TEXT: 1 
   
  Book of Scarlet 
  Abomination 
  A Demonic Patron of wrath and whimsy 
   
   
  NOT SUITABLE FOR ALL AUDIENCES 
  PARENTAL 
  ADVISORY 
  This book contains of mature themes and subject matter 
  that may be unsuitable for some audiences.  Parents are 
  urged to look over the material before releasing this book 
  or its contents to children. 
   
   
  Dreaming Gynoid Studio 
   
   
  
  2 
   
   
   
   
  Introduction and friendly warning 
   
  Over the last few years Tamarah has slowly insinuated her way into becoming top 
  demon in my various DCC games and a few other places besides.   
  Perhaps more accurately, “Top Evil Thing we PCs have any chance of actually 
  negotiating with.”  Because she’s very keen on “helping” mortals out.   
  She’s very social for a multi-millennial demonic creature.  Great parties.  Avoid the 
  punch bowl.   
   
   
   
   A politely worded reader’s advisory - This book makes use of 
  mature themes and situations, including demons, demonology, curses, possession, and 
  lots and lots of body horror, going considerably further afield than demons normally do 
  in DCC.  Judges are strongly urged to consider the impact and appropriateness of this 
  material (discuss it with your players first ya’ll!) before including it in their games, 
  especially those tables where younger children play.    
  NOT SUITABLE FOR ALL AUDIENCES   
   
   
   
   
   
  The quotes in this book are from the Book of Revelation (17:4) and True and Faithful Relation of 
  What Passed for Many Years Between Dr. John Dee and Some Spirits (John Dee).  
  And the Horned Queen of course, thank you dread majesty for allowing this work to come to 
  fruition. 
  Apologies, credit, and respect to Bill Hicks and Gil Scott-Heron 
  Amateur artists imitate, Demons Steal. 
   
  Book of Scarlet Abomination  
   
  Scribbles and Design  
  Gwendolyn Harper 
   
   
   
   
   
   
  2019 Dreaming Gynoid Studio 
  
  3 
   
   
   
  Book of Scarlet Abomination: 
  Tamarah Pandoramicum 
   
  Table of Contents 
   
  Tamarah – the Patron  
   
   
   
   
   
  page 5 
  About 
   
   
   
   
   
   
   
   
  page 23 
  Tamarine magic items and demon relics  
   
   
  page 26 
  The Queen’s Doom 
   
   
   
   
   
   
  page 33 
  The Red 
   
   
   
   
   
   
   
   
  page 37 
  Demons of her Court 
   
   
   
   
   
   
  page 45 
  The Jor-Urst Codex 
   
   
   
   
   
   
  page 60 
   
   
   
   
   
   
   
   
   
   
   
   
   This product is compatible with the Dungeon Crawl Classics 
  Role Playing Game. 
   
   
  Book of Scarlet Abomination, spring 2019, copyright 2019 Dreaming Gynoid studio.  Book of 
  Scarlet Abomination is a trademark of Dreaming Gynoid studio and Gwendolyn Harper This 
  product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman 
  Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are 
  trademarks of Goodman Games. All rights reserved. For additional information, visit 
  www.goodmangames.com or contact info@goodman-games.com.  Please send any feedback, 
  questions, thoughts or inquiries to Dreaminggynoid@gmail.com   Visit Dreaming Gynoid at 
  https://dreaminggynoid.blogspot.com.   
  
  4 
   
   
   
   
   
  "And the woman was arrayed in purple and scarlet colour, and decked with gold and 
  precious stones and pearls, having a golden cup in her hand full of abominations 
  and filthiness of her fornication: And upon her forehead was a name written, 
  MYSTERY, BABYLON THE GREAT, THE MOTHER OF HARLOTS AND ABOMINATIONS 
  OF THE EARTH." 
   
   
   
   
   
   
   
   
   
   
   
   
  Scarlet Tamarah, Crimson Tamarah, Beautiful Tamarah 
   
  Bows to no man 
  No God 
  No demon 
  No thing that flies, or crawls, or walks, or slithers, or hops, or buzzes   
  No being of the air, the land, or the sea 
  Shall have dominion over me. 
  I am Tamarah 
  And I am Free.  
   
  The half demon child who freed herself from the slave pits by reaching inside 
  herself and calling upon demon magic.  
  She is herself and that is enough. 
  Tamarah is Free. 
   
   
   
   
   
   
   
   
   
  
  5 
   
  Wrath & Whimsy – Tamarah Pandoramicum 
   
   
   
  ““I see your shame, it burns like a halo.” 
  No nonononono shhhhhhhhh it’s okay. It’s going to be okay.” 
   
  Tamarah offers freedom. FREEDOM in disturbing and inhuman ways.  The 
  Enlightened Beast will liberate you from your fears, hang-ups, your weaknesses 
  …and eventually, your morals, your ethics, and any kind of self-control at all.   
   
  Tamarah already knows your secrets. All of them.  The deepest darkest ones 
  especially. They sing to her like the bouquet of fine wine or the violence in your 
  blood.  Part of her demoniac heritage? Probably.  None of this speaks to the major 
  point however which is that 
   
  Tamarah wants to help. 
   
  She comes to you in your Worst moments.  The ones no one ever knows about, when 
  you are at your least restrained. When you finally hit bottom….she is there, waiting, 
  and reaching out a friendly hand.  
  Oh she’ll help you alright. Tamarah wants to help you do what you need but also 
  what you can’t seem to do for yourself.  When you are weakest, she is strongest. She 
  is there, offering you...options. She never forces, and she does not quite take 
  advantage.  It has to be your decision. Is your family holding you back?  She can help 
  with that. She can help with those feelings of remorse afterward. Ambitious? She’ll 
  feed that, too  
  Take my hand she says, and I will lead you through the red ruin with yourself intact 
   
  Tamarah is the blood queen, ‘the muse of vengeance’ – she slakes her demoniac 
  thirst for vengeance vicariously through aiding mortals. If you have been wronged, 
  she will aid you, help you find the ones who did the thing and she will aid your 
  bloody satisfaction.  Among the bodies and the consequences, she’ll help you find 
  your passion.   In so doing, she exacerbates the situation with increasing chaos, 
  mayhem, and violence.  The cycle continues…..and the great enabler is amused 
  again. Tamarah’s gifts, while quite potent will almost certainly destroy the invoker 
  (and especially those around them) sooner or later.  She takes almost anyone who 
  calls upon her though precious few are shown true favor.  
   
  Those who claim her as their patron are expected to act as the Queen’s agents, 
  acting both in her general and specific interests, as they exist in the campaign 
  world.  Followers can expect to be kept constantly busy with all manner of strange 
  quests (Tamarah likes to get the most use of those she aids), some inconsequential, 
  some dire.   Petitioners to the Red Queen must endure a week long ceremony 
  involving at least six other (willing) participants and 500 gp minimum in special 
  ingredients (rarefied and of course the right drugs); a high ritual debauch is called 
  for, during which the caster may not sleep. 
   
  
  6 
   
  Half a demon and half, it seems, imaginary (her father is alleged to have been not a 
  mortal man, but a fictional character somehow given life who found his ultimate 
  pleasure and demise in the den of Tamarah’s succubus mother) – she acts 
  alternately as daemon or muse as the mood and circumstance strike her.  She 
  inspires but what she inspires is bloody, bestial, savage, and absolutely without 
  restraint.  
   
  She ultimately deals with all beings as individuals first, whatever their other 
  affiliations or attributes might be.  This has earned her a dual reputation amongst 
  the knowledgeable in demon lore; both the demon most likely to negotiate with you 
  as well as being among the softest of demons.  In truth, she is herself and serves 
  naught but her own drives and whims, suborned – at times – by her will.  
   
   
   
   
   
   
   
   
   
   
   
  Follow me, for I lead good hearts astray. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  7 
   
  Invoke Tamarah the Red, the Horned Queen, Blood Mother of Abominations,  
  Level 1 Range: Self 
   
  Duration: Variable 
   
  Casting time: 1 round 
  Save: None 
  Magicks involve illusion, transformation, (mind) control, and of course great amounts of violent 
  destruction. 
  Manifestation 1.  A scarlet and purple halo surrounds the caster glowing from within 2.  
  Thunderous red and black storm clouds erupt over the caster 3.   A bright crimson beam streaks 
  down/up/across from beyond, striking the caster’s head.  4. Caster’s eyes take on a soft red glow.  
  Corruption 
  Roll 1d8 1-4 minor 
  5-7 major  
  8 greater 
  Misfire N/A 
  1  
  Lost, failure, and worse!  Roll 1d6 modified by luck;   3- Corruption + Patron Taint, 4-5 
  Corruption,  6+ Patron Taint 
  2-11 
  Failure.  Depending on the results of the Patron bond, the caster may or may not be 
  able to cast it again.  
  12-13 The caster looks into the eyes of a single target, who will be drawn into the red and black 
  spiral pattern within the invoker’s eyes. On a failed will save, the target will find themselves 
  weak against further Tamarine magics, saving at an additional -4 for 1d6 further rounds.  
  14-17 Tamarah is persuaded to loaning a tiny fraction of her vast will to her disciple, 
  allowing a recovery of 1d6 hp, and 1d4 stat loss (not affecting losses via spellburn). 
  Additionally, the invoker’s appearance is freshened up and they no longer whiff of 
  “adventurer stank,” allowing the recovery of up to 3 points of Personality spent.   
  18-19 Mildly disturbed, the Crimson Mother of Abominations rains down red and black fire 
  on your enemies.  1d5 eldritch bolts of demonic origin appear from a random direction firing 
  at the caster’s enemies, randomly determined, though the Judge should be aware that anyone 
  the caster is even mildly irritated at can be included in this, if you’re feeling saucy.  Each 
  inflicts 2d4 hp, 1d2 Sta, and 1d3 Pers damage, striking with a +2 to hit. (save for half damage) 
  20-23   As it pleases Tamarah to cross worlds and mix their contents freely, the Red Queen 
  can oft be easily persuaded to transport the caster and possibly others to another location far 
  distant.  However, there are some restrictions.  Where you go is not necessarily up to you. 
  ….she takes you where she needs you to go.  If there is a goal you can accomplish for her in the 
  place you wish to go she likely will accede to the request. However, after having been so 
  transported, at some point before leaving that place, the task to which Tamarah has/will set 
  for the caster must be seen to.  There is always a chance however when this is invoked that 
  those transported will be dealt with in a manner befitting the Horned Queen. She has been 
  known to remove individuals from parties being transported who have offended her, or to 
  divide parties when there are members thwarting her servitor’s (Tamarah directed) aims.  
  Any target  resisting must pass a Will save equal to the spell check result to resist – however 
  those who make the save may find themselves, conceptually, anywhere.   
  It is common for Tamarah to send individuals or casters on tasks on other planets, higher 
  planes, or even the future, so long as it advances her agenda - which can be as simple as filling 
  a whim.  
   24-27  Tamarah’s Unbinding hails back to when to end a conflict, she unleashed a host of 
  dawn time primordial horrors on the multiverse in order that it suit her purposes and will.    
  By ‘Unleashing the Bidden’ the would-be unleasher asks Tamarah herself to unlock any lock, 
  release any barrier, or free any prisoner.  When used to oppose spells (including possession or 
  other supernatural coercion), enchanted items, and extremely sophisticated locks or barriers 
  the effect is automatic, provided the spell check result overcomes the relevant DC.   
  28-29 As above, however, now the invoker replicates the Unburdening – that ability of 
  Tamarah’s to get whatever she needs out of you.  Unless the target succeeds a Will save (DC is 
  the spell check result of course) they will be compelled to tell the caster their secrets; what 
  they want, what they really want, their innermost desires, and the full panoply of their secret 
  
  8 
   
  inner life, all are available to the caster provided they ask the right questions.  Invoker must 
  be clear and understood by the target but without a successful will save the target will *want* 
  to volunteer this information; a caster unskilled in the use of this ability may find themselves 
  confronted by one who blurts out their innermost secret desires if presented with an 
  ambiguously worded question or request.  Questions of a highly personal nature will only 
  reveal truths, even when the target themselves not aware of the nature of such.  (Asking a 
  clone – are you a clone? Will net a positive result even if the target was not consciously aware 
  of such.)  Such questions must be personal in nature, though only truths may be spoken – the 
  target’s self-awareness of such is not required.   When used offensively to bring a repressed or 
  unwanted truth to the surface, the target will be greatly demoralized, suffering temporary 
  ability loss to Pers and possibly a shift in temperament or personality as well.    
  30- The invoker channels the Voice of the Demon Queen   -four blood serpents explode from 
  the caster’s mouth- each tipped with a razor sharp black scab-hook within.   Voice of the 
  Demon Queen Attack+8 (blood hooks 1d4 Pers, Sta, and 2d4 hp damage) Action dice 4d20 
  (one per serpent); during the attack the Horned Queen herself mocks and humiliates the 
  target (and sometimes the caster) in sibilant whispers only those affected by the spell can hear 
  or perceive. Each attack will disfigure the target; - damage to Pers and Sta is permanent 
  unless somehow magically healed as it literally involves the blood-tentacles ripping chunks off 
  of the target’s face and then...consuming it.  
  Which does mean that the caster engages in sorcerous cannibalism or a near crime…..So 
  What? Tamarah wonders 
  32+  The Horned Queen allows you to partially manifest her Blood Red Sword;  
  Terminus Veshantae – the Blood Red Dividing Blade, a coruscating shard of burning blood 
  that is a single molecule thick.  
  The blade inflicts 1d8+CL base damage, plus has the bleeding, wounding, and painful 
  qualities. 
  However, the Red Queen loves a good fight.  If you sheath or dismiss this weapon without 
  committing violence you incur a lesser corruption immediately.  If you surrender or are 
  brought low before your enemies, then immediately, you incur a major corruption 
  immediately unless you wish to face an avatar of the Red Queen or face a four armed, dragon 
  winged arcane demon mother manifests hungry for your blood, your bodies, your dreams, 
  and your souls.  Yours first. Then theirs.  
  Regardless, there is a 13% base chance +1% /caster level +2% personality bonus that the Red 
  Queen will manifest long enough to seize the caster in a taloned hand and return with them to 
  her Doom on completion of this invoke effect.  
   
   
   
  “I give myself to Tamarah 
  I am her spawn  
  Her falling star 
  I am both profane and delight.” 
   
   
   
   
   
   
   
  
  9 
   
  Patron Taints for the Red Queen  
  Patron Taint 1 Mutation •  Mighty transformative abyssal energies overwhelm the 
  caster, twisted as though intentionally by Tamarah herself, bringing pain, disorientation 
  …………...and mutation!  Over a period of 1d5 hours, the character will develop a variety 
  (1d3) of new or replacement features – 
  Features of (roll 1d14) • 1. Lion, 2. Scorpion, 3. Mantis, 4. Bat, 5. Horse, 6. Snake, 7. Tiger, 
  8. Wasp, 9. Dragon, 10. Cow, 11. Human, 12. Orc, 13. Elf, 14. Undead.  
  Features obtained initially replace any lost organs and proceed by applying the most 
  obvious feature of the determined animal or beast (a lion’s mane, a scorpion’s tail or 
  pincers, a cow’s horns, etc.).  While the mutant organs are still growing they are useless, 
  instead only bubbling heaps of agonized flesh.   Each time this result is obtained, more 
  such features appear, the second time numbering 1d5, the third time, 1d7, and so on.  
  Likely the sorcerer will soon resemble some sort of snake woman, bone cat, tiger man, 
  horse demon, bat nymph, or the like.   The Judge is encouraged to elaborate on these 
  results, perhaps with the demonic and undead customizing tables in DCC pp. 381-383.  
  Under no other circumstances do these mutations confer magical abilities. Results of 
  Dragon or Undead confer the body’s ability to survive and continue on with that 
  transformation but do not confer fire breathing, spell use, energy drain, or the like.   
  Patron Taint 2 Demonic Ego assimilation - Contact with the Red One has 
  overwhelmed your sense of self; you draw some of the Pandoramicum stuff to you and it 
  suffuses your body, your mind, and your soul.   The invoker immediately craves raw meat 
  and is periodically filled with “unwholesome carnal desires” (flesh of their own kind, other 
  species, higher or lower forms of life, etc.)  . (2 in 7 chance for these desires to become 
  permanent.)  
  The second time this taint is acquired, the Character’s metabolism warps; regardless of 
  species, sex, or gender, the invoker’s breasts swell and grow.  The character will develop 
  additional hips over the next month. The padding is likely permanent, as are the pointed 
  incisors (doing 1d2 at most unless sharpened) and antennae which will painfully sprout 
  over the same time.   The character may find themselves regularly vomit or otherwise 
  expelling a noxious red mist that fades immediately on the material plane.  Wasps, bees, 
  ants, bats, mantids, or other appropriate beasts from an orifice.  
  If this taint is acquired a third time, the vessel invoker assumes the very image of Tamarah 
  herself;  Pointed incisors now become fangs (doing a minimum of 1d4 damage) and the 
  character grows horns (Roll 1d4 1.Ram’s 2. Goat’s 3. Cow 4. Small devil horns) over a 
  period no longer than three weeks. If the tainted one has horns from corruption or other 
  effect, this will create a second pair - Tamarah isn’t fond of sharing her badges of station.  
  After a full lunar month, a tail will erupt from the invoker’s coccyx.  (1d4 1. Prehensile 
  spaded demon tail 2. Wolf 3. Big cat 4. Goat )  
  Finally, the invoker will slowly develop small, non-functional, but red leathery bat-like 
  wings over the next six months should they survive that long.   
  Each time this result is determined, the invoker will suffer ability loss,  losing d3 attribute 
  points off of (in order)  Luck, Str, Agil, Int, Sta, and finally Pers from a slow leeching of life 
  force and soul energy.  
  Patron Taint 3 You are the Gate  • Congratulations Invoker, the Red Queen likes you 
  so much that she is going to directly share some of her demonic nature with you, 
  permanently.   
  
  10 
   
  The caster becomes a flesh and blood extension of the Horned Queen herself, in particular 
  her aspect as Mother of Monsters.  The invoker Vomits, perspires, or rapidly births swarms 
  of bees, wasps, ants, mantids, or bats. Said swarms are persistent (though made of chaos 
  stuff); they will linger in a radius of the character until dispersed by the normal flow of 
  events.  Smaller creatures thus spawned (bugs and very small reptiles especially) will 
  colonize / nest within the character’s clothes and/or gear unless provided with an apiary or 
  appropriate habitat.  Larger creatures (bats, often milk or vampire bats) will develop a 
  persistent nomadic (probably nocturnal) feeding routine which will include leaving 1d3 
  small kills a night at the PC’s attention unless hunting is especially sparse.   
  Over time such birthed demon-things will wreak havoc over the local ecology, especially 
  (Judge’s option) if they are interfertile with local life. 
  If this taint is received a second time then regardless of sex, gender, or species, the invoker 
  takes on more of Tamarah’s ‘maternal nature’ - now becoming one of her living host 
  mothers, For the next 2d16 weeks the invoker detects as demonic and may be discerned as 
  possessed, while otherwise enjoying a +1 bonus to all invoke checks for this patron.  At the 
  end of this lengthy period (2d16 weeks) the resulting semi demonic thing will be brought 
  into the world. 
  Roll a d5 to determine what is produced;   
   1. A Beastman 2. A tamlyng 3. Lurching Woman 4. Randomly determined demon from 
  DCC core pp. 404. 
   
  This result can happen more than once.  Each time this patron taint reoccurs, the sorcerer 
  may add one to their spell checks for all invoke patron and patron spell effects related to 
  the Horned Queen as the sympathetic link grows stronger.  This bonus is permanent while 
  the invoker lives.  
  Patron taint 4 - Demonic insight into the nature of man – A colorful show of 
  scarlet and black demon energy overwhelms the caster’s etheric body, penetrating their 
  very mind and soul with Tamarah’s potent, fecund demonic essence.   
  Afterward, to all appearances the caster shrugs off the effect but in fact their subconscious 
  mind has directed the energies to deeper places in itself.  Over the next d3 weeks the 
  character will be plagued by extraordinarily vivid and alternatingly erotic / terrifying lucid 
  dream-nightmares where a variety of the baser demonkin of the Queen’s court indulge 
  themselves on the character, possibly at their expense but certainly at their great 
  embarrassment.  Depending on the character this could be titillating or traumatizing; 
  however at the end of the time, the character will have gained uncanny insight into their 
  own self and the nature of man (or so they will think).   +1 Personality (max. 18) and 
  possibly a gateway into learning dream and/or demonic magic if either is 
  desired.   Repeatedly experiencing this taint however has the opposite effect; on a second 
  instance, the additional Personality point is lost.  Every subsequent recurrence of this 
  result penalizes the character two points of Personality loss, permanently, as the demons 
  gradually wear the character’s will and soul down to nothing. 
  Patron Taint 5 Overwhelmed with the Red In a colossal blowback of scarlet demon 
  energies, the caster’s body is overwhelmed by potent, fecund demonic essences.  
  Immediately they feel an intense and rising internal pressure and the urge to expel it, 
  possibly violently, all at once.  Character is suffused with a soft but intense glow as their 
  tissues expand to contain an infusion of additional liquids.  Now bloated and puffy, the 
  interaction of demonic and phlogiston forces have temporarily transmuted all of your 
  
  11 
   
  bodily fluids into life giving ambrosial milk.   Which is fine as you will be retaining  water 
  like this until you can expel the 2d12 extra pounds of “water weight” that will (if somehow 
  separated out) comprise the storable/usable amount of the stuff.  It is a potent brew; a 
  single ladleful will provide the character will life-sustaining nutrients sufficient for a day of 
  hard journeying, an immediate benefit of 1d6 “extra” hit points (that last until injury 
  though they do not regenerate) as well as healing 2d6 hp to the injured.   2 such ladles can 
  banish any disease or illness.  BUT unless somehow extracted through magical or violent 
  means, the character will have to slowly … discharge the fluid over a period of d5 weeks 
  (faster if allowed to bleed a lot)   If killed while so suffused, certain blood rich organs 
  (kidneys, heart, brain) could if consumed soon after demise even allow for regeneration of 
  limbs or restoration of youth, though the deceased will obviously not be able to benefit in 
  this manner.  The character may thus become…..very popular and sought after by 
  sorcerous cannibals, ghouls, vampires, wraiths, and others that feed upon life energy.   
  Patron taint 6 Beckon the Call Either the invoker has genuinely pleased the Horned 
  Queen or quite irritated her in a most personal way.   Either way, immediately a 
  detachment of her knights (1d4+CL) comes to bear the caster, kicking and screaming if 
  necessary, to be taken IMMEDIATELY to the Queen’s Doomcourt.   
  The character is functionally dragged off to the Scarlet Hell; despite this the character may 
  (ref’s option) survive the experience.  You may wind up becoming some kind of named 
  demon or actual element of her demonic court...or she may hollow you out and wear you 
  like clothing when it suits her. Possibly both.     
  IF the invoking character is in especially good graces with their patron, they will undergo a 
  psychedelic experience in which they are actually consumed (physically eaten) by a 
  proportionately enormous abyssal avatar of Tamarah.  Over a period of time the invoker’s 
  body and soul are digested and eventually reconstituted.   Should the character return to 
  play, the play must re-roll all 6 ability scores, and in all likelihood resembles their previous 
  self not at all physically and perhaps mentally as well.   Theoretically any transformation 
  (into a newly created character entirely, another class, another set of spells or different 
  mercurial effects, etc.) can be justified thus if the player (and the Judge) are in favor. 
  Any invoker who somehow receives this Taint result a second time is violently sucked into 
  a red and black abyssal vortex, never to be seen again.  They do not return.  No one 
  escapes.  
   
   
   
   
   
   
   
   
  
  12 
   
  Spellburn for Tamarah 
  1. 
  “Hers is the chaos that rots civilization from within.”   Debasement; Character must 
  spend the round debasing themselves, uttering their secret filthy urges aloud and gaining power; 
  debasing yourself in the name of your goals also goes a long way with her…the more witnesses 
  the better (you must prove you MEAN it after all); lots of personality spell burn and potential 
  NPC complications from The Awkward.  
  2. 
  The Red Queen is irritated with you; you suffer a blinding headache suffering 1d4 points 
  of hp damage in addition to  -1d2 to Int and Sta of spellburn as the pulsating demonic migraine 
  works its way through you. 
  3. 
  The Red One enjoys spell burn most when it’s given not from self but from those close to 
  you that you care for.  The spell burn of betrayal-murder is especially her meat and drink.  Do 
  this to one who has offended you and she will Show You Her Favor, doubling the results of any 
  spellburned attributes.  This can be as ‘simple’ as Tamarah inspiring the invoker to break the 
  little finger of a loved one. 
  4. 
  Self-depreciation will also earn her favor; piercings to self - done haphazardly in the heat 
  of the moment, especially in certain private and sensitive places. Carving the name of your 
  enemy into your own flesh, cutting demonic glyphs into your skin in invocation of the Red 
  Queen, etc.  
  5. 
  “Red” Character chants the names of those who have wronged them, plucking at their old 
  scars and remembering past pain to give strength to the Present 
  6  
  A minor servant of Tamarah arrives and rudely demand-inquires "What in damnation 
  do you want?", before immediately dismissing the invoker’s needs as pathetic & unimportant.  
  As it departs, the creature 'ups the ante' a bit – requiring  
  The sorcerer to burn twice as much spellburn for the same benefit (2 for 1).  
   
   
   
   
  “Quit fighting it child. 
  Be chaos.  
  Elusive. 
  Fire.” 
  Tamarah Pandoramicum 
   
  
  13 
   
  So you’re trying to summon Tamarah  
  An alternative Manifestation table for Tamarah’s Patron Bond ritual or any other Tamarine 
  invocation really,  
  1. 
  The landscape around the caster warps into a face - mouth and eyes at least - and 
  threatens to eat the caster if the caster's needs don't amuse it. 
  2. The invoker gags and vomits blood, gallons and gallons of it; after many minutes, the 
  blood forms into a pleasing womanly shape and speaks in sibilant whispers.  
  3.  A glowing stylus, dripping blood, writes in the air - with an accompanying chorus of  
  screams - and offers the caster a further pact for whatever they need, demanding 
  something truly capricious in return 
   
   
   
   
   
   
  Tamarine spells some of the oldest legends about Tamarah claim that her sometimes 
  contradictory nature arises from being the product of not a mortal but a fey coupling 
  with the demonic children of Lilith.  Owing perhaps to this unusual heritage, many 
  of her granted abilities greatly resemble an infection or disease - stains that reveal 
  the inner nature of the caster and help to bring it forth.  Her power is consumptive 
  and contagious.  From within she devours. 
   
  Tamarah grants up to three spells to her disciples   
  Roaring Rampage of Revenge (1) 
  Dead Skin Mask (2)  
  Calling upon the Scarlet Chaos from the Queen’s Doom (3) 
   
   
   
  
  14 
   
  Roaring Rampage of Revenge 
  Level 1  
   
   
   
   
  Range: varies  
  Duration: Variable (see below)  
  Casting time: 1d7 days 
   
   
  Save: Spell check DC 
  General:  The caster invokes Tamarah’s oldest aspect as mother of vengeance by making  many 
  sacrifices and raising much energy over the course of several days and nights, possibly as long as 
  a week while promising and pledging the souls of all those slain on the following quest to 
  Tamarah herself. .  At the end of the casting time, the invoker swears to the destruction of their 
  enemies and the fulfillment of their vengeance.  Each day requires 1d6 spellburn and the 
  burning or consumption of particular rare & exotic ingredients valued at 100 gp /day if available 
  at all (minimum).    
  Manifestation: A formalized passion play styled debauch in which the invoker stirs themselves 
  or the target to an increasingly frenzied state, carving the intent and need for vengeance into 
  elaborate poetry runes upon themselves and at least one other per day, swearing oaths, and 
  pledging the souls of the targets to the Horned Queen.  At the end of the casting the invoker 
  must succeed at a will save or take a mandatory roll on the Chalice Goat table (p. 38).  If 
  successful the invoker must save again at the completion of the spell but now with +10 added to 
  the roll.  If both saves are successful the caster gains a minor corruption.  
  1  
  Lost, failure, and patron taint! 
  2-11 
  Failure mortal.  Depending on the results of the Patron bond, the caster may or may 
  not be able to cast it again.  
  12-13 Your intent becomes reality.   Your next attack against a designated opponent 
  automatically hits for normal damage and allows a vengeful riposte immediately thereafter 
  where you attack normally, striking at +2 to hit, and inflicting an additional 1d3 damage. 
  14-17    The caster’s mouth is filled with the taste of copper and the smell of anger - 
  everything becomes clearer, louder, angrier, and more destructive. Your next three attacks at 
  a single designated opponent strike at +3 and inflict an additional 1d6 hp damage. In 
  addition, any normally obtained critical hit strikes at +4 
  18-19 The Red overwhelms you with a screaming fury – inspiring you to leap into the fray 
  yourself screaming bloody murder literally tearing your enemies apart with your bare hands.  
  For the next 1d4 rounds, giving into this urge will result in such an attack inflicting 3d6 
  (modified by strength and CL);  continuing to use a weapon will result in a somewhat lesser 
  effect, inflicting an additional  1d8 to damage rolled. 
  20- 23 Escalation - This spell calls down Tamarah’s propensity to amplify a situation towards 
  violence; Affecting a radius from the caster 5’/level + Pers mod, everyone in the affected area 
  now expands their critical threshold by one, and their action die improves by a step for the 
  duration.  EVERYONE, friend and foe.   Spellburn is twice as effective, (though for any foes s 
  it will also be twice as costly) and all Rolling the Body results are made at (modifier) -2. 
  24-27   Tamarah sends you a sliver of demonic violence, a fraction of her rage.   For the next 
  CL rounds you are +4 to Str, Sta, +2 AC and you do an additional 1d8 points of damage per 
  melee attack (even unarmed) from sheer ferocious savagery.   
  Additionally, your next strike at a designated opponent strikes at +3, and on the next 
  successful strike, inflicts an additional 1d8 damage.  Finally, if you achieve a critical hit you 
  may select the result from those available on the table.  (A result outside the range that could 
  conceivably be obtained by rolling for it is prohibited however.) 
  28-29 Red Queen Aid my Vengeance – by invoking the enlightened beast, a declared target is 
  called out.  Immediately this triggers a fear reaction (DC spell check) in the designated target 
  and all of their followers, employees, and minions, excepting those the caster cannot see.  
  Those affected are reduced one die step for the duration of the effect (1d4+CL rounds) on all 
  actions related to opposing the caster.  0 levels caught in this effect are essentially frozen with 
  
  15 
   
  fear and unable to move unless they are the designated target. Your next successful strike 
  against the designated opponent automatically critical, and does so at +2. 
  Take a minor corruption when the spell effect ends. 
  30-31 Red Queen Bloody Queen grand me vengeance - As 28-29 above, however,  
  One enemy, designated by the caster, must succeed on an additional Will save; failure means 
  their face (or other visible exposed body part) boils and melts off, inflicting an immediate 
  2d12 points of damage and 1d4 ability damage to Pers, Agil, and Sta (player determines 
  which) 
  32+   Caster is engulfed in scarlet, crimson and purple flames which wreathe them, their 
  weapons, and up to three companions (however defined) inflicting 2d6 on all others entering 
  melee range; further, on a designated single target, these flames will inflict 6d6 damage as the 
  flames seem to melt away the target in most horrific fashion.  Otherwise as above.  Those 
  killed by this infamously leave “naught but a sticky red and orange puddle of semi-solid 
  gelatinous goo and a small scatter of rotten bone fragments” with no chance of rolling the 
  body (at least not on this plane; the possibility of recovering the body in one of the Queen’s 
  realms may exist per Judge) 
   In addition, the touch of the caster or their weapon/implement upon the victim will result in 
  the gain of a lesser corruption, taking the form of any crimes (secret or known) erupting forth 
  spontaneously within their flesh; these are permanent.  The caster themselves will sustain a 
  minor corruption immediately.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  16 
   
  Dead Skin Mask  
  Level: 2 
   
   
   
   
  range: touch (face) 
   
  Duration: varies 
  Casting time: 1 melee round  
  Save Fort v. spell check DC 
  General Allows the caster to quite literally remove the target’s face and wear it as a disguise for a 
  time; at advanced levels the subject’s mind and soul endure further torment and are eventually 
  devoured.  
  Manifestation 1. Caster reaches into face and seems to put fingers into the target’s eyes, 
  removing the solid mask-like face with a momentary X ray effect.  2.   The caster brutally peels 
  the target’s face like a ripe orange, from chin up and over; target is screaming 3.  A purple and 
  red spell blur overcomes the faces of both caster and target, distorting their voices for a round 4.  
  The caster’s face seems to rotate like that of a statue, possibly changing through many faces 
  before settling on the one in use.  
  1  
  Lost, failure, and patron taint! 
  2-11 
  Failure 
  12-13 Failure, however the spell is not lost.  
  14-15  Death of Names – the caster momentarily causes the universe to briefly ‘forget’ their 
  own existence; For CL rounds the caster exists in a quasi-real state, allowing minor magic 
  resistance and greater stealth.   
  16-19 The face is only “mystically” stolen and is an illusion over the caster’s face for six 
  rounds, but remains persistent for up to CL rounds longer with concentration. 
  20-21   For the next d6 minutes a faint but potent glamour is created; the face will appear to 
  be that of that stolen, and their garb will assume a ‘generally similar demeanor” though the 
  latter will *not* stand up to the kind of investigation or scrutiny that the face does.   Further, 
  the illusion is sufficient that the caster may conceal (to their full encumbrance) all manner of 
  equipment and gear, seemingly drawing from nowhere or places unlikely (anime moment) 
  when equipped. Tamarah’s devotees have been known to use this deliberately to startling, 
  erotic, or terrifying effect. (Sometimes all at once.)  
  If the source of the stolen face still lives, that person may be tracked, in a general way (“north 
  of here”, “the city of Wayhaven,” “the north face of Mount Voorminathuslstrix” etc.) once a 
  day, at evening.   
  22-25 The caster now no longer wears an illusion; the target’s face is physically worn and their 
  identity assumed.   (Assuming also the target is deceased. If not, target takes 2d6 plus and 
  additional (and permanent) -2d4 spread across Pers. Sta. and Agile as they no longer have the 
  use of their own face.  Further should the source of the stolen face still live, the caster can 
  know, instantly, where the face ‘donor’ is located in a general way as above. 
  For the next hour the wearer is indistinguishable from the target in physical appearance and 
  will seem generally similar in appearance (as 18-19 above) though this will pass somewhat 
  further inspection, the apparent clothes are still only a glamour, as above.  
  26-29   As above however For the next d12 hours also the caster now speaks clearly in the 
  voice of the face worn, though limited to languages known to the caster.  Further such 
  idiosyncrasies as gait, walk, sexual prowess, etc. may now be sufficiently emulated to pass 
  with casual but intimate inspection.  
  Should the face donor somehow still live, the caster knows where they are at all times in a 
  fairly specific way. (“70km from here, on the south edge of a swamp,” “the Swascombe 
  district, north eastern corner of Wayhaven city,”200 m away from the Table Rock, the high 
  north face of Mount  Voorminathuslstrix, directly under the Peak”)  
  30-31 the caster permanently removes the facial skin of the target on a failed save, inflicting 
  2d6+Caster level hp damage in doing so. Further, the injury is permanent until healed or 
  restored (most likely by magic), treat the victim as though their Personality score were 4 
  lower.   
  
  17 
   
  However, the caster now has a permanent disguise, in effect a one of a kind magic item has 
  been created that has “copied” the target’s essential identity and characteristics; the face may 
  be removed or worn at will by the caster and the caster alone (anyone else will find it to be...a 
  dead skin mask).  When worn, the caster has an effective identical appearance, voice and 
  speech mannerisms to the victim, 
  Should the face donor somehow still live, the caster may at any time transport themselves to 
  their side, so long as the mask is worn.   
  Note that someone (a PC perhaps) somehow killing the still living face-donor while such a 
  caster is ‘mid-trip’ might (caster saves at spell check dc with fortitude) kill (50%) the caster or 
  trap them in some hellish non-space between worlds or such (50% of the time and have a new 
  nemesis)  
  32-33   The caster perfectly removes the victim’s face, who die unless the will save is 
  successful.  The last glance in each eye is captured successfully, allowing the caster general 
  access to the deceased’s memories and life experiences for the duration of the soul’s residence 
  in nightmare; the consciousness and perhaps soul of the deceased does not go to its reward or 
  punishment (or whatever) – instead it is, for up to one night + 1/CL trapped in a nightmare 
  realm entirely of the caster’s own design, during which time theoretically anything may 
  happen to that increasingly fractured consciousness before it too fades.   At that time the 
  ability to recall accurate information fades, and the mask will begin to suffer the normal 
  effects of time and rot, most especially when not worn.  
  34+ As above save that the caster while wearing the mask may control the effect to reveal as 
  much, or as little, of their own identity at any time while wearing the mask, even to the point 
  of making the mask somewhat hidden (though it would be located somewhere around the face 
  and or neck)  
  Further, for a period of weeks equal to the CL, they may assume the identity of the deceased 
  to the point of using the deceased's character sheet or stat block.  HOWEVER, once that 
  identity sustain its own max. Hp loss (a second time) the face mask is torn and it may no 
  longer be used.  Any other effects end immediately.   But during that time they may assume 
  the deceased’s identity to the degree that one playing them in a role playing game would 
  assume in terms of agency and awareness of their own capabilities.  
  Judge’s note: During this time, the soul (if any) of the deceased does not go on to heaven, or 
  neo-Valhalla, or the Shades, or wherever it is that dead souls go in your campaign.  Instead, 
  those on the etheric plane might see what appears to be one soul literally wearing another as 
  clothing.  By the time this spell effect finally expires, the soul has been worn down sufficiently 
  that what is left is a wisp that goes to the Red queen as ‘thanks’ for the use of her power.  
   
  Do as you like 
  Subvert Law 
  Seek Wonder 
  Destroy your enemies 
  Take what you want 
  Revel in your power 
  Anything is possible 
  Be Free.  
   
   
   
  
  18 
   
  Calling the Scarlet Chaos from the Queen’s Doom 
  Level 3  
   
   
   
   
  Range: Conversational (Self to 60”)  
  Duration: Variable 
   
  Casting time: 1 round  
   
   
  Save: Spell check DC or None 
  General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into 
  limited but direct contact with the world. Dangerous.  
  Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles 
  before disgorging its fell contents. 2.  The character’s features become flush with colour – 
  depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes 
  though taking on an actual foreign hue with increasing success 3.  The invoker ritually – and 
  literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a 
  bloody wound.    
  1  
  Lost, failure, and Patron taint!   
  2-11 
  Failure.  Depending on the results of the Patron bond, the caster may or may not be 
  able to cast it again.  
  12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living 
  creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, 
  reveal secret doors or concealed things, and will locate any one thing desired by the caster, if 
  so instructed.  Adds ten to relevant perception tests.  Lasts no more than 60 seconds. 
  Otherwise, the Red Queen is too busy for the likes of you.   For the next d5 rounds, natural 
  creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by 
  something out of race instinct and display threat behavior.  They will attack if the character 
  approaches but will otherwise avoid.  However for the duration you will save v. fear and fear 
  effects/attacks at +2. 
  14-15 Grasping arms of the Hungry Pit  - opens an small irregular channel allowing abyssal 
  energies into the world –  Tamarah hears your pleas for aid and lends several arms;  1d4+1 
  extremities; a combination of arms, tentacles, and less recognizable grasping appendages 
  erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set 
  about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, 
  check once/round) up to four of the caster’s enemies for the next CL+1 rounds. 
  16-17  21 Tamarah reminds her followers that, in the end, there is no problem that cannot be 
  overcome by consumption; q.v. by eating the problem itself 
  The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a 
  monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet 
  to the Queen’s Doom.  Anything that is slain and so devoured by this mouth has its soul 
  sucked out and devoured by the Red Queen.   
  Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack 
  that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite. 
  18-21  Invocation of the Hungry Pit  - opens an irregular but *generally* circular hole in a 
  surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as 
  though thrown into the jaws of a great multiplanar beast (as 20-21 above).   After d3 rounds, 
  from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like 
  tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) 
  enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, 
  reaching and shifting, and takes its existential rage on anything within its 16” reach burning 
  with pain and cold.   It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina 
  drain with a successful strike.  
  When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander 
  off, a permanent portal to somewhere in the Red Queendoom.  
  
  19 
   
  22-23   Reaching into the Spawning Pits - opens a portal to the least plane of the Red 
  Queendoom, where her countless thousands of abandoned children writhe in scented 
  darkness. 
  This momentary portal exists to allow 1d6 tamlyngs (p.56) to flee into the world of the caster, 
  appearing at the end of the round.  They will be compelled to fight the focus of the invoker’s 
  ire for 1d3 rounds before they are distracted by something shiny like their freedom. 
  24-26 31 A vast and spectacular demonic blood rose appears anywhere in the caster’s 
  immediate line of sight, erupting from the ground or another surface, immediately opening, 
  unfurling it’s pollenating tendrils to puff orange smoke in a 20; radius/caster level centered 
  on the flower.  Everything inside that is living will suffer a loss of 1d6 Pers and become very 
  susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to 
  the caster who are especially weak wiled toward them and save at minus 3; further for 1d6 
  minutes those affected will not be disposed toward violence toward the caster at all unless 
  provoked.  1d3 rounds after it manifests, the rose will disgorge one of the following.  
  a) Swarm of bats, b) 1d3 killer bees,  c) a pair of Red Wasps, d) A tangle of two headed snakes 
  27-31 Tamarah cannot be bothered with your petty nonsense…but as she values you for some 
  inexplicable reason of her own, she sends you Starbow.  Starbow (pp. 50-51) can ferry 
  passengers literally anywhere in the omniverse, in as much or as little time as she wishes.  
  Starbow can, per her half-demonic nature, move through the phenomenal universe at the 
  speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks 
  from light, attempts to bend time or space, and suffers no ill effects from either radiation or 
  cosmic energy.  Note that the steed may deposit the invoker anywhere that it’s whim, and the 
  whims of its mistress, regardless of any stated or given request. The creature has many other 
  capabilities but likely the caster will not be able to make use of them save as it pleases 
  Tamarah.     
  32-33 It is said that Tamarah’s laughter causes violence.   Tamarah manifest through the 
  invoker with the lilting high laughter of an amused demon.  For the next 2d6+CL rounds, 
  everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit 
  with their best weapon or most powerful attack.  Further, threat range for all critical hits is 
  doubled and all criticals occur at +6 on the roll for the duration.   Finally, a single target chosen 
  by the caster experiences the sudden growth of thorns of bone , rapidly growing within the 
  target’s chest and lungs, inflicting 1d4 hp damage initially;  for each subsequent round, the 
  target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing 
  becomes a bloody mess.   
  34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of 
  her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from 
  several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the 
  natural world with its foul essence and overwhelming possibilities.  
  2 in 5 Chance of (d5) 1. Hot hail 2.  Black lightning 3.  Ghost winds 4. Rain of hot multicolored 
  mud balls, covering the landscape in the aftermath of a Play-Doh fight 5.  Phantom fog that 
  will throw d3 illusions at each party member journeying through it 
  Meanwhile, the Horned Queen’s Hunting Party   (comprised of 1d8 Abysspawn 1d6 vapour 
  dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to 
  kill or capture the invoker’s enemies…and anyone else that gets in their way.  The tamlyngs 
  may however flee immediately.  
  36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a 
  minor aspect of herself to possess the caster, lending a fraction of her power, influence, and 
  sense of authority to the invoker who uses it to persuade, control, or influence those around 
  them.  The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most 
  especial followers for d5 (modified by Personality) hours. 
  
  20 
   
  For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 
  spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 
  to hit, damage, and saving throws for the duration.  Further, the shimmering, vertiginous 
  aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who 
  suffer -1 to action die rolls for the duration and up to d3 rounds thereafter. 
   At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks 
  plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch 
  hunters, lawful clerics, and others concerned for the world around them may come for the 
  character.    For the duration, any who attempt to defy the caster’s wishes must succeed on a 
  Will save, DC = to the Spell check result.  
  Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and 
  offer them a sip of RED.  She will appear in the guise of the Chalice Goat; the goat will kneel 
  that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus 
  drink directly from her mind.  Up to (level) may partake including the caster.  Those who do 
  will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 
  2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at 
  +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes 
  chaotic and they detect as Demonic to spells and abilities that detect and affect such.  They 
  have for all intents and purposes fallen. 
  Finally, should the caster die during this spell’s duration - the deceased invoker rises as an 
  NPC after a number of nights determined by their action die; They rise at night with full hit 
  points and geased to annihilate without delay those who slew them.  The deceased is treated 
  as undead for the duration and functionally indestructible until banished by high level magic, 
  or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by 
  red and crimson flames as their body and soul are reduced to howling madness and claimed 
  by Tamarah herself, forever damned.   
   
   
   
   
   
   
  
  21 
   
  Portfolio –Tamarah the Red, Princess of Demons, Scarlet Queen of the Red Court 
  (Greater throne of the Abyss)   
  Demon Queen of Vengeance, Will, and Hunger 
  The cambion princess of scarlet and jet 
  Demonic patron of those who seek freedom, retribution, and sweet bloody 
  satisfaction.   
  The Mother of Beasts who brings Exacerbation, Whimsy and Cruel Luck  
   
  Tamarah Pandoramicum, ‘the Red Queen’ Princess of Demons 
  the demon princess of vengeance, conquest, ambition is known in equal parts for 
  her subtlety and her ferocity.   Archfiend of Transmogrification. 
  Tales of the Red Queen are many, distorted across the multiverse, but certain facts 
  hold true – of how a half mortal slave conceived in some nameless succubin lust pit 
  broke her bonds (some say to the house of fallen Chornzon) and over centuries 
  fought, schemed, and conquered her way across many worlds in a violent and bloody 
  campaign of retribution and strife, seeing the death of all who had crossed her and 
  those who once had power over her. This tumultuous period ultimately led to her 
  elevating herself to the ranks of the demon lords, whom she wars on or allies with 
  as the mood and need arise.   
   
  Tamarah is an extraordinarily old demon, many thousands - perhaps even tens of 
  thousands - of years old.  In her time her fortunes have risen, fallen, and risen 
  again, each time in new shapes.    
  Once mortal, those oldest of demons sometimes will still refer to her, disparagingly, 
  as the cambion princess, fit for naught better.   
   
  She rules a small, and this number shifts and varies as her fortunes and whims 
  dictate, number of realms within, and altogether too close to, the 
  Pandemonium.  Each of these small realms make up her “Queen’s Doom” - her 
  home realm proper is a tower/house of impossible size and configuration walled off 
  from most of reality.  There are direct entrances to her home from each of her 
  realms, the ‘front door’ so to speak. However she maintains a direct and relatively 
  accessible multidimensional conduit from the mortal plane directly to an area of her 
  home dedicated to “entertaining” guests.  Deliberately she maintains this link, and 
  in her wanderings on the prime, of plants the seeds of the rumors that will lead 
  bands of adventurers and plucky paladins to find this backdoor...and then to her 
  home.   
   
  This ensures a steady stream of potential pawns, allies, and tools...as well as a 
  steady supply of heady heroes on which she can keep her wits and wrath sharp.  She 
  will corrupt you, help you, or kill you, as befits her wants and her whims.    
  Tamarah will give you her strength when you are weak, and she will add her 
  vengeance to your own. She will fulfil your dreams and your innermost, darkest 
  desires. When you have called on her enough, you will find that you are becoming 
  her, but by then you will not care and it will be far too late.  
  The Horned Queen gets what she wants. 
  
  22 
   
  Tamarah’s influence and reach across the planes waxes and wanes as the planes and 
  the ages turn in their cycles.  The Blood Queen goes her way, going about her 
  business and her schemes, with little thought for the affairs of others save as their 
  interest her and pertain to her goals. She will as easily work with and aid a cleric, or 
  paladin, or other devout of the gods, or even those of the celestial sphere, if it suits 
  her purposes.   
   
  She is not ideologically driven...she *is* ideology, hers is a deep and primal 
  connection to the oldest strains of demonic power. .  And she does not philosophize 
  abstractly; when she wishes to ‘make a point’ she will forge that point into one of 
  her many potent weapon-curse-artefacts that it amuses her to forge and release 
  into the churn and toil of the multiverse. Eventually most of them make it back to 
  her, and are lost again, remade, or destroyed.  The legend persists however, often 
  past the blade so wrought…. 
   
  Despite all of these qualities, and perhaps owing to her origins as a quasi-mortal 
  slave in the lust pits, the Red Princess sometimes hears and has been known to 
  respond favorably, to impassioned pleas for aid from across the multiverse 
  especially from very small children.  So in many material worlds, her reputation is 
  the avenger and not the demon   a belief she is more than happy to take advantage 
  of any other time.  
   
  Behold for I am liberation 
  From your fear from your ignorance 
  I am absolute knowledge and total truth 
  Seek me out to make your enemies crisp and burn 
  Embrace your dreams, take my hand, and love me. 
   
   
  The Avatars of the Red One 
  Tamarah the Red - That which (probably) her most common depiction in some worlds; 
  A tall statuesque pale human appearing woman of great beauty.   A pair of white 
  horns, (two insectile antennae and possibly a fossa in the midst of her forehead) - 
  red leathery (dragon like) wings - 18 foot wingspan.  Wings have talons. 
  Clawed hands and feet; prehensile tail,   sometimes with hooves, cow or goat horns, 
  and a forked tongue. 
   
  The Intentional Tourist - almost passes for mortal; human or whatever would be closest 
  to her native form but largely inconspicuous (culture equivalent. Of “Miss Rich 
  Bitch” ideally)   Favors black and red, sun hats, and in general looks like a woman 
  on holiday. Because she is. Apocalypse or world threatening event to occur within 
  d20 +10 days of her arrival however.  She’s choosy about where she vacations. 
   
   “The Matricore” the manned, goat headed, bat winged, six breasted, sometimes 
  scorpion tailed monstrosity; sometimes with hooves, sometimes otherwise a large 
  bat, sometimes a dragon, sometimes more of a traditional manticore.   (And 
  sometimes as a chimera with this head, a smoldering purple dragon head, a black 
  
  23 
   
  manned and yellow eyed lion’s head, and the blue-green scaled head of a water 
  naga)    sometimes with a large green mantis head as a “Manticore”    and quite 
  often with an assortment of barbed reptilian, insectoid, and alien penises 
   
   The Horde Mother - Some great northern orc tribes, under the sigil of the bat and the 
  wasp, once marched under her banner as the Horde Mother, both the spawning 
  agent of the horde and the Great War leader who personally leads the swarm-like 
  charge over all opposition. 
   Mary Lith - a form of a marilith, but with horns and her wings; serpent tail ends in 
  her own; lower torso/serpent body is red, yellow, and orange with speckles of black 
  and purple.  This is a form she reserves for warfare purposes.   
   
  War Succubus - Double Bat/dragon wings, talons dripping with ichorous and 
  corrosive poison, Claws, Rams horns, and her humanoid shape stands at least 9 feet 
  tall.   She is fond of using a negative material breath weapon (Cone) that drains two 
  energy levels once/round.   
   
  The Red One’s 56 Known Mystic titles (as depicted in the Jor-urst Codex)  
   
  The Risen Slave 
  The Princess of Demons 
  The “Lewd Whimsy”  
  The Princess in Red 
   O Queen of the Red Doom* 
  The Horned Queen*,  
  Bearer of Abominations, 
   Princess of Profanities* 
   Midwife of Monsters* 
  The Red Queen of Vengeance & Vendetta, 
  Consumer of Gods and Mothers, 
  Mother of Whimsy, Wonder, and Beasts 
  Princess of Demons, 
  Scarlet Queen of the Red Court 
  Our Abyssal Lady of Escalations 
  The push 
  The Indecision Killer 
  The Lady Mayhem,  
  Princess of Murder (Court of Anarchy) 
  Doombringer 
  The Orphan Maker  
  The Crimson Beast  
  The Scarlet Succubus 
  The Beast Queen 
  The Beast Mother 
  The Demon Mare 
  Lady of Scarlet Summonings 
  Dancer in the Ruins 
  The Atrocity Dancer 
  The Promiscuous Mother 
  The Vermillion Queen,  
  The cinnabar princess,  
  Her most excellent cinnabar grace. 
   “The Daemon of Transmutation”- 
  Mother of Change 
  The Cannibal cambion 
  The Demon Ascendant 
  Her Regal Sickness 
  The Self-Demon 
  The Titvanovore 
  Patron of the Wronged 
  Doom on Red Wings 
  Harbinger of the End Times 
  The Blood Dancer.   
  The Ruiner  
  Mother of sorceries,  
  Princess of the unending pit,  
  The Red Souled Demon, 
  The Devourer  
  She of Mighty Conjurings 
  The Tipping Point 
   The Warning of What is to come,  
  Her self-ascended and most enlightened 
  beastfulness,”* 
  The Enlightened Beast – bearer of the cup of 
  chaos wisdom 
  The princess of profanities & midwife of 
  monsters 
  And the Lord of Many Colours, all of them 
  Red.
  
  24 
   
  Enchantments, Tweaks, and Curses - Tamarine magic items  
   
  In her ‘younger’ days, the Red One was extraordinarily fond of unleashing the 
  powers of pure creation, a hint perhaps to some daemonic heritage in her make up.   
  Many times she has created extraordinarily powerful weapons and demonic relics 
  only to scatter them to the winds of the phlogiston.  Only but a few were specifically 
  designed for a particular aim, often a mortal champion of which she became passing 
  fond.   Regardless of the mortal beliefs on the matter, all of these are small 
  fragments of her, body and soul, and as such contain powers great and fell and each 
  bear mighty curses for those who would wield such demonic power.    
   
  BEHOLD many of the weapons she has unleashed into the multiverse...all seeking 
  the unwary, the ungifted, and the unloved. 
   
  Bloody Wither - A demonically tainted short 
  sword (+1 short sword, chaotic Int 8 Ego 12) 
  On a successful critical hit, the blade infects the target 
  with a particularly virulent form of flesh eating 
  bacteria, inflicting 2d6 hp loss and 1d4 ability loss 
  (spread out over Stamina, Pers, Str, and Agil) each 
  day until cured or they are dead.   
  On a fumble, this blade always strikes someone 
  important to the wielder. Always.  
   
  The Horned Queen’s Hunting Cloak  - Her 
  hide armor/cloak, wrought of the pelt of a demonic 
  Minotaur, allows transformation and is useful in war.  
  Regardless of whatever benefit it bestows upon the 
  Red One herself, mortals wearing it incur a +4 to their 
  Armor Class and may shape shift (per Polymorph 
  DCC p243) with a d24 action die once per day. 
  However, mortals attempting to don the cloak must 
  make a DC 33 Will save v. the cloak itself as it is the 
  hide of a demon and once-god so it’s essential nature 
  will try to overcome said mortal.  
  Regret - a+1 long blade (more a cutlass or rapier 
  than a long sword proper) Chaotic Int 12 Ego 
  considerable but not too high (see below) 
  A long blade with a gentle curve that comes to a 
  definite point.  From the side in the right light the 
  blade appears as if oil on water.   While it appears to 
  be a single bladed sword, it is in fact, quite razor 
  sharp on both sides, and the point more dangerous 
  still.  Regret is a dangerous weapon to wield, for it as 
  often turns on the wielder as the target.  
  Also unlike most Tamarine weapons, there is a fully embodied intelligence within Regret, not a 
  consciousness trapped.  Regret is...almost a force of balance, though one attuned to irony and 
  appropriateness of retribution, though of a brutal sort.  IT is only as loyal to its creator as it is 
  needed to be, by whim or circumstance.  
  
  25 
   
  The longer regret is owned (and drawn as a weapon) the more likely it is to turn on its 
  wielder.  By the fourth round of a combat as a drawn weapon, Regret is honing in on the 
  wielder’s recent deeds; one who is consistent in their actions need fear nothing, regardless of 
  their relative good or evil.   
   
  The Rose Sword - Artefact of a bygone age 
  The Rose sword's pommel resembles a stylized heart, facing such that the pointy end of the 
  heart is downward when the blade is raised point upward. 
  Precisely who or what made the Rose Sword (sometimes the Ruby Blade).  The blade, the whole 
  item really, has been carved with immaculate precision out of a single monstrously large ruby.    
  It may also be the Heart sword, which is empowered to make fact any oath made with blade 
  drawn and wet, and seeks constantly to fill its hunger for blood and love.   
  It is actually the cursed implement of the last ruler of a magical realm of crystals and magic. In 
  some way Tamarah was involved in its creation – either having forged it herself and given it, or 
  invoked to aid in its creation.  Clearly it was once intended, by someone, as a weapon.   
  Known Powers 
  Battery of Ruby Light - was partially made with (cut with in fact) and stores some of the energy 
  of a high energy Ruby Laser.  The weapon is itself impervious to laser and other light based 
  attacks, being capable of absorbing, deflecting (literally by using the blade as a prism) or 
  dividing (same principle).   
  Also can fire back absorbed laser or light energy so long as it is the right wavelength (and thus to 
  humanoid eyes the appropriate ruby red hue) 
  Blood drinker - the blade thirsts for blood and the companionship of warm blooded creatures 
  Heart seeker - the blade seeks the bearer’s true love (or a true love)...while also being capable of 
  heart striking an opponent on a nat. 20 
  Appearance - The pommel resembles a stylized heart, facing such that the downward/pointy end 
  of the heart is downward when the blade is raised point upward.  
   
  The Shew-stone of Blackest Unattainable Glories  (Cursed object) 
  Seemingly unremarkable, appearing as a large non-symmetrical clump of pink and lavender 
  crystal, the Shew-stone does one thing but does it well, it shows you what you will never 
  have.  Less a magic item. And more a weapon to be used against the Horned Queen’s enemies.  
  For every day it is possessed, the possessor must make a DC 14 will save to avoid spending hours 
  at a time gazing deep into the glass. The DC increases by one every day, and goes up by one 
  if/when the owner gains a level.  During this time what they see is elusive and fragmentary.  
  Three consecutive failed saves mean the stone has finally burrowed its way into the owner's 
  mind enough to show that which they must have but will never attain.  In gory detail.  From this 
  point the daily save to overcome starting into the crystal is 22, and requires three consecutive 
  successful saves to overcome the ponderous, obsessive, and constant desire for the thing shown. 
  Three successive failures on this roll break the characters will utterly, leaving them a crushed 
  gibbering heap of deranged failure.  
   
  Beelcinath – The Horned Harlot’s Hammer  
  A chaotic +3 War hammer 
  Scarlet mark – at will the user may mark a single target with a mystic red glyph visible only to 
  Tamarah,  her servants (including any recipient of a patron bond) and certain other especially 
  vile beings of the lower planes. This mark cannot be removed by any mortal force nor perceived 
  by those it has been marked by.      
  Once per day the Hammer can be called upon to inflict  The Hammer’s Kiss – lawful targets hit 
  in combat find sebaceous cysts and cold sores erupting across their body, and their teeth will 
  
  26 
   
  throb and ache as though infected; On a failed DC 12 Fort save, these sores burst immediately on 
  formation.  This effect manifests as ability loss 1d2 each to Pers and Sta, which heal normally 
  once the target recovers to their full hit point total.   
  Red Pox -On a critical result obtained with the hammer, the target is struck by a lesser curse 
  from the Horned Queen.  A pox will wash over their bowels, their generative organs, and their 
  face and hands, a bright red rash and constantly oozing sores of purple pus, inflicting 1d4 ability 
  damage to Pers and Sta, as well as 1d2 loss to Agil.   If the target survives the encounter, they 
  must succeed at a DC 20 Fort save or this ability loss will become permanent.   If the target is 
  slain, the wielder can claim some of the inflicted ability loss for themselves to heal spellburn or 
  other ability loss.  Such recovery occurs on a 2 for 1 basis and takes effect immediately.  
  Special Purpose - defeat Law/slay lawful beings (“Bust up them squares!”  “Squash those 
  bugs”) inflicting an additional 2d6 to all mortal lawful enemies, and always striking with a 
  critical on lawful outsiders.  
   
  The Ultimatum Blade-informally known sometimes as “the King’s - or Queen’s - Courage. 
  Its primary power is both blessing and, sometimes, a curse.  When struck by anyone in the 
  universe who has wronged the wielder, knowingly or unknowingly, the blade’s impulse is to be 
  drawn and to “one-strike” the target.   Further, depending on the severity of the enmity, the 
  strike occurs with a variable +1 to +5. 
  Resisting this urge requires a Will save, the DC is equal to 17+ the bonus being conferred (so 18 
  to 22).  While resisted, the blade’s Special Purpose is inaccessible to the user.  
  Secondary powers 
  When the pommel is held, the user detects lies told to them,  
  When the sword is drawn, the wielder can detect traps, snares, and pits in a 15’ radius, detects 
  lies at will, detects poison, unsafe food or drink in a 5’ radius, and the wielder cannot be 
  surprised 
  Special Purpose:  Destroy Traitors - When confronted by one who has betrayed the 
  wielder, the blade immediately initiates a death strike (as a vorpal blade) on the intended unless 
  resisted.   No matter what.  A wielder who attempts to resist this urge does so with a DC 23 Will 
  save. On a failed save, none of the blade’s powers will work for 24 hours.   On a 1, the blade 
  moves on its own, achieving a critical hit on the wielder, rolling a d8+ on critical table III.  
   
  Petty Eggs A minor magic item, akin to powerful potions or potent scrolls; Tamarah 
  sometimes teaches sorcerers in her employ their creation.   In short they are luck banks.  Up to 
  six points of luck may be banked at a time ((Up to 4 if owned by a Halfling or thief) 
  Purposefully, it should be used when someone has seriously irritated the owner.   Not a thing 
  that invokes full vengeance bur you definitely wish them ill.  
  In such a circumstance you wish them a petty grief and spend the luck point.  
  Until the egg is broken nothing happens. The egg may not be broken until it contains at least 
  four such points of luck.  Again it can hold no more than six.  To break the egg one merely must 
  possess a focused desire to do so and then break the egg - for each petty grievance, one may 
  forgive the offender (taking no additional time to do so, intent can be enough) and the luck point 
  can be reclaimed immediately. 
  Otherwise their luck point is spent on some random grief that will befall the offender 
  immediately or within 24 hours. 
  The Silver Clobbered Bull’s Head  – see the Villa of Tamarah Pandoramicum pp.32 
   
  
  27 
   
  Redolent Catastrophe - A hefty, oddly balanced wooden thing, shaped NOTHING like a 
  blunted polo mallet, lighter than it should be, stinking of puke and bad booze and worse.   The 
  business end has each ‘head’ covered in a drum of human skin wind into place by copper and 
  bronze wire.    
  Redolent Catastrophe is a +2 War Mallet (similar to a war hammer, 1d8 damage, wooden and 
  steel reinforced) with the following Properties  
   
  Despite its shape and weight the weapon may be thrown once/round and strike as 
  normal, out to a range of 30 feet.  This requires that the wielder possess a minimum 
  strength and agility score of 13 each.   
   
  Returning – for those who can throw it, the weapon will return at the end of the same 
  round it was thrown, ready to be thrown the following round provided no other major 
  powers are invoked during this time. 
   
  Each hit of the weapon on non-magical, metallic armor breaks bonds, shatters steel, and 
  completely ruins the armor in a single hit (such a hit does not inflict damage unless it is 
  also a critical)  
   
  Further, the bearer always gets an additional d20 action die and action at the end of each 
  round, after their foes have acted.    
  Activating further powers - As with many of Tamarah’s magical …. Weapons, there are a variety 
  of unusual “unlocks” within the weapon. 
   
  Should the character be married, and bear the weapon as part of the marriage ceremony, 
  then the bearer shall stage their action die up one step whenever they are acting in 
  passion for or against their spouse.   To defend or to destroy, they will be aided.  
   
  For every child this marriage produces, the bearers AC improves by one while the 
  weapon is held.  
   
  Possibly (many) other abilities as determined by the Judge 
   
  There is a price to be paid for wielding a demon’s toy however 
  Firstly, they act with -2 Init. For as long as they wield the mallet in combat.  Period.   
  Dooms - To compensate for these mighty gifts, the bearer faces up to five dooms.  Each level 
  gained whilst the hammer is in the characters possession will unleash a doom into their 
  life.   These dooms can be overcome but should be dreadfully difficult to do so, each worthy of 
  level gain.   And therein lay the rub.  These dooms will make life extraordinarily challenging but 
  not impossible.  Being aware of them will make them survivable.   
  The first one should be straightforward, for example, a massively overpowered monstrous 
  entity, spat forth from the very froth of hell itself spawning forth in a nearby area to the 
  character's home or equiv.; something the character is unlikely to be able to destroy on their 
  own at the time.   It will pursue the character and, when the character flees or is hidden it will 
  begin to attack the areas nearest and dearest to them. Until defeated. 
  Finally, any luck expended during the time the character’s doom existed is returned to 
  them once their doom is undone.   Those who possess this weapon for any length of time lead 
  extremely dangerous, unpredictable lives, even by the standards of hardy and ruthless bands of 
  adventurer-death dealers.  
   
  The weapon’s legend is a bloody one, tales of heroes (and no few villains) rising from the pits of 
  despair amidst a bone crunching hew of violence until meeting their early and spectacular end, 
  surely doomed. 
   
   
   
  
  28 
   
  Tenebram  Called “the red abyssal staff” and  “the staff of Pit bindings,” this is a seven foot 
  staff wrought of strong alien wood; even the grain has the tensile strength of worked steel 
  topped with a head piece in the shape of the Chalice Goat   The staff has a d20 action die for 
  purposes of tapping it’s powers; a sorcerer or cleric may add their intelligence or personality 
  bonus to this roll but one who has patron bonded with Tamarah may add their class level as 
  well, treating it as though a Tamarine spell is being cast for purposes of bonuses and other 
  effects.   These known powers are: 
  Once a day the staff can be invoked to recover 1d10 points of Stamina for purposes of recovering 
  spellburn or other stamina ability loss.   When tapped by those in the service to the Gods, this 
  can lead to disapproval or worse as they are freely taking demonic energies into themselves.  
  Once per day the staff can target a single foe directed by the wielder.   The staff  creates a 
  smoldering smoky cloud of “chemically active” sickly pink & green ichor which explodes 
  outward from  and envelopes the target completely, each round thereafter the target must 
  successfully make a fort save or the cloud will begin to draw out their own taints and psychic 
  impurities - sins, secret transgressions, great regrets, unpunished crimes - by force.   Each round 
  the save is failed, the target is stripped of 1d4 temporary stamina, 1d4 temp Agil, and 1d6 temp 
  personality as the shimmering foul inky black soul stains are drawn out into floating globes that 
  surround the target until the spell ends when they are drawn into the ether and consumed.  3 
  subsequent failures on the save, or any ability being reduced to zero spells an even more 
  gruesome fate - so much of their soul is tainted and spoilt that the force of the cloud to pump it 
  out literally tears the target apart, screaming as their entire being boil-converts into increasingly 
  large horrid, wretch-inducing shiny black blobs of waste.  Those so slain cannot benefit from a 
  rolling the body check, there is not a body intact with which to do so.  The caster gains a minor 
  corruption immediately whenever this power is used.   
  The final known power allows the wielder to mystically invade the mind of a target.  For the next 
  d5+Pers bonus days, the victim is completely under the influence & control of the caster; If the 
  target survives the experience they will recall it but as a very bad fever dream, regardless of 
  whatever does or does not transpire.   Any such survivor will forever be marked with a mystic 
  scarlet sigil visible only to members of Tamarah’s court or her agents (which includes those who 
  have taken her as patron) somewhere difficult to hide. Often the face but not always.   In the 
  hands of one who has bound themselves to Tamarah however, this power extends fully to other 
  demons and certain other beings of the lower planes (inspirational daemons, and possibly 
  certain fey beings as well).   Such beings will resent being used in this way and can be counted 
  on to desire the wielders rapid demise when the staff’s effect is at an end.   
  Use of this staff always incurs a greater corruption even if wielded by one who does not normally 
  suffer corruption’s effects.  Any demon who has been compelled by this staff power will forever 
  after be able to find the user of the staff provided the staff remains in their possession, this 
  applies even to demons whose material forms have been slain.  Named demons will always find 
  a way to enact their vengeance….. 
   
   
   
   
   
  
  29 
   
  Whimsy and Wrath 
  Tamarah is often depicted with a pair of weapons; sometimes two daggers, or an axe and a 
  rapier, or a sword and an axe, but always they are Whimsy and Wrath 
   
  Sometimes she allows one or both of these weapons, or a single planar aspect of them, to 
  be found by mortals on the material plane.    
   
  In the hands of a mortal person they are both magical daggers. In the hands of one 
  possessed by her, they may assume any form desired and are both +3 weapons.  
   
  Both have special powers 
   
  Wrath is a +3 dagger that aids in any bloodletting that is part of a quest or oath of vengeance, or 
  any act that furthers such an act of great (or petty) vendetta, inflicting double normal damage 
  when used on the target of their ire or their servitors.   
  Once per day Wrath may invoke the following effect 
  Name the fool   By chanting a list of those who have dared cross Tamarah (the names of many 
  succubae, greater and lesser, several major or formerly major demons of various types, many 
  proper and deceased beings such as Var-Az-Hloo, the Order of the White Light, etc. etc.) the caster 
  invokes the Horned Queen’s passion for murder and vengeance and fell ironic ‘justice’ 
  On a successful strike, the target will feel as though invisible forces are invading their body- first 
  a wisp clinging to the target’s body as if by millions of tiny little cilia, crawling until they reach 
  the character’s mouth, nose or other entry point to their biology, eventually taking on a 
  gelatinous consistency of somewhat reduced mass once it penetrates the body.  From there it 
  breaks down over 2d14 rounds, each round inflicting.      
   
  Whimsy is a +2 dagger that when used, can inspire the mad, the imaginative, the unstable, and 
  those unconsciously heroic or villainous.   Like a mad passionate muse, it’s flashing steel in use 
  allows +4 to saves v. fear and fear based mystic effects, and breaks charm and control effects on 
  zero level onlookers.  
  Once per day Whimsy may invoke the following effect 
  Inflames the target’s passions and engorges them with lust, leading immediately to direct 
  stimulation of the pleasure centers of the brain and intense pelvic contractions.   Inflicts 2d4 
  temporary PERS ability damage immediately and 1d3 each subsequent round thereafter. Should 
  the target be reduced to 0 temp Pers by this they are reduced to a quivering inchoate moaning 
  mass that cannot defend itself in melee and is quite distracted.  (Effects -8 to AC, no Agil 
  adjustment to AC, -4 Agil, and target recovers 2d3 hp damage) 
   
  A mortal being possessing both weapons gains a +2 benefit to their AC and will attract the 
  attention of Tamarine cultists and those who have patron bonded to her.  If they are patron 
  bonded to Tamarah themselves, they add a free floating +2 to spell checks when using Tamarine 
  magic, including invoking her and all of her patron spells.  
   
  However, in the event that an avatar or manifestation of Tamarah (including possession through 
  Calling the Scarlet Chaos from the Queen’s Doom pp. 18-19) wields either of these, a few 
  additional powers are unlocked. 
  If one dagger is possessed the wielder can immediately locate and, if need be, summon, the 
  other dagger to her. If the aspect has both daggers, she can also perform the following 
   
  Infinite door kata; She can use this ability to carve/weave open a door between any two 
  points.   The size of the aperture is entirely dependent on time and effort; with 
  sufficiencies of both, a very large door could be opened/made.  At least once, legend 
  suggests she empowered one of her champions to carve and build a Foul Gate, allowing 
  the Horned Queen’s demonic armies to invade a material world.   
   
  
  30 
   
  The Planes of the Queen’s Doom 
  The Red Queen’s Doom (informally, the Queendoom) is Tamarah’s vast abyssal 
  “court” and as such is a constantly morphing “Mood plane.”  The Red Queen 
  regards the plane as her home and redecorates it thus, as the mood strikes her.  She 
  does not content herself with “Early Meat Style” or “random zigzagging corridors of 
  chitin” either.  “For Chaos contains all possibilities.” as She would say.  Small 
  pocket universes, nested within, as well as doors and pathways to other parts of the 
  multiverse are shift and churn within her domain.  
  -The Kingdom Wastes quite literally a haphazard assemblage of realms she has 
  conquered and destroyed.  A vast and psychedelic realm comprised in large part of 
  the conquered domains of her fallen enemies and rivals.  IT is subject to random 
  change from a variety of forces, not least of which are bizarre phlogiston pathways 
  through the nature of the plane owing to the great many portals of some recurrent 
  persistence altering their floes accordingly.   Also the Red Queen frequently 
  manipulates the plane’s integrity, nature, and even basic fundamental laws when it 
  suits her many varied whims. IT need never be the same plane twice.  Or even once. 
  Scattered about the landscape in semi perpetual states are a variety of odd artefacts 
  collected and discarded from her various rampages across the abyss and the worlds 
  of the omniverse.  
  -the Hunting Grounds the Queen maintains a hunting preserve on the plane of 
  Pandemonium where she has supped on the soul of a dying/dead Titan for 
  millennia. (See the Gongfarmer’s Almanac 2017) 
  -Redmareland a ruin-filled woodland surrounds a “city” –itself but a small 
  ramshackle town, inhabited solely by mortal-demonic hybrids with bestial attitudes 
  and appetites; sometimes the Queen will direct her servants to secrete items of 
  power within this plane for safekeeping.   
  -the Queen’s Villa At any given time her “villa” may be present in any of the above 
  places. Most likely the Hunting Grounds.    See the Queen’s Villa below.  
   -the Land of Chocolate Bunnies and Cannibalistic Mayhem An Ancient (100,000+ year) 
  faerie pathway between the worlds, sealed off on both ends sometime in the mid-
  21st century; but within an enchanted elfin glade where everything is made of 
  sweets.  Everything. The river is one of sweet milk, the pathways are cobblestoned 
  with jellybeans, edible chocolate animals and candy-mushrooms are everywhere. 
  And that is all. There is no form of actual sustenance here at all.  And so it goes that 
  there is fine layer of white dust all over the place, perhaps written off as a sprinkling 
  of caster sugar but no. 
  No it is bone. 
  For millennia those few enough to know the place and the way have used it as a 
  prison, a place to storage, or to gain quiet vengeance upon, one’s enemies.  You cast 
  the curse, and they are safely tucked away in a magical fairy garden where 
  everything is candy. Slowly they starve to death…or turn to the only form of genuine 
  nutrition left. Each other.   From planes away Tamarah smiles.  She stumbled upon 
  the realm during her early forays into faery, and found the notion of stranding her 
  enemies in that place thereafter “entirely too tasty not too.” 
  Actual fairy creatures, (from faerie or equivalent in your campaign) might know the 
  way through though they have long since written it off.  Perhaps high level elves 
  
  31 
   
  (and certainly Primes) may know the song-key that will open the pathway (on both 
  ends….once, for one hour)  Otherwise perhaps you can magic up some nutrition 
  from all of these bones, broken and rotten, as though something tried desperately to 
  eat the marrow from the inside but was unsuited to the task.    
  Those capable of sensing or deliberately seeking psychic traces of this place will be 
  overwhelmed with the Joy of the Fay, as well as despair, madness, insanity, self-
  loathing, and long lingering deaths by hunger and suicide. 
   
  The Red Queen’s Villa   It is not a house or mortal building by any means of course 
  but it pleases her to bend it into this apparent shape for any visiting mortals that 
  make their way here; Tamarah was once somewhat mortal, so very long ago, and so 
  it pleases her from time to time to interact with those mortals in a way that will 
  seem familiar but of course quite unsettling.  
  It is also her preferred means to baiting the hook for those who have come to ‘slay 
  her’ – by offering them assistance in their other goals, both known and unknown. 
  She is after all only happy to help.  
   
  Notable contents  
  …and a few interesting details  
   
  The ‘backdoor” – located somewhere in the bottom level of a vast dungeon, or in the 
  midst of an urban maze, rumor surrounds a doorway that allows quick and 
  immediate access to Tamarah’s home plane.  This is the backdoor.  It is there 
  because the Red Queen wishes it – a trap, specifically set to draw the foolhardy and 
  those who would style themselves Killer of Demons into her quite prepared and 
  most amused presence.  She prefers to offer friendship and corruption but those 
  who bore or antagonize the Queen will find themselves in certain and deadly combat 
  with the Demon Queen herself and a myriad of ‘party guests’ from all manner of 
  abyssal realms and throughout the multiverse.   Death will not be swift.  
   
  The Font of Red - She as much imagineered it as found it. It would not exist in its 
  present state were it not for her. Think of this as a unique spiritual geyser directly 
  from the realm of pure life energy that she has wrapped her plane around.  A sort of 
  ‘yang-tap.’  Visiting guests who are no obnoxious and irritating, regardless of 
  alignment or cosmic allegiance will likely be offered A Sip of the Red.  (See below) 
   
  The mantelpiece with a snow globe containing a galaxy.  A full inhabited galaxy.  Mortals 
  grasping or foolish enough to look into it may find themselves quite involuntarily 
  drawn into it.  It was a gift and fulfilled debt from a great fey entity, the queen of 
  the kitsune, whom was once trapped within such a globe through Tamarah’s 
  mischief.   Any number of adventures can take place on any of the literally billions of 
  worlds trapped within the globe……   
  The Silver Clobbered Bull’s Head - There once was a great enmity betwixt her and 
  another, much older Demon Lord.  (As has so often been the case….) so satisfying 
  was her victory upon this being that on his final and total defeat (by way of her 
  having murdered him) that after devouring of his flesh, she kept the head, still 
  
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  disfigured from the death blow (a hit from an impossibly large and heavy hammer 
  that split the bull’s skull and crushed the demon’s brain within, in an almost perfect 
  replication of the way some human worlds slaughter their cattle.   
  Appearance - an immense (ten foot across at the widest point) bull head, a massive 
  crack-split down the middle of it, one eye gouged and hanging out the other looking 
  askew in the other direction, a last dying gargle preserved forever as it was ended 
  abruptly by immersion in white hot liquid Truesilver.   
  The demon relic is kept in her home, in a vast chamber reminiscent of a Swiss 
  chalet; it overlooks the howling wastes of pandemonium, regardless of which of her 
  Queendoom the villa presently manifests within.   (See Gongfarmer’s almanac 2017) 
  Nearby can be found an oversized mallet-shaped double headed Warhammer that 
  was presumably the weapon that struck the killing blow.  At times the disembodied 
  rotting head will spew forth the blackest of rotting bile and speak prophecy. 
  Encounters within the Demon Queen’s Villa for those foolish enough to wander its halls 
  Roll 1D14 whenever the action drags 
  1-2   
  Teoc’fnenahl  
  3     
  Clobbered bull 
  4     
  Tamarah herself 
  5-6  
  The Font room 
  7     
  The Fireplace 
  8-10   Queen’s knights 
  11 
  Tamarah (or another of her court) 
  12 
  Quelrix; Uvad 
  13-14 any demon from the DCC core (pp. 401) or other creature of the lower planes 
   
  Teoc’fnenahl – the succubus and trader in fates is friendly if approached and will 
  detain (through means and wiles) any who seem especially intent upon 
  unacceptable mayhem.  
   
  The Clobbered Bull speaks 1d4 cryptic lines in the character’s native language; for 
  maximum effect choose sentences by free association from any disparate unrelated 
  source and string them together with a minimum of modification.    
   
  Tamarah is quite cordial if she is encountered; of course she already knows who and 
  what they are.  If they are interesting and (for a demon) well behaved, she may even 
  play the idly bored hostess…long enough to offer them a sip of Red from its font or 
  an offer to look into her snow globe.  (“A present, long ago, from one of my wives.  Such 
  a foolish kitsune.”)  
   
  The characters find their way into the font room.   Without introduction or 
  understanding they may very well blow their tiny little minds……. 
   
  The fireplace – across from the bull’s head is a nearly intact ‘lodging study’ wood 
  paneled and decorated in pseudo-Victoriana from a dozen similar worlds.   Above 
  the roaring green and blue flames of the shuttered fireplace, there is a small 
  swirling glass orb – a snow globe.  Only on closer inspection will the snowflakes 
  
  33 
   
  stand revealed as stars and the storm within a whole galaxy….but by then it will be 
  too late.   
  Any brave, desperate, or stupid enough to crawl into the fireplace may find it to 
  contain a one way exit to some other area of the lower planes.  A daemon’s slave 
  mines, a hell pit, or the hopeless wastes of Gehennom.   
   
  2-4 of the queen’s knights – they will likely demand the characters explain themselves 
  and likely turn over any weapons or magic items that they possess (save those of the 
  Red Queen’s own make) …. Or they will be drunk and will mock, tease, or challenge 
  the PCs as the Judge deems appropriate.  At no time will anyone come to the 
  knights’ aid.   
   
  Quelrix; Uvad appears nearby, possibly where the player characters can see.  It seldom 
  has the opportunity to ‘speak’ to mortals so in this rare instance it may seem quite 
  friendly and approach them; if they react in a receptive manner they may gain 
  something akin to a contact within the court.  If the being is injured or killed, 
  Tamarah will be quite cross with you.   She may combine the player characters into a 
  single organism by directed, painful, teleport mishap, over and over again, until she 
  has a replacement for Uvad.  You don’t want that.  
   
  World Laws  
  While Tamarah is not fond of rules in any way or kind, some of her whims do 
  remain consistent enough to serve as world laws of a kind. These are non-subjective 
  facts to be endured by mortals traveling her Dreadful realms.  
  On her home planes this commonly manifests as what the Jor-urst codex call the 
  law of vore, and the law of ferocity.  Any attempt to eat or consume anything in any 
  sense occurs a step up on the dice chain.  Visitors will find that, regardless of 
  biology or natural law, all present may successfully eat and consume anything 
  regardless of its relative inedibility or toxicity.  
  Likewise, all acts of violence, verbal, mental, emotional, or physical, occur a step up 
  on the dice chain (and sometimes more than one step if it pleases the Red Queen).   
  ANY visiting mortals of any description who benefit from these ‘laws’ will face an 
  obligatory roll on the ‘A Taste of RED’ table, immediately or on their return to the 
  material plane.  
   
   
   
   
   
   
   
   
  
  34 
   
   
  
  35 
   
  The
   
  “What is the Red?” 
  “RED is life.  RED is hunger, passion, want, need, desire, longing...it is all of the 
  mortal qualities.” 
  It is LIFE in all of its quickness.  Pure yang energy.  HOW Tamarah manages not to 
  be overcome, drunk or whatever on the Font of RED is unknown to anyone.  It is 
  thought that somehow her basic nature and it are in … deep synchronousness.  
  Sometimes Gods and other immortal beings will partake of the RED (secretly) to 
  experience the thrill of mortality again without, you know, becoming mortal. 
  Tamarah has parties where she gets them lit….er strung out.  She tends thus to have 
  a very...Greek Pantheon effect on things.   
   
   
  Drinking the Drink of Red? Table 
  1. Tis but a blush of scarlet 
  2. Gently Suffused with the  
  3. Greatly Infused with life energies 
  4. Oh God Oh God 
  5. Blush of the Demon Queen 
  6. Too Much Too Much Too Much, all entirely too much.  
   
  When Drinking the RED – Are you Chaotic?  Then, add your luck bonus.  Are you 
  Lawful? If so subtract your wisdom bonus. 
   
  Any result of zero or less - The acidic tang of a chemical burn in your nostrils 
  suggest you have chosen most poorly. All that you are rots from the inside and is 
  consumed in 1d3 rounds, while your bodily fluids, now sterile, permeate from your 
  pores in 1d4 hours 
  Any result of 7 or more – Shooting stars never stop; the drinkers eyes are burned 
  out from a momentary but direct view of an erupting supernova; simultaneously 
  their body becomes spastic, overcome with involuntary pelvic contractions – on a 
  higher plane they themselves birth a new world inside a new universe, one made of 
  their own neurosis, failings, hopes, and dreams.  Onlookers behold as the drinker 
  proceeds to age to a desiccated husk in a matter of seconds, dwindling into sparkling 
  red ash within minutes.     
  Should anyone (most especially the newly ascended creation god’s player) detail 
  that world in a campaign or adventure, anyone present who collects the rest dust 
  may refine it, allowing those who inhale it’s by products instantaneous transit to 
  and from that other reality.  Meanwhile in the shadows Tamarah smiles a toothy, 
  fanged grin.   
   
   
  
  36 
   
  A Drink of RED results - 
   
  1. Tis but a blush of scarlet 
  1. The triple coatl runes once emblazoned across the Jor-Urst codex rush through your 
  mind even if you have never seen it.   You feel both protected in some measure and also 
  that you have been somehow denied something.   For the next d14 nights whenever you 
  close your eyes to go to sleep a red eight pointed spiral – the 8 pointed spiral glyph of 
  chaos and mutation – blazes itself into your mind.  What is coming? 
  2. Thunderous sound and a fury of applause – the drinker has been instantly awarded a 
  super mega two handed great doom blade of power, on abyssal fire, screaming in power 
  chords as it strikes and deafening all with sonic attack – and then it is over.    
  Immediately the imbiber wipes the apparent hallucination from their eyes, but is now 
  driven by an insatiable ambition to feel that way again.  They may very well set out some 
  impossible quest immediately.  Are they mad or do they know something?  The drinker 
  insists that it (whatever it is) is “this way” somehow…. 
  3. That which they seek most becomes clear to them.  Perfect and complete knowledge of 
  what they seek most in this life is now laid out for them in crystal clarity.   This 
  knowledge is retained once the fire of the Red has worn off.  Should they seek this thing, 
  it will prove an arduous journey (a quest even) lasting up to d16 weeks facing at least 
  three and likely as many as five major challenges along the way before reaching their 
  goal.  If they are lawful they will find precisely what they seek and no more.   The 
  knowledge will immediately but slowly fade thereafter and all of their life before this 
  moment will seem a dream.  If they are chaotic then instead they find a fire blasted 
  ancient temple, empty save for one of the more potent Tamarine magic items.  Should 
  they take it, they will find the Red Queen most wiling to aid them in the completion of 
  their remaining quest.  Though…of course, with some eventual cost.  Neutrally aligned 
  imbibers will find that the tests along the way take on a distinct moral quality, almost 
  forcing them to develop their own ethics to deal with the many things that are put to 
  them – eventually arriving at a massive ancient seat carved from the rock, facing a well 
  of unknown depths that is older than man.  (See the chair and the well below) 
   
  2. Gently Suffused with the Infinite Possibilities of Life  
  1. Your scars are slowly absorbed back into your body and all of those aches and pains you 
  have accumulated over the years fade as though they never were.   Recover up to 1d4 
  ability loss regardless of how it was lost.   
  2. The Chair – a great rock seat is before you, sized perhaps for a small giant or a titan of 
  old mythology.  Should you (and you alone) sit in it, you will find yourself in touch with 
  the minds of the ancients; up to three questions may be posed to the cosmos that will be 
  answered accurately if not satisfyingly.  For each question posed, the drinker ages five 
  years.  After all three questions have been posited, they must choose who they are and 
  where they want to be.  Immediately they will be whisked to that place in the form that 
  they have identified as.   It should be surprising and not foreshadowed in any way the 
  potency of these final questions. 
  3. The Well – an ancient stone and rock abyss running deep into the earth, smelling of 
  squamous and skittering... things that were old before your ancestors walked upright in 
  this world.   This is a direct link to the primordial and the chaotic.  It is a ‘crack in 
  everything.’  Anything that is thrown in will never be seen in the phenomenal universe 
  again.   Attempting to climb down the walls of the well will bombard the character with 
  random images and memories from their life and eventually what seems to be many lives 
  before.  Before long the walls grow smoother and only a thief will be able to proceed 
  
  37 
   
  without losing their footing.  Those who fall seem to fall toward a bright point of light – 
  and their companions will find their body, bereft of life and unable to be revived.  Should 
  they jump or deliberately let go however they will fall and fall until functionally they 
  experience rebirth (see below) but now with the choice of becoming almost anything, in 
  any time or place.  They will however only have a dim recollection of their lives before 
  and begin again as a zero level character.  To the rest of the universe they will seem to 
  have vanished.   
   
  3. Greatly infused with life energies  
  1. Saving throws or gain two life levels; roll your new hit points immediately.  If the new 
  result equals your current hp total If the new result doubles your current hp total make a 
  Fort save against a DC of 22 or explode in a hail of supercharged chunks of flesh and 
  bone Your skin is white hot and the touch of everything is intense to the point of feeling a 
  bit like it is burning.   Judge will call for Will saves (DC ranging from 14 - 18) depending 
  on degree of overstimulation, which will last for at least two days and nights.  Anything 
  that feasts on life energy will be drawn to you for at least twice that duration and possibly 
  for the rest of your life.  
  2. The very microbes on your skin surge with new life and mutation.   Over the next two 
  weeks all mortal beings around you will grow direly ill as you are exuding a most toxic 
  property as these tiny things burn brightly and then die, rapidly.   Meanwhile the imbiber 
  seems to grow younger, though not so much as to be mistaken for callow youth.  Add 1d4 
  Stamina, and this is permanent.  If this would take the drinker’s stamina score beyond 18 
  then at the end of the fortnight, they are consumed by rapidly acting flesh eating bacteria 
  leaving only bleached bones and a skull fixed in a smiling rictus.  
  3. Rapid fire psychedelic hallucinations beset the drinker who suddenly needs darkness and 
  isolation or face catatonia (as below) from raw overstimulation.  Should they find or be 
  given such accommodation however, they will over d12 hours be beset by strange ‘blood 
  memories’ of first their parents, then their grandparents, then distant ancestors, and so 
  on back to a point where they are gibbering semi-sentient animals only barely aware of 
  the thoughts within or the universe without.  The drinker must succeed at a DC 20 Will 
  save or find they have become some sort of precursor animal – some kind of pre-
  Neanderthal hominid driven by instinct; optionally dwarves may degenerate into cave 
  dwelling squat apes and Halflings into arboreal monkeys who get drunk on nectar.   
  Equally optionally, elves may degenerate into twee fairy beings or cold and emotionless 
  space aliens, drones in the service of a higher force but no more possessed of a sense of 
  self than the others.  
   
   
   
  4. Oh God Oh God 
  1. Your mind BURNS – immediately succeed at a DC 23 Will save to avoid a period of 
  catatonia as you retreat away from the source of all stimulation, deep into quieter parts 
  of your mind. This effect may last for as long as up to (23 – the target’s PERS score) days.   
  2. Visions overwhelm the drinker – over the next several months they will periodically have 
  waking dreams which seem to represent actual events from their coming future; they are 
  fully interactive but stop short of providing answers.    
  3. Seventeen progressively more impossible challenges are set before you, trials that tear at 
  mind, body, and soul.   With each hurdle crossed you find your will increases to a 
  diamond hard point while your concern about the mortals and the petty affairs around 
  you diminishes greatly.   Ever onward you press, eventually pushing past hunger, 
  starvation, and a need for humans and their company at all. To the outside world you 
  
  38 
   
  scream, and your skin takes on a pearlescent quality before you transform into pure 
  light.  Eventually the drinker completes the trials, unlocking the last barriers keeping you 
  trapped in this imprisoning flesh…and the drinker ascends bodily into the supernal 
  realms, eventually incorporating into a great over mind of all such beings throughout the 
  multiverse.  A cell in the brain of God.  
   
  5. Blush of the Demon Queen  
  1. Passion & Warfare – TIME TO GO TO WAR!  With inhuman enthusiasm, the drinker 
  vaults into action, immediately setting about making absolute and total warfare on their 
  enemies.  All of their enemies. With great fervor and bloody enthusiasm.   No matter the 
  differences in scale, all who have wronged them or crossed them are now going to be 
  destroyed and in the most glorious fashion imaginable.  Depending on the character this 
  may seem clearly like rampant madness or it may only provide them new focus.   
  2. Tyranny & Mutation – Too many dark truths have been revealed; even as the very 
  quicksilver of the drinker’s mortality burns within their flesh it is nearly so much as to 
  force a mental retreat – but the drinker deals with that fear.  In the aftermath they will 
  increasingly adopt an authoritarian attitude toward all things – anything that does not 
  submit to your will is clearly in need of adjustment….soon power is all they will crave.   
  AS time passes the inner darkness will force its way forward, manifesting as mutations 
  visible in the drinker’s flesh.  Animalistic features and strange writhing obscene skin-
  glyphs are a common result.      
  3. Subversion & Matricide – You resent the accident of your birth and in that moment come 
  to accept the purposeless of all things.   Immediately the drinker is inspired to riddle the 
  lives of all of their companions with lies and misdirection, as with any professional 
  organizations they may belong to.  A compulsive need to subvert and destroy all 
  gatherings of individuals will rapidly become the drinker’s primary goal in all things ….. 
  Unless they encounter one who reminds them of their parents.   Anyone who matches 
  that criteria will, quietly, when no one is looking, meet a most abrupt end.   Those who 
  made you must pay…… 
   
  6. Too Much Too Much Too Much, all entirely too much.  
  Those who would drink of fire run the risk of exceeding their limited capacity to 
  handle such.   The drinker must immediately succeed at a DC 23 Fortitude save.   
   
  On a failed roll 1d4 
  1. Character traumatically experiences their own birth in completion and in real time. At 
  the end however they may change any one single fact about themselves and have it take 
  effect immediately.  They have been, if they are aware, Reborn.  They may change 
  cosmetic differences, genetic sex, or any other single thing about them they may also opt 
  for a different character class but while memories will remain intact they begin again at 
  level 1 in their new life, retaining no experience points beyond the first ten.  
  2. The character explodes, torn apart by savage gravitational forces inside them.  However 
  almost immediately the wet splash of separated body parts is replaced by a drive towards 
  unity – and your various fragments alive in pain begin the process of crawling slowly 
  back together to somehow reassemble into a cohesive person again. Before you explode 
  into even smaller, wetter chunks. This repeats endlessly for d7 days which fries your 
  mind but leaves you dead to the pain and gore of it all.   Your alignment probably moves 
  in a chaotic direction and you must trade points in Int for points in Stamina, to a 
  maximum score of 18 
  
  39 
   
  3. Character traumatically experiences their own death and the subsequent voyage into the 
  soul roads…..where they are invariably consumed in the Queen’s doom.  Character if 
  aware faces down their own death impulse and death itself and so far and death effects 
  have less power over them thereafter, making all saves v. such at a step higher on the 
  dice chain.  
  4. The character dies. However, almost immediately they find themselves, intact  and 
  lacking your gear save for perhaps a few relatively minor possessions whole and hardy in 
  a strange new world.  You are the next character you shall create for a role playing game, 
  regardless of system or feel.   You may remember your bizarre past or it may fade away 
  quickly but you yet somehow live. 
   
  Otherwise, on a successful roll, roll 1d4 
  1. Character experiences the thrill and terror of atomic collapse as they immediately begin 
  shrinking, falling through the molecules in the floor within minutes.  Humungous 
  terrifying alien monsters and bizarre energy structures fly past as you “descend” 
  eventually perceiving the vast universe between atomic particles.   In the deepest of inner 
  space you scream before alighting upon a strange new world orbiting a luminous blazing 
  source of energy far deep in the void.  Finally heat and warmth return as you descend 
  ever onward….until you softly alight and then collapse in a field near the home where 
  you were born.  Were you brought to some strange parallel copy of your world but 
  infinitesimally smaller but otherwise identical in every way? Or perhaps… you were 
  shown the utter heights of the great celestial firmament the very perspective of the Gods 
  and then shown your place in it.   If the character succeeds at a DC 20 Will save they will 
  find this experience has oddly grounded them in their familiar reality (Clerics may apply 
  their level to this roll).  Gain a perm point of Personality and consider strongly shifting 
  your alignment in a Lawful direction. If the save is failed you accept this infinitesimal 
  copy of your world as identical but it is not the same.   You wish to return home.  
  Sometimes in the night the local copies of your companies swear they make out your 
  deranged sleep muttering.  “Everything looks the same but it’s not the same.” 
  2. Character experiences the thrill and terror of atomic collapse as they immediately begin 
  shrinking, falling through the molecules in the floor within minutes.  Humungous 
  terrifying alien monsters and bizarre energy structures fly past as you “descend” 
  eventually perceiving the vast universe between atomic particles.   In the deepest of inner 
  space you scream before rescue by many bizarre but friendly creatures gliding along in 
  their winged void craft - the crew is hospitable and they take you to their dying world 
  where you have many adventures and are hailed as a hero.  After many years the council 
  of elders comes to you and says that it is time for you to return. But they give you a small 
  metaloplastic phase key that will allow you, one day to return, and possibly with others.   
  You look forward to alighting on a strange new world but sadly leave your loves and 
  comrades behind; with a whooshing blast you tumble end over end out of the linear 
  accelerator until you confront the face of the most terrifying beast you have ever seen, 
  only to watch it shrink and fade away. All becomes light….And you are where you were.  
  However you have aged approximately 20 years and have a backlog of stories and 
  experiences that no one else will believe.  The character is functionally a level higher, 
  with experience points halfway the level after that.   The shock may take weeks to get 
  over.   
  3. With great anxiety you reach solemnly for the closest thing you can find to a ritual knife 
  and begin to carve into your forehead, inflicting 1d2 Sta loss and 2d4 damage before 
  
  40 
   
  there is a brilliant flash of ultraviolet.  You have opened your third eye which sees into 
  the ultraviolet spectrum at distance of 60 feet.  The injury will heal normally but the eye 
  remains, a lightly violet orb with a crimson pupil.  Anything that this eye sees, Tamarah 
  sees also….. 
  4. the imbiber’s skin visibly distorts, distends, contorts, and writhes for 1d3 rounds before 
  tearing it’s way off of the character’s body; a process that inflicts 1d14 permanent points 
  of damage and saps the character of 1d8 Sta over the next game hour from shock and 
  blood loss. In the meantime, the skin dances a demoniac jig for 1d16 rounds, each round 
  sprouting fur, or turning blue, or becoming a bird, etc. until at the end of the process it 
  flies off into the sub-ether or other higher dimensional realm…or possibly just outer 
  space.     
   
  You will find neither wisdom nor torment nor experience in isolation. You 
  must go among them. You must choose.  And keep choosing.  No matter the 
  cost.  Survive…and experience.  Or be gone from my sight. 
  Burn the world and let it burn you.  
   
   
  Named Demons of the Queen’s Scarlet Doom-Court 
  These beings are both emblematic and representative of the sort of creatures 
  Tamarah bends to her will, or elicits loyalty from.   Some who profess to understand 
  the deep magic of the higher worlds claim that many or all of these named creatures 
  have been wholly assimilated into the demon queen’s essential nature, or are 
  aspects or extensions of her in another form.    
   
  The Doom Bird (1) Init. +8; Atk   rear talons +9 melee (1d6); AC 16; HD 15d10; hp 
  85; MV 130’; Act 2d20; SP Razor wings, laser eyes, beak impale, immune to attacks 
  from creatures of cosmic order; SV Fort+9, Ref +9, Will +9; AL C. 
  Reassembled Clockwork - Functionally a giant undead fate raven but made out of 
  metal and jewels and other bits of emblematic and axiomatic Order.  Can sense 
  predestination, fate, and those favored or opposed by same.  Can tell when someone 
  has spent luck.  If freed, can track people by their predestined fates.  
  Laser eyes attack + 11 at a range of 60’ 
  Dual Razor Wings +7 to strike while in flight as a move through attack; on a hit 
  inflicts 1d12+9 damage.  Anything reduced to or beyond 0 hp in this attack is 
  functionally cut in half.  
  Beak attack +15 inflicting 1d10 hp damage (Crits on 18-20; as a creature of Supernal 
  Order, it always has the same crit effect - Beak impale 
  Beak Impale inflicts 11+1d10 damage and the target is fixed to the bird’s face unable 
  to move.  Laser eyes attack strike automatically every round thereafter.  A DC 20 Fort 
  save is required to endure the pain of shoving free, which will inflict another 1d8 hp 
  damage and a subsequent 1d8 stamina damage from shock and blood loss.  
   
   
  
  41 
   
   
  The Red Queen’s litany of Unique-murder and deicide is writ, or splattered, across the history 
  of the celestial and infernal realms, so this be but one among a great many. A once great and 
  majestic creature of the clockwork planes, long ago in the many millennia of her rise to 
  power, the younger Tamarah Pandoramicum captured, and absconded with this great bird of 
  metal wings, jeweled eyes, and a rusted but recognizably raven-shaped mithril-alloy super 
  metallic substructure  Believed once to have been the ‘little spy’ of a now forgotten God of 
  Fate, it is believed by many in the abyss that much of the God’s vital essence was wrapped up 
  in the bird and so, in fact, Tamarah made off not so much with a unique trinket but a God.   
  Long since tethered to its prison rock, made, the bird constantly roams about this section of 
  the plane, endlessly attempting escape, bound to an abyssal stone by a platinum, curse-
  tether.  It has gone quite mad in its millennia of captivity but strangely finds a friend in 
  Teoc’fnenahl; the succubus is quite sardonic about fate and the like but they enjoy conversing 
  on the subject with one another endlessly.    If freed, it’s loyalty to its friend is likely to keep it 
  in Tamarah’s service, though long force of habit (and simply having been properly ‘broken 
  in’) plays a factor as well.  
   
  
  42 
   
  Ilfon’Tilk (1): Init. +7; Bite +5 melee (1d8 Crits on 18-20);  AC 19; HD 6d8; hp 32; MV 
  140’ (10’ walking); Act 2d20; SP Buzzing song, Can opener attack; SV Fort +2, Ref 
  +6, Will +2; AL Chaos. 
  Demonic traits – immune to most non-magical weapons, can shift itself and any rider’s 
  3/day at will, to an adjacent, known, or instructed plane of existence.   
  “Can opener” attack - the demon possesses two large rubbery tentacles, broken into 
  13 discrete segments each with external bone plates to allow these to open armor 
  and organic beings up; the demon can use its horn and bone ended tentacles to 
  remove armor or outer shells from life forms.   With dedicated work it can remove 
  any armor, this is an action that requires both tentacles which may not be used for 
  any other purpose during this period.  Requires one game round per point of AC 
  bonus to whittle through non-magical armor.   (After each round, there is a -1 to 
  the affected character’s AC but only whilst wearing armor.  Such armor will likely be 
  destroyed; even after only a round or two of action it will need to be replaced or 
  repaired (requiring at least ten % of the purchase price; likely two or three times 
  that much) 
  This activity can also be utilized to inflict damage, striking at +6 and inflicting 2d8 
  every round though its front tentacle limbs will be occupied as though removing 
  armor anyway.  
  Buzzing song – when it arrives on the scene it will use a combination of its mouth 
  pedipalps, its perfect golden voice, and the secondary (vestigial) set of wings to 
  generate a constant buzzing, organ grinder sort of sound.  Creatures with 
  heightened senses (such as elves) are at -4 to all actions due to the high pitched, 
  rapidly warbling, inhuman music.  Other characters must save v. Will (DC 14) each 
  round or suffer a -2 penalty to actions.   (Three successful saves in a row 
  demonstrate the character’s immunity to this effect) 
  Buzzkiller, the Can-opener Demon - Known to only a handful and by a colorful assortment 
  of names – the Ilfon’tilk. Is a tremendous 18 foot long, six segmented reptilian insect with 
  ten legs, a double set of 18” wings, a pair of rubbery, bone tipped tentacles, and a semi 
  prehensile tail. Its oversized head has four compound eyes (two yellow and two green) 
  despite a somewhat human appearing sexless face; the voice from within its human mouth is 
  beautiful with perfect pitch and double vocal chords.  A pair of antennae and pedipalps 
  complete the horrific visage.  Finally the demons second set of limbs vestigial, though 
  human-like, and end in tiny three fingered hands. The third set are stronger but less flexible, 
  allowing very clumsy walking when absolutely necessary.  The third set of limbs can be used 
  for rough clumsy walking upright  
  From a great distance the beings can be misconstrued as merely some sort of dire dragonfly.   
  The beasts are used by Tamarine avatars and those she fancies as war mounts and other 
  points of warfare or emergency conveyance.   
   
   
  The Mute Steel Angel (unique) Init. +10; Atk  Wing buffet  +5 melee (1d12); AC 18; 
  HD 9d10; hp 63; MV 300’; Act 2d20; SP cannot be surprised; clockwork celestial 
  SV Fort +6, Ref +6, Will +10; AL C. 
  Vibrational sensitivity – it cannot be surprised, has full awareness of all that 
  transpires around it within a thousand feet radius. It hears voices, heartbeats, 
  
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  circulation, and with concentration can feel the atoms singing and vibrating within 
  constrained strings, at least on the prime material.   Its considerable initiative bonus 
  derives from this in part.  
  Clockwork celestial – this being is immune to fear effects and in fact cannot 
  experience fear at all.  It is immune to light and holy attacks despite its long 
  habitation in the Queen’s doom; it can with concentration determine the structure of 
  things by ‘listening to the atoms vibrating beneath;’ if somehow moved to converse, 
  it can tell much of the secret realms in the spaces between the atoms with great 
  enthusiasm.     
  It is entirely possibly this being has many other abilities yet to be witnessed; much 
  of its prior existence remains a mystery.  
  A bright pink sexless humanoid, nine feet long, thin but proportioned and well built; 
  attractive in an underfed androgynous sort of way; skin is constantly moving as it breathes 
  through its skin;  Possesses neither mouth nor eyes.  Large tympanic membranes make up 
  the sides of its head, as well as having small yellow “spots” made up of these; the creature is 
  supremely sensitive to vibrations, from air density changes to momentary alterations in the 
  spinning vibration of atoms in a molecule.    
  Its original wings were plundered and destroyed; nevertheless, Tamarah consistently refers 
  to it as “her butterfly.”  It is thought that she created its replacement wings herself; but as a 
  rarity, not as a cursed relic.   The story goes that a (much younger) Tamarah destroyed a 
  great Clockwork Forged-of-War and bathed the loot and treasures she found in a (greater) 
  Font of Change.  She worked the result with soul surgery, incorporating the green eclipse 
  beams of the dozen eclipsing moons of Leithesuyvant, an event that only happens once every 
  3,999 years. The convergence of geomantic and ley energies with the disharmonies of the 
  phlogiston winds “at peak” create enough of a mystic convergence to turn the eclipse itself a 
  dull, throbbing green for one quarter of the two hour event.  Out of this creative madness, her 
  butterfly emerged sporting 50 foot glimmering soul blasted glass-steel wings that have so 
  far proven quite indestructible.  
  This beautiful creature has been the Queen’s (willing) slave ever since. It is kind and 
  benevolent unless instructed specifically not to be.  It is in some way innocent.  To most it 
  remains a mystery why it remains by Tamarah’s side; should one manage to communicate 
  with it, it will display great fondness for her.  
   
  Quelrix Uvad (unique) Init. +4; Atk   +4 melee (1d6); AC 15; HD 4d8; hp 32; MV 30’; 
  Act 2d20; SP type I demon; Mishap Teleportation, SV Fort+4, Ref +4, Will +4; AL 
  C. 
  Least Demon of Travel – as a once demon of travel, Quelrix can move between realms 
  of Tamarah’s doom, and (when permitted by her) freely about the material universe.  
  Mishap Teleportation – its primary form of education/attack is the use of 
  teleportation, rather the deliberate misuse of that ability, on its enemies and those it 
  ‘plays with.’   Unless its target can succeed at a DC 15 fort save, the target will be 
  forcibly teleported – likely into or through something, often something 
  “interesting.” 
  Called the Unmoving; once known in another reality as Brundelpod-7; this synthetic being 
  once misshaped their way into abyssal spaces where Tamarah pays attention.  This tragic 
  
  44 
   
  and misshapen figure earned her attention and later, proved its usefulness to her.  Among 
  her better treated pets.  
  Quelrix was an extraordinarily minor demon at the time of that Tamarah claimed him.  This 
  lesser travel demon has become amongst Tamarah’s chief gremlins; she styles him the 
  “patron saint of teleportation mishaps”….And so on Tamarah’s behalf acts as a patron or go 
  between of those who survive transport malfunctions and its master.  It claims that – thanks 
  to it - beings who are lost through misteleportation, those apparently physically 
  disintegrated, may find themselves given up wholly to the Red Queen….body, mind, and soul.  
   
  “Interesting Teleportational Mishaps” 
  1 
  Target has been teleported partly inside a solid structure; limited mass 
  displacement has fused part of the teleported body into the structure itself while the 
  remainder of the being takes 2d6 hp and 1d6 Agil damage immediately.   
  2 
  Target has been rearranged on arrival at the new location.  Gross function 
  remains fairly constant but they may now need to walk on their hands for example 
  as they have been swapped out with their feet, or their eyes have been moved into 
  the back of their head.  
  3 
  Inexplicable – the character arrives with someone else’s skin – possibly now 
  covered in feathers or scales. No loss of function but the teleported will need to 
  adjust to a newfound sense of touch and the like.  
  4 
  Character has been genetically combined with common minor pest – a fly, a 
  scorpion, a dust mite.  Over the next d6 weeks they will begin to take on attributes 
  of that creature before a metamorphosis begins in which the teleported transforms 
  into the other type of creature but with the original’s mass and intellect. Madness 
  likely results.  
  5 
  The teleported is momentarily combined with a high energy force field or 
  other radiant power source; they are trapped in the utter darkness of airless non-
  space for 1d4 rounds before the teleport completes itself.  Then roll on this table 
  again to determine condition at arrival.  
  6 
  Character arrives but with ‘minor cosmetic issue’ they are disfigured and 
  obviously so.  Sacrifice 1d3 PERS and 1d4 hp immediately.   They may have difficulty 
  speaking clearly and eyes may have functional cataracts depending.  
  7 
  Teleported arrives in another’s clothes with another’s gear and possessions. 
  Their own is likely lost somewhere in the infinite planes of the multiverse.  
  8 
  Facial rearrangement – it’s all there but out of order. The mouth may be in 
  the forehead and the eyes to either side of where the mouth should be.   Reduce Agil 
  by 3 until such a time as the being can learn to adapt 
  9 
  Being primarily arrives intact but hands may be reversed or feet on 
  backwards.  Reduce Agil by 2 and possibly halve movement rate.  
  10 
  Being is combined with second entity, either a second creature who failed the 
  saving throw against this attack or a previous entity that it has already used this 
  ability on.   Appearance, ability statistics, and special abilities are an aggregate of 
  the two creatures now fused.  
   
   
  
  45 
   
   Starbow - a unique type V demon (1) Init. +6; Atk   Bite  +12 melee (1d10); AC 23; 
  HD 10d8; hp 72; MV 180’, also unlimited see below; Act 2d20; SA infectious ichor, 
  movement, demonic attributes; SV Fort +7, Ref +7, Will +7; AL C. 
  Kick attack – Starbow easily rears up to strike mighty blows with its front most 
  golden hooves; these attack at +10 and inflict 1d10 damage (each)  
  Trample attack – when Starbow is in (conventional) motion she can choose to inflict 
  a trample attack on up to two medium sized (or three small sized) creatures at will.  
  The trample works as a move through attack at +11 to hit, and inflicts XDX damage   
  each Round of the trample attack which Starbow may opt to continue the following 
  round.  
  Infectious ichor attack - all of Starbow’s bodily fluids contain demonic ichor and 
  Tamarine enzymes which when exposed to a mundane animal of similar type 
  require a DC 20 Fortitude save. Those who fail will suffer the full effects of an 
  ‘overwrite attack;” over a period of days equaling the infected creature’s Hit Dice, 
  the horse (or zebra, or mule, etc.) are seemingly rewritten, functionally becoming 
  one of Starbow’s adopted spawn.  Especially lawful or virtuous creatures may be 
  entitled to a secondary Fort save at the same DC each passing day at the Judge’s 
  option. In such a case three consecutive saves (two for holy or divine creatures) will 
  represent a full rejection of the demonic taint which will be ejected from the body in 
  a foul smelling puddle of rapidly deteriorating alchemical agents.  Such a creature 
  will prove immune to subsequent attempts and will save v. all Tamarine magic and 
  effects at +2 for the remainder of their existence and at +1 v. all demonic spells and 
  attacks as well for a like period.  
  For those successfully infected, the end transformation alters the beast 
  permanently; The creature gains d3 horns (1-2) or a rack (or 2, roll 1d2) of curling 
  antlers, a pair of wings with 2d12 feet of wingspan, and adds 1d6 to Int and 1d8 to 
  Pers, or grants those as ability scores where there was no such initially.  Finally the 
  base creature’s common coloration will shift and alter, affecting skin, hair/fur, eyes, 
  hooves/nails/claws and the like.  Horns do 1d6 damage and each rack of antlers 1d8, 
  both strike at +3, and crit only on a 20.    
  Starbow’s gift of movement – perhaps however Starbow’s greatest single demonic 
  attribute and that which is their namesake.  Starbow when in flight or otherwise not 
  in contact with the soil or bare earth or rock Starbow can move at any velocity, and 
  any speed up to but not exceeding the speed of light.   Starbow can ferry up to four 
  (or six small sized) passengers literally anywhere in the omniverse, in as much or as 
  little time as she wishes.  Starbow can, per her half-demonic nature, move through 
  the phenomenal universe at the speed of light, to the benefit (and terror!) of those 
  astride her. 
  When Starbow moves at near light velocities, anyone the steed voluntarily bears (or 
  is under order to bear) is protected from the vicissitudes of such motion, and exists 
  in only a quasi-real state, such that it may or may not be subject to common physics 
  effects.  In the wake of Starbow’s departure, it seems to leave a great rainbow, bent 
  into a full circle as it accelerates to near light speed, deteriorating into a brilliant 
  
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  purple and blue wave of Cherenkov radiation.  Starbow is immune to attacks from 
  light, attempts to bend time or space, and suffers no ill effects from either radiation 
  or cosmic energy.   
  Demonic attributes – Starbow communicates with speech and telepathy and can 
  manifest near instantly to any location unless bound, summoned, or ordered 
  otherwise by its mistress 
  Immune to weapons of lesser than +4 enchantment and natural attacks from 
  creatures of less than 8 HD; immune to fire, cold, electricity, gas, and acid.  
  Possesses Infravision at 90’ 
  All attacks critical on 16-20 
  Starbow is a graceful and majestic creature of great but ferocious beauty.  Appearing as a 
  great (2m high) black and purple mare/stallion with immense (36 foot wingspan) metal-
  feathered wings of a multi-colored, prismatic hue. Atop its head a single brilliant horn, 
  sometimes hidden amidst a great rainbow mane and tail (which are never hidden).  The 
  beast walks on golden hooves. As befitting a demonic steed of Tamarine aspect, Starbow has 
  been known to appear with mare as well as stallion attributes (or neither as they can be 
  withdrawn into the creature’s semi demonic body at will); often a mix of both as it pleases 
  the Horned Queen. On closer inspection one realizes that the steed has four eyes, roughly in 
  the pattern of a spider, all of which glow slightly from within owing to their constant 
  emission of infrared light.  
  Starbow, war horse of the Horned Queen and Chooser of the Vain - On many worlds, Starbow 
  is amongst Tamarah’s most recognizable symbols.  Alleged to be the largest of a nightmare’s 
  herd,   it is whispered that the beast is one of her oldest, most loyal spawn, from a time in 
  which she fought in the wars of other, older demons before coming into her own in the 
  millennia since.  It carries her into battle, and is sometimes sent to aid especially favored 
  servants (or to retrieve those among that number who have most especially displeased her. 
  Especially those who refuse to invoke her for fear of her crimson retribution).   
   
   
  Teoc’fnenahl (1) Init. +0; Atk bite +13 melee (1d8 Crits on 17-20); AC 23; HD 13d10; 
  hp 72; MV 30’; Act 2d20; SP demon traits, immune to weapons of less than +3 
  enchantment or creatures of 7 HD or less; SV Fort +8, Ref +8, Will +8; AL C. 
  Daughter of Lilith – this elder succubus possess all of the classical traits common to 
  her kind.  She effortlessly speaks all languages verbally or via telepathy.  She 
  possesses infravision of excellent clarity out to 120’ she is immune to fire, cold, 
  electricity, and gas, and takes half damage from acid.   Capable of instant 
  teleportation throughout the Queen’s Doom and many other lower planes; can 
  project astrally but seldom choses to do so.    
  Immobilizing gaze – when she wishes it she can look deep into a mortal’s eyes with 
  her own featureless crimson orbs.  Anyone attempting to look away must make a DC 
  23 Will save, or be held fast, unable to look away, or take other action save confused 
  speech.  If she wishes it, anyone of less than 7 HD so held can be compelled to die 
  unless they make a DC 23 Fortitude save.  Most often she uses this ability to arrest 
  
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  the progress of overly talkative troublemakers so that she might concentrate on 
  their friends and comrades.   Someone so held fast may well remain there forever 
  slowly starving and aging unless she should release them.  Only rarely is she cruel in 
  that way.   
  Fate trading   - any who are foolish enough to accept an offer to see the cards, or ask 
  specifically for their fortunes to be told are trading their places in the eternal 
  struggle quite without knowing.  There is no saving throw against this effect; you 
  ask for it or acquiesce to the offer and that is that.  For most mortals this is a 
  negligible change as they would experience it.  
  To player characters however, they find quickly that something ineffable about 
  themselves and their place in the universe as they know it has changed.   
  Mechanically any foolish enough to undertake this are made to reroll their luck 
  score on the spot (without understanding of course).   This is functionally 
  permanent, regardless of the consequence.   Clerics and those with an oath to the 
  divine and some rare sorcerers with particularly demanding patron beings may find 
  themselves immediately subject to disapproval or worse depending on the being’s 
  particular cosmic-ethical proclivities and its sphere of influence.   
  (While it is particularly cruel but some Judges may find it justifiable that clerics may 
  find their divine fortunes now cast with some wholly unrelated being….and an 
  earned enmity to the Holy Traitor that the divine caster now represents.  But holy 
  crusaders likely should not be getting their cards read by demon women of the lower 
  planes in any case!)      
  Teoc’fnenahl (“T” OAK-fenAL) is a succubus and trader in fate; at some point she was the 
  last surviving member of a cabal dedicated to Tamarah’s defeat and ultimate destruction. At 
  a critical moment, for reasons known only to the succubus (and presumably the Red One 
  herself) she betrayed the others and surrendered to the Horned Queen.  Teoc’fnenahl now 
  roams freely through her Lady’s realms, seeking out especially lost mortals and showing 
  them sights beyond their comprehension.   Her offer to “read their cards” is frequently (and 
  skillfully) misinterpreted.  She does not ‘see’ or determine their fortunes, she distributes new 
  ones, stolen from previous customer-donors, stealing the fate in store for those foolish 
  enough to ask her to turn over one of her thin sliced obsidian glass cards.  
   
   
   
   
   
   
   
   
   
   
   
  
  48 
   
  Take the Hellevator to the Mezzodaemon - A Most Horrifying 
  Crimson Bestiary-  
  Abyssal milk bats (1-6e): Init. +4; Atk +3 bite melee (1d8) +2 venom spittle 
  missile fire (1d4, 25’); AC 13; HD 3d10; hp 22 or hp 22, 22, 17, 17, 17, 17; MV 120’ 
  (flight) ; Act 1d24; SP ultra vision 90’ infravision 120’ track by scent up to 6 miles; 
  SV Fort +3, Ref +3, Will +1; AL Chaotic   
  Venomous spittle – inflicts 1d4 caustic damage on contact; creating fumes when 
  inflicting damage on organic matter; fumes linger for 1d3 rounds causing eye strain, 
  dizziness, and great mucous discharge;  on a failed Fortitude save (DC 8) the fumes 
  can cause temporary blindness, lasting 10 days (or 30 if the afflicted is exposed to 
  sunlight during the first ten days). 
  Believed to have once been a mortal species, descended from those who nursed directly from 
  the Red Mother and survived.   14’ long fuzzy long haired bats with great red leathery wings.   
   
  Abysspawn (3-13): Init. +2; Atk weapon +2 melee fists (1d2 plus cold touch crit 
  20); AC 11; HD 1d12 hp 10 or hp 10, 10, 10, 9, 8, 8, 7, 5, 4, 4, 4, 3, 1; MV 25; Act 1d20; 
  SP Type I demon traits; SV Fort +1, Ref +0, Will +0; AL Chaos. 
  Undead spirits of uncertain but ghastly origin given animation, sentience, and 
  ghostly purpose by the Red Queen, they have 60’ infravision, take half damage from 
  non-magical weapons and fire, and no damage from piercing weapons of any kind.   
  They hide at +4 (as thieves) when not moving as a group and understand common, 
  infernal, and a vast number of mortal languages but seem incapable of speech.    
  Cold touch – when in contact with the flesh of the living they drain the warmth and 
  heat (and life) from even casual contact, inflicting 1d6 hp damage.  At times the 
  Abysspawn will mob a single opponent, reaching out and moaning as if in great 
  need of love or affection, expressed strangely inchoately.   Those so slain seem to 
  have died spontaneously of frostbite or exposure.  When slain, they rise again 24 
  hours later, in their communal black graves, vast lime filled pits that reek of charnel 
  and waste, which are scattered about the Queen’s Doom.  They seem quite capable of 
  remembering their killers, whom they may inoffensively follow around thereafter, 
  as though drawn by some lingering instinct of the once living flesh.  
  At times Tamarah will dispatch one of these wretched things to the material plane to 
  act as familiar and spy to a particularly talented (or dangerous) sorcerer under her 
  influence.  
  - Small, dainty, very frail looking tween children with an expression suggesting that they 
  have been spiritually cored or hollowed out. They have blank spaces where their eyes should 
  be, no navels, and as they have no need for eat or drink they have no excretory openings 
  either. Their mouths stink of spoilt milk and are filled with many rows of rotted baby teeth.  
  Often appearing or appearing to move like marionettes, they act as spies, advisors, familiars, 
  and devil's’ advocates to their casters.   
   
  Hunger Dogs (21-40): Init. +4; Atk weapon +2 bite melee (1d6); AC 12; HD 2d8+3; 
  hp 19 or hp 19(x2), 17, 16(x2), 14(x2), 13(x2), 12 (x6), 11(x3), 10 (x6) , 9(x5), 8(x4), 
  
  49 
   
  7(x2) 6(x2), 5(x3); MV 40’; Act 1d20; SP demon traits (Type I); SV Fort +3, Ref +2, 
  Will +0; AL Chaos. 
   They take only minimum damage from non-magic weapons and cannot be 
  controlled or compelled by magic or abilities that pertain to natural animals.  They 
  have no scent abilities save in packs whereupon they collectively have the ability of a 
  common dog and no more.   
  No matter how much they eat and consume they never feel nourished or satisfied 
  and so are constantly roaming, growling, and starving.  When a target is sighted, 
  they run down the least armored individual and harry and run them down.  
  Always hungry these perpetually starving beasts are unleashed when she has a “rodent 
  control problem” often in packs of 21 - 40.  They continually scour the planes of Tamarah’s 
  Dooms and those worlds that she has recently devastated.   
   
  “Lurching Woman” (1-4): Init. +2; Atk barbed slam attack melee +2 (1d8+2), +3 
  bite (2d6+5) AC 15; HD 3d8; hp 18 or  hp 24, 19, 18, 14; MV 30; Act 1d24; SP bite 
  attack; immune to poison, eye contact SV Fort +3, Ref +3, Will +1; AL Chaotic. 
  Bite attack is savage, attacking at + and inflicting 2d6+5 due to their incredible jaw 
  strength (can crush small rocks)  Their slam attack involves smashing their arms 
  into their target and letting the barbs covering their skin do the work  (on a failed 
  Fort save DC 16, the target takes another 1d4 from the tearing of flesh and blood 
  loss) 
  Look into my eyes and despair - making eye contact with the feral creature requires a 
  DC 18 will save to avoid a round of mental paralysis.    This stacks well (or poorly 
  depending) with their bite attack.   Such folk most often wind up dinner.  
  Lurching women are only semi-intelligent, and only superficially resemble humans and 
  their ilk.   Tall (9 foot) humanoids, of white, pale, or cream coloration; covered in barbs; 
  mouth filled with many rows of  filed, sharpened teeth; and long  white hair that moves of its 
  own accord but does not appear to have any other purpose (in fact it is how they 
  communicate with one another). 
   
  Tamlyngs (Type I demon, humanoid): Init. +1; Atk bite +0 melee (1d3) or gore +0 
  (1d4);AC 10; HD 1d10; MV 20’; Act 1d16; SP partial demon traits, grabby-handed 
  attack (touch drains 1d3 XP);SV Fort +1,; Ref +2,; Will +0; AL C. 
  Sometimes, one or more of them will have a single spell or spell-like ability and its 
  action die will increase to a 1d20.Some children are known to mob single targets and 
  everyone will use their touch attack; if this reduces the target to less than 0 XP, both 
  they and one of the Tamlyngs, chosen at random, vanish.  The deceased will almost 
  certainly turn up amongst the unquiet dead of the Queen’s court. 
  A lesser form of Abysspawn, these are hollow-eyed, pale, degenerate, soulless child-things 
  who have been promised they will be reborn as living children if they catch the fox’s soul.  
   
  Vapour Dogs (2-7) Init. +3; Atk bite +2 melee (1d5 cold); AC 16; HD 2d6; hp 9 or 
  hp 9, 9, 7, 7, 6, 5, 3, 2; MV 60; Act 1d20; SP seek target, asolid form; SV Fort +1, Ref 
  +1, Will +2; AL Chaotic. 
  
  50 
   
  Seek Target – Like the Vlitherax, Vapour Dogs possess the ability to imprint on a 
  desired being in order to be able to seek it out.   It may cross planar boundaries 
  freely in pursuit of its prey.   
  Asolid form – vapour dogs are immune to most forms of physical attack, only taking 
  damage or injury from magic and +1 or better magic weapons, as well as certain 
  oddities of super science.   This also allows it to phase through solid matter, as well 
  as perceive through solid matter, no matter the type or make, in pursuit of its prey.  
  Dedicated senses – Vapour dogs sense greed, envy, desire, and fear innately and 
  intuitively and at a range comparable to the scent sensitivity of a mortal 
  bloodhound.  
  Bring ‘em back alive – once it’s quarry is targeted, all vapour dogs in the vicinity 
  converge on that area drawn by sympathetic senses, each attempting to surround 
  and bite the target they pursue.  Each bite inflicts 1d5 cold damage but leaves no scar 
  or visible injury. Should the target be reduced to zero hp, they will lapse into a drug-
  like stupor, only semi-conscious as they themselves become insubstantial and 
  vaporous – 2d14 days later they will turn up lost, naked, and bereft of any mortal 
  possessions whatsoever, lost in the Queen’s doom, unless the dogs were given 
  specific instructions to bring the offender to a particular place instead.  
  Wrought of smoke, longing, and mist, steam, and Tamarine intentions.  Woven out of these 
  elements for the purposes of being sent across planar boundaries to stalk, hunt (and 
  sometimes follow or observe) quarry.  The most solid part of their body are their three eyes - 
  one each a single red, green, and purple eye (“One for blood, two for need, and the purple eye 
  that sees through things.”); these may be hit with normal weapons at AC 16 for normal 
  damage.  
   
  Vengeance Parasite (1-6) Init. +0; Atk grab +4 melee (1d6); AC 16; HD 4d8; hp 
  32 or 23, 21, 20, 18, 17, 16; MV 25’; Act 1d20; SP demonic traits, grab attack, 
  envelope, possession; SV Fort+3, Ref +1, Will +1; AL Chaotic. 
  Demonic traits – owing to its semi material nature it is immune to attacks from non-
  magic weapons and takes only half damage from fire, gas, acid, cold and electricity. 
  It can (and does) effortlessly use ESP on those that it is enveloping but the Parasite 
  is not intelligent as we know it.    
  Tactics - They are sent with particular targets and those alone.   When they engage 
  their target they attempt a grab and follow it up immediately with an attempted 
  envelope attack. Once this is successful, the target is paralyzed (resisted with a DC 
  23 Fort save), which must be saved for once a round. 
  Grab attack – in melee the Parasite attacks (which feels like having one’s hand or 
  other extremity shaken by a wad of wet soggy spongy paper that slowly penetrates 
  your skin with the sensation of wet dampness)  Once the target has been hit the 
  parasite holds on, stuck fast to the area where it hit, doing 1d6 hp damage.  
  Extended Envelope attack – surrounding the target and attempting somewhat to 
  absorb them; requires a successful melee attack (which feels like having one’s hand 
  or other extremity clasped and shaken by a wad of wet soggy spongy paper that 
  slowly penetrates your skin with cold and icky damp.  And then a full round 
  thereafter to begin the process.  The target must succeed at a DC 23 Fort save or find 
  that that they are growing numb. A round later they will be paralyzed. If the save is 
  
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  successful but the Parasite still surrounds the character, the save must be made 
  again the following round.    
  Once they are paralyzed each round the target must begin saving v. will (DC 20) to 
  resist possession.  Once the Parasite is attempting possession it will no longer 
  defend itself against outside attack nor engage others in melee.    
  Once they are possessed there is no turning back. The parasite goes fully ethereal 
  with their captive in tow.  There, it finds a hidden place in which to trigger the 
  transformation in which the two become one, and a much greater demon at that.  If 
  they are to be saved, friends and colleagues will have to intercept the creature and 
  likely cut them out of the beast before it makes off with them.    
  But the original host, or rather, their consciousness, if not their soul, remains, and 
  intact, but only as an aware consciousness, and not in any way in control of the 
  creature.   It is, in fact, forevermore a passenger within it’s now hulking, bestial, 
  monstrous demonic body.   Woven into its fabric like a binding, only death shall 
  release the consciousness, which, soulless, will cease to be. Ultimately they become 
  part of some new demon or semi demonic monster – one of the Ilfon’tilk, a lurching 
  woman, or possibly something stranger. 
  The demon appears inoffensive, a hungry but hollow, semitransparent blob, floating or 
  drifting in the air as though semi ethereal, the interior suggestive of a light mist in the right 
  light.   An astral jellyfish, some kind of nomad….. They are hard to detect in circumstances of 
  dim light  
   
  Vlitherax Init. +2 ; Atk Beak +3 melee (2d6+2 and DC 12 Fort save v disease) and/ 
  claw +1 melee (1d6+2 ea.); AC 14; HD 5d8 hp 32 or MV 10’ or 60’; Act 1d20; SP 
  Demonic traits, Stinger, cross planar boundaries and Seek Target (See below)x; SV Fort 
  +4, Ref +3, Will +1; AL Chaotic. 
  Stinger +5 attack (DC23 Fort save or be immediately paralyzed; death via heart & 
  respiratory failure on fumble)  Deeply hidden within the thickest of its feathers, just 
  inside the leg of its left leg is a  small semi retractable stinger, containing an 
  extraordinarily potent paralytic that it uses to subdue its prey for capture and return 
  flight. The stinger, which relaxes, strikes, and is immediately withdrawn is hard to see; 
  those few who have reported a four or so foot tongue-like tendril with a blistery bone 
  hook at the end.   The poison is not actually poison but toxic spores which regularly 
  build up on the stinger=tendril and clump on the bone hook itself  
  Demonic Traits (infravision, darkness, crit range 20; half damage from non-magical 
  weapons and fire) 
  Cross planar boundaries (cannot do so on its own without being given instruction from 
  higher power), then limited to immediate point of transit and back.   
  Seek Target - fundamental to its planar crossing ‘ability’ is the ability bred into the 
  creatures to imprint on a desired being in order to be able to seek it out.   It’s not as 
  effective as it sounds as they are not that smart but it works enough that the shotgun 
  approach works in most cases.  
  Believed originally not to have been demonic at all but a surviving scavenger species 
  from the Galaxy of Black Stars, brought to the abyssal realms and cultivated over 
  successive generations.  Their former capacity to roam the interstellar void by traveling 
  in vast flocks through hyperspace has been perverted to allow them in small numbers to 
  be sent to the material planes and otherwise on missions of acquisition and capture.  
  
  52 
   
  Possessed of only a rough intelligence and a somewhat blunted cunning, they are 
  nonetheless of dogged persistence when their prey is involved.   
  The (type I) vulture demon primarily is known as the errand creature for its betters, 
  sent forth to cross material and planar boundaries to snatch desired life forms, and 
  sometimes summoned up as particularly vile mounts by abyssal inclined witches and 
  wizards.  This immense creature has two broad wings of partially feathered, semi-
  reptilian appearance, the craned neck and head of a vulture, two powerful hind legs 
  that dangle behind in flight like a bee, each ending in sharp triple toed talons   The 
  spotty and blotchy texture of the mottled skin-scale=feathers combination, as well as 
  its irregularities of shape and colour often lead to this creature being mistaken for 
  undead at even medium distances.  
   
  Why is the Vlitherax here? 
  1. A patron demon lord or other power has dispatched the thing to fetch forth a nearby mortal of 
  unusual power or purity - perhaps one destined to become a paladin or great holy figure?  Or one 
  with a great potential for celestial magic?  Can it be stopped and if not, do they try to follow? 
  2. This is a craftier sort - it seems as above but in fact this is a dodge on behalf of some fell power 
  to fetch forth heroes from the mortal plane for some dark reason of its own.   Either they will be 
  attacked directly or they will be in for a surprise thinking they are rescuing some princess, for 
  example.   Where do they fell birds try to take them?     
  (Stuck for ideas? 1 the Crimson Hell 2 Dante’s inferno 3. Land of Hades 4. The infinite pit of the 
  abyss 5. A random hex in pandemonium 6. The courts of chaos 7.  The Eternal Wicked City 
  8.  The blasted wastelands of cancer 9.   The Screaming Kingdom of 7000 Skins Being Stretched 
  At Once 10. Ultor-Fehl, the Final Shadow of Total Despair) 
  3. The creature is one of several bound by task or spell to a great evil sorcerer of a faraway land, 
  they have been sent east (or south or whatever) to gather the particular spell components (read: 
  sacrifices) needed for a Ritual of Power.  Favored local NPCs, pets, horses, or the like can be 
  targets.  Or, of course, one or more characters themselves.  
  4.  There is a flash and the clash of arms and then a fiery column rains down from the sky a mile 
  distant.   Investigation sees the charred semi intact corpse of the Vlitherax, its hind claws still 
  clutching a cast iron cage in a death grip, though the door is open, and tracks ….. Go that 
  way.  Who or what managed to escape?  Will you go after them? 
  5.   The creature is one of a small flight of them (roll a d20) - a demon lord or such has 
  determined that an ancient weapon of great power lay somewhere in the area - they are tasked 
  with covering a search area of (5d00) miles, so they will not be grouped as such.  But this will be 
  noticed. What are they seeking?   
  6.   An extraordinarily rare occurrence - one of the greater demons has tasked a named servitor 
  demon of their court to take this being and hide a powerful item of good - a relic, the remains of a 
  saint, or some advanced scientific knowledge, hopefully somewhere far and somewhere 
  obscure.  Enter the PCs 
  
  53 
   
  Warp Wasp (also Doom Wasp, Red Abyss Wasp, other names besides) (3-7) Init. 
  +4; Atk  bite  +4 melee (1d6); AC 15; HD 5d8; hp 26, or 26, 25, 23, 23, 23, 17, 15; MV 
  130’ (crawls at 35’); Act 1d20; SP Type II demon traits, ovipositor attack, Red pollen;  
  SV Fort+4, Ref +4, Will +1; AL C. 
  Demon traits – (alone or grouped) crosses planar boundaries at will; summoned warp 
  wasps can sometimes be compelled to act to facilitate one way planar transit unless 
  the summoner is out of favor with the Horned Queen.  Even under such 
  circumstances, especially when moving in groups, the warp wasps have been known 
  to drop their passengers off somewhere quite random.  
  Ovipositor attack +6 to hit, 1d10 damage, Crits on table III d12 threat range 19-20) 
  targeting the eyes or other exposed brain bits 
  Tactics - you fly six times faster than you crawl so fly right at your enemy’s face and 
  try to get it.  Mount its face and inseminate it. Really it’s just that simple.   
  When focusing its attacks on a single creature (or using its ovipositor attack) the 
  beast places all sighted and hearing individuals at a reduced die step for all actions 
  from constant distraction and inability to see/hear.  
  Red Pollen – Any ovipositor attack, successful or not, exposes the victim to Red 
  Pollen. (Those who were not hit in combat may avoid the pollen by making a DC 16 
  REF save provide they are wearing some sort of armor or a hood at least.  Red Pollen 
  is a trans planar psychoactive, psychogenic substance that in tiny does is a super 
  potent, mind expanding, soul rippling narcotic...in these doses, it’s like cocking the 
  universal shotgun, aiming at the brain and firing…..Those affected take a d4 (each) 
  ability damage to Pers, Int, and hope it’s temporary.  For the next d16+level + Pers 
  bonus + Int bonus the affected IS GOING FOR A RIDE.   Those afflicted by Red Pollen 
  are to some degree placed in a “State of Abyssal Rapture”  -  what they believe will 
  to some degree prove true...especially if those beliefs are fear, uncertainty, chaos, 
  change and the like.  Whatever is left of the affected thereafter can be expected to 
  consult The RED table rolling at -1.   
  Doom Wasps, Red abyss wasps, and many other names besides, the Warp Wasp is a bizarre 
  red and black striped or mottled dire wasp with variously eight or sixteen legs.  Overall body 
  structure of the demon is closer to a hornet than a true wasp.  
   
  Warp Wasp Matriarchs are treated functionally as Warp Wasp Primes (DCC p. 382) 
  they appear as vaguely harpy-like, an assemblage of 3-5 human breasts and long 
  red hair along a still largely insectoid body.  They are seldom encountered outside 
  the less trafficked areas of the Queen’s doom where they suspend thousands of eggs 
  constantly from their swollen hind-cloaca.   They have been known to trade secrets 
  and information for … donations from willing mortal males.    
   
   
   
    
   
   
  
  54 
   
  Other creatures of the Dooms 
   
  The Lilit Tekal - the 99 wicked warrior sisters   
  Succubi of maximum hit points who ride a variety of armored flying mounts, 
  enjoying supremacy over many high abyssal skies.  Astride the Queen’s warp wasps, 
  her Vlitherax or larger varieties of abyssal bats, they fight with spear and shield and 
  stranger things seized in battle amid the ruins of a dozen conquered worlds.  
   
  The Red marefolk  
  A race of horse and ungulate beaastmen mutants that have lived an alternately 
  settled and nomadic existence across Tamarah’s doom for hundreds, possibly 
  thousands of years.   Much of their ‘nomad’ history is spent wandering between the 
  points of one of two ruined settlements – the old town and the new town; each are 
  in ruins to varying degrees but they go through settled periods also where one of the 
  towns becomes the center point of their existence. 
  The smarter and more intelligent ones are periodically shifted off to a pocket plane 
  where Tamarah keeps certain items and relics away from grabby mortals, awaiting 
  the right champion to arise from a patron bond that they might be led there, 
  hopefully to take up arms and do her bidding.  The lone champion who arrives by 
  gate on the hill is a known piece of folklore to them, even those lost in a semi-
  animalistic nomad existence.  It is their nature to test such individuals by violence 
  and by actions of chaos and circumstance.  
   
   
   
   
   
   
   
  
  55 
   
   
   
  The book of Scarlet Abomination 
  The 156 Damned Pages, all wrought of skin and scales (allegedly those of the 
  demon herself), the scarlet paged text depicts obscene and blasphemous sutras and 
  a panoply of images and diagrams, each a title, name, or other element necessary to 
  successfully invoke the patron.  The Patron Binding spell for Tamarah can be found, 
  in complete, herein.  Use of the book in the Patron Bonding ritual will add 3 to the 
  spell check, though if the spell fails or worse, the book will be whisked away in a red 
  and black whirlwind.  The book may very well be a part of the demon queen’s 
  multidimensional body, capable of terrifying feats should she wish it.  A failed 
  patron bonding could conjure an enormous book-tongue to enfold and suck the 
  would-be invoker into the book itself….. 
   
   
   
   
  
  56 
   
  The Posture Sutras 
  The vulvar flats – a depiction of the so-called 
  Cambion Cocotte, ‘Queen-mother’ of the Succubi  
   
  The image of the six armed hungry woman - The 
  Enlightened Beast who is bearer of the cup of chaos 
  wisdom.  “The enlightened beast dances in the void, 
  laughing awn corruption, free and unwise. For those 
  who have earned the Beast’s especial favor…or for 
  those deserving only damnation, the Queen of Wise 
  Doom may offer you a chalice. A drink of RED.” 
   
  The beaastmen diagrams – On some worlds Tamarah 
  is regarded as the mother of beaastmen and their 
  foul ilk.  These mystic-vivisection diagrams of a 
  variety of beaastmen varieties may aid in spells 
  affecting them or attempting through sorcerous 
  means to create them.   On the last of the diagrams 
  she is depicted as she is known in the ape cities of 
  the south; an immense (16 foot) she-gorilla with a 
  lion’s mane and a scorpion tail.    
   
  The Posture Titles - Each of the Red Queen’s 56 
  mystic titles are individually depicted among the 
  sutras within the Codex.  Concealed within these 
  title-diagrams, are contained perhaps four or as 
  many as six spells of unknown origin, on top of all 
  of this other “esoteric learning.’ 
  The translated version of the Codex, the Tome of 
  Scarlet Abominations, ascribes a specific name for 
  each title (as outlined on page 26).  
   
  Other demons - are mentioned within the Codex as 
  well, though in far less detail – at least on initial 
  study.  Consistent application of study by the 
  dedicated sorcerer may well have … surprising 
  results however.  
   
  - The demon-bodhisattva named Fallen 
  Enlightenment Bhasmeśvaranirghoṣa, the "-
  Soundless Lord of Ashes", who rules his eternally 
  silent realm of dead though conquered worlds, and 
   
  The Jor-Ust Codex,  
  Also called the Red 
  Book 
   “112 days of constant 
  pleading.” 
   
  Much of what is known 
  here comes from the Jor-Ust 
  Codex,  The largest surviving 
  scrap of that work is an 
  extended poem of sorts, 
  detailing the poet (one of 
  many interpretations of who 
  the author is to be) 
  attempting to flatter and 
  persuade the incarnate 
  Tamarah as she presides over 
  and devours much of the 
  author’s home (home-world). 
  There is an entire cycle of 
  stories herein describing her 
  various alleged conquests a 
  list of monsters ‘made’ and 
  the like.  
  The most common translation 
  of this text is the so-called 
  Book of Scarlet 
  Abominations. 
   
  The Codex also contains at least 
  12 of her ’99 Red Names’ 
  Tamlyn 
  Tamarah Pandoramicum 
  Tamael 
  Tama Lyn 
  Tamma-lyn 
  Tamah-lyrhin 
  The Lady Payback 
  Nemesis St. Harbinger 
  Tamarah Doombringer 
  Tamlyn Worldwrecker 
  Tamarah the Red Sheppard 
  Tamarah the Red.  
   
   
   
   
   
  
  57 
   
  -Tenegbreas, the lord of summer shadows and soft 
  winds Sounds benevolent; is the lord of rapes on 
  moonless nights 
  - And Cillithix the Collector – the collector of secrets of 
  dead and lost civilizations 
   
  Aphorisms & alleged quotations – the final section 
  contains a lengthy set of poetry-glyphs espousing 
  certain “essential truths.”  As the section goes on, 
  these become longer and harder to follow; equal wise 
  they become harder to translate without letting a 
  little of the book’s fell influence in …… 
   
  “Flesh is flesh.” 
  “Hunger is life.” 
  “Humiliate. Then break.  Then destroy.” 
  “Yet the Rebel Persists.” 
  “Will to consumption...” 
  “Complete freedom in all things.  Always.  For all.  
  But me first.” 
  “Sticky fingers! All-the-Things Must Touch.” 
  “Tick tock men can be broken.  Only the brave and 
  foolish eat what’s inside.” 
  “Get my fingers in you and I will bring out your Red.” 
  “That is what girls are, holes that can kill you.” 
  The Screws Turn as Tamlyn Yearns 
   
  What am I? 
  Am I a vampire? 
  A goddess 
  A demon 
  I possess all of these qualities 
  But I am in charge 
  And that is ultimately all that matters 
   
  She will help you nut, she will help you win one for the 
  revolution, She will definitely help you stick it to the man 
  But the Red Queen will find only amusement in it brother. 
  ….Let out your hate, swim in your resentment and 
  anxieties, and let the Red Queen Rule You.  
   
   
   
   
   
   
   
  Some selected 
  highlights 
  -Story of her forging the Star 
  Crown in the Deep Abyss 
  with two other demons; poss. 
  The demon who will come? 
  -Some tales of her various 
  “badges of office” (all 
  sandman style) 
  Her hide armor/cloak which 
  allows transformation and is 
  useful in war.   
   
  The “parable” of Her Time in 
  the Void- 
  Free, in the Void, at last, she 
  found herself. Alone. 
  Now as a slave and a victim 
  to constant fear, she was 
  always alone but not like this. 
  The void is the absence of all 
  things.    
  In the void you have nothing 
  but yourself.   
  Her strength she found was 
  in her freedom. Nothing 
  existed to tell her it was 
  impossible, whatever it was 
  that came to her mind. Her 
  weakness was that same 
  freedom.   The success or 
  failure of all things lay in her 
  doing.  
  At the end, she as much 
  created what she needed out 
  of herself and the world 
  followed as called the world 
  itself.  Or returned to it, if 
  you prefer.    
   
   
   
  
  58 
   
  Chalice Goat - Moments of Demoniac Enlightenment table  
  Sometimes a vision, sometimes a fable, and sometimes complete fabrications 
  designed to use and destroy them, these are - allegedly - gifts, drizzling down (or 
  floating up) from the Enlightened Beast, perhaps showing them some fell path to 
  power, glory or destruction.  Sometimes triggered by the magic items she has 
  released into the worlds, sometimes by her spell magic, and sometimes –
  seemingly- for no reason at all, Tamarah brings enlightenment of a most fell and 
  unasked for variety.  Why does the Queen in Scarlet and Jet do this?  Who knows?  
  Roll d100 and add your Level and Personality score (Not the modifier) as she drags 
  you, kicking and screaming into the future.  
  For each Tamarine patron taint that the invoker has suffered, add ten to any roll of 
  demonic enlightenment.  
   
  01-09 Trumpets, fire, smoke and burning flesh…..no more. 
  10-16 the spell that brought you here functions (reroll result) however your face is now 
  absolutely blank; somewhere in the multiverse another petitioner of the Red Queen is wearing 
  it.   Invokers who have cast Dead Skin Mask and used it to steal another’s face may, on a 
  successful Will save (DC set by the reroll result) instead give up a face previously stolen by the 
  use of that spell, randomly but permanently.  In that latter case, there is a 1 in 4 chance the face 
  worn is permanent; either a permanent illusion spell or the face is now adhered to their own.   
  17-31  Failure to comprehend the dangerous nature of the demon runes involved, both caster 
  and target take a point of temporary PERS damage per caster level and save v. Fort at spell 
  check dc or each loses 1d4 Pers, 1 Agil, and 2 Sta PERMANENTLY 
  32-39  A shade of Tamarah Herself - likely a servitor she's transformed into a likeness - shows 
  up in the most personally offensive (Ref's discretion) attire/panoply, and pulls a 
  requested/necessary item out of a courier's bag, then leaves. The item fails to work, most likely 
  in a spectacular fashion. It may be a duplicate, an inferior obvious copy, or functionally identical 
  save for whatever useful properties it is alleged to possess.  
  40-49 Red. RED RED you …. Are bleeding.  Take 2d4 hp damage as blood pours from 
  momentary injuries in your forehead, hands, breasts, penis, and feet.  Then roll once on 
  DRINKING THE RED table.  
  50-63 immediately you must succeed on a DC 20 Will save to resist spending the next d7 weeks 
  seeking and engaging in carnal pleasures of the flesh.  Those who fail the save and fail to give 
  into their instincts, will find concentration increasingly difficult  
  64-72 far beyond your future, the Era After awaits, the Red Queen is hosting.  You are drawn, 
  or think you are, to a large gathering of other like-minded mortals in the Queen’s villa, many 
  hundreds of thousands of years in your future.  You learn many secrets of this demon era and 
  are given a taste of the RED before returning…or waking….back in semi familiar territory….2d12 
  miles from where you were previously with no accounting for the intervening distance or time, if 
  any.   
  73-81 A dizzying, psychedelic array of clashing lights and reflections; recipient is ill for 1d2 
  days afterward. However during recovery, they experience a moment of clarity or insight 
  pertaining to a problem they are currently experiencing, or one they have forgotten about.  
  82-91 Immediately and every night following for level/nights in  area of 1 mi/level radius of the 
  misfire experiences a haunting red and crimson aurora.   
  92-93 all in 100 / level + pers. Bonus/miles see the constellations (or other celestial 
  phenomena) bleed for d12 minutes every day for as many days, even in full daylight.    
  
  59 
   
  94-98 the caster is suffused with a soft but pulsating (and warm to the touch) scarlet aura. 1 in 
  5 chance that this is permanent 
  99 the enlightened one is shaken to their very core.  Your body is immobilized as your spirit flies 
  to a dozen supernal realms, each one passing through your consciousness and vice versa with 
  liquid quickness – soon you realize your body, your home, all you have known is only energy 
  wobbling at a slow vibration.  You have a common point of reference with everyone you have 
  ever known as someday soon in the past or future you will have been them – you are all one…or 
  will be.  The whole of the multiverse is a tremendous act of imagination and you are no 
  exception.    Succeed at a DC 25 Will save or be lost in the heights of the upper worlds…or the 
  obliterated psychedelic remnants of your own shattered mind, should there prove to be a 
  difference.    
  100 The danse of ruinous creation overcomes the caster; their body is infused with and made 
  drunk by a suffusion of daemonic inspiration and demonic fury.  The affected must succeed at a 
  DC 30 Fort save or begin madly and insanely dancing, moving with greater and greater speed 
  and warbling gait.  The character will feel as though they are almost incapable of keeping up 
  with their own body;  this danse will continue for a full day and night for each CL possessed by 
  the one so enlightened;  Each day the afflicted sacrifices 1d8 points as spellburn from their 
  Stamina, Intelligence, Strength, Personality, or Agility. The danse does not end until the afflicted 
  is incapable of dancing any longer.   Each day after the first the afflicted also suffers 1d6 hp 
  damage as exhaustion, hunger, and dehydration take their toll.  Hallucinations of a most bright 
  and vivid nature are common as early as the first hour of the danse, growing progressively 
  stranger and more intense as it passes.   The afflicted will not fall down until one of their abilities 
  reaches zero.   If their INT reaches zero first, they have been slowly irretrievably, incurably 
  rendered mad from the experience, no saving throw.   If their PERS reaches zero first, they have 
  given of their self and identity to power the effect and will remain dancing until they finally die 
  of exhaustion.  If any of their physicals reach zero first however, they drop from exhaustion and 
  fall into the deepest sleep they have ever known. 
  Should anyone come into physical contact with the afflicted, or make firm constant eye contact 
  with the afflicted (say in attempting to hold them down) they must pass a DC 20 Will save or 
  they will join in the dancing madness. A plague of dancing can (and some when, many times, 
  has) result from this.    Should they reach 0 hp first of course, they die of exhaustion having been 
  literally worked to death.   At the end of the danse however, the true power of what has 
  happened will be revealed. For every person who danced (and every level of every leveled 
  character who participated)  
  101 - 129 you are on a set table and gods, demons, and lovers past and present are serving you, 
  live, as an exquisite delicacy.  You die, slowly, screaming and laughing, as the gods of your 
  homeland, demons of Tamarah’s court, and everyone you have ever loved joyfully eat and 
  consume your flesh.  You are murdered slowly in this ritual cannibal orgy, its reality only 
  inexplicably becoming clear at the bitter end.   Tamarah eats your eyes before they burst from 
  oversaturation with life energy.   Your soul is done.  
  130+ How did you roll this high? OR “roll” The Judge is hereby encouraged to tell the tallest 
  story they can conceive and absolutely blow the player’s mind.  Then and only then decide if it 
  has any reality in the game world.    
   
   
   
  
  60 
   
   
   
   
   
   
   
   
   
   
  There are those who are merely festering mouths waiting to be fed. 
   
   
   
   
  
  61 
   
  Designation of Product Identity 
  All place names, character names, names of organizations and similar proper nouns introduced in this publication are product 
  identity, including but not limited to Tamarah Pandoramicum, the Jor-Ust Codex, the RED, Starbow, and Cillithix the Collector.  
  Designation of Open Game Content 
  All game statistics for any game elements included in this publication are designated open  
  game content. This includes but is not limited to monster statistics, magic items and spells. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All  
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all  of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,  
  based on material by E. Gary Gygax and Dave Arneson. 
  Dungeon Crawl Classics, Copright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@ 
  goodman=games.com 
  Book of Scarlet Abomination: Tamarah Pandoramicum Spring 2019, copyright 2019 Dreaming Gynoid Studio 
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under 
  license. 
   
   
  
  62 
   
   
  All is meaningless 
  Entropy is architecture 
  Be Free 
   
  TAMARAH HUNGERS 
   
  “I am the daughter of Fortitude, and ravished every hour from my youth. For behold I am 
  Understanding and science dwelleth in me; and the heavens oppress me. They cover and desire 
  me with infinite appetite; for none that are earthly have embraced me, for I am shadowed 
  with the Circle of the Stars and covered with the morning clouds. My feet are swifter than the 
  winds, and my hands are sweeter than the morning dew. My garments are from the 
  beginning, and my dwelling place is in myself. The Lion knoweth not where I walk, neither do 
  the beast of the fields understand me. I am deflowered, yet a virgin; I sanctify and am not 
  sanctified. Happy is he that embraceth me: for in the night season I am sweet, and in the day 
  full of pleasure. My company is a harmony of many symbols and my lips sweeter than health 
  itself. I am a harlot for such as ravish me, and a virgin with such as know me not. For lo, I am 
  loved of many, and I am a lover to many; and as many as come unto me as they should do, 
  have entertainment. 
  Purge your streets, O ye sons of men, and wash your houses clean; make yourselves holy, and 
  put on righteousness. Cast out your old strumpets, and burn their clothes; abstain from the 
  company of other women that are defiled, that are sluttish, and not so handsome and beautiful 
  as I, and then will I come and dwell amongst you: and behold, I will bring forth children unto 
  you, and they shall be the Sons of Comfort. I will open my garments, and stand naked before 
  you, that your love may be more enflamed toward me.” 
   
   
   
  This product is compatible with the Dungeon Crawl Classics Role Playing Game. 
   
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/DCC Patrons/Book of Scarlet Abomination Tamarah Pandoramicum (DCC).pdf