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Published by Capn_Ragnar, 2024-02-14 01:16:06

Dragonslayer RPG

Dragonslayer RPG v1.0 (2024) - Minus some art, to comply with the file size limit.

Keywords: Dragonslayer,RPG,TTRPG,OSR,B/X

263 Examples of Play The following examples provide a reference point for common tasks, and how to adjudicate them, in DragonslayerTM and other classic fantasy role-playing games. This is not intended as an extensive list, but rather provides a series of examples and models for extrapolation across related gameplay situations. Secret Doors A group of six player characters are creeping through a dungeon crypt. The following scene ensues: Player 1: I open the door and shine my torchlight inside. MC: You see an empty 10x10 foot room. Player 2: Let’s go in. MC: You are now standing inside the room. Player 1: I’d like to check for secret doors along the northern wall. I’ll use the back of my handaxe and tap gently to see if there are hollow spots. MC: OK. That will take 10 minutes of game-time. Group: Let’s do it. MC: The Maze Controller rolls a 5 on d6 for a Random Monster. No monster appears. MC: You tap along the wall. Your axe taps solid several times, then taps hollow, and then solid again. Player 1: I think I found a secret door, everyone! OK, is there some sort of lever or latch? MC: No. Player 3: I’m going to search the wall to the right and left of the hollow spots. MC: That will take 10 minutes. Player 3: OK. MC: The Maze Controller rolls another Random Monster Roll. The result is a 6 and no monsters appear. MC: You notice a loose flagstone on the wall. Player 3: OK. Does it feel like I can pull it out of the wall? MC: It’s definitely loose. Player 3: Ok. I wiggle it out. MC: You wiggle the stone 3 or 4 inches from the wall. It’s attached to a metal rod. Player 3: Hmmm. A rod? Can I turn it? MC: Yes. Which direction? Player 3: Clockwise. MC: Is that what you want to do? Player 3: Yes, I’ll turn it clockwise. MC: You turn the stone clockwise one full turn. You hear the noise of stone grinding on stone, and metal gears turning. You see the outline of a door appear. The stone wall opens into a very dusty and cobwebbed hallway. Secret Door Debrief: This example is a basic interaction between the Maze Controller and a party of players in terms of finding and opening a secret door. No dice rolls were required to facilitate play. The important item is that the Maze Controller had a defined Mechanism of Activation. Both the secret door and the mechanism were teased apart and logically role-played at the table. Also note, this inexperienced group of players left themselves vulnerable at several points. First, they failed to look up when entering the room. Second, they failed to look up or down the hallway while in the room. They failed to close the door while in the room. They failed to post guards while the other players searched for secret doors. They also took no precautions in case the secret door was trapped or the floor was trapped just inside the hallway. Traps The same group of players continues down the dusty hallway beyond the secret door. At the end of the hallway is a chest covered in cobwebs. Player 1: OK thief. You’re up. Player 4: I’d like to use the 10 foot pole and prod the chest. MC: You prod the chest. It’s heavy. Dust and cobwebs are thrown up into the air.


264 Player 4: I’d like to get the torch and bring it closer. I want to inspect the chest lid in fine detail. Does it have a lock? MC: This will take 10 minutes of game-time. Do you want to proceed? The player agrees. MC: You bring the torch closer. Yes, it has a lock. The lid is embossed with a devil face. The chest is wood and heavily reinforced with iron. Player 4: I want to look closer at the face, but I do not want to touch the chest at all. MC: You look very closely at the devil face in good torchlight. Something seems unusual. It has an open mouth. Player 4: I want to look at the mouth but, again, I do not want to touch the chest. MC: You can see a small hollow tube at the back, inside the mouth. Player 4: Hmm. This chest seems trapped. It could be gas. I can try and pick the lock, or we can wait until we find a key. Trap Debrief: At this stage, Player 4 faces a difficult high-risk-or-high-reward choice. Through precise and detailed questioning of the Maze Controller, the player determined the presence of a trap. If disarming fails, the player character would be subject to poison gas (in this case a Save versus Death or die). Here again, they failed to ascertain if the secret door might close while in the hallway. They failed to brace the door. The party also failed to establish a defensive perimeter during the entire action. Magic Items The same band of murder hobos stalwart adventurers leaves the secret hallway and travels down a different corridor. They defeat a group of zombies: Player 1: We defeated the evil dead! Huzzah! MC: Huzzah, indeed. Player 1: I want to search their bodies for loot. MC: OK, that will take 10 minutes of game-time. Player 1: I’m here for the gold pieces! MC: Very well. The Maze Controller makes a Random Monster Roll. The result is a 3 and no monsters appear. MC: You search their disgusting, decayed bodies. One zombie had a pouch tied to its waist. Player 1: I open the pouch. MC: Inside you find 12 Gold Pieces and a small, clear, stoppered vial. Player 1: Has anyone ever encountered something like this before? Player 2: I’ve seen these tinctures created at my temple to heal the sick and the infirm. It could be magical. Should I cast Detect Magic? Player 1: Yes, let’s do it. Player 2: I cast Detect Magic on the vial. MC: Do you have Detect Magic memorized today? Player 2: Yes, I do. MC: OK. Recite your incantation, Cleric. Player 2: St. Ygg, Utor Magisum! MC: You call on the power of St. Ygg the Righteous and he answers your call. The vial begins to glow with a soft white radiance. Party: WooHoo! Player 2: I’d like to break the seal and take a tiny sip from the vial. MC: OK. You break the seal and take a sip. You notice that the wound the zombie inflicted on your arm heals slightly. You regain 1 hit point. Magic Item Debrief: In this example, the player used reasonable knowledge from his priestly training to guess at the possible effect from the vial. Casting Detect Magic for just one item is not an effective use of a spell, but inexperienced players should use their resources to best negotiate new situations until they become savvy to resource allocation and management in-game. Veteran players will wait until they possess more than one potential magic item to make best use of the spell.


265 Retainers Retainers are a type of non-player character (NPC) hired by player characters during an adventure. Retainers are found in taverns, local businesses, word-of-mouth, or by town-crier. A player character’s Charisma Ability Score determines the number of retainers s/he can hire and their morale. Retainers are not mindless slaves. A retainer will not knowingly endanger his or her life. If a PC repeatedly asks a retainer to risk their life, the Maze Controller must roll a Morale Check. Failure means the retainer refuses or flees. Treating retainers poorly will result in a poor reputation and make it harder to hire retainers in the future. There are four categories of retainers: Torch-Bearers and Porters, Men-at-Arms, Henchmen, and Specialists. Torch-Bearers and Porters are unskilled laborers. Menat-Arms are Level 0 Fighters, Henchmen are classed, and Specialists are non-combatants (such as an alchemist or sage). Type Rate of Pay Treasure? XP? TB/Porter 5sp/Day* No No Man-at-Arms 1gp/Day* No 1/2 Henchman N/A Full Full *Three day’s payment must be made in advance. Men-at-arms begin play at -1500 experience points. Upon reaching zero experience points they advance to a classed henchman and roll ability scores. Subject to the discretion of the Maze Controller, purchasing new weapons or armor for a man-at-arms or a henchman will increase their morale by +1. Maze Controllers should be aware of the economy of retainers in an adventuring locale. If too many retainers die in the employ of a specific adventuring party, and the supply thins, the cost will increase per retainer. Also, some retainers, through word of mouth, may demand danger pay in addition to their normal rate. Specialists include alchemists, animal trainers, blacksmiths, weaponsmiths, armorers, engineers, sages, spies, etc. The expertise of specialists is costly and varies from 400gp to 1,800gp (plus costs) for consultation and project delivery. NPC Spell-Casting Player characters may require NPC spell-casting at a temple or mage tower over the course of their campaign. The Maze Controller determines which spells may, or may not, be available in a given locale subject to NPC caster level. The cost of spells is also subject to the discretion of the Maze Controller. Use the following table as a guide for approximate costs: Spell Level Cost Level 1 300gp Level 2 600gp Level 3 900gp Level 4 2,000gp Level 5 3,000gp Level 6 5,000gp Level 7 10,000gp Level 8 15,000gp Level 9 20,000gp


266 Adventure Design This section provides two different approaches to dungeon design. The first, presented here, is a traditional approach. It requires an experienced Maze Controller comfortable with randomness and the overall design process. The second, on pages 268-277, is a dungeon generator for the less experienced. A generator is a custom dungeon creation tool that incorporates randomness within a bounded and systematic process. Both examples are intended to create small dungeons (10-12 rooms) but could be easily expanded as desired. The Maze Controller never shows his/her map to players. The Hamlet Adventurers need a base of operations. The Maze Controller should create a small town, hamlet, or village within a half-day’s march from the dungeon’s location. The hamlet is a place where the party can, if needed, retreat, rearm, and resupply, before heading off to their first total party kill fun adventure. For this purpose, the hamlet includes an inn, a blacksmith, a small temple to a lawful god/dess, and anything else the Maze Controller deems appropriate. Write a few sentences about these locations on the back of your outline or scrap paper. Embellish the details and be creative. Be prepared to bring this location to life for the players. Dungeon Design There are normally three basic ways to construct your own dungeon scenarios: Random, Semi-Random, and Themed. If you are new to the dungeon design process, use the random procedure laid out below. Later, when you are more familiar with the game, you can customize your dungeons with a semi-random or themed approach. The Maze Controller begins with a piece of graph paper or a blank one-page dungeon sheet. Draw the map of the dungeon. As a starter, aim for 10-12 total rooms. Each square on the graph paper represents a 10x10x10 foot square. Construct the map to offer meaningful choices, rather than a circular dungeon or a series of straight lines. After the completion of the map, the Maze Controller must number each of the rooms beginning with the entranceway into the dungeon and then stock each room using the table below: 1d6 Random Dungeon Stocking Table 1-2 Empty 3-4 Monster 5 Trap 6 Unique Empty: An empty room can literally be completely empty, or almost empty, or suggest its use by the dungeon’s denizens. Consider the layout of the dungeon. How do the current occupants of the dungeon use this room? If so, for what purpose? If the dungeon has a particular backstory or history, how did the previous inhabitants use the room? Use your imagination. Monster: For each monster result roll 1d20 on the Random Dungeon Wandering Monster Table: Level 1-3. You must read the monster entry and consult the “No. Enc:” (or number encountered) to determine the number of monsters that appear in each location. Roll the appropriate dice to determine total monsters. The Maze Controller must do three more things: A. Determine Hit Points: In the monster listing look up the number of Hit Dice. This number indicates the number of 1d8 Hit Points a monster possesses. Roll the appropriate number of d8s equal to the Hit Dice of the monster(s). Do this for each individual monster and record your results. Use the following abbreviated stat block to summarize the monster: Goblin AL: CE, AC: 6, HD: 1-1, HP: 3, #AT: 1, DMG: Shortsword (1d6). B. Determine Treasure: You need to consult the Treasure Type to determine if the monsters possess or guard any treasure. Once you have the Treasure Type from the monster entry, consult the Treasure Table. Follow the instructions on the Treasure Table by Treasure Type and roll from left to right across the table and record your results for each individual or lair as required. 3. Determine Why: Finally, you must determine what the monsters are doing there. If the monsters are humanoids (goblins, kobolds, orcs, morlocks, etc) they may have posted a guard at the door. Perhaps the guard fell asleep? Perhaps they set a trap? Do they have a fire, or can they see in the dark? If monstrous humanoids are attacked, and several of their number are killed, you need to determine if they will flee or parley (trade info or treasure) for their lives (you may have to do the same!). To see if monsters flee at some point in a battle you need to check their morale.


267 Remember that different types of monsters react differently. If the monsters are mindless undead (skeletons, zombies) they do not check morale and will fight to the end. If the monster is a stirge, giant killer bee, or a green slime, they might attack from above. Make your players play the game in three dimensions. If the party makes too much noise the monsters may hear and ambush them. Trap: For traps, review the options listed earlier (p.261). Roll randomly or choose the trap option that best suits the location. The Maze Controller must outline how the trap is set and the exact Mechanism for Activation. If PCs actively search for traps they will be more likely to find it, and, if the PCs find a trap they must discern how to disarm it. Reward ingenious and creative players that puzzle out ways to find and disarm traps. Feel free to create new and interesting traps. Traps need not be lethal. For example, a loud trap is enough to provoke a roll for random monsters. Be creative. Unique: If a roll indicates a unique room or encounter, the Maze Controller needs to create an interesting result. Unique rooms should “stand out” from other areas. There may be a special statue or statues in a room, a riddle that opens a secret area, a magical pool with random effects for those who drink from it, the laboratory of an evil wizard filled with experiments gone awry, a throne room, the possibilities are endless. Unique rooms are signature pieces of the Maze Controller’s style and creativity. Reading fantasy fiction, or watching fantasy movies, can be a bridge to the creation of unique rooms. Remember Balin’s tomb in Moria or Shelob’s lair from J.R.R. Tolkien’s Lord of the Rings? These rooms should be memorable, interesting, and challenging. Unique rooms do not exclude the presence of treasure or monsters, rather they are just not the central focus. Other examples might include mysterious altars, statue(s), levers, a puzzle, a strange obelisk, etc. Each area must be outlined and explained. Use your creativity with these locations, while allowing the PCs a reasonable chance of success (while perhaps hinting at the solution). Once the dungeon is stocked, the Maze Controller needs to stand back from the detail and consider the location in its entirety. Every dungeon needs a brief backstory that “makes sense” vis a vis the random results. Consider questions like: Who first built and abandoned this location? What was its original purpose? Why is it filled with ferocious monsters? Are the intelligent monsters antagonistic to each other? Are the dungeon denizens aware of certain deadly traps and other lethal locations? Also, players will ask questions you may not have considered: 1) What does this dungeon look like? Smell like? Feel like? 2) Is there anything on the walls? 3) What do the players see when they look up? Is the ceiling vaulted? How high is it? 4) Are there signs of recent activity? If so, what are they? Dungeon Map Features and Symbols


1 2 3 4 5 6 7 8 268 Dungeon Generator The generator provided below is intended both as a basic model of dungeon design and also for Maze Controllers new to the process. Maze Controllers follow each step methodically and systematically. In some instances, the main tables include subtables that must be consulted. The Maze Controller records each step on the Dungeon Generator Worksheet. At several points, the generator requires the agency of the Maze Controller to interpret and thematically connect the results, particularly at the end. Be sure to have a pencil, a piece of scrap paper, a copy of the worksheet, and a full set of polyhedral dice when you begin. Remember, each square on graph paper represents a 10x10x10 foot space. Step 1: Generate Dungeon Geomorphs Step 1 includes three stages: A: Roll 1d12 to determine the total number rooms in the dungeon. Make a numbered list on scrap paper. B: The entrance is the first room in the dungeon. Roll 1d8 once on Table 1: Dungeon Entrance Geomorph to determine the shape of the entrance room and record your result on your numbered list. C: Next determine the shape of the rest of your dungeon rooms. For each additional room after the entrance, roll 1d8 on Table 2: Dungeon Room Geomorphs. Record the results in order after the entrance room. Once the Maze Controller determines the total number of rooms and their shape, s/he then draws each room on the worksheet graph paper. Rotate the room geomorphs as desired. After all the rooms are mapped and numbered on the graph paper, the Maze Controller must draw hallways to join the rooms together. For the purpose of the generator, use 10 foot wide hallways. Maze Controllers should include as many intersections as possible to provide meaningful choices for players. At the end of the generator, the Maze Controller may insert a secret door or two (and adjoining passages) where practicable and appropriate to the results and themes of the generator. The Maze Controller may also include interesting features to the map as desired (see Dungeon Map Features and Symbols on the preceding page). Table 1: Dungeon Entrance Geomorphs (Rotate as Desired)


1 2 3 4 5 6 7 8 269 Step 2: Determine Dungeon Condition Not all dungeons are dry. Roll this table to determine condition and check the appropriate worksheet box: 1d6 Table 2: Dungeon Condition 1-4 Dry 5 Flooded Ankle-Deep 6 Flooded Knee-Deep Step 3: Dungeon Door Type Roll the door type for each room and record your result on the worksheet. 1d6 Table 3: Dungeon Door Type 1-4 Wood 5 Bronze 6 Stone Step 3A: Dungeon Door Status Note the status of each door on the worksheet beside door type. 1d6 Table 3A: Dungeon Door Status 1-3 Closed 4 Locked 5 Ajar 6 Sealed* *Sealed with wax if stone (or rope knot with seal if bronze). See the rules on doors earlier in this rulebook. Table 2: Dungeon Room Geomorphs (Rotate as Desired)


270 Table 5: Dungeon Room Unique Features 1d12 Unique Features Unique Feature Details 1 Statue 1d6: (1-2) Broken, (3-4) Evil God/dess, (5-6) Ancient Hero.* 2 Sarcophagus 1d6: (1-2) Skeletal Remains, (3-4) Skeleton, (5-6) Zombie.** 3 Altar 1d6: (1-2) Recent Sacrifice, (3-4) Death God, (5-6) Unknown Deity. 4 Burial Alcoves (2d20) 1 on d8 chance of a (1d3): (1) Random Gem, (2) Jewelry, (3) or Coin. 5 Fresco or Bas Relief 1d6: (1-2) Ancient Battle, (3-4) Ritual Sacrifice, (5-6) Ancient Lore. 6 Tapestry 1d6: (1-2) Rotted, (3-5) Valuable (25gp), (6) Historical 1d4x100gp. 7 Throne (Aligned) 1d6: (1-2) LG (1–2), (3-4) N, (5-6) CE. Sit in throne, make next save. 8 Dark Pool(s) (1d2) 1d3: (1) Harms 1d4+1HPs, (2) Heals 1d4+1HPs, (3) Poison (Save or Die). 9 Clay Pots 1d6: (1-2) Skulls, (3-4) Rotted Grain, (5-6) Coin. 10 Pillars with Gemstones 1d2+2 Gems worth 1d4x100gp (1 Turn/Gem to Pry). 11 Secret Door Secret door connects to nearby room. Draw doors and hallways on map. 12 Partially Collapsed 1–2 on d6 chance per turn of further collapse (2d6 damage). *Roll 1d6 for Hero Weapon: Sword (1–2), Mace (3–4), Bow (5–6). There is a 10% chance weapon is magical (+1). **Substitute the monsters noted here as necessary for campaign theme/Average PC level. Step 4: Determine Room Contents Roll 1d12 for each room of the dungeon and record your result on scrap paper or check the boxes on the worksheet. If you roll an 11, proceed to Step 5, if not, proceed to Step 6: 1d12 Table 4: Dungeon Room Contents 1 Empty 2 Empty with Treasure 3 Empty with Trap 4 Empty with Trap 5 Empty with Treasure and Trap 6 Empty with Treasure and Trap 7 Monster with Treasure and Trap 8 Monster 9 Monster with Treasure 10 Monster with Treasure 11 Unique Feature: Roll on Step 5 12 Maze Controller’s Choice Step 5: Dungeon Room Unique Features If you rolled an 11 on Step 4, Roll Table: 5 Dungeon Room Unique Features (below) and record your result on the worksheet. Step 6: Determine Monsters (if applicable) For each Dungeon Room Contents that included a monster, the Maze Controller rolls Table 6: Monsters. The monsters on the facing page are grouped roughly according to player character level and monster hit dice. A beginner Maze Controller should select Levels 1-3. More experienced referees may choose the appropriate column for his/her campaign by level or randomly determine the monsters present. For the latter case, roll 1d6: (1–2) Levels 1–3, (3–4) Levels 4–6, or (5–6) Levels 7–10. The Maze Controller can modify the list to accommodate low-level or high-level adventuring, as required.


271 Table 6: Monsters 1d20 Levels 1-3 Levels 4-6 Levels 7-9 1 Ghoul (1d2) Blink Dog (1d6) Amber Golem (1d2) 2 Giant Ant (1d4) Brigand (HD3) Basilisk (1) 3 Giant Centipede (1d4) Carrion Scavenger (1) Black Pudding (1) 4 Giant Crab Spider (1d4) Gargoyle (1d4) Bone Golem (1d2) 5 Giant Fire Beetle (1d4) Ghast (1d4) Elemental (1d2) 6 Giant Fly (1d4) Ghoul (1d3) Ghost (1) 7 Giant Poisonous Frog (1d3) Giant Ants (1d6+4) Ghost (1) 8 Giant Rat (1d10) Giant Black Widow Spider (2) Giant Stag Beetle (1d4) 9 Giant Scorpion (1) Giant Boring Beetle (1d4) Groaning Spirit (1) 10 Goblin (1d8) Giant Carnivorous Beetle (1d2) Guardian Naga (1) 11 Gray Ooze (1) Giant Draco Lizard (1d2) Hydra (HD8) 12 Green Slime (1) Giant Poisonous Toad (1d3) Iron Golem (1) 13 Rot Grubs (1d6) Mimic (HD5) Manticore (1d2) 14 Shadow (1d4) Mummy (1d4) Ochre Jelly (1d2) 15 Skeleton (1d8) Owlbear (1d3) Ogre (1d6) 16 Stirge (1d6) Rust Monster (1d3) Shambling Mound (1d3) 17 Wood Golem (1d2) Statue: Iron or Stone (1d6) Stone Golem (1) 18 Yellow Mold (1) Wight (1d2) Troll (1d6) 19 Zombie (1d4) Wraith (1d2) Vampire (1) 20 Roll on Levels 4–6 Roll on Levels 7–10 Eye of Tyranny (1d2) Step 7: Determine Treasure: For each Dungeon Room Contents that included treasure, the Maze Controller begins by rolling Table 7A: Treasure Type. The treasures presented here are intended to add variety. In this dungeon generator they are used in place of treasure types listed in the monster entries. There are three steps to this process: A. Determine the Treasure Type. B. Determine the Treasure Value in gold pieces (gp). C. Determine if any treasures are of Exceptional Value. If exceptional, add the amount indicated on the appropriate subtable below and include the treasure description, if applicable, on the worksheet. If treasures are present, roll 1d20 on Table 7A to determine type. 1d20 Table 7A: Treasure Type 1-3 Amphora 4-6 Goblet 7-10 Jewelry 11-13 Coin* 14-16 Gem 17-18 Ancient Scroll or Manuscript 19-20 Random Magic Item (see Magic Section) *If coin, roll 1d20: Copper (1–5), Electrum (6–10), Silver (11–14), Gold (15–18), or Platinum Pieces (19–20). When determining the value, use the coin type rolled instead of gp value on Table 7B. Half all Platinum Piece results.


272 After determining treasure type, determine treasure value by rolling 1d12 or under the appropriate column to correspond to dungeon level: Table 7B: Treasure Value 1d12 Levels 1-3 Levels 4-6 Levels 7-9 1 50gp 550gp 1,050gp 2-3 100gp 600gp 1,400gp 4-6 200gp 700gp 1,800gp 7-9 300gp 800gp 2,200gp 10-11 400gp 900gp 2,600gp 12 500gp 1,000gp 3,000gp For each treasure roll 1d8. A roll of 1 indicates a treasure of exceptional value. Consult the appropriate exceptional value sub-table below to determine the final treasure value. 1d6 Amphora Type (Exceptional Value) 1-2 Decorative (+300gp) 3-4 Ornate (+400gp) 5-6 Commemorative (+500gp) 1d8 Goblet Type (Exceptional Value) 1-3 Wrought Silver (+300gp) 4-6 Wrought Gold (+400gp) 7 Wrought Silver with Gems (+800gp) 8 Wrought Gold with Gems (+1,000gp) 1d10 Jewelry Type* 1 Bracelet 2 Broach 3 Circlet 4 Earring 5 Necklace 6 Ring 7 Bracers 8 Cloak Clasp 9 Belt Buckle 10 Scabbard (inlaid with) *After Jewelry Type, roll Jewelry Description. If Exceptional, add the result to total value. 1d10 Jewelry Description (Exceptional Value) 1 Ivory (+100gp) 2 Jade (+200gp) 3 Coral (+300gp) 4 Silver (+400gp) 5 Electrum (+450gp) 6 Gold (+500gp) 7 Platinum (+600gp) 8 Silver with Gems (+800gp) 9 Gold with Gems (+1,000gp) 10 Platinum with Gems (+1,200gp) 1d20 Coin Type (Exceptional Value) 1-5 Copper (+1,000cp) 6-10 Silver (+800sp) 11-14 Electrum (+600ep) 15-18 Gold (+400gp) 19-20 Platinum (+50pp) 1d12 Gem Type (Exceptional Value) 1 Azurite (+50gp) 2 Lapis Lazuli (+75gp) 3 Tiger Eye (+100gp) 4 Bloodstone (+100gp) 5 Moonstone (+200gp) 6 Sardonyx (+300gp) 7 Amethyst (+300gp) 8 Aquamarine (+400gp) 9 Pearl (+500gp) 10 Black Sapphire (+500gp) 11 Emerald (+800gp) 12 Diamond (+1,000gp)


273 1d10 Scrolls (Exceptional Value) 1 Ancient Star Charts (+50gp) 2 Personal Papers (+100gp) 3 Holy Writs (+150gp) 4 Sheet Music (+200gp) 5 Bestiary (+300gp) 6 Love Letter from Ancient Hero (+350gp) 7 Map with Secret Entrance (+400gp) 8 Potion Formula (+500gp) 9 Cleric Scroll: 1d4 Level 1 Spells - 10 MU Scroll: 1d4 Level 1 Spells - Step 8: Determine Traps For each Dungeon Room Contents that included a trap, the Maze Controller rolls Table 8: Trap Type and then consults the appropriate subtable. 1d6 Table 8: Trap Type 1 Pit 2 Melee 3 Missile 4 Gas 5 Magical 6 Curse 1d8 Pit Trap 1-4 10 Feet Deep (1d6 points of damage) 5-6 10 Feet Deep with Spikes (1d6 damage + 1d6 for spikes) 7 20 Feet Deep with Spikes and Locks Shut (2d6 damage + 1d6 for spikes) 8 20 Feet Deep with Spikes and Yellow Mold (2d6 damage +1d6 for spikes) 1d4 Melee Trap* 1 Pendulum Blade (1d6 damage)) 2 Floor Spears (1d6 damage) 3 Swinging Ball (1d6 points of damage) 4 Scything Blade (1d6 points of damage) *Dexterity Check for half. Increase by 1d6/party level 1d4 Missile Trap 1 Poison Darts (1d6 damage. Save (Death) or die). 2 Crossbow Bolt (1d6 points of damage). 3 Poison Arrow (1d6 damage. Save (Death) or additional 1d4). 4 Poison Needles (1d3 damage. Save (Death) or die). *Melee and Ranged attack(s) roll made at same HD as the player character(s). 1d4 Gas Trap 1 Poison Gas (1d3 damage/round. Lasts for 1d6 rounds. Save (Death) for half) 2 Paralytic Gas (Save versus Stone. Lasts for 1 turn. Roll for random monsters) 3 Sleeping Gas (Save versus Death. Lasts for 1 turn. Roll for random monsters) 4 Laughing Gas (Save versus Death. Lasts for 1 turn. Roll for random monsters) 1d4 Magical Trap 1 Explosive Runes (See Magic-User spell) 2 Glyph of Warding (See Cleric spell, Fire: 16 points of damage. Save for half) 3 Polymorph (PC polymorphed into 1: Goat, 2: Frog, 3: Snake, or 4: Donkey) 4 Wall of Stone covers crypt entrance/exit 1d4 Curse Trap 1 Blindness (PC is blinded until a Remove Curse is cast) 2 Feeblemind (PC is feebleminded until Dispel Magic and Remove Curse are cast) 3 Insanity (PC turns insane until a Remove Curse is cast) 4 Mummy Rot (PC infected with Mummy Rot until Remove Curse is cast) Masterful Mazes Once the generator is complete, the Maze Controller must stand back from the results and consider them thematically. In order to create a masterful maze, ask questions like: What do the results have in common? What themes do they suggest? Do the themes indicate how the dungeon was used in the past? Is it an ancient temple? A brigand hideout? An abandoned mine? The only limit is your imagination.


Dungeon Name: Condition: Dry Flooded (Ankle Deep) Flooded (Knee Deep) 274 Room 1 Dragonslayer Dungeon Generator Worksheet Room 2 Room 3 Room 4 Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap:


Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: 275 Room 6 Room 7 Room 8 Room 9 Room 5 Room 12 Room 11 Room 10 Notes: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap:


Dungeon Name: The Black Maze (Levels 1-3) Condition: x Dry Flooded (Ankle Deep) Flooded (Knee Deep) x x x x x x x x x 276 Room 1 Dragonslayer Dungeon Generator Worksheet Room 2 Room 3 Room 4 Door: Wood (Closed) Unique: Monster: Treasure: In a rubble pile in the center of the room is a Gold Bracelet (200gp) Trap: Door: Stone (Sealed with Wax) Unique: Monster: Treasure: A stone sarcophagus in the center holds a skeleton with a Large Exceptional Lapis Lazuli (400gp) Trap: Door: Wood (Locked) Unique: A statue of Nergal, the God of the Dead stands in the center of this room. Monster: Treasure: 1d20 silver pieces are scattered at the statue base along with melted black candles and bones. Trap: Door: Wood (Closed) Unique: Monster: Shadows (3). The bodies of two priests dead at base of stairs. Three skeletons in the NE corner. Treasure: They both have Cleric Fast Packs. One has a Cleric Scroll: Cure Light Wounds and Light Trap:


x x x x x x x x x 277 Room 6 Room 7 Room 8 Room 9 Room 5 Room 12 Room 11 Room 10 Notes: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: Unique: Monster: Treasure: Trap: Door: (Wood (Ajar). This room appears empty. Under a loose floorstone is a key (Room 4). Unique: Monster: Treasure: Trap: Door: (Wood (Sealed) Unique: Monster: Wood Golem (2). The golems, shaped like the Nergal Statue, activate if Room 8 is breached. Treasure: Trap: Door: Wood (Ajar) Unique: Monster: Gray Ooze (1). The creature oozed its way into the room from a crack. It hangs on the ceiling. Treasure: A scattering of 1d20gp and metal dust rests on the floor in the center of the room. Trap: Door: Bronze (Rope Knot and Seal) Unique: Throne Aligned to St. Ygg. The Nergal cult sealed this room away for all eternity. Monster: Treasure: The first LG player character to sit in the throne is Blessed for one day. Trap: Breaching the door will activate the golems in Room 6 to investigate. Door: Wood (Locked) Unique: Monster: Treasure: Hidden under a floorstone (5 feet deep) is a Bag with 1d4 Random Gemstones. Trap: A Pendulum Blade (1d6 dmg, Dex Check for half damage) hangs above the door. Tripwire Activated. The Black Maze provides an example of a starter dungeon. The random results, alongside a little creativity, suggested the basic theme. In this example, the player characters are called to investigate the disappearance of Brother Maynard and Brother Bailian (found dead in Room 1) near an old abandoned temple to Nergal the Death God. Let the adventure begin! N/A N/A N/A


278 Dungeon Wandering Monster Table I Levels 1-5 Dungeon Wandering Monster Table (Level/Hit Dice) 1d20 Level 1 Level 2 Level 3 Level 4-5 1 Brigand Crocodile Animate Statue (Crystal) Animate Statue (Iron) 2 Bullywug Giant Ant Ankheg Animate Statue (Stone) 3 Gas Spore Giant Crab Brigand (HD: 3) Blink Dog 4 Giant Bat Giant Crab Spider Bugbear Doppelganger 5 Giant Bee Giant Fly Carrion Scavenger Gargoyle 6 Giant Centipede Giant Frog (HD: 2) Gelatinous Cube Gelatinous Cube 7 Giant Fire Beetle Giant Scorpion Ghoul Ghast 8 Giant Leech (HD: 1) Giant Spitting Beetle Giant Black Widow Spider Giant Boring Beetle 9 Giant Poisonous Frog Giant Tick (HD: 2) Giant Carnivorous Beetle Giant Draco Lizard 10 Giant Rat Giant Toad Giant Gecko Lizard Giant Earthworm 11 Goblin Gnoll Giant Poisonous Toad Giant Rattlesnake 12 Hobgoblin Golem (Wood) Giant Wasp Giant Tarantula Spider 13 Kobold Insect Swarm (HD: 2) Gray Ooze Hell Hound (HD: 4) 14 Lizardman Piercer (HD: 2) Insect Swarm (HD: 3) Mimic (HD: 5) 15 Morlock Pit Viper Orc (Black) Mummy 16 Normal Bats Shadow Shrieker Ochre Jelly 17 Orc Troglodyte Violet Fungi Ogre 18 Rot Grub Wolf Warthog Owlbear 19 Skeleton Yellow Mold Wererat Rust Monster 20 Stirge Zombie Wight Wraith


279 Dungeon Wandering Monster Table II Levels 6-12 Dungeon Wandering Monster Table (Level/Hit Dice) 1d20 Level 6-7 Level 8-9 Level 10-12 1 Babau Demon Air Elemental Amber Golem 2 Basilisk Balor Demon Black Pudding 3 Cave Bear Bone Devil Cloud Giant 4 Drow (HD: 7) Bone Golem Efreeti 5 Duergar (HD: 5) Earth Elemental Eye of Tyranny 6 Giant Stag Beetle Fire Elemental Fire Giant 7 Giant Tuatara Lizard Flesh Golem Frost Giant 8 Groaning Spirit Gorgon Ghost 9 Manticore Hezrou Demon Giant Rhinoceros Beetle 10 Marilith Demon Hill Giant Giant Snapping Turtle 11 Medusa Hydra (HD: 8) Glabrezu Demon 12 Minotaur Invisible Stalker Guardian Naga 13 Nightmare Mudhorn Ice Devil 14 Otyugh (HD: 6) Night Hag Lich (HD: 11) 15 Phantom Stalker Sabre-Toothed Tiger Lurker Above 16 Phase Panther Sasquatch Nalfeshnee Demon 17 Spectre Shambling Mound (HD: 8) Roper (HD: 10) 18 Troll Stone Giant Sphinx 19 Water Naga Vrock Demon Trapper Keeper 20 Winter Wolf Water Elemental White Dragon


280 Wilderness Survival DragonslayerTM, like most classic fantasy role-playing games, may include outdoor travel from town to a dungeon location. The game does not require outdoor hex crawling but the following provides a set of basic instructions for creating a random hex map and hexcrawling procedure. The Maze Controller keeps his/ her map secret from the players. Players must create their own map based on the description and compass directions provided by the Maze Controller. Wilderness Hex Maps In order to create a fantasy hex map, the Maze Controller will require hex map paper, a pencil, and polyhedral dice. Hex maps vary in size and scale. Most regional hex maps will be 5 miles in width (note that the Maze Controller can also create small local hex maps for swamps or forests of any size. A scale of 300 feet for small local maps works well). To create a hex map the Maze Controller must create a list of hex types. The following provides an example: 1d6 Hex Type 1 Grassland 2 Hill (1/2 Movement Rate) 3 Mountain (1/4 Movement Rate) 4 Forest (1/2 Movement Rate) 5 Swamp (1/4 Movement Rate) 6 Maze Controller’s Choice The Maze Controller then numbers each hex and rolls 1d6 to determine the terrain across the entire map. The Maze Controller choses where to locate the village or town the player characters will use as their base of operations and the location of the dungeon. The MC also determines the location of any lakes, rivers, or roads to suit the random geography of the map. Player Characters can march about 18 miles in an 8-10 hour per day. Using a 5 mile hex map scale, 18 miles equates to 3.5 hexes. Maze Controllers should keep this in mind when they position dungeon locations. For beginner play, locate the first dungeon one hex away from the base of operations. This will allow players to travel to the location in about three hours, explore a dungeon, and return to town before dark. Wilderness Hex Map Blank


281 Wilderness Hex Map Example Using the process outlined on the preceding page, each hex was rolled individually starting with Hex 0000 and ending with 0404. Each hex was then labelled (use either a word or a symbol for the terrain type). Each hex represents 5 miles. The Maze Controller placed the village of Darmore in Hex 0203 and the Goblin Caves in Hex 0402. The distance between the village and the caves is approximately 10 miles (or 3-4 hours of marching on foot). This will allow a relatively weak party of Level 1 player characters to travel, explore, and return, in the span of a day. Again, like dungeon maps, the Maze Controller never shows his/her map to the players. The players must draw their own maps based on the Maze Controller’s descriptions. Random Hex Encounters The Maze Controller then rolls 1d6 to populate each of the random hexes in advance of play: 1d6 Random Hex Encounters 1-3 Empty 4-5 Random Wilderness Monster 6 Random Wilderness Unique Similar to the entries for dungeon design, the Maze Controller can craft random tables for monsters and unique hexes subject to the level of the player characters and the themes of the campaign. The tables provides below provide a starter for beginners: 1d8 Random Wilderness Monster 1 Skeleton (1d6) 2 Zombie (1d4) 3 Giant Fly (1d6) 4 Giant Ant (1d6) 5 Orc (1d8) 6 Giant Bee (1d8) 7 Giant Spitting Beetle (1d4) 8 Brigands (2d4) 1d8 Random Wilderness Unique* 1 Mysterious Obelisk 2 Recent Camp Site 3 Slain Mastodon 4 White Stone Ruins of Ancient Civilization 5 Recent Grave with 1d4 Random Gems 6 Rain Storm (Slows Movement by 1/2) 7 Hail Storm (Cover or 1d4HP damage) 8 Manticore (Roars, Seen in Distance) *The Maze Controller can detail the Random Unique Results as desired. They can either be singular occurrences or themed as part of a larger adventure. Lost in the Wilderness If players do not have a road or trail, and cannot follow the sun, or encounter thick fog, they may get lost. In this example, the Maze Controller must keep his or her own map with the PCs actual location, while communicating where the PCs think they are on their map. If player characters lose their way due to fog or other conditions, roll 1d8 and choose a random compass direction (N, NE, E, SE, S, SW, W, NW). The PCs may believe they are heading North, when (after rolling 1d8) the Maze Controller determines they are moving East. This continues with each hex until the weather changes or the player character can determine their bearing by the sun. This style of play encourages resource allocation and gives the game verisimilitude and an evolving character.


282 Wilderness Wandering Monster Table I Level 1-5 Wilderness Wandering Monster Table (Level/Hit Dice) 1d20 Level 1 Level 2 Level 3 Level 4-5 1 Baboon Chimpanzee Ankheg Blink Dog 2 Brigand (HD: 1) Crocodile Axe Beak Centaur 3 Brownie Dryad Brigand (HD: 3) Dire Wolf 4 Bullywug Giant Crab Bugbear Doppelganger 5 Giant Ant Giant Exploding Ant Doppelganger Ghast 6 Giant Bee Giant Fly Ghoul Giant Boring Beetle 7 Giant Ferret Giant Frog (HD: 2) Giant Badger Giant Draco Lizard 8 Giant Leech (HD: 1) Giant Leech (HD: 2) Giant Black Widow Spider Giant Eagle 9 Giant Poisonous Frog Giant Scorpion Giant Carnivorous Beetle Giant Earthworm 10 Giant Spitting Beetle Giant Toad Giant Hawk Giant Rattlesnake 11 Goblin Gnoll Giant Owl Giant Tarantula Spider 12 Insect Swarm (HD: 2) Hobgoblin Giant Poisonous Toad Giant Weasel 13 Jackal Hyena Giant Wasp Giant Wolverine 14 Kobold Neanderthal Harpy Gorilla 15 Leprechaun Nymph Hippogriff Hell Hound (HD: 4) 16 Lizardman Pit Viper Mountain Lion Ochre Jelly 17 Orc Pixie Orc (Black) Ogre 18 Skeleton Pterodactyl Warthog Owlbear 19 Wolf Sprite Wight Rust Monster 20 Zombie Wolf Wild Boar Wraith


283 Wilderness Wandering Monster Table II Levels 6-12 Wilderness Wandering Monster Table (Level/Hit Dice) 1d20 Level 6-7 Level 8-9 Level 10-12 1 Basilisk Air Elemental Black Pudding 2 Bear (Cave) Bulette Cloud Giant 3 Cockatrice Chimera Cloud Giant 4 Giant Boar Earth Elemental Cyclops 5 Giant Boring Beetle Fire Elemental Efreeti 6 Giant Horned Lizard Giant Stag Beetle Ettin 7 Giant Python Gorgon Eye of Tyranny 8 Giant Stag Beetle Griffon Fire Giant 9 Giant Tuatara Lizard Hill Giant Frost Giant 10 Grizzly Bear Hydra (HD: 8) Giant Rhinoceros Beetle 11 Groaning Spirit Invisible Stalker Giant Snapping Turtle 12 Manticore Mudhorn Green Dragon 13 Medusa Night Hag Lich (HD: 12) 14 Nightmare Sabre-Toothed Tiger Sphinx 15 Ogre Mage Sasquatch Stegosaurus 16 Phantom Stalker Shambling Mound (HD: 8) Succubus 17 Phase Panther Stone Giant Titan 18 Spectre Treant Tyrannosaurus Rex 19 Troll Water Elemental Triceratops 20 Winter Wolf Wyvern White Dragon


284 Experience Points The Maze Controller awards experience points at the end of the each game session. Each player character that survives receives an equal share of experience and gold pieces recovered. This is done in two steps. First, the Maze Controller tallies the experience point value for all slain monsters during the session and divides the sum by the number of surviving player characters (and retainers, if applicable). Second, the players record and tally the gold piece value (this may require coinage conversion) for all looted treasure during the session and divides the sum by the total number of surviving player characters and retainers (this number is also the total amount of treasure in Gold Pieces each PC/retainer receives). The monster experience point value per character is then added to the treasure experience per character to determine the total experience point value for the session. PCs then add their experience point bonus, if applicable. Porters and torch-bearers do not receive experience points. Zero-level men-at-arms receive a half share of experience and classed henchmen receive a full share of experience and treasure. Funeral Pyres If the body of a slain hireling, man-at-arms, henchman, or fellow player character is recovered, it may be burned on a funeral pyre. PCs may offer up to 50gp per hireling/man-at-arms or 100gp/level of the fallen henchman or PC in coins or treasure, and earn an equivalent amount of experience points (plus bonus). Monster Experience Points To determine a new or custom monster’s experience point value, begin with the Hit Dice and Base XP number on the table below. Then add Bonus experience points per additional special ability. For example, if a monster has four special abilities, sum the Bonus XP Per Ability number four times and add to the Base XP number to determine the total experience point value of the monster. A special ability might include, but is not limited to, special or multiple attacks, special defenses, spell-casting ability, etc. Monster Experience Points (XP) Hit Dice Base XP Bonus XP Per Ability Under 1 6 1 1 11 3 1+ 16 6 2 21 9 2+ 36 12 3 51 15 3+ 66 35 4 81 55 4+ 141 75 5 201 150 5+ 261 200 6 321 250 6+ 381 300 7 441 350 7+ 501 400 8 561 500 8+ 621 600 9-10+ 1001 700 11-12+ 1201 800 13-16+ 1501 900 17-20+ 2,251 1,000 21+ 3,001 2,000 *For monsters of HD: 22+ add an additional 300 experience points to both Base XP and Bonus XP.


285 Dragonslayer Appendices TM


286 Dragonslayer FAQ Should I write an in-depth backstory for my character? Heck no! There isn’t much point in writing a paragraph backstory when most first level characters can be killed with the swing of a sword. Instead, write a single sentence. Give your character a key physical characteristic and perhaps a catchphrase. That’s more than enough for the Maze Controller, and the other players, to anchor your character in their minds. Remember: your character’s story doesn’t precede play, rather, it emerges from play. Player characters are more than initial preconceptions and ability scores. What’s up with racial level limits? Everything in classic fantasy role-playing games is a double-edged sword. There are positives and negatives. With the example of racial level limits, the racial abilities that humans do not possess are balanced by the limits placed on demi-humans. My PC has low ability scores and really sucks, what should I do? In short: embrace the suck. High ability scores are helpful, but not especially so. DragonslayerTM is about what you the player bring to the character - not what the character does for you. Buy the best armor available, avoid direct combat, be sneaky, and do whatever you can to stay alive. What class should I play? If you aren’t sure what class to play, then play a fighter. Fighters with good armor and a sword, alongside their Cleave ability, are essential, simple, and fun to play. My players keep getting Total Party Killed (TPKed). How can the party be more effective in combat? In short: run away. Manfred von Richthofen, called the Red Baron, was a famous WWI flying ace. When asked how he accumulated so many victories, he replied that he flew away from hopeless battles. Remember, classic fantasy role-playing games emerged, in part, from miniature war gaming. If you are outclassed in an engagement, leave the field. Only desperate men engage in a frontal assault. And never attack an entrenched position without triple the numbers of the opponent. Also, if you still insist on attacking a superior opponent be sure to soften the target with ranged attacks and spells before engaging in direct combat. Alternatively, use protective spells to buff your armor class and defenses, etc. Be sure to use flaming oil and/or hire a war dog. War dogs are very useful at first level (although not against undead). Also, use terrain to your advantage. Fight on higher ground or use terrain to set an ambush. Sometimes you can take all these precautions and fate (the dice) won’t be with you. Those are the breaks. How else can we advantage ourselves? At first level use Sleep, Charm, flaming oil, retainers, and war dogs. A magic-user with Sleep can potentially end an engagement. They can also Charm a man-atarms, monster, or other lackey with greater hit dice as a personal protector (or for intel). Flaming oil does damage over two rounds (although it also causes choking black smoke). Retainers are terrific meatshields and war dogs bite for a hardy 2d4 points of damage. How do I spend my gold? At low levels, hire men-at-arms and henchmen. When you accumulate enough gold, buy yourself platemail. Then, buy your retainers platemail too and spears or halberds to make a kick-ass phalanx. This will enhance your combat effectiveness and improve their morale. What’s the secret to Marching Order? The secret to marching order is to put the dwarves, gnomes, and halflings in front with ranged weapons and have taller PCs behind them with missile weapons. This will allow you to soften opponents prior to engaging in direct melee combat. Alternatively, give the second rank spears or halberds so they can attack with reach. In short, increase the number of attacks you can make in a standard 10 foot wide hallway. My cleric needs 3,000 experience points to get to the next level. Seems...glacial. Will it ever happen? Probably not. Your special snowflake cleric will probably die a terrifying death as a delicious snack in the maw of a ravenous monster long before then. Your job is to have fun and help the party survive. If you manage to make it to Level 4, and let’s face it the odds aren’t good, you WIN! You should be feted by your friends and lauded by your family. Have your girlfriend or boyfriend treat you to dinner. You also have to bring snacks to the next game session for everyone.


287 Monsters give barely any experience points. How are we supposed to level up? If you want to succeed, gold, gold, and more gold. Lie, cheat, spy, connive, and/or sneak your way past monsters and steal their loot. Loot everything. Gut their bellies open. Skin monster hides. Loot the bodies of monstrous humanoids. Pull out their gold teeth. Consider other possibilities: Does a local wizard need zombie skin as a rare spell component? Can we sell those hobgoblin weapons? Buy a mule and carrying everything back to town. Awww, but I like girding loins and wading into melee combat! If you choose to engage in direct melee combat with monsters, remember this: it’s the Maze Controller’s job to kill you. Don’t give him or her that chance. If you want to survive, keep combat dice out of the Maze Controller’s hands. If you don’t want to run into wandering monsters that carry no treasure, then leave the dungeon after 10 minutes. The power curve for Attack Bonus is very low. How am I supposed to hit anything? Yes, the power curve is lower than other classic fantasy role-playing games on purpose. If you want combat advantages, you have to work for them. For example, flanking provides a +2 bonus to attack. Point blank missile bonus provides +1 to hit and to damage. Higher ground provides a +1 to hit and damage modifier. Attacking a prone opponent results in +4 to hit. Also, are you using the skills of your character classes to their best advantage? Are you peppering opponents with ranged attacks so when your fighter wades into the fray s/he can take advantage of the cleave ability? We had a great plan! We set an ambush on high ground and used flaming oil, but it backfired. Now what? Boxer Mike Tyson once said, “Everybody has a plan until they get punched in the face.” What he meant was: no plan survives contact with the enemy. Things will go wrong. Retainers and PCs will die. Did you think of a backup plan? Did you have a Plan C if everything went wrong? Did you have an escape route? Leave no stone unturned if you are planning an engagement with the enemy. Do we have to use miniatures? In short, no. However, DragonslayerTM is designed so no adjustments are required if your group uses miniatures. We are still having trouble, what do we do? A savvy Maze Controller will try to use the dungeon environment against you. In response, are you trying to use the dungeon environment against him or her? The Maze Controller serves as all your senses in the game world. Are you using all those senses regularly? What does the place look like? Smell like? Feel like? Are their signs of recent activity? What’s on the floor and ceiling? The answers do no rest on your Character Sheet, they rest in the dialogue between you and the Maze Controller. DragonslayerTM, like all classic fantasy roleplaying games, rewards the ingenious and thoughtful player. Be a creative thinker and problem-solver. Some situations can be addressed without the sword. Magic-Users and Illusionists are pretty weak. Why bother? Yes, arcane spell-casters are weak. They have low hit points and cannot use armor (well technically they can, they just can’t cast spells while using armor). It is the responsibility of the entire adventuring party to protect their weakest members - at all times. Arcane spell-casters possess very powerful magic as they increase in level. This advantages the whole party. Even at low levels, magic-users and illusionists can Charm and claim personal bodyguards. They can potentially end battles and buff fellow party members. How do I generate retainers? You can use Meatshields: The Classic Fantasy Hireling and Henchman Generator at barrowmaze.com or use the following general parameters: Porters and torchbearers have 2-3 hit points and are non-combatants. Men-at-Arms have 3-6 hit points and function as Level 0 Fighters. Henchmen are classed NPCs, normally Level 1, and receive all the abilities of their race and class. How does mapping work? The Maze Controller never maps for the players. The players draw their own maps through the descriptions provided by the referee. The Maze Controller must be articulate and use compass directions at all times. If the player map deviates from the MCs map, so be it. Choose the party mapper wisely. My fellow adventurer, Lothar of the Hill People, is going to die of exposure in 4 turns. What do I do? Does he have loot? Then wait 5 turns. Seriously, don’t do that. Help out your friend!


288 Magic-User 101 Magic-users and illusionists are weak at low levels but are essential adventuring companions. The below represents guidance on how to play arcane spellcasters in the DragonslayerTM Role-Playing Game. •Carry food (this can distract low intelligence monsters). •Carry backup weapons for fighters. •Load crossbows to increase rate of fire. •Direct the hirelings, charmed monster, or war dog. •Use ranged weapons. •Coup-de-Grace unconscious opponents. •Always be equipped with holy water, caltrops, oil. •Attack prone opponents (+4 to hit). •Map the dungeon. As a magic-user you are one of the educated members of the party. Ask the Maze Controller to let you roll an Intelligence Check to glean information, history, or lore to help the party. General: •Do not cast your spell in the first encounter. Wait until you are truly needed to turn the tide of battle. •You must always exercise combat discipline and remain at the periphery of melee. Melee combat is not your forte, unless it is mop-up duty (and then maybe). •If combat occurs, use cover to avoid being a missile target and improve your armor class. •Being a magic-user is more about role-playing than combat. Try to come up with ideas (like potential traps, potential hidden treasure locations, potential ambush sites, alternate ways of dealing with monsters other than frontal assaults, etc.), be the smart/cautious player when everyone else is rushing forward to die victory. •Never try and outdo other classes at what they do. Your magic user will never be able to fill in effectively due to your class limitations. Instead, find a niche that your magic user can fill and then play to that niche. •Charm Person gains the wizard a “loyal” bodyguard. •You have scores of cool spells nobody else can cast. But do not rely on spells alone. Set traps (caltrops, burning oil, trip wires). Lure dim monsters into the dungeon’s own traps (get a bunch to chase you across a rope bridge then cut it, etc.). Save Sleep for when you get into real trouble and need to escape. •You cannot wear armor and cast spells. But you can wear armor after you cast all your spells. Alternatively, because you do not wear armor you can use stealth and exceptional movement range (40 feet if mediumsized, or 80 feet if running) to your advantage. Spell Resourcefulness: •Study your spells closely. Think of alternative uses for spells that others may not have considered. For example, if you face a wizard with a Globe of Invulnerability and you are not high enough level to cast through it, bait him/her under an archway or tree branch and strike it with a spell to crush your opponent. •Do not equate combat damage with spell usefulness. •Charm Person is very useful. A wizard with Charm Person and Sleep is a straight-up OG badass. The subtle use of Charm Person while in town, talking to an unsuspecting fighter type, could make you a bodyguard (or serve as your proxy in combat) or help you gather intelligence more effectively than a thief. The use of Charm Person in the dungeon could tell you a lot about factions, guards, traps, treasure and lay-out while also providing you with a personal protector. •Spider Climb and attack from above (oil, flame, or holy water). The spell can also help circumnavigating traps. •Message: Distract or freak out enemy sentries. •Magic Missile: An automatic hit. •Detect Magic: This spell is not just for treasure. It can also find magical traps. •Erase: Good for clandestine use (destroying a message without being obvious, etc.) •Mending: You can cut a peep hole and make it disappear when finished. Pry open a padlock or break a chain to free a prisoner then fix the link. •Summon Familiar: Always summon a familiar to help you - and treat your familiar like gold. A familiar opens up possibilities for spying and other benefits. •Unseen Servant: Drop something or slam a door behind your foes to distract them (or cut off pursuit), or retrieve a key from the jailer’s belt, etc. •Ventriloquism: Great for luring into ambushes. •Mirror Image: If you have access to this spell, always cast it prior to combat.


289 Sage Advice Three Dimensions: Always look on the floor and ceiling. Check-Six: Look behind you, regularly. Aim Small, Miss Small: Ask specific and detailed questions, if you want specific and detailed answers. Metagaming: You cannot bring player knowledge of rules into your player character’s knowledge base. For example, if your fighter hasn’t fought a skeleton before, s/he won’t know the monster takes half damage from slashing or piercing weapons. Never Split the Party: Unless it’s reconnaissance, your party is stronger together than apart. Don’t Hold the Torch: Some monsters prefer the dark, and may target light-wielding player characters first. In the Rear with the Gear: Smart players contribute without putting themselves in harm’s way. Meatshields: Use retainers. Buy them new equipment to improve their morale. Keep them alive and see them advance in level and skill. Rollin Bones: Maze Controllers and players must always make combat, damage, and saving throw rolls in the open. The MC rolls wandering monsters, thief skills, monster hit points, etc., secretly. Rollin Bones II: Your dice roll doesn’t count, if the Maze Controller didn’t call for the roll. Lords of Light!: Evil monsters such as undead, demons, and devils, will be drawn to lawful good paladins, clerics, and monks, and target them first. What is Best in Life?: Loot. Remember the OSR adage: He who loots and runs away, lives to loot another day. Rules Lawyers: If a player says “this isn’t in the rules” to the Maze Controller, the MCs response is “correct.” Dumb and Dumber Chance: Regardless of how remote the possibility, the Maze Controller should always provide a chance for player success. Broadswords and Spears: Broadswords provide more base damage than short or longswords. Sometimes that single point can be the difference between ending or extending a battle. The spear is the ultimate utility weapon. The spear is a melee, missile, and reach weapon, all in one. Plans within Plans: Have a plan. It probably won’t work. So, have a backup plan...and have a backup plan to the backup plan. Make it So: If you didn’t say it, you didn’t do it. If you said it, you did it. Mapping: Be meticulous in your mapping. Ask detailed and direct questions about rooms and hallways using compass directions. Outstanding maps can reveal potential secret room locations. Burned: If it isn’t written on your character sheet, you didn’t bring it with you. The Maze Controller can ask to see your character sheet at any time. Cheap Touchdowns: Don’t give the Maze Controller cheap touchdowns. Never take needless chances in the last 20 minutes of a game session. Just get out alive. Dignity? Bah: Dignity and an empty sack are worth an empty sack (and zero experience points). Space Invaders: Classic fantasy role-playing is a lot like playing Space Invaders from the 1980s. When you begin, you know you are going to die. The only question is: Will your death be worthy of legend? All Adventurers are Cremated Equal: On a long enough timeline, the survival rate for every PC drops to zero. Accept it now. Noise and Light: Always maintain noise and light discipline. If you don’t, you make yourself a target. Thank you Father, May I have Another? Make an effort to befriend the cleric in your party. Tithe to his or her deity. Always be nice to the healer. Bring Out Your Dead! Retrieve the bodies of your fallen comrades and funeral pyre them for experience points. Don’t be a Hero: You accrue experience points 1:1 in gold pieces but only about 1:10 for monsters. So, game for the gold (not the glory). Ten-Foot Pokes: Poke, prod, move, inspect, then inspect again. Interact with your environment. All Clear!: Nothing is ever as it appears in fantasy roleplaying. Give everything a second or third look. Story and Play: Story never precedes game-play. The story of the game emerges from play at the table. DragonslayerTM: Above all, have fun and make great memories with your friends and family.


290 Carousing Rules The purpose of carousing is to provide a set of optional rules whereby player characters can earn experience by spending gold. Although “carousing” is defined as boisterous, drunken merry-making you can “carouse” for anything (within reason) in-game. Yes, you can go on a crazy bender filled with ale and debauchery, but you can also research a spell, have special tools built, rebuild a tavern, visit NPCs, research local history, or try to find a guide through the swamps, etc. How Does Carousing Work? Carousing takes place between game sessions. That gives the Maze Controller time to adjudicate, add color, and determine an interesting success or failure. Carousing should never be an afterthought at the end of a session. Step 1: Subject of Carousel In your group chat or forum post a topic like “Carousing for Kelg” and indicate what you want to do. Keep using the same thread for the same character. Roll the dice below (1d4 and 1d20) either at the table or using a secure dice roller as directed by your Maze Controller: Roll 1: 1d4x100 (for gp/xp). This is the amount of gold spent and the amount of experience you receive (1d4x100 is used for Levels 1-3). The player character does not need 400gp on hand (but this increases risk). Roll 2: 1d20 (Save versus Death). There is risk in carousing. Make your save, your carouse is successful, and you receive your experience points. Fail your save and you must roll 1d20 on Step 2. Example: If you roll a 3 on a 1d4, you spend 300gp and gain 300xp. Rolling a gold/xp amount greater than the carouser’s gold on hand results in the poor wretch owing money to various unsavory characters, and they will want 30% interest (or blood). So why carouse for something you can just pay for? Because it’s fun. Carousing is a chance to add depth to your character and the setting, and most importantly, you can earn experience points if you are very close to leveling your character. Step 2: Random Carousing Results Failure Save failure indicates the need to roll on the list below. The exact results are interpreted by the Maze Controller, specific to your character. Note that the list below does not cover every possibility. The Maze Controller will determine the result if the goal of your carousing fails to fit the parameters below: 1. Pooping in the Village Well: You embarrass yourself in public. Gain no experience points. Roll Charisma Check or gain reputation in this town as a lousy, nogood drunk. 2. Dust-Up: You get involved in a tavern brawl. Roll a Strength Check or start adventure down 1d3 hit points. 3. I Hazn’t Been zDrinkin’ Ozzifer: PC has a Minor misunderstanding with local authorities. Roll Charisma Check. Success indicates a fine of 2d6x25gp. Failure or (inability to pay fine) indicates 1d6 days in jail. 4. Chew Your Arm Off: You awake beside a strange woman/man. Roll a Wisdom Check to avoid nuptials. Otherwise (1-3) scorned lover, (4-6) angered parents. 5. Damn those Dice!: Roll the dice as if you caroused again to see how much you lose gambling (no additional experience points for the second carousing roll). 6. Frank the Tank! Frank the Tank!: Gain local reputation as the life of a party. If a Charisma Check is failed, all future carousing in this town costs double due to barflies and hangers-on. 7. Streaking through the Quad: You go on a bender and streak through an upper class district insulting a local person of rank. A successful Charisma Check indicates the individual is amenable to some sort of apology and reparations. 8. That Stuff’s Everywhere: You couldn’t really see the rash in the candlelight. Roll a Constitution Check to avoid disease. 9. New Tat: (1-3) The tattoo is actually pretty bad-ass (4) it is really lame, (5) it could have been bad-ass but something is buggered or misspelled, (6) or it says something insulting to a local group. 10. Backstreet Beat-Down: You were caught alone in a dark alleyway, beaten up, and robbed. You lose all your personal effects and reduced to half hit points. 11. Problem Gambler: You lose all your gold, gems, and jewelry at the table. Roll a Wisdom Check for each magic item in your possession or lose it.


291 12. The Hangover: Due to an epic bender the night before your first day of adventuring. The PC is at -2 to-hit and saves for the day. Casters must roll an Ability Check with each spell to avoid spell miscast or mishap. 13. Hell Hath No Fury: The target of your lewd advances turns out to be a witch. Save versus Stone or be Polymorphed into a 1) Toad, 2) Goat, or 3) Jackass. 14. One of Us! One of Us!: You are not sure how it happened, but you have been initiated into a secret cult. Did you really make-out with an emu or was that just the drugs? Roll Intelligence Check to remember the signs and passes. 15. Investment (In)opportunity: You invest all your remaining gold in some smooth-tongued merchant’s scheme: (1-4) The scheme is bogus, (5) Bogus and the Law Man thinks you are in on it, (6) Actually turns 1d100% profit in 3d4 weeks. 16. Streaking through the…Temple?: You wake up naked on the steps of a local temple: (1-3) The clerics are pissed off to no end and refuse future services, (4- 5) They smile awkwardly and thank you for your visit, (6) They demand a donation for the affront. 17. Major Issue with Local Authorities: Imprisoned until fines and bribes totaling 1d6x1,000gp are paid in full. All weapons, armor, and magic items confiscated. 18. In the Mood for Love: Despite your best efforts, you fall head over heels for your latest dalliance. There is a 75% chance your beloved is already married and the spouse wants blood. 19. Damn the Lords of Light!: While in a drunken stupor you cursed the gods. They heard you! You must perform penance and are under the effects of a Quest spell subject to the Maze Controller’s discretion. 20. The Roof! The Roof! The Roof is on Fire!: You “accidentally” start a conflagration. Roll d6 twice. (1-2) Burn down your favorite tavern, (3-4) A den of ill-repute is reduced to ash, (5-6) A portion of town goes up in smoke. Second Roll: (1-2) Nobody knows it was you, (3-4) Your fellow carousers know you did it, (5) Someone else knows, (possibly a blackmailer), (6) Everybody knows.


Marking time can be difficult for new Maze Controllers. The DragonslayerTM Time Wheel is designed to help monitor and manage random checks, rest, and torch resource management, while dungeon crawling. Prior to using the time wheel, Maze Controllers should review the section on Time. Remember time passes 1:1 during the game, but stopping to search, inspect, or deliberate, etc., constitutes one turn of game-time. Combat may also advance time one turn, subject to the discretion of the Maze Controller. The outer numbers of the wheel represent a Turn (or 10 minutes of game time). The Torch represents the burning time of a torch (four turns or 40 minutes). The Goblin Head signifies a required random monster roll. Random monster checks are rolled every other turn (beginning at the start of the second turn). The Tent represents a rest of one turn. After 5 turns (or 50 minutes) all player characters in armor must rest for 10 minutes (turns 6 and 12). Maze Controllers can place dice on the sheet, or create a pin-wheel clock. 292 Dragonslayer Time Wheel


293 Random Coffin or Sarcophagus Contents (1d100) 1. Potion of Healing 2. Small Clay Pots (Broken) 3. Beetle Insect Swarm! 4. Skeletal remains and a Gold Ring (200gp) 5. Silver Necklace (75gp) 6. Grateful Paladin in stasis 7. Scroll: 1d4 Level 1 Cleric Spells 8. Magic-user in Stasis (Doppelganger) 9. Gold Bracelets (200gp) 10. Gem: Small Amber (50gp) 11. Runestone of Growth 12. Empty 13. Potion of Climbing 14. Gray Ooze 15. Scroll: 1d2 Level 2 Magic-User Spells 16. Yellow Mold 17. Runestone of Heroism 18. Wand of Oil (10 Charges) 19. Silver Figurine (85gp) 20. Gem: Small Jade (40gp) 21. Zombie 22. Potion of Levitation 23. Silver Earrings (30gp) 24. Glass Canopic Jars (1d4, 20gp each) 25. Adventurers’ Stash (3 Ye Olde Fast Packs) 26. Empty 27. Ring of Weakness 28. Treasure Map (500gp) 29. Staked Vampire 30. Gold Signet Ring (100gp) 31. Gem: Large White Pearl (200gp) 32. Thief in Stasis (Wererat) 33. Scroll: 1d3 Level 1 Illusionist Spells 34. Silver Canopic Jars (1d4, 75gp each) 35. Potion of Gaseous Form 36. Decorative Electrum Amulet (50gp) 37. Dust of Appearance (3 Uses) 38. Boots of Elvenkind on a Ghoul 39. Stone Statue 40. Preserved Lizardman with Gold Crown (500gp) 41. Garnet and Gold Broadsword Scabbard (250gp) 42. Emerald Headdress (100gp) 43. Potion of Delusion 44. Seax Knife +1 45. Ointment of Healing (3 Uses) 46. Empty 47. Scroll: 1d3 Level 1 Druid Spells 48. Empty Electrum Jars (1d4, 30gp each) 49. Ancient Vial of Perfume (145gp) 50. Periapt of Foul Rotting 51. Gem: Large Red Garnet (125gp) 52. Scroll: 1d3 Level 2 Magic-user Spells 53. Gold Scarab Amulet (100gp) 54. Ghast 55. Potion of Extra-Healing 56. Small Gold Jars (1d4, 50gp each) 57. Wand of Magic Detection (15 Charges) 58. Pair of Small Gold Couchant Lions (100gp each) 59. Head of a Gold Scepter (150gp) 60. Platinum Ankh (400gp) 61. Ant Insect Swarm! 62. Runestone of Impact (2) 63. Ring of Swimming 64. Elven Longbow +1 65. Empty 66. Scroll: 1d2 Level 2 Cleric Spells 67. Platinum Belt Buckle (300gp) 68. Sling +2 Seeker 69. Scarab: Garnet and Gold (375gp) 70. Gem: Small Chrysoberyl (40gp) 71. Mummy 72. Silver Bracelet (50gp) 73. Two Electrum Urns (30gp each) 74. Scroll: 1d3 Level 2 Magic-User Spells 75. Spear Back-Biter 76. Dust and Cobwebs 77. Vendel Helm +1 78. Gem: Small Smoky Quartz (30gp) 79. Empty 80. Treasure Map (250gp) 81. Broken Black Urn 82. Dagger +1 83. Silver Pots (1d4, 25gp each) 84. Sling Stones +1 (10) 85. Potion of Extra-Healing 86. Skeleton with Ringmail +1 87. Thin Silver Circlet (75gp) 88. Zombie covered in Yellow Mold 89. Bottle of Ancient Scotch (200gp) 90. Gem: Small Blue Jasper (35gp) 91. Mummified dog 92. Necklace of Human Teeth 93. Scroll: 1d4 Level 2 Illusionist Spells 94. Empty 95. 1d6+2 Human Skulls 96. Potion of Heroism 97. Platinum Ring (75gp) 98. Dragon Scale Necklace (+1 to AC) 99. Hand Axe +2 Thrower 100. Globus Cruciger of Antioch Excluding select monsters identified above, a coffin or sarcophagus may contain (1d100): An inanimate skeleton (60%), inanimate mummy (20%), strangely preserved corpse (10%), or disintegrated remains (10%).


294 1. Cobwebs stretch from floor to ceiling 2. Pile of discarded bones rests against a wall 3. Faintly glowing mushrooms illuminate an alcove 4. A rusted suit of armor on the floor 5. An old, crumbling tapestry 6. A pool of stagnant water 7. A broken and rusted portcullis blocks hallway 8. Strange runes on wall pulsate with energy 9. Dust covers the remains of ancient battle 10. A thin layer of frost covers the floor 11. Tattered red curtains flutter in the draft 12. Ornate pedestal with a dust-covered book 13. Series of shallow grooves cut in the floor 14. Broken mirror leans against a wall 15. Chained shackles hang from the wall 16. Long-abandoned campfire pit 17. Broken statue lies in pieces 18. Worn tapestry depicts a map of region 19. Broken chest 20. Two screams, then silence 21. Faint sound of dripping water 22. Row of ancient sconces holds unlit torches 23. Heavy stone sarcophagus 24. Dust-covered journal open on floor 25. Mismatched pieces of armor and weapons 26. Strange pattern of teeth on the floor 27. Broken ladder 28. Crumbling pillars line the corridor 29. Pile of discarded, moth-eaten cloaks 30. Broken trapdoor leads to room below 31. Ancient cracked and faded fresco 32. Shattered pottery strewn across the floor 33. Brazier with barely smoldering embers 34. Three unreadable scrolls sits in a dusty alcove 35. Discarded set of thieves' tools 36. Toppled bookshelf, contents on the floor 37. Six small, carved niches line the walls. 38. Chewed body of elf wizard on floor 39. Hourglass is frozen in time on a pedestal 40. Set of rusted manacles hangs on the wall 41. Mosaic of a hero covers an entire wall 42. Faint whispers echo and stop every other round 43. A shattered crystal ball on a small table 44. Blood-soaked stone altar 45. Pile of iron rations neatly stacked in corner 46. Tattered cloaks with red eye painted on back 47. A row of empty weapon racks 48. Three splintered shields with white hand symbol 49. Overturned table with scattered playing cards 50. Pile of fake gemstones sparkle in torchlight 51. Door slams in distance. Then silence. 52. Wet footprints for 40 feet 53. Air turns cold for 1d4 turns 54. Air turns warm for 1d4 turns 55. Vent billows smoke every other turn 56. Pile of half-eaten giant rats 57. Clawed footprints for 30 feet 58. Wall partially collapsed 59. The slow creak of a door opening slowly 60. Pig-faced bascinet with decomposing head 61. Necklace of human teeth 62. Seax Knife +1 63. Scroll: 1d3 Level 1 Magic-User Spells 64. Scroll: 1d3 Level 1 Illusionist Spells 65. Scroll: 1d3 Level 1 Cleric Spells 66. Scroll: 1d3 Level 1 Druid Spells 67. Backpack: Ye old Fighter Fast Pack 68. Piles of rotting books form a throne 69. Broken, moldy crates 70. Broken amphora 71. Water from ceiling: Hazardous terrain 40 feet 72. Animal skulls arranged on shelf 73. Rusty cage squeaks from above 74. Pile of coins glimmers in torchlight (25gp) 75. Pillars shaped like women warriors for 30 feet 76. Desiccated corpse clings to Arrow +1 77. Three fur beds infested with lice 78. Faded banner of knightly hero 79. “We cannot get out” in chalk on wall 80. Backpack with Potion of Healing 81. 50 Foot rope cut in two 82. A growl, then silence 83. A blood curdling scream, then silence 84. Open, bottomless pit 85. Shield +1 with Rampant Lion 86. Broken halberd 87. Crystal with otherworldly glow 88. Cob-webbed covered chest 89. Cob-webbed covered sarcophagus 90. Ranger recently cocooned by giant spider 91. Collapse reveals secret room 92. Walls turn cold for 1d4 turns 93. Walls turn hot for 1d4 turns 94. Yellow Mold grows on ceiling 95. Statue of ancient deity 96. Wood carving of a dragon 97. Half-skull drinking goblet 98. Broken battle horn 99. Maze Controller’s Choice. 100. Maze Controller’s Choice. Random Dungeon Dressing (1d100)


295 1. Arcane Grimoire of Eldenminster 2. Potions and Elixirs of Love 3. The Chronicles of Distant Realms, Volume II 4. Spellbinding: A History 5. Rinnebod’s Magic of the Cosmos 6. Codex of Elemental Summonings 7. Tales of an Astral Traveler 8. Wands: A Comprehensive Guide 9. The Book of the Unseen 10. Diary of a the Merrydale Sisters 11. The Alchemist's Handbook 12. Ethereal Beings and Otherworldly Entities 13. Chronicle of HighFell Towers 14. Sorcery and Stars: Celestial Conjuring 15. Lost Potion Recipes of the Ages 16. The Mysteries of Standing Stones 17. Tome of Dark Shadows 18. The Art of Dreamwalking 19. Spells of the Dhimwood Forest 20. The Codex of Arcane 21. The Battle of Three: A Historical Account 22. Compendium of Familiars and Companions 23. Illusions: Beyond the Veil 24. The Broadsword: A Martial Dissertation 25. Charms: Unraveling Enchantments 26. The Phantom Piper of Corrieyarrick Pass 27. Goblins of the Kertle Forest 28. Bestius Legendarium: Creatures of Magic 29. Herne’s Legends and Lore 30. History of the Darklands of Ur 31. The Story of the Boiling Pools 32. The Strange Truth of Archaia 33. Paradoxes of Time and Space 34. Witch Hunts: Harmless Fun or Vengeful Purge? 35. The Book of Armaments 36. The Secrets of Arcane Astronomy 37. Herbology of the Red Thicket Forest 38. Whispers in the Vale of Bones 39. The Ancient Kingdom of Dwarrow: A History 40. Arcane Architecture: Wonders of Enchantment 41. Auras and Energy: The Hidden Realm 42. The Life and Times of Pinto the Pyromancer 43. Chants, Charms, and Incantations 44. Navigating the Nine Hells 45. Legends of Bloodstone Pass 46. Of Monks and Monasteries 47. The Mysterious Tower of the Darkwood Forest 48. The Wizard's Art of Necromancy 49. The Tome of Ecclesiastical Wisdom 50. The Big Book of Medieval Smiles 51. Secrets of the Twin Moons 52. The Deification of St. Ygg 53. Chronicles of the Blue Flame 54. Tome of Arcane Language 55. Navigating the Realms: A Cartographic Treatise 56. The Ethereal Compendium 57. The Enigma of the Crystal Maze 58. Holy Chants and Harmonics: Prayers of Power 59. Herbs and Healing for Druids 60. The Codex of Crosses 61. Protection Circles by Bellasarius 62. History of the Black Barrows 63. The Lost Caves of Amhotep 64. The Oracle's Whisper 65. Cryptic Riddles of the Red Sphinx 66. Better Homes and Gardens 67. Cursed Artifacts: Unveiled! 68. The Alchemy of Potions 69. The Bestiary of Gheal 70. The Fateful Eight 71. The Sentient Spellbook 72. Journeys Beyond the Motte 73. The Cultural Historian: Maps and Meanings 74. Runes and Glyphs: Language of Magic 75. Druidic Herbalism: Plants of Power 76. The Tome of Everlasting Frost 77. Mastering Astral Projection 78. The Echoes of Skull-Tor Henge 79. The Whispering Oak: Nature's Secrets 80. The History of the Ford-of-the-Isenduin 81. Guards and Wards 82. Songs of the Sirens: Enchantment Melodies 83. The Hall of Bones 84. Mysteries of the Grey Peaks 85. The Enigma of the Spear 86. Elemental Fusion: Fire and Water 87. The Black Tome of Forgotten Spells 88. The People of the Selduin 89. The Oracle's Prism 90. Chronicles of the Elemental Wars 91. The Devotee’s Journal 92. Beyond the Wizard's Curtain 93. The Maze Masters 94. Ulrik of Krugganmoar: An Autobiography 95. The Dark Crystal Spell Codex 96. Portals: Gateways to Other Realms 97. Dwarven Engineering Manual 98. Mysteries of the Black Tower 99. Enchanted Economics: Bartering with Magic 100. The Chronicles of the Nine Random Scroll and Book Titles (1d100)


296 Dragonslayer Official Death Certificate TM Harken! Verily, be it known that ___________________________________________________________________________ died of grievous wounds sustained by __________________________________________________________________________ in the dungeon known as __________________________________________________________________________ On the _____ day of ________________ in the year ___________ Certified by Maze Controller __________________________________________________________________________ Harken! Verily, be it known that ___________________________________________________________________________ died of grievous wounds sustained by __________________________________________________________________________ in the dungeon known as __________________________________________________________________________ On the _____ day of ________________ in the year ___________


298 Legal This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at: https://dnd.wizards.com/ resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https:// creativecommons.org/licenses/by/4.0/legalcode. Disclaimer This game is not associated or affiliated with the motion picture film Dragonslayer or Paramount Pictures Corporation. DragonslayerTM Third-Party License Version 1.0 1. Terms. If you adhere to these terms, you may publish third-party role-playing game material and state compatibility with the DragonslayerTM Role-Playing Game for free, or for sale, and keep 100% of the profits. 1b. Conditions: Old School Publishing (OSP) retains the right to retract permission to use this license from specific individuals and/or publishers. In such a case, OSP may require the publisher to cease the sale of any product produced under any version, or future version, of this license, and may require the destruction of existing or unsold product. The agreement is not sublicensable. 2. Content. You may reference the game’s races, classes, spells, monsters, magic-items, and mechanics. You may not reprint verbatim passages of text (regardless of the length) from the DragonslayerTM Role-Playing Game, with the exception of monster stat blocks and spell stat blocks. You may not use the game’s art. 3. Logos and Branding. You may use your choice of the “Dragonslayer Compatible” logos available at drivethrurpg.com to indicate compatibility with your product. You may not use the “Dragonslayer Compatible” logos under any other circumstances. You may not imply that your publication is an official DragonslayerTM Role-Playing Game product or that you or your publication is affiliated, associated, approved, sponsored, or endorsed by Old School Publishing, Greg Gillespie, or the DragonslayerTM Role-Playing Game. 4. Legal. Old School Publishing takes no responsibility for any legal claims against your product and will not be liable to you on any legal theory (including, without limitation, negligence) or otherwise for any losses, costs, expenses, or damages arising out of this license or use of the licensed material. This license shall be governed by, and interpreted and construed in accordance with, the domestic law of the Province of Ontario (Canada) without giving effect to any choice of law provision or rule that would cause the application of laws of any jurisdiction other than the Province of Ontario. The exclusive venue for any dispute related to this license shall be the Province of Ontario. You irrevocably consent to the exercise of personal jurisdiction over you by the Province of Ontario. Unless stated otherwise herein, copyright rights and moral rights, such as the right of integrity, are not licensed under this license, nor are publicity, privacy, and/or other similar personality rights. Patent and trademark rights are not licensed under this license. OSP reserves all rights not expressly granted herein. If any provision of this license is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable or, if not reformable, severed from this license without affecting the enforceability of the remaining provisions. Nothing in this license is a limitation upon, or waiver of, any privileges and immunities that apply to OSP, including from the legal processes of any jurisdiction or authority. You must include the following in your publication: “[Product Name] is an independent product published under the DragonslayerTM Role-Playing Game ThirdParty License and is not affiliated with Old School Publishing. DragonslayerTM RPG © 2024.” END OF LICENSE Licenses for larger third-party publishers are available on request.


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