Blood Moth

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TH E T E MP L E O F

TH E B LOO D M OT H

BY JAC OB BUTC HER


EDITTED BY SKERPLES
TH E T E MP L E O F
TH E B LOO D M OT H

BY JAC OB BUTC HER


EDITTED BY SKERPLES

PRINTED & PUBLISHED BY


THE OBERLIN C OMIX C OLLECTIVE
& ABRASAX PRESS
2019
THE TEMPLE OF
TH E B LOO D MOT H

T h a n k s t o t h e m a n y K i c k s t arter backers
for all o f y o u r t r u s t , interest and
support!
S p e c i a l t h a n k s t o E z e k i e l for all of
h i s i m m e a s u r a b l e p a t i e n c e , friendship
and advice.
T h a n k s t o S k e r p l e s f o r h i s invaluable
f e e d b a c k a n d e d i t i n g insights.

F o r t h e i r p l a y t e s t i n g h elp and for


pl a y i n g g a m e s w i t h m e i n general,
th a n k s t o A m e l i a , G r e g , Hannah,
J a ck s o n , M a l a c h i , M a r i u s , Tara, and
G r a y s o n a n d e v e r y o n e f r om the Fall
2 0 1 8 S i m u l a t i o n A r t class.

Jacob Butcher
titancorpse.blogspot.com
instagram: @jacobbusiness
For freelance art, design and writing
inquiries please email jakebutcher2@gmail.
com.
C O N T E NT S
I. Introduction & Plot Hooks . . . . . . 1

II. Random Encounters . . . . . . . . . 3

II.Areas . . . . . . . . . . . . . . 5
Temple . . . . . . . . . . . . . . 5
Harvester Cells . . . . . . . . . 7
Brood Dens . . . . . . . . . . . 9
The Egg Gate . . . . . . . . . . . . . . 11

III. Monsters . . . . . . . . . . . . . 13
Cultists . . . . . . . . . . . . . 13
i. Blood Clerics . . . . . . . 13
ii. Zealots . . . . . . . . . 13
iii. The High Priest . . . . . 14
Moths . . . . . . . . . . . . . . . 15
i. Eggs . . . . . . . . . . . . 15
ii. Larvae . . . . . . . . . . 15
iii. Moths . . . . . . . . . . 16
Angels & Mutants . . . . . . . . . 17
i. The Prophet . . . . . . . . . 18

IV. The Blood Moth & The Blood Sea . . . 19

IV. Treasure & Spells . . . . . . . . . 21

V. Random Tables . . . . . . . . . . . 23
Mutations . . . . . . . . . . . . . 23
Revelation . . . . . . . . . 24
Madness . . . . . . . . . . . 24
I N T ROD U CT I O N
The Temple of the Blood them favour with the
Moth is a science-fantasy God-beast and secure
horror dungeon for Old high positions of power
School versions of when its wrath descends
Dungeons & Dragons. This upon the world. Blood
zine holds the secrets is syphoned from their
of the Temple of the victims’ bodies to feed
Blood Moth, and the Cult the Moth’s children, and
within. the prisoners are used
for vile experiments and
The Cult of the sacrifices. The Cult’s
Blood Moth venerates ongoing rituals grow the
destruction and death. Blood Moth’s ties to this
They worship the sun as world so that it may soon
the beautiful pinnacle be re-birthed anew on
of destructive power and this planet and repeat
disguise their Temple as its cycle of consumption.
a place of worship for
the Sun-God. Unless the Cult is
stopped, this planet will
Writings of the Cult be drowned like many
claim that the Blood Moth others before it, and the
is older than death. cycle will continue.
Their scrolls say that
it is the last of a brood This zine is the product
of cruel and ageless of a few years of
destroyers, from beyond writing, doing drawings,
the heavens known by and thinking about it a
the star-gazers of this whole lot. Inside you’ll
world. This story of find Monsters, original
its origin could be pure Spells, new Magic
myth. But The Blood Moth Items, and three Random
has carved a path of Tables for Mutations,
blood across the galaxy, Revelations, and Madness.
leaving drowned planets
in its wake. This much is You stare into the face
true. of planetary death.

The Cult has kidnapped Fight or drown.


many unfortunate peasants
in the hope that their
horrible deeds will win

1
H OW TO RU N T HI S existant NPCs from your
DUN G E O N game to the ranks of the
prisoners or mutants.
This adventure is designed
for OSR games but should be P LOT HOOKS
very easily usable with 5th A small village has been
Edition. abandoned. There are no
signs of struggle. Rotted
For 5e GMs I recommend foot sits on untouched
finding the 5e stats of plates. Belongings lay in
the monsters by looking drawers while furniture
up their given reference gathers dust. Seems that no
creature in your Monster one bothered to pack their
Manual and making note things.
of the few traps in the
dungeon and deciding DCs Tracks lead North to the
for relevant skill checks. Temple in the plains. The
Villagers were charmed by
This adventure should be a powerful Mass Suggestion
hard for low-level (1- ritual, and lured there
3) adventurers and easier weeks ago.
but still a fun horror-
time for slightly higher 1. While travelling,
level adventurers (4-5). It the party comes upon the
ought to take between 2-4 deserted village.
sessions to run. It’s meant
to be somewhat brutal, 2. The players have
disturbing, and strange. relatives or contacts in
this village and come to
If you want to incorporate visit them.
this dungeon into your
campaign world I highly 3. The players have been
recommend choosing a hired to kill or apprehend
handful of wealthy or someone in this village and
otherise powerful NPCs, who find it deserted. Randomly
your players have met or determine or choose an NPC
heard of, and placing them in the dungeon, either
in the dungeon as members a prisoner, a mutant, or
of the cult. This will help a cultist. They’re the
create the feeling that target.
this organization is subtly
pervasive throughout your 4. The players are
world. villagers who wake up in
the CATTLE CELLS (p. 8)
You can also add other pre- after their kidnapping.

2
RA N D OM
EN C OU NT ER S
Roll for Random Encounters
(1-in-6 chance) :
• every ten in-game
minutes.
• whenever the players
make a lot of noise.
• whenever the players
enter an unexplored
room.

Roll 1d6 for rooms in


the Temple, 1d8 for the
Harvester Cells, 1d10 for
the Brood Dens, and 1d12
for the Sanctum. Some foes
will only be encountered in
the lower levels.

1d6
1d8
RANDOM ENCOUNTERS
1d10
2d6
1 1 ESCAPED MUTANT, terrified and confused.
2 1d4 PRISONERS, being dragged to the HARVESTER
or the FEEDING PIT by 1d4 CULTISTS.
3-5 1 CULTIST, quietly praying with fervor.
6 1d4 CULTISTS, reciting an apocalyptic hymn.
7 1 ZEALOT, silently standing on guard.
8 1d4 ZEALOTS dragging a chained hatchling Larva
to Room 22.
9 1 ZEALOT, bringing a new EGG to the INCUBATION
ROOM.
10 1 ESCAPED LARVA, gnawing on a Cultist’s
corpse.
11 1 ESCAPED MOTH, a trail of carnage lying in
its wake.
12 THE HIGH PRIEST, cold and wrathful.

3
LEVEL ONE
TEMPLE

Roll 1d6 f or Random


Encount ers

LEVEL T WO
HARVES TER CELL S

Roll 1d8 f or Random


Encount ers

LEVEL THREE
BROOD DENS

Roll 1d10 f or Random


Encount ers, excep t in
r ooms 17-23.

LEVEL FOUR
THE EGG GATE

Roll 2d6 f or Random


Encount ers

4
TEMPLE

THE TEMPLE stands in a the Blood Moth for power,


quiet, desolate plain. Its offering everflowing blood in
facade is sparse except for return.
its stained glass windows.
The door is open, nothing 2. COURTYARD
prevents intruders from The garden is full of
entering. thorned plants, poisonous
herbs, and a single dark
peach tree bearing 1d4 GORE
PEACHES (p. 21). At the
center of the courtyard, a
15’ circular black stone set
into the ground. Extended
inspection will reveal the
stone is actually a heavily
1. SUN-LIT CHAPEL tinted glass floor. Something
Rows of pews. Tall stained is moving underneath (The
glass windows depict the other side is the ceiling
Sun-God and moths at each of 30. MOTH ROOM.)
stage of their life-cycle.
YARROW BREN (CULTISTS p. 3. SHRINE
13) can be found praying to In the center of the room
5
is a large and beautiful
statue of a grievously
wounded human figure
covered in moths. At the
foot of the pedestal, an
ORNATE GOLDEN GRATE (blood
stained, if inspected.
Worth 200 gold.). If a blood
offering is made here, the
supplicant will be given UPPER FLOOR: Dark. All
a REVELATION (p. 24). If windows are covered by
pried open, the drain-pipe heavy curtains.
is small enough for a small
person to crawl through. 8. RELIQUARY
The pipe leads to 13. 1d8 false relics of the
INCUBATION ROOM. Sun-God (Saints’ lanterns,
stones claiming to be
4. STAIRWELL pieces of fallen stars) each
Leads to the upper floor. worth 100gp. On a shelf,
Another set of stairs is there is a small VIAL OF
hidden behind a false wall, DRIED BLOOD (p. 21), taken
detectable by a small from a distant planet
gap at the foot of the drowned by the Blood Moth
secret door. Leads to 22. eons ago.
METAMORPHOSIS LABORATORY.
9. LIBRARY
5. DINING HALL A TELESCOPE by a curtained
1d6 CULTISTS eat in silence. window. A single red star
stares back into the
6. KITCHEN telescope. Occassionally, it
Vial of SLEEPING POISON, blinks. Books on astronomy
hidden in the cabinet. and star movements are
Cultists put it in the food scattered on tables near
offered to intruders. An the window. There are
unhidden trapdoor in the no magical tomes in the
corner leads to 12. CELLAR. library.

7. CLERICS’ QUARTERS 10. HIGH PRIEST’S QUARTERS


Small, sparsely decorated A lavishly decorated
bedchambers. The bedchamber with a small
northernmost room has a desk. In place of a bed is
CLERIC’S KEY in a bedside an ornate, weathered coffin
table. The stairs lead to inlaid with gold and ivory.
11. CISTERN. Coffers hold 130 gold.

6
H A RV E S T E R C EL L S

11. CISTERN ESCAPED MUTANT named


Unlit torch sconces. Gerald Grick (roll once
Vaulted brick ceilings. for Mutation, p. 23) hides
Filled to your shins with behind a shelf in a corner.
dark, lukewarm water. 1d8 He wants to kill the High
PEARL-SHELLED SNAILS crawl Priest but is wounded.
along the damp brick walls
and ceiling (p. 21). A 13. INCUBATION ROOM
single brick holds a tiny Dark, cavernous and flooded
keyhole which, if unlocked with blood up to your
by the CLERIC’s KEY, opens ankles.
a secret door that leads to A metal grate on the
13. INCUBATION ROOM. ceiling drips blood from
the drainage pipe that
12. CELLAR connects to 3. SHRINE.
Food stocks on shelves, 4d6 EGGS (p. 15) cling to
amounting to many days of the floors and along the
rations if stolen. Jars of walls in perfect geometric
pickled vegetables & bags patterns. Their arteries
of dry foods. A neurotic, stretch into the blood on

7
a coal-stained apron tends
the flames and operates the
machine. The machine must
be deactivated by closing a
valve in order to free the
prisoners safely.

16. FEEDING PIT


A very large metal manhole
cover covers a pit the
width of the room. Hard to
tell how far down it leads.
You hear skittering below.
There is a lever hidden
the floor. There’s a 1-in-20
beside the door, behind a
chance of one of the eggs
small door embedded in the
hatching into a LARVA (p.
wall, painted the color of
15) every time the party
the stone. The lever it’s
enters the room.
downard position. While the
lever is pulled down, the
14. CATTLE CELLS
grate will open whenever
8 cells. Locked iron door
anyone steps on it, if it
can be opened with the
is pulled up the grate
Cleric’s Key. Each cell
will remain a stable floor.
contains 1d4 PRISONERS.
The floor is 20’ down and
Mechanical pumps embedded
Falling deals 2d6 damage.
in their flesh slowly pump
Dead or captured intruders
blood into 13. INCUBATION
are sometimes thrown into
ROOM. A second set of tubes
the pit by Cultists. (Leads
keeps the prisoners alive
down to 17. DEAD PIT in the
with a nutrient solution.
LARVA TUNNELS.)
The pumps are powered
by 15. HARVESTER MACHINE
and can only be safely
removed by deactivating the
machine.

15. HARVESTER MACHINE


A dark boiler room, lit
only by the fire from a
wood stove which powers
the HARVESTER MACHINE, a
hulking mass of rusted
pipes and clanging gears.
A ZEALOT (p. 13) wearing

8
BROO D D E NS

LARVA TUNNELS: Rooms 17- prisoner. Has a POTION


23. Dark. Walls are roughly OF INCINERATION (or
carved from the earth. All Alchemist’s Fire) in his
random encounters here are pocket.
1d4 LARVAE.
21. BARRICADED HOLE
17. DEAD PIT A LARVA is thrashing
A big pile of bones. 1d6 against a barricade of
LARVAE (p. 13) are coming. rocks and debris protecting
1d4 ESCAPED MUTANTS (p.
18. EGG CLUTCH 18) in a small dead end.
A clutch of 1d6 EGGS A secret escape tunnel is
guarded by 1d4 LARVAE. blocked by heavy stones.

19. DEAD CULTIST 22. HATCHLING GATE


CLERIC’S KEY in the Here, newborn larvae are
pocket. brought into the tunnels.
Two doors: Iron bars
20. DEAD ADVENTURER on the tunnel-side are
The body of an unfortunate liftable by a chain on the

9
hallway-side. The iron used for these experiments
bars can be lifted with a as well as a NOTEBOOK (p.
DC 20 Strength Check. The 21) containing The High
second gate is locked, can Priest’s extensive records
be opened with a CLERIC’S of the procedures. Each
KEY. of the monsters inside
the vats (p. 17) is a
23. CHRYSALIS CHAMBER different failed experiment
4d12 COCOONED LARVAE, hang in a series of attempts
all over the cieling and to graft the anatomy of a
the walls of the cavern. Moth to a human subject.
The papery cocoon is the
most vulnerable stage of Each ANGEL is kept in
the Moth’s life cycle, a catatonic state by
highly flammable. If the the golden alchemically
cocoons are lit on fire the synthetized amniotic fluid
light will draw 1d6 MOTHS inside of their vats, but
(p. 16) from 30. MOTH if the vats are broken or
CHAMBER. drained, the ANGELS will
awaken and attempt to
24. LOWER CHAPEL murder anyone they find.
A resplendantly decorated One of the monsters is
chapel full of tapestries grasping an ARROW in their
depicting THE BLOOD MOTH hand (p. 21).
devouring all of humanity,
and it’s followers, safe 26. OPERATING ROOM
in golden towers high SURGICAL EQUIPMENT can
above the Sea of Blood. be used to recreate
1d6 CULTISTS are gathered experiments found in
here, performing a ritual NOTES ON METAMORPHOSIS
to bless a new egg. or to attempt to remove
mutations, using a difficult
25. METAMORPHOSIS LAB medicine check. Failure
Nine tall glass VATS of indicates a critical hit/
murky amber fluid line wound or 4d6 damage.
the walls of this room.
Inside each, a horrible 27. MOTH ROOM PLATFORM
monstrous chimera of a Newly emerged MOTHS from
human and a Moth. There is 23. CHRYSALIS CHAMBER
a mechanical contraption enter 30. MOTH CHAMBER
with a lever which will through this platform,
drain the vats. which is suspened high
above the floor.
A desk in the corner holds
the forbidden magical texts

10
TH E E G G GAT E

28. GOLDEN ALTAR THE EGG is an intergalactic


The High Priest performs portal, existing both on
rituals and sacrifices in this planet, and somewhere
order to progress the else in the universe
eventual coming of the simulteaneously.
BLOOD MOTH.
30. MOTH CHAMBER
29. THE EGG GATE The ceiling of this roughly
The entire Temple rests 100ft tall cavernous
upon a massive, mountain room is a one-way window
sized EGG, buried letting in light from the
underneath the earth. This COURTYARD during the day.
is the surface of the egg, The MOTH CHAMBER stretches
exposed by a cavern. Pools the entire height of the
of shining neon magenta dungeon (see cross-section
blood are scattered like map above).
craters over it’s surface
and act as portals to the The ceiling is completely
BLOOD SEA. covered in 3d6 MOTHS and
all light is obscured to

11
bottom of which, sits a
perfect Angel, THE PROPHET
(p. 18). He was the only
successful experiment,
possessing the powerful
intergalactic magics
of the Blood Moth, but
maintaining his sanity,
unlike the rest of the
Angels. He has been
imprisoned in the Pit for
refusing the Blood Moth
and professing mercy and
love for humanity. He is
an infinite disappointment
to the High Priest and the
Cult.

The Prophet knows how to


perform a ritual which can
close holes in space, like
anyone at the floor of the the EGG GATE. The ritual
chamber. If any of the requires the High Priest’s
entrances to this room spellbook, the wing of
are breached the MOTHS an adult Moth, & the
will swarm out and begin Prophet’s blood. It can
killing cultists and only be performed after
adventures alike. crossing the gate through
the Blood Pools.
31. PIT OF THE PROPHET
There is an image of a
moth-winged figure in the
throes of rapture embossed
onto this massive black
door. The figure has a tiny
wound on its chest. The
door can only be opened by
placing a GOLDEN ARROW in
the wound in the chest of
the sculpture.

On the other side of the


door, after a long dark
hallway, is a deep circular
pit in the ground, at the

12
MO N S T E RS
C U LT IS T S ZEALOT S
Protectors of the
As a rite of initiation Temple. Eager martyrs
all Cultists are given full of blind faith.
agonizing and horrible
visions of the future. Zealots will either try
Now they seek death for to capture
themselves and all things. trespassers
alive for
BLOOD CLERICS the Cattle
Sycophants of the Cells or
Blood Moth. Some are kill them
former villagers who and throw
have been charmed their
and indoctrinated bodies
by the High Priest. into the
Cultists will either Feeding
try to capture Pit.
intruders alive
or stab them with
a needle-like dagger
attached to a tube
in order to collect
their remaining
blood into a translucent “Perish before the glory
fleshy sack they carry on of the Blood Moth!”
their backs like ticks.
Reference 3 HD Veteran
“Your blood with hasten my with two Spells.
god’s rebirth.” HD 3 (13 HP) AC as chain
Attacks : Sword. + 2 to
Reference 2nd Level Cleric hit. Hit: 1d8 slashing
HD 2 (9 HP) damage.
AC as leather
Attacks Needle-Knife. +1 to Spells*
hit, 1d6 damage per round 2 1st-Level Slots:
until the needle is removed Grubhand, Sleep
with an action.

Spells* * See Treasure & Spells


1 1st-Level Slot: (p. 22) for spell
Grubhand or Sleep descriptions.

13
THE HIGH PRIES T The High Priest secretly
longs to remake himself
in his god’s image but
wishes to experiment on
others before he tries this
process on himself. So far,
his experiments have all
been failures, leading to
the powerless mutants, the
insane and uncontrollable
Angels, and the Prophet.

The High Priest wants to


murder the Prophet but the
Blood Moth prohibits him
Solace Marad is a vampire, from doing so for reasons
of sorts. Long ago the unknown.
Blood Moth bestowed
terrible powers unto him: Reference Vampire Spawn and
forbidden knowledge, 6th level Wizard
immortality, and vile HD 8 (36)
sorcery. He has received AC as Plate
visions from the Moth Immune Sleep, Charm, Hold
and has been psychically Attacks Circulatory Sword.
guided to bring about its + 5 to hit. Hit: 1d10+3
apocalyptic rebirth on this damage or +5 to grapple
planet. In exchange for with the swords undulating
his service as the Moth’s veins at 10ft range.
hand he has been promised Blood Drain. After 1 round
a golden throne high above the High Priest may drain
the drowning planet, and a previously grappled or
the crown of the world’s Charmed character by 1
emperor. Level (or 1HD if you hate
level drain) per round.
Marand speaks with the
disaffected confidence Spells*
of one who has utter Charm, at-will.
certainty about the future. 2 1st-Level Slots:
Additionally, he is Grubhand, Sleep
completely psychotic and 2 2nd-Level Slots:
places no value on life. Ecstacy of the Moth,
He believes that all things Invisibility
are worthless except for 2 3rd-Level Slots:
power. Bloodhail, Desanguinate

14
MOT HS L ARVAE

EGGS

Immobile, two-foot tall


lumps of hardened grey
Disgusting eight-foot
flesh. Veins stretch out of
long caterpillars the
the egg into a disembodied
color of spoiled milk.
tentacular circulatory
They are covered in
system connected to the
stinging spines. They
pools of blood surrounding
eat people with their
it. These arteries will
mandibles and pointed
ensnare and drain the blood
forelegs.
of anyone who treads
within their reach.
Reference: Corpse Eating
Worm Monster with Spines
Reference Troglodyte, but
Instead of Tentacles
Immobile and also an Egg
HD 3+1 (14 HP) AC as
HD 2 (9 HP) AC as leather
chain
Movement Immobile
Movement Normal, crawls
Attacks Artery Tendrils.
on walls.
+5 to hit and grab. Reach
Attacks Bite. +6 to hit,
30 ft. 1d8 damage per round
2d6 damage.
the target is grappled
Special Spines. Whenever
(Save to Dodge or opposed
a creature attacks the
Strength check to escape).
Larva in melee they must
Each Egg can ensnare only
Save to Dodge or be stung
one creature at a time, but
by the creature’s many
a particularly unfortunate
spines. If you fail,
creature can be ensnared by
take 2d8 damage, if you
the tendrils of multiple
succeed, take no damage.
eggs at once.
15
MOTHS
Lanky four-armed alien
monstrosities with a
twenty foot wingspan. It
is unclear if the Moths
think or feel. They
exist to kill and feed
the unborn God-Moth.

The Moths are especially


deadly when encountered
in groups and should
be avoided whenever
possible.

Reference Wyvern
HD 7 (31 HP)
AC as plate
Movement 60 ft. flight,
50 ft. walking or
crawling on walls. encountered in darkness.
Attacks Claws. +8/+5 to
hit (raging/not raging), Swarm Killing. When
2d8/3d8 damage. multiple raging Moths
Proboscis. +5 to hit, surround a single
reach 10 ft. 1d10 target, they all recieve
piercing damage or +5 to advantage on their
grapple at 10ft range. attack rolls.
Lesser Blood Drain.
After 1 round an Angel Ritual Wings. Every
may drain a previously pair of Moth wings is
grappled character by secretly an immensely
1HD per round, reducing complex portal-ritual
their maximum health written in an almost
until they take rest. indescipherable alien
language. These spells
Special Light are very valuable and
Attraction. Whenever very dangerous (p. 21).
a Moth sees bright
light they enter a
rage and attempt to
kill everything around
them. Moths are not
immediately hostile if

16
AN G EL S & MU TA N T S
AN GEL S

The High Priest has Each ANGEL has 2 Mutations


been trying to create a (p. 23).
perfect messiah for the
mortals of the planet One of the Angels in the
by grafting the alien METAMORPHOSIS LAB has the
anatomy of the Moths to GOLDEN ARROW (p. 19.
human test subjects using
a combination of alchemy, Reference Wight, but with
wizardry, and surgery. So undead stuff replaced with
far all of these attempts mutations.
have been unsuccessful, HD 6 AC as chain
only producing weak and Attacks Proboscis. +4 to
powerless Mutants, the hit, reach 10 ft. 1d10
heretical Prophet, and piercing damage or +5 to
these completely vicious grapple at 10ft range.
monsters, called Angels. Lesser Blood Drain.
After 1 round an Angel may
These failed experiments drain a previously grappled
are unable to survive character by 1HD per round,
outside of their tanks for reducing their maximum
long and will perish 1d6 health until they take
hours after being released. rest.
Special

17
Mutations See table on page permeating outward from
23. Attacks and defensive the Egg Gate. These
mutations are reprinted mutants are distinct from
here for ease of use. the Angels and the Prophet
Tendrils. +5 to hit and because they have not been
grab. Reach 30 ft. 1d8 subjected to the same
damage per round the target unholy surgical procedures
is grappled
Spines. Whenever a creature The Mutants have stats as
attacks the Angel in melee 0-level commoners with
they must Save to Dodge or 1d4 random Mutations.
be stung by the creature’s Prisoners are just 0-level
many spines. If you fail, commoners.
take 2d8 damage, if you
THE PRO PHET
succeed, take no damage.
The only subject to survive
Feathery Scales. +2 AC
the metamorphosis process
Claws. +6 to hit, 3d6+3
with their sanity intact.
damage.
HD 6
MUTANT S & PRISONERS AC Unarmored
The mutants found Attacks
throughout the dungeon are None. The Prophet is an
prisoners whose bodies absolute pacifist and would
have been warped by their die before harming another
exposure to the Moth’s living being.
and the alien energies
Special
When The Prophet looks at
you make a Wisdom Save or
burst into uncomprehending
tears in awe of his beauty.

18
TH E B LOO D MOT H

To call the Blood Moth before forming a


unnatural would be a chrysalis suspended in
misconception. the sea of blood.
3. Once the metamorphosis
The Blood Moth is as is complete, the Moth
natural as death itself. emerges and finds a
It is cruel, it is new world to devour
remorseless, and it is somewhere else in the
brutally destructive. These cosmos. A psychic tether
things are in its nature. is established between
the two planets and
Its life cycle occurs over a new Egg is planted
the course of many eons within the previous
and across interstellar drowned world to act as
distances: a gateway through which
1. The first stage is the another Larva can be
death of a planet. An born to devour the next
Egg is planted within planet.
the dying world, and
becomes a portal to How long this abberant
the next planet to be cycle of rebirth has been
devoured. happening, is unknowable,
2. The Larva emerges on the as is the number of worlds
next planet and feasts that the Blood Moth has
upon its inhabitants destroyed this way.
19
T H E B LO OD SEA
THE BLOOD SEA is a vision GMs who don’t want to
of the future that awaits teleport their players to
the world if the Cult is a distant planet should
not stopped. just have scary blood-sea-
monsters come out of the
A distant planet drowned portal instead.
in blood, the previous
victim of the Blood A few things can happen if
Moth’s apocalyptic cycle players finds themselves
of reincarnation. The transported to the Blood
planet is shaped like Planet:
an eyeball. A habitable • If a player has used the
circle shaped “iris” TELESCOPE in the library
surrounds the maelstrom or experienced a whale-
of the Blood Moth itself, related REVELATION then
which creates the heat a colossal 300 ft. long
necessary for what little red whale with 66 white
life remains on the planet. eyes will save that
The “white” of the eyeball player from drowning and
is laden with pinkish bring them to a nearby
snow and blackened frozen spire.
blood. These tundras are • If a player enters one
uninhabitable and the edge of the portals without
between the “iris” and the ever having used the
cold expanse is a desolate TELESCOPE, they will be
wasteland inhabited by a thrown into the raging
few desperate survivors and Blood Sea and must
dangerous arctic beasts. make a Strength Save
against drowning as they
In the “iris,” sunken attempt to swim to the
cities lie beneath nearest structure or
tempestuous waves of red. pray to be rescued by a
The tallest structures passing vessle (a rare
poke out of the sea, as occurance).
jagged alien spires along
the horizon. A few bastions
of life remain in these
towers, hunted by the
Cult, the vicious Rot- *THE BLOOD SEA will be
Eater pirates, and strange, documented in greater
colossal, mutant sea- detail in a future zine.
monsters. Stay tuned.

20
TR EAS U R E & SP EL L S
TR EA S U RE
CIRCUL ATORY S WORD
+2 Broadsword, 2d6 damage.

The sword pierces


the arm of any new
wielder with ten-
drils and integrates
itself into their The peach pits can also be
circulatory system. planted in the ground and grown
The wielder cannot into small gnarled creatures
be disarmed after with hard shells. The peach-
the sword attach- pit-people obey no one.
es itself. When an
enemy is killed with
the sword, it can be NEEDLE KNIVES
used to drain their Every Cultist is armed
blood with an action with one of these small
and gain their hit weapons, coated in an
dice as added damage alchemical solution
for one attack, once which keeps it perpet-
a day. ually sterile. Deals
damage as a dagger and
can be used to extract
blood from a vein.

GOLDEN ARROW OF N OTES ON


RESSURECTION METAMORPHOSIS
The first person stabbed with This book contains 3
this arrow will be reincarnated rituals of mutation
(as the spell, reincarnate) on and bodily transformation. The
the Blood Planet, when they process requires a successful
die. surgical operation and a blood
transfusion. Roll to determine
If a recently deceased body which mutations are included
(died within the last day) is in the book.
pierced with the arrow instead,
the deceased will rise, insane PEARL SN AIL S
and hostile to all, with 1d4 If placed in a vessel full of
mutations. blood, the snail will slowly
change the blood to water. Up
GORE PEAC HES to 5 gallons per snail. Takes
The next time you take phys- an hour.
ical damage in melee combat
after eating the peach, a mass VIAL OF DRIED BLOOD
of writhing gore and undulat- While carrying this vial you
ing flesh will erupt from the are able to traverse the Blood
wound, ensnaring and lashing at Sea safely, floating just above
your attacker (+2 to hit, 1d6 the crashing waves unharmed,
damage). for 1d6 hours/day.

21
S PEL L S Revelation, 50% chance for each
(p. 22).

BLOODHAIL GRUBHAND
4 T H LE VEL EVOC ATI ON 1S T LEV EL NECRO M A N C Y
Freezing blood falls from Save Allowed. Lasts 1 minute.
above. Save to dodge. On a On a failed save one of your
failed save, creatures in a 40 hands turns into a writhing
ft circle take 2d8 damage and toothy worm, which will try to
if they’re already bleeding, bite itself off your arm. It
the wound freezes over and attacks every round (+3 to hit,
the affect area of the body is 1d6 damage) and if it is able
unmoveable. Half damage and no to do deal half your health in
paralysis on a successful save. damage, it severs your arm and
the worm skitters away.
EXSAN GUIN ATE
5 T H LE VEL NECROM A N CY
MOTHWIN G RITUAL
Save to dodge. On a failed 6TH LEVEL C ONJ U R ATIO N
save, the target’s circulatory
You must find a way to translate
system is pulled out of the
the diagram-like Moth language
rest of their body and flung
on the wing in order to use
40 ft away from the rest
this spell. Comprehend Languag-
of the body (skin, organs,
es works. Spill a pool of blood
bones), which falls in a heap
and cast this spell to mani-
to the floor. The target’s
fest an interplanetary portal
concioussness stays in the
to the blood planet, or from
heart, controlling the
the blood planet to any planet
circulatory system, able to
you can locate in the sky. This
move and attack normally but
is generally difficult, except
equipmentless and vulnerable
at specific times when certain
to all forms of attack (takes
celestial bodies are visible
double damage) until it crawls
to the naked eye. Otherwise,
back into the body.
the use of telescopes will be
Only works on things that
necessary.
bleed.
Wizards can help with this, but
ECS TACY OF THE MOTH some are greedy and may covet
2 ND LE V EL EN C HA NTM ENT the Moth Wing and attempt to
The target convulses on the steal it.
floor for 1 round/caster level,
and recieves either Madness or

22
MU TAT ION TABL E
2d8 MUTATION TABLE

2. Some of your lower ribs poke out of your chest and twist into
spindly insect-like arms.
3. Hand splits into a mass of artery-like tendrils. Unarmed at-
tack as Moth Egg’s tendril attack. (See Fig. 3)
4. You gain 1d4 three-clawed insect hands. If you roll less than
2 your existing hands change, if you roll more than 2 your
arm(s) branch at the elbow and the extra hands grow at the
end of the new branch(es).
5. Antennae grow out of your eye sockets, replacing your eyes.
You can sense the world and enemies with these but cannot see
color.
6. Legs turn into 6 insect legs, but they are all very fragile.
Next time you take a hit in melee combat, one of them will be
torn off.
7. Tongue turns into a long and thin prehensile spike which can
be used to drain toxins from the blood of a living creature.
8. Grow 1d12 eyes arranged in concentric circles on your face.
(See Fig. 4)
9. Eyes fuse into one huge segmented eye and you are now at-
tracted to light.
10. Jaw unhinges and splits into two mandibles, while more larva-
like forelegs grow around the opening of your maw.
11. Your legs slowly fuse together into a large caterpillar
abdomen, leaving you sort of like a horrible grub-centaur.
(See Fig. 1)
12. Arms grow stinging spines all over, as Larva spines.
13. Body becomes encased in a papery cocoon material. You are
still mobile, but vulnerable to fire. Caterpillars will flock
to you in droves and burrow into the hives inside your cocoon
exoskeleton. (1 in 6 chance per day that one of the caterpil-
lars will emerge as a bat-sized, 2d10 HD moth). (See Fig. 2)
14. Body grows 1d12 lumpy, grapefruit sized eggs all over your
head and torso, limiting your mobility and sight. (1 in 6
chance per day that one of the eggs will hatch into a six-
inch long, 2d10 HD larva.)
15. Full moth wings split out of your back and allow flight, but
their bizarre colors and patterns frighten and enrage onlook-
ers who cannot stand to look at their unearthly beauty.
16. Feathery scales like those of a Moth grow all over your face
and body. (+2 Natural AC).

23
MADNESS &
REVEL AT ION TA BL ES
Figure 1. Figure 2.
Figure 3.

1d6 REVEL ATION TABLE 1d6 MADNESS TABLE

1. You see a whale deep 1. You develop a severe


under a dark sea, covered phobia of either bright
in hundreds of unblinking light or the dark.
eyes, watching you drown.
2. You hallucinate that all
2. You see thousands of water is blood and vice
fluttering moths all versa.
around you and you begin
3. You sometimes look down
to realize that their
at your hands and see a
wings can be read like
mass of exposed tendons
spells.
and arteries, writhing
3. You see another world, like slugs, but only for
far across the chasm of a moment.
space. A planet drowned
4. You must baptize your
in blood.
allies in blood to
4. You must baptize your protect them from your
allies in blood to enemies.
protect them from your
5. You must baptize your
enemies. You know a
enemies in fire to save
symbol which actually
them from themselves.
works. (+1 AC until
morning.) 6. You’re convinced that
all of this has happened
5. You can learn how someone
before, maybe in another
died from the shapes
world, maybe exactly the
made by their splattered
same, over and over again
blood.
forever.
6. In every pool of blood
you see something move
under the surface.

24
T H E T E M PL E O F
T HE B LOOD M OTH

A science-fantasy horror dungeon for Old School


versions of Dungeons & Dragons.

JACOB BUTCHER
OBERLIN COMIX COLLECTIVE
& ABRASAX PRESS
2019

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