Towers of Krshal (OSR)
Towers of Krshal (OSR)
Towers of Krshal (OSR)
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http://worldofortix.blogspot.com
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Introduction
I know that there are many, many City-related products: old ones, universal ones or
those released by OSR community, but I thought that there is still room for additional
stuff. The structure of this supplement is very loose and modular, so you can also use
these maps and tables for any non city-oriented game or campaign. Even information
about the title city of Krshal is strictly optional, and should be used as guidelines to
create tension in your own cities (although of course you may use them to build your
own Krshal).
In this document I tried to add as many “weird, unusual and disturbing” things as I was
able to invent (or excavate from my old, long-dead projects). I hope that you will find
them useful or at least interesting.
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Table of Contents
Rumors about the City 5
Names of the Citizens 8
20 Towers 9
12 Sinister Sorcerers 10
Dangerous Pits 10
8 Thinking Difference Engines 11
Six Enchanted Six Shooters 11
50 Drunkards 12
Ossuary random finds 14
Scrap Yard random finds 15
Trash Pit random finds 16
20 Ghoul Mothers 17
20 Chthonic Gods 18
Six Blind Demons 19
Bizarre Pets and Animals of the Goat Market 19
20 Magical Lanterns 20
Six Lethal Molds 21
Ten Sacred Oils 21
20 Magic Keys 22
Weird & Unusual Items 23
Swarms! 24
Ten Houses of the Dead 24
Ten Gardens 25
Ten Nasty Parasites 25
Part of the City’s Sewers 26
Palatial Complex of Mar Gat’nep 27
Demon’s Entrails – the Worm Maze 28
Surely you will need more Towers… 29
The Reversed Pyramid 32
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Rumors about the City
Roll 1d100. If result exceeds 50, subtract 50 from it.
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24. Never drink water from wells placed near the Grey Serpent River, as it is poisonous.
25. The glass eye of the Wizard of the Green Tower is missing. Huge reward awaits the
one who manages to return the eye.
26. Last week I saw a man who was vomiting rocks in the Bearded Rooster Tavern.
27. Ghouls live in Saint Graki’s deserted hospital.
28. Train engine possessed by a demon crashed on Lobster’s Row, killing many people.
29. There is reversed pyramid of huge size beneath the Goat Market.
30. Humanoid skeleton made of brass was found beneath the floor in the Palace of
Ecstatic Journeys.
31. Sapient Crustaceans live in the City’s wells.
32. When gaslights in the Southern-Central Districts flickers and pales, strange laughter
and babbling can be heard.
33. Strange, glowing ooze was spotted near the Green Marble Dome in the Palatial
District.
34. To date, seventeen people has committed suicide in front of a large, old sculpture
standing to one side of the Black Cat Gate. All of them chose really painful ways to
kill themselves.
35. Each full moon, a faceless woman walks on the Lame Dog’s Street. They say that
anyone who has seen her died within a week.
36. Yesterday, during mass in the Seven Demons Cathedral, blood dripped from the
ceiling.
37. After Duke Varnham was executed on the Fool’s Pillory, his headless body rose up
from the ground and walked away, not stopped by anyone.
38. If you eat exactly five White Eels from the Little River, you will experience strange,
apocalyptic visions.
39. There is white-bearded man in the Tanners' District who can heal wounds with his
touch. Unfortunately he demands, um, sexual service in exchange. And he does it
with both men and women.
40. There is enchanted sword hidden in the Spiral Crypt in the Barbers' District.
41. Six years ago many crime lords were killed with black magic.
42. Large Brothel was burned last night in the densely built-up area of the Northeast
Slum. Strangely, no other building was even touched by fire.
43. Pygmy, albino basilisk has escaped from the cabinet of curiosities near the
Alchemist’s Square. Apparently already it killed three people.
44. Seven blacksmiths were killed by wild dogs last week.
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45. Strange, multi-handed clock was recently installed in the Temple of the Seven Stars.
46. Over a dozen people went insane after drinking potions sold by a charlatan in the
Northern Living District.
47. Carriage drawn by skeletal horses can be seen almost each night on the Black Rat’s
Street on the edge of the Palatial District.
48. There was a duel of two wizards in the Wyvern’s Wings Inn last night.
49. Three days ago an assassin attempted to kill Lord Haran when he was returning
from the Green Horse Baths. Many people have seen how the killer was torn to
shreds by a horde of demons.
50. There is one-eyed woman selling cockatrice meat somewhere in the Butcher’s Alley.
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Names of the Citizens
As you can see, many of these names are just strangely twisted English names. But I think
that there is no such thing as “too many random names”.
Male Female
1. Abralius 1. Abiah
2. Adbert 2. Abigail
3. Barrick 3. Cardosia
4. Charam 4. Carine
5. Cornelius 5. Casdith
6. Cyrian 6. Cordelia
7. Ebenezer 7. Damaris
8. Eleazer 8. Elisath
9. Hamiliah 9. Esdith
10. Henob 10. False
11. Hezekiah 11. Harriet
12. Hiram 12. Laina
13. Josiah 13. Lamia
14. Malcolm 14. Lilline
15. Michab 15. Luciana
16. Olidjah 16. Maglen
17. Richbert 17. Margery
18. Thaddeus 18. Mathild
19. Willbert 19. Sybrianne
20. Wiltrick 20. Zenya
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20 Towers
1. Tower of Grey Dust
2. Brass Spire of Thinking Machinery
3. Monolith of Torment
4. Raven’s Watchtower
5. Ossuary XIII
6. Black Chimney
7. Tall House of the Ghouls
8. Blue Fungal Spire
9. Triangular Tower of Black Tar
10. Seven Chimneys of the Sickening Fumes
11. Rarlan’s Prison Spire
12. Purgatory of Iltias
13. Red Tower of the Endless Ecstasy
14. Shadowless Post of Winged Nightmares
15. Tower of the Iron Bull
16. Spiral Palace of Thirty Four Mysteries
17. House on the Post
18. Lead Tower of Clicking Roaches
19. Tower of Clay Skulls
20. Lofty Museum of the Fossilized Past
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12 Sinister Sorcerers
Dangerous Pits
1 Abysmal Maw Tentacled Sacrileges
2 Steaming Cesspool Poisonous Treasures
3 Black Chimney Horrible Death(s)
4 Glowing Pit Cackling Dreams
5 Sulfurous Rift Howling Nightmares
Of
6 Bottomless Hole Disgusting Horrors
7 Haunted Vault the False Mysteries
8 Cursed Well Untold Monsters
9 Sinister Chasm Entombed Memories
10 Forgotten Abyss Lost Legends
11 Foul Shaft Countless Dungeons
12 Mysterious Stairway Illusory Perils
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8 Thinking Difference Engines
1. Bone Splitter. Has 25% chance of breaking some bones of hit target. Has 10%
chance to completely destroy undead skeleton.
2. The Wraith. It’s cylinder is covered by blasphemous runes. It don’t need any ammo
to shoot but if someone opens its cylinder he / she must save vs. Death or die
immediately.
3. Octavia. Deals only 1-3 damage, but never misses.
4. Deathbringer. +5 handgun, deals 2d6 damage. One day it will cause horrible death
of its owner.
5. Twisted Luck. +3 handgun, deals +1 damage. It jams every 26 shots.
6. Blighted One. Huge, rusty handgun. Every living being struck by it must save vs.
Poison or will suffer from extremely painful rapid tissue rot (2d6 additional damage
and AC increased by 1 for 1-4 weeks).
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50 drunkards
Roll 1d100. If result exceeds 50, subtract 50 from it.
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29. Dewig. 4 HP. Has fleas.
30. Svak. 6 HP. Tames rats.
31. Reyna. 3 HP. She plays a bone flute.
32. Hevik. 1 HP. When drunk he usually runs naked through the city.
33. Hunn. 4 HP. Coward but become aggressive when drunk. Carries a club.
34. Awyl. 1 HP. He has many hideouts in abandoned buildings.
35. Ferla. 5 HP. She claims that she is possessed by a demon.
36. Gdig. 4 HP. Lecherous, flirts with every woman.
37. Smiling Hann. 2 HP. Toothless.
38. Handsome Morris. 2 HP. His body is covered by horrible scars.
39. Rarth. 3 HP. Former galley slave.
40. Dakla. 6 HP. Middle-aged but good looking; she has many venereal diseases.
41. Yewna. 1 HP. Walks without shoes.
42. Olkin. 4 HP. He drinks only vodka.
43. Erral. 1 HP. He claims that he possess magical powers.
44. Ghelin. 2 HP. Insane paranoid.
45. Bern. 3 HP. He carries spotty dog.
46. Cat Cathia. 2 HP. She has a coat made from cat furs.
47. Eagle-eyed Yetan. 5 HP. Squint.
48. Werth. 6 HP. He claims that he knows location of hidden treasure.
49. Klarn. 4 HP. He begs for pipeweed.
50. Uhl. 6 HP. His face is covered by tribal scars and tattoos.
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Ossuary random finds
1. Enchanted skull (may be used as guardian, shouting obscene words if someone is
sneaking towards its owner).
2. Small bone dagger (+1).
3. Amulet made of human finger bones (+1 armor vs. Undead).
4. Bird Man skull.
5. Glass eye.
6. Bone Centipede (AC 3, HD 1+2 , save vs. Poison or paralyze for 2-12 rounds).
7. Skull of the child with golden key hidden inside it.
8. A giant's skull.
9. Mace made from human's femur (+2).
10. Urn with ashes and large sapphire hidden inside it (worth 2300 gp).
11. Large urn with ashes and bear trap hidden inside it (2d6 damage).
12. Bone flute.
13. Skull with treasure map carved on it.
14. Collection of 7 beautiful figurines made from human bones (worth 130 gp each).
15. Denture made from old wood. It stinks horribly.
16. Tip of +1 spear (+3 vs. humanoids) still stuck in human's skull.
17. Shrunken goblin head.
18. Skull with seven golden teeth (worth 30 gp each, but skull belonged to high-ranked
Cleric, so beware).
19. Dyed green horsehair wig.
20. Crystal skull (worth 15000 gp but if even single drop of blood drops on it, it
summons Purple Worm and disappears in cloud of toxic, corrosive gas).
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Scrap Yard random finds
1. Upper half of the protocol robot (still functional).
2. Lead coffin with extremely radiated alien corpse inside it.
3. Set of best-quality wrenches.
4. 12” platinum disc, covered with grease (worth 880 gp).
5. Bottle made from near-indestructible light-bulb.
6. Metal can full of ancient bronze coins (worth 22 gp).
7. Silver spoon.
8. Aluminum bottle full of vodka.
9. Large barrel of toxic waste.
10. Hand drill.
11. Oil canister, full of mud.
12. Huge mortar shell.
13. Large collection of beer caps.
14. Nearly complete bicycle.
15. Iron bucket full of grease.
16. Machine gun belt (with practice ammo).
17. Rusty sword +1.
18. Titanium skull.
19. Old and battered plasma gun (still operational but without power cell).
20. Gold bar (worth 1,111 gp).
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Trash Pit random finds
1. Jar containing goblin infant, preserved in formalin.
2. Wooden pitchfork.
3. Huge fishing hook.
4. Giant cockroach (treat as giant beetle).
5. Stinking purse filled with goo. There is a diamond inside it (worth 532 gp).
6. Rusty chain attached to something 9 meters deeper in the trash it’s attached to a
large chest filled with random treasure (type D).
7. Basket filled with wax fruits.
8. Big iron chest with key inside the lock. It’s empty.
9. Nice leather shoes, with human feet still inside them.
10. Wooden mannequin with rotten and tattered tail-coat on it.
11. Stuffed alligator, infested with nasty parasites.
12. Dirty and dented brass telescope, still functional.
13. Small wooden chest full of false gems (virtually worthless).
14. Nest of 17 large spiders (AC 5, HD 1+1, save vs. poison or take 2 additional damage).
15. Large wooden table with beautiful inlays on top.
16. Nice, pink umbrella.
17. Tortoise carapace.
18. Partly rotten leather armor +1, covered with White Mold.
19. Finely crafted trumpet, full of feces.
20. 3 zombies in rotten waitress dresses.
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20 Ghoul Mothers
They are huge, semi-undead monsters, breeding like termites or ants. They are often
guarded by hordes of their hideous children.
1. Greta. AC 3, 72 HP. Her children glow in the dark.
2. Helga. AC 8, 226 HP. Breeds pygmy, skinless ghouls.
3. Ingrid. AC 5, 91 HP. Her children are able to regenerate.
4. Sophie. AC 4, 80 HP. Is able to cast spells as L6 Magic User.
5. Martha. AC 7, 166 HP. Her children often devour each other.
6. Agnes. AC 2, 280 HP. Queen of the Ghoul Mothers, protected by swarms of
mutated ghouls of various sizes.
7. Veronica. AC 6, 39 HP. Is able to regenerate 2-8 HP per turn. Toxic breath attack.
8. Maria. AC 4, 83 HP. Can charm and control rodents.
9. Angouleme. AC 3, 75 HP. Very mobile, mutated, spider-like monster.
10. Charlotte. AC 9, 172 HP. Aquatic and very rotten. Her children often hide in the
water.
11. Edith. AC 5, 66 HP. Able to cast spells as L7 anti-Cleric. Her children are vulnerable
to silver.
12. Giselle. AC 2, 100 HP. Often named as Vampire Princess. She and her children are
vulnerable to light and may regenerate wounds via blood drinking.
13. Margaret. AC 7, 70 HP. Breeds disgusting, disfigured ghouls.
14. Rosalie. AC 3, 91 HP. Covered with thick, stinking mucus.
15. Danielle. AC 9, 96 HP. Has slug-like appearance, her children can spit very sticky
mucus.
16. Tatienne. AC 8, 135 HP. Can summon demons.
17. Janette. AC 5, 122 HP. Her children are almost human-like and often infiltrate
society of Krshal.
18. Emma. AC 2, 51 HP. Covered with rubbery skin, her children has toxic bite.
19. Yvonne. AC 6, 69 HP. Her children can crawl on walls and ceilings.
20. Constance. AC 9, 44 HP. Weak and deformed but guarded by over hundred of
ghouls.
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20 Chthonic Gods
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Six Blind Demons
1. Malefic Statue. Cast in stone, but forces people to disembowel themselves in front
of it.
2. Gibbous Old Man. Can cause insanity. He often appears at night on the Dead
Herring Market.
3. Smiling Joshua. Looks like huge, eyeless infant with wide mouth filled with long,
pointy claws. Always very hungry.
4. White Worm Lord. Appears like huge, white Annelid. Despite its appearance very
gentle and intelligent. Despite its gentleness, it sometimes swallows humans.
5. Skinless Hatchling. Looks like human-sized, deformed hatchling. Breathes acid and
summons cockatrices.
6. Dark Tar Hunter. Although usually it looks like black, shapeless ooze, it can take the
form of a beautiful man or woman, just to seduce its victims.
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20 Magical Lanterns
1. It don’t need any kind of fuel.
2. Its light attracts beautiful women. Mostly undead ones.
3. Emits magical darkness instead of light.
4. Attracts giant, blood-drinking moths.
5. Lights itself when its owner is in danger.
6. Immediately extinguishes itself when its owner is in danger.
7. Its radiance causes mutations.
8. Its radiance causes insanity.
9. Its light reveals invisible items.
10. Its light makes monsters invisible.
11. Emits blood-red light. Any demon within its radius both deals, and receives double
damage.
12. Its smoke stinks horribly but the light is very bright.
13. Emits light identical to daylight (can damage vampires etc.).
14. Its pink light makes everyone horny (even humanoid monsters).
15. Its moon-like light attract cats.
16. Everyone within its light radius is invisible to undead.
17. Everyone within its light radius looks extremely disgusting for the members of
opposite sex.
18. When lit, it emits no light (although its flame can be seen if illuminated with other
light source) instead of it, it muffles every sounds within 5 meters radius.
19. Everyone lit with its light regenerates 1 HP per round. Monsters are also affected
with this power.
20. If lit, after thirteen rounds it explodes with huge fireball (8 meters radius), dealing
9d6 damage.
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Six Lethal Molds
1. Black. Extremely sticky and toxic (save or die, checked every 3 rounds).
2. Red. Slippery and stinking horribly. Stench attracts undead.
3. Grey. Extremely flammable (may explode).
4. Pink. Emits rage-inducing spores (save or mindlessly attack anyone in sight).
5. Violet. Glows faintly. Edible and very nutritious, unfortunately also hallucinogen.
6. White. Intelligent. If digested it can take over control over victim’s mind. After 2-8
weeks victim dies, releasing clouds of White Mold’s spores.
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20 Magic Keys
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Weird & Unusual Items
1 – Hourglass Of the Heavens
2 Red Prism Of the Seventh Hell
3 Stone Goblet Of the Wraiths
4 Pink Stone Of Minor Pests
5 Glowing Key Of the Cursed Flesh
6 Translucent Lens Of the Writhing Leeches
7 Bone Keychain Of the Peaceful Mind
8 Brass Scabbard Of Pleasant Odor
9 Platinum Coin Of Awakening
10 Blue Compass Of the Golden Angels
11 Humming Spoon Of the Chilling Frost
12 Golden Sandal Of the Cruel Thought
13 Singing Chalice Of the Blessed Soul
14 Hot Bell Of Unending Trance
15 Cold Whistle Of the Sun
16 Black Cube Of the Holy Flame
17 White Mug Of the Slumber
18 Marble Egg Of Oceanic Depths
19 Squeaking Dice Of the Moon
20 Iron Candle Of the Hollow Graves
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Swarms!
1 – Bats Just passing by
2 – Locusts Attacking randomly
3 Mutated Rats They are really hungry!
4 Giant Cockroaches Running away
5 Rabid Spiders Searching for new shelter
6 Undead Ants Attacking if provoked
7 Infested with parasites Crows Magically controlled
8 Hellish Bees Teleporting randomly
9 – Wasps Summoned by angry god
10 – Roll two and combine Trying to eat every
them! vegetable
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Ten Gardens
1. Arboretum of the Serrated Leaves
2. Fungal Forest of the Greystone Tower
3. Whispering Trees Park
4. Green Dome of Oflaan
5. Garden of the Crystal Flowers
6. Mysterious Botanic Garden of Vas-Lan
7. Terraces of the Flesh Flowers
8. Ligneous Cathedral of Qua’shan
9. Crystal Dome Under the Algae Lake
10. Haraldsen’s Display of the Carnivorous Plants
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Part of the City’s Sewers
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Palatial Complex of Mar Gat’nep
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Demon’s Entrails – the Worm Maze
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1. Entrance (with guardians in niches)
2. Corner of the Cackling Death
3. Bowl of the Dripping Acid
4. Pit full of Carnage Leeches
5. Gallery of the Pink Fleshworms
6. Tar Pit (and Tar Corpses)
7. The Black Tentacle
8. Dome of the Glowing Dead
9. Gallery of the White Fleshworms
10. Gallery of the Blasphemous Sculptures
11. Tunnel leading downwards (connected with sewers? old mine? crypts?)
12. Basement of the Blind Dog Tower
13. Cell of the Immortal Monk
14. Nest of the Giant Mole
15. Crystal Dome of the Wraithfire
16. Crypt of the Worm Kings
Step Two – special features. Unless the tower has only one level, roll 1d20 for each level.
If 1 is rolled, this particular level is very low (about 2 meters from floor to ceiling).
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If you roll 20, level is very tall (about 6 meters). If 13 is rolled, this is a hidden level,
inaccessible via stairs or ladders.
Step Three – Connections between floors. You may roll once for the whole building or
[in pairs of levels.
1–5 Stairs
6–8 Ladders
9 Ropes hanging from the higher floor
10 Just holes. Maybe its inhabitants have wings?
11 Magical portals
12 Levels are not connected
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Step Five – the tip. This time, roll d100.
Step Six – Stuff Down Below. Twelve-sided one is ready for action?
01 – 15 Uninhabited.
16 – 25 Uninhabited and haunted.
26 – 75 Ordinary townsfolk.
76 – 85 Extraordinary townsfolk (such as eccentric wizards etc.).
86 – 90 Vile townsfolk (everybody knows about their evilness).
91 – 95 Vile townsfolk (but no one knows about their crimes).
96 – 98 Monsters disguised as townsfolk (vampires, doppelgangers?).
99 – 00 Monsters!
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The Reversed Pyramid
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