TEXT:  
  Crown of Qthuken 
   
   
   
  Old School Adventure Toolkit 
   
  By Sean Wills 
   
   
   
   
  
   
   II
       
   
   
   
   
   
  ‘Crown of Qthuken’ Copyright (C) 2014 by Sean Wills 
   
  ‘Pits & Perils’ Copyright (C) 2013 by James & Robyn George 
   
  All artwork and images  
  reside in the Public Domain 
   
   
   
  
   
   III 
   
   
  In the autumn years of the HOLY TIBERIAN EMPIRE one last expeditionary 
  force was dispatched to a newly discovered continent named VINLAND. Beset by 
  adversity and poisonous feuding between the seven rival families that 
  command it, this dwindling army has so far failed to reap sufficient 
  treasures to appease the Empress should they ever return home. Their 
  northward progress has stalled at the ancient, abandoned Dwarfwall upon 
  encountering local opposition from the Vinlandic tribes, united under the 
  risen god QTHUKEN, King of the Mountains. Undaunted, the Tiberian 
  commander, Prince Bishop Spinosi, desires the golden Crown of Qthuken for 
  his Empress, or perhaps himself. 
   
  The second coming of Qthuken has also impacted upon PORT ST. WILLEM, a 
  thriving colony already founded five years ago by a foreign trading guild 
  under charter from the King of NEW AUSLAND. Native Vinlanders recruited 
  and trained as guards have deserted after a night of bloody mutiny leaving 
  the colony with only a few mercenaries to lead the citizens in any defence 
  should the port become besieged. As anxiety for the colony’s future mounts, 
  the Guild is attempting to recruit capable individuals to investigate the 
  god’s seat of power, his ziggurat - THE HALLS OF QTHUKEN. 
   
  Vinlanders, Tiberians, Auslanders. The fate of the New World hangs in the 
  balance as the people of three lands attempt to forge history to their will.  
   
  Then the party sails into port. 
   
  Play begins in Port St. Willem. 
  
   
   IV 
   
   
  PORT ST. WILLEM 
   
  1) DOCTOR SNYDER’S TOWNHOUSE, secret cellar under locked trapdoor with 
  poison needle (1-6 damage) holds a bound and gagged Brutish mercenary 
    
  2) CHURCH OF GOGH THE REDEEMER: 
  ‘’Blessed are they who tithe generously to Gogh, for they will be cleansed of 
  their sins in the afterlife’ 
   
  3) BURGOMASTER’S MANSION, collection of native artefacts (Type B/II), 
  grounds are patrolled by 3 TIMBER WOLVES after dusk. 
   
  4) WATCHTOWER, mercenary lodgings and lockup housing 1-6 local brigands 
    
  5) GUILDHALL, meeting place where trading deals are brokered and witnessed   
   - iron vault in cellar, an intricate three-key lock, three of the guild  
     members are keyholders 
   - contains financial ledgers, promissory notes and DAHL’s first draft of the 
     Vinland Compact, a secret document planning secession from Ausland’s rule 
   
  6) THE GULL & GUSSET, quayside drinking den, nightly card games 
    - serves muskrat stew, KERKHOF’s special brew, juniper-flavoured schnapps.  
    - common room available for patrons to sleep the night, price is   
        
      carrying out a task or errand for PAPA NEESKENS 
    
  6-12 Vinlanders are still living in and around the port alongside 1000+ 
  Auslanders who journeyed there for a variety of reasons (roll 2d6): 
   
  02 
  deserters 
   
  03 
   exiles  
   
  04 
   fugitives 
  05-08  fortune seekers 
  09-10  pilgrims 
   
  11-12  refugees 
  
   
   V
  NOTABLE PERSONAGES 
  (For random port encounters with people in discussion (1-4) or dispute (5-6), on 
  a subject of referee’s choice, roll 1-6 twice)  
   
   
   
   
  1) CHRISTIAAN DAHL, Burgomaster of Port St. Willem 
   
  2) NICOLAAS VAN HOUBEN, priest of Gogh the Redeemer  
  2nd Level CLERIC (Lawful/WIS) HP 10; FP 1; CURE, HEAL, ALLY 
   
  3) AUSLAND TRADE GUILD 
  01 
  THE THREE BROTHERS CRUYFF, ‘fishermen' (coastal raiders) 
  02 
  WIDOW JONGBLOED, moneylender, trades furs, ivory and hides 
  03 
  CAPTAIN HAAN, makes a monthly trading voyage to Ausland 
  04 
  PAPA NEESKENS, owner/bartender of ‘The Gull & Gusset’ 
  05 
  DOCTOR KERKHOF, alchemist and brewer of potato-based liquor 
  06 
  OLD STRIK, owns two outlying farms, married a native Vinlander 
   
   
  4) DOCTOR SNYDER, herbalist and Tiberian spy 
  6th Level THIEF (Neutral/CHA/DEX); Attacks: 1, dagger; vial of poison (save 
  vs. sleep for 1-6 rounds); bag of sneezing powder; Move: 50’; HP 12; +2 to all 
  rolls for Stealth 
   
  5) JOHN SCARISBRICK, mercenary captain from Grand Brutain 
  7th Level FIGHTER (Neutral/INT); Attacks: 1, attack bonus +1, great sword +1 
  damage; SWEEP, THRUST; Move: 20' (plate mail); HP 22/+3 
   
  6) BRUTISH MERCENARIES (not pictured) 1-6 appear (there are 6 in total),  
  3rd Level FIGHTER (Neutral); Attacks: 1, attack bonus +1, sword; COVER; Move: 
  30' (chainmail + shield); HP 14/+3 
  
   
   VI 
  TIBERIAN CAMP 
   
   
   
   
   
  COMMAND TENTS AT CENTRE OF CAMP: from left-to-right - whom they belong 
  to, and the companies they command (roll 2-12 when wishing to speak to 
  someone in command or to see which unit soldiers encountered belong to): 
   
  02 
  CARLO BALDINI, Light Foot - 50 slings and spears (leather) 
  03 
  VITTORE JULIANO, Archers - 75 longbows, 25 crossbows (leather) 
  04-05  ISABELLA FACCHETTI, Heavy Cavalry - 50 lancers (plate), warhorse 
  06-08  GIORGIO SPINOSI, Prince Bishop, commander of the expeditionary force, 
    
  accompanied by 6-12 veiled bodyguards from the Sisterhood of Tibus 
    
  Ascendant (short sword, leather under robes)  
  09-10  ANTONIO MAZZOLA, Heavy Foot - 100 polearms (chainmail) 
  11 
  PAOLO BENETTI, Light Cavalry - 50 horse archers (leather), warhorse 
  12 
  SERGIO CASTELLINI, Supplies, camp followers (dagger). His son’s unit  
    
  has so far failed to return from a scouting mission north of the  
    
  Dwarfwall. 
   
  Most Tiberians (5 in 6) accept the existence of many gods (even those of other 
  faiths), but believe that all these gods favour the Tiberian royal bloodline 
  as their emissaries and rightful rulers of mankind. 
   
  Many Tiberians (3 in 6) believe that the commander of their faction would 
  prove to be a better leader of the expedition than GIORGIO SPINOSI. 
   
  Some Tiberians (1 in 6) believe that the Prince Bishop has had a popular, 
  celebrated knight, RAFAEL CASTELLINI, assassinated out of jealousy, as the 
  swordsman was a ‘favourite’ of the Empress.  
   
   
  [Travel times between the three major settlements are for the referee to 
  adjudicate, we used 3 or 5 days during playtesting.] 
   
  
   
   VII 
  WILDERNESS ENCOUNTERS 
  Roll twice daily, once during travel in the wilds and once during rest. 
  Roll 1-6 South of the Dwarfwall, 2-12 East of river, 3-18 if North West. 
   
  NAME 
  ATTKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  1-2 TIB. SOLDIER 
  1 
  1 
  - 
  - 
  M 
   3:2* 
  (arms and armour as per previous page) 
  TREASURE : 
  1-6 GP 
  03 
  WILDERKIN 
  1 
  2 
  50’ 
  C 
  S 
  6-12 
  feral dwarf, blowpipe (save vs. stun 1-3 rounds) 
  TREASURE : 
  A/I 
  04 
  WOOLLY RHINO 
  2 
  4 
  20' 
  N 
  L 
  1 
  �+2 to attack with initial charge, leather (+1) 
  TREASURE : 
  A/II 
  05 
  GRIZZLY BOAR 
  3 
  4 
  30' 
  N 
  L 
  1-3 
  if wounded, becomes frenzied, +1 to damage 
  TREASURE : 
  A/I 
  06 
  TIMBER WOLF 
  3 
  3 
  40' 
  N 
  M 
  3-6 
  follow party at 60’, will attack once daily 
  TREASURE : 
  A/I 
  07 
  AUS. SETTLER 
  1 
  1 
  50' 
  - 
  M 
  2-12 
  farmers, loggers, trappers, hunters, prospectors 
  TREASURE : 
  1-6 GP 
  08 
  MAMMOTH 
  2 
  6 
  40' 
  N 
  L 
  1-3 
  successful attacks with tusks throw foes 20’  
  TREASURE : 
  A/III 
  09 
  GREAT ELK 
  2 
  4 
  50' 
  N 
  M 
  1-2 
  �+1 to attack with initial charge, then flees 
  TREASURE : 
  A/II 
   
  10 
  Roll twice – either in fight with each other (1-3) or pursuit (4-6) 
   
  11 
  LLAMA HERDER 
  1 
  1 
  50' 
  N 
  M 
     1** 
  Vinlander, distraught, has lost entire herd  
  TREASURE : 
  - 
  12 
  GHOST COUGAR 
  1 
  3 
  60' 
  N 
  M 
  3 
  only harmed by spells or magic weapons 
  TREASURE : 
  - 
  13 
  ICE MAIDEN 
  1 
  6 
  50' 
  C 
  M 
  1 
  fae guardian of wilds, spells: ICE BOLT, WINK 
  TREASURE : 
  - 
  14 
  THUNDERBIRD 
  3 
  5 
  50' 
  C 
  L 
    1** 
  beating wings creates RUIN every 3rd round 
  TREASURE : 
  A/IV 
  15 
  VIN. WARRIOR 
  1 
  2 
  - 
  -� 
  M 
   3:1* 
  (arms and armour as per following page) 
  TREASURE : 
  A/I 
  16 
  PALE WARDEN 
  1 
  4 
  50’ 
  C 
  M 
    1** 
  old hermit, hooded robes, staff of striking 
  TREASURE : 
  B/I 
  17 
  VIN. HUNTER 
  1 
  2 
  50' 
  -� 
  M 
     3-6*** 
  spear (1-3) or bow (4-6), dagger 
  TREASURE : 
  A/II 
  18 
  BIGFOOT 
  3 
  6 
  40' 
  N 
  L 
    1**� 
  bigger than your average sasquatch 
  TREASURE : 
  A/IV 
   
  * e.g. 3:2 means 3 encountered for every 2 people in the characters’ party 
  ** one only, if rolled again - re-roll � 
  *** with 2-12 captives (Aus. Settlers). Vinlanders prefer to take prisoners to 
  sacrifice to Qthuken rather than slaughter them in combat. 
   
  
   
   VIII 
  HALLS OF QTHUKEN 
   
   
  QTHUKEN’s ziggurat overlooks a plateau (600’ in length), accessible by a pass 
  at the opposite end, known as the Great Stair. A thousand warriors drawn 
  from the three Vinlandic tribes, formerly enemies, are encamped around the 
  ziggurat awaiting the call to war with the foreigners. By day they prepare 
  and train under the eye of RAFAEL CASTELLINI, a convert to the worship of 
  QTHUKEN. By night they party, giving thanks to the King of the Mountains. 
   
  Day or night, a small party of characters (less than ten) making their way 
  across the plateau may be hailed by 1-6 warriors every 200’ (or every hour of 
  rest) if disguised as natives (1 in 6 chance). Larger parties may attract 
  attention from 12-24 warriors (3 in 6 chance). Only the TEMPLE GUARDS, 
  captives to be sacrificed and servants bearing food or offerings for the three 
  SHAMEN may enter the ziggurat. 
   
  If dressed in non-native attire, warriors will attempt to surround the party 
  and order them to surrender. Captives will be bound and led to the ziggurat 
  to await QTHUKEN’s judgement, via the SHAMEN and RAFAEL CASTELLINI. 
    
  WARRIORS ENCOUNTERED ON PLATEAU 
  Roll 1d6 on row and column to ascertain tribe, arms/armour, beasts (if any) 
   
  01-03 
  04-05 
  06 
   
  MOUNTAIN  
  FOREST 
  RIVER 
  01-04 
  spear/shield/leather 
  bow/dagger 
  sling/club/leather 
  05-06  plus 
  2-12 baggage LLAMA 
  1-3 TIMBER WOLVES 
  (1) MAMMOTH 
   
  Most Vinlanders (5 in 6) wil fight to the death for QTHUKEN. 
   
  Many Vinlanders (3 in 6) distrust RAFAEL CASTELLINI. 
   
  Some Vinlanders (1 in 6) believe the SHAMEN act purely out of self-interest. 
   
   
         
       CHANCE DAYTIME ENCOUNTERS INSIDE ZIGGURAT 
  1 in 6 chance every 6 turns on levels A-F 
   
  01 
  RAFAEL CASTELLINI and 1-3 TEMPLE GUARDS (pages X-XI) 
  02 
  SHAMAN: 1-2 ACHIGA 3-4 ZUMKA 5-6 TYOMA (pages X-XI) 
  03 
  1-3 SERVANTS, Attacks 1, Level 1, Move 50’ 
  04 
  SHAMAN (as above) with NOTABLE PERSONAGE (page V) 
  05-O6 3-6 TEMPLE GUARDS (page X) 
   
  
   
   IX 
   
   
   
   
  
   
   X
   
  KEY TO MAPS  
   
  A-1 HALL OF SACRIFICE, steps down to B-3  
  Double wooden doors at outside entrance (closed and bolted at night), 4 torches 
  (lit only at night), sacrificial stone altar at centre, skulls set in niches in 
  walls, incense burner hangs from ceiling on chain 
  Daytime - TEMPLE GUARDS, short sword, scale armour, beaked facemask 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  4 
  30’ 
  - 
  M 
  1-2 
  1-6 GP 
   
  A-2 MOUNTAIN SHAMAN’S CHAMBER  
  Curtain across doorway, sleeping pallet, spare robes, clay jug (potato liquor) 
  At Night – ZUMKA, antlered headdress, sacrificial dagger, 2 SERVANTS 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  TREASURE 
  SPELLS 
  1 
  3 
  50’ 
  L 
  M 
  B/II 
  BOLT, FEAR 
   
  B-3 STAIRWELL, steps up to A-1 (read B-6) 
  Lit by a single torch, inscription on wall written in Dwarvish reads: 
   ‘GREAT QTHUKEN AWAITS THE ENLIGHTENED’ 
   
  B-4 STAIRWELL, steps down to D-11 (read B-6) 
  Lit by a single torch, inscription on wall written in Dwarvish reads: 
   ‘LET THE FAITHFUL CALL, HE SLEEPS BUT LIGHTLY’ 
   
  B-5 FOREST SHAMAN’S CHAMBER, trapdoor and steps down to C-7 
  Curtain across doorway, sleeping pallet , spare robes, ornately crafted chest** 
  At Night - ACHIGA, patterned robes, crested skullmask, sacrificial dagger 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  TREASURE 
  SPELLS 
  1 
  3 
  50’ 
  C 
  M 
  (as below) 
  HIDE, RUSE 
  ** of Auslander origin, trapped with poison gas spray (save vs. be blinded for 
  1-6 rounds), Treasure B/II 
   
  
   
   XI 
  B-6 HIDDEN AUDIENCE CHAMBER 
  [If the pictographs on the outer wall between B-3 and B-6 (depicting 
  QTHUKEN’s descent from the heavens in a fiery chariot and the building of 
  the Dwarfwall) are studied by torchlight (takes one round per 10’), the secret 
  door to B-6 will slide open. QTHUKEN will appear** if called by any 
  Vinlander or RAFAEL CASTELLINI] 
   
  Throne on wall opposite doorway, decorative stucco reliefs on walls, unlit  
   
  **QTHUKEN, the room hums and he materialises with a whooshing sound  
  (stats as H-21), lighting the chamber with his yellow aura. If fought and 
  severely wounded (losing half or more of total hits but not dead), will 
  disappear (teleporting back to H-21), to return in 24 hours 
   
  C-7 RIVER SHAMAN’S CHAMBER - steps/trapdoor up to B-5 (another to G-17) 
  Curtain across doorway, sleeping pallet**, iron lever on wall, healing herbs 
  At Night - TYOMA, patterned robes, feathered headdress, sacrificial dagger 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  TREASURE 
  SPELLS 
  1 
  3 
  50’ 
  N 
  M 
  B/II 
  MASK, STUN 
   
  **sliding stone trapdoor underneath bearing symbols (a rock, a river, a tree) 
  and Dwarvish words ‘THREE BECOME ONE’, blood from a member of each tribe 
  must be split onto the stone to open it, lever closes trapdoor 
  - beneath trapdoor: very steep steps lead down to G-17, there is a 1 in 6 
  chance that a character descending (plus anyone still on the steps below them) 
  tumbles for 2-12 damage, saving dice will reduce this by half 
   
  C-8 PASSAGE – steps down to E-12 
  Double wooden doors at outside entrance (closed and bolted at night), 2 torches 
  Daytime - TEMPLE GUARDS, short sword, scale armour, beaked facemask 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  4 
  30’ 
  - 
  M 
  1-2 
  1d6 GP 
    
  C-9 STORAGE ROOM 
  Left of entrance - sacks of root vegetables, smoked meat hanging on wall  
  right of entrance – 8 barrels of KERKHOF’s special brew, pots of incense and 
  oils (TREASURE type I) 
   
  D-10 CASTELLINI’S QUARTERS 
  Curtain across doorway, sleeping pallet, furs, round table**, lit by 3 torches 
  At Night (1 in 12 chance in day) - RAFAEL CASTELLINI  
  9th Level FIGHTER (Lawful/DEX); Attacks: 2, attack bonus +1, longsword and 
  dagger (+1 damage); DODGE, PARRY, THRUST; Move: 40' (leather); HP 26/+1 
  ** scrolls spread outlining Tiberian signals and favoured battle formations, 
  maps of Port St. Willem sketched on tree-bark 
   
  
   
   XII 
  D-11 PASSAGE - steps up to B-4, steps down to E-12  
  double wooden doors at outside entrance (closed and bolted at night), 2 torches 
  Daytime - TEMPLE GUARDS, short sword, scale armour, beaked facemask 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  4 
  30’ 
  - 
  M 
  1-3 
  1-6 GP 
   
  E-12 ASSEMBLY HALL - steps up to C-8, steps up to D-11  
  Lit by 6 torches, furs spread around raised dais in square area 
   
  E-13 ARMOURY - steps down to F-14 
  Unlit, two doors - both can be bolted from inside, 6 Tiberian diamond-shaped 
  shields, 12 apears, 2 crossbows with quivers (6 bolts each) 
   
  F-14 GUARD CHAMBER  
  Unlit, sleeping mats, furs 
  TEMPLE GUARDS, short sword, scale armour, torch, beaked facemask 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  4 
  30’ 
  - 
  M 
  ** 
  1-6 GP 
  **unoccupied during daytime,  3-6 at night, with the rest partying or guarding 
   
  F-15 PITS - steps up to D-11 
  Unlit, two (10’ cubed) deep pits covered with bolted grilled covers 
  CAPTIVES, Tiberian soldiers 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  1 
  50’ 
  - 
  M 
  3-6 
  - 
   
  F-16 ‘PATH OF THE CHOSEN’  
  Roughly hewn tunnel, unlit, here slaves are handed over to guards, braziers 
  at either side of the entrance burn during the night 
  TEMPLE GUARDS, short sword, scale armour, torch, beaked facemask 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  4 
  30’ 
  - 
  M 
  3-6 
  1-6 GP 
   
  G-17 TREASURE CHAMBER - secret door to G-18 
  Clay tablet**, ivory figurines and Auslander silverware (TREASURE type II), 
  secret door in opposite wall - if opened, the trapdoor in C-7 shuts if not 
  wedged open, requiring strength or magic to open or pass 
   
  ** inscribed with REEK spell, that when cast by anyone, makes a single victim 
  (within sight) exude a curious pheromone (for 3-6 hours) that compels all 
  strangers to believe that they are an evil enemy. Once cast the tablet 
  crumbles 
   
   
   
  
   
   XIII 
  G-18 THE EMPTY ROOM 
  Unlit, wall beside open doorway to H-18 (notice the end of a sliding stone 
  door) bears a Dwarvish inscription ‘LIKE THE WIND ACROSS TUNDRA’ 
   
  H-19 TRAPPED PASSAGE 
  Unlit, holes in walls denote dart traps at waist-height, floor is trapped, 
  walking over or standing still causes poison darts to issue from walls 
  (running doesn’t trigger it). Poison cuts victim’s movement speed by one-half 
  for 1-6 turns. Saving dice apply to reduce effect to 1-6 rounds, +1 bonus for 
  CONSTITUTION. Traps reset after 1d6 rounds 
   
  Once the party enter the door from G-18 closes if not wedged open. Requires a 
  successful STRENGTH check from two characters to open. Unless done as a 
  charge, standing still to push door triggers poison darts if already reset 
   
  H-20 PERNICIOUS POOL 
  Unlit, wooden door to H-21, whole floor is a murky gelatinous 10’ deep pool, 
  stepping onto it causes victim to sink 1’ (with 1-3 acidic damage) per round  
   
  H-21 PORTAL CHAMBER 
  Far wall and those at sides are of a rippling translucent turquoise membrane 
  (see below) which illuminates the chamber 
   
  QTHUKEN, KING OF THE MOUNTAINS (psychic abilities as Level 9 Savant**) 
  ATTACKS 
  LEVEL 
  MOVE 
  SIDE 
  SIZE 
  NUMBER 
  TREASURE 
  1 
  9 
  40’ 
  N 
  M 
  1 
  A/IV*** 
  The first time he is wounded, QTHUKEN will forego attacking with psychic 
  abilities or beak and claws to emit a screech that can stun foes within 30' 
  (saving dice apply) for 1-3 rounds 
   
  ** AURA, LIFT, LINK, SEND, TELEKINETIC BLAST 
   
  ***plus CROWN OF QTHUKEN, which: 
  - extends the wearers natural lifespan indefinitely as long as they stay 
  within the ziggurat 
  - regenerates 1 hit per round in H-21  
  - can teleport wearer to anywhere in ziggurat and back once every 24 
  hours 
  - allows the wearer to return through the blue membrane  
  - any Vinlander will recognise and react to any other bearer accordingly 
  (fear, hate, envy - referee decides) 
   
  MEMBRANE, a one-way portal to the primordial jungles of the planet Venus, 
  inhabited by WILDERKIN. Anyone who enters (or is pushed through) the portal 
  is trapped there. Welcome to the New World. 
  
   
   XIV 
  Pits 
  & 
  Perils 
  Open 
  Supplement 
  License 
  v1.0
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SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Adventures & Settings/Pits & Perils Crown of Qthuken.pdf