Blood Moth
Blood Moth
Blood Moth
TH E B LOO D M OT 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.
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.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
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.
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.
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
LEVEL T WO
HARVES TER CELL S
LEVEL THREE
BROOD DENS
LEVEL FOUR
THE EGG GATE
4
TEMPLE
6
H A RV E S T E R C EL L S
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.
8
BROO D D E NS
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
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.
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.
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.
14
MOT HS L ARVAE
EGGS
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
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
20
TR EAS U R E & SP EL L S
TR EA S U RE
CIRCUL ATORY S WORD
+2 Broadsword, 2d6 damage.
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.
24
T H E T E M PL E O F
T HE B LOOD M OTH
JACOB BUTCHER
OBERLIN COMIX COLLECTIVE
& ABRASAX PRESS
2019