Crepuscular Issue #1 Sanctum of The Snail (DCC)

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Issue #1: Sanctum of the Snail

Contents
Sanctum of the Snail...........................................Page 2
A funnel adventure for 0-level characters.

Moonblossom & Chance............................................Page 28


The roguish adventures of Xöthma-Ghül’s favorite sword & sorcery couple.

Blorgamorg, the Chthonic Snail.............................Page 30


A new patron with spells for your DCC games.

Items of Interest..........................................................Page 41
Magical items to tempt or torment your crawlers.

Vagabond District.......................................................Page 42
Thirty NPCs eager to become your crawlers’ new BFFs.

Credits
Words, Art, and Layout by: Joshua LH Burnett
Edited by: Leighton Connor

Playtested by: Anne Hunter, Gilbert Isla, Todd McGowan, Doyle Tavener,
and my BASHcon 2018 victims.

Special Thanks to: Ivy Vynes, Leighton Connor, Carter Newton, and
Bradley K. McDevitt.

Soundtrack: Wishbone Ash, Yes, Hawkwind, The Sword, King Gizzard &
the Lizard Wizard

Drink of Choice: Gin Gimlet

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.goodman-games.com
or contact [email protected].
Sanctum of the Snail
Background
There once was a time, 10,000 years ago, when the powers of Balance reigned supreme
in the world. The Empire of Pearl and Gold was founded by 12 champions of Balance,
and to honor their cosmic patrons, they built tower shrines to each of the High Lords of
Circumspection.

Once such edifice, Keyr Malaquio, was built of shell and granite on a rocky peninsula
reaching far into the Sea of Spice. Keyr Malaquio was dedicated to Blorgamorg, the
Chthonic Snail, a great power of Balance who crawls the hidden places of the world rooting
out secrets. This tower shrine and others like it stood for 500 years before the scions of Order
and Discord, eager to once again wage their eternal wars, worked in concert to cast down
Balance.

The skies burned and the lands froze, as the powers of Law and Chaos smote down the
Empire of Pearl and Gold. The Masters of Stasis stopped the sun and the moons in the sky,
and the tower shrines toppled to the ground. The Protean Lords called forth the cold waters of
entropy, and the sea swallowed Keyr Malaquio’s peninsula. The Empire of Pearl and Gold was
destroyed. The tower shrines were no more, and entire continents lay in shattered ruin.
Triumphant, Law and Chaos began their eternal war once again. Balance has never since
ascended to power.

Thousands of years later, all that remains of Keyr Malaquio is a small island, little more than a
jagged spur of stone, far out in the Sea of Spices, with an ancient door that leads to the once-
holy underground sanctums below. This island usually remains underwater, but it has not been
wholly forgotten. Every 27 years the stone spur rises above the surface for two passings of the
darkened moon. Over the millennia, sages, heroes, cultists, and other people who explore
where they should not made their way to the island and into the ruins below. These
interlopers expanded upon the original construction, building lairs, temples, even tombs.

Most recently, the ruins were occupied by Salynkari the Snail Sorceress and her
minions. Salynkari once called Blorgamorg her patron, but tempted by power and
greed, she turned her heart to Chaos. Salykari knew of these ruins, and when the
island rose from the sea two moons ago, she decided to use them as her base of
operations. The Snail Sorceress worships her new dark masters and makes ruinous

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plots virtually on Blorgamorg’s doorstep. Salynkari’s betrayal
and audacity greatly insulted the Chthonic Snail, but Its former disciple is
protected by powerful new patrons. Since Blorgamorg cannot take direct action
against the Snail Sorceress, It must look for new agents to execute Its justice.

Meanwhile, as Salynkari plans her assault on the quiet village of Woodrune, an


unrelated group of peasants, merchants, and gongfarmers from a distant land board a
ship bound for the great City of Xöthma-Ghül. After a month of boredom and
seasickness, a great storm blows in from the south. Their ship is soon wrecked upon a
strange stone spur jutting from the Sea of Spice.

Set-Up
The Sanctum of the Snail is a funnel adventure designed for 12-18 0-level characters. The
PCs are all travelers on a ship, the dhow Starfish, travelling from their distant homelands to
the mighty city of Xöthma-Ghül across the Sea of Spice. There they hope to make their
fortunes, or maybe they’re trying to escape some horrible fate back home. Regardless of their
intentions, the adventure starts when the Starfish is wrecked in a storm and the PCs find
themselves washed up on a small rocky island in the middle of nowhere. The tide is rapidly
rising, and man-eating monsters crawl from sea. Their only escape seems to be a stone door
that leads into tunnels beneath the island, into the Sanctum of the Snail.

Introduction
You were so close. You boarded the Starfish over a month ago, scraping together your few
meager belongings and still fewer coins to make the passage to the great city of Xöthma-
Ghül. For the past four weeks you’ve fought seasickness, sustained only by weak grog,
wormy biscuits, and dreams of your new life in the Crespecular City. You were excited when
Master Llalthoon, the stern but fair captain of the Starfish, announced that you should
reach the ports of Xöthma-Ghül within a day.

That’s when the storm hit.

You don’t remember much about the storm, just the heaving and splintering of the
decks below you and the screams of dying men, while above you the sky shrieked and
crashed with thunder, wind, and rain. Now you and your fellow passengers—those
that lived—lay upon this cold blade of rock, surrounded by the angry twilight sea,
dead men, and the monsters that have come to feed.

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Area 1: The Stone Spur Salvage Table
You lie on a jagged spur of stone jutting 1 30’ of rope
from the stormy sea. The tiny island is 2 Grappling hook
maybe 50 feet across at its widest, and the 3 Frying pan (as club)
angry waters seem to be rising. A curious 4 Boat oar (as staff)
door of stone is set into the side of a weed-slick 5 Sailor hat
antediluvian wall near the center of the island. 6 1d3 torches
The shattered wreckage of the Starfish bobs on 7 Oil lantern, half-full
the rocky shore, its central hold split open, 8 Belaying pin (as club)
spilling its cargo into the hungry waters. The 9 Crossbow and 1d6-1 bolts
dead body of good Master Llalthoon lies face- 10 Padded armor
down in the center of your group. 11 Flint and steel
12 10lbs sack of salt
Suddenly, a slurping, gibbering noise draws your 13 Mallet (as club) and 2d4 nails
attention. Half a dozen scaly semi-humanoids, more 14 Woolen blanket
shark than man, crawl out of the sea and onto your 15 Cracked spyglass
stony perch. They open wide mouths full of deadly 16 Cutlass (short sword)
teeth and glare at you with hungry, lantern-bright
eyes. Suddenly, they are upon you!

The PCs awaken on the rocky surface with all their zero-level starting equipment. The tide is
quickly rising and any sailor or astrologer can tell that the small island will be submerged in
30 minutes (DC: 8 Intelligence check).

The Sharkboys are dumb brutes, but the blood madness is upon them, and they will fight to
the death.

Sharkboys (6): Init +0; Atk bite +1 melee (1d6); AC 10; HD 1d8; hp 3 each; MV 20’ or swim
40’; Act 1d20; SV Fort +1, Ref +0, Will -2; AL C.

After the sharkboys are dealt with, the PCs can search through the wreckage of the
Starfish to look for supplies. Searching requires five minutes and a Luck roll. If the
searcher rolls under their current Luck, have them roll 1d16 on the Salvage Table to
see what they find.

Time is of the essence. Aside from the rising tide, monsters are a constant threat on
the island. There is a cumulative 1-in-6 chance every five minutes (1-6 after 5
minutes, 2-6 after 10 minutes, etc.) that 2d3 more sharkboys crawl out of the sea and
attack the PCs.

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The first person to search through Captain Llalhoon’s body
finds his iron khopesh (longsword), 2d4 silver pieces, and a gold locket shaped
like an oyster worth 25gp. Inside is a picture of a handsome middle-aged woman and
an inscription reading “Beverly.” This is Captain Llalhoon’s wife (now widow). She lives
in Xöthma-Ghül and will want news of her husband’s death. She will reward 50 gold
pieces to whoever returns this locket to her.

The door is large and made of stone with no visible hinges. Carved benedictions to the
Chthonic Snail once decorated its surface, but the sea long eroded them beyond legibility. A
large, snail-shaped knob rests in the middle of the door. It requires a combined Strength of
20 to turn and open, and up to three PCs can team up to try.

The door opens outward, revealing ancient stone steps leading down into the depths of the
stone island. The door is connected to sophisticated counterweights and swings closed if no
one holds it open (no Strength requirement to hold it open). It is easy enough for the party to
get in and let the water-tight door swing shut behind them. However, once closed, the door
cannot be opened from inside. The door is water-tight. If someone spikes the door open, the sea
will rush in once the tide rises high enough, drowning everyone inside the Sanctum.

Shortly after the party enters the sanctum, the waters rise. Everyone feels a rumbling in the
stones as the island and door sink beneath the waves for another 27 years. The PCs are well and
truly trapped and must hope to find another way out somewhere in the ruins of Keyr Malaquio.

Area 2: The Stairs


The stones rumble and the sea rages behind the heavy door as you descend into the ancient
ruins on well-worn slimy, briny stairs. The cyclopean blocks quickly give way to native
stone. After a few short minutes, the walls fall away, and the stairway opens into a great
cavern. The stairs continue to meander downward into the darkness, but no rails or guards
separate you from the abyss at your left and right. The low grumbling of churning waters
echoes from the darkness below.

The cavern is huge and unlit. Neither torches, lanterns, nor infravison will reach from the
stairs to the walls (except for the crumbling bridge at area 3). The ancient stone stairs
are wet and slimy, but stable. They are wide enough that three characters can walk
abreast. As long as the PCs descend carefully (half-speed) there shouldn’t be any
danger of slipping. If the PCs are less cautious, however, the Judge might call for
Reflex saves (DC: 8) or Luck rolls to avoid falling to the waters below. The staircase is
600’ long and descends 200’ to the cavern floor. At half speed, it will take the party
about 40 rounds to reach the bottom. The club slugs (area 5), of course, will
complicate things.

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Area 3: Landing and Pillars
After descending several hundred stairs, you come to a square landing. The stairs
continue down, and the noisome abyss still yawns all around you, but for now, this
20-foot square of stone gives you some respite.

Of to one side, you spot the first light you’ve seen since entering this place. Some 24 feet
away, you spot the ruins of an ancient stone bridge reaching towards your landing and
illuminated by numerous candles running along its guard rails. In their flickering gray
light, you spot the dead body lying among a pile of miscellaneous hardware. At the far
end of the bridge, a door leads into the raw rock face of the cavern, through which golden
light shines. Two crumbling stone pillars, the remnants of the bridge’s supports, stand in
the gap between your landing and the remains of the bridge.

To get to the bridge, A PC needs to span the gap somehow, or leap from ruined column to
ruined column. The ceiling is too high above to throw a rope and/or swing across. The pillars
are only three feet in diameter, and six feet of open space lie between the landing and one pillar,
between each pillar, and from the other pillar to the bridge. To leap or stretch across each gap
requires a DC: 6 Agility check. Failure indicates the character comes short and falls to their
death in the waters below (area: 10).

The tops of the pillars are only 3 feet across, and can safely accommodate only one person at a
time. While old and crumbly, the pillar nearest the landing is structurally sound. The pillar
nearest the bridge, however, is badly eroded and will collapse under the weight of anything
heavier than a halfling (about 50 lbs), dropping the unfortunate victim to their death. A dwarf
can detect this fatal flaw, should he choose to look, with a DC: 13 Intelligence check.

To leap across the gap between the sturdy pillar and the bridge requires a DC: 15 Agility check.

Ideally, once one PC makes their way to the bridge, they will come up with a plan to get the
others across that doesn’t require a series of repetitive dice rolls. There are several items of
possible utility on the bridge that may or may not facilitate this.

Area 4: The Crumbling Bridge


The remains of the old stone bridge seem fairly sturdy, but covered with years of
grime. Dozens of gray candles line the guard rails. Only the gods know who lit them.
The body of a dead elf lies in the middle of the bridge, all the flesh stripped from his
bones. Several items of miscellaneous hardware also lie scattered along the bridge.
At the end of the bridge, a doorway is carved into the stone wall. Inviting golden
light shines from the corridor beyond the open portal.

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The first PC to start investigating the bridge and its treasures
will be attacked by a swarm of carnivorous snails. The PC must make a Luck
roll or be surprised as the snails crawl up over the side of the bridge to attack!

Carnivorous Snail Swarm: Init -1; Atk swarming nibbles +0, ignores artificial
armor (1d6); AC 9; HD 3d8; hp 14; MV 20’; SP Only takes 1 hp from piercing weapons,
half damage from slashing; SV Fort +1; Ref -1, Will +0, AL N.

The male elf was killed by a snail swarm when the sanctum last rose above the waves 27
years ago. The elf was reduced to bones, but his armor and gear are still intact.

Man-skin armor: This sturdy leather armor is fashioned from human hide. It is sized
for an elf or slender human, but can be adjusted to fit another demihuman by an
armorsmith or leatherworker with 30 minutes of work. The armor functions as leather
armor, but grants an additional +1 AC (+3 total) if worn by a non-human. A lawful character
who dons it loses 1 point of Luck, regardless of race.

Elven Glassword: This curved sword is made of indestructible elven glass from Nibiru. It is
beautiful but non-magical and functions as a longsword.

Control Crystal: A finger-length point of black quartz is wrapped in silver lace. With a
DC: 13 Intelligence check, an elf will recognize this as the control crystal for an elven
star-dhow from Nibiru. It is left to the individual Judge to determine the star-dhow’s
current location and condition.

Coins: The elf also has a pouch containing 6 moon-shaped mithral coins from the
old Elven Empire. Each are worth 17gp, but finding a moneychanger or merchant
who accepts them will be difficult.

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Twenty-six gray candles made of rendered slug tallow are
lined along the top of each guard rail. Several hardware items lie scattered
around the bridge. A clever player might use these to help span the gap across the
stone pillars. The Judge should allow any reasonably creative solution to work,
although he might require a Luck or other roll if the plan is somewhat risky or
ludicrous. The main goal to get the players to avoid having to make an excessive
number of leaping rolls.

The hardware items are: a 20-foot length of heavy copper chain (worth 2gp), a ten-foot
pole snapped into 4-foot and 6-foot lengths, a heavy dwarven blanket made from the wool
of immortal ur-goats, a 40-gallon empty oak barrel, 3 iron spikes, 1 flask of oil, a life-sized
lead statue of a duck (weighs 60lbs), and a rusty wheelbarrow.

Area 5: Club Slug Attack!


Approximately two-third of the way down the stairs, four club slugs will slither up the sides
of the staircase and attack the party. Unless one or more PCs were specifically watching down
the sides of the stairs, all the PCs must make Luck rolls. Those who fail are surprised for the
first round of combat.

Suddenly, four slugs the size of large dogs slither over the sides of the staircase! They have
lurid orange and yellow hides and heavy bone knobs at the ends of their long tails. The club
slugs attack!

Club Slugs: Init -1; Atk tail club +0 melee (1d3, plus knockdown); AC 9; HD 1d8; hp 5 each;
MV 20’; Act 1d20; SV Fort +1, Ref -1, Will +0; AL N.

Anyone struck by a club slug is automatically knocked prone. This is especially dangerous on
the crowded stairs. Anyone on the stairs who is knocked down by a club slug must make a
DC:10 Reflex save or fall over the side to their death.

Area 6: A Shrine to the Chthonic Snail


The damp corridor from the north opens into a large natural cavern. Its high ceiling is
lost in the shadows of the dripping stalagmites that hang above your heads. A low,
slime-edged tunnel exits the chamber from the south . A heavy, slab-like altar lurks in
the center of the chamber, about 15 feet beneath the largest, central stalagmite. The
altar is covered in mildew and mold, almost obscuring the swirling etchings that
decorate its surface. Several weapons of questionable quality sit atop the altar.
Yellow mineral deposits clumped along the walls of the cavern glow with a warm
amber light.

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The altar is dedicated to Blorgamorg, the Chthonic
Snail, a powerful entity of neutrality. A beadle, scribe, astrologer, or similar will
recognize the symbols on the altar as representing a powerful force of Balance with a
DC: 7 Intelligence check. Three rusty daggers in unusable condition rest on the altar
along with a baked clay amulet depicting a snail. Any offerings of value were stolen
from the altar decades ago.

Any dwarf or alchemist will recognize the glowing mineral deposits as sunpietor, a
luminescent form of niter that loses its candle-brightness about an hour after being
scraped from the wall.

As the PCs examine the room, the character with the highest luck will notice a large
shadow roll across the stalagmites. A massive snail the size of an elephant with
gemstone eyes slides down the largest stalagmite and regards the PCs. This is an avatar
of Blorgamorg, the Chthonic Snail. It will address the PCs in a slimy, bubbling voice
that crawls through their minds: “Peace, minor beings. Blorgamorg would request a
task from you.”

The Avatar of Blorgamorg bears no ill intentions toward the PCs. In fact, if they
foolishly attack it, the Avatar will tolerate three rounds of assault, politely asking them
to stop, before it retaliates with a disappointed sigh. If forced into combat it will attack
with its full strength, slaughtering any attackers until they stop such foolishness.

Lesser Avatar of Blorgamorg: Init +3; Atk eye beams +10 ranged (4d6) or rasp
+14 melee (1d8+8); AC 20; HD 10d12; hp 75; MV 30'; Act 2d20; Regenerates 1d8 hp
per round; SV Fort +13, Ref +5, Will +10, AL N.

Once the PCs engage the avatar peaceably, it tells them a short tale and asks a task of
them. “Some time ago, my best-loved acolyte, Salynkari, forsook my patronage and
threw her lot with the loathsome powers of Chaos. She has dared to return here and
establish her sanctum at my very threshold. The powers of Balance are ever patient,
but this insult cannot go unpunished. Remove Salynkari, and you will find
Blorgamorg to be generous with Its favor.”

Any PCs who agree to this task will receive a Luck point, but the Chthonic Snail will
bear no grudge to any who politely decline. The PCs might have more questions for
Blorgamorg, but the Chthonic Snail isn’t forthcoming with many secrets, as it values
servants who are self-sufficient. “I would not have trusted you with this task if I did
not have faith in your abilities, and Blorgamorg values Its secrets. I will say but
this: Salynkari makes her lair further below, deeper within the sanctum, where

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others long ago built upon my works. She has brought
several servants of Chaos to aid her. Your safe passage out of this
underworld lies beyond her sanctum”

With that, the Avatar of Blorgamorg slides back up into the shadows and disappears
into the secret snail trails that run below the universe.

Area 7: The Slippery Slimy Slide


This low tunnel is only about four feet high and wide. Its smooth sides have an
unpleasantly organic look to them and are covered in cold, slippery-looking slime. It
slants sharply downward and twists away into darkness.

The tunnel is very slippery indeed. Anyone leaning in to investigate the tunnel from the
top (area 6) must make a Luck roll or lose their footing and slip into the tunnel. The slide
down is perfectly safe, and actually kind of fun after the initial shock wears off. A character
who already has a dagger, spike, or other such implement in hand can try to stop their
decent somewhere along the middle of the tunnel with a successful Luck roll. Climbing back
up (or slowly down) the tunnel requires a DC: 15 climb roll, or they begin to slide once
again.

While the slide is safe, the very large spring jaw trap at the bottom of the tunnel is not. The
rusty iron contraption is much like a giant bear trap. A character sliding out the bottom of
the tunnel must make a DC: 13 Reflex save or be caught by the trap. A trapped character
takes 2d4 damage and (assuming they survive) are stuck immobile as the rusty steel jaws
clamp onto their midsection. Getting out of the trap requires a DC: 13 Strength check by the
trapped character or a friend. Each failed escape roll inflicts another 1d3 points of damage.

Climbing back up the tunnel from the bottom requires two DC: 15 climb rolls, with failure
indicating that they slide back down.

Area 8: The Subterranean Shore


A wide pebble beach lies at the bottom of the winding stairs. To the north churn two
small lakes, separated by the mighty staircase. A statue rises a short distance from
shore of each lake, and the waters glow faintly. On the shore near the bottom of the
stairs rests the rotting corpse of some great terrapin monster. At the far west end of
the stony cavern a low, slime-stained tunnel opens in one wall. A much larger,
square-cut doorway opens in the south wall of the mighty cavern, flanked by
burning braziers.

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A large, rusty steel-jaw trap sits in front of the slimy tunnel
entrance. It is detailed in Area 7. The braziers that flank the entrance to Area
12 are made of heavily tarnished bronze and burn a sour smelling resin. They weigh
30lbs, are carved with images of snails, and are worth 100gp each.

Area 9: Dead Giant Turtle


The rotting carcass of a turtle twice size of a buffalo lies forlornly on the beach. Yellow
bones show through its despoiled flesh and the mighty plates of its shell lie in ruin.

An animal trainer, farmer, or similar occupation can tell that this giant underdark
turtle died of malnutrition with a DC 8 Intellect roll. The poor beast was infected with
tapeworms, and the giant parasites still pose a threat to any interlopers. The giant
tapeworms will attack as soon as anyone comes within 15’ of the turtle carcass. All PCs
must make a Luck roll or be caught by surprise.

Giant Tapeworms (8): Init +0; Atk force feed +2 melee (1 damage, plus 1 more each
round); AC 8; HD 1d4; hp 2 each; MV 5’; Act 1d20; SP immune to blunt weapons; SV Fort +0,
Ref +0, Will +0; AL N.

On its first round of combat, the giant tapeworm can lunge up to 30’ to make an attack from a
hiding spot. When the giant tapeworm hits with an attack, it forces its way into the target’s
mouth and begins to squirm down their throat. On subsequent rounds, it automatically
inflicts another 1 point of damage as it forces its way down the target’s digestive track. The
target or another character can forcefully pull the worm out with a DC: 9 Strength check.
After three rounds, the giant tapeworm will make its way completely inside the target, where
it continues to inflict 1hp each turn. Surgery or a cleric’s Lay on Hands is required to remove
a completely swallowed tapeworm.

Treasure: One character can make a Luck roll to find 1d3 gizzard stones within the turtle’s
rotten remains. Each bright-purple stone is worth 25gp. A blacksmith, armorer, or any dwarf
can make a DC: 10 Intellect roll to find enough shell plates and giant turtle sinew to
fashion 1d4 shields with 30 minutes of work.

Area 10: The Waters of Chaos


The churning, roiling water of this small lake glows with a faint rainbow luminescence.
About 20’ from the shore, a statue of black granite stands on a short plinth rising from
the water. The statue depicts a handsome bald man with a sardonic smile wearing a
greatcoat and holding a dagger behind his back. His other arm extends towards you,
and a black iron medallion dangles from his open hand.

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A beadle, scribe, Wannabe Clerics
or other learned profession who
A funnel adventure should give would-be
makes a DC: 8 Intelligence check will
heroes a chance to try out future class
recognize the statue as Xantanos, the
abilities. The Talismans of Blame and
Chaotic god of betrayal and murder. The
Contrition give 0-level PCs a chance to
water is only about 3 feet deep. However,
try turning unholy in a limited manner.
the lake is infused with the power of chaos.
When a PC forcefully presents one of
Anyone wading into the water with an open
these talismans to a laughing skull, the
wound (e.g., has any Hit Point damage)
corpse sludge, a chaos man-slug, or the
must make a DC: 13 Fortitude save. Failure
saber-toothed frost-breathing demon
indicates they suffer Corruption (page 116-
slug, they should roll 1d10 and add their
119 in the core book). Roll 1d6: 1-3 means
Personality modifier. The targeted
minor corruption, 4-5 means moderate
monster must make a Willpower save
corruption, 6 means major corruption. Anyone
equal to this total, or be struck immobile
who dares to drink the Waters of Chaos suffers
for a round (+1d on the dice chain to hit
major corruption with no save. A character may
an immobilized target.) The affected
be exposed to the Waters of Chaos more than
monster is either frightened by the awful
once. If they fail their save or drink the water a
power of Law, or overawed by the
second time, they gain a second corruption.
character’s mighty connection to Chaos.
However, a third failed save or drink will cause
the character to die, exploding in an putrescent
fireball. Any character within 10’ of the exploding victim takes 3d6 damage (DC: 10 Reflex
save for half damage).

The bodies of any characters that fell off the pillars in Area 3 will lie in the water here.

The medallion in the statue’s hand is the Talisman of Blame, and is easy to take.

Talisman of Blame: This disk of black tungsten is etched with chaos runes that glow like
green embers and hangs from a cord woven of angel gut. When a chaotic wearer miscasts a
cleric spell and would gain disapproval, the caster may immediately choose one friend or
ally that they can see (a real friend or ally, not someone charmed or coerced). That
person takes 1d6 damage for each point of Disapproval the caster currently has (DC: 13
Willpower Save for half damage). The caster does not gain disapproval, and the
spellcasting roll is treated as though the caster rolled the minimum number required
to cast the spell successfully. The power works once per day, refreshing at midnight.

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Area 11: The Waters of Law
The churning, roiling water of this small lake glows with a faint golden
luminescence. About 20’ from the shore, a statute of red sandstone stands on a
short plinth rising from the water. The statue depicts a mighty lion with a mane
sculpted like flames. A red-gold medallion dangles from the lion’s open mouth.

A beadle, scribe, or other learned profession who makes a DC: 8 Intelligence check will
recognize the statue as Zarthura, the lawful god of creation, fire, and kings. The water
is only about 3 feet deep. However, the lake is infused with the power of Law. Anyone
wading into the water with an open wound (e.g., has any Hit Point damage) must make a
DC: 13 Fortitude save. Failure indicates that the character’s Ability scores are averaged, as
the power of Law imposes cosmic conformity upon their corpus. Add together the
character’s Strength, Agility, Stamina, Personality, Intelligence, and current Luck, then
divide the total by 6 and drop any remainder. That’s the character’s new score in each of
their abilities. On the plus side, they are also purged of any disease or parasitic infection they
may suffer (but not corruption!). A character who drinks the water suffers this change without
a save.

The medallion in the statue’s mouth is the Talisman of Contrition, and is easy to take.

Talisman of Contrition: This disk of red gold is etched with Law runes that glow with a
faint amber light and hangs from a cord woven from unicorn hair. When a lawful wearer
miscasts a cleric spell and would gain disapproval, the caster may immediately choose to
instead take 1d4 points damage for each point of Disapproval they currently have (no save).
The caster does not gain disapproval, and the spellcasting roll is treated as though the caster
rolled the minimum number required to cast the spell successfully. This power works once
per day, refreshing at dawn.

Area 12: The Shrine of Neutrality


This large square chamber of unmortared stone has exits to the south and east. Six
undecorated stone pillars hold up the vaulted ceiling. In the center of the room, a giant
stone dodecahedron hovers in the air over a squat stone altar. Each of the stone’s 12
sides is three feet across and etched with runes. The whole thing glows with a steady
silver light. A ceramic jug sits on the altar, directly below the dodecahedron.

This shrine is dedicated to the powers of Neutrality. An astrologer, beadle, scribe, or


other learned profession can make a DC: 10 Intelligence check to recognize the runes
on the dodecahedron as representations of the Twelve Champions of Balance. The
dodecahedron hovers over the altar with no visible means of support. No force the
PCs have access to can move it.

13
The jug on the Sluggy Mutations
altar is made of quality white
2: Your tongue is a sentient slug that
porcelain and filled with cool, clear gives running commentary on all your life
water. The jug will shatter immediately decisions. The slug has 2d6+1 INT and
PER, is chaotic in alignment, and is
if removed from this room. These words
unhelpful in most respects.
are painted on the jug in blue glaze:
3: Your fingers are fused into mitten-like
“Drink if you would be rewarded for pads. -2 to any actions requiring fine
manipulation, including spellcasting.
patient consideration.”
4: Your mouth is a slobbery, circular
There is enough water for 1d3+2 characters maw with a toothed tongue. -2 PER.
to drink. A character that drinks from the 5: You have rubbery cartilage instead of
pitcher is affected by The Curse of bones. +1d3 hit points and +1 to Reflex
saves, but -2 to STR and CON.
Thoughtful Deliberation. A character so
affected will find they are unable to act in the 6-8: No mutation

face of danger as they pause to reflect and 9: You are completely hairless with
consider all points of view. In combat, a disturbingly moist skin.

character will pause, unable to act until they 10: Your eyes are completely black and
make a DC: 10 Willpower save. Attackers are +2 can extend on short stalks to
comedic/horrific effect
to attack a character so lost in thought.
Characters suffer this curse until they 11: Your hands and feel exude a sticky
slime at all times. +1 to climb, pick
successfully make the Willpower save 4 times. pockets, or avoid disarmament.
Once a character makes enough saves, they are
12: Your skin is gray, rubbery, and slug-
rewarded for their patience. They earn 2 points like. +1 AC.
of Luck and may add 1 point to the Ability score
of their choice.

Area 13: Chaos Man-Slug Egg Clutch


This dank stone chamber is illuminated by the sickly green light that radiates from the thick
strands of slime and mucus that crisscross the room. The slimy strands all radiate from
a head-sized nodule on a tall stone pillar in the center of the room and connect to
several weird, man-sized pods attached to the walls and ceiling. The leathery green
pods glow faintly with an eldritch pink inner light.

With a DC: 8 Intelligence check, a farmer, gongfarmer, or gravedigger can tell that
these pods resemble worm eggs, though that doesn’t explain their size or the glow.
Salynkari uses these man-sized egg-pods to transform people into chaos man-
slugs, and she brought many captive peasants to this place to build her army.

14
The pods are easy to cut open with a sword or dagger, but
most of the peasants are in a hideous half-stage between (demi)human and
man-slug and die within seconds of being cut free.

However, if the Judge feels that the party’s ranks are getting thin and needs replenishing,
the pods might hold some people who are still in early enough stages of transformation to
be viable characters (1d3 0-level characters per player, or however many the Judge thinks
the party needs). Roll up 0-level characters as normal, but they have no equipment. Each
newly freed character should roll 2d6 on the Sluggy Mutations table to see what their time
in the pods has done to them.

The large slime nodule on the pillar in the center of the room holds hidden treasure. The
Thorium Eye of Elzar Badd is a minor artifact of Chaos, and Salynkari uses its ambient
magic to charge the transmutation pods. Climbing to the top of the slimy 12’ stone pillar
requires a DC: 10 climb check. Once at the top of the pillar, digging through the slimy nodule
to find the eye is easy, but messy. A character digging though the slime to find the eye must
make a DC: 12 Fortitude save or suffer a minor corruption.

Thorium Eye of Elzar Badd: This false eyeball belonged to one of the Cancer Lords of the
Glowing Wastes. It is made of silvery, radioactive thorium with a topaz iris. If a wizard or elf
replaces one of their own eyes with the Thorium Eye of Elzar Badd, they gain a +2 to all
spellcasting rolls but also suffer a -2 to all corruption rolls.

Area 14: Sepulcher of the Laughing Skulls


This large, vaulted chamber seems to be carved from the native stone. The walls are primitive
images of skulls, bones, and other death imagery. Niches line the walls at irregular intervals,
each filled with numerous skulls, yellowed and cracked with age. A massive stone coffin rests
on the floor in the center of the tomb, large enough to hold an ogre.

Several of the skulls are animated by dark magic. They fly to attack the PCs, laughing
maniacally all the while.

Laughing Skulls (8): Init +1; Atk bite +1 melee (1d3, plus giggle fit); AC 12; HD 1d3;
hp 1 each; MV 30’ fly; Act 1d20; SP un-dead traits; SV Fort -1, Ref +2, Will +0; AL C.

When a laughing skull successfully bites a creature, they must make a DC: 11 Fortitude
save. Failure means the target falls to the floor in a fit of laughter for a number rounds
equal to the damage inflicted by the bite. Additional giggle fits do not stack on top of
each other. Opponents have a +2 to hit characters so wracked by laughter.

15
The character with the highest Luck poking through the skull
niches will find a matched pair of exquisite short swords. One blade is etched
with the Halfling word for “love,” the other with the Halfling word for “hate.” They
are non-magical, but their artistic quality makes them worth 20gp each or 50gp for
the set.

The large, lidless coffin in the middle of the chamber is made of undecorated stone. It is
about eight feet long and four feet across at its widest. Four people can stand in it at
once. Close examination will reveal that the coffin is built directly into the floor and rocks
ever so slightly when any weight is placed in it (DC: 8 Intelligence check).

Should anyone think to look at the ceiling above the coffin, they will notice several cracks
in the stone above, as well as some ominous dark stains. A butcher, healer, or similar
occupation can identify the stains as very old blood with a DC: 13 Intellect check.

If four humans (or the equivalent weight, about 700lbs) enter the coffin it will slowly sink into
the floor and descend 30’ into the chamber below. A thick, metal, spring-loaded telescoping
shaft lowers the coffin and its passengers to the floor below with a ratcheting noise. It takes
about a round for the coffin to reach the lower floor.

Once lowered, if the coffin ever holds less than the weight of four humans the coffin will
rapidly spring back upwards into the upper chamber. The coffin will stop its ascent at the
upper floor, but any occupants will be flung into the stone ceiling for 2d4 damage. A DC: 15
Reflex save will reduce this damage by half.

Once in the lower chamber, occupants of the coffin can easily coordinate and jump out at the
same time (1, 2, 3, jump!), in which case the coffin will spring back to the upper floor without
them. This will, however trap them in the bottom chamber. Hopefully they’ve left some party
members up top.

If they can reach it, a character can jam an iron spike, dagger, or similar object into the
telescoping shaft and disable the mechanism. This requires a DC: 13 Agility check, and
will prevent the coffin from further rising or falling.

Area 15: Tomb of Glortho the Corpulent


Your feet squelch through an inch of disgusting black muck as you enter this
cyclopean tomb. The air is thick with the scent of decay and rot, like the bottom of a
storm drain. Piles of shattered and decayed bones litter every surface, except for a
clear spot around the immense stone throne in the back of the chamber. Upon this
throne sits the slowly rotting corpse of a bearded warrior—a massive and obese

16
man, maybe 40 stone and seven feet tall in life. A great
horned helmet of blue metal rests on his head and a massive war axe rests
across his lap. Words in an ancient script are carved into the wall behind him.

As the PCs enter the tomb, a corpse sludge will drop from the ceiling and attack the
character with the lowest Luck. Unless they are specifically keeping an eye on the
ceiling, the PCs will be surprised.

Corpse Sludge: Init +0; Atk pseudopod +3 melee (1d8) or gas cloud; AC 8; HD 4d8; hp
20; MV 30’; Act 1d20; SP Immune to piercing weapons, combustible, un-dead traits; SV
Fort +2, Ref +0, Will +0; AL C.

Grumchomp, the Hungry Blade


Grumchomp is an enchanted battleaxe crafted 3000 years ago for the warlord
Vorgo the Immense. The massive, double-beaked axe is made from tyrannosaurus
bones and wrapped with hodag skin. The heavy bone blade is carved in the likeness
of a demon or dragon. This fearsome weapon is constantly hungry. It prefers the
blood and flesh of its owner’s enemies, but is quite content to sit in a bowl of stew
or plate of cutlets while it waits for a worthy foe.

Grumchomp possesses several magical properties:

Intelligence: 6

Alignment: Neutral

Communication: Telepathy, in a voice not unlike Randy Savage’s.

Desires: To fight and/or eat greater and greater foes. It urges its owner into
gluttony and overindulgence.

While in the hands of a warrior or dwarf who is at least 50 pounds overweight, the
axe increases its wielder’s Deed Die by +1d (to a maximum of 1d10+6 at level 10).
When used by an appropriately overweight 0-level character, it grants them a 1d3
Deed Die.

On a Critical Hit, in addition to the normal critical hit effects, Grumchomp feeds on
the flesh, blood, and spirit of the target and shares this vitality with its wielder. The
wielder of Grumchomp does not need to eat or drink for a number of days equal to
the damage inflicted by the critical hit.

Once per day, Grumchomp can tell its owner where the best restaurant in town is.

17
The corpse sludge is an unholy pile of rotten slime composed of
the semi-solid decayed remains of the unrighteous
dead. In addition to lashing out with a necrotic
pseudopod, it can release a cloud of noxious death
gas. Every creature within 10’ of the corpse sludge must
make a DC: 10 Fortitude save or take 1d3 points of
poison damage and be unable to take any actions for
an equal number of rounds as they choke and gag. The
corpse sludge is highly combustible. If hit by a fire
attack, it must make a Fortitude save with a DC equal
to 10+ the damage inflicted. If it fails the save, the sludge explodes and dies. Anyone within
10’ of the exploding sludge must make a DC 8 Reflex save or take 1d6 points of damage.

The dead warrior is the remains of Glortho the Corpulent, a mighty hero from Times of
Old. He is quite dead and has been for some time. Glortho’s henchmen built his subaquatic
tomb 500 years ago at his request. The hero had a very literal interpretation of “burial at sea.”

Careful examination of the body will reveal that Blortho was not, in fact, a gigantic man, but
an even-more-gigantic Dwarf. The script carved in the wall behind is in an old form of
Dwarfish, and reads “Go into the Ocean. Live there. Die There. –Glortho the Corpulent.”

Glortho’s massive corpse is badly decayed, and will fall apart if disturbed. His armor is rusted
and ruined, but his helmet and axe remain intact. Glortho’s helmet is crafted from the metal
skull of a cobalt lizard from the Molten Steppes. “Born to Crit” is etched on the side in
Dwarfish. The helmet is of such fine quality and fearsome aspect that it grants +1 AC to
anyone who wears it (regardless of class). The axe in his lap is a magical weapon named
Grumchomp, the Hungry Blade. It is bored, hungry, and eager for a new master.

Area 16: Pit Trap


A short flight of well-carved stone steps leads down to equally short hallway or landing
before continuing into another short flight of stairs down. The raw stone walls weep
with moisture and every surface is covered in slime and mildew.

An 8-foot square trap door is hidden halfway down the hall. Careful examination of the
mucky floor or prodding with a pole will detect the hollow sound of the pit trap with a
DC: 10 Intellect check. If the trap is undetected, then the false floor collapses
underneath the PC with the lowest Luck, along with 1d3+1 characters around them.
These unfortunates must make a DC: 12 Reflex save or plunge into the shaft bellow.

18
The shaft is 30 feet deep, but is filled with 8 feet of water.
Anyone falling into the pit takes 1d4 damage. Additionally, the water is covered
with a thick layer of flammable snail oil. If any of the characters falling into the shaft
carried an open flame, the oil will ignite, inflicting another 1d6 points of damage on
anyone in the pool. The flames burn for 2d6 rounds. Characters in the water can avoid
the flames by keeping below the surface. Characters purposely staying under water, or
any character who fails a DC: 8 Strength-based swim check (modified by armor
penalties) must hold their breath to avoid drowning. The Fortitude save to hold one’s
breath starts at DC: 5 and goes up by 1 each round. Once a character fails this ever-
increasing save, they begin to drown and take 1d3 Stamina damage each round.

At the bottom of the pool, the skeleton of a dwarf is pinned to the floor by a large spear.
The spear is badly rusted and rotten, as is the dwarf’s armor, but the skeleton still clutches a
metal strongbox to its chest. The chest is rusted shut and requires a DC: 13 Strength check to
bust open. It contains 100 silver pieces and an engraved lead token good for one free drink at
the Cock & Titmouse tavern in Xöthma-Ghül.

Area 17: Hallway Decor


A short flight of well-carved stone steps leads down to an equally short hallway or landing
before continuing into another short flight of stairs down. The worked stone walls are damp
with moisture, but the elements haven’t destroyed the large bas-relief mural carved along
one wall.

Even after centuries of exposure to these slimy depths, the mural’s contours remain solid
and well-defined, although some chunks have crumbled a bit. The carving shows a mighty
battle with armored warriors and robed monks fighting giant snails with spiraling shells.
The largest snail wears a crown and shoots bolts of lightning from its eyestalks. The lead
human warrior blows a mighty warhorn and carries a banner. The banner bears words in
an ancient script.

Refer to the player handout on the inside back cover. The banner is written in Old
Imperial. A scribe, wizard’s apprentice, or other learned profession can translate the
words with a DC: 8 Intellect check. The banner reads: “What wouldst thou call a snail
with no home?” The answer to this riddle is, of course, “a slug” and serves as a clue to
find a secret door.

The shell on the King Snail is removable, which will make the snail a slug. Close
examination will reveal that the carving of the shell slides off of the wall like a puzzle
piece. A DC: 10 Intelligence check will also find this secret hatch.

19
In the depression behind the shell, a large iron ring hangs on
the wall. If the ring is turned counterclockwise (the direction of the King Snail’s
spiral shell), a secret door leading to area 18 opens in the wall opposite the mural. If
the ring is turned clockwise, a surge of electricity rushes through the ring, zapping
whoever is holding it for 2d4 damage (no save).

The secret door opposite the mural can be found with a DC: 15 Intelligence check, but
the hidden ring is the only way to open it.

Area 18: Secret Armory


There’s a soft whoosh of air as the secret door slides open. The inside of this chamber is
refreshingly dry, and it’s obvious that the place has been sealed up for quite some time.
Weapons and armor hang on racks, covered in dust but seemingly intact.

Salynkari doesn’t know about this secret cache Available Weapons &
of weapons, or she would have emptied it a long Armor
· 2 longswords (1d8 damage)
time ago. The armory contains the gear found
· 1 warhammer (1d8 damage)
below. None of it is magical, but all of it is of
· 1 halberd (polearm) (1d10 damage)
good quality. Many of the pieces bear the
· 4 spears (1d8 damage)
maker’s mark of Yordvick Anvilbangbang, an
· 2 crossbows (1d6 damage)
elderly dwarf who has operated a smithy in
· 30 quarrels
Xöthma-Ghül for over 200 years, and does to
· 1 longbow of elfish make, shaped like a
this day.
cobra and strung with human sinew
(1d6 damage)
Area 19: Man-Slug Quarters · 20 arrows in a snakeskin quiver with
This rectangular chamber smells like a midden, heads made of sharpened finger bone
thick with the damp scent of fungus and · 2 suits of studded leather armor (+3
AC)
mollusk musk. Several crude nests are
scattered around the room, made of rocks · 1 suit of scale mail made from 3000
copper pieces dating from the 17th
arranged around piles of spongy mold. Dynasty of Emperor Bel (+4 AC)
Half-a-dozen humanoid creatures— · 1 metal shield decorated with a wicked
hideous hybrids of man and slug—stand steel boss that lets the user inflict +1
damage with shield bashes; “SPIKY
around a clay pot full of slimy BITZ!” is etched on the back of the
mushrooms, eating their dinner. Spotting shield in Gutter Dwarfish. (+1 AC)
your entrance, they gather up their · 3 lanterns
spears and attack! · 3 sets of flint and steel
· 12 flasks of oil
· 50’ silk rope with grapple

20
The chaos man-slugs are Salykari’s favored minions. She
has slowly been raising an army to attack the villages around Xöthma-Ghül.
Unless the PCs take exceptional actions, neither the party nor the man-slugs will be
surprised.

Chaos Man-Slugs (6): Init +0; Atk Spear +1 melee (1d6); AC 11; HD 1d8; hp 4 each;
MV 30’; Act 1d20; SP half damage from bludgeoning attacks; SV Fort +1, Ref +0, Will
-1; AL C.

Each of the chaos man-slugs carries a spear and shield and wears a copper amulet
bearing the symbol of chaos worth 2 gp. The mold nests are disgusting, but surprisingly
comfortable, and hide nothing interesting.

The clay pot holds 2d4+2 large, slimy mushrooms with swirling, multi-colored caps. They
smell like strawberries, taste like sausage, and are both toxic and mutagenic to non-slugs.
Anyone who eats a mushroom must make a DC: 13 Fortitude save or die. On a success, roll
1d7 on the Chaos Slug-Shroom Table.

Chaos Slug-Shroom Table


1 Character’s alignment turns Chaotic. If they are already Chaotic, they gain 1
Luck. Either way, all their hair turns lurid purple.
2 Character gains infravision 30’. If they already have infravision, its
maximum range is increased by 10’. Eyes turn solid, glowing red.
3 The character experiences horrific stomach pains, but is otherwise fine. 1d24
hours later, their bowels evacuate 1d30gp worth of gold nuggets.
4 The character’s maximum Hit Points increases by 1d4. They gain 2d4x10lbs
of dense fat.
5 The character gains +1 to a random Ability score (1d5: 1. Strength, 2. Agility,
3. Stamina, 4. Personality; 5. Intelligence). Their voice drops 1d3 octaves.
6 1d5 small mushrooms grow out of the top of the character’s head. If cut off,
the PC loses 1hp for each mushroom removed. They grow back in 1d3 days.
As long as the mushrooms remain, the character is immune to starvation.
Helmets are problematic.
7 No effect!

21
Area 20: Salynkari’s Bedroom
The two doors to this room are obviously new. They are made of heavy wood banded
with iron, and their hinges are located on the inside of the room. The doors are
securely locked, and are DC: 13 to pick open. They can be battered down with a DC: 13
Strength check, but each attempt has a 1-in-6 chance of attracting 1d6 chaos slug-men.

Chaos Man-Slugs: Init +0; Atk Spear +1 melee (1d6); AC 11; HD 1d8; hp 4 each; MV
30’; Act 1d20; SP half damage from bludgeoning attacks; SV Fort +1, Ref +0, Will -1; AL
C.

This room would be rather nice if it wasn’t for the ever-present dampness. It appears to
be some sort of bedroom or living chamber. The walls are covered in tapestries. A large,
spindle bed sits in the center of the room, covered in quilts and cushions. A large wooden
wardrobe rests against one wall.

The six tapestries are decorated with abstract, multicolored fractal patterns. They are well
made, but the constant damp has partially damaged them. Each is worth 30gp, but weighs
75lbs. Salynkari’s bed is piled with quilts and cushions, but they are all soaked with snail
slime. The bed itself is badly warped by weight and humidity. A small iron strongbox is
hidden under the bed.

The strongbox is locked and trapped. The fairly simple lock is DC: 10 to pick. The needle trap
in the lock is DC: 13 to find and disarm. The character who triggers the trap is jabbed by the
spring-loaded needle in the lock. The character takes 1 point of damage and must make a DC:
13 Fortitude save against the poly-poison. If they fail, they are transformed into a mundane
garden snail. This transformation can only be
Wannabe Wizards
undone with magic. The strongbox holds 4
A funnel adventure should give would-be
small rubies worth 25gp each, a clay vial holding
heroes a chance to try out future class
an orange, fish-flavored potion that allows the
abilities. The Judge may wish to allow an
drinker to breathe underwater for 2d30
ambitious 0-level character to cast a spell
minutes, and a receipt for three paintings
directly from Salynkari’s spellbook. This
from Spargo Excellerando, an artist in
requires at least 1 point of spellburn and
Xöthma-Ghül who specializes in magical
the character rolls 1d10 plus their
oil paintings.
Intelligence modifier to determine their
The wardrobe is in surprisingly good spellcasting result. Regardless of success,
shape. Due to her corruptions, casting directly from the book like this
Salynkari can’t fit in the clothes destroys the spell.

22
anymore, so the contents remain mostly untouched. Simple
investigation will show that the wardrobe is bolted to the wall and immobile.
The wardrobe holds 1d3 bottles of fancy perfume worth 15gp each. Four fancy silk
robes (red, black, yellow, and purple) hang from pegs, perfect clothing for any
aspiring wizard. The back of the wardrobe is false, hiding a secret door to area 21.
Knocking on the back wall will reveal a hollow noise. The peg that holds the black robe
is a secret switch that opens the hidden panel (DC: 12 Intelligence check to find
otherwise).

Area 21: Salynkari’s Study


This smallish chamber appears to be a private study of some kind. A large, battered table
against the far wall holds a large, purple-covered book and a tarnished silver
candelabrum. A moldering leather easy chair lies overturned and discarded in a corner.

Salynkari’s demonic familiar, a wolf-sized crawdad with with glowing purple chaos runes
etched in its back carapace, hides underneath the overturned chair. It will scuttle out and
attack the party, surprising any PCs who fail a Luck roll.

The familiar will telepathically alert Salynkari about the intruders. The sorceress will dispatch
1d3+1 chaos men-slugs to help her familiar dispatch the interlopers. They will arrive in 1d3+2
rounds.

Giant Demonic Crawdad: Init +0; Atk pinchers +4 melee (1d4); AC 15; HD 2d8; hp 15;
MV 30’; Act 2d20; SV Fort +2, Ref +0, Will +1; AL C.

If Salynkari has been slain before the party encounters this room, the familiar will be gone,
happily taking the sorceress’s soul off to Hell.

The silver candelabrum is badly tarnished, but is worth 50gp once it’s polished up a bit. It
holds three slug tallow candles. The purple leather tome is Salynkari’s spellbook and contains
four spells: The 37th Incantation of Portable Conflagration (Burning Hands), The
Abominable Summation of Quasidimensional Mass (Englarge), The Conjuration of the
Familiar Spirit (Find Familiar), and Benediction of the Chthonic Snail (Patron Bond:
Blorgamorg).

23
Area 22:
Summoning
Chamber
This large chamber is
filled with cold,
brackish water.
Stalactites and stalagmites
have grown together, forming
stone columns in all four corners. A
squarish platform rises from the black
water in the center of the chamber,
glowing with arcane runes and illuminating
the chamber with a hellish red glow. There is
another doorway on the left-hand wall of the chamber, and you swear you can smell fresh
air blowing through it.

Salynkari used this chamber to summon a Saber-Toothed Frost Breathing Demon Slug, a
gift from her new chaotic masters. She will use this monster to march on the village of
Woodrune near Xöthma-Ghül. If the PCs have not alerted Salynkari to their presence, then
the Slug Demon is on the summoning platform along with four chaos slug-men. Salynkari is
on the ceiling, where she will try to remain for the duration of any conflict.

If Salynkari has been alerted to the party’s presence in her lair, she will have cast Enlarge on
the slug-men before the PCs arrive in the summoning chamber (assume the spell will last for
the duration of any conflict). The slug-men will hide in waiting under the water, the demon
slug will hide behind one of the stone columns, and Salynkari will hide behind another
column on the ceiling. The PCs will need to make a DC: 12 Intelligence check to spot them
and avoid surprise.

The water that fills the chamber is 3’ deep, and will reduce the PC’s speed by half.
Halflings and other short characters might need to swim. The monsters are unaffected
by the water. During the conflict, Salynkari will try to remain on the ceiling, 15’ above
the PCs and out of reach of melee attacks. Characters will need to use ranged attacks or
fancy acrobatics to reach her. A grappling hook or polearm might be used to pull her
down with a DC: 13 Strength check.

24
Salynkari, the Snail Sorceress: Init +0;
lysergic steel sword +1 melee (1d8 plus
hallucinations); AC 13; HD 4d10; hp 40 (25 if her
familiar is killed); MV 20’; Act 1d20; SP spells
(+4 spell check: Flaming Hands, Enlarge), duck
and cover (Salynkari spends a round tucked into
her shell, her AC increases to 15 and she
regains 1d4 hp); SV Fort +2, Ref +0, Will
+1; AL C.

Salynkari is partially exhausted from


summoning the demon slug, and cannot
spellburn. Her sword is made of lysergic steel. A
character struck by the sword must make a DC: 10
Willpower save or suffer from psychedelic
hallucinations for 1d4 rounds. A hallucinating character is -1d on the dice chain for all actions.

If badly hurt, Salykari will duck into her shell to heal. This raises her AC to 15 and allows her
to regain 1d4hp per round. She cannot move or take any other actions while healing.

Salynkari looks like some sort of snail centaur—the top half a human woman on the body of a
giant snail. Her hair is long, black, and stringy, and her shell is marbled pink and green. Her
skin is a mottled rubbery gray. She can climb along walls and ceilings as easily as the floor.
Salynkiri wears two gold arm bands worth 25gp each and a gold and sapphire necklace worth
50gp. The keys to her bedroom (area 20) and the chest under her bed are hidden in a cavity
inside her shell.

Chaos Man-Slugs (4): Init +0; Atk Spear +1 melee (1d6); AC 11; HD 1d8; hp 4 each; MV
30’; Act 1d20; SP half damage from bludgeoning attacks; SV Fort +1, Ref +0, Will -1; AL C.

Enlarged Chaos Man-Slugs (4): Init +0; Atk Spear +2 melee (1d6+1); AC 12; HD 1d8;
hp 4 each; MV 30’; Act 1d20; SP half damage from bludgeoning attacks; SV Fort +1, Ref
+0, Will -1; AL C.

The chaos-man slugs fight to the death. If Salynkari dies, they are demoralized, and
their action dice drop to 1d16.

25
Saber-Toothed Frost-Breathing Demon Slug: Init -1; Atk bite +4 melee
(1d8) or frost breath (30’ cone, DC: 11 Fortitude save or 2d4 damage, takes 1d4
rounds to recharge); AC 13; HD 4d10; hp 30; MV 20’; Act 1d20; SP double damage
from fire; SV Fort +3, Ref -1, Will +0; AL C.

The demon slug’s frost breath will freeze any water in its area of effect. Any creatures
(friend or foe) caught in the frozen water must can make a DC: 11 Strength check at the
start of their round to break free. Assume the slug-men and Salynkari have strength
modifiers of +0.

The Saber-Toothed Frost Breathing Demon Slug is a bear-sized monster covered in bright
blue fur with a snow white underbelly. Three pairs of vestigial bat wings run down its back,
and two jagged crystalline tusks jut from its frosty maw. Once defeated, its crystal tusks
remain perpetually cold (enough to cool a pitcher of iced tea) and are worth 100gp each.

Area 23: Magical Paintings


This small, hexagonal room is empty except for three large paintings that hang on the walls.
The air is surprisingly fresh and lit by an unseen source. The paintings are large, as tall as a
man, and half again as wide. One painting depicts an immense black void, speckled with
stars and planets, like jewels on velvet. The canvas of the middle painting is tattered and
charred, and its image is destroyed. The last picture shows a rolling grassy field beneath the
morning sun. In the distance, a small village sits before a mighty forest. It takes you a
moment to realize that the light that illuminates this room is coming from the last painting.

These magical paintings act as one-way portals to the location depicted in the image. Through
a series of agents and middle-men, Salykari commissioned their creation by the magical artist
Spargo Excellerando in Xöthma-Ghül. Each painting weighs over 1000lbs thanks to the trace
amounts of white dwarf star material used in the magical pigments. The golden frames are
securely bolted to the stone walls with adamantine screws.

The first painting depicts a planetary system 666 light years away, where the powers of
Chaos reign unchallenged. A character inspecting the painting has a 1-in-3 chance of
seeing a red-tailed comet fly by in inky distance. Any character that touches the painting
will instantly be sucked in (no save). The other characters will see the unfortunate
victim float away into the distance, rapidly dying of asphyxiation before being
splattered by a passing comet 1d6 rounds later.

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The second painting was accidentally destroyed by Salynkari
in a magical mishap. The gray canvas hangs in burnt tatters. Whatever image it
once held remains a mystery. The gold frame is still worth 50gp.

The third painting shows the village of Woodrune, three days travel south of the
Crepuscular City of Xöthma-Ghül. The small woodland town was set to be the first
target of Salyknari’s supposed conquest. A character inspecting the painting can smell
the fresh air and feel the warm sunlight on their face. If they touch the painting they will
be instantly transported to the field one mile outside of Woodrune, relatively safe.

The paintings only provide one-way transportation. Whether in the field or the void, the
characters see no sign of the paintings or the sanctum from their current location.

Conclusion
Once the party escapes the dungeon through the painting they find themselves far away from
their original location, but relatively near their intended destination. The stone spur that
holds the door to the sanctum has sunk beneath the Sea of Spices once more, and will not rise
again for another 27 years.

By the end of the adventure, the surviving PCs should all have enough XP to hit level 1. The
peaceful village of Woodrune is nearby, and should provide a good and safe location for the
PCs to rest, heal, and take on their newly earned character classes. Certainly there’s no hidden
evil lurking in such a pleasant pastoral community.

If the PCs defeated Salynkari, then they have made some small contribution to restoring
Balance to the world. The Lords of Circumspection reward them all with 1 Luck point. If they
accepted the quest from Blorgamorg directly, they receive an additional 2 Luck points. Any
newly-minted wizards who gained Blorgamorg’s favor also have the option to choose Patron
Bond: Blorgamorg as one of their starting spells, along with a +2 to their roll the first time
they cast it.

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Blorgamorg, the Chthonic Snail
The Chthonic Snail patiently crawls through the hidden places below the earth, always
chewing, always listening, always feeding on the secret wisdom of the world. Blorgamorg is a
patient and wise entity, who eschews the petty conflicts of law and chaos. He prizes
knowledge for the sake of knowledge. Lore sustains him. All secrets are known to him.
Blorgamorg values servants who show tenacity, fortitude, and foresight. Rash and hasty
minions displease him. Blorgamorg bitterly hates Bobububilz, and followers of the Chthonic
Snail must always guard against the machinations of the Demon Lord of Amphibians.

The bonding ritual for The Chthonic Snail must be performed underground in a natural cave
where mushrooms and fungus grow.

Invoke Patron results


12-13: Blorgamorg's attention is focused elsewhere, but he grants his petitioner a
fraction of the Chthonic Snail's endurance and resiliency. The caster gains +2d4 Stamina
for the next hour. This temporary Stamina does not increase his Hit Points, but it can
be spellburned as normal.

14-17: A ghostly snail shell manifests around the petitioner, granting him a
modicum of protection. The caster has +4 AC for the next 2d6 rounds.

30
18-19: The Chthonic Snail sends some of his children to aid
his servant. 1d4+1 Dire Snails arrive in 1d4 rounds. These snails follow the
caster's orders and will remain with him until Blorgamorg recalls them (caster must
make DC 20 spell check every hour or they depart; or judge’s discretion).

Dire Snail: Init -1; Atk rasp +4 melee (1d6); AC 16; HD 2d8+1; MV 20'; Act 1d20; SV
Fort +2, Ref -1, Will +1, AL N.

A tiger-striped snail the size of a goat with a wickedly spiked shell.

20-23: Blorgamorg blesses the petitioner with approximate knowledge of most


subjects. For the next hour, the caster can make all untrained skill checks with 1d16
instead of 1d10.

24-27: Blorgamorg “blesses” the caster's enemies with the the speed of snails. All enemies
within 30' of the cater must make a Will save with a DC equal to the caster's spell check. If
they fail, their movement speed is halved, they can only take actions every other round, and
attackers have +4 to hit them. This effect lasts a number of rounds equal to the petitioner’s
Caster Level.

28-29: The Chthonic Snail sends one of his children to aid his servant. A Hail Snail arrives
in 1d4 rounds. The snail follows the caster's orders and will remain with him until Blorgamorg
recalls it (caster must make DC 20 spell check every hour or it departs; or judge’s discretion).

Hail Snail: Init -1; Atk rasp +6 melee (1d6+1d4 cold); AC 18; HD 8d10; MV 20'; Act 2d20;
SP Immune to cold and fire. Once per turn exhale a 30' cone of hailstones (3d8, Ref DC 15 for
half); SV Fort +10, Ref +0, Will +5, AL N.

A horse-sized snail, ice blue in color, with a translucent frosty-white shell. It leaves sticky
frost wherever it crawls.

30-31: The Chthonic Snail sends one of his children to aid his servant. A Grail Snail
immediately arrives in a flash of golden light. All enemies within 15' must make a DC 13
Fortitude save or be blinded for one round. The snail follows the caster's orders for 3d6
rounds before disappearing.

Grail Snail: Init +1; Atk eye beams +10 ranged (2d6); AC 20; HD 8d10; MV 30'; Act
2d20; SP Heal its summoner for 2d4 hp each round. Grants its summoner +3 to all
Spell Checks while within 10'; SV Fort +13, Ref +2, Will +8, AL N.

A golden-fleshed, buffalo-sized snail with a silvery metallic shell shaped like an


elaborate urn or goblet bedecked with jewels. The snail glows with magical energy.

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32+: The Chthonic Snail sends an avatar to aid his servant. A gigantic snail
bursts from the ground beneath the caster (who now rides upon its back) in a shower
of dirt and stone. All creatures within 20 feet must make a DC 15 Reflex save or take
4d6 damage and be knocked prone. The snail follows the caster's orders for 2d6
rounds before disappearing. While the caster rides the snail, he is considered to be
“behind cover.” While the avatar is present, the summoner has +5 to all spell checks.

Avatar of Blorgamorg: Init +3; Atk eye beams +12 ranged (4d8) or rasp +16 melee
(1d0+10); AC 24; HD 10d12; MV 50'; Act 2d20; SP immune to damage from non-magical
weapons. +10 to spell saves. Regenerates 1d10 hp per round; SV Fort +18, Ref +6, Will
+13, AL N.

A gigantic, house-sized snail of alien color, covered in scintillating mineral deposits. Its
shell is covered in thousands of arcane runes.

Patron Taint: Blorgamorg, the Chthonic Snail


When patron taint is indicated for Blorgamorg, roll 1d6 on the table below. When a caster has
acquired all six taints at all levels of effect, there is no need to continue rolling any more.

1. The caster's eyes turn into tiny black orbs that rarely blink. If this result is rolled a
second time, the caster's unblinking black eyes begin to notably protrude from his
face. If this result is rolled a third time, the caster develops foot-long eyestalks that
allow him to see in all directions. Opponents suffer a -2 penalty to sneak up on the
caster.

2. The caster's mouth grows smaller as his jaw grows weaker. He can no longer shout or
speak loudly, and he has problems chewing tough food. If this result is rolled a second
time, The caster grows jagged calcium deposits on his over-swollen tongue. While this
doesn't effect this ability to cast spells, strangers may have trouble understanding his
speech. If this result is rolled a third time, the caster develops a full-blown radula—a
long tongue covered in rasping teeth lolling from a circular hole of a mouth. While
this doesn't effect his ability to cast spells, his speech is reduced to molluscoid
slurping. In combat, the wizard can make a melee attack with the radula for 1d4
damage.

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3. The caster's back becomes bent and stooped as he
grows a noticeable hump on his back. This unbalanced posture gives the
caster a -1 to his Reflex Saves. If this result is rolled a second time, the lump
grows larger and the caster's posture grows ever more bent. He can no longer
stand upright and requires a cane or staff to walk properly. The penalty to his
Reflex Save increases to -2. If this result is rolled a third time, the caster grows
an actual shell on his back. All his clothes must be custom made. The caster still
suffers a -2 to his Reflex Saves, but the shell provides a +1 to his AC.

4. Whenever the caster casts any spell, he oozes a thick, viscous mucus from the
palms of his hands while slime oozes from his mouth. These excretions can be
wiped away with a towel or handkerchief with a round of effort. If this result is
rolled a second time, whenever the caster casts a spell, slime oozes from his every
pore. His clothes stick to his body and he smells like a damp cellar floor. The caster
must thoroughly bathe for several minutes to clean away the slime. If this result is
rolled a third time, the caster's constantly oozes a thick layer of dank-smelling slime.
Clothes and delicate furniture are ruined within a day, and the caster leaves a sticky
trail wherever he walks.

5. The caster's turns grayish brown and takes on the texture of slug-leather. Faint
tracings of arcane script begin to appear on his skin. If this result is rolled a second
time, the arcane script on his skin spreads and grows darker, detailing all the spells
the wizard knows. If this result is rolled a third time the caster's skin becomes
completely covered in arcane script, detailing all his spells and life events . If someone
were to flay the caster, they could use his skin as a combination grimoire and wizardly
biography.

6. The caster's feet turn into round, toeless pads. Normal shoes and boots no longer fit,
but the rubbery flesh is resistant enough that footwear is unnecessary. If this result is
rolled a second time, his legs fuse from the knees up. His movement is awkward and
his speed is reduced by 5'. If this result is rolled a third time, the caster's legs meld
into a single, muscular foot, like that of a slug a slug or snail. The caster's speed is
reduced a further 5' (-10' total), and he can no longer jump. The caster can,
however, climb along walls and ceilings at his normal (now reduced) speed.

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Patron Spells: Blorgamorg
The Chthonic Snail grants three unique spells, as follows:
Level 1: Snail Mail
Level 2: Shell Shelter
Level 3: Love Dart

Spellburn: Blorgamorg, the Chthonic Snail


Blorgamorg thinks on a cosmic scale, and his plans unfold over centuries. The Chthonic
Snail is willing to help his followers, but doesn't entirely trust their flawed mortal
perceptions. When a spallcaster calls upon Blorgamorg's power, the Chthonic Snail will
send his children to monitor their progress or subtly change the caster to bring them
closer to Blorgamorg's molluscoid perfection.

1. The caster's bones become soft and rubbery, possibly dissolving completely with
high spellburn. This transformation is expressed by reducing the caster's Strength
and Agility, as their body becomes floppy and clumsy.

2. Blorgamong uses the caster to bring his children to interesting events. The caster
and his friends are interesting events. The caster vomits up dozens of snails, with
the trauma expressed as Stamina loss. The caster coughs up six fairly large snails
per point of Stamina burned.

3. Blorgamorg sends a Scrivener Snail to record the caster's deeds. The caster
spellburns as normal, and the snail appears on his shoulder. The snail observes
and records everything the caster does, but it is not a clever creature and requires
the protection of the caster. The Scrivener Snail stays with caster for 1d4 days. If
the caster keeps the snail alive for the entire time, he will instantly heal back all
his spellburn. If the snail dies, the caster will be hit again for the same amount of
ability damage he had previously spellburned.

Scrivener Snail: Init -3; Atk none; AC 10; HD 1d4; MV 5'; Act 1d10; SV Fort +0,
Ref -3, Will +3, AL N.

A fist-sized snail with an inky shell carrying a tiny quill and scroll.

4. Repeated exposure to giant snails has caused the caster to contract meningitis.
This disease is expressed by Strength and Stamina loss.

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Snail Mail
Level: 1
Range: varies
Duration: varies
Casting Time: 1 action
Save: none

General: The wizard summons minor servitors of the Chthonic Snail to deliver
messages using the secret snail trails that run beneath the universe. The spell does not
translate languages between the sender and recipients, and spell formulas and other
magical scripts cannot be shared through this spell.

Manifestation: Roll 1d4: 1) The messenger snail appears as a tiny avatar of Blorgamorg,
2) The messenger snail appears as a ghostly phantom mollusk, 3) The messenger snail
flies on fiery bat wings, 4) The messenger snail wears a uniform cap and carries a tiny
letter bag.

1: Lost, failure, and patron taint.


2-11: The wizard summons a single messenger snail. He may speak a message of no longer
than 140 characters then designate a single recipient whose name is known to him. The
recipient must be within relatively close proximity to the caster (an area about the size of a
building or one dungeon level). The caster does not need to know the recipient's actual
location. The snail will bring the message to the intended recipient in 1d6 rounds. The snail
will repeat the message in the caster's voice, then disappear. A circle of salt around the sender
or recipient can block the message, as can standard anti-scrying magic.

12-13: The wizard summons a single messenger snail. He may speak any message that he
can say in one breath then designate a single recipient whose name is known to him. The
recipient must be fairly local to the caster (an area about the size of a town or dungeon
complex). The caster does not need to know the recipient's actual location. The snail will
bring the message to the intended recipient in 2d6 turns. The snail will repeat the message in
the caster's voice, then disappear. A circle of salt around the sender or recipient can block the
message, as can standard anti-scrying magic.

14-17: The wizard summons a small pack of messenger snails. He may speak a message that
he can say in one breath then designate a up to six recipients whose names are known to him.
The recipients must be fairly local to the caster (an area about the size of a town or dungeon
complex). The caster does not need to know the recipients' actual locations. The snails will
bring the message to the intended recipients in 2d6 turns. The snails will repeat the message
in the caster's voice, then disappear. If the caster so desires, the snails will leave written
copies of the correspondence. A circle of salt around the sender or recipient can block the
message, as can standard anti-scrying magic.

18-19: The wizard summons a pack of messenger snails. He may speak a message up to
a page in length then designate a up to twelve recipients whose names are known to him.
The recipients can be fairly distant from the caster (an area about the size of a barony or
county). The caster does not need to know the recipients' actual locations. The snails
will bring the message to the intended recipients in 2d6 hours and deliver the message
in the caster's voice. If the recipients so desire, they can each give the snails a return
message (also page-length) that the snail will deliver to the original caster in 2d6
hours. The snails will repeat the return messages in the responders' voices, then
disappear. If the caster so desires, the snails will leave written copies of the
correspondence. Standard anti-scrying magic can block the message.

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20-23: The wizard summons a platoon of messenger snails. He may speak a
message up to a dozen pages in length then designate a up to thirty recipients
whose names are known to him. The recipients can be anywhere in the same country
as the caster. The caster does not need to know the recipients' actual locations. The
snails will bring the message to the intended recipients in 1d6 days and deliver the
message in the caster's voice. If the recipients so desire, they can give the snails a
return message (also up to twelve pages long) that the snail will deliver to the original
caster in 1d6 days. The snails will repeat the return messages in the responders' voices,
then disappear. If the caster so desires, the snails will leave written copies of the
correspondence. Standard anti-scrying magic can block the message.

24-27: The wizard summons a platoon of messenger snails. He may speak a message
up to a 30 pages in length then designate a up to 50 recipients whose names are known to
him. The recipients can be anywhere on the same continent as the caster. The caster does
not need to know the recipients' actual locations. The snails will bring the message to the
intended recipients in 2d6 days and deliver the message in the caster's voice. If the
recipients so desire, they can give the snails a return message (also up to 30 pages long)
that the snail will deliver to the original caster in 1d6 days. The snails will repeat the return
messages in the responders' voices, then disappear. If the caster so desires, the snails will
leave written copies of the correspondence. Standard anti-scrying magic can block the
message.

28-29: The wizard summons a small army of messenger snails. He may speak a message up
to a 100 pages in length then designate a up to 100 recipients whose names are known to him.
The recipients can be anywhere on the same planet as the caster. The caster does not need to
know the recipients' actual locations. The snails will bring the message to the intended
recipients in 3d6 days and deliver the message in the caster's voice. If the recipients so desire,
they can give the snails a return message (also up to 100 pages long) that the snail will deliver
to the original caster in 3d6 days. The snails will repeat the return messages in the
responders' voices, then disappear. If the caster so desires, the snails will leave written copies
of the correspondence. Standard anti-scrying magic can block the message.

30-31: The wizard summons a small army of messenger snails. He may speak a message up
to a 300 pages in length then designate a up to 1000 recipients whose names are known to
him. The recipients can be anywhere on the same plane as the caster. The caster does not
need to know the recipients' actual locations. The snails will bring the message to the
intended recipients in 1d6 weeks and deliver the message in the caster's voice. If the
recipients so desire, they can give the snails a return message (also up to 300 pages long) that
the snail will deliver to the original caster in 3d6 weeks. The individual snails will repeat the
return messages in the corresponding responder's voices, then disappear. If the caster so
desires, the snails will leave written copies of the correspondence. Standard anti-scrying
magic can block the message.

32+: The wizard summons a cross-planar messenger snail. He may speak a message up
to a 300 pages in length then designate a single recipient whose name is known to him.
The recipient can be anywhere on any plane. The caster does not need to know the
recipient's actual location. The snail will bring the message to the intended recipient in
1d6 days and deliver the message in the caster's voice. If the recipient so desires, they
can give the snail a return message (also up to 300 pages long) that the snail will
deliver to the original caster in 1d6 days. The snail will repeat the return message in
the responder's voice, then disappear. If the caster so desires, the snail will leave a
written copy of the correspondence. Only the Gates of the Dead can block the snail
from delivering its messages.

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Shell Shelter
Level: 2 (Blorgamorg)
Range: 5’
Duration: CR x 30 minutes
Casting Time: 1 turn
Save: n/a

General: This spell creates a hyperspace pinch-point that manifests in our local space
as a man-portable calcification shaped as a Fibonacci spiral. Or to put it more simply, it
makes snail shell that’s larger on the inside that you can wear on your back.

Manifestation: Roll 1d4: (1) The shell bursts out of the flesh of the caster’s back with an
explosion of mucus; (2) The shell is “drawn” into reality through a series of glowing vector
lines; (3) A giant snail burrows up through the ground, dies, rots, and leaves its shell
behind; (4) The caster coughs a shell up from his gullet, which grows quickly as it sits on
the ground.

1: Lost, failure, and patron taint.


2-11: Lost. Failure.
12-13: Failure, but the spell is not lost.
14-15: The spell creates a backpack sized shell that can be worn on the caster’s (and only the
caster’s) back. The shell can hold up to 100lbs and a volume equivalent to that of a large
backpack. The shell only weighs 5 lbs, no matter how heavy the contents are.

When the spell ends and the shell disappears, the caster must make a Luck roll. On a success,
the contents of the shell fall to the ground. On a failure, the contents are cast into the void of
null-space, lost forever.

16-19: The spell creates a backpack sized shell that can be worn on the caster’s (and only the
caster’s) back. The shell is larger on the inside than the outside and can hold up to 300lbs and
a volume equivalent to that of a large chest or steamer trunk. The shell only weighs 5 lbs, no
matter how heavy the contents are.

When the spell ends and the shell disappears, the caster must make a Luck roll. On a success,
the contents of the shell fall to the ground. On a failure, the contents are cast into the void of
null-space, lost forever.

20-21: The spell creates a backpack sized shell that can be worn on the caster’s (and only the
caster’s) back. The shell is larger on the inside and has the volume of a tent but only
weighs 5 lbs. One person at a time may crawl into the shell through its opening, and up to
four people can rest inside comfortably. The interior of the shell is musty and lit by single
bioluminescent lamp.

The shell shelter is AC: 10 and has 2d8 hp. When the spell ends or the shelter is
destroyed, anyone inside the shell must make a Luck roll. On success, the inhabitant
and their possessions are safely ejected outside of the shell, otherwise they are cast into
the void of null-space.

22-25: The spell creates a backpack sized shell that can be worn on the caster’s
(and only the caster’s) back. The shell is larger on the inside and has the volume of a
large hut but only weights 5 lbs. One person at a time may crawl into the shell
through its opening, and up to eight people can rest inside comfortably. The interior

37
of the shell is climate-controlled and maintains a comfortable
temperature, no matter the exterior weather, although the air is a bit humid.
The inside is well lit by several bioluminescent lamps.

The shell shelter is AC: 12 and has 4d8 hp. When the spell ends or the shelter is
destroyed, anyone inside the shell must make a Luck roll. On success, the inhabitant
and his or her possessions are safely ejected outside of the shell, otherwise they are
cast into the void of null-space.

26-29: The spell creates a backpack sized shell that can be worn on the caster’s (and
only the caster’s) back. The shell is larger on the inside and has the volume of a cottage
but only weights 5 lbs. One person at a time may crawl into the shell through its opening,
and up to twelve people can rest inside comfortably. The shelter is environmentally
shielded, and can withstand environmental extremes such as the deep ocean or hard
vacuum. The interior maintains a comfortable temperature, no matter the exterior
weather, although the air is a bit humid. The inside of the shell is tastefully furnished and
well-lit by several bioluminescent lamps. Additionally, a 0-level Snail Butler attends to
any guests and can create meals for up to a dozen people.

The shell shelter is AC: 14 and has 8d8 hp. When the spell ends or the shelter is destroyed,
anyone inside the shell must make a Luck roll. On success, the inhabitant and his or her
possessions are safely ejected outside of the shell, otherwise they are cast into the void of null-
space.

30-31: The spell creates a backpack sized shell that can be worn on the caster’s (and only
the caster’s) back. The shell is larger on the inside and has the volume of a large house but
only weights 5 lbs. One person at a time may crawl into the shell through its opening, and up
to sixteen people can rest inside comfortably. The shelter is environmentally shielded, and
can withstand environmental extremes such as the deep ocean or hard vacuum. The interior
maintains a comfortable temperature, no matter the exterior weather, although the air is a bit
humid. The inside of the shell contains several tastefully furnished rooms and is well-lit by
several bioluminescent lamps. Additionally, a 0-level Snail Butler attends to any guests and
can create meals for up to a sixteen people.

The shell shelter is AC: 16 and has 12d8 hp. When the spell ends or the shelter is destroyed,
anyone inside the shell must make a Luck roll. On success, the inhabitant and his or her
possessions are safely ejected outside of the shell, otherwise they are cast into the void of null-
space.

32-33: The spell creates a backpack sized shell that can be worn on the caster’s (and only
the caster’s) back. The shell is larger on the inside and has the volume of a mansion but only
weights 5 lbs. One person at a time may crawl into the shell through its opening, and up to 24
people can rest inside comfortably. The shelter is environmentally shielded, and can
withstand environmental extremes such as the deep ocean or hard vacuum. The interior
maintains a comfortable temperature, no matter the exterior weather, although the air is
a bit humid. The inside of the shell contains several lavishly furnished rooms and is well-
lit by several bioluminescent lamps.

A 0-level staff of 3 Snail Butlers and 4d4 Courtier Slugs and Clam Dandies
attend to the needs of all guests, including providing meals and entertainment. While
enjoying the comforts of the shell mansion, all natural healing (but not spellburn) is
doubled.

The shell shelter is AC: 18 and has 16d8 hp. When the spell ends or the shelter is
destroyed, anyone inside the shell must make a Luck roll. On success, the inhabitant
and his or her possessions are safely ejected outside of the shell, otherwise they are
cast into the void of null-space.

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34+: The spell creates a backpack sized shell that can be
worn on the caster’s (and only the caster’s) back. The shell is larger on the
inside and has the volume of a small keep but only weights 5 lbs. One person at a
time may crawl into the shell through its opening, and up to 50 people can rest inside
comfortably. The shelter is environmentally shielded, and can withstand
environmental extremes such as the deep ocean or hard vacuum. The interior
maintains a comfortable temperature, no matter the exterior weather, although the air
is a bit humid. The inside of the shell contains several lavishly furnished rooms and is
well-lit by several bioluminescent lamps.

A 0-level staff of 6 Snail Butlers and 6d6 Courtier Slugs and Clam Dandies attend
to the needs of all guests, including providing meals and entertainment. While enjoying
the comforts of the shell mansion, all natural healing (but not spellburn) is tripled.

The shell shelter is AC: 20 and has 20d8 hp. When the spell ends or the shelter is
destroyed, anyone inside the shell must make a Luck roll. On success, the inhabitant and
his or her possessions are safely ejected outside of the shell, otherwise they are cast into the
void of null-space.

Love Dart
Level: 3 (Blorgamorg)
Range: 10’ per CL
Duration: Instant
Casting Time: 1 action
Save: special

General: The wizard launches a large, calcified projectile from their body towards a target.
This projectile carries xeno-molluscoid genetic material that infects the target with various
sluggy parasites. The wizard’s spellcasting roll is treated as an attack roll against the target’s
AC with a +3 to hit Lawful or Chaotic creatures.

Manifestation: Roll 1d5 to determine from which part of the caster’s body the Love Dart
projects: (1) Hand; (2) Mouth; (3) Forehead; (4) Heart; (5) Stomach

1: Lost, failure, and patron taint.


2-11: Lost. Failure
12-15: Failure, but the spell is not lost.
16-17: A single Love Dart flies towards the target and inflicts 4d5 damage on a hit. The target
contracts a minor case of the skin slugs, which while embarrassing is completely harmless
and will clear up in 1d7 days. While infected, the target suffers a 1d penalty on PER rolls
(not counting spellcasting rolls or Will saves). A cleric’s Lay on Hands ability can cure the
infestation.

18-21: A single Love Dart flies towards the target and inflicts 4d6 damage on a hit. 1d6
rounds later, the target must make a Fort save with a DC equal to the spellcasting roll
or take another 3d6 damage as large but otherwise mundane snails burst from the
wound (one snail per point of damage).

22-23: Three Love Darts fly towards three different targets and inflicts 4d6 damage
on a hit (use the same casting roll against their individual ACs). 1d6 rounds later,
each target must make a Fort save with a DC equal to the spellcasting roll or take
another 3d6 damage as large but otherwise mundane snails burst from the wounds
(one snail per point of damage).

39
24-26: A single Love Dart flies towards the target and inflicts 4d8
damage on a hit. 1d4 rounds later, the target must make a Fort save with a DC
equal to the spellcasting roll or take another 3d8 damage as a Macro-Slug is birthed
out of the wound. The Macro-Slug is not under anyone’s control, but instinctively
hates its “mother.”

Macro-Slug: Init -1; Atk glomp +4 melee (1d8); AC 14; HD 2d6+1; MV 20'; Act 1d20;
SP: Immune to blunt damage; SV Fort +2, Ref -1, Will +0 AL N

A dog-sized slug with a rubbery mottled hide and calcified knobs along its back.

27-31: Four Love Darts fly towards four different target and inflicts 4d8 damage on a
hit (use the same casting roll against their individual ACs). 1d4 rounds later, each target
must make a Fort save with a DC equal to the spellcasting roll or take another 3d8 damage
as a Macro-Slug is birthed out of each wound. The Macro-Slugs are not under anyone’s
control, but instinctively hates their “mothers” and “aunts.”

Macro-Slug: Init -1; Atk glomp +4 melee (1d8); AC 14; HD 2d6+1; MV 20'; Act 1d20; SP:
Immune to blunt damage; SV Fort +2, Ref -1, Will +0 AL N

A dog-sized slug with a rubbery mottled hide and calcified knobs along its back.

32-33: A single Love Dart flies towards the target and inflicts 4d10 damage on a hit. 1d3
rounds later, the target must make a Fort save with a DC equal to the spellcasting roll or take
another 3d10 damage as a fully-grown Snail Lady is birthed out of the wound. The Snail Lady
is not under anyone’s control, but instinctively hates her “mother.”

Snail Lady: Init +0; Atk rasp+5 melee (2d4+1); AC 16; HD 4d8+1; MV 30'; Act 1d20; SV
Fort +3, Ref +0, Will +0 AL N

A pseudo-humanoid creature with a spiral shell on her head and a single molluscoid foot
that resembles a long skirt. Vaguely feminine and luridly colored.

34-35: Five Love Darts fly towards five different target and inflicts 4d10 damage on a hit
(use the same casting roll against their individual ACs). 1d3 rounds later, each target must
make a Fort save with a DC equal to the spellcasting roll or take another 3d10 damage as a
Snail Lady is birthed out of each wound. The Snail Ladies are not under anyone’s control, but
instinctively hate their “mothers” and “aunts.”

Snail Lady: Init +0; Atk rasp+5 melee (2d4+1); AC 16; HD 4d8+1; MV 30'; Act 1d20; SV
Fort +3, Ref +0, Will +0 AL N

A pseudo-humanoid creature with a spiral shell on her head and a single molluscoid foot
that resembles a long skirt. Vaguely feminine and luridly colored.

36+: A single Love Dart flies towards the target and inflicts 5d12 damage on a hit. On
the next round, the target must make a Fort save with a DC equal to the spellcasting roll
or take another 5d12 damage as an fully-grown and naked clone of the target bursts out
of the wound. This clone greatly resembles its “mother” but has vaguely snailish
features. It has all of the target’s stats, levels, and abilities (including spells and
current luck score), plus the target’s current Luck and maximum Hit Points. The clone
instinctively hates and resents both its pseudo-parents (the caster and the target).

40
Items of Interest
The Learned Slug-in-a-Jar of Cornelius Plunk
As its name indicates, this is a well-educated slug suspended in jar full of pink fluid
that belonged to the sage Cornelius Plunk in Times of Old. As long as the
jar remains sealed and the slug remains suspended in the
magical fluid, it requires neither food nor water and is
immune to the ravages of time. It is, however, very bored and
wracked with ennui. If the slug is removed from the fluid, it
dies instantly.

Cornelius Plunk taught the slug well, and canny adventurers


can use its knowledge to their advantage.

The slug is very learned in languages. If presented with a text,


the slug has a 5-in-6 chance to decipher the writing. It will
whisper the translation to anyone pressing their ear to the jar.
However, this sluggy murmuring is dangerous to both body
and mind. The listener must make a DC: 11 Willpower save or
take 1d3 damage to a random Ability score.

The slug is educated on a wide variety of lore. Once per day, an


individual can spend a luck point and ask the GM (via the slug) a yes-or-no question about
anything in the game world. The GM must answer truthfully.

The slug hates what its life has become, and it despises adventurers. Every time the slug-in-a-
jar is used, there is a 1-in-20 chance that the slug’s angst reaches critical mass. At this point
the slug explodes, dies, and inflicts 4d6 damage to everyone in a 5’ radius.

Flail of the Snail


This weapon functions as a mace or flail (1d6 damage), but long-lost weaponsmithing
techniques allow it to be used by wizards. The Flail of the Snail is a haft of bronze surmounted
by an iron head shaped like a snail shell. The grip is wrapped with slug leather, and two
buttons are set along the haft. When the first button is pressed, the spring-loaded iron head
launches from the haft, up to a distance of 20 feet. The head is attached to the haft by a length
of stout iron chain. The length of the chain is determined by how long the wielder holds down
the launch button. The second button retracts the chain back into the haft. The wielder can
use these functions to make ranged attacks up to 20’ away,
transform the mace into a flail and back, or do whatever
kind of grappling hook or whip tricks the Judge
deems possible.

Additionally, the Flail of the


Snail is sacred to the Lords of
Circumspection and the
powers of Balance. A Neutral
spellcaster can channel spells
through the weapon and gain a
+2 to their spellcasting rolls.

41
Vagabond District
Xöthma-Ghül attracts travelers from all across the Nameless World, and most of
these people need extra coin. On any given week 1d3 would-be hirelings can be found
in Xöthma-Ghül’s Vagabond District. Roll 1d30 to see who’s looking for work this
week. The listed salary is a starting point, but can be negotiated up or down through
savvy bargaining. Retainers in the Crepuscular City tend to charge more than the
pricing guidelines in the core book, but they are (generally) better equipped and more
willing to endure supernatural weirdness.

1: Tiberius Plum, man-at arms


Gear: Sword, scale mail, shield (all painted purple)
Traits: Pragmatic, obsessed with the color purple
Weekly Salary: 5 gp
Init +0; Atk sword +3 melee (1d8+1); AC 15; HD 2d8; hp 10; MV 25’; Act 1d20; SV Fort +2,
Ref +1, Will +0; AL N.

2: Doc Muleskin, teamster


Gear: Whip, studded leather armor, 2 mules, covered wagon, lucky horseshoe
Traits: Introspective, superstitious
Weekly Salary: 5 sp
Init +0; Atk whip +1 melee (12’ reach) (1d3); AC 13; HD 1d8; hp 6; MV 30’; Act 1d20; SV Fort
+0, Ref +0, Will +3; AL N.

3: Daisy Bluebell, herbalist


Gear: Sickle, sun hat, herb pouch
Traits: Chirpy, well-read
Weekly Salary: 2 gp
Init +0; Atk sickle +0 melee (1d4); AC 10; HD 2d4; hp 5; MV 30’; Act 1d20; SV Fort +1, Ref
+0, Will +1; AL L. Can cure 1d3+1 damage, 3/day. She has a 4-in-6 chance to detect poison
by scent.

4: Wolfgar Snarglefang, warrior of CHAOS!


Gear: Greatsword, half-plate armor, lizard helmet
Traits: Boastful, misquotes philosophers
Weekly Salary: 25 gp
Init +1; Atk Greatsword +4 melee (1d10+1); AC 17; HD 3d10; hp 24; MV 20’; Act 1d20;
SV Fort +3, Ref +2, Will +1; AL C. +2 to hit and damage Lawful creatures due to years
of training in chaos monasteries.

42
5: Hrothguur, barbarian warrior
Gear: Battleaxe, snow weasel loincloth
Traits: Flirtatious, pathological liar
Weekly Salary: 15 gp
Init +2; Atk battleaxe +4 melee (1d10+2); AC 12; HD 2d10; hp 16; MV 30’; Act 1d20;
SV Fort +3, Ref +2, Will -2; AL C.

6: Lucas “Beans” Geurglich, cook


Gear: Cleaver, leather apron, stewpot
Traits: Folksy, afraid of snakes
Weekly Salary: 5 sp
Init +0; Atk cleaver +0 melee (1d6); AC 11; HD 1d8; hp 8; MV 30’; Act 1d20; SV Fort +3,
Ref +1, Will +1; AL N. Eating dinner prepared by Beans doubles that day’s natural
healing (but not Spellburn recovery).

7: Brother Kalibos, cultist


Gear: Scimitar, black robes, iron mask, unidentifiable holy symbol
Traits: Loquacious, doesn’t understand sarcasm
Weekly Salary: 5 gp
Init +0; Atk scimitar +1 melee (1d8); AC 10; HD 3d6; hp 11; MV 30’; Act 1d20; SV Fort +0,
Ref +0, Will +1; AL C. Knows the spells Flaming Hands and Darkness (+4 spell check).

8: Jackson Keys, Trap-springer


Gear: Shortsword, leather armor, thieves tools, cough medicine
Traits: Sickly, optimistic
Weekly Salary: 2 gp, plus 15% of treasure recovered
Init +3; Atk shortsword +1 melee (1d6); AC 15; HD 2d6; hp 5; MV 30’; Act 1d20; SV Fort -2,
Ref +5, Will +1; AL N. Pick Locks, Find Traps, and Remove Traps skills at +7.

9: Sir Kroggulous Pimm, disgraced knight


Gear: Longsword, chainmail, shield, old warhorse
Traits: Morose, knows lots of rambling stories
Weekly Salary: 5 gp
Init +1; Atk longsword +4 melee (1d8); AC 16; HD 4d8; hp 24; MV 30’; Act 1d20; SV Fort +4,
Ref +1, Will -3; AL N. Suffers double the consequences from fear effects.

10: Jimminy Crunchbucket, linkboy


Gear: Knife, 3 torches, lantern, 1 flask of oil, 10’ pole
Traits: Nervous, knows a surprising amount about birds
Weekly Salary: 1 sp
Init +1; Atk knife -1 melee (1d3); AC 11; HD 1d4; hp 2; MV 30’; Act 1d16; SV Fort -1,
Ref +3, Will +0; AL L.

43
11: Myclella, mushroom priestess
Gear: Staff, fungus armor (as leather), holy symbol, 3 bags of holy spores (serves as
holy water)
Traits: Abscent-minded, generous
Weekly Salary: 5 gp
Init +0; Atk staff +1 melee (1d4); AC 12; HD 2d8; hp 10; MV 30’; Act 1d20; SV Fort +1,
Ref +0, Will +3; AL N. Knows the spells Blessing, and Food of the Gods (+4 spell
check). Can cure 2d4 damage, 2/day.

12: Mojo Bluehands, halfling troubadour


Gear: Crossbow, 12 quarrels, studded leather armor, guitar, hair grease, jug of
moonshine
Traits: Lusty, knows lots of “dad jokes”
Weekly Salary: 6 gp
Init +2; Atk crossbow +3 ranged (1d6); AC 15; HD 2d6; hp 10; MV 20’; Act 1d20; SV Fort
+0, Ref +4, Will +1; AL N. Can remove fear effects from all allies within 50’, once per day.

13: Astoranath the Gold, templar of LAW!


Gear: Glaive (polearm), banded mail, golden cloak (worth 200gp)
Traits: Fastidious, brave
Weekly Salary: 25 gp
Init +1; Atk claive +4 melee (1d10+1); AC 16; HD 3d10; hp 24; MV 25’; Act 1d20; SV Fort +2,
Ref +1, Will +3; AL C. +2 to hit and damage Chaotic creatures due to years of training in the
Armies of Law.

14: Brandon, dogsbody


Gear: Pointy stick, raggedy clothes
Traits: Cynical, loyal
Weekly Salary: 3 cp
Init -1; Atk pointy stick -1 melee (1d3-1); AC 9; HD 1d4; hp 2; MV 30’; Act 1d20; SV Fort -2,
Ref -1, Will +10; AL N. Can die and miraculously return to life 1d30 minutes later,
unharmed, a total of nine times ever. He has five uses of this power left. Brandon does not
advertise this power, nor is he glad to use it.

15: Kaiser, warrior ape


Gear: Greatsword, rifle (20 bullets), studded
leather armor, warhorse
Traits: Stoic, vengeful
Weekly Salary: 5 gp
Init +1; Atk greatsword +3 melee(1d10+1)
or rifle +2 ranged (1d8, 50/100/150
range); AC 14; HD 2d8; hp 15; MV 30’,
climb 20’; Act 1d20; SV Fort +2, Ref +1,
Will +0; AL N.

44
16: Iron Steve, bodyguard
Gear: Sleeveless tunic embroidered with a dragon, bandana
Traits: Heavy drinker, beautiful hair
Weekly Salary: 25 gp
Init +1; Atk slam +3 melee (1d4+3); AC 13; HD 3d10; hp 24; MV 30’; Act 1d20; SV
Fort +3, Ref +1, Will +2; AL N. When employer within 30’ is hit by an attack, Iron
Steve can choose to take the damage instead, 3/day.

17: Barnibel Drej, snail wrangler


Gear: Staff, leather armor, sack of 4d6 large but otherwise mundane snails
Traits: Talkative, tries to set up romantic matches between PCs
Weekly Salary: 8 cp
Init -1; Atk staff +0 melee (1d4); AC 12; HD 1d8; hp 6; MV 30’; Act 1d20; SV Fort +1, Ref
-1, Will +0; AL N. Can speak the secret language of snails, slugs, and other mollusks.

18: Castius the Lesser, man-at-arms


Gear: Crossbow, 20 quarrels, hide armor, fancy hat
Traits:Spiritual-but-not-religious, stutters
Weekly Salary: 5 gp
Init +1; Atk crossbow +3 ranged (1d6); AC 14; HD
2d8; hp 12; MV 30’; Act 1d20; SV Fort +1, Ref +1,
Will +0; AL N.

19: Quvark, humanoid platypus


Gear: Mace, chainmail shirt, shield, viking helmet
Traits: Surly, germaphobe
Weekly Salary: 4 gp
Init +0; Atk mace +2 melee (1d6) or heel-spurs +1 melee
(1d3+poison); AC 14; HD 2d6; hp 10; MV 20’, swim 30’; Act
1d20; SV Fort +2, Ref +0, Will +1; AL N. Targets hit by
venomous heel-spurs must make a DC: 12 Fort save or lose
1d3 points of Strength.

20: Merriwether Twinklebottom, pixie fan-girl


Gear: Thorn dagger, leaf armor (as leather)
Traits: Excitable, totally obsessed with a specific PC
Weekly Salary: 1 gp
Init +1; Atk thorn dagger -1 melee (1); AC 12; HD 1d4; hp 3; MV 5’, fly 30’; Act 1d20; SV
Fort -1, Ref +2, Will +0; AL N. Regenerates 1 hp/round in direct sunlight, unless her
head is crushed. Knows the Light and Invisibility spells (+0 spell check)

21: Grentle Ironthighs, woman-at-arms


Gear: Flail, half-plate armor, shield, fur cloak
Traits: Well-fed, chuckles under her breath
Weekly Salary: 5 gp
Init +0; Atk flail +4 melee (1d6+1); AC 18; HD 3d8; hp 16; MV 20’; Act 1d20; SV
Fort +2, Ref +0, Will +0; AL L.

45
22: Dwargyr Tooms, ghoul porter
Gear: Shovel, steamer trunk, top hat and tail coat
Traits:Polite, saturnine
Weekly Salary: 1 sp, plus first dibs on any fresh corpses
Init +1; Atk shovel +3 melee (1d8+1); AC 14; HD 3d8; hp 16; MV 30’; Act 1d20; SV Fort
+3, Ref +2, Will +1; AL N. Un-dead traits. Twice the encumbrance capacity of a
normal human.

23: “Honest” Thom Anyrwrad, dwarf armor-keeper


Gear: Hammer, chainmail overalls, goggles, tortoise-mounted anvil
Traits: Afraid of witches, has a large family
Weekly Salary: 1 gp
Init +0; Atk hammer +2 melee (1d6+2); AC 15; HD 1d8; hp 7; MV 20’; Act 1d20; SV Fort
+2, Ref +0, Will +1; AL L. Can restore 1d3 “steps” of degradation to non-magical weapons
or armor caused by rust, acid, etc.

24: Xander-372, synthetic man


Gear: Force lens, jumpsuit
Traits: Curious, gregarious
Weekly Salary: 5 gp
Init +1; Atk force lens +3 ranged (2d5, 30/60/90 range); AC 13; HD 2d8; hp 10; MV 35’; Act
1d20; SV Fort +2, Ref +2, Will +2; AL N. Immune to disease or hunger

25: Meh-Mahg-Mohm, champion of NEUTRALITY!


Gear: Maul, plate armor, beige snail tabard
Traits:Dispassionate, collects insects
Weekly Salary: 25 gp
Init +1; Atk Maul +4 melee (1d10+1); AC 18; HD 3d10; hp 24; MV 20’; Act 1d20; SV Fort +2,
Ref +2, Will +2; AL N. +1 to hit and damage Lawful and Chaotic creatures due to blessings
from the Lords of Circumspection.

26: Ged Bewynn, dwarf-at-arms


Gear: Crossbow, 20 quarrels, chainmail, pipe and tobacco pouch
Traits: Quiet, keeps track of all debts in a little book
Weekly Salary: 5 gp
Init +1; Atk crossbow +2 ranged (1d6); AC 16; HD 1d8; hp 6; MV 20’; Act 1d20; SV Fort
+2, Ref +1, Will +0; AL N.

27: Slipperfoot, giant talking weasel


Gear: Service animal vest, 2d6 weasel treats (heal 1 hp per treat, mustelids only)
Traits: Inquisitive, always hungry
Weekly Salary: 2 gp
Init +2; Atk bite +1 melee (1d4+1); AC 12; HD 1d8; hp 6; MV 35’; Act 1d20; SV Fort +0,
Ref +2, Will +0; AL N. Has the Sneak Silently and Hide in Shadows skills at +3

46
28: Leshy Firewake, elfish scout
Gear: Longbow, 20 arrows, manskin armor, pet parrot
Traits: Snarky, greedy for gems and jewels
Weekly Salary: 7 gp, or 5gp if paid in gems
Init +2; Atk longbow +3 ranged (1d8); AC 16; HD 2d8; hp 9; MV 30’; Act 1d20; SA elf
traits; SV Fort +0, Ref +3, Will +1; AL C. Knows Sleep spell (+2 spell check)

29: Tor Slavislav, cleric of healing


Gear: Mace, scale mail, shield, gold holy symbol of Vespia, hymnal
Traits: Good singing voice, craves affirmation
Weekly Salary: 7 gp
Init +0; Atk mace +1 melee (1d6); AC 15; HD 2d8; hp 9; MV 25’; Act 1d20; SV Fort +1, Ref
+0, Will +1; AL L. Knows the spell Neutralize Poison (+4 spell check). Can cure 2d6
points of damage, 3/day.

30: Belladona Pike, woman-at-arms


Gear: Spear, scale mail, shield, 3d6 holy symbols of various gods.
Traits: Religious, sleepy
Weekly Salary: 5 gp
Init +2; Atk spear +3 melee (1d8+1); AC 15; HD 2d8; hp 13; MV 25’; Act 1d20; SV Fort +2, Ref
+2, Will +0; AL N.

Lo, Xöthma-Ghül!
Xöthma-Ghül has been mentioned many times in this publication, but what is it?
Xöthma-Ghül is one of the Nameless World’s seven great cities. The city sprawls
atop a cliff overlooking the Sea of Spices and serves as a hub of trade and travel.
Xöthma-Ghül is known as the Crepuscular City, for the smoke and smog of 100-
thousand people commingle with the mists from the surrounding marshes to cast
the city in perpetual twilight. On a more esoteric note, Xöthma-Ghül’s dedication
to Balance and Neutrality places it in a kind of philosophical gray zone between the
light and the dark.
The city was built on the ruins of an ancient necropolis 300 years ago by a
champion of Balance named Imperious Correctus. He has ruled the city for the
past three centuries. It is said that every few decades Imperius Correctus enters the
black basilica known as The House with No Door to bargain with Death Itself
and extend his life.
The older structures in Xöthma-Ghül are large, imposing buildings of gray stone
with gothic arches and sculpted facades. The newer construction is made of blue
clay brick with domes, spires, and baroque railings of patinated bronze.
Xöthma-Ghül and the surrounding lands will serve as the central setting for most
of the adventures in Crepuscular. More secrets of the city will be revealed in
further issues!

47
Thank you very much for reading the
premiere issue of Crepuscular!
If you liked what you found here, you can find my other
projects scattered across the internet.
My irregular gaming blog can be found at bernietheflumph.blogspot.com

You can add my to your circles at plus.google.com/+JoshuaBurnett

I’ve helped make a lot of stuff with my friends at


Hex Games, makers of QAGS. Check them out
at www.hexgames.com
I personally recommend Hobomancer and
Leopard Women of Venus!

I love my friends, and I love the things they make.


Check out Steve Johnson’s online magazine The Death Cookie to read Steve’s
thoughts on game design, movies, hobos, and just everything.

www.deathcookie.com
For post-apocalypse sci-fi fantasy adventure comic goodness, check out The Electric
Team by Leighton Connor, Abigail Connor, and Samantha Albert.

www.electricteamcomic.com

Crepuscular will return with Issue 2 and


“We Eat Monsters” aka “Dungeon Crawl Cook-Off.”

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