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Delayed Blast Gamemaster Issue 02

Issue #2 of Delayed Blast Gamemaster offers more unconventional resources for fantasy roleplaying games, following the success of the first issue with 600 backers. It features new non-player characters, unwanted treasures, and bizarre dungeon oddities designed to enhance gameplay and challenge players. The zine maintains a format without strict rules, encouraging creativity and fun in dungeon adventures.

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Dario Lazzarini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
524 views48 pages

Delayed Blast Gamemaster Issue 02

Issue #2 of Delayed Blast Gamemaster offers more unconventional resources for fantasy roleplaying games, following the success of the first issue with 600 backers. It features new non-player characters, unwanted treasures, and bizarre dungeon oddities designed to enhance gameplay and challenge players. The zine maintains a format without strict rules, encouraging creativity and fun in dungeon adventures.

Uploaded by

Dario Lazzarini
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
You are on page 1/ 48

Issue #2

For those of you who asked for more


dungeon stupidity, this zine delivers!
introduction
Welcome back, gang, to the second issue of Delayed Blast Gamemaster!
When I started work on the first issue, I was unsure of whether or not
anyone would even be interested in the project. Fortunately, 600 project
backers showed me that you do enjoy wild and warped resources for
your fantasy roleplaying games; the campaign was a success!

Now, as the feedback on the first issue has come in, we step into a second
issue and will see what other nonsense hides in the deepest corners of
my brain. I’m following the same format as the first issue – no true for-
mat and definitely no rules – and I hope that you enjoy this as much as
you did that very first issue of the zine.

Will there be a third issue of Delayed Blast Gamemaster? At this point,


I think we’ll have to wait and see what your response is to this second
issue. If enough of you have fun with this, I’ll try to create #3.

onedsix
dungeon
characters
The player characters aren’t the only ones
who like to get dirty in the world’s dungeons.
These six non-player characters also explore the
dungeons of the lands, though what they’re doing
there is anyone’s guess.

To make any of these characters even more entertaining

2
in your campaign, give them a magic item or two. Of
course, these odd characters won’t hesitate to use their
magic items if they are attacked . . .
1 Mad Mage 2 Aggressive
Warrior
It can’t be a true dungeon crawl
unless there’s a crazy wizard Equipped with bizarre, heavy
somewhere in sight, right? When gear, the warrior does not attack
encountered, roll 1d3: the group when encountered, but
he is threatening and insists that
1. The Mad Mage thinks that the they join him in clearing the dun-
party is an army of zombies and geon of monsters.
attacks, using his staff for melee
and casting low-level, offensive If the party refuses, there’s a 50/50
spells. chance that the warrior shrugs
2. He instantly launches the most and walks away. Otherwise, he at-
powerful spell in his arsenal (a tacks and will fight until someone
fireball?) . . . targeting a spot close is knocked to 50% of their hits.
enough that he is also caught in
the blast. If they do join him, they will find
3. He laughs wildly and charges that the warrior is a powerful ally
the group, casting attack spells in the dungeon. He is strong, fear-
and swinging his dagger. less, and more interested in mur-
dering monsters than claiming
He fights to the death. the treasures.

3
3 Holden Stoneku 4 Knight of Fire
This dwarven fighter is over- While he prefers to be known as
armed, over-armored, and slow. the “Knight of Fire,” Zeb Gan-
He has a bit of a Napoleon com- nester is far from a knight. Born
plex and thinks that if he acts as a peasant, Gannester has never
tough and strong, the world will had formal training as a warrior
fear him and overlook his height. and, in fact, is unskilled with most
weapons.
Holden can be a loyal companion,
but it takes so long to get through Months ago, when part of a work-
his tough act that few know him crew clearing a forest, Gannester
long enough to become a friend. found the remains of a dead war-
rior and took the fallen fighter’s
When encountered, there’s a 75% armor and weapons. The most
chance that he will be wound- striking and unusual of the fall-
ed. If helped, he relaxes a bit and en one’s weapons was a large,
will join the party as they explore strange firecaster that is activated
the dungeon. He will fight to the by touching a small stud on the
death, and it is likely he will die weapon’s handle.
soon. He is too aggressive to live
long in this world. Gannester is in over his head.

4
5 Alek Donavink 6 Oncseamann
When encountered at a distance, This ancient goblinoid stands
Alek is easily mistaken for an as tall as a human warrior and
undead warrior. He lifted armor is dressed as a ranger, complete
from a devastated skeletal knight with bow and arrows. If the party
and, inspired by the experience, speaks with him, they hear the tale
fashioned a helmet that gives him of a man, Chix Ahops, who was
a skeletal appearance. the victim of an evil spellcaster’s
transformation spell that turned
Alek, if attacked, will try to make him into the beast he is today.
it clear that he is human. He will
remove his helmet if given the Ahops asks the party for help.
chance, but he isn’t against stand- Somewhere in the dungeon, it is
ing up to any assault and fleeing rumored, is a magic ring that will
only when absolutely necessary. break the spell and revert him to
his true form. If they help him
If befriended, Alek tells the party return to his former self, Ahops
that he is in search of a rumored becomes a loyal friend and ally
spellbook and asks for assistance. who will sacrifice his life to save
He promises the group they may any one of them. The ranger is of
keep all other found treasures. mid-level and talented in battle.

5
fivedsix
unwanted
treasures
If you flip to pp. 10-13 of the first issue of
Delayed Blast Gamemaster, you will find a table
very much like this one. Why is this table here,
then? Because I know that you always want
more treasures, even trash. I am certain of it!

5 A detailed, ornate wooden staff encased in elven


steel. The weapon is finely balanced and grants the
wielder a bonus to attacks.
6 A short length of metal chain, roughly 12” long,
that is snapped at one end and has a hook at the
other end. An appraisal identifies the chain as part
of an ancient necklace; it is worth several gold even
in this state of disrepair.
7 A small pouch made of cheap cloth and tied tight
with twine. It is sharp in places and clearly over-
stuffed. Opening the pouch you find the remains
of a battered and shattered gemstone; what could
have destroyed the gem?
8 A bone scroll case that is yellowed with age, stop-
pered at both ends with wax. Opening the case

6
reveals a tattered, shredded parchment showing
the map to a cavern identified only as the “Cave of
Eyes.”
9 A metal helmet, painted red and white and slightly battered
where a hammer or club struck the side. Dried blood inside
the helmet tells the story, though what the runes engraved on
the back of the helm mean is unknown. A mystic protection
that failed? A curse? A warning?
10 Strands of spider webbing woven together. Eight teeth from
goblins, orcs, and hobgoblins hang from the necklace, each
one polished shiny and clean.
11 Heavy robes, crafted from the leathered hide of a minotaur
and decorated with detailed embroidered patterns of stars and
moons. The minotaur fur was completely stripped from the
hide, and the robes were dyed a blood red.
12 A sealed glass jar filled with raisins. Opening the jar unleash-
es a foul stench that sickens those with a weak stomach. The
raisins may have been good once, but they’re a disgusting treat
today and not a recommended snack.
13 The shriveled, mummified hand of a yeti, the hair yellowed
with age. When found, the hand is clutching the remains of a
broken dagger (the blade is snapped off). Neither item is mag-
ical, though some believe that the hand is a good luck charm
and will pay to possess it.
14 A small book with metal covers and pages made of thick
parchment. Half of the pages are blank, the other half – written
in a common script – are the incomplete memoirs of halfling
merchant who, if the text is to be believed, was quite a lover
and warrior.
15 A battered and beaten rag doll, fashioned in the shape of a
goblin wearing robes and missing an eye.

7
16 A brass candlesnuffer in the shape of a dragon. The tail serves
as the handle and the sculpted head’s open mouth extinguishes
the candle’s flame.
17 An oversized hourglass, roughly 3’ tall and weighing hundreds
of pounds. The design is plain, almost simplistic, and the hour-
glass has effectively no value because it is so unwieldy.
18 This small, wooden chest is a few feet across and finely-crafted
with detailed images of spiders carved directly into the sides
and lid of the chest. The chest is locked when found; it will
have to be either broken open or the lock picked. Inside? Doz-
ens of flat stones, each with a spider painted on one side.
19 A life-size model of a shield, constructed of dozens of sheets of
parchment that are held together simply by careful folds.
20 This pair of leather boots looks to have never been worn. They
are masterful in design and artistry (a spiderweb pattern dec-
orates the surface), crafted by an expert who clearly spent a lot
of time on the details.
21 A scrap of cheap leather folded over and over again. Unfolding
the leather reveals 13 black candles, each the length of a hu-
man index finger.
22 Two blue crystals, each weighing roughly one pound and 6” in
length. The crystals shimmer bright blue when in the presence
of arcane powers, though they have no use beyond this ability
to detect magic. There is a 10% chance each time they glow
that the detection power will never work again.
23 This silver ring has no decoration and looks very plain. In-
scribed inside the ring are elven runes that read “For she who
saved my life.” The ring has no special abilities and is worth
only whatever the silver used in its construction may be worth
to a buyer.

8
24 An envelope, sealed with wax, and bearing the seal of a long-
dead nobleman. If opened, the document inside is simply a list
of demands from a petulant nobleman to his dying mother,
insisting that all of her possessions become his when she dies.
25 Two matching swords. The weapons are perfectly balanced,
sharpened by a master, and easily worth twice the value of a
standard sword. There are no markings on either one.
26 A deck of traditional cards, each one painted by an amateur
artist. The painted backs are so poorly done that every card is
effectively a marked card.
27 An empty wineskin. Someone has painted the image of a green
dragon on one side of the item; the other side is unadorned.
28 A small coin purse . . . the gash through one side, clearly made
by a dagger, tells the rest of the tale. If the party examines the
item closely, they find a scrap of paper inside with a single
name written on it – Gral Springcut – and the name of a near-
by village. There is no other information on the paper.
29 A pair of cheap leather gloves with a twist: The palm of each
glove is covered in a metal plate and several small, fine needles.
Anyone shaking the hands of the wearer of these gloves would
be in extreme pain in seconds. And is that the residue of a con-
tact poison on the needles?
30 A small vial, solid black in color and stoppered with wax. If
opened, the vial spews forth an inky cloud that blinds every-
one within 20-feet. If a thief or assassin finds the vial, they
have a 25% chance of recognizing it and understanding how
it is best used: Throw the vial, which breaks and unleashes the
darkness. The cloud lingers for 3d6+5 rounds.

9
10
onedeight
dungeon
oddities
One of the earliest sections that I wrote for
the first issue of Delayed Blast Gamemaster was
the ONEDEIGHT DUNGEON ODDITIES found
on pp. 14 to 23 of the zine. Those warped
creatures were a pleasure to write, so I am
back with another batch of oddities to keep
your dungeons unexpectedly strange.

As with the first issue, the monsters described here were in-
spired by some of the creatures that are found in a variety of
different roleplaying games and RPG adventures.

A book of monsters is a great thing and one that will spark


the imagination, with the better-crafted beasts giving game-
masters instant ideas for encounters and leading to concepts
for dungeon designs that take advantage of the newly-discov-
ered monsters’ special features.

All of the creatures that follow exist for one reason: To cause
your player characters pain, trouble, and, at times, force them
to think of monsters in new ways. If a monster isn’t slowing
the party down in some way, then it isn’t doing its job.

And never forget: If the adventurers are finding any encoun-


ter too easy, there’s nothing stopping you from having any
one of the characters described on pp. 2-5 from stumbling
onto the scene and complicating things.

11
1 Wizard’s
Goblinoid
This one is tough
to explain, gang, so
hold onto your tankard.
You’ve heard of the wiz-
ard’s familiar, yes, a rodent
or bird that acts as
the mage’s eyes and
ears and is gener-
ally an annoyance
to everyone but
its master? Well, it
turns out that there
is something far worse than a
traditional familiar.

The wizard’s goblinoid is a


familiar of sorts. This time
around, though, the wizard
bonds to a goblin who be-
comes his trusted companion,
servant, and spy. The wizard’s
goblinoid has the abilities of a
goblin, knows a few cantrips,
and even has the same arcane
connection to its master just as
any other beastie familiar would.

What goblin would elect to par-


ticipate in this bizarre relation-
ship? Only one so mentally dis-
turbed as to find the connection an enjoyable experience. Goblins are an
odd bunch on the best of days, but one that would submit completely to
serve as a wizard’s familiar is a strange creature and one you’re better off

12
avoiding. And as for the wizard who would choose a goblin
as a familiar? Yeah, that’s one wicked and evil mage. Kill ‘em
both and improve the world for us all.
2 Sinister Frogkin
Living in the marshes and swamps of
the lands, the frogkin are similar to oth-
er frog-like humanoids with one sig-
nificant difference: These creatures are
more civilized than their
distant relatives, living
in mud and stick homes
built along the edges
of waterways, always
hidden from view.

The sinister frogkin,


named such because of
the rumors of their evil
society, are actually a cowardly peo-
ple who prefer to remain neutral in
all conflicts. The frogkin, if left to
their desires, will live their entire lives
raising families and avoiding hos-
tility and conflict. They fish with
spears and breed insects, prefer-
ring a life of simplicity to one of vi-
olence. If confronted, the
frogkin flee, fighting only
when their homes and
families are threatened.

A party of adventurers who learns the


true nature of these folk
and befriends a frogkin
village will find that the
creatures are loyal and
always willing to offer
food and shelter to a

13
friend.
3 Skeletal Horror
It looks like any other animated skeleton warrior. Bones. A sword. Chat-
tering teeth. Eyeless sockets that still somehow manage to stare through
your soul. The only clue that the skeletal horror is something more than
the everyday skeleton is the creature’s blue bones; rather than a white or
yellowed white frame, the skeletal horror’s bones are a steel blue in color;
from a distance, the monster almost looks like it is constructed of metal.

This undead opponent is stronger than an average skeleton and possesses


the masterful swordsmanship that it learned in life. An undead “muscle
memory” in a creature without flesh and blood? No. The necromancer
who raises a skeletal horror from the grave brings with it the spirit of its
former life; rather than a mindless monster, the skeletal horror is more
ghost with a physical form than it is an obedient skeleton. The undead
monster is a willing partner of the necromancer and intent on complet-
ing some previous life goal.

14
4 Goblinoid
Bearbeast
Standing taller than many hu-
man men, and much broader
than many warriors, the gob-
linoid bearbeast is an arcane travesty in experimentation that should
have never happened. And what makes it even worse is that the exper-
iments were conducted only a few years ago. A wizard (with no limits
on his evil dreams) used ancient sorcery to meld the bodies of goblins,
hobgoblins, bears, and other sentient as well as animalistic creatures into
the goblinoid bearbeast.

Fortunately, the creatures are incapable of breeding – an unexpected


side-effect of the magic that created them – so their numbers are drop-
ping as the creatures wander the world and encounter resistance. They
are intelligent, though, and powerful fighters, and the dozen
or so who survive are now seeking assistance to extend their
species. Will the party fight them . . . or help them?
15
5 Wiggle Cube
At first glance, it looks like an oddly-
colored and slightly unusual gelatinous
cube. The orange blob, unnaturally
squarish in shape, moves slowly toward
you and your companions. You’ve no
doubt heard the tales of the gelatinous
cube, but you’re not prepared for the ter-
ror of the wiggle cube.

A wiggle cube is more powerful than its gelatinous cousin, but what
makes these sliming hazards more terrifying isn’t their strength. No, the
scariest part of a wiggle cube is that these slimes have developed a limit-
ed sense of awareness and intelligence. Rather than mindlessly stripping
the dungeon of sustenance, the wiggle cube is purposefully exploring its
lair, forging partnerships with other slimes and oozes; the creature can
assume control of brainless slimes and oozes and direct them as if they
were extensions of its own body. The creature is, thankfully, very rare
and encountering one is a once-in-a-lifetime event.

16
6 Undying
Anger
Often mistaken for a
wraith, the undying anger is a ghostly undead creature that comes into
existence only when a human male dies while consumed with boundless
rage. Evil warriors felled in battle are those most likely to return as an
undying anger . . . though it is fortunate that the monsters only return to
the world 5d6 years after their physical death. And even then, the crea-
ture does not return where it died: Roll 2d12 to determine the number
of miles from the site of death that the undying anger first appears after
it returns to our world.

The undying anger has none of its former memories and wants noth-
ing more than to destroy property and murder the living. The creature’s
touch causes physical pain and can weaken, and someone touched by
the beast too many times can die. To defeat the undying an-

17
ger, only enchanted and silver weapons can cause it damage.
To banish the beast, a holy warrior must successfully turn
the monster using his god’s might.
7 Gnashing
Rock Beast
A mobile and living stalag-
mite that makes its home in
caverns and caves, this ani-
mate speleothem is similar
in appearance to more com-
mon dungeon monsters that
the party may have encoun-
tered in the past.

What makes the gnashing


rock beast different from
its close cousins? The mon-
ster is an undead creature as
evil as the necromancer that
fused the stalagmite with the
powers of undeath.

To create the beast, an evil mage


must tap into the dark energies
of the negative planes of exis-
tence and then – in
a ritual that requires
several hours during
a moonless night –
force that power into
a rocky formation. If
successful, the result
is the gnashing rock
beast that exists for one
reason: Spread the fear of
the undead.

The creature ambles

18
through the caverns and
dungeons where it was created, seeking out the living to
capture and eat. It serves no other purpose.
8 Giant Armoredpede
A twisted evolutionary branch of the giant centipede family tree, the
giant armoredpede ranges in size from roughly 8-feet to 30-feet long. It
is unusual to encounter the insectoid creature anywhere but the deepest
of natural caverns, which is a good thing since the monster is territorial
and will fight to defend its home.

In battle, the creature strikes with its poisonous bite, with every success-
ful hit injecting a small amount of the monster’s poison into the target.
After 2d4+2 successful bites, the beast’s opponent must resist the accu-
mulated poison or collapse into unconsciousness.

Armor and shields crafted from the hide of the beast are prized posses-
sions. Although not magical, they are still tougher than most normal
defensive gear.

19
twodfour
memorable
weapons
One of the things I never understood
when I was a kid: All of those polearms
in the Unearthed Arcana book. What
was that about? Did we really need that
many variants on “stick with pointy
bit?” I guess so, because here are
some weapons for you to enjoy.
Personally, I don’t enjoy long lists of weapons. I’d much rather have
a weapon list in an RPG that lists a single sword – two at most, if we
must have a two-handed sword – rather than the multitude of different
types of swords that we encounter in so many games’ equipment lists.

Now when a game decides to elaborate a bit on each weapon, making


them unique in some way, then I get excited.

2 Guardian’s Axe
A powerful weapon, this two-hand-
ed axe was originally owned by Her-
alak Tammand, the personal body-
guard of a human spellcaster who
was known only as the “Starmage.”
Tammand was a loyal companion of
the mage, and the Starmage reward-
ed his bodyguard by ensorcelling
Tammand’s weapon . . . this axe.

20
The axe has a magical bonus to dam-
age and, whenever a critical is rolled,
the axe inflicts lightning damage.
3 Bloodmemory 4 Grayjaw’s Flail
This longsword is made of a The thief Grayjaw, murdered years
strange, foreign metal that none ago when his luck ran out after
of your companions recognizes. stealing from the wrong innkeep-
If you find an expert in history er, owned this flail for several sea-
(or metallurgy), you learn that sons before selling it to a friend.
the metal is known as bloodsteel It is known as Grayjaw’s flail only
and was crafted centuries ago by a because the thief carved his name
long-dead demonic warrior. in the weapon’s wooden staff.

Bloodmemory is a magical weap- Rumor has it that Grayjaw was a


on with a single ability: The weap- master with the weapon, capable
on never forgets those is has cut. of killing powerful fighters who
If brought within 10’ of someone were beyond his skill. Those who
who has been wounded by the investigate the rumor will soon
sword before, the blade glows learn that this is a lie; Grayjaw
a dull red and emits a low hum. carried the weapon for show only
These effects continue even if the and never used it in a fight. (He
subject is dead. was a coward.)

21
5 Heartlimb’s Bow
This bow once belonged
to the elven ranger
Heartlimb Windrace,
dead for decades, who
used it in his battle
against the orc raiders
of the western forests.

The bow is a magic


item of great pow-
er, granting a bonus
to hits and damage
against all goblinoid
creatures. If the matching
quiver is also discovered,
the owner will soon learn that
the quiver also increases the
damage of any arrows carried within it for more than a month.

6 Sanctified Hammer
This two-handed warhammer has been marked with the holy symbol
of the god of destruction, making it a fitting weapon for his clerics and
worshippers. The weapon is not in any way magic, but a cleric of the god
of destruction who uses this hammer does not need to also carry a holy
symbol; the hammer itself counts as a holy symbol and is all that the
cleric needs in order to channel the god’s power and cast clerical spells.

Additionally, those who oppose the god of destruction and his followers
who attempt to use this weapon in battle are instantly burned by the holy
might of the god. The weapon inflicts 1d6 hits of damage every round to
an opposing follower or cleric.

In battle, the weapon is treated as a standard two-handed

22
warhammer and has no special combat benefits.
7 Waraxe of
Demonic Strength
Though it isn’t advisable to truck
with demons, this magical waraxe
is one that many warriors, regard-
less of their beliefs, would be happy
to carry into a fight.

The weapon was forged in the furnace


of a hellish otherworld and, it is said, car-
ried by the Demon Princes of the ancient
past. It requires a strong hand to even lift it, but
once successfully raised, the weapon amplifies
the strength of the weilder by boosting it . . . the
extra bonus to strength is left to the GM to de-
cide. It should be memorable, though, because
the weapon also carries a cost.

For every week that the waraxe is carried, there


is a 2% chance that the weapon absorbs the soul
of the warrior and instantly kills the physical
form. After six months, the chance doubles, and
then it doubles again every month after that.
Few successfully carry the weapon for long.

8 The Assassin’s Heartless Dagger


This normal-looking dagger carries with it a terrible secret and a power-
ful, unavoidable curse. The weapon was crafted for a long-dead assassin
who, it is said, wished that when he died, his soul would be forever graft-
ed to the dagger’s blade.

The assassin’s wish was granted.

Even worse, the weapon is now cursed and anyone who kills

23
with this dagger, if they are not forgiven by a good-aligned
cleric, will also lose their soul to the blade when they die.
onedeight
adventure
hooks
1 Escape!
You shake the sleep from your
eyes and stare in shock at your
surroundings. When you and
the party set camp last night, you
were somewhere in the wilder-
ness far from civilization. Now,
for reasons you cannot explain,
you’re waking in a jail cell.

Your clothes are in place, but your


gear – including weapons and ar-
mor – are missing. You’re in a cell
with a single cot on the floor. You
can hear the other members of
your party in nearby cells.

You and your companions were discovered in the night by a wicked war-
rior and his warband. They used sleeping spells to knock your watch
asleep, and then cast the same spell on all of you to guarantee that you
would remain sound asleep for several hours.

Over the first few hours after waking, you discover that you have been
captured by Har Kodz, a warband leader known for his ruthlessness and
desire for gold. As the day continues, you overhear enough from the
various guards who come in and out of the cellblock to learn that your
gear is in a storage room one floor above the cells. By afternoon, you’ve
mapped out the guards’ movements enough that you and your compan-
ions have a plan: when a guard is close to one of your cells, you will take
a stab at snatching a key and freeing yourselves. Then, if all

24
goes according to plan, you will overpower the guard and
find your gear. Then? Escape!
2 In The Dead
Of Night
You hear their footsteps, snapping
awake despite their attempt at a
stealthy approach. Being careful
to avoid their notice, you roll to
one side and peer into the dark-
ness. Gnolls and kobolds, possi-
bly as many as a dozen total in
the group, are making their way
to your and your companions.
Gripping your sword tight, pull-
ing it closer to you, you prepare
to sound the alarm and raise
your arms in defense of you and
your friends.

This works best far from society, though the GM may also spring this in-
cident in even the most luxurious of inns; you don’t want to know what
these bandits did to the innkeeper and his staff.

The invaders, ready to murder sleeping adventurers, are taken complete-


ly by surprise when their stealth attack fizzles. The beasts are unwilling
to fight to the death, though they will continue the battle if their num-
bers hold and none of them are reduced by more than 10% of their hit
totals in the first engagement.

Nearby, several more of their kind are waiting and will join the battle
after 2d4 rounds. As soon as three or more of their number are killed,
though, the group begins to retreat.

They’re a party of raiders in search of magic items to sell to an evil wizard


who lives somewhere known as the “Cave of Eyes.” If one of the gnolls or
kobolds does manage to capture a magic item, he and a few of his com-
panions separate from the main group and make a run for it.

25
If the party defeats their enemies and captures any alive, a bit
of interrogation may be in order. Just where is this cave?
3 The Endless
Passageway
When exploring a dungeon
complex, you come across an
unexpected passageway that
stretches and stretches for as far
as you can see. The hall is lined
with torches, glowing dimly in
the subterranean lair, and some-
thing unnatural and chilling
both makes you wish to turn
back and go deeper, all at the
same time. What lies at the end
of such a strange and seemingly
neverending passage?

If you cast detection spells, everything comes back negative. There is


no overwhelming sense of evil, no sign of arcane enchantments, and
no aura that explains the bizarre feeling that you and your companions
sense when you discover this unusual passageway.

After five minutes of walking down the passageway, even if you con-
stantly look back every few steps, you suddenly find that the way behind
stretches as far as the way forward. Whatever strange sorcery is causing
this to happen evades even your most poweful detection spells. And if
you were smart enough to leave your friends behind, they vanish from
sight . . . and they can no longer see you.

The passageway is a dimensional anomaly, powered by cosmic forces


that known spells cannot detect. The only way to escape the passageway
is to go forward. After ten minutes of walking, there is a 20% chance of
detecting a mirror duplicate of you and everything you have on you. (If
the entire party is with you, their duplicates are also here).

Despite your best efforts, your cosmic dopplegangers attack and will not
stop until you are dead . . . or until you defeat them. Once a copy – or the

26
original! – is slain, that individual escapes the passageway.

Is it the copy or the original that leaves the dungeon?


4 A Night at
the Inn of
Misenchantment
Entering the town late, very
late, you and your companions
select the first inn you spot and
enter to ask for a room. The inn
is a smallish one in size, with
only a handful of guests engaged
in laughter and chatter in the
common room. The guests and
innkeeper look your group over
quickly and welcome you, calling
out for you to join in their talks
and they offer food and drink (all
at a price, of course).

The Flying Shield, the inn that you have settled into for the night, is one
that has changed hands many times over the past few years. As you en-
gage in conversation with the guests, you hear tale after tale of previous
owners who died in unusual ways. Eaten by a swarm of beetles. Crushed
under a falling chest of wizardly gear. A lightning strike from the heav-
ens. Throughout the discussion, you notice the innkeeper smiling, clear-
ly amused by the stories and seemingly not concerned by the obvious
curse that consumes the inn.

After you turn in for the night, in a room with a sturdy door and strong
lock, you hear voices in the hall arguing. You may ignore the situation,
choosing sleep over the annoyance of others, or you may investigate.
If you overhear the people – the innkeeper and a commoner who was
involved in the earlier discussions – you soon learn the secret of the inn:
The two are sorcerers who have been staging death after death, each one
an illusion, attempts to give the inn a reputation that they hope will
bring in curious guests.

The two are arguing about whether or not it is time to stage another

27
“death” at the inn. If caught, there is a 50% chance that they
try to bribe you to stay silent. There’s also a 50% chance that
they try to silence you . . . by killing you.
5 Grizzled Warrior
Questioning His
Career
At an inn, you encounter a war-
rior who is a few too many drinks
into the evening. He tells of his
past exploits – exploring ancient
tombs, dark of night encounters
with the undead, facing down
wicked spellcasters – the warrior
has done it all. Surprisingly, the
man also regrets everything and
wishes that he had instead set-
tled down decades ago.

Those who listen closely to the


warrior’s tales will catch scraps of information that, if accurate, may lead
to riches. Roll 1d4:

1. “It was twelve winters ago that I last saw the shield. We were exploring
the ruins of Tower Gorvenal when a hobgoblin prince murdered the tower’s
master and slipped away with the Shield of Dimensions. You’ve not heard
of the shield? It’s a powerful artifact that opens gates to other planes. If I
had that shield, my life would have been much richer.”

2. “We were several days’ march from the coast when the giant surprised
us. Several members of our party were killed in the first blows; the giant’s
warhammer destroyed us. I managed to escape, and the last I saw of the
giant he was collecting the possessions of the defeated.

3. “While others will call me crazy, I swear that the cellar of this very inn
connects to the ancient dwarf city of Stonehome. This inn. Or maybe it was
the inn at Troll’s Rest. Whatever. Stonehome was untouched when I last left
it; riches waiting for those who kill the skeletons, spiders, and rats.”

4. “If the rising waters had not chased us from the dungeon, I would have

28
owned that glowing sword. Which sword? The sword that
Zezdithuk had been using for the months we were together. I
saw the sword light with blue flames when goblins were near.
Which dungeon? That cavern near Half-Eye’s gang.”
6 Alley of
Many Doors
Every city is one of doors. Doors
to the homes. Doors to the shops.
Even the gates of the city are doors
of a sort. This alley, one of several
in the city, looks near-identical
to so many others that most who
walk the pathway do not notice
that all of the doors are . . . dif-
ferent. One who takes the time to
look closely at each door soon no-
tices a sigil, a wizard’s mark that
decorates each one of the doors.
Why are the doors so marked,
and where does each one lead?

The alley is part of a near-invisible route connecting locales throughout


the world. A “wizards’ superhighway,” in some ways, every doorway in
this particular alley leads to two separate places: One, to the building as
it exists and the second, the secret door activated only by those with the
proper password, to another city or town, a tower, a dungeon, or any one
of 29 different places (one for each doorway).

Few know the secret of the alley, and fewer still know the passcode to ac-
tivate the doors. Worse still, some of the owners have started to suspect
that their shops and homes are being used in some nefarious way; there
is a 4 in 6 chance that any one door will be locked when tried. Unfortu-
nately for those who use the secret network, the gate forever collapses if
the physical door is broken or the lock shattered.

If the party learns the password to the doorways, they’ll quickly discover
similar locations . . . and that every point on the superhighway requires a
different password to activate the portals. Knowing only the secret to the
doors in this alley is a certain one-way trip to somewhere that the party
may not wish to visit for long.

And following someone through a doorway could be a dan-


gerous course of action. What if those at the destination are
hostile to the adventurers?
29
7 Aggressive
Hunting Party
The people of the village report
werewolves in the area. Night-
ly, they claim, they can hear the
howls and growls of the wolf-
men outside, in the forest, even
on the nights when the moon
is hidden behind thick clouds.
They are scared, feel threatened,
and plead with the adventurers
to clear the nearby woods of the
evil werewolves. What is active
in the night that has the villag-
ers so very afraid that they will
spend gold to hire the party?

As the characters no doubt suspect, it is not werewolves that are making


the unholy noises at night. A group of huntsmen, 10+2d6 in total, from
a nearby competing village are raiding the forests and fields at night in
an attempt to capture as much game as possible. Their plan is to strip the
surrounding land of animals so that, once winter comes, the unsuspect-
ing villagers must pay to survive.

If the party of adventurers confronts the huntsmen at night, the com-


peting villagers put up a fight. They are accomplished hunters, sure, but
none of them are true warriors and they do not have any spellcasters in
their group. For those reasons, the player characters could easily over-
power and slaughter the huntsmen, but we can hope that the party will
quickly realize what is happening and exercise some restraint.

How can the adventurers make the situation better for everyone? Will
they negotiate a truce between the two villages and help them to form an
agreement on hunting the grounds between the two peoples? No doubt,
the player characters will do what is right and good to help both groups,
yes? At least, that is what I would like to see.

30 As the GM, your words can help guide the party. If the hunt-
men are talkative and open to discussions, that will lead to
a more friendly encounter than if the hunters chose battle.
8 A Sleepless
Slumber
While the rest of your party takes
turns on watch, giving everyone
a chance for a touch of sleep be-
fore the next day, you’re unable
to close your eyes. Every animal,
insect, and breeze keeps your
mind racing in nervous antici-
pation. What has you so wired
and worried? Is tomorrow one
of death and pain? You and the
group plan to step into the dun-
geon in the morning, but you’ve
explored dungeons before. What
makes this one any different?

As the GM, it is your responsbility to entertain the players, but what if


you were to twist things around and surprise a player with an unexpect-
ed duty: Your turn as gamemaster, friend!

Each player rolls 3d6, with the highest roller now the temporary game-
master for this session. The GM should take control of the player’s char-
acter, though being careful to roleplay the character as much like the
original player would as possible. The GM should also act as a co-GM,
assisting the now-you’re-the-GM during the session.

This works best for a session that is planned as a relatively standard dun-
geon crawl with some combats, treasures, and no serious plot twists or
campaign developments.

The most important thing is that the group be supportive and encour-
agng of the now-you’re-the-GM throughout the session. Provide advice.
Provide solutions. Don’t overwhelm the GM with . . . well, you know
how some players can get.

31
This is an opportunity to give a player a chance at the GM’s
seat and, maybe, inspire a player to shift from a participant
in future games to a full-fledged instigator: A Gamemaster.
onedsix guards
1 Friendly Guard. Always look-
ing for the best in people, the friendly guard
Every fantasy starts every engagement doing his best to
adventure I’ve befriend others. He is slow to react, but
ever participated once he determines that you are a threat to
the people and city, he does not hesitate to
in where the party
take action to protect the citizens and their
entered a city, belongings.
the town watch
usually ignores
the adventurers
until the party is
causing trouble.

Just think about it,


those city guards
were doing just
fine dealing with
the peasants and
occasional thief
. . . up until the
party mage
fireballed a local
tavern because of
some unkind word
by a local.

32
2 Hero Guard. How this one chose a life as a member of the
town watch instead of as an adventurer is a mystery that will never be
solved. The hero guard wants only one thing: To be seen as a strong,
powerful watchman who will do everything in his power to save the
lives of the innocent.

3 Corrupt Guard. She is kind and gentle on the outside, but


once in the darkest alley of the city, the corrupt guard is intent on only
one thing: improving her position in life. The corrupt guard will take
coin to let anything slide, including murder, and the only time that she
will pass on a bribe is when there are witnesses.

4 Rookie Guard. He is green, inexperienced, and could be a


danger to his fellow watchfolk. The rookie guard has only been on the
streets for a few months and is not yet prepared for the dangers of the
city. Fortunately, a rookie guard is never sent out alone; there is always
at least one experienced guard sent
along to keep the rookie out of trou-
ble and show him the streets.

5 Mage Guard. When an


apprentice fails and is no longer un-
der the hand of a wizard, they some-
times join the watch where they are
taught a few minor spells. The mage
guard cannot go up against an accom-
plished spellcaster, but he knows a few
cantrips that benefit him and his fellow
guardsfolk.

6 Angry Guard. Some are just


constantly ill-tempered and angry, and
that includes this guard. She has lived a
rough, terrible life, and even those she
serves with say they’ve not seen a day when
she wasn’t angry. That anger means no one

33
catches a break when they do wrong.
onedsix goblins
Goblins make a wonderful opponent for the
beginning adventurer. They are quick, can be
devastating in groups, and force the party to think
. . . kinda. But rather than keep throwing the same
generic goblin at your players time after time, how
about we look at a few ways to make the goblin a
little more unusual?
The trick with
a table like this
one is to use it so
rarely that it is
basically never
used. Overuse
of the “hey,
look at these
odd goblins!”
table will
make all of
the goblins
simply more
of the same.

If you use
one of the
goblins on
this table once
in a dozen
sessions, that
may be too
many times.

34
1 Goblin Mage. Scale the goblin mage’s power to that of the
party, giving the creature whatever spells you feel will cause the player
characters the most trouble. A goblin mage is usually accompanied by
2d6 goblins, each of which is doing its best not to anger the ill-tempered
mage. To make the goblin mage even more annoying, give him a few
attack spell scrolls.

2 Goblin Peddler. The peddler is rarely encountered as part


of a group, instead traveling the lands and trading goods with others.
The goblin king does not forgive those who come between the peddler’s
duty – collect riches and coins – and the king’s coffers.

3 Goblin Enforcer. A few inches taller and several pounds


heavier than the average goblin, the enforcer is goblin muscle that serves
the goblin king’s will. The enforcer isn’t afraid to get dirty and is willing
to travel for weeks to deal with those the king has singled out for punish-
ment. If you encounter an enforcer as party of a goblin warband, you’ve
likely done something to anger their king.

4 Goblin Shieldwall. Surprisingly, even bigger and heavier


than the enforcer, the shieldwall is a defensive master equipped with a
spiked shield and a spear. The goblin shieldwall’s primary purpose in
battle is to drop to one knee at the front of the battle and provide goblin
archers with cover. The spear is a stabby way to keep opponents away.

5 Goblin Shrike. Thin, light, wearing leather, and wielding


dual daggers or short swords, the goblin shrike is a graceful warrior that
is most dangerous when operating alone. Many shrikes serve the goblin
king as thieves and assassins, sneaking into the human, elf, and dwarf
cities and moving from shadow to shadow in an effort to remain hidden
from view. If confronted, the shrike fights smart and does his best to
escape. A goblin shrike will always choose flight over death.

6 Goblin Destroyator. Perhaps the ultimate in goblin war-


riors, the destroyator is as tall as a shieldwall and dressed in heavy armor.
The goblin carries a hammer or axe, prefers to go without a shield, and

35
isn’t afraid to take a hit. The destroyator’s lumbering gait dis-
guises the monster’s skill in battle; destroyators are often as
talented in the art of war as many human fighters.
onedsix
magic
scrolls
©D
ean
Sp
enc
er

Consumed when cast, scrolls are an easy way to


amplify the firepower of your favorite spellcaster
without giving them permanent access to a spell.
You say that your game system allows casters to
copy spells from a scroll into a spellbook? Not if
you don’t want to allow it. You’re the GM!
As a kid, when I first started gaming, I never quite understood why any-
one would be excited to find a scroll after defeating monsters. A piece of
paper, often in a wooden or bone case, wasn’t anywhere near as awesome
as finding a magic sword. It wasn’t until after years of play that I started
to understand: Scrolls can be fun! A wizard may have, back in my day,
only had a few spells at the lower levels, but give that wizard a few scrolls
and everything gets crazy!
Additionally, it was the release of the second editon Dungeon
Master’s Guide that changed my opinion on scrolls with this sim-
ple statement:

“If a scroll isn’t immediately read to determine its con-


tents, there is a 5% to 30% chance it will fade.”

Wicked!

36
1 Asher’s Gentle 2 Soulsinge
Words of Death
This is a higher-powered spell that
Soft spoken. Gentle. Unassuming. may only be cast by mages with
These are the words that best de- 10+ years of experience.
scribe Asher the Mild, a wizard
who is best known for his willing- When cast, the mage must roll
ness to turn the other cheek. 1d6; on an even roll, the spell af-
fects two targets while on an odd
The wizard created this low-level roll it affects three targets.
spell early in his career, infusing
his soft voice with the power to The spell has a range of 20 feet.
harm others. For a single round Rather than causing physical
after it is cast, any words the caster damage, each affected target suf-
directs at a target within whisper- fers 1d6 points of soul damage.
ing range act as thrown daggers; Assign the target a number of to-
each word inflicts damage as if the kens equal to the damage rolled.
target had been struck by a dag-
ger. For the rest of its life, whenever
the affected target enters a holy
The caster may speak 2d6 words site, it automatically subtracts one
to the target, and there is a 50% of these tokens and suffers 1d8+2
chance per word of the subject hits of damage. There is no known
hearing the word clearly enough counter to this wicked spell.
to be struck by the assault.

37
3 Starsigns
This spell may be cast by any arcane practitioner, regardless of experi-
ence, though there is a chance of failure if the spellcaster has fewer than
two years of experience as an adventuring wizard or mage.

Starsigns is a communication spell, designed to transmit a few dozen


words as a celestial event in the blackest hours of night. When cast, the
mage thinks of a target and then regardless of the distance (even stretch-
ing across dimensions) the subject sees and understands the message in
the night stars. That is, if the target is looking to the heavens in the exact
moment that the spell is cast.

4 Hunger’s Wrath
This is a terrible, evil spell and no
kindhearted or good-aligned mage
would ever cast it.

When cast on someone who has not


eaten for more than a week,
this wicked spell accelerates
the effects of starvation, in-
stantly impacting the target
as if he had not eaten for a
month.

Casting this spell


on a target a sec-
ond time within
an hour of the first
assault instantly
kills the subject.

There is a 5%
chance the spell

38
will backfire and
harm the caster.
5 Ooze Goblin’s 6 Ray of Light
Armored Form
Casting this spell fires
When a drunken wizard a pure ray of sunlight
set out to create an in- from the caster’s out-
telligent ooze, there was stretched fingers, burn-
no way that he could ing everything that the
have known how many ray touches with the
other arcane spellcast- strength of an arcane
ers would see the result fireball.
and say: “I can build on
that idea.” The ray of light spell is
particularly effective
This powerful spell against those undead
transforms the subject and evil creatures who
into an ooze goblin, a must hide from the
twisted kind of slime or daystar. The cast ray is
ooze that has a bipedal sunlight that is drawn
shape and is capable of carrying from the sun, regardless of when
weapons. the caster was last in daylight, and
affects creatures who are damaged
The spell’s target is recognizable by the sun exactly as if they were
to its friends, though it is now a standing outside at noon on a
twisted monster that rapidly for- bright summer day.
gets its previous life.
The spell’s effect is instantaneous
The spell lasts for 5d6 minutes, and the sudden burst of light can
during which time the subject is temporarily blind those who are
100% a beast and not itself. not ready for the overwhelming
flash of daylight.
You say that your friend has been
morphed into an ooze goblin?
You can try to find a way to con-
tain your friend until the spell ex-
pires, but there’s a strong chance
you may be harmed while waiting

39
out the spell. Maybe it is best to
destroy your friend and then seek
out a new one, yes?
onedeight
dungeon
conditions
There are many, many dungeon complexes out
there in the wild just waiting for you to adapt them
to your campaign. Regardless of system, age, or
publisher, you can twist those existing dungeons by
randomly applying one of the following conditions
to the complex, and changing things up a bit.

As with everything presented in Delayed Blast Gam-


emaster, these dungeon conditions should be used as

40
guidance and inspiration and not as a demand. If you
wish to make these suit your needs, change each and ev-
ery one in any way that you wish! It’s your campaign!
1 Freezing
The dungeon is cold, ice and snow covering the walls and floors of the
complex. From time to t ime, strong gusts of wind whip the snow up, t em-
porarily blinding you.

Activate: On the first turn.

Movement: Snow drifts and icy patches slow your progress. Running
can be dangerous in the dungeon; be careful.

Monsters: The monsters are either arctic-based or are dressed and pre-
pared for the cold. Replace any inappropriate monsters with a cold-
based creature.

Special: The freezing conditions are the result o f an open planar gate.
Sealing the gate reverts the dungeon conditions to normal.

2 Collapsing
Tremors shake the walls and floors of the dungeon, stirring up clouds of
dust and dropping stones from the ceilings of the complex.

Activate: 4d6+6 rounds into the dungeon.

Movement: Rocks, large stones, and other debris make moving through
the dungeon difficult. Movement is reduced by 1/4.

Monsters: Most monsters seek to escape the d  ungeon, doing their best
to avoid the party. U
 nintelligent beasts – such as slimes – act as if e very-
thing is normal.

Special: Each round, there is a 3% chance that the dungeon will collapse
completely, burying all who are still inside. To make things tougher, in-
crease the chance of collapse every round.

41
3 Slime-Infested
Every wall, every ceiling, everything covered in slimes and oozes, many of
them growing so close together that they are fusing into a single entity.

Activate: On the first turn.

Movement: When the party first enters the dungeon, the various haz-
ards are dormant, almost asleep. There is a 10% chance each minute that
they will awaken and act. Once they do, see “special,” below. Inhabitants
of the dungeon are in tune with the hazards and do not wake them.

Monsters: No change to existing monsters.

Special: Once awakened, the slimes and oozes take action, drawn to the
intruders and seeking to consume their flesh.

4 Civilized
Only intelligent monsters live here, and they have transformed the dun-
geon into a small town. So long as visitors do not disrupt their way of life,
the dungeon’s citizens are happy to trade and sell goods.

Activate: On the first turn.

Movement: No change.

Monsters: Only intelligent creatures, such as goblins, orcs, and ogres.

Special: Treat the dungeon as a hostile town. Instead of fighting their


way through the complex, the party will have to play nice

42
and treat the monsters as they would the people of any town.
Who will be the monster in this environment?
5 Burning
A magical explosion rocks the dungeon, unleashing an unnatural flame
that cannot be stopped.

Activate: When the party wins their first encounter.

Movement: Those who leap or run through the fires may suffer damage.

Monsters: Normal beasts and monsters attempt to flee the dungeon.


Any with fire resistance/immunity use the disaster to their advantage.

Special: The fire spreads quickly. The party has half as much time to es-
cape the dungeon as they spent getting to the point at which the accident
strikes. Failure to escape before the time expires results in TPK.

6 Cosmic
Extraplanar forces have linked the dungeon to another dimension, sucking
the complex into a demiplane all its own.

Activate: As soon as the party enters the dungeon.

Movement: No change.

Monsters: Replace traditional monsters with extraplanar creatures. If


desired, transform a “normal” monster into a planar beast by giving it an
odd color, strange eyes, and limited magic resistance.

Special: Exits from the dungeon connect to other worlds.

7 Flooded
Waters fill the dungeon, with some chambers completely submerged.

Activate: On the first turn.

Movement: Halve all movement speeds.

Monsters: The monsters have grown used to the flooded

43
chambers; no modifier to their movement.

Special: Some aquatic beasts may have invaded the complex.


8 Intelligent Items
You defeat the beast and shatter the final door, stepping into the long-
forgotten treasure chamber. When you and your companions enter the
room, you hear voices. Lots of voices.

Activate: When any treasure is found.

Movement: No change.

Monsters: No change.

Special: Centuries ago, an arcane experiment within the dungeon


complex went horribly wrong, tapping into an extraplanar realm of
high magic. The portal was too small for creatures, but it was just large
enough for unwanted spirits to enter our world. Those spirits – dozens of
them – possessed various inanimate objects in the dungeon. Now, when
discovered, each spirit has been forever bonded to the item

44
and has its own personality and beliefs to . . . well, to annoy
the player characters. Will the party find a way to send these
items home?
onedsix
pockets
picked
So you’ve decided to pick a pocket. The following
table offers a (literal) handful of items that may
be uncovered when picking the pocket of an
average person in the city or town.

1 A letter from a merchant to one of his customers who is very,


very late in paying a recent bill. The merchant threatens the
customer, Thea Faneous, with death if the 100 gold is not re-
ceived within the next week. The letter is dated yesterday.
2 A skeleton key, finely-crafted and carried in a leather pouch.
A talented thief who looks at the key instantly recognizes the
masterwork quality of the tool.
3 A vial filled with a thick, blue liquid. Popping the stopper, the
scent of peppermint instantly hits the nose. This is a contact
poison; be careful not to get any on you.
4 A small statue of an optic orb. carved from a fist-sized chunk
of green marble. Small diamonds are inset into the statue to
serve as the eyes of the beast; only 1d6+1 diamonds are still in
place. The statue has no powers, but has some value as an odd
art object.
5 A coin pouch, loaded with a few dozen copper coins, 2d8 sil-
ver coins, and a few gold coins. There is also an iron key with
the letters “D,” “C,” and “E” engraved into its side.
6 A wooden box, roughly 7” square, secured with a length of
chain that is padlocked. Once the chain is removed, either
through force or skill, and the box opened, dozens of spiders
rush out and quickly scatter.

45
If you need even more goodies to hide in pockets, see pp. 6-9
and select appropriate goodies. See Delayed Blast Gamemas-
ter #1 pp. 10-13 for even more options.
cave of eyes
When the mage Delaeadeaus took possession of this cavern complex
decades ago, one of his first acts was to cast a spell of seeing . . . many
times. The mage covered every wall of the cavern with staring, unblink-
ing eyes that only he could access. At any moment, whenever he desired,
he could see through any one of the thousands of eyes; he was always
aware of everything happening in his chosen home.

Dalaeadeaus still lives, is still master of the dungeon, and continues to


keep a close watch on the chambers and occupants. While not a remark-
ably powerful mage, Dalaeadeaus is of sufficient arcane ability to keep
the monsters there under his control. They work for his protection, a
share of the treasures he sometimes takes from those traveling the near-
by road, and out of some bizarre sense of loyalty to the mage.

On the facing page, you will find a map of the Cave of Eyes showing six
different chambers. As is appropriate for Delayed Blast Gamemaster, I
have not detailed every feature of this dungeon. Instead, what follows
are broad overviews of each chamber. I recommend grabbing six note
cards and fleshing out the rooms to suit your specific style of play.

1. Entry. Chairs and a small table are the only furniture in this room.
Two or three of the goblins that live here are usually on guard, watching
for unwanted intruders.

2. Rest quarters. The mage has decorated this cave with rugs, comfort-
able chairs, and a few tables. He wants the goblins happy and rested.

3. Goblin barracks. The dozen goblins who call this cave their home live
here. Beds line the walls, and trunks hold their belongings.

4. Workshop. This small cave is filled with books, vials, and jars packed
with unusual spell components.

46
5. Arcane guard. An animated suit of armor, armed with
sword and shield, is permanently on watch here. The suit only
allows the mage and his goblins to pass without interference.
6. Dalaeadeaus’ private quarters. He has had a steel door set into place
in the hallway between this area and chamber #5, and only he has the
key to the door. The mage will fight to the death, and he keeps his most
prized possessions in this room.

Would you like to


make the dungeon
complex just a little
more disgusting?

In addition to the walls


being covered in eyes, the
mage also cast his wicked
spell on the creatures who
live here. They have many
eyes covering their flesh!

This is not a detailed dungeon. It is a starting point. 47


48
of your encouragement and support.
Thank You!

Copyright © 2019 Philip Reed. Some art by J.M. Woiak and Heather Shinn of the STINKYGOBLIN. Some
artwork by Jason Glover/Indie Conquest, used under license. Some artwork copyright Daniel F. Walthall, used
with permission. Some artwork copyright William McAusland, used with permission. Some art copyright Luigi
Castellani, used under license. Map background on the cover copyright Dyson Logos, used with permission.
random, useless, and wild fantasy RPG material that fills both issues.

Some art copyright Gary Dupuis, used under license. Some arrwork © 2015 Dean Spencer, used with permission.
is complete and I can honestly say that I had a blast writing all of the

to write for gamemasters. This was a lot of fun, and it exists only because
agement and supervision, it was a real treat to again get the opportunity
full-time, releasing PDF after PDF. After over a decade of project man-
When I first started work on Delayed Blast Gamemaster, I had no idea
what to expect. Now, thanks to your continued support, the second issue

Many of you may not know this, but I once wrote RPG supplements

All rights reserved. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games.

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