Shadow of The Demon Lord - Cabaret of The Grotesque (Master)

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A Tale of Dark Magic

for Shadow of the Demon Lord ~Credits~


Every city has its secrets, and the WRITING, Design, and Art Direction:
one in which Underside sprawls Robert J. Schwalb
is no different. People make signs editing: Jennifer clarke wilkes
against evil and visibly shudder Proofreading: Jay Spight
whenever the dark neighborhood Graphic Design: Kara Hamilton and Hal Mangold
is mentioned, for they know it as a LAYOUT: kara hamilton
lawless warren of the disaffected, ILLUSTRATIONs: katerina ladon
misfits, freaks, and outcasts. Rumors concerning the goings- cartography: cecil howe
on in Underside run the gamut: from tales of giant rats Cabaret of the Grotesque is ©2019 Schwalb Entertainment, LLC.
stealing unattended children; to vicious gangs free to do All rights reserved.
as they will; to the mysterious Crimson King, who puts on Shadow of the Demon Lord, Cabaret of the Grotesque,
Schwalb Entertainment, and their associated logos
a sinister show known as the Cabaret of the Grotesque. are trademarks of Schwalb Entertainment, LLC.
Underside has few defenders, and though the people forced Schwalb Entertainment, LLC
to live in this neighborhood endure terrible hardships
and suffering, they have nowhere else to go. But as evil’s
influence grows on the streets and the shadows darken,
some believe that Underside’s time is coming to an end and
that steps must be taken to reclaim this wayward community PO Box #12548, Murfreesboro, TN 37129
and put a stop to the unchecked horror worming its way info@schwalbentertainment.com www.schwalbentertainment.com
through the lives of the innocent and guilty alike.
Cabaret of the Grotesque is a Shadow of the Demon violation of innocents who have fallen into the King’s
Lord adventure for a group of master characters who clutches. So far the spectacle, which has become
are drawn into the seedy underbelly of a large city. As known as the Cabaret of the Grotesque, has kept the
they explore Underside, the group can uncover many demons under the King’s control, but for how long, no
threats to the good of the city beyond. If they choose one can guess.
right, they might change the city’s course. If they
choose wrong, they might doom the entire world!
Unmasking the Evil
Before you run the adventure, decide how to involve
The Crimson King the player characters. They should be committed
A chilling figure has risen to power in Underside, enough to ensure they see the adventure through
a man known as the Crimson King. A master of to its conclusion. You can always resort to the old
the darkest magic of Demonology, he practices his standbys of having them pass through Underside,
dreadful art in hopes of salvaging what remains of be hired to investigate the rumors coming out of the
his soul from the doom that awaits him in death. neighborhood by a patron or a connection, or become
Perhaps if he releases demons into the world, the entangled in the plot through a family member,
Hunger in the Void will see fit to raise him up to friend, or loved one.
serve at the Dark One’s side. Perhaps not. Madness If the player characters have ties to the Cult of the
never considers the risks or the rewards; there can New God, the religious leaders might send them to
be only action. track down this Crimson King fellow they’ve heard
The Crimson King fled to Underside a few months about. Or the Cult might send them to learn the fate
ago with Irwyn Rathbone, a renowned witch of the witch hunter, if the characters have met that
hunter, hot on his heels. Upon entering this filthy, man in the past.
ramshackle neighborhood, the King sought out the
leader of the strongest and most dangerous gang Placing Underside
and found whom he sought in Fat Kypen, who led Cabaret of the Grotesque forgoes placing Underside in
the infamous Cyclopes in their reign of terror over any specific city to maximize the adventure’s utility.
their corner of the city. The King offered to cure The neighborhood can anywhere you like. However,
the blisters on Kypen’s manhood in exchange for given its sinister reputation and the inability or
protection from the witch hunter. Kypen, though disinterest of the authorities to do anything about it,
baffled by how the King knew of his affliction, Underside belongs in a city of considerable size, with
readily agreed and the pox that had so troubled him a population large enough to accommodate the loss
vanished, leaving him healthy once more. Living up of life brought about by the wicked denizens of this
to their bargain, Kypen dispatched his foot soldiers place. Some suggestions include the ruins of Caecras;
to find the witch hunter and his entourage, kill them, any of the more populous cities in the Confederacy,
and dispose of their bodies. such as Edes, the Dreaming City, or Set, the City of
In the months since the King made his bargain, God; or the City of Adventure on the Pirate Isles.
he has lived in a rotting tenement. In the gloomy
chambers he calls home, he worked his dark magic,
loosing demon after demon into the building to drive
Underside
mad the inhabitants and possess their bodies. With Underside worms through the heart of the city’s
each soul devoured by a demon, the King’s power poorest district. No one planned the district’s
grows, but the more demons released, the more development; it grew out of neglect. As the streets
tenuous his control became, to the point that he became more dangerous, constables became less
feared that they would break free and slip into the city. inclined to patrol them. The absence of reliable law
If that happened, surely his enemies would suspect enforcement invited undesirable elements into the
his hand in the evil released and descend on him decaying neighborhood and freed the gangs to come
before he was ready to make his final stand. into power. Now, Underside acts as a city within a
So, the Crimson King devised a plan to exert greater city, a place dangerous to outsiders and infested with
control over his demonic minions by hosting a grand criminals, the insane, the desperate, and the cruel.
entertainment for them in the ruins of an old theater
not far from where he makes his lair. Once each week, Undersiders
the possessed converge there, taking their seats in Many wonder why anyone would bother to still live
the rotting furniture amid the moldering remains in Underside. Those with a few extra coppers in their
of the once-fine trappings, and behold atrocities pocket were able to find other places to live or took to
unimaginable: the torture, dismemberment, and utter the streets, homeless and destitute. Some abandoned
2
the city altogether, but most chose to stay. For many, with a few hooligans a dozen years ago. As the gang’s
Underside is home and has been for generations. numbers grew, he waged a war against rival groups,
Just because the neighborhood has fallen on hard killing their leaders and absorbing their members
times doesn’t mean people should just pick up and until the Cyclopes’ numbers swelled to over fifty.
leave. Others have no place else to go. Since many Kypen isn’t much to look at. Heavyset with sallow
landlords abandoned their holdings, people have skin and greasy black hair, a foul smell surrounds
been squatting in the decaying tenements. Supplies him and he has had recurring trouble with his sexual
might be scarce, but once you get over eating your first organs due to frequent unwise trysts. He always has a
rat or finishing off a bowl of boot soup, you can make few prostitutes hanging around, each as unpleasant
do with anything. as himself.
Most Undersiders, as they have come to be known, A man of such low character and lack of talent
are a sorry lot: hollow-eyed, painfully thin, afflicted should never have been in charge of the most
with a host of ailments, dirty, cynical, and suspicious powerful criminal organization in Underside, but he’s
of everyone they meet. Trust is a commodity few can never been one to follow the rules. Right around the
afford, especially when the average person would steal
time the Cyclopes formed, he made a bargain with
the shoes off a dying man, or stick a knife in you for
a devil, promising his soul to Hell in exchange for a
a chance to eat something that doesn’t crawl through
kingdom to rule. The devil offered him Underside and
the sewers. For all their faults, though, Undersiders
are tough, independent, and self-reliant. They don’t he took it, such was his ambition.
want charity. They don’t want help. They just want to Kypen’s ability to peer through the severed eyes of
be left alone. his underlings was another gift wrested from the devil
he summoned. When looking into an eyeball, he can
The Cyclopes see as if in the space occupied by the ganger to whom
The absence of law enforcement created a vacuum the eye belonged. When a gang member dies, the
that the gangs were only too happy to fill. After a brief severed eyeball shrivels away.
struggle between a dozen or so groups, the Cyclopes FAT KYPEN DIFFICULTY 25
emerged victorious and their leader, Fat Kypen,
declared himself mayor of Underside. The Cyclopes Size 1 human
have brought some order to the neighborhood, and Perception 12 (+2)
the gang offers protection to the locals—for a price. Defense 13 (hard leather); Health 50; Insanity 4; Corruption 5
Strength 11 (+1), Agility 11 (+1), Intellect 12 (+2), Will 9 (–1)
No one has trouble identifying the gang members. Speed 10
Membership demands candidates cut out their left Trickery Twice per round, when Kypen would make an
attack roll or challenge roll, he can make the roll with
eyes and offer them to Fat Kypen, who places the eyes 1 boon. If he makes an attack roll with 1 boon from this
in glass bottles. It’s said that Kypen peers through talent, the attack deals 1d6 extra damage.
these eyes to monitor his underlings and see what ATTACK OPTIONS
they are seeing. For this reason, no one in the gang Long Knife (melee) +1 with 1 boon (2d6)
has challenged Kypen for leadership, and everyone
does exactly what he says. SPECIAL ATTACKS
Carve You Up Fat Kypen makes two long knife attacks. If
CYCLOPES GANGER DIFFICULTY 5 both attacks deal damage to the same target, the target
must get a success on a Will challenge roll or become
Size 1 human frightened for 1 round.
Perception 9 (–1) MAGIC
Defense 13 (hard leather); Health 30; Insanity 1d6;
Corruption 1d3 Power 2
Strength 12 (+2), Agility 11 (+1), Intellect 9 (–1), Will 11 (+1) Divination precognitive attackO (3), sense perilO (2),
Speed 10 anticipate attackO (1)
Team Tactics When a Cyclopes ganger deals damage to a Forbidden carve the fleshO (3), obedience (2), serpent
creature, each creature with this trait gains 1 boon to its tongueO (2)
attack rolls until the end of the round.

ATTACK OPTIONS
Long Knife (melee) +2 with 1 boon (2d6)
Hand Crossbow (short range) +1 with 1 boon (2d6)
Occult Philosophy Spells
Some creatures in this adventure use spells from
Fat Kypen the Occult Philosophy sourcebook, marked with
a superscript O. If you don’t have that book, you
Undersiders don’t dare to say a word against the can swap out those spells for equivalent ranks
from one you do have.
Tyrant of Underside, since he has eyes everywhere.
A vicious and cruel brute, Fat Kypen has led the
Cyclopes since the start, having founded the gang
3
Local Color A. Lost Hope
You can use the following table to help bring Underside One of the few taverns still in operation in Underside,
to life as the group explores the neighborhood and the Lost Hope attracts those few people who have
money to waste on alcohol. A crude building made
tracks down the Crimson King. from salvaged materials, boards cover the windows
and the front door hangs from a single hinge. Smoke
Local Color fills the interior, partially obscuring a handful of
d20 Local Color tables and chairs, a few booths, and a long bar fronted
by rickety stools.
1 A small boy crushing a rat with a paver stone.
Arnus Cree (hired killer) runs the Lost Hope after
2 A bent old woman who wards away the
characters with a sign against evil. murdering the last owner for demanding that he pay
3 A drunkard sleeping in a doorway.
his tab. A grizzled man, heavily scarred with a thick
beard, he rarely comes out from behind the bar. He
4 A pair of men pissing in an alley.
runs the place with the help of two old prostitutes,
5 A hulking brute of a woman cleaning blood off her
hands with an old shirt.
Dirk and Sallia. In a cauldron hanging in the hearth
bubbles some noxious stew that no one dares eat,
A pair of twin girls, holding hands, standing over
6 a corpse. the stench of which contributes to the place’s gloomy
A couple of large rats sniffing around a pile of
atmosphere.
7 rubbish.
A goblin pleasuring himself while peering through B. The Grand Stage
8 a window. Once the jewel of the neighborhood, the Grand Stage
9 An immobilized clockwork that’s missing its key. has become a wreck of its former self since Underside
10 A small crowd gathered around a pair of bloody, fell on hard times. Years ago, it was an opera house
knife-fighting halflings. that hosted the greatest singers, performers, and
11 A man with a single horn growing out from the troupes in the region. One can still find peeling
side of his head, shuffling down an alley.
posters on the sides of the building, advertising such
12 A foul-mouthed boy shouting insults at passersby. acts as Aluica the Siren, the Witch-King’s Lament, and
13 A legless man seated on an old crate, rocking the Emperor’s Folly.
back and forth, muttering about demons.
14 An old dog carrying a severed hand in its teeth.
A scantily clad man or woman leaning against a
15 wall and looking for a good time.
A filthy woman with solid black eyes and weird
16 writing all over her face.
A young man noisily vomiting on the street, while
17 a couple of crows peck at the mess.
An old woman carrying a stick from which hang
18 several dead rats by their tails.
A thing that looks like a potato with legs
19 withdrawing into a pool of shadows.
A pair of sinister mercenaries passing a bottle of
20 rotgut between them.

Gloomy Streets and


Rotting Buildings
The city beyond Underside has done its best to
forget this neighborhood exists, and most routes
into the area have been closed off. Now only alleys,
rubbish-strewn and reeking of piss, offer access to
the Underside’s gloomy streets and rotting buildings.
Once through these channels, visitors find themselves
in a tangled maze of narrow streets shadowed by the
buildings that loom on all sides. A few locations are
important to this adventure and are detailed below.
You can add to them places of your own creation.
4
The interior features a lobby with a bar area, coat fur, and body parts are strewn about everywhere. A
check, and ticket boxes. Stairs sweep up to the balcony trap door in the floor leads to cold storage, where
level, while a set of double doors opens onto the one can find a couple of corpses—members of the
hall and stage beyond. The place reeks of mildew witch hunter’s entourage—that have not yet been
and water drips from above. Cobwebs cover the reduced to cutlets.
ceiling, almost cocooning the once great chandelier,
appearing to be the only thing still holding it up. E. The Red House
The curtains covering the stage show holes and stains,
while dried blood and bits of flesh cover the boards. Underside has several tenement buildings, all of
Behind the stage is storage for old props, dressing which offer appalling accommodations to their
rooms, offices, and the like, none of which has seen inhabitants, but none are quite as bad as the Red
significant use in at least twenty years. House. A three-story building of red brick, with
It is here the Crimson King conducts the macabre windows facing the street (the glass in all having
performances to keep his demon-possessed minions been broken out), it is a sinister presence in the
under control. See “The Show Must Go On,” below, neighborhood that most people avoid.
for more details. A single wooden door at the top of three stone steps
If the characters snoop around the Grand Stage, opens into a hallway, with doors lining the sides. A
they are bound to run across Old Man Gregory (see staircase at the back leads up to the second and third
“Following the Leads,” below). floors, which are identical to the first, and down to
C. Maggie’s Simples the cellar. Mold covers the walls and makes the air
thick with rot. Everything feels damp, and the carpets
A ramshackle building closing off the end of a
underfoot squelch with each step. The rooms are all
side street, Maggie’s Simples offers a wide range
of tinctures, tonics, elixirs, and potions. Maggie similarly poor and filthy, with damaged furniture,
(apprentice witch), a middle-aged woman, has holes in the floors, and cracks in the walls.
operated the business for the last ten years, after The cellar houses a band of 6 ghouls who have been
the witch to whom she was apprenticed was killed transformed into their sorry state after eating flesh
by Red Philip (see below). sold to them by the Rat Butcher. They are terrified of
Maggie sells her wares for whatever price her the Red House’s inhabitants and do not hunt them.
customers can afford, whether a concoction to rid a Instead, they creep out of the building under the
woman of an unwanted pregnancy or a salve to burn cover of dark and snatch people off the streets.
off warts. She keeps to herself most times and rarely The Red House is home to several innocent people,
leaves her shop. as well as ten people possessed by demons, and the
Player characters can find any potion and forbidden Crimson King makes his lair somewhere inside. For
item (see Demon Lord’s Companion™) here, but Maggie
more information about this place, see “Assault on the
sells such items for twice their listed cost.
Red House,” on page 10.
D. Rat Butcher
People need to eat, and the Rat Butcher makes sure
F. The Lair
they do—for a reasonable price. The Rat Butcher’s The members of the Cyclopes, as well as their leader,
shop opened across the street from the Grand Stage spend time in an old, rundown bar they’ve called the
a few years ago after he moved into an abandoned Lair. The front room has bedrolls all over the floor,
house there. As the name suggests, much of the meat along with broken bottles and scraps of food. There
for sale comes from dubious sources, and sits out are as many as a dozen Cyclopes here at any time.
in the open or on hooks hanging from the ceiling, They attack intruders but keep them alive for a bit of
crawling with flies. fun later on.
The Rat Butcher (hired killer) stands seven feet Fat Kypen has a room in the back, where he passes
tall and is all muscle. He has a thick black beard his time with a few prostitutes. The room contains a
and wears a bloodstained apron. He speaks with an
bed, a dresser loaded with drugs and trophies stolen
irritating lisp, made worse by the gaps between his
rotting teeth. He has recently grown an eyeball on from locals, and a myriad of suspicious stains. A shelf
his back shoulder, a mark of darkness acquired from on the back wall holds thirty small bottles in which
feeding human flesh to the locals. float eyeballs. Kypen has amassed a small fortune
A door at the back of the front room leads to in art objects, jewelry, and coin, worth about 100
a chamber of horrors, where the Rat Butcher gc. In addition, he has three randomly determined
disassembles bodies with his cleaver. Bits of flesh, enchanted objects.
5
Descent
into Darkness
Whether the player characters are new arrivals to
the city or have been based there for some time, the
first step in the adventure is to get the group into
Underside. Few locals admit to its existence, but
questioning constables, criminals, or people who have
cause to interact with the city’s seedier side can direct
the group there. If the characters take time to ask
questions about the place, they can learn some or all
of the following information.
• No one goes to Underside because it’s cursed. It’s a
lawless place filled with the corrupt and mad.
• The law does not extend to this neighborhood
because even the constables are afraid to go there.
• A witch hunter came to the city not long ago
asking a lot of the same questions. No one ever
saw him or his entourage again.
• Four henchmen accompanied the witch hunter.
• A gang known as the Cyclopes controls the area
completely and is known to rough up outsiders.
• Some people claim there’s a killer on the loose
there, a murderer known as Red Philip, who steals
body parts from the people he (or she) kills.

Exploring Underside of the ghouls wears the likeness of a member of the


Once the characters reach Underside, they can witch hunter’s entourage, having consumed the body
go wherever they like and do whatever they want, less than 24 hours ago. The rest might look like ghouls
following up on whichever lines of investigation or like people they have eaten, as you decide. The
they choose. The neighborhood is dangerous, so monsters might see a small group as easy prey or the
they might have to defend themselves. You can use characters might spot them harassing a few locals. If
the following encounters as you choose while the attacked, the ghouls fight until only one remains; it
characters are in the neighborhood. surrenders or flees, whichever option offers the best
chance for survival.
One-Eyed Bastards Questioning ghouls reveals they transformed
At a point of your choosing, 10 Cyclopes gangers recently and have only a vague idea of what has
(see above) confront the group, preferably soon after happened to them. If asked whether they’ve eaten
the player characters enter Underside. The Cyclopes
human flesh (or that of some other sentient creature),
consider the group a threat and approach to make
they deny it, saying the last meal they had was
sure the newcomers understand how things work in
this town. The gang members make threats, perhaps certainly rat meat purchased from the Rat Butcher.
demanding a few silver shillings as a road tax, and They can direct the characters to this fellow.
then mock the group as they walk away. If attacked,
they fight until four or fewer gangers remain, at which Red Philip
point the survivors flee. At any point during the adventure, the characters can
If the characters take any of these people prisoner, come across one of Red Philip’s victims. A psychotic
roughing them up a bit gets them to reveal who they killer, he stalks the people of Underside at night. He
are (the Cyclopes), who they work for (Fat Kypen), and strikes from hiding, knocks them unconscious, and
where they hang out (the Lair). cuts off or out their sexual organs, which he then eats.
Ghouls on the Prowl Red Philip’s insanity stems from his being a
Characters out on the streets at night might come changeling. He is unaware of his nature, and the
across a band of 6 ghouls hunting for fresh meat. One magic that sustains him torments his mind, filling his
6
RED PHILIP DIFFICULTY 50 Finding the Witch Hunter
Size 1 faerie The player characters might gain some clues
Perception 11 (+1); shadowsight by interacting with any of Underside’s perilous
Defense 13; Health 70; Insanity 7; Corruption 6
Strength 12 (+2), Agility 13 (+3), Intellect 9 (–1), Will 8 (–2) inhabitants, but they will have better luck by
Speed 10 exploring key locations and speaking to the locals.
Immune damage from disease; charmed, diseased
Iron Vulnerability Red Philip is impaired while in contact Most people fear the Cyclopes and thus aren’t eager
with iron. As well, when Red Philip touches or is touched
by iron, he reverts to his natural appearance: a lumpy
to share information with obvious outsiders. The
mess of mud, rotting sticks, and small rocks assembled characters will have to make some effort to get locals
into a humanoid shape. to divulge any information and will have to use a
ATTACK OPTIONS different method each time. Possible routes to getting
Club (melee) +2 with 2 boons (3d6) this information include any of the following, though
Bronze Scissors (melee) +3 with 2 boons (2d6 + 1) more elaborate offerings will also work.
SPECIAL ATTACKS • Offer a bribe of at least 1 ss
Savage Attack Red Philip attacks with his club and his • Provide healing of some kind
bronze scissors.
Knock Out If Red Philip gets a success on an attack roll • Offer food and drink
against a target creature he has surprised, the target • Provide a place for the local to spend the night
must get a success on a Strength challenge roll with 1
bane or fall prone and unconscious for 1d3 rounds. • Help the character or one of the character’s
dependents escape Underside
SPECIAL ACTIONS
Steal Identity Red Philip uses an action, or a triggered action
• Kill a specific member of the Cyclopes or Red Philip
on his turn, to alter his appearance to match that of a living • Discover what happened to one of the ghouls
target creature he can see within short range. The target
must be of Size 1/2 or 1 and have a humanoid shape of Any favor they perform for a local rewards the
flesh and blood. Red Philip’s body changes so it looks like
the target, though his clothing and possessions remain player characters with a single clue. You can choose
unchanged. The effect lasts until Red Philip uses this talent
again. If he becomes incapacitated, he resumes his normal
from the following responses.
form (see above). When Red Philip uses this action, he • “An arrogant swine of a witch hunter did come to
makes attack rolls against the target whose identity he
has stolen with 1 boon for as long as Red Philip has the Underside. Wasn’t here long before the Cyclopes
creature’s appearance. (Red Philip can only use Steal got him. Cut him down in the streets and killed
Identity after he has discovered the truth about his nature.)
all his little henchmen too. I ran off before them
head with dreams and delusions. Red Philip has no bastards thought I was one of ’em.”
home or lair; he wanders the neighborhood, taking • “The Cyclopes dragged the bodies off to the Rat
shelter where he finds it. Butcher. They paid me a few bits to help them.”
In his current form, Red Philip appears as a short, • “I’m pretty sure at least one of the witch hunter’s
pudgy human, with a wide grin and sparkling eyes. crew got away. One fellow staggered off down
Blood stains his face and teeth. His clothes are filthy, an alley, clutching at his guts and bleeding
and so are the bronze scissors he carries to perform
everywhere. The Cyclopes didn’t notice—I guess
his “surgeries.”
on account of their all being one-eyed bastards.
Red Philip’s Victims Hell, I thought about finishing him off, but I lost
track of ’im.”
The characters are more likely to find one of Red • “If you need healin’ in this part of town, there’s
Philip’s victims than they are him. The changeling only one place you can go. Maggie’s Simples. She
leaves the corpses in a tangled mess where he killed cured me of the Wanderin’ Warts last winter!”
them, usually in an alley or inside an abandoned
• “You want to know something about what went
building. Investigating the scene reveals the horror
down with that god-peddler? You should ask
done to the body, which requires anyone seeing it to
young Smooth Hands Sam. He’s a streetwalker
make a Will challenge roll or gain 1 Insanity. Bloody
footprints and handprints likely show up at the scene, and sees everything.”
but offer few clues to where he has gone. • “Only one bastard in this part of town has any
Investigation into the attacks turns up no witnesses, truck with that New God nonsense, and that’s old
and efforts to identify the victims reveal them to be loners, man Gregory. He’s usually sleeping in an alley by
prostitutes, drug addicts, or sots. One of the victims could the Red House.”
be known by Smooth Hands Sam (see below). • “Lots of weird goings-on lately. Bunch of
The characters might use magic to divine the racket coming out the Grand Stage. Shit music.
identity of the killer or come up with a clever idea to Shouldna be surprised, since it’s that band of
trap him. If they manage to track down Red Philip and shitheels over at the Lost Hope who do all the
dispatch him, grant the characters fortune. playin’ there.”
7
Following the Leads do her a favor. Maggie knows the Rat Butcher
From the locals, the characters can get all the leads has been passing off human flesh as rat meat, as
they need. Here’s where they can go. evidenced by the sudden appearance of several ghouls
in the neighborhood. If the characters kill the Rat
The Cyclopes Butcher and bring proof of the deed back to her, she
reveals what she knows.
The group probably has had a run-in with the gang
• One of the witch hunter’s associates is still alive.
already, but if not, now is a good time. In addition
A prostitute named Smooth Hands Sam came in
to the information they normally supply (see “One-
a few days ago looking for a healing poultice. He
Eyed Bastards” above), the gangers can also reveal
was not injured in any way and looked nervous
that a few of their members did indeed murder a
the entire time he was in the shop.
witch hunter and his henchmen on orders from Fat
Kypen. If the characters pursue those killers, they • Maggie knows several locals have been tainted in
can find the group (2d6 Cyclopes gangers) without some way, perhaps by a demonic influence. They
trouble and confirm with survivors (after a brief and exhibit strange signs and behavior. She’s poisoned
bloody melee) that they hauled off the bodies to the a few, hoping to kill them off, but she has no idea
Rat Butcher. Finally, if the characters approach Fat if the attempt has worked.
Kypen, he proves uncooperative unless seriously • She suspects most of those corrupted people live
threatened or offered a bribe valued at no less than 1 in the Red House tenement building.
gc, which gets him to reveal the details concerning the Smooth Hands Sam
bargain with the Crimson King. Kypen hasn’t seen the
stranger since, though he’s heard about some “weird Smooth Hands Sam (commoner) works the streets
shit” going down at the Grand Stage. of Underside as a prostitute. Thin, with bruised eyes
and a sweep of blisters on the side of his face, he’s
Rat Butcher
near the end of his career. Sam was present when the
The group can track down the Rat Butcher without Cyclopes ambushed the witch hunter and, in a rare
trouble, but he is uncooperative and unpleasant. He act of compassion, he dragged off one of the injured
does not permit them to look around in his shop, henchmen and nursed him back to health with help
denies selling human flesh, and claims to know from Maggie.
nothing about the witch hunter or his servants. If the Characters searching for Smooth Hands Sam can
characters attack him, he whistles (not an action) to find him servicing a customer in an alley, going to
call forth 5 rat kings (animal swarms) he keeps as or from Maggie’s Simples, or at the shack where
pets. Each rat king consists of several rats whose tails he’s been squatting. Other prostitutes can provide
have become knotted together. The creatures fight to directions to the place where he lives in exchange for
the death. a 5 cp or greater bribe.
If the characters take the Rat Butcher prisoner, they Sam tries to flee from the characters unless they
will have to resort to torture or magic to get him to corner him in his shack. He can be persuaded or
reveal what he knows. (Depending on the methods intimidated into revealing what he knows, but he
used, the act of torture might earn characters 1 or will not accept a bribe. Sam knows the following
more Corruption.) If he opens up, he confirms he took information.
the bodies of the witch hunter and his henchmen and • He saw the Cyclopes attack the witch hunter and
has been making sausages from them. his entourage. The gang members killed everyone
In his cold storage, the characters find two but Karl, whom they severely injured.
intact bodies and two more that have been partly • Sam has been tending to Karl’s wounds and
dismembered. If they dig through the piles of clothing nursing him back to health.
and rubbish in the back room, they find a symbol of • Sam hates the Cyclopes and would do anything to
the New God and an inquisitor’s skull mask. The Rat rid Underside of them. He can reveal the location
Butcher doesn’t keep records of his customers, but of the Lair and fill in any information about the
eventually the characters will run into someone who gang that the characters don’t already know.
turned after eating the tainted meat. • Sam has spotted a few ghouls in Underside,
Maggie’s Simples though he does not know where they come from.
• Sam has also seen a procession of people from
If the player characters pay Maggie a visit, they can the Red House going into the Grand Stage once
learn a few important clues—provided they can earn each week. He’s heard terrible things about nasty
her trust, which can be accomplished if the characters performances put on in that abandoned theater.
8
Talking to Karl: Assuming the characters befriend Old Man Gregory might be a drunk, but he has
Sam or find his shack, they can meet and talk to Karl enough of his wits to notice things. If the characters
(mercenary). A young man in his mid-twenties, he supply him with a bottle of rotgut or better booze, he
has fully recovered from his injuries and stayed with reveals what he knows.
Sam so he can fight the Cyclopes and finish the work • Once a week, the Crimson King leads his
the witch hunter started. He’s had little success so far, followers into the Grand Stage. They remain
given that he’s waging the battle alone. inside for a few hours and then leave, heading
• They had chased a crazed demonologist to this back to the Red House.
neighborhood and were closing in on him when • Gregory has heard strange music coming from
they were ambushed by one-eyed thugs. Karl was within the building.
the only survivor. • He looked inside once and saw the audience
• He believes the Crimson King is the demonologist watching as the Crimson King stripped the skin
they were chasing. He suspects the villain lives and organs from a person. He flung the scraps
somewhere inside the Red House. of meat to the onlookers, who fought among
• He’s spotted the Crimson King leading a group of themselves for the flesh.
strange people into the Grand Stage once a week. The Players of Lost Hope
He’s tried to get inside, but hasn’t yet found a way.
Karl will join the group and help them complete The Crimson King hired a group of middling
their mission, though his departure makes Sam musicians to perform at the Grand Stage during the
nervous and sad. cabarets he puts on there. Well paid for their efforts,
the musicians drink their earnings in the Lost Hope.
Old Man Gregory They are hostile to the group and attack with little
provocation (5 brigands with 3 Corruption each). If
A defrocked priest (acolyte of the New God) who has the characters take any of them prisoner, they can find
spent the last few years drowning his sorrows in the out the following information.
bottom of a bottle, Old Man Gregory lives in a makeshift • A strange man who calls himself the Crimson
shelter made from rubbish behind the Grand Stage. If King hired them a few weeks ago to perform at
the characters poke around the building, whether they the Grand Stage, an abandoned theater not far
are looking for him or not, they run across him. from the Lost Hope.
• The Crimson King provided the music. They
know they have played, but they have no memory
of what music they made or what happened at the
Grand Stage. They remember going in and setting
up their instruments, and then it’s a blank until
they find themselves at the Lost Hope again.
• They believe the Crimson King lives in the
Red House.

The Show Must Go On


Once a week, the Crimson King leads the demon-
possessed denizens of the Red House to the Grand
Stage. Unless stopped, the event unfolds as follows.
• The musicians, having already been paid, leave
the Lost Hope at sunset and make their way to the
Grand Stage. It takes them about 10 minutes to
get there. Once they arrive, they use a key to open
the padlock securing the chains on the front door,
move inside, and set up on the stage, all of which
takes another 10 minutes.
• Around the time the musicians are setting up,
the demonologist, a charmed sacrifice, and 10
demon-possessed leave the Red House and
follow the street to the Grand Stage, arriving
there in about 5 minutes. The possessed gather
9
before the stage, while the Crimson King and the If the characters attack the Crimson King while
sacrifice go behind it. There, the demonologist he’s on stage, he defends himself and flees as soon
binds the sacrifice to a wheeled table, which as he can, returning to the Red House. At the end
takes about 10 minutes. of each round, roll a d6 to determine how many
• The possessed make horrid noises and behave demon-possessed shake off the effects of the music.
oddly until the Crimson King enters stage left, Once freed, they take the next available turn to
wheeling the table to the center of the stage. attack the player characters and the Crimson King if
There, he lifts the table and locks it in position so they are able.
the audience can see everything.
• The musicians start the strange song, and
immediately their eyes turn black as a discordant Assault on
melody rises from their instruments. The Crimson
King then draws a knife and uses it, first to flense the Red House
the skin from the victim’s body and then to All lines of investigation should eventually lead the
dismember the still-living sacrifice. Each time the player characters to the Red House. The group can
demonologist cuts something from the victim, he investigate this place at any time and might find it
throws it to the crowd, where the meat is greedily before the events at the Grand Stage. The building
devoured. This horrific scene lasts about 1 hour. normally houses 10 demon-possessed and the
• Once the Crimson King has dispensed the last of Crimson King, so when the characters enter, they’ll
the meat, he sheathes the knife, resets the table, have their hands full.
and wheels it off stage. A few minutes later, he
emerges from a side curtain and leads the now- Exploring the Red House
lucid possessed back to the Red House, taking
another 5 minutes for the procession to disappear There are ten apartments on each floor of the Red
inside the building. House, for a total of thirty. Each apartment has
• After everyone has left, the musicians stop several rooms: living space, kitchen, bathroom, and
playing, come back to their senses, pack up, and bedroom. Whenever someone enters a room, roll a
shuffle over to the Lost Hope where they burn d6 and consult the following table to see what they
through their earnings on food, drink, and sex find inside.
until the next time they’re called. The characters can encounter a maximum of 10
demon-possessed. Similarly, the characters can
Interrupting the Cabaret encounter the chamber of the Crimson King once.
The player characters can interrupt the performance Room Occupants
at any time and might have done so already if they
slew the musicians at the Lost Hope. Alternatively, d6 Occupants

they might slip into the Grand Stage to see what This foul room is strewn with rotting body parts.
Blood has been splashed on the walls and demonic
happens. If they watch the entire performance, each 1 symbols, drawn in excrement, decorate the ceiling
viewer must get a success on a Will challenge roll with and floor. The first time one or more characters
explore this room, call for Will challenge rolls. On a
3 banes or gain 1d3 Insanity. If the group does nothing failure, a character gains 1 Insanity.
to stop the sacrifice, each witness gains 1 Corruption In this abandoned room, everything has been left
at the end of the adventure. 2 to rot and molder. A thorough search of the place
turns up minor valuables worth 2d6 cp.
Interrupting the ceremony has dire consequences,
however. The music keeps the possessed under control. 3 As 2, but the room is infested with 2d6 Void larvae.
If the characters attack the musicians while they are In this squalid room live 1d3 + 1 people
(commoners with the infectious modification,
playing, they do not respond and are considered 4 Shadow page 263). They are hostile and afraid. If
defenseless. Without at least one musician performing, befriended, they can lead the group to the Lair of
the Crimson King (see below).
the demon-possessed swarm the stage and attack the
Crimson King and anyone else they can get their hands 5 As 1, but the apartment is home to 1d3 demon-
possessed.
on. The Crimson King flees by the safest available
6 The Lair of the Crimson King.
route, heading to the Red House to perform an
incantation to banish any pursuing demons.
If attacked while the music plays, the demon- Demon-Possessed
possessed do not react and are considered defenseless. The Crimson King has been up to no good since
Once incapacitated, however, the possessed mortals coming to Underside, and his foul magic has
die and the demons inside them break free (see released ten demons from the Void. Rather than just
“Assault on the Red House,” below, for details). tear apart anyone nearby, these demons haunted
10
their prey, driving them insane to possess the Fallozu
unfortunates. Now, lurking inside human shells, they Fallozu (large demon with the following traits) looks
can move freely through the mortal world and carry like a human crossed with a shark, but its appearance
out their mad designs. looks runny and melted. When it takes damage,
The demon-possessed were all humans who lived in liquefied shit spurts from the wounds. Although the
the Red House. Each (commoner with the horrifying demon prefers liquid environments, it can make do on
trait) shows some physical sign of their possession; dry land.
they are described below. Speed 12; swimmer
• A naked old woman with patchy white hair and Blighted Demonic Shadows Any creature in the area of
this demon’s Demonic Shadows trait heals half as much
liver spots that creep across her skin. damage as it should and takes 1d6 extra damage when it
• A little girl who has gnawed off the tips of her becomes injured.
Blurred Appearance The demon appears blurry and
fingers, blood caking her torn lips. indistinct. Creatures make Will challenge rolls to resist this
demon’s horrifying trait with 1 boon, but creatures that
• A naked, gibbering man who fondles his can see it make their attack rolls against it with 1 bane.
unresponsive member.
• A young man with intense eyes and profane
Pokta
From the front or back and in shadows or darkness,
symbols carved in his arms.
Pokta (large demon with the following traits) has the
• An adolescent boy who walks upside down on all appearance of a hyena-headed woman with skin melting
fours (he has the climber trait). from her body. From the side or in light, though, Pokta
• A woman who wears the head of her dead disappears. The demon whispers foul curses constantly.
husband as a hat. She’s torn the skin off the Invisible in Light The demon is invisible while in lit areas.
insides of her arms. Serpent Limb The demon’s left arm is a venomous snake.
The serpent limb is part of the demon’s body but acts
• A man whose head turns all the way around. independently from it. The serpent takes a fast turn each
• A person of indeterminate gender whose fingers round and uses an action to attack one target creature it
can reach. For this attack, the demon makes a Strength
and toes appear to have been broken. attack roll with 1 boon against the target’s Defense. On
a success, the target takes 2d6 damage and must get
• A corpulent person infested with maggots and a success on a Strength challenge roll with 1 bane or
crawling with flies. gain 1 Corruption and become poisoned for 1 minute.
A creature that is already poisoned in this way instead
• A foul man who retrieves filth from his nether takes 2d6 extra damage.
regions and eats it. Two-Dimensional The demon is invisible when viewed from
the side.
The characters might be tempted to kill these
wretches, but doing so unleashes the demons within. Holder
Each demon is unique, created using the rules laid out The demon known as Holder (medium demon with
in Hunger in the Void, and are detailed below. Whenever the following trait) has the shape of a human-sized
a demon is released from its host, choose one of the ball, with a bulging, searching eye on one side above
following entities. If several are released at once, choose a wide mouth with lips that look weirdly sexual. It
moves about on the hundreds of tiny legs that grow
smaller demons rather than larger ones.
out from its underside. Holder’s body is filled with
Grimbones pink spiders that sometimes creep out of its mouth.
An ancient and terrible creature, grown large on the SPECIAL ACTIONS
souls it has destroyed, Grimbones (huge demon with Malleable The demon can use an action, or a triggered
the following traits) appears as a headless humanoid action on its turn, to become malleable for 1 round. While
malleable, the demon cannot be grabbed, knocked prone,
skeleton whose lower body ends in a skeletal serpent’s or affected by anything that would change its shape. It
tail. Transparent slime spills from the bones so that can squeeze through cracks large enough to permit the
flow of water. It can also move through spaces occupied
the demon leaves a slick trail wherever it goes. by other creatures regardless of their Size.
Unstable Form The demon takes 1d6 extra damage from
weapons. When the demon becomes incapacitated, Host
it explodes from a point in its space out in a 10-yard
radius, dealing 6d6 damage to everything in the area. A A cloud of minuscule hairless monkeys flows across
creature can make an Agility challenge roll and takes half
the damage on a success. The explosion destroys the
the ground, occasionally gathering itself up to
demon and any objects it was carrying. assume a humanoid form (medium demon with the
following traits). The demon’s consciousness spreads
END OF THE ROUND
throughout its constituent forms, and it delights in
Regeneration The demon heals 1d6 damage if not
incapacitated. spreading mischief and mayhem.
Toxic Shadows Any living creature in the area of this Multitude The demon takes half damage from attacks that
demon’s Demonic Shadows trait must get a success on a use an attack roll and double damage from attacks that
Strength challenge roll or take 1d6 damage and become require it to make a challenge roll.
poisoned for 1 minute. If the creature is already poisoned Revulsion Creatures that are not swarms are impaired
in this way, it instead takes 1d6 extra damage. while inside the demon’s space or within 1 yard of it.

11
END OF THE ROUND
Vortex Each creature that is not a demon and is within
short range of the demon must make a Strength
challenge roll, with 1 bane per point of Size the demon
is larger than it. On a failure, the creature is moved 1d3
yards toward the demon.

Humgen
Faint squeaks can be heard when Humgen (medium
demon with the following trait) moves, created by the
green glass of its body rubbing against itself. A thick
white liquid fills its transparent form and sloshes
around inside. Humgen otherwise appears to have a
human shape, though with the head of an angry tuna.
Flying Shards When the demon takes damage from a
weapon, it sprays shards of glass in a cone that extends
1d3 yards away from the point of impact toward the
source of the damage. The shards deal 1d6 + 1 damage
to everything in the area. A creature in the area takes no
damage if it gets a success on an Agility challenge roll.
If the demon is incapacitated by the damage, it
explodes in a 2-yard-radius sphere centered on a point in
its space. Everything in the area takes 1d6 + 1 damage. A
creature can make an Agility challenge roll and takes half
the damage on a success.

Ooso’so
One of the stranger demons released by the Crimson
King, Ooso’so (small demon) has a radially shaped
body, with three flexible limbs joining in the middle.
Each limb ends in a toothy maw, but where the limbs
join and underneath its body are four more toothless Hazzada
mouths from which issue strange humming sounds.
Nothing about Hazzada (tiny demon) appears
The upper side of the demon’s body consists of a trio
natural. A true spawn of the Void, it has a humanoid
of flaccid penises that flop around as it moves. When body that stands about 18 inches tall on a pair of thick,
its leathery body is cut or torn, thick mucus spills free. weirdly long legs. Hazzada’s spherical head swivels
from side to side, looking for something to kill, and its
Chyt purplish skin is covered with a thin, slimy membrane.
Standing three feet tall, Chyt (small demon) fuses Claws extend from the seven fingers it has on each
the forms of human, wasp, and slug. Chyt has the hand. If cut, Hazzada bleeds black sand.
head of a grinning boy, cheeks plump and rosy, while
its torso is covered in the carapace of an insect. Four Lair of the Crimson King
multi-jointed arms extend from its sides, ending in
The Crimson King makes his lair deep inside the Red
nasty claws, and a pair of jeweled wings sprout from
House. One door, wooden and with a bloody circle
its back. Its lower body trails off into a tail with the
painted on the surface, offers access to his chambers,
form of a slug, covered in hideous blisters. Chyt makes the other doors stretching down the hall having been
musical noises when it moves, and thick black sludge sealed shut by foul excretions that paint the interior
leaks from its injuries. walls. The door is always unlocked.
Behind the door are six chambers, having been
Mostoc connected by knocking down walls. Previously,
A small cloud of mist moves like a fish through the air, the these rooms were separate apartments, inhabited by
red droplets making up its form maintaining coherency as wretched people whose remains can be still found
it moves, even if exposed to a strong wind. Mostoc’s (small here (see below). A thick, tarry substance, about an
demon with the following trait) merest touch burns like inch thick, coats the walls, ceiling, and floor. The
strong acid, and it attacks by darting forward to slam its Crimson King’s footprints track through the muck;
prey with the drops making up its body. foot- and handprints also show on the walls and
ceilings. Pools of reeking urine, piles of shit, and
END OF THE ROUND
discarded scraps of food lie everywhere. A faint
Drift Roll a d6. On an even number, the demon moves a
number of yards equal to the number rolled in a direction reddish light fills all the chambers, casting everything
it chooses. into shadows, though the light has no obvious source.
12
Reality has frayed in these chambers thanks to VOID LARVAE MOB DIFFICULTY 10
the Crimson King’s magic, and the filth coating the Size 3 frightening demon
surfaces bleeds out from the Void. The slime is cold to
Perception 5 (–5); sightless
the touch. Any creature foolish enough to consume it Defense 8; Health 44; Insanity —; Corruption —
gains 1 Corruption and Insanity equal to its Will score, Strength 11 (+1), Agility 8 (–2), Intellect 5 (–5), Will 5 (–5)
Speed 6
and becomes possessed by a medium demon (see Immune blinded
Shadow, page 227, for rules on demonic possession). Mob The Void larvae mob takes half damage from attacks
Descriptions of the various locations follow. that target individual creatures and double damage
from attacks that affect areas. The mob acts as a single
creature but counts as ten creatures for choosing
A. Antechamber targets. A mob makes Strength, Intellect, and Will
challenge rolls with 1 boon.
The stench emanating from the muck, along with the Creatures can move through the mob’s space, but
weirdness of the chambers, forces each character who its area is difficult terrain. The mob can squeeze through
openings large enough to permit the passage of a
enters the lair to make a Will challenge roll. A failure Size 1 creature and can move through spaces occupied
results in the character gaining 1d3 Insanity. by other creatures.
Spawn When the mob becomes incapacitated, it dissipates,
Two human bodies hang on a wall, glued to the surface and 1d6 Void larvae that made up the mob appear in
by the slime. The corpses once belonged to a diseased open spaces within the space it formerly occupied. The
Void larvae can act on the next available turn.
couple; though dead, their mouths open and shut like
those of goldfish. They count as Size 1 objects with health ATTACK OPTIONS
10. Fishing through the muck around the bodies turns up Dripping Teeth (melee) +1 with 4 boons (2d6 plus 2d6
15 cp in the rotting tatters of their clothing. from acid, or 1d6 plus 1d6 from acid if the mob is injured)

B. Void Larvae SPECIAL ATTACKS


Spit Acid The Void larvae mob spits corrosive slime at one
As a consequence of the Void’s proximity, Void larvae target creature or object within short range, making an
mobs have spilled into this room. The Crimson King’s Agility attack roll against the target’s Agility. On a success,
terrible power has kept these interdimensional vermin at the slime hits and the target takes 1d6 + 2 damage.

bay, but they are hungry and aggressive. Two vile mobs END OF THE ROUND
of these things writhe in the muck and attack anything Overwhelm If the mob is not injured, each creature that
that attacks them or that enters this area. The mobs isn’t a swarm or mob that is in the mob’s space or within
1 yard of it must get a success on an Agility challenge roll
pursue fleeing characters and fight until destroyed. or take 2d6 damage.
Of even greater importance, however, the book
C. Ghastly Chorus contains a potent incantation of the restore reality Order
The faces of the people who once lived in the Red spell from the Occult Philosophy sourcebook. This rank
House and who objected to the Crimson King’s foul 10 spell, when properly cast, banishes demons back to
experiments have been assembled into a ghastly the Void and closes the fissures that allow the Demon
chorus that lurks behind the pile of bodies glued to Lord’s fell influence to bleed into Underside. The spell
the back corner of this room. Characters inspecting is likely beyond the characters’ ability to cast easily,
the bodies find that all are missing their faces. If the but feel free to let them try. If you don’t have access to
corpses are disturbed, the ghastly chorus slithers Occult Philosophy, just assume that a successful casting
free from the heap to punish the intruders with its rids the demons from the area and cleans the stain left
Mournful Song. The undead fights to the death and by the Void. Any character who casts the spell must
pursues fleeing opponents. immediately make a Will challenge roll with 5 banes.
D. Throne of the Crimson King On a failure, the character takes 10d6 damage. If this
damage would incapacitate the character, the character
When not working his evil, the Crimson King spends turns into a stone statue and dies.
his time in this chamber, evidenced by the abundant
wastes piled atop the slime. Against the far wall sits a
high-backed chair that leans to one side. Next to the E. Summoning Circle
chair is a lectern, on which rests a large tome, and In this room the Crimson King works his vilest magic.
a table littered with bits of organs, pools of blood, a This chamber lacks the foul slime found in other rooms.
scattering of teeth, 16 gc, a tarnished silver chalice worth Naked corpses sprawl in heaps in the corners, discarded
1 gc, and two randomly generated enchanted objects. once they have served their purpose, and now feed a
The tome is a great work that holds the secrets of few bold rats that creep over the rotting mounds. On
Demonology. In its pages, one can find all manner of the floor at the center of the room the King has drawn a
blasphemous ideas, horrid diagrams, and forbidden pentagram in a mixture of blood and shit, positioning a
lore concerning demons. Reading the book from cover fat black candle at each point. Inside the pentagram waits
to cover takes 6 weeks, 6 days, and 6 hours. If a creature the shadowy figure of a large demon, imprisoned by the
reads the book, on completion it gains 1 Corruption, diagram. If anything disturbs the diagram, the demon can
discovers the Demonology tradition, and must get a move freely and likely vents its hostility on the nearest
success on a Will challenge roll with 6 banes or gain creature it can reach. This demon has no demonic talents
2d6 Insanity. and can have any appearance you choose.

13
The Crimson King’s lackey and
lover is a brutish female ogre that
has been the target of his casting
of the create demon spawn spell
(from Occult Philosophy). She waits
here to be called by her master to
do whatever he bids. She is loyal
and fights to the death. She still
resembles a female ogre, but her
nipples leak a foul black liquid and
her pubic hair writhes and ripples
with the spiders that infest her
genitals.

F. Sleeping Quarters
Even the Crimson King requires
sleep. When the demonologist
takes his rest, he does so here in the
company of several bodies fused to
the floor. What he does not realize
is that the spirits of his victims also
haunt this room, unable to move
on to the Underworld due to their
hatred for their killer. So far the
spirits, 5 phantoms, have been
able to do nothing to their enemy
except watch while he sleeps. They
move freely through his chambers
but cannot pass through any wall,
due to the ichor collecting there.
The spirits regard the characters as
cohorts of the demonologist and
attack them when given a chance. If
they witness the characters fighting
the Crimson King, the phantoms
join them in the fight once the
demonologist becomes injured.
DEMON-SPAWNED OGRE DIFFICULTY 100
Confronting
Size 2 horrifying monster the Crimson King
Perception 9 (–1); darksight
Defense 17; Health 67; Insanity —; Corruption 6 The characters have a few opportunities to confront
Strength 16 (+6), Agility 11 (+1), Intellect 4 (–6), Will 6 (–4) the demonologist. They might face him at the Grand
Speed 12
Spell Defense The demon-spawned ogre takes half damage
Theater, in the Red House, or as he travels from one
from spells. When a creature would attack the demon- location to another in Underside.
spawned ogre with a spell, the ogre imposes 1 bane on the Little of the Crimson King’s humanity remains,
attack roll and makes the challenge roll to resist the spell
with 1 boon.
having been corrupted beyond recognition. His sexual
organs are always engorged and painful. He never casts
ATTACK OPTIONS a reflection in a mirror. Black writing twists under his
Fist (melee) +6 with 2 boons (5d6) skin, periodically spelling out foul curses. His teeth have
transformed into tiny centipedes that chew his food for
SPECIAL ATTACKS him, while his lips have grown heavy and hang from
Devour The demon-spawned ogre eats one target his face like curtains of meat. A long, fleshy, hairless tail
defenseless or dead creature of Size 1 or smaller that the
ogre can reach. A living target dies immediately. extends from the base of his spine and ends in a knob.
Vomit When the demon-spawned ogre takes damage, it The Crimson King takes extensive steps to conceal
can use a triggered action to vomit semi-digested food
into a 3-yard cone originating from a point it can reach.
the horror of his body from others. He wears a hooded
Each creature in the area must make an Agility challenge red cloak that’s held in place by a golden band. The
roll. A creature takes 2d6 damage and becomes impaired hood keeps his face shadowed. Beneath his cloak he
for 1 round on a failure, or just takes half the damage on
a success. Once the ogre uses Vomit, it must eat before
wears a shirt and pants of red silk, cinched at the waist
it can use it again. with a golden cord, on the ends of which hang broken
14
symbols of various gods. He moves quietly on slippers CRIMSON KING DIFFICULTY 500
stained black from the filth in his lair.
Size 1 frightening human
Thoroughly mad, the Crimson King seeks the end
of all things but believes he will be spared the coming Perception 16 (+6)
Defense 15 (magic); Health 120; Insanity 8; Corruption 9
apocalypse through his constant service to the Demon Strength 13 (+3), Agility 11 (+1), Intellect 16 (+6), Will 13 (+3)
Lord. If confronted, muffled laughter slips past his Speed 10
Holy Anguish When the Crimson King touches or is
heavy lips, but he does not speak, and he goes about touched by religious paraphernalia of any kind, he takes
the business of killing the aggressors with the cold 1 damage plus 1 damage at the end of each round he
detachment of a butcher. remains in contact with the object.
Slave of Darkness Other creatures can sense the evil in
Taking him alive avails the characters little. He has the Crimson King. All animals are hostile to him. In social
no motive to help them and believes his master will situations involving creatures that have 0 Corruption, the
Crimson King makes attack rolls with 3 banes.
save him even as the last of his lifeblood drains away. Damned If the Crimson King becomes incapacitated, he
The Crimson King carries several scrolls that hold dies and his soul descends to Hell.
10 incantations of rank 2 or lower spells of your
ATTACK OPTIONS
choice. (The demonologist used several incantations
Long Knife (melee) +3 with 2 boons (3d6)
to establish himself in Underside, and what he carries
are all that remains of his collection.) As an important SPECIAL ATTACKS
servant of the Demon Lord, the Crimson King receives Demonic Power The Crimson King uses an action to hurl
a warning before the characters confront him, with a bolt of demonic power at a target creature within
enough time to cast 3 spells of your choice. medium range. The King makes an Intellect attack roll
with 3 boons against the target’s Agility. On a success,
the bolt hits and the target takes 4d6 damage.
Violate the Mind The Crimson King can use an action, or
Conclusion a triggered action on his turn, to reach out and touch
the mind of any target creature he chooses within 5
yards of himself. The target must get a success on a Will
The characters complete the adventure when they challenge roll with 2 banes or gain 1d3 Insanity. If the
destroy the Crimson King, ridding Underside of his Insanity gain would cause a target to go mad, it becomes
malign influence. The Void fissures gradually close possessed by a demon (see Shadow, page 227). The
Crimson King must wait 1 minute before he can use
if the characters aren’t able to seal them with the Violate the Mind again.
restore reality spell. If they fail, the Crimson King Swift Casting The Crimson King can use a triggered action
on his turn to cast a rank 2 or lower spell he has learned.
continues his dreadful work, causing more and
more of the townspeople to become possessed by MAGIC
demons, until he is ready to conquer the rest of the Power 6
city, which he manages to do a year later. Once in Chaos chaos boon (7), erratic bolt (7), capricious
devastation (3), fold space (3), flicker (2), wild magic (2),
command, he builds an army of darkness with which mirror field (1), singularity (1)
to welcome the Demon Lord’s arrival, and he might Demonology otherworldly screamO (7), written in bloodO
be an instrumental figure in bringing about the end (7), mark of the beastO (3), blood harvestO (2), demon
seedO (2), demonic mawO (1), steal form from substanceO
of the world. Of course, the Demon Lord destroys the (1), call greater demonO (1)
Crimson King with everyone else, but the Hunger
devours him last, in thanks for his constant service. END OF THE ROUND
If the characters remove Fat Kypen from power, Epic Recovery The Crimson King removes one affliction
from himself.
another member of the Cyclopes takes his place. Grasping Demons Up to two target creatures within
However, this unworthy heir is replaced by an even medium range of the Crimson King must get successes on
Agility challenge rolls with 2 banes or take 2d6 damage
less worthy successor months later, and the entire and be moved 1d3 yards in a direction the King chooses.
gang falls apart. Survivors might come under the Writhing Shadows Shadowy tendrils spill from the Crimson
power of the Crimson King or might be recruited by King’s body. The King can move up to half his Speed
without triggering free attacks. At any one point during
another gang that jumps in to fill the vacuum left by that movement, each creature the King chooses within
their predecessors. 1 yard of himself must make an Agility challenge roll with
2 banes or take 2d6 damage and become impaired for
If the characters don’t purge the demons from the 1d3 rounds.
possessed, the survivors spread out from Underside and
cause great trouble for the rest of the city. The characters
might have to return to put an end to their wickedness.
In fact, the demon-possessed could travel far beyond the
city and find the characters during future adventures.
Even if the characters put Underside back in some
semblance of order, though, the neighborhood
continues its slide into ruin and despair. A few
months after the events that take place in the
adventure, an outbreak of a virulent disease wipes
out the community entirely. The city leaders decide to
burn down the buildings to contain the plague, and
thus does Underside pass from this world.
15

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