Showing posts with label stuff. Show all posts
Showing posts with label stuff. Show all posts

Saturday, 4 April 2026

[ZINE] Echoes From Fomalhaut #14: Into the Worn Lands (NOW AVAILABLE!)

Echoes From Fomalhaut #14
I am pleased to announce the publication of the fourteenth issue of my fanzine, Echoes From Fomalhaut. This is a 52-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems (this issue has a scenario for Swords & Wizardry). The cover art was provided by Vincentas Saladis, and the interiors by Cameron Hawkey, Graphite Prime, Jason Blasso, Ferenc Fabian, and the Dead Victorians. The current issue features two larger and two smaller scenarios, all of which are sandbox components. The following materials are included:

Dragon Isle (levels 2–4, 15 keyed areas), a complex Swords & Wizardry wilderness mini-sandbox by Istvan Boldog-Bernad. The scenario describes an island ruled by a proud society of militaristic halfling colonists. Things are of course not easy in this bucolic realm: dangerous things lurk in the hinterlands, while the halflings’ society is one where slavery is as accepted tradition as hospitality, and visitors must watch their every step. Things could go anywhere, and this is also a good base region to extend with further adventures.

The Gates of Velkos Vel (levels 4–6, 18+10+34 keyed areas), the issue’s centrepiece. Mighty Velkos Vel, stone fortress of the wasteland barbarians, rises unconquered on the edge of a region of deep canyons and rocky mesas – but there are some who would brave it still! This is a complex wilderness and dungeon scenario describing the fortress, the ancient tunnel system underneath it, as well as the surrounding wilderness. This adventure combines well with Tower of the Mad Satrap from Issue #13, or Khosura: King of the Wastelands, both located fairly close by.

The Charming Princess (levels 2–5, 15 keyed areas) is a small, modular adventure set on a plague ship that could come to any port... your port! The ship, its crew, and sinister cargo are described. “Echoes From Fomalhaut gives you the plague, you give it to your players, everyone wins.”™

The Garden of Love (levels 1–3, 13+11 keyed areas) – idyllic wine-growing village on the coast or hotbed of deceit and treachery? Picturesque art colony or Mansonesque hippy cult? And what of the nearby Canine Caverns? The scenario provides a low-level infiltration adventure in the village of Faund, suitable for all sorts of skullduggery. This is the place where the first player character died on Fomalhaut, and he is still there – sort of.

Two foldout map sheets with player and GM maps, including a full-colour players’ map of Dragon Isle by Istvan Boldog-Bernad.

NOTE: I have rather low inventory from a few other items, but reprints are on the way. Check back in a few days if you are missing something. 


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The print version of the zine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

NOTE TO US CUSTOMERS: Unfortunately, the US postal situation has not yet been resolved to complete satisfaction. Thus, this zine is not yet available to US customers through my online storefront until commercial mail becomes available again. As an alternative, I can recommend checking out Dark Future PDX, where this product will be available in a few weeks. A different workaround may also become available. If you would like to be notified when the seas are open again for orders through my store, please mail me at beyond.fomalhaut@gmail.com, and I will put you on the notification list.

There Will Be a Shire, Pippin,
and It Will be Won With the Sword.
Their Poppy Fields Shall Burn!


Friday, 28 November 2025

[MODULE] City of the Ape-Men (NOW AVAILABLE!)

City of the Ape-Men
I am pleased to announce the publication of City of the Ape-Men, a 56-page adventure module for levels 5–8, and the first new release of my new outfit, E.M.D.T. ULTRAREALITY PUBLISHING. As a “lost world” scenario, it revolves around a ruined city ruled by ape-men; as well as the surrounding tropical island. Yet there is more than meets the eye, and the island hides secrets which the ape-men are not aware of.

Linquar the Eternal has fallen, its palaces and temples decaying in the teeming jungles. Few dare to head for the misty island plateau where the ruins stand, and even fewer have succeeded in claiming its treasures from the savage ape-men who now rule in its citizens’ stead. The great city is largely forgotten, and even its name only refers to a squalid pirates’ nest that had once been its trading outpost. What had been the capital of the isles is known as a cursed and abandoned place that’s better left undisturbed. But more often, it is simply known by its current inhabitants… as the City of the Ape-Men!

The module includes the following materials:
  • The town of New Linquar, a lawless place ruled over by gangs of pirates. (17 keyed areas)
  • The Isle of the Dream-Spices, a mountainous tropical island inhabited by hostile megafauna (21 keyed areas).
  • City of the Ape-Men, the ruins of Old Linquar, depopulated in a mysterious incident, and now ruled by hordes of ape-men. (33 keyed areas)
  • Three mini-dungeons (36 keyed areas total).
  • New monsters and magic-items.
  • Two fold-out map sheets with player and GM maps.
  • Way too many ape-men.
City of the Ape-Men features cover art by Cameron Hawkey, and interiors by Graphite Prime, Ferenc Fabian, Peter Mullen, and various Golden Age illustrators. The print version of the module is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

NOTE TO US CUSTOMERS: Unfortunately, US shipping is not yet available until the Post implements its system to process the new tariffs. If you would like to be notified when the seas are open again, please mail me at beyond.fomalhaut@gmail.com.

More Apes than Dream-Spices, TBH


Friday, 6 June 2025

[ZINE] Echoes From Fomalhaut #13: Isle of the Ascended Ones (NOW AVAILABLE!)

Echoes From Fomalhaut #13

I am pleased to announce the publication of the thirteenth issue of my fanzine, Echoes From Fomalhaut, which will hopefully prove a lucky number. As usual, this is a 56-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. The cover art was provided by Peter Mullen, and the interiors by Cameron Hawkey, Graphite Prime, Vincentas Saladis, Ferenc Fabian, and the Dead Victorians. The current issue features three scenarios tested in the forges of campaign and convention play. The following materials are included:

The Caverns of Minosauros (levels 3–5, 40 keyed areas), a dungeon adventure describjng the catacombs and caverns beneath an abandoned noble villa. The Colantonio family, one of the oldest lineages in fair Frabotia, has been known for its reclusivity, and was always haunted by a dark reputation. This adventure, with its foray into the dark underearth, reveals the rumours to be well founded!

Isle of the Ascended Ones (levels 6–9, 18+16 keyed areas), the issue’s centrepiece, is an infiltration mission to a mysterious, idyllic isle whose masters live in a futuristic sky city high above the clouds, and only maintain contact with the rest of the world with a tiny trading port. Who they are and what they really want remains unknown, but the kidnapping of Prince Zulthan, heir to a small island kingdom, provides a good opportunity to slip through the isle’s interlocking defence systems, and find out. This is a tough, complex scenario against powerful and well organised opposition outfitted with an array of futuristic killing devices, and possessing the secrets of dark sorceries and ancient technology!

Tower of the Mad Satrap (levels 4–7, 23 keyed areas) presents the ruined tower of an exiled sorcerer, which has recently become the source of winged ape attacks. The Mad Satrap may have walled himself inside in his insanity, but the tower’s guardians and deadly secrets live inside still – and things get progressively worse with the passage of time.

Two foldout map sheets with player and GM maps.

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The print version of the zine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.
The Mysterious Isle


Thursday, 4 July 2024

[MODULE/ZINE] Khosura: King of the Wastelands, Drifting Lands, Echoes From Fomalhaut #12 (NOW AVAILABLE!)

A Triumvirate of Adventure

I am pleased to announce the publication of three new release, including a hardcover sandbox supplement with city, dungeon and wilderness adventures; a players’ setting gazetteer, and the newest volume of my zine. That’s a handful!

Khosura: King of
the Wastelands
“Those risen against me, I pillaged their kingdoms, and placed my foot on their proud necks before the coming of the end...” Overking Srabmar, He Who Buys and Sells, is no more, and the twelve cities he has left in rubble are mere heaps of stone in a destroyed land. Yet many years later, the City-State of the Four Mysteries still stands on the shores of a salt lake, dreaming of past and future glories, from its gilded palaces to the depths of its Undercity. This is Khosura, King of the Wastelands! Visit a sword & sorcery city-state of ancient customs, dark sorceries, and secretive mystery religions – built on a wasteland wrecked by ancient wars, divine retribution, and successive cycles of harsh, tyrannical kings. Descend into an extensive Undercity, go up against treacherous mirages and cruel plans, and plunder the treasures of a land where might makes right, life is harsh, and the glory of heroes is earned at the cost of spilled blood.”

First and foremost, I am really pleased to announce the much-delayed release of Khosura: King of the Wastelands. Based on multiple campaigns in weird desert lands, this is a rather large, 164-page hardcover describing Khosura, a city-state in the world of Fomalhaut, its extensive Undercity, and the surrounding wastelands. Designed for characters of level 3–8, and compatible with OSRIC rules, the supplement offers a wide, deep playing environment (a sandbox with lots of sand in it) to set your own adventures. It includes the following materials:

  • An adventure-friendly description of the city-state of Khosura, with its customs, factions, rumours, rumour and encounter charts, and 28 keyed areas, from teeming markets to the palaces of the high and mighty!
  • An interconnected, vast Undercity divided among 8 levels and several sub-levels to a total of 176 keyed areas, including tomb-complexes, hidden holy sites, magical enigmas, and the remnants of ancient times!
  • A wilderness section describing the Desert of Regulator, a place of deadly mirages and antique ruins, in a hex-crawl format. 45 keyed hexes can serve as springboards for further adventures to crumbling ziggurats, warlike enclaves, grandiose monuments, and  places haunted by deadly dreams. Complex wilderness encounter tables are included to handle travel across the points of interest.
  • A grab-bag of supplemental materials: Stone Gullet, a wasteland outpost (and true keep on the borderland); a selection of caravans and NPCs to meet on the road; and three smaller adventures leading deep into wasteland mirages.
  • An appendix of new monsters and magic items.
  • A separate map pack of four foldout map sheets with GM and player cartography.

Khosura: King of the Wastelands is illustrated by Peter Mullen (who did the cover and various interiors), Cameron Hawkey, Graphite Prime, Vincentas Saladis, Sean Stone, as well as the Dead Victorians, the Antique Alumni, and the Robot Overlords. The cartography was done by Robert S. Conley (city and dungeon maps), Sean Stone (who did the excellent bird’s eye players’ map of the city), and myself (wilderness hex map).

Drifting Lands
“In a barbaric age where old certainties are gone, everything is possible. This booklet describes lands in turmoil. Old powers have fallen, civilisation has retreated to a few refugia, and barbarism is on the move. On the Isle of Erillion, a successful island kingdom has secured coastal footholds, but has made few inroads in the isle’s old forests and high mountains. The Twelve Kingdoms, a collection of small feudal realms, have descended into civil war and mutual destruction while an arctic empire dreams of conquest. And in the Kassadian Empire, the long decline of a high civilisation has created a landscape of rival city-states, militaristic frontier-towns, and barbarous hinterlands – against the shadows of an Empire that bitterly clings to its life. Here are lands ripe for adventure, plunder, and conquest. Here are thrones to win, dark fates to avert, and frontiers to tame – here is a world to be reshaped by the able and shrewd! And here is your opportunity!”

I am also pleased to announce Drifting Lands, a players’ gazetteer to my (more or less) vanilla fantasy setting, which has previously been released in bits and pieces over multiple zine issues as our campaigns progressed therein. This is a 52-bage booklet that expands on and consolidates these materials into a player-friendly guidebook. It includes the following materials:

  • A bird’s eye big-picture description of the setting and its known regions, from the Isle of Erillion to the Empire of Pand.
  • 34 gods and heresies, from fleet-footed Apelles, God of Messengers; and Galerius Demarcator, God of Boundaries and milestones, one of the three imperial cults; to the extinct (?) cult of the Purchased God and everyone’s favourite, the frog-god Tsathoggus. Notes are also offered on the Omnipotent Index, the Kassadian Empire’s monstrously outdated and utterly unjust legal code to classify approved and heretical religions.
  • More detailed guides to three regions, focusing on customs, places of interest, and conflicts that call for adventurers to resolve.
  • A separate map pack with six fold-out hex map sheets: players’ and GM’s cartogrtaphy for Erillion, the Twelve Kingdoms (two sheets), Kassadia (two sheets), and the blank slate Savage Peninsula.

Drifting Lands features a cover image by an unknown alumnus (culled from an ancient US college yearbook, it is a striking piece that makes quite an impression), and interior illustrations by Cameron Hawkey, Vincentas Saladis, the Dead Victorians, and the Antique Alumni.

Treasures of
the Necropolis
Also furthermore, I am pleased to announce the publication of the twelfth issue of my fanzine, Echoes From Fomalhaut. As usual, this is a 56-page zine dedicated to adventures and GM-friendly campaign materials for OSRIC and other old-school systems. It is the most lavishly illustrated issue yet, with cover art by Peter Mullen, and interior illustrations by Cameron Hawkey, Vincentas Saladis, Graphite Prime, Ferenc Fabian, the Dead Victorians, and the Antique Alumni. This issue features a varied assortment of scenarios, three of which have been tested in both campaign and convention play. The following materials are included:

  • Urmalk the Boundless (levels 3–5, 24+24 keyed areas), an open-ended, site-based adventure describing a weird necropolis next to a large city. A place of burial since primordial eras, this is a site of crumbling (and sometimes repurposed) mausoleums, catacomb passages, and more oddities. Beyond its campaign origins, the module saw extensive playtesting at Cauldron Con 2023, Society of Adventurers Con XI, and beyond. It makes for a tournament-style scenario, a side-adventure, or a permanent campaign ficture.
  • Catacombs of the Pariahs (levels 3–7, 50 keyed areas), one of the subterranean complexes beneath the City of Vultures. Located under the crooked streets of the Beggars’ District (also described), this is a section of the undercity that goes from reasonably simple to remarkably deadly. From the Court of the Pariah-King to the Domain of Virotán and the Ceramic Space, it just gets stranger and more vicious.
  • Castle of the Rose Knight (levels 5–7, 30 keyed areas), an enchanted castle found in the Twelve Kingdoms, easily glimpsed from afar, but unreachable by all but a few, this is a place to test a questing knight’s mettle! All is not what seems, and the Knight of Roses, the visitors’ mysterious host, is not someone to be trifled with.
  • Tower of the Thief (levels 3–5, 15 keyed areas): what it says on the tin – the tower of a retired thief, also located in the Beggars’ District. Sort of a small adventure site.

Two foldout map sheets with player and GM maps. While supplies last, a third sheet will also be included in orders (I accidentally sent off a wrong map file to the printer, so this became an extra).

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The print versions of the modules and the zine are available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Friday, 26 January 2024

[MODULE] The Webs of Past and Present & Cloister of the Frog-God (NOW AVAILABLE!)

Can you have enough frog-themed modules?

I am pleased to announce the publication of two adventure modules, The Webs of Past and Present and Cloister of the Frog-God.

Buxom Elven Wenches
May Be Included
The Webs of Past and Present
is a 28-page dungeon module by Gabor Csomos for 4th to 5th level characters, with 39 keyed areas. The module features cover art by Graphite Prime, and interior illustrations by Ferenc Fabian, Cameron Hawkey, the Dead Victorians, and the Robot Overlords. It takes adventurers to the decaying elven pleasure-palace of Túr Eridenal, now a monster-haunted ruin still clinging to its past glories. Exploration-oriented gameplay in an open-ended environment is combined with complex puzzle-solving, a ticking clock, and evil flying elven heads. The booklet comes with a fold-out GM’s map of Túr Eridenal. This adventure was the winner of the 2021 No Artpunk Contest, a mighty accomplishment.

“A group of adventurers took a job they were unable to finish. They went into the ruins of Túr Eridenal, an abandoned elven palace of some kind, and never returned. The characters’ mission is to find out what happened to them, rescue the survivors, and – if possible – finish the job they started. Besides the predatory creature the adventurers were hunting, the ruins are overrun with all kinds of monsters, and corrupted by a sinister curse. There are survivors, however, whom the party may rescue if they are smart... even more than just some lost adventurers. All shall be caught in… The Webs of Past and Present!

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Death Frog Doom
I am also pleased to announce the publication of Cloister of the Frog-God, a 40-page wilderness and dungeon module for 4th to 6th level characters, with 15 + 77 keyed areas and more frogs than you can shake a stick at. The module features cover art by Denis McCarthy (who also did a bunch of the interiors), and interior illustrations by Andrew Walter, Matthew Ray, Stefan Poag, the Dead Victorians, and the Robot Overlords. The module’s wilderness section describes the Marshlands, a labyrinth of waterways, strange denizens, and swamp monsters. However, it is the frog-cultists who truly rule the land from a half-ruined cloister complex, sitting on top of ancient catacombs that reach far down – and just as far back in time, before the coming of Man. The cloister is a large, interconnected dungeon environment with multiple access points, different sub-sections, and challenges to test both the cautious and the daring. The booklet comes with a fold-out GM’s map of the Marshlands, as well as the Cloister complex.

“The cloister has stood on a desolate ridge overlooking vast swamps since time immemorial. Dedicated to the great and terrible Tsathoggus, this edifice of evil was destroyed again and again through history, only to re-emerge from its slumber once the forces of Law grew lax and the terrible deeds of the frog-cultists became forgotten. Now a new order rises among the old walls, while older evils stir in stone grottoes and underground sanctuaries. Spies visit the settlements of the marshlands, and offerings make their way to the cloister where the monks hold their vigils as their ancestors have, guarding a nightmare that refuses to die.”

NOTE: This is a scenario whose two parts have been released before, and are now combined into a single adventure. The Cloister dungeons were published as a chapter in Frog God Games’ Rappan Athuk (and are reprinted with permission), while the Marshlands were published in Echoes From Fomalhaut #04. The current edition has been re-edited for greater accessibility.

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The print versions of the modules are available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Friday, 30 June 2023

[ZINE] Echoes From Fomalhaut #11 and The Well of Frogs (NOW AVAILABLE!)

Echoes From Fomalhaut #11

On Windswept Shores
I am pleased to announce the publication of the eleventh issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Vincentas Saladis, and illustrations by Cameron Hawkey, and Graphite Prime.

This particular issue took a year to materialise, and it is therefore on the thicker side. It is also an issue dedicated to the harsh northern lands of the Twelve Kingdoms, following from the setting primer published in issue #09. This time, the zine presents hex-level descriptions from the areas where our campaign has taken place, From Brahalt to Hlute. This area encompasses a larger and a smaller island, ranging from densely populated domains to hinterlands where only gloomy remnants of once-prosperous kingdoms remain standing. As always, this is a setting for your own purposes, and a place where a band of determined aventures can accomplish much.

In addition to the hex-level writeup, the zine provides a description of the Monsters of the Isles, eight creatures commonly encountered in the Twelve Kingdoms, and in any other mist-shrouded land of your choice. Avoid the allure of the comely frost-maidens, contend with the strange thorn warriors, and strike bargains with the cunning tromes, master smiths of evil disposition (or loot their stores of enchanted weapons and armour). Even more generally, tables are provided to generate Curious Local Customs to provide basic ideas for eccentric communities living by strange codes of behaviour, and ruled by eccentric sovereigns. This is something that has seen use in multiple very different campaigns, from exotic sword & sorcery to more standard adventure fantasy.

The issue comes with two scenarios. Elven Grave (levels 5–7, 19 keyed areas) is a small tomb-robbing adventure in a ruined place of beauty, where an elven lord and his hosts were laid to rest. This is an adventure you could put on a treasure map, or just drop anywhere in an ongoing campaign.

Eimir: The Abbey’s Secret (levels 3–6, 18+31 locations) takes us to a coastal abbey where diligent but fanatical monks have built an outpost of Law, dedicated to spreading the light of civilisation to the surrounding lands. The scenario describes the abbey and the unruly community that has grown up around it, as well as a set of underground tunnels where the monks keep treasure and jealously guarded secrets. Whether the characters’ aim is infiltration, theft, rescue or just causing trouble, this is the place. Will they burn the abbey’s great library? One out of three test parties did not, so the odds are present!

The Vigil Guards Eimir's Peace

The Well of Frogs


Go down the Well.
You know you want to.
I am also pleased to announce the publication of The Well of Frogs, a 32-page city and dungeon adventure for 1st to 2nd level characters by Istvan Boldog-Bernad, with cover art by Dorottya Fulop, and illustrations by Ferenc Fabian, Vincentas Saladis, Graphite Prime, the Original Masters, and the Robot Overlords. The module describes a neighbourhood of the crumbling city of Cassidum, its teeming alleyways the haunts of thieves and lowlives. But below the surface lie worse things still, left over from the days of the old empire or repurposed by dangerous eccentrics. Visiting the underground could not be easier: the Well of Frogs, in the middle of the infamous Piazza Dei Rospi, lies in plain sight, and nobody will prevent the brave and very foolish from descending into its maw. This is a module which has killed a respectable amount of player characters in playtest, more at its debut at North Texas RPG Con, and is ready to kill again. It can be used as a one-off, or as a nexus point for an extended campaign.

“Down below, beneath Cassidum’s stinking alleys and crumbling palaces, lie twisting passages and musty chambers with the secrets of the old days, and the subterranean dens of lowlife scum. But now, sordid disappearances haunt the Piazza dei Rospi, while the Literators’ Guild and Barbers’ Guild wage a bloody turf war for the surrounding streets. The key to these mysteries is a richly carved marble well decorated with the carvings of four ugly bullfrogs, whose depths hide things worse still. Some who descend shall win riches and battle-glory, while others will only find horrid death… down in The Well of Frogs!”

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The print versions of the fanzine and the module are available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

The forgs are waiting


Saturday, 29 April 2023

[MODULE] Weird Fates, vol. 2 (NOW AVAILABLE!) and Further News

I am pleased to announce the publication of Weird Fates, vol. 02, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Cameron Hawkey, and illustrations by Graphite Prime, Vincentas Saladis, the Original Masters and the Robot Overlords, this collection presents adventures concerned with the strange and unusual, this time mostly in weird dungeons (although an odd, gloomy ruined town is also featured). Each of these scenarios would be suitable as one-shots, or digressions inserted into the ongoing campaign, suitable for 4th to 7th level characters.

“A compilation of four short, open-ended adventure outlines leading to uncanny locales and perplexing situations, this zine offers scenarios that could serve as one-shots or digressions from longer campaigns. Herein, you can visit a comet-struck town living in perpetual gloom, abandoned by its inhabitants but sought by rich eccentrics; resolve an ancient family feud in a place of unravelling time; seek the resting place of a saint in the Undercity to avert a most unusual calamity befalling the City’s dead; and travel beyond space and time to a sanctuary of learning… where the books read you. Some assembly required!”

The print version of the module is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

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Artist for hire!

You might know Lithuanian artist Vincentas Saladis from his previous contributions to Echoes From Fomalhaut and Weird Fates, vol. 01. He has also contributed to vol. 02, and multiple forthcoming titles. Vincentas walks a fine line between an almost 19th century-style line art and grim fantasy realism. In any event, he is available for commissions at katorga-art@protonmail.com, and has an Instagram account at https://www.instagram.com/katorga.art/. I can say every time we worked together has been excellent, so contact him with confidence! You can find a sampler of his art below, one from a published zine, and two from titles yet to be released.
The Gates of Sorrow
Connor the Barbarian, Sole Survivor
The Gates of Panthozar

Forthcoming projects, and where they are

Things have been quiet around here for a while, and that’s with good reason – a lot of my time went into my day job, plus multiple larger slow-burn projects that take time to get into a shape where I am comfortable about releasing them. Thus, here is a minor update of sorts:

  • The Well of Frogs: a Swords & Wizardry adventure for levels 1–2 by Istvan Boldog-Bernad (author of In the Shadow), featuring adventures in a dirty and chaotic city, as well as the dungeons beneath it. This is the most honest module title in history, with more frogs than you can shake a stick at. It is ready to go once Mythmere’s new S&W license is released, although I may delay it a little if Echoes #11 is sufficiently far along at that time.
  • Echoes From Fomalhaut #11: this issue took some time to assemble. However, it is close to complete, and it is going to be a fairly large one, perhaps as large as the Baklin supplement. This issue will be dedicated solely to the Twelve Kingdoms, and shall contain the hefty hex key for the parts of the setting we have played in, as well as a larger and smaller adventure scenario. Layout is in its final stages, and then it’s time to commission illustrations, create the final maps, and that sort of thing. Late June would be a realistic release date. See you soon… On Windswept Shores!
  • Khosura: King of the Wastelands: This is not only overdue, but it will take some time to finish in a way that does it justice. A lot of the material is done (since a large part of it is based on previously published materials), the majority of art is done, but it grew in revision, and that pushed it out of the Q1 2023 window. The more realistic projection is late 2023, or even very early 2024. Those responsible have been sent to the Pits of Lamentation!
  • Caught in the Webs of Past and Present: This No Artpunk I-winning adventure by Gabor Csomos is set for publication in the Fall, for OSRIC.

Thursday, 17 November 2022

[MODULE] The Forest of Gornate (NOW AVAILABLE!)

The Forest of Gornate
I am pleased to announce the publication of
The Forest of Gornate. With cover and interior art by Denis McCarthy, and illustrations by Stefan Poag and Jerry Boucher, this is a 32-page module for characters level 3rd to 5th, describing an expansive forest in the pointcrawl format, as well as the mini-dungeons therein. Located next to the city of Mur (described In the Shadow of the City-God, a module that connects to, but is not essential for enjoying this one), the Forest of Gornate is a place of fallen civilisations, strange denizens, and natural wonders. Seek the treasures of a mysterious villa, the secrets of a reclusive bandit leader, win the patronage of the ancient and sinister Guild of Judges, or strike out on your own to seek fame and fortune in the forests, and the lands beyond. This is a scenario with 42+39 keyed areas, adventure hooks, rumours, and random encounters offering numerous possibilities for open-ended exploration and player-driven adventure inspired by Scorpion Swamp, the Fighting Fantasy classic.

“South of the dark walls of Mur, an overgrown forest lies between two mountain ranges. Its namesake, the immortal beast Gornate, noted for his thirty-six eyes and a peculiar taste for collecting human spinal columns, has made no sign of his presence in many years. Even so, the woodlands hide numerous dangers. Robber bands, man-eating beasts, abandoned manor houses and mysterious ruins dot a land divided by rivers and mountain ridges. The people of the city rarely venture into the forest, but recently, three notabilities have expressed an interest in sponsoring a hazardous, but lucrative expedition. While serving three masters may be too much for a single adventure, a resourceful and lucky company could return rich from… the Forest of Gornate!

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Gornate is watching!


Friday, 11 February 2022

[STUFF/NEWS] The Nocturnal Table on Chartopia, Red Room Interview, Echoes #09 in PDF

News on the march! Here are a handful of things of interest while yours truly wrestles with the Deadline Gods (none of which has to have anything to do with gaming, sadly, except for delaying various projects in the making).

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Mind the Lepers
The Nocturnal Table on Chartopia!

Tuirgin has been kind enough to adapt The Nocturnal Table to Chartopia. After EOTB’s excellent Fantasy Grounds integration, this is a web-based implementation of the supplement. You can just click on the link, and roll up stuff for those nighttime adventures. It is all free, at your fingertips, and offers you most of the supplement's content.

For instance… adventurers Yakko Sarxs, Zeep Ulbem, and Mark the Marrakian learn from clandestine sources that an important meeting will take place “by the benches at the peacock mosaic… wear a rose”, and they swear to get there before the intended target!
  • They head out to the market – it is daytime, and they meet 2 Drunks (LVL 1), offering them some work. Declining the offer, they start looking for a suitable rose seller.
  • They encounter a “Jovial yogi selling opium, as a last-ditch gambit” (the GM gives him 1:6 to know of a rose seller, but comes up empty), followed by a “Paranoid, perverted lord selling advice, to corner the market, who miscalculates the price”. This is apparently someone who knows the market, but seeing that the characters are in need, gouges them for a hefty sum. In any event, the rose is acquired!
  • The peacock mosaics are in the Thieves’ Quarter. On the way there, the GM rolls for another daytime encounter: 14 Sailors/Pirates (Fighter 2), confronting the party by trying to stop them. Not eager to blow their chance, the characters grudgingly bribe the sea scum… but note them for further retaliation. By the time the altercation is over, night falls…
  • In the Thieves’ Quarter, the GM first rolls for local colour: the characters note “Stone arms (4) propped against brick wall.” Odd! An encounter from the Nocturnal Table proper follows… “(384) Wererats (2d4 (5)), carrying diseased rags in enormous bundles, and scattering them everywhere.” Hooded, hunched men and women are donating colourful rags to the local lepers and beggars – a spectacle the characters choose to avoid (the consequences will manifest in a few days anyhow…)
  • Arriving near the peacock mosaics, the GM rolls again for local colour to set the scene, and a simple nighttime encounter to see what kind of passersby are to be found nearby. A “sleeping dog cradles carved bone-hilt dagger (15 gp)” near the benches, and a “Mercenary (Fighter 8)” tries to seduce one of the characters with a ballad, attempting to lure them into a nearby dive… but noticing the rose worn by Zeep Ulbem, he gestures to them to come closer, and inquires whether they have come for the Brotherhood contract. Zeep Ulbem nods curtly.
  • The man leads the company to a nearby storefront, and knocks twice in rapid succession. A panel is slid open, and they are welcomed into a dimly lit store, stocked with… “miniature drums” and “ritual mummies”. The shopkeeper, who introduces himself as Invenor, reaches into his robes while the adventurers wait nervously for the next step.
This is the kind of improvised stuff you could cook up with these tables on a step-by-step basis, or you could spice up a premade adventure as well. It is all free (although you can also purchase the supplement in print and PDF), and it is all courtesy of Mr. Tuirgin. Much appreciated!

* * *

The good Melan is in the Lodge, and
cannot leave.
Prestigious Interview!

Yours truly has been interviewed on video, and a very special place it was! Having spread beyond the Black Lodge, The Red Room is a new Youtube channel from Portugal (but broadcasting in English), featuring reviews, commentary, and interviews with various villains of the tabletop RPG scene. This conversation has followed the successful crowdfunding campaign for the Spanish edition of Helvéczia (€6700 out of €5500!), and it mainly focused on this game – its aims, sources of inspiration (including the original picaresque novels of the 17th century), historical context (and the liberties it takes with history), bestiary, why the Old Swiss Confederation is an ideal adventure setting, and how far you can take the game in various odd directions. This has been a blast – thank you for having me on! Are the owls what they seem?

* * *

Echoes Fom Fomalhaut #09 in PDF!

The newest Echoes issue is up on DriveThruRPG, and features 60 pages of stuff, including a new setting to the northwest of the Isle of Erillion, an adventure set there, and a B/X dungeon for first-level characters… lots of first-level characters, as it turns out! Bring lots of character sheets, and a good number of followers.

The next issue will be #10, a nice number indeed. I expected it to come out this time of the year, but, again, real life has had me chained to Winword, Excel, and other unholy things for the last few months, and that has thrown a spanner between the gears. Realistically, late April or early May looks possible. I am also translating a handful of Helvéczia adventures for the Spanish edition, and once I have them in English, it makes sense to publish them as well. And of course, other projects are on the table as well: a forest adventure I am particularly fond of, as well as a guest contribution centred around an old well… The Well of Frogs!

Oh FU


Friday, 3 December 2021

[MODULE] Weird Fates, vol. 1 (NOW AVAILABLE!)

Weird Fates vol. 1
I am pleased to announce the year’s last EMDT release, the publication of  Weird Fates, vol. 1, a 40-page anthology of four mini-modules by Laszlo Feher. With cover art by Peter Mullen, and illustrations by Graphite Prime, Cameron Hawkey, and Vincentas Saladis, this collection epitomises “weird fantasy” with its outlandish concepts, strange denizens, and grotesque situations. Meant for an evening or two of play each for 3rd to 6th level characters (more or less), the mini-adventures are open-ended outlines with a strong emphasis on player creativity and a non-linear structure. Short, sweet, and high on imagination (in multiple senses), this is a sure pick for GMs who enjoy a little improvisation.

“A cornucopia of four short, open-ended adventure outlines leading to lands of pure imagination, this collection should astound and entertain any company of players interested in exotic locales, strange individuals, and a generous helping of satire. Herein, you will journey to a tropical island to answer the eternal question, “What is Art?” (or die trying); confront a reclusive artist with a peculiar scheme to enlarge his audience; find the fabled graveyard of the elephants and partake of the fruits of the Tree of Forever Return; and judge a pie-baking contest in a rural backwater where nothing could possibly go wrong... or could it? Some assembly required!”

The print version of the modules is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with three months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

***

On the Rooftops of Xyntillan!

Cameron Hawkey, who has contributed art to this volume, has recently posted a full rooftop map for Castle Xyntillan! This is an excellent addition to the castle, and an elegant, seamless expansion of Rob Conley’s cartography. Everyone who enjoys rooftop-hopping will get a kick out of this one.

Giant Pigeons Not Included

***

Christmas Shipping

As previously, my store will be closed for the holidays from around 20-21 December to early January. Currently, shipping takes about one week for most European orders (maybe a few days more for the UK), and a little over two weeks for the US, Canada, Australia and New Zealand. Christmas mail can experience some delays, however, so take that into account.

Monday, 11 October 2021

[ZINE] Echoes From Fomalhaut #09 (NOW AVAILABLE!)

Beyond the Gates of Sorrow
I am pleased to announce the publication of the ninth issue of my fanzine, Echoes From Fomalhaut. This is a 56-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Graphite Prime, and illustrations by Vincentas Saladis, Cameron Hawkey, Denis McCarthy, Stefan B. Poag, and the Dead Victorians.

This issue serves to introduce the Twelve Kingdoms, a divided northern region to the northwest of Erillion, cut off from the rest of human civilisation. Two hex map sheets describe the five larger, four medium-sized, and numerous smaller islands ruled by rival petty kingdoms, and ravaged by incessant warfare. Ruined castles, faerie-haunted forests, barren coasts and cold mountain ranges await those who adventure here; druids, reclusive eccentrics, jealous wizards’ orders and mysterious monasteries complicate the network of temporary alliances. This is a land fit for exploration, plunder... or will that be conquest? Let the players decide, and live with the consequences!

The titular adventure, Beyond the Gates of Sorrow, takes the company to a small archipelago on the borders of the Kingdoms. Uninhabited and barely sustainable to sustain life, there is nevertheless much danger here. Can a shipwrecked party find a means of escape from their predicament? Or can another find a person or item of special significance while racing against a rival group of explorers? 19 wilderness and 18 dungeon locations describe the archipelago’s dangers and occasional treasures in this scenario for levels 2-4.

Echoes #09 also includes a larger dungeon adventure, The Vaults of Volokarnos. Originally published as a stand-alone introductory module for the Casemates and Companies RPG, and now converted to the B/X lineage of old-school games, the Vaults are specifically designed for beginning characters, and potentially players who are new to old-school gaming in general. A fully stocked dungeon level awaits with 52 keyed reas, and more orcs than you can shake a stick at. Explore a dungeon complex that had once served as a catacomb system, thermal bath, touristic attraction... at the same time. Find out what the orcs are up to, what lies in burial vaults yet unconquered, and what the patricians of the nearby town do not want you to know... and where character sheets and followers are concerned, bring spares. It shall not hurt.

In addition to the Vaults, the issue also describes the isle republic of Arak Brannia. This two-page setting can serve as the background for the Vaults of Volokarnos, or a springboard for further adventures on the northern coastlands of the declining Kassadian Empire...

The print version of the fanzine is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

Double hex map


Sunday, 19 September 2021

[STUFF] Morthimion: The Crypt Level

[Spoiler-free, player-safe section]

Morthimion
Two years have passed since the last update on Morthimion, a dungeon we have been exploring as a side-show to other, larger campaigns. For those who are not blog regulars, or do not want to read up on this stuff, Morthimion came about as an experiment to play Original D&D (reasonably) by the book, three booklets only. Most OD&D games use the followup supplements, or at least Greyhawk, which gives you a slightly rougher, lower-powered proto-AD&D. LBB-only OD&D is not yet that game. It lacks many of the monsters, spells, and classes we would associate with D&D; hit dice and weapon damage are universally 1d6; monster XP is much more generous than it would be later; and ability scores barely do anything. Level advancement can be very quick at the start, but gets quite slow later. Beyond the sheer oddity and archaic charm of it, OD&D hangs together surprisingly well if taken seriously and played by the book. It is not a fantasy novel simulation, it is a verbal tunnel exploration and puzzle-solving game that has simple but effective mechanics for looting labyrinthine subterranean complexes.

Here is where Morthimion stood in August 2019:

“I have also completed Level 3, The Crypts, progressed with the wilderness section, and written brief encounter ideas for some of the sub-levels the characters have discovered in the last two games. These will be explored in the next post, after we have a few more sessions under our belt! Until then… Fight On!”

Well, the games progressed decently until late 2019, when two things happened: the bat plague put our face-to-face games on hold, and after completing another sublevel (The Court), I felt burned out on the dungeons. The campaign was on hiatus, with only one session in 2020. After a long break, I feel like the creative block may be lifting, and Morthimion can return to rotation. Level 4, The Mines, has been drafted and the first draft of the key written; we also held another game yesterday with some quite interesting results.

This post shall summarise what has been going on in Morthimior (Ryth Chronicles-style), and allow me to clear my head by releasing two more levels of the dungeon – which will be found at the end of the post. To protect the innocent (my players surely are), this later section will be spoilered.

* * *

Domains of the Faerie Princes

Older Expeditions

Here are the main events of the Morthimion campaign:

On October 27, 2019, a wilderness expedition was conducted to the northern highlands of the Domains of the Faerie Princes. Not even far from King Donald’s Wall, the company already had to leave behind two horses to distract 5 griffins going for their company. A ruined village in the swamps yielded good bounty – old wine barrels with valuable vintage. Fatalgor the Footpad (the campaign’s only Thief – transferred from another game, and thus valid) was only saved from spider venom with an antidote. After selling off the barrels at Lodobar’s Tavern, a forest hangout of knaves and miscreants (where Szaniszlo, a light footman, snuck away to seek adventures elsewhere), the group headed for the highlands proper, and right into the nest of two green dragons. Surprised in the dense forest. Renato the horseman, Rudolf the light footman, Owl (Fighting Man 1), El Caballo the torchbearer, Zsazsa the bowman and Fero the heavy footman perished by dragon breath. Turning to flee in bind panic, the others rolled on the Table of Terror. Axbjard Bjardax (Dwarf 2), Hijo de Emirikul (Magic-User 2), Xingar (Fighting Man 2), and Fatalgor (Thief 2) all rolled hilariously badly, and were devoured by the dragons. Tumak the Shaman (Cleric 2) would be the sole survivor, but he would be missing for several weeks, out of the game.

A new company from experienced and newly recruited adventurers was established for a safer dungeon expedition. Premier brought Tycho the Ascetic (Cleric 2 of Law) and Weirlord (Magic-User 1), as well as Chort the torchbearer, Ale the porter, and Montgomery the footman. Narmor took Önund the Mystical (Magic-User 2), joined by Ulf Jr., a footman. Bendoin took Derek (Fighting Man 1), followed by his domineering aunt Dahlia Derekovna (a porter), and his uncle, the bowman Derekov; as well as Alyssa (Elf 1). Gajzi took Bandar (Cleric 3 of Risus, God of Uncontrollable Growth).

Shortly after leaving Lodobar’s Tavern, Derekov was caught and eaten in the forest by a giant frog. Pressing on to Morthimion and descending to Level 1, the company was checking out a set of stairs leading upwards, but triggered a slide trap that dumped them down into Level 3! The way was sealed and the mission changed immediately: escape alive! This section of the level (The Juggernaut Tomb) consisted of looping passages, and rumbling noises soon turned out to be enormous rolling juggernauts, one of which caught Dahlia Derekovna under its wheels, squashing her flat. Passages to the west led to a corridor patrolled by a hydra (wisely avoided), while a northern passage revealed an exit from the juggernauts’ path. Passing by stairs down to Level 4 (not an attractive prospect), the explorers discovered the The Arena of Death, where a group of werewolves appeared out of thin air to fight the challenging PCs. Lacking effective magic, they had to flee back where they came – Montgomery was left dead in one of the rooms after he burned himself to death with his own flaming oil.

The horror, the horror...
Level 3 is discovered!

Back in the Juggernaut Tomb, secret doors in the middle lead to a strange talking enigma calling itself “the Sphere of Infinity”, which demanded a hefty sum for information about finding a way out of the level. Meanwhile, Ulf Jr., exploring a nearby room, was drained and killed by a spectre lurking in a stone statue. and eventually, the southern way opened into a less dangerous dungeon section. An old man demanding 200 gp per character “or suffer the Curse of the Third Depth” was paid by most PCs, except Alyssa and Bandar, who had neither the money nor the intention to pay. Following the words of the Sphere of Infinity, they passed through a network of ghoul-haunted catacombs, and finally found a staircase back to Level 1! To their horror, Alyssa and Bandar now learned the true meaning of the “Curse of the Third Depth”: they could not leave this dungeon level, no matter how they tried! These two adventurers disappeared down in the dungeon, and were never seen again – the others, earning meagre loot but at least keeping their lives, headed upstairs to return to the surface...

On November 30, 2019, a different company probed Morthimion’s depths. Returning to the party came Derek (Fighting Man 1) and his henchman Dolmio the bowman, with Dr. D. (Magic-User 1) and his henchman, Demon (heavy footman); Tycho the Ascetic (Cleric 2 of Law) and Weirlord (now a Magic-User 2) with Ale (porter), Chort (torchbearer), and Rommel (heavy foot). They were joined by two Morthimion veterans, Brother Tivold, Cockroach of the Light (Cleric 3 of Chaos) with his henchman Mario the Peg-Leg, Xang (Fighting Man 2), and Xodak (Hobbit 1). Helmet Buddy (Dwarf 2) also joined the group.

This company opted for a wilderness expedition in the lower parts of the valley. They were soon attacked in the forest by giant frogs, and Mario the Peg-Leg was devoured. Meeting a Gypsy caravan shortly afterwards, they consulted with their leader, Offryn the Outlaw, for a crystal ball reading. This brought to their attention a mysterious stone arch they had already seen near a forest cemetery, somehow connected to “the Prince of Roses”. Unfortunately, seeking out the arch brought no enlightenment, and they instead plundered some of the crypts in the cemetery, recovering modest but not too difficult plunder to a total value of 5900 gp.


Level 2 explorations...

A second expedition led down to Level 2 of the dungeons. Exploring the eastern side of the level, Dr. D. fell into a wandering pit moving along a corridor, and died instantly. Crawlways inhabited by giant weasels were purged and a little treasure recovered. They avoided a mysterious fire temple, and found stairs up to Level 1. Finally, they came to a corridor with arrow slits and a metal door with a small peephole. A panel slid aside, and a pale, dishevelled creature (a morlock) asked about the party’s business. He finally acquiesced to letting them see their king after a bribe. However, instead of opening the door, a pit trap opened underfoot, dumping all in the corridor into a sub-level enclosure. Weirlord narrowly avoided getting killed, while Chort the torchbearer perished with a broken leg. Noises of angry, armed morlocks were approaching from behind a portcullis with long spears and flaming oil, and the only other way was a 20’ wide shaft down.’ Quickly rappelling down, they were again in the Level 3 catacombs. This was at least familiar territory. Backtracking to Level 1, resources were running low, and the company ended up bribing a group of randomly encountered bandits to serve as their escort to the surface. This expedition covered some ground on Level 2, but the pickings were very slim, a mere 305 gp.

On 29 November 2020 (almost exactly one year later!), we reconvened, this time virtually on Roll20. Önund the Mystical (Magic-User 2) and his heavy footmen Jörg and Tade were joined by Mime the Grumbler (Dwarf 1). Tycho the Ascetic (now a Cleric 3 of Law) came with Weirlord (Magic-User 2), who kept Rommel (heavy foot) and Ale the porter. Two new dungeoneers joined the gang: Seogarr (Fighting Man 1) and Astanir (Cleric 1 of Law), who brought the porter Willem and the bowman Marruk.

Travelling through a less trod path of the forest, the company came upon the statue of a bat holding a fist-sized crystal worth 4000 gp! Astanir instructed Willem to fetch the prize, but it soon turned out that the crystal, a cursed chunk of ice, would freeze its thief into an icy statue, and also melt into worthless water in turn.

A new section beyond the Torture Chamber...

Since the company was relatively weak, the expedition was conducted on Level 1. The company soon encountered a company of armoured adventurers, led by Ellominet the Benevolent. Parting on amicable terms, northern passages brought the party to a stone knight guarding an intersection, who demanded five rounds of single combat for passage. Mime the Grumbler rose to the challenge, and defeated the stone hero. To the north, a room complex with a teleporting chest puzzle yielded nice treasure, including a 5000 gp amulet! The company returned to the area close to the entrance. A crumbling wall in the Torture Chamber drew Mime’s attention, and this section proved to be of new construction! An entirely new part of the level was revealed, with meandering passages leading to dead end pits, and powerful quantum ogres that would appear if the party was backed into the corner. To his bad luck, the wounded Mime the Grumbler – this section’s discoverer – perished in one of the pit traps.

The ogres had decent gold, and the search also yielded an old bronze door leading to a mortuary with scattered treasure… but also 12 ghouls. Deciding to leave them be rather than risk a fight after a successful turn attempt, the door was instead spiked shut for a later expedition. The company now headed for the surface, where they soon made an unpleasant discovery: Jörg the heavy footman proved to be a thief looking for a good score, lifting a good deal of valuables from the resting company. Marruk the bowman also called it quits, retiring with his well-earned wages. And so the game stood for ten more months.

* * *

Jewels of the Gnoll King

On 17 September, 2021, we had a guest coming over from the States (Necromancer Games forums regular Kenmckinney, from way back in 2002!). After sightseeing and a lunch, we sat down for an impromptu game of OD&D with the gang.

The party descended into the dungeons of Morthimion, trying to lay siege to the ghoul mortuary. Ken got two second-level characters, Otto (Dwarf 2) and Wulfram (Cleric 2 of Fire, Lawful), with Sven the halberdier. Nubin (Dwarf 3) came all the way from a LBB-only Xyntillan game back in 2019, and he was accompanied by Brother Gaspard (Cleric 1 of Law), as well as a whole troop of four bowmen: Nock, Aim, Draw, and Shoot. Tycho the Ascetic (Cleric 3 of Law) and Weirlord (now a Magic-User 3) returned with more recruits: the halberdiers Bill and Hook. Brother Tivold, Cockroach of the Light (Cleric 3 of Chaos) came alone, for he was so mighty.

The company quickly returned to the Torture Chamber, and set out to construct an elaborate ghoul trap using spikes, rope, and lots of oil. However, as they were hammering the spikes into the wall, the noise attracted a band of ten gnolls, who attacked the party from the rear (in OD&D, these are not yet the later hyena-men, but gnome/troll hybrids – the Morthimion document refers to them as “tromes”). A furious melee developed, and the gnolls (sturdy 2 HD critters) put up a darn good fight, making all their morale rolls and fighting to the last. Sven, the halberdier, went down fighting in the melee.

The canonical OD&D gnoll

Now the gnolls were just a random encounter far from their lair, but I gave a 30% probability of them carrying a level one treasure (that's 100% of 1d6×100 silver pieces, 50% of 1d6×10 gold pieces, 5% each of gemstones or jewellery, and 5% of one magic item – trash loot, basically, because in OD&D, 100 gp is chump change).

So the gnolls had 300 sp among them... 10 gold pieces... but then I rolled that 5% for the jewellery, and they were carrying four of them! Jewels are completely random, and they are the most valuable treasure type, much much much more valuable than anything else that’s not a magic item, and small enough to transport easily. I rolled everything in the open, and got a 5000 gp necklace, a 10,000 gp crown, a pair of 1300 gp boots, and a 8000 gp sceptre! The characters had found the guard escorting the crown jewels of the Gnoll King! They basically immediately turned around and left the dungeon, because they could just jump a level each after dividing their 24,300 gp haul, even though it was among seven characters. Two henchmen, Shoot and Bill decided to cash out their wages and retire.

The second expedition was with a more powerful band: Otto, Wulfram and Brother Gaspard were now level 3, Nubin was a Level 4 Hero, and Brother Tivold became an Anti-Vicar. To round out the lineup, Trident the halberdier joined Weirlord, while two more halberdiers, Walther and Siegfried joined Otto. Draco (Fighting Man 2 with a Charisma of 3, a regular Quasimodo!) joined the company slightly later.

The trap was finished: three ropes fastened at ankle height over pools of oil, characters feigning escape to lure in the ghouls, and ready torchmen to set the oil puddles ablaze at the first opportunity. The followers were left to hang back, since this was solely a trick for the hardier PCs. The ghouls were ready to fight (they had heard all the hammering outside their lair), and rushed out more suddenly than expected. They were worn down and burned by the oil-and-rope traps, although characters were severely wounded, and Otto, Nubin, Brother Tivold, as well as Draco were paralysed (in OD&D, there is no time limit: I ruled it would last until the end of the expedition). The ghoul band was finally destroyed by turning them into a blazing pool of oil behind them, a dirty trick which was so clever I didn’t even grant a save vs. dragon breath. The mortuary was looted… 1200 gp and a shield +1… no! Examining one of the rotting tapestries on the wall, it was discovered that the back was also embroidered with a treasure map showing a lake in the wilderness, demarcated by forests, a road, and mountains. This would be Silver Lake, a body of water in the Domains which they had passed by numerous times!

With four characters suffering from paralysis, they again headed outside (this short session went without much in the way of exploring new territory)… to run into six very angry gnolls, apparently searching for the jewel thieves! This time, the gnolls were taken out with a sleep spell, except a sole survivor who turned and fled into the darkness, even carrying off a magic arrow Draw had shot at it.

The session ended with a brief wilderness trip to recover the treasure. Riding on horses, the company entered the forests… to immediately run into ten more gnolls, preparing an ambush! This time, Weirlord was ready, and used phantasmal forces to create the illusion of several more horsemen thundering behind them, and the gnolls failed their morale check, disappearing in the woods. The way to Silver Lake was clear, but where was the treasure? Tycho the Ascetic’s speak with animals spell used on 11 friendly giant toads just minding their business among the reeds (the result of a high reaction roll) pinpointed the exact location of one half of a submerged boat, carrying in its hold some 40,000 silver pieces. Thus ended the expedition for The Jewels of the Gnoll King and The Treasure of Silver Lake.

[Here ends the spoiler-free section]