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APS01 Watchtower On the Hill (1e,OSRIC)

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100% found this document useful (1 vote)
378 views

APS01 Watchtower On the Hill (1e,OSRIC)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Watchtower on the Hill

By: Dominick Pelletier


Westgate Adventures! Module APS01

AN ENTRY-LEVEL ADVENTURE FOR BEGINNING CHARACTERS OF LEVELS 1-3

Watchtower on the Hill By: Dominick Pelletier

Table of Contents
Introduction 4
Notes for the Game Master 4
Adventure Background 4
Adventure Summary 4
Wandering Monsters 5
Abbreviations used in this module 5
Part I: A Father’s Plea 6
The Mughouse Pub 6
Kevin’s Adventure 9
Part II: Watchtower Barracks Level 1 11
Part III: Watchtower Barracks Level 2 18
New Optional Rules: Combat in Water 19
Part IV: Conclusion 22
Author: Dominick Pelletier Appendix: Reprinted OGL Monsters 24
Editor: Nick Dante Rockers New Optional Rules: Temporary Damage 28
Cover Illustration: The Endless Slug
Interior Illustration: The Endless Slug Tables and Charts
Creative Consultant; Slug Specialist: Evelina Zielinski Kevin’s Adventure Track Record 10
Layout: Dominick Pelletier Kevin’s Non-Combat Actions 10
Special thanks to the Wednesday Night RL Players for years of
Monster Roster 5
dealing with my impromtu rules changes and updates! Watchtower Wandering Monster Table 11

Maps
Map A: Mughouse Pub 7
ISBN: 978-0-557-37249-2 Map B: Watchtower Ground Floor 13
Map 1: Watchtower Barracks Level 1 16
Copyright: Dominick Pelletier, 2010 Map 2: Watchtower Barracks Level 2 17

Published and distributed by Dominick Pelletier. All text in this publication, other than the Open Game License (OGL), Open Game Content, and
material used by permission, is Copyright Dominick Pelletier. All rights reserved. The Watchtower on the Hill, Westgate Adventures!, and the Westgate
Campaign Setting are Copyright © Dominick Pelletier, 2010. All rights reserved. No portion of this publication not designated as Open Game Content
(OGC) may be reproduced or electronically transmitted, either in part or in whole, by any means, without the express written permission of the
Copyright holder. To obtain permission to reproduce or electronically transmit content not expressly defined as OGC, contact the copyright holder at
[email protected], or, write to Johnny Rook Games c/o Dominick Pelletier, 981 S. President St., Elburn, IL 60119, USA. Inquiries
towards the illustrations or cover art can be directed to the Endless Slug at http://endlessslug.wordpress.com.

OSRIC COMPATIBLE!
This product uses the OSRIC™ System (Old School Reference and Index CompilationTM). The OSRICTM system text may be found at http://www.knights-
n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. “OSRICTM” and “Old School Reference and Index CompilationTM” are trademarks
of Stuart Marshall and Matthew Finch and may be used only in accordance with the OSRICTM license. This product is not affiliated with Wizards of the
Coast.
Introduction troops under the command of Second Lieutenant Largus
Ever since your party can remember, the watchtower has were sent by Count Marinel II to construct an underground
been there, up on the hill outside of town, watching over series of catacombs underneath this watchtower to house
the farmlands. Not much remains of the watchtower, backup troops secretly, in case of a strong southern push.
however, as the watchtower is a remnant of the previous Krinkerjal and his armies did indeed push strongly south
push of humans into humanoid-controlled lands, long but did far in advance of the completion of the watchtower
before your town existed. The city your party will begin in barracks. The troops at the tower were surprised and
was established at the foot of the watchtower, allowing the eliminated on a spring evening in 659 FC (Founding of
tower to serve as a location marker for the town. No one Corafaire). The defenders of the watchtower held their
knows exactly how the watchtower fell, but many rumors ground long enough to give word to the armies of Marinel,
persist from the oldest townsfolk that the tower fell to an however, which gave enough time to Marinel to make a
orc prince’s army. sufficiently strong counter attack and keep the armies of
The watchtower is open to anyone who wishes Krinkerjal from advancing any further.
to explore it, but to most people it does not seem very Time passed, as did war, and humans once again
interesting. There is only half of a floor left on the main settled the area. The founders of Westgate (or whichever
level and only a small part of the floor of the next level up. town you set the watchtower near), used the tower as a
The main floor has partially fallen below to the dirt hill location marker and a symbol of historical pride. The
which the watchtower sits upon. residents of Westgate know the tower only as crumbling
history and do not know of the complex below it. The part
PLAYERS STOP READING AT THIS POINT! The rest of of the floor of the watchtower which held the trapdoor to
the material of this module is intended for the Game the area below the tower had collapsed before the town
Master’s eyes only. Players who have any knowledge of appeared. Town citizens rarely go to the tower and more
the material after this point are in danger of damaging rarely explore it, thus no one is aware of the complex
the entire role-playing experience for themselves below.
and the rest of the players, as a large part of the
experience of role-playing exists in the exploration The Watchtower in the Campaign: As explained above,
and discovery of the material written hereafter. we have placed the watchtower and the Mughouse in the
Knowing things before they happen outside of an “in- town of Westgate. This particular module is set in the year
game”, character-perspective context is the realm of 8­­94 FC in the Westgate Campaign setting. As GM, you may
video game walkthroughs and movie trailers, not the place the module anywhere you see fit, of course.
rich, social hobby of role-playing games.
Adventure Summary: This module is intended as a
Notes for the Game Master: This adventure has two means to teach basic role-playing, mapping, exploration,
different variations depending on the nature of your role- and combat skills to new players or to begin developing
play group. The basic adventure is a very simple dungeon the characterizations of new parties, with either new or old
crawl for new player groups, new characters, and new players. Thus, there is little to summarize other than to
Game Masters. The basic adventure may still take a couple inform the Game Master (you) that this module should be
game sessions to complete, depending on how well your about pacing, excitement, and fun, overall. Make sure you
party explores the area below the watchtower, but the read the entire module before beginning to play it. We
game is designed to be played completely within a single also suggest you hand-draw the maps we have provided.
session. Hand-drawing your maps will give you a much stronger,
The second version of this adventure is a short, empirical tie to the physical reality of the dungeon and
plot-based race against time. The party hears about a boy always helps to pace the playing of the game.
who has fallen down the watchtower’s shaft and has not A boy, Kevin, has fallen down the shaft of the
returned. You, the Game Master, must keep track of time watchtower. No one from town ever knew a shaft existed
and the movement of the boy below ground as the party under the watchtower, or at least they didn’t talk about
searches for him. There is a high likelihood that the boy it. The boy’s father, Donald, needs a few brave folks to
will not survive long! If you do not wish to use the plot rescue his son. At this point, the GM must begin marking
part of the module, simply skip Part I in which the party is the actions of the party and Kevin, who is already in the
asked to find the boy. shaft. The party should be geared and ready for adventure
before Kevin’s father rushes into the pub where the PCs
Adventure Background: The watchtower did not have are discussing plans for adventures. Any additional time
a very memorable history, although it was moderately the party takes in preparations will reduce the chances of
influential in the early phases of repelling the last orc Kevin’s survival.
invasions of the previous age. The watchtower was The rest of the adventure is a search for Kevin
meant to be part of a final warning system to the southern through the dungeon of the watchtower. Depending on
kingdom should the armies of the orc Krinkerjal quickly where the boy goes, once he wakes up from his fall, his
gain ground towards the south. A few small squads of chances of survival will vary. Once the party recovers the

4
boy and returns him (or whatever is left of him) to his appear. If a monster is not defeated, the population will
father, the party is free to explore the rest of the complex. remain the same.
­
Wandering Monsters: The location of the dungeon Boxed Text: In certain areas of the module, narrative text
should be fairly close to town, but there is always a small will appear in boxes…
chance of a wandering encounter even in patrolled areas.
Note that a wandering encounter will take a minimum of …such as this box.
2 turns, regardless of how many rounds have passed. At
least one wandering check should be rolled on the way This special text is called “boxed text” and should be
to the watchtower. No list of area encounters exists in read aloud to players as they enter an area or have the
this module, as GMs are encouraged to use their already encounter listed. It is a general rule that players should
existing wandering monster tables. not interrupt the narration of the boxed text until the text
is complete. Boxed text helps to set a pace or flow of the
Table 1: Monster Roster module story, when used correctly. GMs are encouraged
Monster Population Limit to alter or add boxed text to suit their individual campaign
Beetle, Giant Fire 18 or playing needs. GMs are also, of course, free to remove
Frog, Giant 10
Ghost 1 the boxed text as needed.
Rat, Giant 12 This particular adventure has been left boxed-text
Rat, Huge 30
Skeleton 75 “light” in an effort to give the GM the right type of pacing
Zombie 35
Zombie, Pond 20 for this particular adventure. Too much boxed text in
a fast-paced game can quickly drag the game down and
The Monster Roster (Table 1) lists the total cause the players to quickly lose interest in the point of
amounts of monsters which may appear during the course the adventure as they become too interested in what they
of the entire adventure. If the party defeats a monster to see instead.
its population limit, no further monsters of that type will

Abbreviations used in this module:

GM Game Master ML Morale Rating


PC Player Character XP Experience Point Value
NPC Non-Player Character or Monster
d[x] die type (i.e., d10 = a single 10-sided die is rolled) SZ Size
d% Percentage die roll (2d10) T = Tiny (under 2’)
AC Armor Class S = Small (2-4’)
HD Hit Dice, generally a d8; + or – indicate M = Medium or Man-sized (4-7’)
modifications to the final roll. Ex: HD 1-1 is 1d8 -1 L = Large (7-12’)
for a total of 1-7 hp. Hp can never be less than 1 H = Huge (12-25’)
per HD. G = Gargantuan (25’+)
hp Hit points MV Movement
#AT Number of attacks per round Cl = climbing rate
D Damage inflicted per hit Sw = swimming rate
SA Special Attack F[I-V] = flying rate and maneuverability rating
SD Special Defense D = digging/burrowing rate
W = web-crawling rate
AL Alignment
L = Lawful OL Open Locks Thief skill
C = Chaotic
N = Neutral
G = Good
E = Evil

5
Part I watching for Peter in the pub as of late, waiting for a
busy night…
A Father’s Plea
3 Keg Room
Stanley brews his special ales in this room. The rest
At the Mughouse: For the GM, a map (Map A) and of the bar drinks are bought from other pubs in town
short description of the Mughouse Pub is included with or imported from other regions. This room also
this adventure. Although the activity in the Mughouse is serves as a makeshift break room for the wait staff
minimal if playing this module directly, you may certainly when the bar gets very busy.
add the Mughouse into your campaign as a consistent
ale-spot for your party.
The Mughouse
Bill and Fare
The Mughouse Pub

Owner: Stanley Orwell, male human, age 52 Beverages


Wait Staff: Eleanor Orwell, female human, age 47; Ellie,
female human, age 25; Coral, female half-elf, age 30; Ale, Common (per pint) 2cp
Phrenzella, female gnome, age 71 Ale, Good (per pint) 6cp
Bartenders: Harold, male human, age 42; Rosaldine, Beer, Common (per pint) 8cp
female human, age 36 Mead, Common (per pint) 7sp
Stablehand: Peter Suggs, male human, age 23 Wine, Common (per quart) 2sp
Wine, Good (per quart) 1gp
Description: The Mughouse is a small but locally
favorite pub. Stanley and his wife Eleanor do a fine job
managing the Mughouse. The pub has a reputation of Food
consistency; the ale is standard but some of the best
Stew (per bowl) – either beef, 2sp
standard-grade ale a person can find for the same price
as any other standard. Stanley also offers a slightly more chicken, or rabbit, depending on day
refined form of his common ale, but the local residents Roast Chicken 5sp
prefer the flavor the common. Roast Duck 8sp
The Mughouse supplies the local manor’s ale Roast Pheasant 7sp
needs during gatherings and official ceremonies. Due to Ham 5sp
Stanley’s connection to the Baron, the locals sometimes Mutton 4sp
call Stanley the “Knight of Ales”. Steak 8sp
Mughouse food is not the best in town. The pub Eggs (2) 1sp
is mostly a bar, not an eatery. However, when the duck is 2cp
Cabbage (soup or head)
right, it is mighty good. 5cp/8cp
Bread Half Loaf/Full Loaf
Vegetable (single or bunch, depends 3cp
Mughouse Map Key
on market)
Fruit (single or bunch, depends on 2cp
1 Pub
This is the main pub room. On an average night, all market)
the tables and barstools are full and a few folks might
be standing around a table or two. A busy night Bulk Provisions
will easily fill the room so tightly that the barmaids 8gp
cannot get to tables and instead pass steins across Ale, Common Barrel (30gal)
patrons to the necessary table. Ale, Common Hogshead (50gal) 15gp
The fireplace on the south wall does a fine job of Wine, Common Barrel (30gal)
heating the pub, even on the coldest winter nights.
Firewood is stacked along the backside of the keg 4 Vault
room. Most of the Mughouse’s valuables, taxes, and
revenue are stored here. Stanley had a special high
2 Stable quality lock made for the door (-20% to any chance
Peter, a rather homely young man, runs the stables to pick locks). He hopes one day to enchant the
for the Orwells. There is no direct door between lock as well, but believes the price of enchantment
the stable and the pub. Peter is known to sit in the is probably beyond his finances. The room is also
pub most of the time, leaving the horses unattended. used for storage. If searched, this room’s valuable
Local horse thieves have had a few “insiders” contents include: 2,000cp, 1,230sp, 150gp, 10pp, a

6
bag of 25 gems valued at between 25-100gp each, a in order to make a small weather-proof walkway
set of silver plates (100gp total), a set of eight silver between the pub and the house.
goblets (160gp total), and two old treasure maps The house’s furniture includes two beds, a few
which Stanley never followed up on. chairs, a large oak table full of paperwork, two chests
(for clothing), and a bookshelf covered with scrolls,
5 Orwell Residence documents, and record books. Should anyone
Stanley and his wife Eleanor live in a small house search the books, they will find two special books:
adjacent to the pub. In the last few years, Stanley A Guide to Water Purification and Special Herbs
even extended the pub’s roof to his house’s roof Known Only to Forest Gnomes.

Map A
7
The Adventure Begins: At any point in your game when any check fails, Donald will have to sit and rest before
the party is in “downtime”, read the boxed text below. continuing.
This text is best read at a time when your players are
involved in very active role-playing. B: Should the PCs not take Donald’s mission:

The party is discussing possible new adventures and The frightened man looks helplessly around the
enjoying a cup of fine ale at the Mughouse, a local room. Seeing no friendly responses, Donald grabs
pub. The afternoon is bustling with people, mostly the hand of the boy at his side and scans the room
townsfolk, and the pub seems to be a very friendly once again with a sour look. The man lets out a
and social hub for this town. The door to the short, sharp “hrumph” and runs back outside with
pub bursts open as a man yells, “Help, someone, the boy in tow, seeking another, more friendly
anyone!” The pub quickly quiets into whispers and group of townsfolk.
frightened stares. The man is an overweight laborer
with a blue and grey tunic and flowing brown hair
Choosing this option is a good sign that your
and beard. He is sweating excessively and looks
adventurers may not be cut out for their careers. Certain
winded. A boy runs in behind him and stands to
PCs might have alignment issues by refusing the distressed
his side, helping the man stay on his feet. It takes
Donald. The game ends here unless the PCs seek out
the laborer a moment to catch his breath before
the man again within the next half hour. The rest of the
wheezing out, “Please, someone, my boy Kevin has
situation is up to you, the GM. Donald might find another
fallen down a hole at the old watchtower! I cannot
group of adventurers, he might have to brave the tower
get to him. I need able-bodied folk to get my boy
himself, or he might never find anyone nor hear from Kevin
out safe!”
again. The PCs are free to explore the watchtower ruins at
Another bar patron yells forth, “The old
any time they wish. To remind them of their ineptitude,
watchtower? What do ye mean, Donald? Many
GMs are encouraged to leave the body of Kevin or Donald
people have been up to the tower. Kids play in it,
in the dungeon to guilt the party further.
even. It has no holes or anything!”
Donald replies, “I know, but Gregory here
C: Should the PCs need to gather supplies:
came to get me when Kevin fell in and took me up
to where the hole is. There is a hole and ladder
If the PCs mention that they must first do other
under the dirt and boards of the main floor of the
errands or gather supplies, read the following:
tower. I don’t know why nobody has yet found the
hole, but it sure is there, and my boy is down in it,
so who’s gonna’ help me?” Donald’s terror-ridden face droops to a look of
hesitant confusion. He reluctantly suggests, “Well
alright, now. We haven’t a moment to lose, though,
GM Note: Kevin has already awoken and begun his friends! Please be quick. My boy suffers below
adventure. He has been active for 1 turn. GMs should the tower, and every minute we waste is another
begin marking Kevin’s adventure at this point. See below minute he must endure!”
under Kevin’s Adventure for more information.

A: Should the PCs take Donald’s mission: Begin to mark Kevin’s adventure (below) while the
PCs seek out supplies. Donald is highly agitated and will
accompany the PCs as long as the party is actively seeking
“Thank ye. I am Donald, and this is Kevin’s best
fast and likely necessary supplies such as rope, lanterns,
friend Gregory. He was with Kevin when he fell,
pitons, torches, and oil. If the PCs look for things which
and he ran right to me. Come quickly, friends, we
are not obviously important, Donald has a high chance of
must hurry! Who knows what terrible things are in
seeking other, more prepared adventurers.
that tower, and if me Kevin is harmed?”
Most general items should be found fairly quickly.
There is a 30% base chance per item that someone at the
Donald and Gregory will take the party pub happens to have a usable item of the type the PCs
immediately to the watchtower. The party may head to seek. Feel free to modify this base percentage if the item
the watchtower on their own as finding the entry is very is extremely common, such as rope or torches. Donald
easy now that the hole has been uncovered. Donald and will most likely ask the party what they need as he knows
Gregory’s base move is only 60’ although both may still be a number of the shopkeepers in town and might be able
able to run. Donald must make Constitution checks each to get them their needed items either free, on loan for the
turn in order to continue running. Donald’s Constitution mission, or at a reduced rate.
is 10 and each check has a cumulative -1 penalty. If

8
Kevin’s Adventure have fallen in the shaft as much as a couple hours previous
to Donald finding the PCs. The adventure marks the time
Kevin awakens 10 minutes (1 turn) before his father in which Kevin is awake and searching around.
Donald hires the party to find him. This is to insure that Kevin should find the dungeon exactly as the
even parties with magical transportation aids should still descriptions in Parts I and II below. In addition, Kevin
have to search for Kevin – at least a little. Traveling at is subject to all monster attacks, including wandering
normal speed (120’ move rate), it takes about 30 minutes checks and traps. He has no ability to open a locked
from the pub to the watchtower on the southeast side of door and will simply move on to another door which is
town. If the party runs, they can get to the tower in 15 open. When Kevin has explored an area and has not been
minutes, assuming everyone has a 120’ move rate. rendered slain or unconscious, make a random die roll
to see which way he will go. Table 2 is meant as a GM
Kevin: AC 9; HD 1-1 (1d6); hp 1 (of 4); #AT 1; D 1d2 (fist tool and guideline for random play, but GMs may simply
or kick); MV 90’; SZ S (4’5”); AL NG; ML Average -2 (-10%) choose courses for Kevin instead of using the Table. Kevin
does not begin with a light source, but he does know how
Kevin, after realizing that he cannot reach the last to make a torch and start a fire to light it.
iron rung of the ladder in the hole, decides to seek either Should Kevin encounter monsters, the monster
another way out of the complex or something to stand on will probably kill him unless he can run away or otherwise
so that he can reach the rung. Kevin suffers some damage defend himself. If slain, Kevin’s body may be moved or
from the fall (3 points out of 4), so he is relatively weak. consumed by the monster, unless the monster is undead,
in which case Kevin’s body will be found in the spot where
To play Kevin: Kevin begins in area 3 on the map, just he was killed.
below the shaft. It takes him two turns (20 minutes) to Keep in mind that unless you have other plans for
explore any new area, just like an adventuring team. If Kevin, the whole adventure to retrieve him should not be
he has been through an area before, the time becomes 2 a difficult task at all. The only and constant obstacles are
rounds. The table below is used to track Kevin. The turn chance and time. This adventure was designed for a quick
where the PCs meet Donald is listed. Note that Kevin may dive into a small, unexplored dungeon nearby town.

9
Chart 1: Kevin’s Adventure Track Record
Turn 1 2 3 4 5 6 (Hour 1)*
Room 3 3
Kevin’s Exploring Entry Exploring Entry
Action

PCs N/A Meeting Donald


Location/ at Pub
Actions
Turn 7 8 9 10 11 12 (Hour 2)
Room
Kevin’s
Actions

PCs
Location/
Actions

Turn 13 14 15 16 17 18 (Hour 3)
Room
Kevin’s
Actions

PCs
Location/
Actions
* The PCs should ideally reach the watchtower just before Turn 6 if they immediately took the job and left directly for it.

Table 2: Kevin’s Non-Combat Actions


(Roll anytime Kevin has no actions)
Die Roll Time to
(d10) Action Complete Special
1-2 Search area 2 Turns Has a 10% cumulative chance to find something of
interest in the area.
3 Make new Torch 1/2 Turn Torches last for 3 Turns, but Kevin may make a new one
at any time.
4-6 Explore new 1 Turn Kevin will first try doors he has not yet opened. Choose
area or roll randomly which door in an area he tries. This
may alert monsters (Roll surprise). This result can be a
new room or an unusual or different area of the same
room (such as the river area of room 4); May trigger
monster attack, see description of room.
7-8 Stand confused/ 1/2 Turn Kevin will respond to calls to him in this state unless a
scared monster is known to be nearby, in which case he will
remain quiet.
9 Return to Entry 1 Turn Recheck each Turn; if this result occurs again, he will
continue towards the entrance.
10 Eat apple 1/2 Turn Result possible only twice; reroll result if more than
two.

10
Part II are packed dirt with occasional wood planks and are 8’
high, on average. Rooms 4, 5a, and 16 on level 1 are in
The Watchtower on the Hill (Ground some part unfinished and are mostly loose dirt or mud.
Level and Barracks Level 1) On level 2, only the workman areas (the squared-off areas)
are finished as above. The rest of level 2 is dug-out dirt
and clay tunnels which eventually give way to mud and
GM Note: PACING! Remember that this adventure begins rock natural caves partially submerged in topsoil run-off
with a search for Kevin, which with most parties is the water.
primary goal and a matter of urgency. GMs are reminded
to keep the tension and pace of the game high as the party Wandering Monsters: Check for wandering monsters
explores the unknown for the lost boy. Remember also as normal on both levels of the watchtower. In general,
that sound travels. If the party yells for the Kevin, he does wandering monsters checks should occur every two turns.
have a pretty good chance in hearing them (base 60%). If Roll 2d6, and on a roll of ‘12’, a wandering monster
Kevin is in level 2, that chance is halved. Each door Kevin encounter will occur. Note that this wandering roll can
is behind will reduce the number by an additional 10%. happen even during an already occurring combat. GMs
may modify the wandering roll should the party call
Dungeon Construction Properties: Most of level 1 and attention to themselves while exploring. For instance,
part of level 2 of the watchtower dungeon complex is a noisy, careless party may have a wandering encounter
finished with wood pillars and stone floors and walls. The occur on a 10-12 on a 2d6 instead.
stone is 1’ thick in all places, although many stones lay
scattered and broken on the floor from age. The ceilings

Table 3: Watchtower Wandering Monster Table


Die Roll Encounter Brief Statistics
(d12) (No. Appearing)
1-3 Rat, Huge (3d4): AC 8; HD 1-1 (1 hp); hp 1; #AT 1; D 1 + disease (3% chance per hit); MV 120’;
SZ S; AL N; ML Animal; XP 5 +1/hp
4-5 Rat, Giant (1d4): AC 7; HD 1-1 (1d4 hp); #AT 1; D 1-3 + disease (5% chance per hit); MV 120’;
SZ S; AL N; ML Animal; XP 7 +1/hp
6-7 Beetle, Giant Fire AC 4; HD 1+2; #AT 1; D 2d4; MV 120’; SZ S; AL N; ML Animal; XP 30 +1/hp
(2d4):
8 Frog, Giant AC 7; HD 2; #AT 1; D 1d6; SA: Surprise (1-4 on 1d6), tongue attack (+4),
(1d3): swallow (natural 20); MV 30’/90’sw; SZ S (4’); AL N; XP 45+3/hp
9 Skeletons (1d4): AC 6 (armor); HD 1; #AT 1; D 1d6; SD Immune to cold, enchantments, sleep
and hold spells, ½ damage from slashing weapons, piercing weapons do 1d2
damage, holy water does 2d4 damage; MV 120’; SZ M; AL N; XP 15 +1/hp
10 Zombie (1d2): AC 7 (armor); HD 2; #AT 1; D 1d8; SD Immune to cold, enchantments, and
hold spells; MV 60’; SZ M; AL N; XP 30 +1/hp
11 Skeletons and Roll for random skeletons and zombies as in results 5 and 6.
Zombies!
12 Ghost, Least AC 3 (special); HD 5; #AT 1; D Special; SA wither; SD magic weapons needed
to hit, spells ineffective if incorporeal; MV 90’; SZ M; AL CE; ML Undead; XP
450 +6/hp [This encounter will only occur once]

11
1 The Watchtower Ruins C Staircase
The stairs are in very poor shape. These stairs were
Time has not been kind to the remains of the made of stone over a wooden frame. Only the portion
watchtower. Although the walls which still stand are shown on the map still exists. Any amount of weight
stable enough to allow general exploration, any stress on the topmost stair will most likely collapse the top
may cause a collapse at any moment. The top levels of few feet of the staircase and may cause a small amount
the tower were ruined during the tower’s final battle. of damage to any character standing on or below it
There once were three upper levels, although now (max 2d6 damage).
only a few portions of the first floor remain. School
children enjoy climbing up the jagged rocks and old D Collapsed Floor
wooden beams to sit atop the last bit of flooring to the This area has been collapsed for a number of years –
North side. Children also are known to play around really, as long as anyone alive remembers. Children
the ruins but are often warned of falling stones. The often climb down here to walk among the debris left
hillside below the tower is littered with large stones behind in hopes of finding a bit of a broken sword or
which have fallen over time. other arms. Most everything that could be looted was
Parts of the tower floor may collapse if any weight found and taken years ago by the humanoid victors.
more than 500lbs is placed in any 10x10’ section. The drop to Area D from Area B is about 10’ on
Should PCs fall through the floor, they will receive the edge, but as far as 25’ near area E. Before Kevin
2d6 damage from the fall and debris but may make a collapsed the debris over Area E, the drop was about
save vs. wands to resist half the damage. The remnant 10-15’ all around.
of the upper floor is much more unstable, with any
5’ section being able to take only 200lbs before E Barracks Hole
collapsing. Damage from a fall from the upper floor This is simply a marker for where the shaft to the
is doubled. barracks is (Area G) in relation to the ground floor.
A special watchtower map (Map B) has been
included for GM reference and if the GM wishes to F Tower Debris
spend some time in the upper portion of the tower. Most of this debris is ancient wood and stone, along
This map has an overhead view and a cut-away side with a good amount of other refuse people from the
view (from the West) of the tower’s ruins. Unless town have thrown into the area. It is rather dangerous
the party, for whatever reason, is entering the tower to trudge around in the debris, especially since the
from above, the door is the most obvious and easiest hole has been opened. The debris shifts under
entrance. character weight towards the hole and can quickly
slide a great amount of refuse down the shaft – which
might include an unwary character.
Watchtower Ground Level Key (Areas A-G)
G Barracks Shaft
A Stairs and Doorway This is the hole which opened when Kevin fell. The
The old stairs are stone and are still in fairly good shaft is 20’ from the base of the tower to the ceiling of
condition. The door is long gone, however, and only the Barracks area. Note that there is an additional 10’
a broken, open archway remains. fall to the floor of the barracks, meaning any character
falling through the hole can potentially suffer 3d6 or
B Main Floor more damage from the fall. Kevin happened to “ride”
The ground level floor is barely intact. Many holes some wooden debris down the shaft, which helped to
and breaks appear along the wood, and walking with cushion his fall. He also fell onto a box of old straw
much weight always carries a chance of breaking (now destroyed).
floorboards. No rules for breaking floorboards The shaft has a series of iron ladder rungs set into
appear in this text, although GMs are encouraged to a stonework circular wall. The rungs are still stable
remind the more heavy-weighted party members that enough to use. The rungs end at the ceiling of the
the floorboards creak with every step and could break Entry (room 3), 20’ below the surface. Originally,
at any moment. there was a small ladder which allowed a person to
From the ground floor, there is only a broken get to the floor of room 3 and back up to the shaft
staircase which used to lead to the first floor (Area rungs, but the ladder is now missing. The shaft itself
C) and a massive area of collapsed floor (Area D), in is 5’ diameter.
which the boys were playing when Kevin fell through
the hole (Areas E-G). 2 A Hole in the Floor
This is the marker for the shaft’s entrance into the
barracks.

12
4 Waterway
This waterway is an underground branch of the Voria
River to the northeast. The water is still perfectly fine
to drink. The current is noticeable but soft, and the
water is only about 2’ deep at its center, which allows
characters to wade through it if they wish. The area
around this part of the river has been carved out for
ease of access – further up or down the river there is
little area to breathe as the river escapes into tunnels
which match its size.
A number of empty water barrels are stacked along the
south and east wall. Should any barrels be disturbed
or any character walk within 5’ of the southeast
corner, giant rats will attack from their home inside
the barrels.

Rat, Giant (5): AC 7; HD 1-1 (1d4 hp); hp 2 (x2), 3, 4


(x2); #AT 1; D 1-3 + disease (5% chance per hit); MV
120’; SZ S; AL N; ML Animal; XP 7 +1/hp [xp values: 9
(x2), 10, 11 (x2); xp total: 50]

5 Kitchen
This was the kitchen for the entire watchtower;
however this kitchen was only to be used when the
sergeant expected enemy scouts nearby. Most of the
off-duty cooking would have been done above ground
as it is sometimes difficult to properly ventilate the
underground area. Two large fireplaces dominate
the west wall, along with a large oven, and a series
of burned and broken tables lay about the room.
Various old rusted kitchen utensils and pots fill most
of the floor here. Nothing in here seems of any value.
A careful search of the area (about 30 minutes) will
uncover a silver knife and spoon worth about 10gp
each.

5a Unfinished Corridor
This corridor was meant as the original cold storage
location, but the digging stopped when they
discovered a large amount of hard rock and unstable
earth. The soldiers still used the small area as pantry
storage. Now a small pack of huge rats live in the
leftover debris. The disease effect of these rats is a
Map B little weaker than normal, having only a 3% chance
per hit to cause disease.
3 Entry
This room is fairly empty, other than a few busted Rat, Huge (10): AC 8; HD 1-1 (1 hp); hp 1 (x10); #AT
barrels and crates. There are some timbers which 1; D 1 + disease (3% chance per hit); MV 120’; SZ S;
lay on the ground just below the ceiling shaft. These AL N; ML Animal; XP 5 +1/hp [xp values: 6 (x10)]
timbers fell from the floor in area 2. None of the doors
from this area are locked, although the doors to area 6 Cold Storage
5 are slightly ajar. The stairs to area 7 lead upwards This area is 5’ below area 5. The stairs extend towards
about 10’. At this angle, vision into area 7 from area 3 the center of the room, so there is a small drop off
is effectively blocked. to the floor from the left and right of the staircase.
Characters listening for noise at the north door The south end of the room is partially submerged
may hear a soft gurgling sound (river beyond) and with water which has slowly dripped in. The water
possibly (30% chance) small squeaks (giant rats). is never more than ½ of a foot deep. The entire
room is very cold, around 40 degrees (F). Other than

13
broken barrels littering the floor, the eastern portion barracks and turn this room into the lounge. Five
of the chamber is the home of a small brown mould. large round tables stand or are tipped over around
Characters approaching within 5’ of the mould will this room, and twenty or so chairs lay strewn about.
awaken it from a semi-dormant state. Two skeletons sit at one of the tables in the southwest
corner, rusted swords piercing their chests. These
Brown Mold: AC 10; HD N/A; #AT N/A; D 1d8 skeletons are not animated. A careful search of the
(freezing); SA Freezing; MV 0; SZ S (5’ patch); AL N; room will uncover 3d4 silver, gold, and electrum
XP 0 pieces.

7 Command Room 10 Guardroom


This room was once the command center for the The guardroom serves as both an office and a
watchtower squads. It looks as though some of guardhouse for the dungeon to the east. Four
the room was once set afire, as a number of broken skeletal guards, still wearing tatters of chainmail,
tables and chairs are partially burnt. Bits of charred animate and attack anyone who enters. These guards
papers lay scattered in the corners, most of which will not leave area 10 but will follow intruders to
are unreadable and disintegrate at first touch. PCs area 11. One of the guards has a rusted key ring
who search the papers may find reference to the last with keys to area 11 and all of the cells within. One
orders given to Lieutenant Largus from Count Marinel 5’x10’ area of the floor is unstable to the south end
II. These papers could be sold to historians for a few of the room. Should more than 300 lbs stand on
coins if the party can gather them safely and carefully. one of the 5’ sections, the floor will collapse to area
Two human skeletons lay under the debris in this 19 below, causing characters 2d6 damage from the
room. They were a couple of soldiers who were the fall. Characters may save vs. breath weapons for half
first to fall within the barracks. The skeletons are damage.
wearing tattered leather armor and boots. Each has
a rusty long sword which lays somewhere near each Skeletons (4): AC 6 (armor); HD 1; hp 2, 5, 7, 8; #AT
body. The door to area 8 is locked. 1; D 1d6; SD Immune to cold, enchantments, sleep
and hold spells, half damage from slashing weapons,
8 Watch Officer’s Quarters (Locked, +10% to OL) piercing weapons do 1d2 damage, holy water does
This room is the personal quarters of Second 2d4 damage; MV 120’; SZ M; AL N; ML Undead; XP 15
Lieutenant Largus. The “Watch Officer” title is +1/hp [xp values: 17, 20, 22, 23]
granted to any military personnel of any rank in
charge of outposts. The door to this room is locked 11 Dungeon, a-f (Locked, +20% to OL)
with a rusted old lock, granting opening chances a The door to the dungeon is an oak door with window
+10% bonus. A bookcase, a desk, a bed, and two bars and a lock which seems to have been busted
locked chests are in this room. The room was open sometime in the past. The door was shut at
already ransacked far in the past, so the chests are some point, and the lock was able to re-lock itself
empty. If the desk is searched, a secret compartment but now grants a lock-picker a bonus of +20% to
can be found in the back of the desk. Inside the their open locks check. The watchtower dungeons
compartment is a small silk bag (20gp) with 50 silver saw little use in their time, thus the offal and refuse
coins inside. The bodies of Lt. Largus and two aides usually found in dungeons is fairly absent here. Only
are still in this chamber and are unfortunately now cells C and F have anything of interest. All of the cell
zombies. They will attack anyone who enters the doors are locked with a normal chance to open the
room. Lt. Largus wields his personal long sword. doors. Note that a guard from area 10 has keys that
This sword is old and rusted, but it does possess still work.
a ruby-hilt which alone is worth 100gp. This long
sword may help the party in room 24 (see Part III). 11c Ominous Remains
This cell houses the skeletons of an orc and a kobold.
Zombie (3): AC 8; HD 2; hp 8, 11, 15; #AT 1; D 1d8; When alive, these two were advance scouts who were
SD Immune to cold, enchantments, and hold spells; captured by Sergeant Largus’ squad ranger. The
MV 60’; SZ M; AL N; ML Undead; XP 30 +1/hp [xp guards were instructed to kill the prisoners while
values: 38, 41, 45] the watchtower was under siege. If the cell door
is opened, these humanoid skeletons animate, to
9 Soldier’s Lounge attack those who killed them. If any of the skeletal
When the watchtower barracks were fully staffed, this guards from area 10 are still animated, the humanoid
room served as an off-duty lounge for the soldiers skeletons will seek them out. The skeletons will
and workmen. Originally, this room was intended as battle to the final end. Any that remain will turn on
another barracks room, but the squads who worked any spectators.
the watchtower decided it was best to condense the

14
Skeletons, Humanoid (2): AC 7; HD 1-1; hp 5 as was intended by the orc command. Their deaths,
(kobold), 7 (orc); #AT 1; D 1d6; SD Immune to cold, however, did little to keep them from an undead state.
enchantments, sleep and hold spells, half damage Any character entering this room will be attacked by
from slashing weapons, piercing weapons do 1d2 the remains of the soldiers. The soldiers will only
damage, holy water does 2d4 damage; MV 90’; SZ M; enter rooms 13, 13a, 14, and 15, unless forced.
AL NE; ML Undead; XP 15 +1/hp [xp values: 20, 22] A good search of the barracks will turn up the
following items scattered around: dagger +1, 120 cp,
11f Last Cell on the Left 25 sp, 12 gp, 1 pp, 2 small gems (10gp each), and an
This cell has seen some use. It is full of some sort of old but still good potion of healing.
lichen or moss, and a tree root has broken through
the walls here, taking up about ¼ of the cell’s east Skeletons (10): AC 6 (armor); HD 1; hp 1 (x2), 2, 3
side. Characters detecting noise in this cell may hear (x4), 5 (x2), 6; #AT 1; D 1d6; SD Immune to cold,
a slight munching or tearing sound. The sound is enchantments, sleep and hold spells, half damage
coming from a group of slime crawlers feasting on from slashing weapons, piercing weapons do 1d2
the plant life. Should characters come within 5’ damage, holy water does 2d4 damage; MV 120’; SZ
of the slime crawlers, the crawlers will attack. The M; AL N; ML Undead; XP 15 +1/hp [xp values: 16
GM is encouraged to have the crawlers attack in a (x2), 17, 18 (x4), 20 (x2), 21; xp total: 182]
sequence whereby a couple crawlers attack first, then
as the PCs are trying to deal with the first set, another Zombie (4): AC 7 (armor); HD 2; hp 8, 9, 14, 15; #AT
2-4 crawlers attack, and so on. 1; D 1d8; SD Immune to cold, enchantments, and
A second problem for characters in the area of 11f hold spells; MV 60’; SZ M; AL N; ML Undead; XP 30
is that the southwestern floor is unstable. As in area +1/hp [xp values: 38, 39, 44, 45; xp total: 166]
10, if more than 300lbs is on this area of the floor,
the floor will collapse into area 22 below, causing Kevin’s Adventure Notes: If Kevin enters the soldier
2d6 damage to falling characters. Characters may barracks, he may avoid attacks if he runs from the
save vs. breath weapon for half damage. Also, if any monsters. Kevin will be safe if he either backtracks to
characters slip and fall on the crawler slime, there is room 9 or can run and make it to room 16.
a 1-3 in 6 chance that the floor will give way. If the
weight total is 250lbs and someone falls, the floor 14 Soldier Barracks II
automatically gives way. This room is a smaller version of the other barracks
room. Just like the other room, the soldiers here will
Slime Crawler (4): AC 5; HD 1+1; hp 6, 7, 9 (x2); rise to attack any who enter. These soldiers will enter
#AT 4, 5, or 6; D 1d3+1T; 1d4; SA Grapple, slime; only rooms 14 and 15.
MV 20’/10’cl; SZ M; AL N; ML Animal +6 (+30%); XP There is little treasure found in this room, but a
40 +1/hp [xp values: 46, 47, 49, 49] careful search will discover 3 sp, 8 gp, an old deck
of playing cards (still good), and a lute. The lute’s
12 Special Storage (Locked, -10% to OL) strings are useless, but the instrument can be repaired
This room was used to store items the soldiers felt and restrung. The lute’s value in its current state
needed special protection. Both doors to this room is about 10gp; if repaired, its value would become
are locked by good locks (-10% to any pick chance). about 50gp. Finally, one of the zombies in this room
Inside, three skeletal dogs still protect the soldier’s is the remains of Corporal Harrison (room 15) and
prized possessions and will attack any who enter. still fights with the short sword he defended the
This room was picked clean by the orc army long ago, watchtower with in life. The short sword, although
but a careful search will uncover a golden brooch badly damaged, is useful to the party against the
(150gp) and a scroll case with a clerical scroll inside coffer corpse in room 24 (see Part III).
containing the spell cure light wounds.
Skeletons (6): AC 6 (armor); HD 1; hp 2, 5, 6, 7 (x2),
Skeleton, Animal (dog) (3): AC 8; HD 1-1; hp 2, 5, 6; 8; #AT 1; D 1d6; SD Immune to cold, enchantments,
#AT 1; D 1d4; SD Immune to cold, enchantments, sleep and hold spells, half damage from slashing
sleep and hold spells, half damage from slashing weapons, piercing weapons do 1d2 damage, holy
weapons, piercing weapons do 1d2 damage, holy water does 2d4 damage; MV 120’; SZ M; AL N; ML
water does 2d4 damage; MV 90’; SZ M; AL NE; ML Undead; XP 15 +1/hp [xp values: 17, 20, 21, 22 (x2),
Undead; XP 10 +1/hp [xp values: 12, 15, 16] 23; xp total: 125]

13 Soldier Barracks Zombie (2): AC 7 (armor); HD 2; hp 9, 14; #AT 1; D


Many soldiers died in this room during the siege on 1d8; SD Immune to cold, enchantments, and hold
the watchtower. Luckily, these soldiers were able spells; MV 60’; SZ M; AL N; ML Undead; XP 30 +1/hp
to defend themselves and did not die in their sleep [xp values: 39, 44]

15
15 Corporal’s Room Centipede, Large (12): AC 9; HD 1 (1 hp); hp 1 (x12);
Corporal Harrison used to live in this room and use #AT 1; D None; SA: Poison (save at +4; 4d4 damage
it as an office. The corporal was in charge of the if failed); MV 120’; SZ S; AL N; XP 5 +1/hp +25
soldiers and soldier’s provisions. A small group of (poison) [xp values: 31(x12) xp total: 372]
giant fire beetles now calls the corporal’s chambers
“home”. Some of the corporal’s notes have survived 19 Tool Storage
but are of little interest. Mostly, the notes list trade Only a few tools remain in this room, as most were
contracts and rations per soldier. A list of the soldier’s checked out by the workmen when the watchtower
names can be found, however, and the local baron or was attacked. A number of half-empty racks still line
military commander may want it to give the soldiers the walls. Part of the ceiling in this room may have
a proper military burial. Many of the soldiers who collapsed if enough weight was on it above. From
died in the watchtower were forgotten, after all. below, the PCs are in no danger unless someone is
A loose ceiling board reveals a small locked chest actually standing on the upper level at the same time.
which once belonged to the corporal. The chest has
a small needle trap which causes 1d3 damage if not 20 Special Tool Storage (Locked, +10% to OL)
disarmed. Inside the chest is a bag of small gems This room is locked by an old lock which grants the
(10 at 15gp each), a gold ring (100gp), and a silver picker a bonus of +10% to any chance to open it.
bracelet (35gp). In the bottom of the chest is a small The room is full of crates with new tools and spare
letter to Corporal Harrison’s wife Olga, noting that parts. The “new” tools are mostly useless now, but
he wished to give these items to their daughter Sheila the PCs might find a few functional shovels or pick
as a dowry when he returned home from duty in the axes if they need them. In the back of the room,
summer. PCs who wish to take the jewelry back can hidden behind a crate, are the skeletal bodies of two
receive XP awards (see Part IV). workmen who were killed by arrows. They were able
to get into this room and lock the door before they
Beetle, Giant Fire (5): AC 4; HD 1+2; hp 3, 5, 8, 9, died.
10; #AT 1; D 2d4; MV 120’; SZ S; AL N; XP 30 +1/hp
[xp values: 33, 35, 38, 39, 40; xp total: 185] 21 Latrine
This small room served as the latrine for the
16 Lower Stairs entire watchtower barracks. Needless to say, this
There are two sets of stairs here. The western area is very unpleasant. The moment the door to
staircase simply ends, as the workmen found the the corridor leading to the latrine is opened, any
ground unstable. The eastern staircase heads to level characters standing within 10’ of the door must make
2, in Part III below, and into area 17. saves vs. poison +2 or become immediately ill. Any
PC affected by the stench may simply move away
from the area. It takes 1 Turn of relatively fresh air
to recover. If affected, PCs suffer a -1 penalty to all
Part III rolls. For each bend in the corridor, if PCs are brave
The Watchtower on the Hill (Barracks enough to explore the latrine area, each PC must
make another save vs. poison with a cumulative -1
Level 2), the Lower Chambers modifier to the save. Even if the PC has made any of
the saving throws, they must make another, although
successive failure penalties are not cumulative. To
17 Lower Entry make matters worse, the corridor and latrine are
This small lower level room is littered with skeletons littered with human and humanoid bodies covered
of humans and humanoids. Unlike other chambers, in mold and fungus. A young Lesser Otyugh awaits
none of the remains here are undead. The room those who actually make it to the latrine chamber.
simply serves as a chilling reminder of the battle This creature is a little less powerful than a standard
which once raged through the watchtower. Lesser Otyugh, and is about the size of a large, fat
goblin. The only treasures found in this area are
18 Consumable Storage occasional coins in the pouches of the fallen soldiers
This room was the dry food storage area of the or humanoids at the GM’s discretion.
barracks. Not much remains, other than a number of
empty, destroyed barrels and crates. A couple of old Otyugh, Lesser: AC 4; HD 4+1; hp 20; #AT 3; D
bottle racks line the eastern wall, and a number of 1d6/1d6/1d2+1; SA: Grab, disease (1-2 on 1d10 if
broken bottles lay scattered on the ground. Picking bitten); SD Never surprised; MV 60’; SZ S (4’); AL N;
through the debris in the southwestern corner will XP 235 +4/hp [xp value: 315]
incur an attack by large centipedes.

18
New Optional Rules (OSRIC): Movement and Combat in Water

A number of the areas in Part III are partially or completely submerged in water. Use the following guidelines for
conducting movement and combat in water.

All base character movement in water which is shin to waist deep is reduced by 1/3, and characters lose any
dexterity modifiers for move rates (the dexterity bonus for move is an optional campaign rule detailed in the
Westgate Campaign Setting rulebooks). Characters in waist to chest deep water have their movement reduced
to 1/3 of their normal movement rates. In either case, a high strength score will aid character movement. For
each bonus point for attack up to +3 a character receives for high strength, a point may be added to their
movement rate, but this bonus may not exceed their normal movement rate. If completely submerged, human
base movement is reduced to 40’, while demi-humans and humanoids are reduced to a base move of 30’. GMs
may add additional rules for diving, treading water, or whatever else they deem fit, using the above as a general
guideline. Keep in mind that encumbrance is the main factor in all cases.

Fighting in water 1-3’ deep incurs attack and movement penalties. If the water height is between the character’s
knees and waist, the character receives no dexterity benefit for armor class and attacks with a -1 penalty to hit and
damage. If the water is waist high to chest high, the attack and damage penalty increases to -2. Any character with
special skills at swimming may reduce penalties by ½, rounding down.

22 Worker Lounge 24 Sergeant’s Quarters (Locked and Stuck)


Following suit from the soldiers in the upper barracks, Sergeant Kelley was the direct commander of the
the worker squad made themselves a lounge. When workforce who built the underground complex, and
the PCs enter this room though, they will find the he was responsible for all soldier wages. Sgt. Kelley’s
result of a wild battle. Bodies lay all over the room, assistants budgeted the food and supplies, as well as
on tables. Some humanoid skeletons are pinned construction logistics. The Sergeant took an axe to
against walls, and one poor workman had his skull the chest by a lucky goblin, but Kelley was still able to
crushed by a heavy oak table. Anyone walking 10’ shut and hold the door closed to his quarters before
into this room will awaken the restless human dead; succumbing to his wounds. Kelley’s body is still
the humanoid skeletons are not undead. propped up against the door along with one of his
Note that a portion of the ceiling of this room desks. If the PCs decide to unlock the door, they’ll
may collapse if enough weight is on the floor above. need to force the door open, as it is also considered
Characters on the lower level are relatively safe unless to be stuck. Two PCs must succeed in rolling an open
someone is in the area above. door test to push the door and desk out of the way.
If the PCs bash through the door, they’ll also need to
Skeletons (8): AC 6 (armor); HD 1; hp 1, 2, 3, 4 bash the desk or find a means to push the desk back.
(x2), 5, 6 (x2); #AT 1; D 1d6; SD Immune to cold, Sgt. Kelley still wears his chain mail, with a large tear
enchantments, sleep and hold spells, half damage in the chain from the axe damage.
from slashing weapons, piercing weapons do 1d2 Interestingly, the PCs are free to take Kelley’s
damage, holy water does 2d4 damage; MV 120’; SZ personal belongings and money, but it was the
M; AL N; ML Undead; XP 15 +1/hp [xp values: 16, 17, Sergeant‘s duty to protect the workmen’s wages,
18, 19 (x2), 20, 21 (x2); xp total: 151] even into undeath. Thus, if even a single coin from
the workman’s wages or the watchtower’s funds
Zombie (2): AC 7 (armor); HD 2; hp 9, 13; #AT 1; D is taken, the Sergeant will rise as a coffer corpse.
1d8; SD Immune to cold, enchantments, and hold Beyond the normal special defenses of the standard
spells; MV 60’; SZ M; AL N; ML Undead; XP 30 +1/hp coffer corpse, Kelley will take damage from any
[xp values: 39, 43] weapon owned by a higher rank soldier, either within
the party or found elsewhere in the dungeon (see
23 Office rooms 8 and 15 in Part I). The PCs will most likely
This corridor has a couple of workmen’s bodies, but be unaware as to which treasure is which. Unless
otherwise has little in it other than an overturned the PCs moved Kelley’s body, the coffer corpse will
desk. A number of documents lie in the corners of probably block the party’s exit from room 24. Should
the room, all of which are now damaged beyond the party evade the undead Kelley, it will follow them
reading or repair. The desk, if flipped back over, to any non-submerged room in this level but will not
has a single locked drawer, but if opened, nothing is ascend to level 1 or enter any passage with standing
inside. water. Replacing any taken treasure will settle the
undead Kelley and he will rest again.

19
The workman’s wages are in cotton sacks within but the rust monsters will not detect metal-wearing
a small wooden coffer and consist of 240sp. The adventurers outside the chamber due to all of the
watchtower’s funds are in a different chest and tasty iron immediately nearby. Each rust monster has
consist of 200gp and 4 emeralds worth 150gp each. 3 small gems worth 25gp each.
Finally, Sergeant Kelley’s personal treasure can
be found under his bed in a leather backpack and Rust Monster (2): AC 2; HD 5; hp 27, 15; #AT 2; D
consists of 25sp, 10gp, 4pp, a potion of fish control, None; SA: Rust (10’ area); MV 120’; SZ M (5’); AL N;
a protection from cold scroll, and a ledger of all the XP 185 +4/hp [xp values: 293, 245]
workmen and wages.
27 Dry Chamber
Coffer Corpse: AC 6 (armor); HD 2; hp 8; #AT 1; D This, and all the semi-submerged areas of the level
1d6; SD Hit only by magical weapon or weapon from II map, was originally part of a natural cave that
higher military rank; immune to cold, enchantments, was being carved out for the barracks. Other than
and hold spells; MV 60’; SZ M; AL CE; ML Undead +3 a couple of skeletons which lay on the floor, a few
(+15%); XP 40 +1/hp [xp value: 48] giant frogs are encountered here.

25 Worker Barracks Frog, Giant (5): AC 7; HD 2; hp 7, 8, 10, 13, 16; #AT


This room houses the last of the great battles of the 1; D 1d6; SA: Surprise (1-4 on 1d6), tongue attack
barracks. Again, numerous bodies lay around the (+4), swallow (natural 20); MV 30’/90’sw; SZ S (4’);
room, with some thrown up onto the many bunk- AL N; XP 45+3/hp [xp values: 66, 69, 75, 84, 93; xp
beds which fill the majority of this chamber. The PCs, total: 387]
by this time, should expect the dead residents of this
room to awaken and attack – which the undead here 28 Empty Room
will do. However, in this room, the undead are slow Not much is left in this room other than some
to awaken. Only one will awaken the first round, discarded tools and a couple of workers’ bodies. If
followed by two more on the second, and three on the GM wishes to continue this adventure to further
the third round. On the fourth and subsequent levels, the southwestern floor may collapse if 200lbs
rounds, 1d3 more will randomly awaken per round or more are placed on it, leading to unexplored
up to the maximum undead listed in the statistics caverns below. These caverns are not detailed in
below. Not all of the bodies in the room are undead, this module and are to be used only with the GM’s
although humanoid skeletons and zombies will discretion. Any character falling into these caverns
awaken. Humanoid undead in this room have the will take 3d6 damage unless they make a save vs.
same statistics as the human undead. breath weapon, which will reduce the damage to ½.

Skeletons (20): AC 6 (armor); HD 1; hp 1 (x2), 2 29 Empty Room


(x4), 3, 4 (x5), 5 (x3), 7 (x3), 8 (x2); #AT 1; D 1d6; Other than a few weapons, tools, and skeletons, this
SD Immune to cold, enchantments, sleep and hold room is empty.
spells, half damage from slashing weapons, piercing
weapons do 1d2 damage, holy water does 2d4 30 Partially Flooded Room
damage; MV 120’; SZ M; AL N; ML Undead; XP 15 +1/ Water began to seep in during the last days of the work
hp [xp values: 16 (x2), 17 (x4), 18, 19 (x5), 20 (x3), on the barracks before the attack. This first passage
21 (x3), 22 (x2); xp total: 380] is 1’ deep with water at its center. A few skeletons
protrude from the surface of the water, but there
Zombie (14): AC 7 (armor); HD 2; hp 3, 6, 7, 8, 9, are otherwise no monsters here. There is, however,
10, 11 (x2), 14, 15 (x3), 16 (x2); #AT 1; D 1d8; SD an increased chance of wandering monsters in this
Immune to cold, enchantments, and hold spells; MV room. If a wandering check is required while the PCs
60’; SZ M; AL N; ML Undead; XP 30 +1/hp [xp values: explore this chamber, an encounter will occur on a
33, 36, 37, 38, 39, 40, 41 (x2), 44, 45 (x3), 46 (x2); xp 1-2 on a 1d6.
total: 576]
31 Submerged Working Area
26 Workroom These areas are partially submerged and contain
This room was a preparation room for workers who an awful stench. The stench is from the many
were working in the next area. All of the worker’s pond zombies which inhabit the waters here. Any
tools were left when the watchtower was attacked. PC entering the area will be attacked by the pond
Recently, a pair of rust monsters have discovered the zombies.
healthy supply of iron strewn about this chamber.
Anyone entering the room will be attacked on sight,

20
Zombie, Pond (2d6): AC 8; HD 2+2; #AT 1; D 1d6; SA enchantments, and hold spells; MV 60’; SZ M; AL LE;
Stench, disease; SD Immune to cold, enchantments, ML Undead; XP 35 +1/hp [xp value 39]
and hold spells; MV 60’/120’sw; SZ M; AL NE; ML
Undead +2 (+10%); XP 90 +3/hp 33 Flooded Cave
Areas 33 and 34 of the cave system are the lair of a
32 Dry Work Chamber group of giant crayfish. These crayfish have lived on
This chamber is slick but does not have standing the giant rats and frogs for a few years. If a loud major
water, except in a few small puddles. Many tools battle occurred with the party and the poltergeist
lay scattered about in this area with an occasional in area 32, the crayfish will be laying in wait in area
skeleton or two. The most problematic situation 34 and will not be encountered here. If the party
in this chamber is the poltergeist of a long-dead managed to subdue the poltergeist or even get by
workman who lashes out at any living being who it without causing much noise, a few of the crayfish
walks through his lair. The poltergeist attacks will will be here laying in wait to surprise the party. Any
begin where the chamber splits into two paths. crayfish encountered here should be deducted from
The attacks begin slowly, possibly with the the crayfish encountered in area 34.
poltergeist throwing a rock or bone into a submerged
chamber to keep the PCs tense and frightened. Crayfish, giant (2): AC 4; HD 4+4; hp 18, 23; #AT 2;
Eventually, the entity will begin throwing large bones D 2d6/2d6; SA Surprise (1-3 on 1d6); MV 60’/120’sw;
and tools at the party. The creature will follow the SZ Large (8-10’ long); AL N; ML Average +2 (+10%);
party into other areas but will not go up to level 1 XP 110 +4/hp [xp value 182, 202]
unless provoked or taunted.
34 Submerged Cave
Poltergeist: AC 10; HD (1d4 hit points); hp 4; #AT This is the lair of the giant crayfish. They will attack
1; D Nil; SA Fear, telekinesis; SD Invisible, silver/ any intruders immediately. After dealing with the
magical weapons needed to hit, immune to cold, crayfish, the party (with proper lighting) may discover
the remains of an adventurer who apparently did find

21
these ruins once before. The adventurer was a human Donald’s face turns white and pale. His jaw
who wore magical bronze plate armor and wielded hangs low in a moment of shock – his worst
a magical shield and hand axe. Unfortunately, all fear has now come to pass. After a moment
of this magic was not enough to save him from the of pause, Donald addresses the party. “Kind
crayfish surprise. friends, I thank ye for your help in finding me
The adventurer’s treasure contains: bronze plate boy. I – I…” He struggles to get his words
mail +1, small shield +3 vs. acid attacks (no AC out. “Did ye by chance bring his body back?
adjustment beyond the normal shield bonus), hand He should be buried proper.”
axe +1, +2 vs. avians, 20sp, 35gp, 1 onyx (200gp One by one, pub patrons pass Donald by,
value), and a potion of healing. offering words of support for his loss and
thanking the party for their efforts.
Crayfish, giant (6): AC 4; HD 4+4; hp 14, 15, 17,
18, 23, 30; #AT 2; D 2d6/2d6; SA Surprise (1-3 on
1d6); MV 60’/120’sw; SZ Large (8-10’ long); AL N; ML In either case, the adventure is now complete. The party is
Average +2 (+10%); XP 110 +4/hp [xp value 166, free to continue to explore the watchtower if they choose,
170, 178, 182, 202, 230; xp total: 1128] or they may move on to other adventures.

Experience Award Descriptions: There are three basic


kinds of experience awards, depending on how you, the
Part IV GM, are running your game. Generally, there is “story” or
“quest” experience, “group” experience, and “individual”
Conclusion experience.

Story experience is granted to each character individually


General Conclusions: Whether or not the PCs were able for adventures which are part of a larger story or campaign.
to rescue Kevin in time to save him from a gruesome fate, In general, each module or story should be worth between
Donald will reward the PCs with a small bag of gems as 1/10 and 1/20 of the experience required of each character
a thank you. There will be one gem per PC, each worth class to gain one level (on average). GMs may also factor
40gp. The PCs do need to return Kevin’s body if the boy in relative adventure difficulty. There is no specific rubric
did not survive in order to receive this reward. If Donald for calculating these awards, as the story award is designed
feels that the boy was somehow mistreated or allowed to as a tool for GMs to pace their game groups.
perish by thoughtless, selfish, or evil PC actions, he will
not offer the gems and will most likely call the local guard Group experience is a lump sum of xp from monsters and
or militia to apprehend the party. If the party is friendly treasure granted to parties to be divided amongst the PCs
with Donald, and especially if they bring back Kevin safe, and any NPC henchmen or retainers who took part in the
the party has made a solid ally with Donald and his family. adventure, even if slain. Normally, PCs receive full shares
of all experience and treasure earned, while NPCs receive
At any time the PCs return with Kevin alive, read the only half-shares.
following to the players:
Individual experience is granted to individual players for
“Gods be praised! My boy!” Donald rushes exceptional role-playing. These awards should be rare and
toward Kevin, checking the boy over closely, are only granted for special situations where the player did
and hugging Kevin off of his feet. Tears stream a spectacular or heroic act in the course of playing their
down Donald’s face in an intense moment of character. In some cases, modules will have additional
happiness and relief. victory condition awards which can be granted to players.
“I thank ye folks for bringing me boy back Watchtower on the Hill has a few special condition awards
safe! I don’ quite know how to thank ye…” below.

Watchtower on the Hill Experience Awards:


At this point, you must decide how Donald will respond
to the treatment of Kevin and the general feeling towards
Story Award: This module was not intended to be part
the party.
of an overall story, but if you have decided that it is part
of a campaign, you may award each player up to 150 XP
Should the PCs return with news of Kevin’s death or with
for successfully completing this adventure. An additional
his body, read the following:
bonus of 50 XP may be granted if Kevin is successfully
saved. Purposefully or carelessly allowing Kevin to be
slain during the adventure reduces the total award to 0
XP. If the party is only exploring the ruins and not playing

22
with the Kevin plot, there should be no story award. little known one, and in this age of growing nationalism,
Completing the adventure consists of exploring at least those who lead would surely love anything which can help
70% of the dungeon complex, which should include establish a long history of conflict with the humanoids.
getting as far as the cave/unfinished areas of level II, in The public needs constant reminders that invasions,
addition to rescuing Kevin. such as the one at the watchtower, do not always end in
the human’s favor. For returning the lists of workmen
Special Individual Experience Awards: and soldiers, the party should receive a small monetary
award of 50gp and 50 XP each. Should any of the PCs be
100 XP – Awarded for making a connection between the enlisted in any military or militia, they may receive a (very)
commanding officers and learning about the weapon small promotion at the GM’s discretion. Baron Vermik
weakness of the coffer corpse. of Westgate will announce a new holiday, which will be a
memorial for the watchtower fallen. From the documents
100 XP – Awarded for allowing the humanoids to finish recovered by the PCs, the actual date of the battle can be
their battle with the skeletal guards in rooms 10 and 11c. inferred. The holiday will then fall on the second day of
the third week of the fourth month of the year.
150 XP – Awarded for deciding not to pillage the
corporal’s personal possessions. This award is only for Clean out the Ruins
deciding not to keep the possessions. If the party leaves
them or takes them to give to his descendants, the award Once Baron Vermik learns about the ruins under the
is given. Deciding to return the objects is dealt with in watchtower, he wants to make sure that the town is safe
further adventures and no award should be given for the from them. The baron will ask the PCs to finish clearing
decision alone. out the dungeon complex. If the PCs are busy or do not
feel up to the task, the baron will seek other adventurers
Further Adventures or possibly send down a small militia squad to clear it out.
The baron and the current duke’s military are interested
Return the Dowry of the Corporal’s Daughter in putting the watchtower back in action – why they would
want to in such a time of relative peace subtly unsettles the
A dowry is a sum of goods or money which has good value locals. Should the PCs clear out the rest of the complex for
that is given to a daughter (and in some cases a son) as a the baron, they will receive 30gp per person and receive
gift from her parents to her directly. Dowries are always 300 XP as additional group award.
the property of the daughter, and they act as insurance in
case the marriage does not work out, since cultures that A Den of Thieves?
use dowries rarely take their children back to the family
once they marry into another family. If the daughter/ If the party is mostly thieves or has a number of evil
wife dies, the dowry often goes directly to any children characters, they could potentially not inform the baron
she had and secondly to the husband. In many cases, the (or anyone else) of the dungeon complex and instead
dowry is simply returned to the parents. Although many a sell their information to the local thieves’ guild. There is
romantic mystery novel is found with scheming husbands always a thief or assassin around who would like to have
trying to steal their wives’ dowries, the reality is that this their own secret hideout or den close to town. Selling
is rarely the case. the information to the guild or an individual for such a
The corporal’s daughter, Sheila, has long since purpose may net thieves and evil or neutral characters
passed away, but her family can be located. The GM is 400 XP and 100gp per character. Good characters will not
free to scatter the descendants of the Harrison’s all over receive any XP but might reluctantly take the gold (to at
the campaign setting, but the overall journey should take least keep it out of the hands of evil). This act may or may
a few game sessions, possibly while en route to other not ally the party strongly to the individual or guild the
adventures. The descendents are still poor, and the information was sold to, at the GM’s discretion.
dowry will help them a great deal, even if it must be split
between different children of Sheila Harrison. If the party
is able to return part of the dowry, they should be awarded
500 XP as a group award. If they return the entire dowry,
including the note and chest, they should receive 1,000
XP.

Give the Lists of Soldiers and Workmen to the Local


Military Leaders

The local leaders may wish to have the list of the men
who died in the barracks. The watchtower battle is a
23
Appendix:
New Monsters

The following monsters are new to the OSRIC game. The monsters below, their names,
text, and statistics may be used as Open Game Content. Illustrations are not Open Game
Content and are copyrighted by the artist.
Ghost, Least
Frequency: Very Rare
Environment: Any
Activity Cycle: Any
No. Encountered: 1 or 1d6; Solitary
Size: Medium
Move: 90ft. / 90ft. FIII
Armor Class: 3 or 9
Hit Dice: 5+1
Attacks: 1
Damage: 1d6 + aging
Special Attacks: Aging
Special Defenses: Immune to normal weapons;
silver weapons do half damage;
immune to spells and weapons
while incorporeal
Magic Resistance: As above
Lair Probability: 20%
Treasure: Incidental
Intelligence: Low to Average (4-12)
Morale Modifier: Undead
Alignment: Any evil
Level/XP: 5/450 +6/hp

Description: Ghosts are a form of psychic imprint of a being left in an area due to extreme emotional trauma at the time
of death, but due to unknown factors, deaths create a great variety of differently powered ghosts. The least ghost is one of
the weakest types of ghosts which can physically affect player characters. Even if the living individual was a good person,
being in a ghost state causes the entity to become evil and seek harm upon the living. More powerful ghosts may have
different alignments, but least ghosts are generally evil.

Combat: Least ghosts may become corporeal or incorporeal at will. The creature is immune to all physical and spell
effects while incorporeal, unless the attacker has a means to attack ethereal creatures, in which case the AC of the least
ghost is only 9. When corporeal, the least ghost’s AC becomes 3, although the creature can only be struck by silver or
magical weapons and only a select set of spells. Least ghosts physically strike opponents for 1d6 damage. Each strike has
a 10% cumulative chance, per character, to age the character 1d4 years. Once a ghost has aged a character, each strike to
that character thereafter will age the character automatically. Least ghosts do not have the withering or magic jar abilities
of standard ghosts.

Occasionally, least ghosts may be found in small packs, especially if the individuals all died at the same time. Usually,
however, these creatures are individually encountered and might even be unaware of other spirits in the area. In general,
a single ghost or single pack of ghosts haunts a relatively small area and rarely, if ever, leaves it. Least ghosts rarely have
treasure unless the ghost haunts an area where others have been slain.

Each ghost of every type is a unique creature. GMs are encouraged to develop special weaknesses or powers of each
individual ghost, making each encounter with a ghost terrible and memorable to the players. For example, a treasured
item from the life of a ghost might act as a means to keep the ghost held at bay, might turn the ghost as though the
character was a cleric, or might cause damage to the creature when no other item can. There are endless possibilities
with ghosts.

Ecology: Ghosts are undead and have no ecology.

25
Skeleton, Animal (Medium)
Frequency: Very Rare
Environment: Any
Activity Cycle: Any
No. Encountered: 2d10; Solitary
Size: Medium
Move: 60ft.
Armor Class: 8
Hit Dice: 1-1
Attacks: 1
Damage: 1d4
Special Attacks: Nil
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 85%
Treasure: Nil
Intelligence: Non- (0)
Morale Modifier: Undead
Alignment: Neutral
Level/XP: 1/10 +1/hp

Description: Medium animal skeletons are the animated remains of natural creatures ranging in size from a large cat to a
small pony: essentially, man-sized or medium creatures. No matter which animal is animated, the statistics are the same.

Combat: Animal skeletons have no special attack forms but possess all the normal resistances to spells which regular
skeletons enjoy. Thus, animal skeletons are immune to cold-based magic, sleep, hold, and mind-affecting spells. Blunt
weapons do full damage to an animal skeleton, while slashing weapons do only half damage. Piercing weapons inflict
only 1d2 damage per hit.
Animal skeletons are turned as Type 1. In addition, a successful Turn result will turn an additional +1 HD per
die, and a “D” result will destroy 1d6+6 of these creatures.

Ecology: Skeletons are usually animated by wizards or curses and have no specific ecological niche. Some necromancers
are said to enjoy re-creating the ecological behaviors of some skeletal animals, and in these cases, the ecology would
match the animal type.
Because these animals are animated by wizards as guardians via the animate dead spell, they have no interest in
treasure, but remains of previous encounters may yield something for the successful adventurer.

26
Slime Crawler
Frequency: Uncommon
Environment: Swamp, Underground, Cave,
Ruins
Activity Cycle: Any
No. Encountered: 3d4; Solitary or 3d10 Nest
Size: Medium (6’ long; 300lbs)
Move: 20ft. / 10ft. Cl
Armor Class: 5
Hit Dice: 1+1
Attacks: 4, 5, or 6 (tentacles, grapple, bite)
Damage: 1d4 (bite); 1d3+1T (grapple)
Special Attacks: Grapple, slime
Special Defenses: Nil
Magic Resistance: Standard
Lair Probability: 40%
Treasure: None
Intelligence: Animal (1)
Morale Modifier: Animal +6 (+30%)
Alignment: Neutral
Level/XP: 2/40 +1/hp

Description: Slime crawlers are the immature version of the carrion crawler. The process of maturity usually takes two
to three weeks, at which time the slime crawler feeds on any living organisms encountered. More slug-like at this larval
stage, the slime crawler’s legs appear as small buds or stumps. These legs allow the slime crawler to climb walls and other
surfaces, albeit slower than an adult carrion crawler. Four tentacles sprout below its throat, eventually splitting (losing
their grappling ability) and growing into the pseudopod-like tentacles of the carrion crawler. Slime crawlers exude a thin,
slippery, transparent, oily film from their mouths that leaves a slug-like trail behind them as they move. All slime crawlers
have infravision up to 60’.

Combat: Slime crawlers attack using their tentacles, attempting to grab their prey and squeeze it until either the slime
crawler or prey is dead. Slime crawlers may attempt to grapple any prey. Slime crawlers may only attempt to attack one
opponent or target at a time. Individual body parts of a victim are considered different sized targets. An adventurer’s
arm might be a Small target, for example, while his or her torso would be Medium. Victims or body parts larger than
Small size create a penalty for the slime crawler to hit. Medium targets are at -2 to hit and Large targets are -6. Slime
crawlers cannot grapple targets larger than Large size. A successful hit indicates that the opponent has been grappled, but
to remain grappled, the slime crawler and target must make opposing Strength checks. Treat each tentacle of the slime
crawler as having a strength of 6, -1 per consecutive tentacle. The strengths of the tentacles are cumulative per hit, so if
three tentacles are attached to the target, the effective slime crawler Strength is 15 (6+5+4). If the victim makes their
Strength check, the tentacles are all released. If the check is failed, the tentacles will do damage in subsequent rounds.
No matter how many tentacles are on a victim, all tentacles combined inflict 1d3+1 damage of temporary constriction
damage to the victim (See next page for information on temporary damage). If at least two tentacles are on a victim, the
slime crawler may attempt to bite for 1d4 damage at the end of its attack sequence. Victims are allowed only one Strength
check per appendage per round against all foes on that appendage. Thus, it is possible for a nest of slime crawlers to
quickly bring a lone adventurer down.

The slime trail of slime crawlers is slippery. Any character or creature walking directly behind a slime crawler, or walking
in the vicinity of where slime crawlers are, has a chance of falling. Each round on the slime, characters must make a
Dexterity check at -2 or fall. Slime remains slippery for 1d2 hours. Slime crawlers can climb walls as a 1st level Thief (80%)
and may move along the wall at a rate of 10’ per round.

Ecology: Slime crawlers subsist on any sort of organic matter, preferring organisms in the process of decay. Like their
adult forms, these creatures are only found underground, preferring catacombs, tombs, dungeons, and other ruins,
although slime crawlers may occasionally be found in caves.

27
Zombie, Pond
Frequency: Very Rare
Environment: Any water
Activity Cycle: Any
No. Encountered: 3d6; Pack
Size: Medium
Move: 60ft. / 120ft. Sw
Armor Class: 8
Hit Dice: 2+2
Attacks: 1
Damage: 1d6
Special Attacks: Stench, disease
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: Nil
Treasure: None
Intelligence: Non- (0)
Morale Modifier: Undead +2 (+10%)
Alignment: Neutral
Level/XP: 3/90 +3/hp

Description: Pond zombies are unfortunate souls who have died by drowning or being killed and dumped into some
body of water.

Combat: In most ways, pond zombies are exactly the same as regular zombies, including all spell immunities; however,
pond zombies carry an awful stench with their bloated bodies. The smell has a 30’ diameter range, thus the stench of
pond zombies can sometimes be noticed long before the zombies attack. Anyone in this area of effect must save vs. poison
at a -1 penalty or suffer from a strong nausea. The nausea forces characters to make all attack rolls at -2, and their AC is
reduced by 1 until they leave the area of the smell. Those who make their saves may attack normally, but for every four
rounds of combat, they must save again. Once failed, the effects last until the PC leaves the area. If the pond zombie is
killed, the stench remains until the corpse is burnt – which of course can cause an even worse stench.

Each blow by a pond zombie has a 2% chance per point of damage of causing a mild to severe disease in the victim. The
disease is non-magical but can be potentially deadly at the GMs discretion. In any case, the disease should be swift to act,
coming to full effect within a week.

Ecology: Pond zombies are undead and have no ecological niche, other than being found in bodies of water.

New Optional Rules (OSRIC): Temporary Damage

Temporary damage is a game mechanic which takes into account painful or stressful combat effects which are generally
non-life threatening but can certainly end a combat quickly.

Temporary damage is considered 25% real damage and 75% non-lethal damage, rounding in favor of non-lethal
damage. Any damage considered temporary returns at a rate of 1hp per round. Thus, if a character sustains 4 points of
temporary damage, he or she will regain 3 points over the next three rounds, but the 4th point must be healed normally.
A character at 0hp due to temporary damage is unconscious as normal but will not lose further hit points to bleeding.
Unconscious characters will not regain consciousness unaided until after all of the temporary hit points have returned.

28
OPEN GAME LICENSE Version 1.0a: The following text is the property of Wizards of 10. Copy of this License: You MUST include a copy of this License with every copy of
the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights the Open Game Content You Distribute.
Reserved.
11. Use of Contributor Credits: You may not market or advertise the Open Game
1. Definitions: Content using the name of any Contributor unless You have written permission from
(a) “Contributors” means the copyright and/or trademark owners who have the Contributor to do so.
contributed Open Game Content;
(b) “Derivative Material” means copyrighted material including derivative 12. Inability to Comply: If it is impossible for You to comply with any of the terms
works and translations (including into other computer languages), potation, of this License with respect to some or all of the Open Game Content due to statute,
modification, correction, addition, extension, upgrade, improvement, judicial order, or governmental regulation then You may not Use any Open Game
compilation, abridgment or other form in which an existing work may be Material so affected.
recast, transformed or adapted;
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 13. Termination: This License will terminate automatically if You fail to comply with
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(d) “Open Game Content” means the game mechanic and includes the methods, breach. All sublicenses shall survive the termination of this License.
procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and any 14. Reformation: If any provision of this License is held to be unenforceable, such
additional content clearly identified as Open Game Content by the Contributor, provision shall be reformed only to the extent necessary to make it enforceable.
and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product 15. COPYRIGHT NOTICE
Identity. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
(e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, Watchtower on the Hill, copyright © 2010, Author: Dominick Pelletier.
storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors
and graphic, photographic and other visual or audio representations; names Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
and descriptions of characters, spells, enchantments, personalities, teams, Gygax and Dave Arneson.
personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, The following OGC material was backwards adapted to the 1e system:
symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product identity by the owner of the Product Identity, and Slime Crawler from the Tome of Horrors, Copyright 2002, Necromancer Games Inc.;
which specifically excludes the Open Game Content; Authors Casey Christofferson and Scott Greene.
(f) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated End of License
products contributed to the Open Game License by the Contributor;
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, DESIGNATION OF PRODUCT IDENTITY: All textual material from this product,
translate and otherwise create Derivative Material of Open Game Content; other than Appendix A and Appendix B are considered Product Identity and may
(h) “You” or “Your” means the licensee in terms of this agreement. not be reproduced or distributed without express permission from the publisher.
Appendix A details creatures from other OGC sources and are used in this product
2. The License: This License applies to any Open Game Content that contains a notice with permission. These permitted entries may not be used without permission from
indicating that the Open Game Content may only be Used under and in terms of this the original authors. Appendix B is considered Open Game Content and is not Product
License. You must affix such a notice to any Open Game Content that you Use. No Identity.
terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content DESIGNATION OF OPEN GAME CONTENT: Only the material in Appendix B:
distributed using this License. New Monsters is considered Open Game Content and may be reprinted, altered, or
electronically transmitted without permission. To use any of the OGC material, you
3. Offer and Acceptance: By Using the Open Game Content You indicate Your must provide a full and complete copy of the Open Gaming License (OGL) and include
acceptance of the terms of this License. the OSRIC copyright and trademark information as found on the OSRIC download site
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4. Grant and Consideration: In consideration for agreeing to use this License, the must always include the following statement in your Section 15. Copyright Notice
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license of the OGL, “[name of creature or content], Copyright 2010, Johnny Rook Games.
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a separate line copyright.
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29

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