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BlackDogsZine A5 Issue03 Ver0.10
BlackDogsZine A5 Issue03 Ver0.10
BlackDogsZine A5 Issue03 Ver0.10
NOVEMBER 2017
1
Introduction, 3
(Guts)
Adventures structure, 9
(World)
Sample Adventures, 18
(World)
Players’ Mission, 23
(Guts)
Creatures, 32
(The Wild)
2
Introduction
Black Dogs is a dark fantasy collection of house-rules, materi-
als, adventures, monsters, and together a toolbox to generate
new content for OSR systems, and mostly for the Lamentations
of the Flame Princess. Black Dogs shares a common set of rules
and esthetics with Lamentations, but it has its distinct flavor.
Whenever a rule is not found (or not presented yet) in the Black
Dogs zine, just use the default from Lamentations or whatever
OSR system you’re running.
3
Submit I received a couple of inquiries about submit-
your ting original material for The Black Dogs ‘zine.
Please, do send me your stuff if you’d like to
materials
participate. It might be perhaps a bit early now
- as I proceed with future issues it will be clearer
and clearer what is going to be the atmosphere
and spirit of this ‘zine and its fantasy world. But
if you think you already have material suitable
to be published here, send it right away! We’ll
work out a deal with a revenue percentage.
Call for If you liked the first two Black Dogs issues
editors and you are a native English speaker - I will
gladly accept your help to edit the future issues
of this ‘zine. I am not a native English speaker
and I need editors and proofreaders.
If you’d like to participate, just drop me an
email and get in touch. Usually the deal is this:
if you submit changes or fixes which are accept-
ed into the ‘zine then you will get that issue in
PDF for free.
4
I think it is time to also discuss a few of my Future
plans. I am open to your feedback, so make Plans
your requests, your argument in favor of this or
that approach, ask for something that you feel is
missing, ask for a topic that you’d like to see
presented in a future issue. Just don’t expect me
to blindly follow your advice and execute.
I will gather feedback from different sources
and parse everything through two filters: what I
believe would be best for the ‘zine, and what
would be best for me as a writer. This is a hob-
by, and if my inspiration brings me to write five
spells and fifty monsters, I’ll publish monsters,
not force myself to write spells. Still, I have a
compulsion for balance so let’s hope there will
be such balance across the various ‘zines.
5
What else This is an index of topics as presented in the
various issues of the Black Dogs zine, listed as
issue number (I, II, etc.) followed by the section
title and content, and in parenthesis to the side
the related topic (Guts, Blood, World, etc.).
In this index the entries are presented by zine
issue. In the future I will divide them by topic.
(Guts) III - Issue III intro and zines’ index and plans
(World) III - Adventures structure, quick-gen tables
(World) III - Sample adventures, adventure hooks
(Guts) III - Players’ Mission, game’s objective
(Blood) III - Combat
(The Wild) III - Creatures
6
7
8
Adventures
structure
There is a minimum of preparation you should do for any ad-
venture, but the game tries to keep it to a reasonable level with-
out the need to build countless lists of stats and descriptions in
advance.
Fundamentally, every adventure should be composed by:
A civilized location, framed as a point of light
Its regular folks, and something problematic
A supernatural or monstrous threat
Its connection with the civilized location or its problem
9
Points-of-light When you design the adventure, remember
to configure your civilized settlement (usually)
as a point-of-light in a sinister expanse of wil-
derness. Little farms and lonely huts and so on
around your village or town, simply count as
expansions of it. The Wild is not what’s left over
of savage territories: The Wild is the natural
state of things and the human settlements are
the exception. In a sense, even though you play
in what appears to be a medieval Europe, think
of it somehow as a frontier, as the Wild West, as
an immense continent yet to be claimed by the
human race.
It’s not all here What’s outlined in this chapter is the struc-
ture for your first standard adventures. You can
run characters through these without too much
work and they should be able to gain levels (if
they survive) every few adventures (and even
once per adventure maybe, for the first couple
of levels).
Once you’ve done that, and you have a good
grasp of the system, it’s time to bring into play
your own creativity. There is nothing in a fixed
structure that can compete with some good old-
fashioned inspiration!
Trust your instincts and design your own
adventures, give voice to your own stories and
characters, twist the predefined structures, mix
other topics and other genres, take inspiration
from everything.
10
These are the tables to generate adventures’ The tables
seeds, divided by location, population and
trouble, monsters, and connections of such
monsters to the location.
11
Locations table
d6 d8 Example features
1 1-3 S V Traditional farming
4-5 S V An important crossroad
6-7 S V Amidst ancient ruins
8 S V On a remote mountain peak
2 1-3 S V Fisherman and boatman
4-5 S V Something huge (church, statue, etc)
6-7 M V Too close to the woods
8 M V Built on a holy place for The Wild
3 1-3 M V Interbreeding families
4-5 M V Ancient druidic traditions
6-7 M V Church of a saint with relics
8 M V Humans twisted by The Wild
4 1-3 L V Religion enforced with violence
4-5 L V People have strong (true?) visions
6-7 L V Pagan temple still in use
8 L V Next to a large important river
5 1-3 S T Thriving market
4-5 S T Formerly important, now in decay
6-7 S T Populated by exiles and refugees
8 M T Famine, or drought, or plague
6 1-3 M T Important merchants and nobles
4-5 L T Uprising nobility and mercenaries
6-7 L T Nest of new heresy used politically
8 L T Capital city and dying king
12
Popula tion and troubles ta ble
13
Monste rs table
d6 d8 Example features
1 1-3 U (1) A group (2d10) of Ghouls
4-5 M (3) A crazy errant Sorcerer
6-7 W (4) A female Gryphon with her egg
8 M (4) A Druid claiming land for The Wild
2 1-3 W (6) A Wyvern gone berserker
4-5 U (4) An ancient Undying Knight
6-7 M (4) A perverse Illusionist
8 W (4) Two white Carnivorous Stags
3 1-3 U (3) Two unusual, smart Zombies
4-5 W (3) A pack (2d12) of White Wolves
6-7 W (2) Dryads (2d4) and Satyrs (3d4)
8 M (3) Two Sorcerer’s Apprentices
4 1-3 W (5) An old, sick Giant
4-5 W (2) Giant Bees (3d8) migrating
6-7 U (5) A Skeleton of a sorcerer
8 W (4) A Manticore searching a new nest
5 1-3 W (4) A couple of young Trolls
4-5 M (5) A Necromancer looking for corpses
6-7 W (5) A couple of Giant Worms
8 U (4) A recently formed Specter
6 1-3 W (1) Giant Crows (2d4) settling down
4-5 W (6) An old wise Giant Troll
6-7 M (5) A Witch fighting the church
8 W (3) A family of exiled Centaurs
14
Conne ctions table
15
The Sometimes, you get stuck while designing an
simplest adventure or an encounter, or during a session,
when you are required to improvise something
oracle
or make some important decision.
First: take a deep breath and maybe stand
up, walk to the window, take a few seconds. It’s
ok; nobody’s timing you.
Second: if you’re still stuck, use this simple,
generic oracle. It doesn’t always make sense but
often a different point of view or something
completely unexpected stimulates an idea.
Don’t follow the oracle literally, just let it inspire
any sort of idea, with its constraints or even by
reaction, by contrast. Usually the question
should be simple: “Can I do this?” or “What is
my way out/forward from this situation?”
Use the more complex or unexpected an-
swers only if and when they make sense, oth-
erwise ask again. Sometimes, you can use the
answer even if it makes little sense, and let the
players figure it out for you. In this case,
though, don’t frustrate their attempts: if you
made this shit up on the spot, even a flawed
plan sounds like a good enough plan to me,
after that.
16
ORACLE table
Rolls 1 2 3 4
Roll a d6 and d4 for simple answers
1 Yes and Go Kill Hide, lie
2 Yes Stay Attack Confuse
3 Yes but Fast Negotiate Hint
4 No but Escalate Defend Reveal
5 No Peace now Retreat Allies
6 No and Slow down Love Enemy
Roll a d12 and d4 for more inspiration
7 Price Ahead Need guns Closure
8 Setback Behind Need fire Obstruction
9 Advantage Up Need ice Indication
10 Favor Down Need blood Entrance
Roll a d20 and d4 for some seriously unexpected shit
11 Violence Warning Need drugs Secret
12 Truce Trap Need kids Coins
13 Talk Door Need eggs Demand
14 Silence Stairs Need gold Refusal
15 Challenge Window Need souls Flames
16 Hinder Passage Food Metal
17 Encounter Water Stone Shadows
18 Curse Noble(s) Priest(s) Sorcerer(s)
19 Treasure Bandit(s) Druid(s) Warrior(s)
20 Magic item Guard(s) Witch(es) Peasant(s)
17
Sample Adventures
This section presents two examples of adventure concepts,
generated with the previous tables. First you can see the table
(L=Location, P=Population, M=Monster, C=Connection) and
then the dice roll, with the verbose result. Then you have some
ideas of how to read the tables and make them into adventures.
18
You could say the old troll is capable of some Even if the troll
sorcery; perhaps the Captain is neglecting his is defeated, the
weakness of the
duty due to the troll’s magical influence. The Captain remains
troll probably wants to discourage the wood- and other
cutters from reaching deeper into the woods. threats may
Good solutions include finding a way to heal arise in time
the Captain from this twisted influence - or at-
tacking the troll directly.
19
The L: 6-4 = Large town; Upraising nobility and
ancient mercenaries
P: 3-5 = Someone’s spouse; Trouble 3-8 =
sorcerer
Greed for prestige
P: 1-8 = Shepherd or guide; Corruption
I decided to roll
M: 4-7 = A skeleton of a sorcerer
twice for people to
have two NPCs; C: 17 = Possibility to gain powers; mutation
and for the baker’s
wife I also made The location is a large town; I decide on my
an independent own that it’s close to a river but the port’s traffic
roll for her
Trouble
decreased and so did the taxes and payments.
The local nobility is plotting to remove the
local duke, blaming him for the lack of traffic in
the port. They may even threaten to kill him
outright. Both the uprising nobles and the duke
have been hiring more and more mercenaries
and the city is in chaos, although there is no
official open conflict happening right now.
The baker’s wife The characters might become involved with
(someone’s the baker’s wife: the bakery works for the
spouse; Greed for
prestige) king’s mercenaries but there is more gold to be
made with the uprising nobles. The wife wants
to switch sides to gain more money and with it,
enter the local circles of new nobles. She’s even
ready to kill her husband if he doesn’t agree.
Young shepherd To do that, she hired a young shepherd who
(Shepherd or just came to town. He was desperate enough to
guide;
Corruption) accept the offer of the baker’s wife, but he’s also
sick: he spent too much time in The Wild and
this makes him vulnerable to sorcery and he
falls periodically ill with fevers. He also con-
stantly mutters to himself in a language he
doesn’t even know.
20
The young shepherd agreed to do the killing,
and in the process of looking for a weapon and
trying to find shelter in the night, he plundered
ancient catacombs beneath the city, finding an
old rusty sword for his dirty work. In his explo-
ration of the catacombs, he uncovered an an-
cient and unadorned coffin with an old, twisted
skeleton inside.
This is what’s left of the local archmage of A skeleton of
a sorcerer
three centuries ago. He was able to insert a frac-
tion of his spirit in the body of the shepherd and
now controls the young peasant, in an attempt
to revitalize his skeleton.
The skeleton needs a ritual to be performed
by the shepherd, and wants revenge against the
nobles of this town, because he died in a feud
between two ancient families whose bloodlines
are still alive today. Becoming involved in try-
ing to revive the sorcerer’s skeleton, the young
shepherd is neglecting the assassination con-
tract, but he’s still in touch with the baker’s
wife, asking her for more money and odd items
every day.
21
To save L: 2-4 = Small village, Something huge
the temple (church, statue, etc)
Add. feature: 6-7 = Nest of new heresy used
politically
Here I made an
additional roll for P: 4-8 = Inquisitor or judge; Trouble 6-2 =
Location, to have Need for freedom
two, and decided M: 1-4 = A crazy errant Sorcerer
to generate a C: 4 = Unnatural slavery to The Wild
different random
Trouble for the
NPC. Having a This small village is remote enough but has a
crazy sorcerer as huge ancient Empire temple converted into a
monster fits church. The locals have been influenced by the
perfectly what we
ancient Empire customs and a mild heresy has
need for this
adventure spread wide in the entire valley: a new preach-
ing of welcoming and kindness and acceptance
of pleasure. It’s unclear if it’s a heresy generated
by an ancient spell or curse, or if it’s just the
ancient temple with its powerful art having
such effect on the locals.
Inquisitor The Church, though, has sent an Inquisitor,
with 1d8+3 armed mercenaries to carry out the
dirty work, and the Inquisitor is looking for a
couple of scapegoats, perhaps more, to burn
while destroying the temple and then consecrat-
ing a new church in its place. The villagers are
considering a violent revolt, but so far there is
just tension, no open violence.
A crazy errant The situation escalates when a crazy sorcerer
Sorcerer
is drawn nearby by rumors about the Inquisitor.
(Unnatural
slavery to The The sorcerer lived in The Wild in a similar tem-
Wild) ple, now surrounded by vegetation. He is ready
to do whatever it takes to kill the Inquisitor and
save the art in the temple, even though the vil-
lagers will be blamed and probably all killed if
this happens.
22
PLAYERS’ MISSION
There is a tradition in RPGs which seems to give players noth-
ing specific to do, except to show up and listen to the GM, and
react to the situation presented. Some people find a way to enjoy
this without proper guidelines, and without a defined objective.
Others struggle.
23
Black In a game of Black Dogs, as a player you are
Dogs supposed to find the correct balance between
push and pull mechanisms. Play the Black Dogs
players
like this, and you’ll enjoy it, if this is the sort of
setting and adventures you like to experience.
If you are
I believe you’ll get it right when:
the GM, you
may want to You push forward to explore, to investigate,
print this interact, fight. Expand what your character
for your players experiences of this fantasy world and of the
specific adventure
You pull back before it’s too late, before
you risk too much, before your character is
killed or hurt so badly it just makes sense to
retire it. Pull back strategically: you retreat
today to fight another day
You push forward some more, taking risks,
even bold risks, because hell, we’re here to
play, to get to the bottom of this, to see a lit-
tle bit more of this adventure
24
25
Combat
With this system, you can put mechanical emphasis on how
the group deploys on the battlefield. Here is your setup:
You may want to This is how the three Zones affect scores:
write this on your Front: roll to-hit or damage (your choice)
paper with the
Zones, so you’ll with Advantage, but -1 AC for every enemy
have a reminder present (down to AC 1 at most)
Body: no scores adjustments
Rear: +1 AC for every ally
26
Characters and adversaries that are engaged Melée
in melée act according to the following rules: combat
A combatant in Front can attack anyone
A combatant in Body can attack anyone in Who can
you attack?
Front or Body
A combatant in Rear can attack only some-
one in Front
27
Initiative To determine Initiative in a fight, every char-
acter rolls a d6 and adds their Dexterity modifi-
er. For monsters and opponents, the GM rolls a
d6 and applies modifiers, if any.
Monsters and Usually, monsters and creatures of the same
creatures of the
type go together, and a different d6 is used only
same type
for monsters or opponents that are clearly dif-
ferent. For example, if characters are fighting a
captain and three guards, the GM doesn’t roll
four different d6, but one for the Captain and
one for the three guards.
The Initiative Put all combatants in a list, from the one with
Order highest Initiative to the one with the lowest Ini-
tiative. Actions with the same Initiative are con-
sidered to be simultaneous.
28
Other combat options are: Other
Offense: +2 to-hit and -3 AC combat
Savage: roll double damage and -3 AC
options
Defense: +2 AC and -4 to-hit
Backstab/Sneak Attack: +4 to-hit and
Offensive actions
double damage
have better
Cover: +2 or +4 AC depending on the scores, yes; it’s
situation and cover done on purpose
Better Weapon: if you have the better
weapon and forfeit your attack this round,
move to the top of the Initiative order and
the next round you hit automatically and
roll damage with Advantage (roll twice,
keep best)
29
Hit Points
Hit Points are mostly just stamina, grit, determination and a
measure of how a character avoids suffering any serious dam-
age. Losing HP is painful and stressful, but mostly not deadly.
30
A wound can be taken only once on each Maximum
ability (and then again after it’s healed), and Wounds
allowed
you can have a maximum of three wounds in
total. The player chooses on which ability to
inflict the first wound. The GM decides the se-
cond and third.
31
Creatures
This section contains stats and information for various charac-
ters and creatures that were mentioned in the adventure seeds
presented earlier in this zine.
Remember that Saves for monsters are written as x in 6
chances (roll a d6 equal or under x), same as for characters.
32
Sent to protect the village and their wood Captain
trade, the Captain is neglecting his duty: he has
something far more important on his mind. It
might be a lover among the locals (50% of being
a conflicted love; 50% of being a fairly regular
affair welcome also by the family of the local
woman), or it might be something else: getting
fixated on fishing, or on tasting local drugs, or
on some collection of items the Captain brought
with him from town, things like this. It might be
also that the Captain is fixated with his own ego
and has a certain know-it-all attitude.
33
Old Wise The old Troll is ugly, of a gray so dark it re-
Troll sembles black. The arms grew very long but old
age has weakened its muscles. A number of
scars, badly healed mutilations and natural troll
Old Troll
AC 15 asymmetry make it look like a caricature of the
Save 4 monster it once was. It has also lost grace and
(1 vs fire) speed, but compensates with its thick skin.
HD 6d8 (25 HP) The old Troll is gathering a little army of
2 attacks:
creatures of the woods: they will attack the vil-
claws (1d8+2) lage only if they feel the odds are in their favor.
3rd attack: But they will always try to ambush woodcut-
bite if claws hit, ters, and other humans venturing into the
bite the same
woods (even guards, soldiers and armed char-
target, auto
1d6 damage acters). Of course, their preference is for attack-
ing those that are alone, far from their compan-
Add +4 to to-hit ions, possibly unarmed. The monsters make
and damage rolls their killings as bloody and messy as they can,
so as to instill fear in the hearts of the locals and
keep them out from the woods.
34
The Old Troll gains one new supporter every Troll’s
night, starting from one day before the charac- Army
ters enter the village; so, at the start of the ad-
venture the monster already has one follower.
If you roll a 6, roll
Determine followers rolling a d6 every night: again twice and
1: Toxic Ivy add two followers
2: Basic centaur
3: Carnivorous stag Every roll of 6,
explodes into
4: Green Wasps (1d4x10 of them) two new rolls
5: Dryad
6: Roll twice for two followers (exploding)
Toxic Ivy: spires of it grow next to the Troll’s See more about
nest, and he keeps more of it wrapped on body the Toxic Ivy in
the dedicated
and arms. Every time you roll Toxic Ivy as fol- section on
lower for the Troll, give it a score, starting from page 35
1 and increasing up to 6.
35
Mass A villager counts as 1 HD
Combat A guard as 1 HD+1
A soldier as 2 HD
The captain as 3 HD
If for any reason
you need to A centaur counts as 3 HD
determine how an A carnivorous stag as 2 HD
attack of the The wasps (10) as 1 HD
monsters develops A dryad as 1 HD+1
against NPCs
(villagers and/or
The Troll (if in combat) counts as 6 HD
guards or soldiers) Taking turns, say who engages whom (for
proceed as shown example “3 guards attack those two dry-
to the side ads” or “a centaur attacks these two villag-
(to avoid a slow
ers”, and so on)
mass-combat
round by round) For every HD engaged, roll a d6, and step it
up by one if you have a +1 modifier
The total for the For each engagement (i.e. “3 guards attack
village at the start those two dryads”) compare rolls starting
is 100 villagers
able to take arms
with the highest. Often the number of dice
(only to defend will be unbalanced
the village), If your die is higher than the opponents’,
around 10 guards keep it and the opponent must discard
and 10 soldiers
theirs
If the troll gathers If your die has no pairing (you outnumber
200 HD of your opponent in terms of dice), keep all
monsters, they those with no pairing
will attack to Use the dice you keep to kill opponents: you
destroy the village
and kill everyone
need to keep as many as the opponents’ HD
to kill them (if you don’t have enough,
they’re just wounded)
This works in favor of the monsters which
usually attack only when they outnumber
the humans, and which are stronger in av-
erage than the standard guards... there is lit-
tle chance to defeat this army unless the
Captain asks for help from the Duke
36
Toxic Ivy looks like regular vegetation unless Toxic Ivy
someone examines it closely. Its leaves are
thicker than usual and covered with microscop-
ic pores, which vaporize a toxin that kills very
small animals and weakens larger ones, such as
humans.
Toxic Ivy is used to protect the Troll’s nest The Troll wraps
Toxic Ivy around
where the monster and all its followers gather,
its body and arms
sleep, feed, when they are not on some killing as soon as it’s
or spying mission: available (score 1)
The first time you roll Toxic Ivy, give it
score 1 If anyone hits the
Troll in melée,
If you roll Toxic Ivy more than once, in-
they must save vs
crease the score one by one, up to 2, 3, 4, 5 poison or suffer
and maximum at 6 1d4 damage to the
When getting close to the nest of the Troll, Strength score
there is a chance of x in 6, with x equal to
This is temporary
the score, for every character to step on Tox- and recovered
ic Ivy and suffer the damage to Strength, fully in 2 rounds
unless they specifically look out for traps or far from the Troll
vegetation dangers
If Strength goes to
If the score gets to 6, it means only the Troll
0, the character
and the monsters know a safe passage must save every
through the barrier round vs CON to
With gloves, and a scarf covering the face, remain conscious
some Toxic Ivy can be collected in a leather but again, they
will recover after 2
bag (not a regular sack) or in a sealed chest, rounds far from
to resell for approx. 100 sp in the nearest the ivy
town with an alchemist
37
Nobles There is a conflict about to explode between
and the Duke and the other nobles in town, and
several groups of mercenaries are getting hired.
swords-
This is the situation:
for-hire Noble: Duke or opposing noble - there are
1d4+2 of them
If you need to Guards: the Duke can count on 50 loyal and
resolve a mass
stable guards, in the palace, on the walls
combat or
determine the and at the gates. There are at least twice as
balance of forces: many more, but in case of a civil war, they
guards as 1 HD, will not take sides (unless the situation
mercenaries as 2, evolves in favor of this or that side)
duke and nobles
The nobles, on the other hand, have 12
as 3 HD
guards each
You may use the Mercenaries (average): the Duke has 30
rules on page 34 to mercenaries in his service but he’s running
resolve mass
out of funds
combats
The nobles have just hired a small group of
10 but will bring 10 more every 3 days
38
She has only one purpose in life now: to put Baker’s
her shop in service of the uprising nobility that Wife
she sees clearly as the winning side in the up-
coming conflict. She’s even ready to get her
as a Commoner
husband killed since he remains loyal to the AC 10
Duke instead. Save 2
She has a weak poison dose, worth 1d4 dam- HD 1d6 (3 HP)
age if drunk, but it was an impulse buy and of
1 attack: unarmed
very bad quality, not sufficient to kill the hus- (1d2) or small
band and tasting very sour. weapon (1d3 or
She tries to involve the Black Dogs in a last at- max 1d4)
tempt to switch her husband’s loyalty, but she
She has a weak
also already hired a killer - who is not getting
poison dose,
the job done and is instead just making strange worth 1d4
requests to her and even threatening to report damage if drank
her to the authorities.
39
Shepherd He came to town to look for work, because
they didn’t want him around anymore, in his
as a Commoner old village. Too sick, might be contagious they
AC 11 said. Although nobody else in the village got so
Save 2 sick, but nobody spent so much time with the
HD 1d6 (5 HP) goats in the woods, either. And also here in
1 attack: unarmed
town he had to sleep in abandoned catacombs
(1d2) or rusty because he soon had no more money, and all
sword (1d12) the medicines they sold him had no effect; he’s
still having fevers. Then a lady came along and
Damage inflict
offered him money for a job. It was a dirty job,
by magic against
the shepherd but he needed the money. He found an old
is doubled rusty sword in the catacombs. And now there’s
someone looking out for him, someone who
Anyone suffering gave him a greater purpose and promised him
more than 3 HP
damage from the
gold and health.
rusty sword is
cursed: the At any moment, there are 2 in 6 chances that
skeleton sorcerer the characters will find the shepherd hiding in
and the shepherd
the catacombs, sick with fevers and almost un-
will always know
where they are as able to stand. If he fights in this condition, AC is
long as they stay 10, HP is 3, to-hit and damage rolls are at -1.
in the city While he’s sick with fevers, though, the skele-
These wounds ton sorcerer can cast from his mouth up to two
heal badly leaving
a permanent
spells (in separate rounds). He will use this trick
brown scar, and to weaken the characters whenever he has the
for a week the chance.
character suffers a
-1 to-hit and
damage
40
Once the archmage of this city, he was mur- Skeleton
dered over three centuries ago in a petty squab- Sorcerer
ble between noble families which he underes-
timated and dismissed. His body was buried in
Spirit in the blade
the catacombs among others, with no name and AC –
no marks, in an attempt to leave no trace of the Save 4
assassination. HD 1d8 (5 HP)
The sword that killed him was buried with
1 attack: 1d6
him, to avoid the curse that the commoners but 1d12 if the
believe befall a blade used to kill a sorcerer. wielder is
possessed
In fact, when stabbed to death, the archmage
The blade can
inserted a small fraction of his soul into the
be damaged
sword. and destroyed
Anyone using the sword must Save vs Wis- only by magic
dom to avoid constantly hearing the words of
the spirit of the archmage, as long as they hold The spirit in the
blade will mark
the blade. This Save is allowed only once. anyone it harmed
If the Save is failed and the words of the for 3 HP or more
archmage are heard by the character, another The blade always
Save vs Magic is necessary to avoid being knows where
to find them
commanded by the spirit (as long as the charac-
These wounds
ter uses the sword). heal badly leaving
If this Save fails too, subsequent refusals to a permanent
obey these commands inflict 1 HP loss per day, brown scar, and
but no recovery is allowed until instructions are for a week the
character suffers a
not carried out. A new Save is allowed and re- -1 to-hit and
quired every three nights: if the same character damage
keeps using the sword, they must reroll this
Save to keep resisting the orders of the ancient
spirit. The young shepherd, weak of body and
mind, is totally under the control of the sorcerer.
He might be allowed a new Save to escape the
sorcerer’s control only if his conditions drasti-
cally change.
41
The shepherd Any sorcerer using the blade, if they fail (or
knows no magic renounce) the Save vs Wisdom (to stop the
and doesn’t know
how to use these voice of the archmage) but pass the Save vs
powers of the Magic (to refuse the orders of the archmage),
sword, nor that can do the following (as long as they are in con-
they even exist trol, not if they are possessed):
Today, they can see or hear anything the
rusty sword “sees and hears” (they can
leave it around, give it to someone, as long
as they recover it within 24hrs)
Today any house, farm, field, caravan, etc.
where the rusty sword is, will be particular-
ly unlucky (circumstances are up to the GM;
sword must be recovered within 24hrs)
Today if someone other than the sorcerer
touches the rusty sword, they must Save vs
Wisdom or hear the voice of the sorcerer
(they can renounce the Save); there is no
possession
Skeleton Sorcerer
Today, the sword grants the wielder a bo-
AC 10
Save 3 nus of +2 on a given type of Saves (i.e. vs
(4 vs Magic) Magic, or Poison, etc.)
HD 3d8 (14 HP) Each power excludes the others and each
power lasts only for a day; if the sorcerer is
1 attack: 1d6 with
an iron staff separated from the blade for more than
24hrs, they will suffer 1 HP loss per day, but
Add +1 to to-hit no recovery is allowed until the curse is lift-
and damage rolls ed or the sword recovered
Will not go below
3 HP if damaged Besides the spirit in the blade, there is the real
by normal sorcerer to deal with, in form of a skeleton. He
weapons; the last is still very weak and does not dare leave the
damage must be
catacombs for now, but he might if he has rea-
inflicted with
magic or silver son to believe someone is coming for him and
weapons will try to destroy him forever.
42
The following spells are available to the skele- The skeleton
ton sorcerer, and each can be cast once per day, sorcerer can
automatically use,
or two renounced to re-cast the same spell a once per day, any
second time in the same day: of the powers
Magic missile for 2d6 damage listed previously
Warm metal: one target weapon or armor, (see and hear
through the
1d4 damage per round if holding the weap-
sword, bring bad
on, 1d6 if wearing the armor, up to 6 rounds luck where the
(approx.. one minute) sword is, transmit
Evoke spirits: evoke a spirit with very ran- voice to anyone
touching the
dom and unpredictable powers (and stats)
blade, get +2 to a
AC 8+1d8, Save 1d6, HP 2d20 minus 4d10 Save) and suffer
(if negative, the spirit vanishes); 1d4 attacks no curse for being
for 1d6+2 damage each; harmed only by sil- far from the blade
ver and magic (he is the blade,
in a way)
Wake corpses: wakes X nearby corpses
with AC 10; Save 2 (1 vs Magic); HP 1d8 (4);
1 attack 1d6+X. To determine X, roll a d6
but treat every result of 5 or 6 as 1
43
Skeleton Sorcerer Anyone possessing all the above can perform
(upgraded) the ritual at any time, and the sorcerer will res-
AC 12
Save 4 urrect with his former body (seeing it grow
(5 vs Magic) back on the skeleton will be quite disgusting).
HD 5d8 (22 HP) The sorcerer will acquire new stats and add
new spells (each can be cast once per day, or
2 attacks: 1d6 with
two renounced to re-cast the same spell a se-
an iron staff
cond time in the same day - to add to the previ-
Add +3 to to-hit ous spells).
and damage rolls
Detect Illusions: see clearly beyond illu-
Will not go below
6 HP if damaged sions in the same room, and grants +2 to
by normal Saves vs deception, invisibility, etc.
weapons; the last Dispel Magic: dispel magical effects in the
damage must be same room, and suspends any power, mag-
inflicted with
magic or silver
ical item, curse, etc. for 2d6 turns (Save al-
weapons lowed)
Inflict Disease: the sorcerer can cast a curse
If the sorcerer is that develops like the disease that killed one
killed and
of the three children
skinned, 1d4
random spells of Phallus Charm: the member of the sorcerer
this or previous can grow in size and enlarge up to the size
page are found of an arm. No other useful effect but might
carved on his prove a useful distraction (or form of enter-
bones, as on a
spell book, and
tainment)
can be learned Protection: the skin of the sorcerer turns
into scales like the ones of a snake and he
gains +3 to the current AC and +2 to all
Saves related to Constitution, for 2d6 turns
War heart: the sorcerer regains 5+1d6 HP
and the next 3 hits against him will cause
half damage
Wolf’s Bite: after a successful melée attack,
the sorcerer can turn his second attack into a
powerful 1d10 damage bite
44
The Inquisitor is here to investigate and re- Inquisitor
port to the Bishop, but has a few letters signed
in Rome by important Cardinals and a mandate Inquisitor
from the Order Superior that allow him to inter- AC 13 or rare
rogate - with whatever means - anyone impli- 15 (20%) full plate
cated or suspected of heresy, and to proceed Save 3
HD 3d8 (12 HP)
even to burning heretics and destroying their
properties, or destroy anything connected to 2 attacks: medium
heresy. weapon (1d6+1)
Add +2 to to-hit
Detect Evil: detect if anything is tainted by
and damage rolls
Evil, but anything not conforming to the
Church doctrine has a 2 in 6 chances to be The Inquisitor
detected as Evil regardless can use three
Interrogation: save vs Wisdom or answer spells per day
the truth to one question. As an alternative,
keep silent or lie but lose 2 HP and it’s pain-
ful, so he’ll know you’re lying
Crusade: a number of fighters up to the
caster’s Level (the Inquisitor is level 3) gain
a number of points equal to Level, to spend
in combat in to-hit or damage rolls, or Saves
or morale checks, against Evil
45
Errant The sorcerer has lived too long in the woods
sorcerer to be able to have any real meaningful human
relationship, although he can force himself to
behave decently enough to pass as an odd but
Errant sorcerer
AC 12 harmless wanderer. His only purpose is to save
Save 3 the temple, and he will soon figure out that he
HD 3d8 (12 HP) must get rid of the Inquisitor to do that. He has
no real love for the village either, and might
1 attack: medium
weapon (1d6+1)
decide this temple is better off without humans
at all, using it for their silly religious purposes.
Add +1 to to-hit
and damage rolls Bitter Kiss: a kiss by the sorcerer delivers a
deadly poison; Save or suffer 2d12 damage
The sorcerer can
use any spell he and only 1d12 in case of success (not going
knows once per below 1 HP if successful). The sorcerer can
day, and give up pass the poison onto an object, a piece of
two to re-cast a fabric, etc. but the poison will last only 1
spell a 2nd time in
the same day
hour and inflict only 1d6 harm at touch
Guided by Nature: turn the right hand into
vines; they move slightly as if alive, and
point to the direction of a known target as
long as it is somewhere where a tree can
“see” it, or otherwise the last tree that “saw”
it will report about that. Tracking lasts only
1 hour
Protected by Nature: grow bark and thorns
on the skin, gain +2 AC and +1 to all Saves
for the next 1 hour
Natural Distraction: a number of 1d6+2
wolves, or carnivorous stag, or even
swarms of Green Wasps, and on rare occa-
sions 2d6 Dryads, will come to aid the sor-
cerer within 1 hour. They will not fight but
provide any possible distraction to aid the
sorcerer with his plans or to escape, etc.
46
Two Maps
You can use this for the adventure “To save the temple”.
47
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic © 2013 LotFP, author James
Edward Raggi IV
Swords & Wizardry Complete Rules, Copyright 2010 and Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch;
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on
original mate- rial by E. Gary Gygax and Dave Arneson.System Reference Document © 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D.
Rateliff , Thomas Reid, James Wya , based on original material by E. Gary Gygax and Dave Arneson.
Black Dogs © Daimon Games, Davide Pignedoli
48