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OPEN GAME LICENSE Version 1.

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15. COPYRIGHT NOTICE


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan,
based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD
Wiker.
System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg
Stafford. BloodQuest material by Postmortem Studios (James Desborough) all text designated open content. OGL Horror is copyright 2003 Mongoose
Publishing Limited.

1
Credits

Writing, layout and design: James ‘Grim’ Desborough, Richard Fannon.


Artwork: James ‘Grim’ Desborough, Gavin Hargest, Darkzel.

“RuneQuest (TM)” and the RuneQuest logo are Trademarks owned by Issaries, Inc. and
are used according to the terms of the RuneQuest logo Licence version 1.0. A copy of
this licence can be obtained from Mongoose Publishing. The mention or reference to
any company or product in these pages is not a challenge to the trademark or copyright
concerned.

‘BloodQuest’ is copyright Postmortem Studios 2007


Blood! is copyright Underground Games 1990
Blood!: Second Edition material is copyright Postmortem Studios 2006.
Freakshow is copyright Postmortem Studios 2007.

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Candarion Demons
• Candarion demons can possess
people, plants or other living things
Attributes Random Average
Strength 60+3d10 77 with but a touch and can raise the
Stamina 60+2d10 71 dead as (non-infectious) Zombies.
Agility 40+3d10 57
When touched by a demon in
Perception 50+4d10 72
Intelligence 30+3d10 47 ‘invisible force’ form a person must
Pain Threshold 100 100 make a Willpower check, minus
Willpower 100 100 the demon’s Intelligence in order to
Luck 30+4d10 52
Movement - 2/4/10/20 resist possession. A Botch indicates
Actions - 4 immediate, total physical possession.
Damage Bonus - +1d6
Exert Strength - 65% A fail indicates that the demon
Hear – Sight - 65/70/35/35/35 has started possession, a painful
–Smell –Taste - process, starting in a limb. The limb
Touch can be amputated to prevent the
Shock Survival - 100
Toxin - 105 possession spreading but the limb
Resistance will remain animated and malevolent
Initiative - +1
Parry Bonus - +5 after removal. Success indicates the
Hit Points - 56 possession attempt has been resisted
Blood Points - N/A while a Critical sends the demon
Energy Points - 88
Mind Points - 74 fleeing to regain its strength for 2d10
Hand to Hand - 60% minutes.
Melee - 45%
Thrown - 28%
Archaic - 10% • Candarion demons are summoned,
Pistol - 10% and banished, through readings
Rifle - 10%
Heavy - 5% from the Necrum Mortis. A rare
and terrible book that contains
• Candarion demons exist as an information on all manner of demons
‘invisible force’ when they are not and other horrific lore. This lore
in possession of a person or plant. is bait, it is the act of reading the
This ‘force’ can move at double book, in any way, that summons the
Sprint speed emitting a shrieking, demons forth though it must be in
screaming sound as it does so. The the original Sumerian. Opening the
force cannot move through solid portal to banish them and all they
obstacles but can batter at them and have corrupted requires that the
try to break them down or move more book be further deciphered and read
slowly and silently, surreptitiously from. Deciphering the text requires a
gaining entry to defended areas. This Language: Sumerian check at -25%.
‘force’ persists after the possessed
are killed and can immediately seek
to possess a new host. It can only be
banished through reading from the
Necrum Mortis, the book of the dead
that tells of them.

Attack Hit Parry Actions Damage Blood Critical


Deformed Claw 70 75 1 2d6 Blade Knife 1
Grapple 55 N/A 3 N/A N/A N/A
Gaping Bite 50 N/A 3 1d10+1d6 Blade Bite 1
Invisible Force 60 N.A 3 2d6 Crush Club 2

3
• Candarion demons can also possess
• The statistics above represent plants, animating them to their
an average possessed person. A will but leaving them dead once
Character who is possessed gains they leave them. These plants are
+20 Strength, +15 Stamina, a Pain animated to attack and are treated
Threshold and Willpower of 100% as ‘fire doors’ when it comes to being
and turns on their friends. Derived chopped up and destroyed.
statistics will need to be recalculated.
It may be an idea to do this work • The possessed no longer have ‘Blood
before the game starts to save time Points’ and can only be stopped by
and interruption. being so mutilated and carved up
that they can no longer meaningfully
• The possessed appear as twisted, attack the living. Then the demon
bloated mockeries of their living leaves the body, returning it to its
selves and are already dead once natural state and seeks a new victim
possessed, their souls eaten by to possess after 2d10 minutes of
the possessing demon. The demon recovery.
can talk as the person, has their
knowledge and can also, briefly, Candarion demons are banished back into
appear normal in order to fool people. the Necrum Mortis by the rising of the sun
but can emerge again, unless permanently
banished, the moment it sets again.

4
Fear Effect
Candarion demons are truly terrifying beings. The demons exist only to eat the souls of
Witnessing the ‘invisible force’ despite its the living and to spread. They are spiteful
invisibility is a truly horrifying experience. and malicious with a dark humour to their
One can sense that ‘something’ is there and actions, loving to trick and trap humans,
can perceive it, just not with one’s conscious to give them false hope and then to destroy
mind. Whatever truly is there creeps around them.

Adventure Seeds
the edges of vision and thought and horrifies
the mind. Witnessing the ‘invisible force’
requires a Willpower check at -25% and • Restricted as they are to the hours
causes 1d10 Mind Points loss. of darkness the Candarion demons
cannot travel too far, even in the form
Witnessing the possessed is also disgusting of the invisible force, from the resting
as they become twisted mockeries of their place of the book before the sun rises
former selves. Witnessing a possession or and they are banished back to its page.
suffering a failed possession requires a A while ago in a cabin in the woods the
Willpower check at -10% and causes 1d6 book was being worked on by a college
Mind Points loss. professor when the demons came
forth. Everyone died but the cabin is
Amputating your own limb to stop the demon so remote that the demons could not
eating your soul requires a Willpower check spread to civilisation. Now at night
at -25% and causes 1d8 Mind Points loss. they scour the area around the book,
killing trees and animals but always
Insanities common through brushes with searching for more souls to devour.
Candarion demons include self-harm, The Characters are more adventurous
hallucinations, delusions, nightmares, campers coming into the wilderness
phobias and paranoia. and the demons seek to both devour

Description
them and to use them to get the book
closer to civilisation and more souls.
Candarion demons themselves are invisible,
a ‘force’ that tears out of the underworld • The book is part of a display of
through the recital of the Necrum Mortis Sumerian artefacts in a museum in the
and seeks souls to eat. Once they possess a city. The Characters are people visiting
person they do take on form however. The on the day that a scholarly gentleman
person’s body becomes bloated, the skin with an understanding of Sumerian
may split and evil black ichor may spill looks into the glass case and mutters
from open wounds or their mouths. They a few translated phrases under his
become covered in weeping sores, warts and breath that turn first the museum and
boils, their veins become more visible and then the city into hell on earth.
prominent under their skin and they move
with jerking, terrifying motions as though
• Terrorists have seized the book in an
suffering spasms.
attack on a museum storehouse and
have holed up, with hostages, in a
The Candarion demons themselves seem to
nearby building while one of them, a
be ‘Gidim’. Ghostly servants of the Sumerian
scholar, seeks a way to unleash the
demon ‘Namtar’, though they never give any
ancient demons. The Characters are
clue to their origins or nature nor respond to
a special forces or SWAT team sent in
any religious symbology or prayer, only the
to rescue the hostages and deal with
recitals from the Necrum Mortis, itself a copy
the terrorists. The only problem is that
of older Sumerian tablets found from an age
the demons are already unleashed and
just prior to the fall of Sumerian civilisation.
working their way through the building.

5
CANDARION DEMON OGL INVISIBLE FORCE
A Candarion Demon can take a number of
forms, each with a different set of statistics. Species Traits
Incorporeal Subtype (Su): A Candarion
If the demon possesses a plant, use the demon has no physical form and can be
stat block for an Animated Object of the harmed only by other incorporeal creatures,
appropriate size. A possessed plant has a +1 or better magic weapons, or magic,
Fear save of 12 and a Madness save of 15. though it has a 50% chance to ignore any
damage from a corporeal source. Unlike
If the demon possesses a dead body, that most incorporeal creature, it cannot pass
body gains the Zombie template and has a through solid objects at will and armour
Panic save of 12. provides its standard protection against it’s
attacks.
If the demon possesses a living person, that Possession (Su): If a Candarion demon
person gains the Bogeyman template and successfully hits a person, that person
has a Fear save of 15, a Panic save of 15 must make a DC 20 Will save or have
and a Madness save of 12. a become possessed. If a 1 is rolled for
this save, the possession is complete and
If the demon possesses a severed body immediate; the victim gains the Bogeyman
part such as a limb, it has the following template. If not, only a body part (as
statistics: selected by the GM) is possessed. The

SEVERED BODY PART


afflicted part will begin to attack the victim
(use the statistics for the Severed Body
Part, above). If the part is not severed
Species Traits within 1d6 rounds, the victim will have to
Construct: Severed body parts have make another DC 20 Will save or become
the traits and immunities common to fully possessed.
constructs. Reform (Su): A Candarion demon reduced
Gaze Immunity (Ex): Because it lacks to zero hp will reform, fully healed within
eyes, a Severed body part is immune to 2d6 rounds. It can only be destroyed by
gaze attacks. reading the Necrum Mortis
Turn Resistance +2 (Su): A Candarion
Severed Body Part: CR 1/3; Diminutive demon is treated as having +2 Hit Dice for
construct; HD 1d10; hp 5; Mas —; Init +0; the purpose of turn or rebuke attempts.
Spd 20 ft.; Defense 15, touch 14, flat-footed Undead: A Candarion demon has the traits
15 (+4 size, +1 natural); BAB +0; Grap –12; and immunities common to undead.
Atk +4 melee (1d6, slam); Full Atk +4 melee Unnatural Aura (Su): A Candarion demon
(1d6, slam); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ constantly projects an unnatural aura
construct, gaze immunity, spell resistance to a radius of 30 feet around itself. Both
10; Panic 12, Madness 12; AL any; SV Fort wild and domesticated animals can sense
+0, Ref +0, Will –3; AP 0; Rep +0; Str 10, this aura and refuse to enter its area. If
Dex 10, Con —, Int —, Wis 5, Cha 5. forced to come closer than 30 feet to the
Skills: None. Candarion demon, they panic and remain
Feats: None. panicked for as long as they are in the area.
Advancement: None.

6
Invisible Force: CR 9; Medium undead Fast Healing 5 (Su): A bogeyman heals
(incorporeal); HD 7d12; hp 46; Mas —; Init 5 points of damage per round until it is
+7; Spd 30 ft., fly 60 ft. (good); Defense reduced to its negative Constitution score,
15, touch 15, flat-footed 12 (+3 Dex, at which point it dies. This ability does not
+2 deflection); BAB +5; Grap —; Atk +4 enable the bogeyman to regrow or reattach
melee (1d6+possession, slam); Full Atk severed body parts.
+4 melee (1d6+posession, slam); FS 5 Immunities (Ex): A bogeyman is immune to
ft. by 5 ft.; Reach 10 ft.; SQ incorporeal, disease, mind-affecting effects, necromantic
possession, reform, turn resistance +2, effects, paralysis, poison, and sleep. It is
undead, unnatural aura; Panic 20, Fear 20, not subject to nonlethal damage.
Madness 15; AL chaos, evil; SV Fort +3, Ref Allegiances: Previous allegiances are
+6, Will +9; AP 0; Rep +0; Str —, Dex 16, lost; Replaced by an allegiance to evil.
Con —, Int 14, Wis 14, Cha 15. Changed allegiances might cause the loss
Skills: Concentration +8, Hide +13, of particular class abilities.
Intimidate +12, Listen +12, Search +12, Saves: Same as the base creature, modified
Sense Motive +8, Spot +12. by new ability scores.
Feats: Alertness, Blind-Fight, Combat Ability Scores: A bogeyman gains the
Reflexes, Frightful Presence, Improved following ability score increases: Str +2,
Initiative. Con +4. A bogeyman must have a minimum
Advancement: 8-11 HD (Large); 12–18 Constitution score of 11.
HD (Huge) Languages: A bogeyman rarely speaks, but

BOGEYMAN TEMPLATE
it can read, write, and understand whatever
languages the base creature could.
Feats: A bogeyman gains Great Fortitude
Template Traits and Improved Damage Threshold as
“Bogeyman” is an acquired template bonus feats, assuming that it meets the
that can be added to any corporeal prerequisites and the base creature did
humanoid (referred to hereafter as the not already have those feats. A human
“base creature”). The creature retains bogeyman keeps the extra feat it gained as
its humanoid type. It uses all the base a 1st-level human character.
creature’s statistics and special abilities Advancement: By character class.
except as noted here.
Challenge Rating: Same as base creature
+1.
Defense: The base creature’s natural armor
bonus improves by +3.
Special Qualities: A bogeyman retains all
the special qualities of the base creature
and gains the additional special qualities
described below.
Death’s Door (Su): A bogeyman appears to
die if reduced to –10 hit points. However,
unless it is reduced to its negative
Constitution score in hit points, its “death”
is only temporary; when the bogeyman’s
fast healing ability (see below) brings its hit
point total to 1 or higher, it springs back to
life.

7
Zombie Template Special Qualities: A zombie loses all of
the base creature’s supernatural and
Template Traits spell-like qualities except for immunity
“Zombie” is a template that can be added or resistance to specific energy types. A
to any corporeal creature other than an zombie may retain any or all of the base
undead (referred to hereafter as the base creature’s extraordinary abilities, at the
creature. It uses all the base creature’s GM’s discretion. In addition to gaining the
statistics and special abilities except as undead type, a zombie has the following
noted here. special quality:
Challenge Rating: A zombie’s challenge Move or Attack Action Only (Ex): A
rating depends on its size: Tiny or smaller zombie has poor reflexes and can perform
1/8, Small 1/4, Medium-size 1/2, Large 3, only a single move action or attack action
Huge 6, Gargantuan 10, Colossal 13. on its turn. It can only move and attack if it
Type: The creature’s type changes to charges.
undead. Allegiances: A zombie loses any previous
Hit Dice: Drop any Hit Dice gained from allegiances and adopts a new allegiance
experience, double the number of Hit Dice to its creator. This allegiance cannot be
left, and raise them to d12. broken.
Speed: If the base creature could fly, its Saves: A zombie’s saving throw modifiers
maneuverability rating as a zombie drops to are based on Hit Dice and given in Table
clumsy. 8–2: Creature Saves and Base Attack
Defense: A zombie’s natural armor Bonuses.
bonus to Defense increases to a value Action Points: A zombie does not acquire
based on the zombie’s size (but use the or amass action points. It loses any action
base creature’s natural armor bonus, points gained by the base creature.
if it’s higher): Tiny or smaller +0, Small Reputation Bonus: A zombie has a +0
+1, Medium-size +2, Large +3, Huge +4, Reputation bonus.
Gargantuan +7, Colossal +11. Ability Scores: A zombie’s ability scores
Attacks: The zombie retains all the natural change as follows: Str +2, Dex –2.
attacks and manufactured weapons of Additionally, it has no Constitution or
the base creature, but loses any weapon Intelligence score, its Wisdom changes to
proficiency feats. A zombie also gains a 10, and its Charisma decreases to 1.
slam attack. Skills: The zombie loses all skills.
Damage: Natural and manufactured Feats: The zombie loses all of the base
weapons deal damage normally. A slam creature’s feats and gains the Toughness
attack deals damage depending on the feat
zombie’s size (but use the base creature’s
slam damage if it’s greater): Fine 1,
Diminutive 1d2, Tiny 1d3, Small 1d4,
Medium-size 1d6, Large 1d8, Huge 2d6,
Gargantuan 2d8, Colossal 4d6.
For purposes of Strength bonuses to
damage, a slam attack is considered a two-
handed attack.

8
Candarion Demon MRQ Severed Body Part
Characteristics Characteristics
STR – STR 1D3 (2)
CON – CON 2D6 (7)
DEX – DEX 3D6 (11)
SIZ – SIZ 1D3 (2)
INT 3D6 (10) INT 3D6 (10)
POW 4D6 (14) POW 4D6 (14)
CHA 3D6 (10) CHA 3D6 (10)

HP 10 HP 4
MP 14 MP 14

Weapons Weapons
Type Weapon Skill Damage Type Weapon Skill Damage
Invisible Force 40% 1d6 Claw 40% 1d6

Special Rules Special Rules


Combat Actions: 2 Combat Actions: 2
Strike Rank: +20 Strike Rank: +6
Movement: 10m Movement: 5m
Traits: Dark Sight, Dominant Possession, Skills: Dodge 40%, Lore (Spirit World) 30%,
Night Sight, Recurring Perception 50%, Persistence 70%, Stealth
Skills: Dodge 40%, Lore (Spirit World) 30%, 50%

Bogeyman
Perception 50%, Persistence 70%, Stealth
50%
“Bogeyman” is a template that can be
When possessing a plant or a tree, it should
added to any sentient humanoid creature,
be treated as a reinforced wooden door
modifying it’s statistics as shown below
when it comes to being chopped up and
destroyed. Axe-type weapons (such as the
Characteristics
hatchet, battleaxe or great axe) are not at
STR +5
risk of being damaged when attacking a
CON +5
tree.
DEX no change
SIZ no change
When possessing a dead body, that body
INT no change
gains the Zombie template (See Zombie).
POW +10
When possessing a living person, that
CHA no change
person gains the Bogeyman template
Bogeyman Hit Locations
D20 Hit Location AP/HP
1-3 Right Leg +3/+1
4-6 Left Leg +3/+1
7-9 Abdomen +3/+1
10-12 Chest +3/+1
13-15 Right Arm +3/+1
16-18 Left Arm +3/+1
19-20 Head +3/+1

9
Weapons Zombie Hit Locations
(+10% to all Close Combat Weapon Skills, D20 Hit Location AP/HP
Damage Modifier moves down one row on 1-3 Right Leg 1/-1
the Damage Modifier table) 4-6 Left Leg 1/-1
7-9 Abdomen 1/-1
Special Rules 10-12 Chest 1/-1
Combat Actions: no change 13-15 Right Arm 1/-1
Strike Rank: no change 16-18 Left Arm 1/-1
Movement: no change 19-20 Head 1/-1
Traits: Disease Immunity, Formidable
Natural Weapons, Poison Immunity, Weapons
Regeneration (1 HP/round) Zombies lose all weapons skills, but gain
Skills: Athletics +5%, Boating +5%, Drive Unarmed at 50%. Their Damage Modifier
+10%, Perception +10%, Persistence +20%, moves down two rows on the Damage
Resilience +20%, Riding +10%, Unarmed Modifier table
+10% A zombie with an Intelligence of 3 or higher

Zombie
can use simple close combat weapons with
no moving parts at it’s default skill +10%
A zombie with an Intelligence of 4 can use
Zombie is a template that can be added to any
more complex weapons at it’s default skill
corporeal creature, modifying it’s statistics
as shown below.
Special Rules
Zombies have very low INT, POW and CHA,
Combat Actions: 2
as they have virtually no intelligence, will or
Strike Rank: +4
personalities of their own. As such attempts
Movement: 2m
to control a zombie’s mind or influence
Traits: Dark Sight, Night Sight
its personality will suffer a –50% penalty.
Skills: Athletics 35%, Resilience 35%
Zombies are also immune to fatigue,
disease and poisons. Zombies may only
be destroyed by reducing the head to zero
HP. They receive no penalties for Serious
wounds to any location or Major wounds to
the Abdomen or Chest. A Major wound to
an arm or leg means that limb should be
treated as if it’s useless.

Characteristics
STR +12
CON divide by 3, rounded down
DEX divide by 2, rounded down
SIZ no change
INT 1D4 (2)
POW 1D3 (2)
CHA 1D3 (2)

10

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