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LamentationS

of the
Flame PrincesS
Adventures

All Dogs
Go to
Hell by
All
Dogs
Go
To
Hell
Text: Semen Tsevelev
Cover Art: Yannick Bouchard
Cartography and Layout: Glynn Seal
Editing: Tom Cadorette

Text © 2023 Semen Tsevelev


Issued Under Exclusive License
First Edition.
Published by Lamentations of the Flame Princess
www.lotfp.com
ISBN 978-952-7561-24-9 (PDF)

My thanks So let your players meet and befriend


the Dog as people do – enjoying
To Sandra, who never stopped
the company of a furry four-legged
believing.
creature that thinks the world of you
To Alvur, Cerne, and Kisa for and not thinking that one day, too
playtesting. soon, your friend will die because of
some disease or some motherfucker
To Zak, Becami and Sam, and Jeff for
drunk driving, or just of old age,
the merry madness.
leaving you alone because your
To Tom, for fixing and improving. lifespan is much longer.
And to James, for keeping the door If you’re one of those people who
open for weirdos. refuse to watch a movie when there’s
a dog on the poster because you just
This is an adventure about a dog, know that the dog is going to die; if
written for dog-lovers by a dog-lover. you’re one of those people who has
You might not want to tell your never watched Old Yeller because you
players that the adventure is titled already knew bad things were going
“All Dogs Go To Hell”. It might give to happen to the dog; if you’re one of
them wrong ideas. those people who hated E. Thompson
Seton because Hekla died in the end
And the Dog doesn’t deserve that. It’s of Domino… well, I’m one of those
a good Dog. people, too, and this is the adventure
But in this adventure, bad things for you.
happen to the Dog. Because that’s So let’s get on with it.
why we sit down to play. We want to
deal with things that we care about. And try to keep the fucking
We want to strike down things we imaginary Dog alive.
hate and defend things we love, and SEMEN
achieve some kind of catharsis for
doing so. In sunny Ukraine,
Spring, Anno Domini 2023.

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All Dogs Go to Hell
This adventure might end with your Soon, all the monks were infected,
party having a new loyal friend, better and the monastery became a Breath
than any human. Or it might end with colony.
your party being stricken down by a
The peasants of Tallacht noticed
weird, incurable disease.
nothing, as the Breath treated them
It takes place in rural Ireland during the no more kindly or cruelly than the
mid-17th century. Still, even in the green monks did.
forests, you cannot escape from the evils
The Breath is intelligent enough to
brought by men and the things which
understand that if it spreads too wide
surpass human knowledge.
and too fast, it will be discovered and
destroyed. It bides its time, making
plans for the future. The monastery is
An Approximate Timeline remote enough that no one bothers it
About three years ago: The Monastery and self-sufficient enough (or rather,
of Lin-Cataldus was a normal monastic serf-sufficient) to avoid any outside
order where a dozen or so monks lived. interference.
This place of prayer was named after Sometimes thieves try to steal from
one Father Lin, the founder of the the monastery. They become infected
monastery, and Saint Cataldus – one with the Breath and are compelled by
of the many Irish saints who was not it to stay on as new monks.
Saint Patrick – famous for defending
towns against plague with his holy About two months ago: While working
prayers. Or maybe he just made people his fields, a peasant finds a strange
wash their hands and keep social hand-shaped stone. When he touches
distance. Who knows? the stone, his exhausting cough eases
and later disappears completely. The
The monks had been regularly taking peasant believes it is a holy relic. In
more than their share of produce from fact, this stone is both magical and
the villagers of Tallacht, spending radioactive. Its radiation affects all
their days in prayer, deciphering and living things, hurting the smaller ones
copying old parchments, but mostly and stimulating the cells of larger
sitting around drinking lazily. creatures, such as humans.
Until the night when a man who About three weeks ago: The relic,
carried a magical disease in his which the peasants call the Healing
veins came to Lin-Cataldus. This Hand and believe to be the petrified
disease calls itself the Breath. It is hand of a saint, is brought to Lin-
intelligent, bloodborne, and extremely Cataldus. The Breath realizes that the
contagious. Just several droplets of Hand is harmful to it and its hosts but
blood are enough to infect a person – a believes destroying it outright would
handshake, bloodied from a small cut raise suspicions. Abbot Declan, the
on the host’s palm, or even a bloody head of the order (and the Controller
spit from a bitten lip will do the trick. Host of the Breath), asks the villagers

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of Tallacht to find some reliable men to
escort the holy relic to the faraway isle
The Village of Tallacht,
monastery of Skellig Michael, where the Monastery of Lin-
the pilgrims will be able to see it and to
feel its holy power (and where it won’t
Cataldus, and Skellig
be of any trouble to the Breath). Michael
Four days ago: While on the way to The name of the village comes from
Dublin, a pit-fighting bear manages to Gaelic, meaning “plague pit”. There are
break out of his cage and runs away several places in Ireland with names
from his owner. The bear is badly like that. There is not much to do at
wounded after several bouts and full of Tallacht. The village has a tavern, a
hatred toward humankind. smithy where simple tools are made,
and several peasant dwellings filled
Last night: Having heard about the with peasant families.
Abbot’s need for an escort for the relic,
a gang of brigands, led by one who There is a forest track between the
calls herself Flycatcher, comes to the village and the monastery, often used
monastery. They plan to pose as good by the villagers. The track goes past an
God-fearing folks, sneak the relic right ill-reputed Bald Hill, where, according
out from under the monks’ noses, and to rumours, naked witches dance at
carry it away across the land. However, the night of the full moon (not true),
when they arrive, the Hand’s radiation through the woods, and past the
has already badly damaged the Breath. equally ill-reputed Loch Galar, the
Because of this, some of the host waters of which are said to bring evil
bodies are out of control, screaming miasma to the body (this is very true,
and convulsing in agony. Others are drinking from or swimming in the
barely in control of themselves and lake requires a save versus Poison. On
drink the Breath-infected blood from failure, congratulations, the character
other hosts, hoping it will cure them. has contracted leptospirosis! In game
Realizing that the Hand is killing it, terms, it has an incubation period of
the Breath finally decides it must be one week, an interval of four hours,
destroyed and sends the Abbot to do
so. Before he could, though, the Abbot
collapsed when he opened the chest WHY GO TO
where the glowing rock was kept. THE MONASTERY?
The brigands are obviously not good Abbot Declan has made it known
God-fearing folks, but the monks’ that he requires skilled travelers to
strange behavior freaks them out, transport a holy relic, promising a
so they decide to slaughter all the reward for doing so.
monks. A dog, the Abbot’s pet,
The monastery also has a library
tries to protect its master but is
of old texts that might interest the
wounded by the brigands and runs
player characters.
away. The Abbot himself is left for
dead in the undergrowth near the Perhaps the party has heard about
monastery walls. the Hand and is interested in its
healing powers.
Today: The Dog finds you.

3
an infection time of one week, and Sean is relieving himself, followed
the effect of lowering Constitution by a deafening roar and a desperate
— see Rules & Magic, page 35. For scream.
entertainment’s sake, do an internet
The party will find their guide on the
search for “the symptoms of
ground, not so handsome anymore,
leptospirosis.” Fun!).
his body is almost torn in two by a
The Monastery of Lin-Cataldus is a huge, long-clawed paw. And near
smallish abode. A wall with a sturdy his corpse, a large grey dog – a true
oaken gate surrounds it. Irish wolfhound, hereafter known as
“The Dog” – fights against a scarred,
Behind the building itself, opposite the
collared bear.
gate, is a graveyard. The monastery
once had a garden around it, but it As soon as the bear notices the
has long since dried up and died (see characters, it will attack them. If the
above, “drinking lazily”). player characters do not incapacitate
or kill it but instead manage to escape
Skellig Michael is an island monastery
from it or drive it away, it will come
that has been a center of pilgrimage
back to prey on the villagers.
for a long time. It is far enough from
Lin-Cataldus to keep the Breath safe The adventure presumes that the
from the radiation of the Hand. Dog survives for now. Have the Dog
stay out of the bear’s range, snapping
Now… and retreating, or some other deus ex
machina to keep it alive.
The characters are on their way along
As soon as the immediate problem of
the forest path that leads from the
the angry bear is dealt with, the Dog
village to the monastery and from
will try to make the characters follow
there to more civilized places.
it back to the monastery, running
Sean, a brave and handsome young forward along the track and coming
peasant, is happy to be their guide back to check if the characters are
for a couple of coppers that he will coming, all the while barking at them
immediately spend on wine. He doesn’t impatiently.
know much about anything outside of
The Dog has been trained to get
life in Tallacht and dreams of seeing
someone to follow it by patting their
the world.
hand or leg with its paw twice – this
As he tells the player characters about is the way it used to ask the Abbot
his dreams and the boring rural life, he to follow it. It is also rubbing its ears
sips from his wineskin. About an hour with its front paw, trying to shake
after they leave Tallacht, the wineskin something out of its head (the Breath’s
is empty, and Sean tells the party that presence and “voice” at this point are
he needs to take a piss and takes a not yet painful, but it is annoying).
step from the path into the bushes.
The Dog will obey if ordered to shush
The day is peaceful. Insects buzz and be a good dog, but it will be very
around. A song thrush chirps in unhappy, make pleading whining
the tree. Suddenly, loud crashing noises, and look into everyone’s eyes
noise comes from the bushes where sadly. If it is chased away, the Dog will

4
return to the monastery by itself and crosses, the names of saints, arrow-
find its wounded master. pierced hearts, and the family tree of
someone named Reeve tattooed on his
On the Road to the left buttock and lower back.

Monastery A curing or healing spell can pacify


him for 1d4 Turns, but his memories
The walk takes an hour. Several are gone for good. The only thing he
encounters can take place on the way. will remember is that the stone Hand
On a d6, 1 – no encounter until the hurt him badly. When the pacification
ambush, 2-3 – village girls, 4-5 – the wears off, he will return to his
Madman, 6 – the Madman attacks the previous crazed, infected state.
village girls just before the characters
notice them, screaming how he needs VILLAGERS RETURNING
blood. The Referee can also just run TO TALLACHT
them in this order: the Madman,
A pair of village girls are on their way
then the village girls, and finally, the
back to the village after bringing bread
brigand ambush.
to the monastery. They were surprised
when a monk they didn’t recognize
A BLOODTHIRSTY MADMAN met them at the gate, but they thought
The Madman used to be a thief before better of saying anything. If asked,
he tried to steal from the monastery. they will be glad to tell the player
He was then infected with the Breath characters what they saw. There was
and became a part of their happy some important prayer ritual that no
family. He is the newest “recruit” one may interrupt, so the new guy
of the disease. The radiation of the asked them to leave the bread at the
Hand has affected him the worst. The gate and leave. They will say that “he
other hosts managed to help him for spoke funny, but it’s wrong to laugh
a while by giving him their blood to at a holy man… but he spoke like this:
drink, effectively re-infecting him, but Ferry important prrayer, my chiltren!
as they themselves started feeling Now quo bloody vadis to the fillage,
the effects of radiation, their blood pless you! Tee hee!”
stopped helping.
The Madman escaped from the BRIGAND AMBUSH
monastery two days ago. His brain is Three brigands are hiding in the
damaged so badly that he can barely bushes alongside the track leading
think. He does remember that drinking to the monastery, right next to the
blood helped him feel better before, clearing, so they see everyone who
so he tries to find more blood and comes while staying undetected. Two
screams for it when he sees someone: of them have knives, and the third
“I must have blood! I need it NOW! Give carries a light crossbow. They will let
it to me!” He will try to lick up any the peasants pass without stopping
blood that he sees. them – they don’t have anything worth
stealing – but will attack anyone who
The Madman is dressed in rags that
looks like bounty hunters or soldiers.
used to be a monk’s robe and has
multiple tattoos all over his body:
6
If they see the Dog, they’ll scream Upon seeing the Abbot, the Dog will
about “It’s that thing from the run over to him, barking. The Abbot
monastery!”. They’ll try to kill the will beg the player characters to
Dog unless they are attacked by the enter the monastery and destroy the
player characters, in which case Hand. Before dying, the Abbot can
they will fight for their lives. If the tell the characters the following:
party manages to catch any brigands
ƒ The monastery was attacked
alive, here is what they can tell if
and taken over by a brigand
interrogated:
gang (true).
ƒ Flycatcher and her brigands are ƒ The brigands are going to
hiding out in the monastery. ransack the village of Tallacht
ƒ The monks at the Monastery of and burn it down (not true).
Lin-Cataldus are all dead, killed ƒ The monks were not evil
by Flycatcher’s men – they don’t demon-worshipping sorcerers
know that Abbot Declan is still (true, but they weren’t normal
alive. They believed that the monks, either).
monks were all insane sorcerers
ƒ The Hand is a tool of the dark
who deserved death, and the Dog
forces, it must be destroyed, or
was their familiar.
the land is doomed! (not true
ƒ Brother Ulrich (the False Monk) – the Hand is just a source of
meets anyone who comes to the dangerous radiation and has
monastery and prevents them nothing to do with dark forces).
from entering.
The Dog will try to nose or pat
They don’t know anything about the dead Abbot’s hand with its
the Hand. It is Flycatcher’s sweet paw, trying to stir him back to life.
little secret. When that doesn’t work, the Dog
will lick the Abbot’s bloodied face.
The Dying Abbot It immediately falls to the ground,
yelping, its paws jerking wildly for a
Abbot Declan is a tall, lean, bald couple of moments. It then shakes
man in his 60s. The Breath altered its head, stands up as if nothing
the coloration of his eyes, turning happened, and looks directly at
them radiant black. He has equally the party. The Dog has become the
black, bushy eyebrows that make him Controller Host of the Breath.
resemble an owl.
From the Dog, the Breath will then
When the characters find him (either address the player characters
hearing his moans or following the telepathically. If the characters ask
Dog to its dying master), the Abbot what it is, it will answer that it is a
is slowly crawling away from the creature beyond their understanding.
monastery walls, bleeding from
several wounds. Between the wounds The Breath will ask the characters
and the radiation damage from the for their help in destroying the relic,
Hand, his body is too badly hurt to be promising them a reward if they can
healed even with magic. He has only at least distract the brigands and let
minutes to live. the Dog sneak in.

7
If they refuse, the Breath threatens 17), making it bleed profusely
them, saying it will slowly torture from everywhere until it dies. It will
the body it possesses – currently, try to infect every human nearby and
the Dog – to death, and it will all be can infect one more person before
the characters’ fault. It can hurt the the healing power boost wears off,
Dog and will do so to convince the weakening it again.
characters:
IF THE CHARACTERS
Blood starts dripping from the
Dog’s mouth. Then it appears PUT THE DOG OUT OF
on the Dog’s fur, oozing from its ITS MISERY…
skin. If the Breath feels that a If the whimpering, bleeding Dog is
more serious threat is needed, stabbed or shot or otherwise killed
blood starts dripping from the to end its suffering, the Breath will
Dog’s eyes. Finally, when the use all the control it can muster to
process affects the brain, the Dog make it move as close to the player
develops a condition similar to characters as possible and shake its
rabies. Bloody foam drips from its body, splattering blood on them. The
jaws, it stumbles as it walks, and Dog then dies.
it becomes extremely aggressive.
Whenever a character rolls to The Breath cannot make humans
use a skill, there is a chance that into hosts in its weakened states,
the Dog will be provoked by their but it can turn them into Bleeders
action and will try to bite them. (see page 17). Blood starts leaking
It will immediately feel sorry and from their eyes, ears, or other
whimper and cower, knowing that orifices of the Referee’s choice.
it did wrong.
The Monastery of Lin-
IF THE CHARACTERS
USE MAGIC HEALING ON Cataldus
THE DOG… As the characters approach the
monastery, everything goes quiet –
Being a magical infection, the Breath
no insects buzzing or birds chirping,
absorbs the healing power before it
everything has been killed off by the
affects the body of the Host. Magic
Hand’s radiation. There are empty
will partially fix the damage caused
spiderwebs in the trees, decorated
by the Hand’s radiation. After being
with the husks of desiccated spiders.
healed, the Breath can infect humans
who were touched by infected Ulrich, the False Monk, will come
blood (from the Dog, from the dead out of the gate and meet the player
Abbot, or from the Madman). The characters as they approach.
first human who fails to save versus Speaking in a very thick German
Poison is infected and becomes the accent, he will explain that “everyone
new Controller Host, effectively is berry busy, joined in a prrayer,
a non-player character under the berry important prraayer. No
Referee’s control. From this point, the one may enter now. Please reave
Breath doesn’t need the Dog anymore whatever you brought here at the
and turns it into a Bleeder (see page

8
9
gate. Pax vobiscum and cum spiritu heal her faster and more efficiently
tuo, sveet chiltren.” when it is exposed. A character who
wants to try to break the Hand can
Ulrich can be persuaded to let
target it with a -2 penalty. The Dog
the characters in, depending on a
will try to bite and break the Hand as
Reaction roll. If he believes that the
soon as Flycatcher pulls it out.
characters are going to force their
way inside or create mayhem, he
IF THE PLAYER
will reluctantly motion for them to
enter to become targets for Ulrich’s CHARACTERS
buddies with crossbows, and he will PERSUADE ULRICH THAT
stab the last character to pass him in THEY’RE FRIENDLY
the back. The brigands will keep an eye on the
It is also possible to convince Ulrich characters but will not attack unless
that the player characters are provoked. Flycatcher will come out
potential allies and shouldn’t be killed of the building and listen to what the
just yet, depending upon the result of characters have to say. She will tell
a Reaction roll. If Ulrich is convinced the truth about everything except for
that the characters are friendly or one thing.
useful, he will give the brigands ƒ “The monks? I don’t know who
inside the high sign (imitating a bird they truly were or what they
call of your choice – I favour the worshipped, but the very thought
turtledove) and open the gates. of them chills my blood. The land
There are two brigands per party is better off with them dead.”
member in the Monastery, plus ƒ “Attack the villagers? I have no
Flycatcher and Ulrich. Two of them intention of doing that. Who do
are hiding behind the largest dry you take us for, tax collectors?
trees and will shoot the newcomers We like to fill our hands with
with their crossbows unless Ulrich silver and gold, not broken pots
gives them the high sign. and rotten straw beddings.”
The rest of the brigands are inside The one thing Flycatcher will lie
the monastery buildings, some of about is the Hand (she wants to keep
them in the dormitorium where the it her secret).
monks used to sleep, others in the
oratorium where the monks used to ƒ “I have no idea what you’re
pray. They will appear and join the talking about. Certainly there are
combat on the second round with no holy objects in a cursed place
spears and knives. like this. If you only saw what
the monks were up to here, you’d
Flycatcher will stay behind her men, understand.”
using her throwing daggers. She
is wearing the Hand around her In truth, Flycatcher knows that
neck, hidden under her clothes. If the Hand has curing powers and
Flycatcher is wounded in combat, she intends to keep it for herself. If the
pulls the Hand out from under her player characters can convince her
clothes – she believes the Hand will that the Hand is actually cursed
and dangerous, she will reluctantly
remove it from her neck, muttering after that, you must leave and never
“I always felt there was something return.”
unnatural about this thing…”
One of the brigands will then look at
the Dog, who is whimpering in visible
THE DOG AT
pain and once again rubbing its ear:
THE MONASTERY
“Come, boy. You will serve us with
The Dog will growl and attack the
your blood one more time.”
brigands unless the players stop it. If
Flycatcher takes off the Hand or just The Dog cries out in pain. It barely
pulls it out from under her clothes, stands, shivering, as it starts bleeding
the Dog will immediately try to break from seemingly everywhere, its eyes,
it with its teeth. mouth, ears, and through its fur.
If the player characters do not The Breath needs more infected
convince Flycatcher to reveal the blood to restore the number of
Hand, the Dog will jump at her as its hosts, and the Dog is now only
soon as they finish talking, knock useful to it as a Bleeder. The Breath
her down, and bite at the Hand doesn’t want to just give the Dog
through her clothing. She will stab away, but it might be willing to trade
the Dog with one of her knives if it it for a service or a human Bleeder
attacks her. host (it won’t accept an animal). If
threatened with violence, the Breath
IF THE HAND IS BROKEN will try to infect the player characters
The wounded Dog will shake by spraying blood on them.
energetically, the way dogs do when
they get out of the water. The blood TREASURE
from its wounds falls onto the nearby If reminded about the promise of
brigands and possibly the characters, treasure it made, the Breath will
save versus Breath Weapon to avoid provide directions. It has a memory
contact. of a hidden stash, formerly belonging
to one of the thieves who tried to
For a moment, the brigands act
rob the monastery but was infected
the same way as the Dog did when
shortly thereafter. There is 800sp
it was infected. They scream and
buried in a sturdy chest under a large
fall, clawing the ground with their
tree stump near a forester’s hut (the
fingers, their eyes rolling back, their
forester doesn’t know it is there). It
voices filled with terror. Despite this,
takes a day’s journey by foot from
the player characters who failed their
Lin-Cataldus to get to the stash.
save feel fine for now.
Suddenly the screaming stops.
The brigands get up, their faces
expressionless. They speak out in a
freaky chorus:
“We thank you. You have destroyed
the evil and saved us. Take whatever
you wish from the monastery, but

11
WHAT ABOUT THE LIBRARY? CEMETERY
The monastery used to hold dozens This is actually the one normal,
of holy and secular books at the peaceful place at the monastery.
scriptorium. Sadly, the brigands, The only worrying detail is that the
believing the monks to be demon- massacred monks were buried here
worshippers, destroyed most of the in a shallow, unmarked mass grave.
books. The characters can still try to The dead are completely harmless,
salvage something. and what blood they have is no
longer infected.
Roll Salvage
WHAT HAPPENS AFTER THE
1 A volume about a life of a
saint. The saint has the same ADVENTURE?
name as the character who If the characters get hold of the Hand
had done the most ridiculous and decide to keep it, it will heal
thing during the game their wounds and protect them from
session (in fact, that saint is infections. However, the radiation
the character’s holy patron!), will slowly work on the character’s
and the volume describes bodies, which will, in several months,
how the saint was killed by result in mutations.
the same ridiculous thing.
If they leave the Hand behind or sell
2 A spellbook (blank). It’s it, it will end up at Skellig Michael,
worth 100 sp to the right where, over the course of several
buyer. months, it will mutate the mice, the
seagulls, the seals, and the monks.
3 A map of Ireland. It’s Bringing the Hand to a high-standing
remarkably precise. Some member of the Church would be
places are marked. Worth rewarded with a warm “thank you”,
25 sp. a blessing, and 30 silver coins. Or it
4 A random cleric spell scroll. could be sold to a shadier person for
500 sp.
5 A dictionary. It can be
used to give a bonus to a If the Hand is broken, and Flycatcher
Language roll. Once the roll and any other Breath-infected
succeeds, the dictionary brigands survive, they will be sent
can only be used for this out by the Breath to scout out the
language. Worth 20 sp to countryside for other communities
someone who can read. to which the disease can spread
itself. Because of the Hand’s
6 A book-shaped casket. The mutation of the Breath they have,
jewelry inside is worth 150 they have enough of their memories
sp. and motivation to make daring
attacks on the lawmen and tax
collectors, sharing their profits with
the peasants of Tallacht. At some
point, Flycatcher and her gang will
be captured and hung in a public

12
square. As the brigands are pushed
off the scaffold, and the ropes
Adversaries and Non-
slowly strangle them to death, blood Player Characters
explodes from every orifice they
have, spraying the nearby onlookers THE MADMAN
and the noble sheriff who personally A monk from Lin-Cataldus who is
oversees the execution. And we know infected with the Breath. The Breath
where that leads… is dying inside him, and he is now
completely insane.
AND FINALLY…
In the end of the adventure, tell the The Madman:
player of the character who had been Armour 13, Move 120’, 0 Level
touched with infected blood (the Human, 1 Hit Die, 4hp, bare hands
Dog’s, Abbot’s, or the brigands’) to 1d2, Morale 12 (he’s mad). Does not
save versus Poison. If they succeed, carry anything useful.
the character feels a sharp pain,
but it subsides soon. Their body has FLYCATCHER, THE
rejected the Breath. BRIGAND LEADER
If they fail, the character suddenly The brigand Leader’s name is Éirinn,
feels there is someone else in their and her nom de guerre is Flycatcher.
head. She is a redheaded woman, with
sharp facial features. She uses both
This is the perfect moment to end
hands equally in a fight. There are
the session.
two kinds of knife-fighters. There
are ones who believe in carrying one
perfect knife, and there are the knife-
happies who weigh themselves down
with dozens.
Flycatcher is a knife-happy. She
always carries several knives and
throws them with deadly precision.
She wears the Hand on a chain
around her neck, usually hiding it
under her clothes.

Flycatcher:
Armour 14, Move 120’, 2nd Level
Fighter, 10hp, dagger 1d4 (+3 to hit
when thrown), Morale 10. She has
8 daggers. She is wearing the Hand
around her neck (restores 1hp per
round, but will mutate her horribly
over time). Coinpurse with 1d20 sp.

13
ULRICH, THE FALSE MONK THE BEAR
A brigand posing as a monk at Lin- The bear wants exactly two things
Cataldus monastery. He is a former in life – to be left alone and to kill
serf who knows just enough about every human and dog he can find.
monastery stuff to fake it. He meets Months ago, he was hunted down,
any peasants and pilgrims who captured, starved, and forced to fight
approach the gate, telling them in dogs in the bear-baiting pit. When he
a heavy German accent to go away managed to escape, he found himself
because the monks are “very, very in a strange country that hasn’t
busy with very, very, very, very been fit for decent bear living for
important shtuff”, mixing in some centuries. In short, he is somewhat
Latin words in his speech to make pissed off.
himself sound more monk-like: “Pax,
pax ze fucking vobiscum, my child.” The Bear:
Armour 14, Move 150’, 4 Hit Dice,
Ulrich, the False Monk: 18hp, claw 1d8 (x2), Morale 11.
Armour 12, Move 120’, 2nd Level Special: if the Bear hits with both
Fighter, 8hp, club 1d6, dagger 1d4, claws, the opponent is considered
Morale 8. 1d8 copper coins and a grappled, and the Bear will crush
wooden flute worth 5 coppers. and bite for an additional 1d8. The
Bear will hold onto the opponent
THE BRIGANDS each succeeding round unless
they save versus Paralysis or the
The brigand gang usually leaves the
Bear is hit by an attack. In general,
poor folks alone (not much to take
player characters should do their
there, anyways), preying solely on tax
best to avoid fucking with the Bear.
collectors and the wealthy. But times
Also, if the Bear should somehow
are hard, the soldiers are hot on their
get infected with the Breath, the
trail, and the brigands are desperate.
disease will call to the Bear to find
They can and will kill anyone who
whoever/whatever the Controller
threatens them.
Host is to transfer to it. Fun!
Brigand (2 per player character):
Armour 12, Move 120’, 1st Level
Fighter, 1 Hit Die, 4hp, assorted
weapons (roll d6: 1– dagger 1d4,
2 – club 1d6, 3 – broadsword 1d8,
4 – crossbow 1d6, 5 – short bow
1d6, 6 – spear 1d6), Morale 6 (8
if Flycatcher is with them). 1d4
copper coins per brigand.

14
The Dog and You The Hand and its effects
The Dog is smart and will understand The magical radiation of the Hand
reasonable commands. It can has a curious effect of revealing and
effectively search for things, dig the enhancing the potential of living
ground, harass, and bite. tissues. This potential can manifest in
different ways, either one at a time or
When it is not suffering from the
even several in the same unfortunate
Breath’s torture, the Dog can help
body. Neither the highest developed
the player characters do stuff
medicine of the 17th century nor the
by providing a bonus to their
Cure Disease spell can remove the
characters’ dice rolls. The Dog will
results of the Hand’s radiation. The
help the character it likes best or the
changes are as natural to the body as
character who specifically commands
aging.
it to do something helpful. It can help
one character per The rolls to which
TOUCH OF HEALING
the Dog provides a bonus can be:
The initial effect of the Hand
ƒ Surprise: When the Dog is with prepares the bodies of the being that
the party, they will only be stay close to it for their eventual
surprised on a natural 1. transformation. When worn by the
ƒ Initiative: The Dog’s threatening player characters, the Hand can
growl provides a momentary mimic the effect of Cure Light Wounds
distraction for the enemy. or Cure Disease a number of per
ƒ Mêlée: The Dog flanks an day times equal to the number of
enemy, providing a +1 bonus to a characters in the party.
character’s attack roll. Further mutations begin when
Make sure to describe the Dog’s a character has twice its normal
participation. Think of the dogs you amount of hit points healed in
know, give the Dog some of their that way.
traits, let it feel alive to the players.
TOUCH OF REGENERATION
The Dog: Armour 14, Move 180’, 2 A wounded body yearns to fix
Hit Dice, 9hp, bite +3 1d4, Morale the destroyed flesh. The Hand
10. Special: Anyone bitten by the magnifies this longing and hones it
Dog must save versus Poison or be to perfection. The wounded tissue
afflicted with the Breath (see page is not just restored – it is replaced
17). with malleable, self-repairing, slimy
mucous. If the mucousy parts are
damaged again, the process spreads,
turning adjacent parts of flesh into
more mucous.
To determine how much flesh is to
be transformed after taking damage,
I suggest the “Rule of Nines” to
estimate the damage caused by

15
burns in surgery: the head and neck with bone platelets. Others develop
are 9% of the body surface (in game eyestalks, granting superior vision.
terms, 9% of the player character’s Fingers merge into snapping pincers.
hit points), an arm is 9%, a leg is 18%, Necks disappear, leaving head
the front and the back of the torso and chest to conjoin into a broad
are 18% each, and the crotch is 1%. cephalothorax.
Therefore, a character with 6hp who
Without the healing effect of the
takes 5hp of damage means would
Hand’s radiation, the crab-people
have all of their body, except possibly
soon suffer an extremely painful
the head and the crotch, turn into
death, their weak human flesh unable
mucus. A character of 10hp who is
to sustain the crab’s primal strength.
damaged for 1hp would only have an
arm transformed.
TOUCH OF METAPLASIA
TOUCH OF HYPERTROPHY A more subtle transformation can
occur, causing a tissue change into
Millennia ago, the earth was ruled
something similar. Bone can become
by gigantic creatures. Some of those
cartilage, making the person able
leviathans were created by radiation,
to wiggle through the tightest spots
not unlike one that the Hand emits.
and flatten themselves like manta
The humans may have forgotten
rays, but robbing them of the ability
all about it, but the living flesh
to carry anything heavy. Skin can
remembers and seeks to recreate
change into the delicate internal
that glorious era.
lining of the nose or mouth, making
The radiation from the Hand has the transformed ones smell or taste
the greatest effect on the young, things with the whole surface of
who never stop growing in size and their bodies.
strength. It is different for those who
are older. They don’t grow much
bigger, but they do become stronger
and heavier, growing muscles upon
muscles, unable to wear their clothes
and armour anymore.

TOUCH OF DYSPLASIA
Sometimes, the cells in a living body
forget what they are supposed to be
and become something completely
different. And, as everyone knows,
the optimal shape for any living being
that forgets who or what it was, and
looks to become a better thing, is a
crab.
The changes come gradually and
usually affect only parts of the body.
In some cases, the skin is replaced

16
The Breath A non-human host is different. The
Breath cannot effectively feed on
The Breath is a thinking magical a non-human mind, or turn such a
disease controlled by a single host into a Puppet. It can, however,
shared will. turn it into a Bleeder. In every host,
some physical change happens at
When the Breath infects a human, it
the moment of infection. Usually, it
feeds on their mind, memories, and
affects the production of melanin,
thoughts. A human mind, like the
changing the colour of hair, eyes, or
brain, lacks pain receptors. There’s
patches of skin (see below).
no pain when the mind is being
ripped to bits and devoured, only The Breath has limited telepathic
horror. ability. This is how the millions of tiny
parasites join their minds together
At all times, there is one Controller
to form the overarching Controller
Host of the Breath. In a way, it is the
mind. It can mind-speak with non-
nerve center of the infection – the
infected people, but it is taxing and
one thinking, the one acting. The
reveals its unnatural status, so the
functions of the other bodies can be:
Breath will only resort to telepathy in
ƒ Puppet – essentially a warm- a truly desperate moment.
fleshed zombie, a mindless body
Like being locked in a single dog’s
controlled by the main host,
body.
a remote tool. A host released
from the Breath’s control is Physical changes in the hosts (roll
left incurably insane. If the d6 for each of the below body parts
Controller Host dies, one of – the changes should occur slowly
the puppets becomes the new but noticeably over the course of a
Controller. few days)
ƒ Bleeder – a host that’s not useful
anymore can be used to produce A. THE HAIR
more Breath-infected blood. The
Roll Result
puppet’s internal organs change,
remembering how to create more 1-2 No melanin, your hair is all
blood. The process spreads to the gray or white.
muscles, the brain, and the eyes.
They spit blood. They weep blood. 3-4 Your hair now has this shiny
They ooze blood. This highly black colour, black as a
infected blood is gathered by moonless, starless night.
the Puppets, and used to fix the 5-6 You have a large white streak
weakening hosts and to infect in your hair.
new bodies.

17
B. THE EYES Roll Result
Roll Result 6 “Re-birthmarks”: A brown
hairy spot forms somewhere
1-2 Red eyes. Your eyes look on you body that could
weird, and you can’t see possibly have some deep
that well, suffering a penalty meaning, or maybe it just
to any Search rolls and to looks weird. Roll a 1d6 on the
ranged attack bonus. tables below to determine
3-5 Unusual colour, like yellow the shape and location of
or orange or purple eyes. No the re-birthmark.
mechanical changes.
Shaped like a:
6 Your eyes glow in the dark.
Roll Result
C. THE SKIN 1 Dragon
Roll Result 2 Crown
1 Albinism: You look like that 3 Strawberry
guy from the Stormbringer
covers, with white skin, 4 Dog
white hair, and red eyes 5 Human embryo
(huge magic sword not
included). You get the 6 Horned
disadvantage from the red demon’s head
eyes, and also, you suffer 1hp
damage for each hour your On the:
flesh is exposed to sunlight. Roll Result
2-3 Hypermelanosis: With 1 Face
coal-black skin, hair, and
eyes, you have become like a 2 Limb
human shadow. It helps with 3 Chest
your stealth activities in the
dark. 4 Stomach

4-5 Leopard spots: There are 5 Back


multiple large black spots 6 Butt
on your body. This could
help make you undetectable Alternately, pick a shape that is
in a forest, where the sun meaningful for the players or one
shines through the plexus that intrigues them.
of branches, full of dappled
sunlit spots and deep dank
shadows. It could also make
you really stand out in a
town.

18
Symbiosis and mental There are two mental powers that the
Breath can share with its symbiotic
powers host. The first is Mind Speech: the
character can send their thoughts to
The exposure to the Hand’s radiation
another person silently. No one else
hasn’t just weakened the Breath – it
can hear the message except for the
has caused it to mutate. The strain
intended recipient. This ability works
that developed in a player character’s
for sending only and does not allow
body is slightly different from the
the user to read minds.
original Breath (just because). It can
co-exist with the host’s mind rather The second power is Speak With
than devour it. Diseases, which works similarly to
the Speak With Animals spell, only
This will result in one or more
with microbes. It doesn’t make the
effects for the infected character.
infections any more friendly or
A successful save versus Poison
cooperative than normal – it is up
makes the character immune to the
to the Referee to decide just how
Breath, killing the infection in their
cooperative an infection is.
body. Rolling a natural 1 results in the
character’s mind being eaten by the The drawback of the symbiosis is
Breath, turning it into a host. Failing that every time the character goes to
the roll means a new personality in sleep, is knocked out, or reduced to
the character’s head. This mutant 0 HP, they must save versus Breath
Breath desperately wants to live but weapons. On a fail, the mutant
realizes it is not yet strong enough to Breath takes over the character’s
take over the character’s body. It can body for 1d4 hours.
be reasoned with. It possesses bits of
As with the original Breath, there
knowledge and memories from the
is no cure, magical or otherwise.
original Breath, so when making a
Casting Dispel Magic on the
skill roll that depends on knowledge,
infected character will, however,
the character gets two rolls and
put the Breath persona to sleep for
picks the best result – maybe the
1d4 hours.
host doesn’t speak French, but the
Breath does and acts as an internal
translator!

19
All
Dogs
Go
To
Hell
WHO NEEDS CORPORATE GAMING
OR FAUX WEIRD?

Text © 2023 J. E. Evans II I’VE GOT


Issued Under Exclusive LicenseLAMENTATIONS
by OF THE FLAME PRINCESS

OVER 280,000 UNITS SOLD SINCE 2009


BECAUSE FUCK YOU THAT’S WHY

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LFP0106
ISBN Print 978-952-7561-23-2
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