Demon Bone Sarcophagus (OSR)
Demon Bone Sarcophagus (OSR)
Demon Bone Sarcophagus (OSR)
M’ee Ze-La Z’or at [O] Many Baboons roam the Sergeant Sapreciept roams the
tomb, searching for Shrive Tomb. Sapreciept is Loyal to the
Their leader Zomi ma- but the whispers of the Company but fears the ‘Protection
ma Z’or, who roams Ice Demons are slowly Men’ and won’t let them kill the
the Tomb. corrupting the innocent Apes. last of his men.
Sentinel’, Salt-Dryad A strange and An evil but Spirt of a An Acid Utterly evil
a dangerous Handmaiden wilful spirit, efficient forest wind. Baron, spirits. Their
automata, to the Queen a form of ghost. An unwilling imprisoned whispers fill
essentially of Fire. Willing Phylactery Defends guardian, she for an age the tomb,
‘in charge’ of but tired and for part of the the Queen’s is bound to the and very corrupting the
the Guardians, weary of her long Fire Queen’s Tomb as it Tomb by her willing unwary.
now damaged service. Fears Soul. Wishes to also protects lover, trapped to reform.
and vulnerable. the escape of the return to her her from in a bubble
Ice Demons. body. Hellfire. of time.
1
Socially Conscious Trilobite
Introduction
The Fiasco
The Body
Field
Well hello there meatsacks! And by God, do we have an extremely detailed backstory
The Tomb
for you! Not only that but most of it doesn’t even
Encounters Yes, the world have much direct effect on events in this adventure!
Tomb Rooms
may be Though it will help the DM work out what a lot of this
dying but nonsense means.
R1-R4 here in
Lower Floor the False Not the players though, they will be MYSTIFIED
R5-R8 Machine to the point of alienation, just as usual! We got that
Halls of Salt crypto-city P Stuart involved again and you know what he’s like
R9-R12
uncounted with conceptual opacity. Why does he write em like
Halls of Ash
miles that? Who knows! Only him and he ain’t tellin’!
beneath
R13-R16 the surface Not only that, but right here is the only place we will
Reductors
of what you be relating the whole Sad Tale up-front, giving you,
Halls
think of as the lucky reader, a great opportunity to gatekeep the
R17-R20 “reality”, hell out of anyone who read the other books (if they
Ice Demons' forms roughly ever exist) but not this one.
Prison analogous to
R21-R24 “life”, prevail!
Acid Baron's At least
Cell for now.
R25-R28
Boreala's
And, oh boy,
Halls do we have a
conceptually-
R29-R32
opaque, ego-
Shadow
driven, over-ambitious, dangerously, insanely,
Engine
overcomplex book to show you!
R33-R36
Spinster- Welcome to Broken Fire Regime Part One (of three!) –
Bone Cage a little adventure we call
R37-R40
Gallery DEMON-BONE SARCOPHAGUS!
of Fire
R41-R44
This here adventure is intended to be but the
Dancers' first of a trilogy, each different in structure, each
Halls (theoretically), playable on its own, yet all describing
one gigantic arc!
R45-R48
THEY AIN’T REAL FANS I TELLS YA!!!!!!!!!!!!!!!
Artificer's
Rooms
If we survive this one and get to make Number Two
– ‘Frictionless Blue Glass’ then look out for that next! Hmm, backstory though…
R49-R52 And if we survive that, we will finish the whole triad
Fire-Queen's with ‘Palaces of Fire!’. I gotta say, I ain’t an expert in this field. What we’re
Arms
lookin’ for here is more of an Ian McKellen vibe. Or at
R53-R56 Will we make it?!?!?! Will a society capable of playing least one of those actors that intros an Elder Scrolls
Rosetta D&D still exist if we do? Therein lies the excitement game. Need a sonorous tone…
Stone for YOU LUCKY PEOPLE.
R57-R60 Ah ha! I know just the invertebrate!
Library But why am I, your old pal Socially-Conscious Trilobite,
here? Is it to remind you to be Socially-Conscious? Well Gentle readers, valued marks
R61-R64
yes, but mainly no. Instead, I got a question for you; and completely-valid parasocial
Lamp
relationships, allow me to introduce
Philosopher
What is it the pretentious post-OSR-diaspora nerd the guy(?) who is going to
R65 really wants from an adventure? What do they introduce the story which
Sloth Nest truly value? will introduce the adventure
Appendices which introduces this series.
Of course, you, an entity of cuture, already know;
I give you……
EXTENSIVE BACKSTORY!!!
Backstory Gastropod!
2 Introduction
BACKSTORY GASTROPOD
Introduction
The Fiasco
The Body
Field
The Tomb
In the Solar City where our tale begins, rule diverse Houses, Tomb Rooms
but our History speaks of two;
R1-R4
Zor, the blue house, are the Air and the Stars. Old, cosmo- Lower Floor
politan, civilised, distant and refined, with little time for, or
R5-R8
interest in, the small, flickering Houses of terrestrial orbs.
Halls of Salt
Kalasp, the red house, are our World, its molten core,
its forests and volcanoes. Rustic and terrestrial, they are R9-R12
bound closely to nature and life. Halls of Ash
Kalasp was a rising power, bold and new, weaker than Zor, R13-R16
for now. Reductors
Halls
Existing beneath the notice of all Fire Nobles were their
arriviste ‘cousins’, the Acid Barons. A charmless, wet R17-R20
pseudo-aristocracy. Ice Demons'
Yet the Barons were also an Oxidising Line. As the Nobility Prison
of Fire ignored and condescended to them, wrath grew like R21-R24
a canker in the Barons' bitter hearts. Acid Baron's
Cell
The Meteor
“Good day.... R25-R28
The Acid Barons, lowly as they were, knew much of lesser
Behold! Boreala's
realms of which the Nobility cared little.
Halls
In particular, a land which Ice held by the throat, a place
ruled by freezing demons. R29-R32
Shadow
In a moment which spanned realities, a meteor flashed
Engine
from air to earth. Its incandescence annihilated the ice for
As I unveil before you the tapestry of time, for herein miles around. R33-R36
In the depths of the Iron Maze, a spark, a spot of brief life Spinster-
lies the history of an unfolding, yet un-concluded
Bone Cage
tragedy across two worlds. was born, an island in the dark.
Over ages the impact crater was colonised and a unique R37-R40
In this tale, wherein the gods of time and entropy pass
ecology arose, with a unique Fire Regime. Gallery
each other like dancers grazing flesh, no precise dates of Fire
can be given, yet the following events do at least take The Ice, and its Demons, was held, and then pushed back.
place in sequence. R41-R44
The Isle is Sighted Dancers'
Let us begin with… Against the parapets of the Solar City lean two young Halls
noblemen; Ignis Zor-Fyr, consort to the Lady of Zor, and the
The Nobility of Fire young Duke Kalasp. Speaking of this and that, they gaze
R45-R48
Artificer's
Far from the realm you know, yet separated only by the outwards, into the black wilderness of the Iron Maze which
Rooms
thickness of a dream, lies the Iron Maze, a vast, black and surrounds their city on every side.
lifeless labyrinth, boiling with cold magnetic winds. R49-R52
Then, glimmering like a star in the blackness, a light, a pin-
Dotted within this unending wilderness are Solar Cities, Fire-Queen's
prick of life and possibility. An island of wonders, a land of
alike unto stars, separated by infinite space. Arms
the Unknown.
In one such city rules the Nobility of Fire. A deal is struck, Kalasp and Zor will work together to pierce R53-R56
the black magnetic winds and reach this distant Isle. Rosetta
The Fire Nobles exist as three genders; the Female; deadly
Stone
and impassioned duellists and poets, the Male; strong and
An Army Is Devised
obsessive builders and devisers, and Solum; the carers and R57-R60
sustainers. To force a path through the Maze and reach the isle, Ignis Library
Zor-Fyr and Duke Kalasp build an army of automata, the
Fire breeds anywhere it can, and the Nobility of Fire, hot R61-R64
‘Delft Sentinels’.
tempered, passionate and fruitful, produce offspring with Lamp
almost anything. Yet, in their eyes at least, to be born of fire Masters of these Golem-Legions, the two men lead their
Philosopher
is not enough to bestow true nobility. great and tireless ceramic army into the Maze, the unending
will of their creations and sheer numbers aginst the near- R65
A noble line, and a Noble House, can only be created Sloth Nest
infinte paths and killing cold of the cosmic labyrinth.
and sustained by a Trinary Marriage. A three-way union
between Female, Male and Solum. The journey almost kills them all. Thousands of Golem are Appendices
lost to the Maze's dark ecology of entropy and ash.
Only this can produce young of all three genders, and the
children of these marriages, and these marriages alone, Yet, ultimately, and with great sacrifice, they reach the Isle.
carry the full name of and inheritance of their House. They But who shall rule it?
are its blood and its life.
Introduction 3
BACKSTORY GASTROPOD
Introduction
The Fiasco
The Body
Field
The Friends At Odds composed of a crazed mosaic of elements and substances,
The Tomb
Ignis claimed that he first saw the Isle, and had only been these creatures lived and died at an accelerated rate,
assisted by Kalasp. matching the relentless pulse of seasons which marked
Encounters
the mad race of time on their cold world.
Tomb Rooms Kalasp claimed that he was first to spot the place and
accepted only the assistance of Zor in reaching it. They were oddly captivating..
R1-R4 Then, they met Puh-Gna.
To resolve the dispute without death, Kalasp proposed a
Lower Floor
Contest of Art; whomever could adorn this Isle with the This brilliant, charismatic, violent and extremely attractive hero/
R5-R8 greatest, no, the most beautiful, palace, their House should rule it. monster/ruler of the Crater Tribes hewed surprisingly closely to
Halls of Salt
In a fever of excitement, both begin to build. Each formed the cultural pattern of a Fire Noble female. Like them she was
Palaces, sculpting them from time-slowed solar emissions, imperious, poetic, sorrowful, ruthless, lethal and noble.
R9-R12
Halls of Ash baking them from ceramic, casting them from steel and Of a fascinating species, thought Zenbestefunkh and Kobi
shaping them from frozen fire. Whatever Kalasp created, Zor both, this is the quintessence.
R13-R16
would better and whatever Zor devised, Kalasp would exceed. Puh-Gna returned their interest, equally fascinated by the
Reductors
Halls Both were happier with the contest itself than either would timeless, ethereal, yet beautiful and dangerous strangers
be with its end, for their joy was in the act of creation itself, whom the Ice feared.
R17-R20
and so they both decided silently that their contest should
Ice Demons'
never end, and so both peace and friendship be preserved.
The Empire of Fire
Prison The relentless pulse of life and time within the Crater
So ages passed in happy competition, whole new
R21-R24 birthed a fire regime to which its ecology adapted, and
generations of Kalasp and Zor were born and lived upon
Acid Baron's came to need. Once a year, the crater burned. Old wood
the Isle and it was filled with architectural wonders, giving
Cell was reduced and new life engendered. Accompanied by a
it the name it would forever bear – The Isle of Palaces.
gigantic blaze of fire.
R25-R28
The Annihilation Gate Kobi and Zenbestefunkh recognised this fire as some
Boreala's
Halls In the long ages of the unending competition, a young son of distant expression or mirror to their own realm and found
Zor born and raised amidst the ascending mansions, grew to a way to use it to cross back and forth between the Poly-
R29-R32 manhood, and so he began to compose a strange imagining. Elemental Realm and the Isle of Palaces.
Shadow
This was Zenbestefunkh Zor, youngest, sixth and last child of For a time, brief by the standards of the Nobility, but
Engine
the First Family of Zor, brilliant, addled and somewhat strange. many years in the Material World, the cultures of the two
R33-R36 Realms met. Through Puh-Gna Humanity learned the
Zenbestefunkh theorised that his realm brushed up
Spinster- Culture of Fire and its mysteries while the horrors of the Ice
against a “marginal reality”, a chaotic cosmic penumbra
Bone Cage were driven ever back. The Ice Demons, and their vile kin,
thick with entropy and racing time, patched together from
R37-R40 opposing elements where no single principal could rule. suffered defeat after defeat.
Gallery An alien world holding unknown “multi-elemental” life. The Resentment of the Weak
of Fire
A wild idea to be sure. Bitter with wrath at their loss of this land, the Ice Demons
R41-R44 searched for allies. And found them.
Though his gabbled concepts and wild gesticuations drew
Dancers'
little attention from his family, neither did they make any The Acid Barons.
Halls
attempt to prevent the young man's strange experiments. In the Realm of the Fire Nobles, the Barons were weak, but
R45-R48 here, in the Poly-Elemental realms, they were strong. Not
And his experiments were strange indeed. Zenbestefunkh
Artificer's
began to build apparatus which might accomplish in fact only strong, but valued, even respected, and while there
Rooms
what others could not even imagine; safe transmission of was little the Barons could do openly against the Fire
R49-R52 living beings between Realities. Nobles, allied with the Ice Demons and working in secret,
Fire-Queen's In this odd project he had one friend: Kobi Kalasp, a Solum, they could finally humiliate the children of the Fire Nobility,
Arms
youngest, sixth and last child of the First Family of Kalasp, shaming them in war, just as they had been shamed.
R53-R56 was fascinated by the idea of Realms un-dreamed of, and The battle of Humanity against the Ice slowed, and then
Rosetta joined Zenbestefunkh in his dangerous experiments and reversed under the influence of this new, hidden enemy.
Stone weird constructions. Even as they fought, the romance between Puh-Gna,
Ultimately, Zenbestefunkh's project came to fullfillment Kobi and Zenbestefunkh proved fruitful. Twins were born,
R57-R60
and both stood before his patchwork monstrosity, a gate Zerutu a boy and Zara a girl.
Library
of cosmic fire which he swore would disassemble, and Though they were married by human custom, and the
R61-R64 two Nobles gifted Puh-Gna with a ring of Fire, neither
then reassemble both of them in a completely alien reality,
Lamp Zenbestefunkh or Kobi ever formally recognised their
giving them forms fit to survive such an impossible place.
Philosopher
Together, daring all, the two held hands, and stepped into relationship with their own families. To the Nobility this
R65 the Annihlation Gate. mixed-flesh short-lived outlander would be an acceptable
Sloth Nest dalliance, but not a spouse. Not only that, but by entering
The Poly-Elemental Realm an unplanned relationship with each other, Kobi and
Appendices
They emerged into Apocalyptic War. In a world of eternal Zenbestefunkh had risked the balance of power between
winter, primal humanity battled the Ice and its Demons, Kalasp and Zor. Better that this be kept quiet, and confined
pushing back the infinite cold and asserting the rule of hot, to another country than their own.
warm-blooded life. Puh-Gna, born with an Imperial soul, misliked this much.
The two nobles found this Humanity a form of being like, Tensions rose between the three. On the Isle of Palaces,
yet strangely unlike, their own. Bound to entropy and strife grew between Kalasp and Zor.
Puh-Gna conceived again and a third child was born.
4 Introduction
INTRODUCTION
Zemo, a Solum.
BACKSTORY GASTROPOD
Introduction
The Fiasco
The Body
Field
The Shameful Child The Crater was still burning ,and they arrived in the centre
Zenbestefunkh and Kobi realised they have made a terrible of the fire, not at its edge. The Tomb
mistake. Puh-Gna was protected by the magic of her ring and Encounters
Solum can only be born from a Trinary Marriage of Male, her two half-mortal children half Fire-Noble, also suffered
Tomb Rooms
Female and Solum, and only through this marriage can the little. They pulled their mother from the fire before she
name of a House descend. suffocated. But all they could do was watch as unprotected R1-R4
friends burned to death around her, writhing in agony and Lower Floor
The three had accidently birthed an Heir to the Houses of
turning to ash.
Zor and Kalasp, and even worse, they were part.. something. R5-R8
Not Born of Fire at all. The Long Slow Fall Halls of Salt
Both Nobles insisted that Zemo’s gender be hidden. In the Poly-Elemental Realm which is our world, Puh-Gna R9-R12
Disguised as a male they could be regarded as nothing Zor, Empress of Fire, annihilator of the Ice Demons and Halls of Ash
more than the product of a dalliance, of which the Nobility saviour of humanity, brooded darkly on her Demon-Bone
R13-R16
have many. Of the House, but not fully in it, and definitely throne.
Reductors
not a threat to the current rulers, the intended line of She ordered that the Crater never burn again. The two Halls
descent or the delicate balance of power. Not the spark for Realms would remain separate, now, and forever.
a war. R17-R20
After a long life and strong rule, the Empress died in combat Ice Demons'
For it became more evident to Ignis Zor-Fyr and Duke against the armies of the Ice Demons, dealing them their Prison
Kalasp, that their great contest of Palace-Building was final defeat. In the world to come, Ice would have its times
drawing to an inevitable close. There was simply no room and its places, as treaty allowed, but no more. R21-R24
for new palaces, unless they should interrupt the lines and Acid Baron's
And acid, that most loathly, and lowly, of substances, would
setting of another and so create an overall loss. Cell
be locked to churn within stomachs and drip in the veins
Here the Acid Barons, wearing thier Court-Forms and visting of the earth. R25-R28
the Realm of the Iron Maze, whispered. As friends they Boreala's
Her tomb was delved where her body fell, and hidden, for
warned Kalasp of the power of Zor and in secret conferences Halls
the Fire Queen kept with her, her most dangerous foes, so
they warned Zor of the schemes and plots of Kalasp.
that they might trouble the earth no more, guarded by her R29-R32
Puh-Gna, now a Queen of Fire in her own world, most most loyal servants, to ensure they would never escape. Shadow
brilliant, imperious, proud and loving of mothers, would Engine
Of the Nobility of Fire, the
not accept the diminishment of her children in any realm.
Iron Maze, the shameful R33-R36
During the yearly burn, unknown to either Zenbestefunkh child and the Palaces of Spinster-
or Kobi, she crossed between Realms, bringing her Fire, all passed Bone Cage
children, her deepest friends and her most trusted advisors from memory,
through Annihilation Gate and into the Isle of Palaces. R37-R40
dissolved by
Gallery
The Anarchy time.
of Fire
She emerged into a war. While from
R41-R44
the dark
At that exact time, Kayenta Kalasp, the Solum-Spouse Dancers'
corners of the
of Duke Kalasp, one third of the first family of Kalasp, Halls
world the Acid
was murdered, apparently by one of the Legion of Delft-
Barons R45-R48
Sentinels which had survived the crossing of the Iron Maze
watched, and Artificer's
so long ago.
waited for the Rooms
The House of Kalasp began to annihilate all the surviving world to change….”
R49-R52
automata, but some said that these devices, mere machines,
Fire-Queen's
could do nothing on their own, they were tools after all...
Arms
lements of Zor resisted the purge. Intra-Noble violence
broke out. A chaotic swirl of duels, murders, battles and R53-R56
Rosetta
assasinations swept across the Isle of Palaces. Both Houses
Stone
suffered losses. Kaibab Kalasp, the Sister-Wife of Duke
Note from Scrap - Regarding the Solum; the initial
Kalasp fought and killed, Ignis Zor-Fyr, beloved husband of R57-R60
idea of 3 genders of fire comes from Patrick and an entry
Lady Zor. Library
in The Psychoanalysis of Fire by Gaston Bachelard. I came
Kobi joined with their immediate siblings in an attempt to up with some more detailed concepts which he then R61-R64
calm the war and stop the horror. developed into the final result. The conceptual process Lamp
In the midst of this anarchy, Puh-Gna found Zenbestefunkh first took common concepts of masculinity and femininity, Philosopher
Zor. She was carrying their child in her arms. removed some core elements, then swapped bits and
R65
pieces over, and then adjusted until it seemed like a
Believing he was saving her life, and perhaps her culture, Sloth Nest
gestalt coherent & loud enough for D&D. The Solum were
believing the solution would be temporary, Zenbestefunkh
then created to exist between these two gestalts. Fulfilling Appendices
took Puh-Gna and raced with her to the Annihilation Gate.
vital roles, but ones that neither a Male or a Female Fire
He forced Puh-Gna, and her entourage, through the gate
Noble would tolerate themselves performing for long.
and disabled it.
The Solum should only be understood through the
In the chaos and confusion, Zemo, the Solum child, the
frame of. firstly; Dungeons & Dragons, and second; a
pretended-male, remained with him.
fictional culture of magical fire people, and very much
But the humans forced through the Gate returned to their be understood as not a stand in for any particular
realm too soon.
5
culture's "third gender" nor as a stand in for the current
Introduction
contemporary use of "non-binary" as a gender.
Introduction
The Fiasco
Conventions of Play
The Body
Field
The Tomb
GADVENTURE CONVENTIONSH GPLACING THIS ADVENTURE
Encounters Dual-Page View; This adventure is arranged by spread IN YOUR WORLDH
and not by page. It is designed for the book as it is held open
Tomb Rooms
before you. If you are using the PDF only then it’s best to IT’S IN A DRY AND DISTANT LAND
R1-R4 use dual-page view. Some entries and elements cross over
Lower Floor pages in a spread but none should cross between spreads. This adventure; Demon-Bone Sarcophagus, and the
R5-R8 second part; Frictionless Blue Glass take place not too far
Halls of Salt Read it first; You cannot run this out of the box. There away from each other. Demon-Bone Sarcophagus should
are many possible paths in Demon-Bone Sarcophagus and be at least a day away from the nearest settlement and
R9-R12
Halls of Ash
a plethora of factions, NPCs and monsters. Every attempt Frictionless Blue Glass, which contains an area called ‘The
has been made to make this information easy to absorb and Zone’ should be roughly a day's hard travel away from the
R13-R16 remember. When you are dealing with any particular part scene of Demon-Bone Sarcophagus.
Reductors
then all the info you need should be easy to access, but you
Halls
will still need a general global awareness of what is going Both adventures take place in an environment roughly
R17-R20 on, so read it first. equivalent to the American South-West. Baking sun,
Ice Demons' freezing nights, storms, lightning, few rivers and empty
Prison plains. They should be on the border of possible state
R21-R24
GOSR CONVENTIONSH control in a place, not necessarily consumed by anarchy,
Acid Baron's but hard to govern and little attended to. A place few people
Cell Armour; this is given as ‘as leather’or ‘as chain’. Many OSR wish to go. The “Old West”, the Borderlands, The Badlands.
systems have slightly different numbers for Armour Class
R25-R28
Boreala's
and can work slightly differently. Check the system you are THE FRICTIONLESS BLUE GLASS
Halls using for the equivalent Armour Class. MERCHANT COMPANY
R29-R32
To-Hit Bonus; The number added when something rolls A primary element of both this adventure and the second is
Shadow
to-hit is the same as its Hit Dice. A 5 HD creature adds +5 “The Frictionless Blue Glass Merchant Company”, a large
Engine
to its to-hit roll. A 1 HD creature adds +1. If this is not the and wealthy merchant combine with tendrils everywhere.
R33-R36 case it will be specifically stated. It is secret(ish), has a very wide reach, many people are
Spinster- members though few know much about its workings.
Bone Cage Dual-Column Tables; If a table has two columns and asks
R37-R40 you to roll “2d6” then roll one die for each column. The first THERE IS A WONDER SUBSTANCE
Gallery die tells you the entry in the first column and the second
of Fire tells you the entry in the second column. Then combine Frictionless Blue Glass; very light, strong, translucent
the results to discover the nature of the encounter. This panes and shards, usually slightly rough on one side and
R41-R44
Dancers' is usually “This Creature” in Column 1, performing “This utterly frictionless on the other. Not only useful, but in its
Halls Action” in Column 2. rarity and for its other qualities a highly valuable form of
currency. The source of the wealth of the Frictionless Blue
R45-R48
The Standard Human; Non-specified creatures and Glass Merchant Company. They and they alone know the
Artificer's
people should be considered a “standard human”, secret of its creation.
Rooms
Unarmoured, 1 Hit Die, 4 Hit Points, Standard Move,
R49-R52 Damage d2 or by weapon if they have one and Morale 7.
Fire-Queen's
Arms
6 Introduction
What Happens In This Adventure? Introduction
The Fiasco
The Body
Field
GDEAD BODIES MEET THE CONSPIRATORS
The Tomb
IN THE DESERT!H Members of each faction chase each other through the Encounters
corridors of the Tomb, each knows a fragment of what
Tomb Rooms
The adventure begins as the PCs discover a field of dead happened above and each has a different relatioship to the
bodies in the desert. The battle that seeded this ground with Frictionless Blue Glass Merchant Company. R1-R4
blood ended only moments ago. The cause of the conflict was Lower Floor
that two completely different conspiracies stumbled into each ENCOUNTER THE GUARDIANS R5-R8
other in the same place, at the same time. Halls of Salt
The Tomb is guarded by a variety of spirits and constructs
R9-R12
bound there to keep its secrets safe, each has its own
GSTRANGE HOLES nature, history, powers and vulnerabilities.
Halls of Ash
Frictionless Blue Glass Merchant Company has spent a All of them together called “Broken Fire Regime”. R37-R40
year inside the company working out exactly how to rob Gallery
them of their most valuable treasures. She has complied all of Fire
this information into a single document, with the intention
of selling it to a group of thieves. Now Assassins working for FUTURE PARTS R41-R44
Dancers'
Frictionless Blue Glass, and the thieves, pursue her through IN THE TRILOGY OF “BROKEN FIRE REGIME” Halls
the tunnels of the tomb, all seeking those plans.
R45-R48
Artificer's
THE WEAPON SMUGGLER Book One - Demon-Bone Sarcophagus. A dungeon
Rooms
crawl. This is that book.
A group of terrorists are meeting with the smuggler Wensley R49-R52
Shrive who is en-route with a cache of weapons for their Book Two - Frictionless Blue Glass. A sandbox Fire-Queen's
Arms
cause. Hidden by magical means, only Shrive knows how and a heist. The PCs go up against, or join with, the
to find the weapons. Now the terrorists and security forces “Frictionless Blue Glass Merchant Company”, a R53-R56
pursue Shrive. primary, though distant, potential antagonist of this Rosetta
adventure. Though playable seperately, this adventure Stone
can lead on directly from ‘Demon-Bone Sarcophagus’.
GENTER THE TOMB!H R57-R60
Library
Book Three - Palaces of Fire. a courtly drama and
R61-R64
The PCs enter the Tomb. They may need information, possible Arthurian Tragedy in which the PCs reach the
Lamp
treasure or just shelter but hopefully they will have some strange reality of the Plane of Fire.
Philosopher
reason to jump down there.
In the Tomb of Demon-Bone Sarcophagus there are many R65
DISCOVER ITS SECRETS; statues, memories and strange ancient histories? Well, to Sloth Nest
the Fire Nobles, very little time has passed, your ancient Appendices
(And treasure). The PCs encounter survivors from the battle history is their family drama, and it's still going on!
above along with traps, imprisoned horrors and protective
guardians, all arranged around the titular “Demon-Bone The PCs can try to save the Culure of the Fire Nobles
Sarcophagus”, as well as a fair amount of treasure. It also from its terrible destruction, aid its enemies in forcing
contains, in various artefacts and records, a kind of history its collapse, do neither and try to make bank of both
of the Queen of Fire. sides or just try to escape with their lives.
Introduction 7
Introduction
The Fiasco
Player Character Backgrounds
The Body
Field
The Tomb
GORIGIN PATHH EXAMPLE
Encounters With thanks to the Fantasy Flight Games 2009 Edition of the Player O rolls a d6 and gets 2. They start with ‘Line of
‘Rogue Trader’ RPG. This is a simplified adventure-specific Explorers’. From there they connect to ‘The Kraken Gang’.
Tomb Rooms
hack of the Character Generation Origin Path concept This suggests someone whose life just keeps getting worse
R1-R4 developed in that book and works much the same way. so they keep going down, connecting to ‘Skeleton in
Lower Floor Disguise’. Then they ‘Lose It all to Frictionless Blue Glass’
R5-R8 As they put it; “The chart ... helps to weave together the and their final entry is ‘Looking for Work.
Halls of Salt varied backgrounds of different characters ... giving them
common ground and reasons to stand in defence of one O must be someone born to a reasonably wealthy family, but
R9-R12
Halls of Ash
another’s interests.” their parents' disappearence, followed by the interruption
of the Kraken Gang left them open to the deceptions of the
R13-R16 The basic principle is for each player to start on one side of ‘Skeleton in Disguise’ and the trauma from that strange incident
Reductors
the page and draw lines connecting one box in this column lead to them losing whatever remained to the Frictionless
Halls
to one box in the next and so-on. This represents the life- Blue Glass Merchent Company. Now they are destitute and
R17-R20 path of that character and their influences, all the way from wandering the desert looking for rumours of work.
Ice Demons' birth to the point at which the adventure starts.
Prison EXAMPLE INTERSECTIONS.
R21-R24 Where the paths of different characters intersect that
Acid Baron's suggests events or situations they may share. Where Now Player X rolls and gets ‘Raised by Thieves’. They
Cell possible this should be read as being an actual location connect this right across to ‘Acid Attack’, suggesting they
incident or adventure which those characters experenced are scarred. Then they encounter the ‘Skeleton in Disguise’
R25-R28
Boreala's
together so that as play begins they may recognise each an unusual incident in which they also met O. It may have
Halls other from those events. been the ‘Skeleton in Disguise’ that gave them the ‘Strange
Doom’ they currently labour under, one that looked like it
R29-R32
The Player can start on the left or right. The choices in the was being fulfilled as they wandered ‘Lost in the Desert’ and
Shadow
starting column are either open or random, but every choice desperate for water, when who should they bump into but
Engine
after that one is limited by its placement on the chart. That ‘O’, someone they have not seen since that embarrassing
R33-R36 is, each choice leads to the choice directly adjacent to it in incident with the Skeleton.
Spinster- the next column, or a choice one entry up or down.
Bone Cage
MIXING IT UP
Gallery Trader’ so you should feel free to improvise with the rules
of Fire if you desire.
R41-R44
There are a variety of ways you can choose to fill out the chart.
Dancers' tely and
h fill in a sheet separa
Halls ▪ Have the Players eac tered
m where they encoun
then the DM tells the
R45-R48 GA SIMPLE METHODH each other. d down the
ge of movement up an
Artificer's
Rooms ▪ Allow a greater ran or ma ke every
oice random
Give all the Players different coloured pens, or instruct them rows. Make EVERY ch g eve ryw here.
R49-R52 the lines zig -za
to write their character name, a number or a letter next to choice a free one so ng .
Fire-Queen's like, it's an OS R thi
each line. Print out the chart and hand it round the players. ▪ Do whatever you
Arms
T INST EAD-OF
R53-R56 The first player rolls a d6, giving them a starting position in IN ADDITION-TO NO
Column One - Origins, then draws lines connecting box- OSR BX-style
Rosetta
to supplement basic
Stone All of this is meant cters.
to-box, right-to-left until they reach Column Fire - Why for Level One Chara
Here? Why Now? This gives them a rough “story of their Character Generation
R57-R60 t be for other
a bother than it migh
Library life” up to this point. Equipment is less of on a bonanza
s are about to come up
adventures as the PC e and water,
R61-R64 turing supplies like rop
They then hand the chart over to the next player who does of “abandoned” adven al doo-dads
Lamp weapons, some magic
Philosopher
the same thing, connecting boxes with coloured lines. along with a variety of
ly NPCs.
and potentially-friend
R65 ro’ approach
This process continues until everyone has filled in the even try a ‘Level Ze
Sloth Nest If you wish you could s, a Name
chart. The DM and Players then look over the result, note nothing but Hit Point
with each PC having ir classes on
Appendices where characters' lines intersect and discuss and decide on chart and basing the
and a History from the y be hav e in the
what events and situations the characters share. ct with and how the
whatever they intera
Then go round the table with everyone giving a brief opening scene.
“story of their life” and mentioning where and how they HOOKS
s, try cutting
encountered each other (except for Column Three: s but not Background
If you just want Hook .
Absurdist Interlude, the situations here are so ridiculous with those on the left
out columns, starting
that Characters may be too embarrassed to mention them
8 in public, though they still took place).
Introduction
ONE - TWO - THREE - FOUR - FIVE - Introduction
MYSTERIOUS OR CALL TO ABSURDIST NEED AND WHY HERE,
BORING ORIGIN ADVENTURE INTERLUDE DESIRE WHY NOW? The Fiasco
The Body
Field
Ancient Shadow Fruit Ball Gotta save the Local Mystery
The Tomb
Greatness Dragon song Decadent nobles Orphanarium! People go missing
Raised on rumours Rare and perfect > Travelling You do-gooding and memories are Encounters
in a palace empty performance of players > fruit- son of a bitch, lost in an icy fog, you
Tomb Rooms
of everything but the ancient Ballad themed costume those kids/patients/ promised to look
Peacocks, shadows marked your break party > deadly elders in that into it. R1-R4
and sloths. from a purposeless fire. You posess school/hospital/ Lower Floor
life. a fruit-themed orphanarium are R5-R8
costume. counting on you! Ancient Thieves Halls of Salt
Reading (or
R9-R12
pretending to) Halls of Ash
Line ancient texts, you
of Explorers Planar Gate BIG Ambitions. caught a fragment R13-R16
Parents dedicated Witness “I actually am Your own merchant about ancient Reductors
Halls
to discovery and You saw a tear in made of gold.” company! Your own tomb robbers who
truth. They never reality itself, and (This guy was Noble House! Your disappeared around R17-R20
returned from their within; a cosmos lying). You have own nation!!! here an age ago.Ice Demons'
greatest adventure. beyond your a bag of iron Prison
dreams. pyrites or a R21-R24
promissory note. Strange Blank spot Acid Baron's
Doom. on map. Cell
Fire You should never Oddly blank,
R25-R28
in the Blood The Kraken have offended that as if even the Boreala's
Now and then, Gang Skeleton entity. The doom cartographer forgot Halls
when cut you bleed A gang of young in Disguise. placed upon you about it. Intriguing.
R29-R32
small sparks of fire. female thieves Everyone has cannot be escaped,
Shadow
Your ancestry is raced through your one but this but with enough
Engine
a mystery. life and left it a person was one. resources it might Lost
wreck. Bones make you be put off… in the Desert. R33-R36
anxious, even Water!!! Spinster-
your own. Bone Cage
Introduction 9
Introduction
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls Scrap Patrick
Princess Stuart
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Demon-Bone Sarcophagus.
Library
R61-R64
Lamp
Philosopher
R65 Design polish by Maria Ku. (she amended my crappy original so any mistakes are mine not hers). Proofread by Aaron
Sloth Nest Noble (again I fiddled with it quite a bit afterwards so mistakes are mine not his), Maps by Rachael Tew. Thanks to our
Appendices playtesters Arnold K, Mateo Diaz, Nate Lumpkin, Alex Chalk, Brendan Strejcek, Sam Zeitlin and Peter(!) Webb. If there
are flaws within this work it is only because we foolishly ignored the deep wisdom provided by this sagelike gathering.
ALL RIGHTS RESERVED. NO PART OF THIS PUBLICATION MAY BE REPRODUCED, DISTRIBUTED, OR TRANSMITTED IN ANY FORM OR BY ANY MEANS, INCLUDING PHOTOCOPYING, RECORDING,
OR OTHER ELECTRONIC OR MECHANICAL METHODS, WITHOUT THE PRIOR WRITTEN PERMISSION OF THE PUBLISHER, EXCEPT IN THE CASE OF BRIEF QUOTATIONS EMBODIED IN CRITICAL
REVIEWS AND CERTAIN OTHER NONCOMMERCIAL USES PERMITTED BY COPYRIGHT LAW. FOR PERMISSION REQUESTS, WRITE TO THE PUBLISHER AT [email protected] OR 5
NURSE ROAD, WIRRAL, CH61 7XH UNITED KINGDOM. DARK GODS AND COLD MORNINGS SHALL ATTEND THOSE WHO DEFY THIS RIGHTLY-WORDED AND MOST JUST CLAIM.
ISBN: 978-1-9993403-5-3
The Fiasco Introduction
The Fiasco
The Body
Field
GFIRST IMPRESSIONH GFLASHBACK – THIS IS The Tomb
The road peters out. Landscape is a mess of fractured stone. WHAT HAPPENED HERE;H Encounters
A great mound in the distance. From behind it comes....
Tomb Rooms
Two completely different sets of conspirators ended up
R1-R4
Shouting.
crossing paths.
Lower Floor
Sounds of battle.
So thats four groups of conspirators, plus two different
Halls
groups of security operatives, plus a giant sloth, plus now
the PCs. Thankfully almost everyone is dead by the time R17-R20
the PCs arrive so the complexity is lessened. Ice Demons'
Prison
R29-R32
Then silence. CONSPIRACY TWO;
Shadow
THE TRAITOR & THE THIEVES
and panting its last breaths. the two glass keys needed to open the Vault door, and put
R41-R44
it all together in a single plan describing all the information Dancers'
▪ HOLES in the earth, like small sinkholes.
needed to rob The Frictionless Blue Glass Merchant Halls
▪ A great mound caked in compressed ancient ash Company of everything they have.
and clinker. The ash-cake cracks revealing the R45-R48
statue beneath; a woman kneeling, hand on sword, Artificer's
Bonvive is a coward. She had no intention of doing this
head bowed. Rooms
herself. Enter the ‘League of the Kraken’, a band of deadly
▪ Standing in the open is a naked girl of glass. and experienced “adventurers” lead by Drusilla Machete. R49-R52
Fire-Queen's
What happened here? Bonvive intended to sell the the Plans and the Glass Key Arms
for a huge sum, then run for it. By the time the heist took R53-R56
In play, turn to ‘The Body Field’ page 14. place she would be long-gone. Bonvive came here to meet Rosetta
the thieves, exchange the plans and run for it, cash in hand. Stone
If reading for the first time, or for reference, read on for R57-R60
this pseudo Coen-Brothers-style flashback which informs The ‘League of the Kraken’ intended to double-cross Bonvive, Library
you, the DM, but not the players, of the tangled web of either killing her or bringing her under their control.
R61-R64
circumstance which lead the varied parties to this point.
Lamp
Unknown to both groups, ‘Blue Glass’ was completely
Philosopher
aware of Bonvive's disaffection, and her planned betrayal.
The Company allowed her to proceed, watching and R65
waiting to observe the full extent of the conspiracy before Sloth Nest
they took action. Appendices
The Fiasco 11
Introduction
The Fiasco
Timeline of Events/NPCs
The Body
Field
GTIMELINE ‘LEAGUE OF THE KRAKEN’
The Tomb
Encounters
OF THE CLUSTERFUCKH Four women of differing ethnic origin, each is uniquely
armed and armoured, they all look like experienced
Tomb Rooms
1. Shive's convoy hits a snag. Glass girls wander out into adventurers (apart from Arkweld, the thief, who looks like
R1-R4 the rocky waste. no-one.)
Lower Floor 2. Bonvive waits at the assigned spot to meet the ‘Arms of
R5-R8 the Kraken’. She fears she has been followed. MASKED MAROONS
Halls of Salt 3. Naked Glass Girls wander in, surprising Bonvive.
4. Shrive blunders into the area after his Glass Girls and Tribal weirdoes wearing featureless masks of glittering blue
R9-R12
Halls of Ash
sees Bonvive, some random clerk, apparently hanging crystal and light lamellar armour made from shards of resin,
around in the wilderness. Bonvive wonders if this is her shell and dark, polished wood. They carry swords and
R13-R16 contact.. javelins with blades shaped of resin and sharpened bone.
Reductors
5. The Masked Maroons follow Shrive, and see him ‘with’ None carry any metal. Healthy but hardy. Calloused
Halls
Bonvive, clearly an employee of Blue Glass. They hands. Scratches and scars. No tattoos. Underneath the
R17-R20 assume they have been betrayed. masks they look broadly ethnically contiguous, members
Ice Demons' 6. The ‘Arms of the Kraken’ arrive and find Bonvive ‘with’ of the same tribe or extended family, through with some
Prison the Maroons and this trader. They assume they have been admixture. Some scars like blue droplets or as if spattered
R21-R24 betrayed. with irremovable resinous glue.
Acid Baron's 7. Zegzor Sapreciept sees his chance for glory and his team
Cell leap into the open! “Everyone here is under arrest!” SAPRECIEPTS SECURITY SQUAD
8. Now certain he has been sold out, Shrive cries for his
R25-R28
Boreala's
Backup Baboons. “Tooth-Tooth! Get in here!” Around ten men ranging from late teens to early middle-age.
Halls 9. Observing this strange assembly, the Protection Men They all wear uncomfortable hardwood armour and helmets
decide they no longer care who is conspiring with who. tied with string and calf-length trousers and sandals.
R29-R32
10. For an eerie moment, a hexagonal Mexican standoff
Shadow
holds. Six different groups of conspirators and trackers They carry simple crossbows, spears and round hardwood
Engine
gaze at each other, murderous, yet confused. shields. The only metal they carry is the tips of their
R33-R36 11. Shrive's Baboons knock over a Glass Girl, who falls, crossbow bolts and the heads of their spears.
Spinster- cracks and melts a hole in the ground.
Bone Cage 12. A RAGING HYPER SLOTH bursts up out of the earth! Thir bodies show lives of hard manual labour and periods
R37-R40 13. Chaos erupts! - of malnutrition, though all are reasonably well-fed now.
Gallery 14. The PCs arrive to find almost everyone dead or Slightly more varied in origin than the Maroons. Though,
of Fire disappeared into the earth. if stripped down and swapped about, it would be hard to
draw a hard line.
R41-R44
Dancers' THEY WERE STANDING ON A BURIED TOMB!!
Halls PROTECTION MEN
The whole fiasco took place above a long-forgotten tomb
R45-R48
holding the sarcophagus of an ancient queen (and since Simple anonymous black clothes, leather armour, black
Artificer's
used as a nest for a near-extinct Hyper-Sloth). hoods, good boots. No signs of make or ownership on
Rooms
anything.
R49-R52 Magical blasts, cracked glass girls and the Hyper-Sloth
Fire-Queen's opened holes leading down into the tomb. The Horror of the Protection Men; They wear occluding
Arms
black hoods which wreath their features in unnatural
R53-R56 Some of the conspirators fell or fled into the Tomb. Others shadow, even in death. Peeling back the hood (takes effort)
Rosetta followed in pursuit. Now the survivors of the fiasco chase reveals faces which are nothing but black scabs - the
Stone each other through the unknown tunnels. On the surface, features excised, with red rust-stained teeth. Otherwise
R57-R60 three still live. (Plus one Baboon), their bodies seem broadly similar to those of the Security
Library Squad, similar mixed ethnoculture (so far as you can tell),
The PCs of course, don’t know any of this. All they can see and signs of work, mild scarring , perhaps some blue resin
R61-R64
is The Aftermath….. scars on their hands. These are all large, strong individuals
Lamp
in good health.
Philosopher
12 The Fiasco
Agents of the Upper World Introduction
The Fiasco
The Body
Field
THE 'LEAGUE THE FRICTIONLESS BLUE GLASS
The Tomb
OF THE KRAKEN' MERCHANT COMPANY
Encounters
Four female thieves Wealthy, powerful, discreet. The
Tomb Rooms
and adventureres. only source of “Frictionless Blue
ANARACKET Glass”. R1-R4
Two are dead, see BONVIVE Lower Floor
The Fiasco
The Body-Field
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire GA FIELD SOWN SOURCES OF MOVEMENT
R41-R44 WITH DEATHH
Dancers' Naked Girls of Glass wander in the chaos, smiling absently
Halls The PCs see blood-soaked ground, churned-up earth, at nothing at all.
dead ranged everywhere, some trapped in the last moment
R45-R48
of struggle. A Man Hangs in the Claws of the gigantic HYPER-SLOTH!
Artificer's
He is alive. Eyes fixed on a woman, she has been eviscerated
Rooms
and drags her body across the ground smearing blood,
R49-R52 holding an obsidian knife. She is CRAWLING TOWARDS
Fire-Queen's the hanging man.
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
GTHE HOLES IN THE EARTHH ▪ A dust-storm.
The Tomb
▪ Nightfall.
Blue Downward Arrows on the map above. Most are ▪ Wolves in the Night. Encounters
melted into the earth by the fall of Glass Girls. Most are ▪ Occlusion Field. - If PCstry to leave, the memory of the
Tomb Rooms
not immediately obvious. Tomb, of the incident and the entire area, starts to fade.
First whomever is in the lead realises they don’t know R1-R4
where they have been. If they are carrying objects from Lower Floor
GTHE GLASS GIRLSH the Body Field, they don’t know where they came from. R5-R8
Those behind them in marching order start to experience Halls of Salt
Wandering around like coked-up supermodels after a shoot, the same loss of memory, increasing the further they go
R9-R12
the Glass Girls are unstable and Full of Deadly Acid! from the tomb. Halls of Ash
▪ This memory loss reduces if they return to the Tomb.
In theory it should be possible to use the Glass Girls to (This is a result of the Occlusion Engine in [R29 Drag- R13-R16
Reductors
melt holes in the earth deliberately and so to gain access to onbone Staff ]. If that engine is shut down, the effect
Halls
different points of the Tomb. dissipates.)
R17-R20
In practice, messing with them is insanely dangerous. They THE SECTIONS Ice Demons'
are utterly willful, sometimes it seems almost maliciously so. Prison
A rough time budget has been included with each section so R21-R24
For most characters, even a graze with this acid would be you can estimate the amount of time PCs use investigating Acid Baron's
lethal or permanenlty disabling. and, if desired, present the resources and information Cell
acquired from each section as a fait accompli, in exchange
R25-R28
MANIPULATING THE GLASS GIRLS for an expenditure of time. Boreala's
Halls
Make it clear to the players how obviously dangerous DISTURBING INTERACTIONS
R29-R32
this seems. OF THE GLASS GIRLS
Shadow
1. Stumbling towards you and standing way too close,
Engine
Positioning and Smashing One Safely; three teetering and tottering.
simultanous DEX tests, all from the same person. Plus a 2. Reaching out to touch and carress you. R33-R36
simultaneous STR test. 3. Breaking into a stumbling half-jog, coming right for you, Spinster-
arms extended like a blind man. Bone Cage
If any test is failed; 5d10 damage, save for half. 4. Performing some ultra-slow bizzaro semi-dance thing R37-R40
while walking slowly around you at a radius of a Gallery
On the plus side, even if that PC dies, if they succeeded at couple of meters. of Fire
two or more of their tests the resulting hole is melted in the 5. Reaching out for your stuff.
R41-R44
earth roughly where they wanted it to go, giving a fresh 6. Standing in a group and staring Dancers'
access point to the Tomb. inanely at something on the Halls
ground, a bodypart, a mark, a
R45-R48
A TICKING CLOCK curl of rope.
Artificer's
7. Walking right into a pool
Rooms
In playtests, roughly half of players found of blood and semi-stumbling.
investigating the bodies less interesting 8. Bowing and curtseying R49-R52
because of the lack of urgency. to you, each other, the Fire-Queen's
Arms
sun, the stars...
If you think it warranted, here are R53-R56
several methods that might serve Rosetta
to add a time factor to their Stone
investigations. R57-R60
▪ The Glass Girls become Library
interested in the PCs
R61-R64
and begin wandering
Lamp
towards them, trying to
Philosopher
interact with them.
▪ Vultures wheel in R65
the air & start to Sloth Nest
land. Appendices
The Fiasco
Body Group 1
The Body
Field
A. THE HYPER-SLOTH
The Tomb
Encounters The Sloth burst up out of a large hole in the ground (clearly
visible nearby), It wreaked havoc before it died.
Tomb Rooms
R13-R16
“Help me!”
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell GGROUP 1 – THE DRAMA
R25-R28 AT THE SLOTHH
Boreala's
Halls Across the field of bodies, a little over 100 feet away
a teenage male in wooden armour hangs helplessly
R29-R32
from the claws of a dead gigantic sloth, calling for
Shadow
help.
Engine
Appendices Living NPCs The items on the living NPCs, given in detail
in their entries.
The Fiasco
The Body
Field
LIVING NPC B. CRAWLING WOMAN
The Tomb
VAGUEBAB STILTVERIFY Gutted, dragging intestines and leaving a smear of blood, Encounters
a bronzed, muscular woman in torn chainmail crawls
Tomb Rooms
‘Bird Killer’ neck tattoo. towards the man hanging in the sloth's claws.
R1-R4
ON HIM; Hardwood armour tied with hemp string, “Kill… You…..” Lower Floor
The Fiasco
Body Group 2 - Around the Stone
The Body
Field
F. KNEELING UNINJURED WOMAN.
The Tomb
GOLD COINS!
Encounters
A nondescript woman (Himonea Arkweld, a member of the
Tomb Rooms
‘League of the Kraken’) kneels before an open chest full of
R1-R4 Gold Coins GOLD!
Lower Floor
The Fiasco
The Body
Field
J. KNEELING MAN
The Tomb
R5-R8
K. FOUR-BODY MESS Halls of Salt
R9-R12
A Black-Clad Man (scab face beneath occluding hood) Halls of Ash
surrounded by two dead Baboons and one Wood-Armoured
Man (Uniave Bondfear) with a Crossbow. Investigation; It R13-R16
Reductors
looks like the wounded Black-Clad Man pulled a crossbow
Halls
bolt out of their own thigh and used it to kill the other three
before dying of blood loss. The Wood-Armoured man has R17-R20
blue-stained teeth and a packet of bluish gum hidden on Ice Demons'
him. (Fire Gum, see Appendix B.) Prison
R21-R24
GGROUP 3 – CARNAGE L. MAN PINNED TO GROUND Acid Baron's
Cell
BY THE POOLH Lying on his back he grasps the hilt of a spear which has
R25-R28
been bitten in half and driven into his chest through an Boreala's
A brutal scene of sustained close combat. There is armour gap, pinning him to the ground like a butterfly. The Halls
blood everywhere but here especially it pools and runs into Body; Strange blue facial scars that look like dripped or
R29-R32
a declivity in the earth, forming a slowly-rising sanguinary splattered fluid. (This was Ktimote Smokedrink.)
Shadow
pond. Anyone investigating will end up covered in stinking
Engine
blood and blood-black soil. M. TWO MEN HUG AND KNEEL
TOGETHER R33-R36
A living NPC, M’ee ze-la Z’or, is unconscious in the Spinster-
centre of the pool. As more blood fills the declivity they One Black-Clad, (scab face beneath occluding hood), Bone Cage
may drown. one Wood-Armoured, they grapple each other in death. R37-R40
Investigation; The Black-Clad Man took a brilliant, or Gallery
Rapid Search; Hardwood armour x4 plus one too lucky, cut to an artery. This did not stop him throttling his of Fire
damaged to use. Hardwood helms x5. Simple Crossbow x2. opponent to death. The Wood-Armoured Man, (Moman
R41-R44
2d6 cheap crossbow bolts. Wooden shields x2. Spears x2. Spiderscrabble), stabbed his opponent in the guts and Dancers'
Crappy fibre rope x2. Partial water rations x7 (4 full rations couldn’t pull the wooden shank out. Was strangled to death Halls
if combined). An eye solidified into a shining resinous mass in return. The Black Clad Man has a packet of blue powder,
R45-R48
(if you want to prise it out of someone’s head). Foldable unused and untouched by blood. A product of The Zone,
Artificer's
Fly Lanterns and Firefly jars x2, Resin and bone javelin. the Blue Blood Dust can be used to heal trauma wounds.
Rooms
Bark-Mask of blue crystal, shaped for a particular face. (See Appendix B.) If it touches blood it will instantly
Light lamellar bone & resin armour. Packet of Blue Blood coagulate and become useless. R49-R52
Dust x1 (if it touches blood it becomes useless). High- Fire-Queen's
Arms
Quality Machete/short sword x2. High-Quality Steel N. BODIES, BLOOD AND GUTS
Knife x1. High-Quality short crossbow x1, 12 high quality R53-R56
steel crossbow bolts. Light-Snaps x 10, Ceramic Knife d4 -Masked Man, Wood-Armoured Man and Baboon in the Rosetta
damage, die explodes on a 4 & keeps exploding if you keep centre of the large pool of blood. Investigation; First, Stone
rolling 4s, fragile, shatters on a fumble. Hoods of dull grey someone gutted the Baboon. Second, the Wood-Armoured R57-R60
silk, embroidered with a moon x2. Man, (Bachthanum Goadbust, late 30s, leg broken and Library
re-set at some point.) tripped in its guts. Third, the Blue-
R61-R64
Time Factor: Up to an hour due to the horrid conditions Masked Figure, (T’szo la-de Paan, younger male), took the
Lamp
and number of bodies. wood-armoued man out with a javelin thrust. Finally the
Philosopher
masked figure took an arterial cut from something and died
I. THROAT-SHOT BABOON AND trying to clamp it closed with one hand. It’s not clear who R65
HEAD-CRUSHED MAN mostly-killed the Baboon but it took a while to expire. Sloth Nest
Appendices
Investigation; Looks like the Baboon crushed the head O. FACE-DOWN FIGURE, DEAD BABOON
(and wooden helmet) of a man in his bare hands, but took
a crossbow bolt in the throat from his victim, (possibly a Investigation; the Baboon took the Blue-Masked Man’s
reflex action) and bled out. The man (Empichoo Slothcred), knife in its crotch and bled out.
was youngish, hardwood-armoured, wielding a crossbow
(discharged). The masked man is unconscious but alive.
The Fiasco
Body Groups 3 & 4
The Body
Field
R1-R4
Lower Floor
“Wha... who are you?”
R5-R8 Teenage male. Strong and fit. Mask gives him a face of
Halls of Salt featureless, glittering blue crystal. Only the eyes are visible.
R9-R12
Halls of Ash
ON HIM; lamellar armour, sword of wood and
bone, water, bolas, mask, wooden shank.
R13-R16
Reductors
Halls
WANTS; Find any surviving Masked Maroons and GGROUP 4 -
get the weapons Shrive is smuggling!
R17-R20
SCATTERED SKIRMISHH
Ice Demons' HIS STORY;
Prison ▪ Wait, who are you with? (Blue Glass? Shrive?) Bodies ranged over a wide area as the battle ranged back
R21-R24 ▪ Fighting to free his people from ‘Blue Glass’. and forth.
Acid Baron's ▪ Arranged to buy weapons ‘for self defence’.
Cell ▪ Were tracking dealer. He veered off course. A Dead Mage at [S - Lightning-Blasted Woman], with
▪ Found him here, with these women. her equipment on her.
R25-R28
Boreala's
▪ Betrayed somehow, Blue Glass found us!
Halls ▪ Giant animal burst out of the ground! A LIVING NPC at [U - Spear-Pinned Baboon], hanging
▪ Fight broke out. in a hard-to-see hole in the earth.
R29-R32
▪ Shrive, the dealer went down there.
Shadow
▪ Our leader Zomi went in there to find him. Rapid Search; High-Quality Machete x1. High-Quality
Engine
▪ Shrive hid his convoy with magic, only he has the Knife x1, Weighted bolas x1, Compact crossbow x1, 6 Steel
R33-R36 means to find it. bolts. 1 White Bolt of Dispellment (see appendix), Hood of
Spinster- ▪ Help us! Join with us to fight Blue Glass and save dull grey silk, embroidered with a moon. Light-Snaps x5.
Bone Cage our people! Strong black bag x1. Hardwood Armour & Helm x 1. Simple
R37-R40 ▪ We need Shrive’s weapons and that means we Crossbow x1, d4 cheap bolts. Bark-Mask of blue crystal.
Gallery need Shrive! Fits one specific face only. Light lamellar armour of resin,
of Fire shell and wood. Resin and bone sword. Fibre Woven Bag
R41-R44
M’EE ON THE FACTIONS; x1. Water x2. Rations x3. Necklace of large spider-heads.
Dancers' ▪ Wood-Armoured Men – “Company Security. Slaves
Halls and fools.” P. BROKEN SKULL BABOON
▪ Female Bodies – “Don’t know. Strangers. Heavily
R45-R48
armed.” A baboon with a broken skull sits holding its head. Brains
Artificer's
▪ Apes – “Shrive’s Muscle.” spill out. A grim end for a brave ape!
Rooms
▪ Black-Clad Men - “’Protection Men’. Enforcers for
R49-R52 Blue Glass. Very, very dangerous.” Q. DICED-UP BLACK-CLAD MAN
Fire-Queen's ▪ Glass Girls – “Acid golems, used by Blue Glass. Shrive
Arms
has the means to control them.” A Black-Clad Man, (scab face beneath occluding hood),
R53-R56 killed by about five cuts to arteries and tendons. Arterial
Rosetta spray lances out like modern art. Investigation; Hosepiped
Stone arterial splatter suggests all the cuts happened within a
R57-R60 single moment. Perhaps delivered by the same individual,
Library superhumanly fast.
R61-R64
R. VICTIM OF BEES
Lamp
Philosopher
Investigation; Male body, (Zoant Debtequity). Armour
R65 didn’t do him much good. Massive inflammation and the
Sloth Nest bodies of lots of dead bees, suggests he died of bee-stings.
Appendices He wears a necklace made of what looks to be the dried
heads of large spiders.
The Fiasco
The Body
Field
S. LIGHTNING-BLASTED WOMAN
LIVING NPC The Tomb
blast from the magical ring of Sgt Zegzor Sapreciept, (also growing on one of his teeth. Or has he puts it; R5-R8
currently underground)). Halls of Salt
bent crooked staff with a broken-legged dog at the top. ON HIM; fur. Reductors
Halls
The staff is broken. Magic or high skill could conceivably
repair it. If fixed - The wielder of this staff may tap a single WANTS; Find any surviving Masked Maroons and R17-R20
lame or crippled dog on the head, imbuing it with speech get the weapons Shrive is smuggling! Ice Demons'
and fiendish intelligence. The dog will spot liars and lies, Prison
traps and hidden weaknesses but always tries to lead its HIS STORY; R21-R24
master to a bad end. The enchantment ends with each ▪ “Tooth-Tooth not fall.” Acid Baron's
dawn. Only one dog may be enchanted at a time. Spell ▪ “Tooth-Tooth find Boss.” Cell
Book; trapped. Musical notes around the border mark out ▪ “Protect Boss.”
R25-R28
the start of a once-popular tune. Humming out the tune ▪ “Where Boss? Gotta find Boss. GET BOSS. Boreala's
to completion opens the book safely. Otherwise bursts GET BOSS.” Halls
into flame doing d6 damage. Recoverable Spells Within;
Inversation (makes an object into a mirror image of itself). TOOTH-TOOTH ON THE FACTIONS; R29-R32
Shadow
Encore (you applaud, object or creature keeps repeating ▪ Wood-Armoured Men – “Not Boss. Bad.”
Engine
its last action; duration: as long as you applaud). Snake ▪ Female Bodies – “Not Boss. Strong Bad.”
Theft (teleports a small object into your stomach, 10’ range) ▪ Apes – >VISIBLE DISTRESS< R33-R36
(probably reversible). Doublespeak (you can say two things ▪ Black-Clad Men – “Strong Strong Bad! Black Men Spinster-
at once. You choose who hears which version.) (Thanks to Strong!” Bone Cage
R41-R44
A young woman, (Nalla ma-de Ghoo), in a Blue Mask, Dancers'
collapsed on her side, staring down at the machete lodged Halls
between her ribs, protruding from her back. (It’s hard to
R45-R48
pull those things out...)
Artificer's
Rooms
U. SPEAR-PINNED BABOON
R49-R52
A large black hole has been melted into the earth. Fire-Queen's
Arms
Fragments of curved glass nearby. A dead baboon, pinned
to the ground by a spear, hangs into the hole. A voice issues
from the darkness!
G5 -THE DISTANT CORPSEH R53-R56
Rosetta
V. HALF-DISSOLVED BABOON Stone
“Ugn. Pull. No fall.” R57-R60
A hideously half-dissolved Baboon died trying to crawl out Library
A living Baboon hangs holding on to the blood-slicked of the hole in the earth left by a smashed glass girl.
R61-R64
hand of its dead comrade!
Lamp
Philosopher
The Fiasco
Main Level Map
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R57-R60
Library Red triangles mark holes in the roof
R61-R64
Lamp
leading to the Body-Field.
Philosopher
R65
Sloth Nest
Swirlies mark dimensional tears between rooms.
Appendices
22 The Tomb
Map Key Introduction
The Fiasco
The Body
Field
Lower Level
The Tomb
R1 Delft-Sentinel Five
R2 Demon-Bone Sarcophagus Encounters
R3 Ash Jars
Tomb Rooms
R4 Reverse Furnace
R1-R4
Halls of Salt Lower Floor
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Ice-Demons Prison SpinSter-Bone Cage
Artificer's
R17 Warded Room R33 Spinster-Bone Cage
Rooms
R18 Ice Demons R34 Steel Garden
R19 Frozen Corpses R35 Cracked Map R49-R52
R20 Skeletal Mess R36 Histories & Historians Fire-Queen's
Arms
Cell of the Acid Baron Gallery of Fire The Fire-Queens Arms Library R53-R56
R21 Mordant Kaust R37 Family Tree R49 Fire Queens Arms R57 Bonsai Explosions Rosetta
R22 Urns of Salt R38 Flame Paintings R50 Wardrobe R58 Library Of Fire Stone
R23 Thorn Sky R39 Flame Calligraphy R51 Bedchamber R59 Zoetrope Men R57-R60
R24 Fine Black Silk R40 Frieze of Fire R52 Shield Stacks R60 Quickilver Statues Library
R61-R64
Borealas Halls Dancers Rooms The Rosetta Stone The Lamp Philosopher
Lamp
R25 Bronze Trees R41 Red Clothes R53 Book of Sapphire Leaves R61 Flame Veils
Philosopher
R26 Dead Spiders R42 Aerial Rings R54 Sloth Catastrophe R62 Sloth Wreck
R27 Bird-Headed Man R43 Armoury of Chains R55 Meditation Sphere R63 Burning Furniture R65
R28 Shrike R44 Red Reflections R56 Silent Glass R64 Lamp Philosopher Sloth Nest
R65 Sloth Nest Appendices
The Shadow Engine Artificers Rooms
R29 Dragonbone Staff R45 Small Soldiers
R30 Black Bones R46 Blasted Tanks
R31 Condensed Darkness R47 Dancing Automata
R32 Obsidian Mirrors R48 Strange Apparatus
The Tomb 23
Introduction
The Fiasco
Lower Level Map
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's GTRAP MAINTENANCE
Rooms
TUNNELSH
R49-R52
Fire-Queen's Several of the Tomb Rooms contain complex mechanical
Arms
traps.
R53-R56
Rosetta Underneath these rooms are low crawlspaces used to
Stone install and check the traps before the tomb was closed.
R57-R60 These crawlspaces are interconnected to each other by a
Library series of very narrow, very low passages.
R61-R64
These form a small network accessible from a secret door
Lamp
in the north of room [R1 Delft-Sentinel Five].
Philosopher
R65 Cunning PCs might also get into these tunnels by ripping
Sloth Nest up the trap mechanisms, and in some cases, through doors
Appendices at the bottom of pits.
24 The Tomb
Lower Level Tunnels Introduction
The Fiasco
The Body
Field
GCORE ROOMSH GSLOTH TUNNELSH The Tomb
The central triangle of the tomb is built at a lower level The last (or is it?) of the Hyper-Sloths made its lair in and Encounters
than the rest. The walls between and around these rooms around the buried tomb.
Tomb Rooms
incoporated the raw granite foundations for the huge
statue on the surface. They are extremely thick and strong. The tunnels are around six feet tall and three to five wide, R1-R4
walls and roofs covered with claw marks. Lower Floor
used R37-R40
to hold Gallery
backfilled of Fire
material.
R41-R44
Dancers'
Though Halls
relatively
R45-R48
stable, en-
Artificer's
masse the
Rooms
sloth tunnels
have caused R49-R52
widespread Fire-Queen's
Arms
subsidence
throughout R53-R56
the tomb. Rosetta
There are Stone
several R57-R60
places Library
where
R61-R64
the stone
Lamp
structures
Philosopher
are ready to
collapse into R65
the tunnels, Sloth Nest
should enough of a Appendices
shock or force be
applied.
The Tomb 25
Introduction
The Fiasco
Darkness, Dimensions, Tears
The Body
Field
The Tomb
GUNNATURAL DARKNESSH The Tomb's occluding magic caused their incursions to
bounce around unpredictably, sending them from room
Encounters It's darker than it should be down there, as if the air itself to room until they entered [R1 Delft-Sentinel Five] and
draws in light, absorbing it. were smashed to bits, by Delft-Sentinel Five.
Tomb Rooms
R1-R4 Magic-Users, and subtle thieves will quickly realise there The pattern of tears they made in their frantic and deluded
Lower Floor is something liquid and unnatural about the darkness of journey through the tomb is still there.
R5-R8 the Tomb.
Halls of Salt Reality has scarred over these wounds and they work
It cannot be scryed. To magical senses and spells used to quite differently depending on which way you want to go
R9-R12
Halls of Ash
observe and detect, it’s as if the Tomb simply is not there. through the tear.
R13-R16 [R65 Sloth Nest] shows up, but the rooms inside the
Reductors
Tomb do not.
Halls
R17-R20 Intelligent players may work out the following; FORWARD TEARS
Ice Demons' ▪ This negation effect is centred in; [R29 Dragonbone
Prison Staff]. A patch of torn, warped space.
R21-R24 ▪ Its associated with primal kinds of Shadow Magic. The smell and temperature of
Acid Baron's ▪ Its not just a static effect, but is being sustained by the destination ebb through.
Cell something. • If its being sustained, it can be shut To use such a tear one must
R25-R28
down. have skill and a dab of magic. A BACKWARD
Boreala's
▪ If that happens, the tomb can be scryed, both by the magic user finds it simple. Clever TEARS
Halls PCs, but also by others... theives can try it. Either might
fall through in error. Passage is Harder
R29-R32
ROOMS AND PASSAGES like a dream of tripping, to find and
Shadow
followed by use. Reality
Engine
ROOM SIZE: Each room is a triangle with each side a lurch. has healed over.
R33-R36 being 50 feet long. Thieves can find
Spinster- them but only
Bone Cage THE FLOOR: Tiled in alternating squares of deep red Magic-Users or Clerics
R37-R40 and midnight blue in most rooms. Beneath the floor tiles in can utilise them and
Gallery most rooms is a layer of brick. In trap rooms the tiles can this requires a test
of Fire be prised up to reveal the trap access crawlways. of Intelligence.
It is like using a
R41-R44
Dancers' PASSAGE SIZE: Doors and the passages between crowbar to force a
Halls rooms are just over two feet wide and about five gossamer door, working
feet high. only by touch. Passage
R45-R48
causes trauma; migrane, a
Artificer's
memory of screaming, and
Rooms
GDIMENSIONAL TEARSH lost time; seconds, minutes
R49-R52 or longer.
Fire-Queen's Throughout the long ages of history, many diabolic forces
Arms
have sought the tomb. They know that several potent
R53-R56 demons of a forgotten eon were beaten, trapped and
Rosetta bound here, never returning to Hell, and therefore unable
Stone to wreak harm on any world.
R57-R60
Library At some point, one demon at least, found it. Or at least,
they found the Sloth Tunnels which weave around it.
R61-R64
Lamp
The Spectral Demon Uzziel Unanelad tore a hole in reality,
Philosopher
arriving in [R65 Sloth Nest]. The ruined dimensional zone
R65 produced by this is still visible. Going forwards
Sloth Nest is realtively easy,
Appendices Uzziel Unanelad then tried to tear their way through space getting back is hard.
into the Tomb itself.
26 The Tomb
The Wall Murals Introduction
The Fiasco
The Body
Field
GTHE WALLSH The Tomb
Most walls in the tomb tiled in red ceramic which has been Encounters
painted or etched to show repeated themes and images. Tomb Rooms
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
WALL THREE - TREES
R33-R36
Tall forests of huge black-trunked trees bare of branches Spinster-
until their mighty crowns where huge fern-like limbs Bone Cage
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
WALL TWO - WIND Rosetta
Stone
Blasts and whirls of wind sweeping through cloud. Great R57-R60
spirals and curlicues of symbolic typhoons. Forests blasted Library
with hurricanes. Tornadoes marching like armies. Whirls
R61-R64
of leaves and broken roofs.
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Tomb 27
Introduction
The Fiasco
Unlocked & Combination Doors
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
GDOORSH GAME DESIGNER'S INTENT
R5-R8
Halls of Salt MATERIAL AND SETTING The Combination locks are meant to slow down
exploration, to prevent PCs simply “running for it" making
R9-R12
Halls of Ash
The Tomb-doors are a form of super-hardened ceramic it hard for PCs to act easily across multiple rooms and to
about the strength of oak but half as heavy. They are provide both warning of oncoming foes and opportunity
R13-R16 attached to the walls by hinges on the inner side, away from for slowing their pursuit.
Reductors
the room into which they face and are set within a ceramic
Halls
frame of the same hardness. THE COMBINATION
R17-R20
Ice Demons' Doors swing both ways. There are four tumblers. Three are arranged in a triangle
Prison with the last in the centre. Each tumbler has six glyphs;
R21-R24 OPEN DOORS 1. A tall tree.
Acid Baron's 2. A strange elephant.
Cell Doors without a handle, lock, tumbler or any other 3. Lightning.
interruption, and which have not been jammed or blocked, 4. A styllised gust of wind.
R25-R28
Boreala's
will open easily, and quietly, with a push. 5. Stylised Fire.
Halls 6. A Human Figure.
CLOSING DOORS
R29-R32
To open the door; Arrange the tumblers with Tree, Wind
Shadow
Doors in the tomb are carefully weighted so that when and the Lightning in the corners of the triangle (it doesn’t
Engine
let-slip they will slowly and silently close. In some cases matter which corners), and fire in the centre.
R33-R36 subsidence and other forms of damage will prevent this.
Spinster-
Bone Cage When a Combination-Locked Door closes its tumbler spins
R37-R40 and re-sets. This creates an audible clattering sound.
Gallery
of Fire SECRET DOORS
R41-R44
Dancers' Some doors are hidden and the nature of this deception
Halls will be further described for each individual room.
R45-R48
Artificer's GCOMBINATION-LOCKED
Rooms
R49-R52
DOORSH
Fire-Queen's Many doors in the tomb are locked with a form of pictorial When the door closes, the Tumblers spin once more.
Arms
combination lock. These doors have handles on their
R53-R56 corridor sides and combination-tumblers on their
Rosetta room-facing sides. GTHE MEANING OF THE
Stone
TOMB-DESIGNER'S INTENT
MARKINGS ON THE WALLSH
R57-R60
Library The wall markings of Lighting, Wind and Tree show a
These were made to prevent easy access by children, teens, concept deeply familiar to anyone who knows fire well;
R61-R64
foolish people and those not of the fire-culture during the Fire Triangle. The combination of Ignition, Oxygen
Lamp
the tomb's construction and in its first years of existance. and Fuel which forms the cradle of any fire and decides its
Philosopher
It was not intended as a difficult puzzle, or really as a shape and quality.
R65 puzzle at all, but as a simple protection agains accidental
Sloth Nest wanderings. In nature, this triangle is most often fulfilled by the fuel
Appendices of trees, the oxygen brought by wind and the ignition of
The answer to the combination is one that would be lightning, leading to the common forest fire.
immediately and intuatively obvious to any intelligent adult
member of the Fire Culture. These symbols, repeated on each wall, and this concept,
are the solution to the puzzle of the combination locks;
Fuel, Air and Ignition together make fire.
28 The Tomb
Locked Doors and Tomb Keys Introduction
The Fiasco
The Body
Field
GSINGLE-KEY DOORSH GTHE TOMB KEYSH The Tomb
Like a normal handle door, these have a hole for a single About the size of a medieval gate key. Most Tomb Keys Encounters
Tomb Key. have a slender chain, almost as thin as cheese-wire and
Tomb Rooms
incredibly strong.
The locks can be picked, though it is difficult to do so, or R1-R4
the doors forced, though monstrous strength is required. THE MAGIC OF THE KEYS Lower Floor
R5-R8
Tomb Keys are enchanted. Halls of Salt
GTRISKELEON DOORSH R9-R12
If a Key is Given Willingly by its owner and placed around Halls of Ash
These doors have no handle or tumbler but are marked the neck of the recipient, for that person, it weighs no
with a Triskeleon of three interlocking cyclones. more than a normal, large, key. R13-R16
Reductors
Halls
Right at the centre of each of the three cyclones is a keyhole. If stolen, taken by force or found, each key weighs 75
Kilograms, (about 160 pounds). The incredible weight R17-R20
Three Tomb Keys must be inserted and turned and density of the keys and the difficulty of even picking Ice Demons'
simultaneously to open the doors one up are their chief defence against being stolen or taken Prison
by force. (Especially since most Tomb Guardians would R21-R24
Though each Tomb-Key lock is very difficult to pick, it find it hard to pick up even one.) Acid Baron's
is physically possible to do so. In a Triskeleon-Locked Cell
Door if any of the locks are picked, they must be picked THERE ARE SIX TOMB KEYS. R25-R28
simultaneously with each other or with the turning of the ▪ Reductor has one [R13 Reductor]. Boreala's
Tomb Keys if one or more is used. ▪ Zoldinar has one [R64 Lamp Philosopher]. Halls
▪ One lies amidst the bones in [R28 Shrike].
R29-R32
These doors require titanic strength to force open. ▪ Navidorine has one [R5 Helictite Boudoir].
Shadow
▪ The Broken Heart has one [R33 Spinster-Bone Cage].
Engine
▪ Cornflower’ has one [R1 Delft-Sentinel Five].
R33-R36
Three Keys are needed to open the Triskeleon Doors, but Spinster-
any three keys will do, and it’s possible to pick at least Bone Cage
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Tomb 29
Introduction
The Fiasco
Anaracket Bonvive
The Body
30 Encounters
Backup Baboons Introduction
The Fiasco
The Body
Field
BACKUP BABOONS CHAIN-WAVING The Tomb
Armour: as Unarmoured
BACKUP BABOONS! Encounters
Hit Dice: 1
Tomb Rooms
Hit Points: 6 Armour: Unarmoured
Damage: bite 1d6 Hit Dice: 1 R1-R4
Morale: 7 Hit Points: 6 Lower Floor
Stat as: Baboon Damage: bite 1d6 & Chain 1d4 entangle R5-R8
Number Encountered: 1d4+1 & 1ft range Halls of Salt
Climbing: no roll required Morale: 7
R9-R12
Stat as: Baboon Halls of Ash
Number Encountered: 1d4+1
SHADOW-SOAKED Climbing: no roll required R13-R16
Reductors
BACKUP BABOONS Stealth: LOUD AS FUCK
Halls
Armour: as chain (shadows) > These baboons have armed themselves with fighting R17-R20
Hit Dice: 1 chains from [R43 Armoury of Chains] and are wielding Ice Demons'
Hit Points: 6 them with surprising proficiency. Prison
Damage: bite 1d6 R21-R24
Morale: 7 ---------------------------------------------------------- Acid Baron's
Stat as: Baboon Cell
Number Encountered: 1d4+1 Wensley Shrive's ape assistants. Not all died in the battle
R25-R28
Climbing: no roll required above, several fell, or leapt down into the tomb to follow Boreala's
Stealth: automatic in shade, their beloved (or tolerated) ‘Boss’, now they race about Halls
visible in bright light the place, experimenting with what they find and slowly
R29-R32
succombing to the creepy whispers of the Ice Demons
Shadow
> These Baboons have dipped themselves in liquid shadow trapped within...
Engine
from [R32 Condensed Darkness] and now look bloody
terrifying. REACTIONS; If a Baboon runs into anyone from R33-R36
> The shadow can be washed off. a faction that killed Baboons in the battle above Spinster-
> May leave liquid shadow tracks to [R32]. (everyone but Shrive and Bonvive), they will take Bone Cage
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
Encounters 31
Introduction
The Fiasco
Boreala
The Body
Field
Armour: as chain (see immunities below) the seal, is held by the 'Cornflower' in [R1 Delft-Sentinel
The Tomb
Hit Dice: 5 Five], but the Sentinel will not release the key as ‘The Ice
Encounters Hit Points: 17 Demons must be guarded!
Damage: d6 6ft area & can pluck into the air
Tomb Rooms
Morale: 9 Boreala usually rests in [R25 Bronze Trees].
R1-R4 Stat as: magical swarm
Lower Floor Immunity: most normal attacks. Magic, and dam- WANTS
R5-R8 aging or containing her leaves will harm her.
Halls of Salt To be Free! She thinks this requires the Key held by Delft-
R9-R12
PLUCKED INTO THE AIR: Sentinel Five - but any Tomb Key would be sufficient.
Halls of Ash ▪ Target first any NPC with a desired item or knowledge
FEARS
R13-R16 ▪ Boreala cuts the straps of packs & armour, this takes a
Reductors round.
Failing in duty, the prisoners getting out, going even more
Halls ▪ Boreala picks up the target and carries them away in insane, being trapped here forever.
R17-R20 a storm of metal leaves (locked & tumbler doors open
Ice Demons' for her). ON MEETING THE PCS
Prison ▪ Smooth, dense targets can save to avoid being picked
R21-R24 up. Unless the PCs have what she wants, (spiders, a Tomb Key),
Acid Baron's ▪ Boreala takes them to [R28 Shrike] and hangs them Boreala is hard to persuade.
Cell from her Iron Tree.
R25-R28 ▪ They are incapacitated, semi conscious, and reduced
Boreala's to 1hp.
Halls
SOUND
R29-R32
Shadow
The tingling sound of hundreds of metallic leaves, endlessly
Engine
falling. A voice like the scraping of a gate swinging in a storm.
R33-R36
Spinster-
Bone Cage
“Foul demon worshippers s s s s s...”
R37-R40 SIGHT
Gallery
of Fire A living storm or brass, bronze and Verdigris-stained
copper leaves. . They roil in the darkness, momentarily
R41-R44
Dancers' shaping the form of a hooded woman before decaying into
Halls storm.
R45-R48
BACKGROUND
Artificer's
Rooms
Boreala is the spirit of a forest wind,
R49-R52 bound within these brass leaves
Fire-Queen's by a Seal of Glass, held in the
Arms
hands of her beloved ‘Vector
R53-R56 Zeph’. (Trapped in [R27 Bird-
Rosetta Headed Man])
Stone
32 Encounters
The Broken Heart Introduction
The Fiasco
The Body
Field
Armour: as chain (dex) ON MEETING THE PCS
The Tomb
Hit Dice: 3
Hit Points: 20 Excited to meet them. Amused and interested. Wants to track Encounters
Damage: d2 scratch & love bite them and enjoy their adventure in the tomb. Perhaps bite a
Tomb Rooms
Morale: 5 (easily distracted) few of them. It's essentially a magic cat so play it like one.
Stat as: Elfin Cat R1-R4
Blink: as an action can ‘blink’ to anywhere On Their Person; Around their neck, a Tomb Key. Lower Floor
within 30ft.
“Who/What Are You?”
R5-R8
Many-Angled: can walk up walls, ceiling, lounge Halls of Salt
in mid-air.
R9-R12
Love Bite: The target falls in love with the next The Heart will only answer this question with a riddle Halls of Ash
person they see. They can no longer gain XP unless (d12); 1. "I’ll make you sick..." 2. "If you pay for me in cash
they are actively pursuing, consummating or sus- I disappear." 3. "I’ve burnt kingdoms, but I built this one." R13-R16
Reductors
taining this relationship. After it bites one person, 4. "I’m extremely unfair but I don’t discriminate." 5. "Burn
Halls
the Broken Heart will try to ‘even things out’ by with me, yearn for me or freeze without me." 6. "Death
biting the object of their affections so that pairs hates me, but death can make me live forever." 7. "You R17-R20
end up in love with each other. It is, however, quite have to hit a dog hard to knock me out of them." 8. "I'm Ice Demons'
fond of triangles. the opposite of false but you’ll deceive everybody for me." Prison
9. "I’m sometimes at weddings, often at funerals, mostly at R21-R24
FIRST GLANCE births." 10. "While I live I cannot die, but you can kill me Acid Baron's
with a careless word." 11. "I’m responsible for a lot of failed Cell
Crackling blue lightning and spatters of blue firelight, like a marriages, and half the successful ones." 12. "If two both
R25-R28
tesla coil and butane flame. A cracked cat with the features have me, they have everything. If one does, they don’t have Boreala's
of a girl, burning with fire and electricity. Smiling. much, but it’s better than nothing!" Halls
R33-R36
CLOSER LOOK Spinster-
Bone Cage
A baby tiger with the head and the face of a twelve year old R37-R40
girl. Azure eyes. Coat striped in gold and burning copper. Gallery
The Heart is broken, silver fracture lines run across her as of Fire
if she were a carefully-repaired vase.
R41-R44
Dancers'
A shattered ring of blue fire rises over her head like a halo. Halls
Around her neck hangs a Tomb Key.
R45-R48
Artificer's
The Broken heart seems deeply, overwhelmingly tired.
Rooms
BACKGROUND R49-R52
Fire-Queen's
Arms
The embodied spirit of the Heart of the Empress of Fire.
She was replaced with a heart of Iron, whatever remained R53-R56
of the Fire Queen's passions went here, into this spirit which Rosetta
was locked in a spinster-bone cage and buried with her. Stone
R57-R60
WANTS Library
R61-R64
To sleep. Which she can only do within the Fire Queen's
Lamp
chest. Also, to bite people cupid-style, to generally dick
Philosopher
them about like a Cheshire cat.
R65
FEARS Sloth Nest
Appendices
Being ignored. Being bored. Being trapped again in the
Spinster-Bone Cage [R33]. If it leaves the PCs or is driven
off it will be encountered again in [R2 Demon-Bone
Sarcophagus].
Encounters 33
Introduction
The Fiasco
Dancing Automata
The Body
Field
Armour: as chain & shield SLIGHTLY ALIVE
The Tomb
Hit Dice: 2
Encounters Hit Points: 10 The Automata are not alive enough to be conscious or have
Damage: 1pt bump, shove & shock souls but they are a bit more alive than is strictly necessary
Tomb Rooms
Morale: - for a machine.
R1-R4 Stat as: weak golem
Lower Floor Endless Dance: whirls about in unending spas- The electical magics involved in their creation, along
R5-R8 modic movement, making it hard to interrupt. with residual energy from lighthing strikes on the
Halls of Salt Shove: knocks someone d6 feet if it thumps into surface above, and geneal ambient
them. magic, means that one or
R9-R12
Halls of Ash
Shock: touching the Automata shocks for two occasionally flicker to
1hp. A conductor, like water, increases this a state of semi-
R13-R16 to 1d4. An insulating material negates the activation and
Reductors
damage. dance around the
Halls
Tomb before
R17-R20 SOUND: Sparks, crackles, electrical slumping to
Ice Demons' snaps, the whirr and buzzing of machinery the earth.
Prison and over it all a horrid staccato stepping
R21-R24 and thudding, as if of a blind man dancing Hence they
Acid Baron's madly and careening off walls. may be
Cell encountered
R25-R28
SIGHT: An abstracted human by the PCs
Boreala's
form, like an artist's poseable model. before they
Halls Made from Verdigris-stained copper, reach room [R47
corroded blue metal, ceramics and dried wood Dancing Automata].
R29-R32
with strange bulbs of glass bulging from its back
Shadow
emitting irregular actinic light. The
Engine
creature tries to dance, pirouette
R33-R36 and spring, but the machines
Spinster- inside it grate and clatter horribly.
Bone Cage
34 Encounters
Demons! Introduction
The Fiasco
The Body
Field
Armour: as chain THEIR AIM
The Tomb
Hit Dice: see below
Hit Points: see below The Demons will awaken and free their Worshippers (30 Encounters
Damage: 1d6 claw in total), this takes d4 turns. Then summon the Possessed
Tomb Rooms
Morale: 7 Baboons (2d3 remain).
Immune; Non-magical weapons, cold. R1-R4
Vulnerable; double damage from fire With this army they will destroy everything and everyone Lower Floor
R53-R56
Rosetta
Stone
R57-R60
HEXAFLORIC Library
REPUGNANCE
R61-R64
Lamp
Freezes children to death by looking
Philosopher
at them. They rise as Zombie
children under the demon's R65
command, and also have the Sloth Nest
power to freeze children to death Appendices
by looking at them.
Encounters 35
Introduction
The Fiasco
Demon-Possessed Baboons!
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire Armour: as chain
Hit Dice: 3
R41-R44
Dancers' Hit Points: 15
Halls Damage: bite d8
Morale: -
R45-R48
Stat as: weakest demon
Artificer's
Number Encountered: 1d3
Rooms
Climbing: 3 in 6 (demons not skilled in this)
R49-R52 Regenerates: 1d4 per round
Fire-Queen's
Arms
> Strong, fast, smart, sadistic and malicious
R53-R56
Rosetta SOUND: They whisper and titter, cackling and grunting
Stone at each other, weeping like beaten children and screeching DEMON MANIPULATION: If it looks like the
R57-R60 like apes. Possessed Baboons are going to be killed, the Ice Demons
Library will force the Baboons to whisper;
SIGHT: Warped, bones and flesh distorted as if melted
R61-R64
Lamp
before swelling into taut asymmetrical muscle. Works of “No, you mu st not find the sacred blade!”
hideous and malicious art.
Philosopher
or
R65 BACKGROUND: Some of the Baboons have become
Sloth Nest influenced by, the malicious intelligences bound in [R18 “Only shattering the ma sk s can de stroy u s,
Appendices Ice Demons].
you shall not reach them!”
Wensley may be able to hold them back for a moment as
the still-loyal Baboon soul writes within them. All just empty lies meant to draw the PCs to the Ice Demons.
36 Encounters
Demon Worshippers Introduction
The Fiasco
The Body
Field
DEMON WORSHIPPER UP & ABOUT: The disturbance of the Tomb has
The Tomb
awoken the Ice Demons who have mustered enough
power to awaken one or two of their worshippers. They Encounters
Armour: unarmoured may be encountered wandering the tomb. There are no
Tomb Rooms
Hit Dice: 2 more than 30 Demon-Worshippers in total.
Hit Points: 10 R1-R4
Damage: 1d6 bite or strangle, soul-poison on a crit. Lower Floor
R29-R32
ON DEATH: Turning:
Shadow
1-4 Hell Dive, 5 Ghost Release, 6 Soul Poison. no special rules.
Engine
Hell Dive: Visible to Magic-Users and cleric. The vile soul R33-R36
plunges like a bird into the earth in a comet-tail of sick Spinster-
iridescence. Far below, a spot of pale fire blooms in the Bone Cage
Encounters 37
Introduction
The Fiasco
Drusilla Machete
The Body
Field
Armour: as Chain & Shield
The Tomb
Hit Dice: 7
Encounters Hit Points: 30
Damage: The Kraken's Arm 1d6+1, magical, four
Tomb Rooms
attack per round.
R1-R4 Morale: 11
Lower Floor Stat as: adaptable Lvl 7 fighter/thief
R5-R8 Extra Action: In the action economy, so long as it
Halls of Salt does no direct damage, Drusilla can perform one
extra standard action.
R9-R12
Halls of Ash
Expert Adventurer: 5 in 6. Drusilla can climb,
notice disarm and rig traps, appraise items, pick
R13-R16 locks, hide, manipulate the environment, hurl her
Reductors
grapple and perform other ‘classic’ adventuring
Halls
actions in a highly effective manner.
R17-R20
Ice Demons' FIRST GLANCE: Lantern hanging from a round shield.
Prison A Figure in shadow behind the shield. A bare blade gleams
R21-R24 like a moon. Slight metal-squeaks as the lantern swings.
“Name yourself.”
Acid Baron's
Cell
R25-R28
Boreala's
CLOSER LOOK: A stocky, strong-looking woman.
Halls Beat-up clothes. Close helmet, breastplate and a broken
nose. Drusilla looks like she should be throwing someone
R29-R32
down some stairs. Her shield and breastplate are both
Shadow
marked with the sign of the Kraken, long faded and
Engine
chipped with battle-scars.
R33-R36
Spinster- BACKGROUND: ON MEETING THE PCS
Bone Cage A professional “adventurer”
R37-R40 and hard-nosed combatant. Make them do what she wants, get them out of the way,
Gallery Her day is not going well. or kill them. Drusilla is not subtle. Her method of getting
of Fire The double-cross she people to do what she wants is to make them do what
planned went horribly she wants. Since all of her friends are dead, she would not
R41-R44
Dancers' wrong, all of her be above “recruiting” a new crew to complete the heist.
Halls friends are dead and And she would definitely regard it as her crew.
she is out for revenge.
R45-R48
Flinty, driven, usually ON HER; Grappling hook with 5 ft of chain followed by
Artificer's
likeable and only rope, grease, flour (invisible beings), ball bearings, caltrops,
Rooms
mildly treacherous, holy water X 2, oil, water, rations, shield, dagger, lantern,
R49-R52 Machete was very fond of wooden metal-rimmed circular shield, The Kraken's
Fire-Queen's Em’a Void and ambivalent Arm, small valueless locket with the face of Em’a Void.
Arms
about everyone else.
R53-R56 THE KRAKEN’S ARM
Rosetta WANTS: THE PLANS, (held by Bonvive). To kill Zegzor
Stone Sapreciept. To complete the Heist. Short Sabre. Tentacle etched down blade on both sides.
R57-R60 Made to seem single-edged but has a disguised second
Library FEARS: Falling apart due to grief as the adrenaline edge on the inside curve of the blade. Wielder has four
wears off. attacks per round. Counts as magical.
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
38 Encounters
Flamethrower Skeleton Introduction
The Fiasco
The Body
Field
Armour: as plate
The Tomb
Hit Dice: 1
Hit Points: 6 Encounters
Damage: 1d6 hooks, 1d6 fire
Tomb Rooms
Morale: -
Stat as: armoured undead R1-R4
Guardian: can sense evil and will prior- Lower Floor
R9-R12
SOUND: Slow regular near-military marching of bony feet. Halls of Ash
Appendices
Encounters 39
Introduction
The Fiasco
Navidorine
The Body
Field
Armour: as Plate & Shield ON MEETING THE PCS:
The Tomb
Hit Dice: 2
Encounters Hit Points: 1 If the PCs played through Deep
Damage: 1hp scratch & charm Carbon Observatory and
Tomb Rooms
Morale: 7 encountered the Salt Dryads
R1-R4 Stat as: dryad there, Navidorine will have
Lower Floor Charm: target regards Navidorine as a close and heard of them and her
R5-R8 valued friend. response to the PCs will be
Halls of Salt based on their encounter
Salt-Ivy: as an action Navidorine can cause the ivy to tangle with the Dryads previously.
R9-R12
Halls of Ash
or expose areas, lift or drop things etc, and animate the
Ivy as up to to eight limbs, [1HD, 1hp, d3 damage, human ON HER; Tomb Key,
R13-R16 strength]. The Ivy is slow, its effects come last in initiative. phosphorous necklace,
Reductors
uranium robe. Details
Halls
On Death: all the Salt-Ivy will slowly crumble. This will on their nature and
R17-R20 release the huge stone hanging through the roof in [R6 value in the Treasure
Ice Demons' Blood & Salt] and make all of the Ivy-infested areas Totals Appendix.
Prison unstable.
R21-R24 HER “BOUDOIR”:
Acid Baron's FIRST GLANCE: Soft colour gleams, spikes and shards She is more likely to
Cell of layered crystal stained with rose and burgundy, running be encountered in
with late-sunset shades like roses in half-darkness, formed into rooms R5 to R8, the
R25-R28
Boreala's
a female shape and lit by a necklace of phospherescent orbs. ‘Halls of Salt’. In this
Halls area she can control
the Salt-Ivy which
R29-R32
Shadow
Curtseys – “I do hope you will excu se me…” encrusts this place.
Engine
CLOSER LOOK:Her eyes sparkle like broken geodes.
R33-R36 She wears a necklace of burning phosphorous gems
Spinster- arranged around a Tomb Key, and a depleted uranium
Bone Cage robe that curls around her like smooth silk.
R37-R40
Gallery BACKGROUND: This is Navidorine, a Salt Dryad,
of Fire Handmaid of the Queen of Fire. She is patient, polite,
judgemental and kind. Though she is scrupulously
R41-R44
Dancers' considerate she is much more likely to trust people
Halls who are; attractive, courteous and well-dressed. For
every one of these things that they are not, PC’s will need
R45-R48
to make an extra effort of persuasion in order to receive
Artificer's
anything more than a polite but cold response. “I thought..” but.. but then again..
Rooms
I heard
R49-R52 WANTS: An honourable way to leave the Tomb and 1 something
you must be very...
tired
perhaps you could aid
me in leaving this place.
Fire-Queen's in the library
return to the Veins of the Earth.
Arms
someone
dissolving is, of course,
would be
R53-R56 She cannot leave physically without her Black Diamond you seem to be quite unpleasant but I
2 coming to
in some distress am rather tired of the
Rosetta Heart and does not know where it is, though it must be get me
environment.
Stone hidden somewhere in the Tomb. (It is part of the Obsidian eventually
40
of a dead queen...
Encounters
Obsidian Assassin Introduction
The Fiasco
The Body
Field
Armour: as Chain POWERS: The mirror can mimic the image of whomever
The Tomb
Hit Dice: 3 has looked into its surface. This image is mute. Its fidelity is
Hit Points: 15 high. The Assassin is a good physical actor and can mimic Encounters
Damage: Obsidian Claws d6 the stance, walk, actions and attitude of its stolen image.
Tomb Rooms
Morale: 7
Stat as: stealthy golem They will seem exactly as they were when they looked R1-R4
Stealth: 5 in 6 into the mirror, and be holding whatever objects they Lower Floor
R21-R24
STOLEN IMAGE THE BLACK Acid Baron's
DIAMOND HEART Cell
FIRST GLANCE; a silent figure, gesturing. They
R25-R28
may seem wounded. Looks like; Someone you The heart of Boreala's
were searching for or 1. Wensley Shrive, 2. Navidorine, the Halls
Anaracket Bonvive, 3. Zegzor Sapreciept, 4. Salt Dryad, is
R29-R32
Drusilla Machete, 5-6. A Baboon. incorporated
Shadow
into the obsidian
Engine
SECOND LOOK; They make signs for silence, shards. It could
holding their finger to their lips and beckoning. They be wrenched out or R33-R36
are not just quiet, they are completely soundless. They pickpocketed by a Spinster-
seem injured. They beckon you as if to reveal some secret. subtle hand. Bone Cage
R37-R40
MIRROR FORM Gallery
of Fire
FIRST GLANCE; A man-sized oval obsidian mirror
R41-R44
set flat against the wall. (Was this here before?) Dancers'
If the Assassin is Halls
CLOSER LOOK; For those who meet their own eyes destroyed the heart will fall
R45-R48
in the reflection, their mirror-self seems to be a fraction to the ground with the
Artificer's
of a second slower than it should be. The mirror has no obsidian shards. This
Rooms
frame. Very close inspection reveals almost indiscernible may not be
hairline cracks webbed across its surface. R49-R52
Fire-Queen's
Arms
MAN-OF-SHARDS
entirely R53-R56
TRANSFORMATION: the silent image obvious; Rosetta
is webbed with hairline cracks. They split both are Stone
like angular mouths. The image fractures, it was black and shiny R57-R60
no more than a flat plane, then…. and the tomb is Library
dark. Thieves will
R61-R64
FIRST GLANCE; a constellation of gleaming black spot it.
Lamp
fragments drifting like smoke.
Philosopher
Whomever holds
CLOSER LOOK; A marionette of obsidian shards, the heart may R65
matte black on one side, mirror on the obverse, each command, or free, Sloth Nest
touching another, rotating smoothly and silently, weaving Navidorine. Appendices
like shuffled cards. The hands fracture-open to razor
obsidian claws.
Encounters 41
Introduction
The Fiasco
Protection Men
The Body
Field
Armour: as Plate (Dex) THE SECRET OF THE PROTECTION MEN
The Tomb
Hit Dice: 7
Encounters Hit Points: 21 Few know who or what “Protection Men” are. Most assume
Damage: Machete d6+2 them mercenaries made anonymous by their obscuring
Tomb Rooms
Morale: 11 hoods. They are the product of the Company's “Night Shift”, a
R1-R4 Stat as: Assassin department which does high-skill, high-risk and highly secret
Lower Floor Stealth: 5 in 6 work. Work so secret that those who do it give up any rights to
R5-R8 Climb: 5 in 6 their memories of what the work itself is.
Halls of Salt Backstab: x3
Resistances: illusion and magical deception. All they remember is entering a room, being given a drink and
R9-R12
Halls of Ash
Block: 4 in 6 chance of blocking one close- shown a pattern on the wall, then leaving to find time passed
combat blow per round. On a successful and their body worn. They are paid, either in company scrip,
R13-R16 block immediately roll a standard attack against or debt reduction, and go about their day.
Reductors
the blocked opponent and on a hit, select one
Halls
of the following effects; Riposte - standard What happens is this; after viewing the pattern they are
R17-R20 weapon damage. Disarm - opponent's weapon strapped to a table, their face peeled off and preserved, while
Ice Demons' knocked away, or taken. Break - opponent's a hole is cut in their torso just under the ribs. Specialists reach
Prison weapon destroyed. Throw - opponent grappled into the chest cavity from below and rip out the heart, which is
R21-R24 and thrown, usually into another opponent or a preserved. The subject usually dies for a minute or two while
Acid Baron's dangerous environmental element. the new, artificial, heart is inserted and locates its attachments.
Cell
R25-R28
FIRST GLANCE: A black figure. Movement fast but The subject usually resists. Especially if this is not the first time
Boreala's
slightly off, staccato body rhythm, head movement looks they have worked the “Night Shift”.
Halls like an afterthought.
The Caustic Heart inserted into the chest cavity activates and
R29-R32
CLOSER LOOK: Face invisible within the hood. revives the employee. The Heart, a device of steel, glass and
Shadow
Glimpses of red-stained teeth. Breath stinks of rust, face alchemy, burbles and tics. It annihilates most of the recipient's
Engine
smells of iron. higher emotions, though it leaves a capacity for some more
R33-R36 useful negative states, like wrath. The employee's memories
Spinster- VOICE: From throat not mouth, curl back your lips from are retained, though these now mean nothing to them. They
Bone Cage your teeth to speak. Short abrupt sentences. Single words. no longer feel stress or fear. They are entirely focused on
R37-R40 No affirmations. No guarantees. whatever task is set before them. They become vectors for
Gallery the Company'srightly-stated authority, its charter is inscribed
of Fire “..bRing. mE. bON-vIve. dhe. Key.” upon their heart and provides their only, and absolute, value
system. They are now a Protection Man.
R41-R44
Dancers' (Will never make an absolute contract, instead dealing in
Halls inference and non-specific threat. So not “I will kill you”, Protection Men have rust-red teeth and breath out an iron
but “then you die here”.) scent which can decay metal. Their faces are black scabs.
R45-R48
The Caustic Heart makes them resistant to illusion and magical
Artificer's
Rooms
WANTS: The Heist Plans. The Glass Key. Kill Bonvive. tricks. It increases their applied strength by removing the body's
Kill all witnesses. Kill anything that gets in the way. limits and their endurance by removing psychological restraint.
R49-R52 It cannot create raw intelligence but does massively increase
Fire-Queen's TACTICS: Stay hidden, track the PCs till he knows what focus. The black hoods used by the Protection Men provide low-
Arms
they are doing. Use them to get close to or betray Bonvive. light vision and wreath their faces in deep shadow. Their ruined
R53-R56 Offer alliance or safe passage. Kidnap a vulnerable member. features are revealed only to cause terror.
Rosetta Bribe with tomb treasures or other materiel. He can climb
Stone easily where walls meet, perching like a spider in the corner Should the employee complete their contract to the Company's
R57-R60 of the room. satisfaction, they will be returned to the chamber after their term
Library is up. The process of re-attaching face and heart, and healing the
ON HIM; Machete, Knife, Crossbow, Bolas, 3 White subject are expensive, but a contract is a contract. Most subjects
R61-R64
Bolts of Dispellment, 1 Low-light hood. 1 Application of die again physically for a minute or so during this process. Once
Lamp
blue blood-dust. Water, 1 ration, flexible leather armour. the subject's heart is replaced, and understanding of what they
Philosopher
Bonsai Explosion Six; an orb of light like the expanding have done returns, they usually become resistant. Protection Men
R65 wave front of a spherical shock blast frozen in the air are on hand to ensure compliance.
Sloth Nest and cool to the touch, is effectively a slow Phosphor
Appendices Grenade, (see [R57 Bonsai Explosions]). In his chest; Once physically whole they are returned to the chamber,
a Caustic Heart. shown the pattern and administered the second drink. This
annihilates any memories between the two near-identical
events of pattern-showing.
The Fiasco
The Body
Field
Armour: unarmoured (see ‘weaknesses’ below) ENCOUNTERING
The Tomb
Hit Dice: 5 THE PYROCLASTIC GUARDIAN
Hit Points: 25 Encounters
Damage: swallow & slow digestion Once active, the guardian appears on a number of
Tomb Rooms
Morale: 8 Encounter Charts, or if you desire a greater challenge or
are just frustrated that the players were dumb enough to R1-R4
SWALLOW ATTACK trigger it, you can count down from its last swallowed meal. Lower Floor
R25-R28
Once it settles and transforms; 2d6 damage per turn to a Boreala's
swallowed being. Halls
R29-R32
Once an individual is dead, the Guardian will move
Shadow
from its resting place and begin hunting in the
Engine
Tomb, moving directly towards whatever living
thing is closest. R33-R36
Spinster-
ABILITIES Bone Cage
R37-R40
▪ Tomb Doors Open for the Guardian
Gallery
▪ Can fly of Fire
▪ Immune to non-magical weapons.
R41-R44
Dancers'
WEAKNESSES Halls
R57-R60
SMELL: A distinctive rotten egg acidic smell arrives a Library
few seconds before it does and persists afterwards.
R61-R64
Lamp
SOUND: Only a slight hissing, like white noise or tyres Philosopher
on tarmac.
R65
SIGHT: A billowing black cloud of midnight horror Sloth Nest
with the idiot face of a gawping monster pressed into Appendices
the shifting gas as if moulded awkwardly from clay. The
moronic fearures seem happy, as if they are enjoying this.
Encounters 43
Introduction
The Fiasco
Quicksilver Statues
The Body
Field
Armour: as unarmoured BACKGROUND: These are statues of the House of Zor,
The Tomb
Hit Dice: 1 the family of Zenbestefunkh, Artificer and Spouse of the
Encounters Hit Points: 1 Queen of Fire, created by him from memory.
Damage: -
Tomb Rooms
Morale: - If the PCs reach the ‘Palaces of Fire’ they will encounter
R1-R4 Stat as: clumsy golem some of these individual in the flesh.
Lower Floor
R21-R24 Unless they tip and smash, emptying mercury they contain
Acid Baron's everywhere.
Cell
R25-R28
FIRST GLANCE: A silver person shining in the lamplight.
Boreala's
Halls CLOSER LOOK: Living mercury sliced into shards and
arranged into a human shape. Near-abstract. (A modern
R29-R32
mind would say they looked like deliberately jagged low-
Shadow
poly digital sculpts).
Engine
44 Encounters
Reductor Introduction
The Fiasco
The Body
Field
The Tomb
Encounters
Tomb Rooms
If her body is destroyed or if her ghost, or corpse touches hooks. Around her neck she wears the R37-R40
the ground, she falls through it, down into a black pit medallion of a flensed face cut from red Gallery
which leads all the way to hell. pearl. She climbs on ghost hooks across of Fire
ceilings and walls, phasing through walls
R41-R44
Reductor can phase though floors and walls but she cannot easily but always avoiding the floor. Dancers'
float and must have a stable hold on a solid wall, ceiling, or Halls
something above the earth. TREASURE
R45-R48
Artificer's
The floor or walls must be architecturally stable for If Reductor's ghost is defeated then all her items seem to
Rooms
Reductor to risk her ‘Soul Hook’ attack. Around unstable disappear with her.
structures she will hang by three limbs or even all four, to R49-R52
make certain she does not fall. However, they can still be recovered from her body in Fire-Queen's
Arms
[R13 Reductor]. If her spirit is destroyed then nothing will
SOUND: ‘Plink plink plink’ and a slight tapping sound as her prevent the PCs taking what they wish from her corpse. R53-R56
hooked limbs phase through and bite on to walls and ceilings. Rosetta
BACKGROUND: Her actual name is Rohtzukgambeh, Stone
HER WHISPERS: Whispers in a ancient language, (Roh-Tzuk-Gam-Beh), a sorceress from an ancient R57-R60
like someone making calming sounds for a nervous animal civilisation. An expert in mummification and various Library
or someone about to perform an operation on a child; forms of necromancy, Roh-Tzuk-Gam-Beh was a complex
R61-R64
women and briefly, the terror of the world. Her various
“Now-now, it will all be over soon.” crimes made the earth itself curse her. Should she ever
Lamp
Philosopher
touch it, it shall open up and drop her down to Hell.
LANGUAGE R65
After her defeat by the Fire Queen, Roh-Tzuk-Gam-Beh Sloth Nest
If any party member can speak the Language of Fire, or the made a deal that she should rest ever-suspended in a place Appendices
Language of the Dam-Builders, or has any artefacts of the hidden from all. She wants more than anything that her
Dam-Builders from DCO then Reductor will be much more body be undisturbed forever, therefore no soul or being
interested in them and may even try to converse with them. can be allowed to leave the Tomb to speak of it.
(Though she still plans to prevent anyone leaving the tomb.)
Encounters 45
Introduction
The Fiasco
Second Sloth!!!
The Body
Field
Armour: as Leather
The Tomb
Hit Dice: 5
Encounters Hit Points: 30 FIRST GLANCE: That’s weird, it looks like the wall
Damage: d6/d6 claws is moving…
Tomb Rooms
Morale: 9
R1-R4 Stat as: cave bear CLOSER LOOK: GASP! THERE WERE TWO
Lower Floor HYPER-SLOTHS!! EVEN THOUGH THE EVIDENCE
R5-R8 FILLS SLOTH TUNNELS SUGGESTED THERE WAS ONLY ONE!!! THIS ONE
Halls of Salt ALSO LOOKS PRETTY PISSED OFF!! IS IT TIME FOR A
It's exactly the size of the tunnels – there is no way around it. HOLLYWOOD-SYLE SLOTH-BATTLE IN THE CLOSED
R9-R12
Halls of Ash
CONFINES OF THE TOMB EVEN THOUGH ANIMAL
HURLS TARGETS ABOUT BEHAVIOUR MIGHT SUGGEST IT TO BE UNLIKELY? I
R13-R16 GUESS IT IS???!?!?!
Reductors
On a successful hit the target will be hurled through the air.
Halls
WANTS: REVENGE!!!
R17-R20 BREAKS THROUGH WALLS AND FLOORS
Ice Demons'
Prison The Sloth is large enough to smash through walls that have
R21-R24 already suffered damage and can burst up out of floors if
Acid Baron's there are tunnels below.
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
46 Encounters
Tooth-Tooth Introduction
The Fiasco
The Body
Field
Armour: as Leather (dex) BACKGROUND: An Ape of accomplishment, focus
The Tomb
Hit Dice: 3 and sheer fucking will, Tooth-Tooth is a simple creature
Hit Points: 15 with simple needs. Encounters
Damage: bite 1d6 or weapon
Tomb Rooms
Morale: 10 WANTS: FIND BOSS.
Stat as: Baboon R1-R4
Climbing: no roll required FEARS: ??????? Lower Floor
R5-R8
SMART MEETING THE PCS Halls of Salt
R9-R12
Speech, reasoning, and a sense of honour too! Does he Tooth-Tooth is not a complicated Ape. Not Boss? Where Halls of Ash
not bleed? Boss? Follow.
R13-R16
Reductors
FIRST GLANCE: In darkness, a beast! A magnificent
Halls
Baboon! Holy shit look at those teeth.
R17-R20
“Bos s? No Bos s. Mu st. Find. Bos s.” Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
Encounters 47
Introduction
The Fiasco
Tiny Knights
The Body
Field
Armour: as Leather FIRST GLANCE: Like a gridwork of embers cast
The Tomb
Hit Dice: 1 HD per 100 Knights across the tiles.
Encounters Hit Points: 5 or 1d8 per 100 Knights
Tomb Rooms
Damage: 1d4 (situational) CLOSER LOOK: 100 tiny toy-sized knights in close
Morale: 11 formation. Each lit from within like a small spark inside a
R1-R4 Stat as: ant swarm tiny lantern. They move and shift, turn towards any nearby
Lower Floor Ant Speed: Can only do damage if they are able to fire and reach for it with their small limbs.
R5-R8 swarm up a body and commit a simultaneous attack.
Halls of Salt Resistant: 1/2 damage from edges, points. BACKGROUND: Toys of of Zenbestefunkh Zor,
Vulnerable: area affect weapons. artificer and Spouse of the Queen of Fire, these were
R9-R12
Halls of Ash
Climbing: no roll required, through they are slow. stored in [R45 Small Soldiers], and are usually activated
Carrying Capacity: equivalent to one human only by fire.
R13-R16 per 100.
Reductors
Fighting the Knights; Every 100 knights work- The half-awakening of the Ice Demons, or the presence of
Halls
ing in unison is equivalent to roughly a 1 HD crea- other Tomb Invaders, may have randomly awoken a small
R17-R20 ture. The main tactic of the Knights is to swarm up century of Tiny Knights who march and battle through
Ice Demons' the legs and limbs of their assailant, covering them the Tomb's corridors in a parody of the warfare they were
Prison all over. They then give a great cry and drive in made to simulate.
R21-R24 their swords.
Acid Baron's COMMUNICATION
Cell A CHALLENGE!
The knights speak and understand the language
R25-R28
Boreala's
Made to simulate war, the Knights are likely to of fire, though within that they comprehend only
Halls attack whatever “Giants” they find. Yet they are heroic cliches; “Forth my brothers!” “To death
still honourable warriors and will give a great and damnation!”
R29-R32
cry before they boldly charge forth!
Shadow
They will take honourable orders given
Engine
by honourable individuals in that tongue.
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
D6
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
1-3;
R49-R52 Blue Knights
Fire-Queen's Gunmetal-blue
Arms
full plate with a
R53-R56 face mask like the
Rosetta features
Stone of an ant.
R57-R60
Library
4-6; Red Knights
R61-R64
Dusky red plate with
Lamp
a simple abstracted
Philosopher
faces.
R65
Sloth Nest
48 Encounters
Wensley Shrive Introduction
The Fiasco
The Body
Field
Armour: as Leather FEARS: Zegzor Sapreciept, the Security Team, and
The Tomb
Hit Dice: 3 especially the Protection-Men. Wensley knows who
Hit Points: 24 (luck) ‘Protection’ are and what they do. Encounters
Damage: d6 machete or dagger, or Wand of Bees!
Tomb Rooms
Morale: 7 RULER OF BABOONS
Stat as: thief R1-R4
Lucky/Cunning: Wensley's high HP are a The more Backup Baboons they encounter, the more Lower Floor
function of fortune and a ratlike survival capacity potent his forces will become, and the greater his R5-R8
rather than physical toughness. ambitions… Halls of Salt
Wand of Bees: Fires bees in a cone 10 feet long
R9-R12
and three wide. 1d6 damage & targets takes 1hp ON HIM; Machete, dagger, water, basic rations, small Halls of Ash
damage per round while they run around and flail bullseye lantern, oil, Blue Monocle, Wand of Bees, contract,
at the angry bees. Save vs breath each round, once three masks. Blue Monocle: If someone wearing this R13-R16
Reductors
three of these saves made the effect ends. monocle hides an object in a reasonably sane hiding place,
Halls
no-one deliberately looking for those kinds of objects will
FIRST GLANCE: The spot-light of a small bullseye be able to find it. [Someone wearing ths will find his R17-R20
lantern moves across the wall. Convoy], Wand of Bees: plain wood with a small carved Ice Demons'
bee as the tip. d4 charges left. Prison
“Hold, ruffian! Step back! I wield a Wand of Bees!” R21-R24
Acid Baron's
“No doubt you have searched Cell
R37-R40
BACKGROUND: Despite his decades of Gallery
experience and sharp mind for figures, Wensley of Fire
is surprisingly gauche. One of nature's eternal
R41-R44
innocents he knows he is a dangerously average Dancers'
man, in way over his head. If able to calm down and Halls
think, he will work out that something other than
R45-R48
the obvious has gone wrong here.
Artificer's
Rooms
TALKS A lot about his “hidden convoy”. This is
deliberate, he wants people to know it exists. The R49-R52
nature of the magic protecting it means only those Fire-Queen's
Arms
actively searching for it will be unable to find it so by
encouraging others to search for it he is protecting it. R53-R56
Rosetta
WANTS: Find “Tooth-Tooth”, get to the convoy Stone
and run. But if he realises there is treasure in the tomb R57-R60
he may change his ideas. He is quite greedy…. (Wensley Library
will tend to approve of people who are good to Tooth-
R61-R64
Tooth, and disapprove of those who are not).
Lamp
Philosopher
Encounters 49
Introduction
The Fiasco
Zegzor Sapreciept
The Body
Field
Armour: as Plate THE CYCLONE RING
The Tomb
Hit Dice: 2
Encounters Hit Points: 16 His has 15 charges left. Create Water = 1 charge. Make
Damage: d6 club Fog = 1 + charges. Flight = 5+ charges. Lightning Bolt =
Tomb Rooms
Morale: 9 5 charges
R1-R4 Stat as: meat & potatoes fighting man
Lower Floor TOUGH: Zegzor has survived The Zone (see next Create Water: Creates a powerful stream of water for
R5-R8 book) for his entire life. Though mildly stupid he is one round. Range 20ft. Does d4 non-lethal damage and
Halls of Salt physically and mentally tougher than he looks. pushes the target back the same number of feet. If fired at
an individual, it always hits, if fired at a closely-arranged
R9-R12
Halls of Ash
He is not smarter than he looks. In fact he is exactly as group, each must save breath or suffer the full effect.
smart as he looks.
R13-R16 Wall of Fog: Creates a volume of fog which obscures all
Reductors
FIRST GLANCE: The golden shifting whirling glow of vision in whatever shape the caster
Halls
fireflies moving behind translucent paper. A lumpen man, prefers. 6ft cube per charge used.
R17-R20 firefly lantern in one hand, the other held out before him in
Ice Demons' a fist. That hand is bare but for a black Onyx ring. Flight: 5 Charges per 30 seconds
Prison - The caster or target within 50ft is
R21-R24 “Freeze! bourne upwards by raging winds. An
unwilling target can save to avoid this.
Un safe and Unrea sonable!
Acid Baron's
Cell
Lightning Bolt: A bolt
R25-R28
Boreala's
You’re under arre st !” of lightning leaps
Halls from the ring
(clearly terrified ) and travels
R29-R32
until it hits
Shadow
CLOSER LOOK: A slightly something that
Engine
pompous, cop-like middle aged will earth it.
R33-R36 man with faded debt-parole 5d8 damage.
Spinster- tattoos along his collarbone.
Bone Cage
R45-R48
WANTS: Find and arrest the Man with the Masks, and
Artificer's
the Maroons.
Rooms
R49-R52 If any of his squad still live, Sapreciept will try to protect
Fire-Queen's them.
Arms
50 Encounters
Zoetrope Men Introduction
The Fiasco
The Body
Field
Armour: unarmoured ACTION - A graceful healer. The Courtesan will act
The Tomb
Hit Dice: 1 with deep sympathy and care. She is the only projection
Hit Points: 1 that will actively reach out to touch the PCs. If she sees Encounters
Damage: 1d3 anyone wounded or hurt she acts with grave sincerity and
Tomb Rooms
Morale: - goes to hold them.
Stat as: illusion R1-R4
This restores 1hp. Then the same cracking, blotching, pain Lower Floor
These creatures are projections created by the magical and disappearance takes place. R5-R8
zoetrope in [R59 Projection Room]. They are a litle Halls of Salt
brighter than reality, totally silent and perform differing BACKGROUND: Originally part of a range of creations R9-R12
semi-automatic actions depending on which type of intended to show people from this reality glimpses of life Halls of Ash
projection is encountered. on the Plain of Fire. The Ash Steward, Delft-Sentinel and
Courtesan, all typical members of the “servile classes” of R13-R16
Reductors
If physically interacted with, they crack, blotch and Fire Noble Culture, are all that remain semi-active.
Halls
stutter in and out of existence, mime terrible pain, as if
someone noticing a missing limb for the first time, become RANDOM DISAPPEAREANCE: A Zoetrope Man R17-R20
horrified and disappear. has a 1 in 4 chance of disappearing each turn. Ice Demons'
Prison
D3
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
ONE - ASH STEWARD
Shadow
Engine
Something like a tall Secretary Bird, almost
human-height, with a long, straight beak and R33-R36
expressive eyes. Grey in colour and of fuzzy Spinster-
substance. One leg crooks to work as a hand. (Like Bone Cage
A golden woman made of light, her eyes are like the dark
core of a candleflame expanding in zero-gravity. Her body
a moving latticework of golden light like the crossing bars
of elegant lanterns. Encounters 51
Introduction
The Fiasco
Zomi ma-ma Z’or
The Body
Field
Armour: as Plate (armour and DEX) FEARS: Returning to the Zone with nothing. The
The Tomb
Hit Dice: 5 'Protection Man' (but won't admit it).
Encounters Hit Points: 21
Tomb Rooms
Damage: d8 Macahuitl, d6 Javelins MEETING THE PCS:
Morale: 11
R1-R4 Stat as: acrobatic fighter & duellist Will try to confirm they are not agents of Blue Glass and,
Lower Floor if sure they are not, will try to recruit them to the side of
R5-R8 Fast: If nothing interferes they will win initiative. Zomi can the Maroons.
Halls of Salt outrun most people.
R9-R12
ON THEM; Two-handed Macuahuitl, Podocarp
Halls of Ash
Athletic: Zomi has an extra atlatal, 6 flint-tipped javelins, Cloudgrave mask,
movement action which they can use Lamellar armour, Water, basic rations
R13-R16 to leap, roll, tumble, dash etc.
Reductors
Halls
Honourable: Always honours a
R17-R20 duel. Never lies or cheats. Is shocked
Ice Demons' and disgusted by those who do.
Prison
R29-R32
Shadow
“Be ye company men?
Engine
Be room in the ground
R33-R36
Spinster-
Bone Cage
for you yet.”
R37-R40 CLOSER LOOK: A powerful
Gallery figure, poised and athletic.
of Fire Lamellar armour gleams in the
shifting torchlight. Masked with
R41-R44
Dancers' a curved, cracked maze of
Halls featureless blue crystals. They
hold a Javelin ready in their
R45-R48
second hand, and a fierce
Artificer's
Macuahuitl hangs from their
Rooms
waist.
R49-R52
Fire-Queen's BACKGROUND: Zomi
Arms
is a highly capable hardass.
R53-R56 Young, fierce and hopeful,
Rosetta adaptable to circumstance, with
Stone everything to prove. The Maroons lack
R57-R60 deep knowledge of the culture from
Library which they descend. Only fairytales and
fractured legends . This tomb, discovered
R61-R64
by chance, seems to echo some of those
Lamp
tales. The Tomb fascinates them.
Philosopher
R65 WANTS:
Sloth Nest
▪ Shrive's cargo of metal weapons.
Appendices
▪ The secrets of the Tomb.
▪ To hurt Blue Glass.
52 Encounters
Introduction
The Fiasco
Delft-Sentinel Five
The Body
Field
THE CRYSTAL SHARDS
The Tomb
Encounters The floor is strewn with crystal, each shard black at its core
and fading into crocus-yellow in the fracture zone. The
Tomb Rooms
shards are sharp, will cut bare feet and damage those who
R1-R4 fall. (d2 to d4 damage depending on severity). Some shards
Lower Floor usable as knives and count as magical if so used.
R5-R8
Halls of Salt THE PORCELAIN WOMAN
R9-R12
Halls of Ash
▪ Her surface is white porcelain delicately painted in
cornflower blue explosion patterns that radiate across
R13-R16 her from head to toe.
Reductors
▪ She is finished with a fine glaze.
Halls
▪ One foot is broken off.
R17-R20 ▪ The ceramic sword was moulded as part of her hand.
Ice Demons' The hand has snapped off. The sword blade pierces the
Prison crystal skull, pinning it to the ground.
R21-R24 R1 DELFT-SENTINEL FIVE ▪ A spiderweb of fine cracks spreads out from each
shattered part.
Acid Baron's
Cell Crystal shards scatter the floor making it a blinding ▪ If you saw her in an antique shop you would be afraid
starfield. A cracked porcelain woman sits upon a crystal to touch her.
R25-R28
Boreala's
demon skull. ▪ A Tomb Key hangs around her neck.
Halls
DOORS This is Delft Sentinel Five also called ‘Cornflower’.
R29-R32
▪ North - Secret Door. In the north of the room, close
Shadow
to the ceiling (at least 6 ft off the floor), is a dark gap, ‘Cornflower’ was badly fractured in her fight with the
Engine
not obvious at first glance. This opens into the Trap Spectral Demon and is unable to shape highly complex
R33-R36 Maintenance Tunnels (See page 24) thoughts. She wasn’t designed to lie or deceive so will simply
Spinster- ▪ West – Spiral stairway up to [R12 Pyroclastic assert that the PCs should not access the Sarcophagus
Bone Cage Guardian], passage damaged, Strong pine and resin Room using the most straightforward statements.
R37-R40 smell.
Gallery ▪ East - Spiral stairway up to [R14 Lamp Trap] Cornflower is badly damaged. Even a flailing and
of Fire ▪ South- Metal double doors. Magical Access. (If active incompetent blow will cause her to fall to the floor and
and currently digesting someone, the Pyroclastic shatter into a thousand pieces.
R41-R44
Dancers' Guardian may be laired through here.)
Halls The Tomb Key will SLAM to the ground, leaving a web of
ENCOUNTERS shatter-marks as if it had fallen from a great height.
R45-R48
Another intelligent agent in the room could turn the
Artificer's
Rooms
situation into a web of alliances and promises between THE CRYSTAL SKULL
‘Cornflower’, the Demon and the PCs.
R49-R52 Huge, like that of a crocodile or dinosaur, leading to a spine
Fire-Queen's like a hydra-knot of crystal snake skeletons and a fragment
Arms
Encounter on a 2 in 6. Roll when entering, if loud noise made, of shoulder and neck. All else has been smashed to splinters
R53-R56 every ½ hour of in-game time. Use own judgement when and now covers the floor.
Rosetta incorporating agents and actions to scene.
Forgo roll if you think reasonable.
Stone This is Uzziel Unanelad, a Spectral Demon who came to
2d6 Encounter Action free the Ice Demons imprisoned here. He was defeated by
R57-R60
Library 1 Broken Heart Talking to ‘Cornflower’ Cornflower and his head pinned to the floor.
2 Zomi ma-ma Z’or Enters through secret/alt entrance
R61-R64
In return he inflicted massive, near terminal damage on the
Lamp 3 Wensley Shrive Investigating the crystal shards
ceramic construct.
Philosopher 4 Boreala Talking to the Demon
R65 5 Protection Man Threatening ‘Cornflower’ Uzziel is still conscious and will try to manipulate the PCs
Sloth Nest into freeing the Demons in the Tomb and either unpinning
6 Drusilla Machete Lying in wait.
Appendices his head from the ground so he can re-form his body or
smashing his head completely, allowing him to re-form in
the bright hell from which he came.
The Fiasco
The Body
Field
THE METAL SOUTHERN DOORS ACCESSING THE SOUTHERN DOOR
The Tomb
As the PCs move into this passage, a mote of blue fire
The doors to the South are graven with the image of an appears at the other end. Encounters
armoured woman, kneeling on one knee, her head bowed,
Tomb Rooms
sword vertical point down in the earth and both hands on As they move towards the fire it advances towards them at
the pommel. the same speed, quickly expanding to fill the entire passage R1-R4
with a roaring wall of impassable blue-white fire. Lower Floor
An echo of many images on the walls of the tomb and the R5-R8
giant statue on the surface. If anyone entering the passage tries to run from the flame it Halls of Salt
follows them at speed, they must succeed on a DEX test or
"I t is.. wrong... and ev il... to save in order to escape the tongues of fire exploding from
R9-R12
Halls of Ash
the doorway doing d6 damage.
disturb... the.... noble dead." R13-R16
Reductors
Running into the fire does 10d6 damage.
"I.. am... still.. whole Halls
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
R61-R64
R65
Sloth Nest
Appendices
R1-R4: lower
r1-r4: Lower floor
Floor 55
Introduction
The Fiasco
R2 Demon-Bone Sarcophagus
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R57-R60 THE WALLS Each nail is slender, with a binding spell etched down its
Library side. There are 5,000 nails, worth 1c each.
The tiles of the walls are painted with scenes of a forest
R61-R64
empire. Black cyclopean trees reach towards the sky When the nails are completely removed from each bone,
Lamp
unfolding gigantic fronds at their crowns. In the shaded that bone collapses into dust and ash. If all nails are
Philosopher
boulevards between the trees are spiralling palaces of removed then the Sarcophagus collapses, dumping the
R65 wood, timber bridges, tree-house temples, lush gardens Mummy onto the ground.
Sloth Nest and processions of colourfully-adorned people.
Appendices Every ten pins secure roughly 1 HD worth of Demon. If PCs
take all the pins then roughly 500 HD worth of Demons will
reincarnate in hell. Every demon will carry a specific memory
of the PCs and will actively aim to involve the PCs in their
future schemes. They will tell any other demonic entities they
encounter about the nature of their escape and will tell any
future mortal victims exactly who they have to thank for letting
them out. If any demons are summoned or encountered in the
56 R1-R4: Lower Floor future of the campaign, it will be one of these.
Introduction
The Fiasco
The Body
Field
Her head rests
The Tomb
upon a pillow
of blue glass Encounters
beads.
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
She wears Halls of Ash
a necklace
of translucent R13-R16
Reductors
blue-white
Halls
resin carved
The body into a linked R17-R20
of a woman, mazework. Ice Demons'
her mouth Prison
tightened, yet R21-R24
with the dim Acid Baron's
memory of Cell
her beauty
R25-R28
still almost Her left hand Boreala's
visible curls into a fist Halls
through over her heart,
R29-R32
the decay on the third
Shadow
of age and finger is a ring
Engine
the shining of pure
resin used to blue fire. R33-R36
mummify her Spinster-
corpse. Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Her right hand is clenched Rosetta
on the black bones of the Stone
sarcophagus, as if holding R57-R60
them down, even in death. Library
R61-R64
Lamp
Philosopher
R65
To root around and Sloth Nest
DESECRATE this Appendices
corpse, turn to the
overleaf spread,
pages 58 to 59.
The Fiasco
R2 The Mummy
The Body
Field
The Tomb
THE NECKLACE THE BROKEN HEART APPEARS
Encounters Anyone with knowledge of Frictionless Blue Glass (i.e. If it is still active in the tomb and not already accompanying
anyone associated with the Blue Glass merchant company) the PCs, the Broken Heart will appear now, as the PCs
Tomb Rooms
will recognise this as something similar, yet not quite alike, examine the mummy.
R1-R4 as if that were a degraded, industrial version of this.
Lower Floor “Open her heart."
The necklace is worth 3000c.
"Open the bone-hou se so I may re st….”
R5-R8
Halls of Salt
R9-R12
Halls of Ash
THE RING OF FIRE The Broken Heart will scratch fruitlessly at the Fire Queen's
chest, though will be unable to effect anything itself.
R13-R16 Taking the ring means breaking her fingers.
Reductors
The Broken Heart will try to persuade the PCs to open the
Halls
The Ring of Fire is cool to the touch, like warm glass, but mummy's chest, using whatever means are available to it.
R17-R20 clearly also living, moving, pure blue flame.
Ice Demons' OPENING THE MUMMY
Prison The ring can shape or produce or defend against fire. Pulling open the Fire Queen's robe reveals her ribcage
R21-R24 definitely still has something inside it.
Acid Baron's It can only perform one of these effects per round. If
Cell the bearer is producing or commanding fire they are not The skin of her chest shows signs of long-ago surgery. A
protected from fire, if they are protected from it, they huge scar down the centre, long healed.
R25-R28
Boreala's
cannot command it.
Halls If the PCs wrench open the mummy's chest, they will need
PROTECTION FROM FIRE to break the ancient skin and open the rib-cage like a door.
R29-R32
The ring defaults to this purpose whenever the bearer is Within, they will find the Heart of Black Iron.
Shadow
not concentrating on something else. The bearer cannot be
Engine
harmed by fire. They can still suffocate from lack of oxygen. THE HEART OF BLACK IRON
R33-R36 It has not rusted. Originally tied to its valves with golden
Spinster- PRODUCE FIRE thread, the body has largely dried away and the iron heart
Bone Cage Requires an action and a WIS test. The bearer can produce can be lifted out, snapping the perished aorta like old twigs.
R37-R40 fire equivalent to roughly d6 worth of damage per point of The heart is heavy - as a lump of nearly solid iron would be.
Gallery success and hurl it anywhere within 30ft as a normal missile. Though cold, it tremors slightly as if alive.
of Fire
R41-R44
SHAPE FIRE THE BROKEN HEART SLEEPS
Dancers' Requires an action and a WIS test each round. The bearer If a space is opened and the Black Iron Heart removed, the
Halls can shape and command one HD of already existing fire cat-girl spirit of the Broken Heart will yowl for joy.
for every round of concentration. This fire always forms a
R45-R48
Artificer's
golem of flame in the shape of a woman and always burns “Thank you! Thank you thank you thank you.
blue-white. It must remain within bowshot and within line
Rooms
of sight. The bearer can keep adding HD of fire to their Sleep. Time for sleep.
R49-R52 control either as separate fire-women or by combing them
Fire-Queen's
Arms
into one giant fire-woman, for as long as they concentrate Time… time for… z z z z z z z”
and they have fire to command. If they lose concentration
R53-R56 the fire reverts to its natural state and nature. Even as it speaks it leaps into the mummy's chest, prowls
Rosetta and circles like a cat in its bed and then nestles down,
Stone curling upon itself, with a look of complete satisfaction,
R57-R60
UNDERNEATH THE PILLOW peace and calm. The silver fracture lines of her face heal,
Library the shattered halo of blue fire becomes whole, then, as her
An unmarked, black onyx scroll case; inside is the magical eyes close, it winks out.
R61-R64
contract binding the Obsidian Assassin to the tomb. If
Lamp
the contract is destroyed the Assassin will collapse into a All of the effects of the Broken Heart's love bites wink out.
Philosopher
pile of broken rock.
R65 The gold, copper, silver and fire of the Broken Heart begin
Sloth Nest to melt, to roll and mix gently together like metal in a forge.
Appendices They glow a deep cherry red, merge, and melt into a ruby
in the shape of a fat little genderless figure with an
amusing face, curled up like a baby.
The Fiasco
The Body
Field
THE BLOOD RED RUBY MAN THE IRON HEART The Tomb
Made from warm blood-red ruby is a fat little genderless The material itself is unbreakable and immune to all magics Encounters
figure with an amusing face. When looked at closely, and corruption. If carried between worlds and realities,
Tomb Rooms
slender networks of red fire can be seen running through dreams and visions, it remains unchanged.
it like light within a gem. If someone holds the figure it R1-R4
climbs clumsily onto their shoulder and sits there. It can be implanted into a mortal chest. To work out how it Lower Floor
R25-R28
If on the shoulder of someone who requires no sensory Boreala's
aid it will aid their memory, allowing them to automatically Halls
recall one fact per day, this has to be something they have
R29-R32
previously experienced while the figure was with them.
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Performing the operation itself requires a well-prepared Dancers'
operating theatre, a blood donor and absolute stability. Halls
Even with these the patient will certainly die for at least
R45-R48
three or four seconds as the iron heart begins to work.
Artificer's
Rooms
Once implanted the patient must heal normally from the
surgery, the flesh around the heart will resist magic. R49-R52
Fire-Queen's
Arms
When fully active, the bearer of the iron heart is totally
immune to all magical effects and powers of demons, R53-R56
devils and similar chaotic unnatural extra-material Rosetta
beings. The bearer will see, smell, hear and touch reality Stone
through all illusions and magical deceptions of any kind. R57-R60
Library
The bearer's emotions, both for good and ill, will slowly
R61-R64
start to die away over several weeks, lessening in power,
Lamp
ultimately becoming only memories of passions.
Philosopher
The Fiasco
R3 Ash Jars
The Body
Field
The Tomb
R3 ASH JARS THE JARS
Encounters Full of large stone jars. Room cracked and damaged by Twelve man-sized stone jars shaped like amphorae. Each
subsidence. has its own stand and could easily be knocked or rocked.
Tomb Rooms
Each is inscribed with either a glyph or words in the
R1-R4 Language of Fire.
Lower Floor
R5-R8 If they fall the jars will spill ash and roll about dangerously,
Halls of Salt possibly cracking the wall in the South-West corner.
R9-R12
Halls of Ash
If fed into the equipment in [R4 Reverse Furnace], each
jar of ash will re-constitute into a particular range of
R13-R16 materials as described below:
Reductors
Halls
1. ‘Deceivers’; Shadow Puppets of demons.
R17-R20
Ice Demons' 2. ‘Harvest of Battle’; Piles of severed Goblin Hands.
Prison
The Fiasco
The Body
Field
R4 REVERSE FURNACE 1. ACTIVATION
The Tomb
Against the western wall is a huge device with a central Ash is placed within the mouth of the furnace. Encounters
maw. Pipe-tendrils fill the room and curl up the stairs like
Tomb Rooms
metal vines. Break the seal on the wheel and begin turning it. Two
people of normal strength will be needed to get it going. R1-R4
There is writing on the walls in the language of Fire. As the wheel spins, it gets easier and easier to spin. After Lower Floor
the area. (So round two would be 2d4, round three 3d4 etc). R37-R40
Bound steel staves with copper tips project up and out Gallery
into the room from the tendrils of the machine. Rivets and of Fire
hand-made bolts hold the individually-shaped elements
R41-R44
together. Dancers'
Halls
Still whole but clearly ancient, verdigris mixes with
R45-R48
spiderweb hairline cracks which infiltrate the embossed
Artificer's
maze-sigils and lightning bolts decorating its surface.
Rooms
Unlocking the lever and heaving open the mouth reveals R53-R56
a cold, gaping maw. Within the maw, an inverse space, Rosetta
bounded yet infinite, alike unto reflecting mirrors. Stone
R57-R60
A great vertical wheel with handles for turning connects Library
to the machine via chains. The action of the wheel is stilled 3. COMPLETION
R61-R64
by an old wax-sealed rope.
Lamp
After 2d6 rounds at maximum extension, the roaring dies
Philosopher
THE WRITING ON THE WALL down, the frost, snow and cold damage fading away. The
furnace stills. R65
In the Language of Fire; “Reverse Furnace. 1. Open maw. Sloth Nest
pour the ash within. 2. Lock maw. 3. Turn wheel to The maw opens and, if the ash placed into it was pure, Appendices
kickstart the exchange. 4. When exchange is self-sustaining complete and from only a single source, it is re-constituted
RETREAT IMMEDIATELY TO A SAFE DISTANCE. 5. into its original, whole, form.
Endothermy will expand relative to the mass required.”
There is a 1 in 3 chance that the Furnace will fall apart after
any use.
The Fiasco
R5 Helictite Boudoir
The Body
Field
The Tomb
THE HALLS OF SALT R5 HELICTITE BOUDOIR
Encounters These three rooms, R5, R6 & R7 are the home of Stained with mineral colour, glistering and glimmering,
Navidorine. Her stats are included below for convenience reflecting every ray of lamplight, the Ivy is a wonderland,
Tomb Rooms
but more details can be found on her Enconter Page. shining like water over steel, rising in piles from the floor
R1-R4 and hanging like vines from above.
Lower Floor The rooms are encrusted with Salt Ivy, for which rules are
R5-R8 given below, and have the same encounter chart, present Plantlike tendrils form a semi-enclosed globular bed, like a
Halls of Salt on this page. huge empty lantern, in the middle of the room.
R9-R12
DOORS
Halls of Ash
THE SALT-IVY All are sets of double doors, larger than most in the tomb.
R13-R16
Reductors
BRITTLE, SHARP AND DANGEROUS ▪ West – To [R6 Blood and Salt]. Clear space, easily
Halls
Touching free tendrils too hard makes then snap off and opened.
R17-R20 shatter loudly on the floor. ▪ South – To [R8 Entry Hall]. Totally caked with Salt-Ivy.
Ice Demons' ▪ East – [R7 Fallen Doors]. Clear space around, easily opened.
Prison Pressing them with naked skin brings beads of blood,
R21-R24 which drip and stain the salt red. DAMAGE
Acid Baron's Slight subsidence and cracking in the northern corner.
Cell Falling into them unawares causes d3 damage.
R25-R28
ENCOUNTERS
Boreala's
Moving through the Ivy requires half-walking speed and If Navidorine has not already been encountered, she
Halls total uninterrupted attention. will be met with here, sleeping. Unless PCs are very quiet,
she will wake up as they enter.
R29-R32
Navidorine can move through the Salt-Ivy easily and
Shadow
without trouble, at normal speed. Otherwise, see encounter chart below.
Engine
R33-R36 DISSOLVES
Spinster- Encounter on a 2 in 6. Roll when entering, if loud noise made,
Most liquids, including blood, will rapidly dissolve the Salt- every ½ hour of in-game time. Use own judgement when
Bone Cage Ivy. Navidorine will be PISSED OFF about this. incorporating agents and actions to scene.
R37-R40 Forgo roll if you think reasonable.
Gallery VALUABLE 2d8 Encounter Action
of Fire A foot of whole, undamaged, unstained, salt-ivy can be
1 Navidorine Investigating Salt-Ivy
worth 100c if returned to civilisation. Difficult to do
R41-R44
considering its brittleness, fragility and poor reaction to 2 Broken Heart Fighting with (roll again)
Dancers'
Halls even small amounts of ambient moisture. 3 Drusilla Machete Cut badly by by Salt-Ivy (if possible)
The Fiasco
The Body
Field
R6 BLOOD & SALT R7 FALLEN DOORS The Tomb
This room is cracked and unstable, held together by Strange metallic growths mix with Salt-Ivy. A huge pair Encounters
infiltrating Salt-Ivy. A faint grinding noise and a slow of half-collapsed doors impedes movement.
Tomb Rooms
dripping. The ivy is dissolving.
DOORS R1-R4
DOORS ▪ North – Combination door burst by metal growths. Lower Floor
▪ West – To [R45 Blasted Tanks]. Unsteady spiral stairs to [R4 Reverse Furnace]. R5-R8
▪ North – Combination Lock. Still closed. Salt-Ivy has ▪ West - Double-doors to [R5 Helictite Boudoir] half- Halls of Salt
infiltrated the stairs beyond. Spiral stairs leading down fallen, held at an angle by the Salt-Ivy vines.
R9-R12
to [R3 Ash Jars]. ▪ East - z to [R58 Library of Fire]. Halls of Ash
▪ East -Double doors to [R5 Helictite Boudoir], larger
than most in the tomb. Burst open by Salt-Ivy. DAMAGE R13-R16
Reductors
Some cracking of southern wall and south-east corner.
Halls
DAMAGE
The ceiling visibly bows in the centre. Listen in silence ENCOUNTERS R17-R20
and a slight grinding is heard. Blood is dripping here and If Navidorine has not already been encountered, she Ice Demons'
slowly dissolving the Salt. Cracks web out from this partly will be met with here. Othereise, see encounter chart Prison
subsided North-West corner. on previous page. R21-R24
Acid Baron's
ENCOUNTERS THE FALLEN DOORS Cell
If Navidorine has not already been encountered,
R25-R28
she will be met with here. Otherwise, see The doors are tilted at a 45 degree angle, partially Boreala's
encounter chart on previous page. fallen into the room, covered with the Ivy. Halls
R29-R32
Foes may try to rapidly accelerate the room's Going from this room to [R5 Helictite
Shadow
collapse, dropping it upon the PCs, or simply to Boudoir] would mean climbing to the
Engine
block off pursuit. A dangerous place for a combat door-lips.
encounter regardless. R33-R36
The Salt-Ivy holding up each door will Spinster-
COLLAPSE! not sustain more than one person's Bone Cage
R61-R64
DM's choice but if a guide is required
Lamp
2d4 turns after discovery the roof
Philosopher
will collapse.
R65
Messing with the Ivy, adding more Sloth Nest
liquid or general PC shenanigans may Appendices
shorten this time.
The Fiasco
R8 Entry Hall
The Body
Field
The Tomb
R8 ENTRY THE IMAGE
ON THE DOOR
Encounters
HALL
Centrepiece; an armoured
Tomb Rooms
Huge, ceramic double doors Queen, veiled and wearing a
R1-R4 embossed and painted with an twisted crown set with gems. She
Lower Floor incredible image. Two statues. battles surrounding horrors atop a
R5-R8 Blocked stone doors leading pile of demon corpses. In one hand a
Halls of Salt south. Half a Tomb-Robber's curved sword cleaves demonic flesh,
Skeleton. a tempest of fire whirls from the
R9-R12
Halls of Ash
other hand and wraps around the
DOORS teeming monsters like a flood.
R13-R16 ▪ North – Covered with a
Reductors
detailed image on this side. Salt-Ivy Foreground; the Queen's most potent enemies
Halls
infiltrates the passage beyond are creatures of the ice and snow twisted
R17-R20 and blocks the doors leading to unnaturally by some possessing force. Bears,
Ice Demons' [R5 Helictite Boudoir]. wolves, sabre-toothed tigers, hairy elephants, bison,
Prison ▪ Southern Corner - Large stone doors terror-birds and huge hawks are warped into pseudo-
R21-R24 with a stone bar across them. The Stone Bar human forms with hands, bloated muscles and howling
Acid Baron's requires two strong people to move. If opened; a faces. Each bears a burning crown or a halo of power.
Cell wall of stone and soil. The passage has been back-
filled. Investigation; the stone bar is partially Background; The Queen's army. Proud people in azure-
R25-R28
Boreala's
counterweighted and was set in place by a long- blue armour wielding strange weapons. The setting is a
Halls corroded delayed release mechanism.) valley of cracked ice and shattered stone. The sun breaks
▪ West - Hidden by a statue. To [R48 Strange through a fractured, blackened sky. Lightning strikes down
R29-R32
Apparatus]. from black clouds into the monstrous legions. A figure like a
Shadow
▪ East - Hidden by a statue. To [R59 Projection Room]. junkyard knight watches from a distant escarpment. Hordes
Engine
of quailing, wailing goblins fill the remaining lower spaces.
R33-R36 DAMAGE
Spinster- Slight subsidence and cracking along the eastern wall. STATUES
Bone Cage
R37-R40 ENCOUNTERS West Statue - Painted in faded red, a girlish boy or boyish
Gallery May wander in through one of the secret statue-doors, girl stands barefoot, balanced like a dancer. Cinnabar
of Fire revealing their true nature. dreadlocks, wild red eyes. A long scaled coat, doublet,
what might be a skirt or long pantaloons. They carry a
R41-R44
Encounter on a 2 in 6. Roll when entering, if loud noise nine-sectioned chain whip with the ends of the whip
Dancers'
made, every ½ hour of in-game time. Use own judgement hanging from each outstretched hand. Investigation – the
Halls when incorporating agents and actions to scene.
Forgo roll if you think reasonable. whip-ends move. Bending them towards each other makes
R45-R48
the statue swing back like a door, revealing a path to [R48
Artificer's 2d12 Encounter Action
Strange Apparatus].
Rooms
1 Boreala Lying in wait
R49-R52 2 Navidorine Sleeping or sessile East Statue - Painted in faded blue, a man in late 20s or
Fire-Queen's early 30s, his hair is a jagged mohawk, he wears a part-mask
Arms 3 Tooth-Tooth Enter after the PCs
with one blue circular eye, a scarf made from one gigantic
4 Zoetrope Men Lost or wandering idly
R53-R56 feather over scale armour. Twin longswords are sculpted
Rosetta 5 Broken Heart Investigating the image to lean against the rear of the sculpture but he carries only
Stone a hammer. Investigation - pressing the circular mask eye
6 Wensley Shrive Fighting with (roll again)
R57-R60 makes the statue swing back like a door, revealing a path to
7 Protection Man Just leaving as you enter
Library [R59 Zoetrope Men].
8 Backup Baboons Investigating the Skeleton
R61-R64
9 Drusilla Machete Sitting or paused in thought TOMB-ROBBER'S SKELETON
Lamp
Philosopher 10 Zomi ma-ma Z’or Trapped by accident or wound
Adjacent to the closed southern doors, the tile of the wall
R65 11 Zegzor Sapreciept Enter as PCs do, alt entry point has broken away. A skeleton pokes from the collapsed pile
Sloth Nest 12 Quicksilver Talking/negotiating with (roll of soil spreading from this gap. Nearby lies an old-style
Statues again) clay lamp and a deeply corroded iron pickaxe. Its not clear
Appendices
if they were tunnelling in or out but the tunnel collapsed
upon them, trapping them in place. Speak With Dead –
There is no soul in this skeleton, or even attached to it. It is
as if the soul was stolen away. (One of an ancient demon-
driven gang of thieves, he was trying to tunnel out. His soul
was taken by Reductor and the bodies of his allies hung
upon Borealas’ Iron Tree.)
64 R5-R8: Halls of Salt
Ash Vizier R9 Introduction
The Fiasco
The Body
Field
R9 ASH VIZIER THE VIZIER - DAPFILIER The Tomb
(daap-fill-eye-er)
In the centre of this room is a cracked urn, four feet high, Encounters
tilted onto its side. Ash spills from the urn and spreads across Dapfilier stands close to whatever fire sustains him, as if he
Tomb Rooms
the white tiled floor in a pattern like widely spread wings. is very cold. The ash of his being runs into and out of his
wings and the fire in twin Mobius Strips. R1-R4
DOORS Lower Floor
▪ West – Triskelion-Locked door to [R12 Pyroclastic He needs fire to live and exist. Without it, it is as if he was R5-R8
Guardian]. (Door at the end of this passage activates a asleep or comatose. If the fire disappears, he collapses Halls of Salt
trap in that room.) Smell of Pine. once more into cold ash.
R9-R12
▪ East - Tumbler door to [R11 Mirror Maze]. Halls of Ash
▪ South - Tumbler Door to [R10 Pit Trap]. He is rather prissy, proper and polite. He will speak first
in the language of fire but speaks and understands almost R13-R16
Reductors
DAMAGE every language.
Halls
No significant damage in this room.
“Well, well well, what is this? R17-R20
THE URN Ice Demons'
How may I a s sist you?” Prison
R57-R60
It floats upward towards any source of flame or fire; Library
tendrils of the ash drift through the flame, sputtering,
R61-R64
throwing sparks which pop and drift down into the pile Some good
Lamp
where each glint of fire births single small birds. options
Philosopher
are the
These hop back and forth; curious and inquisitive Pit Trap R65
things made entirely from soft grey ash. They call in R10, the Sloth Nest
out “fire” in many languages. They are pretty cute. Pyroclastic Appendices
Guardian in
If more fire is presented; The ash awakens R12, Boreala
into a murmuration of starling-sized birds in R25 or
that spiral into and out of the fire. This Reductor
ill condenses into the body of a large in R13.
(human-height) Secretary Bird. This is
Dapfilier, the Vizier.
R9-R12: Halls of Ash 65
Introduction
The Fiasco
R10 Pit Trap
The Body
Field
The Tomb
R10 PIT The ash is so light
Encounters
TRAP that any rapid
movement causes
it to puff up into
Tomb Rooms
The floor is covered the air in occluding
R1-R4 with soft white ash, clouds. This takes
Lower Floor about two inches deep. about a minute to
R5-R8 A pit trap is hidden at the settle.
Halls of Salt centre of the room.
R9-R12
THE TRAP
Halls of Ash
DOORS
▪ North - Combination Door The centre of the room is a pit-
R13-R16 to [R9 Ash Vizier]. trap the exact shape of the room.
Reductors
▪ West – To [R40 Frieze A four-foot radius around the
Halls
of Fire]. edge of the room is solid floor.
R17-R20 ▪ East – Combination door
Ice Demons' to spiral stairs leading down The Pit is floored with ceramic spikes.
Prison to [R3 Ash Jars]. Unsteady.
R21-R24 FALLING IN
Acid Baron's DAMAGE
Cell Southern Corner – Slight wall cracking The feather-soft ash will not resist the weight
along the East and West walls turns into severe of a human being. Anyone falling into the pit
R25-R28
Boreala's
cracking and subsidence at the southern corner. will fall through the ash, as if falling through dense
Halls Strong force could break through into the Sloth cloud.
Nexus below.
R29-R32
They will not suffer damage purely from the fall.
Shadow
ENCOUNTERS
Engine
An encounter may already be present in the The ceramic spikes at the bottom of the trap will inflict
R33-R36 room, having left tracks in the ash. They may be 2d6 damage and break off in the flesh causing 1hp
Spinster- carefully edging around the pit, or about to fall right into it. damage per minute until they are removed and basic first
Bone Cage aid is applied.
R37-R40 THE ASH
Gallery DISTURBING THE ASH
of Fire The fall sends up plumes of choking, occluding ash into
Encounter on a 2 in 6. Roll when entering, if loud noise the air. It takes one minute to settle. Every violent or rapid
R41-R44
made, every ½ hour of in-game time. Use own judgement movement in the room extends this time by one round
Dancers' when incorporating agents and actions to scene.
Halls Forgo roll if you think reasonable. (so, 6 seconds, meaning ten rapid movements results in
another minute of chocking ash.)
R45-R48 2d6 Encounter Action
Artificer's 1 Protection Man Lying in wait
While the Ash is unsettled, everyone in the room is blind
Rooms
2 Wensley Shrive Enter after the PCs and must either cover their mouths in some way or save to
R49-R52 3 Zomi ma-ma Z’or Investigating the pit avoid paralysing coughing.
Fire-Queen's
4 Drusilla Machete Fighting with (roll again)
Arms
However, if the Ash fully settles over someone at the
5 Zegzor Sapreciept Fallen in the pit!
R53-R56 (Ash everywhere!) bottom of the pit, they will begin to suffocate from that
Rosetta point on, even if they are guarding their mouth.
6 Chain-Waving Talking/negotiating with
Stone Baboons (roll again)
R57-R60 GETTING OUT
Library
If the victim can move, and find their way, the trap is
R61-R64
relatively easy to climb out of - its walls are slightly
Lamp
ragged due to the subsidence.
Philosopher
R65 There are also two crawl holes, in the West and East
Sloth Nest corners of the pit trap at the lowest level. A ceramic grating
Appendices keeps these clear of ash but these can be tipped upwards.
These lead to the Trap Maintenance Tunnels, see page 24.
The Fiasco
The Body
Field
The Tomb
Encounters
R1-R4
MIRROR Lower Floor
Encounter on a 2 in 6. Roll when entering, if loud noise narrow gap in the ground. Each is nearly the size of the R37-R40
made, every ½ hour of in-game time. Use own judgement corridor. Gallery
when incorporating agents and actions to scene. of Fire
Forgo roll if you think reasonable.
The traps have decayed over time. The three in the outer
R41-R44
2d12 Encounter Action corridors have already sprung. They seem initially like Dancers'
1 Boreala Lying in wait mirrored walls. They do not entirely fill the corridor. Halls
2 Reductor Lying in wait
R45-R48
3 Protection Man Investigating the traps The six traps in the inner corridors have not yet been
Artificer's
sprung.
4 Wensley Shrive Investigating the traps Rooms
5 Zomi ma-ma Z’or Fighting with (roll again)
ACTIVATING THE TRAPS R49-R52
6 Drusilla Machete Wounded or impaired by trap Pressure tiles to each side should activate a trap once both Fire-Queen's
7 Anaracket Bonvive Wounded or impaired by trap Arms
have been pressed.
8 Obsidian Assassin Enter after the PCs same entry R53-R56
9 Zegzor Sapreciept Enter after the PCs same entry However - the blades have jammed. The weight of a Rosetta
normal person will not be enough to activate them. The Stone
10 Chain-Waving Enter as you do
Baboons through alt entrance slam of something heavy, or a kinetic shock nearby, has a 3 R57-R60
in 4 chance of releasing a blade. Library
11 Shadow-Soaked Enter as you do
Baboons through alt entrance
R61-R64
12 Flamethrower Talking/negotiating with The blades do 2d6 damage and then jam in the upward
Lamp
Skeleton (roll again) position.
Philosopher
The Fiasco
R12 Pyroclastic Trap
The Body
Field
THE PYRE
The Tomb
The Fiasco
The Body
Field
THE PYROCLASTIC WEAKNESSES
The Tomb
▪
GUARDIAN Cold. Will avoid & suffers d6 damage if forced to
endure it. Encounters
▪ Basic antimagic.
Tomb Rooms
The guardian emerges from all four jars as the fire burns, ▪ Magical weapons.
rising like black smoke and pooling in the roof, forming a ▪ Dispersal. R1-R4
cloud, then a spiral, then a serpentine body with a gawping ▪ Separation by, for instance, snapping shut doors while Lower Floor
R29-R32
There it will settle to the ground like a pile of fat black
Shadow
stinking pigs and transform to acidic ash, digesting
Engine
the swallowed individual, killing them slowly and
transforming them into a Pompei-mummy. R33-R36
Spinster-
Once it settles and transforms; 2d6 damage each Bone Cage
R45-R48
ABILITIES
Artificer's
▪ Tomb Doors Open for the Guardian
Rooms
▪ Can fly
▪ Immune to non-magical weapons. R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R13 Reductor's Sarcophagus
The Body
Field
The Tomb
R13 REDUCTOR'S SARCOPHAGUS Failing by five or more means shaking the Sarcophagus
and being cut by the chains for 1hp damage.
Encounters A sarcophagus hangs in the centre of the room suspended
in the air by a web-work of hundreds of slender, hooked Failing by ten or more means all of the above plus being
Tomb Rooms
chains attached to brackets spread across every wall at entangled. The individual will need help or a Turn of
R1-R4 every level. careful work to untangle themselves.
Lower Floor
R49-R52 In the Southern corridor to [R16]. Stepping on the first Jade and Ivory mummification tools. Worth 300c.
Fire-Queen's floor tiles activates the trap.
Arms
▪ Circular blade emerges at head height and spins down The Red Pearl Flensed Face; The last relic of a forgotten
R53-R56 the corridor. mortuary cult. If worn, the gem transports the owner in
Rosetta ▪ DEX test to leap or duck aside. dreams to a strange twilit temple full of necromantic beings
Stone ▪ Mechanism is corroded, blade itself is dull, the blade in jewelled masks. Due to its disturbing nature and foreign
R57-R60 shudders to a halt half way. Inflicts d2 blunt damage to language, this could be viewed as a kind of nightmare.
Library anyone it hits
▪ Can be re-set from the ratlines below. This dream will persist each night so long as the wearer
R61-R64
continues to wear the gem. The dream is contiguous,
Lamp
Philosopher
MOVING IN THE ROOM events and information persist within it, as if it were a small
separate world. Though the process has no ill effect upon
R65 Test DEX to move 6 ft in the room. their recovery from tiredness.
Sloth Nest
Appendices If moving very slowly, calmly, and with clear light, then However, no-one in the dream has any interest in harming
player may re-roll one failure a round until they succeed. the wearer. These are the spirits of ancient priests who only
(This models them projecting and discounting possible wish to pass on their knowledge. If the wearer manages to
courses before they actually move.) learn the language being spoken to them, and can attend,
they will slowly learn the practical skills of a mortuary cult,
Failing a DEX test means shaking the Sarcophagus. and be able to perform its services. It is as if they are going
to school in their own dreams each night. Worth 300c.
The Fiasco
The Body
Field
REDUCTOR'S GHOST SOUND
The Tomb
If she is disturbed in her Sarcophagus, a siblant screeching
(Details in her Encounter Page but repeated here for and maddened fearful ranting in the Language of Fire. Encounters
convenience.)
Tomb Rooms
Armour: as unarmoured (see ‘immunities’) FIRST GLANCE
Hit Dice: 3 A figure with hooked limbs and a black and silver face R1-R4
Hit Points: 12 crawls along the ceiling, its long hair hanging down. Lower Floor
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
VULNERABILITIES R49-R52
If her body is destroyed or Fire-Queen's
Arms
if her ghost, or corpse touches
the ground, she falls through it, R53-R56
down into a black pit which leads Rosetta
all the way to hell. Stone
R57-R60
Reductor can phase though Library
floors and walls but she cannot
R61-R64
float and must have a stable
Lamp
hold on a solid wall, ceiling, or
Philosopher
something above the earth.
R65
The floor or walls must be Sloth Nest
architecturally stable for Appendices
Reductor to risk her ‘Soul
Hook’ attack. Around unstable
structures she will hang by
three limbs or even all four, to
make certain she does not fall.
The Fiasco
R14 Lamp Trap
The Body
Field
The Tomb
R14 LAMP TRAP The only place to hide in this room is atop the iron tree,
between it and the ceiling. Anyone up there will be the first
Encounters The floor is set with blades. A strange iron tree in the centre. to be knocked out by the gas.
Tomb Rooms
This room is a mechanically complex gas trap. It can be The doors won't open while the trap is running.
R1-R4 passed with simple patience and calm.
Lower Floor THE KNIVES IN THE FLOOR
R5-R8 DOORS
Halls of Salt All doors are heavy, airtight superhard ceramic, the North Each about a foot long, very sharp, set semi-randomly
and East doors both have wheels in their centre. Both into the floor with about eight to ten inches between each
R9-R12
Halls of Ash
North and East door are mechanically linked and will open, blade.
close, lock and unlock simultaneously.
R13-R16 ▪ North - To [R31 Condensed Darkness]. Open. A Walking through the knives requires half-walking speed,
Reductors
wheel on the inside can lock it in place once closed. clear light and total uninterrupted attention. Should any of
Halls
▪ East – To [R13 Reductor]. Open. A wheel on the inside these be lacking, DEX tests must be made, with d3 damage
R17-R20 can lock it in place once closed. on each fail.
Ice Demons' ▪ West - To [R1 Delft Sentinel Five]. Black Ceramic. No
Prison handle, no combination. A crystal window in the centre THE IRON TREE
R21-R24 at head height. A lantern is burning in the centre of
Acid Baron's the door. Embossed onto the door on each side of the Exact centre of the room. Branches only at its top,
Cell lamp are two noble figures, each kneels atop a wheel and spread out like umbrella ribs or fern fronds. (A clockwork
bows, faces to the floor, with attitudes of patience and mechanism inside produces the Hydrogen gas which fills
R25-R28
Boreala's
calm, their eyes closed. Very Close Observation Only the room by dunking metal balls into acid.)
Halls - Right at the base of the door are a range of pin-prick
holes, like those of a sieve. Secret - It’s a Carbide Lamp. THE TRAP
R29-R32
If denied oxygen it will go out and the door will open.
Shadow
The black door to West, to [R1 Delft Sentinel Five] can
Engine
ENCOUNTERS be opened by denying it oxygen. Activating the gas trap and
R33-R36 then remaining calm and patient, and kneeling carefully
Spinster- between the knives, face to the floor while gas fills the
Encounter on a 2 in 6. Roll when entering, if loud noise made,
Bone Cage every ½ hour of in-game time. Use own judgement when room, will do this.
incorporating agents and actions to scene.
R37-R40
Forgo roll if you think reasonable.
Gallery 1. If either North or Eastern doors are shut, (this will hap-
2d20 Encounter Action
of Fire pen simultaneously as they are linked), the trap activates.
1 Boreala Lying in wait 2. The wheels on those doors will spin automatically and
R41-R44
2 Reductor Lying in wait lock them for the duration of the trap's cycle – two min-
Dancers'
Halls 3 Tooth-Tooth Enter after the PCs utes.
4 Broken Heart Enter after the PCs 3. A ticking and whirring emanates from inside the iron
R45-R48
5 Second Sloth Wounded or impaired tree. Then, at exact intervals, a splash, followed by a hiss-
Artificer's
ing sound like bubbles. Then a hissing like breath being
Rooms 6 Zoetrope Men Wounded or impaired
blown through pursed lips.
R49-R52 7 Backup Baboons Hiding atop the Iron Tree
4. Hydrogen gas begins to fill the room from the top down.
Fire-Queen's 8 Protection Man Hiding atop the Iron Tree
5. The room has four ‘quarters’, from top to bottom. Hydro-
Arms 9 Wensley Shrive Hiding atop the Iron Tree gen fills the room at the rate of one quarter per 30 sec-
R53-R56 10 Zomi ma-ma Z’or Just leaving as PCs enter onds. After two minutes it fills the whole room, blocking
Rosetta 11 Dancing Automata Just leaving as PCs enter the intake on the bottom of the sealed black door, deac-
Stone 12 Drusilla Machete Fighting with (roll again) tivating the lantern and opening all doors in the room.
R57-R60 13 Zegzor Sapreciept Fighting with (roll again)
Library 14 Obsidian Assassin Sitting or paused in thought
FIRE, LANTERNS AND THE TRAP
When it meets naked flame, the Hydrogen sets on fire,
R61-R64 15 Quicksilver Statues Sitting or paused in thought
burning up an equal amount of oxygen. The amount of fire
Lamp 16 Chain-Waving Enter as PCs do
damage people in the room take is 1d6 per-quarter of the
Philosopher Baboons through alt entrance
room filled.
R65 17 Flamethrower Skeleton Talking/negotiating with
(roll again)
Sloth Nest So - if the room is half-way full of hydrogen after 60 seconds,
18 Shadow-Soaked Trying to figure out
Appendices Baboons how the room works and a flame hits it, the place erupts, everyone suffers
19 Pyroclastic Guardian Trying to figure out 2d6 damage and all the remaining oxygen is removed,
(if active) how the room works opening the lamp-lock. If the room is only one quarter
20 Anaracket Bonvive – exiting as PCs leave full of hydrogen when a flame meets it, everyone takes 1d6
damage and a quarter's worth of oxygen is removed.
The Fiasco
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
WAYS TO SOLVE THE TRAP Rooms
Be Humble - Hold your breath and wait
quietly, kneeling or lying between the R49-R52
knives, waiting for the room to fill with Fire-Queen's
Arms
hydrogen. This will quench the lamp-lock
and the West door will open. R53-R56
Rosetta
Burn Everything! – allow a flame to meet Stone
the descending hydrogen, burning yourself R57-R60
but also removing the oxygen, quenching Library
the lamp-lock.
R61-R64
Lamp
Block the Holes - Blocking the tiny
Philosopher
holes in the bottom of the West door, this
quenches the lamp. R65
Sloth Nest
Smash! - Use magic or super-strength to Appendices
smash the West door or the iron tree.
The Fiasco
R15 The Urns
The Body
Field
The Tomb
R15 URNS UNSTABLE URNS
Each of the Large Central Amphorae is on its own stand.
Encounters Each wall has many shelves upon which identical small Many stands are decayed and unstable.
stone urns are placed.
Tomb Rooms
Shoving, or nudging the urn may cause it to topple and roll,
R1-R4 Big stone amphorae are ranked in rows upon individual dislodging more urns, doing d6 damage to anyone they
Lower Floor stands. Each large enough for a man to hide within. hit, potentially pinning someone in place and spilling souls
R5-R8 everywhere.
Halls of Salt DOORS
R9-R12
▪ North - To [R32 Obsidian Mirror], corridor trapped. THE SOULS
Halls of Ash
See below.
▪ West - Combination door to [R13 Reductor]. These are more tangible to those with magical senses. To
R13-R16 ▪ East - To [R54 Sloth Catastrophe]. most people they are like ghosts of spiderweb or shadowy
Reductors
mist-fine lace clumped into irregular balls.
Halls
ENCOUNTERS
R17-R20 There may be someone hiding in an Urn, or behind one, Treading on one as you hide within an urn is a bit like treading
Ice Demons' ready to push it over in a chain reaction. on cotton wool, except they might moan and groan a little.
Prison
R21-R24 Encounter on a 2 in 6. Roll when entering, if loud noise Souls released from their Urns will evaporate slowly over
made, every ½ hour of in-game time. Use own judgement an hour or more. Faster in daylight.
Acid Baron's
when incorporating agents and actions to scene.
Cell Forgo roll if you think reasonable.
2d20 Encounter Action
The Small Stone Urns – these hold the ancient souls of
R25-R28
Boreala's
those who built the Tomb. Most are peacefully sleeping.
1 Boreala Lying in wait
Halls
2 Reductor Lying in wait
The Larger Stone Urns hold the souls of Tomb-Robbers.
R29-R32 3 Tooth-Tooth Hiding in an Urn These are all from very ancient cultures and most are
Shadow 4 Broken Heart Hiding covered in Ash common thieves or low-rent scoundrels who happened
Engine
5 Second Sloth Enter after the PCs upon the Tomb by chance.
R33-R36 6 Zoetrope Men Enter after the PCs
Spinster- 1 in 6 are the souls of Demon-Worshippers. The body of one
7 Backup Baboons Hiding behind an Urn
Bone Cage of these is hanging in [R28 Shrike]. If spoken to via magic it
8 Protection Man Wounded or impaired
R37-R40 will try to persuade the PCs to retrieve its body there, hoping
9 Wensley Shrive Wounded or impaired
Gallery they encounter the Iron Badge lying in the remains.
of Fire 10 Zomi ma-ma Z’or Just leaving as PCs enter
R41-R44
11 Dancing Automata Just leaving as PCs enter THE NORTH DOOR
12 Drusilla Machete Fighting with (roll again)
Dancers'
Halls 13 Zegzor Sapreciept Fighting with (roll again) Slight trickles of blood from beneath this door. This door
14 Obsidi n Assassin Sitting or paused in thought opens easily. In the middle of the corridor is what looks to
R45-R48
15 Quicksilver Statues Sitting or paused in thought
be a squashed Baboon.
Artificer's
Rooms 16 Chain-Waving Sifting and examining
Baboons the Ash THE OBSIDIAN ASSASSIN
R49-R52 If the PCs have not encountered the Obsidian Assassin yet,
17 Flamethrower Sifting and examining
Fire-Queen's it will be at the corridor's end, having stolen the image of
Skeleton the Ash
Arms
18 Shadow-Soaked Enter as PCs do another tomb invader. Most likely they will see an image of
R53-R56 Baboons through alt entrance Anaracket Bonvive standing silently at the corridor's end
Rosetta 19 Pyroclastic Guardian Talking/negotiating with before the trap activates.
Stone (if active) (roll again)
The Fiasco
The Body
Field
EVASION AND DEACTIVATION DOORS
The Tomb
Dive back – a save or test should be required for a safe ▪ North - To [R13 Reductor]. Corridor trapped. Trap will
dive back into room [R15 Urns]. fail. Encounters
▪ West – Combination Lock. Staircase Doors to [R4
Tomb Rooms
Notice the Tilting Flagstone and Dive Forward - If, as Reverse Furnace] have been cracked open by the
the roller sets down, in the one-second pause before it rolls tendrils of the mechanism growing from within. R1-R4
forward, someone dives forward, over the dead Baboon, ▪ East – Partially collapsed passage to [R55 Meditation Lower Floor
onto the large tilting tile, this will give way, dropping them Sphere], passage is clearly unstable. R5-R8
into a pit beneath. Halls of Salt
DAMAGE R9-R12
The roller passes overhead. The Eastern wall is badly subsided. Strong force might Halls of Ash
collapse it into the sloth tunnel below.
In the pit is a small sculpture of an armoured woman, head R13-R16
Reductors
bowed, on one knee, sword held before her, tip-down. CORRODED TRAP
Halls
Examination or fiddling with the statue reveals the sword
is a lever. Pulling the lever deactivates the trap and opens a In the Northern corridor to [R13 Reductor]. Stepping on R17-R20
hidden crawlway to the ratlines. the first floor tiles activates the trap. Ice Demons'
▪ Circular blade emerges at head height and spins down Prison
the corridor.
R16 CRACKED WALL ▪ DEX test to leap or duck aside.
R21-R24
Acid Baron's
▪ Mechanism is corroded, blade itself is dull, the blade Cell
The floor is strewn with rubble from the roof. Cracks lead shudders to a halt half way. Inflicts d2 blunt damage to
R25-R28
to the eastern wall. anyone it hits Boreala's
▪ Can be re-set from the ratlines below. Halls
Tendrils of a strange mechanism emerge from the western
R29-R32
door and spread across the ceiling.
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R17 Warded Room
The Body
Field
The Tomb
R17 WARDED ROOM If the PCs have not encountered Anaracket Bonvive
at length, she will be present here, in the act
of opening the northern door.
Encounters Unnervingly silent, refrigerator-cold and coated with ice.
Encounter on a 2 in 6. Roll when entering, if loud noise
Golden symbols glow beneath the frozen sheen. A Great made, every ½ hour of in-game time. Use own judgement
Tomb Rooms
Warded Door to the north. All magic quenched. when incorporating agents and actions to scene.
R1-R4 Forgo roll if you think reasonable.
Lower Floor DOORS 2d4 Encounter Action
R5-R8 ▪ North – Triskelion-Locked, multiply-warded stone 1 Anaracket Bonvive Wounded or impaired
Halls of Salt door to [R18 Ice Demons].
2 Protection Man Fighting with (roll a d4)
▪ Sheened with ice, sealed with frozen wax. The ice
R9-R12 3 Demon Worshippers Opening the northern
Halls of Ash
must be melted or smashed (AC 12, 12 hp) to access door!
the keyhole. Those with any magical knowledge will
R13-R16 4 Demon-Possessed Talking/negotiating
see very clear and explicit warning signs – "DO NOT Baboon with (roll a d4)
Reductors
OPEN".
Halls
▪ Opening this door activates the Skeletons in [R20
R17-R20 Skeletal Mess]. There are ten and they take five These symbols cause the magical nullification effect in
Ice Demons' minutes to fully awaken. this room.
Prison ▪ West - Combination door to [R19 Frozen Corpses].
R21-R24 ▪ East - To [R20 Skeletal Mess]. If the ice were removed, the more valuable parts of the
Acid Baron's symbols made of polished jasper, gold leaf and lapis-lazuli,
Cell THE SILENCE could be carefully chipped away for a value of 500c.
R25-R28
Boreala's
The intense quiet is creepy and unnerving, anyone here This would end the magical nullification effect and the
Halls alone can hear their joints working against each other and madness and intrusive thoughts experienced in [R18 Ice
their scalp moving over their skull. Demons] would slowly expand throughout the tomb.
R29-R32
Shadow
THE ICE ANTI-MAGIC
Engine
R33-R36 Slender blades of icicles spear down from micro- Magical effects cast in this room will either fail,
Spinster- cracks and nearly touch ice-spears rising from rebound upon their wearer or bounce randomly
Bone Cage the floor below. The ice on the walls is at between the walls, whichever the DM finds
R37-R40 least an inch thick in most places. It could more entertaining.
Gallery be melted off or possibly shattered by
of Fire strong enough percussive force. Magical effects brought into this room
will be quenched, so characters who
R41-R44
Dancers' THE WARDED WALLS are cursed or charmed will be freed
Halls from those effects here.
Beneath the ice in the walls and
R45-R48
floor are interlaced hexagrams, Demonic or extra-planar
Artificer's
heptagrams, pentangles, red creatures will operate at half
Rooms
fire symbols and bright gold their potency while in this
R49-R52 suns. Those with magical room, or simply fall asleep.
Fire-Queen's knowledge will see warding
Arms
and nullification signs of
R53-R56 many kinds.
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
R18 ICE DEMONS THEIR WEAKNESSES
The Tomb
▪ Can only perceive negative thoughts and capacities.
This cold, lightless, desert-dry room holds madness, ▪ Bad liars. Encounters
whispers, freezing temperatures and three cracked masks. ▪ They are addicts.
Tomb Rooms
▪ They hate each other.
FIVE MINUTES TILL BLACK SKELETONS R1-R4
When the door to this room is opened, the Ten Black With drives they will have trouble repressing even for a Lower Floor
Skeletons in R20 will being to animate. They awaken in brief time; R5-R8
five minutes, and will then try to cleanse the tomb and close Halls of Salt
the door, locking the Ice Demons within. The marching Hexafloric Repugnance; “Chiiildrenn, bring me chilldren
R9-R12
of their bony feet will be audible, but might be confused pleasssssee.” Halls of Ash
with the Demon's illusions.
Zero Tenth-Decimal R13-R16
Reductors
STRANGE SOUNDS Endless Recursions; “Pain
Halls
1. Someone is whispering, but you he he ha, does it hurt does
cannot be certain of who. it HA HOO HOOO HAH, R17-R20
2. A ticking and scratching show me pain I beg thee.” Ice Demons'
from behind the walls. Prison
3. Distant sounds of alarm. Triple-Point R21-R24
4. Footsteps of someone in Star Of Fear Acid Baron's
the southern corridor. Inaccessible; “Art Cell
thou afeared, tis
R25-R28
WATER BOILS, terrible, such a Boreala's
BREATH MISTS burden, let me Halls
Any held water begins to take it, just a
R29-R32
cold-boil, brimming out of kiss, a little kiss, a
Shadow
its container, turning to a cold blessing..”
Engine
steam and visibly drifting towards the masks.
MUTUAL HATRED R33-R36
Breath mists in the air and flows towards Spinster-
these masks where it accretes, like a slow 3D “No, no, NO! I MUST BE Bone Cage
printer. R37-R40
FREE! NOT THAT ONE! FREE Gallery
THE MASKS of Fire
Three cracked masks. One in the northern corner ME! FREE MEEEE!! TRAITOR!!” R41-R44
and one each in the centre of the western and Dancers'
eastern wall. COUNTDOWN TO Halls
REANIMATION
R45-R48
EXPOSURE TIME
Artificer's
▪ 10 seconds - Feel strange, almost heady. As soon as moisture-laden air can enter they
Rooms
▪ 30 seconds – Any PC or NPC who has suffered a slowly reform gnarled bodies of Ice. The
mental illness will feel their thoughts and perceptions changes are visible. The whispers get louder. R49-R52
altering. It is still possible for them to willingly leave (If someone actually wears a mask, the Demon Fire-Queen's
Arms
the room. immediately possesses their body).
▪ 60 seconds; (d3); 1. Intense anger at previous betrayals R53-R56
or the failures of others. PC must test or bring up Count Down from 1o. Mark; Rosetta
this incident again. 2. Intense flashbacks to shameful ▪ Every time a living being touches a mask. Stone
memories. PC must test or be lost in memories, they ▪ Every Minute that a breathing being stands in the room. R57-R60
are described by the DM as if they were taking place. ▪ Every Hour the stone door is left open. Library
3. Feelings of worthlessness and suicidal ideation. PC ▪ Every Week that the seal is broken.
R61-R64
must test or explain themselves to a parental figure, this
Lamp
individual is not visible or audible to others. At Zero they Reanimate, their worshippers awaken and will
Philosopher
be free in d4 turns. Further details in their Encounter Entry.
THE DEMONS SPEAK R65
Sloth Nest
The Demons speak within the mind, pretending to be part REINFORCED WALLS Appendices
of a character's own inner voice. They will promise, threaten,
beg, offer secrets, spread mistrust, whatever they can. The walls, floor and roof are granite blocks, stronger and
thicker than the rest of the tomb. They are inscribed with
All the Demons need is for the PCs to just leave the stone runes of warding and stasis but magic is not blocked here
door open. (Though also want water, for their mask to be as in the warding room.
worn, or freedom by some other method). They will do
whatever they can to prevent the PCs from realising this.
R17-R20: Ice Demons' Prison 77
Introduction
The Fiasco
R19 Frozen Corpses
The Body
Field
The Tomb
R19 FROZEN CORPSES They range across ethnicities and cultures but the majority
are clothed either as steppe nomads or as silk-wearing city
Encounters This room is freezing cold and packed with thirty chained people. The nomads are tattooed on visible skin with the
bodies. Passage from door to door is possible by turning shapes of altered beasts.
Tomb Rooms
side-on and edging between the bodies. They brush against
R1-R4 whomever passes through. Frozen fingers twitch. EXAMINING THE MUTILATIONS
Lower Floor Careful examination reveals three distinct types;
R5-R8 DOORS
Halls of Salt ▪ East – Combination door to [R17 Warded Room]. Type One – Blinding. Done via a variety of methods,
▪ South – To [R22 Urns of Salt], door at the end of this eyes excised, hammered with silver nails, blindfolded
R9-R12
Halls of Ash
corridor is barred on the other side. with ancient seals, eyes stitched shut etc. Most associated
with children, women carrying mummified children and
R13-R16 ENCOUNTERS garlands of mummified babies and with pregnant women.
Reductors
A bold or intelligent foe might try to hide amongst the
Halls
bodies. This may be foolish as, though bound, the bodies Type Two - Muting. Associated with adults and with
R17-R20 are still active. They will be given away by their breath. some paired or triple bodies locked in what seems like
Ice Demons' an embrace. Mouths warded with piercings and bindings
Prison on lips, spiked lips, jaws nailed shut, faces studded with
Encounter on a 2 in 6. Roll when entering, if loud noise made,
R21-R24 =
of in-game time. Use own judgement when incorporating outward spikes, heads caged.
Acid Baron's agents and actions to scene. Forgo roll if you think reasonable.
Cell 2d12 Encounters Action Type Three - Lung, throat and tongue excision. Wide
1 Boreala Lying in wait association. Chests and throats opened and some variety of
R25-R28
Boreala's
lung, throat, voicebox and tongue removal. Usually at least
2 Reductor Enter after the PCs
Halls two of these, often all three.
3 Tooth-Tooth Wounded or impaired
R29-R32 4 Broken Heart Fighting with (roll again) BACKGROUND
Shadow 5 Protection Man Just leaving as PCs enter These are the most potent worshippers and thralls of the
Engine
6 Wensley Shrive Sitting or paused in thought three Demons imprisoned in [R18 Ice Demons]. Their
R33-R36 7 Zomi ma-ma Z’or Investigating the Bodies bodies are so rank with evil that even their physical
Spinster- destruction might cause their spirts to pollute the earth. If
8 Drusilla Machete Enter as PCs do, alt entry point
Bone Cage burnt the ash could poison wherever it lies. Destroying the
9 Obsidian Assassin Talking/negotiating with (roll again)
R37-R40 bodies might also free these evil souls to live as immaterial
10 Anaracket Bonvive
Gallery Talking/negotiating with the horrors, or send them straight to their demonic masters,
11 Zegzor Sapreciept
of Fire sibilant whispers of the Ice thusly empowering them.
12 Demon-Possessed Demons!
R41-R44 Baboons
Dancers' IF THE DEMONS AWAKEN
Halls
THE BODIES The bodies of their worshippers reanimate and start working
R45-R48
on their chains which, after d4 turns, will start to fracture.
Artificer's
30 in total. Strung standing up with chains running from
Rooms
corner to corner, looping through manacles, wrapped and STATS (Given here for convenience. Further details on
R49-R52 running through bodies, latched onto fetters or flesh piercings. their Encounter Page)
Fire-Queen's A silent pandemonium of mutilation, mummification and
Arms
freezing flesh. Except… not quite silent, and not quite still… Armour: unarmoured
R53-R56 Hit Dice: 2
Rosetta FIRST GLANCE Hit Points: 10
Stone ▪ All are chained Damage: 1d6 bite or strangle, soul-poison on a crit.
R57-R60 ▪ The cold in this room emanates from them. Morale: 10 (see ‘Turning’)
Library ▪ They are undead. Speed; very slow.
Stat as: Zombie
R61-R64
They twitch and shuffle. These creatures move, though Turning: Will not flee but can be held at the
Lamp
only slightly. They are distantly aware, as if half-sleeping. boundary of the Clerics power.
Philosopher
There are souls bound to these things. Smell; Something ghastly and rotting, Like a bar-
R65 rel holding salted meat kept in the sun.
Sloth Nest CLOSER LOOK Sound; An uneven tapping, dragging and wet
Appendices Even frozen, the corpses have decayed less than they should sliding, with a subvocal “guh … guh … guh”
have. They have aged less than the chains holding them. Some Sight; a vile, mummified, mutilated, frozen
are like bog mummies, browned and hollowed, others like famine corpse, torn free from some unknown fasten-
victims with sunken eyes and lips pulled back, one or two could ing, moving and crawling as if still alive!!! The
almost be very thin, very anguished living people. creature's flesh is thawing out! It leaves a terrible
smear-trail of melted flesh!
The Fiasco
The Body
Field
R20 SKELETAL MESS Originally a pathway lead from each door and met in the
The Tomb
centre of the room, with every other space filled with
Freezing cold, black soot, scorched bone and the remains ranked skeletons. Now the place is ruined, one need only Encounters
of armoured flamethrowing skeletons. Something has pick a way through the skeletal mess.
Tomb Rooms
trampled, crushed and ruined everything. Bones and
hardwood armour are splintered and scorched black.. PREMPTIVE ACTIVATION R1-R4
Burn marks run up the walls and pool in the ceiling. Bone The disturbance of the tomb has half-awoken the Ice Lower Floor
crunches underfoot. Demons and so one or two of the Skeletons may have semi- R5-R8
woken in response and may be encountered wandering the Halls of Salt
DOORS tomb a little like aggressive sleepwalkers.
R9-R12
▪ West - To [R17 Warded Room]. Halls of Ash
▪ South - To [R24 Fine Black Silk]. For encountering the Black Skeletons when active, turn to
▪ Dimensional Tear – A Backward Tear (hard to access) their Encounter Page R13-R16
Reductors
to [R31 Condensed Darkness].
Halls
▪ Dimensional Tear – A Forward Tear (easy to access) Stats given here for convenience.
to [R27 Bird-Headed Man]. R17-R20
Armour: as plate Ice Demons'
Encounter on a 2 in 6. Roll when entering, if loud noise Prison
made, every ½ hour of in-game time. Use own judgement Hit Dice: 1
when incorporating agents and actions to scene. Hit Points: 6 R21-R24
Forgo roll if you think reasonable. Damage: 1d6 hooks, 1d6 fire Acid Baron's
2d12 Encounters Action Morale: - Cell
1 Boreala Lying in wait Stat as: armoured undead
R25-R28
2 Reductor Enter after the PCs Guardian: can sense evil and will prioritise su- Boreala's
3 Tooth-Tooth Wounded or impaired pernaturally evil creatures over the PCs, if present. Halls
4 Broken Heart Fighting with (roll again) R29-R32
5 Protection Man Just leaving as PCs enter Shadow
6 Wensley Shrive Sitting or paused in thought Engine
BACKGROUND R65
These Black Skeletal Guards were made from the bravest Sloth Nest
and most loyal soldiers of the Queen of Fire. Appendices
The Fiasco
R21 Mordant Kaust
The Body
Field
The Tomb
R21 MORDANT KAUST SPEAKING WITH KAUST
Encounters Breath frosts in plumes, the ceiling a nest of jagged icicles. Kaust is reasonable and persuasive. He speaks the truth.
In the centre, locked in four great chains of blue-white ice
Tomb Rooms
is a partly-flensed body made of dirty yellow-green snow. WHO ARE YOU?
R1-R4 It is alive. In a voice like ancient bubbling corrosion, yet not ▪ “I am Baron Mordant Kaust. A long-imprisoned foe of
Lower Floor without charm, it speaks; the Queen whose tomb this is.”
The Fiasco
The Body
Field
OTHER VISITORS
The Tomb
▪ “Some entity of great power broke into the Tomb, a
cousin of the Ice Demons, though instead of freeing Encounters
them, or me, it attempted to destroy the Tombs Guardi-
Tomb Rooms
ans first, beginning with the strongest.”
R1-R4
▪ “Recently some animal, some snuffling something, has Lower Floor
R65
Sloth Nest
Appendices
The Fiasco
R22/23 Salt Urns/Thorn Sky
The Body
Field
The Tomb
THE VOICE OF KAUST R23 THORN SKY
Encounters All these rooms echoe with a deep voice, like fizzing or Bronze and copper vines and roses adorning the walls and
gurgling, yet not without charm. ceiling. The floor is nondescript grid of 64 triangular plates.
Tomb Rooms
R37-R40 This cold room contains several large but fragile salt urns. One third of the triangle grids are trapped. Stepping on
Gallery A large counterweight hangs in the middle. The northern one with more than the weight of a dog activates the
of Fire door is trapped. A strange voice echoes. mechanism. d6;
R41-R44
Dancers' DOORS 1-3 – Mechanism jams, propelling the victim half way to
Halls Each doorway in this room is flanked by two huge urns, the roof before shuddering to a stop and freezing in place
one on each side. Set with their bases at waist height, these as a solid column in the room.
R45-R48
are tilted slightly so should they tip, each will fall towards
Artificer's
the other. 4-6- Mechanism launches the victim into the thorns
Rooms
▪ North - Barred (this side) door to [R19 Frozen which despite appearance will remain firmly in place. D6
R49-R52 Corpses]. Cold. Trapped. damage. It then smoothly retracts. Should the PC fall from
Fire-Queen's ▪ West - To [R26 Dead Spiders] (maybe a breeze). the thorns, another d4 damage.
Arms
Cold. Trapped.
R53-R56 ▪ East - To [R21 Mordant Kaust]. Door at the end is The mechanism takes a few seconds to ratchet back into
Rosetta locked and sheened with ice. place and can be safely stepped on for up to a minute
Stone afterwards.
R57-R60 TRAP
Library
A large counterweight hangs in the direct centre of the
R61-R64
room. Set to fall if the door leading North to [R19 Frozen
Lamp
Corpses] is opened.
Philosopher
R65 This tips the urns flanking each door, causing them to tilt towards
Sloth Nest each other and crash, spreading salt across each boundary.
Appendices
This trap should do no serious damage to standard humans.
The Frozen Corpses from R19 will be unable to cross it.
The Fiasco
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
R24 FINE BLOOD Lower Floor
83
Baboons with the Voice of Kaust
R21-R24: Acid Baron's Cell
Introduction
The Fiasco
R25 Bronze Trees
The Body
Field
The Tomb
R25 BRONZE TREES MOVING THROUGH THE ROOM
Encounters Sculpted bronze trees fill this room. If Boreala is present, The metal branches make movement slow and difficult,
the trees are set with brass, bronze and Verdigris-stained unless one crouches or crawls beneath them.
Tomb Rooms
copper leaves.
R1-R4 BOREALA
Lower Floor As Boreala sleeps, the leaves alight upon the trees. As she Armour: as chain (see immunities below)
R5-R8 awakens when disturbed, the leaves begin to shiver and Hit Dice: 5
Halls of Salt shake before whirling into the shape of the Fall Witch. Hit Points: 17
Damage: d6 6ft area & can pluck into the air
R9-R12
Halls of Ash
DOORS Morale: 9
▪ North - To [R26 Dead Spiders]. Stat as: magical swarm
R13-R16 ▪ West - To [R27 Bird-Headed Man]. Immunity: most normal attacks. Magic,
Reductors
▪ East - To [R28 Shrike]. (Loose flagstone. In the middle damaging, or containing her leaves will harm her.
Halls
of the passage a flag can be leavered up and gives Plucked Into the Air: Borala picks up
R17-R20 access to the Trap Maintenance Tunnels (See page 24)) a target and carries them away to [R28
Ice Demons' ▪ Man-sized hole – Hard to spot. Hidden near the roof Shrike] (locked & tumbler doors open
Prison of the Northern Wall. This provides access for Boreala for her,) and hangs them from her Iron
R21-R24 to reach [R26 Dead Spiders] without passing through Tree.
Acid Baron's the doors. ▪ Before hoisting the individual up, Boreala
Cell cuts the straps of heavy packs & smooth
R25-R28
ENCOUNTERS armour, this takes a round.
Boreala's
If Boreala is alive and is not currently being encountered ▪ Targets first any NPC with a desired
Halls elsewhere in the maze, she will be here. item or knowledge.
▪ Smooth, dense targets can save to
R29-R32
If further encounters are required, see below; avoid being picked up.
Shadow
▪ Once hung on the Iron Tree
Engine
the target is incapacitated,
Encounter on a 2 in 6. Roll when entering, if loud noise made,
R33-R36 every ½ hour of in-game time. Use own judgement when semi conscious, and
Spinster- incorporating agents and actions to scene. Forgo roll if you reduced to 1hp.
Bone Cage think reasonable.
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
R26 DEAD SPIDERS The Tomb
Encounter on a 2 in 6. Roll when entering, if loud noise made,
every ½ hour of in-game time. Use own judgement when
When depressed and sleepless Boreala roams the dungeon incorporating agents and actions to scene. Forgo roll if you Encounters
and collects spiders, dropping them in this room as a kind think reasonable. Tomb Rooms
of petting zoo. The dense spiderwebs obscure a simple 2d8 Encounter Action
tripwire in the centre which seals the chamber. R1-R4
1 Reductor Lying in wait Lower Floor
Burning the Webs – fills the room with smoke. Does 1d6 R33-R36
damage to anyone in the webs, or wrapped in them. Spinster-
Bone Cage
R65
Sloth Nest
Appendices
The Fiasco
R27 Bird-Headed Man
The Body
Field
The Tomb
R27 BIRD-HEADED MAN THE BIRD-HEADED MAN;
Austere. Cross-legged on the plinth. A cloak of falling
Encounters On the western wall is a bird-headed statue surrounded by feathers frozen in time, each layered in bright colours like
a floating halo of stone fragments and bronze leaves. a laminated slide. In his lap, a whirl of glass, like a small
Tomb Rooms
tornado held like a monarchs orb. Very-tiny leaves are
R1-R4 In the eastern corner, the statue of a woman. visible inside.
Lower Floor
R5-R8 The floor is torn and scattered with strange debris. Strong METAL FEMALE STATUE
Halls of Salt pine and resin smell. (If the trap in [R12, Pyroclastic
Guardian], has been activated, the pine and resin smell A woman in a dress of falling leaves, her arms raised above
R9-R12
Halls of Ash
will be smoke, fire and heat). her head, holding a spiral of stone. In the centre of the spiral,
eight feet off the ground, is a square black keyhole - (for a
R13-R16 DOORS Tomb Key). The statue is badly scarred, worn and chipped.
Reductors
▪ East - To [R25 Bronze Trees]
Halls
▪ South - To [R11 Mirror Maze]. A Tomb Key in this lock will release the stasis field around
R17-R20 ▪ Dimensional Tear – A Forward Tear (easy to access) the Bird-Headed Man.
Ice Demons' to [R12 Pyroclastic Guardian]. Pine smell.
Prison ▪ Dimensional Tear – A Backward Tear (hard to access) (Destroying the statue, or getting it out of this room, would
R21-R24 to [R20 Skeletal Mess]. Soot and burn marks. also do it. Though it is very heavy.)
Acid Baron's
Cell DEBRIS VECTOR ZEPH
Something has torn up parts of the floor with huge claws.
R25-R28
Boreala's
Fragments of stone, but also shards of old soot-blackened bone. Releasing the stasis field frees the Bird-Headed Man. It
Halls also releases all the material and stuff in the stasis field at
ENCOUNTERS the original speed and direction of its entry. There will be a
R29-R32
Residents of the tomb will be careful of the stasis field burst of chaotic movement.
Shadow
around the statue of the Bird-Headed man. Visitors may
Engine
not realise it is there. Zeph is the Life Partner of Boreala, the
R33-R36 Fall Witch, held here with the Glass Seal
Spinster- Encounter on a 2 in 6. Roll when entering, if loud noise which holds her
Bone Cage made, every ½ hour of in-game time. Use own judgement in bondage.
when incorporating agents and actions to scene. Forgo roll
R37-R40 if you think reasonable.
Gallery The first thing Zeph
2d8 Encounter Action
of Fire will do if freed is to
1 Boreala Talking with..
immediately destroy the
R41-R44
2 Reductor Lying in wait glass seal, smashing
Dancers'
Halls 3 Broken Heart Fighting (roll again) it upon the ground.
4 Second Sloth Examining stasis bubble This will free Boreala,
R45-R48
allowing her to
Artificer's 5 Shadow-Soaked Enters after PCs via alt door
Baboons condense into her
Rooms
6 Anaracket Bonvive - escaping through alt exit.
natural form. They
R49-R52 will then both seek
Fire-Queen's 7 Flamethrower Skeleton - surprise entry through vortex
to R20
the open air and
Arms
fly off into the sky,
8 Pyroclastic Guardian (if active) - surprise entry through
R53-R56 vortex to R12 holding hands - a
Rosetta happy ending!
Stone
The Fiasco
The Body
Field
R28 SHRIKE Encounter on a 2 in 6. Roll when entering, if loud noise The Tomb
made, every ½ hour of in-game time. Use own judgement
In the centre is an iron thorn tree. Bones lie beneath. when incorporating agents and actions to scene. Forgo roll Encounters
Desiccated bodies hang upon the thorns. if you think reasonable.
Tomb Rooms
2d6 Encounter Action
DOORS 1 Navidorine Lying in wait
R1-R4
▪ West - To [R25 Bronze Trees]. (Loose flagstone. In Lower Floor
2 Protection Man Enter after PCs
the middle of the passage a flag can be leavered up and R5-R8
3 Wensley Shrive Wounded or impaired
gives access to the Trap Maintenance Tunnels (See Halls of Salt
page 24)) 4 Anaracket Bonvive Already impaled on the tree
R9-R12
▪ East - To [R23 Thorn Sky]. 5 Shadow-Soaked Baboons Already impaled on the tree
Halls of Ash
▪ South - To [R12 Pyroclastic Guardian]. 6 Demon-Possessed Enraptured/Drawn by the
Baboons Iron Badge R13-R16
Reductors
DAMAGE
Halls
Slight cracking, eastern corner.
THE IRON BADGE R17-R20
ENCOUNTERS A simple iron badge. On one side has been scratched a Ice Demons'
Boreala - if not currently being encountered elsewhere in star bearing a certain number of points. On the obverse Prison
the tomb, she is next door in [R25 Bronze Trees]. Noise is something in the language of fire. Cold when held R21-R24
or disturbance will draw her attention. regardless of the temperature of the environment. Acid Baron's
Cell
Any beings recently taken by Boreala will be hanging on the It is impossible to count the number of points.
R25-R28
Iron Tree in the centre of the room, they may still be alive. Boreala's
And very hard to stop. Halls
THE IRON TREE
R29-R32
Thoughts occur. Flashbacks to shameful memories. Anger.
Shadow
Black Iron, nearly as tall as the room. Forged in perfect Suspicion of others. Anyone who began the count will not
Engine
simulation of a crabbed, knotted, ancient stand of wood. reveal the star to others - they will certainly try to steal
Low, thick-trunked, with spiderous branches splintering it. But the owner knows the answer to the mystery is R33-R36
from its crown and recurving like biting jaws. All jagged somewhere in this tomb, in the warded rooms in the Spinster-
and studded with vile black iron thorns, each curved northern point. Bone Cage
Appendices
The Fiasco
R29 Dragonbone Staff
The Body
Field
The Tomb
R29 DRAGONBONE STAFF In the centre of the rings, vertical and hovering, is a Black
Dragonbone Staff. It’s possible to reach in and feel it
Encounters Magical darkness flows from this room like fog. In the gently turning.
centre is the Occlusion Engine from which it flows,
Tomb Rooms
powered by a Black Dragonbone Staff. Removing the PULLING THE STAFF OUT
R1-R4 staff collapses the engine, and opens the Tomb to
Lower Floor magical searching, by the PCs, and others... A strong grip and a sharp yank will do it.
R5-R8
Halls of Salt DOORS (Magically-skilled or thiefy PCs will be able
▪ North - To [R30 Black Bones]. to intuit that pulling out the staff will shut
R9-R12
Halls of Ash
▪ West - To [R31 Condensed Darkness]. down the rings, likely causing them to
▪ East – To [R32 Obsidian Mirror]. fall.)
R13-R16
Reductors
DAMAGE The Rings Collapse; “BOOM”
Halls
Some cracking and mild subsidence eastern
R17-R20 corner. 3d6 damage to anyone with their
Ice Demons' arm still sticking in there. Damage
Prison ENCOUNTERS can be reduced if the player is
R21-R24 willing to lose the arm.
Acid Baron's Encounter on a 2 in 6. Roll when entering, if loud
Cell noise made, every ½ hour of in-game time. Use own The Shadows Evaporate - The room, and
judgement when incorporating agents and actions
to scene. Forgo roll if you think reasonable. all nearby rooms, become as clear as natural
R25-R28
Boreala's
physics would allow.
2d6 Encounter Action
Halls
1 Reductor Stalking PCs
The Tomb's Invisibility to Magic
R29-R32 2 Protection Man Enter after the PCs Disappears - the PCs can now use magic
Shadow
3 Drusilla Machete Fighting (roll again) to investigate the tomb, except for [R17
Engine
4 Obsidian Assassin Investigating/ Warded Room].
R33-R36 Searching
Spinster- 5 Demon Worshippers Enter as PCs do So can anyone else, including the
Bone Cage through alt entrance servants of the Ice Demons, the
R37-R40 6 Shadow-Soaked Talking/negotiating Blue Glass Merchant Company
Baboons with (roll again) and general Tomb Robbers.
Gallery
of Fire (Effectively a magical Google
R41-R44
THE DARKNESS Alert goes off).
Dancers'
Halls It drips from the walls like condensing steam. The darkness THE BLACK
almost has a sound, like a heartbeat deeper and slower DRAGONBONE
R45-R48
than anything which can be heard or felt. STAFF
Artificer's
Rooms
Obviously magical, this darkness is the source of the tomb's ▪ Looks cool as shit,
R49-R52 invisibility to scrying and other magics of detection. this is some top-tier wizard business.
Fire-Queen's ▪ Can change its form and size into any
Arms
Lamps illuminate a three-foot radius. Shadow-fingers common object of similar mass which
R53-R56 press in against that boundary. By the Occlusion Engine a can be grasped, though it will always
Rosetta lamp only shows a two-foot radius. be black. (Including any handheld solid
Stone weapon).
R57-R60 THE OCCLUSION ENGINE ▪ While held it can cast an illusion that
Library will cause its holder to look, smell and
In the centre of the room; four heavy obsidian rings, feel like any non-specific humanoid
R61-R64
stacked vertically, floating magically, each above the other, of similar mass. The illusion is never
Lamp
and counter-rotating. someone known to anyone else. They
Philosopher
will be a stranger. The illusion may be
R65 The shadow thrums, it’s almost tangible. cast or ended at will and may persist so
Sloth Nest long as the staff is held.
Appendices The rings are etched with the runes and glyphs of spellcraft.
They move like slow machine parts. The rings are HEAVY.
Though they move slowly, reaching between them is like
reaching into a slowly turning engine.
The Fiasco
The Body
Field
R30 BLACK BONES THE BONES
The Tomb
Thick darkness flows from the south and winds through The bones are matte black, hard to see in the gloomy Encounters
this room like skeins of black mist. The walls scratched and room. They are HUGE, scattered about like a giant chicken
Tomb Rooms
worn by giant claws. Giant, chewed and splintered matte- dinner in a bin. The ribs stick up and lean precipitously.
black bones fill the room like a collapsed play-park. The Everything has been gnawed on. R1-R4
floor is a foot deep in boneshards and soil. Lower Floor
The huge ribcage, mammoth legs and leviathan spine form R5-R8
Yet at points, the soil seems to glitter. the centre of the field of obstructive detritus in the room Halls of Salt
centre.
R9-R12
DOORS Halls of Ash
▪ West - To [R24 Fine Black Silk]. These are the Bones of a Dragon. Or at least, most of its
▪ South - To [R29 Dragonbone Staff ]. bones. The black Dragon Skull makes that clear. R13-R16
Reductors
▪ South-East - Sloth hole. (Hard to spot).
Halls
▪ South-East Corner - Sloth Hole (Hard to spot). Beneath the Dragon's Skull is a small ebony chest. It
has been broke and splintered by the sloth, its contents R17-R20
DAMAGE mixed with the soil and debris. Ice Demons'
Subsidence – the western wall, northern corner and Prison
eastern corner are badly cracked. A single black pearl remains rattling in the broken box. R21-R24
Acid Baron's
There are two big holes leading to Sloth Tunnels. THE SOIL Cell
R25-R28
The Sloth has backfilled this room with tunnel-dirt, A mess of soil, stone, boneshards, ceramic fragments and Boreala's
scratched the walls, chewed on the dragonbones and ravenwing coloured dragonscales. The treasure in the Halls
generally made a massive mess. ebony box; black diamonds and black pearls, has been
R29-R32
mixed thoroughly with the soil. One item in the room, the
Shadow
ENCOUNTERS Dragon's Eye, is pearly white, but it is hidden deep beneath
Engine
Almost anything could be hiding in the darkness and chaos, the piled detritus.
though, unless it can see in the dark, it will find it hard to R33-R36
get around silently. Hidden in the Soil are; Spinster-
Bone Cage
▪ 10 black diamonds worth 100 c each.
R37-R40
Encounter on a 2 in 6. Roll when entering, if loud noise ▪ 100 black pearls worth 5 c each
made, every ½ hour of in-game time. Gallery
Use own judgement when incorporating agents and ▪ 1,000 black dragonscales worth, on average, 1 c of Fire
actions to scene. Forgo roll if you think reasonable. each.
R41-R44
2d6 Encounter Action ▪ The Dragon's Eye - about the size Dancers'
1 Reductor Stalking PCs of an apple, it glows with a feral grey Halls
2 Second Sloth! Lying in wait opalescence. Holding it up to your
R45-R48
eye and looking through it allows
3 Protection Man Enter after the PCs Artificer's
you to see through darkness, even
4 Obsidian Assassin Fighting (roll again) Rooms
magical or absolute darkness, as
5 Shadow-Soaked Investigating/Searching if it were day. R49-R52
Baboons Fire-Queen's
6 Demon-Possessed Talking/negotiating Arms
Baboons with (roll again)
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R31/32 Condensed Darkness
The Body
Field
The Tomb
R31 CONDENSED DARKNESS Dragonbone Staff], [R14 Lamp Trap] and [R23 Thorn
Sky] before slowly sinking and dripping down into the sloth
Encounters The corners of this room contain three gigantic snail shells tunnel beneath and between [R23 Thorn Sky] and this room.
upon stone stands. Deep scratches mark the floor, as if a wild
Tomb Rooms
beast roamed here once. A wisp of strange, intense cold. THE STRANGE SCRIPT
R1-R4 Any magic-user will be able to tell that this script is in the
Lower Floor DOORS language of the Bog-Elves and that each shell holds one
R5-R8 ▪ West – Combination door to [R23 Thorn Sky]. third of a poem which, if transcribed and united, describes
Halls of Salt ▪ South – Combination door to [R14 Lamp Trap]. the following spell;
▪ East – Combination door to [R29 Dragonbone Staff ].
R9-R12
Halls of Ash
▪ Dimensional Tear – A Backward Tear (hard to access) SPELL - SELF-ECLIPSE
to [R54 Sloth Catastrophe]. The caster becomes their own shadow. They can exist
R13-R16 ▪ Dimensional Tear – A Forward Tear (easy to access) only in places in which a shadow may be cast, i.e. with
Reductors
to [R27 Skeletal Mess]. directional light and patches of darkness. If they move into
Halls
a place where shadows cannot be cast or interact with a
R17-R20 DAMAGE three-dimensional object they are forcibly returned to
Ice Demons' Subsidence - cracking along the western wall existence and must save or lose half their total hp value as
Prison dimensional damage. Interacting with a two-dimensional
R21-R24 ENCOUNTERS phenomena however, something written on a page, or the
Acid Baron's image of a painting, does not cause this affect. The spell
Cell ends after minutes equal to the caster's level but can be
Encounter on a 2 in 6. Roll when entering, if loud noise ended early by rolling below their level on a d10.
R25-R28 made, every ½ hour of in-game time. Use own judgement
Boreala's when incorporating agents and actions to scene. Forgo roll
if you think reasonable.
Halls
2d12 Encounter Action
R32 OBSIDIAN MIRRORS
R29-R32
Shadow 1 Demon-Possessed Investigating/
Baboons Searching Blackness seeps beneath the western door like gas. Dark
Engine
reflections blaze across the walls like images of images
2 Demon Worshippers Stalking PCs
R33-R36 floating on a sea of ink. Lamplight proliferates like stars in
Spinster- 3 Drusilla Machete Fighting (roll again) a dark nebulae.
Bone Cage 4 Flamethrower Skeleton Lying in wait
R37-R40 5 Obsidian Assassin Lying in wait The room is lined with obsidian mirrors. Raw slices of the
Gallery black stone have been polished flat and set against the walls.
6 Protection Man Lying in wait
of Fire
7 Pytroclastic Guardian Lying in wait (One of these is the mirror of the Obsidian Assassin.)
R41-R44
Dancers' 8 Reductor Lying in wait
Halls 9-12 Shadow-Soaked Baboons Lying in wait DOORS
▪ West - To [R28 Black Dragonbone Staff ]. Darkness
R45-R48
flows from this door like fog.
Artificer's
Rooms
THE SHELLS ▪ South - To [R15 Urns]. Corridor trapped.–
SQUASHED-ASS BABOON. (Hidden access to Trap
R49-R52 Fans of cold obsidian shards are placed above the open Maintenance Tunnels.)
Fire-Queen's upward-turning shells. Raw darkness emanating from the
Arms
Eastern door condenses here and drips down slowly into ENCOUNTERS
R53-R56 the shells. If the Obsidian Assassin has not been encountered so far,
Rosetta it will be met with here, hidden amongst the many mirrors
Stone Each shell is scribed with spiralling lines of poetry in a of this room. Otherwise use the table for [R31 Condensed
R57-R60 strange tongue, following the natural contours. To read Darkness].
Library each line one would have to move the shell itself, or get
behind it somehow. THE MIRROR
R61-R64
Lamp
Philosopher
TIPPING A SHELL An oval obsidian mirror the size of a man set flat against
The dense darkness in each shell weighs about half what the wall, almost indiscernible hairline cracks webbed
R65 water of the equivalent amount would, so they should be across its surface. For those who meet their own eyes in
Sloth Nest liftable by most beings. The sides are smooth, the bottoms the reflection, their mirror-self seems to be a fraction of a
Appendices curved and the contents slosh back and forth. Careful second slower than it should.
attention must be paid especially when placing them down.
The Assassin will wait for the PCs to leave or become vulnerabe
If a shell falls the liquid darkness runs out coating anyone before it activates. See its Encounter Page for details.
holding the shell, sticking like oil and covering the floor,
making it indiscernible. The darkness will run into [R29
The Fiasco
The Body
Field
THE CAGE
The Tomb
The Fiasco
R34 Steel Garden
The Body
Field
The Tomb
R34 STEEL GARDEN THE TRAP AT THE NORTHERN DOOR
Encounters Two trees, one of iron, bearing silver fruit, one of bronze Metal Rhododendron climb up the wall to each side of
and spiked. In the centre of the room, in all three corners the door. The heads of the metal flowers bend towards
Tomb Rooms
and climbing across its walls, are shimmering metallic each other symmetrically across the doorway, each facing
R1-R4 flowers. another across the upper half of the door.
Lower Floor
R5-R8 (Deadly, but easily locatable trap at the northern door.) Observation; No other doorway has flowers arranged in
Halls of Salt this way. Anyone proceeding carefully will definitely notice
this.
R9-R12
Halls of Ash
DOORS
▪ North – Empty passage, no door to [R39 Flame Anyone passing between the flowers triggers the trap.
R13-R16 Calligraphy]. (trapped)
Reductors
▪ West - To [R42 Aerial Rings]. Passage bows slightly. The Arsenic flowers belch out blue fire, filling the upper
Halls
▪ East - To [R33 Spinster-Bone Cage]. half of the door with a horrific blaze. Anyone caught in it
R17-R20 takes 3d6 damage.
Ice Demons' DAMAGE
Prison The west wall is badly cracked. The door in that section The bottom half of the doorway is left clear. Someone
R21-R24 bows slightly. crouching or crawling across the boundary will not be burnt.
Acid Baron's
Cell ENCOUNTERS THE METAL PLANTS
Intelligent enemies may trick PCs into the trap or try to
R25-R28
Boreala's
shove them into the metallic plants. Foolish ones might fall Plant Knowledge; Most beings will be able to tell that
Halls victim to the same tactics. these plants are rare and strange. Those with specialist
knowledge will realise that many are ferns grown to occupy
R29-R32
the niche of common plants. In what strange environment
Shadow Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement might this occur? An island of some kind?
Engine
when incorporating agents and actions to scene. Forgo roll
R33-R36 if you think reasonable.
Spinster-
2d4 Encounter Action
DETAILS OVERLEAF
Bone Cage
1 Dancing Automata Enter after PCs
R37-R40
Gallery 2 Quicksilver Statues Enter as PCs do via alt door
of Fire 3 Tiny Knights Waiting/Hidden
R41-R44 4 Backup Baboons In conflict with (roll again)
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
NORTH - RHODODENDRON THE TRAP
The Tomb
Along the northern wall; forms of Rhododendron plant,
the flowers sagging on their sculpted stems. Metal Rhododendron climb up the wall to each Encounters
side of the door. The heads of the metal flowers
Tomb Rooms
Close observation; large ceramic bees have been bend towards each other symmetrically across
sculpted on some of the flowers. The stems of the the doorway, each facing another across the R1-R4
Rhododendron plants lead into the wall and towards upper half of the door. Lower Floor
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
WEST VINES
Shadow
Greenish copper vines
Engine
with small openings.
R33-R36
Spinster-
Bone Cage
The Fiasco
R35 Cracked Map
The Body
Field
The Tomb
R35 CRACKED MAP Encounter on a 2 in 6. Roll when entering, if loud noise made,
every ½ hour of in-game time. Use own judgement when
Encounters Daylight lances down through a roof hole with melted incorporating agents and actions to scene. Forgo roll if you think
reasonable.
edges and illuminates a huge model map of a triangular
Tomb Rooms
complex. 2d10 Encounter Action
R1-R4
1 Navidorine Stalking PCs
Lower Floor DOORS
▪ North – Combination door to [R40 Frieze of Fire]. 2 Tooth-Tooth Stalking PCs
R5-R8
Halls of Salt ▪ West - To [R33 Spinster-Bone Cage]. 3 Tiny Knights Lying in wait
▪ East - To [R46 Blasted Tanks]. Buckled inwards by
R9-R12 4 Zoetrope Man Enter after the PCs
Halls of Ash
compressive force. Jammed.
▪ Roof-Hole - To [H. Half a Dude]. 5 Broken Heart Enter after the PCs
R13-R16
6 Backup Baboons Fighting (roll again)
Reductors
DAMAGE 7 Wensley Shrive Fighting (roll again)
Halls
The crack runs from the partly-collapsed North East
R17-R20 corner and cuts right down the map, combining with 8 Zomi ma-ma Z’or Investigating/Searching
Ice Demons' smaller cracks from the Eastern wall. 9 Drusilla Machete Talking/negotiating with (roll again)
Prison
10 Zegzor Sapreciept Talking/negotiating with (roll again)
R21-R24 Careful Investigation: slight air flow at the north-eastern
Acid Baron's corner. A slender being might climb down into the crack
Cell and worm through a black gap into the sloth nexus beyond.
R25-R28
Boreala's
Halls
THE MAP
R29-R32
A huge floor crack has shattered the map and it has Wedged in the crack; a scuffed, ancient ivory
Shadow
been splattered with a mixture of corrosive acid, tube case with decayed leather bag and decayed
Engine
melted bodyflesh and soil. wooden scribe's palette. The reeds in the tube
R33-R36 the palette and the paints are ruined, except
Spinster- The map shows what seems to be a triangular for one jar of startling blue pigment made
Bone Cage complex made up of equally sized triangular from ground Lapis Lazuli. The ivory tube
R37-R40 rooms arranged evenly, with connecting is worth 50c and the blue paint 100c.
Gallery doors in the centre of each wall, linked
of Fire by short corridors.
R41-R44
Dancers' The map is arranged point up,
Halls opposite the alignment of the
room, with a small space between
R45-R48
each of its corners and each door
Artificer's
into the chamber.
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R36 Histories and Historians
The Body
Field
The Tomb
R36 HISTORIES & HISTORIANS Encounter on a 2 in 6. Roll when entering, if loud noise made,
every ½ hour of in-game time. Use own judgement when
incorporating agents and actions to scene. Forgo roll if you think
Encounters This room is lined with thick clay jars, the floor coated reasonable.
with a fine layer of ash.
Tomb Rooms 2d6 Encounter Action
R1-R4 DOORS 1 Backup Baboons Enter after PCs
Lower Floor ▪ North – To [R33 Spinster-Bone Cage]. 2 Broken Heart Enter after PCs
R5-R8 ▪ West – To [R44 Red Reflections]. Passage is visibly
3 Dancing Automata Waiting/Hidden
Halls of Salt bowed.
▪ East – To [R47 Dancing Automata]. 4 Quicksilver Statues Waiting/Hidden
R9-R12
Halls of Ash 5 Tiny Knights Enter as PCs do via alt door
DAMAGE
R13-R16 6 Zoetrope Men Enter as PCs do via alt door
Cracking across the west and east walls. The Southern
Reductors
corner is severely subsided.
Halls
THE ASH
R17-R20 Subsidence in this room, and possibly other movements
Ice Demons' through it, have caused many of the jars to tip, crack and Knowledge of the primordial Demon Wars is itself an
Prison spill their contents across the floor. information hazard. Learning of these events draws the
R21-R24 attention of timeless powers. Studying them can reveal
Acid Baron's Airflow, southern corner; squirming and worming secrets of Demonology and induce the illusion that these
Cell through the cracks might grant access to the Sloth Tunnel powers can be controlled. The knowledge is toxic, but
beyond. Strong force might collapse it into the Sloth necessary.
R25-R28
Boreala's
Tunnels, which might bring down the room.
Halls All of the Histories of the Demon Wars (the small jars) and
ENCOUNTERS all of the Historians of the Demon Wars (the large jars)
R29-R32
A stupid (or brilliant) opponent could definitely try hiding were burnt (after death). Their spirits and natures were
Shadow
in the jars. bound to the ash of their remains and stored.
Engine
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
R37 FAMILY TREE THE STATUES UNLIT
The Tomb
Intermittent electrical sparks from an altar in the centre. A group of silent black figures. Encounters
Anthracite smell. Floor covered in old soil. Human shapes
Tomb Rooms
in the southern corner! Closer; Three life-sized figures. Bronze, iron and steel
gleaming in the dark. One carries a shrouded bundle. Two R1-R4
(The southern corner holds a group of statues designed to smaller creatures gathered before them. They stand on a Lower Floor
be lit within by fire. The switch near them will activate this bed of clinker and dry coals. R5-R8
process but till then they loom strange and incoherent in Halls of Salt
the darkness.) THE ALTAR R9-R12
Halls of Ash
DOORS Two anodes project from the floor, separated by a raised
▪ North - To [R38 Flame Paintings], jammed due to ceramic sheath held in place by a wooden lever. The R13-R16
Reductors
subsidence. spark comes from one of the anodes flickering into life,
Halls
▪ North-West Corner - Sloth Hole. trying to connect. The lever is jammed with soil. If
▪ West - To [R39 Flame Calligraphy]. cleared it can be pulled. R17-R20
▪ East - To [R40 Frieze of Fire]. Ice Demons'
▪ North-East Corner - Sloth Hole. PULLING THE LEVER Prison
A spark bursts into life between the anodes. Something R21-R24
DAMAGE crackles beneath the figures. The statues burn. Flames rush Acid Baron's
The northern wall is cracked all along its length. The and spume. Fire fills and shrouds the shadowed forms. Cell
passage north visibly bows. The floor is packed with back-
R25-R28
filled soil and debris. The shroud of fire dies back, revealing lantern-statues Boreala's
glowing with inner light. The figures are hollow metal Halls
paned in fine translucent slivers of stone, mica and painted
R29-R32
GALLERY SECTION glass, designed to be filled with fire.
Shadow
Always roll an encounter
Engine
on first visit to this section. There are three adult figures gathered together, one red,
one blue, one human-coloured, and two standing children. R33-R36
Spinster-
RED FIGURE Bone Cage
The Fiasco
R38 Flame Paintings
The Body
Field
The Tomb
R38 FLAME PAINTINGS THE PAINTINGS
Encounters The walls are hung with incredible images of time-stilled fire. Dioramas or flat scenes of carefully-arranged fuel
fragments time-frozen in the process of combustion. The
Tomb Rooms
(These images are trapped.) fire makes pictures and the nature of the fuels forms both
R1-R4 the colour and the shape.
Lower Floor DOORS
R5-R8 ▪ South - To [R37 Family Tree], jammed due to THE PAINTINGS ARE TRAPPED
Halls of Salt subsidence, must be forced. Between each painting and the wall is a single bronze leaf.
▪ East - To [R11 Mirror Maze].
R9-R12
Halls of Ash
If the painting is moved and the leaf falls it causes a “ping”
DAMAGE which echoes throughout the tomb and is heard by all
R13-R16 Southern wall severely cracked across its length. Passage beings within it.
Reductors
leading South visibly bowed.
Halls
This sound summons Boreala, who arrives in 1d3 minutes.
R17-R20 ENCOUNTERS
Ice Demons' Always roll when first visiting this section. MOVING THE PAINTINGS
Prison The paintings are heavy, unstable, and hard to move.
R21-R24 Its bright in here due to the paintings, and empty of cover.
Acid Baron's The south wall is cracked and the paintings upon it are If a painting falls and smashes open, the fire inside will
Cell unstable. They could fall, perhaps into, or onto, those burst out doing 1hp damage to everything in a 5 ft radius.
present. This would also set off the trap.
R25-R28
Boreala's
MEMORY FLAME
Halls Always roll an encounter the first time PCs visit this group of If the fire escapes the painting and begins to burn something
rooms. After that, encounters on a 2 in 6, if loud noise made, else, it will continue to attempt to burn its flame into the
R29-R32 every ½ hour of in-game time. Use own judgement when
incorporating agents and actions to scene. Forgo roll if you
shape of the original painting. If the fire could somehow be
Shadow
think reasonable. transferred, live, from place to place, it could act almost as
Engine
2d12 Encounters Actions a tradeable or exchangeable art. If it were to, for instance,
R33-R36 burn a city, it would do so producing that image with which
Spinster- 1 Boreala Lying in wait
it was originally shaped.
Bone Cage 2 Navidorine Enter after the PCs
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
GALLERY SECTION
The Tomb
Always roll an encounter the first time the PCs enter this section, Encounters
after that, encouters on a 3 in 6, if loud noise made or every 1/2
Tomb Rooms
hour of in-game time. Use own judgements when incorporating
agents and actions to scene. Forgo roll if you think reasonable. R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
WEST WALL EAST WALL Halls of Ash
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
The Fiasco
R39 Flame Calligraphy
The Body
Field
The Tomb
R39 FLAME CALLIGRAPHY FLAME CALLIGRAPHY
Encounters This room is hung with banners marked with hypnotic Like paper letters falling through the air, curling
shifting calligraphy. salamandrine as they fall, burning as they curl, yet only the
Tomb Rooms
point of ignition can be seen. Hypnotic.
R1-R4 DOORS
Lower Floor ▪ East - To [R37 Family Tree]. (Written in an elliptical and highly poetic style, these
R5-R8 ▪ South – Empty passage, no door, to [R34 Steel fragments of poetry are hauntingly beautiful in their
Halls of Salt Garden], trapped at far end. original language. The translator will be deeply moved by
their prescience and piercing emotion, but largely unable
R9-R12
Halls of Ash
DAMAGE to convey this feeling to anyone else. Littérateur PCs
should feel free to be extremely condescending to their
R13-R16 Slight cracking towards the north Corner more apelike colleagues should they fail to understand
Reductors
this.)
Halls
ENCOUNTERS
R17-R20 It would be simple to hide amongst the hanging banners 1. Snakelike letters moving like a waterfall; “If you argue
Ice Demons' and they would likely impede any violence. with an immortal love, don’t wait for their return.”
Prison
R49-R52
Fire-Queen's
Arms
GALLERY SECTION
R53-R56 Always roll an encounter
Rosetta on first visit to this section.
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
R40 FRIEZE OF FIRE WEST
The Tomb
Left of the door - A crowned woman clutches the hands
This room is panelled in black wood carved into the scene of two small children, the three are unharmed but a crowd Encounters
of a burning forest. Lamplight catches a procession of of nobles around them writhes in agony as the flames
Tomb Rooms
carved scenes across the walls. Two statues kneel opposite consume them.
each door. R1-R4
Right of the door - A noble male with a spiked mohawk Lower Floor
DOORS and a part face mask holds a baby in their arms. Around R5-R8
▪ West - To [R37 Family Tree]. them a scene of indistinct warfare made up largely of Halls of Salt
▪ East - To [R10 Pit Trap]. armed women fighting.
R9-R12
▪ South – Combination door to [R35 Cracked Map]. Halls of Ash
Statues - Two people of indistinct gender, wearing light
DAMAGE armour, both holding looped fighting chains which stretch R13-R16
Reductors
Bad along eastern wall and south east corner. The Frieze down to the floor.
Halls
there is cracked, see below.
EAST R17-R20
ENCOUNTERS Frieze is badly cracked, as is the wall beneath. The ceramic Ice Demons'
Always roll on 1st visit to this section. of the tomb shows through. Shocks may dislodge the Prison
cracked parts. R21-R24
Acid Baron's
Always roll an encounter the first time PCs visit this group of
rooms. After that, encounters on a 2 in 6, if loud noise made, Left of the door - The Queen stands proudly on a Cell
every ½ hour of in-game time. Use own judgement when (conveniently placed) outcrop, gesturing with her sword
R25-R28
incorporating agents and actions to scene. Forgo roll if you across the doorway.
think reasonable. Boreala's
Halls
2d12 Encounters Actions Right of the door - Big chunks of this part have fallen to
R29-R32
1 Boreala Lying in wait the ground. They must be carefully re-assembled to make
Shadow
2 Navidorine Enter after the PCs out the image; a gigantic dragon looms above the fires of
Engine
the burning forest facing the Queen.
3 Tooth-Tooth Lost or wandering idly
R33-R36
4 Zoetrope Men Just leaving as you enter Spinster-
Statues - Two women in lamellar armour, both hold
5 Broken Heart Fighting with (roll again) wicked macahuitls end-down in the manner of European Bone Cage
The Fiasco
R41/42 Red Clothes/Rings
The Body
Field
The Tomb
R41 RED CLOTHES R42 AERIAL RINGS
Encounters Dancing mannequins lining the three walls, and one hangs Hoops and handles hang from the ceiling of this room. The
in the centre wearing a strange coat. floor is rotten and half-collapsed!
Tomb Rooms
R41-R44
THE FLOOR
Dancers' THE MANNEQUINS
Halls Wooden planks rotted and cracked.
Four mannequins line each wall. All are posed in a dynamic
R45-R48
way, placed on stands or hanging from wires. They are Careful movement; 1 in 6 chance of collapse, DEX test
Artificer's
arranged in the movements of a dancer, with the procession to avoid falling.
Rooms
of an acrobatic series of dance movements moving around
R49-R52 the room. Rapid Movement; 3 in 6 chance of collapse. No test to avoid.
Fire-Queen's
Arms
They all wear dancing shoes, all worn through, and what Falling; only a 3ft drop onto the stone foundation beneath.
R53-R56 look like either dancing costumes or very light armour, lots No damage but takes a climb action to clamber out.
Rosetta of scarfs, small jackets. The clothes on these mannequins,
Stone though very high quality, have decayed quite a lot and are
R57-R60 largely irrecoverable.
Library
THE CENTRAL MANNEQUIN
R61-R64
Lamp
The central mannequin hangs from wires held in a
Philosopher
ballet grand jete and wears a long coat of salamander
R65 scales stitched onto soft stegosaur-belly hide with dried
Sloth Nest velociraptor tendon. Flame coloured pantaloons.
Appendices
The coat acts as functional light armour and causes no
impediment to movement. The pantaloons draw energy
from nearby tectonics and keep the wearer at a comfortable
temperature. Though they will not work in a reality without
tectonics. They also look very fancy.
The Fiasco
The Body
Field
R43 ARMOURY OF CHAINS DAMAGE
The Tomb
The eastern wall is cracked, the mirrors here bent (see below).
The place is bestrewn with well-crafted fighting chains Encounters
hanging like piled-up Christmas decorations. ENCOUNTERS Tomb Rooms
A violent encounter here will send a myriad of flickering
DOORS images across all the walls. All fighters may have to roll to R1-R4
▪ West - To [R41 Red Clothes]. avoid becoming distracted by the incredible sights. Lower Floor
R5-R8
ENCOUNTERS It’s also very easy to sneak through this room. Halls of Salt
There’s only one way out! One of only three rooms in
R9-R12
this dungeon with only one exit! Plus it's full of extremely [See table above for R43 Armour of Chains]. Halls of Ash
inconvenient weapons! A great place to trap someone with
a powerful foe. FLOOR R13-R16
Reductors
Encounter on a 2 in 6. Roll when entering, if loud noise Halls
The floor is a wood-like material. It is slightly sprung,
made, every ½ hour of in-game time. Use own judgement
when incorporating agents and actions to scene. Forgo roll absorbing some of the force of each footfall. Footsteps in R17-R20
if you think reasonable. this room are unusually quiet. Ice Demons'
Prison
2d6 Encounter Action
MIRRORS R21-R24
1 Wensley Shrive Dancing
Acid Baron's
2 Dancing Automata Dancing The red reflections flicker between showing events in the Cell
3 Dancing Automata Enter after PCs room as they actually are, and showing the same image, but
R25-R28
4 Chain-Waving Baboons Enter after PCs with every dynamic body movement ‘perfected’. Boreala's
5 Chain-Waving Baboons Lying in Wait Halls
If someone walks with a slump, the mirror will show that,
6 Anaracket Bonvive – escaping as you enter, heading R29-R32
then change to an image of the way they could walk, head
N if possible Shadow
back, shoulders up, moving smoothly. Then pulse regularly
Engine
back and forth between the two.
THE CHAINS R33-R36
This happens for any dynamic body movement in the Spinster-
The walls are hung evenly with weapons of a chain type room. Jumps, kicks, and any combat movements, should Bone Cage
made of a wide variety of materials. All weapons show combat take place here. R37-R40
a strong preference for ambidextrous or even-handed Gallery
fighting involving whole-body movement and continual Someone taking some time to practice their fighting here of Fire
motion. None are easy to use without significant training could improve considerably by observing and mimicking
R41-R44
and skill. They will also be very hard for anyone to use in the ‘correct form’ shown in the red reflections. Dancers'
the confines of the tomb. Halls
EASTERN WALL
R45-R48
That will not stop any Baboons that get in here picking up
Artificer's
some chains and having a try though. The mirrors here have cracked due to the subsidence of
Rooms
▪ Kusari-Gama, sickle, chain and iron weight. that wall. The barre against them is bent.
R49-R52
▪ Kusari-Fundo, same deal but with a weight instead Fire-Queen's
Instead of a perfect movement, each shard of each mirror
of a sickle. Arms
shows a stumble, fall, waver or other slight imperfection of
▪ Nine-Section Chain whip with dart and flag. the same movement. Anyone trying to move while looking R53-R56
▪ Three-Section staffs. at this wall must make a test or trip, fall, stumble etc. Rosetta
Stone
▪ Meteor hammers, double headed and single headed.
BARRE R57-R60
▪ Flying Claws or Fei-Zhao.
Library
▪ Spiked chains. A metal bar runs along each mirrored wall at about hip
R61-R64
height, breaking for each doorway.
Lamp
R44 RED REFLECTIONS BLUE-METAL DEVICE
Philosopher
R65
This room is lined in red mirrors holding infinite flickering Badly (and perhaps thankfully) corroded by time, Sloth Nest
red reflections. Footfalls are quiet but voices ring clearly in this bizarre implosion of keys and pipes emits LOUD Appendices
its strange acoustics. There is a strange blue-metal device STRANGULATED sounds in a synthetic voice when any of
in the western corner. its keys or nodules are interfered with.
DOORS
▪ West - To [R41 Red Clothes].
▪ East - To [R36 Histories & Historians]. Passage
visibly bowed.
R41-R44: Dancers' Halls 103
Introduction
The Fiasco
R45 Small Soldiers
The Body
Field
The Tomb
R45 SMALL SOLDIERS THE KNIGHTS ACTIVATE
Encounters Shattered glass-fronted shelves line the walls. A broken There are about a thousand potentially active knights
backed table scatters tiny model mountains into the soil- spread throughout the debris, 500 in either gunmetal-blue
Tomb Rooms
strewn floor which glimmers with broken glass shards. full plate with a face mask like the features of an ant, 500 in
R1-R4 dusky red plate with a simple face and no mask.
Lower Floor If a naked flame is brought into the room, sparks of blue
R5-R8 and red begin to glimmer in the soil and on the shelves. As a naked flame is brought close to them, they activate,
Halls of Salt Tiny Knights! lighting like a small spark. The fire makes them move and
shift, turn towards it and waggle their small limbs.
R9-R12
Halls of Ash
DOORS
▪ North – Combination door to [R46 Blasted Tanks], The Knights burrow out of the soil like earthworms or
R13-R16 door jammed, buckled in by compressive force. Can seeds of scattered ember bursting into life.
Reductors
be kicked open.
Halls
▪ West - Door obstructed by sloth hole to [R47 A CHALLENGE!
R17-R20 Dancing Automata]. Made to simulate war, the Knights are likely to attack
Ice Demons' ▪ East – Door obstructed by sloth hole to [R48 Strange whatever “Giants” they find. Yet they are still honourable
Prison Apparatus]. warriors and will give a great cry before they boldly charge forth!
R21-R24
Acid Baron's DAMAGE They only understand the Language of Fire, and even
Cell Sloth dug under the east and west doors, obstructing them but within that, only speak and understand Heroic Cliches.
leaving sloth tunnels between the rooms. Room is backfilled
R25-R28
Boreala's
with soil and rock. Shelves and contents ruined. Walls scored KNIGHT STATS
Halls with sloth claws. Extensive broken glass in the soil.
Armour: as Leather
R29-R32
ENCOUNTERS Hit Dice: 1 HD per 100 Knights
Shadow
A nightmare to get into or out of. If any faction of Tiny Hit Points: 5 or 1d8 per 100 Knights
Engine
Knights has not been encountered so far, they will be Damage: 1d4 (situational)
R33-R36 met with here. Morale: 11
Spinster- Stat as: ant swarm
Bone Cage Otherwise, roll below; Ant Speed: Can only do damage if they are able to
R37-R40 swarm up a body and commit a simultaneous attack.
Gallery Encounter on a 2 in 6. Roll when entering, if loud noise made, Resistant: 1/2 damage from edges, points.
of Fire every ½ hour of in-game time. Use own judgement when Vulnerable: area affect weapons.
incorporating agents and actions to scene. Forgo roll if you
think reasonable.
Climbing: no roll required, through they are slow.
R41-R44
Dancers' Carrying Capacity: equivalent to one human
2d12 Encounters Actions
Halls per 100.
1 Boreala Fighting/Arguing with Small Soldiers Fighting the Knights; Every 100 knights work-
R45-R48 2 Reductor Fighting/Arguing with Small Soldiers ing in unison is equivalent to roughly a 1 HD crea-
Artificer's
3 Tiny Knights Fighting/Arguing with Small Soldiers ture. The main tactic of the Knights is to swarm up
Rooms
4 Zoetrope Men Fighting/Arguing with Small Soldiers the legs and limbs of their assailant, covering them
R49-R52 all over. They then give a great cry and drive in
5 Backup Baboons Fighting/Arguing with Small Soldiers
Fire-Queen's their swords.
Arms 6 Protection Man Fighting/Arguing with Small Soldiers
7 Dancing Automata Lying in wait THEY BATTLE EACH OTHER
R53-R56
Rosetta 8 Obsidian Assassin Enter after the PCs In the absence of any “Giants” the Blue Knights will attack
Stone 9 Quicksilver Statues Just leaving as you enter the Red Knights and vise versa.
R57-R60 10 Chain-Waving Sitting or paused in thought
Library Baboons
11 Shadow-Soaked Trapped by accident or wound
R61-R64 Baboons
Lamp
12 Pyroclastic Enter as PCs do through alt entrance
Philosopher
Guardian (if
R65 already unleashed)
Sloth Nest
The Fiasco
The Body
Field
R46 BLASTED TANKS Gleaming metal bodies hang in rows. Big Switch. Room
The Tomb
ruined by Sloth action. Soil floor.
Room ringed with six heavy tanks made to hold some Encounters
mighty force. All but one blasted open. Roof cracked, a DOORS Tomb Rooms
shard of stone has broken through. ▪ West - To [R36 Histories & Historians]. Passage is
visibly bowed. R1-R4
DOORS ▪ East – To [R45 small Soldiers], obstructed by sloth Lower Floor
Inside; Skeletons of Heavy Metal Fish. The floor is uneven, higher than it should be and the R65
Automata horribly decayed. The dance is a horrid parody Sloth Nest
Shards of strange metal in organic fragments. Piecing as the engines spark, sputter and crack open, the Automata Appendices
them together shows.... Fish Skeletons? Unknown breeds, attempt to pirouette and spring but glitch, fail, whirr and
unusual metals, very heavy. finally collapse.
The Fiasco
R48/49 Apparatus/Arms
The Body
Field
The Tomb
R48 STRANGE APPARATUS R49 FIRE QUEENS ARMS
Encounters Sloth-ruined room holding huge, broken and inexplicable device. Standing in the centre like a hollow ghost is an suit of high-
crested armour which sparks and glitters like a dark-blue
Tomb Rooms
DOORS sea beneath cloud. By its side is a dark red sword.
R1-R4 ▪ West – To [R45 Small Soldiers] obstructed by Sloth
Lower Floor Tunnel. DOORS
R5-R8 ▪ East – Secret Door to [R8 Entry Hall], the door has ▪ West – Locked door to [R50 Wardrobe]. Requires
Halls of Salt discoloured over time and can be spotted under decent one Tomb Key.
lighting. ▪ East – Locked door to [R51 Bedchamber]. Requires
R9-R12
Halls of Ash
▪ South - Sloth Tunnel to [R65 Sloth Nest]. one Tomb Key.
▪ South – Locked to [R52 Shield Stacks]. Requires one
R13-R16 DAMAGE Tomb Key.
Reductors
The Sloth has tunnelled into, and out of, this room The
Halls
floor is two feet deep in backfilled soil and stone. Walls DAMAGE
R17-R20 covered with sloth scratches. Slight cracking and subsidence in the western corner.
Ice Demons'
Prison The apparatus in the centre may have been damaged by Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement
R21-R24 the sloth, or might just be strangely made… when incorporating agents and actions to scene.
Acid Baron's Forgo roll if you think reasonable.
Cell ENCOUNTERS 2d4 Encounters Actions
R25-R28 1 Protection Man About to take the sword!
Encounter on a 2 in 6. Roll when entering, if loud noise
Boreala's 2 Wensley Shrive Fighting with (roll again)
made, every ½ hour of in-game time. Use own judgement
Halls when incorporating agents and actions to scene. Forgo roll if 3 Drusilla Machete Trying to don the armour
you think reasonable.
R29-R32 4 Tooth-Tooth Enter as PCs do through alt
Shadow 2d12 Encounters Actions
(or Baboon) entrance
Engine 1 Boreala Hiding in the Mechanism
2 Reductor Hiding in the Mechanism
R33-R36 ARMOUR
Spinster- 3 Tiny Knights Hiding in the Mechanism
Bone Cage 4 Zoetrope Men Hiding in the Mechanism
Lamellar of triangular lapis-lazuli, each triangle is engraved
5 Backup Baboons Hiding in the Mechanism with a unique maze and all are linked by silver chains in the
R37-R40
Gallery 6 Protection Man Hiding in the Mechanism form of lightning bolts, over a blue-white fine-grained mail.
of Fire 7 Dancing Automata Fighting (roll again) For a humanoid of the right size (slim build, between 5’9
8 Obsidian Assassin Enter after the PCs and 5’10), this armour protects as plate and encumbers as
R41-R44
Dancers'
9 Quicksilver Statues Just leaving as you enter leather. For anyone else it protects as chain and encumbers
Halls 10 Chain-Waving Baboons Sitting or paused in thought as plate. Directed magical effects of demonic origin,
11 Shadow-Soaked Trapped by accident whether spells or natural powers, will be nullified, split into
R45-R48 Baboons or wound parts and lost in the layered mazes of the lamellar shards.
Artificer's
12 Pyroclastic Guardian (if Enter as PCs do through
Rooms they unleashed it) alt entrance HELM
R49-R52
Fire-Queen's It’s possible to hide within or under the mechanism. The The steel strips of the closely-fitted helm are damascene-
Arms
inside is coated with a fine black fungus. Anyone disturbing pattern swords, broken and re-forged, over a crown of
R53-R56 it and breathing it in suffers wracking, loud coughs for dense wood then riveted with tiny sapphires. A crest of
Rosetta d4 minutes. peacock feathers rises from the top and cascades down
Stone the back. The helm has a steel veil-mask of ultra-light
R57-R60 THE DEVICE gunmetal-blue steel woven together in the shape of a maze.
Library
Originally intended as a Fish-Driven Electro-Tank powered THE SWORD
R61-R64
by electricity drawn from a turbine driven by steam created
Lamp
by extraplanar ultra high-pressure fish, the design intent on A mixture of sabre and swept-hilt rapier, the blade formed
Philosopher
this device changed several times during development, and from iron and red gold. The patterns of the cooling metals
R65 probably wasn’t a great idea to begin with. At some point a have formed the shapes of birds flocking in flight.
Sloth Nest central monowheel and giant crab-claws were added.
Appendices The sword always does maximum damage, counts as magical
This creation might make no sense even if the PCs were and is unbreakable by anything less than divine power.
capable of understanding it.
It acts as a capacitor and can absorb up to 50 points of cold
It’s also not clear how they got this thing in here. Did they damage aimed at the wielder. The bird shapes in the blade
build the tomb around it? will murmurate. This damage will be transformed into fire
and added to the damage caused by the blade's next strike
where it will burst out as blazing birds of fire.
106 R45-R48: Artificer's Rooms
Wardrobe/Bed R50/51 Introduction
The Fiasco
The Body
Field
R50 WARDROBE R51 BEDCHAMBER The Tomb
This room is full of human figures wearing ruined but still- This room is ringed with mighty marsupials mummified in Encounters
opulent clothes. azure resin. At its centre four marsupial apes stand heraldic,
Tomb Rooms
fierce and posed in the midst of a chest-beating threat display.
DOORS They make up four corners of a wooden bed, which rests high R1-R4
▪ North - To [R55 Meditation Sphere]. above the ground, with one corner on each head. Lower Floor
3 Drusilla Machete Enter as PCs do through alt entrance 1 Boreala Lying flat atop the bed! R29-R32
4 Backup Baboon Fighting/Negotiating with (roll 2 Zegzor Sapreciept Fighting with (roll again) Shadow
again) Engine
3 Backup Baboon Enters after the PCs
R33-R36
4 Obsidian Assassin Fighting/Negotiating with (roll again)
THE FIGURES Spinster-
Bone Cage
Arranged in rows so one might walk between them. THE MUMMIFIED APES R37-R40
Gallery
Examination; they are exactly the same size and proportion. These creatures have been expertly mummified with of Fire
The body ratio suggests an athletic female between 5'9 enormous care taken. Two set across each entry, making
R41-R44
and 5'10. threat displays. More line each wall, these posed sitting as Dancers'
if pondering what they see. Halls
THE CLOTHES
R45-R48
Blue, great heaped creatures, alike unto a silverback
Artificer's
Feathered headdresses. Tall head-dresses with wafting gorilla, with heavy brow ridge, dark recessed eyes and a
Rooms
veils. Many facial veils and a wide range of full and partial wide snuffling mouth with square teeth, massive hands and
masks. Strings of glass, jade, gold and turquoise. Skirts of forearms, a mighty round drum-tight belly, three-toed and R49-R52
cotton, woven fibres and linen embroidered with incredible four-fingered, fit to wrench a cartwheel off a cart. To face Fire-Queen's
Arms
designs in multi-coloured thread, hummingbird feathers one would be a valorous act.
and what might have been some kind of paper. Fur-lined R53-R56
collars and the remains of vibrant furs from unknown Educated Examination; a marsupial, like a kangaroo Rosetta
animals. Boots, sandals and vertiginously-heeled shoes. or platypus, has a frontal pouch, largely hidden in these Stone
Risqué costume or display armour beaten from paper-thin specimens. Further lookthinking suggests a peculiar chest and R57-R60
sheets of bluish metal. thorax; this animal may have been able to make a remarkable Library
low-frequency sound. [Worth 20c each, see Appendix].
R61-R64
Though the majority are ruined by time, many remain intact
Lamp
and all show great opulence mixed with ancient savagery. Tearing them open; stuffed with ancient straw dust and
Philosopher
silken rags. Extremely dry. They would burn very well at
These all seem to have been made for one woman, perhaps the slightest flame. R65
taking on a variety of high status roles. Certainly it would Sloth Nest
be difficult for any normal person to find use for the THE BED Appendices
extraordinary fabulousness in daily life. Whomever they
were, they were body-confident to say the least. Hard to climb up to, but the corner apes have wooden
columns hidden in their vertical axis to keep the thing steady.
400c worth recoverable with an hour's work. [See Long-rotted bedclothes and ancient silk. Still rather comfy.
Appendix “Fire Queen's Wardrobe.”]
Someone lying flat on the bed will be hidden from most
of the room.
R49-R52: Fire-Queen's Arms 107
Introduction
The Fiasco
R52 Shield Stacks
The Body
Field
The Tomb
R52 SHIELD STACKS THE SKULL-BOSSED SHIELD
Encounters Stacks of shields from defeated foes, though most rusted or A strong, square black shield with silver scrollwork on its
rotted into uselessness. steel-edged rim. An ancient yellowed skull which collapses
Tomb Rooms
into dust when touched. A little too heavy to be easily
R1-R4 DOORS wielded for a long amount of time. The skull was mounted
Lower Floor ▪ North - To [R49 Fire Queens Arms], door at the end on a vile, barbed upward-facing hook in the centre of the
R5-R8 is locked. shield. Two chains reached down from the upper rim,
Halls of Salt ▪ West - To [R60 Quicksilver Masque]. silver hooks upon their ends were placed under the orbital
▪ East - To [R63 Burning Furniture]. ridges of the eyes.
R9-R12
Halls of Ash
DAMAGE THE SILVER SCROLLWORK
R13-R16 The walls are cracked badly towards the southern corner Magically skilled characters will recognise this as a variant
Reductors
due to Sloth Tunnels on both sides. Explosive force or of an enochian or minor-divine language. Something to do
Halls
great strength could collapse that part of the room, bringing with resurrection, control, language and service.
R17-R20 down the roof and opening a route leading up and out.
Ice Demons' THE MAGIC OF THE SHIELD
Prison If a severed head is mounted on the barbed hooks, the head
Encounter on a 2 in 6. Roll when entering, if loud noise
R21-R24 made, every ½ hour of in-game time. Use own judgement animates and acts as a servant of the shield's most recent
Acid Baron's when incorporating agents and actions to scene. Forgo roll wielder. The head retains very general, misty knowledge
Cell if you think reasonable. of its old life but few secrets or details are recalled. It can
2d8 Encounter Action speak whatever languages it once knew and translate them
R25-R28
Boreala's 1 Reductor Enter after the PCs for its wielder, will obey their commands, can keep watch
Halls 2 Broken Heart Lying in wait/Hiding if placed on a pole and in short, perform all the actions of
a head. Unless embalmed or otherwise preserved, the head
R29-R32 3 Protection Man Grabbing the skull-bossed
shield! will decay over time into a whispering skull, and its place
Shadow
on the boss of the shield means it usually suffers damage
Engine 4 Protection Man Just leaving as PCs enter
before that point.
5 Zomi ma-ma Z’or Fighting with (roll again)
R33-R36
Spinster- 6 Demon Worshipper Trapped by accident or wound
Bone Cage 7 Quicksilver Statue Enter as PCs do through alt
entrance
R37-R40
Gallery 8 Shadow-Soaked Talking/Negotiating with (roll
Baboons again)
of Fire
R41-R44
Dancers' THE SHIELDS
Halls
Seem to come from a range of cultures and differing levels
R45-R48
of technology.
Artificer's
Rooms
A large central mass of metal shields, with three smaller
R49-R52 piles to each side.
Fire-Queen's
Arms
Shields attached to the walls have largely fallen down.
R53-R56
Rosetta THE CENTRAL METAL PILE
Stone All rusted and decayed together into a mass. Disturbing
R57-R60 twisted heraldry, images of white faces. White wyrms and
Library twisted sigils.
R61-R64
THE THREE SMALLER PILES
Lamp
Mixed of bone, wood, bark and canvas shields. All colours
Philosopher
long faded and all shields rotted into mere skeletons of form.
R65
Sloth Nest
Appendices
The Fiasco
The Body
Field
R53 BOOK OF SAPPHIRE LEAVES R54 SLOTH CATASTROPHE The Tomb
In the centre of this room, on a plain stand of carved black A shitty nexus, this room is a ruined wreck of soil, torn tiles, Encounters
hardwood, is a book which glows like an azure gem. tracked wreckage and what may be ancient sloth vomit and
Tomb Rooms
what is definitely old Sloth Poop.
DOORS R1-R4
▪ North - To [R54 Sloth Catastrophe], bent inwards, It has many doors... Lower Floor
Yet, being subject to time and to loss and not made up entirely R53-R56
of that ageless substance, and desiring some memory or Rosetta
record of the deeds and adventures of those of my family fated Stone
to die, I do here command to be set down a record of those R57-R60
deeds and the nature of their remembrance.” Library
R61-R64
Lamp
LEARNING Philosopher
THE LANGUAGE OF FIRE
R65
Anyone who has a high INT score, or who has good Cumulative points of success: Sloth Nest
language skills, or who simply has an affinity with languages ▪ 5 Basic Comprehension of the written language. Appendices
as part of their class can try to comprehend the written ▪ 10 Can read language.
Language of Fire. ▪ 15 Can write language.
▪ 20 Understands spoken language.
Each attempt takes one hour of study. They must roll ▪ 25 Can roughly speak language.
an INT test and note the degree by which they succeed. ▪ 30 Can speak language well.
All attempts made add to the cumulative total. ▪ 35 Highly Fluent.
The Fiasco
R55 Meditation Sphere
The Body
Field
The Tomb
R55 MEDITATION SPHERE INSIDE THE SPHERE
Encounters The centre of this room is occupied by a frozen, spherical A single, exceedingly old cushion. The sphere is opaque.
event horizon glowing blue-black, like radioactive glass.
Tomb Rooms
Waves of ultra-slow quantum energy run across the surface Everything feels clear, and distinct, surrounded by the soft
R1-R4 of the outer covering like ripples on the surface of a wind- blue glow and waves of quantum energy.
Lower Floor blown bubble.
R5-R8 If the sphere is closed;
Halls of Salt DOORS
▪ West - Partially collapsed passage to [R16 Fallen Magical or physical effects from outside the sphere will
R9-R12
Halls of Ash
Wall], passage is clearly unstable. not penetrate its surface. No sound, scent, sight or signal
▪ East - To [R53 Book of Sapphire Leaves], (locked at will reach inside, until the aperture is opened again. (See
R13-R16 far end). getting out below).
Reductors
▪ South – To [R50 Wardrobe].
Halls
Those inside will not have a clear sense of time.
R17-R20 DAMAGE
Ice Demons' Western wall is partially collapsed, the passage to [R16 Those inside will be calm; complex emotions resolve
Prison Fallen Wall] could be walked through, with some risk. themselves down to primary causes, fear-based or
R21-R24 Very strong force might drop the wall down into the sloth atavistic emotional states are removed. It becomes easy to
Acid Baron's tunnel below, possibly opening a route between the rooms. concentrate.
Cell
R25-R28
ENCOUNTERS Those inside will learn quickly; new material can be
Boreala's
The moment a valuable party member crawls inside the learned quickly and easily and memories accessed more
Halls sphere and closes it is a good time for an encounter. simply. The time taken to learn anything should be reduced
by two orders of magnitude; minutes instead of days, hours
R29-R32 Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement
instead of weeks, days instead of months, weeks instead of
Shadow
when incorporating agents and actions to scene. Forgo roll years etc.
Engine
if you think reasonable.
R33-R36 2d8 Encounter Action GETTING OUT
Spinster-
1 Reductor Enter after the PCs
Bone Cage This requires a more complex arrangement of hand
2 Broken Heart Lying in wait/Hiding
R37-R40 movements and thought forms. For most people inside
3 Protection Man Fighting with (roll again)
Gallery the sphere, this will not be very difficult to work out. The
of Fire 4 Protection Man Just leaving as PCs enter naturally calming effect means they won’t, in fact, can’t,
5 Zomi ma-ma Z’or Investigating Environment panic and the meditations required to divine the release
R41-R44
Dancers' 6 Demon Worshipper Trapped by accident or concepts will be simple to comprehend in only a few turns
wound of thought. (10 minutes x d4).
Halls
7 Quicksilver Statue Enter as PCs do through alt
R45-R48 entrance
It would take d4 days for someone outside the sphere to
Artificer's
8 Shadow-Soaked Talking/Negotiating with work out the same movements.
Rooms Baboons (roll again)
R49-R52 DISRUPTING THE SPHERE
Fire-Queen's THE SPHERE
Arms
Smashing or destroying the copper webwork
R53-R56 The sphere stands on a copper lattice about three feet high. will cause the sphere to evaporate, expanding
Rosetta The lattice has a gap through which a person may crawl. like an explosion but gusting through physical
Stone matter like the slightest ghostly wind,
R57-R60 At the bottom of the sphere is a slightly off-centre manhole- becoming more tenuous and vague as it
Library sized hole held open by a copper web. flows away.
R61-R64
It’s easy to step up into the sphere through the slightly off- Anyone inside will be dropped
Lamp
centre hole. The web-aperture can be closed from within out uncomfortably, all of
Philosopher
easily with an intuitive wave of the hand. their emotions will return,
R65 with intensity.
Sloth Nest
Appendices
The Fiasco
The Body
Field
R56 SILENT GLASS ENCOUNTERS
The Tomb
Encounter on a 2 in 6. Roll when entering, if loud noise
Walls of etched blue glass divide this room. The etching is made, every ½ hour of in-game time. Use own judgement Encounters
a spell which causes magical silence. No noise will sound when incorporating agents and actions to scene. Forgo roll
Tomb Rooms
within or pass through this room. if you think reasonable.
2d8 Encounter Action R1-R4
DOORS 1 Reductor Enter after the PCs
Lower Floor
▪ West – To [R53 Book of Sapphire Leaves], locked at 2 Broken Heart Lying in wait/Hiding R5-R8
far end. Halls of Salt
3-4 Protection Man Fighting with (roll again)
▪ South – To [R51 Bedchamber].
5 Zomi ma-ma Z’or Investigating Environment R9-R12
Halls of Ash
6 Demon Worshipper Enter as PCs do through alt
entrance R13-R16
7 Quicksilver Statue Talking/Negotiating with Reductors
(roll again) Halls
8 Shadow-Soaked Talking/Negotiating with (
R17-R20
Baboons roll again)
Ice Demons'
Prison
THE GLASS CHAMBERS R21-R24
Acid Baron's
Each chamber holds an ancient hardwood desk and chair. Cell
R25-R28
The glass doors open with a press and are slightly weighted, Boreala's
they will swing back into place. Halls
R29-R32
SEEING THROUGH GLASS
Shadow
This etching opalises the glass. It is translucent. Anyone
Engine
carrying a light, and the shadow of anyone backlit, can be
seen through the glass. But the etching distorts the shape, R33-R36
making it indistinct. Spinster-
Bone Cage
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R57 Bonsai Explosions
The Body
Field
The Tomb
R57 BONSAI EXPLOSIONS 5. Orb Five - Flame shows a fuel-full human heart going
off like a grenade. Dark shows a male figure with a spiked
Encounters Room full of light. Six black hardwood stands holding five mohawk and part-face mask in an extremely regal stance
orbs around chest height. (One is empty). 6. Orb Six - (stand empty or currently being stolen by the
Tomb Rooms
Protection Man.) Flame shows the slowly-hurtling heat
R1-R4 DOORS wave of an oval supernova. Dark shows a family scene,
Lower Floor ▪ North – Combination door to [R58 Library of Fire]. three adult figures gathered together, one red, one blue,
R5-R8 ▪ West – Combination door to [R59 Zoetrope Men]. one human-coloured, and two standing children. See
Halls of Salt ▪ East – Combination door to [R60 Quicksilver [R37 Family Tree].
Statues].
R9-R12
Halls of Ash
REMOVING THE ORBS
DAMAGE
R13-R16 Slight cracking in the West and East corners. The hardwood stands are slightly pyramidal and will not tilt
Reductors
easily, though they can be tipped over.
Halls
ENCOUNTERS
R17-R20 If the ‘Protection Man’ has not yet been encountered The orbs are set into concave dishes of cold lead at the top
Ice Demons' then he is present here, in the act of stealing the 6th Orb. of the stands.
Prison
R21-R24 Otherwise; They feel as heavy as solid glass and have the tactility of
Acid Baron's warm glass.
Cell Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement
When exposed to the heat of a hand, soft tremors develop
R25-R28 when incorporating agents and actions to scene. Forgo roll
Boreala's if you think reasonable. and the Orb shivers, vibrating noticeably in the hand and
Halls 2d12 Encounters Actions
growing very slightly.
R53-R56 Crafted slow explosions, orbs of light like the expanding So long as their movement is human standard or above, and
Rosetta wave front of a spherical shock blast, with curls of darkness they are unimpeded and its possible to run directly away
Stone at their hearts. Frozen in the air and cool to the touch. from the explosion, they should be able to stay ahead of
R57-R60 1. Orb One - Flame shows the crown of a tree burning. the wave front.
Library Dark shows a Maze.
2. Orb Two - Flame shows fractal-wave surface of a sun's DAMAGE
R61-R64
magnetosphere. Dark shows a male figure with a spiked Anything caught in the blast takes 3d6 heat and fire
Lamp
mohawk and part-face mask in an open stance. (Same damage and is set on slow-burning fire which adheres to
Philosopher
figure as [R8 Entry Hall] statue and [R37 Family Tree]). their flesh doing 1d6 damage per round. This fire burns
R65 3. Orb Three - Flame shows a fragmented human form in the distorted shape of the original orb-image.
Sloth Nest expanding outwards in a wave. Dark shows a battle scene;
Appendices army lead by woman fights demons.
4. Orb Four - Flame shows a girded lozenge of heli-
um-bright light. Dark shows a duelling scene; armoured
woman duels monster.
The Fiasco
The Body
Field
R58 LIBRARY OF FIRE THE SHELVES
The Tomb
Shelf-lined room. Floor a mess. Soil spread across the floor Hardwood shelves carrying huge books with ceramic Encounters
from the sloth hole. Blood from the pierced Baboon. One pages and covers of a dense black hardwood carved into
Tomb Rooms
shelf fallen and smashed ceramic books piled onto the floor. fine designs.
R1-R4
DOORS These line each wall. A shelf to the north has been tipped Lower Floor
▪ West – Combination Door to [R7 Fallen Doors]. over, spilling the books. R5-R8
▪ East – To [R50 Wardrobe]. Halls of Salt
▪ South – Combination Door to [R57 Bonsai The shelf legs have been gnawed tentatively by the Sloth.
R9-R12
Explosions]. They could be unbalanced or smashed down with some Halls of Ash
▪ North – Sloth-Hole, leads to junction. (Hard to see). effort. Perhaps by climbing and pushing with one's back
▪ Roof Hole – To [U. Spear-Pinned Baboon]. against the wall. R13-R16
Reductors
Halls
DAMAGE
A mess on every level. West and east walls cracked and R17-R20
subsided. Northern corner badly subsided, plus a huge hole Ice Demons'
in the floor. Roof fallen in. Floor packed with soil, stone, Prison
bits of old shelf and broken ceramic shards. Plus now acid R21-R24
scarring, glass fragments and baboon blood. Acid Baron's
Cell
ENCOUNTERS R25-R28
If it hasn’t been too long, ‘Tooth-Tooth’ may still be Boreala's
hanging from the roof. Dropping him onto PCs might be THE BOOKS Halls
fun. Dropping some tilted shelves onto people would also
R29-R32
be a good deal. Picking one up is like picking up a stack of delicate plates.
Shadow
Dropping one would be disastrous.
Engine
Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement Written in the language of fire. When read the blue letters R33-R36
when incorporating agents and actions to scene. Forgo roll if Spinster-
you think reasonable.
on the white ceramic move like fire and surrender multiple
meanings as they shift. Most books are several volumes Bone Cage
1d20 Encounter Action
long. Getting them out would be a logistical challenge but R37-R40
1 Boreala Lying in wait
anyone taking the long time required to read, understand Gallery
2 Reductor Lying in wait
and translate a book could start a mild renaissance in the of Fire
3 Tooth-Tooth Hiding in an Urn subject in question.
R41-R44
4 Broken Heart Hiding covered in Ash
Dancers'
5 Second Sloth Enter after the PCs 1. Metallurgy. (12 books) Halls
6 Zoetrope Men Enter after the PCs 2. Ecology and Fire Regimes. (10 books)
R45-R48
7 Backup Baboons Hiding behind an Urn 3. Ceramic Armour. (Incomplete 3 books remain)
Artificer's
8 Protection Man Wounded or impaired 4. Ceramic Blades. (5 books remain)
Rooms
9 Wensley Shrive Wounded or impaired 5. A biography of Puh-Gna Zor, the Empress of Fire. Lots
of battles. (Incomplete 15 books remain) R49-R52
10 Zomi ma-ma Z’or Just leaving as PCs enter
6. The Planning and Execution of Large-Scale Engineering Fire-Queen's
11 Dancing Automata Just leaving as PCs enter Arms
Projects. (Incomplete 5 books remain)
12 Drusilla Machete Fighting with (roll again)
7. ‘On Duelling’ - focuses on fighting lightly-armoured and R53-R56
13 Zegzor Sapreciept Fighting with (roll again)
mobile fighters whilst armoured. (Incomplete 3 books) Rosetta
14 Obsidian Assassin Sitting or paused in thought 8. The Philosophy of Fire - tends to erase any doubt and Stone
15 Quicksilver Statues Sitting or paused in thought focus the mind on the immediate moment. (Incomplete R57-R60
16 Chain-Waving Sifting and examining the Ash 3 books remain) Library
Baboons
9. Radical stagecraft book - good if you are into stagecraft,
17 Flamethrower Sifting and examining the Ash R61-R64
the only remaining reference to a number of lost Fire
Skeleton Lamp
Nation plays. (Incomplete 2 books)
18 Shadow-Soaked Enter as PCs do through alt Philosopher
Baboons entrance 10. ‘Leaves of Ash’ - not that good poetry but a deep reading
reveals it as a prima-facie source for elemental politics of R65
19 Pyroclastic Guard- Talking/negotiating with
the deep past. (Incomplete 4 books remain) Sloth Nest
ian (if active) (roll again)
20 Anaracket Bonvive – exiting as PCs leave Appendices
1oc per ‘Book’ plus 1000c per volume if sold to dealer
intact. All very heavy, very delicate, value not immeditely
obvious and near-imporssible to tell what is what without
understanding the Languange of Fire.
The Fiasco
R59 Projection Room
The Body
Field
The Tomb
R59 PROJECTION ROOM surviving lenses, one for each Zoetrope Man. Grey for the
Ash Steward, Orange for the Delft Sentinel and Gold for
Encounters A great apparatus made from loops of shining bronze the Candlelight Courtesan. If removed from the Zoetrope a
occupies the centre of the room. A magical Zoetrope. The Magician could use a Light spell to re-create the projected
Tomb Rooms
floor is scattered with broken multicoloured glass. The image using the lens.
R1-R4 glass will cut bare feet and crunch audibly under shoes.
Lower Floor (Apparatus is unstable and may fall.) ACTIVATING THE ZOETROPE
R5-R8 Requires an INT test. If succesful the user can project the
Halls of Salt DOORS image of something standing in the centre of the Zoetrope
▪ West –Secret door to [R8 Entry Hall], has anywhere in a 500ft radius. If a person is standing in the
R9-R12
Halls of Ash
discoloured over time. centre of the Zoetrope they will see a grainy version of the
▪ East – To [R57 Bonsai Explosions]. world around the projection point, up to a 30ft radius from
R13-R16 the place the projection is ‘standing’.
Reductors
DAMAGE
Halls
West wall cracked. Patterns and drifts of dust and soil fall from If the user has a very clear idea of the geographic location
R17-R20 the bowed ceiling where the apparatus is attached by hooks. they are projecting to, they can send the image straight
Ice Demons' there, if not they can “explore” at walking speed by slowly
Prison ENCOUNTERS tracking the image around in three-dimensional space,
R21-R24 Any Zoetrope Man which has not been encountered so far seeing the world around it out to a radius of 30ft.
Acid Baron's will be met with here.
Cell DANGER
As the Zoetrope man is projected, its image also appears
R25-R28
Boreala's
directly in the centre of the strange apparatus in the middle As well as being supported at its base the Zoetrope is
Halls of the room, as if both were exactly the same image. If attached to hooks in the ceiling. These are very clearly
further encounters are needed or desired, see below; unstable. If anything impacts the Zoetrope it collapses
R29-R32
on a 4 in 6. 2d6 damage to anyone inside and the room
Shadow Encounter on a 2 in 6. Roll when entering, if loud noise becomes difficult to cross.
Engine made, every ½ hour of in-game time. Use own judgement
when incorporating agents and actions to scene. Forgo roll
R33-R36 if you think reasonable.
Spinster- 2d12 Encounters Actions
Bone Cage
1-3 Quicksilver Statues Fighting (or miming fighting)
R37-R40 with (roll again)
Gallery 4-5 Zoetrope Men Fighting (or miming fighting)
of Fire with (roll again)
The Fiasco
The Body
Field
R60 QUICKILVER Statue Identity Behaviour
The Tomb
This is Lady Zor, the
MASQUE 1
A daring, beautiful, imperious young
woman wearing a crown and armed
sculptor's mother,
as seen through his
A Queen, she expects
submission, may hold out
Encounters
with a macahuitl. her hand to be kissed.
eyes.
A near middle-aged man, cracks run Ignis Zor-Fyr, the Tomb Rooms
Arranged around the room are silver statues All the sculpture performs
though his flesh like the wood of fire- sculptor's Father.
2 is a slight smile and turn of
blackened trees. He uses a slender He didn’t know him R1-R4
of savage and beautiful semi-human nobles war hammer as a walking stick. well.
the head.
clad in incredible armours and wielding Lower Floor
A slightly pompous, young man, Zorast, the More like a real father,
unique weapons. half-face mask set around one eye, a sculptor's oldest manly, friendly, slightly
3 R5-R8
circular sun in the centre of his chest, brother and heir to superior, a firm handshake
wearing jagged feathers. the family name. and pat on the back. Halls of Salt
The home/stage/storage space for No mask, indiscernible gender
More of a mother than
Zami, the sculptor's his actual mother. A wide R9-R12
the Quicksilver Statues created by 4 impudent face, light step and open
older Solum sibling. smile. Sympathy. An open Halls of Ash
manner. Halo like a candleflame.
Zenbestefunkh Zor. Here, the statues wil embrace.
Watchful, calm, a little R13-R16
perform slightly more complex behaviours 5
Teenage girl, half-face mask, hair Zoe, the oldest of
sad. Smiles slightly, hides
worked into tight ropes. three sisters. Reductors
than if they were encounterd randomly. her face
Teenage girl, half-face demon mask Halls
Zagaba, the middle Arch, a little manic, prods
6 lower body shifting as if she were
DOORS billowing in an unseen wind.
sister. and pokes, laughing. R17-R20
▪ West – To [R57 Bonsai Explosions]. Teenage girl, no mask, armed with a
Mimes uproarious Ice Demons'
Zarpinat, youngest laughter, gazes and
▪ East – To [R52 Shield Stacks]. 7 spear, confident princely stride and Prison
sister. glances knowingly, finds
high head.
you amusing.
R21-R24
DAMAGE Acid Baron's
The floor is broken and cracked, with visible subsidence at Cell
the western wall.
R25-R28
Boreala's
ENCOUNTERS Halls
2 in 6 chance a Baboon barges in.
R29-R32
Shadow
STATUE COLLAPSE CASCADE
Engine
R41-R44
If more than one statue falls, or if strong force hits the Dancers'
eastern wall: Halls
R45-R48
The tunnel below will collapse, filling with mercury and
Artificer's
stone, (5d6 damage, trapped, drowning in mercury).
Rooms
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R61/62 Veils/Sloth Wreck
The Body
Field
The Tomb
R61 FLAME VEILS R62 SLOTH WRECK
Encounters This room seems at first to be burning. Like a black forest A room wrecked by time, Sloth and acid collapse. Red
of high-branched trees with liquid flame dripping from its shards gleam and sparkle in the wreckage like bloody stars.
Tomb Rooms
branches, pouring like a torrent, surrounded by still, dead
R1-R4 moths. DOORS
Lower Floor ▪ West – Combination door to [R51 Bedchamber].
R5-R8 This is a momentary illusion, the flames are cloth, hanging ▪ West Corner - Sloth Hole, (hard to see).
Halls of Salt like veils of fire from a copse of small iron trees set there ▪ South - Combination door to [R61 Flame Veils].
for display. ▪ West Centre Wall- Sloth Hole, (hard to see).
R9-R12
Halls of Ash
▪ Roof-Hole – To [V. Half-Dissolved Baboon].
The veils are translucent, any other room occupants can
R13-R16 be half-seen. The dead moths glow on entry, see below. ENCOUNTERS
Reductors
[Shared Encounter Table for this section.
Halls
DOORS See opposite page.]
R17-R20 ▪ North – To [R62 Sloth Wreck].
Ice Demons' ▪ West – To [R63 Burning Furniture]. INVESTIGATING THE ROOM
Prison ▪ East – To [R64 Lamp Philosopher].
R21-R24 The floor is a mess of wreckage, scraps of old parchment
Acid Baron's ENCOUNTERS and broken ceramic, the ruins of shelves which have been
Cell In a fight each person will be visually separated from the rest. torn to pieces and dirt back excavated from the sloth holes.
R25-R28
Boreala's
[Shared Encounter Table. See opposite page.] Acid from the glass girls has burnt spots into the floor
Halls beneath the opening. Fragments of tile, soil, glass and wet,
ON ENTERING THE ROOM colour-blanched baboon guts lie beneath. All of it at least
R29-R32
an inch deep.
Shadow
As any new light enters the room, the desiccated
Engine
shells of the moth's briefly incandesce, glowing with Shards of vertical ceramic stick up in the centre of the
R33-R36 intense firelight, expanding wings of cold fire leaping room.
Spinster- and buzzing into the air, their empty shells clattering.
Bone Cage This lasts only a moment before the moth-shells fall again PARCHMENT AND SHELVES
R37-R40 to the earth, with a tapping sound like sycamore seeds. All long decayed. Fragments of writing in the language of
Gallery fire. Possibly poetry?
of Fire NAVIGATING THE ROOM
R41-R44
THE VERTICAL CERAMIC SHARDS
Dancers' The veils glimmer with a kind of twilight and glow brightly The base of a ceramic statue. Looking for the pieces
Halls in lamplight. Semi-transparent, the vague shadows suggests something like a woman. Repair magic reveals a
and outlines of those on the other side can be seen woman holding something but the parts have been tracked
R45-R48
through them. through the sloth holes over years and not all are present.
Artificer's
Rooms
They hang around the edges of the room and across RED GLIMMERS
R49-R52 its middle, creating a kind of micro-maze, like washing Chips of ruby (10c each). Seem to be fragments of a large,
Fire-Queen's hanging from lines. flat, lozenge. 12 can be found but it takes an hour at least.
Arms
The Fiasco
The Body
Field
R63 BURNING FURNITURE surrounded by the stilled halo of exchange that makes up
The Tomb
the fire is each one complete as intended.
For a moment it seems this room is in the midst of Encounters
conflagration. Waiting a moment shows that all the fire is The frozen fire glimmers like gemstones, emitting sparks
Tomb Rooms
still, lockd in time. and flickers of light but only very dimly illuminating the
room. It gives off much less energy than a normal fire. R1-R4
DOORS Lower Floor
▪ West - To [R52 Shield Stacks]. BRINGING LIGHT INTO THE ROOM R5-R8
▪ East - To [R61 Flame Veils]. Halls of Salt
The furniture reflects light as brightly as a polished amber
R9-R12
DAMAGE mirror and revealing layers of colour within its frozen fires. Halls of Ash
West wall cracked.
Exposing one piece to light causes it to glow, setting off R13-R16
Reductors
ENCOUNTERS another, which then triggers still more, glowing in the room
Halls
The strange shadows created by the furniture would be a like a sunset.
good hiding place. R17-R20
The tendrils of smoke and crossing bars of the limbs of the Ice Demons'
[Shared Encounter Table for this section] furniture create complex weaves of shadow on the walls Prison
and in the corners of the room. R21-R24
THE BURNING FURNITURE Acid Baron's
Encounter on a 2 in 6. Roll when entering, if loud noise Cell
Around the three sides of this room and on stands running made, every ½ hour of in-game time. Use own judgement
when incorporating agents and actions to scene. Forgo roll R25-R28
parallel to those sides are examples of wooden furniture if you think reasonable. Boreala's
drawn from many cultures, some known, some unknown. Halls
2d12 Encounters Actions
1 Boreala Examining environment/ R29-R32
Each piece is in the midst of being consumed by fire, as if talking to Zoldinor
2 Reductor Shadow
in a blazing house. The flames are still, paused like sculpted in R64 Lamp Philosopher
Engine
glass or some pinned translucent fabric. The pieces are all 3 Navidorine
part-carbonised but the skeletal structure of the burnt 4 Tooth-Tooth Examining environment/ R33-R36
parts hang in the air like a pencil sketch. Smoke flows away talking to Zoldinor Spinster-
5 Wensley Shrive
in R64 Lamp Philosopher Bone Cage
from the pieces like a windswept veil.
6 Protection Man
R37-R40
7 Zomi ma-ma Z’or Lying in wait
The shapes of the furniture are magnificent, quixotic, Gallery
containing inner complexities of form which could never 8 Drusilla Machete Enter after the PCs of Fire
be seen in the shape while whole. Weird extrusions and 9 Zegzor Sapreciept Just leaving as you enter
R41-R44
wild adornments flow and branch from the furniture. 10 Anaracket Bonvive Fighting with (roll again) Dancers'
It is as if each was made to be burnt and that only in its 11 Pyroclastic Trapped by accident or wound Halls
burning, partly exposed, part consumed, frozen in time and Guardian (if
12 Enter as PCs do through alt R45-R48
unleashed)
entrance
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
R64 Lamp Philosopher
The Body
Field
The Tomb
R64 LAMP PHILOSOPHER He is happy to talk about her glories and her numerous
victories though he is pretty vague about a lot of it.
Encounters The resting place of an aethereal philosopher born of
mildly drugged gas. He is also a philosopher, he is locked in consideration of a
Tomb Rooms
complex issue;
R1-R4 The eastern corner holds a large bound tank.
Lower Floor “Is the es sence of all thing s…
DOORS
tran sformation? Or! Do all thing s
R5-R8
Halls of Salt ▪ West – To [R61 Flame Veils].
R9-R12
Halls of Ash
ENCOUNTERS tran sform into their es sence?
A wise foe might wait for the PCs to trip out on the gas
R13-R16
Reductors
before trying to attack, or to snatch the key. The distinction is a subtle one is it not ?
Halls Encounter on a 2 in 6. Roll when entering, if loud noise
made, every ½ hour of in-game time. Use own judgement Around his neck he carries a Tomb Key.
R17-R20 when incorporating agents and actions to scene. Forgo roll
Ice Demons' if you think reasonable. It is his purpose to guard they key and only release it to
Prison 2d12 Encounters Actions “the wise”, so he has come up with some two riddles;
R21-R24 1 Boreala Examining environment/talking
to Zoldinor “I find your way, but never you. What am I?” (A map.).
Acid Baron's 2 Reductor
Cell 3 Navidorine
“Death of each day’s life. What am I?” (Sleep.)
R25-R28 4 Tooth-Tooth Examining environment/talking
Boreala's to Zoldinor
5 Wensley Shrive
Halls If someone can answer either riddle correctly Zoldinar will
6 Protection Man hand them the key which will become solid in their hand.
R29-R32 7 Zomi ma-ma Z’or Lying in wait Zoldinar cannot be damaged. If his flame is put out he will
Shadow
8 Drusilla Machete Enter after the PCs simply disappear and the key with him.
Engine
9 Zegzor Sapreciept Just leaving as you enter
R33-R36
10 Anaracket Bonvive Fighting with (roll again)
THE GAS EFFECTS
Spinster-
Bone Cage 11 Pyroclastic Guard- Trapped by accident or wound
ian (if unleashed)
Exposure induces mild hallucinations and an altered
12 Enter as PCs do through alt mental state. The following visions take place in sequence
R37-R40
entrance
Gallery and compile upon one another, lasting for double the
of Fire period of exposure;
R41-R44
THE GAS TANK
Dancers' 1. Blue flame runs along your flesh. This causes no pain and is
Halls A large lamp fitting projects from the front and a wheel fascinating to look at. You may function entirely normally with
allows the gas in the tank to be released. only a small effort. 2. Numbness of the skin. 3. The reverie of
R45-R48
staring into a fire, except the fire is yourself and the shapes
Artificer's
If the gas is released and lit, the fire burns in the shape of a you see are your inner self. You remain calm and compulsively
Rooms
butane-blue cloaked and ancient sage. This is Zoldinar. eat small pieces of wood. 4. The euphoria that comes to burn
R49-R52 victims when their skin has been baked and nervous system
Fire-Queen's Whether the gas-lamp is lit or not, all present will begin to boiled, liquefied and dumped into their bloodstream.
Arms
experience its effects (see below).
R53-R56
Rosetta ZOLDINAR
Stone
The Fiasco
The Body
Field
R65 SLOTH NEST THE CRAP ON THE FLOOR
The Tomb
A Large cavern of packed earth, strewn with written A hibernation nest made from chewed up, torn and ruined Encounters
fragments, lit by the candle-strength light of magical parchment, papyrus, paper, vellum, strips of silk and
Tomb Rooms
glyphs circling a space near the centre of the cavern and bamboo, ceramic shards, glass fragments, chunks of tile,
by sunlight from the tunnel rapidly dug out to the surface old bones, dirt, dry soil and indefinable muck. R1-R4
by the Hyper-Sloth. Lower Floor
R25-R28
ENCOUNTERS “You fools! Knowledge itself is treasure!” Boreala's
If early in the game; no encounter. Halls
Magic Users studying the glyphs will work out the following;
R29-R32
If the PCs reach this area later in the game; ▪ The glyphs are a natural expression of reality try- Shadow
ing to heal around a wound. Engine
Encounter on a 2 in 6. Roll when entering, if loud noise ▪ Something powerful smashed its way into this
made, every ½ hour of in-game time. Use own judgement R33-R36
reality here. Spinster-
when incorporating agents and actions to scene. Forgo roll
if you think reasonable. ▪ It moved on.. could there be a second, less visible Bone Cage
2d6 Encounter Action tear around here? (There is, the ‘Forward Tear’ to
R37-R40
1 Anaracket Bonvive Fighting with (roll again)
R54.) Gallery
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
The Fiasco
Appendix A: The Isopod Convoy
The Body
Field
The Tomb
THE ISOPOD CONVOY INVESTIGATING THE CONVOY
Encounters Hidden nearby via magical means is the Convoy of Wensley THE WAGGONS
Shrive, a linked series of waggons driven by giant pillbugs.
Tomb Rooms
Four Waggons, each about ten feet long and five wide. Each
R1-R4 The convoy is full of resources, information and hooks. waggon is linked to the one in front.
Lower Floor Almost all the factions and individuals in the adventure will
R5-R8 wish to locate it. The Rear Wheels of each Waggon are like big hamster-
Halls of Salt wheels with giant (dog-sized) Pillbugs inside them.
R9-R12
FINDING THE CONVOY; HOW TO FIND IT
Halls of Ash
The roofs are covered with scratch-tents which the
▪ Magic-Users who examine Shrive's Blue Monocle will
Baboons live inside.
R13-R16 intuit that it is the key to both hiding and locating the
Reductors convoy.
The fourth car has tipped over and cars two and three
Halls ▪ Sending agents ‘vaguely in search’ who definitely do not are tilting to compensate. A number of pine boxes have
R17-R20 know what they are looking for. slipped out. All are carefully padded with straw and
Ice Demons' ▪ Random idiots wandering around without a thought in currently empty.
Prison their heads. But if they find it once and leave it, they
R21-R24 won't be able to find it again, as that time they will actu- THE LEAD CAR
Acid Baron's ally be looking for it.
Cell In the chest: in the lid a poisoned punch dagger (3d6
R25-R28
FAILED SEARCHES rounds paralysis, 2hp damage each round save for half,
Boreala's
one use), Shrive's contract with Blue Glass (see appendix.)
▪ Going in circles.
Halls Secret Compartment in the base a compartment holding
▪ Memory blanks. a secret message.
R29-R32 ▪ NPC’s will rationalise incoherent searching behaviours.
Shadow
▪ Magic-Users find spells identifying pebbles, shadows The Secret Message : an agreement to deliver the arms
Engine
and dust instead of the convoy. The more clearly they hidden in the back cars to several rebel groups within the
R33-R36 Crater Zone. This includes details of how Shrive should fake
define the target, the wilder the responses become.
Spinster- an accident with his convoy at a certain point within the
Bone Cage zone, where the arms will be unloaded and he will be paid.
R37-R40
Gallery In the roof beams above the drivers position: a dual-firing
of Fire heavy crossbow.
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
Fire-Queen's
Arms
R53-R56
Rosetta
Stone
R57-R60
Library
R61-R64
Lamp
Philosopher
R65
Sloth Nest
Appendices
120 Appendices
Appendix A: The Isopod Convoy Introduction
The Fiasco
The Body
Field
The Tomb
Encounters
Tomb Rooms
R1-R4
Lower Floor
R5-R8
Halls of Salt
R9-R12
Halls of Ash
R13-R16
Reductors
Halls
R17-R20
Ice Demons'
Prison
R21-R24
Acid Baron's
Cell
R25-R28
Boreala's
Halls
R29-R32
Shadow
Engine
R33-R36
Spinster-
Bone Cage
R37-R40
Gallery
of Fire
R41-R44
Dancers'
Halls
R45-R48
Artificer's
Rooms
R49-R52
THE REAR THREE CARS DRIVING THE WAGGON Fire-Queen's
Arms
They are full of pine boxes. Each box is 6 feet long, 3 feet Needs relatively firm and unobstructed ground. R53-R56
wide and 2 feet high. Several have fallen from the rear and Rosetta
eleven have been opened from the inside. Can move at human walking speed, the Pillbugs will require Stone
at least eight hours of rest a day. R57-R60
Each box is very carefully padded with straw and each Library
closed box holds one glass girl. Giving an average of about 64 miles of travel per day,
R61-R64
assuming no breaks and half-decent roads.
Lamp
The remaining space is filled with dried and preserved
Philosopher
foodstuffs. The Pillbugs feed largely on rotting or half-decayed
vegetation. Much of this can be drawn from the steady use R65
Anyone wearing the blue monocle can find tarpaulin of supplies by the convoys occupants. Sloth Nest
sacks hidden in the roofs of these cars. Inside are bow- Appendices
staves, bowstrings, arrows, swords, machetes, axes and
pole-arm heads.
Appendices 121
Introduction
The Fiasco
Appendix B: Treasure Totals
C = one unit of standard currency. In most games this will be one gold piece.
The Body
Field
Black Diamond Heart of Navidorine the Salt Dryad - 500c Fire Queen's sword - 500c
The Tomb
to a Mage or Collector. If Navidorine included, 5,000c but this
Encounters guy seems like a massive perv. Fire Queen's Wardrobe-400c worth recoverable with
an hour's work. Largely due to decay, fragility and lack of
Tomb Rooms
Black diamonds, 10 in total = 100c each. complete sets. Might be worth much more with magical
R1-R4 reconstruction.
Lower Floor Black dragonscales, 1,000 in total worth, on average, 1c each.
R5-R8 Flame Calligraphy Banners - 300c each to a collector.
Halls of Salt Black pearls, 100 in total = 5c each
Flame Painting, big heavy and dangerous - 1,000c each to a
R9-R12
Halls of Ash
Black Vases (from R33) - 5c each, x5 if sold with the Rational collector.
Incense within.
R13-R16 Frieze of Fire, big, several parts, hard to transport - 5000c
Reductors
Blue Blood Powder - 5c. Agents of Blue Glass Co. will note for 100% of the Freize to a collector. Total halved for each 10%
Halls
this sale and try to trace the sellers. missing.
R17-R20
Ice Demons' Blue Monacle - 200c. Giant Snail Shells - 20c each to collectors.
Prison
R29-R32
Book of Sapphire Leaves - 7,000c to a Mage, Academic or Light Snaps - 1c each.
Shadow
Collector.
Engine
Liquid shadow - 5c per pint.
R33-R36 Borealas Leaves - 1c per 10% recovered and if sold to a Mage,
Spinster- Academic or Collector. Long coat of salamander scales - 200c.
Bone Cage
Fire Queen's Helm - 500c Pyroclastic Guardian Jars - 10c each to collectors.
Fire Queen's Ring - 10,000 if you are willing to sell... Rare Fighting Chains - 5c each to collectors.
122 Appendices
Appendix B: Treasure Totals Introduction
The Fiasco
The Body
Field
Rational Incense (from R33) - 10c each, x5 if sold in original Silver Nails in the Eyes of the Frozen Demon Worshippers
The Tomb
Black Vase. DONT PULL THEM OUT!! - 0.5c per nail.
Encounters
Reconstituted Ash; A great pile of flags, banners, totem Skull-Bossed Shield - 350c.
Tomb Rooms
poles and wooden carnifex (long trumpets) - 500c.
Sloth Parts - 1c per percentage of total sloth recovered and R1-R4
Reconstituted Ash; Rods, Sceptres and Staves carved with sold to Academic or Collector. Lower Floor
Reductor's Red Pearl Flensed Face - 300c The Iron Heart - 500c, to Mage, Collector or Doctor, its R53-R56
nature hard to divine even for the august. Rosetta
Reductor's Silver & Onyx Mask - 500c. Stone
The Kraken's Arm - 5,000c. R57-R60
Ruby Lozenge - From R62. If reassembled and magically Library
restored (i.e. by a mend spell), this is a kind of book. Staring The Small Soldiers - they will resist being exchanged for
R61-R64
through the gem at an active fire reveals words within the fire, money.
Lamp
poetry in the Language of Fire based on that fires origins, fuel,
Philosopher
circumstances and nature. 1000c to a collector. (Zoldinar Tomb Keys - if at maximum weight, 100c to a collector or
from R64 Lamp Philospher, knows what this is.) Mage as a curiosity. If the charm unbroken and carriable, 1c R65
only. Sloth Nest
Salt-Ivy - A foot of whole, undamaged, unstained, salt-ivy Appendices
can be worth 100c if returned to civilisation. Difficult to Wand of BEEEEEEES - 10c if charges unknown, if they can
do considering its brittleness, fragility and poor reaction to check charges then 10c per charge remaining.
even small amounts of ambient moisture.
Wensley Shrive's Command Masks - 50c each.
Security Guard's Hardwood Armour & Helms - 5c per
set. Agents of Blue Glass Co. will note this sale and try to
trace the sellers.
Appendices 123
Introduction
The Fiasco
Appendix C: Item Rules
The Body
Field
CYCLONE RING CAUSTIC HEARTS
The Tomb
Black onyx with a jagged silver spiral on its face. Blue Glass Implanted in the bodies of “Protection Men” to make them
Encounters Co gives these to the heads of its Security Teams. They pure and remorseless agents of Corporate Power. Strange
are badges of office and symbols of Authority. Only the alchemical machines that seem to weep a caustic bile.
Tomb Rooms
company can re-charge each ring and no-one knows how They click, slosh and are engraved with some systematic
R1-R4 they do it. Each comes with a note book and the holder is law in an enocian script. (Its the charter of the Frictionless
Lower Floor expected to record every usage. Blue Glass Merchent Company).
R5-R8
Halls of Salt A full-capacity ring carries 25 charges. CERAMIC KNIVES
Create Water = 1 charge Refinery hands in hall three use these ceramic knives to
R9-R12
Halls of Ash
Make Fog = 1+ charges work their product. They are not meant to be allowed
Flight = 5+ charges out of that hall but are sometimes found in the hands of
R13-R16 Lightning Bolt = 5 charges criminals or Profit Protection teams.
Reductors
▪ Create Water: Creates a powerful stream of water
Halls
for one round. Range 20ft. Does d4 non-lethal damage 2d4 damage, explodes if a 4 is rolled on either die
R17-R20 and pushes the target back the same number of feet. If and keeps exploding. Does full damage to fire-based
Ice Demons' fired at an individual, it always hits, if fired at a closely- creatures, breaks on a miss or fumble.
Prison arranged group, each must save breath or suffer the full
R21-R24 effect. CLOUDGRAVE CLUB
Acid Baron's ▪ Wall of Fog: Creates a volume of fog which obscures all D4 damage. The Zone produces a wide variety of this
Cell vision in whatever shape the caster prefers. Volume extremely-simple wooden club carved from black
6 foot by 6 foot cube per charge. Cloudgrave wood. They come in a wide variety of designs
R25-R28
Boreala's
▪ Flight: 5 Charges per 30 seconds - The caster or target and differing levels of elaboration, from the simple knotted
Halls within 50ft is bourne upwards by raging winds. An sticks used by Spiderheads to the elaborately-carved ritual
unwilling target can save to avoid this. weapons used by some Masked Maroons. In some cases
R29-R32
▪ Lightning Bolt: 5 Charges - A bolt of lightning leaps part of a frond will have been used and the crystallisation
Shadow
from the ring and travels until it hits something that will left in place as decoration or even as an abrasive edge.
Engine
earth it. 5d8 damage.
R33-R36 ENDOTHERMIC GEMS
Spinster- WHITE BOLTS OF DISPELLMENT Small fingertip sized gems like three-dimensional
Bone Cage These crossbow bolts of white wood each dispel any single snowflakes that shine and glimmer like blue stars. They are
R37-R40 spell effect they encounter. If multiple spell effects are delicate and very cold.
Gallery encountered at the same time they will dispel the highest
of Fire level effect. To dispel an effect bound to a particular person, As soon as they dry they are encased in settings of
they must be wounded by the bolt but if they encounter a frictionless glass which insulate and hold back their
R41-R44
Dancers' magical shield or protection around that person, that will temperature, allowing them to be worn next to the skin.
Halls be dispelled. Each of these costs the company 5,000gp.
Each use must be signed for and investigated by company An Endothermic Gem will absorb and nullify twenty spell
R45-R48
clerks, if the use was not in the company's interests then levels directed at the possessor, then collapse to dust. (i.e.
Artificer's
the user will be held liable for the cost. one level 20 spell, two level 10 spells, four level 5 spells etc)
Rooms
124 Appendices
Appendix C: Item Rules Introduction
The Fiasco
The Body
Field
5. You smell yourself cooking, though painless this is a deeply disturbing and 20. The world flips like a coin, becoming its other self. You see the Palaces of
unpleasant experience. You must communicate your deep distress at this Fire, a huge complex like a noble castle, palace or country house, spread The Tomb
sensation. over gardens and grottoes. All of this is made of living fire and smoke. The
6. You are running between the branches of the Cloudgrave trees like a quick- grass and the trees and the leaves are fire. The bricks and tiles are like Encounters
ening fire, leaping from branch to branch as you race ahead of a surging glowing crystals of quartz containing their own fire. There are people here
wind. (This is not too dangerous so long as you are not actually in the and they are beautiful and wonderful beings of fire going about their own Tomb Rooms
branches of the Cloudgrave trees.) complex and courtly lives.
7. You are a being of fire and have been formally challenged in very serious 21. You are a coronal cage-crown of fire and magnetic force cradling a star. R1-R4
circumstances. You must respond in dignified verse of some kind to anyone You surround and encompass the star, dancing and forming huge arches of Lower Floor
that speaks to you or lose face to a terrible extent. force and fire, plasmic architecture bigger than worlds. But the star is about
8. You are being forged. Pounded by gigantic weights wielded by enormous to collapse and you must race away from it dancing at the speed of light or R5-R8
giants, heated until you nearly die and plunged into freezing water. You may be caught within its chains as it dies and reduced to a dull black cinder. You
Halls of Salt
cry out to the giants, cringe from the blows or beg for water to ease the heat will destroy whatever you touch as you race away but there is no time to
of the flames or something warm to ease the cold of the water. In its final worry about that. R9-R12
stages this dream is pleasing and addictive. You feel you have been made 22. You are blind, parched, ancient and dying and being held down by some
harder, stronger, alloyed and changed but emerging more resistant to the kind of octopid creature that has penetrated your body and is sucking the
Halls of Ash
world and ready to do work. remaining blood of your life. As if you were held prisoner, blindfolded, on
R13-R16
9. You are being made alchemically pure. Every bad thing inside you is being a salt flats under a baking sun. You can feel your skin crack and peel under
slowly burnt away, isolated and controlled by an endless series of fine reac- the hot glare but some sourceless and indistinct form binds you. You cry Reductors
tions and alterations leaving you physically and morally pure. Though each out for aid but no help comes. This is a Bad Trip. Halls
particular process can be unpleasant, as each one ends you feel more and 23. You feel as if you need to burn and will do whatever you can to make this
more pure. This is a powerful and addictive dream. happen. You will set fires and jump into them, cover yourself in flammable R17-R20
10. You are a being of fire fighting a gigantic and terrible war in the depth of liquid and try to find a light, or any other method you can think of in order Ice Demons'
a cosmic winter against the Ice Giants who wish to freeze the core of the to transmute yourself to fire right here, right now, in the real world. You Prison
world and destroy all life forever. The tragedy and horror are beyond any must be physically restrained to prevent you from doing this.
human imagining. Only the most total commitment and absolute sacrifice 24. As per 23, you will try to set yourself on fire, but you will also try to set R21-R24
will save the world. The people around you are now Ice Giants and you pretty much everything you can find on fire if at all possible. Everything
Acid Baron's
must battle them, especially if they try to hold you down. must be converted into fire. Everything must burn.
11. You are a flower of expanding fire, opening, you reveal rows of white petals, Cell
each petal generates more petals, which generate more petals in an ex- FLY LANTERNS R25-R28
panding chain reaction. The petals grow whiter and whiter and whiter. This For those who need to work at night, or who intend to
is pleasurable and frightening at the same time. You are about to change Boreala's
everything. Time is very slow here. travel in the dark, the company provides paper lanterns lit Halls
12. 12. You are very heavy and made of liquid iron. You need to curl up into a by fireflies. Users are held liable for any loss or damage to
very tight ball and sleep. It’s very cold outside. You can feel your iron blood R29-R32
the flies at the price of 1gp per fly. Most lanterns contain
moving around your iron bones. You can’t move or uncurl from your tight Shadow
ball except maybe you can roll slowly in a circle around a central point. 30 flies and provide clear light in a 30ft radius. Folds down
Engine
Also if anyone interrupts you can spit molten metal at them. neatly to a flat pack.
13. You are lightning. The world unfolds in a mosaic of frozen instants. No time R33-R36
passes for you but you appear, sometimes between boiling clouds, some-
times within clouds, seeing their gigantic spiralling inner structure. Some- FRICTIONLESS GLASS Spinster-
times poised hanging between the sky and the earth. In your moments of A product of the Refinery Process and primary export of the Bone Cage
existence you bridge gigantic spaces. The rest of the time you simply wait,
turning slowly and building charge. You are only the moment of the leap.
Zone, more commonly used as currency and jewellery than R37-R40
14. You are eating cities like cakes. The cakes are about the relative size of a as a material (many banks and trading houses carry part of Gallery
normal cake to a human being, but you can clearly see that you are gigantic their liquidity in it). It is said a Pirate Queen of the Southern of Fire
and that the cake is an individual city with tiny buildings, streets, temples
Seas has the hull of her vessel plated with this glass.
and towers. As you press your hands around the city-cake, it bursts into R41-R44
flames where your fingertips touch. Tiny little people go running in gigantic Dancers'
crowds giving tiny little screams. They fall from the edges of the cake en- LIGHT SNAPS Halls
masse, burning as they fall like little droplets of fire. It’s like cream bursting
from a bun. You have to eat and eat and eat. A product of the Refinery Process and primary export of
R45-R48
15. You are a spark falling from a whetstone or a flint. You exist only at a mo- the Zone, these are never sold legally in the Zone but are
ment of impact and then fall slowly to your death, cooling and fading as you Artificer's
sometimes gifted to employees for specific purposes. Each
go, only to be reborn. You dance beautifully as you die. This is sorrowful Rooms
but your rebirths are constant and repetitive is a regular violent shard of amber-like resin with a break-
16. Your spirit is immortal, like the Phoenix your body dies, falls to ashes and channel down the centre where it can be easily snapped. R49-R52
your immortal spirit escapes and is reborn in new flesh. You feel your body
If broken in two, each half of the snap will produce a Fire-Queen's
decay around and this is thrilling as you realise your soul is becoming more Arms
free. You gain awareness of your previous selves, all the people and animals beautiful golden lantern-strength light for roughly 1 hour.
your soul inhabited in former lives and you can converse with them as long R53-R56
as the vision lasts.
17. There are tiny helixes spread throughout your body like grains of sand
MOON HOODS Rosetta
drifting through an ocean and they are on fire. They glow like motes of light Low-Light Hoods are hoods of dull grey silk, each Stone
in the sunbeams of a shaded room, or like sparks raining from a crucible. one embroidered with a small silver moon. The moon R57-R60
As these tiny spirals burn you can hear them singing a complex song of pure
high notes. You know that if you listened to them carefully enough and un-
embroidered on the hood waxes and wanes with the Library
derstood them then you might be able to re-make your body into whatever movements of the moon in the sky. Anyone wearing such
you wanted, or even travel to other realities. R61-R64
a hood has their face deeply shadowed and at night can
18. You are a gigantic source of death and life. Wherever you look, ice melts, Lamp
cold is dispelled and if you look at something long enough, life is kindled.
see in the low light provided by the moon and stars as if
Philosopher
You are responsible for all life. But if you look at something too closely or it were day. The enchantment on the hoods lasts for one
too long then you can reduce it to desert and desiccate it. You should move lunar month. R65
slowly, rotate continually and be careful about looking at things too quickly Sloth Nest
or too long. Really, people should be worshiping you.
19. You have just woken up and you need to eat the world. The whole thing is RUBY GEM Appendices
going to have to go. You must race from place to place consuming things. If recovered anyone viewing a fire through the gem should
You feel fierce, powerful and absolute. No force can compel or overwhelm
you. Really you should consume the whole world down to the bare rock. be able to divine aspects of its nature and origin in a
(This is a potentially dangerous Tree Dream but since the subject does not somewhat vague, perhaps elliptical, way.
care *what* they eat, they can usually be distracted with sticks, tree bark
and old rope.)
Appendices 125
Introduction
The Fiasco
Appendix D: Contract & Company Law
The Body
Field
The Tomb
SHRIVE'S CONTRACT ARTICLE 2: FIRE
1. No fire, flame, burn, spark, emission, explosion, heat-ex-
Encounters In summary; Contract between The Frictionless Blue cession, conflagration, combustion, incandescence or
Glass Merchant Company and Wensley Shrive for Delivery suspicious warmth is permitted in any place at any time
Tomb Rooms
of 54 Glassware Items to Director of Operations : Crater except for those arrangements or processes activated,
R1-R4 Zone. On or before a date three days hence. If the items monitored by and under the supervision and direct and
Lower Floor are delivered whole and unmarked by the given date the absolute control of verified Company personnel acting
R5-R8 holder shall recieve 50c for each. under the clear and immediate guidance of Company
Halls of Salt Policy as decided and promulgated by the Company and
Form of Payment shall be in Frictionless Blue Glass, or by and for no other authority or purpose whatsoever-
R9-R12
Halls of Ash
other materials and coinage if agreed to by both parties. for it be and this law shall apply to all beings, living and
un-living, conscious and non-conscious, real and un-real,
R13-R16 Blue Glass Merchant Company not responsible for any located within the area called the ‘Zone’ and shall be ap-
Reductors
damage or accident etc etc. Lateness shall mean a reduction plied equally and absolutely to all parties thereof regard-
Halls
in the price per item of 5c per day down to a minimum of less of rank, position, identity, constitution and person-
R17-R20 25c each.
Ice Demons' hood, both assumed and un-assumed.
Prison Agent is reminded to use only the reinforced bridges in the a. Furthermore; pursuant to the above article, any
R21-R24 crater zone as others may not take the waggon's weight, Company personnel, whether specifically mandated
Acid Baron's this may require a circuitous route. or not, are required and instructed to take part in
Cell and uphold the enforcement of the above article
on any being, living or un-living, conscious or non-
R25-R28
Boreala's
COMPANY LAW conscious which they may observe or, in any way
Halls come into contact with in the area called the ‘Zone’
ARTICLE 1: DEFINITIONS and are instructed to make use of any degree of force
R29-R32
1. The area referred to as the ‘Zone’ shall be defined and and compellment in order to ensure its absolute
Shadow
considered as that area occupied by, and within which, obedience in all cases.
Engine
the rules and arrangements of the Company are consid-
R33-R36 ered to be in force. ARTICLE 3: CREDIT
Spinster- 2. The grouping, agency, organisation and identity referred 1. All credits owed to and regulated by the Company must
Bone Cage to as ‘the Company’ shall be that organisation with the be cleared, repaid and voided in full according to the of-
R37-R40 right and effective control of the area referred to as the fices and appointees of said Company acting within and
Gallery ‘Zone’. in service of the laws, bylaws and clearly-stated mandate
of Fire 3. The definitions of the ‘Zone’ and ‘Company’ shall at all of the Company before any employee, debtor, associate
times be decided by the Company in accordance with or contractor shall be permitted to leave the service of, or
R41-R44
Dancers' its laws, by-laws and policies and by no other grouping, break contract with, the Company in any way.
Halls agency or organisation. 2. Furthermore, the nature of this repayment, whether it be
4. Any attempt to re-define or otherwise alter the nature, in cash monies, services, or in some other form, whatso-
R45-R48
existence or interrelationship of the ‘Company’ and the ever it be, shall be decided only and entirely by the Com-
Artificer's
‘Zone’ shall be considered Unsafe and Unreasonable pany and by no other agent or power.
Rooms
conduct and prosecuted accordingly by the Company 3. Pursuant to the above, it is the responsibility and duty
R49-R52 and its agents in accordance with the articles below. of the Company to communicate the size, value, nature
Fire-Queen's and amount of any such repayment to the Employee or
Arms
Contractor in question within a reasonable frame of time
R53-R56 after such information being requested.
Rosetta 4. Any attempt by any person or agent whomsoever or
Stone whatsoever they be, to escape, evade, elude, avoid, ig-
R57-R60 nore or disobey the above article shall be considered by
Library the Company both Unsafe Conduct and the person en-
gaging in this conduct to be both a source and example
R61-R64
of Unsafe and Unreasonable conduct of the most egre-
Lamp
gious kind and the Company shall be permitted to engage
Philosopher
whatever elements, actions, forces, deeds, or agents it
R65 thinks reasonable in order to prevent, apprehend, reverse
Sloth Nest or cease both the Unsafe and Unreasonable conduct itself
Appendices and any source or origin of such conduct.
5. The Company shall at all times have the responsibility of
defining and deciding the nature of conduct, whether it
be Safe, Reasonable, Unsafe, Unreasonable or any com-
bination or arrangement of such kinds.
126 Appendices
Appendix D: Contract & Company Law Introduction
The Fiasco
The Body
Field
ARTICLE 4: AGENTS ARTICLE 6: EXCHANGE
The Tomb
1. The Company is commanded and authorised to employ 1. In order to preserve and promulgate the safety, securi-
and sustain agents and forces whose purpose shall be the ty and stability of Company operations and Personnel, Encounters
advancement of Safe and Reasonable conduct and the any economic exchange carried out with or by Company
Tomb Rooms
suppression and removal of Unsafe and Unreasonable personnel or taking place within the area defined as the
conduct. ‘Zone’ shall be made entirely and only in the currency of R1-R4
2. In all cases shall the agents so appointed and sustained the Company itself and through no other medium, mate- Lower Floor
iii. All equipment must be employed for the task for b. Furthermore, such an exchange shall be offered only R37-R40
which it is clearly intended or designed and for no once per individual, regardless of circumstance or Gallery
other task. condition. of Fire
iv. All equipment or materials in use must be those
R41-R44
purchased from, rented from, leant from or cleared ARTICLE 7: HOOK BIRDS Dancers'
by, the Company and its correctly appointed agents. 1. The avians known colloquially as ‘Hook Birds’ shall be Halls
v. No excessive or unreasonable risk or danger may regarded by the Company, its agents, employees and
R45-R48
be engaged in. associates at all times as permanently Unsafe and Un-
Artificer's
vi. All tasks and programmes of work to be accom- reasonable and all agents, employees and associates are
Rooms
plished in a timely and efficient manner so as not required and encouraged at all times and whenever and
to expose any personnel to unnecessary environ- however possible to engage in the suppression, dispersal, R49-R52
mental dangers. destruction, removal and elimination of these extremely Fire-Queen's
Arms
vii. There shall be no wandering in the Zone. Unsafe and Unreasonable birds.
a. The definition of ‘wanderer’ shall be any person whose Pursuant to the above, the Company hereby classifies any R53-R56
purpose, actions or intentions are unclear or unrea- collection, organisation, grouping or association of Unsafe Rosetta
sonable as decided by the Company and its properly or Unreasonable individuals, as defined by the above Stone
appointed agents. articles, within the area referred to as the ‘Zone’ to be R57-R60
2. The Company and its appointed Agents shall at all times legally and effectively equivalent to the aforementioned Library
be the definer and decider of what is ‘Clear’ or ‘Unclear’ creatures and, like them, and without any care or favour,
R61-R64
and of what is ‘Safe’ or ‘Unsafe’. to be supressed, dispersed, destroyed, removed and
Lamp
eliminated in like kind.
Philosopher
R65
Sloth Nest
Appendices
Appendices 127
Front of Torn Fragment
Maroons
Foul killers are Maroons - beware their tricks.
At times they come in masks of blue, at others in the skins of ani
Savages from the forest, ‘Granny Town’ is their home yet none m
it though all search. A myth perhaps.
Despoilers and ruiners of all the company's works yet they have Back of Torn Fragment
mercy nor constancy for any other, being a plague
ember rightly. And then a corridor with I think eight
Any-one can wear a mask. The Maroons are amo
ading off. I thing these passages not deep but could only
words!
bout slightly on one occasion which was all the time accounted
nd power of the Frictionless Blue Glass Merchant Company Held
ied here, in the passages to each side, piled at the end and
even overflowing, great mounds of treasure.
any Scrip, which I think worthless and of little account. Then
s and rolls of Frictionless Blue Glass of the highest grades. Gold
stored here also, for the merchants who bring food and tools
Chests and boxes here also, containing I know not what but I
ems or things of high value. Document chests and rolls – I know
t of but likely promises, debts, truths and legal powers – to those
these may be worth much but perhaps not to thee
ou retrieve any and the time of the action be long
d I should be glad to look at them for you, according only a
inal fee).
re of weapons I saw here also, and miscellaneous smaller
d curio’s put here I think by various Heads of Zone.
ue Glass contracts with other Trading Companies - if
yed this will cripple the Blue Glass Merchant Company –
Doubtless ye know your own business as to what to take..
Califorina. DOG-EATER, her name says it all, dies (probably) on p17
Frictionless Blue Glass (Adventure) the second book Dragonscales, fragments in the Sloths cuticles on p17
Index
in the series, we haven't even made it yet strewn throughout R30 p89, values on 122
Palaces of Fire (adventure) the third and final book Drusilla Machete, leader and last Survivor of the 'League
in BFR of the Kraken', occasional lover of Em'a Void,
Broken Heart, avatar of the Fire Queens romatic failure, some background on p11, more on 12 & 13, full
also a magic cat, description at 33, her quest can details on 38, see also League of the Kraken
be resolved at R2 p 58 & 59, her cage at R33 p91 Duke Kalasp, first of the House of Kalasp, you may meet
E
Acid Barons, the "Bad Guys". But are they not also an
treasure hidden within
Oxidising Line? Hints of their story at page
Burning Furniture, several examples of this strange
3, 4 & 5
interaction between fire and time at R63, p117,
Mordant Kaust One of those very same Barons, now Em’a Void, 'League of the Kraken' member, occasional
cost and price at p122
a prisoner in the Tomb, find him at R21, pages lover of Drusilla Machete, possible systemic
80, 81
C
harmer of animals, now dead, body andd stuff
Anaracket Bonvive, a traitor to Frictionless Blue Glass. on p21, locket bearing her face on p38, sale
Has the Heist Plans and knows the location of price of her stuff on p123
the Glass Key. Her story at 11, more details Calligraphy , most notable the 'Flame Calligraphy at R38 Empichoo Slothcred, one of Sapreciepts Security Squad,
at 30, p100, is sale price at p122, but all of the written now dead, his head crushed on p19
Armour , as a game concept at 6, a dionsaur scale Language of Fire could be said to be calligraphy Empire of Fire, in years to come you can debate the pros
coat at 103 provides light armour, the FIre Candlelight Courtesan, servile class of the Nobility of and cons, but remember the reason you are not
Queens Armour at 106, each group of NPCs is Fire, only a simulated version in this adventure, being skullfucked by an Ice Demon right now is
armoured differently. described at 51, generated at R59 p114. See because someone did a little genocide, see p4
Arsenic Flower Trap, described at 92. See also Traps also Zoetrope Men Endothermic Gem, rare but very potent product of the
Ash, a great deal of it in this adventure, strange treasures Caustic Heart, implanted organs of the Protection Blue Glass processs, only Bonvie has one,
at 60, a real Ash Steward at 65, a pit full of it at Men, brief mention at p12, full description at mentioned on p30, detailed on p124
66, drifts of it in 67, in the jars of the Pyroclastic p42, probably a metaphor for capitalism or
F
Tap at 68, Historians in Jars in 96 something giving midwits something to talk
Ash Jars, treasures at 60, Historians in jars at 96 about instead of just playing the adventure
Ash Steward, A "real" one at 65, simulated at 114, See Ceramic Knife, rare, dangerous but fragile tool of the
also Zoetrope Men; See also Ash Vizier FBGMC, found on a body of the Black-Clad False Machine, a doomed schtizoidal enterprise, dogged
Ash Vizier, Dapfilier, a Steward of the Fire Queen, sleeps Protecion Men at 19, Bonvive has one at 30 & by madness and breakdowns from its very birth.
in ash at 65 will backstab the PCs with it, sale price 122 Crypto-city, a labyrinth of dreams and nightmares
Atlatal a spear-throwing device, found at 52. See Clothing, obviously almost everyone is wearing clothes touching on twilit penumbra of many realms,
also Zomi ma-ma Z’or but I am not putting in individual references for most long lost to time, please don't forget
everyone who isn't naked. where you parked, p2, see also 'False Machine
134
on p122
INDEX
G
Kobi Kalasp, secret Solum spouse of Puh-Gna and
Zenbestifunkh Zor, quite literal co-parent of
their children, the 'Red Dancer', their story at N
Glass Key, two are needed to access the vault of the p4 & 5, image at R37 p97, statue at R8 p34, the
Frictionless Blue Glass merchant Company, 'Dancers Rooms' are theirs. Nalla ma-de Ghoo, Masked Maroon, younger woman,
Bonvive has stolen one and hidden it away, her Ktimote Smokedrink, one of Saprecipets boys, dead at dagger pinned to face at G p18, likely a relative
scheme on p11, its location on p30 p19, pinned to the earth like a bug of Z’oow mo-mo Ghoo
Glyphs, designing an adventure? Jam some glyphs in, you Navidorine, a Salt Dryad, one of few callbacks to DCO,
L
can never have too many, visible through a described at p40, her Boudoir at R5 p62 and
hole on p17, part of the combination locks on surrounding rooms, she has a Tomb Key
p28, malign on p60, inscribed in hooks on p70, Necklace,; of Spider-Heads at p20, belonged to Zoant
etched on stone rings on p88 and the same ones Lamp Trap, be patient and humable, R14 P72, 73, 90. See Debtequity, may signify many things,
visible from the hole on p17 can be encountered also Traps Navidorine wears one of Phospherous Gems at
directly oribiting a dimensional tear on p119, Language of Fire, not many ways to learn this, I hope p40, the Fire Queen wears one of Frictionless
glyphs! someone spammed the language skills or started Blue Glass at p58
Gold, less mention of it than you would think for a D&D with a high INT, Reductor at p45 speaks it, Nobility of Fire, most details from Backstory Gastropod
adventure, a man claimed to be made of it on writtin on the jars on p60, the walls at p61, on from p3 to 5, see also 'Fire Nobles', 'Zor',
page 9, Dog-Eater had a gold medallion on the Iron Badge at p87, the calligraphy at p100, 'Kalasp'.
p17, Himonea Arkweld had a case of false gold the Tiny Knights at p48 & 104, speak it, but only Nu’Gna ze-ze Va’ee, Masked Maroon, head torn off at E
coins on p18, Bonvive has a plain gold ring on in Heroic Cliches 109, fragments at p116, many p18
p30, the Fire Queens Sarcophagi is pinned with more, for you best chance of learning it see
golden nails at p56 and her black heart tied with
golden thread at p58, the Ice Demons prison is
'Book of Sapphire Leaves'
Language of the Bog-Elves, seen only at p90, yet may be O
warded with golden symbols on p76, there is encountered again in later adventures
Language of the Dam-Builders, Reductor at p45 speaks it, Obsidian Assassin, elemental murderer and Tomb
red gold incpororated into the statues on p97,
and if they played DCO possibly so do the PCs. Guardian, described at p41, Obsidian Mirrors
the Fire Queen sword on p106 and her clothes
League of the Kraken, they don't even call themselves that, hide him in R32 p90, his binding beneath the
on p107, various prices are given on p122 and
prequel series coming to you soon on Amazon Fire Queens pillow on p58, has Navidorines
its mentioned in the torn fragment on p129, ok
Prime heart, of all Tomb Guardians he may have the
so actually there are quite a lot of mentions
Dog-Eater, bleeds out (probably) on p17 highest job satisfaction, though no-one has
asked
H
Drusilla Machete , they named the group after her
sword, not that she gives a shit, background on
Heart of Black Iron p58. See also Hearts; See also Queen
p11, more on p12 & p13, full details on p38
Em’a Void, 'questionable sorceress, now dead, body on P
of Fire p21, price of her stuff on p123
Paintings, most of the tomb walls are painted, described
Hearts, whole bunch of these, see; Himonea Arkweld, nondescript thief, dead at F p18
on p27, also Flame Paintings at R38 p97 - 98
'Broken Heart' Library Of Fire, R58 p113, heavy ceramic books in an
Palaces of Fire (adventure), the third and last planned for
'Caustic Heart' unknown language, a bad bet for theft
the Broken Fire Regime arc, see p 7
'Heart of Black Iron'
PCs, the Player Characters, possible backgrounds for
Heist Plans, playtesters were indifferent to my grand
vision, well fuck 'em you are getting it! The
conspiracy on p11, a scrap of them at p18 F,
M these on p8
Pendulum Trap, hidden by black silk on R24 p83. See
Macahuitl, a word which has never been spelled correctly also Traps
closeup of those fragments p128 & 129 Bonvive
and probably still isn't here, one embedded in a Phosphorous Gems, see 'Navidorine', she has a necklace
on p30 has the actual plans, the plans in full
Sloths skull on p16 & 17, mercury statue of one of these
p130 to 133
on p44 & 115 Pit Trap, full of soft choking ash at R10 p66, See also Traps
Hexafloric Repugnance, child-freezing Demon, details on
Mannequin, several, wearing red clothes in R41 p102, fine Protection Man, something of a 'bad egg', some info on
p35, imprisoned R18 p77
ones in R50 p107 p12-13, full details on p42
Himonea Arkweld, thief and member of the 'League of the
Masked Maroons, inveterate enemies of 'Blue Glass' Puh-Gna, the Queen of Fire, also called the Empress of
Kraken', she slipped up, her body at F p18
mentioned p11, 12 & 13 Fire, see 'Queen of Fire' below
Historians, (particulate) p96
M’ee ze-la Z’or, unconcious but alive at O p20 Pyroclastic Guardian, another tomb guardian whos just
Hit Dice, described somewhat on p6 Conventions but if
Nalla ma-de Ghoo, dead to a dagger at G p18 here to have fun, details on p43, if currently
you don't know what these are you are in the
Nu’Gna ze-ze Va’ee, head torn off at E p18 digesting someone may be in R2 p56-57, the
wrong place son
T’szo la-de Paan, dead at M p19 trap which releases it in R12 p68-69, 72, 74, 75
Hook Birds, truly awful creatures, thankfully none in this
Zomi ma-ma Z'or, roams the tomb, p52 Pyroclastic Trap, R12 p68-69, 72, see also Traps,
adventure but Blue Glass company law has a
Z’oow mo-mo Ghoo, dead, at H p18 Pyroclastic Guardian
whole section on them on p127
Hooks for PCs on p8 & p9, Reductors on p70 & 122 Masks, plenty, thats how you know this shit is
Hoops, all over p102 and seemingly nowhere else intellectual, Wensley Shrive carries 3 p49,
the Masked Maroons wear theirs (see 'Masked Q
I
Maroons'), the 'Protection Men' weare faec-
Queen of Fire, Puh-Gna Zor, her-monster of the Crater
darkening hoods, see (Protection Men), the Ice
Tribes, one part of a three-part marriage with
Demons p35 are bound by their masks R18 p77,
Kobi Kalasp and Zenbestefunkh Zor, also
Ice Demons, a serious but largely voluntary threat for many Fire Nobles, especially of House Zor (see
called 'Empress of Fire', demon-killer, empire
this adventure, all you need to do is leave them 'Zor') wear them
builder, she ended an ice age, some background
alone, background on p3, 4, 5, our boys on Meatsacks! See 'False Machine Employees '
on p5-7, her body at R2 p56-57, her Arms in
p35, posesig baboons on p36, their worshippers Meditation Sphere, I wish I had one, but I probably
R49, Clothes in R50 bed in R51, pretty much
on p37,their prison at R18 p77, many other wouldn't use it, R55 p110
everything in the Tomb is to do with her, see
references, really they are the main interest of M’ee ze-la Z’or, a Masked Maroon, unconcious but alive
also 'Puh-Gna', and 'Empire of Fire'
most tomb guardians at O p20
Her Heart of Black Iron, p58
Ignis Zor-Fyr, consort to the House of Zor, with Duke Memory Flame, R38 p98
Her fighting a dragon at p99 Wyrm War
Kalasp he braved the Iron Maze, pages 3 to 5, a Mercury, filling statues at p 44, and p115, see
Her fighting Ice-Demons at R8 p64
sculpture of him at p115. also Quicksilver
Quicksilver, see 'mercury' or 'Quicksilver Statues' directly
Iron Heart, see 'Heart of Black Iron' Mighty Marsupials, stuffed Slumber Monkeys at R51
below
Iron Maze, waste between the Solar Cities on the Plain of p107, PCs may encounter the living versions in
Quicksilver Statues, Zenbestefunkhs Creations, images
Fire, see pages 3 to 5 book two
of his immediate family, from his point of
Iron Tree, there are two; Mirror-Blade Traps, R11 p67. See also 'Traps'
view, safty hazards, as encounters on p44, their
Boralas Body-Hanger at R28 p87. Mirror Maze, R11 67, the Crystal Maze was a great show
storage room at R60 p155
Lamp Trap Tree at R14 p72 & 73 Mirrors, plenty, as per masks the indicate supreme
Isopod Convoy, Shrives curious transport, described in pretension
detail at p120 & 121 Mirror Maze , R11 67
Obsidian Mirror Man p41
R
K Obsidian Mirrors hide him R32 p90
Red Mirrors, perfect movment R44 p103
Moman Spiderscrabble, one of Zegzors Squad, strangeld
Rational Incense, there to ameliorate the sexy and
dramatic powers of the Broken Heart in R33
p91, see also Black Vases
Kalasp, a great house of the Nobility of Fire, Red in colour, at M p19, still he managed to kill a Protection Red Mirrors, enchanted reflections aid in dancing, R44
their fire is the earths, background on pages Man p103. See also Mirrors
3, 4, 5 Moon Hoods , used by Protection Men p125, distressingly Red Pearl Flensed Face, one of Redcutors accessories,
Kneeling before the fire, a theme repeated quite a lot in tacky on the inside magical and surprisingly not really cursed
this adventure, its almost like we are trying to Mordant Kaust, reasonable man R21 p80 & 81 p70, see also Reductor
tell you something, statue on p15, to access the Mummified Apes, see 'Mighty Marsupials'
southern door at R1 p55, can be useful at R14
p72, kneeling statues at R40 p101
Kraken's Arm , The, notable sword of Drusilla Machete,
135
description at p38, value at p123
INDEX
Wards, golden ones embedded into the walls at R17 p76,
Reductor, "Rohtzukgambeh", spirit of an evil sorceress Zone, The, hidden power centre of the FBGMC, not you should really avoid picking those out, if you
and necromancer tangentally connected to the actually that far from this dungeon, see p6, p11, do though, sale price at p122
Culture of the Dam Builders from DCO, details p19, p50 Wensley Shrive, the man with many masks, master of
on p45, her mortal remains at R13 p70-71, she Thieves, many in this book, maybe almost everyone in it, Baboons and would-be smuggler, probably True
cannot touch the ground, has a Tomb Key, but a few mentions of the more formally defined Neutral, bit of background p11, image and
Reverse Furnace, likely to cause a titanic number of game sort, Himonea Arkweld dead at F p18, the semi- description p49,
design problems in playthroughs, thankfully it magical capacities of subtle thieves at p26 Isopod Convoy, Shrives way out, described at p120,
breaks quickly, R4 p61 Thorn Trap, semi-broken pressure plate deal at R23 p82, even without his monacle you might still
Rhododendron, metal ones to the north of R34 p93 see also 'Traps' stumble into it, its only hidden if you are
Ring of Fire, the wedding ring of Puh-Gna Zor, also a Tiny Knights, Zenbestefunkh liked Warhammer, looking for it
potent item, R2 958 described in full p48, buried in the dirt in R45 Whispers, there are no examples of positive whispering
Rohtzukgambeh, see 'Reductor' above p104 in this book, which probably makes sense
Ruby Lozenge, odd but potentially situationally very Tomb Guardians, many of these, though the gap between contextually, the Acid Barons whispers on p5
useful magical gem, recoverable at p116 Guardian and Prisoner is a bit fuzzy, listed in helped to kick off the whole plot, a Glacier God
the infographic on p13, see also 'Ash Vizier', on p9 may have whispered to a PC before the
S 'Boreala', 'Cornflower', 'Navidorine', 'Reductor', game even starts , Reductor whispers at p45, the
Tiny Knights' 'Zoldinar' Ice Demons whisper in their prison at R18 p77,
Tomb Key, several doors require one or more, though the Skull-Bossed Shield at p108 can produce
Saess Rickretch, on of Sg Sarecipets boys, died with his there are only six keys in total, they do not a whispering skull, the lesson here is; Siblant
guts in his hands at p19, odd eye wear out, the keys described and holders listed Whispers - Just Say No
Salt-Ivy, grows under Navidorines influence, she on p29 White Bolt, of Dispellment, tool of the FBGMC in
controlls it like Dok Ock, though its not that Tomb Prisoners, as with guardians, their nature a little combating wizardry, only one example on the
dangerous, brules for in on p62, big effect on the relative depending on what you intend to body of a Protection Man at Q p20, but the
environment R5-R7, p62-63, sale price p122 do, listed in the infographic on p13, see also, living Protection Man at p42 has three more
Sapreceipts Security Squad, Vaguebab Stiltverify alive in 'Boreala', 'Broken Heart', 'Demon Worshippers',
Z
the arms of a sloth at p16, the rest, Bachthanum 'Mordant Kaust', 'Reductor' and 'Vector Zeph'
Goadbust, Empichoo Slothcred, Ktimote Tooth-Tooth 1, 12, 13, 21, 47, 49, 64, 65, 72, 74, 75, 78, 79,
Smokedrink, Moman Spiderscrabble, Saess 84, 91, 94, 98, 100, 101, 105, 106, 113, 117, 118
Rickretch, Tatend Flygnite, Uniave Bondfear Trapped Paintings, R38 p98-99, really just a noise trap but Zegzor Sapreciept, a cop on the edge, betrayed by his
and Zoant Debtequity, all dead it still counts 98. See also Traps company and just lost his squad, now played by
Sarcophagi, there are two in this adventure, the titular Traps, we got plenty! Most even make some degree of Pete Postlethwaite, was just trying to catch some
Demon-Bone Sarcophagus at p56 and sense. See 'Arsenic Flower Trap', 'Corroded bad guys but ran into something way over his
Reductor's Sarcophagus at p70-71 Trap', 'Lamp Trap', 'Mirror-Blade Traps', head, some background on p11 full description
Scribes Case (ancient), dab of opening treasure, first ones 'Pendulum Trap', 'Pit Trap', 'Pyroclastic Trap', on p50, carries a Cyclone Ring
free, presumably left by ancient tomb robbers 'Thorn Trap' Zemo Zor, last child of the trinary marriage between Puh-
p94 Trap Maintenance Tunnels, described and mapped on p24 Gna, Kobi and Zenbestefunkh, last seen in this
Silent Glass, R56 p111, artificially silenced study area, Triple-Point Star Of Fear Inaccessible, kiss-dispensing story as a baby in Zenbestefunkhs arms on the
good place for a multi-agent encounter nightmare, breeder of sociopaths, see p35, Plane of Fire several thousand years ago... p4-5
Silver Fruit, mere onaments, potentially dangerous imprisoned in R18 p77 Zenbestefunkh Zor, one third of the Trinary Marriage
to retrieve, largely there to encourage an T’szo la-de Paan. a 'Masked Maroon', dead from an between him, Kobi Kalasp and Puh-Gna,
investigatory mindset arterial bleed at N p19 background on p4-5, his nerdy crap collected all
Silver & Onyx Mask, see 'Reductors Sarcophagus' over the dungeon, the Dancing Automata at p34
U
Skull-Bossed Shield, R52 p108, an artefact that may & Tiny Knights at p48, unstable interdimesional
command at least part of the dead Fishtanks at R46 p105, his attempt at a Fish-
Sloth Tunnels, wind there way throughout the tomb, Driven Electro Tank at R48 p106, the Blue
noted nearly everywhere really, map p24, details Uniave Bondfear, one of Sapreceipts Squad, fire-gum Metal Device on p103 was one of his, god
p25 addict, (he had some on him), underestimated a knows what else was, probably the REverse
Socially Conscious Trilobite, by this stage, basically the Protection Man and died at k p19 Furnace at R4 p61, his image as a statue at R8
False Machine mascot and spokesman, waiting Urns, you really wouldn't think there would be this many p64, again at family Tree R37 p97 and in the
for his inevitable cancellation, p1 & 2. See Urns in one adventure, the Ash Vizier in R9 flame painting 'Blue Skinned Man' at R38 p99,
also False Machine Employees p65 occupies one, Reductor stores hooked souls father to Zerutu and Zara, both dead for many
Solum, the Fire Noble 'third gender', though really neither in those at R15 p74, Urons of Salt in R22 p82 thousands of years, does he know? Father also
their 'male' or 'female' are precisely like our can be tipped to bar the path of the Demon to Zemo Zor,
versions, Kobi Kalasp was one, background 3, 4, Worshippers should they reanimate, those Zero Tenth-Decimal Endless Recursions, Ice Demon
5, offhand mention on p115 containing dead Historians in R36 p96 are really and walking Pain Disease, described in p35,
Souls, perhaps the darkest of trades , part of the Tombs more like 'jars', as are the combusted treasures imprisoned at R18 p77, may be related to the
design is that not even the souls of invaders in R3 p60, goddamn book should be called Iron Badge at R28 p87
should escape, preventing even the dea from UrnQuest 1 Zoant Debtequity, a Security Squad member in good
knowing its location, Urns of souls at R15 p74, Uzziel Unanelad, Spectral Demon, though effectively standing, stung to death at R p20, wore a
their value at p122 crystaline in form, may well be related to neckalce of Spiderheads which, as you may one
Spiders, boreala is fond of these, the carpet the floor at 'Urizen' the Spectral Demon bound within the day find out, is a bit of a bad sign
R26 85 but don't show up in the rest of the Maze of Glass Rooks in 'Silent Titans', who was Zoetrope Men, mere automatic projections of a broken
adventure at all himself brother to the Archangel Uriel. This one ancient technology, though it may take PCs
Spinster-Bone Cage, the only prison for a broken heart, is more of a dingus, broke into the Tomb and a while to work that out, have a bit of a Star
R33 p91, selling on at p123 bounced around like a maniac tearing holes in Trek TNG feel to them, described on p51, the
Staff of Broken Dogs, formerly property of Em’a Void, space and time which, as it happened, turnoued projection room is R59 p114
a rather evil instrument, itself now broken, out to be quite useful from a design perspective. Zoldinar, a likeable dude made of gas, has a Tomb Key 29,
perhaps for the best, staff at S p21, price at p123 After scouting various locations it was a key over in the far coner at R64 p118
Statue, surely so many it would tire the tongue to tell of it, element in False Machine Co choosing this Zomi ma-ma Z’or, a group leader of the Masked Maroons
what is a dungeon without statues? A huge one particular dungeon, the Tears described on p26 and something of a hardass, background on p11
in the body field at p15, two hiding secret doors , remains of the Demon himself at R1 p54-55, encounter page on p52, so most people their
in R8 p64, a metal woman in R27 86 forms selling his shards at p123. See 'Crystal Shards', gender would be hard to make out, even after
the lock to Vector Zephs imprisonment, of 'Crystal Skull' sustained contact. See also Masked Maroons
Puh-Gnas family see p97, for moving mercury Z’oow mo-mo Ghoo, Masked Maroon, older man melted
V
sculptures see 'Quicksilver Statues' in half at G p18, likely a relative of Nalla ma-de
Ghoo),
Wand of Bees, play Wu-Tang Clan & get ready for some
Bee-puns, the Colt 45 of a fantasy world and
136
desired travelling companion of a man of the
road, described at p49. See also Wensley Shrive
INDEX