerful ladies moving freely
and independently, such as on a
polar bear, a moose, a skate-
board, and a stingray. I also Harmony by Darelene
include fairies and pixies. These
coloring books are for "girls of
all ages." And I'm so pleased at I just finished designing and illus-
how well they are being re- trating a 50-page spiral-bound
ceived. If you want one, here is "PlayBook" called "Dancing the
t h e l i n k : h t t p : / / Enneagram With Kate." My
firesidecreations.com/darlene friend Kate's innovation is to add
movement to the intellectual con-
struct of The Enneagram, adding
a tactile sense to learning each
of the 9 Types. My contribution
is to illustrate the 9 personality
types in the form of coloring
book pages. In my introduction,
I explain how the process of
coloring, like dancing, gets other
parts of yourself (besides the
mind) involved in the learning
process. I also go through the
symbology of color as a means
to integrate different parts of
yourself.

Very special thanks to Darlene


for a wonderful and insightful
interview!

Darlene’s coloring book

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.

Background information on the


setting, including the rival fac-
tions of the pyramid and city
deep below the surface, is a
single page and gives the game
master everything they need to
know about the motivations and
conflict of the denizens within. Famous Underground City map in The Lost City
It's the right amount of detail to
help set the stage for gameplay
without miring the GM with un-
needed minutiae.
9
After 20 pages, the bulk of the
detailed encounters are wrapped
up. Tiers 6-10 are filled with
the other half of the planned
encounter areas but are far less
detailed, providing the GM with
a section of the adventure to
further detail on their own. Al-
though names, foes, and treasure
are listed, most of the areas
lack the detail of the previous
tiers. A secret passage found in
tier 5 bypasses the five lower
tiers and leads directly to the
underground city far below.
Characters delving into the lower
five tiers of the structure may
eventually encounter the primary
villain-creature of the complex, a Purple cover, red banner of The Lost City.
terrible 12 HD creature with a
daunting armor class, loads of I'd be remiss in not mentioning
hit points, and seven attacks per the great artwork of Jim Hallo-
round! An impossible foe for a way throughout the entire book.
low-level party, best avoided by His style is iconic in these early
savvy players. books and The Lost City is
no exception. Unlike some of
The underground city is given a the later books by TSR, this
cursory overview but begs to be module has an adequate amount
further detailed by a willing GM. of artwork for the page count.
Nineteen areas across a one The three-panel cover, a com-
thousand foot-wide cavern can mon style of TSR modules, dis-
be expanded to provide many plays maps and a standard
more hours of exploration and equipment pack player handout.
adventure. An island in the mid-
dle of the underground lake and This is a fantastic adventure for
cliff-caves filled with a wide vari- low-level characters. It's filled
ety of denizens can add more with great risk but the rewards
adventure material to an other- in experience and treasure are
wise full book. To top it off, immense! If you've never played
Moldvay provides eight additional The Lost City, put it on your
adventure hooks to keep the list. It's worth your time.
characters underground for weeks
or months! I especially like the B4, The Lost City, written by
new Banshee and Polymar mon- Tom Moldvay. 1982. ISBN: 0-
sters in this book. The wail of 935696-55-5; #9049, no price
the banshee and the early Mimic on the cover; 32 pages; trifold
-like creature (Polymar) are cover; for 6-10 characters of 1st
enough to send most parties to 3rd level.
running back to the entrance.

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

No. Appearing: 2-4


Save As: Fighter: 3
Morale: 11
Treasure Type: Nil
Illustration by Je Shields (KS) Alignment: Chaotic 12
Quarterly Dungeon Crawl #1
Dragon Chambers of t’Zeel in humanoid form, living out
by Thom Wilson. An adventure several more centuries in this
for 4-6 characters of 7th to world, before lying down one
10th level. final time in a prepared crypt
within the temple.
Background: An ancient race of
dragon-men once dwelt in these Although initially undecided,
lands, living their lives as scaly t'Zeel made the choice to trans-
humanoid wizards and priests. form back into dragon form just
Although they have not been before his centennial anniversary.
seen for centuries, their ruinous With a young disciple ready to
temples, towers, and fortifications take his place as the temple
are still found throughout the priest, he began the painful rit-
mountains, abandoned yet ual only days before the last day
avoided by most. Rumors of of choosing. During the process,
great power and immeasurable a group of armed soldiers at-
wealth within these empty places tacked the temple, killing the
are often whispered in shadowed young priest and preventing the
taverns and quiet inns by lo- ritual from completion. A violent
cals”brave adventurers overhear- battle between the soldiers and
ing such talk may become inter- temple guards left everyone
ested in the perilous and likely dead”not a soul left the temple
exaggerated tales uttered by alive.
farmers and merchants.
The great dragon-priest t'Zeel
One such place is within a remains in a partially trans-
day’s ride of the small farming formed state, appearing as a
village of Yellen Hill. The local small dragon statue in the mid-
tavern overflows with gossip dle of the temple (area 5). Most
each night and adventurers stop- of the remains of the dead have
ping in for a quick meal may all but withered away with only
discover a wondrous tale of wiz- trace bone fragments and rusted
ards, dragons, and treasure. weapons found lying in various
places throughout the abandoned
Detailed Background: In the tra- shrine. Former priests and wiz-
dition of his mentors before ards are still lying in their crypts
him, the dragon-priest t'Zeel within the temple but a couple
maintained a small temple in the have become restless and are
mountains where his brethren roaming their chambers as un-
could assemble and pray to their dead.
planar god, Kragkothamon. Like
some of the great priests who Disturbing the temple by touch-
preceded him, t'Zeel had the ing the dragon statue or unseal-
option to perform a final ritual ing the crypts of former dragon-
after his 100th year on this priests will restart the transfor-
plane, that would transform him mation ritual. Within six rounds,
back into dragon form. Many t'Zeel will break free of his
dragon-priests elected to remain stony exterior and emerge as a
famished Red Dragon.
13
Notes About the Crypts 1. Temple Entrance
Two towering dragon-men stat-
Much of the history and deeds ues, each with long, folded
of the temple priests are in- wings, stand guard over the en-
scribed on the walls of the bur- trance to the temple. Neither of
ial chambers. Characters may the 20-foot statues animate but
learn who they were and what their presence instills fear (as the
they did by reading the lengthy Cause Fear spell, saving throws
chapters of their life on the allowed) in all but the bravest of
walls. mortals.
14
2. Temple Stairs t’Zeel, Red Dragon: AC “1, HD
10**, HP: 60, #AT 2 claws/1 bite
Naturally made stone stairs lead or breath, D 1-8/1-8/4-32 or
down to the temple floor. Still breath, MV 90’ (30’) or flying
present on the stairs are the 240’ (80’), Save F10, ML 10, Spe-
remains of a fallen human sol- cial: breath 3x day, spells, AL C,
dier who stopped his crawl up, XP 2,300
likely expiring from wounds suf-
The dragon-priest will emerge
fered from his fight with the
from the transformation enraged,
temple guards.
knowing that his ritual was
halted centuries earlier. He will
A small leather pouch under his
attack any and all living crea-
rusted breastplate and rotting
tures for several days before
leather armor contains 20 gp
returning to the temple and de-
and 10 pp. parting to his home plane.
3 and 4. Guard Stations
These two chambers were tem-
ple guard stations, occupied by
two to four dragon-men sworn
to protect their priests and
shrine. All that remain in the
area are rusted weapons and
broken furniture. The remains of
the guards, slain by the human
soldiers long ago, are found
throughout the temple in several
areas. Illustration by Je Shields (KS)

5. Dragon Statue 6. Cursed Statue


Appearing as a single, marble- A statue of a dragon-man, his
ized statue, the partially trans- arms crossed and holding two
formed priest t'Zeel remains fro- sickles, stands facing the door to
zen, a short step away from the oldest crypt in the temple.
ritual completion. The statue is Any who approach within 5' will
but a tenth of the size of a be engulfed in a fiery blast that
normal red dragon. At ritual issues from the statue's maw.
completion, it will fill out to full Characters may make a saving
size. The eyes of the statue ap- throw versus Dragon Breath to
pear as large garnets and its take only half of the 5d6 fire
nails look like elongated opals. damage.

Touching the statue will restart 7. Trapped Hallway


the transformation process, end- A pressure plate in the floor fills
ing it within a few minutes. the hallway with barely detect-
There is no way to stop the able gas in four rounds. Any
process once it begins. character that makes a save un-
der half their Wisdom will detect
an odd smell after the trap is
triggered. For every ten rounds
15 characters stay in the hallway,
they will suffer 1 hit point of 9. Crypt of the Fifth
damage.
The last dragon-priest to remain
Six dragon-priest statues stand in humanoid form was buried in
facing inward, their hands in an this simple tomb. A slab adja-
open, receiving gesture. If any- cent to the east wall holds the
thing is placed in a statue's decaying form of t'Durg, the
hands, its eyes will flicker with a fifth and last priest to refuse the
small flame. There is a 20% transformation ritual. His form
accumulating chance per round has been partially consumed by
(per statue) that the flame will long-dead creatures, leaving bro-
ignite the gas in the hall. Char- ken bones and bits of linen
acters caught in the explosion wrappings atop the slab. Several
will suffer 6d6 explosion damage broken clay pots, pushed from
(or half if a save versus Death the slab, lie on the floor. Their
Ray or Poison is made). Note contents are spilled and scat-
that the gas and subsequent tered. Silver and gold coins are
damage reaches into area 8 as found on the floor (500 sp and
well. 250 gp). A pair of silver brac-
ers on bony forearms remain
8. Crypt of the First unblemished by time. These are
Bracers of Cold Protection
A niche in the southern wall (adds +1 to saving throws versus
contains the wrapped form of cold-based attacks, both magical
the dead dragon-priest, t'Kral the and natural).
First. Being the first to refuse
the transformation ritual, his 10. Pool of Remembrance
body was buried with great rev-
erence and respect. Several jars Although the water from the
of platinum coins and gems sur- winding stream is normal and
round the body in the niche and clean, it changes once it enters
his bony hands hold a small the pool. A magical aura at the
wand. Along with one hundred bottom of the pool gives the
garnets (each worth 100 gp), water both healing and mental
there are 500 pp in the jars. restoration abilities. Drinking
A Wand of Dragon Fire with from the pool heals 1d8 damage
six charges can be pried from (maximum once per week) and
the firm grasp of the deceased cures any mental affliction (once
priest. (The Wand's abilities are per character). For every half
found in the Magic Shop section minute a character submerges
of this fanzine) themselves within the pool,
there is a 10% cumulative
Note that an explosion in the chance that they can recall any
hallway has a 10% chance of lost memory from their past.
destroying the wand.
Thousands of donated coins line
the bottom of the pool, reflect-
ing light from torches and lan-
terns throughout the temple.
There are 1,790 sp and 865
gp at the bottom of the clear
pool.
16
11. Crypt of the Sixth topaz. Each gem is worth 10
gp. An ornate tapestry hangs
When t'Zeel felt that he may from the east wall, depicting a
elect to remain in humanoid scene of Kragkothamon engulfing
form, he had the construction of an entire world with a single,
his burial chamber started. How- fiery breath. It is worth 1,000
ever, the work was stopped gp to tapestry collectors.
when he changed his mind. A
water-filled crypt appears empty 13. Statue Trap
at first until the room is entered
and the room's guardians, three When characters reach the mid-
Electric Eels, attack. way point between the two
dragon-men statues on the slope,
Electric Eels (3): AC 9 HD 2* each will animate and converge
HP 12 each, ATT 1 bite, Dam 1- on the group. Each wields a
4, MV swim 120' (40'), Special; sickle and spear, attacking once
shock once per turn (5' range, 3d8
per round with each weapon.
dam; 10' range 2d8 dam; 15' range
1d8 dam), ML 7, Save F2, AL Each weapon is treated as +1
Neutral, XP 25 each to-hit and damage. The weapons
will disappear when the statues
12. Crypt of the Fourth explode upon death.
A pair of dragon-men statues Dragon-men Statues (2): AC 4
watch over the narrow door to HD 5** HP 30 each, ATT 2 weap-
this crypt. After turning into the ons, Dam 1-8+1, 1-6+1, MV
chamber, characters will find a 60' (20'), special: upon death, ex-
bent-over, shambling creature plodes in a ball of fire for 3d6
partially wrapped in rotting lin- damage to any within 20', ML 11,
ens and carrying a glowing Save F3, Align: Chaotic, XP 425
each
spear. The dead priest t'Gath
has risen as a vile Wight and 14. Crypt of the Thirds
wanders about his burial cham-
ber seeking some forgotten Twin priests once shared the
vengeance. duty of administering service to
members of their race. Wrapped
t’Gath (Wight): AC 5 HD 3* HP and buried side by side on two
18, ATT 1 claw or 1 weapon, stone slabs, t'Reth and t'Relk
Dam energy drain or 1d6+2 (spear), were identical and were never
MV 90' (30'), Special; energy drain
reduces character's level by one, ML
apart in life. When t'Reth died
12, Save F3, Align Chaotic, XP 50 before his brother, t'Relk took
his own life moments later to
The spear +2 that t'Gath car- remain by his side in death.
ries also protects the wielder
from Fire (+1 vs. all fire attacks
and saving throws, magical or
natural). Additionally, several rot-
ted leather bags have split open
revealing several piles of gems.
There are 1d100 gems of each
of the following types: diamond,
sapphire, emerald, ruby, and

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.

Quarterly Dungeon Crawl #2


Pyramid of Reversal lost children at the pyramids but
by Thom Wilson. An adventure their attempts to discover an
for 4-6 characters of 10th to entrance has failed. They are
14th level. offering a substantial reward to
characters to enter the pyramid
Background: Village elders of and retrieve any children they
Ghantala have had a loose can find.
agreement with demons living
below the desert dunes for cen- Detailed Background: Elders have
turies “ a child from a single been trading children for bricks
village family each generation of gold for centuries. Demons
must be sacrificed to the de- have been paying the mortals in
monic denizens to prevent a gold in exchange for young chil-
catastrophic disease from deci- dren, used to work as slaves in
mating the remote village. How- their mines below the surface
ever, only the elders are aware (among other nefarious pur-
of the arrangement. Villagers poses). The elders have been
believe that some of their chil- stockpiling the gold, spending it
dren have been born only when necessary. A secret
‚possessed‛ and had to be left vault under the village council
in the nearby pyramids to be chambers is well hidden and
judged, taken away, and healed unknown to any who remain in
by the gods. Children are actu- the area. It is filled with hun-
ally drugged by elders making dreds of gold bars.
them behave erratically. Parents
are led to believe that to save Many of the abducted children
them, they must give them over are still below the village, serving
to the gods. their demon masters in the up-
side down city of Xak'tor. Chil-
Unfortunately for the elders, the dren are forced to mine for
centuries-old secret was somehow gold and silver, serve lazy de-
discovered by villagers after a mon masters, and defend the
recent sacrifice. After enraged upside down city from subterra-
families dispatched their elders in nean threats.
a night of bloodshed and retribu-
tion, they have tried to recover
20
Pyramids of the Dead 4. Sacrificial Pole
1. Funeral Area A single pillar emerges from the
stone floor of the uppermost tier
Most of the villagers have gath- of the blackened pyramid.
ered in this area, awaiting he- Leather ropes, used to lash chil-
roes who are willing to enter dren down, hang from the stone
the Pyramid of Death to retrieve pole. No door or entry can be
their lost loved ones. Daring to found anywhere on the pyramid
go no closer than the gathering unless a lengthy and meticulous
area between the pyramids, they search is made. A concealed
have assembled in prayer and trap door the around the pillar
lamentation, heart-broken from opens to reveal a circular stair-
the deceit of their trusted elders. well leading to areas 7 and 8
None of the villagers will go any below.
closer than this area.
Find Concealed Door: 2 in 6
2. Pyramid of the Sun chance, or 3 in 6 chance for elves
and dwarves.
A smaller pyramid nearby is
used to offer sacrifices of vegeta- 5. Sulfuric River
bles and fruit to the Sun god,
Zharr. The small cubicle at the A river of sulfur-rich water flows
top of the pyramid lacks a roof, past the pyramids, depositing the
allowing the sun to reduce sacri- yellow-tinged fluids to a shallow
ficed food to a watery pulp. In sea in the south. The slow-
exchange for the bounty, Zharr moving water is undrinkable,
is said to bless his people with giving anyone who consumes
long life and healthy bodies. The more than mouthful of it serious
door to the pyramid interior has stomach pains, cramps, and diar-
been sealed for centuries”no rhea for 24 hours. However, the
one know what is within the water is safe to bathe in and
structure, if anything. provides a cleansing feel to the
skin and a calming effect to the
3. Pyramid of Reversal nerves.
Called the ‚Pyramid of Death‛ Avoid Sulfuric Sickness: Roll
by the people of Ghantala, this under one-half Constitution score
structure is nothing more than a (rounding up).
overbuilt entryway to an upside 6. Secret Tunnel
down city below the surface.
Elders of the village have con- Villagers bathe and relax in one
vinced villagers that the pyramid especially warm spot in the sul-
was constructed as a sacrificial furic river near the shore. Heat
temple to their god of Judg- from the underground city ema-
ment, Lorfandu. Since no child nates through a secret tunnel
has ever escaped the judgment that connects a lake below to
of the gods, the people have the river above. The secret tun-
also called Lorfandu the god of nel at the bottom of the river is
Death. challenging to discover. Some
characters may detect a change
in water flow or direction near
the spot, hinting at an opening
21 at the river bottom.
Find Secret Tunnel: 1 in 6 they will feel like they have to
chance, or 2 in 6 chance for fight to stay grounded. Any who
characters with aquatic backgrounds. jump from the top of the stairs
down into the center opening
7. Weightless Drop
between the steps will find their
Circular stairs wind downward descent slowing almost to a halt
forty feet before ending in a as they reach the floor.
trap door. An overwhelming feel-
ing of weightlessness increases as
characters descend the stairs. By
the time they reach the bottom, 22
The trap door in the floor is each failed check made in the
locked from the other side, re- tunnel before exiting, they will
quiring considerable strength to be penalized -1 to all actions for
break the bar and chains holding 24 hours (cumulative) as they
the door in place. fight the urge to right them-
selves.
Open Reinforced Door: 1 in 12
chance (Strength bonus applies). Most denizens of Xak'tor are
indoors, lounging while their
8. Sorting Chamber slaves perform all necessary du-
Weightless children floating in ties. There is a 10% chance
mid air were evaluated for ser- that 1d4 Cambion Demons
vice suitability in this large may see the characters as they
room. Demon masters choose emerge from the tunnel.
new workers for their mines,
towers, and tunnels after a Cambion Demons (1d4): AC 4,
lengthy review of their minds HD 6, HP 36 each, #AT 1
weapon, D weapon+3, Save F6,
and bodies. Those found to be
ML 9, Special: 18 Strength, Thief
unlikely suited to the harsh envi- abilities, XP 820 each
ronment of the reversed city are
disposed of.

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

the urge to fight the pull of the


chamber makes it more likely to
pass the test and survive the
final area before entering the
upside down city.
10. Guardhouse
Access Opposite Side: Roll
OVER Strength (stronger characters This two-story structure houses
are less likely to succeed). demon guards while off duty.
Luckily for characters, the de-
The door exits into the fully mons are rarely idle, preferring
upside down world of the de- to spend their time making mor-
mons within Xak'tor. By this tal lives miserable. Many torment
time, characters will fully feel the slaves within the city or are
that up is down and down is off to different planes or worlds
up. As they emerge from the to war and pillage. Characters
testing tunnel, they will be able will find only a handful of de-
to plant their feet on the floors mons here at any time.
of the structures and cave with-
out much difficulty. However, for 1d4 Shadow demons are of-
ten here, awaiting orders.
23
Shadow Demons (1d4): AC 1,
HD 7+3, HP 45 each, #AT 2
claws/1 bite, D 1-6/1-6/1-8, Save
F7, ML 9, Special: Spell-like abili-
ties, XP 1,320 each

11. Tower of the Demoness


Ixnatak, Great Guardian of
the Plane of Reversal
The slender tower contains six

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.

A29. Barricaded Room Convention Calendar

When the battle for the abbey Convention Date, Location


erupted and monks were deci- Origins Game Jun. 12th”16th,
mated in the main temple, the Fair ‘19 Columbus, OH
remaining monks of the original Gen Con Aug. 1st”4th,
order made their last stand in 2019 (52) Indianapolis, IN
this common room. Piling up ShireCon II Sept. 21st,
furniture and crates, they stood Falls Village, CT
their ground to the last. A pile GameHoleCon Oct. 31st”Nov. 3rd
of skeletal remains in the center VII Madison, WI
of the room hints to the grue-
some and bitter end of the 28
29
30
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