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An anthology of 58 original RPG adventures

made by a diverse, international collective of


creators in support of the Black Lives Matter
movement. All proceeds go towards bail funds.

RPG4BLM
Mothership, Mörk Borg, Troika!,
Electric Bastionland, UVG, DCC,
5E, B/X, Trophy Gold, Mausritter
and system agnostic adventures.

in collaboration with the Whisper Collective


Mothership® is © Tuesday Knight Games, LLC.

MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell.

Dissident Whispers is an independent production by Tuesday Knight Games in collaboration with the
Whisper Collective and is not affiliated with the Melsonian Arts Council or with the Bastionland Press.

Artwork by James Mosingo


TABLE OF CONTENTS

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Project Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

System Agnostic Adventures

A Herd of Beautiful Wild Ponies Running Free Across the Plains. . . . . . . . . . . . . . . . . . 10


Carpado’s Last Meal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Fae Castle of the Astral Sky . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Grace Dynamics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Graktil The Citadel That Crawls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Hopebringer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Jacktown River and Pub. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Lair of the Glassmaker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Let Them Sleep On. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Maze of the Manic Molemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Mirstone Manor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Mother Skullcrab’s Vault. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Necropolis of Pashtep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Pit of the Pupil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Rhemati’s Spring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
RHoTGHKFtNoETHHtNWDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Sepulcher of the Six Shrouds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Snake Temple Abduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Temple of the Blessed Twins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Temple of the Spider Demon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
TEN THOUSAND ALLIGATOR HELL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Goblin Tower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Thorn’s Barrow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
UÜRB - Urban double page dungeon without words . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

Adventures for Mothership RPG

Emerald Horizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Escape from the Violet Deathworld. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Ghost Ship. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
INDIGO TENDRILS OF THE ZOMP-MACHINE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Pandora’s Hunt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Silo-15. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Station 472 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
The Incident at Muto Station. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Toru’s Maw. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Vontrey Colony 17. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Your Sunny Paradise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Adventures for Mörk Borg

A Good, Old-Fashioned Murder Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84


BLACKBVRNBRIDGE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Flails Akimbo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Church of the Forbidden Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The Cleaving in Buskstätt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Vaults of Unfaith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Adventures for Basic / Expert Rules

Raid on Fort Frogfellow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98


The Dream of Nia Wen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
The Fae Queen’s Grief. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Tomb of the Last Tyrant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Adventures for Other Systems

The Ice Job . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . for DCC . . . . . . . . . . . . . . . . . 108


Canal of Horrors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . for Electric Bastionland. . . . 110
College of Acoustic Ministration. . . . . . . . . . . . . . . . . . . for Electric Bastionland. . . . 112
Dungeon of the Dancing Grasses . . . . . . . . . . . . . . . . . . for Fifth Edition Rules. . . . . 114
Gwen Artin’s Murder Mystery Party . . . . . . . . . . . . . . . . for Fifth Edition Rules. . . . . 116
Ootheca. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . for Fifth Edition Rules. . . . . 118
The Crumbling Carmine Ruins. . . . . . . . . . . . . . . . . . . . for Mausritter. . . . . . . . . . . . 120
A Mostly Deadly Demesne. . . . . . . . . . . . . . . . . . . . . . . . for The Black Hack. . . . . . . . 122
Dust Remains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . for Troika!. . . . . . . . . . . . . . . 124
The Mechanical Menagerie of Michael Moreau, MD. . . for Troika!. . . . . . . . . . . . . . . 126
Palace of the Skeleton God. . . . . . . . . . . . . . . . . . . . . . . . for Trophy Gold. . . . . . . . . . . 128
The Four Spires of Kantigan Castle. . . . . . . . . . . . . . . . . for Trophy Gold. . . . . . . . . . . 130
Le Théâtre du Beldam . . . . . . . . . . . . . . . . . . . . . . . . . . . for UVG . . . . . . . . . . . . . . . . . 132

Open Gaming License. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134

Artwork by Corey
INTRODUCTION
By Laura Simpson

T
he last few weeks have been the anguishing The world we inhabit influences what values we
eruption of over 400 years of compounding bring to the table, how we play, what experiences
injustice. This has been an incredible burden we choose to build, and who is treated with hu-
that has weighed on myself and other Black Amer- manity.
icans. My hope is that together, we will shift that
burden into a shared one. As a mother of a toddler who laughs as he
shakes his head “no”, I realise it’s not enough to
I got into gaming because there is a part of me carefully analyse the systems of inequality. I see
that never got tired of playing pretend and hacking Tamir Rice when I see his eyes sparkle. I imagine
the rules so that we could play endlessly. There is George Floyd when I hear him call me “Mama.”
something vital and magical about being able to Continuing to live a parallel existence between
join others and through agreeing to a system of those who have freedom of movement and those
rules, we would have fun and tell a story or have an who are overpoliced and criminalized is intolera-
experience. ble.
As a game designer I analyze systems, manipu-
late and envision ways to have them serve the story I share my burden and charge you with disman-
we're trying to tell. I add sub-processes, test rigor- tling systems of oppression with the same passion
ously and keep my eye on the end goal, creating a you apply to systems of play. We must not replicate
unique, engaging experience for my players and the systems of oppression we currently inhabit in
myself when we gather at the table. the games we play or design. As I write this intro-
As a black woman, I am ever conscious about duction, we are on the cusp of Juneteenth. I invite
the people that come to the table and begin play- you to embrace the spirit of “We cannot be free,
ing. I am conscious of the mood, micro inter- until all of us are free.”
actions of the group and the demeanor of other I call to us all. When we play, I ask that we de-
people there. I internally analyze and wonder, mand more from companies and ourselves. When
“Should I take up less room? How can I design my the moment comes, I ask that you do not shirk. Be
interactions so that I can have a satisfactory and the voice that is needed. Be an accomplice in undo-
safe outcome for myself? Should I leave?” ing systemic racism.
I risk this rejection in hope of playing in alter-
nate settings and making a connection. Black Lives Matter.

Laura Simpson
@labmouse on Twitter

5
PROJECT CREDITS
Who Made ‘Dissident Whispers’?

This project was made possible through the collaboration of over 90 individuals from around the world:

Front Cover Artwork by Jabari Weathers (@GoblinPrincete on Twitter, jmwillustration.com).

Abigail Lalonde (@Alien_Sunset): Cartographer | Adam Bell (@adamebell): Writer | Adam Umak (@AdamUmak): Editor

Aled Lawlor (@anima__press): Writer, Layout | Anthony Franchini (@BioHazardPwrHr): Editor | Anthony Ronda (corporat): Writer

Benjamin Foster (@BlackPowderChef): Writer | Benjamin Wenham (@Cthulhuben): Writer | Bob Holt (@scopsongpress): Layout

Brian Maikisch (@maikart): Art | Dave Sokolowski (Keeper Dave): Writer | David Cowan (@dave-the-caster): Writer

David Hoskins (@davidhoskins): Artist | David Koslow (clockworkgoblin): Writer, Organizer | David Lombardo (@AwkwardTurtle42): Writer

David Wilkie (@anxietywizard): Writer, Layout & Design | Derek Kinsman (@derekkinsman): Layout and Design

E. K. Hill (@silverhoovesfun): Organizer | Ed Lynden-Bell (Edd0): Writer, Art, Map | Élina Leblanc (@laercith): Art, Cartographer

Emanoel Melo (@emanoelmelo): Artist | Evlyn Moreau (@evlynmoreau): Artist | Fiona Mcloughlin (Rhombie#0243/@Rhombencephal14): Editor

Flora van den Berg (@StregaNona): Writer(Beldam), Layout (Mirstone), Editor (Flails Akimbo) | Ford T. Miller: Writer | Grant K. (@Tryggvassen): Map

Gwen Howard (@Gwendol The Goblin): Writer | @haunted_idol: Writer | Hazardousfish (@Hazardousfish): Artist

Horatio Hellsing (@fiendologist): Writer, Artist | Ian Yusem (@IanYusem): Writer | Irvin Harvey III (@KornerGFX): Artist

Izzy B (Sigmacastell#5251): writer/artist | Jacob Butcher (@jacobbusiness) | James Holloway (@gonzohistory): Writer

James Millichamp (@jamzilla2001): Artist, Cartographer | James Mosingo (@jamesmosingo): Artist

Jamie Montgomery (@gingerbrewsrpgs): Editor | Jarrett Crader: Editor | JC Franco (@j.c.franco): Layout, Cartography

Jeremy Childrey (Galgorion#9947): Layout | Jerry LeNeave (@BlackCandleGmes): Writer | joey richards (@framweard): Organizer, Writer, Editor

Johan Nohr (@JohanNohr/@morkborg): Layout, Art | junkgolem (@junkgolem): Writer, Layout, Book Compilation

Kat Welsford (@Popelady): Writer, Marketing | Lex Smirnow(@supervillainlex): Map | Liam Stevens (@_Boganova_): Writer

Lon Prater (@Lon#8428): Editor | Louis Puster III (@lpuster3): Art | Luke Gearing (@lukegearing) Writer, Layout

Madeleine Ember (@MadeleineEmber): Writer, Cartographer, Illustrator | Matt Umland (@matt.umland): Writer

Matthew Getch (@EnvelopeSpooner): Writing/Editing | Matthew Johnson (@FriedRicin_): Writer/Layout

Max Verbludenko (@MaxLeonov): Writer, Layout | Melissa Chaplin (@melissarchaplin): Marketing/PR

Michael Harmon (@michael.harmon.art): Artist, Cartographer | Mill Wistman (@WistmansWords): Writer | Milt Wistman (@wistmanwords): Writer

Natalie Ash (@TheNatalieAsh): Layout, Writer | Pablo Dapena (@PabloDap): Writer & Layout (Flails Akimbo), Coloring (Beldam)

Patrick Farrell (@Irish_Mercury): Writer | Peter Rudin-Burgess (@Peter R): Writer | RaeRae (@RaeRae): Artist | Reece Carter: Writer

Ribston Pippin (@ribston / RibstonGrowBack #2592): Writer (Lair of the Glassmaker), Cartographer (The Crumbling Carmine Ruins), Artist

Rolland (@donutrj): Writer, Editor, Layout, Organizer | Roque Romero (@RoqueRomeroRua): Cartographer

Sam Zeigler (@gracefulgravity/MlleCanary#5356): Editor | Sasha De'ath (@TheEldritchTomb) | Sashah Li (@zozo_q): Map

Scott Wegener (@Scott_Wegna): Writer, Artist | Sean McCoy: Artist, Writer, Layout | Sean Murphy: Writer

Skullfungus (@Skullfungus): Writer, Art, Cartographer, Layout | Vi Huntsman (@ImmaWaffeBunny): Writer, Organizer | vil (@zordvil): Writer, Artist

Wayne Snyder (@wizard_time) Artist, Cartographer | Zac Bir (@zacbir): Writer, Layout

7
System
Agnostic
Adventures
u l W ild Ponies
Be u ti f
erd o f a ins
A H th e P l
A c r o s
g F r e
nn in
Ru
the RPG!

MAKE YOUR PONY


You are fuelled by SPITE and a desire to be WILD AND FREE!
Like all horses you have WEAKNESSES: namely, PRONE TO
PANIC and NO THUMBS.
d6 BREED Fast Masjestic Unsettling Powerful PERSONALITY

1. SHETLAND PONY 3 4 3 5 Stealthy

2. WELSH COB 2 5 2 4 Wise

3. DARTMOOR PONY 5 2 4 3 Fiery

4. MINATURE HORSE 4 3 5 2 Practical

5. CONNEMARA 3 4 3 4 Hardy

6. ZEBRA 4 3 4 3 Fancy

Choose a PERSONALITY to get -1 to your


roll for related actions. STATS
FAST: speed, agility, jumping
To perform an action, choose the a stat and over or dodging obstacles.
roll 1d6. If you score UNDER your stat you MAJESTIC: persuasion,
SUCCEED and gain SPITE. If you score interacting with humans,
OVER your stat you FAIL and the Herder getting away with bad behaviour.
introduces a COMPLICATION. UNSETTLING: knowing things
horses ought not know.
As you attempt to satisfy your owners you
POWERFUL: kicking, biting,
gain SPITE. The Herder may call for you pulling, pushing, trampling.
to roll 1d6 under your SPITE to see if you
become WILD AND FREE. Every other
Pony must roll their SPITE automatical-
ly whenever another Pony becomes WILD
AND FREE.
ONCE YOU BECOME WILD AND FREE YOU MAY ONLY WORK TOWARDS YOUR

ESCAPE.
10
HERDER ROLLS A SCENARIO
d6 YOUR OWNERS LOCATION ESCAPE
A pony club meet / ...the wild bush horses in the
1. Six year old girls.
gymkhana. Snowy Mountains.
A conglomerate of dentists
...the rolling steppes of
2. who thought they were buying Melbourne Cup race day.
Mongolia.
race horses.
A cattle station upon
Short but competent cattle ...a travelling circus to wear
3. which you are definitely
thieves. pretty costumes.
trespassing.
Upper class twits, probably A fox hunt with lots of dogs ...the beach to gallop
4.
British. but no sign of a fox. through the seafoam.
...the garden section of the
Middle-aged women trying to A one acre backyard with
5. local hardware store for
regain their girlhood. inadequate fences.
lunch.
Well-intentioned but ...the ancestral home of
6. A petting zoo.
confused doomsday preppers. Black Beauty.

HERDER ROLLS COMPLICATIONS


d6 CAUSES PANIC REQUIRES THUMBS

1. A very tiny snake in the grass. Boarding public transport.

2. Noisy birds in nearby trees. Unusually tricky gate latch.

3. Sounds from a nearby motorway. Attempting to hitchhike .

4. Plastic bag blowing in the breeze. Opening a feed bag.

5. Existential dread. Tying ropes (untie with your teeth).

6. Enemy horse approaching. Add/remove a horse float from a vehicle.

11
GAME MASTER’S EYES ONLY FOR
BEST DINING EXPERIENCE SECRETS BELOW
The elegant, gracious, and somewhat 1. The Setup leaving until the encounter has concluded. They
odd COURT WIZARD CARPADO has Before the adventure begins, the Game Master are mannered but implacable (and probably
should take each player aside and describe the magical).
invited the party for dinner in his
party’s last adventure for Carpado. Perhaps it Strange artifacts are on display in cabinets
private quarters within the Royal
was decontaminating a magic plague from the behind glass doors. They are tantalizingly
Palace. Court intrigue! Fabulous Royal Harems, or pursuing the King’s half-wit unprotected. Carpado’s cat dozes on a velvet
tales! Rare vices! Carpado delivers son on a tavern chase while he succumbed to a pillow in the corner. This is actually a shape-
them all, but usually as the lever tainted Potion of Speed. As long as it is nuts shifted Carpado. Attempting to divine a source
and slightly degrading. Every player gets the of magic in this room yields terrible and
with which to get the party to do
same story; the adventure was a total success. unpredictable results.
Carpado's bidding. This has worked The point is to give your players the impression
out well for the party; after all, that SECRET KNOWLEDGE has been 3. The Table
Carpado pays better than the Guilds. delivered. None, in fact, has been delivered at Carpado’s servants have laid out place settings
all. Then gather everyone together and start for the party members. The meals are exquisite
Yet, somehow they always feel like
the encounter with the party being escorted renditions of each member’s favorite. The
Carpado gets the better end of the into the dining room. chairs are ornate but oddly uncomfortable.
deal. This is why the party feels a Carpado’s alleged body remains face down in
strange mix of relief and
2. The Dining Room his food. In his hand is a quill, still wet. Beside
Carpado's dining suite is furnished with the the body, a note is written in Carpado’s flowing
disappointment when they find finest materials in generous quantities. The script, but goes from legible to barely cohesive
Carpado face down in his food. room details are immaterial so spin away. over the course of its page length. Carpado’s
Servants will politely prevent the party from goblet is half-full; the wine it holds smells

WRITING: CHEZ MARADINE ART: EVLYN MOREAU EDITING:

Carpado's
Carpado's
A SOCIAL ENCOUNTER FOR
Carpado’s
silver and a large numeral in the Common Tongue.
The numerals run from one to ten. The three is
missing. That’s it.

A rt i fac t s
Inspired Game Masters are encouraged to add to
The Mother Cloth
This is a folded bundle of canvas, about a forearm’s
size in square. It will unfold into a piece twice this
this list.
size, also neatly folded. This will, in turn, unfold to
a piece twice its size…
Staff of Wands Prayer Beads of Carthallian
A mighty oaken staff that, when held aloft,
transmutes into the flashy Wand of Rods, a slender These beads resemble spheres of the purest gold
yew wand that when held aloft, transmutes into the on a chain of platinum, which is exactly what they
impressive Rod of Staves, a shining iron rod that are. Anyone that concentrates on them summons a
when held aloft… portal to the outer grounds of The Counting House,
astral home of Carthallian, God of Wealth. An arm
Deck of Some Cards the size of a tree trunk thrusts through the portal,
grabs the beads, and retracts, closing the portal
This is a collection 9 of slender slips of ivory, each behind it.
ornately adorned in swirling patterns of inlaid
SECRETS BELOW SECRETS BELOW
divine. When something is taken from the table asshole. Carpado can hold this alternate shape and motives, spend an entertaining hour trying
or consumed, a servant replaces it. indefinitely and can cast from this form if out each of Carpado’s strange devices. Maybe
necessary despite whatever system rules would they kill Carpado or vice versa.
4. The Note make that inconvenient.
“You were right to conceal this discovery from 7. The End
your friends. The ARTIFACT is more powerful 6. The Encounter If the party is satisfied and has experienced a
than I could have possibly imagined. As Carpado has created this elaborate scenario for good time, Carpado lets them in on the gag and
promised, for your service, I will petition the his amusement. In Carpado’s telling, one of the shows off any items that were left unexamined.
King to have you installed in the court as a players has been holding out on the party, If, more likely, the party at this point is spoiling
Royal Advisor. Your other reward will be delivering an OBJECT OF GREAT POWER for a fight, roll up an appropriately-sized
delivered after dinner. Tell no one of the to Carpado and Carpado alone. When did they wizard and let the attendees have it out in the
device. It would be best if your friends were no find it? How did they manage to conceal it? restricted confines of the dining room. Carpado
longer…” None of this is true, of course. There is no holds the ruse until the bitter end. Surely, he
particular object and none of the players are, at will find better marks. Consider the following
5. The Cat least in this context, traitors. The various items boss-battle speech:
Cat-Carpado is the Game Master’s foil in this in the room are rotated in from Carpado’s “You fool! [singular, but at no one player in
encounter. It can intervene in a variety of ways menagerie of loot. At most, each character has particular - it’s very hard to tell whom he is
to direct or misdirect the players. It will draw seen one of these things previously and knows addressing] You told them about it! We will all
attention to or away from items, make a fuss its nature. be tried and executed! I will not be marked with
about being hungry, drink from containers on
This encounter is extremely flexible and very this!”
the table, scamper and hide under furniture at
light. In its best telling, the players, suspicious
dramatic moments, and generally be an
of each other’s non-existent secret information

JAMIE MONTGOMERY & ADAM UMAK LAYOUT: DEREK KINSMAN

Last
Last Meal
Meal
SOCIAL ADVENTURERS.
The Broiler
A blackened, bearded axe on a dark oak haft. The
Orb of Absolute Truth
This is a frosted glass sphere about the size of a
grapefruit, affixed to a plaque that reads “Bathe in
beard is inscribed in whatever the weirdest the Light of Truth” written in an esoteric language
language the players speak is. The inscription that only a holy person would speak. It looks like it
reads: “Your rage manifest.” When the wielder was meant to be taken off the plaque. When
screams, it gets mildly warm. Whomever it was palmed, the orb glows with soft light whenever the
crafted for was certainly angrier than this lot. holder speaks. If at one time, it had rendered some
sort of judgement on the words spoken, the license
has since expired; the orb now only glows at any
Cloak of Good Night words spoken.
This pitch black cloak is layered in deep piles - an
inky, wooly carpet with a hood. It is extremely Bracers of Magnetism
warm. Anyone that raises the hood while donning
the cloak immediately enters a magical sleep and These plain bracers are wrought from dark metal.
collapses where they stand. In this state, the piles Once affixed, they immediately seek out the
on the cloak harden to needles and hiss when nearest ferrous metal, excluding each other, and
another living thing approaches them. The user affix to it with bone-breaking speed. They can be
can be extracted and awakened with significant removed from the wearer, but are otherwise not
difficulty and perforation. going anywhere.
Fae Castle of the Astral Sky
You have been taken and are at the whims of a powerful
fae noble; The Lady In The Candle Crown.
Welcome to her Astral Castle.
An ever-shifting labyrinth of illusions and Fae Magicks.
Rooms don’t have to be in the order described, as long as The
Throne Room is first and the Chamber of The One Who
Speaks is last. The Astral Castle is, in reality, a Space Station
altered by the Presence of Faerie. Let your imagination give it
that folklore feel, but don’t forget the sci-fi hidden just below
the floorboards.
The Throne Room 3 — A Lonely Beach Humming a Tune
Impossibly large, white candles with red hot flame adorn A midnight beach. The moon and stars watch your every move,
every surface, upon a throne of firewood sits The Lady in the the infinity of space painted upon the sky.
Candle Crown.
North: an infinite calming sea. Are those hands rising out of
• She offers the PCs the chance at freedom if they can retrieve the the waves?
skull of The One Who Speaks.
West: an ancient pier 3 wyrd sisters sing pagan chants, walking
North: The Lady In The Candle Crown, unseen servants awaiting towards the edge.
her every command.
South: the edge to nothingness, the abyss hums an eldritch tune.
South: double doors of marble and tree bark, impossible in size
4 — The Unseen Forge
and distance. One step in this direction leads outside.
Sweltering furnaces and steel walls. Fae electrics and factory
The Chamber Of The One Who Speaks floors, the sky fae demand their metal tools of unknown use.
Housing the Bone Giant The One Who Speaks.
North: unseeable blacksmiths forge faerie technologies upon
• He listens all throughout the castle and mimics any voice anvils of non-euclidian design.
heard. Radio signals from the pasts and futures never made, he
East: ladders and stairs leading to the impossible architecture of
hunts those that enter his forest chamber, playing with them
the upper factory floors.
and using the words he steals to terrify and befuddle.
West: The office of The Woman Wearing An Ashen Gown of
North: a forest of abusive evergreens, a greying atmosphere of
Oppressed Regret. Forges any weapon for the right price,
evil intent where The One Who Speaks hunts his prey.
bargain too low and risk riling her wrath.
South: a sandy beach, a black sun and a white sky. The ocean laps
South: a common wooden door. The iron handle burns to the touch.
at your feet, begging for you to return to the safety of
the waves. 5 — An Altar of Glass and Mirrors

The Roads Between The Walls A monument to nothing, grandiose and fragile, physically
monolithic yet does more to the inner mind’s perception.
The corridors that connects room to room shift just as much
in design as they do in direction, here are a few aesthetics, North: stairs leading to the altar's top where a mirror stands to
choose one or roll d6: take those who enter away. Edward Went Wednesday cleans
the mirror and would rather the PCs not touch it.
1. A paved tarmac road, lined with walls of cherry blossom trees
2. A rotting wooden bridge, over a chasm of smoke and mist South: sand dunes rise to an ever-nearing red sun. Statues of


3. An ocean with a path of cracking ice earthly yet alien origin crumble and die.
4. A stone well, dropping to the next room
6 — Unloved Silence
5. A deer leading you through a long-abandoned town
6. A river leading through a forest Your home, long-abandoned and reclaimed by wilds. Faerie and
folk of all sorts live in the city walls, waiting for mischief and
things to entertain and delight.
1 — Candle Cult Cathedral
North: The Goblin Market. No one sells nothing in high demand,
The stone ruins of a cathedral upon a grassy hill,
the price can often be nought what you expect.
a cult of candle men hide within its depths.
East: a public banquet that no one was invited to, hosted by
North: a graveyard leading to the ruins, looking out through the
Mason Silver Shoes.
windows reveals the astral sea of space.
West: an overcrowded bar of drunken fae, singing the songs of
East & West: grassy mountains and highlands span forevermore.
common folk and dancing to the tune of anarchy. The barkeep,
South: an archway of stone leading back the way you came. Green Paulina wishes for all to join the endless party

The Candle Cult South: quite and lonesome subways, forgotten and hopeless
• Candles and wax melted on their skin and clothes, they ask for people in the overshadow of undermined reality and ignorance.
the PCs to join in the celebrations and for contributions of
words, they literally take those words if the PCs agree.


2 — Database of Forgotten Literature
Stone shelves hold unwritten books. Stairs lead through
shadows of a forgotten library reminiscing of it’s opulent
importance.
North: cloaked overseers maintain the books, ask for directions
and they’ll lead you to a terminal upon a mossy table. Here you
can gain knowledge of the weakness of The One Who Speaks: an Words:
iron sword coated in the blood salt of a wendigo. Gwen Howard
Art:
East & South: trees upon which eyes have been painted, they are Charlotte Veldhuizen
always watching. Editing & Proofreading:
Flora van den Berg
West: a tree upon which a fae rune has been painted, touch it and
Layout & Design:
teleport outside of the room. Derek Kinsman
GRDAYNCAMIECS
The Hexbolt neighborhood
is a picture of tranquility.

Children and robolings alike swim


circles in the air as the adults
chat and sip re-energents… …One of them walks up to slot a new coin in
the antigrav-ousel. She locks eyes with you.
You exchange friendly waves.
Grace Dynamics is one of the last local institutions untouched by spy-vs-spy warfare.
GraDy is a “neutral” organization, but attracts its share of Ohm sympathizers by nature
of its Cyber Libre mission statement. Spelljocks (that’s your players) need modular up-
grades and contracts to fight on. The din of multi-frequency comms coming from inside is
overwhelming. The bustling great hall is currently split to accommodate both a Spiritwire
seminar and a swap meet. Conference
A nice place to lay low, but eVoid agents can’t be rooms and offices comprise the second
far behind. Best to get equipped and get lost… floor, accessible via fireproof stairwell.
…Quickly. Welcome to Grace. Please join our afternoon roundtable discussion on
the dangers of plasmatic discharge from eVoid bodymods.

The atmosphere is friendly and trusting. One of the mod market


sales reps stops you to ask…
Mind watching my stall for a few
@ GRACEDYNAMICS minutes while I chow? If anyone
walks up, just give them
Visit for daily updates!
a little demo.
… at which point you may
add the Pneumatic Acrobatics module and bemarvel
passersby. You may pay 30Gsp to keep the upgrade.

When the sun sets on You’re a natural at that! Hey, do


Pezrei, community organ- you know about tonight’s
GraDy, volunteers
izer and civil servant. Workaholic . and staff pack up ta- dance competition?
She can scramble eVoid’s wireless bles and set out rows of
comms for two rounds. Has a chairs for this evening’s dance-off. Navirel quickly rat-
Strong Left Hook. Good source tles off the judging categories: spirit, execution, and
for new contacts and gigs. song choice. Award points to spelljocks for spirited dance
descriptions, successful rolls on applicable skills… and

WRITTEN BY ANTHONY RONDA EDITED BY ANTHONY FRANCHINI ILLUSTRATED BY IRVIN HARVEY III
16!
CV, poet-programmer. Fluent in
>ATTN GM: As suspected, eVoid Recon Lizards are
Cyber Verse. It’s mostly a botnik tracing their every step. If a spelljock asks to
look around, roll PERCEPTION for them to detect a
protocol, but it may Persuade eVoid scaly figure in a shady corner.
bots and cyborgs to join you. His hot-
>AGENT MOORLOCH, surrounded, fesses up and iden-
swappable goggles contain Find, an tifies himself. Still, he acts strangely embold-
extremely potent ened. The spy whispers in the ear of a spelljock,
vision mod. You “Ther’ssh nothing I would love more than for you
to elissit war on rebel-controlled sshement.” If
may borrow them if allowed to escape, no further escalation is nec-
you ask nicely. essary. If apprehended, “The Raid” begins NOW!

I spy five non-organics suspended in that cloud up there...

Five members of eVoid Special Forces Automata hide in a cloud-cloaked


UAV 6,000 ft above the premises. eVoid Command have stationed them
here to raid and destroy GraDy—and frame the spelljocks!

A birdy told me y’all were passing through! We have beds and


If spelljocks agree to stay charging stations, you’ll be much safer staying here!
overnight, CloudUAV will
strategically crashland on GraDy’s roof
at around 3AM. This doesn’t collapse the building, but the
fire sprinkler system activates on impact. Combat begins
when eVoid bots rappel through the windows, equipped with
Plasmatic Flamespitter modules. They will try to avoid killing
spelljocks, preferring to destroy, loot, and chase the spelljocks
out. The power cuts in the second combat round due to a short
circuit. The sprinklers finally putter out on the third round.
Navirel, dance prodigy. Animated, earnest,
magnetic personality. He can Springboard
himself and up to two spelljocks seven
stories high and land on his feet. Effi Grace,
Despite his pneumatic legs, an eccentric founder. Empathetic, fearless,
Acoustic Dampening mod resolute. Spiritwire master: with one
makes him very stealthy. round of concentration, can redirect elec-
tricity to repair or damage circuits. Main-
An unattended fire in Effi’s tains a pressure-cooled isolation chamber
office will cause her pet algae for rare thermophilic algae in her office,
to bloom, violently expanding which she shows to everyone.
until it breaks out of its incu-
bator, doubling in volume every round. Water may control the fire, but it
will take a source of coolant (like the hose from the shattered incubator)
to suppress this algae. With careful aim and planning, one could use
coolant jets to coerce the algal wave into crushing into eVoid’s bots.
17!
Graktil
by Horatio Hellsing

the Citadel That Crawls


Hooks What?
Grakti l is a goblin word for “shelle d conveyance
* Foul odor from the enormous carcas s
carryin g many horde s”. Goblin s are nothin g ifnot
becomes notice able in town.
inventive with language. They built a fortres s, and
* PCs are attacked by goblin bandits, who
by built, we mean reanimating the enormous
retreat and can be tracke d to Grakti l.
carcas s ofa castle-sized scorpion they've found. For
* PCs have been hired to escort a caravan
the past several months, goblin raiders have been
safely through the wastes .
acting in a strangely organ ized, targeted fashion.
* Discovery ofthe artifac t by any magic user
They've stolen equipment, raw materials,
worth their salt.
alchemical ingredients, and magical items.

The Goblins Guards Architects


Work Crewz Not as strong as the work crews. Bosses that oversee the Work
Each member is armed with two Crews, constantly tinkering and
Physically strong, armed with all
cobbled together weapons: one designing. Feral and dangerous,
the wrong tools, mildly insane. with gullets full ofsharp tools.
The laborers that create the siege slices, one bashes; both are extra
pointy and rusty. Guards usually They cut deeper and more
weapons, internal defenses, and precisely than one would expect.
armor ofGraktil. also have one coyote.
They ate all the erasers.

Zomblins Exomancer Exomancer


Zomblins continue to serve the
Apprentices An excelle nt project manager. She found
Gifted with a small amount
horde after death. Some belch ofnecromantic talent, they a powerful artifact in the wastes , slew
poisonous clouds, others raise zomblins or USUSes the scorpion, and gathered the elemen ts
climb, but most just BITE. for the growth ofthe city. she neede d to make her dream come
true. World domin ation for goblin -kind.

Other Creatures Scorp Spores


Coyotes Poison Elementals Goblins love a good hallucinogen, and these
the These are mostly found in
Goblin s aren't known as spores grant glorious and strange vision s. The
most efficie nt or organ ized the tail, but can appear Goblin s cultivate them to use them as weapons.
ofcreatures. The scorpi on's anywhere in Graktil. They
look almost exactly like Undead Scorpions of Unusual
husk house s these mutated
scaven gers. They move goblins, except slightly Size (USUSes)
through the fortres s silently, gelatinous. They shift These are human sized undead scorpi ons,
and are more intelli gent between liquid and gaseous possibly childre n ofthe great Graktil itself. They
than many goblin s. states. Thankfully they are animated to serve the goblin s ofthe fort, and
aren’t terribly intelligent will not disobe y an order given by one.
18
Environment:
Everything is unstable, cramped, DARK.
Goblin s see in the dark, weigh almos t nothin g, and A short time after the PCs enter, but after they’ve
are quite short. This place is built for them, not you. gone far enough to make exit difficult, the fortres s
Furthe rmore , there’s junk strewn about, goblin animates! They are too late, and they’re only an hour
engine ering is chaoti c at best. from the neares t outpost ofcivi lization.

Topside
Places This area features siege weaponry and
huts bolted into the scorpion's carapace.

The Boom Claw


Lightly guarded, goblins ride USUSes
when patrolling the topside. An oversized The Sting
goblin rides an oversized and mutated This is where the Exomancer
Curren tly this is a storage cache exerts her will the strongest,
for weaponry as well as an coyote. The Scaffolding Tower sits
topside, holding the remnants ofthe using a steerin g wheel-like
enormous mortar. It’s design ed artifact to command and
to fling whate ver is placed in it reanimation ritual. Very unstable, it is
one bad breeze maneuver the citade l. Of
when the claw opens. Curren tly, course there are zomblins,
the right brachi um is used for away from
collapse. USUS es, and poison
storin g ammo. It’s extremely elemen tals aiding her
dange rous for everyone involve d at all times.
and so guarde d heavily.

The
Head The Tail
The Narrow tunnels have been
main dug into the flesh for the
guard goblins to harvest the scorpion's
post, also poison. The exomancer and its
the primary apprentices have since conjured
outlet ofthe fortress. poison elementals here, leaving the
The medial eye has gate open and letting them multiply
been widened to freely in hopes ofunleashing the horde
create a skylight. A upon their victims!
ballista is aimed
between the chelicerae.
The Abdomen
The Ramming Claw GOBLIN TOWN! It'll take a great deal of
cunnin g to get past guards, mutated coyotes,
The goblins have been re-enforcing this claw with scraps
ofmetal. Inside is rusty, and far too pointy. There's at least work crews, zomblins, and USUSes. There are
one goblin work crew here at all hours ofthe day and always two exomancer apprentices in
night, and the occasional architect. This is the last part the reside nce, as well as many architects (who
goblins are reinforcing and sealing. It has all the makings mostly argue with each other) . There' s a set of
ofbeing a siege engine, primarily used to break walls and unstable scaffolding and ladders that reach to
let troops out. The adjoining brachium stores a great deal the topside, a dicey route to reach the Sting.
ofresources for the ramming claw project.
19
Hopebringer Long have you fought in the
Pit, slaying your kin for a
pittance under the cheering
gaze of the rich and
powerful Masters.
Thoseover.
days are

N o w y o u a n d a l l y o u ca n m u s te r
s u rg e fo r w a rd, d r i v e n b y
w ra t h . Yo u h ave ta ke n a l l yo u
ca n f ro m t h e M a s te rs i n s e c re t
a n d y o u r v e n g e a n ce i s
a ss u re d.

20
E nco u n te r
ASC E NSI O N
For the first time in your life you see the far side of the Arena. It is open, gate A Master who could not
escape to safety. They
shattered, and its secret passages bared . A passage leads above to the street. The treat you only with
Demagogue, the High Master of the City, seethes from his golden throne and 1 disdain. Make them
announces to the city that you must be slain. pay.

Guards surround you. They bring Beasts and Terrors. Match them blow for blow Allies, huddled and
with an army of freed Allies. Swiftly, the People of the City join you, showing no frightened. Your
hesitation to fight for all of your lives. presence inspires
2 them. Together you will
topple the Masters.
Topple the throne of the False Masters.

Beasts, mythical or
mundane. They can be
tamed with food and
kindness. Savagery is
THE ARENA 3 a lie. This is the true
On your way to freedom you pass through the Arena. It is a trick, as are all the way of things.
ways of the Masters. The Chancellor, announcer and organizer of the Arena’s
cruelties, shouts. A small crowd of Masters watch as they have a thousand times
before. The Chancellor claims they planned your rebellion and made it an exclusive Guards, loyal to the
masters. Bring them
show. He lies. He always lies. 4 low.
The Chancellor unleashes the worst he has to offer. Beasts to be tamed and Terrors
to be slain. The battle wreaks legendary harm on the Arena, sending cowardly 1d6 Allies facing 1d12
Masters screaming. The last foe defeated knocks the Chancellor to your level. Guards. Your friends
are outgunned. Only
5 your aid can save
Do with him as you will. them.

You hear a great din outside, chanting and cheering... but hopeful—not malicious Treasure of the
and cruel like the Masters’ chants. Masters, left
unaccompanied when
6 the Masters flfle
ed from
you. Claim what is
yours.
THE BUNKS

Hopebringer
The Enforcer, champion of the Pit turned wealthy abuser, watches you as you lie in
your bunks. He is mighty, cruel, and well-armed. He is also guileless, slow, and
cowardly. When near death, he attempts to join your side. He is not to be trusted—
he returns to the side of the Masters at the first opportunity.

His skull will make a fine trophy.

Take his belongings for your own. Any sign of his death drives fear into the hearts
of the Masters.

THE CHAMBER OF HARDENING HEARTS


The cruelty of the Masters is laid bare. Surrounding the room are cages divided
between Allies “unfit” to serve in the Pit and whipped, rage-filled dogs. All beg for
revenge against the Educator. With a flick of his wrist he pulls a lever and removes
the barrier between. They must fight to prove their worth. Only the survivor moves
to the Pit.
The Educator treats any hostility as an excuse to lower a barrier. There are 1d6+4
cages occupied. Regardless of who wins the ensuing struggle an Ally is lost. The
Educator cannot be reasoned with, but he can be deceived, charmed, or bribed.
Closeness to the Educator is death to the Educator.

The Educator is helpless. If knocked from his pedestal and his charges freed he will
be slain by them both. Both join your cause.

FREEDOM
You may heal your City— yours is not the only City with Masters and Guards and
their terrors. Those cities are brimming, too, with Allies and Beasts.

You are now Hopebringer.


The dying breath of the False Masters will be your name.

21
Now, It Is The Time To Gamble. TM©
SETUP THE FINAL GAME
Drop this casino into your world and entice your players to Once the HOUSE MONEY gets to a level where you think
enter — it might live in a space station, next to a castle, or you have a fair shot at beating the player characters in a
downtown. round of poker, send out some pit bosses to invite the play-
ers upstairs to the penthouse.
Characters start with 1000 Casino Bucks (CB) just by walk-
ing in the door. If the players ask where the chips came You will be playing a game of poker in character. The GM
from, remind them that they’ve been holding on to them will play as the Devil, with a starting pot equal to the HOUSE
for some time, waiting for this moment. CB can also be MONEY, and the players with whatever CB they have left.
bought with your system-specific currency, but only at the Explain to them the stakes before starting.
exchange counter.
Utilize mechanics of your rpg. An example of this would be
If you have poker chips, that’s great - use them to keep track to try to attempt skill checks to bluff out the Devil. As the
of the characters’ CB. If not, just keep track using paper or GM, roll with those successes and play your hands with the
dice. results of those rolls in mind.

Use a notecard or area for chips labeled HOUSE MONEY If the players are suspected of cheating more pit bosses
where all players can see. Add 500 to this counter to start. will move closer to the table. Bring out the Menagerie beast
This only ever increases until use in the Final Confrontation. if it comes to blows.

WHAT’S THE DEAL? BLACKJACK


Jacktown River and Pub suddenly appeared about a month Players will play a modified blackjack as they spend time
ago. Very few people remember how, when, or why it ar- at the casino. Every time they roll dice for something that
rived. That’s probably what sends the party inside - there’s the casino doesn’t want them to do, they’ll have to HIT. The
an anachronistic casino that nobody tells the same story casino only wants them to gamble.
about. It’s a hot topic around town; most people have paid
a visit at some point in the past month and had a good time. Here’s how it works. When the player has to HIT
Others recount how their cousin hasn’t been quite the same ♠ If there are no cards in front of them, deal them a card.
since that run of bad luck. ♠ Otherwise, they choose - CLEAR or HIT
♠ CLEAR: sum up the cards’ values, multiply by 5, and
Thing is, Jacktown River and Pub is run by a devil. There add that to the HOUSE MONEY. Continue the die roll
is a strange, nearly imperceptible magic in the air. The CB, as normal.
though they can be exchanged for real cash, exist just to get ♠ HIT: it’s blackjack baby
people to lose some fictitious currency. That way, they’ll be ♥ If it’s a bust (the new sum is higher than 21), add
much more likely to sell their soul to a devil. Once they’re the total x 10 to the HOUSE MONEY unless the
in that spot, the devil invites them to a final game of poker. player decides to fail the upcoming roll
♥ If the new sum is 21, offer them 200 CB or auto-
matic success on the upcoming roll. Discard the
THE STAKES cards.
♥ If neither happens, proceed with the roll as nor-
If you win, the devil grants you one wish. A new sword? A mal.
fiddle of gold? The long-sought answer to a question you
never dared ask?

If you lose, the devil gets your soul. J


If you get caught cheating? Roll initiative.

22
GAMBLING Bet Payout

All losses add to HOUSE MONEY.


Single Number 15x
SLOTS: pay 20 CB. Roll 3d6. Get back the sum of the dice
rolled, multiplying any doubles or triples together (e.g. roll- Ones Die Odds/Evens 2x
ing 3 2 1 nets you 6, 3 3 3 nets you 27, 3 3 1 nets you 10). Do
this as much as you want.
Doubles 5x
CARDS: Bid as many CB as you want. Guess the color of the
next card in the deck for 2x payout, or the suit for 3x.
Third ranges (11-26, 31-46, 51-66) 3x
ROULETTE: Roll 2d6, specifying one as the Tens Die and the
other as the Ones Die, putting their result together to form Tens Die > Ones Die or vice versa 4x
one number

CASINO LAYOUT
The Menagerie hosts the monster you’ve been wanting to
put in the game. Few know of the beast, but the Devil won’t
hesitate to unleash it if the players don’t follow the rules.

The Penthouse is a huge, marble room with a grand chan-


delier, a well stocked bar, and a single poker table at its cen-
ter. The Devil is the Dealer, and plays the FINAL GAME.

The buffet balcony contains an incomprehensible amount


of food, and a beautiful view of people winning jackpots at
the tables and slots

The Gambling Hall is immense. Its space expands around


you; what seems like 5 tables from afar becomes fifty as
you approach. Slot machines ding and whir, neon buzzes
on the walls and ceiling, dealers shout at their tables. To-
bacco smoke finds its way into every nostril. The carpet is
the worst.

The chapel is surprisingly sparse - simple chairs in a dim


room with a half-awake minister of a dead god ready to wed
anyone who walks through the door.

The roulette wheel is 50 feet across with a mirror on the


ceiling above it so all can see the results. The bowling ball-
sized pill tumbles around with a rumble, grabbing the at-
tention of everyone nearby.

The pit bosses arrive the moment anybody might cause a


ruckus. If it comes to it, use the stats for your system’s grunt.
There are always more pit bosses, and once it comes to
blows their goal will be to drag the fight out and eventually
bring the player characters to the devil’s penthouse.

The safe contains every imaginable currency. If broken into,


there is a hidden passage from the Menagerie. The Devil
will personally escort the players to the penthouse as they
leave the safe with the bounty, lest they fight the Menagerie
beast.

Written by Adam Bell.


Edited by Rolland.
Map artwork by Sashah Li.
Layout and logo artwork by junkgolem.

23
LAIR OF THE GLASSMAKER
This adventure is meant for any OSR style game of your preference.

PITCH & ENTRANCE


Elsa Haiden was a great glassmaker and alchemist who achieved immortality by transforming into magic(al) glass. Although her workshop in the
middle of a big city has been closed for years, the chimney still seems to let out smoke on some days. She’s still in her basement and very happy
about it.
The storefront is boarded up,
up and the players will find the shop empty of anything useful. Glass baubles and expired potions sit on the stands. Drinking
an expired potion deals d4 damage (save to negate damage) and the character pukes a rainbow-tinted goo for a straight minute. Four of the glass
baubles are glass kobolds.
kobolds
A successful check (or some creative thinking) allows the PCs to find a trapdoor under a rug behind the counter.

Monsters
All glass creatures are vulnerable to bashing and fire damage.

THE GLASSMAKER
Level 5 Magic User AC : Plate
Natural weapons (Glass claw) (dmg d8, magic)
Elsa’s body is made of glass-like matter, which makes her
indistinguishable from any other sculpture unless detect magic is cast.
Elsa will only attack players if she feels like they’re trying to rob the place
or attack her, or if they have freed the Annoying Fucking Cat.Cat
She has a 4 in 6 chance to surprise the characters, and deals triple
damage on a surprise attack.
If killed, her head can be kept and used by any magic-user as a spell slot
of up to level 3, and it’s worth 500gp. The rest of her corpse, if intact, is
worth 500gp as a work of art.

GLASS KOBOLDS
Level 1 Thieves AC : Leather
Natural weapons (Glass bite) +0 (dmg d4)
Those kobolds have agreed to guard this place in exchange for immor-
tality.
They will protect Elsa with their very lives if they have to. They have a 3 in 6 chance of surprising
the party, but that chance becomes 2 in 6 after the first time the PCs fight them.

Reagents
Action reagents dictate what the potions will do, and Target reagents will dictate on what it will do to it. Combining anything
other than one Action with one Target will cause an explosion for d6 magical damage in a 10’ radius. The bench and its
contents are invulnerable to such damage because the Glassmaker knows what she’s doing.
Actions
• Animate (blue-ish powder) : the target of this potion will • Free (glowing goo of colour that doesn’t exist) : the
gain sentience. If applied to an element, this creates a 1HD target can go through what it is contained by.
elemental. To Living, this is a minor healing potion.
• Dissolve (alkaline creature bones) : the target takes 1 • Stop (bottled void) : the target will be forever set in
damage per minute until contact with the reagent is broken stasis until remove-curse is applied, or a Free - Living
(through amputation or otherwise). is applied.

Target
• Living (red fur from an impossible animal) • Darkness (nightmares in dust form)
• Light (liquid nostalgia) • Dead (smoke from the carcass of a long dead god)

• An adventure written by Ribston Pippin • Art by Élina L. • Layout by Clément V. •

24
ROOMS
Random encounters : In any room, there are d6-1 kobolds. If they Unless said otherwise, assume everything is covered in a mess of glass
surprise the PCs, they each steal a small object . Any stolen goods end baubles and scrolls. It makes moving around a bit of a pain, because the
up in the bedroom. Anything the players leave out of their sight for two Glassmaker has her own filing system based on “I’ll figure it out someday”.
seconds gets pilfered. However, none of these scrolls are valuable. They’re reminders, grocery
lists, or glassmaking tips.

1 The Main hall 2 The Second hall


This is where the players end up when coming from the shop. A few kobolds have laid a trap there to prank the glassmaker. A tripwire
The mess of useless stuff and sculptures make the area difficult to carefully concealed in the mess of discarded scrolls will tip a bucket to
navigate. The Glassmaker lies in wait here, posing among the other splash the victim with ink. Save or be blinded.
sculptures, hoping she won’t have to resort to murder, or worse, talking
talking.

3 The Bedroom 4 The Glass Furnace


Cozy and neat. In the nightstand is a heart-shaped key, engraved A big room made for smelting glass, with tools set in neat order against the
«library». wall. Nothing of note aside from the chimney leading to the roof (people
without armor can crawl in).
5 The Workshop
Full of beakers,
beakers graded bottles, tubes and scientific paraphernalia. It has contents are invulnerable to such damage because the Glassmaker knows
an alchemy bench where unique ingredients acquired from other planes what she’s doing.
can be used to make potions. There are other strange ingredients (bottled fear, newt eyes, that kind of
There are two sets of reagents on two opposite sides of the room: on the thing) laying about the workshop. If they’re used, it goes boom.
left are action reagents, the others are target reagents.
Combining anything other than one Action with one Target will cause
an explosion for d6 magic damage in a 10’ radius. The bench and its
6 The Library
The ornate door leading to the library is stuck and covered in carvings The contents of this library could fetch a good price (500gp in total) to a
of people of various races studying books. If opened with the library key scholar. Most of the books are boring and only interesting to glassblowers,
or lock picked, the door turns into molten glass, splashing everyone in a but curious PCs might find the Glassmaker’s notes. 30 minutes of search
straight 30’ line. Save or take 2d6 damage. The door then reforms, still reveals that combining reagents improperly (not action + target) has di-
locked. The key then falls to the ground.
locked sastrous results. Every additional 30 minutes spent reveals the effect of
Careful investigation reveals a button in one of the carved student’s a random reagent.
eyes. This opens the door safely.

7 The Annoying Fucking Cat’s Prison


The door is triple bolted and covered in warded locks and seals. No enough attention and nibbles, will smugly follow around and do annoying
spells can open it, and it’s immune to magical damage. It is not immune cat things, including (but not limited to) pushing things off edges, sitting on
to good ol’ violence though. important stuff, tripping a PC once per fight, triggering traps and meowing
It contains nothing but a bowl of untouched catfood, a scratching tree loudly at the worst possible time. It may be abandoned or fled from, but it
and the Annoying Fucking Cat. The Annoying Fucking Cat is immune will always return and be a pain when the PCs least expect it.
to all damage and can cast Charm person/monster 1/day. If not given

8 The Mirror Room


This entire room is featureless and chrome-like, with only a gilded mirror time trash talking the players, telling them how much they hate being their
frame holding a shapeless void that floats in the center. It is the nexus of reflection and how they’d do a much better job at the “being alive” thing.
the magic permeating this room. Destroying it by having both a person Pressing their palm against the chrome traps the PC forever on the other
and their reflection strike it at the same time breaks the spell, making side as their reflection grabs them. The freed reflection will then flee.
this place a normal basement room. If the pieces are retrieved, a scholar
would pay a very good price for it (1000gp). A PC who frees or kills their reflection no longer appears on mirrors or
photography. If the reflection is free, the PCs might hear about a person
PCs Reflections are alive here. They will behave normally until the PCs who looks just like them, only nicer and with a much better grip on life.
try to destroy the mirror, at which point they will refuse to copy them
because, surprisingly, they like being alive.
Reflections want freedom, either from a “Free - Light” potion made in the
workshop or by trapping a player. Once revealed, they will spend some

25
WORDS: SEAN MURPHY · EDITING: ADAM UMAK · LAYOUT: DEREK KINSMAN

LET THEM SLEEP ON


This is a horror one-shot scenario in which all of the frame, the spacing of the stairs, the way the
the characters are already beyond saving but shadows fall. Characters who fail should start
now need to discover what happened. The title of finding items that seem familiar – a candy dish that
each act should guide the GM as to how they can looks like the one their grandma owned, a desk like
portray events and situations. This scenario the one from their office, a favorite painting in a nice
mainly uses two traits, LOOK and WILL, for ease frame. Characters who pass their WILL are welcome
of incorporation into the GM’s system. to make a LOOK roll to see if they find similar objects
but if they succeed there should be a loss to their
WILL (1 point if succeed, 1d4 if failed). Note: WILL
OPENING
rolls are measuring how well the character’s
The characters awaken in a sparsely furnished subconscious is resisting simple acceptance of their
bedroom – a double bed, wardrobe, and bureau. surroundings. GMs should consider playing with this
Their last memory is of some type of accident. Each concept. Perhaps a room is described as cheerful to
player should tell the GM what they remember one character while another is told the same room is
happening, even if they don’t tell the others in the dour.
party. If they check, there is another bedroom
nearby that is unoccupied. A LOOK roll reveals that
INTERLUDE – DREAMS
someone recently slept in the bed.
At some point the GM should announce it is late and
they are all feeling tired. Each character should
ACT 1 – ISOLATION
make a WILL roll. Characters who pass should dream
Walking around, the characters find themselves in a of their accident and have visions of being in a
large mansion. The GM should populate the manor medical operating room. There are voices talking
house with rooms as necessary (living room, library, but it is impossible to make out what they are saying.
dining room). At least one room should contain Then, there is a jolt of pain and the character will
medical equipment commensurate with a small suddenly wake up. Characters who fail will dream of
clinic. The characters should each have an uneasy being in the house where they grew up. Their mother
feeling in this particular room, although if they is reaching to hug them but, while they feel their
check they have no signs of medical trauma. If the arms around her, there is a sense of emptiness as
characters walk the grounds, they discover that they they try to hold her (WILL roll, lose 1 or 1d4 on a fail).
are on an island surrounded by fresh water with no
land in sight. If they investigate, there is a pier but no
ACT 3 – THE OTHER
boats can be found. There is no evidence that anyone
else is on the island. The characters will hear a noise somewhere in the
house and encounter an older woman performing
an innocuous task (e.g. walking the grounds, reading
ACT 2 - UNEASE
a book of poetry). She will pleasantly greet them as
After enough time has passed, the GM should call for Mrs. Doolittle and share she also woke up with no
a roll based on the character’s WILL. Characters who recollection of how she got here. If asked, she will
pass should start to feel uneasy about the manor; confess she saw the characters sleeping but didn’t
there is something wrong with how that door fits in want to wake them. She has not found anything
unusual and is uninterested in discussing their technology, they each remember seeing a glass case
situation, turning the conversation to such topics as divided into sections filled with a bluish liquid, one
how beautiful the grounds are or the elegance of the of which had a human brain floating in it (WILL roll,
building’s architecture. A successful roll to 1 / 1d4). They feel themselves being strapped down
determine her mental well-being will reveal she is in and see a bug creature leaning over them when…
her right mind, but simply wants to enjoy the day. If blackness. In that moment they realize that their
anyone presses her or is rude, she will announce she brains are in the same canister of brains (WILL roll,
is retiring to her room and if anyone tries to stop 1d4 / 1d8). Note: If timing is no issue, a GM could have
her she will simply start weeping until released. If the characters use the boat to find the barrier and
there is any attempt to hurt her, there will be a then come back to discover the basement, which
sudden disruption (e.g. pots falling in the kitchen, would trigger the memories.
sound of a car horn outside) and Mrs. Doolittle will
Mrs. Doolittle is waiting for the characters with a
attempt her escape, not to be seen again until the
hot cup of tea, poured from a pot that no one can
end. If a character is violent, she will simply collapse
remember seeing before. She suggests that they
and to all appearances be dead (WILL, 1/1d4). The
all play a game of cards. On a failed WILL roll a
reality is she just stopped pretending to breathe and
character will settle into the card game, occasionally
have a heartbeat.
reaching for a bite of that tasty sandwich that now
sits next to them. Like Mrs. Doolittle, they now find
ACT 4 – ANXIETY it easier to simply pretend that everything is normal
rather than fight against a reality they cannot
At a suitable time, the GM will introduce a new
change. Passing the WILL roll allows the character to
element. If there are only one or two characters,
exercise free will but their options are limited as
there is a boat at the pier. If a character wants to use
there is no way out and no way to die. It is at the GM’s
it, they should make a WILL roll. If they fail, they can
discretion how things end for this character. Each
still enter the boat but they feel very excitable and
frantic attempt to break free could result in another
anxious. Alternatively, the characters can find a door
WILL roll to avoid being drawn into the construct of
to the basement that they are quite sure did not exist
their own making. However, if the player is adamant
before. As with the boat, a WILL roll is necessary to
that their character will never surrender, a kindly
enter without any side effects. If Mrs. Doolittle is
GM should feel free to narrate that the character
around, she will claim she has never seen the door
goes insane (but free). Others may narrate that the
but a LOOK roll suggests she is shrinking away from
inhuman Mi-go destroy this character’s (or perhaps
it. Again, if pressed she will say she is tired and
all of the characters’) brains like organs that
attempt to retire to her room.
reject a transfer.
If characters take the boat out in the water they will


encounter a glass barrier, while entering the
basement reveals a medical laboratory. At this point,
characters present will be flooded by memories.
Rather than an accident, each of them is a victim of
an attack by an alien race known as the Mi-go.
Brought to an operating room filled with alien
What’s going on here? Random Events
📝📝 After centuries spent in suspended animation, the Brain-Mole 🎲🎲 Occurs on a 2-in-6 every 10 minutes, or when the player
has finally awakened. This strange creature, a failed experiment characters make too much noise. Roll 2D6 on the table below:
created long ago for some unknown purpose, has somehow
managed to take control over its former prison. It has started 2. The Sludgeskipper. Looking for prey to drown in the river.
creating weak-minded clones of itself and it bides its time, Half speed and morale if encountered outside the river.
reactivating and repairing the facility using its psionic-thralls. 3-4. D4 Escaped Mind-Worms. Tries to lure prey by using
telepathic pleas for help. “Is anybody there? Help us! Please!” etc.
A rumor is spreading in the nearby villages. The strange Metal 5-7. D4 Molemen sniffing the air for intruders.
Tower in the middle of the woods has awakened... But why? 8-9. D6 Molemen carrying buckets filled with Mind-Worms.
10-11. Psi-Voice from the Brain-Mole: “I. SEE. YOU. I. SEE. ALL.”
📝📝 This is a short OSR-adventure intended for a small group of low- INT save or suffer nosebleeds and headaches.
level adventurers. It takes place in the underground ruins of a 12. The Mantis. Looking for the Blue Key-Card (Located in room 5)
long-dead civilisation, now inhabited by strange Molemen.
Creature Statistics
What do we find in the junk-filled Corridors?
🐸🐸 The Sludgeskipper. Slimy, amphibious fish-monster. Unique.
🎲🎲 When the adventurers spend more than 10 minutes searching for AC 16, HD 5, Att d8 Bite or Sludge-Spit*, MV 120, ML 10.
valuables, roll 2d6 on the table below. All results are unique! *Covers target in sludge, gluing them in place.

2. Psi-Mirror.* Bounces psionic attacks back. D2 uses. 🐛🐛 Mind-Worms. Mostly psi-pacified by the Molemen. Mostly.
3. Spirit Box.* Projects animated holo-copy of user. D2 uses. AC 8, HD 3, Att d4 Bite, MV 60, ML 8.
4. Plasmic Charge.* Causes large explosion. 4d6 damage. One use. The Mind-Worms have limited telepathic powers.
5. Power Cell.* Recharges most high tech. Adds d4 more uses.
6. Time-Machine. Ancient runes that show the time. 400 GP. 🐹🐹 Molemen. Poor eyesight, great sense of smell. Limited psi-abilities.
7. Box of colorful crayons. Each color smells lovely. 100 GP. AC 12, HD 1, Att d6 Psi-Blast* , MV 100, ML 8.
8. Something falls over and makes a lot of noise! *Ranged attack. Stuns targets on natural rolls of 18-20.
9. Multi-tool. Small and very useful. 250 GP.
10. Bio-Scanner.* Pings all life signs within 60 feet. D6 uses. 🐜🐜 The Mantis. Insectoid Wizard. Intelligent. Unique.
11. Hover Boots.* Float above the ground for 10 minutes. D4 uses. AC 14, HD 3, Att d6 Claws + d6 Claws, Spells*, MV 120, ML 10.
12. Power-Fist.* Sets STR to 19 for 24 hours. 2d6 damage. D2 uses. *Spells memorized: Invisibility, Magic Missile, Floating Disc
*High tech. Requires a successful INT save to use safely... (used for surfing the River of Sludge), Locate Object.

MAZE OF THE MANIC MOLEMEN by


1. Entrance to the Maze. Metal Tower. Rusted Hatch. Stubby Plants 6. Barricade. Molemen Guards. Steep Slope
🔌🔌 The Metal Tower is a bizarre construct made of rusted metal and 🐹🐹 Two Molemen stand behind the barricade overlooking the river.
cracked glass. A sad face is painted on its top in fresh blood. They are sniffing constantly, trying to detect changes in the air.
Both are armed with nets and hooks.
🚫🚫 The crack in the Rusted Hatch is 10 inches wide. Small creatures
are able to squeeze through with some difficulty. 🔍🔍 The Steep Slope is covered in sludge and is quite slippery.

💥💥 A green beam traces anyone standing on top of the hatch, 7. Dirt Mounds. Wall Paintings
followed by a booming metallic voice in an ancient dead language.
Characters must pass and INT save to be able to understand: 🔍🔍 The dirt mounds are used as beds for tired molemen.
“WEL-WEL-WELCOME. BACK. ADMINISTRATOR-TOR.”
The hatch slowly starts opening with a loud, grinding noise... 🔍🔍 Painted on a wall: A blue square with a key inside it, a large,
monstrous looking moleman next to the square, three skulls below.
2. Steep Shaft. Chaingun Trap. Blocked Door 🚫🚫 The Door to room 8 is locked and is painted blue. The key is
located inside the mound in Room 5.
⬇ The drop down is 50 feet. 5d6 damage to anyone who falls down.
📢📢 If the door is somehow opened without the key-card, a loud
ƥ Dried, dust covered skeletons lie on the floor, torn apart and alarm will be triggered, alerting anyone nearby.
riddled with fist-sized in holes.

💥💥 The Chaingun Trap has a 2-in-6 chance of triggering whenever 8. Chamber of the Brain-Mole. Strange Vats
someone steps in front of it. The hatch opens and the barrels start ✨ The Brain-Mole is floating around inside a large, liquid-filled vat.
spinning with a loud, whirring sound. The chaingun only has It will bombard intruders with horrible visions.
d6 bullets left, but will continue it’s loud spinning even after all If it fears defeat, the Brain-Mole will try to bargain for its life,
ammo has been completely depleted. +2 to hit. D8 damage. promising riches and great power. It will honor any deals made to
the best of it’s abilities. If the Brain-Mole is killed, all remaining
🚫🚫 The metal door can be forced open, but the passage has been Molemen will go berserk. Any survivors will eventually gain
blocked from the inside with a mountain of debris. sentience and might even join the rest of society above ground.
🔍🔍 The long stairs end in a bubbling river of glowing sludge.
✨ The Brain-Mole. Psionic Ruler of the Molemen. Big Head. Unique.
AC 18*, HD 3, Att Terror-Blast**, MV 120, ML 10.
3. Glowing River of Sludge. Stalagmites. Large bones *Thick glass surrounding the Brain-Mole.
💦💦 The sludge glows in the dark. Save against CON for every 10 **Effect as spell: Fear also doing d10 damage.
minutes spent submerged in the muck. On each failure roll d6:
1. Big Brain! Ability to use Psi-blast (ranged, d6 damage) 1/day. 🐹🐹 Two half-formed Molemen are inside each cylinder. If released
2. You glow in the dark for the next d6 hours. by the Brain-Mole, they attack anyone who enters this room, but
3. Mild Headache and nausea. Could be worse! melt away after only two combat rounds.
4. Skin starts to itch. D4 damage as you shed your skin. Your new
skin is d4: 1 Green, 2 Blue, 3 Purple, 4 Translucent. 💰💰 A Metal-Crab (brain-chip) is lodged inside the skull of the Brain-
5. Acid Reflux. Ranged attack, d8 damage but hurts you for d4. Mole. Attaching it to your head causes d2 permanent damage but
gives you the ability to use Terror-Blast 1/day per level.
6. Random arm or leg morphs into d4: 1. Tentacle, 2 Crab Claw or
Crab Leg, 3 Snake (with head!), 4 Bird Wing or Bird Leg.
9. Mind-Worm Farm
🎲🎲 Count all Random Events here as “2. The Sludgeskipper.” 🐹🐹 Two Molemen are tending to the Mind-Worm farm. One is
stirring the soil with a long stick, while the other is pacifying the
🔍🔍 The stalagmites and the large bones sticking out of the sludge are worms with their psionic powers.
only big enough to support one person at a time.
🐛🐛 Three buckets filled with Mind-Worms are standing on the floor.
4. Repair Shop. Machines. Molemen Mechanics
💰💰 Deep beneath a thick layer of soil: Jewel Encrusted Rod (1000 GP.)
🐹🐹 Three Molemen are in here silently tinkering with the machines.
One of them is armed with a comically large Wrench, d8 damage.
10. Collapsed Tunnels. Metal Chest
🚫🚫 The metal door can be forced open, but the passage has been
blocked from this side with a mountain of debris. 🐹🐹 Three Molemen are guarding the Metal Chest. One of them has
secretly gained sentience and is looking for a suitable distraction
🔌🔌 Strange, metal machines are standing on the floor. Only one of so that she can escape the grasp of the Brain-Mole.
them, a machine in the corner, seems to be working, as indicated
by a steadily blinking, green light. Pressing a large button 💰💰 The Chest contains: High power rock-drill (1 charge left), Psi-
dispenses a warm, dark and bitter liquid. The liquid makes the displacer (switch mind with target, 2 charges).
imbiber more alert, +2 to all initiative rolls for the next hour.
11. Steep Shaft. Sludge River Mouth
💰💰 All four machines are filled with “copper worms”, worth 50 GP if
completely gutted. This takes about 10 minutes each. ⬇ The drop down is 30 feet. 3d6 damage to anyone who falls down.

5. Lair of the Mutant Moleman Monster. Skulls on the Floor 💦💦 Thick, iron bars cover the mouth of the River of Sludge.

ƥ Skulls are scattered on the floor. Most are human. 12. The Mantis’ Abode. Ragged Tent
🐹🐹 The Mutant Moleman Monster sleeps inside the large mound. 🔍🔍 Inside the tent: Comfy pillows, small chest (250 GP inside),
AC 13, HD 3 Att d6 Claws + d4 Bite, MV 100, ML 8. ragged hammock, rough map of the entire complex (drawn upside
down), small aquarium with small Sludge River fish inside.
💰💰 Hidden at the back of the mound: Crystal Sphere (450 GP), bucket
of dead Mind Worms, Blue Key-Card (unlocks room 8.) 🐜🐜 4-in-6 chance that The Mantis is here, hiding in the ceiling above.
Mirstone Manor
2
1 3
4

7
5

6
8
The SiTuaTion
This dungeon is intended to be used as a one-shot or short
encounter for mid-level adventurers. It uses OSR design elements,
but should be adaptable for use with many RPG systems.
The PCs gave up their lives of adventuring and entered into a
contract with one Mr. Zander Murama to work as household
servants in his large manor. Each player should pick a role such as
chef, gardener, maid, butler, etc. Unknown to the PCs, they were
Written by Chris Gibson in fact enthralled several weeks ago by a being known as the Mind
Proofreading by Matthew Getch Meister, and their reality is not, in fact, accurate. Recent events
Map by Abigail LaLonde have led to the enchantment waning causing the illusion to falter.
Artwork by Hazardousfish In the false reality each of these rooms resemble what
Layout by Flora van den Berg one might expect to see in a large country manor.
1. S ervant’S/thrall’S QuarterS
Where the PCs start. The room contains
several filthy straw piles which serve
as beds for the thralls. The nearby
restroom is merely a hole overlooking a
deep fissure in the earth.

2. S torage CloSet
Most of the PC’s gear is stored here
along with a collection of other
household tools. Zander was confident
enough in his enthrallment that he felt
it was unnecessary to put a lock on the
door.

3. K itChen/PriSon
The pantry is a barred prison cell. The
food here is disgusting, but would serve
as rations if truly needed.

4. D ining room/Surgery room


There are 1d4 corpses in the room, each
mr. ZanDer murama
Zander is waiting in the Master Bedroom.
lacking a brain. The brains appear to Underneath his human visage, Zander is a

7. m
have been surgically removed from the being known as a Mind Meister. He lost
skulls. If a corpse is touched, it will ain hall his control over the psychic abilities keeping
reanimate with the stats of a zombie. the PCs enthralled while absorbed in a “very
In the false reality this room has brilliant
The dining room table is actually a good Sudoku puzzle,” and is shocked to see
windows on the second story and several the PCs unenthralled.
surgical table with various cutting tools beautiful statues. In reality this room His true form resembles a 10’ tall humanoid
littered around it. One of these counts as appears to be underground; replacing the made entirely out of brains. He has 13HD,
an enchanted dagger. Any humanoid hit windows are luminescent green stones loves math and puzzles, is VERY psionic, and
with this dagger immediately loses all of which cast an eerie shade. The statues thinks that he is smarter than you. He will
the hair on their head. display warped geometry, inducing only attack using Sudoku squares unless he is

5. l ounge
The lounge is similar to how the PCs
headaches in those who examine them
too closely.
completely cornered.
At the end of each of Zander’s turns, roll
2d10. On a zero, roll again twice. Any
The exit into the Great Hall is sealed
remember it, a cozy room with a fireplace by a magical barrier. There is a panel on numbers that are rolled visually appear above
flanked by a large armchair which Mr. Zander’s head. On Zander’s next turn, he
the wall which shows a blank 9x9 grid.
Murama favors. This chair is much larger detonates two squares with a number equal
Entering the sudoku numbers from the to one of the ones above his head. PCs on
than is reasonable for the room. The master bedroom into this grid opens the a detonated square must save or take 2d6
doors seem easy to barricade with the barrier. damage. These squares display a glowing
room’s furniture. There are 2d4 guards in this room. The rune of the number afterwards.
The chimney of the fireplace is just big guards are under no enthrallment aside To bait players into fighting, Zander will
enough for a humanoid to pass through from that of gold. They work for Zander reveal that the sudoku puzzle on the platform
if unencumbered, and reaches all the under their own free will. is the code to exit the room.
way up to the surface. The climb would
be difficult, and there is a possibility of
getting stuck. There is a unicorn-skin
8. m aSter beDroom
The master bedroom 3 6 1 5 2 7 8 4 9
was the only room in the
rug on the floor of this room which
would fetch a high price in any market, house that servants were 7 5 8 9 3 4 2 1 6
forbidden from entering,
but is also quite heavy.
4 2 9 6 8 1 5 7 3
6. l ibrary
The books here fall under three
preventing the PCs from
knowing what it looks
like inside. It is Zander’s 8 7 2 3 6 9 1 5 4
realm of meditation, a
categories, math, eldritch knowledge, and
sudoku. A cursory glance at the sudoku place where reality reflects 5 1 3 2 4 8 9 6 7
what is in his body-mind.
books is all it really takes for the PCs to
learn how the game is played. The Master Bedroom is a 6 9 4 7 1 5 3 8 2
9x9 grid of spaces, each
Most of the books of eldritch knowledge
contain various cognitohazards, but there one corresponding to a 2 8 7 1 9 6 4 3 5
sudoku square. The PCs
are several spells that can be found here.
PCs should make a knowledge check to can inspect a tile closely to 1 3 6 4 5 2 7 9 8
discover it’s number. Yes,
determine if they are able to tell which
books are safe. it is a giant sudoku grid. 9 4 5 8 7 3 6 2 1
By Benjamin Foster
@BlackPowderChef
A system-neutral,
mid-level jungle adventure
Art and graphic design by Johan Nohr

Deep in the fetid Jungle’s embrace, Outpost 32 once


stood proud. The stores of this sprawling keystone
of trade and exploitation once burst with treasures
‘appropriated’ from surrounding squat, vine-clad temples
of eternal rest. Yet for weeks naught but corpses and
silence have floated down in the murky river’s care.
Charged by the South Traders’ Consortium with the Holy
Mission of ‘property recovery,’ you are sent forth. You are
accompanied, watched, stalked by a Band of their brutes;
all bound together with the promise of commission split
equal ways. Now you set out, off and up into the dark.

The Band
Captain Ghross (bare chested, shifting, scars with
violence.
stories) leads this wild and greedy unit of fleshy
(rag-t ag, beady -eyed , discip lined)
His three mercenaries
and know it, yet they have only exper ience d
fight well
anks, far from the thick
those small nightmares of the riverb
jungle of the Outpost—t his arrog ance will cost them.

THE BAND enrich themselves at any opportunity


abandon you the first chance they get
bides their time to outright betray you.

Approaching Outpost 32 yet its treasures remain


The Outpost is abandoned. Violence took place here
the Outpost untouched. The Jungle tried though: chaotic destr
uctio n was wrought upon the
earth . Now the Outpost sits ruined, its
building through rushing mud and shifting
Jungle Clearing ures the Jung le Folk rarely whisper of.
A recent clearing (1d6−1 miles out from
exterior enveloped in filth, home to Creat
the Outpost). The Jungle’s oppressive
enclosure has been ripped apart by Top Floor
coursing mud.
Storeroom
• Dark two-legged bat-creature,
Office Depository for items deemed
Once the Outpost’s regal seat, unworthy for the foreign collector.
bent over its meal: a Shrieking Ripper,
its floor slopes down into the deep. • Barrels bursting with items:
a hit-and-run hunter. Anyone hearing
• Mountains of paper thrown asunder: assorted bone bibelots, sentimental
its deafening scream cannot see it.
sodden letter regailing the Vault’s treasures treasures of the local peoples?
• Bloody corpse: large, half-devoured
below. • Skeletal Party: six ragged
mess of angular chitin.
• Roof beams groan. Damp heat floods from skeletons hunt through the barrels.
a wall of mud: the wall is thin—any pressure They drank from the the cursed
Outpost Perimeter and it crumbles, revealing the tunnel. Pitcher of Blood, drank away their
A mudslide battered the Outpost deep worries and mortality. Bound to
into the earth. Now it is naught but this cursed pitcher they are now
a mound of mud and cracked wood.
Firerattle tunnel
2m wide tunnel winding around the top floor. drawn here to shatter it and set
• Smashed opening: gap into the themselves free.
• Cragged walls: hot, discarded scales line
Outpost, inviting like the dark maw
the walls. Burning to the touch.
of a rivershark.
• Outer perimeter: concealed tracks,
Holdout
Firerattle nest Furtive kingdom of a lost scared boy.
roughly six pairs of fleshless feet.
30×30’ nest of cracked wood. A hidden path leads to the storeroom.
• Bulging mound: hidden tunnel
• Sleeping Firerattle: giant yet skittish • Mound of rags: underneath is Ebn
opening, warm, wet and foreboding.
red-gold snake. Piercing fangs. With a the Depotboy, the Outpost’s sole
crack of its body its rustling scales ignite survivor. Crafty but struck mute.
and scorch all nearby. Has eeked out survival since the
• Hundreds of tiny black eggs: mass of attack. Distrustful of the Band.
writhing baby Firerattles scream when they A guide in exchange for safety.
perish. Hidden man-made hole underneath.
ETER
ST PERIM
OUTPO

OFFICE
ARING
JUNGLE CLE
FIRE
TUNRATTLE T
NEL HOLDOU
STOREROOM

FIRERATTLE
NEST
KITCHEN
PANTRY

DINING
ROOM
SCULPT
URE
STORE
BURIED
VAULT AY ENTRANCE
GATEW DORMITORY
MOTHER
SKULLCRAB’S
VAULT
Ground Floor
Buried entrance First Floor
A once grand entryway to the
Outpost now buried and destroyed. Kitchen
Basement • Gashes in the walls: point to earlier The finery of ‘civilised’ cuisine thrown,
violence. Flecks of chitin remain. crushed and jumbled.
Vault Gateway • Guard corpse: cleanly decapitated, • Rows of tiny tunnels line one wall.
Dark tunnel blocked by bars of iron. head missing. Humming: telltale signs of a bloodmote
• Corpse pile: stacked against the • Doorway off the hallway crushed hive. At the slightest sound a swarming
gate. Cleanly decapitated, heads by mud: leads to the dormitory, the mass of insects emerges. Their diseased
missing. Their flight from Something blockage is impossible to dislodge by assault putrifies your stamina.
halted by their own barriers. acts of strength alone, cracking the
• Wall with smashed hole: ragged, mud reveals only haunting darkness. Pantry
3m wide, leading into the Vault. • Stairway: to the Vault Gateway Rotting produce lines the shelves.
• Shimmering gold beyond the bars: Dangerous traps have been set by the
a mountain of cursed treasure. fastidious Depotboy Ebn.
If the Band lives they surely betray Sculpture Store
• Dusty bottles: highly-prized alcoholic
A hushed, cavernous room, unfamiliar
the players now. spirit Yasahirida.
menagerie of stone shapes of men,
• Green palm fronds cover the floor: Ebn’s
gods and beasts.
Mother Skullcrab’s Vault • Rows of statues: jewels and gold
true trap. The fronds cover a makeshift
Sanctum of this monument to pride, can be sacrilegiously pried from Brainrot pollen poisoned dart trap.
now the nest of Something Worse. these holy figures. • Taut vine runs across the room:
• At the far end, a pool of swamp • Bloody human corpse: bludgeoned a very obvious tripwire acting solely
water lined with overturned chests: to death, eyes wide with fear. as a distraction.
the chests’ golden charges are • Glittering stone figure: a Lamshu, • Row of neat, cultivated plants: Ebn’s
strewn into the murky depths. a stone demon repulsed by its own Brainrot flowers. Their pollen is a strong
• Giant head lodged in the wall: a appearance. Only animates when hallucinogen.
Mother Skullcrab, it uses the still observed, seething with rage and
living head of a Giant as a hermit yearning to lash out with its stone fists. Dining Room
crab uses a shell. When woken A damp heart of decaying darkness
the Giant screams manically Dormitory within the Outpost.
about scratching and burrowing. Some of the Outpost barricaded • Heavy jewelled furniture: grand tables
The Mother Skullcrab drives themselves in when the attack came. watched over by looted religious
interlopers to its nest, feeding Hidden from violence, the reprieve lasted artefacts. Something ominously heavy
its brood (growing inside the severed only until the mudslide crushed the door, quickly scuttles out of view.
heads from the bodies above). creating their makeshift tomb. • Floor covered by a thin pool of turgid
• Thick darkness: 2d6 bodies gently water: swamp water flows from
laid to rest. The Band loots them with the dirt. Careless walkers break
no respect for their kin. Ebn conducts the sodden floorboards falling into
a quick funerary service. the dormitory below.
Hook | You have been approached by a
gnomish explorer by the name of Felston
Alybar. He claims to have located the
famed lost Necropolis of the God-Queen
Pashtep, Warlord of the Three Banners,
who led the orcs to lay siege to Nuxor,
the capitol of Ilustra, a millennia past.
Accepting Alybar’s offer to escort the
expedition to the dead city will reward 
you with untold riches. A vessel has
already been chartered to take you up the
Glimmering Coast...

   
    ‡
 
 ”        
 ˆ
    ˆ     Pashtep removed her khopesh from the belly of
  …† ­     el-Khatib and wiped it on her warskirt. She breathed
     
  € …   deeply, inhaling the metallic scent of bloodsoaked
         soil. She looked around the war-torn steppe, scanning
     •  the littered corpses for Mujahid’s head. There – his
”  ‹     
lieutenant, gravely wounded, wept over it, cradling
      
it in his lap. The Queen of Queens, Dervish of the
 ” 


 
Green Flame, Warlord of the Thousand Dancers,
   –   
strode over to him. His eyes never left his master’s,
    
  
   even after she slit his throat, until she ripped the
    betrayer’s crown from his grip. The Boar of Ragma
       may have cost her this campaign against the demon-
 
 spawn and her conquest of the Pearl Tower, but
he may yet serve one last purpose. A squalling pup,
one that rode under the Mosaic Banner of el-Khatib,
1    ‹  
     
      
gave a feeble cry of challenge and raised her scimitar
at Pashtep An honorable death, the Dread Queen
mused, raising a finger to the charging orc.
     …  
      “Perish.”
    
—˜  As that last soldier’s life left her body, Pashtep
  watched her soul flit upwards and toward the sun.

   She flipped her finger again, and it jerked, as a fish
…         snagged on a fishing line.She stood on a rugged
  ­    outcrop of stone overlooking a thick jungle, and from
   …       here she could see that its lush flora crept all the
way to the coast. As good a place as any to build
     
my City of the Dead, wouldn’t you agree, husband?
       Mujahid’s empty eyes stared back at her as she dan-
       gled his head by the hair before her. She placed her
   lips ferociously upon his, and sucked.As he wrenched
 ™     his squealing soul from his slack maw, the first of
 her servants began to rise again. Then another. Then
two more. Then ten.The sun, already dark behind the

2 ‹
        
 
plumes of black smoke, grew truly dark.The army of
dead warriors dropped their blades, picked up stones,
and began to build.
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Rumor
Rumor is..
There
is...
Thereisisananentrance
entranceto toaa
place
place(castle,
(castle,temple,
temple,barracks
barracks
ororother fortifi ed location)
other fortified location)
unknown
unknowntotoits itscurrent
current
occupants.
occupants. The journeythere
The journey there
isisaadiffi
difficult trip throughthe
cult trip through the
tunnels
tunnelsbeneath
beneaththe thecity,
city,atat
the
theend
endofofwhich
whichisisaastone
stonepitpit
that
thatleads
leadstotothe
theheart
heartofofthe
the
fortifi
fortified
edplace.
place.ItItwould
wouldbe beaa
good way for some ne’er-do-
good way for some ne’er-do-
wells
wellstotosneak
sneakinto
intoaasecure
secure
area…
area…

    


     
  

36
The Reality Is... An ancient deflated eye lies
beneath the water of a sacrificial pit. In days gone by, 12
sharpened
Rumor: stone
There is an posts
entrance were
to a place driven
(castle, temple,into its or
barracks surface and
other fortifi used to
ed location) un-
guarantee
known theoccupants.
to its current death of Thsacrifices
e journey theredropped
is a difficult into the pit.
trip through In time,
the tunnels beneath
the
thecity, at the endof
bottom of which is a stone pit flooded
the chamber that leads toand
the heart
theofeye
the fortifi
wasedforgotten.
place. It wouldIfbe a
good way for some ne’er-do-wells to sneak into a secure area…
a sentient creature’s bones are broken by a pillar, the Eye grants
1 perfect vision of any person, place or thing, even through
magical wards.

Possible entrances to this place.. But its...


1. The Miasmatic Catacombs... ...Entrances are closely guarded
2. The Reptilian Sewers... ...Inhabitants are lively and dangerous
3. The Ruined Undercity... ...Rooms are trapped to prevent intrusion
4. The Unstable Mines... ...Halls are frequently flooded

After the journey, the sounds echoing from far above inform you this is the right place.

1 T tunnel opens to a chamber of polished


The
stone. Luminescent lichen lights the walls. 4 A recessed walkway, with periodic alcoves
decorated with carvings of robed figures.
Standing on this walkway causes the visitor’s

2 An opaque watery pool, with 12 stone posts


partially submerged. For a short moment,
the posts move gently toward the characters as
vision and balance to go blurry. Standing in an
alcove replaces a character’s vision with the view
of the Eye in the bottom of the well, even if their
they enter. Leona is here, the sentient top half of physical eyes are closed.
a skeleton. A sacrifice from years ago, she doesn’t
know much about the eye but wants to get out,
painfully aware she has been on the surface of
an eye for over a century.
5 Musty air fills this rectangular room, ac-
cessed from the well by opening a metal
eyelid. The entrance is shaped to resemble a
carved eye, with the pit in place of the pupil.

3 A rusted ladder that supports only the


lightest and fleetest of climbers leads to a
short room with gnarled walls. These bumps are
Mirrors line every wall of this room, the seams of
which have blackened with time. A tunnel from
here leads into the desired location.
hundreds of spherical stone eyes that pop out
and clatter to the floor when someone enters the
room. See the Swarm of Eyes behavior table.

Swarm of Stone Eyes Behavior Table:


Swarm of Stone Eyes Behavior Table:
No Damage Roll underfoot to trip then smother. Propel each other through the air to collide
No Damage – Roll underfoot to trip then smother. Propel each other through the air to collide
with aggressive players.
with aggressive players.
SomeDamage
Some Damage – Congregate, thenthen
Congregate, STARE
STARE into
intoa acharacter,
character,stealing a skill
stealing a skill or
orability
abilitytotouse
useagainst
against them. them.
More Damage – Attempt to push aggressors into the water.
More Damage
Very Damaged – FormAttempt to push aggressors into the water.
together into one Large Eye, to pulverize foes.
Very Damaged Form together into one Large Eye, to pulverize foes.

37
The Situation
The Aljana Oasis is doomed! This large, walled oasis, thought to be protected by the wellspring deity Rhemati, is the primary source of food and
water for the nearby fellahin village. The oasis’s boughs now twist and groan in the coolth of the evenings and its bountiful spring flows no
longer. The water is stopped by the cursed magics of Sharira, an especially greedy afarit and miser. This extortionate demon has clogged the
spring with a foul mass of smoking chains, spreading corruption throughout the grove.

Without the precious waters of Rhemati’s spring, or adventurers brave enough to restore them, the villagers will be forced to
abandon the oasis and find a new home among the dunes.

Only the Lord Palm knows that Sharira will reveal itself when Rhemati is summoned to the spring. This summoning requires the party to
pray to Rhemati near the spring after placing a wellstone fuse into each of the three shrines spread throughout the oasis. The first
wellstone fuse is willingly given to the party by the desperate villagers, but the other two will have to be recovered from the jackals
and the Lord Palm.

*Moving
between
any point
on the map
necessitates
a roll on the
Encounter
Table. (at
DM’s
discretion)

Aljana Village:
Home to generations of grove
farmers and oryx herders; largely
ignorant of the forces at play within
the oasis. The elders readily part with
their wellstone fuse, recognizing it as
something of significance but unsure
of its true use.

38
Rhematis Spring
Legend
Rhemati’s Shrines: These overgrown shrines appear in the form of seated sand cats,
broken and eroded. The wellstone fuses must be placed in each cat’s mouth.
Jackal Clan: It is well known among the clan that their leader, Crick, guards a wellstone
fuse. The jackals will attempt to rob the party of their possessions while one particular
jackal will surreptitiously try to join the party.

Rhemati’s Spring: The oasis’s spring and source of life for all inhabitants - currently dry
and clogged with Sharira’s oily, smoking chains.

The Lord Palm’s Domain: The Lord Palm possesses a wellstone fuse and useful
knowledge about Sharira but refuses to relinquish either until it is convinced the party
means to restore the oasis. The lord considers stories of valor as proof of moral character.

NPCs
Encounter Table
Attendant palms challenge the party’s stories outright.

Oryx stampede! (If rolled twice or if the party stinks of olives


1 - followed by the horny-tailed behemoth.)
Burning Oryx (neutral, majestic): The Burning Oryx are antelope like Sharira’s chain corruption worsens in the grove (no
creatures whose tresses and mane burn as a ceaseless, cool flame prized 2 encounter - future encounters grow tougher.)
for their spicy flesh and amenable disposition. Mischievous jackals attempt to distract the group and steal
3 their belongings.
Sand Cats (neutral, skittish): These crepuscular felines ambush their Party disturbs a sand cat’s ambush; it leaves behind a
prey by merging their body with the sand beneath them, their presence 4 wondrous item. (cannot be rolled twice)
only recognizable by ear tufts twitching above the surface of the sand.
5 Sharira’s Thralls attack the party.
Stumble upon a grove containing 1d6 uncorrupted phoenix
Jackals (chaotic, baffling): The august clan of Amyr are ancient canine 6 figs!
denizens of the oasis and maintain a peaceful, if not fraught, coexistence
The scent of corrupted lotus blossoms perfumes the area (no
with the villagers nearby. They speak human tongue and are inscrutable
and duplicitous - save one particular jackal.
7 encounter - save against trance-like effects)
8 Wicked Dionaea pepper the party with rotten olives.
The Lord Palm (lawful, worried): A kingly arboreal spirit residing deep
within the oasis, several fronds taller than any of its attendant palm trees.
The Lord Palm knows who is responsible for stopping the spring but none
dare venture through the grove to hear his tale.

Horny-Tailed Behemoth (chaotic, hungry): Once an ordinary desert


lizard now an elephantine carnivorous beast; ensorcelled and wrapped in
the corrupting chains of Sharira. Singularly responsible for the hyper
predation of the burning oryx herds.

Dionaea (chaotic, mean): Corrupted carnivorous plants that


parasitize olive trees, stealing the fruits from the branches and
spitting them, with spiteful accuracy, at passersby. The stink of
the olive projectiles may attract the Behemoth.

Sharira’s Thralls (chaotic, possessed): Aggressive


humans from the village twisted and corrupted by
Sharira’s nefarious chains; can be freed from
Sharira’s domination by removing the chains from
their bodies.

Sharira (chaotic, nefarious): An avaricious afarit;


chain-demon and spoiler of the oasis. Wishes to wrest control
of the life-giving waters from Rhemati. Very dangerous.

Rhemati (lawful, caring): The resident wellspring deity and


caretaker of the oasis - target of Sharira’s machinations.

Village Rumors
The clinking of chains is heard in the darkened
1 groves of the oasis.

2 The oryx herds are thinning but the jackals claim


no involvement.
Mischievous jackals attempt to distract the group
3 and steal their belongings.

4 A previous expedition to the spring never returned

5 The olives shed early this season and seem to rot


at an unnatural rate.
6 The King Palm has stopped sending emissaries to
the village. 39
40
Gameplay Examples
Rolland’s Hack of That Game He Keeps Forgetting the Mia:
Name of Even Though He Has the Name Written Down Okay Ben, here’s your first question. Why
Somewhere, or RHoTGHKFtNoETHHtNWDS for short, is a are you the most popular senior in high
game designed to emulate the story of a campy horror school?
film, with players pulling wood blocks from a tower to
Ben:
build suspense as the story progresses. While That Game
My mother’s family runs the mill in town.
Rolland Keeps Forgetting the Name of, or TGRKFtNo for
short, can absolutely cover a wider range of stories, Mia:
Rolland is writing these rules from memory so he’s Where’d you get those nice shoes you
narrowing the scope somewhat for now. He thinks that always wear?
the rules could definitely be twisted in the future to cover
more horror tropes. That being said, Rolland wishes you Ben:
to read on and understand the shit he’s putting you in. When Emily’s family went to the beach, I
saw the shoes on a towel unattended, so
Creating Characters I put them on. Later, I was in town getting
In RHoTGHKFtNoETHHtNWDS the The Rolland will message ice cream and I saw this angry shoeless
you with some questions. What is established in those woman running at me from down the
questions is true. However what you, the The Not Rolland, street. I led her into a side street before
establish in your answers is also fact. throat punching her with a spade. No idea
what happened to her.
Gameplay
During gameplay the TNRs and the TRs have different Mia:
roles. TNRs control their character as the TR presents Jeremy, your character Andrew hears
challenges for the characters to overcome. The heavy footsteps approaching the door.
characters are good at certain things, and if asked to What do you do?
complete a challenge they’re good at, the TNR justifies
why their character can complete said task, and Jeremy:
assuming no opposition from fellow TNRs or the TR, the I’ll try and hold the door shut.
TNR explains how their character completes the task.
Mia:
If the task is out of the character’s wheelhouse, as will Andrew isn’t very strong. Can everyone
happen with increasing frequency, all TNRs will pull at please pull twice? Ben, because your
least one wood block in accordance with standard block tower fell earlier in the session, please
tower rules. The number of pulls will be based on the pull six blocks.
severity and whim of the TR. If one TNR causes the tower
to fall in the process, a TNR may immediately take four
additional pulls to avoid anyone’s character death. If that Words & Layout
is successful, the TNR whose tower collapsed may now Rolland Caulkins
rebuild their tower and pull thrice as many blocks each
Proofreading
time a pull is required. Junkgolem
Written by Jerry & Sam LeNeave. • Edited by Anthony Franc hini • Illustration by Jac ob Business • Map & Layout by JC Franc o
Written by Jerry & Sam LeNeave. • Edited by Anthony Franc hini • Illustration by Jac ob Business • Map & Layout by JC Franc o
interpretations of smiles. In the corner lies is a dais, also made of bone, that holds an
a stack of blank stone
interpretations facades
of smiles. In theandcorner
a coallies obsidian
is a dais,maskalso painted
made of to resemble
bone, that holds a skull.
an
HOOK Only on the eve of an cylinder.
a stackWithinof blank thestone
iron maiden
facadesare andbrittle
a coal This chamber
obsidian mask magically
painted to seals (Mod DC
resemble INT
a skull.
eclipseHOOK during Only summer
on the solstice
eve of an bones and aWithin
cylinder. mottled thegrayironmaskmaiden made are of clay
brittle / Arcana)
This chamber once magically
all characters sealshave
(Modentered
DC INT
doeseclipse
Telbbin’s during repugnant
summerpresence solstice andbones
carved and to adepict
mottled tearsgray beneath
mask made its eyes.
of clay and will notonce
/ Arcana) allowallthem to leavehave
characters untilentered
each has
wane doesenough Telbbin’s that repugnant
his essence presence A door
and on carvedthe far wall leads
to depict tearsdeeper
beneath intoitsthe
eyes. donned
and willthe notmask.
allow them to leave until each has
might wane be defeated
enough that once hisand for
essence sepulcher.
A door on the far wall leads deeper into the donned the mask.
might be
all, luckily todaydefeated
is thatonce day. and Thisfor sepulcher. The mask reveals to its wearer a physical
all, luckily today is that day. in This Close inspection (moderate DC PER) reveals manifestation
The mask reveals of one to ofitstheir
wearerdeepest
a physicalfears
opportunity won’t come again
thereCloseareinspection
grooves and hinges all
(moderate DCthroughout
PER) reveals ormanifestation
former traumas thatofpreternaturally
of one their deepest fears takes
opportunity won’t
the character’s lifetimes, they must come again in
thethere are grooves
iron maiden. and hinges
A critical success all throughout or former
shape as the traumas
ossuary’s thatdécor
preternaturally
transforms takes
venturethe character’s
into Telbbin’s lifetimes,
sepulcher they must the iron maiden. A critical success shape
recognizes hidden blades. itself intoasathe ossuary’s
horrific version décor transforms
of that turmoil.
and venture
complete into itsTelbbin’s sepulcher
trials in order to recognizes hidden blades. itself
The mask intocannot
a horrific beversion
taken off of by
thatany turmoil.
means
destroyand his complete
phylactery its trials
andinheal order theto Further investigation of the masks on the Thethe
until mask cannot be taken
manifestation off by any
is overcome. means
Each
lands destroy
and itshis phylactery and heal the
people. floorFurther
(Easy investigation
DC INT, PER)ofreveals the masks on the
bloodstains until the manifestation
character must overcome is overcome.
one beforeEach the
lands and its people. flooramong
hidden (Easy DC INT,masks,
these PER) reveals bloodstains
all of which character
chamber willmust
open overcome
again. one before the
have hidden
beenamong markedthese by coal masks,and all notofallwhich
are chamber will open again.
have
faces; been marked
among them are byacoal
wideand notof
array all are For physical or monster-based fears/
faces; among them are
symbols, letters, runes, and even prayers. a wide array of For physical
traumas, run the or monster-based
monster as normal fears/ but it
Background Within the mortal wound symbols, letters, runes, and even prayers.
Background Within the mortal wound istraumas,
also undead run the monster as normal but it
and made of bone (Increase
from Nokarr’s spear that slew Alegna, is also undead and made of bone (Increase
from Nokarr’s spear that slew Alegna, Placing a stone mask on the iron maiden AC, damage resistance to piercing/slashing,
the world serpent, lies an ancient Placing a stone mask on the iron maiden AC, damage resistance to piercing/slashing,
the world serpent, lies an ancient is the solution here, but the mask must be undead bonuses per your ruleset)
burial temple. The serpent’s body is the solution here, but the mask must be undead bonuses per your ruleset)
burial temple. The serpent’s body marked to portray sadness or loss which
stretches around the world as a vast marked to portray sadness or loss which
stretches around the world as a vast willwill
cause thethe maiden to to
open, anything else For
mountain range, and andwithin thisthisgash cause maiden open, anything else Formore
moremental mentalororemotional
emotionalfears, fears,theythey
mountain range, within gash triggers a scything blade trap (moderate manifest
lies aliescultist-carved barrow of profane triggers a scything blade trap (moderate manifest physically or emotionally.For
physically or emotionally. For
a cultist-carved barrow of profane physical damage, DEX save forfor½)½) asas example,
dedication and and preservation of Telbbin physical damage, DEX save example,loneliness
lonelinessmight mightbe bethe
theroom room
dedication preservation of Telbbin wailing sobs echo throughout thethechamber. suddenly appearing featureless, with
the Terrible. It houses the wizard’s wailing sobs echo throughout chamber. suddenly appearing featureless, withthe the
the Terrible. It houses the wizard’s exception ofofaasingle skeleton wearing the
exception single skeleton wearing the
D. D.
phylactery
phylactery and and entombsentombs eacheach of hisof 7his 7 MASK MASK OFOF THE THE SPECTER
SPECTER same
same clothes
clothes asasthethe character.
character. (Use
(Use Sanity
Sanity //
acolytes,
acolytes,and and has has beenbeen maintained
maintained by by
AmidAmidthethe concave
concave floor
floorhere hereis ais shallow
a shallow pool pool Madness
Madness effects,
effects, per
per your
your ruleset.)
ruleset.)
generations
generations of cultists
of cultistsfor centuries.
for centuries. of water,
of water, footsteps
footsteps cancan bebe seenseen breaking
breaking itsits
G.
Its very presence blights the land
G.MASK
Its very presence blights the land surface as an invisible presence erratically
surface as an invisible presence erratically MASKOF OFCORRUPTION
CORRUPTION
and poisons
and poisons its people
its people allowing
allowing his his
runs across
runs across it. Ait.disembodied
A disembodied voice
voice booms
booms Lumps
Lumpsofoflichen lichencovercoveraamajority
majorityof ofthethe
malevolence
malevolence to stillto linger overover
still linger the the
from near
from near a stone
a stone sarcophagus
sarcophagus propped
propped interior
interiorofofthis thisoddly
oddlyshapedshapedcavern,cavern,ititisislit lit by
by
world. world.
against
against thethe northnorth cavecave wall,wall, it urges
it urges those
those who strange
who strangepurple
purplebioluminescence
bioluminescencethat thatdripsdrips
enter
enter to capture
to capture thetheevilevil specter
specter and and destroy
destroy it it from
fromorifices
orificesininthe thespongy
spongytumors tumorsthat thatgrowgrow
for for a reward
a reward of great
of great riches.
riches. fromthe
from thewalls.
walls.Gigantic
Giganticmushroomsmushroomssprout sprout
A. ANTECHAMBER
A. ANTECHAMBER fromthe
from theground
groundand andthe theair airhere
hereisisacrid
acrid andand
The large
The large triangular
triangular openingopening to this
to this cavecave TheThe invisible
invisible presence
presence is the
is the spirit
spirit of of
aa a ashimmering
shimmeringpool poolofofiridescent
iridescentwater watersnakessnakes
quicklyquickly
slopes slopes
into into
a low a low
ceilingceiling
andand an an previous
previous hero herowho who became
became trapped
trapped here.
here. It It along
alongthetheroughroughfloor,floor,reflecting
reflectingaaluminous
luminous
oval-shaped cavern is not hostileandand it will respond if spoken to.to. orange
orangemask maskriddledriddledwith withbuboes
buboesdanglinging
danglinging
oval-shaped cavern withwith a single
a single stalagmite
stalagmite is not hostile it will respond if spoken
Moderate DCDC WIS / Sense Motive reveals fromthetheceiling
ceilingamid amidundulating
undulatingmoss. moss. ItIt
at itsatcenter,
its center,to the to north
the north are 3are 3 moss-draped
moss-draped Moderate WIS / Sense Motive reveals from
archways
archways leadingleading to areas
to areas (B), (B),
(D),(D),andand(C) (C) thethevoice voice is lying
is lying and/or
and/or thethe spirit
spirit is is
in in doesn’ttake
doesn’t takelonglongafterafterentering
enteringto tonotice
notice the the
which leads deeper inward . Slumped against anguish. mushrooms have come to life, their murderous
which leads deeper inward . Slumped against anguish. mushrooms have come to life, their murderous
the stalagmite is a wheezing adventurer visages focused on the weakest character.
the stalagmite is a wheezing adventurer visages focused on the weakest character.
(Rogue) obviously breathing their last There are no riches to be had, attempts to They attack with a myriad of fungal fists and
(Rogue) obviously breathing their last There are no riches to be had, attempts to They attack with a myriad of fungal fists and
breaths, they plead with the party to claim all fight the specter only result in strengthening anything nearby.
breaths, they pleadmasks with the fight the specter only result in strengthening anything nearby.
of the acolyte andparty
use them to claim all
to gain Telbbin’s phylactery.
of theentrance
acolyte to masks and use them to Telbbin’s phylactery.
Telbbinn’s sanctum to gain
destroy his One of the mushroom men has fused with
entrance to Telbbinn’s sanctum
phylactery. They can answer 1d3+1 questions to destroy his Removing the sarcophagus’ lid or One
theof the mushroom
bones of an acolyte men andhas fused with
wrecked his
phylactery. They canone
before expiring, answer
of the1d3+1answers questions
is actually Removing
destroying the itsarcophagus’
(Easy DC STR) lidreveals
or nothing the bones
tomb, it isofhorrific
an acolyteand isand wreckedmagic
a mid-level his
before expiring,
a false rumor. one of the answers is actually destroying
more than it (Easy DC STR)corpse
a desiccated reveals nothing
dressed in tomb,
user.it is horrific and is a mid-level magic
a false rumor. more cheapthanrobes a desiccated corpse dressed
with an expressionless in
ivory user.
B. MASK OF WRATH cheapmask robes
resting withonan itsexpressionless
face. ivory The mask can be pulled from the ceiling at
B. MASKWithinOF thisWRATH
roughly cut chamber is a cairn mask resting on its face. The
anymasktime,can but beuntilpulled
the room fromisthe ceiling of
cleansed at
Within thishigh
piled roughly
with cut mossy chamber
rocks amidis a cairn
jagged E. MASK OF THE MISSING any
thetime, but until theitroom
evil mushrooms, is cleansed
will remain corrupt. of
piledstalagmites
high with mossy rocks amid
(hazardous), it is litjagged
by a single E. MASK
Behind OF THE MISSING
a locked (Moderate DC) iron door is a the evil mushrooms,
Placing the still-corrupt it willversion
remainofcorrupt.
this mask
stalagmites
brazier that(hazardous),
burns bright. it is The
lit byair here smells Behind
a single smallaalcove
lockedthat (Moderate
holds a DC) metaliron door forcibly
bracket is a Placing
on the the busts still-corrupt
to enter Telbbin’sversion Sanctum
of this mask (J)
braziermetallic.
that burns Atop bright.
the monumentThe air here is a snarling
smells driven
small alcove intothatthe holds
petrified walls,bracket
a metal upon which forcibly onwill
thestrengthen
busts to enter his phylactery.
Telbbin’s Sanctum (J)
metallic
metallic. Atopcrimson
the monument mask which snarling to life driven
is a screams hangs intoonly thethe bottom
petrified portion
walls, upon of awhich
gilded will strengthen his phylactery.
and crimson
metallic attacks (Animated
mask which Object,
screams extratoHP,lifeAC hangs mask, only itsthemouth bottomdepicted
portion as ofif shouting.
a gilded The H. MASK OF THE UNHEARD
bonus, access
and attacks (Animated to fire and blood
Object, extramagic)
HP, AC top its
shortly mask, portion
mouth of depicted
the maskas seems to haveThe
if shouting. been H.A MASK
numberOF of silver masks, one for each
THE UNHEARD
after anyone but the caretaker
bonus, access to fire and blood magic) shortly enters. Only top chipped
portion away.
of the Removing
mask seems the tomask
have from
been its A character
number ofsit atop
silver a makeshift
masks, dais
one for eachin this
afterafter
anyone being butdefeated
the caretaker can the mask Only
enters. be carried chipped place away.
may trigger Removing a random the maskencounter,
from its roll dome-shaped
character sit atop room lit by cracks
a makeshift daisininitsthishigh
out from this chamber.
after being defeated can the mask be carried a
place d6,
may on results
trigger aof 4+
random nothing happens.
encounter, rollThis ceiling.
dome-shaped Each mask
room has
lit by wide
crackseyes in and
its no
high
mask
a d6, needs to
on results of be4+completed
nothing happens. by joining Thisit with ceiling.
mouth,Each a mural mask onhasthe widewall here
eyesdepicts
and no
out from this chamber.
C. MASK OF THE WIDOW masktheneeds
other half to beofcompleted
the remaining mask from
by joining it with thousands
mouth, a mural of humanoid
on the wall shapes crowded
here depicts
C. MASK OF THE WIDOW
At the center of the room is a crude iron room (H). around one another. Beneath it a caption
the other half of the remaining mask from thousands of humanoid shapes crowded
maiden depicting a sorrowful woman reads “MORE HAS BEEN SAID IN SILENCE,
room (H).
F. MASK OF FEAR
At the center of the room is a crude iron around one another. Beneath it a caption
draped in various strips of colored cloth and THAN WILL EVER BE SPOKEN IN WORDS.”
maiden depicting a sorrowful woman reads “MORE HAS BEEN SAID IN SILENCE,
F.
covered in pointed rivets. The smooth stone This circular chamber is smoothly hewn,
draped in various strips of colored cloth and MASK OF FEAR THAN WILL EVER BE SPOKEN IN WORDS.”
floor is littered with dozens of stone masks, countless skulls and various bones decorate While wearing the masks players cannot
covered in pointed rivets. The smooth stone Thisthe
circular chamber is smoothly
walls, floor, and ceiling here. At its center hewn, speak, and neither can their characters even
some shattered but each depicting different
floor is littered with dozens of stone masks, countless skulls and various bones decorate While wearing the masks players cannot
some shattered but each depicting different the walls, floor, and ceiling here. At its center speak, and neither can their characters even
42
is stepped on, the ceiling in the room lowers quartz jar containing a swirling mist,
by 1’. Donning the mask reveals the sequence Telbbin’s phylactery. A decrepit and age-
Random Tables
required to open the door (8-4-6) to the addled caretaker slowly shuffles about the
Use
o c n athese
r F C J at y byour
t u o ydiscretion
a L & p a M if• you s s e n i s u B b o c a J y b n o i t a r t s u l l I • i n i h c n a r F y n o h t n A y b d e t i d E • . e v a e N e L m a S & y r r e J y b n e t t i rW
one wearing it. While wearing the mask, a room dusting off the bas-reliefs on the walls
need to add action, urgency, or character sees and feels the world as if they depicting Telbbin’s acolytes, his body is gaunt
added
na sdlsense oh tahtof,edangernob fo ed inam any osarea
la ,siad a si were another seil renrandomroc eht member nI .selimsoffotheir snoigroup taterpretni and he is completely nude, the only shield of
you.lluksee
s a efit. lbmeser ot detniap ksam naidisbo and must laoambulate
c a dna stheir edacbody af enofrom ts knan albexternal
fo kcats a modesty being a long white beard that reaches
TNI CD doM( slaes yllacigam rebmahc sihT disorienting elttirbperspective
era nediam(moderate nori eht niDC htiW PER)..rednilyc his knees. Upon nanoticing
fo eve ethe ht characters
no ylnO he KOwill
OH
d e r e t n e e
d6 Random Encounters:v a h s r e t c a r a h c l l a e c n o ) a n a c r A / y a l c f o e d a m k s a m y a r g d e l t t o m a d n a s e n o b rush toward e c
the it s l o s
phylacteryr e m m u s
speaking g n ir u d
words e s p i
ofl ce
sah 1. h1d2caeGhosts
litnu eva(hostile
el ot mechance: ht wolla t50%) on lliw dna J. TELBBIN’S .seye sti h taeneb sraet tciped ot devrac dna power ine c
FOYER anneattempt
serp tntoanunleash guper his s’nimaster.
bbleT seod
2. 1d4 Mushroom People.ksam eht dennod The magically eht otni rsealed epeed stone sdael door llaw that raf eleadsht no rood A e cnesse sih taht hguone enaw
to Telbbin’s resting place is flanked by 6.rehclupes Telbbin fightsr o f dn asaaepowerful
cno detaundead efed ewizard b thgim
3. 1d6 Poisonous Insects featureless busts, each of which requires (Lich) as his essence bursts from the jar
lacisyhp a reraew sti ot slaever ksam ehT s i h T .y a d ta h t s i y a d o t y l i kcul ,lla
4. 1d3 Maddened Cultists (low INT,
sraef tsepeed rieht fo eno fo noitatsefinam a mask
slaeveto r )be
REP placed
CD etupon aredothem m( noin itcorder
epsnito esolC and overtakes the caretaker’s body in a
low WIS)
sekat yllarutanreterp taht samuart remrof ro open.
tuohThereguorhist lno la scorrect
egnih dorder na sevfrom oorgleft eratoereht transformation of melting its flesh andtgrisly
n i n i a g a e m o c t ’n o w y t i n u roppo
5.sm1d3 Undead
rofsnart rocéd s’yrausso eht sa epahs right, however if corrupted masks
sseccus lacitirc A .nediam nori eht are placed ts u
contortions. m y e h t , s e m it e f i l s ’ r e t c a r ah c eht
.6.
liom High
rut taCultist
ht fo noisrev cifirroh a otni flesti adjacent to one another .sedcertain
alb nedeff dihects sezimay ngocer rehclupes s’nibbleT otni erutnev
snaem yna yb ffo nekat eb tonnac ksam ehT occur at the GM’s discretion. For example: If the spectre
ot redrino(D) ni swaslairmet
t stiwithetelhostility
pmo c dna
d4
hcaHazards:
E .emocrevo si noitatsefinam eht litnu empoweringeht no sTelbbinksam ehift the fo ncorrupted
oitagitsevnmask i rehtis ruF fromecharacters
ht laeh dnora the yremask
t calyfrom hp s(G) ih yortsed
used,
sniaor tsdplacing
oolb slawrath ever )next REP to ,TNan I Cun-cleansed remains uncleansed, grant Telbbin a mild
1.ehTectonic
t erofeb eshift, no emloosening
ocrevo tsum jagged
retcarahc D ysaE( roolf .elpoep sti dna sdnal
corruption mask might spawn a terrible HP increase and a moderate bonus to his
calcified rib fragments .niaga nepfrom o lliwabove. rebmahc hcihw fo lla ,sksam eseht gnoma neddih
monster or force one of the busts to violently saves, attacks, and AC.
(DEX save to avoid damage) era lla ton dna laoc yb dekram neeb evah
come to life.
/ s r a e f d e s a b - r
2. Venomous insect-riddled corpse, e t s n o m r o l a c i s y h p r o F f o y a r r a e d i w a e r a m e h t g n o m a ; s e c a f
The caretaker can be reasoned with over
texplodes.
i tub lamro(DEX n sa reor tsnCONom ehsave t nurfor ,sam ½uart .sreyarp neve dna ,senur ,srettel ,slobmys
The characters may have collected 7 masks a series dnuofo5 wHardlatrom DCesocial
ht nihtchecks,
iW dn u4orof gk caB
esaercnI( enob fo edam dna daednu osla si
damage, spawns insect swarms) in total, and can choose to keep one to which,a must
ngelsucceed
A wels tavia ht roleplaying.
raeps s’ rrakIfoN this
morf
,gnihsals/gnicreip ot ecnatsiser egamad ,CA nediamthemselves
empower nori eht no (advantage)ksam enots for a guse nicalP is achievedtnhe
3. Petrified egg, crushing ceiling ei cwillingly
na na seallowsil , tnep characters
res dlrow eht
)teselur ruoy rep sesunob daednu e b t s u m k s a m e h t
inside of Telbbin’s Sanctum and beyond.t u b , e r e h n o i t u l o s e h t s i to destroy ythe
trap. (Mod DC to detect, Hard DC dophylactery
b s’ tnepresand ehTproceeds
.elpmet lto airub
Each hcigrants
hw ssoal rsmall o ssen das yaasrtrfollows:
bonus op ot deWrath kram take histsown
to disarm, save or die) av alife.sa dTwo lrowfailed
eht dsocial
nuorachecks sehcterts
yeht ,sraef lanoitome ro latnem erom roF es- lincreased
e gnihtynadamage, ,nepo otWidow nediam- bonus eht esutoacWILL lliw provokes
4. Poisonous hsathe g sicaretaker
ht nihtiw to dnrelase
a ,egnTelbbin
ar niatnuom
roF .yllanoitospores, me ro ylfungi lacisyhpollute p tsefinam etare
saves, dom( p-abonus
Specter rt edalb toghide,nihtyMissing
cs a sreggirt immediately.
themair. e n a f o r p f o w o rr ab d e vrac-tsitluc a seil
oor (STR/CON,
eht eb thgimPER ssenpenalties)
ilenol ,elpmaxe s a ) ½ r o f e v a s
- bonus to PER, Fear - bonus vs undead, X E D , e g a m a d l a c i s y h p
nibbleT fo noitavreserp dna noitacided
eht htiw ,sselerutaef gniraeppa ylneddus .Corrupted
rebmahc e(cleansed) ht tuohguo-rhbonus t ohcetosb CON,os gniliaw Once Telbbin’s phylactery has been destroyed
s’dra ziw eht sesuoh tI .elbirreT eht
eht gniraew noteleks elgnis a fo noitpecxe Perspective - bonus to INT. the adventure is over and the lands are purged
RETCEPS EHT FO KSAM .D of his vile presence, should the party fail, his
via magical/telepathic means. 7 sih fo hcae sbmotne dna yret calyhp
/ ytinaS esU( .retcarahc eht sa sehtolc emas
K. TELBBIN’S
yb deniatniam neeb sah dna ,setylo ca
).teselur ruoy rep ,stceffe ssendaM loop wollahsSANCTUM a si ereh roolf evacnoc eht dimA loathsome presence will continue to deaden
Only by leaving the masks on for several
Withinstthe
.seirutne c rof stsitluc fo snoitareneg
i gnsanctum,
ikaerb neamid es ebbright nac spbraziers etstoof ,retaw fo the land until the next celestial opportunity
NOITPURROC FO KSAM .G and among
minutes does this trial complete. dnal eht sthgilb e cneserp yrev stI
yllacimonetary
tarre ecneand serpburnt elbisoff ivnerings
i na sa ecafrus arises.
strewn about the floor is an iron-bound sih gniwolla elpoep sti snosiop dna
Once ethis ht ftrial
o ytiis rocomplete,
jam a revoeach c nehmask cil fofalls spmuL smoob eciov deidobmesid A .ti ssorca snur
eht revo regnil llits ot e cnelovelam
yb totdust
il si tiexcept
,nrevaone c dewhich
pahs yturns lddo gold siht fand o roiretni depporp sugahpocras enots a raen morf
.dlrow
spird in
breaks tatwo
ht ecsplitting
necsenithe mueyeloib portion
elprup e fromgnarts ohw esoht segru ti ,llaw evac htron eht tsniaga
w o r g
the mouth. t a h t s r o m u t y g n o p s e h t n i s e c i f i r o m o r f t i y o r t s e d d n a r e t c e p s l i v e e h t e r u t p a c o t r e t n e
tuorps smoorhsum citnagiG .sllaw eht morf .sehcir taerg fo drawer a rof
dCareful
na dircinspection
a si ereh ria ofethe ht ddais
na drevealsnuorg eitht morf REBMAHCETNA .A

na dna gniliec wG
secankanbe s rslid
etawtotn ecsside,
the edirirevealing
fo loop ganshallow iremmihs a a fo tirips eht si ecneserp elbisivni ehT evac siht ot gninepo ralugnairt egral ehT
suonithat
grave mulcontains
a gnitcelskeletal
fer ,roolremainsf hguor eand ht ganola tI .ereh deppart emaceb ohw oreh suoiverp ol a otni sepols ylkciuq

slaever evitI
gnchromatic
ignilgnad bottle seobucarved
b htiw with deldd 10irrows
ksamofe100 gnaro .ot nekops fi dnopser lliw ti dna elitsoh ton si etimgalats elgnis a htiw nrevac depahs-lavo
doves,tI .sthesombottlegnitahas ludnauvoice dimaand gnildemands
iec eht morf oM esneS / SIW CD etaredoM depard-ssom 3 era htron eht ot ,retnec sti ta
etohtbe ectaken
iton ofrom t gnirthis
etneplace retfaatgnonce ol ek[seed
at t’nseod ni si tirips eht ro/dna gniyl si eciov eht )C( dna ,)D( ,)B( saera ot gnidael syawhcra
H
suofor red follow-up
rum riehadventure].
t ,efil ot emoc evah smoorhsum .hsiugna tsniaga depmulS . drawni repeed sdael hcihw
.retcarahc tsekaew eht no desucof segasiv rerutnevda gni zeehw a si etimgalats eht
I. MASK
dna stOF sif lPERSPECTIVE
agnuf fo dairym a htiw kcatta yehT ot stpmetta ,dah eb ot sehcir on era erehT tsal rieht gnihtaerb ylsuoivbo )eugoR(
This perfectly square 10’ chamber .ybis rawell-cut,
en gnihtyna gninehtgnerts ni tluser ylno retceps eht thgif lla mialc ot ytrap eht htiw daelp yeht ,shtaerb
on its floor are 20 stone tiles each with a .yretcalyhp s’nibbleT niag ot meht esu dna sksam etyloca eht fo
number
htiw don esit,
uf there
sah ne aremm 2 ofooeach
rhsumnumeral eht fo enO sih yortsed ot mutcnas s’nnibbleT ot ecnartne
0-9. After
sih deall kccharacters
erw dna etyhave loca entered,
na fo senthe ob eht ro dil ’sugahpocras eht gnivomeR snoitseuq 1+3d1 rewsna nac yehT .yretcalyhp
doorcigam level-dim a si dna cifirrohon
seals behind them. Stepping si the
J esproc detaccised a naht erom
ti ,bmot gnihton slaever )RTS CD ysaE( ti gniyortsed yllautca si srewsna eht fo eno ,gniripxe erofeb
tiles causes the number to glow brightly.
E
.resu ni desserd .romur eslaf a
After 3 tiles have been stepped on the glow
yrovi sselnoisserpxe na htiw sebor paehc
HTARW FO KSAM .B
dissipates unless the correct sequence is
nriac a si rebmahc tuc ylhgF
ta gniliec eht morf dellup eb nac ksam ehT .ecaf sti no gnitser ksam
given. There is a crystalline mask lying on the
fo desnaelc si moor eht litnu tub ,emit yna uor siht nihtiW
GNISSIM EHT FO KSAM .E
center tile. Any time an incorrect sequence
.tpurroc niamer lliw ti ,smoorhsum live eht deggaj dima skcor yssom htiw hgih delip

ylbicrof tekcarb latem a K


ksam siht fo noisrev tpurroc-llits eht gnicalP a si rood nori )CD etaredoM( dekcol a dniheB elgnis a yb til si ti ,)suodra zah( setimgalats
)J( mutcnaS s’nibbleT retne ot stsub eht no sdloh taht evocla llams sllems ereh ria ehT .thgirb snrub taht rei zarb
.yretcalyhp sih nehtgnerts lliw hcihw nopu ,sllaw deifirtep eht otni nevird gnilrans a si tnemunom eht potA .cillatem
dedlig a fo noitrop mottob eht ylno sgnah efil ot smaercs hcihw ksam nosmirc cillatem
DRAEHNU EHT FO KSAM .H ehT .gnituohs fi sa detciped htuom sti ,ksam CA C ,PH artxe ,tcejbO detaminA( skcatta dna

sti morf ksam eht gnivomeB


hcae rof eno ,sksam revlis fo rebmun A neeb evah ot smees ksam eht fo noitrop pot yltrohs )cigam doolb dna erif ot ssecca ,sunob
siht ni siad tfihsekam a pota tis retcarahc R .yawa deppihc ylnO .sretne rekaterac eht tub enoyna retfa
hgih sti ni skcarc yb til moor depahs-emod llor ,retnuocne modnar a reggirt yam ecalp deirrac eb ksam eht nac detaefed gnieb retfa
on dna seye ediw sah ksam hcaE .gniliec sihT .sneppah gnihton +4 fo stluser no ,6d a .rebmahc siht morf tuo
stciped ereh llaw eht no larum a ,htuom htiw ti gninioj yb detelpmoc eb ot sdeen ksam
dedworc sepahs dionamuh fo sdnasuoht morf ksam gniniamer eht fo flah rehto eht WODIW EHT FO KSAM .C
noitpac a ti htaeneB .rehtona eno dnuora .)H( moor nori edurc a si moor eht fo retnec eht tA

dna hA
,ECNELIS NI DIAS NEEB SAH EROM“ sdaer namow lufworros a gnitciped nediam
”.SDROW NI NEKOPS EB REVE LLIW NAHT RAEF FO KSAM .F tolc deroloc fo spirts suoirav ni depard
,nweh ylhtooms si rebmahc ralucric sihT enots htooms ehT .stevir detniD op ni derevoc
tonnac sreyalp sksam eht gniraew elihW etaroced senob suoirav dna slluks sseltnuoc ,sksam enots fo sne zod htiw derettil si roolf
figure
nev1.e Telbbin’s
sretcaraFoyer hc rieht nac rehtien dna ,kaeps retnec sti tA .ereh gniliec dna ,roolf ,sllaw eht tnereffid gnitciped hcae tub derettahs emos
43
SNAKE TEMPLE ABDUCTION
SETUP BOSWELL’S FARM THE RIVER

The characters come across a village Boswell’s Farm is found just off the The trail leads to the river, along one
or small town that is in great distress. main road out of town. The scene bank heading away from the town and
Their local hero, Mégane Duchamp, is is much as described. The buildings eventually to a small tributary. Set in
a Joan D’Arc-esque character who has consist of a farm cottage, with the side of the bank is a rocky outcrop
fended off outlaws, corrupt tax officials wooden barns and outbuildings, all and atop the outcrop are the ruins of
and monstrous threats over the past of which are smouldering wreckage. an old temple. Not much still stands:
half a dozen years. a scattering of cut rock and the stub of
Investigations reveal the family were a pillar or column here and there. The
Two days ago Mégane was fighting killed by weapons; even the charred tracks lead to a worn set of stone
a band of outlaws at BOSWELL’S corpses show wounds from normal steps to what must have once been a
FARM about a mile up the road. The weapons. crypt.
farm was completely destroyed Characters adept at tracking can
in a fire that razed it to the ground. Atmosphere: Most of the temple is
discover tracks heading away into the
The family that lived there were found below the level of the river. It is damp,
wilderness. The tracks are in some
murdered, their corpses thrown on the there is no lighting, and the rock is
disarray near the farm but form up into
fires. Of Mégane there was no trace. crumbling.
a single file track heading towards
The townsfolk beg the party to find the local river.
out what happened to Mégane
Duchamp and rescue her if
they can.

4. SLEEPING AREA. More


reeds are used as matting
and to sleep on. Conditions 7. THE TEMPLE is
are somewhere between simple and austere.
austere and grim. Where There is a raised stage
there is any ornamentation with a throne upon
it is stone carvings with a it. The Queen of
diamond pattern or rolled Snakes spends most
coils. They are reminiscent of her time here. Once
THE OUTER TEMPLE
of snake scales and coils. All the per day she journeys from the inner
1. THE ENTRANCE CHAMBER is ornamentation was done centuries ago temple through the entire complex.
mostly unused because it is exposed to and has become worn and faded. She is accompanied by her priests
the elements. until reaching the Sleeping Area (4).
The doors to 5, 6, and 7 are almost
There they wait for her as an honour
2. THE CIRCULAR CHAMBER is constantly guarded by two priests.
guard. They then return with her to the
where the adherents to the cult spend These are slightly more equal than the
Temple.
most of their days. other members of the commune.
8-9. THE HORROR IN THE
3. STORAGE of goods held in 5. PRIEST LIVING AREA. These
DARK CHAMBERS. Here rests the
common, like food and basic quarters are still austere but better
Queen’s pet. It is a sea serpent grown
clothing. The temple is run much furnished than those of the adherents.
in captivity and fed with captives. It
like a commune with almost everyone Items stolen from raids across the
is constantly hungry and aggressive
treated as an equal, though some countryside have found their way into
and has massively outgrown its limited
seem more equal than others. This these chambers.
space, coiling around itself. It can
area is lit with reed torches and move between the two columned
manufacturing these seems to be THE INNER TEMPLE chambers but that is the limit of its
a common occupation. There are world.
loose bales of reeds stacked around 6. HIGH PRIEST LIVING
the room and many finished and CHAMBER. He is the only member When captives are not available any
unfinished torches in piles. normally allowed into the presence of adherent or priest displeasing the
the Queen of Snakes. Even the high Queen is used as serpent food.
priest has never seen the Queen of
Snakes without her veil.

44
RESIDENTS OF THE TEMPLE
RESIDENTS OF THE TEMPLE
THE QUEEN OF SNAKES ADHERENTS MÉGANE DUCHAMP
THE QUEEN OF SNAKES ADHERENTS MÉGANE DUCHAMP
The queen is a Gorgon/Medusa. She There are five times as many adherents Mégane is currently bound and
is immortal
The queen isand upon occasion enjoys
a Gorgon/Medusa. She as there
There are heroes.
are five times asThesemany are either Mégane
adherents gagged, stripped bound
is currently of all her
andgear, at the
the
is adulation
immortal andofupon
mortal followers.
occasion She
enjoys asunskilled
there areor one-third
heroes. These of are
the either
power of gagged, foot ofstripped
the stage in the
of all her temple
gear, at (7).
the
the adulation of mortal followers.
has recently taken up residence here She unskilled or one-third
the typical party member.of the power of
They have footThe
of the
Queenstagehas in the
yet temple
to decide(7).to kill
has
andrecently
when shetaken up residence
grows bored shehere
kills the typicaltheir
learned partyskills
member. They have of Theher
by a combination Queen
herself has oryet
feedto her
decide to kill
to the Serpent.
and when she grows bored
everyone and moves on. The she Queen
kills learned their skills by
basic instruction froma combination
the high priestsof herShe herself or feed her
is currently beingto the Serpent.
‘guarded’ by the
everyone
commands and moveslarge
several on. The Queen
but normal basic
and instruction
abducting from peopletheinhigh
raidspriests
across SheQueen’s
is currently being ‘guarded’ by the
snakes.
commands several large but normal
snakes, equal in number to the heroes and
theabducting
countryside. peopleThey in are
raids across
made up of Queen’s snakes.
snakes, equal in number to the heroes the countryside. They are made up of Mégane is a warrior of at least equal
in the party. all sorts of people, from many different Mégane
in the party. allwalks
sorts of
of life
people, from many Most different poweristoa warrior
the mostofpowerful
at least equal
party
and ancestries. have power to
member. the most
If she powerful
can be party and
roused
walks of life and ancestries. Mostandhave
HIGH PRIESTS lost everything at some point, member.
equipped If sheshecanis abepowerful
roused and ally.
HIGH PRIESTS lost everything at some point, and
the cult has given them a home and equipped she is a powerful ally.
These are little more than thugs and the cult has given them a home and
a kind of dysfunctional family. Their
These are little more than thugs and a kind of dysfunctional family. Their
bullies who have gained positions of possessions are basic. Their weapons
bullies who have gained positions of possessions are basic. Their weapons
trust by keeping the adherents in line. are a mix of farm implements, scythes
trust by keeping the adherents in line. are a mix of farm implements, scythes
Professionally they should be treated and pitchforks. They also carry clubs
Professionally they should be treated and pitchforks. They also carry clubs
as aa warrior
as warriorororfighter
fightertypes.
types.The
The andquarterstaffs.
quarterstaffs.
and
economicsof
economics ofthe
thetemple
templework
workwith
with
Theirmorale
Their morale is is surprisingly
surprisingly good
good
the adherents used as faithful warriors
the adherents used as faithful warriors because they all know
because they all know the Queen the Queen
to kidnap
to kidnap unsuspecting
unsuspectingvictims
victimstotobebe
wieldsextraordinary
wields extraordinary power
power andand
thethe
fed to the serpents. The adherents
fed to the serpents. The adherents
serpent they worship is real. You dodo
serpent they worship is real. You
take whatever they need totosurvive
take whatever they need survive
notneed
needfaith
faith when you have
not when you have thethe facts
facts
and anything with any hint of
and anything with any hint of value valueoror
ofofyour
yourownown experience.
experience.
comfort is confiscated by the priests.
comfort is confiscated by the priests.
All of
All of Mégane’s
Mégane’sequipment
equipmenthas hasbeen
been
distributedamongst
distributed amongstthethehigh
highpriests.
priests.
Depending
Dependingon onyour
yourworld
worldshe
sheused
used
the
the heaviest
heaviestcommon
commonarmour,
armour,aabig
big
sword
sword andandshield
shieldandandmany
manyknives
knivesoror
daggers.
daggers.
There
There areare at
atleast
leastseven
sevenhigh
highpriests
priests
or
or twice the number of heroesininthe
twice the number of heroes the
party,
party, whichever
whicheverisisgreater.
greater.

Written by Peter Rudin-Burgess


Layout by Sean McCoy
Written by Peter Rudin-Burgess
Layout by Sean McCoy 45
Temple of the Blessed Twins A System-Agnostic Fantasy Dungeon
Written by Dave Sokolowski | Map by Abigail LaLonde

Background 2 Two Portals Firstborn who killed each other


Worshippers of the Banished Leave War, Bring Peace inscribed here in the kitchen and eating area.
Firstborn desecrated the temple of floor-to ceiling letters on walls. For each PC there are 1d4 dark
the Blessed Twins, killing all inside Two nearly identical enchanted green shadow spirits hiding
and freeing the Firstborn's spirit chambers prevent metal weapons among the carnage. (5HP, +2
from its statue. The statue had and armor from passing through. Armor, attack with sharp green
been placed there as remedy for an Moving past the room without tendrils (d4), shout insults at each
ancient curse, but now that the de-arming/armoring has a random other.)
Firstborn has been released, it effect (d4 for each PC) on all metal:
wants even more freedom. The PCs 5 Yula's Sanctuary
are called to the Temple to deal 1 Magnetically glued to the Yellow light fills the defiled flower
with the Firstborn, trapped within ceiling garden of Yula's statue (elegant,
the temple and at odds with the 2 Burns away sharp-chinned man, flowers in
weakened Twins—each trapped in 3 Weighs 10x hair). Astute PCs notice the yellow
the other's statue. 4 Magnetically attracts other light emanates from Yula, who is
PCs' metal associated with the blue mist. His
1 Entry statue has been imbued with the
Defiled murals of the Blessed Baskets and shelves hold items angry spirit of his Twin Bota, who
Twins in action. Enter via east that can be brought into the temple brings her terrible wrath to all who
portal gushing heavy blue mist, or (d4): enter the room (d4):
west portal throbbing deep yellow
light. A surviving Worshipper is 1 Wooden bats and bucklers 1 Yellow light burns
here, fully mad. 2 Glass vials ofhealing potions (1d4 damage)
Throughout the Temple, the 3 Leather sling with stones 2 Streaks ofyellow lighting
broken spirit of Yula (trapped in 4 Handfuls ofwooden sporks (1d4 damage)
Bota’s statue) dispenses blue mist 3 Yellow insects swarm PCs
and Bota (trapped in Yula’s statue) 3 Libraries 4 Yellow quicksand pulls the
exudes yellow light, filling each Two libraries are each dedicated to PCs into the floor
wing with its own effect on the PCs a Twin. Bookshelves full of
(d4): worshipful texts. Every ten Bota’s deafening voice demands
minutes (and suffering effects of Dybb’s worshippers be destroyed,
1 Hear others’ thoughts fog/light) roll 1d4 and learn: but she can be calmed if convinced
2 Cannot speak the PCs want to help her return to
3 Cannot hear 1 The Twins were born ofan her statue in the east room. To
4 Heavy feet (halfmove) ancient underground being, break her curse and bring her
dark and unforgiving. spirit to her original statue, she
The final Worshipper, naked and 2 Dybb the Firstborn was cast demands two sacrifices (d4):
bloodied, crouches in a corner, out for imperfections.
chewing his thumb. When engaged 3 Yula the Blue seeks stories of 1 Blood and guts from a
(d6) he: love and embarrassment. Firstborn worshipper
4 Bota the Yellow enjoys the 2 Flesh from PC cut with
1 Ignores everyone savages ofwar and death. wooden spork
2 Attacks 3 Pages torn from a holy text,
3 Coughs up caustic red 4 The Cafeteria dipped in filth and licked
phlegm Yellow light and blue mist mix here clean
4 Welcomes party by name, mix into green smog that limits 4 Proclamation offealty to her
speaks their demise, kills self visibility (5’) and halves moves. It by a holy PC
5 Tells elaborate tale ofthe also hides knee-high dead bodies
Triplet’s banishment and gore, and spirits of
6 Stares at PCs until they leave Worshippers of Twins and
46
5
4

7 6

3 2 2 3
1

6 Bota's Sanctuary 1 d4 damage


Blue mist pours from Bota's statue 2 Blinded (d4 turns)
(stern, authoritarian, well-armed Note: If Bota and Yula's spirits 3 Immobilized (d4 turns)
woman) into a large chamber are ever in the same statue, that 4 Lose d4 mental stat
made up of 23 worshipper cells. statue will pour forth green smog, permanently
Pillars at the center of the room blinding PCs. Roll on Cafeteria
hold up dead worshippers by table for additional effect that lasts Dybb's statue's head shifts and
wooden sporks. until their spirits are separated moves, looking different for each
Caught in his sister’s statue, again. PC (d6):
Yula speaks with a shaking voice
on the verge of tears. He is 1 Dead parent
terrified of Dybb and must be 2 Long lost sibling
coaxed to talk with soft cooing 7 Dybb's Sanctuary 3 Scorned lover
words. To convince Yula it's safe to Red, fist-sized floating blobs, 4 Holder ofdebt
move back to his own statue, the dangerous to touch. Dybb's statue 5 Betrayed apprentice
PCs must tell it two stories about stands in the center (hands 6 Abandoned child
(d6): upturned, mouth agape flowing
blood, face twisting into familiar Dybb’s statue's soft, mewling voice
1 Fighting a dragon to near forms). Altars on each side hold claims to be both Yula and Bota. It
death small statues of each respective asks the PCs to take the two small
2 Fleeing a real-life ghost Twin. Dybb is desperate for statues, douse them in the blood of
3 Falling to their near-death freedom and will do anything to both worshippers, and take them
4 Embarrassing themselves gain it. outside the Temple. Dybb is willing
before royalty Avoiding the blobs requires to promise anything to gain the
5 Other adventurers they agility check. Touching one causes PCs' help. Though it cannot lie or
dislike (d4): break these promises, if it is freed,
6 Their dreams ofconquest the corrupted spirits of Yula and
Bota will forever haunt the PCs.
47
T E MPL E OF T H E
SP I D E R D E M ON
THE DARK WOOD
A foreboding wode at the edge of the village. Rotting leaves,
dripping branches. The smell of recent rain.
Grasping branches, tripping roots. Clouds scuttling across
the faces of the moon. The wooded slopes around the temple
entrance are devoid of the sounds of nocturnal animals.
There is a 1-in-6 chance the party will encounter a pair of
SPIDER CULTISTS patrolling the hillside around the temple
entrance. Uncautious PCs increase this to 3-in-6.

SPIDER CULTISTS
Humanoids blessed by the MOTHER OF LIES, a
transformative experience that mutates them into stocky
four-armed arachnoids with four yellow eyes and fangs.
Their thick, glossy skin acts as natural armor. Most wield
a spear and shield.
AC: as Leather + Shield, HD: 1 (4), D: 1d6 (3), ML:9
+2 to-hit.
Treat as two-weapon fighters - on a successful attack roll
damage twice, apply the highest result.
ADVANTAGE on climb checks. Do not get stuck in webs.
ADVANTAGE on saves vs Poison.
TREASURE: 2d6 copper coins.

TEMPLE ENTRANCE
Ancient stone doorway, half sunk into the earth, leading beneath
the hill. A soil packed skull. Dry stone. Uneven flagstone floor.
Weatherworn vestibule sunken into the slope of the hill.
Webbing floating in the night’s breeze. Stonework is dwarven.
The light of a small fire at the back of the entrance provides dim
light in this area.
IF CAUTIOUS, PC’s can observe the following:
• Turn 1. A PATROL of two SPIDER CULTISTS emerges from
the woods nearby and enters the temple. Later another
PATROL leaves the temple for the woods.
• Turn 2. A SPIDER CULTIST emerges from the temple
entrance and looks around. Then, in response to
something inside the temple, withdraws back inside.
• Bold text indicates area aspects that are obvious to PC. • Turn 3. PATROL returns and the pattern repeats.
• Unbolded requires active investigation but no skill checks.
• Italicized requires an appropriate skill check to discover, IF PC’S RUSH IN, Two SPIDER CULTISTS in concealed
takes 1 Turn (10 min), and may result in a Wandering niches attack from Half-Cover, with Surprise if PCs did not
Monster encounter (1-in-6 chance). observe the temple before entering. Each throws two Javelins
before engaging in melee.

A PATROL of two SPIDER CULTISTS returns after the second


round of combat with the guards.

48
LAIR OF THE ETTERCAP THE CHAMBER OF
A holding chamber, captives sorted for conversion into cultists
or butchered for food. Dry air, old meat. Skittering sounds. SACRIFICE &
Thick webs cover all surfaces (Difficult Terrain). Moldering
bones. The glint of treasure. Bodies in the webs. 4 men-at-arms
SUMMONING
hang limp. All drugged and weakened, unable to fight. Dry heat and torrid air. Parching wind moaning between double
rows of columns.
An ETTERCAP is concealed in an alcove above the men-at-
arms, with Advantage on Hide/Stealth checks. If not spotted A gaping pit that belches foul miasma of the Lower Realms.
it will attack the most distant PC with its WEB and attempt to Gushing plumes of pink flame and lime green smoke. A portal to
WEB GARROTE the closest PC, using BITE and CLAW after. a pocket dimension within the plane of Chaos. Creatures lowered
into the pit are transformed into SPIDER CULTISTS.
A black altar to the spider demon. Candles whose flames
ETTERCAP actively resist your attempts to look at them. An open grimoire.
AC: as Leather + Shield, HD: 3+1 (15), #Atk2: Bite/Claw, A knight hung over the pit by heavy chains from a dwarven
D1d4* (2)/1d8+3 (7), ML: 10 crane. Four SPIDER CULTISTS operating the crane.
POISON: DC12 CON save or take ongoing 2 poison
damage. Save ends. Dark priestess uttering the foul words of a rancid ritual. A
WEB (Recharge 5-6). Attack one creature. R 30’. Hit: The bulbous mass perched in a sagging web across the pit. (A giant
creature is restrained by webbing. DC14 STR save to spider that rouses itself if it becomes aware of the PCs).
escape.
WEB GARROTE: Must have ADVANTAGE vs. target. SPIDER PRIESTESS
D1d4+2 (4), target is Grappled (opposed STR save to AC: as chain + shield, HD2+1 (10), #Atk2: Spells, Dam:
end). Until Grapple ends the target cannot breathe, and special, ML11
the Ettercap has advantage on attacks against it. HIDE IN SHADOW. The priestess disappears in a swirl
WEB SENSE: ADVANTAGE to detect any creatures moving of neon green smoke becoming insubstantial. Attacks
through its lair. against her have Disadvantage. This lasts until she acts
TREASURE: 3d6sp, Silver dagger,Mastercraft stein. overtly, or the players devise some means of revealing
her location. Destroying the BLACK ALTAR will sever her
connection to the spider demon temporarily, ending the
THE MAGE’S STUDY effect. Throwing flour on her also works. Etc.
BOILING BLOOD: As Inflict Wound, with 60’ range. Does
Behind a secret door. Rotting fabric. The smell of lost hope. not end the effects of Hide in Shadow.
Dessicated corpse of a dwarf in mage’s garb. Healing potion. 3 OTHER SPELLS OF REFEREE’S CHOICE.
Piece of (magic?) black chalk.Worktables. Crumbling notes.
Alchemical implements. 2 vials of DISTILLED SPIDER VENOM:
useless against spiders. Inflicts +1d6 Poison damage to non- GIANT SPIDER
spiders. Lasts 4 Turns after application to weapons. DC 16 CON, AC: as chain HD4+2 (24), #Atk2: poison bite/poison bite,
Save or Die, if ingested. 2 flasks of ALCHEMIST’S FIRE. Covers d8+2* (6),ML12
10’ square for 1 Turn. 1d8+2 damage. WEB (Recharge 5-6). Attack one creature. Range: 55’.
Hit: The creature is restrained by webbing. DC16 STR
Bookshelves full of moldering tomes. Book detailing the fall of
Save to escape.
this dwarven outpost and a log of its final days. One spell scroll
POISON. DC 13 CON save or dance for 2d4 rounds -
and Spellbook of Referee’s choice.
suffering from painful, jerking spasms that resemble a
macabre dance. May save each round to end. Onlookers.
THE HATCHERY Viewers of one affected by the poison must make a
Wisdom save or begin Dancing in the same fashion, for
A sloping, switchback path descending deep beneath the hill.
Spider egg sacs incubating. Warm air. Heavy musk. as long as the poisoned victim.
DANCING: -4 to AC and DISADVANTAGE to all attack
Winding gash through the rock. Torchlight cannot reach the rolls. After 5 rounds of dancing, they become exhausted:
ceiling. Chittering and scratching that grows louder the longer fall to the ground, helpless for 1 Turn.
light is used. Narrow path with treacherous footing. Natural
trenches to either side. Dim blue glowing fungi. At the bottom:
Stalagmites and swollen, barrel-sized egg sacs.
Light brighter than the fungi will agitate the egg sacs, causing
a swarm of fist-sized SPIDERLINGS to rupture out. Torches
or lanterns will illuminate 1d6 egg sacs at any point along the
path. Harvesting the fungi will also cause an attack.

SPIDERLING SWARM
AC: as leather, HD2-4 (9, 13, 18), #Atk1: a thousand tiny
bites, d4 (2), ML: 11
The swarm automatically damages any PC that it ends its
turn in contact with. Physical attacks against the swarm
do ½ damage, fire and AOE attacks to x2 damage.
REVULSION: When attacked, PC’s must make a DC 14
DEX save or fall off the narrow path, taking d6 (3) Falling
Damage. There is a 4-in-6 chance of rupturing an egg sac.
49
the goblin tower
words joey richards & sam zeigler
iii layout junkgolem
art louis puster
what’s going on here?
e lords. they are really
struc ture got stuck in the mortal realm during a faerie bender thrown by bored faeri
a shift ling ted-for in the middle of a
r is really not supposed to be stuck unaccoun
not supposed to be in this tower and this towe
mortal-settled area, but here we are.
when reports of the tower’s sudden appearance reached a nearby township, the mayor directed the city watch to hire
mercenaries and criminals (tempted by pardons) to trek out to the tower and rob it.

the city watch is dumb as shit and their fumbling expedition is going to cause the tower to explode.
of course, this is a faerie tower, so who knows what that will look like.

the tower three levels


Service Level, where kitchens, cooks, ser-
vants, and storage are located. this floor
is a bit of a warren, with lots of doors
leading to small rooms dedicated
to different aspects of serving
dinner. there are dead and dying
mortals, vomiting goblins, and
confused faerie lords in various
stages of grief. the captain is in
the kitchen, drinking, looting,
and trying to burn the place down
all at once.

Dining Level, where a large feasting


table dominates the center of the
room. several long tables with benc
hes flank the perimeter and all of
it is completely and utterly trash
ed. 1d3+1 panicked mercenaries are
attempting to skirmish with six faeri
e lords, all of whom are complete
-
ly shithoused and incapable of actu
al
combat. since there’s no iron or silve
r
around, they’re basically ambulato
ry
and obnoxious room features. the
rest
just don’t really care, but will still
kill
an annoying PC.

Entry Level, where a


single goblin valet
is unconscious
next to a podium
covered in papers
with doodles and an
occasional note on how
to announce a particular
guest’s arrival. everyone arrived
centuries ago though, so it’s possible
the goblin is just dead of booze or boredom or
both. a shuffling sound like furniture being moved
can be heard from the ceiling and from the north
wall, through a doorway to a staircase up to the
Dining Level.
52
the PCs can slowly pick their way through the floors and probably avoid any combat at all. the situation in the tower
is an almost entirely closed system, unless the PCs fuck with it.
all the faeries are drunk or high, so the PCs can sneak around, look at weird shit, grab some loot, and leave. and enjoy
a random reality-altering explosion in the background that should immediately make them reconsider their priorities.

poor impulse control


everyone here is high and/or self-absorbed, and they don’t care about the PCs or what they’re doing, but every creature here
represents a real and serious threat.

if the players don’t involve themselves in the goings-on, the tower will eventually be set ablaze by the captain as he succumbs to
his flask. it would be stupid to do this while the PCs are still inside, so don’t do that to them.
the faeries don’t even know where they are, and they don’t take mortals seriously on their best days. they’re all jacked up on faerie
narcotics and booze, and some of them have been at this party for so long they’ve forgotten how to give a shit about anything.
the guards and their lackeys are utterly incompetent braggarts, drunks, and dumbasses. the captain of the town watch is on pun-
ishment detail from some imperial army or another, and while he’s slightly more capable, he couldn’t give less of a fuck if he died
trying. the captain’s also constantly sneaking quick swigs from a flask and probably is actually going to die trying, preferably in
the middle of an encounter with the party.

treasure?
drop a d6 on the table below whenever the players manage to get some alone time with a cabinet or a corpse or other loot-laden
crevices and crannies. gain the total of the die x 10 in loose silver (mortal or faerie as you like) plus whatever item the die lands on.
roll more dice if your players get into wild shit looking for ducats. figure out repeats yourselves.

unconscious goblin, star-metal sextant


bent silver goblet d6x100 silver
witch’s ladder goblin key, (beautifully
(ever-full) (faerie ingots)
goblin vomit engraved)

imperial watch pocket-sized faerie hypermushroom silver-banded barrel sheaves of paper


badge (worn) text (heretical) spores (inhalant) of goblin hooch (tight handwriting)

d3 sealed bottles, man encased in eerie beaded leather tube


faerie tarot (dread- wooden pocket (random written
tiny cities inside crystal growths
fully illustrated) watch (still growing) valuables)
(real) (obvious valuables)

enchanted bowstring golden paten


d6x1000 moon-silver thick & shiny copper basket of
wax (prevents a (vaguely obscene
(melts in the sun) neck-chain goblin fruit
fumble, wears off) palimpsest)

someone stuffed a a vital treaty


shitty poetry clearly
bunch of silver in moon-market pass between man and pouch of chime
written by someone
this toilet but it’s (blank) elf (executed but candles
in their 2000s
occupied forgotten)

what was that explosion?


the PCs should be safely striding toward the horizon, laden with loot or at least their lives when the tower falls

1 visible light hardens around the tower, growing fractally along ineffable geometries until it collapses and shatters,
doing 4d6 damage in a 1 mile radius due to falling many-colored crystal shards and petrified wood.
2 the interior of the tower fills with cosmic gases, bursting after 1d4 rounds of swelling. a 1 mile wide void crater re-
mains, rendering the area permanently inimical to all forms of existence.
3 the tower rapidly begins to tilt, until mortals and faeries alike begin tumbling out of doors and windows. it sinks deep
down into the earth, leaving a fathomless tunnel behind.
4 a sharp crack rings out from the tower, followed by a wave of invisible force for miles, disturbing birds, rustling foli-
age, and knocking hats off heads. nothing follows, and the tower looms seemingly unchanged.

53
THORN’S
BARROW
A SYSTEM-AGNOSTIC ADVENTURE
“You say things are different now,
that we should change, no longer bury a Great Thegn’s household;
his servants & goods, upon his death?
Prove it, bring forth the Emerald Sword from the Barrow &
we will know Northland Gods no longer have sway over this land.”

1. ENTRANCE THORN’S HOST


Hacking when frozen causes damage, but any man-
It takes 15 strong villagers to roll back the wrought metal weapon that strikes, shines ghostly blue
stone. They won’t leave the entrance open after & shatters. Tough; chain armour, helms, axes, swords.
sundown. You have until then.
Clerics & Thorn’s Host. These cursed, devoted warriors
2. DESICCATED 10-YEAR DEAD ARCHER will only respond if spoken to in their Northland tongue.
No arrows. Neither Common tongue, nor holy writ not of their own
gods affects them. Can only be turned one at a time.
3. THE PROW
High above a voice roars (the dragon figurehead): 9. UNDERDECKS
“Turn back lowlanders! Here rests Thorn. Return BELOW: 15 now undead former grave robbers.
to the lands of the quick or suffer forever with the Mindlessly pleading to be saved by the heroes,
dead.” pulling them down, swarming them (may be turned as
normal undead).
4. SKELETON
10. SMALL CRAWL SPACE
Torso & skull chained to prow, 6 arrows
pincushion it. The arrows return the restless dead An overflowing glowing pool gushes into a
to sleep. If all are taken the Skeleton becomes undead, crack between stone and boat. Heroes have to slither
pulling the chains free & attacking. into the pool to proceed.

SKELETON 11. POOL CAVE


Tough; banded armour, chain — as whip.
Fed by a spring, the pool has eerie
5. GOLDEN DRAGON FIGUREHEAD. bioluminescence (or ‘fae-light’) when splashed -
revealing an empty stone throne. If flame (torchlight)
If Heroes shimmy up the beam and take the
is used, the chamber fills with smoke in 1d4+4 min.
head it talks (Objects if they try to pry its jeweled eyes
out, etc.).
The pool is not clear. 10’ deep; at the bottom is a locked
WANTS: to be on the front of a ship at sea again. chest. If the raising is bragged of, or chest opened;
KNOWS: sea plot hook (eg lost lands, treasure). a ghostly arm reaches out and attempts to drag it
down to oblivion (2 rounds, can be fought off). Chest
6. ON BOARD contains moderate treasure
Thorn’s dormant warriors, dead. At the far
When seated on the throne, runes on the ceiling can
end the roof has fallen in.
be seen reflecting in fae light:
7. AT THE CENTRE OF THE DECK
Eerie singing; ancient Northland Lullaby
faintly heard on a faint breeze. This breath & song
blows out all lights, (even magical) and then fades.
(returns 2d4 rounds after lights are lit)
(Ancient Northlandic: “Thorn, son of Tarn, the
8. 16 DORMANT WARRIORS night awaits your revenge”)
Thorn’s restless dead only attack in darkness. BEHIND THE THRONE: an engraved horn, an
When the last light splutters out, scraping can be heard; ancient metal flask (3 doses ‘breathe water’), and 30
the sounds of long dead figures stretching up, tarnished silver coins.
dragging swords and axes in hands, the creek of foot
ENGRAVED HORN
on plank... If sounded 3 times raises all Northland dead in the land.
In light the warriors freeze, hands and weapons They ceaselessly raid and pillage the lowlands at night.
outstretched towards the heroes.

54
12. HIDDEN WATERFALL UNDEAD WARLORD THORN
A slither of space between the boat and If any item is touched, or any light used, the
the bioluminescent cascade. Slightly higher, behind entrance slab crashes shut. The pools begins slowly
the fall, is a hole. filling the chamber, the Women vanish, and the ancient
warrior stands.
13. SLIPPERY SLOPE “Rob me like I was robbed of my seat in Valhalla?!
The damp backside of the rock; another No glorious moment in battle. Killed by my own
stone slab a mere 2’ above. A 20’, 60 degree slide. hand but not by my own will, neither by blow, nor
blade, nor magic but by these lowland thieves I
14. HIDDEN CHAMBER ENTRANCE sup with still. How did I die? Why should I not seek
The huge stone slab stops short, leaving a 2’ revenge? Speak true and you can take all from my
crawl space. The Northland Lullaby emanates from barrow even my restless death.”
within (dousing all light). The stone rises (releasing the water) if the heroes
answer correctly, and convince him. His corpse fights
15. ‘RESTING PLACE OF THORN’. those who try to steal or do not speak the truth. Big
Bad; sword & axe, chain mail.
Lit by a large puddle of fae-light water.
Two masked women in white sit either side of the THE TRUTH: 9 generations past (over 200 years ago)
dessiccated Northland Chieftain’s body. Thorn’s Thorn was poisoned (at his victory feast) by his lowland
corpse holds the Sword (hilt inlaid with Emerald). wife and household servant.
Other weapons & wealth (moderate) surround him.

WOMEN IN WHITE THE END


Wearing masks of animal skin. One a fox, the other
If the Heroes leave the Barrow with
a sheep. The Sheep turns;
treasure but not the Sword 15 villagers will attack
“Wake him not. Touch nothing. Leave before you them as grave robbers. (Easy; scythes, axes &
unleash darkness upon our lands.” pitchforks). If they have the Sword they will be given
There is nothing behind the masks. These immaterial a great feast instead.
spirits, conjured to take the place of Thorn’s lowland
wife and household servant, sing to keep him from
taking revenge on their distant descendants.

55
Adventures for
Mothership
EMERALD HORIZON
EMERALD HORIZON
Emerald Horizon takes place in an ocean world terraforming facility
☻ The Crew?
CARMICHAEL
☻ The Crew?
C:55 Combat Shotgun I:50 H:2(45)
CARMICHAEL
deepEmerald
under an acidic ocean. TheinPCs Security detail, holds an H:2(45)
all
Horizon takes place an engage a contract
ocean world for temp
terraforming work
facility C:55 Combat
access badge.
Shotgun I:50
thatdeep
would put tenured employees in danger. This task starts
under an acidic ocean. The PCs engage a contract for temp work with Security detail, holds an all
replacing air put
filters, but employees
obvious acts of sabotage drivestarts
paranoia Wants:
access Stability
badge. and for his crew
that would tenured in danger. This task with
leading to catastrophic consequences.
replacing air filters, but obvious acts of sabotage drive paranoia toWants:
stay Stability
alive. and for his crew
leading to catastrophic consequences. His
to bunk has: a stack of RPG
stay alive.
books around
His bunk has:ita and
stackpictures
of RPG of
ℹ Emerald Horizon? his kids.
books around it and pictures of
ℹ Emerald
A megacorp Horizon?to chartering worlds which lack suitable living
dedicated BALSA
his kids.
conditions.
A megacorpDue to the nature
dedicated of the work
to chartering employees
worlds which lackoften sign lifetime
suitable living C:25
BALSANail Gun I:40 H:2(20)
contracts, withDue
conditions. their families
to the naturereaping
of the the
workbenefits.
employeesEmerald Horizon
often sign lifetime Engineering
C:25 Nail Gun andI:40
Drone Operation,
H:2(20)
contracts,
wants withthe
to convert their families
planet's reaping
acidic theinto
oceans benefits.
a saltEmerald
water Horizon
fishery. Engineering
has access toand theDrone Operation,
dry room.
Eachwants to convert
facility the planet's
can filter acidic
ten thousand oceansainto
gallons day.a Nobody
salt water
knowsfishery.
how has access
Wants: To get to corp
the dry room. to fix
approval
manyEach
suchfacility can filter
facilities there ten
are,thousand gallons
but plumes a day.dot
of water Nobody knows how
the horizon on Wants:
the dry Topumpgetroom,
corp which
approval to fix
requires
many such
approach facilities
to the depths. there are, but plumes of water dot the horizon on thepump
the dry pump room, which requires
to stop.
approach to the depths. thebunk
Her pump has:
to stop.
a Mars Military
////////////////////// THE FACILITY \\\\\\\\\\\\\\\\\\\\ Her bunk
throw has: aPictures
blanket. Mars Military
of cats
////////////////////// THE FACILITY \\\\\\\\\\\\\\\\\\\\ inthrow blanket. Pictures
compromising costumes of arecats
6 ROOM PUMPING STATION WITH TWO SEPARATE PUMPS.
6 ROOM PUMPING STATION WITH TWO SEPARATE PUMPS. strewn around the room. are
in compromising costumes
strewn around the room.
FORD
1. LIVING QUARTERS. Arranged 4. THE SECURITY ROOM is a FORDTranq Pistol I:70 H:2(20)
C:15
into1.three
LIVING QUARTERS.
separate Arranged
encircling 4. THE SECURITY
monitoring stationROOM for is
thea entire C:15 Tranq Pistol I:70has H:2(20)
into three separate encircling monitoring station for the entire Chemical Engineering, access
chambers with connecting facility providing CCTV FOOTAGE, Chemical Engineering, has access
chambers with connecting facility providing CCTV FOOTAGE, totoRESEARCH AND LIFE SUPPORT.
hallways.
hallways. LOCKDOWN
LOCKDOWNOPTIONS,
OPTIONS,AND ANDA ASMALL
SMALL
RESEARCH AND LIFE SUPPORT.
Wants:
Wants: To
To organize
organize aa strike
strike for
for
ARMORY.
ARMORY.
The The
innermost room is a MESS
innermost room is a MESS better
better wages
wages andand food.
food.
HALL. A FOOD
HALL. A FOODANUS sputters
ANUS sputters TheThe
room
roomisisflanked
flankedbybyCATWALKS
CATWALKS His
Hisbunk
bunk has:
has: aa series
series ofof
nutrient paste into the bowls
nutrient paste into the bowls connecting
connecting thetwo
the twohalves
halvesofofthe the diagrams
diagrams and research formulas
and research formulas
whenwhen
needed.
needed.Fresh water
Fresh is is
water station.
station. about
aboutthe
the plankton
plankton and
and the
the
dispensed from
dispensed a small
from a smallsink
sinkbutbut pumping mechanism.
pumping mechanism.
is rationed by use of station Each site
Each sitecancanbebeseparately
separately FELICITY
is rationed by use of station isolated and scans can FELICITY
badges.
badges. isolated and scans canbeberunruntoto C:35
C:35Stun
Stun Baton
Baton I:70
I:70 H:2(30)
H:2(30)
DETECT
DETECTCONTRABAND.
CONTRABAND. Biomedical
Biomedical andand Oceanography,
Oceanography,
Outside of the
Outside of themain chamber
main chamber a a has
hasaccess
access toto RESEARCH
RESEARCH AND
AND LIFE
LIFE
longlong
corridor
corridor separates
separates thetheCOTS
COTS
TheThe
glass
glasswalls
wallsofofthe thesecurity
security
room are
room areBULLETPROOF
BULLETPROOF butbutnot
not SUPPORT,
SUPPORT, and
and THE
THE WET
WET LIFE
LIFE ROOM.
ROOM.
thatthat
eacheach
team member
team sleeps
member sleepsin.in. Wants:
Wants: To
To conduct
conduct further
further studies
studies
indestructible.
indestructible.
EachEach
cot cot
cancanbe be easily
easily linked
linked to to ononthis
this sentient
sentient fungal
fungal algae
algae and
and
its its
crewcrew member.
member. A securityterminal
A security terminalhas hasa aSECRET
SECRET ceasepump
cease pump operations
operations until
until more
more
MENU
MENU forfor anyone
anyone with
with CARMICHAEL'S
CARMICHAEL'S isisknown.
known.
The The outermost
outermost ring
ring of of
thethe living
living Badge. Theseoptions
optionsinclude:
include:
quarters
quarters is is a STORAGE
a STORAGE ROOM.
ROOM. Badge. These Her bunk has:
Her bunk has: various
various research
research
Almost anything tracking employee motion,
tracking employee motion, flooding flooding journals and
and books
books on
on tree
tree
Almost anything cancan
be be found
found specific rooms, and unlocking the
journals
here, provided there specific rooms, and unlocking the health. AA false-bottom
false-bottom bonsai
bonsai
here, provided there is is approval
approval EMERGENCYESCAPE
ESCAPEROOM.ROOM.
health.
to take the item. EMERGENCY contains a diary.
contains a diary.
to take the item.
2. THE
2. THE WETWET
LIFE LIFE
ROOMROOM
is is
a a 5. 5. RESEARCHAND
RESEARCH ANDLIFE
LIFESUPPORT
SUPPORT ??? Sabotage
Sabotage ??? ???
???
partially flooded AQUEDUCT leading sits above a RESERVOIR ofof
partially flooded AQUEDUCT leading sits above a RESERVOIR
FELICITY has been destroying the
to the EMERGENCY ESCAPE ROOM. slightly treated water diverted FELICITY has been destroying the
to the EMERGENCY ESCAPE ROOM. slightly treated water diverted filters to sabotage the facility.
DIVE SUITS are available within from the ocean intake. This filters
DIVEthis
SUITS are
chamber. available within from
water isocean
the used intake.
to scrubThisCO2, She hastoplaced
sabotage the in
a BOMB facility.
the
this chamber. water is used to scrub CO2, She has placed a BOMB
ventilation chambers attachedin the to
generate electricity, and provide ventilation
ALGAE grows naturally and is
ALGAE grows naturally and is
generate
drinkableelectricity,
water. A SMALL and provide
LAB sits P1 and blowschambers
it up ifattached
her other to
harvested for sampling. drinkable water. A for
SMALL LAB sits P1attempts
and blows it up if her other
are sufficiently foiled.
harvested for sampling. above this water conducting attempts are sufficiently foiled.
above thisexperiments.
regular water for conducting
The filters ANOTHER BOMB has been placed on
regular experiments. The filters ANOTHER
the counterweight attached toonTHE
BOMB has been placed
are SUBMERGED far below the lab.
are SUBMERGED far below the lab. the
DRYcounterweight
PUMP ROOM. attached to THE
3. THE DRY PUMP ROOM contains 6. EMERGENCY ESCAPE ROOM: 4 DRY PUMP ROOM.
3. THE DRY PUMP
various ROOM contains
dry reagents and bases 6. ESCAPE
EMERGENCY
BERTHSESCAPE ROOM:inside
sit deep 4 of If PCs fix the filters she’ll break
various
used dry reagents
to filter and bases
the acidic water. ESCAPE BERTHS
the wet life sit deep inside
corridor. of
Requiring IfthePCscounterweight
fix the filters she’ll break
(implicating
usedLARGE
to filter
TUMBLERSthe loudly
acidic exchange
water. thespecific
wet life corridor.
conditions to Requiring
activate, the counterweight
BALSA). If PCs are(implicating
able to
LARGE TUMBLERS
chemicals loudlya exchange
through suction specific
a seriesconditions
of EXPLOSIVE to activate,
PRIMERS BALSA).
stabilize If that
PCs are able toshe
situation
mechanism
chemicals into aa massive
through suction visible a series
detonateofa EXPLOSIVE
buttress holding
PRIMERS the stabilize
DETONATES that
PUMP situation
1. If she sheis under
CENTRIFUGE.
mechanism into The spinning
a massive of
visible berths in
detonate place, causing
a buttress holdingthem the to threat, things
DETONATES PUMP 1. getIftooshehot, or
is under
this centrifuge causes ofthe rise in
to the surface. people start
threat, thingsgetting
get toohurt,hot, she
or
CENTRIFUGE. The spinning berths place, causing them to
immediately
people start blows
getting thehurt,
pump.she
thisroom to shake causes
centrifuge gently thewhile a rise to the surface.
roomCOUNTERWEIGHT
to shake gently resists
whilethea motion. immediately blows the pump.
The DETONATOR is on her person or
The room is resists
COUNTERWEIGHT in POOR the
MAINTENANCE,
motion. in DETONATOR
The her diary depending
is on her on what’s
person or
many of the CHEMICALS EXPLOSIVE,
The room is in POOR MAINTENANCE, inconvenient
her diarytodepending
the plot.onShe’swhat’s
manyand
of displacing
the CHEMICALS the counterweight
EXPLOSIVE, doing this to
convenient because
the plot.the water
She’s is
and displacing the to
causes the room shake itself
counterweight alive.
doing this because the water is
apart.
causes the room to shake itself alive.
apart.
A Mothership® adventure written by Matthew Getch art by Ribston Pippin
A Mothership® adventure written by Matthew Getch art by Ribston Pippin
60
ℹ Clues. ℹ The Pump is Blown? Water Lily
ℹ Clues. ℹ The Pump is Blown? Water Lily
☞ Only FORD and FELICITY have ☞ Water floods the facility. C:75 I:35 H:20(2)
☞ Only FORD
access and FELICITY
RESEARCH AND LIFEhave ☞ Anyone
Water caught
floods the facility.
in the acidic C:75 I:35 H:20(2)
access
SUPPORT.RESEARCH AND LIFE Anyone caught in
water without a diving the acidic
suit The skin appears GELATINOUS,
SUPPORT. BOMBS contain parts water without a becoming
diving suit The geysers
small skin appears GELATINOUS,
of water gushing
☞ Recovered dies immediately a small
☞ Recovered
from BOMBS contain
the RESEARCH AND LIFEparts dies LILY.
WATER immediately becoming a from the geysers of water
soft tissues gushing
in wicked
from theROOM.
SUPPORT RESEARCH AND LIFE WATERpours
☞ Water LILY.in from the pump from the
spirals. soft
IRON cantissues in wicked
be harvested
☞ SUPPORT
NOTES ROOM. around the BOMB
scrawled ☞ side.
Water pours in from the pump spirals.
from the hostIRON
to can
fire be harvested
stingers
☞ in FELICITY’S
NOTES scrawledhandwriting,
around the BOMB ☞ Atside.
this point the only option from
that thedivesuits,
tear host to fire
andstingers
then
noticeable by her crewmates and there’s the acidic
that tear water.
divesuits, and then
in FELICITY’S handwriting, ☞ isAtescape.
this point the only option
any PCs who by
noticeable haveherstudied her and
crewmates ☞ THERE ARE ONLY 4 ESCAPE BERTHS.
is escape. there’s the acidic water.
ATTACKS:
notes.
any PCs who have studied her ☞ The tenured
THERE employees
ARE ONLY knowBERTHS.
4 ESCAPE this ATTACKS:
☞ The computer terminal in the and ¤ 3d10 Acid Spray
notes. Thedotenured
everything to getknow
employees therethis
¤
☞ SECURITY ROOM terminal
The computer shows FELICITY
in the before
and doyou.everything to get there ¤1d10 Iron
3d10 Acid Spray
appearing in ROOM
SECURITY ROOM 3 AND
shows 1
FELICITY ☞ Flooding countermeasures
before you. ¤Stinger
1d10 Iron
without ¤ When killed
appearing in ROOM 3 AND the
passing through 1 are activated inside of The
☞ Flooding countermeasures Stinger
roll 1d10.
hallways.
without passing through the SECURITY
are activated slowing
ROOM, theThe
inside of ¤ When killed
spread of water. Resurrects
roll 1d10.on
hallways. SECURITY ROOM, slowing the an Resurrects
even number.
spread of water. on
an even number.
61
* ________________ ___ ____ _______ ____ __ ___
/ *__/ __/ ___/ _
________________ |*/ ____
\/ __/*/
____ __/ _ \/ ____
_______ __ \/ __|/ ___ / *
* / _/_\ \/ /__/ __ |/ ___/ _/ / _// , _/ /_/
/ __/ __/ ___/ _ |*/ _ \/ __/*/ __/ _ \/ __ \/ |/ / / /|_/ / * *
* /___/___/\___/_/ |_/_/ */___/ /_/ /_/|_|\____/_/
/ _/_\ \/ /__/ __ |/ ___/ _/ / _// , _/ /_/ / /|_/ / /_/ * *
________ ______ _|_/_/
/___/___/\___/_/ *__________
*/___/ /_/__ __________ /_/
/_/|_|\____/_/ *
* /_ ________
__/ // /______
__/ | |_ / *__________
/ _/ __ \/ / __ / __________
__/_ __/ *
*/ /_
/ / __/
_ /// _/ *| ||/| //
/ __/ / /// _/
/_/__/ \/
/__/
/ _/* / / __/
/ __/_ * *
/_/ //_//_/___/*
/ / _ / _/ |___/___/\____/____/___/
*| |/ // // /_/ / /__/ _/* /_/
/ /* * *
* ___*
/_/ _______*________
/_//_/___/* __ _ * ______ /_/
|___/___/\____/____/___/ ___** __ ___ * *
** / _ ___* _______*________
\/ __/ _ /_ __/ // /__| |_ /| / * /
______
__ \/ ___*
_ \/ __
/ / ___ _ \ *
/ */// /
_ \/
_//__/
__ _|//_/ /__/
_ // / ||/| |/
/ *| /| / /_/
/ __ /\/
, __/\//__/
/ ///_ /\ *
/ // / _// |_/_/
/____/___/_/ __ |/ /_//_/
/ / _ / |__/|__/\____/_/|_/____/____/
*| |/ |/ / /_/ / , _/ /__/ // /* * *
/____/___/_/ |_/_/ /_//_/ |__/|__/\____/_/|_/____/____/ * *
By Jacob Butcher
By Jacob
Editing by Rolland, Adam Alexander, Cigeus, Jamie Montgomery, Jert Butcher
Crader
Editing by Rolland, Adam Alexander, Cigeus, Jamie Montgomery, Jert Crader

__________ __________
/ __________ \ / -__________\
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Army of robots and cyborgs who allegedly A band of marauders. They huff violet gas,
Army of robots
serve and cyborgs
a powerful artificialwho allegedly
intelligence. A hunt
band Grell
of marauders. Theyruins.
and loot the huff violet gas,
serve a powerful
RANDOM artificial intelligence.
ENCOUNTERS hunt Grell
RANDOM and loot the ruins.
ENCOUNTERS
1. Probe
RANDOM Droid
ENCOUNTERS 1. Scavenger
RANDOM - Armed with shotgun
ENCOUNTERS
1. Probe Droid Gun-Bots, very clumsy bipods
2. 1d4 Shitty 2. 1d6 Scavengers
1. Scavenger - Armed - Armed with uzis
with shotgun
2. 3.
1d41 Shitty
Spider-Droid - Laser
Gun-Bots, veryRifle
clumsy bipods 3. Unstable Psyker - Telekinetic
2. 1d6 Scavengers - Armed with uzis
3. 1 Spider-Droid - Laser +2
4. 1d4 Cyborg Cultists Gun-Bots
Rifle 3.4.Unstable
1d6 Marauders
Psyker--Armed with rifles
Telekinetic
4. 5.
1d4Octopoid Kill-Droid
Cyborg Cultists +2 -Gun-Bots
2x Laser Eyes 5. Rogue Psychic - Pyrokinetic
4. 1d6 Marauders - Armed with rifles
6. Terminator Unit - Laser
5. Octopoid Kill-Droid - 2x Laser Rifle,Eyes
Armor 5.6.Rogue
Cyborg Death-Knight
Psychic - Optical
- Pyrokinetic
6. Terminator Unit - Laser Rifle, Armor Bioscanner
6. Cyborg Death-Knight - Optical
Bioscanner
62
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Fantasy RPG.is rich in vapor
a hallucinogenic / / /
VIOLET-LIGHT
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VIOLET-LIGHT is \__________/ 04 __ \__________
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HEXESlittered
( SURFACE with concrete +
ENVIRONMENT ruins.
POPULATION + STRUCTURES )
01. /Broken plains. /\ \ /\
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Non-Carbon \ / __ \
HEXES
/ ( SURFACE
01 ENVIRONMENT + POPULATION
\__________/ + Aliens
STRUCTURES
03 ▄
feasting
▄ )\__on__/\___/
violet light-gas
/ \ 05 \
emanating
01. Brokenfrom fissures
plains. in the ground.
Unidentifiable Non-Carbon Aliens feasting on violet light-gas
02.\ Barren,from Xtoxic fields,in/ Crashed \ ▄ D / W ▄▄ █ / /\/
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emanating
HEXES ( SURFACE fissures
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POPULATION + STRUCTURES )
a02. \
advanced Psychic). / \ ██ ██ █/ \ /
01. Barren, toxic Unidentifiable
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Alienslight-gas
or sufficiently
03. Broken
\
City plains.
ruins littered / with rubble. /\ Machine\ ▄ ▄▄██ ███ /
Cult Terminator Unit \
slaughtering /\ /
a advanced
emanating Psychic).
from/\fissures
humans. \ / in the ground. \ ▄▄ █▄▄ / /\ \ /\ /
02.03. City ruins littered with rubble. Machine Cult Terminator Unit slaughtering
04. Barren,
Desert.
\__/\/ toxic fields,hideout/bar
Wastelander
\__/ Crashed
06 Ship in (can only
a\__________/
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03.04. Swamplands
06. City
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in
in /
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violet-light
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M
gas station.
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with
/
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prisoners.
\
/
05. Desert.
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fortress. / \
humans.
07. Mutant Warband with EMPs, /dead droids.
/
06.Desert.
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in violet-light ███ ██ ███
gas. abandoned
Another \
drop-pod with rival prisoners. \
/\ /
04.
08. Heavily Wastelander
guarded hideout/bar
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hollowed out gas at station.
first glance.
/
07.Phanox-infested
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Mutant hills. \
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dead droids. ██ ██\ __ / \
05.
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06.
/
08.Swamplands 08
Heavily guarded shrouded
\__________/██
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in violet-light looks 10 abandoned
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███ \____/
at first
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\__/
glance.
rival prisoners.
12 \
entrance.
07.
10.\ Desert.
09. Crater
City D
mountain
Mutant
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/
Kill-Droids
dead
between W / guarding
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/ / edge.
Wastelanders \ and
\
Inside, a Mbunker
Mutants /
08. \
entrance.
alike. / /\ /\/\/\ \ ██
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10.Crater
11.
09. ▄▄█▄█▄
\City ruins.
Blue-stonemountaincanyon. / Mutant
A concrete /\ Octopoid
crags. warzone /\\
Stronghold ██▄▄
between bunker.
Kill-Droids ██ █/ __/
/\guarding
Kill-Droids, \
Wastelanders
the edge. \
and
Inside, Mutants
a bunker /
alike.
12.
entrance. \ ██████ / /\ /\ \ ▄▄██
Barren fields. Hydroponics biodome. Guarded by Mutants with hacked droids. ███/ / \ __ \ /\ /
10.11.City \__________/
Blue-stone
ruins. A canyon. /\ Mutant
concrete 09 Stronghold
warzone /\ \__________/█
between Kill-Droids,___
bunker. 11
Wastelanders / and\ \__________/
Mutants
12. Barren fields. \
FACTIONS:
alike. /\
Hydroponics D biodome. /\ /Guarded by Mutants \ / \with M hacked droids. /
D =Blue-stone
11. MACHINE CULT - \
canyon. Want: /\To Kill
Mutant All
/\ Humans.
Stronghold / bunker. \ ▄███▄ /
W = WASTELANDERS
FACTIONS: - Want:
\/\ Energy
/\ /\ cells,
/\ /\/ bullets,
12. Barren fields. Hydroponics biodome. Guarded by Mutants with hacked droids. violet-light
\ gas
______and weapons.
/
MD == MUTANT
MACHINEREBELS CULT -- Want: \ To destroy
/\ Kill
/\ All / the Machine Cult. \
Humans. / \ /
XW =
=
FACTIONS: ALIENS -
WASTELANDERS Want: - To survive
Want: Energy
\__________/ and reproduce.
cells, bullets, violet-light gas and weapons.
\__________/
DM ==MACHINE
MUTANT CULT REBELS - Want:
- Want: ToTo destroy
Kill the Machine Cult.
All Humans.
████████████████████████████████████████████████████████████
WX▄▀▄==█WASTELANDERS
██
ALIENS - Want:
██ █▄ ▄█ ▄▄▀█ ▄▄▀█▄
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- ▄████
Want: survive
Energy and
▄▄█ ▄▄▀█ cells,
reproduce.██████████████████████████████████████
▄▄█ ██ ▄▄██bullets, violet-light
████▄ ▄██ ▄▄▄██ gas
▀██ ██and weapons.
██ ████████████████████████████████████████████████████████
▄▄▀██ ▄▄▄ ██
████████████████████████████████████████████████████████
██
M █▄▀▄
██ █ ██MUTANT
= ██ ██ ██ ▀▀
▄▄▀█▀▄▄█ ██ ██▄▄▄█
REBELS██ ██▄▄▀█
-█████
Want:▀▀▄█ ▄▄█
To █▄▄▀█
▄▄████▀▄▄ ██ █▄▄█
destroy██▄██▄▄▀██
the Machine
▄██ ██ ██
▀▀ ███
██ █████
█ ▄▄▀████
Cult. ▄▄▄██
▄▄█▄ █ █ ██▄▄▄▀▀██
▄█ ▄▄█ ██ ▄▄▀█ ▄▄▀█ ▄▀█ ▄▄█ ▄▄▀█ ▄▄██
██
██ ███ ██▄▄▄██▄██▄██▄█▄██▄██▄█████ ██ █▄▄▄█▄▄▄▄█▄▄▄█▄▄█▄▄▄██ ██ ██
██ ████ ▀▀ █▀ █▄▄▀██
▀██ ▀▀▀██ ██▄ ██
██ ▀▀▀
▀▀ █████ █ █ █ ▄▄█ ▀▀▄█▄▄▀██
X █ =█ █ALIENS
▀▀ █ ███ ▄▄ ██ ██ ██ █ ▄▄████
- Want: To survive ████ ██ █ ███ ███
████████████████████████████████████████████████████████████
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
██ ███ █▄██▄██▄▄█▄██▄█▄▄▄█▄██▄█▄▄▄████ ▀▀ █▄▄▄▄█▄▄▄█▄███
█ ▀▀ ██ ▄▄█
██████████████████████████████████████
and reproduce. ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
██▄▀▄▀▄█▄██▄█▄▄▄██▄██▄▄▄█▄▄█▄██▄█▄██▄█▄▄██▄▄▄█▄█▄▄█▄▄▄██
██ ▄▀▄ █ ██ █▄ ▄█ ▄▄▀█ ▄▄▀█▄ ▄████ ▄▄▀█ ▄▄█ ▄▄▀█ ▄▄█ ██ ▄▄██ ██ ▄▄▀██ ████▄ ▄██ ▄▄▄██ ▀██ ██ ▄▄▄ ██
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
██ █ █ █ ██ ██ ██ ▀▀ █ ██ ██ █████ ▀▀▄█ ▄▄█ ▄▄▀█ ▄▄█ ██▄▄▀██ ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
██ ▀▀ ██ █████ ███ ▄▄▄██ █ █ ██▄▄▄▀▀██
An███alliance
██ of mutants who
██▄▄▄██▄██▄██▄█▄██▄██▄█████ fight the
██ █▄▄▄█▄▄▄▄█▄▄▄█▄▄█▄▄▄██
████████████████████████████████████████████████████████████ RANDOM
██ ██ ██ ENCOUNTERS
▀▀ █▀ ▀██ ▀▀▀██ ██▄ ██ ▀▀▀ ██
██████████████████████████████████████
██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
▄▀▄ █ ██
Army
Machine of█▄Cult
▄█ ▄▄▀█
robotsand▄▄▀█▄
and ▄████ ▄▄▀█ clash
cyborgs
sometimes ▄▄█
who▄▄▀█ ▄▄█ ██ the
allegedly
with ▄▄██ ██▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
1. ▄▄▀██ ████▄
A Grell
band of▄██
- ▄▄▄██ ▀██ tentacle
marauders.
Floating ██ ▄▄▄ ██ huff
They beast. violet
Feedsgas,
██ █ █ █ ██ ██ ██ ▀▀ █ ██ ██ █████ ▀▀▄█ ▄▄█ ▄▄▀█ ▄▄█ ██▄▄▀██ ██ ▀▀ ██ █████ ███ ▄▄▄██ █ █ ██▄▄▄▀▀██
serve a powerful
Wastelanders.
██ An artificial
███ ██▄▄▄██▄██▄██▄█▄██▄██▄█████ intelligence. on hunt Grell
violet-light and loot
gas. the ruins.
alliance of mutants ██ who█▄▄▄█▄▄▄▄█▄▄▄█▄▄█▄▄▄██
fight the ██ RANDOM
██ ██ ▀▀ █▀ ▀██ ▀▀▀██ ██▄ ██ ▀▀▀ ██
ENCOUNTERS
RANDOM
RANDOM ENCOUNTERS
ENCOUNTERS
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ 2.RANDOM
OtyughENCOUNTERS
- Telepathic hulking slime.
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
Machine
1.
Cult and sometimes clash with the 1.Nebulon
Grell - Floating tentacle beast. Feeds
1. Scout, Sniper or Cutter - Multiple Arms
Probe Droid 3.1. - Sentient-Gas
Scavenger - Armed within shotgun
a vaguely
Wastelanders.
An on violet-light gas.
2.alliance
2. 1d6
1d4 Foot of
Shitty mutants
Soldiers
Gun-Bots,- who fight
Multiple
very the bipods
Eyes
clumsy RANDOM
2. 1d6ENCOUNTERS
humanoid domed glass -helmeted
Scavengers suit.
Armed with uzis
RANDOM
Machine ENCOUNTERS 2.Quaggoth
Otyugh - Telepathic hulking slime.
3. 1 Spider-Droid - Laser Rifle with the
3. 1 Cult
Machine and sometimes
Gunner - clash
Regenerating 1.
4. Grell - Floating
- tentacle
Yeti-like, beast.
nocturnal
3. Unstable Psyker - Telekinetic Feeds
with
1. 1d6
Scout, Sniper
Wastelanders.
4. or +Cutter - Multiple Arms 3.violet-light
on Nebulon - Sentient-Gas
gas. in a vaguely
4. 1d4 Foot Solders
Cyborg Cultists 1 +2
Psyker
Gun-Bots heat-vision.
4. 1d6 Marauders - Armed with rifles
2. Super
1d6ENCOUNTERS
RANDOM Foot Soldiers - Multiple Eyes humanoid
2. Otyugh domed glass rat-dog.
helmeted suit.
5. Mutant
5. Octopoid Soldier
Kill-Droid with
- 2x laser
Laser rifle
Eyes 5. Rogue--Psychic
5.Phanox Telepathic
Skittering hulking slime.
- Pyrokinetic
3.Scout,
1.
6. 1 Machine
Red-Level Gunner
Sniper
Psionor - -Burst
Regenerating
Cutter - Multiple
Mind Arms 4.Crylops
3.
6. Quaggoth
Nebulon -- - Yeti-like,
Sentient-Gas
Freezing nocturnal
in
lumberer.a with
vaguely
6. Terminator Unit - Laser Rifle, Armor 6. Cyborg Death-Knight - Optical
4.1d6
2. 1d6Foot
FootSoldiers
Solders - + Multiple
1 Psyker Eyes heat-vision.
humanoid domed glass helmeted suit.
Bioscanner
5.1Super
3. Mutant
Machine Soldier
Gunner with laser rifle
- Regenerating 5.Quaggoth
4. Phanox --Skittering
Yeti-like,rat-dog.
nocturnal with
6. Red-Level Psion - Burst
4. 1d6 Foot Solders + 1 Psyker Mind heat-vision. Freezing lumberer.
6. Crylops - 63
102919281298127390128041920381023912321312324123412421BD123

64
200 years ago The Somnus was dispatched on a classified
mission. It never returned and ever since the rimwise
have shared legends of the Ghost Ship. An automated
beacon has reported a ship matching its description on
the outskirts of the sector.

B Y M AT T U M L A N D & C H A R L I E U M L A N D.
GRAPHIC DESIGN BY JOHAN NOHR

THE SHIP’S OFFICIAL MIS SION was to test an experimental Jump Drive. Ambroise
The real mission was to test an experimental stasis device, Phasewave
AF TER 2 00 YEARS the Android’s
Warden Notes Shifter (PWS), which allows humans in cryosleep to leave their bodies in NPCs
movements are twitchy and his
a spectral form to keep working during long journeys. The ship’s Android,
artificial skin is flaking. It is horrifying
Ambroise, was given orders to connect the crew’s cryopods to the PWS
to behold (Fear Save 1d5 Stress)
without their knowledge and a secret lab within the ship to monitor the
upon first seeing him. He has gone
experiment. The PWS uses an ancient artifact, “the Sphere”, a conduit
mad and is committed to continuing
of energy from a terrible dimension. This alien energy now permeates
the experiment indefinitely. He will
The Somnus, transforming it into a ghost ship haunted by specters.
remain in the Secret Lab, controlling
The ship is so decrepit it is amazing that it’s functional.
the ship’s systems and airlocks.
1. 2. 3. 4. 5. He relies on two Tranq Drones and a
Combat Drone to monitor the ship.
It’s loaded Once it appears The hold Those who It’s mere
d5 Legends with advanced The Somnus always is filled investigate appearance PRIMARY MOTIVATION prevent the
technology. Jumps away within with fine it often is a cursed players from interfering with the
a solar day. treasures. never return. omen.
experiment.
SECONDARY MOTIVATION capture the
ROLL AN ENCOUNTER WHENEVER THE PLAYERS CHANGE LOCATIONS. players and put them in a cryopod
Random 1 – 2. 3 – 4. 5. 6 – 9. 10. C:55 Slam 3d10 & Pulse Rifle 5d10
encounters S:55 I:85 H:2(35)
Module is freezing cold Tranq Tranq Drone + Ghost 2 Ghost
(1 Stress upon entering). Drone. Combat Drone Encounter. Encounters.
SEND HELP

Two Tranq Drones


Each module is separated by an airlock, which Ambroise C:45 Tranq Pistol S:70 I:45 H:2(15)
Ship Map controls remotely. This includes the exit to the players’ ship.
Combat Drone

Exterior scans are very C:65 Pulse Rifle 5d10 S:50 I:65 H:2(15)
CRYOSLEEP 14 pods. The back wall ENGINE ROOM Systems fully
distorted but reveal... is covered in a floor to ceiling functional. Inspection reveals the
Drones only engage the players if
Power and life support mirror. The first cryopod contains Jump Drive is set to trigger in D5 GHOST BEHAVIOR
they try to interfere with the
are functional. Jo’s body. The next 8 pods have 1d10 hours. The Field Generator experiment.
1. Appears as a horrid
Nine very faint life assorted spacers, each with is attached to the power plant. spectral image and
If players follow the drones they
signs. unique clothing. The other 5 pods screams (Fear Save
lead them to the bridge.
are empty. Tampering with the or immediate Panic
Scans cannot penetrate FIELD GENERATOR A mass of wires and Check).
pods triggers two remote turrets If players disable a drone they can
the Secret Lab. components with a single big red
attempt to remove its weapon given
to descend from the ceiling and button. When pushed it emits a 3 2. Appears and touches
time and appropriate skills.
attack. m2 field that allows players to players (1d10 cold
interact with ghosts for 1 round. damage).
BRIDGE Entering the bridge triggers Requires 1d5 rounds to recharge. Remote Turret
Ghosts disappear after taking any 3. Lifts and throws
2 remote turrets to descend nearby objects
damage. C:65 Pulse Rifle 5d10 I:85 H:1(30)
from the ceiling and attack. All (2d10 damage, Armor
MED SCIENCE displays read “REMOTE OPERATION Save for half)
BAY LAB ACTIVE”. A hidden hatch under CARGO HOLD Crates of expensive Ghosts
4. Possesses* player
the pilot station leads to the cryosleep supplies. One crate in and tries to harm
the corner is a false door leading Anyone placed inside the PWS
Secret Lab. others.
to the Secret Lab. When players cryopods wanders the ship in a
SCIENCE L AB Dark except for one 5. Possesses* players spectral form, experiencing only
enter the hold roll two Ghost
and tries to harm
workstation, where the ghost of Encounters. themselves.
agony—most go insane. Once
ENGINE Jo is sitting. inside the cryopod for a few hours
ROOM SECRET L AB The wall of the lab is * Possession: Body Save
or your next turn taken
ghosts’ connections to their bodies
MED BAY Standard except everything a window into the cryosleep
is on the ceiling. If players linger by the Warden. Always are permanently severed. The only
module. Inside is a computer
check for consent when way to save them is to remove the
SECRET equipment starts falling on them. that controls the drones, ship’s taking control of a PC. Sphere from the PWS. Ghosts are
LAB Speed Check (1d10 dmg). systems and contains 200 years
CARGO of lab reports on the experiment. malicious but easily distracted, and
HOLD GALLEY A coffee cup floats above usually won’t chase players. When
Ambroise is waiting with 2
the table. Trying to touch the cup encountering ghosts, roll for attacks
combat drones. The PWS sits
causes it to fly into the wall and
in the corner, a tangle of cables D5 GHOST APPEARANCE
and appearance. Players cannot
shatter.
surrounding a socket containing interact with ghosts unless they have
the Sphere. Removing the Sphere 1. Shadowy USCN Somnus
CREW QUARTERS Broken bunks the Field Generator.
CRYO- Crewperson
SLEEP BRIDGE scattered around the room. causes the ghosts to fade away.
The walls continually drip blood. 2. Rotted Teamster Jo
Corpse
Entering the room triggers a THE SPHERE An indestructible, The last remaining ghost of the
Sanity Save [-] (1d5 Stress). perfectly round sphere of 3. Melting Military
Personnel original crew. She waits in the lab,
unidentified metal, covered in
SCAN THIS LINE

microscopic runes. going through the motions of her


CREW 4. Scientist Surround
GALLEY by Cloud of Blood previous life as a scientist. If the crew
QUARTERS
encounters her she’ll use possession
5. Disemboweled Drifter
to provide clues about the Secret
Lab, the Field Generator or other
useful information.

65
66ST6LMKR11RZ
i n d i g o t e n d r i l s o f
the zomp-machine

Written by - Reece Carter, Kat Welsford, Rolland, David Wilkie, Luke Gearing, Ian Illustration 1 - Corey
Yusem, Jarrett Crader Illustration 2 - Doug Kovacs
Editor - Jarrett Crader Layout & Design - David Wilkie

Deep within Station 472 THE MEET AT THE RESLEEVING FACILITY


“Lord” Vernean Von Wentlesmyth III’s prices are exorbitant, especially
a group of rogue sleeves for a backwater space station on the far rim, but he’s happy to lower the
price if you help him with a little problem.
has begun to cause a “Hey friendo. So listen here and listen good: Beth over at Hotel

“situation.” Artemis has managed to hack into my servers and print herself
some sleeves with copies of her consciousness in them. She’s
trying to get off the station and out into the black somewhere. If
Vernean asks you to you can stop her I’ll do a thing for you for freesie.”

kindly sort this problem He shows you a rotting Beth corpse (Sanity Save or +2 Stress). She
struggles to stay together as her vat-grown meat brain is stopping her

out before it becomes a from being able to deal with complex situations—she just wants to die.

“real problem.”

66
don’t turn on
WHAT’S ACTUALLY HAPPENING There are usually 1d17 Beths running around the facility beneath the
Beth’s struggle with personhood has come to a head. She managed to Emporium. Roll 1d17 to determine each Beth’s philosophy/quirk.
get the new meat processing machine online at Dave’s Ol’ Timey Meat 1. Beth Unity Party - all Beths must gather and be fused into one ULTRA-BETH.
Emporium, but during the process she accidentally installed some code 2. Beth’s Embrace Commune - we must create a retrovirus to turn others into Beth.
from the Resleeving Facility. These Beths are uncontrolled sleeves 3. Beth First Party - the needs of Beth must come first! Viva Beth!!
4. Tradbeth Social Club - the old ways (since last Tuesday!) are the best!
made out of processed, vat-grown meat. 5. Beth Rat Conspiracy - worship ‘ideal’ life. Rats!
David is unaware of the printing — he has so many repairs and so much 6. The Chosen - Beths have been chosen to lead all life into Bethhood.
7. Beths of Tomorrow - Beths will lead us to a (screening of A) Better Tomorrow.
work that he overlooks a few vats printing at a fast speed.
8. Steel Beth - nothing matters except building stronger Beths.
Beth is trying to get out of Station 472 and join up with Reverend Horton 9. The Helpers - additional work is always nice!
Pete to spread the good word of “ELIZA” into the Cloudbank Synthetics 10. Cyberbeth Freedom Caucus - enhancing Beth through cyber replacement parts.
11. Bethangists - Beths seeking to help non-Beths get in touch with their inner Beth.
Production Facility.
12. Flat Beth Society - believes “shrink” is actually pronounced “smallenise.”
13. Beths in de Amazon - season everything with a lot of coriander.
HIDING IN DAVE’S OL’ TIMEY MEAT EMPORIUM 14. Moon Beth Conspiracy - secret Beth cabal, much rumored and widely feared.
Under the sluice gates is a small drain widened just enough to fit through 15. BETHBETHBETHBETH - perfection through repetition.
(Body Save or +1 Stress and coughing when surfacing), and within the 16. Beth Extended Towards Heaven - unending column, unflinching rigidity.
superstructure of the underground area the Beths have made their 17. 30-50 Feral Beths - does this need a description?
temporary home.
The Beths are stockpiling supplies for their escape (1d100 random items WHAT IS BETH DOING?
from a random table of your choice). 1. Being feasted upon by starving void urchins.
The makeshift kitchen houses top-of-the-line cooking equipment and 2. 1 of each faction (17 total) spontaneously debating in traffic.
3. Facing certain death for the benefit of future Beth generations.
a large steel freezer containing:
4. Lying on the ground, squeaking into a rat hole.
- 1d10 real Wagyu steaks (1kcr each) 5. Force feeding a dying Beth some meat with a giant funnel.
- 2d10 Fancy Hams© (300cr each) 6. Assembling a backup meat processing machine from critical station components.
- 1d1 Æggs (2kcr each) 7. Hacking into a stolen vat to vat grow a new limb.
- Beth clone with an empty ‘brain’ 8. Hijacking a docked military vessel.
- 1 kg of raw FUNDO! 9. Being chased down the street by a pack of feral dogs.
10. Assembling an ULTRA-BETH.
RESCUE AT HOTEL ARTEMIS
The Chosen have arrived to free the AI of Beth and return her to
the Cloudbank Synthetics Production Facility and reunite her
with Reverend Horton Pete.
They are on the third floor, slowly stealing a variety of electronic
parts to create a large enough storage drive to move the entire
AI without destroying it. These are the most put-together and
latest meat suits for Beth—many have cybernetic upgrades or
vat grown bio-replacement parts (APoF pgs 18 & 52).

BETH
C:40 Meat Arms 1d10dmg (or as weapon)
S:25 I:65 H:2(45)
Beth looks like hard packed meat in the shape of a sniveling,
rat-faced man.

the zomp-machine 67
ROOM GENERATOR
1 A brightly lit room smelling of disinfectant. Is that blood on the white floor?
2 Growth vats bubble and glow. HALF-FORMED CREATURES twitch and blink at passersby.
3 Vapors drip from vents increasing the humidity. What moves in the haze?
4 Howling and baying comes from contained creatures. What strange silhouettes twist
within?
5 Screens line the wall, casting a cathode glow. What information can be gleaned, does
the surveillance still work?
6 Disfigured remains of failed births lifelessly litter tables inside this lab. What
horrors were they making here?
7 An admin room filled with scattered stationary and equipment. Storage lockers line
the walls. Do they hide anything?
8 The furnace in this disposal room burns hot, piles of discarded product fill the room
with rancid smells.
9 Sales floor. Holograms pitch Pandora creations.
10 An executive office. Pictures of a bland family juxtapose abstract art. A terminal
containing proof of illegal experiments and corporate atrocities.

Pandora
Zephius VI’s primary form of income is vat grown exotic livestock produced by the Pandora
Corporation. Eco-terrorists released a Pandora creation, which now stalks the facility
where it was grown. Your party is hired to neutralize it before the situation escalates.

THE OPPOSITION REACTION THE RADIUS CREW


Free Fauna Fighters, 1 Immediate attack. RADIUS is the primary
labelled eco-terrorists. Pandora competitor. They
Young idealists who believe 2-4 Nervous Hostility. know what’s going on and
all things living, natural, 5-7 Uncertainty. dispatched agents to secure
or artificial deserve the Prey.
8-9 Leaves, acquiesces to
freedom under Zephius’s neon
party appeals.
sky. Unfortunately Pandora’s RADIUS CREW MEMBER
creation did not appreciate 10 Enthusiastic [C:45 Submachine gun 1d10/
their freeing it. Kindness friendship. Tranq Pistol S:40 I:40
extends their caution, and H:3(30)]
they have become its first
meal. Remaining members can Wears black combat gear,
assist. looking for THE PREY.

FREE FAUNA FIGHTER


[C:30 Handgun 2D10 S:40
I:25 H:2(20)]

FFF wear plain clothes with


political slogans printed
on them. Most are young
and idealistic, lacking the
responses of those who have
done research.

68
RANDOM ENCOUNTERS
1 Signs of a struggle. Viscera indicates someone was devoured by the Prey
2 D4 ANDROID STAFF are gathered quietly in the corner, following emergency protocols.
They stoically refuse to divulge classified information and claim all is well.
3 Vat grown livestock move around this room with panicked beastial instinct, frenzied
by the smell of a corpse’s blood.
4 D4 FREE FAUNA FIGHTERS are in here. Roll reaction.
5 An injured person shakes in the corner. Flip a coin for ECO TERRORIST or RADIUS CREW.
6 A team of D4 RADIUS CREW are in here. Roll reaction
7 The room has an automated security trap. Red lasers scan the room. Touching a laser
causes all doors to lock and oxygen to start venting from the room.
8 This room contains a locked door, sealed with a biometric scanner only staff can
unlock. Inside is a small lab with human/animal hybrid experimentation. 50% chance to
communicate wordlessly.
9 Nothing. Strange ambiance and the smell of vat grown creatures invade the senses.
10 Nothing at all, but the claustrophobic thoughts of the party.

a’s Hunt
This is an adventure for Mothership® and assumes you have the PLAYER’S SURVIVAL GUIDE.
The scenario is designed to work with any existing indoor maps. Tables are provided to
generate rooms, encounters, and reactions, creating new experiences with every play. The
consistency is in the hunt and The Prey.
THE PREY
The Prey is intelligent and capable. It has strong survival instincts, and is intelligent
enough to control the situation. Stalk the party, wait for an exploitable moment THEN
have it attack. At appropriate intervals from the start of the adventure roll on the
table below. This should largely be time based, but also roll if the party is indiscreet.
Visuals should be based on party anxieties.

THE PREY [C:75 Bite 3d10 and Claw 3d10 S:75 I:55 H:6(40)]
> Ambusher: If the Prey gets the jump on the party, whomever it attacks makes a Fear
save or take D10/2 stress.
> Like a shadow: Can depart conflict on a successful Speed test, vanishing and leaving
the room. Doing so causes all present to Sanity save or take 2 stress.

PREY REACTION APPEARANCE


The party has caught The Prey 1-2 Feline. Muscular yet elegant.
1-2
unaware. Canine. Drool, fangs and coarse
3-4
The Prey is elsewhere, unaware of hair.
3-5
the party. Reptilian. Black scales, tongue
5-6
The Prey is onto the party’s scent. flicks to taste the air.
6-8
The hunt is on. Amphibian. Slick tentacles pull
7-8
The prey ambushes the party. flabby bulk through ducts and vents
9-10
9-10 Alien. Unfathomable.

Written by Liam Stevens Art by Diogo Nogueira Layout by Sean McCoy


69
A short adventure for
SILO-15 Mothership RPG
By Sigmacastell/Swampgirl
Layout by junkgolem

A research station orbiting a


forsaken icy rock in a backwater
system. Owned and operated
by Bicycle Day, unethical hippie
scientists. Communications
ceased two days ago and Garvey
the Rake, pit boss of the nearby
mining colony, wants to know
where his drugs are.

NPCS

» Elise: Lone chemist survivor.


Disconnected, debauched, emotional.
+ Hedonism
- Reality

» Vibe: dull orange emergency lighting.


Temperature a touch too warm. Interior
painted in reds and purples. A sussurating » Koko: Jailbroken corporate mascot
murmur permeates the whole station, android. Resembles a bright yellow
getting louder the closer you get to the cartoon fox. Happy, ignorant, glitchy.
Generator. Drifting strands of silky black + Gardening
hair. - Sad things

70
Background Image Credit: ESA 2010 MPS for OSIRIS Team MPS/UPD/LAM/IAA/RSSD/INTA/UPM/DASP/IDA (CC BY-SA 4.0).
R OOMS / / ENCOU NTER S
(roll when traversing new rooms, entering one, or whenever
A ) L I F E S U P PO RT. you want really)
Oxygen and water recycling, heating, etc. A maze of pipes and
tanks. Several small distilleries are brewing moonshine. Murmurs grow louder. A low voice speaking
1 nonsense words and prime numbers. Fear
save or 2 stress.
B) QU A R T E R S . 2 d10 Lice, scuttling across the walls.
Sleeping area. Personal effects tumbling through the air. Long, thick bundles of Hair burst from the
Several forms lie in the bunks, cocooned in Hair. They pulse 3
walls.
rhythmically. Approaching reveals d5 Marionette.
4 2 Marionettes, dancing a stuttering waltz.
5 Astrid’s Tongue, lashing and spraying saliva.
C ) H Y D R O P O NI CS.
Racks of greenery, central tube emitting UV light. Koko is
tending to the plants.
TH E H A IR
D ) R A VE R O OM. Astrid’s hair. Thick black locks of it infest the station. It sways
and writhes with an unnerving intent. Docile until hit by light
Soundproofed. Flashing lights, pounding speakers, one wall is brighter than the emergency lights or disturbed by combat.
a window to space. Hair sprouts from every surface like tall
» Entangle: PC makes a body save or is restrained by the hair.
grass and vines. If it can access their face, it invades their mouth, nose and
eyes, dealing 2d10 damage/turn. Retreats in the face of fire
or after taking 20 damage.
E) D R U G L A B.
Bubbling tubes, chemistry equipment, every kind of illicit L ICE H:1 C:25 I:15
substance you can imagine. Garvey’s drug delivery is here,
The crawling things that lived on Astrid’s scalp, enlarged to a
neatly packaged and stamped with a bicycle logo. Worth grotesque size.
50Kcr. 40% chance The Tongue is here, lapping at a puddle of
hallucinogens. » Armour-piercing proboscis: 2d10, -10 to Armour save

F) R E S E A R C H . M A RIONETTE H:2(25) C:35 I:30

Computers, humming servers, workstations. Most of it Parodies of scientists, pieced together from clothes, body
parts and scientific equipment. Everything stitched together
wrapped in Hair. Combing the server reveals Bicycle Day with black hair that bursts from joints in thick clumps. Puppe-
dabbling in strange experiments with alternate dimensions teered by strings of hair that stretch from the walls.
and psychedelic drugs. Screens show a live feed of the Test
Chambers » Scalpel hand: 2d10+bleeding
» Resurrection: Makes a corpse into a Marionette (1 turn).
» F1) Empty. An intense feeling of being watched while
standing inside.
TH E TONGUE H:3(25) C:40 I:35
» F2) Floating body. If approached, bursts and releases Astrid’s tongue. Long, wide, snake-like, lined with teeth. Drips
1d10 Lice. Fear save or D10/2 Stress. adhesive saliva.

» F3) Three person-sized disembodied hands play rock- » Lash: 2d10+Body save or stunned for 1 round.
paper-scissors, endlessly. Sanity save or 1 Stress. » Drag away: Speed check or target is grabbed and dragged
directly to the Head (1 room/turn).
G) G E N E R A T OR.
Bulky machinery, wires and hazard signs. Astrid’s Head
A S TRID’S H EA D H:5(30) C:20 I:45

squeezes and deforms to fill the space. It’s mouth fixes firmly The huge, disembodied head of a young woman. Fills almost
all of the generator room. Long black hair cascades from its
on the generator, suckling as if on a teat. scalp, anchoring to the walls and generator.

H) T H E LO U N G E. » Teratoma Gaze: Target makes a Body save or 5d10 damage


from cancerous hair growths erupting from their body.
Soft music, padded red walls, floating cushions. Single large » Hair Whip: as The Hair.
screen playing psychedelic erotica. Burning incense’s odor (2 » Mournful Song: Her constant murmuring escalates to an
minutes left upon entry) keeps the Hair out. It swarms in when echoing shriek. Fear Save or 1d10/2 Stress.
they’re extinguished. Elise is non-responsive, insensate, and
high.

71
STATION 472 RESLEEVING FACILITY
Lights flicker over thick cables running to a black building.
Approaching conjures the taste of burnt chicken complimented with
An asteroid-entrenched space station whose rusted exterior a metallic aftertaste on every breath.
is only just holding together. Internal conflict leads to • Inside, the smell and taste intensify significantly (Body Save—failure
occasional hull breaches, so few parties are allowed to have leads to gagging and +1 Stress) and the temperature drops
weapons... noticeably. The power flickers on and off in time to a deep rhythmic
“whomp” noise resonating throughout the building.

THE ASTEROID/LANDING PAD • The entire structure is a large open-spaced warehouse. Large
cryovat tubes slowly grow people (Fear Save or 1d5 Stress) while
Once a bustling hive of activity, large flattened areas with anchor fleshy pods feed chemicals into still figures.
cables for ships cover the surface of the asteroid. Many areas distant • The storage room is at the back of the warehouse, behind a hidden
from the station are hollowed-out strip mines where fuel and water are wall. Inside are 50 small cryovats the size of a small dog housing vat-
collected from within the asteroid itself. Due to an abundance of space grown brains which act as biological storage for any of the data
all landing pads are a short spacewalk to the station entrance. taken from people in this facility. Viewing the brains adds 1d10 Stress
• Pilots attempting to land in the strip mines make a Speed Check at and a Fear Save (if failed make a Panic Check).
[-]. Failure results in 1d10 Stress.
A sniveling rat-faced man in an old military uniform named
• The mines hold water and a mining extractor. The equipment is still
“Lord” Vernean Von Wentlesmyth III offers the following services:
running unattended and can have resources routed to the ship
through an Intellect Check. Failure wastes 1d5 gallons of water. • BASIC SLEEVE - same stats as what you have, takes 1d5 months to
grow - 100kcr.

ENTRYWAY • AJAX VII PREMIUM SLEEVE - custom sleeve, +10 Speed, +10 Combat,
+10 Armor - 3mcr.
A rusted hatch with a spray-painted message saying “Welcome
• SLEEVE BACKUP - download your memories to the storage facility,
All And Sundry”. Inside is a medium sized rotating decompression
this takes 36-48 hours. Body Save or 2d10 Stress and suffer 5d10
chamber. Once it reaches the top it offloads you into the transit area.
Damage - 25kcr.

TRANSIT AREA • “THE BASIC PACKAGE” - a newly cloned sleeve, memory backup and
5 months storage - 150kcr.
A large set of double doors with a smaller sally port stands just 50% chance these sleeves don’t work.
beyond where the decompression elevator doors open, revealing old
thick cabling attached to poorly maintained storage lockers. A low hiss VERNEAN
can be heard throughout the room. Investigating reveals faulty seals C:25 Switchblade 1d10dmg S:40 I:55 H:2(10)
leaking air.
Phylis, a tired old woman, bounces for the station in a slipshod vaccsuit,
a musty shotgun by her side. She’ll ask for weapons to be stowed and
a 100cr oxygen fee.

PHYLIS
C:55 Shotgun 2d10dmg S:35 I:30 H:2(20)

CHOP SHOP
A single window betrays a business from beneath medical waste
bags. A fluorescent green puss exudes a confidence that is unearned
from the outside.
Pristine internals, complemented with stark white, harsh lighting and
neon green informs more professional sensibilities of the proprietors.
Within this facility are operating rooms, staff rooms, a morgue, grow
labs and a manufacturing facility.
The Chop Shop is helmed by the Mysterious Clones. Each of them
share a facial scar, defined pecs and ornate synthetic arms.. They offer
to do any upgrades to your personage that you wish for (APoF pg 18)
at double the list price.

MYSTERIOUS CLONES X5
C:40 SMG (hidden inside arm) 4d10dmg S:35 I:45 H:3(50)
BLACK MARKET NINA’S DANCE CLUB
BLACK MARKET
This large open aired market is akin to something you find in
NINA’S DANCE CLUB
A run-down two story dance club that used to be the most
This large
Southeast Asia.open aired market
Everything is akininto
is displayed something
stalls you findShop
or on carpets. in A run-down
sought twoinstory
out location dance
all the rim, itsclub
rust that
and used to a
ruin are befierce
the most
mockery
Southeast Asia. Everything is displayed in stalls or on carpets. Shop sought out location in all the rim, its rust
proprietors haven’t seen a station visitor in a long time and are willing of its once beautiful splendor and delightful decor. Onceand ruin are a fierce mockery
a beautiful
proprietors haven’t
to haggle with seen a
travellers station visitor
bringing storiesinofathe
long time and are willing of woman,
outside. its once beautiful
years ofsplendor
cosmetic and delightful
surgery have decor. Once
left her a beautiful
more genetically
to haggle with travellers bringing stories of the outside. woman, years of cosmetic surgery have left her more genetically
• Anything you purchase from here looks slightly old or repaired and modified organism than human.
• Anything modified organism than human.
is 75% of you purchase
the base price,from
buthere looks
it also comes slightly old
with aor repaired
50% chance and that • The lower floor is a dark smokey den where more dodgy deals go
isit 75%
won’tof work
the base
onceprice, but it also
you leave the comes with a 50% chance that • Thedown
space station. lowerthan
floorinis Chicago
a dark smokey den where
in the 1920’s, andmore dodgy
the bar deals
serves go
moonshine
it won’t work once you leave the space station. down than in Chicago in the 1920’s, and the bar
and a few other choice liquors from around the rim. serves moonshine
• Anything you test run or check out at the space station works
• Anything you test run or check out at the space station works and a few other choice liquors from around the rim.
perfectly and like it’s better than new. • The upper floor is a storage space for Nina’s side business: smuggling
perfectly and like it’s better than new. • The upper floor is a storage space for Nina’s side business: smuggling
a variety of goods in and out of Station 472. If you get on her good
a variety of goods in and out of Station 472. If you get on her good
HOTEL ARTEMIS
ARTEMIS
side she sells you anything for 75% market value and can potentially

HOTEL
side she sells you anything for 75% market value and can potentially
get her hands on anything you need or want.
get her hands on anything you need or want.
A run down dump of a building that’s the only hotel in town. Three
A run down dump of a building that’s the only hotel in town. Three
stories tall, and no working elevator, and the low gravity makes the NINA
NINA
stories tall, and no working elevator, and the low gravity makes the C:55 Finger Laser 1d10dmg S:40 I:45 H:2(85)
hump up the stairs breezy. There are four rooms per floor and they are C:55 Finger Laser 1d10dmg S:40 I:45 H:2(85)
hump up the stairs breezy. There are four rooms per floor and they are
all the same layout. The bar on the ground floor has a variety of
all the same layout. The bar on the ground floor has a variety of
homemade moonshines the bartender brags “would strip paint.”
homemade moonshines the bartender brags “would strip paint.”
This building is run by a failing and buggy AI named Beth whose first
This building is run by a failing and buggy AI named Beth whose first
question,askedaskedthrough
throughcrackling
cracklingstaticy
staticy speakers, ‘how many
LUKE’SUNDERGROUND
LUKE’S
hours
UNDERGROUND
question, speakers, is is
‘how many hours
youplan
you planononstayin’?’
stayin’?’It’s
It’s50cr
50craanight
nightoror5cr
5cr per
per hour.
hour. PHARMACY
PHARMACY
Healingrolls
•• Healing rollsmade
madehereherearearedone
doneatat [-][-]
andand aa Body
Body Save
Save is required
is required
A regular
A regular set set of normal
of normal metal
metal cellar
cellar doors,
doors, hidden
hidden behind
behind a large
a large
each night (Failure = 1d5 Stress and [-] to the next
each night (Failure = 1d5 Stress and [-] to the next 1d5 rolls. You 1d5 rolls. You slept
slept
rusty dumpster full of medical waste lead downstairs to
rusty dumpster full of medical waste lead downstairs to a red-lit dingya red-lit dingy
sosopoorly
poorlyyouyoumaymayas aswell
wellhave
havestayed
stayed awake).
awake).
room.
room.
• • Long Long tables
tables of powder
of powder andand herbs
herbs beingbeing bagged
bagged upaby
up by a mixture
mixture of of
DAVE’S OL’
DAVE’S OL’TIMEY
TIMEYMEAT
MEAT people
people in their
in their underwear,
underwear, aged aged 60-100.
60-100. TheyThey aren’t
aren’t wearing
wearing
salbutamol.
any any
sortsort of mask
of mask andand
thethe
air isair is filled
filled withwith powered
powered salbutamol. Stacked
Stacked
EMPORIUM
EMPORIUM boxes
boxes of both
of both precursors
precursors andand completed
completed itemsitems are piled
are piled around
around
thetheroom.room.
AAlarge
largewarehouse
warehousemade madeofofthinthinsheeted
sheeted pockmarked
pockmarked rusty
rusty
• • TheThe titular Luke
titular Luke
is aisscummy
a scummy looking
looking human
human withwith a large
a large gasmask
gasmask
corrugatediron
corrugated allowsthe
ironallows thereek
reekofofrotting
rottingand
and decaying
decaying meat
meat to to float
float
fused
fusedto their face.
to their They’re
face. happy
They’re to share,
happy andand
to share, provide the following
provide the following
through
throughthe theair,
air,aabroken
brokendown downairairpurification
purificationsystem
systemstands
stands next to to
next thethe
items
itemsat reasonable
at reasonable prices:
prices:
building
buildingcovered
coveredininrust rustand
anddust
dustfrom
fromyears
yearsofof
non
nonuse. The
use. Thetitular David
titular David Sycorax
Sycorax
isisa
asmall
smallnugget
nuggetof ofaaman
manwithwithaalarge
largeoversized
oversizedrobotic
roboticright
rightarm who
arm who KetKet
works
workstirelessly
tirelesslyininthe
thewarehouse.
warehouse. SpeedSpeed
•• The Theentry
entryleads
leadsimmediately
immediatelytotoaametal metalstaircase
staircaseheading
heading upupto to
aa Mary Mary Jane
Jane
large
largemetalmetalgantry
gantrythatthatwinds
windsininaagrid
gridpattern
pattern above
above a series
a seriesof of MollyMolly
giant
giant vatsvatshousing
housingvarious
variousgrowing
growinganimals
animals inin
various
various stages
stages of of Crystal
Crystal
development (Sanity Save
development (Sanity Save or 2 Stress).or 2 Stress). FUNDO!
FUNDO!
•• There is also a sluice at the back of the warehouse leading into an “Samantha”
“Samantha”
There is also a sluice at the back of the warehouse leading into an
automated slaughterhouse that the various vat grown animals are Salbutamol
Salbutamol
automated slaughterhouse that the various vat grown animals are
slid through and into a pressing room where they are made into Alice
slid through and into a pressing room where they are made into Alice
‘Dave’s Ol’ Timey Meat’, which is sold all around the station. It’s up to the Warden to decide these drugs’ effects.
‘Dave’s Ol’ Timey Meat’, which is sold all around the station. It’s up to the Warden to decide these drugs’ effects.

DAVID LUKE
LUKE
DAVID C:45 Semi-auto Pistol 3d10dmg S:30 I:40 H:2(35)
C:45 Stun Baton 1d10dmg, Body Save or stunned 1 round
C:45 Stun Baton 1d10dmg, Body Save or stunned 1 round C:45 Semi-auto Pistol 3d10dmg S:30 I:40 H:2(35)
S:40 I:40 H:2(65)
S:40 I:40 H:2(65)
You receive a distress call from an uncharted region of space. Traveling to the call’s location you find an unmapped outpost, Muto

INCIDENT AT MUTO STATION


Station, runningadark
You receive without
distress call afrom
transponder. What
an uncharted is theofstation’s
region purpose,towhy
space. Traveling thewas
call’sit location
hidden, and
you what caused
find an the distress
unmapped outpost,call?
Muto

INCIDENT AT MUTO STATION


Station, running dark without a transponder. What is the station’s purpose, why was it hidden, and what caused the distress call?

SUMMARY: Muto Station is a waypoint for xenopoachers to sell exotic lifeforms to a crime syndicate that forwards them on to the
black market. One
SUMMARY: lifeform
Muto escaped:
Station a parasite
is a waypoint which can burrow
for xenopoachers to sellinto thelifeforms
exotic brain of atohost, control
a crime their actions
syndicate and change
that forwards their
them on to form.
the
ENDblack
STATE: The players
market. can eradicate
One lifeform escaped: this parasite
a parasite by conventional
which means
can burrow into (destroying
the brain thecontrol
of a host, physical form
their of theand
actions parasite)
changeortheir
by form.
triggering the self-destruct
END STATE: The playerssequence and this
can eradicate escaping.
parasite by conventional means (destroying the physical form of the parasite) or by

MUTO
triggering the self-destruct sequence and escaping.

THE
THESTATION
XENO
MUTO
STATION
XENO
DROP-OFF DOCKING

STATION STATION
DROP-OFF DOCKING
BAY [V]
BAY BAY [V]
BAY
DOCKING BAY [START]: Two berths. [V] = VIDEO SURVEILLANCE
DOCKING
Terminal reads:BAY [START]: Two berths. [V] = VIDEO SURVEILLANCE
Terminal reads:
ALL OFFERS FINAL. 10KCR EXAMINATION FEE WAIVED ON
ALL OFFERS FINAL. 10KCRPURCHASE.
SUCCESSFUL EXAMINATION FEE WAIVED ON
SUCCESSFUL PURCHASE.
Hacking or Strength check can open the
Hacking or Strength check can open the
airlock.
airlock.
HALLWAYS:
HALLWAYS: Broken
Broken lights, scorch
lights, marks,
scorch marks, SPECIMEN
bullet holes on walls, blood but no bodies. SPECIMEN DECON MESS
MESS
bullet holes on walls, blood but no bodies. STORAGE
STORAGE DECON HALL
MESS HALL: Ransacked.
MESS HALL: Ransacked. Normally Normally HALL
orderly tables shoved aside, trails of
orderly tables shoved aside, trails of blood blood
leadlead
to and fromfrom
to and doordoorto Food Storage.
to Food Storage.+2 +2
Stress, Fear Save for half
Stress, Fear Save for half
> Food
> FoodStorage
Storagecontains
containsonlyonlyshredded
shredded
MREMREwrappers.
wrappers.
CREW CREWQUARTERS:
QUARTERS: SmallSmallbunks
bunks andand CLEAN
CLEAN CREW
CREW
bathroom
bathroomsurround
surround a communal
a communal area with
area with ROOM
ROOM [V]
[V] QUARTERS
QUARTERS
couches,
couches, tables,
tables, reading
reading materials.
materials.
> Dr.> Diana
Dr. Diana Gallagher
Gallagher [Head[Head
Xenobiologist]:
Xenobiologist]: Pictures
Pictures of her
of her
family.
family. Locked
Locked datapad
datapad (password
(password is is
daughter’s
daughter’s birthday,
birthday, foundfound on photo)
on photo)
contains
contains [TS8-XA12E
[TS8-XA12E Research
Research Notes].
Notes].
> Alejandro “Big Al” Vasquez
> Alejandro “Big Al” Vasquez [Station [Station
Manager]:
SCIENCE
SCIENCE CONTROL
CONTROL MEDBAY
Manager]: DoorDoorcut cut through
through withwith
handhand
LABLAB ROOM
ROOM MEDBAY
welders. Broken pots,
welders. Broken pots, spilled dirt, spilled dirt,
book:book: Spacer’s
Spacer’s Green Green Thumb.
Thumb.
> Alix Petrov [Head of Security]: Protein
> Alix Petrov [Head of Security]: Protein
powder, dumbbell set, stun gun. CONTROL ROOM: Locked. Keycard
powder, dumbbell set, stun gun. DECONTAMINATION: Labeled lockers
> Dr. Elias Nedry [Xenozoologist]: CONTROL ROOM: Locked. Keycard DECONTAMINATION: Labeled lockers
> Dr. Elias Nedry [Xenozoologist]: required (found in Specimen Storage) for store Hazard Suits, personal belongings,
Official reprimand for ignoring safety required entry. (found in Specimen Storage) for store Hazard
Official reprimand for ignoring safety Big Al’s holdsSuits, personal
a punch belongings,
card [Self-Destruct
protocols. entry.
> Half-entered self-destruct sequence, Sequence]. Big Al’s holds a punch card [Self-Destruct
protocols.
> Darien Jones [Maintenance]: Playing > Half-entered self-destruct
> Darien Jones [Maintenance]: Playing blood and chunks of bonesequence,
on the Sequence].
> Signs of a struggle, bullet holes line
cards, poker chips, 15kcr cred stick. blood and
panel. +2 chunks
Stress, of bone
Fear on
Save the
for half. > Signs of a struggle, bullet holes line
cards, poker chips, 15kcr cred stick. the walls.
> Claire Parker [Station Admin]: Model panel. +2 Stress, Fear
> Distress signal active. Save for half. the walls.
> Claire Parker [Station Admin]: Model > Hallway to Specimen Storage is an
Ships, Paint Set, Glue. >> Distress signal
Terminal active.
controls airlocks, comms, > Hallway to Specimen Storagesystem.
is an
Ships, PaintGould
Set, Glue. automated decontamination
> Xander [Security]: Pet food, > Terminal controls airlocks, comms, automated decontamination system.
> Xander Gouldhabitat
[Security]: Pet food, station logs. > Doors lock, klaxons and warning lights
hamster (empty). station logs. > Doors lock, klaxons and warning lights
precede disinfecting foam spray from
hamster
> Sophie habitat [Technician]: Pain Pills, SCIENCE LAB: Reinforced window looks
Garcia(empty). precede disinfecting foam spray from
ceiling. Foam burns if in direct contact
> Sophie Garcia
Tattoo Gun,[Technician]:
art book. Pain Pills, SCIENCE into the LAB:
CleanReinforced
Room. window looks
>
into the Clean
Grainy Room.
recording shows Nedry ceiling. Foam
with skin. +2 burns
Stress,ifFear
in direct
Savecontact
for half.
> Dr. Ren Li [Xenobotanist]: Unfinished
Tattoo Gun, art book.
> Dr. Ren Li [Xenobotanist]:
novel, zero-g pen. Unfinished > Grainy recording
handling Nedry
showsTS8-XA12E].
[Specimen SPECIMEN STORAGE: Meticulously half.
with skin. +2 Stress, Fear Save for
> Dr.zero-g
novel, Holly Weir
pen.[Research Assistant]: Parasite
handling leaps fromTS8-XA12E].
[Specimen specimen into organized cryocrates
SPECIMEN STORAGE:labeled with
Meticulously
> Dr. Holly
Framed WeirPhD, book: Believing
[Research in You.
Assistant]: Nedry’sleaps
Parasite head,from
whospecimen
then begins to
into species/planet
organized of origin
cryocrates and ID.
labeled withMost
Framed PhD, book: Believing in You. attackhead,
Nedry’s nearbywho scientists.
then Screams
begins to and species/planet
crates crudely of torn open,
origin anddark
ID.stains
Most of
MEDBAY: Small, functional medbay. gunshots heard. +1d10
arescientists. Stress,andFear crates
attack nearby Screams various colorstorn
crudely inside opendark
open, crates.
stains of
Empty Small,
MEDBAY: autodoc last set tomedbay.
functional GENERATE Save forare
gunshots half.
heard. +1d10 Stress, Fear various > Pool of blood
colors contains
inside scraps of torn
open crates.
EmptyANTIBODIES,
autodoc last lid cut,
set totwisted
GENERATE metal > Reports pertaining to items in
covered inlid blood. +1d5 Stress, Fear Save Save for half. > Pool of blood contains scrapsFear
skin and Keycard. +2 Stress, Save
of torn
ANTIBODIES, cut, twisted metal Specimen Storage.
> Reports pertaining to items in for half.
for half. skin and Keycard. +2 Stress, Fear Save
covered in blood. +1d5 Stress, Fear Save Specimen Storage. for half.
for half.
For use with Mothership® Text by Brian Stauffer, Art by David Hoskins, Editing by Matthew Getch, Jarrett Crader, Sam Zeigler
74For use with Mothership® Text by Brian Stauffer, Art by David Hoskins, Editing by Matthew Getch, Jarrett Crader, Sam Zeigler
TS8-XA12E RESEARCH NOTES
TS 8-X A12E RESEA RCH NO T E S
ORIGIN: TYPHUS-S8
THE AMALGAM
THE AMALGAM
ID: TS8-XA12E
ORIGIN:
ANALOG:TYPHUS-S8
MAMMAL, SMALL Combat:70 Slam 3d10 DMG Speed:30 Instinct:50 Hits:4(50)
ID: TS8-XA12E
INSP. >> MULTIPLE FACES, ASSEMBLY OF LEGS THAT The crew of Muto Station has been Instinct:50
reformed by the alien parasite into a multi-limbed
ANALOG: MAMMAL, SMALL Combat:70 Slam 3d10 DMG Speed:30 Hits:4(50)
DO NOT SEEM TO COORDINATE WELL. I QUESTION HOW
INSP. >> MULTIPLE FACES, ASSEMBLY OF LEGS THAT The crew of Muto Station has been reformed by the alienand
mass of flesh and muscle covered with human faces protruding,
parasite writhing limbs.
into a multi-limbed
THIS CREATURE EVOLVED. STRONG
WELL.POSSIBILITY OF > On
DO NOT SEEM TO COORDINATE
NOVELTY INTEREST.
I QUESTION HOW mass of first
fleshsight: +1d10 Stress,
and muscle Sanity
covered Save forfaces
with human half.and
Panic Check. writhing limbs.
protruding,
THIS CREATURE EVOLVED. STRONG POSSIBILITY OF
S#01 >> BIO-SCANS >>OnSlam: 3d10 DMG,
first sight: +1d10forceful enough
Stress, Sanity to shatter
Save for half.its ownCheck.
Panic bones and spray gore.
NOVELTY INTEREST. REVEAL MULTIPLE LIFE FORMS—
POTENTIAL
S#01 SYMBIOTE?
>> BIO-SCANS REDUNDANT
REVEAL MULTIPLEORGANS—
LIFE FORMS— >>Slam:
Special:
3d10Attempts to grapple
DMG, forceful enoughwith humanits
to shatter hands
own and subsume
bones and sprayvictim
gore.with tendril.
SURVIVABILITY?
POTENTIAL SYMBIOTE? REDUNDANT ORGANS— >Victims
Special: Attempts to grapple with human hands and subsume victim with tendril.their
S#02 >> FURTHER SCANS SHOW A BIOMASS of the parasite remain conscious and painfully aware; parasite plunders
SURVIVABILITY?
CONNECTING
S#02 BRAIN
>> FURTHER TISSUE,
SCANS SHOWNEDRY TO ATTEMPT
A BIOMASS minds of
Victims forthe
information and tactics.
parasite remain Conscious
conscious faces in
and painfully the flesh
aware; cry in
parasite pain and
plunders urge
their
EXTRACTION AND
CONNECTING BRAINEXAMINATION.
TISSUE, NEDRY TO ATTEMPT minds forto
victims information
flee. and tactics. Conscious faces in the flesh cry in pain and urge
EXTRACTION AND EXAMINATION. victims to flee. keeps Dr. Gallagher’s body separate, tethered only by a tendril, clutched
The Amalgam
The Amalgam
in hands keeps Dr.
protruding Gallagher’s
from body
the fleshy separate,
mass. tetheredisonly
Dr. Gallagher used bytoa attract
tendril, clutched
victims.
inWhen
handsbaiting,
protruding from the fleshy mass. Dr. Gallagher is used to
Amalgam covers the mouths in its flesh to muffle screams.attract victims.
When
Usingbaiting, Amalgamof
the knowledge covers the mouths
the subsumed in itsthe
crew, flesh to muffle
Amalgam screams.
cuts off the players’ escape
Using of the subsumed crew, the Amalgam
route then tries to corner them when they’re most vulnerable. the players’ escape
the knowledge cuts off
route
> Ifthen tries to corner
the Amalgam themsubstantial
sustains when they’re most vulnerable.
damage the parasite extracts itself and
> If retreats.
the Amalgam sustains substantial damage the parasite extracts itself and
retreats.

AMALGAM BEHAVIOR
AMALGAM BEHAVIOR
At each location roll 1d5 + the number
At each location roll 1d5 + the number
of explored
of explored rooms:
rooms:
Cries
Cries of help
of help echo echo within
within the the
2 2 station (Fear Save).
station (Fear Save).
Muffled
Muffled voices
voices justjust outside
outside (Fear
(Fear
3 3 Save).
Save).
Gallagher
Gallagher whimpering,
whimpering, retreats
retreats
4 4 around corner.
around corner.
Eviscerated
Eviscerated Android,
Android, streaks
streaks
5 5 of blood,
of blood, shattered
shattered bones
bones (+1d5
(+1d5
Stress, FearFear
Stress, Save for half).
Save for half).
Slow
Slowsound
soundof dragging
of dragging flesh,flesh,
6 6 suddenly speeds up. Trail
suddenly speeds up. Trail of blood
of blood
on investigation
on investigation (Fear Save).
(Fear Save).
Gallagher
Gallagher pleading, before
pleading, before
7 7 running away screaming
running away screaming (Fear (Fear
Save).
Save).
Black
Blacktentacle, stillstill
tentacle, writhing,
writhing,
8 8 chunks of brain on barbed
chunks of brain on barbed tip tip
(Sanity Save).
(Sanity Save).
“EMERGENCY PROTOCOL” Door
“EMERGENCY PROTOCOL” Door
slams and locks, preventing
9 slams and locks, preventing
9 retreat (+2 Stress, Fear Save for
retreat (+2 Stress, Fear Save for
half).
half).
Gallagher knocks on door/
10 window Gallagher knocks
screaming on door/
“RUN” and
10disappears.
window screaming “RUN” and
XENO DROP-OFF BAY: Specialized disappears.

THE
THEPARASITE
XENO DROP-OFF
airlock that will not BAY:
cycle Specialized
with a ship Peeking face disappears from

PARASITE
airlock that
docked. will not
Terminal cycle
inside with a ship
notes: 11 around Peeking face sounds
a corner, disappears of from
docked. Terminal inside notes: 11 shuffling
arounddragging
a corner,(Fear
sounds Save).of
LEAVE SPECIMEN(S) IN AIRLOCK. shuffling dragging (Fear Save).
TRANSFER 10KCR PER IN
LEAVE SPECIMEN(S) SPECIMEN.
AIRLOCK. Combat:50 Speed:70 Instinct:30 Hits:1(1) Gallagher covering her own
DOCK INTRANSFER
BERTH A AND WAIT FOR CONFIRMATION. 12+
10KCR PER SPECIMEN. Combat:50
Black nucleusSpeed:70 Instinct:30
with tendrils Hits:1(1)
that burrow Gallagher
mouth, sobbing.covering her own
DOCK IN BERTH A AND WAIT FOR CONFIRMATION. 12+
CLEAN ROOM: Individual cells with into a biological host’s brain and control
Black nucleus with tendrils that burrow mouth, sobbing.
Pink = Amalgam lying in wait, muffled
reinforced
CLEAN ROOM: glass for observation.
Individual cells with ambulatory functions.
into a biological host’s brain and control screams
Pink = Amalgamtelegraph
lyingambush.
in wait, muffled
> Terminalglass
reinforced controls allow emergency
for observation. >ambulatory
Controls host(s) to insatiably seek out
functions. screams telegraph ambush.
> depressurization
Terminal controlsofallow examination
emergency >sustenance and additional
Controls host(s) to out If the self-destruct sequence is active
hostsseek
to insatiably
chambers. amalgamate. the Amalgam
If the becomes
self-destruct much more
sequence is active
depressurization of examination sustenance and additional hosts to aggressive and violently cuts off the
> Multiple
chambers. bullet impacts in the glass of > Hostless, the parasite ambushes
amalgamate. the Amalgam becomes much more
one cell, dried blood trails away. isolated targets to create a new host. players
aggressivefrom their
and escape
violently route.
cuts off the
> Multiple bullet impacts in the glass of > Hostless, the parasite ambushes
one cell, dried blood trails away. isolated targets to create a new host. players from their escape route.

75
76
77
VONTREY
MARINE BARRACKS
Apparently repurposed town hall
MARINEa BARRACKS
and/or courthouse.
Apparently a repurposed town hall
Extensive,
• and/or lethal armory available
courthouse.
•upon request.
Extensive, lethal armory available
• GENERAL
upon request.D. WILSON: Stern.
•Wants
GENERAL a rapid
D.investigation
WILSON: Stern. (with
updates)
Wants a on whether
rapid to cure,(with
investigation
quarantine
updates) on orwhether
exterminate the
to cure,

COLONY
quarantine
mutant or exterminate the
threat.
mutant threat.
GENERAL D. WILSON C:75
GENERAL
Revolver D. DMG
3d10 WILSONS:35C:75
I:45 H:2
Emphasizes urgency:S:35
Revolver 3d10 DMG “the I:45 H:2we
longer
delay the more this mutation viruswe
Emphasizes urgency: “the longer
delay theHe
spreads!” more this mutation
detains PCs untilvirus
they
spreads!” He detains
verify they have evidence PCsmeriting
until they
anverify they have evidence
extermination order. meriting
an extermination order.

TOWN
TOWNSQUARE
SQUARE
Statue: “WALTER S15
Statue: “WALTER S15
TERRAFORMING
TERRAFORMINGSHUTTLE: SHUTTLE:
Honoring
HonoringAkai’s
Akai’sFounders.”
Founders.”
• •Close
Closeinspection reveals remote
inspectionreveals remote
communication jammer
communication jammer installed

17
installed
atop
atopstatue.
statue.
• •Portable
Portableelectric
electricbarricades
barricades
surrounding
surroundingthe theTOWN
TOWN SQUARE
SQUARE
and
andits
itsbuildings,
buildings,patrolled
patrolled by
by
SOLDIERS.
SOLDIERS.

GENETICS
GENETICSFACILITY
FACILITY
mostlydestroyed
Interiormostly
Interior destroyed by by
vandalism and
vandalism and fire. fire.
An aggressive
An aggressive mutant
mutant population
population is growing
is growing onon • •Damaged
Damagedvelvet velvetropes
ropes and
and broken
broken
the terraformed planet Akai at Vontrey Colony 17.17.
the terraformed planet Akai at Vontrey Colony plaques reveal its museum-like
plaques reveal its museum-like
Overwhelmed
Overwhelmed COLONIAL
COLONIAL SOLDIERS
SOLDIERS areare seeking
seeking anan design.
design.
third party investigative team to determine their next
third party investigative team to determine their next • AAsingle,
• single,repairable
repairablecomputer:
computer:
move. What are these mutants? Why are they attacking?
move. What are these mutants? Why are they attacking? • Hacking reveals the original
• Hacking reveals the original
CanCan
thethe colony
colony be be saved?
saved? colonists utilized slave
colonists utilized slave laborlabor from
from
illegal cloning machines—last
SUMMARY: Players at Akai are asked to wear Enhanced
illegal cloning machines—last
SUMMARY: Players at Akai are asked to wear Enhanced used generations ago.
Ventilation Systems (EVS) to prevent the mutagen’s used generations ago.
Ventilation Systems (EVS) to prevent the mutagen’s
spread. However, the EVS distorts the viewers’ perception AGRICULTUREMODULE MODULE
spread. However, the EVS distorts the viewers’ perception AGRICULTURE
of the “mutants,” who without an EVS look like (and are) SOLDIERS guard breaches in the
of the “mutants,” whoUpper
without an EVS look like
and(and are) SOLDIERS
ordinary
ordinary
humans.
humans. Upper
class
class
colonists
colonists and
soldiers
soldiers walls of thisguard
formerbreaches in the
indoor farm.
wish to maintain Vontrey Colony’s caste system by walls of this former indoor farm.
• Strange vines infest the interior
wishillegally
to maintain Vontreymartial
maintaining Colony’s caste system by
law. • Strange vines infest the interior
illegally maintaining martial law. (STRANGLETHORN).
(STRANGLETHORN).
• Hidden Journal among debris:
END STATE: Players can oppress the unarmed mutant • Hidden Journal
1 readable pageamong debris:
“Stranglethorn
END STATE:
‘threat,’ Players
signing an can oppress the
extermination unarmed
order, mutant
or uncover the corruption, attempting 1 claimed
readableanother
page “Stranglethorn
U-nat” today.
‘threat,’ signingany
to smuggle an extermination order, or uncover the corruption, attempting
evidence off planet. •claimed another
Linguistics: U-nat”
U-nat today.
is traditional
to smuggle any evidence off planet. • Linguistics:
derogatoryU-nat
slang is traditional
for a clone.
LANDING ZONE derogatory slang for a clone.
STRANGLETHORN: C:50 Strangle
LANDING ZONELANDREWS radios PCs: “Using the military combat grade
COMM OFFICER
STRANGLETHORN: C:50 Strangle
2d10 DMGS:20 I:10 H:1(1)
COMM OFFICER
ventilation masksLANDREWS radios
is a requirement PCs:
until “Usingofthe
etiology military is
mutations combat grade
understood.”
Strangle:
2d10 Attacks
DMGS:20 I:10stragglers
H:1(1) and
• Advanced
ventilation masksBattle Dresses (Armor
is a requirement until Save +15%)
etiology with “enhanced
of mutations ventilation
is understood.”
after excessive handling.
Strangle: Attacks stragglers and
systems”
• Advanced (EVS)Dresses
Battle installed(Armor
are delivered to the with
Save +15%) PC’s“enhanced
airlock upon landing.
ventilation Botany:
after Incredibly
excessive nutritious.
handling.
EVS masks
systems” (EVS)also provide
installed arenight-vision.
delivered to the PC’s airlock upon landing.
• Electric Botany: Incredibly nutritious.
EVS masks security fences
also provide surround the perimeter.
night-vision.
• Electric security fences surround the perimeter.

78
GRAIN SILO SECURITY GATES ENCOUNTERS
Huge pile SILO
GRAIN of lower caste citizen’s Barring “non-mutated
SECURITY GATES citizens” from
Roll whenever entering anywhere
ENCOUNTERS
confiscated
Huge and broken
pile of lower computers, Barring
caste citizen’s heavily“non-mutated
guarded homes. citizens” from
Rollbut the LZ or
whenever Barracks.
entering anywhere
comms and and
confiscated other technology.
broken • PCsguarded
computers, heavily are told:homes.
“Citizens within are
• Unsalvageable. under but the
Repeat LZ or Barracks.
encounters use 01-30.
comms and other technology. • PCs areShelter and Stay
told: “Citizens lockdown
within are
Computers/Jury-Rig: The extensive under
• Unsalvageable. quarantine.
ShelterNobody
and Stayhas jurisdiction
lockdown Repeat encounters use 01-30.
All Quiet: SOLDIERS
damage is deliberate.The extensive
• Computers/Jury-Rig: to enter.” Nobody has jurisdiction
quarantine. Allpatrol
Quiet:barricades.
SOLDIERS
01-30
damage is deliberate. •toThe transparent gates reveal a
enter.” Occasional
patrol MUTANT
barricades.
01-30
SCIENCE LAB • walled
The community
transparent of
gates beautiful
reveal a spotted
Occasional beyond.
MUTANT
SCIENCE
Ravaged. Broken LAB equipment walled
mansions.community of beautiful spotted
MUTANTS beyond. are audible
Ravaged.
everywhere. Broken equipment •mansions.
Attempted breaches are met with 31-45 MUTANTS aresecurity
audible barrier.
31-45 outside the
• Littered with shattered specimen • Attempted
everywhere. SOLDIER’S breaches
threats areswiftlymetfollowed
with outside the security barrier.
• Littered shattered specimen SOLDIER’S
with lethal threats
force. swiftly followed 1D5 ARMORED
jars andwith
multi-hued stains. 1D5 ARMOREDviolently press
with lethal force. SOLDIERS
• jars and multi-hued
Pristine stains. 1080a
Litkovich MedPod 46-60SOLDIERS violently press
back 1D10 MUTANTS to
• Pristine Litkovich
• If asked, MedPod
SOLDIERS claim1080a LIBRARY 46-60
backthe1D10 MUTANTS to
there (false). LIBRARY
• If asked, SOLDIERS barricades.
MedPod was alwaysclaim Near pitch black. the barricades.
• MedPod was always
Easily Hacked: thereReport:
MedPod (false). Near pitch black.
• Previous mayhem left rows of 2D10 ARMORED
• Easily Hacked: MedPod Report: • Previous mayhem left rows of 2D10 ARMORED
SOLDIERS can be heard
Patient GF205.25 Airborne Virus. broken computers and servers. 61-75 SOLDIERS can be heard
Patient GF205.25 Airborne Virus. broken computers and servers. 61-75 (or seen) opening fire into a
Incurable. Incinerate Infected. • 2 restrooms at opposite ends. (or seen) opening fire into a
Incurable. Incinerate Infected. • 2 restrooms at opposite ends. MUTANT CROWD.
• Rimwise: Report is an obvious One restroom’s garbage is filled MUTANT CROWD.
• Rimwise: Report is an obvious One restroom’s garbage is filled
forgery. with Discarded (EV Scrambled) 1 MUTANT per PC rushes
forgery. with Discarded (EV Scrambled) 1 MUTANT per PC rushes
Posters.
Posters. 76-90 the party. SOLDIERS arrive
76-90 the party. SOLDIERS arrive
• The posters appear
• The posters appear to be to be in 1d5 rounds.
in 1d5 rounds.
gibberish if wearing
gibberish if wearing EVS’s. EVS’s.
LANDINGZONE ZONE A LONE
A LONE MUTANT
MUTANT
LANDING Otherwisethey
Otherwise they read:
read: 91-00 stumbles
91-00 stumbles to the to the barricade
barricade
• •“U-nats
“U-natsare are naturals
naturals too.”
too.” before slowly retreating.
“ReturnOur Our Rights” before slowly retreating.
“Return Rights”
• •“Give
“GiveususTech”
Tech” SOLDIERS
SOLDIERS C:65C:65 Combat
Combat Shotgun
Shotgun
• •“Justice
“Justiceforfor all.”
all.” 2d10*10
2d10*10 DMG DMG S:35S:35
I:35I:35
H:1 H:1
• •“Stop
“StopReaping
Reaping thethe Reapers”
Reapers” Soldiers
Soldiers areare mostly
mostly silent,
silent, tersely
tersely
• •“I “Imiss
missmymy phone”
phone” reminding
reminding PCs PCs to do
to do their
their job.job.
SomeSome
• •“Blood
“Bloodisisblood!”
blood!” telltell stories
stories of mutant
of mutant attacks.
attacks. Others
Others
• •“We“WeareareOne.”
One.” vent about waiting to use lethal
vent about waiting to use lethal
• •“Why?!?”
“Why?!?” force on on
unsalvageable mutants.
force unsalvageable mutants.
• •AApilepileofofburned
burned books
books in in
one isle.
one isle. Soldiers (including GEN. WILSON)
Soldiers (including GEN. WILSON)
willwill
attack any PC seen
attack any PC seen not not
MARINE
MARINE wearing
wearing an anEVS.EVS.
BARRACKS
BARRACKS GRAIN
GRAIN
SILO
SILO
MUTANTS C:15 Rock 1d10 DMG
MUTANTS C:15 Rock 1d10 DMG
S:20 I:10 H:1
S:20 I:10 H:1
Mutants only attack when their
Mutants only attack when their
lives are endangered—rallying,
lives are endangered—rallying,
yelling and screaming then
yelling and screaming then
retreating. The Mutants (called
retreating. The Mutants (called
“U-Nats”) are actually descendants
GENETICS AGR. of “U-Nats”)
the originalare actually
cloned descendants
slaves that
GENETICS AGR. the original cloned slaves
helped establish the colony. Theythat
of
FACILITY MODULE helped establish the rights,
colony.but
They
FACILITY TOWN MODULE supposedly have equal
TOWN
SQUARE
supposedly
recent haveequality
institutional equal rights, but
protests
SQUARE recent
boiled overinstitutional
into violence equality
againstprotests
boiled
them. over into
If asked, they violence against
will reveal this
them. If asked,
information to anythey willwearing
PC not reveal this
SCIENCE SECURITY aninformation
EVS. If viewed to any PC not
through wearing
an EVS
SCIENCE
LAB SECURITY
GATES an EVS.
mutants lookIf viewed
menacing, through an EVS
with barbed
LAB GATES mutants
faces look menacing,
and venom dripping fromwiththeir
barbed
facesand:
mouths and venom dripping from their
• 1d10
mouthsreptilian
and:tongues
• Four barbed
• 1d10 reptilian armstongues
LIBRARY • Insectile eyes
• Four barbed arms
LIBRARY • Prehensile
• Insectiletail eyes
• Thin tentaclestail
• Prehensile instead of body hair
Without an EVS
• Thin tentacles they look (and
instead are)hair
of body
Written by Alan Gerding Edited by Fiona Maeve Geist Layout by Sean McCoy completetly normal humans.
Without an EVS they look (and are)
Written by Alan Gerding Edited by Fiona Maeve Geist Layout by Sean McCoy completetly normal humans.
79
SITE LOCATIONS
» Solar Containment Shield
A thin, spherical lattice surrounding the entire construction site.
The only thing separating workers from Avalon's unfathomable
heat and mass. Costs cut in development result in constant
Sisyphean repairs and exposure to inevitably lethal doses of
radiation.
Hazard: Heat, radiation, and gravity leaks. Site obliterated if
leaks left unrepaired.
» Jump Gate
The only way in and out of the resort. Fits shuttle craft or small
cargo vessels. Closely guarded by security.
Hazard: Prone to malfunction. Occasionally intercepts unwanted
things from hyperspace.
» Security
Home to grim-faced corporate thugs and their toys. Spartan
barracks, armory, and surveillance room.
All potentially weaponized tools kept here behind bars, must be
signed out.
Laser Cutters, Nail Guns, Hand Welders, Rigging Guns, etc.
Hazard: Police.
» Resort Suites
Nearly abandoned construction site. Work delayed in favor of
amenities (pools, VR suites) to impress investors. Scattered with
leftover and forgotten tools.
Only a few model suites and apartments completed. Inhabited by
Welcome to the Anodyne Construction family. Together we're management.
starting an exciting journey into the brave unknown. Thanks to If searched, find tools and a long-ago fired employee hiding out
unprecedented advances in heat shielding technology, our vision among the construction.
for an intra-solar resort will finally become reality. We've chosen the Hazard: A deathtrap of rebar and loose wiring. Zero gravity.
yellow-orange, G-type star Avalon to mother our intellectual offspring. » The Avalon Hippodrome
With your help and enthusiasm the Solarium Luxury Resort and its The workers live here, camped out among aisles and galleries.
safe, sumptuous facilities will attract and satisfy countless patrons. They sleep on rows of foldout seats, drape themselves with
Are you ready to take the next step forward? We are. curtains and costumes for warmth.
Hazard: Corporate spies and cameras.
» The Lion's Den Restaurant and Bar
Entrance an open lion's mouth. Ostentatious gilded interior. Bar
tended by Lloyd, an eerie and formal Android available for service
24 hours a day. Lloyd does not discriminate.
Cigar smoking bosses and security officers a permanent fixture.
Workers not allowed inside unless invited by management,
usually precipitating a humiliating dressing down or firing.
Workers fear and loathe the place.
Hazard: Bosses.
» Zero-G Pools
Great blobs of water constantly agitated and separated by
machinery. Private, floating islands restricted by great chains.
Light swirls in mesmerizing patterns.
Hazard: Rogue waves, disorientation and drowning.
» Anodyne Amusement Park
Unfinished, child-oriented rides and corporate edutainment
WARDEN NOTES stations. Miniature solar mining rig (scoops real plasma), Rocket
to Avalon (half-built roller coaster), deactivated Android mascots
» Alt setup: PCs are undercover labor organizers, investigators, or frozen in exaggerated gestures.
saboteurs. Hazard: Rides suddenly activated, defective mascots.
» One-shot setup: Workers on strike, corporate crackdown in » Bright Futures Shopping Promenade
progress. Prefabricated luxury boutiques stocked with frivolous, expensive
» Workers earn 500cr weekly. merchandise. Occasionally raided by workers and browsed by
» Management deals harshly with labor organization: scabs replace management.
strikers, mercenaries quell violence. No mercy. Radiation shielding for the skylight strip along the promenade
» Begin with oppressive economic horror. Depending upon player never installed. Light blinding, exposure for longer than a few
actions, develop play towards political intrigue (labor organization minutes deadly.
+ cold war vs. management), violent resistance (dungeon crawl Hazard: Radiation, shop security measures.
vs. invading corporate marines), or disaster scenario (should the » Virtual Reality Suites
heat shield fail). Spherical holographic full-sensory entertainment chambers.
» This scenario assumes a slow pace of play. Roll once for Shit Accommodates multiple users.
Jobs, Corporate Initiatives, and evidence of Resistance each Adapts to any taste or request. Logs user history for optimized
in-game week. future experiences. Used by everyone, including the bosses.
Hazard: Terrifying, corrupted simulations.
y P a r a d i s e
Y o u r S u n n A M o t h e r
r io
el by
b y I
ship Scena Sean McCoy
3-D Mod hristian Kessler
C
a n Yusem

Layout by Jarrett Crader


Edited by
NPCS CORPORATE INITIATIVES
Use this table to build PC Stress.
Boss. Suspenders, military coldness. Recently transferred Roll once per week: 1d10 + # of weeks elapsed
1
here as punishment for decimation. 1 Free pizza.
Boss. Lapel pins, napoleon complex, terrified of upper 2 Unpaid overtime.
2
management.
3 Random locker search, management exempt.
Boss. Plumed riding crop, wide tie. Intimidating as a
3 4 Cocktail party with the bosses.
survival tactic. Glimpses of humanity.
Security Chief. Polished boots. Obsessed with fringe ideas: 5 Investors touring the site, security tightened.
4
Android Truther, bizarre diets. Timeshare referral quota mandated for all workers. 10 sales,
6
Worker. Circular spectacles. Dweeby and uncommitted 2 week deadline.
5
labor organizer, generally disliked. Company opens an internal promotion market: Workers
7
Worker. Track Suit. Conspicuous drug dealer, management speculate on who’s next to move up.
6
doesn’t care as long as no major fuckups while using. Portion of salary “converted” into a lottery for a resort
8
Worker. Patched jumpsuit. Notoriously clumsy. Loyal. Close timeshare.
7
to snapping. 9 Free cancer screening if liability waiver signed.
Worker. Slicked hair. Patch: Peace sign made of bullets. 10 Mandatory bring your children to work day.
8 Bootlicking corporate collaborator. If threatened, claims
11 Safety drills spitefully held during sleeping hours.
protected—family ties with upper management. Untrue.
“Peer review” sessions using lie detector machine. Grilled on
Worker. Silk handkerchief, homesick. Repeats the same old 12
9 the activities of coworkers.
stories.
Life insurance policy update: Contingent on pre- and post-
10 Worker. Bomber jacket, burnout. Model. Holds a grudge. 13
mortem organ donation guarantees for upper management.
SHIT JOBS Painful subdermal ID tattoos required as a show of
Use this table to generate tight-focus adventures. 14
corporate loyalty.
Jump gate on the fritz. We need a human to test it out. You. Site sabotaged and utterly destroyed by corporate agents.
1 15+
1kcr hazard pay. All employees killed unless prevented. Insurance fraud.
Install cameras in the Hippodrome, paid 10kcr in cash to
2 RESISTANCE
keep mouth shut.
Evidence of worker retaliation and organization.
Daeodon [DNA-fabricated primeval hell boar, C:60 Use this table to point PCs towards NPC comrades and inspire
Gore 1d10dmg I:40 H:3 [40]] slated for dinner broke their own acts of resistance.
3
containment. Find it. If caught, chefs prepare a portion for Workers begin building to spec against corporate cost-
the workers as thanks. 1
cutting orders.
Resort Suites airlock installed wrong, redo it. Later: It was 2 Boss’s desk found in the Zero-G pool.
4
installed correctly, put it back.
3 Find a stashed zip gun while on maintenance duty.
Containment shield grav leak. You drew the short straw.
5 Tune to a comms channel with an outgoing transmission
2kcr hazard pay. 4
publicizing working conditions.
Floating island in the Zero-G Pools broke loose from its
6 5 Mutilated effigy of a boss left on a Lion Den’s bar shelf.
chains, capture it. 1kcr hazard pay.
Portrait of company founder maliciously improved with
Experience a co-worker’s last escapade in the VR Suites 6
grotesque tumors.
7 (file corrupted, dangerous). 30kcr for the name and location
of their anarchist lover. Classified security officer service records plastered on walls
7
and ceilings. War crimes and civilian abuses.
Fix the busted cooling system in Security. Ducts run
8
through the armory. Worker latrine graffiti conversation exchanges insults
8
towards a boss.
Steal a sharkskin briefcase auto-defense turret from
9 Ultralux Solutions boutique in the Shopping Promenade for Leftist pamphlets stashed in construction site nooks and
9
a boss. Pays 15kcr, briefcase valued 150kcr. crannies.
Coworker never returned from the Amusement Park, go Boss knocked unconscious by unknown assailant. Bloody
10 10
check on them. hammer left nearby.
Adventures for
Mörk Borg
FOR MÖRK BORG
Entry
1 6
unset
, lit by s

y cottag
A cheer the barred w
w o o d s
e in the dows, stinkin
in
. Inside of rot.

il s
g
pilled a
round b
ase. Chest Room and Hallway
g . S o
through NT - flourishin rers. against one wall is a LARGE TREASURE CHEST and three overflowing bags -
PLA ey adventu
LA RG E POTTED
p ot: ce ll k
les s fo rtunate ife 15s each
th n
undern
ea of some rusted k vealed a
s A BLOOD TRAIL stretches from the chest down the hall, leading to a closed
A - wh
at’s leftfibers. 2s and th door, re S door (7).
VISCER a n g e s t s o u
ick or st pa
Some th RUG - orange, ju ps on it. Chest will reveal its mimic nature when the first person opens it.
te
OGRE
s
CHEST M
MING p lay e r
IMIC
U
ic when
UNA S S
Rug Mim
s, bu tto n-b lac k an enormous,
slavering jaw sweaty ogre
eyes, not too bright. hp-10, moral-4, leather armor -
1A - RUG MIMIC oak
hp-5, moral-6, thick 2dmg
hungry, a little frayed, blood-soaked wood(armor): -2dmg large battle axe d12 dmg
DR hard -
hp-5, morale-4, no armor consume: strength, . 3 rounds Body Slam dex check DR hard, d10
constrict: test agility or strength, DR hard. fail d6 dmg, grappled force dmg on fail
On fail, grappled and d4 force dmg. is death. drops: battleaxe, large gold bangle
weakness: slashing, fire bite: d6 piercing (from horn), silver-chased septum
shing
drops: none tongue lashing: d6 sla piercing
weakn ess : fire weakness: magic
open it
drops: if chest is cut ng rotting
TRANSPARENT OOZE

2
will contain disgusti ce with
Snake Room people bits; a necklaas 3
pink pearls; as well s (these
purses, and 2 wallet
hp-8, moral-2, no armor
engulf - strength, DR hard - fail d6
dark. West door are baby mimics). dmg, grappled. 3 rounds is death.
unlocked. triangulocked. East door drops: gooey boots (increase
and triangular pit lar wooden cover traction).
DEAD GUARD -
. 2A SNAKE PIT weakness: electricity
burly, purpling sk
wounds on hands. in, bit
lower dungeon kee full of 2d6 DEADLY DEADLY

7
and blackjack y one SILVER KEY (opens 2W SNAKES, and
Ogre Room
door)
DEADLY DEADLY SN
AKES
deadly, angry, surprising
climbing rock walls good at After chest mimic is killed, an ogre will come

n Ro om hp-6 morale-5, no armor bursting out of the south room. Carnage within

o
that room - partially being digested by a transparent

un g e vicious bite - d4, test agi ooze, the body parts appearing to “float in air”.

3
normal. on fail, poisonedlity DR
D l l lo
cells,
cked 2
ens a the door. CORNER.
each
per round (3) or until hea2hp
weakness: slashing
led.

8 . Lower Dungeon
ey op r W
Cell ka slot nea RCHES IN N tured drops: none
with S, UNLIT TOferent texre lit,
ICIOU as dif torches a er level 3A DECAPITATED THIEF
SUSP
rner h h w
SE co When botfall into lo wearing rags. one lockpi Opened by a LOWER
tiles. rent tiles stolen lower dungeon keyck, a DUNGEON KEY. Tiles recede
diffe (5). under a stinking pool,
shaft 3B THIEF’S HEAD where the PERSOCTOPUS
emerges. North there is a PERSOCTOPUS
eyes closed mouth open.
three gold teeth pile of juicy corpses. South like if an octopus was
is a big ass rock. Water made of people parts? One
3C visibly flows away through enormous, malformed
an E iron grate. head, throbbing and

4
accessible through hole groaning. A slimy exterior.
the wall - door has bee in grate can be removed with
Trapped Hallway n
caved in. Small treasure
chest: 15s, diamond ring
DR hard strength, or 2+
people together. Leads to
a narrow tunnel into (9).
8 fast, long arms. Wide,
flat eyes. If reduced to half
health, will submerge in
of sweet smells, guard’s water and try to drown
long hallway with uniform North door leads to (10).
one stretch. North stepping stone across anyone it can catch.
Penitential Reform bookcase - 3D 3 FURIOUS hp-20, moral-5, deflecting
Golden Book of Sa Strategies, The goo -4dmg for slash +
mouldering pages.ying Sorry. Lots of CANNIBAL CRIMINA

9
Normal rug that LS pierce

Treasure
looks identical to the desperate for weakness: fire
previous mimic.
jumping steps across freedom, hungry for catch - agility DR
red, boiling fluid tha a pool of brilliant flesh
Room
t is ext rem ely hard. Grappled.
acidic. Submersion hp-2 morale-5, no
bone. dis solves flesh and crush - strength DR
armor hard, d8, grappled.
- a block first, 5ft long knives - d4 It glitters with gold,
jump. Then 3 rake - d6 terrible
circular steps, 5 fee gems, chalices,
fourth stone is 8 feet apart. The weakness: magic clawed hands
jewelry, statues,
closest step. The sect from the drops: severed
incredible wealth and
drops: nothing
(x) will tremor after ond circle step human hand (a
uses it, collapses at the first pc
the 2nd.
snack) beauty. 8A A BIG ASS
have character
just before the hallw
is a breeze coming ay turns there
describe what they ROCK
most want to find in
gap in the floor. Firup from the very narrow this room - they find it
a good place to hide
collapse it, droppingst person to walk across this surface here.
hard- fail 2d6 dama them onto spikes (agility check, DR will
ge).
door comes to a clo
sed door, not locke
brooms and mops. d. Unlit, full of bucke
ts,

10
Lower Level Shaft
5 30’ drop, with one sm

Written and Illustrated by


all ledge 10’ down. The Way Home
A LONG, WINDING TUNN
A SERIES OF CAVE EL LEADS TO
Madeleine Ember RNS, WHICH THEN
THE SURFACE. LEAD TO
Layout by Natalie Ash
86
87
A stinging headache. No memory of how
they
got here. The players wake up with a pair
of
weapons nailed to their hands. As
they
explore, it becomes increasingly clear
that
they are participating in a brutal game
for
the amusement of unknown spectators:
Death Galore
ored guests.
“Welcome, hon !
ri n k a n d re st , watch and jest
D ith
u to the core w
We'll shake yo e
in today's gam
blood and gore
!”
of Death Galore mmentate
R will co
The ANNOUNCE e.
th e performanc
throughout

For use with


Written by PA
Art by MI CH AE
BLO DAPENA
L HARMON
A VAN DEN BE
RG
Unfortunate and unkind souls
Edited by
Layout by
FL
PA
OR
BL O DA PE NA,
SON
PRISONER R
CAGEFIGHTEMan
MATTHEW JOHN HP 4 Morale iacal -d2
AN D Nailed Knives
3 No armor HP 8 Morale 7
& ROLL d4
/Clubs d2 Pair of Swords/Axes
ike.
Ragged and pi
tiful. Some Special: Double Str
, roll
THE terrified, so
me eerily Defence DR10. If hit
expressionle e and tak e the highest.
ss.Commoners two dic
forced to be
MOVE were servants
fight. Some Bloodthirsty. Can’t
The radius of this tor Duchess Rott
for Grand reasoned with.
nado of death depends undha.
on your weapons. Roll
to attack everyone
around you. Presence
Failure: get dizzy and
DR14 after every spin. NOB LE FLAILHOUND
HP 5 Morale 1 No armor HP 7 Morale 9 Flailtail d4
D4 Butter knife/scratch d2 Bite d2 + Special
Drunk and cocksure. Special: Rabies. Tough-
1 Move randomly while
spinning. Becomes preposterously ness DR10 or infected.
2 Hit yourself. cowardly after getting Foaming mouth. Spikes
3-4 +2DR Defence next hit. tied to its tail.
turn.

1. Knives (d4)
2. Spears (d4)
3. Shortswords (d4)
4. Axes (d6)
+2DR to 5. Warhammers (d6)
rolls when Attacking
6. Flails (d8) with both on
your hands 7. Automatic Crossbows
are needed. the same turn:
(d8, 10 bolts/ea. Defence and
d4 melee) Attack +2DR.
8. Zweihänders
(d10, +2DR to
combat rolls)

88
The STAGE Chained Hall The Amphitheater
• 3 rabid FLAILHOUNDS on one • Walls covered in
Slits line the walls. Voices can be
side, 3 terrified PRISONERS CAMOUFLAGED SPIKES
heard behind them. Look into them
on the other, all collared. (d4 damage).
and get a knife through your eye.
• Each Prisoner is connected • A portcullis opens and

Cells
to a Flailhound via chains SNOUTFACE comes out.
through a stone duct under • 2 CAGEFIGHTERS join when
• Dried blood on floor. the floor. One pulls, the Snoutface is at half
• No trace of past belongings other gets pulled back. health. Will whine about
The exit is past the the fighting not going as
The Pit
Flailhounds. planned if near death.
• 2d4 PRISONERS and
2 Gauntlet Way SNOUTFACE
CAGEFIGHTERS wait • Narrow Corr
ing for the idor. Spears HP 14 Morale
8
ANNOUNCER to finis stab you throug Metal-patche
h his h the slits. Mace d6
d armor -d4
introduction to th Test Agility DR
e bloodshed. 12 for each Special:
Charge.
• Down: A wide ho turn spent in forward with Lunges
le in the center. the corridor a shield. Te
You can faintly se d4 damage if fa Agility DR
12 or d2 da
st
e the bottom. • iled. and pushed mage
LEOMOLD, a scru back 10’.
ffy old man, Current Ch
hidden in a ho
Cages
ampion of
le in the wall Galore. Ha Death
If you promise . bloodsport.
s a fetish
for
ing to bring him Wears a bl
One open cage with 3 wait to sa fety he trades leather hog
mask. Search
ack
you his belongin ing
CAGEFIGHTERS. Another with 4 secrets or his
sh ac kl a Captain of
gs reveals
he’s
es.
FLAILHOUNDS, closed. Opens the Guard.

during the fight.

BROKE
OF THEN USNHBAOCKLES
The THEATER
+1 to
UND
hit an
when attack d damage
ing
authority.

Entrance
• A shelf with
hammers, nails and
d4 sedatives.
• The ANNOUNCER hides
behind it, begging
loudly from a
megaphone sewn to

Beating Circle
his mouth (NOBLE
Stats).
• Bottom of the Pit.
• A locked padded
D6 Damage if thrown down. ING HORN
door leading to SILVER DRINKink taste
the basement of a D2 jumping. Makes ever
y dr
wine. Keep
wealthy winery in • D6 Nobles
with Batons (d4) like sweet
an d test
Schleswig. Drinking and
hiding to kill anything hn es s DR8. Fail
Rottundha has the that To ug
an et hy l co ma.
falls. Don’t resist, the fall into
only key. y’v e paid
a premium fare for this
privilege!

Galleries GRAND DUCHESS ROTTUNDHA


• D4 NOBLES in Bacchanalian Chamber HP 12 Morale 5 Food-stai
each room. • Rottundha and d4 of her ned
Those near th garments –d2 Whip d4
e Gauntlet cronies’ grandstand.
Way have spea Special: Obey, worm! Whi
rs (d4). ps a
• Corridors • Sits on a palanquin chair, Servant, who attacks wit
and terraced h +1
rooms around unable to walk due to to hit and damage next
the STAGE turn.
with peephole advanced gout. King Fathmu IX’s niece.
s in the Gluttonous, greedy and
walls. • 4 Servants carry her.
Afraid but secretly hate despotic. Holds a drinki
• Food trays, ng
pitchers horn in one hand and a
and cups ever her. (PRISONER stats) silver
ywhere. cat o’ nine tails in the
• 2d4x100 silver under her other. Has the Entrance
key.
cushioned arse.
89
Womb of the
Made with

in mind.
Forbidden Gate
The heavy doors are blocked with
The Forbidden Gate shattered pews. PC attempts to
breakdown the door require a
As long as THE GATE Strength DR 16. Inside, four
remains active, all CONVERTS shake in religious
death is meaningless fervor avoiding conflict unless
to the faithful. Black they, or the FORBIDDEN GATE, are
shadows will pour threatened. THE GATE is built in
forth from THE GATE a standing circle from the
filling their bodies. charred logs used to burn
Snapping a neck. It’s by heathanistic gods, a body They reawaken at the
SINNERS; their melted flesh still
clean, painless, and puts on double, or a Witch’s work, he end of their next turn
sticks to some of the logs. The
a great show for the is back openly defying the with all bodily harm center pulsates red. The gate
peasants. Rarely does an gods. His followers grow still present. DR14 hums to the praying converts.
execution go wrong. everyday, becoming bolder, Strength to topple and Should a PC be dumb enough to
Sometimes a beheading and more dangerous. You destroy it. enter it they die.
requires two swings, a must do what I could not.
hanged twitches for too long, Purge them. Eradicate them
or the Witches char too from this place. Josef and all
quickly. This is the first time of his Converts. Bring me
I have failed at my duty. their heads, and I shall pay
Josef Berguis, the leader of you handsomely. 20S per
the heretical faith “The Converts head, 120S for
Church of the Forbidden Josef’s head.
Gate” was hanged. He did
die. I watched the air drain
from his lungs. Nevertheless,

Bone Pickers Bone Picker Mutations (d4) The Oldest Tree


Crucified HP 6 Morale 7 1. Curved Barbed Horns d8 six-men around. Gaunt
Barkless,
HP 3/6 Morale 10 Armor -d2 2. Eviscerating Claws d6 branches shield the nearby
Unarmed d2 Special: Attacks 3. Putrid Discharge d6 buildings. At the base, a
Special: If the blood of a twice per round, Ranged stained stone altar, a silver
Crucified splashes into an leaving them open to 4. Unhinging Orifices d10 Dagger wrapped in gray cloth is
open wound gain the in- attacks (DR10 to hit) placed in the center (100S).
fected trait.
Converts Corpse Loot TS
HP 6 Morale 7 Roll when looting CONVER
Knife d4 bodies . Cro ss out whe n
Special: If another used.(d6)
Convert attacked the 1-3. 1d20 SILVER. Don’t
same target this turn cross out.
deal +2 4. A map revealing the
NT’S
TABERNACLE OF ABANDONME
loc ati on.
es
5. SPIKED COLLAR that mak
MÖRK BORG is ©Ockult Örtmästare Games & Stockholm Kartell

The Sundering Field the wearer obey any com


6. 2d4+1 KNIFE, but whe
mand.
n
a
Crucifixions line the road to the used the attacker loses
CHURCH. The dead pay for their sins treasured mem ory.
by serving as an omen of what’s to
come: victims must hold themselves
up or they will fall and rip out
their arms. The living beg and
plead to be released. Freeing them
requires a Strength DR14.

The Crimson Arches Random Events


Written/Layout By: Matthew “Rice” Johnson

Roll 1d6 if they are freed.


Edited by: Rolland & EnvelopeSpooner

1-3: grateful, they explain the A shattered gate plastered with 1-2. Wagon of 1d6 CONVERTS
CHURCH’S layout, and warn not to centuries of viscera, slivers of arrives by the CRIMSON ARCHES.
Additional Layout: David Wilkie

harm the GATE to avoid the others


Artwork by: Louis Puster III

ironwood embed the ground like a 3. 1d4 BONE PICKERS come out of
CONVERT’S wrath. doormat. the GATE, if it is intact.
4-6: they immediately attack hoping 4-6. 1d4 CONVERTS leave the
to atone for their sins. 2 BONE PICKERS prowl, gorging on CONVENT to pray at the GATE. Do
corpses of previous assassins. not cross out this event.
Presence DR12 is needed to sneak
past. If seen, they assault the
PC’s with their MUTATIONS, lusting
90

for the freshest meats.


The Silenced Convent
The housing for freshwater rest on every If the PCs accept, they
the CONVERTED, surface. 15 CONVERTS will be led to the PIT OF
where they eat and occupy this place. You EARTHLY GLUTTONY. If a PC
sleep when not in have caught them in the is wounded they will
prayer. The place middle of their meal. If offer healing (d4 gained
is uncomfortably none of the PCs are if accepted). They will
clean. Jars of wounded, they will ask if answer questions about
the PCs are new souls their faith. They will
looking for redemption. attack if the PC’s are
carrying any faithful
heads, or if provoked.

Earthly Gluttony
Pit offour
A pit, men If PCs attempt to
tall and six long, interact, one will
is dug into the become frightened
earth with an open and jump through
grate that empties the gate, their
out further below. screams truncated
Four new faithful by the resonant
INITIATES reside crunch of bone.
in the pit, their The INITIATES will
bodies desiccated not fight back, or
from starvation speak due to
and dehydration. emaciation.

Lamentarium
Guarded by two CONVERTS. They will
not allow the PCs to enter non-
violently.

Inside is a, a single bed, an


unlit stove, and a malnourished
JOSEF BERGUIS. BERGUIS will

Tabernacle of monologue about how THE GATE


protects him from their steeled
Abandonment weapons, and when provoked will
swing a knife drunkenly at the PCs
Up a small staircase in
the DEPTHS OF CREATION Should the PCs kill him without
lies a door of rusted destroying THE GATE first, he’ll
iron. Inside one finds a transition to his second form.
king’s ransom (100,000s)
eak)
Depths of B e rg uis (W
The liqu
BONE P idized rema
Creation Jos 6 e f
Moral
e -
IC in HP 4/ 4
will a KERS scrape s of INITIA d
ttack T Knife
the pl up the coag ES who gave
ayers ulated up. 10
is
Josef Bergu
A Vial should r
can be they c emains. The
pool. f ound f o m e down. y
It is rom lo
poured filled o t i ng t
wit
(Reborn)
o
dissol nto anythin h impossibl he remains
ve com g made y blac i
pletel k liqu n the
y over of flesh, th id. If le -
d4 day e vict HP 24 Mora
s. im wil
l Knife d4 st of d4
At the co
Special: ic e off part
will sl
HP Josef s dagger,
dy with hi
of his bo BO NE PICKER.
a
summoning .
2 rounds
Cool down
91
After
flora spreads.
ge, the corrupted
FOR MÖRK BORG ­
WRITTEN: NILS KOOPMANN ­
ADDITIONS­& PROOFREADING: LON PRATER
Adarkly shimmering GROWTH has overtaken the town. Objects and beings mer
just a han dfu l of weeks, the
GR OW TH predom
inates...

MAP: MICHAEL HARMON ­


EFFECT OF TOUCHING GROWTH
LAYOUT & DESIGN:DAVID WILKIE
1. Toughness DR 12 or become Stained :d3 days of dormancy, then it spreads over
body, causes merging with
2. It avoids contact. things & beings; after [d4 x 3 weeks]
become one of the CLEAVED, part
3. Hallucinations. of the GROW TH.
4. Sharp pain (d2).

THE BELLMER DEN


Demolished Buildings, trees &
bushes, a pile of human and
livestock corpses

LUMBERMILL East Wing of Big House:


5 HORNED DOGS. 2 CLEAVING
Armless mayor and spouse
together, the rest yip at
them. dying in bed, smothered in
GROW TH. RANDOM LOOT.
(Agility DR12) to Ambush
MOSS-COVERED GROUND , defend
or Avoid the dogs. Guardhouse: d4-1 clubs
hinders the GROW TH (-2 move, attack
(d4) or spears (d6).
checks).
Windmill.
HIDDEN TRACK, starts north behind the
ness DR
FLUORESCENT BUSHES. Touch: flesh (Tough
after
12 or Stained); items animate and attack SHEEP
d10 minutes.
CORPSES
Loud Noises attract D4 HORNED DOGS. Strangely arrayed.
Investigating
provkes d6+2 dozing
HORNED DOGS.
HUMAN SHADOWS
cast by rustling, sweet-smelling plants.

SEASONS CHANGE HOURLY HERE.

D6 SENTIENT PLANTS
(Presence DR16 or be Ambushed) BRAMBLE TUNNELS, mumbling and
scratching can be heard.

5. FORMER MARKETPLACE
RETAKEN FROM THE GROWTH WITH FIRE.
D4+2 INQUISITORS (roll for types) of
the Two-Headed Basilisk have erected a
camp from which to cleanse the town and
exorcise the beasts within.

ROADBLOCK OF GROWTH
Climb (Agility DR 12 or d4 dmg).
Destroying attracts d4 CULTISTS.

GROWTH -FREE TAVERN 1. TOWN GATES


Smoking fire pit suggests recent use. Wide open. Crates and sacks of spoiled
food. A broken cart.
ADVENTURERS (3 MELEE, 1 RANGED) hunting the The remains of a statue: upper body
replaced with a fusion of trees, stone,

92 Bellmer. and GROWTH .


D6 RAT-CROW CLEAVED mock passers-by.

to CLEAVE (to) [kleev]: 1. to split 2. to adhere to


9. GROW TH -FREE SANTUARY
additional 2 HP.
3. SENTIENT PLANTS
HP 4, Morale 6, No Armor.
Angelic ceiling art. Resting heals
and -2 on UNCLEAN scrolls
For 24 hours: +2 on SACRED scrolls Sharp leaves, gripping branches (1d4 and Paralyze:
Toughness DR 12 or Agility -2 for d4 days)
Stained, CLEAVED, or GROW TH
Casting Unclean scrolls, CULTISTS, ABLE TO WALK
KER p60, Flying).
provoke 3 VENGEFUL ANGELS (use BERSER
GOLDEN FOG: d4 metre radius.
Hidden Under Altar: (Strength DR 16):
4 Life Elixir 1d8 ENCOUNTERS (Toughness DR 12 or -2 Presence for 12h.)
1. RAT-CROW CLEAVED Blossom: 20 silver. Sap: 5 silver per 50ml
Inky feather-fur in swirling colors.
Mimics voices. Mocks and distracts. 4. ADVENTURERS
MELEE: HP 7, Morale 8, Leather Armour (-d2). Spear or Sword (d6)
HP 2, Morale 6, No Armour.
Bites, pecks & scratches (1d2) RANGED: HP 5, Morale 7, Padded Jacket (-d2). Bow (d6)
CAN FLY.
Captured: 20 silver. Dead: 5 silver 5. Stained TOWNSFOLK their bodies.
Tools, clothes and wood merged with
Farm and trade tools (d4)
2. HORNED DOGS HP 8, Morale 7, Wooden Skin (-d2).
Human mouths instead of eyes. Canine mouth .
glows frothy white. Captured: 50 silver. Skin: 20 silver

HP 6, Morale 7, Wooden Skin -2.


Bone horns (d4; d6 if charging 5+ metres) 6. INQUISITORS 10, Shield & Chain Mail (-d4+1).
TEETH OF THE BASILISK (1): HP 8, Morale
BLINDING SHRIEK. Focuses glow on one being. 1. Warham mer (d6) or 2. Crossb ow (d8)
Victim hears a sharp screech in their head
10, Armoured Robe (-d2).
(Toughness DR 12 or become Blinded: -6 to TONGUE OF THE BASILISK (2): HP 6, Morale
all rolls for 1 round, then -4 to all rolls Insignia Staff (d6)
for d3 additional rounds).
4 POWERS/DAY
Captured: 20 silver. Dead: 5 silver Syntax, and/or Grace for a Sinner
Roskoe’s Consuming Glare, Enochian

7. CULTISTS
Wear bits of wood, bone, and stone to imitate GROWTH’s effect.
PREACHER OF PROSPERITY (1): HP 6, Morale 8, No Armour.
Sacrificial dagger (d4)
VOICE OF FERTILITY: Presence DR12 or d8 damage and 50%
chance to become stained when injured. Casting time: 2 rounds,
interrupted by damage
CRUSHING ROOT (2): HP 8, Morale 7, Robe adornments (-d2). Femurs
or roots (d4)
RIGHTEOUS STING (3): HP 8, Morale 7, Robe adornments (-d2).
Blowpipe (d4, d4 hours of painful hallucinations if attacking
CULTISTS, Stained or CLEAVED (Presence DR10 to attack them)
EERIE WHISTLE: Summon d3 HORNED DOGS the first time a cultist
would flee.

8. BUILDING TOWARDS THE BELLMER

BARN
MAIN DOORS: Force Open (Strength DR12)
CHECK BEHIND BARN: (Presence DR12 spots
hidden back door)
Bellmer
Giant Maw. 5 yards tall. Human arms for fingers
SOUTH DOOR: guarded by 2 CULTISTS
on right hand. Left forearm is the upper body of
(Crushing Root)
the statue from the Town Gate. Half a cow sticks
out of its' back. Its' skin is a mix of stone,
TRAPPED CRATES: Barrels roll off of
the wood and GROWTH.
roof. All in a 3 yard radius (Agili
ty DR12
or 1d6 damage)
HP 30, MORALE 10, STONE SKIN (-D4).
CULTIST presence: 1 Preacher of CRUSHING BLOW (D8)
Prosperity,
2 CULTIST door guards (Crushing Root) INTESTINAL LASSO. Vomits its guts
d4 CULTISTS (Crushing Root or Righte to entangle one being. (Strength DR 12 to break
ous free or pulls that being into itself
Sting)
within d3 rounds. Digesting it alive: -1 max HP
per hour till dead)

FERTILE DECAY
When under 5 HP or failing Morale, roll d3:
1. Stomach explodes d6 dmg in d4 radius (Agility
DR 10 to avoid);
2. Spores (Toughness DR 12 or become Stained);
3. Shimmery vomit from numerous orifices for 10
seconds (Bellmer enlarges a radius of d4 yards)

Captured: 200 silver.


Corpse: 100 silver.

3. GROW TH -TWISTED
Head: 60 silver.

HOMES
Hastily abandoned. BUILDING TOWARDS THE Bellmer
In the Blacksmith’s Cellar: A TRACE IS FOUND AFTER THE PARTY CHANGES LOCATIONS
2D4 Stained TOWNSFOLK hiding, D3 TIMES
debating resistance against the 1. scribbled note: “beware of guts”
INQUISITORS. 2. vial of blood labeled "PYURE" (1
use, d10 dmg vs Cleaved)
3. overgrown corpse, moving eyes
4. distant Wooden Howling
5. signs of Battle
6. giant footprints with unusually
amplified plant GROWTH
7. trails of blood mixed with GROWTH 93
8. a shimmering, stinking substance
MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell

For use with By Johan Nohr

Vaults of Unfaith
From an underground SarkaSh crypt, heretics and cultists terrorized
settlers, forcing them to sacrificie animals and family. Until the inquisition
Carrion piT
• Heavy clay lid.
• Big pile of animal
and human remains in
various stages of decay.
• Sacrificed by the local
arrived. Renowned champion Sir Baldeloch, the Golden Earn travelled settlers in exchange for
to that blasted hell hole together with inquisitor Wakta of the Walls. “protection” and prayer.
• Should the PCs disturb
But they have not returned. Find out what happened. In worst case,
the corpses too much, a
save them. Or at least return Sir Baldelochs golden armor. corpsepede will emerge
Oh, and bring a rope. to defend its nest.
His family will pa
y
the soul MiRrOR
an incredible CORPSEPEDE
500 silver for it. HP 5 Morale 9 Chitin −d4
• Floor cluttered with bones. Bite d4 + Toughness DR12
• Two podia with marble busts of grinning corpses or mindrot; roll all tests
wearing fine regalia, facing each other. with 2d10 instead of d20
• Large mirror. The busts do not have a reflection. for the next hour.
• Look at the mirror for longer than a minute and your
reflection starts to wither. You feel nothing. After d6
minutes, your reflection is but a cloud of dust. You die.

the Crimson ConduiT


• Large vat filled with coagulated blood.
alTar OF SuRreNdEr • Blood dripping from a rusty ceiling grate,
• Large greenish statue of a upon which is a large pile of cadavers.
growling demon staring at: • One of the corpses wears a silver necklace
• Circular pit. Moaning and worth 50 silver. The same corpse is also the
shuffling heard from below. nest of the corpsepede (see above).
• Signs of struggle. Blood • Above the vat floats an orb of concentrated
splattered on the floor. black smoke; the Miasmic Iconoclast.
• It will try to persuade the PCs into releasing
its brethren, promising eternal life in return.

Random events
zombie FEAsT Roll once every 15 minutes.
Cross out the results you get. (d6)
• 20 zombies trying to crack open
the bejeweled golden armor of 1. Krata, Varkh and Pelze, tomb-robbers
HUNGRY ZOMBIE and adventurers, arrive. Have heard
Sir Baldeloch, The Gilded Earn, HP 8 Morale – Leather scraps −d2
to feast on his reeking remains. Horde size
rumors about clay heads filled with
Claw/bite
• A king or queen will pay at least 1–5 zombies d2 treasure. Stats as berserkers.
10 000 silver for the intact armor. 6–10 zombies d4 (DR14 to defend) 2. d6 goblins climb down the Pit.
3d6 jewels (200 silver each) can
11–20 zombies d4 (DR14 to defend, 3. Inquisitor Wakta decides to leave
be removed without ruining them.
ignores armor) her hiding, unless she already has.
• The armor cannot be easily removed
Anyone bitten tests Toughness DR8 or In that case nothing happens.
dies within two days before rising as a 4–6. The Miasmic Iconoclast moves to a
and the stinking corpse is heavy. zombie themselves.
random adjecent room. Do not cross
out this event.
94
Hero’s hideout
• Dormitory barricaded with broken beds and
tables. Stinks of human waste and despair.
• Strength DR14 to force the doors open.
• Within, Inquisitor Wakta of the Walls
hides. She and Sir Baldeloch destroyed
one of the six clay heads and escaped here.
• Sir Baldeloch fell into the pit near the
Altar of Surrender during the fighting with
the cultists. Died immediately.
OF THE WALLS
INQUISITOR WAKTA
ral e 6 Chain mail −d4
HP 8/10 Mo
Broken sword d6−1

SKELETAL SERVANT
HP 7 Morale 8
No armor
Clay shard d4+1
Attacks with piercing
weapons are DR14.
Any strike doing 5 or
more damage destroys
the servant.

siX Clay VesSEls TO End The World


• Five wagon-sized clay heads hang from heavy chains.
Each containing a Miasmic Iconoclast.
• A shattered sixth head lies beneath a broken chain.
• Four skeletal servants have desperately tried to mend the
clay head. They have pieced it together, but to no avail.
They will not pay the PCs any mind, but will defend.
cOLumbaRium of Cowardice
• Tall, chimney-shaped chamber.
• Four stone pillars. For every skeletal servant that
• Walls perforated with niches
is destroyed, one pillar will break with a scream.
holding urns. Hundreds.
• Very easy to climb the walls
(Agility DR8). A failure means
knocking an urn to the ground.
50% chance it will break:
• Each urn contains a ghost who
desires nothing more than to
slay the living. Will flee as
soon as it has taken a life.

GHOST IN THE URN

The doom of A MIASMIC ICONOCLAST is a demonic entity, appearing as a


black orb of concentrated smoke and dust. It can speak through
HP 14 Morale – No armor
Grave-touch d4, ignoring armor

the Miasmic the blood-spewing mouth of a random nearby creature. Will only
speak if spoken to, and each message it delivers deals 1 damage
Can only be harmed by wounded
creatures.

Iconoclasts to the unfortunate herald. Can fly at the speed of a running man
and can seep through cracks like smoke.

Should two or more Iconoclasts be in the same room, they will merge, forming an even stronger demon. They get worse the more they merge:

A SINGLE ORB TWO MERGED FIVE MERGED SIX MERGED


THREE MERGED FOUR MERGED
Being in the same room Any creature in the As Four, plus: All matter in the
As Two, plus: Any As Three, plus: All corpses
as one causes severe same room must All oxygen universe crumbles to
creature with 2 in the vicinity explode,
headaches and vibrates test Presence DR10 within 10 miles dust. The Prophecy
or less HP in the dealing 2d6 damage to
the air. All tests are DR +4. or fall unconcious. turns to oil. is stopped. But the
same room dies. anyone in the room.
world still ends.
The Miasmic Iconoclasts cannot be destroyed by mortal means. They can, however, be sealed within the dungeon.
95
Adventures for
Basic / Expert
Rules
Raid on Fort Frogfellow
Designed for the basic edition of the classic fantasy RPG. overwrought Gothic
Thievery, pranking, and occasional cursing have defined life metaphor. Can manifest
with the marsh goblins, known as Frogfellows. Today, a within 10 feet of any part of
Frogfellow force, heavily armed and militarily trained, raided her skeleton.
the town, kidnapping the town’s most important people and Queen Frogfellow
taking them back to a ruined fort on the edge of the marsh.
Once a self-aggrandizing

Background bully, now possessed by a


power-mad tyrant. Dressed
Frogfellows are marsh spirits who enjoy toilet humour, mean- in salvaged royal finery,
spirited pranks, and dressing up. One particularly enterprising wearing Koth’s crown and
Frogfellow, in search of new accessories, raided the brandishing his longsword.
abandoned fort and discovered a golden crown. Unfortunately The conflict between her
an ancient conqueror haunts the crown, possessing the personality and Koth’s
Frogfellow Queen and driving her to subjugate the region.. occasionally emerges; for
now, they both seek
Not all Frogfellows are devoted to the Queen’s
conquest. Like all dictators, can be flattered or bribed. Koth’s
dream of world conquest.
influence means she is terrified of Amelia. Values after the
slash are her normal values when not possessed.
Frogfellow attitude AC 4[15], 13hp. Koth’s enchanted longsword, 1d8+1 damage.
1 Devoted to the Queen. THACO 17[2]. Move 60’(20’). Saves: D12 W13 P14 B15 S13/16.
Morale NA/10. Alignment: Chaotic. Other Frogfellows improve
2 Mainly here for the loot. their morale value by 2 in the Queen’s presence.
3 Sadistic but obsequious to those obviously stronger. The Dignitaries
4 Lazy and disaffected. The Mayor, the Priestess and the Guildmaster are the three
biggest fish in quite a small pond. They are frightened,
5 Motivation incomprehensible to humans.
flustered, and mostly useless outside of town.
6 On the brink of mutiny.
Frogfellows

Koth’s Crown
Mischievous, flighty swamp-goblins, equally given to harmless
pranks, sadistic bullying, and indolence. Not a promising start
for a world-conquering legion, which is why the Queen wants
Anyone who holds onto this artefact for more than five minutes
to force the dignitaries to bring their human subjects to her
must save vs spells or become inhabited by Koth’s warlike,
cause.
ambitious spirit. If someone reminds the possessed person of
their identity (by showing them baby pictures, discussing a AC 6[13], HD 1-1 (3hp). Miscellaneous weapons, 1d6 damage.
shared past experience, etc.), they may repeat the saving THAC0 19[0]. Move 60’(20’). Saves: D14 W15 P16 B17 S18 (NH).
throw. Morale 7. Alignment: Chaotic.

The Cast The Fort


1 Guttering torches, roofless upper floor.
Lady Amelia Gatehouse. 1d3 Frogfellows keep unreliable watch here.

Murdered by her half-brother

2 halberds and spontoons. Conveniently face-concealing


Koth, who usurped the throne Former storeroom. Small but significant plunder. Battered
and went on to conquer the
whole region. Amelia haunted helms.

3 pelting her with bones and threatening to let their pet


him for decades. When he Former stables. 2 Frogfellows torment captured priestess,
died, she passed on. Now she
is back, which can only mean crocodile into her stall.
that he is too! She doesn’t

4
Camp of tents and crude lean-tos. 1d6 Frogfellows,
know Koth is in the crown but
sleeping or surly drunk.
knows he must be around

5
somewhere. A pitiful ghost, Ruined kitchen. Completely plundered. A disturbed nest
prone to speaking in of angry devil termites await further disturbers..
8 9

7 11 12
6
10 13
5

14

3 4

15

2
1

= 5ft

6 kitchen waste to the stream. PCs willing to get dirty can 12 finery and yellowed bones. The ghost of Lady Amelia
Collapsed conduit. This underground pipe once carried Tombs. Plundered by the Queen weeks ago. Shreds of

wriggle into or out of the kitchen here. haunts this location. Burying Koth’s crown here with the correct

7 roof of the path leads to the upper gallery, while following


prayers will end his curse; the Priestess or any holy PC knows
Sagging covered walkway. Climbing onto the shingled
the rites.

13 Climbing in from outside is easy; climbing out from


it leads to the hall’s entrance. Sagging wall. High winds blew a tree against it.

8
Hall. Mould, damp, and faded grandeur. 1d3 Frogfellows
inside is tricky, not impossible.
roasting giant beetles over a fire in the central hearth.

14
Rickety gallery along the walls, about 12 feet up. Tower. Former residence of Lord Koth, whose ghost

9 the captive mayor in a cage. Their contraption is wet rope


now possesses Queen Frogfellow. Basement: cistern, a
Collapsed wall. 2 Frogfellows amuse themselves dangling
few sacks of plunder, any captured PCs. Next floor up: a throne
room, lined with rusty suits of armour, temporary quarters of
and salvaged wood, so she may fall in the stream if the
the Queen. Two armoured knights and an unctuous, plume-
contraption is jostled.
hatted chancellor attend the Queen. Top floor: roofless, rotted.

10 chapel building. An irritable vulture lives here.


Small walkway. Leads from gallery to upper storey of

15
Shed. A lone Frogfellow in a filthy chef’s hat is cooking
giant bugs over a smoky fire, gleefully feeding them to

11 (correctly) it is haunted.
Chapel. Frogfellows avoid this place because they think the captive guildmaster, who is lashed to a chair.

Written by James Holloway. Illustrations by Charlie Tee. Cartography by RaeRae with assets by Stryxin.
Editing by Matthew Getch. Layout by Derek Kinsman.
If attacked they will fight back, and try to chase
the party toward the mushroom patch. If they
are defeated their spell will be broken and the

HE
party will head towards the Pwca or the mush-
room patch (50/50 chance).

The Sleeping Knight

DREAM A large clearing in the woods is home to a patch


of short bulbous mushrooms. A sweet smelling
haze fills the air, which is unusually still and qui-

OF NIA KNIGHT
et. There is a knight who the party will recog-
nise as the one in the cauldron; he is asleep at AC 2 [17]
the edge of the mushroom patch. HP 13
THAC0 17

WEN
If awoken he will immediately tell the party not ATT 1 X 1D8
to disturb the mushrooms, as they will puff out MV 90’
narcotic spores which will put the adventures to SV F3
sleep. On waking further, he will recount how ML 9
On a cold, wet day in November the adventur- he entered the dream and was chased here by
ers reach the court of Ieuan Gawr. In the dim AL LAWFUL
the Hounds. While asleep he dreamed of a Dru-
smoky longhall he tells the tale of his daughter id, tall,with bloody hands and the face of a ram.
and how she came to be improsoned in her own He fought him again and again, but the Druid
dreams by the witch Eleri; having been tricked was invulnerable and could not be injured.
into climbing inside a magical cauldron. He will
offer a chest of five thousand gold pieces to any There are two paths on the other side of the
who can rescue her. mushroom patch. The left leads to the Bwbach,
the right leads to the Pwca. If the party falls
asleep they will be awoken by the Bwbach who
will have dragged them all to his cave.

The Bwbach
The path leads to a small cave, inside is the Bw-
bach. He is a small (about knee height to a man),
goblinlike creature, covered in bristly hair that BWBACH
sticks out at odd angles. AC 4 [11]
HD 1+1 5HP
He will offer to help the party if they agree to THAC0 18
play a game of Badger in the Bag. He has a sack ATT 1 X 1D8
of unlimited size and one by one, will ask the MV 120’
party to step inside. He will promise to direct SV 4
them to the Druid and to tell them the Secret of ML 5
the Druid if they play. XP 15
TT C
If they agree he will tie the bag shut, trapping AL NEUTRAL
The cauldron itself is large and made of iron. It them and then beat them with a stick until they
is old with signs of rust, and does not look par- agree to give him all their Rations (this is the
ticularly magical. Inside sleeps Nia Wen curled game Badger in the Bag). Then he will release
up in a ball; beside her sits a knight in full ar- them from the bag and hold up his end of the
mour, also asleep. The cauldron will grow larger deal, telling them the Secret of the Druid and
with every party member who steps in, although leading the party to the ford where the Druid
it will look no larger on the outside. The adven- dwells.
turers will fall asleep as soon as they step into
the cauldron. He has a particular fondness for cream and if
offered it will help the party without playing
The Hounds of Annwfn Badger in the Bag.

Upon entering the dream the adventurers find If the party refuses his offer and fight him, when
themselves in the middle of a path in a dark and he is defeated he will agree to help but will lead
HOUNDS oppressive forest. In either direction the par- them to the Pwca.
AC 7 [12] ty chooses to travel red eyes will follow them,
HD2+2 HP11 peering from the gloom between the trees.
HE DRUID RAW HIS BLOOD
THAC0 17 They are the Hounds of Annwfn, and the path SECRET OFOT
T IN WATER
,D
ATT 1 X 1D6 will lead only in circles unless the Hounds guide ND N
“NOT ON LA
MV 180’ DAUGHTER”
TO SAVE THE
you out.
SV 1 ONE ON
E FO O T IN WATER, AND
ML 6 LE O N
ATTACK WHI
They are pure white except for their scarlet eyes
NA 2D6 and ears. They can speak in simple phrases and R BO TH IN AIR? NE.
LA N D ; O OULD BE GO
XP 25 PR O TECTION SH
ONCE HIT
if asked for help will lead the party to the Pwca,
AL NEUTRAL who they think of as their master.

100
The Pwca
DRUID
A shapeshifting trickster, the Pwca will initially AC 9 [10]
appear in the form of the druid (except covered HD6 HP27
in black fur). It will tell the party that it is in- THAC0 15
vulnerable and to turn back. Any kind of attack ATT 2 X 1D8
with a steel weapon will force it to turn back to MV 90’
its orignial form. It will also turn back if magic SV 3
is used against it. ML 11
XP 500
The Pwca will then offer to help the party by AL CHAOTIC
turning into a beast large enough to carry them
all to the Druid. It will attempt to earn their REACH: CAN
trust by telling them the Secret of the Druid, or ATTACK
that the Bwbach can be bribed with cream. ENEMIES UP
TO !0’ AWAY

PWCA
AC 6 [13]
HD 3 HP13
THAC0 17
ATT 2 X 1D6
MV 120’
SV 2
ML 9
XP 150
AL CHAOTIC

: If they approach within 20ft of the river, he


SHAPESHIFTER will immediately become hostile and charge the
CAN TAK E O N
ATS nearest party member. He will do everything in
FORM AND ST
T, his power to ensure the party does not cross the
OF ANY BEAS
. M UST river, and will fight until dead.
EXCEPT HD
CHAN G E EA CH
TURN Eleri and Nia Wen
If the party agrees it will carry them back to Beyond the ford is a clearing in which a short
the mushroom patch, riding at breakneck speed round tower stands. The door is open and a
until it can throw them all in so that they suffer ELERI staircase leads from the kitchen on the ground
the nightmares. AC 7 [12] floor to another room upstairs. The upstairs
HD2 HP9 room contains a bed upon which Nia Wen is
The Pwca is vulnerable to Iron, and will ensure THAC0 18 sleeping. Eleri sits in a chair next to the fire,
that it is well insulated from armour etc. before ATT 1 X 1D4 stirring a small cauldron with a ladle.
WRITING AND LAYOUT BY ALED LAWLOR

it will allow the adventurers to ride it. If the par- MV 90’


ty can defeat it or hold something containing SV 2 She will explain that she was betrayed by Ieuan
iron to the Pwca they can control it, and it will ML 7 Gawr, that he was to marry her, but instead he
truthfully lead them to the Druid. TT N cast her aside for another woman. So to get her
ILLUSTRATED BY EVLYN MOREAU

XP 100 revenge she took what was most important to


The Druid AL NEUTRAL him.

The Pwca or the Bwbach will lead the party to a SPELLS: She will release Nia Wen if the party agrees
ford in a river. They will claim that it is the only RAISE DEAD to help her punish Ieuan Gawr. If they agree
place to cross the river and the only way to reach SLEEP she will wake everyone up. She will turn into a
Eleri and Nia Wen. They will leave the party as MIRROR mouse and hide so that Ieuan Gawr does not
soon as the Druid is in sight. IMAGE catch her, and they can escape his hall and plot
PHANTASMAL revenge from afar.
The Druid can be seen standing in the middle FORCE
of the ford, the blood dripping from his hands If they refuse she will curse them with a Tynged
turning the water pink. He will not say anything that they shall not ever sleep again until she is
and will not respond to the adventurers. avenged against Ieuan Gawr. She will then dis-
appear and Nia Wen will wake up along with the
rest of the party.

101
THE FAE QUEEN’S GRIEF 4 Grand Hall. A large hall covered floor to ceiling with
vines and bushy shrubs. Thick trunk vines continue
from the south, across the room and up a short flight of
stairs to the north. Four enormous statues stand in
A dungeon crawl for a party of low-level adventurers. alcoves recessed into the east and west walls. Each has a
Though designed with Glaive in mind, it should work well musical instrument: a harp, a horn, a drum, and a lute.
with any OSR-adjacent system. When played in the order of the notes on the pillar in the
entrance hall, the secret door on the west wall will open
allowing access to the treasure room. The secret door on
BACKSTORY the east wall is choked with vines, carrying the
Conqueror’s malevolence to the feast hall where it powers
the Corruptor’s work. A large pile of leaves in the
The mysterious Crystalline Conqueror, having corrupted southeast corner is actually a hedge guardian.
and drained the Fae Queen of her powers, has
transformed her small demesne into a thicketed, brambly
nest. Strange automatons, chimaeras of vegetation and
former adventurers, now roam the halls protecting the
Conqueror from interlopers.
5 Throne Room. Here on a thickly strangled throne sits
an unresponsive skeletal figure amidst a blanketing
cascade of luscious flora - The Crystalline Conqueror.
When approached within 15’, the mass of vines on the
throne will rise, carrying the skeleton with it.
THE STRONGHOLD
The floors and walls are stone of exquisite design and
craftsmanship, though vegetation has taken over this
6 Guardroom. A large, empty barracks. Beds and
furniture are overrun by virescence. A backpack from
former adventurers containing mossy torches, 2 flasks of
abandoned stronghold. The further the party ventures oil, and a small pouch with 50 coins lies partially
into it, the denser the encroaching plant life. The entire obscured by creeping vegetation.
area is eerily quiet, save the near constant rustle of leaves
- as of a breeze through an airy wood. Roll on the
encounter table every 2 turns. Vines in any room will react
as strangling vines (1d4) if they are harmed. A room can
be cleared of plant life with fire, vinegar, or appropriate
7 Kitchen. Formerly a kitchen serving the feast hall to
the north; little remains apart from roughage, creeping
in from under the door to the north. A small passageway
magic in 1d3 + 3 turns. to the east leads to a sunken store room.

ENCOUNTER TABLE 1D10 8 Store Room. This store room is cooler and drier than
the surrounding area and free of encroaching plant
matter. Several crocks of a pungent, highly acidic vinegar
1-4 Quiet. Too quiet. can be found among the spoiled stores.

5 Strange phenomenon (sight, sound, smell)


6 Strangling Vines (1d4) 9 Wine Closet. In the cool, dry air near the storage room
empty wine barrels are stacked against the walls. Five
bottles of fine wine (100 coins each) are racked on the
7 Hedge Knight (1d3) south wall. A dusty decanting station sits on a table.
8 Shrub Shamans (1d3 + 3)
9
10
Hedge Guardian (1)
Treasure (roll on Leafy Loot table)
10 Feast Hall. Once a mighty banquet hall, the central
table has now been turned into a platform where
the bodies of five hapless adventurers are being
transformed into hedge knights. Their decomposing
bodies are visible under a sparse layer of leaves.

1andEntrance Hall. A pillar on the raised dais has four


symbols carved into it: a diamond, a triangle, a circle,
a square. Four hedge knights stand here on either side
Attending to them is the Crystalline Corruptor. A massive
bundle of vines spreads from the northwest corner to the
table, which is entirely blanketed in leaves.
of doors leading east and west. The north wall of the
room is covered in leafy growth. The hedge knights will
attack if approached or if someone attempts to clear out
the foliage on the north wall. Vines block up a stairwell to
the mezzanine (room 2).
11 Treasure Room. The Fae Queen’s hoard: 2,000 coins, a
torc with a diamond (400 coins), a jewelled halberd
+2, a cursed shield -2, a gambeson of recklessness (+1, +2
against undead, conveys impulsiveness on the wearer),
and a ring of protection +2.

2 Mezzanine. A mat of ropy vines covers the floor.


Larger trunks run from the archway in the south wall
along the floor through a passageway leading north.
LEAFY LOOT 1D6

3 King’s Memorial. A statue of a noble fae stands on a


plinth in the center of a small fountain, now dry and
overrun with creeping vines. The statue and base are
1
2
Monocle of Disenchantment (+2 to WIS Saves)
Staff of Minor Illusions (twice per day)
partially obscured and covered by overgrowth. The base 3 Robe of Unorthodox Transformation
of the plinth is inscribed with four stylized instruments: a
diamond harp, a triangular horn, a circular drum, and a 4 Voice-activated Torch (stays lit underwater)
square lute. Two mischievous shrub shamans are
cavorting in the fountain. 5 Jade broadsword with gold brocade tassel
6 Spellbook with random spell

102
11 5

4
6 3
2
10
1
7
9

8
BESTIARY
Hedge Knight Ambulatory human-shaped topiary
warriors. Weaponless, but wearing armor. AC: 13, HD: 1 + 1*
(6), Appearing: 1d3, Attacks: 1 (+2), Damage: 1d6*, Morale: versions without the ability to blanket victims. The
12, Talent: Thorny Grip. Hedge Knights will grasp at Greenway. Will blend into any nearby trunk vines that
victims with thorny claws, and begin strangling and are still connected to the Throne Room (room 5) if morale
covering them in many creeping tendrils. Save vs. DEX to check is failed at half HP.
only take damage.
The Crystalline Conqueror Trunk vines lead to the skeletal
Shrub Shaman Diminutive humanoid bushes. Vexatious, remains of the Fae Queen, draped in lavish vegetation.
cowardly tricksters. AC: 10, HD: ½ (2), Appearing: 1d3 + 3, The Conqueror resides within the large gem set in her
Attacks: 1 (+0), Damage: 1d4, Morale: 9, Talent: Green crown. AC: 16/18, HD: 16*, HP: 77/16, Attacks: 2 vine whips
Means Go. Can blend into any plant matter clinging to (+3), Damage: 1d8*, Talents: Vine Toss. Save vs. DEX or be
walls or floor and rise again from any other. thrown to the ground and lose a round regaining feet.
Breaks concentration for spells being cast. Seductive
Spores. Save vs. WIS or be charmed into inaction for 1d4
Hedge Guardian Lumbering piles of leaves. Deceptively rounds.
fluffy, surprisingly hard. AC: 16, HD: 3* (15), Appearing: 1,
Attacks: 2 (+3), Damage: 1d10*, Morale: 12, Talent: Engulf.
Save vs. DEX to only take damage and avoid being DESTROYING THE CONQUEROR
brought inside the guardian and added to its bulk.
Otherwise, suffocate in 1d4 rounds.
The gem is the core of the Conqueror and has 16 HP of its
own. Its AC of 18 is only applicable while the vegetal mass
Strangling Vines Thick as ropes, nimble as a snake, strong has HP and is mobile. The remaining Hit Points are
as manacles of steel. AC: 10, HD: 1 (5), Attack: 1 (+1), distributed among the trunk vines leading from the throne
Damage: 1d6, Morale: 12, Talent: Iron Grip. Save vs. DEX to down to the entrance hall: 25HP in the Throne Room, 10HP
avoid being held fast. each in the Great Hall and the secret passage to the Feast
Hall, 8HP in the King’s Memorial, Feast Hall, and
Mezzanine, and 3HP in the stairwell to the Entrance Hall.
Crystalline Corruptor Tall, thin, and twiggy. Wears a Cutting or burning any of these trunk vines depletes the
gown of shimmering ivy. AC: 12, HD: 3, HP: 18, Attacks: 1 Conqueror’s HP by the downstream total. Unless the gem
(+2), Damage: 1d6, Morale: 9, Talents: Thorn Spray. A is destroyed, cut vines will grow and reattach in 2d4
volley of thorns dealing 1d6 damage. Green Thumb. Can rounds, and burned vines can recover in 1d6 turns.
summon 1d4 Shrub Shamans per round or can
prematurely animate the five Hedge Knights as ½ HD A @zacbir and @supervillainlex production. June 2020

103
Two decades
Two decades ago the
ago rebellion
the rebellionagainst
againstthe
thesorcerer-king
sorcerer-king
Ikrat the
Ikrat Eternal
the finally
Eternal ended
finally endedwith
withhis
hisdeath.
death.The
Therebels
rebelstook
tookhis
hisbody
body
into the
into badlands
the amidst
badlands great
amidst secrecy
great secrecytotobe
beburied
buriedin
inaatomb
tombcarved
carved
high
highinin
a amesa.
mesa.

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Adventures for
Other Systems
The Ice Job

�11111111111111111111111911111111111111111111111�
2 “The owner of the Kestler & Sons jewelry store got a new 3
2 shipment of diamonds and they sound like an easy mark: get in, 3
give you
take the diamonds, and get out. If the old man or kids in black ?
> any trouble deal with them as you see fit,” the gruff man
2 said. It sounded like a solid idea—but solid ideas rarely make 3
2 plans, and plans don’t always survive contact with the enemy. 3
�444444444444444444444444<44444444444444444444444�

The Upset Editor Tavern Kestler & Sons Jewelry Langston’s Curios
A sizable three-story tavern on the corner of the A two-story building nestled in between three- This three-story brick veneer store is located on
street, situated next door to Kestler & Sons, is story buildings, it’s been a fixture of this area for the other side of Kestler & Sons Jewelry, and
also made completely of brick and wood with the last ten years. Two large, barred windows on has the same large brick chimney sticking out of
multiple small chimneys sticking out of its slanted either side of the front door get boarded up at its slanted tiled roof. It is home to a wizened man
and tiled roof. On any given night there are night. Two small windows on the second floor named Langston. Said to be a powerful alchemist,
2d10+5 patrons, 4 bouncers, a barkeep, and his 5 remain unblocked. Made of brick and wood, this Langston sells his wares on the bottom two floors
servers. Rooms, on the third floor, are available to sturdy building has a large brick chimney sticking and lives on the top floor. Weird and wonderful
rent for 1sp per night. out of a slanted tiled roof. Behind the shop is a alchemical supplies are available for purchase at
small alleyway used for deliveries and removing slightly above market rate.
patrons from the next door premises if they are
too rowdy.
108
$
Kestler & Sons Jewelry

1ST FLOOR 2ND FLOOR

1st Floor Second Floor


This large 40’x40’ room has old wooden floors and display cases made of The stairs lead up a small landing to a closed door opening into a short
wood and glass proudly displaying the various jewels available for purchase. A hallway with two closed doors either side, terminating in a large area with a
5’ wide bar runs the length of the store, with enough room behind for people floating kitchen island style bench and a large open area with some chairs and
to move around, and also displays many of the store’s wares. There is a a bookshelf situated around a fireplace. Two windows face out over the street.
doorway in the middle of the back wall. The floor in front of the door squeaks Climbing Silently
when anyone walks across the threshold. DC 13 AGI check.
By day this floor is lit by the large front windows, sunlight playing across the Unlocking Windows
jewels on display, mesmerizing any gazing in. Mr. Kestler greets the characters DC 17 Pick Lock to open, +1d if using specialized tools.
should they enter during the day.
Smashing Windows
By night the jewels sparkle in the flickering lanterns hung on the walls—2 two DC 12 STR check or use a tool of some sort alerting anyone on the second
either side, alternating down the room. floor, awake or asleep.
The take here would be massive. The Judge is encouraged to gin up an
outrageous estimate (in excess of 100,000 gp) to portray the fenced value of Left Room
the jewels; the actual reselling of the jewels likely presents the largest obstacle This sparse and meticulously tidy room belongs to Mr. Kestler. A large
to the characters' wealthy retirement. wooden chair, a feather-down bed, a circular rug with a geometric pattern, and
a large wooden cabinet are the only things here.
Front Door
DC 15 Pick Lock check to open. There is a secret compartment under the rug containing a locked floor safe.

Squeaking Floor The floor safe has a heavy iron door with a circular dial and a handle and
DC 13 AGI check to get across without making noise. contains: 500 gp, 275 sp, 2d30 loose jewels (50 gp each), 1d16 loose jewels
(100 gp each), a gold and silver twisted necklace (750 gp), and a diamond
Display Cases studded silver diadem (650 gp).
DC 17 Pick Lock check to open, DC 12 STR check to smash. This noise
alerts anyone on the first floor, awake or asleep. Floor Safe
DC 22 Pick Locks check to open the safe without the combination. Alchemical
Back Room or explosive solutions may also prove effective for opening the safe (+1d).
40’x20’ enclosed stairwell. A small lantern hangs on a hook. The back door
(DC 15 Pick Lock check to open) leads to the alleyway at the rear of the Right Room
building. This room contains two small feather-down beds, two chairs, two cabinets,
two small book shelves, and belongs to Mr. Kestler’s two children, Jaarreet and
C’or’rey.
Alleyway
Mr. Kestler & Sons
This dingy alleyway is full of trash from the Tavern and Curio shops, the only
If alerted the children attempt to fight back against the intruders. They use
clear and clean pathway is directly behind the jewelers. There is a small
clubs and sleeping powder (DC 13 WIS save or fall asleep for 1d6 turns) to
window (DC 17 Pick Locks check to open) on the first floor of the jewelry
subdue the characters and tie them up. Mr. Kestler is a wrestler and attempts
shop that provides access to the stairwell.
to grapple and choke intruders.
Climbing Silently
DC 13 AGI check. Bouncers
Small Window The bouncers investigate any visual disturbances at the jeweler’s shop but can
Characters with CON 13+ cannot fit through. be bribed to turn a blind eye. If they hear a window being smashed (25%
chance) or cries for help they investigate and cannot be bribed off.
Unlocking the Small Window
DC 17 Pick Locks check to open. Langston (4th level Wizard)
Smash the Small Window If his shop is broken into and he is awake or wakes up he attempts to capture
DC 12 STR check or use a tool of some sort. This noise alerts anyone on the anyone who is there.
second floor, awake or asleep.

$
Written by Reece Carter
Art & Cartography by Wayne Snyder
Editing & Proofreading by David Koslow and Jarrett Crader
Layout & Design by Derek Kinsman
109
110
111
112
113
DDUNGEON OF THE DANCING GRASSES
UNGEON OF THE DANCING GRASSES
OVERVIEW THE ROOMS
OVERVIEW
ame and fortune can lead many to
THE ROOMS
Player Characters enter the rooms through a

F
amean
create and fortune
escape fromcantheir
lead adoring
many to Player
gilded Characters
hatch pokingenter the rooms
suspiciously fromthrough a
an other-

F crowds. Such was the case for adoring


create an escape from their Farah gilded hatch poking suspiciously from an
wise mundane forest floor. Once they opened theother-
crowds.
Bassam who Such
waswas the casefar
renowned forand
Farah wise mundane
well-oiled hatch,forest floor. Once
the players will they
dropopened
down tothe
wide for their skill as a dancer. Onand
Bassam who was renowned far their well-oiled
into Room 1. hatch, the players will drop down to
deathbed, theywide for their
revealed thatskill
they ashad
a dancer.
a house On their into Room 1.
deathbed,
hidden deep inthey
therevealed
wilds. Inthat thisthey hadBassam
house, a house
hidden deepfilled
in thewith
wilds.
theIntreasures
this house, of Bassam
buried a vault, their ROOM 1
buried a vault, filled with the treasures of their
travels and stardom. It is said that if you can find ROOM 1
travels and stardom. It is said that if you can find The room has an ornate statue of a figure,
the vault and match their skill in The Dance, the The room has an ornate statue of a figure,
the vault and match their skill in The Dance, the mid-dance, with a brass plaque at its base. Once
vault, and its contents within, will be yours. mid-dance, with a brass plaque at its base. Once
vault, and its contents within, will be yours. players read this poem the ceiling hatch slams
This dungeon is made up of four rooms. In each players read this poem the ceiling hatch slams
This dungeon is made up of four rooms. In each shut, doors to the other rooms open, and the trap
room, there is a partial mural depicting people shut, doors to the other rooms open, and the trap
room, there is a partial mural depicting people whirs to life. The mural in this room depicts step
dancing. Once thethe
players enter thethe
dungeon, the whirs to life. The mural in this room depicts step
dancing. Once players enter dungeon, the 3 of The
3 of TheDance
Dance
traptrap
is activated and players must decide
is activated and players must decide if they if they
useuse
their actions
their actionsto dodge
to dodge traps,
traps,study
studythe
themurals,
murals,
or dash between rooms. A majority of players
have
or dash between rooms. A majority of players
to learn steps from all all
of of
thethe
murals and
STATUE
STATUEINSCRIPTION
INSCRIPTION
have to learn steps from murals and ToTothose who enter
perform all the steps in one of of
thetherooms to to those who entermy myhumble
humblevault,
vault,I pray
I prayyou
youhear
hearthe
thetune.
tune.
perform all the steps in one rooms ForFor
soon you
soon youwill bebechewed
will chewedtotobits,
bits,venturing
venturingroom
roomtotoroom.
room.
deactivate
deactivatethethe
traps andand
traps reveal
revealthethetreasure.
treasure. Follow
Followmymysteps,
steps,match
matchmymyskill,
skill,and
andvery
verysoon
soonyou’ll
you’llsee.
see.
Fabulous
Fabulous jewels
jewelsand
andtreasures
treasuresgathered,
gathered,just
justfor
foryou
youfrom
fromme.me.

RR OOM22
OOM
This
This roomisisdecorated
room decoratedwith
withdozens
dozensof ofmirrored
mirrored
surfaces that reflect a small collection of
surfaces that reflect a small collection of glowingglowing
magic torches to provide exceptional lighting
magic torches to provide exceptional lighting and and
letting dancers review their steps. The mural
letting dancers review their steps. The mural in in
this
this roomdepicts
room depictsstep
step1 1of
ofThe
TheDance.
Dance.

RR OOM 3
OOM 3
In this room, there are half a dozen dressers filled
In this room, there are half a dozen dressers filled
with fine clothes. From floor to ceiling classic
with fine clothes. From floor to ceiling classic
dresses and suits pattern three of the walls like
dresses and suits
tapestries. pattern
The mural three
in this of the
room wallson
located like
the
tapestries. The mural in this room
far wall depicts step 2 of The Dance.located on the
far wall depicts step 2 of The Dance.

ROOM 4
ROOM 4
This room has a polished wooden floor, and one
This
wallroom has painted
expertly a polished
withwooden floor,
a roaring and one
audience
wall expertly
before paintedAswith
the dancer. a roaring
players move audience
through the
before
room,the dancer.
they notice As players
that move
parts of through
the floor pressthe
room,
downthey
when notice thaton.
stepped parts
Theof the floor
mural press
in this room
depicts
down step
when 4 of The
stepped on.Dance. All steps
The mural must
in this be
room
performed
depicts step 4here to deactivate
of The Dance. Allthe puzzle.
steps must be
performed here to deactivate the puzzle.

114
DUNGEON OF THE DANCING GRASSES
OVERVIEW THE ROOMS
ame and fortune
ROOM 2 can lead many to ROOM 1 Player CharactersRenter
OOM 3 the rooms through a

F
create an escape from their adoring gilded hatch poking suspiciously from an other-
crowds. Such was the case for Farah wise mundane forest floor. Once they opened the
Bassam who was renowned far and well-oiled hatch, the players will drop down to
wide for their skill as a dancer. On their into Room 1.
deathbed, they revealed that they had a house
hidden deep in the wilds. In this house, Bassam
buried a vault, filled with the treasures of their ROOM 1
travels and stardom. It is said that if you can find
the vault and match their skill in The Dance, the The room has an ornate statue of a figure,
vault, and its contents within, will be yours. ROOM 4 mid-dance, with a brass plaque at its base. Once
players read this poem the ceiling hatch slams
This dungeon is made up of four rooms. In each shut, doors to the other rooms open, and the trap
room, there is a partial mural depicting people whirs to life. The mural in this room depicts step
dancing. Once the players enter the dungeon, the 3 of The Dance
trap is activated and players must decide if they
use their actions to dodge traps, study the murals,
or dash between rooms. A majority of players
have to learn steps from all of the murals and
STATUE INSCRIPTION
To those who enter my humble vault, I pray you hear the tune.
perform all the steps in one of the rooms to
T T TRAP DEACTIVATION
For soon you will be chewed to bits, venturing room to room.
HE RAP
deactivate the traps and reveal the treasure. Follow my steps, match my skill, and very soon you’ll see.
Fabulous jewels
To deactivate the and treasures
trap, gathered,
at least 3 of just
thefor you from me.
4 steps
Once activated, players must roll initiative, as
hundreds of spinning blades swing out from must be performed in Room 4 within one round
every crack and crevice. On initiative count 20 of each other. Performing a step requires a player
each player must roll a percentile die to deter- to use their action to Dance, and they must make
mine how badly they are hurt by the trap, seen on ROOM 2 (Performance) check with a DC of 15.
a Charisma
the table below: Players are considered proficient in the Perfor-
This room is decorated with dozens of mirrored
mance skill for the purpose of solving the trap. If
surfaces that reflect a small collection of glowing
a player can play an instrument, they can use
d100 Result magic torches to provide exceptional lighting and
their action to play the instrument and give all
01-10 3d10 slashing damage letting
players dancers review
advantage their
on their steps. Thecheck.
Performance mural in
this room depicts step 1 of The Dance.
11-50 2d10 slashing damage

THE TREASURE
51-90 1d10 slashing damage
91-00 No damage ROOM 3
After deactivating the trap, the crowd pictured in
Inmural
the this room, there
applauds andare half
the a dozen
dancer dressers filled
vanishes,
As the characters dodge and weave their way with fine
revealing clothes.
a small From
door. floor to
A narrow ceilingopens
hallway classicto
though the onslaught of blades, they can take dresses
a warm and Inside
room. suits pattern three
the room of the walls
a singular chest like
several actions as they progress. tapestries.
sits, containingThe mural
the in this room located on the
following:
• Players can make a DC 13 Dexterity (Acrobatics) far wall gold
• 5d10+13 depicts step 2 of The Dance.
pieces
or Strength (Athletics) check. On a success,
• A trio of Farah Bassam oil paintings depicting
they can reduce damage from the trap by 1d10
her at her most famous dances. Worth 100 gold
• Players can make a DC 14 Wisdom (Perception) ROOMeach
pieces 4
or Intelligence (Investigation) check on the
• AThis
quantity
roomof Dancer’s
has Levity
a polished potions
wooden equal
floor, to one
and
murals in each room. On a success, that player
the
wallnumber ofpainted
expertly party members +1
with a roaring audience
learns one of the steps to The Dance.
• If a player knows one of the steps to The Dance, before the dancer. As players move through the
they can use their action to Dance and take no DANCER’S
room, they LEVITY
notice that parts of the floor press
damage from the trap. downyou
When when
drinkstepped on.you
this potion, The
aremural
able to in this
take theroom
depicts
dodge step
action as4a of Theaction,
bonus Dance.andAll steps
your jumpmust
heightbe
doubles for thehere
performed next to
10 minutes.
deactivate the puzzle.

     115


116
In this adventure, players attempt to escape from a
murder mystery party going surprisingly wrong.
Gwen Artin's
Murder Mystery Party Written by Kat Welsford Art by Evlyn Morea Edited by Fiona Maeve Geist Cartography by RaeRae Layout by Max Verbludenko

Adventure Hooks: PC's invited to Gwen Artin’s Estate, known


for hosting the most fantastic dinner parties or PC’s inventories Part 2 The Lock Music Room
have an invitation to the latest soiree.
Escaping the Pit The lock is a musical lock, Relatively empty, save the
unlocked by singing La, Do, La, instruments and a large handle
Si. (ACAB in Solfège (the Do, Re, on the wall outside the cell. A
Mi, Fa, Sol, La, Ti in music)) simple wooden staircase leads
The fall is only one story. The ground is lined with upstairs . If the handle is pulled,
Part 1 rags, bones and old clothes breaking their fall, the space in the ceiling they fell
negating any damage. The sheet music is the music to from opens. If the players make
"Do Re Mi" from the Sound of noise, they may alert the two
A Diner to remember Music and the tuning forks are guards and veteran in the room
There is apparently only one exit—a thick door with a arranged in that shape. above.
surprisingly large peep hole. If a character peers
The party arrives at a 2 story, hand labeled "for after dinner" is through, they see a small music room with tuning
forks on the wall and a small harpsichord. If a bard is present, they note this The Harpsichord has an indent
terraced house and is escorted by a memory modifier (Modify is a musical lock. The tuning
a small gnome who seats you at Memory, 5th Level if they imbibe, in the top of it, carved with
forks are arranged left to right so hundreds of names. Inside is
a large table. forgetting the last 24 hours and ringing them unlocks the door.
believe anything they’re told music written on the back of
concerning what has happened spell scrolls (Mage Armour and
Area Information: You are shown in the past 24 hours) The players may also attempt Beacon Of Hope). The
into a dining room with huge forcing the door open which Harpsichord curses anyone
drape-covered windows and makes beautiful tinkling music. hearing the sheet music... that
walls bedecked with gaudy If someone tries to open the They may still remain stuck, so will control the listeners minds
artwork. The centrepiece is an chest, they are asked to sit. If feel free to allow them to destroy and allow the player to implant
oversized table stacked with a opened it contains 15 costumes the lock with enough force, subliminal messages and
wide assortment of plates from (1d4 gold each). however it will alert the guards commands for later dates.
frogs legs to chicken wings. There above.
are a handful of cupboards
adorned with yet more food. At Once the players are seated,
the back of the room is a locked Gwen stands up and announces:
chest
"My dear guests, tonight is a very
The room contains many special night, as we shall play Part 3
peepholes and most of the pretend. Before you is a
paintings seem off. A DC15 character to play for the evening,
Wisdom (Perception) to notice please read your cards and feel Fight or Flight
at least one of the paintings free to open the chest to gather
contains a chained woman in a some fancy dress items. "
chair, laughing merrily. The gnome attempts to stop PCs from leaving.
The first player to open their card
The cupboards are locked but reads "You are a prisoner, not
can be broken open with a DC10 allowed up top, back to the Escape
Strength (Athletics) check or dungeon with you, chop chop!",
picked using thieves tools. Inside and the seat from their chairs
are a bottles, including one drop as they fall into pits below If they escape and alert authorities without Gwen or some evidence,
whose label has worn off (a the table—DC25 Dexterity it’s unlikely anyone believes them. If the mage is killed, his spells
potion of minor healing), another (Acrobatics) save to avoid. stop working and Gwen informs the public what transpired.
Ground Floor Roleplaying NPCs
On the ground floor are the following rooms. Extensive noise
2 6 attracts the Mage (Study, 3) and the guards & veteran (Lounge,
2). The guards and veteran attempt to prevent PCs from
leaving. The Mage gives the ultimatum that PCs return to the Gwen
dungeon or die.
Gwen is a cordial host, who loves
1 - The Dining Room these parties and has hosted them
for ages. She is a big socialite and
(See previous description). gossip about her parties is spread
by those who have never attended.
Note: Gwen ignores players unless they are seated and fall into She talks even if no-one is
the pit again. answering and answers most
questions with a giggle and a "well
you'll see soon"
2- The Lounge
4 guards are chilling here with a veteran sitting at a desk. Gwen Artin is actually under a
spell from the house’s true owner:
3 - The Study the Mage, Jeff.
The gnomish Mage resides here. If PCs enter, he asks how they
escaped. Regardless of the answer, he issues an ultimatum: She acts cordial and doesn’t
5 return to the dungeon or die. If this altrication is noisy the respond when her houseguests
guards and veteran arrive (1 round after the noise). The gnome disappear, eating and, if interacted
is using these parties to control interesting individuals through with, she ignores anyone not
subliminal messaging. seated at the table.

The key for the front door is in a chest here—sneaky PCs may
3 be able to steal it unnoticed.
Mage Jeff
4- The Bathroom (the gnome)
Standard, including a dunk bath.
Jeff is surprisingly underwhelming
4 10 at first glance.
5 - Bedroom one
Guards quarters, a chest contains guard uniforms and 12sp.
He'll pretend to be a servant/butler
and act accordingly.
6 - Bedroom two
Contains sleeping quarters for the veteran. Also contains a Once he's unmasked, he is
chest, with family photos and children's drawings. malicious and devious. He answers
most questions honestly but tries
to confuse PCs as much as
possible.
7 - Master Bedroom
Gwen’s room, beautifully decorated with very simple items
Jeff assumes PCs are locked in the
basement until they’re discovered
and uses the harpsichord to help
8- The Kitchen control their minds, planting
Contains a huge stove and small window. People can try and subliminal messages.
1 7 squeeze through the window but anyone medium or larger
struggles if they can even escape. There's a trapdoor in the
celling in the room’s center spotted with a DC15 Wisdom
(Perception) check, it is much easier to notice from outside.

9 - Pantry XP Rewards:
Packed with food and potion ingredients along with enough
explosives to destroy a small building. 2300xp for fighting the Mage Jeff
100xp for fighting the guards
10 - Locked Entranceway 700xp for fighting the Veteran
(Key in the study).
8 9

117
Ootheca
A Short Adventure by junkgolem for the 5th Edition of That Fantasy Roleplaying Game.
Suitable for a party of 3-5 1st level characters.
In memory of Roomba, an absolute unit.

Introduction Risk & Reward


The avatar of Shimuut at Greenpeak Monastery has Mother Ingal will reward adventurers handsomely for
died, and now a new vessel must be found. the return of a viable ootheca, offering each member of
the party the following:
The avatar was an Abmoor snail, whose mucus is de-
sired for its healing properties. Mother Ingal, head of * 25 gp
the monastery, has charged your party with recovering * 3 flasks of snail mucus, an opaque, viscous blue
a new ootheca, or egg case, from the snail’s remote and liquid that glows faintly. Functions as a healing
perilous home, the Cave of Perpetual Starlight. From potion when consumed.
this, a new vessel will be born so that Shimuut may re-
turn to Greenpeak. However, adventurers must be cautious. The home of
the Abmoor snail is fraught with peril, and many who
venture there do not return.

“Carlsbad Caverns National Park” by Daniel Mayer is licensed under CC BY-SA 3.0.
Shimuut:
An obscure deity of healing. Shimuut is venerated by enclaves of adherents
scattered across the land. Shimuut’s symbol is a spiral. They are associated with
snails, especially Abmoor snails, whose mucus has healing properties.
The Cave of Perpetual Starlight
The Spiral Order: 1. Cave Entrance: The entrance to the cave is small and
The primary Shimuutan monastic order. Among their other duties, they tend to the dark, but a faint blue light can be seen further down.
avatars of Shimuut and harvest their mucus for medicinal and spiritual purposes. Stalactites and stalagmites line this space like jagged
teeth, dripping with condensation. The air is cool and
Greenpeak Monastery: damp. The faint sound of splashing water can be heard
up ahead.
A small monastery of The Spiral Order located in the Greenpeak Hills. It is headed
by Mother Ingal. Their Abmoor snail, who was a vessel for Shimuut, recently died 2. Giant Hand Pool: A giant carved stone hand rests in
of old age. Mother Ingal seeks an ootheca so the monks may ritualistically raise a the center of a shallow pool that glows with the dim
replacement vessel for Shimuut. radiance of luminous moss covering the walls. Small
crabs scuttle through the water, hunting for unseen prey.
The Abmoor Snail: Characters that touch the stone hand can sense that it
seems to be vibrating faintly. If characters investigate
A species of amphibious, bioluminescent snails with shimmering onyx shells,
the scuttling crabs, a DC 13 Intelligence (Investigation)
glowing blue skin, and three eyestalks. They range from several inches in length
as juveniles to up to three feet long as adults. The fluorescent mucus from their check will reveal one of the crabs is carrying a tiger eye
trails has healing properties. The creature lays its egg case above the water line to worth 8 gp.
help protect it from aquatic predators. 3. Giant Spider Den: A cavernous room covered in damp
webbing. Thick nets of spider silk stretch between sta-
The Cave of Perpetual Starlight: lactites, and three humanoid-sized cocoons hang from
the ceiling dripping with water. A giant spider lurks on
This half-flooded cave system is the only known natural home of the Abmoor snail
the ceiling, hidden among the stalactites. It will descend
near the Greenpeak Hills. These natural caves earned their name from the blue
bioluminescent moss that lines their walls and ceilings, shimmering like starlight. to attack characters who attempt to disturb the cocoons.
The caves are deep, damp, and brimming with scuttling creatures.

118
Characters that successfully cut down and open the
cocoons will find the bodies of three dead adventurers,
two humans and an elf. Looting the bodies will produce
1d6 gp, two mundane short swords, three
mundane daggers, a mundane shield, 4 1
and an obscure tome in an unread-
able language.
4. Dead End: A small dead-end. 2
Leaning against a wall is a
small, tattered bag containing
7 cp, 3 turnips, and scraps of
bad poetry written in gnomish.
Words are scrawled hastily in
3
draconic on the far wall: “No
secret door here!” This is in fact
true; there is no secret door here,
although characters are welcome
to look. The provenance and sig- 5
nificance of the message is un-
known.
5. Kobold Skeletons: A small
space containing the fun-
gus-encrusted skeletons of
three kobolds. An empty 6
chest and a rusted shorts-
7
word lay on the ground
nearby. The air here hums
with faint electricity.
6. Lair of the Abmoor Snail:
Map artwork by Abigail LaLonde.
This room is mostly submerged
Twitter: @alien_sunset Patreon.com/alien_sunset
in water. Faint glowing shapes
crawl slowly along the walls leaving lu-
minous trails. These are juvenile Abmoor snails. On the Encounters
opposite side of the room, just above the water line, is
a glowing bundle of eggs cemented against the wall of Roll a random encounter on this table each time char-
the cave. Characters will know from Mother Ingal’s de- acters enter a new numbered room. Or, whenever you
scription that this is the ootheca they seek. A small lip want to spice things up a little.
of stone near the ootheca will give characters a foothold
to pry it off the wall, but a DC 16 Strength check is re-
3d6 Encounter
quired to remove it successfully.
7. Abandoned Shrine: A narrow room of natural stone 3-8 Nothing
that appears to have once been used as a primitive
shrine. Empty, rusted sconces line the walls, and a small
9-10 Giant crab
altar to a forgotten deity sits at the west end of the room. 11-12 Giant lizard (aquatic variant)
Atop the altar is a heavily-weathered stone statue de-
picting a horned figure playing a flute and flanked by 13-14 1d6 bandits
two seahorses. A DC 15 Intelligence (Investigation)
15-17 1d3 giant centipedes
check of the altar will reveal a hidden compartment
containing a ceremonial flute worth 5gp. The flute fea- 18 Giant scorpion
tures carvings of seahorses, and sounds like it is being
played underwater when blown. Several crabs akin to
those from Room 2 are here. They pace restlessly in the Written by @junkgolem.
area near the altar, and seem agitated. Edited by Rolland.
Special thanks to Joey Richards
for proofreading and feedback.
119
1.ENTRANCE 7.STATUARY Encounters-1d6

THE CRUMBLING CARMINE RUINS


Huge blocks of striking red sandstone
are visible against the old dirt and rock.
The massive wooden doors are rotted,
The nest of the TROGLOBITE RAT KING
(3 in 6 chance it is here), filled with
refuse, droppings, & 2 Rose-Pink
and have collapsed sufficiently for An Adventure Location for MAUSRITTER!
1.1d6hp DERMESTID SWARM, eating
the flesh off a rat corpse.

2.2d6hp
2. 2d6hp DERMESTID SWARM,
Pearls.
enterprising mice to crawl through. attacking a DEEP VOLE.

2.COURTYARD • Eleven statues, each depicted 3.3d6hp


3. 3d6hp DERMESTID SWARM,
wielding the same sword. Among hunting for flesh.
them is a statue of the armored
Once an open space, tumbled rocks and 4.FUNGAL
4. has ECHO searching for a
R
huge sandstone blocks have formed
difficult-to-maneuver maze. WIL
a
been uncovered.
mouse from
evealed in the aftermath
Once
CELLARa mighty
. If
the tapestry
of a rockslide,
fortress
the helm
in the stronghold
an ancient
garrisoned
over its
remembered
with holy
face
save toand renown, legends say it is the burial site of the most
of courage
mice companion.

navigate or gain Exhausted famous is mouse-kind.


warrior of all
. Remains lifted, a hidden
Whispers door he was 5.1
to the
say that 5.1d6
d6 with
buried FUNGAL ECHOES, reenacting
of crushed gardens can his found: sword. WARRIOR’S TOMB opens.
be wondrous an ancient scene.
blossoms and vines ghostly white from 6.
6.TROGLOBITE RAT KING hunting
adapting to a lightless world. 8.WARRIOR’S TOMB for fresh meat.
Sarcophagus carved with a Warrior
• 2d6 DEEP VOLES have tunneled
Mouse in eternal repose, holding a
in to see what the commotion was.
sword. If opened a long-dead mouse in
DEEP VOLES
corroded armor is revealed, and a mighty 3hp, STR 12, DEX 10, WIL 10
3.GREAT HALL sword clutched in its skeletal paws Attacks: d6 Claws
glimmers invitingly. Friendly burrowers with a strong
A gaping cavern of red sandstone and
• If the sword is picked up, the aversion to light. Wants to dig, eat
rotted wooden floor.
bugs, and dig up bugs to eat.
glamour is removed revealing the
• Without proper precautions the floor Thorn of Regret , a twisted DERMESTID SWARM
collapses when tread upon by the spike corrupted by the remorse of
party. DEX save or fall into the deceased mice. Once held, it is Xhp, STR 8, DEX 12, WIL 8
CELLAR and gain Injured. bound to that mouse and shares Attacks: d8 Pincers
with them the pain of creatures they Non-area attacks received are impaired
• A clamshell case sits precariously attack. Lift the curse to purify it Critically Damaged: Scatters.
A shiny black horde of flesh eating
on a broken floor beam, it contains into the Thorn of Forgiveness.
beetles. Wants to eat flesh, dead or
1 Rose-Pink Pearl and space
• The Sword of the Warrior alive.
for 5 more.
is actually held by the carved
FUNGAL ECHO
4.KITCHEN mouse on the sarcophagus lid. It is
6hp, STR 10, DEX 6, WIL 12
encased in a thin layer of plaster
worn through in places, the metal is Attacks: d10 Spore Spray
Collapsed tables, rusted cookware,
visible on close examination. Critical Hit: Gifts a Memory
Memory, then
crumbled stone ovens, a large covered
cast iron cauldron. Smells of rot. dissolves.
Mouse shaped fungi that have absorbed
• In the cauldron is a 2d6hp memories of the dead. Wants to pass on
DERMESTID SWARM and 1 Rose- its Memory.
Pink Pearl. TROGLOBITE RAT KING
5. LIVING QUARTERS 10hp, STR 14, DEX 8, WIL 8, Arm. 1
Attacks: d10 Bites
Warband.
Small, spartan cells where monk mice
Critical Hit: the victim is pulled into
once lived. The air is thick with spores.
the mass.
• 2d6 FUNGAL ECHOES act out the horrific mass of tangled pale rats. Wants
chores of the dead monks. to share its hunger, pain, and anger.

• 2 Rose-Pink Pearls are


embedded in random F U N G A L
ECHOS.

6. CELLAR
Musty, bags of twice-rotted grain.
Shelves of ancient fruit preserves.

• d6 intact bottles of Elderberry


Cordial.
• Large tapestry, illustrated with a
fully-armored
Thorn of mouse
Thorn of battling a cat
Sword of the
beneath the
Regret words “Face Danger
Forgiveness Warrior
Boldly.”
1d8 Obscures 1d8
a doorway 1d8/1d10
to
STATUARY.

Memories-1d6 Items
Carry out a task to set the memory to rest. Thorn of Regret
Critical Hit: gain Frightened
1. Cook: Prepare a visually Elderberry Cordial Rose-Pink Pearls Cursed: Complete a mouse’s dying request.
stunning feast. Thorn of Forgiveness
2. Nurse: Care for a warrior Critical Hit: clear a Condition.
wounded in a just battle. Sword of the Warrior
You are not Incapacitated by Critical
3. Warrior: Endanger yourself to Damage.
uphold ideals.
Heavy Light Medium
Elderberry Cordial (300p)
4. Abbot:
Memory:
Memory Provide
: Cook Memory shelterMemory
: Nurse
Memory: for : Warrior
Memory: Memory: Abbot Memory: Monk Clears the Exhausted condition.
someone fleeing danger. Rose-Pink Pearls (200p ea.)
[Case is 1 slot]
5-6. Monk: Write an account of If all six are collected, grants +1 Armor
epic deeds. and value doubles.
1.ENTRANCE 7.STATUARY Encounters-1d6
1.ENTRANCE
Huge blocks of striking red The nest of the TROGLOBITE RAT KINGEncounters-1d6
sandstone 7.STATUARY 1.1d6hp DERMESTID SWARM, eating
are visible against the old dirt and rock. (3 in 6 chance it is here), filled with the flesh off a rat corpse.
Huge blocks of
The massive striking
wooden red sandstone
doors are rotted, The the TROGLOBITE
nest ofdroppings,
refuse, RAT KING
& 2 Rose-Pink 1.1d6hp DERMESTID SWARM, eating
are
andvisible
have against the old
collapsed dirt and rock.
sufficiently for (3 in 6 chance it is here), filled with the2.
2.2d6hp
2d6hp
flesh off aDERMESTID
rat corpse. SWARM,
The massive mice
wooden doors through.
are rotted, Pearls.
enterprising to crawl refuse, droppings, & 2 Rose-Pink attacking a DEEP VOLE.
and have collapsed sufficiently for
Pearls .
2.2d6hp
2. 2d6hp DERMESTID SWARM,
2.COURTYARD
enterprising mice to crawl through. • Eleven statues, each depicted attacking 3.3d6hp
3. 3d6hp DEEP VOLE. SWARM,
a DERMESTID
wielding the same sword. Among hunting for flesh.
them is a statue of the armored 3. 3.3d6hp
3d6hp DERMESTID SWARM,
• Eleven statues, each depicted
2.COURTYARD
Once an open space, tumbled rocks and wielding the same sword. Among
mouse from the tapestry in the
hunting for flesh.
4.FUNGAL
4. ECHO searching for a
huge sandstone blocks have formed a them is a statue of the armored remembered companion.
Once an open space, tumbled rocks and CELLAR . If the helm over its face 4.FUNGAL
4. ECHO searching for a
haveWIL
difficult-to-maneuver maze. saveato mouse from the tapestry in the
huge sandstone blocks formed remembered companion.
navigate or gain Exhausted . save
Remains is lifted,
CELLAR a hidden
. If the door
helm over to the
its face 5.1d6
5.1 d6 FUNGAL ECHOES, reenacting
difficult-to-maneuver maze. WIL to
of crushed gardens can .be found: isWARRIOR’S TOMB opens.
lifted, a hidden door to the an
d6ancient
5.1d6
5.1 FUNGALscene.
ECHOES, reenacting
navigate or gain Exhausted Remains
blossoms
of crushed and vines ghostly
gardens can bewhite from
found: WARRIOR’S TOMB opens. an 6.
ancient scene. RAT KING hunting
6.TROGLOBITE
adapting to
blossoms anda vines
lightless world.
ghostly white from
8.WARRIOR’S TOMB for fresh meat.
8.WARRIOR’S TOMB 6.TROGLOBITE
6. RAT KING hunting
adapting to a lightless world.
Sarcophagus carved with a Warrior for fresh meat.
• 2d6 DEEP VOLES have tunneled
Mouse in eternal
Sarcophagus carvedrepose,with a holding
Warrior a
• 2d6
in to DEEP
see whatVOLES have tunneled
the commotion was.
sword.inIf eternal
Mouse opened a long-dead
repose, mouse
holding a in
DEEP VOLES
in to see what the commotion was. corroded
sword. armor is
If opened a revealed,
long-deadand mousea mighty
in
DEEP
3hp,VOLES
STR 12, DEX 10, WIL 10
3.GREAT HALL sword armor
corroded clutched in its skeletal
is revealed, and a mighty paws 3hp, STR 12, DEX 10, WIL 10
3.GREAT HALL sword clutched
glimmers in its skeletal paws
invitingly.
Attacks: d6 Claws
A gaping cavern of red sandstone and Attacks:
Friendly d6 Clawswith a strong
burrowers
glimmers invitingly.
A gaping
rotted cavern
wooden of red sandstone and
floor. • If the sword is picked up, the Friendly burrowers
aversion with
to light. a strong
Wants to dig, eat
rotted wooden floor. • Ifglamour
the sword is picked up, thethe aversion
bugs, to dig upWants
andlight. bugs to
to dig,
eat. eat
is removed revealing
bugs, and dig up bugs to eat.
glamour
Thornis of removed
Regret revealing the


Without proper precautions the floor
Without proper precautions theby
floor Thorn of Regret
, a twisted
, a remorse
DERMESTID SWARM
twisted of DERMESTID SWARM
collapses when tread upon the spike corrupted by the
collapses
party. DEX when
savetread upon into
or fall by the
the spike corrupted
deceased mice. by Once
the remorse
held, it of is Xhp, STR 8, DEX 12, WIL 8
party. DEX save or fall into the deceased Xhp, STR 8, DEX 12, WIL 8
CELLAR and gain Injured. bound tomice. Once held,
that mouse and it is
shares Attacks: d8 Pincers
CELLAR and gain Injured. bound to that Attacks:
Non-area d8 Pincers
with them the mouse
pain of and shares
creatures they Non-area attacks
attacks
received are impaired
received are impaired
with them the pain of creatures they Critically Damaged: Scatters.
• A clamshell case sits precariously attack. Lift the curse to purify it Critically Damaged: Scatters.
• A clamshell case sits precariously attack. Lift the curse to purify it A shiny black horde of flesh eating
on a broken floor beam, it contains into the Thorn of Forgiveness. A shiny black horde of flesh eating
on a broken floor beam, it contains into the Thorn of Forgiveness. beetles. Wants to eat flesh, dead or
11 Rose-Pink
Rose-Pink Pearl
Pearlandand space beetles. Wants to eat flesh, dead or
space

• TheSword
The Swordofofthe theWarrior
Warrior alive. alive.
for 55 more.
for more.
is actually held by the carved
is actually held by the carved FUNGAL ECHO
4.KITCHEN mouse onon the sarcophagus lid. It is FUNGAL ECHO
4.KITCHEN mouse
encased
the
in
sarcophagus
a thin layer
lid.
of
It is
plaster 6hp,
6hp, STR STR
10,10,DEXDEX 6, WIL
6, WIL 12 12
encased in a thin layer of plaster
worn
worn through
through in in places,
places, thethe metal
metal is is Attacks:
Attacks: d10d10 Spore
Spore SpraySpray
Collapsed tables,
Collapsed tables, rusted
rusted cookware,
cookware,
visible
visible onon close
close examination.
examination. Critical
Critical Hit:Hit: Gifts
Gifts a Memory
Memory,
a Memory
Memory, thenthen
crumbled stone
crumbled stone ovens,
ovens,aalarge
largecovered
covered
cast iron
iron cauldron.
cauldron.Smells
Smellsofofrot.
rot. dissolves.
dissolves.
cast
Mouse
Mouse shaped
shaped fungi
fungi thatthat
havehave absorbed
absorbed

• In the
In the cauldron
cauldron is 2d6hp
is aa 2d6hp memories
memories of the
of the dead.
dead. Wants
Wants to pass
to pass on on
DERMESTID SWARM
DERMESTID SWARMand
and11 Rose-
Rose- Memory
Memory
itsits . .
Pink Pearl
Pink Pearl.. TROGLOBITE
TROGLOBITE RAT
RAT KING
KING
5.
5. LIVING
LIVING QUARTERS
QUARTERS 10hp, STRSTR
10hp, 14,14,
DEXDEX
8, WIL 8, Arm.
8, WIL 1 1
8, Arm.
Attacks:
Attacks:d10d10
Bites
Bites
Warband.
Warband.
Small,
Small, spartan
spartan cells
cellswhere
wheremonk
monkmice
mice Critical Hit:Hit:
Critical the the
victim is pulled
victim intointo
is pulled
once
once lived.
lived.The
Theair
airis
isthick
thickwith
withspores.
spores. thethe
mass.
mass.
2d6 horrific mass of tangled palepale
rats.rats.
Wants

• 2d6 FUNGAL
FUNGAL ECHOES
ECHOESact
actout
outthe
the horrific
to to
share
mass
its its
of tangled
hunger, pain, and and
anger.
Wants
chores
choresof
ofthe
thedead
deadmonks.
monks. share hunger, pain, anger.


• 22 Rose-Pink
Rose-Pink Pearls
Pearls are are
embedded in random F U N G A L
embedded in random F U N G A L
ECHOS.
ECHOS.
6.
6. CELLAR
CELLAR
Musty, bags of twice-rotted grain.
Musty, of
Shelves bags of twice-rotted
ancient fruit preserves.grain.
Shelves of ancient fruit preserves.
• d6 intact bottles of Elderberry
• d6 intact. bottles of Elderberry
Cordial
Cordial.
• Large tapestry, illustrated with a
• Large tapestry,
fully-armored illustrated
mouse battling with
a cat a
fully-armored
beneath mouse“Face
the words battling a cat
Danger
beneath Obscures
Boldly.” the wordsa“Face Danger
doorway to
Boldly.” Obscures
STATUARY . a doorway to
STATUARY.
Memories-1d6
Memories-1d6
Carry out a task to set the memory to rest.
Carry
1. out a task
Cook: to seta the
Prepare memory to rest.
visually
stunning feast.
1. Cook: Prepare a visually
stunning
2. Nurse:feast.
Care for a warrior
wounded
2. Nurse:in a justfor
Care battle.
a warrior
wounded in a just
3. Warrior: Endanger battle.
yourself to
uphold ideals. Endanger yourself to
3. Warrior:
uphold
4. ideals.
Abbot: Provide shelter for
someone fleeing danger.
4. Abbot: Provide shelter for
5-6. Monk:
someone Writedanger.
fleeing an account of
epic deeds.
5-6. Monk: Write an account of
epic deeds.

121
A MOST
DANGEROUS
DEMESNE.
Written by: Map by:
Chris Di Donna Skullfungus
Proofreading/Editing by:
Joey Richards & Matthew Getch
Art by: Layout by:
Louis Puster III Derek Kinsman

T
he wizened wizard lives in a ramshackle hut among a noisy
thicket on a prominent hillock in a humble village. The village is
about to be cleared by holy enforcers and the wizened wizard has
the royal land deeds. Save the town.

1d4 What horrible person is also involved?

A duelist noble desires to improve the view.


1 Will find out how to burn it down.
Objective in Room 11.

A jealous mage requires lost arcana.


2 Will delve and fetch it.
Objective in Room 9.

A preening champion seeks conflict.


3 A bard chronicles his exploits.
Objective in Room 5.

A maven wants restitution.


4 Escorted by mercs to find a sum of gold.
Objective in Room 4 or 11.

Dungeon Features: A wooden interior whose ceiling stretches into the dark
above. There is dim light throughout. A floor carpeted with dust and
watermelon sized rat feces. All the doors open if you knock on them and
cannot be passed otherwise.

For use with The Black Hack


122
1 9
An Ordinary Empty Hovel. As you crawl into the shell it shrinks Some Neglected Knowcaps. These cantankerous shrooms are
you (roll below). The shell emerges in the spaces between the the wizened wizard’s diary. They won’t discuss their master but,
walls of the house. if fed, can be interrogated on a number of subjects allowing
you to permanently sacrifice a HD worth of HP to increase your level
up stats by 1.

10
1d6 The Shell Shrinks You Unevenly
Keyholes. Toss a coin down each funnel to open the door to
One leg is shorter than the other. Moving a whole step takes 11. A knock can be heard on the door for each coin tossed.
1
an extra action, but DEX saves have advantage. If you reach into a funnel you lose a finger and 1 DEX
Your ears shrank more slowly. Gain advantage for hearing or STR. The other door leads back to the end of the shell you arrived from.
2 If you turn around, the door is gone.
based WIS checks, but disadvantage when hiding.

11
One long, black, unchanged nose hair. You can use it as a The Humble Bedchamber. The
3 whip (a hand weapon with one step of reach). wizened wizard is sleeping with an
Does 1HD damage if pulled out. old spellbook on their lap. When
awoken, their eyelids flutter to reveal empty
Generous posterior. Excellent cushioning and comfort.
4 chasms, and they invite the party to discuss any
Counts as 2AP if retreating.
topics of interest. They spitefully refuse to release
5–6 No Change. the deeds. The chest and trunk will animate and
attack if anyone other than the wizened wizard tries

2
to open them. If the spellbook is burned, then the house,
A Pasquinade Golem is ossified to the floor. It used to keep the
shell and demesne will burn with it.
wizened wizard’s appointments but is now quite mad and
constantly babbles. Chest and Trunk: 2HD, if they hit, pass a STR or DEX check to avoid
being engulfed and suffocated. They must be killed to release you.
Pasquinade Golem: 2HD, AP 2, casts Confusion on one target
once per turn. The Wizened Wizard: 5HD, they only remember level 1 Arcane

3
spells when they wake up. Every passing round they remember the
A Stagnant Bath. Tarry bubbles pock the surface of fermenting next level of spells. They are vulnerable to the Sleep spell, which
water. Close examinations reveal images of death, causing instantly succeeds.
disadvantage to WIS checks for the next hour. Bathing will
The chest contains the land deeds, a thousand gold worth of various
transform you into a slime zombie. There’s a few in there right now.
coinage, a Wand of Dimension Door (cast once a day) and fine Robes
1D6 Slime Zombies: 1HD, acidic slime skin adds -1 damage to weapons of Polymorph Self. The trunk is full of old tattered robes and a
that hit it. mummified lover.

4
A False Lab is here to distract the greedy. There is a Ward of
Quest by the door that commands you to wait in the bath
when stepped on, make a DEX save to avoid it. The chest
contains false gold. The chair has a false leg that collapses towards the
$ What wanders these halls?
1d8
ward. The potion bottle is filled with delicious smelling poison that does (Roll whenever things are slowing down)
2d6 damage. A stone slab at the end of the room is painted plaster that 1d4 Giant Potato Rats: 1HD, can grapple with their root tails
collapses into spikes for 1d6 damage if you sit on it. Scrawled in blood 1 for auto-damage while grappled. Their sole diet of Dread
under the table, “You can only move forward with a knowing retreat.” and Ancient Potato has changed them.

5
The Dread and Ancient Potato resides here, among the ruins of a A Lost Gnome. While seeking shelter from a storm,
kitchen. It sends out roots to find soil. Flesh is an adequate 2 she became trapped within the shell.
substitute. She can restore your lost AP once you help her leave.

The Dread and Ancient Potato: 4HD, makes 4 root attacks that The Horrible Person or their agents!
3
grapple and then auto damage while grappled. A max damage hit Willing to parley, only hostile if threatened.
removes a root.
Potato Root Breakout: 2HD, makes one random attack then

6
This Spear Garden, now long dead, occupies the dining room. retreats. A potato root bursts from the wood panelling for a
4
Make a DEX or WIS save to pass through unharmed. sneaky treat. Ignore this encounter if the Dread and Ancient
Otherwise, 1d6 damage. Spear Vines can be harvested as Potato is slain.
throwable hand weapons. An Elven Thief, 2HD, can shoot two arrows a round or

7
A Curious Vortal. Colours shimmer and swirl energetically across 5 backflip about temporarily gaining 2AP. Demands to be led
its surface, as one would expect. When entered, roll a to the exit. Insults dwarves habitually.
cumulative 1d4 each time it is passed to see which room it A trail of blood that stops at the next door. If you look up,
currently leads to. When the total passes 11, the Vortal is depleted. 6 don’t listen to whispers of the hanging corpses you’ll see. If

8
you do, now you want to kill your friends.
An Ordinary room. If Detect Magic or Light is cast, Auragraphic
art covers every surface. Touching them steals a memory from Air Cat: 2HD, it bungees down from the darkness on a long
you. The stairwell to the Keyholes leads to the lower door of 7 elastic tail to snatch at prey.
the Stagnant Bath, unless climbed backwards. They keep the Potato Rats in check.

The Horrible Person or their agents!


8
They will try to steal from you.

123
Dust Remains
2d6 EvEnts & EnCountErs
2 inferno
heat wave (x2 provision
3
consumption for 1d3 days)
A Troika!
Troika! location by Christian
Christian Kessler
4 tempest
Edited by Jarrett Crader
5 sandstorm
6 consume 1 provision
7 automaton
8 consume 1 provision
9 dust devil
10 1d3 rival treasure hunters
1d6+1 zebraback raiders
11 (use stats for bandits/
knights of the road)
12 ghosts

Artifacts
prisoN Jar — Captures and imprisons
one ethereal being at a time.
mAny CEnturiEs AGo, the wizard-kings Gold Rush Camp
of this place bound thousands of A tent city, well-fortified with rose-tiNted mirror — Shows the
elemental spirits, forcing them to trenches and razorwire, full of viewer the person wish they were.
burrow palaces into the cliffs of the treasure hunters, merchants, and
shield cloak — Protects as Heavy
labrynthine canyons and to enfoce mercenaries paying full value and
Armour with no encumbrance.
their will on the region through force. charging extra for rations, plasmic
Eventually a densely populated tent cores, and anything their individual
city formed of transient nomads mercantile specialty focuses on. Expendable Artifacts
seeking the wizard-kings’ protection There are usually people looking Bottled lightNiNg — Effectively a one
and charity. time casting of Jolt when opened.
for work as hirelings here. Rumors
The wizard-kings found the spirits of mistreatment travel fast in miNuteglass — Grants 2 extra Turns
unwilling to bend to their will and this tightly knit community; if the then pops out of existence.
hired petty thugs as guards, armed PCs earn a reputation as unfair shadow powder — Makes anything it
them with silver weapons, and or uncaring employers, no one is is sprinkled on invisible.
gave them free reign to police the willing to work for them.
elementals however they saw fit. smoke BomB — Fills a 30’ cubic area
Ancient Spark Society with thick black smoke.
Eventually (maybe inevitably), the Rich fucks desiring ancient artifacts
elemental spirits banded together as status symbols. They won’t Forgotten Spells
to kill the humans. The nomadic generally risk venturing into the crawliNg eye — Caster removes
zebraback raiders, who exact a toll ruins themselves, preferring to hire their eye and the optic nerve splits
of their choosing from merchants treasure hunters to find specific into legs. Caster continues to see
travelling through the region, claim items for them. The other people at through the eye as normal, but must
to be descended from the survivors. this camp are their many servants. be careful it doesn’t get squished or
Accessible rooms were looted long They have a mech defending their it is lost to them forever.
ago, but blocked off areas contain camp (as automaton), which the QuicksaNd — A 10’ wide pool of
ancient treasures both mundane Society members insist could quicksand forms beneath target’s
and magical. Place loot randomly wipe out the other camp if used feet. Anything less dense than the
in all inaccessible rooms that don’t offensively, but would leave their quicksand (such as humans) sinks
already have treasures assigned. own undefended in the meantime. halfway, but may sink further
if they struggle.
d26 rAnDom trEAsurEs vAluE d26 rAnDom trEAsurEs vAluE
reverse mirage — The target can no
11 silver weapon 60 21 rand. Troika! spell 252 longer see or otherwise sense water,
12 plasmic core 72 22 ornate astrolabe 96 and it no longer provides them with
13 shadow powder 72 23 gilded instrument 180 relief from the desert heat. Lasts
until the caster cancels the spell.
14 minuteglass 48 24 illuminated scroll 144
15 smoke bomb 48 25 ancient wine 120 makeshiFt oasis — Transmute any
round room into a lush indoor fruit-
16 bottled lightning 84 26 ornate tea set 204
bearing garden. Created plants only
live for 1d6 days.
124
Vaults of Zuldanopolis Creatures
All elemental spirits are immune to
Vault of Mazzolamus normal damage but can be harmed
A — These three hallways are blocked by heavy iron
by silver weapons. They can easily
portcullises that toggle open or closed if the obelisk at B
fit around locked doors.
is struck by electrical damage. The door at G is always in
the opposite position to the portcullises. Tempest miEn
C — A mural of the wizard-king Mazzolamus wielding a skill 7
1 Curious
bolt of lighting like a spear next to an obelisk. stamiNa 6
iNitiative 3 2 Defensive
D — Weapon rack containing 2 spears, a shield, and a silver scimitar. armour 2 3 Lonely
E — Pressure plate-activated swinGinG BlADE trAp. Damage as Greatsword. Damage as Jolt. 4 Frantic
F — The shield cloak is hanging from a hook in the wall. Voice like
a chorus of 5 Mournful
Vault of Nulaminaylor normal rats. 6 Poetic
A — Four levers, each with positions marked 0 and 1. They
are all currently in the 0 position. A Jolt trAp strikes
Dust Devil miEn
anyone who touches them out of order.
skill 8
B — Inscription: 2 – 6 – 4 – 5. 1 Vengeful
stamiNa 10
C — Door opens if the 3rd, 2nd, 3rd, and 4th levers (counting from the left) iNitiative 4 2 Playful
at A are pulled in that order. armour 2 3 Diffuse
D — AutomAton guardian. Attacks unless NulamiNaylor’s sigNet riNg is displayed Damage as 4 Abrasive
but doesn’t leave this room. Modest Beast.
Voice like a 5 Treacherous
E — crawliNg eye spell scroll, NulamiNaylar’s sigNet riNg, silvered coNch shell. 6 Satisfied
loud whisper.
Vault of Azatanaz
A — Three buttons, labeled , , . Pressing the middle Inferno miEn
button once deactivates the Jolt trAp for a few seconds. skill 10
1 Boastful
Pressing the left one opens B and closes C (or vice versa). stamiNa 8
Pressing the right one opens D and closes E (or vice iNitiative 4 2 Explosive
versa). armour 2 3 Annoyed
F — smoke BomB, Bottled lightNiNg, QuicksaNd spell scroll, BroNzed coNch shell. Damage as 4 Defensive
Fire Bolt.
5 Belligerent
Vault of Gordinotesh Voice like a
A — AutomAton guarding a lever that deactivates the distant roar. 6 Zealous
2 DrAGon-FirE hallways marked B.
C — PCs sleeping in the magnificent bed here dream of Automaton miEn
the secret door at D. skill 12
1 Haywire
E — rose-tiNted mirror, a silver spear, 3 plasmic cores and a gilded coNch shell. stamiNa 8
iNitiative 2 2 Patrolling
Vault of Enuliki armour 3 3 Guarding
A — Inscription: Fight Fire with Fire, But the eNd will Damage as 4 Dormant
Be Blood. silver Polearm.
Powered by 5 Damaged
B — These doors are carved with a  and open if struck
with fire damage. Plasmic Cores. 6 Inoperable
C — Door is carved with an  and opens if smeared with human blood.
D — Electrified door does damage as Jolt to anyone touching it. Ghosts AnD whAt thEy’rE DoinG
E — silver scimitar, prisoN Jar, miNuteglass. Guards laughing about killing
1
an elemental spirit.
Vault of Zuldan Merchant accusing a dust
A — AutomAton GuArDiAn at each. Will leave these 2
devil of stealing his goods.
rooms to pursue targets, but will not go outside.
Humans fleeing from the
B — Ghostly children playing a rhyming game before 3
elementals’ wrath.
fading into nothingness:
Parents beating their child
three houses were scattered, they came From the shore; 4
for talking to a spirit.
gather the houses to opeN the door.
C — An altar with 3 alcoves. If conch shells are placed in all 3 alcoves the Council meeting, elementals
5
door at D slides open. treated “too leniently.”
E — makeshiFt oasis spell scroll, 12 silver sliNgstoNes, reverse mirage spell scroll. Weaponsmith pounding out
6
a silver scimitar.
F — poison GAs trAp, proximity trigger, all living things in the room take
Damage as Modest Beast every turn until it dissipates (about 10 minutes).
125
THE MECHANICAL MENAGERIE OF
THE MICHAEL MECHANICAL MOREAU, MENAGERIE MD OF
MICHAEL MOREAU, MD
An (unofficial) adventure for Troika! Text by David Lombardo, Editing by Matthew Getch
An (unofficial) adventure for Troika! Text by David Lombardo, Editing by Matthew Getch
You’ve been hired by the Bird Watchers Society to find a missing ornithologist, last seen entering
theYou’ve been in
Menagerie hired by the
search of aBird
rareWatchers Society
bird rumored toto
befind a missingcaptivity.
in Moreau’s ornithologist, last seen entering
the Menagerie in search of a rare bird rumored to be in Moreau’s
Upon entry, Moreau greets the players over the PA. Moreau’s gratitude captivity.
for new test subjects
Upon entry, Moreau greets the players over the PA. Moreau’s gratitude
shines through the announcement as he says, “You may leave once I’ve perfected for new test subjects
you!” The
shines through the announcement as he says, “You may leave once I’ve perfected
doors slam shut behind the PCs as a Mechanical Elephant approaches to take them to SURGERY. you!” The
doors slam shut behind the PCs as a Mechanical Elephant approaches to take them to SURGERY.
Rooms in the Menagerie contrast industrial dressing—walls, floors and ceilings of riveted metal
Rooms in the
panes—with Menagerie
luxury contrast
space—vast industrial
verandas dressing—walls,
separated floorsshrinking
by recursively and ceilings of riveted
nested doors. metal
The
panes—with luxury space—vast verandas separated
eccentricities of design reflect the creator’s mind. by recursively shrinking nested doors. The
eccentricities of design reflect the creator’s mind.

ENTRANCE
ENTRANCE librar
library
y
Huge Doors lead outside. Lion Minions announce Rows of shelves (files on every animal). Sloth
Huge Doors lead outside. Lion Minions announce Rows of shelves (files on every animal). Sloth
newcomers through loud roars and attentive Minion Librarians (preternaturally quiet). Animal
newcomers through loud roars and attentive Minion Librarians (preternaturally quiet). Animal
gazes; further on two Giraffe Minions hold a files contain a computer punch card,
gazes; further on two Giraffe Minions hold a files contain a computer punch card,
welcome banner.
welcome banner. encyclopedic
encyclopedicinformation,
information,anatomical
anatomical drawings,
drawings,
TheThe
doors are mechanically, magnetically, and and handwritten notes.
and handwritten notes.
doors are mechanically, magnetically, and
magically sealed
magically andand
sealed cancan
only be be
only unlocked from
unlocked from
the the
CONTROL
CONTROL ROOM.
ROOM.

recover
recovery
y
Tables
Tables(cookies,
(cookies,pretzels,
pretzels,orange
orangejuice).
juice). Fake
Fake
Show
Showroom
room Fireplace
Fireplace (orange glow). Ostrich Minion Nurses
(orange glow). Ostrich Minion Nurses
Nature Scenes
Nature (fake
Scenes plants,
(fake taxidermied
plants, animals,
taxidermied animals, dote
doteononpatients
patientsrecovering
recoveringfrom
fromModification.
Modification.
fakefake
birds on tracks)
birds T-Rex
on tracks) T-RexMinion
Minion
(unconvincingly blending
(unconvincingly in with
blending taxidermied
in with taxidermied
penguins).
penguins).
surger
surgeryy
Medicalfacility
Medical facility(bright
(brightlights,
lights,operating
operating tables).
tables).
kitchen A metal coffin is left open, if players enter
A metal coffin is left open, if players enter the the
kitchen coffin the Mechanical Modification
coffin the Mechanical Modification Process Process
Production
Production lineline creates
creates tubes
tubes of of Omni-
Omni- starts.Computer
Computerpunch
punchcards
cardscan
candirect
direct the
the
starts.
Vacuum

Octopus Minion
Vacuum

Nutritional Paste. (Operating


Tubes

Nutritional Paste. Octopus Minion (Operating modifications(use


(usethethetable
tableasasaaguide).
guide).
Tubes

machines). modifications
machines).
Smaller machine produces Moreau Morsels
Smaller machine produces Moreau Morsels
(restore 1d6 luck, universally beloved by
(restore 1d6 luck, universally beloved by
Menagerie denizens). Sent by vacuum tubes to testing
Menagerie
TESTING denizens). Sent by
and CONTROL vacuum tubes to
ROOM. testing
TESTING and CONTROL ROOM. Large START button.
Large START button.
The missing ornithologist is here (now mostly
The missing
modified ornithologist
into a mechanicalisbird)
here completing
(now mostly
storage modified intofor
challenges a mechanical bird) completing
Moreau Morsels.
storage
Unlit. Stacked crates (nutrient paste, supplies).
challenges for Moreau Morsels.
Combine a Hazard and Task (assembled by
Unlit. Stacked crates (nutrient paste, supplies). Combine a Hazard
machines). If a player Task (assembled
and succeeds, they arebyrewarded
Crate conspicuously labeled “Worthless Crap.”
Crate conspicuously labeledleading
“Worthless machines).
with a MoreauIf a player
Morselsucceeds,
delivered they are rewarded
by vacuum tube.
Contains a passageway to theCrap.”
CONTROL
Contains with a Moreau Morsel delivered by vacuum tube.
ROOM.a passageway leading to the CONTROL
ROOM. Hazard (d6) Task (d6)
Hazard (d6)
1. Fire Jets Task (d6) Eating
1. Speed
Secret 1.2. Fire Jets Axes
Swinging 1.2. Speed Eating
Tight Rope
Secret
Passage 2.3. Swinging Axes 2.3. Tight
River Rapids Rock Rope
Wall
Passage
3.4. River Rapids
Quicksand 3.4. Rock Wall
Target Shooting
Control room 4.5. Quicksand
Whirlpool 4.5. Target Shooting
Rope Climb
Control
Covered room
in tube TV monitors, a hodge podge of 5.6. Whirlpool
Bees! 5.6. Rope Climb
Spelling Bee
controls, a Reactor
Covered in tube TV monitors, a hodgewith
near crackling electricity.
podge of
Moreau is here, controlling the entire Menagerie, 6. Bees! 6. Spelling Bee
controls, near a Reactor crackling with electricity. Spelling Bee Words (1d6): 1. Aberration, 2. Changeable,
next is
Moreau to here, a big red button
him iscontrolling (“DOMenagerie,
the entire NOT 3. Diaphragm, 4. Facsimile, 5. Pesticide, 6. Zoological
PRESS”, self destruct). Spelling Bee Words (1d6): 1. Aberration, 2. Changeable,
next to him is a big red button (“DO NOT 3. Diaphragm, 4. Facsimile, 5. Pesticide, 6. Zoological
PRESS”, self destruct).
126
How to run
How
Cold Start, players wake in RECOVERY with one to run ENCOUNTERS (2d6)
Mechanical
Cold Modification.
Start, players wake in RECOVERY with one 2 1d3 Monstrosities hunting
ENCOUNTERS (2d6) the PCs.
Mechanical Modification.
Roll an encounter the first time players enter a room 2 2d41d3Dragonfly Minions
Monstrosities followthe
hunting thePCs.PCs, rudely
or toan spice things up. 3
Roll encounter the ThefirstMenagerie
time players is often
enter not
a room narrating their actions.
2d4 Dragonfly Minions follow the PCs, rudely
copacetic:
or to spice Minions
things up. squabble
The Menagerieand Monstrosities
is often nothate 3 A Rabbitnarrating
and Fox their
Minion doing maintenance
4 actions.
everyone. Minions
copacetic: The animals are suggestions,
squabble and Monstrosities get creative!
hate A Rabbit and Fox together, uneasily.
Minion doing maintenance
everyone. The animals 4
When traveling room are suggestions,
to room, there isget creative!
a 1-in-6 chance 5 1d3 Mole together,
Minionsuneasily.
cleaning the room.
Moreau
When springsroom
traveling a trap. to Ifroom,
a trap isn’tissprung,
there a 1-in-6the odds
chance 56 1d3AMole
lone Minions cleaning
Monstrosity roams thethe room.
room.
will increase
Moreau springs by aone
trap. until
If asprung,
trap isn’t resetting
sprung,the theodds
odds 6 7 Moreau A lone Monstrosity roams the room.
will
resetincrease
to 1-in-6. by one
The until
trapssprung,
are notresetting the odds
subtle, bursts of steam taunts, mocks, cajoles or goads the players.
reset to 1-in-6. The traps are not subtle,
accompany the flip of a floor, a wall falling away. If a bursts of steam 7 Moreau taunts, mocks, cajoles or goads the players.
8 Legged Whale Minion is here.
accompany
trap is sprung the flip
the of a floor,
player a wall falling
is captured unlessaway. If a
they 8 Legged
trap is sprungtest thetheir
player is captured unless they Baboon MinionWhalehas aMinion
trap openis here.for repair, asks
successfully Luck. 9 Baboon Minion has a trap open for repair, asks
successfully test their Luck. 9 players to help test it (it works).
If a player dies, their body is deposited in the nearest players to help test it (it works).
10 1d3 Rhino Minions have gone rogue.
If a player
trap. Trapped dies,ortheir
deadbody playersis deposited
will rejoin in the
the nearest
party in the 10 1d3 Rhino Minions have gone rogue.
next Trapped
trap. room with orfull
dead playersand
stamina willa rejoin the party in the
new Mechanical 11 Monstrosity riding a protesting Ox Minion.
next room with full stamina and a new Mechanical 11 Monstrosity riding a protesting Ox Minion.
Modification. Frog Minion riding a tiny bicycle taunts the PCs to
Modification. 12 Frog Minion riding a tiny bicycle taunts the PCs to
12 lure them into a trap.
lure them into a trap.
MECHANICAL MODIFICATIONS BESTIARY
MECHANICAL MODIFICATIONS BESTIARY
Roll two
two d6 d6 totodetermine
determinewhich whichmodification
modificationthey receive. Michael Moreau, MD
theyreceive. Mein
Mein
Roll Michael Moreau, MD 1 Manic
If all
If all parts
parts have
havealready
alreadybeen beenreplaced
replacedthe theplayer
player Skill:9 9
Skill: 1 Manic
2 Mischievous
becomes a MECHANICAL MONSTROSITY
becomes a MECHANICAL MONSTROSITY beholden to the Stamina: 20 beholden to the Stamina: 20 2 Mischievous
Doctor. Create
Createaanew newcharacter
characterand andrejoin
rejointhe theparty
partywith
with Initiative: 5 3 Magnanimous
3 Magnanimous
Doctor. Initiative: 5 4 Morose
one Mechanical
one MechanicalModification.
Modification. 4 Morose
Armor:
Armor: 1 1 5
5 MaliciousMalicious
1 1HEAD
HEAD Damage
Damage asas Large
Large Beast
Beast 6
6 Moody Moody
11 Bat
Bat Ears,
Ears, Echolocation
Echolocation33 Special:
Special: Whenever
Whenever Moreau
Moreau would
would actact in combat,
in combat, roll roll
a a
2 Eagle Eyes, Telescopic vision,
2 Eagle Eyes, Telescopic vision, Awareness 2 Awareness 2 Modification.
Modification. HisHis action
action mustmust
makemakeuse use
of of
the the result
result as as
it it erupts
erupts from
from hishis visage,
visage, +2 +2 skill
skill while
while using using
the the
most most
33 Fish
Fish Gills,
Gills, Breathe
BreatheUnderwater,
Underwater,Swimming Swimming1 1
recent
recent Modification.
Modification.
Cobra Fangs,
Cobra Fangs,Damage
DamageasasKnife, Knife,Bite
Biteinjects
injectsPoison
Poison(as(as
44 Moreau
Moreau rants and
rants monologues
and monologues through
through thethe PA system,
PA system,
the
the Spell)
Spell)
55 Frilled cajoling
cajolingor threatening
or threatening PCs to
PCs accept
to his
accept Modifications.
his Modifications.
Frilled Lizard
LizardHood,
Hood,Intimidate
Intimidate33 Maintains a running conversation but,but,
if antagonized,
Maintains a running conversation if antagonized,
66 Anteater
Anteater Tongue, BallisticTongue
Tongue, Ballistic TongueProjection
Projection3 3 attacks with Minions andandMonstrosities. Viewing himself
attacks with Minions Monstrosities. Viewing himself
22 LEFT ARM,
LEFT ARM, 3 RIGHT ARM 3 RIGHT ARM as magnanimous, Moreau quickly “forgives”
as magnanimous, Moreau quickly “forgives” PCs PCs afterafter
exacting
exactingpunishment.
punishment.
11 Crab Claw, Clamping 2, Damage
Crab Claw, Clamping 2, Damage as Maul as Maul
22 Octopus Mechanical Minion Mein
Octopus Tentacle,
Tentacle,Grappling
Grappling2,2,Damage DamageasasClub Club Mechanical Minion Mein
Bear Arm, Can never be forced to drop a weapon, 1 Hunting
1 Hunting
33 Bear Arm, Can never be forced to drop a weapon, Skill:
Skill:5/6/7/9
5/6/7/9 2 Playing
Strength
Strength 2, 2,Damage
Damageas asSmall
SmallBeast 2 Playing
Beast
Pistol Shrimp Claw, Liquid Shooting 2, Damage as
Stamina:
Stamina: 6/10/14/20
6/10/14/20 3 Working
4 Pistol Shrimp Claw, Liquid Shooting 2, Damage as Initiative: 6/10/14/20 3 Working
4 Crossbow Initiative: 6/10/14/20 4 Fighting
Crossbow 4 Fighting
5 Mole Hand, Dig through anything, Digging 3 Armor: 0/0/1/2 5 Cleaning
5 Mole Hand, Dig through anything, Digging 3 Armor: 0/0/1/2 5 Cleaning
6 Gecko Hand, Stick to solid surfaces, Climbing 3 Damage as [Size] Beast 6 Stalking
6 Gecko Hand, Stick to solid surfaces, Climbing 3 Damage as [Size] Beast
Special: Pick the closest size from Small/Modest/Large/
6 Stalking
4 TORSO Special:
Gigantic forPick the closest size from Small/Modest/Large/
stats.
4 TORSO Gigantic for stats.
1 Turtle Shell, Armor 3, Speed -3 Mechanical animals designed by Moreau to maintain his
1 Turtle Shell, Armor 3, Speed -3 Mechanical animals designed convinced
by Moreautheir to maintain his
2 Spider Spinneret, Produce sticky silk, Web Weaving 2 menagerie. They are universally own
2 Spider Spinneret, Produce sticky silk, Web Weaving 2 menagerie. They are universally convinced
animal form is objectively best. Nonviolent (aside from their own
3 Cuttlefish Skin, Change color, Hide 2, Hypnotize 1
3 Hornet
Cuttlefish Skin,Damage
Change as color, Hide 2, Hypnotize animal form is
predator/prey) butobjectively
can be forcedbest.toNonviolent
attack by Moreau. (aside from
Stinger, Large Beast, on 6+ pulls1
4 Hornet Stinger, Damage as Large Beast, on 6+ pulls predator/prey) but can be forced to attack by Moreau.
4 out and inflicts equal damage to you. Regrows in a day. Mechanical Monstrosity Mein
out and inflicts
Wings, equal
Flyingdamage to you. Regrows in a day. Mein
5 Butterfly
5 Butterfly Wings, Flying
2
2
Mechanical
Skill: 7 Monstrosity 1 Rebellious
6 Kangaroo Pouch, Extradimensional infinite storage 2 1 Rebellious
Violent
Skill: 7 16
Stamina: 2 Violent
3 Servile
6 Kangaroo 5 Pouch,
LEFTExtradimensional infinite
LEGstorage
LEG, 6 RIGHT Stamina:316
Initiative: 4 Unstable
3 Servile
1 Frog Legs, 5 Jumping
LEFT 3LEG, 6 RIGHT LEG Initiative:
Armor: 1 3 5 Aggressive
4 Unstable
2
1 Monkey
Frog Legs, Opposable
JumpingToes, 3 Never fail to retrieve items in Damage Armor:as 1 Modest Beast 6 Erratic
5 Aggressive
combat, Climbing 1, Grappling 1
Monkey Opposable Toes, Never fail to retrieve items in Special: Damage Roll as
6d6Modest
on Mechanical
Beast Modification table to
6 Erratic
32 Water
combat, Strider Legs,1,4 Grappling
Climbing legs, walk 1on liquids, Running 1 determine
Special: Modifications, +2 skill when
Roll 6d6 on Mechanical used.
Modification table to
43 Cheetah
Water Strider Legs, Legs,
Running 4
4 legs, walk on liquids, Running 1 Former determine Modifications,
test subjects of Moreau+2 skill
who when used.
have undergone a
54 Cat Paws,Legs,
Cheetah Always land on4 your feet, Sneaking 2
Running complete Mechanical Metamorphosis, they
Former test subjects of Moreau who have undergone a are no longer
Goat Legs, Never be knocked over, Kicking 2, Damage recognizably human. When not directly controlled they
65 Cat Paws, Always land on your feet, Sneaking 2 act
complete Mechanical
erratically due to
Metamorphosis,
conflicting animal
they are no
instincts.
longer
as Hammer
Goat Legs, Never be knocked over, Kicking 2, Damage recognizably human. When not directly controlled they
6 act erratically due to conflicting animal instincts.
as Hammer
127

Palace of the Skeleton God
For Trophy Gold
Written by Max Verbludenko Art by Diogo Nogueira Editing by Anthony Franchini Layout by Derek Kinsman

The Skeleton God was captured and imprisoned a long


time ago. Skeletons from all over the world have finally gathered to summon
Skeleton Cowboys
their people’s saviour. Tales have been told of dangerous relics being hidden END 10
away with The Skeleton God. The treasure-hunters believe those can be sold for
They hide their true nature behind layers of leather clothing. They wield
a good price.
guns and lassos, that they use to separate treasure-hunters from their

Theme - bones
group. Their horses allow them to chase down any opponent.

Everything the skeleton people use is made out of bones. It is the best
Skeleton Cultists
material in their point of view. Bone dust or powder is key to a puzzle and END 11
the cultists. Bones are also the core values of the treasure-hunters: gold,
They wear dark purple robes and attack in groups. Some will charge
or is it not?
with knives, some cast devastating spells. Those include spells that ignite
their opponents on fire, protect with magical energy or conjure weapons
out of thin air.
Hillside Road
The Skeleton God


END 12
Cultist Lair One of the most ancient creatures. Its huge proportions strike terror in
anyone who dares to cross paths with it. The skull is the most vulnerable
place for conventional attacks. Gunpowder will slowly dissolve its bones.

The monstrosity defends itself by stomping and crunching its opponents


The Palace in its skeletal hands. Its divine powers are weak, but it will try to turn a
treasure-hunter into a skeleton follower every round of combat.

If not stopped, the cultists will unleash a destructive force like no other. Will
this be the last Skeleton God, or the first after a thousand years? Will the
treasure hunters join the undead army, or banish it forever? Will the
treasure hunters resist their desires for riches, or will they become the next
Skeleton God?
Hillside Road Find the entrance to the Cultist Lair.

PROPS TRAPS TREASURES

Old Battlefield The hillside is littered with ancient


armour and weaponry. A vigilant
The landscape is desolate and calm. No signs of life anywhere. Even the grass seeker may even find a firearm.
and the trees are murdered, either by heat, cold or something else. Fixing and using it is equivalent to
There are remnants of a long forgotten battle here. What tells that to the casting a ritual.
treasure-hunters? What do armies leave behind? Is it similar to treasure- The surface is covered in a thin layer
hunters? of gunpowder that may be collected.

The Ranch
3 Skeleton Cowboys patrol the area on
A very small ranch sits atop of the hill. It looks abandoned and completely
horses. They are meant to attack any The cowboys may have left some
deserted.
trespassers but can be bribed with expensive spurs in the stables.
On closer inspection there are some fresh horseshoe prints in the ground. The coins or favours.
prints lead to empty stables, where the entrance to the Cultist Lair is hidden.

Cultist Lair Learn how to defeat the Skeleton God.

PROPS TRAPS TREASURES

The Door
The treasure-hunters have found the door that will lead them to the lair. It is
cleverly camouflaged and locked.
There are no handles or hinges on the door. Scrubbing any powder on the walls If the door is forced open, it will eject
reveals indents that form a phrase: «speak your head turned back, and enter». spikes and alert the cultists.
The door is normally opened by saying the word «lluks», which is skull
backwards.
Beyond the door there is a corridor to The Portal, The Lab, and The Library. Chants
can be heard from The Portal, and The Lab is strangely illuminated.

The Portal
The main room of the lair. All 10 Skeleton Cultists have gathered to complete the
final steps of the summoning ritual. To fulfill their goal, a portal must be Skeleton Cultists are focused on their
opened and mortals must willingly enter to rouse The Skeleton God from its mission and will fight anyone
palace. standing in their way.
Other cultists are preparing the necessary spells and frequently move between
The Portal and The Lab.

The Lab The ritual Bone Transmutation (turn


The Skeleton Alchemist doesn’t have a bone to stone) may be learnt from the
The lab contains colourful potions, smelly herbs and intricate diagrams. very safe workspace. Boiling vats tend
Treasure-hunters skilled in mechanisms or alchemy will recognize the schemes notes.
to explode and sharp equipment falls
as an elaborate elevator. The Skeleton Alchemist is preparing some ingredients on unexpecting legs. Potions include: Strength potion,
for the summoning. Healing potion, Cherry potion

These texts tell the story of the


The Library skeleton people. From dawn to this
This room is completely dark. As soon as the treasure-hunters enter they will day. Selling these may attract
inhale several spoons of dust. The room is not very large, but it is densely packed unwanted attention. Studying these
with books. will reveal that the Skeleton God was
defeated using gunpowder.

The Palace Salvage the treasures of The Skeleton God.

PROPS TRAPS TREASURES

The Chain Room


This room is gigantic in scale. The walls are covered in scratches and white dust.
Enormous chains are hanging from the ceiling, meant to hold the fury of The
Skeleton God. The chains are broken in several places, but it may be possible to If the treasure-hunters try to pass the
reforge them. guards, they will animate and swing
their swords once. After several seconds
The chains are surrounded by 8 Guards - stone statues of skeletons holding they return to their resting position.
swords.
If The Skeleton God is brought into this room, all guards will activate and
distract it for some time.

The Throne Room The Skeleton God is dormant and is • Skeleton crown made of golden
A magnificent hall, covered in decorative bones and pieces of jewelry. The room awoken if anything in the room is bone.
is in pristine condition, like it was held in a vacuum for millennia. The throne taken. • Throne of bone. Jewels are elegantly
itself is located on the far end of the room, and it is clear that it was built for If a treasure hunter touches one of the inserted into the bone frame of the
much larger than human size. treasures and fails their Ruin roll, throne.
The Skeleton God can be found resting on the throne, waiting for its moment of their skin starts to rot away revealing • Skull sword. A sword with a silver
glory. their bones. skull on its crossguard.
The Four Spires of Kantigan Castle
FOR TROPHY GOLD

Just because Orndt the Necromancer was


killed, doesn’t mean Kantigan Castle suddenly
Zombitaur the zombie minotaur end 10
became safe. Your... “friend” isn’t the right Has the maul Pulpriser, which has a 50% chance of rising any
word.... Grusso (who you don’t hate) went in creature killed by it as a zombie under its wielder’s control.
last week and made it back out with a sack of
gems. Saying there were more, he went back

Illustration by Madeleine Ember (@MadeleineEmber)


in and hasn’t been seen since. You don’t care Kovrick the emaciated giant end 9
much about his body or anything, but he went
Leviathan’s Bone is very effective at breaking bones.
in to get something of value, and now you can
go get it with a clean conscience. The central
courtyard is full of rusted and rotten weapons Durava the mummy lord end 11
and armor, but it is quiet. The four spires are
open to exploration (and looting). Can entomb treasure-hunters in the sarcophagus.
When first overcome, the thick wrappings will be stripped away,
leaving an emaciated, leather-covered skeleton to fight. This form
Theme: Undead only has endurance 8, but has wicked finger-claws.
Weak to fire.
This castle has four spires and each one of
them reflects a specific type of undead:
zombies, skeletons, mummies, and ghosts. Royal Ghosts end 10 / pair 12
(The central keep — The Lair of the Lich —
was reduced to rubble when Orndt was killed). Intangible: cannot be harmed by unmagical weapons except fire
Each spire takes the themes of each type of and salt.
undead and interprets those into the When manifest, their bones/ossuaries glow. If the bones are
descriptions and elements within each spire. broken or scattered, the ghost will be destroyed.

The Spire of Putrefaction • The face of a painted portrait sags. It slips off the canvas
and down the frame, puddling on the floor with a
The levels of this tower are full of rotten wood. Furniture sodden squish.
is crumbled and mold-covered. Paint is peeling and • At the grasp of a treasure-hunter, the banister of an
slipping down the walls, rippled and green from fungus. ascending staircase collapses inward as its interior
Written by Natalie Ash (@theNatalieAsh)

structure has been reduced to a thick cellulose paste.


PROPS TRAPS TREASURES

Four stone biers, each bearing a corpse reduced Poorly-secured, rusted grate in the One of the bodies has a gold
to rotting sludge and bones. The smell is truly center covers a deep pit containing tooth in its rotten skull-jelly.
horrific. rotting viscera
Alchemical and ritual equipment lines the 2 Zombies (end. 8) are in the
circular walls of the room. The open center has middle of the room and attack
a complex ritual circle etched into the floor. anyone they see.

Narrower than the lower levels, this room is The Zombitaur sits on a heavy The Zombitaur has the maul
stuffed with desks and bookshelves, but they wooden throne in the empty half of Pulpriser.
have all been shoved to one side. the room. Various esoteric books.

130
The Spire of Maceration • A rock falls from down the stairs from a higher level. As
it clatters down the steps, they ring as if hollow.
The rooms are barren. The narrow stone supports curve • A pile of bones shakes, as if trying to stand, then goes
unnervingly as they move toward the ceiling. The stone still. (It is insufficiently animated)
walls are light grey, but toward the edges turn to a streaky
brown.
PROPS TRAPS TREASURES

The bare first level has nothing save a heavy Any two backpack items can
rock that has fallen from the ceiling crushing be scavenged from Grusso’s
Grusso. corpse.
The path through this level proceeds in a The cells are full of skeletons
narrow corridor between two large, barred grasping through the bars to
cells. restrain and destroy.
The stairs open onto an open platform, the Kovrick the Emaciated is on the Kovrick wields The
stone supports reaching into the sky and throne, ready to attack looters. Leviathan’s Bone, a cudgel
curving overhead into points. In the dead made from a large bone.
center is a large, stone throne.

The Spire of Desiccation • The sweat dries quickly from the treasure-hunters’ skin,
causing it to build a crust of salt that flakes off when
The air in this spire is hot, causing everyone to sweat they move.
profusely. The interior spaces are meandering between • From the shadows overhead, the sound of thousands of
thick and tall walls. beetles flapping their wings for a minute, then silence.
PROPS TRAPS TREASURES

There is a harsh and hot wind through this level. Becoming separated.
Lines are strung with tatters of cloth, limiting Getting entangled.
visibility to only a few feet. A scarab beast (dog-sized scarab
beetle, end. 7) will attack any
isolated treasure-hunters.
This level has a series of embalming chambers: Fine Embalming Tools can
shelves of unfilled canopic jars, tables with blood be found in one of the
channels pouring into holes in the floor, large jars rooms.
of sand, and piles of brittle linen in each room.
The stairs empty onto a wide stone wall circling Durava the Mummy Lord is A few real gems can be
halfway-up this room. The floor is ten feet below chanting from the book on the pried from the sarcophagus.
and covered in sand. In the center is a raised lectern. The 14 Rituals of Stor is a
platform with a lectern and an open sarcophagus. very large and heavy tome.

The Spire of Spectrification • A wind blowing down from above is biting cold
and is making unseen chimes ring thick and
The air is cold. All sources of light are greatly dimmed. The hollow.
spire is one hollow chamber. A spiral staircase ascends the • One of the ossuaries near the treasure-hunters
interior walls which are full of small alcoves containing starts moving. The lid props open and a rat
ossuaries. wriggles out of the box carrying a small bone.
PROPS TRAPS TREASURES

The stairs reach a small platform, which has a Right next to the inscription
stone bench. The top of the bench is inscribed is a simple, gold ring, dull
with “In Memory of Arivia”. from age.
An especially large alcove contains a small One Royal Ghost floats in this
temple space. Before a statue of Saint Melfuri space, weeping soundlessly into its
is an ossuary on an altar. hands.
The top of the stairs comes into the center of Two Royal Ghosts wait the The two intact ossuaries are
the spire: a platform hanging over the treasure-hunters and desire to made from gilt wood and
emptiness below. There are four ossuaries on consume their life force. decorated with jewels.
marble plinths, two have been broken and the
bones scattered.
131
LE THÉÂTRE DU
Made for UltraViolet Grasslands
BELDAM
This place used to serve Long Long Ago as a school of theater, dance and music for the Ling.
They were experimenting with a new performance, one that would “move your soul”.
The Yellowlanders discovered the place and reopened it to the public to show the old art of
performance. They found the playbook and trained their performers as best they could.
On its opening night, it proved to be so powerful that it tore the essence of any observer and
performer apart, trapping them eternally in the Tower. Its reach extended all throughout the
Death-Facing Passage, turning any passersby into static ghosts.

THE FOYER The decor


Quite cold, dust in the air. A sweet violin can be The smell of freshly mown grass hangs in the air.
heard softly in the background. A gentle spring heat emanates throughout the
The players are greeted by a maître d’. He tries area.
to convince the players with high Charisma to Scene of a lonely elm tree. Unlike a normal decor,
join their “once in a lifetime” performance. If it is alive, the wind blowing through the leaves.
someone joins, he guides them to the coulisses
to get a costume.
If no one wishes to join the play, he mumbles
about them being ‘uncultured barbarians!’ and THE STAGE
wanders off into the back. The Seats
The players can ask the maître d’ about the theater Cool air breathes through the seating.
and its origins. He talks vividly about how it was The seats are satin and feel very comfortable.
built as if he was there at the time. He does not Once the players have all taken their seats, the
seem to know anything of the wasteland around lights begin to dim and the doors close behind
it, instead outright denying it being anything else them.
than a booming city.
The Orchestra
The Bar The violin plays a gentle melody.
A bit warmer. The air feels stale and dead. Filled with drums, violins, contrabasses, trumpets.
All manner of cold drinks are served here. There The violin playing the music seems to be moving
are no other guests besides the players. on its own, without a musician playing it.
A bartender serves some drinks here. Anything
served tastes awfully stale. The bartender The Stage
apologizes if the players remark on the taste. The smell of freshly oiled wooden planks. Some
creak under your feet.
The curtains draw open. On the stage, the players
BACKSTAGE who have joined the play will begin to dance
The Coulisses with the rhythm, willingly or not. It is enchanting
Smells of sweat. almost, and their feet begin to move without their
Dressing rooms are filled with outfits. Any players command. The orchestra can be seen behind,
joining the performance are brought here. A now revealing a skeleton playing the violin. The
couturier shows up out of nowhere, takes the soft melody is interrupted by immense drumming
players’ measurements, and vanishes again. from more skeletal musicians. The dancers’ feet
He’ll show up again with a white robe, perfectly move violently on the floor. The room transforms
tailored to the players’ sizes. He guides them to as if the decor suddenly entrances all of it, and
a dressing room and refuses to let them exit until those who were seated now join the danse
they get dressed. Any armor must be removed. macabre as well.

132
THE PERFORMANCE Le Coryphée:
Maggots rain from the blood-red sky. Has a goat skull as a head, hair covering her
The play is about a springtime ritual where naked body. As she dances, she moves her limbs
sacrifices are forced to dance until their end as in unnatural shocks, as if her skeleton has a mind
an offering for the Face of Death. of its own.
Level 9, Life 40, Target 17, Major Bonus +11,
They start off in a small clearing. The tree from Minor Bonus +5
the decor can be seen on a hill in the distance. Attacks:
The music has devolved into a mass of drums ߈ She contorts her limbs and hits you with a
beating and beating, like a heart that knows it’s hand or foot in the process for 1d6 damage.
about to die. ߈ Danse Macabre: Failure on a DR14 Aura
The trail is lined with razorwire bushes, killing test means your body moves along with her
anyone wishing to climb through them. dance, cracking your bones in the process for
At the end of the road, the elm tree, whose leaves 3d8 damage.
are now crimson and dripping blood, awaits the ߈ She dashes with her hands and reaches for
Coryphée to take your last breath and tear apart your heart. Fail an Endurance DR10 test and
your soul. watch your still beating heart get ripped out
your chest. You’re still alive in this nightmare
while she tears off a chunk with her teeth for
3d6+10 damage.
Special: Her performance is so entrancing you
can’t help but watch. On each of her turns,
everyone rolls an Aura test.

d20
1 You are so caught up that you can’t help
but join. Next round, any attack that was
meant for the Coryphée instead targets a
random player.
2-3 You dance along with the melody and
become exhausted from the dance.
Suffer one level of fatigue.
4-7 The music is so bombastic that it deafens
you. Your ears start bleeding, causing
you to pay less attention to the fight.
Disadvantage on attack and defense
rolls.
8-14 You can’t stop tapping along to the
rhythm. Disadvantage on attack rolls.
15-19 You do not seem to be very phased by
her performance.
20 You break out of your trance. You
are immune to the Aura tests.

Upon killing the Coryphée, her body shrivels


away, leaving a beating heart behind.

Heart of the Coryphee: It beats with an


entrancing rhythm, and has the power to force
people to dance for you. (DR16 Thought check)
Those who joined the dance are familiar with the
Text and layout by Flora van den Berg dance, permanently increasing their Agility by 3
Artwork by Evlyn Moreau, coloring by Pablo Dapena and giving them the Heart’s innate ability.

133
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Per-
kins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
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END OF LICENSE

135
Artwork by James Mosingo
The cries of the few become the whispers of many,
those whispers become shouts, those shouts
become action. We weep together, out of sadness,
out of fear, out of anger, but not in submission.
Today we stand together stronger than ever,
fragmented voices becoming one.

WE WILL BE HEARD!

#RPG4BLM

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