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Carcass Crawler Issue 4

The fourth issue of Carcass Crawler — the official Old-School Essentials zine! Each issue is packed with new material for your games, including new character classes and races, new spells and magic items, new monsters, optional and expanded rules, referee advice, previews of in-development products, short adventures, and more! In This Issue New classes: Three new character classes. The arcane bard, the halfling hearthsinger, and the halfling reeve. Deities of Law, Neutrality, and Chaos
Copyright
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (10 votes)
11K views36 pages

Carcass Crawler Issue 4

The fourth issue of Carcass Crawler — the official Old-School Essentials zine! Each issue is packed with new material for your games, including new character classes and races, new spells and magic items, new monsters, optional and expanded rules, referee advice, previews of in-development products, short adventures, and more! In This Issue New classes: Three new character classes. The arcane bard, the halfling hearthsinger, and the halfling reeve. Deities of Law, Neutrality, and Chaos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Carcass Crawler

The official Old-School Essentials zine Issue #4

Deities and Cults


Arcane Bard and Halfling Classes
Terrors of the Dark
Strange Brews RETRO ADVENTURE GAME
Carcass Crawler
The official Old-School Essentials zine Issue #4

Writing: Chance Dudinack, Brad Kerr, Gavin Norman, James Spahn. Editing, layout:
Gavin Norman. Art direction: Gavin Norman. Cover art: Chris Malec. Interior art:
Thomas Denmark, Lucas Korte, Dean Kuhta, Phil Longmeier, Kyle Patterson. Cartogra-
phy: Glynn Seal.
Text, design, and art © Necrotic Gnome 2024. Dimitri © Fontalicious – Derivative Versions © Font Bros.
– www.fontbros.com. Economica © TipoType – Derivative Versions © Font Bros. – www.fontbros.com.
Published by Exalted Funeral Press, 1740 E. Fairview Ave #1052, Meridian, ID, 83642, United States, www.
exaltedfuneral.com.

Old-School Essentials is a trademark of Necrotic Gnome. This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/
resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Table of Contents
Introduction3
Welcome3
In This Issue 3
New Character Classes 4
Halfling Hearthsinger 4
Halfling Reeve 6
Arcane Bard 8
Deities and Cults 10
Austerus10
Spells of Austerus 11
The Black Alderman 12
Spells of the Black Alderman 13
Klath-Karnath14
Spells of Klath-Karnath 15
Moumb16
Spells of Moumb 17
The Mage’s Grimoire 18
New Spells 18
Grimoires21
Strange Brews 22
Creating Potions 22
Hiring an Alchemist 22
Potion Ingredients 24
Sampling Potions 24
Describing Potions 25
Terrors of the Dark 26
Noximander’s Cave 30
PHIL LONGMEIER

2
Introduction
Welcome arcane spells. The following races may be
arcane bards, with level limits as noted:
elf (10th), half-elf (12th), human (unlim-
Welcome to issue 4 of Carcass Crawler— ited).
the official Old-School Essentials zine.
Deities and Cults

In This Issue Four example deities favoured by ad-


venturers. Each is described along with
details on their cults and the spells and
This issue features articles by visionaries tenets of clerical spell casters in their
at the forefront of old-school alchemy: service.
Chance Dudinack, Brad Kerr, Gavin
Norman, and James Spahn. Terrors of the Dark
Eight new monsters themed around the
Character Classes lightless depths and adventurers’ fear of
Introduce these new classes as NPCs for the dark.
player characters to encounter or add
them to the roster of character types The Mage’s Grimoire
players can choose from.
Ten new spells for magic-users, inspired
Halfling hearthsinger: A demihu- by classic magicks from AD&D, plus a
man class focused on lore, hearth-side selection of enchanted tomes to tempt
rumourmongering, and the fostering of arcane spell casters.
good cheer.
Halfling reeve: A demihuman class Strange Brews
inspired by the character Trotter from the
early drafts of J.R.R. Tolkien’s The Lord Additional details on brewing, purchas-
of the Rings. Trotter was a halfling ranger ing, sampling, and describing potions.
who, in the final version of the story, was
developed into the human Aragorn. Noximander’s Cave
Arcane bard: An alternative bard class A short adventure set in the shad-
inspired by the jack-of-all-trades bard ow-haunted subterranean lair of an
of AD&D 2nd edition. The arcane bard illusionist whose experiments with dark
has a selection of useful skills, the ability magic went awry.
to wear chainmail, and the ability to cast

necroticgnome.com
3
New Character Classes
By James Spahn and Gavin Norman
Halfling
Hearthsinger By James
Spahn

Demihuman Class

KYLE PATTERSON
Requirements: Minimum CHA 9, min-
imum CON 9, minimum DEX 9
Prime requisite: CHA and CON
Hit Die type: 1d6
Combat aptitude: Martial Defensive Bonus
Maximum level: 8 Due to their small size, halfling
Armour: Leather, shields hearthsingers gain a +2 bonus to Armour
Weapons: Any appropriate to size Class when attacked by large opponents
Languages: Alignment, Common, (greater than human-sized).
Halfling
Hearthsingers are halflings who special- Halfling Hearthsinger Skills
ise in memorising and recalling legends, Halfling hearthsingers can use the fol-
lore, and local folktales. The desire to lowing skills, with the chance of success
learn the truth behind lost legends and shown opposite:
forgotten myths often drives them to ▶ Foster friendship (FF): If the
adventure and they value tomes, journals, hearthsinger tells a story to a willing
and written histories over other treasure. audience for at least one turn and the
Prime requisites: A halfling hearthsinger performance ends without interruption,
with at least 13 in one prime requisite a number of persons (see Persons under
gains a 5% bonus to experience. If both Monsters in Old-School Essentials) equal
CHA and CON are 13 or higher, the to the hearthsinger’s level must save
halfling gets a +10% bonus. versus spells or be placed under a friend-
Armour and weapons: Armour must be ship effect. Affected persons regard the
tailored to halflings’ small size. Similarly, hearthsinger as a friend and ally and will
they can use any weapon appropriate come to their defence. The effect lasts for
to their stature (as determined by the 1 hour per level of the hearthsinger.
referee). They cannot use longbows or ▶ Lore (L): A hearthsinger has a chance
two-handed swords. of knowing lore pertaining to monsters,
magic items, or heroes of folk-tale or leg-
end. This ability can be used to identify
the nature and powers of magic items.

4
Halfling Hearthsinger Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1 19 [0] 8 9 10 13 12
2 2,000 2 19 [0] 8 9 10 13 12
3 4,000 3 19 [0] 8 9 10 13 12
4 8,000 4 17 [+2] 6 7 8 10 10
5 16,000 5 17 [+2] 6 7 8 10 10
6 32,000 6 17 [+2] 6 7 8 10 10
7 64,000 7 14 [+5] 4 5 6 7 8
8 120,000 8 14 [+5] 4 5 6 7 8
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

▶ Read languages (RL): A hearthsing-


er can read non-magical text in any Tavern
language (including dead) or basic codes. Any time a halfling hearthsinger wishes
If the roll fails, the hearthsinger may not (and has sufficient money), they may
try the same text again before gaining an build a tavern or pub, which will draw
experience level. The hearthsinger can patrons from across the land and provide
use this ability to read scrolls containing revenue to the hearthsinger of 1d4 × 100
arcane spells with a chance of success gold pieces per month. 1d4+1 1st level
equal to half the listed percentage. Failure halflings will arrive to serve as staff and
results in the spell scroll backfiring and one 3rd level fighter will arrive to serve as
causing some disastrous or dangerous a bouncer.
effect.
Hearthsinger Skills Chance of Success
Listening at Doors Level FF L RL
1 20 30 35
Halfling hearthsingers have a 2-in-6
chance of hearing noises (see Dungeon 2 27 35 40
Adventuring in Old-School Essentials). 3 35 40 45
4 43 45 55
Rumour Monger 5 50 55 65
Whenever there is an opportunity to 6 58 65 75
gain relevant information from local 7 65 75 85
rumours within a community, a halfling 8 75 85 95
hearthsinger can learn twice the nor-
mal number of rumours allowed by the
circumstances if they spend one hour
Rolling Skill Checks
getting to know the local community. All skills are rolled on d%, with a result of
less than or equal to the listed percentage
indicating success.
5
Halfling Reeve By James
Spahn

Demihuman Class
Requirements: Minimum CON 9, min-
imum DEX 9, minimum WIS 9
Prime requisite: CON and WIS
Hit Die type: 1d6
Combat aptitude: Martial
Maximum level: 8
Armour: Leather, shields
Weapons: Any appropriate to size
Languages: Alignment, Common,
Halfling
Reeves are the sworn protectors of rural
halfling communities. They patrol the
wilderness surrounding these idyllic vil-
lages, forgoing home comforts to ensure
that predators and enemies do not endan-
ger their kinsfolk or threaten the simple
peace of the little folk.

KYLE PATTERSON
Prime requisites: A halfling reeve with at
least 13 in one prime requisite gains a 5%
bonus to experience. If both CON and
WIS are 13 or higher, the halfling gets a
+10% bonus. Divine Magic (4th Level)
Alignment: As protectors, reeves must See Magic in Old-School Essentials for
be lawful. If a reeve ever changes align- full details on divine magic.
ment, they lose all special class abilities Spell casting: From 4th level, due to a
and become a halfling of the same level. deep connection with nature, a reeve
The character may be able to regain their gains the ability to cast spells. The power
reeve status by performing a special quest. and number of spells available to a
Armour and weapons: Armour must be reeve are determined by the character’s
tailored to halflings’ small size. Similarly, experience level. Reeves have the same
they can use any weapon appropriate spell selection as druids. If not using druid
to their stature (as determined by the spells, reeves have the same spell selection
referee). They cannot use longbows or as clerics, but cannot memorise cure light
two-handed swords. wounds until reaching 6th level.

Defensive Bonus Foraging and Hunting


Due to their small size, halfling reeves A party with a reeve succeeds at forag-
gain a +2 bonus to Armour Class when ing with a 2-in-6 chance and finds prey
attacked by large opponents (greater than when hunting with a 5-in-6 chance (see
human-sized). Wilderness Adventuring in Old-School
Essentials).
6
Halfling Reeve Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3
1 0 1 19 [0] 8 9 10 13 12 – – –
2 2,500 2 19 [0] 8 9 10 13 12 – – –
3 5,000 3 19 [0] 8 9 10 13 12 – – –
4 10,000 4 17 [+2] 6 7 8 10 10 1 – –
5 20,000 5 17 [+2] 6 7 8 10 10 2 – –
6 40,000 6 17 [+2] 6 7 8 10 10 2 1 –
7 80,000 7 14 [+5] 4 5 6 7 8 2 2 –
8 160,000 8 14 [+5] 4 5 6 7 8 3 2 1
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

Goblin Slayer
Reeves receive a +1 bonus to attack and
damage rolls made against goblins and
related creatures (e.g. bugbears and hob-
goblins). In campaigns where goblins do
not commonly threaten halfling commu-
nities, the referee may specify other types
of enemies instead.

Limited Possessions

KYLE PATTERSON
A reeve may only keep wealth and pos-
sessions that can be kept on their person
or mount. Excess must be donated to a
halfling community (not other PCs!).
Wolf Hunter
Listening at Doors Reeves receive a +1 bonus to attack and
Halfling reeves have a 2-in-6 chance of damage rolls made against wolves of all
hearing noises (see Dungeon Adventur- kinds and werewolves.
ing in Old-School Essentials).
After Reaching 8th Level
Stealth A halfling reeve may build a small cabin
In the wilderness, a reeve has a 5-in-6 or hunting lodge within six miles of a
chance of hiding and moving silently. halfling community. They will attract the
service of 2d6 1st level halflings and one
3rd level halfling reeve to aid them in
patrolling the wilderness and protecting
the community.
7
Arcane Bard By Gavin
Norman

Requirements: Minimum INT 9


Prime requisite: CHA and DEX

KYLE PATTERSON
Hit Die type: 1d6
Combat aptitude: Semi-martial
Maximum level: 14
Armour: Leather, chainmail, no shields ▶ Pick pockets (PP): If the victim is
Weapons: Any above 5th level, the arcane bard’s roll is
Arcane bards are musicians and poets penalised by 5% for every level above
drawn to a life of wandering and ad- 5th. There is always at least a 1% chance
venture. They pick up a wide range of of failure. A roll of more than twice the
abilities in their travels, becoming jacks- percentage required for success means
of-all-trades. that the attempted theft is noticed. The
referee should determine the reaction of
Prime requisites: An arcane bard with at the victim (possibly using the Encounters
least 13 CHA and DEX gains a 5% bonus reaction table, in Old-School Essentials).
to experience. An arcane bard with a
score of 16 or higher in one prime requi- ▶ Read languages (RL): An arcane
site, and a 13 or higher in the other gains bard can read non-magical text in any
a 10% bonus. language (including dead) or basic codes.
If the roll fails, the arcane bard may not
Anti-Charm try the same text again before gaining an
experience level.
While the arcane bard plays music and
sings, allies within 30′ are immune to
song-based magical effects and the Arcane Magic
beguiling powers of sylvan creatures or See Magic in Old-School Essentials for
fairies. Allies already under the effect of full details on arcane magic.
such magic gain another saving throw Spell casting: From 2nd level, arcane
with a +4 bonus. bards can cast arcane spells, owning a
spell book in which the magical formulae
Arcane Bard Skills for the spells they know are recorded. The
Arcane bards can use the following skills, level progression table (opposite) shows
with chance of success shown opposite: both the number of spells in the arcane
▶ Climb sheer surfaces (CS): A roll is bard’s spell book and the number they can
required for each 100′ to be climbed. If memorise, determined by the character’s
the roll fails, the arcane bard falls at the experience level. An arcane bard’s spells
halfway point, suffering falling damage. are selected by the referee (who may allow
This skill cannot be used if the arcane the player to choose). Arcane bards have
bard is wearing chainmail. the same spell selection as magic-users or
▶ Hear noise (HN): In a quiet environ- illusionists—as the referee wishes.
ment (e.g. not in combat), an arcane bard Using magic items: As spell casters,
can attempt to listen at a door or to hear bards are able to use magic scrolls of
the sounds of something (e.g. a wander- spells on their spell list. They can also use
ing monster) approaching. items that may only be used by arcane
spell casters (e.g. magic wands).
8
Arcane Bard Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4
1 0 1 19 [0] 13 14 13 16 15 – – – –
2 2,000 2 19 [0] 13 14 13 16 15 1 – – –
3 4,000 3 19 [0] 13 14 13 16 15 2 – – –
4 8,000 4 19 [0] 13 14 13 16 15 3 – – –
5 16,000 5 17 [+2] 12 13 11 14 13 3 1 – –
6 32,000 6 17 [+2] 12 13 11 14 13 3 2 – –
7 64,000 7 17 [+2] 12 13 11 14 13 3 3 – –
8 120,000 8 17 [+2] 12 13 11 14 13 3 3 1 –
9 240,000 9 14 [+5] 10 11 9 12 10 3 3 2 –
10 360,000 9+2* 14 [+5] 10 11 9 12 10 3 3 3 –
11 480,000 9+4* 14 [+5] 10 11 9 12 10 3 3 3 1
12 600,000 9+6* 14 [+5] 10 11 9 12 10 3 3 3 2
13 720,000 9+8* 12 [+7] 8 9 7 10 8 3 3 3 3
14 840,000 9+10* 12 [+7] 8 9 7 10 8 4 4 3 3
THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
(Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
*: Modifiers from CON no longer apply. S: Spells / rods / staves.

Lore (2nd Level) Arcane Bard Skills Chance of Success


From 2nd level, an arcane bard has a Level CS HN PP RL
2-in-6 chance of knowing lore pertain- 1 77 1–2 20 40
ing to monsters, magic items, or heroes 2 78 1–2 25 50
of folktale or legend. This ability can be 3 79 1–3 30 60
used to identify the nature and powers of 4 80 1–3 35 70
magic items.
5 81 1–3 40 80
6 82 1–3 45 82
After Reaching 11th Level
7 83 1–4 55 84
An arcane bard can establish a manor. 8 84 1–4 65 86
2d6 apprentice arcane bards of 1st level
will come to study under the character. 9 85 1–4 75 88
10 86 1–4 85 90
Rolling Skill Checks 11 87 1–5 95 90
12 88 1–5 105 90
Hear noise: Is rolled on 1d6 by the refer-
ee. If the roll is within the listed range of 13 90 1–5 115 90
numbers, the skill succeeds. 14 91 1–5 125 90
Other skills: Are rolled on d%, with a
result of less than or equal to the listed
percentage indicating success.

9
Deities and Cults
By Chance Dudinack and Gavin Norman
Austerus
The Shining One
Prayer: Worshippers of Austerus can
only pray for spells in daylight or within a
circle of blessed candles.
Strictures: Worshippers of Austerus must
Deity of redemption and holy light, make the sign of the halo and recite holy
formerly the fiendish deity of searing psalms in the presence of other religions.
radiance, now turned to Order. Seeks to
bring all of humanity under one rule. Alternative Spells
Depiction: A tall androgyne, with bronze Order: 2nd level, replaces speak with
skin, golden eyes, and feathered wings of animals.
silver. Crowned with a spherical halo of
golden light, wields a flaming sword. Halo of protection: 3rd level, replaces
growth of animal.
Domain: Phandyne, the golden plains of
crystalline radiance. Searing radiance: 4th level, replaces
sticks to snakes.
Alignment: Lawful.
Redemption: 5th level, replaces insect
plague.
Worshippers
Cults of Austerus seek to construct a Marks of Servitude
gold-clad pyramid-temple in every set-
tlement in the known world, offering re- When a worshipper of Austerus gains the
demption to the wicked and balm to the ability to cast spells of a certain level, they
wretched. They ultimately aim to destroy also gain an associated trait:
all fiends and to absorb other religions by 1st level spells: White streak in hair.
incorporating their myths and present- 2nd level spells: Clear, unblemished skin.
ing their deities as aspects or servitors of 3rd level spells: Lustrous, silver-white
Austerus. hair.
Alignment: Lawful or Neutral. 4th level spells: Gold irises.
Holy symbol: Rays of light emanating 5th level spells: Heart emanates a warm,
from a pristinely faceted diamond. golden glow visible through skin.
Holy garb: Pure white robes and a golden
cape (15gp). Upon gaining the ability to
cast 1st level spells, a worshipper may
wear a veil of quartz tears (50gp). Upon
gaining the ability to cast 3rd level spells,
a worshipper may wear a platinum halo
PHIL LONGMEIER

that magically hovers above their head


(250gp).
10
PHIL LONGMEIER

Spells of Austerus Searing Radiance


4th level cleric spell
Duration: Instant
Order Range: 20′
2nd level cleric spell A momentary flash of blazing golden
Duration: 1 round per level light emanates from the caster’s hand.
Range: 20′ around the caster Chaotic creatures within range that
the light touches are burned by its holy
All creatures within a 20′ radius area are radiance.
temporarily calmed.
Chaotic creatures: Suffer 1d6 damage
Effect: Affected creatures’ emotions are (save versus spells to negate).
suppressed for the spell’s duration. Hos-
tile creatures are rendered non-hostile Chaotic supernatural creatures: (For
(though not necessarily friendly). example undead and fiends.) Suffer 2d6
damage (save versus spells for half).
Save: Unwilling targets may save versus
spells to resist being calmed.
Redemption
Magically-induced emotions: (e.g. fear,
confusion). Are also affected. 5th level cleric spell
Duration: Instant
When the spell ends: Affected creatures Range: Touch
return to their previous emotional state.
Golden light beams from a touched
Halo of Protection creature’s eyes as the caster purges their
soul of evil, permanently changing their
3rd level cleric spell alignment to Lawful.
Duration: 1 turn
Range: 120′ Saving throw: An unwilling subject may
save versus spells to resist the change.
A halo of shimmering white light sur- Chaotic creatures: Save at +4. If the save
rounds a 30′ diameter area within range. succeeds, the caster takes 1d4 damage per
The light flares to burn creatures that HD of the target.
trespass its bounds.
Dispelling: This spell can only be undone
Damage: Enemies inside the halo take 1 by powerful magic (e.g. a wish, a helm
damage per round. of alignment changing) or at the referee’s
Chaotic creatures: Take 2 damage per option by performing a special quest.
round. Restrictions: Only intelligent living crea-
Chaotic supernatural creatures: Take tures are affected.
1d3+1 damage per round.

11
The Black Alderman
The Smiling God
Grimacing god of skulls, dentistry, and
organ dirges, the Black Alderman drives
worshippers to collect and tend to myriad
skulls on his behalf.
Depiction: A skeleton in kingly robes of
midnight black trimmed with black fur.
Wears a black iron crown and a necklace

THOMAS DENMARK
of yellow skulls. The Black Alderman’s
own skull is pristine white and always
smiling.
Strictures: Worshippers of the Black
Domain: Cromlech, an endless half-bur-
Alderman must collect a tooth from de-
ied mausoleum.
feated foes. For particularly worthy foes,
Alignment: Neutral (favours non-re- they must collect the whole skull.
versed spells).
Alternative Spells
Worshippers
Skull speech: 1st level, replaces purify
Cults of the Black Alderman seek out food and water.
the skulls of rare monsters and influen-
Skull sentry: 2nd level, replaces speak
tial figures to preserve in their temples.
with animals.
Some cultists are taught the healing arts
to better care for the skulls of the living; Danse macabre: 4th level, replaces speak
known as Bonesmiths, these cultists work with plants.
as travelling dentists and bone-setters. Control skull: 5th level, replaces create
Alignment: Lawful or Neutral. food.
Holy symbol: A skull made of silver or
ivory. Marks of Servitude
Holy garb: A mask carved from a human When a worshipper of the Black Alder-
skull (10gp). Upon gaining the ability to man gains the ability to cast spells of a
cast 1st level spells, a worshipper may certain level, they also gain an associated
wear black linen robes with silver trim trait:
(35gp). Upon gaining the ability to cast 1st level spells: Pallid complexion.
3rd level spells, a worshipper may wear 2nd level spells: Sunken, skull-like facial
a necklace of ivory prayer beads, each features.
carved into the shape of a skull (200gp).
3rd level spells: All hair on the head falls
Prayer: Worshippers of the Black Al- out.
derman must play a sacred song on an
instrument made of bone to pray for their 4th level spells: Withered muscles
spells. and taught skin (does not affect ability
scores).
5th level spells: Solid black eyes.

12
Spells of the Black
Alderman

THOMAS DENMARK
Skull Speech
1st level cleric spell
Duration: 1 turn per level
Range: 60′ Danse Macabre
The caster can cause a single skull within 4th level cleric spell
range to speak in a rasping whisper. Duration: Concentration
Range: 60′
Words: The caster can cause the skull to
utter any words desired. It is not possible The caster plays a magical song on an
to cast spells via the skull. instrument of bone that causes bones
Undead monsters: An undead monster’s within range to spring to life and dance.
skull can be caused to speak. Intelligent Non-living bones: Are animated by the
undead may save versus paralysis to spell, dancing, bouncing, or rattling along
resist. to the tune.
Corporeal undead creatures: Must save
Skull Sentry versus spells or also be compelled. While
2nd level cleric spell dancing, attack rolls and saving throws
Duration: 8 hours are penalised by –4.
Range: Touch
Control Skull
Enchants a skull to act as a sentry. For the
spell’s duration, if a creature of a desig- 5th level cleric spell
nated type comes within 30′ of the skull, Duration: Concentration (up to 6
it chatters its teeth (audible up to 120′ rounds)
away). Range: 120′
By concentrating, the caster is able to
manipulate skulls, both living and dead,
by the power of thought.
Control: The caster gains full control of
a skull, able to make it speak, look in any
direction, or hold it in place, but cannot
control any other parts of the body.
Save: If a creature is targeted, it may save
versus spells to resist the spell.
Movement: The skull can be moved up to
20′ per round, in any direction the caster
wishes, including vertically (lifted into
THOMAS DENMARK

the air). Creatures can be dragged by the


skull in this way.

13
Klath-Karnath
The Lady of Troubles
Alternative Spells
Tempt fate: 1st level, replaces purify food
and water.
Goddess of insane danger, perils, and Bless the foolhardy: 2nd level, replaces
risk. Revels in seeing mortals overcome bless.
impossible odds, and so endlessly creates Defy death: 3rd level, replaces locate
them. object.
Depiction: A four-armed giantess with Enrage: 4th level, replaces speak with
blood-red skin and twin lion heads that plants.
bite at each other. Her upper arms hold a
flail and a wavy-bladed sword, the lower Marks of Servitude
arms strangle a writhing serpent.
When a worshipper of Klath-Karnath
Domain: Karnath, an ever-changing gains the ability to cast spells of a certain
realm of roiling storms and fiery cata- level, they also gain an associated trait:
clysms.
1st level spells: Always fidgeting.
Alignment: Chaotic.
2nd level spells: Red irises.
Worshippers 3rd level spells: Red, serpentine tattoos
appear on limbs.
Cults of Klath-Karnath seek to strength-
en themselves by facing adversity. Their 4th level spells: Claw-mark scars appear
goddess goads them to seek out the most on both cheeks.
dangerous dungeons and strip them of 5th level spells: Bulging veins on the
their treasures, then hoard the wealth in neck and head.
temples founded in perilous locations.
Alignment: Neutral or Chaotic.
Holy symbol: A bronze fist.
Holy garb: A leather snake bracelet
(5gp). Upon gaining the ability to cast
1st level spells, a worshipper may wear a
bejewelled snakeskin choker (100gp or
more). Upon gaining the ability to cast
3rd level spells, a worshipper may wear a
lion-skin cape (100gp).
Prayer: When praying for their spells,
worshippers of Klath-Karnath must
declare the dangerous activities they will
embark on that day. Failing to uphold this
promise could lead to deity disfavour.
Strictures: Worshippers of Klath-Kar-
PHIL LONGMEIER

nath must invoke her name before doing


something potentially fatal.

14
PHIL LONGMEIER

Spells of Klath- Defy Death


3rd level cleric spell

Karnath Duration: 1 round


Range: 30′
Against all odds, the caster or another
Tempt Fate creature can miraculously survive dam-
age that should be fatal.
1st level cleric spell
Duration: 1 round Bonus hit points: The subject gains 1d4
Range: The caster or a creature touched bonus hit points per level of the caster.
Any damage suffered: Is subtracted first
Cast upon a subject about to perform a from the bonus hit points.
dangerous deed. They gain a +4 bonus to
a single saving throw incurred as a result. When the duration ends: If any of the
bonus hit points remain, they disappear.
Bless the Foolhardy
Enrage
2nd level cleric spell
Duration: 6 turns 4th level cleric spell
Range: 60′ Duration: Concentration
Range: 40′
Allies within a 20′ × 20′ area who are not
yet in melee gain a +1 bonus to attacks Enemies within range must save versus
and damage rolls in melee against foes of spells or fly into a blood rage.
higher HD. This increases to +2 against Blood rage: Causes a +1 bonus to attack
foes of 2 or more higher HD, and +3 rolls, +2 bonus to damage rolls, and a –3
against foes of 5 or more higher HD. AC penalty.
Affected creatures: Immediately attack
the closet creature, whether it is friend or
foe. If the creature is killed, the affected
creature attacks the next nearest.
15
Moumb
The Hidden Lord
God of the weird deeps of the Under-
world, where the logic of the surface
world recedes.
Depiction: A corpulent, purple-skinned
man with a single, great, yellow eye and a
ring of horns around his crown. Moumb
wields a mighty mace of black stone and
wears a cloak of burning chains.
Domain: Urbald, vast obsidian fortress
carved in the Underworld’s fundament.
Alignment: Neutral (favours reversed
spells).

Worshippers

KYLE PATTERSON
Cults of Moumb seek to found subterra-
nean temples and kingdoms honouring
Moumb, make contact with obscure
Underworld civilisations, and unearth the Alternative Spells
secrets of the deep places of the world.
Deep vision: 1st level, replaces light.
Alignment: Any.
Secret room: 3rd level, replaces continual
Holy symbol: A dodecahedron or icosa- light.
hedron of lead, obsidian, or hematite.
Find exit: 4th level, replaces sticks to
Holy garb: A red cloak interwoven with snakes.
iron chains (5gp). Upon gaining the abil-
Pass-wall: 5th level, replaces insect
ity to cast 1st level spells, a worshipper
plague.
may wear a helm inlaid with a golden eye
(50gp). Upon gaining the ability to cast
3rd level spells, a worshipper may wear a
Marks of Servitude
crown of ram horns (50gp). When a worshipper of Moumb gains the
Prayer: Worshippers of Moumb can only ability to cast spells of a certain level, they
pray for spells underground, in pitch also gain an associated trait:
darkness, or blindfolded. 1st level spells: Ragged black fingernails.
Strictures: Worshippers of Moumb may 2nd level spells: Eyes reflect light in the
only speak his name underground. In the dark like a cat’s.
surface world, they often use the epithet 3rd level spells: Violet-hued skin.
“the Hidden Lord”.
4th level spells: Presence causes light
sources to flicker and waver.
5th level spells: Shadow appears larger,
monstrous.

16
Spells of Moumb Find Exit
4th level cleric spell
Duration: 1 turn per level
Range: Unlimited
The caster can sense the shortest, most
direct route to the nearest point of egress.
One of two types can be located. This
spell only functions underground.
Exit: Any passage that leads back out
KYLE PATTERSON

onto the surface.


Level transit: Stairs, sliding passages,
pits, or other transitions between dun-
Deep Vision geon levels.
1st level cleric spell Traps: Magical and mechanical traps
Duration: 6 turns + 1 per level along the route are also sensed by the
Range: The caster or a creature touched caster when within 30′.
The subject gains the ability to see in
pitch darkness as if in torchlight (30′
radius range).
Restrictions: This spell only functions
underground.

Secret Room
3rd level cleric spell
Duration: 1 hour per level
Range: Touch
The caster touches a wall, causing a secret
door to appear that leads into a magically
created room.
Dimensions: 10′ × 10′ × 10′ and empty,
made of the same material as the wall.
KYLE PATTERSON

Finding: Other creatures on the outside


can find the secret door as normal.
When the spell’s duration ends: The
room collapses into itself and disappears,
and the door returns to a solid wall. Any- Pass-Wall
thing still inside reappears back outside. 5th level cleric spell
Restrictions: This spell only functions Duration: 3 turns
underground. If there is a room already Range: 30′
on the other side of the wall on which the A 5′ diameter hole is temporarily opened
spell is cast, the spell fails. in solid rock or stone, forming a passage-
way up to 10′ deep.
17
The Mage’s Grimoire
By Brad Kerr and Gavin Norman
New Spells Feather Fall
1st level magic-user spell
This article presents ten spells to expand Duration: 1 round per level
the OSE magic-user spell list. The new Range: 60′
spells are inspired by classic magicks
from AD&D which are missing from Creatures and objects selected by the
Old-School Essentials. caster are protected from falling damage.
PCs might discover these new spells in Subjects: Must all be within a 10′ cube
scrolls, spell books, or grimoires (see and weigh at most 2,000 coins per level
p21), learn them from mentors, or of the caster. (A typical human weighs
create them by research (see Magical around 1,500 coins.)
Research in Old-School Essentials). Rate of falling: While the spell duration
Alternatively, the referee might decide to lasts, subjects fall at 10′ per round and
add these new spells to the standard mag- suffer no damage upon landing.
ic-user spell list, expanding the selection Instant casting: Feather fall can be cast
of spells available to all casters. as an instant utterance when the caster or
another target within range starts falling.
Burning Hands In combat, it does not need to be declared
and does not count as the caster’s action
1st level magic-user spell
for the round (though it cannot be cast in
Duration: Instant
the same round as another spell).
Range: 5′
A fan of searing flame shoots from the Shocking Grasp
caster’s fingertips, targeting creatures and
1st level magic-user spell
objects in front of the caster.
Duration: Instant
Damage: Creatures caught in the flames Range: Creature or object touched
suffer 1 damage per level of the caster.
The caster imbues their hands with elec-
Flammable materials: Are ignited. This
tricity to transfer a powerful shock to a
includes flammable materials carried or
creature via touch.
worn by creatures.
Damage: The shocking grasp deals 1d8
On fire: A creature in contact with burn-
damage plus +1 per caster level. In com-
ing material (e.g. their clothing) suffers 1
bat, a melee attack roll is required.
damage per subsequent round, for up to
3 rounds. Conductors: A caster can alternative-
ly discharge the spell on an electrical
Extinguishing: Burning creatures can
conductor. Damage is divided between
spend a round to extinguish the fire.
creatures touching the conductor.
18
Unseen Servant
1st level magic-user spell
Duration: 6 turns +1 per level
Range: 30′
The caster summons an invisible force to
perform mundane tasks such as fetching
items, opening unstuck doors, moving
chairs, and cleaning up.
Restrictions: The unseen servant cannot
carry more than 200 coins of weight. It
cannot fight or directly inflict harm to a
creature.
Cancelling: The unseen servant is

DEAN KUHTA
dispelled if it moves outside of the spell’s
radius.
Damage: The unseen servant cannot be
directly attacked, but area effects (e.g. Ray of Enfeeblement
breath weapons) can harm it. It has 6hp. 2nd level magic-user spell
Duration: 1 round per level
Pyrotechnics Range: 30′
2nd level magic-user spell A magical ray leaps from the caster’s
Duration: Special finger to drain a humanoid target of its
Range: 160′ physical strength. The target may save
This spell manipulates an existing source versus spells to resist. The effect differs
of fire. It has two usages; using either on targets with a rated STR score and
immediately extinguishes the originating those without.
flame. Especially large fires are only par- STR score: The target’s STR is reduced by
tially extinguished by a pyrotechnics spell. 5. Targets reduced to 0 STR cannot move
Fireworks: Dazzling coloured fireworks or act.
erupt from the flame. Onlookers within No STR score: The target suffers penal-
120′ must save versus spells or be blind- ties to their physical attacks: –2 to hit and
ed for 1d4+1 rounds. –1 damage for every damage die rolled
Smoke: A writhing trail of smoke billows (to a minimum of 1 damage per die).
from the flame and fills a 30′ radius area.
This smoke obscures vision beyond 2′ Stinking Cloud
and lingers for 1 round per caster level. 2nd level magic-user spell
Duration: 1 round per level
Range: 30′
The caster conjures a noxious 20′ diam-
eter cloud of foul-smelling gas. Living
creatures within the cloud must save ver-
sus poison or retch helplessly for 1d4+1
rounds (unable to move or act).
19
Slow
3rd level magic-user spell
Duration: 3 turns
Range: 240′
Up to 24 creatures in a 30′ radius area
must save versus spells or be enchanted
to move and attack half as quickly as
normal.
Movement: Subjects’ maximum move-
ment rates are halved.
Attacks: Subjects can only attack every
other round.
Spells: The number of spells a subject can
cast per round is not affected.
Magical devices: The use of devices such
as wands is also not affected.
Counteracting haste: Slow counteracts
the effects of a haste spell, and vice versa.
DEAN KUHTA

Tongues
Blink 3rd level magic-user spell
Duration: 1 turn
3rd level magic-user spell
Range: 60′
Duration: 1 round per level
Range: The caster The caster is able to speak and under-
stand any language within the spell’s
The caster randomly teleports a short
range.
distance each round, making it difficult
for opponents to attack them. Writing: The caster does not gain the
ability to read or write other languages.
Teleportation: At the end of their side’s
initiative each round, the caster teleports Reversed: Babble
5′ in a random direction. Re-roll random Cancels the effect of tongues. All spoken
directions that would place the caster language is garbled and unintelligible
within solid rock, etc. within the spell’s range.
Initiative: Creatures acting before
the caster’s side in a round’s initiative
sequence can target the caster normally
with spells and attacks. Those acting after
cannot target the caster.
Area effects: (e.g. dragon breath, fire ball)
can affect the caster if they encompass
both the caster’s original location and the
random teleport destination this round.
DEAN KUHTA

20
Grimoires The Song of the Hound and Panther
Author: Granston, Monster Zoologist
For the adventuring magic-user, few Language: Common
treasures are as coveted as the magic Spells: Blink, charm monster, dimension
grimoire. These tomes contain magical door, haste, mirror image, slow
treatises and a selection of spells around a A slim portfolio, its cover artistically
specific topic. Additionally, grimoires are bound in swirls of black and tan fur. The
magical objects in their own right, grant- owner gains a +2 bonus to reaction rolls
ing special powers to their possessor. with warp beasts and blink dogs; these
Usage: An arcane spell caster must spend natural enemies will not combat each
a week studying a grimoire to unlock its other in the book’s presence.
secrets. They can then copy its spells into
their own spell book when able to learn Tome of the Careful Crawler
new spells (treating the grimoire as a Author: Harfv, famous adventuring
mentor if using the standard spell book wizard. His disciples still preach the
rules, or via an INT check if using the ad- virtues of dungeon safety.
vanced spell book rules—see Spell Books Language: Common
in Old-School Essentials). Spells: Detect invisible, feather fall, light,
protection from evil, shield, tongues,
Book of the Hideous Frog water breathing
Author: Neem, Frogmancer A cover of hardwood and brass accents
Language: Deepcommon binds a heavily annotated treatise of dun-
Spells: Darkness, infravision, locate object, geon safety tips. Light spells cast on the
ray of enfeeblement, stinking cloud, book itself have a doubled spell duration.
tongues, web The book can be wielded as a bludgeon
A wide, frog-faced grimoire bound in (d4 damage).
damp frog flesh that wriggles disconcert-
ingly. 1d6 live frogs spawn in the owner’s Tome of the Puppeteer
clothes and belongings every night. Author: Bren, Marionetteer. Royal
Advisor and Impresario of the King’s
Conjuration of Smoke and Flame Theatre
Author: Felecita Wyrm-Slayer Language: Elvish
Language: Dragon Spells: Charm person, hold person,
Spells: Burning hands, fire ball, fly, magic invisibility, levitate, phantasmal force,
missile, pyrotechnics, stinking cloud, pyrotechnics, shocking grasp, unseen
wall of fire servant, ventriloquism
A burnt cedar cover that stains A ragged tome wrapped in wire. When
everything it touches it black; a constant opened, it magically hovers within arms
unquenchable flame perpetually laps at length of the owner as if suspended by
its pages yet its contents are somehow strings. Victims of charm person spells
never consumed. An arcane caster can cast by the owner suffer a –1 penalty to
ignite flammable objects by pressing this their save.
tome against them.

21
Strange Brews
By Gavin Norman
Old-School Essentials presents a list of
standard potions and their effects, but
only provides brief guidelines on how
Hiring an Alchemist
potions can be manufactured and identi- Characters can hire a specialist alchemist
fied. This article adds extra detail around to produce potions. Alchemists can create
brewing, identifying, and (optionally) potions either by recreating a provided
buying potions. sample potion or by researching a potion
from scratch.

Creating Potions Recreating potions: Takes half the time


and cost listed in the table opposite.
Researching potions: Takes double the
Under the Magical Research rules in time and cost listed in the table opposite.
Old-School Essentials, potions are treated
Wages and upkeep: When hiring an al-
as single-use magic items that duplicate
chemist to create potions, PCs must also
the effects of a spell. Brewing a potion
pay their wages and upkeep cost: 1,000gp
thus costs 1 week and 500gp per level of
per month.
the equivalent spell. The table opposite
lists the equivalent spells and creation Example: Working from a sample, an
costs of all standard potions. alchemist could create a potion of healing
in half a week at a cost of 250gp. In a
Restrictions: Any character able to create
month, they could thus create 8 potions of
magic items (e.g. clerics and magic-users
healing, at a total cost of 3,000gp (375gp
of 9th level or above) can create potions.
per potion), including the monthly wage.
Equivalent spells: Not all potions exactly
duplicate the effects of a spell described
in Old-School Essentials. In order to Buying Potions (Optional Rule)
provide a concrete list of costs, this article
lists approximately equivalent spells. In In some campaigns, potions may be
some cases this includes spells from other available for purchase from high-level
editions of Dungeons & Dragons. spell casters. The table opposite lists
suggested sale prices for potions. Sale
Spell lists / spell books: The character prices are set at twice the cost to create
does not need to be able to memorise the potion, accounting for the seller’s
the equivalent spell in order to create a desire for profit.
potion with the equivalent effect. e.g. a
magic-user can create a potion of healing. Specialist Alchemists
Cursed potions: Potions of delusion and Alchemists may also sometimes stock
poison are not discussed here, as it is as- pre-made potions for sale. As alche-
sumed they are only created by accident mists can create potions from a recipe at
(for example, due to the 15% chance of half the usual cost, the listed sale prices
research failure). should also be reduced by 50%.
22
Potion Creation and Sale Prices
Creation Creation Sale Price
Potion Equivalent Spell Level Weeks Cost (gp) (gp)
Clairaudience Clairvoyance 3 3 1,500 3,000
Clairvoyance Clairvoyance 3 3 1,500 3,000
Control animal Animal friendship 1 1 500 1,000
Control dragon Charm monster 4 4 2,000 4,000
Control giant Charm monster 4 4 2,000 4,000
Control human Charm person 1 1 500 1,000
Control plant Entangle 1 1 500 1,000
Control undead Charm monster 4 4 2,000 4,000
Diminution Growth of animal * 3 3 1,500 3,000
ESP ESP 2 2 1,000 2,000
Fire resistance Resist fire 2 2 1,000 2,000
Flying Fly 3 3 1,500 3,000
Gaseous form Wraithform 3 3 1,500 3,000
Giant strength Growth of animal * 4 4 2,000 4,000
Growth Growth of animal 3 3 1,500 3,000
Healing Cure light wounds 1 1 500 1,000
Heroism Heroism * 4 4 2,000 4,000
Invisibility Invisibility 2 2 1,000 2,000
Invulnerability Shield 1 1 500 1,000
Levitation Levitate 2 2 1,000 2,000
Longevity Accelerate lifeline * 8 8 4,000 8,000
Polymorph self Polymorph self 4 4 2,000 4,000
Speed Haste 3 3 1,500 3,000
Treasure finding Locate object 2 2 1,000 2,000

* Notes on Specific Potions


Potion of Diminution: Essentially the re-
versed form of a potion of growth, which
is equivalent to the 3rd level cleric spell
growth of animal.
Potion of Giant Strength: The same ef-
fect as a potion of growth, plus the ability
KYLE PATTERSON

to throw boulders. Thus treated as one


level higher (4th rather than 3rd level).
Potion of Heroism: A 4th level heroism Potion of Longevity: An 8th level accel-
spell, with broadly similar effects, exists erate lifeline spell, with broadly similar
in the 2000 3rd edition game. effects, exists in a supplement to the 1989
2nd edition game.
23
Potion Ingredients Sampling Potions
As noted in Old-School Essentials, Potions can be identified by sipping a
creating magic items often requires rare small amount, as the character is briefly
components. It can be particularly fun affected by the magic. The referee may
to require PCs to gather components choose to simply reveal the nature of the
from monsters, as this drives adventure. potion, naming it directly. Alternative-
PCs must follow up rumours hinting at ly, the referee might wish to describe a
the dwelling place of a monster of the minor magical effect that the sampling
requisite kind, travel to the location, then character experiences, hinting at the
attempt to acquire the component (e.g. full effects of the potion. The following
by theft, bribery, or slaying the monster). table lists example hints noticeable when
The table below lists suggested monster sipping standard potions.
ingredients, optionally required to manu- Duration: All hints last for 1 round.
facture each type of potion.

Potion Monster Ingredients Sampling Potions


Potion Ingredient Potion Hint on Sampling
Clairaudience Vampire bat blood Clairaudience Hear whispers
Clairvoyance Cyclops bone Clairvoyance See from 1′ away
Control animal Cave bear skull Control* Vision of command-
Control dragon Red dragon scale ing a creature of the
Control giant Storm giant heart affected type
Control human Harpy tongue Diminution Shrink 1″ shorter
Control plant Treant root ESP Hear party’s thoughts
Control undead Mummy dust Fire resistance Aura of ice
Diminution Sprite heart Flying Hover 1″ off ground
ESP Devil swine brain Gaseous form Vapour from hands
Fire resistance Flame salamander eye Giant strength Muscles ripple
Flying Griffon feather Growth Grow 1″ taller
Gaseous form Djinni hair Healing Wave of refreshment
Giant strength Frost giant beard Heroism Wave of courage
Growth Hill giant bone Invisibility Turn transparent
Healing Killer bee honey Invulnerability Wave of invincibility
Heroism Centaur heart Levitation Feel weightless
Invisibility Pixie wings Longevity Youthful appearance
Invulnerability Unicorn horn Polymorph self Face morphs
Levitation Pegasus feather Speed Accelerated motion
Longevity Vampire blood Treasure finding Vision of gold
Polymorph self Doppelgänger brain *: Control animal, dragon, giant, human,
Speed Giant shrew tail plant, undead.
Treasure finding Rust monster antenna
24
Describing Potions
and appearance. The table below can be
used to determine the characteristics of
potions found in treasure hoards.
Every potion is unique—even potions Rolling characteristics: Roll 1d20 once
of the same type differ in odour, taste, per column in the table.

Potion Characteristics
Appearance/ Odour /
d20 Container Colour Consistency Flavour
1 Alchemical beaker, open Blue Anti-gravity Acidic
2 Clay statuette with stopper in head Brown Bubbling Bitter
3 Corked gourd Clear Cloudy Cheese
4 Crystal decanter Cream Crystalline Cream
5 Dented copper tube Cyan Flecked Dung
6 Frosted glass phial Gold Frothing Earth
7 Gelatinous membrane Green Fuming Fish
8 Glass bottle with dropper Grey Gritty Ginger
9 Hollowed out prism Indigo Jelly Honey
10 Labelled phial (3-in-6 correct) Maroon Layered Hot / spicy
11 Miniature green bottle Orange Oily Lavender
12 Pewter hip flask Pearl Opalescent Metallic
13 Phial with heraldic label Pink Phosphorescent Mint
14 Pristine glass phial Purple Smoky None
15 Sealed glass sphere—smash to open Rainbow Sparkling Rancid
16 Sigil-engraved phial Red Swirling Salty
17 Skull-shaped flask Silver Syrupy Spirituous
18 Stoppered unicorn horn Violet Translucent Sweet
19 Tightly corked bottle White Vaporous Vinegar
20 Wax-sealed jar Yellow Viscous Wine
KYLE PATTERSON

25
Terrors of the Dark
By Gavin Norman
This article presents 8 new monsters that
may be encountered in the depths of the Infrachameleon
underworld, preying on adventurers’ 4′ long lizards with the natural ability to
fear of the dark. Among their number blend in with the surrounding thermal
are animals that can stymie infravision, environment—a form of camouflage
creatures that seek to extinguish light, against infravision. Eat subterranean
and monsters of pure darkness. mushrooms and algae. Flee from light.
AC 4 [15], HD 3* (22hp), Att 1 × tongue
Grue / bite (1d4) or 1 × spit (acid), THAC0 17
Magical, predatory beings of pure dark- [+2], MV 90′ (30′), SV D12 W13 P14 B15
ness that stalk the desolate places of the S16 (1), ML 7, AL Neutral, XP 50, NA
underworld. Hide in shadowed areas and 1d3 (1d6), TT None
leap out onto unsuspecting passersby. ▶ Surprise: On a 1–5 to characters using
Grues have an evil sentience, but do not infravision, due to thermal camouflage.
use language. Only characters able to see ▶ Sticky tongue: Can attack targets up to
in magical darkness can perceive a grue’s 5′ away. If the attack succeeds, the victim
form: a writhing mass of humanoid limbs is dragged to the mouth and bitten (1d4
around a great central mouth. damage).
AC 5 [14], HD 6* (27hp), Att 1 × bite ▶ Spit: Used defensively. 10′ range.
(3d4), THAC0 14 [+5], MV 60′ (20′), Target treated as AC 9 [10]. The affected
SV D10 W11 P12 B13 S14 (6), ML 9, AL character is covered in corrosive spittle
Chaotic, XP 500, NA 1 (1), TT C and is blinded for 1 turn (save versus
▶ Surprise: On a 1–5. poison). Unless the goo is washed off
▶ Mundane damage immunity: Only within 3 rounds, it corrodes metal ar-
harmed by magic and magic weapons. mour to rust. Magic armour has a 10%
▶ Spell immunity: Unaffected by charm chance per “plus”, to be unaffected.
and sleep spells. ▶ Cling: Climb walls, trees, etc.
▶ Darkness: A grue is surrounded with
a 15′ radius area of magical darkness.
Light spells cannot cancel this darkness
(though see below). Dispel magic cancels
the darkness for 1d4 rounds.
▶ Light vulnerability: A light-based
spell (e.g. light, continual light) cast di-
rectly on a grue is negated but inflicts 1d6
damage per spell level.
LUCAS KORTE

26
Lantern Moths
Fluttering, carnivorous 2′ long moths
that nest underground. Attracted to light,
which drives them into a feeding frenzy.
AC 7 [12], HD 1 (4hp), Att 1 × bash
(knock down) or 1 × bite (1d3), THAC0
19 [0], MV 90′ (30′) flying, SV D12 W13
P14 B15 S16 (1), ML 6, AL Neutral, XP
10, NA 1d4 (2d6), TT U
▶ Light attraction: Attack characters
carrying light sources (mundane or mag-
ical) first. Attack with their bite once the
light source has been knocked out of the
victim’s hand (see below).
▶ Knock down: A successful attack
knocks a light source from the victim’s
hand. Lanterns smash and are extin-
guished.

LUCAS KORTE
▶ Flammable: Suffer double damage
from fire.

Oil-Mites
2″, rock-like mites that lurk in webbed
lairs on dungeon ceilings. Secretly drop
onto passing adventurers, consuming
their flasks of oil.
AC 9 [10], HD 1hp*, Att None, THAC0
20 [–1], MV 30′ (10′), SV D14 W15 P16
B17 S18 (NH), ML 7, AL Neutral, XP 6,
NA 3d8 (0), TT None
▶ Surprise: On a 1–3, due to rock-like
appearance.
▶ Drop: Oil-mites drop onto the backs
of passing characters. If PCs are sur-
prised, the mites are unnoticed and
wriggle inside their backpacks.
▶ Consume oil: Once inside a backpack,
oil-mites seek out oil flasks (including
magical oils). Each mite consumes 1 flask
of oil in 1 turn, before creeping out of the
pack and dropping to the ground.
▶ Explosive: Explode when exposed to
LUCAS KORTE

flame, inflicting 1d3 damage to any with-


in 10′ (save versus breath for half).
27
Strober
Hulking (5′ long), eyeless, swine-like car-
nivores covered in bristly spines. Dwell in
lightless regions deep underground. Hunt
in darkness by sound and smell alone.
AC 6 [13], HD 4* (18hp), Att 1 × tusk
(2d4), THAC0 16 [+3], MV 120′ (40′),
SV D12 W13 P14 B15 S16 (2), ML 7, AL
Neutral, XP 125, NA 1d6 (0), TT None
▶ Infravision blindness: A strober emits
rapidly oscillating waves of heat and cold
from its body surface, blinding creatures
within 60′ that rely on infravision to see.
When more than 60′ from the strober,
blinded creatures regain their use of
infravision.
▶ In melee: Anyone in melee with a
strober suffers 1 damage per round, due
LUCAS KORTE

to its spines.

Pyrolator
7′ long, carnivorous, lizard-like monsters
made of rock and glowing embers. Emit
a grinding sound as they move. Dwell in
volcanic regions and dungeons.
AC 5 [14], HD 4+1* (19hp), Att 1 × bite
(1d8+1), THAC0 15 [+4], MV 60′ (20′),
SV D12 W13 P14 B15 S16 (2), ML 9, AL
Neutral, XP 200, NA 1d4 (2d4), TT C
▶ Fire immunity: Unharmed by fire.
▶ Conflagration: Flames within 30′ of
a pyrolator burn at a vastly accelerated
rate: 1d3 turns of fuel (torch or lantern
duration) are consumed per round.
▶ Dazzling: Characters holding an
affected flame must save versus paralysis
or be blinded for 1d3 rounds.
▶ Fire damage increase: All fire-based
attacks (including magic) inflict an addi-
tional +1 damage per damage die within
30′ of a pyrolator. (e.g. a 5d6 fire ball
LUCAS KORTE

would inflict 5d6+5 damage.)

28
Torch-Bearer’s Ghost
Spirits of luckless townsfolk who were
hired by an adventuring party and met
their doom in the underworld. Appear
as incorporeal phantoms carrying a
flickering light. Haunt the dungeon in
which they perished, seeking revenge on
adventurers by leading them into danger-
ous areas. Cannot speak, but sometimes
moan or cackle.
AC 9 [10], HD 1* (4hp), Att 1 × gust of
wind (extinguish), THAC0 19 [0], MV
60′ (20′), SV D12 W13 P14 B15 S16 (1),
ML 10, AL Chaotic, XP 13, NA 1d4 (0),
TT None
▶ Undead: Usually make no noise.
Immune to biological effects (e.g. poison)
and mind-affecting / mind-reading spells
(e.g. charm, hold, sleep).
▶ Mundane damage immunity: Only
LUCAS KORTE

harmed by silver weapons, magic, and


magic weapons.
▶ Extinguish: A conjured gust of wind
Stygian Sphere whips around a targeted character, who
Floating spheres (3′ diameter) of absolute must save versus breath. If the save fails,
blackness that feed on life energy and flames on their person (e.g. torches, lan-
magical light. Found deep underground terns) are extinguished.
or as conjured defences in wizards’ lairs.
Some hypothesise that stygian spheres are
native to a dimension of shadows.
AC 3 [16], HD 5** (22hp), Att 3 × scin-
tillating ray (1d8, range 20′) or 1 × flash
(blindness), THAC0 15 [+4], MV 60′
(20′), SV D12 W13 P14 B15 S16 (3), ML
10, AL Neutral, XP 425, NA 1d6 (0), TT
None
▶ Absorb magical light: A stygian
sphere absorbs light spells (e.g. light, con-
tinual light) within 30′, permanently can-
celling the magic. The sphere gains 1d8
hit points per level of the spell absorbed.
▶ Flash: If threatened, a stygian sphere
LUCAS KORTE

can emit a flash of bluish light once per


day. All within 90′ must save versus pa-
ralysis or be blinded for 1d6 turns.
29
Noximander’s Cave
By Chance Dudinack and Brad Kerr
12
10 Lantern
Moths 11
Stairs up to tower
basement in city Dow
n 15
Down ′ 13
7 15′
Severed Distant
Shadow
Do

howls
wn

1
15

9
′ 30

8 Grue
Down

Faint 14 17
2 glow
Stygian
5′

15 Spheres
1
wn

16
Do

Rushing
S

3
water
Rushing
water Rushing
water
Down 15′

6 Infrachameleons
Faint
light S
Scale: 5′
4 Oil Mites

GLYNN SEAL
5 Noximander per square

Level 4–5 Dungeon Adventure in darkness with their conjured shadow


In a dark cave beneath the city, once used creatures. Days ago, builders demolished
by a cult of Moumb, the illusionist Nox- a wall in a crumbling tower’s basement
imander the Tenebrous communed with and discovered a supernaturally dark
creatures from the realm of darkness. He cave. Adventurers are called to investigate.
wished to magically sever his own shadow General construction: Gray limestone
and imbue it with consciousness—his caverns, 10′ high ceilings.
dark mirror to command and control. Lighting: All areas unlit, unless noted.
Noximander successfully snipped away
his shadow but the lingering influence Light dimmed: Radius of all light sources
of Moumb twisted the ritual’s effect: the halved.
liberated shadow claimed half of the illu- Monsters: Names underlined. Descrip-
sionist’s mind, leaving his corporeal form tions in Terrors of the Dark, p26, unless
half-feral. For many years the broken noted otherwise.
illusionist and his skittish shadow dwelt

30
Random Happenings: 1-in-6 per Turn 4. Oil Mites: Stalactites crowd the
1. A prowling Grue. ceiling, dripping into scummy irides-
2. 1d6 Stygian Spheres seek light to cent puddles. 12 Oil Mites cling along
devour. dangling clumps of greasy webbing.
3. 1d4+1 Acolytes of Austerus (OSE Mites drop onto characters’ backs as they
acolyte stats) bent on destroying the walk through the cave. Oily puddles are
caves’ dark presence. mildly flammable.
4. Noximander’s Severed Shadow (see 5. Wizard’s Hovel: Slivers of sunlight
below) creeps along a wall, taunting radiate overhead from a narrow, back-al-
the party before fleeing. ley grate. Noximander perches on a nest
5. Lights waver, as if buffeted by wind. of filthy linens mashing up oil mites for
6. Shadows warp and stretch. food. Approaching: Asks PCs if they
have seen his shadow and to help find it.
The Illusionist and His Shadow
His memory is fuzzy but he knows that
Noximander: A pale, emaciated human
he’s somehow incomplete. Secret door: A
man clad in ragged violet robes. A scat-
section of the cave wall is illusory, letting
ter-brained and quasi-animalistic survival-
in a draft that gently blows dust across
ist who seeks his missing shadow. Combat
the floor. Conceals a corridor to the
stats: Goblin (OSE). Emblem: A hand
fireplace in 15.
with an eye in the palm.
6. Pool: Deep pool of murky water.
Noximander’s Severed Shadow: A
Stream flows in from the west (3). 2
stately humanoid shadow, intelligent and
Infrachameleons cling to the cave walls,
independent. It fears reunification with
grazing on patches of shaggy fungus.
its body. Combat stats: Shadow (OSE).
Opportunistic hunters: Use their tongue
Reuniting the two: Bringing Noxi- attacks on characters carried in by the
mander and the Severed Shadow into stream. At the bottom of the pool: 2 gold
physical contact reunites them as a single medallions (350gp each).
being. The grateful illusionist happily
7. Shadow’s Lounge: Noximander’s
opens up his library (17) and awards
Severed Shadow lounging on the shadow
his hoarded coin to any who aid in his
of a mossy stone, quietly puffing shadow
reunion.
smoke rings. Entering: Changes shape
Area Descriptions into a grimacing shadow-monster to
1. Disused Cellar: Cobwebbed cellar scare PCs off, fleeing to 14 to lure persis-
stacked with empty crates. Demolished tent PCs to the Stygian Spheres.
brick wall leads into inky black caves. 8. Gargoyle Head: Imposing stone
2. Slippery Slope: Slanted floor: gargoyle head mounted on the wall,
Slippery rock slopes dramatically towards its crystalline eyes glow faintly. Noxi-
the south. Anyone moving quickly must mander’s emblem is etched on its fore-
make a DEX check or slip helplessly into head. Items placed in its open, shelf-like
the stream in 3. mouth have a light spell cast on them.
Oak chest: Contains 10 polished violet
3. Stream: Cold, dark water (10′ deep)
crystals (25gp each).
rushes eastward into the depths. Cross-
ing the stream: STR check to swim
Area descriptions continued overleaf...
against the current. On a failed check:
the character is swept to 6, bashed against
rocks along the way (1d6 damage).
31
9. Central Cavern: 30′ cavern ceiling 15. Sitting Room: Overturned furni-
stretches beyond torchlight. 8′ basalt ture: Table and chairs, once-lavish deco-
idol of Moumb, god of the Underworld rations tarnished by time. Portrait above
(p16), with a yellow chrysolite eye the mantel depicts a scowling magician in
(2,000gp). Removing the eye: Ends violet robes, wearing an amulet engraved
the light-dimming effect on the caves, with Noximander’s emblem. False fire-
attracts a furious Grue from 13. Eastern place with violet crystals where the flame
passage: Purple banners flank the tunnel should be. Secret door: The back wall of
entrance, bearing Noximander’s emblem the fireplace is illusory, concealing a 3′
in white. A Grue lurks here, waiting to entrance to a stairway and corridor to 5.
ambush potential meals (surprise 1–5). 16. Bedroom: Ransacked furniture:
10. Dark Garden: Piles of debris Bedsheets torn off, dresser drawers
(ceramic shards, dead leaves, dark soil) thrown onto the floor, shelves emptied.
overgrown with black creeper vines. 6 Invisible chest on one of the shelves.
Lantern Moths flitter about, drinking Opening: A blast of shadowy phantas-
nectar from 5 midnight blue flowers magoria. Anyone watching must save
(night glories, 100gp each, shrivel and versus spells or wander disoriented along
die in sunlight). Moths attack any light random paths for 1d6 turns (roll for each
source that enters the cave. PC’s path separately, check for random
11. Stalagmites: Clusters of stalag- encounters normally, effect ends after
mites crowd the floor. Movement rate is taking damage). Inside the chest: 500gp,
halved. black opal (1,000gp), wand of radiance (12
charges). (If not using Advanced magic
12. Crystal Cave: Tunnel lined with
items: a wand that casts light, 12 charges.)
violet crystals receptive to magical light.
Bringing magical light here: Crystals 17. Locked Library: Bookshelves
dimly glow. Touching magical light to a lined with journals on the nature of light
crystal: It glows as bright and as long as a and darkness, Underworld ecology, and
light spell. monster anatomy. Cluttered desk: 6
crystal prisms (1,000gp each), bejew-
13. Bottomless Pit: Leads deep into
elled silver mirror (3,000gp), half-melted
the earth. Distant, monstrous howl-
candles, silver shears, research notes on
ing from within the pit. At the referee’s
the shadow severance ritual. Reading the
option, the pit could lead to further dun-
notes: Requires an INT check to inter-
geon levels or deep into the Underworld.
pret. Once done, an arcane caster can
14. Gargoyle Gate: Heavy stone perfect the ritual (30,000gp and 6 months
doors to 17: Magically locked. 3 gar- of magical research). Hidden compart-
goyle statues with outstretched hands ment beneath a sliding bookshelf: Con-
mounted on the walls. If a magically lit tains Noximander’s spell book (referee
item is placed in each gargoyle’s hands: should select spells) and 300pp.
Their eyes faintly glow, the heavy stone
doors open to 17. 3 Stygian Spheres float
around the room, attack anyone with a
light source.

32
RETRO ADVENTURE GAME

Carcass Crawler
The official Old-School Essentials zine
Carcass Crawler is a zine devoted to Old-School Essentials
from Necrotic Gnome. Each issue is packed with new
material for your games, including new character classes
and races, new spells and magic items, new monsters,
optional and expanded rules, previews of in-development
products, short adventures, and more.

In this issue

▶ New classes: 3 new character classes. The halfling


hearthsinger, halfling reeve, and arcane bard.
▶ Deities and cults: 4 deities, their cults, and spells.
▶ Terrors of the dark: 8 new darkness-themed monsters
and a short adventure set in a shadowmancer’s lair.
▶ Grimoires: 10 new arcane spells, 5 magical tomes.
▶ Strange brews: Creating and identifying potions.

NG-CC04 — ISBN 979-8-88756-127-1

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