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©2012 by Kevin Crawford, art by V. Shane and Katana. Labyrinth Lord™ is copyright 2007-2012, Daniel Proctor. Labyrinth Lord™ and
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2
Lom, the Keeper of the Amber Tablets
Lom is a power of earth and stone, a brooding intelligence that
thinks thoughts in the form of crystals and dark gems. An adept
who has mastered the incantations that can attract Lom’s attention
may learn to manifest the being’s mind in the form of yellow
crystalline tablets. By inscribing a favored spell upon the tablets,
Lom’s glacially-slow cogitation effectively performs the necessary
propitiations and preparations required for the spell’s use.
Constant proximity to Lom’s glacial thoughts can make it Miners have struck upon a strange, vast deposit of amber deep
difficult for a wizard to recognize the infiltration of other alien beneath the earth, far away from the usual strata where small
minds. A person bearing a Shard of the Yellow Mind suffers a nodules of the gemstone are found. Little do they realize that it
-2 penalty on all saving throws versus spells of mind reading or is actually an extrusion of Lom’s thoughts, and its disturbance
mental influence. threatens to leave them as shard-pierced slaves to Lom’s cold mind.
Only reburial of the lode will stop the shard-slaves’ rampage.
3
Okula, Who Watches the Sleeper
A strange and abstract entity, Okula is a favored ally of paranoid
wizards and those who dread ambush. The being appears to have
little awareness aside from its passionate hunger to behold the
world, and its demands are modest upon its devotees.
4
Ikrikik, the Chirping God
A power of insects and buzzing things, Ikrikik cares little for the
affairs of men, thinking only of consumption and reproduction. It
waxes great in swarms of insects and carpets of six-legged vermin,
and its rites of propitiation are painful and disturbing. Still, many
wizards within the jungle lands find reason to seek the favor of the
Chirping God.
5
Volug-Mur, the Dweller Between
The entity known as “Volug-Mur” does not appear to be sentient
in any way recognizable by men. Certain propitiations and careful
offerings bring benefits recognized by the ancient sorcerers, but
there is no sense of a mind to Volug-Mur in any way that a human
could understand it. Still, wizards perform their ancient rituals to
win this being’s dubious “favor” and the benefits of its eldritch aid.
6
Tishab, the Smooth-Faced Plague
Some sages argue that Tishab is not actually a sentient entity, but
instead a virulent spiritual plague that dwells outside the circles
of the world. The difficulty of pacting with Tishab lies not in the
contact with the entity but in controlling the overwhelming vorac-
ity of its sorcerous touch. Adepts that pact with the Smooth-Faced
Plague are gifted with outward youth and resilience, but must take
care to keep the entity propitiated lest they waste away to squalling
helplessness.
The pact of Tishab qualifies as a fourth level spell for research and
casting purposes, and requires a full research month to carefully
beckon the entity’s attention and allow it to infect the caster’s
spirit with its sorcerous plague. Tishab gnaws those portions of
a wizard’s spirit that allow his body to physically age and decay,
feeding off the arcanist’s mortality. As such, elves cannot pact with
Tishab. The medicines and spiritual unguents necessary to stabilize
the infection cost 1,000 gp.
7
Jaggada, the Eater of Names
A dread power of blood and forgetting, Jaggada is an entity
favored by red-handed wizards who do not balk at human
sacrifice. Given the ubiquity of such sorcerers in the Sunset Isles,
it is fortunate that contact with the hungry power is a difficult
process amenable only to the greatest of mages. Jaggada itself
does not appear to have a personal identity as such. It is simply
a ravening pit of hunger that is insatiable in its cravings, caring
nothing for what is paid to feed it.
Maintaining the pact requires the monthly killing of at least one The Sign of Jaggada
sentient being with a name known to the adept. After the subject
upon its erring devotee. The wizard immediately loses every
is dead, the caster must inscribe their name upon a little scroll
memorized spell and is unable to prepare any new ones until he
of sanctified rice paper and ritually consume it as an offering to
has slain a number of named sentients equal to his caster level
Jaggada. The rite requires a full day of effort and the ingredients
using nothing more than a dagger. If he cannot placate the angered
cost 250 gold pieces. If the caster fails to make this sacrifice or if
Jaggada within seven days, the entity devours him, affecting others
the caster sacrifices a victim under an erroneous or false name, the
as if he had been blotted from memory just as his victims once
mage falls in default of the pact.
were.
While favored by the hunger of the Eater of Names, the caster’s
Ending the pact with Jaggada is simple but costly. The arcanist
damaging spells become more voracious. Any spell that kills or
must offer up his own name to be devoured by the entity, hazing
inflicts hit point damage on a victim applies a -2 penalty to any
in the memory of his acquaintances and associates. He must adopt
saving throws to resist it. In addition, if the caster knows the name
a new name and identity, and while others may be intellectually
of the victim they slay with their sorceries, Jaggada will devour the
aware of the link between the two, only the new identity is capable
very significance of the creature’s existence. Casual acquaintances
of impressing itself upon others. The process also involves the
will immediately forget the victim, while even lovers, colleagues
inevitable loss of one level of experience which cannot be restored
and family members must save versus spells or suddenly lose
by magic.
interest in the wretched subject. Those who succumb to this will
remember his existence and his place, but they will cease to care
Most devotees of Jaggada are brutal blood sorcerers like the
about him or feel any interest in his state, indifferent even to his
Stitched Path devotees of Tien Lung or the demonic arcanists of
corpse at their feet. If the caster tries to trigger this effect but is
the Shogunate. Even so, some adventurers also revere the Eater
wrong about the subject’s name, they immediately fall into default
of Names. Given their bloodthirsty lifestyle, it is distressingly
of the pact.
easy for them to kill at least one named sentient a month almost
indefinitely.
If Jaggada is not appeased by sacrifices or the wizard falls into
default through his own carelessness, the entity’s hunger is turned
Plot Seed
The Scalpel of Names The PCs arrive at an important border town to find its inhabitants
in a frenzy. None of them can remember who their lord is sup-
This unassuming knife is a fearsomely potent relic consecrated posed to be, and the followers of two rival claimants are fighting in
to Jaggada. While it serves only as a dagger+1 in combat, any the streets. Which of them is the servant of Jaggada responsible for
sentient slain by the knife is affected by Jaggada’s name-eating the old lord’s hidden murder, and can proof be found before the
ability, whether or not the wielder is pacted to the entity or town tears itself apart?
knows the name of the victim.
8
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9
Baltic storms crash on the salt-stained walls of Salatgriv. The crumbled ruins of the damnable fortress of
Salismunde squat like a vulture above the ill-favored port town, and the wine-eyed heathens of the Tatar
quarter hide within their houses of graven stone. There are savage whispers amid the townsfolk, and
merchants clutch their purses at every start and shadow. Old Father Raum shrieks imprecations at the
pagans from the steps of the altar, and the Tatar elder’s blood pools in the amber pits outside the town’s
walls. Birgirmeistar Akmens is desperate to halt the bloodshed before it becomes a full-fledged pogrom,
but who in the town can be trusted to save its people from their own murderous passions? It is a task for
a band of red-handed outsiders, ruthless souls who’ll do what they must to earn the Birgirmeistar’s silver-
and who have the mettle to bring bright steel to the cursed town’s black past. Will your heroes prove more
terrible than the darkness that gathers, or will they be yet another bloody sacrifice beneath the House of
Bone and Amber?
An adventure for PCs of levels 4-7, the House of Bone and Amber includes the fully-detailed port town of
Salatgriv and a full cast of NPCs, with tools for using the town even after the grim events of the adventure
have rolled over its streets. The sinister halls beneath the Salismunde are fleshed out in six separate sections
that can be mixed and matched within the adventure- or pulled out entirely to insert into your own cam-
paign when you need a quick delving of ineffable horror.