Professional Documents
Culture Documents
1
CAMPAIGN UPDATE
My campaign has expanded by EVANGELISM
the inclusion of an additional play
group. I’m now running a weekly This issue’s evangelism is
game for a group composed retrospective in nature. These are
entirely of French Quarter tour the works that influenced me most
guides (my co-workers). Turns back in the Dragon Trench days.
out most of them are big nerds,
but relatively few had played rpgs FILM/TV
before. I started by running them The Lord of the Rings (1978) - I used
through The Sleeping Place of the to watch the Ralph Bakshi version
Feathered Swine by Logan Knight of LotR constantly. It’s the single
and for the last couple of sessions biggest influence on my early days
they’ve been exploring Dragon of gaming.
Trench as it appears in this issue.
Xena: Warrior Princess and Hercules:
Meanwhile, my original group The Legendary Journeys - I used
departed from Dretcher’s Bay to watch these every Sunday
(from VRA#2) on a sea voyage and night, usually while painting
have spent the last three sessions miniatures or working on other
exploring The Worthy Bones, which dweebish endeavors. Gabrielle
is an adventure I wrote (and may (Renee O’Connor) inspired such
or may not publish eventually) lust in my teenage heart that
concerning an ancient Dwarven concentration was often difficult.
nercropolis on a forgotten island
haunted by witch apes.
RPG STUFF
Middle-earth Roleplaying 2nd Edition
It hasn’t really come up yet in this
by Iron Crown Enterprises - MERP
campaign, but running multiple
was the first RPG core book I ever
groups in a persistent world is
owned. My mom forbade me to
one of my absolute favorite things
buy/play D&D stuff, but MERP
to do. I love it when the groups’
was deemed okay because it had
exploits start affecting each other.
“Elves and Hobbits and stuff.”
If anything notable comes about
Tons of my early gaming material
because of this I’ll let you know.
was drawn from this book plus
micellaneous copies of Dragon
LEGAL CRAP Magazine. And that brings us to . . .
© 2014 by Red Moon Medicine Show
Dragon Magazine #217 - I gave
This product is an independent production a shout to this issue in VRA#1
by Red Moon Medicine Show and is not because I still use the giant table of
affiliated with Lamentations of the Flame magic items it contains. Crucially,
Princess. Lamentations of the Flame the table names the items but
Princess is a registered trademark owned
by James Edward Raggi IV. doesn’t describe their effects.
2
THE LEGEND RUMORS (d6)
1. Turning your clothes inside
OF DRAGON
out renders you immune to fairy
magic. [T]
3
DRAGON
et
7 i ck
Th
d y
or
Sw
6
TRENCH & THE
LOST FOREST
Cr
y
Cr stal
ate
r
4 5
1 2
CRAWLING BESTIARY
DRAGON CLAN KNIGHT
Defender of these lands.
CLAN HALL
9
PROMINENT KNIGHTS
Sir Baldric
A dashing knight and expert falconer.
Has unrequited feelings for Dame
Eringlen.
Dame Eringlen
Renowned boar hunter. Has
unrequited feelings for Dame Zora.
11
THUNDERCLOUD OGHAM
FLUTE MAGIC The written language of the
Father Thundercloud bestowed Thundercloud Druids is known as
many gifts upon his chosen people. “Ogham,” which loosely translates
Aside from the wisdom of flint to “lightning words.” Ogham
and fire, he taught the druids the inscriptions are written vertically
language of his sister, the wind. and read top to bottom. They
Over time they’ve developed a are commonly found upon the
system to channel this language weapons and equipment carried
through a variety of sacred flutes. by the Druids. The script usually
carries spells and blessings related
Clay Flutes contain 1 random to the object’s intended use.
Level 1 Cleric spell. Costs 2000sp
in the Ghoul Market. B M EA
L G OI
Reed Flutes contain 3 random F NG UI
Level 1 Cleric spells. Costs 4000sp S
in the Ghoul Market. Z IA
N
R AE
Wood Flutes contain 5 random
Level 1 Cleric spells. Costs 8000sp H A P
in the Ghoul Market. D O
C U
Play Wind is a skill that can be T E
added to any character who needs
Q I
it. The base score is equal to the
character’s Wisdom modifier
(minimum 0). As usual for LotFP
only specialists can increase this THUNDERCLOUD PCS
skill beyond its starting point Thundercloud Druids make
unless a special circumstance suitable player-characters of any
arises. standard human class (though
Thundercloud Magic Users are
To cast a spell contained within a probably outcasts of the tribe).
flute, the caster must succeed at
a Play Wind roll. If successful, the A Thundercloud character can
spell is cast as usual (only one spell choose to start with the following
per flute can be active at a time). equipment instead of rolling for
starting money:
If the roll fails, the spell fizzles and
the flute loses potency until it once • Clay Flute OR Thundercaster
again “catches the wind” by being • 10 Castershot & Powder
placed in a tree bough or similarly • Flintknife (Minor Weapon)
high place for a whole day.
12
Over time, their foul magics have
transformed them into something
that is neither human nor plant.
The Timberwives are under
the thrall of Father Sycamore,
a mad arboreal spirit who
seeks to preserve itself through
the annihilation of all creatures
who threaten trees. Some plants
make thorns or poisons to defend
themselves from animals, this
one just happens employ a
harem of brainwashed
berserker witches.
Every new
moon the woods
fill with frenzied
moaning as the Timberwives
take Father Sycamore’s roots
into themselves and receive his
TALES OF THE pollen. After a week-long gestation
they expel seedlings into the
TIMBERWIVES
ground amidst the tree’s twisted
roots. These seedlings gradually
develop into full-grown, adult
“They came from the woods, clad Timberwives.
in dried mud, jagged oghams, and
dripping trophies. They leapt into our The Timberwives hunt in
ranks in a frenzied blur. Knights fell nocturnal packs. They strike
screaming, unable to strike back. They without fear or mercy, collecting
ran with devilish speed, vaulted high, trophy heads with which to adorn
and took heads at their leisure. I’d Father Sycamore upon their return
heard stories of these women from the from the hunt. Before each hunt
woods, but to see them . . . to see them they cover themselves in mud
was to witness death manifest.” (for camouflage) and Ogham
– Dame Eringlen, Knight of the script (to invoke vorpal blessings).
Dragon Clan. They move with inhuman speed,
wielding massive cleavers lined
with shards of razor-sharp flint.
Thundercloud legends tell us
the Timberwives were a coven of TIMBERWIVES Armor 14, Move
women exiled and shunned by the 180’, HD5, HP15, Flintcleaver 1d10
tribe for practicing witchcraft. damage, Morale 11
13
THE GRAND IN MY GAME
The following dungeon was
VESPIARY
originally created as the focal point
for a one-shot session at a charity
gaming event in the winter of 2014.
I believe that game had 3 players
One day when I was out and they managed to overcome
tromping the woods with the the challenges herein through the
Lost Boys we were ambushed by clever use of smoke bombs and a
dozens of wasps. It was horrible. very lucky casting of the Summon
They got under our shirts, they spell (although 2 of the 3 were
stung the shit out of us. We ran killed in the process). Any number
screaming from the forest. This of different hooks could be used to
traumatic incident prompted the bring the PCs into the scenario. In
mythology of The Sting, lord of my game, Vespero the Antiquarian
all stinging creatures. The Sting (from VRA#1) hired the PCs to
thereby became the default villain recover the Mask of the Sting from
for the stories we made up about the temple (at the secret behest
the woods we loved. of a rival Sting cult elsewhere in
the forest). I would expect that
FATHER OF THORNS this scenario would prove very
The Sting is a powerful demon. deadly to low-level characters who
He is the father of stinging pests attempt a frontal assault on the
and thorny plants, the patron Sting cult.
of creatures who revel in the
misery of others. Shrines to The
Sting are commonly uncovered
in Orcish warrens and Goblin-
haunted caves. Worship of The
Sting provides supplicants with
powerful boons, causing thorny
protrusions to burst from their
flesh, wasp-like wings to emerge
from their backs, or tufts of
stinging nettles to replace their
body hair.
The Vespiary
THE INNER SANCTUM
1 Square = 5 Feet
16
MAP KEY 3. The Grand Vespiary
This is the high temple of the Sting.
His larval giant wasp avatars are
1. Ampitheater bred and initiated within. The
Rough stone blocks have been
vespiary is composed of thick
arranged here to serve as a
paper (essentially like very sturdy
crude ampitheater for the Sting’s
cardboard). 1d3 Giant Wasps
worshippers. 1d6-3 Acolytes will
guard the exterior at all times.
be skulking around here at any
Each covered cell in the structure
given time. At night, there is a 30%
contains a giant wasp larva. The
chance that 5d6 Acolytes and a
cells with holes (black circles)
Wasp Cleric will be performing a
contain narrow paper shafts which
“cruel mass.”
drop thirty feet into the larva
chamber below (area 4).
ACOLYTE Armor 12, Move 120’,
HD1, HP3, Dagger 1d4 damage,
GIANT WASP Armor 14, Move
Morale 8
120’, HD5, HP15, Stinger 1d6
damage + save vs poison or suffer
WASP CLERIC Armor 12, Move
1d6 additional damage, Morale 10
120’, HD3, HP9, Dagger 1d4
damage, Morale 10
4. Larva Chamber
Spells Prepared: Bless x1, Cause This large chamber is composed of
Light Wounds x1, Command x1 earth tunneled out by giant wasps.
The holes in the vespiary above
permit shafts of day/moonlight.
2. Mud Altar Giant wasp larvae are scattered
By day, this is a crude earthen
across the floor, wriggling subtly.
altar. During a cruel mass the altar
will be draped with a drugged,
helpless prisoner of the cult, whose 5. Initiation Chamber
bloated belly resembles a vespiary The walls of this earthen chamber
(wasp nest) sculpted from his or are lined with hundreds of
her flesh. Disturbing the victim in vespiaries, each bustling with
any way will cause a Swarm of wasps. Two Swollen Acolytes
Wasps to pour forth. stand atop wooden pillars near
the center of the chamber. They
SWARM OF WASPS Armor 12, are naked, completely covered
Move 120’ flying, HD5, HP30, in wasps, silently enduring
Each round the swarm attacks, thousands of stings in a state
characters in the area must Save of venom-induced oblivion. A
vs. Breath Weapon or suffer 1d4 Wasp Cleric presides over the
damage, Morale 12 scene, chanting with an inhuman
buzzing. If disturbed from their
sacred state, the acolytes will
attack.
17
SWOLLEN ACOLYTE Armor Ter’s Disk
12, Move 120’, HD2, HP6, can A +2 chakram (+5 vs. wasps and
summon a Swarm of Wasps once Sting-affiliated creatures). On
per day, Morale 12 a successful hit, it inflicts 1d6
damage then automatically attacks
WASP CLERIC Armor 12, Move another target within 10’ of the
120’, HD3, HP9, Dagger 1d4 original target. It will continue to
damage, Morale 10 attack until it misses or until there
are no valid targets, at which point
Spells Prepared: Bless x1, Cause it will return to the wielder’s hand.
Light Wounds x1, Command x1 The disk is worth 6000sp in the
Ghoul Market.
6. Atonement Chamber
Here is a small earthen chamber, 8. Sting Shrine
floor, celing, and walls entirely Six crude candelabras illuminate
covered with wasp nests. Touching this small chamber in an amber
the nests in any way will release a glow. An earthen altar sits against
Swarm of Wasps. the north wall. Upon the altar is a
strange mask composed of mud,
SWARM OF WASPS Armor 12, dried nettles, and body parts from
Move 120’ flying, HD5, HP30, giant wasps. An angular sigil is
Each round the swarm attacks, painted in white across its brow.
characters in the area must Save
vs. Breath Weapon or suffer 1d4 The Strange Mask
damage, Morale 12 This is the Mask of the Sting.
Created to be worn by a mortal
7. Refuse Pit avatar who will wander the world
This muddy pit descends fifteen as the herald of the Sting. The
feet into the earth. It is littered mask is worth 6,000sp on the ghoul
with human and halfling bones market. When worn, the wearer
and the still rotting body of Ter transforms into a Giant Wasp (use
the Barbarian. the stats provided on the previous
page).
The Body of Ter the Barbarian
This wandering barbarian hero The wearer must attempt a save
was an arch enemy of the Sting vs magic to remove the mask.
cult, but was recently killed during Failure means the mask cannot
an ambush by Nettle Goblins. His be removed until the wearer’s
body is clad only in a loin cloth death. Success means the mask is
and a pair of fine Elven boots (+2 removed and the wearer reverts to
Stealth). His rotting left hand still their normal form.
clutches a disk.
18
RICK’S
in a randomly generated dungeon
was a great moment.
22
COME
to plunder the ruins of world’s most extravagant garden.
STAY
because you fucking died . . .
$4
DEAD TREE
First Printing
RED MOON 200
Medicine Show
or $2.00 PDF