TEXT: LamentationS
  of the
  Flame PrincesS
  Adventures
  ZZARCHOV KOWOLSKI
  
  1
  Words: Zzarchov Kowolski
  Illustrations: Scrap Princess
  Cover: Yannick Bouchard
  Layout and Design: Alex Mayo
  Cartography: Dyson Logos
  Editing: James Maliszewski
  LamentationS
  of the
  Flame PrincesS
  Adventures
  Text © 2018 Zzarchov Kowolski
  Issued Under Exclusive License
  First Edition, First Printing 2018
  Published by Lamentations of the Flame Princess
  www.lotfp.com
  Printed in United States
  ISBN 978-952-7238-11-0 (Print) / 978-952-7238-12-7 (PDF)
  
  2
  Introduction
  This is quite literally a gateway adventure.  
  It is a nice quick jaunt into a new setting 
  that you might be unsure about running 
  or perhaps are only looking for a small 
  mini-campaign set there.  This adventure 
  is about a connection between worlds. 
  This is written to assume your characters 
  are coming from Early Modern Earth, but 
  you could fairly easily swap it to be from 
  your own world without too much effort. 
  Without any change at all you can have it 
  use your own custom world if you make 
  Early Modern Earth the destination you 
  want your players to explore (perhaps 
  to use some of the other fine adventures 
  from Lamentations of the Flame Princess in 
  your game with a very different setting).
  Background
  The adventure centers around Luigi 
  Marino, a Jesuit priest who broke away 
  from the Society of Jesus due to a belief 
  it was stifling his important studies. He 
  delved deep into the arcane and the occult, 
  including many blasphemous texts. Through 
  his cooperation with the Inquisition and 
  his connections to high ranking officials 
  of the Holy See who felt the ends might 
  justify the means, he escaped the sort 
  of backlash that normally follows such 
  proclivities.
  Luigi believed that there were many 
  different worlds beyond Earth, each 
  also populated by races of men who 
  would need to hear the word of God. His 
  increasingly maniacal plan to reach them 
  involved fragments of a spell pulled from 
  
  3
  a burning wheel that fell from heaven 
  when the oceans took Atlantis. It spoke 
  of a web underneath our reality that an 
  ancient race of gods had built to travel 
  among the worlds. This network was 
  inhospitable to reality and was overrun 
  with horrors. Luigi rationalized this story 
  as heathens describing fallen angels 
  building Pandemonium in Hell.
  Although it involved powerful magics, 
  his plan was straightforward. First, open 
  a portal into “hell,”  have slaves build a 
  fortress of stone and brick inside it, and 
  finally open a portal to other worlds from 
  within hell so that missionaries might be 
  sent forth. Funding was secured along 
  with reliable manpower. Every week 
  there seemed to be new problems, but 
  the endeavour seemed to be working 
  during the first year. Reports indicated 
  that, while loss of life was guaranteed, 
  the operation would be stable provided 
  men and materiel were both kept in 
  high supply. Two weeks have now gone 
  by without contact. There is a strong 
  suspicion that things have finally gone 
  terribly wrong.
  The Nature of the Dimension
  The dimension has a slightly different 
  set of physics than our own: rather than 
  the dimension being inherently hostile 
  to life from Earth, the reverse is true. 
  Our universe is toxic to it, and thus our 
  incursions are treated like an infection.  
  Thought and consciousness have powerful 
  effects here. Telepathy is horrifically 
  dangerous and even dreams have pretty 
  strong risks.   Creatures who dream have 
  a tendency to merge with other nearby 
  dreaming creatures, and with telepathy, 
  this occurs merely by presence.  Anything 
  requiring rest or sleep in the dimension 
  is incredibly risky.  Anyone asleep next to 
  another sleeping being has a 2 in 6 chance 
  of subconsciously shifting towards them 
  and merging into a single being once they 
  touch (the minds will take a few hours to 
  merge, usually causing insanity). Being 
  blackout drunk reduces the chance to 1 in 
  36.   Fears, anxieties, and nightmares also 
  interact with the dimension’s “immune 
  system” by creating representations of 
  those terrors who seek to eradicate any 
  foreign bodies. Animate objects (living 
  things usually) will be broken (killed) and 
  then encased in a field that is functionally 
  similar to a cyst. Fire is something that 
  the dimension also seems to interact 
  negatively with, being treated as if it were 
  alive.  Flames will periodically burst in 
  intensity, creating dangerous issues with 
  oil lanterns and any sort of timed fuse. 
  These fire-related incidents are handled 
  primarily through random encounters, 
  but if the players concoct some plan that 
  requires reliable use of flame you should 
  adjudicate some form of random failure 
  whose risk is between 1 in 6 and 5 in 6 
  depending on how long they need to keep 
  the flame reliable.
  The Mood to Emulate
  This adventure can be run with one of 
  two overriding moods:  a black comedy 
  or a cautionary tale.  As a black comedy, 
  the dark humour comes from all of the 
  “scientific” precautions Luigi took. He 
  invested in silver bullets,  witchmarks on 
  the doors, plague doctor suits, and holy 
  water.  Those are all hilariously useless 
  against an extra-dimensional force,  a 
  mirror on how any attempt to use modern 
  technology in a similar endeavour is just 
  as naive and foolish.  If things like holy 
  
  4
  water, apotropaic marks, and crucifixes 
  are effective against denizens of this 
  dimension in your game, then the tone 
  becomes a cautionary tale of hubris 
  blinding one to the dangers of treading 
  in fell places. It is a tale of improper risk 
  assessment rather than nihilistic doom.
  Hooks
  Not to be too on the nose, but all of 
  the hooks really need to be pointing the 
  characters to the same point. The characters 
  need to be equipped with a spell (Signs of 
  Power) to enter into the hellish complex. 
  The differences should be based upon 
  what knowledge and resources they can 
  be supplied with ahead of time, as well 
  as any external rewards.
  The Inquisition is willing to overlook 
  a transgression: If one of the characters 
  (especially a cleric or magic-user) has 
  run afoul of the inquisition, this could be 
  her chance to avoid burning on the pyre. 
  The Inquisition is willing to forgive and 
  forget past transgressions if the party 
  can accomplish what is considered a 
  suicide mission. Enter hell, figure out what 
  happened, and either regain control of the 
  facility or destroy all traces of the sigil to 
  our world from inside before returning. 
  The Inquisition supplies three minders: 
  two soldiers and a priest with some 
  magical training. All three have plague 
  doctor outfits, which they will wear prior 
  to entering the complex. They offer no 
  such gear to the party nor any reward 
  beyond amnesty. Unless specifically 
  indebted to someone in the party, they will 
  gladly take any safe opportunity to leave 
  the characters behind to die and escape 
  themselves (unless doing so jeopardizes 
  the main mission).
  A raving lunatic holds an authentic 
  magical scroll: Poor crazy old Maurice. 
  He’s wandering the streets proclaiming 
  how he’s a secret Jesuit marine from an 
  expedition to hell. He says they messed 
  up and the gates are left open. He has a 
  scroll that would let someone go back 
  in, but he refuses to do so himself. He 
  will sell the scroll for a bottle of wine. 
  This hook is ideal if the party has no real 
  reason to go on this adventure. It is a 
  pretty obvious hook after all, and if it isn’t 
  you might want to be less subtle about 
  how likely this is to just be a crank with 
  a piece of paper inscribed with a crude 
  dick versus an actual magical scroll. Or 
  be subtle. Whatever, you do you. For a 
  cheap bottle of wine, the characters gain 
  a magic scroll (Signs of Power) and some 
  insane gibberish.
  Investigation into travelling to other 
  worlds points to Luigi being ahead of 
  you: If the party is already investigating 
  otherworldly (or extra-planar) travel, 
  this becomes quite easy. Anywhere they 
  go, have references to someone (Luigi) 
  having gone there before them. If they 
  go to a monastery to see a rare book, 
  the abbot might ask why so many people 
  are now interested in this book. If they 
  are exploring an ancient burial mound, 
  signs of a recent excavation predate them. 
  Townsfolk would speak of selling supplies 
  to an Italian priest. It would be simple to 
  then follow that trail to this adventure. 
  Perhaps they arrive in Luigi’s home town 
  and run into Maurice, the raving lunatic 
  from the hook above? They could also 
  break into his rented room and find 
  the basic notes they need in his desk. 
  The characters gain a small spellbook 
  containing the spell to open the portal and 
  
  5
  an overview of Luigi’s work (largely the 
  information in the background). Luigi’s 
  landlady would note he hasn’t been seen 
  in a few weeks, but that he is paid until 
  the end of the year.
  The Church reaches out to worldly 
  heroes in an hour of need: If you have 
  that kind of group, there is a righteous 
  option. When things looked like they 
  might be turning south, the details were 
  reported into the official channels. A 
  powerful bishop is aghast at the hubris 
  involved and seeks a group of worthy 
  heroes to lead the charge. The mission 
  is to enter the complex and destroy all 
  traces of the sigil to our world, burn all 
  books and artifacts present, and in general 
  wreck the place before returning home. 
  The bishop can supply ten trusted men 
  (6 soldiers, 4 priests), two magical scrolls 
  (one to enter and one to leave), 6 barrels 
  of gunpowder, and 2000 silver pieces 
  worth of supplies (with any unspent 
  portion becoming a reward for success).
  A strange portal has been observed 
  in ancient ruins:  This is the hook 
  you would use if you want the player 
  characters to come from a strange world 
  and wind up in early modern period 
  Earth.  Conquistadors spilled out of the 
  portal and were driven back by a potent 
  wizard, robot, or whatever you have in 
  your setting. One of the dead priests that 
  accompanied the conquistadors has a 
  magical scroll containing Signs of Power.
  
  6
  Entering the Complex
  To enter the complex, the party must 
  cast the first-level spell Signs of Power 
  with the correct rune. This will allow 
  them to open a one-way portal to the main 
  hall (location A). If the party are from the 
  destination world, they will arrive at L.
  Universal Complex details:
  Walls: Red brick coated by white 
  plaster with large cracks and patches of 
  exposed brick.
  Ceiling: Vaulted red brick with remnants 
  of white plaster still clinging to portions.
  Floor: The floor is also brick, with each 
  brick containing a large iron nail. A web 
  of wires link all the nails into a grid. The 
  wires and nails are fairly flush to the floor.
  Doors: The doors are sturdy rowan with 
  mechanical locks (including sliding lock 
  covers). They fit tightly into steel door 
  frames with raised thresholds bearing 
  witchmarks (apotropaic marks). The edges 
  are slathered with thick grease to form a 
  mostly airtight seal. The doors are hung 
  on a slight angle so they will naturally 
  swing shut. Unless noted otherwise, all 
  doors begin locked.
  Ambience:  There is a faint smell of 
  sulfur and the sound of rippling flames 
  (from A and H), which also produce 
  flickering red light. 
  
  7
  A) This is the main hall.  To the “south” 
  is a stone moongate set against the 
  wall. The keystone on the moongate is 
  inscribed with the sigil for home. Two 
  fires burn in the “north” end of the hall, 
  around a pentagram of dried blood.   The 
  fires are actually orbs of energy that 
  are converting the brick floor in which 
  they are embedded into gouts of flame 
  and radiation. They were fired through 
  the moongate in L during “the incident”. 
  The pentagram was drawn by the sole 
  survivor in a fit of madness.   The energy 
  orbs have created cracks in the floor and 
  demons can materialize here as the result 
  of a random encounter.
  Approaching close to the flames will 
  make it apparent there is an unnatural and 
  dangerous heat. Attempting to cross by 
  them will deal 5d6 damage.  Going through 
  the center will deal 8d10 damage. Again, 
  this isn’t a trap; unless the characters take 
  a running leap, they will have time to pull 
  back before taking damage.
  Doors:  B (barred),  C , D
  B) This is the library, which is visually 
  dominated by rows of bookshelves that 
  extend almost to the ceiling.  The shelves 
  are full of heavy tomes that are attached to 
  the shelves by lengths of iron chain with 
  brass locks. A shelf could be tipped over 
  with an open doors check, potentially 
  pinning someone under it. If the falling 
  shelf could hit another shelf, it has a 1 in 6 
  chance of tipping over that shelf. If someone 
  is trying to purposefully knock over both 
  shelves, the second shelf instead has the 
  normal open doors chance of whoever 
  forced over the first shelf, since it would 
  have more force than mere gravity. The 
  books here have a library value of 2000 
  sp and there is a single blank spellbook 
  (100 sp) mistakenly locked in with the 
  rest of the collection.
  There are two currently closed gun ports 
  leading to E. They are simple iron sliders. 
  A hook on the wall holds a bandolier of 
  pistols, including the powder and 12 
  silver bullets in a satchel.
  Iron bars separate B from D, and two 
  halberds lean against the wall, specifically 
  in case they are needed to stab something 
  which has gotten loose in D.
  The SOLE SURVIVOR huddles in this 
  room between the shelves, muttering to 
  himself and rocking back and forth.  The 
  library cat has merged into his chest, 
  a mouse has merged into his leg and 
  several flies have merged onto his face.  
  He cradles a crowbar, but will use any 
  of the weapons in his room if alerted by 
  noise that someone is in the complex.  He 
  will attempt stealth and will only attack 
  if discovered.
  
  8
  C) This is the dormitory. There are a series 
  of small cots with itchy wool blankets and 
  wooden end tables, separated by dividers 
  made from wooden slats.  There are also 
  several two-legged stools strewn about 
  the floor next to three bloated bodies that 
  seem to writhe. The corpses are covered 
  in masses of maggots that have melded 
  together into one immobile swarm.  A 
  tapped keg of hard liquor with a funnel 
  resting on top of it is tucked into the 
  corner under a sign in Latin reminding 
  people never to let a friend sleep sober.  
  If the beds and end tables are searched, 
  the following valuables can be found: a 
  silver locket (25 sp), a bottle of fine wine 
  (10 sp), a deck of cards with 232 copper 
  pieces and some IOUs, a small bag of 
  coffee beans (2 sp), an ivory pipe with a 
  full tobacco pouch (50 sp).
  Doors: G, E
  D) This area is a killzone to prevent any 
  attempted escapes from the laboratory.  
  Iron bars separate this area from the library, 
  and there is nowhere in this killzone that 
  someone in the library couldn’t reach 
  with a polearm shoved through the bars. 
  A plague doctor suit is hung on a series 
  of hooks next to the laboratory door. 
  Looking up reveals two glass bottles of 
  holy water and two glass bottles of Greek 
  fire hanging from the ceiling, all of which 
  can easily be smashed by halberds.
  Doors: A, E, B (no mechanism on this  
   
  side)
  E.) This is the laboratory, doubling 
  as an operating room in emergencies. 
  There is a large marble operating table 
  in the center of the room which currently 
  contains the partially dissected remains 
  of a stereotypical grey alien.  Cupboards 
  and shelves around the room are filled 
  with chemicals, candles, and herbs with 
  a laboratory value of 3500 sp.  If the 
  operating table is examined there is a set 
  of silver surgical tools worth 200 silver 
  pieces left strewn about amidst viscera. 
  A loose brick on the “north” wall can 
  be pressed to open a secret door to the 
  secret library (F). Gun ports are along the 
  “south” wall which would allow anyone 
  in the library to fire into the room (they 
  cannot be opened or closed from this 
  room). The door out of the laboratory has 
  no mechanism on this side. You have to be 
  let out from someone in the killzone (D).
  Doors:  D (no mechanism on this side),
   
  F(Secret!)
  
  9
  F.)  This is the secret library of Luigi. It 
  has a few simple shelves with brackets 
  set onto the “north” wall, a rolltop writing 
  desk that is locked, and of course the body 
  of Luigi and his medical assistant with 
  their brains blown out next to a pair of 
  pistols.  Before their mutual murder 
  (suicide would be unforgivable) they 
  wrote their last will and testaments 
  on a series of loose papers and 
  placed them in the desk, which 
  also contains Luigi’s diary.  Given 
  the frantic preamble about 
  approaching death, and the 
  jittery hand writing, even a 
  poor forger could easily alter 
  their wills using the same 
  ink, quill, and additional 
  paper found in the desk. 
  Luigi does have a fair amount of assets 
  listed in his will (stable investments worth 
  5000 sp).  Luigi’s body has the master key 
  to unlock all the books in the library, and 
  a second key which unlocks the door to 
  the treasure room (N).
  The shelves contain Luigi’s spellbook, a 
  copy of the Book of Mormon with a “Kilroy 
  was here” doodle on the front page, and 
  a book of rubbings of Norse runestones 
  with various notes of similarities between 
  slightly different designs. The rune for 
  Midgard is very similar to the rune for 
  home.
  Doors: E 
  G.) This was the kitchen and general 
  pantry. There are a large number of 
  barrels and crates, mostly broken open 
  or chewed into.  Four DEFORMED DOGS 
  (in that they were 7 and some rats before 
  merging), are trapped in the room. The 
  door to the warehouse (H) is boarded 
  shut with planks covering a burn hole. 
  There is also a burn hole through the 
  door to the east wing (K). The angle of the 
  holes will point towards the portal gate 
  (L), indicating something emerged from 
  there and burned through both doors.
  Most of the food and water in the room 
  has been eaten by the dogs. There are 
  several small copper pots and kettles 
  strewn about, along with a large number 
  of partially eaten candles. There is a 
  countertop which was obviously used for 
  food preparation which has a manifest 
  for the back room casually laying on its 
  surface. It indicates there is a large amount 
  of coffee and tobacco in H, with a ledger 
  indicating its purchase cost was 1250 sp.
  Doors: C, H (Boarded over), K (Gaping  
   
  hole).
  
  10
  H.) This room was the warehouse but 
  it has suffered a major structural failure.  
  Parts of the walls and floor are crumbling 
  away. Beyond them is a pulsating and 
  vaguely shimmering glow that the human 
  mind can’t quite comprehend.  A burning 
  radioactive fire illuminates the room 
  and shows vast amounts of expensive 
  dry goods (stimulants) are still present. 
  There are 940 sp of goods remaining in 
  14 small crates strewn among other more 
  mundane items (such as rope, canvas, a 
  couple rowboats, etc). The 8 crates of 
  coffee are worth 50 sp each and the 6 
  crates of tobacco are worth 90 sp each.
   This room also has a clear pathway to 
  the dimension itself and will constantly 
  create DEMONS based on stray thoughts.  
  Any time the players say anything that 
  is not a direct character action  (such as 
  “I grab the most expensive thing” or “I 
  check for traps”) and have conversations 
  to make decisions (such as “I think we 
  should focus on taking the coffee first” 
  or “do we really think this room is worth 
  the effort?”) a demon will spawn and 
  aggressively attack.
  Getting within a few feet of the radioactive 
  fire will deal 5d6 damage, while falling 
  directly onto it will deal 8d10 damage.
  Doors: G (Initially boarded over, but 
   
  probably now open)
  I.) This area was where service was 
  held.  There are a dozen mangled bodies 
  covered in masses of merged maggots. 
  Three of them are “alive” and quite 
  insane (MAGGOTTED MEN). They will 
  lurch forward to attack and devour if 
  anything damages the other bodies or 
  walks near those three while injured. 
  Otherwise they will simply exist, even 
  if moved. Brass rings set into the ceiling 
  hold tattered bits of cloth that would have 
  once blocked this room off from the rest 
  of the compound, except for a partition 
  to lead to D. Curtains still block access to 
  J, though there is a big hole in the cloth 
  due to the firing a swivel gun loaded with 
  grapeshot. Careful inspection would reveal 
  that bits of silver coins are embedded 
  in many of the pews on an angle which 
  suggests the swivel gun in J was loaded 
  with silver coins.  There are stairs leading 
  to the raised platform which contains a 
  podium and the moongate at L.
  Doors: Largely open, curtains obscure 
   
  J.  half stairs to L.
  J.) The west wing is full of occupied cots 
  and served as a medical overflow, and 
  also had some heavy firepower (a naval 
  swivel cannon) in case the compound 
  was breached. The swivel cannon is not 
  currently loaded but there are two barrels 
  of gunpowder and two chests of shot. The 
  top box contains large solid lead balls, 
  the bottom munitions box contains 250 
  silver pieces to be used as grapeshot. 12 
  maggot ridden bodies still cling to life 
  among the cots (MAGGOTTED MEN) and 
  will wake if light is brought into the area 
  or loud noises (such as gunfire) occur in 
  the complex.  One of them has enough 
  mental faculties to reload the swivel gun. 
  There are several wicker baskets full 
  of bandages, tinctures, and other basic 
  medical supplies in the corner.
  Doors: Curtains obscure the path to I.
  
  11
  K.) The east wing is barren except 
  for the charred body of a conquistador 
  holding a lantern with charred bits of 
  cloth still tucked into it.  He had been 
  attempting to use a glass oil lantern as 
  a Molotov cocktail when it exploded 
  early.  He’s dead Jim.  He still has a silver 
  crucifix about his neck worth 25 sp and 
  a perfectly usable rapier.
  Doors: G (Gaping hole), open egress to I.
  M) This was a guard post. It has a gun 
  port that opens only from the inside and 
  allows the guard to fire towards L.  In 
  the room is a healthy GUARD DOG, the 
  mostly eaten remains of a guard, a two 
  legged stool, five arquebuses, and a plague 
  doctor suit crumpled on the floor which 
  the dog has obviously been sleeping on. 
  The guard died early during “the incident”.
  Doors: L, N
  N.) This is the treasure room. It contains 
  a pay chest with 520 sp, a silver monstrance 
  (worth 100 sp), sacramental wine, 
  unconsecrated hosts, and a small cabinet 
  with contracts for the services of the 
  conquistadors at the compound. The 
  cabinet also contains 4 scroll cases, each 
  containing a magic scroll of Sign of Power.
  Doors: M
  L.) This is the embarking point.  To the 
  “north” is a stone moongate set against 
  the wall. The keystone on the moongate 
  is inscribed with the yellow sign and 
  would lead to Carcosa. Replace the yellow 
  sign with a different rune if you wish it 
  to lead somewhere else. There are a pair 
  of ironbound timber gates which could 
  cover the moongate but are broken open. 
  Three holes are burned through the 
  gates and point to the main hall and the 
  warehouse. A loose brick on  “east” wall 
  can be removed to allow one to unlock 
  a latch and open a secret door to O. A 
  gunport allows the guard post (M) to 
  fire on this location. There is a priest’s 
  podium facing the pews in I and stairs 
  beside it that lead four feet down to the 
  main level.
  Doors: M, O (secret!), Stairs to I.
  
  12
  O.)  This is where secret artifacts 
  recovered from distant worlds are 
  stored pending further study. The current 
  inventory is as follows: The mechanical arm 
  of an industrial robot from dim Carcosa, 
  A Soviet Cosmonaut’s gun (unloaded), A 
  chainmail bikini and a belt adorned with 
  pagan runes, 7 handheld lasers (one 
  for each colour of  the rainbow), A 
  polearm with a glowing crescent 
  moon on the end of a long haft.  
  Each item (or set of item) 
  has a paper tag giving a brief 
  physical description (metal 
  arm, weapon, armour, light 
  eyes, pike) and there is a torn 
  off paper tag brushed into 
  the corner which would 
  only be found with 
  careful searching 
  that reads “heretical 
  text?”.
  Doors: L
  Every turn, or every time the party 
  makes a particularly loud or obvious 
  action (such as firing guns) make an 
  encounter check on the encounter table.
  Encounter Table Roll 2d6. The lowest result is the encounter.
  1
   A loud noise like static on a dead channel permeates the complex for a 
  half second. +1 on next encounter check.
  2
  All flames flare up in intensity, lanterns explode for 2d6 damage.
  3
  The sole survivor barricades himself in the library, or places a trap for the 
  party there.
  4
  A demon emerges from A to hunt the party.
  5
  The maggot riddled men in J arm themselves or begin to hunt the players 
  if already armed.
  6
  A greater demon emerges from H and will soon break through the door 
  (killing any dogs left in G.) on a mission to hunt the party.
  7
  The entire structure shakes as per a mild earthquake. Unattended items 
  roll everywhere and any delicate task being undertaken fails horribly. 
  Roll 1d6 for an additional encounter immediately.
  
  13
  Appendix:
  Monsters
  Sole Survivor
  This is the last semi-sane survivor still 
  in the complex. He is a short Portuguese 
  conquistador with a bowl cut and handlebar 
  moustache. His shirt is torn open and the 
  orange furred mouser from the library has 
  its rear and right side of its body merged 
  into his chest.  It’s head and forepaw are 
  still able to claw and vocalize.  Similarly 
  a mouse has merged head first into his 
  ankle and several flies that landed on 
  his face have merged into his cheeks 
  and nose, vibrating their wings when 
  he is angry.  He still wears a helmet and 
  wields a crowbar (though he has access 
  to pistols and halberds in the library).
  Armor 12, Move 90’, 3rd level Fighter, 
  17hp, Attack with crowbar doing 1d4 or 
  other weapons, Morale 4.
  Maggotted Men
  Humans are remarkably resilient 
  creatures.  It can take some time for one 
  who is fatally wounded and incapacitated 
  to actually die.  Maggots will often have 
  time to hatch and begin eating necrotic 
  flesh.  The horrific danger of dreaming in 
  this dark realm has merged whole swarms 
  of maggots with the dying conquistadors. 
  This has destroyed their minds but allowed 
  them time to heal with the support of 
  the maggot hosts. They are animalistic 
  with just enough muscle memory to 
  dangerously use human implements and 
  weapons. They still wear helmets and bits 
  of conquistador armour.
  Armour 16, Move 50′, 2 Hit Die, attacks 
  with rapier doing 1d8, Morale 9.
  Deformed Dogs
  Dogs dream, dogs sleep in dog piles if 
  not kept separate. One of them has three 
  heads and 10 legs, one has a screaming 
  rat for a tongue. They are hungry, hideous, 
  terrified, and in great pain.  This makes 
  them very aggressive to anyone approaching 
  them or moving swiftly.
  Armour 13, Move 50′, 2 Hit Die, attacks 
  with its bite for 1d6+1 damage, Morale 6.
  Guard Dog
  This is a well trained Cane Corso.  It 
  obeys commands in Latin.  It has not 
  shown any ill effects of being trapped 
  here, though it did get hungry enough 
  to eat the dead guard in the room (the 
  guard died in the first few minutes of 
  “the incident”). If the party can command 
  it in Latin it will obey, otherwise it will 
  attack anyone who enters the room and 
  bark loudly if they approach the room 
  (triggering a random encounter).
  Armour 13, Move 120′, 1 Hit Die, 8hp, 
  attacks with its bite for 1d6 damage, Morale 6.
  
  14
  Demon
  These are the immune system of this 
  dimension and they are formed by the 
  thoughts of intruders.  The previous 
  inhabitants of the complex’s nightmares 
  had strongly Catholic overtones and so 
  the demons looked like a Hieronymus 
  Bosch painting or red skinned gargoyles. 
  Use the rules from the summon spell to 
  generate 10 3 HD creatures and use them 
  as the results of summoned demons.  If 
  any of the party has a clear set of fears 
  (spiders, Christian devils, whatever) 
  consider making a few 3HD demons of that 
  variety and summoning them whenever 
  the player in question triggers the random 
  encounter check.
  Greater Demon
  These are more potent manifestations 
  of demons.  You can either use the rules 
  above but at 7 HD, or if you have a copy 
  of it, you might want to use the “Random 
  Esoteric Creature Generator”.
  Spells
  Signs of Power
  Magic-user level 1
  Duration: 1 round per caster level
  Range: Touch
   This spell allows the caster to mark any 
  door, window, or similar portal with the 
  sign of their world. If there is a matching 
  symbol carved on a portal in “hell” (or 
  on their world if they are in “hell”) they 
  may pass through the portal to the other 
  world.  If there are multiple possible exit 
  points in the target dimension, the portal 
  will open to one at random.
  Forge Hellmouth
  Magic-user level 5
  Duration: 1 round per caster level
  Range: Touch
   This spell allows the caster to mark the 
  ground with the sign of their world. They 
  will either teleport themselves to “hell”, 
  or if they are in “hell” they will teleport 
  themselves to the world in question.  This 
  spell is required to first open a door into 
  a new world from hell.
  
  15
  Items
  Diary of Luigi Marino
  This book details the operations of the 
  complex, the history of his work, and lists 
  each world he has sent missionaries to.  
  This book would list any symbols you wish 
  to potentially allow players to travel to 
  with a brief description.  I would suggest 
  you have four or five.
  Luigi’s Grimoire
  A simple leather spellbook with a rosary 
  attached. It contains both Signs of Power 
  and Forge Hellmouth and three random 
  spells for each spell level from 1 to 4 and 
  one random 5th-level spell.
  Robot Arm
  This artifact is an obviously mechanical 
  humanoid arm with seven fingers and two 
  thumbs. It has a backup AI that could be 
  accidentally toggled if someone tinkers 
  with it. Its default mode is murderous 
  until it enters power saving (sleep) mode. 
  If androids do in fact dream of electric 
  sheep, then when it enters sleep mode it 
  could be merged with someone (or thing) 
  in this dimension. When activated, the 
  arm will attempt to strangle whichever 
  person is nearest to it (saving throw versus 
  Paralyzation to avoid death) for about 5 
  minutes, it will then enter sleep mode. It 
  does not have enough power to continue 
  use after merging with another individual 
  but its AI would allow them to roll 4d6 
  and make their new Intelligence score 
  an average (round down) between their 
  current total and that result.  It would also 
  force them to roll 2d6 and average their 
  charisma (round down) between their 
  current total and that result due to the 
  influence of cold machine logic on their 
  brain.  The mental stress would cause 
  them to lose 1d4-2 levels (they could 
  go up). If they are reduced below level 0 
  they are rendered catatonic.
  Cosmonaut’s Gun
  This artifact is rusted, its joints are 
  caked with blue sand, and it is unloaded.  
  It might lead to some interesting ideas if 
  given to a gunsmith, but those would be 
  the sort of ideas that would lead to minor 
  improvements and take a few decades 
  of work to make practical with current 
  metallurgy limits and industrial practices. 
  It would still be quite valuable on those 
  grounds (1000 sp).
  
  16
  Chainmail Bikini
  This artifact has some minor use as 
  armour, but its associated belt gives 
  magically improved strength, equal to that 
  of a human in peak fitness (18). This magic 
  is contagious and will spread to creatures 
  in the vicinity. Animals (and people) will 
  begin giving birth to mutants that will 
  grow to double or triple their normal 
  size at a rapidly increased pace, reaching 
  adulthood at ten times the normal pace. 
  Once these sterile mutant creatures reach 
  adulthood, they must regularly feed off of 
  their own kind to stay alive (at least once 
  a month). The longer the artifact stays 
  in a region the more likely creatures are 
  to permanently have their reproductive 
  process altered.  Its effects slowly ripple 
  out for miles in each direction, but are 
  strongest near the artifact.  Once the 
  reproductive process of a creature has 
  been altered, the change is permanent. 
  This toxic and contagious magic does not 
  affect the world of its origin.
  Rainbow Laser Orbs
  These are seven orbs combined of two 
  rotating hemispheres. One hemisphere is 
  a solid colour (each orb has a different 
  colour of the rainbow) and the other is 
  transparent. The two halves of the orb can 
  be rotated and there are two positions 
  that cause an audible click and change 
  the setting.  One setting causes the clear 
  hemisphere to emit a coloured light when 
  lightly squeezed, having the intensity 
  and focus of a hooded lantern so long as 
  there is any charge in the orb. The other 
  setting is a cutting laser that fires from 
  the center of the coloured hemisphere 
  with the approximate power of a modern 
  power drill, unless pointed at a reflective 
  surface or an object of approximately 
  the same colour as its beam (which it is 
  useless against).  Each orb has 30 rounds 
  of charges,  but after 2 rounds of use as 
  a cutting laser requires 10 minutes to 
  slowly cool back down.  If you do not let it 
  cool, it has a ⅙ chance of exploding each 
  round, dealing 1d4 damage per charge 
  remaining to whomever is holding it. 
  There is no way to tell which setting the 
  device is on prior to using it.
  Crescent Polearm
  The entire polearm is made of a 
  lightweight silvery metal. The pole itself 
  is hollow which reduces weight enough 
  for it to be buoyant.  Striking things with 
  the crescent  makes the point of impact 
  emit a faint glow for a few minutes and 
  the target is affected as if touched by the 
  light of the full moon. Touching the pole 
  of the object also brushes off grains of a 
  warm sparkling powder (like glitter) that 
  are highly carcinogenic. 
  If proper protections 
  aren’t used when 
  handling it (such as 
  gloves and a mask), 
  the wielder will 
  quickly begin to 
  wither and die within 
  a season.  Minor 
  handling allows a 
  saving throw versus 
  Poison, while 
  quickly washing 
  your hands and 
  avoiding breathing 
  will remove the risk.
  
  Text © 2018 Zzarchov Kowolski
  Issued Under Exclusive License
  Published by
  www.lotfp.com
  LamentationS
  of the
  Flame PrincesS
  ZZARCHOV KOWOLSKI
  Printed in the United States
  First Printing: 1000 copies
  LFP0051
  Print 978-952-7238-11-0
  PDF 978-952-7238-12-7
  The eternal empire of Velzeal consisted of thirteen 
  cities sheltered from their world’s twin suns by the tall  
  shadows of the surrounding Titanfang mountains. This 
  civilization of a reptilian race was ruled by Emperor 
  N’taka the wise.
  The gentle Kingdom of the moon of Nibu was in the 
  15th year of peace with the neighbouring tribes of ice  
  barbarians, its aerial hawk-knights flew only as 
  messengers. 
  Within a month of each other both polities had been 
  sacked by an army of Portuguese conquistadors. 
  How they did that is the even more terrifying secret 
  contained within...
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess (osr)/Adventures and Settings/LotFP - Going Through Forbidden Otherworlds.pdf