Flame PrincesS
Weird Fantasy Role-Playing
LamentationS
of the
Flame PrincesS
Weird Fantasy Role-Playing
LamentationS
of the
Flame PrincesS
Weird Fantasy Role-Playing
GodThe
That Crawls
The God
that Crawls
by James Edward Raggi IV
Illustrated by Jason R ainville
Cartography by Devin Night
LamentationS
of the
Flame PrincesS
Weird Fantasy Role-Playing
LamentationS
of the
Flame PrincesS
Weird Fantasy Role-Playing
The God that Crawls
© James Edward Raggi IV 2012
First Edition, First Printing 2012
Published by Lamentations of the Flame Princess
Cover and Illustrations by Jason Rainville
Cartography by Devin Night
Editing by Matthew Pook
Layout by Mattias Wikström/Tigerbyte
Printed in Finland by Otava Publishing Company Ltd
ISBN 978-952-5904-30-7
Contents
Author’s Notes 4.................................................................................................................
–– Part the First 4
–– Part the Second 5
The Setup 6....................................................................................................................................
–– The Story of Augustine 6
–– The God that Crawls 7
–– The Reverend Elroy Bacon 8
–– The Children 11
–– Villagers 11
–– The Chase 12
Map Keys 14..................................................................................................................................
–– The Church 14
–– Dungeon Levels 20
Treasure Caches 40.....................................................................................................
The Book 42..................................................................................................................................
Sponsorships 48.................................................................................................................
Author’s Notes
Part the First making the player characters sweat, what the
hell are they about?
Have you ever noticed that players pretty much
expect their characters to enter a dungeon and Essentially, it is a stick and carrot thing. “If
explore it more or less at their leisure? Ever you want the carrot, you also get the stick.”
notice that because they expect to explore at Why not stay home and be a cobbler or a
their leisure, they always assume mapping stableboy? For players, that’s boring, and for
will be easily done? That they’ll load up on an characters, that’s boring and there’s no money
excessive amount of equipment? That they’ll in it. Why not join the army? It’s not boring,
expect to be able to leave the dungeon if they but who wants to be told what to do and who
get into trouble? to fight and when? And military discipline?
agghhhh…
Have you ever noticed that the standard
dungeon crawl has the adventurers walking So the game is about undisciplined adrena-
around and being proactive in attacking the line freaks who want to get rich without doing
monsters? That if there’s a monster that they an honest day’s labor. By presenting an adven-
can’t immediately tackle, defeating it is gen- ture hook in such a game, a Referee means
erally considered just a matter of preparation two things: “There is a carrot here!” and “By
and healing? chasing after this treasure, you are giving me
permission to screw around with you so bad
If those things annoy you, boy oh boy is this and do my best to beat you to death with this
the adventure for you! stick!” And the players will take it and they will
like it (if both the stick and the carrot are inter-
The God that Crawls will trap your player esting enough!), because what else could they
characters. It will chase them! And it’ll kill possibly expect playing characters that crawl
them quick if they expect to carry out their into dark holes, armed to the teeth, preparing
dungeoneering business as usual. to slaughter and loot?
If any of this sounds unfair, remember that Sure, some people don’t like that. Some
“Adventurer” is defined as “one who looks for might say it’s *gasp* railroading! Yeah, like
trouble,” and “Adventure” is defined as “The Silver Streak, Horror Express, Murder on the
trouble an adventurer finds.” Orient Express, and Under Siege 2.
Seriously, if your adventures aren’t about
4
Choo-choo! All aboard! for the opposition was dropped in soon after,
Oh, one other thing about this... one of a but what would make the whole thing pop?
Referee’s great advantages is being able to sit Because I have to tell you, “there’s an evil cult
back and listen to the player characters take which worships a gross and evil god” is just
their time and plan, imagining far worse and about as worn out as “there’s a humanoid tribe
complicated scenarios for their capers than which is menacing the Realms of Man!” as a
the situation actually warrants. Watching plot hook. Sure, in play such a generic setup
them stew in their own paranoia is awesome. may not be boring, but what Referee is going
But this adventure, once it gets going, won’t to give his every effort to bring it to life? More
allow for much of that. It should be fast-paced, importantly on the publishing end here, what
and will require not only fast playing but also makes this “evil cult which worships a gross
equally fast and involved Refereeing due to the and evil god” adventure different from every
nature of the map and the for-once proactive other such thing, or different from what any
nature of the monster. Referee could throw together without any
Sometimes the Referee should sweat as outside help?
well.
The given backstory which details the cult
Part and who the God that Crawls actually is, tie
the Second the scenario to the real world, give the entire
scenario far more weight, and makes it much
So that first rant explains the idea behind how more interesting than it would have been than
the adventure will play if everything goes right if it was just left unexplained, if it just recycled
(which is not a given – be prepared to roll with literary sources, or was just some brand new
the punches because turning scenarios on made up thing.
their asses is what players do). But the thing
that makes RPGs awesome is that there is not Most of this information is entirely infor-
just the game play element, but there is also mation for the Referee and not likely to be
the fictional element, the world and context in communicated to the players. Some may see
which all of the game play happens. The idea this as “fluff ” and irrelevant to the adventure,
is that all of the action is taking place within a but I disagree. Such detail helps to get the
world which is just as real to the characters as Referee into the mindset of the adventure,
the actual world is to us. can be an important factor in the Referee
being attracted to the adventure enough to
Following a narrative and exploring char- run it in the first place, and will influence how
acterization and building a cooperative story the Referee plays the cult. This is a very big
or a setting without the game part of RPGs is deal. It is the sort of thing that brings a game
pure wankery at worst, and better suited to fic- to life and makes the players remember them
tion writing at best. Yet at the same time just forever. And that is the measure—the only
the game part without all that other stuff to tie one—of a good adventure.
it together is nothing more than drudgery.
As always, I’d like to know what happens
So the “game” part of the concept of The God in your game when you run this adventure.
that Crawls was taken care of, and the “cult [email protected].
worshipping a muck god” general concept
James Edward Raggi IV
March 7, 2012
Helsinki, Finland
5
The Setup
T his adventure is about the unusual not use historical Earth as a setting, this should
circumstances surrounding one old not be a problem, as the Referee should be pro-
country church. To keep the module ficient at making changes to adventures to suit
on-point, only the church and the his campaign’s needs. Since many campaigns
dungeon below it are detailed. Details about follow the traditional, “a little of this, a little of
the nearby village and surrounding area are that,” approach, merely changing the names of
omitted because they are unnecessary to the the religious figures can be enough to obscure
point of the adventure—they can merely be the situation. Or alternatively, do not change
ordinary and boring. Of course the Referee is a thing and just incorporate Christianity into
free to flesh out the surrounding area. the campaign, since “Thou shalt have no other
gods before me,” can be read to mean “There are
When placing the adventure in a campaign, other gods, but you put me first!” which largely
all that the Referee need note is that the matches how religion in many campaigns is
area needs to be quite rural and in very hilly handled anyway, with many gods in the setting,
country. with a particular priest or worshiper following
only one of them.
The hook or motivation to get the player
characters to the church is up to the Referee, The Story
who would know how to get the players of Augustine
involved better than any adventure writer. No
hooks that cast suspicion on the priest or vil- Augustine of Canterbury is famous through-
lagers before the adventure begins should be out Christiandom as the first Archbishop of
used, as the natural paranoia of adventurers Canterbury. Tireless in spreading the faith,
will be in effect anyway. As long as the player his Gregorian mission of 597 was key in re-
characters are aware of both the church and Christianizing Britain.
the door on the hillside, the adventure is ready
to go. History tells us that he died in 604, was then
buried at the Abbey of St. Peter and Paul (now
One feature that the Referee should be aware the site of Canterbury Cathedral), and later
of is that this adventure assumes a real-world
Earth setting, circa 1600 A. D. Even though most
campaigns using LotFP or similar systems do
6
canonized by the Roman Catholic Church (a order was quickly established, composed
status also recognized by both the Anglican of those who knew, their mission to care for
and Orthodox Churches). Augustine as best they can, and protect his
secret shame at all costs.
History lies, and the truth is known only to
a few. The secret order performs a double decep-
tion to accomplish this. As far as most of the
Augustine did not die on May 26, 604. A locals are concerned, the church is as any
group of renegades who had refused to con- other, but the secret order pretends to be
vert to Christ administered a paralytic poison, continuing the previous blasphemous cult,
and Augustine was buried alive. Yet the pagan worshipping the God that Crawls as a pos-
revenge had only begun. sible cover to explain why it feeds interlopers
to it when they discover too much about
Augustine was dug up by the conspirators Augustine. Nevertheless, the members of the
and taken to a church that they had taken order are devout in their Christian faith and in
over near Dover. Unholy rites were performed, their loyalty to Rome.
transforming Augustine into a thing of terror:
The God that Crawls. The creature was then As for Augustine himself, he suffered mas-
dumped into the catacombs below the church sive brain damage while buried, and after being
to live out the rest of its days. transformed and left in the dark for centuries
he has also become violently insane. Only the
The pagans did not realize that the trans- barest flashes of memory of what he once was
formation made Augustine functionally remains, manifesting itself as unsuccessful
immortal; without a solid mortal form there attempts to coagulate into human form. Now
was no body to weaken from age, no natural he just mindlessly stalks the halls searching
biological processes to fail. So the conspiracy for prey to satisfy his ravenous hunger—a
became a cult as the months standing guard hunger that has no natural purpose as he has
over the hated saint became years. The vigil no actual need for food.
became worship as the generations passed
and the original pagan beliefs died. The God
that Crawls
The Norman conquest of 1066 brought the
end of the cult, as its benefactors and protec- Unarmored, Move 30', Hit Dice 5, 90 hp,
tors in English society were supplanted by the 1 Attack doing 1d6 damage, ML 7
foreigners, and soon the cult, and its secret,
was unearthed by an episcopal investigation. Notes and powers
This discovery created quite a problem for The God that Crawls surprises 3 in 6 if the
the Normans. Augustine lives, albeit in the party is moving toward it at above exploration
most twisted form imaginable. He must be speed in an area with a light slime trail, and 5
protected, and no one can ever know. A secret in 6 if the party is moving toward it at above
exploration speed in an area with a heavy
Note slime trail.
The God that Crawls assumes a Silver The God that Crawls normally attacks
Standard. If your campaign is on the by forming the edge of its body into a crude
Gold Standard, merely change all men-
tions of sp to gp. 7
pseudopod and clubbing its prey. When an Also, its stats change if it absorbs magi-
opponent goes down (or it finds someone or cal equipment (including potions, but not
something lying on the ground), the God will including scrolls). These changes are also
ooze over it and begin absorbing it, a process permanent.
that takes about ten minutes for a man-sized
object (including all equipment if it is a fallen ¶¶ Any magical item with defensive capabili-
character being consumed). During this time ties increases its Armor Class by 1 point.
it will ignore everything else around it unless
it is attacked. ¶¶ Any magical item that has offensive capa-
bilities or bonuses advances its damage die
If attacked while feeding, it will strike out by one type (d4 damage becomes d6, etc.).
(up to 10') with a ropey pseudopod against each
attacker until it is no longer being attacked. It ¶¶ Any other magical item increases the crea-
is –2 to hit with these attacks when feeding. ture’s maximum hit points by one.
Likewise, if a character has the idea to leap Devouring zero level characters and mundane
over or scoot around the creature (say, because creatures does not alter the God’s stats.
the character is trapped and the God is clos-
ing in), it will shoot out strands to attempt The God that Crawls lairs in location 1:13,
to hinder the character. Those attempting to but often roams the passages of the labyrinth
bypass the creature in this manner must make underneath the church. On Sundays during
a saving throw versus Paralysis in order to get services when the church is full, the God lin-
past it that round (and a failed save means gers under the pit, swaying to the singing.
the character is in mêlée range). There is a +2
bonus to the saving throw if the creature is The God can ooze under doors, but this
feeding. takes a full turn, and it is vulnerable to attack
as it cannot strike back while flattening itself
The God that Crawls regains 3 hp at the start in this manner. Instead, it will wait outside
of every round, even if brought below 0 hp. The the door until there has been no movement
creature only truly dies if it drops below 0hp or sound from within for 1d4 days, or until it
after losing its regenerative ability. hears another noise that draws it away.
Holy water heals the God 1d8 points of It fears the outside air, so it will not attempt
damage. to escape under the door at location 2:01.
The God that Crawls changes as it devours The Reverend
victims. These changes are permanent. Elroy Bacon
¶¶ For every level the victim possessed, the Father Bacon is the leader of both the church,
God adds one to its permanent hit point the community around it, and of the pact
total. that keeps The God that Crawls secret and
safe. He is a 3rd level Cleric (15 hp) but not an
¶¶ If the character was capable of casting adventurer. He keeps a sword in his quarters,
Magic-User spells, or had innate spell-like but owns no armor and carries no weapon on
or magical abilities, the God’s regeneration his person in his day-to-day life. He has keys
ability increases by one point. for locations C:01 and the door and locker at
C:06.
¶¶ If the character was capable of casting
Cleric spells, the God’s regeneration ability
decreases by one point.
8
He will not be particularly unfriendly and Church. But you can keep whatever else you
will never seem nervous or unconfident, but find down there! Do you need help? I can get
he greatly dislikes dealing with strangers, some farmhands from the village who prob-
especially the sort of rather ill-disciplined ably wouldn’t mind coming with you for a
troublemakers that most player character share then. You might want to guarantee them
groups most obviously are, because of the a silver or something just for coming though,
likelihood of needing to murder them. that’d only be fair, in case there’s nothing down
there.”
He will be very adamant about not allow-
ing visitors beyond the altar of the church. He will signal to the children at the appro-
If the back rooms are discovered, Bacon will priate point and they will ring the church bell
change tact. He will say that the pit has been (see below) summoning the locals.
there since the church was built (true) and
that nobody connected to the church has If the player characters go down the hole
been down the pit (also true, at least for the alone, of course any rope or other conveyance
past few generations). He is, of course, curious used to descend will be cut, raised, etc. as
about what might be down there (see location soon as the player characters are out of sight,
C:08: the side passages leading from location or sooner if the player characters are all down
1:01 are not visible from the top of the pit and seem to want to come back up. The arriv-
and a greenish residue is visible on the floor ing villagers will remain in force above the pit
of the pit if a light is lowered), but is not for several days (keeping away from the edge
so concerned since he has never heard of
anything coming up from the pit in all of so as to not be targeted by either missile
the time that the church has been here fire or spells) to make sure that there
(true!). are no escape attempts.
If the player characters have
However, once the pit has recruited villagers as retainers
been seen, the witnesses have for the exploration, the vil-
got to die. Bacon is smart lagers will of course want
enough to know that it is sui- the player characters to go
cide to attempt straightforward first. “You’re leading this
violence against traveling adven- expedition…” If the player
turers, even if a large amount of characters do not like that,
villagers can be gathered, so he has the oldest of the assembled villag-
devised other ways of eliminating ers is willing to go down after the
any danger to the God below. first player character, and maybe
a second before all of the player
“What? You’re willing to go characters are down, but the rope
down the pit and see what’s will still be cut when the last player
down there? Why? Oh, you’re character is down. The doomed
treasure hunters and think there villagers will consider themselves
might be something down the to be martyrs—the safety of Saint
hole? Marvelous! I’ll tell you Augustine is of greater impor-
what, if there are any religious tance than any single life. They will
relics, you will be expected of begin singing hymns as loud as
course to turn them over to the they can and follow the player
9
characters everywhere down below to make message sent to the Lord Warden of Cinque
sure the God does not lose track of them. Ports, Baron Cobham, in Dover. Troops will be
mobilized to apprehend the player characters
The gong will be struck as soon as the player and return them to Father Bacon at his church
characters are down (see The Chase). on the charge of being gypsy thieves.
However, at no point will Bacon or any Lord Cobham is not aware of the God or
of the gathered locals appear to be sinister, the goings-on surrounding it, but he does owe
threaten the player characters, or or seem Bacon a few major favors (Bacon has such an
particularly eager to get the player characters advantage over most local officials and busi-
down the hole. If the player characters seem nessmen) and so will go along with this, no
unsure about descending into the pit, none of questions asked, since the player characters
the locals will encourage the idea: “Obviously, are typical transients and it saves the govern-
we don’t think anything’s down there, or else ment authorities the trouble and legal issues
we’d have organized something ourselves. involved with executing them. Lord Cobham
Surely this church hasn’t stood for 1000 years has larger matters on his mind.
on top of something without anyone knowing,
right?” If the player characters fall victim to the
plot to drug them, they will awaken at the
If the player characters wish to walk away, bottom of the pit to the singing of many vil-
the priest will offer them a bottle of wine. “I lagers looking down on them from above. The
had to take it from one of the flock. He was player characters will have been stripped of
a little too fond of this sort of thing, unfortu- all missile weapons and ammunition, but not
nately. I prefer Scotch whiskey myself when I any other equipment or valuables—the villag-
want a drink, so maybe you’d appreciate this ers will not rob them, and they know that the
more? It’s French, very nice, I’m told.” God will feed on these belongings as well as
their owners.
The wine is of course drugged. If the player
characters stop for a meal or purchase rations The gong will be struck when the player
in the local village, these too will be drugged. characters awaken.
The player characters will be followed, and
when (if) they pass out they will be collected. No matter how the player characters get
to the bottom of the pit, if they do, if at all
If it comes down to it, there will be an urgent
10
possible Father Bacon will apologize to them hospitable and generous. They are in most
from above, before stepping away from the ways model Christians, loyal to the Queen and
edge of the pit. He will mean it, too. wishing goodwill to all men.
The Children The ruse of the outside door (see loca-
tion 2:01) is a matter of contention between
Father Bacon’s three young charges (Timmy members of the Order. It has at various times
Burns, Barney Stodges, and Freddy Simms, over the centuries been filled in, but the cur-
ages 8 to 11) help with the day-to-day mainte- rent leadership believes that there should be
nance of the church and more importantly act another way out of the catacombs should
as his eyes and ears when visitors are around. something catastrophic happen to the church.
Past experience has shown that hiding the
They are not normally involved in business entrance does not keep it from being found,
relating to the God (they do not even know it just makes it difficult to know who finds it
about it and are never present when the pit is and when, and more often than not it is the
being used), but have had several instructions
drilled into them which they will perform Note
without hesitation. If there is trouble in the
church and Father Bacon is threatened, or It is perfectly possible (even likely with
upon command, they are to ring the church some groups) that player characters will
bell. One will go up the ladder (between C:01 not fall for any of the tricks and will not
and C:02), one will go up the trapdoor to the be trapped in the dungeon, especially if
roof (location C:13), and one will bolt out the the Referee seems a little too eager to get
door to summon help. them down there. No matter. If they just
walk away, they are leaving a lot of trea-
V i l l ag er s sure behind. If they do something rash
like slaughter the priest and/or a bunch
The local villagers who attend this church are of villagers and walk away, they will have
all 0-level characters who are decent, normal the legitimate authorities after them
people in all ways but one: they know the soon and that will be adventure enough.
secret of the God that Crawls and will do any- Force nothing; this adventure provides
thing to protect it. an environment and a handy guide for
resolving “What happens if…?” within
It is important to note that it is never the that environment. This adventure is not
intention of these people to kidnap or murder a club with which to bludgeon players.
anyone. They would prefer to just feed the God
cows or sheep or pigs (they do not know the Be aware that if the players are tricked
God does not need to feed). Still the secret into exploring the dungeon and are
must be kept. Only if the secret is in danger then trapped by the priest, they will be
(and merely discovering the existence of the much more paranoid about seemingly
catacombs beneath the church is danger friendly NPCs in the future. No matter,
enough) will the villagers act to take an indi- encounters with the Weird often make it
vidual and cast him to the God. impossible to properly interact with the
world afterward.
So long as visitors are courteous and not
particularly nosy, the villagers will be sincerely 11
innocently curious that are the ones who dis- blunder into enemies unprepared. This is not
cover it. The current idea is that an unhidden “unrealistic” for anyone that has traveled in a
door makes surveillance easier, and the sign pitch-dark unfamiliar cave or cellar with only
on the door (see 2:01) means that only the a torch or lantern.
dishonest go inside.
If running through a dungeon environment,
Villagers will not normally be armed no mapping is possible, no examination of the
(although most men and boys carry a small surroundings is possible, and enemies won’t
knife), but when the church bell is rung at any be seen until literally running into them if
time other than before Sunday services, they they aren’t carrying their own light source.
will make their way to the church quickly (2d10 Realistically side passages and such would
arriving in about three turns, d10 more every likely be missed completely but Referees
turn thereafter) armed, mostly with agricul- should ignore that for the purposes of this
tural implements, and ready for trouble. adventure—it’ll be frustrating enough as it is
for the players.
The Chase
Unencumbered running speed would be the
It is quite possible that this adventure will usual 120' rate per 6 second round in LotFP.
wind up being a chase as the God pursues the This would still only result in a 13.64 mile per
adventurers who are desperately searching for hour speed, which is approximately the human
a way out. In fact, the adventure is designed average. But adventurers are often assumed to
around that idea. be better than the human average, so we can
call this an abstracted number and call this
The assumptions of the dungeon are that the sustained speed rather than taking into
The God that Crawls is not something the party account sprinting speed early on and then
can defeat, and the party will be able to hand- factoring fatigue. And since the monster will
ily outrun it if they decide their lives are more be using the same rule, no problem.
valuable than heavy equipment or treasure.
Since the party can outrun it, they will have a There are a few ways to handle this running
bit of an advantage and the time to gauge their pursuit through the dungeon. We will present
environment to figure out how to escape and here “The Easy Way” and “The Hard Way.”
maybe get some treasure along the way.
The Hard Way
Close attention needs to be paid to move-
ment rates and encumbrance for the adventure In “The Hard Way,” the Referee will keep track
to operate properly. The usual movement rates of exactly where everyone is in the dungeon
listed for unencumbered characters (120' for at all times. The Referee will have studied the
LotFP Weird Fantasy Role-Playing and the map in detail and so will know the fastest way
same for most similarly styled games) is per to get from one point to any other point in the
10 minute turn, which is a ridiculously slow dungeon. When the party makes noise, or the
speed. However, this is a game abstraction that God is in a position to see their light shining
assumes that the party is mapping (the usual around the corner, it will move quickly (30' per
mapping process is assumed to be something round) to attack the adventurers. Otherwise
the characters are actually doing in the game!) it will cruise around the dungeon at random
and actively looking for interesting features (along only those corridors which have slime
(such as treasure or traps) and not wanting to trails) at a 10' per round rate.
12 The God will immediately rush to investigate
Stairs and Ladders lair, to the pit at 1:01, to the outside entrance
at 2:02 so it is easy to track this movement
When going up stairs, they should be through the maze.
counted as twice the number of squares
that they actually are (so four squares per The Easy Way
flight of stairs climbed), and ladders up
should count as ten times the number of In “The Easy Way” the Referee only needs to
squares. The God can climb stairs and keep track of the monster’s movement as above
ladders. when it is within line of sight of the party, or
within line of sight of the party’s light.
Ladders down count as four times the
number of squares (they are not smooth Since there are only three stairs/ladders
so sliding down is out), or a character that lead to dead ends (disclaimer: One of
can choose to jump and have it take no those includes the ladder leading to the secret
time at all (but must make a save versus exit, which is a dead end for all intents and
Paralyzation or take d6 damage). The purposes until the exit is found, and there is
God can drop down ladders without one additional dead-end ladder which is in an
taking damage. area the God cannot be), it is fairly easy to treat
the roving God as a wandering monster and
Stairs down count as twice the number if it appears, determine randomly from which
of squares that they actually are if a char- direction.
acter is running and does not want to risk
falling. They can count as no squares with The base chance to run into the God is 1 in
a successful save versus Paralyzation, or 12 per turn. Check this whenever the party is
the actual number of squares with a save at a split in the path (stairs and ladders count)
with a +3 bonus to the roll (Dexterity where the slime trail leads multiple ways. If the
modifiers apply for both of these rolls). If God appears it will come from one of the new
this save is failed, the character takes 1d4 paths. Also check when the party travels down
damage plus suffers a twisted ankle and a long (100'+) straight corridor. If it appears
a 25 % movement rate until healed. the God will of course be coming at the party
from the direction that they are heading in.
any loud noise and will always move towards
light. The most common sources of noise in The following modifiers are cumula-
the adventure are likely to be the striking tive, only resetting after the God has been
of the gong in location C:08, the collapse encountered:
of the entrance at 2:01, and the excavation
of the treasure parcels located around the ¶¶ Add +2 to the chances if the party is moving
labyrinth. at Exploration speed
Assuming the God begins in its lair (loca- ¶¶ Add +1 to the chances if the party is moving
tion 1:14) at the start of the adventure, it at normal walking speed
would take 11 rounds to reach the bottom of
the pit (location 1:01) or about 32 rounds to ¶¶ Add +2 for every treasure cache opened
reach the rear entrance (location 2:02). The (make an immediate check when it is
heavy slime trail moves from the creature’s opened)
¶¶ Add +1 for being loud (including spirited
discussions of what to do next)
¶¶ Add +2 if chasing characters who misbe-
haved in front of the church’s crucifix
13
Map Keys
T he levels of the dungeon have many are signs of where windows used to be, but
stairs and ladders leading to they have all been blocked up long ago.
different levels. These features have
been both color-coded and marked C:01 Entrance
with Roman numerals to make cross-level
connections easier to reference. All three doors are reinforced heavy wood,
designed to protect the church in case of
The blue markers with the gold coin attack. They are normally left unlocked,
are treasure deposits. The walls where these but all have both heavy, complicated locks
appear are clearly marked (see location 2:02) (Father Bacon carries the key) and can be
so the player characters will easily see them. barred as well.
These (possibly) contain treasure, see the
Treasure Cache section. C:02 Fonts
The red markers identify areas where While the water here is considered “holy
the ceiling support is obviously weakened. A water” by one and all, it is not Holy Water as
character making an Architecture check can expected in game terms… unless the God has
collapse the passage if so desired. Note that devoured a human in the past 24 hours, in
the God that Crawls will not attempt to ooze which case the water here is not only counts as
through the collapsed tunnel, but will manage Holy Water, but is also twice as potent against
(after 1d10 turns) to escape if a tunnel has been those foes susceptible to it.
collapsed onto it. For simplicity’s sake, assume
that any collapse will not affect the level(s) The ladders leading up to the bell tower are
above the current tunnel. in the passageway just east of the fonts.
Each level is 20' apart vertically, floor-to- C:03 Nave
floor.
The nave of the church is unremarkable, being
The Church merely filled with pews. On the walls are
hanging lanterns, only one of which will be lit
The church’s most striking feature is that there unless services are being conducted.
are no windows at all. From the outside there
At night, or whenever Father Bacon is not at
14 the church, one or two burly villagers will be
here. They will be friendly to any visitors, but “We had the empty wall space and
will make sure none of them snoop around. Timmy wants to be an artist, so we let
him paint this. Please don’t damage
A different painting hangs on the wall at the any of the other paintings; if we have
end of each side aisle, each of them unlit. If to take one down he’ll want to paint its
asked about the meaning of any of the nine replacement as well.”
paintings, Father Bacon will give the best f. This painting is merely a large black
explanation that he can. He will also com- field with a very small white dot slightly
ment that, “Oh, most of these have been here off-center.
since before my time, but they are something
of a tradition, and a church this small is lucky “I have no idea what this is supposed
to have such pieces, so we keep them.” The to mean. But it’s harmless enough I
meanings of the paintings the priest gives are suppose, and a conversation piece of
as follows: the church.”
g. This painting depicts a siege during
a. On the north wall is a recreation of the first Crusade. The signature reads
Da Vinci’s Last Supper. It is perfect Numbers 32:27.
in every detail except that nobody is
wearing any clothes. “Another self-explanatory piece.”
“I think this represents the purity of h. This canvas is mostly bare except for
Our Lord and the apostles. An interest-
ing interpretation, to say the least.” a few splatters of red paint that could,
come to think of it, possibly be blood (it
b. This painting depicts a blue sky with isn’t).
few clouds and a blazing sun, as well
as a constellation of stars. “This shows how empty and mean-
“This shows that the light of God ingless the world was before Christ,
shines brighter than the sun.” and how his sacrifice changed every-
thing, and now it’s impossible to look
c. This painting depicts a graveyard with at the world without acknowledging
the signature reading Luke 12:15. His presence.”
“Self-explanatory, isn’t it?” i. On the east wall hangs an incredible
painting depicting the Earth, moon,
d. This painting depicts Atlas carrying sun, and stars coalescing from a
the world on his shoulders with Jesus radiant nebula (betraying knowl-
shining before him. edge that won’t exist for over three
“This shows the difference between hundred years). The signature reads
the ancient pagan past and the current Genesis 1:1.
enlightened era of Christ. Both of the
figures shown carry the weight of the “Does this not demonstrate the
world on their shoulders, but where power and splendor of God?”
Atlas bears the burden heavily, Christ
makes the sacrifice with great grace.” Each painting is worth 5d20 × 5 sp, or 80 %
that if sold without its frame, except for the
e. On the east wall is a simple painting, paintings in e, f, and h, which are worthless.
perhaps done by a child, of an empty Knowledgeable collectors though, will know
crucifix standing in a field of flowers. where the paintings came from…
The sun is deep red.
15
C:04 Sanctuary C:06 Priest’s Room
A railing in front of the altar separates the This is Father Bacon’s personal chamber. There
congregation from the stairs leading up to the is a bed, a desk with an oil lamp, a wardrobe
crucifix. On major holidays there is a choir with his clothes, and a shelf with religious and
here, but otherwise only Father Bacon uses philosophy texts. Under the bed is a locked
this area during services. trunk (the priest carries the key) containing
The figure on the crucifix hanging a number of different political pam-
from the ceiling is especially pained phlets. Bacon is not himself politically
and contorted, a truly hideous visage to
remind all who see it active, but considers it impor-
of the great sacrifice tant to be aware of
Christ made for the current state of
them. The God that public opinion.
Crawls is able to sense Also in the trunk
through the cross (seeing, hear-
ing, smelling… and yes, feeling the is a series of permits autho-
wounds depicted on the sculpted Christ, rizing the existence of a Catholic
which does not help its mood), and it will church to exist on these grounds
move at twice the speed when chasing with the promise of protection from
anyone who has stolen, vandalized, offered harassment by any means necessary.
violence, lied, or in any way acted poorly in These permits are personally signed
view of this Christ. However, the God does by both the sitting monarch and the
not know that the church is above its lair, Archbishop of Canterbury. Prior to
so it will never be waiting for anyone who King Henry VIII’s split from Rome,
might come through the church and to the these permits did not address this
pit. If the God that Crawls is ever somehow church’s Catholicism, but rather
destroyed, this crucifix will shed tears. granted special protections for “mat-
ters known to all signed parties,” and
If asked about the unusual crucifix, were also signed by the sitting Pope.
Father Bacon will say it was brought to Duplicates of these documents can be
England after one of the Crusades (which is found in the archives of the monarchy,
true, though he is not sure which one) and the Archdiocese, as well as the Vatican
that he feels it represents Christ’s love and sac- (even those documents dating from after
rifice more than the less grotesque examples Henry VIII’s split from Rome!). The situation
found throughout the land. here is known in the halls of power and the
protection of the God is a prime concern upon
Long black curtains hang from the ceiling the coronation of a new monarch or appoint-
covering the walls here. The doors to the rear ment of a new Archbishop. Any interference
section of the church are not visible unless one here will face long-term consequences. The
searches behind the curtains. secret must be kept.
That this church (and the village around
C:05 Confession Booths it) is Catholic is not something that will be
obvious; the agreements which keep these
This is where Father Bacon takes confession people protected from the usual English anti-
from members of his congregation. There is Catholic sentiment also requires them to be
absolutely nothing unusual about the booths.
16
Permits ¶¶ King Henry VIII, ¶¶ King Edward IV,
Thomas Cranmer, Thomas Bourchier,
The permits present in Pope Clement VII Pope Sixtus IV
location C:06, and who
signed them, from topmost ¶¶ King Henry VIII, ¶¶ King Edward IV,
(and most current) to the William Warham, Thomas Bourchier,
bottom of the pile. Pope Clement VII Pope Paul II
The permits marked with ¶¶ King Henry VIII, ¶¶ King Henry VI,
an arrow () are in English, William Warham, Thomas Bourchier,
the rest are in Latin. Pope Adrian VI Pope Paul II
ȜȜ Queen Elizabeth, ¶¶ King Henry VIII, ¶¶ King Edward IV,
John Whitgift William Warham, Thomas Bourchier,
Pope Leo X Pope Paul II
ȜȜ Queen Elizabeth,
Edmund Grindal ¶¶ King Henry VIII, ¶¶ King Edward IV,
William Warham, Thomas Bourchier,
ȜȜ Queen Elizabeth, Pope Julius II Pope Pius II
Matthew Parker
¶¶ King Henry VII, ¶¶ King Henry VI,
¶¶ Queen Mary William Warham, Thomas Bourchier,
and King Phillip, Pope Julius II Pope Pius II
Reginald Pole,
Pope Paul IV ¶¶ King Henry VII, ¶¶ King Henry VI,
Pope Pius III Thomas Bourchier,
¶¶ Queen Mary Pope Callixtus III
and King Phillip, ¶¶ King Henry VII,
Thomas Cranmer, Henry Deane, ¶¶ King Henry VI,
Pope Paul IV Pope Alexander VI Thomas Bourchier,
Pope Nicholas V
¶¶ Queen Mary ¶¶ King Henry VII,
and King Phillip, John Morton, ¶¶ King Henry VI,
Thomas Cranmer, Pope Alexander VI John Kempe,
Pope Marcellus II Pope Nicholas V
¶¶ King Henry VII,
¶¶ Queen Mary John Morton, ¶¶ King Henry VI,
and King Phillip, Pope Innocent VIII John Stafford,
Thomas Cranmer, Pope Nicholas V
Pope Julius III ¶¶ King Henry VII,
Thomas Bourchier, ¶¶ King Henry VI,
ȜȜ Queen Mary, Pope Innocent VIII John Stafford,
Thomas Cranmer, Pope Eugene IV
Pope Julius III ¶¶ King Richard III,
Thomas Bourchier, ¶¶ King Henry VI,
ȜȜ Queen Jane, Pope Innocent VIII Henry Chichele,
Thomas Cranmer Pope Eugene IV
¶¶ King Richard III,
ȜȜ King Edward VI, Thomas Bourchier, ¶¶ King Henry VI,
Thomas Cranmer Pope Sixtus IV Henry Chichele,
Pope Martin V
ȜȜ King Henry VIII, ¶¶ King Edward V,
Thomas Cranmer Thomas Bourchier, Continued on the next page
Pope Sixtus IV
¶¶ King Henry V, ¶¶ King Edward III, ¶¶ King Edward II,
Henry Chichele, William Whittlesey, Robert Winchelsey,
Pope Martin V Pope Gregory XI Pope Clement V
¶¶ King Henry V, ¶¶ King Edward III, ¶¶ King Edward,
Henry Chichele, William Whittlesey, Robert Winchelsey,
Pope Gregory XII Pope Urban V Pope Clement V
¶¶ King Henry V, ¶¶ King Edward III, ¶¶ King Edward,
Thomas Arundel, Simon Langham, Robert Winchelsey,
Pope Gregory XII Pope Urban V Pope Benedict XI
¶¶ King Henry IV, ¶¶ King Edward III, ¶¶ King Edward,
Thomas Arundel, Simon Islip, Robert Winchelsey,
Pope Gregory XII Pope Urban V Pope Boniface VIII
¶¶ King Henry IV, ¶¶ King Edward III, ¶¶ King Edward,
Thomas Arundel, Simon Islip, Robert Winchelsey,
Pope Innocent VII Pope Innocent VI Pope Celestine V
¶¶ King Henry IV, ¶¶ King Edward III, ¶¶ King Edward,
Thomas Arundel, Simon Islip, John Peckham,
Pope Boniface IX Pope Clement VI Pope Nicholas IV
¶¶ King Henry IV, ¶¶ King Edward III, ¶¶ King Edward,
Roger Walden, Thomas Bradwardine, John Peckham,
Pope Boniface IX Pope Clement VI Pope Honorius IV
¶¶ King Richard II, ¶¶ King Edward III, ¶¶ King Edward,
Roger Walden, John de Stratford, John Peckham,
Pope Boniface IX Pope Clement VI Pope Martin IV
¶¶ King Richard II, ¶¶ King Edward III, ¶¶ King Edward,
Thomas Arundel, John de Stratford, John Peckham,
Pope Boniface IX Pope Benedict XII Pope Nicholas III
¶¶ King Richard II, ¶¶ King Edward III, ¶¶ King Edward,
William Courtenay, John de Stratford, Robert Kilwardby,
Pope Boniface IX Pope John XXII Pope Nicholas III
¶¶ King Richard II, ¶¶ King Edward III, ¶¶ King Edward,
William Courtenay, Simon Mepeham, Robert Kilwardby,
Pope Urban VI Pope John XXII Pope John XXI
¶¶ King Richard II, ¶¶ King Edward III, ¶¶ King Edward,
Simon Sudbury, Walter Reynolds, Robert Kilwardby,
Pope Urban VI Pope John XXII Pope Adrian V
¶¶ King Richard II, ¶¶ King Edward II, ¶¶ King Edward,
Simon Sudbury, Walter Reynolds, Robert Kilwardby,
Pope Gregory XI Pope John XXII Pope Innocent V
¶¶ King Edward III, ¶¶ King Edward II, ¶¶ King Edward,
Simon Sudbury, Walter Reynolds, Robert Kilwardby,
Pope Gregory XI Pope Clement V Pope Gregory X
rather discreet about it. Only during Mass will a professional would be needed to properly
it be obvious that this is no Anglican church. remove it from the frame, otherwise there is
Despite this, neither Father Bacon or his con- a 50 % chance of damaging it and reducing its
gregation so much care about Rome or the value by half.
Pope as they do following the tradition that
keeps the God secret and safe from the rest of C:10 Storeroom
the world, and that tradition is Catholic.
This area is where the church keeps all its
C:07 Children’s Room martial needs. On the wall are a number of
“decorative” swords and shields, but inspec-
This room is where the three children of the tion reveals that these are ready for combat
church sleep. There are three beds, a dresser, and well maintained. Bunched in one corner
and a post in the corner where an oil lamp are one hundred 6' staves. Kept in crates are
hangs. a dozen suits of brigandine armor (treat as
leather) and the spear heads ready to attach
The door to this room does not have a lock. to the staves. 100 days’ worth of iron rations
The secret door from the Storeroom (location (in this case pickled meat) is stored here in
C:11) cannot be detected from this side and barrels.
there is no means of opening it.
There are also two barrels of lamp oil, and if
C:08 The Pit your campaign includes guns, there will also
be a box of powder, a supply of shot, and three
There is a 10' diameter pit in the center of matchlock muskets.
the room. The pit is 20' deep, but the bottom
cannot be seen without lowering a light into C:11 Storeroom
the pit. If this is done, a green residue can be
seen on the floor. The bottom of the pit is loca- This room is where items of religious signifi-
tion 1:01. The passages leading from location cance are stored in the piled-up crates: The
1:01 cannot be seen from the top of the pit. sacraments, censers, spare crucifixes, candles,
and such.
In the corner of the room is a large gong and
mallet. The secret door is unobstructed, and is
opened by turning an old and unused wall
C:09 The Great Painting sconce.
A great painting hangs on the west wall, C:12 Storeroom
depicting Augustine’s conversion of King
Aethelberht. Clerics in the party will immedi- Dozens of crates holding bibles are neatly
ately recognize the scene (provided they are stacked in this room. Not all the crates are
English or serve an Abrahamic religion), all full, and the crates over the trapdoor down are
others have a 1 in 6 chance to recognize it. empty. This is a secret trap door and so will
not be seen if the crates are moved. Absolutely
The painting is 20' long, 8' tall, and beauti- nobody knows that the trap door is here, not
fully framed. The entire piece, frame and all, even Father Bacon.
would fetch 750 sp from a collector, but the
frame is too big to get out of the church (it C:13 Storeroom
was painted where it now hangs), but what
qualified person would help loot a church? Dozens of crates filled with Bibles are neatly
The painting alone would be worth 500 sp, but stacked in this room. A concealed trapdoor
19
in the ceiling leads to the roof, from which scrawled on the west wall with subterranean
someone could easily climb down to the worm goo becomes visible:
ground or climb up the ladder on the outside
of the bell tower to gain access to the top of “Cross Not the Chasm to That Which is
the tower. The crates below the trapdoor are Cursed”
conveniently stacked to allow access.
1:05 Globes
Dungeon
Levels Ten glass globes, the size of a human head and
painted white, hang from the ceiling. Only one
Unless otherwise noted, all rooms and pas- contains anything (a gem that was stashed
sages have a 10' ceiling. and never recovered, worth 100 sp). Breaking
a globe makes enough noise to add +1 to the
1:01 The Pit chances of encountering the God (this is per
smashed globe, although this chance resets
This room is soaked in a thick layer of slime; after encountering the God).
by far the thickest to be found in the complex.
Even the creature’s lair is not so thickly cov- 1:06 Holes
ered, as there it is at rest. Here it is often in
state of great excitement, even if it just hearing Around the perimeter of this room, 3' off the
the singing during Sunday services. ground, are a series of small holes (thumb-
sized) exactly 3" apart (280 holes total). Each
The center of the room has a 10' wide shaft hole is 6" deep.
in the ceiling. This shaft is the pit from loca-
tion C:08. A glint of some shiny thing can be seen at
the end of each hole if examined carefully.
1:02 Footprints Each is a coin (random chance for it to be
copper, silver, or gold) that can be fished out if
A set of footprints is sunk into the floor, head- effort is taken (say, a turn each?). Each coin is
ing south. They seem to disappear into the so jammed in that fishing it out scrapes a good
wall. bit of it off, so that a retrieved coin is worth
only 9/10ths of its regular value.
1:03 Ceiling Altar
1:07 A Map
An altar, complete with carvings on its side
(which are complete gibberish), hangs from Scrawled on the west wall in what looks like
the ceiling (and is in fact part of the ceiling). dried blood, in English, are the letters:
Any attempts to search this altar take twice the
usual time unless a character is using Spider DWDESUSUSWDWWUWNNNESS
Climb or other means of steadying himself SWDWWWWSUENDNDWUEU
while examining something on the ceiling.
1:08 A Better Map
1:04 Night Letters
Scrawled on the west wall in what looks like
The room will appear empty if there is any dried blood, in English, are the letters:
light, but if it is dark here then a message
DEUSEU
20
1:09 Low-Hanging Fruit
Strange vines grow on the ceiling, bearing
round grey fruit. If eaten, determine the effects not move, and will begin to sing. They can be
of the fruit by rolling 1d8: led away by those that retain their senses, but
will only move at half speed. The singing gives
1. Heals 1d8 damage. a +2 chance to encounter the God.
2. The fruit pops like a balloon; the noise
A character automatically snaps out of
gives a +1 chance to encounter the God the trance when danger (such as the God)
(resets after the encounter). appears.
3. Causes drowsiness in the devourer;
half movement and –2 to initiative 1:11 The Faces
rolls for the next 12 turns.
4. Poisonous! Save versus poison and take Two identical demonic faces are carved into
1d4 damage if the save is made, 1d8 if it the east and west walls. Each face has an open
is not. mouth with a darkened space within. Anything
5. No immediate effect, but the character put into the mouth of one statue comes out
will start growing the vines, and from the mouth of the other.
them the fruit, from his armpits after
1d4 weeks. 1:12 The Sign
6. The character develops sonar and can
“hear” in the dark for 1d6 days. Note A ten-foot-wide Christian symbol identical to
that using this ability in this dungeon the ones used to identify the treasure parcels
gives a +3 chance to encounter the God has been scrawled on the floor of this room.
for every turn it is used (resets after the There is no hollow, filled in or otherwise,
encounter). under the floor.
7. The character’s sweat gives off a scent
undetectable by humans (or human- 1:13 The Lair
like beings) but is repulsive to the God.
The God will not be encountered for This is the God’s lair. The slime is extraordi-
the next 2d12 turns. narily thick here. Cracking open the treasure
8. The character’s brain fills with chloro- caches in this room here add a +4 to the
phyll. The character heals at double his chances to encounter the God (each!), but all
normal rate for the next 1d6 months four caches will always contain treasure—
when outside in the sun. reroll “empty” results until a treasure comes
up on the table.
The fruit will rot in one turn if picked and not
eaten. 1:14 Escape!
1:10 Twinkle The door just south of the ladder (V) leads
to the dead end with treasure cache, but the
The ceiling is covered with flecks of (worth- secret door is rather obvious, if a character
less) crystal which shine when any light is cast knows Latin, as the word EFFUGIUM (which
on them. This shine will mesmerize those who means “escape”) is scrawled on the wall where
look at it (save versus Magic to avoid), causing the secret door is.
them to go “blank.” Those under the spell will
The ladder up (VI) leads to location C:12.
22
2:01 Entrance
The door here is steel-reinforced wood. It is
barred on the outside (which might be a clue symbol means treasure. Reroll any empty
that it is intended to keep something in). A results until a treasure is indicated.
sign hangs from the bar: “Entrance Forbidden
by the Authority of the Royal Exchequer”. 2:03 Cave-In
The door is rigged: 1d4 turns after the door The three caved-in passages are impassible;
is opened, the entire doorway will collapse. they had originally led to stairs and ladders
Clearing the rubble would take several hours. that went down to a fourth, fifth, and sixth
levels, but all were completely collapsed in
Note that successfully searching for traps the same event that caused the rift in level
from the outside of the door will only discover three (location 3:01). However, through some
that the structure is unstable; a successful trick or another, each passage leaks the barest
search for traps from the inside (or in the trickle of water.
doorway if the door is open) is necessary to
know that this is an intentionally designed If there is an attempt to clear the passages,
state of affairs. water will gush forth, flooding the corridor.
The water will wind up flooding down the
The collapse of the doorway will be noted nearby stairs (IX), completely submerging the
within a day by the locals. Two days later a intersection it leads to on level 3.
group of men will clear and repair the door,
restoring it to its original state. While this 2:04 Healing Ooze
work is being done, the gong in location C:08
will be continuously struck in order to keep From cracks in the south wall drips a viscous,
the God around the pit there. Farm animals pale blue ooze. It smells quite sweet, and
will be periodically offered to the God below so either ingesting it or applying it topically to
as to ensure that it does not stray from the pit any wounds cures 1d8 damage. However, the
and that its conditioning is not broken. interaction of the ooze with body chemistry
produces a stronger scent which will attract
2:02 Entry Room the God (+1 to chances to encounter the God,
There is a marker for a treasure cache per person who has used the ooze, these
in the north wall, but it has already chances do not reset until 24 hours
been smashed open. A has passed).
skeletal arm (hand
inside) hangs out of The Three
the hole, the ulna and Prisons
radius ending in melted
stumps. There will Locations 2:05–07 are three
always be trea- prison cells. The doors are
sure inside made of heavy
this cache—the reinforced wood,
entire point of secured by three bars
this one is to each, all of which are also
show the player fastened to the wall with
characters primitive locks. The keys
that this have long been lost.
Each cell is empty,
23
but for a small terracotta statuette (all three If the first two attempts are unsuccessful,
are identical) in the shape of a grotesquely the third attempt is automatically considered
obese woman. Each of these statuettes is a 6.
cursed, and anyone touching them (even
through an intermediate source such as a 2:08 The Ladder
dagger, pole, or Telekinesis spell) triggers the
curse. The ladder here is lined with bells, hundreds
of small bells. Using this ladder (unless some-
The curse remains with that person until it how the bells can be neutralized) adds +2 to
is removed by some (magical) means or they chances to encounter the God (resets after the
die. The curse then returns to the statuette. encounter).
If the statuette is destroyed while a person
is cursed, the curse is then permanent and 2:09 The Gem in the Mirror
cannot be dispelled.
The ceiling of this room is covered in a mirror.
The curses of the individual statuettes are: In addition to reflecting what is under it, it
seems to show, in its center, the reflection of a
2:05 Mother May I gemstone hanging from a thread. This is seen
This curse will cause the character to be unable only in reflection, not in real life, so it will seem
to take any actions without the unanimous to hang upwards when looking at the mirror.
support of any allies nearby. This support must
be verbal. The Referee should define “allies” If someone attempts to reach the hanging
liberally. gem, they will find that they pass through
the surface of the mirror. (Throwing things
The character can act normally when not at the mirror, or attempting to establish the
accompanied by allies. existence of the physical surface of the mirror,
will not result in anything passing through the
2:06 Mother Forget Me Not glass.) Those passing through will find them-
This curse will require a character to always selves in a large “null space” of pure darkness,
remember the name of any character or with only the glass below them acting as a
creature if that name has already been given. window back to the world. Those looking into
Any time that the character says or thinks the mirror from the real world will see this as
(determine what the character is thinking by a normal part of the reflection from the real
tracking what the player says out-of-character) world, even though the people and objects in
something that indicates a name has been for- the null space do not exist in the real world.
gotten or is being ignored, the character loses The gem will be hanging upward on a 5' long
a point of Constitution. thread.
2:07 Mother Knows Best Breaking the thread (necessary to pos-
This curse gives an alien intelligence domain sess the gem) causes the mirror to shatter.
over the character’s actions… sometimes. Shattering the mirror causes 1d6 damage to
Three times per session, the Referee can roll anyone under it, and makes a rather loud noise
1d6 to attempt to override a character’s action, which gives +3 to the chances to encounter
and if the roll is a 6 then the character instead the God (resets after the God is encountered.
does what the Referee wants for that one Anyone that was within the mirror is trapped
action. as the window to the world is now gone and
they are simply in null space.
24
Shards of the mirror (and none bigger than, Games’ Random Esoteric Creature Generator
say, fist size will remain) can be used to view for Classic Fantasy Role-Playing Games and
into the null space, and when this happens the their Modern Simulacra, or the random
trapped character can again see out into the encounter charts of your more mundane
real world through the shard. The gem can be favorite game. Roll 1d10 to determine
passed through (it is worth 1500 sp), but doing the base “level” of the “passenger.” It will
so will sever the connection between null probably be hostile, and if it is, resolve
space and the real world forever, leaving no the combat before moving on to the next
hope for any trapped inside. effect.
¶¶ For every three rounds that the chariot
Only smashing the gem while in null space moves, everyone on the chariot must save
(it is brittle as glass) will return those people versus Magical Device. Failure means the
and objects trapped in null space back into the character is the subject of a random Magic-
real world. User spell (of a random level).
¶¶ For every four rounds that the chariot
2:10 Chariot of Unreality moves, a random magical item on board
the chariot will lose its enchantment. A
This room contains a great marble statue of curse on a character counts as an item
a chariot, larger than the doorway into the for these purposes. If there are no magi-
room. While the driver and the horses have cal items on board, the chariot will grow
been carved in marble, the axle is metal. another axle.
¶¶ For every five rounds that the chariot
If this axle is mounted onto a real chariot moves, it will encounter “turbulence.”
and pulled by two horses moving at a full Everyone on board except the driver must
gallop, the chariot will transform into a fireball save versus Paralyzation or be thrown from
and move at incredible speed along its path. the chariot. Those thrown from the chariot
The fire will threaten to consume the chariot land at a random point along the journey
and all within in; the driver must decide how and take 1d4 points of damage per fifty
many rounds he wants to continue to drive the miles (or portions thereof ) traveled. Any
chariot (with the warning “MORE THAN FIVE unsecured baggage is also thrown from
ROUNDS WOULD BE RISKING IT ALL!!!!” the charriot.
delivered in overdramatic fashion) before ¶¶ If the chariot moves for over five rounds,
revealing or determining its effects. it threatens to break free of the concep-
tual realm and will disintegrate into the
This ride has the following effects that are Everything. The driver must save versus
cumulative: Magic Device every round to keep the char-
iot from being unthought of. Everyone not
¶¶ Everyone on the chariot must make a driving who wants to bail must save versus
saving throw versus Breath Weapon for Paralyzation to do so. They can try again
every round that the chariot moves. Each every round as long as the chariot remains
failure means that the character takes 1d4 conceptualized. Those jumping from the
damage. chariot land at a random point along the
journey and take 1d4 points of damage per
¶¶ For every two rounds the chariot moves,
the driver must make a save versus Magic
Device or pick up a hostile “passenger.”
Use the Summon spell description from
the LotFP Grindhouse Edition, or Goodman
26
fifty miles (or portions thereof) traveled. sheet was found is no good. Get that person
The driver cannot bail from the chariot. out of your gaming group!)
¶¶ If the chariot moves outside of the realm
of reason, the character sheets of all those Several effects are constant no matter how
characters still on the chariot must be col- long the chariot moves for:
lected (or printed out if you are not playing
face-to-face). Inform the players that these ¶¶ The chariot will travel 1d100 miles per
characters are dead. Each character sheet round.
must be placed in a separate, but otherwise-
plain envelope clearly marked “PLEASE ¶¶ Regardless of the duration of the journey,
READ ME.” Inside the envelope with each the horses and chariot will be consumed,
character sheet must the Referee’s contact with only the axle(s) remaining (and left
information (in whatever method the Ref behind at a random point along the jour-
is most comfortable with strangers using, ney). Any character brought to 0 hit points
and must include a postage stamp if a or lower from the first effect is also con-
mailing address is given) and a note stat- sumed, along with any carried gear.
ing “Possible Reward for Return.” After
this game session, but before the next, the ¶¶ If at any point a character takes exactly 8
Referee must go out in public and leave the points of damage (at once or cumulative,
envelopes in different places (so they are not 7 or less, not 9 or more, but at some
not found by the same person), in public, point has taken exactly 8 points) while on
where they are likely to be seen. The players the chariot, from any source, he dissipates
are not to know why their character sheets into a whirlwind of sorrow and pain. Any
are being stuffed in envelopes. player who laughs at this naturally without
¶¶ If the Referee is contacted by someone prompting can dictate the results of any one
inquiring about the reward, that player of die throw in the future (do not reveal this
the character whose sheet has been found until the chariot stops). If it is the player
must agree to pay a reward equal to the whose character has disintegrated that
local price of one standard McDonald’s Big laughs, he gets to determine the results of
Mac meal (is there any other universal stan- any two die throws in the future (including
dard of value throughout the world?) to the during new character creation).
finder. If the reward is paid and the physi- Any players caught laughing insincerely
cal character sheet (or printout) is indeed because they have read the adventure and
returned to the Referee, the character can wish to get the bonus must paint their nose
return to play with an additional 1d4 × 10 % yellow for the rest of the game session. If no
experience points. (If the sheet is returned yellow substance suitable for this purpose
with no reward required, the character is available, one of that player’s character
receives no additional experience points.) ability scores, selected at random, will be
All equipment will be lost, however. (If the reduced to 3 until such time as the player
person who finds the character sheet com- completes an entire session with a yellow-
mits a crime against the Referee—these are painted nose. Note this is a player-facing
complete strangers we are dealing with effect and new characters suffer this fate
here—this is a sign that the player whose until the player complies.
Any players not laughing at all obviously
have no sense of humor; their characters
27
all have one random ability score reduced Spear, and the Spear is able to hit and damage
by half until they wear a dunce cap for an any foe no matter its physical composition,
entire session. usual immunities, etc.
If the character of a player who suffers Anyone wielding the Spear turns irreversibly
one of these last effects has the effect Chaotic and forever unable to benefit directly
removed (via Dispel Magic, Remove Curse, from Cleric spells (although Cleric spell effects
etc.), it is the Referee who must wear the from items and scrolls will work).
yellow nose and/or the dunce cap.
2:13 The Upgrade
2:11 About the Book
Each of the four corners of the room has
There are two things here placed on an altar- a small coin-sized depression in the floor.
like stone block: A book and a book cover Examining these depressions will reveal flecks
which has had its pages removed. of silver. If silver coins are placed in all four
depressions, there will be a piercing tone in
The full book is written in Latin and has a the air (+2 chance to encounter the God, resets
gilded cover. It tells of a book which has great after the encounter), the silver coins will drain
power, but by separating the parts of the book away, and a gold coin will begin to material-
that power is diminished. However, after the ize in the center of the room. It will take one
first few pages the book is gibberish, as the turn for the gold coin to solidify enough to be
ink on the page seems to be moving. Most of picked up.
the book cannot be read at all, but at several
points the book has a legible message. But 2:14 The Stopper
whether that message is definitely “The book
must be kept apart” or “The book must not In the southeast corner of the room is a small
be kept apart” is unknown, because it keeps marble stopper plugged into the floor. Pulling
changing. the stopper out releases a great amount of
steam from a pipe going deep into the ground
The empty book cover is plain, weathered, (to the ruined fifth level of the dungeon) which
and beaten, but there is not a mark on it to escapes with a piercing whistle (+5 chance to
identify the book. encounter the God, resets after the God is
encountered).
2:12 The Spear of Longinus
2:15 The Pearl
Mounted in a small alcove in the middle of the
east wall is a spearhead. In this room is a rather large pearl (worth
1000 sp) that the God is not able to digest.
The Vatican Lance, the Echmiadzin Lance, Carrying this pearl adds a +1 to the chance to
and the Vienna Lance are all frauds—the real encounter the God.
spear that pierced Jesus’ side on the cross had
made its way to Britannia in the early fourth 2:16 The Invisible Chair
century to be archived with the other danger-
ous artifacts of the world. There is an invisible chair here, made of marble
and very heavy. Written on the back of the
This weapon has no unique properties as a chair is secret knowledge—treat it as a scroll
physical object, but does have all the qualities of a random 5th level Magic-User spell.
gained by any weapon that pierces the divine.
All enemies are considered to be unarmored
for purposes of to-hit rolls when using the
28
2:17 Footprints several relics dangerous to Christendom and
the world at large needed to be isolated and
A set of footprints is sunk into the floor, head- forgotten. As Britannia was the farthest realm
ing west. They seem to disappear into the wall. in Christendom at the time (and because
Following the footprints and walking into the none of the attendees hailed from there), it
west wall leads to a random room on the first was determined to be the best place for these
level; roll d12+1 to determine which room. items. This complex was built, and the items
sealed within. Less than 100 years later, Rome
2:18 Hidden Paper would retreat from the island, and the pagans
regained control. It was early during this
The east wall has a sliver in it, about 2' deep, time that a portion of the floor of this third
with a sheet of paper stuffed deep into it. The level collapsed, creating the chasm that cuts
paper is enchanted to mimic the sounds of the through it. Those exploring the tunnels after
African plains, so when it is viewed it will start the retreat of Rome and Christendom never
to make a great amount of noise (+4 chance dared cross it.
to encounter the God, resets after the God is
encountered, assuming that the paper is dis- The hall contains the remains of four col-
posed of). lapsed columns, two on either side of the
chasm and room. Always intended more for
3:01 The Chasm decoration than support, they nevertheless
provide perfect anchors for anyone wishing
The walls of this 60' deep chasm (which did not to rope across.
rip apart, but merely collapsed into a subter-
ranean hole) have a great number of crystals A plain altar is raised on a pedestal on the
embedded in them, a natural feature of the south end of the room. Behind the altar is a
rock here. They will turn out to be worthless fresco depicting a number of Christian priests,
if anyone attempts to sell them. all in archaic clothing, lifting weapons up from
fallen soldiers.
The Archbishop was not the first to be trans-
formed, he was just the one to retain enough If pursued here by the God that Crawls,
intelligence to not fall into the chasm. At the the God will not attempt to cross the chasm
bottom of the chasm swarm hundreds of mini (it cannot, but will certainly destroy a rope
Gods-that-Crawl. The creatures struggle to anchored to one of the columns), but will wait
climb the walls, but unable to do so because for any potential victims on the other side of
the crystals are somehow slippery to the com- the chasm for 1d4 days. If someone enters the
position of the Gods-that-Crawl. room from the other side, or even sticks his
head out into the room, or if a light source
Mini-Gods: Unarmored, Move 30', Hit Dice 1, is visible from the hall, the time the God will
1 hp, 1 Attack doing 1 damage, ML 7. They wait resets.
regenerate 1 hp of damage per round and gain
(and lose) abilities the same way the primary The Cubicles
God that Crawls does.
The small rooms that make up locations
3:02 The Grand Hall 3:03 and 3:04 are cells where the forbidden
lore of the ancient world was collected to
This is the grand chapel of the original isolate it from the world. Player characters
Christian order that built these tunnels. might treat this as the big “treasure haul,” a
The First Council of Nicaea determined that
29
stance that should neither be encouraged or ¶¶ Body: Constitution Score
discouraged. ¶¶ Corporeality: Poison Saving Throw
¶¶ Destiny: Adjustment to Required XP
Each door is heavy and reinforced and
barred on the outside. The crossbars have brass per Level (in 5 % increments)
plates mounted on them, with “Forbidden” ¶¶ Enthusiasm: Hit Point Adjustment
inscribed in them in Latin. Inside each cubicle
is a shelf, on the wall opposite the door, upon per Hit Die
which the indicated item(s) rest. ¶¶ Experience: Adjustment to Current
3:03 Expe rience (in 5 % increments)
¶¶ Fortification: Natural Armor Class
A. ¶¶ Fortune: Adjustment to All saving Throws
Empty. ¶¶ Impulsiveness: Dexterity Score
¶¶ Mind: Intelligence Score
B. Portion of the Book ¶¶ Mysticism: Magic Saving Throw
A random signature from The Book (see page ¶¶ Power: Strength Score
42). ¶¶ Reflection: Wisdom Score
¶¶ Respect: Charisma Score
C. The Secrets of Self-Change ¶¶ Swiftness: Movement Rate (in 10s of feet)
This scroll is written in Chinese and describes ¶¶ Wealth: Adjustment to Investment
rituals and meditations that allow people to
make fundamental changes in their make-up Returns (in 5 % increments)
by adjusting their balance between yin and
yang. Once aspects of a character have been rebal-
anced, the rituals will no longer affect those
The opposing forces that a character can aspects. So no tapbacks.
rebalance through these rituals are:
D. The Deadliest Poison
¶¶ Aggression and Fortification This book (written in Latin) promises the
¶¶ Corporeality and Mysticism reader knowledge of how to brew an unde-
¶¶ Swiftness and Power tectable, universally lethal poison using
¶¶ Fortune and Destiny commonly found ingredients. Anyone read-
¶¶ Respect and Wealth ing a significant portion of it (say at least
¶¶ Experience and Enthusiasm half an hour’s worth) will simply die, book in
¶¶ Reflection and Impulsiveness hand. No save. This particular combination
¶¶ Body and Mind of shapes and concepts, hidden within the
design of the text and repeated several times
Each ritual will diminish the one and in the book, is simply lethal to mortal minds.
strengthen the other. Roll 1d4 and consult the Just for its antiquity, the book is worth 500 sp
relevant aspect. The aspect to be strengthened to a collector.
will gain the listed adjustment; the aspect to
be diminished will lose the listed adjustment. E. What’s in the Box?
An empty sandalwood box sits in this room.
¶¶ Aggression: Attack Bonus Points If something is placed in this box and the lid
closed, the contents are transported to the
30 City of Stars on the far side of the moon.
F. Not Slowly You Rot (including any uncast spells on the
scroll!).
Here is a plain clay urn filled with ashes. The ¶¶ Magic potions likewise have a 25 % chance
accompanying scroll (written in Ancient to be spoiled; roll when it is used.
Greek) claims that the contents of the urn ¶¶ If casting a Magic-User spell where the
brings immortality to those that have already level of the caster influences the effect of
passed on. A note in the margins, written in the spell, the caster must save versus Magic
Latin, simply states, “Must investigate.” or the spell is cast as if the caster effective
level is 1d4 levels lower. A spell cast at
If the ashes are sprinkled over a corpse (the zero level effectiveness or lower fizzles
urn has enough ashes for 8d20 applications), uselessly.
the corpse instantly dissolves and the spirit of
the deceased is summoned as a ghost. G. The Pin
The ghost will not be pleased and will seek A small golden needle (worth 500 sp for its
revenge on those that force it to look upon the physical form alone) rests in a small wooden
living in such a manner. Although it cannot in case. Pricking a living creature with the needle
most circumstances interact with the physical will cause a growth to appear at the prick
world, there are a few situations where it can. point within 24 hours. It will continue to
These apply only to the person(s) that applied grow, within three days being large enough to
the ashes to the ghost’s corpse and their close count as an Oversized Item for encumbrance
associates (most likely all of the other player purposes and counting as an additional such
characters). item every week thereafter as it continues to
grow.
¶¶ It can cause fires to combust more power-
fully than natural. This will happen about Cutting off the growth in the three days
5 % of the time when a fire is lit (with before it grows to become an Oversized Item
unfortunately consequences if lighting oil, inflicts 1hp damage and that is the end of
using gunpowder, and so on in any sort of it (unless the person or creature is pricked
enclosed space, etc.). again).
¶¶ There is a 1 % chance per week (cumulative) Attempting to cut off the growth after the
that the ghost will possess an associate three days causes 1d6 points of damage per
(not a player character) and attempt to number of Oversized Item equivalence that
assassinate the character(s) at the most the growth has achieved. If the growth is cut
opportune moment. The chance reverts at all, it will rip itself from the creature or
back to 1 % after this occurs. person’s body entirely. Once fallen from the
body, the growth will develop multiple legs
¶¶ It can spoil food if it is gathered in large and a beaked maw and immediately await the
enough amounts. Any time that the charac- command of the character that spawned it. It
ter is traveling with 10 or more days’ worth is AC 12, moves half as quickly as an unencum-
of food (it being stored in a wagon counts), bered human, has 2 Hit Dice for every point
there is a 1 in 20 chance per day that it will of Oversized Item equivalence ( for example,
become inedible. a growth that has been allowed to grow for
three days and then a week, has two points
¶¶ Whenever someone attempts to cast a of Oversized Item equivalence, and thus 4 Hit
Magic-User spell from a scroll, there is
a 25 % chance that the ghost’s machina-
tions ruin the spell and the entire scroll
32
Dice), and does 1d4 damage when attacking. Only with the transfer of the coin or the
It cannot communicate or manipulate objects death of the current owner will the current
with its legs. In fact, it cannot seem to do much owner’s memories be erased from the coin.
other than kill.
M. I Am the Gate
H. This ancient Latin tome discusses the inter-
Empty. connectedness of all things andthe illusion of
non-overlapping space. Once this connection
I. Portion of the Book is seen, it cannot be unseen. After complet-
A random signature from The Book (see page ing this book, there is a 1 % chance that every
42). time the reader opens a door, it leads to The
Beyond. A saving throw versus Magic must
J. The Plant be made or the reader is sucked through and
A pot containing a dead plant sits here. forever lost. Whether or not that happens, the
portal cannot be closed without collapsing the
If fed blood (1hp worth) and exposed to frame around the door (which will collapse
sunlight, it will come back to life, instantly the wall it is in), otherwise, this new portal is
growing lush green leaves. Following a full permanent. The book will fetch 1500 sp from
day’s exposure to sunlight after having been an interested collector.
fed blood, it will bear fruit which is nourishing
enough to count as a full day’s rations. N. We Are the Lost
This book, written in Latin, describes a
Note that being brought inside or covered method of meditation that allows travel with-
in any way, even momentarily, will mean the out unwanted entanglements. In game terms,
plant has not received a “full day” of sunlight. there will be random encounters when travel-
Cloudy or stormy skies do not interrupt the ing from point A to a predetermined point B.
plant’s absorption of sunshine.
The meditations must be performed by
K. every member of the traveling party. The
Empty. travelers must have enough supplies to make
the journey for the methods learned in the
L. A Penny for Your Thoughts book will prevent restocking or hunting on
In here is a small box containing one gold the way—bypassing such concerns is the very
piece. The gold piece is imprinted with the point!
total memories of anyone that owns it (and
being the one to carry the loot bag containing What the book does not say is that the jour-
it counts). If and when the gold piece is given ney will take d4+1 times longer than normal.
to someone else (as part of a financial transac- All of the party’s supplies will be consumed,
tion perhaps; physical contact is not necessary and each traveler must make a saving throw
for these effects to activate) the previous own- versus Magic or lose d100 % of his hit points,
er’s memories and knowledge are transferred ammunition carried, charges of any charged
to the new owner of the coin. The coin then magic item, and any other such consumables
erases the previous owner’s information from (roll a separate percentage for each). A rigorous
itself and imprints itself with the new owner’s journey has indeed taken place, and whatever
information. was encountered is not remembered.
33
There will indeed have been no standard be the same for every individual version of the
random encounters on the journey and formula):
nobody will remember having seen the party
on its travels as they were not traveling on this 1. The next thing that touches the object
Earth! after the “solvent” is applied is stuck to
it forever.
O.
Empty. 2. The “solvent” excites the cellular struc-
ture of the object it is applied to in a
3:04 manner that causes it to emit a very
loud screaming sound. Forever.
A. The Universal Solvent
3. The “solvent” turns objects per-
This book is written in Ancient Greek and manently invisible. If applied to
concerns the concoction of a solution that can living matter, only the skin becomes
dissolve anything. It is the work of an alche- invisible.
mist who sought the secrets of the Universal
Solvent, but failed to find the final ingredient 4. The “solvent” shrinks an object to one-
which would allow the formula to work. The quarter size permanently. Multiple
book is worth 1000 sp to an interested party. applications will shrink the object
further.
However, this book was written over 1000
years ago. Surely the modern natural philoso- 5. The “solvent” has no immediate visible
pher can complete the research of the ancient effect, but the object becomes super-
scholar? Discovering the missing ingredient flammable. Merely being within a few
will take 5d20/(lab value in 1000s of sp) days, feet of an open flame, or touching a
costing 1d100 per day in materials. However, heat source, causes the object to burst
the formula is fundamentally flawed to begin into flame. If applied to a living being,
with, something that will not be discovered it must make a saving throw versus
unless expressly investigated. Determining Breath Weapon whenever close to an
whether the formula is even correct in the open flame or touching a heat source
first place takes 1d20 days in any lab (costing (holding a lantern counts) or combust,
1d10 sp per day in materials). The answer will taking 1d8 points of damage per round
be a firm no! until doused.
Note that because the formula is fundamen- 6. The “solvent” causes the object to
tally flawed, a different “missing ingredient” become brittle and easily smashed
will be determined each time that the research apart. Living creatures subject to
is done. this effect do not gain the benefits of
armor worn (Dexterity bonuses still
If an incorrect formula is created (and the apply) and all hits against the creature
ingredients cost 6d100 sp per application, do maximum damage. Optionally, any
twice as much in rural areas), it will indeed attack that hits that would have missed
have some effect. Roll on the following table had armor been effective only does the
to determine the effect that the solvent has normal random damage.
on objects it is applied to (which will always
34
B. Portion of the Book E. The Death Rattle
A random signature from The Book (see page This Ancient Greek text tells of a method of
42). improving the vitality and vigor of a person.
It involves seemingly killing the person in a
C. The Blood Diamond specific way involving precise dagger thrusts
and then capturing the soul through a method
A small box here contains a scroll, an inscribed involving some garlic and a specifically shaped
tablet, and a small stone. The stone is a small, glass container (such a thing would cost 4 sp
perfectly formed diamond which is worth to be made) and then replacing it after a short,
400+2d100 sp. The scroll, written in Latin, simple rite. The text warns that it only has a
warns that this is an artifact of evil and to keep 75 % success rate, killing the subject the other
it buried in the archives. The tablet is inscribed quarter of the time, but demonstrating great
with cuneiform writing (Sumerian) describing benefits for those that survive the procedure.
the ritual to increase the value of the gem.
Anyone successfully surviving the proce-
It is a simple ritual which must be conducted dure will have as his new maximum hit point
during a new moon. A living human and a total the highest number possible for his class,
sharp tool such as a dagger is all that is needed. level, and Constitution (although he will wake
If the victim is killed in the prescribed manner up from the procedure, 1d4 hours after it is
and the blood of this sacrifice is dripped on the done, with 1hp and must heal up from there).
diamond, it will increase in value. One random ability score will also rise to the
minimum or next minimum needed to give an
The diamond increases 100 sp in value for increased modifier.
every level/Hit Die of the victim sacrificed to
it, or 10 sp for a zero level sacrifice. The text is wrong on one point, however.
The survival rate is only 25 %, which the
D. The Thickening player characters can surely determine
through observing the results of a number of
A large ceramic pot full of powder sits in this attempts.
room. The powder is a preternatural thick-
ening agent. If placed on a living creature, it F. The Toad of Understanding
will do 1d6 points of damage as it coagulates
the water in its body. If placed in the mouth, In a sealed glass jar is a toad suspended in a
it does 1d10 damage. If a handful is applied reddish liquid. This toad lives and will stare
to any sort of slime, ooze, or jelly creature, it at whomever is closest to it. The toad’s stare
doubles its Hit Dice. can be described as “piercing and pitying.”
Anyone going face-to-face with it will receive
The entire pot can be used to solidify an the telepathic message: “I can help you. What
entire lake or river. This effect will last 1d4 one thing do you wish to know?” The next
hours and create a major ecological disaster question the character has will be answered—
(everything in the water will die) with perhaps truthfully—by the toad. After answering the
far-reaching effects depending on when and question, the toad will dissolve (into the char-
where it is done, but that water will be quite acter’s mind!). The character that received this
solid during that time. knowledge will then take on a vaguely batra-
chian appearance.
Using the entire pot on a living creature kills
it. Using the entire pot on a slime (etc.) crea- 35
ture multiplies its Hit Dice tenfold.
The toad will instantly die if removed from into the character’s body, and he will be trans-
the liquid. If another toad (or other amphibi- formed over the course of the next 2d4 weeks
ous creature) is sealed in the liquid, it too will into a minotaur, becoming an 8 Hit Die mind-
achieve Understanding in 2d4 days and be less killing machine in the process… Of course,
able to telepathically answer questions. Non- he will also be able to refill the jars.
amphibious creatures placed in the liquid will
simply drown. H. The Blood Libel Scrolls
These scrolls are written testimony from
The liquid itself is poisonous and will cause Roman officials authoritatively describing
anyone drinking it to suffer severe fevers cases, as first person witnesses, in which that
and nausea for 1d6 days, taking 1d6 points of the Jews did indeed use the blood of infants
damage during that time. in their religious rites and sometimes even
everyday life.
Also present on the shelf are a number of
full jars with broken seals. The toads in these The scrolls are worth 1500 sp to a private
jars are dead and the liquids have gone off, collector. This collector will have the con-
resulting in their turning different colors. tents published in 2d4 months, resulting in
These liquids are now deadly poisons (save persecutions which will kill thousands of
versus Poison or die). Jews throughout Europe. Any Western reli-
gious authority (be they Christian, Muslim,
G. Excrement of the Minotaur or Jewish) will purchase the scrolls for 250 sp
(but will instigate formal legal charges on
There are two ancient jars here, one filled with whatever grounds the authority can invent if
feces and the other with urine. The accom- this offer is refused as it wants the scrolls very,
panying scroll (written in Linear A, the lost very badly!), research their authenticity, and
Minoan written language which was extinct then bury them deep in the archives, never to
before there were vellum, parchment, or paper be seen again. For the scrolls are all lies. Player
scrolls!) describes these as coming from the characters will only get experience for the
fabled minotaur of legend, and that by smear- amount for which they sell the scrolls.
ing the excrement on oneself, the powers of
the minotaur will be granted. I. The Man-Shoe
Sitting on the shelf are two iron shoes that
The excrement must be smeared on the look like they should be horseshoes, except
naked flesh (as the scroll says) so wearing that they are in the vague outlines of human
armor or heavy equipment of any kind will feet.
prevent the use of both materials.
These magical shoes are activated only after
An application of the feces will allow the they are nailed onto the sole of a person’s feet
character to move toward any desired point (this will do 1d4 points of damage).
by the most direct method. It is essentially the
ability to navigate labyrinths. This will last 4d6 The wearer receives the following benefits:
turns.
¶¶ He will never fall into a pit trap.
Applying the urine will allow the character ¶¶ He will never activate tripwires, pressure
to be aware of any hostile creatures within
100' (even through walls!). This effect lasts 2d6 plates, snares, or any other sort of trap that
turns. is triggered by being walked into.
There is a 1 % chance after any application
that the essence of the minotaur is absorbed
36
¶¶ He will never get caught in quicksand, mud, ¶¶ If the character’s pack is ever left unat-
webs, or other environmental hindrance. tended, 1d4 items will be lost.
¶¶ He will always move at the same (slow— The book does contain the following spell
see below) rate of movement, no matter which will cancel the effects, but if the spell
the terrain. is learned then enough knowledge of the
Outsiders has been gained that the caster suf-
¶¶ He will never need food. fers these same effects as well.
While the shoes are attached, the wearer never Deaden Senses
moves at a rate greater than 10'. If the shoes Magic-User Level 1
are removed (doing another 1d4 damage), the Duration: Instantaneous*
character regains his normal rates of move- Range: 10'
ment after all damage is healed. This spell removes any and all extra-sensory
or extradimensional awareness from one crea-
J. A Hypothesis ture (or object!). Characters or creatures who
on the Nature of Reality wish to resist the effect do receive a saving
throw versus Magic to avoid its effects.
This book, written in Latin, describes the tears
in the fabric of reality and what peers through The spell permanently cancels all extra-
the rift. Strange beings like to observe our normal perception in beings that do not
world, but do not wish to interact or interfere normally have such abilities. Creatures that
with us, as long as they are not seen. This book possess such senses innately lose them for one
teaches how to see them. day per level of the caster.
If seen, the eyes from outside the world will Note that the spell does not prevent the
not be pleased as they will know that they are subject from later (re)gaining any type of
being watched, and they will take action. They enhanced awareness.
cannot directly confront the offender, but can
arrange things so that the offender is inter- The spell can be carved into the flesh of a
fered with. subject (tattooing is not enough), becoming
permanently effective and preventing the sub-
Reading this book has the following effects: ject from ever gaining such perception again.
This takes 1d4 hours and does 1d6 damage to
¶¶ There is twice the chance for a random the subject for every hour that the “casting”
encounter if the one who has read the book takes.
is on watch or at the front of a marching
order. K. Portion of the Book
A random signature of The Book (see page
¶¶ The number of creatures encountered as 42).
part of a random encounter is always in
the upper third of the listed range. L. The Lost Battalion
Here a cohort of 4" lead legionnaire figurines
¶¶ Chances of moving stealthily are reduced are spread out on the shelf and piled on the
by half. floor. Under the base of the commander figure
is the word “Attack” written in Latin.
¶¶ The character becomes unable to surprise
foes. 37
¶¶ The character must save versus Magic to
gain any restful sleep on any particular
night.
If the commanding figure is held and the ¶¶ Brother: +1 to natural Armor Class.
word spoken aloud, the cohort will animate ¶¶ Son: +1 to maximum hit points.
and fight for the one holding the commander. ¶¶ Daughter: +500 experience points.
They will not stop until the commander figure ¶¶ Uncle: Windfall wealth—will acquire
is destroyed.
5d100 sp in the next d6 days.
Lead figure: Movement 30', 0 level, treat as ¶¶ Aunt: Windfall wealth—the next treasure
unarmored, attack does 1hp damage.
discovered will be worth twice its originally
M. Strange Black Disc determined value.
This is a smooth and featureless black disc ¶¶ Cousin: Will heal twice as fast as normal;
made of some unknown metal, about one effect ends the next time the character
foot in diameter and one inch thick with a reaches full hit points.
rounded, tapering edge. It is magnetic and
does not conduct heat or electricity. It does not The bonus is doubled if the sacrificed relative
rust or corrode in any way. Two rounds after a has not yet reached puberty. If a sacrifice is
Detect Magic spell (or any other sort of detec- somehow returned to life, the benefit is lost
tion which reveals magic) is cast on it, it will and then applied again as a penalty ( for exam-
unleash an explosion that does 1d6 damage to ple, sacrificing your father gives you +1 to your
any within 10'. This does not harm the disc. Attack Bonus, but if he returns to life you now
have a permanent –1 Attack Bonus penalty).
N. The Curse of Blood
This series of scrolls written in Ancient Greek If a character has not constructed a family
describe the rituals through which one can history, use the following to determine who is
gain great power through the ritual sacrifice still alive:
of a single blood relative.
¶¶ Mother: 50 % chance
The ritual takes exactly one hour and must ¶¶ Father: 50 % chance
be consummated at exactly midnight. The rel- ¶¶ Grandparent: 25 % chance for each
ative must be completely unhurt (not a single ¶¶ Great-Grandparent: 10 % chance that 1 or
hit point lost) and conscious throughout the
entire ritual. 2 survive
¶¶ Sister: 50 % chance for 1d4
Although the ritual is the same in each case, ¶¶ Brother: 50 % chance for 1d4
the text details the benefits that the character ¶¶ Children: 5 % cumulative chance for a child
will receive according to the relationship held
with the sacrificed relative: per year of character’s age over 16. 50 %
chance it’s a boy.
¶¶ Uncles and Aunts: 75 % chance for 1d10
¶¶ Cousins: d8–4 per Uncle and/or Aunt
¶¶ Mother: +2 to all Saving Throws. If the character’s background statement con-
¶¶ Father: +1 to Attack Bonus. sists of, “my entire family is dead, I am alone
¶¶ Grandparent: +1 to Languages skill. in the world,” then it will soon come to light
¶¶ Great-Grandparent: Gain an extra Hit Die that the character was adopted and that this
dead family was not blood-relations. The char-
(but not level). acter really does have many living relatives.
¶¶ Sister: Able to go twice as long without Including a great monarch.
requiring food or water.
38
O. The Ring 3:05
A small box contains a finger bone with a plain
copper ring on it. The box contains a small The door to this room is not locked. The secret
scroll with a Latin note on it that reads, “This door in this room is easily discovered; there
ring gives great power at a terrible price.” is a dried blood puddle that leaked under the
door.
Putting the ring on grants +3 to Armor Class
and all saving throws. In the room beyond the secret door is a
skeleton piled near the door. The old blood
It also prevents the wearer from absorbing flow originates under it. Most of the skeleton’s
any nourishment from food. Also, any food or equipment has long eroded, but a dagger and
water within 10' of the wearer spoils within 4 34 sp in coins remain.
hours.
Examination will reveal that the bones
Taking the ring off removes the armor and around the wrist area are gouged. The bones
saves bonuses and prevents the spoiling of are of a thief who attempted to explore this
nearby food and water, but the inability to complex hundreds of years ago, was chased in
absorb food remains. Only by cutting off the here, and unable to stand the horror anymore
finger on which the ring was worn will restore killed himself as the God waited outside the
the character’s ability to eat again. door.
P. The Door
This room has no shelf on the wall.
Treasure
Caches
T he blue markers on the maps indicate 11. Potion
hidden treasure deposits that were 12. Potion
left by the Romans before abandoning 13. Potion
the complex. Each one is a hollowed 14. 1d100 sp + Scroll
out piece of the wall filled with debris and 15. 1d100 sp + Potion
covered with plaster. It takes one turn to open 16. Potion + Scroll
one of these up and sift through it to find the 17. 2 Potions
treasure inside, and it makes a good deal of 18. 2 Scrolls
noise. 19. 1d4 Potions
20. 1d4 Scrolls
To determine what is in a particular 21. 1d4 Potions + 1d4 Scrolls
hidey-hole, roll on the following table. After 22. Jewel worth 100 sp
a particular treasure is discovered, cross it off 23. Jewel worth 150 sp
the list. If that entry is rolled again for a future 24. Jewel worth 150 sp + Scroll
search, there is no treasure in that spot. Not 25. Jewel worth 100 sp + Scroll + Potion
all treasure will necessarily be present in the 26. Jewel worth 250 sp + Scroll
adventure. 27. Jewel worth 500 sp + 2 Potions + Scroll
28. Jewel worth 1000 sp + 2 Scrolls
Roll 1d30 29. Jewel worth 2500 sp
30. Jewel worth 5000 sp
1. 1d100 sp
2. 1d100 sp When a scroll or potion is called for in the
3. 1d100 sp main treasure table, roll on the appropriate
4. 1d100 sp table below. Spells on scrolls are randomly
5. 2d100 sp determined. Each potion must be completely
6. 2d100 sp consumed to be effective; although a small sip
7. 2d100 sp will give an indication of its effect (the Spoiled
8. Scroll potion will do 1 hp damage on a sip). Do not
9. Scroll cross off results as they come up.
10. Scroll
40
Potion Scrolls
1d12 2d6
1. Deep Wisdom (will double 2. Cleric spells: 1d4 1st level + 1d4
imbiber’s experience award for 2nd level + 1d4 3rd level
this session)
3. Cl spells: 1d4 1st level + 1d4 2nd
2. Durability (imbiber takes ½ level + 1 3rd level
normal damage the next 3 times
damage is taken) 4. Cl spells: 1d4 1st level + 1d4 2nd
level
3. Healing (heals 1d8 + imbiber’s
level number of hit points) 5. Cl spells: 1d4 1st level + 1 2nd
level
4. Leaping (allows one super-leap,
50' across or 25' up) 6. Cl spells: 1d4 1st level
7. Magic-User spell: 1 1st level
5. Light (imbiber glows as bright as 8. MU spells: 1d4 1st level
a lantern for 2d12 turns) 9. MU spells: 1d4 1st level + 1 2nd
6. Memory (can remember exactly level
the path traveled for 1d4 turns 10. MU spells: 1d4 1st level + 1d4 2nd
even if running, provided the
character can see; Referee must level
provide a perfect map of the area 11. MU spells: 1d4 1st level + 1d4 2nd
traversed during that time)
level + 1 3rd level
7. Nightsight (can see in pitch black 12. MU spells: 1d4 1st level + 1d4 2nd
darkness for 1d4 turns)
level + 1d4 3rd level
8. Protection (+3 armor modifier for
1d4 turns)
9. Speed (2 × normal movement for
1d4 turns)
10. Spoiled Potion! (save versus
Poison or take 1d6+1 hp damage)
11. Strength (+3 Strength modifier
bonus for d4 turns)
12. Undetectability (Invisible, Silent,
Unscented, duration 2d4 turns)
The Book
T he Book is one that, when intact, any particular signature. No matter what
corrupts information. When sepa- happens, if The Book is broken back down
rated, each portion of The Book into its individual signatures, each signature
reveals information which changes will always have the same spells on it as it had
depending on how big a portion of the book when first found.
is present.
The Book retains the power to alter any
For purposes of description, The Book is text written about it. Any text describing The
considered to be broken up into 16 portions, Book in terms of being valuable, or mysteri-
which we will call “signatures” which we’ll call ous, or granting great power if read in full,
16 pages. If a portion of The Book is broken will be allowed to exist unchanged as this will
down to less than this, then the signature is facilitate its reconstitution. Any text written
considered destroyed. as a warning against The Book being found
or reconstructed will alter itself to become
As each signature is gathered with the other positive towards The Book. However, if The
signatures of The Book, the information on the Book is separated into four or more parts,
pages changes depending on how many signa- The Book’s power to alter this negative text
tures have been gathered. is lessened, and instead the text becomes
fluid and ever-changing. Only when The Book
Physical contact or reassembly of the book is consolidated to three or fewer total parts
is not necessary; merely being within 30' of ( from originally being 16 parts) is such text
other signatures is enough to be considered definitively changed.
“gathered.” Any changes caused by the assem-
bly or disassembly of The Book take 1d12+12 Any portion of The Book that is destroyed
hours to take effect (physical destruction, of reconstitutes itself in a library somewhere,
course, takes effect immediately). forming in the pages of an already existing
book. Combined sections which are destroyed
Individually, each signature is effectively will separate and infiltrate different libraries.
a spell book which contains three 1st level
Magic-User spells. Although those spells If a total of three spell levels are ever tran-
are not (with some exceptions—see below) scribed from the parts of The Book into another
detailed here, the Referee must randomly spell book, that entire spell book becomes
determine which spells are associated with
42
another signature of The Book, and so there will not necessarily contain any of the spells
can be more than 16 parts of the 16-part Book of its constituting signatures. However, once
out there at any point in time, but a part of determined, the combination of Signatures 1
The Book can only “combine” with other books and 5 will always result in a combined tome
which were not made from its parts. with spells g, h, u, and j. If separated back into
individual signatures, they will always contain
For example, if you transcribe the spells spells a, b, and c, and d, e, and f. This same
from signature 4 into another spellbook, those pattern continues as more combinations are
two spellbooks together do not count as two made. The Referee needs to randomly deter-
parts combined because for purposes of com- mine the spells for different combinations as
bination they are the same signature. they occur, and then record them for future
reference.
When signatures are combined, the infor-
mation will change. The spells previously on Certain combinations of signatures have
the pages will disappear and be replaced by one spell which will always be found with it. No
the spells according to the chart below. Again, matter if found alone or combined with other
keep track of which spells are attached to signatures, the spell will be part of (not in addi-
which combinations. tion to) the mix of spells outlined above if The
Book contains any spells of that level. These
For example, if Signature 1 has the 1st level spells are in addition to those indicated above
spells a, b, and c, and Signature 5 has the 1st and they are able to be prepared by anyone able
level spells d, e, and f, these will combine to to read them even if they are not usually able to
form a 2nd-level signature with the 1st level cast spells of this level (or cast spells at all!).
spells g, h, and i and the 2nd level spell j.
These should be randomly determined and
1 2 3 4 5 6 7 8 9
1 3
2 3 1
3 4 1 1
4 4 1 1
5 4 2 1 1
6 4 2 1 1
7 5 2 2 1 1
8 5 2 2 1 1
9 5 3 2 2 1 1
10 5 3 2 2 1 1
11 6 3 3 2 2 1 1
12 6 3 3 2 2 1 1
13 6 4 3 3 2 2 1 1
14 6 4 3 3 2 2 1 1
15 7 4 4 3 3 2 2 1 1
16 9 9 9 9 9 9 9 9 9
43
Inside Signature 2 separated from that object without damag-
ing or destroying one or both objects.
Mimicry
Magic-User Level 1 Living things cannot be bound.
Duration: 1 sentence/level
Range: Touch Inside Signature 7
This spell allows the subject to perfectly
mimic the voice of any one person or crea- Featherlight*
ture that the caster has heard previously. Magic-User Level 1
Duration: 1 hour/level
If the subject is an unwilling one, he Range: Touch
receives a saving throw to resist its effects, The target of this spell, which must be an
but once the spell takes hold, the subject’s inanimate, non-living object, is considered
own voice does not exist until the required to be unencumbering for the duration of
number of sentences have been spoken. the spell. The reverse of this spell makes an
object count as an Oversized Item, or if it is
Inside Signature 3 already so, an additional Oversized Item.
Eyes Afar Inside Signature 8
Magic-User Level 4
Duration: Permanent Erase Portal
Range: Touch Magic-User Level 3
The caster sees through the subject’s eyes, Duration: Instantaneous
provided that the eyes are no longer in the Range: Touch
subject’s head and the subject is still alive. The target opening, be it a door, window,
The caster sees through both (or all eyes if or what have you, will disappear, to be
the subject has more than three) eyes at replaced by the material it was set in as if it
the same time as his own and suffers no never existed.
penalty for this.
Inside Signature 10
Note that the caster can only see through
the eyes; no other senses are afforded to the Chinese Whispers
eyeball. The caster cannot communicate Magic-User Level 1
through the eyes. While eyeballs cannot be Duration: See Below
reattached to the subject through normal Range: Earshot
means, any Cure spell cast by a Cleric will This spell allows the caster to target a
restore sight in a reinserted eyeball. specific person within earshot and com-
municate up to ten words of true (as the
Inside Signature 6 caster believes it, anyway) information to
them. The target must then make a saving
Bind throw versus Magic or be compelled to
Magic-User Level 2 repeat this information to someone (not
Duration: 1 hour/level the caster!), but when repeating the mes-
Range: Touch sage one random word will be different (as
The target of this spell becomes molecu- determined by the Referee). The recipient of
larly bound to the next non-living object that message must then save versus Magic
it touches. From that point, it cannot be
or be compelled to repeat the information of the caster’s choosing. The caster can also
to someone else that has not already heard specify a particular recipient (up to one per
it. This continues until someone saves. level of the caster) if desired. When casting
the spell on a caterpillar, the Magic-User
If a recipient makes his save and wishes must immediately communicate whatever
to repeat the information anyway, he must information it is to pass on. If spell effects
save versus Magic to do so without chang- are to be delivered, the spell(s) must be cast
ing one of the words of the message. The into the caterpillar at this time.
spell effect ends there; that recipient is not
under the effects of this spell. The caterpillar, once ensorcelled, will
complete its normal life cycle. It will spin
Inside Signature 12 a cocoon in 1d6 weeks, and two weeks
later emerges as a moth or butterfly. It will
Imbue the Religious with Cosmic Might then travel to the location specified by the
Magic-User Level 4 Magic-User at a rate of 3d20 miles per day.
Duration: See Below When it reaches the location, all messages
Range: Touch and/or spell effects will activate (saving
This spell allows a Magic-User to give a throws apply for any spell effects normally
Cleric access to Magic-User spells. Once the allowing them). If a specific recipient has
spell has been cast, the Cleric (who receives been named, the butterfly will try to find
a saving throw versus Magic if he chooses that person in the given location, and if that
to resist) must exchange one prepared spell person does not appear within 24 hours,
for one Magic-User spell of the same level. the spell will dissipate without further
The entirety of the Magic-User spell list for effect. If the recipient is found, the butterfly
that level can be used for this purpose. The will whisper all information to be passed
Cleric can then cast that spell once as if a on, spontaneously break out into any spell
Magic-User of the same level as the Cleric. effects, and also impart the location of the
nearest portion of The Book. The caster will
When the Cleric casts the spell, his not know whether or not the spell has been
alignment turns to Chaotic immediately. completed.
Further, because sorcerous magic is utterly
incompatible with Clerical magic, casting Inside Signature 16
the spell immediately and forever strips
the Cleric of any ability to cast Cleric spells Scramble Book
again. Magic-User Level 2
Duration: Instantaneous
Inside Signature 14 Range: Touch
This spell turns the contents of any book
The Caterpillar into complete gibberish by rearranging the
Magic-User Level 1 ink (or whatever was used) into new pat-
Duration: See Below terns, destroying the information therein
Range: Touch and rendering it forever unreadable.
This spell enchants a caterpillar to allow it
to travel to a location of the caster’s choos- Using this spell will trigger any safe-
ing and there convey knowledge, or spell guards placed on the book.
effects, provided by the caster, to a location
In addition, when over half the signatures are Maps change so as to be uninformative;
gathered together, there will be additional rivers shift on maps, cities move, passages go
effects. These are cumulative, so when 10 sig- left instead of right, and so on.
natures are gathered, the effects of having 8
and 9 signatures gathered are also in effect. Spell scrolls become impossible to read and
no new spells (except those found in The Book)
Separating parts of the book does not undo can be learned or transcribed at all.
any changes, but does prevent future effects.
None of the following effects affect the con- 11 Signatures Gathered
tents of or the use of The Book or its signatures
in any way. Information corruption reaches the genetic
level. Every child in utero at the time that
8 Signatures Gathered eleven portions of The Book are gathered, or
conceived from that point, has a 90 % chance
The convergence of instability affects spectral of mutation. Only 10 % of these will be visible
worlds first. When preparing/memorizing or unusual, the rest being more mundane
Magic-User spells each day, all such casters on congenital issues. Infant mortality rates in
the planet must make a saving throw versus humans spike to near 80 %, with a further
Magic or else have accidentally prepared 50 % of the survivors dying before puberty is
a (randomly determined) different spell of reached because of these issues.
that same level from the caster’s spellbook
instead. The world’s population of “monsters” will
greatly increase as rapid-breeding and growing
Magic-User spell scrolls, when used, will animals produce unusually mutated offspring
also cast a different randomly determined at a great pace with a lower instance of non-
spell of the same level. survivable mutation compared to those found
in humans and demi-humans.
9 Signatures Gathered
12 Signatures Gathered
As above, but also applying to Cleric spells and
scrolls. The Book becomes self-aware and makes
efforts to be further combined. All portions of
10 Signatures Gathered The Book will now contain a new page: A map
showing where all of the other portions of The
All written communication becomes subtly Book are.
changed so as to not convey its information
properly. Love letters show absolute indiffer- 13 Signatures Gathered
ence, comedies become tragedies. Holy books
are slow to change so doctrine and dogma will The Book’s corruption of other information
appear to portions of the population differ- sources becomes more self-serving as all maps
ently, causing great strife. Even artwork begins will show the locations of portions of The Book
to take on different meaning, and formerly that are in the map’s area.
revered religious art is hidden away, with new
devotional art increasingly appears blasphe- 14 Signatures Gathered
mous and formerly tasteful nudes appear more
lewd or even pornographic. Educational texts The planet becomes aware of the grow-
will no longer convey correct information. ing threat to its structure and coherence
and makes efforts to buck off the danger.
46
Earthquakes and extreme weather will become every other book, but this The Book, magical
far more commonplace, and new diseases will or mundane, will instantly become incompre-
begin to appear. hensible gibberish. This will affect all written
communication, as even a person writing a
A major earthquake will strike somewhere note to himself will be unable to read it. If The
on Earth once a month. Major storms will Book is in a high tech setting, all information
appear at least that often. A new, terrifying stored electronically also immediately fails. All
plague will sweep through one civilization hardware and software fails the instant that
after another within a couple years. Earth will The Book is completed.
become hell.
Within 24 hours, mathematics begins to
15 Signatures Gathered fail. Simple counting is no longer possible;
structures begin to collapse as the principles
The planet makes the last move it possibly can that guided their construction no longer apply.
in order to resist its destruction. It will physi- This happens on a biological, even cellular
cally shift its axis so that the new geographic level and so inanimate objects weaken and all
North Pole is moved 1d100 x 1d20 miles in a living beings begin to fall ill, their every cell
random direction. If this is a significant shift, turning cancerous. Planets and stars begin to
then over the next year everything will change fall out of their orbit ever so slightly.
as the planet begins to adjust to its new climate
zones. The polar caps will melt faster than the Within another 24 hours even the pain of
new polar caps will freeze, flooding coastal existence will no longer matter as the last bas-
areas worldwide. Crops will fail around the tion of information storage, memory, fails, and
globe and society will collapse as famine and conscious thought and intelligence becomes
massive migrations result in terrible wars, sea a thing of the past. Brain activity becomes
travel routes must be learned anew as currents entirely random and the world dies in a col-
shift, and nothing will ever be the same. lective, suffocating seizure.
16 Signatures Gathered Within another period of time that no one
will be around to measure, the multiverse
Information storage systems around the unravels and becomes Nothing.
cosmos will fail. This will start with books, and
In the end there is only The Book.
Sponsorships
Old Church James Bragle Adam Maddox Arthur Axel “fREW”
Class Grover Browning Marc Majcher Schmidt
Alain Bourgeois Wesley Edwin Marshall
Ben Barrett James Caldwell Rob McArthur Keith S. Schuerholz
Adam Boisvert A. H. Mcdonald Jack Shear
capitalbill Frank Mitchell Justin Smith
Peter Byrne Rodrigo Garcia Carmona Christopher O'Dell
Michael Feldhusen Jeffrey Payette Aaron F Stanton
Omer Golan-Joel James Carpio Jerry Stratton
Claytonian JP Joel Royas
Paul Gorman Galahad de Corbenic Daniel Sell Brendan Strejcek
Ben M. Hannigan Andrew Crenshaw Mark Siford Simon Stroud
Mark Delsing Simon Forster Cameron Suey
K-Slacker Scott Dorward Stuart Keating Erik Tenkar
Humza Kazmi Jan-Paul Koopmann Blake Thomas
Matt Landis Ed Dove Tuomas Lempiäinen
Steve Lawson Zeb Doyle Miguel Lopez Antti “Blue_Hill” Timonen
Reynaldo Perez Madrinan Jr Errant Tiger Mike Mearls Timothee “silenttimo”
Christopher Maikisch Benjamin Eisenhofer Rich “Cthulhu’s Librarian” Connor Uber
Taylor Martin Johan Eriksson Jason “Hierax” Verbitsky
Geoffrey McKinney Julio Escajedo Miller Matthias Weeks
Dallas McNally Iain Murray Chris Weller
Andreas Melhorn Jake F. Daniel “Thaumiel” Neffling Justin Williams
Jon Michaels Wilhelm Fitzpatrick Newt Newport Gregory A. Wilson
Robert Morris Jean “Alahel” FRIDRICI Satu Nikander Richard Wilson
Pascal OLIET Daniel Wood
Steve Moss Vernon Fults Jeffrey Scott Osthoff Duncan Young
John Pola Marc (Lord Inar) Gacy Dr. Cthulhupunk (Lisa Aaron Zirkelbach
Jeff Queen
Michael Sands Joseph Geenty Padol) Psychonaut
Christopher Wiegand Eric Gillespie John Paquette Class
Benjamin Wenham Mike Gruber
Edward Hand Jake Parker Sasha Bilton
Mysterious Arttu Hanska Robert J. Parker David Booth
Valley Class G. Hartman Philip Gelatt
Dennis Higgins Stuart Pate Kairam-ah Psychonaut
Niels Adair Forrest Hudspeth James ME Patterson Jeffery Tillotson
John Arendt Sir Jeffington Jefferson Aurelien Vincenti
Kristian Bach Jeffersmythe, Last of the Alex Puterbaugh
Michael Beck Jefferhammers Martin Ralya Crawling God
Big Bald Matt Frédéric Joly Class
Drew Bergstrom Tim Knight Lloyd Rasmussen
Johnathan L Bingham Reverend Dak Markku Tuovinen
Michael Bolam David Lai – The Crawling God
Kurt LaRue Gordon Richards
Brian Lavelle David Douglas Rollins
D. Lyons Franz Georg Rösel
Adrian M Ryan