Saturday, March 26, 2022

N-Spiration: Hawk the Slayer

Rewind to the 2000s. I'm in college, the OSR is (unbeknownst yet to me) just beginning to take shape, and the world is a mildly younger place - one in which Netflix still sends you DVDs in the mail instead of streaming its own original content. The fortunate we - that is, my house-mates and I: one knew how to cook, one had a Netflix account, and I had a working vehicle; by our powers combined, I'm told, forming a functioning adult - were to receive one such DVD to watch around the old idiot box together. Admittedly, we might have ordered the Mystery Science Theater 3000 version, but the film about which I'm talking - the sword and sorcery "classic," Hawk the Slayer.

N-Spiration: Hawn the Slayer

About the Film

Originally intended as a historical fiction, 1980's Hawk the Slayer is the brain child of Terry Marcel and Harry Robertson - who, after learning of their shared affinity for the Sword & Sorcery genre, added the title character, Hawk's, magical sword - and from there, the story evolved into an inescapably fantasy experience. Be it the Elf, "Giant", or Dwarf who accompany Hawk on his mission, the witch that he uses to re-unite them and who assists the party in their mission, or the central conflict - a brother's envy over a mystic imbued sword - this movie is quintessentially a D&D experience: as a party of adventurers use their might and their wits to navigate through a semi-episodic series of events, culminating in a cohesive narrative and cinematic climax.

For those interested in seeing Hawk the Slayer, it's available to stream online:

It's likewise available on DVD or VHS for those interested enough to search it out.

Why Hawk?

First and foremost, to be clear, Hawk the Slayer is not what one would call a "good" movie. This might come as somewhat of a surprise considering the casting and participation of Jack Palance, perennially acclaimed and recipient of decades of cinematic awards and accolades. However - for those with a taste for the hokey - Hawk the Slayer delivers a fun experience with its low-budget camera "techniques" (reversing footage of a thrown object to simulate telekinesis; at least one entire fight sequence shot in slow motion; cutting back and re-playing firing sequences to present rapid-fire archery; ...), its 70's classic soundboard (an Elfish accent reminiscent of 2-XL; sorcery signaled by synthesizers; ...), and its somewhat cardboard-cutout characters, and character motivations. The film is rated PG despite a body count, according to IMDb, of 116 - making it a fairly good fit for a younger audience: one too young to start asking too many questions or drawing too many conclusions based on better produced or better written franchises.

So, if it's a bad movie, why are you recommending I watch it? I didn't say it was a bad movie - only a movie that falls into what I lovingly refer to as the Mystery Science Theater Category. Its a film that comes off as unintentionally funny and makes a good inebriated romp with your friends and, on top of that, may serve to inspire encounters and scenes for a beer-and-pretzels game.

To speak to the merits of the film for the budding OSR player or referee, Hawk the Slayer has two main elements going for it - the first of which being party dynamics. The core group supporting Hawk in his quest consists of two ranged fighters - the bow-master Elf and the crossbowman (with a rapid fire crossbow: but we're beyond the point where I poke fun at the film's B-movie qualities) - and two melee fighters: Hawk, himself, and Gort, the Giant. The Dwarf, Baldin, fills the role of quintessential Thief - being aware of his own stature, he takes advantage where he can - hiding, ducking, flanking, and I believe engaging both at range and in melee. This is important, as it recognizes his core competency is outside the brawl. Further, a sixth party member - a sorceress (read, Magic User) - helps outside of combat by teleporting party members, by divining the location of sought foes or other elements, and similar magic. But don't M-Us throw fireballs in real D&D? Yes - they do - but the sorceress is important for a couple reasons: first, she doesn't fight in combat! The Magic User knows her limits and avoids battle. Second, not all magic users have the flashy spells - in procedurally stocked dungeons, there is no guarantee you will find the flashy spells you're looking for, and more so, it highlights that other spells: read, the divination in particular - can be more useful. If your party knows what to expect when going into an adventure - if they have scouted the location safely via a scrying pool - they are going to encounter a lot more success, know to bring the right equipment, and anticipate challenges that they can then plan to overcome. Player. Skill.

Finally and furthermore (and, warning, a spoiler is to follow: if you have not seen the movie and have been inspired to see the movie due to this glowing review, skip to the next heading) Hawk the Slayer offers an interesting perspective relevant to some modern OSR experiences: life without a Cleric. While the sorceress is helpful and essential - as discussed above - there is no divine magic, to my knowledge, in the film. There is an Abbess and nuns, holy women, but they are either all 1st level or equivalent limitation because there is no divine magic - no miracles - in the film. The residents of the abbey are helpful (and a hindrance) in their own regards, but nothing to the extent of the "Call healing from the heavens!" that we've come to expect of the Cleric archetype. In the final battle - when the Elf is injured - he afterward must stay with them, bed-rest, in order to heal while other survivors go on to further adventure. (Strict time records, anyone?) 

And why I say this is relevant to the contemporary OSR is twofold: in the blogosphere/podcast ecosystem, there has been some talk about the removal of Clerics - the Lamentations second edition playtest/preview famously removed Clerics as they did not fit the intended esthetic of the game; and secondly - what happens if you just don't roll a good Wisdom between the four of you at the table? You obviously can play a low Wisdom Cleric: old school editions of the game don't preclude spellcasting (though they reward a high prime requisite), one of the key elements of old school play is to think on your feet. While some party compositions can make encounters of different types easier or harder, the biggest impact they have is how you approach the problem. A group that's heavy on Fighters will have a different approach to a dungeon than one that's heavy on Thieves or Magic Users: the balanced party, though helpful, is not mandatory like it is in more modern games: and Hawk the Slayer illustrates this by showing how a party comprised of Fighting Men and Rangers would approach the problem: making use of what he has: a lesson aspiring OSR players would be apt to learn.

For Further Consumption

Not much, sadly.

In 1980, following the film's release, the director - Terry Marcel - was excited enough to be planning a sequel, Hawk the Destroyer, however - as far as I am aware - the sequel never materialized. Further, in 2015, another product, Hawk the Hunter, was attempted on Kickstarter, but met with failure. The Mystery Science Theater version that I alluded to was made in 2014 in the guise of RiffTrax (so, same voices, but different IP) - which is well worth the investment; but, in that half the leads have died, it may be a challenge for the creators to stoke the old flame on celluloid.

That said - as of this year (2022) - Judge Dredd Megazine in its January through April editions, contains a sequel story to Hawk the Slayer in comic form. I have not picked up a copy - physical or virtual - of the issues available to date: as such, I can't comment to their quality or applicability to the gaming mind. If you, dead reader, were to be interested in them - however - I wouldn't fault you for looking them up - and I wouldn't discourage you from letting me know how they read to help me and other readers in our determinations, as well!

In Conclusion

Having revisited the film, researched some on the side, and given detailed consideration - the Garimeter reading for Hawk the Slayer as it pertains to inspire your OSR campaign is 2.

Hawk is sword and sorcery to the bone and hits multiple tropes and expectations within the genre. Additionally, it's set in a faux medieval milieu that would make a fair match for many traditional home brew and published settings, alike. However, the quality of the over-all production - the writing, the cinematography, the acting: the film viewed holistically - is firmly likewise a cult film, a B-movie, and as such, is not for everyone. I have watched it - multiple times - and I have enjoyed it: so, if you, like me, enjoy both old school fantasy adventure and B-tier cinematic experiences, this film is for you.

Delve on, readers!


Hawk the Slayer and all imagery thereof is property of ITC Entertainment and is included in this article for review purposes under US Code Title 17, Chapter 107.

Advanced Dungeons & Dragons and all imagery related to Advanced Dungeons & Dragons is property of Wizards of the Coast and is likewise referenced and used under US Code Title 17, Chapter 107 as a combination of review and parody.

The slide-in of Gary... I got from a meme.

Saturday, March 19, 2022

House of the Hex Hammer

Scale: 10 ft.
Click HERE for a PDF version of this adventure!

A Long Fusiform Object; Jules Ferat

1 - Entry

A natural cave mouth gives way to hewn stone; a calculated sea of stalagmites disguising the entryway from the outside, but failing to provide protection from one spelunking betwixt them. A stale smell - the smell of natural re-use of an artificial context, an ignorance to purpose - greets whomever enters.

2 - Pirates Pentangle

In the culvert to the south of this room, a skeleton sits atop a pile of silver - 1,100 pieces total. Atop his lap, he has a trapped lockbox (poison needle, Save vs Death), containing a further 500 gold pieces.

Five Giant Shrew (B42) mill about the space.

3 - Riven Room

Six rivulets are cut into the floor, running south-west to north-east. They are difficult to move across quickly - but a character moving carefully will have no issue. Nearer to the door, the rivulets are stained black.

4 - North Hall

An armored skeleton - its equipment of foreign, advanced make - is propped against the north wall at this point. Its armor is as Chain, but weighs as Leather; its sword is mundane gains +1 to hit, but not to damage. Additionally, he carries a key - this will open the doors to either room 9 or room 11, determined randomly.

5 - Tophet

Six pillars of flame blow downward from and into matching cylinders 10 feet into the room from each of the points of the hexagonal wall. In the center of the room, a south-pointing triangle bears burn marks in the center; a studious eye will note a human shaped disturbance in the center; where the scorches are less intense. Hidden under some ash in this portion of the room is a gold-plated amulet worth 300 gold pieces.

The flame pillars will not ignite anything placed within them, but will instead cause what is placed in them to melt like wax, regardless of its consistency or make.

Inlaid in each of the sconces is a thick carnelian worth 10 gp. If removed, the flame will turn to a strange white-blue color. In this new state, the flames will no longer melt what is placed under them - but instead will lay a curse on whatever is placed in them on a 2-in-6.

6 - Guarded Horde

Three small chests, each locked, line the walls. In them can be found 500 silver, 500 silver, and 200 gold plus 100 silver. Just beyond the door is a depression in the floor in which resides a Grey Ooze (B36). The ooze is difficult to see, as it appears part of the stone floor: mechanics of which are at the discretion of the referee as to how to spot it, lest a character misstep.

7 - Statue

In the alcove to the north-west is a statue - a gargoyle (inanimate) - sitting amid a set of long-leaf ferns: fiery red and orange in their coloration. The statue overflows, a viscous, algae-choked water leaks from it, protruding halfway through the room on the northern side. The room is quite humid.

8 - Sauna

A spindly fixture hangs from the ceiling in the center of the room, dangling into a pool of water. The spindle is hot to the touch and constantly causes the water to steam - though it never seems to draw empty.

The room is uncomfortable to be in while in armor - but any character who spends at least 3 turns in it is subjected to the effect of a Cure Disease spell, same as might be cast by a Cleric of appropriate level.

9 - Slime Room

Behind the locked doors lies a pile of gold - stretching across the arc of the north-west wall. The gold is false, however - a thin and fragile veneer over a fragile container. A character handling this false gold has a chance to break it - exposing them to the Green Slime (B36) which is contained within. Due to its limited quantity, however, the timetable under which a victim might themselves turn to slime is doubled.

10 - Victims Past

Against the south wall of this dead-end hangs a skeletal corpse, held together primarily by its clothing and chained to the corners - up, down, east, west - of the wall. It has nothing of value and show signs of burns.

11 - Reliquary

Atop a pedestal is a perfect emerald the size of a fist - it is worth 500 gold pieces. Piled at the feet of the pedestal are 300 silver and 200 gold pieces.


12 - Sanctuary Hall

The Hall of Heidelberg Castle; Georg Primavesti and Peter Speeth - and Chandelier; Florence Huston

In the center of this wide hall is a steel candelabra - characterized by hanging razors which tinkle in the breeze if a door is opened, equalizing the pressure and humidity between this room and another. Any character which attempts to open the door to room 13 without deactivating a mechanism - which is accomplished by placing at least 50 pounds of weight on a touch-plate directly under the candelabra - will trigger a trap.

If triggered, the candelabra starts spinning violently, discharging razors in all directions. 2d3 characters within the room, but not under the candelabra, are randomly targeted - THAC0 18 - for 1d6+1 damage on hit.

13 - Hammer Home

On the east and west corners of the hexagonal space, each, are two large statues, sitting, with gems for eyes. The east statue's eyes are transparent opal; the west, iolite. From their eyes extend yellow and purple beams, respectively, which illuminate most of the floor: overlapping into a sick brown diamond in the center of the room. Two or three pillars - human-shaped - stand with looks of horror about them in the illuminated space.


  • A lawful character which enters into the yellow light, or a chaotic character which enters into the purple, must Save vs Paralysis or be turned to salt.
     
  • A neutral character which enters into either light must Save vs Spells or be turned ethereal - unable to enter daylight on fear of disintegrating, but otherwise retaining their faculties.
     
  • A character of any alignment entering into the brown space must Save vs Death or suffer accelerated decay - as a corpse - being devoted and turned to mud, then ash, over the course of 1d6 rounds.

Hovering in the brown light is a warhammer: its face an equilateral hexagon. The warhammer is magical - +1, +3 vs Spell Users of any variety - and may, 3 times daily, be called to cast the spell Move Earth (X18). If pried free, each of the eyes - regardless of color - is worth 250 gp.

Hammer Sledgehammer Mallet Tool; Steve Buissinne

Hall Traps

T1) At this point in the hall is a pit trap, 30 feet deep, 10 by 10 feet across. Any character stepping over it has a chance to trigger it - and any character falling in suffers 3d6 damage.

T2) Along the bend in this hall, circular structures - wreath like - of black twigs form a series of hoops - almost a tunnel - leading southward. It is a tight fit - only one may pass at a time. Any character passing through the tunnel has a chance to brush against the twigs - and any character which does so accidentally or intentionally must Save vs Poison (re-rolling the first failure if wearing plate). Immediately - either way - the touch site suffers a burning, tingling sensation: on failure, the character will fall unconscious after 1d4 rounds. An unconscious character will stop breathing for 1d4 turns: resulting in suffocation - but can be kept alive by CPR or other equivalent therapy or appropriate healing magic.


Public domain and open license images retrieved from Pixabay, OldBookIllustrations.com, and the National Gallery of Art and adapted for thematic use. Attributions in alt text.

The Night Land

 N-Spiration: The Night Land "[I]t is yet one of the most potent pieces of macabre imagination ever written. The picture of a n...