Map: Deerpond Village

Over the past few months I have been working to improve my mapping skill and made reasonable progress along the way. Earlier this week I was asked how much I worked with color. I thought for a moment and realized all of my maps are quite black and white save for the backgrounds I drop in behind them.

I am not sure why it had not occurred to me to play with color and my maps. I think a lot of it is because I like the old school feel of the black and white maps and the hashing. I think they come off looking clean and are by their very nature printer friendly.

I decided I wanted a village to toy around with coloring in the map. One day at lunch this week I drew up a small village near a pond. This was done in Sharpie Pens. I skipped the pencil step for this map as I was just letting things flow and was not necessarily trying to recreate something I already had in my mind beyond the bare basics.

Once the map was complete I scanned it in at home that evening and cleaned it up a bit and tossed in the background. From there I used Gimp and some watercolor brushes to color the following map.

I think it came out fairly well for my first real attempts at playing with color with my maps. And with that, I present you with Deerpond Village:

Deerpond Village

Deerpond Village

Deerpond village takes its name from the small pond to the north of town. On many an early morning several deer can be seen drinking from the pond. The village sits on top of a small rise, gaining a good view of the surrounding low rolling hills.

The village is a very small community, home to a handful of houses and a large inn, The Scarlet Pheasant. The inn serves several roles for both the villagers and travelers through the area providing lodging, food, and acting as a community center for Deerpond Village.

The residents of the village primarily make their living off the land with excess furs and meat from hunting being traded and sold. The folk are a good people and enjoy the tough life in the near wilderness.

Plot Hooks

  • Recently the hunters have been returning from their hunts reporting finding large humanoid footprints coming down from the more rugged hills several miles away. The hunters believe the hill giants are wandering further from their homes than normal. Each week the prints get a little closer to the location of the village. Is something chasing the hill giants from the hills or are the hill giants expanding their area of control?
  • A day to the west lies a larger city. On a bi-monthly basis a pair of wagons leaves Deerpond Village to carry goods to the city for trade and bring back items the villagers cannot produce on their own. Over the past months bandit activity on the road west has been growing. There is talk among the village they may be forced to stop their trade to the west until the bandit issue is dealt with.
  • Just east of town past the switchback in the road is a small graveyard. The graveyard has been used for many years with gravestones predating any local knowledge of the current residents. Last week two of the gravestones dated from over 150 years ago were found tilted askew and the earth appearing freshly turned. Skeletal footprints were seen leaving the gravesite and then disappearing. Some of the finest hunters have tried to track the prints and failed. None are brave enough to dig up the two graves and confirm if the bodies are still laid to rest.

Random Table: Shield Coat of Arms

Shield Coat of ArmsIt is Thursday again at The Iron Tavern, which means another random table! This week I focused on coat of arms for shields. I purposefully left the shape and size of shield out of the description and focused on the actual coat of arms. The ideas below could be used when you need to spruce up a description or even as seeds for ideas about a particular NPC.

The Iron Tavern welcomes suggestions for next week’s random table. If you have suggestions for next week’s table feel free to leave a comment to this post or over on Google+!

Roll (d20) Shield Coat of Arms
1 a field of stars over the ocean with high waves
2 black tower on a forest green background
3 The head of a great elk on a pale gold background
4 a brown lute across a light green background
5 crossed silver hammer and axe on a black background
6 a three headed crow sitting on a limb of a leafless tree
7 a solid scarlet line runs down the left side against a gray background, a long spear and helmet grace the right side
8 the head of a roaring red dragon painted against a silver background
9 a silver skull with two crossed great axes on a black background
10 foaming tankard of ale on a tan background
11 a purple worm breaking up through a pile of rocks on a black background
12 broadly painted blue lines cross the shield, one on the far right and one across the top, a script letter ‘S’ is in the lower left quadrant
13 a wolf howling skyward on a rocky outcropping
14 a gold crown on a black background, the shield rimmed in gold
15 two broad black diagonal stripes with a silver key intersecting them on a white background
16 A black serpent coiled around a polearm against a yellow background
17 A tall oak tree set against a light blue background
18 a knight with lance on a white charger on a purple background
19 A pair of crossed arrows burned into the wood of the shield
20 a hilt up two-handed sword against a red background

 

Blogger Wanted

Writing with a QuillThe Iron Tavern is looking for a blogger interested in contributing a regular weekly post to the site. My guest blogger experiments in the past have been a positive experience and now I would like to expand that role a bit.

What can I blog about?

Regular readers of The Iron Tavern know the site is primarily dedicated to the fantasy genre of roleplaying games. Articles tend to track with my current gaming system interest. This is one of my primary motivators for adding a blogger to The Iron Tavern’s author pool, to keep the variety of posts up at the site.

Blog posts can be commentary, recent news in various fantasy RPG systems, commentary fantasy RPGs, or anything else that is related to fantasy RPG systems. Specific areas I would like to see more coverage on regularly is the Pathfinder system, how the D&D Next playtest is going, or your OSR system of choice. If one of those topics sounds like something you would like to write about then send me an email and lets talk.

Why would I want to blog for The Iron Tavern?

This is not a paid blogger position. This is a position for someone that loves to talk about fantasy RPGs and would like to tap into an already established (and growing) audience.

Maybe you are a blogger with your own site who wants a regular guest article at another site to increase your own audience. The Iron Tavern can be the vehicle to help facilitate that.

Or maybe you have wanted to start your own blog but not wanted to handle the maintenance and administration of the site. Or thought you couldn’t keep an audience because you weren’t ready to commit to the number of postings needed to do that per week. The Iron Tavern is an already established blog that can act as your platform.

I am looking for someone that can provide one blog post per week, but maybe you are a more prolific writer than that. The blogger chosen will certainly be allowed to post more than one article a week if you have quality content to provide!

Now what?

Interested in blogging for The Iron Tavern? Contact me at the email address I list in the About page of this blog. Please provide me a brief rundown of writing experience you may have. A short writing sample or links to other blog posts you may have made in the past are fine. Don’t forget to mention what types of topics you think you will cover as you get rolling. If things look to be a good match I will review the flow of providing posts to the blog and we will go from there!

Review: Stars in the Darkness

Stars in the DarknessAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Christopher Heilmann
Price: PDF $6.99 – at RPGNow / at d20pfsrd.com / at paizo.com
Pages: 38 (incl. cover)

Stars in the Darkness

Following quickly on the heels of The Waystation, Purple Duck Games has released another adventure in the Adventure Locale line. Stars in the Darkness is for 4 to 8, 3rd level Dungeon Crawl Classics characters. As part of the Adventure Locale line the module is designed to be dropped into any existing DCC RPG campaign with minimal effort.

This is the 3rd module written by Daniel Bishop for the Purple Duck Games. With Bone Hoard of the Dancing Horror and Through the Cotillion of Hours Daniel has proven his firm grasp on what makes an Appendix N influenced adventure tick. Stars in the Darkness continues with Daniel’s streak.

In ancient times elven ancestors used to protect the stars. As time went by the stars appear to have lost their protectors and stars have begun to go missing. Some are lesser stars, others are stars that are responsible for luck being drained from the world as they disappear. Eventually as this luck disappears with the stars the PCs will become affected and seek to rectify this issue.

Once the PCs realize something very dear to them is being affected there are a myriad of ways to introduce the rest of the adventure to them. The heart of the adventure takes place in a “conceptual space”, allowing it to be dropped in any campaign with relative ease. This also leaves several avenues for a judge to get their PCs to the location.

The adventure includes a chart linking 30 important stars to each of the birth augers in the DCC RPG rulebook. As the stars are captured they will affect the PC’s birth auger. The included chart makes it easy to link birth auger to star, referenced by name, and a description of the star.

Several new creatures are introduced in the adventure. Perverted cousins of the elves, flying creatures that harvest the stars, and more.

The main portion of the adventure takes place in a conceptual space with large rifts and caverns the PCs must explore to rescue the captured stars. Making their way through this cavern the PCs must seek to rescue the stars they can and put an end to what is taking the stars.

The Review

While I have been impressed with the entire product line from Purple Duck Games for DCC RPG, I am always glad to see one authored by Daniel Bishop. My online group still fondly talks of Bone Hoard of the Dancing Horror. I was anxious to see what he had in store for us this time.

Easy placement in an existing campaign is a staple of the Adventure Locale line. Stars in the Darkness remains true to that. I have already begun plotting introing this adventure at the first opportunity in my current campaign. It will still be a bit before we get to it, but it allows for a gradual introduction to an existing campaign.

As mentioned above, there are several new monsters for this adventure. New monster help keep long established gamers knocked off their game a bit, as they never know what is coming. The final encounters in the module are very well done as well with a couple of unique features thrown in to help keep things interesting and far from ordinary.

The stars disappearance being tied to the character’s luck being affected is an interesting mechanic. It plays well to the DCC RPG ruleset and is sure to quickly get the character’s attention and give them heartfelt motivation to resolve this issue for something more than treasure.

While this adventure is ready to dropped into nearly any campaign, it does require a thorough read through for the judge to get familiar with it. Nothing particularly difficult, but I get the sense this adventure will run better with some prep from the judge instead of trying to run it on the fly. Several of the earlier Adventure Locale offerings I felt could be run with minimal prep.

This looks like another very strong adventure from Purple Duck Games. It hits the Appendix N feel for Dungeon Crawl Classics RPG, introduces new monsters and interesting concepts. This one will be a hit with my gaming group.

Encounter Environment

Photo by Martin HlaukaHow big of an impact does environment play in your games? I frequently think of it in hindsight or halfway through a battle when it seems a little late to suddenly introduce a potential hindrance. When it comes to dungeon delving the environment can be such a huge factor, yet I often forget to enforce the environmental surroundings.

The Rat Warren

In a Dungeon Crawl Classics session I ran earlier this week the environment turned a battle with giant rats into a very deadly affair. Deadly to the point that a 3rd level wizard lost his life to the rats in their warren. None of the rats encountered were anything spectacular. Averaging around 4hp and doing 1d4-ish damage and a relatively low disease save. Their AC sat around a 13.

What made the rats a challenge was the terrain. The rats were defending their warren, a network of small tunnels, only 3’ high in most places and several squeeze points that required Agility checks to squeeze through. This led to characters being able to only get people into the tunnels in single file. Sometimes they would get stuck, while the rats could squeeze right through. Once a place was stuck they could spend the next round trying to work themselves free, but it took a full round to do so. The rats would relentlessly attack.

In this case the characters tried to be smart and clear out the rat tunnels with a choking cloud. But as fate would have it, the spell failed and was lost. Figuring it was only a few rats they headed in (they needed a key the rats made off with). Soon the wizard was two squeeze points in and stuck. A rat came up behind the wizard and began attacking. Between a combination of poor rolling by him and good rolling by me, his character was dead. The party worked quickly to save him, but the healer was on the other side of the squeeze point. The groans were audible by the players while they tried to figure out whether to risk an agility check by the healer or try to get the body to the narrow opening for the healer to reach through.

The environment made this encounter with a handful of giant rats much more challenging than if it had occurred in an open cavern or tunnels of normal size. Granted it was a series of bad rolls that ultimately led to the wizard’s death, but the terrain made the encounter memorable.

Other Environmental Challenges

The above was just one example of how the environment really helped make an encounter exciting and more than just “I walk up to the rat and attack it.” I frequently neglect to take environmental conditions into account when running games. As the session earlier this week proved, I need to get better at enforcing enough of the environmental challenges to spice up encounters.

For example, light sources are huge in underground romps. In many games certain character classes lose the advantage of even having darkvision or infravision if the GM forgets to apply the disadvantages from the lack of light. Many times it comes up as an afterthought, “okay, who has the torch?”. A character answers they had the torch, even though they were just firing a bow one round ago making holding the torch difficult. Torches and lanterns might help shape what weapons are carried or even closer attention to who is where during exploration.

Terrain height or terrain difficulty can have a big impact on encounters. Maybe the cave floor is slippery or full of rocks and boulders. Movement is slowed. Perhaps the encounter here has the enemies on ledges with greater mobility as the party tries to pick their way through. If the GM forgets about terrain the group is in it becomes a completely different encounter as the PCs move effortlessly across the cavern floor – instead of picking their way across while avoiding the arrows of their enemy.

Remember the Environment

There does come a point where getting too lost in the minutia can slow things down, but forgetting it altogether changes a major component of the game. I need to work on finding the in-between to help make dungeon crawls I run a little more exciting. Playing up the environment effects can really help bring a dungeon or cave to life. It can make what are normally typical encounters into something memorable.

The next time you run an encounter, highlight some of the terrain and environment features that might give it a distinct feel. Play those up during the combat. Watch your players and listen to them. Does it build up the excitement? Does it get them thinking of how to work in those confines? If so, you will have seen how remembering the encounter environment makes for a more exciting encounter!

Random Table: Coin Descriptions

Coin PileI missed the random table last week, I was recovering from Swords & Wizardry Appreciation Day and the trio of posts I did for that! The random table returns this Thursday though, with the 10th installment!

This week I present 20 coin descriptions. Coins of some form are nearly always part of the most recent treasure stash. So often these are just listed off as 23 gold pieces or 63 silver pieces. Sometimes a GM might want to spice that up a bit. Or perhaps a coin the character gets back in a tavern has something unique about it. In either case these coin descriptions can help.

The type of coin has been left for the GM to decide. These descriptions can be used with any variety of coin.

The Iron Tavern welcomes suggestions for next week’s random table. If you have suggestions for next week’s table feel free to leave a comment to this post or over on Google+!

Roll (d20) Coin Description
1 an embossed leafy vine circles the outer edge of the coin on both sides, one side depicts a thick forest and the other a mountain side
2 a dwarf head with shaved pate and long beard on one side and a pair of crossed hammers on the other
3 the coin is square, the obverse side shows a three tiered fountain, the reverse a stone pillared temple
4 only a 1/2″ in diameter the visage of a long haired man with beard is on the obverse side and a lone tower on the reverse
5 perforated coin, 3″ in diameter, both sides have an embossed swirling pattern on it
6 outer edge of coin is raised, a moose adorns the obverse side, a hunter’s bow and arrow on the reverse
7 a thin coin with serrated edges, the obverse side depicts a bearded man with a crown, the reverse the palace of a capital city
8 a rectangular coin, one side depicts a wide palace, the other a dozen knights on horse with lances charging across a field
9 this oversized coin is thick, the obverse side has a chalice carved into it, the reverse a platter of food
10 An apple tree is embossed on one side of the coin, a harvest basket on the reverse
11 a thick oval coin, a set of scales is embossed on the obverse side and a stack of coins on the reverse
12 a large ziggurat is on one side of the coin, a winding river on the other side
13 triangular coin, the obverse side depicts a wishing well, he reverse a crescent moon
14 thin coin with a wreath around an elven featured face on one side and a tall tree on the other
15 a long haired woman holding a staff is on one side of the coin, an owl perched on a branch is on the other
16 near 2″ in diameter and edged like a gear, the obverse side depicts a siege engine, the reverse a catapult
17 thin coin depicts a bird on a small branch with a nest in the crook of a tree, the opposite side depicts three, tall stemmed flowers
18 thicker on one side than the other, the coin depicts a single dwarven rune on one side and an axe on the other
19 an oval coin, a three-masted sailing ship on high seas is embossed on one side and a lighthouse on a cliff on the other
20 a square hole is in the middle of this round coin, runes from an ancient language circle the coin on both sides

 

New DCC RPG Limited Edition Cover

easley-DCC-coverLooks like Goodman Games is releasing another limited edition cover for the Dungeon Crawl Classics RPG. This one has the art of Jeff Easley gracing the front. The cover appears to depict some demon-hoof-ogre-giant-like beast on the front clutching a woman in one hand while menacing another adventurer on a magical floating disk. Yep! This is Dungeon Crawl Classics!

This is the 4th cover for the Dungeon Crawl Classics RPG rulebook. The first was the gold foil cover, then the “normal” cover, and the “wizard” cover by Doug Kovacs. Cool stuff!

It is $59.99 for the pre-order and pre-orders will also receive a copy of Stefan Poag’s Classic Dungeon Crawl Art Folio.

It also looks like at least a couple of new modules have shown up on their coming soon page. Both lower level adventures with Fate’s Fell Hand, a 2nd level adventure, and Frozen in Time, a 1st level adventure. And I do believe that is a robot I see on the cover of Frozen in Time.

Frozen in Time Cover

Review: The Waystation

AL4 The Way StationAuthor:  David Przybyla
Publisher:  Purple Duck Games
Art: Luigi Castellina, Marc Radle
Price: PDF $3.50 – at RPGNow / at d20pfsrd.com / at Paizo
Pages: 19 (incl. cover)

The Way Station

The Way Station by David Przybyla is the most recent release from Purple Duck Games for the Dungeon Crawl Classics RPG system. The Way Station is part of the Adventure Locale line written to be easily dropped into nearly any DCC RPG campaign with minimal prep. This adventure is for four to eight 3rd level characters.

The adventure involves finding a ventilation shaft from the ancient dwarven kingdom of Upanesh. A large network of tunnels connected the various wards of the Upanesh. Railcars would shuttle people and goods from way station to way station. Eventually these way stations came under attack from both earthly and supernatural beings.

Eventually the South March Way Station came under assault and a dwarf that was the chosen hero of Upan held the station as the others fled. This was the last the dwarven hero was seen.

The adventure is entered through a ventilation shaft that has been lost to time. A judge can easily work this into their campaign by either having the characters randomly come upon it, hear stories of an ancient dwarven kingdom, or perhaps even a child lost and discovered inside the ventilation shaft. Simple entry points like this make great strides to making the adventure easier to drop into a campaign world.

Once beneath the surface there are several unique things awaiting the characters. From a rather unusual rail car used by the Upanesh to the new monsters introduced in the module. True to DCC RPG fashion, none of the monsters found in the module are going to be ones the judge or players would find in a traditional monster book. Each of the monsters within are well done will make for interesting encounters.

A new magic item is also in the book. I do not want to detail it too much so as not to spoil the surprise, but I really like how the item works. One of the tenets of DCC RPG is that magic items should be special. The Way Station does this very well. The item has some story to it and has an interesting mechanism of gaining power over time in interesting ways.

The Review

It has been some time since Purple Duck Games has released a DCC RPG adventure. I was glad to have this one come across my path. I have enjoyed their previous adventures released for the system and they have been popular among my players as well.

Featuring easy placement into an existing campaign is always a strong point to an adventure when I use it. This one has just enough background to make it interesting, but still portable. Unique creatures for the various encounters help lend it the Appendix N feel and throw long seasoned players who can recite the stats for a troll from memory off their game a little. The unique magic item has an eloquent mechanic behind for those that wish to see it gain in power.

The download also includes maps for use on the Virtual Tabletop. One includes the numbering scheme and the other has the numbers removed. This is a very useful feature for the judges that run on VTTs. It is nice seeing a publisher taking notice and making their maps as easy to use with a VTT as they can.

I continue to be impressed with DCC RPG releases from Purple Duck Games. This is another adventure I look forward to working into my own DCC RPG campaign. There is also use to a judge who just wants to “borrow” the creatures and magic item from the module as well.

If your DCC RPG campaign is near the 3rd level mark, this adventure is well worth taking a look at. It is an another strong entry in an already strong adventure line.

S&W Adventure: Catacombs of Corruption

Wednesday is typically a day I post a map of some sort to The Iron Tavern. In honor of Swords & Wizardry Appreciation Day I decided to make a map just for this event and apply some S&W loving to it. The result is this mini-adventure that can be used standalone or added onto by an enterprising GM.

Catacombs of Corruption

Catacombs of Corruption

The village of Falstaff is nestled in a rocky valley at the foothills of a great mountain range. Falstaff is a small village situated right on one of the busier travel routes into the heart of the mountains and the mines. Business booms in the small town as the merchants and business owners cater to the miners traveling to and from the mines.

Just outside of town the village maintains a city catacomb. With the surrounding rock and soil so rocky, a traditional cemetery is near impossible. Instead, the town has reclaimed some old worked tunnels, abandoned when the first residents moved into Falstaff. The catacombs contain several small chambers for burial preparations and one large chamber providing ample space to put those villagers who have died to rest. The catacomb has served the town of Falstaff well for the past ten years.

Last week however, a pair of grave diggers made their way by the locked gates to prepare a site for a recently deceased citizen of Falstaff. Only one made it back alive and his tale seems too tall to believe. He says the two were digging a fresh grave in the heart of the catacomb when the dead began to arise around them.

Dropping their shovels the pair tried to escape, but Almgram’s partner was grabbed by a hand pushing up from a grave. Almgram tried to pull his friend free, but as the dirt erupted near him he turned and fled. He reached the gated entrance of the catacomb and slammed it shut behind him. The gate locked, the only existing key resting with his partner deep inside the catacomb.

The mayor of the village, Jhanet Sylvanik, has posted a sign on the central message post in the center of Falstaff offering a 800gp reward to any group that can clear the catacombs of these undead creatures. Here a week later after the event, she is growing desperate for help in putting this problem to rest.

The Approach

The entrance to the catacombs is easily found and is just a short distance down the road from the small town of Falstaff. A small, heavily rutted cart path turns off the main trail and leads one to the gates of the catacomb.

All passages beyond the gate are unlit. Light sources will be necessary unless a character has Darkvision or some other means of seeing in the dark.

1: Catacomb Entrance

The catacomb entrance lies at the end of the cart path, broad iron gates closing the entrance. A lone shadowy figure can be seen just on the other side of the gate, arms appearing to swim through the air as it claws at something unseen on the other side. Soft, guttural moans reach your ears as your watch from the other side of the gate.

The catacomb entrance is gated. The gate is locked with the only known key being on Amalgram’s partner in business deep within the catacomb. A lone zombie seeks to escape through the gate as it repeatedly swipes through the open bars and pushed against the bars in a futile attempt to break through.

The zombie behind the gate will try to attack any who draw too near the bars.

Monsters: Zombie: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

Once the zombie has been dealt with the party will need to figure out a way past the gate. The lock could be picked or the gate could be smashed down as if it were a stuck door.

Rusty Lock: The lock on the gate is rusty. Allow an increased 10% chance of opening it.

2: Preparation Chamber 1

The door to this chamber has been battered down. The smell of rot and decay waft out through the remains of the door. Inside a human figure with patches of missing gray flesh revealing yellowing bones shambles about amongst overturned shelves with broken glassware on the chamber floor.

This room was formerly an area used to clean and prepare bodies before being buried in the burial chamber ahead. The roaming zombie has destroyed the room’s contents in its mindless movement.

Monsters: Zombie: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

3: Preparation Chamber 2

A mid-sized table standing three and half feet tall sits in the center of the room. A two basin cabinet sits along the other wall. A small cupboard hangs from the south wall. Two lantern brackets hang directly over the table in the center of the room.

This is another preparation chamber for the dead. No zombies have found their way to this room and it is mostly intact.

Monsters: None
Treasure: None

4: Antechamber

The doors to this T-shaped room are torn from their hinges, hanging haphazardly. The movement of two shapes can be seen lurching through the damaged doors.

The T-shaped room is a decorated foyer just prior to entering the main burial chamber. Tall candelabras have been knocked to the floor by the lurching zombies on either side of the chamber.

Monsters: 2 Zombies: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: 2 candelabras (75gp each) – Falstaff’s residents might object to the looting of these.

5: Burial Chamber

The dank smell of decay and dirt fill this expansive chamber. Four feet tall walls of flagstone form a pathway through the center of the room. Mounds of dirt mark dozens of graves on the shelf-like areas to the left and right sides of the chamber.

A faint glowing blue light can be seen along the far wall of the room, about nine feet off the ground. It stands unmoving. The floor of the chamber is littered with dirt and broken flagstones from where the makeshift walls have been disturbed.

In the faint light the shambling humanoid figures can be seen in both the pathway and on the higher dirt mounds. The guttural sounds of the creatures grows louder as they begin to lurch towards you.

There are five zombies moving about this room. More zombies will surface for each hour the source of their rising is not dealt with (the statue at the end of the room, see below).

Monsters: 5 Zombies: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

Once the zombie threat has been eliminated the party can investigate the statue more closely.

The statue at the far end of the room stands on a stepped dais. The statue is carved of stone and covered with small metal studs and depicts a slender, robed woman with an outstretched hand. The source of the blue light visible upon entering the chamber is a dark blue gemstone set in her left eye. The light appears to flicker inside. The soft glow from the gemstone illuminates the entire statue.

The statue has been present in the catacomb since the time the villager of Falstaff began using these ancient structures as a burial site. The blue stone has never been known to glow before.

The glowing blue stone is the source of what is causing the dead to rise from their graves as zombies. The stone has also caused an electric current to run along the outer portions of the statue. Anyone touching the statue is shocked for 1d4 damage. Anyone touched the gemstone is shocked for 1d8 damage.

To disable the trap the dark blue gemstone must be removed from the left eye of the statue. There are several ways to do this, but any that involve using something that conducts electricity will result 1d8 damage from touching the stone. Using a wooden pole or any other creative solution will allow a character to remove the stone without harm.

Once the dark blue gemstone is removed it continues to flicker dully, but loses its electrical-like properties. The stone must be destroyed to prevent more dead from rising. Smashing it with a rock, weapon or other means will work.

There is a secret door beneath the statue. If the secret door is detected, the character finds a small lever at the base of the statue in the back. Sliding the lever to one side allows the statue to slide to the left revealing a trap door. The trap door appears to have been used recently. No one in the village is aware of this trap door.

Opening the trap door reveals a natural stone passage that descends about ten feet before opening into a larger passage below.

To Be Continued…

The threat to the village of Falstaff from the rising undead has been eliminated and the adventure can easily be ended here. But what activated the blue stone that had sat inert in the statue for decades? What lurks in the tunnels beneath the statue?

S&W Appreciation Day Sales

Today is Swords & Wizardry Appreciation Day as noted in my earlier post today. 130+ blogs are participating in a one-day blog fest posting all manner of things about Swords & Wizardry.

The Iron Tavern has another post lined up for later today, but for now if you are growing curious about the system, this is a great day to pick up some deals. I want to make sure my blog followers are aware of the two big discount codes running today, and today only.

SW-Appr-Day-CouponFirst up, Tales of the Frog God site has released a 25% off coupon code. Here you can get physical copies of the books or PDFs. The coupon does exclude items less than $1, S&W Cards, Pre-Orders, and Subscriptions. Still an awesome deal, I even picked up a coloring book for my daughter! The code to use when checking out is:  SWApprDay

SwordsWizardry_store_couponThe d20pfsrd.com store is also running a 25% off sale on Swords & Wizardry PDFs. The d20pfsrd.com store hosts the Pathfinder SRD and the more recent Swords & Wizardry SRD. The coupon code to use at that store is:  SWAD252013

So if you are starting to get curious about Swords & Wizardry and what you have might have been missing out on or just want to build up your collection, be sure to visit one of the above two online stores to take advantage of this 25% off deal.

And don’t forget to check back at The Iron Tavern later today as I release another S&W Appreciation Day post, which just might involve a map!