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CATEGORY

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CATEGORY

D100 Strange Locations ....................................................... 4


D40 Signs of Eldritch Corruption .......................................17
D60 Strange Artifacts ........................................................... 20
D40 Strange & Forbidden Tomes ........................................ 30
D20 Items in a Cultist Hideout ........................................... 54
D20 Items in a Police Station .............................................. 55
D20 Items in a Warehouse ................................................... 56

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D20 Items in a Hotel ............................................................. 57
D100 Items in a Room ..........................................................58
D100 More Items in a Room ................................................ 60

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D100 Items in a Drawer........................................................ 62
Cultist Loot Table ................................................................. 64
Police Loot Table .................................................................. 65
Gangster Loot Table ............................................................. 66
Civilian Loot Table ............................................................... 67
Jazz-Age Price List ............................................................... 68
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Temporary Insanity............................................................... 76
Mental Disorders................................................................... 77

DXX D40 Hallucinations ............................................................... 79


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D20 Delusions ........................................................................ 85

CATEGORY OF CATEGORUES
D60 Phobias ........................................................................... 88
D10 Corruptions .................................................................... 94
Trauma Tables ....................................................................... 97
D10 Long-Term Consequences of Severe Injuries ...........98
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D20 Minior Injuries .............................................................. 99


D20 Major Injuries ................................................................ 101
D100 Encounters ................................................................... 106
D100 American & English Names ...................................... 114
D40 German Names .............................................................. 116
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D40 French Names................................................................ 117


D40 Old English Names ....................................................... 118
D40 Scandinavian Names .................................................... 119
D100 Rumors ......................................................................... 121

A big thank you for choosing to purchase the Almanac. We've poured a lot of time and passion into this
collection, and I sincerely hope that you find it as exciting and useful in your Lovecraftian RPG
adventures as we intended it to be.

I also wanted to invite you to check out our website, www.cultistarmoury.org. We've stocked it with even
more resources, tools, and exciting materials for all your Lovecraftian gaming needs. We've really tried to
create a space that horror & mystery enthusiasts can2call home, and I think you'll find a lot there to enjoy
and to spark your creativity.
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CATEGORY

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D100
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STRANGE LOCATIONS
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D100 STRANGE LOCATIONS

01 AN OLD FARM 06 THE HAUNTED TOMB


Nestled in the heart of the countryside, a An ancient, forgotten tomb lies before
dilapidated farmhouse stands desolate on you, its walls adorned with faded carvings
a windswept plain. Its once-verdant fields and paintings that tell a long-forgotten
are now overgrown with weeds, and its tale. The air is dry and stale, and a thick
orchards are barren and lifeless. Its doors layer of dust covers everything. As you
and windows are all boarded up, and a explore the tomb, you can't shake the
heavy padlock seals the entrance. But as feeling that you are being watched, as if
you approach, you sense that something unseen eyes are following your every
stirs inside. move.

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02 A CIRCUS TENT 07 A PRIVATE LIBRARY
Standing in a clearing amidst a dense A hidden room filled with ancient tomes
forest, the circus tent is a towering and scrolls; this private library is a

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monolith of faded canvas and rusted treasure trove of forbidden knowledge.
metal. It's clear that the tent has seen The shelves are lined with leather-bound
better days, and as you approach it, you books and parchment scrolls, their pages
can't shake the feeling that you're being yellowed with age and filled with arcane
watched. You hear the sound of laughter symbols and strange writing. A writing
emanating from within, but it's a twisted, desk sits in the corner, its surface
malevolent sound that sends chills down cluttered with quills, inkwells, and notes
your spine. scribbled in a frenzied hand. The air is
e thick with the musty smell of parchment
03 A SMALL SHACK and the sense of ancient secrets waiting
to be uncovered.
A small, ramshackle hut sits at the edge of
a clearing, its roof sagging and its walls
covered in grime. As you approach, the 08 A SECRET PASSAGE
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smell of death and decay grows stronger, A concealed doorway in the wall reveals a
and you hear the sound of something secret chamber filled with rows of ancient
being chopped within. Through a crack in tomes. A single table and chair sit in the
the wall, you catch a glimpse of a figure center of the room, surrounded by shelves
wielding a large knife, surrounded by packed with books written in a strange,
piles of bloody meat. unknown language. The air is musty and
filled with the scent of old paper, and the
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04 THE LONESOME ROAD faint glow of a single candle illuminates


the cramped space.
A winding, desolate path stretches out
before you, surrounded by gnarled trees
whose branches seem to writhe and twist 09 THE BLOOD-SOAKED HOUSE
in the wind. The air is still and heavy, and A dilapidated old house stands
the only sound is the howl of the wind abandoned on the edge of town, its
through the leaves. As you walk, you get windows shattered and its doors hanging
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the distinct feeling that you are being off their hinges. As you enter, the smell of
watched, as if something is stalking you decay and death fills your nostrils, and
from the shadows. you see pools of congealed blood on the
table and scattered pieces of meat on the
05 THE CURSED CAVE floor. In the adjacent room, three large
cages stand empty. A pile of discarded
A massive, gaping cave entrance beckons clothing and personal items sits in the
before you, its depths shrouded in corner.
darkness. The ground around it is barren
and lifeless, and the air is still and silent.
Despite the seeming emptiness, you can't 10 A SMALL CRYPT
shake the feeling that something A small, square chamber greets you as you
malevolent lurks within, beckoning you enter, its walls adorned with ancient
to enter its dark embrace. symbols and runes that seem to pulsate

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with an otherworldly energy. Six stone cabinets are packed with trophies, each
columns rise up to meet the low ceiling, one representing a successful hunt. As
and in the center of the room stands a you explore the room, it becomes clear
massive coffin carved from black that the hunter who once inhabited this
obsidian. space has graduated from hunting
animals to something far more sinister.
11 A LONG HALLWAY
An interminable hallway stretches out 16 AN ABANDONED MINE
before you, its walls and floor coated in a A long-abandoned mine sits before you,
thick layer of dust. Two doors stand on its dark tunnels and shafts filled with

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either side, their surfaces scarred and shadows and whispers. As you explore the
weathered by time. As you walk, you abandoned tunnels, you get the feeling
notice faint footprints leading away from that something malevolent lurks in the
one of the doors, as if someone had darkness. As you descend one of the

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recently passed through. shafts, you come across a large, gaping
hole in the ground. A rickety ladder leads
12 A SMALL LIBRARY down into the depths, and as you listen
closely, you can hear faint echoes of
As you enter the small room, you are something moving in the darkness below.
struck by the sheer number of books that
fill the space. The walls are lined with
shelves packed with hundreds of volumes, 17 THE CREEPY BASEMENT
and stacks of books litter every surface. As you descend the creaking stairs into
Despite the thick layer of dust that covers the dark, dank basement, you can't shake

have been consulted recently.

13 THE GRAND BANQUET HALL


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everything, it's clear that these books the feeling that you are not alone. Cold
drafts seep through the cracks in the walls
and floor, and the air is thick with the
smell of decay. Dust covers everything,
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and cobwebs hang from the ceiling like
As you enter the grand dining hall, your ghostly tendrils. It's clear that this space
eyes are drawn to the ornate chandeliers has been abandoned for years, and
that hang from the ceiling, casting a dim something sinister lurks in the shadows.
light over the room. Rows of tables and
chairs fill the space, surrounded by walls
adorned with paintings of strange, alien 18 AN ABANDONED ASYLUM
landscapes. A large, decrepit asylum stands before
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you, its windows broken, and its doors


14 THE VOID CHAMBER sealed shut. The building is dark and
foreboding, and strange noises echo
You find yourself in a large, circular room through its halls. You hear laughter in the
with no doors or windows, its walls and distance and whispering voices that seem
floor made of smooth, black stone. The air to come from nowhere.
is heavy and still, and you can hear faint
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whispers in an alien tongue echoing


through the emptiness. You get the 19 A DESOLATE WAREHOUSE
feeling that you are not alone in this A massive, dilapidated warehouse stands
place, as if something malevolent is before you, its windows shattered and its
watching you. doors hanging off their hinges. It's clear
that this place has been abandoned for
15 THE HUNTER'S TROPHY HALL years, and the air is thick with the smell of
decay and neglect. As you explore the
As you enter the large, ornate chamber, warehouse, you can't help but notice the
you are immediately struck by the sheer signs of violence that seem to permeate
number of trophies and awards that fill the space. Bloodstains cover the walls,
the space. The walls are lined with and broken glass and ripped clothing are
mounted animal heads, each one gazing scattered across the floor. It's clear that
out with glassy, lifeless eyes. Shelves and something terrible happened here, and

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D100 STRANGE LOCATIONS

you can't shake the feeling that you are distorting your image, warping and
not alone. It's as if the ghosts of the past twisting it in strange ways.
still haunt this desolate place.
25 A DUNGEON
20 A GRAVEYARD As you descend into the depths of the
An old graveyard located in the middle of dungeon, the air grows colder and
nowhere. There are hundreds of damper, and the stench of decay grows
headstones, each one engraved with the stronger. The walls are slick with mold,
same name. and the ground is overrun with rats and
other vermin. It's clear that this place has

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21 THE SHUDDERING TOWER not been inhabited for years.
Perched atop a jagged, craggy peak, the
Shuddering Tower stands tall and 26 A STRANGE ROOM
imposing against the night sky. Its walls The room is completely devoid of any

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are ancient and worn, scarred with deep furniture or decoration. There are no
cracks and fissures that seem to pulse and other doors or windows. The only thing in
writhe in the moonlight. The air is thick the room is a large mirror that stands
with the scent of rot and decay, and the against one wall. As you approach it,
ground beneath your feet feels unsteady, however, you notice that there’s
as if the very earth is shaking in fear. It is something strange about the mirror: it
clear that this place is not meant for shows a reflection of another room.
mortals, and something ancient and
malevolent lurks within its walls. 27 AN ANCIENT TOMB

22 A SINISTER LIGHTHOUSE
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A tall, crumbling lighthouse stands atop a
rocky cliff, its beacon long since
As you approach the ancient stone tomb,
you can feel the weight of ages pressing
down upon you. Hieroglyphs cover the
walls, telling a story of a long-forgotten
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extinguished. The air is thick with the civilization. In the center of the tomb
sound of crashing waves and the scent of stands a massive sarcophagus,
saltwater, and the ground beneath your surrounded by candles and offerings. As
feet is slippery with seaweed. As you you approach it, you hear a noise coming
approach the lighthouse, you can't shake from within the coffin, as if something is
the feeling that you are being watched, as stirring to life.
if unseen eyes are following your every
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move. The door to the lighthouse is 28 AN OLD SANATORIUM


locked, but as you peer through the
windows, you can see movement within. A dilapidated building stands before you,
its walls cracked and its paint peeling.
Large windows allow plenty of light to
23 AN ATTIC enter the building, but the air inside is
A vast, cluttered attic stretches out before heavy and stale. As you explore the
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you, filled with old furniture, boxes, and a abandoned sanatorium, you can't shake
thick layer of dust. The floorboards creak the feeling that you are being followed.
beneath your feet, and the air is filled Footsteps echo behind you, but every time
with the faint smell of something you turn around, you see no one.
unpleasant.
29 A DARK CRYPT
24 A VAST CHAMBER A dark, ancient crypt lies hidden beneath
A vast, dim chamber stretches out before the earth, its entrance hidden behind a
you, its walls lined with a single, thick veil of vines and creeping tendrils.
enormous mirror that reflects your every The crypt is filled with rows of stone
movement. As you approach, you can't tombs, each one adorned with strange
help but feel that something is off about symbols and carvings that seem to writhe
your reflection. It's as if the mirror is and twist in the flickering candlelight.

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30 A WINDING ROAD contained within these walls, and a sense


Nestled deep in the heart of the dark, of unease prickles at the back of your
overgrown forest, the abandoned road neck.
winds its way through the trees like a
serpent. The ancient pavement is cracked 34 AN OLD MAUSOLEUM
and broken, weeds and vines creeping up You push open the heavy stone door of
through the fissures and tangling around the mausoleum, the sound of your
the crumbling edges. The trees seem to footsteps echoing off the cold walls.
lean in close, their branches reaching out Inside, two rows of ten coffins line the
like gnarled fingers as you pass by. A faint room, each one covered with a heavy

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flicker of light dances in the distance, black cloth embroidered with golden
moving from tree to tree as if someone or threads. As you move further into the
something is carrying a lantern through crypt, you hear a faint sound, like
the shadows. something scraping against stone. You

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turn around and see that one of the
31 AN OLD BOOK STORE coffins has moved slightly.
You step through the threshold of this
small, yet well-stocked bookstore and are 35 AN OLD SANATORIUM
immediately struck by the musty smell of You step through the rusted gates of the
old pages and ancient knowledge. The old mental institution, your feet
shelves lining the walls are filled with an crunching on the gravel path as you make
eclectic collection of books, seemingly your way up to the crumbling building.
arranged in no particular order. As you
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browse the shelves, a bell on the door but its halls still echo with the screams of
tinkles, signaling your presence. An tortured patients and the mad laughter of
ancient-looking man stands behind the the insane. You can almost feel the
counter at the back of the room, his eyes presence of the spirits that linger within
twinkling as he smiles and waves in
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its walls, their souls unable to leave this
greeting. world. This is a place of great darkness,
where the horrors of the past still linger.
32 A MOUNTAIN VALLEY
You find yourself standing at the edge of 36 THE OCCULT EMPORIUM
a mountain valley, gazing down at the As you step through the doors of the small
abandoned landscape below. A shallow shop, you are immediately struck by the
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river winds its way through the center of strange and esoteric items that fill the
the valley, with fields on either side. shelves and display cases. The owner, a
Small houses dot the terrain, but there is quiet man with piercing eyes, watches
no sign of any inhabitants. Everything you intently as you browse, seeming to
about the scene suggests that whoever know the history and significance of each
lived here fled in a hurry, leaving behind and every one of his wares. The prices are
a feeling of unease and abandonment. steep, but occasionally he will make a
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special offer for particularly valuable


33 THE ARCANE STUDY pieces, his voice dripping with the
You step into a large, dimly lit room, the promise of secrets and power.
air heavy with the musty smell of old
books. A single desk and chair sit in the 37 AN OLD BOOK STORE
center of the room, surrounded by As you step through the doors of the old
towering shelves of ancient tomes. The bookstore, you are immediately struck by
desk is cluttered with papers and pens, the smell of musty paper and the faint
but there is a small gap on the right where hint of old leather. The place is packed to
a large, leather-bound book sits. Its cover the brim with rare and out-of-print books,
is adorned with an elaborate design that their covers adorned with strange
looks like some kind of ancient rune. You symbols and elaborate designs. The
can feel the weight of the knowledge owner, a cheerful man with a passion for

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D100 STRANGE LOCATIONS

literature, greets you warmly and is more the mist hanging in the air like smoke
than happy to share his knowledge of the from a campfire. The trees are so dense
authors and their works. He is always that it's hard to see more than a few feet
willing to give you recommendations and in front of you, and you can hear strange
suggest new titles for you to explore, his sounds coming from the forest – rustling
eyes sparkling with excitement as he talks leaves, creaking branches, and what
about the stories within the pages. might be footsteps on leaves behind you.

38 A STUDY 42 AN ABANDONED VILLAGE


You enter the small, dusty study, your As you approach the abandoned village,

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footsteps muffled by the thick layers of you can't help but feel a sense of unease
cobwebs and grime that cover the floor. wash over you. The buildings, made of
The air is heavy with the smell of old wood and stone with thatched roofs, are
leather and ink, and the walls are lined in a state of disrepair, with broken

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with bookshelves filled with ancient windows and doors, and bloodstains on
tomes and grimoires. The large desk in the ground. It looks as if something large
the center of the room is cluttered with and ferocious has been clawing at the
papers and quills, and an armchair sit in walls, leaving deep grooves in the wood
the corner, its cushions threadbare and and stone.
sagging with age.
43 AN OLD HOSPITAL
The old hospital stands abandoned, its
39 A LIBRARY windows boarded up and its grounds
You enter the long, narrow room, your
footsteps muffled by the thick carpets
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that cover the floor. The walls are made of
dark wood, and the high ceiling is
littered with debris. A sign on the door
reads "Keep out!" in bold, warning letters,
but despite the danger, you can't help but
feel drawn towards the building. As you
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adorned with intricate carvings and approach, you hear the faint sound of
intricate murals depicting strange, moaning coming from inside.
otherworldly scenes. The shelves are
filled with books of every size, color, and 44 AN ABANDONED FARMHOUSE
shape, their covers adorned with strange You come across an old, abandoned
symbols and intricate designs. A large farmhouse nestled in a clearing in the
fireplace sits at one end of the room, its woods. The house is in a state of
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warmth and light casting a comforting disrepair, its roof caved in, and its
glow over the antique armchairs that sit windows boarded up. The remains of a
in front of it. picket fence still stand, but they are
weathered and broken. As you get closer,
40 THE WITCH'S COTTAGE you notice strange symbols painted on the
Nestled deep in the heart of the dense, walls in bright, garish colors.
dark woods, you come across an old shack
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that seems to have been built by hand. 45 AN OFFICE


The wood is dark and weathered, but still You step into the dark, old office
sturdy, and the entire structure is covered building, the musty smell of dust and age
in a thick layer of moss and mushrooms. filling your nostrils. A large, wooden desk
Despite its somewhat dilapidated sits in the center of the room, its surface
appearance, there are clear footprints covered in papers and pens. A huge, dusty
leading up to the door, as if someone or bookshelf stands to one side, its shelves
something has been visiting recently. filled with ancient tomes and grimoires.
An oil painting of two old men hangs on
41 A DARK, DAMP FOREST the wall, one of them looking down at the
You step into the dark, damp forest, the desk, the other staring directly at you with
trees thick and tall around you. Their a piercing gaze.
branches form a canopy over your head,

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46 THE HAUNTED GARDEN 50 A LABORATORY


The trees are dead and withered, their You enter the room and are immediately
branches reaching up towards the sky like struck by the strange and unsettling
skeletal fingers, and the flowers are dry equipment that fills the tables and
and wilted, their petals falling to the shelves. Jars filled with different types of
ground like tears. An eerie mist floats specimens line the walls, and books filled
through the air, as if something is moving with arcane knowledge sit on the shelves.
within it, and the atmosphere is heavy In the center of the room stands a large
with an otherworldly presence. In the bench, its surface covered in strange
center of the garden stands a large, dry instruments and contraptions. Chains are

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fountain, its surface cracked and broken, attached to the bench, as if something or
a symbol of the death and decay that someone was once restrained there.
surrounds you.
51 THE GRIMY BACKSTREETS

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47 A VICTORIAN HOUSE The narrow and twisting paths of the
Nestled on top of a hill overlooking a grimy backstreets are littered with debris
small town, the old Victorian house and trash. The crumbling walls are
stands tall and imposing, its windows adorned with garish graffiti and the air is
shining like beacons in the night sky. The thick with the stench of decay. As you
house is surrounded by a wrought-iron navigate the shadows, the sound of a
fence, its old Gothic gate creaking as you distressed feline can be heard in the
push it open and make your way up the distance, its panicked meows echoing
path towards the front yard. The place has
e through the alleyways.
an air of decay and neglect about it, as if
it has been abandoned for years. You can't 52 A CEMETERY
shake the feeling that the house is alive,
its walls pulsing with a dark and As you make your way through the
malevolent energy, as if it is waiting for overgrown graveyard, the crunch of dead
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you to enter its doors. leaves and twigs beneath your feet fills
the air. The thick fog swirls around your
ankles, making it difficult to see more
48 THE CRYPT OF THE UNRESTING than a few feet ahead. A looming
You step into the old crypt, the musty mausoleum sits at the heart of the
smell of decay filling your nostrils. In the cemetery, surrounded by crumbling
center of the large room, an old coffin gravestones and ancient tombs. Beneath
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sits, a skeleton laid out on top as if it is the mausoleum lies a sealed crypt, its
trying to escape its final resting place. heavy iron doors seemingly untouched for
Gravestones line one wall, and ancient centuries.
stone statues stand around the room,
their eyes seeming to follow you as you 53 FILTH-RIDDEN SEWERS
move. The room is dimly lit, with only a
few candles scattered here and there, The dank and fetid tunnels of the sewers
stretch out before you, the walls slick with
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their flickering light casting shadows on


the walls. slime and moss. The air is thick with the
smell of mildew and rot, and the flow of
fetid water through the pipes is a
49 A FOREST constant presence. As you explore the
As you make your way into the dark, tunnels, you come across bones and
creepy forest, you feel a sense of unease putrid meat scattered about, clear signs
wash over you. The trees on either side of that something has been living in these
the path are tall and thick, their branches depths. Proceed with caution.
reaching out over the path like gnarled
fingers. An eerie fog hangs over the
ground, making it difficult to see more
than a few feet ahead of you.

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54 A LARGE, OLD MAUSOLEUM 59 THE CROSSROADS OF DESPAIR


Standing at the center of the graveyard, As you stand at the crossroads, the four
the Mausoleum is a looming structure of winding paths that stretch out before you
gray stone and iron. As you pass through seem to twist and shift in the flickering
the small gate, you find yourself torchlight. The air is heavy with the smell
surrounded by rows of ancient coffins. of decay and the faint sound of chanting
Some of the lids have been removed, can be heard in the distance. To the
revealing the bones and putrefying flesh north, the road disappears into a dense
within. Strangely, many of the bones bear fog. To the east, a crumbling stone
the marks of human teeth. archway marks the entrance to a

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forgotten graveyard. To the south, a
55 A LARGE CRYPT twisted forest of gnarled trees beckons.
And to the west, a crumbling ruin stands
As you descend into the crypt, you are met sentinel over the crossroads. Choose your
with a long hallway lined with carved path wisely, for the road ahead is fraught

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stone columns. The air is damp and with danger.
musty, and cobwebs hang from the
ceiling. The flickering light of a few
torches provides just enough illumination 60 A DARK LAKE
to make out the demonic carvings Nestled in the heart of a clearing, the
adorning the altar at the end of the hall. A Lake of Despair is a dark and still body of
large, ancient book sits atop the altar. water. The trees that surround it are
twisted and dead, their branches reaching
56 THE SHADOWY WOOD
e skyward as if in a silent cry for help. A
thick fog blankets the surface of the lake,
As you enter the Shadowy Wood, the light concealing whatever horrors may lurk
seems to fade away, swallowed by the within its depths.
gnarled trees that stretch up into the
darkness. The ground is covered in a thick
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layer of dead leaves and sticks, and the 61 A HANGING TREE
few patches of tall grass that remain are A lone tree stands at the edge of a
crushed and trampled. Something large clearing, its branches twisted and
and ominous seems to have passed gnarled. A rope is tied around one of its
through here recently. branches, and a human corpse dangles
from the end, swaying back and forth in
57 A DESOLATE FARMHOUSE the wind. The body has been there for
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some time, and the stench of decay fills


Nestled in a clearing among the wild, the air. As you approach, the rope creaks
overgrown brush stands a small, and the corpse seem to struggle against
ramshackle farmhouse. Its slanted roof is its bonds.
in disrepair and its windows are broken,
one of its doors hanging off its hinges as
if it had been violently kicked in. As you 62 THE MIASMIC SWAMPS
approach the abandoned dwelling, a The Miasmic Swamps stretch out before
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sense of foreboding washes over you. you, a fetid and inhospitable wasteland.
The thick, viscous mud clings to
58 A BLASTED TREE everything it touches, and the air is thick
with the stench of sulfur. Here and there,
Standing alone in the midst of a barren small islands of land can be seen, but they
plain, the Blasted Tree is a twisted and seem to be uninhabited by anything other
charred monolith. Its trunk is blackened than insects. The swamp is a treacherous
and scorched, as if it had been caught in place, and it's best to avoid it if possible.
some unimaginable inferno. Its branches
and leaves have been stripped away,
leaving only a few withered stalks poking 63 THE CURSED MOORS
out like the ribs of a long-dead beast. The Cursed Moors are a vast and desolate
landscape, where only the hardiest of
plants and animals can survive. The

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winds howl through the barren terrain, 68 AN ABANDONED VILLAGE


and not a single tree can be seen. It is said As you approach the Abandoned Village,
that an ancient evil roam these lands at you can see that it has been left to rot for
night, preying on those foolish enough to some time. The houses and church are
venture here. dilapidated and overgrown, their
windows and doors left open to the
64 A NARROW, CROOKED STREET elements. Yet despite the appearance of
A maze of narrow, crooked streets that abandonment, there are signs of recent
twist and turn as they climb up a hill. The activity: tracks in the snow, broken
buildings on either side seem to lean in windows, and doors left ajar.

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towards each other, as though they are
trying to touch. The shadows here are 69 AN ANCIENT ABBEY
deep and dark, and the strange shapes of A dark and foreboding stone building
the houses above you seem to shift and that seems to radiate an aura of

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change as you pass. malevolence. The old walls are covered in
moss and ivy, and the small graveyard
65 AN OLD BATTLEFIELD outside is filled with crumbling
A place of death and despair, a haunted headstones and overgrown graves. The
wasteland where the echoes of past monks who once called this place home
battles still linger. The air is thick with left long ago, driven mad by the horrors
the weight of loss and sadness, and a pall they uncovered in the grand crypts below.
of silence has settled over the field. As
you walk among the battered and 70 THE MADHOUSE
forgotten remains of soldiers and
equipment, the only sounds you hear are
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the distant calls of birds and the howls of
wolves. This is a place where the veil
The Madhouse looms before you, a dark
and dreary building that has been all but
forgotten by the outside world. The
windows are boarded up and the doors are
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between the living and the dead is thin, barred, as if to keep something inside. A
and it is best not to linger too long. fence surrounds the building, its gates
locked at all times. As you approach, you
66 A FROZEN MOUNTAINTOP can see shadows moving behind the
As you stand atop the frigid mountaintop, windows, even though there is no light
a bitter wind howls around you, whipping inside.
snow into a frenzy. The ground is
m

blanketed in a thick layer of fresh powder, 71 A DRAWING ROOM


but strange tracks mar the surface, as if The room is dark and dreary, the fire in
some mysterious creature has passed the fireplace casting flickering shadows
through. The air is thin and cold, and you on the walls. The furniture is ornate and
can feel the chill seeping into your bones. Victorian, upholstered in velvet and
covered in dust. The curtains covering the
windows are heavy and thick, blocking
Sa

67 THE BOTTOMLESS WELL


The Bottomless Well stands before you, a out any hint of sunlight. The paintings on
deep and foreboding pit that seems to go the walls depict scenes of terror and
on forever. The air is cold and damp, and madness, their twisted and surreal images
the water looks stagnant and foul. No seeming to move and shift in the
matter how hard you try, you can't see the darkness.
bottom of the well, even though a small
number of light shines down from above. 72 A GAMBLING DEN
Eerie sounds echo through the chamber, As you enter the gambling den, the sound
making you feel as though you are being of dice clattering on the tables fills your
watched. ears. The air is thick with smoke and the
smell of spilled alcohol, and you can see
card games being played at tables
scattered throughout the room. In the

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D100 STRANGE LOCATIONS

corner, a bar serves up drinks to the 77 THE SPEAKEASY


gamblers, while a woman in a low-cut The Speakeasy is a hidden underground
dress wander around offering den of iniquity, a place where the wealthy
refreshments to the players. This is a and the powerful come to indulge their
place of temptation and sin, where the darkest desires. The air is thick with the
lines between right and wrong are smell of tobacco and alcohol, and the
blurred. sound of whispers fills the room. The
walls are adorned with red velvet curtains
73 AN OLD CONVENT and the floor is covered in plush carpets.
The Convent stands atop a hill, a dark and A long bar stretches along one wall,

e
abandoned building that was once a place stocked with every kind of liquor
of holy devotion. The windows are imaginable. Men and women in fine
cracked, and the chandeliers are broken, clothing lounge on plush couches, their
and spiders now weave their webs in the eyes gleaming with avarice and lust. This
is a place of secrets and sin, and it's best

fil
corners of the rooms where nuns once
walked with pride. A small graveyard sits to be careful who you trust.
just beyond the stone walls of the
convent, and it looks as though someone 78 THE MEAT MARKET
has been digging recently. The Meat Market is a large, run-down
building with a corrugated metal roof that
74 AN OPIUM DEN seems to be in desperate need of repair.
As you enter the Opium Den, the thick As you enter, the smell of fresh meat fills
scent of the drug fills the air, and a hazy
e the air, and the floor is slick with the
fog permeates the dimly lit room. Small blood of the slaughtered. Tables and tools
groups of people huddle around tables, for butchering can be seen throughout the
the flickering light of candles shop, and it's clear that this place
illuminating their faces as they smoke specializes in exotic meats. As you look
around, a nagging sense of unease begins
pl
from pipes. A woman dressed in black,
walks from table to table offering more to creep over you. Something about this
opium to those who need it. The floor is place seems off, and you can't shake the
made of creaky wood planks that groan feeling that the meat for sale may not
underfoot as you walk, causing everyone have come from animals. Proceed with
to turn and whisper amongst themselves. caution.

79 THE ABANDONED STABLES


m

75 A BEACHED SHIP
As you walk along the shoreline, you A dark and dank place, filled with the
come across an old ship beached on the overpowering stench of manure. A
sand dunes. The ship is half-buried in the wooden ladder leads up to a loft, where
sand and looks as though it has been old hay bales are stacked haphazardly. As
there for years. Birds perch on the masts, you look around, you can hear the sounds
pecking at the wood. As you draw closer, of large, unnatural creatures scurrying
Sa

you see large claw marks etched into the through the hay. This is not the home of
keel, as if something had crawled aboard rats, but rather the den of something far
during a dark and stormy night. more sinister.

76 A PRISON 80 A THEATER
A place of torment and suffering, where A decrepit and abandoned place, its stage
the screams of the captive can be heard long forgotten, and its audience of
echoing through the halls. The walls are wooden chairs left to rot. The curtain
stained with blood and adorned with hangs in tatters and the props on the
barbed wire and chains, and the air is stage seem to have been left to gather
heavy with the stench of urine and blood. dust. You can hear the sounds of laughter
coming from backstage, but when you
look around, the place is empty.

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