TEXT: 1
  CE 3
  The Folk of Osmon
  Daniel J. Bishop
  
  2
  The Folk of Osmon
  An adventure for Dungeon Crawl Classics characters 
  across multiple levels.  
  By Daniel J. Bishop • Cover Design by Gary Dupuis 
  • Cartography by Paratime Design (Tim Hartin) • 
  Editing by Perry Fehr • Interior Art by Luigi Castel-
  lani • Layout by Mark Gedak • Feedback by Jon Marr 
  (Purple Sorcerer Games)
  Playtesters: Kristi Law • Geoff Hummel • Lisa Mc-
  Guiness • Mike Hasenstab
  Introduction
  Any role-playing game session can take a left turn at 
  Albuquerque, leaving the poor Game Master wonder-
  ing what to do next.  This is even more true for the 
  dedicated Dungeon Crawl Classics judge, who dis-
  covers that patron quests, divine disapproval, and the 
  requests of gods to pay back divine favor can make the 
  game take incredible new turns with the roll of a few 
  dice.  Add to this the advice urging players to “Quest 
  For It” when they want something unusual for their 
  players, and you have a potent stew for gaming, but 
  also a situation in which the judge may want strong 
  DCC elements with a minimum of preparation re-
  quired.
  The Campaign Element (CE) series attempts to address 
  these specific areas.  Now, when your wizard is looking 
  for a spell, your cleric is sent on a mission from her de-
  ity, or your thief simply wants to find a location where 
  stealth and a cunning mind are paramount, you will 
  have an answer at your fingertips.  Weave these cam-
  paign elements into your world, mesh them into other 
  modules and areas of your own creation, and watch the 
  “Appendix N” vibe of your games grow.
  In addition, for various reasons sometimes only a few 
  players were available for a night’s gaming.  Each Cam-
  paign Element is short enough to be played through 
  by most groups in only a single session.  That doesn’t 
  mean that the value of the area is limited to a single 
  session – each adventure includes notes on “squeezing 
  it dry”…effectively getting the maximum re-use from 
  your investment.
  Background
  A mighty civilization once thrived where now only 
  lonely Osmon Mire stretches across the land.  The 
  crumbled and vine-laden ruins of ages-old buildings 
  arise here and there from the reedy mud and water.  
  The remains of statues and derelict temples adorn low 
  hills rising from the muck.
  Yet all is not deserted, for fell beasts roam the mire at 
  night.  Traveller’s tales speak of man-like shapes that 
  haunt the swamp, and after dark none willingly passes 
  the low hill, with its blood-encrusted altar stone, where 
  the Folk of Osmon are said to gather at night.
  Using this Location
  This area is intended to be used as a hazard and 
  adventure location in an ongoing campaign milieu.  
  Perhaps it is near the village that the characters came 
  from at 0-level.  Perhaps it is along an oft-travelled path 
  between the village and a persistent adventure location, 
  such as a dungeon that cannot be fully explored in a 
  single outing.  There is some advantage for the judge 
  and players in allowing the characters to explore 
  the area in the daylight first, building toward more 
  dangerous encounters at night.
  Most dramatically, this area can be encountered during 
  the Ritual of Osmon.  In this case, the judge can either 
  include an NPC sacrificial victim that requires saving, 
  or let the PCs themselves be accosted as potential 
  sacrifices when they pass this way.  Another possibility 
  is that a cleric’s deity, if Lawful, demands that the cleric 
  defeat the avatar of Osmon itself.  The information 
  in the adventure location is usable with all of these 
  options.
  Finally, this adventure location features a treasure trove 
  (in Area 2) that is unlikely to be found without a map.  
  The judge is encouraged to include a treasure map in 
  another adventure leading to this area.
  The Folk of Osmon
  The Folk of Osmon are amoeboid asexual humans, 
  who reproduce by budding.  Each has 1d3–1 non-
  functional faces upon it – places where a new Folk 
  is being “born”.  They have no hair, and their skin 
  glistens wetly.  They are immune to all fire and heat-
  based effects.  These beings are the descendants of the 
  
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  humans who survived the destruction of the city which 
  once stood where the Mire of Osmon is now.
  The Folk of Osmon are capable of using weapons, or 
  may attack by throwing a glob of protoplasm up to 
  15’ – not only does this protoplasm do damage, but 
  the victim must make a Luck check (DC 10 + damage 
  done) or be glued by the protoplasm in some manner.  
  A shield may be rendered useless, a weapon adhered to 
  flesh in such a way as to prevent its use, or the victim 
  may be stuck in place.  Each time one of the Folk 
  makes such an attack though, it takes damage equal to 
  that dealt due to loss of its own substance.  There is a 1 
  in 7 chance that a non-functional face (if there is one) 
  may be removed with the protoplasmic glob; this will 
  become a new Folk of Osmon in 1d6 rounds, wherever 
  the glob now lies.
  
  4
  Typically, the Folk seek to bind and slay the toughest 
  of their opponents first, and then deal with whoever 
  remains.  If it is near to the night of the full moon, 
  they will seek to bind and capture, so as to render 
  sacrifice to Osmon (see below).  They are alien in 
  their thought processes, and do not seem concerned 
  with personal wounds.  Indeed, the Folk of Osmon 
  seem to be immortal – if any portion of their bodies 
  remains after a battle, they regrow into 1d3 new Folk 
  of Osmon, each with all the memories of the original, 
  in 1d10 minutes.
  Folk of Osmon:  Init – 1; Atk protoplasmic glob +1 
  ranged (1d3) or weapon –1 melee; AC 9; HD 1d8; 
  MV 20’; Act 1d20; SP protoplasmic globs, immune to 
  fire, regrow; SV Fort +1, Ref –2, Will +0; AL C.
  Osmon
  Osmon is an asexual Chaotic deity of oozes, slimes, 
  and jellies, which came into being when the ancient 
  city of Osmon was drowned by rising water levels.  In 
  ancient times, the city was powered by vast forces of 
  a scientific or magical nature (or perhaps some alien 
  combination of both).  The power source interacted 
  with the marsh water to create the vast ooze which is 
  the Avatar of Osmon.  So long as the Avatar remains 
  on this plane, and is nourished by monthly sacrifices, 
  the power of Osmon in the material world is assured.
  Some humans do worship humans, and it is possible 
  for a Chaotic PC cleric to worship him as well.  
  Osmon does not, however, act as a patron to wizards 
  and elves (unless the judge deems otherwise).
   
  Other Hazardous Creatures
  Osmon Mire is home to other hazardous creatures, 
  which may be encountered within this adventure 
  location, or anywhere within the mire (which stretches 
  for miles around).  These creatures are included for the 
  judge to use as he sees fit.
  Argodile
  An argodile is a huge predator, which can grow up 
  to 20’ long, built like a large crocodile.  Where a 
  crocodile’s head and long jaws would appear, the 
  argodile instead has a large (but flat) maw and ten 
  eyes growing on long flexible stalks.  It lays in wait 
  beneath the muck and water, using these eyes to watch 
  for prey, which it attacks from surprise if possible.  It 
  requires a DC 12 Intelligence check to spot an argodile 
  before it attacks – characters which are used to swampy 
  environments use 1d20 for this check; those who are 
  not use 1d10.
  An argodile which hits with its bite attack, on a natural 
  attack roll of 18-20, automatically pins its target unless 
  a DC 15 Strength check succeeds.  The next round, 
  the target will be swallowed unless it makes a DC 20 
  Strength check.  If the target succeeds, it gains a DC 
  15 Reflex save to escape the pin.  A swallowed creature 
  cannot attack with a large weapon, and must make a 
  DC 15 Agility check each round in order to take any 
  action at all.  Each round it takes 2d6 damage from 
  stomach acid and suffocation – half of this damage is 
  temporary, and can be recovered if the creature can 
  escape.  The interior of an argodile is AC 12 and it 
  takes 15 points of damage to cut through.  This does 
  not immediately kill the argodile, which can survive 
  for days before succumbing to such a wound….but 
  an argodile wounded in this fashion will avoid combat 
  while it dies.
  An argodile can make a free tail slap attack once each 
  round, but only against foes attacking it from behind.  
  This attack is made as a +5 melee attack doing 1d6 
  damage.  Anyone struck must make a DC 10 Fort save 
  or be knocked prone.  Anyone knocked prone has the 
  wind knocked out of him as well, and cannot act until 
  he makes a second DC 10 Fort save.  He may attempt 
  this save once each round.
  Once an argodile has swallowed a man-sized target (or 
  two halfling-sized targets), it will attempt to dive into 
  the mud and water and escape with its meal.
  Argodile:  Init +0; Atk bite +5 melee (1d8+4); AC 
  18; HD 6d10+12; MV 20’ or swim 50’; Act 1d20; SP 
  surprise, pin, swallow, tail slap; SV Fort +8 , Ref +0, 
  Will +0; AL N.
  Pallid Thorn
  Pallid thorns are foot-long vines with bundled clusters 
  of rootlets which they use to move in a combined 
  slithering-crawling motion.  They can use these rootlets 
  like springs, to effectively leap up to 10’ as a move 
  action.  They have thorns on their milk-white vines and 
  rootlets, and use these to burrow into living flesh in 
  
  5
  order to extract nutrients.
  When a pallid thorn hits an opponent, it automatically 
  latches on, thereafter doing automatic damage each 
  round for 1d5 rounds as it burrows into the victim’s 
  fl esh.  During this time, it can be removed, but the 
  victim takes damage equal to the number of rounds the 
  pallid thorn has been burrowing.  Removing a pallid 
  thorn requires a DC 10 Strength check, or a DC 10 
  check with some occupation that would include basic 
  healing.  Alternatively, a thorn can be removed with 3 
  dice of clerical healing.
  Once a pallid thorn has fi nished burrowing within 
  a creature, it is rooted so tightly that only magical 
  healing (4 dice) can uproot it.  Th e victim takes 1 point 
  of Stamina damage that cannot be healed so long as the 
  thorn remains implanted.  However, the pallid thorn 
  creates pain killing enzymes, and releases these within 
  the blood.  Th ese give its host an extra 1d5 hit points 
  so long as the pallid thorn remains implanted.
  Every 2d3 months, a creature infested with pallid 
  thorns releases 2d5 new thorns, which spring from 
  his fl esh at targets within a 10’ radius.  Th e infested 
  creature takes 1 point of damage per thorn when this 
  occurs.  If there are no targets available, the new pallid 
  thorns attempt to burrow back into the originating 
  creature.
  Pallid thorn:  Init –3; Atk attach –2 melee (1); AC 
  15; HD 1 hp; MV 5’ or leap 10’; Act 1d20; SP attach, 
  burrow, symbiotic relationship; SV Fort +2 , Ref –4, 
  Will +0; AL N.
   Psilamander
  Th e psilamander is a man-sized creature, appearing 
  very much like a glistening black salamander with three 
  red eyes and bright yellow spots.  Its body exudes a 
  thick, translucent yellow slime that impedes weapon 
  attacks.  Suction cups on its clawed feet allow it to 
  climb walls, albeit slowly.  A psilamander can drain 
  Intelligence from creatures within a 30’ range, once 
  every 2d6 rounds.  All creatures in range must make 
  a Will save (DC 15)or lose 1 point of Intelligence – a 
  second Will save (DC 10) is allowed after 1 hour for 
  the Intelligence to return.  Otherwise, it is permanently 
  lost.
  Th ree times per day, one from each eye, a psilamander 
  can send forth a psychokinetic ray up to 60’, which 
  does 4d6 damage to a single target (Ref DC 12 for 
  half). 
  Psilamanders feed on intelligence, and they are 
  intelligent themselves, speaking the language of 
  dragons.  Th ey are aggressively territorial.  Th ey seem 
  to harbor a distinct dislike for humans, and target 
  them fi rst with their attacks.  Th ey sometimes will 
  speak to, and deal with, elves, so long as the elf respects 
  the psilamander’s territory and leaves immediately 
  thereafter.
  Psilamander:  Init +0; Atk claw +2 melee (1d3+1); AC 
  14; HD 4d10; MV 30’ or climb 20’ or swim 40’; Act 
  1d20; SP infravision 60’, drain Intelligence, eye rays; 
  SV Fort +4, Ref +0, Will +6; AL C.
  Psilamander
  
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  Swamp Light Faerie
  At night, Osmon Mire comes alive with dancing 
  motes of blue-green and yellow witch fire.  Some say 
  that these are immortal fey spirits that have little to 
  do with men.  Others say that these are the souls of 
  those who died in the ancient city of Osmon.  There 
  are those who believe the lights to be malign spirits, 
  which lure men to their doom.  Still others claim that 
  they are nothing more than marsh gas, or motes of 
  bioluminescent fog.
  To a dwarf, these swamp lights smell maddeningly of 
  gold, but they dance away with a movement speed of 
  50’ (flying) if approached.  Any damage to a swamp 
  light causes it to simply disappear.  If a character 
  manages to get within 5’ of a swamp light by some 
  means, the light appears to emanate from a translucent 
  and nearly ethereal female figure, gaunt almost to the 
  point of emaciation.
  These swamp light faeries consume the essence of 
  precious metals long ago covered over by the swamp, 
  as well as marsh gas and the dying spirits of men.  If 
  a person comes close to dying alone in the swamp, 
  the faeries may come close to feed (this causes no 
  damage).  If a character carries more than 200 gp 
  worth of precious metals, the faeries may also come in 
  to feed and – while this is harmless to the character – it 
  certainly may harm his pocketbook.  For every round 
  that such a character is enveloped by a swamp faerie 
  swarm, 1d6 gp worth of precious metal is transformed 
  into rusted, pitted iron of no value whatsoever.  It is 
  quite possible that the character will be unaware of 
  what is happening until it is too late.
  The swamp faerie swarm is dispersed if dealt 5 points 
  of damage with an area effect attack (treat as AC 14: 
  SV Fort +0, Ref +8, Will +3; AL N), or if the available 
  precious metal is reduced to 50 gp value or less.
  General Features
  Getting Stuck
  There are several paths winding through the mire.  
  Following one of these paths is relatively simple, but 
  reduces movement speed by -10’ due to boggy ground.  
  Moving off the path penalizes movement by -20’.  Any 
  creature whose movement is reduced to 0’ may roll 
  a DC 10 Strength or Agility check to progress 10’ 
  instead.  Failure at this check means that the character 
  is stuck in the mire.
  A character that is stuck in the mire may make a 
  DC 10 Strength check to pull free.  Armor check 
  penalties apply.  If the character succeeds, he is unstuck 
  (although the judge may require a Luck check to avoid 
  losing footwear, etc.) and may attempt to proceed on 
  the character’s next action.  Failure means that the 
  character sinks 1d3-1 feet into the swamp.  
  A character must make a check each minute to avoid 
  sinking if he does not try to get free.  This is a DC 10 
  Agility check, and failure only causes the character 
  to sink six inches for every foot (on 1d3-1) that a 
  struggling character would sink.  Remaining calm and 
  waiting for help, if friends are available and you are not 
  being attacked, is a valid strategy.
  Native swamp creatures never become stuck in this 
  fashion.  Their movement rates are not impeded by the 
  mire.
  Dropped Items
  Items dropped into the mire are likely to be lost 
  forever.  If an immediate search is made, allow a DC 20 
  Luck check to locate an item in the mire (DC 10 on a 
  path).  If the initial check fails, or if the character waits, 
  the check increases by +2 per round until the character 
  gives up, the check becomes impossible to make, or the 
  item is found.
  For thrown items and missile weapons, assume an 
  initial DC of 30.  The odds are good that characters 
  cannot even make it to the area where they went into 
  the mire before they are lost forever.
  Random Encounters
  There is a 1 in 6 chance for a random encounter while 
  on the path during daylight hours, and a 1 in 5 chance 
  per 10 minutes at night.
  There is a 1 in 5 chance of a random encounter while 
  off the path during daylight hours, and a 1 in 3 chance 
  at night.
  Random encounter will not occur in the vicinity or 
  Area 4.
  
  7
  D16 Roll
  Encounter (Day) Encounter (Night)
  1-2
  Folk of Osmon 
  (2d6)
  Swamp light faeries 
  (3d6 or swarm)
  3-4
  Argodile (1)
  Folk of Osmon 
  (1d8)
  5-6
  Folk of Osmon 
  (1d4+2)
  Folk of Osmon 
  (2d8)
  7-8
  Pallid thorns 
  (1d10+2)
  Folk of Osmon 
  (4d8)
  9
  Psilamander (1)
  Argodile (1d3-1)
  10
  Folk of Osmon 
  (4d6)
  Psilamander (1)
  11-16
  Natural animal
  Natural animal
  Note that not every encounter should be a combat 
  encounter.  In some cases, creatures may simply be 
  sighted, or signs of their existence discovered.  Natural 
  animal encounters are with creatures that are native to 
  swamplands – geese, herons, frogs, newts, salamanders, 
  beaver, muskrat, and the like.  Instead of being combat 
  encounters, natural animals should make it difficult 
  to determine when a creature leaping across the path 
  is a swamp deer, or something to worry about.  If the 
  PCs discover that they have wasted resources on eyes 
  shining in the darkness, and that the eyes belong to a 
  raccoon, so much the better.
  The judge is encouraged to expand this table with 
  creatures from other adventures, or of his own design, 
  especially if this adventure location is expanded.
  Encounter Areas
  1. Swamp Paths:  The paths through the mire are 
  barely more than humped-up sodden dirt, held in place 
  by occasional  wooden piles to either side.  Although less 
  treacherous than the mire around it, your feet sink into 
  the sucking mud of the path, and you find it slower going 
  than solid ground.
  Following the path is relatively simple, but reduces 
  movement speed by -10’ due to boggy ground.  
  In the spring, the marsh is a riot of flowers, insects, 
  and the distant booming of bitterns.  Geese, ducks, 
  and other migratory water birds make seasonal stops 
  here.  Frogs and snakes are common.  Large weaver 
  spiders spin webs between tall marsh grasses, and large 
  slugs and snails are sometimes seen…some as large as 
  a foot long.  During the winter months, the marsh is 
  especially cold and dreary.
  As long as the characters remain on the path, they 
  have an average 1 in 6 chance of an encounter per 20 
  minutes during daylight hours, and a 1 in 5 chance per 
  10 minutes at night.
  2. Dragon Statue:  A mound rises rather steeply out of 
  the swamp here.  Tumbled blocks of ancient masonry, 
  and the rubble of long-eroded buildings lean up through 
  the rank weeds.  Over all is an ancient marble statue on 
  a granite plinth.  It is half-strangled with vines but still 
  identifiable, even from a distance, as a dragon, about 
  twice the size of a man, seated on the plinth with its 
  forequarters raised, its neck drawn back, mouth open as 
  though to breathe flames.  Its wings sweep majestically 
  behind it, although they, like the statue as a whole, are 
  cracked and broken, with parts missing.
  The statue itself is not significant, except that it marks 
  where Red Jack Kaven hid his stolen gold, almost a 
  century ago.  If one begins at the statue, and then walks 
  10 paces in the direction indicated by the dragon’s gaze, 
  then digs down 8 feet, one will uncover a large sealed 
  iron pot containing 300 gp and 500 sp.  The treasure 
  is buried too deep to be smelled by dwarves (until, say, 
  there remains only two feet of damp earth between pot 
  and dwarven nose) or the swamp light faeries.  Digging 
  this treasure up at night is certain to attract the swamp 
  light faeries, which will seek to feed off the gold and 
  silver.
  3. Black Water:  In these areas, the water bubbles 
  up with a darker hue than the surrounding mire.  At 
  night, lights seem to twinkle in the swampland, far 
  below.  In these areas, submerged parts of the ruined 
  city of Osmon are still inhabited by…something.  
  Poisons from below come up through the water, so that 
  anyone foolish enough to drink the water here takes 
  1d3 Stamina damage and must make a DC 10 Fort 
  save or 1 point of this damage is permanent.
  The chance of getting stuck in these areas is greater, 
  as the corruption from below eats away at the built 
  up vegetation, soil, and peat that makes it possible to 
  traverse the marsh.  Off the trail, movement is reduced 
  
  8
  by -20’, with a DC 15 Strength or Agility check to 
  move or get unstuck.  On the trail, movement is 
  reduced by -10’, with the same hazard of getting stuck 
  as described off the path in general features.  Again, 
  creatures native to the swamp do not suffer from this 
  hazard.
  4. Altar of Osmon:  Here, a hill rises from the swamp, 
  topped by a few still-upright pillars and the ruins of what 
  must once have been a temple.
  There are four statues here, one in each cardinal 
  direction, and all made of pitted marble.  The statue 
  to the north is that of a woman, missing its head 
  and arms.  The statue to the east is partially buried 
  in the swamp, and leans alarmingly toward the path.  
  Although it was once a humanoid figure, it is so scarred 
  and pitted that it is impossible to determine whether 
  it was male or female, or what its features once looked 
  like.  The statue to the south is that of a male figure 
  with a helmet and shield, missing its right arm.  The 
  statue to the west is covered in thorny vines, including 
  2d6 pallid thorns.  It depicts a couple of young lovers, 
  male and female, but weathering has made them 
  appear to blend together into a single being.  These 
  statues give some clue as to the history of the Folk of 
  Osmon – they were once human, but the destruction 
  of their city and their subsequent worship of the ooze-
  deity Osmon has made them something alien.
  Pallid thorns (2d6):  Init –3; Atk attach –2 melee (1); 
  AC 15; HD 1 hp; MV 5’ or leap 10’; Act 1d20; SP 
  attach, burrow, symbiotic relationship; SV Fort +2 , 
  Ref –4, Will +0; AL N.
  Atop the hill, there is a marble altar stone surrounded by 
  the fallen ruin of a once-magnificent temple.  Although 
  the altar stone was once carved with potent runes, these 
  runes have been so pitted from time and weather that they 
  now resemble signs of Chaos.  Even though open to the 
  cleansing effects of wind and rain, the altar clearly shows 
  the stains of blood sacrifice.
  This is where the Ritual of Osmon occurs, and any 
  character caught here by the Folk of Osmon will be 
  sacrificed…and the Folk will die before allowing any to 
  escape. A flagstone on the hill can be lifted with a DC 
  15 Strength check – below is a 20’ deep shaft that leads 
  to a 20’ square chamber, 10’ high, filled to a height of 
  1d3 feet with foul water.  Captives are thrust into the 
  pit or lowered by ropes made of twisted marsh grasses.  
  These ropes are then used to recover victims, turned 
  into nooses to draw the victims upward.  
  Most victims are deprived of weapons, and so cannot 
  cut the ropes or fight back when their time comes.  
  Also, each day in the pit a character takes 1d3 points 
  of physical ability damage.  For the first 3 days, 
  the character gains a DC 10 Fort save to avoid this 
  damage.  For the next 3 days, the character gains a DC 
  15 Fort save.  For another 3 days, the character gains 
  a DC 20 Fort save.  The character gains a +2 to these 
  saves if he has access to food, and another +2 if he has 
  access to fresh water.
  5. Lake of the Avatar:  Here the Osmon Mire gives way 
  here to a dark, scum-covered lake.
  Psilamanders live in the mucky water of the lake, and 
  there is a huge one that characters may encounter 
  (1 in 6 chance for every 10 minutes spent in the 
  direct vicinity of the lake).  This huge psilamander 
  is fully 15 feet long, and is capable of overturning a 
  boat.  Although it is physically more imposing, this 
  psilamander’s eye rays and Intelligence drain are typical 
  of its kind.
  Huge psilamander:  Init –2; Atk claw +4 melee 
  (1d5+3); AC 16; HD 8d10+8; hp 50; MV 30’ or climb 
  20’ or swim 40’; Act 1d20; SP infravision 60’, drain 
  Intelligence, eye rays; SV Fort +8, Ref +0, Will +10; AL 
  C.
  Also dwelling in the lake is the huge ooze known as 
  the Avatar of Osmon, through which the power of 
  the slime-deity flows into this world.  The ooze is 
  fed by the ritual sacrifices – by the flesh, blood, and 
  souls of the victims, and thus does not often stir from 
  the bottom of the lake unless a ritual is underway.  
  Although not terribly fast, the ooze is a terrible 
  opponent, and will likely be the death of any mortal 
  being that stands against it.  This vast ooze has the 
  following powers:
  • 
  Necrotic Drain:  Once per day, the Avatar 
  or Osmon can drain energy from the living 
  creatures around it.  Each living creature within 
  100’ takes 1d6 hp damage (Fort save DC 15 
  
  9
  for half), vegetation withers, and insects fall 
  dead.  The Avatar gains 50 hp from so doing, 
  to its normal maximum.  This power does not 
  differentiate between friend and foe.
  • 
  Surround:  By using two of its Action Dice, 
  the Avatar can move part of its bulk below the 
  surface of the water, so as to surround a foe (or 
  group of very close foes) within 20’.  As the 
  Avatar rises around a victim, a DC 20 Reflex 
  save allows the target to dive outside the Ava-
  tar’s trap, but the character is then prone unless 
  the total roll was 30+.  The Avatar can attack 
  surrounded victims with a +4 bonus to hit, and 
  the ooze must be slain or driven off for a sur-
  rounded victim to otherwise escape.
  • 
  Immunities:  The Avatar is immune to critical 
  hits, heat, and cold.  
  • 
  Spell Resistance:   The Avatar rolls any save 
  against any type of spell or magic on 1d30, due 
  to the divine influence of Osmon.
  • 
  Consume Organic Materials:  Any weapon 
  made of organic materials (such as wood) that 
  strikes the Avatar is consumed.  Any creature 
  that strikes the Avatar with its own body takes 
  1d7 damage itself.  When the Avatar success-
  fully attacks a creature protected by organic (or 
  predominantly organic) armor (such as leather, 
  studded leather, hide, or a wooden shield), the 
  creature’s armor loses 1 point of AC value as it 
  is partially consumed.  If AC value is reduced 
  to 0, the item is destroyed.
  • 
  Surge:  Using all of its actions in a round, 
  the Avatar of Osmon can surge its entire bulk 
  forward 30’, overrunning targets within this 
  range.  Targets may make a free attack, or may 
  make a DC 15 Reflex save to avoid, but not 
  both.  Overrun targets take 3d7 damage and 
  are automatically surrounded.
  • 
  Pseudopods:  Using an Action Die, the Avatar 
  can lash out with a pseudopod at any target 
  within 30’.
  • 
  Spit Acid:  The Avatar can spit a line of acid up 
  to 60’ away as a ranged attack.  If this hits, the 
  acid does 3d7 damage in the first round, and, 
  unless diluted, will do 2d7 in the second round 
  and 1d7 in the third round.  Immersing oneself 
  in the mire is enough to dilute the acid, but do-
  ing so requires an action.
  Avatar of Osmon:  Init always last; Atk pseudopod 
  +8 melee (1d7) or spit acid +4 ranged (special); AC 
  10; HD 40d6+100; hp 220; MV 10’; Act 7d20; SP 
  detect living creatures 60’, necrotic drain, surround, 
  immunities, spell resistance, consume organic 
  materials, surge, range with pseudopods, spit acid; SV 
  Fort +20 , Ref –5, Will +24; AL C.
  If the characters find some way to defeat the Avatar, 
  the power of Osmon on this plane is broken for 
  centuries to come.  For the next 1d4 x 100 years, 
  Osmon can grant no spells or other powers to any 
  worshiper on this plane.  For the next 1d4 x 50 years, 
  there can once more be clerics of Osmon, but they are 
  slow to progress, gaining a maximum of 1 XP for any 
  encounter.  Thereafter, somewhere on this plane, a new 
  ooze has grown large enough to carry the power of 
  Osmon fully into the world once more.
  In addition, the powers of Law reward the characters 
  who defeat the Avatar with 1d3 points of Luck each.  
  If the judge so desires, other specific rewards may be 
  offered.
  Scenario One:  A Love Story
  Bral of Osmon is an atavism, a throwback to the 
  earlier, gender-based human existence that the Folk of 
  Osmon shared.  Although Bral has no real gender, it 
  refuses to bud, and thinks of itself as a specific gender.  
  The judge should choose an individual with a high 
  Personality score that Bral falls in love with – Bral will 
  mate with this person and no other.
  What this means is that Bral will attempt to kidnap a 
  character passing through the Osmon Mire, and force 
  its attentions upon that character.  But Bral has been 
  avoiding budding for a long time, and the pressure is 
  building up.  Bral must either unite or divide soon, or 
  it will literally explode….
  When Bral is slain, or whenever the judge decides 
  the pressure has become too great, it explodes into 
  1d20+10 proto-folk of Osmon.  In this strange case, 
  however, each of these proto-folk has gender, with an 
  equal chance of being male or female.  If allowed to 
  reach adulthood (a process taking 2d20 minutes), the 
  Children of Bral create a schism in the Folk of Osmon 
  between the Gendered and the Genderless.
  
  10
  If the PC should agree to become Bral’s paramour, the 
  judge may have the Children of Osmon be the result of 
  that union.  Because the Folk of Osmon reach maturity 
  so quickly, the judge may allow the firstborn to become 
  a player character.  Treat this character as a human, 
  with the special ability to throw protoplasmic globs like 
  a Folk of Osmon.  These globs never become a new 
  Folk, though.  Nor do the body parts of a Child of Bral 
  if the Child is killed. 
  Bral of Osmon:  Init +1; Atk protoplasmic glob +3 
  ranged (1d3) or short sword +1 melee (1d6); AC 10; 
  HD 3d8; hp 16; MV 20’; Act 1d20; SP protoplasmic 
  globs, immune to fire, regrow; SV Fort +2, Ref +1, 
  Will +4; AL N.
  Child of Bral:  Init – 1; Atk protoplasmic glob +1 
  ranged (1d3) or weapon –1 melee; AC 9; HD 1d8; 
  MV 20’; Act 1d20; SP protoplasmic globs, immune to 
  fire; SV Fort +1, Ref –2, Will +0; AL C.
  Scenario Two:  Bandits of the 
  Swamplands
  Passing through the swamp near twilight, the PCs 
  encounter Sarjack Hol and his band of bandits.  
  During the ensuing negotiations or fight, the two 
  groups realize that they are surrounded by Folk of 
  Osmon and must unite to win free.  
  Sarjack Hol is a good-humored man, quick on his feet 
  but beginning to grow a paunch.  He has a winning 
  smile and twinkling eyes behind his silver-sprinkled 
  red-brown beard.  He is courteous to his victims, 
  and affects a lordly manner, though his grammar 
  and diction show that he comes from a far rougher 
  background.  Think of a charming, but poorly 
  educated, mobster trying to fit in with high society 
  while holding them up in a putrid mire, and you have 
  encapsulated him perfectly.  He often misuses large 
  words that he doesn’t understand; this impresses his 
  men, who do not understand them either.
  His men (he calls them his “swamp rats”) are also all 
  nimble, although less handsome than their leader.  
  Many have a finger or two missing, an ear cut off, of 
  some other scar to remember a fierce battle by.  Each of 
  the bandits wears studded leather (d8 Fumble die) and 
  is armed with a scimitar and 1d3+1 javelins (3 average).
  After a short negotiation, and possibly a few rounds 
  of fighting, it suddenly becomes obvious that the PCs 
  and the bandits are not alone – the Folk of Osmon 
  have quietly surrounded them, and begin their attack 
  with a volley of protoplasmic globs.  The Folk do not 
  care who they capture or kill.  They do not differentiate 
  between PCs and bandits.
  The characters then have a number of options:  they 
  can try to flee while the Folk and the bandits fight each 
  other (although the Folk will target them), they can 
  try and fight both bandits and Folk at the same time 
  (which will probably not end well), or they can work 
  with Sarjack Hol and the swamp rats to break free.  In 
  this last case, success will make Sarjack Hol a friend for 
  life, and the swamp rats a resource which the PCs may 
  draw upon in later adventures.
  The judge may adjust the number of bandits and Folk 
  to better fit the needs of the campaign.
  Sarjack Hol:  Init +4; Atk scimitar +4 melee (1d8+2) 
  or javelin +3 ranged (1d6); AC 14; MV 20’; Act 1d20; 
  SV Fort +3, Ref +3, Will +0; AL N.
  “Swamp rats” (10):  Init +2; Atk scimitar +2 melee 
  (1d8+1) or javelin +3 ranged (1d6); AC 13; HD 1d8; 
  MV 20’; Act 1d20; SC Fort +2, Ref +2, Will +0; AL N.
  Folk of Osmon (24):  Init – 1; Atk protoplasmic 
  glob +1 ranged (1d3) or short sword –1 melee (1d6); 
  AC 9; HD 1d8; hp 5 each; MV 20’; Act 1d20; SP 
  protoplasmic globs, immune to fire, regrow; SV Fort 
  +1, Ref –2, Will +0; AL C.
  Scenario Three:  Hidden Gold
  There are many ways in which the PCs can obtain a 
  treasure map, including at least one published module 
  for the Dungeon Crawl Classics game.  This can be a 
  map to Red Jack Kaven’s buried gold, and can indicate 
  the general area of this Campaign Element.  “Follow 
  the dragon’s gaze for ten and down eight” is the cryptic 
  message, indicating 10 paces and 8 feet of digging.
  Complications arise when the characters actually try to 
  recover the treasure.  Daylight recovery risks drawing 
  the attention of passers-by, bandits, or the Folk.  Night 
  recover draws the risk of the swamp light faeries, which 
  cluster in greater numbers the deeper the characters 
  
  11
  dig, ready to feed on the uncovered gold.
  How the players deal with these complications is up to 
  them.  The judge should reward cleverness.
  Scenario Four:  The Ritual of 
  Osmon
  The Ritual of Osmon occurs every month on the night 
  of the new moon, at the altar in Area 4.  In attendance 
  are 30+3d10 Folk of Osmon, as well as 1d4+4 
  aspirants, three acolytes and a priest of Osmon.  The 
  Folk wear dark hooded robes, and each carries a wavy 
  dagger as a weapon.   The aspirants wear blue hooded 
  robes, and are unarmed.  The acolytes wear yellow 
  hooded robes and carry wavy-bladed short swords.  The 
  priest wears a silvery-white hooded robe and bears the 
  Maul – a large two-handed mace with two bands of 
  spikes around its head.  Finally, there are 1d3 black-
  robed guards wielding spears for each prisoner to be 
  sacrificed.
  The Ritual consists of two hours of chanting prior to 
  the first sacrifice:  “Osmen olha umra uthark palhora!” 
  (roughly translated as “Osmon, being of shadows/
  slime/water, cover/cloak the world!”).  Each sacrifice is 
  dragged from the pit and held under guard one hour 
  before the ceremony begins.  After the initial chanting, 
  the first sacrifice is taken to the altar.  The sacrifice is 
  held over the altar by the aspirants while the acolytes 
  chant for 15 minutes, and then has his or her chest 
  smashed in by the Maul.  Blood runs down into the 
  swamp while the priest chants for 10 minutes, and 
  then the next sacrifice is performed.  After the first 
  sacrifice, another being is sacrificed every 5 minutes, 
  until the Folk run out of sacrifices.  At the end of the 
  ceremony, the sacrificial victims are dumped into the 
  Lake of the Avatar (Area 5).
  There is a 5% chance with each sacrifice (non-
  cumulative) that the Avatar shows itself.
  In order to infiltrate the Ritual, PCs must be 
  appropriately garbed and make Personality or Disguise 
  checks.  The initial check is DC 5, but a DC 10 check 
  must be made at each sacrifice.  Interlopers who are 
  caught are added to the evening’s sacrifices.  Lawful 
  characters take a –1 penalty to Luck for each victim 
  they see sacrificed without trying to intervene.  Chaotic 
  characters, on the other hand, gain +1 Luck for each 
  victim they actively participate in the sacrifice of.
  There are several reasons that the PCs may become 
  involved in the Ritual of Osmon:
  • 
  They may need to rescue a prisoner (possibly 
  another PC) from the Folk before he is sacri-
  ficed.
  • 
  They may wish to interrupt the Ritual.  This 
  is appropriate for a Lawful cleric, and may be 
  part of a penance to remove disapproval, or the 
  result of a deity request.
  • 
  A cleric of Osmon may be empowered by the 
  Ritual, and use this to remove specific disap-
  proval.  Such a cleric may also require a specific 
  sacrifice to meet a deity request.
  • 
  A thief who actively participates in the Ritual 
  may make a DC 15 Luck check if the Avatar 
  appears.  If successful, he gains the Touch of Os-
  mon, and can spend 1 minute to alter his gen-
  der and/or facial features at will.  This grants a 
  +5 bonus to disguise self checks.
  • 
  A wizard or elf who actively participates in the 
  Ritual may make a DC 15 Personality check if 
  the Avatar appears.  If successful, the charac-
  ter is touched by the thoughts of Osmon, and 
  may attempt to learn the following spells:  alter 
  self, chill touch, monster summoning (the resul-
  tant spell, if learned, only summons primeval 
  slimes, jellies, and oozes), polymorph, and water 
  breathing.  These do not have to be learned in 
  any particular order.  The character can make 
  an attempt at any time that he can learn a spell 
  of the appropriate level (although only once per 
  wizard or elf level, as normal).
  Finally, a non-Folk who is present at the Ritual when 
  the Avatar appears must roll 1d14, adding Personality 
  modifier and Luck modifier, and consult the following 
  table:
  
  12
  Roll
  Result
  0 or less
  The character is transformed to a primeval 
  slime (see the core rulebook, pp. 423-424), 
  which attacks any non-Folk present before 
  starting its new life in the Osmon Mire.  
  After 1d14 days, a Will save (DC 15, using 
  the character’s original modifier) restores 
  the character, minus equipment, naked 
  somewhere in the Osmon mire.  There is a 
  20% chance that the character is restored 
  as a Folk of Osmon.
  1
  The character becomes a Folk of Osmon, 
  with the special ability to throw protoplas-
  mic globs that can become a new Folk of 
  Osmon.  This transformation is perma-
  nent.
  2
  The character becomes genderless.  Roll 
  1d7.  On a roll of 1-4, all signs of gender 
  identity disappear forever.  On a roll of 
  5-7, the character becomes hermaphro-
  ditic.
  3
  The character buds, growing 1d3 addi-
  tional faces that form into new Folk of 
  Osmon in 1d3 weeks each.  Every time a 
  bud falls off as a new Folk, there is a 20% 
  chance that 1d3 new buds replace it, and 
  the process is repeated.
  4
  The character’s flesh sags and face runs, 
  causing a permanent loss of 1d3 points of 
  Personality.
  5-7
  As 8-9, above, but the damage is tempo-
  rary, and the character’s flesh is restored as 
  the damage is healed.
  8+
  No effect.
  Folk of Osmon priest (1):  Init +3; Atk protoplasmic 
  glob +1 ranged (1d3) or Maul +4 melee (1d8+4); 
  AC 12; HD 8d8+8; hp 50; MV 20’; Act 1d20; SP 
  protoplasmic globs, immune to fire, regrow, harmful 
  spell 3/day (100’ range, 1d8+2 damage, Will DC 13 
  half); SV Fort +5, Ref +2, Will +8; AL C.
  Folk of Osmon acolytes (3):  Init +1; Atk 
  protoplasmic glob +1 ranged (1d3) or short sword +1 
  melee (1d6); AC 9; HD 3d8; hp 14 each; MV 20’; Act 
  1d20; SP protoplasmic globs, immune to fire, regrow; 
  SV Fort +1, Ref –2, Will +4; AL C.
  Folk of Osmon aspirants (1d4+4):  Init –1; Atk 
  protoplasmic glob +1 ranged (1d3); AC 9; HD 1d8; 
  hp 5 each; MV 20’; Act 1d20; SP protoplasmic globs, 
  immune to fire, regrow; SV Fort +1, Ref –2, Will +0; 
  AL C.
  Folk of Osmon guards (1d3 per sacrifice):  Init +0; 
  Atk protoplasmic glob +1 ranged (1d3) or spear +0 
  melee (1d6); AC 9; HD 1d8+2; hp 7 each; MV 20’; 
  Act 1d20; SP protoplasmic globs, immune to fire, 
  regrow; SV Fort +2, Ref –1, Will +1; AL C.
  Folk of Osmon (30+3d10):  Init –1; Atk protoplasmic 
  glob +1 ranged (1d3) or dagger –1 melee (1d4); 
  AC 9; HD 1d8; hp 5 each; MV 20’; Act 1d20; SP 
  protoplasmic globs, immune to fire, regrow; SV Fort 
  +1, Ref –2, Will +0; AL C.
  Squeezing it Dry
  In addition to the scenarios presented herein, the 
  judge may use this material to generate additional 
  content.  The city of Osmon is as large or as small as 
  the judge desires, but surely the bounds of the Osmon 
  Mire extend far beyond the map presented here.  
  Additional parts of the ruins may poke above ground.  
  Somewhere, there may be an enclave where the Folk 
  of Osmon gather.  What wonders of magic or super-
  science may lie beneath the swamp?
  Who was Red Jack Kaven?  He hid his treasure here 
  long ago, but that need not mean that he hasn’t hidden 
  other treasure caches elsewhere.  He might still have 
  old comrades seeking out the treasure’s location as 
  well – Treasure Island (Robert Louis Stevenson) or 
  Moonfleet (J. Meade Falkner) may be inspirational 
  here.  Consider also Robert E. Howard’s “The Black 
  Stranger”.  For further adventure ideas in the Osmon 
  Mire, Hiero’s Journey (Sterling E. Lanier) offers some 
  excellent ideas.
  Bral of Osmon and Sarjack Hol could easily become 
  recurrent characters in an ongoing campaign.  If 
  Bral is slain, Bral’s offspring could trigger a holy war 
  amongst the Folk of Osmon.  Sarjack Hol could render 
  assistance, or need aid to rescue a swamp rat from the 
  Folk of Osmon or a nearby portion of the ruined city.  
  Sarjack Hol could also have a treasure map to another 
  adventure location, and offer a partnership with the 
  PCs for a cut of the treasure obtained.
  
  13
  An assassin empowered with the Touch of Osmon could 
  be a deadly opponent.  Finally, high-level characters 
  may seek to defeat the Avatar of Osmon itself, possibly 
  as a result of a deity request.  These characters will 
  have to lure the Avatar out of the lake, and then have 
  to deal with its impressive combat abilities.  Even high 
  level characters may find themselves outmatched by the 
  Avatar.
  
  14
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit 
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  Campaign Element: The Folk of Osmon © 2013, Purple Duck Games; 
  Author Daniel J. Bishop
  This product is based on the Dungeon Crawl Classics Role Playing Game, 
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