TEXT: Secret santicore 
  1
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  Adventures
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  Secret santicore 
  2
   
  Plague of 
  the Vermin Guild
  A Labyrinth Lord adventure for  
  3-6 players of Level 5-7 by Tim Snider
   
  gameagain@gmail.com
  Dear Secret Santicore —
  Looking for a sewer-based lair adventure/plot that is 
  going to be inhabited by my take on a type of Ratmen, 
  like Skaven or the ones used in the Vigil Watch: Warrens 
  of the Ratmen. Don’t worry about stats, etc but think 
  of chaos-warped creatures (including mutant beastmen) 
  that are the results of the clever little ratties vat 
  experiments that have gotten out and are causing havoc. 
  The party I’m aiming at inflicting this on should be 
  around 5th-7th level. Thanks!   
  M.N.
  Creator’s Notes: I always wanted to design a crawl where the 
  environment itself was hazardous to the PCs, thus was born “The 
  Rot.” If the Rodentum don’t ring true to your home game, use 
  your own favorite “verminous humanoid” race. Finally, the map 
  was created with the Donjon Random Dungeon Generator (http://
  donjon.bin.sh/fantasy/dungeon/).
  Player Introduction
  The players should find themselves passing through the sprawling 
  town of Addersfield, a bustling seaport in the Northern Lands. 
  During their stay, they should hear hushed whispers of a deadly 
  plague that seems to be spreading throughout the west side of 
  the town. Those touched by the wasting illness succumb quickly. 
  Clerics from the town’s various faiths have been pulled together in 
  an attempt to turn the tide of the sickness with a battery of heal 
  and cure disease spells and potions, but their attempts to halt the 
  illness are wearing thin. Word of the player’s deeds have reached 
  these acolytes, and they have sent for them in hopes they can pursue 
  their only lead – misshapened and twisted rats have been spotted 
  entering and leaving the sewers near the sea’s waterline. Those 
  who have seen these mutant rodents claim that the creatures seem 
  to be carrying the foul disease. It is assumed that the rat’s nest in 
  the sewers may be the genesis for the illness. The players will be 
  rewarded by the town’s holy men if they enter the sewers, find the 
  nest, and “sterilize the contamination.” The players will be given 
  three vials of cure disease potion (just in case) as well several vials 
  of flammable oil to help with the “cleansing.”
  GM Background
  A small guild of rat-like humanoids – the Rodentum – has set up 
  a hidden lair deep in the sewers beneath Addersfield. Their leader, 
  Kr’gan, is a powerful magic-user who also dabbles in the arcane 
  ways of “science.” Through medical experimentation crossed with 
  chaos magic, Kr’gan has developed a toxic biological weapon called 
  “The Rot” – a spore-laden fungus material laden with an insidious 
  fast-spreading disease that he and his minions were immune to. His 
  initial plan was to spread The Rot throughout the city, infecting 
  and killing all of the citizens, and then claim the dead streets 
  for the Rodentum. However, he didn’t count on two unforeseen 
  developments in his plans. First, some of The Rot somehow gained 
  rudimentary animalistic sentience and lashed out at its creator and 
  his followers with a new strain of The Rot, which didn’t kill them 
  but rather mutated them into mindless biological monstrosities 
  dripping with disease. Second, some of the rats in the sewers were 
  also infected with The Rot, and their presence has been spotted, 
  leading the players down into the sewers to investigate.
  The entrance to the guild can be found deep under the city after 
  following the mutant rats through the labyrinthine sewer tunnels. 
  (The GM could toss in a few random encounters in the sewers prior 
  to the players’ discovery of the Guild Entrance.) There is no natural 
  light penetrating this deep under the town, so players will need to 
  bring their own light sources. The GM should play up the darkness 
  as the players stumble about. The Rodentum and Rot Rats have 
  infravision and are able to see quite well in the blackness, but will 
  shy away from bright light sources.
  Adventures
  
  Secret santicore 
  3
  1. Guild Entrance. While investigating 
  the sewers, the PCs should see one or 
  two of the twisted mutant rats scampering 
  through an iron grate about 6 foot square set in the sewer wall. This 
  grate is actually a barred door that can be raised and lowered with 
  a lever found in the hidden alcove in the north wall. The alcove is 
  concealed with a set of curtains painted to look like the wall. (Treat 
  as concealed doors that can be spotted on a roll of 1d3 on d6.) Two 
  Diseased Rodentum are lurking behind the curtains, peering through 
  holes in the material, watching the players with interest.
  Diseased Rodentum (2) (AL C, MV 120’ (40’), AC 6, HD 5, #AT 
  2 (bite/claw), DG 2d6/2d6 + disease, SV F3, ML 9)
  Once the players have forced their way into the guild, the two 
  Rodentum guards will explode out of their hiding place, possibly 
  gaining surprise on the players (unless the players previous spied the 
  concealed doors.) They will fight to the death, clawing and biting 
  at the intruders, trying to infect them with The Rot. Within the 
  hidden alcove is a pair of daggers (once used by the guards before 
  they succumbed to The Rot) as well as a leather purse containing a 
  gold ring (worth 400 gp) and a platinum necklace (worth 1,200 gp).
  2. Rot Rat Nest. If the players follow any of the mutated rats, 
  they will be lead to this cul-de-sac. At the end is a large trash pile 
  accumulated by and left here by the Rodentum over many months: 
  broken casks, shattered glass and crockery, bones from previous 
  meals, etc. The resident giant rats lurking in the sewers have made 
  this trash heap their home. Within the pile lurk 10 diseased Rot 
  Rats. Now warped and twisted by The Rot, these rats will attack 
  Plague of the Vermin Guild
  MAP KEY
  1. Guild Entrance
  2. Rot Rat Nest
  3. Trapped Corridor
  4. Cask Storage
  5. Laboratory
  6. Rodentum Chamber
  7. Kr’gan’s Chamber
  8. Rot Ooze Cell
  9. Hidden Alcove 
  10. Guarded Tunnel
  11. Chasm Room
  12. Hidden Access to 
  Addersfield
  Adventures
  
  Secret santicore 
  4
  any who disturbs their nest. 
  Rot Rats (10) (AL N, MV 120’ (40’), AC 7, HD 1, #AT 1 (bite), 
  DG 1d4 + disease, SV F1, ML 8)
  Buried deep within the garbage pile (if the players are inclined to 
  go digging) are three gems worth 200 gp each. There is also a 
  well-gnawed slip of vellum that has the 3rd-level magic-user spell 
  water breathing inscribed on it (treat as a magic scroll). A small 
  empty burlap sack may also be found which is actually a small Bag 
  of Holding.
  3. Trapped Corridor. The corridor leading deeper into the lair is 
  trapped with a hidden pit trap. The fall to the bottom (30 feet) will 
  cause 3d6 hp of damage to anyone unfortunate enough to fall in. In 
  3 rounds, the ceiling above the trap will then collapse, filling the pit 
  with rubble and stone (doing another 3d6 hp of damage to anyone 
  still in the pit. The now-buried victim will suffocate in 6 rounds if 
  they are not immediately exhumed.
   
  4. Cask Storage. This large cavern is (or rather “was”) the staging 
  area for the guild’s future attack on the town above. In the northern 
  alcove are 15 small wooden casks stacked haphazardly about. Each 
  unmarked cask is filled with a spore-like dust laden with The Rot. If 
  any casks are broken open, anyone within 20’ of the cask must make 
  a save versus poison or be infected by The Rot. There are three 
  Diseased Rodentum here who will attack anyone who enters the area.
  Diseased Rodentum (3) (AL C, MV 120’ (40’), AC 6, HD 5, #AT 
  2 (bite/claw), DG 2d6/2d6 + disease, SV F3, ML 9)
  Of note is a secret door (discovered on a 1-2 on 1d6) in the far 
  northwestern corner that leads to Area 9, The Spilled Rot Chamber. 
  This passageway was to be used to transport The Rot casks to a 
  secret access tunnel to Addersfield (Area 12).
  5. Laboratory. This area seems cleaner and more well-organized 
  than the rest of the lair. A solid oak door is set in the north wall 
  and a set of brown ragged curtains hangs across the passageway 
  to the south. In a recess to the northwest is a large table and two 
  smaller shelves lined with all manner of beakers, bottles, jars, and 
  crocks. Kr’gan created The Rot in this makeshift laboratory using 
  both science and sorcery.
  Amongst the scattered bottles and overturned jars are 3 filled with 
  interesting liquids and fluids. One jar holds a potion of animal 
  control, one holds a potion of extra healing; and one jar holds the 
  antidote to The Rot. There is enough antidote for six applications. 
  If the town’s healers can get their hands on just one dose of the 
  antidote, they will be able to reverse-engineer enough to cure those 
  who have not yet died of the disease and prevent any others from 
  becoming infected. 
  There are two circular “pits” here that have been carved into the 
  stone floor. The pits were used as large caldrons during the creation 
  of The Rot. One pit is now empty (about 20 feet across and 6 feet 
  deep), and the other pit appears filled with a brackish-grey water. 
  This “grey water” is actually a Grey Ooze that was used during the 
  arcane creation of The Rot. It will lash out at anyone who gets close 
  enough to its holding pit. 
  Large Grey Ooze (1) (AL N, MV 10’ (3’), AC 8, HD 5, #AT 1, 
  DG 2d8, SV F3, ML 12)
  6. Rodentum Chamber. Through the curtains to the south is a 
  wide, twisted passageway lined with moldy sleeping mats. This is 
  where Kr’gan’s Rodentum followers typically bedded down before 
  their infection from The Rot. There is a single Diseased Rodentum 
  in this hallway standing a lonely mindless vigil.
  Diseased Rodentum (1) (AL C, MV 120’ (40’), AC 6, HD 5, #AT 
  2 (bite/claw), DG 2d6/2d6 + disease, SV F3, ML 9)
  If the players decide to toss the room, they’ll find the following 
  tucked under the various mats: 200 gp in assorted coinage and a ring 
  of protection +1.
  7. Krgans Chamber. The large wooden door at the end of the 
  hallway leads to Kr’gan’s private chambers. He’s never trusted any 
  of his followers, so he created and built a very special door. First, 
  the door is locked and trapped with a poison needle trap. If the 
  trap is triggered, the victim must make a save versus poison or die. 
  Secondly, to deter vandals from kicking the door open, the door is 
  actually hollow and is filled with Green Slime. If the door is struck 
  with any force by kicking or hitting it with a weapon, the door will 
  shatter and Green Slime will spill out and attack. 
  Green Slime (1) (AL N, MV 3’ (1’), AC NA no roll needed, HD 
  2, #AT 1, DG Special, SV F1, ML 12)
  Green Slime will dissolve a victim in 6 + 1d4 rounds. It cannot be 
  harmed with weapons and must instead be burned off with fire. (The 
  Green Slime and victim split any fire damage taken.) Green Slime 
  can also be killed by a cure disease spell.
  Kr’gan’s Chamber is a bit more comfortable than the common 
  bedding area of his minions. A few fur skins cover the floor, and 
  a rope bed is at the far end. There is a small chest under the bed, 
  also trapped with a poison needle trap. (Save versus poison or die…
  again.) Inside the chest are 500 gp.
  A desk and chair are against the wall. On the desk are Kr’gan’s 
  notes about The Rot, its creation, and his plans for destroying the 
  city. However, it’s written in the Rodentum language and will be 
  unreadable without read languages or similar spells.
  8. Rot Ichor Cell. The wooden door to this area is locked (but 
  untrapped). There are no sounds that can be heard coming from the 
  Adventures
  Plague of the Vermin Guild
  
  Secret santicore 
  5
  other side. If the door is unlocked and opened, a blue-grey fungoid 
  mass comes slithering out and attacks the party. 
  Rot Ichor (1) (AL N, MV 60’ (20’), AC 6, HD 6, #AT 2 
  (tendrils), DG 3d8/3d8 + disease, SV F3, ML 12)
  The Rot Ichor came into being when some of materials used in the 
  creation of The Rot gained animalistic intelligence. It lashed out 
  and infected all the Rodentum with a new strain of The Rot. Using 
  a pair of torches, Kr’gan managed to drive the failed experiment 
  back into this holding cell (used for abducted “test subjects”) and 
  lock it up. The Rot Ichor craves healthy tissue to infect, and it will 
  continue to attack until destroyed. There is nothing else of interest 
  in the cell.
  9. Spilled Rot Chamber. When the players find and open the 
  hidden door to this chamber, they should initially feel cool, fresh 
  air moving through the chamber pointing to the existence of an exit 
  to the surface nearby. As the torchlight flickers across the walls and 
  floor, they will be shocked to see every surface covered with a blue-
  gray mold. At some point in the past, one of the casks containing 
  The Rot was dropped in this chamber. (There is a splintered cask 
  in the center of the room.) The quick-spreading fungus spread over 
  the area, contaminating every surface. The Rodentum were hardly 
  concerned due to their initial immunity, but they quickly acted to 
  contain the spread of the material to this area. Players should take 
  care to avoid any and all contact with The Rot. If they come into 
  contact with it, they will need to save versus poison or they will 
  contract the disease.
  10. Guarded Tunnel. Further along the tunnel, the PCs will be 
  able to make out some dim light in the distance. (It’s sunlight 
  coming down the empty well at Area 12.) The walls of this area are 
  also covered with more spread of The Rot fungus. (PCs still need to 
  take care to avoid contact.) Lurking in the dimness are two Diseased 
  Rodentum who will charge the interlopers.
  Diseased Rodentum (2) (AL C, MV 120’ (40’), AC 6, HD 5, #AT 
  2 (bite/claw), DG 2d6/2d6 + disease, SV F3, ML 9)
  Kr’gan, the Rodentum Leader, is in the next chamber, preparing to 
  set his plan in action (on a much smaller scale). He will be able to 
  overhear the sounds of battle from Area 10 unless the players are 
  being stealthy.
  11. Chasm Room. This room is also contaminated with The Rot, 
  but it appears to be thinning out toward the northwest end of the 
  room. At that end, a large yawning chasm about 30 feet wide has 
  left a huge crack in the foot. A makeshift wooden walkway has been 
  assembled over it.
  Next to the chasm is a large Diseased Rodentum dressed in finery. 
  Kr’gan is busying himself with three casks of The Rot. Now that 
  his plans are falling apart and The Rot is quickly spreading out of 
  control, he is going to take as much of the diseased medium as he 
  can carry and unleash it upon Addersfield. He has two Diseased 
  Rodentum with him and, although they no longer follow his orders, 
  they will attack anyone who enters the room. Kr’gan will use the 
  distraction of their attack to grab the three casks, dash over the 
  rickety bridge, and up the ladder at Area 12. If he escapes with the 
  casks, he will use The Rot to infect the water supply of the town 
  as well as using one of the other casks to infect the most populated 
  section of the city as well as the primary gathering point for the 
  town’s healers. If Kr’gan escapes, Addersfield will be a ghost town 
  within weeks.
  Kr’gan, the Rodentum Leader (1) (AL C, MV 120’ (40’), AC 4, 
  HD 9, #AT 3 (2 claws, bite), DG 2d6/2d6/2d6 + disease, SV 
  MU6, ML 9)
  Diseased Rodentum (2) (AL C, MV 120’ (40’), AC 6, HD 5, #AT 
  2 (bite/claw), DG 2d6/2d6 + disease, SV F3, ML 9)
  12. Hidden Access to Addersfield. In this small antechamber is 
  an iron ladder that goes directly up a smooth rounded stone shaft. 
  Fresh air and sunlight pour down the vertical tunnel. Any who climb 
  the ladder will find that it empties out of an old dried-up well next 
  to a dilapidated stable on the edge of town. When the well dried 
  up years ago, both it and the stable were abandoned and both have 
  fallen into disrepair. Kr’gan planned to use this secondary access to 
  the town to quickly spread The Rot once it was ready.
  NEW CREATURES
  The Rot
  “The Rot” is an insidious wasting disease that causes open sores to 
  appear as the new wounds ooze a blue-grey pus. Within moments, 
  the victim’s flesh begins to liquefy and slough off. Once contracted, 
  The Rot causes 1d4 hp damage of wasting damage each hour until 
  the victim dies or until healed. Cure disease and similar healing 
  magics will stop the wasting effects of The Rot. Due to the way it 
  was created, rodents and those related to the creatures will instead 
  be mutated into twisted, mindless monstrosities.   
  Rot Ichor
  No. Enc.: 1 (0)
  Alignment: Neutral
  Movement: 60’ (20’)
  Armor Class: 6
  Hit Dice: 6
  Attacks: 2 (tendrils)
  Damage: 3d8/3d8, disease (The Rot)
  Save: F3
  Morale: 12
  Hoard Class: None
  Adventures
  Plague of the Vermin Guild
  
  Secret santicore 
  6
  Rot Ichor a living mass of disease that has gained animalistic 
  intelligence. The pulsating blob of blue-grey fungi slithers about, 
  seeking out and infecting any healthy flesh it can find. Rot Ichor 
  lashes out with two ropy tendrils, striking for 3d8 hp of damage. 
  On a successful strike, the victim should save versus poison. Failure 
  means he’s contracted The Rot. (See previous description.) Rot 
  Ichor takes double damage from fire and fire-based attacks.
  Rot Rat
  No. Enc.: 1d8 (1d12)
  Alignment: Neutral
  Movement: 120’ (40’)
  Armor Class: 7
  Hit Dice: 1
  Attacks: 1 (bite)
  Damage: 1d4, disease (The Rot)
  Save: F1
  Morale: 8
  Hoard Class: XX
  Rot Rats are common giant rats that have been infected with The 
  Rot. These disease-carriers are covered with open sores, and a 
  blue-grey slime coats their matted fur. Rot Rats bite for 1d4 hp of 
  damage. On a successful strike, the victim should save versus poison. 
  Failure means he’s contracted The Rot. (See previous description.) 
  Diseased Rodentum
  No. Enc.: 1d8 (2d6)
  Alignment: Chaotic
  Movement: 120’ (40’)
  Armor Class: 6
  Hit Dice: 5
  Attacks: 2 (bite/claw)
  Damage: 2d6/2d6, disease (The Rot)
  Save: F3
  Morale: 9
  Hoard Class: XX
  Rodentum are verminous humanoids about 6 feet tall. These 
  creatures have rat-like features with a long pointed snout, small 
  ears, beady eyes, and sharp hooked claws. A grey-brown fun covers 
  them from head to toe. The Rodentum in this lair though have been 
  infected with The Rot, becoming mindless, diseased automatons. 
  (They are NOT undead though, rather in a hypnotic daze.) Their 
  flesh has open seeping sores, and a blue-grey slime seems to coat 
  their fur. All Diseased Rodentum should appear twisted and bent, as 
  if their skeletal structure has been warped. The creatures attack with 
  one claw attack and a bite that each do 2d6 hp of damage. (They 
  are too far gone to use their weapons anymore.) On a successful 
  strike, the victim should save versus poison. Failure means he’s 
  contracted The Rot. (See previous description.)
  Krgan the Rodentum Leader
  No. Enc.: 1
  Alignment: Chaotic
  Movement: 120’ (40’)
  Armor Class: 4
  Hit Dice: 9
  Attacks: 4 (2 claws, bite)
  Damage: 2d6/2d6/2d6, disease (The Rot)
  Save: MU6
  Morale: 11
  On the fateful day his experimentation got out of hand, Kr’gan was 
  infected by the Rot Ichor. As his body began to twist and bend, 
  but before his mind was completely broken, he was able to hurriedly 
  drink an antidote to The Rot he had concocted. The potion stopped 
  him from becoming mindless and made him somehow immune to 
  further damage from The Rot. However, he is now a carrier of the 
  disease. He has continued in his task of packing The Rot into the 
  casks for future delivery, now working alone as his minions stand in a 
  silent trance-like vigil throughout the complex.
  Kr’gan can cast the following spells as a 6th level magic-user: 1st-
  level: Magic Missile, Read Languages; 2nd-level: Web, Invisibility; 
  3rd-level: Haste, Dispel Magic.
  Adventures
  Plague of the Vermin Guild
  
  Secret santicore 
  7
   
  System Generator 
  by Matea Diaz
   
  mattgusta@gmail.com
  Dear Secret Santicore —
  I’m looking for a suggestive adventure for a small band of 
  explorers landing in a new solar system. What do they observe 
  that brings them there in the first place, what does the system 
  look like, what secrets does it hold, what major problems do 
  they have to solve?
  Thanks!
  A.R.
  Which client sends you to the system?
  1. The god-machine I/O, who wants a safe place to build 
  a divine device to shuck the devout free from their fleshy 
  prisons.
  2. The Gravity Witch, who is looking for a place to safely try 
  out her newly constructed Orbital Siphon.
  3. The space demon Shura-Gor, who had a run in with some 
  priests and wants a skip out of town before itgets inquisited.
  4. The psychic parasite known as The Shiver, which wants to 
  set up a nice commune/farm for its pliable hosts.
  5. A Federation bureaucrat, who is looking for prospectors to 
  determine the mineral wealth of a newly discovered system.
  6. A doctor from The Universal University, who wants to 
  establish a distant sanatorium to quarantine the victims of a 
  strange new disease.
  What do we know about the system now?
  1. It was once ruled by a confederacy of gene-splicers, who 
  twisted the local flora and fauna into monsters of nightmarish 
  proportions and enormous appetites before killing each other 
  with bespoke viruses.
  2. The system’s star has (relatively) recently exited its main 
  sequence, subjecting all of its satellites to irregular stellar 
  emissions. 
  3. There is only one planet, but it is orbited by several 
  habitable moons, each possessing a species with extremely 
  limited spacefaring ability and an abiding enthusiasm for war.
  4. By all rights the system’s planets should be uninhabitable, 
  as the death throes of the system’s star has ripped open a 
  hole to Somewhere Else, bathing them in unnatural, if life-
  supporting, radiance.
  5. It’s an old, nascent system—the sun is a white dwarf, and 
  there are no signs of life on its planets, though researchers 
  have picked up ancient radio signals.
  6. The system’s star is orbited by vast fields of asteroids and 
  debris, with impact-scarred planets sweeping through the 
  narrow lanes years of collisions have cleared out.
  Adventures
  
  Secret santicore 
  8
  What obstacle do you find there?
  1. A spatio-temporal distortion generator, which 
  traps the team in the system until it is discovered and 
  disabled.
  2. The local star starts emitting an Incandescence Field, 
  trapping the team on one of the system’s planets for 24 hours 
  and stimulating the local megafauna into a violent frenzy.
  3. A long-forgotten cult of debased humans, who use their 
  terrifying ancient tech with a mixture of religious reverence, 
  magical thinking, and dangerous incompetence.
  4. A space-cloud of hull-chewing bacteria.
  5. A small fleet of alcoholic cannibal space pirates, all on 
  edge after their ethanol assembly array broke and started 
  producing nothing but Arnold Palmers.
  6. A flotilla of rogue tax-collecting robots, violently 
  gathering revenue for a polity that collapsed centuries ago.
  Who else is active in the system?
  1. The Concordance of Maastricht, a wandering artificial 
  intelligence/legal construct that enforces its 
  humanitarian conventions with an array of remotely 
  controlled drones
  2. The Jonathan Pharaohs, an assembly of self-propagating 
  clones who communicate with each other through 
  psychologically degrading ansible implants.
  3.  The Zookeeper, a predatory human scholar who 
  collects interesting specimens, regardless of what they think 
  about their new home.
  4. The Chronarchists, an anti-time travel paramilitary 
  organization who will stop at nothing to prevent damage 
  to the fabric of reality.
  5. A team of mercenaries, working for another random 
  Client.
  6. The Maxwell Brotherhood, an order of interstellar 
  warrior-monks who seek to prevent the heat-death of the 
  universe.
  System Generator
  Adventures
  
  Secret santicore 
  9
   
  Super Lucky Cat 
  by Dyson Logos
   
  dyson.logos@gmail.com
  Dear Secret Santicore —
  A cat dungeon. As long or as short as you like; 
  I just ask it has cat(s) and dungeon. Capital W 
  Weird things would be awesome.
  Thanks!
  K.M.
  ADMINISTRATOR
  FILE
  921b
  Operation: Super Happy Lucky Cat Extravaganza Egg Roll House
  Codename: MiuMau
  Do not accept from courier if seal is broken
  Agency courier is required by law to demand proof of security clearance by seeing your card 1427-B/6 and fingerprint identification.
  This file cannot be relinquished without such positive proof of identity and clearance.
  Adventures
  
  Secret santicore 
  10
  Introduction
  This mini-adventure for the classic Top Secret RPG involves the 
  discovery of what has been happening to Chinese defectors who have 
  recently been disappearing just before or after their defection. It is 
  assumed by the administration that they are still on US soil, but it 
  must be determined if they are being killed or captured, and how 
  hostile agents are able to locate and isolate defectors so effectively.
  The reality is that strange sorceries are afoot and the defectors are 
  being discovered and neutralized magically by operatives working out 
  of the Super Happy Lucky Cat Extravaganza Egg Roll House.
  Here are several ways to get the agents to the Super Happy Lucky 
  Cat Extravaganza Egg Roll House:
  Dead and Homeless
  This has been an ongoing problem for about nine months now, 
  but a recent break in the investigation is why the administrator 
  is contacting the agents now. Last Tuesday, a homeless man was 
  struck and killed by a car and in the hospital it was determined 
  that he was in fact Man-Fai Chan, a Chinese double agent who had 
  begun working for the Agency six months ago and then promptly 
  disappeared. Investigating into this strange homeless man will 
  lead to his home in the back alley of the Super Happy Lucky Cat 
  Extravaganza Egg Roll House - he had escaped their dungeon but 
  his addiction to the Milk was enough that he couldn’t leave the 
  place.
  A Lost Connection
  The agents start the process of bringing over a Chinese industrialite 
  into defecting with several state secrets. When they go to meet him, 
  they find his hotel room empty, the only clue being a takeout package 
  from the Super Happy Lucky Cat Extravaganza Egg Roll House.
  Help Me
  The agents are approached by a Chinese man who knows who they 
  are (because he’s a Chinese agent) and he begs for their assistance. 
  He is obviously insane and doesn’t make much sense, but he does 
  know who the agents are and that should be enough to arouse the 
  agents’ curiosity. He claims that everything is wrong at the Super 
  Happy Lucky Cat Extravaganza Egg Roll House, but can’t explain 
  what exactly is wrong... just “everything”. For added cliche, he then 
  dies of withdrawal from the Milk.
  The Super Happy Lucky Cat
  Extravaganza Egg Roll House
  Quick Key:
  1. The Darkest Roast Coffee Shop
  2. The Lucky Cat Dining Room
  3. Bar & Cash
  4. Buffet
  5. Men’s
  6. Women’s
  7. Kitchen
  8. Office
  Small rooms without numbers are storage / pantry / closets
  Situated in the parking lot of a big box strip mall and sharing a 
  building with “The Darkest Roast” (a coffee shop / cafe / trendy 
  place to show off your new laptop), the Super Happy Lucky Cat 
  Extravaganza Egg Roll House is a small Chinese restaurant that 
  presents very little of interest to those passing by, and very little 
  reason to return unless you crave overly sweet and chewy chicken 
  balls.
  1d3 of the “Lucky Cat Hoodlums” will be in the dining lounge at 
  any time, in addition to 1d6-1 innocent civilians and locals (most 
  of whom will never return because the food and service are both 
  horrid). The kitchen and bar will be staffed by the chef, Marcus 
  Chow and 1d2 of the two female servers / bartenders. The thugs are 
  always somewhat on guard, and Marcus Chow will be watching for 
  suspicious activity.
  The Hoodlums all have “Lucky Cat” tattoos on their shoulder blades 
  or biceps and are aware that “crazy shit” goes on in the secret 
  basement of the restaurant, but are not privy to what exactly it is. 
  Super Lucky Cat
  Adventures
  
  Secret santicore 
  11
  Once a month they gather here after hours with “the Bosses” and 
  Marcus and drink a shot of “white yin” and get paid for the month. 
  They also pinch the occasional $20 from the cash register with 
  impunity as needed.
  Marcus will vigorously defend the trap door to the basement and 
  will call for backup from the Lucky Cat Hoodlums and even the 
  other kitchen staff (even if they aren’t all that effective or in on 
  the whole situation). Marcus will generally stay out of things if it 
  just looks like routine violence or intimidation between characters 
  and the hoodlums until things directly involve him or the basement 
  access. Marcus and the Bosses are the only ones with keys to the 
  basement.Marcus knows that there are two men downstairs (“The 
  Bosses”) as well as the captured dissidents and spies. He also knows 
  that Yiu-Nung Tang has a secret passage to another room where he 
  determines who they have to capture and addict to the “White Yin”. 
  He isn’t aware of the nature of the “White Yin” nor the precise 
  nature of Yiu-Nung Tang’s secret passage.
  The trap door to the basement is in the office behind the kitchen 
  (marked as F on the map). It is padlocked with only Marcus and the 
  Bosses having keys to the lock.
  The Basement
  1. Main Room
  2. Office
  3. The CatSpace
  Climbing the ladder down to the basement is when things start 
  getting weird. The basement has a strong animal odor to it - anyone 
  rolling under their Animal Science AOK will determine that it is 
  definitely feline - those with over 100 in the Animal Science AOK 
  will identify it immediately as a house cat, but not the usual smell 
  of urine or other waste, but that of many housecats in fine condition. 
  The whole basement is hot - roughly 99 degrees Fahrenheit (37 
  Celsius). There are strange mewling noises coming from the room 
  next to the ladder, but an Animal Science check at -20 will identify 
  that these are not the sounds of cats...
  The main room of the basement has a set of very small, but still 
  definitely human-sized, wooden cages along the wall. Three are 
  open, but the closest one to the ladder is padlocked shut with a 
  small Chinese man within. If the agents are here trying to find a 
  particular person, this is him, and if they aren’t curious enough to 
  check out area 3, then they may be done with the operation at this 
  point. The target will be cooperative and thankful for the rescue, 
  but seems to be in a dream-state. Once removed from the Lucky 
  Cat, he will become more lethargic, less cooperative, and will start 
  wandering back towards the restaurant if left unattended. After 24 
  hours he will become feverish and shaky and will die six hours later.
  If there is any commotion in the main room, then Kang Chien Lam 
  will come out of the office (room 2) and engage the intruders.
  The office is occupied by Kang Chien Lam and a huge collection of 
  ceramic “lucky cat” statuettes. The table on the left is covered in 
  fragments of pottery and ceramic where these statuettes have been 
  dropped or shattered (Lam and Tang both smash the statuettes and 
  read the resulting chaos of debris as a form of divination, which 
  is how they know when to enter the cat and how they summoned 
  it here in the first place). Inside one of the 200 or so lucky cat 
  statuettes is $1,200 in a plastic bag.
  Kang Chien Lam knows that Yiu-Nung Tang (whom he refers to as 
  “the Sorcerer”) is in his secret chamber “beyond the beast”. He has 
  visited there a few times in Tang’s company, but doesn’t like it there 
  and doesn’t have the powers Tang has to determine who the double 
  agents and dissidents are.
  The final room of the basement is where the madness is. The far 
  wall seems oddly half-collapsed, or perhaps covered in a large furry 
  blanket. But more importantly there are five men in this room, 
  walking around on all fours or curled up on the floor naked. One 
  is leaning against the furry lumpy wall, face first into the fur. 
  Another two are hiding in the back left corner of the room by the 
  water heater. These last two will only be noted if that location is 
  physically searched, or with a roll under the Agent’s Observation 
  -30. A deep thrumming sound comes from the back wall, and the 
  mewling noises noted from the other room are definitely coming 
  from the men on the floor.
  These men are all Chinese dissidents, double agents or turned 
  spies and are all addicted to the milk of the mother cat (the “white 
  yin” that the hoodlums drink once a month). Regular use of the 
  milk has made them addicts, and a few have started to transform 
  into something far more feline - growing whiskers, patches of fur, 
  muzzles and similar. The two in the back of the room hiding behind 
  the water heater have almost fully transformed and are treated as 
  wild cats when confronted and will attack anyone attacking the 
  mother cat. (Transformed Dissidents: Always hit in HTH range, 
  dealing 1d6 damage. 10 Life Levels.) The mother cat will not 
  defend itself except to mewl loudly and pitifully. It has 45 Life 
  Levels. None of the poor bastards in this room will survive due to 
  their prolonged exposure to the milk.
  If someone decides to push / dig into the massive cat’s fur, it seems 
  to get denser but never actually reach a layer of skin (except when 
  attacked, when it will bleed profusely). Those who push through 
  completely will find themselves digging their way up out of a pile 
  of fur into “another place”. There doesn’t seem to be a horizon 
  here, the ground being slightly wavy and seemingly carpeted in a 
  deep orange colour. The lighting is reminiscent of the last creeping 
  light of sunset before the night takes over. And sitting nearby is 
  a barefoot Chinese man in intricate robes and two tigers. Here, 
  Yiu-Nung Tang communes with the spirit of the cat mother and 
  determines who is the next person to be enslaved to her milk. He 
  will signal his tigers to attack before engaging in hand to hand 
  combat with interlopers - resorting to his Uzi if necessary.
  Super Lucky Cat
  Adventures
  
  Secret santicore 
  12
  In hand to hand, tigers automatically deal 1d10+6 damage each 
  round and have 16 Life Levels. 
  The path to the “other place” cannot open if the mother cat is dead, 
  and anyone trapped within will be trapped there forever.
  Name: PS, K, W, Ch, Co, Cr, O, D, E, LL, QRC
  “Lucky Cat Hoodlums - all fight with Martial Arts”
  Pui-Wah Cheung: 77, 74, 48, 74, 98, 27, 63, 51, 86, 13, d
  Woo-Ping Kwan: 114, 78, 10, 48, 43, 23, 33, 36, 46, 12, c
  Brandon Chou: 81, 82, 81, 05, 86, 90, 88, 48, 46, 16, d
  Tak-Man Shen: 97, 13, 10, 01, 40, 93, 67, 47, 21, 11, b
  Stanley Yuen: 96, 76, 25, 90, 85, 94, 90, 92, 88, 12, f
  Pad Ho: 79, 12, 89, 88, 92, 92, 92, 90, 90, 17, d
  “Lucky Cat Bosses - both know Martial Arts”
  Kang Chien Lam: 89, 78, 100, 65, 99, 111, 105, 88, 82, 19, e
  Yiu-Nung Tang: 112, 82, 88, 96, 98, 88, 93, 92, 97, 20, t
  “The Kitchen Staff - Marcus knows Martial Arts, servers are 
  untrained”
  Marcus Chow: 54, 95, 95, 63, 87, 97, 92, 80, 75, 15, j aa
  Choi Ping: 64, 88, 48, 26, 39, 17, 28, 22, 33, 11, b
  Moy Xiu Mei: 45, 15, 45, 80, 30, 25, 28, 53, 55, 9, b
  Super Lucky Cat
  Adventures
  
  Secret santicore 
  13
   
  The Grotto of 
  Corruption 
  by Eric Hoffman
   
  ehoffm11@gmail.com
  Dear Secret Santicore —
  I would love a small one page dungeon for any 
  levels with a fungus/mushroom theme. Traps or 
  environmental encounters would be icing on the cake.
  Thanks!
  J.S.
  A sentient fungal colony led by The Brain Cap has invaded the 
  crypts beneath a ruined monastery. The crypts house the remains of 
  one of the lost order's most venerated members, Saint Vaporis the 
  Pure.
  Dungeon Notes
  Rooms 5 through 15 (except 12) are mostly covered in fungal growth 
  of a myriad of colors and shapes. The growth becomes thicker and 
  more frequent the closer the characters get to The Brain Cap in 
  room 15.
  Hallucinogenic Spore Effects
  1. Glowing text appears on the cave wall in a language the character 
  can almost understand.
  2. Character's flesh begins to melt from his bones.
  3. Character's allies transform into his worst enemies.
  4. A face appears on the character's stomach and engages in 
  conversation about the nature of the character's diet.
  5. Pieces of rock break away from the walls and form a barbershop 
  quartet to the character's great amusement.
  6. The mushrooms in the cave sprout legs and join together in a 
  chorus line. The character is compelled to join in.
  7. The character becomes ravenously hungry and the fungus in the 
  cave looks extremely appetizing (Save vs. Poison or die).
  8. Roll twice.
  Wandering Monsters (above ground)
  1. Spider, Crab (1-2)
  2. Bandit (1-8)
  3. Killer Bee (1-8)
  4. Rock Baboon (2-8)
  Wandering Monsters (below ground)
  1. Lizard, Gecko (1-3)
  2. Chanterelle Zombie (2-8) See room 6 below.
  3. Green Slime (1)
  4. Mushroom Man (1-2) (AC 8, HD 3, #AT 1, D 1-4 + stun, 
  MV (30'), Save F3, ML 12). Anyone hit by the thick limbs of a 
  Mushroom Man must Save vs. Paralysis or be stunned for 1 round. 
  They take double damage from fire.
  Adventures
  
  Secret santicore 
  14
  Dungeon Key
  1. Loose Masonry. Characters walking through must Save vs. 
  Paralysis or take 1d6 damage from falling stones.
  2. Vestry. The ruins of the former head priest’s chambers. A 
  colony of 8 Killer Bees has made a hive in the intact northwest 
  corner. If they can be killed or chased away the honey from the 
  hive can be gathered in 5 turns given the availability of suitable 
  containers. It is worth 400 gp. The secret door is under a flagstone 
  in the intact northeast room. It leads to a shaft is 20’ straight down. 
  The wooden ladder has long since rotted away.
  3. Dorter. These were the old Monk’s living quarters. Nothing of 
  value is left and the walls are completely gone in some areas. The 
  door to crypt is heavy wood, banded with iron, and swelled with 
  moisture.
  3a. Spider Webs. 2 Crab Spiders make their home in webs that 
  cover the top half of this room. The husks of two of their more 
  recent victims are suspended in cocoons near the ceiling. One was 
  a thief whose leather armor +1 is still intact. There is a secret 
  compartment in the buttress wall that can be opened by breaking 
  through a thin layer of brick. A skeleton of a mason who saw 
  something he should not have is entombed within. He has a silver 
  amulet in the shape of a hammer worth 25 gp. Chiseled on the 
  inside wall in common is a message that reads; “Tell Larissa I love 
  her, and I am sorry and that my silver is buried near where we first 
  kissed, under an old ironwood stump.”
  4. Priest’s Secret Chamber. The old head priest was a bad, bad 
  boy. This room is full of old torture equipment and other unsavory 
  devices. Hidden is an iron maiden is a dry rotted sack that contains 
  200 gp. In a secret compartment of an old desk is a cursed scroll. 
  The secret door into the crypts is clearly visible from this side.
  5. Crypts. A Shrieker lives near the passage leading to the north. 
  If it wails, no slime, mold, or fungus will be surprised anywhere in 
  the dungeon. It may also draw wandering monsters per the normal 
  rules. If searched the grave niches will reveal 150 gp in assorted 
  coinage and cheap jewelry.
  6. Crypts. 8 Chanterelle Zombies stand guard in this room. 
  Chanterelle Zombies identical to regular Zombies but are not 
  undead - they are animated by The Brain Cap in room 15 by 
  growing yellow frilly mushrooms in their body cavities. The secret 
  door to 7 is the entire back wall of a grave niche. Characters will be 
  required to crawl to pass through.
  7. Hidden Crypt. Two stone sarcophagi. If opened nauseous gas 
  will bellow out, anyone within 10’ must Save vs. Poison or be at 
  -1 to attack for 1d3 hours. Both contain skeletal remains of human 
  males. The first also contains a silver mitre worth 100 gp. The 
  second has a mahogany crook studded with 10 onyx stones worth 15 
  gp each.
  8. Magic Mouth. A magic mouth high on the northwest wall 
  intones the following in a deep clear voice anytime a living creature 
  steps on the landing;“Below lies the final resting place of Vaporis 
  the Pure”. The Magic Mouth is meant to intentionally lead the 
  unscrupulous to the false crypt, which is down the stairs to the 
  north. The mouth is not lying though, as the true crypt is ‘below’ 
  this level.
  9. Lizard’s Leap. 3 Giant Geckos live in this area. There is 
  a 2 in 6 chance that they are hungry enough to attack a party of 
  humans. Otherwise they will hide unless someone climbs onto the 
  ledges where they lair. The remains of several previous meals lie 
  high on the ledges. Amongst the bones is a fine quiver with 5 magic 
  arrows +1. The door to room 10 is locked and made of heavy wood 
  reinforced with iron.
  10. The False Crypt. There are two stone statues and a large, 
  ornately carved stone sarcophagus in this room. The northwest statue 
  is of a man dressed as a mendicant priest holding his own head in 
  his hands. The second is of the same man, although, younger in 
  a pose of solemn prayer. If the fungus is scraped away from the 
  sarcophagus the writing underneath can be read. It claims that 
  “Here is the final resting place of Saint Vaporis the Pure. Martyred 
  for refusing to grant a divorce to the evil Duke Etienne de Puce.” 
  The sarcophagus lid is heavy and requires 35 strength points to 
  open. The corpse within is dressed as a bishop (observant characters 
  may notice that is incongruous with the appearance of the statuary) 
  and has a golden incense censer worth 100 gp, a golden signet ring 
  inset with a garnet worth 20 gp, and a bone scroll tube with a First 
  Level Clerical Spell. The secret door in the west wall is opened by 
  rotating the western statue on its base so that the severed head faces 
  away from the secret door.
  11. Pillar Room. This room has 5 doors evenly spaced in the 
  north wall. Careful observation will reveal that the fungus in front 
  of 11b, 11d, and 11e is scraped thin. Once any of the doors is opened 
  from this side, a hidden portcullis in the archway to the east will fall 
  down and the Chanterelle Zombies in 11d and 11e will burst forth 
  to attack. If the fighting goes on for 10 rounds, the Mushroom Men 
  from room 14 will arrive to investigate. There is a secret panel in 
  the northwestern most pillar that opens out. The inside of the pillar 
  is hollow and metal rungs set in the stone lead down. The shaft is 
  free of fungus. Once at the bottom a tight crawlspace leads to room 
  12.
  11a. Ossuary. This room is stacked to the ceiling with bones. 
  They are arranged by body part, rib cages to the east, skulls to the 
  north, and limbs to the west. There is a Green Slime hanging on 
  the ceiling that will drop on anyone who enters the room. Hidden in 
  one of the skulls is a large emerald worth 250 gp.
  11b. Breakthrough. Bones lie scattered about this room. The 
  northern wall is broken through and a rough cavern lies behind.
  The Grotto of Corruption
  Adventures
  
  Secret santicore 
  15
  11c. Spore Cell. Anyone touching the floor, walls or ceiling of 
  this room has a 60-percent chance of releasing hallucinogenic spores 
  into the air. Any character in the room must make a Save vs. Poison 
  or roll on the Hallucinogenic Spore Effects table.
  11d. Cell. 5 Chanterelle Zombies wait here to spring the trap in 
  11.
  11e. Cell. 4 more Chanterelle Zombies, ready to attack. There is a 
  loose brick in the back of this cell with 6 cp hidden in it.
  12. The True Tomb of Saint Vaporis the Pure. The actual 
  final resting place of the venerable Saint. The room is completely 
  free of fungus and the air smells pure and refreshing. The coffin is 
  made of polished plain wood, somehow untouched by the ravages of 
  time. If opened the corpse inside is completely preserved, except 
  for a clear separation of head from body. It is dressed in a simple 
  woolen frock and rope belt. A wooden holy symbol is clutched in 
  the corpses hands and radiates magic. For a lawful character the 
  symbol acts as a ring of protection +1 and gives a +1 to all Saving 
  Throws. In the hands of a lawful cleric, the holy symbol can also 
  cast cure light wounds 3 times per day. Anyone of chaotic alignment 
  who touches the holy symbol takes 1d4 points of damage per round. 
  Neutral characters will feel uneasy holding the symbol.
  13. Gaseous Room. A small fissure in the center of this room 
  slowly vents a flammable gas into the area. Any open flame (such 
  as a torch) has a 2 in 6 chance per turn of igniting the gas, causing 
  2d4 damage to everyone in the room. A smaller flame, or covered 
  lantern, only has a 1 in 6 chance.
  14. Spore Room. The floor to this room is filled to knee height 
  with mushroom and other fungi. Anyone walking through this room 
  will release hallucinogenic spores into the air. Anyone breathing in 
  the spores must make a Save vs. Poison or roll on the Hallucinogenic 
  Spore Effects table. 4 Mushroom Men are also in this room, 
  standing guard over the entrance to the lair of The Brain Cap in 
  room 15. They do not release spores by walking through the fungal 
  growth.
  15. The Lair of The Brain Cap. The Brain Cap is a 4’ tall, 
  5’ diameter purple mushroom that grows at the edge of the small 
  pool of water against the western wall of this grotto. The floor is 
  covered with very thick fungal growth, limiting characters to half 
  movement. 6 Mushroom Men guard their leader, and will fight to 
  the death.
  The Brain Cap (AC 4, HD 6, hp 36, #AT special, D special, 
  MV (0’), Save F5, ML 9). The Brain Cap cannot attack physically, 
  instead it has several mental attacks to choose from. It may attack 
  a single character with a psionic blast or, 1d3 characters with a 
  psionic web. The psionic blast inflicts 1d6 points of damage unless 
  the target succeeds on a Save vs. Wands. The psionic web paralyzes 
  targets unless they succeed on a Save vs. Paralysis. The psionic web 
  can be maintained indefinitely, but The Brain Cap can take no other 
  actions while doing so, including targeting any more characters with 
  the psionic web. The Brain Cap takes double damage from fire.
  These caverns were originally a secret retreat of a sub-sect within 
  the monastery and this room was their treasury. If the fungus is 
  burned away, two metal chests will be revealed. Both are locked and 
  quite heavy. Chest #1 is also trapped with a poison needle, although 
  time and the application of heat will have degraded the poison. 
  If sprung it will only do 1d8 points of damage instead of causing 
  instant death. A Save vs. Poison will reduce this to a single point of 
  damage. Chest #1 contains 1,500 gp and 6 gems worth 40 gp each. 
  Chest #2 contains 2 potions of healing, a potion of gaseous form and 
  a bag of holding.
  The Grotto of Corruption
  Adventures
  
  Secret santicore 
  16
   
  Golem Complex 
  by Stephanie Bryant
   
  mortaine@gmail.com
  Dear Secret Santicore —
  Plan me out my campaign’s next adventure.
  Thanks!
  R.S.
  Introduction
  The Golem Complex is a large underground facility used to 
  manufacture two giant golems, one male and one female. The male 
  golem broke free shortly after it was activated, bursting through the 
  ceiling of its assembly room and escaping into the world.
  The female golem was never activated, however, and remains locked 
  in her assembly room like something from a fairy tale. Indeed, she 
  is like a gigantic metal Sleeping Beauty with blades for eyelashes and 
  grumpy earth elementals attending to her.
  In the millennia since the first golem broke free, volcanic activity 
  around the complex (thanks to the magical magma reservoir below) 
  has covered up the only exterior entrance, and so now, plucky 
  adventurers wishing to plumb the secrets and treasures of this 
  place must do so through one of the more hazardous routes, the 
  overland journey that leads to a caldera lake, or the trip through the 
  underdark and a series of magma-flooded purple worm tunnels.
  In any case, once inside, a number of non-trap hazards and treasures 
  are in place to make any adventurer’s life... interesting.
  Notes for the DM
  Although this dungeon has 17 locations listed, feel free to add a 
  door to any location and expand out into more rooms and hazards, 
  depending on how extensive you want this complex to be. In 
  addition, the game system has been left up to you, with some tips 
  for the level and type of skill challenge to use in any particular room 
  or scene.
  This module does not include stat blocks for any creature, preferring 
  instead to provide a guide of “compared to the party’s level, how 
  tough should these be.” The adventure also does not include 
  monsters that are not unique to the adventure; most fantasy RPGs 
  have some variety of “scaly fish people” to fill the role of the 
  sahuagin, for example, and you don’t need stats for things you will 
  find in your preferred game system’s bestiary.
  Throughout this adventure, there are notes for Scaling the Dungeon 
  to increase the difficulty level of exploring the complex.
  There are also notes on the Dungeon State to identify changes in the 
  dungeon that are conditional based on whether certain events have or 
  have not happened.
  Common Features of the Complex
  Doors and Hatches
  This metal door appears to have a complex series of latches and 
  levers used to unseal and open it. The hinges are recessed and the 
  thickness of the door forms a tight seal in the wall.
  Except when noted, every door in the complex is a complicated , 
  fluid-tight metal hatch designed to withstand nearly anything. A 
  series of locks and levers opens or closes the door, but doing so takes 
  2d4 turns. An average engineering check can cut the time in half. 
  The door can be forced or broken (hard strength or athletics check), 
  but doing do results in the door no longer maintaining a tight seal. 
  With an average perception or spot check, an observant adventurer 
  will notice that the doors can all be latched against the nearest wall, 
  to remain an open position without damage.
  DM Eyes Only: Any door that is left open or broken should 
  be marked on the map. If the adventurers (or Metal Men) open the 
  doors in area 15, any open or broken door will not stay sealed and 
  the room it connects to is automatically flooded.
  Scaling the Dungeon: To make this dungeon more difficult 
  in case of flooding, mark off a few doors which have broken due 
  to age and decay. The damage may not be apparent to a casual 
  observer.
  Lighting
  Except where specifically noted, all rooms and corridors are not lit 
  through natural or magical means. In areas where there is active 
  magma, red light suffuses everything. 
  Access Corridors
  This corridor is 10 feet wide, carved out of the surrounding rock and 
  decorated with intricately etched frescoes. These frescoes appear to 
  have been delicately etched into the rock and stone, perhaps using 
  trained oozes. A wide groove runs down the center of the corridor, 
  with a single metal track fixed firmly in the center of the groove. 
  Along the side of the groove is a heavy metal chain under tension, 
  perhaps affixed to a pulley system.
  Adventures
  
  Secret santicore 
  17
  The Access Corridors are man-sized (10’ wide) and have a groove 
  running down the center of them where a metal track has been laid. 
  A series of chains on pulleys help move materials along the tracks.
  In areas 9 and 12 are several carts that attach to these tracks and 
  pulleys to more easily move along the complex. 
  Scaling the Dungeon: Access corridors are a great place to 
  set up ambushes, have wandering creatures wander by, and present 
  that perennial favorite-- the gelatinous cube. If there’s a gelatinous 
  cube in one side of the dungeon, do not describe the etched frescoes 
  on that side of the dungeon, as these would have been erased by the 
  cube. 
  Utility Tunnels
  This narrow tunnel is dank and dark, with an untrustworthy metal 
  ladder running vertically. A hatch door opens into the tunnel, and 
  similarly sealed hatches separate between each level of the complex.
  A series of narrow (3’ wide) utility tunnels with rickety metal 
  ladders runs vertically from areas 11 to 14 and from 14 to 15. There 
  are hatches between each tunnel at each level, in addition to an 
  access door into the tunnel in areas 11, 14, and 15.
  In addition, a utility tunnel leads down to the Boiler in area 6, but 
  does not have a ladder as this was only used for maintenance. With 
  the steam pipe in the way, it is a very tight fit.
  Scaling the Dungeon: Also a good place for wandering 
  creatures. Especially things that thrive in enclosed spaces. Giant 
  spiders, anyone?
  Dungeon States
  This dungeon has several “states” it can be in, as follows:
  Boiler Engaged
  If the boiler in feature 6 has a steady stream of water (probably 
  from the flask of never-ending water in area 5), within 1d6x10 
  minutes, it will issue a steady pressure of steam that flows through 
  the complex, particularly through any steam shafts. If this occurs, 
  characters inside a steam shaft will take damage as they are slowly 
  par-boiled. They can avoid this damage through spells or by leaving 
  the steam shaft.
  Metal Men Activated
  When a living creature attempts to interact with (speak with, move 
  limbs, etc) a metal man that is dormant the metal man begins to 
  activate. This takes 1d6 minutes and there is little sign (hard spot 
  or perception check) that a metal man is turning on. After one 
  activates, it commences the startup procedure on the next, which 
  will start the next. The metal men will then either follow the living 
  creatures, to challenge them or serve them, depending on if the 
  living creatures have the defense passcodes. Or, if they cannot find 
  any living creatures, they move to a nearby area and activate the 
  metal men that are there.
  Once activated, Metal Men may be found anywhere in the complex, 
  as they proceed to perform maintenance tasks, extermination, and 
  defend the complex from intruders.
  Scaling the Dungeon: 1d4 hours after the Metal Men 
  activate, they enter area 15, breaching the doors there and, if the 
  complex isn’t already flooded, flooding the complex.
  Magma Pump On
  When the Magma Pump turns on, the Forge ignites and becomes 
  hot. The creature inside area 3 wakes up and gets irritated at 
  being woken. Periodically, the creature will spew magma up the 
  unprotected shafts, such as the one leading to area 12, and the 
  purple worm tunnels in area 1.
  Flooded Corridors
  If either or both of the vault doors in area 15 are opened, the 
  respective corridors on either side will flood with water from the 
  lake, which fills all the way to just above the upper-most level 
  (containing areas 13 and 14). At that point, characters can freely 
  explore area 15, but their only unflooded way out is through the 
  Utility Tunnel down to area 14. 
  Note that, if any adventurer breaks a door to one of the outer Access 
  Corridors (or if you decide to break one for them), or leaves it open, 
  that room is automatically flooded if the corresponding door from 
  area 15 is opened.
  The hatch in area 12 is not water-tight, so water flooding it leaks 
  down into the disposal chute, though slower than in the rest of 
  the complex. If this hatch is open when the area 15 vault door is 
  opened, the magma beneath instantly vaporizes water flowing down 
  into it, turning the tunnels on this side (and any rooms with open 
  doors) into a deadly steam tunnel.
  If left alone, it takes 2d4 weeks for the entire complex to finish 
  draining if one or both of the doors is opened. During which time, 
  the thing in area 3 is not happy.
  Unique NPCs and Creatures
  These creatures and NPCs are unique to this complex. Other 
  creatures in this adventure are probably in a bestiary somewhere for 
  your system.
  Fatima the Golem
  A work of art and engineering, this bronze metal golem is covered in 
  delicately etched designs that resemble lace-edged clothes. Burnished 
  copper strands on its head are braided into an elegant, yet functional 
  braid. Long, blade-like eyelashes adorn its eyes. Even the fingers of 
  each hand is delicately painted. 
  The right hand is disconnected from the wrist, and a series of 
  unmarked switches and buttons are exposed at the wrist.
  Fatima is the 75’ tall metal golem in area 11. She speaks multiple 
  languages, is trained in diplomacy, but she has a personality of her 
  own. She is physically extremely tough, a ferocious and fearless 
  fighter, and has a problem with “authority.” In fact, once activated, 
  Fatima has no control switch to turn off or give commands. 
  Role-Playing Fatima: Fatima might deceive a party and 
  allow them to think she accepts their orders until she decides what 
  to do about them, but it is obvious with an average Insight roll 
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  that Fatima bristles whenever someone tells her what to do. After 
  1d4 such orders, she will start to respond verbally that she doesn’t 
  like being told what to do. If the party persists, after another 1d4 
  direct orders, she snaps and stops viewing them as allies (difficult 
  Diplomacy/Charisma check, plus a promise not to boss her around, 
  to convince her otherwise).
  Fatima knows the control passcodes to all the metal men and can 
  activate them to serve her with 100% loyalty.
  Scaling the Dungeon: Fatima should be a very challenging 
  opponent-- 4 or more levels above the party’s average would not be 
  unusual. The challenge with Fatima is not in fighting and defeating 
  her-- it’s in convincing her that you’re on her side... and in not 
  giving her orders.
  Metal Men (NPCs)
  These gold-plated metallic humanoids stand 6’ tall and smell like 
  oil and patience. Like much of the metal in this complex, they are 
  acid-etched with interesting designs and patterns, each metal man 
  different from the next.
  If Active: The metal-man moves with a slight clicking and clanking 
  sound. Even when not moving, it ticks quietly.
  The metal men in the complex (areas 10 and 11), are human-sized 
  clockwork beings who were created as part of the manufacturing and 
  prototyping process for creating the golems. They are fiercely loyal 
  to the complex and especially to the golems. In many ways, they can 
  be role-played as very dedicated “fan boys” of the larger golems-- 
  always trying to do what the golems might want or need.
  Once activated, the metal men are not silent and cannot get surprise 
  on an opponent using Stealth.
  Each metal man has a defense passcode and a control passcode. The 
  defense passcode merely identifies a person as an ally and deactivates 
  the metal man’s defense mechanisms as applied to that person. All 
  the metal men have the same defense passcode, which is written in 
  the user manuals in area 14.
  The control passcode is a unique identifier that gives command over 
  the metal man’s programming to the person who uses the passcode. 
  It requires a hard engineering check and 1d4x10 minutes to decipher 
  a metal man’s control passcode, using the serial number found on the 
  backside of the metal man.
  Scaling the Dungeon: The metal men can be tough 
  opponents, especially since they work seamlessly together. Give them 
  a challenge rating or level roughly equivalent to the party level, and 
  give them a teamwork bonus when two or more of them are actively 
  engaged with the same enemy. You can also scale the dungeon 
  upwards by adding 1d6 metal men to areas 5, 9, 13, 14, and 17.
  Oozes: Pigmented 
  Once opened, the jar exudes a raw, nasty smell that assaults your 
  nostrils. Inside, you see a thick (yellow, purple, red, blue) goo. It 
  may be a trick of the light, but it appears to be slowly moving inside 
  the jar.
  These 4 jars contain oozes of any type, but the color of the ooze 
  does not match its type. For example, a normally mustard-yellow 
  gelatinous ooze might be expected by the seasoned adventurer to 
  be particularly ferocious, cold-resistant, acid-based, and capable of 
  splitting itself. But in this area of the complex, that mustard-yellow 
  jelly is pigmented to emphasize the yellow in its slimy structures. 
  While your hardy adventurers prepare themselves for battle against 
  an acid-and-poison spewing foe, this fella is just waiting to devour 
  your flesh by Constitution damage, like any good little green slime 
  does.
  Prep Notes: Mix and match your oozes and color palate before 
  play (and a page number of your monster manual or bestiary) so you 
  know what to describe for the players and how these oozes really 
  behave.
  Pigment             Is Actually a..... 
            Bestiary page #
  Yellow 
   
  Purple 
   
  Red 
   
  Brown 
   
  Skulking Critters
  In the darkness, something small and vicious scuttles. Pairs of tiny 
  eyes glow menacingly in the darkness.
  Skulking critters are a number of non-sapient, individually weak 
  grue-like species that lurk in shadowy corners of abandoned 
  structures everywhere. They usually exhibit solitary behavior and do 
  low amounts of damage, but if a long-undisturbed area is entered, 
  all the critters in the area might rush to investigate a new source of 
  light and warmth and, possibly, food.
  Because they live in dark places, they have darkvision and 
  communicate with each other via pheromones. Perhaps those 
  pheromones also trick unwary adventurers? Make a saving throw 
  (Wisdom or vs. Charm) to find out.
  Unique Treasures
  Feel free to put any number of other treasures in this dungeon, 
  based on what you think might be around. Certainly, it would not be 
  unusual for a lady golem to be without adornment-- perhaps there 
  is a jewelry box with oversized gems in it? Perhaps our gentleman 
  golem has a nice, if waterlogged, 3’ wide pocketwatch that he left 
  behind?
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  Flask of Unending Water
  This metal flask is etched with the images of water creatures. It has 
  no cap, and sloshes when disturbed.
  The water that spills from this flask isn’t high-pressured, but it does 
  flow without end. Who knows where the water comes from? Perhaps 
  there is a desert world somewhere, slowly dying under a blasted sun, 
  the landscape dehydrated and deadly due to land-depleting magic.
  Metal Man
  See the description on page 7.
  A metal man whose master passcode has been acquired (usually 
  through the User Manual) can be a loyal and unflagging servant 
  once removed from the complex. Although there are several of these 
  in the complex, a few are damaged or worn down enough to be 
  unusable.  For this reason, only one Metal Man per character can be 
  removed from the complex.
  Hatch Doors
  See the description on page 4.
  The hatch doors are an engineering marvel. If you can remove one 
  without damaging it, and transport it to civilization, it would fetch a 
  good price from the right buyer.
  Magical Magma
  This flowing magma exudes powerful elemental magic.
  Good luck containing it, but the magical magma remains hot 
  until the inevitable heat-death of the universe. Useful for having a 
  persistent source of fire and heat.
  Tome of Etiquette
  This enormous book is bound in leather. It is 10’ tall and 3’ thick, 
  and weighs quite a lot.
  This oversized tome of etiquette isn’t terribly relevant today, but an 
  historian or dealer in curiosities would pay a good price for it, if you 
  can get it out of the complex in one piece.
  User Manuals
  This leather-bound book has no title on the spine, and appears to 
  have been inexpertly bound together from folio pages.
  The user manuals for the complex are, again, invaluable to the 
  right buyer, and might be useful for anyone trying to figure out this 
  complex.
  Areas, Features, and Rooms
  1. The Purple Worm Tunnels
  Hot, close, dark, and deadly, these tunnels left by the purple worms 
  digging beneath the complex appear to have flooded with molten 
  magma.
  These tunnels were originally dug out by purple worms, but have 
  since been badly flooded with magma from area 3. Approach via this 
  route is only deadly to those who cannot breath and swim through 
  lava.
  There is a small “land bridge” between areas 1 and 3 where 
  adventurers might catch their breaths.
  Scaling the Dungeon: Who says these purple worm tunnels 
  are uninhabited? Wouldn’t it be neat if there were a fire-immune 
  purple worm down here, just slowly munching and burrowing its way 
  through the rock and magma?
  2. Intake Pipe
  Jutting down from the rock ceiling above is a thick, metal column 
  that stretches from the ceiling all the way into the magma below. It 
  is unadorned and blackened by the fire and soot around it.
  This intake pipe was used to draw magic-infused magma up from 
  area 3 into the forge to be used in smelting ore and manufacturing 
  the many parts of this complex and its creations. Made of mithril 
  enchanted to be immune to heat, it is approximately 5’ across and 
  does not have handholds, since it’s not meant to be used as a way 
  in. It is, however, just about the only way up from the Lake of Fire. 
  Note that you must be submerged inside the Lake of Fire to reach 
  the opening of the Intake Pipe.
  Dungeon State: If the Magma Pump is on, the Intake pipe is 
  filled with swift-moving magma.
  Scaling the Dungeon: Put a locked and sealed fireproof 
  grate at the top of the intake pipe. Then wake up the thing in area 3
  3. Lake of Fire
  An enormous lake of magma seethes and burbles deep beneath 
  the earth. The surface is so hot, it destroys nearly anything not 
  protected by magic, and the air is unbreathable due to lack of oxygen 
  and many toxic fumes. And yet, there is a terrible beauty here, that 
  of a force so primal and ancient, even the gods dare not tempt it by 
  name.
  This underground deposit of magma most likely has a fire primordial 
  living in it. If you were a fire primordial, wouldn’t you want to live 
  here? If primordials aren’t your cup of tea, perhaps a nice, nasty red 
  dragon? In either case, this is an underground reservoir of magic-
  infused magma. There should be something restless and violent 
  living in it.
  Exits: There are a few ways out of the Lake of Fire, though 
  most are not obvious due to their access points being submerged in 
  magma:
  • The Purple Worm Tunnels (area 1)
  • The Intake Pipe (area 2)
  • The Disposal Chute (area 12)
  • The metal plate beneath the Boiler (area 6), which can be 
  pried loose with some tools, strength, or engineering know-
  how. Be aware that removing the plate may result in moving 
  or damaging the Boiler.
  Dungeon State: If the Magma Pump is On, whatever is living 
  in the Lake of Fire slowly wakes up, cranky.
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  Scaling the Dungeon: You probably don’t need to scale up 
  an underground lake of magma  with a fire primordial in it. But if 
  you do, add some fire eels to harry the adventurers if they dawdle. If 
  you want to scale it down, give them a fireproof metal boat.
  4. Magma Pump
  This brass-and-steel machine appears to be some kind of motorized 
  pump to draw magma up from the reservoir below.
  The Magma Pump is a mechanical device that, when activated, 
  pumps liquid magma up from area 3. The pump is non-operational 
  if the steam boiler (feature 6) is not engaged. Adventurers coming 
  up through the intake pipe will come through the pump mechanism 
  and exit through the forge.
  Dungeon State: If the Boiler is Engaged, the Magma Pump is on.
  Scaling the Dungeon: A sealed grate between the pump and the 
  forge.
  5. The Forge
  This room is quite warm and dank, being flooded with several inches 
  of water. An enormous forge dominates the center of the room, 
  while workbenches, tables, and a large anvil fill one end of the room, 
  near a hatch-like door. On the opposite side of the room, a strange 
  metal cabinet is attached to the wall.
  Being so close to the magma, this room is always very warm, even 
  hot. This room is flooded with about three inches of water, which is 
  slowly draining out through the ash grate in the bottom of the forge. 
  This room houses the Magma Pump, Forge, workbenches and tables, 
  a great anvil, and a strange metal cabinet (feature 7)
  DM Eyes Only: See feature 7. There is a metal flask 
  underneath one of the workbenches (average spot or perception 
  check).
  Dungeon State: If the Magma Pump is on, then the Forge 
  will be filled with magic-infused magma. This room will be even 
  hotter than usual (make endurance or heat resistance checks).
  6. Boiler
  At the base of a narrow access shaft is a large metal boiler with a 
  funnel-like top leading to a thick metal pipe. 
  This enclosed boiler sits on a thin metal platform firmly affixed 
  above the Lake of Fire, which acts as a kind of “burner” for 
  converting water in the boiler into steam for the rest of the complex. 
  The boiler is inside a narrow shaft, about 3’ across, with pipes 
  leading up to the rest of the complex. These pipes remained after 
  the complex was built for accessing the steam pipes for maintenance. 
  They do not have any footholds or ladders.
  Dungeon State: If the Boiler is Engaged, this boiler is piping 
  hot and pushing steam through the steam pipes. Chances are, 
  those pipes aren’t airtight anymore, so steam burns are a distinct 
  possibility! Also, who knows what kinds of skulking critters might 
  have decided to take up residence in the dark, warm corners of this 
  complex? Unwary adventurers might be eaten by a grue!
  7. Strange Metal Cabinet
  This strange metal cabinet is etched with an underwater scene in 
  which a giant octopus is wrapped around and bringing down a ship. 
  Inside the cabinet is an odd metal bracket. It looks like it’s supposed 
  to hold something specific. 
  The strange metal cabinet (feature 7) contains an oddly-shaped 
  bracket that looks like it’s meant to hold something specific.
  Underneath one of the workbenches on area 5 (average spot or 
  perception check) is a metal flask, on its side, from which pours 
  an unending trickle of water (hence the low flooding in this room). 
  Examination of the flask shows it to fit perfectly into the bracket in 
  the strange cabinet. 
  If this flask is placed in the bracket, the boiler (feature 6) will start 
  to fill with water. In 1d3x10 minutes, the boiler will engage, filling 
  all the steam vents with steam. At that time, the Dungeon State 
  changes to Boiler is Engaged.
  8. Access Tunnel
  See the description on page 4.
  This is a typical access tunnel, leading from the Forge room (area 5) 
  to the incline shaft (area 9). Like all access tunnels in this complex, 
  it is a narrow tunnel, boring through the rock, perhaps curving 
  around particularly stubborn bedrock. The tunnel, like all the other 
  tunnels, has a central track for hauling carts. 
  Scaling the Dungeon: This tunnel may have new inhabitants 
  that have taken up residence since the complex was abandoned. Such 
  residents would need to be hardy, subsisting largely on heat and 
  small critters that worm their way through the hatches.
  9. Incline Shaft Base
  This inclined tunnel has the grooved track common to other parts of 
  the complex. In addition, there are several levers near the wall, and 
  two carts with wheeled bases that might fit onto the track.
  This is the bottommost area of one of the incline shafts. These 
  shafts have a track and pulley system for hauling one of the several 
  carts that litter this area. Going up and down the inclines can be 
  fatiguing if a character is encumbered or weak.
  Dungeon State: If the Boiler is Engaged, the pulley system 
  can be activated by attaching a cart to the rusted chains and using 
  a series of levers located at each junction along the incline shaft. 
  If activated, especially if used to cart adventurers, the system has 
  a very high chance of breaking down at an inconvenient time, or 
  having a chain break entirely, sending anything (or anyone) in a 
  cart hurtling down to the base in an uncontrolled, but possibly 
  entertaining, manner.
  There is an identical system on the opposite side of the complex.
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  Scaling the Dungeon: There is a 100% chance that a pulley 
  chain will break if the party uses the carts to go from one level to 
  another, preferably at or near the top of the incline. This breakage 
  results in an exhilarating ride, followed by a sudden stop, a Dex/
  Acrobatics check, and some falling damage at the end.
  10. Prototyping
  If the Boiler is not Engaged: 
  As you enter this room, you are struck figuratively by the numerous 
  strange inventions and devices within. A row of large, 5’ diameter 
  orbs with glinting blades affixed to them stand silent sentry in 
  front of one of the doors. An enormous turbine next to the steam 
  shaft sits silently, while a large pool of thick, multi-colored, 
  bioluminescent liquid dominates one corner. Three metal figures 
  stand in the middle of the room, and an enormous hand, perhaps 20’ 
  across, lies blocking the other door.
  If the Boiler is Engaged:
  This room clanks and whirs with the sound of a turbine operating, 
  spinning multiple spindles and activating various machinery within 
  the room. A series of large, 5’ diameter orbs with glinting blades 
  affixed to them glare menacingly at anyone entering through the 
  door, the blades trembling as the clicks and clacks rattle through the 
  room. A large pool of thick, multi-colored liquid glows eerily in one 
  corner of the room. Three metal humanoids stand in the middle of 
  the room, while an enormous hand, perhaps 20’ across, blocks the 
  other door.
  This room houses the prototypes for the mechanical golems that 
  were manufactured here, including the metal men that still remain. 
  There is a large turbine in this room that, when active, operates the 
  lash-blades and hand. 
  In the corner sits a pool containing various oozes and slimes 
  which will awaken if disturbed. These were originally used in 
  manufacturing, but have since been subject to a high-powered sleep 
  spell. One of the ooze types is bioluminescent, so this room has 
  natural, though dim lighting from the pool.
  In front of the outermost door is a series of large “eyeball” looking 
  devices with enormous, blade-like eyelashes. These eyes and lashes 
  are oversized, even for the gigantic golem in area 11, as they are 
  prototypes for how to make eyes and eyelashes look realistic. The 
  keen edges on the blade-like eyelashes, however, are anything but 
  “realistic” and are more like “terrifying.”
  In front of the inner door is a gigantic mechanical hand. The fingers 
  of this hand are directly blocking the far door from opening, which 
  opens inward towards this room.
  Dungeon State: If the Boiler is Engaged, the turbine is on and 
  the eyelashes swing down to slice against anything beneath them, at 
  different rates, using different triggers, such as standing in front of 
  one, or bad timing, or speaking. The eyelashes are very close to each 
  other, so avoiding them is very difficult (hard dexterity saving throw 
  or check).  
  In addition, the hand in front of the door can be activated to lift up 
  each finger, separately or together, using a series of buttons and dials 
  at the wrist. None of these function if the Boiler is not Engaged.
  When a living creature enters this room, if they are not already 
  awake, a Metal Man activates. See the description of Metal Men for 
  details.
  11. Fatima’s Spa
  This room is dominated by an enormous metal surface on which lies 
  a gargantuan human-like figure crafted of copper and bronze (see 
  Fatima’s description on page 5). Beside the table is a tome, 10’ tall 
  and 3’ thick-- that’s some “heavy” reading!
  Flanking one door is a large tub of molten wax, and several large 
  jars, approximately 2’ across. Next to these is a soft-bristled broom. 
  Beside the steam shaft an enormous golden throne sits with a 
  helmet attached to the top. (If the boiler is engaged, hot air blasts 
  downward from inside the helmet.)
  Several metallic humanoids stand silently against the wall. Behind 
  one of them is a small access hatch, about 2’ across.
  A large pit of mud at the far end burbles innocuously.
  Perhaps the most “feature complete” room in this complex, the 
  assembly room where the Fatima golem was put together bears less 
  of a resemblance to a factory, than to a day spa. 
  The most dominant feature of this room is the enormous metal slab 
  on which the Fatima metal golem lies, deactivated. Fatima’s hand is 
  disconnected from her wrist, revealing a series of controls that are 
  key to activating her.
  The other main feature is a large mud pit which houses a small 
  earth elemental. If the Boiler is engaged, the mud pit is warm and 
  the elemental is awake, active, and ornery.
  To one end of the long room is a series of jars, all filled with toxic 
  compounds of pigment and living oozes. Beside these pots is an 
  enormous brush for applying the oozes to Fatima. See page 7 for 
  suggestions for the oozes.
  Next to these jars of oozes is an enormous throne with a helmet (see 
  Dungeon State).
  Five Metal Men stand at the ready in this room. When a living 
  creature interacts with one of them, the metal men activate if they 
  are not already active. They begin preparing Fatima for activation, 
  but cannot activate her themselves.
  The Molten Wax is a large bowl of hot, sticky wax which can be 
  used to burn or immobilize an opponent. 
  The Tome is a large book (10’ tall, 3’ thick, weighing 200 lbs.) 
  covering numerous topics such as crafts, music, and etiquette. It is 
  clear that someone thought it would be instructive for the 75-foot 
  tall metal woman with bladed eyelashes to know how to curtsey. The 
  fools. It is, however, a snapshot into the distant past and could be of 
  use to an historian.
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  There is a steam shaft attached to this room, as well as an access 
  shaft which has a ladder leading up to the Control Room (area 14).
  Dungeon State: If the Boiler is active, the steam shaft is warm, the 
  heat helmet blasts hot air continuously (it has an off valve that is no 
  longer operational), the molten wax is hot, and the earth elemental 
  in the mud pit is awake. 
  If the Metal Men have awakened, all five of the ones present are 
  moving about the room, preparing Fatima, opening the ooze jars, 
  and stirring the hot wax.
  Scaling the Dungeon: It’s up to the DM how strong to 
  make the air current-- for a low-level party, perhaps it is merely a 
  curiosity. High level parties might take damage from proximity.
  Additionally, The controls for Fatima’s hand use a puzzle sequence 
  that requires a difficult Intelligence check to solve.
  12. Disposal Chute
  This access corridor has the standard groove and track system 
  common to the rest of the complex. As the bottom-most junction, it 
  also contains several carts, not attached to the track system. Further 
  in, you can see a recessed panel in the floor of the corridor.
  The disposal chute is where the denizens of the complex threw their 
  refuse. It is nasty and may have skulking critters living in it as a 
  result of the accumulated debris in the chute.
  Dungeon State: If the Forge is active, the thing living inside 
  the Lake of Fire may occasionally spit magma up the disposal chute. 
  For kicks.
  13. Utility Room
  This small, easily-defended room has two hatch doors, a few ancient 
  brooms, and a small utilitarian table and chairs. A series of small, 
  locked cabinets line one wall. It is otherwise unoccupied.
  This utility room was a combination break room and broom closet. 
  Although there is nothing inherently of interest in here, it might 
  make a convenient safe room for adventurers in need. You can put 
  anything useful, interesting, or dangerous for your players to find 
  inside the cabinets, which were one-time lockers for the workers in 
  this complex. There is access to the steam shaft from this room, 
  which can also keep a person warm.
  14. Control Room
  This room is dominated by several desks, arranged in “U” 
  formations, with numerous buttons, dials, and levers. One desk 
  holds nothing but a large ledger, with a shelf above it holding an 
  assortment of smaller bound volumes.
  A small turbine here might power some of the instrumentation. 
  There is a small hatch in the wall, in addition to two doors on either 
  end of the room.
  This large room contains numerous control desks with gauges, dials, 
  levers, and buttons. The steam shaft and turbine transfer signals 
  from the controls to the rest of the complex. There is a narrow 
  Utility Tunnel running down to area 11 and up to area 15.
  On one desk is an ancient log book containing details about the 
  events that transpired before the complex was abandoned. A shelf 
  above this desk contains several books, bound in leather. The spines 
  do not have titles; characters must pick up, open, and read the first 
  page to know what these are. They are user manuals for features in 
  the complex:
  • How to Make: Metal Minions: Contains the passcode for 
  bypassing the Metal Men’s defense sequence and being seen 
  as an ally. Individual passcodes for the Metal Men are not 
  included.
  • Iron Giants and You: Contains the following entry: “Fatima’s 
  hand is the key and control for awakening her.” There are 
  further instructions for how to operate those controls, though 
  none explain how to control the golem once it is activated. 
  • Oozes and Jellies: Contains details on the care and feeding of 
  oozes and jellies, including the gelatinous cube.
  • Operation of the Boiler and Forge: Contains instructions for 
  putting the flask in the bracket and operating the boiler. Has 
  instructions on repair and maintenance of the steam pipes 
  and several warnings about making sure the steam pipes are 
  sealed and maintained before activating the boiler.
  Dungeon State: If the Boiler is not engaged, none of the 
  levers or controls operate.
  15. Broseph’s Man-cave
  If the complex is not flooded:
  Diving down into the lake reveals a hole in the “floor” of the lake, 
  which appears to lead to a silt-covered man-made room beneath. 
  Before the silt completely obscures your vision, you get a glimpse of 
  a large throne seat and an enormous, rusted metal table.
  This chamber at the top of the complex once housed the male 
  golem, before he broke out and freed himself. It is now under water, 
  being at the top of the volcanic caldera. The ceiling of the room is 
  half-destroyed, resulting in the flooding of the rest of the room. 
  Lighting: The entire area is coated in silt from the lake bottom 
  which stirs up as soon as anyone enters the chamber; characters 
  without tremorsense are considered blind. Characters can make a 
  difficult perception or intelligence check (modified if they specifically 
  took action to observe before entering) to remember details of the 
  room they might have seen before they entered it.
  In addition to the two hatches, a Utility Tunnel leads down from 
  this room, and a steam shaft also provides power. The shaft 
  continues up to area 16.
  There is a large, very heavy iron weightlifting barbell and weights. 
  A metal slab is obviously where the male golem awoke. An enormous 
  throne and footrest dominate one end of the chamber.
  Scaling the Dungeon: Add some dangerous aquatic creatures 
  to this room. Perhaps a group of sahuagin, whose king sits the might 
  throne?
  Golem Complex
  Adventures
  
  Secret santicore 
  23
  Dungeon State: If the Metal Men are active and at least 1 
  hour has passed since they were activated, one of the Metal Men 
  may have opened the vault door to this chamber, flooding the rest 
  of the complex, but emptying this chamber. See the Metal Men 
  Activated and Flooded Corridors dungeon state descriptions.
  16. The Caldera Lake and the Exhaust Pipe
  This caldera lake is a picture of serene beauty. To one direction, 
  the volcanic mountain ridge rises sharply up, while on the opposite 
  side, a more gentle slope forms a natural beach head. The caldera is 
  wreathed in fog at all times.
  This caldera lake is a serene picture of beauty with an element 
  of danger and surprise lurking beneath the surface. A pipe, nearly 
  submerged, extends from the water, issuing small amounts of vapor 
  which look, to the casual observer, like fog. Long-time residents of 
  the mountains around the caldera claim it is haunted, for the “fog” 
  never really goes away. That’s because the fog issues from a pipe 
  that has a direct line down to the Boiler in feature 6. 
  Dungeon State: If the Boiler is engaged, copious amounts of 
  steam billow out of the surface pipe. This steam is hot and can burn 
  the unwary.
  17. Buried Entrance
  This small niche contains several carved stone benches and what 
  appears to have once been a decorative mosaic floor. Large double 
  doors terminate the corridor here, and by the damage to the door 
  frame, something powerful and mighty has knocked forcefully on 
  them before.
  When this complex was active, there was an entrance into it via 
  an exterior door. Unfortunately, volcanic activity long ago buried 
  the door with hardened lava. Approximately 100 feet of rock and 
  rubble cover this doorway from the outside. The entryway itself is a 
  utilitarian space with seating areas, the ubiquitous cart tracks, and a 
  hatch further in leading to area 13.
  Scaling the Dungeon: Who likes skeleton guards? I do!
  Golem Complex
  Adventures
  
  Secret santicore 
  24
  Golem Complex
  Main Map
  Adventures
  
  Secret santicore 
  25
  Golem Complex
  Interior Map 1
  Adventures
  
  Secret santicore 
  26
  Golem Complex
  Interior Map 2
  Adventures
  
  Secret santicore 
  27
   
  The Torture Chambers 
  of the High Inquisitor 
  by Joshua De Santo
   
  geniuslocigames@gmail.com
  Dear Secret Santicore —
  I would love to receive an adventure hook for a side 
  quest or one-shot adventure. Or, barring that, a list 
  of ingenious torture devices to put into a dungeon.
  Thanks!
  S.
  Background
  In a medium sized trade city a large number of homeless have gone 
  missing. The local governor would normally pay no mind to this as 
  it relieves the city of what he considers to be riff-riff. However, the 
  people of the lower districts have come together to appeal aid and 
  have unwittingly caused a ruckus in the noble districts in the process. 
  With no recourse but to investigate or throw the noble district into 
  chaos the governor has sent out a missive to any foolhardy enough: 
  Find and stop whatever is taking the homeless and if need be rescue 
  those who can be saved.
  Adventure Hooks
  Missive of the Troubled Governor. The missive of the governor has 
  reached the party and eager for the reward (500 gp) and agree to the 
  quest.
  An Old Friend. One of the party members once journeyed with and 
  formed a fast friendship with an old dwarf named Bomgi. After the 
  two split to go on their separate roads Bomgi ran into some troubled 
  times and ended up as one of the homeless forgotten on the streets 
  of the city. Only recently did the player discover their old friend’s 
  fate but before they could make it to the city Bomgi was among the 
  many who vanished.
  An Old Wound. The party’s cleric or paladin (or both if they serve 
  the same god) receive word from their order about the recent activity 
  in the city and request that they investigate. The letter tells the 
  sad story of a Church Inquisitor who fell to darkness. The Order 
  believes that someone has found the Inquisitor’s dark secret and 
  is copying the fallen Inquisitor’s final, horrible acts. The Church 
  requests that the copycat be eliminated and that any link to the 
  Church be removed.
  Book of Secrets. It is rumored that long ago a great dark mage 
  created a book that in its pages held every dark secret of any 
  individual alive or dead. All the owner of the book had to do was 
  whisper the name of the person and that person’s secrets would be 
  theirs to know. The dark mage supposedly vanished from the city 
  ages ago, leaving behind all his worldly goods except for the Book of 
  Secrets.
  Adventure Set-Up
  The Torture Chambers have a grand total of seven areas. The 
  seventh area is locked away until the players find the five keys to 
  unlock it. The halls connecting the chambers are patrolled by the 
  victims of the Inquisitor. The characters should have the chance to 
  encounter these victims every 50 yards or so.
  1. Zombies
  2. Flaming Skeletons
  3. Skeletons
  4. Plague Zombies
  5. Ghosts
  6. Shadows
  Area 1. The Stairs
  This area is a stairway that leads up into the sewers of the city and 
  a door that is locked by five keyholes arranged into the shape of a 
  pentagram. Once the characters have the five keys those keys must 
  be placed in the corresponding holes to the rooms the keys were 
  located in. Should a character not put the keys in correctly they will 
  be struck by a lightning spell trap.
  Area 2. The Room of the Hanging Coffins
  Dozens of hanging metal coffins dangle from the ceiling of this area 
  and lay on their sides upon the ground. The floor and some of the 
  cages have ancient moldy bones. A single living homeless person, a 
  dwarf named Bomgi, is trapped in one of the hanging coffins. When 
  the players enter he will tell them to run. As soon as he finishes 
  speaking four of the coffins will attack the players. Should Bomgi 
  survive the attack and is freed by the players he will request that he 
  come along to aid them (treat as hireling by rules of choice)
  Enemies – Hanging Coffins x4 (treat as Animated Object monster 
  from appropriate system)
  Treasure – Approximately 25 gp worth of gold and jewels litters the 
  ground.
  Key Location – rear wall being held by a skeleton.
  Adventures
  
  Secret santicore 
  28
  The Torture Chambers of the High Inquisitor
  Area 3. Room of Desperation.
  A richly appointed chamber with fine carpets and tapestries. A 
  sideboard against one wall has liquors of every variety available to 
  drink as the players please. However, these bottles are laced with a 
  poison that will magically over hydrate the drinker’s body until they 
  explode. When the character’s enter this room they are enchanted 
  by a spell that rings the door. This spell causes them to be overly 
  thirsty. Any supplies they may have do not sate the thirst they feel. 
  The effects of this spell last twelve hours.
  Enemies – None
  Treasure – None
  Key Location – Resting on the sideboard.
  Area 4. Room of Impalement
  Large narrow spikes cover nearly every inch of this chamber. 
  Hundreds of bones line the floor and a few more recent bodies 
  slowly rot on the spikes. Once the characters are in the room  the 
  spikes come to life and writhe like snakes as they try to impale the 
  characters.
  Enemies – Living Spikes (treat as Animated Object)
  Treasure – Approximately 50 gp worth of gold.
  Key location – On the floor carelessly dropped among the bones.
  Area 5. Room of Giant Rats
  This large pit of the room is a squirming mass of giant, rats who 
  have grown large and dangerous in the centuries they have been used 
  as instruments of torture and death. At the mere scent of human 
  or demi-human flesh the two dozen or so giant rats will fly into a 
  frenzy and attempt to devour the nearest character.
  Enemies – Giant Rats x24
  Treasure – None
  Key location – Stuck in the gap of a Giant Rat’s teeth.
  Area 6. Room of the Wheels
  This room is a giant sphere made up of five-foot wide sections of 
  alternately moving wheels. Each wheel has 30 blunt, metal shafts 
  extending from it at a distance of fifteen feet. The rooom itself 
  spins as well at a rate of every three minutes, turning to a different 
  angel. If hit by a shaft the player is knocked off balance and can 
  potentially fall helplessly into the trap.
  Enemies – None
  Treasure – None
  Key location –  Stuck against the center most shaft.
  Area 7. Inquisitor’s Quarters
  This room is richly appointed. The walls are covered in a velvet 
  wall paper and tapestries. From the five walls of the chamber 
  a single faucet breaks through the wallpaper and various other 
  tapestries. If any of these should be turned on it will issue forth 
  blood not water. The Inquisitor is no where to be found until the 
  character have explored the whole room. Once this has occurred the 
  players will be overcome by fog that well be sucked into the form of 
  the Inquisitor. While happy to talk to the characters he soon grows 
  tired of it and attacks.
  Enemies – The Inquisitor (Vampire)
  Treasures – 250 gp worth in jewels and gold. The Book of Secrets 
  found in a false drawer.
  Concluding the Adventure
  Should the players be fully successful in their mission they will find 
  that the city has released a breathe it did not know it was holding. 
  The Governor reluctantly pays the characters and sends them on 
  their way with a promise of future employment if their services and 
  talents are needed again. If the characters rescued Bomgi he will beg 
  for the adventurers to take him on as a faithful retainer. The book, 
  while evil, is of little use unless the owner rolls a critical success. 
  Otherwise the book lies.
  With the Inquisitor dead the questions that still remain are simple. 
  Why did the torture chamber exist at all, especially if it truly 
  belonged to a good god or goddess. Further who or what turned the 
  Inquisitor into what he was in the end?
  Adventures
  
  Secret santicore 
  29
   
  Drawing Down The 
  Moon 
  by Jeremy Friesen
   
  jeremy.N.Friesen@gmail.com
  Dear Secret Santicore —
  I just need something involving the moon (or 
  moons), and booze. Definitely booze. And 
  moons. That’s all I need this year, Santicore.
  Thanks!
  S.R.
  Moonshine
  30 pounds corn meal
  3.5 pounds malted corn
  2 handfuls raw rye
  40 pounds sugar
  1 cup yeast
  Handouts
  Father Harold’s copy of Path of Visions.
  Vigils. Full moon at apex.
  Copse of trees on stony hilltop.
  Singing. Shadows flicker before flames.
  Matins. No moon upon the sky.
  Feathers clutter beneath canopy.
  Breathing. Silver bound by murder.
  Sext. Clouds gather to plead their case.
  Groaning. Wind and branches joins cause.
  None. To purify herald rings.
  Wailing. Heaven sheds starry tears.
  Vespers. Waiting without Waning. It Comes.
  -- Khatereh, Oracle of the Sacred Veil
  As commonly translated from chapter 8 of the “Path of Visions”
  Letter to Lawrence
  My dearest Lawrence,
  I hope this letter finds you well. I shall spare you my usual 
  pleasantries, as I make haste to finish this letter before the 
  messenger departs.
  I have found a pagan ritual claiming to draw down the moon into the 
  high priestess performing the ritual. There is some confusion about 
  what into the high priestess means. I’ve seen reference to birthing, 
  possession, and conjuration.
  This past month, I attended one such ritual. Though it was required 
  that I give many assurances of me being neither devout crusader nor 
  interested in burning any of them.
  It was a fascinating ritual, certainly passed on by oral tradition. 
  While the ritual was convincing, and my attuned senses could feel 
  the draw of power, I heard the words and knew they were incomplete 
  or malformed.
  I saw the motions, and there was no mistaking their eldritch origin, 
  though the acolytes knew not the power they were almost wielding. 
  Afterwards, with the fire lit revelry complete, I asked one of the 
  more astute acolytes to recite the litany again.
  I have done my best to transcribe this litany, along with the 
  requisite gestures. I have made what I believe to be the corrections 
  to both litany and gesticulations. Please check the attached scroll for 
  accuracy and clarity.
  Imagine, dear brother, if I were to draw down the moon. What 
  power might we have. More research is required as to what this 
  might mean.
  Much love, your sister Katherine
  Scrap of Paper
  Wicker Vicar. Spirits Distilled. Next Full Moon. Big Party. Our 
  Shiny. Viscount Too Two.
  Background
  Wicker Vicar and Viscount Too Two were sparring along the side of 
  the merchant road a mile or so out from Avonia.
  Jacob, a messenger was heading into Avonia. He was delivering, 
  among other things, a letter and scroll from Katherine to her brother 
  Lawrence.
  The two kenku noticed Jacob, and coveting a shiny steel pin in 
  Jacob’s cloak, ambushed Jacob.
  Wicker Vicar and Viscount Too Two dragged his body from the 
  trail into the woods. Viscount Too Two grabbed the steel pin while 
  Wicker Vicar rummaged through Jacob’s rucksack. The both read the 
  letter.
  Adventures
  
  Secret santicore 
  30
  Wicker Vicar and Viscount Too Two would’ve taken everything but 
  they heard noises and spooked. They grabbed the scroll and shiny 
  steel pin, leaving a bloodstained rucksack and letter in the briers.
  They brought the scroll back to their murder, presenting it to Lord 
  Pretty Feathers.
  A plan was set in motion. They were going to bring down the moon.
  After much molting and rehearsing in the woods, the murder of 
  kenku perfected the ritual from the scroll.
  They set about infiltrating the harvest moon ritual. This involved 
  some social engineering and heavy sedation of 8 of the participants.
  At the time of the harvest moon ritual, each kenku used its innate 
  change self to appear to be one of the acolytes of the ritual. To the 
  surprise of the high priestess, the ritual was a success. To celebrate, 
  the mead and liquor flowed; though it was notably stronger than 
  normal.
  The Kenku ensured the other participants were well beyond drunk. 
  They absconded with the moon, leaving the remaining celebrants to 
  their debauchery.
  The moon is now being held captive in the distillery. Lord Pretty 
  Feathers is preparing to distill the moon into liquid form then the 
  murder will consume the moon’s essence.
  Tracking Time
  It is late summer; end of August. The players have until sunset - 
  8pm; or things will happen (see below).
  Action
  Time Spent
  Travelling from place to place
  1d3 turns
  Conversation
  1+ turns
  Pursuing a dead end
  1d3+1 turns
  Romping around in the woods
  1d3 turns
  Time
  Event
  12pm
  Sext bell rings. Wind picks up. Gale storm 
  forces.
  3pm
  None bell rings. Shooting stars are seen in 
  daytime sky.
  8pm
  It’s over.
   
  For reference, 1 turn is 10 minutes.
  Starting Things Off
  The characters come into town at 10:00am. If you can’t explain 
  why they would be arriving in town at 10:00am, ask a few leading 
  questions of the characters.
  Ask the Tracker/Guide Character:
  • Why were you unable to get to the village last night? And 
  instead had to camp several miles away?
  Ask the Religious Character:
  • The pagan harvest ritual was last night, what were you 
  hoping to do?
  Ask the Gregarious Character:
  • Ranul’s Spirits is a distillery in town. Moon and Honey 
  Shine is Ranul’s famous spirit. When did you last have it? 
  And who were you celebrating with?
  Interviewing Villagers
  Roll
  Anything Unusual Around Town (d12)
  1
  Yeah, the candles seem to burn longer. Must be the bees!
  2
  I found this crumpled paper, can’t read it, but I do plan 
  to wipe with it. (Letter to Wicker Vicar)
  3
  I found this rucksack outside of town. I buffed out the 
  bloodstains. There was a letter to Lawrence in the 
  rucksack.
  4
  Last month, a two headed goat was born. (This is a dead 
  end, and will chew up time)
  5
  The distillery has been bringing in a lot of outside work 
  this past month.
  6
  A dance troupe went through town. They stayed at the 
  inn.
  7
  We have had a bounty of mead and honey. Busy bees I 
  say! I can almost taste this autumns mead.
  8
  There was a traveling troubadour that came through. 
  She was beautiful and charming. Young Samuel left town 
  tongue a wagging.
  9
  I had a dream about a murder of crows. And yester-
  day, what do you know, I saw 10 crows gathering at the 
  graveyard.
  10
  Every time the priest opens his holy book, it opens, nay 
  turns, to the exact same page.
  11
  There was some clucking noises and a screech in the 
  woods. I went to look, but the brambles were too much; 
  Must’ve been chickens.
  12
  You mean besides the harvest moon ritual?
  Drawing Down the Moon
  Adventures
  
  Secret santicore 
  31
  Roll
  Did you Participate in the Harvest Moon Ritual? (d10)
  1
  It is a wonderful ceremony. This year I was sick and 
  couldn’t. I think it was something I ate, or drank.
  2
  My parents took me, but I don’t go anymore. It don’t 
  seem to matter.
  3
  God shall smite those heathens.
  4
  A bunch of harmless mumbo jumbo.
  5
  I think I was there. But you know, I don’t recall. I 
  must’ve drank too much.
  6
  I don’t have time for that non-sense.
  7
  Never heard of it. Is it a secret?
  8
  I saw more than a few of passed out before they would’ve 
  went to the festival. They couldn’t have made it.
  9
  I was there. I think the ritual worked. But I don’t know; 
  I’m rather hungover.
  10
  I watched from the woods. This year was different. She 
  gave birth to a silver sheened devil. I ran for my life.
  Named PCs
  Lawrence
  Lawrence is a middle-aged aspiring scholar, bejeweled with a ring on 
  each finger (50 gp each). He collects and reads numerous books and 
  scrolls.
  He has the letter from his sister. But he does not have the scroll.
  Lawrence is reluctant to speak about the letter or his sister. It is 
  clear he is hiding things.
  He is nervous. He and his sister were planning things. A crazy 
  usurpation of the moon (Not that he’ll tell you about that). And he’s 
  always been bullied by his older sister.
  To get him to speak, treat him nice. Call attention to his rings. Ask 
  to see them.
  His house has several books open on every surface of his small 
  home. Use the Book Table from “Vornheim: The Complete City 
  Kit” to generate a random book if one is needed.
  Helen, the apiarist
  Helen is a young woman with curly brown hair. Her callous 
  personality matches her weathered hands.
  She has ample honey and beeswax, and would sell them. She’d also 
  part with a few bees – you never know what crazy reagents a wizard 
  might require.
  She will ask if the character’s have tried the Honey Harvest 
  Moonshine from Ranul’s Distillery. Ranul’s Distillery uses the honey 
  for mead and a honey moonshine.
  Father Harold
  A scholar and academic. He knows the religious texts. He is terrible 
  at delivering any sermon, or having even a casual conversation. He 
  will speak in platitudes and parables that are unrelated to the topic 
  of conversation.
  Every time he opens the Path of Visions, it turns to Chapter 8. 
  (The above prophetic text).
  For reference regarding times:
  • Vigils - Midnight
  • Matins - Sunrise
  • Sext - Noon
  • None - 3pm (None rhymes with bone)
  • Vespers - Sunset
  Ranul, the distiller
  Ranul is the owner of Ranul’s spirits. Her curly brown hair is bound 
  in dreadlocks. Her almond skin tattooed with fantastical images.
  She is in it for the money. And the Kenku have paid her a tidy sum 
  to make use of her distillery. She always carries a coin purse (20 pp, 
  10 gp, 10 sp), secured by steel chain.
  If encountered she will insist that she get back to work, as business 
  has never been busier.
  High Priestess Azrael
  Each year Azrael and other farmers have attempted to bring down 
  the moon. In previous year’s Azrael has claimed to speak with the 
  voice of the moon; nothing important simply a celebration of the 
  year’s accomplishments.
  This year, things changed. Azrael was a conduit for a powerful 
  ritual. She is both recovering from a massive hangover, giving birth 
  to the moon incarnate, and coming to terms with a power far greater 
  than she’d ever experienced.
  If encountered she is a bit incoherent, still being somewhat drunk.
  Azrael will be inquisitive about the character’s experiences. She 
  wants to know about the fantastic and mystical.
  She will also share her experience though its a bit of a blur.
  Named Locations
  • Ranul’s Spirits: The distillery and producer of ale. A haven 
  of Kenku!
  • The Beehive: An inn. Dispenser of the town’s famous mead.
  • The graveyard: There is an abundance of feathers in the 
  graveyard. But otherwise lots of simple tombstones.
  • The copse of trees: Several of the harvest ritual participants 
  are still there, though many are still passed out.
  Drawing Down the Moon
  Adventures
  
  Secret santicore 
  32
  The Kenku
  Kenku are nimble raven-like humanoids often shorter than most 
  humans. They have beaked faces, feathered bodies, human-like 
  hands, taloned feet, and feathered wings.
  They covet shiny things, both physical and metaphorical; Often 
  times blackmailing others to get what they want.
  They organize into small collectives called murders. The leader of 
  the murder is revered for its wisdom and prowess.
  No. Appearing: 2d4
  HD 2 to 5
  Movement 6/18 (Flying)
  AC 5 (Studded Leather & Dex)
  #AT 3 or 2:
  Claw x2 1d4 and Bite 1d6
  Weapon and Bite 1d6
  Magic Resistance: 30%
  Intelligence: Average
  Treasure: Average for HD
  Special Qualities: Skills of a 4th level thief; Mimic familiar 
  sounds, voices, and accents.
  Spell-Like Abilities: Change Self 1/day (ends at sunup or 
  sundown whichever comes first) , Shocking Grasp 1/day (4 
  HD+), Mirror Image 1/day (5 HD+)
  Murder of Kenku in Avonia
  There are 8 Kenku in Avonia with the following breakdown:
  2HD Kenku: Hop-Hop, Whistler, 6 Hearts
  3HD Kenku: Viscount Too Two, Whicker Vicar, Friar 
  Handsome
  4HD Kenku: In Your Eye
  5HD Kenku: Lord Pretty Feathers
  The names are from Scrap Princess’s Google+ Post. Thank you to: Scrap 
  Princess, Jeremy Duncan, Mateo Diaz, Jez Gordon, Richard Grenville, Daniel 
  Dean, Dallas M., Matthew Adams, Olivier Suarez, Cole Long, Anthony 
  Picaro, Kiel Chenier.
  Finding the Moon
  The moon is being held captive in Ranul’s Distillery. The 
  incarnation of the moon in the form of a tarnished silver skinned 
  baby boy. But unlike other baby’s this incarnation was born fully 
  aware and capable of speech. It is a sardonic and belligerent.
  The kenku were quick to gag and bind the moon; growing tired of 
  his acid tongue.
  When the player characters first interact with the moon incarnate, 
  have them make a reaction roll for the moon. Give them a +1 bonus 
  if they approach with reverence. The moon incarnate will be very 
  cooperative until released from captivity.
  Roll
  Response (2d6)
  <2
  Hostile, attacks
  3-5
  Unfriendly, may attack
  6-8
  Neutral, uncertain
  9-11
  Indifferent, uninterested
  12+
  Friendly, helpful
  The moon wants to be back in the sky. The moon will tell the 
  characters what is needed.
  It could be that the moon must:
  • Be drowned in a bath of moonshine
  • Kiss the high priestess
  • Wish upon the evening star
  • Suckle from the high priestess
  Or something more inline with your campaign’s mythos.
  What Happens at Sunset?
  Bees? Elder god? Stars go out? A Dragon? Storms?
  I don’t know, what should happen if the moon doesn’t return? 
  Hysteria? Floods?
  Bonus
  The collective noun for spiders is a clutter. So why not take a cue 
  from the prophesy and have a clutter of spiders at the copse of trees. 
  Or aranea.
  Drawing Down the Moon
  Adventures
  
  Secret santicore 
  33
   
  The Abyssal Bog of 
  Doom 
  by Victor Garrison
   
  vicg61@gmail.com
  Dear Secret Santicore —
  I would like a hex crawl adventure for LL set in 
  a swamp.
  Thanks!
  J.J.
  The Abyssal Bog of Doom is a large wetlands area that has several 
  types of topography. Some of the areas are swamp while others are 
  actually bog environments.
  There are 4 concurrent story lines occurring in the Abyssal Bog:
  1) Blood Coven Grove is a circular grove on the north side of 
  what locals call Blood Coven Island hosts ritual gatherings of a 
  group of witches known as the Blood Coven. There in the grove 
  on a hilltop above the tree line is a stone altar where sacrifices 
  are made. The Blood Coven had been preparing a sacrifice and 
  will kill any who try to interfere with them. The 16 year old 
  girl whom they had kidnapped has escaped into the swamp. The 
  Witches have split up to search for her. Meanwhile a search 
  party from the girl’s home town have entered the swamp to find 
  and rescue her and will assume the Adventure Party are Coven 
  members. The girl who escaped the Blood Coven is now captured 
  by a Swamp Troll on a nearby island. 
  2) The Missing Slaves and the Dwarf Search Party - Bound and 
  chained human prisoner slaves disappeared in the swamp while 
  en route to a Dwarf owned mine 50 miles away. The company 
  has sent out a search party to find them. An escaped slave, a 
  murderous cannibal responsible for the disappearance, has booby 
  trapped an area of the swamp in which he is hiding.
  3) The Vanished Village and the Lost Children – A farming 
  community on the north edge of the swamp maintained cranberry 
  bogs they constructed on the swamps edge. The entire village 
  appears to have disappeared. Upon closer inspection it will be 
  discovered that the population had been unaware of an impending 
  threat and are all dead in their homes.
  The Lost Children encountered in another part of the swamp are 
  actually the ghosts of village children who were hidden in the 
  swamp for safety sake by their parents. They were attacked and 
  eaten alive in their hiding spot. Their skeletons are found in hex 
  402 while the children’s ghosts are in hex 305. The ghosts will 
  plead for help and try to way lay the party
  4) The Grounded Ship and Phantom Crew - A series of phantom 
  ghost encounters trace the crew of a grounded ship as they carry 
  cargo across the southern most hexes of the map. The final hex 
  has devastating consequences for the PC party.
  Additionally, the GM can introduce encounters with:
  Kraw’Nagaluch, Outer Realms Denizen - The GM can randomly 
  roll 5D6. On a roll of 30 the party will have an encounter 
  with Kraw’Nagaluch (see hex 707), a denizen from the Outer 
  Realms manifest here by the events that culminate in hex 510. 
  Kraw’Nagaluch is always in hex 707 but can simultaneously appear 
  at any time in any other hex.
  Abyssal Bog Environment
  The entire swamp/bog is marshy with tall reeds (up to 3’) growing 
  in patches amongst densely populated tall cedar trees and gnarled 
  scrub pines. Patches of briar thickets grow in areas of harder, 
  sandy soil. Travel through the bog is at half normal rate, unless 
  on horseback. Travel through areas of deeper water, 1’ or more can 
  be accomplished by raft or canoe more quickly than by foot, but is 
  still hampered by dense tree growth and submerged roots and other 
  obstructions. Traveling by foot is also hampered by roots and fallen 
  logs that can trip the party, or worse, break a limb. Additionally, 
  PCs can sink up to 3’ in areas of silt mud.
  Most of the travel is through water saturated terrain with wet, 
  spongy, mossy ground covering. 
  Terrain in areas indicated as ‘bog” (B on the grid) vary from damp 
  and squishy to ankle deep water, but could, in spots, be up to thigh 
  deep. Scattered underwater are roots, fallen trees, and broken limbs, 
  most of which can’t be seen in the dark, brackish water. Ground 
  could be covered in wet, soft, spongy moss
  Terrain in areas indicated as “deep water” (W on the grid) are 
  deeper water areas and must be swam through or traveled by raft, 
  canoe, floating log, etc.Scattered underwater are roots, fallen trees, 
  and broken limbs, most of which can’t be seen in the dark, brackish 
  water
  Terrain marked as “marsh” (M on the grid) is marshy and muddy 
  with lots of reed coverage. It is possible to sink up to one’s knees (or 
  more) in soft, silty mud in this area.
  Terrain marked as “dirt” (D on the grid) is stable hard dirt, could 
  be grassy, sandy or rocky but is easy to traverse.
  Adventures
  
  Secret santicore 
  34
  References to islands are areas of mostly dry, hard terrain, either 
  grassy or sandy. Islands are surrounded by water and have alternating 
  shallow banks and steep drop offs which may be prone to collapsing 
  into the water. Edges of islands are often muddy, reed covered 
  marshes that rise up to higher, stable hard terrain. These marshes 
  can stretch for up to a mile out and surround most of the island. 
  Sometimes these marshes can bridge multiple small islands together.
  The roads leading to the swamp in hexes 302, 107, 701, and 706 
  used to be connected before the area began filling with water. 
  Hex 107 connected to 701 and 302 connected to 706. Both roads 
  intersected at hex 504.
  Abyssal Bog Ambiance
  Smell:
  • Swamp is dank and musty mixed with pine and cedar.
  • Marsh mud stinks with an oily odor mixed with decaying 
  vegetation.
  Weather:
  • Humid during the day. Damp chill at night.
  • Mist normally lays over the water and in the woods during 
  sunrise.
  • Evenings have a 1 in 6 chance of a dense impenetrable fog 
  laying over the swamp.
  • Little to no breeze. Air is still, especially in densely forested 
  areas.
  Sounds:
  • Croaking of a choir of frogs.
  • Crows cawing in warning from every direction.
  • The buzz of insects--beetles, crickets, locust..
  • Bellowing calls of herons.
  • Trees creak and tree tops rubbing against each other.
  • Water splashes occasionally from unseen animals or a falling 
  limb.
  • Sounds carry and echo through the swamp.
  The Hexes
  101
  A road disappears into an impenetrable thicket of briars. The road 
  runs from NW to SE through hexes 101, 201, and 302, ending up in 
  the village of Uriah Shamble’s Moor.
  102
  Among a thick forest and briar thicket there is the ruins of Heapton 
  Keep, a small town burned to the ground, only stone foundations 
  remain. If explored, near the center of town where the city hall 
  was, is a metal door hidden under rubble. It leads to a tunnel which 
  winds down stairs into a chamber. 8 Skeletons are there huddled 
  around a small gold framed black mirror. It is a scrying mirror.
  100’ from the city hall foundation is the rubble of an old tower. The 
  tower chamber is empty but it has symbols written on the interior 
  of it’s circular wall. On the northern point is a symbol for an eye, 
  next is a glyph with an aplha symbol below it. Glyphs circle around 
  evenly spaced in a straight line until the last glyph (before the eye) 
  which has an omega symbol above it.
  11 more foundations are in the town but all are in rubble with 
  nothing interesting. The town has evidently been combed over by 
  scavengers who missed the door in city hall.
  Black Scrying Mirror -  A Magic User can use this magic 
  item to view distant places, people, or objects. It can be used for up 
  to 2 turns, 3 times per day. The user of the scrying mirror cannot 
  communicate or interact with any person or thing  being observed. 
  The Scrying Mirror can reveal what is happening else where in the 
  swamp at the time it is being used. The GM can choose what scene 
  will be revealed or the following table can be employed to determine 
  an area.
  1D6
  1. Northern section
  2. Eastern area
  3. Western area
  4. Southern area
  5. Blood Coven Island
  6. Hexes 504 & 604
  Each time a Magic User uses the mirror the GM should roll a D4:
  • Even number: Item used as intended.
  • Odd  number: an eye suddenly appears in the mirror causing 
  extreme and debilitating fear and dread for 2D6 turns. This 
  outcome happens EVERYTIME a non Magic User attempts 
  to employ the mirror.
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  35
  103
  A field surrounds a pond in the middle of a large clearing. Dozens 
  of giant wild boar are scattered through the field, dead. They’ve 
  all died of a parasite that devours the stomach and intestines of it’s 
  host, then spends a period of time in the larva stage growing inside 
  the host’s decaying carcass. The parasite is called, Mohrberg’s 
  Worm. When the Mohrberg larva metamorphose into young adults, 
  it bursts out of the carcass chrysalis. A young adult resembles a 
  young human child’s body with a large centipede head and 3 pair of 
  arms and hands, 1 pair at the shoulders, 1 pair mid torso, and 1 pair 
  at the hips. The skin is pure white. They attack with the ferocity of 
  a wolverine, repeatedly attacking any living thing it can see. 
  If PCs handle the wild boar carcasses they have a 4 in 6 chance 
  of becoming infected by the parasite. There is a 2 in 4 chance 
  that the parasites in the wild boars are in the young adult stage of 
  development. If so, as the party approaches it will see the decaying 
  bodies of the large boars quivering and shaking, due to the parasites 
  are ferociously devouring the carcasses from the inside out. As the 
  party comes within 5’ of the carcasses, the parasites (if they are at 
  the young adult stage) will burst out and attack.
  Mohrberg’s Worm: Young Adult Parasite - AL: N, 
  MV: 120’ (40’), AC: 5, HD: 3, #AT: 3 (2 claws, bite), DM: 
  1d4/1d4/1d4+1, SV: F3, ML: 10, XP: 80, AEC 141, HC: None 
  104
  Vultures circling overhead the entire time PCs are traveling this 
  hex. If a PC has been infected in Hex 103, becomes sick and can’t 
  travel any further the vultures will attack.
  105
  A hilltop above the treeline has a rocky cliff. There is a cave 
  entrance in the cliff. A mother Black Bear  is living there with her 
  2 cubs. 
  In the far back of the cave are the remains of a warrior party who 
  died in this cave (from hypothermia) 25 years ago. Among the 
  bones, and assorted shields and armor is a map of the swamp with 
  detailed marks indicating the destination of this unfortunate party. 
  They were on their way to Stone Troll Isle, to slaughter the Trolls 
  that were killing the villagers livestock.
  Black Bear Mother and 2 cubs -(3) AL: N, MV: 120’ 
  (40’), AC: 6, HD: 4, #AT: 3 (2 claws, bite), DM: 1d3/1d3/1d6, 
  SV: F2, ML: 7, XP: 80, HC VI  Total XP: 240. HP: 18, 14, 13.
  Items: 
  • 4 shields (rusted, rotting) 
  • 6 swords (2 have value as weapons)
  • Armor – all leather and decayed, no value.
  • Map of the swamp.
  106
  Moderate forest and briar thicket. No encounter. The party feels the 
  overwhelming sensation of being watched. It is so oppressive that the 
  longer they remain in this hex, the more consumed with dread they 
  become. The GM should make the party feel like there is a need to 
  try to move under cover. 
  107
  Bare earth and spots of grass. Trees to the western edge. The 
  ground is higher in this hex.A road runs through this hex from the 
  south west to the north east edge of the hex that borders the swamp.  
  Along the path the party is following -- a sink hole suddenly opens 
  up under their feet. The ground caves in leaving a hole with a 
  diameter of 20’ and depth of 40’. Bottom is 3 feet of water.
  Before the sink hole opens the party’s traveling order should be 
  noted. 
  108
  Fields of tall grass and wild flowers cover this hex with small 
  wooded areas. If a Magic User is in the party a murder of hundreds 
  of crows will attack. They will continue to attack through this hex 
  following the party wherever they go, EXCEPT to the top of a 
  hilltop where there are the ruins of an ancient tower. If explored the 
  party will find a foundation floor of stone except the NW side which 
  is decayed wood. Underneath the wood deck is a small chamber 
  that has already been ransacked. Broken glass, ceramic and decayed 
  leather bound books. There is also a small, empty wooden box 
  measuring 12”X6”X6”. The small box is a Folding Boat. 
  Magic Item: Folding Boat – On the side of the box is 
  inscribed the command used to unfold the boat. Speaking it out loud 
  will unfold the boat once to a length of 10’. speaking it twice it will 
  unfold to a length of 24’. Repeating it a third time causes the boat 
  to fold back up.
  109
  Beautiful lush forested area home to a Dryad. This Dryad is 
  protecting a human she has enchanted and captured in her tree. 
  The captured woman is slowly melding into / being absorbed into 
  the tree. She refers to the enchanted woman as her lover. Her lover 
  is a human female Witch apprentice from the Blood Coven. She 
  was captured by the Dryad’s enchantment while searching for the 
  runaway sacrifice. She is only slightly absorbed into the Dryad’s 
  tree. If engaged in conversation the Witch will reveal information 
  about the Coven, the runaway, and the Coven’s plans and purpose 
  for sacrifice (see hex 506). She may also reveal information about 
  the escaped slave that the Dwarfs are searching for including that 
  he is a cannibal, as well as the traps he has created elsewhere in the 
  swamp.
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  36
  The Dryad is dark skinned with blond hair and she is exceedingly 
  beautiful. She may not move beyond 240’ from her tree for more 
  than 1 turn or she will die. Dryads can charm their victims. A 
  victim must make their saving throw vs spells, or goes to the dryad’s 
  tree and becomes part of it. Currently, because of her Witch lover, 
  she isn’t interested in enchanting anyone in the party.
  Treasure is buried in the roots of her tree and are items collected 
  from previous lovers.
  Dryad - AL: N, M: 120’ (40), AC: 5, HD: 2, #At: Charm,  
  DM: 0, SV: F4, HC: XIX, XP: 29 Treasure: GP: 4000, Gems 
  (2): Lapis Lazuli-10 gp, Azurite-10gp. Total Value: 20 gp. Jewelry: 
  (5): Box (small)-1800 gp, Necklace-10 gp, Medallion-20 gp, Comb-
  500 gp, Belt-1300gp. Total Value: 3630 gp. Magic: Scroll: Ward 
  against Undead, Potion of Plant Control, Potion of Diminution, 
  Potion of Fire Resistance
  110
  Thick forest. A large decaying ship is in the middle of the forest. 
  Trees are growing up through the hull and deck. Within the area 
  of the ship phantom images, like ghosts, in the peripheral vision of 
  the PCs are noticed. Although hard to make out the visions seem to 
  be of men unloading the ship. Some phantoms are leaving the area 
  pushing a wagon east along a path. The path is real but it is obvious 
  it has not seen use in many years.
  201
  Heavy briar thicket north section of hex, otherwise, light oak forest 
  and grassy fields. 2 roads converge – 1 section runs from hex 101 to 
  a town in hex 302. The other road runs to the scorched town in hex 
  102. There is evidence of very heavy and hurried travel along the 
  road recently heading to (or from) hex 302. No encounter
  202
  The oak forested area of hex 201 slowly transforms into a forest of 
  scrub pines and tall straight cedar trees in the south west of the hex.
  In the north/northeast tip of the hex, a mile from the road on the 
  corner of hexes 201, 202, & 203 is a darkened circle where all color 
  has been sucked out of the area. A sound that can only be described 
  as a raspy, sustained bell tone carried by wind, though there is no 
  wind, is barely audible emanating from there. The circle of no color 
  is about a mile wide. It is completely colorless at it’s center and 
  gradually regains color as one moves towards it’s outer edge. From 
  outside the circle it appears to be a darkened, decaying area of dead 
  forest emanating the strange noise, but the forest is still leafy and 
  isn’t dead. The sound increases in volume slowly as one approaches 
  the center, color fades as the tone gets louder. At the center of the 
  circle is a leather bound book and a 3” crystal orb.
  The orb is crystal. It is the only thing in the area that has color. It 
  is a cloudy yellow with shades of orange ever so slowly shifting and 
  swirling inside and has a greenish glow deep inside at it’s center. If 
  one holds it to their eye to peer inside it appears to be miles to the 
  center glow. It feels heavy despite it’s small size.
  The leather bound book appears to be a grimoire. The book was 
  on the ground opened to a page that has drawings of what could 
  be the orb on the left side page. On the right is text and a small 
  drawing of a demonic shadow consuming a human. Most of the text 
  is written in the local language, but what appear to be spells AND 
  the entire text mentioned above is written in code. The code that 
  the text is written in is deciphered on the interior of the wall of the 
  tower ruins in hex 102.
  This is the area where the children from the village in hex 302 
  released a daemon from the orb using the grimoire found in the 
  rubble of hex102. The Daemon hunted the kids down to their village 
  bringing death to every household it silently entered looking for 
  them. Their parents knew there was a danger and tried hiding the 
  children in the bog, but the Daemon found them and devoured their 
  flesh. The children’s ghosts in hex 305 is the children’s spirits but 
  possessed by the Daemon. 
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  37
  203
  Party will find  areas where the swamp water is bubbling slowly. 
  Bubbles of gas from decayed vegetation trapped in the mud at the 
  bottom of the bog is leeching out releasing noxious swamp gas. 
  Swamp gas can have a variety of effects. Roll a D6 for how swamp 
  gas in this area affects the party.
  1. Headaches, vomiting, stiff joints - PCs strength and 
  dexterity suffer  -2 for 6 turns.
  2. Intoxication - PCs stumble, have difficulty cooperating and 
  intelligence and wisdom suffer  -2 points for 6 turns.
  3. Sleep - PCs are groggy and stumble. They look for Their 
  movement rate is cut in half as is their strength and ability 
  to fight.
  4. Amnesia - PCs forget what they are doing in the swamp. 
  This lasts for 6 turns.
  5. Clairvoyance: GM gives clairvoyant PC a glimpse of another 
  significant encounter some where else in the bog. Example 
  - “In the North Eastern section of the bog a murdering 
  cannibal is hiding”. Then gice a brief description of the 
  NPC.
  6. Stupification: PCs lose 1 point of intelligence for 9 turns. 
  Each additional encounter with swamp gas decreases 
  intelligence another 1 point up to a maximum of ½ the PCs 
  total intelligence.
  204
  The area is home to giant blood sucking bats that live in the many 
  hollowed out old oak trees scattered and decaying throughout the 
  section of the hex containing the northwest banks of the swamp.
  Giant Bats (7): AL: N, MV: 30’ (10’) Fly 180’ (60’), AC: 6, 
  HD: 2, #AT: 1 (bite), DM: 1d4, SV: F1, ML: 8, XP: 20, HC 
  None  Total XP: 140. HP: 12, 10, 10, 8, 11, 7, 9.
  205
  This area is home to a Gnome named Yasrick Warynone. He has a 
  small home hidden among the trees not far from the swamp’s edge. 
  He is fearless and friendly. He is happy to host dinner and offer safe 
  sleeping quarters in the stables for the party. He knows everything 
  that goes on in and around the Abyssal Swamp. He’s talkative and 
  loves to tell everything he knows of the swamp  including many 
  rumors. He will provide the party with good directions, food and 
  wine. 
  Yasrick Warynone – AL, L or N, MV 60’ (20’), AC 5, 
  HD 1, #AT 1 (weapon), DM 1d6 or weapon, SV D1, ML 8, XP 
  10, HC XX, XP: 10. HP: 8. Treasure: GP: 2, SP: 22, CP: 11000. 
  Information and Rumor Table (d10)
  1. 
  In the middle of the swamp is an island where Witches 
  perform human sacrifices the annual Blood Moon which is 
  in 3 days. Their sacrIfice has escaped and they are hunting 
  her now.
  2. The Stone Troll living in the swamp is blind and deaf on 
  his right side. (True)
  3. There is a runaway human hiding in the swamp. He eats 
  other humans. (True)
  4.  Have you ever seen an Owligator? Well, you will! (True)
  5. 
  Beware of Swamp Gases. You can get sick or worse if you 
  get caught in an area of it. (True)
  6. If a giant leech gets a hold of you cut it’s head off. (True)
  7. 
  There is a ship in the forest south of here. It appeared out 
  of nowhere 70 years ago. The crew never made it back to 
  civilization with the cargo. (True)
  8. A group of men passed through here 50 years ago looking 
  for a fountain of youth that they claim is on an island to 
  the north in the swamp. (False)
  9. The swamp is full of poisonous snakes. (True) 
  10. There’s children lost in the swamp to the north that need 
  help. (false-they are already dead).
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  38
  206
  Most of this hex is wet, mossy and marshy, up to ankle deep water. 
  The eastern side of the hex is waist deep water. A large bullfrog 
  (4’ tall, 8’ tongue) lives here. The frog speaks in a deep human-like 
  voice. It does not know any language, it just repeats phrases like a 
  parrot. The party will hear it speak before they see it. Any phrases 
  can be spoken but references to the Blood Moon and sacrifice will 
  lead the party to believe they have stumbled among members of the 
  Blood Coven if they’re aware of it’s existence. 
  The giant bullfrog is not dangerous unless it accidentally lands on 
  topof someone when jumping.
  207
  The water is ankle deep at the edge of the swamp and slopes to 1’ 
  deep 10’ out from the edge. There is a 25’ wide, 30’ deep sink hole 
  located 20’ from the swamp’s edge. A 15’ catfish is trapped in this 
  hole and is desperately hungry.
  There is a small man (about 4’ 6” tall) inside the catfish. When 
  the catfish opens it’s mouth you can see the man’s head, arms and 
  torso inside. He is alive and may smile and wave to the party if he’s 
  awake. If PCs try battling the catfish the man will draw a whip and 
  attempt to defend the fish whenever the fish opens it’s huge gaping 
  mouth. If the catfish is killed the man will jump out of the mouth 
  and attack. He has 5 - 6 foot long tentacles instead of legs. He 
  wields the tentacles as weapons and will arm one with a short sword 
  and another with a dagger. He is fast on his tentacles on land. In 
  water he will grab mammals with his tentacles and drag them down 
  and hold them underwater.
  Giant Catfish - AL N, MV swim 90’ (30’), AC 4, HD 8+3 , 
  AT 5 (bite, 4 feelers), DM 2d8/1d4 (each feeler), SV F4, ML 8, 
  XP 620, HC none 
  Tentacled Man:  AL: N, MV: swim 120’, land 150’, AC: 3, 
  HD: 3+2, #AT: 4 (whip, tentacle, knife, short sword), DM: 1D6 
  tentacle or weapon, 1D4 SV: F1, ML: N/A: XP:50,  HC: I, HP:11 
  Short sword +2, dagger +1, Whip
  208
  Quicksand.
  209
  Phantom Images / Ghosts continued from hex 110. Crew is 
  carrying wooden boxes, rolling barrels and pushing a wagon loaded 
  with cargo. There are several officers but most are crew members 
  in shackles and chains. They are heading east through the forest 
  along a vague trail. The party cannot interact with the phantom 
  crew. The crew is oblivious to the party. Shouting orders and 
  rattling chains can be heard but the voices and sounds are distorted 
  and unintelligible. There is no way to tell what is in the cargo 
  containers. Occasionally a shackled crewman is struck with a whip.
  301
  Man eating plants are located in the south eastern areas of this hex. 
  The plants capture animals and humans with long whip like tendrils 
  and pull their prey to their fluid filled flowers. The fluid is an acid 
  that makes digesting flesh easier. Once in plants tendrils tiny needles 
  inject venom that causes paralysis.
  Passing through this area the party will experience 1 - 2 of these 
  plants on an odd roll. Roll should be  checked every turn for 9 turns.
  Man Eating Plant: AL: N, MV: 0, AC: 5, HD: 2, #AT: 1, 
  DM: 1d4 (acid)+ paralysis,  SV F2, ML 9, XP: 60, HC: NA .
  302
  A town that borders the swamp at the end of the road from hex 201. 
  Town appears abandoned. There are no signs of life. The town is 
  perfectly silent. Upon inspection the party finds the villagers are 
  all dead in their homes and shops. No signs of any kind of struggle. 
  People had collapsed dead in the midst of all manner of mundane 
  tasks. There is nothing that indicates what killed them only their 
  skeletal remains.
  303
  Small island where the village cemetery is located. It is on an island 
  due to the village superstition concerning the undead, but in this 
  case it is true. There is a ghoul residing on the island among the 
  graves and mausoleum. 
  Ghoul - AL C, MV 90’ (30’), AC 6, HD 2 (turn as 3 HD), 
  #AT 3, DM 1d3/1d3/1d3 + paralysis,  SV F2, ML 9, XP 47, HC 
  XXI  Total XP: 47. HP: 9. Treasure: CP: 5000, GP: 5
  304
  Ankle deep water and soft mossy ground. Moderate density of cedar 
  trees. The White Stag roams this area of the swamp. It is a large 
  white deer with a huge set of flaming antlers. The antlers are always 
  aflame. As soon as he is spotted he will charge the party, then leap 
  into the air above their heads and run off disappearing into the 
  swamp. Sighting the White Stag is a boon of luck for the PCs. They 
  will get a +1 to save on the next 3 times they need to roll.
  305
  This area is covered with knee deep brackish water. The area is 
  eerily quiet. The lack of any sound, no birds, no trees creaking, no 
  distant water splashing, is uncomfortable for the party. After a while 
  of travel through this hex, in an area that is more dense with trees 
  than previous terrain, they will hear a voice behind them. It is a 
  child’s voice asking for help. 
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  39
  When they turn around they will find 9 children standing in the 
  water 15’ from them in the path they just walked through. The 
  children vary in age from 7 to 12. The children look thin, dirty, 
  confused and frightened. The children will plead for help, crying 
  that their parent’s left them here to die because they were bad 
  children. They will slowly advance towards the party as they plead 
  for help to get out of the swamp. The children will start to describe 
  a monster in the swamp that is trying to get them; a large shadow of 
  a beast that has a suffocating odor that smells like dung and charred 
  flesh.
  These children are actually the ghosts of the 9 children whose 
  skeletal remains are in the berry bogs in hex 402. The beast they 
  describe is what brought death to the entire village of hex 302. The 
  beast was after the children who had playfully summoned it from an 
  ancient grimoire found in the ruins of hex 102 along with the cloudy 
  crystal sphere both of which were left in the forest of hex 202. 
  The ghosts are the spirits of the 9 children but are possessed by the 
  Daemon they released. The Daemon was able to return to it’s realm 
  by devouring those who conjured it, but the children’s spirits cannot 
  leave this world until they have killed 
  and passed on this possession to other 
  beings.
  Children’s Ghosts
  AL: C, MV: 90’ (30’), AC: 0, HD 
  2, #AT: 1, DM: ,  SV: F8, ML: 
  9, XP: 2500, HC: IX, XIX: None, 
  HP:48 
  The possessed spirits of the children 
  do not act as a typical ghosts. The 
  children will attack as one creature 
  using extreme fear, each PC seeing 
  them ages 10 years and flees as with 
  a fear spell for 2d6 turns. Their 
  touch has a 1 in 4 chance of being an 
  effective attack. If it is it effective 
  it causes 1D6 points of damage. 
  They also use a shriek attack and 
  apparition attack by changing their 
  form into hideously grotesque forms. 
  The apparition attack has a 2 in 4 
  chance of being effective and if so 
  ages the PC by 1D4 X 5 each attack. 
  The shriek has a 2 in 4 chance of 
  damaging intelligence by 1D4 points. 
  A save versus spells negates the effect 
  of any of these attacks.
  If the PCs have the orb and or book these items can be used to turn 
  the children and they will disappear. 
  306
  Plenty of drinkable water and food (fish, crawdads, cat tail root, 
  edible ferns, wild blueberries and cranberries). Players staying here 
  regain strength & hit points at 3X the normal rate. They are safe 
  and protected here.
  307
  Waist deep dark brackish water. The area is a snake nest, full of 
  water moccasins. There is a queen snake residing in the nesting 
  area. She is a Giant Snake, 25’ long.
  Water Moccasins - AL N, MV 90’ (30’), AC 6, HD 3, 
  #AT 1 (bite), DM 1 + poison,  SV F2, ML 7, XP 65, HC None, 
  XP:240. HP:18 No treasure.
  Queen Water Moccasin (Giant Snake) – AL: N, MV: 90’ 
  (30’), AC: 6, HD: 5, #AT: 2 (bite, constrict), DM: 1d4/2d8, SV: 
  F3, ML: 8, XP: 350, HC: VI, XP: 700. HP: 27 No treasure.
  308
  Water depth varies from 3’ – 5’. Area 
  has giant leeches.
  Giant Leech - Al: N, M: 120’ 
  (40’), AC: 7, HD: 6, #At: 1 (drain 
  blood), DM: 1d6, SV: F3, ML: 10, HC: 
  None, XP: 670 
  Giant leeches are 4’ long, brown, and 
  slimy. They live in marshy terrain and 
  other bodies of stagnant water. When a 
  giant leech hits in combat, it latches on 
  to a victim with its round barbed mouth, 
  and drinks 1d6 hit points of blood from 
  the victim each round. Once attached, 
  a giant leech will only release a victim 
  if the victim dies or the leech itself is 
  killed.
  309
  Party will find  areas where the swamp 
  water is bubbling slowly. Bubbles of gas 
  from decayed vegetation trapped in the 
  mud at the bottom of the bog is leeching 
  out releasing noxious swamp gas. Swamp 
  gas can have a variety of effects. 
  Roll a D6 for how swamp gas in this area affects the party. (See 
  Hex 203)
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  Secret santicore 
  40
  310
  Phantom Image / Ghosts from hex 209. Officers and shackled 
  slave crew are moving cargo in wooden crates and barrels through 
  the forest, heading east on a vague trail. Crew is stumbling and 
  being beaten with sticks and whips by the officers. Slave crew is 
  screaming but voices and sounds are distorted. It appears that they 
  are frightened to continue this journey eastward.
  401
  Abandoned apple and pear orchards. The fruit is safe to eat. This 
  area had been cultivated and farmed by the village in hex 302.
  402
  Cranberry bogs at the edge of the swamp. These bogs were 
  maintained by the people of the village in hex 302. Bones of 9 
  children are here on high land in the bog. These are the remains 
  of the 9 children in hex 404. They were brought to the bogs by 
  family that were aware that something was happening to the town 
  and wanted to hide the children from whatever it was the children 
  unleashed in Hex 202. The children did not survive. Their flesh was 
  stripped from their bones and devoured by the Daemon they released 
  from the orb.
  403
  A Dwarf search party is searching for Dwarfs that were escorting 
  slave labor purchased from a human prison. The party was traveling 
  across the swamp to bring the slaves to a mine in the area. They are 
  now 2 months late.
  The Dwarves are not happy about discovering a human party in the 
  swamp. They avoid conversation and won’t discuss their business in 
  the swamp. The Capt.’s name is Grimsilver Honorgrave. He has a 
  Hellhammer that does 1d8+3 damage.
  Dwarf (5 in party) - AL L or N, MV 60’ (20’), AC 4, HD 1, 
  #AT 1, DM 1d8 or weapon,  SV D1, ML 8, XP 10, HC XVI]  
  Total XP: 50. HP each: 8, 6, 6, 3, 8. Treasure: GP: 50000, Gems 
  : 5 - Total Value: 245 gp. Assorted short swords, axe and Dwarf 
  sized armor and shields.
  404
  Sharp spikes in the ground are hidden in the dark, brackish water. 
  The spikes have been placed intentionally by the escaped slave to 
  sabotage any search parties sent to capture him. The spikes are 
  placed randomly throughout the areas surrounding the island in hexes 
  404, 503, & 705. Some spikes are placed in clusters. The spikes are 
  sharp and long enough to pierce a foot if stepped on. The ends are 
  barbed so they cannot be easily pulled out.
  When walking along the edge of the island in these hexes the GM 
  should roll 1D4 for each party member each turn. A roll of 1, 
  2, or 3 indicates someone has stepped on a spike. Then each PC 
  encountering a spike should roll 1D8 to see if they noticed the spike 
  first on a roll of 8. Do not announce what is happening until all rolls 
  are completed. The spikes need to be pushed through the top of the 
  foot so the barbed end can be broken off, then the foot can be pulled 
  off. Spike does 3 points of damage and walking without assistance is 
  impossible
  405
  A shroud of mist rises from the water, it has a noxious odor and 
  causes disorientation. Roll a D6. Using the top edge of a hex as 
  1, number each side rotating clock wise. Regardless of the Party’s 
  plans, whatever number the GM rolls is hex side the Party finds 
  itself exiting from with no idea what might have happened to get 
  them there. The GM can add whatever details desired, PCs are 
  naked, PCs all have symbols cut into their foreheads, PCs have lost 
  weapons, gold, other items...anything at all and the PCs have no 
  idea how it happened or where they are.
  406
  Western area of Blood Coven Island. The western region of the 
  island is a rocky cliff 50’ high. At the top is a grassy grove. 
  Within the center of the grove is a raised dais on which stands a 
  sacrificial stone altar. There are also 2 - 10’ tall statues. They are 
  hermaphrodite humans with antlers. One has a beard and facially 
  looks more masculine, while the other has a more feminine face. 
  If the altar is moved the statues will come to life and attack those 
  in the vicinity. They are there to protect a hidden area beneath the 
  stone where is kept The Black Horn of Dereleth used to summon the 
  Elder Gods during sacrifices.
  Hermaphrodite Statues (each) - AL C, MV 60’ (20’), AC 
  4, HD 5, #AT 2 (fists), DM 2d6/2d6, SV F5, ML 11, XP 500, 
  LL 98, HC None,  Total XP: 500. HP: 29. Treasure: None
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  407
  An owligator is hiding beside a fallen tree in the swamp. Water is 2’ 
  deep at this location. A second owligator will join the struggle. 
  Owligator - AL N, MV 100’ (40’), Swim 110’ (50’), AC 5, HD 
  3, #AT 3 (2 claws, bite), DM 1d8, SV F3, ML 9, XP 175, HC XX 
  HP: 40
  An Owligator has long jaw that clamps down like an alligator but 
  is actually a sharp beak. Their forward legs are 3 times longer 
  than their rear legs. Their paws have strong, long sharp talons that 
  they use to quickly grab their prey and pull them into their beaks.
  Then they rip and shred their prey apart. The dark greenish, black 
  feathers covering their hides are oily and water resistant which helps 
  them to be buoyant and especially quick when moving through the 
  water.
  408
  Springy, soft mossy marsh with much reed coverage and no trees. 
  Wandering through this hex allows horizon to horizon views of the 
  sky and clouds.This hex is home to a 20’ Water Naga. The Water 
  Naga has just experienced swamp gas and is violent, disoriented and 
  hallucinating. She believes that the tallest member of the party is 
  an old lover (that she killed and devoured) and is angry that he has 
  returned and wants to put him back where he belongs (which means 
  to devour him again).
  If the party camps out in this hex overnight they will be awoken 
  in the middle of the night by the Naga who has wrapped her body 
  around the tallest PC and she is passionately kissing him with her 
  long thin snake tongue. If he struggles she will constrict tighter and 
  tighter until she crushes his body. The Naga’s breath reeks of fish 
  and decay.
  Water Naga: HD: 7; AC: 5[14]; #Atk: 1 bite (1d4 + poison); 
  MV: 12 (Swim 20); SV: 9; CL: 10; XP: 1400; HP: 37 Special: 
  Poison, spells: Magic Missile, Sleep, Mirror Image. Treasure: 
  Magic: Sword +2, , Potion of Speed.
  409
  Phantom Images / Ghosts continued from hex 310. Officers and 
  slave crew have set up camp. Campfire is burning and the shackled 
  and chained slave crew are sleeping. Officers are talking around 
  the campfire and look upset. Guards are standing watch around the 
  cargo. They look very solemn. If the party pays close attention to 
  details they will notice the guards are all magic users and they all 
  look very concerned.
  501
  Dense forest that becomes more and more difficult to journey 
  through the further north or northwest the party travels.
  502
  Water depth varies from 1’ - 6’’. Area is home to a giant snapping 
  turtle. The turtle is hundreds of years old. It has runes written 
  on it’s back. They were written when the turtle was younger and 
  was used to protect a Wizard’s home (sort of like an attack turtle). 
  The runes are a spell that when recited out loud, calms the turtle 
  and renders it docile. The turtle reverts back to aggression as soon 
  as the spell is finished being spoken, so the spell must be repeated 
  continuously until out of harms way.
  Giant Snapping Turtle - AL: N, MV 30’ (10’) Swim 120’ 
  (40’), AC: 0 (head, flippers 5), HD: 10, #AT: 1 (bite), DM: 6d4, 
  SV: F10, ML: 9, XP 1,700, AEC:: 139, HC None]  HP: 50.
  A giant turtle is extremely temperamental and aggressive. They live 
  in bodies of fresh water or large rivers. They lie in wait for prey, 
  extending their 10’ long necks very suddenly to surprise on 1-4 on 
  1d6, and then snap at prey for 6d4 hp damage.
  503
  Sharp spikes in the ground are hidden in the dark, brackish water. 
  The spikes have been placed intentionally by the escaped slave to 
  sabotage any search parties sent to capture him. The spikes are 
  placed randomly throughout the areas surrounding the island in hexes 
  404, 503, & 705. Some spikes are placed in clusters. The spikes are 
  sharp and long enough to pierce a foot if stepped on. The ends are 
  barbed so they cannot be easily pulled out.
  When walking along the edge of the island in these hexes the GM 
  should roll 1D4 for each party member each turn. A roll of 1, 
  2, or 3 indicates someone has stepped on a spike. Then each PC 
  encountering a spike should roll 1D8 to see if they noticed the spike 
  first on a roll of 8. Do not announce what is happening until all rolls 
  are completed. The spikes need to be pushed through the top of the 
  foot so the barbed end can be broken off, then the foot can be pulled 
  off. Spike does 3 points of damage and walking without assistance is 
  impossible
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  504
  North west side of an island in the swamp. Terrain is silty mud at 
  the banks rising to hard sandy soil 2 feet above the water. Some tall 
  strong oak trees stand among the cedar and scrub pines. In one of 
  these oaks is suspended from their feet, the corpses of the 2 Dwarf 
  guards being searched for. Their bodies have been stripped and 
  decapitated. limbs have been removed by the escaped murderer (who 
  presumably has eaten the Dwarfs for a dietary change of pace!). 
  Signs of heavy traffic is evident in the sand. The murderer is living 
  on this side of the island. If the party tripped  any bell traps, then 
  he is aware that they are near. 
  If bell traps were rung then he is waiting in a tree with a bow and 
  10 arrows he has made.
  If no traps were tripped then the party could surprise him.while he 
  is carving human or Dwarf flesh or smoking meats, fishing, sleeping, 
  etc.
  He is ruthless, cunning and insane. He has no conscience and will 
  kill anyone or anything without giving it a second thought. He 
  will do anything to avoid being imprisoned again. He will fight 
  before talking and always strikes first. He eats all flesh, including 
  human, Dwarf and Elf. He believes eating the flesh of his opponents 
  increases his ability to conquer any foes.
  John Magsman, Purchased Slave, Thief 6, Hit Points: 30, 
  Armor Class: 7, Alignment: Chaotic, XP: 80001, Sex: Male, Age: 
  32, Height: 6’ 0”, Weight: 195 Str: 15, Dex: 9, Con:13, Int: 12, 
  Wis: 9, Cha: 12. To Hit: -1, AC Mod: 1, HP Adj: 1, Sv Vs. Mgc:-
  1, React Adjus:0, To Dam: -1, Initiative: -1 Treasure: Dwarf sword, 
  knife, warhammer +3, 2 small shields +3. 6 gold rings, CP: 25, SP: 
  76, GP: 86, Bow and 10 arrows,10’ pole, lantern, 10 flasks of oil, 
  leather backpack.
  505
  Raft with decaying human bodies bound in chains. Some of the 
  limbs of the dead have been sawn off. 2 bodies have been removed 
  from the raft, their wrists still bound in shackles. Raft is floating in 
  the water 50; from the bank of the island the murderer is hiding on..
  Vultures are pecking away at the corpses, but will fly away if party 
  comes within 30’ of the raft.
  506
  The Blood Coven is a band of 13 Witches who use this secluded 
  island in the swamp for Sabbats and Ritual Sacrifices. While they 
  don’t all live here they do have a few camouflaged hovels on this 
  side of the island and someoneis  usually here to keep an eye out for 
  intruders. The hovels are 3’ high from the ouside, covered in dirt, 
  moss, and leaves. The doors are hidden with camouflage. Entrance is 
  through the door and 3 steps down giving about 5’ of hight inside at 
  the highest point. There is little inside, but bunks for 4, 2 on either 
  side, a small clay fireplace and a lamp on the table in the center of 
  the room w/ 4 chairs. On a shelf on the wall are plates, pots, cups, 
  matches and utensils.Each of the hovels are similar. They do not 
  keep any personal items, ritual tools, weapons, etc. here.
  The High Priestess and 3 other members are here when the PCs 
  enter the hex. The Coven had convened on the island to sacrifice 
  a 16 year old girl kidnapped from a town east of the swamp. The 
  girl escaped from the Coven’s clutches and part of the Coven is out 
  searching for her. 1 member is in hex 109, trapped in the Dryad’s 
  tree. 4 Witches are in hex 607, 2 captured Witches in 507, and 2 
  Witches are in hex 708.
  3 Witches are in one hovel, sleeping The High Priestess is in one by 
  herself. 
  Roll 1D4 to determine which hovel is entered first:
  1. 
  Empty
  2. 3 Witches sleeping
  3. Surprise the High Priestess
  4. Empty
  Which ever inhabited hovel is entered first will alert the other to 
  intruders. The 3 Witches will come to the aid of the Priestess, but 
  the Priestess will run into the woods to hide if the 3 Witches are 
  surprised first. She will then send out her snake familiar to find the 
  other Witches searching the swamp for the escaped girl and alert 
  them to the intruders.
  High Priestess Jex Von Cheriux, Chaotic Female Magic-
  user 5, Atr: 11/10/10/9/10/14 , AC: 9, HP: 15 Equipment: No 
  Armor, Dagger. Personality: Noble, Intimidating, Corrupt
  Spellbook: First (2): Shocking Grasp, Read Magic, Magic 
  Aura, Allure, Jump.Second (2): Stinking Cloud, ESP, Ray of 
  Enfeeblement. Third (1): Hold Person, Invisibility 10ft. Radius.
  Her Snake Familiar: AL N, MV 90’ (30’), AC 7, HD 1, 
  #AT 1, DM 1d3, SV F1, ML 7, XP 13, HC None
  Evroult  l’Appeville, Chaotic Male Magic-user 2, Atr: 
  10/13/10/5/13/5 , AC: 11, HP: 5 Equipment: No Armor, Dagger, 
  Personality: Cowardly, Abhorrent, Obedient Spellbook: First (2): 
  Floating Disc, Charm Person, Shield, Dancing Lights.
  Laothoe, Neutral Female Magic-user 2, Atr: 12/15/11/15/11/12, 
  AC: 8, HP: 5 Equipment: No Armor, Dagger. Personality: Weak-
  Willed, Jaded, Callous Spellbook: First (2): Mending, Charm Person, 
  Spider Climb, Ventriloquism.
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  507
  This hex is marshy and mossy wet ground with moderate tree 
  coverage. A band of 6 humans from a town south east of the 
  swamp are searching for the girl kidnapped by the Blood Coven for 
  a sacrifice. They have 2 captured Witches with them. When they 
  encounter the adventure party they will automatically assume they 
  are members of the Coven and attack them to capture them. They 
  will attempt to force a confession, then take them back to town 
  where they will be tried and burned at the stake.
  The captured Witches will “confess” the the PCs are the actual 
  leaders of the Coven and will try to negotiate their relase in 
  exchange for details about the PCs and their involvement in 
  witchcraft, including how the PCs cast spells on them to make them 
  become Coven members.
  Malachai Daufari - Party Leader, Lawful Male Fighter 4, Atr: 
  14/4/13/10/9/9 , AC: 3, HP: 19 Equipment: Splint Mail, Shield, 
  Trident +2, Spear. Personality: Rash, Wise, Abhorrent
  Gerbodo, Lawful Male Fighter 1, Atr: 15/13/14/8/14/7 , AC: 
  7, HP: 7 Equipment: Leather Jerkin, Dagger. Personality: Cheerful, 
  Impressionable
  Margarete, Neutral Female Fighter 1, Atr: 17/16/14/6/10/14, 
  AC: 5, HP: 5 Equipment: Leather, Heavy Flail. Personality: 
  Callous, Prankster
  Prymneus, Neutral Male Fighter 1, Atr: 10/11/11/10/12/16 , 
  AC: 8, HP: 8 Equipment: Nothing, Shield, Long Sword, Scimitar.
  Personality: Dogmatic, Trusting
  Eztegune, Neutral Female Fighter 2, Atr: 15/14/11/8/12/12 , 
  AC: 9, HP: 16 Equipment: No Armor, Dagger. Personality: Harsh, 
  Humble
  Pentecost, Neutral Male Fighter 2, Atr: 13/11/15/8/17/13 , AC: 
  6, HP: 15 Equipment: Chain Mail, Heavy Crossbow, Short Sword. 
  Personality: Notorious, Corrupt, Miserly
  Captured Witches
  Marjer Dedericus, Neutral Female Magic-user 2, Atr: 
  13/15/13/8/10/12 , AC: 10, HP: 3 Equipment: No Armor, Dagger.
  Personality: Aloof, Weak-Willed Spellbook: First (2): Scribe, 
  Identify, Sleep, Jump.
  Gumpert l’Appeville Lawful Male Magic-user  2, Atr: 
  10/14/8/11/6/14 , AC: 9, HP: 8 Equipment: No Armor, Dagger.
  Personality: Calculating, Bloodthirsty, Philosophical Spellbook: First 
  (2): Summon Familiar, Dancing Lights, Sleep, Charm Person.
  508
  This area is wet mossy ground. While exploring in this area the 
  party come across a forest of fungus and mushrooms. This Fungal 
  Forest is densely populated with hundreds of large toadstools and 
  mushrooms, some up to 20’ tall, and covers an area of 4 square 
  miles. If they spend more than 3 turns in the forest they will 
  succumb to it’s psychoactive spores, The spores cause psychedelic 
  experiences. The party will quickly become tired and unable to go 
  on without sleep. They will doze off quickly and have vivid dreams 
  of mythic proportions. They will sleep for 1D4 days. Upon waking 
  they will find they have been captured by Mushroom Men. They’ve 
  been bound and brought to a Mushroom Man camp. There are 8 
  Mushroom Men in the camp.
  Mushroom-Men: HD 3, 2, or 1; AC 5[14]; Atk Fist (1d6) or 
  weapon; Move 12; Save 14, 16, or 17; CLXP 5, 3, or 1 240, 60, or 
  15; Special: Spores. Treasure: 3 Spears, 2 pikes, 4 shields *1, 56 GP
  Mushroom men grow up to 4’ tall and have arms and legs.  
  Mushroom men release  1D6 spores which grow into mushroom 
  men within 1D4 rounds, though with 1 HD lower than the parent. 
  Mushroom men of 1 HD cannot produce spores upon dying. The 
  spores have 2 hit points (before becoming fully formed mushroom-
  men).
  509
  The party passes through this hex without ever realizing they passed 
  through.
  510
  Phantom Images / Ghosts continued from hex 409. The Officers 
  and slave crew have carried the wooden crates and barrels into hex 
  510. The scene at this point is shear terror. The shackled slaves have 
  all collapsed on the ground cowering and screaming, covering their 
  heads. Officers have dispersed running off in different directions 
  trying to escape what is to come. Magic Users are struggling with 
  all their might to contain something that is happening. They are 
  straining and are in obvious agony, blood running from their noses 
  and ears. First one, then a another head explodes across the field. 
  The other 2 Magic Users collapse on the ground dead, blood pouring 
  from their mouths across the ground. The wooden crates explode 
  open with blinding light and massive 6 fingered hands and arms, 
  clawed and decaying reach out of blinding light in horrific unnatural 
  motions trying to grab anything in their way. 
  A couple of the dozens of massive hands of dark colors not of this 
  dimension grab the chained slaves waving them around by their 
  shackles, then pulls them into the light which detonates an implosion 
  in time and space. The gravity of the space occupied by the arms 
  and hands sucks down wind and air. All the trees in a radius of a 
  half mile are uprooted and pulled down by the implosion. All the 
  trees in the area are now lying down with their treetops pointing to 
  the center of the implosion.
  The party has witnessed a scene that had occurred 50 years before 
  but the event reached out through time and re-occurred. At this 
  point the party has lost all memory about this trip. They have no 
  idea how or why they are standing among all the downed trees. 
  They have no clue which way they came from or any sense of 
  direction.
  The Abyssal Bog of DooM
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  Secret santicore 
  44
  601
  An owligator is on a large platform rock and is devouring a large 
  black bear. There are 2 smaller owligators waiting for a chance to 
  grab some of the bear. Both decide to go after the party.
  Large Owligator - AL N, MV 100’ (40’), Swim 110’ (50’), AC 
  5, HD 4, #AT 3 (2 claws, bite), DM 1d8, SV F3, ML 9, XP 250, 
  HC XX
  Small Owligator (each)- AL N, MV 90’ (40’), Swim 100’ 
  (50’), AC 5, HD 2, #AT 3 (2 claws, bite), DM 1d8, SV F3, ML 
  9, XP 150, HC XX
  602
  Party will find  areas where the swamp water is bubbling slowly. 
  Bubbles of gas from decayed vegetation trapped in the mud at the 
  bottom of the bog is leeching out releasing noxious swamp gas. 
  Swamp gas can have a variety of effects. Roll a D6 for how swamp 
  gas in this area affects the party. (see Hex 203)
  603
  Trip wire connected to bells and chimes are hidden beneath the 
  surface of the dark brackish water. The cannibal murderer set these 
  up as an alarm for someone approaching the island. While the PCs 
  are crossing through this hex the GM should roll a 1D4 for each 
  member of the party every turn. If the PCs are on the furthest side 
  of the hex from the island bank, there is a 0 chance of tripping a 
  bell wire. At the half way mark it is tripped on a roll of 1. Within 
  ¼ of the hex away from the island it is tripped on a 1 or 2. Walking 
  along the bank it is tripped on a 1, 2, or 3. If a roll indicates a 
  tripped bell wire, then the PC should be told to roll a 1D8 to see if 
  they noticed it before tripping it. They successfully saw it without 
  tripping it on a roll of 8. PCs should not be informed of the reason 
  for dice rolls until a final outcome is established.
  604
  South eastern side of the island where the murderer is hiding out. 
  The murderer, John Magsman, is on the other side of the island in 
  hex 504. He has brought 2 of the bodies from the raft to this part 
  of the island to be butchered. There are 2 wolves tearing apart the 
  bodies left there. They will attack the party.
  Wolves (2): AL N, MV 180’ (60’), AC 7, HD 2+2, #AT 1 
  (bite), DM 1d6, SV F1, ML 8, XP 35, HC None  Total XP: 350. 
  HP: 13, 12
  605
  Trip wire connected to bells and chimes are hidden beneath the 
  surface of the dark brackish water. The cannibal murderer set these 
  up as an alarm for someone approaching the island. While the PCs 
  are crossing through this hex the GM should roll a 1D4 for each 
  member of the party every turn. If the PCs are on the furthest side 
  of the hex from the island bank, there is a 0 chance of tripping a 
  bell wire. At the half way mark it is tripped on a roll of 1. Within 
  ¼ of the hex away from the island it is tripped on a 1 or 2. Walking 
  along the bank it is tripped on a 1, 2, or 3. If a roll indicates a 
  tripped bell wire, then the PC should be told to roll a 1D8 to see if 
  they noticed it before tripping it. They successfully saw it without 
  tripping it on a roll of 8. PCs should not be informed of the reason 
  for dice rolls until a final outcome is established.
  606
  This hex is mossy and muddy with very dense cedar tree coverage. 
  Many large trees have fallen and taken down other trees when they 
  fell. There is a lot of rotting large trees and the area reeks of rotten 
  wood and mold. The party must climb over these fallen trees to 
  traverse this area. The party will hear the sound of what might be 
  a child crying. Is it the runaway girl? Springing from behind rotted 
  tree stumps, a giant centipede prepares to strike. The party is 
  disgusted as they realize what the giant centipede actually is.
  The giant centipede is an Infanticede, a creature created by the 
  Coven during a ritual several years ago. They were summoning 
  an Outer Realms Watcher using several children as sacrifice, but 
  everything went wrong and instead they manifested the monsterous 
  Infantcede. While this creature looks like a centipede at first glance, 
  it is actually 10’ of baby body parts assembled like a centipede. Each 
  segment is a child’s head connected to the others in a chain attached 
  at the neck to the top of the scalp of the next one. A pair of infant 
  arms sprout from each segment from where the ears of each head 
  would be. 
  Each face has a look of agony, some are crying, some have pained 
  expressions, while others are vomiting on itself. The creature has 
  claws on all of it’s 20 pairs of hands. The head at the front of the 
  creature is double the size of the segments and is 2 infants faces 
  combined with large prismatic insect eyes and massive mandibles 
  protruding from the mouth. It can also project acid vomit up to 15’. 
  The creature is fast, aggressive, and exceedingly violent. In addition, 
  as an Outer Realm denizen, the Infanticede can shift location by 10’ 
  once a turn. When a PC strikes the Infanticede it will scream in a 
  child’s voice, even crying out “Mommy!”
  Infanticede - AL C, MV 120’ (60’’), AC 9, HD 1d4 hp, #AT 
  5 (mandible bite, multiple arms, projectile acid vomit), DM: claws - 
  1D6 / mandibles - 2D6 / acid - 1D8,, SV F1, ML 9, XP: 125, HC 
  None, HP: 45
  Location Shifting: The Infanticede can shift it’s location at 
  will within a 10’ diameter. The GM should roll 1D4 every turn 
  to see if a shift occurs. A shift occurs on a roll of 4. Direction of 
  shift is determined with 1D4 where 1= creature’s left, 2= creatures 
  right, 3= forward, 4= backwards. A roll of 1D10 determines distance 
  shifted.
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  Adventures
  
  Secret santicore 
  45
  607
  The swamp in this hex is ankle deep to 1’ of water and mud and 
  extensive reed coverage. The party will encounter 4 Blood Coven 
  Witches searching for the kidnapped girl who escaped.
  Blood Coven Witches
  Theocharista Ravel, Lawful Female Magic-user 2, Atr: 
  11/17/10/11/11/10 , AC: 9, HP: 5 Equipment: No Armor, Dagger.
  Personality: Arrogant, Capricious, Nosy Spellbook: First (2): Detect 
  Magic, Shocking Grasp, Mending, Manipulate Fire.
  Madelgarde Ysolt, Chaotic Female Magic-user 3, Atr: 
  7/16/13/9/13/15 , AC: 9, HP: 11 Equipment: No Armor, Dagger.
  Personality: Greedy, Wise, Hotheaded Spellbook: First (2): Unseen 
  Servant, Light. Second (1): Shatter, Mirror Image, Auditory Illusion, 
  Amnesia.
  Eudes Ysolt, Lawful Male Magic-user 3, Atr: 10/14/8/10/12/11 
  , AC: 9, HP: 9 Equipment: No Armor, Dagger. Personality: 
  Sensuous, Callous Spellbook: First (2): Enlarge, Ventriloquism, 
  Identify, Jarring Hand, Comprehend Languages. Second (1): Stinking 
  Cloud.
  Olar Frederada: Lawful Female Magic-user, Lvl: 3, Atr: 
  9/16/15/13/15/16 , AC: 8, HP: 8 Equipment: No Armor, Dagger. 
  Personality: Jovial, Remorseful Spellbook: First (2): Floating Disc, 
  Magic Aura, Jarring Hand, Summon Familiar.Second (1): Stinking 
  Cloud, Invisibility.
  608
  This hex contains a very small island ¼ mile in diameter. It is 
  higher than other islands in the swamp and is covered with hard 
  soil and grass with limited tree coverage. The girl kidnapped by the 
  Blood Coven who then escaped is here captured by a Swamp Troll. 
  The Troll’s encapment is a simple lean to, fire pit with extra large 
  pot and a few tools: a large knife, fishing pole, and axe. The Troll 
  has his treasure buried under the roots of the tree where his lean to 
  is set up.
  The girl is bound with coarse rope and tied to a tree. She will 
  assume the PCs are Blood Coven members and will try to escape 
  from them if she gets the chance.
  Swamp Troll: AL: C, MV: 120’ (40’), AC: 4, HD: 6+3, 
  #AT: 3 (2 claws, bite), DM: 1d6/1d6/1d10, SV: F6, ML: 10, XP: 
  600, HC: XIX HP: 32 Treasure: GP: 2000, silver locket with a 
  woman’s hair inside (from a soldier he captured and ate), a silver 
  cross.
  Kidnapped Girl
  Sumar Metzler, Neutral Female 1, Atr: 8/14/11/15/17/14, AC: 
  6, HP: 4 Equipment: Oversized mens shirt Personality: Optimistic, 
  Weird, Disturbed
  609
  This hex is deeper brackish water, 3’ to 5’ The party will need to 
  wade neck deep, swim, or use a watercraft to pass through. There 
  are water moccasin snakes in the area.
  Halfway through the hex the party will encounter a pack of 5 Water 
  Wyrds. They are extremely aggressive and violent. Imagine a cross 
  between monkeys and piranhas. 
  Water Wyrds look like hairless chimpanzees with gills, huge bulbous 
  black eyes, and webbed fingers and toes. It’s long tail can be used for 
  grabbing or stabbing with it’s sharp poisonous tip. Their bodies are 
  up to 4’ with tails of the same length. Their mouths have 3 rows of 
  needle sharp and razor like teeth.
  Water Wyrd (5):  AL: N, MV: 90’ swim / 50’ on land, HD: 2; 
  AC:: 5; #AT:  3 (bite, tail, hands/claws / 1D6, 1D4+poison, 1D4) 
  SV:F3 15; XP: 55, 275 total, HP: 15, 13, 11, 11, 9 Treasure: none
  701
  A road leads out of the swamp to the northeast. 50 miles north by 
  northeast is a Dwarven Mine where the prisoners sold as slaves were 
  to be transported.
  702
  Soft sandy ground and dense scrub pine forest. No encounters this 
  hex.
  703
  What appears to be mud and silt near the swamp bank is actually a 
  Black Pudding. 
  Black Pudding - AL: N, MV: 60’ (20’), AC: 6, HD: 10, 
  #AT: 1, DM: 3d8,  SV: F5, ML: 12, XP: 3,100, HC None,  HP: 
  55. Treasure: None
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  704
  This hex is shallow water and marshy bog. There is dense tree 
  coverage and the area is dank and dark. The party encounters a 7 
  gas spores floating towards them attracted by the heat of the PCs 
  bodies. Gas Spores are floating fungi filled with gas and poisonous 
  spores. It uses infrared vision to identify mammals then attaches 
  it’s tentacle to the mammal’s skin to transfer spores to it’s victim’s 
  body where the spores infect the host. Gas spores will sprout from 
  the victim’s skin killing the infected mammal within 1 week. If a 
  weapon is used against a gas spore and punctures it the gas spore 
  will explode causing 6D6 points of damage within a 20’ diameter.
  Gas Spore - (7) AL: N, MV: 30’ (10’), AC: 9, HD: 1 hp, #AT: 
  1, DM: Save poison die in 1 day (if hit, Save wands or suffer 6d6 
  damage), SV: F1, ML: 12, XP: 6, HC: None  Total XP: 42. HP: 
  2, 2, 2, 2, 1, 1, 1. Treasure: None
  705
  Sharp spikes in the ground are hidden in the dark, brackish water. 
  The spikes have been placed intentionally by the escaped slave to 
  sabotage any search parties sent to capture him. The spikes are 
  placed randomly throughout the areas surrounding the island in hexes 
  404, 503, & 705. Some spikes are placed in clusters. The spikes are 
  sharp and long enough to pierce a foot if stepped on. The ends are 
  barbed so they cannot be easily pulled out.
  When walking along the edge of the island in these hexes the GM 
  should roll 1D4 for each party member each turn. A roll of 1, 
  2, or 3 indicates someone has stepped on a spike. Then each PC 
  encountering a spike should roll 1D8 to see if they noticed the spike 
  first on a roll of 8. Do not announce what is happening until all rolls 
  are completed. The spikes need to be pushed through the top of the 
  foot so the barbed end can be broken off, then the foot can be pulled 
  off. Spike does 3 points of damage and walking without assistance is 
  impossible. 
  706
  Road leads out from swamp to a nearby town. Immediate area 
  is gently forested with oakand sycamore trees, ground, except 
  for dirt road, is covered in thick green grass. If Adventure Party 
  exits swamp at this point they will be arrested by local officials 
  and brought to nearby town to be charged with involvement in the 
  criminal activity that has recently taken place in the swamp. 
  There are 24 well armed officials and another 12 snipers with cross 
  bows in hiding. All 24 Armed Officials are are similar in skills, 
  armor, and weapons:
  Lawful  Fighter, Lvl: 4, Atr: 12/11/6/11/14/11 , AC: 3, HP: 
  16 Equipment: Plate Mail, Short Sword
  12 Crossbow Snipers are also similar in skills and attributes:
  Lawful  Fighter, Lvl: 3, Atr: 12/10/13/14/8/8 , AC: 7, HP: 
  12 Equipment: Leather, Light Crossbow, Bastard Sword
  707
  Kraw’Nagluch, an abyssal denizen of the outer realm that envelopes 
  our perception of reality. This creature will always be in this hex 
  but can simultaneously be in any other hex at any time.
  The GM can randomly roll 5D6. On a roll of 30 the party will 
  have an encounter with Kraw’Nagaluch (see hex 707), a denizen 
  from the Outer Realms manifest here by the events that culminate in 
  hex 510. Kraw’Nagaluch is always in hex 707 but can simultaneously 
  appear at any time in any other hex.
  Kraw’Nagaluch can not be looked at directly, he can only be seen 
  in the periphery of one’s vision. As an Outer Realm being drawn in 
  to this plane of existence by a cataclysmic accident he is constantly 
  oscillating between the physical realm here and the Outer Realms. 
  His form is recognizable as a humanoid form up to 7’ tall with 
  hideously grotesque features appearing to ceaselessly fold in on itself. 
  A hog ,like human face then appears to be genitals and rectum then 
  intestines turning into a brain, then mouth, then wringing hands. 
  This endless transformation of grotesque body image morphing is 
  incredibly disturbing to witness. Any PC that does not turn and flee 
  within 1 turn must make their saving throw or lose 1D4 points of 
  intelligence.
  Kraw’Nagaluch wants nothing to do with the PCs and will only 
  attack if provoked or if the party is in possession of the orb from 
  hex 202. If the orb is with the party, Kraw’Nagaluch will illuminate 
  with a mercurial light that will be directly visible to the entire 
  party. The PC in possession of the orb will collapse and the orb will 
  levitate out of where ever the PC had it stored. 
  If the party attacks Kraw’Nagaluch  will draw a sword out of thin 
  air. The sword edge is an intricately patterned serrated edge that 
  dances like webs of flame. It will slice through any material as if it 
  were melted butter. Before swinging the sword he will give a warning 
  scream to the party. Each PC will need to make their saving throw 
  or be thrown to the ground from the force of the scream.
  When he obtains the levitating orb he will cut it with his sword at 
  which point his mercurial aspect will disperse in every direction in 
  a million tiny shafts of silver light and be gone. Each PC should 
  roll 1D4 to see if they were hit with a shaft of light (odd # no they 
  were not, even # yes they were).
  Those hit by the light will be able to turn the possessed children’s 
  spirits in hex 305 if they have not already encountered them. If 
  they do encounter them the PCs touched by the light will let out a 
  scream so forceful it will turn the children’s ghosts. The PC will 
  not know they can do this. In case of the encounter the GM will 
  instruct them that a force takes control of the affected PC’s bodies 
  and released the screams.
  Kraw’Nagluch - AL: C, MV*: 25’ (0’), AC 2, HD 6, #AT 2 
  (scream, Outer Realm Aether Sword), DM: scream - 2D6 / sword - 
  13D8, SV F3, ML 10, XP 350, HC: NA  HP:45.
  Sword can not be handled by any living thing on this plane of 
  existence..
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  708
  This hex is mossy and spongy marsh. 2 members of the Blood 
  Coven are searching in this area for the runaway girl.. These are 
  the 2 youngest members of the Coven and aren’t fully initiated. In 
  fact, they aren’t  completely dedicated to the Craft, it’s something 
  their parent’s who are Coven members forced them to participate in. 
  They can be persuaded to let the PCs continue traveling without a 
  fight.
  Druet Ravel, Chaotic Female Magic-user 1, Atr: 
  13/16/14/13/9/14 , AC: 8, HP: 2 Equipment: No Armor, Dagger.  
  Spellbook: First (1): Jarring Hand, Allure.
  Geffrey l’Appeville, Chaotic Male Magic-user 1, Atr: 
  11/10/12/13/9/15 , AC: 8, HP: 3 Equipment: No Armor, Dagger.
  Spellbook: First (1): Read Languages, Unseen Servant.
  709
  Party will find  areas where the swamp water is bubbling slowly. 
  Bubbles of gas from decayed vegetation trapped in the mud at the 
  bottom of the bog is leeching out releasing noxious swamp gas. 
  Swamp gas can have a variety of effects. Roll a D6 for how swamp 
  gas in this area affects the party. (See hex 203)
  710
  This hex moves from hard earth in the western hex edge to marsh 
  and reeds to deep water in ½ of a mile. The party will either walk 
  in 4’ of water, swim or navigate a watercraft. As soon as the party 
  enters this hex they feel that something is wrong, like a haunted 
  feeling of doom permeates the swamp. They also feel there is 
  something compelling them to continue through it, like an optimism 
  that they all share that they are part of something much bigger than 
  themselves and that they have a part to play in the scheme of things 
  unfolding around them.
  After trudging and swimming, or navigating a watercraft 2 miles 
  into the hex they sense that the water that has always been still 
  in the swamp is actually moving forward in the direction they are 
  going. It quickly develops into a situation they lose control of as they 
  realize they are entering fast moving water at the edge of a swirling 
  whirlpool. They sense magic here if for no other reason than the 
  raging, violent whirlpool is perfectly silent. The whirlpool was 
  created whirpool created during the original disaster in hex 609. It 
  sucks everything that enters the moving waters into it. There is no 
  possibility of escape. PCs should be told to make their saving rolls to 
  avoid drowning (although there is no chance that they will drown). 
  PCs will pass out as they are swept under water and pulled down to 
  untold depths.
  When the party awakens they are in a random hex of the Abyssal 
  Swamp. GM rolls a D8 (reroll if 8 comes up) for the 1st hex 
  number, then roll D10 (reroll if 10 is rolled for an area that has only 
  9 hexes) for the last 2 digits. It is twilight and will remain twilight 
  for them regardless of time of day or position of the sun. 
  When they come across animals or other people they will find 
  everything is moving backwards. It is impossible for them to 
  interact with others because they are in a permanent state of time 
  moving backwards while they are moving forwards through it. Even 
  if they were noticed by another human, they would be forgotten 
  immediately. They are safe from being attacked by anything 
  EXCEPT the Abyssal Denizen of Other Realms from hex 707, 
  which in this backwards dimension is violently aggressive and will 
  hunt the party down wherever they go ANYWHERE. 
  If the first random roll puts them in hex 710, they go through the 
  whirlpool and enter another random hex BUT it is normal--NOT 
  backwards and no twilight.
  The only way out of this is dimensional slip is to go back to hex 710 
  and go through the whirlpool again, showing back up in a random 
  hex but as normally played. Unless the random hex rolled is 710 in 
  which case they immediately go through the whirlpool and return to 
  a random hex on the map in twilight all over again.
  Afterword
  I grew up in an area full of forests, swamps, and river marshes so I 
  enjoyed visiting these places in my mind while writing. The name of 
  this “swamp crawl” is an homage to my favorite metal podcast, The 
  Soggy Bog of Doom. Artwork was found online and I believe it’s all 
  copyright free. 
  Finally, it’s been decades since I’ve DM’d a game and I have never 
  read Labyrinth Lord until now, though while writing this I became 
  very fond of it, therefore, it is very likely that creature and NPC 
  stats will need tidying up (like, a lot of tidying up). I hope the 
  encounters themselves make it worth it.
  I used a couple of online resources for help creating the stats and 
  treasures.
  Mithiril and Mages
  http://www.mithrilandmages.com/blog/labyrinth-lord-resources/
  Campaign Wiki
  https://campaignwiki.org/wiki/Monsters/HomePage
  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
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  The Abyssal Bog of DooM
  Adventures
  
  Secret santicore 
  49
   
   
  by Matt Jackson
   
  sfcmattjackson @gmail.com
  Dear Secret Santicore —
  I would like a location-based fantasy caper scenario. Short is 
  fine -- I’m thinking of a one-and-done single-session fill-in 
  scenario outline. I’m thinking of an environment at least 
  partly inhabited by people rather than a ruin full of monsters. 
  Definitely a heist or caper rather than a quest.
  Thanks!
  J.H.
  Princess Cyndipoot is trapped,
  you must save her and win her heart!
  A Princess has been trapped by a horde of skeletons and zombies 
  inside her tower. Every few hours another group of adventurous 
  young men gather at the base hoping to show their prowess and 
  storm the tower to win the Princess’s heart. Over five days well over 
  thirty brave young men have enter the base of the tower and none 
  have escaped the tower.
  The one problem? Well, besides 
  the zombie horde that stand 
  between you and the maiden...you 
  are a goblin!
  You and your ragtag group of 
  friendly goblins have decided now 
  is your time to shine! Rescue the 
  Princess and win her heart! You 
  will be heroes of the Kingdom!
  WHAT IS REALLY GOING ON 
  (GM NOTES)
  This is all a ruse. The Princess 
  has been possessed by an ancient, 
  evil and long forgotten deity 
  named Atë. Atë was able to 
  possess the princess through a 
  beautiful, cursed tiara. It was 
  a gift from the Princess’ suitor, 
  Prince Fuldor, who presented it as 
  an engagement gift to his bride, 
  knowing she would immediately be 
  possessed by the ancient goddess 
  he worshipped.
  Atë immediately possessed the 
  Princess and then slew her guards, 
  turning them into undead slaves 
  to protect her. She allowed one 
  to remain alive and used her 
  magically enhanced beauty to 
  Charm him. 
  He was then released to spread the word the Prince and Princess are 
  alive and trapped at the top of the tower. 
  As word spread around the Kingdom, brave young men have donned 
  their armor and swords and marched off to their doom inside the 
  tower. As they are slain, Atë’s terrible magic raises their bones, 
  slowly growing her zombie army which she plans to use to establish 
  a new kingdom of terror!
  Now it is up to a ragtag band of goblins to save the day and, with 
  some luck, win the heart of a princess!
  CREATING YOUR BRAVE HEROES
  Allow players to create their heroes as usual except reduce the 
  number of dice used. If your games usually roll 4d6 and drop one, 
  only allow players to roll 3d6. Or roll 4d6 and only take the lowest 
  dice. However you do it, you should end up with lower than average 
  scores. GMs should make every attempt to encourage players to put 
  low scores in Wisdom and Intelligence scores.
  To assist in making all goblins unique, each player rolls once on 
  the Goblin Quirks and Goblin Abilities tables below. Allow 
  players to pick if they wish (though it will be much more fun to 
  determine these randomly).
  Goblin Quirks (2d6)
  2: Long Arm - One arm is visibly longer, and bigger, than the 
  other, goblin receives a +1 on damage with any weapon held in this 
  arm’s hand
  3: Wooden Stump - lost a leg below the knee and now hobbles about 
  on a wooden stump, once per game the goblin can pull out any 
  reasonable item from within the hollow stump
  4: Wild Tongue - you cannot control your long tongue and it will 
  continually hang a few inches beyond your lips, wiggle and flop 
  about, you can accurately tell the value of any gem licked by the 
  tongue
  5: Stinky - Whenever you enter a stressful situation you must make a 
  save or relieve your bowls immediately
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  Secret santicore 
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  6: Old Crazy Eye - you have one eye that continually wanders 
  about, looking in random directions (causing anyone talking to the 
  goblin to feel uneasy), however, the goblin can never be surprised
  7: Hook’em - you lost your hand years ago and replaced the missing 
  appendage with a large iron hook, it looks vicious and menacing, 
  doing d4+1 damage per strike, plus it allows you seem legit when you 
  speak like a pirate
  8: PTSD - you suffered more than the average golbin in your 
  younger years and now you suffer fits of nutty and odd behavior, 
  unfortunately for your friends this means you could snap at any 
  moment
  9: Mutant! - you were born with a two foot long tail poking out 
  from your buttocks, this tail is strong enough to hang from a rafter 
  or hold on to a single, large item
  10: Voracious Eater - you are always starving and can barely resist 
  stopping to snack on anything, even things most goblins would 
  consider barely edible
  11: Poisoner - you love poison, to the extent that you tend to poison 
  nearly everything, all the time, sometimes even other goblins, you 
  have a few vials of poison on your belt and can apply it to your 
  blades for additional damage
  12: The Mole - you are special, you are one of the minions of Atë 
  and have worshipped the ancient goddess for all your years, you have 
  planned to bring these goblins - your friends - as offerings for the 
  goddess in hopes of gaining favor in her eyes
  Goblin Abilities (2d6)
  2: Cave Crawler -  you can climb the walls and perform a surprise 
  drop attack on those below, gaining automatic surprise and doing 
  double damage on a successful strike
  3: The Scrum - the goblin may encourage his allies to join him in 
  a swarm attack on any single target, the goblin will make a normal 
  attack roll and if he succeeds he does d4 damage, every goblin that 
  joins him automatically does an additional d4 damage to the target
  4: Simple Arcane Trickster - player can choose a single spell (must 
  be of a prankster or trickster nature) and goblin can cast this spell 
  once every other round, gm and player must agree to spell
  5: Booger Flinger - goblin can produce an amazingly large booger 
  from its nostril at a single target (requires a to hit roll), it is sticky 
  and causes the target to feel nauseous, any complex action the target 
  takes (spell casting) requires a save or automatically fails until a 
  round is spent removing the disgusting snot 
  6: Fast Mover - once every ten minutes the goblin can cover three 
  times the normal distance, even when encumbered
  7: (Un)Chemist - the goblin sees himself as an amazing chemist 
  and he carries around an amazing number of small vials filled with 
  various chemicals, allow the player to come up with what his vials 
  do on the fly, however, every time he must make a Wisdom check, 
  failure means the vial does something completely random and usually 
  not very helpful to the goblin’s goal
  8: Acidic Urinator - your urine is highly acidic and will cause pain 
  when it comes in contact with bare skin, causes 1 point of damage 
  until washed or wiped off
  9: Big Eared - goblin can never be surprised but any very loud noise 
  (say an owlbear’s terrible roar) will cause him to crumple in pain for 
  a single turn as he tries to cover his ears and reduce the noise
  10: Gut Vomit - you can vomit at will four times a day, causing a 
  mouthful (or two) of stinky, slimy vomit to automatically strike any 
  target directly in front of you and less than ten feet away, vomit is 
  gooey and gross, it will blind the target for a round and be generally 
  disgusting
  11: Ankle Biter - in addition to any normal action, may make 
  additional attack, if successful causes d4 additional points of damage 
  with a vicious bite to their enemy’s ankle
  12: Bug Bomber - goblin is a lover of bugs and keeps small vials, 
  pouches and bottles of various types of bugs hanging from his belt, 
  GM should encourage creative use of these bugs
  THE TOWER
  The tower is comprised of three levels, however a GM who finds he 
  has additional time to run the adventure can add more middle levels 
  in between the lowest and top level. This allows for the GM to 
  beat up his players a little more without too much additional work. 
  The outer wall of the tower is covered with a highly flammable oily 
  substance that can easily be lit by a torch or Prince Fuldor who 
  stands watch on the balcony above.
  The lower level - The front door has been ripped from its 
  hinges. Inside is a large circular area with a long staircase climbing 
  to the left while two rooms cover much of the right wall. In the 
  middle of the room is a large hole that was once covered with a once 
  sturdy iron grate, it now lies partially torn open.
  The room closest to the front door has a missing door, inside are 
  numerous zombies that will begin storming out to slay the party as 
  soon as they make any noise.
  The other room has d4 human guards behind a locked door. 
  Depending on how the goblins approach these humans, they could 
  become allies or enemies. 
  Once the players make it to the base of the stairs a horrible and 
  blood curdling scream fills the tower. The owlbear has awakened 
  from his slumber, he is not happy and will make his way out of the 
  hole. 
  All Along the WatchtoweRS
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  It will take him two rounds to climb to the top of the hole, upon 
  smelling the goblins (his favorite snack when alive), the will begin to 
  pursue the goblins relentlessly. 
  If the goblins make it to the stairs and upward, the owlbear will 
  begin smashing its way through the stairs, following its snack. It will 
  take it eight ten rounds for it to smash its way through to the next 
  level. As it climbs it will leave passable but smashed stairs behind 
  it, but very deadly. The owlbear will be stopped by nothing until 
  it either eats all the goblins or reaches the top level where Atë will 
  order it to stop and guard what is left of the stairs. 
  The middle level - This middle level is the birthing chamber 
  of Atë’s zombie slaves. Atë’s method for creating zombies is an 
  old and outdated one. She has summon a Birthing Demon, a large 
  slug like creature that she has enchanted to give birth to zombie 
  like creatures she plans to fill the ranks of her army. This demon is 
  huge, taking up half the room with its massive bulky slug-like body. 
  Atë has enslaved a few human guards to serving her and serving the 
  adventurers as a snack for the Birthing Demon. Near the demon’s 
  mount lies a large pile of nearly dead victims as they wait to fed to 
  the demon. The process takes about ten minutes and the demon will 
  then shit out a squirming and nasty zombie-like creature that serves 
  Atë exclusively. When first born the creatures will mindlessly mill 
  around the room.
  When the goblins enter this level a handful of new-born zombies 
  will be wandering around the room. They will slowly realize the 
  goblins are a threat and move to attack them. The enslaved humans 
  will completely ignore the goblins and continue to feed the nearly 
  dead adventurers into the maw of the demon. The demon, for its 
  part, cares not what happens and will simply keep chewing the 
  adventurers up and shitting out more. The demon will not attack 
  and will simply die after it is dealt damage equal to the number of 
  goblins in the room times three. Once it is destroyed, there will be 
  a bright flash and the demon will disappear, having returned to its 
  plane.
  The nearly-dead adventurers, if cured, will join the goblins if asked, 
  they will be eager to resume their quest to gain the princess’s heart.
  Options for additional levels - If the GM wishes to add 
  additional levels to the tower, merely reuse the middle level map and 
  stock it more Human Guards that have been trapped here by the 
  zombies. These humans will be disgusted by the birthing chamber 
  on the level below them and will likely aid the goblins on their 
  quest. As an added option, the GM could place this optional level 
  before the goblins reach the birthing chamber.
  The top level - Atë waits here, plotting her overthrow of 
  the kingdom. If the goblins make it this far she will attempt to 
  sway them to her cause, offering them wealth, riches and wenches. 
  However, she will stab them in the back at the first opportunity. 
  Prince Fuldor is guarding the balcony but will return to defend the 
  Princess if she is threatened. A number of guards, equal in number 
  to the party, will exit the single room on this level and attack the 
  goblins if they threaten the princess. 
  If things begin to look exceptionally dire for Atë she will make her 
  way to the balcony, turn into a four foot tall bat and try to escape to 
  fight another day.
  In the room is a treasure hoard. This is left to the GM to 
  determine what it the correct level of treasure for their level of play.
  ATTEMPTING TO CLIMB THE OUTSIDE
  Especially creative goblins might decide to attempt to climb the 
  outside of the tower. Atë has thought of this and knows this would 
  cause her secret to easily be discovered. Prince Fuldor has been 
  placed on guard on the balcony. To all observers he appears to 
  merely be watching and encouraging the adventurers as the attempt 
  enter the tower to save the day. His goal is to bring additional 
  victims into the tower to be turned into Atë’s personal undead 
  army. If anyone attempts to climb the outside of the tower they will 
  immediately notice a strange, oily substance on surface of the outer 
  walls. This will not hinder their climbing, in fact it will actually 
  give them an edge when scaling the wall (provide a bonus of +1 or 
  +2 to all climbing checks). However, this too is a ruse. Once they 
  are roughly halfway up the side of the tower, the Prince will use one 
  of the gifts given to him by the goddess: Create Fire. The Prince 
  can create smalls flames at will and cause the substance to burst into 
  flame. This will immediately cause damage to all clinging to the side 
  of the tower.
  MONSTERS
  This entire adventure is intended to be scalable to any particular 
  group, thus the monsters of this adventure are named only, allowing 
  GMs to scale the power levels or number of creatures to fit the 
  party their players are running. 
  Atë - treat as a greater Necromancer two to four levels higher than 
  the highest party member’s level
  Prince Fuldor - treat as intelligent warrior equal in HD as the 
  highest level character, additionally has the ability to create small 
  fires (as cantrip)
  Zombified Personal Guard (however many the GM requires) - treat 
  as Zombies, when slain they melt much like hot wax, the liquid that 
  remains is extremely flammable, they are rather dumb and thus far 
  have not figured out how to use the stairs. It should be noted that 
  these zombies do not create additional zombies by bite or touch.
  All Along the WatchtoweRS
  Adventures
  
  Secret santicore 
  52
  Owlbear Zombie (one) - released from its prison beneath the tower, 
  killed and raised by Atë, it guards the first level from the deep hole 
  below the tower, he is amazingly strong, pissed off, aggressive and 
  relentless….he also favors goblins as a snack. The GM should power 
  up the owlbear (or power down as necessary) to ensure he is scary 
  and neigh impossible to defeat. This will put the goblins on the run 
  and force them to expedite their climbing higher in the tower. He 
  was slain by Atë who then brought him back to life to serve her. 
  Now he hates all that is alive and will stop at nothing to make it 
  dead.
  Slavers of Atë - Atë has enslaved the guards to serve as the 
  nursemaids for her zombies and help man the zombie nursery she 
  has established in the middle level of the tower. Treat as fanatical 
  humans of various fighter level.
  Human Guards - trapped on the middle level, these humans will not 
  take lightly of the goblins being inside the tower, swift convincing by 
  the goblins may allow the guards to become allies
  Guard Dogs (2-4) - the princess used to keep
  Brave and young slain heroes - treat as skeletons or zombies
  All Along the WatchtoweRS
  Adventures
  
  Secret santicore 
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  All Along the WatchtoweRS
  Adventures
  
  Secret santicore 
  54
   
  The Howling Frontier 
  by Conor Toleson
   
  conor.toleson@gmail.com
  Dear Secret Santicore —
  An adventure sketch or scenario for a wild west/frontier type 
  of setting. Order in one direction, chaos in the other. All 
  folklore is true? Maybe there’s a genie-powered train? Or not? 
  Maybe the whole thing takes place on a train. Or in the open 
  range? Cosmic cowboys? Weird monsters? I LEAVE IT 
  UP TO YOU!Rules wise, default to LotFP or Basic, but 
  if something else strikes your fancy, go for it. I’m flexible.
  Thanks! J.
   
  West of the settled kingdoms, past the Great River that 
  divides much of the continent, lies a forlorn wilderness known by 
  civilized folk as the Howling Frontier. Past the Great River, the 
  forests of the east give way to rolling prairies, endless miles of plains 
  that rise and fall in gentle curves. The Rolling Plains, as they are 
  called, stretch for hundreds of miles, growing hotter and dryer, until 
  the prairie becomes a desolate desert. The dusty desert is known 
  as the Badlands, a deadly wild that only ends at the natural wall of 
  Stony Mountains, an enormous range that throws up a nearly vertical 
  wall of impenetrable stone. No man has ever climbed its unknown 
  heights and seen what lies beyond…at least none who have ever 
  returned.  Once one passes the Great River and steps into the wilds 
  past its nurturing waters, until one reaches the barrier of the Stony 
  Mountains, one stands within the Howling Frontier. 
   
  It has been the Howling Frontier for nearly a century, 
  when the goblin horde known as the Howling Doom gathered across 
  the river and made ready for war against the western kingdoms. The 
  goblinoid tribes swelled in numbers after several years of abundant 
  rain in the normally dry Plains and Badlands, which watered the 
  grasses which feed the great herds of oryx that roam across the 
  Plains. Easy hunting fed the goblin tribes well, until the rains went 
  away, and the oryx with them. 
  Drought followed rain, famine followed feast. Hunger drove tribes 
  to war over scarcer resources, and the cauldron of war forged 
  champions and warlords, who subjugated and allied tribes together 
  into great warbands. Warbands battled across the Plains until one 
  warchief subjugated all rivals; Haakon the Howler. A hobgoblin of 
  tremendous size and vicious temperament, Haakon united tribes of 
  goblins, hobgoblins and bugbears into his Howling Doom horde, 
  and waited until spring. He gathered his strength, appointing his 
  captains, organizing his unruly horde into an army that reflected its 
  master. His Howlers, fierce hobgoblin bards, served as inspiration 
  and organizers for his army. When spring broke winter’s chill, his 
  horde poured across the Great River.
   
  The eastern kingdoms had prepared for his coming, 
  though. Brave adventurers, ranging far into the wilds west of the 
  River, had brought back word of the hobgoblin warchief and his 
  swelling ranks. Their words were believed when scouts sent to verify 
  the truth never returned. The kings and queens of the east made 
  ready for war. Doughty fighting men were called to serve their 
  lords, magic users were called upon by their lieges, temples turned 
  out their clergy to serve as hospitallers; even the thieves guilds sent 
  their best throat-cutters. Some came for duty, some for glory, some 
  for coin, but all fought together. The allied kingdoms named King 
  Sherwood of Illinas their commander, and he led them to victory. 
   
  After a long campaign of organized retreat from the river, 
  with the horde burning as they went, Sherwood saw that Haakon had 
  overstretched himself, and launched his counter attack. For every 
  life taken by the goblins on their march, 10 goblins died on their 
  retreat. On the eastern bank of the Great River, the Howler rallied 
  his horde and prepared for the final clash, the river at their backs. 
  The battle nearly went against the assembled forces of men, until 
  King Sherwood and his knights came to grips with Haakon and his 
  Howlers. The noble king struck down the warchief, and the horde’s 
  will was broken.
   
  In the aftermath of the battle, many honors were granted 
  to Sherwood and other heroes of the battle. Many lands had suffered 
  brutally, and many warriors won their spurs during the war. Many 
  new knights had no lands of their own, and there was little need 
  for them now the horde was defeated. So Sherwood and his fellow 
  monarchs convened and decided on a course to stop another horde 
  from crossing the Great River. They declared all the lands west 
  of the Great River open to settlement to any who could hold their 
  claim for 10 years. All the kingdoms would recognize these claims 
  if they met the condition. Warriors without lands of their own 
  marched west to carve new homes from the new frontier, and knights 
  went to found their own lands to become lords. Magic users went to 
  find rare reagents and lands where they might practice their magics 
  while answering to no one.
  Adventures
  
  Secret santicore 
  55
   
   Priests of many religions went to evangelize to the savages 
  of that land, and convert the new settlements to their gods. Rogues 
  of every description went to swindle, cheat and steal every coin they 
  could from the settlers. The expanse became known as the Howling 
  Frontier…
  The Town of Gravedust
   
  Far into the Howling Frontier, across the Rolling Plains, 
  and nestled along a sluggish river on the border of the Badlands, 
  lies the town of Gravedust. It is a small community, but it is the 
  heart of the county Rottinheim. It is ruled, nominally, by the earls 
  of Rottinheim, the Vanmorgheins. The county was settled some 
  seven decades ago, when the first of the Vanmorgheins, Erastus 
  Vanmorghein, arrived and built his family’s first home here, a 
  solitary watchtower. Erastus was a warrior of some repute, who had 
  fought in the war against the Howling Doom horde, but lost his 
  familial inheritance to a scheming cousin. Or so he said. Others 
  whispered that Erastus was the pretender, and had been driven into 
  exile at sword point when his machinations became known. Few 
  repeat such stories where others may hear…
   
  Erastus crossed many new founded holdings on his journey 
  west, and chose the spot for reasons that few understood. The 
  unreliable river nearby dried out half the year, and was seemingly 
  the only useful natural feature. It was rather centrally located, not 
  far from the cemetery the settlers had begun interring their dead in. 
  Regardless, Erastus used all his coin to hire dwarven stonemasons to 
  build his tower, but ran out of money before it was complete. The 
  masons steadfastly refused to work without pay, though they left the 
  cut stone for their former employer, as that was already paid for. 
  Erastus cursed their backs and declared he would finish it himself. 
  The dwarves laughed, but word reached them in a month that 
  Erastus had done just that. 
   
  How Erastus accomplished this is unknown, and is the 
  source of the unwholesome rumors that surround the Vanmorgheins 
  to this day. It is said that Erastus made no progress, day after day, 
  until the next night of the new moon, when a strange light was seen 
  in the tower from nearby settlers. The next day, the tower stood 
  completed, a wonder that astounded those who saw its transformation 
  overnight. 
   
  It was not the finest job, though; the top half of the tower 
  was noticeably crooked and inexpertly constructed. If this seemingly 
  miracle coincided with a pack of worgs digging up the local settlers’ 
  cemetery and dragging the bodies off to devour, well, no one saw 
  any connection.
   
  For the next 10 years, Erastus defended his Crooked 
  Tower, and if he experienced any joy when he received the charter 
  of his claims to his new county from the eastern kingdoms, no one 
  could tell. 
   
  Now that the lord of Crooked Tower was confirmed as 
  Count of what he dubbed Rottinheim, he began the construction of 
  a proper manor house, abandoning the Crooked Tower for it even 
  before the manor was complete. The name given to his tower had 
  always enraged Erastus, and he was determined his new home would 
  be a house worthy of the name he gave it, Rottinheim Manor. No 
  one understood how Erastus thought he could pay for it; even if 
  he leveraged every tax his title allowed him, there weren’t enough 
  settlers of enough wealth to pay to build a cabin. 
   
  When Erastus summoned “his people” to attend him, he 
  surprised them all with a mound of silver ore. He had found a silver 
  vein in the nearby hills, and had been working it himself, he said. 
  But now that he was confirmed as count, he was eager to share his 
  wealth. His subjects were overjoyed as the discovery of silver and 
  the opening of the new mine turned their home into a boomtown, 
  practically overnight. As prosperity flowed into the area, Erastus 
  declared a large expanse of land around the Crooked Tower and the 
  soon-to-be Rottinheim Manor his personal demesne. With their 
  liege keeping them at arm’s length, a permanent settlement grew up 
  around the only landmark nearby, the growing cemetery. Thus was 
  the town of Gravedust founded. 
   
  Miners, blacksmiths, prospectors and other industrious 
  sorts arrived in the county, including many dwarves among them. 
  With these new arrivals came taverns, gambling halls and minstrels 
  to entertain the workers. Ranches and farms sprang up around the 
  town to feed its growing populace. The great herds of oryx were 
  divided and herded into corrals by the new ranchers. The town also 
  diverted local streams and rivers to feed the Tomb River, as it was 
  now called, the source of the town’s water. The increasing numbers 
  of civilized folk, and their scramble for resources, increased pressure 
  on the goblin tribes in the area. Their primary food source was 
  being walled off from them, increasing their raids on Gravedust and 
  its outlying settlements. Erastus levied new taxes on the county to 
  pay for a wall to be built to defend the town. Some grumbled as to 
  the cost, with the silver mine garnering such wealth, but most were 
  simply grateful for the safety.
   
  With the Silver Skull Mine working at full capacity, the 
  Vanmorghein coffers filled. Rottinheim Manor was built to Erastus’ 
  exacting specifications, and no expense was spared. The sprawling 
  manor house was completed in less than a year since the Mine’s 
  opening, and with his home completed, Erastus sent for his wife. 
  To everyone’s surprise, the irascible Erastus was indeed married; to 
  a beauty some 20 years his junior, Ophelia Vanmorghein. A wan 
  beauty, Ophelia charmed the people of Gravedust, though she was 
  little seen. Constantly in ill health, she bore Erastus three children, 
  weakening with each birth.
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  Secret santicore 
  56
   
  After the birth of their third child, she no longer left 
  the manor house at all, so weakened was she. Their three children, 
  Morgaen, Gallahed, and Percival grew to adulthood, but stayed 
  within the Manor and its grounds for the most part. Staying close to 
  their housebound mother, supposedly. 
   
  When Erastus finally died, he was entombed in a 
  mausoleum on the family demesne, and Gallahed, as the eldest 
  son, inherited his lands and title at the age of 16. His elder sister, 
  Morgaen, was beside herself at being passed over in the inheritance. 
  She left Gravedust and the county, and was not heard from for many 
  years. 
   
  Gallahed was a strapping young man, and a warrior like 
  his father. He was renowned as a rider, lancer and hunter. His early 
  death at the age of 19 during a hunting accident was a tragedy that 
  the whole county mourned. Percival inherited the family lands and 
  title, himself only 14. Morgaen returned not long after her brother’s 
  death, her jealousy forgotten in her grief. She appointed herself 
  Percival’s guardian, as he had not reached his majority. 
   
  The new lord is greatly overshadowed by his sister, 
  who takes charge in all matters of the count. She claims to have 
  been seeking education back in the eastern kingdoms during her 
  exile, but dark rumors swirl. The current talk of the town is her 
  pronouncement that the Silver Skull is nearly played out, and the 
  miners will have to take a half reduction in their wages or the mine 
  will have to close. Many miners are angry at her proclamation, and 
  are agitating for action to make their anger known to “the countess”. 
  Others are mystified; the Silver Skull lode shows no signs of playing 
  out that they can tell, so what does Morgaen know that they do not? 
  If the silver isn’t close to running out, why does she wish everyone 
  to think otherwise? Many pressing questions present themselves in 
  Gravedust these days…
  Dramatis Personae
  Morgaen Vanmorghein – A raven-haired beauty, who looks much 
  like her mother though of stouter constitution. She is a charming 
  woman, when she wishes to be, but has her father’s wrathful temper 
  and imperious nature. She acts as regent for her younger brother 
  Percival, the rightful count, who is only 15. Dark rumors swirl 
  around her, and some hotheads say she is a witch who caused her 
  brother Galahed’s death.
  Percival Vanmorghein – The current Count of Rottinheim, a 
  shrinking 15 year old boy who lives in his sister’s shadow, as he 
  once lived in his brother’s. He loved Galahed, though, and was not 
  jealous of being a second son. His sister frightens him, however; 
  he has suffered the wrath of her anger since childhood, despite her 
  assurances that she loves him and works for his own good.
  Ophelia Vanmorghein – No one outside the family and its household 
  servants have seen Ophelia in some 15 years, since Percival’s birth. 
  According to the family she still lives but is in poor health and 
  cannot leave the house.
  Sheriff Horus Rathclef – A tough and fair man, Horus was a 
  companion of Erastus when he first came to what is now Rottinheim. 
  They parted on harsh terms, exactly what those terms were no one 
  knows, but when he was confirmed as Count of Rottinheim, Erastus 
  asked Horus to be Sheriff. Horus accepted, and the old ranger works 
  hard to keep the peace in the oft boisterous streets of Gravedust 
  while also patrolling the trails and outlying settlements. He and 
  Morgaen do not see things eye to eye, and he does not appreciate her 
  ‘knights’ patrolling the town and county. She wishes to be rid of him 
  but on this Percival will not bow to her.
  Corvo Ironfoot – the dwarven foreman of the Silver Skull Mine, 
  Corvo is treading a difficult line between the miners and Morgaen. 
  He is trying to keep the miners from doing anything rash but is 
  unsure of his own future if Morgaen really will shutter the Silver 
  Skull. He suspects there is something untoward going on, as he sees 
  no evidence the silver is played out. He is looking for someone to 
  investigate the old mine works, where he has seen Morgaen and 
  her agents at night with no known purpose…Wilbur Thistlebottom 
  – an eccentric gnome alchemist and prospector, he claims to be 
  able to smell the silver in the ground. Others say his years spent in 
  the silver refinery have poisoned his brain. His outspoken position 
  that Morgaen is a witch who wants to drive out the miners and use 
  undead to mine the silver, keeping the profits for herself alone, has 
  made most dismiss him as harmless crank.
  Hecatonhire “Heck” Handerson – Heck Handerson is one of the 
  largest ranchers in the county, who counts nearly a thousand head of 
  oryx among his herds and owns the Hellbound Ranch. His oryx-
  skull-in-pentagram animal brand is famous in the region. He is the 
  largest employers of oryxers, the ranch hands who herd the great 
  horned beasts. The oryxers are all expert riders, skilled in handling 
  both their mounts and herd beasts, and count skill with a rope and a 
  bow as equally vital skills for their profession. They drive the cattle 
  between their summer and winter pastures, and protect them from 
  the many predators and goblin raiders. Heck is a champion horseman 
  and was a common oryxer himself until he managed to win every 
  horse race at the county roundup, winning him enough silver to buy 
  his ranch. Heck’s herds have been losing beasts and none of his 
  hands have been able to find the culprit. Beasts disappear in the 
  middle of the night, their bodies gone, and prints abruptly ending in 
  the middle of fields. It is a mystery that has Heck looking for outside 
  help.
  T
  The Howling Frontier
  Adventures
  
  Secret santicore 
  57
  heronimus Goldtooth – a dwarven enginseer of the Iron Horse 
  Guild, Theronimus is skilled in both mechanisms and magic. He 
  is responsible for Gravedust’s latest addition, a spur of the Iron 
  Horse Trail. The Trail is the creation of the Iron Horse Guild, who 
  adapted the mining cart that dwarves have used for centuries, and 
  applied it to other uses. Dwarven cities use hand-powered carts to 
  move chains of carts loaded with passengers and goods around; the 
  Iron Horse Trial is the same concept, adapted for the surface world. 
  The carts are the size of wagons, ingeniously devised, but instead 
  of the strength of a few hardy dwarves, the Iron Horse uses bound 
  fiends to provide the muscle power. The tireless outsiders propel cart 
  chains that would be impossible for mortals to move. Each chain is 
  headed by a bastille; a dweomered iron cage on wheels that binds the 
  fiends within and forces them to work at their stations.Their strength 
  propels the Iron Horse, their infernal heat making the bastille 
  scalding to the touch and constantly belching sulfurous smoke. A 
  vulnerability for the Guild on the surface world is the rails that the 
  Horse runs on, since intelligent enemies can sabotage them to stop a 
  chain to raid.
  Bertrand “Black-Blade” Sirrion – all frontiers attract rogues and 
  scoundrels of all descriptions, on the run from the law in more 
  settled lands and eager to ply their dastardly trades far from the 
  prying eyes of the law. Like a lodestone around its neck, Black-Blade 
  and his bandits are Gravedust’s criminal burden to bear. Black-Blade 
  was a highwaymen back in the Seven Kingdoms, until he had made 
  himself too notorious with his rapine and plunder, and fled east ahead 
  of warrant for his execution. He continued his ways all across the 
  Howling Frontier, and his latest venture has been robbing travelers, 
  wildcat miners and anyone else he and his road agents can bushwack 
  coming up the trail to and from Gravedust. Sheriff Rathclef has 
  publically sworn to bring him to justice, but every time he comes 
  close to catching Black-Blade and his band, they seem to slip away 
  again. This has spread rumors that Black-Blade has some source of 
  information in Gravedust that is keeping him informed.
  Sarakk Red-Fist – Chieftain of the Bloody Hand tribe of hobgoblins, 
  the largest and most dangerous of the local goblinoid tribes who 
  live in cliff side villages in Saguine Valley. Sarakk and his tribe 
  bitterly resent the presence of Gravedust and the humanoids in their 
  traditional homeland. He has led many raids against the town and 
  its denizens, and they are a greater threat than Black-Blade and his 
  bandits. He is a fierce warrior, and a charismatic figure among the 
  goblinoid tribes. In inter-tribal councils, he is a persuasive hardliner 
  who pushes for unity, the formation of a new horde, and the utter 
  destruction of Gravedust. 
  Thankfully for Gravedust, the other tribes suspect Sarakk is trying 
  to make himself warlord at their expense, and so have resisted his 
  calls for war.
  Balazzar Strange-Tooth – shaman-chief of the largest goblin tribe, 
  the Wyrdbark, who inhabit the dense, tangled Scapula Forest, 
  subsisting on the many strange mushrooms and fungi they harvest. 
  Balazzar is a shaman of no little skill, but his confidence in his own 
  abilities has waned in years. Balazzar is old, very old for a goblin, 
  and remembers marching with the Howling Horde, and their defeat 
  by the humanoids of the Seven Kingdoms cracked his faith. The 
  settlement of the frontier has shaken him, and watching Gravedust 
  grow and repulse attack after attack has caused that crack to widen 
  and become a chasm. His magic has not deserted him, but he has 
  become paranoid and indecisive as chief. He fears that the goblin 
  gods have been thrown down by the humanoids’ pantheon, and they 
  are doomed to be slaves or swept away. 
  The Howling Frontier
  Adventures
  
  Secret santicore 
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  The Howling Frontier
  Adventures
  
  Secret santicore 
  59
   
  Manon, Witch Pirate 
  of Guernsey 
  by Steve Albertson
   
  jonnyturbo86@gmail.com
  Dear Secret Santicore —
  A small adventure of daring-do in a historical 
  (1200-1500 ish) European archipelago milieu, 
  drug dealers, unauthorized slave traffic, smuggling 
  and stuff, for low level parties. Also, Old Ones.
  Thanks!
  P.V.
  The year is 1486. The PCs have been sent by the Abbot of Torre 
  Abbey in the coastal town of Torquay, England to hunt down the 
  witch pirate Manon and bring her back to Torquay for trial on 
  charges of heresy and witchcraft. Manon had caused havoc and 
  fear throughout Torquay a little more than a week before the PCs 
  arrived. The PCs have been given the run of a ship and it’s crew 
  and have followed Manon’s trail to the small British Sea (now 
  English Channel) archipelago of Guernsey, but where is she hiding 
  now?
  Manon rumors
  d6
  Rumor
  1
  Manon captains a ghost ship that turns all who board it into 
  specters.  (True... kinda: Manon captains “Aforgomon” a 
  ship that turns the living into gruesome incorporeal undead 
  only while they are on board. The ship itself is also incor-
  poreal. See below for more details.)
  2
  Manon is so beautiful that no man can withstand her wom-
  anly wiles. (True/False: Manon is very attractive from the 
  torso up, but has squid-like tentacles for legs... which may 
  turn some people off.)
  3
  Manon can see the future, and can teach you to see the fu-
  ture. (True: but only on the occasion that she drinks Tawil 
  (see below), or she has you drink Tawil, and even then not 
  always.)
  4
  is in league with Satan to conspire against all good Chris-
  tians. (False: Manon is a willing slave of Yog-Sothoth con-
  spiring against everyone to gain more power and favor from 
  “The Opener of the Way.”
  5
  Manon is nothing but a glorified drug dealer. (False: She 
  is most certainly a drug dealer, see Tawil, but she is also a 
  powerful witch and cult leader.)
  6
  Manon is a princess from the east who has run away to 
  become Satan’s bride. (False: Manon is the daughter of the 
  Governor of Guernsey.)
  Guernsey is the main Island and has two important locations 
  for this adventure, Cornet Castle and The Vale. Guernsey remained 
  neutral during the 100 year war between England and France 
  that ended less than 20 years ago, and is now a haven for pirates, 
  freebooters and those who wish to remain outside the common law.
  Cornet Castle – is a large fortified island castle with a keep 
  and surrounded by a small bustling village filled with traders, 
  merchants, pirates, French and English soldiers (who do not get 
  along), and the handful of permanent residents who keep the whole 
  thing running. Inside the keep is the governor of Guernsey, the 
  council of Guernsey, the bishop of Guernsey, and all other high 
  ranking members of society. There is a militia that is always on site, 
  but it is made up mostly of men from the countryside. The castle 
  guards the island’s very sizable port.
  The Vale – This is the north-eastern most area of the island. 
  It is craggy on the coast, but evens out to gentle plains inland. The 
  farmers of this area have an evil and ancient pact with the deep ones 
  who live just off the coast. They bring the farmers a mystic jelly in 
  exchange for copulating with the locals. The farmers will keep their 
  half-breed offspring hidden from the eyes of interloping visitors. 
  Outsiders are not welcome. The people of The Vale use the jelly to 
  create an hallucinogenic brew mixed with rum and cultivated ergot 
  from their grain. The drink is called Tawil.
  Herm – This island has become the pirates’ playground. No ships 
  are safe unless you’re already in with this ruthless crowd. They’ve 
  built a small shanty town filled with murder, savagery and vice. 
  The northern part of the island hosts the remaining members of 
  the Saint Tudwal monastic order. A company sworn to protect the 
  ancient secrets of the hidden Neolithic tombs scattered throughout 
  the northern half of the island. Inside of these trap-ridden tombs 
  are sacred magic items that belonged to the islands long forgotten 
  heroes.
  Adventures
  
  Secret santicore 
  60
  Jethou – The island is occupied by an order of Benedictine 
  Monks who devote themselves to hard work and the making of 
  beer, mead and rum. They work hard, but play harder. They are 
  completely oblivious to horror that surrounds them. No visitors 
  would dare rob or brutalize this establishment for fear of ruining the 
  excellent product that they make.
  Brecqhou – The indigenous islanders of Brecqhou have not 
  left this island in thousands of years. They are the protectors of 
  this region. They are insular and don’t trust outsiders. They live 
  in simple shacks and conduct a silent war against the Deep Ones 
  of The Vale and the horrors committed on island Sark. They are 
  quiet infiltrators and saboteurs. They have spells of their own and 
  defensive magic against the unknowable horrors of the Old Ones. 
  They can be convinced to help in exchange for a sabotage mission to 
  destroy The Vale’s storerooms of Tawil.
  Sark – On the island is a main monastery and several small 
  outposts dedicated to different saints. Secretly this is a Yog-Sothoth 
  cult called The Order of the Key and the Gate – headed by the 
  witch pirate Manon. The cult’s focus on rituals of human sacrifice, 
  then imbibing Tawil. Guernsey is secretly filled with members of 
  the cult who will make it onto the island regularly to indulge in the 
  ritual. The current tide of riff-raff and near-do-wells has kept the 
  cult well stocked in sacrifices.
  Where is Manon?
  When the PCs arrive at the archipelago of Guernsey, Manon 
  could be at any of the following locations. She is back at her home 
  archipelago for a few reasons.
  1. 
  She needs to re-up her supply of Tawil from The Vale to 
  pedal throughout the British Sea.
  2. She needs to pick up booze from Jethou to bring to The 
  Vale.
  3. She needs to visit her father to dump off all the money and 
  loot from the spoils of her last campaign. He is well aware of 
  everything that she is up to and hiding it from everyone else.
  4. She needs to stop by Herm to replenish her crew and sell the 
  last of her inventory of Tawil.
  5. 
  She needs to raid Brecqhou to capture an old rival to be her 
  next human sacrifice in a Tawil ritual.
  6. She needs to stop at Sark to once again attempt the ritual 
  that will  transport the entire archipelago to the realm of 
  Yog-Sothoth... maybe this will be the time it works.
  Roll randomly to see where she goes first and then go with what 
  makes the most sense as to the next place she’ll visit. Allow the 
  PC’s to follow her trail, but let her be a step or two ahead of them 
  until they first meet.
  Tawil
  Tawil is a highly addictive thick, red-brown liquid that must be 
  imbibed to gain it’s mystic and mind altering effects. The drug is 
  packaged by Manon is small vials in the proper dosage. If a user 
  takes more than one vial in 24 hours they must roll 1d10 but start 
  from 11 on the table. One dose lasts 2-8 hours.
  Users of Tawil all experience: mild hallucinations, an altered sense 
  of time (time moves faster, slower or stretches), colors seem more 
  vivid, patterns morph and shift leading to an understanding of hidden 
  meaning in all objects, but each dose leads to a main attraction, 
  which is one of the following events on the Tawil table below.
  How to use the Tawil table:
  • Taking one dose alone roll 1d20
  • Making a human sacrifice, roll 1d10
  • Performing the human sacrifice with the proper ritual to Yog-
  Sothoth, choose from any item on the table.
  • Taking more than one dose within 24 hours, roll 1d10 using 
  11-20
  Tawil Effects Table
  1. 
  Your spirit is transported to a plane where you look onto the  
  immeasurable glowing orbs that are Yog-Sothoth. You gain 
  special knowledge of the workings of time, space, and the 
  existence of an Outer God, and roll 1d8: 
  1) 
  Blasted: you are shot with a silver liquid and 
  disintegrate, 
  2) Seen: your eyes blast out of your head
  3) Touched: a limb corrodes and withers
  4) Drank by: You age 1d6x10 years, 
  5) 
  Impregnated: male or female, you are impregnated by 
  Yog-Sothoth and will give birth to a monstrous baby in 
  9 months
  6) Different: your physical appearance becomes bestial & 
  hideous 
  7) Given sight: one eye is replaced by a glowing orb that 
  allows you true sight, and to see into other planes, 
  8) Given touch: once a day you can touch a living creature 
  to summon and command a monster from a distant 
  world – killing the touched creature as the monster  
  tears through its flesh to enter our world. A person 
  given touch may only have one summoned monster on 
  this plane at a time.)
  2. Your spirits is transported to anywhere on the planet to 
  witness an event that happened at any time in history.
  3. 
  Manon, Witch Pirate of Guernsey
  Adventures
  
  Secret santicore 
  61
  4. Your spirit is transported to anywhere on the planet to 
  witness something happening right now. You may cast a 
  random spell at will for the duration of the dose.
  5. 
  You can levitate at will for the duration of the dose.
  6. You gain all knowledge about a certain task for the duration 
  of the dose, but forget the entire experience and all 
  associated knowledge when the dose has worn off.
  7. 
  You teleport to a specified location for the duration of 
  the trip. Others will tell you that you wandered off and 
  disappeared for hours.
  8. You know everything about every person you come in contact 
  with for the duration of the dose, but forget the entire 
  experience and all associated knowledge when the dose has 
  worn off.
  9. You gain the knowledge of how to summon a monster from 
  a distant world for the duration of the dose, but forget the 
  entire experience and all associated knowledge when the dose 
  has worn off.
  10. You can see all true forms and into other planes for the 
  duration of the dose.
  11. You die for the duration of the dose and then are brought 
  back to life when the dose would’ve worn off
  12. You go blind for the duration of the dose
  13. Your body feels like it’s burning for the duration of the dose
  14. Loose the use of a limb for the duration of the dose
  15. You witness a horrible atrocity that occurred near your 
  location from the perspective of the victim.
  16. You witness a horrible atrocity that is happening right now 
  from the perspective of the victim.
  17. You have a difficult time forming sentences and a frothing 
  primordial slime oozes from every orifice.
  18. Utter and total fear of everything for the duration of the 
  dose.
  19. Insanity: roll on an insanity table... you have that now... 
  forever
  20. Ego death: you now permanently experience the effects of 
  this drug in your day-to-day life.
  Manon the Witch Pirate
  Manon has a glowing orb eye and a hairy paw for a hand that were 
  gifts from Yog-Sothoth. She was given sight and given touch as in 
  the first option on the Tawil table above. She dresses in pirate garb 
  from the waist up, and her legs are made up of writhing tentacles. 
  She would be beautiful if not for her physical oddities. She is always 
  accompanied by a hunting horror that she has summoned forth with 
  the hairy paw. She is only a low level spell caster who has just begun 
  her journey for power. 
  She’s been granted many boons through her intimate relationship to 
  the corrupt people of The Vale, and her excessive use of Tawil. She 
  has formed a dedicated cult on Sart through the corrupting influence 
  of the drug Tawil. She now spends her time sailing the British and 
  Mediterranean Seas distributing the corrupting drug and building her 
  cult. She acquired the ship through the mentorship of The Vale and 
  the horrid rituals of the deep ones. Already a high priestess, she is 
  being groomed to be the bringer of Yog-Sothoth.
  Aforgomon and Manon’s Crew
  These men and women have been corrupted by the drug Tawil and 
  now follow Manon without question. They are apt and violent sailors 
  who are zealous in their allegiance to Manon. They work hard on 
  their jobs of spreading the corrupting influence of Tawil. While 
  aboard the ship they are incorporeal spirits, but as soon as they leave 
  the ship they are whole again. When the crew comes ashore they 
  will fill the pubs and brothels, looking for the weakest members of 
  society to spread their putrid drug and ultimatley religion. An crew 
  member will be happy to tell you how terrible their life was before 
  they met Manon. “She is our savior,” they’ll say, “leading us to The 
  Opener of the Way.”
  The ship itself is an incorporeal spirit. It only exists at night 
  and disappears during the day, only to reappear exactly where 
  it disappeared at daybreak. The ship simply moves to a shadow 
  dimension during the daylight hours. If the ghost ship moves through 
  another ship, all living things must roll vs. fear effects. Magic is the 
  only thing that can strike or anchor the ship to this realm. Keeping 
  the ship in the daylight will destroy it.
  Manon, Witch Pirate of Guernsey
  Adventures
  
  Secret santicore 
  62
  Manon, Witch Pirate of Guernsey
  Adventures
  
  Secret santicore 
  63
  A Telephant Never 
  Forgets
  by Justin Davis
  mr.justin.s.davis@hotmail.com
  Dear Secret Santicore —
  I humbly, on my kneesily, request a small 
  adventure with an elephant in it. The elephant must 
  be on the side of ‘good’, whatever that means.
  Thanks!
  S.F.
  Background
  Once a decade, the peaceable telephants that populate 
  the Mutant Future gather to psychically exchange 
  their species’ accumulated knowledge.  They migrate 
  from far and wide to return to their ancestral home, a 
  devastated Ancient zoological garden complex.  [Mutant 
  Lords should use the “ruin-ified” map of their local 
  town’s zoo.]
  Due to the telephants’ raw might, their sacred meeting 
  spot is considered forbidden, and been left unmolested 
  for centuries…until now!
  Conflict
  This year, psi-poachers plan on raiding 
  the telephant rendezvous to harvest the 
  creatures’ massive brains.  Sinister!
  The Antagonists
  The psi-poachers are a grubby assortment 
  of four unsavory Pure Humans, two 
  battered Androids, and a foul-mouthed 
  Mutant Plant.  They extract living brains 
  from their victims using an Ancient gadget 
  called The Skull-Scooper, a colander-like 
  helm with just too danged many whirling 
  blades, sucking hoses, and blinking lights.  
  The ruffians all ride motorcycles.
  Involving The PCs
  Perhaps the psi-poachers are recruiting local talent to 
  pull of the caper, and promising a “big score”.
  Or maybe the PCs’ village has a historical protection 
  pact with the telephants, and the local “rite of passage” 
  into adulthood is to serve as guards at the gathering, 
  meaning a guaranteed run-in with the nogoodniks.
  Or maybe the telephants themselves get precognitive 
  awareness of the plot, and reach out to the PCs via 
  dream-projection.
  Adventures
  
  Secret santicore 
  64
  After The Villains’ Inevitable Defeat
  For as long as telephants stride the wastelands, their 
  species will be eternally grateful to the PCs and their 
  descendants.  And they will gladly share long-lost 
  secrets of the Ancient variety, like disease cures and 
  locations of supply / weapon / vehicle caches!
  Telephant
  No. Enc.:  0 (2d10)
  Alignment:  Lawful
  Movement:  150’ (50’)
  Armor Class:  4
  Hit Dice:  10
  Attacks:  2 or 1 (2 tusks, or trunk, or weapon)
  Damage:  1d10 / 1d10, or 1d8 + squeeze, or by weapon
  Save:  L10
  Morale:  9
  Hoard Class:  XXII
  XP:  10,800
  Telephants are enormous creatures with pulsating, 
  exposed brains (which are conveniently protected by 
  force fields) atop their heads, and a vast array of psionic 
  abilities.  They use their trunks to manipulate Ancient 
  artifacts.  If a telephant strikes with a trunk in combat, 
  it grabs and restrains the target, and does an automatic 
  2d6 damage per round afterwards.
  Relatively peaceable creatures, telephants avoid conflict, 
  and try to get along with their fellow sentients.  And 
  unlike other pachyderm-related mutants, telephants 
  never use trample attacks, as they find them (and the 
  resultant messes) unseemly.
  Mutations:  Damage Turning, Disintegration, Empathy, 
  Force Screen (Greater), Increased Willpower, Know 
  Direction, Mental Phantasm, Metaconcert, Mind 
  Thrust, Neural Telekinesis, Neural Telepathy, 
  Precognition, Temperature Control
  A Telephant Never Forgets
  Adventures
  
  Secret santicore 
  65
   
  Space Dungeon 
  Adventure 
  by Paul Schaefer
   
  nemo235@hotmail.com
  Dear Secret Santicore —
  Draw the dopest thing you can think of featuring 
  mutants in a dungeon, because aliens!
  Thanks!
  M.F.
  Adventures
  
  Secret santicore 
  66
  The Cubemen from the 
  Woods
  by Nathan Ryder
   
  nathan@nathanryder.co.uk
  Dear Secret Santicore —
  A micro-adventure inspired by your favorite 
  episode of Gilligan’s Island or some similarly retro 
  television show that I can drop into my post-apoc/
  fantasy sandbox.
  Thanks!
  C.W.
  A note: I mostly play Lamentations of the Flame Princess but I've 
  tried to make this micro-adventure as system-neutral as possible.
  Another note: Inspired by the 80s TV show “Terrahawks” - in particu-
  lar, Episode 3, “Thunder-Roar.
  Rookwood is a prosperous farming town, well known for fertile 
  fields. In recent weeks it has become more well known for raids 
  on those fields by strange creatures. “Cubemen” attack every few 
  days, coming from the woods to the west of the town. In the most 
  recent incident a farmer was killed, and two others were seriously 
  hurt. Rookwood's trade is suffering; the Mayor and the most wealthy 
  farmers and merchants have gathered a 5000 silver piece reward for 
  anyone who can solve the problem.
  The Problem
  Seven and a half miles past the woods are a series of small hills that 
  no-one goes to; there are old superstitions describing them as places 
  of evil worship. These are false, but the hills are home to the last 
  remnants of a very, very old civilisation. The Guk have been gone 
  for thousands of years, but their servants, the clayfolk, have slept for 
  a long time and woken as the machines keeping them asleep have 
  failed. Only a few have survived.
  The cubemen are clone-workers for the remaining clayfolk. Crop 
  destruction is incidental to soil theft – rich in the minerals needed 
  to create clay-life. Each raid gives them material to animate more 
  cubemen, and soon the clayfolk will start creating more of them-
  selves.
  Rookwood
  Rookwood is a town of over eight hundred people. Several wealthy 
  farmers look after many acres of land and produce bountiful harvests 
  of essential crops; smaller cultivators produce rare fruits and vegeta-
  bles. Life is generally serene, with market day every Wednesday, and 
  traders visiting each Saturday.
  Fields lie to the west, and extend a couple of miles out on a lush 
  plain. Beyond the fields lies a dense woodland area, then a series of 
  hills that runs for twenty miles. A river runs down from mountains 
  in the north. A trade road to the nearest other town (two days' 
  travel) heads to the east. Roads to the north and south lead to other 
  settlements (all a minimum of four days' away). The nearest city is 
  over a week to the south.
  Five weeks ago the attacks started. Cubemen would not attack unless 
  provoked; several attempts by farmers and hired hands have failed to 
  stop cubemen before they get to the fields. Witnesses have claimed 
  that cubemen are using “burning slings”. People are scared and do 
  not know what to do. Only two merchants showed up on Saturday 
  – both charged high prices. No-one is sure if anyone will come this 
  week.
  Rumours and Goings On
  1 Mayor Anderburr has offered 1000 silver pieces of his own money 
  to the reward.
  2 Alva Talse, a local alchemist, claims she knows what the cubemen 
  are and needs a couple of their heads to run some tests.
  3 A shepherd's son, Bryn, heard a strange roaring sound echoing out 
  of the forest two nights ago.
  4 No-one so far has been able to kill a cubeman.
  5 One of the farmhands who drove off the last attack swears the 
  cubemen shot fire from their heads.
  6 The wife of the farmer who died says he was rambling about a 
  strange creature in the field.
  7 Joe said that the stores are running low as caravans have been 
  avoiding the area.
  8 The owner of the White House Inn will offer free board to any 
  party who repels the cubemen.
  9 A tracker found a big pile of dead butterflies and trampled under-
  growth in the woods to the northwest.
  10 Gordo the merchant is profiting a lot from all this... He must 
  know what's going on...
  The Guk
  The Guk were humans. They knew deep magic. They made people 
  of clay. They made them in their image, and they made them 
  conscious. The Guk got sick and then there were none of them left. 
  Their clayfolk survived. They built machines to hide away and sleep 
  for a long time. Then they woke up.
  The Clayfolk
  The clayfolk who have woken are sending out cubemen from their 
  Adventures
  
  Secret santicore 
  67
  hill crypts. They are gathering clay soil to make more cubemen and 
  clayfolk. They have little of value to treasure hunters, save for a 
  small cache of gold used for magical designs. They live in a series 
  of four large caves under the hill; the last and deepest has an ancient 
  stone door leading under the earth. They have not opened it. 
  Cubemen 2d6HP, AC as leather
  Clay-clones. 5'8”, smooth, toy-like humanoid bodies. Heads are 
  perfectly cuboid, each surface bears a simple face (neutral, happy, 
  sad, anger). The top is blank. Vaguely conscious; responds to danger 
  and orders from clayfolk.
  Special:
  Carry short staves (d6 damage). Appear in groups of six; if raiding 
  a field, three pile soil into bags for transporting, while three form a 
  defensive perimeter.
  Three times per day can fire a shot from their anger face (firing 
  from left eye). Range is fifty feet (+3 to hit). The shot is a small 
  burning ball of gel (d4 damage).
  Unless heads are removed, twelve hours after “death” they will 
  revive at 1HP and try to return to the hill crypts.
  Mother 15HP, AC as bare skin
  Mother is the oldest surviving clayfolk. She is weak and recovering 
  from stasis. Has revived three dozen stored cubemen. She wants to 
  build a sufficient force of cubemen to gather more clay soils and cre-
  ate as many true clayfolk as possible.
  Special:
  Spell options as a 10th level magic-user, plus the clerical spell Con-
  trol Weather; has not used this yet, but grows tired with the towns-
  people interfering and considers sending a storm. Can heal clayfolk 
  or cubeman for d8HP by touching them; in her current condition 
  this costs her 2HP.
  Can mentally contact other clayfolk within ten miles.
  Has a rod to control Ssram's pain collar. He has been leading the 
  cubemen on their raids, but staying out of sight.
  Son 30HP, AC as platemail
  Son was derived from Mother, but something went wrong. His mind 
  is empty of magic and most other things; he is big, strong, fast, feels 
  little pain and thinks only of killing. When he wanders from the hill 
  crypts he can usually be found killing insects. He is big and noisy, 
  and would love to kill forest animals but scares them away. Mother 
  has forbidden him from approaching Rookwood.
  Special:
  Attacks with a two-handed sword (4+d6 damage) of Guk design. He 
  has a +5 attack bonus. His skin is dense and years in stasis have only 
  made it tougher. Despite his size and stupidity he can move at 150% 
  of normal rates.
  Sister 10HP, AC as bare skin
  Sister was based on Mother's mind and body template. She was made 
  specialised for clayfolk creation and healing.
  Special:
  Has spells as a fifth level magic user.
  Once per day can use soil from the Rookwood fields to give life to 
  d3 cubemen (there are hundreds of cubemen in storage).
  She can attempt to heal clayfolk or cubeman at any time that she 
  is free to touch them. Roll less than or equal to her current HP 
  on a d20 and she restores d10HP; if over her current HP then she 
  restores d10HP but loses d3HP of her own.
  Only Sister knows how to make clayfolk at the moment and can 
  attempt this once per day (30% success rate) with sufficient refined 
  soil.
  Ssram 40HP, AC as chainmail plus shield
  A bony humanoid lizard 100 millennia out of his time. Functionally 
  immortal – only massive damage and dismemberment can truly kill 
  him. Ssram is the last of his kind. Held prisoner by the Guk after 
  leading a war party against them. A pain collar he wears kept him in 
  check, a weird pet for the Guk. Waking from stasis, he is Mother's 
  unwilling general.
  Special:
  Carries a serrated sword (d8 damage) and shield that he bears as 
  champion of his people. Both would be seen as valuable by knowl-
  edgeable historians.
  Ssram's blood is toxic to humans; a successful hit causing bleeding 
  will trigger a save versus poison by PCs in melee; failed saves induce 
  2HP damage and an ongoing -2 to actions.
  Ssram can roar to confuse once per hour; soundwave can be heard 
  for miles. Anyone within sixty feet is stunned for 3d20 seconds; save 
  versus paralyzation halves this time.
  Wants and Needs
  Rookwood needs the monsters repelled, or they will be eventually 
  attacked outright and overrun.
  Mother wants to lead an army of clay. It will take several weeks be-
  fore she has enough strength (personally and in numbers) to openly 
  lead her people out. She is content to let the cubemen act and 
  remain hidden for now. She doesn't know enough about the current 
  humans to know what challenge she faces.
  Son just wants to kill.
  Sister wants to create a life which is hers to nurture.
  Any new clayfolk will feel a need to survive and multiply – a com-
  pulsion Mother has instilled.
  Ssram wants to be free, but needs to follow orders or Mother will 
  punish him.
  Possible Futures
  The existence of the clayfolk will not be immediately obvious from 
  the situation in Rookwood. If a group of cubemen are killed by a 
  party of adventurers, Ssram will report this to Mother. Mother will 
  then most likely instruct Ssram to lead a dozen cubemen to seriously 
  damage the town and townspeople. Son may “act out” and just start 
  slaughtering Rookwood's people. The clayfolk are weeks away from 
  having a small army; each new clayfolk created will be a 6th to 
  9th level magic-user, so unless they are discovered and the problem 
  addressed they will grow powerful quickly. Rookwood is not the only 
  source of soil in the world, but there is no more nearby.
  The Cubemen from the Woods
  Adventures
  
  Secret santicore 
  68
   
  Pit of Slimord
  by Andrew Bellury
   
  themobian@gmail.com
  Dear Secret Santicore —
  Labyrinth Lord or other B/X clone mini-dungeon 
  or adventure location, or whatever really.  Tis better 
  to give than to receive!
  Thanks!
  E.H.
  Adventures
  
  Secret santicore 
  69
  Adventures
  Dear Secret Santicore —
  Please may I have a dungeon of horrible grimtoothy 
  traps guarding marvellous treasures.
  Thanks!
  pon a twilit byway shambles 
  Melchizedek Antigropelos with 
  exquisite waterproof leggings. 
  Of these leggings he is proud 
  and is suspicious of covetice. 
  Needing little incentive to do so 
  he accosts onlookers about his suspicions 
  with taunting jibes and scornful sneers. 
  Should those accosted display the slightest 
  bit of interest in the leggings he glares 
  balefully at them with the roseate carbuncle 
  he has in place of a left eye and then all the 
  world is engulfed by a vision: a kaleidoscope 
  of tunnels and stairways burrowing into the 
  darkling earth and pitfalls and perils and 
  weird glimmerings in a night beyond the 
  reach of the angels of daylight.
  Should PCs avoid the topic of the leggings 
  and give fight, they will find a worthy 
  adversary but render obsolete the rest of the 
  adventure. Should they merely ignore the 
  fellow they will be sure to encounter him 
  periodically thereafter, always wearing the 
  leggings, always suspicious.
  Melchizedek Antigropelos; Minor Avatar 
  of Metagrobolism MU10/C10 AC: 15 
  (DEX, leggings) MV: 40’ hp: 33 #Att: 1 
  stick Dmg: 1d4 Special: magery AL: N 
  ML: 11 
  Magic-User Spells: Trenchant Rejoinder 
  (magic missile), Black Lullaby (sleep), 
  Aegis of the Coil (shield), Mantle of 
  Abhorrence (invisibility), Thralls of the 
  Splintered Light, (mirror image), Blinding 
  Curse (continual light), Borne Aloft 
  by Daemon Swans (fly), Phlogistonic 
  Disruption (fireball), Mantle of Gorgonhide 
  (protection from normal missiles), Hie 
  Over Cap (dimension door), Hudibrastic 
  Emblustrication (confusion) 
  Cleric Spells: Supplication to St. 
  Frithegund (cure light wounds), 
  Transubstantial Orison (purify food and 
  drink), Witchfinder’s Nose (detect magic), 
  Unmasking the Enemy (detect 
   The Eye of Melchizedek 
  Antigropelos
  by Tom Fitzgerald
  	
  tfitzgerald237@gmail.com
  
  Secret santicore 
  70
  evil), Dreadnought Oratory (remove 
  fear), Inquisitorial Examination (know 
  alignment), Await Thy Judgment (hold 
  person), Trial of Immolation (resist fire), 
  Sacristan’s Vigil (silence 15’ radius), 
  Righteous Indignation (striking), Purge the 
  Unclean (cure disease), Bond of Eternal 
  Servitude (animate dead), Eudaemonic 
  Host (protection from evil 10’ radius), 
  Martyr’s Gift (cure serious wounds), 
  Scourge of Falsehood (detect lie), 
  Summoning Forth from Shadowed Lands 
  (raise dead), Visitation of the Hashmalim 
  (flame strike)
  Note: Spellcasters in the dungeon, being 
  aspects of Melchizedek, use spells from 
  these lists in the order listed up to their 
  capacity.
  Within the Eye
  The first place the PCs arrive is always 
  the Junction of Pinkish Granite, where 
  tallow candles gutter in sconces and 
  writing on the wall in hastily scrawled 
  charcoal reads, “Thou jesteth, surely”. 
  Four possible ways of exploration await.
  Onward travel requires the following 
  simple procedures;
  Denominative Roll: d6 determines what 
  manner of thing greets onward travel. 
  The terms used to refer to things are 
  nonstandard to allow different initials 
  that a GM might key the resultant 
  diagrammatic representation of the place 
  with a shorthand (e.g. C-III-5 indicates 
  the Schrimpshonger’s Workshop). 
  Places and things referred to in the 
  denominative roll will be referred to as 
  loci, except for cases in which they are 
  not.
  Enumerative Roll: d6 indicates specific 
  version of the thing encountered, as well 
  as generating other information such as 
  the number of exits a chamber might 
  have. 
  The tables cascade such that once you 
  roll a two on your Denominative and a 
  one on your Enumerative roll to indicate 
  the Rackmeister’s Manufactory (C-I-1), 
  repetitions of the same combination will 
  indicate The Cyst of Nornery (C-II-1), The 
  Plundered Catacomb (C-III-1), then the 
  Sky-Burial Tower (C-IV-1). It should be 
  noted that the repetition does not render 
  all the possibilities of a given subsection 
  obsolete, only the particular result 
  already encountered need be discarded.
  As a general Rule (Parenthetical 
  information covers that which is not 
  immediately apparent) [Hard Brackets 
  cover crunch] 
  First, Roll d6 to determine what’s 
  encountered, this will be referred to as 
  the Denominational Roll;
         Way
         Chamber 
         Peril
         Denizens
         Booty
         Guardian
  The Eye of Melchizedek Antigrepolos
  Adventures
  
  Secret santicore 
  71
  Adventures
  The Eye of Melchizedek Antigrepolos
  
  Secret santicore 
  72
  Following the Denominational Roll 
  go to the section indicated by the roll 
  and roll another d6 (the Enumeration) 
  to determine which manifestation is 
  encountered, ignoring duplicate results 
  and passing on the next subsection 
  when such arise (Refer to table for easy 
  results).
  It is important to record the rolls as they 
  occur as the numbers will be used for 
  various purposes further down the line.
  
  Special: Portals - Should the GM feel 
  it will improve the experience it may be 
  determined that between one locus and 
  another are doors that obey the time-
  honoured behavioural constraints of 
  Mythic Otherworld doors (cf. Musings 
  of Philotomy). All are shut and jammed 
  and will swing shut again if allowed to 
  do so. Forcing them not cause wandering 
  monster check unless GM is using 
  special Itinerant Abomination rules. Even 
  spiked doors will have swung shut if the 
  last roll before re-encountering them was 
  a 5 or a 6.
  Combining the enumerator of a locus and 
  that of what lies beyond gives a number 
  between two and twelve. Each successive 
  portal of the same type will have a 
  different detail {provided thusly}
  2. Door of solid stone. {granite, 
  sandstone, marble, basalt}
  3. Hanging curtain of mildewed cloth 
  {fustian, soiled linen, patchwork tatters, 
  human skin}
  4. Wickerwork gate of twisted withies. 
  {trampled rose, golden hair, white feather, 
  red thread}
  5. Rickety door of weathered wood. 
  {muddy palm-print, black mould, rusty 
  knife, abstract scrawlings}
  6. Wooden portcullis bound by ropes 
  and resin. {white kerchief, impaled rat, 
  peeling green paint, effigy of twigs}
  7. Gaping aperture that prohibits 
  no egress. {cobwebs, dangling roots, 
  inhuman footprints, bloodstains}
  8. Rough-hewn wooden door with 
  rawhide nailed upon it. {donkey hide, 
  rabbit skins, Cocodrille-skin, human skin 
  with tattooed lilies}
  9. Sturdy oaken door studded with iron 
  nails. {burn marks, feeble scratchings, 
  deep gouges, embedded arrow}
  10. Heavy wooden door bound with 
  bronze. {Brass knocker with motif: Green 
  Man, Rams-head, Grinning Death, 
  Firedrake}
  11. Rusty iron portcullis. {Motto above 
  reads: “Lurch Ye Hence”, “Vitiate the 
  Recondite”, “Thy Lion Awaits”,”Long is 
  the Way and Hard”}
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  W-III-3: Stairs of Winter
  12. Iron gate, double doors. {Paired 
  grotesques in relief: Hydrae, Gorgons, 
  Sirines, Hekatoncheires)
     Ways
  Ways go up and ways go down but it 
  need not affect your placement of rooms 
  - this place has the architecture of 
  a dream. 
  Generally speaking the 
  Enumerator can be used 
  as an indication of how 
  many rounds it takes 
  to traverse the way. 
  Transitions from 
  Ways to other Ways 
  can be drawn 
  as junctions 
  or branching 
  corridors.
  I.
        Rotting 
  Fresco: Long 
  gallery portrays 
  noble family’s 
  descent through 
  generations of 
  bestial degradation 
  to liquescent horror
   
       Creaking Stairs: Rickety wooden 
  stairways climbs through black abysms 
  (Dropped torches fall forever into dim 
  distance)
        Into the Foul: Crumbling stone 
  stairway descends through dismal 
  reeking tunnel into miasmatic dank 
  (Delvers become afflicted with harmless 
  mucus and malaise from the putrid 
  atmosphere)
        Into the Burrowing Dark: Twisting 
  and stifling squeeze down into the 
  bowels of the earth (Dim vestiges of 
  fossilised epochs are exposed in 
  the walls)
         
  Chimbley Ladder: Rusty 
  ladder-rungs climb hollow 
  stone chimney (Rungs creak 
  and squeal in their footings)
        Meandering Stairs: 
  Cramped stairway rises and 
  falls and twists without reason 
  with switchbacks and dead-ends 
  and other vagaries of demented 
  masonry
  II. 
        Sump-Channel: Reeking 
  channel of oily sludge, knee-
  deep, low-roofed (sufficient 
  heat will set it to burn for 
  weeks)
        
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        Stairs of Winter: Icy cavern of 
  howling winds climbs through the heart 
  of a glacier (sinister groans and cracks 
  may be heard above the wind)
        Antediluvian Gallery: Trapezoidal 
  tunnel of cyclopean construction, 
  titanic blocks of granite ingeniously 
  fitted (Dim glyphs tell of genocidal 
  campaigns against debased salamandrine 
  autochthones) 
                
       Sinister Lamplight: Skeletal hands 
  emerge from earthen walls, grasping 
  lanterns that burn with a sickly bluish 
  light (lanterns are held tightly as if the 
  hands are reluctant to let go)
         Hall of Rust: Iron hall of massive 
  plates, huge rivets swollen with centuries 
  of rust, footsteps ring loud here.
  IV.
        Patinated Hall: Corridor of beaten 
  copper embossed with oceanic scenes. 
  (Naiads consume the viscera of laughing 
  sailors under the moon) - Passage leads 
  to desolate seashore and the crying of 
  gulls.
        Vitreous Tunnel: round tunnel 
  of slick and lumpen glass, occasional 
  weird outscroppings of jagged obsidian 
  (Vague sense of terrible danger) - passage 
  leads to blasted valley of slag-heaps and 
  fumaroles.
        Path of Rot: Sinuous tunnel 
  through colossal rotten tree trunk lit by 
  phosporescent decay and fitfully shining 
  glazeworms hanging on silken threads
        Decaying Wooden Jetty: Swollen 
  timbers crusted with molluscs, over briny 
  depths where huge crustaceous things 
  move slow and weird
        Ramshackle Mineshaft: Timbered 
  mineshaft in state of dereliction, 
  poisonous ore glimmers in the walls 
  (sense of crushing weight held back by 
  feeble construction going to ruin)
        Obsidian Grotto: Iron bridge arcs 
  through cavern of razor-sharp volcanic 
  glass. (Light sets the black shards to 
  sinister twinkling)
        Path of Slugs: Dank crawlspace 
  beneath ancient cisterns, dripping and 
  gurgling of drains (sense of extreme 
  oppressiveness)
  III.
        Precipitous Ascent: Harrowing 
  clamber up jagged cliff-face on heavy iron 
  chains. Troglodytic cercopithecines give 
  warning cries from far above [Harmless 
  and fearful]
        Cold Water: Natural cavern neck-
  deep in frigid water, blind fish nudge 
  curiously (Ripples and drips break an 
  ancient silence)
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        Seven Cisterns: Wooden gantry over 
  cisterns filled with muck from which peer 
  curious salamanders of ponderous girth. 
  - Passage leads to foul rivers in the dark 
  and swamps in endless caverns.
        The Crack: Narrow squeeze between 
  two vertiginous cliff-faces through which 
  the bloated must sidle awkwardly - 
  Passage leads to precipitous barrens of 
  stone unyielding
        Sewer of a God-King: Grand 
  colonnaded arches and mosaic adorn 
  this long-disused sewer. (Mosaic scenes 
  depict the Moon descending from the sky 
  down a tall tree and enslaving the folk of 
  Earth). -passage leads to the Citadel of 
  Calefactio Baryton in the Protectorate of 
  Transmontane Sciatheria.
        Chittering Chasms: Drifts of noxious 
  guano crawling with vermin impede 
  progress through these long caves 
  (Periodic showers of filth come down from 
  the deafening colonies above) passage 
  leads to the Feodality of Vanquished 
  Urheim  
      Chambers
  Number rolled indicates number of 
  exits. Encounters generated in search of 
  exits may, at the GM’s choice, be placed 
  within the Chamber.  Though they are 
  apparently empty the principle of “fluff is 
  crunch” applies, there may be a purpose 
  to jars of vinegar and sinister orchids 
  that is not immediately apparent.
  I.     
        Rackmeister’s Manufactory: 
  Smouldering smithy, stifling with 
  menace. Forges, anvils, quenching baths. 
  Produces tools of torture (thumb-screws, 
  barbed tongs, hooks, manacles, chains 
  etc.)
        Hercinian Throne Room: Fine 
  Hedgehog furnishings scattered and 
  strewn. (Torn tapestries depict the 
  tyrannical reign of Queen Frithegund the 
  Implacable)
        Sunken Drear: Abandoned Vodnik 
  lair neckdeep in mire. Effigies of greenish 
  bone (The remains of about a hundred 
  children can be found)
        Sequestarium of Belphegor 
  Throstlewick: Claustrophobic wooden 
  library the books of which are noxious 
  and derivative (There is a preponderance 
  of titles on Immaterialist Philosophy and 
  the construction of aqueducts, Less than 
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  one in ten are legible, all are sodden and 
  mouldering)
        Urnhouse: Cavernous storeroom, 
  jars of vinegar. Craven cynocephalid 
  whelps yammer among them (Their dam 
  is absent, having wandered into some 
  unknown doom)
        Memorial of Regnant Fowl: 
  Pilastered hall of pinkish marble. Stone 
  Phoenicopterus parade in relief (In a 
  stone city upon a lake from which the 
  moon emerges and in which the bird-
  people drown themselves)
  II.
        Cyst of Nornery:  Rune-chamber, 
  Climbing serpents tell sordid sagas in 
  carven runes.
        Hall of the Hundred Troughs of 
  Bile: Humid foetor hangs in the air (Bile 
  is mildly corrosive, remnants of things lie 
  within a few troughs)
        Nodding Brethren of the Garth: 
  Garden of sinister orchids growing in 
  gore, watchful silence reigns. 
        Thyrs Lair: Murky low beamed den 
  of musky beast-stink, Gnawed bones 
  and scraps of fur (Bestial musk clings to 
  those who have entered this place)
        Tomb of the Sun: Shadow-haunted 
  vault of stony echoes (Carvings depict the 
  sun in repose at the bottom of the sea)
        Thickets of Worldliness: Grove of 
  carven stone trees where flit the shadows 
  of Aptalons in amorous congress 
  (Harmless phantasms recall better days 
  long ago)
  III.
        Fallen Grandeur: Cavern where 
  roof has collapsed to a great height, vast 
  pile of shattered stone takes 10 rds to 
  clamber across to single exit 
        Plundered Catacomb: Embalmed 
  occupants dismembered and trampled, 
  every scrap of treasure gone (Unless, of 
  course, treasure be found)
        Astromancer’s Star Dome: 
  Observatory dome of purple glass looking 
  over burning golden hills, (Five suns 
  glitter against black sky. Breaking glass 
  reveals poisonous air [1d6 dmg/rd until 
  PCs close and seal doors behind them])
        Anthropophagus Larder: Smoked 
  joints of manflesh, sausages and 
  carcasses hanging from meathooks. 
  [Should anyone eat of the meat they will 
  need to save vs. poison for each day they 
  do so or be transformed into a GHUL, as 
  ghoul]
        Schrimpschonger’s Workshop: 
  Among noxious dust and the smell of 
  old bones are tusk and horn and bone of 
  Karkadann and Monoceros and Horse-
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  Whale carven and engraved but long 
  since split and crumbling and riddled 
  with boneworms. [There are Affinities 
  of Decay crowded here that will - 10% 
  chance per round - destroy a random 
  object owned by a party member]
        Calidarium: Carven alabaster pillars 
  and nereids cavorting in mosaics around 
  three wading pools filled with stagnant 
  scum (The nereids frolic with and are 
  chased by the moon, luminous polliwogs 
  swim in the scum)
   
  IV.
        Sky-Burial Tower: a ladder and 
  a trapdoor above opens to a platform, 
  fanged battlements pierce the clouds in a 
  realm of dreadful heights ( PCs may exit 
  the Dungeon from this point to the Gulf 
  of Eyries, a treacherous pinnacled realm 
  of desolate crags where soar the Greatest 
  of Birds).
        Ye Pit of Night Aeternal: A vast 
  chasm gives way to a riddled darkness 
  of endless tunnels and years of blindly 
  groping (after 1d6 years the searcher 
  finds the realm of GREWSOME TROLDES 
  [Dwarfs])
        Underlake: Cold Expanse of 
  sulphurous azure water (phosphorescent 
  FLOUNDERBOYS lurk within and 
  KNUCKERS and secret tunnels to Lake 
  Nenuphar and the outside world)
        Roots of the Doom-Tree: Maze of 
  burrows between colossal roots (Exits 
  lead to perilous forests; Grimley Wode 
  and the Ouzelwood and the Scaddaw 
  Grove and what-have-you).
        Dungeons of the Margrave of 
  Lesser Omphalia: Wails of the suffering 
  and the stink of burning (Exits lead to 
  oubliettes and torture chambers and 
  wine cellars etc.)
        Cave of Fitful Daylight: (Exits 
  lead to rabbit burrows and overhangs 
  returning to the vicinity of the initial 
  encounter with Melchizedek, where the 
  sun is sinking beneath the horizon)
         Perils  
  Number rolled indicates maximum 
  number of party members affected by 
  trap. Traps may be placed in their own 
  specially designed space or worked into a 
  Chamber or Way in whatever manner the 
  GM sees fit.
        Echoing Broad Expanse: Stone floor 
  of enormous flags, pressure on the wrong 
  one and chute opens into Manglehole 
  of grinding wheels [2 in 6 chance of d10 
  dmg + stuck unless someone can retrieve 
  victim with successful remove traps]
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        Grimacing Ifrit of Black Iron: 
  Should one attempt to pass beyond 
  without laying an item upon the altar, 
  statue mouth coughs acrid lime [Save vs. 
  petrification or blind 1d6 turns]
        Bland Grey Corridor of 
  Indeterminate Height: Acrid smell 
  presages caustic-substance-sodden rope 
  net triggered by tripwire to come sailing 
  from above. [Dex. check to avoid, 1d3 
  dmg per rd. until successful Dex. check 
  or 5 dmg caused by edged weapon to 
  escape]   
        Shard Vault: Vault of tinkling icicles 
  [CON check to breathe calmly or it 
  splinters to falling shards - 1d8 dmg] 
        Abode of ye Nycticorax: An 
  Owl roosts here in a messy nest atop 
  one of twelve multi-armed statues of 
  heathenish devil-deities with wicked 
  weapons brandished (Something glitters 
  in the nest, a worthless piece of mirror, 
  touch one statue and they all topple 
  catastrophically [Save vs. dragon or 3d6 
  dmg.]
        Wooden Bridge over River of Dirt: 
  Bridge is roped to notches in the ceiling, 
  right in the middle of the bridge is caltrop 
  chute [d4 dmg initially then d4 dmg x 20’ 
  unless MV reduced to10’ per rd]
  II.
        Pretty Red Rope: Ornately braided 
  sash of crimson silk hangs from ceiling 
  aperture, pulling it sounds colossal 
  gong in the earth, disrupting internal 
  structures [d6 dmg + 1d6 turns deafness]
        Tunnel through Crumbling Rock: 
  Footfalls sound hollow here (must be 
  actively listening to detect it)  earthen 
  sinkhole gapes beneath thin crust of 
  worm-eaten stone, victim is unhurt by 
  fall but slowly crushed and stifled by 
  tons of collapsing earth, (1 dmg/rd until 
  100 STR points of cumulative effort are 
  applied to assistance)
        
        Seven Stepping Stones across 
  Sulphurous Sludge: third stone shifts, 
  causing the slime to belch noxious fumes 
  (save vs. death or swoon 1d4 rds during 
  which drowning in sludge ensues)
        Churl Snare: Spring-hoe hidden in 
  recess, tripwire trigger (WIS check to 
  notice unless actively searching, Attack 
  +0 d6 dmg)
        Sullen Hall: Hall of grimacing 
  grotesques in bas-relief, hexagonal tiles, 
  one of which triggers poison dart from 
  mouth of gurning babewyn that induces 
  spasmodic berserk flurry [50% chance 
  of being set off, Attacks at +1, save or 
  attack everyone for 1d6 rds]
        The Blade of Bold Rogiero: 
  Backsword embedded in floor, if pulled 
  forth unleashes tumbling stony skull of 
  giantish ancestor from hidden chute in 
  ceiling [DEX check or 2d6 dmg]
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  III.
        Scourge of Doubt: Squatting idol of 
  Simian Saint, too-close examination and 
  pressure in altar-zone triggers barbed 
  chain-grapnel from groove in floor to 
  sweep across area, [DEX check to jump 
  or 2d6 dmg]
        Perilous Hagioscope: A little chapel 
  with an altar made of the bones of the 
  dead and a little aperture opposite in 
  a wall of bones (try to get too close to 
  peer through the aperture and the wall 
  collapses) [DEX check or 1d6 dmg and 
  pinned for a turn]
        Beneath a Hellish Kitchen: Low 
  sooty corridor, should too much sound be 
  made there will be cinder dump through 
  towering chimney [1d3 dmg, shield 
  negates] (Should characters attempt to 
  climb the SMOULDERING SCULLION 
  500’ above will dump more cinders, hot 
  water, boiling lard etc. onto climber [as 
  Fire Giant] ) 
        Guivre-pit: Stony passage sloping 
  down gets gradually steeper and more 
  slippery leading to snakepit [WIS check 
  to notice, DEX check to keep footing, STR 
  check to leap, 1d4 dmg per round from 
  poisonous serpents]
        Glitterbait Net-Snare: Net hidden in 
  the filth of a midden where glass baubles 
  shine temptingly, touching the baubles 
  triggers the net to be pulled up by hidden 
  rope to hang from the ceiling, somewhere 
  nearby a bell chimes (none answer, 
  whoever set the trap is gone)
        Burning Barrel and Brazier: Heavy 
  and spiky iron brazier smoulders at 
  the bottom of  stone stairs, third step 
  triggers rolling barrel of naphtha from top 
  of stairway [d4 dmg to anyone on steps 
  before smashing into flaming ruin for 2d8 
  dmg/rd for 5 rds]
  IV.
        Pail of Mordant Humour: Balanced 
  upon a blue door left slightly ajar is a 
  lead bucket of ferociously caustic pitchy 
  stuff (has a slightly sharp fragrance 
  to the keen of nose) [1d20 dmg, 1d12, 
  1d10, 1d8, 1d6, 1d4 on successive rds 
  until washed off] - On the far side is the 
  Laboratorium of Orinico Balustrade in 
  Crippswich Hollow, it is morning
        Cemetery Gonne: mist hangs 
  low among tombstones like teeth, 
  a tripwire among them triggers the 
  gonne [Scattershot effects two, dmg: 
  4d4, disturbingly loud] - Necropolis of 
  Fuliginous Prime lies beyond
        Caerobolim: Upon twin plinths 
  an alabaster bowl holds three grey 
  stones and a copper cauldron holds 
  three red stones. (Should these stones 
  come together they will explode 
  catastrophically) [d12 dmg per stone 
  involved to 20’ radius] - Those killed thus 
  will find themselves in Ibis-Town on the 
  far side of the River Between
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        Brimstone Deadfall: Old miners’ 
  tools lie before an excavation into deep 
  yellow brimstone, should three or more 
  approach too close or tamper the wall will 
  collapse [WIS check or 3d4 dmg + save or 
  lose 1 point of CON from noxious dust] - 
  Burning City lies beyond
        Walk in the Garden: Wooden 
  boardwalk between gardens of wickedly 
  thorny succulents and fiendishly tangled 
  and barbed vine-thickets, sufficient 
  weight triggers device that flings those 
  on the boardwalk into the thick of it 
  [4d3 determines damage and number 
  of rounds spent extricating themselves 
  from the plants, Light armour reduces 
  damage by 1, medium by 3, heavy by 
  5, assistance may be rendered but 
  rescuer takes whatever damage rescued 
  individual avoids] - Beyond lies the 
  garden of the Manse of the Rain-God
        Bile Geyser: Ground is pockmarked 
  and encrusted with stinking exudate, 
  subterranean rumblings and sighs can 
  be heard [1-in-3 chance per round that a 
  boiling gout of corrosive nastiness bursts 
  from the earth, 7d4 dmg) - Beyond lies 
  the blaring City of Utmost Salience
         Denizens
  These itinerant abominations are 
  foreshadowed in ways that are sometimes 
  concrete and sometimes abstract. Fitting 
  them or their shadows into the dungeon 
  requires some creativity on the part of 
  the GM. It is left open whether they exist 
  in a locus especially designed for them or 
  are worked into a Way or Chamber or the 
  abode of a Guardian.
  Once you’ve worked your way through 
  the denizens of IV and supplementary 
  denizens of VI and find yourself rolling 
  the same number again and the PCs 
  haven’t escaped into whatever world or 
  unknown region awaits them it may be 
  determined that PCs are blundering into 
  Fetch-lands and eerie things will occur: 
  a sneer leaps from face to face, a hitherto 
  unknown party member toiling dutifully 
  beside, or themselves a couple of hours 
  before, maimed or terribly aged.
  I.
        Little beetles fly out of the dark to 
  incinerate themselves in torch flame or 
  fall to be crushed underfoot and others 
  still come on with determined stupidity, 
  climbing walls or battering themselves 
  against whatever obstacle gets in their 
  way.
        Silverfish have made a home among 
  you clothes and pale roaches that eat 
  your hair can be heard, gnawing away 
  when all is silent.
        In a corner is a nest of bones and 
  rags and ragged splinters and dung.
        In the dark, beyond the edge of light 
  there seems to be things that fly in utter 
  silence
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        Thick yellow webs clotted with dust 
  and the mummified bodies of dead 
  mice in vast and sinister shrouds over 
  everything.
        What once was a man lies dead in 
  grotesque attitude of agony, his head 
  swollen to a purple turnip.
  II.
        One LANTHORN BRUNTLING: A 
  brassy-coloured chitinous thing like an 
  earthbound beetle clumsily creeping, 
  its foreparts surmounted by a brazen 
  lanthorn blazing bright [As Fire Beetle]
        Two GREATSOME GOLACHS: 
  Nightmarish myriapodal things, pale to 
  translucency, innumerably multifarious 
  limbs a-clatter, feathery antennae flailing 
  eager. [As Giant Centipede]
        Three HOBRODDANS: Rodents 
  of outlandish size with the faces of 
  demented children ravening after meat. 
  [As Giant Rats]
        Four HOULARTS OF MORMO: 
  Wizened owlish things with the tiny faces 
  of shrivelled hags contorted with hideous 
  hunger [As Stirges]
        Five JINNY-SPINNERS: prancing 
  gingerly on seventeen spined and 
  spindling limbs, bodies a knot of gristle, 
  more limbs degenerate and useless and 
  fangs and a single eye, glaring, all-too 
  human. [As Giant Crab Spider]
        Six MURTHEROUS 
  HUMBLEDRUMS: Like unto  hornicles 
  grown bloated on their own virulence, 
  Bristly and glistening metallic, striped in 
  green and demonic indigo, whirring wings 
  and wicked barb . [As Killer Bees]
  III.
        Little reptilian things with too many 
  limbs scuttle on the walls or peer wide-
  eyed with suspicion at interlopers
        Hoarse thrumming is heard afar, 
  deep and resonant, and again farther off 
  in response
        A broken clay tablet scribed in 
  the cuneiform of the Autarks speaks 
  cryptically of a dance of the deaf and of 
  the peaceable kingdom where all voices 
  are quiet.
        For years this place has been sprayed 
  with piss of the most awesome and 
  unrelenting foetor reminiscent of fox and 
  skunk and rutting lynx.
        There is a hole in the floor here 
  the sides of which are pitted as with 
  corrosion and a sharpness in the air.
        Excrement spatters the walls here 
  and some of the stuff seems to be 
  smeared upon the ceiling, footprints in 
  shite suggest deformed children have 
  been at play here.
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  seething with corrosive bile. [As Green 
  Slimes]
        Six CALLITRIX brandish stones 
  in apish forepaws and totter on their 
  hindlimbs in mockery of mankind, 
  profaning themselves obscenely [As 
  Baboons]
  Further Encounters with Denizens and their foreshadowings; 
  V. 1. Rancid shanty falling down 2. Collections of insects 
  impaled on thorns 3. Broken down shoes and cobbler’s 
  tacks 4. Shrill and reedy howls from far away 5. Drums 
  in the deep 6. Sense of cold dark emptiness alone in 
  forever. VI. 1, BLASTIE [As Dwarf] 2. GROT APES [As 
  Goblins] 3. LUBRICIOUS COBBLEDEHOYS (As Halflings) 
  4. CYNOCEPHALIDS (As Kobolds) 5. GONGS (As Orcs) 
  6.SPINDLE-GHAISTS (as Skeletons)
     Booty
  Treasure is expressed in groats for 
  idiosyncratic reasons, there are no 
  formal guidelines for conversion to local 
  currencies. GMs can assume equivalence, 
  divide or multiply as they see fit to 
  achieve results in shekels or pfennigs.
  I.  Booty found upon an altar, an anvil, 
  a table, a bed... 
        Manky Furs:Five vermin-infested 
  beast-fells [Protection from inclement 
  weather, -2 reaction penalty in civilised 
  society from fragrance and itching, 10 
   
  IV.
        One LANG-CRIPPLE: Clinging naked 
  to the wall is a man-lizard, sprawling 
  squamous and lidless of staring eye [As 
  Giant Gecko]
        Two HARROWJACKS: Toad-fiends, 
  bloated black as pitch and seeping, 
  mewling younglings bursting from their 
  blistered backs [As Giant Toads]
        Three ASPICS dancing their sinuous 
  poison dance, hissing infernal formulae, 
  stings all a-glitter. [As Spitting Cobra]
        Four FENRIS CURS like craven 
  pye-dogs gone all to mange and foetid 
  gangrene, yelping, cringing and snarling 
  vicious [As Wolf]
        Five BROLLACHANS like viscous 
  clots of shadow drip from the ceiling 
  D-IV-1 Lang-Cripple
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  groats each]
        Fine Wheelbarrow: painted crimson 
  [x5 increase to load limit but is noisy and 
  has trouble with stairs - 80 groats]
        Ploughman’s Ransom: Sack of 
  bronze ingots with stamped head of 
  Charnel Queen (50 groats, weighs as 
  much as five items)
        Tappestere’s Satire: Tapestry of 
  cloth-of-gold depicts obscene debauchery 
  of the reign of the Badger-King [100 
  groats]
        Thrice-Damned Twittering Thing: 
  Curse-whistle of bone plays haunting 
  melodies [100 groats]
        Pyx of Black Lead: Coffer of saintly 
  fingerbones [200 groats, acts as a Holy 
  Symbol)
  II. Plunder hid within a chest, a 
  cabinet, an urn, a coffin...
        Beorhtaelfrith’s Wounding-Knife: 
  Scramasax with name of ancestral 
  chieftain marked in runes [short, d8 dmg, 
  100 groats]
        Pertinax: Birdcage with alabaster 
  jackdaw that speaks (His demeanour is 
  of a dutiful and sarcastic manservant out 
  of the inscrutable south)   [+3 surprise 
  bonus, 800 groats]
        Hrundegeld’s Thrift of Swingeing:  
  Leatherbound book of archaic combat 
  presented as rhyming doggerel, comical 
  illustrations of nude antagonists in green 
  ink [500 XP for fighters if they carry it 
  with them and study it daily]
        Tincture of Mystic Juniper: 
  Dipsomantic scrying bottle reveals traps 
  [3 turns, maudlin drunkenness also lasts 
  3 turns, -7 CHA, 150 groats]
        Flute of Shame: Unaccountably 
  delicate silver traceries adorn this public-
  humiliation device [100 groats]
        Renunciation Cassock: Surcoat 
  woven of saint’s hair, fantastically 
  uncomfortable [ allows extra Protection 
  from Evil 1/wk, -1 reaction rolls to non-
  holy folks due to ill-temper brought on by 
  discomfort, 600 groats] 
  III. Plunder found behind a pillar, a 
  door, a statue, a sarcophagus...
        Repugnant Troll-Maul: Stone 
  hammer covered in glyphic inscriptions 
  and possessed of an uncanny 
  malevolence [heavy, unwieldy 2d10/dmg 
  1/2 rds 100 groats]
        Gunther Bright Gunther: Pewter 
  lampadarius-drone, can speak but is 
  peevish and uncooperative. (MV: as 
  human, light 30’ AC: 15 hp 1)
        Codex Ferocitatis: Badly spelled 
  manual of pankration combat [judicious 
  study by fighters allows + 2 AC bonus 
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  Secret santicore 
  84
  when unarmoured and allows d4 dmg 
  when unarmed from a variety of bites, 
  eye-gouges and genital attacks. Possessor 
  must make WIS check each day to resist 
  discarding armour and eschewing good 
  sense, 50 groats]
        Gavelock of Puissant Prying: 
  Enchanted crowbar of Dweorhish 
  manufacture [+3 to open doors]
        Prism of Roseate Crystal: Erotic 
  Zoetrope depicting female werewolves 
  in flirtatious scenarios among hemlock-
  groves [500 groats-worth but will cause 
  scandal]
        Recusant Canon: Gilt-edged canon 
  of despicable heresies depicts monk 
  fornicating with one another and enjoying 
  outdoor activities. Illumination is superb 
  and utilises plenty of gold leaf [Sufficient 
  to get the possessor burned in most 
  places, 700 groats]
  IV. Plunder found elsewhere
        Ferdinando the Jackanapes: 
  Impudent monkeyboy in spangled vest 
  [will scout and report 1/day but is 
  otherwise sullen, requires thrice normal 
  provisions, most of which he will throw 
  away or trample, stats as Kobold, 1000 
  groats]
        The Denunciator-General: Seven-
  jointed saintly flail adorned with 
  scripture. [heavy, unwieldy, d12 dmg]
        
        The Runcible Spear: A bronze 
  spearhead of marvellous craftsmanship 
  and fiendish jaggedness (wielder attracts 
  attention of sinister brotherhood of 
  SVARTLING BARE-SARKS)[1d8 dmg if 
  mounted on ebon shaft, gets worse after 
  each successful strike 1d10, 1d12, 2d8, 
  3d6, 2d10, 5000 groats ]
        Baneful Circlet: Simple crown of 
  beaten lead with mantikhoras eating 
  mandrakes engraved upon it [Renders 
  the wearer immune to poison and all the 
  beauty of creation, -1 CHA each time it is 
  worn, 2000 groats]
        Panoply of Jahangir Simoom: 
  Richly decorated harness of enamelled 
  lamellar and mail, inscribed all over 
  with paynim script warding against lions 
  and the ghosts of lions [as mail, offers 
  complete protection against lions and the 
  ghosts of lion but rouses their ire such 
  that they will endeavour to slaughter the 
  family of the wearer and generally destroy 
  their life, 3000 groats]
        Choak-Pear: Ornate golden filigree 
  adorns this trap-sprung, case-hardened 
  implement of blackmail, possession of 
  which is an indicator of considerable 
  nefariousness. [1200 groats]
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         Guardians
   
  Each of these rooms hold a 
  sentinel who disallows 
  passage through a portal (a 
  locked iron door unless 
  otherwise stated) unless 
  the party pays a toll 
  or overcomes them in 
  combat or in some other 
  way secures the key they 
  keep close. Guardian hit 
  points are equal to all 
  the Enumerator rolls 
  aggregated thus far. 
  If minions are present 
  divide the same hit point 
  total between them as you 
  see fit. Guardians do not 
  possess treasure unless the 
  next roll indicates treasure, 
  in which case it is reasonable 
  to make the treasure the 
  Guardian’s and place it where 
  you see fit. Hostility modifies PCs 
  reaction roll.
  I.
        The Verdigrue: At the mossy bottom 
  of a shaft open to a grey sky stands 
  guard an ingeniously crafted brazen 
  automaton fashioned in the form of a 
  grimacing Woodwose.  The VERDIGRUE 
  requires a living plant to brighten his 
  “garden” (Carven in primitive relief 
  around the mossy walls are images of a 
  saint dispensing justice upon a forest by  
  having the trees torn out and stuck back 
  in the ground upside-down)[As Ogre, 
  Hostility: Dutiful +2]
        Dreadwyrd Leer and his Odious 
  Popinjay: Perched at a 
  high lectern before a 
  Trapdoor in the ceiling 
  amongst towering piles of 
  blasphemous doggerel, The 
  DOOMSAYER cannot speak 
  but issues commands 
  through his two-headed 
  popinjay familiar (In 
  substandard verse, will 
  accept a pithy limerick 
  as toll) [As 4th-level 
  Elf w/-mail and 
  Partizan, Hostility: 
  Vehement +2]
        
        Rancid Harem of 
  Ayesha Gallû: Enormously 
  gravid concubine lounging 
  among tattered opulence, 
  weird laughter comes from 
  some unknown source. (A 
  swallowed hyaena torments her, will 
  accept any corpse as toll)  [As Ghoul, 
  Hostility: Disturbingly Seductive: -4]
        Proctor Grackle: In an improbable 
  little tree before a yellow door perches 
  a peculiar twittering birdlike man, 
  elaborately monocled and jabbing of 
  cane, (Procuratorial details consume 
  him, will accept full and frank account 
  of travails as toll) [As Gnome, Hostility: 
  Haughtility Officious -2]
  G-I-1 The Verdigrue
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         The Cartomancer: Pretty eidolon 
  made of plaster and papier mache, 
  crumbling decay and mildew impinging 
  on her previous perfection, paper roses 
  in jars of clay. (Her door is bound by 
  powerful wizardry, you must pay 100 
  groats or forfeit an item to sit with her 
  and have your fortune told before she will 
  allow passage) [1 in 6 chance she will tell 
  you what is in your future, i.e. what will 
  you roll - expressed vaguely, As MU-2 
  Hostility: Cryptically Genial -5]
        The Fossegrymme: In a frigid vault 
  where icicles hang from a stone drainpipe 
  the Fossegrymme, an antlered fiend of 
  bestial aspect, sits tootling mournfully 
  on his Serpent. Unnaccountable drifts 
  of autumn leaves lie scattered about. 
  [As 3rd-level Elf, requires audience for 
  maudlin recital as toll, Has memorised 
  Hopelandic Lament (charm person) 
  instead of Aegis of the Coil, Hostility: 
  Forlorn -4]
   
  II.
        Skifting Bole: Cooing nursemaid in 
  a room, the furniture of which has rotted 
  and gone to stains and shadows of what 
  once was, holds a little tree-stump in a 
  swaddling cloth whose wizened little face 
  splutters and barks and vomits sorcery 
  (It desires changing and is consequently 
  in a rage) [as E1 (Nursemaid) and M-U5 
  (Skifting), Hostility: Cranky +3]
        Ur-Man-Trout: Ancient and hoary 
  ichthyoid mercenary with hard and 
  sullen eyes sits by a little stream where 
  the torchlight sparkles. He is bleeding. 
  (He wants to be left to die in peace) [As 
  F7 w/- caliver {d8, 1/3 ignores armour}, 
  tuck {d8} and buckler {+1 AC}, morion {+1 
  AC} and cuirass {+5 AC}, Special: Loses 
  one hp/rd, Hostility: Resigned to his fate 
  -5)
        Swarthy Reiver-Chief: Knee-deep 
  in water, in the charred remains of a 
  dragon-prowed ship-burial the BLACK 
  DRAUGR waits (His hoard scattered, 
  he will accept the Runcible Spear, the 
  Sack of Ingots or the Baneful Circlet as 
  a toll, the exit is under water) [As Wight, 
  Hostility: Dreadful +1]
        Achille Gargouillier: Fussily 
  moustachioed man in workshop 
  surrounded by unfinished stony 
  grotesques (seeks life-essence, interested 
  in attaining bits of trampled mummy 
  etc.)[As M-U3, can divide hp among; 
  BABEWYNS {goblins}, HUNKY-PUNKS 
  {halflings} and SHUG MONKEYS 
  {hobgoblins}, Hostility: Uninterested -7] 
        Eponymous the Kettlemonger: 
  Maniacal gambolling trickster covered 
  in clanking pots and pans, goggle-eyed 
  and bristly and large of strangling hands. 
  Reeks of neglect and fervour-sweat (Seeks 
  a moment of tenderness and serenity) [as 
  D4, Hostility: Creepily friendly -4]
        Arianwen Triboulet: Pallid-faced and 
  dressed in jet-black foppery, possessed 
  of a rapier of impractical length, curled 
  upon herself like a sick crow she perches 
  on a pile of ragged carpets, battered 
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  Secret santicore 
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  vases and jars of sour wine (She fears the 
  ghost of a lion that follows her and seeks 
  an exorbitant sum in exchange for her 
  substandard plunder) [as T6 w/- rapier 
  {d8}, brigandine {+3 AC} and buckler {+1 
  AC},  Hostility: Weary -4]
  III.
        The Fisher at the Well: In a black 
  room of thrumming basalt a pale-to-a-
  point-nigh-luminosity naked youth is 
  fishing in the central well, his voice is 
  terribly shrill, he wants a living thing 
  for his hook to catch a well-worm. (Exit 
  is a little way down the well) [as Wraith, 
  Hostility: Dangerously Other +0]
        Grimhild the Werewhale: 
  Enormously tall and capacious of bosom, 
  sneering and aloof, preening Handmaiden 
  of a Nameless Queen. (Will allow 
  passage if sufficient flattery is offered, if 
  angered will offer battle by catastrophic 
  transformation into a whalefish) [Causes 
  dmg equal to her hitpoints, half if 
  save vs. dragon successful, those with 
  weapons drawn get automatic attack, 
  she will transform back after one round, 
  Stats as Hill Giant, Hostility: Aloof -2]
        Aspirant of the Sixth Tetragram: 
  Weirdly sexless entity, stained indigo, 
  orifices sewn shut, dances eerily. 
  (Chamber is painted in wondrous 
  palimpsest of mystic glyphs, no exits 
  apparent)[Character who dances 
  with the ASPIRANT OF THE SIXTH 
  TETRAGRAM - DEX check, WIS check, 
  CON check, opens glyphic portal  - as 
  Spectre, Hostility: Preoccupied with 
  Transcendence -4]
        Eremitic Eft: In his hermitage 
  amongst outrageous fungal growths 
  a penitent newt with scourge and 
  cilice revises scripture with assiduous 
  perspicacity (It accepts quills, ink and 
  parchment or the Renunciation Cassock 
  or Günther as suitable toll)[As 5th-level 
  Cleric with Light armour and d6 scourge, 
  may call upon d6 MENDICANT FUNGI to 
  assist - as Zombies, Hostility: Patient and 
  Distracted -2]
        Idleman the Rat-King: A number 
  of rats [equal to the total number of dice 
  rolled to come this far] tangled together 
  in a writhing mass of knotted tails and 
  hair and squealing savagery concealed 
  beneath a cloak in man-shape [as 
  Carrion Crawler, Hostility: Baleful +3] 
        Symeon, a Leprous Giant: In a great 
  wooden hall is a hideous man as tall 
  as the rooftree whose bellowings betray 
  a terrible torment (a fire is burning in 
  the hearth and the table is set but all 
  is rotten. Symeon with accept a healing 
  balm as toll if he is found reasonable) [as 
  Troll, Hostility: Unreasonable +5]
  IV.
        Recumbent Head of the 
  Studendous Dead: Vast and dead, half-
  embedded in stalagmites, a titan head 
  lies gaping. (The lips do not move when it 
  speaks in a harsh drone, MURTHEROUS 
  HUMBLEDRUMS have made a hive of its 
  lungs)[As Killer Bee minions, Will accept 
  all potions, unguents and sorcerous 
  herbiage as toll, then guide delvers 
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  Secret santicore 
  88
  Adventures
  through abominable labyrinth of innards 
  to the Vastnesses of Micklegarth]
        Carcharodon Amplexus: Of great 
  girth and fearsome grandeur, fishbelly 
  white in fiendish finery resplendent, 
  possessed of seven tiers of teeth (May 
  taunt briefly with unctuous odiums 
  before slaughtering everyone with his 
  Trebleswerde - “O hast thou come to 
  the end of all, my precious pilchards?”, 
  ivory door leads to scurrilous piratical 
  port-city.) [As Cloud Giant, Hostility: 
  Inevitable +10]
        Morgenhallow’s Arbor: 
  Morgenhallow Umbragea waits couchant 
  and plumed among a bewildering 
  menagerie of botanical entities that 
  shriek and burble and bloom their 
  carrion splendour (She requires that one 
  eat of the fruit of the Peridexion Tree 
  that is deadly poison, stone gate leads to 
  Overgrown Palace in the Lost Lands)[As 
  Dryad, Plants are harmless, Peridexion 
  fruit is save or die, Hostility: Untameable: 
  +0]
         Archdeacon of the Lesion of 
  Loss: In his scriptorium the weirdly-
  tonsured Archdeacon toils at exquisite 
  illuminations of decadent debaucheries. 
  (At his behest exquisitely-rendered 
  LUSTRAL NYMPHS unfurl themselves 
  from manuscripts to unleash their 
  catastrophic beauty) [As 7th-level Cleric 
  with Nymph minions, will allow passage 
  to those who ask, door of ebony leads 
  to Sevenfold Cathedral in an Empire of 
  Hate, Hostility: Disarmingly Reasonable: 
  -5]
        Hermetica the Contraptioneer: 
  Extravagantly bespectacled gnomish 
  entity on teetering stilts juggles 
  grenadoes amidst pageantry of ragged 
  mannequins (Hermetica demands 
  return of Pertinax, Gunther and the 
  Zoetrope lest she unleash her haunted 
  SKUG POPPETS, brass trapdoor leads 
  to Marchaunt-City at Carnival time) 
  [As Gnome with Goblin minions and 3 
  6-dice fireballs, will allow passage to 
  those who return her treasures, Hostility: 
  Annoyingly Fey: -2]
        The Arkwright: Hulking bearded 
  man toiling in a mineshaft to dig out 
  ribs of the earth that he might build an 
  ark to ride out the Final Deluge at the 
  end of time. (This DWEORG wishes that 
  three stay with him to dig forever as 
  toll, iron portal leads to Furnace-Citadel 
  in Tröllhame) [As 8th-level Dwarf w/- 
  18 STR, heavy armour and Mattock of 
  Athamaunte - ignores armour, 2d8 dmg, 
  Hostility: Distant from Earthly Affairs: -7] 
  Should PCs escape in this way they will 
  find a scrap of parchment with this note;
  Nepenthe for the sorrowful of memory
  Azoth for the Seeker of the Stone
  The Eye of Melchizedek Antigrepolos
  
SOURCE: textdata/thevault/_GM Books/Adventure prep and inspiration/Secret Santicore/2014/SS2014_adventures.pdf