TEXT: H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Five 
  Cataclysms
  H ou se of Flow ers
  Christopher Kyle Audette
  With Editing Suggested by: Nickolas Zachary Brown
  With Maps created in Dungeonographer
  An Adventure for Low to Mid Level Characters
  For the Five C ataclysm s Rules Set
  With Conversion instructions for old school versions of  the original fantasy Role-Playing
  Game
  © Christopher Kyle Audette 2017
  1
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Con ten ts
  H o w  to U se th is A d ven tu re.......................................................................    3
  H istory of th e H ou se.................................................................................     4
  Flow er Th in g G en erator............................................................................    5
  H earts an d  Flow ers...................................................................................        7
  H eart of Etern ity.......................................................................................   8
  H eart of Ch aos...........................................................................................      9
  H o u se of Flo w ers R oo m s
  Co n tested  W in g......................................................................................... 10
  Etern al W in g .............................................................................................. 2 1
  Ch aos W in g................................................................................................ 2 4
  Ch ap el of th e V oid ..................................................................................... 2 8
  A sso rted  Tab les an d  M iscellan eou s R u les
  M u tatio n  Tab les......................................................................................... 32
  A n tib od y A n g el G en erator........................................................................ 33
  d 10 0  M agic Item s Tab le............................................................................36
  H allow  an d  Corru p tio n  R u les.................................................................... 51
  Su m m o n ed  Creatu re R u les........................................................................ 58
  ♦
  H o u se of Flow ers M ap ............................................................................... 78
  2
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H ow  to U se th is A d ven tu re
  If you  plan to  use  this  mostly  as-is  and 
  you're a lazy referee (like myself), I'd recommend 
  at the very least reading through all the text be­
  fore the room descriptions so you have an idea of
  how the dungeon functions and what its various 
  moving  parts  do.   You  can  run  this  without 
  much difficulty even if you haven't read the room 
  descriptions beforehand, provided you read the 
  all the information before the room descriptions.
  The magic items in the Chapel of the Void you 
  should  probably roll up or choose beforehand 
  though,  since  some  of  them  have  campaign 
  wrecking power, and some of them require a lot 
  of improvisation or prep.
  H ow  to read  room  d escrip tion s
  R o o m  #   
  ♦ R o o m  N am e
  Wing of Dungeon the Room is in
  Obvious Feature #1 • Less obvious features and 
  secret descriptions pertaining to feature.
  Obvious Feature #2 •  Other less obvious fea­
  tures;  players  become  aware  of  them  when  it 
  makes sense for them to.  This can be upon fur­
  ther investigation, when triggered, etc.
  H ow  to read  m on ster stats
  # of Monster Name AC # (Armor Class), HD # 
  (Hit Dice), ATT # (Number of Attacks)/(Dam­
  age Dice), Special Feature 1, Special Feature 2, 
  Move  #  (Movement  Speed),  (Default 
  Attitude)/ML # (Morale number)
  For many reasons, you may not want to 
  dump this adventure in your campaign due to its 
  tendency towards a high rate of character death 
  or its tendency for major changes to your cam­
  paign world.  In that case, I'd recommend reading 
  through it to borrow ideas, scrapping it for parts, 
  or taking it as inspiration to write a better adven­
  ture!  
  There's no need to use any of this as written. 
  File off the serial numbers and make it your 
  own.
  Some notes on conversion: I fully 
  expect people to run this adventure on different 
  rule sets than Five C ataclysm s, so here's some use­
  ful tips for converting.  
  Most important here is the Hallow and 
  Corruption; you can easily replace Corruption 
  with level drain or harmful mutations of some
  kind.  Hallow isn't so simple, but you can effec­
  tively use it as is while understanding that each 
  point of Hallow allows a character, once per ad­
  venture per point of Hallow, to change any die by 
  one (+1 or -1) after the dice are rolled.  This can
  be split any way, so a character with 5 Hallow 
  could add a +3 to one roll and then a +2 to an­
  other later.  Hallow normally caps out at 15, but 
  this adventure allows some exceptions.
  Con version  to O th er System s G u id e
  •
  Armor Class is Ascending
  •
  Armor Class starts at 10
  •
  Attack Bonus = Monster HD
  •
  Save = 18 - Monster HD (Min 4)
  •
  Move of 12 is Human Average
  •
  Morale checks are rolled using 2d6, 
  rolling above means failure
  Five C ataclysm s doesn't use alignment, but 
  the following can be assumed: Undead, Demons, 
  and other creatures defined primarily by Corrup­
  tion are Chaotic, the Heart of Eternity is Lawful, 
  the Heart of Chaos is (obviously) Chaotic; their 
  servants are aligned as they are, and Void crea­
  tures are Neutral aligned.
  The goal when writing  this module was 
  that  perfectly  clever  and  thoughtful  players 
  should be able to get through and out with a 
  large amount of treasure and no negative reper­
  cussions  w ithout a single die roll.   Wandering 
  Flower Things aren't going to be initially mur­
  derous to any group, only possibly attempting to 
  grapple and drag off people so they can meet 
  with one of the Hearts directly.  Of course, since 
  players are human beings, there's going to be dice 
  rolls and death and the potential for several apoc­
  alypses, but the intention is for this module to be 
  fair, if lethal.
  This  module  should  provide  a  challenge 
  from 1st level all the way up to 10th or 11th, giv­
  en the save or die nature of some of the monsters 
  and the general nastiness of some of the traps.
  3
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H istory of th e H ou se
  Th e Ch ap el Th at A lw ays W as
  First, there was the Chapel of The Void.  It held 
  at bay monsters from beyond creation, imprison­
  ing them behind glass.  It was a vault for many 
  items with great power, sometimes power that
  threatened existence.  In this time, the Chapel 
  had a will of its own.
  Th e H earts fall to Earth
  Eons before the present day, the Heart of Eternity 
  and the Heart of Chaos fell to earth.  Strange 
  gods, struggling against one another.  Why they 
  fell so close together even they do not know, but 
  it may be the Chapel of the Void bound them to­
  gether to restrain them both.
  Th e H earts are B ou n d
  Although the influence of the Heart's opposite 
  prevented them from razing creation entirely, it 
  still threatened the life that was new to the plan­
  et.  The Chapel, or the will behind it, desired si­
  lence.  To this end, it wrapped the Hearts in its 
  essence,  Void Essence.  With this, the Chapel 
  greatly diminished the threat of the Hearts to in­
  telligent  creatures,  long  before  such  creatures
  even  existed.   It  is  not  known  whether  the 
  Chapel willed the growth of the House of Flow­
  ers, or if the Heart's strange influence caused a 
  structure as odd as the House to exist, but the 
  House came to be all that the Hearts could know
  or see from within their Void Essence prisons. 
  With this, whatever will the Chapel of the Void 
  possessed faded, leaving only a few guardians in 
  its wake, and silence.
  Void Essence – This substance seems to not be 
  any color identifiable to the eye; it defies visual 
  description.  It responds to thoughts of intelligent 
  beings by rippling, and intelligent creatures that 
  are not beings of extremity like the Hearts can
  shape it into many forms with their thoughts 
  alone.  This "shaping" requires a Turn of concen­
  tration.   Shaped  into  specific  forms,  the  Void 
  Essence has the following effects:
  Weapon:  Counts  as  a  +3  Weapon,  weighing
  nothing.  Deals extra damage to a creature equal 
  to that creature's Corruption rating.
  Armor: Grants +3 to Armor Class, weighs noth­
  ing.
  Charm: Acts as a ring of Telekinesis.  
  Other effect may be created as you deem appro­
  priate
  Th e Creation  of th e P aw n s
  The  wildflowers  that  formed  the  house  grew 
  strong, and strange.  The Heart of Chaos mutat­
  ed them into forms that could walk, and The 
  Heart  of  Eternity  ensured  they  could  thrive. 
  With no will of their own, these Flow er T hings 
  fell under the control of the nearby Hearts, be­
  coming  the  main  soldiers  in  the  battles  these
  Hearts fought.  Because these pawns were under 
  the control of the Hearts, they would melt to 
  mush as soon as they left their awareness.  No 
  true progress could be made in this fight, because 
  the moment a Flower Thing got too close to one
  of the Hearts, it would fall under that Hearts 
  control.  This was a stalemate that lasted from be­
  fore the birth of humanity to the present day.
  Th e P resen t
  With the will of the Chapel gone, the Hearts 
  slowly regained awareness of the world outside 
  the House.  They began to recognize intelligent 
  creatures  outside,  but  they  could  not  control 
  them  as  they  controlled  the  Flower  Things. 
  However, they could communicate with  them 
  when their minds were most vulnerable.  Intelli­
  gent life was most valuable to the Hearts: it could 
  free them from their prison!  It could slay the ri­
  val Heart! 
  Soon,  the  peoples  that  had  settled 
  around  the  House  began  to  receive  dreams 
  promising great power, if only they would kill 
  the other Heart on the altar in the Chapel of the 
  Void.  Those that lived nearby knew that the 
  place was cursed, however: none who had entered 
  before the dreams had returned alive.  Civiliza­
  tions grew and travelers arrived at the village by 
  the House of Flowers, and although they were 
  warned not to enter, some found the promise of 
  wealth and power that came from the dreams a 
  tempting  offer.   Few  of  these  adventurers  re­
  turned alive.  Those that did return were often 
  maimed, mutated, or scarred forever, having en­
  countered some horrid thing inside the House.
  There are still those that would enter, however.
  4
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Flo w er Th in g  G en erato r
  d12
  Color
  Flower
  Power A
  Power B
  1
  Red
  Anthurium
  Poison Spores
  Steals DNA on Attack
  2
  Orange 
  Bells
  Charm Spores
  Plants Seeds on Attack
  3
  Yellow
  Calla
  Self-Destruct
  Transforms into Slime
  4
   L. Green Chrysanthemum
  +1d6 Damage
  Drinks Memory of Person
  5
  D. Green
  Daffodil
  Extra Attack
  Flower Conductor
  6
  Cyan
  Gardenia
  Free Grapple
  Virus Carrier
  7
  Blue
  Iris
  Acid Spray
  Hallucination Spores
  8
  Indigo
  Lotus
  Vampiric Attacks
  Mimic and Teleports on Attack
  9
  Magenta
  Orchid
  Flight
  Absorbs Spells
  10
  Pink
  Rose
  Ranged Attack 50'
  Adapts to Physical Attacks
  11
  Black
  Sunflower
  Sleep Gas
  Steals Mental Attributes
  12
  White
  Tulip
  Expels Regrowth Chemical
  Sings Stunning Song
  Flow er Th in gs
  Your basic flower thing has the following stats:
  •
  Armor Class: 12
  •
  1d6 Hit Dice
  •
  #1 Attack/1d6 Damage
  •
  Move 12
  •
  Morale 12
  •
  Attitude depends on situation
  •
  Take +1 Fire Damage per Die
  When  generating  Flower  Things,  either  for 
  placement in a room or for random encounters, 
  roll their hit dice and once on each column.  You 
  can roll these either for individuals, as an entire 
  group, or in sections, as desired.
  P ow er D escrip tion s
  A1: Poison Spores
  The flower thing blasts a black wave of spores at a 
  single creature within 10 feet.  If the creature 
  wasn't prepared by holding its breath, the crea­
  ture must make a save vs. Death/Poison or fall to 
  the  ground,  writhing;  they  will  die  in  2d6 
  rounds.
  A2: Charm Spores
  The flower thing shoots a yellow wave of spores 
  at a single creature within 10 feet.  If the creature 
  wasn't prepared by holding its breath, it must 
  make a save vs. Spells or act as if C harm ed by the 
  Plant Thing for the next 24 hours or until it dies. 
  If a flower thing within 30' on the same side as 
  the  current  one  is  a  Flower  Conductor,  the 
  charmed creature takes commands from the asso­
  ciated  Heart.   Otherwise,  the creature  acts  to 
  protect this particular flower thing from harm 
  but is otherwise under their own power.
  A3: Self-Destruct
  The flower thing starts emitting high heat for a 
  round, then boom!  It explodes in a 10' radius the 
  next round for half its hit dice (round up) in 
  damage, save vs. Burst halves.
  A4: +1d6 Damage
  The flower thing's attacks deal an additional 1d6 
  damage.
  A5: Extra Attack
  The flower thing has an additional attack each 
  round.
  A6: Free Grapple
  Whenever the flower thing hits with an attack, it 
  also gets a free grapple attempt courtesy of some 
  curved thorns and tangling vines.
  A7: Acid Spray
  One of the bulbs the flower thing is carrying 
  bursts, spraying acid in a 10' long line, 5 feet 
  wide.  This deals one-third the flower thing's hit 
  dice in damage (round up), save vs. burst for half.
  A8: Vampiric Attacks
  Whenever the flower thing deals damage with an
  attack, it heals the number of hit points it dealt.
  A9: Flight
  The plant creature uses either a kind of vine-like 
  wing or spinning helicopter appendages to fly at 
  its movement speed.
  A10: Ranged Attack 50'
  The plant creature can attack from 50' away.
  5
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A11: Sleep Gas
  The plant creature sprays a gas in a 10' radius a-
  round it; any creature that doesn't explicitly hold 
  its breath in this radius must Save vs. Death/Poi­
  son or fall asleep for 3d6 Turns.
  A12: Expels Regrowth Chemical
  The flower thing constantly exudes a green mist 
  in a 10' radius, which heals any flower thing in 
  the mist for 1d3 hit points every round.
  B1: Steals DNA on Attack
  The flower thing, if it successfully lands an at­
  tack, takes the DNA of a creature and stores it. 
  Plant clones of the creature DNA was taken from 
  will spawn in the Clone Room (Room 4).
  B2: Plants Seeds on Attack
  Any creature struck by the flower thing in com-
  bat must make a Saving throw vs. Paralysis.  Fail­
  ure  indicates  that  the  flower  thing  implanted 
  seeds, which will temporarily reduce Constitu­
  tion by 1d2 every day, and produce a newly gen­
  erated one hit die plant thing when it does.  If the 
  plant thing is created outside the influence of ei­
  ther Heart, it is feral but possesses a mild level of 
  self-awareness; it will attempt to escape to heavily 
  populated areas to mulch and plant more seeds.  If 
  produced inside the influence of a heart, it acts as 
  an ordinary plant thing.  These seeds can be dug 
  out with blades, dealing 1d3 damage per seed re­
  moved.  A new seed is planted every time a sav­
  ing throw is failed.
  B3: Transforms into Slime
  The flower thing's thorns and vines are coated 
  with  a  strange  viscous  substance;  a  creature 
  struck in combat must save vs. Death/Poison or
  transform into a pile of blue slime; the creature's 
  movement is reduced to 3, it cannot speak, it 
  gains a natural slime pseudo-pod attack that deals 
  1d6 damage,  and it must Save vs. Paralysis to 
  take the shape of something, as well as Save vs.
  Paralysis to remain in that shape every round. 
  The slime can't cast spells due to not being able 
  to speak.  The creature can be restored with Re­
  move Disease, and can carry items inside of it.
  B4: Drinks Memory of Person
  The flower thing, on a successful attack, con­
  sumes the memories of that creature.  The crea­
  ture's memory dims.  The Heart that the flower
  thing serves learns more about the world through 
  these memories.  The memories of these people 
  are stored in Headlock (Room 11).
  B5: Flower Conductor
  This flower thing serves as a telepathic coordina­
  tor for the Heart's commands; it has a mass of 
  neuron-like  cells  embedded  in  it,  and  flower
  things within 30' of this flower thing under the 
  control of the same Heart use highly coordinated 
  tactics despite being unintelligent themselves.
  B6: Virus Carrier
  Any creature successfully struck by this flower 
  thing must make a saving throw vs. Death/ Poi­
  son, or contract a magical disease.  The default 
  disease contracted is benign, shows no symptoms, 
  and merely allows the Heart to perceive through 
  the eyes of infected creatures.  However, the dis­
  ease can be mutated on the fly if the creature is 
  within 60' of the Heart or in range of a Flower 
  Conductor.  It's your call what these mutations 
  do.
  B7: Hallucination Spores
  The  flower  thing  can  expel  a  cloud  of  green 
  spores in a 10' radius around it, and all creatures 
  not holding their breath must save vs. Death/ 
  Poison or begin hallucinating, seeing all creatures 
  as twisted hybrids and being, in general, unable 
  to tell which are allies.  Roll randomly for the 
  next 1d6 Turns to see what the targets are of the 
  affected creatures attacks and spells.
  B8: Mimics and Teleports on Attack
  A creature struck by the attack must Save vs. 
  Spells or be instantaneously replaced by a mimic 
  carrying all their gear, and the creature is tele­
  ported to the chamber of the controlling Heart.
  Don't reveal what happens until the mimic dies 
  or leaves the House, as it will dissolve into plant 
  matter.   The  player  controlling  the  character 
  won't know this happened until said mimic is 
  rendered unplayable.
  6
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  B9: Absorbs Spells
  The Flower Thing isn't harmed or affected by 
  magic;  instead,  it  absorbs  the  spells  cast  at  it 
  where it is the sole target, and may regurgitate
  them at any target in range as an attack.
  B10: Adapts to Physical Attacks
  Whenever this Flower Thing is struck by a physi­
  cal attack, it adapts to that form of attack (crush­
  ing, stabbing, etc.) only taking 1 damage from 
  that sort of attack from then on.  This doesn't ap­
  ply  to  magical  attacks  (excepting  magic 
  weapons).
  B11: Steals Mental Attributes
  On a successful attack, the creature struck must 
  Save vs. Paralysis or lose 1d3-1 points of Intelli­
  gence,  Wisdom,  and  Charisma.   The  Flower
  Thing has a blank "brain case" where it stores 
  this shards of mind.  The creature's  thoughts, 
  memories, and personality is sapped by the Flow­
  er Thing.  If the creature dies from mental at­
  tribute loss, the Flower Thing will stick around 
  to preserve the entire personality, draining  the 
  other attributes to 0 before leaving.  These fully 
  preserved personalities will be duplicated and put 
  in random clone bodies.
  B12: Sings Stunning Song
  This Flower Thing has several stiff reed-like tubes 
  it pipes air through in a precise fashion, creating 
  an unearthly sort of music.  Any creature who
  hears this music must save or be stunned for 3d6 
  rounds; a creature who saves is effectively im­
  mune for the next 12 hours.  In either case, the 
  music  communicates  telepathic  imagery  about 
  what the controlling Heart wants, about what
  the rewards will be for serving the Heart, and 
  what the Heart is, in a cosmic sense.
  H earts an d  Flow ers
  Heart Transplant
  If the PC's decide that they want to perform an 
  amateur heart transplant with one of the two 
  Hearts in the dungeon, it works as following: 
  first, they cut open the patient's chest and bust 
  open the sternum.  Then, the current heart needs 
  to  be  removed,  with  any degree  of  precision. 
  Last, the new Heart needs to placed in the cavity; 
  fortunately for the medieval era untrained sur­
  geons, just shoving it in there really does work. 
  To even survive this procedure, the patient must 
  make a Save vs. Death/Poison; failure indicates 
  near immediate death.  On success, the patient 
  heals nigh-instantaneously from the surgery, re­
  stored to full health.  The new Heart keeps them 
  alive despite its odd shape much as the old Heart 
  did.  See the sections Transplanting Eternity and 
  Transplanting Chaos for more in-formation.
  A Prison of Flowers
  Anything fully under the thrall of either of the 
  Hearts and the Hearts themselves can't leave the 
  House or enter the Chapel of the Void.  Creatures 
  created by the Hearts melt into goop upon exit­
  ing the threshold of the House, and thralls lose 
  consciousness until returned to the House.  The 
  Hearts themselves are imprisoned due to a small 
  sphere of Void Essence surrounding them.  If 
  they were ordinary thinking beings, they would 
  have  no  issue  simply  thinking aside  the  Void 
  Essence.  However, as beings of extremity, not 
  only are they not able to affect the Void Essence
  with thought, they aren't even able to com prehend 
  it.  So, they have the Flower Things, which have 
  no mind and the Flower Clones, which have no 
  free  will;  neither  can  affect  the  Void  Essence. 
  The Hearts, which are both intelligent beyond
  mortal comprehension and have incredible force 
  of will, can't affect the Void Essence because they 
  are universal extremes with minds that have no 
  room for deviation.
  Burning the House Down
  If the PC's approach the house, say, "fuck this" 
  and try to set the place on fire; good on them! 
  Because the House is made of wet plant matter, 
  it'll take a deliberate attempt to actually start a 
  fire; Flower Things and other thralled creatures 
  inside will attempt to put the fire out as best they 
  can, most likely taking damage in the process. 
  Sufficiently  prepared  and  determined  PCs  can 
  easily burn down the whole thing  by setting 
  multiple fires, and there's little that can be done 
  to stop them.  This will kill all the Flower Things 
  and Flower Clones, as well as shatter the stained 
  glass in the Chapel of the Void and let all of the 
  skeletons in the Chasm of Unquiet Dead out. 
  These various creature will rampage across the 
  countryside, fanning out as they go.  Unlucky 
  for the PC's, they probably won't have much of a 
  head start.
  7
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H eart of Etern ity
  What it Wants
  An eternal existence, all that surrounds it to follow 
  the same path, day in and day out, with no 
  variation.  A perfect order where every particle 
  knows its place, a schedule with no deviation, 
  repeated forever.
  Eternal Influence
  Every two Turns a creature is in an area that is 
  under the influence of the Heart of Eternity, it 
  must make a Saving Throw vs. Paralysis.  Failure 
  indicates the following below; tell players to record 
  how many saves they've failed.
  All Failures: Gain 1d3 in lowest ability score.
  One Failure: Nothing Extra.
  Two Failures: Deal 1 less damage per die to 
  servants of Heart of Eternity, servants also have +2 
  to saves vs. effects creature causes.
  Three Failures: Deal Half damage to servants of 
  Heart of Eternity, servants also have +4 to saves vs. 
  effect creature causes.
  Four Failures: The creature must save vs. Spells 
  every time they attempt to harm servants, failure 
  means they can't.
  Five Failures: Lose free will and all Hallow, 
  creature is totally under control of Heart of 
  Eternity and is subject to same limitations as those 
  servants.
  Protection from Evil and similar effects prevent the 
  need for saves for as long as they function.
  Transplanted Eternity
  If a creature survives having the Heart of Eternity 
  transplanted into them, they are granted great 
  power.  Every day, all of their ability scores improve
  by 1d3 until hitting 18, and they re-roll their hit 
  dice, taking the new value for maximum hit points 
  if it is greater than their old.  In addition, instead of
  a situational Hallow bonus, they add their Hallow 
  rating to all d20 rolls they make.  The creature also 
  has the added benefit of counting as the Heart of 
  Eternity for the purposes of Eternal Influence.  This
  newly found power comes at a price, however; 
  every day, the creature must make a Save vs. 
  Death/Poison; they don't add any bonuses other 
  than the bonus from their class for this roll.  
  Success indicates that the character gains a point of 
  Hallow, but failure indicates they are one step closer
  to just being a shell that the Heart of Eternity 
  controls.  As above, the player should record how 
  many Saves they've failed.  At four failed saves, the 
  personality of the character is barely holding on, 
  and the player should know that their character's 
  next failed save is their last, as the body becomes 
  nothing more than the skin the Heart of Eternity 
  wears.  However, getting to the highest ranks of 
  Hallow also signifies the end for the character.  
  When the character reaches Hallow 15, they can 
  feel the call of the eternal, the universal, and the 
  unchanging pulling them away.  The player should 
  be informed that succeeding one more Save of this 
  kind will render their character unplayable.  If the 
  character would gain one more point of Hallow 
  from succeeding a save this way, the character 
  begins glowing with an unearthly light that 
  intensifies over time; the character has 5d6 Turns 
  left, during which time they cannot be harmed by 
  anything short of a god.  When this time is up, 
  they briefly glow brighter than the sun, before 
  their soul ascends and their body becomes an 
  immovable, indestructible, perfect statue.  A statue 
  with a hole in its chest; the Heart of Eternity rests 
  there.
  Eternal Domain
  If the Heart of Eternity gets free of the House of 
  Flowers, whether by the sacrifice of the Heart of 
  Chaos or other means, the Heart of Eternity surges 
  forth with full power.  The Heart of Eternity's 
  sphere of influence extends out to full range; in my 
  game this is a 12 mile radius, but I recommend the 
  referee write down a range works best for their 
  game.  In addition to the effects described under 
  Eternal Influence, the Heart of Eternity's domain 
  causes the same day to effectively repeat over and 
  over; the seasons don't change in this place, and 
  unless directed to act otherwise by the Heart, 
  creatures repeat the same actions over and over 
  again.  The area effectively becomes a time locked 
  bubble, where entry is allowed but exit is impossible
  for all but the most lucky and skilled.  In addition 
  to this, the Heart of Eternity summons 3d6 Angels 
  every day, each possessing 2d6 hit dice.  These 
  Angels are not bound to the infinitely repeating 
  nature of bubble, but their purpose is to serve the 
  Heart of Eternity.  They are often sent outside the 
  Eternal Domain on missions to expand the power 
  of the Heart of Eternity.  They aim to trap 
  everything within the ever repeating loop, ending 
  the idea of Future and Past.
  Only Eternity will exist.
  8
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H eart of Ch aos
  What it Wants
  Constant and infinite transformation.  A never 
  ending process of mutation and change.  A true, 
  perfect instability, where nothing can be 
  dependable or predictable again.
  Chaos Influence
  Every two Turns a creature is in an area under the 
  influence of  the Heart of Chaos, it must make a 
  Saving Throw vs. Spells.  Failure indicates that the 
  creature gains a random mutation, for good or for 
  ill.  This mutation can be rolled on the table under 
  Mutations, or you can select an alternate mutation 
  table, provided that mutation table has a decent 
  array of both positive and negative results.  Flower 
  Things are unaffected by these mutations, but they 
  and other creatures of less than animal intelligence 
  are subject to control by the Heart of Chaos.  
  Protection from Evil and similar effects prevent the 
  need for saves as long as they function.
  Transplanted Chaos
  If a creature survives having the Heart of Chaos
  transplanted into them, they are granted great
  power.  The creature can transform once per round
  into any non-unique creature, gaining all powers
  that creature would have with the exception of
  Hallow/Corruption and Hit Points.  The creature
  has the added benefit of counting as the Heart of
  Chaos for the purposes of Chaos influence, except
  they may choose which mutations to inflict on
  creatures that fail their saves.  This newly found
  power comes at a price; every day, the creature
  must make a Save vs. Death/Poison; they don't add
  any bonuses other than the bonus from their class
  for this roll.  Success indicates that the character
  gains a point of Hallow, but failure indicates they
  are one step closer to just being a shell that the
  Heart of Chaos controls.  The player should record
  the number of times this save is failed.  At four
  failed saves, the personality of the character is barely
  holding on, and the player should know that their
  next failed save is their last, as the character's body
  becomes nothing more than the skin the Heart of
  Chaos wears.  However, getting to the highest
  ranks of Hallow also signifies the end for the
  character.  When the character reaches Hallow 15,
  they feel as if their essence has caught fire, and will
  be transformed into something entirely different.
  The player should be informed that succeeding one
  more Save of this kind will render their character 
  unplayable.  If the character would gain one more 
  point of Hallow from succeeding a save this way, 
  the character begins burning from the chest 
  outward, licked by a multihued flame that 
  consumes more and more of them over time; the 
  character has 5d6 Turns left, during which time 
  they cannot be harmed by anything short of a god. 
  When this time is up, they explode in a massive 
  multicolored fireball, dealing 20d6 damage to 
  everything around (save vs. Burst to halve).  Their 
  soul ascends, and their physical form is now 
  nothing more than a pile of glittering ash.  On this 
  pile of colorful ash rests the Heart of Chaos.
  Chaos Domain
  If the Heart of Chaos gets free of the House of 
  Flowers, whether by the sacrifice of the Heart of 
  Eternity or other means, the Heart of Chaos surges 
  forth with full power.  The Heart of Chaos's sphere 
  of influence extends out to full range; in my game 
  this is a 12 mile radius, but I recommend the 
  referee write down a range works best for their 
  game.  In addition to the effects described under 
  Chaos Influence, the Heart of Chaos's domain is in 
  constant turmoil, wracked by earthquakes so strong 
  that bits of the land fly into the air and stay there, 
  torrents of water or some other liquid pour from 
  the sky, sometimes drowning the land or scorching 
  it, multihued flames blaze across the landscape, 
  burning open the thin veil separating this reality 
  and others.  Creatures that survive here must be 
  powerful indeed.  Every day, 3d6 random 
  summoned creatures come through the rifts 
  opened, having 1d6 + 1d20 hit dice each.  These 
  creatures all act under their own power, and are 
  likely to spread out from the Chaos Domain to 
  keep from dying.  Many creatures nearer to the 
  center of the domain are mutated into forms useful 
  to the Heart of Chaos, regardless of whether they 
  are willing servants or not.  Mindless creatures are 
  often transformed into extraordinarily powerful 
  forms, through which the Heart of Chaos protects 
  itself and expands its domain.  These creatures 
  spread the wildness of the domain, shattering 
  causality.
  Only Chaos will exist.
  9
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  W an d erin g  M o n sters
  On the end of the first turn after the PC's enter 
  the House, and every other turn thereafter, roll a 
  d6 to check for wandering monsters.  A roll of 1 
  determines that a group of 2d6 Flower Things 
  has been encountered.  Don't make this roll in the 
  Chapel of the Void; Flower Things and other 
  Heart-controlled creatures can't enter there.
  If Flower Clones have been created since the first 
  time the PC's entered the House, there is a 2 in 6 
  chance of encountering them instead of Flower 
  Things.  In the Contested Wing, each group of 
  Flower Things has an equal chance of being un­
  der the control of the Heart of Eternity or the 
  Heart of Chaos.
  H ou se of Flow ers R oom s
  Unless described otherwise, assume a floor made 
  of soft soil, walls and ceilings made of many col­
  orful flowers with thorns, ceilings begin at 15 feet 
  and vault upwards to 20 feet, and that all rooms 
  next to the outdoors are faintly lit by sunlight fil­
  tering in through the wall to about 10 feet in. 
  None of this applies inside the Chapel of the 
  Void, which is described in its own section.
  1  
  ♦ En try H all
  Contested Wing
  Vines with Flower Bulbs Hanging from Ceil­
  ing  • Vines  Strangle  and  Drain  Blood  from 
  Creatures that wander in to sustain House, they 
  hide thorns, no vine within 10 feet of walls so 
  can be maneuvered around; attack when creature 
  approaches within range, uncontrolled
  14  Flower  Vines AC  13,  HD  2,  ATT 
  #1/1d6+Free Grapple Attempt, Surprises on 4 in 
  6, Move 0 Hostile/ML 12
  Uneven Soil • 1 in 6 chance 1d6 Flower Things 
  in room, vines don't attack them, Soil has drag 
  marks from bodies taken to the Growing Room
  2   G ro w in g  R oo m
  ♦
  Contested Wing
  Crystals  glowing  with  sunlight  hanging 
  from ceiling by vines illuminate entire room 
  • Crystals are valuable as alchemical components, 
  50 such crystals total, each worth 75 GP to the
  right buyer, weigh 1/10 stone each; light to 40', 
  dims after 6 Turns, crystals shed dust intermit­
  tently and can be shaved for such dust; dust caus­
  es healing of 1d6 hit points but creature must 
  save  vs.  Death/Poison;  failure  indicates  plant 
  and/or  fungal  growth  internally,  dealing  1d2 
  damage every day; can be removed by remove 
  disease; effects cumulative with each dose
  Garden with Growing Flowers •  Underneath
  light coating of soil is rotting bodies of many an­
  imals and some humanoids, 1 in 6 chance every 
  Turn of new Flower Thing emerging from gar­
  den.  The effect of the destruction of this garden 
  on the population of Flower Things is up to the
  referee.
  Flower Things Tending Flowers • 15 of them,
  a roughly equal amount controlled by either of 
  the Hearts; they try not to fight here to guaran­
  tee a supply of new Flower Things, will all attack 
  if creature attempts to do something that would 
  disturb flower growth
  3  Ch asm  of U n q u iet D ead
  ♦
  Contested Wing
  Deep Chasm filled with crushed Bone, Thou­
  sands of Inanimate Black and White Skele­
  tons, some wearing rotted cloth and jewelry • 
  Some skeletons are Black Skeletons, all will come 
  to life and kill everything that they can reach if 
  touched by living creatures or attacked, going on 
  a  rampage  and  climbing  out  of  the  Chasm. 
  Chasm is 100 feet deep.  Black Skeletons are only 
  ones wearing Jewelry, having a 1 in 10 chance of 
  carrying some item of jewelry worth d20 × 100 
  GP a piece.
  4750 Skeletons AC 13, HD 1, ATT #1/1d6, Un­
  dead,  Takes  Half  Damage  from  Slashing  and 
  Piercing, Move 12, Hostile/ML 12
  250  Black  Skeletons AC  15,  HD  5,  ATT 
  #1/1d6+1 Point Corruption, Undead, Takes Half 
  Damage from Slashing and Piercing, Move 12, 
  Hostile/ML 12
  Flower Things in Circle around Chasm • 15 
  of  them,  they  keep  creatures  from  going  in 
  chasm; if skeletons awake, they focus on fighting 
  the skeletons rather than stopping creatures that 
  woke them.  If the skeletons  filter out of the 
  room instead of being kept in chasm by Flower 
  Things, there is a 5 in 6 chance of encountering 
  2d6  skeletons  instead  of  Flower  Things  when 
  10
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Wandering Monsters are encountered.  1d6 other 
  Flower things have a 1 in 20 chance of being in 
  here  every  turn,  dumping  (mostly  non-hu­
  manoid) skeletons.  They have to get rid of the 
  bones somehow, after all.  Flower Things are con­
  trolled in roughly equal numbers by both hearts 
  here, but avoid fighting in this room.
  4   Clo n e R o o m
  ♦
  Contested Wing
  24 Large capsules made of living flower vines 
  •  For every intelligent creature that has had its 
  DNA taken successfully, 1d3 plant clones of that 
  creature will be in this room.  These clones are as 
  the  base  creature,  but  without  the  creatures 
  equipment, Hallow, or Corruption.  Each clone 
  has an even chance of serving either Heart; they 
  have no free will and cannot leave the House. 
  They are visually distinct from the original crea­
  ture (greenish skin, growth of plant matter visi­
  ble), but otherwise have all the original's memo­
  ries, skills, and abilities.  If an intelligent creature 
  had been completely mentally drained, their per­
  sonality, memories, skills, and abilities might ap­
  pear in a random clone body instead.
  5  R o om  o f W eird  W eb
  ♦
  Contested Wing
  Room filled to brim with multicolored webs; 
  webs are crawling with masses of Tiny Spi­
  ders • Light only penetrates about five feet into 
  the webs.  The tiny spiders here are harmless. 
  Damaging the webs or entering further than 10 
  feet into the room will result in a sudden scream­
  ing  noise  as  Web  Weirds  awaken  and  attack. 
  Web Weirds don't deal damage when they suc­
  cessfully strike, instead sticking themselves to the 
  body of the creature they attack.  If a number of 
  Web Weirds equal to the target's hit dice stick
  themselves to the target, the target is paralyzed 
  and can't move.  If the number of Web Weirds 
  stuck to the target is half or more than the tar­
  get's hit dice, the target is slowed to half speed. 
  Web  Weirds,  when  awakened,  have  a  human
  looking face that it the color and substance of the 
  web, and eight web-like "tentacles" they move 
  around with.  They won't chase prey outside the 
  room.  The Web Weirds are controlled by a spi­
  der with the face of a beautiful woman on its ab­
  domen.  This beautiful spider can speak.  Al­
  though she's happy to have human meals, she 
  prefers hoarding or eating beautiful things.  For 
  1000 gp worth of jewelry, or 250 gp worth of art 
  objects, she'll let one person go from the Web 
  Weirds as long as the dealer is in a position to 
  bargain.  She'll also let people pass through the 
  room without hassle for an equivalent amount. 
  Anyone who isn't so lucky to get away or be res­
  cued  will  be  eaten  by  her  whole,  equipment, 
  clothing, and magic items included.  This process 
  takes three rounds, during which time the spider 
  can't do anything else besides mentally direct the 
  Web Weirds and speak.  This kills the creature, 
  but the creature's consciousness is then infused 
  into the next batch of silk the spider produces, 
  creating a Web Weird.  Any magic items she eats 
  allows her to produce a special kind of silk with 
  the "soul" of the item.  If the silk produced this 
  way is used as an ingredient in infusing a new 
  item with magical power, that item will have the 
  abilities of the eaten item.
  50  Web Weirds AC 10, HD 2, ATT #1/Stick 
  (See Above), Move 3, Hostile/ML 12
  1  Beautiful Spider AC 14, HD 6, ATT #1/1d6 
  30 ft. Acid Spit, Swallow Whole; Move 15 in 
  Web, Move 12, Hostile/ML 7/10 in Web
  Faint Mumbling •  Mumbling comes from the 
  the Web Weirds.
  Glittering in Web • Deep enough in the web to 
  provoke attack are about 600 SP, a pearl necklace 
  worth 1600 GP, a silver ring set with a brilliant 
  octagon cut emerald worth 3,000 GP, and a jew­
  eled dagger scabbard worth 4,500 GP.  In addi­
  tion to this, there's also quite a few tapestries the 
  spider has woven herself out of multicolored silk. 
  Most have been torn to shreds, but there's five in­
  tact, worth d6 × 1000 GP each to the right buyer.
  6   R o o m  of B lack A n th u riu m s
  ♦
  Contested Wing
  Walls lined with nothing but Black Anthuri­
  ums • Every creature in this room feels anything 
  from distrust to outright hostility towards every
  other creature while in this room.  Non-player 
  controlled creatures must save vs. Spells at a +4 or 
  begin attacking other creatures, either ones they 
  most distrust or at random.  Charm type effects 
  are broken on entry, and are likely to result in im­
  mediate attack.
  11
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  7  V ib ratin g  Lo tu s P o n d
  ♦
  Contested Wing
  Murky Pond of Water covering most of floor 
  •  There's  roughly  five  feet  of  dry  clearance 
  around the pond.  The pond itself is about six 
  feet deep.
  Lotus  Flowers  of  many  colors  floating  on 
  pond •  If examined closely, it can be seen that
  these flowers are vibrating gently; occasionally, a 
  gem-colored  beetle  might  be  seen  rustling 
  through the flower.  The lotus flowers are grow­
  ing directly out of the quartz rock formation. 
  These beetles aren't hostile unless the stem to
  their lotus flower is severed or shaken severely or 
  they themselves are harmed.  These beetles are 
  tiny normally, but below water, they grow to 
  roughly five feet in length.  They can breathe 
  underwater, and will typically try to shake other
  lotus stems to attract the attention of more bee­
  tles.  These beetles will work as a group to hold 
  creatures  in  the  pond  underwater  until  they 
  drown.  There are about 150 lotus flowers, and 
  each lotus flower has 1d6 such beetles.  The bee­
  tle's hides are worth about 1 GP each, although a 
  merchant might be tricked into buying one un­
  derwater for 100 GP.
  Water Gemhide Lotus Beetles (While Underwa­
  ter) AC 12, HD 1, ATT #1/1d3, Move 12 or 15
  Swimming, Neutral/ML 12
  Multicolored Glittering beneath pond •  This 
  is a quartz rock formation in many different col­
  ors.  The more valuable forms of quartz could
  potentially be broken off and sold.  There's about 
  1000 GP worth of Amethyst, as well as 1500 GP 
  worth of other assorted varieties.  If care is taken 
  to avoid severing or shaking the lotus flowers, half 
  of the quartz can be gathered without making
  the beetles aggressive.  It'll take a Turn to gather 
  100 GP worth of Amethyst, or 50 GP worth of 
  other quartz, assuming breaks for air.
  8   H eartach e
  ♦
  Contested Wing
  Craters in floor surrounded by strange multi­
  colored amber • These craters, each about a foot 
  in diameter, erupt every 1d6 turns with the am­
  berlike substance, bubbling for 1d3 rounds and
  then suddenly erupting, covering everything in 
  the room.  Any creature that gets hit by this am­
  berlike substance before it dries must make a Save 
  vs. Paralysis.  Failure indicates that the creature is 
  coated in the amber, which rapidly hardens and 
  dries, preserving the creature and magically sus­
  taining their life.  It's readily apparent that break­
  ing the amber will harm or kill those trapped 
  within, dealing a creature its hit dice in damage. 
  While inside the amber, the creature must alter­
  nate making saving throws as if they were in the 
  Heart of Eternity's influence and the Heart of 
  Chaos's influence until the creature falls totally 
  under the influence of one of the Hearts or is 
  freed.   Shortly  after  any  eruption,  2d6  flower 
  things come through the room and drag any 
  amber encased creatures into the Ambered Crea­
  ture Room (Room 9).  They'll fight those who 
  try to stop them, and they are all controlled by a 
  random Heart.
  Stream  of  syrupy  substance  flowing  across 
  floor • This is the same substance as above; this 
  stream is deep enough to that a creature that falls 
  in needs to Save vs. Paralysis every round they're 
  in the stream.
  9   A m b ered  Creatu re R oo m
  ♦
  Contested Wing
  Six creatures encased in multicolored amber, 
  most humans •  Four of these are random 1st
  level adventurers from different time periods, one 
  is a caveman that must have been trapped acci­
  dentally, and the last is a grizzly bear.  Determine 
  randomly which Heart each of these fall under 
  the control of.
  1 Grizzly Bear AC 14 HD 5, ATT #3/1d6, Move 
  12, Neutral/ML 8
  12
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  10   A  Sp ell W ritten  in  Flo w ers
  ♦
  Contested Wing
  A neatly planted arrangement of flowers in 
  rows • A Mage will notice that these flowers are 
  meant to spell out a magic spell of some sort, al­
  though  it'll take them 2d6 Turns  of study to 
  transcribe the spell with appropriate tools.  The 
  spell in question is 1st level and causes the amber­
  like substance in rooms Heartache (Room 8) and 
  the Preserved Creature Room (Room 9) to melt 
  away  harmlessly,  freeing  the  creatures  trapped 
  within.  It melts all amber in a 60 foot radius 
  from the caster.
  Flower  things  in  corners  •  There  are  eight 
  flower things total; they're here to protect the 
  flowers  from being  trampled  or otherwise de­
  stroyed.  They'll attack head on any threat to 
  them or the flowers.  They  won't make a move 
  otherwise.
  11  H ead lo ck
  ♦
  Contested Wing
  Flower  Petals  on  Walls  look  like  Human 
  Faces • These are the faces of people who've had 
  their memories consumed by Flower Things.
  Occasional mumbling, sentences in various 
  languages •  Creatures who actively listen to a
  face's words actively remember their memories as 
  if they had experienced them.  This is most often 
  the memory of being killed by a Flower Thing.
  12   M o n o lith  H isto ry
  ♦
  Contested Wing
  Three stone monoliths nine feet tall • Each is 
  three sided and positioned equidistant from the 
  others.  Each side of each monolith has an in­
  scription of an hourglass at its top; the three in­
  scriptions have the bottom half of the hourglass 
  empty, half filled, and full.  The inscriptions be­
  low the hourglasses  tell the story of the past, 
  present, and future in engravings and some an­
  cient script.  The three monolith's inscriptions 
  correspond respectively to the Heart of Eternity, 
  the Heart of Chaos, and the Chapel of the Void. 
  The future of the Hearts tells of what will happen 
  if they get free, see the E ternal D om ain and C haos 
  D om ain headers for more details.  The Past of the 
  Hearts tells of them falling to Earth and losing 
  most  of  their  power, being  unable  to  destroy 
  their most hated enemy, the other Heart, and be­
  ing trapped.  The Present describes the dreams 
  they send in the hopes that a free-willed creature 
  will help them.  The Past, Present, and Future 
  sides of the Chapel of the Void are all the same, 
  describing how it balances the power of godlike 
  beings.  The Monoliths can be rotated.  Turning 
  the three "Present" faces to face the center of the 
  room causes an orb to fade in to existence; this 
  orb is a rare alchemical ingredient known as T he 
  Space betw een one M om ent and the N ext, worth 
  18,000 GP to a suitable vendor.
  13  Steam  W o rm  Craters
  ♦
  Contested Wing
  Deep craters in ground • These craters vary in 
  diameter from one foot to ten feet, and go hun­
  dreds of feet down.  Steam occasionally emanates 
  from these holes, although it is too cool to burn. 
  If  there  is  a  notable  magical  presence  in  the 
  room, like an active spell, a magical item, or an 
  alchemical reagent, a Steam Worm will emerge
  in 1d3+1 Rounds, accompanied by progressively 
  louder rumbling.  Another such  Steam  Worm 
  will arrive every 1d6+1 Rounds after, and they'll 
  fight over food.  Oh yes, their food is magic; 
  magic items, alchemical reagents, and spells.  This
  includes eating the spellcaster if they must.  A 
  creature  grappled  by  a  Steam  Worm  for  one 
  round or longer must Save vs. Paralysis or be 
  swallowed whole, passing into an odd torpor and 
  taking 1d6 damage every hour that they're in the
  creature's gizzard.  Additionally, if the swallowed 
  creature had prepared spells, the Steam Worm ab­
  sorbs one such spell every hour, absorbing all the 
  remaining spells if the creature dies while in the 
  Steam Worm's gizzard.  A Steam Worm has the
  ability to vomit up any spell it has absorbed; gen­
  erally, it will only do this as a last resort, as it can­
  not choose which spell it vomits.  Steam Worms 
  also have the ability to exhale steam in a 20 foot 
  cloud  around  them; all creatures  in the cloud
  must Save vs. Burst or be scalded for 4d6 damage. 
  Worms will attempt to eat and attack in the fol­
  lowing order: Magic Items, Alchemical Reagents, 
  Spellcasters with active spells, Spellcasters (highest 
  level  first),  other  creatures.   A  Steam  Worm's
  corpse, if intact and well preserved, is worth 500 
  GP per hit point the Steam Worm had.  Such a 
  corpse is also immensely heavy, weighing about 
  13
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  half a ton (72 Stones).
  Steam Worm AC 20, HD 8, ATT #1/2d6+Grap­
  ple Attempt, Move 12 (Burrow 12), Neutral/ML 
  10
  Constant Low Rumbling • Rumbling increases 
  in volume as Steam Worms near surface.
  14   Crystallin e Stalag m ites
  ♦
  Contested Wing
  Rough Cavernous Stone Floor •  This floor is 
  an abrupt drop existing directly next to the soil 
  from other rooms.
  Crystalline  Stalagmites  •  These  are  psychic 
  arthropods desperate to avoid the control of the 
  Hearts.  They're quite sensitive to the influence 
  of the Hearts, too: being brought into a Heart's 
  domain will cause them to fall immediately un­
  der the Heart's control.  Although they don't look 
  it, they're mobile, with the ability to crawl quite 
  quickly on spider-like legs.  They have the ability 
  to communicate telepathically, but will only use 
  this if threatened, warning creatures not to at­
  tack.  This is no idle threat, as they can telekinet­
  ically hurl creatures quite a distance; this is their 
  attack, and they deal additional damage (use fall­
  ing  damage)  by  throwing  creatures  into  walls 
  (they can throw up to 30 feet with an attack).  If 
  they  are  seriously  threatened,  or  the  creatures 
  passing through want to end the threat of the 
  Hearts, they'll grant them psychic shielding; the 
  next saving throw a creature would fail against a 
  Heart's influence is instead considered successful. 
  It seriously exhausts the stalagmites to do this, 
  though; one can only do so once a week.  Their 
  corpses are worth 500 GP each (in battered, bust­
  ed, or otherwise destroyed condition).  If a live 
  specimen is sold somehow, it'll easily be worth 
  1000 GP.
  20  Crystal  Arthropods AC  16,  HD  3,  ATT 
  #1/1d6+Hurl, Move 15 (Climb 12), Neutral/ML 
  7
  15  M ask To tem  R oo m
  ♦
  Contested Wing
  Many Colorful Wooden Masks Hanging on 
  Walls • These masks are of various animals; if a 
  creature decides to wear one, they must Save vs. 
  Paralysis.  Success indicates they rip the mask off 
  before it fuses to their face, failure means the 
  mask melds with their face and transforms them 
  and their gear into a brightly-colored animal of 
  the variety the mask depicts.  Those the mask 
  transforms must Save vs. Spells a second time. 
  Success means that the creature keeps their will, 
  failure means the creature is under the thrall of 
  the totem in the center of the room.  This totem 
  also controls five Flower Things, which will ani­
  mate and attempt to place masks on the remain­
  ing creatures as soon as one creature has been 
  transformed or the totem is attacked.  Creatures 
  transformed into animals may use abilities they 
  originally possessed provided they have a way of 
  using said abilities (animals usually can't speak). 
  R em ove C urse  or  D ispel M agic will reverse the 
  transformation as well as restore the creature's 
  will.
  d12 Color
  Effect
  1
  Red
  +1 to Attack Rolls
  2
  Orange
  Firey Discharge, 4d6 damage to 
  one, save vs. Burst negates
  3
  Yellow
  Lightning Blast, 2d6 to all in 30' 
  line, save vs. Burst negates
  4 L. Green
  Takes half damage from physical 
  attacks
  5 D. Green
  Takes half damage from magic
  6
  Cyan
  Cold Breath, 2d6 damage to all in
  15' cone, save vs. Burst negates
  7
  Blue
  Fearful presence, creatures attacked 
  must save vs. Spells or flee in terror, 
  success means immunity.
  8
  Indigo
  Immune to Non-Silver or Magical
  Weapons
  9 MagentaVampiric strikes, heals 1 hp for every 
  successful attack.
  10
  Pink
  Charm Gas, one creature must Save
  vs. Spells or be charmed for 1d6
  Rounds
  11
  Black
  Gooey Spit, one creature must Save 
  vs. Paralysis or be stuck in place for 
  1d6 Rounds.
  12
  White
  Sleep Gas exhalation, all in 10 foot 
  burst Save vs. Death/Poison or sleep 
  for 1d6 Turns.
  14
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  d12 Animal
  Effect
  1
  Bat
  Echolocation (Effective Darkvision), 
  Fly at Move
  2
  Bear
  +1 to all damage rolls
  3
  Crab
  2 Claw Attacks, deal 1d6
  4
  Crow Fly at Move, Retains ability to speak
  5 Elephant
  Trample for 3d6, Save vs. Burst 
  negates
  6
  Fox
  +1d6 damage on one attack
  7
  Frog
  Grapple at 20' Range with Tongue
  8
  Hawk
  Fly at Move, -1 to be Surprised
  9
  Spider Attack causes Save vs. Death/Poison 
  or take 1d6 damage for 1d6 rounds
  10
  Rabbit
  Double Move
  11
  Rhino
  Charge and Throw for extra 2d6
  12
  Wolf
  +1 to Hit Dice for Grappling
  Tall  Wooden  Totem  with  Many  Animal 
  Faces Standing in Center of Room • This be­
  ing seeks to transform all creatures into animals 
  under its control via the masks.  Although the 
  totem itself is harmless, the totem can mentally
  control any mindless or animal-intelligence thing 
  within 30 feet of it in the House, or within 120 
  feet anywhere else.  This control is superseded by 
  the control of the Hearts; the totem hates both 
  Hearts and will attack known agents of either of
  them.  If destroyed, all of the transformations re­
  verse  and  all  of  the  masks  disintegrate.   The 
  totem counts as a valuable alchemical ingredient, 
  but only if sold intact.  If intact, it is worth 
  20,000 GP, if broken, the pieces are worth 4,000
  GP.  It encumbers as much as an adult human 
  would.
  1  Totem AC 12, HD 10, ATT#0/–, Move 0, 
  Alien/ML 12
  16   N eg ative M u d  Sp ires
  ♦
  Contested Wing
  Muddy Floor, Mud Puddles •  These puddles 
  are actually sinkholes that are quite deep, twenty 
  to thirty feet.  Strange Mudmen live at the bot­
  tom  of  these  sinkholes, although  most of  the 
  time they're perfectly content to remain there.
  These Mudmen are actually a form of unusual 
  Angel, there to slay creatures under the influence 
  of the Hearts or heavily corrupted creatures.  If a 
  Mudman  sense  such  a  creature  in  the  room, 
  they'll  grab  them  and  attempt  to  drag  them
  down into the mud, or failing that, all the Mud­
  men will attempt to beat the creature to death. 
  For  the  most dangerous  creatures, a  Mudman 
  will break open a spire.
  30 Mudmen AC 13, HD 3, ATT #1/1d6, Move 
  9 (Swim 12), Neutral/ML 12
  Dried Mud Spires • Anywhere from 4 to 7 feet 
  tall, these spires are impossible to scratch by any­
  thing but magical weaponry, which would take a 
  full Turn to break through a spire.  A Mudman 
  only  needs  a  round  to  break  a spire, though. 
  These spires contain a kind of Void black hole; 
  when  a  spire is  broken, every  creature  in the 
  room must Save vs. Burst.  Those that succeed 
  hurl themselves out of the room or into a mud 
  puddle  quickly,  those  that  fail  are  physically 
  erased from existence.
  17  H allow ed  D ias
  ♦
  Contested Wing
  Stone Dias in center of room, covered with 
  inscriptions • This dias shows no sign of aging. 
  The inscriptions are partially in an ancient script 
  of some sort, and partially a kind  of magical 
  writing.  This is a 2nd level Hallowed spell, W ill 
  to R epulse, which allows those who cast it to blot 
  out all unwanted mental intrusion in a 30 foot ra­
  dius around them, including the mental intrusion 
  of the Hearts and things like charms.  Spells are 
  dispelled, and any creature actively thralled is un­
  thralled and prevented from coming under the 
  power of such a creature again for 6 Turns.  The 
  ancient inscriptions warn of the awful things the 
  Hearts will wreak if they get free, and tells of 
  their influence on creature's minds.  It explains 
  that the Void Essence surrounding the Hearts, 
  and  the  Heart's  imprisonment  in  the  House, 
  keeps them at bay.
  18   H ot Sp rin g  Sp irits
  ♦
  Contested Wing
  Steaming Hot spring • This is a mostly ordi­
  nary hot spring, save for the fact that the water is 
  exceptionally strong hooch.  Even taking a dive 
  in the spring will get one drunk (-2 penalty to 
  attack rolls and saving throws).  Don't think this 
  is wholly negative though, the spirits in the hot 
  spring really are spirits, and they're quite protec­
  tive of their drunk hosts.  If attacked, the drunk 
  will hork up some liquid to do fighting for them! 
  This  drunkenness  passes  in  2d6  Turns,  once 
  gone, the spirit has evaporated away.  These spir­
  its are quite hostile to bottling though; they'll 
  15
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  break bottles the first time this is attempted, and 
  faces the second.  The total spirits listed below 
  account for every single one in the spring.
  100  Spring Spirit AC 16, HD 4, ATT #1/1d6, 
  Move 12 (Swim 12), Helpful/ML 12
  19   Carrio n  Lilies
  ♦
  Contested Wing
  Overpowering scent of meat •  This smell is 
  coming from the lilies; it's what attracts many 
  animals to the house and feeds the flowers.
  Beetles covering ground •  These are carrion 
  beetles;  animals  that  find  their  way  into  this 
  room are often ripped apart by them.  They bite 
  with razor sharp mandibles if the room is entered, 
  assaulting as a swarm.  These swarms cover many 
  stripped animal bones.  They automatically hit 
  when they attack; only one can attack a creature 
  per round.  They only take 1 damage from at­
  tacks unless that attack covers a wide area.
  25  Carrion  Beetle  Swarm AC  10,  HD  1, 
  ATT#1/1d2, Hostile/ML 8
  Lilies of many different colors • In addition to 
  meat smell, another chemical is exuded by these 
  lilies; this chemical causes a sort of numbness 
  which makes it difficult to realize that a creature 
  is being attacked.  In 1d6 rounds, or if a PC
  specifically looks down or checks to make sure 
  beetles aren't on them, the PC will only then re­
  alize  they're being  bit severely by the beetles. 
  Many animals die before they realize this.
  2 0   W in d o w s in to  Tim e
  ♦
  Contested Wing
  Window-like  openings  in  walls  showing 
  strange vistas•  These are portals into alternate 
  times and alternate timelines.  They're one-way,
  only allowing matter into the room and not back 
  out.  The landscapes revealed by the windows are 
  quite varied, sometimes blasted hellscapes, some­
  times frosted glaciers, sometimes a distant alter­
  nate past.  Of course, in all of these windows, al­
  ternate versions of the PC's are likely to be peer­
  ing  in,  and  some  might  even  try  to  climb 
  through.  Otherwise, conversations can be held 
  with these alternate selves, with the content being 
  up to the referee.  If an alternate climbs through,
  they  become  irrationally  hostile  upon  seeing 
  their duplicate, attempting to kill them.  Charms 
  and other mind affecting magic won't stop this, 
  as it's an effect of being severed from one's time­
  line.  If the duplicate is killed, it and its gear fade 
  to nothing.
  2 1  Stairw ay to  N ig h t
  ♦
  Contested Wing
  Spiral Staircase of Flowers and Vines, leading 
  up into darkness • This stairway leads up to an 
  extradimensional  space,  the  steps  transitioning 
  from flower vines to what looks like solidified 
  night sky beneath the feet of those traveling up­
  ward.  At the top of the staircase is a strangely 
  bright night sky, filled with dark greens, blues, 
  and purples, with the clouds beneath their feet. 
  This has been painted here by the Starry Starry 
  Knight, a creature at the top of the stairs that 
  looks to be a knight wearing plate, but its entire 
  body looks like it's a glass shard of the night sky, 
  and its weapon looks to be a paintbrush.  It will 
  attack the first creature that walks up the stairs 
  with its paintbrush/spear, surprising on a 3 in 6. 
  Creatures  struck  by its  weapon don't  bleed  as 
  normal, but instead wet the tip of the brush with 
  green, blue, or purple fluid; this is one of their 
  mental attributes being randomly drained.  De­
  termine randomly whether 1d3 points of  Intelli­
  gence,  Wisdom,  or  Charisma  is  drained;  the 
  drained attributes come back at a rate of 1 per 
  day.  A creature drained of all of one of its at­
  tributes melts into piles of green, blue, and purple 
  paint, dead.  If the Starry Starry Knight stabs a 
  creature that has eaten the fruit of a giant sun­
  flower (Room 28), the creature won't be dam­
  aged, and instead will bleed a yellow, orange, and 
  red fluid; the Starry Starry Knight will then shat­
  ter into pieces, leaving behind a particularly large 
  glowing shard.  This is a rare alchemical ingredi­
  ent, Shard of the N ight Sky, worth 25,000 GP to 
  the right vendor.  This happens whether the Star­
  ry  Starry  Knight  is  killed  normally  or  killed 
  through exposure to Sunflowers.
  1  Starry  Starry  Knight AC  16,  HD  9,  ATT 
  #2/1d6 + Attribute Drain, Move 6, Alien/ML 12
  16
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  2 2   H eart's Crater
  ♦
  Contested Wing
  Glassed Surface of Ground, Visible Crater • 
  This is where the Hearts fell to earth.
  Wisps of mist drifting about, some appearing 
  to move like fire, others appearing as fractals
  • These are wisps of Eternity and Chaos; Eternity 
  wisps are the fractals, Chaos wisps are the ones on 
  fire.  There is a 1 in 20 chance of accidentally in­
  haling one of these wisps if PC's not explicitly 
  avoiding these wisps, with an equal chance of in­
  haling either.  Inhaling a wisp of Eternity re­
  quires a Save vs. Paralysis at a -4.  Failure indi­
  cates the character in question has one more fail­
  ure for eternal influence with all that entails, but 
  that  they  also  can  learn  absolutely  everything
  about one room in the dungeon of their choice. 
  Success indicates nothing happens.  Inhaling a 
  wisp of Chaos requires a Save vs. Spells.  Failure 
  indicates the character in question has one more 
  failure for chaos influence with all that entails,
  but that they perceive all possible alternate futures 
  for one moment; they may set their next d20 roll 
  to whatever they choose.
  2 3  P ollin atin g  B u tterflies
  ♦
  Contested Wing
  Butterflies  of  every  color  flitting  around 
  room •  These butterflies can and will land on 
  any creature that enters the room, carrying the 
  pollen of many different flowers with them.  Un­
  less the creatures wash thoroughly or otherwise 
  find a way to destroy most traces of pollen, the 
  creatures will be coated in pollen for many days; 
  ordinary flowers this creature is exposed to will be 
  pollinated, growing into flower things within 2d6
  days.  In addition, any creature in the room for a 
  Turn or longer must Save vs. Spells.  Failure indi­
  cates that a butterfly has merged with them to 
  become a tattoo on their body; this butterfly has 
  an equal chance of being controlled by either of
  the Hearts.  When the creature is sleeping, the 
  Heart can communicate directly with them, as 
  well as send the butterfly off to pollinate flowers 
  and create Flower Things under the control of 
  the Heart; these Flower Things cannot enter the
  House in the same fashion other Flower Things 
  can't leave.  If the butterfly dies, all of those Flow­
  er Things melt into nothing.  The butterfly can 
  either be burned off when in tattoo form (dealing 
  3d6 damage, although always leaving the crea­
  ture at no less than 1 hp) or killed when flying 
  about (AC 20).
  2 4   M o ld y R oo m
  ♦
  Contested Wing
  Multicolored Mold Everywhere, Mushrooms 
  growing  in  Corners  •  There's  an  intelligent 
  mold colony growing here, but it's dormant. . . 
  most of the time.  Eating the mushrooms here 
  has a random effect, as they all appear alike and 
  are impossible to tell apart:
  1 –  Narcotic; the creature gains 2 hit dice 
  worth of temporary hit points, but no longer 
  knows how many hit points they lose, exact­
  ly.  Effect lasts for 1d6+1 hours.
  2 – Stimulant; the creature gains an extra at­
  tack!  This lasts 1d6+1 Turns.
  3  –  Trippy; creature gains  a +2 bonus to 
  Saves against Spells and Paralysis while under 
  the effects, but a -1 to attack rolls (the colors 
  are quite pretty).  Wears off in 2d6+2 hours.
  4 –  Deliriant; creature can't tell friend from 
  foe, or even if they're attacking illusions or 
  not!  In a combat situation, they have a 1 in 
  6 chance of targeting the wrong creature, 
  and 1 in 6 chance of targeting no creature at 
  all!  Lasts 2d6 hours.
  5 –  Berserking; did these mushrooms have 
  spots?  Creature takes half damage from ev­
  erything and a +1 to all d20 rolls.  Effect lasts 
  for 1d6+1 hours.
  6 –  Mold colony brain structure!  That'll be 
  hard to replace; luckily, the colony can just 
  replace it with yours.
  Oh yeah, eating that brain structure wakes the 
  entire mold colony up, and it's going to try to in­
  corporate your brain into it.  Hands spring up 
  from the mold, made apparently entirely of mold, 
  and  a  surprisingly  human-like  face  and  torso 
  grow out of the mold to take a bite out of the 
  unlucky creatures skull.  Killing the torso will 
  subdue it for 1d6 Turns, but it has more than 
  enough biomass to regrow.  Same goes for the 
  hands; they have two additional hit dice for the 
  purposes of grappling.
  12 Mold Hands AC 10, HD 2, ATT #1/Grapple, 
  Move 0, Hostile/ML 12
  1 Mold Head AC 12, HD 6, ATT #1/3d6, Move 
  1, Hostile/ML 12
  17
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  2 5   N o w h ere W aterfall
  ♦
  Contested Wing
  Waterfall from above, mist • The waterfall isn't 
  apparently fed from anywhere, just appearing in 
  the middle of the ceiling and falling.  Inhaling 
  the mist or ingesting the water from this water­
  fall requires a Save vs. Spells.  Failing this saving 
  throw  means  the  affected  creature  constantly 
  drips a trail of water for the next 3d6 Turns; the 
  Water Nowhere can use this trail at an inoppor­
  tune time to grab the creature with one of its 
  tentacles.
  Three circular pools, each fed from waterfall
  • Each of these are 10 feet in diameter, and start 1 
  foot deep, rapidly becoming 10 feet deep at their 
  centers.  Each of these are portals to each other, 
  going  A  ->  B  ->  C  ->  A.   Go  completely 
  through the surface of one in either direction, be
  on the other side in another.  In one of the pools, 
  glittering can be seen despite the disturbed water. 
  This glittering is actually the collected gold and 
  silver rings and amulets of quite a few adventures, 
  as well as some more valuable jewelry.  There are
  52 gold rings in total worth 1 GP, 133 silver rings 
  worth 1 SP, and five gold amulets, worth 25 GP. 
  There's also a gold necklace inset with rubies, 
  worth 1,500 GP.  There is an odd creature here, 
  the Water Nowhere, that has the capability to
  form a human like body out of one pool while 
  simultaneously forming tentacles out of the water 
  of the other two pools.  The Water Nowhere can 
  throw two orbs of water with great force at a dis­
  tance, while the tentacles can grab; a tentacle that
  grabs a creature will almost certainly drag it un­
  derwater to be held under the Water Nowhere's 
  main body, or beat it against the rock (2d6 dam­
  age) if it proves too much trouble. A creature 
  completely submerged in the water must make a
  Save vs. Spells every round; beginning with a +4 
  bonus but taking a cumulative -1 penalty to the 
  roll  every  round.  Failure indicates  the Water 
  Nowhere  has  infiltrated  the  creatures  blood­
  stream, and will compel them to vomit in a water
  source large enough; this vomit will contain a 
  nascent Water Nowhere of 2 HD, which will 
  eventually grow to take control of the entire body 
  of water.  A creature that completely drowns is 
  transformed  into  a  Water  Nowhere  "tadpole";
  many such nascent creatures can be seen inside 
  the Water Nowhere's body when it forms.  The 
  Water Nowhere will attack as soon as a creature 
  is in the water; it is patient enough to wait before 
  hand; it will prefer to have a creature holding a 
  nascent water weird rather than drown a creature, 
  trying to spawn as many as possible.
  1  Water Nowhere Body AC 14, HD 7, ATT 
  #2/1d6, Move 12 (Swim 12), Hostile/ML 10
  2 Water Nowhere Tentacles AC 16, HD 3, ATT 
  #1/1d6  +  Grapple,  Move  12  (Swim  12), 
  Hostile /ML 10
  Rocky Pillar splitting waterfall • This is how 
  all three pools are fed simultaneously.
  2 6   
  ♦ A n g ry R o ses
  Contested Wing
  Several Red Rose Bushes • If examined at all, it 
  will be obvious that each of the Roses are facing 
  in  the  direction  of  the  party;  less  obviously, 
  they're looking at the nearest person.  Touching a 
  rose will cause it to steal the anger of the creature 
  touching it, and the rose will quickly grow into a 
  red duplicate of the creature, identical in looks, 
  ability, and creating flower material weaponry. It 
  fails to duplicate magical items, instead produc­
  ing non-magical duplicates.  This creature is irra­
  tionally furious, and will strike out at the nearest 
  target with its most severe abilities.  The creature 
  that touched the rose has a difficult time feeling 
  angry or performing any hostile action, requiring 
  a Save vs. Paralysis every time they attempt to do 
  so; failure indicates they instead perform no ac­
  tion.  This lack of anger lasts for 1d6 Turns.  If 
  the angry rose duplicate is killed, it melts into a 
  puddle of red ooze; this ooze is an alchemical in­
  gredient worth 100 GP per level or hit die of the 
  original creature.  The red ooze also induces a 
  berserk state in addition to the effects of anything 
  else a mixture it is a part of does; this should 
  cause consequences for PC's.
  2 7 ♦ Sh rin kin g  V io lets
  Contested Wing
  Floor covered in Violets, strange violet col­
  ored berries • Eating one of these berries has two 
  effects; first, it shrinks a creature to 1/16th of 
  their normal size for 2d6 Turns; gear shrinks 
  with the creature but they count as having an ef­
  fective Strength of 1 while shrunk.  Second, it 
  has a permanent shrinking effect; a creature that 
  grows back will grow back only about 15/16ths 
  of  their  original  size,  becoming  substantially 
  18
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  shorter and smaller.  The second and every subse­
  quent time this shrinkage happens, Strength is 
  permanently reduced by 1 point.  The creature's 
  skin is also tinted somewhat violet, very subtly at 
  first, but more and more noticeable with repeated 
  shrinking.  They also bloat up a slight amount, 
  which is why they don't gain dexterity.  The 
  berries rot away quickly, become putrid in less 
  than a day after being picked.
  2 8   
  ♦ G ian t Su n flo w ers
  Contested Wing
  Tall sunflowers growing, some to the height 
  of the ceiling, bearing long orange fruit •
  Eating this fruit will cause the creature to double 
  in size; their AC drops by 2 points and they have 
  a -1 penalty to attack rolls while this size, but 
  they are treated as having a Strength higher than 
  18 (21 if it matters for your system).  These ef­
  fects wear off in 2d6 Turns, but leave behind 
  some interesting after effects.  First, the creature's 
  skin turns somewhat yellow, subtly at first, but 
  increasing more and more with more consump­
  tion.  Additionally, their body sprouts  strange
  long orange "bumps", 1d6 of them.  Excising 
  these or bursting them deals 1 damage per bump. 
  A creature that hits AC 10 in combat will hit as 
  many bumps as they would have done points of 
  damage, bursting them.  The fruits rot away a
  day after being picked.
  2 9   
  ♦ Flow er M o n stro sity
  Contested Wing
  Giant Treelike thing with massive flowers of
  every variety growing off of it, several hu­
  man looking faces •  This is the Flower Mon­
  strosity, totally immobile, but completely horri­
  ble.  Every round, it replaces its current powers 
  with three new flower thing powers from column 
  Power A and three from column Power B.  It at­
  tacks with great thorny tentacles, grabbing and 
  wrapping creatures in them.  Ever face it has used
  to be human; when it kills a human, it will open 
  its maw and swallow the corpse whole; it will 
  then gain a face and a hit die.  It has twelve faces 
  currently.  It may replace any attack it has with 
  an offensive power it gained; it may do this once
  per round for each power.  It is utterly insane and 
  will attack at random, able to reach anywhere in 
  the room.  If killed, it will melt away, revealing 
  the decrepit bodies of several people as well as a 
  twisted green gem; this is a rare alchemical ingre­
  dient known as  T he Tw isted Life of a Flow ery 
  C reature, worth 25,000 GP.
  1  Flower  Monstrosity AC  12,  HD  12,  ATT 
  #6/1d6+Grapple, Move 0, Hostile/ML 12
  Insane Mumbling, Screaming • Usually inco­
  herent, but occasionally snatches of actual lan­
  guage can be caught.  Speaks with the voices of 
  the corpses it's devoured.
  30  ♦ Elo n g ated  O n es
  Contested Wing
  Darkness • This darkness is magical, impenetra­
  ble by most light after 5 feet of illumination. 
  This is because of the Elongated Ones.  The first 
  creature that sees a given Elongated One will be 
  pursued by it until the creature is dead or stolen 
  away.  Only Magical or Silver weapons can hurt 
  an Elongated One normally, with the exception 
  of the creature it's pursuing, who can hurt it with 
  normal weaponry.  The Elongated One, if the 
  creature it's pursuing flees out of its vision, will 
  wait until the creature is sleeping or otherwise 
  unawares to teleport next to it, continuing its as­
  sault.   It  attacks  by  grabbing  a  creature  and 
  pulling,  artificially  elongating  the part; it will 
  only attack the creature it is pursuing, teleporting 
  away if it is threatened.  Creatures killed by Elon­
  gated Ones often look like piles of ribbony flesh. 
  The corpse of an elongated one is intriguing to 
  chiurgeons  and  mages  alike;  its  flesh  contains 
  cells inside of cells inside of cells. . .  The corpse 
  itself is worth 10,000 GP intact, but will fade to 
  nothing  the  moment it is  no  longer  in view. 
  There  are  innumerable  elongated  ones  in  this 
  room, although only one will reveal itself to a 
  creature on each trip through.  Elongated Ones 
  are a form of Far Demon.
  Elongated One AC 16, HD 5, ATT #1/2d6+1 
  Corruption, Move ∞, Alien/ML 12
  19
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  31  
  ♦ Flow ered  Fo u n tain
  Contested Wing
  Fountain made of greenish stone, covered in 
  flower vines and spouting greenish water •
  Drinking  from  this  fountain  immediately  re­
  quires a Save vs. Spells, as a randomly determined 
  Heart tries to invade the mind of the drinker. 
  Failure indicates the Heart possesses the creature 
  for 1d6 Turns; because this creature still has its
  will underneath everything, it will immediately 
  make a beeline for the opposite Heart, attempt­
  ing to go sacrifice it.  It cannot think aside Void 
  Essence in this state.  There is also visible coinage 
  at the bottom of the fountain; this totals 556 GP.
  32  ♦ So u l V au lt R o om
  Contested Wing
  Chests, Safes, and Strongboxes •  If these are 
  watched closely, they vibrate gently, if they're lis­
  tened to, there's a thumping sound from within 
  them.   They're  unusually  pristine  otherwise. 
  Opening one springs a very peculiar trap; the 
  soul of a human is chained to the inside of the 
  door of each, and is desperate to get free.  If 
  opened as normal, the soul remains chained and 
  will be unable to break free, although it will at­
  tempt to attack in a feeble attempt to free itself. 
  If the object is destroyed, the chain will be de­
  stroyed as well, freeing the soul to fly around and 
  hoover up life force at its whim.  These souls 
  have gone insane from years in a box, and hate 
  life.  They're incorporeal and undead.  A creature 
  that has its soul sucked out by one of these crea­
  tures falls, and has its body metamorphose into 
  another container, with its soul trapped within. 
  There are initially 30 such containers.
  Chained  Soul AC  14,  HD  2,  ATT  #1/Level 
  Drain, Move 15 (Fly 15), Hostile/ML 12
  Rusty Weapons, Broken Armor, Refuse • All 
  of this is grouped around one container or anoth­
  er.
  33  
  ♦ Ch arm in g  B o u q u et
  Contested Wing
  Spire  of  Flowered  Vines  hold  large  flower 
  bouquet • This bouquet is exquisitely arranged, 
  having varieties of many kinds of flower in many 
  different colors; the same varieties and colors that 
  show up on flower things.  If a creature has the 
  bouquet and sees a flower thing, they must im­
  mediately Save vs. Spells not to be charmed by 
  the flower thing, protecting it from all harm and 
  following  it  everywhere.   Every  Turn,  the 
  charmed creature loses a point of Charisma, they 
  gain  notable  plantlike features, and  the  flower 
  thing gains unsettling human-like features and 
  abilities.  If this reduces the creature to 0 Charis­
  ma, the Flower Thing is entirely human with the 
  abilities of human that possessed its bouquet, save 
  its complete loyalty to a Heart, and the creature 
  is now a flower thing, where it will give all its 
  possessions to the former flower thing and return 
  the Bouquet to the room it found it in.  Killing 
  the flower thing can end the charm before this 
  point, as can removing the Bouquet from the 
  creature's possession.  The creature must make 
  this saving throw for every Flower Thing it sees, 
  although it need not make the save once charmed 
  by a Flower Thing.
  34   
  ♦ G rey R ain
  Contested Wing
  Clouds hanging by ceiling, downpour • Any 
  creature in this downpour must Save vs. Spells or 
  fall into a saddened stupor for 1d6 Turns, unable 
  to take any action.  No matter the result of the 
  save,  this  mist  immediately  coalesces  into  the 
  form of a cloud monster.  This cloud monster is 
  color coded, the first one to form is red, the next 
  orange, progressing  through  the colors  of the 
  rainbow to violet.  Each monster is progressively 
  tougher than the last.  They cannot leave the 
  room, but any creature entering the room will 
  form a cloud monster and have to make the save 
  vs. spells to avoid sadness.  The cloud monsters 
  attack any who enter the room.  If all seven cloud 
  monsters are defeated (no more form after the 
  seventh, and no more creatures need make saves 
  after the seventh form), the clouds part, and a 
  large raindrop shaped gem falls, with a concentric 
  formation of smaller raindrop shapes going red at 
  the core to violet at the outside.  This is T he C ol­
  ors of the Storm , worth 28,000 GP and a rare al­
  chemical ingredient.  The cloud monsters have 
  exceptionally long reach, being able to strike up 
  to fifty feet away.
  Red Cloud Monster AC 12, HD 2, ATT #1/1d6, 
  Move 9, Hostile/ML 12
  Orange  Cloud  Monster AC 13,  HD  3, ATT 
  #1/1d6+1, Move 10, Hostile/ML 12
  Yellow  Cloud  Monster AC  14,  HD  4,  ATT 
  #1/1d6+2, Move 11, Hostile/ML 12
  Green  Cloud  Monster AC  15,  HD  5,  ATT 
  20
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  #1/1d6+3, Move 12, Hostile/ML 12
  Blue  Cloud  Monster AC  16,  HD  6,  ATT 
  #1/1d6+4, Move 13, Hostile/ML 12
  Indigo  Cloud  Monster AC  17,  HD  7,  ATT 
  #1/1d6+5, Move 14, Hostile/ML 12
  Violet  Cloud  Monster AC  18,  HD  8,  ATT 
  #1/1d6+6, Move 15, Hostile/ML 12
  35  
  ♦ D arkest W in ter
  Contested Wing
  Darkness, Snow covering soil, cold •  From 
  the moment the room is entered, the Specter of 
  Inevitability follows the group, appearing  as a 
  massive looming darkness with a skeletal face.  If 
  the party attacks the Specter, or they stay in the 
  room for a full Turn, the exits to the room seal 
  over with darkness and it begin attacking in full 
  force.  The Specter of Inevitability is a Demon. 
  Every round at least one person attacks it, not at­
  tempting  merely  to  survive  or  run  away,  the 
  Specter loses a hit die.  If a member of the party 
  performs a particularly brave or heroic act, the 
  Specter immediately loses three hit dice.  For ev­
  ery four hit dice the Specter loses, it loses an at­
  tack, and for every hit die the Specter loses, it los­
  es a point of Armor Class.  The Specter in full 
  form appears as a massive cloak with five horrible 
  claws and Skull with teeth filed to a razor point. 
  If it dies, all exits open up, as well as the entrance 
  to Invincible Summer.
  1  Specter of Inevitability AC 30, HD 20, ATT 
  #5/1d6+1  Corruption,  Move  12  (Fly  12), 
  Hostile/ML 12
  Solid Wall of Ice • This is the entrance to the 
  Invincible  Summer;  a  hole  will  melt  if  it  is 
  opened; it is otherwise impossible to open.
  36   
  ♦ In vin cib le Su m m er
  Contested Wing
  Bright, Sunlit Sky, Warmth • An illusion of a 
  sky is here, lighting this room brightly.  Random 
  encounters won't happen here.
  Neatly Planted Rows of Trees • They're real.
  Pedestal with Bowl of Water •  Touching the 
  water in any way removes all Corruption, as well 
  as negating any loss of Hallow in the past 24 
  hours.  It also increases Hallow to a minimum of
  3, and at least by 1 point.  This water can only 
  affect any given individual once this way.
  Round  Table  with  Four  Crowns  •  A  gold 
  crown with rubies, a silver crown with sapphires, 
  an obsidian crown with diamonds, and a plat­
  inum crown with onyxes; each is worth 10,000 
  GP.
  37  Flo w erin g  Tree
  ♦
  Contested Wing
  Large tree with White Flowers • This tree has 
  a calming aura around it, making it impossible 
  for creatures to commit any violent action in this 
  room.  It will become apparent to Mages or oth­
  ers with similar skill-sets that the flowers have 
  unique calming properties.  If tea is made from 
  the flower petals  of the tree, drinking  the tea 
  grants a +2 to Saving Throws but a -2 to Attack 
  Rolls for 3d6 Turns.  There are 2d20 × 25 such 
  flowers; they regrow at a natural rate and are 
  worth 5 GP each.
  Transparent sunlit sky visible before ceiling • 
  Brightly lights the room.
  Etern al W in g
  This area, in addition to the things that are a part 
  of the House of Flowers as a whole, tends to give
  off a feeling of timelessness.  Flowers on the walls 
  grow in perfect patterns, and the soil  is smooth 
  and undisturbed.  Flower things and clones en­
  countered here are always under the control of 
  the Heart of Eternity unless described otherwise.
  38   P erfect A viary
  ♦
  Eternal Wing
  Hummingbirds  flitting  around,  drinking 
  nectar from flowers on walls • These birds are
  flying in a pattern around the room, not deviat­
  ing until it's their "turn" to go back to their nest. 
  All the while, they're chirping a constant song.  If 
  they  or  their  nests  are  disturbed,  they'll  start 
  chirping in a different alarm tone, causing flower
  things to enter the room in 1d6 Rounds as well as 
  causing the Flower Thing custodians to attack.
  Vines hanging above in perfect parallel, with 
  round bulges equidistant • These round bulges 
  are hummingbird nests.  There are 10 vines each, 
  each containing 5 nests (50 nests total).  Each 
  nest contains 1 crystal egg, all different colors, 
  21
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  worth 25 GP each.  These eggs are fragile, and 
  will break if they fall at least ten feet.  The vines 
  are about 10 feet up.  There are two humming­
  birds for every nest.
  Two Flower Things circling the room • These 
  flower  things  are  custodians,  and  they  work 
  quickly to clean the room of hummingbird waste 
  and dead birds.  The flower things mirror each 
  others movements unless in combat.
  39   Etern al A rm o ry
  ♦
  Eternal Wing
  Weapon racks made of vines line walls, with 
  well  preserved  weapons  arranged  neatly  • 
  Most sorts of mundane melee weapons can be 
  found here.
  Armor stands made of bushes, with well pre­
  served  armor  •  Several  suits  of  Medium  and 
  Heavy armor can be found here, in good condi­
  tion.
  Single Flower Thing, standing in center of 
  room • This flower thing is only here to keep the 
  armor and weapons pristine.  It will do nothing 
  unless it or the items are disturbed.
  4 0   Still Livin g  R o o m
  ♦
  Eternal Wing
  Couches and armchairs of various different 
  kinds, well preserved • If a creature rests on this 
  furniture, they are frozen in time.  They still 
  make saves against the Heart's influence, however, 
  and another creature can come along and pull 
  them up.
  People sitting on furniture, perfectly still • All 
  of these people were at one point adventurers of 
  varying class and level, but were left here.  There 
  are three such people, each of a random class and 
  level 1d6.  They are all under the thrall of the 
  Heart of Eternity, but will try to hide this, at­
  tempting to pretend to be allies of any intelligent 
  creature that frees them, trying to persuade their 
  new "allies" into sacrificing the Heart of Chaos 
  or replacing their heart with the Heart of Eterni­
  ty.
  4 1  Flo w ered  Cu rtain s
  ♦
  Eternal Wing
  Curtains made of vines and flowers covering 
  walls •  Every three turns, a new set of three 
  Flower Things are born out of the curtains here. 
  These Flower Things are unusually tough, pos­
  sessing 3 additional hit dice, as well as twice as 
  many powers (roll again on columns A and B). 
  However, these particular Flower things have an 
  incredibly short lifespan, dying in 1 Turn.  Be­
  hind the curtains is a green porous fleshly sub­
  stance, from which these Flower Things emerge. 
  Attacking this causes spasms, the production of 1 
  more tough flower thing, and cause a group of 
  1d6 Flower things to arrive in 1d6+1 rounds.  A 
  creature, if they press against this, finds that they 
  can sink into it as if they were sinking slowly into 
  an ooze.  Pushing all the way in causes the crea­
  ture to get stuck and mutate in an odd way; a 
  vine of flowers grows in and throughout their 
  body.  The creature will reemerge 1d3+1 Turns 
  later, with two additional hit dice, but will be 
  drained a level every day.  The Heart of Eternity 
  can  attempt  to  assert  control  of  the  creatures 
  body at any time, although the control is imper­
  fect; the vine itself is forcing the body to move 
  and the creature can make a Save vs. Paralysis ev­
  ery round to resist.  The vine can be excised, ei­
  ther by magic or by cutting it out (deal the crea­
  ture their hit dice in damage if it is cut out).  Re­
  moving the vine also removes the two additional 
  hit dice.
  Pile of Dead Flowers and Vines • The tough
  flower things usually just stand in this room, dy­
  ing  and  becoming  decaying  husks  if nothing 
  happens.
  4 2   To p iary A n im als
  ♦
  Eternal Wing
  Topiary Flower Bushes of Lion, Bear, Eagle, 
  and Large Wolf • Eyes of these animals are all 
  red roses.  The bushes are purely decorative.
  4 3  W h ite H aired  H ead s
  ♦
  Eternal Wing
  Hair on ground • This hair is white, and it be­
  long to the ghostly white haired vaguely female 
  heads (and necks) floating above by the ceiling. 
  These creatures desire the blood and bile of liv­
  ing beings to color their skin and their entrails to 
  22
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  wear as scarves, as otherwise they appear as ugly, 
  translucent floating heads, completely fish-belly 
  white skinned save for black eyes.  They'll attack 
  any living creature that is at least ten feet within 
  in the room, swarming them.  The ten foot long 
  hair of these heads is prehensile, and they use this 
  hair to strike, grapple, and strangle creature to 
  extract their precious fluids.  The heads count as 
  having an additional hit die for the purposes of 
  grappling.  These creatures, if successfully grap­
  pling another, can deal 2d6 damage per round to 
  the creature they're grappling.  If threatened, the 
  White Haired Heads are most likely going to fly 
  away, with whatever creature's they're grappling 
  in tow.  If the White Haired Heads kill a creature, 
  they'll use their hair as a paintbrush, attempting 
  to apply blood and bile as makeup to their face. 
  The White Haired Heads will be easily distracted 
  by offers of "makeup" (like paint or blood), and 
  won't attack, instead fighting  with  each  other 
  over the new makeup.  Same goes for colorful ar­
  ticles of clothing worn from the neck up.
  5  White  Haired  Heads AC  18,  HD 2, ATT 
  #1/1d6+Free Grapple Attempt, Move 15 (Fly 15), 
  Alien/ML 6
  4 4   Etern al Ch ild ren
  ♦
  Eternal Wing
  Ghostly  Children  •  These  creatures  appear 
  wearing clothing from  many different periods, 
  but none appear older than twelve.  They'd like 
  nothing better than to play hide and seek with 
  new  passerby,  although  they'll  let  those  who 
  refuse through without much fuss.  If attacked, 
  they'll swarm the attacker.  They are immune to 
  non-magical weaponry; they count as undead for 
  the purposes of things like holy water.  Every 
  time a creature is struck by the level drain, they 
  feel, and are in fact, a few years younger.  Being 
  killed by this level drain results in the slain person 
  becoming a ghostly child like the rest, body and 
  all, leaving behind only magical possessions.  The 
  children also have the ability to shrink creatures 
  and  objects  to  1/1000th  their  size,  although 
  they'll only do so for a game of hide and seek. 
  The kids will offer a prize to those who win; ev­
  erything that's in the chest at "Home".  All of the 
  children are seekers in this game and all the hiders 
  are living; if a hider is caught, a child will run up 
  to them and poke them, draining levels.  Run­
  ning away or fighting back will be met with calls 
  of "Cheater" and all of the children rushing the 
  found.  Every round, there's a 1 in 20 chance of 
  running  into 1d3 ghostly children.   The first 
  child  to  touch  a  hider after  a hider  has  been 
  caught, provided that hider is completely level 
  drained, will fade away, their spirit released.
  20  Ghostly  Children AC  10,  HD  2,  ATT 
  #1/Level Drain, Move 9, Friendly/ML 12
  Miniature Green Trees at Feet • This is actually
  a  forest,  complete  with  roads  and  abandoned 
  shacks, shrunk down to 1/1000th of its normal 
  size.  "Home" is the abandoned shack in the dead 
  center of the room.  Within the shack is a crude 
  wooden  chest,  embedded  with  worthless  glass,
  where a crude wooden sword rests under piles of 
  more glass "gems" as well as a few real stones; a 
  Ruby and Diamond, worth 1000 GP each.  The 
  wooden sword is magical, however.  As long as 
  this  sword  is  held  in  the  hand  or  otherwise
  clutched tightly, the wielder is immune to emo­
  tional effects, and will not experience nightmares.
  4 5  Cen tu ry Tim ep iece Sh o p
  ♦
  Eternal Wing
  White Stone Walls, Ceiling, Floor, Well Lit • 
  The light comes from nowhere.  While in this 
  room, don't count Turns that pass; effects with a 
  duration are as if that duration was indefinite 
  while in this room.
  Shelves on Walls, with Many different vari­
  eties of timepieces and weird contraptions • 
  All of these are timepieces, some from the distant 
  past, some from the far future; this includes ev­
  erything from primitive sundials to modern day 
  mechanical watches.  There are ten such time­
  pieces from the future, worth 500 GP each if all 
  sold to the same merchant, or worth 1000 GP if 
  one  is  sold  to  a  merchant  that  doesn't  know 
  about the existence of the other timepieces, be­
  lieving they're buying a one-of-a-kind item.
  Man wearing tailored gray suit, white gloves, 
  with Stone Sphere for head •  This creature, 
  Mistet Tid, has an appearance similar to a man, 
  but is actually both a servant and aspect of the 
  Heart of Eternity.  He'll freely admit to being a 
  servant of the Heart, as well as speak cordially 
  with all present about any topic.  He'll attempt to 
  convince those who talk with him to either sacri­
  fice the Heart of Chaos, or to replace their own 
  heart with the Heart of Eternity.  Treat Mistet 
  23
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Tid as a source of exposition about the Hearts to 
  the players, albiet biased in favor of the Heart of 
  Eternity.  Mistet Tid will be honest about the risk 
  of death involved in replacing one's heart with 
  another, but he'll speak of the rich rewards of 
  helping  to destroy "that hated  enemy" or the 
  great power that will be gained by surviving re­
  placing one's heart with the Heart of Eternity. 
  Mistet Tid will offer his timepieces as rewards if 
  the Heart of Chaos is sacrificed, but is extremely 
  protective of them.  If someone attempts to steal 
  the timepieces or attacks Mistet Tid, he'll become 
  hostile  to that  person  alone, giving  them  one 
  warning  to  cease  before  he  begins  attacking. 
  This is good, as Mistet Tid can stop time at will, 
  even during the actions of other creatures.  Ordi­
  nary combat is useless against him; only if com­
  pletely surprised will others get a chance to act 
  against Mistet Tid.  When he takes off his gloves 
  (his hands are pitch black) and touches a creature, 
  one of several things can happen (roll a d6):
  1 - The creature is replaced with a similar al­
  ternate  timeline  version.   Swap  two non-
  prime attribute ability scores randomly.
  2 - The creature is displaced in time to the 
  past; roll another d6 to determine how far in 
  the past.  Such a creature isn't noticed by 
  those in the past, nor can they interact with 
  anything, until they catch up to the present. 
  This may result in death by thirst or starva­
  tion if the creature is displaced far enough in 
  time.  1 - Previous hour, 2 - Previous day, 3 - 
  Previous week, 4 - Previous Month, 5 - Pre­
  vious Year, 6 - Previous Decade.
  3 - The creature is displaced in time to the 
  future; roll another d6 to determine how far 
  in the future.  They appear in the same space 
  after  the  appropriate  amount  of  time.  1- 
  Next hour, 2 - Next day, 3 - Next week, 4 - 
  Next  Month,  5  -  Next  Year,  6  -  Next 
  Decade.
  4 - The creature is frozen in time until Mis­
  tet Tid touches them again.  He may use this 
  as a bargaining chip for helping the Heart of 
  Eternity.
  5 - The creature is transformed into a period 
  appropriate time-piece.  This will go on the 
  shelf with the others.  The character is effec­
  tively dead.
  6 - The creature is dislodged in time, their 
  personal  time  stream  appearing  randomly 
  during the actual time stream.  Most of this 
  time stream was before they were born or af­
  ter they died; a 1 in 20 chance, checked every 
  Turn, means  they  are at a  point  in their 
  timeline when they are alive, and can act. 
  Dispel Magic or Remove Curse gets rid of 
  this effect.
  Mistet Tid can remove any of these effects by 
  touching the creature again if he desires.  Mistet 
  Tid cannot perceive or move beyond this room, 
  although he does know anything the Heart of 
  Eternity knows.
  1 Mistet Tid AC 10, HD 1 (1 hp), ATT #1/Time 
  Displacement, Move 12, Friendly/ML 12
  4 6   H eart of Etern ity
  ♦
  Eternal Wing
  Pulsing, Glowing Fractal, roughly fist sized, 
  surrounded by sphere of strange transparent 
  matter on Pedestal of Flowers •  This is the
  Heart of Eternity.  It has Hallow 15 and commu­
  nicates  telepathically  through  sensation.   The 
  pulsing is like a heartbeat.  The sphere is half a 
  stone  of  Void  Essence,  which  can  easily  be 
  thought into any shape by an intelligent creature
  concentrating on it.
  Flower Things guarding Sphere •  Twenty of 
  them, all ready to kill anyone that attempts to 
  take or harm the Heart of Eternity.  Flower things
  here have an additional 2 hit dice.
  Ch aos W in g
  In addition to the things that are a part of the
  House of Flowers as a whole, this area seems to 
  give off a sense of wildness.  Flowers on the walls 
  appear to be moving or burning when viewed 
  out of the corner of one's eye, and occasional dust 
  devils form from nothing.  Flower things and
  clones  encountered  here  are  always  under  the 
  control of the Heart of Chaos.
  4 7  B o n e M u tan t R oo m
  ♦
  Chaos Wing
  Floor  Covered  in  Bones,  Bones  have  odd 
  knobby growths • This is effectively the grave­
  yard of many creatures that succumbed to their 
  mutations; now, a place of horrid spirits.  If the 
  bones  are  disturbed  violently  or  for  a  long
  enough time, the bones rise up as weird Bone 
  Mutants.  These creatures attack wantonly; a save 
  vs. Death/Poison is required every time they suc­
  24
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  cessfully strike.  If this save is failed, the struck 
  creature acquires a random mutation.  I recom­
  mend using your favorite table for this, but you 
  can always use the one included in this module. 
  The Bone Mutants are, once again, undead.
  5
   Bone  Mutant 
  AC  11,  HD  4,  ATT 
  #1/1d6+Mutation, Move 12, Unfriendly/ML 12
  4 8   D ro w n ed  R oo m
  ♦
  Chaos Wing
  Turbulent  Milky  liquid  fills  room  to  brim 
  without exceeding the boundaries • This liq­
  uid is the body of the Vortex Thing; it has the 
  ability to digest creatures that inhale or swallow 
  its  liquid;  creatures  that  do  so  must  Save  vs. 
  Death/Poison or begin taking 1d6 damage every 
  round for 1d6 rounds; this damage is cumulative 
  and the duration additive to a maximum of 12 
  rounds.  This is in addition to the normal effects 
  of drowning.  Killing the Vortex Thing causes 
  the liquid to dissipate into gas.  A creature mov­
  ing  through  the  fluid  must  make  a  Strength 
  check to swim; failure indicates the creature is at 
  the mercy of the vortex.  Any creature hit by the 
  Vortex Thing's chunks must Save vs. Paralysis or 
  begin drowning, inhaling the fluid as well.  Fire, 
  Cold, or Lightning can damage the fluid, with 
  fire  dealing  half  damage.   Weaponry  cannot 
  harm the fluid, although it can harm the Vortex 
  Thing's  core.  Being  under the Thrall of the 
  Heart of Chaos, the Vortex Thing will allow the 
  strongest intelligent creature to pass one way into 
  the Heart of Chaos's direction after the others are 
  killed.
  1  Vortex Thing AC 12, HD 6, ATT #4/1d6, 
  Move 0, Hostile/ML 12
  Pockets of air in liquid, appearing and disap­
  pearing  •  Due  to  the  currents  of  liquid,  air 
  pockets are consistently forming and vanishing. 
  A creature swimming through the liquid has a 1 
  in 6 chance of having access to such an air pock­
  et, being able to breathe it.
  Chunks  in  fluid  •  These  are  the  congealed 
  waste of what the Vortex Thing has eaten; it uses 
  them to attack and slam other creatures.  One of 
  the rounded chunks is faint ochre tint; this is the 
  Vortex Thing's core.
  4 9   W in d  W ig h t R o o m
  ♦
  Chaos Wing
  Strong Wind Blowing from center of room • 
  This Wind is caused by the Wind Wight, an 
  corporeal undead creature.  The Wind Wight is 
  invisible to all but its chosen victim, and it only 
  reveals itself psychically to the creature it believes 
  is the weakest willed; in game terms, this is the 
  creature with the lowest Save vs. Paralysis.  When 
  the Wind Wight is seen, if the Save vs. Paralysis 
  is failed, the creature is paralyzed with fright, be­
  ing unable to move as long as it can see the Wind 
  Wight.  The Wind Wight then begins feasting 
  on the creature's soul, draining a level with each 
  strike, while simultaneously pushing other crea­
  tures away with wind (Save vs. Burst to avoid be­
  ing pushed away that round).  Creatures com­
  pletely drained this way rise as Wights within 
  1d6 Turns.  The Wind Wight can be attacked, 
  although only weapons that are Silver or Magical 
  can harm it as well as spells or Holy Water.  The 
  Wind Wight will spare the last intelligent crea­
  ture, blowing it in the direction of the Heart of 
  Chaos.
  Wind  Wight AC  10,  HD  5,  ATT  #1/Level 
  Drain, Move 24 (Fly 24), Hostile/ML 12
  Desiccated Corpses Strewn about Room •  3 
  of them in total, all Wights under the control of 
  the Wind Wight.  When the Wind Wight first 
  attacks, they also animate and attack.  They have 
  3d100 worth GP in coinage on them.
  3 Wights AC 14, HD 3, ATT #1/Level Drain, 
  Move 9, Hostile/ML 12 
  25
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  50   H eavy Co lo red  M ist
  ♦
  Chaos Wing
  Strangely Colored Mist •  This mist obscures 
  vision to the nearest five feet.  The mist is also a 
  random  color,  changing  color  every  6  Turns. 
  Breathing this mist has different effects based on 
  its color.  A Save vs. Death/Poison is allowed to 
  avoid the effect after breathing in the gas for one 
  Round.  A R em ove D isease will remove most of 
  these effects, which are otherwise permanent.
  d10 Color
  Effect
  1
  Red 
  When in dangerous situation, must 
  Save vs. Paralysis or go berserk, 
  attacking the nearest creature for the 
  next 3d6 Rounds or until all nearby 
  creatures are dead.
  2 Orange 
  Cannot tell friend from foe.
  3
  Yellow
  -1 penalty to all damage dice, may 
  reroll one saving throw per day.
  4
  Green
  Immune to Fear, always acts after 
  every other creature in initiative.
  5
  Cyan Loses  ability  to  feel  emotions. 
  Immune  to
   C harm  
  and  other 
  emotional  effects;  has  -10% 
  experience earned penalty.
  6
  Blue Has a +1 to attack rolls and saving 
  throws  when  fighting  alongside 
  other creatures that were in the room 
  when this creature failed their save; 
  has a -1 penalty to attack rolls when 
  not fighting with those creatures; this 
  is  cumulative  for  each  missing 
  creature.
  7
  Purple Has a bonus of 2 on reaction rolls 
  with creatures of the same species, a 
  penalty  of  2  with  creatures  of 
  different species.
  8
  Pink
  Heals 1 hit point every 6 Turns.  If 
  this would heal creature over 
  maximum, tumor grows instead, 
  reducing creature's AC by 1.  Hitting 
  one of the tumors deals an additional 
  1d3 damage and causes it to burst, 
  effectively removing it.
  9
  Black Take 1 extra damage per die from 
  fire, 1 less damage per die from cold.
  10 White
  Death.
  51  So u ls En sn ared
  ♦
  Chaos Wing
  White-blue orbs of light, blinking in pattern 
  •  These orbs are the trapped spirits of people 
  who've died in the House of Flowers.  The blink­
  ing carries an emotional weight to it, feelings of 
  desperation and sadness; all creatures viewing this 
  will get this sense from the orbs.  They are im­
  material and it is possible to move through them. 
  The orbs are constantly moving about, so it's dif­
  ficult to avoid moving through them.  More than 
  anything,  these  spirits  want  to  live  again. 
  They're far too weak to override the wills of an 
  adult human (nevermind the PC's), but they'll 
  hitch a ride and take over the bodies of anything 
  with a weaker will; this can mean animals, but 
  more often means human children.  If an merges 
  into a PC, tell them there's no immediate effect 
  and then smile.  Keep a running tally; then next 
  time the PC's in a settlement with children or an­
  imals, the orbs will fly out and possess them in 
  the middle of the night.  The souls are powerless 
  to leave this room on their own.
  52   Ch ao s U rch in s
  ♦
  Chaos Wing
  Muddy Floor, Mud Puddles • The puddles are 
  less than a foot deep.  Digging in the mud or 
  feeling through the puddles will eventually reveal 
  old bones.
  Squat Round Flower Bushes •  These are the 
  Chaos Urchins; they are similar to Flower Sea 
  Urchins, with one notable exception.  When they 
  aren't aware of any observation, they will turn 
  upwards and converse with each other in an odd 
  babbling language, they each have the face of a 
  young boy.  They want to play, both with each 
  other and with any creature that enters the room. 
  Sometimes they use those other creatures as toys; 
  makeshift  bludgeons  or  balls  that  they  throw. 
  They'll hide their true nature until a creature 
  touches one of them; they secrete a poison that 
  paralyzes  on contact for 1d6 Turns as well as 
  dealing  1d6  damage  (Save  vs.  Death/Poison 
  negates).  They'll then toss this paralyzed creature 
  to each other or at other creatures; this is an at­
  tack that deals 2d6 to the tossed creature as well 
  as 1d6 if the creature it's thrown at has an AC 
  lower than 18.  These Chaos Urchins can hurl 
  themselves with great force, dealing 2d6 to those 
  26
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  they impact.
  5 Chaos Urchins AC 18, HD 3, ATT #1/2d6 or 
  2d6|1d6, Move 6, Alien/ML 6
  53  
  ♦ Skeletal P iran h as
  Chaos Wing
  Large Skeletal Fish Swimming in Air • Air in 
  this room behaves normally, save that liquids dis­
  perse as if they were in water instead of behaving 
  normally.   These  skeletal  piranhas  will  ignore 
  most  things  passing  through  the  room  unless 
  they are actively bleeding, at which point that 
  creature will be swarmed.  These fish are obvi­
  ously undead.  If these fish leave the room, they 
  begin to flop around as if "normal" fish outside 
  the room.
  40 Skeletal Piranhas AC 11, HD 1, ATT #1/1d3, 
  Move 0 (Air Swim 12), Neutral/ML 12
  54    R eality's Th in  W alls
  ♦
  Chaos Wing
  Room  covered  in  Kaleidoscopic  Light,  no 
  flowers visible, black stone floor •  Lights the
  room brightly, doesn't seem to be coming from 
  any source.  Spells cast in this room tear at the 
  veil of reality, causing an uncontrolled summoned 
  creature to appear for 3d6 Rounds of hit dice 
  equal to the spell's level.  Use your favorite sum­
  moning tables for this.
  Creature made of multiple floating crystals 
  held together by beams of light in humanoid 
  form •  This creature is a vestigial part of the 
  Heart of Chaos, known as the Chaos Imager. 
  Once per round, it can pull an "image" of a crea­
  ture it can detect from an alternate reality and 
  control it, doing this every round it can.  This 
  image has all of the abilities of the creature as it 
  existed when copied, but only has as many hit 
  points as the original creature has hit dice.  The 
  images are under the control of the Chaos Im­
  ager, and persist until destroyed or until a Turn 
  has passed without the original creature in the 
  room.  The Chaos Imager  speaks through these 
  images,  trying  to  convince  any  who  pass 
  through to either sacrifice the Heart of Eternity, 
  or replace their own heart with  the Heart of 
  Chaos.  It'll be honest about the risk of death, but 
  will neglect to mention the other ill effects of 
  having the Heart of Chaos inside oneself.  Use 
  the Chaos Imager as source of exposition on the 
  Hearts and the House, albeit one heavily biased 
  in favor of the Heart of Chaos.  The Chaos Im­
  ager's  body  is  made up  of  exceptionally  pure 
  crystals, worth 5000 GP if unharmed, and worth 
  100 GP less for every hit point worth of damage 
  it takes.  The Chaos Imager appears somewhat 
  transparent as long as it has at least one image of 
  another creature under its control, and is immune 
  to harm while this is the case.  The Chaos Imager 
  cannot move or perceive outside this room, al­
  though  it  does  know  whatever  the  Heart  of 
  Chaos knows.
  1 Chaos Imager AC 10, HD 4, ATT #0, Move 
  12, Friendly/ML 12
  55  H eart of Ch ao s
  ♦
  Chaos Wing
  Sphere  of  Spinning,  Pulsing  Multicolored 
  Fire, surrounded by sphere of strange trans­
  parent matter on Pedestal of Flowers • This is 
  the Heart of Chaos.  It has Hallow 15 and com­
  municates telepathically through sensation.  The 
  pulsing is like a heartbeat.  The sphere is half a 
  stone  of  Void  Essence,  which  can  easily  be
  thought into any shape by an intelligent creature 
  concentrating on it.
  Flower Things guarding Sphere •  Twenty of 
  them, all ready to kill anyone that attempts to
  take or harm the Heart of Chaos.  Flower Things 
  here have 3 random positive mutations.
  27
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Ch ap el of th e V oid
  The Chapel of the Void is a stark contrast to the 
  surrounding House.  The walls are of a black, 
  unnaturally strong stone.  In fact, this stone re­
  quires magic to even chip.  The interior of the
  Chapel of the void is lit by sconces on the walls, 
  placed every five feet.  These sconces glow with 
  an eerie red-yellow light.  The ceilings of rooms 
  in the Chapel of the Void are domed, starting at 
  20 feet and reaching 30 feet at the center.  The
  doors in the Chapel of the Void are of an odd 
  white metal as difficult to damage as the sur­
  rounding  stone.  The hinges are hidden from 
  easy view, and the doors  both push and pull. 
  The floor is made up of 1 foot tiles in a chess pat­
  tern, white and black.  Assume these descriptions 
  are the default for everything in the Chapel of 
  the Void unless described otherwise.
  Flower Things, Clones, and other creatures creat­
  ed by or under the direct control of one of the 
  Hearts can't enter the chapel; if they try, they dis­
  integrate into nothing.
  N o ise Level
  Initially, when the players enter the Chapel of the 
  Void, the entire place is dead quiet.  As the player 
  characters take certain actions, such as making 
  loud noises or disturbing that which should not 
  be disturbed, indistinct static and rumbling noises 
  begin to be heard, and intensify.  This is the noise 
  level in the Chapel of the void.  Below are two 
  tables that describe the effects of Noise Level, as 
  well as the actions players might take to raise it.
  N o ise Level, Effects, an d  So u n d s
  Level
  Effect, Cu m u lative
  N oises, Cu m u lative
  0
  Nothing.
  Dead Silence.
  1
  Nothing.
  Faint, indistinct whispering.
  2
  Occasional shapes can be seen moving behind windows in 
  Antichamber.
  Faint static.
  3
  —
  Occasional distant rumbling.
  4
  Antichamber windows vibrate if felt.
  Louder whispering, still indistinct.
  5
  Shapes sometimes linger at window, and characters get 
  sensation they are being watched.
  Static at a little less than 
  conversation volume.
  6
  Antichamber windows start shaking.
  Less distant rumbling, more
  common.
  7
  —
  Stomping from adjacent rooms.
  8
  Wandering Antibody Angels start appearing; they aren't 
  hostile initially.  On a roll of 1 in 6 every Turn, one such 
  Angel is encountered.  See A ntibody A ngel G eneration below.
  Odd string music. Loud static.
  9
  Shapes occasionally pound on windows.
  Growling, occasional indistinct 
  shouting.
  10
  Antibody Angels become hostile to everything.  Windows
  in Antichamber shatter, allowing many abominations to 
  stream in.  These are mostly Far Demons, although they
  can be many other things.  Twenty of them appear 
  immediately, with 1d6 appearing every hour after for the 
  next week.  5d6 Antibody Angels appear outside House of 
  Flowers, destroying anything and everything, prioritizing 
  moving creatures first.  5d6 more appear every hour
  thereafter until the area around the House is cleansed of all 
  living creatures.
  Shattering Glass, echoing forever.
  28
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A ctio n s th at Ch an g e N o ise Level
  A ction
  Ch an ge
  Make sound as loud or louder than shouting.
  +1
  Take Magic Item from its room.
  +2
  Kill creature.
  +2
  Cast spell.
  +1
  Sacrifice one of  the Hearts on the Altar of the Void.
  +10
  Destroy the House of Flowers.
  +10
  Stay out of the Chapel of the Void for full 24 hours.
  -1
  Return Magic Item that was originally taken back to its room,
  -2
  56   A n tich am b er
  ♦
  Chapel of the Void
  High Vaulted Ceiling • Nothing special about 
  this, except that it can't be seen from outside de­
  spite being taller than the House itself.  The ceil­
  ing is 100 feet high.
  Tall Stained Glass Windows • There are twenty 
  such windows in total, ten on the east side and 
  ten on the west side.  They are 10 feet tall.  The 
  windows can't be broken unless the noise level is 
  raised to ten, at which point they shatter auto­
  matically.  When the windows shatter, the shards 
  freeze in midair forever, slicing up anyone who 
  isn't careful moving through them.  A creature 
  must either move only up to one half their regu­
  lar speed or Save vs. Burst to avoid 1d6 damage if 
  the shards are frozen in midair like this.  See 
  Noise Level, Effects, and Sounds for information 
  on what happens when the windows break.  Be­
  yond the windows is nothing but a black void. 
  Oh, and the monsters.
  57  H allw ay o f D eath
  ♦
  Chapel of the Void
  Many Bleached and Charred Skeletons, some 
  wearing  armor  and  wielding  broken 
  weapons • Nothing organic, with the exceptions 
  of bone, hair, nails, and other extremely hard or­
  ganic material.  No wood, flesh, or leather re­
  mains on these bones.  All metal material sur­
  vives, so weapons and armor may be refitted.
  Fine white dust on ground, in air •  This is 
  ground bone.  The dust in the air in particular is 
  highly flammable, and will explode if exposed to 
  flame, dealing 3d6 damage to all in the room 
  (save vs. Burst for half).  The dust is kicked up 
  again after a full 24 hours away.
  Downward Slope toward center of hallway • 
  The floor dips to its lowest point at the center and
  its highest point at the doors.
  Hallway two Tiles Wide, only Black tiles at
  midpoint  of  hallway,  only  White  tiles  at 
  doors • These tiles are five feet to a side.  If a 
  black  tile  has  an intelligent  creature put their 
  weight on it before the midpoint of the hallway, 
  or an intelligent creature puts their weight on a 
  white tile after the midpoint, a wall of fire ap­
  pears at the door from the Antichamber and ad­
  vances toward the far door at a rate of ten feet per 
  round.  This wall of fire will cause 10d6 points of 
  damage to anyone that passes through it, as well 
  as explode the dust floating in the air.  At the 
  same time this wall of fire appears, an oily fluid 
  starts streaming forth from the far door.  This 
  fluid is harmful to organic matter, dealing 1d6 
  damage every round to a creature at least partial­
  ly submerged in it.  The midpoint of the hallway 
  will be submerged to ankle level by round 3 (this 
  is the point where creatures start taking damage), 
  and chest level by round 7.  This fluid will cause 
  creatures on a slope to slide down, and is impossi­
  ble to climb without some sort of handhold.  The 
  torch sconces can be used, but are a bit far apart. 
  After round ten of this trap, the fluid drains and 
  the wall of fire vanishes.  This trap can be simply 
  avoided by walking only on the white tiles until 
  the midpoint of the hallway, and only the black 
  tiles after that point.  If the creatures are walking 
  from the Guardian Chamber door to the An­
  tichamber, this trap won't trigger.  All the trig­
  gers involved here are magical.
  29
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  58   G u ard ian  Ch am b er
  ♦
  Chapel of the Void
  Odd Humanoid Shaped Creature standing as 
  half  as  tall  as  the  ceiling,  Looks  "Dark",
  doesn't make sense to the eyes • This creature 
  is a Void Elemental; when it strikes in combat, it 
  deals damage to maximum hit points as well as 
  current hit points.  It is initially not hostile to any 
  creature, but will block creatures from entering
  the door to the Altar of the Void, and attack 
  them if they persist in attempting to open the 
  door.
  1 Void Elemental AC 17, HD 10, ATT #1/3d6, 
  Move 15, Neutral/ML 12
  59 - 6 2   M ag ic Item  R oo m s
  ♦
  Chapel of the Void
  All these magic item rooms are identical, with 
  the exception of the magic item they contain.
  Item on Pedestal in Center of Room • Roll on 
  the d100 Magic Items in the Chapel of the Void 
  to figure out exactly what item this is.  If it's sig­
  nificantly large, like a throne, it instead sits on the 
  floor.
  6 3  A ltar of th e V o id
  ♦
  Chapel of the Void
  Black  Stone  Altar,  White  Stone  Dagger  • 
  Any creature placed on this altar and successfully 
  struck with intent to harm is killed instantly, re­
  gardless of immunities or any other preventative 
  measure.  Their body disintegrates, and they can­
  not be returned from the dead.  Sacrificing one 
  or both of the Hearts here causes the Impossible 
  Door to open.
  Strange White Door behind Altar •  This is 
  the Impossible Door.  There's no handle on it and 
  no way to open it beyond magic or sacrificing 
  one of the Hearts.
  30
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  6 4   Th e Im p o ssib le D oo r
  ♦
  Chapel of the Void
  Six-winged, six-armed angel wearing crown, 
  holding many different weapons and covered
  in eyes, standing ten feet tall • This is Ujian, 
  an angel whose purpose is to test the power of 
  creatures against a far greater threat, long forgot­
  ten threat.  He's wielding five different magical 
  weapons, as well as wearing the Crown of the
  Godslayer.  He'll initially be pleasant to creatures 
  encountered, only attacking them after fair warn­
  ing, even if they attack him first.  The five magi­
  cal weapons he carries, as well as the Crown, are 
  described below:
  • A +1 Longbow that a spellcaster can 
  "charge" with a single spell.  The wielder of the 
  bow can forego an attack with the bow to fire 
  the spell alongside an arrow.  This "discharges" 
  the  spell  in  the  bow.   The  bow  is  currently
  charged with Lightning Bolt with as cast by a 7th 
  level mage.
  • A +1 Two-handed Sword (wielded in 
  one hand by Ujian).  All attacks with this sword 
  may be foregone to slice through and dispel one
  spell cast at the wielder.  This can only be done if 
  the wielder wins initiative.
  • A +1 Battleaxe; when it successfully 
  strike a creature, a ghost of the axe appears and 
  attacks them again one round after.
  • A +1 Lance (wielded in one hand by 
  Ujian).   For  each  successive  successful  attack 
  against a creature, this weapon's bonus against 
  that creature increases by 1.  This bonus only 
  goes away if the wielder attacks another creature
  with the lance or a Turn has passed without at­
  tacking the current target with the Lance.
  • A +1 Mancatcher, normally a two-
  handed  weapon,  but  wielded  in  one  hand  by 
  Ujian.  Instead of dealing damage, a Mancatcher
  allows the wielder to grapple a target, using the 
  normal grapple procedures.  If a creature is suc­
  cessfully grappled by this Mancatcher, they are 
  held similarly to the effect of a H old Person spell 
  for one round, no save allowed.
  • The Crown of the Godslayer.  It's 
  powers are hidden to all, only gradually revealing 
  themselves as a worthy bearer of the crown con­
  tinues to wear it.  In metagame terms: come up 
  with  appropriate  artifact  level  abilities  for  the
  crown as it suits you.
  Ujian  may trade  attacks  from  the  appropriate 
  weapons to use their special abilities.  Ujian is 
  partially immune to instant death, instead taking 
  his hit dice in damage instead.  If Ujian seems re­
  ally  powerful,  and  six  powerful  magic  items 
  seems like too much, well, that's the point!  Ujian 
  will only attack if attacked first, and will readily 
  accept a surrender – once.  If attacked after ac­
  cepting a surrender, he'll destroy the party with­
  out mercy.
  1 Ujian AC 16, HD 25 (150 hp), ATT #5/As ap­
  propriate for weapons, Move 12 (Fly 24), Neu­
  tral/ML 12
  Pitch Blackness beyond the door • The door 
  leads outside the known universe.  What lies be­
  yond is incomprehensible and, more importantly, 
  utterly hostile to terrestrial life.  Creatures that 
  step through the door take their hit dice in dam­
  age every round they're out there.
  31
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  d 2 0  B en eficial M u tatio n s
  1
  Ablative Flesh • The first damage taken that day is negated.
  2
  Iron Flesh • +2 to Armor Class.
  3
  Flexible Tissue • +1d6 Dexterity.
  4
  Muscle Mass Growth • +1d6 Strength.
  5
  Increased Cellular Health • +2 on Saves vs. Death/Poison.
  6
  Adrenal Burst • Chance to be surprised in 1 in 6 less.
  7
  Durable Tissue • +1d6 Constitution.
  8
  Increased Neuron Density • +1d6 to Intelligence
  9
  Increased Sensory Processing • +1d6 to Wisdom
  10
  Pheromones • +1d6 to Charisma
  11
  Weak Psionic Power • Able to channel random 1st level Mage spell 3 times per day.
  12
  Adept Psionic Power • Able to channel random 2nd level Mage spell twice per day.
  13
  Strong Psionic Power • Able to channel random 3rd level Mage spell once per day.
  14
  Mild Alternate Timeline Awareness • Additional hit die.
  15
  Redundant Nerve Clusters • +2 on Saves vs. Burst.
  16
  Magic Absorbant • +2 on Saves vs. Spells.
  17
  Strong Mental Barrier • +2 on Saves vs. Paralysis.
  18
  Angelic Tissues • +2 on Saves vs. Corruption.
  19
  Increased Spatial Awareness • +1 on Attack Rolls.
  20 Clotting Blood • +4 to Death and Dismemberment rolls, 1 in 6 chance enemies weapons stick to 
  blood and they must spend next round getting them free.
  d 2 0  H arm fu l M u tatio n s
  1
  Rapid Muscle Atrophy • -1d6 Strength.
  2
  Calcified Tissue • -1d6 Dexterity.
  3
  Flimsy Tissue • -1d6 Constitution.
  4
  Rapid Neuron Decay • -1d6 Intelligence.
  5
  Decreased Sensory Processing • -1d6 Wisdom.
  6
  Repugnant Stench • -1d6 Charisma.
  7
  Nerve Misfires • -2 to Saves vs. Burst.
  8
  Reality Bending Genetics • -2 to Saves vs. Corruption.
  9
  Poor Cellular Health • -2 to Saves vs. Death/Poison.
  10
  Thin Mental Barrier • -2 to Saves vs. Paralysis.
  11
  Magic Attractive • -2 to Saves vs. Spells.
  12
  Decreased Articulation • -3 to Movement Speed.
  13
  Corpulence • Armor and clothes don't fit properly, need to be special ordered.
  14
  Emaciation • Take 1 extra damage per damage die,
  15
  Paralytic Startle • On surprise, freeze up and fall over for 1d6 rounds.
  16
  Light Sensitivity • -1 to Attack Rolls in bright light.
  17
  Nightblind • -1 to Attack Rolls in dim or shadowly light.
  18
  Narcolepsy • 1 in 6 chance of falling asleep every Turn for 1d6 rounds.
  19
  Increased Metabolism • Requires two times as much food.
  20
  Flower Condutor Sensitivity • In presence of flower conductor, must save vs. paralysis every
  round or be controlled by relevant heart that round.
  32
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A n tib o d y A n g el G en erato r
  Antibody Angels have the following Base Stats: AC 10, Move 12 (Fly 12), A number of attacks equal 
  to the number of eyes they have (1d6), a 60 foot range for ranged attacks, immunity to mind affect­
  ing effects.  They also have the traits all angels possess.  Their purpose is always "Prevent the Corrup­
  tion of Reality".  All Antibody Angels have a Color, Surface, Shape, Size, and Attack Method.  Some 
  have Tattoos or Runes, and some have special Blood.
  d12
  Color
  Surface
  1
  Red
  Hard Shelled (+6 AC)
  2 Orange Red
  Fractilized (1d6 Damage in melee automatically)
  3
  Tangerine
  Scaled (+2 AC)
  4
  Yellow
  Cratered Shell & Oozing Blood (Blood Table)
  5 Light Green
  Fleshy with Tatoos (Tattos Table)
  6
  Malachite
  Spiked (+1d6 damage in Melee)
  7
  Turqouise
  Enameled (+4 AC)
  8
  Blue
  Gelatinous (Free Grapple on attacks; if larger than grappled creature, deals 3d6 every 
  round)
  9
  Indigo
  Reflective (3 in 6 chance of deflecting single target spell at random creature)
  10
  Violet
  Fleshy with Boils (When hit in combat, boils burst on attacker with blood from
  Blood Table, Save vs. Burst avoids)
  11
  Magenta
  Enameled with Runes (+4 AC, Tattos Table)
  12
  Iridescet 
  Transparent
  Incoporeal
  d12
  Shape
  Hit Dice (Number Rolled) / Size (1d6 instead of 1d12 indoors)
  1
  Sphere
  One Inch (+2 AC)
  2
  Circle
  Six Inches (+1 AC)
  3
  Trefoil
  One Foot
  4
  Quatrefoil
  One Yard
  5
  Bean Shape
  Two Yards
  6
  Concave Triangle
  Three Yards
  7
  Two Connected Spheres
  Six Yards
  8
  Manta Ray
  Twelve Yards
  9
  Torus
  Twenty-Four Yards
  10
  Convex Triangle
  One Hundred Yards
  11
  Capsule
  One Eigth Mile
  12
  Ellipse
  One Quarter Mile
  33
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Attack Method
  1
  Absorbing Eye: Melee 1d6, Save vs. Paralysis or begin to be absorbed by the eye.  Creature is 
  fully absorbed in three rounds, must succeed strength check to escape; others may attempt to pull 
  creature free.  Absorption means death.
  2
  Blood Eye: Melee 1d6, creature struck is subjected to blood (Blood Table)
  3
  Conflagration Beam: Automatic 1d6 in 60 foot long by 10 foot wide beam, those struck must 
  save vs. Burst or catch fire; taking 1d6 every round they're on fire.
  4
  Cursed Eye: Creature must make save vs. Spells; failure indicates 1d6 points of random ability 
  score is damaged (recovery at 1 point per day).  If a score taken to 0 this way, creature unravels.
  5
  Eyebite: Creature struck in melee takes 1d6 for every 3 hit dice antibody angel possesses 
  (minimum 1d6).
  6
  Frost Beam: Automatic 1d6 in 60 foot long by 10 foot wide beam, creatures must save vs. Burst 
  or be rendered immobile for 3d6 Turns.
  7
  Luck Theft: Ranged 1d6, and next roll creature makes, the creature rolls twice and takes worse
  result.
  8
  Radiance Ray: Ranged 1d6, and creature must save vs. Paralysis or be blinded for 3d6 Turns.
  9
  Radiance Reverberation: The Antibody Angel here glows. All light sources within 60 feet 
  intensify and expand to fill the same area; all creatures except antibody angels take 1d6 for each 
  light source expanded this way.  Save vs. Burst negates this damage.
  10 Telekinetic Beam: Creature must save vs. Paralysis or be picked up by Angel's eyebeam, can be 
  slammed into surrounding landscape and creatures for 1d6.  Angel may only grasp one such 
  object or creature this way.
  11 Tumor Growth: Creature must save vs. Death/Poison or take 1d6 damage, growing a cancerous 
  tumor that reduces their movement speed and AC by half the damage amount.  Cutting off the
  tumor deals another 1d6, and requires 1 Turn.
  12
  Void Ray: Ranged 1d6, and reduce target's maximum hit points by that amount.
  Blood
  1 Acidic: 1d6 damage and non-magical armor, shield, and weapons might dissolve (1 in 6 chance)
  2
  Adhesive: Spends 1d6 rounds breaking out of dried blood, can't move or attack.
  3
  Agonizing: Writhe in pain for 2d6 rounds, unable to act (Save vs. Death/Poison negates)
  4
  Calcifying: Save vs. Paralysis, if failed once, begins to harden in place, if failed twice, is Petrified
  5
  Combusts: 2d6 damage
  6
  Dazzling: All in melee are blind for 1d6 rounds due to radiant blood (Save vs. Paralysis negates)
  7
  Fertile: Save vs. Death/Poison or become breeding ground for Antibody Angels; 1d6 days later
  1d6 1HD antibody angels tear off of body, dealing 1d6 damage each.
  8
  Gaseous: Those within 10 feet must hold breath or begin coughing and vomiting.
  9
  Living: Each wound spawns 1 HD of blood, AC 10; dies within 1d3 rounds.
  10
  Parasitic: Save vs. Death/Poison or take 1d6 damage, healing Antibody angel for equivalent 
  amount 
  11
  Poisionous: Save vs. Death/Poison every round until successful; takes their own hit dice in 
  damage every failure
  12 Viral: Save vs. Death/Poison or contract horrible, highly contagious disease.  Creatures that touch
  them must also Save vs. Death/Poison or contract disease.  Deals 1d6 Constitution Damage every 
  day until death or sucessful save (one allowed every day).  If death caused by this, transforms into
  Antibody Angel of equivalent hit dice.
  34
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  d12
  Tattoos and Runes
  1
  Ablative: Creates shield every round that protect from first 2d6 points of damage recieved that 
  round
  2
  Alacritous: Double movement speed and double attacks
  3
  Ameliorating: Grants +1 to Attack rolls of allied creatures (including itself) and -1 to Attack 
  rolls of opposed creatures
  4
  Beatific: Creatures that see the Angel must save vs. Paralysis, those that succeed can't be affected 
  for next 24 hours, those that fail can take no action as long as the angel is in view.
  5
  Charming: Creatures that see the Angel must save vs. Spells, those that succeed can't be affected
  for next 24 hours, those that fail must act according to Angel's whims as long as the angel is in 
  view.
  6
  Dissipating: Creatures that approach within 30 feet of Angel must save vs. Death/Poison; those 
  that succeed can't be affected for next 24 hours, those that fail begin turning into dust; the first 
  round, extremities such as fingers and toes begin disappearing, the second round, limbs start 
  turning to dust, the third round, the creature dissolves completely.  A saving throw is allowed at 
  each round of this process, success reverses the process at the same speed it began.
  7
  Dizygotic: Creatures within 60 feet of Angel must save vs. Spells, those that succeed can't be 
  affected for next 24 hours, those that fail have duplicate of them appear in front of them; it shares 
  their abilities and equipment, minus magical equipment.
  8
  Explosive: Creatures that strike the Angel must save vs. Burst or take 3d6 damage; Explosion 
  doesn't harm Angel
  9 Fearful: Creatures that see Angel must save vs. spells or flee in fright at top speed for 3d6 rounds; 
  those that suceed can't be affected for next 24 hours.
  10
  Haematic: All blood shed within 60 feet of the Angel collects into the angel; after the angel
  absorbs its maximum hit points in damage worth of blood, it gains another hit die.
  11
  Katabolic: Creatures that see Angel must save vs. spells, those that succeed can't be affected for 
  next 24 hours, those that fail begin taking cumulatively greater amounts of damage each round as 
  their metabolic processess run out of control, taking 1d6 more each round (so 1d6 the first 
  round, 2d6 the second, etc.)  A save is allowed every round during the process, a success stopping 
  the effect.
  12
  Summoning: Once every 6d6 Turns, Angel may summon 1d6 Antibody Angels.
  35
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  d 10 0  M ag ic Item s in  th e Ch ap el o f th e V o id
  01 Snow Globe •  When shaken, causes intense blizzard to spring up in 50 foot radius around 
  snow globe for 1 Turn, making ranged attacks impossible and reducing visibility.  If thrown 
  with intent to break, causes enormous glass shards to rain in radius for 10d6 damage, Save vs. 
  Burst to avoid.
  02 Black Glass Pendant • When wearer would otherwise die, other consciousness takes over and 
  controls body; treat new consciousness as creature of level equal to wearer with hit points the 
  maximum amount a Fighter could possibly have and attack bonus of Fighter, with Mage and 
  Cleric casting of equivalent level and randomly prepared spells.  New consciousness will do 
  what it thinks is most appropriate to preserve wearer's life.  After out of dangerous situation,
  wearer loses one level.
  03 Cloak in shape of Feathered Wings • Whenever the wearer desires, they may transform into
  a randomly determined angel of equivalent hit dice to wearer's level, with the form, powers, and 
  purpose that entails as well as keeping their hit points and class abilities; however, when they 
  transform back, they keep the purpose; if they act in direct opposition to the purpose, they van­
  ish from existence much as angels do.  The wearer can accumulate multiple purposes this way.
  04 Crown of Thorns • Upon placing this crown on their head, the wearer takes 1d6 damage as it 
  fuses to scalp; it cannot be removed without the use of R em ove C urse.  The wearer now has the
  ability to grant a 1st level Cleric spell slot to any 0th level human; anybody granted spells this 
  way always has the most favorable reaction possible when encountering the wearer, to the extent 
  of worshiping them.  Undead and Demons hate the wearer and will attempt to destroy them 
  above and beyond anyone else.
  05 Vial of Boiling Blood • The blood is a creature.  Upon coming into contact with a living 
  creature that has blood, that creature must save vs. Death/Poison or the boiling blood diffuses 
  into the creature's bloodstream, dealing them 1d6 damage every round through burns and re­
  placing the blood in the creature's bloodstream (C ure D isease expels the creature).  Upon killing 
  the creature, it takes possession of them; consider it as having half the hit dice (minimum 1) of 
  the original creature and losing all special abilities; it attacks (making an attack roll) by vomit­
  ing boiling blood, effectively reproducing this way.  The boiling blood is a hivemind, and is 
  considered to have 1 point of intelligence for every ten creatures it possesses. 
  Boiling Blood  AC 12, HD 1, ATT #1/Touch, Move 12, Hostile/ML 12
  06 Red Scarab • Whenever this item is clutched tightly in the hand, a fiery red energy engulfs the 
  holder, dealing 1d6 damage to them and any creature within melee range every round.  The 
  holder makes attacks, saving throws, and casts spells as if they were four levels higher than they 
  are.
  07 Painting with New Color • A watercolor of splotched colors, including one color never seen 
  before, any intelligent creature that studies this new color for a round or longer must Save vs. 
  Paralysis.  Those that succeed don't have to worry; they're immune.  Those that fail begin to 
  dream about the painting; every morning they awaken, they must again Save vs. Paralysis.  Fail­
  ure means that the first attack made or spell cast instead sprays the new color in a 20 foot radius, 
  coloring the area that color; all creatures hit that aren't immune must Save vs. Paralysis or be 
  transformed into New Ones.  New Ones look like the original creature, but entirely in the new 
  color; they are a strange extra-dimensional form of life.  They aren't innately hostile, but things 
  that are the new color simply fail to react with ordinary matter; this doesn't prevent damage, but 
  oxygen of the new color doesn't allow breathing, food and water of the new color doesn't hy­
  drate or provide nutrition, etc.  
  New One AC 15, HD 5, ATT #1/1d6, Immune to Most attacks, takes 2d6 damage from Sol­
  vents (Normal Water is Solvent), Fly at Move, Move 12, Neutral/ML 12
  08 Iridescent Monocle • When worn, provides a view into a strange alternate dreamland; when­
  36
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  ever the wearer desires, they may transform into a randomly determined dream being of equiv­
  alent hit dice to the wearer's level; however, when they transform back, they acquire a random 
  mutation.
  09 Rusted Torc • Whenever the wearer desires, they may transform into a random Far Demon of 
  equivalent hit dice to the wearer's level; however, when they transform back, they gain 1d3+1 
  points of Corruption, no save.
  10 Green Glowing Stone Mushroom •  About the size of a fist, the possessor of the green glow­
  ing stone mushroom is immune to any poison produced by a fungus and can identify any kind
  of fungus on sight.  In addition, all fungal creatures treat them with the utmost reverence and 
  will not attack, following any command the possessor issues.  They are the mushroom king (or 
  queen) now.  This item is not without its drawbacks, however.  Every day, the possessor must 
  make a saving throw against Death/Poison; failure indicates a spreading fungal infection, slowly 
  turning them into a mushroom person.  The infection does them no physical harm as long as
  they possess the mushroom, but they lose a point of Charisma for every failed saving throw to a 
  minimum of 3; the amount of times this save has been failed should be recorded.  If the posses­
  sor ever stops possessing the mushroom, say, by dropping it on the ground, then they immedi­
  ately lose 1 point of constitution for one of these saving throws they've failed up to this point; if 
  that would reduce them to 0 constitution or less, they die.  The constitution and charisma can
  be restored by passing three consecutive death/poison saving throws after relinquishing posses­
  sion (failures continue to reduce charisma and constitution) or via C ure D isease.
  11 Black Envelope • This envelope has enough space to place a single folded up piece of paper or 
  a small object, and a space on the outside to write a name.  As soon as the name is written and 
  the envelope sealed shut, it vanishes; it immediately arrives to the named creatures location. 
  Within the next week, the recipient will be placed in a potentially lethal situation as a result of 
  the contents of the envelope.  If it contains a dagger, that dagger will be used in a murder at­
  tempt against them.  If it contains poison, someone will attempt to dose them with that poison. 
  If it contains a flower, their lover will assume they've been cheating and will retaliate by at­
  tempting to kill them, or something like that.  These events can be survived, but all saving 
  throws made during this deadly event are made a -4, and others are at a +4 to hit them during  
  this time.  The recipient, of course, can send the black envelope after they receive it; the enve­
  lope itself is resilient to damage.  If the envelope is empty when it is sent, a tear in reality appears  
  both at the point of departure and arrival, and 1d6 summoned creatures of 1d20 hit dice pour 
  out of the tears every round for the next 3d6 turns.
  12 Skeletal Hand growing Flowers • When pointed and the wielder speaks words with the intent 
  of triggering the item (any words, as long as the intent is there), flowers grow in the area or 
  thing pointed at, up to 5 feet in diameter.  If pointed at the ground, flowers grow in that area.  If
  pointed at a vase, flowers grow inside (and around) the vase.  If pointed at a stone brick, they 
  grow from and around the stone brick, significantly reducing the structural integrity.  If point­
  ed at a creature, the creature must make a Save vs. Spells or take 3d6 damage as flowers grow 
  from them, using their body as nutrients.  If a creature were to die from this, they would be­
  come an intelligent Flower Thing instead; they feel pain and hatred and want to kill the crea­
  ture that transformed them.  If pointed at a Flower Thing, the Flower Thing gains one hit die.
  13 Violin and Bow strung with Human Hair • When played, any creature that has a mind and 
  can hear the music goes into a killing frenzy on a failed Save vs. Spells, first attacking other 
  creatures in a frenzy, then other creatures around (the musician is immune); once only one crea­
  ture other than the musician is left, the creature will take the remains of the slain creatures and 
  craft them into instruments.  They will then kill themselves.  These new instruments have the 
  same effect as this item.
  14 Page with Weird Rules • The DM picks another RPG rule system that can hypothetically be
  converted to.  Anytime this page is held in one hand, reality functions on that other system; this 
  37
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  includes separate, equivalent character sheets for each character in this new system.
  15 Portable Stained Glass Window •  Functions as a portable version of the Stained Glass 
  Windows in the Antichamber (Room 56).
  16 Horseshoe Magnet • Whenever a roll would be made on a table for a random event that in­
  volves the magnet's owner, in lieu of rolling, the referee chooses the most interesting, strange, 
  or bizarre result on the table.  If the table is rolled on often, they pick a different result every 
  time.
  17 Inconspicuous Hat • Is it a broad brimmed straw hat?  A visor?  Hard to tell, it's so unmemo­
  rable.  Whenever the wearer is actively trying not to attract attention to themselves, they fall be­
  neath the attention of all passerby.  They're still seen, but they aren't noted as exceptional; if 
  guards were looking for the wearer in a crowd, they wouldn't recognize them.  However, if the 
  wearer does something to attract attention, like attack or cast a flashy spell, they'll be enormous­
  ly conspicuous (this effect can't be avoided by removing the hat).  For the next 1d6 Turns, all 
  hostile creatures will target the wearer first, all other parties will notice and speak with the 
  wearer first, and it will be incredibly easy to find the wearer in a crowd of thousands.  In the 
  dungeon or wilderness, double the number of Wandering Monster rolls.
  18 Socks Stitched with Anchors • These socks keep the wearer mentally grounded; the wearer is 
  immune to anything that would change their emotional state or mentally control them while 
  wearing these socks, whether the cause be mundane or magical.  However, the wearer doesn't 
  feel emotions at all while wearing these socks and consequently has the personality of sandpa­
  per; the wearer effectively has Charisma 3 while wearing these socks.  The wearer also gains a
  propensity for sinking; they fall through the air at twice the speed (double the damage they 
  would take) and they can't swim, instead sinking to the bottom.
  19 Nesting Boxes • All these boxes are made of a strange dark metal, and open from the center
  into two separate halves.  The first box is 2 feet by a side, opening to reveal the next box in se­
  quence 4/5th's the size; these boxes continue infinitely inward following this pattern.  Each of 
  these boxes has a button on the outside of the top and bottom segments; pressing this button 
  causes the two halves, and the halves of all smaller boxes, to snap together (enclosing the smaller 
  boxes) at a point equidistant between the largest halves.  This occurs at any distance, with the 
  boxes rapidly approaching terminal velocity while approaching each other; if they can't snap 
  together due to sufficient obstruction, they simply remain still.  A box that impacts in this state 
  a creature and is half an inch or larger deals 1d6 damage from sheer force.
  20 Vial of Strange Bile • The bile is actually an alien symbiote; if drunk, will begin to live in the 
  body of that creature.  The drinker now can no longer digest normal food, instead needing to
  eat ferrous metals for nutrition.  They gain an acidic saliva that helps with breaking the metal 
  down.  These metals slowly replace the drinkers physical makeup; for every week they eat 
  enough metal for nutrition, they gain one point of Constitution to a maximum of 18, and every 
  two weeks of eating metal gives a +1 to AC and Death/Poison saving throws to a maximum of 
  +4;  However, the increased metal in the drinker's makeup makes them appear odd and slows
  them.  For every three weeks the drinker eats enough metal, they lose a point of Dexterity and a  
  point of Constitution, to a minimum of 3.  The symbiote can be killed with a C ure D isease 
  spell, however, this instantly reverses the constitution and AC gain as well as dealing the drinker 
  their hit dice in damage; lost dexterity and charisma is regained at the rate of one point per 
  week.
  21 Helmet with Box Shaped Protrusion • The box shaped protrusion is roughly the size of a hu­
  man head, making the helmet unwieldy.  When worn, the wearer's brain is teleported into the 
  protrusion, which is a life support structure for the wearer.  If the helmet is removed from the 
  body, the body falls inert, but if it's placed on another creature, a struggle of wills ensues.  Both 
  the brain and the current wearer roll a d20 + their Wisdom score + their level or hit dice, 
  whichever is higher; if the current wearer succeeds, their brain is teleported into the protrusion, 
  38
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  expelling the old one (likely killing it).  If the brain succeeds, the current wearer's brain is ex­
  pelled and the brain in the box assumes control of the new body, gaining its Strength, Dexterity, 
  and Constitution as well and special abilities tied to physical form, but keeping its Intelligence, 
  Wisdom, and Charisma as well as its hit dice, class, levels, and special abilities not tied to physi­
  cal form.  If the helmet is placed on a mindless creature, the brain succeeds automatically.
  22 Sunglasses • These sunglasses, while worn, render the wearer blind in any lighting condition 
  other than total darkness.  While worn in total darkness, however, the wearer can see as clearly 
  as in daylight; and they can also see a very specific type of creature that only wanders when it 
  believes itself to be unseen.  Possessing anywhere from four to nine limbs, these creatures look 
  to be made of webs of infinitely fine texture recursing on themselves; their proportions are 
  vaguely human.  Call them Weave Walkers.  If they think something has noticed them, they 
  and all other weave walkers in the area will attack (1d6 of them), each possessing as many hit 
  dice as they have limbs (1d6+3).  Otherwise, the weave walkers will keep their distance from any 
  creatures, making sure that they are unlikely to be seen.  The bodies of these creatures, if slain in 
  a way that doesn't destroy the fabric of the webbing (slashing and piercing takes away about 
  half of its value, fire and lighting destroys it completely), are worth 100 gp per hit die of the 
  weave walker for the value of the cloth it can be woven into and as an alchemical ingredient. 
  The sunglasses also look dope as hell, providing a bonus of 1 on reaction rolls while worn.  
  Weave Walker AC 15 (Fast), HD 1d6+3, ATT #1/1d6+Free Grapple Attempt, If target grappled 
  for longer than one round they must Save vs. Paralysis or be sent to other dimension, Makes no 
  sound when moving, Move 12+HD, Neutral/ML 8.
  23 Ugly Wig • This wig has thick greenish-black braids; when worn, the wearer must save vs. 
  Paralysis.  Success indicates they tear the wig off before it fuses to their scalp.  If they fail, they
  take 1d6 damage and the braids on the scalp transform into serpents; these serpents are under 
  the control of the wearer and poisonous.  In melee, the wearer can command the serpents to 
  bite, attacking at the wearer's attack bonus; if they hit, they deal 1 point of damage and the 
  creature bitten must Save vs. Poison; failure indicates that they are now taking 1d6 damage ev­
  ery round for the next 1d6 rounds.  The wearer may also command a snake to leave their head
  and order it about telepathically; this snake will die in 1d6 turns, is a 1 hit die creature, has an 
  AC of 10 and a move of 12; it keeps it poisonous bite but attacks as a 1 HD creature.  The wig 
  has 3d6 such serpents, and regrows 1 per day, to a maximum of 18.  Every week the wearer 
  wears the wig, they must Save vs. Death/Poison; failure indicates that the snakes have laid eggs 
  in their brain.  The wearer will come down with a terrible headache, inflicting a -1 penalty to
  all their rolls.  In 1d6 days, provided the eggs aren't killed by a C ure D isease spell, the eggs hatch 
  and eat the wearer's brain; the wearer becomes a shambling zombie that produces poisonous 
  snakes; treat as half the original wearer's hit dice and as producing a poisonous snake every 
  round.  A R em ove C urse will remove the wig; so will scalping the wearer (dealing them their hit 
  dice in damage).
  24 Box of Vials of Watery Whitish Liquid • 5d6 such vials are in this box.  These vials are air­
  tight; in contact with air, the fluid inside them rapidly expands and hardens into a glue about as 
  strong as stone.  A living creature that has this applied to them has a Save vs. Paralysis to avoid  
  getting bound.  
  25 Green Bottle in Brown Paper Bag • The bottle stinks strongly of gin.  If drunk in one sit­
  ting, the imbiber experiences unusual effects.  In addition to becoming extraordinarily drunk (-
  2 penalty on all d20 rolls), the wearer hallucinates pink elephants following them around. 
  These elephants will attack anything they view as a threat to the imbiber; they attack as 5 HD
  creatures for 1d6 damage and are invisible to those that aren't the imbiber; at any time, 1d6 are 
  in the area.  If successfully attacked (AC 10 + bonus from invisibility) the pink elephant pops. 
  This entire drunken bender lasts 2d6 hours.
  26 Small Mirror in Black and Red Steel Frame • When the players first look in this mirror, ask 
  39
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  them "What does your character value most about themself?"  This answer, no matter how 
  strange or silly, is reflected in the mirror; creatures that value their strength seem themselves as 
  hypertrophic; creatures that value money seem themselves with a hoard of wealth.  If this mirror 
  is touched to bare flesh, it will drain a portion of the thing the creature values most; the referee 
  will determine how much is lost, but it should be roughly one-tenth of how much that creature
  has.  The mirror also acts as a portal for non-living matter, so anything stuck in the mirror will 
  not meet its surface, instead passing through.  The mirror will drain away roughly 10% of 
  whatever is stored within it per day, but what is stored within could potentially be grabbed and 
  reclaimed by non-living matter.
  27 Worn Blanket • Anything covered by this blanket cannot be seen or noticed by reality.  D e­
  scribe the item  as just a blanket on the ground, and reveal it w as sitting on a pedestal after it is re­
  m oved.  Not only does the creature or object covered become invisible, spells no longer work on 
  them, and they can't be attacked.  However, the blanket is patchy and has some holes in it, 
  which are noticed as soon as the creature makes themself known.  A creature that sees these 
  holes can aim attacks at them (cut the penalty for invisibility in half) and may also cast spells at 
  them.  A creature successfully attacking through the blanket's holes not only harms the wearer, 
  they also cause a random magical effect to occur.  A creature that successfully casts a spell 
  through the hole sees the spell come alive; a creature that can cast itself any number of times, 
  has 2 times spell level hit dice, AC 12, Move 12, ML 12/Hostile to everything.
  28 Miniature Door • This door is about one inch wide and two inches tall; placing it on any sur­
  face a foot or less thick allows it to be used as a peephole.  However, the peephole is two way,
  and the door can be taken off the wall from either side.
  29 White Coral Spiral Earring • Upon piercing a body part, the earring fuses to the wearer's 
  body and will be painful to remove.  Any time an effect would mutate the wearer, they may roll 
  twice on the mutation table and take the preferred mutation.  In addition to this, any time the 
  wearer is mutated by an effect, the nearest living creature to them mutates in the same way. 
  The wearer is randomly mutated once every week.
  30 Porcelain Cup full of Black Liquid • The liquid in this cup never depletes and has a bitter 
  taste; one sip will instantly heal all of the drinker's injuries and keep them awake for the next 24
  hours, preventing any sleep they may get but preventing exhaustion.  2d6 hours after drinking 
  from the cup, a random creature from the drinker's nightmares appears, furious that the drinker 
  is avoiding it.  Treat as a random dream creature with 1d6 + the drinker's hit dice.  The night­
  mare creature is hostile to the drinker, and will target them above all else, moving on to kill 
  other living things only once the drinker is dead.  Drinking and healing multiple times will
  cause multiple such nightmares to appear at the same time.
  31 Tattered Fishing Net • This net, if used to try and grapple a creature, doubles the wielder's hit 
  dice for purposes of grappling.  If a creature successfully escapes or is damaged through the net, 
  there is a 2 in 6 chance that they rip the net further and cause a large hostile sea creature to ap ­
  pear from the hole torn (determined by referee).  This creature breathes and swims through air 
  as if it was water, and will attack anything in range, although it will prioritize the net wielder if  
  close enough.
  32 Mortar and Pestle • This acts as an ordinary mortar and pestle most of the time until some­
  thing ordinarily unmixable is introduced into the mortar, at which point it solidifies.  The pestle 
  can capture such things as a currently burning fire in solid form, the last breath of a dying man, 
  or the darkness of a cavern.  It is up to the referee exactly what thee materials do when, and 
  how valuable they are.
  33 Bloodstained Bucket • This works like an ordinary bucket except in two specific cases; if used 
  to scoop up blood, the blood is absorbed into some other dimension and the bucket remains 
  bloodstained as before.  If any amount of water is added to the bucket, all of the blood from this 
  extra dimension erupts from the bucket in a geyser until all the blood is gone from the other di­
  40
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  mension.  This bucket contains 5d20 gallons worth of blood when it is first found.
  34 Necklace of Human Nails • 3d20 nails in total.  When the wearer touches a creature other 
  than themself, that creature must immediately save vs. Death/Poison or have nails begin grow­
  ing throughout their body and internal organs, dealing 3d6 damage immediately and 1d6 every 
  day thereafter; this continues until the body of the creature is entirely made of fingernail or a 
  C ure D isease spell is cast.  When a creature fails or succeeds their saving throw against this ef­
  fect, a fingernail on the necklace blackens and falls off.  When the last fingernail falls off, the 
  wearer must save vs. Death/Poison or be inflicted by the same growth of nails.  If they die from 
  this effect, all of their nails magically add themselves to the necklace.
  35 Block of Soft Clay •  When the clay touches a living creature directly when unattuned, it 
  morphs into a perfect statuette of the naked creature, attuning itself to the creature and slough­
  ing off excess clay.  The creature is permitted a Save vs. Spells to avoid attunement; if the crea­
  ture succeeds, the clay can't be attuned to the creature for one week.  Any modification made to
  the statuette is also made to the creature, including adding parts (which can be added by any 
  variety of clay), removing parts (which deals damage), or crushing the statuette outright. 
  When the attuned creature dies, the clay reverts into a soft block once more.  
  36 Strange Box Shaped Contraption with Pin in center and needle on side • This is a record 
  player without mechanical components inside, instead containing six record "blanks".  The 
  record player has a switch on the front; when it is up, it is recording every sound around it on a 
  blank; when it is down, it is playing the currently placed record.  Any sound picked up by the 
  record that has magical effect retains that effect when played, but it targets the box.  The box is 
  not magically resilient to damage, instead having 100 hit points and breaking forever when it 
  breaks.
  37 Scroll • This scroll contains instructions on how to perform a dance.  This dance takes a week 
  of practice to perfect by anyone who wants to learn it.  When someone who has learned the 
  dance from the scroll performs it, every humanoid creature that can see them must save vs.
  Spells or join in, mirroring their movements exactly.  This dance takes 10 Rounds to complete; 
  anybody physically prevented from completing the dance is broken out of the trance, and stop­
  ping the original dancer from dancing breaks everyone out of the trance.  Everyone who dances 
  this dance to completion is joined into a hivemind, where everyone obeys the greatest will of 
  the hivemind.  When members of the hivemind disagree, every suggested course of action is
  voted on, and a d20 + the combined hit dice of the voters is rolled for each side, with the high­
  est total winning (less that 1 hit die creatures count as 1/2 hit die for this purpose).
  38 Chalk and Slate • Any words or images drawn on the slate with this chalk (which never de­
  pletes) appear in the mind of every creature within 120 feet of the slate.  The creature will think 
  these thoughts are from their own mind.  This doesn't necessarily compel the creature to act on 
  these thoughts, but it can influence them.
  39 Small Colorless Jelly Cube • The cube is a living creature, albeit one that doesn't tend to do a 
  lot on its own. When the cube touches a substance or creature, it absorbs that thing's color and
  essence.  If it touches steel, it becomes the color of that steel as well as gaining its strength, hard­
  ness, and flexibility, and the steel itself loses its luster and becomes weak and jellylike.  If touched 
  to a living creature, it deals 1d6 damage to them as well as draining a relevant point of ability 
  score, while the cube itself gains that property.  This becomes most interesting if touched to the 
  brain of another creature, as the jelly will become intelligent from this.  If the jelly successfully
  kills a creature of 1 HD or more, it gains a hit die.  The cube has no upper limit to abilities it  
  can gain this way.  
  Jelly Cube AC 10, HD 1, ATT 1/1d6, Move 3, D/ATT Neutral/ML 12.  
  40 Flat Black Stone Disk • Upon further examination, a circular crevice can be found running 
  around the interior of the disk.  If the outside is rotated, the outside ring extends from this disk,  
  held in place by magic, and progressively grows larger the more it is rotated out.  When the ex­
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  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  terior ring is rotated out from the interior disk, the distance needed to be crossed to get to the 
  disk increases up to a maximum of ten times the normal distance necessary (based on the dis­
  tance the ring is rotated out).  This spatial warping extends out to what would ordinarily be 100 
  feet away from the disk.
  41 Balancing Scales • These scales balance not by weight, but by what the holder thinks is most 
  valuable, with more valuable objects being heavier.  The platforms on the scales are a foot in di­
  ameter.
  42 Shining Sewing Needle •  This needle can sew together any two physical objects into one
  conceptually complete object.  For instance, if a magic sword is sewn together with an ordinary 
  bow, that bow will magically fire miniature swords that are magically aerodynamic and each 
  possess the magical properties of the sword.  This sewing ability includes the ability to sew to­
  gether creatures.
  43 Key with Skull on End • When found, this item has 1d6 charges remaining.  This key can 
  unlock or lock any opening, consuming a charge.  When doing so, the eyes in the skull flash a 
  noticeable red.  Anything unlocked or locked by this key remains so permanently, unless D ispel 
  M agic is cast on the affected object or the key is used on it again.  Unlocking or locking some­
  thing in this way consumes a charge.  If  the key has no more charges and is used to lock or un­
  lock something, the Skull's mouth opens when it is turned and drains a level from the user.  The 
  key can be recharged by touching it to the heart or the brain of a still living creature and turn­
  ing it, which will drain all of the creatures levels and add that many charges.  The heart or brain 
  must be exposed for this to work.
  44 Sausage • Upon eating the entire sausage, the consumer transforms into a creature only known 
  as "The Butcher".  The Butcher is a six-legged obese monstrosity with six bladed hooks at­
  tached to chains, which the butcher can attack and grapple with up to a range of 20 feet.  The 
  Butcher will attack any creature, prioritizing those made of flesh over others, and of those crea­
  tures, flesh with unusual qualities is highly prized.  After killing one flesh creature, the Butcher
  will insert the entire corpse into its chest cavity, which will turn the entire body into sausages; 
  this process takes 2d6 rounds, during which time The Butcher can't move but may still attack. 
  The Butcher returns to the creature it originally was after 1d6 days, or after it is killed.  Killing 
  The Butcher also kills the creature it was, however.  
  The Butcher  AC 15, HD 9, ATT #6/1d6+Free Grapple Attempt, Move 9, Hostile/ML 12
  45 Rusty, Pitted Knife • This knife is mostly ineffective as a weapon at first, dealing 1d6-1 dam­
  age ordinarily, and having a -1 to hit.  However, for every helpless living creature the knife is 
  used to execute, the knife gains a +1 bonus to hit and damage, becoming visibly less damaged 
  and sharper.  If the knife currently has a bonus and deals damage in combat, however, the 
  wielder must make a Saving throw vs. Spells with a penalty equal to the knife's bonus.  Failure 
  indicates the wielder flies into a killing frenzy, attacking the nearest creature and continuing to 
  attack until every creature the wielder can sense is dead.  This knife loses all bonuses if it doesn't 
  kill a single creature in a 24 hour period, becoming a rusted knife again.
  46 Padlock • At first glance, this padlock appears to be unable to lock closed, rendering it useless. 
  If the padlock is attached to a door or container however, a spirit inside the padlock protects the 
  contents.  Any creature that threatens the contents of a container or passes through the threshold 
  of the door the padlock is attached to will be attacked by The Shattered One, and the Shattered 
  One will stop attacking as soon as the creature goes back through the door or stops threatening
  the contents.  This extends to the owner of the container or door, as The Shattered One doesn't 
  distinguish.  If The Shattered One is killed, it reforms 3d6 Turns later.  Creatures killed by The 
  Shattered One fall to the ground and shatter like glass.  
  The Shattered One AC 10, HD 6, ATT #1/Level Drain, Flight at Move, Incorporeal, Move 12, 
  ML 12
  47 Glass Prism • Any object or creature that this prism is stuck against (whack them with the 
  42
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  prism or throw it at them) is split into seven different colored versions of itself for seven turns, 
  called rays.  The rays of an object have any numerical attributes possessed by the original divid­
  ed by seven.  The rays of a creature have the level, hit dice, and experience of the original crea­
  ture's divided by seven.  Any rays destroyed or killed reduce the split attributes of the original 
  creature by 1/7th.  If all the rays are killed or destroyed, the original ceases to be. Round down
  when dividing.
  48 Dunce Cap • While wearing this cap, the wearer cannot use special abilities, class abilities, 
  skills, spells, and has their attack bonus from class become 0.  However, the wearer also rolls all 
  saving throws twice, and takes the higher result.
  49 Wand with Infinity Sign Engraving • This acts as a wand for casting spells, but with two 
  exceptions; it never runs out of charges, and every time it is used, a new randomly determined 
  mage spell is cast.
  50 Wooden Holy Symbol • This holy symbol appears to be of the viewers religion, appearing as 
  a simple wooden ring necklace to the faithless.  When worn by anyone other than said faithless, 
  the wearer has a Saving throw vs. Paralysis.  If successful, the wearer feels something enormous 
  intruding on their mind and quickly throws the symbol off of themself.  On failure, the wearer's 
  deity possesses them, removing any corruption the wearer might have had.  Although still pos­
  sessing the wearer's stats, the deity may use any power it possesses through the wearer.  Each 
  power used reduces the wearer's maximum hit points by 1d3; on reduction to 0 maximum hit 
  points, the wearer's body bursts into divine flame.  This possession lasts until death or until the 
  symbol is removed.
  51 Crown with One Heart Cut Ruby, Many Diamonds • This crown has whatever powers 
  those viewing think it has, at least before it is worn.  Take the player's out of game conversation  
  about what they think the crown might do; as soon as the crown is worn, it functions as the 
  player's mention they think it works.  Once the crown is worn, it no longer gains abilities from 
  thoughts; it loses all its other abilities and regains this ability in 100 years of in-game time.
  52 Staff with Ram Horns at End •  Any subordinates of the person wielding this staff have a 
  Morale of 12 as long as the wielder is not incapacitated.  They are fanatically loyal and will per­
  form any  command.  A Save vs. Spells is permitted to permanently negate this effect from one 
  wielder.  If the wielder is somehow incapacitated, all of the subordinates Morale immediately 
  drops to 1 and they flee in terror, become suicidally depressed, or fly into a killing frenzy on ev­
  erything around them (equal chance of each; Save vs. Spells allowed for all).
  53 Silver Mitre • Upon placing this hat on one's head, the wearer hears a voice in their head, ask­
  ing them for one belief they'd like everyone to share.  This can be as complicated as a religion,
  or as simple as the idea "Murder is good", but upon definitively answering the voice, the mitre 
  vanishes and the belief sinks into the subconscious of everyone, worldwide.  Every intelligent 
  being will at least know about the belief, and it will be strongly held by those susceptible to it. 
  For instance, a pacifist will likely dismiss "murder is good" as an idea outright, but a bandit 
  group encountered will be much more likely to kill everyone.  Ultimate effect adjudicated by
  referee.
  54 Two Necklaces with Wooden Broken Heart Halves • When the necklaces are worn by two 
  different people, they are effected as by a permanent C harm  Person effect on each other, no save. 
  They also can generally sense where the other is, and what emotional state the other is in.  At  
  any time, one of the wearers may take on the other's injuries and maladies from any distance. 
  The charm effect is broken on both individuals when one of the necklaces is removed.  If a sin­
  gle person wears both necklaces; any time they would die or otherwise be permanently incapac­
  itated in some way, they roll a d20.  On a roll of 2 or greater, they return to full health and 
  avoid death entirely.  This threshold increases by 1 every time the wearer is saved by the neck­
  laces in this way.
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  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  55 Black and White Wheel • This wheel magically changes size to fit any vehicle it's attached 
  to, initially being the size of a chariot wheel.  Any vehicle this wheel is attached to may move 
  up to double the speed it normally would without tiring the animals.  In addition, any creature 
  riding in the vehicle this wheel is attached to gains a +2 bonus to hit and AC on top of any oth­
  er benefits they may gain from being inside the vehicle.
  56 Tiny Lion Statuette • The person carrying this figurine on them possesses Strength above 18 
  (as if a Strength spell had raised their strength score that high), but only as long they don't harm 
  another living creature.  The magical effect takes 24 hours to begin functioning again if the 
  possessor does harm another creature.
  57 Old Gray Cloak •  Once a character dons this cloak, they vanish from the world, entering 
  some foggy otherspace.  Although lonely and impossible to rest in, this otherspace is completely 
  safe.  Once the character removes the cloak, they reappear in the world at the spot they were at 
  originally.  Only one creature may wear the cloak at a time.
  58 Miniature Wheel of Fortune • Any given creature may spin this wheel once, and then the 
  wheel will never spin for that creature again.  There is an equal (1 in 10) chance of the follow­
  ing effects happening, with the corresponding picture in italics.  1 - Skull Instant death, no save. 
  2 - C rossed Sw ords Double the amount of the next kind of monster encountered, excluding 
  unique monsters.  Automatically hostile, and all preferentially targeting the victim of this effect 
  above all others.  3 - Fly All food turns to ash in the victim's mouth, providing only a bare
  amount of nutrition.  Constitution drops by 1 point every week under this effect, to a minimum 
  of 3 unless the character stops eating even ashes.  R em ove C urse removes this effect and lets the
  character's Constitution go back up 1 point a week to its original total.  4 - M an w ith Boils Fail­
  ing a save vs. Death/Poison results in the victim contracting a horrible deadly disease, reducing 
  their Strength, Dexterity, and Constitution by 1d3 every day until one is reduced to 0 or less, at 
  which point the victim dies.  C ure D isease cures.  5 - A  R usting Silver C oin Loses all non-magi­
  cal material possessions, whether they vanish or are taken from them in a seemingly mundane 
  way.  6 - A  Silver C oin Gain 3d6 gems, each worth 1d6 x 250 GP.  7 - Staff w ith Snakes E ntw in­
  ing around it Gain permanent +4 bonus against Poisons, Diseases, and other physical maladies.  8 
  - C ornucopia Creature can go a week without food or water with no ill effect; can miss three 
  days of sleep without penalty. 9 - C rossed Flags The next kind of monster encountered (exclud­
  ing unique monsters) is automatically friendly, only being willing to harm the party if they act 
  repeatedly violently against them, and they are willing to travel with and assist the party for a 
  time.  10 - A nkh The next time the character would die for any reason, they return to life fully
  healed.
  59 Noose • If a character is hanged with this noose, they reenter play as the same character in a 
  new body, rerolling attributes as if they were creating a new character.  They may choose a new
  class, entering play at the level they would have with that class at their current XP total, and 
  they must reroll their hit dice as if they were gaining a level.  Once used, the noose vanishes to 
  elsewhere.
  60 Bleached White Skull • Upon holding this skull, the wielder knows that it can command the 
  death of any one creature, but only at the cost of their own life.  The wielder also knows that 
  creatures killed this way may not return to life.  Upon issuing the command to the skull, both 
  the targeted creature (which may be anywhere on the same plane) and the wielder crumble into 
  dust.  Both creatures must die for the effect to take place, and the wielder must give the com­
  mand of their own free will.
  61 Pitcher of Blue Liquid • This small glass pitcher is filled with ten swallows worth of liquid. 
  Depending on how many swallows are in the pitcher at time of drinking, the liquid has differ­
  ent effects and different coloration.  10 Blue - The liquid heals the drinker for 4d6.  9-6 G reen -
  The liquid heals the drinker for 2d6.  5-2 Yellow  - The liquid heals the drinker for 1d6, and
  they have a -1 penalty to all d20 rolls for the next 3d6 Turns.  1 R ed - The drinker must Save vs.
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  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Death/Poison or die.  The liquid inside the pitcher refills at the rate of one swallow per week 
  unless the pitcher is totally emptied, at which point the pitcher stops refilling.
  62 Small Metal Pentagram Pendant • When the wearer of this pendent gives another creature 
  wealth, even a single copper piece, that creature slowly becomes entangled to their will.  The 
  creature must save vs. Spells or become totally willing to do whatever the wearer asks, so long as 
  they are offered wealth for the task.  Being asked to do a task totally against the creatures nature 
  allows another Save vs. Spells to break the effect.  Removing the pendant breaks the effect as 
  well.  The wearer becomes bonded to those they've gifted, however.  If an affected creature takes 
  damage, the wearer also takes half that damage.
  63 Tiny Broken Statuette of Tower • The possessor of this small statuette, and any creature that 
  can sense the possessor, takes a -2 penalty to all d20 rolls and a -1 penalty to all other rolls (ex­
  cept rolls made as part of leveling).  All creatures affected also will critically fail on a roll of 3 or 
  less.  The possessor cannot get rid of the statuette unless another creature willingly takes it from
  them, through any means.
  64 Trumpet with White and Black Banner • When this trumpet is blown, 15 hit dice angels of 
  the same (randomly rolled) variety appear, one for every intelligent creature that heard the 
  trumpet.  The angels automatically know which creatures have acted against or violated their 
  purpose, and will attempt to kill those creature (or subdue them and transport them elsewhere if 
  that violates their purpose).  Creatures that haven't acted in any particular way for or against the 
  angel's purpose are ignored.  Creatures that have actively acted for or perpetuated the angel's 
  purpose will be willingly served by one such angel for the next 24 hours.
  65 Book with Lock, Bloodstained Keyhole • If a creature drips their own blood (the blood of 
  other creatures won't work) into the keyhole, the keyhole animates and jumps at their wound, 
  sucking blood until 1d3 points of Constitution have been permanently drained.  The book then 
  snaps open to a random page and the page imprints the creature's mind with knowledge of a 
  randomly determined spell.  If the spell is of a type the creature can cast, they may prepare the
  spell as normal.  If the creature wouldn't ordinarily be able to cast spells of this spell's type, they 
  may cast the spell once per day as if they were a caster of equivalent level to their level.  If the  
  spell is of a type the creature would be able to cast if they were higher level, they may cast it 
  once per day as above, until they are high enough level to cast it normally, at which point they 
  must prepare it.  There is a 25% chance that the spell is actually two random spells of the same
  level combined together, but that casting these two spells at once causes the caster to gain cor­
  ruption points equal to one third the spell's level (round up).
  66 Oversized Boots • If the wearer of these boots manages to jump or land feet first on top of a 
  creature, they deal that creature 3d6 damage.  Any benefit that applies to a normal attack applies 
  to these boots.
  67 Grey Candle • Burns for an hour, while burning, stops time for everything but the holder.
  68 Tiny Hourglass • When found, the bottom half of this hourglass will be filled with white 
  sand.  If turned over, the sand will fall through to the bottom in a round, changing color to 
  black.  If the hourglass is flipped upside down while the sand is black, time moves in reverse for 
  everything but the hourglass for the time it takes it to fall through (one round), changing back 
  to white during that time.  The possessor of the hourglass keeps their memory of previous 
  events when this time reversing effect happens.  Whenever time is reversed in this way, there is a 
  1 in 6 chance of the one of the following effects happening (roll on a d6): 1 - the possessor ages 
  1d20 years; 2 - An insane duplicate of every creature within 60 feet appears, hostile to all; 3 - 
  The possessor continues to act in reversed fashion for 1d6 Turns; 4 - A reversed duplicate of ev­
  ery creature within 60 feet appears, repeating everything they've done in reverse up until the 
  moment before their existence, even if those actions no longer make sense.  They don't physical­
  ly intersect with the originals.  5 - The possessor is frozen in time for the next 1d3 Turns; 6 - 
  The possessor falls outside of the timeline.  A wish might be able to bring them back, otherwise 
  45
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  game over.
  69 Marionette held up as if by invisible Strings • The marionette, although lacking a will, is 
  intelligent enough to understand commands, and will obey anyone it "thinks" is holding it's 
  strings.  This includes the last person who touched it while it wasn't moving.  If commanded to 
  strike in combat, the Marionette will hit with one of its arms, one of its legs, its head, or its 
  body.  The creature hit by the marionette must Save vs. Paralysis or have an equivalent limb 
  controlled.  The motion is as if by pulled string; if the limb is used to attack, it's as if a 1 HD 
  creature was attack.  The marionette can only control one such limb of the chosen type at a 
  time, and won't attack with limbs already linked to another creature.  This control is indefinite, 
  but breaks after the creature gets 60 feet away from the marionette.  
  Marionette AC 14, 3 HD, ATT #1/Control, Move 12, D/ATT Morale 12
  70 Robe covered in imagery of Eyes • The wearer of this robe has 360 degree vision, seeing out 
  of all of the eyes.  The wearer can also pull eyes off the robe (there are 100 such eyes) and throw
  them, seeing through them as if at range.  These eyes can fly and hover at the wearer's normal 
  movement speed, mentally commanded by the robe's wearer.  If an eye is struck, or the wearer is 
  struck while wearing the robe, they take double damage from the attack and must save vs. 
  Paralysis to not keel over in pain for 1d6 rounds.
  71 Golden Throne with Smiling Face, Unfocused Stare • If a character sits on the throne, they 
  hear the face behind them whisper in their ear "All edicts you issue from this throne will be­
  come true, emperor."  This is true enough; each edict being one sentence long and reshaping 
  reality much like a wish.  However, for every edict issued, the throne drains 1d6 points of 
  Charisma, and this Charisma drain is only noticed once Charisma drops to 0 or the person sit­
  ting on the throne stands up.  If a creature is drained to 0 charisma this way, all of their edicts 
  are unwound as if they never were true, and they are absorbed into the throne, becoming the 
  smiling face.
  72 Yellow Powder in Pouch • The creature that inhales this power falls comatose for 24 hours,
  during which time nothing can awake them.  While their body lies inert, the creature wanders 
  the world in an invisible and incorporeal dream form that has all of the creature's abilities and 
  gear, except that they can only affect incorporeal things.  While in this form, the creature may 
  fly at their ordinary move speed.  The dream body is not invisible to other incorporeal creatures 
  however, and if the dream body encounters them, it can take damage as well, the wounds ap­
  pearing as if magic on their normal body.  After the 24 hours are up, the dream body vanishes 
  and the creature wakes up.  There are 2d6 uses of powder in this pouch.
  73 Empty Rusty Syringe • When a fluid is injected into a creature with this syringe, each crea­
  ture within 60 feet has a 2 in 6 chance of being affected as if the fluid was injected into them as 
  well.  Fluid includes both gas and liquid.
  74 Pair of Large Crystalline Six-Sided Die • When these dice are rolled, they produce an effect 
  depending on the number shown on each individual die, with an additional effect happening if 
  the dice come up doubles.  1 - Deals 1d6 damage to thrower. D oubles - Deals an additional 2d6
  damage to thrower.  2 - Blinding light flashes, all within 60 feet must Save vs. Paralysis or be 
  blinded.  D oubles - Light causes the shadows of all nearby to become angry at the living and at­
  tack; they animate as shadows. 3 - Cacophonous rumble, all within 60 feet must Save vs. Burst 
  or be knocked prone.  D oubles - Additionally, all within range must save vs. Death/Poison or 
  take their hit dice in damage as their insides jellify; creatures killed this way become hostile ca­
  cophonous slimes. 4 - The area within 60 feet fills with mist for 1 Turn, preventing creatures
  from seeing more than five feet away. D oubles - The mist is actually a gooey fog, all within
  must make Strength checks to move at half speed. 5 - All within 60 feet become invisible for 3
  Turns.  D oubles - All within 60 feet switch bodies randomly for 3 Turns.  6 - The thrower gains 
  a +1 to all d20 rolls for the next 3 turns. D oubles - The thrower gains an additional +2 to all d20
  rolls for the next 3 turns.  
  46
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Cacophonous Slimes  AC 10, HD 2, ATT #1/1d6 + Save vs. Paralysis or Stun for 1d6 Rounds, 
  Move 3, D/ATT Hostile/ML 12
  Shadows  AC 12, HD 2, ATT #1/1d6 + 1 Point Strength Damage (heals in 24 Hours), If person 
  damaged to 0 strength this way, they become Shadow, Move 9, D/ATT Hostile/ML 12
  75 Mummified Human Hand on Bracelet • When the bangle is worn, the next four saving 
  throws the wearer would fail are treated as successful.  For every saving throw dealt with this 
  way, the finger of the hand close around the wrist of the wearer; first the thumb and forefinger, 
  than the middle finger, and so on.  When the pinky closes around the wrist; the entire hand 
  compresses with great force to sever the wearer's hand at the wrist (dealing the wearer their hit 
  dice in damage).  The mummified hand then grabs the severed hand and runs away on free fin­
  gers to create another mummified hand.  The fingers of the mummified hand can be severed as 
  normal fingers, but then the mummified hand ceases to function.
  76 Bovine Rib-cage • This rib cage is large enough to allow a human to wear it around their
  chest, but seems to fit snugly once fit there.  When worn, it grants a +1 to the Armor Class of 
  the wearer, and imprisons the souls of any creature the wearer slays, up to a maximum of the 
  number of ribs the rib-cage has (26).  The wearer can expend a soul to increase the power of 
  their spells and rituals; for every soul expended this way, they are treated as two levels higher for 
  the purposes of that spell or ritual.  However, every soul gets a Save (equal to the save they had
  in life) when expended this way; if a soul's saving throw succeeds, they can cause the spell or rit­
  ual to go awry.  An attack spell might change targets to the caster themself, a healing spell may 
  cause the soul to attempt to possess the creature healed.  It's up to the referee exactly the extent 
  of this effect.
  77 Small Round White Egg • This egg "imprints" on the first creature that touches it, starting its 
  growth and hatching process.  The egg absorbs the emotional state of the imprinted creature 
  during the growth process, determining the future personality of the hatchling.  The egg will 
  hatch in 4d6 days after imprinting, a small metallic humanoid creature.  The creature has an 
  AC of 10, four hit dice, 1 attack dealing 1d6 damage, and a move speed of 12.  The hatchling 
  grows larger; gaining 1 hit die every week (maximum of 24 hit dice total), as well as gaining a 
  point of AC every other week (up to a maximum of 18), one attack every four weeks (up to a 
  maximum of 4), and one movement speed every week (up to a maximum of 24).  The hatch­
  ling's personality somewhat mirrors the personality of the imprinted creature during the days 
  before it hatched; if the imprinted creature was murderous, greedy, or peaceful, the hatchling 
  will be as well.  The hatchling bears these feelings and personality traits particularly strongly 
  against the imprinted creature.
  78 Bronze Elephant Censer •  When incense is burned in this censer and inhaled, the creatures 
  inhaling it grow to gigantic size for the next 3d6 Turns.  The creatures grow roughly as large
  as elephants (their gear growing with them), and their strength increases to twice normal (treat 
  as having a +3 modifier if above 18 strength).  However, this increase in size comes with some 
  drawbacks.  Each creature inhaling the incense must save vs. Spells or have the following hap­
  pen to them (roll on a d6): 1 - Rampage; the creature attacks all in sight with no regard for 
  friend or foe or their own safety.  2 - Drunk; the creature acts as if extremely inebriated, having
  a -2 penalty on all d20 rolls and needing to make a saving throw vs. Paralysis to stay standing 
  every round.  3 - Hallucinating; The creature cannot tell friend from foe.  If they decide to at­
  tack, referee determines randomly which creature is actually attacked.  4 - Gentle; The creature 
  loses all will to fight and harm.  Although they may act normally for the duration, they cannot 
  attack or take any offensive action.  5 - Fearful; the creature perceives everything around it to be
  a threat and flees at top speed until there are no other creatures around.  6  Normal; the creature 
  acts normally.
  79 Miniature Castle •  This miniature castle is roughly the size of a human fist, and includes 
  many perfectly detailed rooms and a drawbridge.  Any creature that lowers the drawbridge is 
  47
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  magically shrunk (along with anything they're carrying or touching) and transported onto the 
  drawbridge.  Walking off the drawbridge outside of the castle restores the creature to ordinary 
  size.  The castle is haunted, however, and any time the castle proper is entered, there is a 1 in 6 
  chance of encountering a malevolent spirit.  These spirits attack as 6 hit dice creatures and have 
  a movement rate of 12.  If the spirit hits with an attack, the creature struck must make a Save vs.
  Paralysis or be possessed by the spirit.  A R em ove C urse will force out the spirit.  It is up to the 
  referee what the spirit wants.
  80 Flag with White Background, Blue Stars • If this flag is flown as a symbol for an organiza­
  tion, the organization will begin attracting fanatical recruits at a phenomenal pace.  Members of 
  this organization always have morale 12 when defending the organization, and are completely 
  loyal to it.  However, when members of this organization encounter even a little dissent, they re­
  act with violence.  If the flag stops being flown, the fanaticism goes away, and the recruits may 
  leave as well.
  81 Relief Plaque • The relief plaque at first appears to depict a city, but the architecture is quite 
  alien.  The details in the plaque are fractal and go infinitely deep.  The plaque doesn't just de­
  pict an alien city, it is an alien city.  The aliens are significantly more intelligent and technologi­
  cally advanced than humans, but are curious about the biology of things in the outside world. 
  They communicate directly into the minds of those who stare at the plaque, telling them they
  will be rewarded with material goods or arcane knowledge if the bring live specimens to the 
  plaque.  The plaque itself acts as a one way portal for living matter, allowing living things in 
  but not out.  Going through is effectively a death sentence.  In return for giving the aliens a liv­
  ing specimen of a sort they haven't seen before, they will give a requested material reward (a 
  stone's weight of any single non-magical material) or knowledge of spells and rituals.  No mat­
  ter what the spell or ritual is claimed to do, it actually opens a portal from the alien city, allow­
  ing hundreds of aliens to pour forth.  It is up to the referee exactly what these aliens are, and 
  how strong they are.
  82 Black Strongbox with White Keyhole • The box is unlocked.  Once opened, innumerable 
  streams of locusts and hornets pour forth, stripping the land.  Their bites and strings are horrid, 
  and any creature in the area must Save vs. Death/Poison every round or take 1d6 damage for 
  every round the box has been open, as well 1d6 points of damage to a random ability score 
  (maximum HP for creatures with no ability score).  Creatures reduced to 0 in an ability score 
  this way transform into more bugs for the swarm, dead.  This swarm continues for nine rounds, 
  but on the tenth round, instead of locusts and hornets, glowing golden butterflies fly forth. 
  Any creature in this soft glow is healed of all negative effects (save death) they have taken.  Each  
  individual golden butterfly is worth 500 GP if captured intact (1000 if alive), or 50 GP if in 
  pieces.  Bugs stop pouring forth on the eleventh round.  The bugs disperse into the surrounding 
  area after three rounds.  If the box is closed prematurely (before butterflies start flying forth), the 
  box refills with locusts and hornets and the process starts over again.  Once the box is empty of 
  butterflies, it becomes an ordinary box.
  83 Straitjacket • When a creature is securely fastened into this straitjacket, their imaginings about 
  monsters become real.  Use the player's out of game conversation to spawn these monsters if a
  player character is fastened into the jacket.  The monsters created this way can be mentally con­
  trolled, but only if the wearer concentrates; the wearer may only move half their speed during 
  this concentration, and may take no other actions.  The wearer may only control one such crea­
  ture created this way; all others run berserk.  If the straitjacket is taken off or unfastened to free 
  the wearer's arms, all creatures created by it run amok.
  84 Watercolor Storybook • Entitled only "The Adventure: A Moral Tale", this watercolor depicts 
  the adventures of the party so far.  The last page is unfinished, with blurry indistinct coloring 
  and no text.  If text is written to complete the book, but no moral is presented, the ending hap­
  pens as written, but immediately after, things go horribly wrong for the party in a way related 
  48
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  to the ending.  You're the referee; be creative in screwing them over.  If the book is completed 
  and a moral presented, the ending happens as depicted, and from that point on, all of the mem­
  bers depicted in the book are judged by how well they fulfilled the moral by everyone they 
  meet.  Mechanically, this can be represented by a 2 point bonus or penalty on reaction rolls for 
  individual party members.
  85 Golden Meat Hook on Chain • Preserves whatever it pierces perfectly, freezing it in time. 
  Makes for a poor weapon (-4 to hit with it).
  86 Thimble • Smells faintly of rum and brimstone.  When slammed against a surface while worn,
  causes an explosion in a 20 foot radius for 3d6 damage (Save vs. Burst for half).  The wearer au­
  tomatically takes half damage, with no need to roll.
  87 Wishbone • When two creatures pull this wishbone to snap it, they both state wishes before­
  hand.  Both sides roll d20's, the creature with the higher roll gets their wish as desired, or as 
  beneficial a wish as possible if their wish was too great.  The creature with the lower roll also 
  gets their wish, but they get a corrupted version of it; one that is a reverse or horrible extension 
  of their intent.  If the d20's tie when rolled, both creatures get a corrupted version of their wish 
  granted.
  88 Small Paintbrush • The bristles at the end of this brush appear to be uneven, but they are actu­
  ally dripping with a substance that removes what it touches from reality.  If painted on the sur­
  face of something, will only remove the surface layer of that thing, but if painted around the 
  circumference of an object (say, an arm), will remove the entire area as if the object was cut 
  through the circumference.  
  89 Glass Jar, no Lid • Will catch and store any spell that would affect the holder of the jar.  Up­
  turning the jar or flinging it will release the spell, either at the holder or in the direction that 
  the spell was flung.  If the jar catches a spell while already holding a spell, both spells spill over 
  and target the nearest valid object, point, or creature.
  90 Hand Bell • When this bell is rung, it awakes all creatures that can hear its chime, as well as 
  freeing them from any mundane or magical effect on their mind.  The sound also shatters all 
  glass, clay, porcelain, and other  fragile materials within the sound's range.  This range is typi­
  cally 60 feet.
  91 Jester's Hat • This hat has three flaps, each capable of extending up to five feet in length and at­
  tacking for 1d6 each.  Each flap has its own personality.  When the hat is worn, wearer must 
  save vs. Spells immediately and every d6 Turns after; a successful save means the wearer controls 
  the actions of the hat.  A failed save represents one of the hat's flap's personalities, determined 
  randomly, taking over the wearer for the next d6 Turns.  The first personality of the hat is mur­
  derous, attacking any creature that comes near and only fleeing from an overwhelming fight. 
  The second personality mimics the actions of the nearest creature, walking as them, attacking 
  when that creature attacks, saying what they say.  They'll always switch to mimicking the near­
  est creature when possible.  The third personality, while stopping short of being directly violent, 
  will always do the thing that enrages the most creatures nearby when possible.
  92 Blue Acorn • If this acorn is planted, it grows a tree that looks similar to an oak, except the 
  color of the tree is entirely in shades of blue.  This tree grows to maturity and bears fruit in 2d6 
  weeks.  The tree will produce 3d6 blue spherical fruit every month after growing to maturity.
  Each fruit, when eaten, heals the consumer for 1d6+1 hit points as well as granting a +2 to saves 
  vs. poisons and diseases.  This benefit comes at a price, however; a creature that eats the fruit 
  must Save vs. Death/Poison or become addicted, taking a -1 cumulative penalty to saving 
  throws and attack rolls every day they don't eat a fruit.  The penalties go away when a fruit is  
  eaten or the creature recovers from addiction.  It takes 2d6 weeks to fully recover from the ad­
  diction.  Each fruit has another blue acorn at the center.
  93 Ribbon • When worn, this ribbon grants a mild precognitive ability; any time a dangerous sit­
  49
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  uation is about to happen, there is a 3 in 6 chance the ribbon shows a vision of the immediate 
  future.  This is in time to prevent the wearer from being surprised or avoid triggering a trap. 
  However, the wearer must save vs. Spells at a +2 or be paralyzed by the visions of many possible 
  futures for 1d6 rounds.
  94 Ten Foot Length of Rope • This is actually an infinitely long rope creature that has a section 
  of itself extending into this dimension, suspended between two portals.  Pulling or feeding the 
  rope through what seems to be the ends results in one end of the rope disappearing through one 
  portal and more rope coming through the other portal.  If the rope is cut, it can be pushed or 
  pulled from both ends, extending infinitely or being fed back out of this dimension, but the 
  rope will knit itself back together in 2d6 hours.
  95 Scarf • This scarf is frayed at the ends.  When worn, it becomes noticeable that a few threads 
  are hanging quite long from the scarf.  These are the people who truly love the wearer (1d3-1 if 
  the character's history isn't well defined).  When the wearer would be harmed, one of the people
  represented by the thread is harmed instead; their spirit briefly appears to absorb the harm.  If 
  one of the people represented by the thread dies, the thread falls out of the scarf.
  96 One Faced Coin • This coin has only one side, which is physically impossible.  This side has a 
  face on it, to any creature holding the coin, it is their face.  Anyone viewing this coin knows it 
  is infinitely valuable (don't award any experience for this).  This coin can purchase anything, 
  however the holder knows trading away the coin would also mean trading away their face.  A 
  creature that gives away the coin lacks a distinct face, instead having perfectly smooth feature­
  less flesh appearing there.  This doesn't prevent them from seeing, speaking, or eating; although 
  how they do so is unclear.
  97 Golden Three-Pronged Trident with Inscriptions running up side •  Inscriptions are of 
  some ancient language that is well known enough to be read by some scholars in the world. 
  The inscriptions tell of all of the powers of the trident, and warn of its dangers.  If three crea­
  tures, willing or otherwise helpless, are impaled  on the prongs of the trident at the same time,
  the trident causes the wielder to act as if they had three times as many actions a round for the  
  next three Turns.  If the trident kills fewer than three creatures in a single strike, the wielder  
  dies.
  98 Oar • When attached to a seafaring vessel, causes mist to roll in once land is no longer in sight
  and leads to one of many lands of the dead.
  99 Shovel • For every foot deep this shovel exhumes, it also exhumes material one year in the past. 
  If someone were to use this to rob a grave six feet deep of someone who died five years ago, 
  they might find a very surprised, very alive person beneath the dirt.  Memory is returned to that
  previous state, and the clock of death is only turned back.  If you exhumed your friend who 
  died yesterday after burying them a foot beneath the ground, they'd return with the memories 
  (and experience!) of the previous year missing, and they would drop dead once a year had 
  passed.
  100 Vial Containing Polychromatic Liquid • Drinking this vial causes the imbiber to begin the 
  process of fusing with the cosmos, transforming into something more godlike.  For the next 
  1d6 Turns, the drinker is invulnerable and has access to every spell, being able to cast them 
  without preparing them or having access to that spell's level.  At the end of that duration, the 
  character ascends to godhood, burning their body into glittering ash.  Necessarily, this means 
  that character is no longer really playable by the player.  The next character that player rolls up 
  is favored by the new deity; they may roll twice for each ability score and take the better result. 
  This favor may also take other forms, as determined by the referee.
  50
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H allo w  an d  Co rru p tio n
  In lieu of the alignment system, Five C ataclysm s uses a system of Hallow and Corruption. 
  Hallowing is what happens when the gods find a character worthy of their blessing; the 
  character has done something extraordinary, completed some quest, or has pledged them­
  selves to their service.  The in-game effect of being Hallowed is subtle for quite a while; 
  most of the time, it has little to no effect.  Corruption, on the other hand, is something 
  that happens to a character.  They stay in a corrupted place too long, get hit with a cor­
  rupting attack, or they do something anathema to reality.  Corruption is eldritch forces 
  infesting a character, changing them in ways both physical and mental.  If a character 
  reaches a Corruption rating of 15, they transform into an unplayable Demon.
  Most characters, with the exception of Clerics, start without a Hallow or Cor­
  ruption rating at all.  They are net value 0.  Clerics start with a Hallow rating of 1; they 
  have pledged themselves to either a god or some over-arching philosophy– this graces 
  them.  Note that Hallowed and Corruption ratings are opposed: gaining a point of Cor­
  ruption when you have a Hallowed rating causes you to lose a point from your Hallowed 
  rating instead.  It looks something like this:
  More Corrupt
  Neutral
  More Hallowed
  15 14 13 12 11 10 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9 10 11 12 13 14 15
  Keep in mind, a Hallowed character can be a murdering sociopath, and a Corrupted char­
  acter can be a saintly altruist.  Good and evil are not what hallowed and corrupted repre­
  sent.  Corruption is more the corruption of reality, the forces threatening to tear existence 
  apart infused in a living being, while Hallowing is the favor of the gods, becoming more
  real than the things that surround a person through questing and proving worthiness. 
  Different gods may have different standards for awarding Hallow.
  When awarding a point of hallow, you either increase the recipient's hallow rat­
  ing by 1 if they have a rating of a 0 or greater, or you decrease their Corruption rating by 
  1.  The same applies in reverse for gaining points of Corruption.
  51
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  H allo w  B en efits
  These,  along  with  miscellaneous  benefits 
  that may come up in certain locations, are 
  the  bonuses  a  character  gets  at  certain 
  hallowed ratings.
  H allow ed
  R atin g
  B en efit
  1
  Can prepare 1st level Hallowed spells
  2
  Can prepare 2nd level Hallowed spells
  3
  Can prepare 3rd level Hallowed spells
  4
  Can prepare 4th level Hallowed spells
  5
  Can prepare 5th level Hallowed spells
  6
  Can prepare 6th level Hallowed spells
  7
  Can prepare 7th level Hallowed spells
  8
  Can prepare 8th level Hallowed spells 
  (Clerics prepare them in 7th level 
  slots)
  9
  Can prepare 9th level Hallowed spells 
  (Clerics prepare them in 7th level 
  slots)
  10
  Treats Charisma modifier as one 
  higher for all purposes
  11
  No longer requires food or water
  12
  No longer requires breath, 
  comfortable in extreme non-magical 
  temperatures
  13
  Gains +1 bonus to Saving Throws,
  heals to full for one day of rest
  14
  Gains ability to fly at movement 
  speed
  15
  Doesn't Gain Corruption (can lose 
  Hallow, however)
  In addition to the above effects, a creature 
  has a number of  "Hallow Points" equal to 
  their Hallow Rating.  They may spend these 
  Hallow points after any die is rolled to add 
  or subtract from the die roll.  The modifier 
  (positive or negative) is equal to the amount 
  of Hallow Points spent.
  Hallow can be lost if the character commits 
  true blasphemy (posing as a false god, for 
  instance), but usually doesn't happen except 
  as a result of gaining Corruption.
  Co rru p tio n  M u tatio n s
  Corruption doesn't nearly have such a neat 
  progression.   Instead,  for  every  point  of 
  corruption, a character gains  a mutation. 
  Corruption ratings of 1 through 6 give a 
  minor  mutation,  corruption  ratings  of  7
  through 11 give medium mutations, and 12 
  through  14 give major mutations.  At a 
  Corruption  rating  of  15,  the  character 
  becomes a Demon.
  M in o r M u tatio n
  d 2 0  
  R oll
  M utation
  1
  The smell of corpses constantly exudes 
  from the character
  2
  The character's skin becomes fish-belly
  white
  3
  The character's eyes constantly leak 
  mucusy tears
  4
  The character has vivid, horrifying 
  nightmares on the regular
  5
  The character's skin becomes extremely 
  warty
  6
  The character's skin becomes thick and 
  leathery, covered in cracks
  7
  Character is plagued by a wracking cough
  8
  The Character's hair turns an unnatural 
  color (pure white, green, or blue)
  9
  Character's gums bleed profusely
  10
  Character's fingernails grow as round, 
  blackened growths with blood vessels in
  them
  11
  Character constantly attracts flies, even in 
  unseasonable climates
  12
  Character's fingers and toes are webbed
  13
  Character's hair and nails grow at massively
  accelerated rate, a foot a day for hair and 
  an inch a day for nails
  14
  Character is constantly covered in
  yellowish, viscous sweat
  15
  Character eyes turn unnatural color (Red,
  Yellow, or White)
  16
  Character's skin becomes translucent and 
  veins become highly visible
  17
  Character vomits without warning every
  1d6 hours, vomit contains strange and
  foreign objects.
  18
  Character is surrounded by an aura of eerie 
  cold
  19
  Character feels mildly feverish all the time
  20
  The whites of the characters eyes are now
  completely black
  52
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  M ed iu m  M u tatio n s
  d 2 0  
  R oll
  M utation
  1
  Character's eyes constantly leak blood.
  2
  Character has horns similar to a rams
  3
  Character has an extra finger on each hand 
  and an extra toe on each foot
  4
  Character grows two extra eyes on their 
  forehead
  5
  Character knees are reversed in direction
  6
  Character hears horrific voices on occasion
  7
  Characters nose rots away and shows the 
  skull
  8
  Character has ear on their belly
  9
  Character coughs up live wasps on
  occasion (they don't sting the character)
  10
  Character has gills on their neck
  11
  Character has tail with spade
  12
  Characters tongue is like a hand, with fully 
  functioning fingers
  13
  Characters teeth are like a sawblade
  14
  Character has thorns growing all over their 
  body
  15
  Character has eyes on the back of their 
  hands
  16
  Character has horns similar to a bulls
  17
  The characters hands constantly leak a 
  noxious liquid (that doesn't harm the 
  character)
  18
  The character has sensitive antennae
  protruding from their forehead
  19 The character has tunnels open and close in 
  their skin that ants crawl out of
  20
  Character grows teeth on their skin 
  randomly
  M ajo r M u tatio n
  d 2 0  
  R oll
  M utation
  1
  Character grows extra arm out of their rib-
  cage
  2
  Characters arms and legs have additional 
  bend in them (elbow/knee)
  3
  Character has large but vestigial leathery, 
  bat-like wings
  4
  Character has two additional legs and an
  elongated body, becoming a quadruped
  5
  Character's feet terminate in hooves
  6
  Characters blood is acidic, dealing 1d6 
  damage to things it splashes on
  7
  Character has second neck and head that is
  vestigial and brainless
  8
  Character has second mouth on their neck 
  that gibbers insanely
  9
  Characters mouth grows six several feet 
  long tentacles
  10
  Characters skin becomes scales, like that of 
  a dragon
  11
  Character is constantly growing new 
  phalanges and having the old ones rot off
  12
  Character hallucinates vividly on occasion
  13
  Character hears several hateful voices at all
  times
  14
  Character's skull is elongated to twice 
  normal length
  15
  Character's skin constantly sloughs off and
  regrows
  16
  Character loses all physical characteristics 
  of gender
  17
  Character vomits venomous spiders every 
  1d6 hours (they don't attack anyone,
  instead running off to find homes)
  18
  Character feels constantly hungry for 
  humanoid flesh
  19
  Character no longer has bones but can 
  move normally as well as squeeze between
  incredibly thin spaces
  20
  Character has unidentifiable organs 
  internally
  A character who loses corruption (usually 
  from a spell or from gaining Hallow) loses a
  randomly determined most severe mutation 
  first (Major > Medium > Minor).
  53
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Tran sfo rm in g  in to  a D em o n
  A .K .A . So you've hit C orruption 15
  When a character hits Corruption 15, they 
  don't  gain  a  mutation.   Instead,  they 
  transform  painfully  and  gorily  into  a
  demon.  The demon oftentimes resembles 
  the  original  creature,  but  is  freakishly 
  twisted, morphed, mutated, and really quite 
  hostile.  The player should roll up a new 
  character as this one has become an NPC. 
  The transformed character changes in the 
  following ways:
  Level and H it D ice
  The Demon has as many hit dice as the 
  base  creature  has  levels  or  hit  dice, 
  whichever is higher.  If this would increase
  the base character's hit dice total, roll the 
  extras and add them to the demon.
  Class
  If the Demon in question had a class, they 
  keep all class abilities with the exception of 
  Clerics (and other classes that gain power 
  from a divine source).  Clerics gain abilites 
  that replace their spellcasting; other classes 
  with a divine power source may gain other 
  abilities as referee decides.
  C leric:  They lose their cleric spell casting 
  and  instead  gain  a  number  of  Corrupt 
  Channeling abilities equal to highest spell 
  level they could cast as seen on the table 
  below.   Corruption  Channeling  abilities 
  that  require  use  count  as  spells  for  the 
  purposes of initiative and disruption.
  Attacks
  The Demon keeps all of the original attacks 
  it had, but also deals 1 point of corruption 
  every time it hits with an attack, Save vs. 
  Corruption  negates.   Attack  bonus  is 
  recalculated according to Monster Rules.
  Special
  The Demon gains one special ability on the 
  Demon powers table below for every three 
  hit  dice  it  possesses,  minimum  of  one
  special ability.
  Arm or Class
  The Demon's Armor Class increases by 2; 
  in addition, if the demon was wearing any 
  armor, this armor is now permanently fused 
  to  their  flesh  except  in  the  case  of 
  uncorrupted magical armor, where it sheds 
  off them harmlessly.
  Saving Throw s
  Recalculated according to Monster Rules.
  Corruption Rating
  Is 15, the highest rating.  If the Demon is 
  only  there  temporarily  or  a  polymorph,
  counts as Corruption Rating 15 while in 
  that form but without being made an NPC 
  (if they were a PC previously).
  54
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  D em on  A b ilities
  d 2 0  
  A bility
  1
  Spit causes Save vs. Death/Poison or cause 
  Cancerous disease that kills creature in 1d6 
  days if they don't receive a Cure Disease
  spell
  2
  Absorbs happiness and energy of target 
  creature; drain creature's level and creature 
  must Save vs. Spell or be unable to take 
  actions for 1d6 rounds
  3
  Presence causes dead creatures to reanimate 
  as unintelligent undead after 1d6 rounds of 
  exposure; either 1 HD skeletons or zombies
  4
  Vomits a Wasp-Spider every round Demon 
  is in combat, see Wasp-Spider below
  5
  Looks in eyes of target creature; Creature 
  must save vs. Corruption or disappear for 
  1d6 turns; reappears in place with 1d6 extra 
  corruption
  6
  If previously didn't possess Flight, gains 
  Flight at Move Speed; otherwise add Move 
  Speed to existing Flight
  7
  Demon Howls; all creatures that can hear 
  within 100 feet Save vs. Paralysis or can't 
  move for 1d6 rounds
  8
  Demon gains long range grappling attack 
  (up to 20 feet away), creature successfully 
  grappled by demon takes 1d6 damage per
  round and must Save vs. Corruption or
  gain 1 point of corruption per round; 
  Demon can act normally while grappling 
  one creature
  9
  Demon may both cast a spell/channel 
  corruption and take another action in the 
  same turn; if Demon has no ability to cast 
  spells or channel corruption, demon instead 
  vomits ball of black ichor in line; Save vs. 
  Death/Poison or take 3d6 damage
  10
  Demon is Incorporeal
  11
  Any creature a Demon grabs, must, if still 
  grappled by the next time that Demon acts; 
  make a Save vs. Death/Poison or be 
  swallowed whole and fall into an extra-
  dimensional hell; that creature is dead.
  12
  If the Demon is grappling a creature, the
  creature must Save vs. Corruption or be 
  Charmed by the Demon.  The creature is 
  charmed and unplayable until the Demon is 
  killed or otherwise no longer a Demon.
  13
  The Demon has 3 additional Hit Dice.
  14
  Any creature struck in melee or touching
  the Demon must make a saving throw vs. 
  Death/Poison or begin taking 1d6 damage 
  for 1d6 rounds.
  15
  The Demon has two additional attacks per 
  round.
  16
  Demon may attempt to infest creature it is 
  in melee with; creature must succeed a Save 
  vs. Corruption or be infested by the demon; 
  the demon bodily inhabits the creature. 
  Every day a creature is infested by the 
  demon, they must make a saving throw vs. 
  Corruption or be drained of a level and 
  gain 1d3 points of corruption.  If the 
  creature is killed or hits 15 points of 
  corruption while infested; the creature's 
  body disintegrates and they do not become 
  a demon or simply die; the Demon gains 
  hit dice equivalent to the amount of levels 
  drained from the creature.  This effect can 
  be prevented by a Protection from  E vil, and 
  the infested demon can be forcibly removed 
  with a R em ove C urse spell or damaged by 
  the infested creature drinking Holy Water.
  17
  The Demon gains the ability to shape-shift 
  to resemble creatures of its native race.
  18
  Demon gains the ability to, as part of an 
  attack, regain in hit points the damage
  dealt.
  19
  Demon stares creature in eyes; creature 
  must make saving throw vs. Death/Poison 
  or have their eyes burst into flames and 
  have their eardrums burst and bleed as well 
  as take 1d6 damage.
  20
  Demon breathes cone of Corrupting
  substance; all creatures in range must save 
  vs. Corruption or take 3d6 damage and 
  gain 1d6 points of corruption.
  55
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Skeleton
  Armor Class: 13
  Hit Dice: 1d + 1
  Attacks: Claw (1d6) or Weapon (Full 
  Combat Options)
  Special: Takes half damage from Piercing 
  and Slashing
  Move: 12'
  W asp - Sp id ers
  Armor Class: 13
  Hit Dice: 1d - 1
  Attacks: Stinging Bite (1d6 + 1d6 Poison)
  Special: Fly at Move
  Move: 12'
  Zom b ie
  Armor Class: 13
  Hit Dice: 1d + 1
  Attacks: Maul (1d6)
  Special: Takes no damage from Piercing
  Move: 6'
  Corru p tion  Ch an n elin g
  d 2 0  
  A bility
  1
  Demon commands single creature of 5 or 
  fewer hit dice; creature must succeed Save 
  vs. Spells or be both charmed by the demon 
  and transformed into whatever sort of crea­
  ture the demon wishes, as per Polym orph 
  O ther.  
  2
  Demon can touch creature and drain one
  level; this also takes a randomly determined 
  facial feature.  If the demon steals all of a 
  creatures facial features, it can wear their 
  face and imitate its voice!  Creature that 
  have both their nose and mouth stolen must 
  have a tracheotomy performed or they will 
  die of suffocation. d6 1- Right Eye, 2- Left 
  Eye, 3- Nose, 4- Mouth, 5- Right Ear, 6- 
  Left Ear
  3
  Demon can steal voice of any creature; 
  creature must save vs. Spells or lose voice 
  for 3d6 Rounds; if creature was casting a 
  spell when its voice was stolen, demon casts 
  spell instead!
  4
  Creatures lower level than Demon must 
  Save vs. Spells to enter area within 10 feet of 
  Demon; Demon can allow creatures in at 
  will.
  5
  Demon points at armored creature; creature 
  must save vs. Paralysis or have their armor 
  lose half its protective value; demon gains 
  the difference as AC for the next 3d6 
  rounds (Demon can gain up to a maximum
  of double the highest value drained).  Re­
  duction is permanent for non-magical ar­
  mor.
  6
  Demon can hold hostage the souls of the 
  slain!  Whenever Demon slays a creature, a
  face appears somewhere on their body, 
  screaming.  Demon can absorb this face at 
  any time to heal a number of hit points 
  equal to the deceased creature's HD.
  7
  Demon deals additional 1d6 damage on at­
  tacks.
  8
  Demon surrounded by swarm of corrupted 
  insects; any creature entering within 10 feet 
  must Save vs. Corruption every round or 
  gain 1 point of Corruption.  Additionally, 
  creatures with 2 hit dice or fewer can't enter
  the area at all.
  9
  Demon touches corpse of recently slain 
  creature; it returns to life as a Demon.
  56
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  10
  Demon touches single creature; creature 
  loses all but 1d6 hit points and must Save vs. 
  Corruption or gain 1d6 points of Corrup­
  tion.
  11
  Demon tears hole to extra-dimensional hell 
  in reality; A tiny 1 hit die Far Demon pours
  out every round.  The demon may tear this
  hole in a 15 foot radius around a creature, 
  trapping them, or may use it to cover a 
  portal of up to 30 feet in diameter.  Crea­
  tures that enter this portal are effectively 
  dead.
  12
  Demon causes hellish storm to erupt over 
  the area; rains of blood and acid hail is not 
  uncommon.
  13 Demon speaks blasphemy; all creatures who 
  can hear must save vs. Corruption.  Those
  who fail encounter different effects based on 
  their hit dice.   4 H D  or less: Slain instantly. 
  7 H D  or less: Paralyzed for 1d6 Turns, and 
  gain 1d6 Points of Corruption, 11 H D  or 
  less: Slowed for 2d6 Rounds, gain 1d3 
  Points of Corruption.  12 H D  or M ore: 
  Deafened, have -2 to hit for 1d6 Rounds, 
  and gain 1 point of Corruption.
  14
  Demon constantly grows new flesh; heals
  1/10th of their maximum hit points every 
  round.
  15
  No Magic can harm the Demon's flesh; 
  magical weapons gain no bonus to damage 
  against the demon.
  16
  Demon confounds the senses, fills the eyes
  and mind with lies; for every spell cast and 
  every attack aimed at the demon, there is a 
  1 in 6 chance that a random ally of the at­
  tacker is targeted instead.
  17
  Demon gains a +1 to all d20 rolls for every 
  round it has been in combat; all creatures
  fighting it have a -1 to all d20 rolls for ev­
  ery round they've been fighting the demon. 
  This lasts until combat ends or the Demon 
  is slain.
  18
  Demon causes fissure to form; fissure is 60 
  feet long and 5 feet wide forms and rotted 
  hands begin to grasp at creatures nearby. 
  Any creature standing in the area must save 
  vs. Paralysis every round or be pulled into 
  the fissure; dropping 70 feet and Saving vs. 
  Corruption at a -4 or taking 1d6 points of
  Corruption.
  19
  Demon points at weapon; it begins to burn 
  with Corrupted Flame that doesn't damage 
  the material.  Creature holding takes 1d6 
  damage and must Save vs. Corruption or 
  gain 1 point of corruption every round they
  hold the weapon.  This doesn't affect Arti­
  fact weapons.
  20
  Demon touches creature; creature must 
  Save vs. Corruption or instantly gain 30 
  Corruption.
  57
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Su m m on in g
  (These summoning rules were originally included in another player-facing text; they are 
  included mostly verbatim for completeness sake).
  Summoning otherworldly creatures is sometimes difficult, often expensive, and usually 
  dangerous.  Any creature that can cast Mage or Cleric spells can do it though, so here's 
  some rules on it.
  R an d om  Su m m on in g
  To summon a random creature, first state how many hit dice you would like the creature 
  to have.  At this point, you need to make a Save vs. Spells.  If you succeed, the creature you 
  summon will have the hit dice you want.  If you fail, then follow the instructions on the 
  table below to find out how many hit dice it will actually have.  If you roll the maximum 
  number on the dice, add the hit dice and re-roll as if you had chosen its current hit dice.
  If you would like it to have...
  ...then roll and add or subtract the total
  1-5 Hit dice
  1d3-1
  6-10
  1d6-3
  11-15
  2d6-7
  16+
  3d6-10
  After determining hit dice, roll on the table below to see the basic sort of creature it will 
  be:
  d8 Roll
  Type
  1
  Angel
  2
  Far Demon
  3
  Alien Sin
  4
  Elemental
  5
  Dream Being
  6
  Alternate Creature
  7
  Symbolic Being
  8
  Unknown
  Typ e Su m m on in g
  If the summoner already knows what sort of creature they'd like to summon, they may 
  forego rolling on the random table above and just select.  Hit dice should still be rolled for 
  as with Random Summoning, and then summoning proceeds as normal.
  58
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  N am e Su m m on in g
  If the summoner knows a specific creature they'd like to summon, they can name their 
  name and summon them directly.  This doesn't work for types of creatures, for instance, 
  the summoner can't summon "An Angel".  However, a summoner can summon "Greg the 
  Angel", so long as the summoner knows who Greg is specifically.  It's also worth mention­
  ing that a summons must come from another plane of existence, so one can't summon a 
  creature that is already on this plane.
  D om in ation  R oll
  Once the summoner has fully summoned the creature, the caster and the creature both 
  roll a d20; the caster adds their level and the creature adds its hit dice.  If the caster suc­
  ceeds by 5 or less, the caster may control the summoned creature for a short length of 
  time, controlling them to complete a task.  This is typically the length of a battle, and is 
  almost always less than a turn in length.  At the end of this, the creature returns to wher­
  ever it came from.  If the caster succeeds by more than 5 but less than 15, the creature is 
  controlled for longer, such as the length of one adventure.  The creature disappears the 
  same as previously.  If the caster succeeds by 16 or greater, the creature is permanently 
  controlled by the caster, only disappearing upon the caster's death.  However, if the crea­
  ture succeeds by 5 or less, the creature is free to do as they please, and is unlikely to be 
  happy with the summoner.  If the creature succeeds by more than 5 but less than 15, the 
  creature obtains control over the summoner for the length of up to a turn!  If the creature
  succeeds by even more than that (16 or greater), the caster is permanently under the con­
  trol of the summoned being.  The summoner can forego this roll to instead try and make 
  a deal with the summoned creature, without the benefits or heavier risks of domination. 
  The summoned creature may also be on friendlier terms, although there are never any 
  guarantees.  The summoned creature may choose to disappear when it succeeds at a dom­
  ination roll of 6 or greater, and with a roll of 16 or greater, may take the summoner with 
  them.
  Circle Su m m o n in g
  This is the more traditional method of summoning, creating a summoning circle out of 
  special materials and odd arcane markings, and securing a term of service out of a sum­
  moned creature.  The ritual takes 2 minutes for every hit die the summoned creature will 
  have.  The cost for the materials to summon a creature in place is 100 GP per hit die the 
  summoner wants it to have for a Random Summoning, 300 GP per hit die the summoner 
  wants it to have for a Type Summoning, and 500 GP per hit die the creature has for a 
  Name Summoning.
  59
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  B ou n d  Su m m on in g
  Unlike circle summoning described above, this kind of summoning involves making every 
  roll to summon the creature except for the Domination Roll, and binding the ritual to an 
  object without summoning the creature immediately.  This object can then be carried 
  around, and lasts indefinitely.  When the object is destroyed, the creature is summoning
  and the Domination Roll is made.  Because this version of summoning involves compress­
  ing an otherwise large summoning circle to a tiny object, the costs are greatly increased. 
  Its 300 GP for materials per requested hit die for this method of summoning with a Ran­
  dom Summoning, 600 GP per requested hit die with a Type Summoning, and 1000 GP 
  per hit die for a Name Summoning.  Keep in mind what this object is when it's created, 
  and take care that it isn't accidentally destroyed.
  Circle Summoning
  Bound Summoning
  Random Summoning
  100 GP per RHD
  300 GP per RHD
  Type Summoning
  300 GP per RHD
  600 GP per RHD
  Name Summoning
  500 GP per HD
  1000 GP per HD
  A n g el
  An Angel is an enforcer of some law, be it physical, symbolic, or even a law in the more 
  mundane sense of the term.  If the law an Angel enforces becomes inapplicable or unnec­
  essary, the Angel vanishes from existence.  An Angel's base stats are as follows: AC 14, 
  Move 12, Attack for 1d6, does not eat, breathe, or sleep, and may Q uest target once per 
  day.  All Angels can speak and understand any language, as well as read and write any 
  non-magical language.  Angels cannot gain Hallow or Corruption.  All Angels share 
  these traits:
  
  Belongs to a Choir
  
  Have a number of powers equal to the Choir they belong to (re-roll duplicates)
  
  Have 1 Form
  
  Have 1 Law
  A n g elic Ch oir
  If the Angel has ____ Hit Dice... ...then the Angel belong to this Choir (Choir #)
  1-3
  Angels (1)
  4-6
  Archangels (2)
  7-9
  Principalities (3)
  10-11
  Powers (4)
  12-13
  Virtues (5)
  14-15
  Dominions (6)
  16-17
  Thrones (7)
  18-20
  Cherubim (8)
  21+
  Seraphim (9)
  60
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A n g elic Form
  d20
  Form
  1
  Ordinary Human (All Weapon and Armor options)
  2
  Orb of Floating Light (Flight Move 12)
  3
  Classic Winged Angel (All Weapon and Armor options, Flight Move 12)
  4
  Flaming Wheel of Flesh with Eyes on Rim and Spokes (Flight Move 12, Attack with Fire for 
  2d6)
  5
  Ball Lighting (Flight Move 24, Detonate to deal 5d6 damage in 10 foot radius, Save vs Burst for 
  half)
  6
  Giant with Four faces (Move +3, cannot be surprised, All weapon and Armor Options)
  7
  Platonic Solid (Flight Move 12)
  8
  Chess Piece (Looks of appropriate power to Choir)
  9
  Humanoid Hole in Reality (If they successfully grapple, sends grappled creature to home plane)
  10
  Humanoid Figure covered in closed eyes (If eyes open, Save vs. Spells or all creatures watching 
  become blind)
  11 Sphere with Eyeball and Choir + 1 Wings (Flight Move 12, can fire 1d6 damage laser out to 50 
  feet)
  12
  Mechanical Monstrosity that always carries mask; when wearing mask, illusion makes them 
  appear as human (Move +3)
  13
  Indescribably beautiful being (Creatures viewing must Save vs. Paralysis or be paralyzed for as 
  long as they look plus 1d6+1 Rounds after; creatures who save are immune to looking at that 
  particular angel)
  14
  Several floating hands clustered around single eye (Flight Move 12, All Weapon and Armor 
  options, three attacks per round)
  15
  Swirls of color that look like eye or face (Flight Move 12, Creatures looking on must save vs 
  Paralysis or hallucinate and be affected as if by Confusion; forever on, they see an image of the 
  angel when they close their eyes)
  16
  Geometric Solid similar to Platonic, but not following Euclidean Laws (Flight Move 12, 
  Viewers must save vs Spells every time they try to attack or they miss)
  17
  Humanoid Suit of Full Body armor with Light pouring out; Suit contains only light (All 
  Weapon and Armor options, AC 18)
  18 Holy Fire (Flight Move 12, If uncontrolled, tries to possess nearest intelligent creature; angel and 
  target roll opposed d20 rolls, adding hit dice or level, whichever is higher; if angel wins, it 
  possesses creature forever and gains both the creatures abilities and knowledge while in the 
  creatures body; if the creature wins, it can no longer be a target for the angel)
  19
  Angel with Six Wings covering Body, Body glows with horrific light (Flight Move 24, Angel 
  reveals body, all creatures looking must Save vs. Death/Poison or be incinerated, creatures who 
  save cannot be affected by same angel)
  20 As classic winged angel, but completely white and face has no features or hair (All Weapon and 
  Armor options, Flight Move 12)
  61
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A n g elic P ow ers
  d20
  Power
  1 Summoned Creatures that are not Angels within 120 feet must save vs. Spells, a failure means that 
  creature is banished to their home plane and cannot return for a number of weeks equal to the 
  Angel's choir
  2
  Angel may summon a number of beams of light equal to their choir which strike targets, each 
  deals 1d6+1 damage unless target saves vs. Death/Poison
  3
  Angel may create a Fireball of holy flame once per day; deals double damage to creatures with a 
  corruption rating
  4
  Angel is immune to non-magical weaponry
  5 Angel may cause massive fissure (50 feet long, 30 foot wide at widest point) to appear in ground; 
  creatures in fissure area must save vs. Death/Poison or fall a very long distance deep into the earth; 
  fissure closes in 2d6 Turns.
  6
  Angel may Part Water as per the spell; water so parted is treated as Holy Water for a number of 
  days equal to the angel's Choir.
  7
  Angel passively heals 1d6 hit points per round
  8
  Angel may channel energy into target creature within 30 feet; to undead this deals 1d6+ choir 
  points of damage per round (they may save to negate this), to living creatures this heals them for 
  1d6+choir points per round with the capability of healing a creature past their maximum hit 
  points.  If this ability heals the creature past their maximum hit points, they must Save vs. 
  Death/Poison or explode.
  9
  If the angel destroys an object or kills a creature; it ceases to exist.  Raising or reincarnating is 
  impossible.
  10
  The angel has a halo which sheds light and stores shards of life force within; the angel gain an 
  attack that drains 1 level instead of dealing damage and causes that level to be stored within the 
  angel's halo.  The angel may consume a level once per round with no action to restore 1d6+1 hit 
  points.
  11
  The Angel stares at target creature; creature must save vs. Paralysis or be frozen in ice.  The ice 
  melts within 1d6 Turns or can be chipped away from the creature in 2d6 rounds; if chipped 
  away, it deals the creature 1 damage per round of chipping.
  12
  The Angel stares deep into a creature's soul; the creature must save vs. Paralysis or see every 
  possible moment of their death and flee at top speed.
  13
  A creature attack and damaged by an angel, in addition to damage dealt, must Save vs. 
  Death/Poison.  Failure indicates that the creature permanently loses 1 point of Dexterity from 
  muscles calcifying.
  14
  A creature attacked and damaged by an angel, in addition to damage dealt, must Save vs. 
  Death/Poison.  Failure indicates that the creature permanently loses 1 point of Constitution from 
  aging rapidly.
  15
  Angel may sever shadows of creatures it hits instead of dealing damage; these shadows are 
  immaterial, attack the creature they were created from until they die, deal 1d6 damage per attack, 
  and have an AC of 10 in the case that the shadow is somehow attacked.  If the angel dies or the 
  shadow is somehow dealt any damage at all, the shadow dissipates.
  16
  Angel may summon 1d6 Crystalline Statues with hit dice equivalent to its choir once per day.
  17
  The Angel has two additional attacks
  18 Angel may cause magic that is not theirs or clerical magic to cease functioning within 30 feet of 
  it for 1 Turn per day
  19 Target creature slain less that 1 Turn ago may be targeted by angel; if so, it is transformed into a 
  new angel with the current Angel's purpose and hit dice equal to the hit dice or level (whichever 
  is higher) it had while alive.  Doesn't function on corrupted creatures
  20 Summons angel half their hit dice, round down; new angel appears in 1d6 rounds; only one such 
  angel may be summoned at a time.
  62
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Crystallin e Statu e
  Armor Class: 11 + Summoning Angel Choir
  Hit Dice: Summoning Angel Choir
  Attacks: Crystal Slam (1d6 or 2d6 if Summoning Angel Choir 5 or greater)
  Special: Immune to mind affecting spells, Takes half damage from piercing and slashing, 
  double from bludgeoning
  Move: 12
  D/Att: Summoning Angels
  Description: These look like perfectly formed pure crystal statues of men and women, or 
  animals, or alien monstrosities.
  A n gelic Law
  d20
  Law
  1
  First Law of Thermodynamics
  2
  Second Law of Thermodynamics
  3
  Third Law of Thermodynamics
  4
  Law of Gravitomagnetism
  5
  General Relativity
  6
  De Morgan's Laws
  7
  Godel's Incompleteness Theorem
  8
  Conservation of Mass-Energy
  9
  Special Relativity
  10
  Zeroth Law of Thermodynamics
  11
  Prohibition on Killing Intelligent Beings
  12
  Prohibition on Killing Sentient Beings
  13
  Prohibition on Killing
  14
  Principle of Lex Talionis
  15
  Prohibition on Theft
  16
  Law of Mortality
  17
  Prohibition on Heresy against (Random god)
  18
  Prohibition on creating Intelligent new Species
  19
  Prohibition on Planar Merging
  20
  Principle of Integral Reality
  Angels, if summoned on relatively friendly terms and the summoner hasn't committed any 
  crimes against the Angel's law, might agree to a term of service to the summoner if the 
  summoner first performs a quest for them.
  63
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Far D em o n
  A demon found on our world is usually a creature that has been so corrupted that its per­
  sonality, beliefs, and body all become a puppet for the corruption.  These horrifying mon­
  sters at least resemble the sort of creature they once were, and appear to make sense.  This 
  demon represents this person's greed, or their repression, or the mass genocide they caused. 
  Far Demons are not like that; they are as close to pure corruption as a creature can be. 
  They only have the barest veneer of existing on this plane; think corruption filling with a 
  candy reality shell.  There aren't descriptions of their forms here; they don't tend to make
  sense, physically, so that works out. A Far Demon's base stats are as follows: AC 12 + 1d6, 
  Move 12 + 1d6, Attack for 1d6 + 1 Point of Corruption.  A Far Demon also possesses a 
  Corruption Rating of 15 (obviously).  Far Demons also possess the following:
  
  One Power for every 3 hit dice they have (round up)
  
  2 in 6 chance of Flight at movement speed
  
  1 in 36 (2d6 both roll 1's) of casting spells as a Mage of Equivalent level to their 
  hit dice
  
  1 in 6 chance of being able to speak all languages; otherwise, they howl, clack, 
  clatter or whisper mindlessly
  64
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  D em on  P ow ers
  d20
  Power
  1 Spit causes Save vs. Death/Poison or cause Cancerous disease that kills creature in 1d6 days if they
  don't receive a C ure D isease spell
  2
  Absorbs happiness and energy of target creature; drain creature's level and creature must Save vs. 
  Spell or be unable to take actions for 1d6 rounds
  3 Presence causes dead creatures to reanimate as unintelligent undead after 1d6 rounds of exposure; 
  either 1 HD skeletons or zombies
  4
  Vomits a Wasp-Spider every round Demon is in combat, see Wasp-Spider below
  5
  Looks in eyes of target creature; Creature must save vs. Corruption or disappear for 1d6 turns;
  reappears in place with 1d6 extra corruption
  6
  Whispering, clacking, and howling becomes mind-numbing; all creatures exposed for longer 
  than 1d3 rounds must save vs. Paralysis or go permanently insane (R em ove C urse fixes, acts as 
  C onfusion in combat).
  7
  Demon Howls; all creatures listening in 100 feet Save vs. Paralysis or can't move for 1d6 rounds
  8
  Demon gains long range grappling attack (up to 20 feet away), creature successfully grappled by 
  demon takes 1d6 damage per round and must Save vs. Corruption or gain 1 point of corruption; 
  Demon can act normally while grappling one creature
  9
  Demon may both cast a spell/channel corruption and take another action in the same turn; if 
  Demon has no ability to cast spells or channel corruption, demon instead vomits ball of black 
  ichor in line; Save vs. Death/Poison or take 3d6 damage
  10
  Demon is Incorporeal
  11
  Any creature a Demon grabs, must, if still grappled by the next time that Demon acts; make a 
  Save vs. Death/Poison or be swallowed whole and fall into an extradimensional hell; that creature
  might as well be dead.
  12
  If the Demon is grappling a creature, the creature must Save vs. Corruption or be Charmed by 
  the Demon.  The creature is charmed and unplayable until the Demon is killed or otherwise no 
  longer a Demon (turned to Stone, maybe).
  13 Demon, once reduced to half it's hit point maximum or less, splits into two identical demons with 
  half the current demon's maximum hit points.  If the demon has 1 or fewer maximum hit points, 
  they instead die from damage.
  14 Any creature struck in melee or touching the Demon must make a saving throw vs. Death/Poi­
  son or begin taking 1d6 damage for 1d6 rounds.
  15
  The Demon has two additional attacks per round.
  16 Demon may attempt to infest creature it is in melee with; creature must succeed a Saving throw 
  vs. Corruption or be infested by the demon; the demon bodily inhabits the creature.  Every day a 
  creature is infested by the demon, they must make a saving throw vs. Corruption or be drained of
  a level and gain 1d3 points of corruption.  The creature cannot recover experience with bed rest 
  while under this effect.  If the creature is killed or hits 15 points of corruption while infested; the 
  creature's body disintegrates and they do not become a demon or simply die; the Demon gains 
  hit dice equivalent to the amount of levels drained from the creature.  This effect can be prevent­
  ed by a Protection from Evil, and the infested demon can be forcibly removed with a Remove 
  Curse spell or damaged by the infested creature drinking Holy Water.
  17 The Demon has ability to shapeshift to resemble natural creatures around it; shapeshifting is thin 
  veneer that still allows them to use their abilities.  They know and speak creature's language.
  18
  Demon gains the ability to, as part of an attack, gain in hit points the damage dealt.
  19
  Demon stares creature in eyes; creature must make saving throw vs. Death/Poison or have their 
  eyes burst into flames and have their eardrums burst and bleed as well as take 3d6 damage.
  20 Demon breathes cone of Corrupting substance; all creatures in range must save vs. Corruption or 
  take 5d6 damage and gain 1d6 points of corruption.
  65
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Skeleton
  Armor Class: 13
  Hit Dice: 1d + 1
  Attacks: Claw (1d6) or Weapon (Full Combat Options)
  Special: Takes half damage from Piercing and Slashing
  Move: 12'
  D/Att: Hostile, Morale 12
  W asp - Sp id ers
  Armor Class: 13
  Hit Dice: 1d - 1
  Attacks: Stinging Bite (1d6 + 1d6 Poison)
  Special: Flying
  Move: 12'
  D/Att: Hostile, Morale 12
  Zom b ie
  Armor Class: 13
  Hit Dice: 1d + 1
  Attacks: Maul (1d6)
  Special: Takes no damage from Piercing
  Move: 6'
  D/Att: Hostile, Morale 12
  A lien  Sin
  Alien Sins are odd creatures; they feed on and are created by the emotions and beliefs of 
  sapient beings.  Normally, they linger around on adjacent planes of existence, manipulat­
  ing and influencing creatures to have something to feed on, but sometimes they have an 
  opportunity to enter the plane that the creatures they're feeding on exist in, allowing them 
  to more directly feed.  Alien Sins have the following stats: AC 12, Move 12, Attack for 
  1d6, 2 in 6 chance of Flight, ability to Telepathically communicate with creatures.  Alien 
  Sins also have the following:
  
  One Form
  
  One Sin and associated Power Set
  Unless noted otherwise, creatures are immune to an Alien Sin's power for the day if they 
  succeed the saving throw once.
  66
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A lien  Form
  d20
  Form
  1
  Strange Vulture Human hybrid, complete with wings, arms, and sharp beak (Flight 
  12, or +3 to Flight if it already has Flight)
  2
  A humanoid figure made of metaphorical flames.  Also Literal Flames.  (Two Attacks 
  at 60 feet, 1d6 damage each, immune to fire, can automatically deal 1d6 damage per 
  round during grapple)
  3
  Humanoid figure with many mouths covering skin and eyes with six separate irises 
  and pupils (automatic 1d6 damage per round during grapple)
  4
  Humanoid figure with goat head, flaming eyes (can fire beam as attack once every 
  1d6 rounds that deals 3d6 damage)
  5
  Humanoid figure wearing Plague Doctor Mask and clothing, mask is not mask (can 
  breathe cloud of poisonous gas once every 1d6 rounds in 30 foot cone; creatures that 
  breathe must save vs. Death/Poison or be unable to take any action other than 
  sputtering and struggling for breath for 2d6 rounds, taking 1 damage each round)
  6
  Completely Black or White skinned humanoid with three horns and leathery wings 
  (Flight at 15, or +6 if Flight already possessed)
  7
  Ghostly Humanoid Head with trailing wisps (Incorporeal)
  8
  Lamprey with eyes on stalks (+1 to dice while grappling, drains one level per round
  grappling)
  9
  Six armed humanoid with four glowing eyes and strangely colored skin (2 extra 
  attacks)
  10
  Humanoid with Over-wide Mouth and Sharp Teeth (Head has ability to separate 
  and fly at move 12, attacks separately, shares hit point total with body)
  11
  Humanoid made out of shadow with glowing eyes (Surprises on 1 in 4)
  12
  Floating perfectly spherical eye; opens into a mouth (Flight at 12, or +3 if Flight 
  already possessed)
  13
  Extraordinarily Obese Humanoid with Six Spindly Legs (Can climb at speed)
  14 Human-sized Marionette with strangely painted face and strings that vanish above it
  15
  Humanoid that flickers constantly, revealing muscle and bone beneath
  16
  Humanoid that floats and instead of a lower half, has another set of chest, arms, and 
  head, similar to a playing card (Extra attack)
  17
  Pitch Black or Pure white head with leathery wings for ears and spiked tail (+2 AC, 
  Flight at 12 or +3 if Flight already possessed)
  18
  Extremely Gaunt Humanoid with Massive Head and Mouths for Eyes
  19
  Dancing humanoid statue, made of a variety of unearthly stones (Move +3, AC +2)
  20
  FUCK! A clown (If not observed, can teleport behind doors and other things right 
  before they are opened)
  67
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  d20
  Sin
  Alien Sin Power Set
  1
  Pride
  Target creature must save vs. spells or believe themselves to be invincible and infallible; if 
  creature is PC, they no longer know their hit point total and aren't told when they take 
  damage or how much damage they take; saving throws vs. damage are made in secret
  by the referee.  NPC's act accordingly to their beliefs.  Lasts one day.
  2
  Envy
  Target creature must save vs. spells or be unable to take actions that directly help or ben­
  efit creatures with equal or greater level than themselves.  This includes shielding one 
  another in combat, healing, etc.  Lasts one day.
  3
  Wrath Target creature must save vs. spells or begin attacking with their deadliest abilities at the
  most threatening creature that is not the Alien Sin.  If there are no creatures around oth­
  er than the target and the alien sin, the creature attacks themself.  This lasts until the 
  creature rolls a successful saving throw against the effect, rolling once per round.
  4
  Lust
  Sin has the ability to appear as attractive member of any species; target creature must 
  save vs. Paralysis or be Fascinated by the Sin, only acting to defend the Sin or attack
  other Fascinated creatures, seeing them as competitors.   Lasts until Sin is out of sight. 
  5
  Greed
  Target creature must save vs. paralysis or see an object the Sin indicates as possessing 
  great value, defending it and having the paranoid belief that other creatures wish to pos­
  sess it.  In combat, the creature will take no other action than protect the object and at­
  tack other creatures that come near.  Lasts 2d6 Turns.
  6 Gluttony
  Target creature must save vs. Death/Poison or begin consuming whatever is at hand, 
  starting with food and drink, moving up to potions and papers, and finally eating things 
  such as dirt, rock, and drinking oil.  The creature takes no other action during this time.
  Lasts 2d6 Rounds.
  7
  Sloth
  Target creature must save vs. Paralysis or drop; taking no action.  Lasts 3d6 Turns.
  8
  Pain
  Target creature must save vs. Death/Poison or be wracked with pain, losing 1 hit point 
  per round, take a -4 penalty to all d20 rolls, and may not cast spells.  Lasts 2d6 Rounds.
  9
  Despair Target creature must save vs. Paralysis or take a -2 penalty to all d20 rolls, the penalty in­
  creasing by 1 for every roll they fail.  Lasts one day or until afflicted creature succeeds at 
  two d20 rolls in a row.
  10
  Terror
  Target creature must save vs. Spells or flee from the Sin using whatever means available, 
  cowering or lashing out wildly if unable to flee.  Lasts 3d6 Rounds.
  11
  Hope
  Target creature must save vs. Paralysis or have a +2 bonus to all d20 rolls.  For every roll 
  they make, however, they take a cumulative -1 penalty to their roll.  Lasts one day or 
  until a major and serious loss is suffered (Like, say, the death of a companion).
  12 Elation Target creature must save vs. Spells or be unable to effectively defend themselves, taking 
  a -4 penalty to armor class.  Lasts 2d6 Turns
  13
  Calm
  Target creature must save vs. Spells or be unable to attack or cast spells.  Lasts 1d6 Turns.
  14 Disgust Target creature must save vs. spells or be disgusted by every living creature, standing at 
  least 10 feet away from each creature or attacking them viciously.  Lasts 3d6 Turns.
  15
  Guilt
  Target creature must save vs. spells or be overwhelmed by guilt, being unwilling to at­
  tack living creatures and making all saving throws at -2.  Lasts 1d6 Turns.
  16
  Shame
  Target creature must save vs. spells or have shame overtake them, taking action to avoid 
  the sight of all.  They also take a -2 penalty to attack rolls during this time.
  17 Obsess
  Target creature must save vs. spells or be fascinated with an object or creature the Sin
  designates, taking actions to protect the object or creature from harm but otherwise 
  only studying the creature.
  18 Hatred
  Target creature must save vs. spells or attack creature or object sin designates in a way 
  that causes the most pain.  Lasts 3d6 rounds or until creature is dead/object is destroyed.
  19 Insanity
  Target creature must save vs. Paralysis or be C onfused.
  20 Wishes
  Target creature must save vs. Death/Poison or be forced to utter a wish, which will be
  granted in heavily corrupted fashion.  The creature then loses a level.
  68
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Elem en tal
  An elemental is one of the simpler creatures to describe; it is a creature made entirely of a 
  single substance.  Elementals are describe almost entirely in terms of what they're made of 
  and how large they are.  Elementals have the following base stats based on their hit dice:
  Hit Dice
  Size
  Armor Class Movement Attack Damage
  1-4
  Small (Cat Size)
  15
  12
  1d6
  5-9
  Medium (Human Size)
  16
  12
  2d6
  10-14
  Large (Giant Size)
  17
  15
  3d6
  15-19
  Huge (House Size)
  18
  18
  4d6
  20+
  Tremendous (Apartment Size)
  19
  21
  5d6
  Elementals don't need to breathe, eat, or sleep.
  69
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Elem en tal Su b stan ce
  d20 Substance
  Special
  1
  Air
  All moves as Flight, Movement +6, can't grapple or be grappled
  2
  Earth
  Movement -6, Can meld with and move through Earth and Stone at double speed
  3
  Fire
  Can teleport by entering through and exiting any flame; Immune to Fire, Creatures 
  hit by attack must Save vs. Burst or catch fire, taking 1d6 damage per round for 1d6 
  rounds, creatures grappled take 1d6 per round
  4
  Water
  Has swim speed equal to double move speed; has +1 on hit dice for the purposes of 
  grappling; grappled creatures must hold breath or drown
  5
  Ice
  Takes double damage from Fire, Creatures hit by attack save vs. Paralysis or be slowed 
  to half their movement speed for 1d6 Turns, creatures grappled take 1d6 per round
  6
  Lightning
  Immune to Lightning, Creatures hit by attack save vs. Paralysis or drop prone and 
  are unable to act for 1d6 rounds; can't grapple or be grappled
  7
  Magma
  Gives a fiery hug that deals its attack damage per round (Grapple pr being grappled), 
  Immune to Fire
  8
  Mud
  Has +1 on hit dice for the purposes of grappling; grappled creatures must hold breath 
  or choke on mud; killed instantly by Transmute Mud to Rock
  9
  Blood
  Creature hit by attack must save vs. Death/Poison or contract random disease
  10
  Thought
  Creature hit by attack must save vs. Spells or be affected as if by the spell Confusion 
  for 2d6 Rounds
  11
  Acid
  When grappling, deals its damage to creatures it's grappling with; Immune to Acid.
  12
  Force
  Immune to Non-Magical Weaponry, can freely pass through Wall of Force and 
  similar things
  13
  Light
  Immune to Non-Magical Weaponry, Illuminates a radius of 240 feet, Flies at Move 
  Speed
  14
  Darkness
  Immune to Non-Magical Weaponry, Radiates darkness a radius of 30 feet, Flies at 
  Move Speed
  15
  Death
  Creatures hit by attack are drained 1d3 levels, crumbling into ash if this kills them. 
  Takes damage and receives healing as Undead do.
  16
  Life
  Creatures hit by attack are not damaged; instead they are healed equal to the damage 
  the elemental would do.  Creatures who are healed can gain hit points over their 
  maximum, but must make a saving throw vs. Death/Poison every time they are 
  healed over their total.  Failure means they explode.
  17
  Gravity
  Creatures hit by attack make Save vs. Spells; if they fail, roll a d6 and the following 
  happens to them: 1-2 Gravity stops functioning for them, 3-4 Gravity reverses for 
  them, 5-6 Gravity increases 30 times in strength for them pinning them to the 
  ground.  Flies at Move Speed
  18
  Time
  Creatures hit by attack make Save vs. Death/Poison; if they fail, roll a d6 and the 
  following happens to them: 1 they age severely, losing 1d3 points of Strength,
  Dexterity, or Constitution, determined randomly, if any of these stats are reduced to 
  0, the target dies of old age; 2 they de-age 2d6 years, if this would reduce them 
  below 0 years of age, they die; 3 they are completely frozen in time for 3d6 rounds, 
  unable to act or be affected by anything; 4 they are Slowed as per the Slow spell for 
  1d6 Turns; 5 they are Hasted as per the Haste spell for 1d6 Rounds; 6 they are aged 
  several thousand years
  19
  Void
  Creatures hit by attack also lose the damage total in maximum hit points; creatures 
  killed this way cease to physically exist.
  20
  Candy 
  Cane
  Creatures hit by attack die a most pepper-minty death (if they take enough damage
  to die, that is).
  70
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  D ream  B ein g
  Unknown to those not well versed in the arcane, the dreams people have at night are very 
  real and co-existent with most planes of existence.  Whatever happens to a human during 
  a dream, they wake up physical intact, even if they wake up in a cold sweat.  The dream 
  doesn't fade when the person leaves though; it continues to exist within the larger contin­
  uum of dreams.  Sometimes, aspects of these dreams can be summoned into the real 
  world.  These aspects are from the dreams of many, and most likely not from the dreams 
  of the caster or nearby people.
  Dream Beings are incredibly variable; they have AC 10 + d10 and Move d6 times 3, with 
  a 1 in 6 chance of being able to fly at that movement rate.  Dream beings all share these  
  characteristics:
  
  1 Form
  
  1d2 Twists on that Form
  
  1d3 Powers
  D ream  Form
  d20
  Form
  1
  Human 
  2
  Animated Furniture
  3
  Animal - Pet
  4
  Animal - Livestock
  5
  Animal - Wild
  6
  Animate Foodstuff
  7
  Animate Tree
  8
  Animate Plant
  9
  Animate Weapon
  10
  Animate Clothing
  11
  Animate Armor (+2 to AC)
  12
  Animate Tool
  13
  Dwarf
  14
  Elf
  15
  Crystal
  16
  Angel
  17
  Demon
  18
  Alien Sin
  19
  Flower Thing
  20
  Roll Twice more and Combine
  71
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  D ream  B ein g Tw ists
  d20
  Twist
  1
  Made of Colored Glass
  2
  Ghostly (Incorporeal)
  3
  Rotting (Undead)
  4
  Demonically Corrupted (Corruption 15)
  5
  Glowing
  6
  Covered in Blood
  7
  Bloated
  8
  Freakishly Large (+3 Move)
  9
  Cosmic Transparent Body
  10
  Sexy
  11
  Permanently on Fire (Immune to Fire)
  12
  Covered in Insects
  13
  Highly Intelligent (can talk and reason)
  14
  Sticky (Extra hit die for the purposes of Grappling)
  15
  Covered in Glittering Gems (if 2 6's are rolled on d6's, they're real)
  16
  Covered in Boils
  17
  Stinking
  18
  Inexplicably Terrifying (Creatures Save vs. Spells on first seeing creature or flee in 
  terror)
  19
  Split in Two (half hit points for each half, treat as individual creatures)
  20
  Made of Clockwork and Gears
  72
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  D ream  B ein g  P ow ers
  d20
  Power
  1
  Blows Bubbles at creature, creature must save vs. Paralysis or become confused for 2d6 rounds
  2
  Target creature must save vs. Spells or have their legs turn to tasty jelly, causing them to have to 
  crawl along the ground (Move 3) and take 3d6 damage.  This wears off in 3d6 turns
  3
  Dream Being makes Whistling noise; all who hear must save vs. Spells or have random sense 
  register as random other sense, I.E. Hearing what you see instead of seeing it.  Roll d6 twice, re-
  rolling duplicates; 1- Sight 2- Sound
  3- Touch 4- Smell 5- Proprioception 6- Temperature.  This lasts for 2d6 turns, afterwards, the 
  creature has a permanent synesthesia with those senses.  Dream being can only affect any indi­
  vidual creature with this once a day
  4
  The dream being, if successfully grappling a creature, may swallow the creature whole, no mat­
  ter the disparity in size between the two or whether or not the dream being has a mouth (it 
  grows one if it doesn't).  The swallowed creature floats in a strange void filled with doors; if they
  open a door and go through, the following happens: 1 - They take a number of d6 in damage 
  equal to the Dream Creature's hit dice due to passing through their digestive tract; 2-4 - The 
  creature proceeds through the door into a similar void; 5 - The creature appears 2d6×10 feet 
  above where they were swallowed; 6- The creature appears where they were swallowed.  The 
  swallowed creature can enter one door per round; the swallowed creature escapes if the dream 
  being dies.
  5
  The dream being, if successfully grappling a creature, may make that creature attempt a saving 
  throw vs. Spells.  If the save is failed, the dream being and the grappled creature switch bodies. 
  The creatures now fully inhabit their new bodies, dying with them; the only way to reverse this 
  is either via Dispel Magic (which reverses the body switch) or by getting the dream being to 
  switch back.
  6
  The dream being may cause target creature to make a saving throw vs. Spells; if the creature 
  fails, they transform into a being similar to the dream being with the dream beings form and 
  twists, although none of their powers.  This lasts for 3d6 turns.
  7
  Dream creature causes shower of lights and sparks to explode around them in a 30 foot radius; 
  all creatures within must Save vs. Burst or dance uncontrollably for 3d6 rounds; during this 
  time, they cannot do anything other than move and dodge.
  8
  Creature must save vs. Spells or enact a portion of the dream that the dream being came from; 
  they act as a dreamer would, hallucinating the things that are a part of the dream
  9
  Creature must save vs. Spells or be charmed by the Dream Being, generally working to protect 
  them, following their instructions, and helping them.
  10 Creature appears to be everywhere, treat as a permanent mirror image spells with 3d6 mirror im­
  ages
  73
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  11
  When no one is looking at the dream being, can teleport up to 100 miles away
  12
  All creatures other than the dream being within 30 feet must save vs. Paralysis or have an out of
  body experience, watching as they act without their will, but controlling some other creature.  If 
  this happens to the players, make those affected switch character sheets around.  Lasts 2d6 Turns.
  13
  The dream being can target another creature that has the ability to cast spells, and weave them­
  self into a spell the creature has the ability to cast (determine randomly).  The next time that
  creature casts that particular spell, the dream creature is brought into being and may cast that 
  spell whenever it wishes.
  14
  You know how in dreams, sometimes you're incredibly clumsy and everything you do seems to 
  be ineffective?  Target creature must save vs. Paralysis or roll every d20 roll twice, taking the 
  lower result.  If both dice roll 20, however, the result is spectacularly effective above and beyond 
  what it ordinarily would be.  Treat as a critical on steroids.  Lasts an entire day.
  15 You know how in dreams, sometimes you have the ability to ninja out and everything you do is 
  ludicrously effective?  Target creature (which can include the dream being) rolls every d20 roll 
  twice, taking the higher result.  Only one creature may be affected by this power at a time.  If 
  both dice roll 1, however, the result is a spectacular failure, one that shouldn't even normally be 
  possible.  Lasts an entire day.
  16
  You know that dream being you killed?  Now it's something else.  When the dream being dies, 
  re-roll its form, twists, and powers and it returns to life; re-roll further rolls of 16 on the powers 
  table.
  17
  Dream being makes high pitched beeping noise; all creatures that hear must Save vs. Spells or 
  cease to exist for 4d6 hours; at the end of the duration, all those creatures return to existence 
  without remembering the intervening time.
  18 Dream creature may, every 1d6 rounds, spout a rainbow aura that acts as a Prism atic Spray.  The 
  aura affects creatures out to a 10 foot radius, the dream creature itself is unaffected.  
  19
  Target creature must save vs. Paralysis or transform into an inanimate marshmallow version of 
  themselves; a caster who know Flesh to Stone and prepares a modified version can reverse this 
  process.
  20
  Transports a target the Dream Creature touches into the dream realm, wherever it is (Save vs. 
  Spells to avoid)
  74
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  A ltern ate Creatu re
  Sometimes, the summoning ritual gets creatures from very nearby planes indeed.  All of 
  the creatures here are human, or close to it, but have some differences from.  They behave 
  as a human pulled from their own dimension would if not placed under control.  All these 
  creatures have stats as a human, with differences noted in the table below.  All speak Com­
  mon unless noted otherwise below.  These humans have an equal chance of being equiva­
  lent to a Fighter (1-2), Mage (3-4), or Cleric (5-6); Fighters and Clerics are always armed 
  and Mages have a 3 in 6 chance of being armed.
  A ltern ate Creatu re D ifferen ces
  d20
  Difference
  1
  Has Wings (Flight 12)
  2
  Has Third Eye, is Psychic (Has D etect T houghts as constantly active effect, can cause target
  creature to Save vs. Paralysis or take 1d6 damage, can communicate telepathically)
  3
  Is wearing vaguely futuristic gear and bubble helmet (If armed has Ray Gun which requires
  target to Save vs. Death/Poison or take 10d6 damage, being disintegrated if dying)
  4
  Speaks Ancient instead of Common, wears strange flowing clothing (+4 to AC and +2 to 
  Saving Throws)
  5
  Has skin made of metal (+6 to AC)
  6
  Lacks Eyes entirely (Echolocationn to 120 feet)
  7
  Has Conspicuous holes in hands and center of chest (Can fire purple bolts that deal 2d6 damage 
  as an attack)
  8
  Strangely animal eyes (Lycanthrope of some variety, has full control)
  9
  Gaunt and rotting (Undead, consumes the living when killed, hostile)
  10
  Half the height of a normal human (+1 to AC)
  11
  Missing Arms and Legs; Hands and Feet float where they would ordinarily be (+1 to AC)
  12
  Wearing strange leather and scrap welded metal clothing (If fighter, will be armed with
  firearms)
  13
  Has strange mask instead of face, either stands still and doesn't talk or attacks mindlessly 
  (Creatures within 10 feet must save vs. Death/Poison or transform into similar being; Remove
  Disease cures)
  14 Two are summoned (Both act on same initiative and have same HD, if one dies, the other dies as
  well)
  15
  Has strangely fluid motions (Immune to Suffocation/Drowning, can dissolve into water and 
  flow along current)
  16
  Has Hard Reptilian Scales instead of skin (Low-light vision, +2 AC)
  17
  Has horns and pitch black or pure white skin (Can breathe beam of fire in line, deals 5d6 
  damage, Save vs. Burst for half)
  18
  Suffused with bright glow, especially around the head (Immune to normal missiles, can forego 
  this immunity to fire ray of light that deals 10d6, save vs. Death negates)
  19
  Growing Leaves and Branches out of body (+1 to grapple rolls, creatures successfully grappled 
  must save vs. Death/Poison each round or have parasitic plant implanted in their body)
  20 Strange amalgamation of several humans (Treat as all classes at once, Move halved from normal, 
  humans grappled for longer than one round must save vs. Paralysis every round or be absorbed 
  into the hive mind and mass of flesh; this is effectively character death)
  75
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Sym b olic B ein g
  Contrasting sharply with the alternate creatures, Symbolic Beings are almost the ultimate 
  form of abstraction made flesh.  Every Symbolic Being that exists is unique in some way, 
  representing some different thing.  Here, there isn't a table, just a few example creatures 
  and suggestions for the power level of certain summoned creatures.  The creature should 
  either be created then and there by the player and referee, or the table should be re-rolled 
  on if not practical at the time.  Unless stated otherwise, all Symbolic Creatures can 
  communicate with any sapient creature.
  Tarot X III -  D eath
  Armor Class: 16
  Hit Dice: 11d + 11
  Attacks: Bannered Sickle (1d6 three times per round)
  Special: Rebirth, Strike Dead and Reincarnate
  Move: 12', 18' while Mounted
  D/Att: Special, Morale 12
  Description: Although the Rider-Waite tarot deck certainly doesn't exist in this universe, 
  the idea of death and rebirth is universal enough that the symbolic creature can be sum­
  moned.  Clad in Plate Armor and riding a white horse, this skeletal creature carries a sick­
  le that is supremely effective at striking down enemies.  What's more, though, is that any
  creature killed by death is reincarnated 3d6 days later, as per the R eincarnate spell.  If Death 
  is killed, it returns in 3d6 days in a different form as some other thing, and another sym­
  bolic creature takes Death's place.  The purpose of death is to enforce the cycle of change, 
  whether that be by serving the party and striking down enemies, or slaying the party to 
  be reborn again.
  Th e G reed  of K in g V aro th e Fifth
  Armor Class: 14
  Hit Dice: 3d + 3
  Attacks: Golden Hammer (1d6+1)
  Special: Ignores charms that prevent its purpose, Wealth Consumption
  Move: 9'
  D/Att: Special, Morale 12
  Description: King Varo the Fifth may be lost to history, but during his reign, his greed
  was infamous, resulting in the declaration of several wars until his assassination.  This be­
  came a symbolic creature, appearing as a golden suit of armor, fit for an obese, almost 
  round man, with glittering jewels for eyes.  The purpose of this creature is consume any 
  wealth it finds, with every 100 GP worth of treasure it consumes healing it 1 hit point. 
  The Greed cannot heal in any other way, and the treasure so consumed vanishes forever, 
  gone.  The Greed can be negotiated with, and will agree to go on adventures in exchange 
  for at least 50% of the treasure, and will steal more if it thinks it can get away with it.  If 
  attacked, it will fight back viciously, and consume the remains of any it kills.
  76
  
  H o u se o f Flo w ers                                                                                 Ch ristop h er K yle A u d ette
  Cosm ic Im p etu s
  Armor Class: 20
  Hit Dice: 20d + 20
  Attacks: Impetus (10d6+10)
  Special: Immune to anything that would prevent its travel
  Move: 480' right now
  D/Att: Special, Morale 12
  Description: The cosmic impetus is the literal manifestation of unstoppable force; a spear 
  of energy driving across the sky.  It has no interest in mortals, and summoning merely de­
  lays its course from one point to another.  Any mortal foolish enough to summon it is 
  likely to be standing in its way, and anything standing in its way will take the damage 
  from its Impetus attack; this includes silly things like humans, buildings, or the earth. 
  Once it leaves the area, everything should remain safe, at least.  The most a summoner can 
  do is point it in the direction of their enemies, hoping that the Impetus rips them to 
  pieces instead of the summoner's self.
  The hit dice of the symbolic being should reflect the general broadness of the concept re­
  flected; the more universally applicable the concept, the higher the hit dice.  Powers tend 
  to directly reflect what the Symbolic Being represents, as does the being's attitude, person­
  ality, and goals.  If the player and referee don't feel up to creating an entirely new symbol­
  ic being from whole cloth, the summoning table should be rolled on again, ignoring fur­
  ther rolls of 7.
  U n kn o w n
  This represents a creature outside of the other categories; break out a summoning spell 
  from another game.  It's also a Wild Card for the referee, players beware.
  77
  
  H ou se of Flow ers M ap
  78
  
SOURCE: textdata/thevault/Five Cataclysms (osr)/Five Cataclysms Adventures/House of Flowers (5C).pdf