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TITO B.A.

GOBLINS!
FUNGI!

An adventure for 4-8 characters of levels 1-3


1 Hex = 3 miles

Map guide: 1. Fairmead Village

2. Old Road
Jungles Farmlands
3. Goblin Burrow

4. Rich Man’s Swamp

Mountains Swamps 5. Hill Temple

Map by Marcelo Lee


Beaches Road
(https://mapasemonstrengos.wordpress.com)
Introduction
My name is Tito and I will be your guide through Erewhon Island, where a group of
adventurers will unveil the island’s mysteries or die trying. However, what is written
here is not the absolute truth, and you can change what you want and fill the gaps as
you please – make this yours.
The most important thing is to have fun, and when everything fails, add more GOBLINS!

This is a system
agnostic adventure,
designed to work with
your favourite Old-
School RPG, such as
Sharp Swords &
Sinister Spells
Travelling in EREWHON
(SS&SS). Below you’ll
The party may cover up to three hexes in a day when travelling on the
find monster
road, farmlands and beaches.
conversion advice.
Common animals are
Travelling is halved if crossing swamps, jungle and mountains.
not listed here.
Monsters: For the weekly weather, roll 1d8:
1 and 2 – Clear skies: regular travelling;
Giant Cockroach:
3 and 4 – Light rain: minus 1 hex/day travelling, torches and open fires
equivalent to giant
are exhausted in a roll of 1 in a d6;
rat or dire rat. Has 1
HD. 4 and 5 – Heavy rain: minus 2 hex/day travelling, torches and open fires
are exhausted in a roll of 1-3 in a d6; plenty of mud and bad mood;
Goblins: your run-of- 6 – Storm: travelling reduced to 0,5 hex/day, torches and open fires are
the-mill goblins, but exhausted, and flooding of low areas.
ours speak french! 7 – Cyclone: like storm but travelling is impossible. Roll 1d8: in 1-3 all
Man-eating black lion characters in the open suffer 1d4 damage;
tamarin: treat as 8 – It’s raining frogs! Like heavy rain, but with frogs pummeling the
kobolds, but characters. Everyone in the open suffer 1d4+1 damage, and the island is
ravenous. 1d4 Hit covered in dead frogs. Tamarin overpopulation during the week: double
points though. the number of man-eating black lion tamarins encountered.

Istraxareles, the
joker: Young black
dragon, between 7 and In EREWHON the goblins have guns, but the inhabitants (and players!)
10 HD. are not aware of that. We suggest the following rules for a quick and
dirty adaptation:
Berthier Mle 1907 Rifle: deals 1d12 exploding dice (on a roll of 12,
roll again). Carries 3 rounds in a clip. May equip bayonet, working as
a medium weapon (1d6 damage in SS&SS).
Machine Rifle 1915 CSRG, AKA “Chauchat”: same damage as the rifle but
may hit up to three close targets in a burst. Makes three bursts before
reloading, or 20 shots in semi-auto. Has a 20-round magazine.
Revolver model 1892 “St. Etienne”: deals 1d6 exploding dice. 6 shots
before reloading.
F-1 Grenade: same as arcane blast (SS&SS) or fireball but requires an
agility (SS&SS) or ranged attack roll to hit. Deals 3d6. Save for half
damage.
WILDERNESS ENCOUNTERS

General guidelines
When entering and/or spending the night in a hex, roll 1d4:
1 - 2: nothing special: birds (parakeets, canaries, jabirus and hummingbirds), tiny lizards and
trees (guapeba, juçara, ipê-amarelo, leopard tree, guatambu and red jequitibá).
3: Things (roll on Table 1)
4: Creatures (roll on Table 2)

Not applicable to the following hexes: swamps, beaches, cultivated farmlands, Fairmead
Village, Hill Temple and Goblin Burrow.

Table 1 - Things - Roll 1d20


(entries with ♠ may only be found once. Roll again).
1. Sweetsop tree: 50% chance of having fruit. Usage die: 1d4.
2. Large banana plant taken over by leafcutter ants. The ants are edible.
3. A leather-bound diary, with the word “Tonho” in golden letters. The pages are soggy and ruined. ♠
4. A jackfruit tree: 50% chance of having fruit. Usage die: 1d4.
5. A large wooden chest full of mouldy dresses.
6. A tombstone, recently built, with “Tonho” carved on it. There’s no body interred. ♠
7. A large floating standing stone, radiating magic. Cannot be moved, but if touched, roll 1d4 once per
character: i. becomes fluent in draconic language; ii. Luck die is permanently downgraded by one step
(SS&SS) or permanently loses 2 hp; iii. Luck die is permanently upgraded by one step (SS&SS) or
permanently gains 2 hp; iv. Teeth fall, regrow as sharp fangs 1d3 days later). ♠
8. An iron cage welded shut with a small humanoid skeleton inside: 50% chance of animation.
9. A jabuticaba tree: 50% chance of having fruit. Usage die: 1d4.
10. A large amphora full of honey in perfect state. Usage die: 1d6.
11. 1d4+1 hanged Goblins, with a crudely painted sign with the word “Traîtres”.
12. A small and neglected cassava plantation. 10% chance of edible roots. Usage die: 1d4.
13. A hunting cabin with smoked pork meat hanging inside. Usage die: 1d6.
14. A broken rifle without ammo. The bayonet may be used as a dagger.
15. Boxes of tough canvas rolls. 3d6 rolls, each one is enough to make a tent.
16. Open barrels filled with rainwater. 50% of having fever bearing mosquito larvae.
17. Maurus, a talking lime tree. Has general knowledge of the island’s topography. ♠
18. Rusted saws, axes and carpenter pincers.
19. A healing potion locked in an iron box.
20. A silvered large axe, in excellent shape. Inscribed in the handle: "Tonho". ♠

Table 2 - Creatures - Roll 1d12


(entries with ♠ may only be found once. Roll again).
1. Istraxareles, the joker: interested in seeing the goblins gone, will spare humans. ♠
2. 1d4+1 giant cockroaches: hungry e agressive.
3. 1d6 Goblins: food gatherers, carrying tools and short bows. Will try to escape.
4. 1d4 Giant centipedes: 1d4 Physique (SS&SS) or Constitution temporary damage after successful attack (a
Physique (SS&SS) or Constitution test can negate this damage.
5. 2d4 Man-eating black lion tamarin: flee when half of the group is vanquished.
6. 2d20 giant cockroaches: emanating from a portal in the sky. Spend 1d4 rounds stunned then attack.
7. Goblin strike team: 2 goblins with a single rifle. Will fire once from cover and flee.
8. Fake pool: a gelatinous cube stuck in a hole. ♠
9. Mosquitoes: fever laden - 1d8 Physique (SS&SS) or Constitution temporary damage. Save for healing.
10.Lutz, frog salesman: Level 2 Magic User. May sell poison dart frogs. ♠
11. 1d6+1 Assassin Vine bushes: hanging from a fruit bearing tree. 2 HD each, every point of damage done to
others regenerates the same amount of HP.
12. Colossal tarantula: 6 HD, 2 attacks per round. Has Positive Die to attack unaware targets and the target
must make a Physique (SS&SS) test or receive double damage.
Population: 1.025 souls
Founded: 15 years ago
Ruler: Algieba the lion - Magic User 7, presumably dead.
Garrison: Platoon of dwarven mercenaries, led by Blini,
dwarf (4 HD):
• Acting mayor since Algieba’s death.
• Currently hiding from former adventuring party
members – took cache of gems for himself.
• Helpful and eager to get rid of goblins.

Brief history: The location was chosen to benefit from the


extraction of the pink mold growing on Rich Man’s Swamp
called “Mycolol”, an ingredient for a strong painkiller.
Yet, the riches of the Mycolol trade are concentrated in
Algieba’s hands, that uses his dwarven militia to enforce
a strict curfew in the city. Raw Mycolol addicts are
pressed into service in trade vessels that come to take the
island’s production, and most are never seen again. The
Well-known Taverns and Inns: city was built by the dwarves that form Algieba’s forces,
i. The Soaring Jabiru: wealthy merchants and architecturally it resembles a dour fortress of grey
alehouse and inn. stone, with a protected harbour.
Owner: Bertio, a haughty butler.
• Chef´s special: clam chowder with fried
plantains, for 5 sp.
• Provides hallucinogenic baths for 2 gp.

ii. Dagger and Boot: by the harbor, serves


sailors and workers.
Temples and shrines: shrines for all the major gods, and
Owner: Ernest, retired boxer and fisherman. the Temple of the Sea God, manned by Versilia, elven
Very bitter. woman (2 HD):
• Home of the fabled dried fish snack (tiny • Performs fertility rites for a fee, and childbirth at
fish sold in a sack for 2 cp, very salty, no cost.
leaves scales everywhere). • Teaches how to make Mycolol salve, a strong
• Back-alley sale: revolver with 4 rounds painkiller.
for 50 gp, teaches manual of arms for 10
• Secretly in love with Blini but doesn’t act on it, as
gp.
they wouldn’t have children.
Fairmead Map

1. Sea God temple


2. Algieba’s Tower
3. Dwarven mercenaries HQ
4. Harbor
To the
5. Fairmead Ironworks Old Road
6. Helga’s Cloth and Rope
7. The Golden Lotion
2
8. Tonho’s Market
9. Dagger and Boot 3
10. The Soaring Jabiru
10
8
6

9
1
4
To the
farmlands

Fairmead random encounters (roll 1d12) Rumours


(entries with ♠ may only be found at night) • Algieba was seen fleeing the battle on the
1. A body falls from the balcony on a house. A humanoid in black
back of a flying carpet. (True)
cape is seen leaving from the window and escaping to the roof.
• The offspring of a dwarf and an elf is bound
2. 1d6 children playing. They will mock the party and toss rotten
eggs at them. to be a cursed mutant. (?)
3. Two dwarven mercenaries on patrol. • Mycolol, if eaten raw, is very addictive. (True)
4. A giant toad that survived the last storm. It threatens a woman • Boiled tamarin meat is delicious. (False)
cornered inside a hovel. • A black dragon used to rule the island. (False)
5. Raw Mycolol dealers (15 sp per dose, lasts a day). ♠ • A secret frog idol demands worship in the
6. A black dragon hovers at high altitude, and occasionally dives to island to the South. (?)
catch an unaware passerby. ♠ • One day the cockroack people will come back and
7. A 6 dwarf patrol leading Mycolol addicts in chains. enclave all. (False)
8. Two architects argue about the project of a street, while a chain
• Algieba had a brother, and they used to fool
gang work crew rests in the shade.
their enemies by being at different places at
9. 1d4+1 sailors beating another man. One of them is a werewolf. ♠
the same time. (True).
10. A small fountain on the wall of a mansion is bubbling with fresh
• Swimming in the sea during a fullmoon cures a
water. The liquid is poisoned by a vengeful spirit.
Mycolol addiction. (False).
11. A funeral procession. Suddenly the dead rises from the coffin
and attack anyone that’s close (it’s a ghoul that took the • There used to be a great library in the Hill
deceased’s place in the coffin). Temple (Half-truth).
12. 1d10 Mycolol addicts squatting a house.

Mapa feito com: https://watabou.itch.io/medieval-fantasy-city-generator


ADVENTURING AROUND
FAIRMEAD
Behind the screen
(DM’s information)

On the night of the attack, Algieba was searching for


spell components in the surrounding jungle, and had
secretly left his twin brother, Regulus, as a cover in
his absence.
When he returned, the goblins had breached the walls
and were fighting the garrison, while citizens were
dragged into the night. His brother had been hit by a
grenade, and his remains where splattered over the
battlements. Shops and Ships
Shop: Fairmead Ironworks. Guildmaster: Reppe,
Using his magical might, he used his wand of Death Fog
human. Sells: iron goods, simple weapons (no
(SS&SS) (treat as Acid Fog) and dispatched as many
armor available). Buys: weapons.
goblins as he could, that fled the battle yelling
“SACREBLEU!” in their devilish idiom.
Shop: Helga’s Cloth and Rope. Owner: Helga,
But before he could claim victory, the goblin warlord
dwarf. Sells: clothes, rope, sacks, leather goods,
shot him in the head, and left his body to rot. However, leather armor. Buys: exotic leather.
Algieba survived, and using a flying carpet, fled to the
Hill Temple. Shop: The Golden Lotion. Owner: Bode, human.
Sells: antitoxins, lotions, soap. Buys: Mycolol.

Shop: Tonho’s Market. Owner: Tonho (missing).


Currently managed by Toninho, his son. Sells:
wholesale foodstuffs, building materials. Buys:
information on Tonho’s whereabouts.

Ship: Swordfish, an elven trimaran. Captain:


Fairey (Human, Warrior 6), a smuggler and friend
of Algieba. Sells: ranged weapons, bone carvings,
jewelry. Buys: poison dart frogs, exotic birds,
Farmlands random encounters (roll 1d6)
Mycolol. Chance of being moored: 25%.
(entries with ♠ may only be found once. Roll again).
1 – 2. Regular crops and tilled fields. Ship: Nauplius, a huge cog. Chief-mate: Cyprid, a
3. 1d6 Tamarins harassing livestock. human (serves mind controlling colony of
4. Giant cabbage competition. Characters are called barnacles below ship). Sells: cotton, beer, liquor.
to decide. ♠ Buys: goblin slaves. Chance of being moored: 50%.
5. 2d6 Zombies roam the countryside.
Ship: Winged II, a luxury sailboat. Captain:
6. Farmers disputing land. Families about to engage
Sabóia, a human. Sells: transportation to the
in violence. ♠ continent and other islands. Buys: Mycolol salve.
Chance of being moored: 50%.
Beach random encounters (roll 1d6)
(entries with ♠ may only be found once. Roll again).
1 – 2. Sand and roaring waves.
3. 1d4 Goblins spearfishing. Flee if attacked.
4. Sailors returning from fishing molluscs. Fresh
seafood at discount prices (roll 1d4: 1-2. causes
allergies. 3-4 very tasty).
5. Telepathic whales: bring news on especially
vicious pirates in alcove South of EREWHON. ♠
6. Giant gastropod empty shell: lacedon ghoul
sleeping inside. ♠
Ambush by the
old road
DM Notes
This goblin ambush is not a mandatory encounter! Cautious and
crafty players may not fall for it and should, at least, have a chance
of spotting it beforehand.
If the characters choose to stay off the road, and search for
their objectives by braving the jungle, the DM can allow the players
to surprise the goblins in their positions and prevent the ambush.
The enemy’s goal with this attack is buying time to assemble
the various goblin tribes in the island and mounting a second
offensive, since they experienced heavy casualties in the first.
Because of it, after 4 rounds of combat, or if the goblins forces
suffer 25% casualties, they will retreat under covering machine gun
fire.
The attack should also be described as to give the impression
the characters are being assaulted with magic and hellfire.

Attack layout
Machine Gun Crew Goblin Rifle
3 goblin gunners Squad
and 1 machine 6 goblins with 3
gun with full rifles, laying
ammo, accompanied prone on a small
by a goblin hill, 50 feet away
sergeant with a from the bridge,
+1 vs. plants concealed in the
goblin machete vegetation
(short sword).
They also carry
Sitting 75 feet knives, steel
away from the Adrian helmets
bridge, under and 2 grenades.
heavy vegetation,
they have -1 They will start
penalty to their firing as soon as
Goblin tactics
attacks, that the characters
begin after the get to the middle
The Old Road stone bridge sits above a dry riverbed, supported by
rifle squad first of the bridge.
two thick ten feet arches. The bridge is very solid, product of
salvo.
dwarven craftmanship, and should not collapse with the attack.
Characters jumping from the bridge fall over on waist-high thick
foliage that softens their drop.
If the characters attempt to hide behind the bridge’s crenellated
parapets, the goblins will attack with two grenades before
retreating (don’t forget to make their attack rolls!)
Groups that manage to engage the goblins in melee combat, will find
the goblins unarmed, except for those wielding rifles and bayonets.
After firing for five rounds, the goblin rifle squad will retreat,
with a last covering burst from the machine gun crew, that will
follow them in sequence. The machine gun crew will only perform
three bursts during the whole encounter, including the last salvo.
Goblin Burrow – DM Notes
The Goblin Burrow on EREWHON is a temple to an ancient Time Deity, worshipped by the
cockroach people that used to live in Rich Man’s Swamp. The entrance is located on the side of
a low hill.
If players fell into the Old Road Ambush, there will be 1d4 goblin scouts armed with bows
and spears outside, alerting the guards as soon as the characters are seen. If the characters
avoided the ambush or vanquished all the goblins, the entrance will be unguarded, and the
front door unlocked.
The goblin warriors in the burrow are led by “Portal Eater”, a very tall grey goblin, whose
real name is Adhafera the Sickle, warrior and father of the twins Algieba and Regulus. After
defeating the dragon Istraxareles, he claimed the island for himself, but was turned into a
goblin by his rebellious children. Desiring revenge, he rose to the rank of goblin warlord, but
was unable to pose a threat until the magical energies of the curse resonated with the
abandoned temple.
Thus, portal was opened and dragged a French WW 1 platoon through space and time. The soldiers
O
were dazzled by the magical energies and were easily defeated by the goblins.
After eating the brains of the prisoners, the goblins learned how to use their weapons, and
some French words and manneirisms. Taking advantage of his newly armed troops, Adhafera
mounted an attack on Fairmead, but was defeated by Algieba’s poisonous clouds, which triggered
trench warfare flashbacks in the goblin warriors and foiled the assault.
Goblin Burrow part 1
Walls, doors, lighting, statues and traps
The walls are made of roughhewn stone blocks and feature many cylindrical wall
niches (suitable for cockroach people egg cases, now empty). Occasional high-relief on
the walls depict flying cockroaches navigating through stars, and luminous portals.
The doors are a goblin addition, made of white iron wood. The burrow is illuminated
with numerous candles on wooden sconces.
The terracotta statues (marked with ) are cockroach totems. They are man-sized,
studded with human teeth and tamarin fur as hair. Many also carry patinated copper
military forks, that may be removed with some damage to the totems. The goblins see
the destruction of the statues as a sure sign of bad luck.
The two traps marked with “T” are spike pit traps, covered with hinged stone slabs:
2d6 damage, save to avoid.

Goblin tactics
After the failed assault on Fairmead, Adhafera is expecting adventurers
to come and meddle in the island’s affairs, as he once did.
Because of this, he is keeping he burrow on a lockdown, and set the ambush
on the road as a forward defense line.
After an engagement in room 1 or with the goblin scouts outside, most
goblin warriors will be stationed behind the curtains in room 4, and a
combat patrol will be sent within the burrow and in the vicinities. The
patrol is composed by 6 goblins armed with one rifle, one grenade and
bows.
While waiting for an attack, the front door will be opened twice a day
to receive supplies from scattered non-combatants in the island.

1. Entrance
Front door: iron-bound wooden doors, locked a with latch. Will be unlocked if the ambush
is avoided.
Encounter: 3 goblins and machine gun with 20 rounds on parapet behind pillar. The sound
of gunfire will alert 2 more goblins armed with spears in rooms 1.A, who engage the
invaders. At least on goblin will try to reach room 8, where the rest of the garrison
stays, who will set up an attack in room 4.
Features: central pillar covered in French military decorations and ribbons. Graffiti
written in charcoal, with patrol duty schedules.

Rooms 1.A: each one is a cockroach people meditation chamber. Insectoid heads made of
obsidian adorn the walls. One of them in the left room is loose, and hides a leather scroll
with arcane runes, written in cockroach people script. Contains a giant-insect only version
of the Summoning Spell (SS&SS) (treat as Monster Summoning I).

2. Tamarin Invasion
Doors: boarded from the outside by the goblins.
Encounter: 8d4 tamarins that invaded the temple through a crack in the wall. The beasts
live in a general state of filth and are found hiding in the wall niches. They will wait
until the whole party is inside their unlit chambers, and then attack. Small characters
may wiggle through and leave the temple through the crack.
Features: tamarin dung, insect husks. Small pouch containing 15 emeralds (600 gp), still
clutched by dead hand. On a goatman skeleton, a +1 morningstar, with rubies for studs. If
magic is used to speak with the dead, he will claim to be Gharbad, of the Flesh Clan.
Goblin Burrow part 2
3. Torture chamber
Doors: closed but unlocked
Encounter: a) Prisoners chained to the wall by their necks. They are: Clément, French
soldier (Warrior 1), 5 Fairmead citizens; b) In a cage: Glycon, a constrictor snake with
the head of a man, blinded by the goblins. All prisoners will plead to be freed.
Clément may teach how to use modern weapons (in French), and Glycon claims to be a
powerless god, whose blood can activate the portal. He will use this knowledge to
negotiate his freedom.
Features: Knifes, hooks and other instruments on walls. No keys.
Room 3.A.: cesspit – depth unknown.

4. Portal Room
Doors: closed but unlocked. The secret door to the south is hidden behind a false plaster wall.
Savvy characters will notice it doesn’t have niches. Behind it there is a large goblin mudbrick
statue, and in front of it a box of 143 rounds of ammunition for rifle/machine gun.
Special: the huge woven tapestries hanging in the south-end are made of woven coconut leaves,
painted with white geometrical motifs. Both are easily lifted.
Encounter: 15 goblins, armed with 4 rifles, 2 grenades, bows and spears, divided in two groups.
They are led by the Portal Eater, armed with a revolver and a steel sickle (in this weakened
state, he fights as a Warrior 1). If at least half of the goblin forces are slain, the Portal
Eater will try to bargain with the characters, revealing his true name. He wishes to destroy
Algieba oand suspects his remaining son didn’t die in the attack. If not on alert, roll 1d6: on
1-2 the goblin patrol (see Goblin Tactics) is present.
Features: The Portal Room is 100 feet long and 50 feet high, with eight copper pillars
supporting the roof. The raised platform at the south is only 5 feet high, and the statue on
it is a copper clepsydra. When any quantity of bodily fluids from a shapechanged creature
(Adhafera, Glycon or Vestia) touches the inside of the upper cone, within 12 minutes the copper
pillars will resonate and open a dimensional portal. Through the next portal due to appear
the enormous antennae of the cockroach Time Deity (10 HD) will probe the room, aging anyone
touched by it in 10d4 years. If attacked, the Deity will release 7d10 giant cockroaches and
leave.

5. Adhafera’s room 6. Treasure room 7. Granary


Doors: Locked. Keys with Adhafera. Doors: Locked. Keys with Adhafera. Doors: closed and
Encounter: The Portal Eater. If on Encounter: Vestia, a kidnapped human unlocked.
alert, it is empty. turned into a giant snail by the Encounter: 2 giant
Features: a large chest with human magic of the portal. Can still speak. cockroaches.
clothes and a high-quality suit of Features: a large firepit and four Features: numerous
chain mail. A bed covered in silk stone pillars. Also: one maple sacks of flour,
pillows and a wooden bathtub. longbow, six 2’x3’ fine rugs (100 gp), tuberous roots and
Hanging on the east wall there’s a three 31-gal barrel of cheap wine (40 dried human meat,
half-broken mirror, and below it a gp), two steel longswords studded plus five ironwood
tattooing kit in a fine stone box with brass (35 gp each), one silver cords of wood (46 sp
(value: 30 gp) with an inlaid pig hair net inlaid with elephant ivory each), three tapir
motif. 300 sp under the bed in a bag. (733 gp, belongs to Vestia). pelts (5 gp each), one
copy of a folk stories
8. Barracks book called Sagarana,
Doors: closed and unlocked. by J.G.R., bound in
Encounter: unless on alert, 5d4 goblins will be resting here. They grey donkey leather.
are playing with bone dice, fighting, making flint arrow tips or
weaving coconut fiber for clothing. If surprised, half of them will
begin the fight unarmed. At least one goblin will be on guard with
a rifle and a grenade, and another 3 rifles are scattered in the
room. The rest will fight with spears.
Features: an open pit barbecue, billowing smoke and soot. Four
stone pillars with numerous hammocks tied to them, and graffiti
written with coal line the walls, mocking and cursing Fairmead
inhabitants. Under piles of bones and half-burnt wood, the
characters will find: a brass spittoon (3 gp), a doll made of dried
coconut and bright red paint, a steel +1 shield used as wok pan.
Rich Man’s
Swamp

Swamp – DM Notes
In the northern wetlands of EREWHON grows the primary source
of wealth in the island: Mycolol the thick pink mold that
covers many of the trees in the swamp. Sought for its analgesic
properties, Mycolol is also very addictive when eaten raw, and
thus, forbidden in many kingdoms. Herbalists and alchemists
pay handsomely those who brave the perils of the swamp and
scrape the dead logs with silver tools – as steel destroys the
healing properties of the mold.

The fungus goblin


Although Adhafera was the first human to brave
EREWHON, legends tell that an unnamed goblin
discovered the analgesic properties of Mycolol. It is
said that his discovery and large consumption of
Mycolol gave him immortality.
When players travel through any swamp hex, they
have 25% chance of seeing the goblin. He is very shy
and stupid, but deadly when angered (use Troll stats,
including regeneration).

Swamp encounters Versilia’s salve recipe


When entering and/or 1. Melt a handful of beeswax and mix with
shea butter and 1.5 lb of pressed Mycolol.
spending the night in 2. Remove from heat and add a cup of
swamp hex, roll 1d4: lavender essential oil.
3. Quickly and carefully pour into a large
1 - 2: just miles of glass jar.
gloomy trees and 4. Consecrate with under a full moon, while
stagnant water. waist deep in salt water.
3 - 4: roll on the Swamp 5. Store in a cool, dry place and use as
Encounters table. needed.

Swamp encounters
Roll 1d6 (entries with ♠ may only be found once. Roll again).
1. A flock of seagulls addicted to Mycolol sit lazily on the trees, all the
fungi in the hex have been eaten. ♠
2. 1d8+2 giant cockroaches hungry and ready to strike.
3. 1d8 giant cockroaches, dozy after consuming Mycolol.
4. Fungal bloom: 1d4+1 22lbs sacks of Mycolol ready for harvest. ♠
5. Bad harvest: enough Mycolol for 1d4-1 22lbs sacks.
6. Fungal infection: the painless spores adhere to the skin and begin
spreading. Unless actively searching for infections, the feet will be swollen
and pink, and the toenails will fall, making walking very difficult.
Constitution or Physique (SS&SS) save to resist.
Hill Temple

Temple - DM Notes
A relatively recent structure
Hill Temple built by recluse monks, allowed to
Walls, doors, lighting inhabit the island after bribing
The walls of the temple are carved from the Regulus with a vast quantity of
hill itself, and very rough. There are no silver.
actual doors, but only tapestries that This angered his twin brother,
separate each room, with images of people Algieba, who killed the head monk
wearing animal skins and emulating their and scattered his followers. Now,
behavior. Apart from room 2, there no light after being wounded in the head,
sources. Apart from the numbered rooms, the Algieba is hiding in the temple,
temple is empty and dusty. searching for means to heal
himself.

Temple Room 1 Temple Room 2 Temple Room 3


Several wooden shelves line the Algieba kidnapped one of Door: a tapestry depicting several
wall, storing 12 rolls of papyrus. Versilia’s helper at the temple, in women wearing bear skins.
Roll three time for contents each the hopes of receiving magical
time a papyrus roll is checked: healing. The person is handcuffed Encounter: Algieba (MU7), wounded
and starved. Choose a suitable and angry, with a bandaged head
Roll 1 (1d4) adventure hook: and a bullet fragment that
1. The problem with; 1. Tito, the temple’s janitor. Went interferes with his spell
memorizing. He still enough spells
2. The guide to; insane after writing an RPG
as a level 3 Magic User. When the
3. Great; Module. Claims to be a wizard.
characters enter the temple,
4. Possessed;
Algieba will come from his room
2. A relative of one of the
armed with his wand of Death Fog
Roll 2 (1d4) characters.
(SS&SS) (treat as Acid Fog) (2 charges
1. Muffins; left) and try to coerce the
2. Magical Elven Blades; characters in serving him. He wishes
3. Ungulates; to return to Fairmead, hang Blini
4. Astronomers. for treason and take over the
goblin burrow. He is irascible and
Roll 3 (1d4) will not tolerate dissent. May offer
1. …and Global Warming. characters a small cut in the
2. …as a solution to Democracy. Mycolol business.
3. …in battle against the forces
of evil. Features: bloody rags, 1d4 rations,
4. …in the end of times. keys to handcuffs in room 2, one
large flying carpet.
Final words

This content is licensed under a Creative Commons under an Attribution-


NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) license.
Author: Tito B.A.

This content is based on the RPG “Sharp Swords & Sinister Spells” (SS&SS)
by Diogo Nogueira, published by Old Skull Publishing and Editora
Pensamento Coletivo. This is not an official SS&SS product.

São Paulo – December 2018

Thanks for reading!

This module was inspired by the works of the following people:


Skerples
https://coinsandscrolls.blogspot.com/

Gus L.
http://dungeonofsigns.blogspot.com/

Peter V. Dell’Orto
https://dungeonfantastic.blogspot.com/

Chris Tamm
http://elfmaidsandoctopi.blogspot.com/

Jason Sholtis
http://roll1d12.blogspot.com/

Diogo Nogueira
http://oldskulling.blogspot.com/

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