TEXT: Gregorius´ Notes:
  On the Weird OSR Fantasy
  Year 2018
  by Kai Pütz © 2019
  Version 1.0
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2019
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Some artwork by "Publisher´s Choice Quality Stock Art (c) Rick Hershey / 
  Fat Goblin Games;  used with permission.
  [cover; p.4; p.15]
  Page background by the Knotty-Works;  used with permission. 
  Some artwork by Unza RPG ©; used with permission.
  [p.4; p.6; p.7; p.8; p9; p.11; p.12; p.13; p.14; p.17; p.19; p.20]
  Some artwork by Maciej Zagorski; The Forge Studios ©;  used with permission.
  [p.26]
  Map by Anthony C. Hunter / Sleeping Griffon Productions ©; 
  used with permission
  [p.16.] 
  Some artwork Copyright 2012, CulhainGAMES ; used with permission
  [p.10; p.23] 
  Map of the Inn by myself (Gregorius21778); made with Fractal Mapper
  This product is an independent production by Gregorius21778 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.
  Gregorius´Notes: On the Weird OSR Fantasy #Year 2018 is a collection of selected articles I wrote for my
  blog in 2018. Inside you will find a mix of encounters, monsters, modified summon spells, magic weapons,
  a little sidequest, an otherworldy adventure location and a short adventure to put the latter to use. All
  written for OSR Fantasy RPG and compatible with Lamentations of the Flame Princess(tm). 
  22 pages of content (the other are cover, front matter, etc.).
  If my creativity does not fail me in 2019, I plan to turn Gregorius´Notes: On the Weird OSR Fantasy into an
  fan zine. So, stay tuned for cradles full of the children of my mind.
  
  Table of Contents:
  Encounters
  Encounters in the City Streets 
  p.04
  Strange NPC Extras for a Village
  p.05
  Happening Inside of a Tavern or Inn
  p.05
  Encounters at a Rivergate
  p.06
  A Map for an Inn
  p.07
  Magic Weapons inspired by Motörhead p.09
  Monsters for You
  A Faceless Nightmaregiant
  p.10
  Yet Another Blob
  p.11
  IrKASHra, the Two-Headed Troll
  p.11
  A Demonic Blob
  p.12
  The Wyrm of Hackendale 
  p.13
  Joshua, the Mad Summoner
             p.13
  The Wyrm
             p.13
  Crosshill
             p.14
  On to Westvale 
             p.15
  (What is left of) Westvale
             p.15
  The Lair
             p.15
  Map of the Lair
             p.16
  Confusion Effects of the Bat Swarm
             p.17
  The Sea of Fog and the Cliff in the Mist p.17
  What the Sea of Fog is like
             p.17
  Gifts of the Fog
             p.17
  The Things of the Sea of Fog 
  p.18
  Drifting Drowner
            p.18
  Fog-Drowned
            p.18
  Crystal-Thing
                       p.18
  Mirror-Crab
            p.19
  The Lure
            p.19
  The Cliff in the Mist
  p.19
  The Stranger from Beyond the Fog
  p.19
  Gifts of the Stranger
  p.19
  Palm-sized glass crystal
                       p.19
  Cloak of the wings of a Mirror-Crap            p.19
  Large gray candle         
          p.19
  Glass vial with a clear liquid
                       p.20
  Sea snail amulet
                       p.20
  Glass vial with green smoke         
          p.20
  Nightwork for Jonathan Tobs
  p.20
  The Plot
                       p.20
  Johnathan Tobs (NPC)
          p.20
  Application for the job         
          p.20
  A journey to Elmby
                       p.21
  Rychart (NPC)
                       p.21
  Simond (NPC)
         
          p.21
  Bernhard (NPC, … sort of)
                       p.21
  The two laborers carry...
          p.21
  Elmby
           
          p.22
  The Copperbell Inn
                       p.22
  Allen (NPC)
                       p.22
  Nightwork
         
          p.22
  The wood & the pond
         
          p.22
  At the other side
           
          p.23
  Question & Answer with Mr. Tobs               p.23
  “You don´t pay enough for that!”                p.24
  The way to the cliff
         
          p.24
  At the foot of the cliff
         
          p.24
  Up the cliff
          p.25
  At the top of the cliff
         
          p.25
  The Summoning, Aftermath and End         p.25
  Experience Rewards
   
          p.26
  Recommendations
  p.26
  
  Encounters in the City Streets (d10):
  When the characters visit a city (or start in one), it is
  usually time to break out the price lists or to come up
  with  two or four inns and taverns. Adding a random
  encounter while the PC are minding their own business
  may change the pace of what otherwise would just be
  “rest & recuperation”.  What follows are nine possible
  encounters in a d10-table format. The chance to meet the
  city  guard  is  twice  as  high  as  that  for  any  others
  encounter, as the guard is supposed to have an eye on
  armed strangers (and I as an GM have NEVER had a PC
  group that entered a city unarmed).
  01#  A  band  of  street  urchins literally  storms  the
  characters. They beg and badger, pull at sleeves and are
  literally harassing the PC for alms (with the intent to
  steal one item or another if they can). Characters that are
  not surprised by the urchins may try to keep them at bay (
  anything but force will fail). Lethal force will lead to the
  attention of  the city guard  (not right at the spot, but
  later on). Surprised characters need to Save vs. Paralyze to
  fend off the attempts at thievery. The urchins assault up
  to two characters, and will target women and wealthy
  figures  first  (unless  they  are  obviously  armored  and
  armed).
  02#  A  whore approaches  the  characters  openly,
  promising  "an  experience  you  will  never  have  had
  before" for 10 sp. She isn´t lying about her skills (and a
  character that takes the offer will gain 20xp once).
  03# A monk  preaches about hellfire, damnation and the
  need for absolution at a crossing while he tries to raise
  funds for the local almshouse. A character that donates at
  least 250sp will receive a blessing that is the equivalent of
  a 3rd level Remove Curse.
  04# A -very- large rat rushes out of a nearby cellar,
  fleeing from a cursing man with a broom. Each character
  needs to roll 2d6 as the rat rushes by. If any of them rolls
  doubles, the one with the lowest result (modified by DEX
  bonus) will be bitten by the frightened animal. On the
  beginning of the next day a  Save vs. Poison needs to be
  passed, otherwise the bitten character will catch a fever
  and  lose  1d4  points  of  CON  till  the  end  of  the  next
  adventure (or till he or she sees a physician). 
  05# A young boy sells smoke-cured fish that he carries
  on a long pole over his shoulder. The characters may buy
  up to two days worth of rations for a very good price (say:
  3cp) , but the fish will start to turn the next day.
  06# The characters cross the path of a drunken bunch
  of rafters. The PC of the first player to react to the
  encounter (in any way) has to make a Reaction Roll. A
  worse reaction than  Neutral/Indifferent means that the
  characters are likely to end up in a brawl with the 1d6+3
  drunkards). Otherwise, the rafters invite them to go to
  the  next  tavern  with  them  "because  you  must  be
  strangers around here, too!" They will pay the first round
  and share stories and rumors.
  07-08# A patrol of the city guard takes a keen interest
  in the PC (armed strangers with outlandish looks, aren´t
  they?).  They  will  demand  to  check  what  they  carry
  around and what their business is. How will the PC deal
  with the situation? They are facing (their number minus
  one) guards that are 1st level fighters. Depending on the
  time period, they will either wear leather armor and
  studded  cudgels  (minor  weapons)  and  may  be
  accompanied by one large hound (1 out of 6 chance), or
  they will all be armed with rapiers while one of them
  carries a loaded pistol. 
  09# A few wrong turns and the characters end up in an
  unsavory part of the city. If at least one of the characters
  is  heavily  armed  and  armored  they may get  back to
  where they came from unmolested, otherwise a group of
  local thugs will try to block their path to demand a "toll"
  (2d6 lvl 0 humans with clubs and daggers).
  10# A traveling merchant offers unguents, potions and
  herbs. He has no magical potions to offer, but a character
  that  quietly  asks  him  for  poisons  will  be  offered
  something in a private sales talk (if a Reaction Roll yields
  a better result than  Unfriendly/Uninterested). No matter
  what the characters buy, there is a 1 out of 6 chance that
  they  have  been  swindled  and  spend  good  money  on
  fraudulent promises.
  
  Strange NPC Extras for a Village (d12):
  A carefully established weird or uneasy mood at the game
  table  does  not  has  to  be  postponed  just  because  the
  “heroes” enter an (rather unimportant) village on their
  way to the next story event. Here are 12 “NPC Extras”
  that will set the scene accordingly.
  01# The miserly caretaker who walks about on a peg leg
  and tends to a walled cemetery. At the end of the day he
  locks the gates with a big chain and padlock. Before
  sundown, he comes into the tavern and drinks in solitude
  and silence. Will not talk to strangers.
  02#  A  resident  stray  cat that  acts  anxious  and
  aggressive  to  everyone.  Her  left  eyes  is  missing,  the
  opening is ulcerous.
  03# A coachman that passes through on a regular basis.
  He seems to HATE everyone in the village and jells at the
  children to stay away from the coach AFTER he swung his
  horse whip at them. To the PC he will be overly friendly
  (even when they call him out on his behavior). Every
  villager seems to be afraid of him, and non is willing to
  talk about him.
  04# 1d4 ragged kids that throw stones at the PC upon
  their  arrival  (Saving  Throw  to  avoid  1d3  points  of
  damage!), only to then turn run as fast as they can. Non
  of the villagers will lose a word about them, any inquiries
  of the PC will be met with silents. When they leave the
  village, the children will come out of hiding again and
  throw  stones  from  afar.  If  the  characters  manage  to
  attack,  hurt  or  even  kill  one  or  more  of  them,  the
  villagers will pay no more heed to it as they would to a
  dog being kicked by the PC.
  05# The chary serving wench of the tavern with the
  black eye and the swollen cheek. She will not establish
  eye contact with anyone, especially not with any man.
  She is QUICK, even so her hands are a bit shaky. If the
  characters try to make her speak to them, she will beg
  them to let her continue her work while tears well up in
  her eyes. 
  06# The smart, haggard boy that runs to the PC after
  they have already left the village. He promises to do
  EVERYTHING for them if he can stay with them. He will
  not say why he wants to leave, but breaks into tears when
  the characters want to send him away.
  07# The butcher´s pig-faced wife, with her meretricious
  affability towards the best looking PC of the group.
  08# The local peasant whom the PC meet on his way to
  the nearby river. He carries a basket with 1d4 wimpy dog
  puppies  and a sack.
  09# The mute son of the merchant who runs the shop
  while  his  father  is  away  on  business  in  the  city.  He
  indicates prices by showing a coin and then using fingers
  to indicate the number. It is impossible to haggle with
  him as he is not allowed to and fears his father.
  10# The young woman who comes out of the nearby
  tavern, and drops the clay bottle of liquor she had with
  her  in  shock  as  she  sees  the  (armed  &  armored)  PC
  coming her way, and runs away. The PC may later learn
  that she reacts hysterically to armed strangers ever since
  she had been abused by roving mercenaries a year ago.
  The characters do not get an overly warm welcome in this
  village.
  11# The filthy halfling (or midget) that wears an iron
  collar around the neck and is chained to a large tree,
  right in the middle of the village square. He has been
  caught by the villagers as he tried to steal chicken, and
  now they let him hunger and abuse him every way they
  please.
  12# The concerned villagers that get their children and
  daughters off the street as “strangers” arrive.
  Happenings Inside of a Tavern or Inn (d12):
  There is no location that is used as often in OSR fantasy
  RPG as "the tavern". Sessions tend to start in one, leg
  work is done in them and more often than not the PC will
  spend an evening or night in one during their travels.
  Here are six simple events that will help to fill a tavern
  with a little life.
  1# The local priest enters and, after a quick look around,
  addresses one of the patrons by name. The guy already
  had more than a few beer, and although there is no
  obvious age difference the priest gives him a fatherly
  speech about how long it was since he had seen him
  during  service the last  time,  and  that  "many" would
  recently have concerns about his well being. The patron
  murmurs something in response, and after a few more
  lines he pays up and leaves (which the priest does a
  moment later as well). The tavern keeper will not say a
  word about it, but is clearly frustrated.
  2# Three halflings with large hats and large stools in
  their hands enter the tavern. They each seek themselves
  an empty space, put the stools down and climb up on
  them. What follows is an impromptu performance where
  the three sing raunchy tavern songs while they clap the
  rhythm. This will last for about an hour before they 
  
  take a bow, jump down and go from table to table with
  their hats to collect some money before they leave again.
  3# The tavern really comes to life as a young guy comes
  in and  is  welcomed  cheerfully  by  about  half  of  the
  patrons. It turns out that he joined the army of a local
  noble a year ago and now returned, as his service has
  ended. He is happy to be home and alive, and pays round
  after round for his friends from his rather fat purse. Later
  the evening, the tavern keeper will have to admit that he
  has no (cheap) liquor anymore and the jolly guy will have
  passed out drunk, and is now broke.
  4# A woman in a rather revealing dress comes into the
  tavern about an hour after the PC did. She will head to
  their table and ask if she may sit with them, and does so
  with wide smile while leaning over. Before the characters
  can answer, one of the local serving wenches will have
  her by the arm and shout at her to "GET OUT! You are not
  welcome here!". Will the PC still welcome the woman (a
  harlot) to their table?
  5# A couple of locals throw knives at a wooden target
  at the end of the tab room. The small target has the shape
  of a deer, and they play with stakes. At the start of the
  game, everyone wagers some copper coins, the one who
  wages the most may start. A player that hits the deer
  with the knife gains a copper coin, one that hits the head
  gains all remaining copper coins and ends the game. A
  player that misses must pay another copper coin or may
  not continue.
  6# The patrons at one of the tables drink a LOT over
  the course of the evening. At some point, they get really
  raunchy and one of them grabs a young serving wench
  right  between  the  legs  as  she  clears  the  table  after
  bringing a new round. The woman screams in shock and
  quickly hits the lecher over the head with an empty
  tankard before she drops all things in hand and storms
  out of the tavern. The patrons laugh at first, but the
  laughter quickly dies down as the guy the wench has hit
  over the head does not rise and blood begins to pool
  slowly around his head (it is up to the GM if the guy is
  dead or just unconscious).
  Encounters at a Rivergate (d6):
  In December 2017 Miska Fredman released a map on his
  blog he named The Dwarven Rivergate: basically a small
  fortress (or large tower) in the middle of large bridge.
  Manned by a few men-at-arms, it is a good way to keep
  undesirables out (or to at least hinder their traveling), to
  raise a toll or to guard a segment of a wide river. But
  what about an abandoned rivergate? In Miska´s example,
  it became the encampment of a band of orks and goblins
  that raid the surroundings. I provide six furhter options
  of my own:
  1# A bunch of highwayman
  The old rivergate was quickly taken over by a bunch of
  desertes (1s level human fighters) who decided to make a
  living by poaching and demanding tolls for a while. The
  tower  is  in  a  bad  state,  and  the  gates  are  not  well
  maintained. The deserters, a total of five, have access to
  fresh water, fish, deer, weapons and armor. Depending
  on the time period, this means leather armor, two short
  bows /w arrows, one longsword, two maces, a spear and
  daggers  or  rapiers, daggers three buffcoats, a halberd,
  two muskets and a pistol. What they lag is strong drink. 
  Characters  will  note  two  armed  men  manning  the
  battlements, and when they approach they will be hailed
  from above that they have to pay a toll for using the
  bridge. If they want to turn and leave, the two men will
  threaten them with their ranged weapons. A basket will
  be lowered to them with a rope, and they will be told to
  put in a number of coins (up to the GM). If the PC visibly
  carry  a  wineskin  or  other  alcoholic  beverages,  the
  highwaymen will demand those, too. When they get what
  they want, they will pull up the casket again and unbar
  the gates from the inside. Only one of them will do this,
  while another stays at the stairs with a polearm in hand.
  If the characters want to fight the brigands, their best
  chance might be to push through the gate as soon as they
  hear that the wooden beam is removed at the inside.
  2# Crumbling stonework & nasty bugs
  The  rivergate  burned  out  from  the  inside,  and  the
  structure is crumbling. Large parts of the floor and the
  walls already collapsed, and what remains is unstable. In
  the shadows and rubble of the bottom of the rivergate
  2d4+1 carnivorous giant beetles crawl about (1 HD; AC:12;
  1d4 dmg). Those who try to move across the narrow
  edges of the hole that once was the ground floor have a 2-
  in-8 chance to fall down to the bottom as something gives
  under their feet. The chance is altered in a PC´s favor
  according to DEX bonus, but will suffer a penalty if a
  character  carries  especially  heavy  equipment  and/or
  armor (GM´s choice).
  In the foundation of the fortress is now a crack large
  enough  for  a  man  to  fit  through.  This  is  where  the
  strange monster bugs came from. It is up to the GM what
  exactly is below. It might be an entrance to the Veins of
  the Earth.
  
  3# Troll in the tower
  The old ruin is now home to a small troll (HD:4, AC:12;
  1d6+1 damage; think of an orang-utan with a face like a
  man and the fur and teeth of a boar ). It will pounce the
  first character to enter from a position high above them.
  Characters without a DEX bonus will suffer a (-1) penalty
  to  all  attack  rolls,  due  to  debris  that  hinders  their
  movement (but not that of the troll, that knows every
  stone by heart). The creature will try to flee as soon as it
  lost half of its hit points or more. If the characters search
  the  ruin,  they  will  find  the  skeletal  remains  of  a
  wandering craftsman, as well as his tools and his meager
  purse.
  4# Vampire bats
  The dark corners of the ruined rivergate are home to a
  number of vampire bats. They once were the minions of a
  vampire home to a manor less than a half a night´s flight
  away, but after he had been slain they are without a
  blood donor. Still, the blood has changed them and their
  appetites.  The swarm counts as HD:3, AC: 16, causes 1
  point of damage with each attack but suffers (-2) against
  all opponents with an unmodified AC auf 15+. All attacks
  against the swarm suffer a (-3) penalty unless they are
  area attacks. The penalty is modified by a characters DEX
  bonus.
  The inside of the ruin  is covered  with debris  (rough
  terrain) and bat shit. When the character´s push open the
  cranky gates, the swarm will quickly rise and attack. The
  vampire bats will not follow characters once they left the
  ruins. After tasting blood, they WILL seek surrounding
  area at night to continue the feeding, and may magically
  determine the location of everybody they have harmed. 
  5# Bloodstrangler ivy
  The whole structure is covered in lush, green ivy. All the
  bright green leaves cover numerous, tentacle-like vines
  with nasty thorns. This is the work of a Dryad that wants
  to protect the woodland on the other side against human
  intruders. The vines will lash out against anybody up to 3
  feet away: potential victims must check for Surprise, then
  Save vs. Petrification. If at least one of the tests is failed a
  character is grabbed, entwined and pulled towards the
  ivy-covered walls while the thorns sink in and begin to
  suck out blood. No damage is done on the first round, but
  1d3 hit points of damage on each round to follow. Any
  character has a 1-in-6 chance each round to break free,
  either modified by STR or DEX bonus. Characters that
  passed  the  initial  tests  or  came  free  later  may  dash
  through quickly and fend of the grasping vines unless
  they try to free a friend (in that case, they need to pass
  Saving Throws vs. Petrification each turn).
  6# The old man by the river
  Gilbert, an old man and loner by choice, decided to make
  the abandoned rivergate his home. The characters are
  likely to see a small trail of smoke rising from the ruin
  from  afar (the old  man´s campfire). Gilbert  has been
  living here for a couple of years now, and misses next to
  nothing of the village life he left behind. He lives on a
  diet of fresh (or dried) fish, nuts, mushrooms and berries,
  and sleeps in a pile of dried reed leafs (uncomfortable,
  but he grew used to it). At first he will be wary of the PC
  (they are armed strangers, after all), but if they treat him
  friendly he will be friendly towards them, too. He will
  even share a meal with them and may tell a few things
  about the local area. If they want to stay at "his" place for
  -one- night, they are welcome. Especially if they offer
  him ale (one of the few things old Gilbert misses).
  A Map for an Inn
  Every GM someday ends up in a situation where the map
  of an inn would become handy, even if it is just because
  the paranoid players expect an ambush (as always...).
  Here is one (well, on the page to follow is one!).  A square
  is 6 feet x 6 feet. The stairs left and right of the kitchen
  [B] lead up to the  upper floor.
  [A] is the taproom, which is filled with a couple of round
  tables and simple stools. It is open towards the upper
  story of the building, so that there is an actual gallery. As
  the room has no outside windows, it is lit by a large
  candelabrum. The rope that holds it in place is fastened
  to  a  hook  next  to  the  door  opening  to  the  kitchen.
  Further  light  is  provided  by candles  in  little  wooden
  bowls on each table, as well as the light of the fireplace
  inside of the kitchen (which shines into the main room
  through the door opening).
  Note to the GM: the small hallway that leads into the
  taproom means that those inside may react to sound of
  the large door being opened (IF the patrons are rather
  quiet or alert), and anybody who enters will have to take
  a few steps before they are clearly seen. A lot of the
  atmosphere of the taproom may be determined through
  the candelabrum. One forged of iron will leave a different
  impression than one made from deer antlers or a simple
  assortment of crooked and gnarled branches.
  [B] The kitchen has one large fireplace in the center of
  the outer wall, where a hoglet may be roasted or a large
  cauldron may be hung. Two smaller iron stoves left and
  right of it allow to cook different meals at the same time.
  Wooden cabinets and cupboards line most of the walls. 
  
  They  contain  pots,  bowls,  dishes,  spices,  food,  etc.  A
  backdoor leads out to the rear (where a small hutch for
  chicken or bunnies may be found, as well as a separate
  smoke house). A hatch in the ground opens up into the
  cellar, where kegs with beer and ale are stored, as well as all
  of the food reserves (only what is expected to be used the
  very day is moved upstairs). The wooden stairs are have no
  hand walk, but planks to the left and right (so that barrels
  may  be  rolled  up  and  down).  Two  large  windows  (with
  sturdy wooden shutters) allow daylight to fall in. The ceiling
  is high so that steam and smoke have space to disperse
  upwards (see H as well). Of course, the fire place has its own
  chimney.
  [C] The different storage rooms on both floors contain
  unused  furniture,  candles,  brooms,  brushes,  curd  soap,
  carpenter tools, additional blankets, a rug beater, etc.
  [D]  The  common  sleep  room 
  is  the  cheapest
  accommodation for the night the inn has to offer. Guests
  have  no  privacy  there  and  have  to  sleep  on  simple
  mattresses made of burlap and stuffed with straw. It is up to
  the GM if there is any chance to catch lice or if other guests
  attempt to steal something during the night. The room has
  two windows with sturdy, wooden shutters.
  [E] The rooms for rent each contain two, three our four
  beds (depending on the size) as well as a table with a
  bowl, a water jug and a small candle on top of it. An
  unlocked chest is found at the end of each bed, a rug
  covers the center of the floor. Each room will have one or
  two windows with sturdy, wooden shutters.
  Note to the GM: the rooms only have simple furnishing,
  and adding just one more little detail will help to define
  the atmosphere of the chamber. A simple wooden cross
  on a wall will give it a different vibe than a hunting
  trophy, a stained mirror of polished metal or an actual
  painting with a pleasant scene on it. The quality of the
  rug can make a lot of difference, too.
  [F] The room of the owner will likely be a simple affair
  as well. It contains a large bed, a desk, a wardrobe, an
  unlocked chest with clothes and another, smaller chest
  that contains different personal items as well as a locked
  strong box (where the inn keeper stores his money). The
  key to the strongbox he will likely wear on person all the
  time, and the room will be locked in his absence as well.
  [G] That other room should be used by the GM to make
  the inn special. If the inn employs serveral stable hands
  and other servants, this is likely to be their quarter. If it
  is the secret headquarter of the thieves guild, G might be
  a locked room with amazing finds. If the inn is although a
  well-known gambling den, this will be the room that
  holds the tables for dice and card games. A house that
  also  serves  better-off  patrons my use it  as a second,
  separate tap room.
  [H] The titled roof of the kitchen is covered with flat,
  clay-made tiles. On warm summer days, a stray cat can be
  found here. In the autumn and winter, crows and ravens
  make it their place due to the warmth radiating out from
  the kitchen near the chimney.
  
  Magic Weapons inspired by Motörhead:
  I am old(school) enough to be a Motörhead fan. One song
  that I used to hear a LOT when I was young was “I am the
  Sword” from the album “Bastards”. If you haven´t heard
  about  it,  it  might  not  have  been  available  in  your
  country. Due to the German label XYZ Music it was only
  widespread in Germany at first. But this is not about
  albums, but about magical weapons inspired by the lyrics
  of  “I am the Blade”. The magical bonus is in all cases
  incorporated in the weapon´s damage stat.
  The Unseen Blade
  "(...) I was the one that you didn't see /  I was the cut down to your
  bone / I put you there under that stone / I, I am the blade (…)"
  A long, straight steel blade, somewhere between a long
  dagger and a short sword. The handle is wrapped with
  leather, a round disc functions as the guard. The words "I
  am the one that you did not see" are engraved across the
  edge of the round guard. The Unseen Blade counts as a
  magical (+1) small weapon (1d6+1 damage) that grants a
  +2 bonus to all Sneak Attacks made with it. When drawn
  within 20 feet of a designated victim, The Unseen Blade
  may bestow upon its wielder the equivalent of a 2nd level
  Invisibility spell. This effect may only be invoked in the
  nights of the new moon, and the wielder must be aware
  of this ability of the weapon.
  Blood of Heroes
  "(...) I am the dream of the brave (...)"
  A sword with a gold-plated lion head at the pommel and
  engravings in form of a stylized crown above the cross-
  guard. It counts as a magical (+2) medium weapon (1d8+2
  damage). Once a day, when the wielder is outnumbered
  in melee at least 3:1, the Blood of Heroes may bestow
  upon him or her an effect equal to a 3rd level Heroism and
  Army of One spell. The Blood of Heroes is a proud and
  unforgiving blade: if its wielder ever surrenders after it
  has been drawn, it will turn into a cursed (-3) weapon for
  this  character  until his  or her  death,  and  will  never
  bestow its powers on this wielder again.
  The Fear of God
  “(...) I, I am the sword /  I bring the fear of the Lord (...)”
  A  broadsword  whose  hilt  and  guard  are  formed  to
  resemble a christian cross, with the the words "Fear Thy
  God" engraved  into  it  (in  Latin).  It  is  a  magical  (+1)
  medium weapon (1d8+1 damage). If a Lawful wielder of
  this weapons becomes the target of a detrimental magic-
  user spell, the weapon may negate it (once per day) with
  an effect equal to a 4th level cleric´s  Dispel Magic. To a
  character of Chaotic alignment the weapon counts as (-4)
  cursed weapon.
  Oathsworn
  “(...) I am the promise unmade (…)”
  A  well-crafted  two-handed  sword  that  has  the  words
  "The [insert noble line] must be removed from this land"
  engraved along the blade. The weapon was forged during
  a feud or civil war, and was crafted for this one and only
  reason. It is a magical (+2) great weapon (1d10+2 damage)
  that puts a 6th level Geas onto anybody that uses it in an
  actual combat at least once. The geas is to remove those
  of said noble line from the land (killing them, driving
  them into exile, etc). The curse brought upon those that
  decide to ignore this obligation (that the wielder becomes
  immediately aware of) is that they shall know no friends
  in “this land” ( the one the weapon was forged in): all
  future  random  reactions  of  human  and  demi-humans
  cannot  be  better  than  Indifferent,  and the  moral  of
  retainers will drop by one per day (if it was below 10
  already) or week (Moral 10+). This curse will not affect
  the behavior of characters not born in “this land”.
  [It has no name]
  “(...) Centuries pass, dust in the wind / I shall remain, shining in
  sin / The metal I am, the iron you feel /  The song of the dead, the
  chorus of steel (…)”
  A seemingly ancient iron sword that is never the less free
  of rust (and immune to the tests of time). It is a magical
  +3 medium weapon (1d8+3 damage). A Chaotic wielder
  will not age a day (neither natural nor magically) as long
  as the weapon is kept nearby, and may once a day cast an
  effect similar to a 3rd level  Speak with the Dead on the
  body of somebody he or she has slain him- or herself with
  this weapon.
  Legendeater
  “(...) I am the ax / To cut down heroes like rats (…)”
  A worn but still sharp battle ax, with more than two
  dozen notches in its handle. Against human or demi-
  human foes of at least 4th level it counts as a +4 magical
  weapon (1d8+4 damage). Nobody will be able to make a
  notch into the handle without breaking it entirely (and
  thereby destroying the magic  abilities  forever), for it
  proofs to be harder than stone. When a human or demi-
  human of at least 4th level was slain with it, another
  notch will appear on the handle.
  
  A Faceless Nightmaregiant:
  This thing should have never been called forth onto this
  world. It came forth from the realms of nightmare and is
  a  conglomeration  of  bad  dreams,  dreamed-away
  memories and fear given form. A bizarre mix of legends,
  half-truth and painful memories of real encounters with
  the unreal. And there it is now, tall and towering, in a
  world that is anathema to it, with no sense, reason or
  motivation but an heritage of being a terror. The monster
  stands 10 feet tall and has pale, nearly translucent skin.
  Red veins are visible, thick and bulging, but the face is
  empty of all features . Its elbows and knees are pointy,
  just like a bit of bone would protrude out of the joints.
  Mismatching horns jut out from both sides of its head. 
  Even  without eyes  the Giant  will be able to perceive
  everything within 60 feet that is not hidden by magical
  means.
  Any of its throwing attacks my be avoided completely by
  a Saving Throw vs. Breath Weapons. 
  Unstoppable Nightmare: The Faceless Nightmare Giant
  regenerates 1 hit point per turn. Any attacks by minor
  and small weapons against it half their damage (minor =
  round down / small = round up). It counts as a being
  made of Dream-Matter (see LotFP Player Core rules p.
  134).
  Showers of Black Blood: Any attack that does 5+ damage
  in one blow to it will have a small fountain of steaming-
  hot, black nightmare blood shoot forth from its body.
  Those facing it in melee must Save vs. Breath Weapon or
  will be splashed or showered by it. The Nightmare Giant
  is always able to perceive those showered in its blood, no
  matter the distance (until the victim was able to wash it
  off).
  The Stealing Gaze: As soon as anybody meets its eyeless
  gaze, it is able to steal the eyes, the nose and/or the
  mouth of said character. The features just disappears in
  the blink of a moment from the victim´s face, only to 
  appear on the giant (in a larger version that fits its face).
  Only one of the three feature may be stolen with one gaze
  attack.  “The  gaze”  may  be  avoided  with  a  Save  vs.
  Paralyze , but only after a character recognized that it is
  a “gaze” attack (2-in-6 chance, modified by INT bonus).
  The  stolen  features  will  disappear  on  the  giant  and
  return to the character after 2d6 rounds of combat. 
  A character without eyes is blind. 
  A character without a mouth will be exhausted 
  after (CON / 2) rounds of combat (-1 penalty to all
  rolls). 
  A character who has no mouth and no nose will 
  become exhausted after (1 +CON bonus) rounds 
  and suffocates after (6 + CON bonus) rounds.
  Gaze of Chaos (Gaze attack): When the giant has eyes, it
  may cast a gaze attack that puts the victim under the
  equivalent of a 5th level Chaos spell. Invoking this effect
  returns the eyes to its owner. 
  Howl of Wounds (Spell-like ability): When the giant has
  a mouth and has lost hit points, it may howl to bestow an
  effect equal to a 1st level  Cause Light Wounds spell onto
  any character within earshot that has been sprayed with
  its nightmare blood. A victim is entitled to a Save vs.
  Devices, and invoking this spell-like effect returns the
  mouth to its owner.
  Curses  of  Revocation  (Spell-like  ability): When  the
  giant has a mouth it may spew forth disdainful words in a
  nightmare-language that act like a Dispel Magic spell with
  a level equal to the remaining rounds of its stolen mouth
  (minimum: 3). Invoking this spell returns the mouth to its
  owner.
  Move:
  150´(50´) 
  Hit Dice / Points:
  7 / 50
  AC:
  10
  Attacks:
  Special:
  See below
  Save:
  as HD
  Moral:
  10
  Suggested XP:
  750
  2d6 (strike or kick); 1d10 (thrown 
  object); Gaze; Special Powers
  
  Yet Another Blob
  Blobs  are  rather  common  monsters.  While  not  as
  ubiquitous as skeletons, orcs and goblins, there is no
  seasoned fantasy PC that has not faced a blob once or
  twice already. What follows is another take on the blob
  concept,  designed  as  an  obstacle  to  be placed  into  a
  dungeon. Most players know how to deal with creatures
  that don´t seem to be vulnerable to their regular means
  of  attack.  The  tried-and-true  response  of  a  seasoned
  gamer will be fire. By creating this blob, I plead myself
  guilty of being a dick.
  The creature fills the air with a stinging, acrid stench
  that characters may smell from yards away, and it will
  worsen the closer they get. It looks like the typical blob,
  with an unhealthy gall-yellow color. 
  Continual Damage:  The creature attacks by touch, it
  secretions are acidic and cause continual damage: 1d6 on
  contact, 1d4 the round to follow, 1 point on the round
  thereafter. Any attempt to clean the wound with water
  will double the damage on the next round, alcohol will
  neutralize it. 
  Engulf:  If two attacks in a row were successful against
  the  same  target,  the  blob  begins  to  “engulf”  it.  This
  means an automatic hit on the next and all following
  rounds (until destroyed or forced to retreat): in this case
  3d6 are rolled for the initial damage and the highest
  result is  kept. 
  Decay:  At the end  of a fight, there is a  chance that
  organic armor my have its AC reduced by one step (x out
  of 10 chance, where x is the number of successful attacks
  against the character; exchange the “10” with a “8” if the
  character had been engulfed at least once during the
  fight).
  In/Vulnerable:  The  blob  is  immune  against  regular
  attacks, but vulnerable to magic and fire alike. In fact,
  actually getting harmed by anything is so alien to the
  creature that it must check Moral at the beginning of the
  own round if it received any damage before. On a failure,
  it will retreat. While fire is an effective weapon, it is a
  double-edged sword: burning the blob produces 
  poisonous fumes. Every character within 30´ must Save
  vs. Poison at the beginning of the following round or is
  going to suffer half of the damage that the blob has
  suffered from the fire. The toxin goes from the lunges
  directly  into  the  blood  and  destroys  blood  cells  (the
  victim grows pale and feels weak). It is up to the GM if
  this fumes linger, and for how many rounds (depending
  on the surroundings).
  Mindless Monster:  A turn after the blob retreated (or
  the characters escaped from it) the blob will already have
  forgotten about the fight: it has no real memory. It may
  be encountered again (wandering monster).
  IrKASHra, the Two-Headed Troll
  It  is  a  creature  touched  by  the  raw  forces  of  Chaos.
  Perhaps it was once human, perhaps it was something
  different,  but  now  it  is  IrKASHra.  The  monster  is  of
  basically human form, but the hands and feet are to large
  for the limbs, and the limbs and heads are to large for the
  body.  Yes, heads. It has two, that constantly murmur to
  (and sometimes even loudly argue with) another. The
  troll´s skin is grayish and covered in warts and many
  flecks, its sparse hair is almost platinum and none of its
  eyes are of the same color (ice-blue and yellow in one
  head, black and amber in the other). A third arm grows
  between its left side and back. When it erects from it
  usually hunched-over stance to its full height, it stands 8
  feet tall. One head calls itself Irkash, the other Kashra.
  When they say their names, the one head starts to talk
  before the other falls in: IrKASHra.
  Suggested XP:           200
  IrKASHra attacks with an improvised club in one hand 
  (1d8 damage; will break after dealing 5+ damage in one
  blow) and with its bare fists (1d4+1 damage).
  Hungry Troll: When the troll meets the characters it will
  talk to itself about eating one of them. If the PC offer
  rations (at least three of them) the troll may be distracted
  and possibly surprised later (as per the basic rules). It will
  not chase opponents if there is at least one corpse for it
  to devour.
  Move:
  90´(30´) 
  Hit Dice / Points:
  2 / 20
  AC:
  10
  Attacks:
  2 (contact); Cont. Damage
  Special:
  See below
  Save:
  as HD
  Moral:
  7*
  Suggested XP:
  50
  Move:
  120´(40´) 
  Hit Dice / Points:
  6 / +3
  AC:
  13
  Attacks:
  2 +1 (impr. club and/or fist); 
  Special:
  See below
  Save:
  as HD
  Moral:
  9
  
  The  Third  Arm: IrKASHra  my  use  a  further  attack
  against characters that engage it from the side or from
  the rear (blind attack in the latter case).
  Two Heads:  Surprise of the troll is determined by two
  dice, and the worst is discarded unless the dice show
  doubles. In that case, the troll is talking/arguing with
  itself so much that it is automatically surprised.
  All forms of magic that affect the mind or the senses
  must be cast successfully twice (once for each head) in
  order to affect IrKASHra. 
  Chaotic Regeneration: At the end of each round that it
  did not receive any damage, the troll regenerates 1d4 hit
  points. Once dead, it stays dead. 
  A Demonic Blob
  This monster is one summoned from beyond, formed out
  of chaotic energies and fused with flesh of this world to
  give it a hold on reality (see Summon spell variant below).
  Its body is dark and pulsing, brown black in color with a
  surface structure akin to that of a human brain. Most of
  it is covered with fist sized eyes and foot long mouths, all
  of them all to human. It moans, laughs, shouts, groans,
  hisses, wails and curses constantly.
  Useless Flesh: mundane attacks will only have a reduced
  damage potential, and may do no damage at all. Every
  damage result above the attacks potential (see below) is
  ignored. In case of an attack with multiple dice in its
  damage code, treat every dice separately.
  1d4 = 1
  1d6= 3
  1d8= 5 
  1d10= 6
  1d12=  8
  Chaotic Attack: whenever it is the Demonic Blob´s turn
  to  attack,  roll  2d6  and  consult  the  table  below  to
  determine what it is doing this round.
  2: the abominable creature grows! Increase HD by one
  and add another 2d6+2 hit points.
  3: for a number of rounds equal to twice the creatures
  HD an area with a 30´diameter around it is filled with
  hellish screams, moans and laughter. Everyone within
  the area loses the ability to speak and may only babble
  incoherently. It is impossible to communicate, and a
  character that tries to cast a spell must Save vs. Magic
  first. If such an area is still in effect, treat the result as
  “4” instead.
  4: behind the creature an seemingly exact copy of a
  random opponent is expelled from the blob´s mass. It
  is covered in slimy blood, armed and equipped like its
  original and ready to attack it from the next round on.
  This “twin” is the product of a Phantasmal Psychedellia
  spell with a level equal to the creatures HD. When
  destroyed or disbelieved, the twin turns into a puddle
  of slime. The same happens when its "original" dies.
  5: whipping tendrils, grotesque and partially skinned
  limbs with sharp claws or kicking hooves and bone
  sickles burst forth from the creatures mass. It has 5
  attacks this round: two of them do 1d8 damage, three
  do 1d4 damage.
  6: the eyes squirt an acidic fluid into all directions.
  Everyone within  10´ must  Save vs.  Paralyze. On  a
  failure the character is hit and suffers 1d4+2 damage,
  half  of  that  again  on  the  round  thereafter,  and
  another point of damage on the round to follow.
  7: overlong barbed tongues thrust out of ever mouth
  and either stab or whip at every character in melee
  range. These are two regular attacks per character,
  each deals 1d6 damage. If a six comes up in a damage
  roll, the barbed tongue rips flesh right off and another
  1d6 damage is done.
  8: the blob throws itself forward to bury one character
  under its mass. It gains a +3 attack bonus this round,
  and the victim gets a +4 attack bonus the next round if
  it  does  not  get  pinned.  Armor  does  not   protect
  against this attack, but a shield and DEX bonus do. If
  successful, the victim may break free according to the
  rules  for grappling. At  the start  of  its  round,  the
  victim will suffer one point of damage from caustic
  saliva that is smeared over it by fleshy tongues licking
  all over it, and will be unable to do anything but an
  attempt to break free.
  9: the blob casts a Confusion spell with a level equal to
  its HD. If it did so before and that spell has not expired
  yet, treat the result as “8”.
  10: several whipping, dripping tentacles burst forth
  from the creature, only to retreat again a moment
  later. They attack each character once (regular attack;
  1d4 damage). A character that suffers damage must
  Save vs. Poison or will lose another 1d6 hit points with
  a rate of 1 per round.
  Move:
  40´(10´) 
  Hit Dice:
  4
  AC:
  13
  Attacks:
  Special
  Special:
  See below
  Save:
  as HD
  Moral:
  10
  Suggested XP:
  100
  
  11: several whipping, dripping tentacles burst forth
  from the creature, only to retreat again a moment
  later.  They  attack  each  character  once.  These  are
  touch attacks that will bestow a Cause Fear spell on the
  victim, with a level equal to the monsters HD.
  12: the abominable creature grows! Increase HD by
  one and add another 2d6+2 hit points.
  A wizard may Summon a Demonic Blob with the according
  spell. It is a variant of the Summon spell that works just
  like it, with the following differences. 
  Step One is omitted, as the spell will always summons a 4
  HD Demonic Blob 
  Step Three and Four are omitted, as above. 
  Thaumaturgic  Circles  and  Sacrifices: 
  if  no
  Thaumaturgic  Circle  is  used  the  creature  will
  automatically win the Domination Roll by a Great Margin.
  One sacrifice is mandatory to give the creature flesh to
  fuse with. A large HD 0 creature (e.g. a cow) will be
  enough. Further sacrifices will affect the summoning as
  usual.
  The Wyrm of Hackendale
   
    (A Sidequest)
  Hackendale  is  a  valley  between  to  low  mountains.  It
  contains several hamlets, one of which was  Westvale.
  “Was”, because a monster appeared out of the wooded
  flanks of the valley, scattered the herds, devoured those
  that dared to face it and left Westvale in shambles. The
  peasants have send for help, but the next manor is far
  from there. The populace of the valley is in the grasp of
  terror,  for  nobody  knows  where  this  abomination  so
  suddenly appeared from nor when it will strike again. 
  The Wyrm of Hackendale is a side quest for a group of
  four to five 1st or 2nd level characters or three of 3rd
  level. Above this level, the group could contain magic-
  users or fighters that may be able to deal with the Wyrm
  “head  on”,  which  would  turn  this  side  quest  into  a
  toothless tiger. 
  What happened: a hermit that is known as “ol´Joshua”
  by the folks of Westvale happens to be a wizard and
  summoner who sought mastery over beings from beyond.
  His attempts left him mad, but this did not stopped his
  study nor his desire to bring strange creatures under his
  control. Living in a small cottage in the woods, miles
  away  from  Westvale,  he  spend  his  days  hunting,
  gathering, trapping, meditating, researching new spells
  and summoning. Recently, he was more successful than
  ever before and summoned a monstrous wyrm-thing that
  is not only stable in this world but under his complete
  control. In his insane mind, this success means that he is
  to  destroy  the  hamlets  in  Hackendale  and  drive  off
  everyone, to rule over the valley. 
  Joshua, the Mad Summoner (4th Level Magic-User)
  Hit Points: 9
  AC: 12
  Moral: 8
  Weapons: Spear (1d6); Iron dagger (1d4)
  Other  important  items: two  simple  iron  keys  (worn
  around the neck on a string).
  Of the spells he knows, Joshua will have memorized the
  Enlarge spell two times as well as Phantasmal Force when
  encountered. Continual Light he will have already cast  (on
  a section of the cave he and his wyrm currently lair in).
  The  Wyrm: the  creature´s  body  resembles  a  green
  millipede with a length of 12´ and a diameter of 3´. Its feet
  are yellow, its lower body is white and its head is covered
  in a thick shell akin to emerald (AC:19 against all attacks
  from the front). In its center, one red eye sits deep within
  the emerald encasing. Its mandibles look like polished
  steel and both of its flanks are lined with a row of neon
  blue feathers. Its bite is venomous (Save vs. Poison; on a
  failure  the  victim  is  wrecked  by  seizures,  drops
  everything  in  hand  and  counts  as  helpless  for  1d4
  rounds). 
  Known Spells
  Summon
  Wizard Lock
  Unseen Servant
  Speek with Animals
  Enlarge
  Continual Light
  Magic Mouth
  Phantasmal Force
  Read Magic
  
  When it attacked Westvale it was under the effect of an
  Enlarge spell (by the Mad Summoner) and thereby next to
  twice its size. In its enlarged form the creature has better
  stats (marked with ***), but the poison bite remains the
  same. Furthermore, it may swallow a target whole on a
  natural 19 or 20 on the attack roll. A swallowed victim
  may be saved after the wyrm had been killed by cutting it
  up,  but  inside  the  creature  the  victim  will  begin  to
  suffocate and die within (12 + CON bonus) rounds.
  Adventure Hooks: the PC may get involved by chance
  when they travel through Hackendale on their route
  from A to B, either by coming to Crosshill (see below) or
  by an encounter with the messenger that had been sent
  to the next manor. 
  If they are already known as adventurers, mercenaries
  or  slayers  of  monsters,  the  lord  of  the  fief  that
  Hackendale belongs to might hire them for 2 or 5 GP per
  person (depending on their renown and number). 
  If the characters have ties with the church, they could
  have been given the task of locating “the Hermit of
  Hackendale”, to bring him to the bishop´s holdings so
  that he may be questioned in regard to the rumors of
  witchery (same salary as above). 
  If the PC seek magic-users or magic items (or just an
  alchemist for hire), they may have been pointed to “The
  Hermit of Hackendale”. 
  If the group is made up of fresh 1st level PC, some or all
  of them may hail from Hackendale, and this may just as
  well be their very first adventure togehter. 
  Crosshill  is  the  only  hamlet  with  an  inn  in  all
  Hackendale, located at the foot of a hill with a 10´high
  stone cross on it. Upon entering it, the characters will
  find the whole populace on the small square in front of
  the inn (the Halfway House). In fact, it is more than just
  hamlet´s  population  (which  is  67  souls),  as  they  are
  accompanied by the 49 remaining inhabitants of now-
  razed Westvale. 
  The fugitives and the villagers argue about what to do
  now. Some say that all should wait “till help and men arrive
  from the manor”, others point out that it will take at least
  another day till this happens and claim that “we have no
  time to wait!”.  If questioned, the refuges will tell about the
  attack of a monster, give terrifying descriptions of it (and
  make it even larger than it actually was at that time),
  about how it killed a man by biting him in twain and
  another one by swallowing him whole (both true), and
  how it tore down the cottages. 
  If the characters inquire about strange happenings prior
  to this event, they will learn about “ol´Joshua, the strange
  hermit in the woods”. Those from Crosshill will be quick to
  then call out that it  “must been  HIM  that brought this
  monster upon us all!!!” while some of Westvale will speak
  out against it, as "he lived in the woods for DECADES by now!
  He is strange, yes, and maybe even out of his mind. But what
  shall  HE  have  to  do  with  the  appearance  of  such  an
  abomination??” 
  At this point a small blond girl, perhaps 8 years, makes
  her way onto the square... only to stop in front of the PC,
  looking up in silence and with her eyes showing her inner
  turmoil and unease. The girl, whose name is Maria, will
  only speak when a character talks to her first. The girl´s
  message is very simple “Joshua is my friend. He is not evil.” If
  the PC do not address her, her mother will quickly catch
  up to pull her away and back into the crowd. 
  At some point, the PC will either offer to take care of the
  matter out of altruism, because they are already tasked to
  do so (see “Adventure Hooks”) or are going to ask for a
  reward. The people of Westvale were able to rescue their
  golden altar cross (a fine work of actual gold coating over
  silver, worth 20gp to those who value it as an item of
  faith/craftsmanship, and 10gp if sold for the material
  value alone). If the characters bring back the head of the
  monster, it  shall be theirs. If this is not enough, the
  widow of one of those who died will offer her mule and
  her wedding band (15sp) before she breaks into tears and
  BEGS the PC on her knees to  “Kill it! KILL IT!!! KILL
  IIIT!! ..." before her voice breaks down.
  The group may learn that Westvale consisted of simple
  cottages,  a  wooden  church,  a  well,  pasture  and  the
  surrounding fields. There are wolves in the woods, but
  aside from those the people have never encountered any
  beast  that  would  be  a  danger  to  a  grown  man.  In
  Crosshile,  the  characters  may  purchase  simple
  equipment, small weapons, bows and arrows. 
  Move:
  150´(50´)
  Hit Dice / Points:
  5 / 19 (30)***
  AC:
  18 / 14 * (AC+1)***
  Attacks:
  Bite (1d8) (1d12)***
  Special:
  Save:
  Moral:
  10
  Hard Carapace; Poison**; 
  Swallow***; Immune to Sleep
  as 4th Level Fighter
  
  On to Westvale: they PC will be given a description of
  the way (easy to follow, since the dirt trail connecting
  the hamlets is neatly lined with stones on both sides).
  Eight miles later, the group will arrive in the ruins of
  Westvale without any further disturbances.
  (What is left of )Westvale: the monster left the place in
  shambles. Neither the cottages nor the church are still
  standing. The fences to keep in the life stock (swine and
  sheep)  have  partially  been  torn  down,  and  scattered
  animals can be seen all around in the distance. A few
  chicken  walk  around  in  the  ruins  and  half  a  dozen
  startled geese squawk loudly and flee in panic as the
  characters approach. 
  When the PC  search the place, they may find common
  household items in the ruins (the denizens escaped with
  only their life and perhaps a dog or mule they could pull
  along) as well as a few large blood splatters and near
  those  a  broken  spear  and  2d6  scattered,  non-broken
  arrows  (but  no  corpses).  The  trail  of  the  monster  is
  obvious and matches the description that the characters
  got in Crosshill: it leads straight into the woods, towards
  the nearby mountain.
  Anyone who follows the trail will notice that it becomes
  smaller after a while, just as if the creature would be
  shrinking. PC that pass a skill test for Bushcraft will also
  recognize the tracks of a human pairing up with that of
  the monster a little deeper in the woods. It is not clear if
  the person followed the trail or walked at the side of the
  monster. Following the track is easy: it leads straight
  through the woods for perhaps 6 miles before it reaches
  the steep flank of the valley, where the entry to a cave is
  found.
  The Lair (see map on next page; a hex is 3 feet)
  [01]: This entrance is so overgrown with thorny thickets
  that it cannot be recognized as such at first. A successful
  Search test (+2 bonus) will reveal this fact. Characters that
  wants to push through quickly must pass a test for Force
  Doors.  The  thorns  are  wicked,  but  neither  are  they
  poisonous nor will they cause enough damage to reduce a
  character´s hit points. Hacking through takes 15 rounds,
  reduced by one for every additional character involved
  and by another round for every positive STB point. Any
  rustling longer than a round  will startle Joshua, who
  will then hide in the bat´s cave (see below).
  [02] :The tracks lead right to this entrance, but end on
  the  stony  floor  of  the  cave.  If  Joshua  has  not  been
  startled, those with a keen ear (1 in 6 base chance) may
  hear a voice deeper inside the cave (Joshua). When any
  human(!) but Joshua reaches the small ledge that leads
  deeper into the cave a Magic Mouth will form and laugh
  mockingly in Joshua´s voice. This  will startle the bats
  (see below) and Joshua (for whom now a reaction should
  be rolled; see [06]).
  [03]: The cave forms a junction here. If Joshua has not
  been startled, a somebody can be heard (and perhaps
  seen) to walk about in a cave further ahead [6] that seems
  to be sparsely lit.
  [04]: This small cave was used as an abort by Joshua for a
  few days by now.
  [05]: The aged and brittle skeleton of a bear can be found
  in this niche.
  [06]: If he has not been startled yet, Joshua can be found
  here, walking about aimlessly while rambling to himself
  in  a  lowered  voice. Light  shines  from a niche in  the
  corner (where Continual Light had been cast on a fist-sized
  rock. 
  In the niche lies a bedroll, a backpack with rations and
  personal  belongings  of  Joshua,  a  waterskin,  a  spear,
  some gathered firewood and a small locked chest (inside
  of which is the spellbook of Joshua). The mad hermit
  wears the key for the chest around his neck, along with
  that for the padlock on his cottage in the wood. 
  When the PC did not draw attention to themselves by
  now they may  surprise Joshua (2 out of 6 chance; or a
  successful Stealth check). Unless the characters mention
  Maria at the start of the conversation, a d6 is rolled to
  determine the mad summoner´s reaction.
  #1: Laughs madly, but flees in panic (to the wyrm lair),
  while the bats from the cave begin to “attack” the
  characters.
  #2: Spurts forth some nonsense and garbled sentences
  while he glares at each character in turn with wild
  eyes. He will laugh hysterically as soon as the anybody
  touch his stuff or him, which summons the bats from
  [07]. The next round, he will cast  Enlarge on himself
  and attack the PC on the following round.
  #3: Completely ignores the PC and meanders about
  the area, rambling to himself about “my kingdom”,
  “laying  the  land”  and  “erecting  a  haven  for  my
  minions.”  Counts  as helpless, will panic  and  laugh
  hysterically when the PC get physical with him (see 1.)
  #4: Smiles and beckons the characters to follow him. If
  they try to talk to him, he will say “you must see
  it...yes, must see it!” He will walk towards [10], but will
  not interfere when the wyrm begins to attack the PC.
  
  #5-6 Joshua has a clear moment and questions
  the PC (“Who are you?” “What are you doing
  here?”). If he is asked about a monster he will
  lie and slowly (!) say that he has seen one and
  followed it till here, but is at loss what to do
  about it. If the characters go towards the wyrm
  lair, he will stay where he is.  When the battle
  begins, he will cast Enlarge on himself, so that
  the PC are trapped between his creature and
  himself. He will use  Phantasmal Force to create
  the illusion of a brown bear to fight the PC as
  well.
  If Maria is mentioned, Joshua will freeze in shock and
  repeat the name in whisper, then again with despair in
  his voice before he falls to his knees, crying. In a fleeting
  moment of sanity he explains that he summoned the
  wyrm and that it is down there in the cave. If he is asked
  if it was him who ordered it to destroy the village he will
  roll up into a fetal position on the floor where he rocks
  back and forth but will otherwise be unresponsive for 1d4
  turns. Afterwards, all sanity is gone from him.
  
  [07]: A small descent leads into a large cave which floor is
  two foot deeper, and its ceiling about two yards higher
  than that of the main cave. The pungent stench of the
  feces on the ground as well as the agitated chirping and
  movement at the ceiling quickly make it clear that this is
  the roost of a swarm of bats: 54 of the small creatures
  nest here.  The swarm counts as HD:0; 27 hit points,
  Moral 7; AC:15
  They will “attack” anyone but Joshua or the wyrm as
  soon as somebody enters their cave or a signal is given
  (see above): Joshua used Speak with Animals in the past to
  “befriend” them, and explained that neither him nor the
  wyrm would mean any harm, but that others would. The
  bats attack by swarming and harassing, which will have a
  Confusion effect on every character that does not pass a
  Save vs. Devices (which renders a character immune for
  1d6 +INT Bonus rounds). Being feeble and meekly, the
  bats must pass a Moral check every time one of them is
  killed (every hit kills one bat) or when they are attacked
  with fire. A failed check means that the swarm leaves the
  cave and disperses outside, till it seems save to return.
  Confusion Effects of the Bat Swarm (d6):
  1# Attacks a random nearby target by accident (attack roll
  without any bonus)
  2# Fights “Blind”
  3# Stumbles backwards in defense (¼ move, no further
  action)
  4# Attacks the bat swarm
  5-6# May act as usual
  [08] A natural recess has formed at this end of the cave,
  about 2´ deeper than the rest of the floor. An opening in
  the wall connects it with a smaller cave, which is in turn
  connected to a long tunnel.
  [09] Water drops from the ceiling of this long, winding
  tunnel that leads steadily downward. While following it,
  the characters have two chances (1 in 6) to hear the
  wyrm at the end, as it moves now and then in its lair.
  [10] The wyrm creature lairs in this cave. It will attack
  anyone but Joshua on sight, follow those who flee and
  retreat back into this cave if it loses a moral check. Inside
  of it, it will fight to its death.
  The Sea of Fog and the Cliff in the Mist
  The Sea of Fog is an otherworldy adventure location, a
  place not from or in the real world but merely reachable
  through it. Uncanny changes overcome those that inhale
  the fog from the sea, and bizarre creatures are home to it.
  Near its “shore” several cliffs protrude out of the mist,
  and the top of one of them hosts the means to call upon
  realms even further away. All in all, it is up to the GM
  how this adventure location may be reached and how to
  include  it  into  the own  game  universe.  The  included
  adventure  Nightwork for Jonathan Tobs provides one
  possible option. 
  In the Veins of the Earth, the Sea of Fog might be located in a
  gargantuan cave.
  What the Sea of Fog is like: The ground near it is rocky .
  Closer to it, smooth stones like those found in a dead
  riverbed grow common. The surroundings become hazy
  till there is no more than a whitewashed world with
  shades and forms that fade more and, till the horizon is
  white and a hollow is reached. There, encased in smooth
  stones and pebbles, lies the shore of the Sea of Fog. Its
  mist wafts over it and slowly rolls this direction and that,
  like waves of a directionless ocean. Here and there the
  billowing white reveals languets of pebbles and stone
  outcrops that reach into this unreal sea, while now and
  then something seems to steer the fog from below. A few
  jagged cliffs reach high up, not far from the shore, and
  perhaps reachable by the languets. 
  Gifts of the Fog: The fog is a mystic and unnatural. Some
  (those with a WIS bonus of +2 or better) who lower their
  head into it to and inhale it for more than 1d4+1 rounds
  receive visions  that  answer questions  of  the heart  (a
  number of yes/no question equal to the WIS bonus of the
  character are answered by the GM), but afterwards a
  strange  madness  will  manifest  itself  for  1d6  turns,
  multiplied by the WIS Bonus of the victim (half as long on
  a successful Save vs. Devices).  The character (d6)...
  1# ...walks into the depths of the Sea of Fog, and
  wanders there aimlessly and in silence till the effect
  passes  and  he  or  she  leaves  the  mist  again.  The
  character will attack anybody who tries to prevent
  this.  Another  effect  is  rolled  for  when  the  victim
  comes out of the fog again, and  this one will last for
  2d6 hours (no Saving Throw). 
  2# ...stares at everyone and everything with wide eyes
  and is unable to speak meaningful or to attack.
  3# ...falls into a catatonic state, interrupted by fits of
  gasping (every 1d4 rounds). He or she may be lead, but
  will not defend itself (helpless).
  4# ...stays silent and does not respond to questions,
  but rips out strands of the own hair  every now and
  then, and eats them (may otherwise act normal).
  
  5# ...begins to sing with an unearthly beautiful
  voice, in a wordless melody. Everybody within
  earshot must Save vs. Devices or will sing as
  well. The character may otherwise act normal,
  but  communication  or  spell  is  impossible.
  Every singer will lose 1d4 points of Wisdom
  (permanently)  and  gain  250xp  for  ever  lost
  point of Wisdom at the end of the duration.
  6# ...eyes snap wide open in shock, and then he
  or she turns round and runs away in panic and
  shriek.
  The Things of the Sea of Fog
  Now and then something seems to steer the fog from
  below.  Shadows  and  forms  may  be  glimpsed,  and
  sometimes things come out of the depth of the mist.
  Every turn spend at the Sea of Fog, there is a 1 in 6
  chance for an encounter (3 in 6 when somebody moved
  INTO the Sea of Fog) (d8):
  #1-2: Drifting Drowner
  A  large  balloon  of  perfect  white  skin  with  fine  blue
  veining slowly rises from the fog, 1d6x 10´away from the
  characters. Below it dangles what looks like a human
  spine, but ends in a claw made of three sickle-shaped
  bones. There is a 2 in 6 chance that another of this things
  rises out of the fog, and then again the same chance for
  another, and so on till no further one rises. No eyes or
  other sensory organs are visible, but each balloon-thing
  will float towards a random character and try to grab him
  or her. 
  The monster will try to drag a victim out onto the Sea of
  Fog (which it will do once it is in control of the grapple or
  has immobilized its victim). Out there, the victim will be
  drowned in the Fog in a matter of 6 rounds (an effect that
  the fog only has in the presence of these creatures): it
  will lose its memory and return as a Fog-Drowned .
  When destroyed, the thing will rip open and flatten. Its
  inside is filled with wet, warm organic webbing.
  #3-4: Fog-Drowned
  1d6 Fog-Drowned are encountered: If there are only 1-3 ,
  those will be found sitting or standing near the edge of
  the Sea of Fog or on one of the banks and outcrops in it
  where they absentmindedly  watch "the Sea" with glassy
  eyes.  When 4-6 are encountered they will walk out of the
  fog and towards the PC while they moan in a deviant,
  mindless fashion. 
  No matter how they behave, they all share the same look:
  the hair is gray as from age, the skin is grayish but looks
  youthful in defiance of deep wrinkles on the forehead and
  around  eyes  and  mouth.  Those  that  just  stare  will
  continue to do so till somebody tries to interact with
  them. Otherwise, they will stumble towards a random
  sentient being in reach, with deranged moans and wide
  open glassy eyes. They will grope, moan without any
  meaning and behave like deeply disturbed children that
  woke up from a nightmare a split-second ago. 
  Everybody who tries to talk to or pays attention to them
  must Save vs. Devices after 2d6 rounds or will lose the
  memory of the past 1d6+6 turns. If they are attacked, they
  will fall to the ground and raise their arms in defense, but
  will neither fight nor put up any meaningful resistance. 
  Fog-Drowned  were  normal  people  once  and  may  saved  by
  removing them from the area and a Remove Curse.
  #5: Crystal-Thing:
  A man-sized white, floating crystal in a shape reminiscent
  of a coffin. It emits a soft, steady blue glow and in this
  radiance move numerous long, transparent tentacles that
  Move:
  150´(50´) 
  Hit Dice / Points:
  2 / 6
  AC:
  12
  Attacks:
  1 (grapple)
  Special:
  Hovering Flight; +2 grapple bonus
  Save:
  Moral:
  9
  Suggested XP:
  50
  as 1st Level Specialist
  Move:
  120´(40´) 
  Hit Dice / Points:
  0 / 4
  AC:
  12
  Attacks:
  none
  Special:
  Memory-Erasing Presence
  Save:
  Moral:
  2
  Suggested XP:
  5
  as 1st Level Specialist
  Move:
  120´(40´) 
  Hit Dice:
  3
  AC:
  16
  Attacks:
  1d8 (rolled for each round)
  Special:
  Trap the Soul; Reach; Hovers
  Save:
  Moral:
  12
  Suggested XP:
  85
  as 4th Level Magic-User
  
  seem real and unreal at the very same moment. The
  crystal attacks with the mere touch of its tentacles, which
  have a reach of up to two yards. Those who are touched
  must Save vs. Devices or become the victim of a Trap the
  Soul spell where the crystal-being replaces the gem (a
  Saving Throw is allowed).
  #6: Mirror-Crab
  A monstrous crab, about a yard in diameter, with bat-like
  wings that are covered in arrays of saw-like thorns at the
  bones. Its shell is like a polished mirror. The beast rises
  out of the fog with its pincers raised menacingly, and in
  fact seems to rise above the fog by walking on it. This
  strange creature has a very vulgar reason for its attack: it
  wants to devour a character or two, and will thereby not
  pursue fleeing opponents as long as a victim or corpse is
  still in reach. When it flees it will flap its wings and
  thereby magically create a Wall of Fog.
  #7-8:  The Lure
  All  characters  hear  a  wordless,  melodic  choir  that
  meanders into their minds. Those who fail a a Save vs.
  Devices will fall into a trance for 1d6 turns and wander
  straight into the fog. They won´t resist if others try to
  hold them back or to restrain them. The sound is surreal,
  it cannot be blocked out and even the deaf can here it.
  The Cliff in the Mist
  There is a high cliff not to far from the edge of the Sea of
  Fog. To reach it one could try to walk straight through
  the  fog  (2  turns)  or  find  a  way  along  the  elevated
  outcrops of stone and languets of pebbles (1d6+3 turns to
  find the way, 4 turns if one already knows the way and
  does not fail a Navigation test). 
  Near it one will become aware of the rough, narrow steps
  that wind around the cliff, all the way up. On its top, right
  at the center, there is a crack in the stone, not wider than
  a span, that leads down deep into the cliff. In front of it a
  summoning  circle  has  been  chiseled  into  the  bare
  ground. At this circle any magic-user may summon the
  Stranger from Beyond the Fog, a 6 HD creature. The circle 
  acts  as  both  a  permanent  “spell  scroll”  and  a  +2
  Thaumaturgic Circle for this summoning.
  When the summoning is successful and the Stranger
  dominated, a wall of streaming fog will rise out of the
  crack in the ground, and through it will step a 8 foot
  being shrouded in a gray, hooded cloak. Its face and feet
  are hidden by fog that wafts out of the cloak, but its long
  grayish-blue arms and black claws are visible. It will lay
  its hands into another so that the palms face up. Inside of
  these, mist begins to form but solidifies into a gift for the
  caster. Roll a d6 and see below, unless that caster knows
  the ritual good enough to name one of the gifts and does
  so during the summoning. 
  When the domination roll is failed, the fog that streams
  out of the crack will cover all of the cliff top within 2
  rounds so that nobody will be able to see their a thing
  anymore. A moment later a cry of a randomly determined
  present character is heard. Two rounds thereafter, the
  fog is sucked back into the crack and the person whose
  cry was heard is nowhere to be found (as the Stranger
  took him or her along into another world). Unbeknownst
  to most, one may have the Stranger from Beyond the Fog
  return a victim  it  has taken. All one has to do is  to
  summon  it  with  the  one  who  did  the  erstwhile
  summoning  (during  which  it  took  the  victim)  as  a
  sacrifice. This sacrifice has double its usual value for the
  Domination roll, and when this roll is made the Stranger
  will return the victim. The victim will have lost 1d6 points
  of Wisdom and will be unable to remember what has
  happened on the other side, but will from now on be
  afraid of both fog and the sea (-2 to all dice rolls when
  inside of fog/mist or at sea).
  Gifts of the Stranger (1d6):
  #1: A palm-sized glass crystal in a shape reminiscent of
  a coffin. It summons a Crystal-Thing from the Sea of Fog
  for the duration of 1d6 turns if crushed. The “caster”
  must still test for its domination. No Crystal-Thing will
  attack a group that is in possession of such a (intact) glass
  crystal.
  #2: A cloak made of the wings of a Mirror-Crap. If the
  wearer flaps the cloak, it dissolves and becomes a Wall of
  Fog  that the wearer may place just as he or she would
  have cast the spell of the same name at 4th level.
  #3: A large gray candle that will burn for up to 15 turns.
  Its light acts as a Protection From Evil against all creatures
  from the Sea of Fog as well as all those brought forth by a
  Summon spell whose form is Seaweed, Dream-Matter, Fog or
  Shadow. Its light will also work as Detect Illusion and Detect
  Invisible.
  Move:
  120´(40´) 
  Hit Dice:
  4 / 20
  AC:
  14
  Attacks:
  2 (pincers; 1d6+1)
  Special:
  Walks on Fog; Wall of Fog
  Save:
  as HD
  Moral:
  8
  Suggested XP:
  85
  
  #4: A glass vial with a clear liquid. The liquid will bring
  forgetfulness: a sip taken will erase the memory of the
  recent  turn,  drinking  more  of  it  will  erase  a  longer
  period. The content of the vial is enough to erase a total
  of 12 turns if taken at once.
  #5: An amulet made from the housing of a sea snail. It
  allows  a  Magic-user  to  call  upon  the  effect  of  the
  Lucubration spell up to three times. After it was used the
  third time, the amulet will turn into fog and disperse.
  #6:  A  glass  vial  with  lazily  moving  green  smoke
  bottled in it. When a Magic-user inhales some of it before
  preparing a spell, he or she is granted a benefit akin to
  that of the Mnemonic Enhancer spell. The smoke in the vial
  is equal to a total of 12 levels, but not more than three
  additional levels may be used at a time (inhaling = 1 level;
  inhaling deep = 3 levels).
  Nightwork for Jonathan Tobs
  What is an adventure location without an adventure?
  Less convenient. 
  Nightwork for Jonathan Tobs is an example of how to
  bring  The Sea of Fog and the Cliff in the Mist to the
  gaming table. It is a short adventure that may be finished
  in just one session, and may be best suited for a small
  group of low level PC (2 to 4 of 1st to 3rd level, perhaps).
  More  characters  at  higher  levels  will  dispatch  the
  monsters in the Sea of Fog quickly (which may not be a
  bad thing if the GM only uses it as a side quest). 
  #The Plot: Jonathan Tobs (not his real name), a third
  son of a noble and dabbler in the dark arts, learned about
  the Strange from Beyond the Fog, its gifts, the Sea of Fog and
  how to reach this place. He thereby traveled from [the
  Northern Marshes of England, or any other region fitting
  your  game  world]  to  [somewhere  farther  south  in
  England, or anywhere else that fits your game world]. He
  plans to use his money and knowledge to hire some men
  to accompany him into the otherworld, so that he may
  summon the Stranger and get a gift. He does not know
  what gift he will gain, but hopes for an artifact from
  beyond  that  will  help  him  in  his  personal  quest  for
  power.
  Johnathan Tobs (2nd Level Magic-User)
  Weapons: Rapier (1d8); 2x Wheellock pistols (1d8), fine
  steel dagger (1d4).
  Known spells: Identify, Shield; Read Magic, Unseen Servant
  Shield & Read Magic are those prepare at the start of the
  adventure, the former he is going to as soon as he cannot
  count on the PC to guard him in a fight.
  Important  items:  traveling  gear,  personal  items,  old
  folio written in Gaelic (journals of a Scottish Warlock);
  Spellbook  (his  own;  written  in  English);  a purse with
  1d20+30sp and 1d20 cp (at the time of looting).
  The hook: If the characters are looking for work or are
  know  to  some  locals  as  people  that  have  performed
  “dangerous  tasks  for  coin”,  a  man  named  Rowland
  approaches them. He may or may not be known to the PC
  as a felon and somebody who knows people to go to.
  Rowland will quietly tell them that he knows somebody
  who looks for... 
  “...capable and  hard-bitten  people for  nightwork.  “Nothing
  overly dangerous, just a few days of work with good payment. A
  meeting could be arranged for  tonight, and tomorrow you
  would be on your way.”
  [Nightwork is a periphrase that I, as a GM, use for illicit
  or otherwise disreputable jobs]. 
  Anything else he can or will not answer as that is what
  the meeting is for. If the PC are interested, Rowland will
  want 5cp from each of them as a fee (but will settle for
  3cp). After the money is in his pocket, he will ask them to
  wait for him at [where they currently are] at sundown. He
  will show up to lead them to a tavern in an unsavory part
  of town (or to the outskirts of the village if the PC are not
  in a town or city). There, they will meet Mr. Tobs.
  Application for the job: Mister Tobs looks like a man of
  wealth by birth (reads: clean and healthy), wears  fine,
  quilted leather jerkins under his rugged coat, and boots
  that are far better than the trousers he currently wears.
  His belt and its buckle both look expensive, all of which
  could very well tempt a cutthroat into action wouldn´t it
  be for the rapier and two pistols fastened to said belt. 
  Move:
  120´(40´) 
  Hit Points:
  4
  AC:
  13 [Quilted Leather Jerkins]
  Attacks:
  1 (Rapier, Pistol)
  Special:
  INT:13(+1); WIS:15(+1); CHA:13(+1)
  Save:
  Moral:
  10 (Very determined)
  Suggested XP:
  50
  as 2nd Level Magic User
  
  After Rowland has introduced the PC he will scrutinize
  them silently till the serving wench has come, took the
  orders of the characters and delivered them. If the PC try
  to talk about "the endeavor I want to go on" (as he puts it)
  before that, a brief "all in time..." is all that the man will
  say while sipping lazily at his own glass of wine. When
  the wench is gone he will explain that he has a need for
  individuals to act as guards for him and two laborers, for
  three days in total. 
  „I need people that are determined, courageous and able to
  cope with unforeseen events. Do you fit the bill?“ 
  He will pay a total of 65sp per guardsman (reads: PC). „15
  silver up front, 1 gold piece after you brought me back alive“.
  The only thing he is willing to reveal is that he will have 
  “...a business meeting outside of town that may or may not
  become... complicated. That is all you have to know now. If
  you need to learn more, I will tell you then.” 
  If the characters insist to learn more about the situation
  the reply of Mr. Tobs will be: 
  „I will pay you the equivalent of some weeks of honest work
  for just three days and nights, and you ask questions like
  that? There should only be one question, and you should ask
  it yourself: do you want the money, and are you the kind of
  guys that I said I need?“ 
  If the PC are about to decline or want to haggle, Mr. Tobs
  will make one final offer „100sp, for each of you. 20 sp up
  front, the rest when you bring me back, like I told you. Take it
  or get up and leave.“ When the characters accept, Mr. Tobs
  will pay them the up-front money and ask them to wait
  for him the hour after dawn at the city gate (or what
  other meeting point fits your current setting).
  Of course, the characters might reject the offer, and the
  NPC will not raise it any further. The GM better has a
  “Plan B”. My choice  would be a bunch of pre-rolled
  level  1  characters  that  are  Fighters,  Specialists,
  Halflings and Dwarfs. This is the “second choice” that
  Rowland has to offer to Mr. Tobs. My personal line to
  the  players  (and  my  hook  for  them)  would  be  the
  following: 
  “Look, I can understand that your characters don´t jump
  that opportunity. After all, it sounds fishy and the money
  is not all that good. But the NPC will not pay more. If you
  are still interested in the game, I offer you to run it with
  this 1st level pre-generated characters. If you succeed,
  your  regular  PC  will  gain  1/3  of  the  XP  that  these
  henchmen would gain. Do we have a deal?” 
  That -is- a heavy-handed approach. But then again, it
  offers some fun without the players risking their truly
  beloved PC for what they consider to be “mere pennies”
  and/or “a trap”.
  A journey to Elmby: Next sunrise, Mr. Tobs will meet
  the PC at the place he told, about the time he told them.
  He will be accompanied by what looks like a man-servant
  and  two  burly  guys  that  carry  large  backpacks  and
  further equipment (see below). 
  One of the laborers is Rychart, a rather brave fellow at
  the end of 30. He has yet to face anything he could not
  handle (which says more about his limited experience
  than about his abilities). Rychart is simply in it for the
  money, and does not mind that it sounds like a crime in
  the making. 
  He is already having streaks of silver in his reddish-
  brown hair and a big, bushy beard. Aside from the gear
  (see below) he carries a purse with 2d6+2 sp and 1d10cp
  on his person. HD: 0; AC:12; 4 hit points; Moral: 8]
  The other laborer is Rychart´s close friend  Simond
  (that  he  talked  into  this  job).  Simond  is  28  and  a
  drinking  buddy  of  Rychart.  He  shares  his  friend´s
  confidence, but his motivation is different: he hopes
  that doing “nightwork” will at some point help him to
  get hired by somebody who is involved in organized
  crime. That is what Simond believes is the best way of
  living: as a thug or minion of a ring leader. 
  He  is  a  very  handsome  man  with  blond  hair  and
  angular features. Aside from the gear (see below) he
  carries a simple iron dagger (1d4 dmg)  and a purse
  with 2d6+2 sp and 1d10cp on his person. HD: 0; AC:12; 4
  hit points; Moral: 7
  The  plain  looking,  aged  man  servant  Mr.  Tobs  will
  introduce as “Bernhard. He is the man that will wait for my
  return  with  the  money.” Bernhard  will  be  “allowed  to
  leave”  after  this  short  introduction,  and  thereby
  disappear from the scene without uttering a word.
  The two laborers carry...
  rations for the whole group (for two days) 
  two lanterns 
  four flasks of lamp oil 
  crampons for everyone 
  a grappling hook 
  four 50´ropes 
  a small hammer and numerous iron spikes. 
  If  any  of  the  characters  asks  questions  about  the
  equipment, the laborers do not know anything (they only
  know that they are hired to come along and carry stuff,
  and that it is “nightwork”). Mr. Tobs will just say that 
  “I am not even sure that we will need it, but I prefer to be
  over-equipped instead of unprepared”. 
  
  He will be unwilling to reveal anything else, but if the
  characters hue and cry about it he will grudgingly admit
  in a pressed voice to them that 
  “There is a good chance that we will have to climb a bit, but
  it  will  not  be  anybodies  wall,  if  that  idea  gives  you
  headaches. It is still just guard work, we will do no burglary
  and will for sure intrude into a castle or keep. Now, stop
  raising my hackles, will you?”
  Mr. Tobs will explain that they are going to travel to a
  nearby small village named Elmby, which is less than a
  day on foot away. The people there are farmers, and it is
  just another village near a wood. The journey will be
  uneventful,  but  the  PC  will  be  scrutinized  by  their
  employer during the trip. He will inquire where they
  learned their "trade", and if they have had to kill a man
  in their past. About himself he is only willing to reveal
  that he is the third son of noble 
  “...in the north. No titles, no grants of land, but enough to
  finance endeavors like this one. If you proof capable, I may
  very well have more work for you.” 
  In regard to killing, he will admit that he did so "Twice.
  Both cases were duels."
  The Copperbell Inn: Once they arrived, Mr. Tobs will
  lead them into the only inn in town, the Copperbell. Few
  other  travelers  are  at  the  inn:  a  group  of  young
  craftsman on their way to the next town, two brothers
  looking for work in the next town and coachman who
  takes a merchant and his clerk to a city further away. 
  The owner of the inn is a man who has the looks of a
  noble and rather reserved manners for an innkeeper, and
  goes by the name of Allen. There will be just enough free
  rooms left to offer the whole group lodging (which the
  party´s  employer  will  pay for).  Mr.  Tobs  will  quietly
  explain to the innkeeper that 
  “Me and my men will have to leave in the hours before
  midnight, and will likely be back before dawn. We hope that
  you can let us out and in again.” 
  Before Allen can frown at such an unusual and particular
  request, Mr. Tobs places six silver coins in front of him.
  However, this will not satisfy the innkeeper. “What shall
  the people think about me when rumors arise of strangers
  haunting the village by night?” he will sternly reply. 
  “The village is not where we will go to, nor any homestead
  in the area. Can I count on your goodwill and services?” Mr.
  Tobs will add two more pieces of silver. It is then that
  Allen takes the coins and leaves to take care of matters
  elsewhere in the inn. 
  From the PC and the laborers Mr. Tobs demands to 
  “Do not drink to much, and get some rest. We will head out
  into the woods in the hour before midnight, and shall be
  back before dawn. Your tab is on me. Hurry up once you
  hear me knocking on your door, for we will all meet here in
  tab room thereafter.”
  The other guests don´t know anything about the area,
  and neither Rychart nor Simond know anything peculiar
  about Elmsby or the wood. If a character receives an at
  least Talkative reaction from Allan [ (-2) penalty due their
  employer´s strange behavior] or is willing to spend 1sp
  and at least achieved an Indifferent reaction, Allan will tell
  them that nobody goes out into the wood...
  “...when the moon is half, like tonight. Mist wafts between the
  trees  on  such  nights,  and  strange  things  are  rumored  to
  happen. I don´t wish you ill, but if you would not come back in
  the morning nor the morning to come, it would not be a great
  surprise to me.” 
  Jonathan will by then be in his room and will not react to
  any calls or knocks on the door, no matter what. He will
  read passages from an old folio that are the collected
  writings of a old Scot warlock. These are the only hints
  and clues that he has about the journey they all are  going
  to undertake. Although he already knows them by heart,
  he  reads  them  again  nevertheless  as  it  became  a
  compulsion to him.
  Nightwork: Mr. Tobs will knock at the doors of his hired
  men at the hour before midnight, just  as he told  he
  would. When the PC come down to the tap room, he will
  already be waiting for them there. The two laborers will
  follow shortly after, each a lantern at the ready. “We shall
  be back before sunrise. Be ready to let us in again, good man.”
  These are the words that Jonathan Tobs departs from the
  innkeeper with before he takes one of the lanterns and
  orders everyone to follow him into the wood. As they
  leave, the PC can hear how Allen locks and bars the door
  of the inn behind them.
  The wood is not far from the tavern, just over the street
  and across a pasture where a cottager herds goats during
  the day (that he keeps in a barn at night). The grass is
  wet. Not long after they have entered the dark and silent
  wood, the characters are greeted by light fog that hangs
  between  the  elms.  There  is  no  path,  and  Mr.  Tobs
  obviously uses certain large and strangely twisted trees
  for orientation. Time passes by, and the closer it comes to
  midnight the more tense and frustrated Mr. Tobs seems
  to grow. If any character tries to speak to him, he will
  hush  him  or her with  a  harsh  gesture and  not  even
  bother to look at the PC, but focuses on the trees around
  him. 
  It will be past midnight when the group comes upon a
  small pond between the elms, and Mr. Tobs mood will 
  
  lighten up. “There. That is where we were heading for.” He
  will approach the edge of the water and look at the
  reflection of the half moon above for a moment before he
  turns to the group. 
  “Your first task: I want all of you to follow me, and do so
  without hesitation.” 
  With this words, he turns around and walks straight into
  the pond. With every step his figure descends deeper into
  the  water,  and  before  long  he  submerged  himself
  completely, lantern and all. No sign of him can be seen
  from that moment on. The pond lies silent, the surface
  calms in moments till it is flat like a mirror again and
  reflects the half moon above.
  The workers will at first be unwilling to follow. “What was
  that?  Where  is  he!?”  Rychart  will  talk  out  loud,  while
  Simond will say that  “I was not paid to swim and dive to
  some unknown place...”
   If the characters encourage the two to “just walk into the
  pond. This must be some trick”, the two will reluctantly
  do so. If any of the PC talks about magic being involved, a
  PC with a Charisma above 12 is needed to make the two
  go in on their free will. Of course they will do if the PC
  threaten them, but this will reduce their Moral by one for
  the rest of the adventure. 
  Otherwise, they two will go back and take the remaining
  lantern with them. If the PC keep the lantern by force,
  they basically threaten them to come with them as they
  will not find the way back without a light.
  At the other side:  Any character that steps into the
  pond like Mr. Tobs did will feel dizzy as soon as their
  head is finally under the surface. The next thing they
  know is that they resurface in a pond of similar size, but
  on a beach of gray gravel, under a milky sky and in front
  of an ocean of fog (see the Sea of Fog). Impossible as it
  seems, they are neither soaked nor wet from the water. 
  Their  employer,  who  was  already  there  before  them,
  checks one of his pistols (actually, the second one as he
  did so with the other before). “Dry. Just as I thought. This
  was the first part, the second follows now.” If anybody tries to
  go back to “the other side” again, Mr. Tobs will stop
  them. 
  “You may only cross from one side to the other once this
  night. If you go back now, you cannot come back here. Stay
  with me  till I am finished here!”. He will be ready to
  explain more, but only when all are gathered. “I hate to
  repeat myself.”
  Where are we? - "We crossed the threshold into the Realms
  of the Unreal. This is not our world, not our realm. Call it the
  realm of the fay if you want to. The pond we came through is
  a path to this place, but only on certain nights."
  What is this place? - "This place is not like our world, but
  similar. You will have to prepare yourself for unexpected
  dangers. The sooner you stop asking question, the sooner I
  will be able to obtain what I came here for, and the sooner
  we all will be back in our own world."
  Why are we here? What do you want here? - "You see
  this cliff over there? There is a way on top of it. There, an
  entity of this realm will grant a gift to those who know how
  to ask for it. And I know how to."
  Who are you? How comes it that you know about all of
  this? - "I am a student of the mystic arts, and an Adept of
  the Unknown. Call me a magician if you like, or a warlock if
  you must. I researched this place and how to get here for
  years by now, and I am here to claim the prize that waits for
  me on top of that cliff."
  Why did you brought us all along? - “As I said: We may
  face  unexpected  dangers  here.  Creatures  that  will  be
  unknown to you and may be unknown to me as well. I shall
  and will not explain all the possibilities, for they are many
  and the longer we stay here, the more likely it becomes that
  we may have an encounter with something all of us would
  like to avoid. The sooner we make our way to this cliff and
  up to it, the better."
  We shall climb all the way up that cliff?!? - "No. There
  will be a way up, the climbing gear is a measure of safety, as
  are you  (with this, he points to the PC). But we waste
  time with this talk. Sooner or later we will raise unwanted
  attention. Let us go."
  
  #Interlude: “You don´t me pay enough for that!”
  If the characters (at any point) demand more payment
  after they reached the other side, Rychard and Simond
  will chime with them and demand “another 20sp each, or
  you can do this shit without us”.  Mr. Tobs will just smirk
  at the two laborers 
  “Fine... drop the gear and go back. Good luck” 
  and then turn to the PC 
  “I will pay each of you another 20sp. Can we continue
  now?” 
  He will be willing to pay up to another gold piece
  (50sp) to each of the PC, but will only offer 30sp at first
  if the PC demand more,  and add that “I begin to doubt
  that you are even worth it”. 
  If the characters decline, the laborers will come with
  them and they should have at least one encounter on
  their way back, while Jonathan Tobs continues to the
  cliff (with some of the climbing gear). 
  If the PC accept the raise of their own payment,
  Moral checks should be rolled for the workers. In case
  of  a  failure,  they  will  turn  round  to  leave  (after
  dropping the gear), otherwise they will curse but grit
  their teeth and take it. Their moral will be reduced by
  another point then. 
  If the PC want a raise of payment for everyone, Tobs
  will grin at them with malevolence and frustration.
  “Oh really? Then it is just another 15sp for each and every
  one of you, but that´s it then. Take it our leave me alone. I
  rather go up there without you all then having to haggle
  further with people I already had a deal with!”.
  If the PC take the offer but not care to haggle for a
  benefit for the two laborers AND both drop the gear
  to  turn  and  leave,  Mr.  Tobs  will  give  the  two  a
  moment to disappear into the fog before he says to the
  PC. 
  “Now, things are a bit more complicated. I need at least
  one of the two, but not for carrying. Go and bring one of
  them back alive, no matter how.” 
  The same happens if (for any reason) only one laborer
  remained and turns to leave. If the PC refuse to do as
  he tells them, Mr. Tobs be will angry, but will not risk
  their support by being vocal about it.
  The way to the cliff: Mr. Tobs will be strictly against
  walking straight through the fog, for 
  “The effects can be maddening, and disturbing the fog is
  most likely to disturb things that dwell in it”. 
  The GM has two options to determine what will happen
  during this short journey. 
  The random/roller way of doing it is to roll for Jonathan
  Tobs (who leads the group) to see how long it takes him
  to find a way to the cliff (1d6+3 turns), and to check for
  an encounter each turn (1 in 6 chance). 
  A more deterministic way to handle it is to set the
  number of turns to 7 (Mr. Tob takes a wrong path at first,
  all have to turn round in the middle of the second turn
  and only then he takes the right path) and to have at
  least one encounter and two at the most. Encounters are
  checked for as above, but if none has happened till turn 5
  of  the  journey  one  will  happen  then.  No  further
  encounters are checked for on the way to the cliff as soon
  as two have happened.
  May I advertise my turn sheet ? Take it for free!
  In case of a combat (which is likely due to the hostile
  nature of most of the creatures of the Sea of Fog), keep in
  mind that the characters may have rough/uneven ground
  beneath  them  (-1  melee  attack  penalty  for  everyone
  without a positive DEX bonus), and that there is not much
  space to evade attackers. This may or may not cause a cap
  to the DEX bonus to armor, but will for sure make it hard
  to get into the back or flank of a monster (but not the
  other way around).
  For the two laborers a check for Moral is in order at the
  start(!) of each fight, as they are likely to flee back the
  way they came under once they face a monster. Another
  check is in order as soon as any character dies.
  If 1 to 3 Fog-Drowned are encountered, Mr. Tobs will
  insist that the PC capture one and take him or her along. 
  “I will have use for (this) one”.
  At the foot of the cliff: There indeed is a very narrow
  set of worn stairs, hewed out of the very cliff itself, that
  goes up and winds around it. 
  “I  have  foreseen  something  like  that.  This  is  were  the
  crampons come into play.” 
  is  what  Mr. Tobs  says  at  that  moment,  to  no-one in
  particular. After everybody made him- or herself ready,
  Mr. Tobs will scrutinize every PC and pick a random PC:
  
  “You will go first. Take some rope, the hammer and the iron
  spikes with you so that you can secure some rope if there is
  need for such.” 
  If the PC do not adhere to that, Mr. Tobs will accept any
  other “marching order” as long as 
  a) none of the laborers nor him has to go first
  b) Mr. Tobs himself is between two PC 
  If  the  players  (!)  spend  to  much  time  debating  or
  planing anything, the GM should feel encouraged to
  have a random encounter happen.
  Up the cliff: The cliff is about 40  feet high, with a base
  as large as a small house. Going up to the top will take a
  little longer than 2 turns, and the GM way want to check
  for one random encounter. Far above the ground, any
  other result than the Lure or Drifting Drowner should
  be treated as “no encounter” instead. 
  At two points, parts of the stairs have broken away, and
  the gab calls for a Climb roll to cross it. A failure means
  the character plunges down unless he or she was secured
  with a rope. In that case, there is only a 2 in 6 chance for
  a point of damage and another 2 in 6 chance for losing an
  item of the GM´s choice.
  At some point during the way up,  Simond slips. 
  The GM should just state it that way (unless Simond is no
  longer part of the group. In that case, it is Rychart or the
  scene may be skipped). If the player(!) of a character that
  is next to him reacts with something akin to  “I try to
  safe/help him”  at once, he or she grabs him quickly
  enough  to  pull him  back. A  “Am I close enough  to
  safe/help him?” or non-immediate reaction calls for a
  Save vs. Paralyze to do the same. 
  If nobody reacts within the first 3 seconds (silently count
  from 21 to 23), Simond falls and cannot be helped. If a
  character with a negative STR tries to rescues Simond, a
  Force Doors test needs to be passed. A failure means that
  both fall off the steps at the cliff side. If the laborer has
  been secured with rope to somebody else, see above for
  the  rules.  If  Simond  falls  to  his  death,  the  Moral  of
  Rychard is reduce by 1. 
  If  a  Fog-Drown  is  taken  along,  he  or  she  will
  somnambulistic take every step without slipping, and will
  even be able to cross a broken section with the help of a
  rope  fastened  between  two  iron  spikes  if  somebody
  places one of the poor wretches hands on it.
  At the top of the cliff: See  the Cliff in the Mist for a
  description  of  the  top.  Mr.  Tobs  will  smile
  enthusiastically and absentmindedly say 
  “...yes... Yes. Finally....” 
  while he takes a turn to study the engravings on the
  ground. After that, he will turn to the PC:
  “All is as I have expected. I will now summon a being from
  beyond  to  receive  my  prize for this endeavor.  There is,
  however, a chance that things might not go according to
  plan. Are you ready?” 
  If the group brought a Fog-Drowned along OR captured a
  laborer on Mr. Tobs order, this summoning will include
  him or her as a sacrifice. 
  If Rychart or Simond is still present on his own accord,  a
  Moral check will have to be rolled. If it fails, the laborer
  will either demand more money (see p.24) or (if they
  already did that) throw down the gear and declare that
  “That´s IT! Not with me! NO WAY!” and turn to leave (again,
  see INTERLUDE for the reaction of Mr. Tobs). 
  If the laborers do not have quit by now, the group did not
  brought a Fog-Drowned along AND the PC did not haggled
  for a better payment of the laborers as well, Mr. Tobs will
  give  each  PC  another  scrutinizing  look  after  they
  answered (no matter WHAT they answered). 
  “Of course...” he will add “we could make sure that nothing
  unforeseen will happen. For this, all I need is a sacrifice....” 
  If  the  characters  rebuke  this  sternly,  Mr.  Tobs  will
  summon  the Stranger  from  Beyond  the Fog without any
  sacrifice. When the PC turn onto the laborers, Rychard
  will try to flee while Simond is foolish enough to try to
  fight (with a dagger of his). If the PC turn upon another,
  the laborers turn and flee. Mr. Tobs will not interfere as
  long as he is not attacked.
  The  Summoning,  Aftermath  and  End:  The  GM  is
  encouraged to make a Domination roll for Mr. Tobs and
  see what happens during the summoning of the Stranger
  from Beyond the Fog (see p.19). The way back through the
  Sea of Fog will only take 4 turns this time if Mr. Tobs
  leads the way or if  a player passes a  Navigation test.
  Otherwise, it will take 1d6+3 turns. 
  After they are back at the pond they rose from early on,
  stepping into it will lead them back to the pond in the
  woods. This time, they will be dripping wet from the
  water, and 1d4+3 more hours have passed than the time
  they have spend on the other side. If one of the laborers
  fled or escaped, he will have taken the way back through
  the pond, stumbled through the wood and back to the
  inn. Allan, the owner, will have believed every word he
  told him and now refuses to let the players and/or Mr.
  Tobs into his house ever again.
  
  Experience Rewards:
  100xp for embarking on this mission.
  100xp for stepping into the other world.
  100xp for reaching the top of the cliff.
    50xp if the ritual was performed (no matter by whom).
    50xp if the PC slew their employer (see stats)
  200xp if the scenario ended without any inter-party kill
  (this included -all- NPC!)
  1xp  for  each  piece  of  silver  they  have  earned  
  (as per the standard rules).
  Separate XP for each defeated monster (see stats)
  That´s it! I hope you enjoyed it!
  Further works of mine
  20 Encounters on a Haunted Road in the Carpathians 
  of Old
  25 Encounters in the Eerie, Barbaric North
  20 Sacred Sites
  50 Magical Bows & Arrows
  Boarswood
  Fantastic Cornucopia [BUNDLE]
  Strange and Cruel Personal Titles
  Works and Misfortunes of Ye Alchemist
  The Dark Arts [BUNDLE]
  Other OSR titles that I recommend
  The Veins of the Earth (excellent-weird-nightmarish 
  underground setting with solid rules for light, climbing, etc.)
  The Gardens of Ynn (a other-world adventure location and 
  a fairtale-gone-grotesque-freak-garden tookit).
  Dark Albion: the Rose War (a setting that twists the 
  historical old England with a few changes in an OSR setting 
  with monsters and magic. Quiet the play-world!)
  England Upturn´d (setting kit for the English Civil War, 
  adventure and alternate rules for Alignment).
  Rampaging Monsters (not really omni-compatible, but still 
  a GOOD toolkit to create monster-hunt sessions)
  Lusus Naturae (more bizarre monsters than you can shake a 
  stick at)
  Obscene Serpent Religion (a toolkit to create your own cult
  of serpent celebrants. Please take the “obscene” literally, the 
  pictures are an explicit torture-fest)
  OSR adventures that I recommend
  Scenic Dunnsmouth
  The Pale Lady
  The Idea from Space
  The Trail of Stone and Sorrow
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Gregorius' Notes On the Weird OSR Fantasy (LotFP)/Gregorius' Notes On the Weird OSR Fantasy Year 2018 [v1.0 bw] (LotFP).pdf