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Friday, 7 November 2025

"The Tower of Demons" (a Questworld scenario for RuneQuest and Dragon Warriors)

In the early 1980s, Oliver Johnson and I were hired to work on Games Workshop's Questworld book. This was to be a non-Gloranthan setting for Runequest. I'd originally been asked to design Adventure, an all-new RPG for Games Workshop, when they had just lost the UK publishing licence for D&D. Adventure fell by the wayside when GW got the British licence for Runequest, so the Questworld job was a sort of consolation prize. By the way, when I say "hired", there were no contracts or money changing hands or any of that modern malarkey. The lot of a writer back then may have inspired me to write "Dealing with Demons", which was obviously taking shape around the time we wrote this scenario.

It's an introductory 2nd edition Runequest scenario for 5-8 characters who have 25% to 35% in main weapons. There seems to be absolutely nothing to distinguish it -- no baroque fantasy elements, no plot twists, none of the flourishes that Oliver and I later injected into our RPG work. To judge by the absence of Ancients and habdigars and the lingering traces of standard Runequest (dwarves, Lunars, etc), at this stage we were just part of the Questworld writing team in the UK. Later we got the whole gig (still no contract, obviously) and, fuelled by Afghan Black and listening to Bowie and Brian Eno and Lou Reed, cooked up a different strain of fantasy -- but you'll find no evidence of that here, sad to say. If the adventure is of interest at all, it's purely as a historical curiosity. For example, that mention on the map of "Brimstone". Robert Dale had already written that memorable mini-campaign, and run it, and so it's nice to be able to report that Brymstone (sic) might eventually get published this decade.

Storyline

A month ago, a dwarf called Trazien went to the Alban village of Sanmarl. He sought treasure beneath an old tower, but the villagers feared that an undead sorcerer dwelt there, so no one would accompany him. Trazien did not return, and now his family are hiring adventurers to find out what has happened to him.

The undead sorcerer actually died about forty years ago. A man named Gallofess has recently occupied the tower - he uses a disguise to pass himself off as the old lich. He will try to dupe the characters (as he earlier duped Trazien) into bringing up treasure from the caverns under the tower.

The adventure is primarily combat-orientated, with some scope for developing other skills. The fight with the kaifeng guardians at the end will call for some tactical intelligence if the characters are to avoid heavy casualties.

HISTORY (for the Referee)

High up on the cliffs near the fishing village of Sanmarl there is an old tower, once part of the coastal defences. It had stood empty for close to a thousand years when the demonologist and necromancer Moldragor made his home there. That was three centuries ago, and Moldragor's sorcery enabled him to remain active long after his natural death. His undead existence finally came to an end some forty years ago, but most of the villagers are still in terror of him and will not go near the tower on any account.

Almost sixty years ago, before Moldragor died the true death, Lord Culgast of the powerful Cavilla family came from his northern province, bringing his son to be educated at the renowned Academy of Lord Stagira. Disgusted at the "decadence" he found, however, Lord Culgast changed his mind almost as soon as he arrived, and set off again to the north. As Culgast's ship approached the headland where Moldragor's tower stands, a storm came down out of the heavens without warning, driving the ship onto the rocks. There was only one survivor.

A month ago, a dwarf named Trazien came to Sanmarl in a fishing boat. He sought treasure, and tried to hire some of the young men in the village to accompany him. When he found no one was willing, he marched off to the tower alone. His boat is still in the harbour.

PLAYERS' INTRODUCTION

Trazien's relatives are rather anxious to know what's become of him. They will pay adventurers 10 L per day (each), with a reward of 5000 L if Trazien is brought back safely or 750 L for news of his whereabouts/fate. [At this point we were still using Lunars as the standard Questworld currency, but that was only a placeholder.]

They tell the party that Trazien always wore a bloodstone amulet around his neck, by which he can be identified if the worst has happened.

THE VILLAGE OF SANMARL

Sanmarl is a typical fishing community of about one hundred and fifty souls. The villagers are generally good-natured, though a little wary of strangers.

There is one tavern (The Smuggler's Retreat) and one four-room inn (The Bell).

The principal inhabitants are:

Carnobar, a Lightbringer priest. A small village like this does not merit a full priest; he is just an initiate. He is also the local doctor. Impatient and irascible, he is not well liked.

Mother Ril is, at 70, Sanmarl's oldest inhabitant. She lives alone in a cottage on the outskirts of the village. She will tell visitors how she used to see Moldragor stalking the clifftops by night in her youth. The more inducement she is offered, the more she will embellish her tales.

Fergus the Red is the most influential man in the village. Officially there is no headman – all adult males have equal say in village affairs – but he is usually looked to as leader. He was a soldier in his younger days. If anyone breaks the law in the village (stealing, using weapons in a brawl, vandalism, etc.) he will see they are dealt with quickly and severely.

Mad Hriss was the cabin boy, and the only one to survive when Lord Culgast's ship went down. He has lived here ever since. He hit his head on a rock as he swam ashore, and he is now very simple-minded. Anyone patient enough to buy him a drink and listen to his rambling speech will be told how Hriss found himself washed up on the beach that night. Some way off he saw a hideous figure – the lich Moldragor, he insists – communing with figures of flickering light which danced and leaped between the sea and the raging heavens. Moldragor did not notice him, and presently a huge inhuman creature strode out of the sea carrying the treasure chest from Lord Culgast's cabin.

Selith Hala is a poet, a minor noble who chooses to live here for the quiet and scenic scenery. She can sometimes be seen practicing her swordplay on the beach; her technique is superb (60%), but she has no interest in adventuring.

Gosvin Keg is the village head-case. He will pick fights in the tavern and try to intimidate his opponents by saying, "I break bones." He is forever being put in the pillory, but it makes no difference. At least he normally only bothers strangers...

THE TOWER

Set back about thirty yards from the edge of the cliffs, this was originally built as a watchtower to give early warning of raiders from the sea. Mostly it appears to be very ancient and weathered except for the pavilion at the top and the arrow slits from the upper floors, which seem more recent additions.

The tower is sixty feet tall and about thirty feet across. The worn blocks of stone are quite suitable for climbing. (+5% to climbing rolls.)

The door to the tower is of oak. (It is not locked.)

General notes: There are seven floors, the topmost of these being the pavilion. Each floor consists of a single chamber about twenty-five feet across (the walls are ten feet thick). Crude stone steps link each floor to the next.

A. Ground floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (see below)

FIRST GLANCE: A large shield has been set against the door. As the party enter they will knock this over. Whoever opened the door has a chance to grab the shield before it hits the floor (DEX as a percentage) if they have a free hand.

The room is circular, about eight and half feet high (as are all the others). It has recently been swept clear of dust. Beside the entrance is an oak beam which once served to bar the door; the brackets which held this have fallen out of the wall. There are no windows.

CLOSER LOOKS: There is a bedroll against the wall behind the door. Its size would suit a dwarf.

EXITS: The steps up to the next chamber begin diametrically opposite the door. Below the steps is a trapdoor to the caverns under the tower.

TRAPS: The top of the shaft just below the trapdoor is covered by a Warding 1 spell. Passing through this will not activate an alarm. The Warding wands count as a Hidden Item.

DENIZENS: Gallofess need not be present in this room, but he will be somewhere in the tower. The shield against the door is his, placed there to warn him if anyone enters.

Gallofess is gifted with infinite patience. He is distantly related to the Cavilla family and believes he could make a legal claim to much of their land if he could obtain the lost talisman. He came to the tower six weeks ago. He has disguised himself, using gruesome make-up and rich, dusty robes, to appear as some sort of undead sorcerer. His plan is to pretend to be Moldragor and to send any adventurers who come along down into the caverns on his behalf. He can lie very creatively, and managed to fool Trazien the dwarf. Since Trazien has been gone a month, however, Gallofess realizes he must have been killed. If the party call Gallofess’s bluff he will use his Vial of Smokes (see below) to escape. If forced to fight, he will try to get his attackers to follow him up the steps (where they must use their weapons left-handed).

SPELLS - Demoralize; Bladesharp 1; Protection 1; Dispel Magic 2; Detect Magic; Detect Enemies; Healing 1

SKILLS - Oratory 25%; Evaluate Treasure 45%; Listen 55%; Spot Hidden 50%; Spot Trap 35%; Disguise 60%; Move Silently 35%; plus various Knowledge skills (Demonology, History, etc. at about 45%).

MAGIC - Tattoo on arm can be used to summon demon wolf for 2D4 rounds once per day.

Vial of Smokes is a glass bottle which releases thick fog over a 64 cubic meters volume when shattered; the fog disperses instantaneously after 5 rounds (one minute).

POW 5 storage crystal.

TREASURE – 3W (hidden in belt) and 35L (in belt pouch).

SPECIAL NOTES: The demon wolf takes half damage from bronze weapons. Anyone striking it with a bronze weapon is subject to a special curse spell; if the curse takes effect (compare the wolf's POW and the character's POW on the Resistance Table), roll D6: 

  1. Character's arms are paralyzed 
  2. Character is struck blind 
  3. Character is struck dumb 
  4. Character is transformed into a rat 
  5. Character's leg is withered, halving their movement 
  6. Character is hideously disfigured and twisted, causing the loss of 10 points CHA.

A curse can be removed with dispel magic 2.

As daylight demoralizes the wolf, Gallofess will summon it only on the ground to third floors (where there are no windows) or within the fog from the Vial of Smokes. At night he can summon it anywhere, of course.

B. First floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Pretty much the same as the ground floor. Again, there are no windows. There are brackets on the wall for torches. There is a wooden table in the middle of the room.

CLOSER LOOKS: There are several clay jars and a pile of what look like rabbit bones on the table. (The jars contain fresh water.)

EXITS: Two - the steps leading down to the ground floor and, across the room from these, the steps up to the chamber above.

C. Second floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Still no windows. Set around the room are several statues about a metre tall.

CLOSER LOOKS: There are five statues in all. All have had their heads smashed off and one has been toppled from its plinth. The statues are of black marble and all depict old men in ceremonial robes.

EXITS: The steps up and the steps down.

MISC. NOTES: Moldragor used the statues to commune with his colleagues in the mystic Brotherhood of Whispers. Gallofess smashed them, just as a precaution in case they animated.

D. Third floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Still no windows – and no torch brackets, either. There is a stone font in the middle of the room, and the floor around it is thick with dust.

CLOSER LOOKS: The font is dry. Within, at the bottom, is the bas-relief of a smiling unhuman face.

EXITS: Steps up and down.

MISC. NOTES: The font was used by Moldragor in certain scrying spells. Gallofess knew just enough about it to give it a wide berth (hence the dust), but it is in fact quite harmless.

E. Fourth floor

INITIAL DIE ROLLS:

01-95 Nothing
96-00 Gallofess (unless already encountered)

FIRST GLANCE: Six arrow-slits serve as windows in this room. It seems to be a storeroom strewn with miscellaneous items of all kinds.

CLOSER LOOKS: There are wands of various woods, lacquered ceremonial masks, several flutes, two small silver bells, a drum, rotting gowns and robes, bottles of fluid, coloured chalks, books, censers, a small bronze gong, and so on.

EXITS: Steps up and down.

TRAPS: There is a trap on the bronze gong (See below for details.)

TREASURE: The entire contents of the room would count as treasure to a demonologist, as they are his stock-in-trade. If the party could locate a practicing demonologist and get all this stuff to him it would be worth about 2500 L.

The bronze gong is the only really special item. Moldragor used it to call and control his demonic guards (see below). He also set a Runic defence on the gong. If it is touched, everyone within three metres must resist a POW of 18 or be frozen in place for ten minutes. Only Detect Magic will reveal this spell. The spell works only once, and then is automatically dissipated. It can be removed with Dispel Magic 6. It was originally intended to hold intruders until Moldragor himself could come and finish them off. Since he is now dead, everyone will be fine when the spell wears off – unless those unaffected take the opportunity for some treachery.

If the gong is struck, one of the demonic guards leaves the door to Moldragor's sanctum and make its way to wherever the gong is. When it sees any intruders, it will attack. Within ten metres the demons find the gong's sound painful – only Moldragor could use it to control them, but anyone else striking it repeatedly can at least cause them enough pain that they will fight at a 5% penalty to Attack and Parry.

F. Fifth floor

INITIAL DIE ROLLS:

01-35 Nothing
36-00 Gallofess (unless already encountered)

FIRST GLANCE: There is an oaken cabinet against the wall, and six more arrow-slits.

CLOSER LOOKS: There is a complicated geometric symbol etched into the floor. The cabinet contains six bows and six quivers, each with twelve arrows. The bows require a STR of at least 18 to use, and do 1D10+1; treat as Composite Bows.

EXITS: Steps up and down.

TREASURE: The bows are very fine, worth maybe 300 L each.

MISC. NOTES: The symbol in the floor is (of course) for summonings. Moldragor liked to call up demonic archers if his tower needed defending. The summoning spell is described in one of the books in E and could be used by anyone who knows the Ritual of Summoning.

G. Top floor

INITIAL DIE ROLLS: If the players have come up from the other floors and not yet run into Gallofess, he will be here. If they scale the outside of the tower, there is roughly a 27% chance of finding him on the top floor.

FIRST GLANCE: The chamber is a marble dome with five archways leading out onto a balcony. The steps themselves emerge onto the balcony, which is five feet wide. In the middle of the domed chamber is a low stone slab.

CLOSER LOOKS: This was open battlements when originally built, and the dome is a much more recent addition to the structure. The floor under the dome is tiled with green marble. On the stone slab there is a greatsword. Its blade is a deep, almost luminous, blue-green and the hilt is of polished coral. Four effigies squat at the corners of the slab: clawed warriors with heads and lower bodies like a shark’s. These are about 25cm high, carved of black wood.

EXITS: Down the steps or (in emergencies) over the parapet.

TRAPS: Within each effigy is a Warding wand. The sword is protected by a 4-point Warding, and anyone reaching for it will receive a 4D3 Disruption attack.

TREASURE: The sword bears the Water Rune. Anyone who belongs to a Water Rune cult can use it to summon a small undine from out of the sea once a month. Any character, whatever his cult, can use it to fight in water at no penalty. The sword can take 30 points of damage, and is as hard as iron on a critical hit. The user can swim with it in water, at no penalty.

THE CAVERNS BELOW THE TOWER

The trapdoor at the bottom of the tower gives access to a three-metre shaft protected at the top by a Warding spell (see above). At the bottom of the shaft are steps hewn out of the rock. After descending about thirty metres these emerge into a tunnel sloping gently downwards, and this opens into a natural cavern.

1. Jetty

INITIAL DIE ROLLS:

01-75 Nothing
76-00 Zombie

FIRST GLANCE: A low chamber; characters will have to stoop. Stalagmites and stalactites reach to form pillars here and there. An underground stream flows across the far side of the cavern, and a boat is moored at the jetty there.

CLOSER LOOKS: There are moorings for a second boat. The boat is in perfect repair and could hold half a dozen people. The stream flows south.

EXITS: There are three: the passage back to the tower, and the two tunnels where the stream flows.

DENIZENS: The zombie may be here, but is more likely to be encountered in 6.

MISC. NOTES: The perfect condition of the boat is due to the Stasis Rune magic Moldragor used in building it. A Dispel Magic 6 would cause it to rot in seconds.

2. The tunnel

This is very low, and characters will have to crouch down in the boat.

3. Another jetty

FIRST GLANCE: A second boat, identical to the first, is moored here. The cavern is like the first, except that the roof is high enough for characters to stand normally.

CLOSER LOOKS: There is a metal gate (open) in the southern part of the room.

EXITS: Via the metal gate, or up- or downstream.

HIDDEN SPOTS: Concealed behind a stalagmite to the north are two hand axes and a small pouch containing damp, very mouldy bread.

MISC. NOTES: Trazien left the axes and bread (which was a bit mouldy when he first bought it), thinking he would return this way.

4. Storeroom

FIRST GLANCE: The room is obviously artificial, carved out (presumably) by Moldragor's demonic servitors, whose claws have left gouges in the rock. It is two and a half metres high. There are four figures standing at the far end.

CLOSE LOOKS: The "figures" are just suits of bronze plate armour hanging on stands. They are SIZ 15.

EXITS: There are two: the metal gate through which the party have just come, and a heavy wooden door in the eastern end of the room.

TRAPS: Opening the door in the east rings a bell to alert the demons outside the inner sanctum. The bell cannot be heard from here.

DENIZENS: The Iron Snake. This creation of Moldragor's is hidden in one of the suits of armour. Its favourite tactic is to coil around the leg or arm of the person it attacks, in order to prevent the use battle magic.

5. Small waterfall

There is a shallow but quite sudden slope in the tunnel here. If the boat overturns, there is a chance that the zombie will make an underwater attack (if not already encountered and destroyed).

6. The tomb chamber

FIRST GLANCE: The cavern is some three metres high, flooded except for a protruding shelf of rock to the north-east on which rests a bronze casket 2x1x1 metres.

CLOSER LOOKS: The casket lid bears a glyph. Anyone who can read will recognize it as the glyph denoting "mol-". This glyph represents the same sound in both Sovereign and Upcoast so it does not matter which of these languages the character understands.

Within the casket is the shrivelled body of Moldragor. Clasped to his chest he has a small lead plaque covered with a twisting serpentine script that can only be read by characters with Demonology of at least 15%.

EXITS: The only visible exit is the tunnel from which the stream flows into this chamber. To the south, under the surface of the pool, the stream exits and flows down to the sea.

DENIZENS: The zombie spends most of its time here. It was once a smuggler who foolishly took refuge in Moldragor's tower one night when the coastal patrols arrested his companions. It will attack any intruders, attempting to drag them under the water.

MISC. NOTES: The plaque buried with Moldragor is a special safeguard. Without it, his spirit is prey to the torments of all the demons he summoned in life or undeath. If either of the demonic servitors from 8 is led here it will (after discharging its duty to kill intruders) remove the plaque. Gallofess would recognize the plaque's significance, but would hardly care about removing it.

7. Antechamber

FIRST GLANCE: Another chamber hewn out of the rock by demons. Steps lead down to the south. The staircase is surrounded by a low balustrade, so that there is a narrow landing to the south of the room. There is the mouldering corpse of a dwarf with a bloodstone amulet beside the entrance.

CLOSER LOOKS: There is a painting on the south wall. It depicts a proud-looking young man. The corpse is that of Trazien and he was hacked to death.

EXITS: The passageway in the north end of the east wall, and the stairs to the south.

TRAPS: If anyone goes onto the landing directly under the portrait, a trapdoor gives way and drop him/her about six metres onto the stairs.

TREASURE: The portrait is of Moldragor as a young man. It is more than three centuries old, signed by the artist, and worth up to 800 L to a collector. It is preserved with Stasis Rune magic.

There is also Trazien's equipment. The armour is bronze - but dwarf-sized, naturally. He also had a heavy mace, a large shield and a spear. His belt-pouch has 100 L, which his relatives would like returned.

8. Passage to the sanctum

FIRST GLANCE: From the foot of the stairs, the passage goes south for eight metres and ends in a door. There are two figures standing at the far end – or only one if the other was summoned by the gong in E.

CLOSER LOOKS: (Is anyone going closer?) The figures are Moldragor's demonic guardians. They are powerful beings with fiery red eyes and black scales tinged with reddish-gold.

EXITS: Back down the passageway or past the guardians and through the door at the end. The door is oak, stained with blood, into which Moldragor's name has been burned.

DENIZENS: The demonic guardians. One of these will guard the door at all times, but the other will leave to attack or pursue intruders.


9. Inner sanctum

FIRST GLANCE: This is a circular room hung with rotting tapestries. Illumination comes from a circle of bright white light six metres across on the floor in the middle of the room.

CLOSER LOOKS: The pool of light has no obvious source. The tapestries fall into shreds if touched.

EXITS: One door to the north (the entrance) and a secret panel to the south-east.

HIDDEN SPOTS: The secret panel counts as a Hidden Item. If not spotted immediately, a meticulous search of the room (taking 15-20 minutes) would locate it. The panel is hinged horizontally through the middle.

TREASURE: In the alcove beyond the secret panel is a chest. Moldragor bound this with his Stasis enchantments. Dispel Magic 4 or 35 points of STR will break the seal; there is only room for two characters to wrench the lid up at the same time.

The chest contains an amulet, a bronze jar, three books, a ring and a number of gold and silver coins.

The amulet is an emerald in a silver setting. This is the lost talisman of the Cavilla family. It would fetch 800 L if sold as treasure. Returned to the Cavillas, it would earn their undying gratitude, which is maybe worth more.

The bronze jar is sealed with wax. If opened, it will be found to contain a pungent liquid in which floats a pickled human heart.

The books are tracts on Demonology (theory rather than practice). They are almost incomprehensible to anyone with knowledge of Demonology less than 25%. Others can use them to raise their knowledge of Demonology to 50%, at a rate of 300 hours' study per 5% increase. The books are worth 2000 L each.

The ring is silver with miniature jade butterflies set around it. It is a Healing 3 matrix.

The coins amount to 75 W and 1000 L.

Notes

It irks me that we gave no explanation for why Moldragor is now properly dead, having previously enjoyed two centuries of existence as a lich. Player-characters are bound to wonder about that, especially as the demons he summoned are still doing his bidding. One possibility is that he is not completely dead but only dormant, using long periods of rest to recuperate his undead “stamina” – but the characters will probably burn his body, so perhaps he could partly awaken and mutter threats and promises if they don’t destroy him. You won’t want him to awaken fully because these are after all starting-level characters, but it could still be a memorably creepy and frightening moment in an otherwise fairly routine dungeon-style adventure.

Oliver and I assumed we’d need a simple adventure like this because a lot of players might be coming to Runequest for the first time. Our Questworld setting in its eventual form was more of a traditional fantasy milieu (influenced by Moorcock, Vance and Robert E Howard) than Glorantha with its Bronze Age cults and talking ducks – though whether it was traditional enough to entice the mass of players away from D&D, as Games Workshop hoped at the time, is something we’ll never know.

If the GW Questworld book had ever looked like being published, we might well have decided to drop this scenario. One sign that we hadn’t revised it is the presence of a dwarf (“Mostali” in RQ). At the point we wrote this we were still testing how far we could push Questworld away from Glorantha. I couldn’t see the point of importing all the same gods, and was damned if I was going to include those daffy ducks, and soon after this we’d discarded RQ elves (not actual elves but humanoid plants, meh) and dwarves in favour of bespoke creatures like habdigar.

The Dragon Warriors variant

This being the anniversary year of Dragon Warriors (oh, did I mention that before?) I can't resist adding DW stats -- purely for completeness, as it's hard to imagine that anybody wants an old-school dungeon bash for starting DW characters these days!

GOSVIN KEG (village bully)

Rank: 2nd

ATTACK 15                            Fist (d3+1, 3) or improvised mace (d6+1,5)

DEFENCE 7                             Armour Factor 0

MAGICAL DEFENCE 3          Reflexes 11

EVASION 4                             Movement 10m/20m

STEALTH 12

PERCEPTION 6

Health Points 15

Special ability: On an Armour Bypass roll of 4, Keg grapples his opponent, who is then at −2 ATTACK. The grappled character must roll Strength or less on d20 to break free (one attempt per round).

GALLOFESS (fraudulent warlock)

Rank: 5th

ATTACK 17

DEFENCE 11                           Armour Factor 3

MAGICAL ATTACK 18

MAGICAL DEFENCE 9          Reflexes 14

EVASION 5                             Movement 10m/20m

STEALTH 14

PERCEPTION 8

Health Points 11                       Magic Points 10

Special Items:

o    Vial of Smoke: Thick white smoke billows out in a 5m radius; completely opaque, even to magic; dissipates on a roll of 6 on d6, roll at the end of each round.

o    Summoning Tattoo: Calls a Demon Wolf for 2d4 rounds, one use per day.

DEMON WOLF

Rank: 2nd

ATTACK 16                            Bite (d6,6)

DEFENCE 4                             Armour Factor 1 (half damage from nonmagical weapons)

MAGICAL DEFENCE 8          Reflexes 17

EVASION 7                             Movement 15m/30m

STEALTH 17

PERCEPTION 14 (elfsight)

Health Points 12

Special Abilities:

  • Cursed bite: a target who is bitten is subject to a curse with a MAGICAL ATTACK of 8; roll for effect of the curse as in the Runequest scenario; it can be removed by a holy relic or a 6-point Dispel Magic.
  • Takes half damage from nonmagical weapons.
  • Weakened (−2 ATTACK, −1 Armour Bypass) in daylight.

THE IRON SNAKE

Rank: 4th

ATTACK 19                            Bite (d6,4 + poison) or coil (see below)

DEFENCE 8                             Armour Factor 5

MAGICAL DEFENCE             Reflexes 18

EVASION 7                             Movement 15m/30m

STEALTH 18

PERCEPTION 10

Health Points 15

Abilities:

  • Coil Attack: Restrains an enemy’s arm, causing −2 from ATTACK, −1 from Armour Bypass rolls, and preventing gestures needed for a sorcerer to cast spells.
  • Poison: Injects a strong poison if it scores 5-6 on an Armour Bypass roll.

THE ZOMBIE

Rank: 4th

ATTACK 14                            Axe (d8,6)

DEFENCE 6                             Armour Factor 1

MAGICAL DEFENCE 3          Reflexes 3

EVASION 3                             Movement 6m

STEALTH 6

PERCEPTION 5 (gloomsight)

Health Points 24

KAIFENGS

Rank: 7th

ATTACK 17                            Battleaxe (d8,6) or 2 x Claws (d6,5)

DEFENCE 10                           Armour Factor 4 and shield

MAGICAL DEFENCE             Reflexes 13

EVASION                                Movement 10m

STEALTH 15

PERCEPTION 15 (panoptical)

Health Points 24

Special Abilities:

  • First kaifeng Can jump 10 metres in combat.
  • Second Kaifeng: indetectable by magic, ESP, etc.

Converted Magic Items

Bronze Gong (Summoner’s Bell)

  • Striking it calls a kaifeng demon from the tower’s sanctum.
  • Can be used to cause pain to summoned demons (−1 to Attack and Defence if gong is struck within 10m).
  • Has a one-time stasis effect (Magical Attack 18, lasts 10 minutes).

Greatsword (Sea-Forged Blade)

  • Magical Weapon (d10,5))
  • Allows wielder to fight in water without penalty.
  • User can summon a water elemental out of the sea once per month.

Silver Ring with Jade Butterflies

  • Allows one use per day of Greater Healing, Antidote or Cure Disease (user’s choice). Roll d20 when used; on a roll of 20, the magic dissipates permanently but the ring still has value as jewellery. 

Wednesday, 5 November 2025

Blood Sword - the prequel

This may make sense only to our British readers, but Guy Fawkes Night was originally instituted as a day of thanksgiving (with bonfires & straw-filled effigies instead of turkey & cranberry sauce) and for what could we have better cause to give thanks than Red Ruin Publishing's new 200-section Blood Sword prologue gamebook?

It's by Martin Dangov, with illustrations by Dean Spencer and Carlos Castilho, and there is a companion app developed by Prime Games that helps manage the character sheet, skill development, and combat. 

You can get Sword of Harmony on DriveThruRPG and it's pay-what-you-want. That's better than a sparkler and a hot dog, eh?

Friday, 31 October 2025

The darkening land

A poem today to summon the spirit of Halloween. This is by Thomas Hardy:

Tree-leaves labour up and down,
And through them the fainting light
Succumbs to the crawl of night.
Outside in the road the telegraph wire
To the town from the darkening land
Intones to travellers like a spectral lyre
Swept by a spectral hand.

A car comes up, with lamps full-glare,
That flash upon a tree:
It has nothing to do with me,
And whangs along in a world of its own,
Leaving a blacker air;
And mute by the gate I stand again alone,
And nobody pulls up there.

"Nobody Comes" was written in October 1924, and it makes me wonder if Hardy ever visited Binscombe...

I always say that Mary Shelley's Frankenstein is not a horror story in the way that Dracula is, for instance. But I also love James Whale's movies and, even more so, the Hammer series with Peter Cushing as an ennobled and deliriously driven Victor Frankenstein -- and Hieronymus J. Doom shares my geeky obsessions, as you'll see from this characteristically discerning, witty and well-argued review of my interactive take on Frankenstein:

As if that's not enough of a Samhain fix, Frankenstein was recently featured on the blog here.

Other sources of delectable chills for the time of year are:

And true connoisseurs of contemporary fantasy will be pleased to find an all-new weird tale by John Whitbourn, Britain's peerless modern master of the genre, in Wrong magazine from November 5th onwards.

Sleep tight!

Friday, 24 October 2025

A Thaumaturge campaign using Dragon Warriors rules

Habitués of these parts will already know that I’m an unabashed fan of The Thaumaturge CRPG, so it was only a matter of time before I started noodling around with ways to depict its lightly fantastical early 20th century setting in a roleplaying campaign. Google tells me that Dragon Warriors in Polish is Smoczy Wojownicy – and this year being the 40th anniversary of DW and the 120th anniversary of the June Days, here’s an outline of how that adaptation could work.

Thaumaturges in Dragon Warriors

Thaumaturges, also known as temperomancers, are treated as mystics. To qualify as a thaumaturge, the character must have Psychic Talent of at least 13.

The character does not get spells automatically. They must first bind one or more salutors. Each salutor has a number of spells (usually one per level) aligned with its nature, and which unlock as the thaumaturge advances in rank. The GM will determine the spells available to a salutor when creating it.

When spells are cast, the thaumaturge rolls for Psychic Fatigue in the usual way for mystics except that it is the bond with that specific servitor that is fatigued; if the thaumaturge has other salutors then he or she can still invoke their powers. Each salutor has a different time of day when its bond to the thaumaturge will defatigue.

The thaumaturge can mentally confer with their first salutor. This calls for a few moments of quiet mediation, so it can’t be done in the middle of a conversation or fight. The salutor doesn’t have access to any special knowledge, but it has its own insights and may give some useful advice on the thaumaturge’s current course of action. (The main point of it is so that the GM can give players a subtle nudge when they are at a loss.)

Finding a salutor

Salutors usually attach themselves to individuals with a particular flaw, which the thaumaturge can discern with the skill of Aesthesics. To draw out the flaw, the thaumaturge must provoke the individual to excessively indulge the flaw to the point that they overreach and it causes them trouble. For example, urging a character with the scandal-mongering flaw to go too far and thereby attract the disapproval of the people they are gossiping with. That being achieved, the thaumaturge can acquire the flaw by rolling Psychic Talent or less on d20.

Subduing a salutor

Acquiring the correct flaw to attune with a wild salutor qualifies the thaumaturge to attempt to subdue it. This is a struggle analogous to physical combat except that Magical Attack and Magical Defence are used in place of Attack and Defence. Psychic Talent is used instead of Health Points, recovering at the end of the psychic battle regardless of outcome. Blows struck use d8 for Armour Bypass and do 4 damage. The character’s Armour Factor is equal to the number of bound salutors he or she has. Most wild salutors will have AF of 1 or 2.

If the thaumaturge wins the psychic battle, the salutor is subdued and can then be bound. If the thaumaturge loses, the salutor escapes into the wild and is gone for good; the thaumaturge retains the flaw and additionally suffers madness. (You can roll for madness as per standard DW rules, but better still if the insanity relates to the newly acquired flaw.)

Binding a salutor

Once subdued, a salutor is successfully bound if the thaumaturge rolls Psychic Talent or less on d20. If the attempt fails, the salutor escapes into the wild but can now be tracked using Aesthesics and the thaumaturge can again attempt to subdue it.

Flaws

Flaws are psychological traits such as pride, ambition, envy, recklessness, malice, scandal-mongering. If you have a flaw it may sometimes work as an asset, but think of it as a special ability with a downside, causing trouble for you as well as for others.

The best example of a flaw that springs to mind is the case of Richard the Lionheart, shipwrecked and travelling through hostile territory in the guise of a merchant, who was apprehended by Duke Leopold of Austria because he insisted on wearing a pair of exquisite gloves that no itinerant merchant could afford.

Thaumaturges must acquire a new flaw in order to bind a wild salutor into their service. Additionally, any time the player chooses to act in accordance with one of their flaws they can earn experience points proportional to the inconvenience or danger caused as a result:


Other abilities of a thaumaturge

In place of Dragon Warriors mystics' Premonition and ESP, the thaumaturge has four innate abilities.

Psychometry

This is the ability to read psychic impressions (“traces”) from objects imprinted with strong emotions. By handling the object, the thaumaturge detects the trace. Each person’s trace is as unique as a fingerprint, meaning that the thaumaturge will know if they have seen the same trace before, and if they know whose trace it is (immediately apparent if they have spoken to them) they will always recognize it again.

Psychometry allows the thaumaturge to retrace a person’s steps after speaking to them, following their trace the way a dog would follow a scent trail but with the important distinction that the thaumaturge is not discerning a physical trail but rather is winding back through the character’s thoughts and feelings. Therefore the trail is not only locational but also social; if the character had an important conversation with somebody else, the trace will lead to that person rather than simply the spot where they happened to talk.

The time that a trace can be followed back depends on the thaumaturge’s rank: 5 minutes times the thaumaturge’s rank squared. So a 4th rank thaumaturge could follow a trace back eighty minutes. This is only a limit on following the path of a continuous trace. There is no time limit on detecting a trace on an object that has strong emotions attached; such traces last for decades.

Psychometry also gives the thaumaturge the power to imprint a message on an object. The message can be read by any other thaumaturge just as easily as if it was written.

A thaumaturge can conceal their trace on an object. In that case, another thaumaturge attempting to read the trace must match their Magical Attack against the first thaumaturge’s Magical Defence in order to do so.

Aesthesics

This skill allows the thaumaturge to read someone’s emotions while talking to them. The thaumaturge can detect whether the person is telling the truth, when they are hiding something, and if they have a flaw.

The same skill can be used to mask emotions, flaws and lies from another thaumaturge, who must match their Magical Attack against the dissembling thaumaturge’s Magical Defence to see through the veil.

Aesthesics can also be used to find a person whose trace the thaumaturge is familiar with. The thaumaturge knows the direction to go, but not necessarily how far off they are. The chance of knowing the distance is 10% times the thaumaturge’s rank.

Manipulation

When a thaumaturge knows what is most important to a person, they may be able to manipulate the person’s emotions to convince them to do something. A character who is eager to impress a superior might be convinced that the thaumaturge is somebody the superior will listen to, for example.

Different salutors play on different emotions and aspirations. When using the manipulation ability, the thaumaturge enlists the salutor’s power and this could cause psychic fatigue on their bond. Treat it as a level 4 spell (analogous to the mystic spell Enthrall, in fact) matching the thaumaturge’s Magical Attack against the target character’s Magical Defence.

Sequester

Thaumaturges who meet can move their conversation onto the psychic plane. Their astral selves appear as they do normally but their surroundings vanish. On the psychic plane it is impossible to speak an untruth, which can be revealing even to the person speaking. Any of the thaumaturges in a sequestered conversation can leave it at any time – usually, that is; you could freak out a player by having them unable to return to the real world. No matter how long the conversation on the psychic plane, when it ends no time will have passed in the real world.

The grimoire

The grimoire is a book of psychic formulae. To use the abilities of their salutors, a thaumaturge must have a grimoire to hand. Without it, they cannot cast spells or manipulate emotions. Their psychometry and aesthesics abilities are unaffected, however.

Running the game

When a campaign is set in a historical setting, there is a temptation to fanfic it by pulling in ideas and characters from any and all contemporary genre fiction. Don’t, that’s my advice. Honour the originality of The Thaumaturge by seeing that it stands on its own merit as an original fantasy setting. It does not need and will in no way be enhanced by treating it as a turn-of-the-century bucket in which you need to throw Sherlock Holmes, Dracula, Raffles, Cthulhu, Allan Quatermain, John Silence, Professor Challenger, or any other intruder from a different fictional universe. Less is more, and once you start down that road you are inevitably lining up to jump the shark.

On the other hand, it’s well worth plundering any and all the real historical details. Characters, events, history – they’re all there on Wikipedia, and provide rich seams from which to mine the storylines of your campaign. There is no better way to absorb the feel of a place than by visiting it, of course, and in the absence of time machines the ideal way to soak up the vibe is simply by playing the CRPG, which does a first-class job of conveying the style and culture of the times along with the combustible atmosphere of a society riven by tensions between past and future, rich and poor, oppressor and oppressed.

Other game systems

If you’re using a skill-based system like GURPS or Call of Cthulhu, you can incorporate the dimensions of the Thaumaturge system: Deed, Heart, Mind, Word. In Jewelspider those first three translate closely to three of the four qualities that define a character: Strong, Inspired, Clever – except that Jewelspider uses Inspired for both persuasion and emotional insights, and splits The Thaumaturge’s Deed stat into Strong and Graceful. 

The snag with using Jewelspider is that it’s explicitly tied into the Legend setting and has no instant-cast spells, so you’d have to junk the entire magic system and rebuild that to be based on salutors and psychic powers.

If you don’t mind working out a bunch of playbooks you could use a Powered by the Apocalypse framework with Deed, Heart, Mind and Word as the base stats. It risks becoming tediously mechanical, as you’d have to force all the character roles through the usual PbtA cookie cutter of, say: thief, reporter, army veteran, bon viveur, artist, entrepreneur, gangster, etc –- and as any of those could potentially be a thaumaturge, the whole playbook structure shatters at the first tap.

GURPS has a lot of detail (here) about weaponry of the period. If you do decide to stick with Dragon Warriors, there are some early 20th century rules for that here. And if you want to delve deeper into the rich folklore of Poland, take a look at Beyond Corny Groń by Kuba Skurzyński.

This is a repost of an article from my Jewelspider page on Patreon. About half the posts, like this one, are open to all who subscribe to the page whether they are backers or whether they are what Patreon calls "free members". Of course, the choicest pieces are reserved for the paying members, but I hope this one will entice you over to browse among the non-paywalled content and to consider subscribing for the top-drawer stuff.