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Tannic
A point crawl forest adventure

Amanda P.
Tannic
Written and designed by Amanda P.

Edited by Yochai Gal and Symbolic City

Copyright information included pages 27-30

All imagery created by Amanda P. or adapted from


the public domain. Thank you to the USDA Forestry
Service for uploading archive images to
Archive.org.

Special thanks to:


• Yochai Gal for designing Cairn and being a
lovely community builder and advocate.
• Tam H. for layout advice and jokes.
• The SOUP informal writing co-op.
• My wonderful, generous playtesters.
• Jarrett Crader and Exalted Funeral for their
support with the print edition.
• And C, who knows why.
Table of Contents
What is this adventure? 1
What’s the situation? 1
How can I include it in my campaign? 1
The Greater Context 2
Overland Map 1 3
d8 Rumors 3
Characters from the Village of Tannic 5
Undead with Unfinished Business 6
The Village of Tannic 7
The Festival Grounds 8
d10 Festival Encounters 9
The Tannic Forest 11
The Campsite 12
Siegfried’s Rest 13
Gustav’s Folly 14
d8 Forest Encounters 15
The Bog Tomb 17
The Oubliette Situation 23
Ending the Quest 23
Cairn Stat Blocks 24
OSE Stat Blocks 25
7
What is this adventure?
Tannic is a level 1-3 system neutral adventure with stats provided
for Cairn and B/X. It can be completed in one or two sessions.

Summary: Three young adults go missing during a summer


festival. They were last seen camping in the woods to prove their
courage. The village elders hire the adventurers to bring them
home safely.

What’s the situation?


Since days of old, the village of Tannic, sitting precariously on the
edge of woods and sea, has celebrated the summer equinox with
an elaborate festival full of dancing and celebration which draws
visitors from miles around. During this fortnight of festivities,
young villagers prove their courage through camping deep in the
forest. For many years, this ritual has proceeded without incident
except mosquito bites and broken bones.

Grave misfortune struck this year. 3 days ago, three village youth:
Osric, Flora, and Astrid, failed to return from their midsummer
jaunt beneath the pines. Peregrine the woodsman led multiple
search parties, turning up tracks, strange signs, and confusion,
but naught else. Desperate, the village elders turn to you for
assistance in locating the missing young adults, offering a
precious local relic and money.

How can I include it in my campaign?


The simplest inclusion would probably be: your characters go on
vacation to a local beachside village on the edge of forest and sea.
While enjoying themselves at a local summer festival, they are
drawn into a dangerous forest quest.

This adventure can be run as a one shot for a 3-4 hour session but
could extend up to two sessions depending how forest exploration
pans out and how much meandering the adventurers do.
8
The Greater Context
Three centuries ago, a minor royal family
held dominion over the Tannic Forest.
Through political machinations, they were
deposed and their heir, Prince Sebastian,
was entombed alive in the family
mausoleum while his close friends and
comrades escaped or were slain.

Over time, minor tectonic events forced the


majority of the structure underground, and
the forest erased most traces except the
small tomb entrance.

50 years ago, villagers diverted a small creek


to harvest bog iron for smelting. Over the
ensuing years, the water slowly eroded the
ancient tombʼs seals, causing the Princeʼs
anguish to spread as magical corruption.

4 days ago, three village youth (Osric, Flora,


and Astrid) went camping on the Tannic
Trek. They found the tomb while exploring,
called by the Princeʼs enchanting song.

3 days ago, they failed to return.


1
Overland Map
1. Tannic: quiet village near forest and sea.
2. The Midsummer Festival grounds: full of celebration.
3. Campsite: last known location of Osric, Flora, and Astrid.

Each hex is 2 hours travel.


Roll Forest Encounters
on keyless hexes (pg 15). 3

1 4

d8 Rumors 1
1. During the Midsummer Festival, young people go on the
Tannic Trek to prove their courage, staying overnight in the
forest.
2. The forest was once owned by unlucky royals; only the ruins
of their stone hall remains.
3. Thereʼs a treasure vault in the bogs where royals were buried
with their riches.
4. Gustav thought he could smelt bog iron for cheaper than the
iron mines out east. His furnace burned the village down.
2

4. Siegfriedʼs Uneasy Rest: space of magical strangeness.


5. Gustavʼs Folly: entrepreneurial failure and workplace accident.
6. The Bog Tomb: former resting place of the betrayed royals.

5 6

5. Thereʼs a mausoleum out under the pines. Itʼs damaged


enough now you could probably squeeze in and maybe find
some treasure.
6. Youth go on the Tannic Trek because they believe that the
forest is haunted.
7. Harp playing can be heard in the woods nowadays; itʼs very,
very compelling.
8. Thereʼs been sightings of a strange skeleton impaled on a tree
imploring people politely for aid.
3
Characters from the Village of Tannic
The Adults The Young People
Village Elder Hans Osric Cooperson
• Appearance: dark brown • Appearance: red hair
skin, sailor tattoos and disheveled, heavily
old wounds, amber eyes. freckled, patchy beard.
• Voice: charming, • Voice: wry, charming,
musical. voice cracks.
• Drive: love for his village • Drive: impress Astrid.
and family. • Stat as Level 0 human.
• Married to Sigrid.
• Floraʼs father. Flora Hansdottir
• Stat as Level 1 fighter. • Appearance: neat
braided black hair,
Village Elder Sigrid amber eyes, mature.
• Appearance: green eyes, • Voice: completely
knotted muscle, tan skin. confident, resolute.
• Voice: folksy. • Drive: friendship and
• Drive: protection of the love for her community.
town and all its people. • Stat as Level 0 human.
• Knowledgeable in Astrid Shiefdottir
matters of herbs, woods
magic. • Appearance: nob-kneed,
• Married to Hans. graceless, clothes stained.
• Floraʼs mother. • Voice: charming but very
• Stat as Level 1 cleric. dreamy.
• Drive: curiosity.
Peregrine the Ranger • Peregrineʼs child.
• Stat as Level 0 human.
• Appearance: fire-scarred
hands, gentle eyes.
Voice: highly intelligent
and educated, short and
terse speech.
• Drive: to know the
forestʼs secrets.
• Astridʼs guardian.
• Stat as Level 1 fighter.
4
Undead with Unfinished Business
Gustav Getri
• Appearance: dapper bearded phantasm in a sharp suit with
burn marks, grey and white beard, wiggly eyebrows.
• Voice: jovial and snarky.
• Drive: profit and entrepeneurship.
• Stat as Wraith, but heʼs a business ghost.

Ser Siegfried
• Appearance: skeleton in green surcoat embroidered with stag.
• Voice: proud, courageous, like a knight out of a storybook.
• Drive: to protect the innocent, reunite with Prince Sebastian,
and act with honor and chivalry.
• Stat as level 2 Fighter.

Prince Sebastian
The fallen prince strains to see clearly through memory, his sorrowful
song charming all who hear him, filling their hearts with devotion.

• Appearance: rich raiment, forest green embroidered with


great cedar trees and scenes of deer, stained and rent.
Skeletal body crowned with a princely circlet.
• Smells: of decay, ancient promises sunk into bogs, musty
death.
• Voice: antiquated, lilting cadence that mesmerizes.
• Drive: desires nothing above being reunited with his
comrades of long ago, an impossible thing.
• Plays a magical harp that (unbeknownst to him) forces those
in his presence to reenact his memories, obey his will.
• Stats included on page 24.
5

The Village of Tannic


A sleepy village on the edge of forest and sea. Buzzes with activity as
people of modest means flock to town each summer for seaside sun and
respite.

Appearance: wooden houses with


thatched roofs, log buildings freshly
painted white. Town square has a market
area, the town well, iron sculpture of a
sailor on a ship.

Famed for: Midsummer Festival.

Local industry: woodworking, tanning,


cranberry harvesting, fishing.

Local populace: friendly, hospitable,


diverse. Tannic is a port village, with a
tourism economy.

Attitude toward outsiders: hospitable.

Security: town guards mainly deal with


rowdy drunks or the occasional wild
animal.

Local Delicacies: fish stew. Wild turkey


sandwiches with cranberry relish.

Main landmarks:
• Market offering leather goods,
fishmongers, hunters, farmstand,
woodworkers, commemorative items.
• 2 inns, one well-to-do, one more
working-class.
• Large iron fisher sculpture stands in
the town square.
6

The Festival Grounds


Approaching the Festival Grounds, you smell the pungent aroma of
fried fish skewers and freshly baked hand pies. Barkers encourage
passersby to play, eat, and be merry, while children giggle at a
puppet performance.

Appearance: colorful tents in


neat rows, meager to
elaborate pavilions.
Field muddy from rain and
many footsteps.

Smells: fried potatoes, fish


skewers, baked hand pies.
Wild flowers, sea breeze and
the smell of pine mask the
more off putting smells.

Security: attentive,
uniformed local toughs.

Vacationers: farmers,
cityfolk, well to do
merchants, all rubbing
shoulders.

Merchants: gamemakers,
soothsayers, bakers and short
order cooks, craftspeople,
souvenir-makers,
professional storytellers,
stunt performers, duelists,
actors, circus.

For activities, roll on


d10 Festival Situations (pg 9).
7

d10 Festival Encounters


1. A youth is pocketing sweets and shiny things at
the shop stalls. Guards appear to have noticed and
are beginning to approach. The youth rushes over to
the adventurers yelling “My parents! There you are!”

2. The adventurers see many strong people walking


over to a banner that says “Mightiest in Tannic”.
Do any of them enter this contest of strength?

• Referee note: one strength carnival or county


fair style contest should serve here. Crowd will
cheer for success, jeer for failure. Prize: a
wrestling-style belt with the year.
Options: toss the caber, wood chopping.

3. A clumsy stilt walker is stumbling about the


festival like a baby deer. They rapidly approach the
Butter Sculpture Competition, which has become a
shouting match between sculptors over possible
cheating. The beautiful butter sculptures are in
grave danger of being squished.

4. Insufferable academic youths are sneakily


imbibing bog psychedelics. They begin directing
strange philosophical statements at the adventuring
party. Attempting to draw them into a philosophical
debate about the nature of the Myths.

5. Elderly grandpas and grandmas recount absurd


tall tale feats in the last war while creating a
memorial quilt. They invite the adventurers to sit
with them. Pick a rumor for the party.
8

6. Local cats are terrorizing the fish fry


with their dread hunger. A scrimshaw artist
has made his way over and is carving the
scene crudely, commemorating the catsʼ
deeds. The fry cooks are at their wits end.
They look around wildly for aid.

7. The Festival stage manager is arguing


with a ʻwizard,ʼ wearing a hat emblazoned
ʻMystical Larry.ʼ He was hired to create
fireworks. A flock of 4 year old children
dressed in owl costumes approach herded
by a tired sheepdog. They begin messing
with the fireworks lying around.
No one else has noticed.

8. Guards are playing dice with festival


goers and accuse each other of cheating. No
one has noticed yet that a drunken group of
traveling alchemists has started a fire.

9. Bakers in the large outdoor kitchen are


making a giant pie. Flocks of hungry birds
are dive bombing onto it, stealing pieces.
The bakers scream in irritation, attempting
to fight them off, but donʼt seem very
effective. They look around wildly for aid.

10. Boxer has had one too many and is


leaning on a large steer, occasionally
challenging it to a boxing bout before
falling asleep. The steer, bearing a blue
ribbon for excellence, grows slowly more
irritated. If the party watches long enough,
the steer headbutts the boxer. K.O.
9

The Tannic Forest


Striding below the tree boughs, the pine forestʼs sharp, fresh aroma
fills your nostrils. The distinctive trickling of water from distant
creeks and the occasional bird call reaches your ears but otherwise,
there is a stuffy silence.
You may be holding your breath, but the forest is too.

Forest floor: sandy acidic soil lined


with pine needles and fallen leaves.

Pine and cedar trees sprout like


haphazard columns, sheltering wild
cranberry and blackberry bushes.

Old cobblestones stick out of the


ground where ancient paved roads fell
to disrepair.

Creeks flow throughout the landscape


into bogs filled with tea-colored water,
dyed by the abundant cedar trees.

Roll d8 Forest Encounters for travel to


keyless hexes (pg 15).
10

The Campsite
Flora, Osric, and Astrid made camp in a small clearing
near a gentle, slow-moving pond. Toads croak in the
distance, dragonflies erratically fly by. In any other
context the campsite would seem peaceful and idyllic,
but the anxiety of their disappearance lingers, drowning
out the peace and quiet of this
resting place.

Three bedrolls lie askew under a


tall cedar tree. Grey, rumpled,
damp from morning dew and
recent rain. Fallen leaves lie damp on
top.

Muddled foot prints lead east and


southeast. Difficult to distinguish due to
recent rain.

Waterskins lie open on the ground,


filled with
tea-colored water.

Firepit: cold embers under a makeshift


spit, rabbit bones among the coals.

Hidden in the bedroll: draft


letter from Osric to Astrid with
many phrases crossed out. It seems to
be a confession of feelings.

Drink from the waterskins: Hear Undead for the


next four hours. Drinker(s) hear mysterious
harp song that compels them east for next four
hours, consuming their thoughts.
11

Siegfried’s Rest
An undead skeletal warrior Sir Siegfried, wearing an embroidered
surcoat emblazoned with deer, stands slumped, partially impaled
by an ebony spear emblazoned with a black dragon into a tall oak
tree. A grey phantom horse stands next to the skeleton whinnying
sadly and scuffing its hooves on the ground. A robin sits on the
warriorʼs helm.

When the party approaches:


Siegfried waves in a friendly
manner.

Voice: archaic and mannerly, can be


heard by the players.

Request: assistance in freeing


himself from the tree by removing
the spear.

Spear: embedded into the tree,


remove with great physical effort.
Cost: those who touch the spear
Hear Undead for the next 4 hours.

If freed: introduces himself as


Prince Sebastianʼs heart companion.
He died long ago trying to find the
Prince after the betrayal.
He will provide the Tomb location
and his steel ring.

Warm the ring with fire: summon


Siegfried if the Prince is found.
12

Gustav’s Folly
Burnt, crumbling huts lean wearily next to a small stream dotted with
bog iron. The furnace and well remain largely intact. Burn marks and
old ash taint the remaining building walls, along with graffiti and
crude carvings boasting of summer trysts.

Appearance: desolate, Fire up the furnace: smelt a


abandoned. Fire-damaged lump of bog iron. Awakens
structures except the furnace Bog Iron constructs.
which stands intact but
rusted. If successful smelting,
Gustav is captured in the iron
Go to bottom of the well: and will occupy whatever is
find 2d6 old coins. Old forged. The bearer of the
wishes. iron can hear Gustav while
holding the iron or whatever
Drinking from the well: is forged from it.
grants Hear Undead for two
hours, specifically Gustav the Encounter: 1d6+1 Bog Iron
ghost locally, hear his Constructs, lumpy looking
terrible business advice. with crude metal bits.
Stat as Gelatinous Cube.
Referee: Gustav is intended
to be played like an old surly
joker, laughing after ragging
on the PC who can hear him.
Gustavʼs Business Advice
1. “You could be making more money right now.”
2. “Going on dangerous errands for villagers seems very inefficient.”
3. “Thereʼs a market for everything! You should invest in collectible
spoons! Now that is some fast money.”
4. “You should just hire a bunch of villagers to deal with this.”
5. “What are your goals? You wonʼt be able to explore dank holes
forever kid!”
6. “Arenʼt you embarrassed to smell this bad? Is this even a real job?
13

d8 Forest Encounters
1. Carnivorous oak tree tempts travelers
with the imitated sounds of young voices.
Will eat the adventurers. Run as trap.

2. Fog rolls in full of ghosts strumming


harps and playing horns, parading to a
small grove off the road. Can the
adventurers resist the music? If not, the
ghosts lead them to a grove and put on a
concert that entrances them. They awaken
6 hours later at Gustavʼs Folly (see page 3).

3. 1d6 Bog Spiders hiding in moss, hungry


and bored. Will eat adventurers, but could
be fed something else. They have obvious
treasure in their webs.
Stat as Crab Spiders.

4. The adventurers find themselves


approaching a dangerously unstable bog
area. Peat deposits are burning in all
directions, with explosive sections
popping out of the ground in random
intervals. Do they return from whence
they came or attempt to cross?

5. A grove blooming with too many


flowers. The adventurers are surrounded
by giant tulips, mountain laurel, poppy,
and wildflowers. Each flower holds water
within its bloom. The water smells
heavenly. Drinking the flower water
renders someone bold beyond reason for
4 hours.
14

6. The adventurers hear a posh voice from


the trees yell “Halt and drop your
weapons.” A very well-dressed adult
highwayman, the Tannic Bandit, swings
down with 1d6 henchmen all in front of the
party. They demand a toll. They look very
well-rested, bathed, and a little too fancy.
Their equipment looks fresh, almost
unused. Stat as Fighters level 1.

7. Friendly bog witch Ruth, who is fair but


looks foul, rescues folks in her little
rowboat. She provides gossipy forest
rumors and will answer any questions the
adventurers have.

8. Formidable lizard person warrior poet


seeks rivals to prove worth. Challenges
passersby to Words or Swords.
Stat as Berserker.
• If Words, she offers a riddle “If you
throw a white stone into a red sea, what
will happen to it?” Answer: “It will get
wet.”
• If Swords, she fights to first blood.
15

The Bog Tomb


Emerging awkwardly from a mossy hill eroded by the nearby creek stands
an ironstone mausoleum, wizened with age, pitted with damage, with
narrow structural cracks diagonally visible running down the main
edifice. Creek water runs down the hill and into the mausoleum in
various places.
16
The ground within the Tomb is wet and slippery, brown cedar water
puddling on uneven broken stone tiles. Walls are made of stone blocks
cut with crude tools, wet and stained with peat and bog water.
Moss grows in places, mold in dark wet corners. Ceilings are 15ʼ high.
Little natural light makes it below. Normal wood doors throughout.

1. Main entrance S1. Secret Entrance


• Rough ironstone blocks • To the north 25ʼ, partially
mortared shut concealed by moss and
(crumbling). fallen boughs.
• Stone tomb seal cracked
• Narrow crevasse with
in half. Navigable for one
person (tight squeeze). brown cedar water
• Inside: slightly flooded 1 streaming down.
inch deep, water flows • Lower a torch on a rope:
down stairs to 2. Reveal Ossuary 40ʼ below
• Stairs down to 2. • Difficult, slippery climb,
but possible with luck.

2. Main Chamber
Faded stone tiles with crude designs of warriors drinking at table,
questing, playing harps and lutes, and other scenes adorn the floor,
mostly obscured by tomb water.

• Directions: stairs down hallway, entrances to Side Chambers:


to west (A,C) and east (B-D).
• Chamber, flooded (up to boot tops).
• Worn tapestries hanging on walls, molded and damaged.
• Round font on platform to south, carved with motifs of
harpist charming snakes.
Filled with: brown tomb water, floating unlit candle.
• Drink tomb water: Hear Undead.
Compulsion: find harp, obey harp player.

Referee Note: Prince Sebastianʼs harp playing can be heard


throughout the tomb by any player character under the
effect of Hear Undead. Those who hear the harp playing are
compelled to obey his commands unless they resist.
17

2a. Side Chamber A


• Sarcophagus (opened), female skeleton lying face up.
Cloak missing.
• Jars and mementos broken in shards on floor.
• Mildewed old embroideries in a corner. Fall apart if picked
up.
• Suit of armor collapsed in corner, missing helmet and
bracers.
2b. Side Chamber B
• Sarcophagus lid (broken, on floor). Musty human skeleton
hanging out of sarcophagus.
• Contains: Old curved dagger with pommel carved to resemble
a snake, fangs flared.
2c. Side Chamber C
• Suit of armor (visibly shaking), helmet closed. Contains
Astrid, ears stuffed with grave clothes and moss.
• Sarcophagus (lid partially open), contains a skeleton with
torn graverobes. Snake-bejeweled gold bracelet on wrist.
• Various broken jars on floor, rotted throw rugs.
2d. Side Chamber D
• Suit of armor: rusted, broken on tile floor.
• Sarcophagus (closed). 3 inch hole on north side. Muffled noise
from inside.
• Contains: River Snakes in a horrible moving pile, on top of a
well-dressed skeleton wearing a gold circlet on its brow.
Skull is covered in bite marks.
18

3. Mortuary
Mildewed room, stained with ancient blood and viscera. Canopic jars
in corners, ancient embalming fluid in containers. The stench of old
death and bog fumes. Drain grate at room center.
• Enter from 2.
• Drain grate with hinge at center of room, discolored.
• Broken crates in corners with a few musty wax sealed bottles
(contains: embalming fluid).
• Lift the drain grate: Reveal 40ʼ slanted tunnel down to
Oubliette. Can fit at a crawl or slide.

4. Ossuary

5. Shrine

S2 Drain Tunnel
6. Oubliette
19
4. Ossuary

Water flows from above, running rivulets down the enormous skull and
bone pillar standing at the center of the large, dark room. Persistent
sound of water dripping fills your ears. The tomb walls are heavily
water damaged and stained here, with clear flooding marks and mold.
• Enter from 2, 3, or S1.
• Center of Room: Skull Pillar 15ʼ tall, surrounded by brown
water. 5ʼ deep at center, 2ʼ deep on room edges.
• Gold and metal glint from the Skull Pillar.
• In the pool: beautiful
faces that
occasionally turn
skeletal. Faces move
their mouths but the
party cannot hear
them (unless one is
subject to Hear
Undead). Chalices,
both precious metal
and rusted, lie under
the water.
• Climb the Skull
Pillar: The pillar is
precarious, water
damaged. Will make
loud warning cracks
if this is attempted.
If climbed above 10ʼ,
the pillar collapses.
• Speak to the faces:
Nearby chalices fill
with a green glow.
• Drink tomb water:
Hear Undead for 2
hours.
Compulsion: find and obey the harp player.
20
d6 Undead Complaints
1. “Alas, the harp playing hath not stopped for eons.”
2. “Tis unfortunate, the leaking and and dripping.”
3. “Someone must deal with these river snakes disturbing mine
slumber.”
4. “Those youth opened the sarcophagi.”
5. “Why has no one visited us to provide a floral arrangement of
late?”
6. General squabbling between different undead over ancient perceived
slights.

5. Shrine
• Enter from 4.
• Pooled old wax, rotted hymnals and stone altar (mold-
covered). Family testament book (burnt) rests on top.
• Inside the family testament book: contains family tree listing
Prince Sebastian of Tannic as the last scion of their line.
• Southern wall: mortared stones in a similar manner to Tomb
Entrance, visibly crumbling and precarious. Rivulets of water
creating broken grout and pooling in crevices.
• Push the stones: with effort they collapse, revealing Oubliette.

6. Oubliette
• Enter from 5 or S2 (behind large rubble).
• Flooded chamber: water 4ʼ deep throughout, 1ʼ high raised
platform at room center.
• Water rising. Signs of past flooding (on walls, just below
ceiling). If the adventurers do nothing, the room will flood,
drowning all inside.
• Ceiling: water flowing down in various places from large
growing ceiling cracks.
• Turn to next page for the Oubliette Situation.
21
The Oubliette Situation
• Prince Sebastian casually strums an old tuneless harp.
• Flora and Osric, wearing grave clothes, bearing rusty
weapons, stand in 3ʼ deep water. They speak with Prince
Sebastian, using antiquated language, of deeds and hunts.
• Whenever Prince Sebastian stops playing the harp to talk,
Flora and Osric seem to resurface from a dream, terrified.
• Prince Sebastian is confused, and believes them to be his
companions of old. He does not have malicious intent.
• He will turn violent if the youth leave without a compelling
reason. He can be reasoned with but it requires validating his
world view and gentle reality grounding.
• Resist Harp Song: see page 24-25 ʻHarp Song.ʼ
• Break the harp: breaks the spellʼs hold over the young people.
Prince Sebastian is temporarily disoriented.
• Collapse the ceiling: Risky. Could drown or crush everyone.
• Fight Prince Sebastian: Flora, Osric, and any player
characters under the Hear Undead effect attack if they are still
under the harpʼs spell.
• If the party helped Siegfried, they can summon him here to
distract Prince Sebastian.

Ending the Quest


If the party successfully returns the young people to town, the
village elders provide them with 600 gold pieces, profits from the
Festivalʼs first weekend, and a rare relic, the Whalerʼs Lodestone.

Whalerʼs Lodestone
• A humble magnetic stone carved into a sperm whale.
• When suspended in salt water, points to the nearest, safest
place or harbor within 6 miles. Recharge by boiling in oil.
22

Cairn Stat Blocks


Prince Sebastian

10 HP, 1 Armor, 12 STR, 13 DEX, 11 WIL, short sword of lightning


(1d6, blast), harp song

- Critical Damage: Target takes an additional 4 damage to STR.

- Harp Song: Nearby target make a WIL save or be charmed: move


towards Prince Sebastian (resisting those who try to prevent it);
defend Prince Sebastian; obey Prince Sebastianʼs commands;
unable to cast spells or use magic items; unable to harm Prince
Sebastian. A character who saves is unaffected for the rest of the
encounter. Killing Prince Sebastian or destroying his harp breaks
the charm.

Giant Toad

3 HP 12 STR 8 WIL, bite (d6)


• Warty amphibians with long, sticky tongues. As large as a
great hound, weighing 150 to 250 pounds.
• Surpise: can change colour to match surroundings.
• Sticky tongue: can attack and drag target up to 15ʼ and bite.

Moss Spider

4 HP, 6 STR 12 DEX, bite (d6)


• 4ʼ long spiders that dwell in the forest.
• Lurks in trees surprise its victims.
• Critical Damage: the poison paralyzes the victim (d8 DEX
damage), the spider drags paralyzed victims to its lair to eat.
23

OSE Stat Blocks


Prince Sebastian
Armour Class 7 [12] Leather
Hit Dice 6* (27 hp)
Attacks 1 × Short Sword of Lightning, (1d6 or by weapon), 1 × harp
song (charm)
THAC0 17 [+2]
Movement 60ʼ (20ʼ)
Saving Throws D12 W13 P14 B15 S16 (3)
Morale 7
Alignment Chaotic
XP 350
Number Appearing 1
Treasure Type C

Charm: Anyone who hears the harp song of Prince Sebastian must
save versus spells or be charmed: move towards Prince Sebastian
(resisting those who try to prevent it); defend Prince Sebastian;
obey Prince Sebastianʼs commands; unable to cast spells or use
magic items; unable to harm Prince Sebastian. A character who
saves is unaffected for the rest of the encounter. Killing Prince
Sebastian or destroying his harp breaks the charm.

Short Sword of Lightning: A magical short sword that sparks


lightning onto a target when it hits.

On a successful hit: All within 5ʼ of the struck creature suffer


electrical damage and are thrown back 10ʼ.

Electrical damage: 8 points (save versus spells for half).


The target hit by the short sword may not make a saving throw.

Magic resistance: +2 to all saving throws.


24
Giant Toad
Warty amphibians with long, Moss Spider (Crab Spider)
sticky tongues. As large as a 5ʼ long hunting spiders that
great hound, weighing 150 to can change their color to
250 pounds. match their surroundings.

Armour Class 7 [12] Armour Class 7 [12]


Hit Dice 2+2 (11hp) Hit Dice 2* (9hp)
Attacks1 × bite (1d4+1) Attacks1 × bite (1d8 + poison)
THAC0 17 [+2] THAC0 18 [+1]
Movement 90ʼ (30ʼ) Movement 120ʼ (40ʼ)
Saving Throws Saving Throws
D12 W13 P14 B15 S16 (1) D12 W13 P14 B15 S16 (1)
Morale 6 Morale 7
Alignment Neutral Alignment Neutral
XP 25 XP 25
Number Appearing 1d4 (1d4) Number Appearing 1d4 (1d4)
Treasure Type None Treasure Type U

Surprise: On a 1–3, in forests Ambush: Attack by dropping


or dark dungeons, due to the on victims from above.
ability to change colour to Surprise: On a 1–4, due to
match their surroundings. camouflage.
Sticky tongue: Attack up to
15ʼ away. On a hit, prey (up to
Cling: Can walk on walls and
dwarf size) is dragged to the
ceilings.
mouth and bitten.

Poison: Causes death in 1d4


Swallow whole: An attack
turns (save versus poison
roll of 20 indicates a small
with a +2 bonus).
victim is swallowed. Inside
toadʼs belly: suffer 1d6
damage per round (until the
toad dies); may attack with
sharp weapons at –4 to hit;
body digested 6 turns after
death.
25
Copyright
Open Game License

DESIGNATION OF PRODUCT IDENTITY


All artwork, logos, and presentation are product identity. The names “Necrotic
Gnome” and “Old-School Essentials” are product identity. All text in the
following sections is product identity: About Old-School Essentials.

DESIGNATION OF OPEN GAME CONTENT

All text and tables not declared as product identity are Open Game Content.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who


have contributed Open Game Content; (b)”Derivative Material” means
copyrighted material including derivative works and translations
(including into other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) “Distribute” means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)”Open Game Content” means the game mechanic and
includes the methods, 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 additional content clearly
identified as Open Game Content by the Contributor, and means any
work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents,
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abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (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 products
contributed to the Open Game License by the Contributor (g) “Use”,
“Used” or “Using” means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this
agreement.

2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game
Content that you Use. No 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 distributed using this
License.
26
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this License to Use, the Open
Game Content.

5.Representation of Authority to Contribute: If You are contributing original


material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the
rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the copyright
holderʼs name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as
an indication as to compatibility, except as expressly licensed in
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that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game
Content.

9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy
of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written
permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms
of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
27
13 Termination: This License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it
enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material
by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson.

Modern System Reference Document © 2002-2004, Wizards of the Coast, Inc.;


Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker.

Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Authors Davis
Chenault and Mac Golden.

Cave Cricket from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Authors Scott Greene and Clark Peterson, based on original material by
Gary Gygax.

Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.

Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.

Golem, Wood from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Authors Scott Greene and Patrick Lawinger.

Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth.

Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors
Scott Greene and Clark Peterson, based on original material by Gary
Gygax.
28
Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel Proctor.
B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Classes and Equipment © 2017 Gavin Norman. Author Gavin
Norman.
B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman. Author Gavin
Norman.
B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin Norman.
B/X Essentials: Adventures and Treasures © 2018 Gavin Norman. Author Gavin
Norman.
Old-School Essentials Core Rules © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells © 2018 Gavin
Norman.
Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Treasures © 2018 Gavin Norman.
Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin Norman.
Old-School Essentials System Reference Document © 2019 Gavin Norman.
Author Gavin Norman.
Tannic © Amanda Pratt. Author Amanda Pratt.

END OF LICENSE

DESIGNATION OF PRODUCT IDENTITY


All artwork, logos, and presentation are product identity. The name “Tannic” is
product identity. All text not declared as Open Game Content is product
identity.

Cairn was created by Yochai Gal and is licensed under CC-BY-SA 4.0.

DESIGNATION OF OPEN GAME CONTENT


The Giant Toad stat block and description on page 26 and the Crab Spider stat
block and description on page 26 are Open Game Content.
29

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