TEXT:  
   
   
  ISSUE #4 ◆ OCTOBER 2020 
  �
  HAPPY 
   
   
  HALLOWEEN!
  
   
  A Message from the Editor 
  Welcome to the fourth issue of Flame Prïncess Cult, a fanzine
   
   
   
   
   
   
   
   
   
   
   
  devoted to James Edward Raggi IV’s Lamentations of the Flame
  Princess Weird Fantasy Role-Playing! Although not an official LotFP
   
   
   
   
   
   
   
   
   
  product, the online home for this zine is the official Lamentations
  facebook group
  If you’re reading this and aren’t already a member,
   
   
   
   
   
   
   
   
    
   
  please join us! It’s a friendly bunch of people who will be happy for
  you come add to the fun. 
  October has arrived, my friends. The month of Weirdo Christmas,
   
   
   
   
   
   
   
   
   
   
  a.k.a. Halloween. This issue isn’t particularly Halloweeny in flavor,
  as doing a special Halloween-themed version of Lamentations of the
   
    
   
   
   
   
   
   
   
  Flame Princess strikes me as like trying to make the ocean wetter.
  However, the official month of publicly sanctioned spookiness strikes
   
   
   
   
   
   
   
   
   
  me as a good opportunity for recruitment.
   
  What I mean is that this is the month for finally trying to recruit
  some new players for that one shot you’ve been meaning to run.
   
   
   
   
   
   
   
   
   
   
   
   
  Any gore and witchery in the game then becomes part of the
  Halloween festivities, you see. In fact, you should probably put this
   
   
   
   
   
   
   
   
   
   
   
  issue down and go start organizing that session! Don’t worry, we’ll
  be waiting for you until then. 
  Stay weird! 
   
  Jeff Rients
  Last seen somewhere in Pennsylvania 
  
   
  Table of Contents
   
  Article
  Author
  Page
  Location Tension 
  Stefan “The Moth” 
  2 
  The Inquisition Party 
  Mark Hess 
  6 
  Trosteg Mæltromal 
  Matthew J. Griffin 
  8 
  The Sin-Eater
  Tim “Samwise7” Harper
  10
  A Hack for Threefold Saving Throws 
  Ignacio Fernandez Ivern 
  12 
  Valac Fooltrap 
  John Anthony 
  14 
  Havenrift 
  Craig “Lord Mhor” Dixon 
  17 
  A Copy of A Letter
  Tuomas Salo
  20
  Early Modern Random Magic-User 
  Jeff Rients 
  22 
  New Spells for LotFP 
  Lasandros the Wandrous 
  25 
  New Skill: Spell-Craft 
  Matt Austin 
  27 
  Art Credits 
  Cover art: Ben Crawford 
  Logo design: Etienne Ménard 
  Page 5: Gordon Johnson from Pixabay
  Page 11: Tim “Samwise7” Harper 
  Page 14: Stacey Sanderson 
  Page 23: Joel Clapp 
  Inside back cover: Oberholster Venita from Pixabay
  Additional assistance: Tim “Samwise7” Harper 
   
   
  assumptions in the game world and/or story arc. For example, a
   
   
   
   
   
   
   
   
   
    
  magical effect created by the dominant religion, may not require a
   
   
   
   
   
   
   
   
   
    
  penalty. But knowing the curse laid upon an esoteric idol from a
   
   
   
   
   
   
   
   
   
   
    
  long forgotten demonic power, may incur a -3 penalty to the roll. A
   
   
   
   
   
    
   
   
   
   
    
  failure on the roll will result in the Specialist imparting incorrect
   
   
   
   
   
   
   
   
   
   
   
  information to his fellow adventurers. The Referee is encouraged to
   
   
   
   
   
   
   
   
   
   
  make the Spell-craft roll in secret. 
   
  When using Spell-craft to cast a spell from a scroll, a Specialist
   
   
   
   
   
   
   
   
   
   
   
   
  receives a penalty equal to the level of the spell contained on the
    
   
   
   
   
   
   
   
   
   
   
   
  scroll. For example, a Specialist with a 3 in Spell-craft will have to
   
   
    
   
     
   
   
   
   
   
  roll a 1-2 to be successful with a 1st level spell scroll. A roll of a 6
    
   
   
   
   
    
   
   
   
    
   
     
  always triggers a mishap.  
   
  Roll 2d6 and keep the lower number. 
  1) The scroll bursts into flames due to a mispronunciation. The
   
   
   
   
   
   
   
   
   
   
   
  Specialist will take d6+1 points per spell level in damage. No save is
   
   
   
   
   
   
   
   
   
   
   
    
  allowed. 
  2) The Specialist is struck blind, deaf, and mute for 24 hours.
   
   
   
   
   
   
   
   
   
   
   
   
  Remove Curse will lift this effect. 
  3)
  One
  of
  the
  Specialist’s
  attributes,
  randomly
  determined, is
   
   
   
   
   
   
   
   
   
  reduced by 50%. This effect is permanent until Remove Curse is
   
   
   
   
   
   
   
   
   
   
   
  cast upon the Specialist. 
  4) A random object becomes animated and attacks at random. The
    
   
   
   
   
   
   
   
   
   
  animate object has hit dice equal to the spell level of the scroll. It
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  has AC 12. It will do d6 damage per successful attack. There is a
   
   
   
   
   
   
   
   
   
   
   
   
    
  10%
  chance
  the
  animated
  object
  becomes
  self-aware.
  The
   
   
   
   
   
   
   
   
  animated object loathes its very existence and immediately attacks
   
   
   
   
   
   
   
   
   
  its creator to the exclusion of all others. 
  5) The Specialist ages 1d4 x 10 years. 
  6) The Specialist casts the Summon spell. The summoned creature
   
   
   
   
   
   
   
   
   
   
  will attack friend and foe alike. If the Specialist was attempting to
   
   
   
   
   
   
   
   
   
   
   
   
  cast Summon, the spell takes effect as normal, but he has no
   
   
   
   
   
   
   
   
   
   
   
   
  control over the entity summoned. 
    
  28 
  
  save the creature takes 1d4+1 damage per level of the caster (so a
   
   
   
   
   
   
   
   
   
   
   
    
  5th level caster deals 5d4+5 damage) or half as much damage on a
   
   
   
   
   
   
   
   
   
   
   
    
  successful save. The Magic Missile Storm resembles the caster's
   
   
   
   
   
   
   
   
   
  normal magic missile appearance. 
   
  New Skill: Spell-craft  
  by Matt Austin 
   
  “I got this, guys! I’m pretty sure this scroll will unleash a fireball. 
  Just give me a second to remember how to pronounce this word-“ 
  -Kalvin Jacobson, self-proclaimed arcane explorer moments before
   
   
   
   
   
   
   
  he killed his entire party. 
   
  This is an optional skill for the Specialist class. Spell-craft assumes
   
   
   
   
   
   
   
   
   
   
   
  that the Specialist has had some informal training in the arcane,
   
   
   
   
   
   
   
   
   
   
   
  such that the Specialist can use this skill to understand a magical
   
   
   
   
   
   
   
   
   
    
   
  effect, trap, portal, creature, etc. Specialists who allot skill points
   
   
   
   
   
   
   
   
   
   
  into this skill are dabblers—they are not devout clerics who have
   
   
   
   
   
   
   
   
   
   
   
  spent thousands of hours in prayer and study, nor have they spent
   
   
   
   
   
   
   
   
   
   
   
   
  the time seeking out dark pacts with the forces of chaos to wield
   
   
   
   
   
   
   
   
   
   
   
   
   
  mystical power like the magic-user. Specialists are more likely to
   
   
   
   
   
   
   
   
   
   
  get it wrong than right, often with hilarious effect. But, with the
   
   
   
   
   
   
   
   
   
   
   
   
  right amount of time and patience, the Specialist who has taken
   
   
   
   
   
   
   
   
   
   
   
  time to study Spell-craft, can not only understand the arcane and
   
   
   
   
   
   
   
   
   
   
   
  the weird, but he can also use his limited understanding to decipher
   
   
   
   
   
   
   
   
   
   
   
   
  a spell scroll for later use. 
   
  As a premise to this alternative skill, it is assumed that magic-users
    
   
   
   
   
     
   
   
   
  and clerics have an understanding of Spell-craft, such that the
   
   
   
   
   
   
   
   
   
   
  classes do not need this skill. Rather, simple intelligence checks (or
   
   
   
   
   
   
   
   
   
   
   
  another suitable mechanic) will do just fine in determining whether
   
   
   
   
   
   
   
   
   
   
  a cleric or magic-user can understand the origins, type, effect, etc.
   
   
   
   
   
   
   
   
   
   
   
  of a weird magical effect encountered while adventuring. 
   
  How it works: On a successful check, the Specialist gains lore on a
   
   
   
    
   
   
   
   
   
   
    
  magical item, effect, creature, or place. The Specialist can also
   
   
   
   
   
   
   
   
   
   
  Spell-craft
  to
  operate
  a
  magic
  item
  that
  may
  require
  specific
   
   
   
   
   
   
   
   
   
   
  incantations and/or triggers to get it to work. The Referee will
   
   
   
   
   
   
   
   
   
   
   
  impose the appropriate modifier to the roll based on the particular
   
   
   
   
   
   
   
   
   
   
   
  27 
  Random Table: Location Tension 
  by Stefan “The Moth” 
   
  Summary:
  A
  random
  table
  featuring
  various
  unnerving
  things
   
   
   
   
   
   
   
   
  happening to your players whilst exploring a dungeon or forested
   
   
   
   
   
   
   
   
   
   
  area. Who needs wandering monster tables? Killing your players is
   
   
   
   
   
   
   
   
   
   
  so passé, just freak them out. 
   
  d20�
  Dungeon/Underground�
  Forest�
  1. 
  A
  piece
  of
  the
  ceiling
   
   
   
   
   
  unexpectedly cracks and falls
   
   
   
   
  right
  next
  to
  one
  of
  the
   
   
   
   
   
   
  characters. 
  The sound of snapping twigs is
   
   
   
   
   
   
  heard
  somewhere behind the
   
   
   
   
  party. 
  2. 
  A floor tile starts sinking into
   
   
   
   
   
   
  the
  ground
  with
  a
  grinding
   
   
   
   
   
  sound, as if it is moved by a
   
   
   
   
   
   
    
  mechanism
  triggered
  by
  a
   
   
   
   
  nearby
  character.
  A
  deadly
   
   
   
   
  trap? A hidden door? Nothing
   
   
   
   
   
  happens. 
  A
  random
  character
  feels
   
   
   
   
  tingling on their back for some
   
   
   
   
   
   
  time,
  then
  a
  sensation as if
   
   
   
   
   
   
  something is moving. If they
   
   
   
   
   
  look, they don't see anything.
   
   
   
   
   
  Eventually a big spider crawls
   
   
   
   
   
  over their shoulder.  
  3. 
  An
  animal,
  native
  to
  the
   
   
   
   
   
  dungeon, accidentally triggers
   
   
   
  an
  unseen
  trap
  that
  the
   
   
   
   
   
  characters
  passed
  only
   
   
   
  moments
  ago.
  It
  dies
  a
   
   
   
   
   
  gruesome death. 
  Horrible smell of organic origin
   
   
   
   
   
  is
  suddenly
  omnipresent,
  yet
   
   
   
   
  the source is unknown. 
  4. 
  A
  random object moves and
   
   
   
   
   
  falls, making a loud noise. 
  An unexpected breeze surges
   
   
   
   
  through
  the
  trees,
  carrying
   
   
   
   
  with itself a whisper. One party
   
    
   
   
   
  member
  hears
  the
  name
  of
   
   
   
   
   
  another. 
  2 
  
  5.
  Strong gust of wind makes the
  torchlight dance vigorously, as
   
   
   
   
  if it will die any moment. 
  The
  party
  stumbles
  upon
  a
  small,
  long
  extinguished
   
   
   
  campfire, dozens of teeth found
   
   
   
   
   
  among the ashes. 
  6. 
  When a party member goes to
    
   
   
   
   
  do anything alone, play out the
  scene as if they would die a
   
   
   
   
   
   
   
  sudden,
  horrific death. When
   
   
   
   
  the
  next
  character
  comes
   
   
   
   
  looking for the dead one, they
  find them just laying on the
   
   
   
   
   
   
  ground, unconscious.  
  Rabid barking sounds of some
   
   
   
   
   
  big canine are heard, followed
  by a yelp and a whine. Dead
   
   
   
   
   
   
   
  silence ensues. 
  7. 
  A
  door
  closes
  behind
  the
   
   
   
   
   
  characters with a sudden bang. 
  The
  shine
  of
  pale
  moonlight
   
   
   
   
   
  pierces through the branches,
   
   
   
   
  for
  a
  second
  revealing
  numerous faces staring at the
   
   
   
   
   
  party from the trees. A horrific
   
   
   
    
   
  trick of the light. 
  8. 
  The
  ceiling
  of the room has
   
   
   
   
   
   
  been
  clawed
  by
  some
  giant
  unknown creature long ago. 
  A
  distant
  bone-chilling
  wail
   
   
   
   
  echoes through the woods.
  9. 
  A
  bone-chilling
  sound
  of
  a
   
   
   
   
   
  screaming child asking for help
   
   
   
   
   
  echoes through the dungeon.
  The voices of giggling children
   
   
   
   
   
  are heard all around the party. 
  10.  
  Sickly green slime oozes from
   
   
   
   
   
  the ceiling onto a characters
   
   
   
   
   
  shoulder. It colors their armor,
   
   
   
   
   
  looking
  like
  the
  armor
  is
  damaged or rendered useless
   
   
   
   
  (plate
  armor
  gets
  a
  rusted
   
   
   
   
   
  color,
  etc.).
  It
  is
  only
  an
   
   
   
   
   
   
  aesthetic effect, yet no need to
  convey this to the PC. 
  A tree completely covered in
   
   
   
   
   
  carved
  symbols
  and
  blood
   
   
   
   
  stains. It looks like the tree is
   
   
   
   
   
   
   
  bleeding.
  3 
  ●
  Eyes: blinded for 1+1d4 rounds  
  ●
  Arms: -4 penalty to attack rolls for 1+1d4 rounds  
  ●
  Chest or Back: extra 1d4 damage 
  ●
  Legs: move at half speed for 1+1d4 rounds The target gets
   
   
   
   
   
   
   
   
   
   
   
  a save versus Magic every time they are stabbed with a
   
   
   
   
   
   
   
   
   
   
   
  needle. On a success they avoid the effects and only take
   
   
   
   
   
   
   
   
   
   
   
  1d4 damage. 
  If the doll is completely destroyed (chopped up, burned, etc.) all
   
   
   
   
   
   
   
   
   
   
   
  effects on the target end, otherwise the connection is permanent. 
    
  Demon Trap  
  Magic-User Level 2 
  Duration: See below  
  Range: 0  
  The Demon Trap is a sigil imbued with magical power meant to trap
   
   
   
    
   
   
   
   
   
   
   
   
  demons or entities from beyond. In order to create this sigil you
   
   
   
   
   
   
   
   
   
   
   
   
  need 1 liter of blood from a virgin, and 500sp worth of special herbs
    
   
   
   
    
   
   
   
   
   
   
   
  and ingredients, and spend 1d6 turns to draw it and imbue it with
   
   
   
   
   
   
   
    
   
    
   
  magical energy, the trap is a 5ft square.  
   
  This trap will be able to hold and contain any demon summoned
   
   
   
   
   
   
   
   
   
   
   
   
  into or moving over or under it, if they have less HD than the
   
   
   
   
   
   
    
   
   
   
   
   
   
  caster’s level, there is no save. While inside the trap the entity
   
   
   
   
   
   
   
   
   
   
   
   
  can't use any abilities or attack. The trap is permanent unless
   
   
   
   
   
   
   
   
   
   
   
  someone breaks the sigil from outside.  
   
  If the entity is equal to or higher than the caster’s level, they get
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  to make a save versus Magic. If the demon’s save is successful,
   
    
   
   
   
   
   
   
   
   
   
  the trap is immediately broken and the entity attacks the caster
   
   
   
   
   
   
   
   
   
   
   
  in a fit of rage.  
   
  Magic Missile Storm
  Magic-User Level 3  
  Duration: Instantaneous  
  Range: 60’ +10'/level  
  A giant missile of magical energy shoots from the casters fingertips
   
   
   
   
   
   
   
   
   
   
   
  at a location you choose and erupts into a great storm of many
   
   
   
   
   
   
   
   
   
   
   
   
   
  magic missiles when it strikes the target area. Every creature within
   
   
    
   
   
   
   
   
   
   
  a 20 foot radius sphere must make a save versus Magic, on a failed
   
   
   
   
   
   
    
   
   
   
    
   
  26 
  
  construction. Cost and time of the final enchantment will be similar
   
   
   
   
   
   
   
   
   
   
   
  to making a wand or staff. 
  93-94 Brain Cannibal: If you eat the brain of a recently dead
  magic-user, you gain access to one of their known spells, selected
   
   
   
   
   
   
   
   
   
   
  randomly. Subsequent rolls of this item increase the total spells
  gained to d2, then d3, then d4, etc. 
  95-96 Familiar: You gain the service of a randomly created 0-hd
   
   
   
   
   
   
   
   
   
   
   
  demon (as per the Summon spell) who can take the form of a
   
   
   
   
   
   
   
   
   
   
   
   
   
  common small animal (e.g. cat, dog, raven, frog or snake). 
  97-98
  Spell
  Blender:
  Once
  per
  day
  you
  can
  cast
  two
  spells
  simultaneously
  for
  a
  combined
  or
  hybrid
  effect.
  This
  a
  risky
   
   
   
   
   
   
   
   
   
   
  proposition
  (i.e.
  you
  must
  roll
  miscast
  every
  time).
  Reroll
  subsequent rolls of this item. 
  99 You gain +1 to your lowest ability score. If there is a tie,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  randomly determine which one is increased. 
  00 Spellsword: You can cast spells while holding a rapier, small or
   
   
   
   
   
   
   
    
   
   
   
  minor blade weapons in your hand. If rolled again, you can do the
  same with medium or great weapons. Reroll subsequent rolls of this
   
   
   
   
   
   
   
   
   
   
   
  item.
   
  New Spells for LotFP
  by Lasandros the Wandrous
   
  Malevolent Moppet
  Magic-User Level 1  
  Duration: until destroyed  
  Range: 0  
  This spell allows you to create a magical doll of any humanoid. To
   
   
   
   
   
    
   
   
   
   
   
   
  create this doll you must have 100sp in materials plus blood, hair,
   
   
   
   
   
   
   
   
   
   
   
   
  flesh, etc. of the target, and a full uninterrupted day in a lab to
   
   
   
   
   
   
   
   
   
   
    
   
   
  connect the target with the doll. After you have created the doll you
   
   
   
   
   
   
   
   
   
   
   
   
   
  can use pins and needles to stab the doll which is inflicted on the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  target, each needle does 1d4 damage and a different effect for each
   
   
   
   
   
   
    
   
   
   
   
  location:  
  25 
  11.
  As soon as anyone makes any
  kind of noise, the room comes
   
   
   
   
   
   
  alive as swarms of cockroaches
   
   
   
   
   
  scuttle about and run away. 
  A
  butchered
  corpse
  of
  an
  animal
  is
  strewn
  across
  the
   
   
   
   
   
  ground, the head spiked on a
   
   
   
   
   
   
  nearby branch. 
  12.  
  A
  random
  character
  walks
   
   
   
   
  through a spider's web, face
  first. 
  A
  nearby
  tree
  branch
   
   
   
   
  unexpectedly
  touches
  one
  character's
  shoulder. It's just
   
   
   
   
  the wind.  
  13.  
  The
  ground
  rumbles
  and
   
   
   
   
  shakes,
  dust
  dancing
  in
  the
   
   
   
   
   
  room,
  as
  if
  caused
  by
  a
  powerful,
  but
  brief,
   
   
  earthquake. 
  The
  party
  finds
  itself
  in
  the
   
   
   
   
   
   
  middle of numerous footprints
   
   
   
   
  on the ground. Too many to
  count and vastly overwhelming. 
  14.  
  The
  whole
  room
  is
  covered
   
   
   
   
   
  with bloody imprints of small
   
   
   
   
   
  hands.
  Small dolls made out of twigs
   
   
   
   
   
   
  adorn an entire grove of trees. 
  15.  
  This
  room
  is
  eerily
  quiet,
   
   
   
   
   
  except for the single drop of
  some
  liquid
  echoing
   
   
   
  throughout.  
  A lifeless body of a humanoid
   
   
   
   
   
   
  hangs
  upside
  down
  from
  a
  nearby tree, their eyes gouged
   
   
   
   
   
  out. 
  16.  
  A swarm of bats rushes above
   
   
   
   
   
   
  the
  heads of the characters,
   
   
   
   
   
  save or suffer minor damage.
  For
  a
  couple
  of
  moments,
   
   
   
   
   
  complete darkness engulfs the
   
   
   
   
  characters,
  swallowing
  even
  their torches. The effect is over
   
   
   
    
   
  as soon as panic kicks in. 
  17.
  A monster from the wandering
  table rushes past the players,
   
   
   
   
   
  completely
  disregarding
  their
   
   
   
  presence as it flees in absolute
   
    
   
   
   
  fright
  from
  some
  unknown
  threat looming ahead. 
  A
  monster
  from
  your
  wandering
  table
  rushes
  past
   
   
   
   
  the
  players,
  completely
   
   
   
  disregarding their presence as
   
   
   
   
  it flees in absolute fright from
  some unknown threat looming
   
   
   
   
  ahead. 
  4 
  
  18.
  You
  went
  too
  far
  into
  the
  clutches of darkness. Save or
   
   
   
   
   
  suffer
  uncontrollable
   
   
  nyctophobia.
  Your
  torchlight
   
   
   
  must not die, otherwise it will
  be the end of you. 
  Random
  player
  is
  bitten
  by
  some kind of insect, supposed
   
   
   
   
   
  to be carrying a deadly poison.
   
   
    
   
   
  In reality, it is harmless. 
  19.  
  There's no air and no way of
   
   
   
   
   
   
   
  getting
  out
  of
  this
  hellhole.
   
   
   
   
   
  Save or start hyperventilating,
   
   
   
   
  until you eventually pass out.
  These woods are dark and full
   
   
   
   
   
   
  of
  horrors.
  Save
  or
  suffer
   
   
   
   
   
  uncontrollable
  nyctophobia,
   
   
  grasping
  any
  kind
  of nearby
  source
  of
  light.
  If
  the
  light
   
   
   
   
   
  perishes, it will be the death of
    
   
   
   
   
   
  you. 
  20.  
  You are deep underground, in
   
   
   
   
   
  a
  cramped
  space
  with
  no
  sunlight. This place might as
   
   
   
   
   
  well
  be
  your
  tomb. Save or
   
   
   
   
   
  suffer
  a
  crippling
  wave
  of
   
   
   
   
   
  claustrophobia, manifested by
  a
  horrible
  headache
  and
   
   
   
   
  extreme
  disorientation.
  You
   
   
   
  need to rest. 
  You've
  been
  wandering
  the
   
   
   
   
  woods
  for
  hours,
  seemingly
  without signs of an exit. Save
   
   
   
   
   
   
  or suffer sudden agoraphobia,
   
   
   
   
  manifested by a relentless urge
   
    
   
   
  to flee the scene, running back
  whence you came. 
  5 
  67-69 Spell Mastery: Randomly select among the spells you know.
   
   
   
   
   
   
   
   
   
   
  That
  spell
  is
  now
  +2
  on
  your
  save
  to
  cast
  it
  under
  risky
   
   
   
   
   
   
   
   
   
   
   
   
   
  circumstances. Subsequent rolls of this item must be applied to
   
   
   
   
   
   
   
   
   
   
  different spells. 
  70-72 Alchemical Breakthrough: You gain a new random spell, but
  it can only be used in potion form. 
  74-76 Mutation: Gain a random mutation rolled from a chart in
   
   
   
   
   
   
   
   
   
   
   
  Gamma World or Warhammer Fantasy or some damn thing. Work
   
   
   
   
   
   
   
   
   
   
  with your referee to degenerate and doom your PC. 
  77-79 Ritualistic Magic: You gain a randomly determined new spell,
  but to cast it takes 1d6 hours and requires a special ritual space 20’
   
   
    
   
   
   
   
    
   
   
   
   
  x 20’ and at least 1,000sp in materials, of which 1d10 x 100sp is
  expended each time the ritual is performed. 
  80-82 Just Sign Here: You make a pact with some sort of Terrible
   
   
   
   
   
    
   
   
   
   
   
   
  Entity. You may make two additional rolls on this table immediately
   
   
   
   
   
   
   
   
   
   
   
  and every time you level up hereafter you get three rolls rather than
   
   
   
   
   
   
   
   
   
   
   
   
   
  two, so long as you keep your new master happy. Reroll subsequent
   
   
   
   
   
   
   
   
   
   
   
   
  rolls of this item. 
  83-85 Glyphs of Power: You gain a new random spell, but you can
  only cast it in the form of a scroll you make. 
  86-88 You gain +1 skill point, but no skill can be improved beyond
   
   
   
   
   
   
   
   
   
   
   
   
   
  level 4. 
  87-89 Lotus Powder Fiend: You gain a new random spell, but to
   
   
   
   
   
   
   
   
   
   
   
   
  cast it requires that you take a dose of an exotic mind-altering drug
  that costs 3d20sp per dose (reroll price each time you need to score
   
   
   
   
   
   
   
   
   
   
   
   
   
  some dope). Furthermore, there is a non-cumulative 1% chance it
  ruins your health per use (to the tune of a permanent one point loss
   
   
   
   
   
   
   
   
    
   
   
   
   
  from a random ability score) and a cumulative 1% chance you get
  addicted to a daily dose of the stuff. Once addicted, you can’t cast
   
    
   
   
   
   
   
   
   
   
   
   
  any spells without your daily fix.
  90-92 You discover the formula for creating some terrible magic
   
   
   
   
   
   
   
   
   
   
  item beyond the usual scrolls, wands, and potions MU’s tend to
   
   
   
   
   
   
   
   
   
   
   
  dabble in. The referee will determine the item and its powers, as
   
   
   
   
   
   
   
   
   
   
   
   
  well as the 3 horrible/exotic ingredients you must acquire for its
   
   
   
   
   
   
   
   
   
   
   
  24 
  
  58-60 Apprentice: You gain a 0-level wannabe magic-user as a
  follower. They can cast one spell you teach them, once per day, but
   
   
   
   
   
   
   
   
   
   
   
   
   
  it is automatically risky (i.e. they must roll miscast every time). If
  they survive 3 adventures by your side they are advanced to first
   
   
   
   
   
   
   
   
   
   
   
   
  level.
  61-63 Flesh Burner: You may cast one extra spell a day, but doing
   
   
   
   
   
   
   
   
    
   
   
   
  so inflicts 1d6 internal heat damage on yourself. Subsequent rolls of
   
   
   
   
   
   
   
   
   
   
   
  this item increase the number of times per day that you may hurt
   
   
   
   
   
   
   
   
   
   
   
   
   
  yourself for more raw power. 
  64-66 Spell Inverter: You know how some spells can be reversed?
  You can attempt that with any spell, but it is a risky proposition (i.e.
   
   
   
   
   
   
   
      
   
   
   
  you must roll miscast every time). Reroll subsequent rolls of this
  item. 
  23 
  The Inquisition Party 
  by Mark Hess
   
  Deuteronomy 18:10–12: "No one shall be found among you who makes a
  son or daughter pass through fire, who practices divination, or is a 
  soothsayer, or an augur, or a sorcerer, or one that casts spells, or 
  who consults ghosts or spirits, or who seeks oracles from the dead. 
  For whoever does these things is abhorrent to the Lord".
   
  Exodus 22:18: "thou shalt not suffer a witch to live". 
   
  1 Samuel 28: Saul "hath cut off those that have familiar spirits, and the
  wizards, out of the land". 
   
  Does your party have Magic-Users? Elves? Clerics of other heathen
  religions performing miracles? Then you might cross paths with the
   
   
   
   
   
   
   
   
   
   
  Inquisition Party, a group of devout witchfinders, investigators for
  the Church, trained to cut out the cancer of witchcraft no matter
   
   
   
   
   
   
   
   
   
   
   
  how deeply rooted. All in the name of the Lord, of course.
   
   
   
   
  6 
  
  Padre Niccolo Giuliani: Armor 14, Move 120, Level 3 Cleric, 12hp, 
  attack +4, Shortsword 1d6, Flintlock 1d8, Morale 10. 
  Leather armor, robes, crucifix, witchfinder kit. 
  Spells: Bless, Command, Cure Light Wounds. 
   
  Capitano Tiziano Ricci: Armor 15, Move 120, Level 3 Fighter, 
  20hp, attack +5, Shortsword 1d6, Flintlock 1d8, Morale 10. 
  Pikeman’s armor, morion helmet. 
   
  Private Tomaso Borgia: Armor 15, Move 120, Level 2 Fighter, 
  16hp, attack +4, Shortsword 1d6, Flintlock 1d8, Morale 8. 
  Pikeman’s armor, morion helmet. 
   
  When encountered, these worthies will often (75%) be accompanied
   
   
   
   
   
   
   
   
   
  by 2d8 soldiers. If not immediately available, such a force can be
   
   
   
   
   
   
   
    
   
   
   
  easily raised in any Catholic area in a few hours or a day or two at
   
   
   
   
   
   
    
   
   
    
   
   
   
   
  most. 
   
  Arquebusier: Armor 15, Move 120, 0-Level Fighter, 5hp, 
  Shortsword 1d6, Arquebus 1d8, Morale 8. Pikeman’s armor, morion 
  helmet. 
   
  Whether serving the Crown or the Church, sometimes a specialist is
   
   
   
   
   
   
   
    
    
  called for, a specialist in Pain! Trained in the methods of torture and
   
    
   
   
   
   
   
   
   
   
   
   
  skilled in the use of various instruments of pain, from scalpels and
   
   
   
   
   
   
   
   
   
   
   
   
  razors to elaborate torture devices, each more diabolical than the
   
   
   
   
   
   
   
   
   
   
  last, the torturer uses his knowledge of human anatomy to better
   
   
   
   
   
   
   
   
   
   
   
  inflict pain on his subjects. 
   
  Medieval Torturer: Armor 12, Move 120, Level 3 Specialist, 10hp, 
  Scalpel 1d4, Morale 8. 
  Skills: Physik* 5/6, Tinkering 5/6. 
  Torturer’s tools. 
   
   
  *see Flame Prïncess Cult issue #01 
   
  7 
  Early Modern Random Advancement 
  Classes, Part III: The Magic-User
  by Jeff Rients 
  This chart is based upon the random advancement system pioneered
   
    
   
   
   
   
   
   
   
  by Zak S., but modified to fit Early Modern play using the 3-class
  “Playtest Notes” from pages 52-53 of James Raggi’s Eldritch Cock.
   
   
   
   
   
   
   
   
   
   
  To use this chart, build first level PCs as described in Eldritch Cock.
  Each time a Magic-User advances a level they receive class benefits
   
    
   
    
   
   
   
   
   
  in the form of two d100 rolls on the chart below and nothing else.
  01 You gain nothing. Do not reroll. The gods hate you. 
  02-30 You gain an additional spell slot.  
  31-35 You gain +1 to all saves against magical effects. 
  36-37 You gain +1 to all saves against non-magical effects.
  38-40 You gain an additional hit die. Reroll all hit dice. Keep the
   
   
   
   
   
   
   
   
   
   
   
   
   
  total as your new max hit points if it is higher than your previous
   
   
   
   
   
   
    
   
   
   
   
   
   
  max. 
  41-45 You learn how to use a new spell, determined randomly from
   
   
   
   
   
    
   
   
   
   
   
  the entirety of the campaign spell list.
  46-48 You gain +1 Intelligence. If your Int is already 18, you get
   
   
   
   
   
   
   
   
   
   
   
   
   
  nothing. 
  49-51 Cheap Trickery: Once per session you can make your eyes
  glow, smoke come out your ears, or some other purely cosmetic
   
   
   
   
   
   
   
   
   
   
   
  nonsense.
  This
  may
  spook
  peasants
  and
  other
  domesticated
  animals. Rerolls grant additional uses per day. 
  52-54 You learn how to read and write a language of your choice,
   
   
   
   
   
   
   
    
   
   
   
   
  living or extinct. You must make an Int roll every time you attempt
   
   
   
   
   
   
   
   
   
   
   
   
   
  to speak the language in order to understand/be understood. 
  55-57
  Astrologer:
  If you build an observatory costing at least
  2,000sp and occupying at least 20’ x 20’ of space, you may cast
   
   
   
   
   
   
   
   
   
   
   
   
   
  Contact Outer Sphere (Rules & Magic, p96) once per game session.
  Reroll subsequent rolls of this item.  
  22 
  
  and men walked through roaring flames unharmed. I respond: 
  How do you know this? I also have heard of many awesome
  things which I have later come to doubt: Witches flying to 
  convene with the Devil, children put under a spell and lured to 
  be slaughtered, men vanishing from sight in clear daylight etc 
  etc. You would do well to keep in mind the wild fantasies of
  idle women prone to gossip. 
  Secondly, even if any man may report these things as an eye
  witness, it is common knowledge the charlatans may easily 
  fool the common folk with their craft. To my shame, I 
  myself have been fooled many times by skilled jesters to see 
  with my very eyes things that are not true, and can later be
  demonstrated so. 
  Thirdly, even if the supposed miracles have taken place as
  reported, you will be wise to heed the words of our Lord 
  chastising the blasphemous false prophets in the Gospel 
  according to St. Matthew, chapter 7: "On that day many will 
  say to me, ‘Lord, Lord, did we not prophesy in your name,
  and cast out demons in your name, and do many mighty works 
  in your name?’ And then will I declare to them, ‘I never knew 
  you; depart from me, you workers of lawlessness.’" 
  It follows that it is unwise to pay much heed to rumours of 
  miracles and signs as if they could demonstrate a truly divine 
  origin or authority. I urge you to instead pay more attention
  to your prayers and the study of Holy Scripture, as they 
  alone will train your mind in the things of God. 
  I leave you in the gentle care of our Heavenly Father and the 
  protection of His holy angels. 
  Your brother in Christ, 
  Nicolaus Hunnius
  21 
  Trosteg Mæltromal {Dwarven ‘Storm Hammer’} 
  by Matthew J. Griffin 
  �
  Four-times-Forged
  on
  request
  by
  the
  Last
  and
  Twelfth
   
   
   
   
   
   
   
   
  Bridge-warden Graynalž o’ the Tower, this DWARVEN relic was used
   
   
   
   
   
   
   
   
   
   
  in the failed defense of the black stone bridge-fortress of Bannon
   
   
   
   
   
   
   
   
   
   
   
  Alwyck. The fortress presently lingers half-buried beneath earth and
   
   
   
   
   
   
   
   
   
  magicks, spanning a collapsed canyon and a river reduced to an
   
   
   
   
   
   
   
   
   
   
   
  occluded, tepid trickle.
  The weapon dwells somewhere beneath the
   
   
   
   
   
   
   
   
   
  sealed halls of the fortress. 
   
  Some DWARVEN factions bemoan its finding, wishing that both the
   
   
   
   
   
   
   
   
   
   
  weapon and it’s lineage lapse into the lore and legend of their fading
   
   
   
   
   
   
   
   
   
   
   
   
   
  race.
  Others
  desire
  it
  to
  be
  found;
  a
  provincial
  instrument
   
   
   
   
   
   
   
   
   
   
  necessary for remembrance and rebirth. SPECIALISTS desire it, for
   
   
   
   
   
   
   
   
   
  the tales of its {obvious} formative power, and its re-sell value
   
   
   
   
   
   
   
   
   
   
   
  {approx. 70-105,000sp} 
   
  Trosteg Mælstromal causes 2d6 damage.
  A STRENGTH of 17 is
   
   
   
   
   
   
   
   
   
   
  required to wield it.
  Players with a STRENGTH less than 17 suffer a
   
   
   
   
   
    
   
   
   
   
    
  -1 to hit per point below 17 {i.e. 16: -1, 15: -2, 14: -3, etc.} 
   
  The Four Wardens complicit in the making of Trosteg Mælstromal
   
   
   
   
   
   
   
   
   
   
  have their name assigned to the weapon’s additional enhancements.
   
   
   
   
   
   
   
   
   
  Each enhancement may be used once per day, are instantaneous,
   
   
   
   
   
   
   
   
   
   
  and last one round, unless otherwise indicated. 
   
  The Dwarven Tremor of Old Grobbellor’s Greatmace: Second
   
   
   
   
   
   
   
   
  Warden
  Grobbellor
  Goč
  was
  known
  for
  his
  slender
  build
  and
   
   
   
   
   
   
   
   
   
   
  above-average DWARVEN height.
  His Wardenship lasted longer
   
   
   
   
   
   
   
  than all who followed him.
  He excelled as a warrior, even in the
   
   
   
   
   
   
   
    
   
   
   
   
  very late years of his life. He refused to wear metal armor, adorning
   
   
   
   
   
   
   
   
   
   
   
   
   
  himself with leathers and Earthen stone colours.
  By request upon
   
   
   
   
   
   
   
   
   
   
  his death his body was burned, and added to the mortar required in
   
   
   
   
   
   
   
   
   
   
   
   
   
  the repair of the bridge. 
   
  When the top of the head of the hammer is struck downward to the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  earth, the wielder causes a tremor 5’ wide by 50’ long in a straight
   
   
   
    
   
   
   
   
   
   
    
   
  line.
  All opponents under level 8 fall prone and suffer 1d6 points of
   
   
   
   
    
   
   
   
   
   
   
   
  8 
  
  damage.
  All opponents level 8 and above are allowed a saving
   
   
   
   
   
   
   
   
   
   
   
  throw versus Magical Device.  Success means any effect is avoided. 
   
  Drunkard’s Fill from the Maul of Grey Hallack: Sixth Warden
   
   
   
   
   
   
   
   
   
   
  Grey Hallack was penitent, a brewer, and a drunk.
  He dressed in
   
   
   
    
   
    
   
   
   
   
  grey,
  and
  the silver symmetry of his beard--and the silver he
   
   
   
   
   
   
   
   
   
   
   
  adorned it with--were unrivaled.
  His Wardenship was unwanted:
   
   
   
   
   
   
   
   
  the fourth and fifth Wardens were killed in successive battles, and
   
   
   
   
   
   
   
   
   
   
   
  the nomination unwillingly went to him.
  He was quiet and angry in
   
   
   
   
   
   
   
   
   
   
   
   
  his cups. 
   
  The point of the weapon’s pommel transforms into a pull-tap that
   
   
   
   
   
   
   
    
   
   
  will pour twelve half-pints of a dark English porter:
  each will heal
   
   
   
   
    
   
   
   
   
   
   
  1d3 points of damage. The healing ability per individual is limited to
   
   
   
   
   
   
   
   
    
   
   
  a full pint, i.e. recover 1d6 points of damage. 
   
  Retributive Shield from the Mallet of Oborosk the Cloud:
   
   
   
   
   
   
   
   
   
  Seventh Warden Oborosk, known famously for the strength and
   
   
   
   
   
   
   
   
   
  shine of his blue metal armour, was the last militaristic Warden of
   
   
   
   
   
   
   
   
   
   
   
   
  Bannon Alwyck, and led the last successful defense of the fortress:
   
   
   
   
   
   
   
   
   
   
   
  the Last Battle of the Bridge. His hair grew out in a white afro-circle
   
   
   
   
   
   
   
   
   
   
    
   
   
  and his curly beard formed a white half-circle below his face, as if he
   
   
   
   
    
   
   
   
   
   
    
   
  wore a snow-white sphere around his head. 
   
  On a mělée hit versus the wielder, the opponent takes 3d6 damage.
    
   
   
   
   
   
   
   
   
   
   
  The wielder suffers one point of damage from the concussive force
   
   
   
   
   
   
   
   
   
   
   
  exuded from the weapon. 
   
  Faceted
  Furnace
  from
  the
  Mattock
  of
  Gingerbread
  Luz:
   
   
   
   
   
   
   
   
  Eleventh Warden Luzon Lůvomir--called Gingerbread Luz because of
   
   
   
   
   
   
   
   
  his hair, baking skills and obesity--was an exceptional jeweller, and
   
   
   
   
   
   
   
   
   
  known for his unlikely constitution in battle: dying only when he was
   
   
   
   
   
   
   
   
   
   
   
   
  beheaded after capture.
  He lost both legs early in the battle, but
   
   
   
   
   
   
   
   
   
   
   
   
  continued to fight, using his weapon as a crutch.
  He installed the
   
   
   
   
   
   
    
   
   
   
   
  distinctive fire opal jewel within the flanged head of the weapon. 
   
  When the proper command word is spoken the jewel ignites and--for
   
   
   
   
    
   
   
   
   
   
  1 round per level of the wielder--the weapon will cause an additional
   
   
   
   
   
   
   
   
   
   
   
   
  1d6
  points
  of
  fire damage. The hammerflame is unaffected by
   
   
   
   
   
   
   
   
   
  9 
  There is some terraced farming and gardening in the ravine itself,
   
   
   
   
   
   
   
   
   
   
   
  where sufficient sunlight is available, but it is not enough to feed the
   
   
    
   
     
   
   
   
   
   
  population. Extensive mushroom farming occurs in tunnels dug into
   
   
   
   
   
   
   
   
   
  the back of the ravine. Tunnel collapses are unusual but far from
   
   
   
   
   
   
   
   
   
   
   
   
  non-existent, so there is always some sort of ongoing chaos in the
   
   
   
   
   
   
   
   
   
   
   
   
  darkness under the surface behind the facade of civilization. 
   
  An extensive underworld exists, generally hidden within the tunnel
   
   
   
   
   
   
   
   
   
  networks,
  and
  several
  guilds
  of
  thieves
  and
  assassins
  lurk
  in
   
   
   
   
   
   
   
   
   
   
  strongholds within. They can access many areas through secret
   
   
   
   
   
   
   
   
   
  doors built in all sorts of strange places. There are also rumors of
   
   
   
   
   
   
   
   
   
   
   
   
   
  secret tunnels that undercut the river and allow unauthorized access
   
   
   
   
   
   
   
   
   
   
  between the sides of the ravine, This is a source of great concern to
   
   
   
   
   
   
   
    
   
   
   
   
   
  both the wealthy citizens and the higher nobility. 
   
  Havenrift and other bastions of “civilization”, when not engaged in
   
   
   
   
   
   
   
   
   
   
  active warfare, are slowly rising from the ashes of the Doomsday
   
   
   
   
   
   
   
   
   
   
   
  War.  
   
  Enjoy! 
  A copy of a letter from the Professor Theology in Wittenberg, Nicolaus 
  Hunnius, to Johann Meyer, a minor clergyman in Potsdam, written in Latin. 
  It briefly tackles the questions raised by rumors of divine magic. 
  In Wittenberg, on the feast of St. Clement of Rome, 1621 AD 
  Johannes, my dear brother in our Lord and Saviour Jesus 
  Christ, 
  I am pleased to find that you have been of good health and 
  your longstanding financial difficulties have recently been 
  alleviated. I will continue my prayers that your life may be
  further adorned by all the gifts that our Heavenly Father has 
  for those who love his Son, Jesus Christ. 
  Regarding the matter of purported miracles that you have 
  brought to my attention in your letter, I regrettably have time 
  only to comment on it in a very cursory manner. 
  Firstly, there is the question of authenticity. You tell me of 
  instances where grievous injuries were miraculously healed 
  20 
  
  cockroach people secretly abscond with and devour the bodies in
   
   
   
   
   
   
   
   
   
   
  horrifying subterranean death cult rites, collect the skeletons, and
   
   
   
   
   
   
   
   
   
  occasionally feed toothsome scraps to their cockroaches as a treat
   
   
   
   
   
   
   
    
   
  for particularly fast upriver barge transport. 
   
  Unbeknownst to surface dwellers, except for a few silent potentates
   
   
   
   
   
    
   
   
   
  of
  the
  thief
  and
  assassin
  guilds,
  some
  of
  the
  most
  skilled
   
   
   
   
   
   
   
   
   
   
   
  necromancers in the world come from the cockroach people. They
   
   
   
   
   
   
   
   
   
   
  are slowly building an iron-clad undead skeleton army that they'll
   
   
   
   
   
   
   
   
   
   
  eventually
  unleash
  when
  it's time to become the new imperial
   
   
   
   
   
   
   
   
   
   
  masters
  and
  upend
  the
  existence
  of
  the
  established
  order
  of
   
   
   
   
   
   
   
   
   
   
  privileged nobles. 
   
  Perhaps this is a possible origin story for the dreaded Duvan'Ku and
   
   
    
   
   
   
   
   
   
   
   
  their unspeakable sorcerous empire? The "Dead Sign" might have
   
   
   
   
   
   
   
   
   
  first evolved in the dank subterranean caves within which the secret
   
   
   
   
   
   
   
   
   
   
   
  cannibalistic rituals and iron-clad undead skeletons of the cockroach
   
   
   
   
   
   
   
   
   
  people were developed. 
   
  The plebeians near the bottom of Havenrift can get to the top by
   
   
   
   
   
   
   
   
   
   
   
   
   
  climbing, but they are regularly challenged or harassed by the militia
   
   
   
   
   
   
   
   
   
   
   
  and private security forces of the wealthy if they can't quickly prove
   
   
   
   
   
   
    
   
   
   
   
  that they're on a mission for someone more important than their
   
   
   
   
   
   
   
   
   
   
   
  inferior status might indicate. Bribes work well, and are often used
   
   
   
   
   
   
   
   
   
   
   
  by
  agents
  of
  the
  cockroach
  people
  for
  pursuing
  their
  various
   
   
   
   
   
   
   
   
   
   
  schemes against the established hierarchy. Cockroach people are
   
   
   
   
   
   
   
   
  never directly permitted above the bottom levels. They must pay a
   
   
   
   
   
   
   
   
   
    
  toll to go to any levels above the maximum flood level of the river,
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and are simply not tolerated for any reason more than three levels
   
   
   
   
   
   
   
   
   
   
   
   
  above this point. Their hate for the "Uppers" is unbounded, but they
   
   
   
   
   
   
   
    
   
   
   
  carefully hide this to further their dreams of freedom in an upcoming
   
   
   
   
   
   
   
   
   
   
   
   
  rebellion and takeover. 
   
  The impoverished masses do the farming, mining, and ranching,
   
   
   
   
   
   
   
   
   
  laboring long hours to provide resources for their “betters”. Many
   
   
   
   
   
   
   
   
   
   
  are kept in fortified encampments on remote worksites, and are
   
   
   
   
   
   
   
   
   
   
  permitted to return to Havenrift at various intervals depending on
   
   
   
   
   
   
   
   
   
   
  their contracts with the wealthy who own these facilities. Many are
   
   
   
   
   
   
   
   
   
   
   
  virtually slaves, and know that their families in the ravine will starve
   
   
   
   
   
   
   
   
   
   
   
   
  or be made to suffer if their work is not up to standards. Travel
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  between these fortified locations and Havenrift can be perilous, since
   
   
   
   
   
   
   
   
   
   
  monsters and rogue robots can be encountered without warning.
   
   
   
   
   
   
   
   
   
  Armored caravans both for commerce and transport of laborers are
   
   
   
   
   
   
   
   
   
   
  fairly common on the few main roads maintained in this region.  
   
  19 
  natural causes: i.e. the fire will burn underwater, and withstand the
   
   
   
   
   
   
   
   
   
   
   
  winds of a hurricane. 
   
  The Sin-Eater Class 
  by Tim “Samwise7” Harper  
   
  THE
  DEAD
  ARE
  CORRUPT
  AND
  THE
  STOMACHS
  OF
   
   
   
   
   
   
   
   
  SIN-EATERS PURIFY THEIR ROTTING FLESH. The ghastly life of
   
   
   
   
   
   
   
   
   
  the poor sods who end up devouring the
   
   
   
   
   
   
   
   
  dead is never chosen, rather it is often a
   
   
   
   
   
   
   
    
  form of punishment handed down by fate.
   
   
   
   
   
   
   
  Theologians
  have
  debated
  about
  the
   
   
   
   
   
  qualities of these unfortunate souls who
   
   
   
   
   
   
  seem to be holiness garbed in disgusting
   
   
   
   
   
   
   
  wretchedness.
  Are
  they
  malign
  beings
   
   
   
   
   
  warped by arcane chaos, do they belong to
   
   
   
   
   
   
   
   
  a cursed bloodline, or are they touched by
   
   
   
   
   
   
   
   
  some cruel god? Many believe that their
   
   
   
   
   
   
   
  souls are eternally damned as the cost for
   
   
   
   
   
   
   
   
  forgiving those they eat. 
   
  If society has a caste system, sin-eaters
   
   
   
   
   
   
   
  are always considered to be the lowest of
   
   
   
   
   
   
   
   
  the low, but they are believed to be a
   
   
   
   
   
   
   
   
   
  spiritual necessity to cleanse those who's
   
   
   
   
   
   
  evil
  deeds
  weigh
  on
  them.
  From
  the
   
   
   
   
   
   
   
  lowliest
  peasant,
  to
  the
  grandest
  King,
   
   
   
   
   
   
  many call for their skills ere the final end
   
   
   
   
   
   
   
   
   
  so that they might peace in the hereafter. 
   
  Some
  cults
  and
  churches in backwoods
   
   
   
   
   
   
  areas
  elevate
  their
  dead
  upon
  lofty
   
   
   
   
   
   
  external biers to let the carrion birds eat
   
   
   
   
   
   
   
   
  the holy meat and take it to paradise. The parts that are refused by
   
   
   
   
    
   
   
   
   
   
   
   
   
  them are considered to be sinful, and it is the grisly task of these
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  "corpsegrinders" to finish the rest of the remains (including gristle,
   
   
   
   
   
   
   
   
   
   
  joints, and bones). It is believed that those who die with the taint of
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dark sin will rise eventually as the Undead. 
   
  10 
  
  Sometimes
  sin-eaters
  acquire
  memories
  and temporary abilities
   
   
   
   
   
   
   
  from those they devour (1-in-6 chance to start; results are left up to
   
   
   
   
   
   
   
   
   
   
   
   
   
  the referee). They often file and sharpen their ever-growing teeth
   
   
   
   
   
   
   
   
   
   
  which
  grant
  them
  a
  savage
  bite
  attack
  which
  increases
  in
   
   
   
   
   
   
   
   
   
   
  effectiveness at higher levels. Their bite is an extra attack that can
   
   
   
   
   
   
   
   
   
   
   
   
  be used in addition to other normal attacks, so a sin-eater could
   
   
   
   
   
   
   
   
   
   
   
   
  swing with a weapon and attempt to bite a foe in the same round. 
   
  Their skin is greasy, pockmarked,
   
   
   
   
   
  and sickly looking and their thick
   
   
   
   
   
   
  warped limbs are malformed. They
   
   
   
   
   
  require armor to be specially made
   
   
   
   
   
   
  or modified (150-200% of normal
   
   
   
   
   
  cost) to fit their unusual bodies.
   
   
   
   
   
   
  Due
  to
  their
  horrid
  appearance
   
   
   
   
   
  they
  have
  a
  -2
  penalty
  for
  all
   
   
   
   
   
   
   
  interactions that use the Reaction
   
   
   
   
   
  Roll table. 
   
  Sin-eaters gain half as many skills
   
   
   
   
   
   
  as a specialist. Once per level per
   
   
   
   
   
   
   
  day they can appear to be a rancid
   
   
   
   
   
    
   
  corpse for as long as they remain
   
   
   
   
   
   
   
  completely motionless and prone.
   
   
   
   
  When
  they
  play
  dead
  they
  can
   
   
   
   
   
   
  surprise foes with a 3-in-6 chance.
   
   
    
   
   
  Unless they are attacked by the
   
   
   
   
   
   
  sin-eater Undead will attack other
   
   
   
   
   
  targets and completely ignore them. 
   
  Alchemists have bottled their highly caustic stomach acid and it
   
   
   
   
   
   
   
   
   
   
  seems to be quite efficacious against Undead. This typically costs 50
   
   
   
   
   
   
   
   
   
   
   
  silver pieces and deals 1D8 damage but with a duration of 1D4
   
   
   
   
   
   
   
   
   
   
   
   
  rounds. 
   
  *Optional Ability* Referees who want this class to be a bit more
   
   
   
   
   
   
   
   
    
   
   
  over-the-top
  could
  grant
  a
  ranged
  vomit
  attack
  that
  damages
   
   
   
   
   
   
   
   
   
  Undead within a 10' range (1D8 dmg for 1D4 rounds). This ability
   
    
   
   
   
   
   
   
   
   
   
  could also replace the bite attack and damage. 
  11 
  perpetually being rebuilt in the bottom levels after these occasional
   
   
   
   
   
   
   
   
   
   
  floods. 
   
  The river is the main mode of travel for the impoverished masses,
   
   
   
   
   
   
   
   
   
   
   
   
  raw
  materials
  received
  from
  upriver,
  trade
  goods
  being
  sent
   
   
   
   
   
   
   
   
   
  downriver, and adventurers attempting to escape the wrath of the
   
   
   
   
   
   
   
   
   
   
  wealthy that they have recently pillaged or outraged. The roads
   
   
   
   
   
   
   
   
   
   
  leading from the upper settlement across the plains are the main
   
   
   
   
   
   
   
   
   
   
   
  pathways for nobles, armies, merchant caravans with expensive
   
   
   
   
   
   
   
   
  goods traveling overland, and adventurers in good standing fated to
   
   
   
   
   
   
   
   
   
   
  die horribly in dungeons lurking under distant mountains or forests. 
   
  The society of Havenrift is fairly segregated, with the cliff face
   
   
   
   
   
   
   
   
   
   
   
  inhabited by the commoners mostly separated by wealth and the
   
   
   
   
   
   
   
   
   
   
  side with the royal castle segregated by hereditary noble family
   
   
   
   
   
   
   
   
   
   
  intrigue and long-standing treaties with the royal family. The main
   
   
   
   
   
   
   
   
   
   
  army barracks are under the castle. 
   
  Gravity being what it is, sewage flows predictably from the top to
   
   
   
   
   
   
   
   
   
   
   
   
  the bottom, which is inhabited by the cockroach people. They are
   
   
   
   
   
   
   
   
   
   
   
  only tolerated because they are vital to the economy. The cockroach
   
   
   
   
   
   
   
   
   
   
   
  people
  breed
  their
  giant
  cockroaches
  in
  large
  caves
  accessed
   
   
   
   
   
   
   
   
   
  through the lowest tunnels. These lower caves are generally avoided
   
   
   
   
   
   
   
   
   
   
  by all others, since the chance of being devoured is very high. These
   
   
   
   
   
   
   
   
    
   
   
   
  caves
  flood
  when
  the
  river
  rises,
  but
  not
  entirely,
  so
  giant
   
   
   
   
   
   
   
   
   
   
   
  cockroaches are often swimming around in them with cockroach
   
   
   
   
   
   
   
   
   
  people sheltering on their carapaces. With sudden floods, cockroach
   
   
   
   
   
   
   
   
   
  people
  caught
  away
  from
  their
  caves
  are
  compelled
  to scurry
   
   
   
   
   
   
   
   
   
   
  desperately up the side of the gorge or hop on their giant swimming
   
   
   
   
   
   
   
   
   
   
   
   
   
  cockroaches to quickly escape by evacuating downstream. Those
   
   
   
   
   
   
   
   
  who fail are simply drowned in the raging waters. 
   
  Sewage is cherished by the cockroach people. They process some
   
   
   
   
   
   
   
   
   
   
  into their own food, having mutated over generations to have an
   
   
   
   
   
   
   
   
   
   
   
  incredible resistance to poisons or disease, and feed the rest to the
   
   
   
   
   
   
   
   
   
   
   
   
  giant cockroaches that they drive along the shores of the river for a
   
   
   
   
   
   
   
   
   
   
   
    
  fee to propel the merchant barges upriver. They make a secondary
   
   
   
   
   
   
   
   
    
   
  income
  crafting
  and
  selling
  the
  shed
  carapaces
  of
  their
  giant
   
   
   
   
   
   
   
   
   
   
  cockroaches
  as
  excellent
  shields
  and
  armor
  that,
  once
  nicely
   
   
   
   
   
   
   
   
   
  decorated, adorn the town guard and other worthy fighters in the
   
   
   
   
   
   
   
   
   
   
   
  region. 
   
  Their
  third
  income
  stream
  comes
  from
  cremations
  which
  are
   
   
   
   
   
   
   
   
  considered vital for public health. These events are carefully staged,
   
   
   
   
   
   
   
   
   
   
  made
  to
  look
  quite
  genuine
  to
  everyone
  involved,
  while
  the
   
   
   
   
   
   
   
   
   
   
  18 
  
  Havenrift 
  by Craig “Lord Mhor” Dixon 
   
  The city of Havenrift could be a worthwhile hub of activity for a
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lamentations
  of
  the
  Flame
  Princess science fiction and fantasy
   
   
   
   
   
   
   
   
   
  horror campaign. It is one of the few bastions of civilization that is
   
   
   
   
   
   
   
   
   
   
   
   
   
  able to withstand occasional waves of rogue brain-harvesting robots
   
   
   
   
   
   
   
   
   
  remaining from the Doomsday War. The history of this war is lost,
   
   
   
   
   
   
   
   
   
   
   
   
  having completely destroyed civilization for thousands of years, and
   
   
   
   
   
   
   
   
   
  the little that is known is carefully hidden by those seeking to regain
   
   
   
   
    
   
   
   
   
   
   
   
  the lost technology of the Ancients for their own purposes. 
   
  Havenrift is built into the sides of a river gorge, with the king's
   
   
   
   
   
   
   
   
   
   
   
   
   
  castle on one side and an elaborate fortified bridge over the top that
   
   
   
   
   
   
   
   
   
   
   
   
   
  spans the gorge and connects the wealthier citizens near the top of
   
   
   
   
   
   
   
   
   
   
   
   
  the hive-like side depicted above. Even the wealthiest on this side
   
   
   
   
   
   
   
   
   
   
   
  are of less status than those across the gorge. The opposite side is
   
   
   
   
   
   
   
   
   
   
   
   
   
  greatly restricted to the noblest families, their live-in servants, and
   
   
   
   
   
   
   
   
   
   
  the extensive direct holdings of the king. People who go over the
   
   
   
   
   
   
   
   
   
   
   
   
  bridge during the day are compelled to cross back over each night
   
   
   
   
   
   
   
   
   
   
   
   
  unless they are being hosted by the king, noble families, or the
   
   
   
   
   
   
   
   
   
   
   
   
  military. 
   
  The shops and markets, as almost everything else, are located
   
   
   
   
   
   
   
   
   
   
  cliffside rather on the surface. A row of fortifications along the top
   
   
   
   
   
   
   
   
   
   
   
   
  edges of both sides of Havenrift have proven to be a reliable defense
   
   
   
   
   
   
   
   
   
    
   
   
  against rogue robots from the Doomsday War that occasionally
   
   
   
   
   
   
   
   
   
  wander
  in
  to
  harvest
  brains
  for
  reasons
  still
  unknown
  to
  the
   
   
   
   
   
   
   
   
   
   
   
  populace. That's certainly a secret that adventurers can go discover,
   
   
    
   
   
   
   
   
   
  if they can avoid having their brains harvested! 
   
  The extensive fields, mines, and other fortified resources on the
   
   
   
   
   
   
   
   
   
   
  plains beyond Havenrift are best accessed from the top of the city,
   
   
   
   
   
   
   
   
   
   
   
   
  which is one reason the wealthy prefer to be up there. The river far
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  below is a convenient transportation hub between the city and other
   
    
   
   
   
   
   
   
   
   
  settlements, but it also has a nasty habit of occasionally flooding at
   
    
   
    
   
   
   
   
   
   
  unpredictable intervals. Many unfortunates in the lowest levels try to
   
   
   
   
   
   
   
   
   
   
  survive
  these
  unanticipated
  floods
  by
  sealing
  themselves
  into
   
   
   
   
   
   
   
   
  chambers
  equipped
  with large waterproofed stone doors. Some
   
   
   
   
   
   
   
   
  drown each year when these seals fail, others suffocate, and a few
   
   
   
   
   
   
   
   
   
    
   
  clever souls have devised personal breathing bladders that can allow
   
   
   
   
   
   
   
   
   
   
  them to survive if the air within is sufficient. The wealthy can afford
   
   
    
   
   
   
   
   
   
   
   
   
  to live above this danger and also avoid the reeking ruins that are
   
   
   
   
   
   
   
   
   
   
   
   
   
  17 
  Sin-Eater Abilities & Saving Throws 
  Lvl 
  Bite 
  dmg 
  Skills 
  Abilities 
  Memories Paralyze 
  Poison 
  Breath 
  Device 
  Magic 
  0 
  1d2 
  - 
  - 
  10 
  10 
  16 
  14 
  16 
  1 
  1d2 
  2 
  1-in-6 
  8 
  8 
  16 
  12 
  15 
  2 
  1d4 
  +1 
  1-in-6 
  8 
  6 
  16 
  12 
  15 
  3 
  1d4 
  +1 
  1-in-6 
  8 
  6 
  16 
  12 
  15 
  4 
  1d6 
  +1 
  1-in-6 
  6 
  4 
  16 
  10 
  15 
  5 
  1d6 
  +1 
  2-in-6 
  6 
  4 
  16 
  10 
  12 
  6 
  1d8 
  +1 
  2-in-6 
  6 
  2 
  14 
  10 
  12 
  7 
  1d8 
  +1 
  2-in-6 
  4 
  2 
  14 
  8 
  12 
  8 
  1d10 
  +1 
  3-in-6 
  4 
  2 
  14 
  8 
  12 
  9 
  1d10 
  +1 
  3-in-6 
  4 
  2 
  14 
  8 
  9 
  10 
  2d6 
  +1 
  4-in-6 
  2 
  2 
  12 
  6 
  9 
  11 
  2d6 
  +1 
  4-in-6 
  2 
  2 
  12 
  6 
  9 
  12+ 
  2d8 
  +1 
  5-in-6 
  2 
  2 
  10 
  4 
  8 
   
  Thanks go to the following people who helped me tweak this class:
   
   
   
   
   
   
   
   
   
   
   
   
  Andrew
  Knapp,
  Gregorious21778,
  Ian
  Christiansen,
  Ignacio
   
   
   
   
   
   
  Bergkamp, Jeff Cape, Jeff Rients, John Scheib, and Ronnie Ortiz. 
  A Hack for Threefold Saving Throws 
  by Ignacio Fernandez Ivern 
   
  I am a big proponent of the following fan of possibilities: 
   
  1- a good thing happens 
  2- a bad thing happens 
  3- both the good and the bad thing happen 
   
  12 
  
  Because it presents an interesting risk/reward gamble or venus fly
   
   
   
   
   
   
   
   
   
   
  trap kind of situation to the players. Of course, for this to work, the
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  good and bad thing must not cancel each other out or be mutually
   
   
   
   
   
   
   
   
   
   
   
   
   
  exclusive, because that makes possibility #3 a "nothing happens"
   
   
   
   
   
   
   
   
   
  situation, and in a game, you never want nothing to happen. 
   
  However, traditional Saving Throws as in D&D are binary: either
   
   
   
   
   
   
   
   
   
   
  something happens or it doesn't. This is very simple, but it can
   
   
   
   
   
   
   
   
   
   
   
  make
  for boring results. A saving throw with threefold results,
   
   
   
   
   
   
   
   
   
   
  however, can interact better with the above venus fly trap. 
   
  That's why I'm a fan of the Playtest saving throw mechanic from the
   
   
    
   
   
   
   
   
   
   
   
   
  last page of James Edward Raggi IV’s Eldritch Cock, which uses
   
   
   
   
   
   
   
   
   
   
   
  pools of D6s, is super easy to learn and has threefold results: 
   
  Full Success (possibility #1: good thing) 
  Partial Success (possibility #3: both things) 
  Failure (possibility #2: bad thing) 
   
  However, old habits die hard, so here's a method for achieving the
   
   
   
   
   
   
    
   
   
   
   
  same results on a d20 roll without having to change anyone's throw
   
   
    
   
   
   
   
   
   
   
   
  numbers, which has the added benefit of easing conversion and
   
   
   
   
   
   
   
   
   
   
  backwards compatibility: 
   
  Roll is over the throw number: Full Success 
  Roll is equal to five under the throw number: Partial Success 
  Roll is lower than that, or totals 1: Failure 
   
  Example: Donglar, a level 1 Specialist, touches a magical painting.
   
    
    
   
    
   
   
  He must save vs Magic (target number 14). Dice rolls of 15-20 will
   
   
   
   
   
   
   
   
   
   
   
   
   
  be full successes, 9-14 partial successes and 1-8 failures. 
   
  This can also be used to interpret risky casting if using the Weird
   
   
   
   
   
   
   
   
    
   
   
   
  Magic System (see Eldritch Cock or Vaginas are Magic), etc: 
   
  Full Success: spell goes off 
  Partial Success: spell goes off + miscast 
  Failure: miscast 
   
  Happy Magical Catastrophes! 
  13 
   
  16 
  
  Voice
  1. Deep male
  2. Male
  3. Androgynous
  4. Twinned male & female
  5. Female
  6. Shrill female
  Desire
  1. Entertainment
  2. Eroticism
  3. Flattery
  4. Hunger for blood
  5. Personal information / Blackmail material
  6. Stroking / Physical titillation
  Personality
  1. Crass
  2. Entertainer / Singer
  3. Flippant
  4. Sinister / Openly wicked
  5. Slimy
  6. Sultry
  Persuasion Style
  1. Bargainer
  2. Befriender
  3. Confabulator
  4. Demander
  5. Insulter
  6. Termpter / Temptress
  Form
  1. Fangs ‑ bite is save vs. poison or die
  2. Fat / Bloated ‑ add 2d8 hitpoints
  3. Huge maw ‑ bite does 1d12 damage
  4. Plated ‑ armour is 18, move is 60'
  5. Spines ‑ extra attack secondary target each round for 1d3 damage
  6. Wiry ‑ armour is 16, +1 to attack rolls
  FOTH‑0002‑LOTFP
  Friends of the Hammer ‑ Art: Stacey Sanderson, Text: John Anthony
  Valac Fooltrap
  More than simply an overgrown carnivorous plant, the Valac Fooltrap is 
  the soul of a demon bound into a vessel grown massive with black 
  magic and set to the task of murdering treasure‑hunters. Always hostile 
  and mean‑spirited, they will feign immobility, lie and give platitudes 
  until the time is right to strike. While they will never honor a bargain, 
  they have their own tastes and temptations that can cause temporary 
  distraction from their assigned task.
  Armor 15, Move 90', 6 Hit Dice, 27hp, bite 1d8 damage, Morale 10, 
  attributes modiﬁed with a roll on the Form table (below).
  Roll once each on the tables below to modify the Valac Fooltrap's stats, 
  and to determine its disposition and character. Provide it with one item 
  from the Enigmatic Valuable Item table (FOTH‑0001) or choose 
  something of your own to act as a lure.
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Periodicals/Flame Prïncess Cult (LotFP)/Flame Prïncess Cult 04 [booklet bw] (LotFP).pdf