Delver Issue #12 (OSE)
Delver Issue #12 (OSE)
Delver Issue #12 (OSE)
Quart el is
2 4
3
Some artwork provided by Daniel F Walthall, watabou, MidJourney, and Vecteezy
Twelve issues. Done. Two
A Mark at the Tavern 3
years.
Troll Tactics 4
Delver #1 was a test. I was
curious to know if I could Magic Shop 5
put out an OSR-themed Locales of Lantern's Reach 6
zine on a regular basis.
Would there be enough Intelligent Staff 8
interest? Were OSRs going Looking for Work 9
the way of the Dodo bird or
Griffon Claw Auction House 10
were they going to survive
and maybe even thrive? The Old Rikasak Monastery 11
d12 - Th e Risk
1 Target has three allies within weapon range
2 Tavern has four city guards (off-duty but alert)
3 Another thief nearby; may sabotage the effort
4 The item is cursed; target keeps it to display and punish thieves
5 Magic leash alerts target if item is moved more than 10'
6 City guardsman is watching and waiting for an attempt
7 Target is looking for a fight and actively flashing item
8 Bartender can lock the door magically at first sign of trouble
9 Another thief is moving in for the grab...
10 The item is stolen and the original owner is preparing to attack
11 Target has a bodyguard with a hand on their sword
12 Barmaid has alerted target that the tavern has a few thieves
3
Trol l
Tact ics
d4 - Fir st St r ik e d10 - Ally
1 Nearest spellcaster 1 Owl bear
2 Nearest healer 2 Rust monster
3 Weakest appearing target 3 Ogre
4 Smallest target 4 Blink dog
5 Piercer
d6 - In t im idat e 6 Bugbear
1 Ignores a severed limb 7 Hellhound
Smiles at a target 8 Manticore
2
3 Points at its next target 9 Roc, small
4 Laughs when injured 10 Basilisk
5 Tells target it will wear its hide
6 Uses severed limb as club
d10 - Weapon
1 Battle axe 1d10 dmg
d8 - Special Abilit y 2 Javelin 1d6 dmg
1 Casts magic missile 1/day 3 Lance 1d8 dmg
2 Sh ar pen ed bit e (1d12) 4 Spear 1d8 dmg
3 Fast r ecover in 1d6 rounds 5 Two-handed sword 1d12
4 Regen from acid attacks 6 Club 1d8 dmg
5 Regen from fire attacks 7 Two daggers 1d6 each
6 Fast m ove 150' (50') 8 Hand axe 1d8 dmg
7 Clim b w alls (level 5 thief) 9 Two axes 1d8 each
8 +1 AC (additional armor) 10 Large rock 1d8 dmg
4
ma g ic
Shop
d4 - Pr opr iet or d4 - Specialt y
1 Alaric Frostglen 1 Scrolls
2 Melline Thornstone 2 Potions
3 Dusonna Veiltide 3 Rings
4 Thislow Merijoss 4 Wands
d6 - Haggles? d6 - Bu ys?
1 Never 1 Only scrolls
2 INT ability check 2 Only wands
3 CHA ability check 3 No magic weapons
4 Never with dwarves 4 No magic armor
5 Always with elves 5 Only magic rings
6 Always - up to 20% 6 All magic items
d10 - Special Of f er
1 Two identical potions for the price of one!
2 3x explosive arrows - 1d10 damage
3 Flamebane Amulet - resistance to fire damage
4 Oil of Truth - pour on a target, target cannot lie for 30 seconds, one use
5 Coin of Searching - flip in air, flies towards secret door within 30', one use
6 Compass of Thirst - points to fresh water source within 1000 ft, one use
7 Translation Ration - share with target to understand, one use, 5 minutes
8 Bait Bag - produces humanoid discussions for 10 minutes, one use
9 Pit Trap Potion - pour to create 5'x5' pit trap with spikes, one use
10 Fast Flee Potion - doubles M V for 3 combat rounds, one use
5
Tem ple of t h e Speak in g Flam e. A gr an d,
an cien t t em ple dedicat ed t o a deit y of f ir e
an d en ligh t en m en t , it of f er s all adven t u r er s
spir it u al gu idan ce an d m u ch -n eeded r it u als.
For a pr ice...
Grand Priest Pyrona Solheart, a commanding and imposing
figure with silver hair and burning eyes, leads the Temple of
the Speaking Flame, a grand and ancient temple in the
heart of Lantern's Reach. Responsible for safeguarding the
sacred flame that whispers divine guidance to her, Pyrona is
both the spiritual leader and guardian of the temple. She is
known for her friendly demeanor and adventurers will find
reasonable fees for access to rituals and guidance, which
funds the temple's maintenance and supports its clergy.
While pragmatic in her approach, Pyrona is dedicated to
imparting spiritual wisdom, offering insight, and training
those who seek to harness the power of the Speaking Flame
for their journeys.
d6 - Qu ir k
1 Refuses to be wielded by a human
2 Won't work if it gets wet
3 Needs to be cleaned daily
4 Requires wielder to use gloves
5 Wielder must speak Common
6 Fails to work during full moons d10 - Secon dar y Abilit y (1x/ day)
1 Detect invisible < 60' - 5 min
d8 - Pr im ar y Abilit y 2 Turn undead (lvl 1 cleric)
1 +1 to INT modifier 3 Breathe underwater - 15min
2 Speak 1 new language 4 +1 AC - lasts 10 minutes
3 +1 to CON modifier 5 Open lock (lvl 1 thief)
4 Casts shield 2/day 6 Remove trap (lvl 1 thief)
5 +2 bonus hp once per day 7 Infravision 30' - 30 min
6 recast one spell 2/day 8 Invisible - 30 seconds
7 Casts dispel magic 2/day 9 Cure poison - 1 target
8 Casts light 2/day - 30 min 10 Jump 20' any direction
8
L ooking for Work
d4 - Nam e
1 Cybus Hurbinwick
2 Eldan Valthorn
3 Tavon Brightshield
4 Leeor Thundersong
d4 - Align m en t
1 Lawful cleric
2 Lawful cleric
3 Neutral cleric
4 Neutral cleric
d8 - Un u su al...
1 Talks to plants
2 Eats in complete silence
3 Carries small luck stone
4 Coughs before speaking
5 Will never vote/take side
6 Hums while walking
7 Always draws in dirt
8 Talks to birds
PDF version of mini available for free
at https://bit.ly/delverfreebies
9
GRI FFON CL AW
AUCT I ON H OUSE
LOT # 33 - A Qu iver
LOT 24 - A Spear
+ Rerolls for one type of saving throw. The effect lasts for up
to 24 hours.
+ Half damage for either fire or cold damage. The effect lasts
for up to 24 hours.
Hym n of Gr yn t h's Ch ar ge
Read aloud while pointing to a fighter ally. That ally and all
other fighters within 10' of the target gain +1 AC for 10
minutes.
13
T omes of
Obsidian P ages
Bo o k o f
Scr eam i n g Pages
Fi gh t i n g T ech n i qu es o f t h e So r ga Kn i gh t s
Obsidian Pages is one of the five guilds featured in the GUILD zine. A GM can use a guild to provide
14 missions, quests, and even supplies to its members.
Cleric's Flag Language Bell
3 uses 5 uses
When a lawful cleric plants this Ring this tiny bell while in the
pole in the ground, all allies who presence of a single individual
remain within 30' of the pole (no others around for 10' or
gain 1d4 bonus hit points and more). Target and ringer may
are immune to poison. The speak in a private language for
30 minutes.
effect lasts for 10 minutes.
Sticky Rope
15
THE
QUARTELIS
19
NOTES ABOUT M IND LASHERS Lasher Soldiers will only run away
to a different portion of the
Mind Lashers, as a rule, prefer
Quartelis in order to better defend
their food source to come to
the Mother Lasher.
them. With the use of the portal,
one lasher family is trying to The three Lasher Soldiers will
discover how many individuals will NEVER enter the fourth portion of
attempt to enter the portal to the Quartelis if there are
investigate. non-mind-controlled enemies in
the Quartelis.
The portal, however, requires the
mind lashers to use a different Finally, w h en a m in d lash er
plane of existence to both power at t ach es t o a vict im t o f eed,
the portal and prevent damage to t h at vict im can n ot per f or m an y
their home and many more lasher act ion s; only the allies can hope
families. (This new plane has some to kill or incapacitate the lasher in
interesting rules and mechanics order to save their friend. (I also
that will be explained shortly.) recommend letting the player who
has been captured by the lasher
Mind lashers are dangerous and
roll the d4 to determine how many
horrible ways for PCs to die. Once
rounds they have left to live.
the lasher has its tentacles into a
Alternatively, you can always
PC, that PC has 1d4 rounds to live.
provide 4 rounds until death if you
If the mind lasher isn't killed
are feeling generous.)
within four rounds, that PC is
dead. Keep this in mind and allow
the PCs to keep their distance as
NOTE: If you are running a game of
much as possible, but remember
Old-School Essentials, for example,
that the mind lashers are hungry
use the standard Mind Lasher stat
and will focus on one PC to feed.
block for the three Lasher Soldiers. If
M OTHER LASHER you are using Shadowdark, use the
Brain Eater stat block for the Lasher
In my game, mind lashers come
Soldiers and change the LATCH
from a matriarchal society. One
ability to reflect the 1d4 rounds until
"mother " lasher typically controls
the victim is dead if you like or run it
a "family" of 1d4 other lashers.
as written. The adventure will run
They hunt for food together when
slightly different depending on which
they aren't planning to take over
OSR game rules you are using.
the world of humanoids.
This Mother Lasher will be
protected at all costs, and the
But, once a door is opened, the
Th e Plat f or m s connecting platform appears
The Quatrelis exists in a plane attached and slightly angled with
outside of the Material Plane. its surface appearing almost as a
There is no north, south, east or wall. The remaining areas still
west. Up and down do exist while appear black.
all PCs are in the same platform, If a PC moves to an adjacent
but once another PC moves to a platform (only through an open
separate platform, up and down door), the remaining PCs will see
are only relative to each PC. that PC appear above them and
Think of the Quatrelis as a d4. walking almost perpendicular.
Each face of the d4 is a platform. Now, a few rules:
Each platform shares three edges
with other platforms. 1. Jumping from one platform to
another won't work. The platform
If you "unfold" a d4, it looks a PC is "in" is the one that affects
something like this (minus the grid gravity for them. Only by going
and the blocks representing through a door will they appear on
doors). the other platform.
2. Firing a projectile (arrow, rock,
etc) can hit a target in another
platform, but if not thrown with
enough force to make contact with
the other platform or a target, the
object will "fall" back to its
originating platform.
3. Platform 4 cannot be accessed
When a PC is on one platform (one unless all three doors to it are
of the single triangles) they will opened simultaneously. Opening
see three doors and appear to be just one of the doors that lead to
standing on a triangle-shaped Platform 4 reveals the void. Only
platform that is floating in a black when all three doors (indicated by
void. Each door connects to colored dots on the inside front
another platform. cover) are opened at the same
Until a door is opened to another time will Platform 4 be revealed.
platform, there are no walls and 4. PCs arrive in Platform 1. They
the "sky" appears as a starless can leave at any time through it.
void. All black.
21
subjects on which to experiment.
Plat f or m 1
The human's name is Trenk
Mov Lak Yim Platform. Shardwise and his mind and
This triangular platform appears to actions are being controlled by
float in a starless space. The Mov Lak Yim. Trenk will fight for
platform through which you moved Mov until killed or until Mov is
is behind you, a completely flat and defeated.
mind-twisting rectangle that appears Mov Lak Yim is standard mind
as a black doorway from either side. lasher. Trenk scored a good hit on
To your left and to your right are Mov Lak Yim, cutting off two of its
double-doors that appear to go four tentacles. For this reason,
nowhere, opening to allow Mov Lak Yim is injured with the
movement into the void beyond. following modifications:
Behind you and the portal doorway
is a similar double-door that M ov Lak Yim
appears to lead to the endless void. HD 8* * * (24hp)
Waist-high stone sculptures in
various sizes are tipped and placed At t 2 x tentacle
in what appears to be random XP 1800
locations.
Ten t acles: With just 2 tentacles,
Directly in front of you, however, is a Mov Lak Yim is not as dangerous,
raised stone table with a single male but its mind powers are still fully
human lying on its surface. Behind intact. It will first try to use m in d
the human stands a menacing con t r ol on a PC; if the save is
creature with tentacles where its successful, it will use m in d blast
mouth should be, holding an or m in d t h r u st against that PC or
unusually shaped book and poking tentacles for any more attacks
at the human figure with a metal against that PC.
rod. The creature sees you, and
If Mov Lak falls below half HP, it
begins to move around the table.
will attempt to flee to Platform 2.
This is the platform of a mind
lasher named Mov Lak Yim. It is Tr en k Sh ar dw ise
performing an experiment on one
of the king's guards when the PCs Use the Veteran stat block with HD
arrive. Mov Lak Yim will not be 2 (9hp). No treasure.
worried at the PCs arrival, thinking
they are simply more food or
Plat f or m 1 M ap
3 4
Special
2
M ov Lak Yim
Por t al
Table
= 5 f eet
23
Plat f or m 2 Hidr u s Wolf scalp
Jow Nus Ram Platform. Use the Veteran stat block with HD
3 (13hp). No treasure but a +1
This triangular platform appears to
battleaxe to hit.
be the same size as the one where
you arrived. If Hidrus is freed, he will grab his
weapon and rush the mind lasher
More stone sculptures are scattered
in a rage. He will not follow any
around the platform, but it's a single
commands and will fight to the
cage that catches your eye. Inside
death against the lasher.
are two of the king's guards and they
are calling out to you and pointing
at another mind slasher on the
Jidr it h Hallow bin
opposite side of the platform. Use the Veteran stat block with HD
2 (9hp). No treasure but she's a
This is the platform of the mind
warrior priest and is rested and
lasher named Jow Nus Ram. It is
can cast both cure light wounds
currently finishing a meal of one
and protection from evil. Her
of the king's guards and will drop
weapon is a mace.
the corpse and begin moving
towards the nearest PC after 30 If Jidrith is freed, she will grab her
seconds; it is enjoying the terror weapon and then look over the
that the caged guards are PCs to determine which among
experiencing as they watch it eat. them is the most injured before
attempting to heal them.
The two guards in the cage (8hp of
damage to destroy lock if not
picked) are a dwarf named Hidrus
Both guards will join the PCs and
Wolfscalp and a human female
fight against the lashers. They will
named Jidrith Hallowbin, and their
only take orders that do not
weapons are on the ground just
require them to return through
out of reach of the guards.
the portal.
Jow Nus Ram is a standard mind
lasher with no modifications. If
joined by one or more mind NOTE: The Mother Lasher is trapped
lashers, it will move towards any in Platform 4 if one or more of the
fighter first and then spellcasters. lashers die. The portal and mind
control of the king, however, will
If Jow Nus Ram falls below half of
continue.
its HP, it will flee to Platform 3.
Plat f or m 2 M ap
3 1
4 Special
Jow Nu s Ram
Cage
= 5 f eet
25
Plat f or m 3 Fiv Dem Poz
Fiv Dem Poz Platform. Fiv Dem Poz has the same stat
block as the standard Mind Lasher
Another triangular platform,
but with the following changes:
identical to the one on which you
arrived, but this one is... different. In addition to the mental powers,
it can cast the following spells:
The stone sculptures on this
platform are more organized and Fir st level: charm person, magic
seem to form some sort of maze or missile, shield, and sleep
path.
Secon d level: invisibility, mirror
This is the platform guarded by Fiv image, web
Dem Poz, the Mother Lasher 's
Th ir d level: fire ball, lightning bolt
favored lasher.
Fou r t h level: wall of fire, wall of ice
Fiv Dem Poz is a standard Mind
Lasher but with added abilities; it Fiv Dem Poz casts spells in its own
will not help its fellow lashers if language; a spellcaster will not be
they flee to its platform. able to understand its chants.
Special
4 1
2
Dir ag
Fiv Dem Poz
= 5 f eet
27
pillars is disabled. Mother Lasher
Plat f or m 4 has three dirags to assist in
Mother Lasher Platform. guarding her, and they will attack
the nearest target always, using
NOTE: This platform cannot be
sound to guide them.
reached unless all three sets of
doors on Platforms 1, 2, and 3 are
Pillar s
opened simultaneously. This isn't
hard to do if at least one PC is on Each pillar can be attacked by a
each platform as they can see the magic weapon or spell. Doing 10
other PCs in front of their respective damage to one will disable it. Just
doors. one disabled pillar will awaken
Mother Lasher. Damaging all three
-----
will free King Troden from the
This triangular platform has a mind control.
number of stone structures
arranged around a raised circular M ot h er Lash er
base. Three 10' high pillars glow with
Mother Lasher is a standard mind
a green-blue light in each corner of
lasher with the following
the platform. Sitting on a large stone
modifications:
chair on the circular base is a mind
lasher that appears to be sleeping. HD 9 (40hp)
1 3
2
Dir ag
M ot h er Lash er
= 5 f eet
Glow in g Pillar
29
+ Ring of lightning bolt (3 charges)
Con clu sion
+ Book of Lasher Magic (value
if the three pillars are disabled, 500gp for the language alone)
the king is freed from the mind
control. This will also happen if + Staff of hold person (1/day)
Mother Lasher is killed.
The portal will remain open for Finally, the PCs are unlikely to be
one hour, so the PCs had best discern how to destroy the
make haste for it or be trapped in Quartelis; this means it could
the Quartelis forever. (The portal easily be used again by the lasher
can also be shut down with a community to strike back at the
simple dispel magic spell.) PCs in a future adventure. The PCs
The king and queen will reward might also discover how to travel
the PCs handsomely, with land, to and from the Quartelis, making
gold, and followers. Any guards it a unique sanctuary or fortress.
that are brought back from the
Quartelis will also be grateful and
the PCs will have them available in
the future as allies to call upon or
even request as aides in quests
and further adventures.
As for the mind lashers...
Before the Mother Lasher is killed,
she will send out a mental blast to
other mind lashers within certain
planes and realms; mental images
of the PCs will be included, and
the PCs will have made long-term
enemies in the lasher community.
How and if that threat ever makes
an appearance is ultimately up to
the GM.
While the lashers in the Quartelis
have no treasure or magic items,
the GM can easily add some.
Suggested items include:
30
Tu r n You r
Player s in t o
ACTIVE HEROES!
As a GM, there is one question I
have asked a thousand times...
probably more. You probably
know what it is, and asked it
yourself many, many times. It's
such a short, simple question,
by Jam es Floyd Kelly but it is, in my opinion, the one
question that defines RPGs:
38
Pr in t a b l e
Pr ops
This issue's printable prop is a 4x6 postcard with this mini spellbook
for writing in spell names and details. Fold it in half to create the
front and back cover, and then print as many additional inside pages
as you need.
Each print copy of Delver 12 will come with a copy of this two-sided,
full-color postcard, but below is the actual image that you can use to
print your own if desired (enlarge as needed). The full-color PDF file
can also be downloaded at bit.ly/delverfreebies where you'll find this
one and previous postcard files to download and print.
39
The
Quart el is
1
2 4
3 Tr ack in g Sh eet
Write in names of PCs and NPCs to track
their current platform location. Remember,
only spells and ranged weapons can be
used between platforms.
40
Co m i n g i n J an u ar y 20 24