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Contents

Unclean Revival.................... 4

Star Signs......................... 6

Apocrypha.......................... 8

Diseases........................... 10

Cures.............................. 14

Dungeons........................... 16
Fetid Sewers......................17
Den of the Possessed Heretics.....18

Monstrous Races.................... 20
Half Troll........................21
War Pig...........................22
Goblin Wild Mage..................24
Wickhead Zündler..................26

Establishments..................... 28
The Body Shop.....................29
The Forbidden Vault...............30
The Hunters’ Guild................34

Job Boards......................... 36

Monsters........................... 42

d86 Otherworldly Summons........... 60

Apocrypha is an independent production by Christian Eichhorn, with editing by John Parker,


and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games
and Stockholm Kartell.
You awaken with
terrible memories.
Roll on this table when you come back
FROM THE DEAD.

d20
1 A latent connection corrupts you. ►
◄ Roll on this table every day.
2 So cold, so stiff. Your Agility permanently decreases by d4.

3 The GHOSTS are coming for you! ● Wraiths attack you in the worst possible moments.

4 You lost something important. Your SOUL? You know no emotions besides HATE.
5 Always roll for an ARCANE CATASTROPHE when you fail to activate a Power.

6 Complete darkness. You can't see! THE LIGHT HAS FOREVER LEFT YOUR EYES.

8
Your organs are mangled beyond repair.

Trauma. ⥈
Halve your maximum HP.
&
When you fall below half your maximum HP, test MORALE (5).
-2 on all
TOUGHNESS tests.

9 Your memories are now lost. Only the gods know when or IF they return.

TORTURE
10 Nightmares haunt your dreams. Your body suffers, and you only recover 1 HP during rest.

11 Animals detest you. Some piss on your shoes, others kick you in the groin.

12 You slowly rot away. Successfully test DR5 Toughness each day or lose a body part.

13 Blood. Blood. Blood. BLOOD. You need it. You bathe in it. You drink it.

14 Visible miasma seeps from your pores and orifices. The stink keeps people away.

15 You return with a heinous quest.


16 For others, the insects function as
Maggots live inside you. They crawl out when you speak. one meal per day.

17 Your sweet death and violent return were too much to handle. You need stimulants.
18 Secrets beyond mortal comprehension. Your Presence permanently increases by d4.

19 Something ELSE came back.


20 You saw the Shimmering Fields, and you experienced peace. You WELCOME
DEATH . †
4
Unclean Revival
Most unlucky.

.⤘
1 Nechrubel's Lodestar
The Star of Shadows knows only cruelty.
An early death means mercy. 2 The Harvester
Roll d6 to determine your regrettable fate. You were born under the sign of the
1: You die during your birth.
Harvester, Nechrubel's devoted servant.
2-5: Your maximum HP is 3. The Harvester siphons your strength.
6: You carry a dark seed. Sleeping restores 0 HP.
When you kill a creature, you heal 1 HP.
↳ EVIL GROWS
3 The Leper
Those born under the sign of the Leper
lead a life of sickness.
Roll d12 when creating a new character to assign a star sign.

While infected, you don't lose HP daily.


Everybody who comes into contact with you
contracts an infection.

4 The Foundling
The sign of the Foundling lies
alone in a sea of darkness.

People tend to abandon you.


5 The Betrayer
Like your parents did. The sign of the Betrayer compels you to
strive for greatness.
⤞ You can tell your ilk from the masses.
Most people believe the words you say.

The betrayed come back to haunt you.


6 The Wanderer
A sedentary life is anathema.
Roll d6.
1-2: Something evil is hunting you.
3-5: You have an easy time finding
food and shelter.
6: Once per day, you can speak with animals for d20 minutes.
6
7 The Altar 8 The Priest
You were born on a celestial ALTAR. Your voice commands respect.
Sacrifice promises rewards. When you speak, everybody
listens. Choose your words wisely.
You can freely distribute all available dice
among your abilities. You'll always find shelter in
(for example, you can roll d6 for Strength
churches and the like.
and 5d6 for Presence)

9 The Plough
Those born under the sign of the
PLOUGH are sturdy.

When a creature would deal maximum
damage to you, it must reroll.

10 The Diamond Cross DIAMOND IS UNBREAKABLE


The heavens rest on the sign of the DIAMOND CROSS.
You have an unbreakable will.
You receive +3 on all Presence tests.

11 The Magus
You were kissed by POWER.
12
The Eastern Saint
You roll Presence + 2d4 to
Short or long, you lead a blessed
determine how many times you can
life under the sign of the
use Powers that day.
Eastern Saint.
Once per day, you can heal one
creature for d10 HP.
People follow you unto death.

7
Roll d44 every time a character dies.

The Last Children of Yetsabu-Nech — The Nameless Scriptures. Transcribed by Anuk Schleger, the monk.

P SALM I PSALM III


The Four Blessings of Yetsabu-Nech. The Four Apostles of Yetsabu-Nech.

1:1 Yetsabu-Nech visited the furtive. They 3:1 A poultry farmer came crawling to
were content, so they received the Yetsabu-Nech to serve. Yetsabu-Nech
blessing of the split tongue to never accepted, and the First Apostle grew a
again speak a word of truth. beak and wings.
1:2 Unhappy, the furtive cut the tongues 3:2 A king rode up to Yetsabu-Nech to
from their mouths. So it came that serve. The pretender was a fraud and
Yetsabu-Nech blessed them with swindler, so Yetsabu-Nech made the
scarlet eyes that see the dead. Second Apostle beautiful beyond pain.
1:3 Overcome by terror, the furtive blinded 3:3 A cur brought Yetsabu-Nech a bone for
themselves with burning irons. which it killed its brother. Yetsabu-
Confused, Yetsabu-Nech blessed them Nech turned the Third Apostle into a
with hands that transmute all to lead. thing half human and half dog.
1:4 The furtive turned their families and 3:4 A decrepit heretic sought shelter and
sheep into silent watchers. So they ate someone to follow. Yetsabu-Nech
their hands. Satisfied, Yetsabu-Nech accepted the Fourth Apostle and gave
blessed them with demonic hunger to sickness, infirmity, and eternal life.
finish the meal.

P SALM I I PSALM IV
The Pilgrimage. The Four Children of Yetsabu-Nech.

2:1 On a barren field, where the Greatest 4:1 In the land of famine, Yetsabu-Nech
City will rise and die, Yetsabu-Nech traded a newborn for a loaf of
encountered a plague-ridden deserter. poisoned bread. The First Child
He made the deserter immune to the drank Yetsabu-Nech's blood and
infection's woes, to spread it far. nothing but blood ever after.
2:2 On the road untraveled, Yetsabu-Nech 4:2 While bathing in a salted river, Yetsabu-
met a man without legs, arms, but Nech lifted a crying anglerfish from
with two begging heads. His work the mud. It became the Second Child
was already done, so he continued on. and illuminated the path.
2:3 In the Valley of Flowers, near the First 4:3 Yetsabu-Nech tore the last green sapling
Tree that spread life, Yetsabu-Nech from the wheezing earth. It sprouted
defecated onto the soil. Everything into an evil creature of bark, brown
died. Then everything returned. leaves, and apples.
2:4 High in the mountains, Yetsabu-Nech 4:4 Visiting the temple of the Unhallowed
found that he was alone among stone. Concubine, Yetsabu-Nech gave in to
So he turned himself to stone to be the craving of the flesh. He sired the
weathered by rain, wind, and snow Fourth Child which grew into a giant
for a millennium. with hundreds of eyes and ulcers.

All praise be Yetsabu-Nech.


- 23 -

Old words that do not change the world, but one of the
characters who witnesses the death of a comrade.

9
Emerald Scabies
An arcane, corrupted parasite causes the emerald
scabies, a debilitating disease. Most often
contracted by sleeping in dirty or cursed inns.
A creature coming in contact with the
parasite must successfully test DR8
Toughness or contract the disease.
Until cured, each day, an infected
creature must successfully test DR8
Toughness or scratch themselves for d4
damage. A fumble causes an infection.

YELLOW EYE WORMS


A parasitic infection, caused by splattered
ns
monster blood. Commonly carried by gobli
and zombies.
et in close
After killing an infected targ
worm eggs otherwise,
combat, or after ingesting the hness or
ully test DR11 Toug
a creature must successf disease.
contract the
day, the infected
Until cured, after each passing
-1 malus on its
creature suffers a cumulative
to a maxi mum of -10. On the
Presence score, up
the crea ture must succ essf ully test DR11
10th day,
r eyes ight perm anently.
Toughness or lose thei
Heretical Thoughts ↠
mplating
A sickness of the mind, caused by conte
ures and heari ng apost ate sermons.
heretical script
heresy
A creature that encounters a strong
succe ssful ly test DR8 Prese nce or
must
contract the disea se.
to
Until cured, the creature is compelled
and
spread the disease to others via word
ated
deed. It can't enter buildings dedic
l
to the TRUE FAITH, is shunned by lawfu
benef it from sacre d Power s.
people, and can't

(cured by torture and renunciations)

The

BLOATING
A sickness with an officially unknown cause. It
infects the young and the old, dispensing death
indiscriminately. Insatiable thirst swells the body
beyond recognition. Eventually, the infected bursts
open, causing violent death and a torrent of guts.
(unofficially cataloged as an escaped torture bacteria)
Officials, crooks, and serial killers use a
special tincture that contains the bacteria.
It spreads from corpses and discarded bottles.

A successful DR17 Toughness test


prevents contraction. An infected
creature has d4+2 days to live, during
which it must constantly drink.
Water, blood, alcohol—any liquid will do.

The only cure is a rare,


phosphorescent mushroom found in the
caves of Bergen Chrypt.

11
The world dies. The animals die. Everybody dies.
The circumstances of these deaths are not
trivial or pointless. They matter most.
DISEASE
White Death
A vile respiratory disease caused by a fungus.
It starts growing in the lungs, creeps into the
throat and mouth, and eventually covers the
facial area in a white film.

A successful DR8 Toughness test


prevents contraction while exploring
caves and swamps.
Until cured, each day, the diseased
creature must successfully test DR8
Toughness or cumulatively subtract 1
from their maximum HP.

Rat Tail
Rat tail causes the diseased to grow
hairy tails across their entire body, most
pronounced in the face and on the palms.
People make a sport of hunting down the
sufferers of this disease, as it's no longer
contagious once the first tail grows in.
A creature bitten by a rat must
successfully test DR6 Toughness or
contract rat tail.
Until cured, the creature subtracts
d4 from all tests that involve their
tail-covered hands, attacks included.

Unclean Consumption
Repeatedly using UNCLEAN POWERS soils
the soul of the caster, distorts their organs,
and turns their bones to lead. Ultimately, the
unclean consumption eradicates their flesh.

A creature that fumbles an unclean


Power's Presence test must
successfully test DR6 Presence or
contract unclean consumption. While
diseased, every time the creature
uses an unclean Power, it accrues
1 consumption point up to a
maximum of 3d4. With every point,
their flesh withers.
Upon reaching the maximum number, the
creature rolls d20.
20: The creature turns into a lich.
15-19: It turns into a skeleton and suffers a
permanent d6 penalty to its Presence.
1-14: The creature falls to dust and dies.

This arcane "disease" is incurable.


13
Can you
For most diseases, a cure exists.

afford it?
Quack Doctor (10s)
10% chance to recover, 20% chance to die.

Backstreet Practitioner (25s)


20% chance to recover, 10% chance to die.

Proper Physician (50s)


30% chance to recover, 5% chance to die.

Sacred Healer (250s)


90% chance to recover, 0% chance to die.
Sacred healers don't treat deviants, heretics,
and other societal filth. Only available in
major settlements.
15
Bones

A steep pipe
Drif
Skullsting
⇠ leads into the
next room.

ROOM1
↴ ↴
Diving goblins bite ankles.
They flee into a pipe that
is barely wide enough for
Eggs
humans. Get them!

RANDOM SEWER ENCOUNTERS


1.
A naughty prisoner
named Coby stalks the
channels. He seeks
protection, offering to
pay with a gold nugget
he hid in a dark place.

2.
Wurm
A mercenary prowler named
Lair
Tessa searches for the
abducted sister of Kyis
Orb, a rich merchant.
Tessa tags along.
ROOM 2
3.
The goblins hide below the eggs.
A gothic stone face, set
into the wall, starts

talking and coughing. A terrible werewurm named Knork calls
It inquires if anybody this room its domain. It comes from a
could clear its throat. different land, where undying vampires
A diamond is stuck there. rule for millennia. Knork gets angry
when its eggs are damaged.
4.
The skeleton of Sir
Mortimer the Balehound HP 23 ⨕ MORALE 5 ⨕ NO ARMOR ⨕ BITE d10
shambles up to the SPECIAL: WEREWURM CURSE
characters. It wants to
slip into their warm A creature bitten by a werewurm rolls
bodies but pretends to be a d20 every night. On a 20, it turns
searching for some sort into a werewurm until dawn.
of holy text for decades.
ROOM 3
WHO ROTS IN THE CELLS?
A bunch of wet earthbound have 1. Karin Orb, the sister of a
laired here. They are abductors who filthy rich merchant.
snatch the defenseless and throw 2. William, the son of a
them into the darkest dungeons. poor thatcher, who dreams
of becoming a knight.
They offer poisoned wine that
puts the characters to sleep. 3. The aged bishop Kurin.
Evil as sin, corrupt,

(DR8 Toughness) with a smile that


sours milk.
Well connected.


"Free me, and I shall
The Cells
shower you in silver. Who
am I fooling? The world is
ending and silver is nigh
Earthbound Lair on worthless. I will open
for you doors that should
never have been built,
Wine that would never open for
Barrels
paltry coin."

—Kurin the
Surreptitiously Vile

ROOM 4
The hideous ogyr Smashus
lives here. It cooks humans
and other vermin in a giant
kettle which it carved
into the severed head of a
marble statue.

Smashus has a deal with


the earthbound. They
pay for safe passage
with humans. Smashus
offers the characters
ttle

the same deal.


Ke

OGYR
HP 41 ⦂ MORALE 6
NO ARMOR ⦂ MAUL d12

17
These mongrels
don't believe in

7:7,
which is
sufficient cause
for execution.
Heretic
HP 13 ᴓ MORALE 9
NO ARMOR ᴓ DAGGER d2
SPECIAL: Sacrifices
a willing target to
heal fully.
Follower
HP 2 ᴓ MORALE —
NO ARMOR
FIST 1 damage
!⇢ Residents spread rumors about a house where many enter but few leave.

1.
UNSUSPECTED CELLAR — A dark, dank cellar. A few rats scurry from earthenware pots.
Barrels contain spoiled wine, now black vinegar. A wind blows
toward the door leading into Room 2. It howls like a beaten dog.
(the door to Room 5 is locked)

MEETING HALL — A dozen or so chairs face a rickety stage. Old blood sullies the floor.


The congregation's meeting place. Either occupied by d4 heretics
and 2d6 followers (all willing targets), or the room is empty.
∱A COMPILATION OF HERETIC SCRIPTURES LIES ON THE LECTERN.


A character who reads these filthy lies must successfully test DR8
Presence or be infected with HERETIC THOUGHTS (see Disease).

NAUSEATING — A heap of guts lies in the corner. A few pieces of bowels form a circle and
3. BACK ROOM icon. Stained knives, daggers, and hooks litter an old desk.

One heretic kneels in the room. His name is Behir. He prays


and sharpens the implements. The possessed man welcomes
conversation. Heavy topics, like liberation through sacrifice
and a life of excess after death. If the characters previously
killed any heretics, Behir offers them their spot.
(Behir carries the key to Room 5)
⍣ Stepping into the intestine circle deals d4 damage but grants
+3 to Presence for 24 hours. The circle works three times
before the guts must be replenished.

FOUNTAIN OF DEATH — A stinking hole in the ground. Faint wailing crawls up the bloody walls.
The sacrificed "lambs" land in the Fountain of Death. A recent
victim survived the sacrifice. Edda, a former seamstress, is
close to drowning in the filth of her denomination.
⤁ If the characters pull Edda out of the well, roll a die. On an
even number, Edda comes to her senses and thanks the characters.
On an odd number, she runs off to be sacrificed again.

5. UNHOLY VORTEX — A black tear in reality rages. Purple eyes and tongues frolic inside.

A crowd encircles the tear, holding hands and shouting in alien


tongues. Six heretics and 2d6 followers bask in the glory of
demonic parasites.
The characters can step into the tear to travel to the

DEMON REALM OF THE SIXTH XIRCIL.


They never return, but at least they escaped the end of
their world. Roll new characters.

19
Half-trolls are made when a half-dead troll with a
belly full of half-dead humans gets a chance to heal.
Begins with 0s and d4 Omens.
HP: TOUGHNESS + D8

ted by all.
Of unthinkable origin. Ha
Abilities An absolute, filthy hunk. Roll 3d6+2 for Strength.
Roll d6+4 on the weapons table. You pay double
price for armor. The first time you GET BETTER, you
choose a way of life.
Ways
ALL CIVILIZED PEOPLE UTTERLY DESPISE YOU. THE BRAVE SPIT
of
ON THE GROUND. THE WEAK HIDE AND AVOID YOU.
Life

❶ You enjoy smashing things more than anything else.
Successfully test DR14 Strength to make a BRUTAL
attack which deals double damage (roll the dice twice).
The second time you GET BETTER, your brutal attacks improve. When
you roll a 20 on your BRUTAL MELEE test, you can make another
normal attack.

❷ Crafted weapons are inferior to the ones nature gifted


to you. Your meaty fists (d4) and horns (d10) plunge
into enemy flesh. You can attack with BOTH OF THEM on your turn.
The second time you GET BETTER, you can immediately make one FIST
attack when an enemy hits you with an attack.

The troll blood runs thick in your veins. You are a


❸ pitiful coward. When you fall below half your maximum HP,
successfully test DR11 Presence or flee. At the start of each of
your turns, you heal 1 HP.
The second time you GET BETTER, when you fall to 0 HP, test DR12
Toughness. On a success, you fall to 1 HP instead, and you must
flee.

MONSTER STATISTICS — HP 21 ¶ MORALE 5 ¶ NO ARMOR ¶ MAUL d10


SPECIAL: WAY OF LIFE [d3]

20
d6
Birthplace - 3. Galgenbeck sewers
barn 2. Troll cave
1. Abandoned rato ry
5. Secret labo
4. Internment camp
6. Heretic temple

Horns 10s
Captured 50s
Troph
y 20s
HP: Toughness + 2d8
Begins with d4 silver and d2 Omens.

ABILITIES Bred to perfection. Roll 3d6+2 for Toughness. Begins with a


medium armor and a flail. Choose one of the following abilities:


(the second time you GET BETTER, you can choose another ability)


1 All are Fodder 2 Snuffle
FAVORITE
FOOD You eat corpses (or You use your nose to track
(d6) the living) to heal. down prey or find food.

1. Human haggis
3 OINK OINK 4 Breed
3. Brain in aspic
4. Hair soup
2. Gut salad

5. Flayed sausage
6. Eye flakes

Your piggish battle call You breed with something.


routes weak enemies. A piglet follower is born
(roll MORALE) after d6 hours.

5 Charge! 6 Wa llow
You storm into a group You wallow in the blood
of enemies and make an and guts to shortly
additional attack. increase your Strength
by d4.
MONSTER STATISTICS

HP 12 ⌖ MORALE 8 ⌖ SPLINT MAIL -d4 ⌖ FLAIL d8


SPECIAL: Roll d6 for one of the WAR PIG abilities.
Corpse 10s
Nose ring 5s
Tusk 1s

A CR
EATU
RE
AND BRED FO
WAR R
(and ONLY WAR
b
reed . 23
ing)
All goblins carry a curse.
A few carry something
FAR WORSE.
You were someone else
before. No memories
remain. Only the feeling
that you are now so much
more mighty.

BEGINS WITH D6 X 10s AND D6 OMENS.


HP: TOUGHNESS + D4
⦪ You carry the goblin curse. A creature you
attack turns into a goblin after d6 days.
Unless
....... you die!
.......
Primed to use Powers after swallowing an
arcane focus. Roll 3d6+3 for Presence. Suffers from a frail
body. Roll 3d6-2 for Strength and Toughness. Starts with at
least one unclean scroll and an old bow (d4 damage, 10 arrows).
---
YOU CAN OVERCAST YOUR POWERS TO CAST THEM TWICE IN ONE GO. IF YOU FAIL
THE PRESENCE TEST, ROLL ON THE ARCANE CATASTROPHES TABLE. ROLL ON THE
TABLE TWICE IF YOU FUMBLE.
You kept something from the life you forgot:

1. SENTIMENTAL JEWELRY 2. TITLE DEED


A medallion with a picture inside, A dirty piece of paper. Maybe you
depicting a happy family. Looking at can trade it for some scraps or use
it makes you angry. Once per battle, it to fold a funny hat. For now, you
you automatically hit d4 attacks. keep it in your backpack.

3. ASH FILLED URN


A simple urn filled with dead dust. If
b4. GOLD MIRROR
A mirror that purrs poisoned words.
you shake it real hard, a sad ghost
Shows everything as it truly is. You
appears. It always knows something
only see a skull staring back at you.
interesting to tell.

5. EYE-JAR 6. SILVER CROSS


A jar filled with twenty pickled eyes. A cross that burns your skin. You
Eating one satiates you for a week keep it wrapped in a dirty cloth. It
and increases your Presence by 3 for starts glowing and singing when
one day. The eyes judge you silently. undead creatures are nearby.

MONSTER STATISTICS
HP 4 ʘ MORALE 6 ʘ LEATHERY SKIN -d2 ʘ STONES d2 (throw or bash)
SPECIAL: Casts Nine Violet Signs Unknot the Storm twice per turn.
24
s
d 200
t ure
Cap 10s
Head 0s
ocus 5
Magi f
Lantern 15s

Captured 80s

r 20s
Flame

26
T he wickheads are creatures of fire.
They spread their flames rekindle
The woods, the homesteads, the people. Set them all
to the world.

ablaze.
Begins with 2d6x10s and d2 Omens. Ӝ HP: Toughness + d6
ABILITIES Enamored by flames. Roll 3d6-2 for Presence.
Cannot wear armor but has a natural damage reduction of -d2.
Has a flamethrower as a bodily appendage:

Flamer attack: Test DR8 AGILITY to attack, d4 damage. Consecutive hits on one
target unlock the following special effects:

2nd Hit: You singe


g 1 ⇜ 3rd Hit: The target
the target, dealin starts burning,
ti on al da ma ge wi th
addi taking d2 damage at
d ev er y
this attack, an the start of each of
fo ll ow in g
successful their turns.
attack. ↜
"BURN TIME!"

5th Hit: The target


4th Hit: The target
loses one of their
limbs. Roll d6: ⇠ must successfully
test DR10 or
1-3: Arm 4-5: Leg permanently lose
6: Your choice. their eyesight.


6th Hit: If the target is below
half its maximum HP, it combusts
and falls to ash. If it has more
than half of its total HP, it
loses half of its current HP.

S 2
⇤ IC -d
I ST DY
AT BO
ST ER
7th Hit: The target R ↭ P
MONSTE . COP
dies and you heal . M O R A LE 9
completely. HP 22
4 SPECIAL
FLAMER d
for
"Why won't you die?" The rules
e hi ts apply.
consecutiv
"Welcome, welcome! What kind of
extremity needs replacing? Or is it
a special tattoo you are looking for?
We only offer second-hand items,
which is in the nature of things, and
there is no warranty. Our prices,
though, are unmatched."

d corpse cart.
(d8) 1. Klarm the Ghoul has come with his turgi
WHO
2. A thief named Jarul needs a pair of new hands.
ELSE
VISITS? 3. Vladimir, the kinky feet collector, peruses the wares.
4. An inquisitor in disguise named Sara investigates the Body Shop.

5. Garnolt, a veteran, looks for a bladed arm or other weaponry.


6. Three goblins in a coat secretly attack people with a tiny dagger.
7. A hooded noble named Karl inquires about an "upgrade" for his wife.

8. Friederich the False Saint, including his misguided flock, waltz


into the shop. The followers sell their livers for profit.

Eyes (50s)
Color of your
ReplacemSim
ents
ple
choice increases
the price by 10s.

Arm (30s)
Hand (20s)
Arms aren't rare, but often
needed by mercenaries. A
well-muscled arm costs 10s Of note.
extra.
The inventory of regular
limbs is well stocked. A
Leg (20s) successful DR10 Toughness
Always in high test is required to properly
supply. A grow in the wetware.
well-muscled Otherwise, it rots and falls
leg costs 10s off after d6 days.
extra.
Additionally, a
transplant causes an
INFECTION for d6 days.
Foot (15s)
Used Tattoos
1. BILIFIX'S ARCANE ICONS (150s)
A collection of icons that formerly adorned Bronze Mage Bilifix's
back. Per day, you gain two additional uses of Powers and you can
reroll one Arcane Catastrophe.

2. SIGIL OF THE BLOOD SWORN (100s)


A sigil once etched into the scalp of a berserker king. Your melee
attacks deal an additional 1 damage. BERSERKERS occasionally
challenge you to reclaim the tattoo.

3. THE HOLY WARDS (125s)


A litany of holy texts lifted from the arms of an unnamed martyr.
Counts as a scroll of Grace of a Dead Saint. Once per day, you can
choose to ignore the effects of an UNCLEAN POWER.

4. DEMON DEVOURS ANGEL (75s)


A heretic tattoo, cut from the flesh in the night before the abased
Dark Shepherd burned at the stake. Allows you to summon a Pale One
once per day. Successfully test DR8 Presence or it attacks you.

Special Limbs & Organs


1. TROLL FISTS (100s) 6. SPRING LOADED LEG (50s)
You make unarmed attacks that You can jump further and higher.
deal 2d4 damage.
7. DEMON DESPOT EYES (250s)
2. WICKHEAD LANTERN (250s) Once per day, you can use
You produce light and see in Enochian Syntax without fail.
the infrared spectrum.
8. CURSED GOAT HORNS (50s)
3. BLADED ARM (100s)
You make unarmed attacks that
An arm with a retractable deal d8 damage.
blade that deals d4 damage.
9. LICH HAND (500s)
4. CROSSBOW ARM (200s)
A creature you touch must
Comes without a hand, but with
successfully test DR12 or is
a semi-automatic crossbow (a
paralyzed for d4 rounds.
magazine with three bolts)
10. SPIDER GLANDS (750s)
5. MECHANICAL HAND (50s)
You can spin strings of spider
+1 on Agility tests where
silk that are either durable or
hands are involved.
sticky.
29
Safaril the Disturbingly Gifted owns a shop that
fulfills the most rotten, materialistic desires.
Think of an evil, and Safaril is sure to sell it.
(or at least knows how to procure it)
BLOOD SILVER is the only coin Safaril accepts.
Silver ill-gotten, by any conceivable means.
Thievery, blackmail, robbery, tricks of confidence,
or foul murder.

FOR PROTECTION AND ENTERTAINMENT, SAFARIL KEEPS


HALF A DOZEN GOBLINS ON A LEASH. HE SETS THEM LOOSE
WHEN THE CUSTOMERS GET BOLSHY.

RUMORS (5s)
Safaril sells d8 dubious bits of information.
1.
The location of a person infected with THE BLOATING.

2. A local noblewoman birthed a baby with the head


of a locust. The husband wants to get rid of it.
3. All employees of the Guild of Tenacious
Gravediggers vanished without a trace.
4. The alchemist Tix searches for test subjects.

5. One of the local wells only produces thick blood.

6. By night, bells ring in an old ruin to the west.


7. A golden cat wanders the streets. Those who see
it die or vanish after 7 days.
8. A priceless relic, kept in a church, was stolen,
and replaced with a speaking skull.
01 Skull Clamp
When attached to a skull,
the clamp extracts thoughts
and distills them into a
vial. Drinking the milky
liquid conveys the collected
information to the drinker. 400s
Roll a d20 when you ask a question of the clamped
person. The extraction succeeds unless you fumble. On
a 1, the person dies and you harness no thoughts.

100s
02 Acid Sack
The perfect investment to get rid of
evidence and trash.
A pouch made from a human stomach.
It contains a caustic substance that
destroys everything but the hardest
matter in minutes.

Berserker Horn
Drinking from the horn sends you 03
into a furious rage, killing
everyone and smashing everything
in sight. Test DR9 Toughness when
you take damage. On a success,
you take no damage. 50s

A drinking horn possessed by the fierce spirit of berserker


king, Olof the Mastodon.

200s 04 Hexed Straw Doll


Reminds you of a person you used to know.
A doll you can link with a creature
by adding some part of their body,
like blood or hair. The target's
mind and soul leave their body
behind and become trapped in the
now living doll. The original body
becomes limp and appears dead.
After d4 days, the creature returns to normal.
31
100s 05 Prison Sphere
A spiked sphere of arcane might and
the prison of the mightiest warrior in
history. The Dominator Gar'thu Drex.
By opening the prison sphere, you free
Gar'thu Drex. The warrior starts killing.
⬌ Successfully test DR16 Strength to
You can try to catch something else.

prevent Gar'thu Drex from attacking you.


HP 39 ¡ MORALE 9

Gar'thu Drex
CURSED PLATE -d6 ¡ BURNING ZWEIHÄNDER 2d8

Demonflesh Quiver 06

The quiver gurgles and fumes as it presses another


arrow from its guts. The freshly birthed projectile
glistens, covered in pouch juice.
This quiver can hold up to six parasitic flesh
arrows and produces d4 arrows per day. Attacks with
these arrows ignore the target's armor as they
latch on and burrow into the tender parts.
For one day, you know where an injured target hides.

07 Thief's Lantern 250s

The famous sneak thief Apple Fox used this lantern


until her plague-caused death. Forever unseen,
forever uncaught. Forgotten in death.
This lantern has two modes of operation.

LIGHT Only the person who lit this lantern's


candle can see its light.
100s

SMOKE Instead of light, the lantern produces


smoke, which quickly obscures an area.

150s
Cat Canopic Jar 08

Seven lives weren't enough. An ancient queen's


cat lives on in this jar.
By rubbing this jar, you can summon the undead cat
that lives inside. For a treat of fish or mice, it
fulfills a mission. If the cat is destroyed in the
line of duty, its ashes creep back into the jar in
d4 days to regain its functionality.
32
Antler Helmet 09
Fashioned by the smiths of Kur from
cursed soul ingots. The people trapped
in the helmet vociferously lament
their deaths.
Cursed helmet -1 damage
Creatures who attack you in close
combat take d4 damage. 50s
Forget about sneaking while wearing this
abomination. The screams give you away.

25s 10 Blood Wine


A wine pressed from human grapes in rusty iron maidens.
Roll d6 when you drink this wine.
5-6: Your maximum HP increases by 2d6.
2-4: You vomit.
1: You get a dire infection.
cured)
(an infection that can't be

Alien Death Knell 11

The death-hungry apostles of an unnamable god 1,000s


used this bell to depopulate the land and unleash
a riptide of zombies. Their world is now dead,
preserved for eons in a state of torpidity.

When you ring this bell, every creature within


earshot, including you, must successfully test
DR10 Presence or die and turn into a zombie.

12 Herbmaster Mask
Occult herbmasters fashion their masks to
reflect their souls. If a mask lands in the
hands of strangers, the herbmasters find and
poison the wearer to destroy the soiled mask.
While wearing this mask, you speak in
a hollow voice that sends shivers down
25s people's spines. Once per day, you can
cast Bestial Speech without fail.

33
ered who pays
Have you ever wond

Ѱ
d zombie blood?
for goblin bits an

01. Infected Dies soon


02. Turncoat Switches sides
03. Thief Loves stealing
04. Glutton Eats rations
05. Stupid Bungles often
06. Burned Fear of fire
100s

07. Impulsive Attacks first


08. Coward Always runs
09. Uncouth Insults often
10. Addicted Needs it bad
11. Whiny Very unnerving
12. Cruel Kicks puppies
WEAKNESS (D12)
THE
HUNTERS' GUILD
Rogar, the leader of the local guild, hands
you a warm drink. Golden splashes glisten in
his mighty beard. Fermented rivers of mead
NAMES (2d20)
flow from the borders of a fake smile. His
eyes are always cold, maltreated by the crow. 01. Olaf 01. Mesny
02. Linus 02. Lazard
"Welcome to my house. What 03. Angela 03. Lebas
brings you here, friends?" 04. Vensel 04. Schöler
05. Jesca 05. Froind
06. Sten 06. Beck
1. The Job Board 07. Alina 07. Groth
(see the following pages) 08. Harley 08. Aberach
09. Mark 09. Wachs
2. Hirelings 10. Wyatt 10. Olander
11. Gale 11. Ström
3. Membership 12. Avery 12. Dahlgren
13. Giulio 13. Quist
Membership in the Hunters' Guild
doesn't cost you a single piece of 14. Elena 14. Ivanov
silver—in advance, at least. They take 15. Olinda 15. Tikhono
a tithe of your reward to run their 16. Cono 16. Vadimo
questionable joints and find the right 17. Emilio 17. Leonid
buyer. Meanwhile, you can use their 18. Willy 18. Jadanza
lodgings and eat a meal. If you never 19. Maxime 19. Faugno
bring anything in and only take, they
20. Coline 20. Detti
beat you to a pulp.
⫸ A learned person who can tell An experienced hunter who
monsters apart. Knows their knows how to track and where
strengths and weaknesses. to find water in the wild.
Power (d4) Quirk (d6)
1. False Dawn | Night's Chariot 1. Licks stones 2. Shoots birds
2. Bestial Speech 3. Telekinesis 3. Can't remember names 4. Hates kids
4. Palms Open the Southern Gate 5. Always masked 6. Needs booze to hit

HP 4 MORALE 5 NO ARMOR HP 6 MORALE 6 LEATHER -d2 BOW d4 +

HUNTING KNIFE d2
SCHOLAR 7s HUNTER 4s

"I come bearing no


weapons. No weapons
but my intellect and
arcane POWERS."
"My arrows fly true
and my heart is steeled.
Horrido!"

"Point me toward the "My joints hurt and my


enemy and I bash their eyes are rotten. No choice
teeth in."
but to work, lest I starve."

BRAWLER 6s PORTER 2s

HP 9 MORALE 7 SCALE -d4 HP 2 MORALE 3 NO ARMOR ● STICK d2


Armed and ready for trouble. A simple carrier.
Weaponry (d3) Bonus Abilities (d6)
1. Sword d6 and five darts d4. 1. Storyteller 2. Expert shoe shiner
2. Flail d8 and a sling d2. 3. Carries a sewing kit 4. Good singer
3. Shortsword d4 and a shield. 5. Can cook 6. Brings a medicine box

35
► Magenta, the cost per day in silver.
I hadn't seen
I wouldn't believe it if
es. A shaggy
it with my very own ey
ughter
monstrosity stole my da
heart. By
Sarah's memory and
ll lives. I don't
HER grace, Sarrah sti
se find that
understand how. Plea
at was stolen.
thing and retrieve wh
~ Katyana von Kohse

Flocks o
fs
the skies cryehawks darke
. We pray n
the harb they are
ing not
Each dea ers of greater evi
d l.
good silv abomination brin
er. Let us gs
eradicate see to th
them all at
lords tur before th we
n their g e arch
aze upon
us.

We are facing a dire situation with a


group of gnolls that recently moved into
the area. They set up traps to capture
the villagers. The beasts have eaten
so many of us. Please send help to
Altendeyen down south!
Great Hunt for Semyaza the Bone-Craft
er
An evil magic worker is among us.
Distorted survivors tell of a man who
is covered in eyes, eternally screaming
muffled curses from invisible throats.
Prepare for the worst when you face this
degenerate being. Nobody remained san
e.
Nobody remained whole or unchanged
.
Pastor Merrewich

Some sort
of foul bea
and ate my st slaughte
s o n red
recovering w h ile he was
from pustu
bedstead, t le fever. H
he walls, t is
was covere h e entire ro
d in blood o m
priest said and guts. O
he had not ur
like this, seen carnag
but had he e
ard dark st
A milphage ories.
is among u
Bring it to s.
rment and
death.
- Connor Lorn

Scouts tell of a hamlet to the


north where only grotesque stone
statues remain of the villagers.
The local count promised a
sack of silver, given to those
who find the source of this
evil and hack it to pieces.
ren, an old magic
A disease grips our child
Sticks and stones
has twisted our homes.
, the world
move of their own accord
r aunciand
becomes stranger still. Ou
d pixies, creatures
speaks of creatures calle
d hex. We collected
of myth who punish an
those who help us.
a fine sum, promised to
of Grod.
Come east, to the village

We have a proper
ribster
infestation on ou
r hands. A whole
bunch lurk in the
sewers during
the day, emerging
at night to prey
on the homeless.
We must put thes
e crawling
parasites to the to
rch before it gets
out of hand! Brin
g in the corpses
for a sizable rew
ard.

Monster Hunt
The dreaded land squid terrorizes the land. Our
hunters' guild is outfitting an official suppression
force to, once and for all, eradicate this menace.
If you want to join the hunt, you'll receive
special supplies and a daily wage, paid for by the
merchants of our fine city.
WOULD YOU LIKE TO KNOW MORE?
Speak with the local guild leader.
Our poor sod of a miller, Huber
t,
turned into a giant spider. We
are
unsure why, but we want him
back.
Either as a miller or to hold him
in a cage. The silk Hubert spu
n is
immensely strong. It could be
a
great boon for us all. Find the
village
Dniper to the north-east and we
can
set you on Hubert's trail.

Be wary of

Vrög the Elder


ls the street,
This brute prow ving
ing our peace-lo
arbitrarily attack
ze ns . B e o n th e lookout for a
ci ti ord
cle, wielding a sw
mountain of mus d
ke Vrög's head an
and hammer. Ta e!
bring him justic

Dead or Alive
A dangerous fiend, calling himself the
traveling monk Orochi, has pummeled and
killed our beloved Bailiff Uthor. To add
insult to injury, the bailiff was strung up
in front of his family estate. This hedge-
born filth is easily identified, wearing some
sort of wicker basket on his head. The city
wishes a successful hunt!
il, Jack
sw in d li n g sp awn of the dev
Tha t me.
h u m il ia te d m e for the final ti
Merit, ha s
sleeve; I
h a s so m e so rt of trick up his
He outh
ll pu t m y m on ey where my m
swear. I' .
po u ch of si lv er for his secret
is and offer a as
th e in q u is it io n is on his heels
Be quick, with
ro ba bl y w on too many games
well. P
gy, that fool.
the corrupt cler

Four raccoons bound


together at their tails stole
my jewelry. I wouldn't
believe it myself if I
hadn't witnessed it. Bring
me my finery for a
reward, and their corpses
so I can take them to the
knacker and get a fine
shawl for my troubles.

Lady Kunigunde
HUNT ING
RAMPHAS OF THE BLEEDING EY
E
The world might truly come to an end
.
Desperate people with wings and beaks
roam
the streets, picking crumbs from the gutt
ers.
The utterly corrupted, evil incarnate
wizard, Ramphas, must be brought to justi
ce.
Completely dismembered and dissolved
in acid.
Join the hunt!

We thought it destroyed, but now


there is fear that the cursed hand
has returned. The people whisper
of a "stricken one," a beggar or
vagabond who takes the lives of
innocents with the gentlest touch.
Find the culprit, find the hand, and
burn it to ashes. And don't take the
curse lightly.

Bounty Hunt
Few recognize the name. Those who
do, do not speak of him out of fear of
attracting his attention. The woods started
desiccating. The hunters find fresh circles
of salt on the forest floors. The SALT
PRIEST has returned. Find and kill him, or
drive the harbinger of thirst away, far into
the dead lands to the east.
MONSTERS
Quadraccoon.......................43
Virspider.........................44
Orochi............................45
Crawling Parasite.................46
Giant Land Squid..................47
Deceit............................48
Blight Pixies.....................49
Gnoll.............................50
Milphage..........................51
Semyaza the Bone-Crafter..........52
Jack Merit........................53
Ramphas of the Bleeding Eye.......54
Scryehawk.........................55
Rock Wolf.........................56
Vrög the Elder....................57
Salt Priest.......................58
Stricken One......................59

SRETSNOM
FOUR RACCOONS ATTACHED AT THE TAIL.
By BONESOLVENT

HP 8 ♥ MORALE 5 ♥ NO ARMOR
BITE d4 + SPECIAL (SAVAGE)
After a successful attack,
up to three times per turn,
the quadraccoon makes
another attack.

DEAD 5s
43
HP 14 ▪ MORALE 5 ▪ NO ARMOR
Hubert BITE d4 + SPECIAL (WEB)
A creature bitten by
Virspider the virspider must
successfully test DR8
Agility or be spun
into a constricting
web. Successfully
test DR10 Agility to
escape.
SILK SACK 100s

EYE 10s

Therianthropy
Humans bitten by a preciou
s.
virspider undergo a er silk is
Virspid can
metamorphosis. They skilled armorers
From the silk, es n' t
can climb all surfaces mor that do
weave tier 2 ar
with ease and turn na li ze Ag il it y tests.
pe
into virspiders when
they die, unable to
ever turn back. have only four legs.

Virspiders
Two with human feet, two with human hands.
44 By an Anonymous Backer
DEAD 100s
ALIVE 150s

By Prince “PROFANEKNOWLEDGE” Maxi


TENGAI 15s

SHAKUHACKI 25s

n
mo DEMON-SNAKE MONK
de he ▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪▪
e t ly
ak es al . HP 9 ▪ MORALE 8 ▪ NO ARMOR
n
s ss in hi
e e f c FIST 2d4 + SPECIAL (POISON)
Th oss ho Oro
p w d A creature hit by the monk must
e e successfully test DR5 Toughness
on ill
k or be paralyzed for 1 hour. Then,
unable to breathe, the target
dies of suffocation. An antidote
prevents the death.

45
Crawling Parasite

By Alex Kearney

HP 5 MORALE — BONE SHIELDING -d2


SHARP RIB d4 + SPECIAL (LEAP)
The parasite puts pressure
on the ribs and lunges. The
target tests DR15 for Defence
and the attack deals double
damage. On a fumbled Defence
test, the parasite burrows

ѱ
into the target's face and
lays eggs into the brain stem,
resulting in a painful death
after d6 hours.

This crawling parasite, commonly known


as the ribster, infests corpses to
unlock the secrets of locomotion.

It warps the body, breaking the sternum and


twisting the ribs backwards. The broken bones
become scuttling legs.
Contact with the rotting marrow spreads
the parasite's eggs to scavengers or
unsuspecting humans.

Unless cured, the resulting infection


kills the host within d4+2 days. The
carcass becomes a new crawling parasite.

>> DEAD 50s

46
GIANT

LAND SQUID
By Gardener Dennys

HP 35 MORALE 10 NO ARMOR
TWO DOZEN TENTACLES d2
(one attack per target)
SPECIAL (INK SQUIRT)
DEAD 250s
D4 targets must successfully
test DR12 Agility or be TENTACLE 10s
blinded until the end of INK (PER L) 1s
their next turn.

SPECIAL (GRAB)
D4 targets must successfully
test DR14 Strength or be
grabbed and squeezed, taking
d2 damage per turn. After
d8+2 rounds, the land squid
retreats and consumes the
grabbed.

All is calm. The giant land


squid lurks beneath the hills
and fallow fields, waiting
for prey.
When the soil erupts, loam
and turf disintegrate in
the atmosphere. Thrashing
appendages drag the
unsuspecting travelers away,
forever lost in the dirt. A
toothless orifice, hidden at
the base of the tentacles,
distends hungrily.

47
By Tony Chapagetti

DECEIT
HP 19 MORALE 8 THICK FUR -d2
BIG FIST d8 + SPECIAL (STEAL)
Once per day, a creature must
successfully test DR8 Presence
or have something stolen.
DECEIT MAY STEAL ANYTHING.
An item, an organ, a memory.
NOTHING IS BEYOND ITS REACH.


Deceit is a robust, shaggy creature,
born of fears and dark fantasies. It
visits humans by night, whispers tragic
tales of cursed kings and beastly
princes into their susceptible ears.
It lives to fool and deceive, hence its
name. Once DECEIT has wormed
its way into a human's heart, it steals
their most precious possession.

48
By J.E. Beaver, Esq.

Treacherous beings of the woodlands and shadowy forests.


Shapechangers that transform into sticks, logs, and mushrooms.
They bend trees and branches to their will,
creating homes or leading poachers astray.

)
(WINGED) (WINGED
BLIGHT PIXIE MAGE BLIGHT PIXIE STONE DROPPER
HP 3 MORALE 4 NO ARMOR HP 4 MORALE 3 NO ARMOR
SPARK (RANGED) d2 STONE d2 (d3 if dropped)
SPECIAL: SPOIL
The pixie spoils food or BLIGHT PIXIE ANKLE BITER
water it touches with its HP 5 MORALE 4 NO ARMOR
wand. A touched creature BITE d2 + SPECIAL (RABIES)
must successfully test
A bitten target must
DR7 Toughness or take d6
successfully test DR8
damage.
Toughness or be INFECTED.

49
DEAD 25s

Dungeon-Mad
Gnoll
HP 12 MORALE 5 WOOD ARMOR -d2
LOG TRAP (FOREST)
BITE d4, SPEAR d6 or SLING d2 A heavy log swings down and
SPECIAL (GNOLL CACKLE) smashes everything to paste.
Successfully test DR5 Agility
Creatures who fail a DR12
or take 2d10 damage.
Presence test must successfully
test DR14 to hit the GNOLL.
POISON FROG TRAP (SWAMP)
A levered board, smeared with
⦚ ⦚

poisonous bits, swings into a


This fiend emerged from the lightless creature's face. Successfully
depths of the world. On the surface, the test DR7 Agility or take d6
GNOLL sets traps to capture morsels. damage and be INFECTED.
Sweet fat and blood run from its snout.
By an Anonymous Backer
50
By Cree Wee
HP 26 MORALE 7 NO ARMOR
TOXIC CLOUD d6 + SPECIAL (DEVOUR)
The milphage opens its belly and A lifetime of bad habits and illness
engulfs a nearby creature. The have transformed this THING into
target must successfully test disease incarnate. This bloated,
DR13 Agility or be enveloped. gout-riddled sack of putrescence
Enveloped targets take d4 damage is covered in boils and scabs. It
at the start of their turn while hungers for raw meat, drugs,
being chomped to bits. alcohol—any vices.

encies to rummage
ge sin gle s out tar gets with disease or depend
The mil pha After eating an ill
contents of their stomachs.
through their trash and the onger.
junk, the milphage grows str

DEAD 50s
ALIVE 250s Nasty, itching

boils grow where


a milphage
touches a
creature. They
plop and ooze,
never healing
naturally.

51
Semyaza the Bone-Crafter By John Baltisberger

A once divine being who gave up everything to taste and


manipulate human bodies. Covered in baleful eyes and with
screaming mouths hidden and muffled beneath his robe.

HP 13 ⧞ MORALE 8 ⧞ NO ARMOR ⧞ NO WEAPON


SPECIAL: SHAPE BONES
Semyaza reforms a creature's bones.
An unwilling target must successfully
test DR10 Strength to withstand.
1. BONE BLADE A sharp bone (d4 damage) replaces
an arm from the elbow down.

2. BONE ARMOR Bones break through the skin to


protect from harm (-d2 damage).

Joints stiffen. The creature's


3. FUSE JOINTS
Agility modifier becomes -1.

4. BEND BONES A creature bends and becomes


quadrupedal. It must test DR15
Strength for Attacks.
52
DEAD 100s
Jack Merit ↠ HP 3 ⧞ MORALE 5 ⧞ NO ARMOR ⧞ DAGGER d2

DEAD AND QUIET 200s


By an Anonymous Backer
SPECIAL: BLESSED BY THE DEVIL
Can reroll 7 dice per day.

A man unnervingly clean. As if the filth of the world just won't stick to
him. Jack Merit is a swindler with uncanny luck—thanks to his devilish
cat, Minka.

HP 7 ⧞ MORALE 7 ⧞ NO ARMOR ⧞ SCRATCH d2


SPECIAL: DEVIL IN DISGUISE
53 Deals d6 damage to creatures that attack it.

Minka
Ramphas crosses humans and birds employing arcane cruelty,
creating loyal hybrids with bleeding eyes. Life is pain.
HP 20 ∲ MORALE 6 ∲ NO ARMOR ∲ BRASS STAFF d4+1 ∲ DR16 TO HIT

TELEPORTS OVER SMALL DISTANCES. SPECIAL: FEATHERS


Shoots d8 feathers
from its
SPECIAL: SUMMON FOLLOWERS staff, dealing 1 dam
age
Ramphas calls on its creations and each. The feathers
attach
summons d2+1 human-bird hybrids. to the target. Aft
er 8
They have 6 HP and attack with hits, the target fli
es up
claws or beaks for d4 damage. and falls for d6 dam
age.

DEAD 200s
STAFF 50s
⤹ +2 PRESENCE

RAMPHAS
of the Bleedi
ng Eye
By Getaro
By Ken McCoy

Scryehawks, the prey-seers. Fiends from unnamable dimens


ions
extract their eyes through arcane and blasphemous means,
using the spawned monsters to suckle on mortals. A scryeh
awk
shreds its prey with its toothy lashes to capture souls
with
forbidden eye techniques. Those without a master simply
regurgitate and chew, enjoying the taste. Scryehawks
bound to
a higher fiend must siphon their take into their master
.

DEAD 5s
ALIVE 25s

HP 3 ▪ MORALE 4 ▪ NO ARMOR ▪ TOOTHED EYELASH d4

SPECIAL (RELEASE) SPECIAL (PSYCHIC BLAST)


Upon death, a scryehawk not Upon death, a scryehawk
bound to a higher fiend bound to a higher fiend
releases d4 wraiths. The releases a psychic blast
phantoms haunt the area. (d6 damage). Affected
creatures learn the
fiend's location.

55
Rock Wolf
HP 12 ▪ MORALE 6 ▪ STONE GROWTHS -d6
STONE BITE d4 + SPECIAL (PETRIFICATION)
A creature bitten by a rock wolf must
successfully test DR8 Toughness at the
end of each day. On a failure, the
target's damage reduction cumulatively
increases by 1 and its Agility decreases
by d4. A creature with Agility of 0 or
lower can no longer move.

’s litter with rock and


An arcane plague fused a wolf pack
dire wolves, with
soil. The whelps grew to the size of
d rocks juttin g from vario us spots on their body.
jagge
to
The pain of their existence reduces them
fuming killers.

By Teagan

DEAD 25s
EXTRACTED ROCK 5s

56
in
he gobl
rries t . He
Vrög ca h u m a n
e b u t remains e a mong
cur s the cur
s
p r e a d s
only s ulace.
the pop

BEARD 10s

DEAD 100s

His
bod
stro y only
ng beca
more er, and me

VRÖG THE ELDER


By Calen Heydt
AGGRE he
SSIVE ,
.

HP 16 ▪ MORALE 10 ▪ CURSED FLESH -d3 ▪ EASY TO HIT (DR10)


MAKES ONE SPIKED HAMMER (2D4) AND ONE SWORD (D6) ATTACK.
57
By Micah L.
The air is bitter, the
forest rots. The priest
continues
his rituals. Drawing symbol
s in
salt, pulling dead god
s and
their twisted abominati
ons
from the afterlife.
A shabby robe, a staff of bone,
and a
pouch of salt are the only thin
gs this
priest owns.

DEAD 100s

The Salt Priest


HP 7 ⍣ MORALE 6 ⍣ NO ARMOR
STAFF d6 + SPECIAL
The priest throws salt at
a creature. The target
must successfully test
DR12 Toughness or take d4
damage. On a result of 5 or
less, a random body part
dehydrates and becomes a
useless, shriveled stump.

Knows this Power:

Foul Psychopomp
(three attempts)

58
The Stricken One
By Bryan "Cybershaman(X)“
Logie
HP 5 ͏ MORALE 4 ͏ NO ARMOR
DEATHLY TOUCH d10
A creature that takes dama
ge from
a deathly touch must successf
ully
test DR8 Toughness or fall
unconscious for 1 hour.

A rotting man, strick


en with a cursed
hand. He shambles alo
ng, creeps in
the alleys, wastes awa
y in moist
darkness. He is seekin
g. Reaching out
for something? Alas,
his hand only
spreads death.

CURSED HAND
This fleshy glove env
elops a hand
and slowly turns the
wearer into
a zombie.

59

DEAD 75s
CURSED HAND 200s
d86 Otherworldly Summons
THANK THE FUNDERS OF APOCRYPHA FOR THESE SUMMONS. THEY PENNED AND UNLEASHED THEM.

A NEW
CONJURE THESE DOOMED CREATURES, PEOPLE, AND ABOMINATIONS WITH
POWER, NAMED “OTHERWO RLDLY SUMMON.”

► Otherworldly Summon Fissures in space and time allow osmosis. A creature


steps forth which is compelled to help you for one day.

11 Breen A human-looking man, draped in denim. He carries a black


mirror and claims to know the future. Breen relentlessly
drones on in a wooden voice about his quest to erase all
corruption by "slaying the BAD." No emotion ever distorts
his face. HP 8 ꜜ MORALE 10 ꜛ DENIM -1 ꜝ CLUB d4

12 THE MEKANOID ABOMINNON


A creature made of brass and steel. It is ancient, walking
a dead metal world for eons after slaying its creator.
Blades seep and harden from its body at will. Warmongers
built the MEKANOID ABOMINNON for total annihilation.
HP 14 || MORALE — || METAL FRAME -d6 || BLADES 3d6

13 A plucky, short-statured rogue with a biting


pony attitude who's missing his right hand. Ser
Darren was sure that the chest was untrapped, and he paid with
his extremity for the erroneous assumption. Still, he's got
charisma in spades. Wears a filigree copper replica of his hand
and carries a plethora of smoke bombs.
HP 6 ¦ MORALE 5 ¦ NO ARMOR ¦ DAGGER d2 ¦ SPECIAL (SMOKE BOMB)
⎘ Carries 2d6 smoke bombs which obfuscate a large area.

Obsidian 14 REAPER
An automaton made of black obsidian. Fragile but deadly. The obsidian reaper
feels at home in the shadows; only a soft whirring gives away its presence.
It wields an enchanted black scythe that cuts the hardest steel like spoiled
butter, but has trouble with gentle things like feathers and silk.
HP 5 . MORALE — . OBSIDIAN -d2 . SCYTHE d4 (ignores damage reduction)

15 VRÖG THE LESSER


A wizened sage and pariah, clothed in a yellow robe. He scours the land for
forgotten herbs and the blood of goblins. Vrög the Lesser himself suffers
from the dreaded goblin curse, but keeps it at bay with mysterious potions.
HP 5 ⌇ MORALE 5 ⌇ NO ARMOR ⌇ DAGGER d2 ⌇ SPECIAL (POTION OF GROWTH)
Carries d4 POTIONS OF GROWTH. The potion triples a creature's size
and damage dice.
60
16

Bamokut the Enigma


An uplifted tapir. Its eyeless head, with no sockets at all, sees clearly. The
enigma's brutal teeth and claws stand in contrast to its exaggeratedly articulate
way of speech and euphonious, deep voice. The enigma's body fades away when it
dies and only a blurry skull is left behind (it gives the DREAM ability).
HP 13 ⦿ MORALE 8 ⦿ NO ARMOR ⦿ BITE d6 ⦿ SPECIAL (DREAM)
DREAM: Bamokut the Enigma sends a nightmare into a creature's mind. It must
successfully test DR8 Presence or be confused, attacking imaginary foes and
taking d4 damage.

The King of Nothing 21


A doll-entity with the looks of a ten-year-old. They have long,
disheveled hair with a gaunt face and sunken eyes. Only covered with
ragged cloth, bare-footed. In their mouth hides a rusted blade. An
ancient design, and sharp despite the thick layer of oxidized metal. Only
those with a diamond will can lift the King of Nothing's blade.
HP 16 ⧫ MORALE — ⧫ CLAY -d2 ⧫ SWORD d8
22
A steel-clad warrior wielding a cumbersome hunk of a

sword. Ulcus's gear is pockmarked, rusted, brittle.
Beneath the armor lie painful boils and blisters.
Ulcus's boils burst in a sickening display when an enemy strikes him,
spreading puss and disease, INFECTING the combatant.
HP 12 § MORALE 6 § STEEL PLATE -d6 § GIANT SWORD d12

23 Thespian Carlotta [DIED IN A STAGE ACCIDENT]


This undead diva had her burgeoning career tragically cut short.
She is embittered yet sensitive—to her own needs—playing the victim
in all situations.
HP 6 ⧱ MORALE 4 ⧱ NO ARMOR ⧱ NO WEAPON ⧱ SPECIAL (WORDS LIKE POISONED BLADES)
Deals d6 damage with snide remarks and gives the characters a d4 bonus to all
tests to coerce, persuade or intimidate.

Sarrah the Vexed 24


5'2" (158 cm), yellow hair, pale, almost translucent skin. She
fights with fists, hands wrapped in red bandages.
HP 14 ⦁ MORALE 9 ⦁ NO ARMOR ⦁ FLURRY OF FIST 2d4

An English bulldog with a cursed collar that allows


25 it communication. Devours UNCLEAN magic which
sometimes sends it into an eating frenzy. People, stones, anything.
HP 9 ⦁ MORALE 10 ⦁ NO ARMOR ⦁ BITE d4

SCOM 26
A kobold knight, dressed in mismatched armor. It drags along an
oversized maul, at least for its size, but swings at its enemies'
heads with great precision.
HP 6 ⦁ MORALE 8 ⦁ SCALE MAIL -d4 ⦁ MAUL d6 ⦁ TESTS DR8 TO ATTACK
61
31 Antoinette
A tall, red-headed warrior who hails from an alien world. She is clad
in a dark suit of heavy bio-armor, shimmering purplish-black. The armor
is integrated into her body, never to be removed.
HP 12 ⦁ MORALE 6 ⦁ BIO ARMOR -d4+3 ⦁ DOUBLE-BITTED EXECUTIONER'S AXE d10

HER AXE, VAZERAX, DECAPITATES FOES ON A CRITICAL HIT.

32 CENN CONG—DETH’S HED SKALD


Draped in tattered, flowing robes. Furs once most refined. Cenn Cong
wields an iron hook and bears a sopping sack of severed heads.

HP 10 ¤ MORALE 7 ¤ NO ARMOR ¤ HOOK d4 ¤ SPECIAL (AUGURY)


Cenn Cong pulls one head from its sack and rams it into the iron hook. The
head speaks an augury and falls to dust.

33 Agenat the Plague Bringer


A middle-aged man with rotting, pockmarked skin. He sings of the
glory of the coming plague. Mushrooms of every size grow on Agenat's
body, creating a cloud of spores wherever he walks.
HP 5 ҂ MORALE 6 ҂ NO ARMOR ҂ FLAIL CENSER d4 ҂ SPECIAL (SPORES)
Agenat shakes his censer, spreading spores. Creatures near him
violently cough for d4 rounds and take 1 damage.
34

An alien god of stories. The blue-skinned kabuki warrior wears a


cursed oni mask and wields a smoldering naginata. Ranthalix Nexx
absorbs legends and makes them a reality.

HP 16 ↧ MORALE 9 ↧ LAMINAR ARMOR -d4 ↧ NAGINATA d8


Can damage two creatures next to each other. ↲

35 Bosch Jernsern >>>


A fetid mountain of a beast that might have been human once. In
one hand, rotund Bosch wields a cracked decanter filled with vile,
demonic fluids. In the other, a grotesquely twisted, smoking branch
from which Bosch draws vapors into its tarry lung.
HP 21 ↥ MORALE 5 ↥ NO ARMOR ↥ DECANTER FLUID d12

36 Carrie Diseasez
Vampire, scientist, and witch. Has a flair for the dramatic. Carrie wears a live
chicken as a backpack, which is stuffed with all sorts of potions and poisons.

HP 12 ↥ MORALE 6 ↥ NO ARMOR ↥ BITE d4 (a successful attack heals d4 HP)


SPECIAL (CHICKEN SURPRISE): The chicken contains d4 random potions from
the Occult Herbmaster table.
62
41 Fogrim
A creature shrouded in fog and eternal darkness. Razor-talons sprout from
its right claw. The left claw is nothing more than a bony sickle.
HP 12 ¤ MORALE 4 ¤ NO ARMOR ¤ TALON 2d4 + SICKLE d6 ¤ SPECIAL (FOG)
Purple fog obscures the area. Breathing creatures must
successfully test DR12 Toughness or take d4 damage.

42 Hoggite the Horrendous


A pig-man the size of a chunky bear. He wears tattered rags made from the
sewn skin of those unfortunate enough to cross him. Putrid body waste
sticks to Hoggite's fur, spreading the stench of death.

HP 16 ∴ MORALE 7 ∴ NO ARMOR ∴ SEVERED LEG d8


HITS WITH THE LEG SPREAD INFECTION.

43 Arioch Morningstar
A taciturn high elf. His black hair reveals blue highlights in bright
sunlight. Sadly, the sun will never rise again. In his world, Arioch
is the leader of militant druids. He uses his enchanted axe to restore
balance as he sees fit.

HP 8 ∗ MORALE 6 ∗ LEAF ARMOR -d2 ∗ AXE d6 ∗ POWER (BESTIAL SPEECH)


(deals double damage against unwounded)

Död Rät 44

A traveling hermit. He survives in the hidden places but never stays


for long. Död Rät carries an unopenable book and appears in a wagon
with a jet-black donkey. He wears a dark robe and a permanent scowl on
his ruddy, sharp face.
HP 3 ⊹ MORALE 4 ⊹ NO ARMOR ⊹ SLING d2 ⊹ DISEASED
(knows your horrible truth)

MIZVHO SHIRAISHI 45
A cursed mage who literally lost his luck because of his occult interest
in the otherworld. Mizvho rolls on the ARCANE CATASTROPHES table when he
fails a Presence test to use Powers.
HP 6 ⌈ MORALE 6 ⌉ NO ARMOR ⌈ NO WEAPON ⌉ POWER (ROSKOE'S CONSUMING GLARE)
Carries an unclean scroll of "Xenoglossia". The target must successfully
test DR12 Presence or, for d6 hours, forget all languages, but learn the
cursed language of goblins.

Gaius Baelheart
46

A berserker gargoyle with a lust for blood and quest for vengeance. His
weapons are his claws and fangs—both designed to rip and tear until the
work is done.
HP 18 | MORALE — | STONE -d6 | CLAWS d6 + FANGS d4

63
51 A slightly built, pale, sarcastic woman with a
monocle, dressed in a black doublet, pantaloons, fancy boots, and an
absurd hat with cherries on it. Understands any technology immediately.
HP 6 ⥌ MORALE 7 ⥌ LIGHT MAIL -d2 ⥌ ELECTRIFIED SWORDSTICK d6
CHARGES Thrice per day, the sword deals an additional d4 damage.
⥲ CONDUCTOR Ignores damage reduction of metal armor.

52 "MACABRE" MAX CREEPT


Max has a smirk and a mischievous glint in his eyes. He carries a necklace
with a multitude of tiny, glowing glass vials attached (d6+6). Each vial
contains a VENG EF U L S O U L, which runs free after their prison breaks.
THE SOUL ATTACKS THE NEAREST TARGET: HP 2 ⤬ MORALE - ⤬ NO ARMOR ⤬ TORMENT d2

HP 4 ⤹ MORALE 2 ⤸ PADDED CLOTH -d2 ⤹ RAPIER d4 ⤪ THERIS53


The youngest son of the last-born child of the king. Theris has about
twenty pretenders standing between him and the throne. While being
an utter coward in a fight, he delights in describing in great, gory
detail how he plans to murder each of his unwashed siblings.
USES HIS LUTE STRINGS AS A GARROTE.

54 A reborn bard who was given new life after


a dissatisfied crowd murdered him during a


performance. Now, Mads wanders. With his face hidden beneath a hood,
he shares grand stories and songs. Then, before history repeats
itself, Mads slaughters the audience.

HP 3 ⨁ MORALE 6 ⨁ LIGHT LEATHER -d2 ⨁ CROSSBOW d8 ⨁ SPECIAL (REQUIEM)


Mads plays a cursed requiem on his lute. Creatures that hear the
agonizing melody take 1 damage.

Andrea of the Black Flames 55


Instead of hair, the corrupted flames of hell dance on her head.
HP 7 ⱡ MORALE 8 ⱡ NO ARMOR ⱡ BLACK FLAMES 4d4 (attack hits on DR5)
Andrea attacks with a torrent of flames summoned from the chaotic abyss.
A missed attack starts a wildfire that reduces everything and everyone
within a mile radius to black ash.

56 Freydis Sigblotsdottir
A woman filled with guttural daring, capable of summoning both fire
and ice, consumed with self-gratifying energy, moving zeal, and
endlessly prepared for great deeds.
HP 14 ¶ MORALE 8 ¶ CURSED PLATE -d6 ¶ FEONDHREBOR d10
>> The greatsword Feondhrebor deals double damage against fiends and the like.

>> The cursed plate robs the wearer of their senses when falling below half maximum HP.

64
61 Tiny Tina

Tiny Tina stands 4 feet tall. Dressed in bright green, tatty clothes,
and a top hat, she resembles a traditional Irish leprechaun. Her ginger-
gray hair drapes in frizzles from her spectacled, aged face. Gold chains
and rings are her jewelry of choice, of which she wears a plethora.
DRAINS PEOPLES' YOUTH AND STEALS THEIR GOLD.
HP 6 ⥌ MORALE 6 ⥌ NO ARMOR ⥌ SHILLELAGH d4 + SPECIAL (CATS!)
Once per day, Tiny Tina pulls d6+1 cats from her top hat and sends them
into combat. They have 1 HP and deal 1 damage.

62 Pontonius the Castilian


A rapier-wielding, skull-cracked skeleton clad in scrap armor.
Pontonius's grim and mocking personality doesn't help him making new
friends, but he is willing to fight for a cause to die again.
HP 3 ⋇ MORALE 8 ⋇ SCRAP ARMOR -d2 ⋇ RAPIER d6

Schmoel Osteen

63
Schmoel is an arrogant, pompous, manipulative, false prophet of the
Two-Headed basilisk. His only redeeming skill is manipulating everyone
around a single cause. He has more money than he could ever spend, yet
still separates others from their coin to grow his wealth.

HP 4 ⊡ MORALE 5 ⊡ TAILORED SUIT (NO AMOR) ⊡ HAMMER: BASILISK TOOTH d6


SPECIAL (FATE TELLING BY IMBUED NAMELESS SCRIPTURE)
A creature must successfully test DR18 Presence or despair after
hearing its fate, taking d12 damage. Only works once per target.

64 The Gorgoreth
A pain-bringer who started her life as a barmaid, eventually becoming
a successful establishment owner. After having it all, she meddled
with otherworldly forces and paid the price. Struts enforce her dirndl
and spiky boots penetrate her foes. Gorgoreth wields a glowing-hot
flail that howls when crushing its victims.
HP 4 ⋄ MORALE 5 ⋄ DIRNDL (NO AMOR) ⋄ HOT FLAIL d8

65 Michael G. Palmer
Average height, athletic build, blue eyes, piercing stare. Armed with a
razor-edged naval cutlass and has a backup knife concealed in his left boot.

HP 6 ⦁ MORALE 9 ⦁ NO AMOR ⦁ NAVAL CUTLASS d6 or KNIFE d2

Thirsty Jonathan 66
An eternal thirst-demon of dust. It sucks the moisture from its
victims and rides a monstrous camel.
HP 23 ⦁ MORALE 5 ⦁ DEMON HIDE -d4 ⦁ DESICCATE d6 (always hits)
65
71 Boondezdorff
A ruddy-faced, rotund man wearing a stained gray tunic, a faded, red
cloak, and beat-up riding boots. His dented helmet misses its face-plate,
long lost and forgotten. In one hand, Boondezdorff holds a dented tankard
that never runs out of ale. In the other, a human thigh bone that never
runs out of meat. Loves to laugh loudly at his awful jokes.

HP 11 ¶ MORALE 5 ¶ NO ARMOR ¶ THIGH BONE d4 + PEWTER TANKARD d6

Ambiorix 72 YOU NEVER KNOW WHAT YOU WILL FIND, UNTIL YOU GO LOOKING.
Appearing outwardly like an old and confused academic of the occult
sciences, this being is dressed in ill-fitting robes and carries
numerous magical tomes. Its eyes are sunken and its pallid flesh barely
clings to neon bones. Human minds cannot fathom the eldritch horror
that lies within this innocuous-looking shell.
HP 16 ⧭ MORALE — ⧭ NO ARMOR ⧭ POWER (NINE VIOLET SIGNS UNKNOT THE STORM)
Ambiorix reveals shifting reality
within its body. A target creature must successfully test DR16 Presence
or be reduced to a babbling, mindless heap for d8 rounds.

A skin-suit filled with butterflies. Wears a cape with


73 Papillo prints of colorful eyes. Carries a bag of salted eyeballs.

Terror HP 9 ¶ MORALE — ¶ LEATHER ARMOR -d2 ¶ POISONED DAGGER d4

74 Petus the Cat


A cat. It is as beautiful as it is annoying.

HP 7 ⧱ MORALE 4 ⧱ SOFT FUR (NO ARMOR) ⧱ DEADLY CLAW d4


SPECIAL (BEAUTIFUL EYES): A target creature must successfully test DR12
Presence or defend Petus from its enemies.

A burly, mustached warrior from a jungle world. Felipe is


a patient warrior who fills his enemies' hearts with fear.
75

His backpack contains a writing kit and his tea service—


Felipe some personal effects needed when the dust settles and
Felipe has time to rest and recuperate.

HP 16 ⨯ MORALE 9 ⨯ LEATHER ARMOR -d2 ⨯ NAGINATA d8 or MACHETE d4

76 Porridge
A hapless guard wearing disgusting leather armor. He carries with him a
femur into which he carves obscenities when bored. Porridge's waterskin is
full of stew that contains molded meats, his favorite dinner.
HP 4 ⌇ MORALE 4 ⌇ LEATHER ARMOR -d2 ⌇ HALBERD d6

66
81 Götz von Berlichingen
An aged knight of the Holy Empire. With his iron fist raised high into
the air, he led a peasant uprising to dispose of the cannibal emperor.
The peasants lost and died, after which the emperor ate their hearts.
Götz von Berlichingen fled to fight another day.
HP 13 ⧳ MORALE 4 ⧳ PLATE MAIL -d6 ⧳ SWORD d6 and IRON FIST d2

82 Ragnarr Loðbrók
A warrior king and expert sailor. Ragnarr honed his skills during raids
on alien shores. A true explorer, king, and farmer.

HP 8 ⨳ MORALE 9 ⨳ LEATHER -d2 ⨳ AXE d6 ⨳ SHIELD -1 damage

83 NILREM
An immortal mage who has forgotten all about himself and his arcane
powers. Before being summoned into this dying world, he lived a sorry
life in the gutters of a techno-autocracy.
HP 5 ⎊ MORALE 4 ⎊ NO ARMOR ⎊ UNARMED
Regenerates his body and revives himself after 1 hour of death. >>>

>>> To his surprise, learns a random Power when summoned.

84
An aging strategist and quasi-king. Gaius has conquered barbarian lands

Gaius Iulius
and conquered his own people. His summoning came in the nick of time,
shortly before being stabbed to death on the floor of the senate.

HP 9 ⌖ MORALE 10 ⌖ NO ARMOR ⌖ DAGGER d2 ⌖ SPECIAL (INSPIRING)


While on the battlefield, Gaius expertly instructs his allies. Add d4 to
all ATTACK and DEFENCE tests.

85 Christian Eichhorn
An author ill-equipped for combat. He is not too pleased to appear as a
summon, chastising the summoner for their poor choice and bad luck.
HP 2 ⌖ MORALE 4 ⌖ NO ARMOR ⌖ UNARMED ⌖ SPECIAL (RE_WRITE)
Once per day, Christian can rewrite the reality of the past minute.

86

Verhu, Avatar of the Basilisk


The head Verhu couldn't figure out what the SCVM are rushing around and
dying for, so he decided to experience it himself. He fashioned a human
avatar from clay and blood to walk the land. Upon the avatar's destruction,
HE manifests in all HIS glory to eat the offender. Gorgh doesn't care in
the slightest and spews insults.
HP 15 ⍟ MORALE — ⍟ CLAY -d4 ⍟ MORNINGSTAR d6
67

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