TEXT: A WE IRD – FANTASY RO LE PLAYIN G ADVE NTU RE
  VASILI KALIMAN
  
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   N
  THE TEMPLE OF XANADU
  
  1
  1. 
  ENTRANCE: Portal made of swirling plasma (page 11)
  2. 
  GLOWING LANTERNS: Floating creatures which are hungry (page 12)
  3. 
  INNER CHAMBER: Mosaic on floor, contains major clue (page 13)
  4. 
  HALL OF EVERLASTING LIGHT: Some dead bodies, loot them (page 13)
  5. 
  STATUE: Humanoid statue, valuable gems for eyes but a death trap (page 14)
  6. 
  PANTRY: A few odd pieces of loot (page 14)
  7. 
  PIT LATRINE: Open toilet, gross odor, potential gas explosion (page 15)
  8. 
  DINING HALL: A place to eat, nothing interesting here (page 15)
  9. 
  BIBLIOTECHA: Trapped door, shelves full of interesting books (page 16)
  10. WORKSHOP: Two magic potions (page 17)
  11. SERVANTS QUARTERS: A chess game and a few oddities (page 17)  
  12. EMBALMING ROOM: A magic ring to wear, magic dust to snort (page 18) 
  13. MUSIC OF THE SPHERES: Melodies made by metal spheres (page 18) 
  14. PHASE DAUGHTER: Encounter with a creature carved of stone (page 19) 
  15. SILENT SANCTUM: Secret room with fascinating items (page 20) 
  16. CHAMBER OF DELUSION: Promise of treasure, but an illusion (page 20) 
  17. PREGNANT STATUE: Fertility statue which drains magic (page 21) 
  18. CELL OF WOES: Torture room (page 21) 
  19. BRONZE GONG: Ring the gong and summon creatures (page 22)
  20. GLASS CASKET: Sarcophagus, dead body wearing a magical mask (page 23)
  21. PORTAL: Small inter-dimensional creatures come through here (page 24) 
  22. HAUTE COUTURE ATELIER: Clothing workshop, some great items (page 24)
  23. WINE CELLAR: Drinkable vintages, nothing much else (page 24)
  24. TEMPLE MUSEUM: Preserved heads, can tell jokes (page 24)
  25. ACID BLADDERS: Trapped room with explosive creatures (page 25)
  26. THE TOOTH FAIRY: The major encounter of this adventure! (pages 26–27)
  27. THE SEAMSTRESS: She wears an outfit made of human skin (page 28)
  28. GARDEN: An indoor nursery, with a deadly variety of creeper (page 29)
  29. THE CLOCKS: A puzzle which switches off portals (pages 30–31)
  30. HALL OF BLUE MOSS: Affects memory when stepped on (page 32)
  31. ART STUDIO: A magic ring is here (page 32)
  32. GRAND SUITE: Bed chamber of importance, full of special loot (page 33)
  33. THE FILTH: An encounter with a truly disgusting creature (page 34)
  MAP AREAS
  
  2
  
  CONCEPT, WRITING & LAYOUT
  Vasili Kaliman
  CARTOGRAPHY 
  Dyson Logos
  IDEAS FOR USE WITH TRADITIONAL ROLE-PLAYING GAMES  
  & THEIR MODERN EDITIONS
  A WE IRD - FANTASY RO LE PLAYIN G ADVE NTU RE 
  FOR CHARACTER LEVELS 2 TO 3
  CONTACT
  Send fan mail to: vasili@vasilikaliman.com  
  Instagram: @vasilikaliman and @osrrpg
  PUBLISHER
  Published by Singing Flame, New York.  
  © 2020 Vasili Kaliman and Singing Flame. 
  Old-School Essentials is a trademark of Necrotic Gnome. The trademark and  
  Old-School Essentials logo are used with permission of Necrotic Gnome, under license.
  
  4
  
  5
  WHAT IS 
  THIS?
  This is a short, weird-fantasy adventure 
  that takes place in the cult temple of 
  Xanadu. The temple could be of interest 
  to adventurers in a variety of ways. The 
  next few pages include a story back-
  ground, hooks, and rumors as to why the 
  party may wish to visit.
  WHAT YOU NEED TO PLAY
   ◼
  Requires Old-School Essentials Core 
  Rules.
   ◼
  4 to 8 players and a referee. Character 
  levels 2 to 3 are suggested.
   ◼
  Pencil, paper, dice, and imagination.
  WHERE THIS TAKES PLACE
   ◼
  Place the temple in the region of 
  Ostaria (see Aquilus Issue 2, a zine also 
  published by Singing Flame).
   ◼
  Or place this in your ongoing 
  campaign as a side quest.
   ◼
  Or play this as a one-shot, old-school, 
  dungeon crawl.
  WHAT THE PLAYERS KNOW
   ◼
  Choose one of the Adventure Hooks 
  (page 7), or develop your own.
   ◼
  Roll a Cult Name and provide the 
  party with a few Rumors (page 8). 
   ◼
  Give each PC a curious item from 
  Starter Arcana (page 9). 
  REFEREE ADVICE
   ◼
  Read through this adventure at least 
  once. It’s very easy to run.
   ◼
  The party should be comprised of 
  a number of classes. They will need 
  fighters, thieves, and casters.
   ◼
  There is a mixture of puzzles, traps, 
  and encounters. Some characters 
  probably won’t survive.
   ◼
  This adventure does not include 
  random encounters or events. The 
  referee can add their own, or use some 
  of the creatures within, especially if the 
  players are spending too much time in 
  one area.
   ◼
  The adventure does not include 
  randomly placed minor valuables 
  such as gold coins. The referee should 
  distribute these when and where 
  appropriate, such as to reward player 
  ingenuity, combat victories, solving 
  clues, disarming traps, and imaginative 
  roleplaying.
   ◼
  For all monster stats, AC 9 is treated as 
  unarmored.
  
  6
  BACKGROUND
  WHAT REALLY HAPPENED 
   ◼
  The cult opened a portal to another 
  dimension. It was activated by 
  adjusting the hands of three pendulum 
  clocks in a particular sequence.
   ◼
  Once the veil of reality was ruptured 
  between this world and another, The 
  Tooth Fairy stepped through. She 
  originates from a dimension made of 
  sweet stuff. 
   ◼
  The Tooth Fairy slaughtered everyone 
  in the temple for their teeth, which she 
  extracted and ate like candy. 
   ◼
  The Tooth Fairy spared The Filth, the 
  temple‘s clockmaker who invented 
  the pendulum clocks, and spared his 
  wife The Seamstress, the temple’s 
  couturier.
   ◼
  The Tooth Fairy also spared their child, 
  which she imprisoned in a stone wall 
  as The Phase Daughter.
   ◼
  In exchange for the promise of  
  eventually returning their daughter’s 
  form to flesh, The Tooth Fairy forced 
  the couple to magically seal the temple 
  entrance, so that any explorers or 
  adventurers entering would never 
  be able to leave. This would ensure a 
  steady supply of teeth for the fairy.
   ◼
  The Seamstress and The Filth are 
  still inside the temple, they have 
  become totally insane, adrift in their 
  own worlds. 
   ◼
  The Tooth Fairy is currently in her 
  dimension, her appetite is ravenous, 
  she is waiting to be summoned again. 
  Rewards and riches may await those 
  who dare to perform the ritual...  
  MAIN ENCOUNTERS
   ◼
  The Phase Daughter. Carving in wall 
  that animates. Child of The Seamstress 
  and The Filth. She is in area 14. 
   ◼
  Molar Minions. Summoned creatures 
  which kill for teeth. 
   ◼
  The Seamstress. Married to The Filth. 
  She is hiding in the communal pool in 
  area 27.  
   ◼
  The Tooth Fairy. The major encounter 
  in this temple. She can be summoned 
  by a ritual in area 26.
   ◼
  The Filth. Clock-maker, discovered 
  how to open the portal, married to The 
  Seamstress. He is lurking in area 33.
  WHAT THE PARTY CAN DO
   ◼
  Explore for treasure and magic items.
   ◼
  Solve how to complete a ritual that 
  summons The Tooth Fairy.
   ◼
  Discover unusual books and maps, 
  useful as hooks for further adventures. 
   ◼
  Determine how to deactivate the 
  portals so they can escape. 
  KEY THEMES & IMAGERY
   ◼
  Body horror
   ◼
  Tooth extraction
   ◼
  Sugar
   ◼
  Summoning
   ◼
  Pregnancy
   ◼
  Butterflies
   ◼
  Couture
   ◼
  Portals
   ◼
  Doppelgängers
  
  7
  INVESTIGATE
   ◼
  Party passes through a village. 
   ◼
  Distraught residents report numerous 
  villagers have been slain in the past 
  few weeks, their bodies permeated 
  with tiny bite-marks, all had their teeth 
  brutally removed.
   ◼
  They suspect it is the workings of the 
  nearby cult temple of Xanadu. The 
  village sent mercenaries to investigate, 
  but they have not returned.
   ◼
  They will pay a handsome reward if the 
  party investigates…  
  PREVENTION 
   ◼
  Party meets a former cult member who 
  escaped from the nearby temple of 
  Xanadu. 
   ◼
  They are traumatized and speak 
  in unintelligible fragments. They 
  talk of fairies, dimensional portals, 
  summonings, and tiny creatures. 
   ◼
  They insist the temple will bring about 
  the end of the world. They must be 
  stopped…
  TREASURE HUNT
   ◼
  An ancient map has come into a party 
  member’s possession. 
   ◼
  It reveals the location of the cult 
  temple of Xanadu. 
   ◼
  You have been told the temple is empty 
  or abandoned, glorious treasure and 
  magic items are within…
  COMING HOME 
   ◼
  Party member returns to their 
  childhood village. 
   ◼
  They discover their home is devoid of 
  residents. 
   ◼
  The sole remaining occupant is an 
  aging cleric. He tells that families were 
  driven out by a horde of small entities.
   ◼
  The cleric is too weak to fight, but he 
  has tracked the entities back to their 
  source, the nearby cult temple of 
  Xanadu…
  RIVALS 
   ◼
  A cult has contacted the party through 
  a patron. 
   ◼
  A rival cult at the temple of Xanadu 
  has stolen a magical mask belonging to 
  their leader.
   ◼
  They will provide a map of the cult’s 
  location and pay a significant reward if 
  the mask is returned… 
  MISSING PERSON
   ◼
  A half-crazed caster sends a note to the 
  party for help. 
   ◼
  The caster has a sister who is a 
  renowned couturier and cult member 
  at the temple of Xanadu. He has not 
  heard from her in months. 
   ◼
  He will pay a reward if the party 
  investigates and returns with 
  information…
  ADVENTURE 
  HOOKS
  
  8
  NAME & SPECIALTY (D16)
  1. 
  Sect of Insight. They are arcane 
  scholars.
  2. 
  Chosen Hands of Lost Wisdom. 
  They are philanthropists.
  3. 
  Oracles of Piety. They are a mob.
  4. Voices of the New Reality. They are 
  explorers of states of consciousness. 
  5. 
  Children of Twilight. They are night 
  people. 
  6. Gatherers of Secrets. They are 
  terrorists. 
  7. 
  Society of Joy. They are couriers.
  8. Spartans of Radiance. They are 
  tricksters.
  9. Searchers of Illumination. They are 
  singers and entertainers.
  10. Foundation of the Four Gods. They 
  are artists.
  11. Martyrs of Paradise. They are 
  apocalyptarians.
  12. People of the White Sign. They are 
  not from this world.
  13. Wanderers of Radiance. They are 
  misfits and outcasts.
  14. Avengers of the Sun. They are 
  information brokers.
  15. Congregation of Reparations. They 
  are price fixers.
  16. Order of Eternal Rebirth. They 
  reject science, and believe in feeling 
  and instinct.
  CULT RUMORS (D10)
  1. 
  They are controlled by a dysfunctional 
  family that tortures each other. Leader 
  collects human teeth. 
  2. 
  They preserve corpses indefinitely. 
  Leader lives in their own filth.
  3. 
  They are addicted to sugar. Leader 
  wears an outfit made of human skin.
  4. They require obscure materials 
  for summoning rituals. Leader is 
  in league with inter-dimensional 
  entities.
  5. 
  They are creating a plague to ruin 
  the economy and destroy the world’s 
  wealth. Leader can walk through walls.
  6. The temple has been contaminated 
  from an experiment gone wrong. 
  Leader is flamboyant, addicted to 
  opulence.
  7. 
  Visitors to the temple have visions 
  and never recover. Leader collects 
  ephemera from the past.
  8. They are engaging in cloning 
  experiments. Leader worships a fairy.
  9. They created a recipe for immortality. 
  Leader is a master of ritualistic pain.
  10. Exiles find refuge here. Leader has 
  been destroyed by greed, betrayed a 
  family member to their death. 
  CULT NAMES  
  & RUMORS
  
  9
  STARTER 
  ARCANA
  ONE FOR EACH PLAYER (D20)
  1. 
  Oil. When rubbed onto an object, it 
  comes to life for the next hour as a 
  faithful servant. One dose. 
  2. 
  Silk handkerchief. Repairs any 
  object it is draped over for an hour. 
  The object must be small enough to 
  be covered. 
  3. 
  Small stone. When placed under the 
  tongue, causes harmless green vapor 
  to spill from your mouth.
  4. Bag. Always has fifteen marbles 
  inside, no matter how many are 
  removed.
  5. 
  Tumor.  Visible growth absorbs the 
  next harmful effect to enter your 
  body, whether poison, parasite, curse 
  or otherwise, before dropping off.
  6. Mirror. Shows anything reflected in 
  it, but something is always missing.
  7. 
  Pebble. Transforms into whatever 
  inorganic substance it last touched. 
  Currently the leather of your pouch. 
  8. Bottle. Contains liquid that releases 
  bubbles that glow in the dark.
  9. Ball. Hollow metal ball that rolls 
  behind you and never stops trying to 
  follow you. Can pop open to store a  
  12’ diameter-sized object or smaller.
  10. Floating orb. Removes all odors from 
  the air in a few minutes.
  11. Bug. Metal replica of a beetle that can 
  perform simple tasks.
  12. Flower. Anyone sleeping in the same 
  room as this flower suffers horrible 
  nightmares. When they wake, they 
  bring back something minor from 
  their nightmare. Does not affect the 
  owner.
  13. Clay blob. Takes on mysterious 
  shapes when left alone.
  14. Key. When placed in a keyhole, 
  utterly annihilates door. 1–in–6 
  chance of annihilating itself too, 
  causing 2d10 damage to anyone 
  within 10’. One use.
  15. Jar. A small jar of black paint that 
  refills itself each day.
  16. Charcoal. Small stick, magically 
  translates what you write into your 
  language. 2 uses.
  17. Book. Tiny leather-bound journal, 
  contains one piece of writing such 
  as a story, a poem, or a recipe. Each 
  day, a new piece of writing magically 
  replaces the previous one.
  18. Pellets. A bag full of tiny stones 
  that explode into miniature sparks 
  on impact. No damage but create a 
  popping noise as they explode.
  19. Whistle. Creates noise from a 
  random animal when blown into.
  20. Skull. If you die, body disintegrates 
  into ash and immediately regenerates 
  into something not human, but 
  retaining all your memories.
  
  10
  
  11
  1. ENTRANCE
  Swirling plasma, like thick syrup, 
  moving in circular motion, covering 
  entrance from ground to ceiling.  
  Smells electrical, like after a thun-
  derstorm. Sounds like grinding, large 
  circular slabs of stone rubbing together. 
  If someone approaches it: welcoming, 
  peaceful, like having a near-death experi-
  ence when there is a light which compels 
  you to enter.
  If something is thrown into it: items 
  disappear into a sucking sound, can be 
  found on the ground outside the other 
  portal in area 21 (Portal). 
  If the PCs walk through it: they appear 
  directly on the other side in area 2, 
  covered in what looks like syrup. It’s gross 
  but sweet, edible, smells like fairy floss. 
  They are disorientated, nauseous, feels 
  like seasickness. 
  Side effects of walking through:  
  1 mundane item each PC carries disap-
  pears forever, determine randomly. Each 
  PC also rolls on the table to the right for a 
  Random Effect.
  If PCs attempt to walk back through 
  portal once in area 2: they can’t. If they 
  walk back out, they simply end back in 
  area 2 again.
  How to deactivate the portal: can only 
  be accomplished by adjusting the hands 
  of three pendulum clocks in the correct 
  sequence in area 29 (The Clocks). 
  RANDOM EFFECT (2D12)
  2. 
  Saliva is lethal to any who bites you, 
  save vs poison or die. 
  3. 
  Immune system collapses, you no 
  longer have save vs disease.
  4. Gain thermal vision up to 30’. 
  5. 
  Minor magic items within 10’ glow.
  6. Drip a viscous, sweet, sugary slime 
  trail, everywhere you go. cha -1.
  7. 
  Grow to 7’ in height. str +1, int -1.
  8. Can smell blood, wounds, within 30’.
  9. Can read any written language.
  10. Become slightly magnetic.
  11. Can eat something small and cause 
  someone else to vomit it up.
  12. Body radiates light 10’, 1 hour per day.
  13. Third eye grows on back of your head.
  14. Eyes go milky white. cha -2.
  15. Can implant a false memory by touch 
  into the mind of a target, once per day.
  16. Permanently lose sense of smell.
  17. Age rapidly, 2d10 years. str -1, wis +1.
  18. Urinate vial of holy water once a day.
  19. Permanently lose ability to see colors, 
  everything is shades of gray.
  20. Turn transparent, hideous. cha -6.
  21. Can absorb recent memories by touch 
  from mind of target once per day.
  22. Can taste lies on someone’s breath as 
  they speak, must be within 3’.
  23. Vulnerable to wood, suffer double 
  damage from wooden weapons.
  24. Explode on arrival, instant death.
  START...
  
  12
  Ambient light, green, soft. Floor and 
  walls, stone, coated in moss. Glowing 
  lanterns, 1d20+10 of them, floating, scat-
  tered randomly throughout, at least 30’ 
  away, advancing towards party. Sounds 
  like clunking, grinding gears, emanating 
  deep underground, mild vibrations 
  arising through floor.
  GLOWING LANTERNS
  Organic, like an exposed brain, 3’ in diam-
  eter, levitating, several 4’ long tendrils 
  hanging down, sharp thorns at the end.
  Translucent sac as body, swollen, filled 
  with swirling green gas, emits radiance 
  equal to a dim candle, a sight to behold. 
  If PCs just observe them: they gradu-
  ally advance towards the party, hungry, 
  craving the syrup covering the PCs.
  GLOWING LANTERNS
  Number 1d20+10, AC 9 [10], HD ½  
  hp 1, Att 1 x tendrils (10’ range, 1d4) 
  or spit (20’ range, 1d4 + 10% chance of 
  insemination), THACO 19 [0]   
  MV 30’ (10’), SV D12 W13 P14 B10 S14  
  ML 6, AL N, XP 15  
  Spit: discharges smelly, creamy 
  substance, aimed at victim’s face, acts 
  like poison on skin.
  Insemination: if victim is hit by 
  spit, there is 10% chance it entered 
  victim’s mouth, in which case they 
  become impregnated; in 1d4 months, 
  a baby lantern will travel up from the 
  victim’s stomach and exit from the 
  mouth, killing them by suffocation; 
  pregnancy can be terminated by 
  magical means.    
  Explosive: if lantern is hit by edged 
  weapon or fire, gas that gives creature 
  buoyancy explodes, doing 1d4 fire 
  damage to all victims within a  
  10’ range.
  If creatures are destroyed: any 
  lantern within 5’ of lantern that 
  combusted has 50% chance of 
  exploding, continuing chain reac-
  tion of explosions; victims within 5’ 
  radius of exploding creatures take 1d4 
  damage, save vs breath to avoid.
  2. GLOWING 
  LANTERNS
  
  13
  3. INNER CHAMBER
  Wooden door, carved relief, image shows 
  humanoid creature stepping out of 
  shape like a slit or rupture, opens easily. 
  Mosaic, composed of tiles, embedded 
  into floor. Secret door to area 15 (Silent 
  Sanctum).
  What is odd here: light sources dim 
  when entering, even magical ones flicker.
  MOSAIC
  Minuscule, colored tiles. 10’ wide circle, 
  numerous circular, square, hexagonal, 
  and triangular shapes within, hypnotic 
  pattern, all connecting with lines. Looks 
  like a flow chart, suggesting if one thing 
  is done, then it will lead to another, and 
  so on. Becomes intricate in the center. 
  Appears instructional, magical. 
  If a read spell is cast: suggests how 
  clocks can be used to open dimensional 
  portals, but without precise instructions 
  on how to accomplish it.
  What this really is: a clue that moving 
  hands of clocks in area 29 (The Clocks) 
  will open and close the portals in the 
  temple (area 1 and area 21).
  SECRET DOOR TO AREA 15
  How to open it:
   ◼
  Thief can search for it.
   ◼
  Arcane or divine caster can make 
  int check and find verbal command 
  written in the mosaic. 
  4. HALL OF 
  EVERLASTING LIGHT
  Pillars, running down center. Wall 
  paintings throughout. Candles, high 
  up on walls, regular intervals, piercing 
  blue flame. Dead bodies, 2d4 of them, 
  randomly distributed around room. 
  Smells fragrant, like fresh air.
  WALL PAINTINGS 
  Full-body portraits of multiple races, 
  including beings not of this world, all 
  wearing red robes, emblazoned with the 
  cult symbol.
  CANDLES
  If a detect spell is cast: candles are 
  magical, burn for 2d6 months each 
  outside the temple, and forever within, 
  casting a soft light at 10’ (worth 50 gp 
  each). 
  How to remove them from the room: 
  4d4 candles in total, 20’ above ground, 
  someone like a thief will have to climb 
  the wall.
  Glowing Lanterns: will not enter this 
  area, the candles repel them. 
  DEAD BODIES
  If carefully examined: desiccated, 
  bodies covered in thousands of small bite 
  marks. If mouths are inspected, all the 
  teeth are missing. All wearing robes like 
  the ones in wall paintings.
  If bodies are searched, you find:
   ◼
  Rope. Short length, with 7 knots tied 
  into it, on every body.
   ◼
  Tiny book. Vellum-bound, Masks of 
  Life, full treatise on the art of disguise.
   ◼
  Deck of playing cards. All are blank.
   ◼
  Drawing. Skillfully rendered, image of 
  shrunken head with lips sewn shut.
  
  14
  5. STATUE
  Stone stairs, leading up to small vaulted 
  chamber. Statue, 12’ high, standing in the 
  middle. 
  STATUE
  Female, she is grand, smiling, joyous, 
  body is chipped in placed. One arm 
  extended holding a bowl. Gems 
  embedded in eyes, red garnets (worth  
  700 gp each). Small wings growing from 
  her shoulders. 
  If the bowl is examined: it is empty.
  If something is placed in the bowl: 
  nothing happens. Only one item can be 
  placed in here that will have some kind 
  of effect (see below on how to disarm the 
  trap). 
  If search for traps is made: gems in 
  eyes are trapped. 
  If attempts are made to remove gems 
  from the eyes without disarming the 
  trap: a disintegration ray will shoot out at 
  the PC touching the gem, save vs death or 
  be obliterated. 
  How to disarm the trap: a human tooth 
  must be placed in the bowl. It will melt 
  into a sugary syrup, the syrup will disap-
  pear from the bowl and secrete from her 
  mouth, parts of the chipped statue will 
  begin to heal, the eyes will glow red for 
  1d6 rounds, at which time the gems can 
  be safely removed.
  What this really is: statue is carved 
  entirely from polished, compressed 
  human teeth, chips heal if teeth are 
  places in the bowl. 
  6. PANTRY
  Shelves and cupboards, wooden, 
  numerous. Smells like rotting food.
  SHELVES & CUPBOARDS 
  Shelves, drawers and cupboards line 
  this room. Spoiled food inside pantry. 
  Drawers contain basic cutlery.
  If carefully searched, you find:
   ◼
  Recipe book. Gourmet food (worth 50 
  gp to the right chef).
   ◼
  Drugs. Addictive, in exotic resin 
  blocks.
   ◼
  Abacus. Pocket-size, beads made from 
  pure silver. Mathematical inscriptions 
  on base (worth 125 gp).
   ◼
  Wooden necklace. Beaded, distorts 
  the voice of the owner when worn, 
  giving them an alien, buzzing speech 
  pattern.
   ◼
  Spinning top. Wooden, colorfully 
  painted, spins indefinitely until 
  stopped (worth 50 gp).
  
  15
  7. PIT LATRINE
  Small corridor, leads to dead end.  
  Dark, illumination required. Floor,  
  very slippery. Stench, wafts throughout, 
  potent, reeks like a toilet.
  What this really is: 
  an open toilet, sewer 
  under temple is 
  blocked, the human 
  waste has fermented 
  to flammable gas. 
  If anyone approaches 
  with an exposed 
  flame: gas has 40% 
  chance per round to ignite 
  if someone within 5’ of drain 
  is holding a flame. 
  On ignition, anyone within 5’ 
  makes save vs breath or suffer 
  2d6 fireball damage (half on save). 
  Anyone between 5’ to  15’ of the 
  drain makes save vs breath or suffer 
  2d4 damage (half on save). 
  Furthermore, victims within 5’ who take 
  damage on the first round and attempt to 
  flee, must make dex save the following 
  round (due to the slippery floor), or take 
  a further 1d6 damage.
  8. DINING HALL
  Locked doors from areas 6 and  
  area 7, wooden, need to be picked or 
  smashed upon. Communal table, long, 
  wooden, benches on either side. Empty 
  bottles, strewn about the floor. Nothing 
  of real interest is here.
  
  16
  9. BIBLIOTHECA 
  Door, sandstone, arcane locked, painted 
  with cult symbol. Stone pillars, flanking 
  door, each carved with a representation 
  of female creatures with wings, similar 
  to statue in area 5. Bookshelves, filled 
  with tomes, various bindings, sizes. 
  Smells like wax, stale incense.
  DOOR
  If door is touched: it is magically 
  trapped. Touching the door causes  
  (roll 1d20): 
   ◼
  Result of 1–18: a fireball for 2d4 
  damage to everyone within 10’ of the 
  door (save vs breath for half),
   ◼
  Result of 19–20: a lightning bolt to 
  explode for 2d20 damage to everyone 
  within 10’ of the door (save vs breath 
  for 1d20 damage).
  How to disarm the door: trap is deacti-
  vated by pressing a release button behind 
  one of the stone pillars next to door. A 
  thief can find this by investigating for 
  traps. 
  BOOKSHELVES
  Books of various shapes, sizes and colors. 
  Some are ancient, some modern. Volumes 
  of esoterica, occult, directories, alma-
  nacs, local histories, etc. There is nothing 
  magical here.
  Books found here: roll on the right for 
  every turn spent searching. Each book 
  is worth 2d20 gp to an antiquarian book 
  dealer.
  ON THE BOOKSHELVES (D20):
  1. 
  Instructions on exotic poisons.
  2. 
  History of The Temple.
  3. 
  Methods of smuggling, extortion and 
  various other activities this cult is 
  involved in. 
  4. Treatise of personal sins.
  5. 
  Names and notations that look like a 
  collection of financial debts.
  6. Journals of notes from failed 
  experiments.
  7. 
  Guidebook to invisibility.
  8. Interviews with the undead.
  9. Handbook of cannibalistic recipes.
  10. Opus on tales of astral seas.
  11. Travel directory to other planets.
  12. Formulas to perform the summoning 
  ritual in area 26 (The Tooth Fairy).
  13. Almanac listing locations of the 
  birthplace of all monsters.
  14. List of undiscovered cities.
  15. Ancient torture methods.
  16. Picture-book of decadent fashion.
  17. Volume of love poetry.
  18. Reference work on arcane dentistry.
  19. Guide to ancient meditation 
  techniques.
  20. Manual of unpopular magical 
  theories.
  
  17
  10. WORKSHOP
  Metal doors, securely locked from both 
  area 2 (Glowing Lanterns) and area 13 
  (Music of the Spheres). Floors and walls, 
  constructed from smooth opalescent 
  substance, like interior of clamshells. 
  Two workbenches, one covered in 
  equipment, the other has two small flasks 
  resting on top. 
  WORKBENCHES
  If the first bench is inspected: equip-
  ment used in chemical experiments, 
  glass containers, charcoal burners, 
  ceramics, platter of powders, peculiar 
  ingredients (collectively worth 50 gp to 
  an alchemist). 
  If the other bench is inspected: two 
  small glass flasks sitting on top, both 
  sealed with corks.
  TWO GLASS FLASKS
  If flasks are inspected: one flask is 
  labeled Immortality, contains liquid,  
  gradually changes from one color to the 
  entire spectrum of a rainbow. The other 
  flask is labeled Lightning, half-filled 
  with liquid and yellow sparks, furiously 
  jumping around.
  If liquid from Immortality is ingested: 
  considerably old and has diminished in 
  strength. Roll save vs poison, on failed 
  save, drinker takes 1d20 damage. If save is 
  made, drinker gains 1d100 temporary hp, 
  which decrease by 1d100 per hour, until 
  drinker reaches hp prior to ingestion. 
  If liquid from Lightning is ingested: 
  potion explodes in drinker’s mouth, 
  discharging electrical energy, 10’ diam-
  eter. Drinker suffers 2d10 damage with 
  no save. Victims caught in explosion 
  suffer 1d6 damage, save vs spells for half 
  damage.
  11. SERVANTS QUARTERS
  Wooden door, rotting, gives way easily 
  effortlessly. Spartan room, basic, 
  humble. Shelves, lining walls, a few casks 
  and crates. Mirror, full-length, mundane. 
  Chessboard, sitting on small table, 
  halfway through game. Ring of keys, 
  dangle beside door.
  CHESS GAME
  If someone makes a move and 
  continues the game: other chess piece 
  will move on it's own in response.
  If someone steals a piece from the 
  boards: it is impossible to remove piece 
  from this room. It will fly from their 
  hands, tear through armor, to be back on 
  the board.
  If someone knocks down the pieces: 
  they stand again on their own.
  If someone continues the game and 
  wins: it will reassemble itself to begin 
  another game. Congratulations!
  KEYS
  Opens door to area 25 (Acid Bladders). 
  SEARCH THE ROOM
  Shelves mostly empty, casks empty, crate 
  contents have spilled on the floor. 
  Amongst the crate contents, you find:
   ◼
  Coiled whips. Used for self 
  punishment. They have seen use.
   ◼
  Small velvet pouch. Contains teeth 
  and parchment with list of dates. Next 
  to each date is short anecdote about 
  how the tooth was lost.
   ◼
  Ransom note. Details of kidnapped 
  cult member.
   ◼
  Metal coin. Very heavy, but floats on 
  water (worth 20 gp).
  
  18
  12. EMBALMING ROOM
  Doors, both open. Stone stairs, going 
  down. Table, marble, against wall. 
  Shelves, above marble table, lined with 
  bottles, jars. Acrid smell, saturates air, 
  bitter, stings eyes.
  TABLE
  Slab of marble: various implements scat-
  tered on top, suggesting elaborate burial 
  preparations. 
  Jar: contains 4d20 human teeth, dental 
  tools next to jar used to strip teeth from 
  subjects’ mouths. 
  Referee advice: these teeth can be 
  utilized in the summoning ritual in  
  area 26 (The Tooth Fairy). 
  SEARCH THE ROOM
  If the shelves are inspected: rare oils 
  and spices in jars (2d10 jars, worth  
  25 gp each), embalming liquids. 
  You also find:
   ◼
  A silver ring. Unpleasant to handle, 
  afflicts owner with unnerving dreams. 
  Wearer must make con check each 
  morning to memorize spells or benefit 
  from natural healing. Can only be 
  removed by magical means once 
  placed on a finger (worth 125 gp). 
   ◼
  Vial of blue dust. When snorted, 
  user is filled with feeling of euphoria 
  and gains +1 to hit in melee, and +2d6 
  temporary HP for 1 hour. At the end of 
  the hour, user is exhausted and falls 
  asleep for 3d8 hours. A result of 3 or 
  24 means they will never wake up, 
  except by magical means.  
  1d3 doses.
  13. MUSIC OF THE 
  SPHERES
  Mist, luminescent, provides ambient 
  light, swirls with every breath. White 
  marble floor, veined with black and 
  gold. Music, emanating from within, 
  soft, sounds like religious choral music. 
  Metal spheres, numerous, floating, chest 
  height.  
  METAL SPHERES
  A few inches in diameter, the spheres 
  bounce very slowly in the air. They are 
  the source of music. Each is radiating the 
  sound of a different instrument. When 
  heard together, it’s glorious, mesmerizing. 
  If a divine caster listens to this music: 
  make a successful wis check, 
  can recover one low-level 
  spell (can only be done once). 
  Their deity is extremely 
  pleased they have exposed 
  themselves to such majesty.
  
  19
  Secret door, can be detected by a thief, 
  opens by pushing a brick in the wall in 
  area 16. Table against one wall, marble, 
  various objects on top. Two chests, 
  sitting on floor, locked. Wall carving, 
  within stonework, depicts a female,
  TABLE
  Covered with green cloth, bearing a 
  statuette (worth 100 gp), incense burner, 
  chalice, scrap of cloth, and hand-written 
  book on the history of illusionist magic 
  (worth 150 gp to a antiquarian book 
  dealer).
  CHESTS
  If they are examined: folded robes 
  inside, emblazoned with the cult symbol.
  WALL CARVING
  Exquisitely carved wall relief, very 
  realistic. This is The Phase Daughter, 
  if closely inspected within 3’ she will 
  animate and attack. 
  THE PHASE DAUGHTER
  What she really is: the daughter of  
  The Seamstress (area 27) and The Filth  
  (area 33). Was formerly human, now 
  imprisoned in this wall by The Tooth 
  Fairy (area 26). 
  14. PHASE 
  DAUGHTER
  THE PHASE DAUGHTER
  AC 4 [15],  HD 5,  hp 22,  Att 1 x strike 
  (1d6 + drag into stone),  THACO 15 [+4], 
  MV 60’ (20’),  SV D10 W11 P12 B13 S14,  
  ML 4, AL N,  XP 300
  Special: victims surprised on 1–4; 
  immune to spells; if she steps out of 
  wall, she must remain in contact with 
  earth or stone or lose 1 hp per round; 
  +6 to save vs petrification.
  Drag into stone: drags victims into 
  wall if attack roll succeeds by 4 or 
  more, victim must make dex check 
  each round or swiftly suffocate and 
  die within 1d3 rounds, victim takes 
  further 1d6 damage each round on 
  failed dex check.
  Destroys wood: her attack destroys 
  any wood weapon it touches, item 
  makes save to avoid, magical weapons 
  not affected.
  
  20
  15. SILENT SANCTUM
  Secret door from area 3 (Inner Chamber). 
  Workbenches, tools scattered on top, 
  messy. Wooden shelves, lined with 
  glass jars. Map, pinned to the wall. 
  Writing desk, large book resting on top, 
  pile of scrolls and parchment overlay 
  one another, skull perched on top like a 
  paperweight
  MAP
  Cloth map, different colored pins 
  protruding from it. Map represents what-
  ever world the campaign is set in. Pins 
  designate locations, which could be other 
  adventure sites.
  WRITING DESK
  If carefully examined, you find: 
   ◼
  Parchments. Contain maps and 
  notations on nearby temples.
   ◼
  Coin. Inscribed with a female face on 
  one side, similar to the statue in area 
  5. Owner develops the urge to hold and 
  stroke this at all times (worth 100 gp to 
  a coin collector or dealer).
   ◼
  Spell-book. Contains one 2nd or 
  3rd level arcane spell of the referee’s 
  choosing.
   ◼
  Marriage certificate. Bride and 
  groom are the temple’s couturier (who 
  is now The Seamstress in area 27) and 
  the temple’s clockmaker (who is now 
  The Filth in area 33).
   ◼
  Armor oil. Wondrous metal cleaner. 
  One dose of polishing any armor for 
  one hour will gain +1 ac (maximum 
  possible is +2), this effect lasts for 1 day. 
  Three doses (worth 50 gp a dose). 
   ◼
  Large book. Describes fairies from 
  other dimensions, book is open on 
  illustration of figure stepping through 
  a wall, This is an important clue for 
  area 26 (The Tooth Fairy).
  16. THE CHAMBER OF 
  DELUSION
  Stone walls, polished stone, illuminated 
  from within. Metal altar, against wall at 
  south end of room, gleaning gold object 
  on top, surrounded by halo of golden 
  sparks. This room is cursed.
  If someone looks into room from the 
  entrance: impossible to determine the 
  room’s size, length or shape. Something is 
  odd here.
  If altar is approached: anyone within 
  20’ of the altar must make save vs 
  spells or become temporally misplaced, 
  vanishing for 2d10 minutes and reap-
  pears at the entrance of the room. A roll 
  of 20 means they vanish forever. 
  Anyone making successful save and 
  reaching within 3’ of the altar, realizes the 
  object is an illusion. They are also cursed! 
  Roll d10 below.
  CURSE (D10):
  1. 
  Shrink to 1’ high for 1d6 days. Half hit 
  points, half str and con, dex +1.
  2. 
  Armor turns to water.
  3. 
  Metal items carried turn to sand.
  4. Fumble during combat, with –4 to 
  attacks for 1d4 days.
  5. 
  Weapon of choice changes to the next 
  material they touch.
  6. Suffer twice the amount of damage 
  for 1d4 days. 
  7. 
  All spells are lost for the day if they 
  are a caster.
  8. Becomes a pacifist and will not attack 
  a living thing for 1d4 days.
  9. Weapons used have 1–in–6 chance to 
  break during combat. Lasts 1d6 days.
  10. Next item they grabs is bound to their 
  skin for 1d6 days.
  
  21
  17. PREGNANT STATUE
  Carved statue, 8’ tall, white stone, nude, 
  pregnant female, one hand holding 
  her belly, other hand extended 
  and pointing finger. Two pillars, 
  holding up ceiling. Butterflies, 
  circling statue, assortment of colors. 
  Floor, smooth, black slate.
  STATUE
  Drains magic. For each 10 minutes 
  an arcane or divine caster spends 
  here, they must roll save vs spells. 
  Failed roll indicates they forget a 
  random spell, the statue absorbs 
  this spell and immediately turns it 
  against the party. The spell manifests 
  from her pointed finger.
  If the statue is attacked: can be 
  hit automatically, pushed over and 
  damaged. Does not animate or 
  fight back. Can withstand 20 hp in 
  damage before being destroyed. 
  Once statue is pushed over, belly will 
  rupture.
  If the belly is ruptured: it contains 
  1d4 arcane and divine 1st and 2nd 
  level spells (determine randomly), 
  captured from casters in the 
  past, and stored inside her. Spells 
  combust in phlogistanic magical 
  energy which fills the room, and 
  are all cast against the party 
  simultaneously. Each PC must 
  roll save vs spells for each one 
  to avoid any negative conse-
  quence. 
  18. CELL OF WOES
  Secret door, can be opened by ringing 
  gong in area 19 (Bronze Gong). Pitch 
  black within, unearthly, illumina-
  tion required. Cold feeling, bleak, 
  bitter, without hope. 
  If someone tries to speak in here: 
  they can't, under effect of a perma-
  nent silence spell to mute screams 
  by victims.
  ILLUMINATING THE AREA
  Sawdust, covers floor, blood 
  soaked. Small wooden chest, 
  sitting on floor. Large tapestry, 
  hanging on wall, instructional 
  scenes of gruesome dismem-
  berment. Large book, lying  on  
  ground, leather-bound with latch, 
  closed.
  WOODEN CHEST
  Locked, must be picked. Trapped 
  with poison dart, needs to 
  disarmed, save vs poison or 2d8 
  damage, half on save. 
  If chest is opened: assortment of 
  jewels stolen from torture victims  
  (worth 2d10 x 100 gp).
  LARGE BOOK
  If book is examined: written 
  information extracted from 
  those put to the question. 
  Most pages feature scrawled, 
  illegible signature at the 
  bottom.
  Lists those tortured here, 
  including names, origins, date 
  of torture, what they confessed, 
  and ultimate fate, harrowing 
  (worth 200 gp to a collector of 
  sadistic ephemera).
  
  22
  Swollen door, due to moisture, stuck 
  closed. Bronze gong, hanging from 
  ceiling with chain. Ringing mallet on 
  floor, ornamented (worth 100 gp).
  BRONZE GONG
  8’ in diameter, hangs from ceiling with 
  brass chain (chain worth 75 gp). 
  If someone rings the gong: deep-
  toned sound, echoes for a minute or so. 
  Secret door opens to area 19. Within 
  1d4+1 rounds, 4d10 Molar Minions are 
  summoned from the portal in  
  area 21 (Portal) and rush towards this 
  room. PCs hear sound of running foot-
  steps on approach.
  MOLAR MINIONS
  Extra-dimensional beings who can be 
  summoned. They polymorph into a 
  miniature version of the PC that rang the 
  gong. 1’ tall, cheeky, glimmer of evil in 
  their eyes. 
  What they really want: to kill the PCs 
  and extract their teeth. The teeth are for 
  The Tooth Fairy (area 31). These creatures 
  are her groupies and devotees.
  MOLAR MINIONS
  Number 4d10, AC 6 [13], HD 2, hp 6, 
  Att 1 x by weapon (miniature version 
  of summoner’s weapon, doing half 
  damage), THACO 18 [+1], MV 180’ (60’), 
  SV D12 W13 P14 B15 S16,  ML 6, AL C, 
  XP 30
  Special: +1 initiative due to speed; 
  if PCs use ringing mallet to attack, 
  creatures are instantly destroyed on 
  successful hit; undead traits, can be 
  turned.
  If they are turned or destroyed: 
  disappear into puff of smoke, leaving 
  a small pile of fairy floss behind. 
  Edible, tasty, and nutritious, eating a 
  handful heals 1 hp, once per day.
  19. BRONZE 
  GONG
  
  23
  20. GLASS CASKET
  Stone walls, coated in frost. Glass 
  sarcophagus, center of room, sitting 
  on stone base. Glass cases, 10 of them, 
  human sized, similar to sarcophagus, 
  empty, stacked on south wall. Torch 
  sconces, empty, fastened to walls.  
  Butterflies, circling sarcophagus, variety 
  of colors. Sounds like clunking, grinding 
  gears, emanating deep underground, 
  minor vibrations coming through floor.
  TORCH SCONCES
  3d4 in total, line walls of room, equally 
  spaced. Made of polished bronze (worth 
  20 gp each). 
  GLASS SARCOPHAGUS
  Glass case, filled with cloudy liquid, 
  humanoid form visible inside. Case 
  sitting horizontally on simple stone base, 
  crudely carved. 
  If the case is closely inspected from 
  the outside: looks like body is made of 
  transparent flesh, transparent organs, 
  preserved in some kind of fluid, wearing 
  a funerary mask.
  If the case is opened: body is jelly-like, 
  disintegrates into messy blubber on 
  contact with air, death mask remains. 
  Liquid inside smells like sweet brine.
  THE MASK
  If the mask is inspected: black onyx, 
  engraved with musical notations around 
  the edge, smiling mouth, holes for eyes, 
  cheerful visage (worth 2500 gp).
  If someone puts the mask on: it is 
  magical, The Serenader’s Vizor. It adapts 
  and fuses permanently onto the wearer’s 
  face. Unlikely to be removed, either by 
  natural or magical means. Mask can only 
  be removed if the user dies and it is cut 
  from their skull.
  What happens to the wearer when the 
  mask is put over their face: their flesh 
  and internal organs become transparent 
  over time, yet they still remain alive. 
  Adventure hook: it may be reasonable 
  to assume mask can be removed if the 
  wearer can identify the origin, and quest 
  for its maker.
  THE SERENADER’S VIZOR
  Once per day, it can be commanded to 
  sing one of the following two songs:
  1. The Song of Death: any enemies 
  within a 30’ radius must save vs spell 
  or potentially be obliterated for 4d8 
  damage, which is spread equally 
  amongst those that failed the save.
  2. The Song of Valor: 1d4 allies within 
  a 30’ radius gain +2 bonus to attacks, 
  damage, defense (AC) and saves for the 
  duration of the battle.
  Complication: demands life energy 
  from wearer, leeches pigment from 
  skin and internal organs, wearer ages 
  twice as quickly, and loses 30% of any 
  of their earned xp.
  
  24
  21. PORTAL
  Swirling plasma, like thick syrup, 
  moving in circular motion, covering 
  wall from ground to ceiling, similar to 
  entrance at area 1 (Entrance). Butterflies, 
  circling at opening, variety of colors.
  What is ominous here: any creature 
  within 10’ of the portal casts no shadow.
  If something is thrown into it: the 
  items disappear into a sucking sound and 
  reappear up in area 2.
  If the PCs walk through it: they reap-
  pear in area 2,
  22. HAUTE COUTURE 
  ATELIER
  Workbenches, wooden, scraps of fabric 
  scattered on top. Clothing, lavish outfits, 
  mostly half-finished. Wooden cabinet, 
  open doors. Sewing equipment, metal 
  and wooden. Smells musty. 
  What this room really is:  the former 
  clothing workshop of The Seamstress 
  (area 27) 
  SEARCH THE ROOM 
  Cutting tools which may be used as 
  weapons, or sold for very little.
  You also find:
   ◼
  Poison potion. Powerful, save vs 
  death or suffer 2d10 damage.
   ◼
  Leather-bound book. The Glorious 
  Tome of Extraordinary Explanation, 
  blank, magical, will answer 4 simple 
  questions in total, once per week, with 
  a few words of text appearing on blank 
  pages with answer. Does not work 
  in the temple. Disintegrates once 4 
  questions are asked.
  23. WINE CELLAR
  Bottles, aged wine, stacked on wooden 
  shelves around room. Wooden barrels, 
  filled with ale. Large table, wooden, 
  center of room. Chairs, six of them, 
  surrounding table. Nothing else of 
  interest is here.
  24. TEMPLE MUSEUM
  Jumbled mess, tables, vials, beakers, 
  powders, hoses, shelves, mechanical 
  contraptions. Wooden cabinet, lined 
  with shelves, glass front. Two tapestries, 
  one on each wall flanking doorways. 
  Floor, black tiles, covered in etched map, 
  show another location nearby
  WOODEN CABINET 
  Shelf contains dozens of shrunken heads, 
  all look like the same person, lips are 
  sewn shut (each worth 25 gp to a collector 
  of such things).
  What these actually are: heads of 
  extra-dimensional beings called Molar 
  Minions (area 18)
  If the lips are cut free:  they will talk 
  endlessly, telling jokes with corny punch-
  lines, irritating after a while.
  TWO TAPESTRIES
  On the left: scene of several humans, 
  dressed in cult robes, seemingly walking 
  on air, looking to the right, serene expres-
  sions, smiling. 
  On the right: scene of fire-filled pit, 
  several humans, naked, horrific expres-
  sions on faces, tormented, looking to 
  the group at the left as they tumble into 
  flames.
  
  25
  Door from hall near area 27, locked, 
  can be opened with keys from area 11 
  (Servants Quarters), or needs to be picked. 
  Sitting statue, female, carved of marble, 
  cross legged, holding crimson ruby 
  (worth 300 gp). Amber haze, dense, very 
  opaque, hovering beneath ceiling. 
  AMBER HAZE
  Lurking above amber haze are 1d6+4 Acid 
  Bladders, randomly throughout room. 
  PCs will trigger hanging filaments on 4–
  in–6 each round spent moving in here, 
  referee should roll for the PCs.
  ACID BLADDERS
  Translucent sacs: loaded with acid 
  which affects flesh and metal, resembles 
  milk, slowly inflating, swelling, throbbing 
  silently. 
  Attached to ceiling: held in place with 
  suctions cups (like an octopus) attached 
  to ceilings and walls, filaments hanging 
  to the ground, which acts as triggers. 
  When triggered, they produce loud snap, 
  bladder bursts, pouring stored contents 
  over victim.
  ACID BLADDERS
  Number 1d6+4, AC 9 [10], HD 2  
  hp 6, Att 1 x acid (1d6 + special)  
  THACO 18 [+1],  MV 3’ (1’), SV D12 W13 
  P14 B15 S16, ML 10, AL C, XP 25
  Special: if triggered, strikes victim 
  on a roll of 10+ regardless of AC, doing 
  1d6 damage to flesh, save vs breath for 
  half; exposed metal items caught in 
  acid deluge must save vs breath, metal 
  armor reduces AC by 2 on failed save, 
  metal weapons destroyed on failed 
  save; wooden, cloth and glass unaf-
  fected.
  If creatures are destroyed: striking 
  engorged bladder with weapon results 
  in creature exploding in spray of acid 
  causing 1d6 damage to victims in a  
  10’ radius, save vs breath for half.
  25. ACID 
  BLADDERS
  
  26
  26. THE TOOTH 
  FAIRY
  Statues, one in each corner, miniature 
  versions of statue in area 5. Silver bowl, 
  resting on floor center of room (worth 150 
  gp). Tapestry, lush (worth 300 gp). South 
  wall, dark stain, 6’ high, human impres-
  sion and shape. Floor, gives off mild 
  static discharge when walked over. Feels 
  unearthly, cold. Smells of burnt sugar.
  What this room actually is: a location 
  where The Tooth Fairy is summoned 
  through a ritual.
  TAPESTRY
  If the tapestry is examined: scene looks 
  like this room. A bowl is on the floor, and 
  a female with wings is stepping out of a 
  wall. She looks like the statue in area 5.
  SILVER BOWL
  If the bowl is examined: inscriptions 
  around the outer edge and interior. Tiny 
  fragments of bone inside, int check to 
  realize they are teeth. 
  If a detect spell is cast: radiates 
  extremely powerful, extra-planer magic.
  SUMMONING RITUAL
  Inscriptions on silver bowl provide 
  comprehensive instructions on how to 
  summon The Tooth Fairy. 
  Referee should determine if a read spell is 
  required to comprehend inscriptions, or 
  if they are simply written in the common 
  language.  
  How to perform the summoning:
  1. 
  Extracted human teeth must be 
  placed in the silver bowl.
  2. 
  Each tooth placed in the bowl will give 
  the ritual a 1% chance of succeeding 
  (so 40 teeth = 40% chance of success).
  3. 
  Inscriptions on the bowl must be read 
  out aloud.
  4. Roll the dice…
  If the summoning is successful: within 
  a few minutes, the aroma of burnt sugar 
  permeates the room. 
  The stain on the wall begins to glow, then 
  rupture. The Tooth Fairy emerges from 
  the wall, descending into the room. 
  She will be famished, kneel down, and 
  immediately devour the teeth in the 
  bowl. The party are transfixed (probably 
  under a spell), powerless to act until she is 
  finished.
  If the summoning fails: teeth in the 
  bowl melt into sweet syrup. They are 
  useless. Perhaps try again.
  
  27
  THE TOOTH FAIRY
  AC 2 [17], HD 10, hp 45 + absorption 
  Att x 3 slam/claw/bite (1d10/2d6/1d10) 
  THACO 11 [+8], MV 160’ (40’),  
  SV D6 W7 P8 B8 S10, ML 4  
  AL C, XP 3200
  Absorption: all damage rolled against 
  victims adds to creature’s hp total.
  Special: +2 initiative due to speed; 
  can use attacks independently on 3 
  different targets in melee range; first 
  attack on victim is always at +2;  
  +3 to save vs mental attacks; +2 to  
  save vs fire attacks.
  If she is seriously threatened: she 
  retreats back into opening on the wall, 
  back to her dimension; portal will stay 
  open for 1d6 rounds after she departs. 
  If the PCs follow her into the wall 
  rupture, here are some options:
   ◼
  they are transported to another 
  plane made of sugar.
   ◼
  they leave this room and end up in 
  area 2.
   ◼
  they transform into bloody pulp 
  and  are ejected back into the room
   ◼
  it’s gateway to another OSR 
  adventure!
  If she is destroyed: teeth she has 
  consumed during summoning 
  have all transformed to glittering 
  diamonds. They are within her belly 
  (worth 250 gp each).
  THE TOOTH FAIRY
  Sunken eyes, lean, emaciated, leathery 
  wings on shoulders, made of stretched 
  skin. Feeds on human teeth, takes satis-
  faction in cries of agony as she rips bone 
  from mouths. Moves swiftly, leaving trail 
  of fairy floss. It’s delicious!
  Who she really is: an entity from 
  another plane, a dimension made of 
  sweet stuff. 
  What she will do if summoned: imme-
  diately go to the bowl and eat the teeth. 
  She needs 1d100+10 teeth to satiate her 
  hunger. 
  What she will do if satisfied: she will 
  regurgitate 2d20 diamonds (worth 250 gp 
  each), and reward the summoner.
  What she will do if still hungry: if 
  there are insufficient teeth, she will attack 
  the party and attempt to extract theirs. 
  She will not attack the summoner.
  What she really wants: faithful 
  servants who provide her with the 
  crunchy foodstuffs that she craves. She is 
  not fundamentally evil, just an addict.
  REFEREE ADVICE
  Encourage the party into this room 
  to activate this major encounter. Give 
  them clues. Here are some tips:
   ◼
  human teeth can be found in jars 
  in area 12 (Embalming Room) and 
  area 32 (Grand Suite) .
   ◼
  teeth from The Seamstress (area 
  27) can be removed if she is killed. 
   ◼
  a book in the study in area 15 
  (Silent Sanctum) shows drawing of 
  a figure stepping through a wall. If 
  the PCs have inspected this book, 
  have them roll an int check to 
  make the connection to this room.
  
  28
  27. THE 
  SEAMSTRESS
  Communal bath, overflowing water, 
  looks like pulpy scum. Small urn, clay, 
  next to pool. Smells putrid, nauseating. 
  Frost, covering surrounding walls. Stone 
  floor, multiple scratches in area.
  POOL
  If anyone approaches the bath: chaotic 
  characters feel physically ill when within 
  10’. Lawful characters feel attracted, those 
  who come within 5’ must make wis save 
  or leap in! 
  Is someone inspects or disturbs the 
  bath: opaque, froth and foam on surface. 
  A creature is hiding within called The 
  Seamstress. She rises and attacks the 
  party when they are within 5’. If a lawful 
  character has leapt in, she gets a free 
  strike. 
  If victim is in pool: must make dex 
  check to climb out, must also save vs 
  poison each round, or suffer 1d6 damage 
  due to immersion in sludge and grime. 
  URN
  If inside of urn is searched:
   ◼
  Bootle of perfume. Exotic, very rare 
  (worth 125 gp).
   ◼
  Sewing needles. Covered in dried 
  blood.
   ◼
  Necklace. Silver pearls (worth 150 gp)
   ◼
  Magic item. Ring of protection +1.
  THE SEAMSTRESS
  Facial features: sagging mouth, extra 
  teeth around lips, puncturing through 
  skin.
  Patchwork skin: riot of hues, cut from 
  victims, stitched into her skin, worn like a 
  full-length dress.  
  Living heads: three of them, sewn into 
  her stomach, partly alive, several wrig-
  gling tongues sewn onto her neck.
  Stench: sewn flesh is decaying, putrid.
  What she really is: celebrated clothing 
  designer. Her workshop is in area 27 
  (Haute Couture Atelier). She is married 
  to The Filth (area 33), and mother of The 
  Phase Daughter (area 14).
  THE SEAMSTRESS
  AC 5 [14], HD 6+2, hp 30, Att 1 x fabric 
  shears (1d8) or 2 x claw (1d4/1d4) or 
  special, THACO 13 [+6],  MV 90’ (30’), 
  SV D10 W11 P12 B13 S16 ML 5, AL C,  
  XP 750
  Special: once per day, she can use the 
  following spell-like abilities: darkness 
  15’ radius, hold person, and shield. 
  If she is destroyed: parts of other 
  humans sewn onto her, like heads and 
  tongues, are still alive and in agony, 
  but can’t attack.
  
  29
  Indoor garden, variety of plants, 
  covering walls and floor. Butterflies, 
  thousands, fill the air, predominantly 
  blue and yellow in color. Walls, encrusted 
  with mud. Altar, end of room, against 
  wall. Smells delightful, dreamy atmo-
  sphere. Sounds like clunking, grinding 
  gears, emanating deep underground, 
  slight vibrations coming through floor. 
  Floors, inexplicably warm to the touch.
  If spells are cast here: swarm of butter-
  flies attracted to magic will flock to caster 
  immediately, enveloping and blinding 
  them for 1d6+2 rounds, dex check each 
  round to shake them off. Caster will not 
  be able to cast if blinded, attacks at -4.
  PLANTS
  Abundance of plants covering ground, 
  fungi, succulents. Yellow Creepers 
  covering walls at the end of the room.  
  YELLOW CREEPERS
  Large, climbing plants, bulbous root on 
  ground, flowers like those of an orchid 
  covering walls, bright yellow in color, 
  splashes of purple. 
  What they do: surround and protect the 
  altar, all need to be destroyed if PCs want 
  to examine this area.
  ALTAR
  Carved 1’ idol sitting on top, made of rare 
  alexandrite, image of faceless female, 
  pregnant, but belly ruptured. Newborn 
  emerging out of stomach possesses wings  
  (worth 2500 gp).
  YELLOW CREEPERS
  Number 1d6+4, AC 7 [12], HD 3, hp 12, 
  Att 4 x buds (special) THACO 17 [+2] 
  MV 10’ (3’), SV D12 W13 P14 B15 S16  
  ML 6, AL L, XP 70
  Buds: each creeper has 4 buds which 
  extend up to 20’; when approached 
  within 10’, creeper will attack, flowers 
  swaying in hypnotic dance before face 
  of victim. Creeper can make 4 attacks 
  per round.
  If buds hit a victim: flower has 
  puffed dust into victim’s face, victim 
  must save vs spells or be enraptured 
  and walk into mass of plant, resisting 
  any attempt to restrain them; once 
  victim is in heart of plant, roots attach 
  to victim’s skull, brain is devoured at 
  rate of 1–4 int points per round and 
  1d4 damage per round; any hit on root 
  of plant will cause it to release. 
  INT loss: int loss is temporary and 
  can be regained at rate of 1 point per 
  day of rest; heal spell will restore 
  int at 2 extra points per day; victim 
  becomes permanently insane if int 
  reaches zero.
  How to destroy creature: cutting 
  flowers causes no damage, only way to 
  kill creeper is to destroy root.
  If roots of the creeper are searched: 
  soil on root covers various personal 
  belongings of previous victims buried 
  underneath.
  28. GARDEN
  
  30
  No doors, two open entrances. Colored 
  floor, mosaic patterns, gold, white, red, 
  and black. Pendulum clocks, three of 
  them, standing against one wall.
  CLOCKS
  If clocks are inspected: the hands of 
  each tell a different time. 
  What these clocks really are: used to 
  activate and deactivate the portals in 
  area 1 (Entrance) and area 21 (Portal). 
  Clock hands must be manually adjusted 
  into a correct sequence. 
  Referee advice: there is a clue about 
  clocks in floor mosaic in area 3 (Inner 
  Sanctum). Convey how unusual and 
  uncanny these clocks are, perhaps get PCs 
  to make int checks. 
  HOW TO SOLVE THE CLOCK
  1. 
  Go go the flowchart on next page. 
  2. 
  One PC per attempt. Start at the top 
  and roll 1d10.
  3. 
  Keep rolling until you get a final result
  4. You may end up at the START again, 
  SOLVED, or finish at UH OH!, which 
  means something has gone wrong, in 
  which case, roll on table to the right.
  5. 
  If clock is SOLVED, it turns off portals 
  and the players can escape. The portal 
  in area 1 turns into an open entrance, 
  the portal in area 21 turns into a  
  solid wall.
  RISKS OF EACH ATTEMPT 
  Roll 1d6 each time the party attempts to 
  solve the clock. A roll of 1 results in 1d20 
  Molar Minions being summoned from 
  the portal at area 21, who rush into this 
  room to hinder the PCs. Increase this 
  by 1 each time, so on a second attempt, 
  there is a 2–in–6 chance of 2d20 Minions 
  arriving, on a third attempt there is a 
  3–in–6 chance of 3d20 Minions arriving, 
  and so on.
  UH OH! (D10)
  1. 
  Solver’s stomach bursts open. Death!
  2. 
  Solver’s hands and arms obliterated. 
  3. 
  Soul of solver is extracted and travels 
  to The Tooth Fairy’s plane. Party can 
  enter portal in area 21 to retrieve it.
  4. Thousands of Molar Minions descend 
  into room and attack solver.
  5. 
  Veil of reality tears open briefly. 1d4 of 
  the party are sucked into nothingness.
  6. Solver’s stats permanently reduced 
  by 1d8 each, zero on any stat means 
  death. 
  7. 
  Cursed. Solver suffers -4 on every roll 
  until removed my magical means.
  8. Extra-planar feedback. Everyone in 
  the room takes 1d20 damage.
  9. Lucky. No effect.
  10. Non-organic matter (except the clocks, 
  walls and room) within 20’ of the 
  solver turns to water. Clothing, food, 
  weapons, armor, etc. Everything!
  29. THE 
  CLOCKS
  
  31
  START
  UH OH!
  SOLVED
  1-4
  8-0
  1–4
  8-0
  8-0
  5
  4-5
  7
  5-7
  6-7
  1-3
  5-0
  5-7
  8-0
  1-4
  6-0
  8
  1-4
  1-5
  6
  1-5
  8-0
  6-7
  
  32
  30. HALL OF BLUE MOSS
  Stone floor, walls. Blue moss, erratic 
  patches on floor, damp, smells sweet. 
  Double doors, south wall, two sets, 
  carved wood, highly ornate. 
  BLUE MOSS 
  Stepping on the moss: anyone exploring 
  this area has 1–in–6 chance per round of 
  stepping on moss. 
  Moss steals memories from magical 
  classes, and combat bonuses from all 
  other classes (such as to-hit, damage, or 
  ac bonuses due to str, dex, character  
  level, etc).
  Casters roll save vs spells or lose 1 random 
  spell prepared in last 24 hours. Other 
  classes roll save vs spells or lose combat 
  bonuses for 1d4 hours.
  If someone eats the moss: roll save vs 
  poison or be sick for 2d10 minutes, unable 
  to act, suffer 1d6 damage. PCs who make 
  successful save gain memories currently 
  stored in moss.
  Eater can gain temporary combat 
  bonuses, or temporary spell knowledge. 
  Eater can even be a non-caster (such as 
  a fighter, thief, etc), and cast a low-level 
  spell stolen from the memory of another 
  caster. 
  Non-casters employing magic is perilous. 
  Referee should randomly determine a 1st 
  or 2nd level arcane or divine spell, and 
  adjudicate any attempt to cast. Referee 
  should also determine any tempo-
  rary combat bonuses obtained from 
  consuming moss. Memories last 1d4 
  hours. 
  How the moss is killed: fire and cold 
  instantly kills a single patch.
  31. ART STUDIO
  Locked door, key inside bedside drawer 
  in area 32 (Grand Suite). Painting, sitting 
  on easel, work in progress. Side table, pile 
  of drawings, small wooden box, potion 
  bottle resting on top. 
  PAINTING
  Scene of people walking through a 
  magical portal, their left arms raised.
  If drawings are inspected: mostly 
  mundane, but one charcoal sketch of map 
  to nearby location with treasure marked. 
  Small potion bottle: contains minuscule 
  stars and nebulae, like a bottled universe. 
  Any liquid poured in bottle takes on this 
  quality (worth 200 gp to an astronomer).
  If wooden box is inspected: locked, 
  needs to be picked or smashed open, 
  magical Ring of Influence inside.
  RING OF INFLUENCE
  Ring of human appeal, forged of white 
  gold, set with a sapphire of highest 
  quality. Worth 3000 gp.
  Effect: when worn, allows wearer to 
  have influence over other humans as 
  if their cha score were 19. 
  Duration: 10 minutes (consecutively) 
  per day for increased cha, fails if 
  concentration is broken. 
  Spell abilities: allows wearer to cast 
  charm spell at their level, once per day.
  Range: 10’.
  Complication: normal animals (such 
  as riding mounts) despise the object 
  and will not remain in its presence.
  
  33
  32. GRAND SUITE
  Bed, carved, moldy mattress. Opulent 
  surroundings, floor strewn with rugs, 
  glorious tapestries cover walls (worth 
  1500 gp, although very heavy). Furni-
  ture, bedside table, drawers, writing desk, 
  chair. Pendulum clock, standing in one 
  corner. Several garments, hanging on 
  wall, one remarkable red cloak  
  (worth 250 gp). Wooden floor, covered in 
  scratches and claw marks.
  If someone puts on the cloak: magical, 
  grants wearer a +2 bonus to any saving 
  throw vs magic, but -2 to save vs breath. 
  FURNITURE
  If writing table is examined: books on 
  powers of the mind, such as clairvoyance, 
  telepathy, and telekinesis. Dedicated 
  study over an extended duration of time 
  may provide a reader with basic abilities. 
  If the bedside drawer is examined: key 
  to area 31 (Art Studio) inside.
  SEARCH THE ROOM 
  You also find:
   ◼
  Small bone tray. Carved with set of 
  gold rings intended for each toe  
  (worth 150 gp).
   ◼
  Jar. Filled with 1d100+100 human 
  teeth, several still have roots attached.
   ◼
  Deck of playing cards. All are blank.
   ◼
  Wooden object. Carved in the shape 
  of a hand, kills any minor life forms 
  (insects, small plants, etc) that come 
  within 10 inches of it (worth 200 gp).
   ◼
  Elixir of healing. Cures any ailment 
  including deafness, blindness, rot, 
  infection, poisoning, insanity or 
  infestation, does not heal hit point 
  damage. 2 doses.
   ◼
  Plate mail armor. Human size, made 
  of bronze, with cult symbol on back.
   ◼
  Book. An unfinished autobiography.
   ◼
  Yellow topaz gem. Hardens the 
  holder’s heart, preventing them from 
  feeling empathy (worth 250 gp to a 
  masochist).
  
  34
  33. THE FILTH
  Secret door, noticeable in crack on wall. 
  Humanoid statue, 8’ high, yellow topaz 
  gems for eyes, easily removed (worth 1500 
  gp). A creature called The Filth is lurking 
  behind statue, will attack if anyone 
  enters. Smells horrendous, the worst 
  odor the party has ever encountered.  
  THE FILTH
  Tall, gaunt, muscular, once human, but 
  now sickening. Looks like dried faeces, 
  parasites, impurities cover this creature 
  like a crusted skin. 
  Facial features: two openings for eyes, 
  mouth is a circular opening with tongue 
  hanging out. Makes constant high-
  pitched shrill, as if in extreme pain. 
  Oozing sores: covered in pus and foul 
  goop, streaming from open sores on its 
  body. Drops a thick, viscous ooze which 
  trails behind it.
  Who he really is: a skilled clockmaker, 
  married to The Seamstress (area 27) , and 
  father of The Phase Daughter (area 14).
  THE FILTH
  AC 3 [16], HD 6, hp 24, Att 1 x claw (1d8) 
  or tongue (disease), THACO 15 [+5]  
  MV 150’ (50’),  SV D10 W11 P12 B13 S14  
  ML 3, AL C, XP 650 
  Tongue: victims struck by tongue 
  must save vs poison or suffer 
  cramping, penalty -2 to attacks, melee 
  damage, and initiative for 1d6 rounds; 
  struck victims have 25% to contract 
  disease which will cause death in 
  1d6 months, disease can only be 
  removed by magical means; victims 
  also become horribly disfigured if 
  they contract disease, losing 1d6 cha 
  within hours, which can never be 
  increased again, even if the disease is 
  healed.
  Special: immune to disease, poison, 
  mind-affecting spells; +2 to save vs 
  death; +2 to save vs wands.
  If he is destroyed: will shriek for 
  the last time and explode, covering 
  everyone in a 10’ diameter in 
  wretched, horrendous filth. Victims in 
  range roll save vs poison or catch the 
  disease as described above, death in 
  1d6 months!
  
  35
  UNSOLVED MYSTERIES
   ◼
  Missing cult members. Are they 
  dead, did they flee? Did they step into 
  the portal in area 21? 
   ◼
  The Bronze Gong. Why does the 
  gong summon Molar Minions? Can it 
  summon other entities?
   ◼
  The Phase Daughter. Why did she 
  become imprisoned in the wall? Can 
  she be turned back into a human 
  again?
   ◼
  Sarcophagus. Who is preserved here? 
  Why are they still wearing a death 
  mask, considering this item is so 
  powerful?
   ◼
  The Seamstress. How did she acquire 
  a taste for wearing outfits made of 
  human flesh? 
   ◼
  The Clocks. What happens if these 
  clocks are taken out of the temple? Will 
  they still work? What else can they do?
   ◼
  The Tooth Fairy. What does she do 
  in her dimension? What other entities 
  reside there?
   ◼
  The Filth. How did he create the 
  pendulum clocks in area 29? Why is 
  covered in such putridity?
   ◼
  Sounds under the temple. What are 
  these sounds heard in areas 2, 20 and 
  28? Is something under the temple, 
  such as another level, an underworld, 
  or some kind of machine?
  INSPIRATION
  MOVIES
   ◼
  Alien (1979). Directed by Ridley Scott.
   ◼
  Poltergeist (1982). Directed by Tobe 
  Hooper.
   ◼
  Gremlins (1984). Directed by Joe Dante.
   ◼
  From Beyond (1986). Directed by Stuart 
  Gordon.
   ◼
  Leatherface, the main villain in The 
  Texas Chainsaw Massacre series of 
  horror films.
   ◼
  The Gimp, a leather-clad character 
  from Pulp Fiction (1994). Directed by 
  Quentin Tarantino.
  MUSIC
   ◼
  Signals I-III (2014) by Sabled Sun. 
  Released by Cryo Chamber.
  RPGS
   ◼
  The D&D B/X module In Search of 
  the Unknown (1979) by Mike Carr. 
  Published by TSR.
   ◼
  Technology Items and Artifact Use 
  flowcharts from Gamma World 1e 
  (1978) by James M. Ward and Gary 
  Jaquet, and Expedition to the Barrier 
  Peaks (1980) by Gary Gygax. Published 
  by TSR.
   ◼
  The Book of Ebon Bindings (1978).  
  A handbook of Tsolyánu demonology 
  in the world of Tékumel, for use in 
  Empire of the Petal Throne, by M.  A. R. 
  Barker.
  APPENDIX ‘X’
  
  36
  DESIGNATION OF PRODUCT IDENTITY
  The names “The Seamstress”, “The Filth”, “Phase Daughter” 
  are product identity. “Trade dress” (fonts, layout, identifying 
  marks, cover logo) are reserved as Product Identity. 
  DESIGNATION OF OPEN GAME CONTENT
  All text and tables not declared as product identity are Open 
  Game Content.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 
  All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or 
  trademark owners who have contributed Open Game Con-
  tent; (b)"Derivative Material" means copyrighted material in-
  cluding derivative works and translations (including into other 
  computer languages), notation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to re-
  produce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, proce-
  dures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade 
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  plots, thematic elements, dialogue, incidents, language, 
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  translate and otherwise create Derivative Material of Open 
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  2. The License: This License applies to any Open Game Con-
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  this License except as described by the License itself. No 
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  3. Offer and Acceptance: By Using the Open Game Content 
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  5. Representation of Authority to Contribute: If You are 
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  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Old-School Essentials Core Rules © 2018 Gavin Norman. 
  Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Genre Rules © 2018 
  Gavin Norman. Author Gavin Norman.
  Old-School Essentials Classic Fantasy: Rules Tome © 2019 
  Gavin Norman. Author Gavin Norman. 
  Xanadu © 2020 Vasili Kaliman. Author Vasili Kaliman
  END OF LICENSE
  Xanadu, Published by Singing Flame, New York, 2020.
  FIRST PRINTING
  OPEN GAMING LICENCE
  
  37
  
  38
  REQUIRES OLD -SCHOOL ESSENTIALS CORE RULES 
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/Xanadu (OSE).pdf