Showing posts with label Swords and Wizardry Appreciation Day. Show all posts
Showing posts with label Swords and Wizardry Appreciation Day. Show all posts

Friday, April 17, 2015

Gargaim

Gargaim
Hit Dice: 4
Armor Class: 6 [13]
Attacks: 2 Claws (1d2), 1 Bite (1d6), or Weapon(1d6)
Saving Throw: 12
Special: Immune to silver weapons, half damage from magic weapons.
Move:9
Alignment: Chaos
Challenge Level/XP: 3/60

Fetid and grotesque scavengers who lurk in sewers and dumps and constantly mutter and grumble to themselves in a singularly uncouth language, Gargaim are as ungrateful as they are unwelcome within the communities they feed upon. Narrow-minded and easily distracted, they can be temporarily placated in most instances by tossing them a few copper coins or bits of colored glass. Of course once you pass on your way to better things, the Gargaim go out of their way to stir up any other creatures in the immediate vicinity in order to set them after you...




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Skreecher

Skreecher
Hit Dice: 2+
Armor Class: 6 [13]
Attacks: 2 Claws (1d4), or weapon
Saving Throw: 14
Special: Spell-use.
Move:9
Alignment: Chaos
Challenge Level/XP: 3/60

Greedy, cunning and conniving; Skreechers rove the underworld in search of spell-casters to ambush. They delight in torturing captive magic-users into teaching them new spells and they quickly confiscate every tome, scroll, codex, spell-book or grimoire they can beg, borrow or steal.

Skreechers progress as Magic-Users, but require an additional 30% XP per level to advance.




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Yrrzael (Tishga-Drones)

Yrrzael
Hit Dice: 4
Armor Class: 6 [13], 5[14] with shield
Attacks: 4 weapons (1d6, 1d6, 1d4, 1d4), or acid
Saving Throw: 13
Special: Acid, Split attacks between multiple opponents.
Move:14
Alignment: Neutrality
Challenge Level/XP: 5/240

Despoilers of graves and looters of tombs, the Yrrzael are the buzzing war-drones of a maggot-ruled empire that does not claim territory, but rather seizes upon the bodies of the dead. All dead flesh is theirs by decree of the Maggot-Mages and their Veiled Empress. They lay their eggs where they will and feed upon all that die and this has led them into conflict with the ghouls who are as likely as any to fall victim to these insatiable, implacable things...




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Vhyl Katub

Vhyl Katub
Hit Dice: 8
Armor Class: 4 [15]
Attacks: 2 Pincers (2d6+2), 1 Bite (3d6), or acid spray
Saving Throw: 11
Special: Immunities, Acid.
Move:10
Alignment: Neutrality
Challenge Level/XP: 11/1700

The Vhyl Katub are strange, alien beings summoned to guard ancient tombs and reliquaries. Immune to fire, cold and poison these weird worm-things tirelessly slither about their sealed domains along routes that have remained unchanged for millennia. 




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Jirin

Jirin
Hit Dice: 4
Armor Class: 2 [17]
Attacks: 1 Fist (1d4+2) or 1 Weapon (1d6+1)
Saving Throw: 11
Special: Consume Magic, Dispel Magic.
Move:12
Alignment: Neutrality
Challenge Level/XP: 5/240

Powerfully-built hairless humanoids with extremely thick skin that they sometimes fit with spikes or studs, Jirin consume the pages of spell books and scrolls as though such things were the sweetest candy and they drain magic items like drinking wine from a bottle.

They also have a 90% chance to dispel any first level spell cast within 30' of them, an 80% chance to dispel second level spells, 70% chance to dispel third level, 60% chance to dispel fourth level spells, 50% chance to dispel fifth level spells, 40% chance to dispel sixth level spells, 30% chance to dispel seventh level spells, 20% chance to dispel eighth level spells, and a 10% chance to dispel ninth level spells.

Any magic weapon striking a Jirin runs a cumulative 5% chance of losing one of its enchantments or bonuses determined at random.

The Jirin cannot wield a magical weapon unless it is first completely drained of all power. This can be accomplished by simply holding the item in their hands for one hour per magical plus of the weapon and also applies to armor.

Magical potions make them sick and they cannot be healed by magic, nor can they be raised or resurrected, which may explain their intense hatred for Clerics in particular.





Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Reptin

Reptin
Hit Dice: 2+1
Armor Class: 3 [16]
Attacks: 1 Bite (1d4+Poison), 1 Javelin (1d4+1), Sword(1d6+1)
Saving Throw: 14
Special: Immune to Sleep, Fear or Charm.
Move:12 (Cannot swim)
Alignment: Neutrality
Challenge Level/XP: 3/60

Some would characterize the Reptin as slow and plodding, but those fools never faced them in battle. Reptin are disciplined soldiers whose ancestors built a vast world-girdling empire long, long ago. But that was before the Great Cataclysm and the treachery of the serpentine nobles. Now they serve as mercenaries to the younger, weaker races.

Reptin wear heavy bronze armor that is riveted in place once they reach maturity and is never removed. They take a very dim view of anyone looting their fallen comrades and have been known to break off in the middle of an attack to go after bands of scavengers that tried to recover some of their armor. The armor of the fallen must be recovered to hand it down to the next cycle of hatchlings, such is the way of their people for uncounted thousands of years.

They preserve the old lore of their ancestors regarding the fine points of bronze-casting and are very likely the greatest experts and artisans who work exclusively in bronze active in the world today. Reptin smiths not only know the secret to making extremely hard bronze, they also manufacture Hepatizon and other more exotic forms of bronze. It is rumored that more than two-thirds of the bronze golems discovered are Reptin creations. They are also quite infamous for their skill in demolishing or dismantling such constructs.

The hidden egg-pits of the Reptin are rumored to be tended by special bronze golems, in order to free the Reptin to wage war.





Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Aztil

Aztil
Hit Dice: 2+1
Armor Class: 7 [12]
Attacks: 1 Weapon (1d6)
Saving Throw: 13
Special: Surprise opponents on a 1-3.
Move:12
Alignment: Chaos
Challenge Level/XP: 3/60

Sneaky humanoids who live deep within woodland regions, the Aztil are notorious for setting all manner of traps to scare, injure or kill intruders. There is a base 30% chance that any encounter with the Aztil will instead be with one or more of their traps. Snares, pits filled with spikes, and springy tree-limbs fitted with stakes seem to be the most common traps they are likely to use, but there is no end to the perverse ingenuity of these creatures.

Aztil have no spoken language, but instead rely upon gesture and hand-signs to communicate. They also make use of an intricately carved system of runes for recording significant events, their history and lore. It is suspected that the Aztil have developed a form of runic spell-casting, but this has yet to be confirmed.




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Skin Taker

Skin Taker
Hit Dice: 2
Armor Class: 8 [11]
Attacks: 1 Touch (1d4+Con drain)
Saving Throw: 12
Special: Drains 1 Con with hit, can only be hurt by spells or magic weapons, takes over corpses.
Move:10
Alignment: Chaos
Challenge Level/XP: 4/120

Completely intact skins of sacrificed cultists that prowl through back-alleys and dismal passages in search of victims. They are not undead; these things did not die in the course of being removed from their original owners and if they continue to prey upon others, they might even be immortal.

The wet, sloppy touch of a Skin Taker drains one point of Constitution on each successful attack, and if the victim is reduced to zero, the Skin Taker will attempt to transform their victim into another of these despicable creatures as their skin is removed through an arcane ritual taking one hour (6 Turns). If the ritual is disrupted, the victim's skin will blacken and shrivel into dust. The remainder of the victim's flesh might be recoverable through some sort of magical intervention, but those resurrected after such an attack often lack their outermost layers of skin. Survivors of a Skin Taker's assault usually regain their Constitution after 120 minutes (12 Turns).




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Flame Snails

Originally published in Silver Griffin, Issue No.10, circa 1989
Flame Snails
Hit Dice: 6
Armor Class: 7 [12]
Attacks: 1 Flaming Acid Spittle (1d6+4), Burning Crush (4d4)
Saving Throw: 10
Special: Surrounded by fire.
Move:6
Alignment: Neutrality
Challenge Level/XP: 5/240

Huge, lumbering molluscs wreathed in otherworldly fire, Flame Snails tend to wander about aimlessly, setting everything they touch on fire and generally being a nuisance. They are believed to have been summoned from a distant alien world to serve in place of an ancient emperor's war elephants that were decimated by a magical plague. The Flame Snails may or may not have worked out; there are no reliable records left from that time, only folklore and spurious tavern tales. Any spells or magical items used to control or direct these blazing behemoths are likewise lost or forgotten, and would fetch a good price from those trying to rid themselves of these things.

The one major redeeming quality of these creatures is their implacable rage when confronted by any sort of undead creature. Flame Snails will tirelessly attack any and every undead enemy they can hit or crush.




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Foul Beast: Bunny

Foul Beast: Bunny
Hit Dice: 2
Armor Class: 6 [13]
Attacks: 1 bite (1d4+2)
Saving Throw: 15
Special: Triple Damage on natural '20'.
Move: 16
Alignment: Neutrality
Challenge Level/XP: 4/120

Nasty, mangy undead bunnies that solemnly hop about desolate moors and other isolated and unpleasant locales in eternal pursuit of fresh meat and living prey.

If reduced to zero hit points, this foul beast will go dormant for 1d6 Turns after which it will rise again, often in a mangled or disheveled state which may or may not hamper its movement, as determined by the DM in their mercy. Of course this most undesirable outcome may be prevented by casting Bless on the remains, or by simply plunging a torch into the cadaverous husk and burning it to ashes. Just don't wait too long, or else the damned thing will leap about setting everything on fire as it lunges at its next victim(s).




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Shellback

Shellback
Hit Dice: 4+1
Armor Class: 5 [14]
Attacks: 2 Claws (1d6), 1 bite (3d4)
Saving Throw: 12
Special: Amphibious, Regenerate but only Underwater.
Move: 12
Alignment: Neutrality
Challenge Level/XP: 5/240

The living remnants of a long forgotten wizard's experiments with troll's blood and various flora and fauna, in this case soft-shelled mud-turtles.

A Shellback will regain 1 hit point for every ten minutes it remains submerged under water. If a portion of their body is cut off and dropped in a swampy or otherwise wet area, it will slowly regrow into another individual over the course of 1d4 days.

The tough, but flexible shell of these creatures has the consistency of very heavy leather equal to cuir bouilli or boiled leather and is much sought after for making armor.




Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Lesser Fungal Mass

Lesser Fungal Mass
Hit Dice: 1 to 3
Armor Class: 8 [11]
Attacks: Telekinetically Thrown Objects (1d4 per HD)
Saving Throw: 14
Special: Limited ESP, Telekinesis, Gains 1 hp per victim absorbed into the mass.
Move: n/a
Alignment: Neutrality
Challenge Level/XP: 5/240

Distasteful and dingy off-yellow smears of ill smelling fungus that grow upwards from their center into a roughly spherical blob, these fetid things wait patiently for their prey in the dark recesses of old passages, forgotten tunnels and caves. When disturbed by any sort of sound or vibration, a Fungal Mass awakens from its torpor and immediately becomes aware of everything within a 30' radius through a limited form of ESP. It will then observe any potential victims in the area and try to attack when it has the best chance of success, flinging small rocks and other bits of debris at their targets using telekinesis.

They take double damage from fire, but are immune to acids.





Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Swords & Wizardry Stuff from Hereticwerks



Taglar's Tomb is available at DrivethruRPG / RPGnow as a pay-what-you-want PDF that is expanded and revised from the original version posted to our blog for the first Swords & Wizardry Appreciation Day which remains available in its original form. There is also a bonus page of special content for the revised PDF if you're interested.

Space Age Sorcery was our first grimoire of space fantasy spells for Swords & Wizardry and related/similar old school rules-sets. You can download a free copy from our Free Stuff folder at BOX.

The Not-So-Empty Tomb of Baljesser is in the process of being revised and cleaned-up a bit for presentation as a PDF similar to how we did Taglar's Tomb above. In the meantime you can go check out the original version. Both Taglar's and Baljesser's Tombs are part of our Gravelands series of adventures for Swords & Wizardry. This has been a long-gestating project, but it is moving ahead again and we hope to have some news to report very soon.

We also have some handy tables of new magic items for Swords & Wizardry.
1d10 Magic Wands
1d10 Cursed Items
1d10 Magic Rings

The Tomb of the Forgotten Toad People is a one-page adventure suitable for use with Swords & Wizardry.

And starting today, in honor of Swords & Wizardry Appreciation Day, we'll be posting some new monsters throughout the day and then collecting them all into a PDF that will also feature some never-before-seen creatures as well as a couple from our blog, all statted and prepped for use with S&W.

Enjoy the day!





Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


Swords & Wizardry Stuff at Hereticwerks

Wednesday, April 17, 2013

The Not-So-Empty Crypt of Baljessor (Swords & Wizardry)

Preface
This is another low-level Mini-Adventure ideal for use as a one-shot or the seed of something bigger. It is geared for 1-4 player characters from 1st to 3rd level, but you can certainly ramp it up for more powerful groups.

Introduction
The Crypt of Baljessor is a minor, often ignored and already heavily plundered old tomb that keeps cropping up on cheap treasure maps. No one has figured out how to remove the Throne of Baljessor, so far, and no one claims responsibility for erecting the mysterious barricade blocking-off one of the passages. All anyone really knows is that it has become something of a tradition to leave behind a small holy symbol or vial of blessed water or something similar on the barricade. Cynics grumble that this must be some sort of scam, that someone is going in there and harvesting these things for a quick and painless profit. But others aren't so sure...


Location
The Crypt of Baljessor could be anywhere an old, neglected grave-site might fit-in, as long as it is somewhat close to a mid-sized city or trade-town.


Background
What is actually known (or at least a matter of local record) regarding the Crypt is as follows:
  • The Crypt was built 720 years ago by mute slaves that were executed upon completing their work. Their bodies were rendered down to bones and they were all sealed within large ceramic urns, but were not then converted into reanimated skeletons.
  • The main entrance to the Crypt was sealed by a mass of super-heated stone that still radiates a faint magic. Anyone tampering with the seal risks getting burned. It is still hot.
  • Less than a dozen years ago a family of itinerant Tomb-Looters, seriously down on their luck and recently run out of town for a botched 'extraction' decided to test-out the crappy old map that their mad aunt Hilda won in a nude arm-wrestling contest (don't ask). The map turned out to be more or less accurate and after digging out a tunnel just over 120' into the earth, they were able to breach one of the walls of the main gallery. They spent the next two years systematically plundering the site, until they were ambushed on the way back and killed by a band of goblins.
  • We know these things from the journal kept by Simus, one of the more promising children who was being readied to enter into an apprenticeship with a local wizard, before the family uncovered the Crypt. No one knows what happened to Simus.


Rumors, Lies and Innuendos
For the cost of a few drinks, or just taking the time to listen in any of a dozen run-down ale-shops, grog-houses or inns, you might hear some of the following tid-bits of local lore and speculation. Some of this might be true, but no one can say how accurate any of it is until they've gone down into the place on their own:
  1. At least half of the drunkards in the surrounding area seems to believe that there's something evil locked away behind the barricade down in Baljessor's Crypt. Most of these are convinced that all those holy symbols are the only thing keeping it in there. Whatever 'it' might be.
  2. Quite a few others believe that someone is running a scam, collecting all the holy symbols and other trinkets and re-selling them to whomever might be going down into the Crypt, for whatever reason. So far no one has been actually been confirmed or proven to be doing this, but that just makes these folks more convinced than ever that someone too clever for anyone's good is up to mischief.
  3. A small group of pious individuals has started to make regular pilgrimages to the Crypt to add more holy symbols to the barricade as if it has become something of a shrine or altar to them.
  4. No temple or church has openly spoken on the subject of Baljessor's Crypt. Anyone buying holy symbols, etc. to take to the Crypt is doing so without any formal sanction or specific blessing at this time. But this might be subject to change as some of the smaller sects have noticed the way this fad of placing sacred things in the crypt has positively affected their cash flow.
  5. A lame veteran of a dozen border wars was found drained of all blood and hung upside down from the eaves of a local tavern after he made a big noise about his intent to tear down the Barricade and see what really was back there. No one was arrested in this crime. So far. Speculation as to who--or what--might have done this terrible thing is running rampant.
  6. There sure seem to be a lot more wolves in the area these days. It's getting so that hunters and trappers are having to go around in well-armed groups so as not to invite an attack.


Random Encounters in the Immediate Surroundings
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants. They are very curious about the player character's intentions, especially if they are headed to the Crypt.
  2. 1d6 Wolves: HD 2+2; AC 7[12]; Atk 1 Bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30. The wolves will chase anyone, but they will not go down into the hole that is the entrance to the Crypt.
  3. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is carrying 1d4 holy symbols worth 1d20 gp each. There is a chance that one is actually a Cleric (1st or 2nd level) in disguise.
  4. 1d2 Weird Wolves:  HD 2+2; AC 7[12]; Atk 1 Bite (1d4+3); Move 18; Save 16; AL C; CL/XP 3/60; Special: Radiate magical Confusion in 12' radius.
  5. 2d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. Fully half of these bandits are badly mauled and in need of immediate medical attention. The group is eager to bargain for assistance.
  6. 2d4 Hunters or Trappers: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They are also getting really spooked and are highly likely to shoot at anything that moves before checking who it might be.


The Crypt of Baljessor

Entering The Crypt
Things You Might Notice:
  • The opening is your basic hole-in-the-ground, with a pair of old, broken doors dragged over on top of it. The doors come from a tavern; the owner has offered a reward for their return, but both times they were returned, the doors were re-appropriated by someone--or something--and returned to this site.
  • A set of creaky old boards and some frayed ropes have been set up to help people get in and out of the hole. This is a good thing as it is roughly 8' deep.

Area A: The Tunnel
The Tunnel runs just over 120' in a slightly zig-zag fashion. It has been expanded only in the most rudimentary manner, at the bare minimum of effort. It is quite haphazard and looks like it could collapse at any moment, but it is stable.

Things You Might Notice:
  • The ceiling is between 4' and 5' high and varies every ten feet, making it awkward for taller characters. this variation also makes torches a bit more of a hassle as it would be all too easy to accidentally set someone else on fire if people don't pay attention.
  • The floor of the tunnel is loose soil, only packed-down along the middle of the passage, and it would be really easy to trip or injure an ankle in this stuff.
  • The supports are all salvaged and stolen from wherever things could be taken, seemingly at random. It doesn't take much to notice clearly that these supports have been maintained for a long time now, by diverse hands.

Area B1: The Main Gallery
The ceiling is approximately 5' from the floor at its highest point. The floor is uneven and covered in hard, dried mud. Loose gravel, broken stones and tumbled columns litter the place. The air is stuffy and stagnant. Open torches will quickly start to sputter and fill the place with acrid smoke within a half an hour. There is very little ventilation. Anyone staying in this gallery over half an hour must Save or begin to suffocate, unless they make suitable arrangements.

Careful investigation of the ceiling will reveal a set of 1d4 holes, each roughly 1" to 2" in diameter. These holes look like recent things, freshly scratched around the edges. Alongside the rubble at either side of the original breach in the Crypt's wall are 1d6 iron-headed shafts of good quality oak, each one ends in an iron sleeve that screws onto the top of the next section. They are not spears, though they could be used as such. The shafts are there to let people poke the air-holes open to allow for some fresh air to get into the crypt. It takes at least four sections to really get each air-hole cleared, and assembling the shafts to do so takes 10 to 15 minutes per hole. Clearing the holes will prevent asphyxiation, at least for a while.

Area B2: Baljessor's Throne
Carved from a lump of meteoric iron, Baljessor's throne weighs close to two tons. It is one solid piece. It is also bonded to the dais it rests upon, which has stymied previous attempts to drag it free with cables and lots of muscle-power. It has remained in-place for over 700 years and it won't be moving anytime soon. A closer examination will reveal numerous small scratches and gouges in the metal made by looters trying to scrape off at least some bit of the thing to take back with them.

Sitting on the Throne will cause all metallic objects carried by that person to become highly magnetized for the next 1d4 hours. The magnetization is not restricted to just iron, it will also affect copper, bronze and all other metals.

Area B3: The Funeral Stairs
The stairs were built from heavy slabs of dark blue-gray stone that is not like anything in the local area. At the top of the stairs is a smoldering mass of stone on the very verge of melting. Intense heat radiates from this very hot stony mass. Contact with the mass will inflict 1d4 damage per touch. It radiates a clear and present, and very old magical aura.

Area C: The Barricade
Originally this was a four-way junction, but one of the passages has been boarded-up, blocked and barricaded by dozens of people, each adding their bit to the on-going process much like it was some sort of a shared sculpture. Hundreds of tokens, medallions, charms, small figurines, icons, idols, and other holy symbols are affixed, hung, glued, tied into, nailed to, and otherwise incorporated into and upon the Barricade. The whole thing radiates a powerful Protection From Evil that has developed organically from all of the offerings, votive candles, and other bits and pieces that have accumulated over the years.

There is a 20% Chance of a Pilgrim being present. (See Table Below).
Breaking through the Barricade would take close to an hour of heavy labor. But it could be done. However, doing so will run the risk of being interrupted by another group of Pilgrims (70%) or other Looters (30%). (See tables below).

Areas D1 & D2
Both of these areas are essentially the same. They are both ledges overlooking crescent-shaped pits strewn with broken pottery and other fragments, including shards of bone. Down in the pits are dozens of indeterminate shiny-bits. The pits are steeply sloped and extend downwards over 20'. Anyone going down into the pits to search for treasure must Save or make a DEX check (either works fine), every ten minutes they spend sifting through the debris. Failure means that they have either stepped upon or brushed up against a particularly sharp splinter of bone and taken 1d4 damage. Every half hour spent rooting around in this junk will produce a few loose coins or some minor treasure (roll on Loose Coins Table below).

Anyone taking time to really examine the bone fragments will notice that all the finger bones, toe bones and teeth are completely missing.

Area E: The Deep Ravine
This sub-chamber is located more than 60' below the rest of the Crypt. It is a reworked cavern. The ledge overlooks a very steep drop of 30' and there is a broken statue on either side of the entrance. One is reduced to a pair of clawed feet snapped off at the ankles, the other is broken-off at the hips. They are distinctly reptilian. The broken fragments of the statues are scattered down below amid literally tons of broken pottery, splintered bones, dirt and gravel.

What isn't immediately obvious is that the entire ceiling is studded with hundreds of finger and toe bones.

At the far end of the cavern is a set of three heavy urns. These are filled to overflowing with teeth.

Area F: The Sealed Chamber
This chamber is roughly trapezoidal in shape. There is a ledge all around the outer edge of the room, roughly 7' wide. The sunken area is almost a shaft, with incredibly slick stone walls that appear to have been blasted with enough heat to make them appear almost glassy.

At the bottom of the glass-walled shaft is a crude sarcophagus fashioned from a peculiar greenish-tinged bronze alloy and inlaid with raw gold and rough chunks of jade and other precious and semi-precious stones.

There are also five golden rods set at the corners of the shaft, surrounding the sarcophagus. Each of these rods is 3" in diameter, weights 1,000 pounds and is hot to the touch, causing 1d6 damage on contact.

The sarcophagus radiates Fear (as per the spell), forcing any who attempt to descend into the pit after it to Save at -2 or suffer the Fear effects for 1d4 hours.

The Sarcophagus is trapped with both poison gas and poison needles in the latches. The poison is pretty-much evaporated and inert after all the centuries (Save at +2).

Should someone succeed in opening the sarcophagus, inside is the shriveled and mummified body of a ring-mail armored ghoul; none other than the Warlord Baljessor himself. Fortunately the old buried warlord is thoroughly dead. His heart was removed and encased in black amber and buried in another location just to make sure it was that much more difficult for him to rise ever again.

Once the Sarcophagus is opened to the outside air, Baljessor's body rapidly crumbles into a fine black dust that will then begin to swirl about like a mini-sandstorm at the bottom of the pit. Anyone caught in this swirling black vortex of dust and ashes suffers 1 point of damage per minute. Anyone reduced to zero hit points by the dust dies only to rise again in 1d4 turns as a ghoul. The black vortex will not settle down. It becomes a new and permanent feature.

Those converted into ghouls by the black dust of Baljessor suffer from complete insanity for 1d6 hours, after which they begin to recover their memories, after a fashion. They are evil minions in service to an undead liege who can never leave this Crypt...unless they were to discover some way to recover or release their foul master. A lot has changed.

It is left to Referee/DM discretion whether or not anything valuable can be retrieved from the Sarcophagus, aside from the player character's lives. Should the player characters facilitate a high level Cleric coming into the chamber and performing an exorcism, the party will gain 2,000XP each, for expunging this pre-human evil once and for all from the world.


Loose Coins and A Little Loot
  1. (1d6) Silver coins of recent vintage.
  2. (3d4) copper coins, all covered in verdigris and stuck together in one lump.
  3. Fifty feet of good rope packed in an oilskin bag.
  4. (1d4) antique coins: silver oblongs marked with stylized birds. (worth 1d4 sp each)
  5. 1 gold coin cast in the outline of a bat, but otherwise flat. (worth 1d4 gp).
  6. (1d4) chips of exceptionally clear and smooth quartz ground to lens-like shapes. (worth 1d6 gp).
  7. (2d6) Silver bells, squashed flat. (worth 1d4 sp each).
  8. (3d6) Twisted copper tubes. (Worth 1d4 cp each).
  9. (3d4) blue-stone beads carved with wavy-lines. (Worth 1d6 sp each).
  10. (1d4) trapezoidal plaques of jade, each hard-carved with a scene from Baljessor's life. (worth 3d6 gp each).
  11. A stone tablet incised with the formula for raising a wrathful entity to smite one's enemies. (Spell takes effect at far end of Chamber E and produces a golem-like humanoid entity formed entirely of human teeth: HD 8; AC 7[12]; Atk 2 'bites' (1d8, each); Move 8; Save 6; AL C; CL/XP 12/2,000; Special: Hit only by magic weapons, Immune to cold and acid, recovers 1 HD by removing all the teeth of a victim.
  12. (4d6) Silver Spindles decorated with zig-zags and whorls. (worth 2d6 sp each).

Random Tools
  1. Garden shovel with bent blade.
  2. Pick-head, no handle.
  3. (1d4) bunches of wolfsbane bound in red thread.
  4. (1d6) Buckets. Filled with rubble.
  5. Good quality spade.
  6. (1d6) Hawthorn stakes and some stale garlic buds.
  7. Pry-bar, bent almost in half.
  8. Chisel, badly warped.
  9. Maul, made from heavy, old wood. The handle is cracked.
  10. (2d4) Stout burlap sacks, filled with gravel.
  11. Trowel. Bloodstains on blade, (can be used as a dagger for 1d4 damage, but at -1 to hit).
  12. (1d4) Wedges, cast from pig-iron. Shatter or bend when pounded on with any real force.

Pilgrims
  1. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is busy adding their respective holy symbols to the Barricade and will ignore others, unless attacked or disturbed.
  2. Eremite: HD 3; AC 5[14]; Atk 1/Mace +1 (1d6+1); Move 12; Save 13; AL L; CL/XP 3/60; Special: Spell-Use as cleric level 3 (Cure Light Wounds, Protection From Evil). They are investigating the Barricade. They will try to stop anyone trying to dismantle it.
  3. 2d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. These pious pilgrims believe that the Barricade has become a sacred site and will fight to the death to defend it from any who would despoil or destroy it.
  4. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL L; CL/XP 1/15. This group of pilgrims are more circumspect around strangers and will attempt to delay or hinder anyone's attempts to dismantle the Barricade, while sending their fastest member back to town to raise an alarm and bring back an armed mob to deal with anyone trying to wreck the Barricade.
  5. Heretical Cleric: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, Light). They intend to destroy the Barricade and could use some assistance.
  6. 3d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. This is a mob of believers who were summoned in response to events that took place more than a day ago--the pilgrim who is stirring them up got lost on the way back to town. Since there's no sign of the previous malefactors, the player characters will be called upon to explain themselves and to prove their good intent...or else it could get ugly.

Other Plunderers
Whether encountered because of the amount of time spent inside the Crypt or as a direct consequence of running off a group of pilgrims or whatever, these are some of the folks that might just show up while the player characters are still investigating the Crypt, or they might be on their way to the Crypt as the player characters are leaving.
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants, but are a different group than the ones possibly encountered previously. This group intends to prey upon hapless pilgrims, offering them 'safe passage' at a price. The leader wields a +1 hammer and has a nasty scar across his left cheek.
  2. 4d6 Angry Villagers HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. An angry mob looking for someone to hang, stone or just massacre. They're a bit divided on the subject. No clear-cut leader has stepped forward to guide the mob. Yet.
  3. 2d4 Clerics: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, one random spell). They intend to claim the Barricade as a sacred shrine for their temple. They might be doing this on their own initiative.
  4. 2d4 Would-Be Adventurers: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. Ruthless, amoral and destitute, these ruffians have only just worked up the courage to try their luck in scrounging for loose coins in Baljessor's Crypt. They will fold and run away upon meeting any real difficulties or resistance.
  5. 2d4 Hunters: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They have tracked a pack of wolves to a den very close-by and thought that they'd check in on the Barricade while they were here; people have been talking about strangers out to wreck the Barricade back in town, and they take a dim view of such things.
  6. 1d4 Heretics HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. Quiet and cheerful, they hope no one realizes that they intend to tear down the Barricade when no one is looking. They will gladly blame anyone else they spot coming into or out of the Crypt. They lie convincingly and often.


Afterword
This is one of those locations that continues to be a possible adventure site even after all the monsters are gone and all the loot has pretty much run out. It is only a matter of time before the local temples get embroiled in some sort of conflict over who has the best claim to the Barricade Shrine. One or more of the local churches will likely attempt to take the site over, or perhaps they'll settle for driving off and discouraging their competitors. Or perhaps an obscure Order of Monks will decide to take the place over and build a monastery upon this site...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)

Taglar's Tomb (Mini-Adventure for Swords & Wizardry)

Introduction
Taglar's Tomb is something of an open secret among the more disreputable types in the area. It is an old plundered tomb where many a grave-robber got their start.

This Mini-Adventure is suitable for 1-4 characters of 1st-3rd level, but could easily be adjusted and/or augmented to serve a larger or more powerful group.


Location
The Tomb of Taglar is often mis-marked on maps and locals have a tendency to lead gullible types to any handy cave and tell them that it is Taglar's Tomb. The actual Tomb is located towards the top of a steep old hill where the trees are all dying. Storms are frequent in this place. Whatever trails or paths there are in this area, they tend to be known mostly to grave-robbers, thieves, bandits and the like.


Background
Forlorn and despoiled long ago, Taglar's Tomb was stripped of most of its treasures by tomb-looters centuries ago. It has flooded twice that is known. The floors are thick with a damp, sticky mud that never quite dries. Various animals have made their lair in the first two chambers at different times in the past, but they rarely stay very long.

Grave-robbers and their ilk will sometimes take their apprentices to Taglar's Tomb in order to teach them the basics of their unsavory trade. Most of them return wiser, if not richer, for the experience.

The Tomb was built several hundred years ago to house the remains of the barbaric warlord Taglar, a fierce and ruthless conqueror whose dynasty came to an abrupt end within days of his being buried alive by his wife. Some say the empire he had built by axe and spell was brought to such rapid ruin due to the bickering of his two sons, neither of whom could get along, others say it was because of the treachery of their half-human mother. In any case, the enemies of Taglar pounced upon his empire, his people were scattered, his legacy was brought to an abrupt end, and he has been mostly forgotten. Only those who traffic in illicit tomb-goods still talk of the old warlord these days, mostly because they alone share something of a bond with the old dead king.


Common Rumors and Whispered Lore
Concerning Taglar's Tomb
  1. Sleeping in the First Chamber brings unpleasant dreams, the Second Chamber nightmares. No one has ever slept in the Third Chamber.
  2. Beasts rarely enter the Second Chamber, never the Third Chamber.
  3. Raw flesh tossed into the Third Chamber will rot untouched and untroubled by vermin. Not even maggots will cross that threshold.
  4. There are still a few old coins buried beneath the muck and mud that has flooded the floors of this place, especially the farther back one goes.
  5. These Chambers are Not haunted. So say the priests of six different gods who have visited the place.
  6. Corpses left in this place rot away to the bones more quickly than is natural, but they do not rise.
  7. There is a peculiar breeze constantly blowing out of the Third Chamber. It is strong enough to make torches flicker fitfully. No one knows the source of the breeze.
  8. Many old-timers believe that there is a secret chamber that no one has found yet. Most people consider this foolishness. Surely if such a thing existed, it would have been discovered by now.
Any of these statements might be true or so much hokum--we leave that up to the Referee/DM.

Typical Hillside Encounters
  1. Bad Weather. Roll 1d6 every 4 turns, on a "1" things get worse (heavy rain, lightning strikes, etc.), on a roll of "6" it starts to let up.
  2. Zombie: HD 2; AC 8[11]; Atk 1 strike (1d8); Move 6*; Save 16; AL C; CL/XP 2/30; Special immune to sleep and charm spells. This zombie is swinging back and forth in a noose. Someone hung the thing and left it. 
  3. Mudslide. Save or get swept 1d100' down hill and suffer 1d2 damage.
  4. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  5. 1d4 Green Beetles: HD 1; AC 6[13]; Atk 1 bite (1d6); Move 12; Save 18; AL N; CL/XP 1/15; Special: Explode when exposed to open flame inflicting 1d6 damage in a 12' radius per beetle.
  6. Wild Boar (Young): HD 3+3; AC 7[12]; Atk 1 Gore (3d4); Move 15; Save 14; AL N; CL/XP 4/120; Special: Continues attacking for 2 rounds after being "killed."

Entrance
If anyone bothers to check, there is a water-proofed case containing 3d6 torches, with a flint and steel, wedged underneath one of the large, tumbled stones. There is also a broken shovel that was tossed behind another one of the stones.
  • The floor of the tunnel leading into the tomb is muddy and slopes downward, making it easy to slip or fall. The mud gets deeper and more slippery the farther back one goes.
  • There may or may not be some animal that has decided to make its lair inside either one of the first two chambers (See Table Below).
  • Instead of Wandering Monsters, there is a 10% chance of Other Visitors arriving every hour spent inside the tomb (See Table Below).

Chamber One
This Chamber has been totally stripped. Only a pair of heavy stone posts remain where the old throne used to sit. The walls are heavily scored and scratched and chipped by digging tools. Digging in the mud here will produce 1 random copper coin per 3d4 hours spent digging. (Roll 1d4 per coin found on Random Coins Table below).

Chamber Two
There are a pair of five-sided stone prisms set firmly into the floor close to the back of this chamber. The floor is much more muddy and slippery. Digging in the mud in this chamber will produce 1d6 random copper or silver coins every 1d4 hours spent digging. (Roll 1d8 per coin found on Random Coins Table below).

Chamber Three
There is a set of three obelisks set toward the back of this chamber. Behind the obelisks is a large, rounded stone deeply carved with bizarre pre-human hieroglyphs. There are three figures depicted on the stone, a ghoul, a lizardman, and a human being devoured by the other two. It is a thoroughly repugnant image, all too accurately carved in fine detail. The stone radiates a faint aura of Fear (Anyone coming within 20' must Save at +2 or suffer effects of Fear spell for 1 hour). Deciphering the hieroglyphs triggers a Symbol of Discord spell.

Digging in the mud back here will produce 3d6 random coins for every hour spent digging (roll 3d4 per coin found on Random Coins Table below). There is a 10% chance per hour of also finding some minor treasure (see Minor Treasure Table below).

There is also a chance of causing the West side of the floor to collapse, dropping 12' and revealing the once secret passage to the Fourth Chamber. This passage is unstable due to all the water that has seeped into it over the years. It could collapse at any moment...

Chamber Four
A large jade egg hovers over a well-like shaft 8' in diameter that extends down more than a mile. The mud and standing water seeping in from Chamber Three flows over the lip and down the sides of the shaft making it exceptionally treacherous to climb.

The 'Egg' is magically intelligent. It can communicate with one person at a time via telepathy, but its mind is so alien anyone contacted by it must Save or experience Confusion (as Spell) for 1d4 turns. The Egg cannot be removed from this place without first removing a set of very powerful, very ancient wards and bindings. The 'Egg' will attempt to lure a victim close enough for it to cast Petrify Brain upon them, which it hopes will be allowed to run its course so they can possess the victim's body and escape after centuries of imprisonment. Once the 'Egg' has caught a suitable host with its wicked spell, it will attempt to sow discord and confusion among the rest of the group, in the hopes of stalling them long enough to be able to effect the transfer of its consciousness into the new host body. If the 'Egg' fails to capture a new host, it will attempt to bargain with the group, trying to convince them to return and liberate it...it will promise them anything it thinks they might want or that could induce them to rescue it.

'Egg': HD 8; AC 2[17]; Atk 1 Spells; Move n/a; Save 8; AL C; CL/XP 6/400; Special: Magic Resistance 30% (only while in this chamber), cause Fear and Levitate at will, can cast Petrify Brain once per month.
Petrify Brain
Spell Level: Magic-User, 5th Level
Range: 20'
Duration: Permanent
Target begins to suffer from a terrible fever that slowly and painfully destroys 1 point of INT and WIS each hour until both attributes are reduced to zero, at which time a disembodied entity can then possess their body.


Things That Might Try to Lair Inside the Tomb
  1. 1 Giant Pink-and-Orange-Striped Leech: HD 2; AC 3[16]; Atk 1 bite (2d6); Move 6; Save 16; AL N; CL/XP 5/240; Special: suck blood. 
  2. 1 Hill-Gator: HD 2+2; AC 4[15]; Atk 1 Bite (1d6); Move 9; Save 14; AL N; CL/XP 3/60; Special: longer-limbed, land-based relative of the swamp gator. Can't swim, but can climb trees.
  3. Gelatinous Froth: HD 2; AC 8[11]; Atk 1 (1d4); Move 6; Save 13; AL N; CL/XP 3/60; Special: Paralysis (2 turns), Immune to Lightning and Cold.
  4. 1D6 Red Snouted Kobolds: HD 1d4hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  5. 1d4 Lesser Yellow-Banded Nagas: HD 1; AC 7[12]; Atk 1 Bite (1d4+Poison) or Tail-Sting (1d4+Poison); Move 9; Save 6; AL C; CL/XP 6/400; Special: Poison (Save or contract 'Yellow Rot' which causes victim to suffer -1 penalty to DEX for 1d4 weeks unless magically cured sooner.)
  6. 1d6 Stirges: HD 1+1; AC 7[12]; Atk 1 Sting (1d3+ Blood Drain); Move 3/18 (Flying); Save 17; AL N; CL/XP 1/15; Special: Blood drain for 1d4 damage.


Other Visitors
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  2. 2D4 Ring-Tailed Kobolds: HD 1d4 hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  3. 1d6 Mauve-Bellied Lizardmen: HD 2+1; AC 5[14]; Atk 2 Claws (1d3), 1 Bite (1d8); Move 6/12 (Swimming); Save 16; AL C; CL/XP 2/30; Special: One in six will be able to cast 1d2 first-level spells.
  4. 1d4 Grave-Robbers-In-Training: HD 1; AC 7[12]; Atk 1 Shovels (1d4); Move 12; Save 17; AL C; CL/XP 1/15.
  5. A Creature(s) looking to make this their lair--roll on Table Above.
  6. 2d4 Brigands: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15.


Random Coins
  1. Copper triangle inscribed with dot-and-line symbols. (worth 1d6 cp)
  2. Copper oblong rimmed with electrum. Front has image of a dragon, back is a spiral. (worth 1 sp)
  3. Copper square impressed with four small glyphs. Back is plain. (worth 1d2 cp)
  4. Copper disk, beaten into shape, twice as heavy as average. (worth 1d4 cp)
  5. Silver square hoop. (worth 1d4 sp)
  6. Silver lozenge covered with squiggles. (worth 1d8 sp)
  7. Silver teardrop set with amber disks. (Worth 1d6 sp)
  8. Silver triangle punched with holes at each point. (worth 1d4 sp)
  9. Silver octagon scratched beyond recognition. (worth 1d6 sp)
  10. Gold Crescent inscribed with serpents and worms. (worth: 1d6 gp)
  11. Gold wheel with eight spokes. (worth: 1d8 gp)
  12. Gold Pentagon rimmed with reddish alloy, center features a lizard-like being flanked by humanoids in chains. (worth: 1d10gp)


Random Minor Treasure
  1. Raw amber fragments worth 3d6 gp.
  2. Semiprecious stones worth 1d20 gp.
  3. Gems worth 1d20+25 gp.
  4. Broken Jewelry worth 2d20+50 gp.
  5. Weird pre-human figurines worth 4d20 gp.
  6. Carved gemstones worth 1d100 + 25 gp.
  7. Large green amber pieces worth 1d100 gp.
  8. Ivory fragments worth 2d20 +100gp.
  9. Beaten copper and electrum 'claw' weapon, worth 2d100 gp.
  10. Mostly intact jewelry worth 2d100 +25 gp.
  11. Clay tablet inscribed with 1 spell of level 1-4. (Very fragile)
  12. Fossilized bone wand, 1 d10 charges, random first level spell.


Note
The biggest treasure to be found in this Tomb could turn out to be proof of the existence of the Fourth Chamber. How they handle that knowledge, and whether or not they can capitalize on it before someone else stumbles upon it could easily drive several spin-off adventures. Once word gets out, there could be quite a fight between different factions trying to get into the Fourth Chamber ahead of anyone else. And once it is awakened, the 'Egg' will have its own schemes and machinations to play out as well...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)