Was die Old-School-Community so treibt… oder zwei Sachen auf Englisch…

Ach ja, Petty Gods, ein Community-Projekt unter der Ägide des leider durch persönliche Probleme gebundenen James Maliszewski von Grognardia wurde gerade durch Gorgonmilk quasi feindlich übernommen und lebt wieder auf. Ich habe mich auch entschlossen einen Petty God einzureichen… er ist sehr petty… Seht selbst:

Choozwiz God of Nonmagical Crossroads

Name: Choozwiz
Symbol: A toppled sign post
Alignment: Chaotic
Movement: 90′ (30′)
Armor Class:
Hit Points (Hit Dice): 54 hp (12 HD)
Attacks: 1 Walking Stick of the Lost
1d6 + Special
Save: F12
Morale: 8
Hoard Class:
XP: 3600

Crossroads are magical places of transition – to choose a direction is to choose your fate. Death or glory, all depends on the choice you make. But sometimes, very rarely, there is a crossroad without meaning. Be it that all roads lead to dull and irrelevant locations in the grant scheme of things, or that they are reuniting soon after. Choozwiz is the god of these places.

Choozwiz is a god uninterested in mortal affairs, for the most part, but he is very protective of the few places in the world he sees as his own domain. More than one would-be lord of a mansion or hold to be constructed at a road leading from one of „his“ crossroads was smacked by his cursing Walking Stick (see below). He is not very powerful, and it is relatively easy to bully him away or to appease him by constructing pointless intersecting roads in mostly uninteresting terrain…

Choozwiz appearance is that of an ugly peasant in simple garb with three feet pointing in different directions, speaking with a high-pitched, whining voice, that seems to come from every direction at once. He is never seen without his Walking Stick and is not known for being worshipped apart from the occasional appeasement offerings of pointless roads mentioned above. Even though Choozwiz hates magic and magic-users almost as bad as musicians, he is able to teleport at will to every nonmagical crossroad instantly and to become invisible up to 4 times a day.

Walking Stick of the Lost (Minor Artifact)

Everyone hit by this club-like stick made from gnarly root wood is disoriented for a year and a day (no save), and will always walk into the wrong direction if he has to choose – towards the most dangerous place if he is looking for shelter, or to one dull and harmless place after another if he is looking for adventure etc… This effect can be cancelled by a remove curse cast by a lawful cleric of at least 13th level.

Every mortal that uses the Walking Stick, be it in combat or while hiking, has to make a save vs. spells every other hour or be afflicted by it’s curse as well.

Choozwiz has the ability to call the Walking Stick of the Lost back to him once per day, and it will fly to him, if not secured in one way or another. It has the strength of an ogre for determining carrying cababilities or the chance to break open a door, and similar decisions.

…und der berühmte Zak Smith von Playing D&D with Pornstars hat einen Adlib-Dungeon erstellt… Ich habe das auch mal ausprobiert, mit dem aktuellen Bezug zu N1 Gegen den Kult des Reptiliengottes, -milde Spoiler – weil die Jungs gerade Gestern den Tempel gestürmt hatten, nachdem die Beweise den Bürgermeister überzeugt hatten… und da ich mir nicht sicher bin, ob ich dieses Ding nicht statt des Dungeons im Heft benutzen werde (oder vielleicht sogar Beide…) hier ein Schnitt… Finger weg, Jungs!

Manche Sachen klingen etwas schräg… wenn man einen wertvollen Stoff als Sumpfdroge benennt und dann ein Mosaik daraus besteht… hähä. Jedenfalls ganz lustig. Für den vollen Effekt nicht weiterlesen, sondern selbermachen – und etwas Zeit mitbringen denn das dauert doch…  außerdem habe ich noch etwas redaktionelle Änderungen vorgenommen, Satzbau, Plurale etc.

The sound of the Diamondback rattles is audible throughout if PCs enter through the north entrance. The ceilings are 8 feet high.

Check for wandering monsters every 3 game minutes or whenever PCs make a lot of noise, roll d10:

1-2 d6 snakes

3-4 d4 Troglodytes s (with keys to green locks)

5 1 Giant Collecting water strider looking to kill PCs and steal their 10ft. rope

6-10 Nothing


1 Stairs to surface/next level 

2  Rainbowscaled snake – It is a foot long & eerily beautiful. It is harmless. If unmolested, it will continue to roam the halls.

3 Fragments of a dazzling swamp drug mosaic, very damaged, are here – a landscape with only a pair of white legs ending in hooves are visible so far. Pieces of the mosaic can be found throughout the dungeon, and will fuse to the wall if placed on the mosaic.

The true form of the mosaic is of Sir Rollick of the Grygar’s realm on a horse–and assembling it will create a work of art worth PC level x 1000gp, however it is possible to construct false forms by accident or design.

Existing mosaic+humanoid upper body = a demon. The Marilith in 76 will begin calling anyone present to it. Save vs spell.

Existing mosaic+missing front horse legs+human upper body = centaur. Each round, violent madness will be inflicted on whichever party member rolls the lowest on a d20 until they leave the room.

Missing pieces are in rooms 19, 87, 50

4 This aquatic kobold is intelligent & can speak but does not show it because it fears Cursewords It seeks the snake dildo in room 21

5 Dead Troglodytes

6 Monster in 7 can be heard from here

7 Three headed naga ghost. It is bound to never leave the room.

8 Three Troglodytes looking for the mad high priest

9 Echoing corridor

10 Statue of Set – vandalized. d6 Troglodytes with a Muckdweller here dead in the center of the triangle, apparently dragged from 25. The triangle will slowly devour them over the course of an hour, at which point the statue will come to life and seek out the Marilith in room 75. 

11 Amphisbaena inside a Diamondback rattle…

12 Nonfunctional Diamondback rattles 

13 Junk everywhere, vial of enbalment fluid

14 As soon as the PCs enter this room the  troglodyte stench will activate. A wizard will recognize the effect as a product of a special curse that can be removed on the request of a specific livingmaster (the mad wizard )

15 Kitchen. Pots, pans, the usual. There is a brick oven & a  small pantry closet. A halfling could fit in it.

16 This room is full of  human male sex slaves that the mad wizard has collected.

The columns here look weak and can be destroyed with 30 pts of damage. The ceiling will cave in.

17 2 identical statues. One made of peat one made of swamp drug

18 There is a reed flute here worth 2500gp. Playing it for the first time will cause monster in room 7 to break out and crash through the rooms, collapsing the ceilings until it gets to the player.

19 Library. Full of reed papyrii

-humanoid upper body mosaic pieces from the mosaic in room 3

20 Hall. 11 small portrait paintings. One of each of cultist’s sisters. They are worth d20 x 100gp to collectors with unusual tastes

21 Paladin of Set fighting Troglodytes wizard in desperate battle

snake dildo. Worth 600gp.

22 Empty cells.

23 Old dining room. Three paintings here: each eight feet wide, worth 2000 gp each. 

24 WC

25 Dying Priest of Set, just finished pulling foes to room 10, Muckdweller,

mad wizard. It is disguised as slug and will observe the PCs.

26  troglodyte chieftain is here – it does not speak & obeys the mad wizard. troglodyte chieftain has (as always) hidden a key to room 67 in  incense burner

27 There is a cursed scarf. Any creature inspecting it will be afflicted by a desire to split the party for 1d4 rounds. 

28 Channel of swamp water from south ends in a pool here

29 Channel down center of hallway filled with swamp water a water lilly is floating in it

30 Empty

31 Secret door activated by mechanism in room 85

32 Secret door activated by mechanism in room 85

33 Pool of swamp water

34 Dead villagers carrying diary, contains biographical details of Naga queen including its birthday

35  muddy brown crystal formation. Anything muddy brown that touches it will begin to vibrate unnaturally–the object will then reflect magic for one hour and then explode.

36 Walking into this room lowers steel bars where the green O’s are and releases monster in 37.

37 giant lizardman barbarian in cage.

38 Naga queen’s bedroom. If Naga queen is not in this room the (ordinary) doors will be locked.  Secret door: behind a straw mat–a thin crack will be visible. Room contains a make-up table (no mirror, of course), a canopy bed hung with velvet, (d12 x 100) gp worth of other trinkets. The bed, painting, Naga queen ’s wardrobe, & the table are each worth (d12 x 100) gp. There is a basket with an angry viper inside under the bed containing 600 gp & locket with a small painting of Naga queen

39  Switch raises and lowers bars in rooms 36-38

40 Child’s bedroom. Belongs to Naga queen’s daughter. Her remaining toys ( human dolls ) are here.

41 mudhole with quick sand activated by door

42  Stone walls carved into the shape of human snake hybrid

43 lizard man

44 harpy in cage. Sibling of Naga queen, Gone mad long ago. She may aid the PCs if they convince her they can help her escape the dungeon. She hates the Naga queen & will make any deal to be reunited with her, but again, will turn on anyone aware of her existence immediately afterward.

45 Anything made of peat placed on the altar will be transformed into swamp drug. Any acid in the circle or crossing it will be transformed into cold

46 Texts sacred to religion of Set

47 Puzzle room: hunter, killer and taxidermists are sacred to this religion. A magic mask asks 3 questions only members of those professions, respectively, would know. Wrong answers = blindness and it emits a heartbeat of a giant

48 Statue of a creature of acid . An Archpriest of Set is here. (PC level x 1000 gp worth of gold flake on statue.)

49 Murals depicting Sir Rollick and betrayal by Masilania

50 Tombs. d6 Priests of Set

Fragment of mosaic in room 3 showing horse head and humanoid lower body in a saddle.

51 Tombs. Vial: Substance repels lizard

52 Tomb of Sir Rollick

53 Mouldering skeleton of hero’s traitorous ally, wand of firewall 

54 d6 lizard man guarding sacrifice chamber. They have keys to the cage in room 55. 

55 mudhole with quick sand

Apparently a village boy in a cage. Is actually a Ogre magic . It is looking for the aquatic kobold because it betrayed her.

56 Prayer room, distinctive to Set

57 Prayer room, distinctive to Set 

58 2 dead lizard man

59 2 dead lizard man –one muttering „The villagers , the villagers “ shattered manacles on the floor.

60 2 lizard man  guarding the entrance to room 61

61  crown of command being examined by 3 lizard man

Room is full of juggling knifes

62 Giant Collecting water strider. A pile of its eggs obscure the door to the north. Two reed papyrii containing treasure maps are hidden under the pile.

63 Full of 10ft. rope collected by a giant Collecting water strider 

64 Well, rusty water. Dead adventurers. Burned spellbook. Partially accurate formula for move earth remains. Failed int check indicates mud pit (under caster)

65 Door to north opens easily, door to east seems old and stuck.

66 green slime room.  troglodyte chieftain throws organic waste into this room.. The green slime covers the entire room, including the wall, obscuring the locked, unpickable secret door there. 

67 Troglodyte druid. It knows all about the mad wizard, which is why the mad wizard has had troglodyte chieftain wall it up in a secret chamber. mad wizard keeps it alive for sex.

68 Murals, int check to read, glyphs and pictograms seem to refer to swamp drug and cold

69- Empty or stairs to surface/next level

70 Quiet room.

71 Prison Contains d10+10 victims of Naga queen. A variety of sentient species are represented as well as a few celebrated & high-level missing persons.

72 Door is large, impressive and locked. Picking is at half chance.

73 Throne room of King/Queen of Grygar’s realm . Long dead Grygar’s realm

74  scrolls of strange spells guarded by magic charms 

75 Marilith It has been trapped here by a mystic seal on the secret door by the mad wizard and seeks revenge.

76 Clearly a room once built by the Grygar’s realm culture.

77 Contains various instruments of archaeology

78 Disused archaeology room. Naga queen was having experiments conducted until capture of the mad high priest made them unnecessary. villagers assassin seeking the mad high priest

79 Disused archaeology room d4 snakes

80 Disused archaeology room Blood, remains of snakes

81 d8 snakes

82 Statue of Set

83 d10 lizard man plus animated chaindoublesword

84 Naga queen d4 cultist priests of Set spikes under water experimenting with cold. Huge dead village boy conceals secret door. 

85 Cage containing mechanical model of universe, rotating planets into proper position for the day opens secret door in room 31, rotating them onto Naga queen ’s birthday opens secret door in room 32

86  Pool of swamp water

87 the mad high priest just escaped, hiding from the assassin in room 78.

-missing front horse legs from mosaic in room 3

88 Walls carved with scenes dedicated to Set depicting members of the following professions: hunter killer taxidermists – all kneeling. Careful inspection reveals that carving is not wholly original and the figures have been repurposed. There is a monster with a huge mouth where the secret door to 73-76 is.

Tja das war das. Die Freightttrains sind jetzt erstmal veröffentlicht, vielleicht mache ich wieder mehr hier… mal sehen. Ich verspreche nichts.



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