Sample
Sample
Sample
file
le
mp
Sa
(This page intentionally left blank)
file
le
mp
Sa
Issue #01: “Beware the Beekeeper”
by Gabor Lux (various), Istvan Boldog-Bernad and Sandor Gebei (p. 27)
Illustrated by Denis McCarthy (cover, pp. 5, 12, 29, 35), Stefan Poag (pp. 19, 22), Ga-
bor Lux (pp. 17, 24) & past masters (pp. 3, 4, 21, 26, 27)
Published by Gabor Lux, sole prop., Kiraly Str. 39, 7621 Pecs, Hungary
www: beyondfomalhaut.blogspot.com
e-mail: beyond.fomalhaut@gmail.com
ISBN 978-615-00-1351-0
file
“Fight On!” These were the last words of a famous hero of old, and it is
these words that shall serve as the motto of this zine. It is a pro-
le
ject that has weighed on my mind for far too long, and this first issue feels like settling an
old debt. Over the years, I have written for many fanzines (my first RPG writings were re-
mp
leased in Chaos Ultra, a venerable Hungarian RPG diskmag), but I have never published
my own, and it always felt like missing out. Echoes From Fomalhaut is a way to create
something personal and tangible. It is primarily a physical product (with what I hope are
Sa
worthwhile extras), but I hope this PDF edition will also be of interest to gamers who pre-
fer things digital, or who would like to print their own home copies (a habit I whole-
heartedly endorse!) It is also provided free of charge to people who have purchased
the print edition. All the maps are included in a separate file archive.
The zine’s contents will mainly be drawn from my home campaigns, with an em-
phasis on adventures and interesting locations. This inaugural issue is mostly focused on
the idea of “good vanilla” (standard “adventure fantasy” with a heart), while future in-
stalments will also deal with more out there stuff from the weird world of Fomalhaut and
beyond. In time, I would also like to showcase other creators from the Hungarian old-
school scene, whose work is mostly unknown to the international audience. This issue
includes a set of morale and follower rules, excerpted from the RPG Kazamaták és
Kompániák (“Catacombs & Companies”), and there is more to come.
As always, the decisions are yours. These materials are intended to inspire and
serve as springboards for further development. To this end, not all cheques have been
cashed in, and some of the mysteries have been left undisturbed. From the blank spac-
es shall spring the fruits of your own imagination, and that’s how it should be. Fight On!
Gabor Lux
Pécs, 1 may 2018
Bazaar of the Bizarre
“[Nature] [Persona] is selling [Wares], [with Complications]”
Roll Nature (1d2) Persona Selling Complication (1d2)
1 agile academic advice all exquisitely made
2 amorous acolyte antiques apologises, returns money
3 arrogant aesthete armour as a form of penitence
4 audacious agent armour as bait
5 avaricious apprentice armour as collateral
6 backstabbing assassin baskets as distraction for thieves
7 beaming auctioneer baths as insurance scam
8 benevolent barbarian blown glass as last-ditch gambit
9 bereaved bureaucrat camels as political protest
10 bloated captain cards as side job
11 blunt castrato ceramics at reduced prices
12 brutal child crystals at wit's end
13 complaining craftsman dancing girls awaiting certain doom
14 corrupt cripple documents bearing secret identifying signs
15 cowardly crone doubts but gets prices wrong
16 craven crusader dreams but it is all a mirage
17 credible dancing beast drinks but it is all a nightmare
18 dangerous dancing girl drugs but it is not even his stand
file
19 deformed dervish dusts but there is a higher bid
20 deranged drunk essences but they are adultered
21 devious eunuch eye-spoons but they are already sold
le
2
51 helpful merchant prince mould makes secret sign
52 hot-headed monastic noble title member of secret police
53 humble money-changer objects of art member of spy network
54 hungry monster oils member of tax authorities
55 hypnotised mother opium miscalculates price
56 indifferent nomad paintings misgenders character
57 influential northerner paints mourning misfortune
58 intoxicated official pendulums now on sale
59 jovial outcast philtres of cats
60 kindly overman pillows of flowers
61 lecherous palace-slave privileges of snakes
62 licentious patrician prophecy offering a deal
63 lice-ridden pauper protection on a condition
64 lithe peddler rare metals on brink of insolvency
65 lordly penitent reflections on the run
66 loud pilgrim rights out of looted store
67 malleable pirate rugs out of stock
68 miserable poet salts pursued by bear
69 miserly porter secrets pursued by cats
70 muscular priest seeds pursued by lynch mob
71 obese priestess shave pursued by mummy
72 offended prophet slaves pursued by rival
73 oleaginous prostitute slaves (1d3 types) pursued by undead
74 orderly provocator slaves (1d3 types) sealed and packed
75 paranoid sailor slaves (1d3 types) sighing in disgust
file
76 penitent savant slaves (1d3 types) to attract new customers
77 perverted scavenger slaves (1d3 types) to be rid of curse
78 philosophical scribe smoke to blackmail clients
le
3
Caravan Goods
Roll Goods type
01-10 alcohol / drugs
11-20 animals
21-25 artwork
26-27 curios
28-37 dishes & household
38-40 exotic
41-50 materials
51-60 oil / wax
61-63 religious artefacts
64-69 slaves (2-3/100 gp)
70-73 spices
74-85 textiles
86-90 tools
91-92 treasure
93-00 weapons & armour
Smaller caravans consist of 2d4 carts or camels, larger ones of 2d4*5, each carrying 1d6*100 gp worth
of goods. A 2nd level guard will accompany the caravan for every 100 gp carried, and a 3rd level one for
every cart or camel. Smaller caravans have one leader, while larger ones have 1d3, their level to be
rolled by percentile dice: 01-10 novice (1st), 11-25 seasoned (2nd), 26-55 veteran (3rd), 56-70 elite (4th),
71-90 mid-level (1d4+4), 91-00 high level (1d4+8). Most of these are fighters or thieves. Smaller cara-
file
vans are 1:6 to be accompanied by travellers seeking safety in numbers, while larger ones are 1:2 to be
followed by such. 1d6 travellers will be of interest, the rest being pilgrims and the like.
le
mp
While much of old-school gaming originates from the same lineage, and its products remain
largely cross-compatible, there is much devil in those details. Every table and every party
has its own ideas and house rules, and it is a good idea to lay these assumptions out into the
open. Therefore, the conventions governing this fanzine are thus:
· Unless otherwise noted, the materials published here were designed for Advanced rules.
· A thousand gold pieces is worth a small fortune. Monetary treasure is relatively scarce.
· Conversely, XP for treasure is gained through squandering it in hedonistic excess (or
any kind of lavish spending which has no discernible benefit), with a *5 multiplier. If
you adjust the treasure values, adjust the multiplier as well.
· Level demographics form a very flat pyramid: low-level NPCs (1st to 4th level) are
commonplace, while mid-level ones (5th to 8th level) tend to be outliers – present in
most communities, but never numerous. Few NPCs reach more than 9th level, and
over 12th is almost unheard of.
· Magic is limited to 5th level spells or lower. Magic items are limited to +3.
· Fighters can do carryover damage: when fighting grouped opponents, the damage
remaining after a killing blow is transferred to the next opponent.
· Roll-under morale is in effect (see article).
· The gods are limited in their powers, but actively involved in the fate of the world.
4
The Singing Caverns
file
le
mp
Sa
Playtesters: Gabor Acs (Phil the Terror of Turkeys [a.k.a. Karl, the Guardian of the Flower], halfling Thief 4),
Istvan Boldog-Bernad (+Balthasar the Elf-bane, dwarf Cleric 3 of Haldor)
Kalman Farago (Drolhaf Haffnarskørung, northman Barbarian/Thief 2/2)
Laszlo Feher (+Franz Who Wasn’t Even There, Illusionist 4, Buck, half-orc Cleric 3 of Agak)
Gabor Izapy (Gadur Yir, half-orc Fighter 5, champion of Haldor)
E
5
Background
“Beware the Beekeeper!” This is the advice given to those who would go exploring in the
caverns close to Heartless Hugo’s keep, and it is one many have disregarded at their own
risk. However, the strange hermit is not the only denizen of this old cave system, even if he is
the most unpredictable and dangerous. Bandits have been raiding honest traders along the
road, and shady sorts said to be trafficking with orcs have also been sighted. Deeper still are
mysteries left over from the earlier ages of Erillion, and some who have passed through the
three cave mouths became rich. With promises like that, why worry about some bees?
BBBB O O O BBBB
Random Encounters
Roll random encounters every time the characters pass through a keyed area, or every 10
minutes they spend in a high-traffic area. Encounters occur on a 1:6 probability. Reaction rolls
are crucial in this adventure, as the inhabitants of the caverns are used to traffic, and often prefer
to avoid confrontation. Bandits and orcs may parlay with the company on a good roll, while giant
rats, bee swarms and the Beekeeper may just go their own way. Living statues always attack
humans on sight, and fight to the death. Once a type has been depleted, treat result as no en-
counter. Random encounters below the well (40–50.) are with 2d6 mossmen from 44.
file
1. Bandits (2d6): HD 1+1; AC 7 (leather, shield); Atk longsword 1d8 or hand axe 1d6 or sling
1d4; ML 7.
Hp 5 7 8 9 6 9
le
9 6 7 6 2 8
mp
2 8 2 2 5 8
5 4 6 8 5 7
8 5 8 6 8 9
Sa
2 9 5 7 6 6
9 5 7 6
Scruffy, bearded woodsmen based in their lair at 25–26, and also found exploring the cav-
erns. Most of them blend in well enough to visit Hugo’s keep with impunity.
2. Orcs (2d6): HD 1; AC 6; Atk spear 1d6 or battleaxe 1d8 or scimitar 1d8; ML 7; LE.
Hp 7 4 2 2 2 2
7 6 4 2 6 4
1 6 1 2 6 6
3 1 2 6 4 6
3 1 8 6 2 1
A rowdy bunch, they are guests at Truglag’s (4), but when they are not sleeping off the drink,
they venture out in search of plunder and adventure.
3. Rats, giant (1d4*5): HD ½; AC 7; Atk bite 1d4; Spec disease 5% per wound; ML 5; N.
Hp 2 4 2 1 4 1
3 3 4 3 2 4
4 2 4 2 2 1
3 4 3 3 4 3
1 3 1 1 2 3
1 4 4 1 4 2
4 2 1 4
Cowardly scavengers, they try to drag down stragglers or rip open food bags.
4. Living Statues: HD 4; AC 2; Atk 2*fist 1d8; Spec +1 or better to hit, immune to cold, fire
and mind-affecting; ML 12; N.
Hp 24 20 19 17
They are fashioned in the likeness of primitive men, and pursue slowly but relentlessly.
5. Bee swarms (1d3): HD 4; AC 3; Atk swarm 2d4 + poison (3d4 Hp); Spec ½ damage from
piercing/slashing, immune to mind-affecting, 1d4 damage to swarm on each successful hit;
ML 10; N.
Hp 22 12 11 12 11 17
17 21 22 16 18 9
13 24 18 19 17 19
10 25
They are peaceful most of the time, but react poorly to sudden movements, and the smell of
human sweat.
6. The Beekeeper (+1d3 Bee swarms): Druid 7; AC 4 (bark and honey, Dex); Atk staff 1d6
or 6*darts 1d4+1; Spec pass without trace, ID plant & animal type, immune to woodland
charms, change shape 3/day; ML 10; CN.
Spells: 4/4/3/1; 1: animal friendship, entangle, faerie fire, speak with animals; 2: charm per-
son or mammal, heat metal, obscurement, warp wood; 3: plant growth, snare, summon in-
sects (+1 bee swarm); 4: cure serious wounds.
Hp 34
A ragged man clad in what seemed like dirty, resin-reinforced birchbark. His limbs are caked with
file
a black filth and his face is covered with a thick veil. He cannot speak except make sibilant buzz-
ing voices in the imitation of the bees which constantly accompany him. The Beekeeper is insane
and utterly unpredictable, and has been known to torment intruders to death with his bees as well
le
as to lead the lost back to the surface. 2:3 of the time, he outright ignores others unless dis-
turbed. He is respected and shunned by all other cave dwellers.
mp
Sa
The three cave mouths are found in plain sight at the foot of a hill. Blooming meadows and
small groves of trees cover the landscape. Near the cave mouths is an old wooden hut
swarming with bees. 1d3+1 bee swarms, 1:6 of the Beekeeper, and several pounds of hon-
ey. The caves all “sing” faintly as the wind reverbates while blowing through their passages –
together, they make for an odd choir.
1. Font: Water trickles from the mouth of a grinning, long-nosed and strong-chinned stone
head into a dented brass basin. Several footprints in the mud.
The wind wails through the twisting passage, 1:3 blowing out torches. A few steps down,
a crude tripwire trap has been rigged up to knock out a support beam bring down a shelf
loaded with stones on the unwary (2d6 Hp).
2. Cavern: A cavern seeing heavy traffic. Discarded torch butts litter the floor, walls and 25’
ceiling are black from accumulated soot. 1:3 of drunken ranting and singing from northeast.
Wooden sign next to 10’ ledge and hanging rope reads: “TRUGLAG’S TAVERN. RING
FOR ADMITTANCE.” Pulling on the rope summons a giant lynx, followed by two orcs ask-
ing about characters’ business. They will lower a ladder and admit guests as long as they
have not been revealed as enemies.
7
3. Orc den: Densely packed with bunk beds and crude furniture, this is the barracks for 3d6
orcs and Felice, their tamed giant lynx. They have recently traded their loot for a cartload of
beer from the bandits, and are happily enjoying it.
Felice, giant lynx: HD 3+3; AC 6; Atk 2*claws 1d6 and bite 1d6; Spec 90% undetectable, 5:6
surprise, 75% detect traps; ML 9; N.
Hp 24
4. *TRUGLAG’S TAVERN*: Two torchlit rooms are shored up with wooden beams and fur-
nished with simple benches and tables. 1:2 of 1d6+2 bandits, 1:3 of suspicious merchant,
1:3 of NPC (could be old acquaintance from surrounding area!).
At the counter, Truglag, a potbellied orc wearing a dirty leather apron, serves the local
fare: beer, a ragout with mushrooms, honey-roasted ham hock, and honey scrapes. He also
has 1d3 smoked cave swine hams for 6 gp each (they are cured, oddly spiced and a little
mossy, but make for 10 days’ worth of iron rations). Truglag knows a thing or two about the
caverns and the wilderness, and can help find illicit deals… for a fee.
Behind the bar, a locked door leads to the back rooms: Truglag’s quarters with a
locked chest (150 gp, the chest itself is an antique worth 500 gp), a warehouse for stolen
goods (100 gp worth of beer, 300 gp worth of cloth), a locked hideout (1:3 of fugitive hiding
from law), and a secret passage leading outside to the forest.
Truglag: HD 3; AC 4; Atk two-handed club 1d10; ML 6; LE; opiate (sleeping poison), keys to
the tavern, 18 gp.
file
Hp 17
5. Well room: Water pours from a stone pipe embedded in the wall into a low-rimmed well.
le
The only protection against falling down the 30’ opening (turning into a mossy slide 20’
down), a wrought iron grille, lies bent and useless in a corner.
mp
Debrish and scraps litter the flagstones, and the walls are decorated with scratched graf-
fiti, such as: “Above this pit yonder / Do not your buttocks sit / It is slick and you may blunder
/ And go down with your <word missing>”, or “For a good time, call for Bloody Lucy”, or “Go
Sa
6. The Door of Faces: Remains of an extinguished campfire. A massive iron door decorat-
ed with three grotesque faces blocks further passage. There is no keyhole, but a grille allows
wind to blow through and bees to fly in and out.
The faces are angry, sleepy, and jolly. Scratches in the iron show all three can be turned
clockwise or counter-clockwise.
· Turning the angry face opens a gas valve when mouth lines up with hole in the door,
open flame explodes for 3d4 Hp (save ½).
· Turning the sleepy face carefully opens the door, but turning it in a rash manner ex-
tends blades which slice off fingers (1d4+2 Hp, save vs. paralysis or one finger is
gone per 2 Hp).
· The jolly face emits a shrieking laugh, resulting in a random encounter with 1d3 bee
swarms swarming through grille.
From inside, the door can be pushed open, but it closes in 1d3 turns, and if propped open,
the Beekeeper will soon remove the blocking items.
7. Intersection: Three skulls and a torn piece of veil on the floor. A signpost pointing east
has been broken off and rendered illegible. This is the Beekeeper’s lair, and both he and his
bees resent intrusion (all reaction checks produce result one step worse than rolled).
8. Beekeeper’s lair: Rectangular beehives are piled on top of each other in dusty towers, cov-
ered with 1d3+2 swarms of buzzing bees. The bees attack anyone who is sweating (physical
exertion within 20 minutes). 1:3 of the Beekeeper tending his flock.