TEXT: 1
  CE 6
  Daniel J. Bishop
  The Crimson Void
  
  2
  The Crimson Void
  A setting element to help create a rich campaign envi-
  ronment for DCC games of all levels.
  By Daniel J. Bishop • Cover Design by Jacob Black-
  mon • Cartography by Paratime Design (Tim Hartin) 
  • Editing by Perry Fehr • Interior Art by  Jacob Black-
  mon • Layout by Mark Gedak
  Playtesters: Morgan Clayton, Heather Bishop, and 
  Bailey Armstrong
  Introduction
  Any role-playing game session can take a left turn at 
  Albuquerque, leaving the poor Game Master wondering 
  what to do next. This is even more true for the dedicat-
  ed Dungeon Crawl Classics judge, who discovers that 
  patron quests, divine disapproval, and the requests of 
  gods to pay back divine favor can make the game take 
  incredible new turns with the roll of a few dice. 
  Add to this the advice urging players to “Quest For It” 
  when they want something unusual for their characters, 
  and you have a potent stew for gaming, but also a situ-
  ation in which the judge may want strong DCC ele-
  ments with a minimum of preparation required.
  The Campaign Element (CE) series attempts to address 
  these specific areas. Now, when your wizard is looking 
  for a spell, your cleric is sent on a mission from her de-
  ity, or your thief simply wants to find a location where 
  stealth and a cunning mind are paramount, you will 
  have an answer at your fingertips. Weave these cam-
  paign elements into your world, mesh them into other 
  modules and areas of your own creation, and watch the 
  “Appendix N” vibe of your games grow.
  In addition, for various reasons sometimes only a few 
  players were available for a night’s gaming. Each Cam-
  paign Element is short enough to be played through by 
  most groups in only a single session. That doesn’t mean 
  that the value of the area is limited to a single session – 
  each adventure includes notes on “squeezing it dry”…
  effectively getting the maximum re-use from your 
  investment.
  Using This Material
  CE 6: The Crimson Void describes a unique goddess 
  (Kala Môr), Her cult, temple grounds, as well as the 
  priests and other beings associated with the location.  
  The easiest way to use this material is to allow PC cler-
  ics of Kala Môr attached to this temple.  Kala Môr may 
  also be used as a template for creating unique deities of 
  the judge’s own devising.  Other characters may oppose 
  the temple, come to it for aid, attempt to prevent a 
  sacrifice, or need to leap into the Crimson Void them-
  selves.  Robbing the temple of its riches would be a 
  crowning achievement for any thief.  A Neutral deity 
  was chosen to allow the judge to easily use Kala Môr as 
  both aid and adversary to any group as he chooses.
  Kala Môr 
  Lady of the Dark Reaches of the Upper Air, Mistress of 
  Dark Clouds, Protectress Over the Crimson Void, Angel of 
  Blood and Darkness
  Minor Power 
  Alignment: Neutral.
  Portfolio: Darkness, the Upper Air, Mountaintops, the 
  Balance, Protection, Secrecy.
  Symbol: A black circle shot through with crimson 
  threads.
  Clerical Raiment: Dark robes, dark masks, and hooded 
  cloaks that are fashioned to appear like a bird’s draped 
  wings.  Aspirants have blue “feathers” on their “wings”, 
  lesser priests have green, priests have silver, and the 
  Lady or Lord Protector of the Temple has crimson. 
  Clerics of Kala Môr have no restrictions to the armor 
  they can wear, but armor is seldom worn at the Temple 
  except by the Temple Guards (which are lay persons 
  rather than clergy).  Clerics are expected to conceal 
  their civilian identities from each other; a complex 
  series of pass codes and gestures is used to indicate 
  proper rank in the Temple.  One result of this is that 
  each member of the Temple has two names: his or her 
  civilian name, and a Temple Name, usually based off 
  of a bird, such as Fledgling Sparrow or Brother Falcon.  
  Nor do they allow anyone outside the Temple to know 
  of their status in the priesthood – the grocer, the mag-
  istrate, or the tanner may be clerics of Kala Môr for all 
  any knows!
  Organization: The Hidden Temple of the Peaks is said 
  to be the greatest of Kala Môr’s temples.  Some of the 
  
  3
  goddesses most devoted worshipers seek it throughout 
  their lifetimes, but if it has ever been found, those who 
  have done so remain silent.  
  An aspirant comes masked and robed to the Temple, 
  where he or she is tried by mysterious means, and either 
  given a Temple Name and admitted into worship, or 
  uncovered and cast out.  Aspirant priests are sometimes 
  called “fledglings”.  Some of these already have power 
  granted from great Kala Môr; these are called “high 
  fledglings”.  In game terms, if a 0-level character chooses 
  to become a cleric at level 1, the character is a high 
  fledgling.
  Ascending the hierarchy is a result of both political ma-
  neuvering and merit, both complicated by the ease with 
  which any member of the church can assume the role of 
  any other member.  Clergy, whether lesser clergy or full 
  clergy members, are called “Brother” or “Sister”.  Each 
  place of worship has a Lord or Lady Protector, who is 
  simply called “Lord” or “Lady”.  
  Wandering clerics, unattached to any temple, are known 
  as “stray ravens” and are addressed as “Uncle” or “Aunt”.
  Places of Worship:  Simple services to Kala Môr can be 
  performed at any high place, whether open to the sky, 
  within a building, or even within a cave.  Important 
  services, such as marriages or blessing the dead, must 
  occur in a dedicated space made holy by a sacrifice worth 
  not less than 50 gp – this holy place may be a shrine, an 
  altar, or even a simple frame for sky burials, but there 
  must be an actual structure as well as a sacrifice.  Major 
  services and rituals must always occur within a temple, 
  and that temple must be built in some high place of 
  significance to the cult.
  What is a “Minor Power”?
  The author ranks supernatural Powers (including 
  all deities and similar beings) in his campaign as 
  Greater, Major, Minor, Lesser, or Least.  These 
  rankings can be used to help settle disputes of 
  precedence between Powers with shared portfo-
  lios, and it can be used to indicate the relative 
  strength of their magic when clerics (or wizards 
  using those Powers as patrons) vie one against 
  another.
  When a Power is called upon in a spell duel, 
  either through the use of divine magic or by 
  the invoke patron spell, the spell check related 
  to the lower-ranked Power is reduced by one 
  step on the dice chain per reduced rank.  Thus, 
  a cleric calling upon a Minor Power to defend 
  against a Greater Power would be rolling 1d14 
  for spell checks (two steps in rank indicate two 
  steps in the dice chain).  Against a wizard invok-
  ing a Least Power, though, the cleric would roll 
  normally and the wizard would roll 1d14 on his 
  invoke patron spell check.
  If the casting relates to one Power’s portfolio, 
  but not to the other’s, assume that the portfolio 
  increases the Power’s rank by one step for these 
  purposes.  Thus, a Minor god of lightning is at 
  no disadvantage when hurling thunderbolts at a 
  Major god of agriculture.
  At the judge’s discretion, a Least Power cannot 
  fuel 5th level spells, and a Lesser Power can only 
  fuel 5th level spells directly related to his or her 
  portfolio.
  
  4
  Details of Power:  Kala Môr is envisioned as a dark 
  woman wrapped in a billowing black hooded cloak, 
  allowing only Her eyes, bright as crimson stars, to be 
  seen.  Her skin, where it is depicted on hands or arms, 
  is the deep blue of the night sky, and Her hair, in the 
  rare instances when it is depicted as billowing out from 
  beneath Her hood, is thick and red, seemingly with a life 
  of its own.
  It is said that Kala Môr sprang into being when the 
  Crimson Void opened into the Lands We Know, Her 
  body created from the flocks that roosted near at hand.  
  She now watches over the Crimson Void, containing 
  That Which Lies Beyond by both warding against it, 
  and satiating its hunger.  It is prophesied that, someday, 
  sacrifices will no longer contain the Void, and Kala Môr 
  Herself will enter it to do battle with That Which Lies 
  Beyond.  On that day will Kala Môr be lost, for either 
  the Void will be closed forever, with the goddess trapped 
  within it, or Kala Môr’s dark body will be the final sacri-
  fice before That Which Lies Beyond emerges to devour 
  the Lands We Know.
  Associations: The judge must determine which deities 
  Kala Môr would be associated with in the judge’s own 
  campaign.  Keeping in mind the secrecy of Her cult, 
  Kala Môr may be distrusted even by those who would 
  normally be considered allies.  Certainly, the priesthood 
  of Kala Môr is not given to trust others with their secrets 
  – and why would they?  Trusting the wrong people 
  might allow That Which Lies Beyond the Crimson Void 
  into our world…
  Of course, whatever Powers wrought the advent of Kala 
  Môr remain hidden from the knowledge of mortal men.  
  If the gods know, they do not speak of it.  Lawful gods 
  have strong reasons to keep That Which Lies Beyond 
  trapped within the Crimson Void, but even those Cha-
  otic gods who wish all to dissolve into Chaos hope for a 
  Disorder in which They can reign.
  Allies: Those gods in the Dungeon Crawl Classics core 
  rules that are most likely to be allied to Kala Môr are 
  Daenthar, the Mountain Lord; Amun Tor, the god of 
  mysteries; and Malotoch the crow god. 
  Foes: Kala Môr and Her priests are most likely to come 
  into conflict with Justicia, goddess of justice and mercy; 
  Amun Tor, the god of mysteries; the Hidden Lord, god 
  of secrets; and Cadistat the chaos titan. Amun Tor is 
  listed as both an ally and a foe because, as god of myster-
  ies, his clerics may aid those of Kala Môr in keeping the 
  Crimson Void hidden, but as solves of riddles, the same 
  clerics may well wish to investigate that which is best 
  left alone, or may seek to uncover the identities of Kala 
  Môr’s priests.
  Holy Days: The Day of the Advent marks the coming 
  of Kala Môr, but it also marks the opening of the Crim-
  son Void.  It is celebrated on the winter solstice with a 
  wailing midnight service that laments the opening of the 
  Crimson Void, followed by a human sacrifice of three 
  virgin maidens, who are cast into the Crimson Void to 
  keep what lies within it satisfied for another year. Finally, 
  there is a jubilant celebration of Kala Môr’s victory in 
  containing the Crimson Void.
  The nights of the spring and autumn equinoxes are 
  known as Wraith Nights, for from sunset to sunrise, 
  crimson wraiths are released from the Void to roam the 
  Hidden Temple of the Peaks. These wraiths may slay all 
  they discover, as a further sacrifice to keep the Thing in 
  the Void from emerging.  On this night, temple guards 
  remain outside the portico (Area 1), but do not oth-
  erwise patrol the temple. A cunning thief or party of 
  adventurers willing to brave the crimson wraiths could 
  rob the temple at this time.
  The Quiet Night is the night of the summer solstice, 
  when the Crimson Void is least active. The temple is 
  alive on those nights with common worshipers social-
  izing with the masked clergy. It is expected that any 
  who would wish to enter the temple bring a tribute to 
  its priests, but this is the easiest time for PCs to scout 
  the temple without arousing suspicion. Areas 4 and 5, 
  as well as the secret areas (8 and 9) are off-limits. Some-
  times unmasked priests attend as common worshipers, 
  so it is not easy to determine who is, or who is not, a 
  cleric of Kala Môr at this event.
  What is Sacred: The precincts of the Hidden Temple 
  of the Peaks is sacred, as are the persons and identities 
  of clerics of Kala Môr. A cleric of Kala Môr must treat 
  knowledge of her own affiliation as sacred, even to other 
  clerics of the goddess. The flesh of birds is also sacred to 
  Kala Môr, and her clerics are forbidden its consumption.
  What is a Sin: Trespassing upon the temple. Revealing 
  the identity of a cleric of Kala Môr. Revealing that you 
  are a cleric of Kala Môr. Using magic to harm a bird or 
  
  5
  bird-like creatures. Eating the flesh of birds or bird-like 
  creatures. Aiding the agents of That Which Lurks within 
  the Crimson Void, or working towards is release (directly 
  or indirectly).
  Omens: Clerics of Kala Môr read omens in the flights of 
  birds.  Witnessing a hawk or eagle dive upon its prey is 
  a good omen. Having a bird land upon one is a par-
  ticular omen of Kala Môr’s favor. Finding a dead bird is 
  an omen of disfavor, as is having a bird defecate upon 
  oneself. Being attacked by a bird is a very bad omen, and 
  the less natural the attack seems, the more it shows the 
  disfavor of Kala Môr.
  Kala Môr as a Patron: Some wizards and elves are able 
  to call upon the patronage of Mistress of Dark Clouds. 
  See Appendix A for details.
  Kala Môr and the Crimson Void
  It may not be immediately obvious that Kala 
  Môr Herself comes from the Crimson Void, but 
  it is a truth hidden from even the highest of Her 
  clerics. The nature of Her relationship with the 
  Thing trapped in the Crimson Void is a mystery 
  – is She daughter? Mother? Wife? All of these? 
  The power of these two is entwined. What raises 
  one, diminishes the other, and vice versa. Should 
  the Dweller ever escape the Void, it is He that 
  would command the obedience of a priesthood, 
  and Kala Môr diminish to a mere demi-patron…
  or less?
  The priests of Kala Môr believe that their deity 
  guards the Crimson Void, and She does, because 
  She must. Were the Crimson Void to open, 
  Kala Môr would have to face the Thing She has 
  trapped behind Her. If the Crimson Void were 
  somehow closed (and it is generally believed 
  among the clerics that Kala Môr would wish 
  this, although She does not), either She would be 
  pulled into it as it closed, or She would lose the 
  source of Her power and become something akin 
  to mortals.
  Clever players may wonder why Kala Môr is not 
  a Lawful deity. Now, as Judge, you know. The 
  author strongly encourages you to not answer 
  player questions directly, but allow them to 
  Quest For It to answer their questions within the 
  game.  Enforcing the secrecy of Her clerics may 
  also make Kala Môr’s secrecy about Herself seem 
  more acceptable.
  Details of Clerics
  Disguise Self: Clerics of Kala Môr have the ability to 
  disguise themselves as does a Neutral thief of the same 
  level. This ability includes both physical disguise and 
  enough knowledge of dialect, accent, and body language 
  to both pretend to be another, and to conceal one’s true 
  identity.
  Secret Signs: Clerics of Kala Môr know secret signs and 
  phrases that they use to identify their allegiance and rank 
  within the temple hierarchy. However, because it is a sin 
  to reveal one’s true identity as a cleric of Kala Môr, this 
  ability is only used when in disguise or masked in cleri-
  cal raiment. Because various secret signs are known at all 
  levels of the hierarchy, while others are known only to a 
  few, a cleric of Kala Môr may attempt a disguise check 
  (DC 10 to 20) to pretend to belong to a different temple 
  rank.
  Spells of His God 
  • 
  Level 1 (Roll 1d10): (1) Animal summoning1,2, (2) 
  Darkness, (3) Detect magic, (4) Feather fall1, (5) Food 
  of the gods, (6) Holy sanctuary, (7) Protection from 
  evil, (8) Second sight, (9) Ward portal1, or (10) Word 
  of command.
  • 
  Level 2 (Roll 1d7): (1) Banish, (2) Binding, (3) 
  Curse, (4) Divine symbol, (5) Levitate1, (6) Neutralize 
  poison or disease, or (7) Restore vitality.
  • 
  Level 3 (Roll 1d6): (1) Bolt from the blue, (2) Exor-
  cise, (3) Fly1, (4) Remove curse, (5) Spiritual weapon, 
  or (6) True name.
  • 
  Level 4 (Roll 1d4): (1) Affliction of the gods, (2) 
  Cause earthquake, (3) Sanctify/desecrate, or (4) Vermin 
  blight3.
  • 
  Level 5 (Roll 1d3): (1) Righteous fire, (2) Weather 
  control, or (3) Whirling doom.
  1 Treat these spells as the wizard spells of the same name. The 
  cleric does not suffer corruption or patron taint, but gains 
  disapproval as normal on a failed spell check. The cleric has a 
  -2 penalty to all spell checks on these spells.
  2 When this spell is cast successfully, it is always treated as one 
  step lower on the spell chart, to a minimum of 12-13. The 
  animal(s) summoned are always birds of some form.
  3 This spell creates swarms of avian creatures instead of ver-
  min. The spell effects are otherwise identical.
  
  6
  Turn Unholy: Clerics of Kala Môr are able to use this 
  ability to Turn birds and part-bird creatures. These 
  creatures are not harmed, but are instead either driven 
  away or (on a result of “K”) controlled by the cleric for 
  a number of rounds equal to her cleric level. They are 
  able to Turn creatures from the Crimson Void, and these 
  are turned as normal (being considered unholy to Kala 
  Môr). This is in addition to Turning creatures as a stan-
  dard Neutral cleric.
  Standard Temple NPCs
  Common worshiper:  Init +0; Atk makeshift weapon 
  +0 melee (1d3); AC 10; HD 1d4; hp 3 each; MV 30’; 
  Act 1d20; SV Fort +0, Ref +0, Will +0; AL N.
  Common worshipers are normal men and women 
  who enter the temple to offer sacrifices, petition aid, or 
  simply to pray. To them, the Thing in the Crimson Void 
  is a being whose influence is felt in their daily lives; the 
  source of all their woes. Although they may attack as 
  a mob, real resistance breaks their spirit, and they flee 
  from powerful foes. If ever the Thing escapes the void, 
  they flee shrieking from the temple, certain that the end 
  of the world is nigh. Masquerading as a common wor-
  shiper requires no check at all.
  Temple guard:  Init +2; Atk spear +3 melee (1d8+1); 
  AC 15; HD 1d8+2; hp 6 each; MV 25’; Act 1d20; SP 
  +4 bonus to saves vs. mind-affecting; SV Fort +2, Ref 
  +0, Will +4; AL N.  Chainmail and spear.
  Temple guards are masked, wear chainmail, and are 
  armed with spears.  They have been trained to resist 
  mind-affecting magic and illusions, and have a +4 bonus 
  to saving throws against these effects. Having experience 
  with the creatures of the Crimson Void, and knowing 
  the danger of the Thing, they cannot usually be bribed 
  (DC 20) and face any mortal threat without needing the 
  check morale.  Successfully masquerading as a temple 
  guard requires a DC 5 Disguise check whenever the ruse 
  may be penetrated.
  Aspirant (Fledgling):  Init +0; Atk staff +0 melee (1d4); 
  AC 10; HD 1d4; hp 3 each; MV 30’; Act 1d20; SV Fort 
  +0, Ref +0, Will +1; AL N.
  Aspirant (High Fledgling): Init +0; Atk staff +0 melee 
  (1d4) or harmful spell (1d8, Ref DC 10 half); AC 10; 
  HD 1d8+3; hp 8 each; MV 30’; SP harmful spell 3/day, 
  healing touch 1/day; Act 1d20; SV Fort +1, Ref +0, Will 
  +2; AL N.
  The aspirant is robed and masked, and is typically armed 
  with a wayfarer’s staff. It is impossible to distinguish 
  a fledgling from a high fledgling merely by looking at 
  their raiment, so PCs cannot easily determine who has 
  magical abilities and who does not. A high fledgling can 
  typically cast a harmful spell with an avian manifestation 
  three times each day, at a target up to 30’ away, doing 
  1d8 damage (Ref DC 10 for half). A high fledgling can 
  also touch a character to heal 1d4 damage once each day; 
  the aspirant can use this ability to heal himself if needed.
  Aspirants of both degree have pledged themselves to 
  Kala Môr, but require morale checks like any other crea-
  ture. Pretending by a fledgling is only a DC 5 Disguise 
  check; passing oneself off as a high fledgling is DC 10.
  Lesser clergy member: Init +1; Atk dagger +1 melee 
  (1d4) or harmful spell (1d8, Ref DC 10 half); AC 10; 
  HD 2d8+4; hp 13 each; MV 30’; Act 1d20; SP harmful 
  spell 3/day, healing touch 3/day, +4 to saves vs. mind-
  affecting; SV Fort +2, Ref +1, Will +4; AL N.
  Full clergy member: Init +1; Atk dagger +1 melee (1d4) 
  or harmful spell (1d12, Ref DC 13 half); AC 10; HD 
  2d8+4; hp 13 each; MV 30’; Act 1d20; SP harmful spell 
  3/day, healing touch 3/day, +4 to saves vs. mind-affect-
  ing; SV Fort +2, Ref +1, Will +4; AL N.
  Clergy members can cast harmful spells as can high 
  fledglings (although full clergy members’ spells do more 
  damage and have a higher save DC). A lesser clergy 
  member can heal 1d6 damage with a healing touch, and 
  a full clergy member can heal 1d8+1.  Their training 
  allows them a bonus to resist illusions and other mind-
  affecting magic.  Passing oneself off as a clergy member is 
  DC 10 for a lesser clergy member, and DC 15 for a full 
  clergy member.
  Stray raven (lesser): Init +0; Atk dagger +3 melee 
  (1d4+1) or harmful spell (1d8, Ref DC 10 half); AC 13; 
  HD 3d8; hp 13 each; MV 30’; Act 1d20; SP harmful 
  spell 3/day; SV Fort +2, Ref +1, Will +4; AL N.
  Stray raven (greater): Init +1; Atk dagger +5 melee 
  (1d4+1) or harmful spell (1d12, Ref DC 15 half); AC 
  13; HD 5d8; hp 22 each; MV 30’; Act 1d20; SP harm-
  ful spell 3/day, healing touch 1/day; SV Fort +3, Ref +2, 
  
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  Will +6; AL N.
  Stray ravens are wandering priests of Kala Môr. The 
  healing touch of a lesser raven heals 1 Hit Die; that of a 
  greater raven heals 1d3 Hit Dice. Not being in regular 
  contact with the Crimson Void, they have no special 
  training to resist mind-influencing effects, and thus may 
  offer a “crack” in the armor of the temple which PCs (or 
  enemies) may exploit. Passing oneself off as a stray raven 
  is a DC 10 task.
  Lady Protector Osprey of the Hidden Temple of the 
  Peaks: Init +2; Atk staff +2 melee (1d4) or spell (see 
  below); AC 12; HD 4d8; hp 9; MV 30’; Act 1d20; SP 
  spells, +4 bonus to saves vs. mind-influencing effects; SV 
  Fort +2, Ref +3, Will +5; AL N.
     Spells (+6 to spell check):  Level 1:  Darkness, feather 
  fall1l, food of the gods, protection from evil, second sight, 
  and ward portal1.  Level 2: Banish, curse, divine symbol, 
  and restore vitality.  
  1 As the wizard spells of the same name; -2 penalty to all spell 
  checks on these spells.
  The Lady Protector is the wife of an ordinary cordwainer 
  in the city or town by which the Hidden Temple is 
  located. She understands all too well the dangers of the 
  Crimson Void, and will do all in her power to contain it, 
  dying if necessary. 
  Table of Names
  The following table is supplied to aid the harried judge 
  in quickly determining names for priests and aspirants 
  found in the temple.
  D30
  Name
  D30
  Name
  1
  Ibis
  16
  Heron
  2
  Swallow
  17
  Crane
  3
  Cormorant
  18
  Martin
  4
  Blackbird
  19
  Parakeet
  5
  Blue Jay
  20
  Pigeon
  6
  Crow
  21
  Grosbeak
  7
  Duck
  22
  Vulture
  8
  Goose
  23
  Stork
  9
  Swan
  24
  Warbler
  10
  Killdeer
  25
  Weaver
  11
  Golden Eagle 26
  Duck
  12
  Peregrine
  27
  Oriole
  13
  Sparrowhawk 28
  Woodpecker
  14
  Plover
  29
  Humming-
  bird
  15
  Gull
  30
  Quail
  Creatures of the Crimson Void
  Although the Dweller cannot escape the Crimson Void, 
  so long as the priests of Kala Môr remain vigilant, it can 
  send creatures into the world beyond. Crimson void 
  wraiths may be encountered within the temple itself 
  on Wraith Nights (see Holy Days on page 4), but the 
  remainder of these creatures may manifest themselves 
  anywhere within 50 miles of the Hidden Temple, as 
  noted in their descriptions. The faithful of Kala Môr 
  know that the goddess keeps these creatures in check; 
  others may believe that they are sent by the witch-cult of 
  the mountains!
  So long as the Dweller is contained, no creature of the 
  Crimson Void can travel more than 50 miles form the 
  Hidden Temple. This may allow parties to escape even 
  the most implacable of trackers…although, if they re-
  turn, they may discover that the creature has been wait-
  ing for them all along.
  Crimson demon (Type I demon of the Crimson Void): 
  Init +1; Atk hook +2 melee (1d6+2); AC 17; HD 3d12; 
  MV 30’ or swim 20’; Act 2d20; SP hook, demon traits, 
  death throes; SV Fort +6, Ref +2, Will +0; AL C.
  The crimson demon appears as a bipedal fish-like hu-
  manoid, covered with thick heavy scales that exude a 
  clear red slime. Instead of hands, it has two great hooks. 
  On a critical hit, in addition to any other effect, the de-
  mon hooks its target, automatically hitting on the next 
  round (roll the attack roll anyway; a fumble or addition-
  al critical effect may still occur). When a crimson demon 
  is slain, it disappears, leaving a puddle of translucent red 
  slime behind. This slime can continue to attack for 1d5 
  rounds before it, too, disappears.
  Translucent red slime: Init -4; Atk lash +0 melee (1d3); 
  AC 10; HD 5d6; MV 10’ or swim 20’; Act 2d20; SV 
  Fort +6, Ref +2, Will +0; AL C.
  Type I demons cannot manifest unless summoned. 
  Scarlet succubi (see below) teach Chaotic magicians in 
  the vicinity of the Hidden Temple the secrets needed to 
  summon crimson demons. In addition, they hide scarlet 
  
  8
  amulets (see sidebar) in places where others may discover 
  them as “treasure”. Crimson demons are the least of all 
  the demons of the Crimson Void, used as guardians or 
  soldiers.
  Scarlet Amulets
  Curiously carved red crystals encased with an 
  unknown red metal (similar to silver in its prop-
  erties), and often found mounted as a brooch 
  or strung upon a thin red metal chain, a scarlet 
  amulet gives its wearer the ability to summon de-
  mons of the Crimson Void in exchange for spell-
  burn. Any Chaotic character wearing the amulet 
  automatically understands how it works. Merely 
  touching the amulet burns a Lawful character for 
  1d3 damage, and actually wearing it causes 1d7 
  damage each round. 
  Characters of any class can spellburn to power 
  the amulet. The amount of spellburn required 
  depends upon who is using the amulet, and what 
  type of demon is desired.
  The demon appears immediately, and will do one 
  task for the character (which can take no more 
  than 1 hour per level of the summoner) before 
  departing. A departing demon is transported 1d8 
  miles in a random direction, but is not returned 
  to the Crimson Void. Once freed of its obliga-
  tion to service, the demon will work to spread 
  animosity towards the followers of Kala Môr in 
  whatever way it can. These amulets are useless if 
  the bearer is more than 50 miles from the Hid-
  den Temple.
  Demon 
  Summoned
  Cleric
  Wizard
  Elf
  Others
  Type I (crimson 
  demon or 
  vermillion rat)
  2
  1
  1
  3
  Type II 
  (scarlet bones)
  3
  2
  2
  5
  Type III 
  (void wolf)
  4
  3
  3
  7
  Type IV 
  (scarlet succubus)
  6
  5
  4
  9
  Type V 
  (void stalker)
  8
  7
  5
  12
  Vermillion Rat (Type I demon of the Crimson Void): 
  Init +1; Atk bite +4 melee (2d4+2); AC 13; HD 3d12; 
  MV 20’ or climb 10’ or swim 10’; Act 1d20; SP disease, 
  pustules, demon traits, death throes; SV Fort +4, Ref +4, 
  Will +0; AL C.
  A vermillion rat is about three feet long, with six legs 
  and dagger-like incisors. Its deep red body is covered 
  with horrid pustules seeping crimson ichor. Characters 
  making a successful melee attack against the creature 
  with a weapon must make a Reflex save (DC 10) or be 
  sprayed by the ichor. Polearms allow a +1d on the dice 
  chain bonus; unarmed attacks allow no save. Anyone 
  sprayed by the ichor or bit by the vermillion rat must 
  make a Fort save (DC 12) or succumb to a wasting sick-
  ness called the crimson death. 
  The character’s skin turns reddish 2d4 hours after con-
  tact. After 1d3 days, the character suffers 1 point of 
  Strength and Stamina damage per day for 1d3 days, and 
  then 1d3 points of Strength and Stamina damage per 
  day thereafter, until cured or death results. Pustules ap-
  pear once the ability damage increases to 1d3, and these 
  pustules can spread the disease. Once the character takes 
  damage, she is allowed a second Fort save (DC 15) when 
  pustules appear, and a third Fort save (DC 20) 1d3 days 
  later. If any of these saves succeeds, the disease ebbs. 
  Pustules take 1d6 hours to disappear, and the reddish 
  coloration takes 1d3 days to fade.
  When a vermillion rat is slain, its body collapses into 
  an oily red ichor that, if not sealed away from the air, 
  evaporates in 1d3 x 10 minutes. The ichor also carries 
  the crimson death.
  Vermillion rats do prefer not to kill their victims out-
  right, but rather use them to spread the crimson death. 
  The demon will usually flee after 1d3 successful bite 
  attacks.
  Scarlet Bones (Type II demon of the Crimson Void): 
  Init +4; Atk hooked spear +8 melee (1d10+4); AC 18; 
  HD 6d12; MV 30’; Act 2d20; SP spells, demon traits, 
  death throes; SV Fort +7, Ref +7, Will +6; AL C.
  This demon appears to be an 8-foot-tall skeleton made 
  of red metal and armed with a great hooked red metal 
  spear, with which it can reach targets up to 10 feet away. 
  Normal animals will not come within 30’ of the scar-
  let bones willingly, and become savagely feral if forced 
  
  9
  within 10’. The demon can cast detect good and paraly-
  sis with a +6 bonus to the spell check. 
  When a scarlet bones is destroyed, it shatters, metal frag-
  ments doing 1d6 damage to all within 30’ (Reflex DC 
  15 for half). The fragments which do not hit creatures 
  fade into crimson smoke with the touch of sunlight; 
  creatures that are struck take 1d6 additional damage 
  each day (Will DC 12 for half) as the fragments worm 
  their way towards their victim’s heart. These fragments 
  can be removed by clerical healing (3 HD), or a success-
  ful banish, exorcise, or remove curse spell cast for that 
  purpose.
  Scarlet bones can occasionally escape the Crimson Void 
  on their own, and are sent to assassinate members of 
  the Hidden Temple, or other friends of Kala Môr (this 
  is part of the reason for Kala Môr’s insistence that Her 
  priests hide their identities). PCs that have performed 
  some great service for Kala Môr may have a demon sent 
  to dispatch them!
  Summoned scarlet bones who are released into the 
  world, though a scarlet amulet or otherwise, value their 
  freedom from the Crimson Void. They seek some hidden 
  place, preferably far underground, that they can rule.
  Void Wolf (Type III demon of the Crimson Void): Init 
  +4; Atk bite +10 melee (1d6+6 plus paralysis plus XP 
  loss); AC 15; HD 8d12; MV 40’; Act 2d20; SP howl, 
  bite causes paralysis and XP loss, spell use, demon traits, 
  death throes; SV Fort +10, Ref +8, Will +10; AL C.
  A void wolf stands as high as a man, its coat darker than 
  night, with streaks of red that appear like distant strands 
  of throbbing malevolence within the void. A void wolf’s 
  howl causes 1d3 rounds of paralysis to all who hear it 
  (Will DC 10 negates), and its bite causes 1d5 rounds of 
  paralysis (Will DC 15 negates). A character paralyzed by 
  the void wolf’s bite loses 1d5 XP each round of paralysis 
  (Fort DC 10 each round negates). This lost XP cannot 
  cause the character to lose a level, but it must be “made 
  up” in order to gain the next level.
  A void wolf can cast the following spells (+8 to the spell 
  check): chill touch, darkness, and ray of enfeeblement.
  When a void wolf is slain, it implodes, creating a vortex 
  that attempts to suck all creatures within 30’ into the 
  Crimson Void. Unattended objects weighing less than 
  500 lbs. are lost automatically. Each creature within 
  range may roll a DC 10 Strength check to resist the 
  drag – the character who struck the final blow must also 
  succeed in a DC 15 Strength check to retain his weapon. 
  Anything pulled into the Crimson Void is lost…unless 
  the Judge desires to run an adventure where the Void is 
  entered to recover the fallen!
  A masterless void wolf seeks out 1d3+1 victims per day 
  until slain. Each week, the number of victims a void wolf 
  requires increases by 1.
  Scarlet Succubus (Type IV demon of the Crimson 
  Void): Init +6; Atk flaming whip +12 melee (1d4 plus 
  1d8 fire); AC 18; HD 10d12; MV 30’ or fly 50’; Act 
  2d20; SP flaming whip, spell use, demon traits, death 
  throes; SV Fort +10, Ref +12, Will +12; AL C.
  In her natural form, a scarlet succubus appears as a 
  red-skinned demoness with bat-like wings and cloven 
  hooves. She may also take the form of an alluring hu-
  manoid female, but her hair and skin are always scarlet-
  hued. 
  
  10
  A scarlet succubus carries a whip – flames run along its 
  length when it is used, causing an additional 1d8 dam-
  age on a successful strike (already included in the stat-
  block). On a critical hit, in addition to any other effect, 
  the whip wraps itself around the target unless a DC 15 
  Reflex save succeeds, trapping the target until a DC 15 
  Strength check can be made (requiring an Action Die 
  for each attempt). Trapped characters suffer fire damage 
  automatically each round.
  A scarlet succubus can cast the following spells (+8 to 
  spell check): charm person, scorching ray, and sleep.
  When a scarlet succubus is slain, she lets out a piercing 
  wail, and her body collapses into red dust. The being 
  who struck the final blow must succeed in a DC 20 Will 
  save or permanently lose 1d4 hit points, representing a 
  permanent longing for death implanted in his mind. Her 
  whip remains, but has no special powers without the 
  succubus to wield it.
  Succubi are demons of temptation, and the scarlet suc-
  cubus is no different, save that she tempts primarily with 
  knowledge. A scarlet succubus is able to teach mortals 
  the wizard spells demon summoning and planar step, 
  but she attempts to seduce her pupil into using these to 
  the benefit of the Dweller in the Crimson Void. They 
  also attempt to ferret out the identities of the clerics of 
  Kala Môr, who may then be targeted by scarlet bones, 
  other demons, or mortals in the service of the Dweller.
  Void Stalker (Type V demon of the Crimson Void): 
  Init +6; Atk bite +18 melee (1d8+4 plus blood drain) or 
  gore +12 melee (2d8+4) or trample +10 melee (4d8+4); 
  AC 24; HD 16d12; MV 20’ or leap 10’; Act 2d20; SP 
  stalk, blood drain, breath weapon, consume, demon 
  traits, death throes; SV Fort +10, Ref +12, Will +12; AL 
  C.
  The horrible void stalker looks like a cross between a 
  rhinoceros and a toad, plated with thick black iron, 
  streaked red with rust. Once it has scented the psychic 
  
  11
  Whisperer of the Void: Init +4; Atk incorporal claw +4 
  melee (1d8 cold); AC 14; HD 4d12; MV 30’; Act 1d20; 
  SP oracle, immune to cold and non-magical weapons, 
  cannot be slain; SV Fort +4, Ref +6, Will +12; AL C.
  The Whisperer of the Void appears like a goblinoid made 
  of reddish smoke, whose body terminates in eight crab-
  like legs and whose hands are claws made of freezing 
  vapors. It can speak prophesies and reveal hidden truths 
  – although it doesn’t know the secrets of Kala Môr or the 
  identities of Her clerics, so long as they hide them well. 
  It uses this knowledge to create strife and suspicion of 
  the Hidden Temple. It cannot lie, but it can speak many 
  half-truths and veiled truths. 
  There is only one Whisperer of the Void. It cannot be 
  slain so long as the Crimson Void intersects the mate-
  rial plane. If reduced to 0 hit points, it is drawn back 
  into the Crimson Void, only to reappear 3d30 days later 
  somewhere within 50 miles of the Hidden Temple.
  spoor of its prey, it pursues it ceaselessly, as it requires 
  neither sustenance nor sleep upon the material plane.
  A void stalker that bites an opponent may latch on with 
  sharp iron teeth, automatically draining blood from its 
  opponent (1d4 Stamina damage each round; each point 
  heals the void stalker 1d6 hp damage). The victim may 
  escape with a DC 20 Strength check (using an Action 
  Die). 
  Any victim slain by a void stalker is devoured by the 
  creature over a period of 1d5 rounds, during which the 
  void stalker does nothing else. The body of a devoured 
  creature is lost, even if the void stalker is slain and at-
  tempts are made to cut it open.
  The void stalker may also breathe cold in a 10’ diameter 
  cloud, causing damage equal to its current hit points to 
  all within (Fort DC 22 for half). When slain, it exudes 
  an aura of piercing cold, doing 3d6 damage to all within 
  30’ (Fort DC 20 half) as it is drawn back into the Crim-
  son Void over a period of 1d3 rounds.
  A void stalker summoned by a scarlet amulet automati-
  cally targets its summoner once it has completed its 
  initial task. If it consumes its summoner, it will then 
  target an associate of the summoner on a 1 in 3 chance. 
  Thereafter, there is a 1 in 5 chance that the next creature 
  it chooses to stalk is an associate of the previous crea-
  ture – in this way, an entire party of adventurers may be 
  destroyed.
  Crimson Void Wraith: Init +2; Atk incorporal touch +2 
  melee (1d4 cold); AC 10; HD 2d12; MV fly 40’; Act 
  1d20; SP un-dead traits, immune to non-magical weap-
  ons; SV Fort +2, Ref +4, Will +6; AL C.
  On Wraith Nights, the nights of the spring and autumn 
  equinoxes, crimson wraiths are released from the Void 
  from sunset to sunrise, and roam the Hidden Temple, 
  slaying all they discover. The crimson wraiths are the 
  ghosts of those slain by the creatures of the Crimson 
  Void, and the spirits of those lost to its depths. Fully 2 in 
  3 are female. They appear as still-living beings, dressed 
  like monks in cowled scarlet robes, but they are non-cor-
  poreal and radiate a chilling cold. When slain, or when 
  sunrise occurs following a Wraith Night, they simply 
  fade away.
  
  12
  Encounter Areas
  1. Portico:  The mountain trail leads up to a great temple, 
  150 feet wide, the shallowly slanted roof supported by mas-
  sive pillars. The sky above the temple is home to thousands 
  of birds, great and small, for the dead are left staked to the 
  roof as a carrion sacrifice. Brazen double doors lead into the 
  temple, each door 5 feet wide and 10 feet high, carved with 
  the images of many birds. On either side of the temple en-
  trance, at the ends of the great pillars, are enormous statues 
  of a hooded woman whose face is concealed behind a bird 
  mask. To the north, the figure wears the face of a huge eagle, 
  and to the south that of a vulture.
  The way into the Hidden Temple is fronted by a wide 
  flat area, upon which 6 temple guards are usually on 
  duty here; this number is doubled on Wraith Nights. 
  During the day, the great doors are usually open and 
  unlocked.
  Temple guard:  Init +2; Atk spear +3 melee (1d8+1); 
  AC 15; HD 1d8+2; hp 6 each; MV 25’; Act 1d20; SP 
  +4 bonus to saves vs. mind-affecting; SV Fort +2, Ref 
  +0, Will +4; AL N.  Chainmail and spear. See page 6.
  The doors pull outward. If locked (Open Locks DC 15), 
  they require a DC 30 Strength check to force. Up to 
  three characters can contribute to this check.
  Examination of the eastern wall discovers niches carved 
  on either side of the doors, allowing one to climb to 
  the roof (DC 5). The roof is set with many hundreds of 
  iron spikes, upon which bodies may be impaled, hold-
  ing them in place for the gathered flocks. Unauthorized 
  characters travelling this way need to go just over 300 
  feet to reach Area 9, and can climb down with a DC 
  10 check. A character can travel at half speed without a 
  check, or at full speed with a DC 5 Reflex save to avoid 
  slipping on the slanted roof.  A character who slips (or 
  otherwise falls up here) has a 1 in 5 chance of impaling 
  himself upon a spike (Atk +6, 1d6 damage). Every round 
  spent on the roof has a 1 in 6 chance of attracting a bird 
  swarm, and this chance increases by 1 in 6 per 2 ad-
  ditional characters beyond the first, and 1 in 6 per bird 
  swarm currently attacking.
  Bird swarm: Init +5; Atk swarming peck or claws +1 
  melee (1 plus blindness); AC 11; HD 4d8; hp 16 each; 
  MV fly 50’; Act special; SP attack all targets within 20’ x 
  20’ space, half damage from non-area attacks, blindness 
  (DC 5 Reflex save or blinded for 1d4 rounds; DC 5 Fort 
  
  13
  save or permanently blinded in one eye); SV Fort +0, 
  Ref +10, Will -2; AL N.
  A bird swarm may be of any type of birds the Judge 
  desires. Any creature hit must make a save or be blinded 
  for 1d4 rounds; at the end of this time, another save 
  must be made, or the creature is permanently blinded in 
  one eye.
  2. Entry Hall:  Beyond the doors is a dim chamber some 
  30 feet wide and 20 feet deep. Two tall statues of a hooded 
  woman flank the doorway. In neither statue is any face 
  visible, save two eyes that seem to glimmer in the dim light. 
  There is a passage to the north and south. In the center of 
  the eastern wall, a slot can be seen at about eye height for 
  a human. The slot is about a foot wide and 6 inches high, 
  and seems to slant steeply downward to the east. Common 
  runes above the slot read “donations”.
  Two temple guards are in this area, one at the end of 
  each hallway, except on Wraith Nights.
  Temple guard:  Init +2; Atk spear +3 melee (1d8+1); 
  AC 15; HD 1d8+2; hp 6 each; MV 25’; Act 1d20; SP 
  +4 bonus to saves vs. mind-affecting; SV Fort +2, Ref 
  +0, Will +4; AL N.  Chainmail and spear. See page 6.
  The chamber is 20’ high, and the statues 15’ high. The 
  statues’ glimmering eyes are natural – narrow shafts 
  above allow light to shine through the statues’ hollow 
  heads and out through their eyes. On dark nights or 
  overcast days, the light is not present, and it can seem to 
  flicker when birds fly overhead. 
  The secret doors operate on central pivots; opening them 
  requires that the ceiling stones which appear to protrude 
  slightly be depressed, allowing the door to move. The 
  doors can be barred from the western side (1 in 3 chance 
  for each door at any given time) with bronze bars laid 
  there for that purpose. In this event, a DC 20 Strength 
  check is needed to bend the bar and allow the door to 
  move. Only full clergy members are made aware of these 
  doors.
  The slot allows donations to be dropped down just over 
  30’ into Area 4 via a chute. 
  3. Great Hall of Worship: The stairs go downward 30 
  feet, and then enter into a great open space 150 feet across 
  and 100 feet wide. In the center of this space is a sunken 
  region, 90 feet across and as wide as the room, with four 
  stairways leading 20 feet downward into it. The central 50 
  feet of this region is a great circular void surrounded by a lip 
  of scarlet stone. And, although the Void seems to swallow all 
  light, you somehow know that it is the source of the crimson 
  light which illuminates this place. Save where passages or 
  doors exist, the walls and high vaulted ceiling of this vast 
  space are painted with countless birds of all types, their eyes 
  seemingly fixed upon the empty Void.
  This is where most public worship is conducted, and 
  rites are performed to contain the Dweller in the Void 
  and the creatures thereof. 
  4. Priest’s Quarters: This door is typically locked (Open 
  Locks DC 5), but a key is held by all lesser clergy mem-
  bers and above.
  This chamber is some 30 feet square, and raised to a height 
  of 20 feet, with additional alcoves in each of the corners. 
  Within are comfortable furnishings carved with a bird 
  motif, some marked with the black circle of Kala Môr, shot 
  through with crimson threads. In addition to comfortable 
  sitting chairs and tables, there are a few couches suitable 
  for either sitting or sleeping. The eastern alcoves hold shelves 
  with various books and wooden scroll cases. The western 
  alcoves hold several locked iron boxes. There is a wooden box 
  beneath a slit in the west wall. The slit is about a foot wide 
  by half a foot tall.
  This chamber is a resting place for the priests of Kala 
  Môr, and the repository of Her treasures. Donations are 
  sent via the slot from Area 2 into the wooden box – it 
  typically contains 5d12 cp and 3d6–3 sp, with a 25% 
  chance of also containing 2d6 gp from wealthier patrons. 
  These funds are transferred to the iron boxes whenever 
  the full clergy members have the time and inclination.
  Only full clergy members and the Lady Protector have 
  keys to the iron boxes (Open Locks DC 15). There are 
  10 iron boxes in each of the western alcoves. Each con-
  tains 30d100 cp, 3d100 sp, and 5d30 gp. There is a 20% 
  chance that any given box will also contain 4d4 gem-
  stones worth 2d20 gp each. If the PCs are attempting 
  to recover a particular item, such as a magic item, there 
  is an equal chance that it is in any given box. The iron 
  boxes are all made of 1-inch-thick metal, and are very 
  hard to break. Note that this is thick enough to foil most 
  attempts at detecting magic. There is a 1 in 6 chance 
  that any box has a poison pin trap (DC 15 to find and 
  
  14
  remove; giant wasp venom, 3d6 damage, Fort DC 16 for 
  reduction to 1d6 damage).
  The shelves contain mostly religious books and scrolls, 
  although there are philosophical treatises on the planes 
  of existence here, as well as local histories. Some of this 
  material might be of use to a wizard researching demon 
  summoning, planar step, or similar spells. 
  The only magical scroll here is an ancient scroll of the 
  following clerical spells: Animal summoning, Ward portal 
  (x2), and Word of command. All of these are cast as a cler-
  ic of Kala Môr, using the reader’s own spell check. Each 
  spell that is read disappears from the scroll, whether the 
  spell check succeeds or not. This ancient scroll is signed 
  by “Lord Protector Sparrowhawk”, and is over 100 years 
  old. Before the text of the spells is written: “Whosoever 
  shall use this scroll, unless he or she be of the Faithful of the 
  Angel of Blood and Darkness, let that one beware. Let that 
  one be clothed in feathers to peck at the Temple roof year 
  after year, until repentant of folly.” 
  Anyone who uses this scroll, unless dedicated to Kala 
  Môr, must roll a DC 16 Will save each time a spell is 
  cast from it. Failure transforms the reader into a bird 
  (1d5) (1) flamingo, (2) chicken, (3) vulture, (4) wren, 
  or (5) wood duck. Transformed characters are allowed a 
  new save annually. 
  A small wooden box on one of the shelves contains 
  1d12+2 applications of a thick, greenish-white paste 
  known as dianis, as well as a small brush for application. 
  Direct skin contact with dianis causes lethargy and com-
  pliance – those affected have a –2d penalty on the dice 
  chain to all rolls for a period of 2d6 x 30 minutes and an 
  additional –4 penalty to Will saves. The drugged victim 
  views all things as though they were part of a dream, and 
  the victim merely a dispassionate observer. A Fort save 
  (DC 15) reduces the penalty to –1d, with no additional 
  Will save penalty, and reduces the duration of effect to 
  2d6 minutes.
  When preparing for the Day of Advent, sacrifices are 
  kept drugged in this chamber until needed at the altar.
  5. Vestry: The chamber beyond this door is 30 feet wide 
  and 20 feet deep. Robes hang from the walls, and there are 
  various types of bird masks hanging from pegs or on shelves.
  There are many robes here for aspirants and fledglings 
  aspirants, as well as 2d4 for lesser clergy and 1d4-1 for 
  full clergy members. 1d6 wooden discs painted with the 
  crimson-streaked Void that Kala Môr uses as Her holy 
  symbol can also be found here.
  6. The Crimson Void: Going down the stairs towards the 
  Void makes the hair on your neck stand on end. Here you 
  can see what was invisible from above – the Void is not 
  empty, but is inhabited by writhing streaks of crimson light. 
  You cannot tell what they are, save that they are somehow 
  alive. And, once you touch the floor of the lower section, you 
  can also feel the regard of the Thing in the Void. You can feel 
  that it is aware of you; that it seeks to know your measure; 
  to exploit you or to destroy you. Four 15-foot-high statues 
  face the Void, each of a robed woman with bird’s wings. 
  Her face cannot be seen. To the west is a blood-stained altar 
  of red-veined black stone, polished like glass.
  a. Altar: This is the public altar of Kala Môr, and 
  where the sacrifices on the Day of the Advent 
  (the winter solstice) are consecrated before being 
  thrown into the Void. The blood of the previous 
  year’s sacrifice remains upon the altar until the 
  evening before the next winter solstice, when the 
  altar is scrubbed clean. Part of the consecration 
  involves blood-letting, and the Lady Protector 
  drinks the blood of each sacrifice from a ritual 
  cup (otherwise kept in Area 7).
  Kala Môr pays close attention to her altar here. 
  If a creature aligned to Law or Chaos touches it, 
  that creature receives a shock doing 1d6 dam-
  age. If touched by a Lawful or Chaotic cleric, 
  or a Neutral cleric of an unallied god, the cleric 
  takes 2d6 damage. If touched by the cleric of an 
  opposed deity, the cleric takes 3d6 damage and 
  must succeed in a Will save (DC equal to damage 
  done) or die.
  b. The Crimson Void: Anything that enters the 
  Crimson Void is held, and cannot be withdrawn. 
  Once within the Void, it is invisible from outside, 
  although a hand (for instance) the Void can still 
  be felt. The Crimson Void is a gateway to another 
  plane of existence, and anything which begins 
  the journey must pass fully into the other plane 
  before it can be withdrawn. In most cases, this 
  means that the thing is forever lost, but magic or 
  careful planning may allow PCs to enter the Void, 
  retrieve a character or object, and leave again.
  
  15
  Lawful characters approaching the Void feel 
  physically ill when within 10’, and must succeed 
  in a DC 10 Will save to come closer. Chaotic 
  characters feel strangely attracted, and those who 
  come within 5’ must succeed in a DC 10 Will 
  save or leap into the Void! Such a being may be 
  encountered again as a crimson void wraith (see 
  page 11).
  The Crimson Void itself is an abyss of scarlet and 
  inky darkness, in which there is no up or down, 
  and were beings fall forever unless they should 
  chance to encounter “islands” in the Void. These 
  “islands” have their own gravity, and may have 
  creatures dwelling around, upon, or within them. 
  The Judge is encouraged to develop these areas as 
  she desires!
  If the cleric of a deity not allied with Kala Môr 
  manages to cast a exorcise spell with a spell check 
  of 36+ on the Crimson Void, the Void will close, 
  and all within (including the Dweller) will be cut 
  off from this plane forever. Kala Môr will lose 
  much of Her power, becoming the rough equiva-
  lent of a 10th level cleric with an 18 Personality, 
  who need not worship another to empower Her 
  spells. Rather than suffer disapproval, a mortal 
  Kala Môr loses the power to cast any spell with a 
  natural “1” on the spell check result, for a period 
  of 1 full week. All spells are otherwise cast as a 
  cleric of Kala Môr.
  Kala Môr (Mortal): Init +3; Atk staff +8 melee 
  (1d4+1); AC 13; HD 10d8+10; hp 67; MV 30’; 
  Act 2d20; SP spells; SV Fort +7, Ref +6, Will 
  +11; AL N. Staff.
  Spells: Level 1: Animal summoning, darkness, de-
  tect magic, feather fall, food of the gods, holy sanctu-
  ary, protection from evil, second sight, ward portal, 
  and word of command.
  Level 2: banish, binding, curse, divine symbol, levi-
  tate, neutralize poison or disease, and restore vitality.
  Level 3: Bolt from the blue, exorcise, fly, remove 
  curse, spiritual weapon, and true name.
  Level 4: Affliction of the gods, cause earthquake, 
  sanctify/desecrate, and vermin blight.
  Level 5: Righteous fire, weather control, and whirl-
  ing doom.
  7. Upper Shrine:  Access to this area is restricted by 
  portcullises sectioning off the northern and southern 
  passages. These portcullises can be lifted, or their bars 
  bent, with a DC 25 Strength check. Otherwise, the port-
  cullises can be raised from Areas 7a and 7b, below. The 
  secret door can be opened simply by pushing from Area 
  8; it can be opened within Area 7 as described below.
  This area is a rounded chamber, with a 20 foot tall statue of 
  a robed woman to the west, clearly an image of the goddess 
  Kala Môr, depicted with the actual head of a mountain 
  vulture beneath her hood. The statue radiates a sense of 
  watchfulness and power. The walls curve up to a half-
  domed ceiling 25 feet overhead. Walls, floor, and ceiling are 
  adorned with a pattern of ebon and scarlet tiles. Laid upon 
  the statue’s hands are a golden cup and a bronze dagger.
  The statue is a conduit to the might of Kala Môr. Clerics 
  can cast spells in this chamber at +1d on the dice chain 
  (+2d if they are clerics of Kala Môr; -1d if they are clerics 
  of opposed deities). Destruction or desecration of this 
  statue would weaken the power of the goddess on this 
  plane – all of Her clerics suffer a -2d on the dice chain 
  penalty to all spell checks until the conduit is somehow 
  restored. In addition, roll 1d7 and add the Luck modi-
  fiers of all involved: (1 or less) the Dweller is immedi-
  ately released from the Crimson Void, slaying all within 
  the Temple, (2-3) the Dweller is released in 3d30 days, 
  (4-5) Kala Môr and the Dweller are locked in combat 
  for 3d30 days, during which time no cleric of Kala Môr 
  can cast spells, but the Dweller is prevented from leaving 
  the Crimson Void, (6-7) no additional effect, or (8 or 
  higher) the Crimson Void is closed forever, and neither 
  the Thing in the Void nor Kala Môr is no reachable on 
  this plane thereafter.
  The cup and dagger are ritual items used for the annual 
  sacrifices on the Day of Advent. The cup may be sold for 
  50 gp, but woe to the seller if his theft is traced! The dag-
  ger has no intrinsic value. The Temple would pay 300 gp 
  to obtain both if they were stolen.
  Examination of the tiles on the east wall can discover a 
  tile out of place (red where it should be black). This can 
  be pressed, causing the secret door to swing silently into 
  this room on oiled hinges.
  a. North Statue:  This 15-foot-tall statue depicts 
  Kala Môr as a robed woman wearing the mask 
  of a kestrel. Two small levers are set into the 
  
  16
  east wall behind the statue. The northern lever 
  operates a winch mechanism, opening or closing 
  the portcullis to the north of Area 7; it is down 
  when the portcullis is down. The southern level 
  floods the small chamber with a poisonous gas 
  (Fort DC 14 or be paralyzed for 1d3 minutes 
  and take 1d3 Agility damage; 1d3 temporary 
  Agility damage on a successful save). Temporary 
  Agility damage heals in 1d5 minutes; normal 
  Agility damage heals normally. The southern 
  lever is normally in the “up” position.
  b. South Statue: This statue appears identical 
  to that in Area 7a, but the lever functions are 
  reversed. The north lever (normally “up”) releases 
  poison gas, while the south lever (“down” when 
  the portcullis is down) operates the southern 
  portcullis.
  8. Secret Way: The secret passages around the periph-
  ery of the Temple are not only narrow, but they rise to 
  a height of just under 20’, accentuating their tightness. 
  From Area 8, the secret doors to Areas 7 and 9 may be 
  opened by pushing upon them. The secret door to Area 
  9 is one-way only; once it has been allowed to shut, the 
  Temple cannot be accessed without breaking the door 
  down (Strength DC 30). A character could attempt to 
  climb the wall (DC 10) and ascend the roof; see Area 1 
  for details.
  The secret doors to Area 2 can be barred from this side 
  (1 in 3 chance for each door at any given time) with 
  bronze bars laid there for that purpose. These doors can 
  easily be opened from this side by pulling on a bronze 
  ring set near the brackets for barring the door.
  9. Hidden Altar of Kala Môr: As you push open the secret 
  door, you can see a small porch beyond, hanging over a sheer 
  drop. The porch has a ceiling, 20 feet high, held aloft by 
  two great pillars. Between the pillars, and a little closer to 
  the door, is a black stone altar shot through with crimson 
  streaks. The altar radiates power, which you can sense even 
  from where you stand.
  To the north and south, out of easy sight, are two 
  15-foot-tall statues of Kala Môr, Her face hidden within 
  Her hood, facing each other with the palms of their 
  hands upraised. If a character steps out of the secret door 
  without first speaking the name of the goddess aloud, 
  each statue shoots an electric arc (Atk +8, 3d6 damage).
  This altar allows anyone in contact with it to establish 
  direct contact with the divine power of Kala Môr. The 
  character must succeed in a DC 12 spell check when 
  coming in contact with the altar. A character that fails 
  this check takes 1d3 damage per point by which the 
  check was failed, as the power of the goddess attempts to 
  consume him. If the spell check succeeds, the character 
  may cast spells with a +2d bonus on the dice chain (max 
  1d30) so long as he maintains contact with the altar. If 
  the character is a cleric of Kala Môr, or has Kala Môr as 
  a patron, there is no penalty for doing so. Otherwise, the 
  character must make a DC 15 Will save or permanently 
  lose 1 point of Luck for each spell cast.
  Who is in the Temple?
  The Hidden Temple is a dynamic location that can 
  be visited many times over the course of a cam-
  paign. The number of clergy and worshippers in 
  the Temple changes frequently. As a general guide, 
  the Judge can use the following:
  Service on the Day of Advent: Lady Protector 
  (100%), Greater Stray Ravens (20% chance of 
  1d3), Lesser Stray Ravens (40% chance of 2d6), 
  Full Clergy Members (2d4), Lesser Clergy Mem-
  bers (3d3), High Fledglings (3d6), Fledglings 
  (4d6), Temple Guards (3d12), Common Worship-
  pers (4d12).
  Otherwise on the Day of Advent: Lady Protector 
  (90%), Greater Stray Ravens (15% chance of 1d3), 
  Lesser Stray Ravens (30% chance of 2d6), Full 
  Clergy Members (2d3), Lesser Clergy Members 
  (2d3), High Fledglings (3d6), Fledglings (4d6), 
  Temple Guards (3d12), Common Worshippers 
  (3d12).
  Other Day, Service Occurring: Lady Protector 
  (60%), Greater Stray Ravens (10% chance of 1d3), 
  Lesser Stray Ravens (20% chance of 1d7), Full 
  Clergy Members (1d4+2), Lesser Clergy Members 
  (2d3), High Fledglings (2d6), Fledglings (3d6), 
  Temple Guards (2d12), Common Worshippers 
  (3d12).
  Other Day, No Service Occurring: Lady Protec-
  tor (30%), Greater Stray Ravens (5% chance of 
  1), Lesser Stray Ravens (15% chance of 1d3), Full 
  Clergy Members (1d4), Lesser Clergy Members 
  (1d5+1), High Fledglings (1d6), Fledglings (2d6), 
  Temple Guards (1d12), Common Worshippers 
  (3d5).
  
  17
  Wraith Night: 5d6 Crimson Void Wraiths. 
  These numbers do not include the Temple Guards 
  noted in the descriptions of Area 1 and Area 2.
  Squeezing it Dry
  This Campaign Element offers a template for expanding 
  deity information, as well as a temple that would be at 
  home in many works of Appendix N fiction. The Temple 
  acts as an interactive location that changes with each 
  visit, as the number of inhabitants changes. 
  You will get the most use out of this product if you allow 
  PC clerics of Kala Môr in your campaign. Even if you do 
  not, the Hidden Temple can be used as either friend or 
  foe, as needed. Moreover, the creatures from the Crim-
  son Void allow a wide range of challenges for characters 
  of different levels.
  The Crimson Void offers all of these challenges, and 
  more:
  Robbery: Whether the PCs are looking for the 
  treasury, to steal the ceremonial cup and knife 
  (for ransom or for its inherent value), or require 
  a dose of diaini for their own purposes, the Judge 
  is supplied with enough information about the 
  Hidden Temple to determine whether or not 
  their plans succeed.
  Pressed Into Service: The Lady Protector may 
  require some escaped denizen from the Crim-
  son Void to be hunted down. If someone has 
  learned her identity, she may wish to have that 
  person assassinated. PC wizards and elves who 
  accept spellburn from the Thing in the Void may 
  discover that they have been pressed into service 
  as well – to assassinate some Stray Raven, for 
  instance, or to expose the identity of a cleric of 
  the Temple.
  Spell Knowledge: The clerics of Kala Môr share 
  certain spells with wizards, and they might 
  have information required by a PC among their 
  historical scrolls. The final piece of knowledge 
  required to learn a spell might require contem-
  plating the Crimson Void itself – what would the 
  Temple demand in exchange for such a privilege? 
  A Void Temptation: A PC wizard is looking for 
  a place to empower some spell, and a scarlet suc-
  cubus tempts her to violate the hidden altar of 
  Kala Môr (Area 9).
  Null and Void: A cursed magic item can only be 
  “destroyed” by sending it into the Crimson Void. 
  On a Wraith Night. Or perhaps that doesn’t re-
  ally destroy it at all, but allows it to be used by 
  the Dweller in the Crimson Void.
  Thwarting a Sacrifice: Someone close to the 
  PCs is kidnapped before the Day of Advent, and 
  they fear their friend is a sacrifice. Complications 
  may include the PCs requiring spell support 
  from the Hidden Temple, or even having a Stray 
  Raven secretly amid the group. The PC’s friend 
  may not even be scheduled as a sacrifice to the 
  Crimson Void – it is entirely possible that agents 
  of the Thing in the Void have captured her in 
  order to encourage the PCs to compromise the 
  rite.
  The Thing Escapes!: Going up against a god can 
  be the capstone adventure of any adventurer’s 
  career. In Dungeon Crawl Classics, it might be a 
  level 0 funnel. 
  
  18
  Appendix A:  Kala Môr as a Patron
  The ceremony to bond a creature to Kala Môr must be performed within the Hidden Temple of the Peaks. When casting 
  invoke patron, the caster may select any result equal to the spell check or lower.
  Invoke Patron check results:
  12-13
  Kala Môr’s concentration is taken up with the Dweller in the Crimson Void, which seeks to escape its bonds. The 
  goddess grants one of the following, as desired by the caster: (1) the ability to Turn the unholy, once, as a cleric 
  of Kala Môr of the same level as the caster, (2) the restoration of one spell that has been lost for the day, or (3) a 
  surge of healing that restores all but 1d4 hit points damage taken by the caster (but does not affect Ability score 
  damage or other forms of injury).
  14-17
  Kala Môr heals the caster, or one creature selected by the caster, of all non-permanent injuries and conditions 
  such as paralysis, poison, broken bones, or disease. If the caster selects another creature, that creature must be 
  within 10’ per caster level, or the benefit is lost.
  18-19
  The goddess sends one bird swarm per caster level, to aid the caster in a single battle. Bird swarm: Init +5; Atk 
  swarming peck or claws +1 melee (1 plus blindness); AC 11; HD 4d8; hp 16 each; MV fly 50’; Act special; SP at-
  tack all targets within 20’ x 20’ space, half damage from non-area attacks, blindness (DC 5 Reflex save or blinded 
  for 1d4 rounds; DC 5 Fort save or permanently blinded in one eye); SV Fort +0, Ref +10, Will -2; AL N. 
  20-23
  The goddess sends one bird swarm per caster level, as 18-19, above, but each swarm can fly carrying a single 
  human-sized creature, and will bear the caster and his allies up to 10 minutes per caster level. Each swarm can be 
  sent into battle, but a swarm that fights disperses as soon as the battle is over. These are swarms of larger birds, 
  and each swarm has HD 5d8, 22 hp, and deals 1d6 damage on a successful attack.
  24-27
  An enormous bird appears, snatching up the caster and bearing her directly to wherever she desires, within 100 
  miles of her current location. If she has companions, up to 2d6 lesser birds appear to carry them as well (but no 
  more than 1 per companion). These birds have AC 20. The enormous bird has 50 hp, and the lesser birds have 
  35 hp. They do not fight. If reduced to 0 hp, they simply disappear in a whirl of feathers, leaving anyone they are 
  bearing to fall. However, anyone being carried can attempt to grab two feathers, one in each hand, if they drop 
  whatever they are holding and succeed in a DC 10 Reflex save. Success means that the character wafts gently to 
  the ground without being hurt (except, possibly, by whatever slew the birds they were riding!).
  28-29
  The goddess grants the caster the power to transform 3d6 creatures visible to the caster and within 300’, into 
  birds. The caster selects who is transformed. Enemies are transformed into starlings (AC 17, hit points equal to 
  their HD or level, MV 5’ or fly 80’, no effective attacks), while allies are transformed into eagles (AC 15, hit 
  points do not change, MV 5’ or fly 60’, can attack with beak or claw at normal bonus for 1d3 rounds, can see 
  twice as far in daylight). Each transformation lasts 1 Turn per caster level. The caster can reserve unused transfor-
  mations for 1 Turn per caster level. A DC 25 Will save can be made by the unwilling to resist transformation.
  30-31
  A cloud of small birds flocks around the caster to a distance of 500’, confusing enemies and interfering with their 
  attacks without inconveniencing the caster and her allies in any way. Enemies have their line of sight reduced 
  to 20’ and make all attacks at a –1d shift on the dice chain for both attack roll and damage. Enemies with more 
  than one Action Die automatically lose 1 Action Die due to confusion. The caster and her allies gain a +4 bonus 
  to AC. The cloud remains in place until the current battle is over. Area affect attacks clear these effects for 1d3 
  rounds in their zone of attack.
  32+
  The caster obtains a moment of direct contact with Kala Môr. All wounds, ability damage (including permanent 
  damage), diseases, and poisons are healed. All lost spells are restored. The caster gains 3d10 bonus hit points; 
  these cannot be restored once lost, and are always taken first. In addition, the caster may ask the goddess three 
  questions, and the judge will answer them from the perspective of Kala Môr. Kala Môr has a wealth of knowledge 
  – she knows all that is seen by Her birds – but She may have Her own agenda.
  
  19
  Patron Taint:  Kala Môr
  The caster who ties himself to Kala Môr discovers himself becoming more secretive and birdlike as time goes on. In addition, 
  he is required to go on quests to further the agenda of his patron. The Thing in the Crimson Void sends creatures to destroy 
  him. Moreover, the Dweller attempts to undo the connection with Kala Môr. When Patron taint is indicated, roll 1d5 and 
  consult the following table. Once all taints from results “1-4” have been gained at all levels, there is no need to roll any fur-
  ther.  However, for each roll of “5”, roll 1d4 and remove the most recent patron taint of that level, if any. This represents the 
  Dweller in the Crimson Void’s attempt to sever the connection between caster and patron.
  Roll
  Result
  1
  Avian:  Roll 1d4: (1) Hollow Bones: The caster’s bones become hollow, reducing her weight by ¼. In addition, 
  Stamina is reduced by 1, and bones are broken from falling damage on a natural roll of 5 or 6.  (2) Feathers: The 
  caster’s hair is replaced by feathers of roughly the same length and degree of coverage. Thus, forearms may be cov-
  ered with a soft down, while heads (and possibly beards) become longer feathers. (3) Bird Speech: The caster can 
  now understand the speech of birds, and respond in kind. This doesn’t increase the bird’s intelligence, however. (4) 
  Wings: Large feathered wings grow from the caster’s back, granting a flying speed of 40’ (50’ if the caster also has 
  hollow bones). Ignore duplicate rolls. If the caster has each of these patron taint levels, further rolls of this taint are 
  ignored.
  2
  Secretive:  Each time this patron taint is rolled, the caster becomes loathe to reveal details about himself. When 
  it is first rolled, he will not reveal his true name. When it is rolled a second time, he seeks to conceal any details 
  about his past. When rolled a third time, he seeks to conceal his plans for the future. Note that the caster can 
  invent false names, false history, and make misleading statements that lead others to do what he wishes them to do 
  without penalty. The caster loses 1 point of Luck whenever he violates his secrecy, as determined by the judge. A 
  caster with all levels of secrecy ignores future rolls of this taint.
  3
  Against the Crimson Void:  Kala Môr communicates a task the caster must complete, targeting a servant of the 
  Dweller in the Crimson Void. The first time this is rolled, the servant has HD equal to the caster’s level minus 1 
  and is within 1d3 miles. The second time, the servant has HD equal to the caster’s level, and allies equal to the 
  caster’s level +1d3 in HD, and is within 2d5 miles. The third time, the servant has HD equal to the caster’s level 
  +1d3, and allies equal to twice the caster’s level in HD, and is up to 3d7 miles away. Once all quests have been 
  completed, ignore future rolls of this taint. It is possible to have to “redo” one or more quests as a result of the 
  Dweller severing connections between the caster and Kala Môr.
  4
  Crimson Trial:  The Dweller in the Crimson Void sends a creature to destroy the caster. The creature appears 1d4-
  1 miles away from the caster in a random direction. If the result is greater than “0”, the creature must then begin 
  to move towards the caster, stalking her from afar. A result of “0” means the creature shows up 2d12 feet from 
  the caster. The creatures faced by the caster are, in order of taint results: Vermillion Rat, Crimson Demon, Scarlet 
  Bones, and Void Wolf. Once all creatures have been faced, ignore further rolls on this taint, unless the effects are 
  “rolled back” by the Dweller.
  Patron Spells:  Kala Môr
  Kala Môr grants access to three cleric spells, as follows. These spells are cast at a –2 to the spell check, and a natural “1” re-
  sults in patron taint + (1d6, modified by Luck): (1 or less) major corruption, (2-3) minor corruption, (4+) generic misfire.
  Level 1:  Second sight
  Level 2:  Protection from evil
  Level 3:  Restore vitality
  
  20
  Spellburn:  Kala Môr
  When a caster bonded to Kala Môr uses spellburn, roll 1d4 and consult the table below, or build off the suggestions to create 
  an event unique to your home campaign.
  Roll
  Spellburn Result
  1
  Feed the Birds: A swarm of small birds whirls around the caster. The effects of the hundreds or thousands of pecks 
  is represented by Strength, Stamina, or Agility loss.
  2
  Kala Môr draws on the caster’s energy to prevent a creature from escaping the Crimson Void, expressed as 
  Strength, Agility, or Stamina loss. Feedback grants an extra +1d5 to the spell check result, and the manifestation of 
  the spell is altered to reflect Void energy – being transformed to (1d3): (1) night black, (2) crimson, or (3) night 
  black shot through with crimson.
  3
  The Thing in the Crimson Void intercepts the request. The caster may have 5 points of spellburn for free, but 
  one patron taint is “rolled back” as though the caster had gotten a result of “5” on a patron taint roll. If the caster 
  spends more than 5 points, roll a new spellburn result off the table for the Thing in the Crimson Void (page xx).
  4
  The raw energy of the goddess infuses the caster, powering her spell by causing the normal Strength, Stamina, or 
  Agility loss, but also healing up to 1 hp damage for each point of spellburn utilized.
  Appendix B:  The Thing in the Crimson 
  Void as a Demi-Patron
  The Dungeon Crawl Classics core rulebook describes patrons on pages 320-321. Not all supernatural beings willing 
  to lend the PCs aid need be as powerful as this, though. Demi-patrons, first described in CE 5: Silent Nightfall, are 
  supernatural beings able to lend some assistance to the beings they sponsor, but are less powerful than full patrons. A 
  demi-patron may, or may not, require a patron bond spell in order to enter into a relationship with a caster. Like-
  wise, it may, or may not, cause patron taint. For other examples of demi-patrons, see CE 5: Silent Nightfall.
  The Dweller conceals its true nature. Its goals are to escape the Crimson Void and to oppose Kala Môr. Those cast-
  ers who take the Thing in the Crimson Void as a patron may invoke the Dweller within 100 miles of the Crimson 
  Void. Any may call upon the Dweller for spellburn within 50 miles of the Crimson Void. The Thing in the Crimson 
  Void offers no spells.
  Invoke Patron check results:
  12-13
  The Thing in the Crimson Void is not able to help at this time.
  14-17
  A lash of Crimson Void energy appears in the caster’s hand. This lash can reach targets up to 20’ away. A success-
  ful attack does 2d6 damage and drops the target to the bottom of the initiative count for the rest of the combat 
  unless the target succeeds in a DC 15 Fort save. The lash remains in existence for 2d6 + Caster Level rounds.
  18-19
  Suffused with dark energy, the caster can make all foes within 30’ suffer 1d5 damage, but he suffers the same 
  damage himself. This ability uses an Action Die, and can be used three times. If not used by midnight, unused 
  dark energy is lost.
  20-23
  The Thing in the Crimson Void sends a Type I demon to aid the caster. Roll 1d5: (1-3) vermillion rat or (4-5) 
  crimson demon. It remains in service for 13 hours, or until slain.
  24-27
  The Thing in the Crimson Void sends one or more demons to aid the caster. Roll 1d7: (1-3) 1d3 vermillion rats, 
  (4-5) 1d2 crimson demons, or (6-7) a scarlet bones. The demons remain in service for 24 hours, or until slain.
  
  21
  28-29
  A demon is sent to aid the caster. Roll 1d5: (1-3) Void wolf, or (4-5) scarlet succubus. The demon serves for a 
  number of days equal to the caster level of its summoner, and is then freed upon the material plane.
  30-31
  As 28-29, above, but the demon summoned is a Void stalker. Further, when released, it will turn upon the caster 
  unless the caster succeeds in a Luck check.
  32+
  The Whisperer of the Void is summoned. It will aid in one battle, perform one task, or answer 1d3 + Caster Level 
  questions, as the caster desires, before being drawn back into the Crimson Void. Roll 1d30 for every full day a 
  task requires; if the result is equal to or less than the number of days the Whisperer has spent on the task, it will 
  seek to pervert its instructions and return to the Void.
  Patron Taint:  The Thing in the Crimson Void
  A caster may gain patron taint from the Dweller in two ways. First, a caster who has used patron bond to forge a link with 
  the Thing in the Crimson Void is subject to normal patron taint rules. Second, any caster who calls upon the Thing in the 
  Crimson Void may become subject to patron taint (see the spellburn table, below). When patron taint is indicated, roll 1d6 
  and consult the following table. When all taints have been gained at all levels, there is no reason to roll further.
  Roll
  Result
  1
  Crimson Taint:  The first time this is rolled, the character’s hair turns red. The second time this is rolled, the char-
  acter’s skin takes on a reddish tinge and his hair turns bright crimson. The third time this is rolled, the character’s 
  skin turns crimson. Ignore further rolls of this taint.
  2
  Void Taint:  This taint can affect the character three times, affecting (roll 1d3): (1) eyes, (2) blood, or (3) body. 
  When eyes are affected, the character’s eyes become completely black, as though they were one giant pupil, and the 
  character gains the ability to see in complete darkness up to 60’. When the blood is affected, the character’s blood 
  becomes a thick black fluid. The character takes half damage from any blood-draining attack (and most creatures 
  will break off such an attack once this blood is sampled), and no damage from any form of continued bleeding. If 
  the body is affected, the character becomes a hollow shell with only a void within. Magical healing no longer aids 
  the character. The void is revealed when the character opens her mouth, or is wounded. Once all three effects have 
  occurred, ignore further rolls of this taint.
  3
  Blood Requirement:  The caster now has a requirement to cast spells. When this is first rolled, the character must 
  consume some small portion of fresh blood each time a spell is cast. When this taint is rolled for the second time, 
  the caster must provide the blood (1 hp damage) himself. When this taint is rolled a third time, the caster must 
  consume 1d3 hp of his own blood each time a spell is cast. Ignore further rolls of this taint.
  4
  Demonic Servitors: The Dweller in the Void rewards the caster with up to three demonic servitors. Each time this 
  is rolled, roll 1d7, modified by the caster’s Luck. (0-3) vermillion rat, (4-5) crimson demon, (6-7) scarlet bones, 
  (8+) scarlet succubus. These demonic servitors obey orders, and are loyal to the caster (so long as it doesn’t conflict 
  with their stronger loyalty to the Thing in the Crimson Void). After the caster has gained a third demonic servitor, 
  ignore future rolls of this taint. If a demonic servitor is slain, the caster may make a Luck check. If it succeeds, roll 
  1d3 for each HD the servitor had; a replacement arrives in that many days.
  5
  Assassination:  The Dweller has identified a servant of Kala Môr and demands that the caster assassinate her. The 
  first time this is rolled, the servant is 1d3 levels or Hit Dice below the caster. The second time, 1d3 levels or Hit 
  Dice above, and the third time 2d5 levels or Hit Dice above the caster. The caster is unable to heal wounds natu-
  rally until the target is slain. After three servants are slain, ignore future rolls of this taint.
  6
  Weakening the Bonds:  The caster weakens the bonds of the Thing in the Crimson Void ever so slightly. This can 
  happen three times; ignore rolls of this taint beyond that. Each time this is rolled, the caster gains a +1 bonus to 
  rolls on the spellburn chart for the Thing in the Crimson Void.
  
  22
  Spellburn:  The Thing in the Crimson Void
  Bonded casters can call upon the Dweller for spellburn within 100 miles of the Crimson Void. Any caster can call upon the 
  Dweller within 50 miles. Roll 1d7 and consult the table below, or build off the suggestions to create an event unique to your 
  home campaign. The table goes up to 10 because of the “Weakening the Bonds” patron taint, above.
  Roll
  Spellburn Result
  1
  Contact! The Thing in the Crimson Void immediately takes possession of the caster’s body, and is able to control 
  it for 1d4 turns per point of spellburn granted. All spellburn damage is immediately healed. The spell check is 
  not completed (unless the Thing choses to complete it). The Thing follows its own agenda, as determined by the 
  judge. It has access to the character’s abilities, including spells, but casts each spell with an additional bonus equal 
  to the spellburn used by the caster, and it gains a +20 bonus to Will saves.
  2
  Void energy courses through the caster’s body, manifesting as Strength, Agility, or Stamina damage, but the caster 
  is ill-prepared to handle the force. The spell check only gains a +1 bonus per 2 full points of spellburn used. 
  Worse, the caster must succeed in a DC 10 Will save or pass out for 1d5 rounds.
  3
  Void energy courses through the caster’s body, manifesting as Strength, Agility, or Stamina damage. The caster 
  must succeed in a DC 10 Will save or suffer a –1d penalty to his Action Dice for 1d3 rounds.
  4
  The Dweller grants the spellburn, which can be taken from any ability score except Luck. In addition, the caster 
  must make a roll for patron taint.
  5
  The Thing in the Crimson Void grants up to 5 points of spellburn at no cost. However, the caster must sacrifice 
  one or more Lawful creatures to the Thing before the next new moon, or suffer twice the normal spellburn dam-
  age. The creatures’ total Hit Dice/levels must equal or exceed the spellburn granted.
  6
  Void energy courses through the caster’s body, manifesting as Strength, Agility, or Stamina damage. 
  7
  Void energy courses through the caster’s body, manifesting as Strength, Agility, or Stamina damage. The caster may 
  attempt a DC 10 Will save to take only half normal spellburn damage, but if the save result is a natural “1”, she 
  instead takes 1d3 additional points of ability damage that gains no bonus to the spell check.
  8
  Contact! Immediately following the spell check, the Thing in the Crimson Void gains control of the caster’s body 
  for a number of rounds equal to the spellburn granted. The Thing can use this time to further Its own agenda in 
  any way the judge deems fit. However, half the caster’s spellburn from this spell is healed by Dweller at the end of 
  this period.
  9
  Dark power fuels the caster’s spell. Each point of spellburn grants a +2, rather than a +1, bonus to the spell check.
  10
  The Dweller grants up to 10 points of spellburn without attribute loss. However, for every three points of spell-
  burn (or portion thereof), the caster gains one roll on the patron taint table. If the caster already has all patron 
  taints at all levels, these 10 points of spellburn are free of cost.
  
  23
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  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
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  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit 
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  Campaign Element: The Crimson Void © 2015, Purple Duck Games; 
  Author Daniel J. Bishop
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SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Campaign Elements (DCC)/CE6 The Crimson Void (DCC)/CE6 The Crimson Void (DCC).pdf