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Crimson

As a player, you assume the identity of a character


such as a brave knight or scurvy rogue. Ideally, there
should be 4 - 6 players; though games can be played
with more or less.

Dragon One player acts as the Dragon Master, he moderates


or "runs" Crimson Dragon Slayer. He brings the game

Slayer
world to life. The Dragon Master's role is of prime
importance because he describes what the
characters see, hear, touch, taste, and smell. He also
determines how many dice to roll and what the results
are. The Dragon Master should know the rules before
ONE HOUR GAME play begins and be familiar with the scenario.

This is a roleplaying game, one of dark science-


fantasy. These easy to learn rules will allow you and VSD6
your friends to pretend to be heroes, sorcerers, and
This system uses six-sided dice exclusively. When 1d6 is
bearded bastards of the realm, fighting evil, stealing
mentioned, it means roll one six-sided die. When 2d6
treasure, and growing in ability, fame, and power.
is mentioned, it means roll two six-sided dice. When
While there is a more robust version of the Crimson 3d6 is mentioned, it means roll three six-sided dice,
Dragon Slayer RPG available, this is a stripped down, and so on. Occasionally, one may be asked to roll
streamlined, "light" version meant to introduce both 0d6. In such instances, a player will roll 2d6 and take
Crimson Dragon Slayer and paper & pencil only the lower of the two results.
roleplaying games to new audiences. Towards the
Roll 0d6 when there's tremendous difficulty in
end of this manuscript is a short scenario. Together
achieving some action, such as picking up a small
with character creation and familiarizing players with
horse and throwing it a short distance. Similarly, if the
the rules, it can be played in one hour. Though,
village idiot tries to read a wizard's cryptic notes, he
casualties, experimentation, thorough planning, long
would be asked to roll a dice pool of 0d6, as he would
in-character discussions, and meandering about can
be ill-prepared for the task.
increase the session's length two or even threefold.

Roll 1d6 when there's great difficulty in achieving


This "One Hour Game" edition of Crimson Dragon
some action, such as convincing a guard to shut his
Slayer is merely a fragmentary preview of a possible
eyes for a few minutes without a bribe of gold or
2nd edition planned for 2018. It's also effectively a
something of similar valuable. If a sorceress tried to
Crimson Dragon Slayer SRD (System Reference
pick up a sword and slay a foul creature from the
Document), enabling publishers to create and sell
Outer Darkness, she would be asked to roll a dice pool
their own Crimson Dragon Slayer scenarios, campaign
of 1d6, due to her specialization of magic rather than
settings, and game aids. Contact Kort'thalis Publishing
conventional arms.
for details.

Roll 2d6 when there's reasonable difficulty in


achieving some action, such as sailing the high seas in
WHAT'S A ROLEPLAYING a pirate's ship during a storm. For example, if an able–

GAME? bodied character tried to climb up 30' of rope


wearing chainmail armor, he would probably be
Back in the 1970s, geeks, nerds, and weird kids who asked to roll a dice pool of 2d6.
preferred to play indoors started investing their time in
fantasy roleplaying - playing various roles in a Roll 3d6 when there's not much difficulty in achieving
medieval setting... plus dragons, sorcery, and that sort some action, such as sneaking around in the dark if it's
of thing. a moonless night and the sounds of nature are all
around. Similarly, if a wizard attempted to cast a

Samuel Smallman (Order #28247513)


trivial spell, such as igniting a torch, he would be important than adhering to the recommendations of
required to roll a dice pool of 3d6. this or any other chart. Follow the spirit of the law,
rather than the letter!
Roll 4d6 if there's either no real difficulty or one is
attempting a practiced action that is aided by some
form of magic, high technology, or the Gods RACE, CLASS, AND GENERAL
themselves - those omnipotent entities who watch
and critique mortals just behind reality's veil. DISPOSITION
Except for dice pools determining how badly Below are the choices for your character's race, class,
someone is wounded, also known as damage, only and general disposition. Write down everything on
consider the highest number of the dice rolled. If you either a half-sheet of paper or index card.
roll multiple "6"s, pay attention to that as well. For
Human: If you're playing an adaptable, salt of the
instance, if your character's attempted action was at
earth human, the player may re-roll a poor-result dice
a 2d6 and you rolled a "1" and "6", the result is
pool once per game session. Your character starts
considered a "6." So, what do the numbers mean?
the game at 1st level with a base of 15 Health. Come
up with a name for your human; here are some
Roll This… If This…
common ones to get you started… Elias, Gregor,
0d6 There’s hardly any chance of success Iridessa, Uther, Samuel, Aurora, or Corwin.

1d6 There’s a little chance of success Elf: If you're playing a delicate, haughty, and long-
lived elf, the character has a 2 in 6 chance of resisting
2d6 There’s a decent chance of success
magic that's targeting you. Your character starts the
3d6 There’s a good chance of success game at 1st level with a base of 10 Health. Come up
with a name for your elf; here are some common ones
4d6 Good chance of success + magic,
to get you started… Irik, Stassa, Tavin, Trace, Feyd,
high tech, or the Gods
Amaranthine, or Cellwyn.
The Dragon Master who runs the game will let players
Dwarf: If you're playing a stout and hearty, ale swilling
know what to roll and when. Now that you know your
dwarf, you get to make a saving throw at a 2d6 dice
dice pool and how to determine the result, the
pool, instead of 1d6. Your character starts the game
following table will tell you what the numbers mean.
at 1st level with a base of 20 Health. Come up with a
name for your dwarf; here are some common ones to
Result What that means get you started… Angus, Kodarr, Maggie, Dordryn, or
1 Critical failure – that’s really bad Dunbar.

2 Failure – whatever you wanted to do, you

3
didn’t

Mostly failure – not a total loss, but could’ve


‘Dragon
Masters
been better

4 Mostly success – you did alright, but nothing to

bring the
write home about

5 Success – whatever you wanted to do, you


did it.

6 Critical success – you achieved above and


beyond expectations!
game world
Dragon Masters, interpret these results as best you
to life.’
can. Whatever fits the situation and feels right is more

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protective would restrict their movement. Pick a
CLASS BENEFITS weapon for your thief. Typically, when thieves strike
Warrior: They wade into battle, usually at the front their foes, they wield a short sword, scimitar, dagger,
lines, hacking a gory swath through their opponents as crossbow, whip, spear, mace, or some kind of
their armor glints in the torchlight. Anything you'd improvised weapon.
assume a warrior could do well, such as slicing an
At 1st level and every time thieves go up a level, they
enemy with his sword, can be attempted at an
get 1d3 additional Health.
advantage, which is 3d6. Picking a lock or knowing
what the Archbishop of Needsborough said about the Cleric: Clerics are more than ordinary priests of the
demon Prince would be a 1d6. realm. Clerics have a higher calling - one of gold,
glory, and serving their god in the field rather than
Warriors begin the game with chainmail armor (which
cloistered away, tending to the sick and scribing holy
has an Armor value of 4) and a weapon of their
books. Clerics are learned individuals who've seen the
choosing. Typically, warriors choose to wield a sword,
world and understand what it takes to change it. Their
great-axe, warhammer, trident, halberd, morning star,
faith allows them to occasionally work miracles, heal
or some other heavy martial weapon.
people, and fight alongside their comrades.
At 1st level and every time warriors go up a level, they
Clerics don't wield a blade as well as a warrior, but
get 1d6 additional Health.
neither do they wield it as poorly as a wizard. In
Wizard: Magic-users can often be found in the back, combat, clerics are much like the thief - they don't
casting spells. They've studied ancient lore, they know strike from the shadows but are illuminated by divinity.
arcane secrets. Anything you believe a wizard could All priests take orders from other priests of higher rank.
do well, such as conjuring, sorcery, etc. can be Clerics are no exception. Most belong to some kind
attempted at an advantage, which is 3d6. Everything of order, sect, or brotherhood that sends them out into
they'd probably be at a disadvantage in the attempt, the world for a specific purpose.
like stabbing a foe in combat, would get a 1d6. The
Clerics begin the game with a holy symbol and either
stuff in between is attempted at a standard 2d6.
religious vestments or monk robes - neither of which
Wizards begin the game with only their wizard robes have an Armor value. Choose a weapon. Typically,
(which has no Armor value). Choose a weapon for clerics fight with a mace, morning star, quarterstaff,
your wizard. Typically, when wizards are forced to sword, flail, short sword, or dagger.
wield a melee weapon, they choose either a staff or
At 1st level and every time clerics go up a level, they
dagger.
get 1d3 additional Health.
At 1st level and every time wizards go up a level, they
get 1 additional point of Health.
GENERAL DISPOSITION
Thief: Thieves are generally wherever you need them,
The following are merely suggestions, guidelines for
if they're on your side, and wherever you wish they
creating a persona. Who is the character you're
weren't, if they are against you.
pretending to be? What's he like? Sometimes, a word
is all it takes.
A thief picks pockets, disarms traps, and backstabs
unwary opponents. Anything you believe a thief
I. Traitorous VII. Secretive
could do well, such as attacking an opponent from
the shadows, can be attempted at an advantage, II. Arrogant VIII. Optimistic
which is 3d6. Everything they'd probably be at a III. Sanctimonious IX. Whimsical
disadvantage in the attempt, like reading a magic IV. Drunken X. Murky
scroll, would get a 1d6. The stuff in between, such as
V. Noble XI. Straightforward
armed combat, is attempted at a standard 2d6.
VI. Rebellious XII. Mysterious
Thieves begin the game with leather armor (which has
an Armor value of 2), as anything heavier or more

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Armor protects one from harm. A character's Armor
INITIATIVE, HEALTH, DAMAGE, value reduces the amount of damage he takes for
that attack. For example, a warrior wearing chainmail
AND ARMOR is attacked twice in a single round (a 10 second
Everyone involved in the game rolls 1d6. The lowest increment of time). An archer fires an arrow at him for
result gets to act first, followed by the second lowest, 12 points of damage while a goblin sticks him with a
third lowest, etc. Thieves get a leg up on initiative, dagger for 3 points of damage. The warrior's
always thinking on their feet and aware of the smallest chainmail provides 4 points of protection for each
sounds and movements. If you're playing a thief, attack. That means the warrior only takes 8 points of
divide your 1d6 in half, effectively rolling 1d3. damage from the arrow and no damage from the
dagger.
Health is a way of gauging a character's stamina,
wounds, vitality, level of exhaustion, and survivability. Wizards cannot wear armor while casting spells, nor
When a character's Health score goes down, it means can they carry a shield. The other adventuring classes
he's getting weaker and might eventually die if he are permitted a shield, if they like. Using a shield gives
gets below zero. Zero is considered unconscious. A an additional armor value of 2. However, there is a
character isn't dead until his Health falls below the drawback to carrying a shield - it lessens a character's
negative number of his current level. For example, a ability to attack. That means, under normal
3rd level character won't die until he reaches circumstances, a cleric or thief using a shield will only
negative 4 Health. have an attack dice pool of 1d6, while a warrior will
roll an attack dice pool of 2d6. Yet, wielding a
Health can be regained by either natural or magical weapon (+1d6) would effectively cancel out
supernatural means. If it's the former, expect a return the disadvantage of using a shield (-1d6).
of 1 point of Health per hour. The latter includes
healing by priests, herbs, potions, and the like.
SAVING THROWS
Weapons do damage, which means the number of
damage is how many points are subtracted from the When a character's Health is reduced to the point of
target's Health. Below is a table for determining how death, he's allowed a saving throw. Saving throws are
many damage dice are rolled. also appropriate when characters encounter poisons,
dragon's fire, a magical orb of destruction, etc.
When rolling a dice pool for damage, add all the dice
together. Any "6" result is explosive; exploding All characters, except for dwarves, roll 1d6 each time
damage means that a die's top number may be re- a saving throw is called for. Dwarves have the benefit
rolled and added to of rolling a 2d6 dice pool each time they save.

Attack How Many the damage total.


Dice Pool Damage Dice are For example, an Result What Happens Now?
attack is made and
Result Rolled?
the highest die is a 1 You die horribly and you cannot be
1 1d6 to either "5". That means a resurrected
yourself or dice pool of 2d6
companion damage dice are 2 Death claims you
rolled. The player
2 You missed 3 Before dying, you can take one final action
rolls a "4" and "6". He
3 You missed rolls the "6" again
4 You’re alive, but remain unconscious for a
and gets another "6",
4 1d6 short period of time
and rolls it again to
5 2d6 get a "1". 4 + 6 + 6 +
5 You’re alive and conscious at half your total
1 = 17. That's a lot of
6 3d6 Health
damage, possibly
6/6 4d6 killing his opponent.
6 Reinvigorated, you’ve never felt better – full
Health!
6/6/6 5d6

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MAGIC DIVINITY
Wizards must force their will upon the universe, Clerics have a similar way with the universe, though it
changing reality as best they can. Their sorcery is does not depend upon forcing their will on anything.
freeform, there are no spells to memorize or prepare. Rather, they channel the will of their god. If a cleric
prays for a change in reality, his god may or may not
Though magic can be used in combat, it cannot grant such a request. All depends on the nature of
destroy or even directly harm a living creature, what is asked and various circumstances, such as
without calling upon the energy of a blood sacrifice, luck.
though indirect harm or destruction is acceptable.
For instance, if the adventuring party is facing several Once per day, these adventuring priests may attempt
fire elementals, the wizard may attempt to flood the to strike down demons, undead, or extra-dimensional
chamber with water. abominations - whose very presence they consider
blasphemous. Of course, death priests exist only to
Neither can wizards heal mortal wounds. Healing serve the malevolent gods of chaos and destruction.
powers are granted by the divine. The more ambitious A death priest may call upon such horrors to do their
the spell, the lower a wizard's dice pool. That means a bidding on a nightly basis.
spell merely trying to nudge reality a little bit here or
there would probably qualify for a dice pool of 3d6. Besides that, there is healing. In fact, most of what
Medium sized spells that affect small areas and/or are clerics do is heal - themselves, their companions, and
far more than mere coincidence probably qualify for fallen citizens of the realm.
a dice pool of 2d6. Spells that attempt to greatly
change reality would get 1d6.
ADVANCEMENT
Energy is drained from the wizard's Health when
After every game session, characters progress to the
casting a spell [consult the chart below]. The amount
next level. Fresh adventurers start at 1st level,
of vitality drained is threefold when taken from
continue to 2nd level before they begin the second
another, an individual chosen by the wizard.
game session, and become 3rd level when they
Sacrificial blood is spilled and the spell is powered.
survive to fight in the third game session.
The intended victim must be within arm's reach of the
spellcaster. Health is the only mechanical feature of your
character that automatically improves upon gaining
If a wizard wishes to cast a purely offensive, a level. Everything else must be dealt with as it
destructive spell, he must do it via a wand, rod, staff, happens, within the game world.
sphere, or other magical device.

Wizards can also use their magic to activate and


operate high technology... super-science! There are
wondrous things left behind by the ancients. Most
humanoids are dimly aware of mechanical boxes that
‘Wizards
think and speak, metallic monstrosities capable of
killing thousands, and silver sky-fish that fly to other must force
their will
worlds

Spell Difficulty Dice Pool Energy Drained

Easy

Moderate
3d6

2d6
1 point of Health

2 points of Health
upon the
Hard 1d6 3 points of Health
universe.’

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The Curse RUMORS
Result Rumors

of Xakaar 1 A ferocious crimson dragon slumbers deep


beneath the abbey.

Abbey
2 The monks who once inhabited the abbey
were destroyed by creatures made of
shadow.

Read the boxed text aloud to players and let them 3 Xakaar is said to be something other than
react to what you've described via their characters. human, elf, or dwarf… derived from a race of
beings older than this world.
The southern border has always felt… "witch-haunted",
for lack of a better word. For centuries, that part of 4 There are crystalline entities capable of killing
the land was stained - tainted by an unnatural men with only a thought.
corruption. At the obscene heart of this malevolence 5 Xakaar is three hundred years old, due to his
is none other than the half-demon sorcerer Xakaar. pact with a demon lord.

Ensconced in his ruined abbey directly south of your 6 The vile sorcerer can only be killed on the
village, Xakaar trafficks with forces from Outside. For night of a full moon.
the last few decades, the half-demon demanded an
annual sacrifice. Apparently, that is no longer
AREA DESCRIPTIONS
sufficient. The sorcerer grows impatient for more

victims! Several of the villagers - people you know
well and see every day - have fallen into some trance.
LOCATION A
Mindless, they shamble to Xakaar Abbey, and are
You see a graveyard next to the abbey just as you
never seen again.
hear the fading resonance of the abbey's giant
church bell. The old church is in frightful condition,
Last night, someone close to you was taken by that
appearing even more ominous in the gibbous
devil Xakaar! That made up your mind. Someone has
moonlight. The scene is full of gloom as many
to stand up and fight… even if it means your death.
humanoid forms lurch among the gravestones.
Yes, it's time to take up the blade and spellbook, to
use cunning, imagination, and courage to slay the evil Xakaar has dug up a few bodies in order to guard his
one in his ruined church. lair. These are green slime spewing demonic ghouls!
There are 2d6 of them. Not all of them have to be
The following are rumors that each character may
killed - if the adventuring party can get through the
have overheard growing up so close to Xakaar
abbey's iron door, they'll be safe.
Abbey…
Health: 10 Armor: none Attack: 1d6
Each player should roll 1d6, determining which one of
the six possible rumors is known to his character.
LOCATION B

Xakaar's cursed abbey is crumbling like one of those


nearby mausoleums in the graveyard. The large,
black stones give off negative vibrations. The door is
locked.

The party only has one free round of attempting to


pick the locked door before they are surrounded by
demon ghouls. A result of "5" or "6" gets them in

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immediately. A result of "4" gets the job done a little LOCATION E
slower - the demon ghouls get a free attack before
the adventurers can escape. Resourceful characters This is the church proper, or was, before the head
may try to work their way around the abbey. If so, priest deconsecrated it. Something foul and terrible
they find the church wall broken enough to walk fell from the stars many generations ago. That parcel
inside. This is area "E" on the map. of land was never the same since.

For a thief, picking this lock is relatively easy - dice


In this room you see broken stained glass windows,
pool of 3d6 to attempt it. For everyone else, this
stone pillars, and smashed, splintered pews. Along the
would be quite tricky - a dice pool of 1d6.
walls are deteriorating bookshelves full of moldering
volumes and cobwebs.
Within, a square room that must be the base of the
abbey's bell tower. It has the rank odor of decay. Bits
There's an elf sitting at a table, playing with a deck of
of metallic wreckage lay strewn about the floor.
cards. Though you've never met one, you assume this
must be an infernal elf. His skin is adorned with
LOCATION C
crimson markings, reminding you of the dragons who
The interior of these ruins is extremely dark, the only once enslaved your world.
illumination coming from a torch carried by one or
This infernal elf is named Zeer. He's being held here
more of the adventuring party. Before you is a long,
against his will. Xakaar won't release his sister until Zeer
wide, and deep pit full of spikes. A single length of
tells Xakaar where to find the last crimson dragon.
chain hangs from the ceiling and can be used to
Zeer won't give up that information, nor will he take up
swing to the other side.
arms against the sorcerer because of what might
Everyone gets to roll a dice pool of 2d6 if they attempt happen to his sister.
to cross using the hanging chain. Critical failure
However, if he is not mistreated, Zeer will offer them a
means the character dies (roll a death saving throw).
magic item in exchange for their promise to let him
Otherwise, characters who fall onto the spikes with a
and his sister, Athissa, go back to their homeland once
result of either "2" or "3" take 2d6 damage.
Xakaar is defeated.

LOCATION D Zeer has a magic short sword - the wavering blade


was forged in the underworld and enchanted with
This chamber is fairly large and empty. A feeling of dragon's blood centuries ago. It gives the wielder an
foreboding crawls up your spine. It's as if your extra 1d6 to his attack dice pool.
penetrating torchlight seems to be attacked by the
encroaching darkness of this room. Stepping into the Health: 25 Armor: 2 Attack: 3d6 (because of his
chamber, you are aware of living shadows moving magical short sword)
closer. Dark spawn!
Special: Infernal elves are not truly elves at all. Rather,
There are 1d6 hungry spawn of the Outer Darkness in they originate from another planet and were brought
here. to this world long ago. Their slender build, refined
features, and graceful movements are similar to elves,
Health: 20 Armor: none Attack: 2d6
but their crimson tattoos and tendency towards
wickedness set them apart.
Special: On a critical success, the dark spawn turn a
player-character [PC] into a shadowy entity of the
void.

Treasure: In a corner of the chamber, there's an old,


tattered cloak covered in grave dust. It's a long black
crushed velvet hooded cloak with an onyx clasp.

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LOCATION F Seeing that you, heroes, have come to murder him,
the sorcerer begins casting a spell.
This chamber contains a beautiful fountain, the clear
Health: 40 Armor: 5 Attack: 3d6
water looks inviting to your thirsty lips and parched
throat. Elsewhere, you notice a large sheet of twisted Special: Xakaar will use his magic to mesmerize
metal covering most of the wall. There's some faded opponents, forcing them to attack their comrades.
writing upon the metal. It reads, "U.S.S. Imperium." Dominating the will of another takes great strength, so
he can only focus on one opponent at a time - or
Drinking from the fountain heals a character's wounds, lessen his attack dice pool.
restoring 1d6 of their Health.
When Xakaar dies, his body bursts into a deep blue
LOCATION G flame.

This area of the abbey seems to have given way to a Also, Xakaar likes to enclose individuals in a ring of fire
number of subterranean tunnels. Dominating the (it causes 1d6 damage to leave the circle of flame.
chamber, you see a crystal garden containing violet-
Treasure: The wizard wears a ruby amulet of
black shards. After a minute or so of wandering
protection which gives him an Armor value of 5 (the
around, you hear something - a strange voice - but it's
wearer cannot combine mundane and magical
not being heard by your ears, rather, you are aware
armor). He also uses a wand of lightning bolts (2d6
of it in your mind!
charges remaining).
This crystal garden is home to sentient quartz. The
His robe contains strange writing, in one of the
crystalline beings use telepathy to communicate with
pockets is found a smooth, translucent shape no
humanoids. They warn adventurers of the alien
larger than a man's fist. When touched, the
creature known as Xakaar. He kept the telepathic
mysterious trinket hovers in the air, saying strange
crystals a prisoner upon his starship. When it crashed
things… such as, "Take the ship off auto-pilot.
here on this world, Xakaar gathered them here,
Something must be wrong. The re-entry thrusters were
drawing power from them as needed. The crystalline
evidently damaged during our encounter with the
beings also suggest that long ago this planet was
Z'ev Ateen."
originally colonized by a variety of interstellar species.

If attacked or threatened with destruction, the LOCATION I


crystalline beings will use their psionic power to destroy
everyone within the chamber. Beyond Xakaar's throne room is a chamber filled with
headless corpses. There's a stairway descending into
the earth. You notice a beautiful elven female with
LOCATION H
ethereal runes of scarlet upon her face, neck, and
This is Xakaar's chamber, the stone floor where the nubile body clad in a translucent pastel green dress.
mad wizard sleeps, the alchemist's lab where he She's trapped within some kind of glass cage.
makes potions, his quill, ink, and paper that he draws
magical formulae upon, and a disjointed throne Finally, you see a large creature hiding in the
made out of human remains. There are other things shadows. It steps into the light of your torch, revealing
here, as well. Strange metallic devices - a few of its hideously alien, satanic visage. This is some sort of
them glowing with unnatural hues - the likes of which nightmare made flesh!
you've never seen before.
The stairs lead to catacombs beneath the abbey. This
is where the adventure may continue in future
Xakaar immediately stands when anyone enters the
sessions.
room. He's not at all what you expected. The wizard
stands over 7' tall. His skin is pallid blue, he has three
Health: 60 Armor: 2 Attack: 3d6
eyes of purest black, horns, and an elongated head
without any hair. Obviously, he is not from your world. Special: Every member of the adventuring party must
roll 1d6, if the result is a "1," that character runs away

10

Samuel Smallman (Order #28247513)


from the beast screaming about horrors from another Purchase other RPG books published by Kort'thalis
world. Publishing, such as Alpha Blue, The Outer Presence,
and How to Game Master like a Fucking Boss.
The nightmarish creature tears into humanoids with its
claws, but it can also harm individuals with mental Please visit both my personal gaming blog:
energy, a sort of mind blast. http://vengersatanis.blogspot.com/
and the Draconic Magazine website:
The beast is actually Xakaar's master and usually won't
http://draconicmagazine.com/
come to the sorcerer's aid, even if he's in grave
danger.
Crimson Dragon Slayer, edition 1.11 "One Hour Game"
Created by Venger As’Nas Satanis
Layout and Cartography by Glynn Seal of
MonkeyBlood Design
Artwork by Craig Brasco

‘The southern border


has always felt...
witch-haunted.’

Crimson Dragon Slayer scenarios


coming soon...

Slaves of Tsathoggua
Disciples of the Chartreuse Trapezoid
Crimson Keepers of Doom

11

Samuel Smallman (Order #28247513)

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