TEXT: 1
  Prayers of the Forgotten
  Written By 
  Carl Bussler and Eric Hoffman
  Cartography By 
  Carl Bussler and Eric Hoffman
  Proofreading By
  Jen Brinkman
  Layout By
  Carl Bussler 
  For more adventures and supplements, visit Stormlord Publishing at 
  www.stormlordpublishing.com
  This product is based on the Dungeon Crawl 
  Classics Role Playing Game, published by 
  Goodman Games. This product is published 
  under license. Dungeon Crawl Classics and 
  DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional 
  information, visit www.goodman-games.com 
  or contact info@goodman-games.com.
  
  2
  Contents
  Rules for Boons .....................................................................................4
  Castigation Table ..................................................................................5
  Blessed Saint Osthenes the Pure
  Boons .....................................................................................................9
  Relics ................................................................................................... 10
  The Road to Former Glory ............................................................... 10
  Encounter: The Hidden Shrine of Saint Osthenes ........................ 11
  The Seven-Forked Path to Serenity
  Boons .................................................................................................. 14
  Relics ................................................................................................... 15
  The Road to Former Glory ............................................................... 15
  Encounter: The Wreck of the Dimensional Skiff ........................... 16
  The Stormlord
  Boons .................................................................................................. 20
  Relics ................................................................................................... 20
  The Road to Former Glory ............................................................... 21
  Encounter: The Circle of Fury ......................................................... 21
  
  3
  Herein you will find rules for using boons (minor favors from long-
  forgotten gods), brief histories of two expired religions and one alien 
  philosophy, relics of minor potency, short encounters introducing the 
  players to expired religions, and the maps for those encounters.
  Whether you choose to incorporate boons into your games or not, 
  the relics and encounters can fit into nearly any adventure without 
  much trouble. 
  However, if boons appeal to you, don’t look at them as merely boosts 
  to character power, but look at the role-playing opportunities and  
  adventure hooks they present. 
  In the future we hope to write Legacies of the Ancients, which will 
  focus on class-specific content, such as the dwarf’s heritage and the 
  elf’s lineage.
  We hope that Prayers of the Forgotten adds enjoyment to your games 
  and opens new doors to adventure.
  With gratitude,
  Carl Bussler and Eric Hoffman
  “A man can no more diminish God’s glory by refusing 
  to worship Him than a lunatic can put out the sun by 
  scribbling the word ‘darkness’ on the walls of his cell.”
   ~ C.S. Lewis, The Problem of Pain
  “There is no such thing as a dead god. Only dead 
  followers.”
  ~ Sir Baylin the Last
  
  4
  Rules for Boons
  Idol magic is the purview of the cleric, but there are long-forgotten 
  gods of greatly diminished power who relish to find new followers 
  and thrive again. Gods can fall out of favor, be destroyed (mostly), or 
  be lost to antiquity. Without the worship of the masses, they fade into 
  oblivion.
  If a character was to discover an idol of such a god, he could, perhaps, 
  become the deity’s favored soul: A herald of the god’s return. In 
  exchange for minor aid, the god gains a foothold in the mortal world 
  and begins the long climb back to relevance.
  These favors are called boons, and in no way are they as powerful or 
  as detrimental as spells channeled by wizards or clerics. However, any 
  class can become a favored soul and begin requesting boons.
  Bonding with a Forgotten God
  The first step to receiving boons is making a bond with a deity. A 
  character must find an idol of an ancient god that has fallen out of 
  favor, and the god cannot have any existing followers. Essentially, the 
  character becomes the first new follower. The character must also 
  know the god’s name, which could require some research.
  Alternately, the judge could ask for a DC 15 INT check, allowed once 
  daily, until the character recalls or uncovers the name of the deity. 
  Occupations such as sage, minstrel, scribe, shaman, or trader may 
  have come across the name in their travels.
  A judge may rule that no records of the god’s name exist, and that no 
  living creature knows the god’s name; in which case, the name of the 
  god comes to the character in a dream. This could be an interesting 
  opportunity to run a short dream-state adventure for the characters. 
  During this collective dream, a task is given to the party, and with 
  successful completion of this adventure, the bond is secured. 
  The character who has the relic and initiates the bond is, from that 
  point on, considered the favored soul of that deity. 
  
  5
  Requesting a Boon
  Due to their diminished state, forgotten gods only have a maximum 
  of three different boons they can bestow upon characters. A maxi-
  mum of three boons may be granted to a character per day, and these 
  can be the same boon, or any combination of boons.
  As with spellcasting, there is a chance the character may not 
  experience the desired outcome. Additionally, characters that call to 
  these ancient forces must accept the inherent risk in doing so. 
  When a boon is requested, the character makes a Boon Check. This is 
  a d16 roll. If a 16 is rolled, the character may benefit from an additional 
  boon that day. If a 1 is rolled, something detrimental occurs. Roll on 
  the Forgotten Gods Castigation Table. Otherwise, boons are always 
  granted.
  Forgotten Gods Castigation Table [d8]
  Just like the cleric’s idol magic, requesting boons carries the possibili-
  ty of deity disapproval. Results from this table are cumulative.
  1. The character is branded with the holy symbol, name, or like-
  ness of the deity. This can be a tattoo or a scar, but it is perma-
  nent, and results in a +1 Personality bonus when dealing with 
  those of the same religion, but a -1 Personality to those of any 
  other religion.
  2. The character must pay homage to the deity. Starting as soon 
  as he is able, he can either spend 10 minutes uttering passages 
  from ancient rites, or permanently destroy something of at least 
  10 gp in value as a sacrifice.
  3. The character must pray for forgiveness immediately. He must 
  spend at least one hour in prayer, beginning as soon as he is 
  able (i.e., if he is in combat, he can wait until the danger is over). 
  Failure to finish the full hour of prayers within the next 4 hours 
  is looked upon unfavorably; he incurs a -1 penalty to all Luck 
  checks until he completes the full hour.
  4. The character must increase the deity’s influence by recruiting 
  
  6
  a new follower. If he does not convert one new follower to the 
  deity’s worship by the next sunrise, he takes a -1 penalty to an 
  ability to be rolled randomly on 1d6 (Strength, Agility, Stami-
  na, Personality, Intelligence, and Luck). This penalty is revoked 
  once a new follower is obtained. A holy symbol or other token 
  of the deity valued at no less than 10 gp must be given to the 
  new follower.
  5. The character must undergo a test of humility and suffers a -1 
  penalty to Personality. For the remainder of the day, he must 
  defer to all other characters as if they were his superiors. Failure 
  (at the discretion of the judge) means the penalty remains for 
  another day, but the penalty becomes -2. Continued failure to 
  comply results in further penalties until the character’s Person-
  ality becomes 0, at which point the character becomes a ghostly 
  prophet, completely under the control of the deity.
  6. The character incurs a -1 penalty to  their attack rolls, damage 
  rolls, or spell checks (determine randomly) until a significant 
  sacrifice is made. This can be a personal flailing (loss of at least 
  4 hp), or irrevocably destroying an object(s) of 100 gp value. 
  Once this sacrifice is made, the deity revokes the penalty.
  7. The character must endure a test of faith. He gains an illness that 
  reduces his natural healing by 1 point, and attempts to magical-
  ly heal him fail. This lasts for one day. Magic cannot remove this 
  effect. If the character endures the test to the satisfaction of the 
  deity, he retains his relationship. If not (judge’s discretion), the 
  effect remains.
  8. The character is ordered by the deity to meditate on their re-
  lationship and come to a better understanding of what he has 
  done to earn disapproval. The character incurs an immediate -1 
  penalty to all Luck checks. The only way to lift this penalty is for 
  the character to meditate. For every full day of meditation, the 
  character can make a DC 10 Willpower save. Success means the 
  Luck check penalty is removed.
  
  7
  Relics
  One of the requirements that must be met in order to establish a 
  connection to a dead god and request boons is a relic of the former 
  religion. This can be a holy symbol, a holy text, or even a mummified 
  part of a high priest or saint.
  What follows are some suggestions for relics:
  1. A body part of a deceased saint, high priest, crusader or found-
  er, such as a tooth, finger, blood, hair, eye, or even an entire 
  head. Typically these are found in ornate, jeweled boxes.
  2. A holy symbol. Usually made of wood or metal, they are some-
  times made from the bones of animals, humans, or even de-
  mons.
  3. Idols in the likeness of the deity can be fashioned from stone, 
  clay, wood, metal, or cloth.
  4. A holy text can be a book, tablet, or scroll.
  5. Clothing, such as a burial shroud, tabard, or robe which be-
  longed to a saint, priest, or founder.
  6. A weapon of renown which belonged to a crusader, guardian, 
  or founder.
  7. The armor of a crusader, guardian, or founder.
  8. Personal items and tools of trade that belonged to the founder, 
  such as jewelry, a writing quill, a hammer, or an hourglass.
  These items may or may not bestow additional benefits beyond that 
  of the boons granted, but in some rare cases the items could be lucky 
  or even magical. In many cases, the items are no longer suitable for 
  use. Swords and armor may be rusted and broken, clothing tattered, 
  and texts faded.
  If the items are lost or destroyed, the connection to the deity is also lost, 
  and boons can no longer be granted. Additionally, should a character 
  not take suitable care of such an important item, the judge should feel 
  
  8
  obliged to bestow a Luck penalty until the item is recovered, repaired, 
  or some other atonement is made.
  Boons for All Classes
  Any class can become a favored soul, request boons, and use granted 
  power to aid himself or other characters. But how do you explain 
  clerics that walk the fine line between heresy and faith?
  You could choose to simply not allow it. Or, if the cleric’s god is a 
  jealous one, and the player wishes to try his luck, the judge could 
  double any disapproval rating gained through failed spell checks.
  However, look to history and see how many cultures were polytheis-
  tic, praying to whatever god had influence on the situation at hand. If 
  you and your players roll that way, then allow the cleric the option of 
  boons as well.
  Requirements and Limitations of Boons
  When creating your own boons, use the following as a guide:
  1. 
  Any character class can become a favored soul and request 
  boons.
  2. 
  Aid does not come in the form of spells and is not subject to 
  spell duels or spellburn.
  3. 
  Aid cannot require a direct saving throw from another charac-
  ter.
  4. 
  Characters may benefit from three boons per day, either from 
  the same or different boons.
  5. 
  For each request, the character makes a Boon Check. On a natu-
  ral 1, consult the Forgotten Gods Castigation Table. If a natural 
  20 is rolled, an additional boon may be granted that day.
  6. 
  The character must possess a physical representation of the 
  god or a relic of the dead religion. This could be a stone statue, 
  famed weapon, wood carving, holy text, etc.
  
  9
  7. 
  The character must know the god’s name.
  8. 
  Boons can never grant more than a +1 bonus to anything, be it 
  a roll to hit, damage, health, etc.
  9. 
  Boons always involve risk, payment, or sacrifice.
  10. Aid can be delivered in a variety of ways, such as; jogging a 
  character’s memory, good weather, lightening a load, etc.
  11. The god will require some form of recognition, hoping that 
  word will spread and its influence will grow.
  12. Forgotten gods have limited power, and as such, have at most 3 
  boons they can bestow upon the faithful. Unlocking new bonds 
  can require further adventures.
  Blessed Saint Osthenes The Pure
  Osthenes was a blind patron of the diseased, maimed and deformed. 
  It is believed that centuries ago, after establishing a plague colony on 
  a remote island, he discovered a magical fountain. Drinking from this 
  fountain ensured his own everlasting life and godhood, but his mortal 
  form dissappeared into the aether. 
  Upon the next sunrise, he began granting spells to his followers. 
  Unfortunately, his small contingent of faithful were eradicated by the 
  native people of that remote island, and the short-lived religion of 
  Osthenes died with them.
  Boon - Blessing of Restoration
  “May your healing waters assuage my weariness and raise my 
  spirits, oh Blessed Saint Osthenes.”
  At the player’s choice, this blessing may heal one point of Stamina, 
  Strength, or Agility damage. A vial of specially prepared, flower-in-
  fused holy water (costing 10 gp) must be poured over the afflicted. 
  The process of creating the holy water requires a day of preparing 
  materials and reciting prayers. 
  
  10
  Boon - Plea for the Dying
  “Blessed Saint Osthenes, may you grant this unfortunate soul a 
  reprieve, that he may speak again of your everlasting benevolence.” 
  This grants a +1 bonus to a Recovering the Body check. If successful, 
  the recovered character must donate at least 100 gp to the church of 
  Saint Osthenes by the next sunrise or fall permanently dead.
  Boon - Recompense for the Maimed
  “Saint Osthenes, may your blessed hands wipe away the scars of 
  this unfortunate soul.”
  This boon restores 1 point of Personality loss or grants a temporary 
  +1 bonus to any Personality check. The recipient of this boon must 
  pay it forward and do something nice for another person by the next 
  sunrise or suffer 1 point of Personality loss until the following sunrise.
  Relic - The Ruby Eyes of Saint Osthenes
  In his mortal form, Saint Osthenes was nearly blind and suffered from 
  a condition called Ruby Fever. His skin was red and his eyes would 
  discharge blood instead of tears. Despite this infliction, his devotion 
  to the injured and infirm never faltered.
  When Saint Osthenes drank of the healing fountain, he disappeared, 
  but two large rubies, looking exactly like eyes, were left behind. These 
  were hidden in an underground shrine.
  The Eyes have the following abilities:
  •	
  Looking through an Eye will reveal the presence of disease or 
  poison. This is limited to the viewer’s range of sight.
  •	
  If placed in an empty eye socket of a living humanoid, sight will 
  be restored. Additionally, that character will gain the ability to 
  see the presence of disease and poison, and know its potency 
  (what DC check is required). The Ruby Eye can be removed, at 
  which time sight will again be lost.
  
  11
  •	
  If both Eyes are placed into the sockets of a skeleton, it will rise 
  with the following stats and serve solely the favored soul until 
  the next sunrise. It may only be used in defense of the faithful. 
  Failure to adhere to this tenet will result in a permanent loss of 
  1d4 Luck.
  Skeleton: Init +0; Atk claw +0 melee (1d3) or by weapon 
  +0 melee; AC 9; HD 1d6; MV 30’; Act 1d20; SP un-dead, 
  half damage from piercing and slashing weapons; SV Fort 
  +0, Ref +0, Will +0; AL L.
  The Road to Former Glory
  It’s possible that Saint Osthenes could regain his former level of power, 
  and regain his ability to bestow spells to his clerics. Here are some 
  adventure hooks that judges can explore:
  •	
  Convince the ruler of a city-state to allow the Ruby Eyes of 
  Saint Osthenes to be placed into the pupils of the colossus 
  overlooking the harbor, and to dedicate it to Saint Osthenes.
  •	
  Erect a temple on the island of his religion’s demise. The temple 
  must be built on the ruins of a former or rival religion.
  Encounter - The Hidden Shrine of Saint Osthenes
  When the native tribes learned of a new religion prospering on the 
  island, they decided they’d had enough and began to hunt the followers 
  and priests of Saint Osthenes. The faithful put their religious relics 
  and wealth in a natural underground cave complex for safekeeping.
  Have the characters discover a large (15’ high) statue in the likeness of 
  an old man in robes, with his eyes wrapped in gauze. On his head is a 
  gold crown (fake). Littered around the statue are the bones and skulls 
  of numerous animals. The statue has no innate powers, and the bones 
  were placed there by the followers of Osthenes, hoping to frighten the 
  natives.
  1. Entrance. Characters can discover the secret door under the statue 
  with a check, or anyone attempting to climb the statue to reach the 
  
  12
  crown will topple it, thus revealing a long natural tunnel that drops 
  into area 1. This chamber has stacks of torches and oil, but nothing 
  else of use or interest.
  2. Bridging the Chasm: The chasm is nearly 50’ across, and the slow 
  moving river is 50’ below. There are two baskets dangling over the 
  chasm, connected to thick hemp ropes that rise to the ceiling and 
  wind their way through an elaborate pulley system to a bamboo 
  bridge beyond. If a dwarf, elf, or human (or two halflings) gets into 
  a basket each, then the baskets will lower to the chasm floor and the 
  bamboo bridge will drop into place for use. Stepping off the baskets 
  allows them to return to their starting position and the bridge once 
  again rises. Players will need to either leave companions behind or 
  find other means to hold the baskets in place. Characters could decide 
  to simply swim across and climb the cliff, but they will first need to 
  survive the haunted waters of area 3.
  3. River of Misery: The last of the followers of Osthenes, rather than 
  be killed and eaten by the vicious natives above, tied and drowned 
  themselves in the cold, dark waters of the chasm. Now the waters are 
  haunted. Anyone swimming in the water must make a Willpower 
  save (DC 15) or be wrought with despair by the pleas of the dead and 
  begin to drown.
  For each failed save, the character sinks further into the seemingly 
  endless dark waters, and suffers 2d5 points of Stamina damage. For 
  each successful save, the character may begin swimming back to the 
  surface. To extrapolate distance, consider a successful save counters 
  a failed save. A character dies when he reaches 0 Stamina. Stamina 
  damage lasts for 1d5 hours.
  Anyone who drinks the water must make a Fortitude save (DC 15) 
  or become wracked with pain, suffering a -2 penalty to Strength, 
  Stamina, and Agility until the next sunrise.
  4. The Rise of the High Priest: The last (and first) High Priest of Saint 
  Osthenes still dwells here, guarding the religion’s relics and wealth. 
  She is a skeleton, kept alive by the Ruby Eyes, and her sole purpose is 
  to await the coming of one worthy to revive the fallen god. 
  Her name is Maurena, and she stands at the highest rise, 30’ above the 
  
  13
  
  14
  entrance to the chamber. She will address the lawful character with 
  the highest Personality, and will ask him only one question, “What is 
  best in life?” If he answers to her satisfaction, she will offer him the 
  option to become the favored soul of Saint Osthenes, and then fade, 
  leaving behind the Ruby Eyes of Saint Osthenes. If the character re-
  fuses to take the mantle, she will request they all leave. If they refuse 
  to leave, or if no lawful character is in the party, she will attack.
  Undead High Priest of Saint Osthenes: Init +2; Atk claw +2 
  melee (1d4) or by weapon +2 melee; AC 9; HD 3d8+6 (21 hp); 
  MV 30’; Act 1d20; SP un-dead, half damage from piercing and 
  slashing weapons, cast spells as cleric of level 3, can turn living as 
  a cleric turns unholy; SV Fort +0, Ref +0, Will +0; AL L .
  A heavy chest containing 1200 gp worth of coins, gems, and jewelry 
  awaits on the uppermost level.
  The Seven-Forked Path to Serenity
  The Path, for brevity, is not an entity or persona. Instead, The Path 
  is a philosophy from an ancient and alien culture, brought to this 
  reality by dimensional travelers. As such, even Clerics may prosper 
  with adherence to the rules and traditions of The Path, so long as 
  they do not conflict with the tenants of his deity, and vice-versa. The 
  alien nature of the Seven Forks may dissuade some characters, but 
  the faithful will find that there is real power in adherence to these, 
  sometimes enigmatic, rules:
  1. Wisdom sprouts from experience, and experience grows like a 
  fungus on life.
  2. When it is obvious that goals cannot be reached, adjust your goals.
  3. A clean soul begets a clear mind.
  4. Open your heart to receive the vibrations of the Cosmos.
  5. To know what you know, and what you do not know, is knowing 
  what is truly known.
  
  15
  6. Hear to forget, see to remember, do to understand.
  7. There are only two possible mistakes in life; failure to start and 
  failure to finish.
  There are several known variations to the seven forks, and Judges 
  may change any or all of them to fit their campaign. The rules should 
  encourage emergent role-playing instead of changing game mechan-
  ics. Following The Path is based more on intent and effort than strict 
  adherence, and any character who makes an honest daily attempt to 
  interpret and live by these rules may benefit from a boon.
  Boon
  Living right has its own rewards, but attempting to follow The Path 
  can manifest in daily life to great benefit. Once per day, a faithful fol-
  lower of The Path may roll any saving throw with one improvement 
  on the die chain.
  Relic - 7-Fold Booklet
  The faithful of The Path often inscribed the rules on small books made 
  of an alien metal similar to bronze, but much lighter. These are known 
  as 7-fold booklets, because they fold 7 times in a non-Euclidian fash-
  ion that disturbs the mortal eye. Finding one of these booklets is often 
  the method by which characters come to find the power in The Path. 
  When a character touches a 7-fold booklet for the first time, he may 
  make a Luck check. If successful, the character feels the power of The 
  Path and may begin to take advantage of all The Path has to offer. 
  Each 7-fold booklet attunes itself to only one living creature at a time.
  The Road to Former Glory
  Faithful followers of The Path may craft a 7-fold booklet once they 
  have successfully followed the tenets (without Castigation) for 
  one month. The crafting of a new 7-fold booklet requires 50 gp in 
  materials, one week of uninterrupted work and a skill check (DC 10). 
  Failure means those materials and time are wasted, but the character 
  can start another book. Through construction of these 7-fold booklets 
  
  16
  the faithful may proselytize the Seven-Forked Path to Serenity. 
  Encounter - The Wreck of the Dimensional Skiff
  A skiff crewed by dimensional sailors experienced a catastrophic event, 
  temporarily transporting them and their vessel to the prime material 
  plane while negating their planar shift abilities. The vessel crashed 
  through earth and rock many years ago, causing an evolutionary 
  deviation to the local subterranean flora. The players are currently 
  exploring that location:
  1. Entrance: A circular hole approximately 15 feet in diameter appears 
  to have been burrowed directly into the wall of the passage. Debris 
  from the wall is strewn about the entrance, spilling into the passage.
  2. The Scar: This tubular passage heads directly into the complex 
  wall, slightly descending as it progresses. The floor has evenly spaced 
  gouges as if something massive was pushed or dragged through the 
  rock. An odd purple glow can be seen from further ahead.
  3. The Cavern: The vessel has apparently broken into an existing 
  space underground. The walls, floor, and ceiling of this natural cavern 
  are uneven and contain many stalactites and stalagmites. There is a 
  crevasse about 8 feet wide running roughly northwest to southeast. 
  The soft gurgling of running water can be heard from within the 
  chasm.
  The most obvious feature of the cavern is the 30’-long dimensional 
  skiff lying in the middle of the cavern (see area 4 below). Two bodies 
  of thin, blue-skinned humanoids lie at the bottom of the vessel’s 
  ramp. It appears they suffered great blunt force trauma, consistent 
  with being in a dimensional skiff that crashed through bedrock. Each 
  has a cutlass and a small shield of a strange, fine-quality metal. These 
  items will never rust or break.
  The front of the skiff is covered with a mauve fungus with quivering, 
  purple cilia about one foot long that reach out towards any light 
  source. The fungus covers all but the back quarter of the ship. The 
  strange purple light that illuminates the cavern seems to come from 
  the fungus.
  
  17
  
  18
  4. The Skiff and The Fungus: The dimensional skiff is made of a 
  material that looks like wood, but is much, much harder and stronger. 
  The vessel looks like a launch from a large sailing ship, except that 
  it has a covered cabin, much like a modern lifeboat. There are 3 
  portholes in each side made of a glass-like material that is, again, 
  infinitely harder and stronger than glass. It is unbreakable by non-
  magical means. There is a ramp descending from the starboard hull, 
  reaching to the cavern floor. A hatch opens directly into the belly of 
  the vessel. There is no other entrance to the skiff. 
  Inside, a corpse of a thin, blue-skinned man wearing a tricorn hat sits 
  in a chair toward the front of the vessel. He has a cutlass and small 
  shield, as above, as well as a phlogiston flintlock tucked into his belt.
  The Phlogiston Flintlock resembles a regular flintlock pistol. 
  It is imbued with dangerous and volatile magic, however. The 
  flintlock can fire once per round, does not need ammunition or 
  to be reloaded, merely cocked between each discharge. 
  It has a range of 40/80/120 and inflicts 2d8 damage. On a 
  critical fumble, however, the pistol explodes causing 2d10 
  points of damage to the wielder. If maximum damage is 
  rolled on the explosion, a vortex to the Abyss opens and 1d4 
  randomly determined demons are summoned per a Phlogiston 
  Disturbance result of 9 (see Table 4-7, page 103 of the Core 
  Rulebook).
  The fungus covering the skiff was once a harmless phosphorescent 
  underground fungus growing on the crevasse walls. When the 
  dimensional skiff crash-landed, the strange transdimensional energies 
  that emanated from it caused the fungus to mutate, gaining psionic 
  powers. It has fed on those energies for years, growing bigger and 
  stronger. It now requires living host creatures to reach the next stage 
  of its evolution. 
  Psionic Fungus: Init +0; Atk special; AC 10; HD 15d8; MV 0’; 
  Act special; SP psionic blast, mass charm, absorption, immune 
  to critical hits, immune to mind-affecting spells or abilities, 
  vulnerable to fire; SV Fort +5, Ref -10, Will +10; AL N.
  
  19
  The Psionic Fungus will start the encounter by using its mass charm 
  ability. All creatures within 60’ of the fungus must make a Willpow-
  er save (DC 10) or come under the charm effect of the fungus. If a 
  character successfully saves he is immune to the charm power unless 
  the fungus manages to evolve to the next phase. Charmed characters 
  will obey the orders of the fungus, even if they are harmful or deadly 
  to the character. The fungus will compel any charmed characters to 
  move closer and contact the fungus with bare skin, starting the ab-
  sorption process. 
  Characters unaffected by the mass charm ability will be attacked 
  with the psionic blast ability. The fungus can target one creature per 
  round within 100’. The target must make a Willpower save (DC 12) or 
  take 2d4 points of damage. A critical success on this save will confer 
  immunity from the psionic blast ability.
  Characters who come into contact with the fungus with bare skin 
  will become stuck to the fungus. They can pull free with a successful 
  Strength check (DC 18), inflicting 1d4 damage, plus another 1d6 
  for each full turn the character has been stuck. Stuck characters are 
  slowly absorbed by the fungus. Each turn the character must make 
  a Willpower save (DC 14) or lose 2d3 Personality to the fungus. 
  Once the characters Personality score reaches zero he is completely 
  absorbed by the fungus.  The fungus will push out a fungal version of 
  the character in 2d5 days to go forth and start a new colony.
  The fungus is immune to mind-affecting spells or abilities. The fungus 
  takes double damage from fire or fire-based attacks.
  The best way to kill the fungus is to burn out its roots deep in the 
  crevasse. If fire is applied to the fungus just above the surface of the 
  water at the bottom of the chasm (such as from a lit flask of oil) for 
  two consecutive rounds, the fungus will ignite and be unable to use 
  any of its abilities. The entire growth will be consumed by the fire in 
  2d3 rounds. Any characters stuck to the fungus will take 1d6 damage 
  each round while the fungus is aflame.
  5. The Crevasse: The crevasse is about 8’ wide and 12’ deep. A shallow, 
  slow stream trickles along the bottom, slowly carving into the rock 
  below. The roots of the psionic fungus dip down into the water. 
  
  20
  Contact with the water is necessary to the survival of the fungus as 
  described above.
  6. Hidden Body: Another corpse of a dimensional sailor lies under 
  the forward port hull of the dimensional skiff. This sailor has a cutlass 
  and shield as described in area 3. He also has a small metal booklet of 
  a metal not unlike bronze. It is, of course, a 7-fold booklet.  
  The Stormlord
  The Stormlord expects his followers to be fearless and remorseless in 
  their pursuit for glory. The cult of The Stormlord was popular with 
  the chaotic raiders and sailors of the Northlands, but their veracity 
  became their downfall. Worship of The Stormlord was outlawed in 
  the fair cities, and even mention of the name carried punishment.
  Only when a bounty was put upon the cult leader’s head did the re-
  ligion falter and fade into obscurity. Diotrychus, an unlikely figure-
  head, was a mercenary from the southern kingdoms. It was his be-
  trayal by the cunning wizard Tolemancus that marked the end of The 
  Stormlord’s influence.
  Boon - Battle Cry of the Stormlord
  “Hokahey!” Friend and foe alike take pause as your battle cry to 
  The Stormlord echoes around you.
  During combat, your character gains a +1 bonus to hit, damage, or 
  saving throw. If the opponent is not slain, the recipient of the boon 
  suffers a -1 Luck penalty until a proper blood sacrifice is made. This 
  penalty is cumulative.
  Relic - The Sword of Diotrychus
  Diotrychus was a feared raider, a skilled navigator and sailor, and a 
  warrior of great renown. He worshiped The Stormlord since the day 
  he could wield a sword. Only through a wizard’s trickery was Diotry-
  chus laid low.
  
  21
  In addition to making a connection with The Stormlord, the bearer of 
  the sword gains a +1 to waterborne navigation checks.
  Despite its extremely rusted appearance, the sword can still cause 
  grievous wounds, and grants +2 damage. If the sword is pressed into 
  combat, there is a chance it may break, equal to 1% per point of dam-
  age inflicted. If the weapon breaks, there will be a deafening clap of 
  thunder, and a bolt of lightning will strike the wielder and anyone 
  within 30’ of the sword, inflicting 3d4 damage to each.
  Even though the weapon will be destroyed, if the wielder survives, 
  the connection to The Stormlord is not lost. However, boons will not 
  be granted until another sword of superior quality (at least 500 gp 
  value) is crafted and used to slay a sea monster. This beast should be 
  challenging, and if the wielder slays this beast without aid, the sword 
  regains the bonuses to navigation checks and damage.
  The Road to Former Glory
  If the players want to revive the Stormlord, there are a couple options 
  open to them:
  •	
  Slay the wizard Tolemancus. Take his body to the highest peak 
  of the Ghostwind Mountains and offer it to the Stormlord.
  •	
  Reforge the Sword of Diotrychus.
  Encounter - The Circle of Fury
  Atop the small hill is a circle of stones. At the center of this circle is a 
  low stone in which is embedded a sword with a gold hilt and jeweled 
  pommel. Pictograms  describe a battle of few against many. Anyone 
  attempting to pull the sword from the stone initiates  a combat con-
  sisting of 7 waves of oncoming furious warriors. The sword will not 
  pull free until all seven waves of warriors are defeated.
  There are seven individual stones in the circle, and they will all glow 
  a ghostly blue light. As each wave ends, one of the stones will cease 
  to glow. This will give the players a clue as to how long this combat 
  will last. Each wave begins with a clap of thunder and a flash of light-
  
  22
  ning. Wind and rain, at first gentle, will increase in ferocity with each 
  round.
  When the first furious warrior is defeated, the second wave begins, 
  and two enraged warriors charge the hill, coming from out of the 
  darkness.  Each new wave begins once the previous wave is defeated. 
  The number appearing is equal to the wave, so that on the 7th wave, 7 
  more warriors arrive to do battle. There is one round of rest between 
  waves.
  When a furious warrior or player character dies, ghostly winged 
  valkyries arrive to whisk the body to Valhalla. Players have one round 
  to heal/recover the fallen character before the body is removed.
  Furious Warrior: Init +2; Atk axe +3 melee (1d8+2); AC 14; HD 
  2d12+5 (17 hp) ; MV 30’; Act 1d20; SV Fort +3, Ref +2, Will +0; 
  AL C.
  If the characters remain on the hill, they gain a +1 to hit and damage. 
  These adjustments are cumulative by round, so that by the 7th round, 
  they have a +7 to hit and damage. 
  Additionally, each round the characters must make a Willpower save 
  (DC 10) or spend the round screaming in anger. On a failed roll of 1, 
  that character must attack the nearest comrade for one round. With a 
  save of 20, that character gains an improvement on the die chain for 
  his next melee attack.
  To scale the encounter, reduce or increase the number of waves of 
  furious warriors. We suggest a minimum of 3, and a maximum of 10.
  If the characters are victorious, the sword may easily be pulled from the 
  stone, but its true appearance will be revealed: That of a rusty, broken 
  sword. This is the Sword of Diotrychus, and despite its appearance, it 
  is still quite a potent weapon (see Relic - The Sword of Diotrichus).
  Also, where every slain warrior falls, there is a single uncut moonstone 
  worth 30 gp. 
  
  23
  
  This printing of Prayers of the Forgotten is done under version 1.0 of the Open Gaming License, and the System Reference Docu-
  ment by permission from Wizards of the Coast, Inc. 
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of 
  the Open Game License, version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, 
  mercurial magic, corruption, disapproval, all spell names, all proper nouns, capitalized terms, italicized terms, artwork, maps, sym-
  bols, depictions, and illustrations, except such elements that already appear in the System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, such sections of Chapter One: Characters and 
  Chapter Four: Combat as derived from the SRD are designated as Open Gaming Content. Some of the portions of this book which 
  are delineated OGC originate from the System Reference Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The 
  remainder of these OGC portions of this book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT 
  NOTICE “Prayers of the Forgotten, copyright © 2014 Stormlord Publishing, all rights reserved, visit www.stormlordpublishing.com 
  or contact info@stormlordpublishing.com”
  Prayers of the Forgotten is copyright © 2014 Stormlord Publishing. Open game content may only be used under and in the terms 
  of the Open Game License.
  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 Content; (b)”De-
  rivative Material” means copyrighted material including derivative works and translations (including into other computer languages), 
  potation, 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 reproduce, license, rent, lease, sell, broadcast, 
  publicly  display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, 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 dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, for-
  mats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Us-
  ing” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Prod-
  uct Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any autho-
  rized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this 
  License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the 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.
  Dungeon Crawl Classics, Copyright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@
  goodman-games.com
  Prayers of the Forgotten, copyright © 2014 Stormlord Publishing, all rights reserved, visit www.stormlordpublishing.com or contact 
  info@stormlordpublishing.com
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Stormlord Publishing/Dungeon Crawl Classics - Prayers of the Forgotten.pdf