TEXT: Includes a Complete 
  Micro-Module: 
  "The Search for 
  Fezenclop's Treasure" 
  
  30 
  Sided 
  Adventure 
  AnJ (}diM, r • 
  Encounters In The Strange Lands™ 
  Written and Designed Expressly For The Armory 
  By 
  BobLiddil 
  The contents of this book are 100% suitable for use with all Fantasy Role Playing Games 
  
  The 30 Sided Adventure and Other Tales 
  Encounters In The Strange Lands™ 
  © 1990 by The Bob Liddil Publishing Group, All Rights Reserved 
  No part of this volume can be reproduced by any means, mechanical, 
  electronic or other, without the express written permission of the author, The 
  sole exception to this being short passages for review purposes and the non-
  commercial use of the contents within the context of Fantasy Adventure 
  Gaming. Permission to photocopy pages 43 to 50 is granted for private use. 
  Cover Art by Ruth Thompson - Tuscaloosa, AL 
  Typesetting and graphic design in cooperation with 
  Portable Computing International Corporation 
  Additional graphic design by Jim Taylor 
  Stopover At The Crying Lion © 1990 By Bob Liddil 
  First Publication, 
  The Absolute Beginner's Guide To Writing Fantasy Fiction 
  Acknowledgements and dedications: 
  Brian Haskell 
  Sam Tripp 
  Shawn Affeldt 
  Who playtested the concepts 
  Roy Lipman 
  Who has always offered encouragement 
  Douglas Morton 
  Who helped in ways he doesn't know 
  And Graham Heywood 
  Friend of Old Trolls everywhere 
  Printed In The USA By The Armory, Baltimore Maryland 
  Under License Granted By The Author 
  
  Contents 
  Page 
  Foreword- Our World and Welcome To It 
  4 
  A Legend : Stopover At The Crying Lion 
  7 
  Encounters in the Strange Lands - The 30 Sided Adventure: 
  14 
  # 1 Ancient Scrolls 
  15 
  # 2 
  # 3 
  # 4 
  # 5 
  # 6 
  # 7 
  # 8 
  # 9 
  # 10 
  # 11 
  # 12 
  # 13 
  # 14 
  # 15 
  # 16 
  # 17 
  # 18 
  # 19 
  # 20 
  Encounters At The Crying Lion 
  Encounters In Cavern Deep 
  Hot Time In The City 
  You See ... Inanimate Objects of Possible Use 
  The Gods Must Be Crazier Here 
  Blessings Of The Gods 
  Weather Or Not 
  Travelers In The Strange Lands 
  Dark Minions 
  The Bookseller's Wagon 
  Creatures Of The Strange Lands 
  Descent Into The Great Canyon 
  Mysteries Of The Great Canyon 
  Villages Of The Great Canyon 
  Gaining Entrance To The City 
  The City Of The Snake 
  Down Into The Underground 
  Treasures Of The Vishtarians 
  Tricks, Traps And Tribulations 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  31 
  32 
  33 
  34 
  The 30 Sided Game Module And Other Tales 
  35 
  30 All Purpose Poisons and Potions From Griswald Grimm 
  49 
  Shameless Advertising 
  50 
  
  Our World And Welcome To It 
  There are many sights in The World which are both unusual to the eye and odd 
  to the mind. The werewolves (nauticals) who inhabit the coast, for example, are the only 
  sentient beings able engage in the labor of sailing the seas. Men and other notmen may be 
  passively transported but become violently ill if they trim a sail or try to stand a watch at 
  a helm. Conversely, the nauticals may move freely ashore but function poorly away from 
  bodies of water. 
  From the island groves of whisperwood to the mountain sanctuaries of the 
  northern barbarians, unusual is ordinary. But no place in The World can outdo the west, 
  beyond the River Delta for sheer weird. We call this vast outback the Strange Lands. 
  The city of Zenci on the eastern shore of the River Delta marks the beginning of 
  the east-west road which winds outward through the forests and hills of the western delta 
  valley, up onto the plains which eventually become the western outback. 
  There are villages along this road but it is not until the Inn of the Crying Lion is 
  reached that any regular lodging is available. Anyone traveling in the Strange Lands 
  should plan on camping under the stars a lot. The Crying Lion is considered to be the 
  geographical halfway point between Zenci and the desert trade center of Belestria. It is the 
  site of the last large body of fresh water, Lake Galen, and the last town in which to 
  provision, Dagg'ath Village. 
  The east-west road turns hard north for a hundred miles or so to avoid a place 
  known as wizards' barrens, an area decimated by a wizards' war in the previous century. 
  The barrens are populated by virtually every magical spawn and creature in the book, plus 
  some genetic mutations and crossbreeds. Treasure is said to abound within the ruins of 
  wizard towers and dungeons, but only the very competent attempt entry and even they 
  seldom return. 
  Belestria is the queen of the desert and the major stopover point for the trade 
  caravans which bear spices and rare silks from the (as yet) inaccessible far west. At 
  Belestria, the east-west road splits, one leg going hard west to the rim of the Great Canyon 
  and the other going north northwest toward the mountains and a carefully guarded 
  mountain gateway to the land of the caravan traders. 
  The Great Canyon is more than three hundred miles long, fifty miles wide and 3 
  miles deep. This gargantuan gash in the geoscape would seem to have been carved by the 
  actions of the powerful river which runs the length of the valley. Its headwaters spring from 
  the Great Bear Lake, fed by powerful northern glaciers and tumble over Ursus Falls, a drop 
  of eight thousand feet. The Snake River, as named by canyon inhabitants, then exits into 
  an underground cavern after falling an additional 10,000 feet over the course of it's 50 mile 
  journey. 
  Only one access to the Great Canyon is known (although there are rumored to be 
  several). This entrance has, at various times, been reported to be guarded by one to a 
  hundred armed soldiers under the banner of the coiled serpent. Entrance passports may 
  be obtained by qualified merchants, dignitaries or pilgrims and clerics wishing to become 
  better acquainted with the Vishtarian state religion, snake worship. 
  The rim road of the Great Canyon leads south into the barrens, along the edge of 
  the drop, and north to Great Bear Lake, a grueling and waterless journey. The lands along 
  
  the rim are crawling with bandits and mongrels. This part of the Strange Lands is very 
  dangerous. 
  The northern border of the Strange Lands is largely unexplored, being arid, 
  barren, snake infested and generally inhospitable. No one has reported traversing the 
  mountains completely, although there are rumors of green valleys hidden away from the 
  sight of men. 
  An explorer in the Strange Lands faces equal dosages of opportunity and danger. 
  Belestria's street of dreams is home to Griswald Grimm's apothecary, Hyatia the Serpent 
  seller and a dozen high quality weaponsmakers. But one in three strangers are murdered 
  there before reaching his destination. 
  From - Stranger in the Strange Lands 
  Freerover the bard 
  Sample Dice Table 
  Things Slipped Into Your Rucksack 
  By Your Aunt Millie (Who Loves You) 
  No adventurer would ever go walkabout without his rucksack. Aunt 
  Millie knows this and slips items of possible use inside for her nephew (you) to 
  find later. This classic example of a 30 sided dice table can be both useful and 
  fun. Simply roll as needed and pull the numbered item out to use. 
  1 A bread knife 
  11 A ball of twine 
  21 A pointed stick 
  2 A fish hook 
  12 12 toothpicks 
  22 Two candles 
  3 Five pretty stones 
  13 A certificate of merit 23 A tenderbox 
  4 A bottle of wine 
  14 A magic bean 
  24 A jug 
  5 A map of Belestria 
  15 5 ugly rocks 
  25 A whip 
  6 Beef Jerky 
  16 A pouch 
  26 A menu 
  7 50' of rope 
  17 Robin's hood 
  27 A pie pan 
  8 125' of unusual wire 
  18 Flint and lighter 
  28 An icepick 
  9 A book on cooking 
  19 A petrified cockroach 
  29 A lodestone 
  10 A pair of dry socks 
  20 A wrap of bandage 
  30 A whiskey flask 
  This volume is designed to allow random access to aspects of the Strange Lands. The 
  gamemasteris offered complete control over interpretation of the information provided. In 
  fact he is encouraged to provide embellishing. The player, with the GM's cooperation, may 
  add these random elements to an existing game, thereby bringing all participants into the 
  random sequence of events. So break out your new 30 sided dice and have a ball, because 
  the Strange Lands never close and only nauticals take "Werewolf Express." 
  ~ttitddd 
  Bob Liddil 
  June 1990 
  ~~~~~~~~~~ml~~~~~~~~~ 
  
  A 
  Legend 
  Of The 
  Strange 
  Lands 
  Sing me a Tale, Oh Bard! 
  That I might Know of faraway lands 
  And of the deeds done by toiling hands 
  In the vineyards of High Adventure 
  Spin me a yarn, oh Bard! 
  That I might know what others have done 
  That I might relive battles lost and won 
  On the thresholds of High Adventure 
  Traditional Western Campfire Song 
  Freerover the bard 
  
  Stopover At The Crying Lion 
  Halfway between the cities of Belestria, in the desert outback, and Zenci, in the lush 
  plains of the east, on the great east-west road lies the Inn of the Crying Lion. A tale is told 
  about that inn and an incident which happened there many years ago ... 
  # 
  # 
  # 
  "More ale, wench!" The man was obnoxious, ill smelling and drunk almost to the 
  point of stupor. Still, he had enough voice left to resonate from the rafters as he bellowed 
  for more. The serving girl sighed and moved to comply. While it was true that he'd been 
  paying in gold, she'd had to endure his foul breath and rude conduct all evening. It almost 
  wasn't worth the effort. 
  "And be quick about it!" His words slurred together as he struggled to maintain 
  consciousness. 
  What a night it was. A storm had blown in from the east, preceded by towering black 
  clouds and devils' tongues ofligh tning flicking back and forth. Like some great sky serpent, 
  it slithered across the heavens, the breath of it bending the trees in the hours prior to its 
  arrival. Then the skies finally opened. Great globules of water -raindrops as large as dinner 
  plates began to splatter the ground. 
  Before his ale arrived, the drunk passed out, his head rolling forward and his face 
  thumping nose first onto the table. The serving girl finally was able to rest a moment. The 
  tone of the evening, which had begun festively, slowly became more mellow as the ale began 
  to work its special magic. Outside, the storm raged. Inside, the fire crackled cheerily. Each 
  customer seemed lost in his thoughts and for a time there was a quiet and peace. 
  Someone said, "Play us a song, would you please?" The request, directed toward the 
  barmaid, was put forth by a local from the nearby village who knew her lute work from 
  previous visits to the inn. 
  She sighed, fetched her lute, took up a position near the waning fire then began to 
  strum and sing: 
  I am a simple country girl 
  who works from dusk 'till dawn 
  to serve the men of the east-west road 
  who stop by here, then are gone. 
  And everyone wants a kiss from me 
  or take me upstairs to be with me 
  come listen as I play 
  I'm worth more than a roll in the hay." 
  Her voice was as pure as the raindrops falling from the storm, and like that rain, 
  there was a sadness, a melancholy, a sense of being lost and lonely in the way she sang the 
  song. 
  
  "Someday, someone will come for me 
  and take me far away from this place 
  far from the men of the east-west road 
  who only see a pretty face 
  and he will come and marry me 
  for what I am and what I could be 
  and he'll know as I play 
  I'm worth more than a roll in the hay." 
  Her fingers strummed the lute with a precision worthy of a bard. Single individual 
  notes rang against the chords in a masterful counterbalance of melody and harmony. 
  Softer and softer she played until at last, her fingers stopped. 
  At the instant the last sound faded from her song, a lightning bolt crackled into the 
  stand of tall trees across the road from the inn, bathing the interior of the tavern in a blue-
  white glare, then exploding in a thunderous roar that shook everything, as if some god's 
  fist had suddenly pounded the ground in a rage. 
  The door burst open in a fury of wind and driving rain, revealing a cloaked figure, 
  silhouetted against minor flashes of lightning from more distant strikes. The shadowed 
  apparition stood for a second or two, then entered and closed the door behind him. He 
  moved into the interior of the tavern. Gracefully, he moved, fluid in his motion, cautious, 
  but not anxious. He choose an empty table away from the bar, with the chair placed in such 
  a way as to put his back to the wall. This was not unusual. Many men of the road preferred 
  to seat themselves in such a way that no one be able to get behind them. 
  The serving girl laid aside her lute, picked up her tray and went over to where he 
  stood removing his cloak. 
  She said, "How may I help .... "stopping short in her question she let out a little 
  squeak of surprise and dropped the tray, clattering onto the wooden floor. 
  Removing his cloak revealed the newcomer to be a werewolf - not really the correct 
  terminology, more correctly, he was a Nautical, the species oflupine notman who are the 
  master sailors on the seas of The World, So far inland from the ocean was the Crying Lion, 
  that his kind were known only by legend and tale. No one had ever actually claimed to have 
  seen one. At least, the subject had not arisen until now. 
  As he bent over and retrieved the tray, he said to the serving girl in perfect 
  commonspeak, "I'm sorry if my appearance has frightened you." He handed it back to her. 
  "Sometimes it even frightens me." And he laughed at his own joke with a gentle chuckle 
  as he took his seat. 
  Man or beast, who knew which? He was magnificent in either case. Covered with a 
  thick rich layer of red fur on the visible parts of his body, his wolfen characteristics 
  overwhelmed what human characteristics were apparent. He wore the uniform of a 
  Captain of Ships and bore himself as would someone used to command. When he ordered 
  his tankard of ale, he did so quietly and with a gentle authority that quieted her fear and 
  overcame her shock. 
  The drunk awakened and discovered his ale had not been brought. He sat upright 
  with a jerk, looking left and right for the serving girl and as he did, the Nautical Captain 
  came into his view. Instantly he leaped to his feet, knife drawn. 
  "Slobbering beast of Hell!" he screamed and boldly attacked the still seated notman. 
  The Captain was not unprepared. He was on his feet in a heartbeat. Sidestepping 
  the onrushing human, he used his attacker's momentum, with a little added push and 
  
  bounced him head first off a wall. The drunk hit with a thump collapsed in a heap and did 
  not move again. Three of his friends who had positioned themselves to enter the melee' 
  hesitated, then abandoned the idea when the Captain snarled at them, baring teeth 
  perfectly capable ofrendering a human body into bite sized chunks. It was over in seconds 
  and, seeing no other threat, the werewolf resumed his seat. 
  The barman motioned for the three to attend to their friend. They respectfully 
  complied, not wishing to be banned from the only place to obtain ale for a hundred miles. 
  As the furor quieted and the tavern returned to normal, Stilman, the proprietor intercepted 
  the Captain's tankard, added one of his own and delivered it personally. 
  "May I join you, Captain?" he asked. 
  "Of course." The werewolf had gracious manners. He gripped his tankard and raised 
  it in a traditional toast. "Cheers." he offered. 
  "Long life and prosperity." Stilman added. 
  Together, they drank deep and hearty to the rhythms of the storm. 
  Several moments passed before Stilman spoke again. When he did, he chose his 
  words carefully. He said," You are·very, far from the sea, Captain. I am curious. The tales 
  say that a Nautical cannot stray from wind and wave for very long." 
  The werewolf chuckled and signaled for a second tankard. "Not so," he replied, "it 
  has been discovered that after two years of service to Mother Sea, we may roam The World 
  with no discomfort ... " Then the attack of moments earlier crossed his mind and he 
  amended, " well, only minor discomfort, left over from a time when no one of my species 
  controlled his own destiny or actions." 
  The latter was spoken somewhat wistfully. During the times of Chaos, when the 
  werewolves were created, as they were relentlessly drawn toward the north mountains to 
  enter the army of the Evil One, many casualties were suffered among humans in their path. 
  Human memory is long on revenge and short on fixing blame. One of the reasons that 
  Nauticals are seldom seen outside groups is for just such as what had happened with the 
  drunk. 
  Stilman said, ''What brings you so far inland? I'm curious." 
  "Curiosity has been the death of many a man .. and notman." This comment came 
  from behind the proprietor and was spoken by a deep voice, edged with danger and was not 
  uttered in jest. Stilman turned around completely in his seat in surprise, but the newcomer 
  seemed to be addressing the nautical. 
  "Mr ... " the Captain started. 
  "Smith," supplied the man by way of interruption. 
  "Ah .. Smith, "continued the werewolf, "I see you have arrived safely." 
  "And you, sir, as well." Smith replied. 
  He was a tall man. That was evident even within the confines of a heavily mud caked 
  and rain-soaked cloak which he removed before he sat down at the table. Ruddy of 
  complexion 'he was, extra large in stature as well as being tall, and he did not wear a 
  pleasant expression on his face. His was a musculature which suggested thathe would be 
  a dangerous adversary if one chose sides against him, a fighter, although he carried no 
  visible weapons. 
  Stilman excused himself from the table and left them alone to what (to him at least) 
  seemed to be a prearranged meeting. 
  "Mr Smith?" The werewolf chuckled at some unspoken joke. 
  "I'm afraid so, Captain," the big man said sadly. "Thanks to bards and busybodies 
  across The World, the name Griswald Griinm is far too well known." 
  
  Again the werewolf chuckled, then grew more serious. "I am grateful that you could 
  come," he said, and they shook hand to paw. 
  There was an undercurrent of curiosity in the Crying Lion that night. The werewolf 
  and the big stranger were so out of character to the inn's normal flow of roughnecks and 
  scum from off the east-west road, they attracted the attention they wished to avoid. Of 
  course, there were many more customers than normal that night, due to the storm, a bit 
  of bad luck for anyone traveling incognito. Still, no one disturbed their meeting. What 
  rational man would interrupt a conversation between a werewolf and a dangerous looking 
  giant? 
  The next arrival off the road was a swarthy rogue who was soaked to the skin and 
  cloakless on such a dismal night. He took the last remaining table and ordered a pitcher 
  of ale, all before spotting the Nautical, then, before his order arrived, he rose and sauntered 
  over to where the Captain had discontinued his conversation and fixed a stare on his 
  approach. 
  "I know you," he told the Nautical, "they call you Captain Red, don't they?" 
  The Captain neither affirmed or denied. He simply stared an unblinking gaze that 
  did not offer any immediate sense of impending attack. 
  The rogue continued, but now, more loudly, to a suddenly quieted audience in the 
  tavern. "It was fifteen years ago, Captain, before the Nauticals controlled the seas. A red 
  werewolf led a group of its kin on a rampage through a coastal village. It was sacked 
  completely and the others wanted to kill everyone. But he wouldn't let them. A fight broke 
  out between the red wolf and a silver one who disagreed. The silver was slain and the red 
  ordered enough food left behind for the village to continue. My wife and two small sons 
  survived that raid. I was away at sea and when I returned, they told me what happened." 
  His voice cracked with the emotion of the memory and he paused for a moment, then 
  continued. "There are many nauticals on the mother sea, of all colors of the wolfen race. But 
  only one the color of you, Captain, only one like you. You're Captain Red. You saved the life 
  of my family." 
  By now, the entire tavern was quiet. 
  "They are well, I trust," Captain Red said quietly. 
  "They are dead." The rogue said sadly, "killed by human land pirates, three years 
  ago. And I can sail the seas no more, only the wolves may sail." 
  "I'm sorry to hear of your misfortune," the Captain said and lowered his gaze to 
  in di ca te regret. 
  The rogue's tankard arrived. He bid leave and returned to his own table. 
  Then the Nautical returned his attention to Grimm. 
  "The potion I have brought, Doctor Grimm," he said quietly, "is the deadliest poison 
  anywhere." He produced a vial from a pocketofhis tunic. "venom of sea snake. A single drop 
  of this will kill a man in three seconds." 
  "Three drops carefully blended with other ingredients," offered Grimm, "produces 
  an antitoxin so powerful that no poison may withstand its countereffect. There are plusses 
  and minuses to everything." 
  The disguised Master Alchemist accepted the vial, then produced one of his own, a 
  slightly larger one, containing a red liquid. 
  "W eremorph," he said with some satisfaction, for he could be allowed a certain pride 
  in being the only one in The World to have some. "A single drop of this will revert a Nautical 
  to his former human form from the dark of the moon to the first hour of the full moon. After 
  that, he reverts back to his werewolf form." 
  
  "Side effects?" 
  "One hour of irrational savagery-the first hour of the change back into lupine form. 
  An unavoidable homage paid to the dark times." 
  The Captain nodded affirmation, remembering in a brief flash, then suppressing 
  that memory of mindless savagery when Nauticals were werewolves and violence was their 
  only reason for existence. 
  For another hour, the werewolf Captain and the master Alchemist from the desert 
  talked while each quietly sipped his tankard of ale. Outside, the storm renewed its fury for 
  a last time, then quietly faded from a steady rain, to a drizzle, then a calm. It was during 
  this calm that a last stranger entered from without. 
  The Nautical saw him move unnaturally and barked a warning to the alchemist, 
  whose back faced the entranceway from the door. Grimm reacted instantly, pulling a small 
  glass globe from a hidden pocket and flinging it across the room against a wall. Both dived 
  to the floor as a fireball burst against the wall above their table. The war was on. 
  The globe shattered at the same instant the fireball struck. A dense white smoke 
  erupted outward at great speed, filling the room. Within instants, every occupant of the 
  crying lion became a rigid statue, with whatever reaction to the sudden outbreak of 
  violence frozen in his face. When the smoke cleared, after about two minutes, the only non-
  statue standing was the intruder. 
  On the floor, Captain Red and Doctor Grimm were also unaffected by the smoke. 
  They both rose to face the attacker now, each moving slowly away from the other. 
  "Who are you?" That was the Nautical speaking. 
  "I am death to you both." the attacker answered, with a touch of arrogan~e in his 
  voice. "I am Weadlock, Wizard Assassin, fulfilling a contract on Griswald Grimm in the 
  name of the Necromancers' Guild for crimes against that guild." 
  The werewolf quizzically raised an eyebrow and Grimm said, "Long story." Then, to 
  the assassin, he said, "Do you know who I am?" 
  The assassin answered, "An alchemist on death's door," and loosed another fireball, 
  which Grimm countered by a blue fireball of his own, catching in mid- flight and 
  neutralizing the attacker's red one. 
  Captain Red laughed aloud. "He is not an alchemist, you dolt! He is the alchemist!" 
  The assassin loosed a green energy bolt toward the notman, which the Captain 
  deflected in a lightning move of a newly drawn flat blade dagger. The bolt expended itself 
  in one of the thick ceiling beams above the werewolf's head. 
  Weadlock was obviously dependent on energy weapons. He loosed a double blast of 
  fireballs, the first of which bounced off the Captain's dagger as had the green bolt. The 
  second, Grimm caught in his bare left hand where he held it motionless for several seconds 
  before closing the hand and snuffing it. 
  Both defenders began moving toward the attacker. The werewolf flung several 
  metal stars, which Weadlock nimbly dodged. Grimm palmed a second glass ball, waited for 
  Red's attack to distract the assassin, then burst it against the ceiling. 
  Instantly the room flooded with a blinding green light which strobed almost more 
  rapidly than the human eye could follow. This distracted the assassin just long enough for 
  Captain Red to throw a batten, catching him between the eyes as the hypnotizing strobe 
  delayed his reactions. Weadlock dropped to the floor in a heap. 
  Red sprang the distance between them with his dagger in a killing position but 
  Grimm shouted, "Wa.it!" So the Nautical stayed his blow. 
  Grimm moved to examine the unconscious assassin. A pull of the hood that hid 
  
  Weadlock's face revealed a beardless youth. 
  Grimm made a noise of disgust. "As I suspected." His voice rang bitter. "A Novice." 
  The Nautical sheathed his dagger. "What's all this about?" 
  Grimm knelt and expertly stripped away the devices which allowed the youth to 
  perform his magic. "For about a year now," Grimm explained, "A splinter of the Assassins' 
  Guild has been accepting death contracts on me. But no skilled guildsman will accept the 
  job, so they've been using sparsely trained street urchins, promising gold and glory to 
  anyone who can kill me. Mostly village kids, out to see the world. I killed two of them before 
  I figured out what they were about . This is the first one who hasn't been crisped by his 
  own apparatus or killed by me out of reaction." 
  Captain Red nodded knowingly. "Same thing happens to me every time I venture 
  very far away from the coast. There's always someone wanting to avenge a brother or a 
  cousin killed or maimed in the northern migration." 
  He reached deep into the left pocket of his trousers and retrieved a pouch. Untying 
  the drawstrings, he brought forth a silver ring. then he knelt and slipped it onto one of the 
  youth's fingers. 
  "When he awakens, he's going to have a very bad headache," observed Grimm, 
  almost smiling. 
  "And," added the werewolf, "a really rude surprise which should keep him out 
  mischief for a couple of years." 
  The inside of the tavern was absolutely silent. It was a tomb ofliving sculptures, 
  from Stilman, the owner, to the barmaid. Outside, the storm seemed to have blown itself 
  over. Each of the only two moving beings inside the Crying Lion knew that it was time to 
  go. Kindred spirits, the werewolf and the alchemist, they each knew, without saying so 
  aloud, that they would likely not meet again for a long time. Each had his own separate 
  path, Red, to the sea, Grimm, to the desert city of Belestria. Each to his own destiny. 
  But each also was now in possession of that which he had journeyed a long distance 
  for, Grimm, his antitoxin, Red, his formula for returning to human form. They parted with 
  words of good luck for one other. Grimm left fifteen in silver as a tip for the serving girl, 
  Red left one in gold and a silver ring, to which was attached a gold chain so that it could 
  be worn around the neck. 
  "How long, " Red asked as they stepped out of the Crying Lion and into the night, 
  "before that lot wakes up?" 
  "About now, I should think," Grimm answered. 
  Grimm turned west, Captain Red turned east each offering a final wave before 
  disappearing under a now starry sky. 
  Inside the Crying Lion, Grimm's stasis spell hadjust worn off. There was no residue 
  from the powder, or anything save a couple of scorch marks and some broken glass, to 
  indicate there had been a fight, excepting, of course, the unconscious young novice assassin 
  lying face up on the floor, and the empty table· where had been seated Grimm and the 
  werewolf. 
  The serving girl moved quickly to clear the abandoned table, pocketing the gold and 
  silver coins left behind by the two mysteriously departed strangers. She smiled at the sight 
  of the ring. Obviously a parting gift from an admiring gentleman werewolf, she mused to 
  herself, and placed the chain around her neck. 
  She had no sooner done this, than she was spun around, slapped, and the chain was 
  snatched from her neck, breaking one ofits links. The doer of this deed was the drunk from 
  earlier in the evening, now more sober, more surly and definitely unafraid. Not even 
  
  Stilman moved to her aid. 
  "I think I'll just keep this," the uncouth man sneered, "for bad service rendered." 
  He pocketed the chain and examined the ring with the practiced eye of a thief. It was 
  silver, shined mirror smooth, with a jade inlay across a flat upper surface, and a silver 
  crescent moon showing through that. Valuable? Of course. The ring, he put on a finger of 
  his right hand and held it aloft for all to see. 
  A gasp shivered through the tavern patrons. The hand he held aloft was more like 
  a claw, it had changed within the heartbeat of its raising from a human hand to a five 
  fingered paw. His whole body convulsed in multiple shock waves. His face elongated, his 
  hair grew outward and rapidly. His brown eyes yellowed. The brown stubs of teeth in his 
  mouth were spat upon the floor in favor of a new white set oflupine fangs. His muscles 
  reformed themselves into powerfully developed wolf en muscles, shredding his clothing as 
  they added to his massive bulk, at least tripling his strength. What manhood he had 
  previously been possessed of shriveled into nothingness, followed by a rapid burst of body 
  hair growth which erased all remaining traces of his former humanity. And he screamed-
  in pain-in frustration-in total defiance of what was happening to him, a thing he could 
  not control. He fell to the floor on his knees, fighting the polymorph, while the occupants 
  of the Crying Lion stared aghast at a phenomenon no one had ever witnessed before. 
  His screams were joined by the screams of the young assassin, who had just 
  awakened from Captain Red's knock on the head. He was going through the exact same 
  change. 
  Rooted to their spots by the unbelievable sight, the patrons did not move or flinch 
  as first one werewolf, a solid black one who had been the bully, and then a blonde one, who 
  had been the assassin, exited the room at a dead run, bellowing at the top of their lungs, 
  "Ocean! I need OCEAN!" 
  On the east-west road, they passed Captain Red at a two legged gallop, still yelling 
  to the skies. 
  Red said to no one in particular, "Well, the prototypes work." and continued on, 
  chuckling at a joke to which only he knew the punch line. 
  In the Crying Lion Inn, Stilman was pouring drinks on the house. One of the locals 
  commented about there never being a dull moment. And the serving girl retrieved a broken 
  gold chain from a pile of clothing and went back to work, dreaming about what she would 
  say the next time she served ale to a gentleman werewolf. 
  # 
  # 
  # 
  Halfway between the cities of Belestria and Zenci, lies the Inn of the Crying Lion. They 
  tell tales in the evening there, to strangers off the east-west road and locals alike, about odd 
  and interesting things which have happened in the past, and legendary men and notmen 
  who have stopped, sipped an ale and even fought battles there. The proprietor married a 
  serving girl, who became the first Guild sanctioned female bard in The World, her 
  accreditation medallion was attached to a mended gold chain by Freerover himself 
  And every once in a while there's live entertainment . .... . 
  
  Encounters 
  In The 
  Strange 
  Lands 
  Notes to the Gamemaster 
  How To Use These Tables 
  These tables are intended to be used as spark plugs to the imagination. 
  They are not necessarily meant to stand alone, though most will do so. The 
  Sequential Access method has the gamemaster starting at Table # 1 and 
  running his adventure through to Table 20, rolling the 30 sided dice for the 
  initial encounter and then following with additional encounters until the 
  table is completed. By this method, The Strange Lands may be fully explored. 
  The Random Access method allows the gamemaster to choose any table 
  he wishes and roll the 30 sided dice to achieve a particular encounter from a 
  category of encounters. This method allows the gamemaster to introduce 
  elements of the tables into any existing game without disturbing his own 
  scenario. 
  Read the rolled line silently before reading it aloud. There may be 
  information in it that you'll wish to time release. Watch for spelling of words 
  like MESSAGE and MASSAGE or STAKE and STEAK. This is an opportu-
  nity to keep your gamers on their toes. 
  Above all, Have Fun With It! That's why this book was written. 
  
  #1 
  Ancient Scrolls 
  There are, within the strange lands, caches of maps, writings, and othermanuscripts 
  which may direct a traveler to the sites of ancient treasure or secret locations concealing 
  items of interest or danger, one document to a cache. Such a cache was recently unearthed 
  at Donnchadh Pacdha which means "place of the dark skinned warrior" in the local dialect. 
  Your 30 sided dice roll determines what you have found. 
  Roll 
  You Find 
  01 
  A scroll describing the location of a weapons cache. 
  02 
  A scroll describing how to make an herb poultice for healing. 
  03 
  A scroll outlining the steps one must take to enslave someone. 
  04 
  A map to a place of buried treasure. 
  05 
  Detailed instructions on the use of a thirty sided dice. 
  06 
  A parchment fragment with most of a spell of polymorph. 
  07 
  An instruction sheet entitled "How to Ward off the Dead" 
  08 
  A map to the location of a concealed magical boat. 
  09 
  A parchment sheet on which appears a warrant to arrest a thief. 
  10 
  A document proclaiming today "Be nice to slaves" day. 
  11 
  A diagram for the construction of magical dice. 
  12 
  An advertisement for entertainers at the Inn of the Ruptured Ox. 
  13 
  A poster announcing a ban on dwarves in a town called Merchadh. 
  14 
  A flyer announcing an open call for mercenaries. · 
  15 
  A multi-paged, slightly faded diagram of a skinwing. 
  16 
  A scroll, a formula to restore lost health inscribed in high elvish. 
  17 
  A map of Belestria showing the way to Griswald Grimm's apothecary. 
  18 
  A map divulging the location of a potion cache. 
  19 
  A hastily scribbled note saying, "Beware of Blackheart Firethrower." 
  20 
  A prayer to the gods of weather. 
  21 
  A map of directions to something called "Firethrower's Cache." 
  22 
  An unmarked envelope containing a white powder. 
  23 
  A shopping list of ingredients for something called "Beggar's Tea.'" 
  24 
  A strange looking card which says ''Werewolf Express." 
  25 
  An advertisement for Feodor Felonis' fine carpets. 
  26 
  A scroll describing the location of a buried treasure. 
  27 
  A map showing a secret road into the misty mountains from the Crying Lion Inn. 
  28 
  An interior map of a cave identified as "Fezenclop's Trove." 
  29 
  An instruction sheet entitled, "How to land after learning to fly" torn in half. 
  30 
  A scroll on which is printed an invisibility spell which works 50% of the time. 
  
  #2 
  Encounters at the Crying Lion Inn 
  Marking the eastern entrance to the strange lands is the Inn of the Crying Lion. 
  This roadhouse is a combination meeting place, tavern, hotel stopover, entertainment 
  center and marker on every map of The World. Your 30 sided dice will determine who is 
  here when you make your appearance. 
  Roll 
  You see 
  01 
  A scruffy man nursing a mug of warm beer looking furtively around. 
  02 
  A stout traveler dressed in tanned skins, wearing a fur hat. 
  03 
  A well dressed gentleman engaged in a conversation with four others. 
  04 
  A buxom barmaid moving cheerfully from table to table. 
  05 
  A man looking to shoot dice with someone. 
  06 
  A dwarf with dangerous eyes sitting with his back to a wall. 
  07 
  A map merchant with his wares spread on a table. 
  08 
  A hulking bully loudly talking to three smaller men. 
  09 
  An alert bartender who motions you over for a chat. 
  10 
  A grimy shirtless outlander wearing a slave collar. 
  11 
  A Group of dandies, probably belonging to the coach outside. 
  12 
  A werewolf sailor wearing the uniform of an ordinary seaman. 
  13 
  A heavily armed youth sitting with his back to a wall. 
  14 
  A young man lost in thought, sipping brandy from a glass. 
  15 
  A boy too young to be in the Crying Lion, asking for you. 
  16 
  A barfly, a gadfly, and a fly-by-night inventor. 
  1 7 
  Five lightly armed soldiers of Prince Osarian's desert patrol. 
  18 
  A merchant who also buys and analyzes (for a fee) gemstones. 
  19 
  A camel trader with a daughter for sale. 
  20 
  A barbarian bouncer being benign by blocking blows from a buffoon. 
  21 
  A talespinner weaving stories about treasure. 
  22 
  A scribe who is prepared to write something down for a price. 
  23 
  Someone who claims to know Griswald Grimm and Fezenclop. 
  24 
  A strange looking man offering ''Werewolf Express." cards cheap. 
  25 
  An artist who is willing to paint a portrait using magical paints. 
  26 
  A gadfly advocating a political position favoring monster rights. 
  27 
  A scribe making notes on a scroll about the patrons of the inn. 
  28 
  A Hobbit sized mouse with his face in his hands before an untouched beer. 
  29 
  Three humans telling jokes to a crowd of seven more. 
  30 
  Flavius Felonis, Feodor's nephew is showing samples of woven material. 
  
  #3 
  Encounters in Cavern Deep 
  Far to the west and north ofBelestria, in the fringe mountains of the strange lands, 
  there is a place called Cavern Deep. Accessible from a ledge up the side of a cliff, when one 
  enters, the direction most often taken is down, down, down. Your 30 sided dice will help 
  you extricate you from this trapmaze and possibly help you find the treasure you seek. 
  Roll You next see 
  01 
  A downward incline 105 feet long with an alcove to your left. 
  02 
  A widening corridor 30 feet long ending at an entranceway. 
  03 
  A large bear well endowed of fang and claw which notices you also. 
  04 
  A sheer drop of 300 feet and a narrow ledge 6 feet below you. 
  05 
  A curious pair of dice with engraved monsters on them. 
  06 
  A dwarf with dangerous eyes who looks familiar to you. 
  07 
  A map of this part of Cavern Deep etched in stone. 
  08 
  A huge boulder blocking most of an entranceway to a room beyond. 
  09 
  A "T" intersection with corridors going left and right. 
  10 
  A treasure chest right out in the middle of the passageway! 
  11 
  28 trolls with torches and they haven't noticed you yet. 
  12 
  A barred doorway with "G. GRIMM, KEEP YE OUT" inscribed thereon. 
  13 
  A wild eyed golem lurking at the end of a narrowing passageway. 
  14 
  A sign on the wall saying, "This way to the dragon" signed Fezenclop. 
  15 
  A wall of gray fog which seems to be creeping toward you. 
  16 
  A shiny suit of dwarf sized armor which attacks you. 
  17 
  The entrance to a complex maze (but you're lost now so no matter). 
  18 
  A circular pathway with multiple exits in all directions. 
  19 
  A complex series of stalactite and stalagmites (holding up the rooO. 
  20 
  Green cave moss (which conceals a bed of cut gemstones). Big Bucks! 
  21 
  A hermit who lives on cave moss and knows much about where you are. 
  22 
  A cache of edged weapons, including several demon's head knives. 
  23 
  A sign carved in a boulder, "Fezenclop Lives!" There's a room behind boulder. 
  24 
  The exit stairwell. But for some reason, It leads downward. 
  25 
  A large clump of moss which seems to be glowing slightly. 
  26 
  A spiral stairway carved from solid stone and leading downward to a chamber. 
  27 
  A pool of water into which a small waterfall flows. 
  28 
  A maze of narrow tunnels 4' high or slightly less. 
  29 
  A deep circular well marked by a sign which says, "Bottomless Pit." 
  30 
  A carved sign, "Werewolf Express, don't go on water without it!" 
  
  #4 
  Hot Time in the City 
  The largest city in the Strange Lands is Belestria, the trade city. Located halfway 
  between the River Delta (boundary to the east) and the Great Canyon, (Western Boundary), 
  this city of a thousand delights serves as a principle stopover on the east-west camel 
  caravan route. Many who seek the truths of the Strange Lands, do so in the city. Your 30 
  sided dice will be your guide to the bazaars of Belestria. 
  Roll You come upon 
  01 
  The Beggars' bazaar, hundreds of beggars with sad tales to tell. 
  02 
  The Bad Bards' Bake off, a barbecue for the songsters of the city. 
  03 
  The venue of Sri Karnuth, Book Mender. 
  04 
  A boarded up storefront with "Fezenclop's" on a faded falling sign. 
  05 
  The venue of Danjuma the Dicemaster. 
  06 
  The Cloth Bazaar, dozens of open air stands selling exotic cloth. 
  07 
  Mapmakers' Square, a dozen venues for buying and selling maps. 
  08 
  The Magic-Users' Market, peddlers of all manner of magic spells. 
  O~. 
  The Naughty Lady Tea Room (where you can only get tea). 
  10 
  The Street of Diamonds, bearded diamond merchants dressed in black. 
  11 
  The Gem bazaar, buy and sell valuable cut and uncut precious stones. 
  12 
  The entrance to the street of dreams, VERY DANGEROUS PLACE, BEWARE! 
  13 
  The entrance to the Assassins' Academy, students try to kill you. 
  14 
  A sign on the wall saying, ''This way to the dragon" signed Fezenclop. 
  15 
  The Camel Traders' Bazaar, used camels for sale cheap! 
  16 
  The Barbarians' Wrestling Arena, featuring Hoouck Hooligan. 
  17 
  A mysterious side alley which dead ends at a red door. 
  18 
  The Bakers' Courtyard, circular fountain surrounded qy bread shops. 
  19 
  A stable wherein are quartered very fast desert stallions. 
  20 
  Fleet O' Feet (you overhear) is Griswald Grimm's apprentice. 
  21 
  The Inn of the Long Snouted Pig, cold beer, hot times and cheap too. 
  22 
  The Cutlery Bazaar, knives, swords and edged weapons, buy or sell. 
  23 
  A sign written in blood on a wall, "Fezenclop returns soon!" 
  24 
  A side street, the length of which is lined with blue doors. 
  25 
  An abandoned wagon with a faded sign on which reads "Karnuth, Bookseller." 
  26 
  A tent city of gypsies indcluding Madame Carrie the soothsayer. 
  27 
  A stern city guard who wishes to talk with you about something important. 
  28 
  The camel sellers' bazaar, dozens of used camel lots. 
  29 
  A wagon vendor selling killer attack rabbits, offering a demonstration. 
  30 
  A dream powder addict selling very addictive toxic powder. Just say "NO!" 
  
  #5 
  You.See ... 
  Inanimate Objects of Possible Use 
  One of the better aspects of the Strange Lands is the seemingly boundless amount 
  ofluck which seems to follow those who enter therein. For example, as simple a thing as 
  finding stuff laying around. No matter where you are, there you go! Things just seem to 
  come into view for the taking. The keeping is another matter entirely. Your 30 sided dice 
  will help you find useful items (although their usefulness may be different than you think). 
  Roll 
  You discover 
  01 
  A gold coin upon which is engraved, "Who finds this shall have luck." 
  02 
  A rusty sword in a battered scabbard but with a fine edge. 
  03 
  A leather bag, but containing a live scorpion. 
  04 
  A scrap of parchment with the word "help" written on it. 
  05 
  A wagon, a live mule and a dead soldier wearing an unfamiliar uniform. 
  06 
  A bolt of blue cloth 20 yards long by three yards wide. 
  07 
  A skeleton of a large unfamiliar beast with wings. 
  08 
  A thief, buried to his neck, begging for release. (illusion in stone). 
  09 
  Thirty feet of rope suspending a skeleton from a cactus. 
  10 
  A flat stone which returns when thrown. 
  11 
  A treasure chest! Funny, it wasn't here before. 
  12 
  A statue which is hollow with a chamber underneath. 
  13 
  A keg of fresh clean cool clear water. 
  14 
  A coiled 12.5 foot blacksnake whip and a very strange hat. 
  15 
  A petrified camel, a petrified camel driver and his petrified dog. 
  16 
  An abandoned gladiatorial school complete with training devices. 
  1 7 
  A hundred round shiny metal balls and a "Y" shaped object. 
  18 
  An abandoned gypsy wagon which looks brand new. 
  19 
  A climbing kit (pitons and hammer) in a rotted leather case. 
  20 
  A crumpled copy of "The Werewolf Gazette" printed in common tongue. 
  21 
  A book entitled, "Sheepherding Made Easy." 
  22 
  A saddle, a saddlebag containing good jerky and tracks leading east. 
  23 
  A tombstone inscribed, "Fezenclop isn't buried here." 
  24 
  A Vishtarian Army knife, many blades, many uses. 
  25 
  A tin marked "Dragon Begone." 
  26 
  A sword upon which is inscribed the word, "Beheader." 
  27 
  A box on which is carved images of dragons. 
  28 
  A treasure chest which is securely locked and resists opening. 
  29 
  A jewel encrusted replica of a black widow spider. 
  30 
  A large pack sack marked "Portable Bridge" containing a quantity of pre-cut rope. 
  
  #6 
  The Gods Must Be Crazier Here 
  In the Strange Lands, the gods get bored quickly and start looking for things to do 
  to men. Being fully in control of the laws of gravity, physics and other variables of man's 
  existence, they sometimes like to play practical jokes on humankind. Your 30 sided dice is 
  their instrument of torment. What's an adventurer to do when the gods act up? 
  Roll 
  And the next thing you know ... 
  01 
  You have been transported to a desert island. 
  02 
  You have stepped into a gravity well and are now falling up. 
  03 
  The fates have seen fit to provide you with a hitchhiker. 
  04 
  Vermin mysteriously have infested your body. 
  05 
  The sun has seen fit to rise from over the wrong horizon. 
  06 
  You have been reduced to the size of an aardvark. 
  07 
  You have an uncontrollable urge to undress and continue onward nude. 
  08 
  You are transformed into a were-armadillo. 
  09 
  It rains pennies from heaven, 500 pounds of copper coins fall on you. 
  10 
  The nearest inanimate object becomes a attacking frothing lunatic elf. 
  11 
  You step in an enormous cow pattie which animates and attacks you. 
  12 
  The laws of motion have been altered and reversed without you knowing. 
  13 
  A keg of fresh clean cool clear water (if you have one) turns to beer. 
  14 
  Letters appear in the sky, "F9zenclop is watching!" they say. 
  15 
  You fall into an abandoned mine shaft where you discover green moss. 
  16 
  Your gender is altered and you are to be hereafter known as "Louise." 
  1 7 
  You find a bar, a barbell and a belle with a ball who is too tall. 
  18 
  You see a ghost with a club and a ball inviting you to play. 
  19 
  You encounter a fallen god too drunk to remember who he is. 
  20 
  You are suddenly enveloped in fog and when you emerge you are green. 
  21 
  You find yourself in a deep dark wet moss encrusted well. 
  22 
  You encounter a horseman (centaur) who gives you (false) directions. 
  23 
  You meet a hermit who offers to tell you about Fezenclop (but he lies). 
  24 
  You are compelled to noisily emit high pressure noxious gas for ten minutes. 
  25 
  Your language comprehension has just been reduced to that of a week old kitten. 
  26 
  Your left foot doubles in size and your right foot shrinks by 50%. 
  27 
  You are compelled to speak in rhyme, you must do it all the time. 
  28 
  Owning gold suddenly becomes obscene. You quickly divest yourself of all gold. 
  29 
  You reveal to the rest of your party that you wish to hug them. 
  30 
  Your alignment reverses every two turns for 30 turns. 
  
  #7 
  Blessings of the Gods 
  The gods aren't always in a party mood. Sometimes they take the struggles of men 
  seriously and grant boons or favors to help this cause or that. Of course, not all blessings 
  of all gods are blessings to all men. Petition the gods. Your 30 sided dice will help decide 
  which blessings go to whom. 
  Roll 
  You Find that all this day (to end at midnight) 
  01 
  You are blessed with double strength. 
  02 
  You are blessed with (1XD30+) a high degree of intelligence. 
  03 
  You are blessed with a love of evildoing. 
  04 
  You are blessed with an instinct for picking locks. 
  05 
  You are blessed with knowledge of how to handle sled dogs. 
  06 
  You are blessed with a null-magic ability up to level 25. 
  07 
  You are blessed with an irresistibility to females of all species. 
  08 
  You are blessed with universal language translation ability. 
  09 
  You are blessed with incredible charisma (3XD30+). 
  10 
  You are blessed with irrepressible courage in combat. 
  11 
  You are blessed with a penchant for mischief. 
  12 
  You are blessed with an urge to enter the priesthood. 
  13 
  You are blessed with the engineering knowledge for making a skinwing. 
  14 
  You are blessed with 100 gallons of holy water on your head--0ops. 
  15 
  You are blessed with a revelation concerning the location of treasure. 
  16 
  You are blessed with a healing touch. 
  1 7 
  You are blessed with a killing touch. 
  18 
  You are blessed with full body red, green and blue da-glow camouflage. 
  19 
  You are blessed with an instinct for impending danger. 
  20 
  You are blessed with favorable weather. 
  21 
  You are blessed with the abilities of a blacksmith. 
  22 
  You are blessed with a craving for combat. 
  23 
  You are blessed with a magic-user's prowess (up to 8th level). 
  24 
  You are blessed with the finding nearby of a keg of cold beer. 
  25 
  You are blessed by entering a permanant state of "Yo." 
  26 
  You are blessed by finding a book of poisons and potions. 
  27 
  You are blessed with a doubling of constitution. 
  28 
  You are blessed with an instinct for finding trouble. 
  29 
  You are blessed with the form of an armadillo, armor and all. 
  30 
  You are blessed with a reroll which you may take after recieving another blessing. 
  
  #8 
  Weather or Not 
  The spirit of the wind flows west to east. The Strange Lands receive the most 
  severe variations in weather, partially due to this flow and partially due to the fact that 
  the Wizards' Towers in the extreme western Outback, beyond the western wall of the Great 
  Canyon, are a source of much atmospheric disturbance. Your 30 sided dice can help decide 
  which weather shall be which and when. 
  Roll 
  and the weather, within 20 minutes becomes 
  01 
  Fair skies with winds gradually rising to 50 miles per hour. 
  02 
  Overcast, gray, temperature plummeting into the 20s. 
  03 
  Dry, hot, cloudless, breezeless and cheerful. 
  04 
  Heavily overcast, rumbles of thunder and signs of tornadoes forming. 
  05 
  Dark with heavy nimbus clouds and periodic hailstorms. 
  06 
  Rainy, fluctuating from calm to gale force winds and lightning. 
  07 
  Bitter cold, winds up to 30 miles per hour and heavy snow squalls. 
  08 
  Partly cloudy, moderate, light breezes. 
  09 
  Heavy thunder squalls which literally rains thousands of live frogs. 
  10 
  High winds, low scudding clouds and heat lightning. 
  11 
  Oppressive humidity, temperature in the high 90s, bright sun. 
  12 
  All of the above (01-12) sequentially within a 20 minute span. 
  13 
  An attacking cloud giant hurtling lightning bolts. 
  14 
  A breath of breeze, a wisp of cloud, a mist of rain and a peek of sun. 
  15 
  A fully developed hurricane lasting two days (three hours in the eye). 
  16 
  A spawn of tornadoes (1XD30) wreaking destruction all over. 
  17 
  A rolling bank of fog so thick visibility is reduced to 3 yards. 
  18 
  A cold clammy mist of rain, changing to freezing rain, then sleet. 
  19 
  A dreary, dusty, delta day, rife with a plague of flies. 
  20 
  Humidity is zero, temperature is 109, wind is 30 miles per hour. 
  21 
  A golden cloud off in the distance seems to be raining coins. 
  22 
  A heavy thunderstorm with (5XD30) lightning strikes. 
  23 
  A microburst thunderstorm cell, 150 MPH downdraft. 
  24 
  Temperature soaring to 125 degrees - but it's a dry heat. 
  25 
  Dust storm, winds up to 65 MPH, visibility 20 yards. 
  26 
  Solar eclipse, followed immediately by another, one for each moon of The World. 
  27 
  Cloud formations which seem to be spelling out a vital message. 
  28 
  Light drizzle, light winds, occasional lightning (striking within the party). 
  29 
  Low clouds, very foreboding, excessive humidity. 
  30 
  All of the above (01-30except 12). 
  
  #9 
  Travelers in the Strange Lands 
  The great Strange Lands are traveled by traders who live in the unknown west and 
  by easterners looking for answers to the riddles oflife. Men of power and men of substance; 
  they are an odd lot, these, shades of a wandering life who come and go in whispers. Your 
  30 sided dice will identify some of the travelers you might meet and what they might want 
  of you. 
  Roll 
  and you meet 
  01 
  A camel train headed east with many fine goods for sale. 
  02 
  A slave caravan headed west toward the Great Canyon. 
  03 
  A mysterious black-cloaked hooded horseman. 
  04 
  A dwarf with a terrible hangover who has amnesia. 
  05 
  A young wizard's assistant who says his master is gravely wounded. 
  06 
  A troop of Prince Osarian's guard riding hard to the south. 
  07 
  A gypsy wagon on which is seated a gray haired old crone. 
  08 
  A magnificent black stallion who seams to want to make friends. 
  09 
  A group of religious zealots in brown robes carrying whips. 
  10 
  A family of six headed west toward the Great Canyon in a donkey Cart. 
  11 
  Two wizards locked in mortal combat, one white, one black. 
  12 
  A dusty holy man dressed in white rags wishing to give you a message. 
  13 
  A muscled mystic dressed in gray wishing to give you a massage. 
  14 
  A dragon, huge, magnificent, lying on it's side wounded. 
  15 
  A cleric who claims to be able to control the weather. 
  16 
  A well dressed lady (an illusion created by a carnivorous plant). 
  17 
  A group of seven orphan boys, all under age 16, who claim they're lost. 
  18 
  A band of bandits who wish to rob you and torture you with bad music. 
  19 
  A knife wielding, mute highwayman who tries to communicate his intent. 
  20 
  A grizzled old timer who passes you a map and urges you to ..... . 
  21 
  A group of men on a donkey laden with treasure. 
  22 
  A menagerie of mutated monster sized prairie dogs locked in a cage. 
  23 
  A wagon on which sits a tinker, who is also a tanner and a taleteller. 
  24 
  A dust witch. 
  25 
  A farmer driving a wagon loaded with hay. 
  26 
  A musician who wishes to tag along with you for a while. 
  27 
  A strange looking cloaked hooded dwarf who follows you at a distance. 
  28 
  A group of mercenaries looking for work. 
  29 
  A lurk (1XD30) of assassins and ex-adventurers. 
  30 
  A herd of sheep, a shepherd, a sheep dog, a wolf, a lion, a bear, and an armadillo. 
  
  # 10 
  Dark Minions 
  There are many seats of power in the Strange Lands. The Assassin's Guild, The 
  Board of Thieves, The Teamsters, The Guild of Jewelers, The Necromancers' Animation 
  Association all employ hundreds of shadow dwellers to serve as ears and eyes and 
  sometimes weapons. Your 30 sided dice will help you tell the players even if you have no 
  score card. 
  Roll 
  You encounter 
  01 
  A bounty hunter who asks your identity. 
  02 
  A serpent seller who also spies for the necromancers. 
  03 
  A zombie who instantly attacks without warning. 
  04 
  A map maker who offers to sell you a Guild sanctioned treasure map. 
  05 
  A student assassin who targets you for death as his graduation project. 
  06 
  An apprentice alchemist claim,ing to know Griswald Grimm (he's lying). 
  07 
  A minor deity and his entourage engaging in the torture of a man. 
  08 
  A teamster who tries to recruit you into his guild. 
  09 
  A telepath with a terrible hangover. 
  10 
  A Jewelry Guildsman who offers to appraise your jewels (he's a thief). 
  11 
  A huckster selling penny candy (disguised assassin). 
  12 
  A weird looking man claiming to be Fezenclop (he's not, He's a tax collector). 
  13 
  Feodor Felonis, weaver of exotic (and occasionally flying) carpets. 
  14 
  A Captain in the secret army of Chaos. 
  15 
  A tradesman specializing in exotic weaponry. 
  16 
  A beggar covered with boils and infestations asking for alms. 
  17 
  A foreigner who talks with a strange accent. 
  18 
  A Vishtarian Priest (of the snake cult) seeking protection from a mob. 
  19 
  A representative of Blackheart Firethrower seeking a stolen spell. 
  20 
  A strange large man on a donkey searching for Fleet O'Feet. 
  21 
  A child (actually a disguised assassin) seeking protection from his master. 
  22 
  A hungry mother and her baby hiding from her husband. 
  23 
  A youth seeking information about becoming a werewolf. 
  24 
  A thief seeking to steal from you. 
  25 
  A man dressed all in white extolling the virtue of law (he's a zombie). 
  26 
  Twenty teamsters having a meeting while neglecting ten wagons. 
  27 
  A 30th level demon torturing someone with something called "Amway" potior~d. 
  28 
  A blacksmith with his entire shop built into a wagon. 
  29 
  A cleric who is saying that without donations his gods will call him "home." 
  30 
  A balrog (full sized) looking for it's offspring. 
  
  # 11 
  The Bookseller's Wagon 
  The Ii teracy rate among those dwellers in the Strange Lands is astonishingly high. 
  The most popular traveling vendor, both on and off the east-west road is Dughall Dughlas 
  the bookseller, whose many volumes reflect opinion on a variety of subjects. Your 30 sided 
  dice will outline just a few of them. 
  Roll 
  And you find in the bookseller's wagon, a book entitled 
  01 
  All The World's Treasure and Where To Look. 
  02 
  Getting On With the Undead Or Surviving Encounters With Zombies. 
  03 
  The Life And Times of Fezenclop As Told By His Mistress. 
  04 
  A Rock And A Hard Place, Guide To The Inns Of The World. 
  05 
  Desperately Seeking Swords, The Beginners' Guide To Sword Stealing. 
  06 
  Bogus Scrolls and Counterfeit Books, What Every Man Should Know. 
  07 
  How To Summon The Penultimate Demon: A Step By Step Guide. 
  08 
  Exorcising Haunted Weaponry In Five Easy Steps. 
  09 
  Elf Abuse, The Untold Scandal. 
  10 
  Translating Languages, A Universal Key. 
  11 
  The Best Short Stories By Freerover The Bard. 
  12 
  Skinwings, Magic Or Technology, You Decide. 
  13 
  The Absolute Beginner's Guide To Making Magic Potions. 
  14 
  Building Shelters In Any Terrain, Advanced Course. 
  15 
  Identifying Magic Rings, What To Wear And What Not To Wear. 
  16 
  The Gods Must Be Appeased, Every Man's Guide To Sacrifice. 
  17 
  The East-West Road, From Zenci to Belestria (includes maps). 
  18 
  Igasho's Compleat Guide To The Known World and Some Ocean Islands. 
  19 
  Longfang's Traps (includes a list of other Soaring Wildebeest books). 
  20 
  The Compleat Explorer's Prayerbook (includes major and minor deities). 
  21 
  How To Sail And Why Humans Can't, The WerewolfNautical's Handbook. 
  22 
  Songs For Campfire Singing Or Summoning Personal Deities. 
  23 
  Little Shop Of Poisons And Potions Book 1 (60 great portable magiks). 
  24 
  My Diary (160 blank pages). 
  25 
  Rascals, Rogues, Rapscallions and Renegades, (Who's Who in the Strange Lands). 
  26 
  The Old Troll Comes to Town and Other Tales (by Freerover the bard) 
  27 
  Werewolves I Have Known and How They Got That Way. 
  28 
  60 Magical Rings and What Happens When You Wear Them. 
  29 
  What Every Man Should Know About Swamps, Quicksand and Carnivorous Plants. 
  30 
  Why In The World Do They Keep Kidnapping Fleet O'Feet? (Poisons and Potions ) 
  
  # 12 
  .Creatures of the Strange Lands 
  We share The World with some pretty strange beasts. The sentient ones are called 
  N otmen. Either N otmen or beasts can be pretty dangerous when encountered. The Strange 
  Lands harbor more than their share of both. Your 30 sided dice will identify them as they 
  come along. 
  Roll You see 
  01 
  A herd of wildebeests with wings but who aren't attempting to fly. 
  02 
  A flock of more than a thousand carrion birds circling something. 
  03 
  A werewolf in a sailor suit being pursued by 12 men on horseback. 
  04 
  A very large chimera some three hundred yards away. 
  05 
  A large herd of magnificent elephants roughly about half a mile away. 
  06 
  A huge eagle circling on the wind. 
  07 
  A pit containing four hundred pit vipers. 
  08 
  A donkey fully loaded with packs but no owner. 
  09 
  Four hundred hill trolls a long way from home. 
  10 
  A herd of wild horses led by a great white stallion. 
  11 
  A griffin, a centaur and a true wolf. 
  12 
  Evidence of a huge invisible ............ . 
  13 
  A heavily armed group of aboriginal tribesmen. 
  14 
  A huge armored beast with a single horn charging toward you. 
  15 
  A pride of huge cat-beasts taking turns eating something. 
  16 
  A gaggle of naked lunatics chasing butterflies. 
  17 
  An aggregation of huge butterflies chasing a group of naked lunatics. 
  18 
  A giant human male better than eight feet tall crying into his hands. 
  19 
  A clockwork man motionless where he stands. 
  20 
  A group of snake cultists carrying a 40 foot long boa constrictor. 
  21 
  A dragon in flight. 
  22 
  A giant earthworm partially sticking out of the ground. 
  23 
  A screaming, screeching harpy (no, it's a human female, sorry). 
  24 
  A falcon, a snowman, a birdman, a catman, a batman and a confused prairie dog. 
  25 
  A well armed group of desert trolls. 
  26 
  A troop of human zombies accompanied by assorted undead of other species. 
  27 
  A large group of dwarves who seem to be under mind control - and they attack' 
  28 
  An unconscious human male with large wings, with a broken leg. 
  29 
  A large dragon attending a group of much smaller ones. 
  30 
  All of the above coming from all directions at once. 
  
  # 13 
  Descent Into The Great Canyon 
  Strangest of the many anomalies in the Strange Lands is the Great Canyon. More 
  than three hundred miles long, fifty miles wide and 3 miles deep, this gargantuan gash in 
  the geoscape would seem to have been carved by the actions of the powerful river which 
  runs the length of the valley. Its headwaters spring from the Great Bear Lake, fed by 
  powerful northern glaciers and tumble over Ursus Falls, a drop of eight thousand feet. The 
  Snake River, as named by canyon inhabitants, then exits into an underground river after 
  falling an additional 10,000 feet over the course ofit's 50 mile journey. Your 30 sided dice 
  can guide you to many wonderful things in the Great Canyon, beginning with the only road 
  down. 
  Roll 
  And on your descent you encounter 
  01 
  Armed guards who attack immediately to try and turn you back. 
  02 
  A steep and much narrowed ledge barely wide enough for single file. 
  03 
  Landslide! Rocks and boulders come tumbling down over you. 
  04 
  An Attack by Eagles (1X.D30) who seem to be trained to do so. 
  05 
  A sudden rising wind which threatens to blow you over the edge. 
  06 
  A magical barrier blocking the downward path. 
  07 
  A carved stairwell leading downward blocked by a locked gate. 
  08 
  A single armed guard possessed of near godlike fighting prowess. 
  09 
  Bad weather. Go to weather table(# 8) and roll for precisely what. 
  10 
  A cave, infested with snakes, in which can be found a treasure chest. 
  11 
  A cave, infested with snakes guarding a secret passage to the bottom. 
  12 
  An idol, a snake wrapped around a man, carved in sandstone. 
  13 
  A keg of clean, clear water, inscribed "Compliments of Fezenclop." 
  14 
  A rope with a note attached saying "Don't pull on this rope." 
  15 
  Loose shale in the path structure; get too near the edge and you'll fall. 
  16 
  A magical spell of confusion which causes you to forget your mission. 
  17 
  You find a bar, a barbell and a bell attached to a bear in a cave. 
  18 
  A hoard of zombies (10XD30) attack from the mouth of a cave. 
  19 
  An alcove inhabited by a coven of witches who might answer questions. 
  20 
  A bank of pea-soup fog originating from a crack in the canyon wall. 
  21 
  An attack by a cloud of stinging, biting insects. 
  22 
  A hermit clad in a loincloth begging for food. 
  23 
  A holy man who offers information concerning Fezenclop (he's lying). 
  24 
  Five hundred yards of thick vegetation clinging to the walls and path. 
  25 
  A rise in the wind to a point of 60 mph with gusts up to 1 OOmph. 
  26 
  A minor quake which opens a long covered cavern entrance. 
  27 
  A rainbow which ends directly in front of you on the path ahead. 
  28 
  A strange black box which is making a high pitched beeping sound. 
  29 
  A partially buried scroll on which reads a message of importance. 
  30 
  A pocket of negative gravity which causes you to fall up to a cliff above you. 
  
  # 14 
  Mysteries of the Great Canyon 
  Only one entrance to the Great Canyon is known (although there are rumored to 
  be several). There is a road leading away from the "pathway going to the sky" as the natives 
  call this exit to the upper world. You have entered the land of Vishtari, home to the 
  worshipers of The Snake. Red robed Vishtarian priests and their green-robed acolytes are 
  a common sight here. Your 30 sided dice will make your descent easier. 
  Roll And you encounter 
  01 
  A village. Go to table # 15 for more interaction. 
  02 
  Bad weather. Go to # 8 to see what happens. 
  03 
  A squad (1XD30) of elite fighters who attack outlanders on sight. 
  04 
  A grove of trees partially obscuring an abandoned temple. 
  05 
  A sign posted says "the end is near" on a locked gate on a side path. 
  06 
  A snake charmer who will perform for you for a gold round. 
  07 
  A money changer who offers you paper currency for gold rounds. 
  08 
  A side path and a sign saying "Statue works 1 Mile." 
  09 
  A wagon loaded with carpets with a very old man leading a donkey. 
  10 
  A large tree filled with aggressive bandits who attack. 
  11 
  A treasure chest. Open it and out pops a tax collector. 
  12 
  A toll bridge over an impassable crevice. 
  13 
  A building housing the Forked Tongue Inn. 
  14 
  A group of armed horsemen who inquire why you are here. 
  15 
  An uncommonly large (1XD30 Foot Long) rattlesnake. 
  16 
  What appears to be an abandoned monastery with underground vaults. 
  17 
  A flat saucer shaped object with razor sharp edges. 
  1"8 
  A pouch in the bushes containing jewels of considerable value. 
  19 
  A knapsack containing a folding shovel, 25 pitons and a 100 ft rope. 
  20 
  Really bad weather. Go to table # 8 and double what you roll. 
  21 
  A rickety bridge over a modest stream with a quicksand bottom. 
  22 
  A group of men squatting around a campfire discussing something. 
  23 
  Fifteen students and their mentor discussing making magical swords. 
  24 
  An ambush by red robed rebels who take you hostage. 
  25 
  A group of spectators watching a wrestling match. The winner challenges you. 
  26 
  A group of bullies harassing a gnomish little man with a sack on his shoulder. 
  27 
  A side path and a sign which says, "Fezenclop's Pawn Brokerage 1 mile." 
  28 
  A cluster of mud huts and a group of aboriginal humans cooking something. 
  29 
  A large pond on which several boats are engaged in fishing. 
  30 
  A blacksmith and his apprentice working furiously on a seven foot long sword. 
  
  # 15 
  Villages of the Great Canyon 
  Villages everywhere are pretty much the same but you might find some surprises 
  in the Great Canyon. Your 30 sided dice will tell you who you see and where they are. 
  Roll Who/What you see 
  01 
  02 
  03 
  04 
  05 
  06 
  07 
  08 
  09 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
  28 
  29 
  30 
  A kindly granny 
  An old magician, walking 
  A Vishtarian Priest 
  A drunk 
  A gargoyle 
  A sword carrying fighter 
  A farmer 
  A brown robed up-world cleric 
  An incredibly beautiful woman 
  A boy, a dog and a python 
  A slave trader and 12 slaves 
  A teacher and her pupils 
  The blacksmith and his son 
  A tax collector and census taker 
  A bird vendor and his wares 
  Five offenders in stripes 
  A bard singing a lyric 
  A cook giving out samples 
  Longfang signing books 
  Two men discussing werewolves 
  A bully beating on a big boy 
  A philosopher 
  An alchemist 
  A scruffy adventurer 
  A salesman 
  A drunken werewolf sailor 
  A mysterious heavily armed teen 
  A dark and sinister minister 
  Atticus Finius Felonis, lawyer 
  A landscape artist 
  Roll 
  Where you see him/her/it 
  30 
  29 
  28 
  27 
  26 
  25 
  24 
  23 
  22 
  21 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  09 
  08 
  07 
  06 
  05 
  04 
  03 
  02 
  01 
  on the main street. 
  in front of the town hall. 
  in the fish bazaar. 
  bathing in the fountain. 
  locked in the village pillory 
  at the blacksmith's forge. 
  in front of an adobe church. 
  riding a fine white horse. 
  in the slave market. 
  having an injury tended at Doc's. 
  in the thatcher's house. 
  sitting near the fountain. 
  in a sinister side alley. 
  brandishing a weapon. 
  near the stables. 
  aboard a wagon. 
  carrying two kegs of beer. 
  in front of the map venue. 
  in front of the armorer's. 
  in front of the baker's. 
  in front of the chemist's. 
  lurking near the fountain. 
  stealing a horse. 
  in front of the tavern. 
  in front of the undertaker's 
  beside the local apothecary 
  at the Inn of the Gutted Fish 
  at the house of infinite delight. 
  near the childrens' playground 
  unconscious in the road. 
  
  # 16 
  Gaining Entrance to the City 
  Gate guards can be such a pain in the rear to deal with and Vishtarian gate guards 
  are especially tough since the new death penalty law for gate guard malpractice came into 
  being. The city ofVishtari (which also happens to be the Holy City to worshipers of The 
  Snake) is surrounded on three sided by a sixty foot high granite block wall and on the fourth 
  side by the sheer rise of the canyon wall (which here happens also to be granite to a height 
  of 400 feet. The city's water supply comes from a powerfully pressurized underground 
  source so the likelihood of a successful siege is considered improbable. So entrance is most 
  easily gained through interaction with a gate guard. Your 30 sided dice should help. 
  Roll 
  and you hear 
  01 
  Hold on, you. Where do you think you're going? 
  02 
  Halt! Identify yourself! 
  03 
  How long have you been traveling? You smell terrible! Enter, and bathe, will ya? 
  04 
  Surrender your weapons before entering the city! 
  05 
  You look like a troublemaker. Are you from the Upworld? 
  06 
  The penalty for looting is death by sacrifice to Vishtar the Snake. 
  07 
  What's the password? You gotta have a password to enter the city. 
  08 
  Didn't I see you with Fezenclop a few years ago? 
  09 
  You better abide by all the laws. We have severe penalties. 
  10 
  Eyes down, dog! Show respect to your master! 
  11 
  If you throw a coin in the fountain, you'll have good luck. 
  12 
  It'll cost you 20 in gold to enter the city today. 
  13 
  I've seen you somewhere. I wish I could remember where it was. 
  14 
  Are you a magician? We aren't passing magicians today. 
  15 
  Halt! The city is closed today. None may pass! 
  16 
  The weather is going to change soon. Do you know what will happen? 
  17 
  Are you trying to fool me? I know you don't live in Vishtari. 
  18 
  Today's bribe will be 50 in gold. 
  19 
  Disciples of Fezenclop are burned at the stake in Vishtari. 
  20 
  Drop your weapons! You're under arrest in the name of the snake! 
  21 
  Have a nice day, you may pass. 
  22 
  The Inn of the Python is a good place to stay. 
  23 
  Do you have any dream powder? 
  24 
  Come with me. We've been expecting you. Do not resist. 
  25 
  You're Ugly. Your mother dresses you funny and your girlfriend's an armadillo. 
  26 
  Who are you looking for? Be quick about telling me! 
  27 
  Didn't you wrestle in the Oceania Wrestling Federation a few years ago? 
  28 
  That fellow over there has a message for you (indicating a jailer). 
  29 
  That fellow over there has a massage for you (indicating an undertaker). 
  30 
  Halt! Don't Move! Prepare to be searched! (hesitation and then) Never mind. 
  
  # 17 
  The City of The Snake 
  Quite different from Belestria is Vishtari in many respects. The ghettos are much 
  larger (their streets much narrower) and everywhere are banners and signs proclaiming 
  the supremacy ofVishtar The Snake. Still, there are many interesting places to visit and 
  people to see in the capitol city of the Great Canyon city-state. Your 30 sided dice will help 
  you find them. 
  Roll 
  and you encounter 
  01 
  The leather bazaar where snakeskin leather is a speciality. 
  02 
  A maze of side streets which land you in the beggars' ghetto. 
  03 
  The tent-stall of Madame Amalija the Industrious, a shirt maker. 
  04 
  A squad of red-robed priests (with turquoise collars). 
  05 
  A tavern called the Ivory Rattle. 
  06 
  The stall of Ivan the money changer who offers paper money for gold. 
  07 
  An armed robbery going down between a large female mugger and a small boy. 
  08 
  A street vendor selling good luck charms for 1 GP per unit. 
  09 
  A 7 foot five inch black human in chains with panic on his face. 
  10 
  A slave trader armed with a whip looking for a missing slave. 
  11 
  A spiral stairway leading downward into the undercity. 
  12 
  A crowd of angry snake worshipers chasing a leather clad human. 
  13 
  A stone wall. A dead end. Seemingly nothing to do but retreat. 
  14 
  A group of catatonics holding hands and sitting against a wall. 
  15 
  An elixer wagon. "Doctor Gee's Feelgood Fast Formula," 100 GP. 
  16 
  A dark and sinister side alley leading away from the street you're on. 
  1 7 
  A pack of starving dogs licking the face of an unconscious man. 
  18 
  The entrance to a temple of a minor deity not associated with snakes. 
  19 
  A brooding, sinister, becloaked tall figure who warns you of danger. 
  20 
  An delicately balanced apple cart on which are placed many red and jucy apples. 
  21 
  A tavern called the Scum For Hire Inn. 
  22 
  A female slave trader armed with a crossbow looking for her husband. 
  23 
  A tax collector looking for two slave traders. 
  24 
  An assassin looking for a tax collector. 
  25 
  A venue called "Snake Charmer Sam's" which specializes in antitoxins. 
  26 
  Two slave traders looking to avoid a tax collector. 
  27 
  A street preacher blaspheming The Snake and four soldiers waiting to arrest him. 
  28 
  A tavern called the Bull Whip Inn. 
  29 
  A starving man attempting to kill a dog for his dinner. 
  30 
  A small girl looking for her mommy. 
  
  # 18 
  Down Into the Underground 
  Access to the underground labrynths of Vishtari is limited to a few stone temples 
  and the occasional back alley stairwell (actually exits rather than entrances). But treasure 
  awaits he who is brave enough to venture downward, and maybe other things as well. Your 
  30 sided dice will help you find what you are looking for, and also maybe what you aren't. 
  Roll 
  You see 
  01 
  A door on which is affixed in iron the words, "Enter ye here to die." 
  02 
  A straight corridor with one door on either side. 
  03 
  A mirror which casts no reflection of you, but shows your possessions. 
  04 
  A sword inserted into an anvil. 
  05 
  A sinister black fog rolling toward you with purpose. 
  06 
  An animated statue which has the power of speech and knows a secret. 
  07 
  A room behind a locked door wherein are stored strange swords. 
  08 
  A procession of priests leading a human to the sacrifice chamber. 
  09 
  What looks like a treasure room but it has been pilfered. 
  10 
  An awesome chamber decorated with paintings dedicated to The Snake. 
  11 
  A room in which is to be found a felt table and a 30 sided dice. 
  12 
  A slither (1XD30) of attacking giant vipers. 
  13 
  A squad of heavily armed human guards. 
  14 
  A locked gate which is chained as well blocking your way. 
  15 
  A secret door slightly ajar which leads to a secret passageway. 
  16 
  A throne room wherein lies a statue of The Snake and a jeweled staff. 
  17 
  A pile of bags in each of which is a different kind of snake. 
  18 
  A room filled with chests of gold coins. 
  19 
  A narrow corridor which leads into a minotaur's maze. 
  20 
  An axeman's chamber, no axeman, but victims waiting to be beheaded. 
  21 
  A spiral stairway leading downward at least 500 feet, dark below that. 
  22 
  A corridor of doors, all sleeping chambers, all occupied. 
  24 
  A well with a ladder inside reaching downward. 
  25 
  A nest of immature rattlesnakes. 
  26 
  An idol to one of the "old" gods. 
  27 
  A horizontal circular shaped tunnel leasing southward and downward. 
  28 
  A door on which are affixed the words "Enter ye here to dye" filled with vats. 
  29 
  A door on which is attached a talking head which seems to know where traps are. 
  30 
  A vertical well leading straight up which has a negative gravity flow. 
  
  # 19 
  Treasures of the Vishtarians 
  On rare occasions, someone might stumble upon a treasure trove belonging to one 
  of the many Vishtarian sub-cults to The Snake. It is common for sacrifice of gold or gems 
  to be made by the gentry of the city or countryside. Magical items are very rare since there 
  seem to be no native Vishtarian magic-users. There are, however, craftsmen capable of 
  fashioning magical items and there are magical items which have been confiscated from 
  adventurers, outsiders such as yourself. Your 30 sided dice will help you catalog your finds. 
  Roll 
  You discover 
  01 
  A jade carving of a Hydra, five headed mythical beast, with ruby eyes. 
  02 
  A blue diamond which has been faceted to resemble a 24 sided dice. 
  03 
  A steel sword with a jewel encrusted handle and a gold scabbard. 
  04 
  A polished brass helm with movable visor which has magical powers. 
  05 
  A small bag of rare red rubies mixed with green emeralds. 
  06 
  A chest containing a gold and bejeweled replica ofVishtar, The Snake. 
  07 
  A small curved ceremonial dagger with carved snakes in wooden handle. 
  08 
  A special edition of "Prayers to the great Vishtar," bound in gold. 
  09 
  A diamond the size of an apple and cut to resemble one. 
  10 
  A chest containing documents having to do with underground tunnels. 
  11 
  A chest holding more than 2000 Gold Vipers (coins of .1 oz each). 
  12 
  A locked cabinet holding a single enchanted sword and its scabbard. 
  13 
  A jewelry box in which is a 6 oz gold medallion on a 2 oz gold chain. 
  14 
  A wind-up clockwork mouse, gold plated and lightly jeweled. 
  15 
  A large round smooth crystal which pulls lightning from your hand. 
  16 
  A solid gold wizards' staff topped by a crystal. 
  17 
  A small thin needle shaped piece of stone with a string wrapped around. 
  18 
  A finely ground lens which magnifies when looked through. 
  19 
  A brass torch holder with "Ignitiallus" engraved on the base. 
  20 
  A chest of very small diamonds. 
  21 
  A key ring upon which are seven keys. 
  22 
  A gold penny whistle. 
  23 
  A skeleton with glowing ruby eyes. 
  24 
  A large burlap sack with something inside - it's moving. 
  25 
  A carved jade figurine of a magnificent horse, a stallion rearing. 
  26 
  A cast silver figurine of a stallion locked in combat with a snake. 
  27 
  A golden serving tray with an engraving of a stallion fighting a horse. 
  28 
  A stained glass amulet bearing a likeness of one of the "old gods." 
  29 
  A glass amulet ringed in gold with a three dimensional image of a srtange dice. 
  30 
  A silver, gold and jeweled onion. 
  
  # 20 
  Tricks, Traps and Tribulations 
  Sometimes you get got. When that happens, all you can do is take the lick and hope 
  it doesn't kill you. Vishtarian dungeon traps have become the standard by which traps of 
  the larger world are judged. Some are so ingenius that they are unknown because they have 
  a 0% survival rate. Others are avoidable altogether. Your 30 sided dice will tell you what's 
  happening. 
  Roll 
  And the next thing you know 
  01 
  A water trap springs, dousing you with (1000XD30) gallons of water. 
  02 
  A trip wire activates a dropfall: 1 cubic yard of granite falls. 
  03 
  You hear breaking glass, see a black fog rolling and feel fear. 
  04 
  A secret door suddenly comes ajar right next to you. 
  05 
  An overhead trap springs, dropping (100XD30) snakes of all kinds. 
  06 
  A tidal wave of black cockroaches washes over you. 
  07 
  You accidentally attract a griffin. 
  08 
  You are overcome by wrenching nausea. 
  09 
  You are overcome by hiccoughs. 
  10 
  A pressure stone activates two opposing swingfalls. 
  11 
  A crossbow bolt bounces off your helmet (if you're wearing one). 
  12 
  A pressure pad activates a dazzling lightning burst (1XD30 Damage). 
  13 
  A tidal wave of slime washes down the hallway. 
  14 
  You are attracted to a silver vase on a pedestal (it issues a deadly shock). 
  15 
  A water trap springs, (1000XD30 gallons and 10XD30 Electric Eels). 
  16 
  Hope springs eternal (she's an immortal medussa near a flowing well). 
  17 
  Magic mirrors make many mishapen men who attack with intent to kill. 
  18 
  You encounter a potion, label says "Killer Tomato Juice." 
  19 
  The floor falls away leaving only 18 inches to walk on and a mean drop. 
  20 
  Ancient armor animates, attacking all in the area. 
  21 
  You find a magic whip which compells you to flog anyone nearby. 
  22 
  You find a rare jewel (which curses you with blindness) allows you to play piano. 
  23 
  A breakaway ceiling panel drops powdered glass on you. 
  24 
  Lord Death comes a-callin', he'll cut cards for your life. 
  25 
  You accidently attract a wandering bride looking for a groom (she's a zombie). 
  26 
  You set off a high pressure dye bomb which coats you in day-glo green dye. 
  27 
  A high speed pie comes flying out of nowehere straight for your face. 
  28 
  You are overrun by angry mosquitoes who attack bloodthirstily. 
  29 
  A floor section drops away revealing a steak pit (barbecue grill and picnic table). 
  30 
  A water trap springs dousing you with fifteen gallons of water (salt water). 
  
  The 30 Sided Game Module And Other Tales 
  The Search For 
  Fezenclop's Tomb 
  A Micro-Module for all Role Playing Games 
  Somewhere in the Strange Lands 
  Near the Crying Lion Inn 
  Is a hidden trove of treasure 
  For a soldier of fortune to win 
  But let caution be your mentor 
  as you enter every room 
  For a thousand deaths await you 
  In the depths of Fezonclop's Tomb 
  From - Warnings 
  Freerover the bard 
  
  The Scenario 
  "Alas, poor Fezenclop, I knew him well." The short 
  fellow at the bar actually sheds a tear for the mysterious 
  Fezenclop, a name which has appeared on countless signs, 
  walls, rocks, trees and posters throughout The World. 
  "So," you find yourself asking," just how well did you 
  know Fezenclop?" 
  "Well enough to know the location ofhis treasure trove!" 
  replies the short fellow in a testy tone. "But I won't sell that 
  scroll cheaply." 
  "How much would it take to part you from this scroll?" 
  You can feel your interest rising slightly. 
  "Well, there's at least 20,000 in gold hidden in the 
  treasure trove. I think two hundred will buy the scroll I 
  possess. " 
  The little fellow is somewhat tipsy and you believe he 
  might negotiate the price downward. So you embark on a 
  haggle which eventually results in you being handed a scroll 
  on which is written a language you've never seen and a map 
  of the inside of a place you've never been. 
  "Foul!" you cry. 
  "Look closer," says he and you discover that there is a 
  translation key is right on the scroll. 
  So all you need to do is sit there in the comfort of The 
  Crying Lion Inn and translate the page before you. The 
  location ofFezenclop's treasure will become clear. 
  
  The Search For Fezenclop's Treasure 
  Gamemaster's Guide 
  1.0 
  The Lay of the Land 
  Your players' characters are assembled at the Inn of the Crying Lion, which is on 
  the east-west road, roughly halfway between Zenci (east) and Belestria (west). They intend 
  to explore a nearby area known as "the barrens" for treasure dungeons, which they've 
  heard are in some number hereabouts. The immediate lay of the land is as follows: (W) the 
  east-west road leads off toward Belestria some 1200 miles away. (E) the east west road 
  leads off east toward Lake Galen (east 12 miles, south 2 miles) with Dagg'ath Village on 
  its shore at that point. Continuing east 1080 2 miles is the city of Zenci. (N) scrub 
  wilderness and undiscussed (unknown) territory. (8) The south road is a little used short 
  cut to Dagg'ath Village. As a local road, it is little more than a cowpath. Beginning about 
  a mile from The Crying Lion, is a thick grove of trees some 4 by six miles square. There are 
  paths which go through the grove at different angles and in different directions (see map). 
  There are many strange and (sometimes) dangerous things located within this forest 
  which is called Naereturn (Nayre-ee-toorn) in local language. 
  2.0 
  Non-Player Characters 
  Caileen Calum - local farmer approaches atop a hay wagon drawn by two oxen. If 
  he is hailed, he will stop and offer a ride. Otherwise, they plod away. 
  Iain Dughall - is an emaciated old codger, beard to his waist and with a high squeaky 
  voice. he knows Naereturn woods and warns of a place called Bottomless Bog. He offers a 
  scroll which is in his possession for lOOGP. 
  3.0 
  Inside Fezenclop's Tomb 
  The player characters have been misled by the npc's. Fezenclop's Tomb is actually 
  Griswald Grimm's Laboratory in the Grove, built by him for purposes of conducting 
  research into toxic compounds too dangerous to be done in the immediate proximity of a 
  population (such as in his apothecary in Belestria. Grimm comes here once a year and 
  usually stays a month. In his absence, the place is guarded by myriad creatures and traps. 
  The indoor key map has been marked with the locations of creatures, objects and 
  points of interest. The players' map is devoid of all but the outlines of the rooms. 
  There are 24 keyed locations. They are as follows: 
  A door is located on the north outside of the building. It opens with some difficulty 
  into a north south corridor. To the right, walking south, is a doorway opening inward into 
  an inverted "L" shaped room. 
  
  3.1 
  The Northwest Room. 
  Scene# 1 
  The top westernmost part of the room is an alchemist's workbench upon which may 
  be found, a number of glass objects containing unmarked powders. It looks like (90%) no 
  one has been here for a while (10% someone has been here recently). 
  Scene# 2 
  The south end of this room slopes into a downgrade of about 10 % or more. The 
  resulting pit houses a snake with the face of a human female. She is a pitiful creattJ.re for 
  whom Grimm has been trying to concoct a formula to restore to her human form, her 
  present situation being the result of an encounter with a psychotic wizard. Perhaps one of 
  the powders from the other side of the room may help (10%) or end her misery permanently 
  (10%) or polymorph her into another form (20%) 
  Continuing southward in the corridor, after exiting the room, the player will reach 
  an intersection, ajunction of corridors much wider and taller than the one from which they 
  are exiting. They may go east, south, west or return north. 
  3.2 
  The Northeast Room 
  Off the northernmost east-west corridor opens a door into the northeast room. 
  Within this room is: 
  Scene# 3 
  The Lizard Warrior, Str=21 Dex= 16 Con=15, Int=6, armed with a 1XD6 broadsword 
  and a shield which absorbs 3 hits, natural armor. Defeating him reveals he carries a small 
  pouch of 8 eggs, which, when incubated, will produce 1XD6 lizard warriors who will 
  cheerfully do one's bidding. 
  Scene# 4 
  Fezenclop's Treasure - or is it Grimm's? On a table are several stacks of coins 
  imprinted strangely with pictures of different weapons. They are gold. They emit no magic. 
  There are 10XD30 of them at loz each. 
  Scene# 5 
  Memory Rope - this rope remembers to untie itself upon a roll of 12 on 2XD6. It is 
  350 lb test and has other functions keyed to dice rolls: 
  If 2XD6= 
  Then 
  2 
  This rope coils or uncoils on its own. 
  4 
  This rope attacks the nearest notmaster and ties him(it) up. 
  6 
  This rope attaches itself to the nearest solid object. 
  12 
  Unties itself and returns to nearest master. 
  
  Scene# 6 
  Bill The Mummy takes its job very seriously, that job being guarding the entrance 
  to the room. It rolls 3XD6 in combat and its Con=l2. 
  East of the door is a "T" intersection and beyond that is a narrow grid marked on the 
  map as (23 ). This grid is suspended above a narrow cistern of still water which is 8 feet deep. 
  The grid is 12 feet off the surface. This is the tank in which Grimm keeps his breeding stock 
  of electric eels. there are 24XD30 of them and they survive on a combination of marine life 
  from the underground cavern connected below the surface by a tunnel and foolish 
  adventurers who walk on the grids and fall through the traps at (gamemaster designated) 
  strategic points. A wall separates the grid from the parallel running eastern North-South 
  hallway. At the southernmost end of the grid is an akove in a dead end wall. A 
  (gamemaster's Choice) major treasure rests visibly in that alcove. There are torches every 
  10 feet to light the way. 
  Scene# 7 
  Dewaine the Dwarf guards this section of hallway. He attempts to block the path of 
  anyone attempting to pass. Dewaine, (whose name used to be Dewaine the Green) will pass 
  anyone who can ascertain his truename. (his skin is still tinged a little green). Otherwise 
  he has: STR=l 7, Int=8, Dex=l 6, Con=21. He wields an axe rolling 3XD8 and a shield which 
  absorbs 1XD6. 
  Scene# 8 
  Brother Ineptus awaits you at the western end of the central east-west corridor. He 
  is a cleric of dubious dexterity and is seen to trip over his robes regularly. He has in his 
  possession, a scroll which outlines the ingredients to Rum Raisin Pudding and how to 
  prepare this tasty dish. It is the only thing which will appease Andrzej the Giant (see 10) 
  who awaits in the central southern north-south corridor. The good brother will sell you a 
  sample of this delight to take with you for 200 in gold. 
  Scene# 9 
  Grigori the Griffin gregariously guards a gate. Beyond this gate lies a dimensional 
  room of perpetual fog. Entrance to this room may be gained by answering a riddle 
  (gamemaster's choice). This is the only way players may gain entrance to the southwest 
  room. (see 16,17,18). 
  Scene# 10 
  Andrzej the Giant is 16 feet eight inches tall. He guards the south central north-
  south corridor about twenty yards beyond the entrance to the Southeast Room. He is 
  formidable: Str=34, Dex=12, Con=33 and wields a 6XD6 sword. His one weakness is Rum 
  Raisin Pudding (see 8) which puts him immediately to sleep. 
  3.3 
  The Southeast Room 
  The Southeast room's door is trapped. It has an "alarm door" with a face carved into 
  the wood of a human soldier. Unless precautions are taken to blind the carving (such as 
  putting a cloth over its face) or bribe the carving (by placing coins in the slot below the face, 
  it will sound an alarm, summoning the giant or other (Gamemaster's choice) wandering 
  monsters. The southeast room is filled with weapons. 
  
  Scene# 11 
  Whisperwood bow and arrows. of flight. This powerful bow and arrow set is 
  enchanted (through whisperwood which remembers magic better than other woods) to 
  shoot straight/fly true with 100% accuracy. Each arrow does 3XD6 in direct damage to the 
  target. Quiver comes with fifteen one-use arrows. 
  Scene# 12 
  Mace of Mauling. Requires Str=l 3 or better to wield but does 4XD8 in damage to its 
  target in attack. Magically tempered Iron mace weighs 54 pounds. 
  Scene# 13 
  Sword of Aonghas Furghas Fionnlagh (Hoon-gus For-gas Fee-own-lock), a most 
  formidable weapon which rolls 4XD10. This sword requires a PR minimums ofDex=13 and 
  Str=14 to wield. Additionally, the user must doff all armor and confine his clothing to 
  "Kihldt un shairdt" (kilt and shirt in a kit bag under the sword). Scrolled message on blade 
  reads, "hao dunneth th togs n barith ths sord oftru warror shalt be nvncibl" (who donneth 
  the togs and bearith this sword shall be invincible). Not 100% but darn close to it. 
  Scene# 14 
  The Widow's Hammer is guarded by (15) a Medusa who rolls 4XD8 and attacks with 
  1XD6 arrows from the shadows. The Key map shows a secret door nearby which offers 
  escape to the west. Dispensing with Medusa reveals her treasure, a hoard of gemstones, 
  mostly emeralds, 3XD30 of them in a chest at the extreme south end of the room. Other 
  treasures (gamemaster's choice). 
  3.4 
  The Southwest Room 
  The Southwest Room is a huge indoor bog. 
  Scene# 16 
  Ghosts of warriors and adventurers fallen haunt this room. They warn the player 
  to, "go back, go baaaaaakkk" but they cannot because once they entered the gate, they lost 
  sight of (it's one way) where it was. 
  Scene# 17 
  King o' the Sea, addressable as Your Highness, is the ruler of the bog and guardian 
  of it's treasure. He is better negotiated with than fought. Str=44, Dex=23, Con=14, he 
  wields a trident which rolls 14XD6 when hafted or 22XD6 ( 40% accuracy) when thrown and 
  it automatically returns to him. 
  Scene# 18 
  Giant Bogworm is a creature of mindless attack. Con=38, Str=104, Dex=2, it's 
  weakness is in its face, (that of a man). Bogworm was an ordinary bloodworm victimized 
  by an experiment performed by a (now dead) rogue alchemist. 
  East side center on the driest land portion of the bogroom is a gate which leads back 
  into a a corridor. Players are now in the south-central corridor and may move north (see 
  10) or south, (see 19). 
  Scene# 19 
  Fred the Zombie Butler offers you tea, asks if you'll be staying long and if attacked, 
  will blow a whistle summoning a dragon 213XD6. 
  
  Scene# 20 
  A scroll under glass maps out the location ofl 0 potions in secret panels near location 
  (1). They are: 
  01 - Invisibility 
  02 - Strength 
  03 - Persuasion 
  04 - Dexterity 
  05 - Firebreath (3XD6) 
  06 - Detect Magic 
  07 - Cause heart attack in enemy by emitting loud extremely obnoxious noise 
  08 - Vision enhancement 
  09 - Language comprehension 
  10 - Breathe underwater 
  All are one dose quantities, properties, availability and depending controlled by 
  gamemaster. 
  The southmost east-west corridor is very wide, cobblestoned and somewhat over run 
  with plants, spiderwebs and disarray. 
  Scene# 21 
  Seymour Skeleton guards an extremely narrow (3 feet wide) north south corridor, 
  as well as a secret exit (gamemaster's choice oflocation) to the (western) outside woods. 
  (gamemaster sets combat level for Seymour, who often tortures opponents by telling bad 
  jokes). 
  Scene# 22 
  Harry the Halfling offers to show the players a secret way out to the southern outside 
  woods, but the stairs leads downward into a well and Harry ducks away leaving the party 
  to find its way back unaided. In the water at the bottom of the well is a chest of gold 
  containing 1 OOXD30 coins @ 1 oz ea and 2 llb bars. 
  Scene# 23 
  See# 6 
  Scene# 24 
  The woods around the house are filled with all manner of creatures. Werewolves and 
  Dragons are only a few. Gamemaster sets the creatures here. If the players venture away 
  from the path at the (north) front or exit to the west (see 21) they will have to fight their 
  way back to the path. Creature frequency is 1 per 4 non-combat turns. 
  4.0 
  Playing the game - A Gamemaster's Guide. 
  To Initialize this module, simply place your players' characters on the east-west 
  road at any point you wish to start the game. Using tables from the front portion of this 
  book you may run your players to the Inn of the crying Lion. Use the proximity map (figure 
  1) in case they stray from the main road within 12 statute miles. Once they arrive at the 
  
  inn, and after you populate (the inn) from the tavern characters section of this book, next: 
  1. Introduce the Non-player character who bears the first cryptogram (figure 4). 
  2. Introduce the Non-player character who verifies the existance of the tomb. 
  3. Run what additional scenerios at the Inn you wish. 
  Then: 
  When the characters go to translate the cryptogram, announce that it has only a 
  short tolerance to light. It will fade in (you determine) minutes. 
  Magical spells are useless to translate the cryptogram because it is a realtime 
  exercise. They may waste prescious time trying to employ magic. It resists all 
  magical translation atempts. 
  Using Figure 1, the outdoor key map, track their progress into the outback. The 
  icons are there for your translation and no guidelines have been set on purpose to 
  put you in the game. 
  Sometime during the outdoor scenerio, have a NPC deliver the second cryptogram 
  (figure 5) Trying to translate this in daylight should be halarious as it fades twice 
  as fast. 
  The indoor players' map (Figure 2) may be given out at GM's discretion. 
  The indoor key map (figure 3) relates directly to the instructions on pages 37 to 42 of this 
  book and should not be seen by the players. You also may modify this entire scenerio as 
  you see fit. 
  The gamemaster's translation table is for your use to verify crypto-translations. 
  Hints for better play 
  If you are playing by the book, drop the name Griswald Grimm around quite a bit 
  so that the players will fear him. 
  Sprinkle the game liberally with unknown potions that do different things. A potion 
  table is provided on the last page of this book or Griswald Grimm's Poison and Potion books 
  1 & 2 are available from your game shop and The Armory. 
  In the event that your players head into the scrubs, remember that monsters abound 
  in the Strange Lands, especially in the scrubs. 
  There are several other playable scenerios within the context of the proximity map. 
  It is suggested that you be prepared for them all. 
  Remember that Lake Galen is a substancial body of water, subject to storms and etc. 
  and that werewolf sailors are required for any venture out onto the water. If boating is 
  attempted on their own, the characters will sicken into non-function. 
  Good luck and Let us know here how you did. 
  
  I Figure 1 I Proxim1 ty 
  . 
  Outdoor Key Map Not to scale 
  s 
  ast-West Road 
  ·· ~ 
  Lake~ 
  .. 
  c... 
  ) 
  Page 43 
  
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  Page 44 
  
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  Your Translation 
  Page 47 
  
  These are the common tongue translation of the encrypted scrolls 
  To locate Fezenclop's tomb, ride the south road 
  for 2 miles, then turn into the grove of trees 
  you'll see on the right. A big rock marks the 
  beginning of a narrow path. At a fork in the 
  path, bear left, dragon right, go left. Beyond 
  the creek, in the hillside, behind some bushes, 
  is the entrance to the tomb. 
  Scroll #'1 obtained in the inn 
  Beware Ye The Dungeons Deep 
  Lest Ye Fall To Fatal Sleep 
  Hll Treasure Is not What It Seems 
  Some Of What Ye Seek Is Dreams 
  Beware Ye ffiost Of Griswald Grimm 
  Ee careful What Ye Steal From Him 
  Freerover The Bard 
  Scroll # 2 obtained from external source in the game 
  
  Poisons and Potions 
  From Griswald Grimm 
  Griswald Grimm's poisons and potions are world renowned. They come in vials, 
  tins, ·powders for mixing and just about any other way that one could imagine. Finding a 
  Grimm potion assures either quick cash (they're in demand) or quick results (in whatever 
  they do). Your 30 sided dice can help you identify which potion who finds and how it affects 
  his pocketbook or his person (depending on whether he imbibes it or sells it). 
  Roll ' arid you the potion is identified as 
  # Turns duration Dosage Value 
  01 
  Invisibility - the stuff thieves' dreams are made of. 
  3 
  1 
  325GP 
  02 
  Instant Armor - powder which hardens when thrown. 
  4 
  1 
  290GP 
  03 
  Speed - doubles dexterity, increases heartbeat. 
  2 
  1 
  436GP 
  04 
  DynaMyte - shrinks user to 8 inches, multiplies PRs x 10. 3 
  2 
  600GP 
  05 
  Wolfbane - werewolf control powder sprinkled on victim. 20 
  1 
  998GP 
  06 
  Pyrotoxin - causes victim to burst into flame, 
  p 
  1 
  998GP 
  07 
  Stasis Powder - freezes victim in time. 
  24 
  1 
  976GP 
  08 
  Sting - cardiotoxin exactly resembles fatal heart attack. 
  p 
  1 
  800GP 
  09 
  Nighteyes - user can see in dark (causes light blindness 
  p 
  1 
  590 GP 
  10 
  Drop Dead - allows user power to order death. 
  2 
  1 
  1998 GP 
  11 
  Flower Power - allows user to assume a flower shape. 
  10+ - 1 
  900GP 
  12 
  Firedamp - creates controllable intelligent fireball. 
  5 
  1 
  3000 GP 
  13 
  Venom of Sea Snake - neurotoxin very deadly. 
  p 
  1 
  978GP 
  14 
  Wall of Flame - allows conversion of strength to fire. 
  4 
  1 
  898GP 
  15 
  Elf Sneeze - causes uncontrolable sneezing in elves. 
  3 
  1 
  200GP 
  16 
  Stupid - cuts Intelligence to 1. 
  9 
  1 
  200GP 
  17 
  Bright - raises Intelligence to 200+. 
  1 
  1 
  908GP 
  18 
  Sherwood's Formula - allows incredible archery. 
  1 
  1 
  400GP 
  19 
  Converse - allows talk with animals. 
  1 
  1 
  290GP 
  20 
  Growit - increase user's size by tenfold. 
  10 
  1 
  660GP 
  21 
  Undead Disguise - simulates zombie including smell. 
  10 
  1 
  890GP 
  22 
  Liquid Truth - user must strictly tell the truth. 
  29 
  1 
  900GP 
  23 
  Ecchhh - reduces charisma to 1. 
  10 
  1 
  90GP 
  24 
  Aha! - allows user to detect truth in others. 
  10 
  1 
  lOOGP 
  25 
  Flight - allows user to fly up to 200 feet. Landing? Well ... 1 
  1 
  330GP 
  26 
  Z - increases dexterity tenfold in swordsmanship. 
  10 
  1 
  800GP 
  27 
  Winetasting - user can tell good wine from bad. 
  p 
  1 
  lOOGP 
  28 
  Clone - allows user to reproduce himself up to 5 times. 
  1 
  1 
  990GP 
  29 
  Enlighten - changes user into incurable good guy. 
  p 
  1 
  100 GP 
  30 
  Remember - enables user to recall skills from past lives. 
  10 
  2 
  800GP 
  
  Griswald Grimm's 
  Little Shop of Poisons 
  and Potions 
  This is the original poisons and 
  potions book, featuring 60 of your 
  favorite mind and body affecting 
  substances such as Pyrotoxin and 
  Velvet# 9. As an added bonus, this 
  book also features an "unforseen side 
  effects" table for those rare moments 
  of recovery from one of Dr Grimm's 
  potions. 
  only $10 
  Mark # 1 on your order form 
  Rascals, Rogues, 
  Rapscallions and 
  Renegades 
  This book is the perlect companion 
  to Pandora's Dice Wheel or works 
  well as a stand alone. There are non-
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  single dice on the wheel and every 
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  With this book you can instantly 
  populate your world with rascals, 
  rogues, rapscallions and renegades 
  on a multi-dice basis. 
  only $7.95 
  Mark # 3 on your Order Form 
  Pandora's Dice Wheel 
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  Odds on the numbers within each circle are 
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  This unique item is a must have for the 
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  Mark # 2 on your order form 
  Apothecary 
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  Sixty new poisons and potions from that 
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  an encore short story from Linda Tiernan, 
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  and descriptions of books you might find in a 
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  The new short story "The Audacious 
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  The World's only intelligent fireball. You'll 
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  ~----------------------------------, 
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  T4406 
  BLUE OPAQUE 
  S 1.50 
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  YELLOWOPAQUE 
  Sl.50 
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  Sl.50 
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  S 1.50 
  INKED TRANSPARENT 30'5 
  T4500 
  ASSORTEDCOLORS 
  $1.50 
  T 450 l 
  CLEAR TRANS. 
  S 1.50 
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  Sl.50 
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  S 1.50 
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  BLISTER CARDED THIRTY SIDED 
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  7130 
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  CHAMELEONS™ 
  Armory 30 Sided 
  Dice Gaming 
  Table Books 
  Two different 30 Sided dice table books. Each book 
  contains over 40 fantasy role-playing tables. Table 
  titles include: People you meet in a tavern, Things 
  packed in your knapsack, magic spells, found 
  treasure, and more! These game aid books are 
  great for adding depth and enviroment to your 
  fantasy characters and adventures. 
  8001 30 SIDED GAMING TABLES BOOK VOL.1 $3.95 
  8002 30 SIDED GAMING TABLES BOOK VOL.2 $3.95 
  " Thirty Sided Character and Other Tales" 
  8001-D 30 SIDED DICE BOOK VOL. 1 WITH 
  ONE TRANSPARENT 30 SIDED DIE 
  $4.95 
  8002-D 30 SIDED DICE BOOK VOL. 2 WITH 
  ONE TRANSPARENT 30 SIDED DIE 
  $4.95 
  ; I 
  i I I 
  DICE THAT ACTUALLY 
  CHANGE COLORI 
  The non-toxic formula is permanent. so 
  · 
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  IAlrmors 
  you can make them change again 
  and again. just by worming them in 
  your hands. For a quick change back. 
  toss'em in your freezer! The cooler color 
  is what you'll normally see. It takes about 
  15 to 20 seconds to change in your hand to 
  the warm color. Add some excitement to your 
  role playing games. 
  THE FINEST 
  IN HOBBY & GAMING 
  ACCESSORIES 
  Armory products are available 
  from your local hobby/game or 
  comic shop. Or you may order 
  direct from The Armory -
  4145AmosAve, Baltimore, Md. 21215 
  Please Add S l .00 for postage & handling. 
  
  ~· 
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  __. 
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  Accessories 
  Specialty Dice 
  New Deluxe 5/8" 6-Sided Dice for use with your 
  fantasy gaming adventures. Each dice is 
  imprinted with different illustrations or text. 
  DIE-01 HIT LOCATION DIE 
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  ENCOUNTER 
  CARDS 
  New fantasy gaming cards for use 
  .
  -
  with all fantasy role playing games. 56 df!--
  r;Jjl~ 
  . · ·' · 
  different cards plus 8 blank ones for 
  ·=: 
  ·· 
  creating your own encounters. Card 
  · 
  titles include Potions, Treasure, Magical 
  $4 QS 
  Weapons, Gate guards, & Room cards. #8400 
  • 
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  • Quick Drying • Minimal Figure Detail Loss 
  • Ideal for priming Large Armies 
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  • Use Water-Based markers for drawing gaming layouts. 
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  Four Grid 
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  VISIT YOUR LOCAL HOBBY/GAME & COMIC SHOP FOR ARMORY PRODUCTS AND ALL YOUR GAMING NEEDS. 
  About The Author ... 
  Bob Liddil is a freelance writer from 
  Peterborough, New Hampshire. His work has 
  appeared in Scholastic Scope, Marion Zimm.er 
  Bradley's Fantasy Magazine, White Wolf Magazine 
  and The Sorcerer's Apprentice. 
  Bob's books in print include The 30 Sided 
  Character and Other Tales for The Armory, as 
  well as Little Shop of Poisons and Potions, 
  Apothecary on the Street of Dreams, Rascals, 
  Rogues, Rapscallions and Renegades and The 
  Absolute Beginner's Guide to Writing Fantasy 
  Fiction. His style combines dry humor, 
  imagination and a love of the game cultivated 
  over 14 years as an avid player. 
  Bob's affection for 30 sided dice and their 
  endless potential began with the first one he ever 
  encountered. He's been writing tables ever since. 
  For what ever reason, Bob can be 
  contacted at: 
  Bob Liddil Publishing 
  Post Office Box 66 
  Peterborough, New Hampshire 03458 
  About The Cover Artist ... 
  R
  uth Thompson is a young illustrator 
  from Tuscaloosa Alabama. She has 
  exhibited her artwork at many Cons 
  and Science Fiction festivals throughouL 
  the south. Ruth has published 12 limitcd 
  edition prints which arc available in 
  Black & White or Hand-Colored. She 
  works in pencil, pen & inks, watercolor 
  and color pencils. She has combined her 
  artistic ability with her love for the 
  fantastic and found that the result meshed 
  surprisingly well. Her Style is very 
  distinctive with bold graphic images 
  of women warriors, unicorns, and dragons. This is her first cover 
  painting for a fantasy roleplaying game aid. The Armory has 
  plans to use more of her artwork in upcoming publications. For a 
  catalog/flyer of Ruth Thompson's limited edition prints write to: 
  TARNISHED IMAGES C/O RUTH THOMPSON 
  P.O. BOX 4455 UNIVERSITY OF ALABAMA 
  TUSCALOOSA, AL 35486 
  
  Dice Tables For Gamemaster or Gamer! 
  Encounters In The Strange Lands is a complete set of 20 excitingly new and 
  different dice tables for the 30 Sided Dice. Teaming the dice designing brilliance 
  of The Armory and the sly humor of Bob Liddil (author of The Armory's 30 Sided 
  Character and Other Tales,) This book is both entertaining and enhancing to any 
  Fantasy Adventure game which employs dice, 
  Check Out Some of the Contents 
  • Ancient Scrolls hidden here and there to give tantalizing clues. 
  • Encounters at the Crying Lion, the most famous tavern in the Outback. 
  • Exploring Cavern Deep, a notoriously deadly treasure trove. 
  • Hot time in the city, main streets and back roads of Belestria in the desert. 
  • Things slipped into your rucksack by your Aunt Millie (who loves you). 
  • The gods must be crazier here, they're playing jokes on mortal men. 
  • An extraordinary micro-module, "The Search For Fezenclop's Tomb" 
  • A very special dice table featuring Griswald Grimm poisons and potions. 
  Plus Much Much More! 
  Roll your dice inside these pages and you might encounter: 
  • A camel train headed east with many fine goods for sale . 
  • A youth seeking information about becoming a werewolf. 
  • A book entitled "Elf Abuse, The Untold Scandal". 
  • A testy guard shouting, "HALT, Identify yourself!" 
  • A sign which reads, DEITY XING. 
  • A tidel wave of slime washing down a hallway. 
  In all, more than 500 different encounters, characters, objects and situations! 
  In addition, included is the world debut of "Stopover At The Crying Lion," 
  a previously unpublished short story featuring Griswald Grimm, Master 
  Alchemist and Captain Red, Admiral of Nauticals, Prince of the Werewolf 
  Sailors. 
  Suitable for all Role Playing systems 
  ISBN 0-926895-01-X 
  
SOURCE: textdata/thevault/Tables & Charts/All-in-one/30-Sided Adventure and Other Tales [1990].pdf