TEXT: An old school weird science-fantasy 
  campaign setting and wilderness hex-crawl 
  by Venger As’Nas Satanis
  Caution: mature content!
  The
  The Islands
  Islands OF
  OF
  Purple-Haunted
  Purple-Haunted
  Putrescence
  Putrescence
  
   2 
  INDEX
  INDEX
  VSD6 
  VSD6  . . . . . . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . . . . . . .PAGE 6
  PAGE 6
  DARKER SECRETS 
  DARKER SECRETS  . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . .PAGE 10
  PAGE 10
  FLASHBACK 
  FLASHBACK  . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . .PAGE 11
  PAGE 11
  MAGIC USE 
  MAGIC USE  . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . .PAGE 13
  PAGE 13
  GATEWAYS 
  GATEWAYS  . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . .PAGE 14
  PAGE 14
  THE MONK 
  THE MONK  . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . .PAGE 17
  PAGE 17
  CRITICAL HITS 
  CRITICAL HITS  . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . .PAGE 18
  PAGE 18
  SWORDS 
  SWORDS  . . . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . . . .PAGE 19
  PAGE 19
  PERMANENT INJURY 
  PERMANENT INJURY  . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . .PAGE 20
  PAGE 20
  RUNNING PURPLE 
  RUNNING PURPLE  . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . .PAGE 21
  PAGE 21
  RUMORS 
  RUMORS  . . . . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . . . . .PAGE 24
  PAGE 24
  WHILE THEY WERE SLEEPING 
  WHILE THEY WERE SLEEPING  . . . . . . . .
   . . . . . . . .PAGE 25
  PAGE 25
  PURPLE PUTRESCENCE 
  PURPLE PUTRESCENCE  . . . . . . . . . . . . . .
   . . . . . . . . . . . . . .PAGE 28
  PAGE 28
  PYLONS AND CRYSTALS 
  PYLONS AND CRYSTALS  . . . . . . . . . . . . .
   . . . . . . . . . . . . .PAGE 32
  PAGE 32
  MAJOR FACTIONS 
  MAJOR FACTIONS  . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . .PAGE 34
  PAGE 34
  WANDERING MONSTERS 
  WANDERING MONSTERS  . . . . . . . . . . . . .
   . . . . . . . . . . . . .PAGE 40
  PAGE 40
  SAVES AND TRAPS 
  SAVES AND TRAPS  . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . .PAGE 43
  PAGE 43
  NEW SPELLS 
  NEW SPELLS  . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . .PAGE 96
  PAGE 96
  NEW MAGIC ITEMS 
  NEW MAGIC ITEMS  . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . .PAGE 97
  PAGE 97
  AFTERWORD 
  AFTERWORD  . . . . . . . . . . . . . . . . . . . . . .
   . . . . . . . . . . . . . . . . . . . . . .PAGE 104
  PAGE 104
  
   3 
  FOREWORD
  FOREWORD
  When I was small, I remember looking out through the large window of my second-story bedroom.  Th e picturesque view 
  showed miles and miles of houses, hills, and fi elds.  On one particular day – echoing over and over again in my mind, I’m 
  quite sure – a notion came to me, “Years from now, I will conquer those lands by sorcery and sword.”
  I’ve found a home in the Old School Renaissance.  An outsider by nature, I don’t usually adhere to groups or rules or 
  authorities.  As a child, I never colored inside the lines.  Th at worried my teachers.  Today, some might believe me insane 
  because I follow a diff erent path:  escapism.  Rather than live content in this world, I’m creating another… a reality closer to 
  what I consider ideal.  Yes, my beliefs are not like others.
  Fantasy roleplaying is escapism, but what is that exactly?  What are we escaping from and how are we att empting to break 
  out?  Anyone can buy an authentic medieval sword at a gaming convention or Renaissance Faire but that’s not the same as 
  living in an age of Dragons and Sorcery.  I long to live in such an age…
  Roleplaying games are my way of cheating mundane life.  Th ere’s no diff erence between remembering something that 
  actually happened in real life and recalling an event that happened in our imagination, except what we tell ourselves aft er 
  the fact, where we store the details, the places we consciously keep those memories.  Filing an experience under “Reality” 
  has a diff erent taste than one fi led under “Demonic Alienage.”  However, I believe that’s only semantics, consensus reality, 
  conforming to society, whatever you want to call it.  
  For me, I place most of my gaming reality on a pedestal high above my everyday reality.  Th e former is stronger than the 
  latt er… bett er.  Th at decision is up to me, and I consciously choose nameless monstrosities, fl ashing steel sheathed in gore, 
  and faces appearing out of green fl ame rather than any of the mundane bullshit we all have to go through day in and day out.
  I’m in the minority, of course.  Th at’s ok.  Perhaps it’s even a good thing.  Too many gonzo subjectivists out there might 
  collapse the status quo.  If that sounds like In the Mouth of Madness, then we’re on the same page.  
  I hope this campaign book serves you well.  It’s not the end-all, be-all of fantasy worlds; merely a familiar taste with hints 
  of something else… something distinctively weird.  Even if you know all the references and can name the origin of every 
  monster, magic item, and encounter, I’m still counting on Th e Islands of Purple-Haunted Putrescence to fascinate you.  If I’ve 
  done that, then I’ve done all I set out to do.  And if I haven’t, well maybe something about it or me will really piss you off .  I’ll 
  take that.  Anything but average!
  VS
  VS
  
   4 
  Voyage to the Purple 
  Voyage to the Purple 
  Islands
  Islands
  Zerrett  waited in the Library of the Ancients for his master’s return.  
  As time passed, Zerrett ’s mind wandered back to his old life.  He 
  wondering what a swordsman of his stature was doing here, away 
  fr om the batt lefi eld.  He remembered all the days of preparation, 
  overturning wagon wheels until his body felt like a quivering newborn.  
  It took him over a year of strength training to eff ectively wield his 
  mighty Dwarven war-axe, Ivarrol.  Perpetually black with blood and 
  runes, faintly glowing like unhallowed doom as it hacked his foes into 
  pieces.   Zerrett  had been killing the enemies of S’kyrn even before he 
  was strong enough to hold Ivarrol over his head.  It was a way of life.
  Now, the warrior’s axe leaned against a corner of his bedroom, 
  collecting dust instead of gory crimson strands.  Zerret imagined the 
  weapon restless, yearning... his soul the same – crying out for the once 
  familiar sights and sounds of combat.
  “What am I doing in a place like this?”  He said to dust and 
  shadows.
  As Zerrett  paced back and forth, a book fell fr om the decrepit stacks.  
  It opened to an illustration of a Snake-Man slicing through a human’s 
  chest with a scimitar.  Th e image fascinated him; Zerrett  didn’t expect 
  to enjoy it so, but he did.  Th e curving steel death ripped the man 
  down his center.  It made Zerrett  long for the crusades of his youth.  
  Zerrett  had only seen Snake-Men a handful of times, in drawings and 
  in dreams.  Th ey were said to have lived aeons ago in subterranean 
  cities.  He’d been taught some of their history, part of an oral tradition 
  passed down fr om his father.  Th e serpentine folk were conquerors.  
  Th ey knew the exquisite beauty of slaughter just as they knew the 
  dark secrets of sorcery.
  “I see you’ve been reading.”  Said Master Lynd.
  “No, it fell open to that page.”  Zerrett  said, cradling the withered 
  volume in his hands.  “I was just admiring the artwork.”
  Master Lynd considered his charge for a moment.  S’kyrn had fallen 
  in the great war, just as the Dwarven kingdoms fell centuries ago.  
  Th ough not technically a slave, Zerrett  wasn’t a fr ee man.  Aft er the 
  fall of S’kyrn, Zerrett ’s people were assigned to the Asgochians.  It was 
  a slow and painful process to reeducate the S’kyrnians.  Many could 
  not shake their ancestral bloodlust, Zerrett  being a prime example.
  “Th ousands of years ago, the Snake-Men ruled this world, brutally.  
  Th e heavens thick with Wyrm Riders...”  Lynd’s voice trailed off  as he 
  remembered something black and formless like the void.
  “Ancient history.”  Zerrett  said.
  “Not according to the prophecy.  Upon some accursed night of this 
  very aeon, the Snake-Men threatened to return and assume their 
  rightful place.  Not just deep within the mountains and below the 
  land but everywhere.”
  “If they return, we shall destroy them.”
  “Many will try.  Of course, there will be a few who choose the opposite, 
  those drawn to Chaos.  Th ankfully, the realm is in short supply of 
  wizards.”
  “Some of my people call the Snake-Men fi ction.”
  “I’m not surprised.  Your kind are litt le more than barbarians fr om 
  our perspective.”
  “What do you know of S’kyrn and its men... beyond what I’ve told 
  you?”
  “Do you know where the name of your country comes fr om?  S’kyrn 
  was the name of an emperor, a Snake-Man.”   Lynd noticed the young 
  man silently scoff .  “It’s true.”
  “I doubt that.”
  “Nevertheless.”
  Zerrett  placed the book back upon the stone shelf.  “Do you believe in 
  prophecy?” 
  “Th e Snake-Men did.  But then, they believed in all sorts of strange 
  and blasphemous things.”  Th e Asgochian studied the library’s 
  crumbling stacks until he found the right book.  “Here it is... the 
  purple islands.”
  “I’ve heard of them.”
  “And what have you heard?”
  “Purple sand along the beaches, so dark they look almost black fr om 
  a distance.”
  “What else?”  Lynd inquired.
  “Isn’t that where the Snake-Men are fr om?”
  “No, it’s where the last of them died.  We’re sett ing sail for the islands 
  tomorrow.  I wanted to surprise you.”
  “Very well.”  Zerrett  sighed.
  “I thought you’d be more excited.  Aft er all, there’s sure to be plenty 
  of batt le.  A chance for you and that giant axe of yours to become 
  reacquainted.”  His charge beamed with anticipation.  Lynd returned 
  the smile.
  
   5 
  
   6 
  beyond the stars.  Th eir impact is still felt through the advanced 
  technology they left  behind.  Amidst warlike machinery and 
  alien devices walk gigantic reptiles, arachnids, and scorpions.  
  Monkey-people live side-by-side with androids and sinister 
  cultists.
  When it rains, organic life mutates; aft erwards, a hideous 
  lavender mist chokes those foolish enough to wander the 
  landscape.  Th e iridescent corrosion of purple drift s overhead 
  – a force of nature – it seizes humanoids in one of its thousand 
  tentacles before inhaling them.
  Beginning Notes
  Just like the fi rst module I published, Liberation of the Demon 
  Slayer, there are some optional rules for the GM.  Th ese are 
  specifi c to Th e Islands of Purple-Haunted Putrescence; 
  however, there’s no reason why such alternative suggestions 
  from either book cannot be mixed and matched as the GM 
  sees fi t.  Cherry pick as you will.
  Nevertheless, the GM must be made aware that most of these 
  are game changers!  Th e faint of heart might have to wuss-
  out right about now before things get started, but those with 
  hero’s blood fl owing through their veins can hack it, I’m quite 
  sure.  Th e optional rules will spice things up.  Aft er all, it’s not 
  enough to run around with laser pistols blasting the bejeezus 
  out of reptoid ninja.  Th e governing laws of fantasy physics 
  must also, upon occasion, be subject to change.
  VSD6
  For years, I had players roll a variable amount of dice (2d6 for 
  easy, 3d6 for average, 4d6 for diffi  cult, etc.) trying to hit their 
  character’s ability score or lower.  If they did, success.  If they 
  didn’t, failure. Not very dynamic.  
  What I’ve created here - infl uenced by what must be over 
  a hundred diff erent d6 game mechanics - is a system of 
  narrative leverage.  Instead of pass/fail, there are interesting 
  shades of grey that a competent GM can use to his advantage, 
  improving the roleplaying experience for all.
  Th e VSd6 system can be used any time an action is att empted 
  outside of conventional combat maneuvers.  Th at means if 
  a character wants to use a skill, lift  a portcullis, or kick the 
  sorcerer’s wand out of his hand before he blasts you again, 
  this can be your go-to game mechanic...
  ___
  INTRODUCTION
  INTRODUCTION
  It’s hard to imagine the impact of just a few words.  Tell 
  players that the land is green and lush, birds singing, and 
  people laughing.  Th ey get a certain idea of the environment. 
  Contrast that with a land of broken concrete and molten fi re.  
  Words trigger images in the mind while mental landscapes 
  develop almost on their own.  GMs have a lot of power because 
  their words come fi rst.  Th ey defi ne the world.  Players come 
  up with assumptions, expectations, and theories based upon 
  those GM defi nitions.  
  People only travel to the purple islands infrequently.  It is this 
  lack of tourism that gives it mystery.  Aft er all, everyplace 
  is a bit weird once you fi rst lay eyes on it.  Th ose seeking 
  adventure will fi nd it.  Th ose brought to the islands against 
  their will should have their hands full.
  While a GM could go for broke at the onset, he may want 
  to show some restraint.  Let’s say that one GM tells players 
  their characters approach an icy glacial landmass burning 
  with magical fi re as purple fi sh-head holograms ululate while 
  gumdrops rain from the sky, exploding into a thousand 
  prismatic Leprechauns.  
  Another way to go is to reply upon what players would 
  normally expect from a mysterious island, and then every 
  so oft en subvert their expectations with something bizarre.  
  Th at’s going to get a GM farther regarding the players’ willful 
  suspension of disbelief.  Th e previous paragraph is not only too 
  weird to properly imagine, it smacks of desperation.  Don’t try 
  too hard.  Go with subtlety until it’s time to stop pulling your 
  punches – at that point, hit them with everything you’ve got!
  In the end, it doesn’t matt er exactly what the sett ing details 
  are, as long as, they’re intriguing and consistent.  Fostering 
  a certain mood, theme, and atmosphere is also important, 
  assuming the GM is trying to achieve immersive storytelling 
  rather than a convenient location for carnage.
  Without further ado, let’s get to the islands purple!  
  Th is is a land of jungle and stone bordered by eldritch beaches 
  of violet-black sand.  Ruins of cities, temples, and statues 
  litt er the landscape, interspersed with the cyclopean remains 
  of godlike worms.  Spawned by the Great Old Ones, these 
  draconic leviathans covered with eyes and tentacles roamed 
  the skies aeons ago, commanded by the infernal sorcery of 
  Snake-Men.  Millennia aft er their extinction, crystals began 
  to form – an energy source for the pylons, able to open 
  gateways to other dimensions.
  Before and aft er, the islands were visited by beings from 
  
   7 
   Roll a dice pool of d6’s.  Only take note of the single highest 
  number rolled, except in cases of critical success. Th e GM and 
  relevant player(s) should calculate each dice pool together.  
  Traditionally, the lion’s share of calculation falls upon the 
  GM’s shoulders, but players are encouraged to negotiate 
  their dice pool based upon prevailing conditions.  Excessive 
  whining, bitching, and complaining, however, may provoke 
  a -1d6 penalty [cue Evil Laugh!].
   If the highest number rolled is a 6, that means “complete 
  success”. A 5 means “mostly successful” or “success but with 
  a minor complication or catch”. A 4 means “partial or half 
  success”. A 3 means “mostly failure” or “failure but with a 
  silver lining”. A 2 means “unsuccessful”, the att empt did not 
  succeed. And a 1 means “Disaster!”; not only does the att empt 
  fail but, additionally, something unexpectedly bad occurs. 
  Multiple 6’s means “critical or outstanding success!”
  To put things in simple terms, let me present the system’s 
  essence:  if a character should have an excellent chance of 
  success, have the player roll 3d6; if a character should have 
  a moderate chance of success, then 2d6 should be rolled; if a 
  character only has a relatively small chance of success, then 
  reduce the player’s dice pool to 1d6.  Characters with hardly 
  any chance at all roll 2d6, taking the lower of the two results.  
  Th at’s it.  However, if you want more - subtlety, nuance, 
  intricacy, and options - everything that follows should 
  suffi  ce...
  • If there are two 6’s rolled in the dice pool that means a 
  critical success: you make it look easy, accomplish it in 
  record time, or do it with stylistic fl ourish. Th ree 6’s means 
  super-critical success: above and beyond expectations 
  resulting in more than you thought possible. Four 6’s 
  means hyper-critical success: all of the aforementioned 
  benefi ts, plus the next time you att empt the same action 
  under similar conditions, you get an automatic 6 in your 
  dice pool.
  • Take 5! Characters with a dice pool of 4 or more can 
  accept a result of 5 instead of rolling. 
  • 1d6 is standard.  Th e average character att empting an 
  ordinary action under normal circumstances without any 
  special skill, training, background, experience, or aptitude 
  will only have 1d6 to roll. Characters who fi nd themselves 
  with an empty dice pool (0d6) must work a litt le harder to 
  at least have something to roll. Ingenuity! 
  [Optional rule #1] If the action is exceptionally innovative and 
  well described, GMs may grant characters a 1d6 minimum 
  dice pool to at least have a chance at success.
  [Optional rule #2]  A character with a zero dice pool may roll 
  2d6, discarding the greater of the two. 
  • If a character att empts something having relevant skill, 
  training, background, and/or experience, then add a d6 
  to the dice pool.
  • If the character has a relevant ability score of 7 or lower 
  (well below average), then subtract a d6 from the pool. If 
  he has a relevant ability score of 15 or higher (well above 
  average), then add a d6.
  • If someone (or something) aids the character, then add 
  a d6... provided that aiding character has some skill, 
  training, background, and/or experience relevant to 
  the task at hand.  Same goes for characters aided by an 
  appropriate tool, device, or apparatus.  Normally, these 
  bonuses are not added together or “stacked”, but the GM 
  is the fi nal arbiter in this matt er.
  • Awesomely imaginative/inventive actions that are 
  outside the box and described by the player add a d6.
  • Relatively easy actions add a d6.
  • Subtract a d6 if there’s an overwhelming force working 
  against the character.
  • Subtract a d6 if the att empted action is particularly 
  challenging.
  • Subtract a d6 if the character is in a debilitated state, 
  handicapped in some way, or is suff ering from a major 
  wound.
  • If the active character wishes to make a quick, fast, 
  simple, or minor action (one that doesn’t require its own 
  roll) in addition to the one he’s att empting in a single 
  round, he must declare his intention before rolling his 
  dice pool, as 1d6 should be taken away to allow for the 
  extra, albeit brief, action.  Quick actions might entail: 
  drinking a readied potion, dodging a bullet, parrying a 
  sword thrust, shouting for help, moving 5’, or taking the 
  safety off  a handgun.  
  A standard action (standard in length of time and scope of 
  tactics, yet eff ortless or refl exive to perform) should reduce 
  an active character’s dice pool by 2d6.  Th is is no diff erent 
  than two quick actions in the same round.  Standard actions 
  might include swinging a sword, casting a spell, fi ring an 
  arrow, fi ring a laser pistol, reading a scroll, or moving more 
  than 5’.
  Actions substantial enough to require a dice pool calculation 
  
   8 
  reduces a character’s dice pool by 3d6 (also equal to a 
  standard action and a quick action or three quick actions in 
  the same round).  Th e player may decide how to allocate his 
  3d6 reduction between both actions.  For instance, a PC who 
  wants to bullwhip a thug around the throat and throw a ruby 
  the size of a monkey’s head across a chasm in the same round 
  might have dice pools of 3d6 and 4d6 respectively.  Th e player 
  could choose to reduce his whip action by 1d6 and his throw 
  by 2d6 leaving him with dice pools of 2d6 for each. 
  • Characters can save up their dice for a rainy day!  Simply 
  keep a d6 or more of your dice pool in reserve until you 
  really, really need it.  However, a dice pool modifi ed by 
  reserved dice cannot be more than double the original 
  dice pool.  Furthermore, reserving dice cannot reduce 
  the current dice pool below 1d6.
  Let’s say a PC is about to shoot a phaser at the mirrored 
  surface of a black pylon in order to hit an enemy hiding for 
  cover behind an Ancient Wyrm skeleton.  Based on the GM’s 
  calculations, he has a dice pool of 4d6.  However, the player 
  feels that’s overkill, so he decides to only roll 3d6 and keep 
  1d6 in reserve.  Later in the session, the PC tries to fi gure 
  out the symbols on a high-tech scrying device.  He gets a 2d6 
  dice pool, but isn’t really interested enough to give it his all.  
  He decides to roll 1d6 and save 1d6.  Finally, at session’s end, 
  the PC att empts to hurl his sword into a cyclops’ eye.  In this 
  case, the dice pool is set at 2d6, but the player wants to “cash 
  in” that extra 2d6 for a total of 4d6 (giving him the option to 
  “take 5”). 
  If the player wanted to improve his character’s last action to 
  5d6 (assuming he had enough dice in reserve), he wouldn’t 
  be able to because the original dice pool cannot exceed 
  twice that amount.  GMs should watch out for “juicing”.  
  Intentional or not, players might have their character att empt 
  an inconsequential action just so dice can be saved for later.  
  If the action att empted is relatively meaningless, then forego 
  rolling; simply have the inconsequential action succeed.  No 
  dice pool, no opportunity for juicing.  
  Also, at the end of a session, any unused reserve dice are 
  divided in half (round down) in expectation of the following 
  session.
  Small Edges for Grand Visions
  All games have rules of one kind or another and some rules 
  act as motivators.  An incentive can work wonders and litt le 
  rewards go a long way.  
  
   9 
  improve the session overall.  Here are a few examples:  “Is 
  there something down in that well?  Could the beast’s 
  paralyzing eyestalk be used to create a wand of paralysis?  Do 
  any of those mountains look volcanic?”  For such questions, I 
  use a standard 33% chance.  
  If there’s a chance of something potentially cool, interesting, 
  dangerous, or wacky occurring, then I roll the percentage 
  dice.  If it comes up 33 or lower, then whatever was suggested 
  occurs or will eventually take place.
  However, if it’s more shades of gray than yes or no, you could 
  adapt the VSd6 mechanic to determine how lucky and/or 
  insightful a character is in a particular scene with 1d6 on 
  a long shot, 2d6 as standard, and 3d6 if circumstances are 
  likely or the GM is feeling generous.
  New School Options for Old School Combat
  Some GMs won’t want to mess around with stuff  like this. 
  Others are happy porting whatever 3rd or 4th edition rules 
  into their old school campaign wholesale.  However, there 
  might be a few in the middle who’d like a diff erent version.  
  Not watered down, but soft ened.  I know that as a GM 
  with strong OSR preferences, I don’t want combat utt erly 
  dominated by such things as att acks of opportunity, fl anking, 
  and so forth.
  If a combatant is moving through one or more enemies, or 
  would normally incur some kind of opportunistic strike, 
  only one such att ack (per group/side, not per character) can 
  be made in a round and that’s at -4 to hit.  
  If multiple opponents are att acking a single target, each att acker 
  gets a +1 bonus to hit and damage regarding that particular 
  target.  However, the bonus is negated if att ackers have to 
  contend with more than a single opponent.  For example, 
  three knights face two Trolls.  Two of the knights would like 
  to focus their energies on just one Troll.  Unfortunately, they 
  must defend against the att acks or possible att acks of both 
  Trolls and so will not get the +1 bonus.  If the combat persists 
  until only a single Troll is left , then all three knights may gang 
  up against the remaining monster.  At that time, each knight 
  would receive a +1 bonus to hit and damage until either the 
  Troll was killed or a new distraction arose.
  One-Shot Disclaimer
  I have a confession to make: I hate being forced to do 
  something; the more rigid and structured it is, the less I like 
  As GMs, we like to see players tell a story with their words, 
  sett ing up their actions with vivid details… maybe even 
  some internal dialog.  Th e best kind of active participation 
  in an RPG is the collaborative description between the GM 
  and players.  Everyone at the game table is witnessing a new 
  reality unfold as they are immersed within it.  
  Taking what one person said and building on it is an important 
  piece of the puzzle.  When the GM says, “His hands turn 
  green as he prepares a spell”, the player could say a variety of 
  things.  “I put up my shield” is one response.  “Just before he 
  shoots something from his luminous fi ngers I raise my shield 
  for protection” is another.  Repeating one or two details from 
  the last person speaking reinforces it, adding another layer 
  of reality.  If the whole table is using repetition along with 
  adding their own tiny details, the game gets bigger, stronger, 
  deeper, and more powerful.
   If you give Mark a blank piece of paper and he hands you back 
  an essay, drawing, or origami fl amingo, then, in my opinion, 
  he deserves a bonus.  So, I propose giving players a +1 to most 
  of their d20 rolls aft er they’ve taken the time and eff ort to 
  briefl y make their actions come to life.  If players can repeat 
  something that was previously said while adding their own 
  two cents, that’s even bett er!  Here are a few examples…
  • “Harrod is consumed with envy.  He wants that artifact 
  for himself.  When the warrior’s back is turned, I casually 
  reach into my robes, draw out my lightning wand, and 
  electrocute the hell out of my armored rival.”
  • “Starring into the beast’s eyes, I give him the death-glare 
  as learned from my father.  Th en I bury my axe in its 
  head.”
  • “As I see the wizard casting his spell, I dive for cover 
  beneath a piece of spaceship debris.”
  Perhaps…
  When GMing, I frequently come across great questions.  
  Players ask me the most insightful and intriguing things 
  from the viewpoint of their characters.  When confronted 
  by one of these questions, I sometimes want to say “Hell 
  yeah!”  Th ese questions are actually suggestions in disguise.  
  But I know that I can’t unequivocally say “yes” to every 
  suggestion utt ered, especially when multiple suggestions are 
  diametrically opposed to each other.
  Sure, many ideas thrown out into the ether were originally 
  posed to benefi t their own character rather than consideration 
  of the larger campaign world, yet implementing them could 
  
   10 
  • Roleplaying with the (somewhat) civilized inhabitants - 
  Aft er having to rely totally on themselves, the PCs fi nally 
  make potential friends or allies.  However, it could very 
  easily end badly if everyone isn’t careful.
  • Journey interrupted by combat - Th e PCs set out for their 
  specifi c destination.  At least for now, this is their mission.  
  Before reaching their objective, the PCs encounter foes 
  that they must batt le.
  • Deal with the goal’s chief obstacle - PCs must overcome 
  whatever is preventing them from just walking in and 
  taking what they desire most.
  • Get what they came for or what the adventurers deserve 
  - Th e chief obstacle is defeated.  PCs can now get what 
  they need… unless they don’t.  But even if their hopes are 
  dashed, there should at least be a silver lining.
  • Conclusion - Wrap it up.  Give the PCs closure.  Tie up 
  loose ends.  Relate to the players how their characters’ 
  actions will infl uence the world in some way.
  Uniqueness Counts
  Before the fi rst session, each player should tell the GM 
  something about his character that is not writt en anywhere 
  on the character sheet.  One thing that defi nes him other than 
  his race, class, level, ability scores, etc.  Th is should include 
  one or more details about the PC.  Th e point is that characters 
  are more than the sum of their numbers and stats.  If that one 
  thing can apply to a situation during the game, then some 
  kind of bonus should be conferred upon that character.
  Even Darker Secrets 
  Th ose of you familiar with Liberation of the Demon Slayer 
  will know about dark secrets.  In exchange for an ability re-
  roll at character creation, PCs must roll upon the Dark Secrets 
  table.  Th e litt le extra bit of internal confl ict or dramatic 
  backstory gives players something to work with, plus rolling 
  3d6 in order six times (seven if you count fortune) usually 
  turns up a couple of abysmal results in the neighborhood of 
  4, 5, or 6.
  Th e following are darker secrets.  Th ese can get adventurers 
  into more trouble than their predecessors and will surely 
  aff ect the role of that character in a negative way (though it 
  should be a great roleplaying opportunity).  PCs who want 
  two att ribute re-rolls must take their chances on the Darker 
  it.  I’d much rather play by my own rules, forging a path as I 
  go along.  Unfortunately, just going with the fl ow and seeing 
  what happens can lead to pointless meandering which can 
  lead to unhappy players.  And I hate unhappy players more 
  than I hate following an adamant formula.  
  Campaigns can stretch out long enough to eventually make 
  a circle, the end tying into the beginning so everything feels 
  complete.  Singe session adventures don’t have the luxury 
  of time and without a sense of closure a one-shot can seem 
  lacking.  One-shots should have certain things in a certain 
  order.  I’ve tried winging it plenty of times and now realize 
  the bullet must be bit and a structure should be followed.
  Here is a basic outline I came up with.  Feel free to play 
  around with the format.  Th e important thing is that you’ve 
  thought about some kind of structure.  Because we live in a 
  media saturated society where storytelling assails us day in 
  and day out, players have expectations.  Subverting them can 
  occasionally seem fresh and dynamic, but more oft en than 
  not players will come away dissatisfi ed.
  • Introduction - Set the scene.  Where is this place, this 
  world?  What’s going on?
  • Get everyone together - Who are the individual characters 
  and why are they here?  How do they know each other?  
  Do they have some place in the world?
  • Bring the hammer down - Something bad happens or is 
  about to happen.  PCs must struggle to overcome.
  • Explicitly or implicitly suggest a goal - At least the bad 
  stuff  has a light at the end of the tunnel, something to 
  work towards.  What is it?  Doesn’t have to be super-
  specifi c.
  • Present a challenge or complication - Before they start 
  marching towards their goal, there’s some kind of 
  development:  A minor problem to sidestep, vanquish, or 
  fi gure out.
  • Give everyone a chance to explore - Let the PCs interact 
  with the weirdness, give them room to breathe and run 
  wild.
  • Danger!  - Get them back on track with an in-your-face 
  threat.
  • Discovery!  - Th e PCs learn something new, one of the 
  following: gives them a bigger piece of the islands puzzle, 
  a way of dealing with multiple lesser but more immediate 
  (individual) goals, or knowledge on obtaining their main 
  goal.
  
   11 
  14
  14
  You were convicted of rape (on multiple counts). 
  Aft er serving a small part of your sentence, you 
  successfully escaped from prison.  But how long 
  until the royal guard catches up to you?
  15
  15
  Your mother and father were brother and sister. 
  Being a product of incest you’re either physically 
  sensitive [01 – 55%] or emotionally cruel [51 – 
  100%]… with 5% chance of both.
  16
  16
  One of your hands is actually a slimy green tentacle 
  with suckers on the underside.  
  17
  17
  You have webbed hands and feet, but you’re capable 
  of holding your breath underwater approximately 
  three times longer than the average humanoid.
  18
  18
  You’re extremely nearsighted (which cannot be 
  corrected by lenses or magic).  You have a -4 to hit 
  anything farther than 20’ away.
  19
  19
  You’re extremely allergic to exotic foods.  Th ere’s 
  a 1 in 6 chance that you swell up when eating 
  unfamiliar cuisine.  Swelling subsides in about 6 
  hours.
  20
  20
  You’re an ooze-lover and can only become 
  physically aroused by being in the presence of 
  slime, gelatin, or ooze.
   
  FLASHBACK
  FLASHBACK
  Sometimes, writing a couple of paragraphs of backstory isn’t 
  enough.  Words on a page aren’t the same as roleplaying a 
  very short scene or vignett e.  At character creation, choose or 
  randomly roll a backstory vignett e for each PC.
  Th e following are snippets from a character’s past, something 
  he’s already gone through.  It’s not for determining if the PC 
  lives or dies, but what shaped him months or years ago.  As 
  soon as a vignett e is rolled or chosen, the GM describes the 
  scene and waits for the player to describe his character’s 
  actions.  If the player seems stumped, the GM could say, 
  “What do you do?” at the end of each dramatic situation.
  1. You see a prett y but slightly odd-looking young woman 
  standing on a street corner.  She’s wearing a frilly white 
  dress.  Moments later, an older gentleman dressed in 
  the tell-tale black robes of a wizard walks up and stands 
  close behind her.  Th e sorcerer places his thin bony 
  hand upon her throat.  Th e woman freezes in terror as 
  his grip tightens.  
  2. You’re late for an appointment at the Th ieves’ Guild.  
  Th ey want to question you about something that 
  happened a couple of nights ago.  Just before reaching 
  Secrets table!  GMs might want to warn players… the Darker 
  Secrets table plays for keeps.  
  Darker Secrets Table
  Roll
  Result
  1
  You frequently have apocalyptic visions (each day 
  there’s a 1 in 6 chance).  Th is could be anything 
  from stigmata to seeing mysterious rays of light to 
  Devil marks upon certain individuals.
  2
  An alien thing has taken over your body.  It has 
  thoroughly replaced you.  In time, you’ll need to 
  fi nd a new host body.
  3
  It was decided that you should be the sacrifi cial 
  lamb to restore the land to its former glory, but you 
  ran away instead of accepting this great honor.
  4
  You butchered your entire family because of some 
  terrible, unforgiveable grievance.  
  5
  A prophecy states that a trusted companion will 
  kill you.
  6
  Deep down, you have a special fondness for spiders 
  and spider-like beings.  You believe arachnids are a 
  superior race compared to your own kind.
  7
  An insane mother who claimed to have knowledge 
  of the future raised you to be a great military leader.  
  When faced with an important decision, roll a d6.  
  On a 1, you display an inferiority complex.  On a 2, 
  you turn into an egotistical megalomaniac.
  8
  You believe yourself to be a martyr, persecuted for 
  your strange religious beliefs and will do anything 
  to die in the name of your god or in service to his 
  glorious cause.
  9
  You have an extreme death wish and will gladly 
  sacrifi ce yourself when the outcome looks bleak.
  10
  10
  You were raised by a father who belonged to the 
  Purple Tongue, a sect of fanatics somewhere on the 
  islands.  Upon arrival, you must ritually sacrifi ce a 
  humanoid within three days.
  1111
  For whatever reason, you are certain that this life is 
  not real – perhaps it’s a dream, illusion, or computer 
  simulation.  Th is truth aff ects everything you do.
  12
  12
  You’re a serial killer who cannot get enough blood 
  on his hands.
  13
  13
  Aft er losing your wife and children in a recent war, 
  you want nothing more than to see the world burn.  
  If you can help bring about the apocalypse, then 
  you will.
  
   12 
  guards and an administrator have just entered your 
  home and said you have one hour to leave.
  10. A fortnight ago, the City Fathers announced a contest – 
  whoever could design a way into the ruins of Casillado 
  would receive 100 gold pieces.  You and your best 
  friend were hard at work on the problem, as the money 
  is much needed by both your families.  Now, during a 
  heated debate, you insulted him aft er he called you a 
  thief and a liar.  He draws a dagger from its sheath and 
  crouches down, preparing for an att ack.
  11. In a dream you live a diff erent life, some other time 
  and place.  You’re dreaming at this very moment 
  about worshiping some malevolent entity – its name 
  unknown to you – but one of enormous power.  In the 
  dream, this entity whispers something you can hear 
  with your mind, “Be my faithful servant of Chaos and 
  thou shall be rewarded.”
  12. Th ere’s a young maiden, beautiful and virtuous, who 
  was betrothed to you for a short while… before your 
  family fell into disfavor.  Since that reversal of fortune, 
  she hasn’t so much as given you a second glance.  On 
  a warm sunny day, you fi nd yourself walking in the 
  nearby woods.  In a clearing, you see her conversing 
  with some Demon or Devil.  Th e infernal creature 
  gives her something, placing a small object in her hand 
  before vanishing in a puff  of smoke.
  13. You were just investigating the disturbance of burial 
  sites and disappearance of corpses, but then as you 
  knelt beside a freshly disturbed grave, the caretaker 
  walked by.  He believes you are the perpetrator and 
  is moving towards you with a wicked looking dagger.  
  Looks like he’s going to take matt ers into his own 
  hands.
  14. A swordsman you admire strolls into town.  Before 
  he has time to reach the fi rst tavern, the blade master 
  ridicules one of your friends - a young man with a 
  gimpy leg and speech impediment. 
  15. As your wife endures labor, you sit in the Fiery Phoenix.  
  Across the bar, another man is doing the same.  Aft er a 
  few minutes of overheard conversation, you realize he’s 
  waiting for the birth of his child with your woman!?!
  16. A known member of the local assassin’s guild taps you 
  on the shoulder.  He says, “I’m looking for a middle-
  aged, one-eyed man named Harrod.  Know where 
  I could fi nd him?”  Th e assassin just described your 
  father.
  the wrought-iron gate leading to the Guild’s entrance, 
  you notice a seedy looking rogue throwing a body out 
  of a Guild window into the alley below.
  3. You were never on good terms with your stepfather, 
  but tonight he’s in a particularly dark and drunken 
  mood.  You accidentally spill a litt le wine on his cloak.  
  Raising his fi st in anger, your stepfather calls upon the 
  Ancient Ones to take your soul.  His eyes are fi lled 
  with hatred.
  4. Returning home from a short campaign in the western 
  lands, sword and shield in hand, you discover your wife 
  (or husband) in bed with your eldest sibling.  
  5. In the dead of night, you sought the wisdom of a demon 
  – this demon is legendary as an oracle.  Asking him 
  about your fate, the demon begins insulting you.  First, 
  claiming that you’re a bastard.  Th en, describing how 
  disloyal and traitorous you are until he’s practically 
  frothing at the mouth with insults.
  6. While writing a lett er to a friend in the confi nes of 
  a local temple, a wizard walks up to you.  He asks to 
  borrow your pen – but not the ink.  [Even if the PC says 
  no, he snatches it up anyways].  Th e wizard proceeds 
  to creep up behind the high priest of this temple and 
  stabs him in the eye with the borrowed pen.  It goes 
  all the way into the brain, killing the priest.  At which 
  point, the wizard vanishes.
  7. 
  You get separated from the rest of your raiding party.  
  A beautiful woman appears to you deep in the forest.  
  “Stay with me this night while your companions fi ght 
  the Vorkons.  I will make it worth your while.”  [If 
  he spends the night with her, he fi nds the rest of the 
  raiding party dead next morning.  If he refuses, then 
  he rejoins them, fi ghts, and wins… but is permanently 
  crippled in the batt le.]
  8. Your sister Venissa just gave birth to a baby boy.  Th e 
  fi rst to visit her aft er the delivery, you notice the infant 
  has a third eye – on the back of his left  calf.  Venissa 
  hasn’t noticed yet.  Th is is a superstitious and god-
  fearing city.  Such strange deformities have ruined 
  greater families than yours.  
  9. Your family has lived in this house for many years.  A 
  year ago, your father died during an Orc raid on the 
  town - not as a defender, but as a civilian casualty.  
  Unfortunately, the crown doesn’t compensate families 
  for such things.  Due to outstanding tax payments 
  you’re being forced to vacate the premises.  Two town 
  
   13 
  17. A year ago, you were investigating the tomb of an 
  ancient king.  During your subterranean foray, you 
  stumble upon a lone Snake-Man clothed in bilious 
  green and gold robes clawing his way towards a stone 
  sarcophagus.  
  18. For insulting Lord Th isstle’s honor, your brother is 
  about to duel a well known warrior.  Th is is a fi ght to 
  the death.  While your brother is skilled with a sword, 
  you’re a slightly bett er swordsman - yet still not as good 
  as the warrior your brother’s about to face.
  19. You’re wandering around a magic shop in the 
  cosmopolitan city of Jervlank when a baby wrapped in 
  a purple blanket is pushed into your arms by a veiled 
  woman.  Her eyes briefl y meet yours before she runs 
  into a crowd, leaving you with the cooing infant.
  20. Th ough it’s not your true vocation, Father wants you 
  to take up the sword, becoming a warrior like himself.  
  Th at was never your calling.  In fact, a sword feels odd 
  in your soft , delicate sixteen year old hands.  At dinner, 
  Father tells you that a decision must be made: either 
  start training to become a swordsman or leave home 
  tomorrow morning.
  MAGIC USE (PURPLE SPELLCASTING)
  MAGIC USE (PURPLE SPELLCASTING)
  Not only is magic stronger on the islands, it’s also unstable, 
  radioactive, and addictive.  
  Magic is more powerful, if not more eff ective.  Th is is because of 
  all those weird crystals.  Roll a d6 every time a spell is cast.  Upon 
  a result of 6 the spell eff ectively doubles in range, duration, area 
  of eff ect, intensity, and damage.  If a 1 is rolled, then a magical 
  miscalculation or disastrous discharge occurred.  Treat the 
  spell as if it failed spectacularly – either it has the opposite 
  eff ect or it aff ects the caster (unless the spell was intentionally 
  cast upon himself, in which case, the spell aff ects one of his 
  opponents).  Of course, if the magic-user prefers to join the 
  forces of darkness instead of epic failure, that’s his choice [see 
  the Radioactive section on the next page].
  When a 3 is the result, roll on the following table.  Rolls of 2, 
  4, and 5, have no appreciable eff ect upon the spell cast.
  Th e Magic-User Rolled a Th ree
  Roll
  Result
  1
  Th e Purple Putrescence is summoned and will be 
  fl oating overhead in 3d6 minutes.
  2
  Shadow version of the caster is separated from the 
  original and on the loose; he worships Chaos, of 
  course!
  3
  A dimensional gateway opens nearby.
  4
  Th e caster glimpses that which should not be and 
  goes insane for 2d6 rounds
  5
  2d4 tiny crimson sub-species of imp or gremlin 
  appear, serving the caster for 2d4 minutes.
  6
  Th e original spell is combined with another from 
  the mage’s spell book (caster’s choice).
  7
  Th e spell drains the life out of the surrounding 
  environment.
  8
  Spell casting att racts the att ention of all magic-
  users within a 5-mile radius.
  9
  Th e caster develops some kind of mutation.
  10
  10
  Spell is cast along with impressive display of sickly 
  purple pyrotechnics.
  1111
  A purple worm erupts from the ground, swallowing 
  a random humanoid (within 30’ of the mage) whole 
  before descending back into the Nether-Realms.
  12
  12
  Th e caster acquires a photographic memory for 
  1d4 hours.
  13
  13
  Dark ethereal tones sound as the spell is cast.
  14
  14
  Th e basic eff ect occurs, but in an opposing way.  
  So, fi re becomes ice, webbing becomes sticky 
  slime, magic missiles draw tiny pieces of fl esh 
  out of the target, and identify turns a magic item 
  into whatever the spell caster thinks it should be 
  (within reason).
  15
  15
  Caster is invisible for 1d4 rounds.
  16
  16
  Purple tentacles explode out of the earth, wrestling 
  each humanoid to the ground for 1d6 rounds (save 
  to avoid).
  17
  17
  Th e spell physically exhausts the caster, draining 
  him of life. He takes 1d4 points of constitution 
  damage (which he’ll get back aft er 6 hours of 
  rest).
  18
  18
  Saps the energy of the adventuring party’s most 
  powerful magic item for 1d4 hours.
  19
  19
  A tall, thin eyeless Demon Lord with scarlet fl esh 
  (named Surik Sezor) appears next to the caster 
  in a cloud of smoke.  He demands the magic-user 
  become his disciple.  
  20
  20
  A nearby tree or bit of foliage turns into a beautiful, 
  voluptuous woman with magenta skin tone and 
  white hair [69% chance her left  arm ends in a tentacle 
  instead of a hand].  Her att itude to the caster is 1) 
  scorn, 2) ambivalence, 3) fascination, or 4) devotion.
  
   14 
  Dimensional Gateway Table
  Roll
  Result
  1
  White wonderland of ice and snow   
  2
  Hot, arid, desert world of sand and suns 
  3
  Floating upon the surface of an endless black 
  ocean under a grey sky
  4
  Steaming rainforest jungle full of cannibals
  5
  Highly 
  advanced 
  civilization 
  of 
  reptilian 
  humanoids
  6
  Earth in the middle-ages, within sight of a 
  formidable stone castle
  7
  Alien world with a purple sky, yellow mist, and 
  waking Old Ones
  8
  On the edge of a volcano preparing to erupt
  9
  Inside a cavern near a Dark Elf city
  10
  10
  Within a drift ing derelict spaceship
  1111
  A world of loathsome and lurid hues like some Erol 
  Otus painting
  12
  12
  A bizarre dimension witnessing the Purple 
  Putrescence’s conception
  13
  13
  Th e island’s past – 1d6 x 1,000 years ago.
  14
  14
  Th e island’s future – 1d6 x 1,000 years from now.
  15
  15
  Ninth circle of hell… hope you like fi re
  16
  16
  Th e Dreamlands, right beside the seventy steps of 
  light slumber
  17
  17
  A clearing within the enchanted woods
  18
  18
  Entombed within the dead city of R’lyeh
  19
  19
  Mysterious rock quarry, overcast sky, light mist on 
  the ground, and the feeling that adventurers are 
  being watched.
  20
  20
  Earth in the early 21st century.
  Radioactive
  Instead of accepting the natural 1’s epic failure on a 1d6 of 
  purple spell casting, the magic-user may elect to align himself 
  with Chaos instead.
  Th is alignment change can be immediate, or some kind of 
  willpower check or save could be rolled when the fi rst moral, 
  ethical, or philosophical decision is met.  Th e point is that, 
  eventually, nearly all magic-users become corrupted by the 
  islands’ infl uence.  It could be due to the crystals, the islands 
  themselves, the Purple Putrescence, or something else.
  Not only do wizards become Chaotic, they have a tendency 
  to become twisted aft er prolonged exposure: hints of 
  Additionally, magic-users are the only ones able to use 
  magical devices without penalty.  Wands, staves, amulets, 
  bags, boots, rings, etc… prett y much everything magical 
  except weapons and armor comes with a price for the non-
  magic user.  Th ose who haven’t studied sorcery must roll a d6 
  every time a magic item is used.  On a result of 1, the item fails 
  to work as it should.
  Magic can be used to energize or fuel high-technology found 
  on the islands.
  Instability
  Due to the enormous quantity and variety of crystals, the 
  barrier between dimensions is paper-thin.  Sorcery also has 
  a degenerative eff ect on the islands’ reality.  So much, in 
  fact, that nearly anything can stumble, shamble, or push its 
  way through from practically anywhere – except the pylons 
  because those are actively being blocked.  
  As sorcery is practiced on the islands, the islands warp into 
  fever-dream strangeness.  Th is gives GMs “permission” to do 
  some crazy stuff  like turn the jungle into a desert or have the 
  purple mist creeping along the ground 24/7.  
  Dimensional gateways open all the time.  Usually portals 
  stay open no more than one hour, with a 1 in 6 chance of 
  something coming through per hour.  Roll on the table for a 
  quick answer to the question: where does this portal lead?
  
   15 
  
   16 
  containing lost cities, ancient temples to malevolent, near-
  forgott en gods, bizarre entities who keep humanoid slaves, 
  and secrets bett er left  unrevealed.
  CHRONOSIS
  CHRONOSIS
  Traveling through time causes temporary disorientation. 
  Th e farther one journeys, the greater one’s memory lapse. 
  For every 100 years of time travel, a humanoid experiences 1 
  minute of disorientation.  Additionally, anything over 1,000 
  years and the subject will not even remember so much as his 
  own name until the chronosis wears off .
  FIGHTING FOR YOUR LIFE
  FIGHTING FOR YOUR LIFE
  I’ve seen a lot of batt les on TV and in movie theaters.  Th ey’re 
  quick, bloody, and have turning points.  When a man is 
  wounded, the fi ght consumes him as this could be his last 
  few moments of life.  He realizes it’s now or never.  By the 
  time he’s been hacked to bits, the batt le’s practically over… a 
  human abatt oir and not much more.
  First Blood – when a character takes his initial wound in 
  combat his ordinary to-hit and damage rolls get the benefi t 
  of +2 for his next att ack.
  At Death’s Door – when a character is down to less than a 
  quarter of his total hit points a penalty of -2 is levied against 
  his normal to-hit and damage rolls for the rest of the combat 
  or until healed.  
  However, if the initial blow brings a humanoid to less than 
  25% of his full hit point total, then ignore any to-hit and 
  damage benefi t or penalty regarding that character for the 
  rest of the batt le.
  Hit Point Recovery
  Hit points are about more than recording major wounds, 
  they’re also a determination of vitality – how fatigued a 
  character is.  When adventurers rest for a full six hours, they 
  recharge their level in hit points.  So a 4th level warrior will 
  wake up with 4 hit points of recovery while a 7th level wizard 
  will get 7 hit points back.
  insectoid, reptoid, or arachnoid traits.  Sometimes they turn 
  into tentacle-covered fl esh dripping with ichor.  
  Th e GM, along with input from players, should feel free 
  to come up with their own hideous mutation or taint of 
  corruption as magic is continually cast.  In fact, I suggest 
  either using one of your existing RPG books that has a table 
  of mutations or encourage everyone at the table to brainstorm 
  a mutation for the session.
  However, it’s not just the body that’s aff ected.  Th e mind 
  also becomes darkened by a deeper Chaos!  Aft er a certain 
  amount of time (months or years, perhaps) magic-users 
  become a twisted parody of the humanoid form devoted to 
  the Ancient Ones.  
  GMs and players should ask themselves how much evil is 
  suffi  cient and how much is too much.  As a faithful worshiper 
  of K’tulu, Yogsoggoth, Tsathag’kha, and so forth, one is an 
  immoral fi end with no more thought to murder, torture, rape, 
  or wanton destruction than a paladin stabbing an evil Goblin 
  in the gut.  Th is goes further than mere self-interest or egoism 
  - the Ancient Ones are as hideously depraved as they are alien 
  and unknowable.
  THE ANCIENT WYRMS
  THE ANCIENT WYRMS
  Th is is an extinct species, save for one remaining egg in the 
  Zygak-Xith temple.  Ancient Wyrms resembled dragons, 
  oceanic squids, and the giant worms of the southern deserts.  
  In fact, they were a hybrid (tri-brid?) of each.  Th ey were 
  as ferocious as they were coldly calculating.  Most of the 
  Ancient Wyrms were highly intelligent, able to enumerate 
  fi ft h-dimensional astral-mathematics and corresponding 
  coordinates as they traveled through time and space.  
  However, the Snake-Men of Skallos were somehow able to 
  tame them by using magic.  Th e mastery of these creatures 
  allowed the Skallos Empire to fl ourish until all of Razira was 
  conquered.
  Today, their gigantic skeletal remains cover the islands, bones 
  half-buried everywhere, reminding humanoids of a bygone 
  age... a time when men lived in fear.
  BENEATH THE ISLANDS
  BENEATH THE ISLANDS
  Elsewhere beneath the islands, deeper than any sane man 
  should go... there are even weirder and more horrifi c things 
  waiting!  Th ere’s no reason why Razira shouldn’t be hollow, 
  
   17 
  UNARMED ATTACK
  UNARMED ATTACK
  Zero and 1st levels  -  1d4
  2nd level – 1d6
  3rd level  -  1d8
  4th level  -  1d10
  5th level  -  1d12
  6th level  – 2d6+1
  7th level  -  2d4    henceforth, monks get two att acks each round
  8th level  -  2d6    treat as if magical weapon
  9th level  -  2d8    with a 1 in 6 chance per att ack of stunning 
  opponent for 1d4 rounds
  10th level  -  2d10  with a 2 in 6 chance per att ack of stunning 
  his opponent for 1d4 rounds
  Captivate Audience
  Captivate audience is the monk’s ability to grab a person’s 
  att ention and hold onto it, secreting his infl uence here and 
  there whenever possible.  
  At lower levels a monk can make a great toast, distract a 
  would-be opponent, and single out an individual for praise or 
  disapproval.  At mid levels he’s able to counsel bureaucrats, 
  administrators, and minor offi  cials, as well as, gain the 
  confi dence of thieves and black marketers.  High-level monks 
  fi nd their way into the private chambers of kings.
  Scanning the Brain for Weaknesses
  Th e monk is trained to control his physical, emotional, and 
  intellectual centers.  He’s so att uned to his own organic 
  machine that it’s an easy task for him to see the weaknesses 
  in others – and use his stored-up conscious energy to deadly 
  advantage.  When it’s kill or be killed, the monk has no 
  qualms about exploiting that weakness.
  Not necessarily a psionic ability but a form of spiritual 
  discipline, in this campaign monks are able to explode an 
  opponent’s brain, causing the entire head to shatt er like melon 
  that’s been smashed by a sledgehammer.  Th is maneuver 
  requires hyper-focus and is physically demanding, but it’s as 
  cool as those few moments in the fi lm Scanners where the 
  audience sees the technique in action.
  The Monk Character 
  The Monk Character 
  Class
  Class
  Hit Dice:  D6
  Armor Class Bonus:  Half of the character’s level (round 
  down).  So at 5th level, the monk will have a +2 bonus to his 
  AC, and at 10th level he’ll have a +5 AC bonus.  
  Weapon and Armor restrictions:  No armor can be worn, 
  and only simple weapons (club, staff , dagger, etc.) can be 
  wielded profi ciently.  
  Att ack Bonus:  Att acks as a thief or rogue.
  Alignment:  Any will do, as there are monks of unwavering 
  discipline and focus who prefer Chaos just as others prefer 
  Law or neutrality.
  
   18 
  Critical Hits Table
  Roll
  Result
  1
  +1 damage 
  2
  +1d4 damage
  3
  +1d6 damage
  4
  Sliced, stabbed, or bludgeoned; double damage
  5
  Main artery nicked; +1d4 every round until healed 
  or given medical aid
  6
  Lacerated or bashed for an extra +2d6 damage
  7
  Deep cut or possible concussion; +2d4 exploding!
  8
  Fractured tibia, Sergeant!   Triple damage!
  9
   Hemorrhaging blood; +1d12 damage with +1d6 
  every round until healed or given medical aid.
  10
  10
  Broken bones; +3d6 exploding!
  1111
  Part or all of a limb/appendage severed; +3d8 
  exploding!
  12
  12
  Cut in twain or decapitated.  Th is one’s not gett ing 
  up again… ever (unless it has more than 20 hit 
  dice).
  EGO OF THE SWORD
  EGO OF THE SWORD
  All magic swords that spend a good deal of time on the islands 
  are intelligent!  Th at means they have personalities, thoughts, 
  emotions, ideas, and their very own agendas.  Th ere is even 
  a 1 in 6 chance that an “ordinary” magic sword brought to 
  the islands can become intelligent upon arrival.  As soon as 
  its wielder sets foot upon the shore, the GM should roll for 
  each.  
  As mentioned, intelligent swords have egos.  Every time 
  the steel opposes its wielder, there’s a struggle for power.  
  However, this confl ict should be roleplayed rather than 
  determined by dice rolls and command-like spells.  Given 
  enough whining, bitching, complaining, crying, or shouting, 
  a sword might eventually get its way.  Empty threats are also 
  entirely possible.
  Th e following is a table for when a magic sword is brought to 
  the islands, claimed as treasure, or traded for something of 
  value.  Roll once for each weapon’s plus (but no more than 3 
  per sword).  Th e more powerful a sword is, the more complex 
  its personality.   GMs must reconcile opposing personality 
  traits as best they can.
  Every round the monk concentrates his energy, focusing on 
  nothing except being a scanner, he rolls a d4 while keeping 
  a record of how many times the top number occurs.  Th e 
  instant a monk acquires three 4’s, his target’s brain explodes 
  from the inside out.  Every round of focus drains the monk 
  of 1 constitution point, all of which can be regained aft er 6 
  hours of rest.
  Th e target must be no farther than 30’ away and within his 
  sight (partial cover only).
  FIGHTING MEN AND MAGIC SWORDS
  FIGHTING MEN AND MAGIC SWORDS
  Th ere are island-specifi c changes to fi ghters and warriors as 
  well.  From here, I’ll designate them as martial characters or 
  classes.  
  Regarding magical swords, a critical hit occurs on a natural 
  roll of either 19 or 20 if in the hands of a fi ghter or warrior 
  class.  Consult the following table for results in addition to 
  the standard weapon damage rolled.  However, a d12 is rolled 
  for natural 20 while only a d8 should be rolled for natural 19. 
  If participants are keenly aware of a magic sword’s advanced 
  critical range, then a natural 18 may garner a d6 roll on the 
  Critical Hits table.  GMs, descriptively narrate the att ack as 
  best you can!  
  If you don’t know what “exploding” means, it’s this: when you 
  score the top number on a die, keep rolling and adding.  For 
  example, if you roll 2d4 (exploding) and results are 4 and 4, 
  re-roll both.  Th en, let’s say you get a 1 and a 4, re-roll that 
  four again and you get a 3.  Add it all together: 4 + 4 + 1 + 4 
  + 3 = 16
  
   19 
  83-84
  83-84
  Photographic memory
  85-86
  85-86
  Obsessed about journeying to hollow part of 
  the world
  87-88
  87-88
  Doesn’t believe in evolution but the sky god 
  Zarrakon
  89-90
  89-90
  Pacifi st
  91-92
  91-92
  Paleontologist as a hobby – must dig for bones!
  93-94
  93-94
  Enamored of Dark Elves
  95-96
  95-96
  Will only be wielded by adventurer wearing 
  purple
  97-98
  97-98
  Wants to slay things in the most gruesome 
  manner possible
  99-100
  99-100
  Has the ability to tap into any kind of computer 
  and reprogram it
  ORIGIN OF A SWORD
  ORIGIN OF A SWORD
  At some point, a character might want to know where his 
  magical sword comes from.  Where was it forged?  Who was 
  its former master?  How did it come into his possession?  What 
  does it know?  All great questions, and many times they go 
  unanswered because genius can’t always come to us when we 
  call.  So, here’s a table to help the poor GM out as some uppity 
  PC is bound to ask his sword 20 questions eventually.
  And yet… a magic sword has litt le to do – when not cutt ing 
  into things – besides think to itself and chat with those 
  around it.  I have a feeling that intelligent swords won’t 
  usually give straight answers unless they feel like it.  And why 
  be straightforward when you can be obstreperous?  Th erefore, 
  some of these will come across as riddles rather than an info 
  dump of people and dates.
  Personality Traits and Idiosyncrasies
  Roll
  Result
  1-2
  1-2
  Irascible  
  3-4
  3-4
  Cowardly
  5-6
  5-6
  Belligerent
  7-8
  7-8
  Braggart
  9-10
  9-10
  Condescending
  11-12
  11-12
  Boring
  13-14
  13-14
  Curious
  15-16
  15-16
  Vengeful
  17-18
  17-18
  Brave
  19-20
  19-20
  Jovial
  21-22
  21-22
  Foreign Speaking
  23-24
  23-24
  Horny
  25-26
  25-26
  Flaky
  27-28
  27-28
  Questing
  29-30
  29-30
  Bloodthirsty
  31-32
  31-32
  Hateful
  33-34
  33-34
  Depressing
  35-36
  35-36
  Megalomaniacal
  37-38
  37-38
  Xenophobic
  39-40
  39-40
  Compassionate
  41-42
  41-42
  Makes pop culture references
  43-44
  43-44
  Has its own catch phrase
  45-46
  45-46
  Feminine interests (fairies, rainbows, and 
  unicorns)
  47-48
  47-48
  Bookworm
  49-50
  49-50
  One day believes it will become human
  51-52
  51-52
  Likes to quote Nietzsche
  53-54
  53-54
  Used to be wielded by Prince Alhazred
  55-56
  55-56
  Full of self-loathing and doubt
  57-58
  57-58
  Doubts its wielder
  59-60
  59-60
  Cannot abide slavery
  61-62
  61-62
  Secretly wants to be dominated
  63-64
  63-64
  Expects to be worshiped as a god
  65-66
  65-66
  Delights in the misfortune of others
  67-68
  67-68
  Worships the Great Old Ones
  69-70
  69-70
  Extremely rude to henchmen and hirelings
  71-72
  71-72
  Is worried that no one likes “him”
  73-74
  73-74
  Used to be wielded by a Demon Lord
  75-76
  75-76
  Believes itself to be forged by Elves
  77-78
  77-78
  Demands a crystal be magically embedded in 
  itself
  79-80
  79-80
  Snores loudly most nights
  81-82
  81-82
  Loves to gamble
  
   20 
  Permanent Injury Table
  Roll
  Result
  1
  Right foot mangled  
  2
  Left  foot mangled
  3
  Finger severed
  4
  Nervous system crippled - easily fatigued
  5
  Disfi guring facial scar
  6
  Caulifl ower ear
  7
  Skin on head scalped off 
  8
  Trick elbow
  9
  Limited right arm movement
  10
  10
  Limited left  arm movement
  1111
  Bad back
  12
  12
  Eye ripped away or poked out
  13
  13
  Horribly burned
  14
  14
  Deep scars on torso
  15
  15
  Side of mouth slashed into a permanent half-
  smile
  16
  16
  1d4 teeth knocked out
  17
  17
  Eff ectively castrated
  18
  18
  Spinal injury – can’t walk
  19
  19
  Either tongue cut off  or voice box decimated – 
  can’t speak
  20
  20
  Roll twice
  ABOUT THE DUNGEONS
  ABOUT THE DUNGEONS
  I chose to focus on wilderness exploration, transforming this 
  book into a campaign guide instead of the 30-page scenario 
  that I originally intended.  
  Unfortunately, I didn’t have the time, energy, or creative 
  juices left  over to fi ll the dungeons and dungeon-like areas 
  contained in the book. Rather than half-ass it, the maps are 
  present for GMs to use and populate as they see fi t.  I might go 
  back and give these maps the full treatment one day or come 
  up with some kind of random d1000 dungeon fi ller table, but 
  only the gods know for sure.  
  Hopefully, the Kickstarter backers are pleased.  Th eir support 
  made this book possible.  Th anks!
  Sword Origins
  Roll
  Result
  1
  Demons may be older than man, but we all play 
  the same game, don’t we?  I was forged in fi re and 
  darkness, deep inside the world where Devils 
  gazed upon me lovingly and with awe.
  2
  Th e skin tone of Dark Elves is so unnatural that 
  Night Elves call them the Violet Folk.  Th ey may 
  not have souls, but Dark Elves are cultured.  When 
  they kill, it’s like a dance… a dance of death.
  3
  I was born where the ancient waters fl ow.  Th e 
  ocean was my home back before these purple 
  islands arrived.
  4
  I’ve been wielded by one hero or villain or shade 
  of gray aft er another.  No one has gott en to know 
  me too well.  Always new hands and a new face, 
  but I exist to slay my master’s enemies.  Th at’s who 
  I am.
  5
  A sorcerer named Zar’toro created me; he wove 
  spells into my steel, making sure I would be able to 
  face the coming war between Law and Chaos.
  6
  All I know is that thick red fl ow of life.  It crashes 
  upon me like waves of ecstasy.  I shall not want so 
  long as my name is felt upon their sullied fl esh.
  7
  My destiny is all you need to know.  Upon the 
  starship Ellipsis I will hack and slash until everyone 
  is a pile of gore-soaked limbs.  Th at is where it shall 
  end. 
  8
  I’ve had one-hundred-and-eleven owners and 
  none could fully master me.  My blade is too 
  rarifi ed, my steel too enigmatic, my determination 
  too daunting.  So, if you’re weak of will, you might 
  as well just put me down right now, boy (or girl). 
  Otherwise, you might be marching straight to 
  your tomb.
  THAT’S GOING TO LEAVE A SCAR!
  THAT’S GOING TO LEAVE A SCAR!
  Each time a character is brought down below zero hit points 
  (assuming he’s still alive), roll on the following table.  Th ese 
  injuries will not fully heal, except in cases of a magic-user’s 
  wish or High Priest’s (a 10th level cleric would also be 
  acceptable) regeneration.  If the GM prefers to use some kind 
  of hit location in his game, he may choose an injury rather 
  than randomly rolling for one.
  
   21 
  Running Purple
  Running Purple
  From within a crumbling city, broken concrete and rusting metal 
  all around me, I allowed myself to remember my fr iend and fellow 
  adventurer - Alusian.  He would have appreciated this view.  Th e 
  sky contains subtle shades of lavender, amber, and some hue like 
  pallid jade.  It mirrored the islands weird wealth of crystals.  Th ey 
  glimmer within the bizarre rock formations, the standing stones, 
  and ruins.  I’ve seen those iridescent shards encrusting mountains 
  and embedded deep underground where the Snake-Men used to 
  rule.  Th e crystals are cursed by the gods, Alusian used to say.  
  What gods? 
  Of course, that was before he entered one of the black pylons.
  HISTORY OF THE ISLANDS
  HISTORY OF THE ISLANDS
  20,000 years ago – Th e landmass now known as the purple 
  islands was “discovered”, though many who have sailed those 
  waters were adamant it mysteriously appeared where there 
  was nothing before.  
  19,500 years ago – A hitherto unknown race of beings 
  arrived.  Th ey had such an astounding grasp of time/space, 
  quantum physics, and dimensional engineering that natives 
  of Razira (the name of this planet) considered them gods 
  or messengers of the gods.  Not only was their technology 
  advanced, so was their morality.  Instead of capitalizing upon 
  their stature (conquering other lands, taking slaves, etc.), 
  these beings were content to live in harmony with nature and 
  study the universe.
  19,000 years ago – Th e strangers constructed seven black 
  pylons used for movement throughout time, space, and 
  various planes of existence.  Th ey welcomed exotic beings 
  onto the island; some of them fashioned the Face of God 
  commemorating a great revolutionary.
  18,000 years ago - Before this date, the islands were one; 
  known in a few of the oldest history books as “the young 
  continent” not only because of its size but due to its sudden 
  appearance.  Th e landmass broke apart into three islands 
  because of some dimensional accident involving all seven 
  pylons.  [Don’t cross the streams!]  Only three pylons remain 
  to this day.
  17,800 years ago – Th e Snake-Men Empire of Skallos rose 
  from the south.  Snake-Men were (and still are) ambitious, 
  regimented, cruel, and well-acquainted with sorcery.  Riding 
  upon Ancient Wyrms, they slowly conquered Razira in the 
  name of their serpentine god Zygak-Xith.  Th e only notable 
  exception to their dominance was the islands.
  17,500 years ago – Th e Wyrm Riders of Skallos fi nally 
  conquered the purple islands, killing many of the strangers 
  and driving the rest out.  Future generations refer to the 
  strangers as “the lost race”.  Th e islands are named Korus, 
  Kelis, and Kravian aft er Emperor Skyrg’s three children.  
  10,000 years ago – Humans, Elves, Dwarves, and various races 
  banded together to fi ght their common enemy.  Th e wizards 
  pooled their knowledge and power in order to synthesize a 
  red dust, poisonous to Ancient Wyrms.  Th e Snake-Men of 
  Skallos were eventually defeated aft er centuries of war.  
  8,000 years ago -  Control of the islands was given over to a 
  powerful sorceress wise in the ways of seduction.  Th ey called 
  her the Azure Witch, and she forbade the use of pylons.  
  7,775 years ago – Th e Purple Putrescence arrived and with it 
  an alien warlord who ruled with an iron tentacle.
  7,200 years ago – An islands-wide rebellion deposed the 
  warlord, opening trade to nearby realms.
  6,900 years ago – A giant meteor crashed into Korus.  Most of 
  the island’s inhabitants are killed.
  6,000 years ago – A supernatural plague swept through the 
  
   22 
  player chooses, to hit, damage, 1 in 6 chance of something, 
  etc.  GMs might want to conceal the true nature of these 
  purple stones.  Incentive is great, but so is mystery.  Aft er a 
  couple sessions, at least a few of the adventurers should pick 
  up on the fact that doing a certain thing will be rewarded 
  while doing the opposite is punished.
  What do the Islands Want?
  1. An abundance of magic items.  Th ose who bring 
  powerful and strange magic items to the islands are 
  treated as benefactors.  Acquiring an extremely potent 
  relic or artifact for the islands gets 3 purple stones.  
  Taking magic items away is incongruent with the 
  islands’ plans.
  2. Chaos!  Triumph of the will and rule by the strong.  Th e 
  islands want a Darwinian struggle – survival of the 
  fi tt est.  Th ose too weak or unfi t should either be killed or 
  made to serve.  Live and let live is a punishable off ence 
  in the islands’ eyes.
  3. Th e islands want balance, order, and tranquility.  When 
  the balance of power is upset, the islands are unhappy.  
  No one should dominate too much, even the Purple 
  Putrescence.  Toppling governments, committ ing 
  genocide, and enslaving multiple races or tribes make 
  the islands angry.
  4. Th e islands wish the Ancient Ones’ glorious return!  
  Th ose elder forces must be released, starting with their 
  spawn.  Opening gates to the Ancient Ones is good.  
  Stopping them from awakening is bad.
  5. Th e islands believe that one day a super-being or messiah 
  will come.  He will either guide the universe towards a 
  deep, lasting enlightenment or deliver the universe into 
  the hands of its enemies, destroying it utt erly.
  6. Th e islands are as psychotic and broken as a computer 
  with multiple confl icting personalities.  Every day 
  it’s something diff erent and frequently a handful of 
  divergent goals will try processing themselves at once.  
  Reward and punishment are totally subjective and 
  determined at random.  If this is the islands’ state, the 
  Purple Worshipers interject their own meaning and 
  ideas… fertility and dominance over other cultures 
  being prominent.
  islands.  Th e surrounding kingdoms decreed it unlawful to 
  set foot upon them.
  3,200 years ago – Th e crystals began to appear throughout 
  the islands, creating a surge of new energy.  Th is energy 
  source allowed the black pylons to function again.  
  3,000 years ago – For the last 200 years, all kinds of things 
  entered the islands – Snake-Men, alien beings, species from 
  the future, dimensional creatures, and so forth.  At this point, 
  the nullifi er device was constructed which prohibited anyone 
  from arriving on the islands via the pylons.
  2,500 years ago – Th e Tentacles from the Water was spawned.  
  It started out small but quickly grew to its current size.
  2,000 years ago – Th e giant super-computer was built by 
  some unknown race of beings for an inexplicable purpose.
  1,000 years ago – Th e civilized realms allowed the islands 
  to be visited.  However, wild stories and disappearing 
  expeditions kept many from exploring them.  
  25 years ago – Th e King of the Western Lands wanted the 
  purple islands as a colony.  He off ered 100 gold pieces per 
  man to those resourceful enough to colonize the islands 
  for one year in the name of King Merritz.  So far, none have 
  managed the feat.
  10 years ago – Th e Southern Council of Wizards decreed the 
  islands be used as a penal colony.  Since then, boatloads of 
  prisoners have been deposited each year.
  PURPLE STONES
  PURPLE STONES
  Th e islands aren’t just pieces of land surrounded by water – 
  they’re alive!  Collectively, the islands have a mind of their 
  own and the will to manifest their desires.   Th ose who do 
  right by the islands usually fi nd themselves in its good favor.  
  Th ose who ignore the islands’ agenda must rely on their wits 
  and luck to survive.
  Below is a list of possible goals.  Th e GM is free to either 
  choose or randomly roll at the campaign’s start.  
  Regardless of the method, when a character acts in agreement 
  with the islands’ agenda, they get a purple stone [doesn’t 
  necessarily have to be a stone, could be a token, die, butt on, 
  or whatever – but it should be purple].  When they act against 
  the islands a purple stone is taken away.  
  A purple stone can be redeemed for just a plain old d6.  Th at 
  d6 can be used on its own or added to any other die roll the 
  
   23 
  FUN THINGS TO DO ON THE ISLANDS
  FUN THINGS TO DO ON THE ISLANDS
  Th is book is essentially a wilderness hex crawl.  It’s meant to 
  be a sandbox.  However, it doesn’t have to be.  
  For adventuring parties who prefer the comforting structure 
  of a scenario rather than the do-whatever-you-want type of 
  exploration, I’ve come up with some options.  Th ese are things 
  that are happening right now on the islands – big things!  
  When implementing the optional scenario seeds that follow, 
  GMs and players who work best with a particular goal in mind 
  or against a specifi c threat won’t have to fl ounder around 
  waiting for the real adventure to begin.
  Scenario Seeds
  Roll
  Result
  1
  Th e Necromancer of Mount Courstul, Totas 
  Mundi, is raising an army of undead to conquer 
  the islands.  His Doom Hawks and zombie hordes 
  routinely scour Korus for succulent prey.
  2
  A council of wizards has convened within the 
  shatt ered dome on Kelis.  Th ey decided to pool 
  their magical resources and rule the islands as one 
  voice.  All other intelligent life on the islands will 
  soon be enslaved.
  3
  A humanoid wearing tenebrous robes of the Dark 
  Gods is preparing one of the black pylons.  He has 
  a channeler, as well as, detailed knowledge of how 
  the pylons work.  By the time the PCs hear of this 
  or stumble upon him, the humanoid has opened 
  a gate to Nyoggthoth’s domain.  Terrifying black 
  shapes stream out of the portal, strangling all non-
  believers in their shadow tentacles!
  4
  Th e adventurers come across a severed hand.  It’s 
  small, hairless, pale, and soft  – the hand of a child! 
  Part of the palm is stained purple.  If PCs have been 
  on the islands for a while, they can easily guess the 
  Purple Putrescence Worshipers are behind this.  
  If they haven’t, then a loquacious NPC tells the 
  PCs what he saw in the middle of the night.  Is the 
  boy going to be sacrifi ced or might he become the 
  tribe’s next Arch-Acolyte?
  5
  Snake-Men have excavated an artifact buried far 
  beneath the surface of Korus.  It allows them to 
  charm the majority of humanoids [save to avoid].  
  Th ose who oppose the Skallosians shall be skinned 
  alive and used as spell components to summon 
  Zygak-Xith!
  6
  Th e worshipers of Yogsoggoth are holding a Deep 
  One princess hostage.  Th e female Deep One was 
  supposed to wed a spawn of K’tulu.  Th e groom is 
  angry and might just drown the entire island of 
  Kravian into the ocean.  What do the Disciples of 
  Yogsoggoth hope to gain?
  7
  A robot army is taking over, controlled by one or 
  more super-computers.  Th ey will either kill or 
  enslave all organic life on the islands.
  8
  Th e sorcerer-vizier of an ambitious Queen 
  has craft ed an amethyst circlet allowing her 
  communion with the Purple Putrescence.  Queen 
  Zynn is using Th e Th ing Th at Rots From Th e Sky to 
  destroy her enemies… which prett y much includes 
  everyone who refuses to bow down before her.
  9
  Some high-tech device has accelerated Koshi 
  evolution.  Th ey have become larger, more 
  intelligent, and extremely aggressive.  Th e Koshi 
  are warring against the other humanoid tribes and 
  sett lements - killing, taking prisoners, plundering, 
  etc.  Perhaps destroying the power source will 
  change the Koshi back to their smaller, simpler, 
  and friendlier selves?
  10
  10
  Roll twice and combine the results as best you 
  can
  PERSONAL CONNECTION TO THE 
  PERSONAL CONNECTION TO THE 
  ISLANDS
  ISLANDS
  Why are you here?  Few voyage to the purple-haunted islands 
  for pleasure.  Most that set foot upon the islands are never 
  seen again.  So, there must be a damned good reason for you 
  to be aboard that ship!  
  For the very last playtest session of this book, I decided the 
  PCs should be prisoners upon a ship, and that the purple 
  islands were a penal colony – at least, according to one 
  kingdom.  Actually, not every PC was a prisoner.  One was 
  a guard upon that ship, eager to again set foot upon such an 
  exotic and profi table port.
  In order to keep prisoners in line, there was a magic collar 
  that shocked the wearer if violent intentions or actions 
  were expressed and prevented magic-users from practicing 
  their art.  Th e ship’s wizard would dispel the collars once 
  the prisoners had jumped off  the ship and swam to shore.  
  Breaking into the ship’s armory was fun for the players and 
  allowed adventurers to have something besides the clothes 
  on their backs.
  
   24 
  1111
  Your deity informed you via signs and portents that 
  the purple islands need your presence.
  12
  12
  You’re a magic-user researching a new spell that 
  requires certain components.  Th e main ingredient 
  cannot be found, though rumor has it the purple 
  islands have an ample supply.
  13
  13
  You’re a raider coming to plunder the land and lay 
  waste to those who oppose you.
  14
  14
  Before dying, your grandfather gave you a deed to 
  some land on the purple islands.  It is yours by right, 
  though you’ll need to enforce the claim in person.
  15
  15
  You were born on the islands… and into slavery.  Your 
  mother escaped from the islands’ purple clutches 
  with you at her breast.  Upon reaching adulthood, 
  your mother confessed that she bought passage and 
  freedom at a great price.  Your older sister was traded 
  away so that you and your mother could be free.
  16
  16
  You’re from another world, but long to travel the 
  stars again.  You keep hearing rumors that long ago 
  metallic ships fell from the skies onto the purple 
  islands.  Th ere’s a good chance that one of them 
  might still be operational.  
  17
  17
  You’re a bureaucrat but not a lowly one.  No, you’ve 
  been commissioned by the King to take a census of 
  the purple islands and collect taxes.  Lucky you!
  18
  18
  Th at raiding vessel of barbarians and berserkers 
  needed a thief, just in case there was any dungeon 
  exploration involved.
  19
  19
  You’re on a father-and-son excursion to the purple 
  islands.  It’s about time the two of you adventured 
  together.  Now’s your chance.
  20
  20
  You were diagnosed with a rare disease, some kind 
  of malady that can only be cured by residency (or at 
  least an extended stay) upon the purple islands.
  RUMORS HAS IT
  RUMORS HAS IT
  Each PC should get a single roll upon this table.  Th ese could 
  be overheard stories, tales told in confi dence, friend-of-a-
  friend eyewitness accounts, briefl y mentioned in a gazett eer, 
  or something half-remembered from a vivid dream.  
  To the right of each rumor, is an annotation of its veracity.  
  Although, GMs are free to play around with the campaign’s 
  truth as much as they like.
  Th e following are suggestions, and can easily be modifi ed to 
  fi t the GM’s alterations.  Feel free to have players pick one 
  for their character, have one assigned by the GM, or roll 
  randomly.  If possible, a single ship might be best, logistically 
  speaking.  However, the islands are full of weird coincidences.  
  So, why not have two or even three ships arriving on the same 
  day and within a few miles of each other?
  Connection to the Island Table
  Roll Result
  1
  Stowaway – you needed to get away from the coastal city 
  and snuck aboard a ship, not knowing it was destined for 
  the purple-haunted islands.  By the time you realized your 
  misfortune, it was too late.
  2
  Years ago, your father left  home, sailing to the purple islands 
  in search of fame and fortune.  Father promised to take you 
  on his next voyage but never returned.
  3
  [Female, probably]  Your fi ancé joined a ship’s crew, sett ing 
  sail for the purple islands to make a proper name for himself 
  and enough gold to start a family.
  4
  As an impressionable youth, one day you sought a 
  fortune teller.  She announced your fate would be 
  blocked somehow until sett ing foot upon the purple 
  islands.
  5
  An infl uential lord, Sir Cuthbert, commissioned 
  an expedition into the unknown.  Land and title 
  shall be granted to every man who returns with a 
  fi eld journal full of discoveries, as well as, tangible 
  evidence from the purple islands.
  6
  You’re a slave.  Your master is the captain of a sea-
  faring vessel.  Apparently, Captain Sturge is in debt 
  up to his eyeballs… gambling.  His only way out 
  is a big score on the purple islands, either salvage, 
  treasure, or fi t slaves.
  7
  You’re Captain Sturge’s or Sir Cuthbert’s nephew (or 
  niece).  Th e familial obligation leaves you litt le room 
  for staying at home.
  8
  You had a startling dream the other night.  It showed 
  you unbelievably wondrous sights on the purple 
  islands, and since then you’ve felt compelled to see 
  for yourself.
  9
  You’re a wealthy and privileged minor noble or 
  aristocrat who’s grown bored with life.  To dispel 
  your malaise, you’ve hired a ship to the purple 
  islands.
  10
  10
  You’re a bounty hunter seeking a particularly 
  slippery quarry.  No less than three separate contacts 
  overheard Count Dooval (or one of his many aliases) 
  stating his fi nal destination: the purple islands!
  
   25 
  DURING THE NIGHT
  DURING THE NIGHT
  Lots of weird things happen on the islands.  Adding 
  strangeness to the campaign world during the adventurers’ 
  slumber could be the icing on the cake.  Roll on this table 
  only once per week (within the game) if engaged in a long-
  term campaign.  If this is a short-term game between one and 
  three sessions, the GM should roll at least every other night.  
  While Th ey Were Sleeping Table
  Roll
  Result
  1
  A severed head is found in a PC’s bedroll. 
  2-3
  2-3
  One of the PC’s items has been stolen.
  4-5
  4-5
  A new item has appeared; it’s mixed in with a 
  PC’s pack of equipment.
  6-7
  6-7
  Dreams of underwater creatures tearing the 
  organs out of the PC whilst a fi ery ebony face 
  laughs.
  8-9
  8-9
  A PC wakes up with an alien organism hugging 
  his face.
  10-11
  10-11
  Bite marks are discovered on a PC’s neck... 
  lycanthropy?
  12-13
  12-13
  A PC’s blanket has been replaced with a totally 
  diff erent blanket - it’s midnight blue and full 
  of constellations. Upon closer inspection, it’s a 
  cloak instead of a blanket.
  14-15
  14-15
  Th e magic-user’s spells have been unexpectedly 
  forgott en for 1d6 hours.
  16-17
  16-17
  A PC’s memories have vanished.  Not all of 
  them, but signifi cant and recent memories.
  18-19
  18-19
  A lett er was delivered into the middle of camp. 
  It lies unopened addressed to “Th e Savior”.
  20-21
  20-21
  A PC wakes up next to a strange woman (1 in 6 
  chance she’s dead).
  22-23
  22-23
  One of the PCs goes on a moonlit stroll - 
  sleepwalking.
  24-25
  24-25
  A henchman, hireling, or NPC’s brains were 
  sucked out in the middle of the night.
  26-27
  26-27
  Midnight showers - there’s a sudden and heavy 
  acid rainstorm in the middle of the night.
  28-29
  28-29
  Everyone wakes to a terrible sound.  One of the 
  moons just exploded!  It’s cracked in half and 
  now tidal waves, earthquakes, and volcanic 
  eruptions are about to ravage the entire planet.
  30-31
  30-31
  A shooting star or meteor lands not too far away 
  from the PC’s camp.
  32-33
  32-33
  A sleep spell was cast upon the PCs while they 
  slept and now they awaken just as the next night 
  is about to fall.
  Rumor Table
  Roll Result
  1
  Th ere is a blue-skinned Queen who rules over the land.  [F]
  2
  Th ere’s only one island but it’s broken into several pieces.  
  [F]
  3
  Th ere are a total of seven islands.  [F]
  4
  A gargantuan purple Demon Lord sleeps just beneath the 
  islands’ surface… always on the verge of waking.  [Mostly 
  false]
  5
  An abundance of crystals can be found deep within the 
  islands.  [T]
  6
  Th ere are mountains guarded by undead Pterodactyls.  [T]
  7
  All the precious stones found on the purple islands are 
  cursed.  [F]
  8
  Snake-Men still exist somewhere on the islands, biding 
  their time until mankind is too weak or preoccupied to 
  resist their subjugation.  [T]
  9
  Th e mountains are volcanic and erupt constantly, covering 
  the islands in molten lava.  [F]
  10
  10
  At least one black pylon stands tall upon the islands; the 
  true source of power.  [Mostly true]
  1111
  Crashed vessels from the stars contain weird items that 
  seem magical but aren’t.  [T]
  12
  12
  Each territory is ruled by a powerful wizard – they all serve 
  the Dark Gods.  [F]
  13
  13
  A sanity-shatt ering beast that looks like a purple manta ray 
  but with hundreds of tentacles and dozens of mouths roams 
  the islands’ skies.  [T]
  14
  14
  Th e face of god can clearly be seen upon the southernmost 
  island.  [T]
  15
  15
  Men are constantly att acked by smooth, silver machine-
  men with hand-wands shooting red beams of destructive 
  light.  [T]
  16
  16
  Th ere’s a mighty sword thrust into a stone altar, pulling it 
  out will rain hellfi re down upon all those who oppose the 
  will of he who wields the sword.  [F]
  17
  17
  Th e purple islands are magically connected to the fabled 
  world known as Carcosa.  [F]
  18
  18
  A glowing green sphere – who is the sum of all evil – is said 
  to have spiritual powers and can even make one as god.  [F]
  19
  19
  Th ere’s a special thorn growing on certain plants.  If this 
  thorn penetrates the skin, it causes permanent paralysis.  
  [F]
  20
  20
  Anyone who stays on the islands for more than a week 
  becomes host to a Kondaarian Demon.  [F]
  
   26 
  62-63
  62-63
  A man with a burned face and sardonic grin 
  enters a random adventurer’s dream.  He wears a 
  tatt ered hat, dark green and orange-red sweater; 
  his fi ngers are knives that tear through fl esh.  He 
  chases the PC in the dream, fi nally cornering 
  him and slashing the PC’s stomach open.  Upon 
  waking, the victim can see the razor marks – 
  2d6 points of damage.
  64-65
  64-65
  Some part of the Purple Putrescence enters 
  the adventurers’ consciousness during their 
  sleep, it speaks in a deep, gutt ural voice – telling 
  them death is easy but the agony of resisting its 
  appetite will be untenable!
  66-67
  66-67
  A Koshi’s body is tossed near their camp during 
  the night.  Its brains have been scooped out.
  68-69
  68-69
  One of the PCs realizes his current persona is 
  merely a clever mask.  He actually worships the 
  Ancient Ones and has for over a decade.  Now, 
  the work of Dread K’tulu and Yogsoggoth shall 
  begin anew!
  70-71
  70-71
  A starship fl ies overhead.  As it passes over 
  the PCs, the ship breaks apart in a thunderous 
  explosion.  Debris falls extremely close to their 
  campsite. 
  72-73
  72-73
  One PC is implanted with the knowledge of 1d4 
  languages spoken upon the islands.
  74-75
  74-75
  An alien sorcerer arrives on the island via astral 
  space.  In exchange for either a blue, yellow, or 
  green crystal, the sorcerer will teach a magic-
  user one of his spells.
  76-77
  76-77
  Th e PCs are surrounded by dark red robed 
  humanoids devoted to the Crimson Emperor.  
  Th ey must be sacrifi ced or else their god will 
  cast them out of the Promised Land.
  78-79
  78-79
  One of the PCs has to pee.  As he walks to the 
  edge of camp, he notices a fi gure skulking in 
  the shadows (equal chances of being Lawful, 
  Chaotic, or Neutral).
  80-81
  80-81
  Th e PCs unwitt ingly camped near a weird energy 
  source, each has a 1 in 6 chance of developing a 
  mutation.
  82-83
  82-83
  Th e adventurer’s faces have been stolen, left  in 
  their place are the blank, expressionless masks 
  of a mannequin.
  84-85
  84-85
  A sorcerer cyborg wearing iridescent white 
  robes begins his sacrifi cial ritual to Nyoggthoth 
  about 40’ away from the adventurer’s camp.
  86-87
  86-87
  A nuclear explosion goes off  in the Zygak-Xith 
  temple on the island of Kravian.
  34-35
  34-35
  Some kind of demonic insect burrowed its way 
  into a PC’s abdomen and is gestating within him.  
  Periodically, the unfortunate PC can “hear” the 
  demon whispering horrible things in his mind.
  36-37
  36-37
  Th e PCs wake up in a prison cell.
  38-39
  38-39
  In the small hours, the PCs were transported 
  to another world - Devil Lords ruling over their 
  mortal slave-catt le in a realm of darkness.
  40-41
  40-41
  Th e magic-user dreams of speaking to a 
  primordial god.  He awakes with a strange new 
  spell.
  42-43
  42-43
  A painted stick, shaft , or pole was driven into 
  the ground nearby.  It’s a totem marking the 
  adventurers as sacrifi ces by the Sect of the 
  Crimson Tongue.
  44-45
  44-45
  Th e dreaming god Nyoggthoth takes an interest 
  in one of the sleeping adventurers, manifesting 
  his dreams into reality.
  46-47
  46-47
  Psionic fungus latches onto each one of the 
  adventurers, the fungi demands that a dream-
  quest be performed or else they will use the PCs 
  as hosts.
  48-49
  48-49
  An adventurer dreams of an incredible magic 
  item, upon waking he fi nds himself clutching 
  it… though it’s covered with what looks like 
  black ichor.
  50-51
  50-51
  Th e party awakens to the chitt ering of a thousand 
  beach rats, their constant noise will eventually 
  cause mind-immolation unless destroyed or 
  PCs quickly leave the area.
  52-53
  52-53
  During the night, it begins to rain deep blue 
  goo.
  54-55
  54-55
  In a dream, one of the adventurers fi gures out 
  the secret of life: everyone suff ers.
  56-57
  56-57
  A great tribal chief died suddenly just before 
  nightfall, a dozen tribesmen are on the warpath 
  looking for a sacrifi ce in order to appease their 
  god.
  58-59
  58-59
  Time shift s!  Th e adventurers fi nd themselves 
  1d100 years either in the past or future.
  60-61
  60-61
  PCs awaken to discover their consciousness has 
  switched places.  Randomly decide who went 
  into whose body and switch character sheets.
  
   27 
  necessarily have to take place either.  Simple companionship, 
  if not love, is enough to sustain the constitution bonus.
  Next on the list are magic and advanced technology.  Th e 
  spell casting ability of wizards is highly sought aft er, just 
  like enchanted swords and working helicopters.  Most of the 
  useful magic and high-tech items are already in the hands of 
  powerful beings; however, there are a few miscellaneous bits 
  of tech and glowing baubles just lying around waiting to be 
  discovered.  
  Shelter is another form of currency.  Th ere are hundreds 
  of places to hide for an hour or possibly a night, but for 
  one reason or another you wouldn’t want to live there.  
  Fortunately, there are several places spread throughout the 
  islands where one or more humanoids could actually sett le 
  down and be more or less comfortable.  Th ese include very 
  small, usually abandoned, dungeons; ruins; natural caves; 
  derelict spaceships; buildings; and subterranean tunnels 
  dug by gigantic prehistoric Wyrms.  However, the most 
  prevalent form of protection would be nuclear fallout shelters 
  constructed back when the Old Ones rained down destruction 
  from the skies.  Anyone att empting to spend more than a few 
  days on the islands should att empt to fi nd decent shelter or 
  soon be overrun by wandering monsters and other horrors.
  Knowledge is the last type of currency.  Th ose who 
  understand how things work are usually respected since 
  ignorance abounds.  Both superstition and rumor are easy 
  to come by.  Truth, on the other hand, is rare… some might 
  say precious.  Anything esoteric has some inherent value to 
  the right person.  Th ose who trade in secrets could eventually 
  become as rich or powerful as kings.
  SHERPA QUEST
  SHERPA QUEST
  Some adventuring parties will prioritize the acquisition of a 
  reliable guide – a sherpa.  Th at’s a good idea.  Th is expedition 
  is full of danger, mystery, and gonzo strangeness – who knows 
  what the PCs will encounter along their way.  
  Th is guide shouldn’t be too hard to fi nd, but convincing him 
  to “join” the party might be tricky.  Humanoid behavior being 
  what it is, any guide who is manipulated, treated unfairly, or 
  coerced into helping the adventurers traverse the islands will 
  cut and run (or worse) at the fi rst opportunity.  “Th ey who 
  wrong the hand that guides them shall be delivered into it.” is 
  a popular saying among the more intelligent natives.
  Assuming the party acquires a guide and builds some kind 
  of rapport with him, there’s a 3 in 6 chance that he knows 
  88-89
  88-89
  A comet sailed through the night sky during 
  their slumber – the dead begin to walk and they 
  are hungry for fl esh!
  90-91
  90-91
  Th e polarity reversed!  From now on, ice is fi re 
  and fi re is ice… until the PCs leave the islands.
  92-93
  92-93
  One adventurer dreams of inhuman creatures 
  breeding with nubile women as a congregation of 
  obscene cultists watch, pleasuring themselves.
  94-95
  94-95
  An enormous space station drops out of the sky, 
  landing partially in the water but the majority 
  upon the beach. 
  96-97
  96-97
  A hideous maggot-like mutation chews its way 
  out of an adventurer’s stomach, the creature’s 
  face kind of resembles that of the host.  Th e 
  victim takes 2d6 damage.
  98-99
  98-99
  An adventurer’s dreams are disturbed by 
  incessant whispering as purple mist forms, its 
  tendrils clinging to a giant column or pillar that 
  terminates in the head of a humanoid squid.
  100
  100
  Th e Greater Demon who sleeps within the 
  planet awakens.  Th e world only has a few hours 
  before it shatt ers.
  COIN OF THE REALM
  COIN OF THE REALM
  Well, the islands aren’t really a realm in the traditional sense… 
  and the inhabitants don’t use coins, gold or otherwise, as 
  currency.  Sure, there’s gold lying around – adventurers and 
  explorers bring it in, sometimes they make it out alive.  But 
  goods and services are not paid for with gold pieces.  Instead, 
  there’s a variety of things humanoids use based upon the 
  law of supply and demand: women, slaves, magic/high-tech 
  items, shelter, knowledge, etc.
  Just as Mars (Martians, presumably) needed women, so do 
  the natives of Korus, Kelis, and Kravian.  Human, Elf, and 
  Half-Elf females are desired for many reasons, and that 
  which is desired has value.  Some women are treated as slaves, 
  others as companions or cherished as religious objects, but an 
  unlucky few are sacrifi ced to the Dark Gods for the purposes 
  of summoning blasphemous entities – especially when the 
  shadow moon is at its zenith.
  Regarding trade, att ractive and fi t young adult females would 
  fetch about 1,000 gold pieces.  I went back and forth, but 
  eventually decided against a game mechanic incentive such 
  as this:  for every suitable mate a humanoid has, he gets a 
  temporary +1 to his constitution, provided that he spends 
  time with this mate on a weekly basis (at least).  Sex doesn’t 
  
   28 
  THE THING THAT ROTS FROM THE 
  THE THING THAT ROTS FROM THE 
  SKY
  SKY
  It could be the blasphemous union between Ancient Wyrm 
  and Great Old One.  Although, more than one sorcerer has 
  reason to believe the unholy abomination was spawned 
  betwixt Yogsoggoth and the mother of all purple jellies.
  Th e Purple-Haunted Putrescence is a nebulous mass of tentacles, 
  gaping orifi ces, and decay about one mile long by nearly two miles 
  in wide. It’s a semi-sentient being of dribbling, putrid, gelatinous 
  fi lth drift ing 40 – 50’ above the islands like a malignant cloud 
  of purple ooze, always seeking victims to devour.  At times, 
  it appears to be communicating with inhabitants or possibly 
  observing the life it will one day consume. Worshipers call it 
  Th e Th ing Th at Rots From Th e Sky.
  Even inatt entive adventurers will notice the purple-stained 
  hands of cultists who worship Th e Th ing Th at Rots From Th e 
  Sky. Th e purple stains come from squirming protoplasmic 
  matt er infrequently excreted from the putrescence itself. 
  Cultists eagerly scoop up the translucent partial solid, its 
  juice-secreting substance staining their bare hands. Some 
  cultists drop the excrement in the Pit of Yuzklatan in hopes 
  of spawning a new Th ing Th at Rots From Th e Sky in the 
  next aeon.  Actually, it might be fun to have another purple 
  putrescence being born... right now!
  A few choose to imbibe the excretions. Most die; however, 
  some live, becoming carriers of putrescent visions... prophets 
  of the purple (2 in 6 chance).  All purple prophets are 
  subservient to the Arch-Acolyte.
  Th e Purple Putrescence has 1,000 hit points.  Th ose humanoids 
  unfortunate enough to be under the thing as it passes have a 1 
  in 6 chance of being targeted by its purple eminence.  Targets 
  are grabbed by tentacles the girth of a redwood and deposited 
  into one of the thing’s waiting mouths.
  Save versus Purple
  Th ose foolish enough to att ack the Purple Putrescence must 
  save versus purple.  A successful saving throw prevents the 
  poor bastard from becoming purple!  But even if the saving 
  throw is successful, there’s still a 1 in 6 chance of being 
  grabbed by a tentacle and thrown into its maw.
  For the ones who fail their save… prolonged but inescapable 
  death!  First, armor and clothing quickly disintegrate.  Flesh 
  scalds like a chemical burn.  Th en, the viscous purple slime 
  starts digesting an arm or a leg; the limb is consumed as the 
  eldritch ooze keeps feeding, transforming purpled body 
  about the immediate vicinity (the hex where you found him 
  and all adjacent hexes).  Th ere’s a 2 in 6 chance that he knows 
  about everything on the island where he was discovered (or 
  where he’s originally from if he’s been traveling.  Th ere’s a 1 in 
  6 chance that he has knowledge of people, places, and things 
  found on all three islands.
  Lastly, don’t let the sherpa do all the work.  As soon as the guide 
  becomes indispensible, the GM should start planning for his 
  exit.  Aft er all, if the sherpa does all the work, the adventurers 
  won’t have the chance to really explore this bizarre new realm 
  the way it was meant to be explored… in fear!
  NO BLASPHEMY, PLEASE
  NO BLASPHEMY, PLEASE
  Th ere are plenty of outsiders who come to the islands with 
  a chip on their shoulder.  Th ey believe they know it all, that 
  their god or goddess is more powerful than some unheard-of 
  entity worshiped by a few isolated primitives.  
  Ha!  Nothing could be further from the truth.  Th e Dark Gods 
  manifest when it suits their dread purpose, but blasphemy 
  is not tolerated.  Th ose with generally or casually profane 
  the Dark Gods with their infi del tongue receive a two point 
  penalty to all their saving throw rolls for the next 24 hours.
  Profaning the name of an Old One is hazardous, especially 
  in front of a head worshiper of that particular deity.  In fact, 
  defi ling one of the Dark Gods in that lead cultist’s presence is 
  subject to immediate punishment: a purple wave of pulsing, 
  ultra-telluric energy streaks down through the sky, striking 
  the defi ler down [8d6 damage, save for half].  
  Clerics, Priests, and Holy Men
  Once per day, individuals who’ve devoted themselves to a 
  higher power are allowed a Divine Intervention roll, able to 
  interrupt the actions of another character.  
  Th ere’s a 13% chance of his god intervening.  Success means 
  the cleric’s appeal has been heard.  Th e priest’s petition is given 
  due consideration and favorable conditions prevail.  Th is 
  can manifest in a variety of ways.  Here are a few examples:  
  another’s life can be saved, the cleric can enter a dangerous 
  space unharmed, secret knowledge is bestowed upon him, or 
  a bolt of lightning (3d8) strikes an enemy.
  GMs take note, this goes for PCs and NPCs alike.  When 
  the chips are down, antagonistic cultists will petition their 
  loathsome deities with Satanic prayer.
  
   29 
  
   30 
  BENEATH THE ISLANDS
  BENEATH THE ISLANDS
  Th ere is a connection between the Putrescence and the 
  islands, but there is also a mechanical and mystical under-
  system beneath which maintains the islands and gives them 
  life.  Th e islands are made up of a synthetic reality.  It’s real 
  as anything the player characters might experience, fi ltered 
  through their senses.  Th e islands require the under-system 
  to keep everything in order, and the under-system requires 
  purple crystals as fuel.
  Th e control station can be accessed from the central corner 
  of each island.  Th e tunnels leading to the actual controls / 
  dungeon are several miles long.  Within, adventurers will 
  meet several Overlords, strange high-tech machinery, and 
  other miscellaneous encounters.
  See the map on page 84.
  DREAM LANDS
  DREAM LANDS
  Th e islands exist in a state of grace regarding the Dream 
  Lands; neither wholly in the waking world nor the realms of 
  purest fantasy.  Th ose wanting to completely descend into 
  the Dream Lands must venture deep within Mount Courstul 
  where the Mi-go fl y in and out of their honeycomb tunnels, 
  mining the crystals they need to extend their lifespan.
  Being so close to the Dream Lands, the islands have taken on 
  a few dreaming properties.  One of them is the intensifi cation 
  of fear… especially fear of the unknown!
  Th e fear itself creates such a strong vibration it actually 
  opens doorways to horror.  Th e darkest of the dark worlds 
  open themselves up to the islands like a nightmarish fl ower, 
  allowing indescribably hideous things to crawl and squirm 
  through slimy gateways leading straight to Korus, Kelis, and 
  Kravian.
  When cultists and sorcerers perform rituals at the Lake 
  of Hali, monstrosities are summoned (85% of the time).  
  Whatever abomination spews forth requires a saving throw 
  from each character who lays eyes upon it.  Th ose who fail 
  either:  1) go into a catatonic state,  2) run away screaming,  
  3) faint and are unconscious for 2d6 minutes, or  4) will do 
  anything they can to kill it utt erly – no matt er if they have to 
  beat it to death with their bare hands while being ingested. 
  parts into some kind of screeching thing with a mind and life 
  of its own.  As the obscene coloring fully absorbs its host, the 
  man eventually becomes engulfed in absolute purple horror.  
  He is totally jellifi ed within a few minutes and soon aft er the 
  slime shell hardens, creating a purple statue.  
  Th e rain eventually breaks purple statues down into mineral 
  deposits which are picked up by Overlords in order to refi ne 
  purple crystals.
  Various Belief Systems Regarding the Purple-Haunted 
  Putrescence 
  1. Aeons ago, the Purple-Haunted Putrescence was flushed 
  out of a space craft, drifted through a radioactive nebula, 
  and landed in some kind of primordial ooze. 
  2. It developed from a biological weapon, used on another 
  planet to subdue a citizenry on the brink of revolution. 
  3. The Purple-Haunted Putrescence is indeed divine, 
  though a lesser god compared with Yogsoggoth, K’tulu, 
  Tsathag’kha, or Nyoggthoth… but on par with Zygak-
  Xith. 
  4. This rotting monstrosity was conjured from the abyss 
  by three sorcerers; they were promptly immolated as it 
  shuddered and dripped from a gateway bathed in violet 
  flame. 
  A Possible Surprise
  Th is book is nothing if not suggestions to help the GM create 
  his ideal campaign world.  But know that the following is 
  totally optional – feel free to disregard as you see fi t.
  Th e Purple Putrescence ingests people, but instead of 
  devouring them, humanoids are tossed inside a vast aerial 
  ship or vessel.  Yes, the creature is alive, but it’s also somewhat 
  artifi cial and even mechanical in a squishy, organic, and alien 
  kind of way.  
  Within the inner sanctum, the control tendrils can be 
  manipulated to steer the Putrescence and even command 
  it.  However, this is the prevue of two competing humanoid 
  tribes living within the thing.  One indulges savagery and 
  physical trials, the other favors intellectual contemplation 
  and focusing the mind to the point of limited psionic powers.  
  At the moment, this second group has jurisdiction over the 
  inner sanctum.  However, their religious beliefs forbid them 
  from trying to control or operate their purple god.
  
   31 
  CONTROL PANELS
  CONTROL PANELS
  Each island has several control panels.  Th ese fl at, steel 
  hexagons have a variety of purposes.  Th ey can be used for 
  communication – telepathy with anyone touching another 
  control panel.  Th ey are able to create a force fi eld (5’ from 
  the panel).  Also, control panels can interface with Master 
  Control Network but cannot override the system.
  A permanent illusion conceals every control panel.  PCs 
  should be allowed to roll 5d6; if the result is their wisdom 
  score or below, they’re able to see the control panel for what it 
  is.  Aft er a PC has seen one or is aware of its existence, it can 
  be discovered on a roll of 3d6.
  MUTANT RAIN
  MUTANT RAIN
  It occasionally rains on the islands, and when it does everyone 
  att empts to fi nd some kind of shelter, except for those who have 
  natural protection or genetically adapted.  Th e precipitation 
  is highly mutagenic.  Properties of precipitation cause the 
  vegetation to fl ourish out of control and in strange ways.  
  It usually rains about once a week.  Rainfall generally lasts 
  between one to eight hours (1d8).  For each hour that a 
  humanoid or creature is exposed to the elements, there’s a 1 
  in 6 chance of acquiring a new mutation.  Also, unaccustomed 
  skin gets a mild burn from the rain’s mild acidity, causing 1 
  point of damage per hour.  
  Th e mutagenic rain serves a utilitarian purpose, too.  It 
  dissolves the purpled beings.  Purple statues break down into 
  mineral deposits which are gathered by the Overlords soon 
  aft er the rain stops.  Th ese purple minerals are taken into the 
  under-system and refi ned into purple crystals that fuel the 
  islands.
  PURPLE MIST
  PURPLE MIST
  For some time [1d4 hours] aft er the rain stops, a purple mist 
  clings to the ground making everything look bizarre and 
  otherworldly.  
  However, it’s not just eerie – it’s alive!  Th e pervasive purple 
  mist rises and violet fog tendrils coalesce, att empting to 
  choke unsuspecting humanoids that dare travel post-rainfall.  
  Th ere’s a 1 in 6 chance per ten-minute interval that the purple 
  mist att acks a PC.  Th e targeted humanoid must roll a saving 
  throw to avoid certain death.
  
   32 
  CRYSTALS, CRYSTALS, CRYSTALS
  CRYSTALS, CRYSTALS, CRYSTALS
  What are these mysterious crystals?  Th e crystals formed 
  when the bodies of Ancient Wyrms decayed.  Absorbed 
  into the stone and soil, nutrients fed mineral deposits and 
  created unique crystalline formations thousands of years 
  later.  Usually fi st-sized, though some are larger, crystals 
  have well-defi ned, geometric shapes.  Th ey are light weight, 
  semi-translucent, and easily found embedded in the rock of 
  subterranean passages; although, there are a few standing 
  stones and unnatural rock formations on the surface which 
  also contain crystals.  Th ere’s a 1 in 6 chance of a crystal 
  exploding when it’s dislodged (3d6 damage to the individual, 
  save for half).
  Crystals are not magic and do not detect as magical.
  Upon discovering a crystal, GMs should roll a d8 in 
  determining how much “glimmer” the crystal has.  Glimmer 
  is not unlike the charges of a wand.  A crystal that is extremely 
  bright and colorful has a full glimmer of eight.  Each use (not 
  including negative side eff ects like ability drain) deteriorates 
  the crystal just a litt le until it fi nally becomes dull and inert.  
  To clarify, even the negative side-eff ects are absent when a 
  crystal is dead or glimmerless.  
  BLACK PYLONS
  BLACK PYLONS
  Th e black pylons were created long ago to boost crystal 
  signals and extend their vibrations beyond the superfi cial 
  layers of reality.  Th is allows the operator to locate hidden 
  gateways throughout the universe.
  Th ere is one pylon on the surface of each island.  Th ey appear 
  as a 13’ tall shiny black trapezoid with 5’ for both breadth and 
  width at the base.  
  Th e inside is larger than the outside would indicate.  Th e walls 
  are black and smooth.  At the interior’s center is a trapezoidal 
  pedestal holding a 3’ wide concave disc.  Th e disc contains 
  several colorless crystals about the size of a man’s fi st.  
  Unfortunately, they require non-dead crystals to function.  
  Because there’s an infi nite number of time/space/dimension 
  combinations possible, a device called a channeler is required 
  to sift  and winnow through all the possibilities.  Otherwise, 
  individuals might be “channel surfi ng” for several weeks 
  or months before fi nding the exact coordinates they need 
  (1d100 weeks of constant searching).  
  Luckily, a few channelers exist on the islands.
  
   33 
  Amber Crystals:  Th ese crystals allow the user to create 
  their own dimension or plane of reality.  Amber crystals 
  must be activated within a pylon in order to eff ectively use 
  them.   Psionic power – Indomitable Will once per day (+1 
  to AC, lasts 1 turn).  Touching an amber and rainbow crystal 
  together opens up direct communication with Yogsoggoth – 
  successful saving throw means He grants the subject’s desire; 
  unsuccessful means that subject’s mind is forever scarred. 
  Side eff ects include constitution loss to the individual 
  carrying an amber crystal (1 point per day).  
  Yellow Crystals:  Th ese crystals open doors in time.  Yellow 
  crystals must be activated within a pylon in order to eff ectively 
  use them.  Yellow crystals give the carrier immunity to poison. 
  Snake-Men are granted a +1 to their intelligence for as long as 
  they carry a yellow crystal.  When yellow and purple crystals 
  are touched together by a magic-user, they drain away his 
  corruption.
  Green Crystals:  Th ese crystals open doors in other 
  dimensions and planes of reality.  Green crystals must be 
  activated within a pylon in order to eff ectively use them.  
  Psionic power - Detect Surface Emotions usable once per day; 
  individuals carrying both aqua and green crystals have a 33% 
  chance per day of being hurled into an infernal dimension 
  without egress.  If a green and mauve crystal touch, then all 
  technology in a 30’ area has suffi  cient power to function (1 
  hour per day). 
  Side eff ects include fungoid skin mutation.  
  Blue Crystals:  Th ese crystals act like an anti-magic fi eld 
  (10’ radius).  Psionic power - Infl ict Pain once per day 
  (3d6 damage).  Touching blue and indigo crystals together 
  activates a temporary and impregnable force fi eld (1 time a 
  day, lasts 2d4 rounds).
  Side eff ects include intelligence loss to the individual carrying 
  a blue crystal (1 point per day).  
  Aqua Crystals:  Th ese crystals draw specifi c individuals or 
  objects out of time and space.  Aqua crystals must be activated 
  within a pylon in order to eff ectively use them.  Aqua crystals 
  give carriers the ability to wield a magic sword, regardless 
  of background and training; individuals carrying both aqua 
  and green crystals have a 33% chance per day of being hurled 
  into an infernal dimension without egress.
  Aqua crystals sometimes interfere with the working of 
  magical rings.  Th ere’s a 1 in 6 chance of a massive explosion 
  each time the wearer uses the ring while carrying an aqua 
  crystal.
  It takes about a year to recharge one glimmer, as long as, the 
  crystal remains somewhere on the islands.  Th e eff ects of 
  crystals are cumulative.  For instance, carrying two amber 
  and three violet crystals means an individual will lose 2 
  points of constitution and 3 points of dexterity each day.
  Th e advantages and disadvantages of possessing a crystal are 
  temporary unless otherwise stated.  A day aft er the crystal 
  is left  behind, given away, or used up, those anomalous 
  eff ects dissipate. Additionally, dead crystals cannot open 
  secret doors sprinkled throughout the various temples and 
  dungeons on the islands.
  Crystals cannot be cut, polished, or cleaved into smaller 
  versions of themselves.  If a crystal shatt ers, it completely 
  turns into dozens or even a hundred tiny shards.  Some refer 
  to this state as crystal dust, and enterprising individuals have 
  been able to synthesize crystal dust into a highly addictive, 
  hallucinogenic drug.  But for most, these shatt ered crystals 
  are useless.  
  GMs who own Liberation of the Demon Slayer may allow 
  colorful shapes to be used as crystals that never lose their 
  glimmer.
  Colorless Crystals:  Th ese crystals have been drained of 
  energy.  It would take hundreds of years, possibly thousands 
  depending on size, of years for colorless crystals to regain 
  their former hue and potency.  Most of the time, this type of 
  crystal is found within the black pylons.
  Red Crystals:  Th ese crystals open doors in space.  Red crystals 
  must be activated within a pylon in order to eff ectively use 
  them.  Psionic power – Levitation once per day (lasts 1 turn).  
  Touching a red and orange crystal together causes anything 
  ice, frost, or cold-based to become fi ery instead once per day 
  (lasts 3 turns).
  Side eff ects include strength loss to the individual carrying a 
  red crystal (1 point per day).
  Orange Crystals:  Th ese open doors in time and space; 
  however, the gateways close as soon as the operator takes 
  his hands off  the crystals.  Orange crystals must be activated 
  within a pylon in order to eff ectively use them.  Touching a 
  red and orange crystal together causes anything ice, frost, 
  or cold-based to become fi ery instead once per day (lasts 3 
  turns).  An orange crystal can boost the scanning powers of 
  magic-users by 3 points per round.
  Side eff ects include intelligence loss to the individual carrying 
  an orange crystal (1 point per day).  
  
   34 
  Dream Crystals:  Th ese crystals appear as some deviant 
  mash-up of other colors or perhaps an alien hue outside the 
  normal spectrum.  Dream crystals allow one transport to the 
  Dream Lands.  Th ey also extend the Mi-go lifespan.  
  Side eff ects include increased constitution for the individual 
  carrying a dream crystal (1 point per day up to a maximum 
  of 20). Touching a mauve and dream crystal together allows 
  the carrier to astral project himself once per day (up to one 
  hour).
  ROLEPLAYING VERSUS KILL, KILL, KILL
  ROLEPLAYING VERSUS KILL, KILL, KILL
  If the GM and players prefer sessions that are more about 
  negotiating treaties, gaining confi dence, and forging 
  alliances, then that should be determined up front, before 
  play begins.  If such is the case, PCs are encouraged to defeat 
  humanoids by subduing them or besting them in combat.  
  Once a humanoid antagonist is brought down to single digit 
  hit points, he will be inclined to “give up the ship”.  
  Certain humanoids are important to the islands, as they 
  have particular destinies throughout the time-stream, 
  not to mention secrets.  Th ose secrets will be buried with 
  them unless certain eff orts are made.  For this reason, most 
  humanoids will take their esoteric knowledge to their grave if 
  PCs are acting hostile, rude, or untrustworthy.
  MAJOR FACTIONS
  MAJOR FACTIONS
  Th ese are large, agenda-driven groups encountered on all 
  three islands:  Purple Worshipers, Overlords, Koshi, Children 
  of Light, Snake-Men, and Disciples of Zygak-Xith.  
  While individuals and groups may be encountered once or 
  twice as the GM or dice gods deem fi t, major factions are 
  likely to be faced multiple times simply because there’s more 
  of them – a lot more.  Th e Dripping Crimson Tongue sect is 
  about seven strong while the Disciples of Zygak-Xith number 
  about 70.  Th e former group’s survival depends on staking a 
  small claim of land/shelter and keeping close to it, while the 
  latt er has the numbers and power to move about the islands 
  as they desire.  Of course, the GM may decide to remove the 
  Koshi from the major factions list and replace it with albino 
  Ape-Men or Mi-go.  Th at’s up to him.
  Adventuring parties who stay on the islands for a long period 
  of time may or may not notice changes in the major factions.  
  It’s reasonable to assume that one group will not remain 
  static from week to week and month to month.  Change is the 
  Indigo Crystals:  Th ese crystals open doors to other island 
  pylons.  Indigo crystals must be activated within a pylon 
  in order to eff ectively use them.  Touching blue and indigo 
  crystals together activates a temporary and impregnable 
  force fi eld (1 time per day, lasts 2d4 rounds).
  Purple Crystals:  Th ese crystals open doors to another 
  universe.  Purple crystals must be activated within a pylon in 
  order to eff ectively use them.  Th ey also fuel the islands when 
  fed to the under-system.  Touching violet and purple crystals 
  together will cause a massive explosion (9d6 damage).  When 
  yellow and purple crystals are touched together by a magic-
  user, they drain away his corruption.
  Violet Crystals:  Th ese crystals recharge magic items, such 
  as wands, rods, staves, etc.  Psionic power – Firestarter once 
  per day (lasts 1 turn); touching violet and purple crystals 
  together will cause a massive explosion (9d6 damage).
  Side eff ects include dexterity loss to everyone within 30’ of 
  the individual carrying a violet crystal (1 point per day).  
  Mauve Crystals:  Th ese crystals increase the potency of 
  magic swords (10’ radius).  Add another plus to what the sword 
  already has; naturally rolled 18’s are also considered critical 
  hits.  Touching a mauve and dream crystal together allows the 
  carrier to astral project himself once per day (up to one hour).  
  If a green and mauve crystal touch, then all technology in a 30’ 
  area has suffi  cient power to function (1 hour per day).
  Wands of Fireball, Paralysis, or Death Ray become wands 
  of Demon Summoning when the magic-user is carrying a 
  mauve crystal.
  Black Crystals:  Th ese crystals open doors to what appears 
  to be another time and place but is actually an entrance to 
  the anti-matt er version of that reality where explosive results 
  occur upon contact.  Save versus total annihilation.  Psionic 
  power – Th ought Shield, individual carrying a black crystal 
  is able keep others from reading his mind.
  Side eff ects include charisma loss (1 point per day) to the 
  carrier, except for Elves and infernal races.  
  Rainbow Crystals:  Th ese crystals can mimic any of the other 
  crystals as the possessor wills.  A rainbow crystal is sometimes 
  called an “every crystal” or “all crystal”.  Touching an amber 
  and rainbow crystal together opens up direct communication 
  with Yogsoggoth – successful saving throw means He grants 
  the subject’s desire; unsuccessful means that subject’s mind 
  is forever scarred.
  Side eff ects include the loss of power to an individual carrying 
  a rainbow crystal (1 level every 3 days).
  
   35 
  GOING NATIVE
  GOING NATIVE
  Th ere are (or can be) plenty of tribes, villages, and natives for 
  adventurers to interact with.  Th e ones specifi cally mentioned 
  in this book, as well as, others which GMs may feel free to add.  
  For whatever reason (usually safety), PCs may decide to 
  spend an extended period of time with one or more of these 
  groups.  Instead of discouraging lengthy stays with the local 
  inhabitants, GMs should roll on the following table for each 
  week they spent laying low.  Specifi c incidents could be 
  roleplayed or used as a background for future roleplaying 
  opportunities.  If the GM would rather expedite things, PCs 
  should be given the option to fl ee into the night in order to 
  avoid certain consequences.
  Adventurer / Native Relations Table
  Roll
  Result
  1
  No change
  2
  Non-negotiable marriage proposal (1d6 for 
  att ractiveness – 1 is ugly, 6 a knockout)
  3
  Heated argument with 2nd in command, 
  weapons were drawn but no blood was shed
  4
  Random PC advises the leader with successful 
  result
  5
  Most likely PC falls head over heels in love with 
  a female native from a prominent family such 
  as the leader’s niece or 2nd in command’s sister 
  or daughter (30% chance she engineered the 
  infatuation with local herbs or magic).
  6
  An att empt was made on random PC’s life
  7
  A wizard appears, he presents the natives with 
  a treasure map leading to a cache of high-tech 
  relics.  Th e PCs are forcibly recruited to seek it 
  out.
  8
  2d4 natives become possessed by a strange 
  machine found in the nearby ruins.  Th e 
  possessed try to kill all outsiders.
  9
  Water supply becomes tainted, 1d6 constitution 
  damage to each adventurer which lasts for 1d4 
  days
  10
  10
  Th e annual expedition to some remote or 
  dangerous part of the island has arrived.  PC’s 
  att endance on this expedition is mandatory.
  1111
  Th e leader is insulted or off ended by one of the 
  PCs.  How long before he is killed?
  12
  12
  Roll twice – combine the results into a single 
  narrative, if at all possible.
  islands’ language and it speaks frequently.
  Roll on the following table to determine what has happened 
  since the PCs encountered a particular group.  Th e fi rst table 
  is for faction, and the second is for change.
  Faction Table
  Roll
  Result
  1
  Purple worshipers
  2
  Overlords
  3
  Koshi
  4
  Children of Light
  5
  Snake-Men
  6
  Disciples of Zygak-Xith
  Changing State of Aff airs Table
  Roll
  Result
  1
  Th eir forces were just slaughtered
  2
  Th ey faced a major setback.
  3
  Prisoner has escaped.
  4
  Leader wounded.
  5
  Victims of sabotage.
  6
  One or more machines have declared a jihad upon 
  them.
  7
  All quiet on the western front.
  8
  Just made a useful discovery.
  9
  Stole, found, or built a new weapon.
  10
  10
  Successfully sabotaged a rival’s plans (roll on 
  previous table for which rival).
  1111
  Just killed a major foe.
  12
  12
  Leader consolidated more power / crushed 
  resistance even further.
  13
  13
  Second in command was teleported to another 
  dimension.
  14
  14
  Th ey discovered how to eff ectively use another type 
  of crystal.
  15
  15
  Th e Purple Putrescence spoke to one of their men.
  16
  16
  Th e leader’s favorite concubine / vessel just had a 
  baby.
  17
  17
  A sickness or plague is spreading throughout the 
  faction.
  18
  18
  Th e Purple Putrescence swallowed their leader.
  19
  19
  One of their magic-users has become so tainted 
  that he’s completely alien.
  20
  20
  Roll twice and weave both results together as best 
  you can.
  
   36 
  
   37 
  A group of clerics have fortifi ed themselves around Yiksha 
  Saleece, calling themselves the Purple Priesthood.  Th ey are 
  hedonists who practice human sacrifi ce and draw supernatural 
  power from Th e Th ing Th at Rots From Th e Sky.
  Nature:  Th ey do whatever the Purple Putrescence tells 
  them, and most of their information is taken from vague 
  visions and ambiguous prophecies.  It’s litt le wonder that 
  Purple Worshipers give into their base instincts more oft en 
  than not.  Every form of physical pleasure is pursued – unless 
  it somehow goes against the Purple Priesthood.
  Agenda:  Purple Worshipers have a fair amount of power on 
  the islands because of their numbers and collective devotion 
  to their god.  Th is power allows them the freedom to do as 
  they please.  Anything that gets in the way of their carnal 
  appetites is “evil”.  
  Tech Level:  Simple weapons, mostly.  Learning the intricacies 
  of robotics, laser weaponry, and operating heavy machinery 
  takes too much time away from eating, drinking, sleeping, 
  and fornicating.
  Currency:  A few Worshipers make arts and craft s-style knick-
  knacks, almost always involving purple dye or employing the 
  likeness of Th e Th ing Th at Rots From Th e Sky.  Women are 
  also a premium commodity.  
  Special:  Th ey do not fear “the purple harvest”, but neither 
  do they actively seek it out.  Strangers must pass Th e Test 
  to see if they are clean enough to dwell among the Purple 
  Worshipers.  Th is test consists of standing upon a hilltop 
  where a stone altar slouches, stained purple.  A carved ivory 
  horn rests upon the altar.  Blowing into it will summon Th e 
  Th ing Th at Rots From Th e Sky within one hour.  Th ose who 
  stand perfectly still upon the hill as it passes overhead and 
  are not taken by the god have proven their cleanliness.  
  OVERLORDS
  OVERLORDS
  Overlords manage the islands’ under-system.
  Appearance:  Above ground, Overlords dress is black robes 
  trying not to be seen, or at least inconspicuous.
  Numbers:  Approximately 100.
  Leadership:  Th ere is no Overlord leader, unless it is Master 
  Control Network who governs their daily routine.  However, 
  the oldest and wisest Overlord is named Pelota.  Sometimes, 
  he’s referred to as the Senior Correspondent.
  Belief System:  Th ey believe themselves to be the islands’ 
  LOVE THY NEIGHBOR
  LOVE THY NEIGHBOR
  Th e islands are only so big, and there are a lot of creatures, 
  humanoids, robots, and other strangeness inhabiting them.  
  Th ose in close proximity will have specifi c relationships.  
  While some have been mentioned, most of these relationships 
  are fl uid, depending on whatever context is created through 
  play.  However, if the GM is ever stuck on how one group 
  feels about another, he has the following table to roll on.
  How Do We Feel About Our Neighbors? Table
  Roll
  Result
  1
  We hates them, my precious!
  2
  We barely tolerate their presence.
  3
  We have a precarious alliance.
  4
  We’re ambivalent and don’t really care one way 
  or the other.
  5
  We’re useful to each other.
  6
  We consider them brothers.
  PURPLE PUTRESCENCE WORSHIPERS
  PURPLE PUTRESCENCE WORSHIPERS
  Purple Worshipers have found faith in the putrescent horror 
  fl oating over the islands.  Th ey believe it’s a god.  
  Appearance:  All wear white tunics, togas, or robes liberally 
  stained purple.  Th e noble women (about 15% of the female 
  population) wear all-purple hooded robes with slits for eyes 
  (like a berka).  
  Numbers:  Approximately 250.
  Leadership:  Arch-Acolyte Yiksha Saleece is the cult’s 
  spiritual leader. He’s as old as he is cunning, having received 
  revelations from the Th ing generations ago when Yiksha was 
  only a boy. A long-forgott en scribe set down those prophecies 
  upon several scrolls. Since those early years, Yiksha Saleece 
  is recognized as messiah of the Purple-Haunted Putrescence.  
  He maintains supremacy because of his dread sorcery, chiefl y 
  the spell Th is Night I Shall Purple Your Soul.
  Belief System:  Th e prophecy of Yuzklatan, recorded upon 
  purple juice-writ parchment and concealed within Yiksha’s 
  tent, speak of a time when Th e Th ing Th at Rots From Th e Sky 
  grows old and feeble, requiring an heir of its own ilk. When a 
  purple spawn shall be created from small bits of the god itself, 
  gathered at a time when it is healthy. In return for assisting 
  the Th ing’s renewal, worshipers will eventually become part 
  of this new, younger deity. Th e original, pre-translated word 
  for this process of self-deifi cation is “Yuzklatan”. 
  
   38 
  the destruction of an enormous savage beast that threatens 
  their land (there’s always one or more of those nearby).
  Tech Level:  Koshi eschew all but the most primitive weapons. 
  Th ey favor bone and sharpened wood over metal.
  Currency:  Th ey have no currency.  All they want is to live, 
  eat, sleep, and fornicate with others of their kind.
  Special:  Th e Koshi are currently the only true natives.  All 
  other species originated from somewhere else.  Whatever the 
  islands’ agenda is, the Koshi obey as best they can.  Th ose who 
  arrive at their village with a bunch of alien-looking bananas 
  will be treated as honored guests.
  CHILDREN OF LIGHT
  CHILDREN OF LIGHT
  Children of Light are made up of missionaries, those escaping 
  religious persecution, zealots, and individuals trying to fi ll a 
  spiritual void in their life.  Most Children of Light are like 
  lost lambs:  gentle, compassionate, and easily led.  Yet, there 
  are quite a few wolves in sheep’s clothing, hungry for power.  
  Th ese few have a lust for dominance and control.
  Appearance:  Children of Light are human; a few half-breeds 
  have been admitt ed into the group but not in positions of 
  authority.  Members of this faction usually wear white robes.
  Numbers:  Approximately 300.
  Leadership:  Th e Children of Light has one leader, Archbishop 
  MacFain, a large man with a ruddy complexion and ginger 
  hair.  MacFain has a warm and soothing voice, except when 
  he’s angry – then his eyes bulge, veins pop, and he shouts as 
  loud as he can.
  Th ere is a small splinter-group called the Gnostics of Light.  
  Th e Gnostics believe man was created with divine gift s that 
  he never uses.  Th e one true god created them; however, 
  he does not love them.  Instead, their creator-god derives 
  pleasure (and perhaps even nourishment) from watching 
  his children suff er.  Gnostics of Light seek enlightenment 
  through objective consciousness.
  Belief System:  Th ey believe in “the one true god”, a fatherly, 
  vengeful protector who is jealous and wise and constantly 
  demanding sacrifi ces from his children.  Th is group also 
  believes in the Lords of Light who they consider “angels”.  
  According to the Children of Light, the Lords of Light were 
  cursed by Nyoggthoth (a powerful Demon Lord, not a god) 
  who transformed god’s angels into the aqua crystals found 
  throughout the island.
  caretakers.  Overlords are men of science and put their faith 
  in technology – the primary manifestation being Master 
  Control Network.
  Nature:  Th ey are secretive, but also practical.  Overlords 
  want the islands to continue so that the planet Razira stays 
  dormant.
  Agenda:  Some Overlords believe that no one being should 
  become the all-powerful master of the islands.  Th is group 
  does what it can to retard a certain entity’s control.  Others, 
  on the other hand, are more interested in learning about the 
  black pylons or being entertained by the variety of species 
  the islands collect.
  Tech Level:  Advanced.  Overlords have various high-tech 
  weapons and armor.  
  Currency:  Crystals are important to them.  Individuals might 
  seek out weaponry, magic, robot servants, or female company.
  Special:  Rather than att ack, Overlords are more likely to 
  talk any disagreements out.  Th ey’ve become accustomed to 
  watching, and are generally reactive rather than active.
  KOSHI
  KOSHI
  Appearance:  Th e Koshi are primitive, sub-human savages 
  native to the islands. Th e Koshi resemble monkeys but stand 
  about 4’ tall.  Th ey are covered in thick dark grey fur.  
  Numbers:  Th ey breed quickly and easily.  At any one time, 
  there a hundred Koshi wandering around the islands while 
  over a thousand populate their village.
  Leadership:  Th e Koshi have elders who are respected for 
  their wisdom; however, it is the military leaders who rule 
  the tribe.  D’nor is the biggest, strongest, and most powerful 
  Koshi on the islands.
  Belief System:  Th ey worship the moons.  Th e Purple 
  Putrescence is just another predator to be wary of.  Koshi fear 
  sorcery and will likely put any warlock, witch, or wizard they 
  fi nd to the burning pit within their village.
  Nature:  Generally, Koshi are inquisitive, mischievous, and 
  mildly aggressive.
  Agenda:  Promoting the status quo is their primary objective.  
  Th ey want to keep living in their city, unmolested by outsiders.  
  Yet, the Koshi are happy to trade magic items, high-tech gear, 
  precious stones of extraordinary beauty, weapons, armor, 
  and women in exchange for bett er-looking trinkets and/or 
  
   39 
  understanding.  If he knows the secret name of the devourer, 
  then all must follow, for he is the messiah.
  SNAKE-MEN
  SNAKE-MEN
  Snake-Men are the scaly, yellow-eyed humanoids who used 
  to rule the entire planet.  Over the last thousand years, 
  they’ve been driven below ground.  Th e Snake-Men currently 
  reside within Mount Courstul and surrounding mountains, 
  hatching a plan to enslave all other races.
  Appearance:  Vaguely shaped like a man, except for the 
  large yellow (though sometimes bilious green or gold) eyes, 
  reptilian skin and tail, serpentine head, forked tongue, etc.  
  Th ey generally wear robes of red.
  Numbers:  Approximately 500 Snake-Men still live.
  Leadership:  Th e one called Sahn’stah is the craft iest and 
  most cunning.  He rules by sorcery.
  Belief System:  Snake-Men believe themselves to be superior 
  to other humanoids and will stop at nothing to subjugate all 
  non-serpents.
  Nature:  Deceptive and intolerant of other races and 
  cultures.  
  Agenda:  A few Snake-Men are planning to control the Purple 
  Putrescence using their sorcery; so far, no results.  Others 
  hope to trick the Children of Light into trusting them.
  Tech Level:  Even though this group understands technology, 
  they prefer sorcery.  However, there are a few brandishing 
  laser pistols or using electronic force shields.
  Currency:  Th eir magic is fueled by humanoid sacrifi ce, so 
  they value slaves above all else.
  Special:  Now that the Snake-Men are weaker than aeons 
  ago, they fear the Ancient Wyrms they used to control.
  DISCIPLES OF ZYGAK-XITH
  DISCIPLES OF ZYGAK-XITH
  Picking up the faith where the Snake-Men left  off , the 
  Disciples of Zygak-Xith, a multi-racial religious group whose 
  members strive for self-deifi cation.  As Zygak-Xith is separate 
  from all things, so his worshipers seek to distance themselves 
  from consensual reality, maintaining an outer-consciousness 
  of purity.  Zygak-Xith is not dissimilar to Lucifer, a god of 
  light or illumination, but also a fallen angel consumed by 
  darkness.
  Th e Gnostics of Light try to understand why they are here, 
  what they’re really supposed to be doing, and how progress 
  can be made.  Th ey do not believe in angels, nor any divine 
  property of aqua crystals; however, Gnostics are open-
  minded about the Lords of Light… possibly lesser gods 
  devoted to Law.
  Nature:  About 80% are devoted but easily dominated sheep, 
  15% are power-mad control freaks, and the last 5% make up 
  an esoteric school called the Gnostics of Light.
  Agenda:  Children of Light wish to live in peace.  
  Unfortunately, that means the subjugation of all humanoid 
  life on the islands.  Frequent crusades are launched into 
  “enemy territory” in order to “teach the word of god”.  Usually, 
  this means slaying non-believers and scavenging supplies. 
  Gnostics would gladly slit the throats of their “childish 
  brethren” if there weren’t so many of them about.  As it stands, 
  Gnostics need the Children of Light as cannon fodder for the 
  Final Crusade… a time in the not-too-distant future when 
  “darkness falls over the islands”.
  Tech Level:  Most use archaic weapons, except for the 
  hierarchy who prefer lasers.
  Currency:  Sex is only for pro-creation, yet women are the 
  forbidden fruit which keeps things interesting, provides 
  drama, and distracts Children from the questionable morality 
  of their one true god.
  Special:  Th ere is a prophecy among both the Children and 
  Gnostics of Light: that an individual will arrive, an emissary 
  who represents the one true god with sword, as well as, 
  salvation.  He shall be known, as the prophecy goes, by his 
  
   40 
  perspectives.  However, all of them obey High Priest 
  Rapelzinn.  His agenda is simply to amass power.  Rapelzinn 
  assumes the best way to maintain control is to convince 
  others to join his cult.  Potential recruits are brought to the 
  Temple of Zygak-Xith and given a choice: become a Disciple 
  or bloody sacrifi ce.  
  Tech Level:  Most use medieval style weaponry, but they do 
  own a few laser pistols and such.
  Currency:  Surprisingly, there are already a number of 
  women in the Disciples of Zygak-Xith.  Approximately 40% 
  of the cult is made up of females.  Plus, the Disciples already 
  have shelter and a healthy store of magic items / advanced 
  technology.  Secrets are their chief trade.
  Special:  Disciples cannot stand to be ridiculed.  
  Criticizing their belief-system is a sure way to disrupt their 
  programming.
  WANDERING MONSTER TABLE
  WANDERING MONSTER TABLE
  Th e GM should check to see if there’s a wandering monster 
  periodically.  I suggest a 1 in 6 chance every time the party 
  moves to a new hex.
  You’ll notice there aren’t entries for “treasure” listed.  Most 
  of the time, no treasure will be available.  Aft er all, these are 
  wandering monsters, not monsters in their lair full of loot.  
  However, if the batt le has been particularly harrowing, I 
  recommend coming up with some kind of tangible reward.  
  If the campaign isn’t going to go on long enough for the PCs 
  to acquire the magic items in every encounter, the GM may 
  want to dive into the new magic items at the back of the book, 
  pick something out, and plant it on or near the monster’s 
  bloody corpse.  
  Appearance:  Disciples wear the crimson and black colors of 
  their god, usually robes or tunics.
  Numbers:  Th ey keep their numbers small, between 60 and 
  75.
  Leadership:  Th e Disciples of Zygak-Xith are led by the High 
  Priest Rapelzinn.  Rapelzinn is clearly of mixed heritage, but 
  it’s diffi  cult to discern his true parentage.  His nature is calm, 
  cool, and collected; however, beneath the surface, the High 
  Priest is an irrational and egotistical madman.  
  Th e High Priest always has a retinue of bodyguards with him.  
  He also lays claim to the best high-tech gear and magic items 
  that cultists fi nd.
  Belief System:  Th ey believe Zygak-Xith is the key to their 
  spiritual awakening.  As he broke away from the pantheon 
  of lesser gods he was originally associated with, so do his 
  disciples wish to become greater than they currently are.  
  Disciples also believe that one day the entire world will drown 
  in blood and that blood shall turn to fi re, burning heretics and 
  immolating those who failed to live up to their potential.
  Nature:  Seemingly, Disciples care only for their own inner-
  workings.  Yet, the struggle for perfection causes most of 
  them to lash out at others.  Disciples enjoy watching others 
  in pain and distress.  Some go so far as to enslave humanoids 
  for the sole purpose of humiliating them.
  Agenda:  Some seek out answers to life’s many questions, 
  others look inward, examining themselves from new 
  
   41 
  12
  12
  [1d6] Disciples of Zygak-Xith  HD: 3  HP: 12  
  AC: 13 [6]  Att ack Bonus: +3  Damage: 1d6 
  (primitive weapons) or 6d6 (rocket launcher)  
  Special: Acquired their rocket launcher from a 
  time traveling war profi teer. 
  13
  13
  [1d4] Snake-Men  HD: 5  HP: 30  AC: 13 [6]  
  Att ack Bonus: +2  Damage: 1d6 (primitive 
  weapon) or spell
  14
  14
  [2d4] Koshi  HD: 2  HP: 9  AC: 11 [8]  Att ack 
  Bonus: +0  Damage: 1d4 (monkey claws)
  15
  15
  [1d6] Purple Putrescence worshipers  HD: 3  
  HP: 18  AC: 12 [7]  Att ack Bonus: +2  Damage: 
  1d6 (primitive weapons) 
  16
  16
  [1d4] Mushroom-Men  HD: 1  HP: 5  AC: 11 
  [8]  Att ack Bonus: +2  Damage: 1d4 (fungi fi sts)  
  Special: Suicidal spores (save or start killing 
  yourself)
  17
  17
  Jelly Magi - aquamarine cube of gelatinous 
  sorcery  HD: 10  HP: 65  Att ack Bonus: +7  
  Damage: 2d12 (spell energy)  Special:  Treat as 
  ooze
  18
  18
  [1d4] Carnivorous plants  HD: 3  HP: 17  AC: 
  10 [9]  Att ack Bonus: +5  #Att ack: 3  Damage: 
  1d6 (thorns)  Special: Hallucinogenic sap (save 
  or hallucinate aft er being damaged by thorns).
  19
  19
  Mutated Demon T-Rex  HD: 18  HP: 140  AC: 
  12 [7]  Att ack Bonus: +10  Damage: 4d8 (bite)
  20
  20
  Gargantuan Ethereal Arachnid (with tentacles)  
  HD: 15  HP: 125  AC: 15 [4]  #Att ack: 5  Damage: 
  1d8+2 (tentacles)  Special: 1 in 6 confi rmed hits 
  actually miss the target; +1 weapons or bett er to 
  damage it.
  Wandering Monsters Table
  Roll
  Result
  1
  [1d4] Doom Hawks  HD: 11  HP 70  AC: 14 [5]  
  Att ack Bonus: +6  #Att ack: 3  Damage: 1d6+1, 
  1d6+1, 3d8 (claw, claw, bite)  Special:  Undead; 
  bite causes zombifi cation within 2d6 rounds 
  (save to avoid)  
  2
  [1d4] Purple “zombie”  - these guys are easily 
  taken down in one swing, but they’re purple 
  within purple eyes are creepy and listless 
  movements unsett ling.
  3
  Ancient Wyrm slipped through a rift  in time  
  HD: 23  HP: 165  AC: 20 [-1]  Att ack Bonus: 
  +15  #Att ack: 3  Damage: 3d6, 3d6, 5d10 (claw, 
  claw, bite) or 8d6 (breathes fi re, save for half)  
  Special: Can only be hurt by magic weapons.  
  4
  [1d6] Mutant raiders  HD: 3  HP: 15  AC: 12 
  [7]  Att ack Bonus: +2  Damage: 1d6 (primitive 
  weapons)
  5
  Xixosaurus   HD: 15  HP: 105  AC: 18 [1]  Att ack 
  Bonus: +10  Damage: 2d12 (bite)  Special: 
  Damage resistance 5 per hit.
  6
  [1d4] Pallid, lime-hued Shoggothians covered 
  in eyes and tentacles  HD: 5  HP: 30  AC: 13 [6]  
  Att ack Bonus: +4  #Att acks: 4  Damage: 1d8x4 
  (tentacles)  Special: As ooze.
  7
  Cyborg version of some creature, roll again!  
  Metallic claws, laser eye, or stainless steel tail – 
  all do an additional 2d6 damage.
  8
  Th ere’s a dark blue Shoggoth residing in the 
  belly of some creature or humanoid like a 
  parasite.  When killed, the Shoggoth bursts out 
  and att acks the PCs.  Roll again to see which 
  monster hosts the dark blue obscenity…  HD: 3 
  HP: 17  AC: 12 [7]  Att ack Bonus: +8  Damage: 
  2d6  Special: Always surprises opponents.
  9
  [1d4] Ape-Men with tentacles  HD: 4  HP: 
  25  AC: 14 [5]  Att ack Bonus: +5  #Att ack: 2  
  Damage: 2d4 (tentacles)  Special: Resistant to 
  magic.
  10
  10
  [1d4] Hunter-Killer robots armed with lasers.  
  HD: 7  HP: 48  AC: 18 [1]  Att ack Bonus: +5  
  Damage: 3d6 (laser)
  1111
  [1d4] Gorilla-gator  HD: 10  HP: 70  AC: 15 [4]  
  Att ack Bonus: +10  Damage: 2d8 (bite)  Special:  
  On a natural 20 the Gorilla-gator chomps off  a 
  limb.
  
   42 
  
   43 
  Trap Table
  Type of Trap
  1.1.
  Primitive trap
  pit (1d6 damage), sharpened 
  wood spikes (2d6 damage), net, 
  or paralyzing thorns (permanent 
  paralysis).
  2.
  2.
  Technological
  landmine (4d6 damage), red laser 
  beams (2d6 damage), poison gas 
  emitt ers, stun rays (unconscious 
  for 1d4 hours).
  3
  Magical
  Sleep 
  spell, 
  explosive 
  runes 
  (3d6 damage), acidic spray (2d6 
  damage), or teleportation (victim 
  is transported 1d6 miles away).
  4
  Early Warning
  empty metal canisters announcing 
  their presence, video recording 
  device, psychic klaxon sounding 
  in a wizard’s mind, light fl ashes 
  on consol when intruders are 
  trespassing.
  5
  NO TRAPS IN THAT HEX.
  NO TRAPS IN THAT HEX.
  6
  NO TRAPS IN THAT HEX.
  NO TRAPS IN THAT HEX.
  LAST WORD ON CAMPAIGN 
  LAST WORD ON CAMPAIGN 
  CONSIDERATIONS
  CONSIDERATIONS
  As for all the crystals… well, there are a lot of them.  GMs 
  planning on running shorter campaigns might want to 
  exclude some colors or limit what they can do – especially all 
  the side eff ects.  You’ll notice that precious few crystals are 
  included in any treasure descriptions.  GMs should add them 
  as they see fi t, according to their needs.  
  GMs who plan on just a few sessions might either want to 
  cherry-pick encounters or, alternatively, they could use an 
  entirely random approach.  Simply go through all of the 
  encounters and number them 1 to 100 (in purple colored 
  pencil or marker, of course), excluding the ones that you’re 
  not too keen on or that don’t fi t (like a water encounter in the 
  middle of an island) since there’s probably around 120 or so.
  MONSTER AND NPC SAVING THROW 
  MONSTER AND NPC SAVING THROW 
  CHART
  CHART
  Monster and NPC saving throws are prett y simple, either 
  consult the following chart or remember their save is always 
  the number of hit-dice minus 20.  
  Hit Dice
  Save
  <1
  <1
  20
  1
  19
  2
  18
  3
  17
  4
  16
  5
  15
  6
  14
  7
  13
  8
  12
  9
  11
  10
  10
  10
  1111
  9
  12
  12
  8
  13
  13
  7
  14
  14
  6
  15
  15
  5
  16
  16
  4
  17
  17
  3
  18
  18
  2
  19
  19
  1
  IT’S A TRAP!
  IT’S A TRAP!
  While I could have done stationary traps, it makes more 
  sense for the anti-personnel and early warning systems of the 
  purple islands to be constantly changing.  Not only will the 
  players not know what to expect traversing the landscape, 
  such random elements can be a welcome surprise for the 
  GM.
  So, once the party enters a new hex, roll a d6 and consult the 
  following table.  If the result is a 1, 2, or 3, then roll a d4 for 
  make up your own trap based on the type.  Th ese traps can be 
  encountered anywhere within the hex.  Individuals actively 
  looking for traps should have some chance of discovering 
  them before sett ing them off .  Estimate how many adventurers 
  in the party would be targeted, and ask for a saving throw 
  to avoid it.  If PCs have been spott ed, then choose the most 
  likely candidate – they will be ready for the party.
  
   44 
  Kelis
  Kelis
  Besides a few mountainous regions, Kelis has the Shatt ered 
  Dome.  Much of this island was built up over the ruins of 
  previous civilizations.  Th e jungle covers a good portion of 
  the remnants.
  Kravian
  Kravian
  Th e southernmost island is notable for the Zygak-Xith temple 
  and worshipers.  
  006
  006
  A TRIBE OF THREE
  A TRIBE OF THREE
  A trio of dark green hued humanoids creeps about malformed 
  rocks and standing stones along the beach.  One holds a net, 
  while the others have spears.  It looks as though they are 
  hunting for something.
  Korus
  Korus
  Th is is the largest island, roughly 1,000 square miles.  Korus’ 
  most notable feature is the mountain range at its center; most 
  prominent being Mount Courstul.  Although, some call the 
  entire range the Courstul Mountains.  
  Within the mountains, adventurers will probably fi nd Mi-go, 
  Snake-Men, Totas Mundi the necromancer and his Doom 
  Hawks, as well as, various unnatural creatures that hate the 
  light.  
  One or more of the mountains may be volcanic.  Usually, this 
  fi ts in with the whole “lost world” aesthetic.  But if the GM 
  prefers non-volcanoes, that’s fi ne, too.  
  During one early session, I described a face carved into 
  the side of the mountain range decorated with ruby eyes – 
  gemstones large enough to see from miles away.  Th at drew 
  them away from the comforting beach and into the waiting 
  arms of the island’s interior.  GMs, if you can think of an 
  enticement for the PCs, use it.
  
   45 
  Th ese Mermen are hungry and att empting to catch a wild boar.  
  Th ey are amphibious.  Th ese humanoids have iridescent scales 
  of aquamarine and emerald.  Sivra, Teev, and Ibsiv would be 
  willing to do any underwater salvage the adventurers ask of 
  them in exchange for 50% of the “treasure”.
  Mermen
  HD: 3  HP: 16  AC: 14 [5]  Att ack Bonus: +2  Damage: 1d6 
  (spears)
  Special:  Th e leader, Sivra, is able to see a humanoid’s surface 
  thoughts if he’s in physical contact with a subject.  Teev has the 
  net and he automatically entangles one humanoid who has a 2 
  in 6 chance of freeing himself every round aft er being nett ed.
  Treasure:  Sivra has a small squid-skin pouch containing 6 
  pearls, each worth about 50 gold pieces.
  007
  007
  ANCIENT REMAINS
  ANCIENT REMAINS
  Th e bones from gigantic Wyrm skeletons are litt ered all over 
  the islands.  Before the adventurers is a prime example – a 
  mostly intact rib cage next to the fractured skull of an Ancient 
  Wyrm.  Th e size of its bones is staggering.  Small totems, 
  fetishes, and shrines have been left  at their base; perhaps a 
  local tribe comes here to worship those dead beings as gods.
  Adventurers also see the remains of a purple humanoid 
  statue.  It looks as though some of it has dissolved - mostly 
  the head, shoulders, and fi ngers.
  008
  008
  Th e metallic remains of some kind of vessel.  Some kind 
  of glass dome and other bits of metal are above the water, 
  covered in seaweed.
  009
  009
  RECYCLE
  RECYCLE
  Th ere’s a large and complex-looking machine in this area.  
  Painted onto each of its three sides is a curved arrow pointing 
  to another curved arrow and another which leads back to the 
  fi rst.  Th e prominent side has a sliding glass door with enough 
  space for 3 occupants to walk into at once.
  Th is machinery is for recycling – it absorbs the blood and fl esh 
  of those placed within its conservation cylinder, converts 
  it into a nourishing pulp, and fertilizes the surrounding 
  wasteland in an eff ort to grow plants from rock.
  Th ose who walk inside will fi nd the glass door closing, 
  locking, and impenetrable.  Everyone within takes 1d6 
  damage per round until dead.  Th eir only hope is for someone 
  on the outside to either disable the machine or quickly stop 
  its current program via his knowledge of circuitry.  Both will 
  take approximately 1d4+1 rounds.
  014
  014
  MEET THE ATHUMNS 
  MEET THE ATHUMNS 
  Adventurers see a black whirlpool the size of a shield fl oating 
  in mid-air.  Six humanoids are poking at it with electric blue 
  wands as if att empting to speed the whirlpool up.  About 
  20’ away, transparent aqua-colored humanoids watch the 
  humanoids intently.
  A race of holograms - humanoid, aqua skin, white hair and 
  eyes; psionic.  Th ey come from another dimension, a place 
  called Athumn 3 (the fi rst Athumn melted in a nuclear 
  temporal displacement experiment, the second was sucked 
  up into a black hole).  Th e Athumns (or Athumnians) are 
  trying to create an artifi cial black hole.  Except, this time, not 
  right on their back doorstep.  
  Th ey’ve got about a half dozen humanoid slaves working on a 
  3’ swirling black vortex fl oating in mid-air.  It’s just about to 
  pick up some serious speed.  Th e slaves are poking at it with 
  bright blue illuminated wands - forced to do the Athumns’ 
  bidding via pain-amplifying waves. 
  Th is holographic race will not be deterred from instructing 
  slaves to create their black hole.  Slaves who stop working are 
  wracked with pain thanks to the Athumns’ advanced mental 
  powers.  Th e black hole will become mature enough to start 
  inhaling damn near everything on the island in a matt er 
  of hours.  Th is is a crucial moment for the event horizon’s 
  birth.
  Th e Athumn holograms cannot be hurt except by weapons 
  that harm non-corporeal beings.  And if such a weapon is 
  used, one swing is all that’s needed to destroy an Athumn.  
  Th e slaves might be ordered to att ack the adventurers but 
  instead they’ll try running away.
  
   46 
  Human Wizard (Bleestyn)
  HD: 8  HP: 37  AC: 12 [7]  Att ack Bonus: +3  Damage: 1d4 
  (dagger) or spell
  Special:  He can cast the usual spells of an 8th level magic-
  user plus Missile Defl ection.
  Treasure:  Bleestyn carries an enchanted deck of cards with 
  him.  When the owner makes a large wager using the cards in 
  a game of chance, he wins 5 out of 6 times.  He also owns the 
  crystal ball which can remotely view anything or anyone its 
  master wishes for up to 1 minute per level each day.
  Squid-Headed Humanoid (F’yln)
  HD: 7  HP: 50  AC: 13 [6]  Att ack Bonus: +4  Damage: 2d8 
  (mindblast) or 1d6+1 x 3  (short sword)
  Special:  He has psionic defenses, as well as, ESP and 
  telepathy.  He can also sneak up behind someone and stab 
  him in the back for three times the usual damage.
  Treasure:  F’yln wears a ring which negates any kind of 
  magical invisibility up to 30’; a small statuett e of a unicorn 
  with seven eyes which can transform into an actual, life-sized 
  seven-eyed unicorn for up to one hour per day; and a +1 short 
  sword with black pearl inlay that laughs maniacally aft er it 
  has drawn blood from hiding in shadows and sneak-att acking 
  someone.
  016
  016
  AMAZING LARRY
  AMAZING LARRY
  Amazing Larry – a Native American Indian with a multi-
  colored spiked mohawk.  Amazing Larry is a crystal worshiper 
  and so he dyed his hair to match their hues.  He’s been on the 
  islands for several years, but has no idea exactly how long.  
  Amazing Larry has a special trick to fool the Hunter-Killer 
  units and the machines that order them about.  He simply 
  says, “Input zero one zero zero one one one zero processing… 
  respond please.”  Aft er that, the cybernetic men turn in the 
  opposite direction and march away.
  Amazing Larry tells adventurers he learned it from watching 
  a “master programmer” months ago.  He has no interest in 
  fi ghting, but might be persuaded to follow the PCs “just for 
  kicks”.  
  He also walks around with a walking stick made of amber.  
  He doesn’t know its magical - Amber Walking Stick [see back 
  of book for details].
  015
  015
  CANNIBAL HOLOCAUST
  CANNIBAL HOLOCAUST
  Th e adventurers fi nd themselves staring at a fi eld of impaled 
  humanoid corpses.  Th ere must be about 40 or 50.  Th e stench 
  is almost unbearable.  Dried blood is everywhere, and fl ies 
  the size of gold coins are swarming around the dead.  Perhaps 
  this is a warning or marker of some kind… 
  In truth, this tribe was the victim of genocide.  Th ey crossed 
  paths with the wrong sorcerer or warlord.
  A TROUBLESOME TRIO
  A TROUBLESOME TRIO
  Th e party sees a narrow fi ssure in the ground, but large 
  enough to crawl through.
  Th e fi ssure leads to a 20’ x 15’ cavern tenanted by three 
  humanoids peering into a strange ball of crystal.  Th e 
  humanoids are a female Dark Elf in chainmail armor; a robed 
  wizard with white beard and tall hat; and a squid-headed 
  being in black clothes of alien design.  
  All three are staring at a crystal sphere, albeit with a few 
  rough edges and jutt ing crystalline structures – it’s some 
  kind of magical object craft ed out of many fused crystals.  
  Th e ball shows scenes of another place:  fi ve beings on some 
  kind of journey.
  Th e Dark Elf female is a strong and stubborn warrior.  Th e 
  wizard has megalomania and constantly whines about how 
  unfair everything is (but only as it relates to himself).  Th e 
  Octopoid is silent and devious.  Lost on the islands, this trio 
  has banded together to conquer the “realm” and master its 
  mysterious powers.  Th ey are all Chaotic, but will not att ack 
  unless provoked.  
  Dark Elf (Th eeva)
  HD: 10  HP: 90  AC: 19 [0]  Att ack Bonus: +10  #Att ack: 2  
  Damage: 2d6+7
  Special:  She can cleave opponents, one aft er another.  She 
  also has 20% magic resistance.
  Treasure:  Th eeva wears Dark Elven chainmail +3 and wields 
  a gorgeous two-handed sword whose hilt, crosspiece, and 
  blade are encrusted with fi nely cut frost amethyst stones – it’s 
  a +5 weapon (only a +1 in daylight) that can only be wielded 
  by Elven blood.  She also carries a small purple velvet pouch 
  containing 7 black pearls worth about 100 gold pieces each.
  
   47 
  
   48 
  THE DREAM MACHINE
  THE DREAM MACHINE
  Within a poorly constructed, three-room dungeon, there lies 
  a 3’ tall, 2’x2’ metallic box with levers, butt ons, dials, and a 
  long black cord ending in a three-pronged headset.  Th ose 
  brave enough to turn the machine on and att ach the small 
  suction cup modules to one’s head enjoy sensations of colors, 
  movement, and sound.  Various fragmentary pictures appear 
  before one’s closed eyes.  
  Th is is a dream viewing machine.  Th ere’s a 1 in 6 chance each 
  time it’s used that a viewer will experience a fellow adventurer’s 
  dream… maybe even his own.  Such voyeuristic delights have 
  litt le practical value in the short term; however, with time, one 
  could use it for scrying the subconscious mind.
  018
  018
  ENEMIES OF THE NETWORK
  ENEMIES OF THE NETWORK
  Adventurers see a Hunter-Killer patrol.  Th ree cybernetic 
  men patrol the area; they are part of an extermination unit.  
  Th ey’re programmed by a rival of Master Control Network 
  called Nuvon-2600.  Nuvon-2600 looks like a metallic 
  suitcase with all kinds of gleaming butt ons and lights.  Th ere’s 
  a 6” screen where a dim, green-hued face gives orders when 
  not laughing maniacally.  
  Nuvon-2600 is positioned 50’ away and has several Hunter-
  Killer units at its disposal.  Being insane, the super-computer 
  believes he will be the supreme master of the purple islands 
  when the Overlords are dead because no one will be around 
  to service Master Control Network.
  Cybernetic Men [3]
  HD: 5  HP: 30  AC: 16 [3]  Att ack Bonus: +4  Damage: 2d8 
  (plasma rays)
  Special:  Refl ective armor – any type of laser or energy 
  weapon (like plasma rays) bounce right off  the Cyber-Men, 
  unless a natural 20 is rolled which utt erly destroys them.
  Treasure:  A calcifi ed or crystallized purple cyst so dark it 
  looks black unless in direct sunlight.  Th e cyst resonates as both 
  magic and Chaos.  Priests and holy men touching it can feel a 
  sentient evil presence trapped inside.  If the PCs ever trigger an 
  apocalypse on the islands, the Dark God within shall awaken 
  and be free.  Upon release, he will off er adventurers a chance 
  to serve him on some other plane instead of probably being 
  destroyed by the raging forces of the purple islands.
  THE GIANT SPIDERS OF THAAR
  THE GIANT SPIDERS OF THAAR
  Eight giant-sized spiders crawl around a light blue surface 
  decorated with many circles and strange glyphs.
  Th is is an old trans-mat station – a designated area for beaming 
  humanoids from an orbiting ship to the planet’s surface.  It 
  would take 1d4 hours to get the trans-mat working again.
  Th ese spiders grow to the size of a horse.  Th ose paying att ention 
  might notice that some have vaguely humanoid features, almost 
  bipedal.  Th e Th aarians are intelligent and seek humanoid 
  females to mate with.  Th eir eugenic protocols demand it!
  Th aarians won’t att ack unless threatened or in the pursuit of 
  women.  Also, they communicate via telepathy.
  Spiders of Th aar [8]
  HD: 3   HP: 15   AC: 13 [6]   Att ack Bonus: see below   Damage: 
  decay magic
  Special:  Rather than crude melee or ranged weapons, the 
  Th aarians use sorcery to wither and decay their enemies.  
  Humanoids need to save in order to only take half the 
  chronological damage.  Th eir spell aff ects all opponents 
  within a 40’ radius, adding 2d10 years per round.  
  Th e Th aarians also carry a blue and indigo crystal in order to 
  create a force shield if necessary.
  Treasure:  Th ere’s a 50% chance these Th aarians have a 
  human female back at their lair (nearby).  If she exists, 
  there’s a 75% chance she’s pregnant with a Spider of Th aar 
  spawn.  Otherwise, they have an Arnold-autographed DVD 
  of Pumping Iron and a hardcover book (full color) on making 
  Asian cuisine.  
  
   49 
  Drogs [1d6]
  HD: 2   HP: 10   AC: 10 [9]   Att ack Bonus: +1   Damage: 1d4 
  (hands)
  Special:  Drogs are not aggressive creatures and have no desire 
  to fi ght.  However, if their life is threatened, they will att empt 
  to pummel their att acker.  20% of Drogs have the psionic ability 
  known as empathy.  Using this, Drogs can make themselves 
  seem fascinating and valuable while increasing the compassion 
  of others.
  Treasure:  1 in 6 will carry a tiny rat-thing as a pet named Purple 
  Jenkins.
  019
  019
  POISON FRUIT
  POISON FRUIT
  Th e adventurers notice fl ourishing vines that cling to the 
  stone ruins of a once-glorious temple.  Th ey bloom all sorts 
  of tropical colors.  An intriguing fruit clings to them, a cross 
  between a strawberry and a pear.  Th e large berry gives off  a 
  pleasant fragrance.
  Th is fruit soaks up the mild acidity of the rain like no other – 
  making it toxic to humanoids.  Th ose who eat a bite must roll 
  a successful saving throw or die in 1d4 rounds.
  Th ere is nothing particularly noteworthy about the fallen 
  temple other than its cracked and chipped iconography – 
  robed humanoids covering their faces with strange masks.
  ROOM OF BLACK MIRRORS
  ROOM OF BLACK MIRRORS
  Th e entrance of Ucaar’s domain looks like a 7’ tall diamond 
  of empty black space.  
  Within his black mirrored room, Ucaar the wizard has the 
  ability to become a separate consciousness-created entity in 
  another universe.  As this entity, he can communicate and 
  interact with other consciousness-created entities from other 
  planets in a similar fashion.
  Th is wizard is constantly in the room, whiling away the 
  hours in an astral matrix within his black mirrored room.  If 
  approached, Ucaar gazes at the adventurers with the reverent 
  curiosity of an otherworldly being.
  Nuvon-2600 had one of his Cyber-Men steal the purple cyst 
  from the Overlords a year ago.  Th e super-computer is unsure 
  about its true nature and properties.
  MANDROIDS
  MANDROIDS
  Th e adventurers come upon a large group of mandroids about 
  to surgically disembowel a voluptuous, red-haired maiden 
  chained to a standing stone embedded with several crystals.
  Th ese twisted creatures are mostly humanoid, except for the 
  limbs and organs that needed replacing – the most striking 
  has the lower half of a tank rather than legs.  Th ey are always 
  seeking fresh meat and spare cybernetic parts to upgrade 
  from their present condition.  Many of them will be found 
  holding one of the following:  a clamp, wrench, surgical saw, 
  laser scalpel, or vibro-tweezers.  
  Mandroids [7]
  HD: 5   HP: 30   AC: 14 [5]   Att ack Bonus: +5   Damage: 1d8 
  (steel fi sts, feet, or skulls)
  Special:  Th e leader has an optical laser doing 3d6 damage 
  – it’s only usable three times per hour due to overheating.  
  Th e second in command (half-man/half-tank) can run over 
  opponents for 2d6… crushing their skull on a natural 20.
  Treasure:  120 platinum credits from the planet Th aavn; 
  bott le of Smoky Jon’s BBQ sauce; robotic and cybernetic 
  parts – including the leader’s optic laser and the other’s tank 
  mechanism.
  THE DROGS
  THE DROGS
  Hairless, blue-skinned humanoids with unblinking red eyes, 
  fi sh-fi ns for ears, and webbed hands and feet sit cross-legged 
  within large bubbles fl ying high over the islands.  Th eir 
  expression is meditative, like they’re having an out-of-body 
  experience.  Th e bubbles fl oat from the south-east to the north-
  west.  
  Any kind of weapon or projectile just goes right through them 
  as if they were ghosts or illusions.  However, if a magic spell is 
  cast, there’s a 40% chance the bubble bursts, the blue-skinned 
  humanoid falls 20’ (taking 1d6 damage), and is generally 
  confused for a minute or two.  Aft er disorientation, the 
  humanoid att empts to communicate, though his (or her) fi xed 
  glare of red is unnerving.  
  
   50 
  TRANSPORTING MATTER
  TRANSPORTING MATTER
  Crude matt er transporter machinery mostly hidden from 
  view, covered over by thick, fl eshy maroon leaves.  Th e 
  matt er transporter appears as dark grey metallic pods large 
  enough to house a humanoid (those larger creatures can be 
  accommodated if they crouch).  Many tubes run to and from 
  both pods; they are connected to a central operating console 
  with several black levers, switches, and dials to manipulate.
  Investigation reveals that one pod’s interior is covered in 
  translucent orange viscera.  Th e other pod is empty.  Th e tubes 
  have enough length to extend each pod about 15’ from the 
  central console and 30’ from one pod to the other.  While the 
  console only weighs 15 lbs., each pod is 225 lbs.  A successful 
  intelligence check will allow a PC to eff ectively teleport one 
  Ucaar (wizard)
  HD: 7   HP: 42   AC: 12 [7]   Att ack Bonus: +3   Damage:  
  variable (spell)
  Special:  If Ucaar is att acked, he will cast one of the 
  following three spells: Corporeal – which will cause other 
  consciousness-based entities to materialize and fi ght for him. 
  Mind Blast – 4d6 to a single opponent.  Gateway – taking 
  him to another universe.
  Treasure:  Fragments of black mirror around the room that 
  can be used to defl ect blasts of energy; black refl ective wizard 
  robes.  Th is room remains aft er Ucaar is destroyed; if left  
  unguarded, there’s a 30% chance each day that it will become 
  occupied by some random monster.
  
   51 
  able to lift  a PC up and hurl him against some nearby standing 
  stones for 2d6 damage with a 50% chance of being knocked 
  unconscious.  If the Ape-Men win the batt le, they will tie up 
  the adventurers and sacrifi ce one of them per day to their 
  god, dribbling the life-blood upon Yogsoggoth’s sigil.
  Treasure:  Jade necklace worth about 150 gold pieces; a 
  juicer; several pieces of ripe alien-looking fruit; scimitar +1, 
  +3 vs. wizards; and a fi nely made gold-colored cloak granting 
  the wearer +1 to his charisma.
  SHINING DEMON
  SHINING DEMON
  Th ere shines a shiny demon, Maultenac, with terrible and 
  elongated claws standing at a crossroads between intersecting 
  paths.  
  Maultenac demands that someone in the party performs “the 
  greatest song in the world”.  If the song or its performance 
  isn’t up to snuff , the shiny demon will att ack.  On the other 
  hand, if he’s pleased, then the entire party will be rewarded 
  with a feast in their honor.  
  Naked dancing girls adorned with snakes shall writhe over 
  celebrants as purple grapes are squeezed into awaiting 
  mouths.  A satyr begins serenading the performer as 
  Maultenac tells stories of elder days when the Skalliosians 
  teleported hither and yon, taking slaves as most men would 
  take sips of fi ne ale.
  When the celebration is concluded, Maultenac will bid the 
  adventurers adieu.  But before going, he tells them to be wary 
  of machinery, computers, and science.  “Th at be more Devil’s 
  work than a shining demon like myself.”
  Demon
  HD: 9   HP: 63   AC: 19 [0]   Att ack Bonus: +7  #Att acks: 2  
  Damage: 1d12 (claws)
  Special:  Maultenac is a lover of music, as well as, bardic tales.  
  Th ose att empting to impress him with a song, ballad, or prose 
  poem of epic batt le will be met with favor.
  Treasure:  Th e Ring of Maultenac is fashioned of obsidian 
  and ruby worth about 3,000 because it also summons the 
  Demon once per day to the ring wearer.
  inanimate object to the second pod.  Living creatures end up 
  as splatt er, unfortunately. 
  It would take about a week and a lot of high-tech spare parts 
  in order to make the pods “wireless”… tubeless, actually.  
  Twice that length of time could make the matt er transporter 
  eff ective for people to teleport, disintegrating in one pod and 
  reintegrating in the other.
  Aft er several minutes of exploration and pondering, a vile 
  denizen of the island att acks.
  Huge Carnivorous Maggot
  HD: 10   HP: 65   AC: 15 [4]   Att ack Bonus:  +11  #Att acks: 3  
  Damage:  1d8+1  (tentacles )
  Special:  Resistant to cold.  Once per combat, the creature 
  can att empt to absorb an enemy’s energy – a transference of 
  hit points from a victim to itself (2d12), save for half.
  Treasure:  5 frost opals worth approximately 200 gold pieces 
  each; a wand of ice shards (1d12 charges remaining, 3d8 
  damage).
  020
  020
  LITTLE GOLDEN GOD
  LITTLE GOLDEN GOD
  Th is is a shrine devoted to a particularly explosive deity!  A 
  golden warhead the shape of a bullet and about 3’ tall sits upon 
  a stone altar.  A glyph signifying the coming of Yogsoggoth 
  has been etched into the warhead’s surface.  Additionally, 
  anyone touching the nuclear device can feel a subtle vibration 
  – it is pulsing with energy, awaiting Yogsoggoth’s return!
  It’s currently being worshiped by a race of albino Ape-Men. 
  Th ey are extremely protective of their litt le golden god.  Th e 
  white-furred Ape-Men lope about the warhead, soaking up 
  radiation and sensing the warhead’s eldritch signifi cance.  
  Th ey will only att ack in self-defense.
  One good hit (more than 3 points of damage) will explode 
  the warhead doing 10d20 damage to everything within a 50’ 
  radius and 5d20 up to 100’.  Th e resulting crater will be about 
  75’ diameter.  
  Albino Ape-Men [8]
  HD: 3   HP: 16   AC: 17 [2]   Att ack Bonus: +6   Damage: 2d8 
  (fi sts)
  Special:  1 in 6 of these Ape-Men will have psionic powers, 
  
   52 
  word, the green slave girls will not recognize an individual’s 
  authority.  Th eir master/slave conditioning can be broken, but 
  it will take weeks of continual rehabilitation.  
  Slave Girls [3]
  HD: 3   HP: 20   AC: 13 [6]   Att ack Bonus: +4   Damage: 1d6 
  (physical violence)
  Special:  On a natural 20, a victim’s eye is gouged with claws.  
  Medical att ention is needed and use of that eye won’t return 
  for 2d4 days.
  Treasure:  None.
  022
  022
  Th e sound of primitive drumming can be heard in the 
  distance.
  THREE BEDROOMS AND A TORTURE 
  THREE BEDROOMS AND A TORTURE 
  CHAMBER
  CHAMBER
  An att empt at constructing a modest dungeon has been 
  abandoned, now squatt ers call it home.  A powerful sorcerer, 
  Surek, lives there along with his female slave named Satara; 
  a half-Koshi, half-Human servant named Torg; and a robot 
  from the future called X111.  Th e sorcerer has a collection of 
  fi ne books, some of them arcane.  He’s also a sadist, frequently 
  sending Torg out to fi nd fresh victims for his many pain 
  devices.  Satara is a frequent inhabitant of Surek’s torture 
  chamber.
  If combat occurs, Torg will fi ght with Surek, but not his slave 
  nor robot.
  Th e seven books of S’nah are bound in Ancient Wyrm fl esh.  
  Th ese unique tomes chart the rise and fall of the Zanesh 
  Empire from their paltry start on home world Zan Minor 
  to nearly conquering the entire Glass Nebula.  All seven are 
  worth thousands of gold pieces to the right scholarly buyer.
  Surek (sorcerer)
  HD: 11   HP: 55   AC: 22 [-3]   Att ack Bonus: +6   Damage: 
  1d8+4 or special  (longsword or spell)
  Special: If it looks like Surek is almost vanquished, they 
  might start helping the PCs.  Surek knows prett y much every 
  zero to 6th level spell possible.  He is also likely to use his 
  custom-made wand.  
  021
  021
  WYRM TUNNELS
  WYRM TUNNELS
  Th e party sees a large burrowed tunnel in the ground.  Also, 
  three purple statues shaped like humanoids are here.  One 
  statue is twisted back, another crouches in fear, the third 
  putt ing up its arms as if to defend or block some kind of 
  att ack.  Th e statues appear to be made of a hardened jelly or 
  gelatinous substance.  
  Th ese are purpled individuals who tried to fi ght the Purple 
  Putrescence.
  Th e tunnels were formed by the burrowing of giant, 
  prehistoric wyrms.  Th e Ancient Ones not only ruled the 
  skies aeons ago but also the ground and everything beneath 
  it.  Today, various creatures use those tunnels as their lair.  
  Th ey also act as interconnecting passages between the islands 
  and other subterranean realms.  
  At one of the tunnel mouths is a rather harmless android 
  searching for his maker, a humanoid named Imar.  Th e 
  android was never programmed with a name.  He is also 
  absent any combat capabilities.
  GREEN SLAVE GIRLS 
  GREEN SLAVE GIRLS 
  Adventurers see a lizard-drawn caravan with cages in the back.  
  Th ey contain voluptuous women with green skin and very 
  litt le clothing.  A humanoid wearing silk drives the caravan, 
  and upon seeing the party he commands the lizards to halt.
  Vicious but extremely seductive green-skinned slave girls 
  from Th aavn.  Highly sought aft er, they are kept in cages by 
  a swarthy, silk-clad sorcerer named Tilas.  Th e sorcerer will 
  only sell his nigh-irresistible slaves for 300 Xaxen each - 
  glitt ering, hexagonal chips as hard as steel.  “It is said that a 
  native Th aavnian female is like an untamed wildcat behind 
  closed doors.  Th ey will provide you with much pleasure, and 
  may eventually be trained to ward off  intruders and bite them 
  like guard dogs.”
  All three green-skinned girls are voluptuous and alluring.  
  Th eir eyes, like creamy jade, seem to stalk every man who 
  gazes upon them like some predatory animal.  Slavery is all 
  these Th aavnians know, for they were kept in chains and cages 
  long before Tilas acquired them.
  Tilas will not put up a fi ght; however, he will not tell anyone 
  the girls’ command word without payment.  Th e command 
  word is spoken by the slave master.  Without speaking the 
  
   53 
  all the colonists insane.  To this day, they dress as harlequins 
  in garish purple costumes (accented with green and gold), 
  ritually murdering those who trespass into their territory.
  Purple Harlequins [5]
  HD: 5  HP: 30  AC: 15 [4]  Att ack Bonus: +5  #Att ack: 2  
  Damage: 5d4 (dagger with sneak att ack)
  Treasure:  Amulet of Invulnerability and Wand of Surek 
  [see back of book for both]; the seven books of S’nah; and his 
  robot X111 that calculates and crunches astro-navigational 
  numbers.
  Torg
  HD: 4  HP: 27  AC: 12 [7]  Att ack Bonus: +2  Damage: 1d6+1 
  (poisoned short sword)
  Special:  Torg’s short sword is coated in a carnivorous plant-
  venom that members of his tribe have learned to synthesize.  
  Th ose who take damage must save or fall unconscious in 1d4 
  rounds and die without magical healing within the hour.
  Treasure:  Torg keeps a small leather pouch on him at all 
  times, containing 3d4 curvaceous, semi-transparent stones 
  of swirling bilious yellow-green.  Various people also refer to 
  these stones as “banana jade”.
  THE PURPLE HARLEQUINS OF 
  THE PURPLE HARLEQUINS OF 
  MADNESS
  MADNESS
  Out of the corner of an adventurer’s eye, he catches a glimpse 
  of a humanoid wearing purple, sneaking around the jungle’s 
  foliage.
  Years ago, colonists stumbled upon the remnants of a starship; 
  its payload fi lled with violet-colored gas contained in tall, 
  translucent cylinders.  Once unleashed, the neurotoxin drove 
  
   54 
  BLACK LIGHT CONVERTER
  BLACK LIGHT CONVERTER
  Th is is a device from another age, a high-tech machine able to 
  take near-invisible rays and make them into a potent form of 
  energy.  Th is energy could fuel any mechanical device, robot, 
  or starship.  Th e black light converter is in good shape, too.  
  Only a few adjustments need to be made in order to get it 
  working.
  However, once repaired and turned on, adventurers will soon 
  discover there’s a malevolent intelligence residing within the 
  black light converter.  Th is intelligent and evil force calls itself 
  Nortlov.  It seeks a host, replacing the victim’s consciousness 
  with itself.  
  Th ere’s an 80% chance of a random encounter.
  SALVAGE
  SALVAGE
  Adventurers see a reptilian ape with cybernetic implants 
  collecting spare parts underneath the skeletal remains of an 
  Ancient Wyrm.
  Rients, the Ape-Lizard Cyborg from the planet Vaanth talks 
  about the glitt ering c-beams used to navigate through other 
  star systems.  He’s searching for the technology to restore 
  the c-beam drive on his crashed spaceship and use it to 
  communicate with the Vaanthians who must be searching 
  for him.
  Rients (Ape-Lizard Cyborg)
  HD: 7   HP: 44   AC: 16 [3]   Att ack Bonus: +5  Damage: see 
  below
  Special:  Rients has a disintegrator ray.  It can only be fi red 
  once every 10 minutes (needs to recharge oft en since the 
  weapon has a faulty batt ery).  If he disintegrates one of the 
  PCs, then he will tell them to surrender immediately before 
  he destroys them all with another blast (even though this is 
  impossible).
  Treasure:  He has the disintegrator ray; a phase-screwdriver; 
  his crashed starship which needs a dozen hours or so of repair 
  work before it’s usable; and a sealed blister pack of 12 multi-
  vitamins.
  Special:  Because of their madness, Purple Harlequins always 
  att ack with alarming surprise and unexpected ferocity.
  Treasure:  Upon closer inspection, PCs notice that the 
  harlequin costumes are made out of humanoid skin and dyed 
  purple (probably from the Putrescence’s excretions).  One of 
  them has a small (handheld) trapezoidal mirror.  Another is 
  carrying 7 marbles with various purple streaks and ribbons 
  of color throughout.
  023
  023
  Th e incessant drumming started, stopped, and has started 
  again.  It’s been going on for awhile now.  Th e rhythmic beat 
  is unsett ling.
  SCRIBES OF CARCOSA
  SCRIBES OF CARCOSA
  Beyond a tree full of fruit resembling a cross between a banana 
  and an eggplant, the adventurers see a “monastery” created 
  out of petrifi ed wood and a purple-hued adobe material.  
  Within, three monks busy themselves with scribing.  
  Th ey scribe day in and day out.  All of them are making copies 
  of a large and impressive-looking tome titled Wild Psalms for 
  Carcosa and its Eldritch Commentaries.  
  If interrupted, one of the monks will start preaching the 
  madness from his personal perspective, telling PCs that 
  “Lurking beneath this fragile veneer of reality is the most 
  incomprehensible thing: a stage set behind a velvet curtain, 
  pallid yellow spatt ered purple like blood… and upon that 
  stage dance all the beings that believe, falsely, that they are 
  alive.  Th e book we’re transcribing, in fact, contains stage 
  notes for this sordid litt le play: Wild Psalms for Carcosa!”
  If adventurers dare to skim its yellow-pulp pages, they see 
  depraved illustrations of sodomy, sorcery, and bloodshed, as 
  well as, a list of names.  One of the PCs is mentioned briefl y 
  (roll randomly to determine who).  As the distraction wanes, 
  the monks turn their att ention, once again, upon copying 
  the text and pictures into fancy hardcover books with gold 
  leaf, yellow/purple marble endpapers, and a yellow silk page 
  marker.
  Th e book is all they have, and these Carcosa monks are too 
  enveloped in their own surreal malaise to care about killing 
  or being killed – their suff ering must be eaten by the Yellow 
  King and for Him alone!
  
   55 
  terrible Demons, Devils, and the hideous gods they worship.
  Navo was a highly respected member of the Robot 
  Development Cartel.  Physically, he is average height with 
  brown hair, a small facial scar, and sardonic half-smile scowl.  
  He’s seeking asylum for “disarming the security measures” on 
  his home planet.  Navo is reluctant to mention his att empted 
  theft  of 350,000 zuleks.
  “I’m constantly surprised those bureaucratic bootlickers 
  on Quaalor are able to keep their pathetic federation from 
  imploding with fanatical revolutionaries.  I should know… I 
  used to be one of them.”
  Navo is a computer and robotics expert, not a fi ghter.  He 
  has no combat capabilities, just a great understanding of 
  machines.
  024
  024
  THE RDC
  THE RDC
  Up ahead are the remains of several toppled stone monoliths.  
  Alien vegetation has grown over the fallen towers, obscuring 
  most of their bas-reliefs and carved glyphs.  A man examines 
  the ruins, sketching something down in a litt le notebook.
  “I have dreamed about these ruined towers.  Th ey are very 
  old… and cursed.”
  If the pictures or writing are touched by humanoid hands, 
  the sky darkens within minutes – turning reddish-purple 
  with streaks of green.  Orange-blue lightning shreds the 
  sky.  A shiny white trapezoid rises from the ground every 30’ 
  throughout the island.  Touching one of the trapezoids does 
  6d6 damage (electric shock, save for half), but also grants a 
  vision of the far future or past when Razira is teeming with 
  
   56 
  TIME TRAVEL NULLIFIER
  TIME TRAVEL NULLIFIER
  Adventurers see a half dozen Koshi; although, they seem 
  to be horribly mutated.  Th ey’re surrounding a rectangular 
  metallic-yellow box with several green and purple lights 
  on one side.  Th e opposite side houses a small transparent 
  container full of blue liquid.
  Th is is the time travel nullifi er, a device that prevents the 
  conquering forces of Skallos from invading the current era.  
  Th e machine is about 5’ long by 4’ wide and deep.  
  Doing any more than 10 points of damage to the nullifi er 
  will destroy it.  Th e PCs could also deactivate it aft er a couple 
  of minutes of fi ddling with butt ons.  Th at means Skallosian 
  Snake-Men will be marching out of the pylons within the 
  hour.  
  One of the lost race found a way to travel forward in time to 
  several hundred years ago.  He built the TT N before dying.  
  WAITING FOR GODOT
  WAITING FOR GODOT
  Several humans in white robes sit at a metal table.
  Six white-gowned human inmates who’ve just escaped from 
  an insane asylum on Earth.  Somehow, the seventh inmate, 
  who will be returning shortly, was able to see a doorway to 
  another world using his psychosis.  Th e original six are each 
  wearing bizarre, multi-colored and patt erned crocheted hats.  
  Th ey’re having a tea party with imaginary cups, sitt ing at a 
  table which is actually the rusted hood of a car.  If anyone 
  asks, the seventh nut is named Godot.  Or, at least, that’s what 
  the others call him.
  “Th e Geneva Convention shall convene shortly, just as soon 
  as the representative of Zimbabwe is fi nished draining his 
  lizard.  Would you care for a spot of tea, Bob?”
  Th ese lunatics don’t have any fi ghting capability.
  
   57 
  Jade Slime
  HD: 8   HP: 50   AC: 10 [9]   Att ack Bonus: +5   Damage: 
  special
  Special:  Being hit by the slime requires a saving throw or the 
  victim will become a Jade Slime in 2d6 rounds.  Can only be 
  harmed by crystalline weapons and cold-based sorcery.
  Treasure:  See contents of bomb shelter above.
  STICKY STRANDS OF COTTON CANDY
  STICKY STRANDS OF COTTON CANDY
  Adventurers notice a cott on candy machine with sticky 
  pink strands of webbing like membranous organisms.  Th e 
  mechanism is on and vibrating while the pink organisms 
  seem to take on a life of their own.  
  Unfortunately for the PCs, these sticky strands would love 
  nothing bett er than to latch onto hapless victims and take 
  over their minds.  Th ose who fail a saving throw fi nd their 
  will conquered, unable to resist the cott on candies’ ambition 
  – constructing a nuclear device that will obliterate the entire 
  island.
  028
  028
  Crashed starship.
  029
  029
  THE GURU
  THE GURU
  Adventurers come across a teacher of rare wisdom.  He is 
  short, vaguely Elven in features but with greenish skin.  His 
  name is Temard, and he’s been living on the islands for only a 
  few weeks though he speaks with deep wisdom as if he’s been 
  here for many years.  
  “Th ink of yourself as a machine created for one task, but fi nds 
  itself programmed for something else entirely.  Th e left  hand 
  does not know what the right is doing.  On my world, it is not 
  uncommon for humanoids to have up to seven hands.”
  “We are not the master of our fractured selves, but the 
  servant.”
  “Is that purple monstrosity in the sky a god or do we simply 
  treat it as such because of its immense power?  But if it’s not 
  god, then what do the islands serve?”
  Th e TT N prevents not only Snake-Men from entering the 
  present time-stream but anyone.
  While dealing with the Koshi, there’s a 60% of a random 
  encounter.
  Koshi Mutants [6]
  HD: 4   HP: 22   AC: 12 [7]   Att ack Bonus: +3   Damage: 1d6 
  (fi sts/feet)
  Special:  1 in 6 of these mutated Koshi are able to transform 
  into large blobs of purple jelly that do 2d12 damage and melts 
  armor on a natural 20.
  Treasure:  Other than the Nullifi er, there’s a life force 
  detector lying on the ground nearby (range 80’).
  025
  025
  A CORRIDOR BETWEEN UNIVERSES...
  A CORRIDOR BETWEEN UNIVERSES...
  Shift ing light, apocalyptic echoes, and shadow refl ections 
  of those approaching make this an eerie display.  Th ere are 
  two gateways connected by a corridor.  Coming into physical 
  contact with it yields a variety of possible results…
  Gateway Eff ect Table
  Roll
  Result
  1
  Total annihilation!
  2
  Becomes a mutant.
  3
  Develops ESP.
  4
  Skin changes color to crystal nearby.
  5
  Animals fear him.
  6
  Transported to anti-matt er universe.
  60% chance of a random encounter.
  026
  026
  SLIMY JADE
  SLIMY JADE
  Th is is a nuclear fallout shelter containing a Slithering Jade 
  Slime.  In the light, this gelatinous entity is an unsett ling 
  creamy pale yellow-green that appears wet and shiny.  
  Th is bomb shelter also contains a crystalline safe holding the 
  following:  VHS tape labeled Ninja Cheerleaders, several used 
  condoms, a case of Mingus Dew, and a cassett e tape of Weird 
  Al Yankovic’s Dare to be Stupid.
  
   58 
  SOMETHING IN THE BONES
  SOMETHING IN THE BONES
  Ancient Wyrm skeletal remains half-buried in the ground.  
  Within the cyclopean rib-cage is a glowing green stone, 
  probably a crystal.  
  Actually, it’s a large, synthetic emerald-colored vulkyn stone 
  containing the essence of a Mephistophelian fi end with 
  crimson skin, black goatee, cloven hooves, and horns like a 
  ram.  Using any kind of magic or spell upon the vulkyn stone 
  (such as Detect Magic) will release the infernal thing.  
  Th e Devil’s name is Skartannis, and he was imprisoned 
  in the green-hued stone over 700 years ago by a bitt er 
  rival.  Skartannis seeks revenge. “Where is that idiotic fool, 
  Vermeloch.  I will have his heads for this!”
  Skartannis (Devil)
  HD: 8   HP: 48   AC: 19 [0]   Att ack Bonus: +10   Damage: 
  see below
  Special: Th e Devil spits an emerald-green gloop that 
  dissolves fl esh and metal, including magic.  Th ose struck 
  by the substance must roll a saving throw; if they fail, they 
  take 3d6 damage.  If they are successful, then their armor or 
  weapon is dissolved instantaneously.
  Treasure: Th e vulkyn stone is still there.
  Temard also has no interest in fi ghting.  His goal is to 
  investigate, explore, and meditate upon his discoveries.  He 
  also wears a ring whose bright orange gemstone is continually 
  wreathed in blue-white fi re.  Th is magic item is named Flame 
  Frost – upon touch, it freezes all types of fi re into ice.  Temard 
  is willing to trade this for some other type of interesting 
  item.
  030
  030
  PERPLEXO
  PERPLEXO
  Th is is a large (3’ tall, 2’ wide and deep) fl oating baby doll’s 
  head coated in a sparkly purple crystalline material.  It speaks 
  in a deep voice, droning on and on about re-programming 
  the islands beneath the surface.  Occasionally, it mentions 
  something about candy coming to life and eating the entire 
  planet.
  No one is quite sure if Perplexo is a machine, creature, minor 
  god, magical projection, or fi gment of someone’s deranged 
  imagination.  Nevertheless, it is here.
  If att acked, it will raise a force shield preventing it from being 
  harmed.
  SURVEY TEAM
  SURVEY TEAM
  A group of human-looking men wearing orange and teal 
  space suits standing in front of a starship that looks perfectly 
  intact.  
  Humanoid survey team on the island.  Th eir spaceship needs 
  fuel, and the survey team believes they can create a synthetic 
  substitute using specifi c minerals their ship detected on the 
  islands.  
  A member of the survey team, Raekvik, is a scientist convinced 
  the crystals will do more than fuel their ship; he wants to use 
  their power to become invincible back on their home world.
  Survey Team [5]
  HD: 3   HP: 14   AC: 16 [3]   Att ack Bonus: +5   Damage: 2d6 
  (laser)
  Special:  None.
  Treasure:  Th eir starship is usable as a base of operations, but 
  without fuel it can’t go anywhere.  Th e laser cannons work 
  just fi ne, though.
  
   59 
  Undead Pterodactyls (Doom Hawks) [13]
  HD: 11  HP: 77  AC: 14 [5]  Att ack Bonus: +6  #Att acks: 3  
  Damage: 1d6+1, 1d6+1, 3d8 (claw, claw, bite)
  Special: Treat as undead in all respects.  A successful bite 
  att ack causes zombifi cation within 2d6 rounds unless a 
  successful save is made.
  Treasure:  None.
  Totas Mundi (necromancer)
  HD: 9  HP: 39  AC: 19 [0]  Att ack Bonus: +3  Damage: as per spell
  Special:  He knows every zero to 5th level necromantic spell.  
  Mostly, he’ll use his Staff  of Pervasive Death to att ack.  His 
  ring will also keep reanimating him back to full hit points 
  within 1d4 rounds of his death.
  Treasure:  Ring of Reanimation; Staff  of Pervasive Death; 
  Spiked Club of Demnos; 180,000 gold pieces; hardcover 
  Th us Spake Zarathustra by Nietzsche; and a well-preserved 
  dragon skull.
  031
  031
  NECROMANCER OF MOUNT 
  NECROMANCER OF MOUNT 
  COURASTUL 
  COURASTUL 
  Th e necromancer Totas Mundi resides in Mealy Maw Keep, 
  a low but wide-mouthed cavern fortress guarded by his 
  ghoulish skeletal Pterodactyls.  Th e necromancer is obsessed 
  about Princess Zabina.  Zabina is currently imprisoned 
  aboard a derelict starship which crashlanded years ago 
  between the shatt ered dome city and the black pylon on 
  Kelis.  If questioned, he vaguely remembers dealing with the 
  Dream-Weavers but describes them as loathsome bott om-
  feeders of the magical arts.  However, his prized possession is 
  the staff  he swindled from them.
  Mealy Maw Keep has several winding tunnels and dead-end 
  caves.  Everywhere, adventurers notice cobwebs, bones, and 
  the stench of decay.
  
   60 
  032
  032
  SHE LIKES TO TAKE A BLOOD BATH
  SHE LIKES TO TAKE A BLOOD BATH
  Th is mountainous region is ruled by a small community 
  of Dark Elves.  Th ey are frequently aided by the Purple 
  Worshipers because of their violet skin tone.  
  Th e Dark Elves are led by the High-Priestess Kaelsynda.  She 
  comes from a long line of priestesses serving the Old Ones in 
  one way or another.  By the thirteenth generation, Kaelsynda 
  was rewarded with transformation – her lower half is that of 
  a giant spider.
  Th e High-Priestess is worshiped as a minor goddess by both 
  the Dark Elves and Purple Worshipers, so she is quite content 
  to remain on the islands.  Kaelsynda would love to rise in 
  power, though.  She is also quite old – nearly a thousand 
  years.  Her unnatural longevity is aided by bathing in the 
  blood of female humanoids.
  Kaelsynda 
  HD: 12  HP: 80  AC: 18 [1]  Att ack Bonus: +10  #Att acks: 
  3  Damage: 2d6 x 2 (razor claws, save vs. paralysis) and 4d8 
  (violet fl ame)
  Special:  Th e High-Priestess not only has the gift  of being 
  
   61 
  MUTANT MOSH PIT
  MUTANT MOSH PIT
  A magenta fl ash of lightning, the smell of ozone, and low 
  reverberation signal the chaotic shift ing of dimensions.  A rift  
  opens up pouring humanoid skinhead mutants with bizarre 
  facial tatt oos.  Th ey carry vibro-chainsaws, plasma rifl es, and 
  laser swords.  Hopped up on psycho-methamphetamines, 
  these genetically scarred sons of bitches mean business.  Th ey 
  kill fi rst and take slaves later.
  Such magenta lightning storms can occur anytime it rains or 
  during the night when things are slow or going well for the 
  adventurers.
  Mutants [5]
  HD: 4   HP: 23   AC: 13 [6]   Att ack Bonus: +4   Damage: 2d6 
  (vibro-chainsaw), 3d8 (plasma rifl e),3d6  (laser sword)
  Special:  For every successful hit, there’s a 1 in 6 chance that 
  a PC’s limb is severed.
  Treasure:  Vibro-chainsaw, plasma rifl es [2], and laser 
  swords [2]; meth; a jeweled bra worth approximately 1,800 
  gold pieces; 5-speed blender; and a few scraps of food and 
  spare machine parts.
  half-spider, she can also throw balls of violet-hued fi re at her 
  enemies.  
  Treasure:  If found within her lair, Kaelsynda has a scroll 
  parchment with purple geometric shapes writt en upon it.  If 
  studied for several hours, an adventurer of high intelligence 
  will be able to use it to lift  an impossibly heavy object into 
  the air (with his mind) and move it as far as a mile before 
  sett ing it back down.  Th is can be done three times before 
  it is exhausted and useless [ideal for salvaging those derelict 
  starships along the coast].
  Dark Elves  [15]
  HD: 4  HP: 27  AC: 14 [5]  Att ack Bonus: +2  Damage: 1d6 
  (scimitar) or as spell
  Special:  Dark Elves have no problem seeing in total darkness, 
  but dislike adventuring in broad daylight.  Th ese Dark Elves 
  can polymorph into large spiders (about 1’ long) once per 
  day, as well as, any usual Dark Elf abilities and powers the 
  GM desires.
  Treasure:  Each one is carrying 3d20 gold pieces.
  
   62 
  Special: Once per day, Children of Light can heal themselves 
  1d8+5 hit points.  Th e leader can and will att empt unusual 
  maneuvers like disarming an opponent, tripping, and 
  cleaving another opponent aft er felling the fi rst.
  Treasure:  Th ey wear full platemail armor and carry 
  longswords; the leader wields Star Glaive [see back of book] 
  which transforms into 5 separate throwing star-like glaives, 
  cutt ing a target to ribbons, and then reforming back into its 
  original sword shape.  Beyond that, the crusaders carry 120 
  gold pieces, 300 zuleks, 250 krono-dollars, and 50 platinum 
  credits.  
  THE ROAD TO FREEDOM
  THE ROAD TO FREEDOM
  A runaway female slave is resting near the burned-out hull of 
  a space cruiser.  She is eyeing some nearby vegetation.
  Th e plant life, maroon in color, is a dozen feet tall, clammy 
  like warm fl esh, its leaves are leathery as bat wings.  Several 
  white fruit-spheres grow upon its branches which are black 
  at the tips.  Natives call the tree a Th usilax and the spheres 
  moon fruit.  Th e woman knows this.
  033
  033
  Adventurers can faintly make out the sound of rhythmic 
  drumming.  Th e “Devil drums” stir something in listeners, 
  haunting them.
  HILVUK’S CRUSADE
  HILVUK’S CRUSADE
  A very small crusade of humans in white tunics and shining 
  platemail are looking to convert other humans and destroy 
  anything non-human that appears threatening.  Th ey are the 
  Children of Light on a holy mission.  Th eir leader, Hilvuk, 
  wields a strange kind of long-sword, it’s diff erent than that 
  of his men.  
  Upon meeting strangers, they say “Will I see you in the 
  Promised Land?”  To which the proper response is “Aye, 
  where we shall kneel at the throne of our Lord.”
  Human Crusaders [5]
  HD: 5   HP: 45    AC: 18 [1]   Att ack Bonus: +6   Damage: 
  1d8+3; 5d4+7 (swords)
  
   63 
  034
  034
  KOSHI VILLAGE
  KOSHI VILLAGE
  Seven times a day, for an hour at a time, the monkey-people 
  beat upon a large, central drum.  Th e primitive drum is large 
  enough for up to 10 Koshi (7 or 8 regular sized humanoids) 
  to play it at one time.  Th e group drumming is a celebration, 
  though adventurers hearing it from a distance will probably 
  become increasingly anxious – as the beat is faster than the 
  average heartbeat at rest.  
  Almost the entire hex makes up the Koshi sett lement.  Th ere 
  are small, makeshift  shelters all over the place made from 
  petrifi ed wood; a mud, clay, sand, and water substance similar 
  to adobe; and salvaged metal and plastics from crashed 
  starships.  
  Th ose who come with an off ering of non-poisonous fruit 
  (especially plantains) are welcome.  Otherwise, several 
  minutes of chest-beating and aggressive male puff ery 
  ensues.
  Th e Koshi are very willing to trade jewels for magic items, but 
  they have no use for gold or standard humanoid currencies.  
  Th e shaman is caretaker of all the enchanted weapons and 
  high-tech gear.  Th e leader is mostly left  alone to enjoy his fi ll 
  of females and food.
  Honored guests – adventurers who have aided them in batt le 
  or given them large gemstones in exchange for friendship – 
  are treated to a cold fruit soup made of various island fruits 
  and vegetables.  It tastes a bit like a piña colada and is called 
  “coopa”.
  Th ose who make enemies of the Koshi will probably regret it.  
  Th ey may be primitive savages, but they are shrewd warriors 
  and will keep making life diffi  cult for antagonists.
  SOMETHING HORRIBLE CATCHES THE 
  SOMETHING HORRIBLE CATCHES THE 
  LIGHT
  LIGHT
  Up ahead, near a valley full of Ancient Wyrm bones and 
  starship debris, adventurers see a fl ash of light for a moment… 
  and then it’s gone.  
  Th is is an odd creature – sentient cellophane wrapping that 
  is roughly humanoid in size, crinkling and uncrinkling at 
  odd intervals.  It will wrap itself around a victim, suff ocating 
  him.
  Unfortunately, for her, the space cruiser fuel leaked out 
  several months ago mutating the vegetation into something 
  sentient and vicious.  In addition to being covered in thorns, 
  the chlorophyll creature is also horny – it wants the woman 
  for mating purposes. 
  Mutant Plant
  HD: 12  HP: 76  AC: 12 [7]  Att ack Bonus: +4  #Att ack: 4  
  Damage: 1d6+1 (thorny vines)
  Special: Ignore bludgeoning damage.
  Treasure: A few victims have left  the following: jeweled 
  chalice worth about 700 gold pieces; a silver and sapphire 
  bracelet worth about 150 gold pieces; a helmet +1 of 
  unknown alloy with imagery of a crouching, winged demon 
  brandishing a wicked looking short sword… the demon is 
  also snarling with horns like a ram.
  STANDING STONES WITH RUNES
  STANDING STONES WITH RUNES
  Th ese particular standing stones have bizarre characters 
  carved into them.  Closer investigation reveals the carvings 
  were made a long time ago – probably thousands of years ago.  
  Also, spilled blood is apparent.  Many humanoids come here 
  regularly judging by the tracks.  
  50% of either a random encounter or humanoid encounter 
  during the PC’s investigation.
  Th ese are holy words that, when spoken upon the island, have 
  powerful eff ects.  People run in fear, water turns poisonous 
  and black, the ground shakes and splits, dormant volcanoes 
  erupt in molten lava, and the black pylons will pour forth the 
  most vile and alien beings in existence, etc.  Th ese holy words 
  are derived from the slaughter of innocents long ago; their 
  sacrifi cial blood spilled into the ground as certain tones were 
  utt ered, connecting those words with that particular island 
  forever.
  Th ose with both intelligence and wisdom 15 or above have 
  a 1 in 6 chance of deciphering the runes due to both its 
  mathematical and esoteric nature, (2 in 6 if that PC has a 
  special talent for ancient or arcane languages).  If any natives 
  see a humanoid speaking the runes, there’s a 5 in 6 chance 
  they’ll treat him as a living god.  
  
   64 
  Technomancers [5]
  HD: 6   HP: 22   AC: 13 [6]   Att ack Bonus: +2   Damage: 2d6 
  (cybernetic enhancements)
  Special: One has a laser eye, another has a retractable saw instead 
  of a hand, the leader has a mechanical foot of blades for kicking, 
  etc.  Zirj’s microwave heat-ray does 5d6 to 1d4 opponents each, 
  save for half-damage.  Hera’s ice-ray does the same thing except 
  with cold.
  Treasure:  Nano-bots for repairing machinery; a tiny microwave; 
  portable freezer; ergonomic vibrating back massager; and a few 
  more odds and ends.  Plus, the cyber-gear which can be extracted 
  from their fl esh.
  036
  036
  HAAKLYTH RUINS
  HAAKLYTH RUINS
  What’s left  of the labyrinthine Haaklyth Monastery and 
  its Sebaashti monks devoted to mastering the inner mind.  
  Centuries ago, the monastery, full of monks, arrived on the 
  Iridescent Cellophane
  HD: 4   HP: 28   AC: 14 [5]   Att ack Bonus: +4   Damage: see 
  below
  Special:  It will latch onto the nearest person, att empting to 
  suff ocate him.  Th is takes 6 rounds at which point mouth-to-
  mouth resuscitation is necessary to save his life.
  Treasure:  If the adventurers take their time to search the 
  whole area, they fi nd the remnants of a parachute and a fl are 
  gun with just the one fl are loaded in it.
  035
  035
  Th at demonic drumming is intermitt ent yet feels constant.  
  What does it mean?  Who’s doing it?  Will it never end?
  TECHNOMANCERS
  TECHNOMANCERS 
  Th e adventurers fi nd a huddle of metallic debris.  Standing in 
  front is a wizard in blue robes decorated in various geometric 
  designs, lett ers, numbers, and strange symbols.  Th e wizard’s left  
  arm seems to be completely mechanical.  Before anything can 
  happen, he says a word you don’t recognize over his shoulder.  A 
  second later, four more wizards exit their metal home.
  Fragments of a space station which crashed many years ago have 
  become the abode of strange wizards – technomancers!
  Th is small enclave of technomancers derives their magical power 
  from high-tech machines and devices.  Each technomancer has 
  his own specialty equipment which boosts his magic, directing 
  it in some unique form.  Th e leader’s device is nanotechnology, 
  allowing him to magically rebuild damaged or broken machines.  
  His lieutenant has a pocket microwave which allows him to cast 
  spells that cook his opponents from the inside out.  Next in line, 
  Hera, has a portable refrigeration unit which allows her to blast 
  enemies with extreme cold.
  Th e leader is named Ibzen.  Th e second in command goes by Zirj.  
  Both of them, as well as, their handful of fellow technomancers, 
  use their time to look for new technology.  Th e enclave has 
  become quite good at scavenging, especially with their magic to 
  protect them.  
  Upon meeting strangers, the fi rst thing to enter their minds is 
  this: how can these people help me acquire a new mechanical 
  device?  Everything else is secondary.  Th e secrets of fellow 
  sorcerers are a consideration, but fi rst and foremost is the high-
  tech they crave!
  
   65 
  protection +3; a stone sarcophagus full of gemstones – about 
  2 dozen, each worth 1d4 x 100 gold pieces.
  038
  038
  SORCERER OF THE PALLID MASK
  SORCERER OF THE PALLID MASK
  Th e Gibbering Hierophant of Azathoth and his minions 
  known as the devout.  Th e Hierophant, who wears a mauve 
  demon mask, burns non-believers with electric fl ame from 
  his solar sword, a laser-powered weapon from another time 
  and place.  
  Th e Hierophant wishes all to kneel before his mighty god 
  Azathoth, He Who Re-Made the World.  Th ose who refuse 
  are met with swift  “justice”.  His minions, the devout, also 
  believe Azathoth remade the planet millions of years ago, 
  according to the god’s divine vision.  Th e devout are willing 
  to die for Azathoth’s glory and place their full faith in Th e 
  Hierophant.
  Hierophant
  HD: 9   HP: 52   AC: 18 [1]   Att ack Bonus: +3   Damage: 2d12 
  (solar sword)
  Special:  Th e solar sword is extinguished when the wielder 
  rolls a natural 1.  Recharging it takes an hour plugged into a 
  solar-powered batt ery pack.  Th e Hierophant also knows the 
  spells Festival and Stigmata [see New Spells towards back 
  of the book].  If captured, the Hierophant will try to trick 
  humanoids into blaspheming Azathoth, bringing forth the 
  magenta and emerald lightning for 8d6 damage (save for 
  half).
  Treasure:  Jeweled (un)holy symbol for Azathoth worth about 
  500 gold pieces (whoever possesses it always gets a +1 bonus 
  to their saving throws); mauve demon mask; solar sword and 
  batt ery pack; 3 fi re opals, 5 rubies, 2 diamonds, and 9 black 
  pearls altogether valued at about 10,000 gold pieces. 
  Th e Devout [4]
  HD: 2   HP: 11   AC: 12 [7]   Att ack Bonus: +1   Damage: 1d6  
  (mace)
  Special:  None.
  Treasure:  Each member of Th e Devout is carrying 2d20 
  zuleks.
  island.  In-fi ghting between the various sects, each with 
  subtle diff erences yet pronounced animosity caused the 
  monastery to fall into decline.  Scant years ago, one Sebaashti 
  monk forced a sorcerer to conjure some great demon within 
  the monastery’s walls.  Th at demon was improperly bound 
  and destroyed most of the Sebaashti sanctuary.
  Now, monks hide behind the smashed walls and crumbling 
  ruins so they don’t become food or plaything for whatever 
  entity fl oats nearby.
  Monks [6]
  HD: 3   HP: 17   AC: 15 [4]   Att ack Bonus: +2   Damage: 1d8 
  (unarmed)
  Special:  Only fail a save on a natural roll of 1, 2, or 3.  
  Treasure:  Th ere’s a 1 in 6 chance per monk of owning a 
  valuable book on (1) esotericism, (2) philosophy, (3) religion, 
  or (4) demonology.  Also, one of them owns the Amber 
  Walking Stick [see back of book for details].
  037
  037
  THE BOOK
  THE BOOK
  Brown, furry Ape-Men with many green suckered tentacles 
  wander this area, communicating in hostile grunts and chest 
  pounding.  
  Th ey live in a subterranean grott o which is lit in ghastly 
  emerald green by an oversized tome of blasphemous lore 
  known as the Necronomicon.  Th e Ape-Men worship 
  the book, and have also been mutated by its radioactive 
  illumination.  
  Tentacled Ape-Men [7]
  HD: 8   HP: 54   AC: 16 [3]   Att ack Bonus: +8  #Att ack: 3 
  Damage: 1d8, 1d8, 3d6 (tentacle, tentacle, bite)
  Special:  On a natural 20, the tentacle squeezes so hard that 
  the victim’s head pops off  and all the innards squirt out all 
  over the remaining adventurers.  Not good for morale.  Two 
  of these Ape-Men have disintegrator eye-beams usable once 
  per day, save or be disintegrated.  One Ape-Man can become 
  incorporeal three times per day (only 1 in 6 chance of a 
  successful hit being solid enough to yield damage).
  Treasure:  Th e legendary and accursed Necronomicon with 
  which one could summon Dread K’tulu if wished, worth 
  approximately 30,000 gold pieces to the right buyer; ring of 
  
   66 
  CAR WRECK
  CAR WRECK
  Between masses of alien-looking plants, the adventurers see 
  an opening to some kind of rock quarry.  
  Beyond the opening, they see twisted machine wreckage, 
  actually a collision between an ice cream truck and a metallic 
  purple Camaro.  Th e tops of both cars are deteriorated and 
  there are weeds growing up through the upholstery.  Th ese 
  vehicles have been here for many years.
  Inside the ice cream truck is a lot of old, melted treats, but 
  one cabinet is locked.  Within is a 12 gauge shotgun, 6 shells 
  (4d6 damage), and a journal describing the author’s struggle 
  against brown-hooded Dwarves composed of compact 
  corpses that bleed yellow and feast upon the living.
  Inside the Camaro is a purple lighter along with a strange-
  looking pipe already packed with curious looking tobacco.
  
   67 
  040 & 041
  040 & 041
  Water.
  042
  042
  CAVES WITH TONGUES
  CAVES WITH TONGUES
  Nearby caves are decorated with skinned humanoid corpses 
  and bloody tongues of indigenous lizards.  Th ese remains 
  clearly mark the home of a particularly vile order of cultists.
  Sect of the Dripping Crimson Tongue – an ultra-violent cult 
  worshiping the Ancient Ones.  At one time, these cultists were 
  humanoid; they worshiped Zygak-Xith.  Decades ago, their 
  leader became enamored of deities darker… more infernal, 
  particularly Nyoggthoth.  Th e Dripping Crimson Tongue 
  has been following the path of hedonistic torture, rape, and 
  barbaric mutilation ever since.  
  Adventurers crossing the sect’s path invariably regret it.  Th ey 
  fi ght to the death wielding jagged blades covered in poison 
  and vile sorcery taught to them by their red tentacled god.  
  Th eir leader is named Shiv Usaal.  Besides being the most 
  powerful sorcerer, he also wields two powerful magic items:  
  Eye of the Savant and the Cosmic Membrane Cloak [see back 
  of the book for details].
  039
  039
  SUICIDE INVOKER
  SUICIDE INVOKER
  Th e Squamous Invoker of the Unspeakable Nigrescence 
  and his blind and mute followers, the black vessels, eagerly 
  anticipate their god’s approach.  Th e Invoker wishes himself 
  and his followers to be extinguished in combat, their blood 
  spatt ered upon the dimensionally unreliable ground.  
  Th eir deaths have a 1 in 6 chance (per person) of causing an 
  island-wide earthquake.  Essentially, the entire island will be 
  shredded into 1d4 pieces with a mile of water separating each 
  new mini-island.  Of course, that kind of widespread destruction 
  only invites Winged Worm Horrors from Beyond Space and 
  Time.  Th e Winged Worms att end the Unspeakable Nigrescence 
  at the center of the lightless void.  Th ey’re large and vicious with 
  oval mouths full of sharp incisors dripping with black saliva.  
  Th ese eldritch creatures att ack humanoids on sight.
  Th e leader wields a magical and intelligent long sword named 
  Vekonirant [see back of book for details].
  Invoker
  HD: 6   HP: 30   AC: 14 [5]   Att ack Bonus: +4   Damage: 
  1d8+4  (long sword – does even more vs. Lawful clerics)
  Special: Th e Invoker is likely to say, “Yes, kill me.  Strike me down!  
  My blood shall spill an ocean of ichor before this day is done.” 
  If he’s down to single digit hit points, he will use Vekonirant’s 
  blackout power, att empting escape in the darkness.
  Treasure:  Besides his long sword and a small amorphous 
  black idol, there’s not much else he carries.  Th e Invoker is 
  expecting to die in batt le… if not today, then tomorrow.
  Th e Black Vessels [3]
  HD: 3   HP: 14   AC: 11 [8]   Att ack Bonus: +2   Damage: 1d6  
  (short swords)
  Special:  None.
  Treasure:  One of them will be traveling with a starship 
  helmet, a circuit board, and a few other spare part gizmos.
  Winged Worm Horrors from Beyond Time and Space
  HD: 7  HP: 42  Att ack Bonus: +11  Damage: 1d12+3  (bite)
  Special:  25% magic resistance.  On a natural 20, humanoids 
  are torn into several (dead) pieces!
  Treasure:  None.
  
   68 
  
   69 
  044
  044
  LAKE OF HALI
  LAKE OF HALI
  Th is small body of water is crystal clear and beautiful, but 
  cultists frequently come to worship and perform summoning 
  rituals.  Entities brought forth into this world are bound by 
  sorcery and directed towards a cult’s enemies.  
  FUNGOID CRUSTACEAN HARVEST
  FUNGOID CRUSTACEAN HARVEST
  Mi-go harvesting dream crystals of unbearably extra-
  dimensional coloring so that it’s diffi  cult to look at them 
  directly.  Dream crystals increase the Mi-gos’ longevity and 
  so they fl y in and out of the tunnels connecting the bowels of 
  Mount Courstul to the Dream Lands.
  Occasionally, Mi-go fl y over the surface of Korus looking for 
  food or humanoids worth experimenting on.  
  Mi-go [2d4] 
  HD: 7   HP: 37   AC: 19 [0]   Att ack Bonus: +5   Damage: 2d6 
  or 3d8 (pincher claws or mind blast)
  Special:  Th e Mi-go have psionic powers like ESP, telepathy, 
  and a crippling Mind Blast which can only be used once 
  per day – this mental power cannot kill, only knock victims 
  unconscious for 1d4 hours.
  Treasure:  Th ere will be dream crystals all over the place, as 
  well as, purple, indigo, and violet crystals – approximately 
  1d4 of each; ice cream maker.
  045
  045
  MOUNTAIN MEN
  MOUNTAIN MEN
  Mountain-dwelling cultists that eschew technology.  Th ey 
  believe a secret war is being waged by machines all over 
  the islands.  Because of this belief the cultists worship the 
  Ancient Ones and spend the majority of their time practicing 
  sorcery.  
  Th e cult leader is Faamsho.  His focus is upon an iridescent 
  black sphere which just barely fi ts in the palm of his hand.  Th e 
  sphere is made of some unknown mineral, extremely heavy 
  and detects as magic.  Unfortunately, Faamsho has no idea 
  what it’s for or how to activate it.  For a detailed description 
  of Th e Iridescent Black Sphere [see the magic item list at the 
  book’s end]. 
  Shiv Usaal (high priest)
  HD: 9   HP: 40   AC: 15 [4]   Att ack Bonus: +4   Damage:  
  1d6+1 (bite or poisoned dagger)
  Special:  He always has initiative.  Shiv Usaal knows the spell 
  Shrivel, as well as, whatever common spells the GM feels like 
  giving him.  Th e poison of his blade paralyzes victims the 
  round aft er they’re cut for about an hour, save to avoid.
  Treasure:  Besides his magic items (damage transference 
  and spawn summoning), Shiv Usaal has several bones and 
  teeth he uses as charms, a shrunken head protecting a pouch 
  of purple sand, and a mysterious white crystal which negates 
  the power of all other crystals within a 30’ radius.  
  Cultists (ultra-violent) [7]
  HD: 3   HP: 16   AC: 12 [7]   Att ack Bonus: +2   Damage: 1d6 
  (poisoned dagger)
  Special:  Th e poison of their blades paralyze victims the 
  round aft er they’re cut for about an hour, save to avoid.
  Treasure:  Each cultist has 1d6 banana jade stones which 
  they believe are the calcifi ed tears of their victims’ gods.
  043
  043
  Black Pylon – see page 32.
  SOMETHING TRAPPED INSIDE
  SOMETHING TRAPPED INSIDE
  Adventurers see a small piece of black machinery plugged 
  into a gigantic storage container (15’ high x 10’ wide x 25’ 
  deep).  Th ere’s a control panel on the side, but there’s no way 
  of knowing what’s in the container.
  Giant Abomination – shape of a manta ray, stripes of a tiger, 
  oozing pustules, nodes with a dozen eyes, and slimy tentacles 
  of a thing that should not be.  
  Abomination 
  HD: 8   HP: 54   AC: 17 [2]   Att ack Bonus: +6   #Att ack:  5 
  Damage: 1d6 (4 tentacles) and 1d12 (stinger)
  Special:  Its sting shrinks victims to half their normal size for 
  one hour, save to ignore.
  Treasure:  Besides the abomination, there’s a schematic for 
  building some sort of patchwork humanoid monster, a deck of 
  playing cards missing the Ace of Spades, and a latex frog mask.
  
   70 
  047
  047
  It’s as if the entire island was haunted by the endless sound of 
  those demonic drums.
  STATUE OF KALI
  STATUE OF KALI
  A  10’ tall, cross-legged female statue with six arms, each 
  holding a short sword.  Th e six-armed woman has demonic 
  features and a loathsome expression of hate.  Across her lap 
  is a 7’ long smooth slab like a sacrifi cial altar.  Th e statue 
  Cultists (mountain-dwelling)
  HD: 4   HP: 25   AC: 14 [5]   Att ack Bonus: +3   Damage: 1d6 
  (spear)
  Special: Faamsho will increase gravity as the batt le 
  commences.  Besides the normal list of spells, the mountain 
  men have learned magic that deadens all technology within 
  a 20’ radius of the spell’s target (lasts 10 minutes per level/
  HD).
  Treasure:  Th ey have a community spell book with the Kill 
  Tech spell included; 500 zuleks; strange idol to unknown 
  god fashioned out of orange with gold-streaked travertine.  
  Th ere’s also the leader’s sphere.  Years ago, the mountain 
  men found the destroyed remains of some machine called 
  a “computo-witch” that logically calculated analysis for 
  female magic-users back when it still functioned.  It wears an 
  electronic pointy witch’s hat.
  046
  046
  Th at primitive drumming picks up again – the Devil’s beat.
  Children of Light sett lement – see page 38.
  
   71 
  048
  048
  Mermaids can be seen in the distance, dipping into the water 
  once they’ve been spott ed. Th ey are apprehensive about 
  strangers – especially land dwellers.
  049
  049
  THE FACE OF GOD
  THE FACE OF GOD
  An incredibly huge face has been carved from an expanse of 
  rock at a 45-degree angle.  It appears vaguely humanoid and 
  ancient.  Th e face is so large that it can only be appreciated 
  from a distance.  Th ose standing close would never guess it 
  to be a face at all.  Adventurers surmise it must have either 
  taken decades to complete this work of art or advanced tools 
  were used.  
  Th e face was created with high-tech laser tools; even then, 
  it took several months to fi nish the job.  Th e beings who 
  fashioned it wanted something they could see from orbit.
  Since its creation, island natives have come to the face seeking 
  answers, blessings, or curses for their enemies.  Many believe 
  it to be the face of god; although only a handful actually 
  worship the stone face itself.  Th e vast majority see it as an 
  abstract representation or personifi cation of their preferred 
  deity.
  At any one time, there’s a 2 in 6 chance that 1d4 humanoids 
  have congregated at the Face of God for some purpose – most 
  likely spiritual refl ection.
  050
  050
  THE TEMPLE
  THE TEMPLE
  Blaft alon Squinjek is the High Priest of Zygak-Xith 
  Th e worshipers of Zygak-Xith use force fi elds to keep intruders 
  out of their temple.
  Inside is the only known Ancient Wyrm egg.  Th e priesthood 
  believes that it symbolizes the resurrection of Zygak-Xith.  
  With great heat and pressure, the egg will hatch.  Th e best 
  way of doing this is to drop it into the volcano on Korus.
  appears to be carved from a grayish-brown porous rock with 
  purple fl ecks, unlike any the adventurers have ever seen.  
  A thousand years ago, a meteor fell.  Soon aft er, explorers 
  from one of the many dark dimensions carved the image of 
  their bloodthirsty goddess.  Her name has been forgott en; 
  however, the rock that her image was chiseled from is still 
  imbued with ultra-telluric properties.  Blood spilled upon 
  the statue’s lap-altar can be spread all over a humanoid’s 
  body, granting more endurance (+1 to constitution for the 
  next twelve hours or until the blood is washed off , whichever 
  comes fi rst).  Weapons coated in the sacrifi cial blood are 
  imbued with a +1 bonus to hit and damage in the name of 
  Chaos for the next twelve hours.
  Besides the Koshi, only the Time Traveler knows this statue’s 
  secrets.
  Before the adventurers depart from this area, there’s a 60% 
  chance of a random encounter.
  SORCERER SUPREME
  SORCERER SUPREME
  Deep violet robed humanoid wearing an old-style spaceman 
  helmet.  Komdin the Supreme Sorcerer endeavors to implant 
  his consciousness within a patchwork of various robots, 
  cyborgs, and machines.
  Komdin
  HD: 11   HP: 75   AC: 17 [2]   Att ack Bonus: +5   Damage: 
  3d10
  Special:  Th e Supreme Sorcerer will just energy blast those 
  who seem hostile, save for half.  If Komdin is destroyed, then 
  his last spell will be automatically cast (he prepared for this 
  years ago) – an explosion aff ecting everyone within a 40’ 
  area.  Th ose within 20’ will take 7d6 damage (save for half) 
  and those between 21’ – 40’ will take 3d6 damage (save for 
  half).
  Treasure:  Everything on Komdin’s person will be destroyed 
  by the blast – unless some sort of anti-magic device is used – 
  in which case, he has a wand of magic missiles [1d12 charges 
  remaining] and a pouch of 23 glitt ering hexagon chips.  Aside 
  from that, his robotic creation is the only valuable thing he 
  owns.  Enterprising adventurers might be able to use this 
  vessel in some fashion.
  
   72 
  PARALLEL UNIVERSE
  PARALLEL UNIVERSE
  A cloud of gold and pink dust pours out of a rocky outcropping 
  carved in the image of a skull.  Th e dust cloud is a magical 
  fi eld, transporting those coming in contact with it to a parallel 
  universe.  An evil version of a character will instantly replace 
  the ordinary version, unless a character is already really 
  evil, in which case a good version will appear. Th e major 
  diff erences can be determined on the tables below.
  Physically, the evil version has a(n)...
  Roll
  Result
  1
  goatee (whorish makeup if female)
  2
  facial scar
  3
  eye patch
  4
  tatt oo
  5
  dark fashion sense - predominantly black
  6
  tribal piercing
  And personality-wise / emotionally he or she has a(n)...
  Roll
  Result
  1
  sadistic streak
  2
  bad temper with a short fuse
  3
  an aversion to kindness
  4
  deviant sexual appetites
  5
  uncontrollable predatory instincts
  6
  no conscience
  If the GM likes, he can present this same gold and pink cloud 
  later in the campaign so the adventurers may change back 
  into their former selves.  Of course, that’s entirely optional, 
  and even if the choice is presented, that doesn’t mean PCs 
  will go for it.
  053
  053
  TIME LOOP
  TIME LOOP
  A human scientist frozen in time, holding three crystals in 
  his right hand: green, violet, and amber.  An experiment with 
  crystals gone wrong – Ezra touched green, violet, and amber 
  crystals together which created a 1 second time loop.  Th e 
  chrono-cycle will last until all three crystals are no longer in 
  proximity of each other.
  Th e scientist Ezra was trying to break out of the islands’ 
  dimensional drag fi eld when Th e Th ing Th at Rots From 
  Th e Sky came near, somehow altering his experiment.  He 
  051
  051
  Black Pylon – see page 32.
  THE DARKEST TIMELINE
  THE DARKEST TIMELINE
  PCs stumble upon a scrying tablet of themselves (except one 
  or two) screaming for help and lamenting their terrible fate 
  just before dying, blood spatt ers across the screen, the sound 
  of fl esh and bone devoured, etc.  Is this from the past, future, 
  or a parallel dimension?  Th e not-knowing should freak the 
  players out.
  052
  052
  Entrance to subterranean control station – see page 84.
  
   73 
  CARAVAN OF DEATH
  CARAVAN OF DEATH
  Humans caged like animals; two men, three women.  Th e 
  humans, captured by Snake-Men, are traveling to the 
  Necromancer Totas Mundi where they’ll be experimented 
  upon (eventually ending up as his undead servants).  
  Snake-Men [5]
  HD: 5   HP: 29   AC: 16 [3]   Att ack Bonus: +5   Damage: 
  1d6+1 (scimitar) or spell
  Special:  Th ey are likely to cast magic fi reballs and missiles, 
  as well as, a cloud of sleeping vapors (save to avoid) from their 
  scaly green fi ngers.
  Treasure:  650 silver pieces; 80 platinum credits, an elongated 
  “serpent pipe” for smoking hashish; two orange crystals; one 
  amber crystal; and a scimitar +1 with Snake-Men runes – 
  able to store a 1st – 3rd level spell; and the Eye of Arzra Kain 
  [see back of book for details].
  believes there’s a connection between the purple monstrosity 
  above and the mysterious force preventing most dimensional 
  travelers from coming and going.
  054
  054
  GIANT SUPER-COMPUTER
  GIANT SUPER-COMPUTER
  Th is thing is about 40’ high and almost as wide and deep at its 
  base.  It resembles a squat, trapezoidal bank of butt ons, diodes, 
  and teal, orange, and dark grey metallic shielding which 
  protects the thing’s circuitry.  On top sits an impenetrable 
  translucent globe of light-emitt ing antennae.  For defensive 
  purposes, the computer has four mechanical tentacle arms 
  (two on each side) that allow it to att ack, grip, grasp, and 
  manipulate objects.
  Some use it as an oracle.  Th ey tell it their problems or ask 
  it questions hoping to get a satisfactory response.  Most of 
  the time, it will answer with one of the following words or 
  phrases…
  Computer Answer Table
  Roll
  Result
  1
  Not in your lifetime.
  2
  Yes.
  3
  No.
  4
  Perhaps.
  5
  Only by looking into the face of evil.
  6
  I am not programmed to answer such 
  questions.
  7
  Come back tomorrow.
  8
  “42”.
  9
  Use the crystals.
  10
  10
  In a thousand years, none of this will matt er.
  1111
  You dare interrupt my computations with this 
  drivel?
  12
  12
  Seek out Perplexo – he can help you.
  
   74 
  056
  056
  THE EMPEROR’S GIFT
  THE EMPEROR’S GIFT
  Insect-Men have captured a woman.  It looks like they are 
  taking her to some kind of small spacecraft .
  A gift  for the emperor - a beautiful slave girl captured on Rilus 
  Major.  She has a subtle mauve skin tone, long and luxurious 
  white hair, and a muscular yet feminine body.  Her captors are 
  alien humanoids with four arms, insect mandibles instead of 
  mouths, and long, pointy antennae – about 30 of them.
  Th e Insectoids are about to take her to another planet.  Th eir 
  ship can hold a total of 6 humanoids.  Th ere’s a 1 in 6 chance 
  that a PC could pilot it without training.
  Insectoids [4]
  HD: 4   HP: 21   AC: 18 [1]   Att ack Bonus: +6   Damage: 1d6 
  (fi st) or see below
  Special: Th e Insectoids cause fear with their antennae.  Th ose 
  who fail their saving throw are forced to run away in terror.
  Treasure: 180 colorless marbles which this race uses as 
  currency.
  055
  055
  STRANGE STONES
  STRANGE STONES
  Exotic rock formations or possibly standing stones arranged 
  in some disharmonious patt ern.  Th e alien outcropping faintly 
  gleams with various colors due to several embedded crystals.
  Th is area is trapped with landmines just below the gravel-like 
  soil.  Th ere’s a 1 in 6 chance a character will step on a landmine 
  each time he enters, exits, or crosses this area.  Such mines do 
  3d6 damage (no save) to the character who stepped on it and 
  2d6 damage to everyone in a 20’ radius (save for half-damage).
  Just outside the danger zone, there’s a 60% chance for a 
  random encounter.
  APE-MEN WITH TENTACLES 
  APE-MEN WITH TENTACLES 
  Bat-Winged Demonic Apes with suckered tentacles in place 
  of arms soar through the leprous sky.  In their tentacled 
  clutches is a dark-green humanoid with iridescent scales, 
  gills along his neck, webbed hands and feet, and other tell-
  tale signs that he’s amphibious.  
  Th e things with wings are taking the Merman to their lair 
  – a half destroyed naval vessel, a batt le cruiser on the coast, 
  beached long ago.  Th ey will either eat the Merman or sell 
  him as a slave to some other group or tribe.  Th e Merman is 
  named Rill, and he is from another time and place.  However, 
  Rill is capable of breathing underwater and salvaging items 
  from those derelict and mostly submerged star ships along 
  the islands’ periphery.
  Tentacled Ape-Men [5]
  HD: 5   HP: 33   AC: 17 [2]   Att ack Bonus: +5   #Att ack: 3  
  Damage: 2d6 (tentacles) and 1d8 (bite)
  Special:  Th eir bite causes LSD-like hallucinations for 2d6 
  rounds, save to ignore.  Tentacles secrete a strength draining 
  mucus (1d4 strength damage per hit).
  Treasure:  Just the Merman their taking back to their lair.
  Rill
  HD: 2  HP: 11  AC: 14 [5]  Att ack Bonus: +2  Damage: 1d6 
  (fi shy hands and feet)
  Special: Ability to breathe underwater and expert swimmer.
  Treasure:  None.
  
   75 
  Samantha has a legitimate passion for scifi  and uninhibited 
  sex.  Th ough she’s a free spirit, Samantha could eventually be 
  talked into marriage if the right adventurer came along.
  Th e contents of her purse:  Ultra-lite Virginia Slim cigarett es; 
  lighter; tube of Aqua Velvet icy hot personal lubricant; and 
  8-track of Black Sabbath’s Master of Reality.
  AN APOCALYPSE IS TRIGGERED ON THE 
  AN APOCALYPSE IS TRIGGERED ON THE 
  ISLANDS...
  ISLANDS...
  Th e adventurers notice a control panel set into a stone wall, 
  once the inner-sanctum of a temple devoted to some doomsday 
  deity.  Fiddling with the butt ons may prove interesting…
  1 in 6 chance (per att empt) that nuclear devices explode 
  causing a chain reaction in the already unstable dimensional 
  fabric of the islands.  Magic literally becomes radiation, 
  melting the minds of magic-users who aren’t protected by the 
  Helm of Prevention.  Rift s open every 30’ or so, Lovecraft ian 
  horrors ooze forth swallowing everything that doesn’t go 
  insane upon glimpsing its terrible form… or lack thereof.  
  063
  063
  SONS OF SATAN
  SONS OF SATAN
  Sons of Satan motorcycle gang from 20th century earth.  Th eir 
  favored weapon is a spiked chain.  Having an unkempt beard 
  and several tatt oos of skulls, iron crosses, and prostitutes in 
  lingerie is mandatory!  
  Th is biker gang, led by Black Willy, is always on some kind 
  of mercenary mission for one of the islands’ sorcerers.  Th ey 
  carry out their assignments for “cold hard cash, cheap beer, 
  and fi ne-ass broads built for pleasure AND speed.  Got any 
  Milwaukee’s Best, hoss?”
  Th e Sons of Satan have a disused sewer system for shelter.  
  Deep within the sewer is a pit – the lair of a ferocious beast 
  which the motorcycle gang has nicknamed Satan’s Litt le 
  Helper.  Th e beast has a diffi  cult time gett ing out of the pit.  
  Th e sewer grate is the biggest impediment.  However, if PCs 
  keep att acking it from afar, Satan’s Litt le Helper will become 
  angry enough to break free.
  Satan’s Litt le Helper’s treasure horde includes the Skull of 
  Halja [see back of book].
  057 & 058
  057 & 058
  THE PURPLE EYE
  THE PURPLE EYE
  From a distance, adventurers are able to see this awe-
  inspiring crater, a half mile in diameter.  Th e air above 
  and around it faintly glows with a hideous violet cloud of 
  illumination.  Within the crater, adventurers can see several 
  strange machines and skeletons from a variety of humanoids 
  and larger creatures.
  Radiation poisoning in this area causes 1d6 damage per hour 
  to those within 50’ of the Purple Eye. 
  Th ere’s a water purifi cation unit, personal force fi eld generator 
  (1 hour of 10 DR per day), and an armored gunnery vehicle 
  with one broken tread and empty fuel tank (vehicle’s gun does 
  5d6 damage).  Th e vehicle’s windshield wiper fl uid has been 
  transformed into a mutagen and, if consumed, will provide a 
  humanoid with some strange mutation.
  059, 060 & 061
  059, 060 & 061
  Water.
  062
  062
  SCIFI PORNO CASTING COUCH
  SCIFI PORNO CASTING COUCH
  A tall, thin, young woman with teased platinum hair wanders 
  around a circle of standing stones towering over a well-used 
  black leather couch.  She is very pale with dark makeup around 
  her eyes and bright red lipstick.  Her clothes are sparkly silver 
  spandex.  Th e woman moves with a sensual cat-like grace, but 
  seems confused by her surroundings.  
  “I really want to branch out into adult fi lms.  My career hit a 
  wall aft er appearing in the scifi  disco video “I lost my heart to 
  a starship trooper”.  I’ll do anything, and I mean anything, to 
  get a part in this movie.  I’ve seen Star Wars 7 times.  Please 
  let me audition for Th e Satisfi ers of Alpha Blue!
  Samantha took a cab to Studio 54 on a casting call in the 
  year 1979.  Th e casting agent is looking for girls to be in an 
  adult fi lm about vacationers who get their fantasies fulfi lled 
  virtually by a computer.  Samantha went looking for the 
  director’s offi  ce in hopes of persuading him to cast her as one 
  of the “satisfi ers”, but accidentally got sucked into a wormhole 
  to this island, along with the casting agent’s couch.
  
   76 
  left  wrist.  Instilled upon their mind is a word:  Shadowfall!  
  But what does it mean?
  Th e demonic humanoid tells PCs that he was ordered to 
  awaken “the cold ones” by his master; though he will not 
  reveal who that is.  
   CYBER-SORCERERS 
  CYBER-SORCERERS 
  Adventurers see the remains of a crashed jumbo-sized helicopter 
  nestled between several alien-looking rock formations.  Green 
  and purple robed humanoids can be seen inside.
  Th is cabal of cyber-sorcerers achieves their supernatural 
  powers by tapping into cyberspace, an otherworldly astral 
  or ethereal plane which is exceedingly diffi  cult to fi nd.  
  Th eir magic allows them to manipulate things by re-coding 
  the near-infi nite amount of numbers which silently scroll 
  beneath reality.  Humanoids themselves are impossible to 
  alter because of their consciousness, but everything else 
  is (anything that doesn’t have free will) is malleable.  For 
  instance, if a cyber-sorcerer wants to change the fruit on a 
  tree, or the clothing he’s wearing, or a magical weapon, he 
  can… provided the neon pathways of cyberspace are open 
  to him [a 1 in 6 chance they’re blocked because of some 
  localized interference].
  Currently, the cabal [5 members strong] is working on a 
  scrying device to physically look into cyberspace.  Th e cabal 
  is neither friendly nor hostile.  Th eir shelter is a large super-
  helicopter that crash-landed decades ago.  
  Th e cyber-sorcerer in charge is Th ierer.  He’s the cabal head.  
  Th ierer is clothed in green and purple robes.  He appears 
  humanoid, though a black, curved faceplate hides his 
  mesmerizing visage.  Th e shielding also protects him from 
  potentially deadly att acks.  Th e other sorcerers are dressed 
  in purple robes with green, embroidered random numbers 
  trailing down.  Th eelik is the second most powerful and a 
  potential rival to Th ierer’s leadership.  Th eelik would prefer 
  to focus the cabal’s energies on harnessing the power of 
  cyberspace to operate the black pylons.  A worthy goal, but 
  Th ierer is superstitious and afraid to tamper with them. 
  Cyber-Sorcerers [5]
  HD: 10  HP: 50  AC: 15 [4]  Att ack Bonus: +7  Damage: as per 
  spell or 1d4 (dagger)
  Special:  Th ierer has eyes of madness which melt the sanity of 
  those who gaze upon his abyss-black orbs and fail their saving 
  throw (victim goes catatonic).  Th eelik and the others cast 
  the usual spells plus Call Meteor, Summon Obsidian Growths, 
  and Napalm Shower [see new spell section in back of book].
  Sons of Satan [9]
  HD: 2   HP: 11   AC: 13 [6]   Att ack Bonus: +4   Damage: 2d4 
  or 2d12 (spiked chain or gun)
  Special: Black Willy has a Saturday Night Special with 4 
  bullets left .  If fi red at point-blank range, his ability to hit 
  doubles.  Even though they don’t have much to live for, the Sons 
  of Satan aren’t eager to die.  If it looks like they aren’t going to 
  live to fi ght another day, the survivors will surrender.
  Treasure:  Plenty of magazines:  Cherry and High Society, 
  mostly, with a few Hustlers thrown in for good measure.  
  Th ere’s also the leader’s gun.
  Satan’s Litt le Helper
  HD: 13   HP: 83   AC: 17 [2]   Att ack Bonus: +10   #Att acks:  4  
  Damage:  2d10 (bite)
  Special: Th is creature is really fast, so it will most likely 
  win initiative.  It’s immune to magic and enchanted melee 
  weapons! Its fl esh is a strange iridescence that absorbs 
  the personality from victims of its gruesome fangs – each 
  successful bite att ack also does 1d4 charisma drain in 
  addition to normal damage.  It also has thick, bilious yellow-
  green blood.
  Treasure:  Skull of Halja; almost a hundred beer cans; several 
  beer bott les (mostly broken);hot dog rotisserie; and 13 large 
  bloodstones worth approximately 75 gold pieces each.  Th e 
  creature loves how bloodstones taste.
  064
  064
  Entrance to subterranean control station – see page 84.
  CRYOGENIC HUMANS AND THE DEVIL
  CRYOGENIC HUMANS AND THE DEVIL
  Just as the adventurers arrive in front of a ruined wall that’s 
  been painted with curious symbols, fi ve humans stumble 
  out of their shiny, black, smooth-shaped coffi  ns.  A demonic 
  humanoid with dark red fl esh, horns, and wearing black 
  clothes and cloak stands nearby as white mist seeps out of 
  the open coffi  ns.  
  Several humans awaken from cryo-stasis, trying to fi nd their 
  bearings, their memories gone… possibly erased!  However, 
  each of them has a tiny cybernetic implant embedded in their 
  
   77 
  Th e dream-weavers are prepared for hostility – they know 
  how hideous their race appears to most humanoids.  Yet, 
  they refuse to engage in traditional combat unless absolutely 
  necessary.  If one or more of them are killed, the rest disappear 
  into a thick cloud of black smoke… only to reappear later that 
  night in the adventurer’s dreams; saving throw to avoid being 
  killed in a nightmare.
  On the other hand, if befriended, dream-weavers will trade 
  sorcerous services for any magic items the adventurers might 
  be interested in parting with.  Th ey are also open to trading 
  magic items, especially Arithaeldryn which is too large and 
  heavy for the Dream-Weaver arch-mage to use.  Additionally, 
  this group of sorcerers is at war with the necromancer Totas 
  Mundi of Mealy Maw Keep up in the mountains.  Totas 
  Mundi off ered to change their appearance for a powerful 
  magic staff  [Staff  of Pervasive Death].  Th e Dream-Weavers 
  gave him the staff , and Totas Mundi failed to uphold his part 
  of the bargain.
  Dream-Weavers [7]
  HD: 9   HP: 32   AC: 11 [8]   Att ack Bonus: +0   Damage: 1d4 
  or special (ceremonial dagger)
  Special:  Besides Dreamscape, the following spells can be 
  cast in combat: Evoke Nightmare and Sleep Paralysis.  Th e 
  former summons a twisted, hideous shadow version of a PC 
  to fi ght for the caster, save to avoid.  Th e latt er paralyzes a 
  victim for 2d6 rounds unless a saving throw is made.  
  Treasure:  Th eir purple wizard robes give them 5 points 
  of damage resistance from magic.  Th e leader has a Spatial 
  Wyrm of Holding [see back of book] containing a potion of 
  strength, Wand of Purple Flame (8 charges) [back of book], 
  and a two-handed sword forged by Elves with sorcerous 
  black glyphs upon it – this mammoth and unwieldy bastard 
  is named Arythaeldryn [back of book].
  066
  066
  SWIRLING VORTEX OF BLACK AND 
  SWIRLING VORTEX OF BLACK AND 
  GREEN
  GREEN
  Th e Vortex:  a swirling abyss of blackish green energy.  Th ere’s 
  a 1 in 6 chance of being annihilated.  On a result of 2 and 3, 
  adventurers are transported to another world.  Rolling a 4, 5, 
  or 6 opens communication with Nyoggthoth who demands 
  they commit some grisly act of butchery in exchange for 
  intimate knowledge of the islands.
  Treasure:  Inside the helicopter remains they have food; 
  medical supplies; and techno-magical gear including 
  something called a Commodore 64 and a fl oppy diskett e 
  labeled Th e Bard’s Tale.  
  065
  065
  Crashed space station in the water.
  THE CLOUD OF VIOLET GAS
  THE CLOUD OF VIOLET GAS
  A ghostly violet cloud roams the wilderness and occasionally 
  subterranean shelters.  Th ose within it have an opportunity 
  to communicate with the Purple Putrescence, mind-melding 
  with an abomination of pure Chaos.
  It was created decades ago by magic and serves no other 
  purpose.  
  DREAM-WEAVERS
  DREAM-WEAVERS
  Th e adventurers see a small band of humanoid arachnids 
  wearing purple robes.  Th is race of Elf/Spider hybrids 
  practices dream sorcery.  Th ey can see into dreams and alter 
  what happens within them.  Th e most advanced practitioners 
  can destroy a subject by entering his dream and assassinating 
  him without the victim’s awareness.  
  
   78 
  068
  068
  INSANE CLOWN POSSE
  INSANE CLOWN POSSE
  An actual posse of insane clowns.  Polka dots, bright colors, 
  big shoes, red nose, white face paint, etc.  Th is band of clown-
  painted psychos escaped from some kind of urban hellscape 
  from the future where Nyoggthoth manifested in physical 
  form and proceeded to decimate that entire world.  Th eir 
  teeth have been fi led into sharp points to bett er facilitate 
  their cannibal urges.  
  Th e clowns only want to terrorize others while sinking their 
  jaws into tasty humanoid fl esh.  Th e leader wields the most 
  lavishly appointed sword that adventurers have ever seen; 
  nearly the entire thing is decorated with intricately carved 
  gemstones.  Th e blade is called Zirkik the Lavish Longsword
  [see the back of this book for details].
  Clowns [6]
  HD: 6   HP: 39   AC: 13 [6]   Att ack Bonus: +7   Damage: 1d6 
  + infection (bite) or 1d8+3 (magic sword)
  Special:  Th ose bitt en must save or else be stricken with a 
  kind of malaria – an hour before its symptomatic, then 1 
  point of constitution damage per hour unless cured by plants 
  from the Xrezden Jungle on Kelis.  Th e leader wields Zirkik.
  Treasure:  Besides the magic blade, these clowns have 
  nothing of value except blood spatt ered balloons, oversized 
  shoes, and multi-colored handkerchiefs.    
  069 & 070
  069 & 070
  Water.
  071
  071
  Crashed starship.
  072
  072
  Water.
  067
  067
  THE STRANGER
  THE STRANGER
  While adventurers clearly see the slimy green tentacles a mile 
  long writhing out of the water between Korus and Kelis, there’s 
  a sizeable area which seems relatively unmolested by them.
  A man not elderly nor youthful, wearing neither rags nor 
  elegant clothing walks in this general direction with purpose.  
  He knows many things yet reveals almost nothing in his 
  speech, save for his eagerness to fi nd a certain kind of fruit 
  growing from one of the strange, half-dead limbs stretching 
  out from a petrifi ed trunk.
  However, if invited, this stranger will be more than happy 
  to discuss the meaning of life with adventurers… for a time.  
  Aft er all, he’s in a hurry to locate the perfect fruit, perhaps an 
  apple, orange, or pomegranate.  
  “Th is is a test; we are being tested as I speak.  Th ose who accept 
  this truth are able to move past it… towards the Promised 
  Land.”  Th e stranger will not engage in combat with anyone 
  or anything on the islands.
  
   79 
  073
  073
  THE OCTAGON
  THE OCTAGON
  Decades ago, this area was just a common pit for slave fi ghts.  
  Now, it’s been remodeled and updated, the edges reinforced 
  with titanium blast shielding on all eight sides.  Several fl ood 
  lights bathe the make-shift  arena in stark white illumination, 
  all the bett er to see the gory details.  Th e pit-fi ghting taking 
  place here is regarded as an art form.  Dozens of humanoids 
  congregate nightly to watch gladiators fi ght to the death.  
  Th ere’s only one rule: no magic within the octagon.  Th ose 
  breaking this rule will be swarmed by all the degenerate 
  spectators and killed.
  Adventurers who happen upon the octagon must fi ght if this 
  is their fi rst time as spectators.  Th ankfully, only one out of 
  the group must face off  against a veteran of this blood-soaked 
  arena.  If one does not volunteer, then one will be chosen by 
  the ring-side degenerates who get their kicks from gawking at 
  raw, no-rules brutality.
  A mutant with seven eyes and loose, scabby skin is ready to 
  take on all comers with his formidable axe.
  Octagon opponent
  HD: 8   HP: 46   AC: 16 [3]   Att ack Bonus: +7   Damage: 1d12 
  (two-handed batt leaxe)
  Special:  He also has a dagger strapped to the inside of his 
  left  boot.
  Treasure:  37 gold pieces; half a bott le of anti-radiation pills; 
  pack of cigarett es.
  074
  074
  NATIVES CALL HER ZATHRA
  NATIVES CALL HER ZATHRA
  A cavernous grott o full of insanely large orange and teal 
  feathers and shed lizard scales.  Th ose entering have the 
  feeling they are being watched.
  Actually, this is the nest belonging to a gigantic prehistoric 
  reptile-bird and her young; the giant reptilian bird has psionic 
  powers.  It commands all those who fail their saving throw, 
  usually ordering them to remain stationary so her spawn can 
  feed upon them.  
  Below the petrifi ed branches, hay, dirt, bones, and dung 
  comprising the nest is a scepter made of ebony boasting three 
  small rubies of exquisite workmanship.  It’s the Scepter of 
  Vogema [see the new magic items in back of book].
  Zathra (prehistoric reptile-bird)
  HD: 15   HP: 100   AC: 15 [4]   Att ack Bonus: +12   Damage: 
  2d12 (fl esh-rending beak)
  Special:  Her psionic att ack is probably her best weapon 
  initially.
  Treasure:  Th e scepter; an assortment of rubies, sapphires, 
  emeralds, and diamonds worth 12,000 gold pieces 
  altogether.
  Reptile-Bird Young [8]
  HD: 3   HP: 12   AC: 17 [2]   Att ack Bonus: +4   Damage: 1d6 
  (beak)
  Special:  If any humanoid is stunned or commanded, these 
  will be att acked fi rst.
  Treasure:  None.
  075
  075
  ULTRA-NET MUST BE SECURED!
  ULTRA-NET MUST BE SECURED!
  A supreme mainframe called Ultra-Net guarded by robot 
  servants.  Ultra-Net is a large supercomputer painted white 
  and resting upon the stone foundation of a ruined temple.
  A dozen humanoid robots armed with plasma rifl es are 
  guarding Ultra-Net.  Th ey have sworn to protect Ultra-
  Net, shouting “Ultra-Net must be secured!” whenever 
  humanoids trespass within a 50’ radius of their precious 
  super-computer.  
  Ultra-Net can be programmed to control other machines and 
  is therefore extremely valuable.
  Robots [12]
  HD: 5   HP: 23   AC: 16 [3]   Att ack Bonus: +5   Damage: 3d6 
  (plasma rifl es)
  Special:  None.
  Treasure:  Snow cone machine; toaster; Gladius [see back 
  of book].
  
   80 
  
   81 
  drinks this potion is able to see things in a new way with 
  greater understanding.
  078 & 079
  078 & 079
  TENTACLES FROM THE WATER
  TENTACLES FROM THE WATER
  Between the islands of Korus and Kelis is a submerged creature 
  of enormous size and strength.  Its green tentacles are a mile 
  long and about 50’ wide.  If it could move about, the creature 
  would give the Purple Putrescence a run for its money.
  Th is tentacled thing is named Flahkaar, roughly translated 
  from the Skallos Snake-Men as “Tentacles from the Water”.  
  It’s been here for a thousand years, growing, maturing, and 
  hindering travel from one island to the other.  Some say that 
  a supernatural chemical spill mutated undersea plant life to 
  emulate some kind of Kraken.  Others tell tales of summoning 
  K’tulu that went horribly awry.   
  Like Th e Th ing Th at Rots From Th e Sky, it cannot be destroyed 
  – not even by a wish.  Th ose foolish enough to stand and fi ght, 
  should get a 1d6 roll every round of combat.  When a 1 turns 
  up, the adventurer is swatt ed, squeezed, or crushed to death.
  ASSASSINATE THE SULTAN OF ZUKAN
  ASSASSINATE THE SULTAN OF ZUKAN
  Alien soldiers from another world, on a mission to “take out” 
  an enemy combatant named Hizrif Muyon.  Th ey’re wearing 
  black and grey camoufl age and carrying plasma rifl es.   
  Hizrif Muyon, the Sultan of Zukan, is most likely not even 
  on the islands, but these alien soldiers aren’t from the 
  intelligence portion of their planet’s armed forces.  Th ey’re 
  grunts.  Anything that gets between them and their mission 
  will be destroyed.
  Soldiers [5]
  HD: 3   HP: 15   AC: 18 [1]   Att ack Bonus: +5   Damage: 3d8 
  (plasma rifl es)
  Special:  None.
  Treasure:  Each of them is wearing power armor (+5 bonus to 
  AC without impairment to casting magic); plasma rifl es (d12 
  shots left ) each with a spare power pack (20 shots); canteen 
  full of water; and two days rations for every soldier.
  076
  076
  Water.
  077
  077
  THE ROLLERCOASTER CAR
  THE ROLLERCOASTER CAR
  Th e adventurers see an overgrown pile of vegetation with tiny 
  bits of red underneath.  Aft er a minute or two of pulling vines, 
  weeds, and all manner of creepy plant life off  of it (possibly 
  carnivorous), the PCs reveal an old rollercoaster car with a 
  large white trident symbol on its front.  How it got here or 
  why it’s here is anyone’s guess. 
  THE LADY AMALTHYA
  THE LADY AMALTHYA
  An albino beauty, tall, thin, and delicate, escorted by a 
  wizard in black robes.   Th e female is young with a wide-eyed 
  innocence; her silver-violet hair is long and luxurious.  Th e 
  wizard is bald with a long white beard.  He carries a wooden 
  staff , gnarled and stained, almost black as if it came from a 
  swamp.
  Th e Lady Amalthya is looking for a prince, a noble suitor 
  who will marry her curse away.  Th e white-skinned girl is 
  affl  icted with a degenerative disease, sapping her strength 
  and weakening her immune system.  Th e wizard, Altrellick, 
  is her guide and bodyguard.  
  Secretly, he wants to sell Amalthya to a race of giant spiders 
  for their own breeding purposes.  In fact, that’s exactly where 
  he’s leading her.  Altrellick will not want to stop and chat with 
  the adventurers, even though the lady could do with a rest. 
  Aft er all, they’ve been walking for a whole half-hour!  Anyone 
  can see the wizard shouldn’t be trusted.  He has a dark and 
  devilish air about him.  
  Altrellick
  HD: 9   HP: 60   AC: 17 [2]   Att ack Bonus: +6   Damage: 7d4 
  (magic shrapnel) or 9d6 (fi reball)
  Special:  Th e wizard has a permanent Shield of Force spell 
  cast upon him.  He also casts Fireball or Shrapnel when 
  threatened – 30’ radius from where it’s cast, save for half-
  damage.
  Treasure:  His swamp staff  grants him a +3 bonus to saving 
  throws (once per day); Potion of Insight - the humanoid that 
  
   82 
  It will take 2d10 rounds for the 11 spheres to awaken.  Th e GM 
  may wish to randomly roll to see who among the adventurers 
  and 3 mutants has been selected by Narsog.  His consciousness 
  will override that of the host, assuming a saving throw fails.  
  Th e usurpation lasts 2d4 hours at which point another save 
  is off ered.  If that, too, fails, the new consciousness is fi rmly 
  established and will stay there unless the body is destroyed or 
  some other ingenious method of ousting him (or her – some 
  of the consciousnesses are female) is att empted.  
  Once possessed, Narsog and the others will set about 
  conquering their old enemies who, they believe, might also 
  be imprisoned in similar receptacles.  
  Water will damage a sphere to the point where its 
  consciousness dies aft er being doused or submerged for more 
  than a few seconds.
  081
  081
  Purple statues just starting to dissolve in the rain.  Th e beach 
  is strewn with tiny mechanical and plastic parts.  A blue and 
  green zebra-striped lizard has just killed a warthog which it 
  begins devouring.
  082
  082
  A giant statue is half-buried in the sand – a robed woman 
  wearing some kind of crown with one arm outstretched.
  083
  083
  Th ere’s a wrecked pirate ship below the waters.
  084
  084
  Th is is the start of an underwater kingdom to the north 
  inhabited by mermaids and mermen.  
  085
  085
  An underwater volcano dwells here.  It could blow at any time 
  causing earthquakes, lava boiling the water before it turns to 
  stone, and the exodus of all marine life in that area.
  080
  080
  SOMETHING IN THE SPHERES
  SOMETHING IN THE SPHERES
  A mutant humanoid stands guard next to a steel hatch in the 
  ground.  
  Th e hatch is normally locked tight with computerized locking 
  mechanism.  A small group of mutants got their hands on the 
  pass-code necessary to unlock it.  All are inside (except the 
  guard) exploring, looking for relics and artifacts.
  Within, adventurers can see a dozen opaque spheres about 
  14” in diameter.  Th e spheres are all grey and inert, save for 
  one.  Th at sphere glows with a golden illumination and speaks 
  via telepathy.  
  “I am the consciousness known as Narsog.  Th ousands of 
  years ago, our race was considered ancient.  We ascended to 
  the height of technological progress soon aft er these islands 
  were born.  Eventually, our evolutionary patt erns began to fall 
  just as they had risen.  However, a few of us were determined 
  to stymie the degeneration and so placed our consciousness 
  within these receptacles.  Now we search for host bodies to 
  usurp.  You have been selected.  Consider it a great honor 
  that we would allow our vast intellect to be housed by your 
  primitive fl esh.  In a few moments, my brothers and sisters 
  will awaken.  Please be patient.”
  
   83 
  086, 087 & 088
  086, 087 & 088
  Pirates like to roam these shallow waters, blasting vulnerable 
  natives and adventurers with cannon fi re.
  089
  089
  Entrance to the subterranean control station – see page 84.
  MORBIUS’ TOWER BY EVENING
  MORBIUS’ TOWER BY EVENING
  Th e ruins of a small castle ahead, mostly just the main tower 
  stands intact.  Just as the adventurers reach the wood and 
  iron door, lightning screams through the night sky.  
  A mutated Frankenstein-like patchwork of various creatures: 
  a crab-claw hand, a furry insect torso, reptilian left  arm, and 
  something the color of pale fl esh but squishy forms where a 
  head should be, enclosed in a glass casing.  
  Th e creature lurches towards adventurers, reaching for 
  them… but Morbius is searching for the head of some 
  powerful monster or robot to encase his brain.  Th ose who 
  assist him will be welcomed into his humble abode.
  Flesh Golem
  HD: 7   HP: 40   AC: 16 [3]   Att ack Bonus: +6   Damage: 3d6 
  (crab claw)
  Special:  Every third round, Morbius’ reptilian arm can shoot 
  paralyzing quills – paralysis lasts 2d6 rounds, save to avoid.  
  He’s also immune to everything that an ordinary golem or 
  construct would be.
  Treasure:  In his travels, Morbius has acquired an idol of 
  the Purple Putrescence (stolen from its worshipers years 
  ago).  His laboratory also has a variety of useful high-tech 
  equipment.
  LOVELY ILLUSIONS
  LOVELY ILLUSIONS
  Alien shapeshift ers masquerading as beautiful women.  
  What appears to be a gaggle of comely young ladies are 
  actually vaguely humanoid reptilian bugs with white squishy 
  underbellies and gaping pink eyes.  Th eir entire form is 
  covered in nodules that ooze a fl orescent green liquid.  
  Th e ladies invite adventurers to sit with them, and then they 
  either bash them in the head with a rock or strangle them 
  with their fi nger tendrils.  Humanoid brains are a delicacy 
  to them.
  Beautiful/Hideous Creatures [5]
  HD: 4   HP: 28   AC: 12 [7]   Att ack Bonus: +6   Damage: 1d8 
  (whatever’s handy)
  Special:  Th ey will have the element of surprise unless a PC 
  specifi cally states he’s att empting to disbelieve this illusion – 
  in that case he gets a saving throw.  If a humanoid is hit three 
  rounds in a row, then his skull is cracked open and his brain 
  will be slurped out on round four.
  Treasure:  A shield +1 adorned with Demons and forest 
  nymphs cavorting merrily; 3lbs of protein powder (chocolate 
  fl avored); a bott le of green liqueur; and a ring of silver keys.
  
   84 
  090
  090
  INSIDE THE WELL
  INSIDE THE WELL
  Adventurers encounter a 15’ diameter well of black water.
  Th e Squid with a Human Face lives in a black pond ringed 
  with stone blocks.  Th e liquid is more like amniotic fl uid than 
  water, and it is opaque - black as the void.  Th e Squid with a 
  Human Face only wants to squeeze, tear, and thrott le the life 
  out of any humanoid that comes into contact.
  Anyone who wants to swim down to the bott om of the 30’ 
  well has a good chance of fi nding Haaklyth, the two-handed 
  blade [see back of book].
  
   85 
  091
  091
  CANNIBAL HOLOCAUST
  CANNIBAL HOLOCAUST
  Th e adventurers fi nd themselves staring at a fi eld of impaled 
  humanoid corpses.  Th ere must be about 40 or 50.  Th e stench 
  is almost unbearable.  Dried blood everywhere and fl ies the 
  size of gold coins are swarming around the dead.  Perhaps 
  this is a warning or marker of some kind… 
  In truth, this tribe was the victim of genocide.  Th ey crossed 
  paths with the wrong sorcerer or warlord.
  SUDDEN PORTAL
  SUDDEN PORTAL
  A portal or dimensional gateway suddenly appears.  Four 
  mutant humanoids hurl themselves through looking for 
  something to kill.
  Mutants [4]
  HD: 3  HP: 17  AC: 11 [8]  Att ack Bonus: +2  Damage: 2d6 
  (laser pistols) and special
  Special:  Th ese are mutants, so weird psionic powers are 
  likely.  One of them can spew dark green acidic slime causing 
  4d6 to 1d4 individuals within close proximity to each other, 
  save for half-damage.  Another mutant can blow himself 
  up and then rise from his own ashes like a phoenix.  5d6 to 
  anyone within 5’ of him when he self-destructs (no save).
  Treasure:  Th e mutants are each carrying a laser pistol and 
  1d20 glitt ering hexagon chips.  Besides the spheres, there 
  are several partially completed androids with many left  over 
  spare parts.  What’s present could be cannibalized in order to 
  Human-Faced Squid
  HD: 11   HP: 69   AC: 12 [7]   Att ack Bonus: +8   #Att ack: 5  
  Damage: 2d6 (4 tentacles) and 3d10 (bite)
  Special:  Th is thing’s mouth is full of dagger-like teeth but it 
  prefers to swallow its victim whole.  If the damage from its 
  bite reduces a humanoid’s hit points to zero or lower, then 
  he has been swallowed by Th e Squid with a Human Face and 
  will be utt erly dissolved by stomach acids in 1d4 rounds.
  Treasure:  Th e blade mentioned above is the only thing of 
  value found in at the bott om of the well, save for a handful of 
  gold coins and other exotic currencies.
  THE FLAMES OF DAHKAAR
  THE FLAMES OF DAHKAAR
  Neon fi re vibrantly blazing like blue and orange waves 
  of molten electricity.  If immediately att acked, the fi re 
  will reciprocate.  However, the absence of violence might 
  precipitate friendly discourse.  
  Years ago, the members of an alien (but vaguely humanoid) 
  race were cursed to live inside the fl ames of Dahkaar by a 
  wizard who took off ense over something trivial.  Th e aliens’ 
  ignorance of the wizard’s customs made no diff erence.  Th e 
  slight was repaid in vengeance.
  Th e Dahkaarian fl ame prison can only be broken if a humanoid 
  voluntarily sacrifi ces himself.  Th is rite of immolation is 
  short and sweet.  As the willing victim burns, the imprisoned 
  aliens need only say, “One thousand pardons to Th eel’hytai 
  the merciless.”  Upon release, the aliens will bow down in 
  gratitude.  A member of their humanoid orange and blue-
  skinned race will pledge his life to the liberators.  He (or 
  she) will travel with the party, doing their bidding gladly and 
  honorably, for the rest of their days.
  Th e following stats are for the humanoids while in their fl ame 
  prison.  If they are free, disregard the 2d6 of fi re damage – 
  they must take up arms like any other humanoid or fi ght with 
  their hands and feet.
  Flame Creatures [5]
  HD: 5   HP: 30   AC: 15 [4]   Att ack Bonus: +5   Damage: 2d6 
  (fi re)
  Special:  A wish would also release the humanoids from their 
  Dahkaarian fl ame prison.
  Treasure:  Th ey have information about the island.
  
   86 
    
  093
  093
  THE EMPIRE OF LUST
  THE EMPIRE OF LUST
  Emperor Strigoia has many Half-Demon concubines and 
  servants.  Th e emperor wishes to acquire even more women 
  for his considerably luxurious and well-endowed harem.
  Strigoia’s territory is marked by a 60’ tall column covered in 
  vines, moss, and lichen – at the top one can barely make out 
  the face of a vaguely humanoid squid.  Strange symbols have 
  been carved into the lower portions of the column.  Th is is a 
  place for humanoid sacrifi ce; blood stains can be found all 
  over its base.  
  repair or rebuild any number of damaged systems that PCs 
  come across.
  092
  092
  THE WATER TOWER
  THE WATER TOWER
  Th ere’s a hybrid monster living in the roofl ess, non-functional 
  water tower 50’ above the ground.  
  Doom-Hawk Cyber-Scorpion Hybrid
  HD: 10   HP: 72   AC: 18 [1]   Att ack Bonus: +8   Damage: 3d8 
  (cyber stinger acid)
  Special:  Th is monster should be treated as both robotic/
  cybernetic and undead.  Its stinger tail is mechanical and 
  releases a corrosive acid upon piercing the fl esh of an enemy.
  Treasure:  Th e creature hordes mechanical parts.  Th ere is a 
  large amount of spare parts and incomplete machines in its 
  lair.  Also, a ring of wishes (with one wish remaining).
  ZOMBIE REDNECKS
  ZOMBIE REDNECKS
  A dozen humanoids with a fungoid pallor, dead eyes, and 
  peeling strips of bloody skin shamble in your general 
  direction.  Th e leader is gibbering about something called 
  moonshine and his precious still.
  Besides fermenting their own clear alcohol, the redneck 
  zombies are interested in gett ing their hands on some nice, 
  warm fl esh to eat.
  Zombies [12]
  HD: 1   HP: 6   AC: 11 [8]   Att ack Bonus: +2   Damage: 1d6 
  (bite)
  Special:  Bitt en victims must roll a successful saving throw or 
  become infected with the zombie virus in 1d4 hours.  If the 
  limb is severed before infection spreads, the victim will not 
  become a zombie.  Randomly determine location of bite:  1) 
  head,  2) torso,  3) right hand,  4) left  hand,  5) right foot,  6) 
  left  foot,  7) right arm,  8) left  arm,  9) right leg, and  10) left  
  leg.
  Treasure:  One of them has a 9mm handgun in a holster with 
  7 remaining bullets (4d6 damage per shot); another wears 
  the Nine Fingered Gloves of Silent Toil [see back of book for 
  details].
  
   87 
  094
  094
  SOMETHING IN THE TREE
  SOMETHING IN THE TREE
  Exotic fl owers bloom at the base of a gnarled black tree.  
  Looking up, adventurers can see there’s something glommed 
  onto the trunk between two branches.  It’s about 5’ tall, 
  vaguely circular and covered in green slime.
  Th is is the larval stage of some weird Frog-Man creature.  
  Messing with this ichor-coated cocoon will only awaken the 
  beast inside.  Within 2d8 hours, it will rip its way through 
  the cocoon and proceed to burrow its way to the Nether-
  Realms.
  Frog-Man
  HD: 4  HP: 20  AC: 14 [5]  Att ack Bonus: +4  Damage: 3d6 
  (acidic goop)  
  Special:  Th e creature spits out copious amounts of white 
  slime which is highly acidic – everyone within 20’ must roll a 
  saving throw to avoid damage.
  Treasure:  A large moonstone can be found within the 
  cocoon’s muculent lining.  If traveling within sight of the 
  moon, the stone gives the bearer a +1 luck/fortune bonus.
  Strigoia will use his exotic, swarthy chartreuse charm to coax 
  females into joining his harem.  As a gift , the emperor showers 
  potential new recruits with jewelry.  Th ose who go along 
  with his advances are brought a colorless wine; this alcoholic 
  substance lowers the threshold of resistance.  It makes one 
  care very litt le about their present circumstances. 
  Strigoia
  HD: 6   HP: 40   AC: 11 [8]   Att ack Bonus: +5   Damage: 
  transformation or 1d6+1 (short sword)
  Special:  Th e Emperor has a squid-god idol carved from a 
  polished, brilliant green stone.  Th ree times per day, he can 
  transform a humanoid into an octopoidal mutant spawn the 
  size of cat (save to avoid this fate).  
  Treasure:  Th ere’s the small green idol; 4,500 platinum 
  credits; and a cask of that colorless “roofi e wine”.
  Imperial Guards [2d6]
  HD: 2   HP: 12   AC: 13 [6]   Att ack Bonus: +4   Damage: 1d6 
  (rapier)
  Special:  None.
  Treasure:  None.
  FIRE-BREATHING ULOSAURUS
  FIRE-BREATHING ULOSAURUS
  Th is dinosaur towers over adventurers about 30’ in the air and 
  is about twice as long.  It has made a lair within the confi nes 
  of a thousand-year-old ruined temple.  A great swathe of 
  broken ground stretches from one side of the fallen temple to 
  the other, as if the island was trying to swallow this place of 
  worship.  Within the chasm are the remains of a black pylon.
  Ulosaurus
  HD: 15   HP: 111   AC: 23 [-4]   Att ack Bonus: +10   Damage: 
  7d6 (fi re) or 2d10 (stomp)
  Special:  Th e creature’s hide is armored.  It’s mind is too small 
  to aff ect with spells or psionics.  
  Treasure:  Its treasure trove consists of:  Zisahn the sunderer 
  [see back of book]; gored platemail full of holes; broken 
  crockery; a hilt without a blade; and a magic ring with a 
  purple jewel – the wearer becomes resistant to all types of 
  invisibility.
  
   88 
  three slimy purple egg sacs, each the size of a man’s head.  
  Th ey squirm, though gripped in one hand by a human priest 
  decorated with purple animal skins and feathers; his other 
  hand shows a crystalline dagger or wand.  Not sure if the 
  priest is about to stab or devour one of the egg sacs as the PCs 
  approach.
  In actuality, he’s about to slice the outer membrane of an 
  egg sac in order to scoop up the dripping contents and eat 
  it.  He is hoping to receive the most disturbing visions, 
  ushering in a nightmarish apocalypse - visions which only 
  come from imbibing this type of excretion.  GM’s note: Egg 
  sacs are diff erent than excretions and will grow into 5’ cube 
  gelatinous, tentacled entities (purple, of course) in 1d4 days 
  if allowed to live (not cut open and the insides scooped out).
  Th e priest is Avindol.  Besides exalting the Purple Putrescence, 
  he seeks passage back to his home-world.  Avindol believes 
  that a version of his purple-hued god waits to be awakened on 
  Sarrakis.  Th e priest will assist anyone looking for a doorway 
  to another world.
  An entrance at the base of it leads to several dungeon-esque 
  rooms within.  In another age, this was a probably some kind 
  of temple.
  Avindol
  HD: 5  HP: 27  AC: 14 [5]  Damage: 3d6 (laser wand)
  Special:  Only those with strong will can become angry with 
  this velvet-smooth tyrant.  Avindol has one invisible “purple 
  zombie” standing nearby to block any death-rays, arrows, or 
  sword thrusts.  Treat as 10 points of damage resistance (one 
  time only).
  Treasure:  His laser wand has 9 charges at the batt le’s start, 
  save for half-damage.  Skeleton att ire – put it on and you appear 
  as a living skeleton, walking bones and skull; Purple Velvet 
  Glove – people will take your abuse, criticism, demands, etc. 
  graciously and with due consideration (save to ignore).
  Purple Worshipers [12]
  HD: 2  HP: 11  AC: 11 [8]  Damage: 1d6 (variety of primitive 
  weapons)
  Special:  None
  Treasure:  One of them, an Elf, has 135 gold pieces and will 
  use that to bargain for his life.
  A FORMER EXTERMINATOR
  A FORMER EXTERMINATOR
  Th ere’s a small system of caves in this area.  Th e interior of 
  several caves are decorated with crude paintings, the pigment 
  made from a mixture of animal blood and plant fl uids, as well 
  as, whatever substances drop from the Purple Putrescence.  
  One cave contains a mobile war-machine tipped over on its 
  side, half-smashed with frayed wires sticking out.  
  Inside, adventurers can hear movement… something slimy 
  and wet.  A mutated green organism like a misshapen head 
  with tentacles tries to free itself from its metallic prison; 
  however, the wreckage doesn’t budge.  It remains pinned, 
  fl apping about noisily.  
  If freed, it will att ack – surprising the PCs.
  Green Organism
  HD: 1   HP: 5   AC: 12 [7]   Att ack Bonus: +4   Damage: 1d4 
  (bite)
  Special:  Killing or removing the creature without harming 
  its victim will be tricky – there’s a 50% chance the host will 
  take as much damage as the parasite.
  Treasure:  Just the once mobile war-machine.
  095
  095
  A small metal tower looms above the adventurers. Th is is a 
  radio wave beacon continually broadcasting an endless series 
  of numbers.
  SMALL SETTLEMENT OF PURPLE 
  SMALL SETTLEMENT OF PURPLE 
  WORSHIPERS
  WORSHIPERS
  About a dozen humanoids (a mix of Humans, Demi-Humans, 
  and mutant humanoids) congregate near a towering black 
  sphinx half-sunk into the ground.  Th e black sphinx is 25’ 
  tall x 40’ long x 30’ wide.  Its humanoid face and lion body 
  are suggestive, in places, of something both draconic and 
  octopoid.  Close observation reveals a blocky, geometric 
  script surrounding the base of this ebony structure.  It’s not 
  made of stone, but some other material – smooth, refl ective, 
  and harder than anything previously encountered… just like 
  the pylons.  
  Th ere is a crude stone altar built several yards from the 
  rhombus (diamond-shaped) entrance.  Upon this altar lay 
  
   89 
  A Pylon engineer may intentionally slip from the current 
  time-line to another similar dimension and then destroy the 
  old before the new one slides away.  See you in the Promised 
  Land.”
  Cyber-Scorpion
  HD: 11   HP: 73   AC: 22 [-3]   Att ack Bonus: +8  #Att ack: 3 or 
  1  Damage: 1d12 (2 claws) and 3d10 (tail) or 4d8 (laser eye)
  Special:  None.
  Treasure:  Crystalline sword +3; Canteen of Ventriloquism 
  [see back of book]; a particularly large and odd-shaped 
  bloodstone worth approximately 300 gold pieces.
  101
  101
  PURPLE WORSHIPERS
  PURPLE WORSHIPERS
  Th e leader, Sev, carries a gory-looking morning-star in one 
  hand and a 6” transparent cube in the other.  Floating within 
  the cube is a small pulsating blue brain.  Th e brain cube is 
  096 & 097
  096 & 097
  Water.
  098
  098
  Starship crashed in the water.
  099
  099
  Water.
  100
  100
  INITIATING PROTOCOL OMEGA!
  INITIATING PROTOCOL OMEGA!
  Adventurers see a berserk robot fl ailing around, steam issuing 
  from its circuitry.  “Initiating protocol omega!  Initiating 
  protocol omega!  Initiating protocol omega!”
  A humanoid-shaped android has run amok, his programming 
  fried by stray laser fi re.  However, this android is equipped 
  with a self-destruct program.  If it goes, roughly a third of the 
  island will go with it.  
  Android
  HD: 5   HP: 25   AC: 17 [2]   Att ack Bonus: +3   Damage: 2d6 
  (laser)
  Special:  PCs have 7 rounds to destroy this android because on 
  the 8th round its self-destruct initiates.  If that happens, about 
  a 30-mile radius of the island will be totally obliterated.  
  Treasure:  If the android is put down in a timely manner, 
  its energy coils could be used as a power source instead of a 
  nuclear device.
  CYBER-SCORPION
  CYBER-SCORPION
  As adventurers approach, a human has just been stung by a 
  Cyber-Scorpion’s metallic tail. Its red eye moves back and 
  forth over a rectangular black background.  Th e creature 
  appears to be waiting for them to engage.
  Th e human is dying but if the adventurers can get to him 
  within 10 rounds, he’ll reveal a secret about the islands:  “Th e 
  black pylons can be used to change things… for the bett er.  
  
   90 
  although these purple stones do not accumulate and cannot 
  be saved up for a rainy day.
  102
  102
  SNAKE-MEN FROM THE FUTURE
  SNAKE-MEN FROM THE FUTURE
  Several Snake-Men are resting here, trying to jog their 
  memories.  One of them is carrying a dark colored tablet.
  Th ese serpent people are taller and thinner than their 
  ancestors.  Th ey are from the far future – 100,000 years to 
  be exact.  Th ey do not know how they got here, but one of 
  them believes a black pylon was somehow involved.  Another 
  surmises their collective amnesia is a side eff ect of traveling 
  such a great distance into the past.
  Th e tablet is made out of dark, smooth soapstone.  In the 
  light, there is a greenish cast to the material along with tiny 
  crimson veins throughout.  Wizards may have a chance to 
  know this is a scrying tablet for remotely viewing nearby 
  scenes, as well as, communicating with others carrying such 
  a tablet.  To work it, one must smear a small amount of fresh 
  blood upon the tablet’s surface.
  Th ey do not wish to fi ght, but will to survive.  Th ey will trade 
  magic or high-tech items for their tablet.
  Evolved Snake-Men [6]
  HD: 3   HP: 15   AC: 11 [8]   Att ack Bonus: +2   Damage: 1d4 
  (claws)
  Special:  Th ese Snake-Men know how to operate the black 
  pylons.
  Treasure:  All they came back to the past with was the scrying 
  tablet.
  OPERATION: WHITE BOX
  OPERATION: WHITE BOX
  Th ey appear human, but are wearing white space suits and 
  have funny-looking eyebrows.
  Operation: White Box is probably not what you’re thinking.  
  A team of terra-formers are eager to break the purple islands 
  down into their barest essentials, stripping it of all resources 
  and character until there’s virtually nothing left  but a white box 
  for the subsequent terra-forming team to develop as they will.
  Th ese humanoids are open and honest about what they’re 
  trying to accomplish, amazed that anyone would put their 
  intelligent and can speak telepathically to any it wishes.  It 
  will tell adventurers, “I am the Great Provider of Alpha Blue 
  Complex.  Infi dels must be exterminated!  Whom do you 
  worship?  Infi dels must be exterminated!”
  Sev received several visions which he believes emanate 
  directly from the Purple Putrescence that he and his people 
  worship.  Th ose visions showed pictures of humanoids 
  contained in pods full of super-cold vapor, preserving their 
  youth.
  It won’t take more than a half-hour of searching before the 
  Purple Worshipers discover fi ve cryo-chambers; each has a 5 
  in 6 chance of containing a living member of the Andromeda 
  race – they appear human except for their purple skin tone, 
  small horns on their head, and six-fi ngered hands.  Being of 
  a divine hue, it won’t take long before the Purple Worshipers 
  see the Andromedans as avatars of their gargantuan purple 
  god.
  Th e Andromedan people are confused at fi rst, but soon recall 
  their mission: to locate and destroy an enemy base populated 
  with the malignancy known as Zetans.  Th e Purple Worshipers 
  need very litt le convincing that Zetans are opposed to the 
  Purple Putrescence.
  Th e Andromedans won’t fi ght.  Th ey are too weak from their 
  decades-long cryo-sleep.
  Sev (acolyte)
  HD: 7   HP: 47   AC: 18 [1]   Att ack Bonus: +6   Damage: 
  2d4+3 (magical morning star)
  Special:  Sev wears power armor and wields a morning star 
  +1.  Th e brain cube can be used as a weapon – a sonic barrage 
  will cause everyone to cover their ears for 1d4 rounds.
  Treasure:  Besides the power armor, weapon and cube, Sev is 
  carrying around a heating element and energy coils – spare 
  parts which might come in handy down the road.
  Purple Worshipers [8]
  HD: 5   HP: 35   AC: 13 [6]   Att ack Bonus: +3   Damage: 1d4 
  (primitive weapons) and spell
  Special:  If most are killed, the survivors will begin chanting 
  for Th e Th ing Th at Rots From Th e Sky to come and aid them.  
  One of these worshipers knows a couple of spells: Th is Night 
  I Shall Purple Your Soul and Purple Zombifi cation.
  Treasure:  Gumball machine full of multi-colored gumballs.  
  Th e spell caster wears a shard of dark purple glass around 
  his neck which grants him a daily purple stone [bonus d6], 
  
   91 
  core will die within 3 days (1 in 6 chance it implodes, doing 
  4d20 damage to everything within a 30’ radius and 2d20 to 
  everything between 31’ and 60’).
  Sub-Humans [4]
  HD: 2   HP: 12   AC: 12 [7]   Att ack Bonus: +3   Damage: 1d6 
  (fi sts)
  Special:  None.
  Treasure:  Th ey know the location of a human female they 
  captured during last night’s raid.  She’s tied up in a cave about 
  80’ away.
  104
  104
  THE SHATTERED DOME
  THE SHATTERED DOME
  Beneath the transparent, though shatt ered, dome is a barely 
  civilized barter town and respite from the island’s horrors.  
  Not so much a city as it is a hamlet on the verge of annihilation.  
  Th e city was built a decade ago and has been destroyed twice.  
  Today, it stands as a frail sanctuary for those who want more 
  than mere survival.  
  Th e population of the dome city fl uctuates between 50 and 75; 
  although, it could comfortably hold up to 500 humanoids.
  Th e leader is a young man named Kleft  [7th level fi ghter].  
  Kleft ’s father, Tarsh, used to be the hamlet’s leader, and one 
  of the original builders, until he took watch one night and 
  sentimental (and primitive) aff ections of an island over the 
  accumulation of valuable resources.
  Terra-Formers [5]
  HD: 4   HP: 20   AC: 13 [6]   Att ack Bonus: +5   Damage: 2d6 
  (laser)
  Special:  None.
  Treasure:  Besides laser pistols, they have a machine for 
  mineral analysis.
  103
  103
  Black Pylon [see page 32].
  SATELLITE OF DEATH
  SATELLITE OF DEATH
  Th ere’s half of a starship ahead… the other half presumably 
  destroyed.
  A swarm of giant wasps are lapping at a glowing orange 
  rivulet of iridium nitrous trickling from a cracked dilythium 
  stabilizer.  
  Next to the starship debris is a cashed satellite fl ashing a 
  bio-hazard symbol, a computerized voice stating that the 
  satellite contains a deadly virus that must not be allowed to 
  contaminate the eco-system.  If the liquid inside the satellite 
  is carelessly opened and allowed to spill all over the ground, 
  a purple plague will be in full eff ect!
  Th ere are a few sub-human primitives - tall, hairless, with 
  dark green skin - gathering nearby the satellite, but they 
  won’t come any closer until those alien wasps disperse.
  Giant Wasps [7]
  HD: 6   HP: 36   AC: 14 [5]   Att ack Bonus: +4   Damage: 2d6 
  (stinger)
  Special:  Th ese stings bring death to victims who fail their 
  saving throw, unless some serious herbal or clerical healing is 
  given within 6 rounds.  
  Treasure:  Th e starship’s computer can be repaired within a 
  few hours.  Once online, it can create food and water, as well 
  as, tell adventurers how many humanoids are within a 100’ 
  radius of the ship.  Th ere’s also a mounted laser cannon which 
  does 6d6 damage.
  Without fi xing the cracked stabilizer, the ship’s dilythium 
  
   92 
  liquid – this stuff  is both conscious and evil.  It has the powers 
  of telekinesis and magical possession, range of 20’ for both.  
  Th e cylinder’s caretaker’s mind has already been dominated.
  Th e cylinder is incredibly old (thousands of years) and can 
  only be opened from the inside.  Th e transparent “glass” has 
  a force fi eld surrounding it and cannot be harmed.  Once 
  free, 1d4 hours aft er the adventurers discover its existence, 
  the entity will possess those who fail a saving throw, ordering 
  them to kill all those who resist its eldritch and infernal will.
  Th e only way to destroy the emerald contents is to bury it 
  deep within the island where it cannot move objects with its 
  willpower nor possess those who get too close.
  Humanoids [3d6]
  HD: 2   HP: 11   AC: 11 [8]   Att ack Bonus: +1   Damage: 1d6 
  (primitive weapon)
  Special:  None.
  Treasure:  Each humanoid has 1d12 metallic coins stamped 
  with strange geometric markings.  No one knows exactly 
  what they are or where they’re from, but this is what Outpost 
  111 uses for currency.
  114
  114
  SPAWN OF THE SLUG-BEAST
  SPAWN OF THE SLUG-BEAST
  A naked woman is being prepared for sacrifi ce by robed 
  humanoid creatures.  She is being shoved into a large black 
  velvet sack just as the adventurers arrive.  
  Th ey wear black robes because all light and color are painful 
  to them.  Th e creatures have several ceremonial daggers 
  gripped in their black tentacles, ready to draw the female’s 
  lifeblood.  
  Spawn [7]
  HD: 3   HP: 16   AC: 15 [4]   Att ack Bonus: +4   Damage: 
  1d4+1 (dagger)
  Special:  Th ose hit by a dagger must save or their consciousness 
  is drawn into the magical weapon.  A humanoid’s mind/soul 
  cannot be released unless the dagger is shatt ered.
  Treasure:  Each has such a dagger; the intended sacrifi ce; 
  and a large black diamond worth about 3,000 gold pieces.
  never returned.  Now, Kleft  assumes the responsibility of 
  keeping this shatt ered city alive.
  Kleft  has the Helm of Rycevik [see back of book for details].
  105
  105
  WASP RIDERS
  WASP RIDERS
  A special breed of Koshi ride the giant wasps; these monkey-
  people are shorter than the rest with blue fur.
  Wasps with Koshi Riders [3]
  HD: 8   HP: 54   AC: 16 [3]   Att ack Bonus: +6   Damage: 1d8 
  (Koshi  lance) or 2d6 (wasp stinger)
  Special:  Stinger victims must save or take 1d4 constitution 
  damage lasting for 1 hour.
  Treasure:  None.
  WANDERING WOMEN
  WANDERING WOMEN
  Voluptuous maidens recently deposited upon the island.  
  Th ey’re walking around, wide-eyed.
  Someone from another time and place is making good on 
  his promise: in return for gett ing him off  the islands, he will 
  make a one-time payment of three beautiful women.  Th ose 
  who are supposed to collect this payment of fl esh are either 
  late or have already been killed (50/50 for either outcome).
  106
  106
  OUTPOST 111
  OUTPOST 111
  A small town, probably more of a hamlet, has built itself up 
  around a century-old fortress, now mostly ruins.  Th e entire 
  area is known as Outpost 111.  Th e humanoids of Outpost 
  111 have recently acquired a vast array of high technology in 
  exchange for several att ractive females sold to a wandering 
  band of mercenaries.  
  Th is exchange was made a couple of months ago, but the 
  mercenaries might still be nearby.  Th e men and women of 
  Outpost 111 have bio-weaponry, a brainwave amplifi er, and 
  nano-technology.
  However, the strangest and most powerful piece of high-tech 
  is a 10’ tall cylinder of constantly swirling emerald green 
  
   93 
  
   94 
  brain working in unison, making strange connections that 
  allow for advanced mathematical computation like a human 
  calculator.  However, this eff ect only lasts about 30 minutes.  
  Aft erwards, an individual feels lethargic, losing 1d4 points of 
  constitution which must be recovered at 1 point per six hours 
  of rest.
  Th ere’s a 40% chance of a random encounter.
  PALE LIPS, WHITE EYES
  PALE LIPS, WHITE EYES
  Th e people with blanched lips and white eyes, gaunt and 
  creepy; one feels there’s something sinister going on inside 
  their minds.  Th ese humanoids wander around, usually in a 
  circle but occasionally adopting more adventurous patt erns, 
  mutt ering to themselves about “the star child” and how “he 
  must be protected”.  
  If asked a question, one of these humanoids will open his 
  mouth to speak but all that will come out is some barely 
  audible sound like slugs crawling through a tunnel of slime.
  Within one hour of the PCs encountering this odd race, a 
  baby is beamed to the surface of the planet, right smack in 
  the middle of their wandering.  Once the baby materializes, 
  it takes a couple of minutes for the creepy humanoids to 
  register that something has happened.  At which time, one 
  of them will scoop the infant up in his arms and walk to a 
  hatch in the ground about 20’ away, hidden by decades of 
  overgrown vegetation.  Th e rest of them follow, descending 
  into the bowels of Razira where only god knows what awaits 
  them.
  Th e creepy humanoids will neither att ack not defend 
  themselves.  Carrying the baby down to the Nether-Realms 
  is the only thing they care about.  Eventually, they’ll hand it 
  off  to one of the demonic creatures who live down there.
  117
  117
  PSYCHIC WAR VETERAN
  PSYCHIC WAR VETERAN
  His name is Regori.  A veteran of the Psychic Wars, he lives 
  in a tele-substantial cube that monitors high-frequency 
  transmissions from outer space.  “I must destroy them just as 
  they destroyed Th eta Yellow Complex… my home.  I’ll show 
  them no mercy.  It doesn’t matt er what happens to me.  I must 
  have revenge!”
  In the far future, his people fi ght a prolonged and terrible 
  115
  115
  THE INSTITUTE
  THE INSTITUTE
  Two mature women in black hooded cloaks
  Somewhere on the outer edge of Razira is a school for females 
  with psionic potential known as Th e Institute.  Th ey have sent 
  two middle-aged women to the islands.  Th is small extraction 
  team is poised to kidnap/rescue a young woman named 
  Th aya.  Th aya is a slave to the mutant cyborg Kartek.  Th ey 
  live in a lavishly appointed fallout shelter deep underground, 
  accessed by a hatch on the surface.
  Th is convent for psychic women is on the verge of tapping 
  into the unused parts of the human brain.  Most of the women 
  have visions, and recently they’ve seen a girl who might be 
  able to harness the full power of her mind.  Th e Institute will 
  do anything to study and train Th aya.
  Psionic Females [2]
  HD: 6   HP: 36   AC: 20 [-1]   Att ack Bonus: +10   Damage: 
  1d10+3 (mind punch)
  Special:  Functionally, the mind punch works just like a 
  regular knuckle sandwich, except using psionic powers.  
  Th eir armor is also psionic-based.  Women from Th e Institute 
  are also familiar with empathy, telepathy, and ESP.
  Treasure:  Th ey are carrying a holo-crystal which briefl y 
  describes Th e Institute, psionic sisterhood, and Th aya.
  Kartek (mutant cyborg)
  HD: 9  HP: 60  AC: 18 [1]  Att ack Bonus: +10  Damage: 2d10 
  (electro buzz saw)
  Special:  Out of his right leg, an electro buzz saw deploys.  
  Th is is Kartek’s primary weapon.  
  Treasure:  He has Th aya bound by a remote-controlled collar.  
  In his quarters, Kartek has a treasure chest full of gemstones 
  worth about 40,000 gold pieces.
  116
  116
  PREMIUM NYBORG
  PREMIUM NYBORG
  Within a tall, thin ornate case of dark tempered glass is a stash 
  of sparkling white powder.  Inhaling it will give humanoids 
  quite the buzz, allowing the mind to race, hemispheres of the 
  
   95 
  many bones in its lair along with a metal cylinder containing 
  a scroll with Extinguish Flame writt en upon it and a Rod of 
  Purple (1d100 charges) which temporarily changes animate 
  and inanimate things purple for one week per charge.  Roll 
  1d8 to see what random shade of purple occurs:  1) mauve,  
  2) lavender,  3) lilac,  4) royal (blue) purple,  5) amethyst,  6) 
  violet,  7) deep purple, or 8) black-violet.
  confl ict with Th e Institute, a convent of women with psionic 
  abilities.  “Th ey’ve repressed sexual desire to the point of 
  madness.  Such physical and emotional denial has stimulated 
  some unnatural function in their brains, giving them 
  tremendous power.”
  When Regori’s cube detects the right kind of signal, he has 
  orders to detonate his monitoring station.  Th e self-destruct 
  butt on is near the main controls.  Th e Psychic War vet awaits 
  a message telling him that women from Th e Institute are 
  close at hand.
  Regori
  HD: 5   HP: 38   AC: 21 [-2]   Att ack Bonus: +9   Damage: 3d8 
  (phaser pistol)
  Special:  Immune to psionics and psychic att acks.
  Treasure:  Besides the cube with a communication device, 
  Regori has a citizen clearance badge for Th eta Yellow 
  Complex.
  PARADISE
  PARADISE
  Before the adventurers lays a vast pile of untold riches.  
  Everywhere the eye can see one fi nds chests of gold, 
  gemstones, and beautiful half-naked virgins lying about.  
  Th is is, of course, an illusion.
  A giant Psionic Scorpion with an exposed brain stands in 
  the middle of this mirage.  Its sting sucks the magic out of 
  victims.  Th e Scorpion is intelligent enough to target magic-
  users with its tail stinger.  Its psionic ability causes opponents 
  to visualize imaginary things.  Describe the illusion PCs see, 
  make secret saving throw rolls, but don’t count their success 
  or failure unless PCs state they are att empting to disbelieve 
  or see through an illusion… until they’re being att acked by 
  the creature.
  Psionic Scorpion
  HD: 13   HP: 103   AC: 21 [-2]   Att ack Bonus: +12   #Att ack:  
  3  Damage: 2d6 (claws) and 3d8 (tail)
  Special:  Illusions; magic-draining scorpion tail - magic-
  users struck lose their ability to cast spells for 1d4 hours.  
  Treasure: Th e monster’s hard shell segments can be 
  used to make armor as eff ective as platemail but with the 
  encumbrance and restrictions of chainmail.  Its stinger venom 
  can be synthesized into an illusion-based poison.  Th ere are 
  
   96 
  FOURTH LEVEL SPELLS
  FOURTH LEVEL SPELLS
  Dark Arrow Fire: A single arrow of black fl ame envelops the 
  target doing 10d4 damage the fi rst round, 9d4 damage the 
  second round, 8d4 the third, etc.  Save for half-damage.
  Dreamscape:  Th e caster can enter a humanoid’s dream and 
  eventually (number of minutes – must be undisturbed – equal 
  to caster’s level) assassinate him, resulting in physical death.  
  Save to avoid.  Th is can only be att empted once per night.
  Call Meteor: A meteor is pulled towards the caster which does 
  10d10 damage to everything within a 20’ radius of the caster.
  Summon Obsidian Growths: Shiny black worms burrow 
  into the fl esh of an individual targeted by the caster.  Th e 
  obsidian growths cause the victim’s fl esh to become obsidian 
  (save to avoid) and his mind to be supplanted by an alien 
  intelligence devoted to the Ancient Ones (save to avoid).  
  Obsidian fl esh has a damage resistance of 3.  Th e change lasts 
  1 hour per caster level.
  Napalm Shower: An area of 40’ x 30’ is saturated with a 
  sticky, burning jelly that eats away at fl esh.  Everyone within 
  the area of eff ect takes 3d6 damage for 6 rounds or until 
  magically healed.  No save possible.
  Shrapnel:  7d4 damage in a 30’ radius from target area, save 
  for half-damage.
  New Spells
  New Spells
  Th e following are spells that some of the natives know.  Th ey 
  can be learned by adventuring magic-users if the caster is 
  kept alive at a rate of 1 day per spell level.
  SECOND LEVEL SPELLS
  SECOND LEVEL SPELLS
  Th is Night I Shall Purple Your Soul: Target becomes 
  consumed with the idea of sacrifi cing himself to the Purple 
  Putrescence the fi rst chance he gets.  Th e spell lasts 1 day per 
  caster level.  Save to avoid.  When under the power of this 
  spell a humanoid waves his arms, shouts, and does anything 
  he can think of to att ract the Purple Putrescence’s att ention.  
  In such a case, there’s a 2 in 6 chance he will become grabbed 
  by one of its tentacles and promptly devoured.
  Festival: Everyone within 50’ radius of the caster becomes 
  inebriated, sensually aroused, and appears to be wearing 
  a mask or possibly an entire Marti Gras or harlequinesque 
  costume.  Save to avoid.  Upon casting, there’s a 1 in 6 chance 
  that everyone aff ected is transported to Italy circa 1817 
  during the festival of Carnival.
  Stigmata: Th e victim of this spell starts bleeding from the wrist 
  or palm area and feet at a rate of 1d6 damage per round.  No save.  
  Th e only way to stop the hemorrhaging is to slay the caster.
  Kill Tech: Th is spell deactivates all technology within a 
  radius of 10’ per caster level.
  THIRD LEVEL SPELLS
  THIRD LEVEL SPELLS
  Purple Zombifi cation: Th is spell has nothing to do with the 
  necromantic arts.  It has more in common with Haitian voodoo/
  bokor mind control.  Th ose who fail their saving throw fall into 
  a death-like trance, obedient to the caster.  Such “zombies” are 
  good for manual labor or standing in place as guards or meat 
  shields.  Th is zombifi cation state of mind control lasts for the 
  number of days equal to the caster’s level.
  Evoke Nightmare: Th e caster summons an entity out of the 
  victim’s own nightmare.  Use victim’s current stats for the 
  purposes of combat.  Save to avoid.  Spell lasts 2d6 rounds.
  Sleep Paralysis: Th e victim is paralyzed for 2d6 rounds.  Save 
  to avoid.
  Missile Defl ection:  Th is spell stops and redirects any missile 
  weapon (magic and non-magic alike) targeted at the caster for 
  as many rounds as the wizard’s level.  Th ere’s a 2 in 6 chance 
  per missile that it’s redirected towards the original shooter.
  
   97 
  worshiping the Great Old Ones would probably transform 
  into something monstrous and grotesque.
  HAAKLYTH
  HAAKLYTH
  Th is two-handed sword is called Haaklyth.  Th e blade is not 
  metal but rather the unyielding will of a Sebaashti monk, 
  ceaselessly chanting in his sparsely decorated cell within the 
  labyrinthine Haaklyth Monastery.  Th e Sebaashti monks 
  count discipline as their chief aim, quickly followed by 
  the creation of sacred objects through the act of conscious 
  visualization.  Some say there is sorcery afoot, others swear 
  by Sebaashti devotion to mastering the mind’s hidden 
  potential.
  To the casual onlooker, the sword looks like any other.  Only 
  the sensitive can detect traces of... something else: swirling 
  particles, dark and light forces moving through, past each 
  other, colliding, smashing, breaking down and rebuilding 
  only to war against their adversaries once more, echoing 
  the eternal confl ict between law and chaos.  One side of the 
  crosspiece is adorned with an ivory fi re-opal, the other a 
  shadow garnet so deep and darkly red that it appears black.
  Th ose who suff er Haaklyth’s steel fury can feel the 
  reverberation of good and evil just as sure as they see the 
  blood fl owing from their veins.
  Scholars are divided on the point of longevity.  If something 
  happens to the monk, if his chanting stops… does the sword 
  live on?  Assuming the blade continues, would it mutate? 
  Might its power be infl uenced by the one who wields it rather 
  than a precarious sense of moral balance emanating from that 
  labyrinth of harmony courting both angels and demons?
  Adventurers of neutral alignment wield Haakylath as a +3 
  weapon.  Once per day, the blade will defl ect damage dealt 
  to its wielder equal to his level.  It also grants a +3 bonus to 
  saving throws vs. monks, psionics, and magic infl uencing 
  free will.
  Adventurers of lawful alignment wield the blade as a +1 
  weapon, +5 vs. humanoids and creatures of law.  Lawful 
  opponents struck with a natural 20 immediately change their 
  alignment to chaos.
  Similarly, those of chaotic alignment wield it as a +1 weapon, 
  +5 vs. humanoids and creatures of chaos.  Chaotic opponents 
  struck with a natural 20 immediately change their alignment 
  to law.
  New Magic Items 
  New Magic Items 
  STAFF OF PULSATING ORBS
  STAFF OF PULSATING ORBS
  Th e Staff  of Pulsating Orbs… at least one scholar originates 
  this magic item to a race of lizard-yeti sorcerers from 
  Metatarsus 3.  Also known as the Staff  of Idyllic Illusion, 
  this unique magic item is tall as an Elf, pale lime in hue, and 
  crystalline in structure with various cleavages obtuse, acute, 
  and spatially abhorrent, conforming to the alien perspective 
  of Metatarsusians, or “Metas”, as they’re sometimes called.  
  Covering the bright, pallid, and vaguely luminous green 
  crystal staff  are dozens of marbled salmon and white, grape-
  sized spheres.  Th ey cling to the crystal staff  as if nursing from 
  their mother.  As the staff ’s power is used, its litt le orbs pulse 
  and chime together in unison before one of them detaches, 
  falling to the ground and shriveling like a raisin.
  Each orb allows the staff ’s master to evoke an individual’s 
  subconscious or essential self into holographic reality, 
  replacing the original for a time.  Simply, the idealized 
  version of oneself* manifests for all to see and hear while 
  the individual himself temporarily disappears into a nearby 
  pocket dimension.  Th e ideal is only an illusion and cannot, 
  without some form of additional magical aid, become 
  corporeal.  Th ough insubstantial, the manifested essence 
  appears solid and will generally fool those nearby, provided 
  they don’t physically interact with the hologram (calling for a 
  saving throw to realize its illusory nature).
  Th e subject of this power must be a humanoid and within 
  70’ of the staff .  Th e illusion lasts for a number of turns [10 
  rounds per turn] equal to the wielder’s level.
  Additionally, the pulsating orbs can be ingested.  Each one 
  provides a week’s worth of sustenance.  Th ere’s also a 1 in 
  6 chance (per orb eaten) of instantly being teleported to 
  Metatarsus 3, appearing within a lizard-yeti sett lement 
  [perhaps just as their greatest sorcerer begins ritualizing the 
  birth of a new god].
  For the number of uses (orbs) remaining, roll 1d100 twice and 
  take the average.  Duration of illusion is equal to the wielder’s 
  level in rounds, aft er which, the hologram disappears and the 
  subject returns.
  * Due to the subjective nature of psychology, an individual’s 
  “ideal self” might resemble something… unanticipated.  For 
  instance, a person suff ering from a deep-seated self-loathing 
  might appear frail and pathetic.  Alternatively, a cultist 
  
   98 
  SCEPTER OF VOGEMA
  SCEPTER OF VOGEMA
  An ebony scepter like a bejeweled wand, except with twice 
  the gravitas.  Each of the scepter’s three rubies detach as 
  its owner wills.  Th e removable rubies are actually rare and 
  enchanted bloodstones.  
  Each bloodstone will transform into a tiny Demon within 
  1d4 rounds.  Th at Demon obeys the scepter’s owner in all 
  things.  Th ese bloodstone fi ends are sometimes used as 
  scouts or thieves, rarely as combatants since they can do no 
  more than 1 point of damage per att ack.  If a Demon takes 
  any damage, it automatically reverts back to a ruby.  Besides 
  that, the Demons can remain in that form for as long as their 
  master wishes.
  Additionally, the one wielding Vogema’s Scepter becomes 
  increasingly preoccupied with those sensual and sexual 
  appetites normally repressed.
  EYE OF THE SAVANT
  EYE OF THE SAVANT
  Th is is an actual eyeball, magically preserved.  Th e Eye of the 
  Savant grants the owner with astonishing powers of deduction 
  and calculation.  Furthermore, once per day, the Eye allows 
  him to see into the true nature of reality, beneath its ordinary 
  façade.  Witnessing such a revelation drives the viewer insane 
  with the power of Chaos, comprehending an alien order to 
  the universe.  Th ose who are shown such sights can never be 
  dominated, commanded, or controlled by magical or psionic 
  means.  Also, a bonus is granted to communing with the 
  Ancient Ones and summoning their noxious spawn.
  Th e owner always acts fi rst, never surprised.
  RING OF POSSIBILITIES
  RING OF POSSIBILITIES
  Centuries ago, a sorcerer by the name of Turax was trying to 
  replicate the properties of an annihilation sphere.  During his 
  experiment, his true love slipped and fell; she was accidentally 
  disintegrated by the magical fi eld.  Turax did not rest until he 
  craft ed a ring that would save her.
  Th e Ring of Possibilities allows the wearer to enter a unique 
  dimension or zone of black space intersected by grey lines.  
  Referred to as “the possibility zone” by Turax himself, 
  it contains everything that has ever been disintegrated, 
  annihilated, or magically destroyed.  While in the zone, 
  anything can be accessed; however, only one thing (item, 
  individual, creature, etc.) can be taken out of the zone at a 
  time.  So, if a dragon from another world is removed, nothing 
  else can exit the zone (besides the ring wearer) until that 
  dragon returns to the zone.  Once it does, something else can 
  leave the zone with the ring wearer.  Note that this extraction 
  limitation is for each individual wearer.  Every ring wearer 
  may fi nd and remove his own object (person, etc.) without it 
  aff ecting the removal of past or future objects by others who 
  have or will wear the ring.
  Physically, the ring is a semi-translucent, black, icosahedron 
  stone of unknown origin set into a silver band.  As with many 
  cursed rings, the Ring of Possibilities cannot be removed 
  once it’s been put on, unless the fi nger is severed or the wearer 
  is dead. 
  Aft er Turax’s death, it was handed down to his apprentice 
  who promptly sold it to a Demon Prince for one million gold 
  pieces.  Scholars are unsure of its current whereabouts.
  BROOCH OF BAD WISHES
  BROOCH OF BAD WISHES
  Sometimes called the Brooch of Bad Ideas, this is a piece of 
  decorative jewelry that grants wishes, one per day.  However, 
  the wishes granted always end up disastrous.  If there isn’t an 
  easily exploitable downside or catch to the wish, then nothing 
  happens.  Th ose wishes doomed to failure immediately come 
  to fruition.
  Th e brooch appears as a three headed spider covered in black 
  sapphire gemstones.  It att aches to one’s clothing by the pin 
  located on the underside.  
  
   99 
  ZIRKIK, THE LAVISH LONGSWORD
  ZIRKIK, THE LAVISH LONGSWORD
  A masterful blade expertly forged, encrusted with all manner 
  of rare and precious jewels.  It is worth a king’s ransom, not 
  only for its lavish appearance but its fell powers as well. 
  Zirkik is also an intelligent blade who does not suff er fools 
  gladly.  With a condescending tone, the lavish longsword 
  dispatches foes and yearns for more magic, more abilities, 
  and more power!  “Oh, you wouldn’t understand.  Not a 
  creature simple as you.  I’m on the cusp of true greatness, 
  and one day I will demand a wielder worthy of my practically 
  divine capabilities.”
  Th e egotistical steel is +3 and +5 vs. incorporeal entities and 
  gelatinous foes.
  Each time a natural 20 is rolled, the victim must make a 
  saving throw or his soul is utt erly destroyed (killing him 
  in the process).  If the soul is annihilated, Zirkik’s wielder 
  must also roll a saving throw or else succumb to a depraved 
  darkness lusting for death and killing and bloodshed.  Th is 
  dark state lasts for 1d4 hours.  Th e wielder’s alignment also 
  changes to Chaotic until his bloodlust passes.
  SKULL OF HALJA
  SKULL OF HALJA
  Th is is a miniature ivory humanoid skull with one ruby eye.  
  Whoever pushes the ruby inwards releases a strange creature 
  almost resembling a Demon but more human in appearance.  
  Th e Djinn is named Halja.  He has a well-manicured black 
  beard, shaved head, and skin the color of ruby.
  Halja begins bargaining with the one who released him.  
  “Name a victim and I shall drag him to the underworld 
  immediately where it will be tormented until the universe 
  ends, but know that it means your soul shall become forfeit 
  upon your death as well.  Do you accept these terms?”
  Even though Halja does the work, the character gets all 
  the XP.  With such an item, everything (except the Purple 
  Putrescence and Tentacles from the Water) could be named 
  and Halja would take it down to Hell.  
  Of course, the character who agrees to the bargain can never 
  be resurrected and his soul eternally damned… unless a 
  party of adventurers journeyed to Hell in order to free him.
  COSMIC MEMBRANE CLOAK
  COSMIC MEMBRANE CLOAK
  Th is blood-red garment allows its wearer to become one 
  with the universe, enveloping him in a slimy fi lm or residue 
  impossible to wash off .  At will, the cloak’s owner can transfer 
  up to 10 points of damage done to him to someone else within 
  a 300’ radius.  
  Th e damage transference is totally random.  Each time 
  damage is dealt, roll a d6.  If the result is a 1, the damage is 
  transferred to the owner’s ally.  If the result is a 6, the damage 
  is transferred to the owner’s opponent or one of his allies 
  (roll randomly to see who the lucky target is).  Otherwise, it 
  strikes a humanoid wandering about nearby.
  VEKONIRANT
  VEKONIRANT
  Th is enchanted bastard sword exhibits a few Arabesque 
  curves in its blade and gleaming gold runes on one side that 
  reads, “Tumultuous”.  
  Vekonirant only serves Chaotic masters.  It thrusts and 
  slashes darkly, swallowing the surrounding light.  Everyone 
  of non-Chaotic alignment within a 20’ radius of the sword 
  has a 1 in 6 chance of missing, even aft er a successful hit has 
  been rolled (spell casting is unaff ected).  
  Vekonirant is a +3 sword, +5 vs. clerics, priests, and holy 
  warriors devoted to Lawful deities.  Once per day, it can 
  create a fi eld of impenetrable darkness within a 20’ radius.  
  Th is magical darkness lasts 3d6 rounds.
  Additionally, the sword is prone to snide remarks and ridicule 
  when someone within earshot makes a stupid or ignorant 
  comment.
  THE IRIDESCENT BLACK SPHERE
  THE IRIDESCENT BLACK SPHERE
  Th ere’s a command word needed to activate this subtly 
  gleaming and glitt ering black sphere about 4” in diameter 
  and fashioned from a small meteorite that crashed on one of 
  the islands centuries ago.   A wizard carved out a mineral-
  rich hunk of that meteor and used the gravitational force of a 
  dying star to compact it down, perfectly smooth.
  Th e sphere can increase gravity in a 40’ radius once per day 
  for as many rounds as the wielder’s level.  When activated, 
  gravitational forces are doubled causing everyone to move 
  slower, sluggish.  Melee weapons deal half the normal damage 
  and ranged weapons have a 25% of missing their targets.
  
   100 
  ARYTHAELDRYN
  ARYTHAELDRYN
  Arythaeldryn is a sword so massive that only a character with 
  strength of 15 or bett er may wield it.  Forged by Elves with 
  Elvish glyphs of black sorcery slithering up and down its steel 
  retelling the war between Elves and the Lords of Light, this 
  behemoth of a two-handed blade has various powers…
  It commands other magical swords, telling them what to do, 
  when to use their powers, which enemy they can att ack, etc.  
  Arythaeldryn can only command one magic sword at a time 
  and it must be within 30’.
  Arythaeldryn has the power to dim any illumination to half 
  of its ordinary brightness.
  Finally, it’s +3 two-handed sword, +5 vs. Lawful beings.
  STAFF OF PERVASIVE DEATH
  STAFF OF PERVASIVE DEATH
  Th ree times per day this staff  can send out life-draining 
  vibrations in a cone up to 50’ long.  Everyone caught in this 
  cone of death must roll a saving throw.  Failure means that 
  2d6 constitution has been drained.  A successful save results 
  in only 1d6 constitution drain [1 or 2 con means the victim is 
  unconscious, zero or less means death].  Each time a character 
  is killed by the staff , it suddenly revitalizes the wand wielder 
  for 2d6 hit points.
  Once per day, the staff  can automatically kill a humanoid, 
  unless a successful saving throw is made. 
  SPIKED CLUB OF DEMNOS
  SPIKED CLUB OF DEMNOS
  Demnos is the name of a Half-Orc rogue, barbarian, and all 
  around bastard.  He was famous for killing his opponents 
  with one strike, especially those who never saw it coming.  
  Being composed of a wide variety of prodigious steel spikes, 
  the wielder must have a strength score of at least 15 to wield it.  
  Th ose att acked with the Spiked Club of Demnos by surprise 
  are outright killed on a natural 20 and critically wounded on 
  a natural 19.
  ZISAHN THE SUNDERER
  ZISAHN THE SUNDERER
  A magic sword forged by Dark Elves; when it misses the fl esh 
  of its target – though not if a natural 1 is rolled –  there’s a 33% 
  chance of the enemy’s weapon, shield or magic item (DM’s 
  choice) being ruined.  If the victim has nothing extraneous 
  that can be broken or destroyed, then a vital spot is struck 
  dealing double damage.
  +1, +3 vs. non-Elves
  STAR GLAIVE
  STAR GLAIVE
  A magical longsword which breaks apart into 5 separate 
  razor-edged throwing star glaives, shredding enemy fl esh, 
  and then returning together to form a sword again.  Th e 
  transformation is nearly automatic, only needing the slightest 
  will of its wielder to complete the task.  
  Th is weapon has several sharp points coming off  the main 
  blade.  If one looks closely, litt le black jigsaw lines can be seen 
  all over the sword.
  SPATIAL WYRM OF HOLDING
  SPATIAL WYRM OF HOLDING
  Essentially, this is a sort of bag of holding, except it resembles 
  a coral and chartreuse scaled draconic squid-worm the size 
  of a small dog.  Th is magic item only holds a 10’ x 10’ x 10’ 
  cube of space and up to one ton of weight.  Such Wyrms travel 
  the hyperspace pathways, able to fold space-time.  Th is one is 
  dead, but retains a few vestigial properties.
  WAND OF PURPLE FLAME
  WAND OF PURPLE FLAME
  Th is magic wand shoots purple spheres of liquid fi re, hitt ing 
  one opponent per round.  Th e sphere does 4d6 damage to the 
  individual (save for half) and 2d6 splash damage to everyone 
  within a 25’ radius (save for half).  
  Th e purple fl ames, once the sphere has burst, fl icker as if alive.  
  In fact, the fi re is a living, albeit magical, entity.  1d6 of the 
  purple fl ame creatures begin att acking the wand-wielder’s 
  enemies.
  Purple Flames
  HD: 1  HP: 6  AC: 13 [6]  Att ack Bonus: +3  Damage: 1d4 
  (purple fi re pitchforks)
  Special: Can only be harmed by magic or magic weapons.
  
   101 
  
   102 
  AMBER WALKING STICK
  AMBER WALKING STICK
  Th e walking stick is fashioned entirely from amber and glows 
  when its magic is being used.
  Th is item allows its owner to change litt le details in the 
  environment as he walks.  During a brief stroll (about 20 
  minutes), the walking stick’s owner can alter the color of the 
  sky, the shape of stones, as well as, the myths and legends of 
  the island’s native inhabitance.  
  Th e amber stick can be used once per day.  However, when 
  used upon the islands there’s a 1 in 6 chance of opening a 
  dimensional gateway – roll on the Wandering Monster Table 
  to see what exits from the gate.
  CANTEEN OF VENTRILOQUISM
  CANTEEN OF VENTRILOQUISM
  When drinking water from the canteen, an individual can 
  throw his voice and sound just as audible as he would if 
  speaking normally.
  EYE OF ARZRA KAIN
  EYE OF ARZRA KAIN
  Th is is an amulet containing a humanoid eye which moves 
  around looking at things that catch its att ention.  Th ose in its 
  presence for any length of time (10 minutes or more) must 
  make a saving throw or be thoroughly creeped out.
  NECKLACE OF EARS
  NECKLACE OF EARS
  Th is magic item bestows heightened hearing to the wearer.  
  Also grants a small bonus to any kind of fear or intimidation 
  check.
  NINE FINGERED GLOVES OF SILENT 
  NINE FINGERED GLOVES OF SILENT 
  TOIL
  TOIL
  Th is is a fi nely made pair of calfskin gloves (black).  Th ey are 
  so sheer the wearer loses no sensitivity while conducting his 
  thieving art.  Wearing these gloves grants a 10% bonus to any 
  and all thief skills.  Th e owner need not be a thief, but must, 
  unfortunately, have only 9 fi ngers.  Specifi cally, the ring 
  fi nger on the owner’s left  hand must be severed.  Otherwise, 
  the gloves are diffi  cult to wear and off er no benefi ts.  
  AMULET OF INVULNERABILITY
  AMULET OF INVULNERABILITY
  Hanging from a silver chain, the centerpiece of this amulet 
  is a pallid ruby, appearing as a diamond with only a hint of 
  red, surrounded by six smaller, traditional rubies.  It was a 
  gift  to the warlord Asher Khan from an ambassador of planet 
  Ovrashin.  
  Th e amulet eff ectively improves the wearer’s armor class by a 
  factor of 7.  Contained within the pallid ruby is the essence or 
  ghost of a powerful Demon.
  WAND OF SUREK
  WAND OF SUREK
  Th is long and thin magical instrument looks like a white plastic 
  stick, curved here and twisted there.  Surek designed it himself 
  based on an idea contained in his volumes of arcane lore.
  One charge allows the wielder to disperse an array of spectral 
  shocks that does (1d6)d6.  To put it another way, xd6 damage 
  where x is a value between 1 and 6 (roll individually for 
  each being within a 30’ radius of the wand).  Additionally, 
  a luminous blast of color disorients every humanoid for 
  1d4 rounds who fails his saving throw.  Th e wand-wielder is 
  exempt for both of these eff ects.
  Two charges allow the wielder to shoot a ray that temporarily 
  deactivates or nullifi es the magic power of any item for 3d6 
  rounds.
  Th ree charges allow the wielder to shoot a ray of petrifaction, 
  save to avoid.
  DAYNSGLYPH
  DAYNSGLYPH 
  Upon unsheathing this broad, heavy blade, someone must be 
  slaughtered… even if that means the wielder himself must 
  die.  Daynsglyph has Elven runes of indignation carved all 
  the way down, where blood seeps, cradled. 
  GLADIUS
  GLADIUS
  Th is is a short sword with a sizeable azure topaz adorning the 
  crosspiece.  Once per day, Gladius can remotely view (visual 
  only, no audio) an enemy of the wielder for up to 10 rounds.  
  Th e angle of these pictures are usually wide enough to tell 
  where an enemy is, what he’s holding/wearing, and who (if 
  anyone) he’s talking to.
  Otherwise, Gladius is a +1 short sword.
  
   103 
  HELM OF RYCEVIK
  HELM OF RYCEVIK
  It’s made out of copper, the patina making it appear rather 
  green.  Dragon wings stretch on either side with the sneering 
  hiss of three serpent heads at its center.
  Th is helmet allows the wearer to conceal his alignment.
  
   104 
  Afterword
  Afterword
  At least with this book I knew that I could do it.  I wasn’t at all sure of that with the fi rst one, Liberation of the Demon Slayer. 
  Writing is one thing, but craft ing an RPG module or campaign world is another.  Th ere are so many litt le things to take into 
  account.  Aft er all, this is not to simply be read and enjoyed… it’s for a specifi c purpose – to play a game.  Th e greatest game!
  I playtested Purple (yes, I just call it Purple now) with my home gaming group back when it was a dozen ideas loosely strung 
  together.  Several sessions forged it into something workable.  
  Towards the writing’s end, I ran it for a group of strangers at Gary Con.  Th at was testing the sword in combat.  Th e blood it 
  spilled on that day was impressive, sure, but not quite good enough.  
  Th en, I ran it one last time for some local gamers and a few “geeks” who hadn’t played in years and years.  My perspective 
  changed during that session.  It gave birth to the one-shot disclaimer, divine intervention, and many other things.
  Back to the drawing board, back to the anvil with hammer and heat.  On many a night I considered how this book would be 
  used.  I imagined the great batt les and unexplored discoveries.  I endeavored to improve on every good idea that popped into 
  my head.  Gods willing, it was enough.
  I don’t think any book of gaming is meant to be used in isolation.  Please feel free to use Purple in conjunction with your 
  other manuals, guides, references, rules, and compendiums.  It won’t get jealous.  I promise.  On the contrary, the more the 
  merrier!  
  Besides that damnable color, I’m not sure if there’s an overriding theme in the book.  It’s a collection of sci-fantasy strangeness, 
  irreverently and haphazardly scatt ered upon a trinity of islands.  What is the essence of the world?  Escape?  Perhaps… I think 
  that’s best left  to the GM and players.  Th ey’re the ones making Purple come to life.
  Anyways, I’m too close to it now.  Every time I think about being there, my mind fi lls with game mechanics and paragraph 
  placement and if I’ve made things weird enough without going overboard.  I can’t see the forest because of all those purple 
  fucking trees all over the place!  Maybe in a couple of years I’ll be able to see it as a fresh-faced noob, living in the lands of 
  jungle and stone with a dark blade in my hand, ready to make a Devil’s pact.
  VS
  VS
  
   105 
  
   106 
  
  “This adventure kinda makes me want to ﬁ st-pump and yell ‘hell, yeah.’ Very cool shit. It should be a success 
  with people who aren’t immediately pissed off by it.” 
  ~ Mike Berkey
  At the heart of Purple is a gonzo science-fantasy hex crawl with a treasure trove of strange encounters, and 
  this is where the adventure really shines. Time traveling snake-men, an alien spaceship, green slave girls, 
  ultra-violent cults, and cyber-sorcerers are just a taste. Pop culture references and familiar tropes make each 
  encounter seem fun and playable.
  ~ Matthew Lowes
  “This thing is basically Return of the Son of Carcosa, with the implied 
  trashy B-movie gloss on the concept of hexploring a highly random, 
  chaotic hell-scape full of savage animals, strange cults, broken 
  dishwashers and alien robots. Highly recommended for adventurers with 
  access to a dimensional rift, who don’t mind a bit of radiation 
  poisoning and rubbing shoulders with misogynistic mutants for a chance at 
  scoring a sweet shrapnel-shooting magic sword, a handful of gold coin 
  and a maxed-out credit card.”
  ~ Eero Tuovinen
  Kort’thalis Publishing
  Kort’thalis Publishing
  
SOURCE: textdata/thevault/Kort'thalis Publishing/The Islands of Purple-Haunted Putrescence-2-cc.pdf