TEXT:  
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Mathew J. Finch. The 
  Product is not affiliated with Mathew J. Finch, Mythmere, Or Frog Gods Games  
  Light City Foes 
  The Guild of  
  Nefarious Purpose 
  For use with Swords & 
  Wizardry Light 
  
   
  While some villains dream of world domination, others just want to make a living the good old fashioned 
  way, robbery, extortion, and other non-lethal but nevertheless unsavory methods.  The Guild of Nefarious 
  Purpose is a group of like-minded villains with a strong code. They gather for mutual benefit and comradery. 
  All members swear to abide by the following code:  
  1. Do not kill superheroes. 
  2. Do not kill the police or bystanders unless absolutely necessary.  
  3. Do not harm children under any circumstance. 
  4. If called upon to aid a member of the Guild in good standing you must do your best to provide it in a rea-
  sonable fashion.  
  Any member breaking this code will be punished quickly by other Guild members. 
  Due to their code, the Guild is seen as less of a menace than most villains by the superhero community in 
  general. That’s not to say that the heroes like the group, but Guild tends to keep a low profile overall and 
  does a great job of policing itself.  
  Wasp 
   
  The unchallenged (yet unofficial) leader of the 
  Guild is an engineer who calls himself Wasp. Orig-
  inally an inventor and business man, he created his 
  villainous persona to get revenge on the partners 
  that cheated him. Unfortunately he wasn’t much of 
  a fighter and found himself outclassed by vigilan-
  tes. He decided that it was best to not get too high 
  of a profile and to enlist the aid of others to accom-
  plish his goals. Wasp considers Reefer King a close 
  friend and the rest of the Guild valuable allies. He’s 
  found that there can be honor among rogues. 
   
  Real Name: Bartholomew East 
  First Appearance: National Comics #67 (August 
  1948) 
  AC 7 [12]      HD: 3    Attacks: Syringe 
  (1+special) Move: 12/12 Fly 
   
  Wasp Harness - This harness allows its wearer to fly. Those not trained in its use must roll less than or equal 
  their level/hit dice (in case of npc’s) to take off. 
   
  Wasp Needle - This exotic melee weapon only does 1 damage. However it can hold up to three doses of poi-
  son. Upon a successful hit the poison can be released. 
   
  Amplified Wasp Poison (consumable) - Anyone injected with this poison must make a successful saving 
  throw or take 1d6 extra points of damage. 
   
  Hyper Wasp Poison (consumable) - Gathered from genetically modified “hyper wasps” this poison is so 
  painful that anyone injected with it must make a successful saving throw or die. 
   
  Reefer Poison (consumable) - Created from Reefer King’s special crop, anyone injected with this poison 
  must make a successful saving throw or be unable to act for 1d3 rounds. 
  
   
  Book Worm 
   
  A. Bookworm is a rare-book thief who lives in Light City. His first true ca-
  per involved stealing first editions of Treasure Island in hopes of finding 
  Long John Silver's booty. He was successful in finding it though in the end 
  he got into a shoot out with a pirate named "Long John." Though initially 
  thought dead, he survived and moved back to Light City. He has since 
  aligned himself with the Guild of Nefarious Purpose. Though he considers 
  them his intellectual inferiors, their muscle is appreciated from time to time. 
   
  Real Name: Alfred Bookworm 
  First Appearance: Top-Notch Laugh Comics (October 1940) 
  AC 9 [10]      HD: 2    Attacks: Iron Book (1d6) or Pistol (1d6+1, medium 
  range) Move: 12 
   
  Book Worm has many booby-trapped books including: 
   
  Poisoned Pages (consumable): Anyone handling the pages of this book without gloves must make sav-
  ing throw or die. 
   
  Exploding Book (consumable): When the timer of this book goes off or the detonator is pressed, it ex-
  plodes doing 3d6 damage to everyone without 10'. 
   
  Sticky Book (consumable): When a special button is pressed the covers of this trapped book release a 
  super powerful glue. The only way to detach the book is by a Brick’s feat of strength, a super powered sol-
  vent, or 1d6 hours when the glue naturally disintegrates.   
  Refer King 
   
  Jake King is marijuana grower and distributor. His plants are grown on various 
  farms not too far from Light City. They are then rolled into cigarettes, pack-
  aged, and sold to various convenience stores and bars around Light City. While 
  Jake is a drug dealer, he sees himself and an honest farmer in many ways. He 
  refuses to allow his products to be sold near churches or schools and becomes 
  infuriated if he finds out someone sells his product to minors, even to the point 
  of enlisting fellow Guild members to ensure that it doesn’t happen again. Jake 
  is the group’s peace keeper and everyone is quite fond of him.  
   
  Real Name: Jake King 
  First Appearance: Dynamite Comics #16 (1945) 
  AC 8 [11]      HD: 3    Attacks: Sickle (1d6)   Move: 12 
   
  Special Reefer Cigarettes (consumable): Anyone smoking one of Reefer 
  King’s special cigarettes must make a saving throw or be unable to act for 1d3 
  rounds. 
   
  
   
  Manx 
  Max Kuhn is comes from a long line of blackmailers and cat burglars. After seeing cos-
  tumed heroes in the papers and on television, he decided to create a costume of his own. 
  He’s a showman and a flirt and one of the most outgoing members of the Guild. He takes 
  special pleasure in picking on Eel (though he’s sure to do so away from large bodies of wa-
  ter).  
   
  Real Name: Max Kuhn 
  First Appearance: Mystery Men Comics #26 (September 1941) 
  AC 6 [13]      HD: 3   Attacks: Steel Claw (1d6) Move: 12/12 Climb 
   
  Manx’s Hood - This specially designed hood is cat-like and allows it’s wearer to see in 
  the dark. 
   
  Manx’s Steel Claws—These exotic melee weapons are razor sharp and deal 1d6 damage. 
  In addition they help their users scale walls. Max does not need to roll to do so, but anyone 
  else using the class gains a 1-5 chance on a 1d6 to climb walls and cliffs . 
  Eel 
   
  Eel was formerly a carnival sideshow freak known as Professor 
  Aqua. He had the ability to stay underwater indefinitely. After 
  years of being a spectacle he grew frustrated. It was also during 
  this time they he learned he had super strength when sub-
  merged. Upon this discovery he donned a costume and became 
  a criminal. After running foul with the Association, he decided 
  to seek out like minded individuals and joined the Guild. He 
  hates Manx and Bookworm, though he values their skills and 
  knowledge. 
   
  Real Name: Anderson Quintas aka Professor Aqua 
  First Appearance: Lighting Comics vol. 2 #6 (April 1942) 
  AC 8 [11]/6[13]*      HD: 4    Attacks: Punch (2/1d6+1*)  or 
  Pistol (1d6, short range)  Move: 12/16 Swim 
   
  *Eel has these stats when under water. 
  The Puzzler 
   
  Milton Parker was obsessed with games and puzzles all of 
  his life. However, eventually he grew bored with them. 
  Nothing was a challenge. That was until one day walking 
  in a bank he noticed a large vault being locked. Something 
  snapped in him and he decided it was the largest puzzle 
  he’d ever seen! Donning a checkered suit he became a safe 
  cracker, which earned him the attention on Manx and 
  Wasp, who invited him to join the Guild.  
   
  Real Name: Milton Parker 
  First Appearance: America’s Best Comics #30 (April 
  1949) 
  AC 9 [10]      HD: 2+1    Attacks: Club (1d6)   Move: 12 
  
  Archer 
  Joseph Villard was a corrupt Light City politician and Olympic 
  class archer. To further his career he decided to don a fake beard 
  and Robin Hood and assassinate his rivals. Unfortunately for Vil-
  lard, he was stopped by the Flame. While his identity wasn’t dis-
  covered, he decided to be more cautious in his criminal activities. 
  Archer is the newest member of the Guild. He uses a variety of 
  trick arrows. 
   
  Real Name: Joseph Villard 
  First Appearance: Hit Comics #27 (April 1943) 
  AC 7 [12]      HD: 3+1    Attacks: Sword (1d6) or Bow (1d6, me-
  dium range)   Move: 12 
   
   
  Electro Arrow (consumable): Anyone struck by this arrow takes an additional 1 electric damage and 
  must make a successful saving throw or be stunned for one round.  
   
  Flaming Arrow (consumable): Anyone struck by this arrow takes an additional 1 fire damage. They 
  take an additional 1 point of fire damage on their turns unless they or an ally spend a round to douse the flame.  
   
  Grappling Arrow (consumable): This arrow has an additional 50 foot of light weight cable attached to 
  it. 
   
  Poison Arrow (consumable): Anyone struck by this arrow must make a successful saving throw or die.  
   
  Smoke Arrow (consumable): This arrow releases a gas that obscures all vision within the vicinity of it 
  for 1d3 rounds.   
   
   
   
   
  Poker Face 
   
  Poker Face is the most enigmatic member of the Guild.  A skilled gam-
  bler, he created the persona of Poker Face to get his revenge. He enjoyed 
  the thrill and perfected his disguise skills. Now he acts as a wild card in 
  Light City, taking jobs for various criminal syndicates. You may not 
  know when you’re looking at Poker Face, but his handiwork is unmistak-
  able. No one truly knows why Poker Face joined the Guild, but no one 
  complains that he’s a member. He’s used his disguises skills a few times 
  to break members out of police custody. 
   
  Real Name: Unknown 
  First Appearance: Zip Comics #23 (February 1942) 
  AC 9 [10] HD: 2 Attacks: Sap (1d3) or Blowgun (1 + special) Move: 12 
   
  Poker Face Poison (consumable): Anyone injected with this poison 
  must make a successful saving throw or die. The faces of those suffering 
  from this poison melt and turn white. 
  
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  Light City Foes - The Guild of Nefarious Purpose , Copyright 2018, Justin Isaac 
  
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