Werewolf Unionist

 
In the year 20XB (just a few short years before modern day 20XX) a lunar factory was established on the moon. While not remarkable on it's own, as the first lunar station, colony, mining, and manufacturing establishments were all decades before, what set this station - designated AMZN Lunar Prime - apart was the fact that it lacked even the most basic of automation. High stress parts, AI cores, Turing locks, and all the necessary power sources and maintenance cost money after all. Employees are replaceable. 

Another notable event in the history of the AMZN Lunar Prime was it's abandonment in 20XG due to what is commonly referred to as "the Werewolves Incident." 

The employees were originally abandoned in the facility, however you're one of the few who managed to glom the guts of a rattler back down the well (hop a freight shuttle back to earth). 

Werewolf Unionist

Starting Equipment: Union Card, Union Pamphlets,  Picket sign (as club) 
Starting Skill: 1) European Folklore 2) Lunar Operations 3) Labor Laws

For every Werewolf Unionist template you take, gain +1 HP. 

A. Beast Mode; Collective Action
B. Don't Mourn, Organize!
C. Monstrous Transformation
D. The old John Henry 


Beast Mode
With a moment of concentration you can shed off the trappings and burdens inherent in being human and embrace the freedoms of being a wolf. You are able to transform into a dire wolf while retaining human reasoning, with all that that implies. 

Collective Action
While Conviction is typically gained by putting yourself in trouble, your Conviction can also be gained by successfully convincing someone to join a trade union. 

Don't Mourn, Organize!
After seeing a member of your party die of lethal damage, a successful Wisdom check restores half of your total hit points and all uses of per day abilities. 

Monstrous Transformation
You've gained further control over your form changing abilities and can now shift into a horrendous combination of were and wolf. While in this form gain a claw attack (as heavy melee), implied wolf abilities, +2 strength, and Damage Reduction 3. Being successfully attacked with silver ends the damage reduction effect until a long rest. Holding this form hurts like hell, however, and inflicts 1 non-reductable damage per round. 

Anyone bitten by you doesn't necessarily become a lycanthrope (assuming they survive) but they do slowly develop pro-worker ideal. 

The old John Henry 
Once per session, when in a contested roll with a machine (before rolling), you may simply announce that you pass the test and beat the machine. 

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Secret Jackalope 2022

 
I signed up for the Secret Jackalope over on the OSR discord server this year, and was paired up with Azaz from RPG Toolbox, who wanted "A village secrets table -- who hates whom, who's sleeping with someone's wife etc". So, below is just that, a table of secrets. And, because they've been (I assume) very good this financial quarter, I've also thrown in rumors. Ho Ho Ha. 

Village Secrets and Rumors 
  1. Mrs Thelch once described Mme Aelfwear's honeycomb biscuits as "Fine. Maybe a little dry?" while at a harvest festival, in front of everyone. Madam Aelfwear has sworn a blood oath of revenge. 
  2. There's much speculation behind the arcane symbols that appear in the wheat fields from time to time: from their meaning to their sources. Truth be told, it's just the Gerrenth brothers, youths of 15, sneaking out at night and pressing shapes into the fields. 
  3. Reverend Father Rickbranch, in the light of day, is a devote subject of the local, well loved good aligned deity. By the light of the moon, however, he willingly serves Katheres, the Black Goat with One Thousand Eyes, the Chewer of the Cud That Will Flood the World, Bleater of the Final Song. 
  4. Ichabod Slatewater served in the King's War in his youth. He doesn't speak about his service, or the strange spider idol he brought back and has kept hidden all these years. He doesn't speak about it, but he does speak to it. 
  5. Magrit Saurglem, the elderly midwife who has served the village for decades, remembers each and every one of the townsfolk who were born with tails. 
  6. The Duskhorn family were once a proud witch hunters, who retired after a large and successful local campaign. There were, of course, no witches and the family was just blaming innocent people to buy up the confiscated farmland for cheap. 
  7. Mr and Mrs Coldforge have been the ones leaving baskets of food and supplies on the doorsteps of their less fortunate neighbors at night. 
  8. Mr and Mrs Coldforge have been the ones murdering vagrants on nights of the full moon.
  9. The Gerrenth brothers were seen stumbling the roads drunk, near the Duskhorn farms, the night Reverend Father Rickbranch is said to have reported terrible nightmares. 
  10. The mines just outside of town are said to be haunted by the ghosts of the miners who's lives were lost deep within the earth after a cave in. This is a lie. One that was started by a local social group, so they could set up a place to hide from their spouses for a bit. 
  11. Douglas Fir, the tavern keeper, has been watering down his ale's for years. The bastard. 
  12. Most of the stray cats in the town disappeared right around the time when the "strange" family moved in. Nothing happened to them, all the cats are fine and safe, and they all finally carried out their long planned relocation to the Dream City of Ur. The timing was just really coincidental. 
  13. Mr. Mathers is sleeping with Mrs. Weathers. And Mr. Weathers. Mrs. Mathers is also sleeping with both of the Weatherses. None of the spouses knows of their own spouses "rendezvous." 
  14. Rumor has it that there's a trove of silver buried in a fake grave within the village cemetery. This is nonsense. It's electrum. 
  15. Some will tell you "the owls are not what they seem." This is false, they are exactly what they seem: haughty assholes with nocturnal divination abilities. 
  16. The crops only grow because the Coldforges remember what Vazell, Goddess of the Bloody Fields demands. 
  17. The town's water supply tastes rather funny, and not for the high sulfur content of the ground as an "expert" suggest. Rather, the BIG STOMPa and his goblins have moved into the town well. The expert knows this, but he's just 3 goblins in a jerkin. 
  18. If you give a special knock on the back door of the Apothecary shop, they'll sell you a recreational tincture. It's brewed from the Cud of Katheres. 
  19. The Duskhorn family, famous witch hunters, have all been witches for several years now. Who have they been hunting? Not witches. 
  20. Most of the recent vagrants lately, have been werewolves, summoned there by Madam Aelfwear. 
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Octopus Wrestling

Been working on an entry for Char2terie Board, a follow up to the GLoG zine Charcuterie Board. (Also the Under Hill, By Water Yuletide Jam, but more on that later) What follows is the entry submitted for the first Charcuterie Board. It's been a year. Why not. 

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Way off yonder ways, down on the coast, lies a stretch of beach surrounded by cliffs - once mountains in their own right, noble and strong, their secrets now layed exposed by the same water they hold back, forever assaulted in six hour increments as the waters are driven by their cruel lunar mistress. Betwixt a few of these here cliffs industrious hands have taken to forming an artificial tide pool out of the smooth stones and ancient whale bones liberated from their geological prison by the ocean. 


Should the PC folk arrive around High Tide, they’ll find a figure sitting happily upon the boulder that overlooks the tide pool, as though a Lord reclining and gazing upon their domain and knowing to be Right. Any meger attempt at investigation soon reveals the figure to be a man of middling height and of ending years. Adorned in only canvas britches sheared off at the thigh, the man’s skin is tanned and hardened by decades of sunburn, his hair bleached and burnt by the sun and age, his teeth are forgotten by his lips like the words to so many songs. His eyes, however, will sparkle with a passion. He’ll give his name simply as “Dale.” (L4, Geriatric Berserker) 


Should the PC folk arrive at Low Tide, Dale will probably be making margaritas and cooking seafood in his rustic shack, just off to the left. 


Dale is Friendly enough, and will gladly trade and share what he has, though it ain’t much. The occasional story and company is really all he lacks at present. 


If pressed about his backstory he’ll share. It ain’t a terribly happy one, but he’ll share. Perhaps he was a soldier in a horrific war. Perhaps it is a story of love and loss. Perhaps it involves a family and a  plague. It truly matters not. For you see, Dale has forsaken any old life he may have had, or any customs and traditions he may have once kept. Nowadays, the only meaning and joy he manages to strangle out of his existence is engaging in the True Sport of Kings: 


Octopus Wrestling


Once High Tide makes its way here around, and the tide pool gets good and deep, old Dale will scurry like a man forty years his junior to the top of the predominant boulder. He’ll sit and center himself for a moment, collecting his thoughts, gazing upon the pool. When the time is right (he’ll know it), the melanomatic man will produce an unassuming flute and, in the direct, boiling sun, he’ll begin to play a haunting tune. 


A tune that reminds of the cold, frigid depths. Of alien landscapes dotted with coral. Of inhuman thoughts and cruel desires. Of ancient shores illuminated by no known star. Of favors owed and debts to be repaid. Of vengeance due. 


The tune will then drift to silence and soon a pair of cephalopod eyes will appear peeking from the waterline, the water around them bubbling angrily. Dale will slide from his rock into the water, and begin for foam violently from the mouth as the Rage overtakes him. 


An overreaction? Well, I imagine you’re picturing one of those run of the mill, 22 pounds and 4 foot long things. What you’ve got here are the 150 pound bastards, reaching up to 20 feet. Real big, and real ornery. And real psionic. We’ll get to that. 


The first round goes to Dale. Or, hell, maybe it doesn’t. Either way, should the PCs be up for a little friendly wager, old Dale will be up for a good old wrassle. Winner learns the summoning song (requires a flute to play). 


What Dale Don’t Know

 - will probably kill him.  You see, the octopus are plotting an invasion of the surface world. They don’t know much about it, other than Dale is there. They hate him. Him and that damn song. Well, actually, they love the song, almost too much. They can’t resist it and Dale’s constant summoning is cutting into their plans. 


They also don’t realise Dale isn’t an oddity of the surface. After all, why would there be mermen AND landmen? That’s just silly. Whenever a PC interacts with an octopus via wrestling, have them Save vs Mind Scan - failure means the psionic cephalopod has copied a template into the collective consciousness and it will be implanted into the mermen serving as mindless thralls and servants. They currently have “Berserker” from Dale. 


Add groups of floating octopi and the merman thralls to the random encounters in the wilderness. Should Dale fall due to octopus fight or general murderhoboing, double their appearance, as no one is holding them back anymore. 



Stats

Dire Octopus

Squiggly brain bastards with eight arms

HD 3

AC as leather  Atk bite/crush 1d6

SaveIntelligence 20

Special

  • Psionics - see below

  • Grappler - +1 to Grappling combat maneuvers for every tentacle involved. 


Merman Thrall

More Kevin Costner’s “the Mariner” than some half man/half fish manatee based thing, that have been bred to be mentally weak and subservient. 

HD 1

AC as leather+1  Atk spear 1d6

SaveIntelligence 10  Morale 8

Special

  • Blank Slate - May hold/use one template of Octopus master’s choosing from the collective consciousness 


Psionics

You’re probably running psionics in a certain manner, if you’re running them at all. Well, that certainly doesn’t matter - octopi have a decentralized nervous system, so they use it differently than centralized brain folk. To them it comes as easy and naturally as thinking; they just do it. No dice hassling, however it is their action for the round. 


Octopus have one ability, in addition to their floating and telepathy, chosen from below:

  1. Fold Space - Instantly teleport 64 feet in any direction. Host’s eyes permanently glow blue.

  2. Life Leech - Host is able to drain 1d4 HP from a grappled target and restore their own by the same amount. Host with this ability appears sickly pale. 

  3. Mind Blast - A psychic ranged attack that deals damage as a light melee weapon. Hosts of this ability have crystalline growths on their head sacs. 

  4. Mind over Matter - Gain damage reduction 2, and strikes with tentacles do damage to equipment struck as well. Host 

  5. Remote Viewing - By concentrating on a target they’ve encountered or have a personal item from, the host is able to scry on the target. Host has dull, milky eyes. 

  6. Sense Mind - Host is able to perfectly locate intelligent minds within 64 feet. Host has an inflated or swollen head sac. 

  7. Will Sap - By grappling a target for a round, the host forces to make a Save vs Mental or lose 1 point of Conviction. 

  8. Wither - A grappled target takes 1d8 of Inventory damage, filling up empty slots until a short rest. Host has stringy, barbed tentacles.




 
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Martial Artist

 Everyone's got their own Monk class; this one is mine. 

I've been toying with using different parts of the character sheet for different purposes, other than what they were intended for. It's all been theoretical, but this one seems to have legs, and uses Inventory slots to augment abilities. There was also a Ghost who used their Legendarium to attack; but this ain't that. 

While I know there is some difference between them, I'm gonna be using "style" and "school" interchangeably. Because I keep forgetting. I am very tired. 

Martial Artist

Starting Equipment: a towel, 2 rations
Starting Skills: 1) First Aid, 2) Athletics, 3) 

A. Fighting Styles and Moves
B. +2 Moves
C. +2 Moves
D. +2 Moves

Fighting Styles and Moves

You're a fightman from fightland. Through training you've learned a fighting type and a couple of moves from the school. Select a school (listed below) and gain access to that list of Moves. You start with the ability to learn (from a teacher or manual) the first 6 Moves, and gain access to the rest of the list the more you master your school (take templates), as listed here:

  • Template A - First 6 Moves 
  • Template B - First 8 Moves 
  • Template C - First 10 Moves
  • Template D - All 12 Moves
If the Template A is your First Template, you begin with two Moves. 

Every Template taken after A, gain 2 additional Moves for free, chosen by roll. 


New Item: Fight Moves

Should probably rename this to something cooler. Maneuvers? Yeah, probably should. I won't, but should. Either way, this technically ain't an item, but as each Move requires a certain amount of flexibility, each one takes up an amount of inventory spaces, noted as the cost. With moves equipped, any Inventory Slot usage that would cause Encumbrance would first take up a slot reserved by the Move, thus unequipping the Move.  

While each Move pertains to a certain style, they can be learned by anyone willing to take the time to learn them. Martial Artists, however, receive a discount of 1 per template to the cost of the move, to a minimum  cost of 1. Moves within the original style receive and additional 1 discount. Anyone can learn, but Martial Artists get them for super cheap. 

Switching out moves from your inventory is a simple matter of performing a routine of exercises in the early morning. Much like the wizard nerds prep their spells. 

If the Move mentions a Target, it is an attack and is resolved normally, with the effect of the Move replacing damage. It can be performed up to Templates time per scene, unless otherwise noted. 

Costs are based on a 20 slot inventory standard. If you're using a system based off a stat, adjust the numbers a bit. If you're going off weight...I don't know what to tell you. Multiply by 10lbs, maybe? 

The numbers are janked and "seemed right at the time." Play testing is likely to prove otherwise, but the idea is there and usable. 

Abbreviations Used

[Cost] - Base cost, before discounts are applied.

[Add] - Additional slots voluntarily taken up past the cost. You may volunteer slots up to your level. 

[Total] - Total slots taken up (cost + additional).

1. Name of the Move - Cost


Styles and Moves

Style: Earth and Heaven
Pilfered, nearly word for word, from Rise Up

1. Grasping Rat Method - 10
While in this form, every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
2. Throw the Ox-Cart - 9
Target is knocked back [total] x 5 feet in a direction of your choice. If the target comes into contact with a solid surface, they smash through it and take [add]d4 damage.
3. Laughing Tiger - 12
Your unarmed attacks are increased to light melee. You can cut ropes and shit with your attacks, as your empty hands are considered weapons. For every 3 [add] your hands count as +1 weapons.
4. Wary Rabbit Attitude - 11
While in this form, you always succeed initiative checks. For 2 [add] while taking this form, you are also never surprised during an ambush.
5. Ascending Dragon Prana - 12
Attacked target is knocked prone. They must spend a turn to stand up. You heal [add] HP.
6. Constricting Snake - 11
You wrap your Target in an elongated object:, scarf, prayer beads, etc. The target is grappled for 1d6 rounds, but your hands remain free. If the victim spends a turn untangling themselves, they may attempt a Save to recover from this effect.
7. Runaway Horse, Crazy Kicking - 14
Target of [add] or less HD has a limb disabled by this attack. Disabled arms cannot wield weapons or carry shields. Each disabled leg gives a -6 penalty to the target's Movement. 
8. Monkey Drunk on Fermented Peaches - 12
While in this form, you may move 5 feet per [add] as a free action during your turn. When you suffer effects that would move you, you may choose which direction you move. Lastly, you may rise from prone as a free action.
9. Rooster's Crow Brings the Dawn - 9
The target is knocked prone. They must spend a turn to stand up. You immediately learn the target's total and current HP. You immediately have a sense of what templates the target has. If the target has Martial Artist templates, you learn what school they are in.
For 3 [add] you also learn any resistances and vulnerabilities the target might possess. 
10. Dog Whipping Stick - 8
Target's breath is knocked out of them. They cannot speak and suffer a penalty to Attack and Defense equal to [add]. If the victim spends a turn resting, they may attempt a Save to recover from this effect.
11. Stubborn Boar's Defense - 15
You gain damage resistance equal to [add]
12. Charging Goat Kick - 15
You deal [total] damage to the target, who begins bleeding. For [add] rounds, the target suffers a 2d4 damage at the beginning of their turn. If the victim spends a turn resting, they may attempt a Save to recover from this effect.

Style: Seven Holy Winds
Seven Holy Winds
Watch as I soar like a leaf
Untouchable. Yep.

1. Flowing Dodge - 8
While unarmored gain [total/2] to Defense. 
2. Elusive Target - 10
Add +1 to Defense for every enemy flanking you. 
3. Mobility - 8
Gain +2 to Defense if you've moved this round
4. Redirect - 7
Spend a Conviction point to channel an attack against you to an adjacent target. 
5. Unbalancing Counter - 8
[Add] times per scene, melee attacks against you render the attacker flat-footed. 
6. Dust in the Wind - 10
Every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
7. Skyward Carp - 10
Gain a bonus of [add] to Movement for the purposes of jumping. 
8. Shifting Winds of Chaos - 7 
Spend a Conviction to knock a spell back at the caster. 
9. Nimble Moves - 12
As long as you start and end your movement on solid ground you can move across surfaces too soft, fragile, or thin to hold you, with ease. 
10.Agile Maneuvers - 8
Gain [add] bonus when performing Combat Maneuver checks 
11. Wind Plucks the Fruit - 10
Targets of your melee attacks are forced to Save vs Disarm or be...uh, disarmed. 
12. The Building Storm - 15
Upon a successful attack, add +1 to damage. This bonus damage stacks with previous bonus damage from this Move, and all bonuses are lost should you not attack or miss in a round.  

Style: Berserker
A warrior of rage and brutality that pops mushrooms like candy. All moves require the consumption of fly agaric mushrooms, suffering the effects as normal. 

1. Berzerkergang - 9
While on mushrooms, for [add] rounds, you enter a holy fury. Gain +3 to Attack, +2 to Damage, and lose 4 Defense. In this state you lose the ability to make tactical decisions any more complicated than "hit it until it dies." 
2. Bear Shirted Champion - 10
When wearing a bear pelt, you gain +[add] to your Damage.
3. Battle Swine - 10
When wearing a boar pelt, you gain +[add] to your Defense.
4. Wolf Coat - 10
When wearing a wolf pelt, gain an extra attack per round.  
5. Charge - 11
Move your full Movement in a straight line. Anyone you come in contact with must Save with a penalty of [add] or be knocked on their ass prone. 
6. Battle Cry - 9
By giving a mighty war cry (at the table, c'mon, let's hear it) you force enemies to make a Moral check with a penalty of [add]. 
7. Battle Intoxication - 12
Gain +[add] to Save vs Mind alter effects
8. Effektnummer - 12
When first entering Berzerkergang gain [add]d4 temporary HP, which disappear at the end of Berzerkergang. Can take you above max HP. 
9. Warrior's Madness - 10
Felling an enemy restores [add] HP. 
10. Kraki's Champion - 13
When in Berzerkergang, you are immune to fire and iron. 
11. Immune to poison - 10
Poison does not effect you while in Berzerkergang. 
12. Shield Biter - 8
Sunder a shield to restore 1d6+[add] HP

Style: Pugilist
A bare knuckle brawler who loves the Sweet Science. All Moves must be performed empty handed. 

1. Sand Puncher - 8
Your unarmed attack damage moves up a dice size. (d2>d4>d6, etc) 
2. Float Like a Butterfly - 10
You gain [add] to your Defense
3. Sting Like a Bee - 10
You gain [add] to your attack damage
4. Combo Set Up - 8
[Template] times per scene, target must Save or roll with disadvantage for [add] rounds. 
5. Clinch - 10
While target is disadvantaged, performing a successful Grapple restores [add] HP
6. Rabbit-Punch - 10
Attacking while the Target is unaware of you does max damage. 
7. Leonov's Thief - 10
If target is defeated by you while under disadvantage, reroll Reaction with [add] bonus
8. Song of the Merchant Kalashnikov - 12
While Target is disadvantaged, your successful attacks do an addition [add] straight to the Target's armor. 
9. Irish Stand Down - 12
If you haven't moved this round +[add] damage to your attack. 
10. Harlequin Step - 14
While disadvantaged, if a Target fails an attack against you, make a free attack at +[add] damage and move 5 feet. 
11.Haymaker - 12
[Template] per scene, your Critical Success range triples, however your Critical Fail range doubles. 
12. Fibbing - 16
While a target is disadvantaged, gain +[add] attacks against them per round. 

Variant Idea: Turn Move lists into Skill trees with spendable points equal to Inventory slots used. This started as a stray thought, but the more I think on it the more it seems plausible. But also, I've already written everything out. So, update based on play testing in the future, I reckon. 

New Item: Training Manual
Teachers are good and all, but sometimes they're not available. A manual, be it a collection of word carvings or a scroll of precious artwork, allows for self teaching after a week of study, albeit requiring an intelligence check. 

Normally, training with a teacher doesn't require an intelligence check, as they surely answer any questions you have. I don't think I mentioned that anywhere. I should go back and add it in, but we've already come this far, and it's all the way up there. So instead, I'm just...going...to end it...right here. 
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Witch Hunting Duck

 

It's too late. 

The witch hunters are in town and have your scent. 

I'm so sorry. 

It's too late.

Look out!


Witch Hunting Duck

Starting Equipment: Tiny trench coat, tiny hat, tiny Witch Hunter badge

Starting Skills: 1) Diving 2) Puddling 3) Hunting

+1 HP per template.

A. Duck, Sense Magic
B. Witch Hunter
C. Iron Quack
D. Magic Immunity

Duck
You are a duck, and all that that implies.

Sense Magic
You have a template-in-6 chance of detecting magic as a skill.

Witch Hunter
Your bite does an additional 1d6 to magic users.

Iron Quack
Your quacking carries the quality of iron, disrupting magic within range of hearing.

Magic Immunity
As a hunter of magic, you've grown immune to all forms. Including helpful.

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1d78 Imp Names

 Sometimes, imps have names. Other times, imps need naming. That's where this here list comes in. 

The generator is a tarot deck...if that ain't obvious at first glance. 

Mine Imps Are Named Thus

Cups
1. Ilemauzer
2. Pyewackett
3. Jarmara
4. Vinegar Tom
5. Griezzell Greedyguts
6. Pecke in the Crowne
7. Sacke & Sugar
8. Howes
9. Holt
10. Without the Light of Mythras You Are Lost
Pg. Tequila Greene
Kn. Ignoble
Qn. Flytwynne
Kg. King of Fleas

Pentangles
1. Marqueenal
2. Muddy Boot
3. Vaajazzle
4. Creedence
5. La Puerta
6. Abatu
7. Mandragoras
8. Flereous
9. Cheddar
10. Succorbenoth
Pg. Zeernebooch
Kn. Forelorne
Qn. Sprockette
Kg. Iambic Pentameter

Swords
1. Flight of Fancy
2. Azzetha
3. Fynnegaine
4. Fillup Quinn
5. Pickles
6. Thrice Damned
7. Deare & Darling
8. Waegmund
9. Wiglaf
10. David
Pg. Zarynth
Kn. Divine Authority of the Church
Qn. Callath
Kg. Tobacco Red

Wands
1. Verdelet
2. Xaphan
3. Cry of the Crows
4. Banjo
5. Fennel 
6. Dozzle Boggyeye
7. Zaebos
8. Abdelmauze
9. Prince to Porcupines
10. Petracore 
Pg. Chorizo
Kn. Prithywinke
Qn. Pokett Shrymp
Kg. Tepid

Major Arcana
1. Rothka
2. Z
3. Glasseyed Dongle
4. Forgotten Abode
5. Kyzenth
6. Tlyne
7. Wordless Cries in the Night
8. Bacon & Eggies
9. Caskmyre
10. Friend of Want
11. Kyporth
12. Oyster
13. Abmoral
14. Thezal
15. Numb in the Hands
16. David 2
17. Reflections of a Wasted Youth
18. Terrorbyte
19. Farthmel
20. Fooshoole
21. Opossum in the Hen House
22. WE'VE BEEN TRYING TO REACH YOU ABOUT YOUR CAR'S EXTENDED WARRANTY
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d66 Books to Find in a Dungeon

Why?

Why not?

Titles and subtitles are in bold, descriptions (if applicable) are not. 

1
1. Delver's Delights: 101 delicious recipes for the desperate or devilish pallet, ranging from cannibalism to veganism.
2. Smells of the Underground: Methods for detecting poisonous gases by smell alone.
3. Gem Collector's Field Guide
4. The Handmaid's Ankles and Other Lusty Imprints: A collection of imprints made from erotic wood engravings
5. A Beginner's Guide to Trap Finding: Found on a skeleton still caught within a trap
6. From Slave to Pirate Caliph: The Unlikely Life of Captain Tuberous Flynn

2
1. Tuberous Flynn and the Phantasmal Kraken: a fanatic's fiction
2. The Twelve Holy Geometries and the Singular Forbidden Shape
3. Orphans: the Under-Used Byproduct of Industrialization
4. Of Mimics and How to Find Them: The book is definitely a mimic
5. Fire Safety for Dummies: The book is partially singed
6. The Words of St Farious Unto the Emancipated Collectivists of Gren: A Mediation

3
1. Songs for the Underworld: A collection of spirit bolstering hymns to sing in the gloom of the underworld
2. Snakes, the True Messiahs
3. "S" or "F": a self guided practice for improving handwriting
4. Down Where the Stars Can't Find You: A Treatise
5. You Don't NEED That Part: A beginner's guide to emergency field chiurgeonry; 2nd printing, now with helpful diagrams
6. Barthwyn's Guide to Illeism

4
1. They're Not Your Party Member Anymore: Tips for handling the undead
2. Bugonia and Other Rituals: A collection of spontaneous generation recipes
3. The Cruelties of Eidos and Pneuma
4. The Heresies of Tannhauser
5. Physics and Other Superstitions
6. The Six Holy Sounds and How to Find Them in the Underworld

5
1. auream formidinem: Unsure what this is, but the images on the gold leaf pages sure are pretty in their movements
2. Katabasis: A Rule Book: Never been opened
3. Lichen Constellations: Navigation on an Underworld Sea
4. A Heretical History of Empires Past and Future
5. Flamingos: Fact or Fiction
6. Collected Works of the Poet-Kings: It's not great. 

6
1. A Pamphlet for an Anarch Werewolf commune
2. Number Witches: A Growing Concern
3. Cataphatic Theology and other Heresies
4. Ten Things Zegrem Hates: It only goes up to six
5. A Sinful Bible that escaped the burnings
6. Parchment covered in pictograms detailing the next few rooms
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