A Cat of Tindalos

A Cat of Tindalos

Tuesday, May 21, 2024

EZD6 Goblin Gully Conversion

 https://drive.google.com/file/d/1qEzIbrYXGydzcErn_VZFLLe-MD-DSpNh/view?usp=sharing

Goblin Gully EZD6

An Adventure by Dyson Logos

Conversion Notes to EZD6 by Mark Tygart

Download at https://dysonlogos.blog/wp-content/uploads/2009/08/onepagedungeon-goblin-gully.pdf

Background

Everyone in the area knows of the old slave pit in the ravine outside of town. It fell into disuse with the collapse of the Old Empire, and only the occasional group of adolescent would-be adventurers ever goes there anymore. But then a nearby farm was found ransacked; and that family is now missing. And now someone or thing has rebuilt the bridge between the two sides of the old slave pit.

Why should the players care? Well it seems that each has a truly monstrous bar tab at The Merry Mermaid Tavern after an epic night of drink and debauchery with little or no funds to pay in the brutal light of dawn. Fortunately the tavern owner is willing to forgive the debt if the players will investigate the ravine and determine the fate of his sister’s family.

Rumors

Roll 1d12 for rumors on the table below. Each adventurer from town knows one rumors, while visitors can learn 1d2 rumors by asking around.

1-2. The pits have been taken over by goblin raiders. (True)

3. There are secret areas in the old slave pits that have never been explored since they were abandoned. (True)

4-5. The family had a magic axe among their stolen possessions. (False)

6-7. The slave pits are run by abandoned mutant slaves. (False)

8. There is a secret entrance into pits at the bottom of the ravine. (False)

9. Creepy leftovers of ancient imperial experiments still lurk in the depths of the slave pit. (True)

10-11. The main entrance to the pit is a cave now overgrown by a huge tree. (True)

12.It's not goblins or mutants in the pits, but one of the boys in town who was abandoned there and has gone feral. (False)

1. Entrance – two goblins are up in the tree watching for approaching trouble. The downside is they can't do much about it except attack – their position makes it unlikely that they will be able to get down warning their companions when attacked.

2. Empty Antechamber

3. Grand Hall – this 40-foot-wide chamber has columns along each wall and is home to 4 goblins. The entrance to area 4 requires climbing through the mouth of a relief carving of a huge demon.

4. West Bridge Room – 2 goblins with short bows in here fire into any battles in area 3 and otherwise guard the bridge (area 5).

5. The Bridge – this rope and wood bridge was built by the goblins, but the supports for it are ancient carved stone. While dangerous looking, the bridge is quite sturdy and safe. Moving on the bridge is at quarter speed at best and can only be done in a single file. Falling into the ravine will cost a player a strike.

6. Gully Floor – looking through the reeds along the stream at the base of the gully will reveal the long-decomposed body of an adolescent male, missing from town for 2 years after being pushed into the ravine by his “friends” long before the goblins rebuilt the bridge.

7. Empty Chamber – a goblin in area 8 watches for intruders to spring a surprise attack on them – preferably when they head down to area 11.

8. Boss' Chambers – the goblins climb in and out of this room through a narrow shaft, usually using a rope attached to a ring in the floor. There are 4 goblins here as well as their leader: an enormous Bugbear. This Bugbear has been around for a while. He has cobbled together a full suite of armor for itself. The smaller goblins will follow him without question, at least while he can fight.

The second room is the leader's personal room The farm family (father, mother, daughter) is tied up within along with an unlocked chest holding two healing potions brewed by the goblins and a scroll that should be randomly rolled by the GM. There is also a map to another dungeon! The Bugbear has not decided whether to devour the family or sell them to slavers. Currently the family is terrified but unharmed.

9. Secret Chamber – the goblins have not discovered this secret room. The secret door is trapped and drops a heavy rock in the opening a few seconds after being pushed open. Whoever opens the door must make a save or suffer 1 strike of damage. The room holds the skeletons of two elven guards equipped with rusted (worthless) chainmail, helmets and each has a magically preserved (but otherwise non-magical) enchanted sword that glows with continual light (as per a nimbus of light). It will harm creatures that require magical weapons to damage them but otherwise provides no bonus.

10. Secret Storage – this room has barrels of ancient, ruined arrows and there are the remains of bows and swords on the walls. On the back wall of the room is a crystal statue of an elven warrior that will animate that will attack anyone who disturbs the contents of the room.

11. Barracks – another 6 goblins live down at the base of these spiral stairs. The goblins in area 8 will sneak down to attack anyone heading down the stairs. The door to area 12 is barred from this side.

12. The Pit – the bottom of this room is flooded and 50 feet below the entrance. A set of narrow spiral stairs lead down to the alcoves just above the water level. Once the door is open a gurgling, sloshing sound can be heard from below. The pit is home to a putrescent mutant mass of flesh – the last remnant of an arcane experiment. It is treated as a black pudding but is far more terrifying, looking horrific as its putrescent appendages grow and are then continually reabsorbed. Players seeing it for the first time must make a saving roll or flee. If they do not think to bolt the door, the creature may be free to destroy the town...

Monsters

Bugbear

2 Strikes, 4 to Hit

Large, hairy humanoids that crave battle.

• 1 attack (Morningstar, javelin)

• Boon to melee

• Quiet and stealthy, likes to ambush targets (boon to stealth)

• If a bugbear surprises a targets and scores a hit, it crits on a roll of 5+

Crystal Statute

Magical guardian from a lost empire

2 Strikes, 3 to Hit

• 1 attack (crystal sword)

• Slow

• Mindless construct blindly following arcane commands

• Requires neither food nor drink

Goblin

Small humanoids that are individually weak, but powerful in numbers.

1 Strike, 3 to hit

• 1 attack (sword, bow)

• Hide - boon to hide; may use this effect after an attack if reasonable cover is available

Terrifying Putrescent Mutant Mass of Flesh (Black Pudding)

See above

3 Strikes, 4 to Hit

• 1 attack (Pseudopod)

• Corrode Metal - any non-magical or non-silvered weapon corrodes; player takes Bane on all melee attacks using that weapon

• Pseudopod - if target is wearing non-magical metal armor, target must take a bane to all armor save rolls

• Splatter - if hit with normal weapons, the ooze splatters onto nearby characters and dissolves any armor making all armor saves 6 with a bane. Also, the ooze splits into 2 different oozes, each with 3 strikes each.

• Sensitive to Fire - fire damage does 2 strikes per hit to the black pudding

• Fear-the first time a player sees the pudding he or she must make a saving roll or flee.






Monday, May 20, 2024

EZD6 Tomb of The Evil Philosopher Revised

A little more roleplay, a little less deadly. Better suited to new EZD6 players...
https://drive.google.com/file/d/160j5OlGv2KdJqE3x_z-DmJvzXraXyvim/view?usp=drive_link

The Tomb of the Evil Philosopher EZD6 (v3a)

The grave’s a fine and private place,
But none, I think, do there embrace.

“To His Coy Mistress” –By Andrew Marvell
(Engraved on the door to the Evil Philosopher’s Tomb)

An EZ D6 Adventure by Mark Tygart. The EZ D6 TTRPG may be obtained from DriveThruRPG.com.

Introduction

A six decades or more has gone by and the tomb carved into Unholy Hill has refused to yield its treasures. Scholars can attest to its antiquity but little else besides that and the fact that a few groups of adventurers have tried to raid it and have never returned! Can your bold group of tomb robbers do any better?

Background

A century ago, the followers of the twisted theologian known only as “The Evil Philosopher” entombed his remains, treasure, and a few of his “lucky” students into the Unholy Hill. Unfortunately for them the Evil Philosopher’s cult was an esoteric and intellectually demanding one and the fashions of evil have recently evolved to favor gross physical vices and simple bloodlust. As the consequence the Evil Philosopher is currently undisturbed in his tomb and now long forgotten…

Unholy Hill

The hill is surrounded by an untended “potter’s field” graveyard where the destitute, suicides and executed criminals were buried long ago. Recently the last of the Evil Philosopher’s followers was buried here and a group of three drunken graverobbers are digging up his grave, searching for rumored treasure buried with corpse. Each Graverobber has only a single strike and attacks with a bane and hits only on a 5 or 6 due to extreme drunkenness. If they open the fresh grave, they will free a mindless and hungry Zombie (Strikes: 2 To Hit:3 Slow, Undead +4 hit players/no crit) which will attack everyone present. The robbers have a case of rotgut hooch the players could use very effectively later against the Hanging Tree as Molotov cocktails. (Award karma for thinking of this and/or creative ways to nonviolently neutralize the Graverobbers.)
The Hanging Tree stays inanimate (unless attacked) if the group approaches until they are at the riddle door and fail the riddle.

The Hanging Tree

A huge and ancient withered tree with corpses hanging from it…

Strikes: 7

To Hit: 2

∞ Attacks: Two nooses will try to grapple a target and a strangle. If the “target” takes all its strikes it is not dead but merely unconscious. The target is undamaged the first round but takes a strike every round thereafter if not freed by a save or another player using a strike to cut them loose (which does not usually damage the tree). Players will be transformed into an undead monster of some sort in three days if not otherwise rescued.

∞The tree is terribly slow, and fire does double damage. Also when aflame the tree will automatically suffer a fire strike per turn while aflame. It is fairly easy to retreat and destroy it from a safe distance with either magic, missiles or flame.

The Evil Philosopher’s followers planted this horror to guard his tomb and sacrificed students of evil here who failed their exams for many years to honor his memory…

This is an undead tree formed by the hanging of the innocent from its limbs during a magical ritual. It will try to strangle its victim with various ropes and nooses from its limbs and drain them of all life. Bodies that eventually fall from the tree often become undead monsters as well (Game Master’s choice). The tree is currently dormant and will only awake if attacked or if someone is trying to enter the tomb and fails the riddle.

Tomb Entrance (Riddle Door)

The tomb’s door is sentient and magical. It will only allow entry to a group that can answer its riddle. Otherwise, it does everything it can to misdirect, confuse and block the party from the tomb. It can be destroyed like an ordinary heavy stone door, but it will scream like a young woman being attacked. If this happens awakening the slumbering undead Hanging Tree which will creep up from behind and attack the group.

Door’s Riddle:

Imagine you are in a dark room. How do you get out? (Answer: Stop Imagining) The player who correctly guesses this should be awarded karma.

Created to guard the tomb, this magic door will only open to the answer of the riddle. The door will tell its riddle and the party can guess the answer as many times as it wants. Otherwise, it will delight in foiling intruders by sending them on false quests, directing them to traps or simply wasting the party's time… Also, the slumbering undead Hanging Tree will eventually attack from behind.

The entire tomb is dimly lit with eerie blue flames from magic torches which may not be removed from the walls.

Level One

Corridor of Pillars and Calligraphy

A hall elaborated decorated with treatises carved into the walls with beautiful calligraphy and pillars in multiple languages about the “Problem of Evil.” The Problem of Evil refers to the question of how to reconcile the existence of evil with an omnibenevolent, omniscient, and omnipotent God. An argument from evil posits that the co-existence of evil and such a God are unlikely at best or impossible because evil exists, and innocents suffer. Besides philosophy of religion, the Problem of Evil is also important to the field of theology and ethics. If any player engages with the issues and mentions a solution to the problem that player will be blessed with all their rolls gaining a boon for the rest of the adventure along with character gaining a halo (Glowing Nimbus) for the same period. (In this case any decent answer to The Problem of Evil will do. An example would be: Free Will.) This will only apply to the first character or player that provides a solution and only if it is said when the player is in this room.

At the end of the hall is a carefully concealed secret door to the Mummy’s Lair. It can only be opened by the Mummy inside. The Evil Philosopher’s girlfriend and best student was “honored” by being transformed and set here to guard her boyfriend’s crypt. She will rush behind the adventurer’s once they descend the staircase and try to engage the last party member from behind when the group is distracted by the false tombs on the next level. Her lair has her nest, a map of the tomb and three levers that if pulled will disable the traps on Level Three. It can be easily accessed once she has opened it. The Mummy (Strikes: 3 To Hit:4 Slow, Silent, Undead 1 Her strangle attack will automatically damage her victim a strike in next round unless monster is hit) will pursue interlopers relentlessly until destroyed.

Level Two

Corridor of the Two Tombs

This level includes two elaborate and trapped crypts designed to distract the party so the Mummy can eliminate while the party is distracted looting them. The crypts are enchanted to radiate magic strongly and both are trapped with a heavy mist release that will cloak the Mummy (Strikes:3 To Hit:4 Slow, Silent, Undead 1 attack strangle will automatic damage victim in next turn unless monster is hit) adding a bane to hit it in this chamber if the trap is not disarmed. If they open any of the tombs, they will free a mindless Acolyte Skeleton (Strikes: 2 To Hit: 3 Slow, Undead) which will attack. Each was a former student of the Evil Philosopher but has no treasure.

Level Three

Corridor of the Three Traps

This hallway has three deadly traps: A pairs of Swinging Scythes, a Collection of Crushing Ceiling Spikes, and a Spike Filled Pit. All three may be disabled by the hidden levers in the Mummy’s Lair and cause a strike of damage if activated.

Level Four

Tomb of the Evil Philosopher

The Evil Philosopher will arise from his throne and confront any foolish enough to enter his lair!

Evil Philosopher

A cloaked skeletal figure with glittering red eyes of flame dressed in a tattered cloak and garments orbited by fluttering ghostly creatures…

An Evil Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying surrounding the philosopher are a number (1d4) of tiny, luminous, wispy incorporeal creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are the philosopher’s evil thoughts, which have taken on substance and a will of their own. They are constantly muttering the vile musings of their creator. (In this case “Why does evil exist?) The Evil Philosopher (Strikes 5, to Hit 4 or 5) cannot be turned but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A Malice is immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is turned or destroyed. When an Evil Philosopher falls, it looks up with an expression of malicious enlightenment on its face, and then vanishes with a lingering shriek of evil delight. This will also happen if someone gives it answer to the question that created it, in this case the question of evil. Any Malices will regenerate within a few hours if the philosopher is not destroyed.

The Treasure Vault

Upon the extinction of the Evil Philosopher the secret door behind the tomb crumbles to dust revealing a treasure vault holding a massive chest of gold and gems, enough to make the entire party wealthy.

The unlocked treasure chest also includes three famous magical items:

The Illuminating Eye

An unbreakable crystal sphere that holds a mystical arcane eye floating closed in mysterious amber fluid. When commanded to open by its owner the sphere levitates and acts like a Nimbus of Light. The illumination reveals secret doors, traps, invisible creatures, hidden objects and detects illusions.

Babylon Candle

How many miles to Babylon?
Four score miles and ten.
Can I get there by candlelight?
There and back again.
Yes, if your heels are nimble and light,
You can get there by candlelight.

A player must light this black candle’s brilliant white flame, thinking of where they wish to go. The user crosses leagues with a flash, bringing them to their destination far quicker than if they were to travel on foot normally. Players holding hands can transport an entire group.

Codex of Mysterious Magic

The first adventurer to read this mysterious runic text successfully will gain the talent “Hedge Wizard.” After which the tome vanishes in a puff of lavender smoke and blue flame. It will appear to have blank pages to adventurers that already have that skill.





Monday, February 5, 2024

The Ancient Academy adapted for Dungeon World (REVISED)


A classic one-page dungeon by Stuart Robertson

https://drive.google.com/file/d/1A53TffmQi7iw1iT2OEIyr9TjOn5yly7i/view?usp=sharing

Adapted to Dungeon World by Mark Tygart (Cats of Tindalos blog)

The Dungeon World Conversion: 

https://drive.google.com/file/d/1icRFOYH6pqbgtX6cO8VfpRRAoCxRbN9S/view?usp=sharing

Background

A generation ago the evil Fellowship of the Fearsome Frog built a monastery dedicated to

researching a magical means of returning the earth to its primeval swampy state and

eliminating the ecological virus that is humanity. Unfortunately, shortly after being established

the evil brothers mistakenly summoned a mysterious Entity from another galaxy while engaged

in questionable magical research. This Entity resembles a Will-o-Wisp but feeds on violence. It

manipulated the local orc chieftain to sack the monastery during which he was killed in battle

and his tribe essentially destroyed. Several frog cultists have remained in the ruins along with a

group of goblin slave deserters from the now defunct orc tribe (the “Skull Crushers”). These

goblins have sworn allegiance to the cult’s Frog Demon deity and are tolerated by the

remaining cultists. Recently a powerful group of bandits (“The Croaking Mire Gang”) have also

moved into the dungeon and have extorted money from both the cultists and the goblins. The

treacherous goblins recently lured the bandit chieftain and his bodyguards into an ambush and

killed them. The cult would seem to be in a good position to dominate the dungeon, but a

misfired necromantic ritual has just turned their leader into a ghoul who has decided to devour

his followers. To complicate matters further a party of dwarven explorers seeking a magical

relic (the Rune Hammer; lost to their clan a century ago) has recently entered the dungeon. The

real author of most of these events, the Entity, is incredibly pleased, as it plans to have all the

various parties slaughter each other and feed well.


The adventurers, it has decided, will be for dessert.


The monastery is a short distance from the small frontier village of Thorn (Moderate, Steady,

Militia, Resource: Apples). The bandits will not attack near the village as many have family living

there.


The ruins of a monastery sit atop a rocky hill near the nearby Croaking Mire.

Thorn has a single excellent inn (“The Golden Apple”) with standard Dungeon World rulebook

prices featuring multiple regional dishes incorporating the local apples and apple cider. A dwarf

patron will offer to sell an accurate map of the dungeon for 100 coins.


Rumors from The Golden Apple Inn (1d12)

1. Goblins, goblins everywhere in the old monastery ruins!

2. The old monastery worshipped evil.

3. The monastery was sacked by orcs a generation ago.

4. The brothers in the old monastery peacefully worshipped frogs.

5. An ancient dwarven weapon of great power is somewhere in the monastery ruins.

6. The local bandits (“The Croaking Mire Gang”) have been active recently.

7. There are still friendly monks hiding in the ruins of their ancient monastery.

8. An evil greater than anyone understands lurks in the monastery ruins.

9. Beware the giant bugs! Horrible, creeping, crawling...bugs!

10. Dwarves built the monastery for a hefty fee. The brothers were rich.

11. Beware the walking dead!

12. Evil from beyond the stars will devour the souls of those that wander there...


Questions for the Adventurers

What do you hope to find in the monastery ruins?

What have you heard about the beliefs of the Frog Cult that built the monastery?

Have you had any trouble with the local bandits (Croaking Mire Gang)?


General Features

There is a 1 in 4 chance that the party will be ambushed by Boglings from the Croaking Mire

whenever returning to Thorn or arriving at the dungeon. If anyone thinks to impersonate the cult

leader by wearing his green and purple robes the Boglings will obey the party (as if charmed)

inside or outside the dungeon. Boglings will not attack players wearing cultist robes.

Inside the last intact monastery building there is a staircase to the dark dungeon below. The

stonework is excellent and was built by dwarves (Underdark Dwarven Masons’ Guild, Local 65)

as revealed by subtle runes carved into the abstract designs.


Unless otherwise noted rooms are dark and the heavy oak doors are locked. The Entity may

open doors to encourage exploration and combat.


Wandering Monsters

(Check once in every room without a monster present when first entered - 1 in 4 chance if the

door is bashed in but a 1 in 12 chance otherwise.)

1 - d6 Goblins on Patrol

2 - d6 Boglings exploring from the Mire (will not attack cultists, players wearing cultist

robes or goblins)

3 - d4 Bandits with torches returning from the surface.

4 - d4 Cultists with a lantern looking for a sacrifice.

5 - d4 Dwarven explorers seeking the Rune Hammer. (If rolled again a Giant Beetle)

6 - The Entity


Dungeon Room Key

1. Entrance Hall: Dim light filters down from the long staircase.

2. Dingy Hall: Six Goblins patrol this dark and decaying room. One of the goblins has a key to

this room of the dungeon.

3. Eerie Statue: Statue of bipedal frog demon. Clerical spells cast fail here.

4. Abandoned Storage Room: Barrels and boxes with old supplies.

5. Sunken Room: Floor is sunken and filled with dark murky water. Magical Lenses of Darksight

sparkles beneath the water. Four Zombies decay in the pool and will pursue and devour

anyone who attempts to take the crystal lenses.

6. Ruined Laboratory: Overturned furniture and broken glass containers. A green potion of

Bugbear Disguise lying in a corner will change the drinker into a Bugbear in appearance until

camp is made next.

7. Study Room: Old mildewed books of occult lore, and pages of notes on pond ecology. The

Tome of Arcane Knowledge sits on the highest shelf.

8. Collapsed Hallway: Animated Tools work to clear the debris. When completed, this will lead

to another section of the dungeon. The tools will vanish if the adventurers try to interfere with

them in any way only to reappear when the players leave. The tools were created by the Entity

and will permanently vanish if it is slain.

9. Ancient Armory: A few still useful old spears, shields and a couple of suits of chainmail

armor can be found here.

10. Auditorium: An ominously stained curtain hangs in front of a raised stage. Amphibian

masks and bits of costume can be found.

11. Dilapidated Dining Hall: Smashed and overturned tables & benches. The ancient elven

short sword “Goblin Slicer” lies forgotten in the far corner.

12. Grungy Kitchen: Old pots and pans are piled in the corners of the room. Utensils litter the

floor. A few harmless rats scurry about.

13. Ransacked Pantry: The decaying remains of old foodstuffs are piled here. A Cultist with a

lantern (from area 17) is scavenging for food. He has a key to rooms 11 and 13 in this level of

the dungeon.

14. Unholy Temple: This temple to a ranine god now lies in ruin. Two Robber Flies lurk in the

shadows. Clerical spells cast here will fail.

15. Workshop: Piles of wood and old rusted tools clutter the floor. Five Dwarven explorers are

resting here, planning a raid on room 36. They have a complete map of this floor of the

dungeon from their archives (their ancestors were hired to build it) including the secret doors.

16. Ancient Crypt: The door to the crypt shows signs of recent entry. Inside are six Ancient

Skeletons wearing frog demon ceremonial necklaces (100 coins each in value).

17. Cultists Room: A group of five Cultists are arguing about what to do now that their leader

has been "blessed". Door to 18 is barred.

18. Priest's Room: This exquisitely decorated room is now splattered with gore. A Gygax Ghoul

dressed in priests’ robes (green and purple) and jewelry (worth 1,000 coins) is feasting on the

remains of a Cultist. The Rune Hammer and a master key to all the doors on this floor of the

dungeon lies discarded on the floor.

19 + 20. Monks Quarters: Destroyed beds and chairs litter the floor.

21. Abandoned Storage Room: Same as 4.

22. Bandit’s Hideout: Eight Bandits are drinking and discussing their next raid on the caravans

near the Ancient Academy. Burning torches on the walls illuminate this room.

23. Old Buttery: Old wine racks line the walls. Smashed glass litters the floor. A few bottles of

potent wine can still be found.

24. Beekeeper’s Room: Strange glowing “honey mushrooms” fill and illuminate the room. A

Swarm of Killer Bees is somehow using this for food. The mushrooms act as a portion of

healing once per day if eaten.

25. Refuse Room: This room is filled with foul smelling garbage.

26. Crumbling Classroom: This room is filled with rickety desks and chairs. A pile of rotting

apples sits on the edge of the farthest desk.

27. Administrators Office: Crumbling papers on the desk detail life at the monastery. A secret

compartment contains a bag of 500 coins.

28. Rumpus Room: Broken furniture and arrows litter the ground.

29. Administrators Bedroom: Foul smelling and mildewed. Three Giant Centipedes hide

beneath the bed and will attack if disturbed.

30. Collapsed Room: The floor of this room is dangerous to traverse. (Defy Danger +DEX or

take 1d4d damage).

31. Large Cave: The steady drip of water echoes through this area. A golden Ring of

Resurrection lies at the bottom of a clear pool of drinkable water.

32. Dark Cave: This natural cave is filled with stalactites & stalagmite. A Swarm of Bats is

sleeping on the ceiling.

33. Well Room: Water drips from the ceiling down into the well which echoes up. The water is

pure and safe to drink. The Thing in the Well lurks here.

34. Ancient Lounge: This formerly plush room is now filled with dust and thick cobwebs. A

Giant Spider will drop down on intruders.

35. Rusted Room: This room is filled with rusted bits of metal and discarded odds and ends. A

motionless (and long dead) Rust Monster sits in a corner. The hilt of a rusted and useless

sword has a Large Gem (Golden Sapphire worth 1,000 coins) in it.

36. Goblin Barracks: Six Goblins are busy playing some sort of game with strange dice. One of

the goblins has the key to room 39. This room is illuminated by a metal lantern filled with

harmless glowing grubs suspended in a glass vial at the center.

37. Antechamber: Careful inspection of the floor reveals tracks leading between 38 and 36.

38. Ancient Arena: Burning torches on the walls illuminate this room. Arena Floor is 10’ below

hall level. 4 arrow filled bodies of bandits lie in the middle of the room. The corpses have been

stripped of useful items except for a key in the boot of one to Room 22.

39. Prison: The gate is unlocked and leads to an oak door with a barred window. Two

Neanderthals prisoners brood in the darkness. They were enslaved by the deceased bandit

chieftain to act as scouts for his group and imprisoned by the goblins when he was

assassinated by them. They will seek to peaceably flee back to their tribe in the mountains if

freed. They can tell the party in broken Common about the goblin ambush and seeing an “evil

spirit” present (the Entity).


Monsters

ANCIENT SKELETONS 

Horde, Amorphous

Old weapons or skeletal limbs (d6 damage) 6 HP 1 armor

Close

"Beware old bones when you loot graveyards 'n crypts. You will never know when foul

necromancy has infused them with the will to destroy interlopers. They attack relentlessly but

use a Club and they stay Down. I use a fighter, or a cleric. Don't go robbing crypts alone!" -- A

tomb robber making talk at a roadside inn

Instinct: Attack the living with a resemblance of a life once lived

● Assemble forth from various bones!


BANDITS 

Horde, Stealthy, Organized, Intelligent, Hoarder

Bladed weapon (d6 damage) 6 HP 1 armor

Close

The bandit is a human who decided that a regular, legal lifestyle just was not their taste. They

have some form of hierarchy, but whoever is the cruelest will usually end up on top. They

usually utilize swords but can be found with anything from great axes to pikes they stole from

village guards. Just know this; if you see a bandit, pacifism is out of the question.

Instinct: to pillage

● Slash

● Bandits can pretend to be normal travelers when entering a new town.

● Bandits can shout a war cry, alerting all other bandits in the area about a threat.


BAT SWARM

Horde, Tiny

Swarm of Bites (d6-4 damage) 3 HP 0 armor

Hand, Bleeding

Special Qualities: Blindsight, Swarm

Certain species of bats band together for protection. While not actively hunting larger

creatures, they may rabidly swarm those who stumble into their domain.

Instinct: To hunt


BOGLINGS

Group, Organized, Intelligent, Cautious,

Hoarder

Clubs, spears, javelins (d4 damage) 3 HP 0 armor

Close, Far

Special Qualities: Amphibious

The frog-people known as Boglings have been known to make and keep alliances with the

cultists (their creators) and cultists goblin servants. Their chieftains worship a mighty frog

demon.

Instinct: To expand territory

● Attack with grappling tongue


CULTISTS 

Group, Stealthy

Dagger (d4 damage) 4 HP 0 armor

Close

Special Qualities: Fanaticism

Instinct: To serve their dark frog demon

● Worship the Forbidden!


DWARF EXPLORERS 

Group, Small, Intelligent

Axe (d8+2 damage) 6 HP 2 armor

Close

Special Qualities: See in the dark, Locate treasure

A dwarf is a humanoid race, one of the primary races available for player characters. The idea

for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of

the Rings (1954-1955) and has been used in D&D and its predecessor Chainmail since the early

1970s. Variations from the standard dwarf archetype of a short and stout demihuman are

commonly called sub-races, of which there are more than a dozen across many different rule

sets and campaign settings. These dwarfs are a friendly prospecting party looking for treasure.

Instinct: Help adventurers


GIANT BEETLE

Solitary, Large

Slicer Mandibles (d10+4 damage 4 piercing)16 HP 3 armor

Forceful

Giant slicer beetles are aggressive hunters, who kill their prey by breaking them into smaller

edible parts with their terrifying mandibles.

Instinct: Cripple limbs with its bite


GIANT CENTIPEDES

Group, Devious

Bite (d4 damage) 3 HP 3 armor

Close

Instinct: To eat

● Climb and crawl!


GIANT SPIDER 

Solitary, Devious

Poison Bite (d8 damage) 12 HP

0 armor

Close, Reach

Mutated by strange magics, this spider has grown large as a man. To sustain itself, it has

shifted from making its webs to catch flying creatures, to those who traverse the land. Covering

large areas of land with an almost invisible glue-like substance, anyone who treads it gets

inevitably stuck.

Instinct: To Devour

● Spin Web


GOBLINS 

Horde, Small, Stealthy, Organized

Spear (d4 damage) 3 HP 1 armor

Close

Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy

teeth. They have jet black hair and skin that varies from hues of orange to hues of green. They

have beady black eyes and flat faces. Besides that, goblins are very numerous and varied

creatures. Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin

societies frequently war against their neighbors, if not attempt to annoy them.

Instinct: Collect shiny trinkets and amass wealth due to a vague knowledge that money =

power

● Ambush their enemies from a tactical vantage.

● Use natural poisons on their shoddily made arrows to increase their effectiveness when

fired from shoddily made bows.

● Shrieks for help, calling the Goblin horde to its location.


GYGAX GHOULS 

Horde, Organized, Intelligent, Terrifying

Claw/Claw/Bite (b[2d6+2] damage) 10 HP 2 armor

Close

Special Qualities: Create Spawn, Paralyze Touch

The dead are hungry.

Special quality: Create Spawn-Anyone killed by a ghoul rises from your grave as a mindless

ghoul a day later.

Instinct: To fill the aching, endless void of its hunger

● Paralyze all but Elves with fear on by first touch (Defy Danger vs WIS to avoid)

● Devour the living.

● Spawn ghouls


KILLER BEES SWARM 

Horde, Tiny, Amorphous

Sting (d4 damage) 12 HP 2 armor

Hand

Nothing is worse than seeing a mass of stinging bugs come flying towards you.

Instinct: Protect the Hive


NEANDERTHALS 

Group, Intelligent

Stone Weapon (w[2d10] damage) 6 HP 0 armor

Close, Near

Neanderthals are an extinct species or subspecies of archaic humans who lived in Eurasia until

about 40,000 years ago. They probably went extinct due to competition with or extermination

by immigrating modern humans or due to great climatic change, disease, or a combination of

these factors.

Instinct: Hunt

● Ally with liberators


ROBBER FLIES 

Group, Tiny

Bite (d6-2 damage) 3 HP 0 armor

Hand

Special Qualities: Flight

A robber fly is a 3' long giant fly with black and yellow stripes. From a distance, robber flies

look like giant bees. They are carnivores and may attack adventurers. However, they prefer

giant bees as food, and are immune to their poison.

Instinct: Patient hunter


STAR TREK ENTITY

Solitary, Tiny, Magical, Stealthy, Devious, Intelligent,

Planar, Amorphous

Energy Bolt (d10-2 damage) 12 HP 0 armor

Hand, Ignores Armor

Special Qualities: Transmutes Matter, Non-corporeal, Telepathic, Can Heal and

turn invisible

The Beta XII-A entity was a non-corporeal being composed of pure energy first encountered on

Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different

colors, although it became red in hue and emitted a high-pitched wail when "feeding". The

entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by

humanoids near it. If these emotions were not present, the entity could create conditions to

spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights

in different colors, although it became red in hue and emitted a high-pitched wail when

"feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts

exhibited by humanoids near it. If these emotions were not present, the entity could create

conditions to spawn such feelings. The entity could control the instantaneous transmutation of

matter, turning everyday objects into weapons and opening doors on a whim. It could pass

through solid objects at will, teleport from one location to the next, and influence the thoughts

of others (control monsters and NPCS and whisper "ideas'' to the players). It could heal a

humanoid's mortal wounds and could even alter a person's (NPCs) memories so that they

remembered fictional family members and events that never existed. The entity appeared

unable to communicate in any fashion understandable to a humanoid. Although its motives and

nature were not wholly known, it lacked the same ethical standards of most humanoids and

largely acted in a malignant fashion. It's only weakness appeared to be exposure to emotions

of humor, good nature, and friendship; it was particularly susceptible to laughter. These

emotions will drive it away from its present location.

Instinct: Feed on harmful emotions


THE THING IN THE WELL

Solitary, Large, Stealthy

Dark Tentacles (w[2d12] damage)

16 HP

1 armor

Reach, Near

"Good morning," the Thing in the Well calls, "And how are we doing this morning Cult

Leader?" -- "Just wonderfully. How have you been keeping things?" -- "Fine, fine. A

little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry

yourself, perfectly fine." -- "It's quite alright, I was just thinking I should bring some

lunch. How does a ham sound?" -- "You are too kind, just too kind..." -- The Thing in

the Well has lived in the abbey for longer than anyone can remember. It is traditional to

fix regular meals for the Thing, and to present it with a sheep or pig on special

occasions. Years ago a goblin went down the well on a dare. He never returned. The

subject has not been broached in the presence of the Thing.

Instinct: To devour

Politely collect tribute

Purify water

Hide in darkened waters


ZOMBIES 

Group, Organized, Terrifying

Tooth and Nail (d4+2 damage) 6 HP 0 armor

Close, Forceful, Near

Special Qualities: Undead, Slow

A zombie created from either dark magic, a plague, or voodoo. Some seem "fresh" and

resemble its former self, others are missing limbs, some are just decomposed piles of flesh

barely able to move. Some may still have their armor on from their previous life. Regardless

how you find them, they only have one goal...to eat.

Instinct: Feed


Magical Items

The Tome of Arcane Knowledge allows non wizard characters to cast arcane cantrips

while a wizard player will gain the ability to cast clerical rotes.

Lenses of Darksight allow a player to see even in magical darkness.

A green Potion of Bugbear Disguise lying in a corner will change the drinker into a

Bugbear in appearance until camp is made next.

Goblin Slicer is an ancient magical elven short sword that does double damage to

goblinoids. It also glows green when such creatures are nearby.

The Ring of Resurrection ensures that the wearer always succeeds on a Last Breath roll

when worn. It will vanish after a single use.

The Rune Hammer is a magical weapon that may be used as a ranged as well as a

melee weapon. It will always return safely to the hand that cast it. It also does double

damage to corporeal undead.


Appendix N:

Star Trek TOS, Temple of the Frog, The Croaking Fane