TEXT: Gregorius´ Notes:
  On the Weird OSR Fantasy
  Year 2020
  by Kai Pütz © 2021
  Version 1.0
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2021
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Cover and further artwork (p. 12, 13, 14)by "Publisher´s Choice Quality Stock Art (c) 
  Rick Hershey / Fat Goblin Games;  used with permission.
  Page background artwork colour version copyright LPJ Design, used with permission.
  Page background b/w-version (c) by the Knotty-Works;  used with permission. 
  Skull on p.18 by Henriette Boldt; used with permission.
  Mirror artwork  (p.22; ) (c) 2015 Dean Spencer, used with permission. All rights 
  reserved. 
  Magic vial copyright Grim Press Inc, 2019-2020. All Rights Reserved. Art by Bob 
  Greyvenstein.
  Crazies (p. 5) and pistols (p. 5&6)  (c) Carlos Castilho; used with permission.
  Further page filler art (p.7) copyright by Yuri Perkowski Domingos, used with 
  permission.
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  Gregorius´Notes: On the Weird OSR Fantasy #Year 2020 is a collection of selected articles I wrote for
  my blog in said year. Inside you will find...
   
  The Tree That Sees;  an enchanted tree that lends visions and the powers of witchcraft
  The Widowsiren; a bizarre and hateful monster that hurts lovers.
  Alms & Indulgence; ; rules for turning coin into XP for future PC.
  Enchanted Black Powder Weapons
  20 Uses of Vampire Blood
  Chaotic Swap/Mix-Creatures; four in total
  Rose, the Gardener´s Daughter; a strange and magical NPC for your games.
  20 Magical Statuettes, Idols and Figurines
  The Maze of the Necromancer; a mini-dungeon.
  The Shrine of the Future Self; a micro-dungeon.
  20 pages of content in total (the other are cover and front matter)
  Enjoy!
  
  “Have you ever seen a crow picking out the eye from
  a  corpse  to  then  carry  it  away?  Have  you  ever
  wondered what it does with it? There is so much
  meat on a corpse. Why the eye? Let me tell you a
  story,  something  I  have  been  told  by  my
  grandmother,  who  learned  it  from  her  mother´s
  midwife...
  The crows take the eyes to a forest, far away from
  here. Far for us, but not far for a bird. There, deep
  within the dark woods, there is one tree that is not
  like the others. Not at all. Some say that the devil had
  planted it on Samhain, a perversion of the tree in the
  Garden of Eden. The one that Eva took the apple from
  to gain wisdom, although she had been told not to.
  This tree in the dark of the forest, it has no apples. It
  bears no fruit at all. Fruit is brought to it. Strange
  fruit. That is what the crows do with the eyes: they
  bring them to the tree.
  Crows are not the only birds that fly to that tree.
  Woodpeckers,  too.  Have  you  ever  seen  how  a
  woodpecker prepares for winter? How they strike
  holes into a tree with their beak and later place
  acorns in it? How they press them deep into the hole
  with their beak, just like a carpenter would drive a
  wood tenon into a beam with his mallet? That is what
  the woodpeckers do with the eyes the crows bring.
  They meet on the branches, the crow gives the eye to
  the woodpecker, and the woodpecker drives it into
  the hole. There are always a few holes ready. The
  woodpeckers take care of that.
  The moment the eye is set, it rolls in the hole and
  becomes one with this hellish tree. By now, there
  must be more than a hundred eyes on that tree. The
  trunk is studded with them, dozens and dozens, and
  some even glare at you down from heavy branches.
  Silently staring, unblinking dead eyes that roll to
  look at you when you look at them. At Samhain,
  witches  come  from  near  and  from  far  to  dance
  around that tree, and water it with the blood of
  infants they have stolen before they were baptized.
  Some will even give one of their own eyes to it. Never
  trust a one-eyed  hag.  Never  do. But  witches and
  warlocks  are  not  the  only  damnable  folk  to  pay
  reverence to this perversity. For when one sleeps
  under this horrible tree, one will be visited by spirits
  in the own dream and may ask them questions. But
  woe to those who want to know to much! Ask to
  many questions, and they will take your body, like
  the unclean spirits went into the swine, and stay for
  weeks and do as they please.
  Why this tree is still there, even so I and others know
  about it? Because those who went out to find it and
  fell it never returned. More than one did in the years
  past, none was ever to be seen again. I tell you all of
  this as a warning. Do not stray into parts of a forest
  you do not know. There are dark and evil things deep
  inside of their wild, godforsaken hearts...”
  The Tree That Sees
  A non-chaotic character that looks at the eyes, any of
  the manifold eyes, must Save vs. Magic or will become
  victim to a 5th level Chaos spell.
  A  Chaotic character that sacrifices one of the own
  eyes to the tree will learn  the following spells during
  the next sleep: Augury (although it is a Cleric spell),
  Clairvoyance, Detect Invisible, Detect Magic, Glass Eye.
  A non-Lawful character that sleeps under the tree will
  be visited by strange spirits in the own dream, and
  may ask them questions according to the 5th level
  Contact Outer Sphere spell (as if contacting Arcturus).
  What  a  possessed  character  will  do  is  up  to  the
  Referee.
  Any character that swings a weapon at the tree or
  seeks to harm it in other ways will have a patch of its
  bark explode off it, with eyes and all, and shower it in
  a  fountain  of  splinters  and  corrosive  blood  (see
  Explosive Runes spell; the tree may defend itself three
  times a day this way). The damaged trunk will be
  bleeding thick, dark blood.
  The Tree That Sees is completely immune against fire
  of any kind.
  Blame  Ian Borchardt. And while you are at it,
  blame Samwise Seven as well. For it was Samwise
  that posted a picture of woodpecker on mewe.com
  that had put acorns into holes in a tree it had
  created  itself,  and  it was Ian  that  then  started
  talking about eyes and birds in a comment. I am
  unwilling to be blamed for what happens when a
  mind like mine is feed input like this. Mix the wrong
  substances, things happen. Things for Lamentations
  of the Flame Princess. Things about crows and eyes
  and woodpeckers and a tree and dark magic. It is
  not may fault … it isn´t….. is not… tell you…
  
  The Widowsiren
  The Widowsiren is a demonic creature that manifests
  as a monstrous spider, akin to a giant widow but with
  a  body  the  size  of  a  young  bull.  Its  abdomen  is
  covered with numerous faces of different woman.
  Depending  on  the  monster´s  current  occupation,
  these  will  be  in  silent  agony,  wailing,  spiting  ,
  frothing or will sing a siren symphony of lust and
  longing. The Widowsiren is an adversary of faithful
  love, as its methods show.
  It prefers to lair in a place that is secluded, but not to
  far  away  from  a  center  of  civilization  or  a  well
  frequented  path  through  the  wilderness.  When  it
  senses men (and only men, not women or boys) in its
  domain, the faces on its body begin to sing the siren
  symphony. Women and children cannot hear it, but
  men  in  reach  will,  and  have  to  muster  all  their
  strength  of  will  to  resist  this  call  of  seduction.
  Otherwise, they will abandon what they are doing
  and set out to find the source.
  Often, they will wander for hours before they find
  finally  the  Widowsiren  in  its  lair.  The  siren
  symphony will then stop, only to be replaced by the
  wailing, frothing and hating of all the faces on the
  abdomen while the monster itself moves into view to
  finish  off  and  consume  its  victim.  The  dried  out
  husks, its stores deep in its lair and spins them up
  into a divan which it rests on while waiting for its
  next victim.
  If the victim was romantically loved by a woman, her
  poor soul will suddenly feel both the betrayal by and
  death of the man she had given her heart to. At the
  same time, the Widowsiren will immaterially pull at
  the woman´s mind and soul, to tear it away from her
  while using the love to the man that by now has been
  hers as bait and hook. If the monster succeeds, the
  woman will turn catatonic and remain in this state,
  and a face like hers will appear on the monsters
  abdomen.
  Slaying the monster will have those that fell prey to
  it in the aftermath of the death of those they loved
  recover from their catatonic state.
  Poison: after a successful bite attack, the victim must
  Save vs Poison to avoid instant paralysis/helplessness
  for 1d4 turns.
  If  unopposed  after  she  paralyzed  a  victim,  the
  Widowsiren will then bite into its crotch to inject
  digestive juices that liquefies the organs, then suck
  them out during the next turn.
  Webbing: the whole of her lair will be covered in
  thick, sticky webbing that grows more dense towards
  the monster´s sleeping place. Those who fight her
  there must  Save vs. Paralyze every (3 +DEX bonus)
  rounds.  A  failed  save  means  that  the  character
  became partially stuck and needs one action to free
  herself.  Till  then,  all  melee  attacks  against  the
  character gain a +2 bonus.
  Aware of Men: the Widowsiren senses the presence
  and number (but not direction or distance) of every
  man (but not woman or boy) within 3 miles of her. If
  demi-humans are included or not is up to the Referee
  (as it fits the own game world). After consuming prey,
  this power fades for 2d6 days.
  Siren  Symphony: the  Widowsiren  may  evoke  its
  Siren Symphony on every man she is able to sense.
  The victim must  Save vs. Magic: on a success, the
  character may shake off the influence of the alluring
  voices in his mind. On a failure, the character will
  single-minded follow the lure and wander into the
  direction of the lair. He is not in a trance, but will act
  as under a potent  Charm and will be unwilling to
  discuss  his  own  motivation.  As  a  side-effect,  the
  character will always be surprised by an Ambush, and
  must roll against every other Surprise as if it would be
  an Ambush. The character will refuse to rest before he
  reaches the Widowsiren.
  A character that resists the  Siren Symphony once or
  has seen a Widowsiren with his own eyes will never
  fall for it again.
  Size Mind & Soul of the Loved One: if a victim had
  somebody that was romantically in love with her,
  said person must Save vs. Magic or has mind and soul
  torn away. When this happens, the victim becomes
  catatonic and another face appears on the creatures
  abdomen (see above).
  Move:
  120´(40´)
  Hit Dice:
  5 +5
  Armor Class:
  13 (Unarmored & Shield)
  Attacks:
  Damage:
  Save:
  Moral:
  12
  2x with the limbs; 1x bite (only 
  if both limb attacks were 
  successful
  Limbs (non); bite (1d4 & 
  poison)
  as 7th Level Magic-User
  
  Alms & Indulgence
  In LotFP, one method of awarding xp is by granting
  one of them for every sp (silver piece) worth of loot
  the characters liberated. Not for things they stole
  from peasants or other harmless folk, but for lost
  treasures that otherwise nobody would have profited
  from.  Yes, of  course they can  gain  it for  slaying
  monsters, but that is a minor amount compared with
  what loot may bring. But how to liberate them of
  those riches once they have arms and armor? Well…
  how about letting them spend it on xp… for their
  -next- character..?
  I  thought  about  how  alms  giving  could  become
  attractive.  Aside  from  hoping  for  clerical  magic
  (which I treat as a scarce thing), it came to me that
  giving alms could be favorable for the afterlife. And
  what  is  the  afterlife?  The  next  PC,  of  course!
  Currently, I plan to provide my players with two
  ways  of  blowing  up  money:  Giving  alms,  and
  indulging themselves between adventures.
  Giving alms will generate 2xp for the character-to-
  come  for  every  1sp  spend.  This  seems  somewhat
  pseudo-logical to me: the character gives up wealth
  to  gain  a  better  after-life.  Of  course,  not  every
  character makes for a believable alms givers. Some
  will rather think of their own well-being, and the
  player  would  harm  the  own  concept  by  doing
  otherwise.
  Thereby, indulging themselves gives the characters
  a  more  immediate  (but  less  economic)  way  of
  investing  their  silver  pieces.  For  every  10sp  they
  spend indulging themselves, they gain 2xp for their
  current  character  and  2xp  for  their  character-to-
  come. Perhaps the soon-to-be-replacement will be an
  old drinking buddy, a former gambling partner or
  anyone else that came to know the PC through his
  over-boarding social life.
  Enchanted Black Powder Weapons
  Most magic items seem to be from old times, or at
  least  decades  old.  After  all,  these  are  heirlooms,
  venerated weapons of ancient heroes or blades of lost
  races and kingdoms more often than not. Firearms
  with magical abilities are not heard of. Do you like
  this state of affairs? If you do, do NOT read further. If
  you do, you put your fine, cozy, things-as-expected
  game world into danger… who would like THAT to
  happen…? Especially as they could end up in the
  characters´ hands. Not cool, is it…?
  The Heartshot is  flintlock  pistol  with  very  fine
  metal embellishments inlaid into the grip, and the
  symbol of a heart scrimshawed just behind the firing
  mechanism.  It  was  the  weapon  of  an  Italian
  mercenary going by the name of Valentino. He was
  known to aim calmly at the enemy before firing, no
  matter if said opponent was closing the gap quickly
  or pointing a gun at him as well. The mercenary died
  in  battle,  not  because  he  missed  his  mark,  but
  because the charging enemy was not stopped by the
  impact but stumbled forward the final three steps
  and still stabbed Valentino through the heart. His
  pistol, which his awestruck comrades had already
  dubbed “Heartshot” during Valentino´s lifetime, is
  said to have “learned” to hit square by Valentino´s
  hand.
  The rules are the same as for a regular pistol, but
  after a successful attacked by a left-handed shooter
  (as Valentino was) that had spent a round to aim, the
  target must pass a Save vs. Devices. Otherwise, the shot
  will  automatically  kill  every  mundane  character
  below the third level or monster with less than 3 HD.
   
  The Roaring Beast is an Arquebus constructed by
  an English weapon smith in support of a regional
  peasant rebellion. He constructed it with a rather
  large muzzle. The busy end of the barrel he further
  adorned with metal ornaments that turned it into a
  dragon´s maw. “They say that the Lord and the Law
  are on their side. If THAT is so, we can as well call on
  the Beast to roar for ours…”. So he said before he
  handed  the  weapon  to  the  head  of  the  rebellion.
  Needless to say, the rebellion was  put to an  end
  before  the  change  of  season,  but  somehow  the
  weapons was not destroyed…
  
  This Arquebus was built to be loaded with scatter
  shot,  and  firing  it  with  regular  shot  instead  will
  penalize the attack by -2. It is a regular matchlock
  weapon, but the Save vs. Breath Weapon to halve the
  scattershot  damage  suffers  from  a  -2  penalty.
  Furthermore, any non-chaotic enemy NPC that hears
  the roaring of the Beast and sees the flame tongue
  leaving its maw must pass a Moral check. Those who
  fail the test drop to Initiative 1. Last but not least, if
  the weapon is fired against a Lawful target, it will
  ignore  the  misfire  rules  unless  it  is  used  in  wet
  conditions (damp conditions do not affect it then).
  The Blackened Hatchet is a very heavy stocked
  flint-lock pistol with a hatchet blade attached under
  the barrel. This kind of weapons were not common,
  but far from unheard of: after the first volley, melee
  became likely. It was better to have a weapon already
  at hand than to have to draw one. This particular
  weapon belonged to an adventurer, one much like
  the characters (and might be introduce as loot found
  near  a  corpse).  He  kept  the  blade  sharp  but
  blackened  it,  so  that  it  would  not  reflect  light.
  Secrecy  and  stealth  was  important  to  said
  adventurer, as was having a quick way out of any
  situation. It is unknown if the powers the weapon
  now holds was something the adventurer bargained
  for,  or  if  it  is  his  very  own  legacy  for  other
  adventurers.
  The Blackened Hatchet is a pistol that may be used as
  weapon  in  melee  (1d4+1  damage).  When  the
  character shooting the pistol wills it so, she will be
  instantly surrounded by a zone of Darkness (centered
  on the character), as per the 1st Level spell. This
  effect may be used only once per day, between one
  midnight and the next.
  The Faithful is a wheellock pistol that has a long
  tuft of maroon hair bound around the handle. The
  magic is in this tuft (and it will stop working as soon
  as it is removed or otherwise comes off). The pistol
  will never misfire, and its wearer will be immune to
  Charm spells and all similar effects as long as the
  character  loves  somebody  and  is  faithful  to  said
  loved one. A legacy from the deep love of the one
  that gave the tuft as a token to the former owner. 
  The Wolf is a flintlock arquebus with a piece of a
  wolf pelt wrapped around and nailed to its stock. The
  weapon has been a family heirloom, handed down
  from father to son. The family is (or was) one of
  poachers. It is not sure if the magic comes from some
  strange, backwater ancestor worship, from the spirit
  of the wolf whose pelt was added to the weapon or if
  something more sinister is at work. No matter what
  the  reason  is,  as  soon  as  night  has  fallen,  the
  character that carries the weapon while “outside”
  gets  a  +2  bonus  on  Stealth  and  a  +1  bonus  on
  Bushcraft, unless said character is lawful. No wolf
  will every attack the wearer of this arquebus without
  provocation. 
  The Last Word is not single weapon but  a pair of
  dueling  pistols  of  fine  craftsmanship,  made  of
  redwood  and  polished  to  finish.  It  belonged  to  a
  nobleman and  notorious duelist. He was known to
  like to have the last word in every argument, but
  often prone to have it through slurs. While the magic
  imbued in the pair does work when they are used in a
  regular combat, the pair really were meant to “cheat”
  on dueling situations. When one of this pistols is used
  to  shoot  first  in  a  duel  (or  any  other  combat
  situation), the shooter must pass a Save vs. Device or
  will automatically miss. When one of the pistols is
  used to shoot second in a duel (or any other combat),
  the shooter  will hit automatically (as long as the
  target is within range).
  
  20 Uses of Vampire Blood
  On mewe.com, Mr. Jon Salway had asked about potential
  uses for vampire blood in RPG. After I have churned out
  the first seven ideas, he showed approval to what I had
  brewed up. Doing that to a glory hound like me is like
  feeding a Mogwai after midnight. I was already working at
  more weird ideas to get the list to 20 before he had even
  asked… and here it is.  
  Unless  mentioned  otherwise,  the  creation  of
  potions, lotions, etc based on sanguine substances
  takes a Cleric, Magic-User or Specialist 2d6 (minus
  Wisdom  bonus)  days,  and  requires  additional
  expanses equal to what the creation of a potion
  would cost per day. 
  01# Sense of the Night: if a half a cup of vampire
  blood  is  mixed  with  a  decoction  of  larkspur  and
  mandrake, a mortal imbibing a spoon full of it will
  have better night vision, increased hearing … and an
  olfactory boost in regard to determining another´s
  health and to the general smell of blood that will
  rival that of the most acute animals on earth. But
  only after sundown. The effect starts immediately
  after imbibing, and will last for an hour for each
  spoon full imbibed. In regard to the mundane senses,
  the character now benefits from the same rules as
  the  Elf character  class,  and  is  granted  enhanced
  senses in other fields, as mentioned above.
  02# Healing: a cup of vampire blood applied to an
  open wound will increase healing dramatically and
  fend of infection. It will also leave the character with
  an intolerance for bright daylight and prone to mood
  swings for the duration of the healing, and the days
  to come. Natural healing is increased by +1 hit point
  per day, and another +1 hit point if the character
  actually rests. During the same time the character
  will always end up surprised in bright daylight. Due
  to the mood swings, every reaction roll for a random
  encounter should be re-rolled once. Effects wear off
  when the wound it has been applied to has been
  healed.
  03# Health Elixir: mixed with other substances and
  brewed up, it can be turned into an elixir that will
  increase vigor and resilience. For the effect to take
  hold, a spoon full must be taken each day at sunset.
  The effect will set in after about a week and last up to
  [1 day per week of regular intake] after the last spoon
  full is taken. Side effects include an aversion (and
  strong allergic reaction) to garlic, a fear of running
  water (similar to what is common to the victims of
  rabies) and sudden mood swings in the presence of
  virgins,  priests  and  on  holy  ground.  In  turn,  he
  character  will  recover  from  attribute  damage  to
  Constitution and Strength twice as fast, and gains a
  +3 bonus on all saving throws against disease, poison
  and death. Furthermore, the character must Save vs.
  Device whenever she wants to cross running water
  (one attempt per turn). The other side effects are a
  matter of roleplaying.
  04# Blood Ink: from vampire blood, an ink may be
  made that will -force- any vampire to see the writing
  to read it (or: attempt to read it) at once (unless a
  saving throw is passed). 
  05#  Sanguine  Rouge: the  blood  may  used  to
  fabricate a rouge that, when worn, will rise carnal
  desire  in  anyone  that  the  wearer  flirts  with
  lasciviously. Applied rouge loses its powers at dawn.
  The victim of such a flirt must Save vs. Devices, or will
  have a burning desire to have sex with the user of the
  Sanguine Rouge. The modifiers are the same as for
  the Charm Person spell.
  06# Blood Arrow: witches and warlocks can turn the
  blood into a lotion to coat arrowheads with. The
  arrows will then haven an increased chance to strike
  the  heart  and/or  to  hit  a  target  that  is  already
  bleeding. A cup of vampire blood is enough to coat 20
  arrowheads. The coating will only lose its power after
  it has hit something, or after being washed with holy
  water. A character using such an arrow may decide to
  either  roll  the  damage  twice  IF  the  attack  is
  successful (and keep the better result), or to gain a +3
  bonus  on  the  roll  for  the  attack  on  an  already
  wounded, bleeding target.
  07# Blood to Blood: putting an unguent made with
  some of the blood onto a pendulum will have the
  pendulum  indicate  the  general  direction  of  the
  vampire  it  has  been  taken  from.  The  prepared
  pendulum now works in regard to the vampire like a
  Find the Path spell, with two major  differences: it
  locates the vampire the blood belonged to (not a
  location), and whenever a correction of the direction
  is needed, the pendulum must be studied for a turn..
  
  08# Hound Training: if vampire blood is feed to
  hounds by their master as part of a reward after a
  successful hunt, the hounds will not only react to the
  presence of vampires (as all dogs do), but do so with
  courage and an desire to hunt and attack. When the
  owner is with his dogs, the dogs get a bonus from
  their  owners  willpower  against  any  mind  control
  powers of the vampire, and the other way around. A
  lot of vampire hunters keep a large hounds around.
  The hounds will not shy away from a vampire in fear,
  and all Moral rolls in a fight or situation with a
  vampire may be re-rolled for them. When in the
  presence of their master, the hounds may use the
  characters saving throws to fend of magic effects of
  control or dominance. The character that is their
  master in turn gets a +1 bonus on saving throws to
  fend off such effects for each two hounds present
  that she had feed the vampire blood to, as described
  above.
  09# Test of Holiness: a lot of charlatans try to sell
  „holy relics“ or items and weapons „blessed by a
  bishop“ that are in truth nothing but common goods.
  The application of a mere drop of vampire blood will
  reveal the truth, as only a holy or blessed item will
  have the drop go up in smoke.
  10# Unquiet Grave: warlocks and witches know a
  ritual that allows them to raise the recently deceased
  by mixing a cup of vampire blood with the earth on
  the top of their grave. If no special precautions have
  been taken, the poor soul will rise as a revenant
  obliged to do the warlock´s or witch´s bidding. This
  allows for the creation of one HD:4 undead, as per the
  Animate Dead spell. HD may be exchanged for special
  powers, as detailed for the spell. Preparing the ritual
  is equal to creating  3rd level spell scroll. 
  11# Love Potion: Alchemists, witches and warlocks
  alike may mix the blood of a desperate suitor with
  vampire blood to create a love potion. The one that
  drinks  the  potion  may  hate  the  suitor,  but  will
  nevertheless love and crave him. The effect is equal
  to a  Charm Person spell, but no saving throw of the
  victim will negate it (but will allow resistance to a
  request for a day).
  12# Tainted Humors: Mixing a large quantity of
  vampire  blood  with  wine  is  one  part  of  a  two
  component poison. The second component is a meal
  rich in garlic, to which the wine is drunk by the
  victim. After about an hour, the victim will suffer
  from swellings in face, throat and all the joints and a
  racing hard. After that, it is only minutes before the
  victim will die from a heart attack. If the victim is a
  PC or important NPC, it gets a  Save vs. Death. In all
  other regards, it is treated like a deadly poison.
  13# Sanguine Smelling Salts: if smelling salts are
  created with a bit of vampire blood, the resulting
  odor is something that will agitate those that have a
  taste for (or an addiction to) vampire blood, even
  when the open vial is up to a yard away from them.
  Vampire hunters use this trick to uncover human
  spies and minions of the blood-drinking devils. The
  salts hold the sanguine odor no longer than a week. If
  a character that has a taste for vampire blood or is
  addicted to it must  Save vs Devices or will become
  notably agitated.
  14# Ghoul Bane: mixing a cup of vampire blood with
  incenses that are dried again before burning creates
  a smoke that is said to keep ghouls at bay, as the
  subliminal smell of the more powerful beast of the
  night fills them with unease. If the smoke was able to
  linger in a place, the effect will last even hours after
  the smoke itself dispersed (an hour for for every 10
  minutes that the smoke lingered). Ghouls will refrain
  from entering the protected area, as per  Protection
  from Evil.
  15# Bespoken Blood: vampires may use blood as
  mortals use letters among their own. One drop for a
  short sentence, two drops for a longer one. A small
  vial may carry message that only another vampire
  will ever be able to “read” (by consumption).
  
  16#  Two  Components  of  Life: those  that  create
  golems sometimes mix the clay with vampire blood,
  instead of following the lawful traditions that involve
  the creation of this guardians. These tainted golems
  need to be washed in human blood once every full
  moon (which is then soaked in by the clay), but in
  turn have a feral cunning and bestial intellect that
  surpasses  the  meager  mental  capabilities  of  their
  “lawful” earthy brethren. The ritual creates a Tainted
  Golem. The potential HD depends on the amount of
  vampire blood that has been used. One HD for a cup,
  three for a quart, five if a vampire has been bleed out
  over  the  clay.  HD  may  be  exchanged  for  special
  abilities as per Animate Dead , but the Referee/GM
  has the last word in regard to the possible power and
  abilities.
  17# Life Sight: vampire blood may be mixed with
  belladonna  (nightshade)  to  create  eye-drops  that
  grant supernatural vision. It is like thermal vision,
  but instead of heat the pure life force of a being,
  animal or mortal, creates the shine that overlays the
  normal visions. Plants are seen as a light shade of
  gray while the undead are perceived as dark shadows
  in the form of their regular appearance, and ghosts
  (even when invisible to the mortal eyes) appear as
  smoke or fog. The effects last for a turn per drop.18#
  Black Baptism: if an infant is baptized in a black
  mass with vampire blood, a prior (Lawful) baptism is
  broken (if not more than 7 days have passed). Upon
  death, a person baptized this way has a slim chance
  to rise again as a vampire (if no special precautions
  having been taking in the burial; chance is equal to
  1% per level of the character).
  19# Lure of Vermin: take at least a cup of vampire
  blood, and mix it with not more than five pounds of
  flesh (preferable: minced meat). Divide the flesh into
  seven equal parts. Two parts, place into the cellar of
  the house of your enemy. The other five parts, put
  into five different places that are ripe with vermin,
  but not more than a mile away from the house of
  your enemy. Before seven days are up, swarms of
  vermin will invade the home marked by the lure
  20# Protection from Lawful: if a (fallen) cleric has
  drunken  a  dram  of  vampire  blood  before  casting
  Protection from Lawful and before the next sunrise,
  the level of the spell is increased by two. 
  Chaotic Swap/Mix-Creatures
  I was playing a computer-adaption of one of the old
  “choose-your-own-adventure”  books  of  my  youth
  when I came across a picture of monsters that were,
  basically, to animals mixed up. Nostalgia hit me hard.
  In  the  old  days,  chaos  was  VERY  random  and
  mutations charts that simply changed a body part
  into that of an animal were common, as were such
  “swap-creature mixes”. Found memories tickled my
  mind, and when my mind is tickled my finger tips get
  busy on the keyboard. 
  Gorilla with a Parrot´s Head
  The short, thick fur on its body is light gray, while its
  head is blood read, with orange spots on the cheeks
  and a yellow beak. The creature is able to mimic
  sounds, and may try to lure prey in by imitating a
  wounded  herbivore, a desperate woman´s pleads for
  help or the loud singing of a drunken sailor. The
  unnatural  beast  is  vicious  and  murderous,  not
  terribly  smart  and  very  impulsive.  It  will  attack
  unprovoked. In fact, once it had lured prey into sight,
  its low cunning is quickly replaced by bloodlust, and
  the thing will attack a random target within sight
  each round, unless it initiated a grapple. During the
  first 1d4 rounds of combat, it may move 120´ (and can
  sustain this speed during a chase if it may brachiate
  among trees).
  When it successfully hits a human-sized target with
  both  attacks,  it  automatically  initiates  a  grapple.
  Beginning with the monster´s next turn, the victim
  must Save vs. Death or will end with its head snapped
  or its rib cage crushed inward. Even when it escapes
  this fate, the beak will automatically deal 1d4 points
  of damage.
  When failing a Morale check or after losing at least
  half of its hit points, the monster will use a piercing
  shriek instead of its other attacks. All within 10´ must
  then pass a saving throw or will be stunned for 1d3
  rounds. Afterwards, the creature will turn to flee.
  There is a 4 in 6 chance that the creature may copy
  any spell used in its vicinity on the following round.
  If it does not, the spell formula leaves its bestial mind
  again.
  Move:
  90´(30´)
  Hit Dice:
  6
  AC:
  Unarmored & Shield
  Attacks:
  Save:
  as Fighter
  Moral:
  9
  2 Crushing blows (1d6+2); Bite 
  (during Grapple; 1d4)
  
  Orang-Owl
  In  general  appearance  and  build,  the  Orang-Owl
  resembles the common orang-utan: bulky, no neck,
  long arms, short legs, broad torso. It typically stands
  5 feet high and weighs about 185 lbs. Instead of long,
  orange-red fur  an  Orang-Owl has a coat  of  small
  feathers in mottled dark green and gray, to better
  hide in the treetops that are its natural habitat. The
  face resembles that of an owl, with a short curved
  beak and two very large, cat-like yellow eyes. Their
  feet  end  in  strong  talon  claws.  Their  hands  lack
  thumbs, and the fingers are akin to an owl´s talons.
  The claws are hooked, to help it brachiate. Orang-
  Owls  are  night-active,  and  either  solitary  (during
  their adolescents or in case of an non-mated adult), a
  pair mated for life (common), or a small family group
  (a mated pair with offspring that are able to leave the
  nest already, but have not reached adolescents yet).
  They build big nests in trees, lay large eggs from
  which their young hatch, raise them till adolescents,
  and drive them off afterwards.
  An  adult  Orang-Owl  is  able  to  fix  prey  with  a
  hypnotic  glare,  and  usually  approaches  silently
  through the trees before it emits a cooing sound to
  gain the prey´s attention. When the prey looks into
  the Orang-Owl´s face, the creature will try to transfix
  it and then start a “surprise” attack. Mated pairs
  have a hunting technique were one transfixes the
  prey, and the other attacks from behind. The first
  one  then  joins  the  ensuing  fight  and  helps  in
  overwhelming the prey quickly. Orang-Owls try to
  tear out the throat of a victim with their beaks, or to
  at least cause enough bleeding wounds to overwhelm
  the victim later. This may be during the same or next
  night. While they are savage fighters, they are not
  overly courageous and rather give up a fight then
  risking the own death or sever wounds. 
  Transfixing Glare: Anyone that looks directly at a
  Orang-Owl  not  engaged  in  combat  must  Save  vs.
  Device or is going to be transfixed. If the creature is
  able  to attack  a transfixed victim,  it  counts  as  a
  surprise attack. A victim that is attacked from behind
  while being transfixed by an Orang-Owl counts as
  helpless.
  Stealth Predators: Orang-Owls count as having the
  Specialist skills Stealth: 3 and Sneak Attack: 3
  Fierce Grappler: an Orang Owl gains a further +3
  bonus  while  “wrestling”  (see  LotFP  p62).  When
  winning a contest, the Orang Owl will also deal 1
  point of damage to its opponent. After it one two in a
  row, the victim must  Save vs Death this and each
  following round (till it is able to break free). On a
  failure, the victim´s throat has been torn out, and
  death is imminent. On a success, the victim suffers
  1d4+2 points of damage.
  Krakenbear
  The Krakenbear resembles a brown bear in build and
  appearance, but where the brown bear is massive and
  bulky, the Krakenbear is lean like a greyhound. The
  fur is shaggy, and of brown-green colour. The latter
  comes from alga that grow within the fur, which has
  much in common with that of a beaver. The most
  distinctive difference between a regular bear and a
  Krakenbear is the head, which resembles nothing so
  much as an overgrown, gray kraken. The tentacles
  that grow from the head have a length of up to three
  feet. The claws are long, slightly hooked and webbed.
  The  creature  is  home  to  forested  swamps  and
  swampy river deltas, and is an excellent swimmer
  and diver. It is not an amphibian creature, but has a
  large lung volume that allows it to stay submerged
  for a long time.
  Its sight is bad, and while it is an omnivore, plants
  make up a huge part of its diet. When food is scarce,
  it will harvests the alga from its fur. The Krakenbear
  prefers meat, and will drive other predators from
  their kills to feast on the carcass. It hunts mostly fish
  and amphibians,  but will  go  for  any prey animal
  neither larger than itself nor fast enough to escape it.
  Men, being an easy prey compared to most other wild
  animals, are a welcome addition to its diet. In fact,
  men entering its territory have a good chance of
  sooner or later encountering it, just as if it would see
  in them a rival. When it strikes, it does so with a
  cunning, cleverness and ability to plan not known
  from mere beasts.
  As if its size, strength and claws would not already
  make it a fearsome opponent, it has two further,
  uncanny abilities. The first is a paralytic secretion
  that it may deliver with the suckers of its grabbing
  tentacles. It is strong enough to instantly paralyze
  smaller prey, and may even render a grown man
  helpless within mere moments. The other is a mystic
  ability. The Krakenbear may summon a thick fog in
  its territory, that will reduce sight to mere feet and
  distort sound. Itself seems to be unhindered by it.
  Move:
  Hit Dice:
  3
  AC:
  As Leather Armor
  Attacks:
  Save:
  Moral:
  7
  90´(30´) on the ground; 120´ 
  when brachiating
  2 talon strikes (1d4; „4“ 
  explodes)
  as 5th level Specialist
  
  Little else is known about the creature. It has always
  been encountered alone so far. No young, nests or
  eggs  have  ever  been  found.  There  are  no  local
  legends  about  the  beast,  either.  It  is  just  like  it
  appeared  out  of  nowhere  at  some  point,  like  it
  migrated  from  somewhere  else  to  claim  a  new
  territory for itself.
  Lean: The  hit  points  of  the  Krakenbear  are
  determined with 2d6+4, not with 4d8.
  Grapple & Bite: Only when both claw attacks were
  successful is the Krakenbear able to deal a third bite
  attack.  If  this  attack  is  successful,  “wrestling”  is
  initiated as well.
  Paralytic Venom: The venomous bite calls for a Save
  vs. Poison. On a success, the paralytic poison sets in
  after  2d6+2  rounds  of  combat  (modified  by  the
  Constitution bonus of the character), otherwise the
  poison will take effect withing 1d4 rounds. When the
  effect  sets  in,  the  victim  will  become  limb  (and
  thereby helpless), but stays fully aware otherwise.
  Call the Fog: Krakenbear may call upon a thick fog
  in its territory for a total of 4 turns per day. It does so
  by  emitting  a  howl  that  sounds  like  prolonged,
  hollow bellowing. The fog begins to rise then, and a
  turn later the sight is limited to a few feet. The
  Krakenbear is not hindered by this, and it profits
  from the rules for Ambush for every attack out of the
  fog.
  Lord of the Forest
  There  is  only  one.  Many  have  encountered  it,  in
  many places, some of them far away from another.
  Yet, there is only one. The dark hearts of the darkest
  forests  are  its  domain,  where  its  hooves  step  on
  ground men never claimed, and never shall. Where
  light is tolerated to send its fingers through the dark
  at best, where the mere eyes can never be trusted to
  reveal what is really there. This is its domain, its
  kingdom. Here, it is Lord, and no-one else is.
  It is large, especially when it rises onto its hind legs.
  Much larger  than  a brown  bear,  and  much  more
  massive. Like an ogre. Raised up like this, the weights
  has the hooves on its bull-like legs press deep into
  the soft forest floor beneath them. Like a bear, it
  rather walks on all fours, and then spreads some of
  its weight to the monstrous paws on its forelegs.
  Paws  that  are  bigger  than a donkey´s head, with
  broad and curved claws that can dig up the black soil
  or strip the bark of an hoary oak with the same ease
  as it might rip flesh asunder and snap bones in twain.
  Its body is like that of an colossal boar and that of a
  fat  man  alike,  with  four  pairs  of  swollen  teats
  running down in a row over its underside, right to
  down to its massive phallus. Its head is like that of a
  boar as well in the upper part, but the jaws and snot
  are more like that of a wolf, especial the teeth, but
  for the triple row of tusks that point sideways and
  back. Its eyes are like that of a cat, and most eerie.
  When you look at it from the front, it has the eyes at
  the front like a cat. If you look at it from the side, it
  has them placed like a boar. Look at it from any other
  angle, and they will be bulging like that of a frog. No
  matter where you see them, they are like that of a
  cat, but also golden in color and with black slits like a
  snake. The back of its hide is covered in coarse black
  fur like a sheep´s coat, the stretch down the middle
  of its lower side is bare and like a toad´s back. All else
  looks like the hide of a boar but for the fox coloured
  horse mane down the back of its head. A head that is
  crowned with antlers that have ends like thorns and
  will have your head become dizzy if you look to long
  at them. When it is displeased, its breath is biting
  smoke. Its roar deafens you before you can fully hear
  it, and it will never speak to you. When it wants you
  to know  something, the wind will have the trees
  whisper of it to you.
  Move:
  120 (40´) (land) # 180# (water)
  Hit Dice:
  4
  AC:
  Leather Armor & Shield
  Attacks:
  Save:
  Moral:
  9
  Claw (1d6) / Claw (1d6) / Bite 
  (1d4)*
  as 6th Level Fighter
  
  Lord over the Forest: the monster may cast Creation
  Major and  Plant Growth, but only in regard to what
  natural occurs in the forest it is in.
  Before  the  Tongue: the  monster  understands  all
  human languages of the humans, elves, dwarfs and
  halflings. It does not speak them, but may make the
  wind have the trees whisper its words to others, and
  those will understand.
  In My Domain, Thy Lord: the monster may cast
  Charm Person on Elves that face it on its ground.
  Magic: aside  from  those  already  mentioned,  the
  monster may cast up to HD spells, each with a level
  up to its HD.
  Detect Lie; Dig; Dispel Magic; Enlarge; Faerie Fire; Gust of
  Wind; Hold Person; Insect Plague; Speak with Animals;
  Speak with Plants, Speak with Monsters.
  Favor of the Lord of the Forest: the monster may
  bestow any spell it is able to cast on a person, as per
  Bestow Spell Ability.
  Bound By Laws Older Than Itself: within the heart
  of a dark wood, a Magic-User may summon the Lord
  of the Forest with a  Summon spell that includes a
  sacrifice. The Magic-User, if able to Dominate, may
  then make use of its service or ask it to bestow a spell
  ability, but only one.
  Magic-User Spells
  “
  Abominable blasphemy” is a good summary of the
  view of the Christian Church of the 15th and 17th in
  regard to warlocks and witch-craft. And not without
  reason, when it comes to the world of Lamentations
  of the Flame Princess. One of these reasons is the
  following  spell.  Not  for  its  result,  but  how  it  is
  achieved.  Some  people  really  have  no  sense  of
  humor…
  Turn Word to Flesh
  Magic-User Level 3
  Duration: see text
  Range: Touch
  The Magic-User turns a book, booklet or scroll into a
  piece of cooked meat. Eating this meat will not only
  provide  a  meal,  but  the  character  will  “learn”
  everything that was written in the book after a turn.
  This knowledge will fade from memory after 3 days.
  In case of a spellbook or scroll eaten by a Magic-User,
  the character may instantly decided to drop some
  (still)  memorized  spells  in  exchange  for  spells  of
  equal  or  lower  level  from  the  eaten  medium.
  Furthermore,  the  Magic-User  may  memorize  the
  spells from the eaten medium till the end of the three
  day  period  just  as  if  these  would  be  part  of  the
  character´s own spellbook.
  Changes for VAM  spellcasting:
  The number of days till the learned wisdom fades are
  equal to the level the spell is cast at.
  The miscast table:
  1: The Word becomes Flesh, but that´s it. No wisdom,
  no spells. But it is still nourishing and filling.
  2:  The  Word  is  now  Flesh,  but  the  knowledge  is
  tainted  and  thereby  unwholesome.  The  character
  that eats it will lose 1 point of Wisdom per level of
  the  spell.  A  Save  vs.  Magic decides  if  the  loss  is
  permanent or will regenerate at a rate of 1 point per
  day.
  3: The Word is Flesh, but is has teeth and a dozen
  tentacles. Who is going to eat whom? HD:1 monster,
  AC:12, 1d4 damage, one attack.
  4: The Word is Flesh, but after it has been eaten, it
  will eat the characters memory while also devouring
  itself. 2d6 Wisdom damage, at a rate of one point per
  turn.  All  knowledge  gained  is  lost  after  the  full
  Wisdom damage has been applied.
  Move:
  150´(50´)
  Hit Dice:
  7
  AC:
  As Chain Mail
  Attacks:
  Save:
  Moral:
  10
  2x Claws (1d8+2); or 1x bite 
  (2d6) or antlers (only as a 
  charge; 2d8).
  as 6th level Dwarf
  
  5: The touch is not turning the Word to Flesh, but
  turns the Magic-User into a paper golem! All Saving
  Throws are treated as if the character would be of
  level 1, and the hit points are reduced to 1d4. The
  effect can only be reversed by Dispel Magic.
  6: The Word is Flesh, but it is poisonous. A Save vs.
  Poison decides if the character eating the Flesh dies
  or not.
  7+: as per VAM
  “Dark Deception Kills the Light” is an excerpt of the
  lyrics of “The Thing That Should Not Be”, a song by
  Metallica. It is one  of  this… phrases…  that  keeps
  popping up in my mind. At some point, it had to
  happen that I work it into something in an RPG. That
  “something”  turned  out  to  be  a  LotFP  3rd  Level
  Magic-User spell.
  Dark Deception Kills the Light
  Magic-User Level 3
  Duration: 3 rounds + 1 round/level
  Range: 10´/level
  The  Magic-User  works  a  nefarious  illusion  on  a
  number of enemies: that the light source they carry
  has been darkened completely. The spell will affect a
  number of targets in range up to the level of the
  caster. Said targets will be “blind” to the light of a
  number of light sources up to the level of the caster.
  The  light  sources  are  not  really  darkened  or
  extinguished: they are still there, but the target´s
  mind suffers the illusion that the light is -not- there.
  Targets that pass a Save vs. Magic are immune to the
  effect.
  Both the light sources and the targets have to be in
  caster´s range. Thereby, it is impossible to “darken”
  the light of celestial bodies. When a target or a light
  source leaves the caster´s range, each target may re-
  roll the saving throw at the beginning of the own
  round.  On  a  success,  the  spell  is  shaken  off
  completely.
  Rose, the Gardener´s Daughter
  Once, there was a gardener that lived in a city. A city
  so big that the man who ruled it could effort himself
  a large garden for the pleasure of himself, his wife
  and those that came to visit. The gardener, naturally,
  was in charge of this garden, for he was the best
  gardener to be found within the city walls and for
  more than a day beyond them. This was so because
  he truly loved the plants he cared for. Not like one
  would love a fine wine or a good and loyal dog, but
  like they would be his own little children. He was a
  strange man indeed, and many said much to queer
  for a proper man with a proper mind. The gardener
  cared not for such sayings, for he was a happy man,
  and happily married.
  He and his wife lived together in a beautiful small
  house,  with  a  beautiful  small  garden  behind  a
  beautiful small wall,  for  the  gardener wanted his
  garden to be a shrine he could recluse himself to if he
  wanted so. His wife found him odd for it, and she
  would have admitted that his love for the plants
  under his care was odd as well, to say the least, but
  she was happy in the marriage and decided to pay no
  heed to this queerness of her husband.
  One day, while he watered the roses, the gardener
  heard a voice congratulating him for what he had
  achieved so far. Upon turning around, he found a
  woman in his garden he had never seen before, and
  was like no other woman he had ever seen before.
  Her hair was like the light of the setting sun, her lips
  like lavender in bloom, her skin like snow and her
  eyes as green as the grass she stood upon with bare
  feet. He asked who she was and how she came in, but
  the woman did not answer him. Instead, as her lips
  opened the next time, a few seeds dropped from
  them which she let fall into her hands, to place them
  in  his.  “Plant  these  in  your  garden,  and  in  your
  garden only. For I want you to grow this flower, for
  you will give the love she will need to bloom”. The
  gardener looked at the peculiar seeds in his hand, for
  they looked like permute. As he looked up again, the
  woman was no longer there. The gardener planted
  the seeds, and from them a bush with thick leaves
  and beautiful flowers with petals like permute grew,
  and would bloom each and every day. This happened
  in the time that his wife was having their child.
  The two were happy for the child they were to have,
  and all that new them were happy, and all was well.
  But when the night came as his wife was to give
  birth, she did so under great pain, and after long and
  exhausting labor and the loss of lots of blood, the
  midwife  could  only  present  a  dead  child  to  the
  gardener. The men was struck in grief, holding the
  stillborn child in his arms, bloody as it was. While the
  
  midwife tended his wife, the gardener, shocked and
  pained,  went  into  his  garden,  where  he  finally
  collapsed to his knees and cried with the dead child
  of his in his arms. This was when the wondrous plant
  he had raised began to speak to him in that moonlit
  night. “Grief not. Bury it at my roots. By dawn, you
  shall see that a child was given to you”. The gardener
  did not believed his ears, but was strangely touched,
  and did as the wondrous plant had told him in the
  very  same  night.  And  as  he  returned  the  next
  morning, a living infant was happily cooing right
  beneath  the  soil,  only  face  and  arms  and  legs
  protruding from the ground. The gardener first did
  not believe his own eyes, but was overwhelmed with
  joy, and so was his wife, weak and feverish as she was
  after the strenuous and horrible night of birth. Their
  daughter  was  yet  alive.  The  midwife  could  not
  believe it, but found the face of the little girl she had
  seen dead to be alive and well, and with the mother
  and the father. They called her Rose, and were happy
  again.
  Happy, but for the fact that Rose was not a normal
  child. It had its naval on the back, not on the belly.
  Otherwise, little Rose was a perfectly normal baby. A
  wonderful  child  that  cried  rarely  but  smiled  and
  laughed  often,  and  otherwise  made  soft,  cooing
  sounds. Later, she rose to be a beautiful little girl. She
  looked very much like her mother, but for her figure
  that was more lithe than that of every other girl in
  town, and for her eyes that were as green as the
  grass in summer. The older she grew, the more her
  father  was  enthralled  by  her,  and  the  more  her
  mother  grew  estranged  to  the  child.  When  Rose
  became 14 years old, her mother hung herself. Rose
  did not shed a tear, and her father never married
  again. There had been talk about her eyes before, but
  after her mother hung herself, the midwife became
  sure again that the child that had been born 14 years
  ago had been born dead.
  Rose & your Game
  The characters will meet Rose when she is 16 years
  old. She will look like 20 then, and will be a lithe
  beauty with an otherworldly charm about her. She
  will be curious, unflinching, always happy, and eager
  to  learn,  see  and  experience.  Upon  meeting  the
  characters, she will walk up to ask who they are and
  what they do, like it would be normal thing to do.
  She will then want to come with them, and will ask
  them to come to her father´s house so that she can
  say goodbye. Her father will let her leave, with an
  ease as if she would have asked if she could go to
  church this Sunday.
  Rose  is  the  equivalent  of  a  1st  Level  Elf,  with  a
  Charisma of 16, a Constitution and Strength of 8 and
  a 12 in every other attribute. She needs to drink 8
  quarts of water (or other consumable non-alcoholic
  liquid)  each  day,  and  can  drink unclean (but not
  poisoned)  water  without  any  ill  effect.  For  every
  quart less, she will begin to wither. This will look like
  very  rapid  aging,  and  she  will  loses  1  point  of
  Charisma per quart missed. Aside from this special
  rules,  the  normal  rules  for  thirst  and  starvation
  apply.
  If Rose is used as an NPC, she will be one of the
  strange and weird things of the game world, but not
  one that will mean any harm. The spells she knows
  are Charm Person and Detect Magic. The Referee should
  treat her as a henchwomen instead of an retainer. As
  such, she will want (and gain) her share of loot (and
  experience points). At the end of each adventure, the
  character with the highest Charisma should make an
  Reaction roll (if the party wishes to keep her along).
  On a Reaction better than Indifferent, Rose will stay
  for another adventure.
  Of  course,  in  the  case  of  a  character  death  (or
  another player joining the group), Rose can be turned
  into a player character. Aside from the special rules
  mentioned above, Rose can be treated exactly like an
  Elf.
  
  20 Magical Statuettes, Idols and
  Figurines
  Magic items are welcome finds for every adventurer.
  Magic statues are a wonderful way to provide those.
  They do not reveal their “function” as easily as a
  different magic item would do, and their physical
  form  naturally  gives  the  implication  that  the
  wondrous might it grants is bestowed by “something
  bigger” that uses the statue merely as an avatar or an
  in-between. 
  01: A slate-like marble image of a rising eagle.
  When a Magic-User meditates in front of it for at
  least an hour, the following spells will be treated as
  one level more potent if cast by the character before
  the next sunrise:  Detect Magic; Light; Detect Invisible;
  Light,  Continual;  Clairvoyance;  Detect  Illusion;  Dispel
  Magic;
  02: A crude and fire-blackened stone statue of a
  sitting woman. It is an idol of a goddess worshiped
  as Keeper of the Fires. When placed in one, the fire
  will last 1/5 longer than it otherwise would have, and
  possible accidents including it are unlikely to set
  surrounding things on fire.
  03: A statue of dark clay that depicts a three-
  headed serpent. When somebody smears the own
  blood onto the idol, she will not be the -first- to be
  attacked by a monster and will not be pursued if she
  turns and runs before drawing blood. The effects end
  after next midnight.
  04: A two spans tall ivory statue of a lush woman.
  Somebody who kisses the idol in the hours of dawn,
  noon  and  dusk  every  day  will  receive  a  more
  favorable  treatment  of  those  she  sleeps  with
  afterwards (increase reaction by one step).
  05: Round sandstone disk with a bas-relief of a
  one-eyed,  bearded  man  with  flowing  hair. A
  character that puts this disk on his or her forehead
  while meditating for at least a turn will gain a re-roll
  on any Intellect or Wisdom based test till he or she
  speaks a word.
  06: Figure carved from oak wood, in the likeness
  of man with a bears lower body, a boars head and
  the antlers of a stag. Those who leave this idol
  behind at the edge of a wood or forest they want to
  enter and place as many rations in front of it as there
  are people in the group they travel with will not to
  be attacked by wild animals (at least, not without
  provocation).
  07: A cast copper statuette of a woman clad in a
  long, hooded gown. When somebody pleads to the
  “Lady of Healing” for help for somebody else with
  serious wounds, the Lady is likely (4 in 6 chance) to
  speed up the healing. The petitioner must, however,
  offer an oath that would please the Lady of Healing.
  08: A golden figurine of a sitting, naked man. Fat,
  and with a shaved head. If the figurine is doused
  with scented oil at least once per day for at least a
  month, the believer has a 2 in 6 chance of getting the
  best possible price in every deal he or she makes.
  09: A cast steel figure of a fully armored warrior.
  When somebody cuts the own left palm and smears
  the blood onto the idol, she may re-roll every damage
  roll result of “1” during the next battle. Cutting the
  own palm repeatedly without giving it the time to
  heal may result in infections and/or the loss of tactile
  sensation (in parts or the whole of the hand).
  10: A partially blackened likeness of a coiled-up
  snake, carved from wood. When put into a fire in
  the hours of dusk, the believer will gain a +1 bonus on
  all saving throws against magical effects till the next
  dawn. Each uses includes a 1-in-6 chance that the idol
  will be consumed by the flames entirely, so that it
  cannot be used again.
  11:  The  fist-sized  likeness  of  a  toad,  made  of
  serpentine. When a character vomits the last meal
  over the stone, she will gain a re-roll on all saves
  against disease or poison till the character eats again.
  12: An irregular piece of limestone, painted too
  look  like  a  grinning  skull. When  the  believer
  throws this stone away, she may treat the next failed
  Save vs. Death as a pass. If somebody returns the
  stone to him or her, the character must Save vs.
  Death immediately or will die on the spot. Willfully
  destroying the  own stone will have the same effect.
  13: A heavy gray stone that has been chiseled and
  polished to depict many grimacing faces. When it
  is placed in the center of an encampment, it will
  protect every member of the camp that screamed
  and danced around it in a wild fashion (for at least a
  turn) from all evil spirits till the next dawn.
  14: The two feet tall likeness of a bearded man
  with a scaled body, carved from blue soapstone.
  Those who prostrate themselves before it and are
  doused in sea water have a 3-in-6 chance that they
  will last another 2d6 minutes if they are about to
  drown.
  
  15:  An  ivory  statuette  of  a  resting  unicorn.
  Stroking its mane grants good luck for 1d4 days (all
  dice may be rolled twice, and the better result is
  kept).  Each  character  may  invoke  the  effect  only
  once in a lifetime.
  16:  A  finger  long,  delicate  glass  figurine  that
  depicts a gamine character only clad in a long
  skirt. Those who whisper a different secret to it each
  time before they go to bed have a x in 100 chance of
  learning something important in their own dreams,
  where x is the number of secrets that already have
  been told to the idol. “Success” resets “x” to zero.
  17: The span high ebony statuette of a faceless
  hooded figure. Those who sacrifice a finger in front
  of it may place a (random) vile curse on somebody
  they wish ill.
  18: A two span high statuette carved from cherry
  wood, depicting a woman in a sleeveless gown,
  with a wreath of flower in her hair. Every day that
  a bouquet of hand-picked flowers is placed in front of
  it, the character has a 3-in-6 chance to re-roll the
  reaction of every newly met, non-hostile person. The
  effect may only be conjured in spring.
  19: A relief carved into a plate sized slate of rose
  quartz,  depicting  the  face  of  Bacchus  (flowing
  beard and hair, tiny grape vines in the hair) with
  a laughing, open mouth. A character has a 3 in 6
  chance of suffering only half the negative effects
  from drinking alcohol when he or she pours a a
  goblet of wine over the Bacchus idol before starting
  the revel. A person that breaks it will be cursed in
  some way.
  20:  A  two feet high  cast bronze  statuette that
  depicts  a  hero  slaying  a  snake-like  dragon. A
  character that sacrifices a venomous snake in front
  of it (that must have been caught by the character)
  will gain a +2 bonus on all attack rolls against any
  dragon and land-dwelling creature with scales till
  the next sunrise, as well as a +2 bonus on all saving
  throws against the attacks of those creatures.
  The Maze of the Necromancer
  Mazes  are  not  places  to  live  a  life  in.  The  only
  exception for this rule is the first (and according to
  Greek mythology: only) minotaur. Mazes are simply
  not made to life in, but to be a hindrance for those
  that seek to reach the entrance it was designed to
  protect: its „legit“ exit. Although „old school“ is back
  in style, I dare to say that the maze has not seen its
  revival  yet.  „Dungeons“  are  still  places  monsters
  dwell in, instead of something that is just stocked
  with  them  as  another  method  of  defense.  „Just
  stocking“ is even something frowned upon now, as
  the concept of the „dungeon ecology“ has come up.
  As much as I  like (a  bit of…)  realism in gaming,
  sometimes  the  very  simply  concepts  have  their
  charm. The following  Maze of the Necromancer is
  such a simple thing: a maze designed for the sole
  purpose of hindering (or better: killing) those that
  have not been told how to navigate it. It may be
  entered by a flight of stairs from the north, and ends
  (surprise!)  at  a  doorway  in  the  south.  Take  the
  doorway without fetching a certain amulet first, and
  you are likely to die. Take a wrong turn, and you are
  likely to run into a few skeletons or a pit trap. Ignore
  a puzzle along the way, and you will have to fight
  even more skeletons (than necessary). Enjoy.
  The map has been made with Dungeon Scrawl, a
  free online tool. Numbers and letter were edited in
  later.
  Of course, a maze alone does not make an adventure.
  Well, okay, some very large and fantastic (in both
  meanings of the word) OSR modules proof that they
  may, but I will take this as the exception of the rule.
  For what a maze usually does not have is something a
  good  adventure  should  have:  meaningful  social
  interaction with other characters. Therefore, to make
  an adventure, a maze needs something else “before”
  and/or “after” it. My maze here is no different. It will
  not make a good adventure on its own.
  General look of the maze: there are unlit torches
  near the entrance, as well as flint stone & a striking
  iron. The ground is covered in rectangular sandstone
  tiles. The doors are made of wood with simple iron
  locks, and not locked unless mentioned otherwise.
  The ceiling is 7 feet high and supported by wooden
  planks. Support beams can be found at the walls to
  the left and the right every 10 feet. A square is 5 feet.
  
  A: A group of three animated HD:2 skeletons with
  spears. They have been ordered to stand guard till
  anybody but the necromancer walks into view. When
  this happens, they are to kill the intruder before
  returning to their positions.
  B: A HD:3 Boneknight (see below) with a mace. It
  has been ordered to stand guard till it sees anybody
  but the necromancer or when they hear the sounds
  of combat. In the latter case, they are to move and
  investigate, in the former case they are to kill the
  intruders before returning to their position.
  C: A HD:3 Boneknight (see below) with a sword. It
  has the same order as the one above.
  +D+: Trapped fake door. When the handle is pressed
  down, a spring-driven poisoned needle is released
  through a hole in the escutcheon (the metal plate
  around handle and key hole) that will sting into the
  general area of the knuckles.  Save vs. Poison, or the
  character will lose one hit point ever two turns. 
  Inspecting the door reveals that it sits extremely
  firm (in fact, it cannot be opened as it is fake), the
  small hole in the escutcheon (just next to where the
  handle is place) and that there is no real lock behind
  the key hole to manipulate. The amount of dust that
  has gathered in the corners of the door may come to
  a character´s attention as well. Very heavy leather
  gloves may protect from the sting of the needle, just
  wearing  regular  gloves  will  not.  Inspecting  the
  needle  after  it  was  triggered  may  reveal  an  oily
  coating on it (the poison). Pulling down the handle
  with a tool (e.g. something with a hook) will bypass
  the trap.
  E: A group of six HD: 2 skeletons, all armed with
  two hatchets each. When they hear any suspicious
  noise (e.g. the pit traps) they will investigate up to
  the next junction/corner before returning to their
  position. They have been ordered to kill anybody
  they  encounter  but  the  necromancer,  and  then
  return  to  their  position.  They  will  fight  by  first
  throwing one of their hatchets at an enemy before
  attacking in melee with the other.
  X: Pit trap. A weight above 90lbs (more than even an
  armed skeleton weighs) will have the thin basal wood
  sticks the sandstone plate is placed on give. Below it
  is a 8 feet pit with small iron spikes at the bottom.
  The fall  is  unlikely to  kill  anybody,  but likely  to
  wound and cripple the feet and/or legs (1d6 damage;
  half movement, DEX bonus lowered to -2).
  [1] A wooden plate with an inscription hangs from a
  nail at the wall of this dead end. The inscription has
  been enchanted with Explosive Runes.
  [2] Five large barrels are lined against the walls, in a
  corner sit several large clay jugs and a few dirty old
  sacks. On a table, there are tools to open and seal a
  barrel as well as some bladed tools. The jugs are filled
  with  concentrated  vinegar,  some  are  empty  or
  partially empty. Two barrels are filled with hacked-
  up corpses and vinegar: when the flesh is softened
  enough, it may be easily scraped off. The bones are
  later used for more skeletons (the necromancer will
  take the skulls somewhere else to boil them out. That
  is what the sacks are for).
  [3] The door to this room is locked. Inside, there is
  a  table  with  a  wooden  tool  tray  and  diverse
  craftsman tool. In a  corner  rest  two  buckets  and
  three mobs, in another four spears have been placed.
  Along one of the walls, numerous sandstone tiles
  (like those that cover the ground) have been lined up.
  Next to them, several tools for digging. In general,
  this room holds the tools and materials to reset the
  traps and arm some new skeletons.
  [4] Three peculiar, man-sized metal statues are lined
  up in the middle of this room, all of which face the
  door. To the left is a table with an oil can and some
  oily rags. All three statues are made of cast iron and
  have obviously been set together from several pieces.
  Each looks identical and depicts a fat, hairless, naked
  devil with a wide open mouth. The inside seems to be
  partial hollow, one may reach inside the throat and
  down with arm. The “back” of each statue is secured
  to the other parts with bolts that need a special
  device to fasten/unfasten them (the PC will not have
  a matching crank).
  When  a  character  reaches  inside  deep  enough  to
  have the own arm up to the shoulder in a devils
  mouth, she will feel a small object with a chain to it
  inside. In one of the statues, this is an amulet that is
  needed to path the final portal unharmed (see 7). The
  amulet is magnetic, and thereby needs a little pull to
  be removed from the “belly” of the statue. In the
  other two cases, pulling at the chain will have a
  device akin to a bear trap snap shut on the character
  ´s arm. The amulet is in the left statue.
  To  identify  the  trap,  the  characters  need  to  feel
  around in each statue. While the chains all feel the
  same, the amulet is much smoother than the decoys
  used to trigger the traps. A character that triggers
  the trap will have the arm maimed beyond use till it
  is healed (and perhaps even thereafter if a  Save vs.
  Death is failed).
  [
  
  [5] Along a wall hang eight simple wooden shields.
  Four are painted black, four are painted white. On a
  cupboard sit two large glass vials, both of which hold
  a clear liquid. On a stand in a corner rests a small
  leather folio with lose parchments in it.
  The parchments are scribbled with dark poems, one
  of them has been enchanted with Explosive Runes.
  One of the vials holds a slightly oily liquid that has no
  smell but a very bitter and metallic taste. The other
  has a bitter smell and bitter taste. The first one is the
  poison that is used for the needles in the door trap,
  the other is the anti-dote. If the characters are clever
  enough to assume that the antidote for the poison
  may be stored in dungeon (in case of mistakes by a
  minion  or  by  handling  it),  checking  the  needle
  (again) will reveal that it is oily.
  [6] Each of these rooms has eight simple wooden
  shields hang on a wall. Four are painted black, four
  are painted white.
  [7] The exit of this room (and the maze) is a door
  frame made of bones and skulls of several men. The
  area around the doorstep has a nimbus of chilling
  cold, and faint whispers can be heard that urge any
  would-be-trespasser not to cross the doorstep. Any
  living mortal but the necromancer that passes the
  threshold without wearing the amulet from room [4]
  must pass a  Save vs. Magic the moment they walk
  through. On a success, the character will suffer a
  heart attack and drop to zero hit points, on a failure
  the character will drop dead from it instead.
  Boneknights are  skeletons  who  wear  an  “armor”
  made of the bones of two other skeletons. Skulls act
  as shoulder pieces, fore- and underarms function as
  chest plates and rips add layers of protections at
  other  places.  A  Boneknight  has  AC:16  and  +6  hit
  points, but the first two blows that deal 5+ damage to
  them will smash the bone armor (and thereby reduce
  its effectiveness from AC:16 to 15, and then from 15
  to 14).
  The Death Doorway is an excerpt from my Examples
  of the Dark Arts. The Boneknight is an excerpt from
  my Almanac of Animated Skeletons.
  A word from the author: the maze itself is rather
  deadly compared to the undead it is staffed with,
  as the traps (magical or not) have the potential to
  kill a character that is not playing smart. Especially
  the  Explosive Runes are mean and nasty, because
  they are not triggered by a wrong decision, but by
  a player being inquisitive. I still opted for this trap
  for two reasons: first and foremost, I wanted to use
  Explosive Runes at least once as a Referee, and traps
  like that are their only use. Second, it will teach
  the  characters  to  take  the  magic  the  maze  is
  protected  with  serious.  This  lesson  becomes
  important by the time that they reach  the Death
  Doorway… 
  
  Shrine of the Future Self
  I had been scrabbling a dungeon based on my own
  first name. It is only three letters long, so I used their
  parts as the hallways and stairs, and added some
  rooms around them. Very early on, I knew that I
  wanted this to be a micro-dungeon with a shrine at
  its end. Inside that shrine, a magic mirror which
  would  allow  one  to  commune  with  “the  desired
  future  self”,  to  learn  what  to  do  in  upcoming
  situations. The rough sketch was resting on my desk
  at home for quiet a while...
  Then,  a  fellow  from  mewe.com  going  by  the
  nickname of Samwise Seven RPG pointed me towards
  a  map-making  tool  named  Dungeon  Scrawl  by
  Probable Train. This turned out to be one of the most
  marvelous
   
  free-to-use-even-for-commercial-stuff
  web-based map making tools I am aware of. Now, a
  bit of toying and tinkering later… I have a micro
  dungeon for LotFP.
  Summary: The Shrine of the Future Self is very old. Its
  origin is centuries in the past (in a game like LotFP, it
  may be traced back to the Roman Empire or Ancient
  Greek).  The  heart  of  the  shrine  always  was  the
  Mirror.  It  allows  those  who  step  before  it  to
  commune with their desired future self, and to learn
  how to come closer to what they wish to be. A secret
  society formed around the Mirror, one that sought to
  use its powers for their own benefit while keeping it
  secret from any rivals.
  Eventually, the society was found out, branded as
  heretic (or even as in league with the devil) and
  purged  while  the  mirror  was  destroyed  and  the
  entrance buried. So it is written in old journals and
  diaries of that time. More than a decade ago, an
  ambitious  warlock  sought  the  place  in  hope  of
  finding remains of the mirror. To his surprise, he
  found the mirror itself, whole, and the future self of
  the own desires, ready to give advice. The secret
  society was born anew…
  Who exactly this “circle” is made up now, where the
  shrine exactly is located and how the PC come into
  contact with all of it is up to the Referee. Perhaps
  they are secret witch-hunters, perhaps they were
  hired by a rival  of one of the members to find out
  -something-. Perhaps they learned about it and want
  to  steal  the  mirror  (in  that  case,  the  mission  is
  doomed to fail). 
  General  interior: A  square  equals  3  feet.  Unless
  mentioned otherwise, everything in the dungeon is
  dark. The floor is made of packed dirt. In days past,
  the walls had been covered with painted plaster, but
  next to all of it has crumbled away by now. The
  remains are still piling up at the feet of every wall, as
  they were just swept aside. The walls themselves are
  lined by crude bricks of burned clay that form a
  vaulted ceiling. Depending on the area where the
  Referee places this dungeon, the architecture will
  either be Roman or Greek. The air is stale and has a
  tang of crumbled pottery, mixed with old sweat and a
  hint of smoke. While the dungeon itself is ancient,
  the doors are not. It is obvious that they have been
  added in the past three or six years, probably to
  replace old ones that have rotten away.
  01) Stairs / Entrance
  An ancient spiral stair made of stone leads down to
  this  dark  room.  The  characters  will  find  a  crude
  wooden door at the end that is definitively not as
  ancient as the stairs. Next to it, a wide hooded robe
  made from brown burlap and a simple papier mâché
  mask with a string (to fix it to the head) hang from
  separate iron hooks that were driven into the wall.
  The door is locked. Every member of the secret circle
  has a key, as well as the guards. The look itself is
  simple, and easy to overcome by those who have the
  skill to do so. The mask and the robe are means of the
  members of the circles to hide their own identity
  from the guards (who only know their employer).
  There  is  only  one  mask  and  robe,  because  the
  members come alone (see also [12]).
  The door to room [02] opens into it, and has a copper
  chime dangling on the other side, suspended from a
  metal hook above the door frame. When the door is
  opened, the chime rings and signals to the guards
  [03] that somebody has entered the room. If the door
  is opened very, very slowly, the chime will not make
  enough noise to attract the guards attention.
  02) Vestibule
  The room has a very high ceiling, about 15 feet. The
  eastern wall has several very large window openings
  higher  up  in  the  wall  (starting  at  about  9  feet),
  suggesting that there is an adjacent room above the
  level of this room. Soft light (of a lantern) shines
  from there into this room, and draws long shadows.
  To the south, a gate of wrought iron bars blocks the
  way into a long hallway, which lies in darkness. The
  room  is empty  but  for  a simple, angular  wooden
  chest next to the western wall (which holds eight
  torches as well as a small burlap pouch with a large
  box of matches).
  
  The gate is locked, but the lock is not especially
  complicated. Every member of the secret circle has a
  key  (a  different  one  then  that  to  open  the  door
  between the stairs and the vestibule). A guard from
  the adjacent room [03] will call “Who is there” while
  coming to the window openings when the chimes
  draw their attention, but will not expect any trouble
  then. A PC that came in this way while wearing the
  mask and robe may try to stall for time or trick the
  guard. The presence of more than one person will
  put the guards on their toes (that has not happened
  before), and when weapons are raised they will not
  take chances. When nobody with a mask enters, the
  guard  will  know  that  something  is  wrong.  The
  character/s will then be hailed with “hey, you there!
  Whatcha doing here?!”, which will signal the two
  other guards (see [03]) to ready their weapons. The
  first guard will stall for time till the others come to
  his site, only then will he go down the stairs to alarm
  the others [06] before they try to apprehend and
  question the intruder/s. They have no problem to kill
  any prisoners if they think that nobody will miss
  those folks. In fact, they have done so before, kept
  the belongings and got away with it.
  03) Guards room
  The guard room is very spartan. Benches have been
  placed against all but the western wall, where a few
  large  openings  allow  to  watch  the  vestibule  [02]
  below. A further, smaller bench and two stools are
  grouped around another, smaller, bench that doubles
  as a table. The room is lit by a lantern placed at the
  end of the bench at the eastern wall.
  At least three guards (2-in-6 chance for a fourth) will
  be here any given time. They will sit on the stools or
  benches, play cards or dice, share whorehouse stories
  while passing a wineskin, polish boots or buckles,
  sharpen  blades,  clean  their  weapons  or  just  idle
  around being bored by one another. Aside from what
  has already been mentioned, rations and oil flasks
  (for the lantern) will be present
  In a “default” LotFP setting (early modern period,
  with  gunpowder  weapons  and  rapiers  replacing
  older  armament),  the  guards  will  be  hired  cut-
  throats and scoundrels that are paid a (for them)
  fine sum of money for staying down here three to
  four days at a time, before a second group of like
  background  relieves  them.  They  are  unarmored
  (AC:12) Level 1 fighters with 5 hit points. Each will
  be armed with a pistol and a very large knife (small
  weapon; 1d6). They have apostels, powder horns,
  bags of shot and their own purses (5+5d6 sp & 5+3d6
  cp) with them, as well as small knives (utility) and
  whatever the Referee would like them to have on
  person. One of the guards will have a key ring that 
  holds the two keys (those needed for each of the
  doors found in room [02]).
  In a medieval setting, the guards are still little more
  than brutish sell-swords or bandits. They will be
  armed with a short sword or spear, shields will be
  ready in the guard room. Two crossbows with bolts
  will be available there as well.
  04) The Upper Hallway is not lit, but there is a 1-in-
  6 chance that a little light shines from under the door
  leading to [06].
  In the eastern wall there are recesses every 9 feet
  into which a torch my be placed. The doors leading to
  [06] and [07] are both made of wood and very simple.
  They have a handle, but no lock. Near the door to the
  Guard Quarters, a polearm leans against the eastern
  wall. It has been placed there to be “at the ready” if
  the  guards  have  to  defend  the  hallway  against
  intruders.
  05) Junction
  Cracked stone stairs (really just rectangular stone
  blocks  that  have  been  placed  as  steps  onto  the
  worked ground) lead up (to [03]) and down (to 08).
  06) Guard Quarters
  The door leading inside is closed, but not locked. As
  mentioned in the entry for [04], there is a 1-in-6
  chance that a little light shines from under the door.
  In this case, a guard in the room is awake, either
  getting ready for sleep or for the own shift in the
  guard room [03].
  The room contains little for its size: there are five
  sleeping berths of the most simple kind (bedrolls,
  blankets, cushions of burlap stuffed with hay, ), each
  of  them  with  a  small  number  of  candles  and  a
  matchbox  or  tinderbox  next to them,   and  three
  stools.  On one of them sits a lantern (the source of
  the light, if any is lit). Supplies have been piled up
  against the southern wall. Four small barrels (water),
  two large sacks (with rations), a bundle of torches
  (tied together with strips of cloth), a leather satchel
  (with oil and tools to treat and re-set the traps in [08]
  as needed; not been used yet) and six wooden crates,
  two of which have been opened. One has been placed
  on the side,  so that the straw inside of it spilled onto
  the floor. The other has loose lit resting on it, and
  contains  two  sealed  flasks  of  lamp  oil,  packed  in
  straw, and four unsealed, empty flasks. The other
  piled up boxes contain six flasks each, packed in
  straw as well.
  
  One guard will always be here, and there is a 4-in-6
  chance for two guards being present. Usually both
  will be asleep (see above for the changc of a guard
  being awake). They keep their weapons on person, as
  well as what little personal belongings they took with
  them here. See [03] Guard Room for the details.
  07) Abort
  The room reeks as one should expect, but is free of
  flies. A board with a sandpapered opening has been
  placed over two roughly cut wood blocks, right above
  a large hole in the ground. A burlap sack with straw
  sits next to it.
  08) Trap Level
  Unlike the rest of the dungeon, the ground of this
  level is decked out with square stone tiles. Two traps
  wait  in  this  level  to  harm  any  intruders  that
  managed to fool the guards. The first comes in the
  form of a trench with iron spikes that is covered by
  the stone tiles. As soon as an adult man steps onto
  said tiles, they will swing down like a trap door and
  give way to the one-and-a-half foot trench below.
  The weight of the own body will provide enough
  momentum to have the spikes penetrate the sole of a
  regular boot, and pierce the foot. The wound will
  cause no  hit point loss, but the Agility Bonus of the
  character will be reduced to (-2) and movement will
  be  halved at  least  a  day  of  rest, magical healing
  and/or visit to a physician have been had. Running
  will not be possible, either. As the spikes are not
  clean, a tetanus infection is possible (if the Referee
  likes to bother the players with such realism).
  The other trap is of similar build, but comes as a
  classic trap door that is activated by pushing the
  handle of a fake door (see map). Only the character
  standing in front of the door will fall in.
  Why are all these traps “non-deadly”? After visitors
  walked down to the shrine, two guards will wait for
  their return at the top of the stairs at the junction
  [05]. One will have a pistol (or crossbow) at the ready,
  the other the polearm. If they hear screams from
  below or see a visitor coming up the stairs limping,
  they know that they have been tricked. If possible,
  they will try to subdue an intruder instead of killing
  her, so that she can be put to question -before- their
  throats are cut. 
  09) Grand Stairs
  While the stairs at the junction [05] have been rather
  crude  affairs,  this  long  and  impressive  flight  was
  worked carefully and by a skilled craftsman. It is a
  long way down. The next-to-last step is trapped: a
  spring blade will be activated by those stepping on it,
  shooting  out  from  under  the  step  above  it.  The
  mechanism is not strong enough to sever a foot, but
  will  be  powerful  enough  cut  in  deep.  While
  technically a different kind of wound, the Referee is
  encouraged to use the same game mechanics for the
  impaled  foot  described  for  the  spike  traps  (see
  above).
  10) Lower Hallway
  The base of the stairs, as well as the floor of the lower
  hallway are covered with the same kind of square
  stone tiles as the trap level [08], but there are no
  further traps.
  11) Area of Darkness
  The lower hallway ends at a vast doorway. It is filled
  with what is best described as an opaque blackness
  that resist any penetration by light, but will turn out
  to be non-tangible never the less. It is a an area of
  Permanent Darkness, created by a 15th level Magic-
  User  by  a  combination  of  the  Darkness and
  Permanency spells. The players are unlikely to have
  the means to dispel it… and if they do, they rob
  themselves of a safety mechanism (see [12]).
  12) Shrine of the Future Self
  The chamber contains a large mirror, mounted to the
  wall opposite to the zone of darkness. It is 9 feet high,
  4 feet wide and made of polished bronze. The very
  moment  a character  steps out of  the darkness, a
  mirror-version of itself will step out of the mirror.
  This Mirror-Image will look like an idealized version
  of the character´s own self, but a little older. It will
  greet the PC with a warm, welcoming smile and a
  “good to see that you finally found your way here.
  From  now  on,  things  can  get  better”  and  wait
  patiently for the original to enter a conversation.
  The Mirror-Image will gladly explain what it is: a
  vision  and  embodiment  of  the  potential  future
  success of the character. It may offer guidance by
  answering questions about future events and goals,
  so that the character may eliminate choices that will
  not  lead  to  success.  This  kind  of  self-revelation,
  however, puts a strain onto the fabric that keeps the
  universe  under  tidy  wraps…  to  many  questions
  between two full moons may change things in a way
  the character will not like a bit.
  
  The Mirror and the Mirror-Image function like a
  modified version of the Augury spell. There is no time
  frame to how far in the future an action might be,
  but  if  the  outcome  is  to  unsure  due  to  other
  circumstances for the Referee to make up his own
  mind, the Mirror-Image will say that there is no clear
  answer to this question at this point.
  Every time a question is asked, the mirror on the wall
  will begin to blur and roll, like it would be a mirage
  in  the  heat  of  the  desert.  After  each  question
  regarding possible courses of action in the future, the
  GM rolls d10. If the result is equal or lower than the
  sum  of  questions  that  have  been  asked  by  the
  character since the last full moon, the Mirror-Image
  will suddenly change, and attack [Surprise when this
  happens the first time]. The Referee should add two
  or three appendages created by the table for the
  Summon spell (PCR. p. 135) and a random power from
  there  for  every  second  level  of  the  character.
  Otherwise,  this  Mirror-Distortion  is  just  like  the
  character, but will try kill the original. For doing so,
  it will try to keep the character from stepping into
  the Darkness again, because the Mirror-Distortion
  will  disappear  as  soon  as  it  loses  sight  of  the
  character for more(!) than one round.
  When a Mirror-Distortion appeared, it will continue
  to appear for the character (instead of the Mirror-
  Image) till the next full moon.
  When  a weapon is pointed at the Mirror-Image by
  the original character, the Mirror-Image will take
  half a step back while its expressions changes from
  benevolent to malevolent. “I am mirror image, you
  fool!” it will proclaim loudly while making likewise
  preparations for combat. If the weapons is put down
  by  the  original,  so  will  the  Mirror-Image.  Asking
  questions with the weapon up will lead to an attack,
  as  will  not  putting  down  the  weapon  after  two
  rounds.
  If more than one character enters the Shrine, the
  Mirror-Image will become a distorted amalgam of
  -all- the characters, just as if a mad magician would
  have somehow melted and molded them all together.
  This Mirror-Distortion will attack after a round of
  wailing and shivering, and will cause the effect of a
  Confusion spell on every of the involved characters
  for as long as it exists. It is a monster with HD and hit
  points equal to the COMBINED levels (HD) and hit
  points (hit points) of the characters that had it come
  into being.
  The Mirror is mounted to the wall. It is impossible to
  remove  it  or  to  destroy  it.  Digging  out  the  wall
  around it will open up a crack into a vast Nothingness
  behind  the  mirror.  Every  2d6  rounds,  a  random
  creature  will  emerge  from  this  Nothingness  and
  enter the real world till the crack is sealed again. Any
  creature will have 1d4* HD (4 means that another 1d4
  is rolled and added) and should be created with the
  Summon spell,  or  any  other  generator  for  bizarre
  chaotic monsters the Referee wishes to use.
  When the Mirror is removed from this spot, it loses
  all its power. It acts like a burning glass for  the
  energies of this gab in reality, and as a seal at the
  same time.
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Gregorius' Notes On the Weird OSR Fantasy (LotFP)/Gregorius' Notes 2020/Gregorius' Notes On the Weird OSR Fantasy Year 2020 [v1.0] (LotFP).pdf