TEXT:  
   
   
   
  Black Dogs #I 
  NOVEMBER 2017 
   
  Unofficial house-rules and materials for 
  Lamentations of the Flame Princess 
   
   
   
   
  
   
   
  Black Dogs is a dark fantasy collection of house-rules, 
  materials, adventures and monsters, a toolbox to 
  generate new content for OSR systems, particularly 
  focused on Lamentations of the Flame Princess. 
   
   
   
   
   
  Issue VI contains: instructions for Saves 
  skills and rolls conversion from LotFP 
  medical herbs, common and rare 
  more details about many creatures 
  a few alternative tables for adventures 
   
   
   
   
  
   
   
   
  THIS PAGE IS LEFT INTENTIONALLY BLANK 
   
  It is not part of the printed material. 
  It’s just here for viewing pages side by side. 
    
   
   
  
  1 
   
   
   
  Black Dogs #VI 
  OCTOBER 2018 
   
  Unofficial house-rules and materials for 
  Lamentations of the Flame Princess 
   
   
   
   
   
   
   
  This product is an independent production by Daimon Games 
  and is not affiliated with Lamentations of the Flame Princess. 
  Lamentations of the Flame Princess is a registered 
  trademark owned by James Edward Raggi IV. 
   
  For any feedback or question, contact me at 
  davide.pignedoli@gmail.com 
   
       
   
   
   
  
  2 
   
   
   
   
   
   
  Introduction, 3 
  (Guts) 
   
  Rolls Conversion, 9 
  (Guts) 
   
  Herbs and Plants, 12 
  (The Wild) 
   
  Among the Trees, 27 
  (The Wild) 
   
  Alternative Adventures, 40 
  (The World) 
   
  Non-official Adventures, 45 
  (The World)  
   
   
   
   
   
  
  3 
   
   
   
  Introduction 
  Black Dogs is a dark fantasy collection of house-rules, materi-
  als, adventures, monsters, and together a toolbox to generate 
  new content for OSR systems, particularly focused on Lamenta-
  tions of the Flame Princess. Black Dogs shares a common set of 
  rules and aesthetics with Lamentations, but it has its distinct 
  flavor. Whenever a rule is not found (or not presented yet) in the 
  Black Dogs ‘zine, just use the default from Lamentations or 
  whatever OSR system you’re running. 
   
  Lamentations of the Flame Princess 
  Circle of Hands 
  Dogs in the Vineyard 
  The Black Hack 
  Warhammer Fantasy RPG 
  Ten Foot Polemic 
  Paolo Greco, of Lost Pages 
   
  Credits 
  Davide Pignedoli 
  www.daimongames.com 
   
  Author 
  Eddie Hardy (looking for an editor? 
  Contact Eddie at edhardyjr@gmail.com) 
   
  Editor 
  Art is public domain 
  Map by Dyson Logos 
   
  Artwork 
  Beta 0.7 
  Version 
   
   
   
  
  4 
   
  Spirit 
   
   
   
  There’s less horror in Black Dogs, although 
  the material sticks to clearly dark fantasy tropes. 
  In just a few words, Black Dogs is a dark, late 
  medieval setting for monster hunters and mer-
  cenaries - brought together by the loose frame 
  of an informal organization that lends some 
  purpose to your characters. 
   
   
  When you play Black Dogs you play for three 
  things mostly: monsters, wilderness and its 
  encounters, and non-playing characters’ com-
  munities. Basically, the material from Black 
  Dogs aims to bring together three of the most 
  popular fantasy literature and gaming tropes: 
  fighting monsters, traveling in a foreign and 
  fantastic world, and interacting with a fantasy 
  community and its people. 
  Monsters 
   
  Fights are few, and are risky and important, 
  with an emphasis on tactics. Monsters are 
  many, but your characters hunt them with a 
  purpose, and a fight is also an encounter, with 
  all of the complexity that implies. 
  Wilderness 
   
  Wilderness and travel are handled with spe-
  cific rules that can lead to additional encounters 
  or different routes. 
  Communities 
   
  And there are NPCs to interact with: with 
  their towns and villages, with their homes and 
  jobs, with their troubles and their share of mon-
  strosities. 
  Of course, there is some influence from a 
  popular series of books and video games about 
  a certain monster hunter, but Black Dogs shares 
  very little with it. This is a game to play as a 
  group, and while it has a taste for darkness, it 
  has a different spirit than the aforementioned 
  monster hunter books. 
   
  
  5 
   
  With issue #6 - this one - the ‘zine begins to 
  focus more and more on what can bring The 
  Wild, and the world of the Black Dogs, to life. 
  The previous issues contained house-rules 
  and materials for adventures, which help to 
  focus your game in this Black Dogs world, but 
  in a different way. 
  Here, and in the upcoming issues, you will 
  find more and more pure world-building  
  materials. Be patient, though: this issue begins 
  with some mechanical stuff once again (a guide 
  about converting the LotFP rolls in the Black 
  Dogs rolls). But right after, you will find plenty 
  of herbs and plants. 
  There are some simple ones, some weirder 
  and peculiar; some have straight forward ef-
  fects, others offer a random table with unpre-
  dictable results. Many of those, can be com-
  bined together for additional effects. 
  The hope is that this sort of material will be 
  very easy to use in your campaign even if it’s 
  not a Black Dogs game. 
  The plans 
  Moreover, if you like to write your own ma-
  terials, consider that chapter as a framework 
  that will help you to produce similar content. 
  Write your own stuff, make new tables, new 
  combinations, and share them. 
  I’ll be happy to 
  publish your 
  plants, herbs, and 
  other drugs, in 
  future issues of 
  this ‘zine 
   
   
   
   
  
  6 
   
  Beyond  
  Issue 6 
   
  If you enjoy the content of this issue, consider 
  what’s coming next. 
   
  Issue #7 will offer: 
   
  New creatures to replace Elves in your 
  game 
   
  An alternative approach to Dwarfs 
   
  A swamp with an adventure, new monsters 
  and stuff 
   
  And issue #8 is already in the writing, too, 
  and will probably contain: 
   
  An alternative approach to Goblins 
   
  Another short adventure, with some  
  intrigue 
   
  But most important: a full chapter dedicated 
  to dead monsters. Kill the monsters and 
  harvest their parts (each time a different 
  one), combine them with alchemy (some 
  parts provide an “activation method” so 
  that another part’s “power” can be trig-
  gered). I am quite proud of this chapter and 
  I cannot wait to share it with you and hear 
  about how it worked in your campaign 
   
   
   
   
   
   
  
  7 
   
   
   
   
   
   
   
  
  8 
   
   
   
   
   
   
   
  
  9 
   
   
   
  Rolls Conversion 
  In many cases the characters’ actions require no rolls; a simple 
  reasonable judgment by the GM should determine if they can do 
  what they want or if they are attempting something way out of 
  their league. On the other hand, following the guidelines in Is-
  sue II (chapter “Rolling dice”), there are several occasions when 
  you will have to ask for a roll. 
   
  This section offers simple instructions to con-
  vert rolls from Lamentations (or from other 
  OSR games) to the Black Dogs rolls conven-
  tions. Remember that Black Dogs rolls are: 
   
  Ability check: roll d20 equal or under abil-
  ity score 
   
  Save: roll d6 equal or under the Save score 
  of the given ability 
   
  Basic rolls 
  Conversion guidelines for Saving Throws 
  (see also Issue I: "Basic Rules, Saving Throws"): 
   
  Paralyzation: Save vs CHA 
  (and petrification, hold or charm spells) 
   
  Poison: Save vs CON 
  (and other effects unrelated to Hit Points) 
   
  Breath Weapon: save vs DEX 
  (and other area effects, also for elemental  
  spells with and area effect) 
   
  Device: save vs INT 
  (including wands, staves, rings) 
   
  Magic: save vs INT 
  (including spells and innate abilities) 
  LotFP 
  Saving 
  Throws 
   
  In bold the Save  
  as in LotFP: next 
  to it the Save  
  vs Ability that  
  you use in Black 
  Dogs instead 
   
  
  10 
   
  Other 
  Saving 
  Throws 
  See also these guidelines, where I try to pre-
  sent various dangers in alphabetical order and 
  to expand on the standard list from LotFP: 
   
  Remember that the original Saving 
  Throws are presented in their 
  priority order: 
  1 Paralyzation 
  2 Poison 
  3 Breath weapon 
  4 Device 
  5 Magic 
   
  For a paralyzation effect by poison 
  or magic, for example, use a Save vs 
  Paralyzation 
   
  In the Black Dogs, the order of 
  priority is as follows: 
   
  1 (CHA) Charm, hold, paralysis or 
  petrification 
   
  2 (CON) Poison, damage, 
  deprivation or disease, harm or pain, 
  starving, anything related to Hit 
  Points, resisting long-term effects 
   
  3 (STR) Burning, drowning, freezing, 
  resisting short-term effects 
   
  4 (DEX) Area effects, avoid, dodge, 
  breath weapons, traps 
   
  5 (WIS) Cleric-like abilities, 
  deception, illusions, undead magic 
   
  6 (INT) Curses, Magic, Magical 
  devices, spells, innate abilities 
   
  Anything after being already hit: 
  Save vs CON 
   
  Area effects/spells (avoid, dodge): 
  Save vs DEX 
   
  Breath Weapon: save vs DEX 
   
  Burning: Save vs STR 
   
  Charming: Save vs CHA 
   
  Cleric-like abilities: Save vs WIS 
   
  Curses: Save vs INT 
   
  Deception: Save vs WIS 
   
  Deprivation (generic long term): 
  Save vs CON 
   
  Disease: Save vs CON 
   
  Drowning: Save vs STR 
   
  Freezing (generic short term ef-
  fects): Save vs STR 
   
  Harm: Save vs CON 
   
  Hold spells: Save vs CHA 
   
  Illusions (incl. magical ones): Save 
  vs WIS 
   
  Magic (generic): Save vs INT 
   
  Magical Devices: save vs INT 
   
  Pain: Save vs CON 
   
  Paralyzation: Save vs CHA 
   
  Petrification: Save vs CHA 
   
  Poison: Save vs CON 
   
  Possession: Save vs CHA  
   
  Starving: Save vs CON 
   
  Traps (avoid, dodge): Save vs DEX 
   
  Undead magic: Save vs WIS 
  
  11 
   
  Conversion guidelines for skills: 
   
   
  Architecture = ability check on INT (with 
  possible Investigation and Architecture 
  skills) 
   
  Bushcraft = ability check on WIS (possible 
  skill: Bushcraft and Survival) 
   
  Climbing = ability check on DEX (possible 
  skill: Athletics and Acrobatics) 
   
  Languages = ability check on INT (possible 
  skill: Languages and Cultures) 
   
  Open doors = ability check on STR (possi-
  ble skill: Open doors and Break stuff) 
   
  Search = ability check on WIS (possible 
  skill: Perception and Searching) 
   
  Sleight of hand = ability check on DEX 
  (possible skill: Sleight of hand and Tinker-
  ing) 
   
  Sneak attack = ability check on DEX (possi-
  ble skill: Sneak attack and Stealth) 
   
  Stealth = ability check on DEX (possible 
  skill: Sneak attack and Stealth) 
   
  Tinkering = ability check on DEX (possible 
  skill: Sleight of hand and Tinkering) 
  Other 
  LotFP 
  rolls 
   
   
   
   
   
  
  12 
   
   
   
  Herbs and Plants 
  If there’s something not lacking in The Wild, it’s medical herbs 
  and peculiar plants. While some of those basic herbs also grow in 
  the gardens of healers, monks and nobles, the majority can be 
  found only in The Wild. Gathering medical herbs is therefore a 
  useful - and sometimes lucrative - activity for those brave or fool-
  ish enough to venture into the woods of The Wild. 
   
  Basic  
  knowledge 
   
   
  By default, characters have just some very 
  basic knowledge of such herbs, how to find and 
  use them, and their effects. Unless a character 
  has a specific background or skill related to 
  medicine or lore, or experience living in The 
  Wild, only the basic plants (Black root, Purple 
  weed and Dryads’ kiss) are known. 
  Experimentation 
  and skills 
  Other plants may be discovered by testing 
  their effects, with experimentations and skill 
  rolls. Usually a successful ability check should 
  grant the possibility to determine roughly how 
  to consume a new herb, and experimentation 
  can clearly define if the effects are positive or 
  negative. Don’t use a single successful skill roll 
  to give away all the information: let the players 
  discover effects by using the plants and herbs. 
   
  Finding 
  herbs 
   
  While venturing into The Wild, the charac-
  ters can keep an eye out for medical herbs and 
  plants. If they do, this doesn’t slow down their 
  movement, but if an encounter occurs, they will 
  always be surprised by it and lose initiative by 
  default. 
   
  
  13 
   
  It is not possible for the party to split, half 
  looking for herbs and half keeping watch.  
  If they decide to roll on the table for medical 
  herbs (roll a d10), any encounter in the same 
  turn results in surprise and lost initiative. 
   
  If the characters 
  look for herbs, 
  they lose initiative 
  in any encounter 
  that occurs in  
  the meanwhile 
  If the characters move in The Wild with the 
  explicit purpose of looking for herbs, they can 
  roll a d20 instead of a d10 on the table. 
  They are still going to be surprised in case of 
  an encounter - that’s why looking for medical 
  herbs is so dangerous - and they also move at a 
  third of their regular movement rate. This is 
  not important, though, unless they do look for 
  medical herbs while also traveling with some 
  purpose, time constraints and limited supplies. 
   
  Explicitly 
  looking  
  for herbs:  
  roll a d20 instead 
  Roll a d10 if keeping regular travel speed, 
  roll a d20 if down to one third of the speed. In 
  both cases, characters are surprised and lose 
  initiative if an encounter occurs. If a rare plant 
  comes up, roll on the second table. 
  Herbs 
  Table 
   
  Roll 
  Herbs 
  1-6 
  Nothing 
  7 
  Black root 
  8 
  Purple weed 
  9 
  Dryads’ kiss 
  10 
  Rare plant  
  11-12 
  Nothing 
  13-14 
  Black root 
  15-16 
  Purple weed 
  17-18 
  Dryads’ kiss 
  19-20 
  Rare plant  
   
  Roll 
  Rare plant 
  1-5 
  Ether mushrooms 
  6-8 
  Ghost’s beard 
  9-10 
  Satyr’s dangle 
  11-12 
  Thunder weed 
  13-14 
  Red thorns 
  15-16 
  Kara-kara 
  17 
  Yellow echo 
  18 
  Silver weed 
  19 
  Swinetree 
  20 
  Queen’s ring 
   
   
  
  14 
   
  Black root 
   
  There are usually 
  1d10 flowers 
  found together  
  in a single spot  
  or under  
  nearby trees 
  A simple dark blue flower with large thorns 
  that grows in the shade of very large trees. Its 
  roots dig way deeper than would be expected 
  for a simple flower and they end in a tangle the 
  size of a human fist. 
  The flower is just slightly toxic: handling it 
  without gloves causes severe itching but noth-
  ing more. It is actually dangerous only if it gets 
  in contact with the eyes, or some other very 
  sensitive part, or if someone deeply inhales its 
  pollen. 
  The roots are holding most of the toxin: the 
  toxin is very bitter, though, so it’s rare that it can 
  be ingested by mistake or in large quantities. 
   
  Effects 
   
  Touching the flower: skin irritation and 
  itching 
   
  On the eyes: Save vs. CON to avoid 1d6 
  hours blindness 
   
  Ingesting the bitter roots: 1d6 damage (Save 
  for half) and severe rushes all over the body 
   
  Preparation 
   
  Put 5 root tangles in approx. 2 lt. of water, 
  boil down to a single glass, results in a 2d10 
  damage very bitter and very dark poison 
   
  Boiling further and adding sugar or fruits 
  gives a very bitter syrup but kills the toxin 
   
  Combination 
   
  Use its syrup to empower Purple weed nar-
  cotics 
   
  In general, its syrup may be used to attempt 
  to empower sleep, stupor and similar effects 
   
   
  
  15 
   
  Grows usually as a little bush, favoring sunny 
  hillsides and warm climates, but it’s a strong 
  plant and even though a harsh winter has a 
  negative impact on its yield, it can survive snow 
  and freezes. Its small flowers are of a light pink 
  turning purple when the toxin concentration is 
  high enough. Among the entire continent the 
  plant is known for its exhilarating and mildly 
  numbing effects: it is usually consumed both 
  smoking exsiccated leafs and flowers or smok-
  ing a purple paste obtained by its resin. 
  When smoked, it leaves a sticky sweet smell 
  lingering around for 1d10 hours. The same 
  smell persists on the smokers too. The smoke is 
  purple (hence the name) and very visible.  
   
  Purple 
  weed 
   
  Those who smoke 
  purple weed 
  habitually, have 
  purple stains on 
  their fingers and 
  teeth. If the 
  substance is 
  abused for long 
  periods of times, 
  even the white of 
  the eyes might 
  turn purple 
   
   
  Smoking dried leafs and flowers or the resin 
  paste gives 1d8 hours worth of stupor. Roll 
  everything at disadvantage (except perhaps 
  friendly charisma interactions). Recover 2 
  HP at the end of this time period. A little 
  use can reduce the hours at 1d4, but with no 
  HP gain 
   
  Eating fresh flowers gives the same effects, 
  but with 1d6 hours delay 
   
  Effects 
   
   
  Boil 2 lt. of water and a handful of flowers 
  and leaves and roots, down to a single vial 
  of purple sweet narcotic. Drinking it grants 
  1d10+10 hours of stupor and 3 HP at the 
  end. Save vs CON or sleep 1d8 hours after-
  wards 
   
  Preparation 
   
   
   
  
  16 
   
  Combination 
   
  Mix the liquid narcotic with the bitter syrup 
  of Black root for a stronger effect: 1d20+10 
  hours of stupor, regain 1d6+4 HP at the end. 
  Save vs CON or sleep 2d8 hours afterwards 
   
  Smoke it to purify from Dryads’ kiss cumu-
  lative effects 
   
  Dryads' 
  kiss 
   
  Many have tried 
  to determine if a 
  certain color or a 
  certain taste is 
  related to a 
  specific effect, but 
  with no success 
  A small bush full of thorns and 5d20 colorful 
  berries; the berries are known to be delicious, 
  but also to cause inexplicably different effects 
  each time.  
  The effects appear to be really only random, 
  with the additional warning (if random effect 
  was not enough) that eating more berries seems 
  to bring even more drastic effects, which cumu-
  late berry after berry. 
   
  Effects 
   
  Every time someone eats a berry, roll a d6, 
  then the next time (for the same character) a 
  d8, a d10, d12, d20. Reset to a d6 only after a 
  full night sleep and proper evacuation, or 
  after smoking some Purple weed. Use the 
  table on the next page for the description of 
  the effects 
   
  Preparation 
   
  Making a jam of such berries is probably a 
  crazy plan, but if someone does, they must 
  Save vs CON during the work or wear 
  some kind of implements to cover hands 
  and face and purify the air. Otherwise, the 
  preparation causes them to suffer the effects 
  of a d6, d8 and d10. If someone eats jam of 
  Dryads' kiss berries, roll all dice (from d6 to 
  d20) twice on the table, for cumulative ef-
  fects 
   
  
  17 
   
   
  Eat berries with the Black root bitter syrup 
  and from the very first berry you can roll 
  with a d20 (aiming for example to the anti-
  poison) or you can keep rolling with a d6 or 
  d8 or d10, twice each 
  Combination 
   
  Roll 
  Dryads' kiss effect 
  1-4 
  None; it’s just a sweet berry 
  5 
  Mild nausea, -1 HP 
  6 
  Positive energy, next roll is at advantage 
  7 
  Strong nausea, -2 HP and next roll is at disadvantage 
  8 
  Regain strength, +2 HP 
  9 
  No need (and no possibility) to sleep tonight; make an 
  excellent watch but cannot regain spells and HP 
  10 
  Narcotic effect; 1d4 hours of stupor; roll everything at 
  disadvantage except friendly interactions 
  11 
  Puke uncontrollably for one Turn; cannot move or do 
  anything else but stop the action of any ingested poison. 
  Lose 3 HP at the end; save vs CON (if you want) to re-
  duce the HP loss to 1 but lose also anti-poison effects 
  12 
  Turn eyes, hair and nails of some bright color, glowing 
  in the dark (making you easy to spot) for 2d20 hours 
  13-16 
  None; it’s just a bitter berry 
  17-19 
  Anti-poison (as 11) but also sleepless (as 9), with color-
  ful and glowing eyes, hair and nails (as 12); all together 
  20 
  Save vs CON or collapse 1d6 hours with cramps and go 
  down to 1 HP (regardless of your score). If Save is suc-
  cessful, lose half the HP and you’re going to be fine in 
  another  1 Turn (10 minutes) assuming you vomit 
   
   
   
   
   
  
  18 
   
  Ether 
  mushroom 
   
   
   
  Rare enough, but not as other rare plants, the 
  Ether mushroom grows along other mush-
  rooms but it’s quite easy to identify - with its 
  peculiar light blue glow and transparency. It’s 
  listed among the rare plants not because it’s 
  hard to identify, but because it’s rare to find. 
  There is never more than a single dose found at 
  once. Consuming it raw is intoxicating, while 
  cooking it reduces its powers but also makes it 
  safer to consume. 
   
  Effects 
   
  Eaten raw causes a random ability between 
  INT, WIS and CHA to roll at disadvantage 
  for the next 3d8 hours (it cannot be an abil-
  ity that already has a penalty). At the same 
  time, it grants the eater the gift to see the in-
  visible and to see past illusions. The eyes of 
  the eater glow of faint blue as long as the ef-
  fects last 
   
  Cooked, it no longer turns the eyes blue and 
  does not affect the ability rolls; but the gift 
  to see the invisible and past illusions lasts 
  only 1d6 Turns 
   
   
   
   
   
   
   
  
  19 
   
  An infection that affects trees nearby a ghost 
  field, where spirits concentrate for whatever 
  unknown reason. It grows as a thick, white 
  moss over bark or leaves, but does not spread. 
  Once consumed it does not grow again, and it’s 
  impossible to cultivate in gardens; it is a by-
  product of the presence of spirits in the area. 
  Consuming it causes the eater to be perceived 
  as an undead or spirit by other undead and 
  spirits. It is known to also affect the life of those 
  who consume it, beyond their death. 
   
  Ghost's 
  beard 
   
  It is usually 
  possible to  
  harvest 1d6  
  doses when  
  found 
   
  Eaten raw makes the user be perceived as 
  an undead or a spirit from such creatures, 
  for 2d6 hours (secret roll). Undead and spir-
  its will not attack the user unless they’re at-
  tacked first or the user does something real-
  ly stupid and the spirits or undead have 
  some sort of intelligence to notice it 
   
  Eaten after boiling it, grants the same effect 
  but only for 3d6 minutes (secret roll) 
   
  In both cases, the eater must Save vs CON 
  or permanently lose 1 CON ability score 
  point. The roll must be repeated for every 
  hour of the effect (thus eating it raw is po-
  tentially very dangerous). If CON goes to 
  zero, the user dies and turns into a ghost 
   
  Effects 
   
  Avoid losing the CON score points if con-
  sumed after boiling and then immediately 
  treat it with Red thorns (suffer 1d4 damage 
  from Red thorns, avoid CON score issues, 
  but retain the positive effect of fooling spir-
  its and undead) 
  Combination 
   
  
  20 
   
  Satyr's 
  dangle 
   
  Unfortunately  
  it is quite rare,  
  and only one  
  at a time  
  can be found 
  Found only deep in the woods, it grows out 
  of small trees and sucks the life out of them, 
  eventually killing them and itself in the process. 
  It looks as it sounds by its name, has a dark 
  blue color, and its known effect is to empower 
  virility. It has no known side effects and yields a 
  great price on any market. 
  It can be easily sold for 3d100 silver pieces if 
  fresh, or converted in around 2d20 doses of 
  medical powder, each sold for 2d20 sp. 
   
  Combination 
   
  With Purple weed for an even more enjoya-
  ble experience 
   
  With Thunder weed if you’re a disgusting 
  piece of shit 
   
  Thunder 
  weed 
   
   
  Similar to Purple weed but of a much darker 
  color. It is prepared and smoked in similar way 
  but has a drastically different effect. Anyone 
  consuming it seems to gain height, presence, 
  charisma. Everyone around, regardless of their 
  sex and sexual preference, will be drawn to the 
  user. Its effect ends in tears and vomit, though. 
   
  Effects 
   
  Smoking exsiccated leafs and flowers or the 
  resin paste gives 1d8 hours worth of +5 to 
  CHA score and all CHA rolls at advantage. 
  Lose 1d6 HP at the end 
   
  Eating fresh flowers gives the same effects, 
  but with 1d6 hours delay 
   
  Anyone kissing the user will suffer the 1d6 
  HP loss but gain no benefit 
   
   
   
   
  
  21 
   
  A bush with branches and thorns that are 
  seemingly alive. If the bush gets a grip on 
  someone alive (1 in 6 chances in case a person 
  tries to cut a branch) it will inflict 1d6 damage 
  per round, and it takes a successful STR Save to 
  get out of the tangle (or someone else must pass 
  the Save to drag you out). 
  The thorns also retain their aggressive reflex 
  when a branch is cut from the plant, for up to 
  1d6 months. 
   
  Red 
  thorns 
   
  They are used  
  by barbers and 
  healers to  
  treat poison  
  and infections 
   
   
  Use a branch on a poisoned limb or on the 
  torso if the poison was ingested: suffer 1d4 
  HP damage but roll a new Save again 
  against the poison or toxin. Allows up to 3 
  new Saves to stop the poison, but for each 
  you suffer 1d4 damage 
   
  Effects 
   
  Remove the thorns and exsiccate the 
  branches, cut in small sticks to chew. Eating 
  one within 1 hour from being poisoned 
  grants a single new Save without side ef-
  fects. Can be used only once per poisoning 
  Preparation 
   
  A colorful mushroom known for its poison-
  ous effects. It has a strong smell and taste when 
  raw, but once cooked it is almost colorless and 
  tasteless, making for a great poison - but its 
  effects are known, no way to conceal it. 
   
  Kara-kara 
   
   
   
  1d12+4 damage when eaten raw, 1d10+2 
  when cooked (harder to detect) 
   
  Its effects are quite recognizable: the victim 
  begins to suffocate and spits colorful foam 
  from the mouth 
  Effects 
   
  
  22 
   
  Yellow 
  echo 
   
   
  A simple plant with two large, yellow flow-
  ers. If two different people ingest the flowers, 
  they are able to communicate in some magical 
  way. When the same person consumes both, 
  they’re usually driven insane by what they hear 
  about themselves. 
   
  Effects 
   
  Eating a flower puts you in communication 
  with the other flower. If the other remains 
  on the plant, you feel the peace of nature. If 
  it’s eaten by another person, you can and 
  must communicate with them telepathical-
  ly. The effect lasts 1d6 days and distractions 
  are unavoidable, thus all INT and WIS rolls 
  are at disadvantage unless the other party is 
  quite considerate of your needs for peace 
  and concentration 
   
  A feedback is caused when both users are in 
  the same room: one must leave or both suf-
  fer disadvantage to INT and WIS rolls plus 
  1 HP damage per Turn as the feedback 
  drives them slowly insane 
   
  Eating both flowers is a powerful experi-
  ence; lose 1d6 HP per day in confusion, self 
  loathing, mind loops and insanity. If you 
  survive, gain 1 point of INT or WIS 
   
   
   
  
  23 
   
  Grows only next to running water, and ap-
  pears as a tall, large flower with silver looking 
  petals, that appear almost as if made by metal. 
  It is not well known, and everyone believes it’s 
  mostly toxic, although it has also hidden benefi-
  cial effects, which are referred to only in ancient 
  texts. It is probably wise to test this narcotic 
  before you consume it. 
   
  Silver 
  weed 
   
   
  Eating the flower causes confusion for 1d4 
  hours, all INT and WIS rolls at disad-
  vantage 
   
  If has no effect is smoked or consumed in 
  other form, except raw or boiled (see below) 
   
  Effects 
   
  If the flower is boiled and mixed with Black 
  root syrup, it lasts 1d8 hours and also grants 
  +2 AC 
  Combination 
   
   
   
   
  
  24 
   
  Swinetree 
   
  This is a peculiar small tree, looking almost 
  like a miniature apple tree roughly tall as a 
  man. It bears small, bitter fruits that not even 
  animals would eat - perhaps only the famous 
  three hungry pigs of the famous children cau-
  tionary tale. If one eats its fruit, nothing hap-
  pens, and same is two eat from the same tree.  
  If three people eat from the same tree within 
  one hour, each suffers a random effect as by the 
  appropriate table. Other people eating from the 
  same tree in the time frame will suffer no ef-
  fects. Note that this applies also if the apples are 
  taken from the tree and transported (they last 
  up to 1d6+3 days) and if eaten at any distance 
  one from the other. 
   
  Effects 
   
  None unless three people eat the fruits from 
  the same tree in the time frame of 1 hour 
   
  Affects only those three people and no one 
  else afterwards; “resets” after 1 hour; works 
  at any distance 
   
  Roll first for the first person eating, then the 
  second, then the third. Cancel the result 
  when applied to a person; if the next roll 
  yields the same result, go to the next 
   
   
   
   
  
  25 
   
  1d6 
  Swinetree apple effect 
  1 
  Mild nausea, -1 HP; the fruit is bitter and spoiled 
  2 
  Illusionary strength: gain 2 HP for 1 hour then lose 4 
  3 
  Strong nausea, -2 HP and next roll is at disadvantage 
  4 
  Insane hunger: for the next 2d6 days must consume 
  double rations 
  5 
  Unnatural behaviors: swap STR with INT, DEX with 
  WIS, CON with CHA, for the next 1d20 hours. Save to 
  reduce the effect to 1d6 hours 
  6 
  Nightmares for 1d10 days: no rest available, no spells 
  recovered. Lose 1 HP every night after the first. Can 
  drive you insane until death 
  7* 
  Save or die; successful save means keeping 2 HP 
  8* 
  Save vs INT; if failed gain 1 point for INT or WIS after 
  1d4 hours visions. If successful, magically heal a mutila-
  tion or add 3 points to CHA 
   
  * Results of 7 and 8 are possible only if rolling 6 and the result 
  of 6 was already taken. 
   
  A simple flower with a delicate stem. The 
  flower is perfectly circular and prized among 
  nobles for its rarity and delicacy. An unknown 
  (to most) effect of the flower is as anti-toxin. 
   
  Queen's 
  ring 
   
  Eat the flower and roll a simple Save vs 
  CON: success means cancelling all poison 
  effects (even of multiple poisons) 
   
  Eat the flower together with one poison and 
  become immune to the poison for 1d6 days 
  Effects 
   
   
   
  
  26 
   
   
   
   
   
  
  27 
   
   
   
  Among the Trees 
  This chapter continues the work on the beasts and monsters of 
  The Wild, following up on what was presented in previous is-
  sues. It adds a few monsters, new creatures, and includes rewrit-
  ing and additional details about known creatures. If some crea-
  tures sound too familiar, consider that I wanted the Black Dogs 
  to be a fairly stand-alone product, so you can play with these 
  ‘zines without the need for other manuals or bestiaries. 
  Note that while there is sometimes a blurry distinction be-
  tween a monster and a large beast, there is a clear difference be-
  tween a monster and an undead. 
   
  As a summary consider these guidelines: 
   
  Beasts are wild, born in The Wild but per-
  fectly natural; perhaps horrible, usually 
  dangerous, but natural 
  Beasts, 
  Monsters 
  & Undead 
   
  Monsters are even more terrible; they are 
  the children of The Wild, they may or may 
  not have supernatural powers or incredible 
  features, but all are vulnerable to silver 
  (double damage) and magic (regular dam-
  age, unless otherwise specified), while nor-
  mal weapons do half damage to them 
   
   
  Undead are a perversion of the powers of 
  The Wild; they escape death but are not 
  alive. Undead can be turned; they do not 
  roll for morale; are vulnerable to silver 
  (double damage) and magic (regular dam-
  age, double for fire), while normal weapons 
  do half damage to them 
  Undead are 
  despised and 
  feared even by 
  monsters: if you're 
  alone with a Troll 
  and a Zombie, the 
  Troll may be your 
  ally against the 
  Zombie 
   
  
  28 
   
  Spirit 
   
  The Wild is a 
  place of 
  contradiction  
  and confusion 
   
  The Wild is 
  together neutral 
  and evil but  
  never good,  
  not by the  
  human standards 
  The Wild in The Black Dogs is something far 
  greater than humanity and civilization. It is a 
  place where nature commands, where every 
  living creature has a niche, where humans did-
  n't yet spoil things with their presence, with 
  their noise, with their feelings and flaws. It's 
  also a place where the only law is to eat and 
  reproduce, where everyone is potentially a 
  prey, where demons twist animals and plants, 
  and perhaps poison the earth even worse than 
  how humans would. It takes a fairly crazy hu-
  man to live for long in The Wild. Humans, like 
  it or not, are made for their safe little houses in 
  their peaceful little villages. Not for The Wild. 
   
  Creatures 
  Summary 
   
  These are the creatures of The Wild presented 
  so far, with the related Black Dogs zine issue 
  number for reference. In bold those with addi-
  tional details described in this chapter. 
   
   
  Acid worms: I, VI 
   
  Carnivorous stag: I, III, VI 
   
  Centaur: III, VI 
   
  Dryad: III, VI 
   
  Frozen spirit: IV 
   
  Giant crows: VI 
   
  Green wasps: I, III, VI 
   
  Mountain goat: IV 
   
  Old wise troll: III 
   
  Simple ghost: IV 
   
  Smart zombie: II 
   
  Snow-walkers: IV 
   
  (Starving) Bear: IV, VI 
   
  The Naked Tree: I 
   
  Thukepra (Soul Tree): I 
   
  Toxic ivy: III 
   
  Trolls: I, IV 
   
  Tushakra (undead of the 
  Soul Tree): I 
   
  White stag: I 
   
  White wolf: IV, VI 
   
  Wild Boar: VI 
   
  Witch: II 
   
   
   
  
  29 
   
  These black worms are known as a plague 
  for adventurers traveling into The Wild. They 
  are large as a thick finger and a foot long, 
  blind but deceptively fast. They sneak into 
  encampments in the night and have an insane 
  attraction for leather, which they digest by 
  spitting acid on it from one side, and slowly 
  swallowing it from the other. Characters 
  sleeping in leather armor will suffer 1d6 acid 
  burns damage, -1 AC to the leather armor, 
  and all weapons in leather scabbards or leath-
  er backpacks will get a -1 to damage because 
  of the acid effects. 
  The worms can be easily chased away with 
  sticks and non-metal weapons or tools but: 
  any metal object used against them will get 
  acid spits and take a -1 (i.e. to damage or AC 
  etc., cumulative with the previous damage if 
  any); any character trying to get rid of the 
  worms with their bare hands will suffer an-
  other 1d6 acid burns; characters kicking them 
  away in leather boots will ruin them perma-
  nently. 
   
  Acid worms 
   
  Acid Worms 
  AC 10  
  Save 2  
  HD 1d6 (3 HP) 
   
  1 attack: acid spit 
  (1d4) and  
  damage of -1 AC 
  to armor and  
  -1 damage to  
  metal weapons 
   
  There is usually 1d6 
  of them, together 
   
  In case the Acid 
  Worms are larger 
  than usual, they 
  become a real threat 
  and must be  
  fought like a real, 
  large monster 
   
   
   
   
  
  30 
   
  Carnivorous 
  stags 
   
  They are usually 
  solitary, but it's 
  common enough 
  that a few of them 
  (d6) will gather to 
  hunt together 
   
  All stags have  
  a 5 in 6 chances  
  to hear enemies 
  approaching  
  (any human; 
  characters, hunters, 
  commoners...) 
   
   
  Sometimes, when an animal is corrupted by 
  the influence of demons or dark powers, it 
  changes - and usually for the worse. This is 
  the case with the carnivorous stags: they’ve 
  become more common in the past century or 
  so because they can breed with regular stags 
  and when they do, there’s a good chance their 
  offspring will be carnivorous too. 
  Commoners’ wisdom identifies carnivo-
  rous stags by their antlers, which are sharper 
  and of a very dark red color. But females can 
  be carnivorous too, and cannot be identified 
  by antlers, only by their sharp teeth - usually 
  when it’s too late to escape. 
  They are aggressive animals, but often pose 
  as shy, regular stags, in an attempt to lure 
  their prey closer. Because their bodies are not 
  built for hunting, they usually prey only on 
  small animals, but the larger males are not 
  afraid to engage larger targets. 
   
  Large white 
  carnivorous stag 
  AC 12 
  Save 2 
  HD 4d8 (17 HP) 
   
  2 attacks: antlers 
  (1d8); plus  
  bite (1d4) or 
  hooves (1d6) 
   
  Add +2 to to-hit 
  and damage rolls 
   
  White 
  Carnivorous Stag 
  AC 10 
  Save 2 
  HD 2d8 (9 HP) 
   
  2 attacks: antlers 
  or hooves (1d6) 
  plus bite (1d4+2) 
   
  Add +1 to to-hit 
  and damage rolls 
   
   
  Male (regular) 
  carnivorous stag 
  AC 10 
  Save 2 
  HD 2d8 (9 HP) 
   
  1 attack: antlers  
  or hooves (1d6)  
  or bite (1d4) 
   
  Add +1 to to-hit 
  and damage rolls 
   
   
  Female 
  carnivorous stag 
  AC 14 
  Save 2 
  HD 2d8 (9 HP) 
   
  1 attack: bite (1d4) 
  or hooves (1d6) 
   
  Add +1 to to-hit 
  and damage rolls 
   
   
   
   
  
  31 
   
  Centaurs were once believed to be hybrids 
  created by the twisted sorcery of The Wild, but 
  are instead a species as old as humans are. They 
  are often in conflict with humans because they 
  see them as a threat to the wild nature of their 
  forests, and because of the irresponsible usage 
  of magic that humans do. 
  Centaurs 
   
  Basic centaur 
  AC 14 
  Save 3 
  HD 3d8 (13 HP) 
   
  2 attacks: melée 
  weapon (1d6+1); 
  plus hooves (1d6) 
   
  Add +2 to to-hit 
  and damage rolls 
   
  Archer centaur 
  AC 14 
  Save 3 
  HD 3d8 (13 HP) 
   
  2 attacks: melée 
  weapon (1d6+1); 
  plus hooves (1d6) 
  1 ranged attack: 
  long bow (b2d8) 
   
  Add +2 to to-hit 
  and damage rolls 
   
  In general, all centaurs can see magic: they 
  are not tricked by illusions and can detect magic 
  (on things or living beings) by sight. Some are 
  able to discern magical powers with a simple 
  touch. They can’t see the future, but usually 
  they pretend they do. Perhaps they even fool 
  themselves into believing they do. 
   
  One out of two is also a skilled archer. Cen-
  taurs only use bows, they despise crossbows 
  and viscerally hate fire weapons. If they hear a 
  fire weapon shot, they are likely to charge the 
  shooter in rage. 
   
   
   
   
   
   
   
  There are legends 
  about carnivorous 
  stags with 
  (vestigial?) wings, 
  but no such 
  exemplar was 
  ever captured or 
  killed in the wild 
   
   
   
  
  32 
   
  Special abilities 
  Roll a d12 for every centaur in play; on a roll 
  from 1 to 6 give them the special as by the next 
  table, on a roll of 7 to 12, none. 
   
  Roll 
  Special 
  1 
  Magic +1 melée weapon 
  2 
  Magic +1 bow; arrows that miss the target magically 
  and instantly return to the bow 
  3 
  Illusionist: at the beginning of combat, an identical cen-
  taur illusion appears and characters have 50% change to 
  hit the illusion instead of the real centaur. The illusion 
  disappears when hit for the second time 
  4 
  Wise: the centaur has a supernatural gift to detect all lies 
  unless they’re masked somehow with magic 
  5 
  Magic sense: can identify anything or anyone magical 
  by sight, and with a touch know all their powers 
  6 
  Poison: blades and arrows used by the centaur are poi-
  soned; save vs. poison on every hit or suffer 1d6 addi-
  tional damage. At the end of combat, save vs. poison to 
  avoid another 1d10 damage for the additional effects 
   
   
   
   
   
  
  33 
   
  Dryads are legendary creatures that in the 
  common folklore are presented almost as sirens: 
  they are usually depicted as female and very 
  beautiful, monsters tempting humans to ven-
  ture too far into the woods, where then they fall 
  prey to the dryads themselves or other mon-
  sters that feed on human flesh. They have a 
  reputation for presenting themselves as seduc-
  tive and enticing, then turning into violent and 
  merciless killers.  
  Instead, Dryads are simply quite delicate 
  creatures of the woods. They care not for hu-
  mans, which they consider some sort of loud, 
  dirty and unkind creature. They love the peace 
  and silence of the woods, and fear most of the 
  predators of The Wild, since they are not very 
  strong to defend themselves. What appears as a 
  vengeful and violent disposition, is simply fear; 
  or at worse, an attempt to protect the woods 
  and their silence from the loud presence of hu-
  mans. 
   
  Dryads 
   
  Dryad 
  AC 12 
  Save 2  
  (3 vs magic) 
  HD 1d8 (5 HP) 
   
  1 attack: ivy whip 
  or wooden sword 
  (1d6), some (33%) 
  have antlers for a 
  2nd attack (1d4+1) 
   
  At 2 HP or less, if 
  not dead, a dryad 
  merges into a  
  tree if possible.  
  In the tree, it has 
  AC 18, no attacks, 
  and recovers 1 HP 
  every 2 rounds 
   
  What they lack in 
  strength, Dryads 
  compensate with 
  tactics and num-
  bers, and with the 
  gift of being able 
  to merge into trees 
  and large plants 
   
   
   
   
   
   
  
  34 
   
  Giant 
  Crows 
   
  Giant Crow 
  AC 14 
  Save 2 
  (3 vs magic) 
  HD 1d6 (3 HP) 
   
  1 attack: beak or 
  claws (1d6-1) 
   
  10% can see 
  ghosts, spirits, 
  invisible things 
  Everything in The Wild in the end turns out 
  to be bigger than it should, and often crueler, 
  meaner. Crows are no different: here in The 
  Wild they are more Giant crows; twice the size 
  of their regular counterpart, and much smarter. 
  They feed on almost anything and even 
  though they lack the speed and agility of birds 
  of prey, they compensate with sheer numbers, 
  an iron stomach and an aggressive attitude. 
  Giant crows have a strong sense of group: they 
  provide for each other and therefore each and 
  every one of them is willing to fight, to take 
  risks, to get hurt or even killed for the sake of 
  the entire group. 
  Domesticate a 
  Giant Crow 
  Giant crows are not hostile to humans; they 
  are rather curios instead, and are among the 
  few animals of The Wild that can be domesti-
  cated. A domesticated Giant crow can be used 
  to relay messages, or carry a small note or a 
  small object to a known location. To domesti-
  cate a Giant crow, a character needs 30 success-
  ful WIS ability checks. Spend one ration for 
  every roll, once per day. Nothing happens on a 
  failed roll. Once domesticated a Giant crow has 
  a memory of 3d6 slots (roll at the end of the 
  training): each slot can contain a person the 
  crow recognizes by name and as friendly, a 
  word to repeat, a location (where the crow 
  must have been at least once during training). 
  Crows can fly independently only location to 
  location, but can identify specific people within 
  the location. To replace a slot with something 
  different, a WIS ability check is necessary. 
   
   
  
  35 
   
  A swarm of d100 poisonous green wasps: 
  they look like leaves and simply wait for their 
  prey on a tree, then swarm down on it. They 
  usually do not attack large groups of 5 or more 
  people, but will attack when there's 4 or less. If 
  the characters have horses or mules, they will 
  attack one of the animals first - they know hu-
  mans will leave an animal behind to save them-
  selves.  
  When the swarm attacks, every 10 wasps 
  count as a single monster. Each Hit Point lost by 
  the swarm, is one dead wasp. When half the 
  wasps are dead, they fly away and do not attack 
  again (no need for other morale rolls). 
  At the end of the fight, anyone who was hit 3 
  times or more, must Save vs poison or suffer 3 
  HP harm more. 
  Green 
  wasps 
   
  Green Wasps 
  AC 9 
  Save 1 
  HD 2d4 (5 HP) 
   
  1 attack: 
  poisonous sting 
  (1d6+1) 
   
   
   
   
   
   
  
  36 
   
  (Starving) 
  Bear 
   
  Starving bear 
  AC 14 
  Save 2 
  HD 5d8+4 (25 HP) 
   
  2 attacks:  
  claws (2d6+2)  
  and bite (2d8+2) 
   
  If the bite attack  
  is successful, it 
  gains a 3rd attack 
  with claws against  
  the same target  
  of the bite 
   
  Add +3 to to-hit 
  and damage rolls 
   
  Regular bear 
  AC 14 
  Save 2 
  HD 7d8+4 (35 HP) 
   
  2 attacks:  
  claws (3d6+2)  
  and bite (3d8+2) 
   
  If the bite attack  
  is successful, it 
  gains a 3rd attack 
  with claws against  
  the same target  
  of the bite 
   
  Add +2 to to-hit 
  and damage rolls 
  A brown bear is one of the most formidable 
  beasts in The Wild; it is strong, faster than you’d 
  expect, with a cunning intelligence in a fight 
  and a tremendous capacity to suffer punish-
  ment and pain while continuing to fight. 
  Bears are mildly territorial and not always 
  aggressive, but if they are hungry, if you threat-
  en their lair or their pups (or they believe you 
  do), they become a nasty adversary that can 
  destroy a whole party. 
  Even playing dead doesn’t work against a 
  bear: they never just walk away from a badly 
  wounded adversary but usually mess with 
  them a little longer, just to make sure they’re 
  really dead. The good news is: there is usually 
  just one of them. 
   
   
  
  37 
   
  White wolves are among the most dangerous 
  predators in The Wild. While the single white 
  wolf is a danger even when alone, their strength 
  is in their number and their hunting and killing 
  tactics as a pack. 
  White wolves are slightly bigger and definite-
  ly stronger than regular wolves. They are white 
  because for long they mostly lived in the far 
  north of the continent and the white color al-
  lowed them to hide on snow terrains. In the 
  past century or so, though, they’ve traveled 
  south and have now spread all over the conti-
  nent. They do not breed often with regular 
  wolves, but if they do, this turns the local wolf 
  population to be more aggressive against hu-
  mans and cattle. 
  White 
  Wolves 
   
  There is usually at 
  least 1d6+6 of 
  them, or more, in 
  an encounter 
   
   
  White wolf 
  AC 13 
  Save 2 
  HD 2d8+2 (11 HP) 
   
  2 attacks:  
  claws (1d4)  
  and bite (2d6) 
   
  If the bite attack  
  is successful, it 
  gains a 3rd attack 
  with claws against  
  the same target  
  of the bite 
   
  Add +1 to to-hit 
  and damage rolls 
   
  Regular wolf 
  (as reference) 
  AC 12 
   Save 1 
  HD 2d8 (9 HP) 
   
  2 attacks:  
  claws (1d4) and 
  bite (1d4+2) 
   
  If the bite attack  
  is successful, it 
  gains a 3rd attack 
  with claws against  
  the same target  
  of the bite 
   
  Add +1 to to-hit 
  and damage rolls 
   
  Pack 
  (all wolves) 
   
  If 3 or more are 
  fighting against 
  the same target, 
  they all roll to-hit 
  and damage at 
  advantage 
   
   
   
  
  38 
   
  Wild Boar 
   
  Wild Boar 
  AC 14 
  Save 2 
  HD 3d8+6 (18 HP) 
   
  2 attacks: gore/ 
  tusks (1d8+1) 
   
  If both attacks 
  succeed against 
  the same target, 
  the target falls to 
  the ground and 
  the Wild boar 
  gains a free 3rd 
  attack against the 
  same target, as a 
  charge 
   
  Charge 
  If the Wild boar 
  has the Initiative 
  and enough space 
  to charge, it will. A 
  charge counts as 
  +3 to-hit and +5 to 
  the standard  
  tusks damage 
   
  Numbers 
  If more than one 
  Wild boar charge 
  the same target, 
  each one of them 
  has a cumulative 
  +1 to-hit and to 
  damage for  
  each Wild boar 
  besides the first 
  Although not exactly carnivores, these ani-
  mals are so ferocious and ill-tempered that they 
  can almost be treated as monsters. They will 
  charge any potential threat - and they consider 
  humans in The Wild as such. 
  Sometimes, for no apparent reason, they even 
  attack villages (perhaps inspired by some dark 
  magic or some twisted mastermind in The 
  Wild). These attacks are usually a unique occur-
  rence: Wild Boars in great numbers charge 
  through the village at day time, when everyone 
  is busy outside. They often leave many dead 
  and many more severely injured. 
  On occasions, they attack the same location 
  multiple times, at day and night; they charge 
  through the village but also farmers in the fields 
  or hunters in the woods and so on. On such 
  occasions, the local noble is expected to inter-
  vene with knights and hunters to solve the 
  problem. 
   
   
  
  39 
   
   
   
   
   
   
   
  
  40 
   
   
   
  Alternative 
  Adventures 
   
  Locations table 
   
  d6 
  d8 
  Example features 
  1-4 
  1-3 
  S 
  V 
  Ghosts live among humans 
   
  4-5 
   
  X 
  A circle of magic trees 
   
  6-7 
  S 
  V 
  Everyone is mute 
   
  8 
  M 
  V 
  A treasure on display 
  5-6 
  1-3 
  S 
  V 
  Everyone has a different god 
   
  4-5 
  M 
  V 
  Hidden sacrifices 
   
  6-7 
  S 
  T 
  Plenty of refugees 
   
  8 
   
  X 
  A gate to another place 
   
  Size: S=small; M=medium; L=large 
  Type: V=village; T=town; X=out of civilization 
   
  Population and troubles table 
   
  d6 
  d8 
  Example NPC 
  Trouble 
  1-4 
  1-3 
  Rebels against nobles 
  Menace from outside 
   
  4-5 
  Crazy artisan 
  Unexpected mercy 
   
  6-7 
  Saint or preacher 
  Trade with The Wild 
   
  8 
  A talking tree 
  Cloning dead people 
  5-6 
  1-3 
  Smugglers or thieves 
  Foreign power 
   
  4-5 
  Heretic knights 
  Twisted religion 
   
  6-7 
  A spy or emissary 
  Bloodlust 
   
  8 
  A famous doctor 
  Hidden threats 
   
  
  41 
   
  You can use these tables to replace the stand-
  ard tables presented in Issue III for a single ad-
  venture (replace for example the Location table, 
  or any other table, or all of them). Alternatively, 
  use the tables adding to an existing adventure 
  (add a Location with an NPC, a second mon-
  ster, another NPC, a special connection...). 
  These couple of 
  pages contain a 
  few alternative 
  tables to use to 
  generate 
  adventures 
   
  Monsters table 
   
  d6 
  d8 
  Example features 
  1-4 
  1-3 
  U 
  (1) 
  A curse waking all the dead here 
   
  4-5 
  M 
  (4) 
  A witch-hunter frenzy with rage 
   
  6-7 
  W 
  (8) 
  Pacific but colossal mammoths 
   
  8 
  W 
  (3) 
  A band (3d6) of merciless dwarfs 
  5-6 
  1-3 
  W 
  (3) 
  A gang (1d8+4) of slave hunters 
   
  4-5 
  U 
  (6) 
  A talking and walking armor 
   
  6-7 
  M 
  (5) 
  Wizard paladin “purifying” the land 
   
  8 
  W 
  (8) 
  Two Giant Elfs 
   
  Type: U=undead; M=magical; W=wild 
  Numbers in ( ) represent an indication for Hit Dice 
   
  Connections table 
   
  d20 
  Possible connection 
  Alternative 
  1 
  Hidden magical/cursed item 
  Return/love 
  2 
  A revenge to obtain 
  Victims 
  3 
  There is not enough food, ever 
  Confusion 
  4 
  Someone paying mercenaries 
  Passivity 
  5 
  Someone exploiting weaknesses 
  Corruption 
  6 
  An ancient quest/spell awoken 
  Treasure 
  7 
  This wealth is too much 
  Foreigners 
  8 
  Return this place to The Wild 
  Traps/illusions 
   
  
  42 
   
   
   
  Weird 
  Adventures 
   
  Locations table 
   
  d6 
  d8 
  Example features 
  1-4 
  1-3 
  S 
  V 
  Everyone ages backwards 
   
  4-5 
   
  X 
  Roaming tribe, always generous 
   
  6-7 
  S 
  V 
  Making sacrifices, perhaps worthless 
   
  8 
  M 
  V 
  Worshipping an ancient god 
  5-6 
  1-3 
  S 
  V 
  Everyone is always annoyingly happy 
   
  4-5 
  M 
  V 
  All are “clones” of some 99 ancestors 
   
  6-7 
  S 
  T 
  No kids, but the town grows 
   
  8 
   
  X 
  Humans, slaves to an unknown entity 
   
  Size: S=small; M=medium; L=large 
  Type: V=village; T=town; X=out of civilization 
   
  Population and troubles table 
   
  d6 
  d8 
  Example NPC 
  Trouble 
  1-4 
  1-3 
  Slavers and pirates 
  A fake bounty 
   
  4-5 
  Famous artist 
  Insane project 
   
  6-7 
  Offspring of a pope 
  Become The Wild 
   
  8 
  A blind monk 
  An infection 
  5-6 
  1-3 
  Former torturer 
  Blasphemous rites 
   
  4-5 
  Lost mercenaries 
  A secret about religion 
   
  6-7 
  Identical twins 
  Love or lust 
   
  8 
  Can pass through walls 
  Hive mind 
   
  
  43 
   
  As for the tables in the previous two pages, 
  these could be used either one by one (to insert 
  a single, very weird element into an adventure) 
  or used all together to generate a complete ad-
  venture. The tables contain only very simple 
  inspirational elements - not stats, rules or me-
  chanics. 
  Do not to pack  
  too much weird 
  into a single 
  adventure, or in 
  every adventure. 
  Keep the weird  
  as an unexpected 
  twist 
   
  Monsters table 
   
  d6 
  d8 
  Example features 
  1-4 
  1-3 
  M 
  (1) 
  Cultists of a false, eccentric God 
   
  4-5 
  U 
  (4) 
  The aforementioned God is just a ghost 
   
  6-7 
  M 
  (8) 
  1d6 levitating giant squids, of course 
   
  8 
  W 
  (3) 
  Telepathic flying plague wolves 
  5-6 
  1-3 
  U 
  (3) 
  A gang (1d8+4) of undead war-children 
   
  4-5 
  U 
  (6) 
  A spirit fueled by pain and loneliness 
   
  6-7 
  W 
  (5) 
  Swarms of giant insects 
   
  8 
  M 
  (8) 
  A spider-eagle. Black. Shadowy. Giant. 
   
  Type: U=undead; M=magical; W=wild 
  Numbers in ( ) represent an indication for Hit Dice 
   
  Connections table 
   
  d20 
  Possible connection 
  Alternative 
  1 
  A disease of “things” 
  Terror 
  2 
  Once a month, a random minor wish 
  Curse 
  3 
  Feeding the monsters 
  Religion 
  4 
  This place must be purified 
  Submission 
  5 
  A hidden passage, a hidden treasure 
  Addiction 
  6 
  Something far more ancient is here 
  Mind-control 
  7 
  Gold from blood 
  Ancient pact 
  8 
  Hostages given to The Wild 
  Reproduction 
   
  
  44 
   
   
   
   
   
   
   
  
  45 
   
   
   
  Non-Official 
  Adventures 
  This section contains a few non-official adventures which I 
  found can work very well as an alternative to the LotFP official 
  stuff. By mixing official and non-official, weird and less weird, 
  you will keep your players on guard. 
  The adventures listed here are presented as it was done in the 
  previous issue. There is a short introductory paragraph - where I 
  am basically selling the adventure to you as GM - and then a 
  “what to say” paragraph with the intent of helping you to pre-
  sent the adventure to your players. 
   
  This is a short module, which can be pre-
  pared by reading it just once. It presents a tomb, 
  but there is no big treasure there. I used it often 
  as one of the very first adventures for a group, 
  because it’s less deadly and also doesn’t give 
  away too much treasure - therefore being “real-
  istic” and making my players willing to take 
  more risks in the future, in hope of greater re-
  wards. The adventure presents spending the 
  night in the tomb as a rite of passage for tomb-
  robbers, but it can be easily tuned for your 
  campaign as a Black Dogs’ initiation rite, or 
  simply as a challenge. 
  Taglar’s Tomb 
  by Hereticwerks 
  If you want to be taken seriously, you have to 
  spend a night in Taglar’s Tomb. And if you manage 
  to actually return with a treasure, well, you’d be the 
  first in a very long time, and you’d get even more 
  credit for doing that. 
  What to say 
   
  
  46 
   
  Sleeping Place  
  of the  
  Feathered Swine 
  by Logan Knight 
  Again, an adventure for low-level characters 
  with a short time preparation. This one comes 
  in a great format also in terms of presentation: 
  each area has a short description and a few in-
  puts such as how it smells, to tell to players. It 
  teaches you to stimulate their other senses, not 
  just their sight. Infection by the worms will 
  guarantee a decent amount of self-mutilation to 
  keep this adventure within the LotFP domain. 
  What to say 
  The wizard Felix Longworm wants his spellbook 
  back. The alchemist was ready to pay good money for 
  each feather swine cyst to Felix, and he will likely pay 
  you as well. And you wouldn’t pass on the oppor-
  tunity to make some easy money while actually hav-
  ing the chance to see a feather swine, right? 
   
  The Stygian 
  Garden of  
  Abelia Prem 
  by Clint Krause 
  This adventure works well also if your char-
  acters have advanced a little further, but are not 
  too high-levels. It might be introduced in a 
  Black Dogs campaign as an investigation (per-
  haps Abelia supported the Black Dogs in the 
  past or required their service but never paid for 
  it?) or as something that simply comes up, as a 
  rumor the characters hear while they are in 
  town. 
  What to say 
  Where there is an abandoned manor, there is a 
  mystery. And where there is a mystery, there must 
  be a treasure. The manor and its garden will be an 
  entertaining exploration ground - if you manage to 
  survive. This adventure is highly recommended for 
  the challenge it poses to you as a group of explorers, 
  and because it will tempt you to keep going further 
  and further ahead. Will you be brave enough to reach 
  the deepest recesses of the garden? 
   
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Periodicals/Black Dogs Zine (LotFP)/Black Dogs Issue 06.pdf