Delayed Blast Gamemaster Issue 02
Delayed Blast Gamemaster Issue 02
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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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.
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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.
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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.
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.
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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.
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.
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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.
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.
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.
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.
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?
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.
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.
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.
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?
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.
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?
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.
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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.
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.
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
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.
4 Hunger’s Wrath
This is a terrible, evil spell and no
kindhearted or good-aligned mage
would ever cast it.
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.
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.
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.
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.
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.
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.
Movement: No change.
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.
Movement: Those who leap or run through the fires may suffer damage.
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.
Movement: No change.
7 Flooded
Waters fill the dungeon, with some chambers completely submerged.
43
chambers; no modifier to their movement.
Movement: No change.
Monsters: No change.
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.
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.
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.
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.