THE SIX-MONSTER BESTIARY AND ALSO THE FIVE-ELEMENT TREASURY AND ALSO THE ROCK-CUT BAZAAR BY ANTHONY WU In the following pages you will find a resource document for both new and returning referees to old-school games. This document was inspired by a blog post from Jack Guignol of Tales of the Grotesque and Dungeonesque, quoted in part below: “So, the characters in your old-school Dungeons & Dragons game go somewhere you haven’t yet prepared and you describe some cool, weird-ass monster that you don’t actually have stats for… …I just use the stats for a bear and no one is the wiser. Re-skin appearance, methods of attack, and add special abilities on the fly if you absolutely must…but when in doubt, just use bears.” This post made me think about what the core lessons that early Dungeons & Dragons monster design tried to teach players, and drove me to write a “six-monster bestiary” – six monsters that you could remix whenever you weren’t prepared, and that would cover a diverse array of roles within the Dungeons & Dragons gaming ecology. I chose the basilisk, carcass scavenger, demon spider, gargoyle, grizzly bear, and skeleton as the monsters to populate this bestiary. The basilisk is a great introduction to gaze attacks and petrification, and more broadly an introduction to abilities that cannot be overcome simply by charging in and attacking everything. The carcass scavenger, by virtue of its paralysis, is a great dungeon denizen to build off of – ghouls, ghasts, and the gelatinous cube all share this ability, and it changes the dynamic of a fight greatly as people start becoming paralyzed. The demon spider is my own creation, but is basically a template monster for engaging the surprise rules against the players. If you want to be more “classic”, you can replace the demon spider with the giant gecko from B/X – it would function similarly. The gargoyle is one of the earliest monsters players can encounter that is immune to mundane weapons, which is a motif repeated in lycanthropes and greater undead. The bear is included as a nod to the original blog post, and as an excellent template for “simple, dangerous beast”. Last but not least, the skeleton in Dungeons & Dragons serves as the simplest unit of monster design, much like the goomba in Mario Bros or the moblins in the Zelda series. THE TREASURY & THE BAZAAR Both the treasury and the bazaar emerged naturally as things that were needed to add utility to the bestiary – think of them as auxiliary content or (for video-gamers) additional DLC for this project. CREDITS Bazaar map: dicegeeks.com/free-rpg-maps/ The blog posts that inspired this project: talesofthegrotesqueanddungeonesque.blogspot.com/2016 /08/just-use-bears.html aloneinthelabyrinth.blogspot.com/2020/09/everything-isbear.html CONVERSION NOTE: SAVING THROWS CONVERSION NOTE: EXPERIENCE POINTS In Dungeons & Dragons and its various offshoot games, a “Saving Throw” represents the attempt to avoid or mitigate some type of unusual hazard. Sometimes this mechanic is split between five categories (as in most B/X-inspired games) sometimes three (fortitude, reflex, and will in Dungeon Crawl Classics, for instance). I provide no particular guideline on the experience points to grant players for slaying monsters – the methods vary heavily between different Old-School Revival games. When in doubt, my advice is to simply leave the experience points to treasure gained (so 0 EXP for slaying monsters). Experience through monster-slaying can have a side effect of turning the game into a meat-grinder rather than a lootfocused progression. For this reason, be wary of giving too much experience from combat alone! For this project, I use a unified saving throw so that monsters are quicker to run. If you prefer one of those other systems, however, use the conversion guide below, based off of Labyrinth Lord and Dungeon Crawl Classics. Unified Save 18 17 16 14 13 12 11 9 8 6 5 4 3* Five Saves (Classic D&D) Three Saves (Fort/Ref/Will) Class Save D W P B S Save Bonus (Good) Save Bonus (Poor) 0th-level human Fighter 1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12+ 14 12 12 12 10 10 10 8 8 8 6 6 4 15 13 13 13 11 11 11 9 9 9 7 7 5 16 14 14 14 12 12 12 10 10 10 8 8 6 17 15 15 15 13 13 13 9 9 9 7 7 5 18 16 16 16 14 14 14 12 12 12 10 10 8 +1 +1 +2 +3 +4 +6 +6 +7 +8 +8 +9 +10 +10 -3 -2 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 *Unified Saves do not continue to improve beyond this point. D:Death Ray or Poison; W: Wands P: Petrification or Paralysis B: Breath Attacks; S: Spells, Rods, or Staves SIX-MONSTER BESTIARY XP 950 beast BASILISK 4 [15] AC 6d8+1 (27) HP 20’ MOVE 11 SAVE 9 MORALE Bite & Gaze (2 attacks). Encounter 1d10 + petrification Petrifying Bite. Save vs. petrify or turn to stone. Petrifying Gaze. If a creature meets the basilisk’s gaze, it must save vs. petrify or turn to stone. Unless averting eyes or using a mirror, all targets within 10’ are affected each round. Those who avert their eyes attack at disadvantage. Surprise Gaze. Those surprised by a basilisk meet its gaze. Mirrors. Basilisks do not petrify in response to their reflection, but do mistake reflections as rivals and will focus on defeating their “rival” first. Smells of soured wine and powdered gravel. Sounds scrabbling claws on shattered stones. Context Organization solitary, lair or basking (1d4) Behavior Instincts to opportunistically adapt to local changes. Desires vary; though basilisks all enjoy basking in sunlight. CARCASS SCAVENGER 7 [12] AC 3d8+1 (15) HP XP 75 beast 40’ MOVE 13 SAVE 9 MORALE Climb 40’ Stinging Tentacles (8 attacks). Encounter 0 dmg + paralysis each Paralysis. Save vs. paralysis or be paralyzed for 2d4 exploration turns (2d4x10 minutes). One paralyzed victims will be devoured every 3 exploration turns (30 minutes) if the scavenger is left in peace. Smells of flesh beset by plague and rot. Sounds of squelching, slime-evoking footfalls. Context Organization solitary, pair (2) Behavior Instincts to keep using tentacles as long as they sense movement; easily tricked with mobile illusions. Desires to consume fresh kills and weakened foes. XP 50 beast DEMON SPIDER 6 [13] AC 3d8+3 (17) HP 20’ MOVE 13 SAVE 8 MORALE Climb 40’, unhindered by webs Bite (1 attack). 1d8 + poison Encounter Poison. Save vs. poison with a +2 bonus or be unable to do anything for 1 turn (10 minutes) due to a prolonged period of debilitating pain. Surprise. Demon spiders climb up walls or trees and drop on unwary prey from above to surprise them on a 1-4. Smells brimstone and peat smoke. Context Sounds rasping vibrations using surfaces they stand on. Organization solitary, cluster (1d4) Behavior Instincts flee from fire; ironic given their fiery coloration. Desires avoidance of holy spaces, hence their name. XP 75 construct GARGOYLE 5 [14] AC 4d6 (10) HP fly 50’ MOVE 9 SAVE 11 MORALE Crawl 30’, IMMUNE to charm, poison, sleep, and hold effects, and damage from non-magical weapons Claws, Bite, & Horn (4 attacks). Encounter 1d4/1d4/1d6/1d4 Statues Abound. While motionless, a gargoyle is indistinguishable from an inanimate statue. Smells of rain and chalk. Context Sounds startlingly distinct voices: a diverse range of gravel, velvet, and shrill tones. Organization flock (1d6), cathedral (5d20+2) Behavior Instincts cruelty flecked with architectural vanity. Desires reasons to attack without provocation – which explains their predilection of serving wicked rulers. XP 175 beast GRIZZLY BEAR 6 [13] AC 5d8 (22) HP 40’ MOVE 13 SAVE 8 MORALE XP 10 undead SKELETON 7 [12] AC 1d6 (4) HP 20’ MOVE 13 SAVE 12 MORALE Climb 30’ IMMUNE to charm, poison, and sleep effects Claws & Bite (3 attacks). 1d4/1d4/1d8 Encounter Keen Smell. Grizzly bears can track scents from a distance of 20 miles away. Maul. If a target is hit by two claws in the same round, they take an additional 2d8 points of damage from mauling. Weapon (1 attack). 1d6 Encounter May Carry Shields. Studies show that 33% skeletons carry a shield, bringing their AC up to 6 [13]. Smells faintly of salmon left out in the sun. Context Sounds sharp clicks as the molars slam together, and a roar that seems to start as a low, crooning moan. Organization solitary, den (1d4) Behavior Instincts constant state of mild aggression, incredibly aggressive (+4 morale) if with cubs. Desires to be reclusive and avoid settlements. Smells of grave soil. Sounds silent (as all undead are). Organization throng (1d6), horde (3d10) Instincts to stay still until approached. Desires to act per the bidding of their creators. Context Behavior HOW TO USE BASIC REMIXES Print on both sides of a single sheet of paper. These will be your core templates for monsters as a new Game Master. If you’re running a module or making your own adventures, you may have a ton of ideas for monsters already –great! Use those ideas! This is for when you don’t have that, or when players go somewhere you’ve yet to prepare. You can cover a huge amount of fantasy monsters with these six as your base. Remember these three rules: 1. Monsters should engage. Answer Mamet’s Questions for your monsters, and they will become significantly more engaging and dynamic. a. What do they want? b. What happens if they don’t get it? c. Why are they acting now? 2. Monsters should be telegraphed. Include a monster’s signs of passage, rumors about them, and symbiotic or factional relationships they might have. 3. Monsters should be visceral – make them pop! Use words to amplify their presence to your players. BASILISK: Reduce HD to make a Medusa, remove the gaze attack to make a cockatrice. Use the gaze attack for a cursed race, like Norse svartálfar. CARCASS SCAVENGER: Reduce attacks and add undead features to make a ghoul. Set paralysis to an aura (not touch) for a mummy or some eldritch horror. GARGOYLE: Remove flight to make any lycanthrope or other “immune to non-magical weapons” encounter. Remove immunities for harpies and wyverns. DEMON SPIDER: Surprise by camouflage? You have a troglodyte or giant chameleon. Surprise by stealth? You have a bugbear. Remove the surprise and poison altogether? You’ve got a boar, wolf, or other weaker-than-bear beast. GRIZZLY BEAR: “Its reptilian body glistens with antediluvian slime and its pteroid jaw opens, revealing rows of serrated fangs…” – and then just stat it as a bear. SKELETON: Remove undead features and you’ve got bandits, goblins, orcs, gnolls, etc. Add on abilities to taste and you have a skeleton knight, a wight, a wraith, etc. FIVE-ELEMENT TREASURY There are five elements of treasure used for our purposes. The most basic of these are copper pieces (cp), which are a challenge for players to move in bulk, and gold pieces (gp) which are the standard treasure. 100 cp = 1 gp. Relics are expensive but troublesome artifacts found in a dungeon – they are an opportunity for the referee to throw something truly heavy at the players, to give the players something so fragile that it will instantly shatter in combat, or to present a moral dilemma with a relic that is a family heirloom, or of personal significance to a friend of the party. Equipment and consumables can be sold, but are more often used for adventuring purposes. Consumables, in particular, may not find a market among non-adventurers, and their cost is highly unstable among adventurers. A referee is encouraged to single out a player with the responsibility of keeping track of the party’s equipment and consumables, as players will often forget what they have at their disposal between sessions. Periodically “audit” the party’s current inventory via this player, so that the party’s goods remain fresh in their mind. Traditionally, treasure is only granted to monsters who “lair” in a dungeon – that is to say, monsters who exist at a keyed location. The treasure is usually in the same room as the monster(s), and so players of old-school games will say things like “this wandering monster doesn’t even have treasure”, or they will conclude that if a room has monsters that “lair” within, the room is also likely to have treasure. Additionally, the referee should be aware that the treasure system laid out here is most effective if Experience is awarded for Treasure Recovered, rather than Treasure Found. The copper pieces and relics are not at all compelling as challenges if Experience is awarded immediately upon discovering them. To decide how much treasure should accompany any monsters who appear in a dungeon, refer to the three categories in the following column. INTELLIGENT HOARDERS are either organized or strong enough to accumulate the highest-value, lowest-bulk treasure. For such monsters, record the following treasure amounts. N here represents the lowest die increment that is greater than or equal to a given hoarder’s number of hit dice. So if you have a pair of dragons that is hoarding treasure, of HD 8 and HD 13, use 1d8 for the first dragon and 1d20 for the second. 0 cp 1dN x 1000 gp 1d6-1 Relics (roll for each) Roll D12+2 on the Equipment table 50% Expendable (roll for one if you get it) SHINY HOARDERS are strong enough to obtain treasure, but tend to not have treasure of great value, either due to being poor at valuation or just not resourceful enough. For such monsters, record the following treasure amounts. N here represents a given hoarder’s number of hit dice. For example, if you have a goblin of HD 1 that collects shiny things, N = 1 for that goblin’s treasure generation. Nd6 x 1000 cp 2d100 gp 1 Relic (roll for it) 10% Equipment (roll for one if you get it) 10% Expendable (roll for one if you get it) INCIDENTAL HOARDERS have treasure “by accident” – they may have slain an adventurer with some pocket change, or they might be using some treasure as nesting material. For such monsters, record the following treasure amounts. N here represents a given hoarder’s number of hit dice. For example, if you have a giant spider of HD 2 that happens to have some adventurer’s treasure hanging off its web, N = 2 for that spiders’ treasure generation. 1d100 cp N x 10 gp 0 Relics 5% Equipment 5% Expendable D12 1 2 3 4 5 6 7 8 9 10 11 12 Value (gp) 10 25 75 75 100 250 500 1,000 2,000 4,000 6,000 8,000 Relic Bone figurine, wooden sculpture Agate, quartz Marble figurine, obsidian obelisk Amber, lapis lazuli Pearl, carved ivory game set Amethyst, garnet Crate of pottery, taxidermy Opal, topaz Crate of glassware, ancient tapestry Ruby, sapphire, emerald Jade statue, fine porcelain figurine Diamond, insect preserved in amber D12 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Value (gp) 15 25 200 600 400 300 500 1000 6000 6000 9000 0 6000 6000 Equipment Padded Shoes Thieves’ Garb +1 leather armor +1 plate armor Bracers of AC 5 [14] +1 dagger +1 mace +1 sword +1 Flame Tongue +1 Scale’s Bane +2 Nine Lives Stealer -1 Cursed Sword +1 Mace of Disruption +3 Arrow of Slaying D12 1 2 3 4 5 6 7 8 9 10 11 12 Expendable Potion of Clairaudience … Clairvoyance … Gaseous Form … Giant Strength … Healing … Poison Chime of Opening Cursed scroll Scroll of Arcane Magic (1) Scroll of Arcane Magic (1d4 spells) Scroll of Divine Magic (1 spell) Scroll of Divine Magic (1d4 spells) Bracers of AC 14 can be equipped by any class, and increase their AC to 5 [14]. Feel free to re-flavor these as Bracers of Defense or Bracers of Steel Skin as you like. Padded Shoes grant a 15% bonus to Move Silently. Thieves’ Garb grants a 15% bonus to Hide in Shadows for thieves, or a 1-in-6 bonus for halflings. +1 Flame Tongue grants a +2 attack and damage bonus against regenerating, avian, undead, or plant-like monsters. At the wielder wills, the sword can ignite or extinguish itself, providing light and fire as a torch would. +1 Scale’s Bane grants a +4 attack and damage bonus against creatures such as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc. +2 Nine Lives Stealer can draw out the life force from an opponent, instantly slaying them on a natural 20 attack roll (creatures are entitled to a saving throw). After 9 foes are slain in such a way, the ability is lost. -1 Cursed Sword will appear in the wielder’s hand whenever an opponent is faced, not matter what is done. +1 Mace of Disruption deals double damage to undead. +3 Arrow of Slaying will be partially built out of the creature it is meant to slay. No matter what, it will function as a +3 arrow, but the missile will kill instantly if it hits the target creature. Potions can be identified by sipping small amounts. A full dose of a potion takes one round to drink, and brings on the appropriate magical effect for 1d6+6 dungeon turns. The referee should roll for and track this duration, and not tell the players how long the potion will last for. Chime of Opening: a hollow metal tube about 1 foot in length. When struck, it causes locks, lids, doors, valves, and portals to open within the vicinity of the sound. Each use requires a charge, and chimes have Nd10 charges when found, where N is the dungeon level it is found on (max 8). When emptied of charges, the chime cracks and becomes useless. Cursed Scrolls will inflict a curse upon the reader, of the referee’s making. Scrolls of Magic contain 1 to 4 spells within. Once a spell is cast from a scroll, the magical writing for that spell disappears. The spells on a given scroll should be selected by the referee to suit their play group. 1D4 RUMORS 2. Bazaar Square (Center), Walkway (Outer Perimeter) Everybody Knows: The excavation of an underground bazaar was cut short; bandits made the dig site their lair. Pile of gold (actually fool’s gold) and pottery in the center of the mosaic-tiled square, well-lit by a circle of candles. Intruder bait. R1. This site dates back to the Stone Age, when Derro bearwargs and necromancerchieftains reigned supreme. 2 bandits patrol the perimeter, clockwise, with torches. They return to Point 3 every hour to take a break. R2. Two merchants were captured by these bandits. R3. These men are local, driven to banditry by the drought. Recently, some have been having second thoughts about their lifestyle... 3. Bandit Dwelling Cots and chests contain a pittance (100 cp worth, total). R4. The leader of these bandits can walk through a hail of arrows unscathed. 4. Boarded-Up Chamber CONTEXT Cracked boards bulge outward. Inside, a cage sits with warped, ruined bars. A mummified bear ghoul rages within. Rock-cut architecture is the creation of structures by excavating natural stone, existing as far back as 3000 BCE. In the real world, rock-cut tombs and temples are often adorned with frescoes and reliefs. To save space, I’ve not included any here. Feel free to improvise your own! ENCOUNTER DIE (D6) (ROLL EVERY DUNGEON TURN) 5. Traitor Dwelling As Point 3, except the 1d4+1 bandits here plot to betray their leader. They are talkative and provide silver shivs (as daggers) made from stolen cutlery. 6. Chamber of Petrified Animals Mice, rabbits, and a wild boar turned to fool’s gold. Will require a mule and cart to take back to civilization. Worth little unless a scam is involved. 1 1 bandit returns from foraging, entering from Point 1 2 Moans & slams from Point 4, chain-rattling from Point 7 3 Bear ghoul at Point 4 deals noticeable damage to the door. When this result is rolled 6 times, it breaks out. 4 1 giant gecko (max 2) sets up an ambush at Point 1 1 cockatrice is chained to a wall, with leather eye coverlets and drugged organ meat in a bowl to keep it docile. 5 All lanterns being used have their oil depleted by a third 6 All torches being used burn out 8a. Moribus’ Guard 7. Chamber of the Pyrite Cockatrice 1 bandit with 2 HD and a +1 battle axe stands guard here. DUNGEON KEY 8b. Moribus’ Chambers 1. Rock-Cut Stairwell Moribus Clay, wererat, dwells here. He first used the pyrite cockatrice to swindle people, but now prefers to petrify and steal (thus the traitors at Point 5). 2 merchants are bound in the corner, 1 accidentally petrified into fool’s gold and clutching a ruby worth 200 gp, by a chest of treasure (Shiny Hoarder, N = total HD from dungeon). Moribus uses any “Equipment” treasure rolled for him. Stairwell leads to a narrow corridor. First stair past the corridor is a pressure plate. Its original purpose would have been to activate some percussive alarm to announce visitors to the bazaar – Moribus has repurposed the plate to drop weighted nets all along the corridor.