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Published by goroiamanuci, 2023-03-16 06:57:51

Labyrinthus - Adventure Compendium v0.9

Labyrinthus - Adventure Compendium v0.9

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LABYRINTHUS Adventure Compendium v.0.9 Written By: GM Bertus Art By: GM Bertus Cover Art: Starray AI Art Generator 2


Chapter 1: Rules of Play Getting Started You Create your Character by following the same rules presented in the Core Rules and after that you can start your adventures by generating one or more Dungeon Level or an Outside Region. Although the choice is yours, usually it’s suggested to start with the Dungeon Levels while learning the Rules, since the Outside has often stronger enemies. Dungeons are often used during examples. Why is this in there Although the game has many rules for randomly generating rooms, locations and encounters, to some it might appear as the Labyrinthus is just a place with a bunch of random stuff with no sense behind. That’s mostly up on how you want to play the game. You can decide to try to give a sense of what the Character finds although most of the time randomness is part of the whole story and is what a Maker usually do to avoid being bored. You can create a Dungeon or Region with a Logic if you want, is just up to you and your imagination. Choices and Oracles There are some different type of ways for the Character to perform Choices during a game. The first and most obvious is that you simply decide what the character should do, where it should go and so on. If you instead want some randomness and a more unexpected adventure, you can use two different methods. The first is to use a simplified Decision Making, with “Yes or No”. In this case when the character has a chance to do something, you can roll a d6, where Even means Yes and Odd means No. This can also be applied by giving the Character two choices for a situation: Does the Character tries to be peaceful and talk to the bandits or does he tries to Intimidate them? Example: Meep the Kobold enters an apparently empty room, but the description notifies the Player that there are some silver coins scattered on the floor nearby some rubble. In this case the Player wonders if Meep should Take the Coins or Not, so he rolls a dice and obtains a 4 (Even), which mean Yes. The Kobold then will approach the coins and will take all of them. Unfortunately the noise produced by the Kobold has startled a Giant Rat which was sleeping in a hole within the rubble, and immediately appears with hostile intentions. Now the options are “Should Meep fight the Rat (Even) or just Flee (Odd). The player rolls again and it obtains a 3, which means that Meep will flee from the Room, away from the Giant Rat. Notice that you can also roll for what the Monsters and NPCs would do, so by using the example above, should the Rat Chase Meep (Even) or let her go away (Odd). If the Room description suggests that Characters within a specific condition should do an action, when playing solo the Character will automatically attempt to do so. Example: After having escaped the Giant Rat, Meep enters a room with some mushroom growing on the walls. The room description declares that a Hungry Character will try to eat the Mushrooms and since Meep started her adventure as Hungry, she will automatically eat them. If a Room has multiple options available, the first thing to consider is to try to narrow down the possibilities by reading the description and comparing with the Character Sheet about what rolls can be performed. Example: Meep finds a large room with three pedestals in the center. The Left Pedestal is empty, the Central one has a small figurine carved in wood while the Right one has a Chalice made of Glass. The room also presents some bones scattered nearby the empty pedestal, and some runes written on the wall in front of her. All the specific descriptions have various Skill Checks related to them, but the Runes on the Wall require a Knowledge (Arcane) Check, which Meep doesn’t have which makes the runes automatically ignored by the Character. Since the other options are still viable, the player rolls to decide if the Kobold should inquire for each of them, obtaining a Yes for the Wooden Figurine, the Empty pedestal and the Bones and obtaining a No for the Chalice. Since all the first questions have been answered, Meep will then proceed to inquire only about the Scattered Bones, the Empty Pedestal and the Wooden Figurine. When everything is resolved, she will simply move on. An alternative take of the “Yes or No” method is to determine how likely an action or question could be. In this case, the type of likeliness is based on obtaining a number equal or higher than the one suggested for such action and can be used to have less random decision but something more in line with the character. Example: Skedaddle the Goblin finds an Altar of Bargain, which offers a health potion and an Enchanted Axe. Since the Potion could make more sense than the Axe, the Player decides to assign a “Most Likely” chance for the Goblin to Chose the Potion. He then rolls but obtains a 2, instead of the required 3, 4, 5 or 6. The Unexpected Outcome Oracle is mostly used to those events which are uncertain or which might have a surprising outcome. These type of oracles are mostly based on how the Player (or the GM) will interpret the table result to create the narrative. Example: Rakkah the Creature Huntress has found a room with two Orc Fighters drinking and laughing at a table. By being an Orc herself she decides to burst inside the room to intimidate both of them, due to the universal rule of “Might Makes Right” which orcs often follow. The player then rolls for her Intimidate and obtain a small success, so he also decides to try to roll on the unexpected Outcome. The Player obtains the result “Negative But” and “Insight”, which he decides to resolve as follows: Rakkah enters in the room, shouting at both to stand down, and even if successful, only one of the Orcs actually remains surprised by the action and does nothing but the other one is less likely to be intimidated without a fight and decides to attack her to see if she’s really “A Might One”. The Player then proceeds to make them fight for some rounds, rolling as a regular Combat but then the second Orc intervenes and makes both stop fighting since they clearly proven their point and he just want to drink in peace. 3


Likeliness Oracle Unexpected Outcome 1 Unlikely (5+) Negative And 2 Unlikely (5+) Negative 3 Likely (4+) Negative But 4 Likely (4+) Positive But 5 Most Likely (3+) Positive 6 Most Likely (3+) Positive And Positive And Positive But 1 Steadfast Increase Difficulty 2 Interest Exchange 3 Lower Difficulty Hesitation 4 Insight Doubt 5 Discovery Brace Yourself 6 Advantage Shame Negative And Negative But 1 Cripple Opening 2 Loss Insight 3 Increase Difficulty Patterns 4 Shatter Offering 5 Disadvantage Lower Difficulty 6 Doom Recoil Thinking Outside of the Box All the Rooms, Locations, Encounters and more described in this document have their own descriptions and options (such as different creatures met) which allows the Player to get a sense of what’s going on or what could be commonly done. Example: When reaching a Junkyard there is the possibility for a Character to scavenge for something useful, and the description informs the player of what can be done (usually Skill Checks) to engage in such action. Still, nothing prevents a Player to come up with different solutions or interactions since the only limitation is his imagination. Most of the fun of a Solo Game is to come up with different situations on the fly or to think of what could make sense at the moment. Example of Thinking Outside of the Box: Belfjord, a Jötunn Blood merchant, is exploring a Dungeon she just woke up inside. During a rather eventful encounter with a bunch of Bandits in their Living Quarters, the woman manages to get the upper hand and emerges victorious by beating up all of them. The player then decides that the Character asks some questions to the bandits, mostly to obtain more information about the place. This is not part of the Room Description, but to the Player it makes sense. The Bandits tell her that there are other two members of their band, a Human Rogue and a Cambion Thief. Notice that these two were simply generated as “Wandering Creatures” and at first they didn’t had any affiliation, but the Player decides that they could be part of these Bandits since they are all Criminals and it could make sense to be part of a larger group which is trying to control this location. The player also decides that this could be an opportunity to map the rest of the dungeon, so Belfjord rolls on an Oracle table to see if the bandits might know more rooms and obtains a success. The player then decides to simply roll some extra rooms, since the current Dungeon is Randomly Generated, obtaining a Room with a Bloody Shrine. When Belfjord manages to met the Human Rogue, she is able to use her Speechcraft to calm him down. At this point the Character decides that the Rogue’s intentions are to lead Belfjord to the Bloody Shrine and then Backstab her in there to obtain a Blessing. The Player rolls for Belfjord’s Inquire and she fails to notice the strange looks the Rogue is giving her or how suddenly the man is rather helpful towards her for no good reasons. 4


Squares and Movement Squares are referred as a measurement unit due to the common use of maps with a grid used to determine distance and positioning of creatures and objects. Many maps you can find, and even those premade for this game have a “Grid” Version which uses squares for distance. A Square simply equals 1,5 m x 1,5 or 5 ft x 5 ft as commonly used by the majority of RPGs you can find. If you are not using rules for precise movement you can simply ignore the references to Squares or use a rule of thumb for distance, mostly for more narrative-focused games. Jumping Jumping or Jumping Down are performed through an Athletics Check, usually at 1d10+1 and can performed as part of a Movement Action. If the Skill Check is failed, the Creature is considered Falling Down, unless it was trying to overcome a simple obstacle, such as jumping over a fence or jumping down from a table, in which case, the Creature will simply end his movement there. Example: A Character is moving over a small platform while a couple of Bandits are nearby and he decides to attack them. Since the Character is 3 Squares away from the Bandits, he moves to the edge of the platform within 2 squares, Jumps Down (1 Square), and then moves to the last square to reach them. Notice that if the Character would had failed the Athletics Check while Jumping Down, his Turn would have ended since he had probably landed on his ass. Jumping while standing still, inflicts a -1 to the Skill Check, while a run-up prevents such penalty. Trying to perform a Jump of 2 Squares requires 2 Actions. A Medium-sized Creature can, with a run-up, try to jump over a maximum of 3 Squares, while a Small Creature only up to 2. Regular Jumping doesn’t consumes Prowess while a Long Jump Consumes 1. Climbing Climbing requires an Athletics Check, usually at 1d10+1, and count as a Movement Action. During Combat a Creature usually moves to up to Squares of movement, otherwise the time spent and distance usually depends on the location. Reaching a point usually requires a certain amount of Successes depending on how far the location is, while failures could delay the process or even hurt the Character. Rolling a 1 Counts as 2 Failures. • 1 Failure: It takes longer to reach the point • 2 Failures: As above plus the Character loses 2d3 Prowess • 3+ Failures: As Above and the Character fails to even climb up and has to start over. The amount of successes is between 1 and 4 where 1 is rather simple and 4 is challenging. A Character Defeated by the Damage will faint for 2d3 Hours. Falling Down A Falling Creature suffers 1d3 Direct Bludgeoning Damage if falls from a height of 1 Square or 2d3 if falling from 2 Squares. Falling from a higher distance changes the dice Damage to 1d6+1 and adds a d6+1 for every 2 Squares, up to a maximum of 10d6+10 Falling into Water reduces the fall distance by 1, while falling into Deep Water, reduces the fall by 2. Jumping Down also reduces the fall distance by 1. Falling Down rules have nothing to do with Breakfast at 11:30 am. Swimming Swimming is performed through a single Athletics Check, usually at 1d10+1 unless otherwise specified. A Creature without any ranks at Athletics or at a similar Custom Skill (IE: Swim) is considered to not know how to Swim, and is forced to use a Burden Dice for every Check. Swimming is often used to traverse locations filled with water or to simply float on the surface level. Depending on the location, a number of successes are required to safely move through, while a failure often means that the Character gets really tired of the experience, losing additional prowess or is even flushed away. Creatures with the Swimming Speed Feat don’t need to perform any Skill Check unless moving through fast waters or similar, but they will still consume a small amount of prowess. Swimming through Calm water usually only consumes only 1 Prowess depending on how far the destination is. Time Flow The passing of time is usually important while keeping track of certain spells/effects duration, but if playing alone is usually more abstract. If playing with a GM he could decide how much time passes between certain actions or how long it takes for the Characters to travel from a city to another. Usually a Combat Round lasts for more or less 6 Seconds. Outside combat a medium-sized creature covers 9 m or 30 ft within every 6 seconds, if it's supposed to just walk. 5


Illumination and Darkness The Labyrinthus is often a dark place, due to the fact that is mostly composed by tunnels and rooms whee the sunlight is never seen at all. The lack of light favors those creatures which can see through darkness, allowing them to lurk close to an unaware prey. Darkness: Darkness completely prevents a creature to see in any direction, causing an automatic fail to any Perception Check related to sight or similar actions which require the use of the sight, such as jumping while other may be hindered by the situation. For example a Creature trying to climb a wall while inside a zone of darkness is unable to see where the next foothold is, it can still try to find one by moving the hands and trying to use its experience to evaluate the position. An action or Skill hindered by Darkness forces the Creature to use a Burden Dice and prevents the use of Feats which allow to obtain a Superior Dice. A Creature standing in a zone of darkness is forced to use a Burden Dice when performing Fear and Terror Checks. A Creature standing inside a zone of Darkness obtains a Cover of 4+ against Melee Attacks and 3+ against Ranged Attacks except against creatures with Darkvision or those who can perceive without sight. Darkness prevents the ability to perform Seduction Checks. Darkness also prevents a Creature to being selected as a target of an Attack or Spell unless the opponent is aware of his presence somehow, for example the creature is making noise or just ran into darkness while the opponent was watching. Darkvision: Darkvision allows a Creature to consider a zone of Darkness as if it was of Dim Light and being able to use Feats which grant a Superior Dice when performing Skill Checks based on sight. Unless otherwise specified, a Small and Medium-sized creature have a Darkvision range of 8 Squares. The transition from Regular Light to Darkness causes the creature to only be able to consider Dim light only the first 2 Squares for 1d3 Combat Rounds, then the eyes will be adapted to the new absence of light. Darkvision prevents to see colors and small forms, which could prevent a creature to being able to read small writings. A Creature using Darkvision which is exposed to a sudden source of light will be Blinded for 2d3 Combat Rounds. Dim Light: Dim Light allows a creature to see with some difficulties. Performing any Skill and Seduction Check based on sight forces the Creature to obtain a Burden Dice, preventing also the use o any Feat which grants a Superior Dice when performing Skill Checks based on sight. Bonuses granted by Spells can still be used. A Creature within a zone of Dim Light suffers a -1 to any Fear and Terror Check performed. A Creature standing inside a zone of Dim Light obtains a Cover of 6+ against ranged Attacks except against creatures with Low-light Vision or those who can perceive without sight. Low-light Vision: A Creature with Low-light vision doesn’t suffer any penalty for being inside a zone of Dim Light and is able to ignore any concealment granted from it when performing attacks against other creatures within zones of Dim Light. Meditation, Resting and Taking a Break These actions allows the Character to rest for some time, doing nothing and probably eating something. Taking a Break requires one hour of doing nothing except for simple tasks such as stirring a pot, combing your hair, having a drink and so on. A Character Taking a Break will recover 2d3 Prowess. Eating a Food Ration while taking a break allow to increase the result by 2 (1 if Small), while having a complete Meal will increase the result by 4 instead. While Taking a Break a Character reduces his Arousal by 2d3+1. It’s only possible to Take a Break twice before having a complete Rest. A Character with less than half of his total Prowess, will recover an additional point when taking a Break, but once the Prowess is higher than half of his total amount, such benefits is no longer obtained. Meditation allows to recover 2 Focus and 2 Prowess, but a Character can’t do anything except meditating for one hour. A Meditating character can be briefly distracted by simple questions and eating and/or drinking from time to time, but nothing more. It’s only possible to meditate twice before having a full Rest. Meditation requires a clear mind so an Aroused or Horny Character can’t meditate correctly. It’s possible to Meditate to lower the current Arousal Status by one, but doing so doesn’t grant other benefits except for recovering 2 Prowess. Resting is the actual act of finding a good spot and sleep. 8 hours of sleep will restore 2d3+4 Prowess and 2d3 Focus. If the Resting location is considered Comfortable, all the Prowess and Focus are fully recovered. If the Resting Location is considered Uncomfortable, the Character only recovers 1d3+3 Prowess and 2 Focus. Resting for just four hours, will restore 1d3+3 Prowess and 1d3 Focus or 2d3+3 Prowess if the place was Comfortable. Resting reduces the Arousal Status to Regular. [Optional Rule] Morning Wood As an optional rule, when a Character (usually those with a Penis) finishes a Rest of 8 hours, roll a d6: with a result of 5+ the Character starts as Aroused but doesn’t loses any Prowess. Add a +1 to the roll if the Character was already Aroused or Horny before the rest. 6


Blessings and Curses Blessing and Curses are considered Spell-like Effects which can be obtained during the game. A Blessing lasts for 3 Days while Curses are Permanent until removed or substituted. Blessings obtained by Acts of Faith have their own duration. Curses and Blessings can be removed with a Scroll of Remove Curse or through effects of specific events, such as from shrines and such. Certain Blessings and Curses also counter each other, so when a character with a Blessing or Curse which receives something that Counters it, the Countered Effect is removed and replaced by the new one. Example: A Character with the Archer Blessing receives the Myopia Curse. Since the receiving Curse counters the active Blessing, the Character will lose his Archer Blessing and obtain the Myopia Curse. A Character which tries to Counter a Curse through an Act of Faith, must perform a Will Check at 1d10+4 and spend twice its cost, otherwise the Blessing has no effect. Blessings and Curses count as Spells for the purpose to spend Focus instead of Prowess. A Character can only have up to 2 Active Blessings and 3 Active Curses at time. If a new Blessing/Curse is obtained, one of the old ones is randomly removed. Blessings Table Roll a d6: if Even use the Table A, if Odd the Table B Table A Table B 1 Wizardry Clear Mind 2 Arcane Precision Hearth 3 Archer Guidance 4 Striker Soothing 5 Marathoner Attraction 6 Resistance Hope Curses Table Roll a d6: if Even use the Table A, if Odd the Table B Table A Table B 1 Disruption Fragility 2 Self-consciousness Velvet Silk 3 Distraction Clumsiness 4 Eagerness Sickness 5 Weakness Sin 6 Myopia Arcane Burden Generic Blessings: Arcane Precision: When performing a Magical Attack, the Character can spend 2 Prowess to obtain a Superior Dice. Counters the Disruption Curse. Archer: When performing a Ranged Attack, the Character can spend 2 Prowess to obtain a Superior Dice. Counters the Myopia Curse. Attraction: When performing a Seduction Check for the first time against a target, the Character can spend 1 Prowess to obtain a Superior Dice. Clear Mind: The first time the Character should resist a Seduction Check form a Creature, he can spend 1 Prowess to being able to obtain a Superior Dice. Guidance: Once per Hours, when Performing a Skill Check the Character can spend 1 Prowess to obtain a Superior Dice. Counters the Clumsiness Curse. Hearth: When the Character Takes a Break or Rests nearby a lit Fireplace or a Camp Fire, he recovers 1d3+1 additional Prowess. Hope: When losing Determination, the Character can spend 3 Prowess to obtain a Burden Dice when rolling how much is lost. If the value is a fixed value, such as -3, the loss is reduced by 1 to a minimum of 1. Marathoner: Once every 8 Hours, when the Character should spend Prowess to perform a physical activity such as Swimming through a River or Climbing over a Tree, the cost is reduced to 0. Resistance: The Character increases his total Prowess by 4. Counters the Sickness Curse. Soothing: The next time the Character should be Cursed, he will lose the Curse within 1d3 Hours and this Blessing will end. Has no effect on Curses which require 2 Scrolls of Remove Curse or need to perform something specific to be removed. Striker: When performing a Melee Attack, the Character can spend 2 Prowess to obtain a Superior Dice. Counters the Distraction Curse. Wizardry: The Character increases his total Focus by 2. 7


Generic Curses: Arcane Burden: The Character increases the Prowess cost of all of his Spells by 2, or the Focus Cost by 1. Apprentice Spells are unaffected. Clumsiness: Once per Hour, when Performing a Skill Check, the Character is forced to spend 1 Prowess to obtain a Burden Dice. Counters the Guidance Blessing. Disruption: When performing a Magical Attack, the Character is forced to spend 1 Prowess otherwise he will obtain a Burden Dice. Counters the Arcane Precision Blessing. Distraction: When performing a Melee Attack, the Character is forced to spend 1 Prowess otherwise he will obtain a Burden Dice. Counters the Striker Blessing. Eagerness: The Character suffers a -2 when trying to resist a Seduction Check. Fragility: When the Character suffers damage from any physical sources, such as Bludgeoning, Crushing, Impaling, Shredding, Slashing and Piercing, the total is increased by 1. Myopia: When performing a Ranged Attack, the Character is forced to spend 1 Prowess otherwise he will obtain a Burden Dice. Counters the Archer Blessing. Self-consciousness: The Creature suffers a -2 when performing a Seduction Check Sickness: The Character’s Prowess is reduced by 3. Counters the Resistance Curse. Sin: Every time the Character becomes Horny, he increases his Corruption by 2. If the Character is Religious it’s increased by 3 instead. Velvet Silk: The Character’s obtains one of the following Traits: Anal Enthusiast, Sensitive Breasts, Sensitive Penis, Sensitive Pussy or Sensitive Tail (based on what the Character has). If the Character already has such Trait, the Prowess lost during the first Combat Round is increased to 2d3. Weakness: When trying to resist being Held or Pinned Down, the Character obtains a Burden Dice. 8


Traps and Artificial Hazards Traps are a typical hazard of dungeons everywhere and are usually located to prevent intruders to proceed or at least hinder them before they face better guardians. Still, there are other Artificial hazards which can be found by unaware explorers or created from apparently harmless items and objects. Trap Complexity: The complexity of a Trap determines certain values of the trap itself, such as Damage Dealt, Range of Attacks and modifiers to Hit. The type of complexity are Rudimentary, Standard and Dangerous, so anything listed in such order represents the value to use. The Hit modifier is +1/+2/+3. Example: A Character triggers a trap which Deals 4/6/8 Damage in a Line of 8/9/10 Squares. Since the trap complexity is Standard, the trap has a +2 to Hit, Deals 6 Damage and has a range of 9 Squares. Trap Difficulty: The Trap Difficulty indicates the Check required to being able to both Detect and Disarm the Trap. Trap Type and Disarming: There are two types of Traps: Mechanical and Enchanted. Mechanical Traps can be detected with a Perception Check and disarmed with a Dungeoneering Check only by those with at least 2 Ranks at Dungeoneering, while Enchanted Traps can be noticed with a Perception Check and Disarmed with a Wizardry Check only by those considered Able to Cast Spells. Rudimentary Mechanical Traps can be Disarmed by anyone with an Agility or Mind Check while Rudimentary Enchanted Traps can be disarmed by those with at least 1 Rank at Wizardry. A Detected Trap can be also signaled to others in an attempt to avoid it. Enchanted Traps can be automatically detected by the Detect the Arcane Spell, but its cost is increased to 1 Prowess. Rolling a 1 while trying to disarm a Trap will automatically trigger it instead. Traps Table Mechanical Traps A Mechanical Traps B 1 Pit No Way Out 2 Goo Splat Electrocution 3 Burst of Darts Pheromones 4 Hidden Needle Quarrel 5 Flame Burst Soporific Gas 6 Alarm Cage Enchanted Traps A Enchanted Traps B 1 Curse Phase Swap 2 Eldritch Embrace Summoning 3 Lullaby Force Dart 4 Eagerness Sin 5 Whispers Ephemeral Shrapnel 6 Hollow The Hots Trap Difficulty and Complexity Trap Difficulty Trap Complexity 1 1d10+1 Dangerous 2 1d10+2 Standard 3 1d10+3 Rudimentary 4 1d10+2 Standard 5 1d10+1 Rudimentary 6 1d10+3 Standard 9


Mechanical Traps Descriptions Alarm: This Trap doesn’t deal damage, but instead it produces a loud sound which can be easily heard by other creatures. When an Alarm is triggered, The Creatures nearby or in one of the closest rooms will be alerted, obtaining a Superior Dice when rolling for Initiative and for performing Checks to avoid being Ambushed or Surprised. Burst of Darts: This trap covers up to 3/4/5 rows of squares in front of the trap. On each row, a Dart is shot in a ranged line of 5/6/7 Squares, which means multiple targets can be affected if in different rows. Roll a different Ranged Attack for each row separately. The trap deals 4/6/8 Piercing Damage. Cage: When the trap is triggered, a Cage will immediately fall on the Creature who caused the trap to be activated. The Creature can perform an Initiative Check at 1d10+1/2/3 to being able to try to dodge the falling Cage. The Cage is made of iron but can be opened with a successful Dungeoneering Check at 1d10+2/+3/+4 (if the Character has a Lock-pick or Thieve’s Tools) or with a Generic Key. If the Character fails to free himself, he will be probably captured by the inhabitants of the Labyrinthus within 1d3 Days. If there are Creature patrolling the area, they will find the trapped Character within 1d3+1 Hours instead. Electrocution: When the trap is triggered, it will emit a jolt of electricity against the closest Creature within 4/5/6 Squares, which counts as a Ranged Attack which deals 4/6/8 Electrical Damage. If the Attack hits a Target, it will then proceed to target another creature within 3 Squares from the first one struck, but reducing its damage dealt by 2. A standard and Dangerous Trap will then jump against a third target within 2 Squares, with a reduction of its initial damage of 4. Notice that the trap can hit a creature twice, if there are not enough creatures for the electricity to jump on. If the target Creature is wearing a Metallic Armor or is partially submerged into water, the Trap obtains a +1 to hit and will deal 1 additional Damage. Flame Burst: Although many think a Flame Burst trap is usually made with a flammable liquid, it’s often simply composed by a source of fire which gets sprayed by a burst of gas which will cause a sudden burst of flames. A Flame Burst Trap has a Range of 5/6/7 Squares. The trap deals 1d3+2/2d3+2/3d3+3 Fire Damage. Goo Splat: When a Creature is hit by the trap it must pass a Will Check at 1d10+2/+3/+4 or immediately increase its arousal by 2d3+4. If the Creature is wearing revealing equipment, the difficulty of the Check is increased by 1. If the Creature fails the Check with a result of 1, it also increases its Corruption by 1. Hidden Needle: The Trap deals 1/2/3 Piercing Damage and also has one of the following effects: Paralyzing or Soporific. To determine the effect, roll a d6: if Even is Paralyzing if Odd is Soporific. To resist the effects, which counts as Poisons, the Character must perform an Endurance Check at 1d10+2/+3/+4. The Paralysis actually causes the character to feel numb and being unable to move at all, crumbling on the ground for one Hour while the Soporific Poison will instead last for 2d3 Hours. If the trap fails to deal damage to the Character, the poison has no effect. The Needle ignores any DR granted by Gladiatorial and Skimpy Armors. No Way Out: When the trap is triggered, up to 1/2/3 Doors previously opened will now automatically close and become Locked at 1d10+1/+3/+4, starting to those close to the Character. This can cause the Character to become Imprisoned. Pheromones: A cloud of pheromones covers an area of 3/5/7 Squares from the point where the trap was triggered. All Creatures inside the area of effect must perform an Endurance Check at 1d10+2/+3/+4 or increase their Arousal level by 1, If the Check is passed, the Creature will simply increase his arousal by 1d3+1. Has no effect on Constructs, Elementals and Undeads. Pit: This type of trap causes the victim to fall inside a pit of 2/3/4 Squares of Height. In some occasions the pit will lead to a lower room where the victim is trapped or where other creatures are waiting to collect. This trap doesn’t have a Hit roll, but instead it requires an Initiative Check at 1d10+2/+3/+4 to to allow the victim to being able to try to grab one edge to avoid a fall, as long as it can be reached. If the edge is too far away, the victim will simply fall. Quarrel: A Quarrel is shoot in a straight line of 8/9/10 Squares which deals 1d3+2/2d3+1/3d3+1 Impaling Damage. Soporific Gas: A Cloud of gas emerges from the ground, covering an area of 3/5/7 Squares around the point where the trap was triggered. All Creatures inside must pass an Endurance Check at 1d10+2/+3/+4 or fall asleep for 1d3+1 Hours. Has no effect on Constructs, Eldritch, Elementals, Slimes, Plants and Undeads. A Creature which suffer damage while asleep will immediately wake up. 10


Enchanted Traps Descriptions Curse: The Trap will cast a Generic Curse on the Target which can be resisted with a Will Check at 1d10+2/+3/+4. Eagerness: The trap targets the closest Creature which must immediately perform a Will Check at 1d10+2/+3/+4. If the Creature fails, it will automatically increase his Arousal level by 1. If the Creature becomes Horny it will feel the urge to find someone to mate with, even allies that it will try to seduce or even try to pin down if refused. If the Creature fails to find anyone within 2d3 Minutes it will simply start masturbating. If the Creature Climaxes while the effect is active, it will increase its Corruption by 1d3+1. This effect counts as a Mind Effect and a Curse but can also removed by reducing the Target’s Arousal level to Normal. A Dangerous Trap will target the two Closest Creatures. Eldritch Embrace This trap will cast the Eldritch Embrace Spell centered on the creature which triggered it. The Dangerous version is considered to being cast at double its cost. Ephemeral Shrapnel The trap emits an explosion of colorful arcane energies within 2/3/4 Squares. The Trap will deal 2d3/3d3/4d3 of Integrity Damage to Armors and Clothing worn. This type of Integrity Damage is reduced by any active DR granted by Spells or Enchanted items. Force Dart A Force Dart is cast in a straight line of 8/9/10 Squares which deals 4/6/8 Arcane Damage. Hollow: This trap will target up to 3 closest Creatures which are forced to perform a Will Check at 1d10+2/+3/+4. If a Creature fails, it will lose 2d3+2 Determination and reduce its total by half of such amount. If the Check is successful, the creature will only lose 1 Determination. This trap counts as a Mind Effect. Lullaby This trap will produce a soothing melody which can be heard within 8/10/12 Squares for 1d3+1 Combat Rounds. Those who hear the song are forced to perform a Will Check at 1d10+2/+3/+4 for each round they listen to it. A Creature which fails the first Will Check will start to feel sleepy, halving its movement speed and suffering a -1 to any Skill Check, but also when Attacking, Dodging and Parrying, for 2d3 Minutes. If a Creature fails the Check twice in a row it will immediately fall asleep for 2d3 Hours. This trap counts as a Mind Effect. Phase Swap The victim is forced to perform a Will Check at 1d10+1/+2/+3 or being teleported elsewhere on the same level. If you are using randomly generated dungeons or a Dungeon with 12 rooms, roll 2d6-1 if using one with 18 Rooms roll 3d6-1. The Hots: When this trap is triggered all Creatures within 1/4/7 Squares must perform a Will Check at 1d10+2/+3/+4 or become automatically Aroused and have the urge to remove their Clothes and/or Armor for at least 1d3/2d3/3d3 Hours. Characters with the Exhibitionism Interest or Kink will also increase their Corruption by 2d3. Sin: The Creature which triggered the trap must perform a Will Check at 1d10+2/+3/+4 or immediately increase his Corruption by 2d3+1. This trap counts as a Mind Effect. Summoning: The Trap summons a certain number of creatures to the closest free Squares around the Character. A Rudimentary Trap will summon 4 Tentacle Crawlers or Sucktioners, a Standard Trap will summon a Tentacle Lurker or Coitus Nocturnus while a Dangerous Trap will summon a Gazer. The Character must perform an initiative Check at 1d10+1/+2/+3 or be considered being Ambushed. Whispers: The trap targets the closest Creature which must immediately perform a Will Check at 1d10+1/+2/+3. If the Creature Fails, it will be considered Cursed and it will obtain a new Interest, randomly generated on the Table, but re-rolling any result which is already a Kink, a Dislike or a Taboo. As long as the Curse lasts, the Interest remains, but if the Creature obtains the same result again, through this Curse or by Corruption, the result will be permanent and the Curse will simply end. If the Check is failed by rolling a 1, the Interest/Kink is automatically permanent and the Curse ends. This trap counts as a Mind Effect. 11


Harvesting and Scavenging A Survival Check allows to Harvest Herbs and Scavenge for useful resources in the Labyrinthus, which can then be used to Brew Potions and Craft Rudimentary Items. When successfully performing the required Check the player then rolls on a specific Table which allows to determine how many resources the Character has found. Notice that in some occasions a Character could be able to find resources by using a different Skill, but in such case the resources gathered will be less. For example instead of finding 2d3 Herbs the character will only find 1d3: • Knowledge (Street-wise): Can be used for Scavenging • Perception: Can be used for both • Knowledge (Herbalism): Can be used for Harvesting The following Tables can be used to randomly generate resources obtained through Harvesting and Scavenging. Type of Top Piece Found Resources gathered 1 Sharp (Small) 2 Squared 3 Blade (Small) 4 Sharp 5 Blade 6 Squared (Small) The Type of Top Piece is used to determine which damage the weapon deals: A Blade deals Slashing Damage, a Sharped Piece deals Piercing Damage and a Squared deals Bludgeoning Damage Small Pile of Junk Resources gathered 1 1d3 Metal Scraps 2 Top piece (Small) 3 1d3 Leather Straps, 1d3 Metal Scraps 4 1d3 Cloth Straps, 1d3 Nails 5 1 Piece of Wood (Small) 6 1 Leather Piece Medium Pile of Junk (2d6) Resources gathered 2 Wooden Stick (Long) 3 1d3 Pieces of Wood 4 Top Piece 5 3d3 Nails 6 2d3 Cloth Straps, 2d3 Nails 7 2d3 Metal Scraps 8 2d3 Leather Pieces 9 2d3 Leather Straps, 2d3 Metal Scraps 10 1d3 Pieces of Wood (Small) 11 1d3 Slabs of Metal 12 Wooden Stick Large Pile of Junk (3d6) Resources gathered 3 A Scroll Case and 2d3 Parchments 4 1d3 Wooden Stick (Long) 5 1d3 Pieces of Wood 6 2d3+1 Nails, 2d3+1 Scraps of Metal 7 1d3 Top Pieces 8 2d3 Cloth Straps, 2d3 Nails 9 1d3+1 Leather Pieces and 1d3+1 Slabs of Metal 10 3d3 Leather Straps, 3d3 Metal Scraps 11 2d3+2 Cloth Pieces 12 A Shoulder Bag and 1d3 Cloth pieces 13 1d3 Wooden Sticks 14 2d3 Pieces of Wood (Small) 15 3d3 Metal Scraps 16 2d3 Slabs of Metal 17 1d3 Wooden Sticks (Small) 2d3 Leather Straps 18 Roll Twice on this table, Re-roll any further 18 12


Asking Questions or Making Requests In some occasions a Character might ask questions to an NPC or ask something, such as if the NPC can give the key for a closed room, required to proceed or to be allowed to rest if the location the NPC is in is safe enough. While Aggressive or Hostile NPC could just need one or more Intimidation Checks (or just a beat up), Neutral and Suspicious might ask something in exchange from the Character. Even Friendly Creature could just ask something in return although their request could be easier. If the Character refuses or fails to find/defeat what requested, Money or Sex can always been used as options, regardless of the result. Requests usually don’t count as quests, unless they are actually a Challenge for the Character (IE: fighting a strong opponent). If the Request doesn’t make sense or is impossible to be completed, for example the NPC asks to Scout Ahead bu the Character is asking for a Key to proceed in the only direction available, you can re-roll the result or just pick the Money or Sex option. NPC Request 1 Entertain Me 2 Defeat someone 3 Money or Valuable items 4 Bring me Something 5 Sex (Quickie) 6 Sex Bring me Something: The Character is asked to find an item in exchange of his request. The item is usually within 1d3+1 Rooms from where the Character is but it might even be in an already explored room, for example a Character which had already explored a Library might need to find some documents, while an already explored garden might allow to find a lost trinket. Finding the item requires to obtain two Successes at Perception at 1d10+1 before obtaining 3 failures. If the Character coincidentally already has a similar item requested, such as Food Ration, he can immediately give them. Use the following table to determine what is requested. Bring Me... 1 Decorated Dagger (5 SCo) 2 Some Documents 3 1d3 Food Rations 4 A Trinket 5 Lost Equipment 6 A Small Gem (5 SCo) If the Request is made while in the Outside, roll a d6: if Even, the Request is to Bring 1d3+1 Food Rations, if Odd to find some Lost Equipment. The Lost Equipment is within 1 Hexagon from where the Character is. The Character is given an approximate direction (use the random direction Table) by the Request Giver. Finding the Lost Equipment requires an Exploration Check at 5+ which takes 2 Hours per roll, but the Chance can be increased by 1 for every additional Hour spent, up to 3+. When the roll is successful, if the result is Even, the Character simply finds the Lost Equipment, if the result is Odd, there are other creatures nearby. Use the Wandering Creatures Table. Defeat Someone: Instead of finding something, the Character is tasked to fight something nearby, usually within 1d3+1 Rooms or someone (or something) in an already explored room. Use the Wandering Creatures table to generate an opponent if there are none available. In the Outside, the location of the target is within 1 Hexagon in a random direction. Finding the opponent requires a regular exploration Check at 5+ which requires 2 hours, with a +1 to the roll for every additional hour spent, up to 3+. To determine who the Character need to defeat roll a d6: if Even use the Lone Creature Table, if Odd the Wandering Creatures Table. Entertain Me: The Character must perform a number of Skills or Characteristic Checks to entertain the NPC, equal to its Mind+1, at 1d10+2 (or 1d10+1 if Friendly). The Character must obtain enough successes before obtaining 3 failures to succeed with the task. The type of Skill or Characteristic used is often up to the player to decide, which one makes more sense, but usually doing something with Ars Amatoris should be allowed too. Money or Valuable Items: The NPCs asks to being paid with money or something of similar value. Use the following table to determine how much is requested: 1 1d3+1 GCo 2-3 2d3+3 SCo 4-5 2d6+6 CCo 6 2d3+2 GCo Sex: Sex requests are divided into regular sex and a “quickie”. A quickie is intended as a Blowjob, Handjob or similar non penetrative activities. When making this request the NPC tries to Seduce the Character. What if... Notice that depending on who is making the request, it could be possible to try to change the request into Sex (Quickie) or just Sex, as long as the target is sexually compatible. This requires a number of successful Bluff or Speechcraft Checks against the Target’s Inquire, equal to its Will+1, before obtaining 3 Failures. If proposing Sex, the Character obtains a Superior Dice the first Attempt. If there are more compatible NPCs around, roll a d6 for each one of them, if the Character manages to convince the Request Giver: with a 5+ they will also demand the same thing. Notice that if the one making the request is a powerful Chieftain it might simply deny such request, but the detail is up to the player or to the Request Giver Kinks and Interests. Changing the request into sex, increases the Character Corruption by 1d3 per Creature the Character will end up have sex with. 13


Guard Posts and Guard Patrols Guards present inside a Guard Post will often perform patrols in certain areas of the dungeon, although avoiding those with specific dangers or by just moving around their starting location. When a Character meets a group of Guards, their Reaction tables are slightly different, as shown below, to represent the fact that they are focused into performing their Job. To determine the Guard attitude, use the Table Below Guard Reaction 1 Neutral 2 Suspicious 3 Neutral 4 Aggressive 5 Suspicious 6 Aggressive Guards which find a Defeated or Fainted Character will always Capture him or her if Neutral or Imprison if Aggressive. If the Guards are Suspicious, roll a d6: If Even they will Capture, if Odd they will Imprison. Notice that if the Guards don’t have access to an actual Prison or Cage, they will simply Capture the Character instead. Captivity and Imprisonment It could happen that a Character is Captured or even Imprisoned by other Creatures. While a Character is held Captive, he halves the Determination recovered (Rounded Up). While Imprisoned, the Character can only recover up to 2d3 determination until it manages to get free. Difference between Captivity and Imprisonment: Rule-wise Captivity is intended for a Character is forced to stay in a specific location usually restrained by something or supervised by someone which will actively stop him from fleeing. Being enslaved is considered a type of Captivity. Imprisonment is used to indicate when a Captive Character is also put inside a Prison Cell or a Cage which will drastically reduces the activities he can perform. Although both can mean the same thing, the difference is just made for easy rule reference. Character Equipment: Captive Characters will have their weapons and armors removed, or at least only the weapons, depending by the captors. A monster capturing a Character usually will leave the Character’s weapon where it fell, and will not bother to do anything about it, same for any additional equipment. To simplify things anything that is not actually worn by the character will be left where he was defeated by the monster. NPCs and intelligent monsters will instead at least take all the equipment they can, which will be stored somewhere even if some might just ignore it. Example 1: Anja, a Human Scoundrel, is defeated and captured by a Tentacle Lurker, which will drag her to its lair for mating. In this occasion Anja will leave the weapon she had drawn to face the Monster and her Shoulder bag in the same spot where she was defeated, but her clothes and the Throwing Dagger she forgot to use will be still on her, since the Tentacle Lurker doesn’t have enough intelligence to identify such object. Example 2: Rakkah, an Orc Creature Huntress, is defeated and Captured by a group of Jungle Kobolds, which will then drag her to the temple of their god to make her a new slave for their high priest. The Jungle Kobolds will remove all of her equipment, except for any trinket, and will give her a slave dress. The equipment will be stored in a chest, in one of the Priest’s Chambers and Rakkah will have to recover them. Imprisoned Characters will always have their equipment removed, unless specified otherwise. Null Collar: Some Creatures have access to Null Collars: Cursed Items which prevents the Wearer to Cast Spells except for Apprentice Spells. 14


Captive Characters: When held captive, a Character could be tied to something to avoid his escape or could be considered unable to escape successfully and let wander around the Captive location with some limitations. A Captive Character might have his arms/legs chained or it can even be chained to other prisoners. Depending on how dangerous the Character is considered, more measures might be used to restrain him or her. Use the following table to have an overall idea of how dangerous the Character might be considered: Points Civilian 2 Lupercal / Noble / Religious 3 Combatant / Magic User / Scoundrel 4 Body 3+ or Will 3+ +1 Body 1 -1 Easily Defeated -1 Fought Hard +1 Lost Soul +0 Wanderer +1 Survivor +2 Found Already Defeated -1 Small Size -1 Had Magic Items +1 Willingly Surrendered -1 Seen to being able to cast Spells +1 Seen to being able to perform Acts of Faith +1 Is Cursed -1 Orc or Jötunn Blood +1 0-3 Points: Low Menace 4-6 Points: Medium Menace 7+ Points: High Menace A Character considered a Low Menace it’s often simply tied up with ropes and/or with a collar and bossed around easily. NPC will pay less attention, and won’t expect much troubles at all and even try to take advantage more often. Those considered a Medium Menace are treated similar to Low Menacing one, but people will be more careful around them, knowing they could actively try to escape and could even succeed if left alone. They are often tied up with ticker ropes or even chained up. High Menace Characters are always chained up and kept under surveillance by actual guards or just put into a Cage or a Prison Cell. Notice that a Character that behaves could slowly gain the trust of his or hers captors, or even end up befriending them or becoming one of their group/tribe although that could require weeks or months. Know Your Place: Another thing that depends on the Character is what it could be used for. Low Menacing Characters might end up being assigned simple tasks such as Cleaning, Serving Food/Drinks while those considered good-looking might also end up becoming sex slaves or simple concubines. On the other hand dangerous character might be just held in a cage or forced to do hard labor, although the chance to still being kept as sex slaves or concubines remains. With less civilized NPCs, such as Goblins or Kobolds, healthy males and female might also end up being kept as breeding stock The examples above are suggested for a roleplay-oriented choice, but if you just want to use random tables, use those below. Criminals Cultists Duergar 1 Whore Pretty Face Slave 2 Slave Servant Servant 3 Kitchen Assistant Slave Slave 4 Wench Cup Bearer Whore 5 Camp Follower Slave Slave 6 Whore Servant Whore Goblin Jötunn Blood Jungle Kobolds 1 Whore Cup Bearer Wet Nurse 2 Slave Slave Mating Trophy 3 Kitchen Assistant Servant Slave 4 Slave Slave Mating Trophy 5 Servant Servant Slave 6 Breeding Stock Camp Follower Breeding Stock Kobolds Orcs Savages 1 Cup Bearer Mating Trophy Servant 2 Kitchen Servant Slave Slave 3 Servant Camp Follower Servant 4 Slave Kitchen Servant Slave 5 Mating Trophy Camp Follower Mating Trophy 6 Wet Nurse Slave Slave 15


Captivity Events: Every day spent while held captive, roll a d6: on a 5+, a Generic Event Occurs. Notice that Generic Events and Unexpected Events can happen the same day. Generic Event 1 Brawl 2 Accident 3 Overwork 4 Argument 5 Just a Quickie 6 Dragged Away Accident: If the Character is doing some kind of Chore or Working at something, an accident happen. Depending on the type of Chore/Job the Character is doing, make a Characteristic Check at 1d10+3. If successful, the Character manages to fix the problem in time or, if there are other Captives its not the Character’s Fault, but it’s possible to help out to gain some favor. If it’s the Character’s fault then roll a d6: if even the Character loses 1d3 Determination, if odd 1d3 Prowess. Argument: Roll a d6: on a 5+, the Character has an argument with one of the other Captives or with one of the Captors. If the result is lower is only one of the other Captives or one of the Captors having an Argument, and the Character can decide to mind his own business or help one of the sides to gain some favor. Arguing with Captors can cause them to be less trustworthy towards the Character or even causing the Character to be jailed/caged or be locked up with tighter ropes or chains. Brawl: A Brawl starts among some Captors, although you can decide that it’s the Character and the other Captives instead or just some of the other Captives. If the Character decides to get involved or is involved by mistake (4+ on a d6) make a Body, Agility or Endurance Check at 1d10+3. If the Character succeed, he loses only 2d3 Prowess, while if he fails he loses 3d3+2 instead. A Brawl can be a good opportunity to escape or to also gain some favor with the Captors. A Brawl is often seen as negative, except for certain cultures such as Jötunn blood and Orcs which instead often simply observe to see who’s the winner. Winning a Brawl will then grant some favor towards them while losing will cause the loss of it. In other occasion a Brawl could cause the loss of favor and avoiding it can instead grant favor. Dragged Away: One or more of the Captors decide to drag the Character away, usually for having sex if they are sexually compatible. If not, they will probably force the character to do something else for the day. If the Character fails to resists the sexual activity, he loses 1d3 Determination. In other occasion they might just want to torment the character for fun, which will also cause the loss of 1d3 Determination unless the Character passes an Endurance or Will Check at 1d10+3. Just a Quickie: The Character is approached by one of the sexually compatible Captors to have a quickie, which could not necessarily involve sexual penetration or done to just satisfy an imminent urge. The Activity can be done even while the character is doing some chores while others are distracted or while everyone is resting. If the Character is against such things and fails to resist, he loses 1d3 Determination. If the Character is into such things, he gains 1d3 Corruption instead. If there are no sexually compatible Captors, re-roll. Overwork: The Character is forced to Overwork for the day. Make a Body or Endurance Check at 1d10+3 and a Will Check at 1d10+3. If the Body or Endurance Checks are failed, the Character loses 2d3+1 Prowess and becomes Tired. If the Will Check is failed, the Character loses 1d3 Determination. 16


Escaping From NPC Captivity A Character can try to escape from Captivity as long as there is an actual way out. There are various methods which can be used, from sneaking away while everyone is asleep to stealing the keys of the Door/Gate which prevents an escape. To simplify things, an escape requires at least four successes in different Skill Checks or Characteristic Checks, while using the same skill twice in a row, increases the required successes by 1. The Skill Check difficulty is 1d10+2 and it will consume 3 Prowess. Notice that these Skill Checks can be performed once per day, after the first day of captivity while the last one can only be performed during the day of the Escape Attempt. Failing 3 times will force the Character to start over. If the Character was Defeated or had Fainted, he also requires to at least have recovered enough Prowess to be above its Defeat value by 1. For example a Character which is defeated at 5 Prowess, must have at least 6 Prowess when trying to escape the last day. Example: Skedaddle the Goblin witch is Captured by a group of 3 Orc Fighters, after having fainted due to a trap. After the first day of captivity, she decides to find a way to escape. The Second day of captivity she spends most of the time observing the location she is, and then performs a Perception Check, obtaining a success and noticing that only one door leads outside the Living Quarters she’s kept in. The third day she tries to befriend one of the orcs which often stands guard at the door, with an Inquire Check, but she fails and gets scolded by the guard. The Fourth day She tells a different Orc that she can Cook form them if they remove her restrains, with a Speechcraft (Deception) Check, obtaining a Success. The sixth day she looks for her Equipment to take when she will eventually escape, since she needs her Spell book, and she succeeds. The last day she decides to escape by sneaking, but she has to distract the Orc guarding the door somehow, so she decides to bring him some beer late in the night and then attempts to seduce him for a quickie. After that, since the Orc is drunk and tired, she performs a Stealth Check and runs away during night time. Escaping when Imprisoned: Due to the situation the Character finds himself into, it could be harder to find a way out. Still, it’s possible to try to make up an escape plan by making Skill Checks to notice details or decide what to do. Unfortunately while Imprisoned a Character can only perform a Check once every three days instead of Once per Day. Unexpected Events: For each week a Character spends Imprisoned, roll a d6: with a result of a 6+, something Unexpected happens, which allows the Player to roll on the related Table below. For each week which passes without anything happening, add a +1 to the roll. Event (Dungeon) Event (Outside) 1 Opportunity Assault 2 Slaves Auction Opportunity 3 Assault Assault 4 Scoundrel Low Provisions 5 Opportunity Scoundrel 6 The Passage Slaves Auction Assault: The Location where the Character is held captive is suddenly assaulted by other Creatures. The Assailants might be able to Defeat the current location inhabitants, although you should use the Oracle Table to determine the outcome, by giving a certain likeliness based on both sides. For example a band of 6 Goblins has a very low chance of defeating a group of 3 Jötunn Blood Head-hunters, so the latter will have a 3+ or even 2+ Chance to easily defeat them. If the Assault is successful, the new Creatures might decide to release the Character or keep him captive, depending on their initial Attitude and Reaction. The Assault can also be a good opportunity to escape, but it still requires the Character to perform various Stealth Checks to move away unseen. Assailants 1 1d3+2 Rhodenian Skirmishers 2 3 Jötunn Blood Head-hunters 3 1d3+3 Goblin Fighters 4 1d3+3 Orc Fighters 5 1d3+3 Kobold Fighters 6 Cultist Guardian and 8 Cultists Low Provisions: The Captors have probably made a mistake while counting the provisions left or are consuming too much food and decide to get rid of some or all of the prisoners, including the Character. The Character is then left outside the Location without anything but the Clothes he had on. If there were other prisoners they will also be released but they will immediately run away with a result of 3+ on a d6. If the Character managed to befriend some of the prisoners, they will run away with a result of 4+ instead or they will allow the Character to perform a Speechcraft Check against their Inquire Check to be convinced to stay. Similar Skills can also be used such as the Custom Skill Bluff or Intimidation. 17


Opportunity: The Cell or Cage Door is left open by mistake. The Character can attempt to sneak away while the Jailer or his Captors are Distracted or Sleeping. The Character can try find a part of his own equipment with a Perception Check at 1d10+3, but only 3 items can be recovered, while the rest are gone. The Character can also find the Key to open the Null Collar if he’s wearing one, with a Perception Check at 1d10+2. If the Character is caught and captured or defeated, he will be imprisoned again. Scoundrel A Scoundrel NPC manages to reach the zone where the Character is held while the Jailer or Captors are distracted or sleeping and steals all the Character’s Equipment. The Character can try to convince the Scoundrel to at least steal the key so he can escape with two Speechcraft Checks at 1d10+2 or by offering something such as a blowjob or similar (although by being within the cell can make it complicated). If successful the Scoundrel will then get the key and toss it where the Character is and then it will silently escape. The Character can also shout a warning to wake up the Jailer or try to knock down the Scoundrel to prevent him to steal his stuff. If the Scoundrel Escapes and the Character also manages to get free within 1d3+1 Hours, the Scoundrel can be found while inside a Dungeon level. Otherwise the Scoundrel will require a lot of effort to be found again, especially while traveling in the Overworld. The Scoundrel will always avoid stealing heavy and/or cumbersome items. Slaves Auction: The Character is brought to a Slave Auction and is probably sold to someone unless it manages to escape from the Auction while everyone is distracted or while others are sold. Roll a d6 to determine the potential acquirer: Slave Auctioneers 1 A Rakshasa with 4 Apsara Guards 2 4 Jötunn Blood Thugs (one is a Chief) 3 A Cultist Preacher and 2 Cultist Guardians 4 A Duergar Jailer and 2 Duergar Slavers 5 A Goblin Fighter and 6 Goblins 6 A randomly generated Cambion The Passage: While none of the captors are watching, one of the walls of the cell will suddenly reveal a secret passage. The opening allows the Character to escape from the Prison or Cage he’s in, and will immediately close when the Character moves through it If the Character hesitates or takes too long to move through the passage, it will slowly start closing which could result with the character remaining imprisoned. A Character which escapes in this way will found himself in a completely different dungeon level after 10 minutes of walking in a narrow corridor or tunnel. Notice that this might cause Quests to fail or even the loss of stolen equipment which the character failed to recover. The Passage will also suddenly close if any of the captors will appear near the cell or cage. Escaping from Monster Captivity Similar to NPC Captivity, a Character can attempt to escape by being held captive by a non-sentient Creature with the same rules explained above, except if the Character is held captive by something such as a cocoon, solidified slimy fluids and so on. For every week a Character is held captive by a Monster, and is unable to flee or fails to escape, roll a d6: with a result of a 6+, roll on the events table, adding a 1 to the result for each consecutive week the even didn’t happen. Event 1 A Group of NPCs arrives at the Location 2-3 A Single Creature arrives at the Location 4-5 A Single NPC arrives at the Location 6 The Monster goes missing If Other Creatures arrive at the location they will probably fight against the current inhabitants although some might instead try to sneak away. The Character can be rescued or can try to convince the NPCs to be helped with two Bluff or Speechcraft Checks at 1d10+2. If he NPC are Defeated they will probably be captured too while some might try to run away. Example: Kelyra the Halfling has been captured by a group of Infested Spawns for breeding. After two weeks, a couple of human rogues arrive at the Infested lair and try to sneak past the creatures, but fail and get overrun by the creatures. While the first Scoundrel gets defeated and captured the other runs away while the creatures are distracted. NPC Group Single NPC 1 4 Wildlings Nephilim Hedge Knight 2 1 Combatant 2 Scoundrels Rhodenian Skirmisher 3 3 Randomly Generated Dream Child Wanderer 4 2 Random Combatants 1 Random Magic User Human Hedge Knight 5 3 Human Rogues Duelist 6 4 Orc Fighters Jötunn Blood Monster Slayer 18


Chapter 2: Quests and Plot Lines Obtaining Experience When Playing Solo (or with a GM) there are two ways for calculate the Experience obtained by a Character. Adventure: Adventure is intended to make the Character grow from the Challenges met and to allow to face more difficult tasks. a Character obtains Experience equal to 1 Experience Point (XP) for every 5 Rooms or 3 Dangerous Encounters/Hazards/Points of Interest Explored as long as the character had an actual challenge of some sort, such as Combat, had to convince other Creatures through social skills or managed to disarm traps and find some resources. Actually Empty Rooms, Rooms which the Character didn’t explored or was unable to enter (IE: Locked or Jammed Doors) or those which basically didn’t posed a real challenge do not count as “Explored” for XP purposes. Same works for outside encounters with friendly Creatures and NPCs or those encounters which no longer pose a threat at all. Starting Rooms (or Room 0) also do not count towards Experience gain, unless the Character is forced to start in a specific room, such as a Prison where he has to escape somehow. A Character which flees from a Dungeon Level by returning to the Start or being teleported into a different level, will be considered to have explored half of the actual rooms explored. Fleeing from an Event or being Captured doesn’t grant XP. A Character can’t obtain more than 3 XP per Dungeon Level or 2 Days Passed exploring as long as they had actual challenges to overcome. Survival: Survival is intended to make the Character grow slowly in Experience and make Equipment more important. A Character only obtains 1 XP when he manages to reach the Dungeon Exit (as long as some challenges have been dealt with) or every 3 Days of active exploration in the Outside, as long as dangerous Events/Locations/Points of Interest have been overcome. Experience from Quest can still obtained too, although most of the time a Quest should grant just rewards of equipment or Blessings. Plot Lines There are different ways to add Plot Lines when playing the game: Character Backstory and Additional Plot Lines. Finding Clues: Clues can be found while exploring or while partaking to a Quest. Clues are always related to a specific thing or detail, such as finding Arcane Symbols in certain locations, people being kidnapped by figures wearing Strange Masks, or sightings of certain Creatures in certain Areas. These Clues can be then used to randomly generate a Plot Line or a series of Quests linked with each other which the Character can attempt to unravel. Usually it’s necessary to find at least 3 to 5 Clues of the same type or which could be connected with each other, as you or the GM prefers. Example: The Character completed a Quest of a Survivor being Captured by Bandits. In a similar manner, the last encounters the Character had also featured Bandits were their reaction was often Aggressive or to try to Capture him. This can be used as a premise for a Plot Line and the Character then decides to investigate and try to find some clues while looking for Bandits in the same area. A Character attempting to find Clues can perform an Inquire, Perception or Mind Check at 1d10+2 while he has found what could be used to look for clues, depending on the Encounter, Location or even Point of Interest or Hazard if playing in the Outside, although the same can be used while exploring a Dungeon. Other Skills can also be used if it makes sense, such as using Wizardry or Knowledge (Arcane) to identify Runes and Symbols. The Check can be performed during or after the Character resolved or interacted with what he was looking for. Example 1: The Character Encounters another group of Bandits, but this time he decides to spy on them to notice some details which could be helpful. In this case the Player decides to just use Perception, to let the Character observe and listen about what they say, hearing that apparently the Bandits are working for someone which will pay them a good amount of gold for Prisoners. Example 2: The Character instead decides to defeat all the Bandits and then interrogate one of them. With a successful Intimidation Check, the Bandits tells him that their boss suddenly started to send them to capture prisoners without telling them why. Both examples can grant a Clue about Prisoners, and later on the Character might try to decide to learn why the prisoners are important or what is the purpose of all of this. Notice that it’s possible to also have different Plot Lines going to different directions completely or being part of a larger Story to discover. When a Character has at least 3 Clues linked to each other, he obtains a +1 when trying to find more Clues for the same Plot Line. This also means that Clues of different Plot Lines can’t be used together, most of the time. 19


Character Backstory: Usually the Character Backstory is a Plot Line which is used to explain how the Character reached the Labyrinthus, by making his memories returning slowly over time and then using them to give the Character an actual purpose or some more awareness of what he’s doing or where he’s going. Backstories always grant a starting Clue to be used to start a Plot Line or as missing piece for a Plot Line already Started. Once again you can both decide to randomly generate the whole Backstory or Pick those results which fit better your narrative. What the Character was doing 1 A: Attending to a Festivity or Party 2 B: Running from Someone or Something 3 C: Exploring / Visiting a Place 4 D: Performing a Task 5 E: Indulging in my Vices 6 F: Looking for Someone A1: During the Event (Clue) 1 There was a clear difference between locals and Strangers attending 2 There were many tapestries decorated with Mysterious Runes 3 I was able to smell a peculiar type of Incense 4 I noticed that many guests had strange Masks on, but some didn’t 5 I had the impression the event was related to some sort of Cult 6 Many Guests used to whisper about a “Value” while looking at me A2: And Then 1 My head started to spin, maybe I was drugged or I was already drunk 2 Everyone moved to a ceremonial place 3 I met someone which convinced me to follow it to a different spot 4 I was brought to a strange place 5 I was randomly chosen with other guests and led elsewhere 6 I was suddenly dragged to a different spot A3: At the New Location 1 They cast a spell on me and others and I fainted 2 I was pushed into what looked like a well 3 Me and others were placed within a ritualistic circle 4 Everything started to spin and I had a sensation of being washed away 5 I was forced to stand between two pillars covered by runes 6 Some of us were forced to move through a sort of door or portal B1: I was Running From 1 A mob which thought I was someone else 2 My previous life and problems 3 A large group of Bandits 4 Local Law Enforcers 5 A large creature in the wilderness 6 People I had a Debt with B2: Were I decided to hide 1 Joined what seemed a sort of religious procession 2 Old, abandoned Creepy House 3 In a Cave 4 An apparently Abandoned Hut 5 Ancient Ruins 6 Someone dragged me elsewhere as escape route B3: But Then (Clue) 1 I was swarmed by Tentacular Creatures and dragged away 2 I walked through what I thought was a sort of Portal 3 I was captured by strangers wearing bizarre Masks 4 I heard someone Calling for Help and I followed the voice 5 By moving through the location I ended up in a room full of Runes 6 I heard a sort of Chant further down the location C1: Place 1 Country Villa 2 An infamous House of Pleasure 3 Wizard Tower 4 A hidden cellar under a Building 5 An abandoned Place of Cult 6 The Mansion of an eccentric Lord or Lady C2: What I’ve Discovered (Clue) 1 Clues that someone has been Kidnapped 2 Crates with an Unknown Substance 3 A Strange Scent 4 Esoteric Symbols 5 Traces of a secret Cult 6 Partially burned Scrolls C3: Which lead Me To 1 Enter an apparently Empty Room 2 Find a Glowing Scroll 3 Discover a Strange Statuette 4 Find a Trapdoor 5 Explore a Secret Passage 6 Climb Down a Well 20


D1: The Task Was 1 Looking for Information 2 I was paid for Sex or to spend some time in intimacy 3 Going to Sell Something 4 Doing a simple Work for Money 5 Delivering a Package or a Message 6 I was just visiting a Location D2: Which Led Me to 1 Follow someone I shouldn’t have 2 Travel through the Wrong side of a City or Environment (IE: Forest) 3 Getting distracted by Something or Someone 4 Take the Wrong Path 5 Meet or Find a Strange Person 6 Reach a location I’ve never seen before D3: And then (Clue) 1 Someone Cast a Spell on me 2 I was overpowered and put in Chains like a prisoner or slave 3 I found myself in a place full of Runes 4 Mysterious figures wearing a Mask knocked me out 5 Something which looked like a long Tentacle grabbed me 6 I ended up gazing upon a small Statuette E1: I Was 1 Serving my Master/Mistress 2 Losing money on Bets 3 Bragging about my abilities 4 Drinking more than usual 5 Just passing time with some recreational substances 6 Wanting to hook up with the first person which I liked E2: and I was convinced to 1 Met with someone 2 Go and talk to that mysterious stranger over there 3 Follow someone 4 Try something different 5 Moving to a different location 6 Joining others elsewhere E3: and Then (Clue) 1 I joined a huge orgy but I had the impression someone had Tentacles 2 I was accompanied to a hidden location full of Masked People 3 I was challenged to kiss a rather alluring Statue 4 I was asked to wear a Blindfold and I thought was something kinky 5 I was teased to try a Bubbling Drink 6 I was listening to someone reading from a Scroll F1: Looking for 1 A Guru from an exotic temple 2 A Traveling Noble 3 A Solitary Wizard in his or hers tower 4 A Missing Person 5 A Thief who stole my money 6 A Hermit living in a remote location F2: So I traveled through or along 1 Sea Shore 2 Mountains 3 A Dark Forest 4 A Lone Road in the Countryside 5 Uncharted Wilderness 6 The Slums of a Metropolis F3: Which led me to (Clue) 1 Explore the abandoned hut of a Witch or Warlock 2 Climbing down a large well with Symbols painted over its walls 3 Being Ambushed by people wearing strange Masks 4 Explore Ancient Ruins 5 Captured by Slavers 6 Find a mysterious pillar with many Runes carved on it 21


Clue Examples: Beastfolk Masked People Statue/Statuette Brand/Mark/Tattoo Restrains Strange Scent Bubbling Drink Ritual Symbols Capturing/Captivity Runes Tentacle Creatures Cult Scroll Unknown Substance Fey/Unseelie Slavers Warlock/Witch/Wizard Clues can both be physical or something like a Concept or a Detail. Using the Clues: A Character which gathered at least 3 or more Clues can spend them to reveal one of the following: Who, Where or Why. Notice that the “Why” con only be revealed after Who has been revealed, so it can be generated through a table. Who Where 1 Imp Assistant Cove 2 Golden Calf Hideout 3 Unknown Creature Encampment 4 Warlock / Witch / Wizard Wizard Tower 5 Brigand Leader Lair 6 Unknown NPC Abandoned Tower 7 Succubus / Incubus Thematic Dungeon 8 Cultist Preacher Ruins 9 Rakshasa Den 10 Dullahan Farm Unknown Creatures or NPCs are only revealed when the Character manages to reach the Location the Creature is operating and can be also anyone else not from the list, to add more optional outcomes. It’s also possible to Spend 5 Clues to obtain 1 XP. To determine the Location, use the Random Direction Table and then roll 2d6+5 which indicates the number of Hexagons of distance the Character has to travel. If the Roll should go outside of the map you can adjust the direction accordingly to let it be at at least 2 Hexagons from the Border. There can be many reasons for the Why so the following tables are also used for example. Why 1 Natural Behavior 2 Servitude 3 Power 4 Lust 5 Greed 6 Bargain Other Examples of the Why can have a better explanation or to follow a concept based on the Creature or NPC itself or by making it linked to a different Plot Line. • Bandits, Goblins and similar NPCs are often hired by a more powerful Creature or NPC to do their bidding • Cultists often try to find new members to recruit or brainwash • Fey Creatures often act in mysterious or bizarre ways, although the Unseelie are more cruel or spiteful • Golden Calves usually try to infiltrate other communities or cults to subvert them or to convert them from within • Imps are often seeking to become Imp Lords in a way or another. • Rakshasa mostly act for personal Power or Pleasure • Tentacle Creatures act only on instinct, but perhaps someone is capturing people for them to mate so they can increase their numbers and spread further • Witch Covens have more freedom in the Labyrinthus than elsewhere, so they can attempt to do whatever they want Plot Line Example: A Character visiting a small encampment obtains a Quest which requires him to find a missing person. After some searching he manages to find the NPC held captive by a group of Wildlings. After defeating the Wildlings and returning the NPC, some time passes and the Character is ambushed by a bunch of Wildlings. The Player decides that they could be the same Wildlings he already fought, looking for revenge. After some more exploration he finds a small encampment of Wildlings. At this point the Player decides to see if all these encounters are connected, so he decides that his Character will hide and listen. The Character succeeds with both Stealth and Perception where the latter is used for finding a Clue. Now the Player has a Clue which could be “Wildlings” or “Imprisoned by Wildlings”. The Player decides to investigate more, waiting some time without being noticed while spying on the small camp, but obtains a Failure, which is resolved by making the Wildlings simply to move the camp elsewhere, with the Character unable to follow their movements. From now on the Character then meets a wandering NPC which is not hostile, and decides to ask if he had heard anything about Wildlings capturing people. Another successful Check allows to find a second Clue while the Character and the Wandering NPC part ways. Needing a final confirmation, the Character actively tries to find the Wildlings and after some days he encounter a wandering group of Wildlings, which he decides are part of the Plot Line although not being the same, since their initial reaction is Suspicious instead of Aggressive. He then successfully persuade them with some Gems he previously found. Having 3 Clues the Player decides that the reason the Wildlings are kidnapping people is because they are trying to please a Rakshasa, by gifting slaves her slaves. So now the Player can create some motivations for the Rakshasa and Wildlings or expand the story further. 22


Twists and Complications: When using Clues to reveal something, roll a d6: on a 5+ a Complication Occurs. You lower the chance by 1 for any additional Clue you use, after the third, down to a total of 3+. Complications 1 A new Nemesis is generated from your Actions 2 Word of the Character snooping around spread. Increase the number of Suspicious, Aggressive or Hostile NPCs by 1 3 Finding the location is more difficult than the Character thought. Increase the difficulty of Checks required to find or reach the Location by 1. 4 One of the Clues was misleading and must be discarded. If the new total number is lower than 3, the Character realizes he needs to find more before being able to make a conclusion. 5 The Nemesis has been hired or is just willingly to hinder the Character. The Nemesis will appear along with Aggressive or Hostile NPCs or even Creatures (where possible) related to the Clues or the Plot Line. 6 Finding new Clues for this Plot Line is now more difficult, increasing the Difficulty of every Check used to discover one by 1. 7 The Rival is also following the same Plot Line on his own. Although not necessarily Aggressive or Hostile, he will probably try to steal (or learn about) one or more Clues the Character has found or will try to mislead him somehow 8 One of the Clues was misleading, causing the Character to being Ambushed. Use the Ambush table based on the Environment the Character is currently in or use a Wandering Creature. 9 The Location Distance is increased by 2d3 Hexagons 10 A new Rival is generated from your Actions Twist will instead occur on a 5+ when reaching the Location were the Clues led the Character to. Plot Twist 1 Someone seems contrary to the Character actions which immediately suffers a Generic Curse. The Curse can only be removed if the Character renounces to proceed while solving the Plot Line will cause the Curse to become Permanent, although it’s possible to remove it through another Plot Line which requires 10 Clues 2 A Rival Faction of the those behind the Plot Line is following the Character Progress in an attempt to get an advantage of the outcome 3 Something prevents direct access to the location, and the Character must gather new Clues to pass it 4 If the Character interacted with an NPC when gathering Clues, he will find him or her actually serving those behind the situation 5 A Group of NPCs reaches the Character thinking his the one behind the Plot Line and act Aggressive towards him 6 When confronting those behind the Plot Line it will be revealed that they are just servant of someone else 7 One of the Clues the Character managed to gather was allowed to be found on purpose, by the one behind the Plot Line to attract the Character 8 If the Character interrupts what is happening, something more or less worse could happen instead 9 An unsuspected weak ally shows up to help the Character 10 The Character has a sudden sense of Deja-Vù and realizes that he’s in the wrong Location. 23


Quests It could occur that a Character is presented with the possibility to participate to a “Quest”. Notice that the term is mostly used outside the game and it simply indicates a task or a series of challenges that the Character must overcome to complete the “Quest”. Usually a Quest is obtained from NPCs or through other events such as “The Statue”. The rewards may vary and is not always guaranteed, but a Character which successfully completes a Quest, will recover 1d3+1 Determination. Failing the Quest will instead cause the loss of 1d3+1 Determination while a partially Success of Failure will do nothing. Completing a Quest could award 1 XP, while some might grant different rewards instead. Quest Type: Each type of NPC Origin has its own list of quest which can be randomly generated depending if the NPC is inside a Dungeon or in the Outside. Coven, Cultists, Lupercal and Noble Quests: When interacting with some NPCs you can Change their type of Quest into Cultist or Noble, while Lupercal NPCs usually offer different types of Quests, for example an Eromancer might offer Magic User Quests but grant Lupercal Rewards, while a Cultists can give a Cultists Quest with religious Rewards and so on. Obtaining a Quest: Quest are usually obtained by an NPC which will be described by the rules as “Quest-giver”. A Quest-giver should appear within the first 1d3 Rooms of a new Dungeon Level, when using randomly generated Dungeons, to allow the quest to take some time to be completed. Example: Having an NPC asking to be escorted to the exit, while in a Dungeon with 12 Rooms should be more interesting to find the NPC at the second or third room, rather than the tenth room, since it will probably make the quest way too easy. Still, depending on the Dungeon length it could still be possible to find a Quest-giver later. Example: A Character is going through an 18 Rooms Dungeon and finds an Imprisoned NPC in the ninth room. Since there might be still a reasonable amount of rooms yet to explore, a Player can decide to try to obtain a Quest from him. While in the Outside, things are rather easier since the distance is an actual factor which will take some time for the Character to travel from point A to point B, plus being lost or ambushed are another factor to keep in mind. When a Character is also to an Encampment or spends some time with certain NPCs you can decide to generate random quest depending on the NPCs type. A fast way to determine the Quest-giver is to directly randomly generate a new NPC and then generate a quest based on his Origin. Complications: Some quest might also presents some complications to spice things up. When a Quest is obtained which involves complications, roll on the related table. 24


Civilian Quests Quest (Dungeon) Quest (Outside) 1 Spellbound Lovely Bones 2 To the Exit Deliver the Package 3 The Gift Robbed! 4 Captured! Captured! 5 Robbed! The Gift 6 Lovely Bones Spellbound Captured! A Randomly Generated Civilian NPC was recently captured and the Character is asked to save him or her. The Character finds the Friend/Lover/Ally which asks the Character to find and free the other. This NPC can be similar to the one captured (IE: a Human Peasant might ask to rescue another Peasant) or another Randomly Generated Civilian. The Quest-giver is usually too weak or afraid to give any help, but can be convinced with a Speechcraft Check at 1d10+3. When exploring the Dungeon, each time NPCs are met, there is a 5+ Chance (4+ if the NPCs are Slavers) that they are those which have Captured the NPC and is up to the Character to find a solution to it. If unsuccessful, the Character will automatically found in the room before the Exit, with 2 Slavers guarding it. If the Character encounters Rooms such as Prisons or Guard Posts, or similar rooms about Captivity (IE: Spawn Pools) the Character could be automatically be in there as long as it makes sense. If obtained in the Outside, the Captive is held somewhere, but finding Points of Interest or Locations about Captivity, such as Encampment of Slavers or Lairs with Tentacle Creatures, the Captive will be probably be in there. The Quest Fails if the Character is prevented somehow to reach the Captors (IE: being Teleported away) or if is Defeated and then captured by the same Creatures/NPCs. During the Quest, roll a d6. With a result of a 5+ there is a Complication (4+ if the Character is helped by the Quest-giver). Complication 1 Captors are more Aggressive (+1 Melee) 2 The Captors have one additional Member 3 Captors are more Resilient (+2 Prowess) 4 The Captors are aware of the arrival of the Character and have prepared an Ambush 5 Captors require a Payment in gold (2d6+5 GCo) or with sex* 6 The Nemesis is helping the Captors* *Re-roll if the Captive is inside rooms with creatures which will attack anyone. If successful, the Character obtains a Civilian Reward and 1 XP. Variant: If the Quest is generated inside a room with NPCs one of them might be the Quest-giver or the Quest-giver could actually be the Captive which will ask to be free and to be escorted to the Dungeon Exit. Deliver the Package A randomly Generated Civilian asks the Character to deliver a Package to a location, were a reward awaits him. Usually the package shouldn’t be opened, out of respect, since it could also mean that the Character could have stole part of its content. Still it’s possible for a Character to ask what’s inside the package, just to know how to handle it in certain situations although it’s up to the giver to decide to tell or remain vague, such as “it’s fragile” instead of saying “it’s bottle of elven wine worth 30 Golden Coins” Content Destination 1 2d3+1 Food Rations Point of Interest 2 Bottle of Wine worth 30 GCo Location 3 Healing Draught Encampment 4 2d3 Bitter Roots, 2d3 Green Herbs Location 5 Medicines Point of Interest 6 Bottle with 3 doses of Holstaur’s Milk Encampment The Destination is 1 Within 2d3+4 Hexagons 2 Within 2d3 Hexagons, same Environment 3 Within 2d3 Hexagons 4 Within 2d3+1 Hexagons, different Environment* 5 Within 1d3+1 Hexagons 6 Known Destination more than 1d3+1 Hexagons away** *Notice that if the closest different environment is more than 2d3+1 hexagons away you can ignore such value **If you obtain a result of a Destination your character have already found, you can still use it as long as it’s at more than 1d3+1 Hexagons away. Completing the Quest grants a Civilian Reward and a payment of 2d3+5 GCo. 25


Lovely Bones A Couple died here many years ago and their remains have been buried by their friends or loyal subjects. Unfortunately, the Skull of one of the two was recently dug up and stolen, causing the apparition of the ghastly soul of the other lover to until the skull is returned. When the Quest is found, the character will hear someone sobbing, and with a simple search allows to find the remains of the couple which died. The ghastly apparition will also show itself, asking the Character’s help to return the Skull of the Beloved One. If found inside a Dungeon the location of the Skull is unknown, but is still within the Dungeon level. When entering a Room with NPCs, roll a d6: with a 6+ the Skull is in possession of one of them, but it’s up to the Player to decide if they are willingly to return the skull or not. You obtain a +1 to the roll every 2 rooms explored, up to 4+. Skull of a…. Why 1 Combatant To be sold to a Merchant 2 Religious By Mistake 3 Civilian Used for a Dark Spell* 4 Noble Used for an Experiment* 5 Scoundrel As part of a Bet 6 Magic User Used for a Dark Ritual* *This causes the destruction of the Skull If the Character has a Rival or a Nemesis there is a 5+ Chance for one of them to Show up when the Skull is Retrieved or when trying to convince the NPCs to give the Skull Back. If the Skull is returned, the Character will obtain a Generic Blessing for 2d3 Days. When playing in the Outside, the ideal locations or points of interest from where the Quest Could Start or where to Look At are the Barrow, Burial Grounds and the Gothic Cemetery. If the Skull is destroyed, the Character fails to retrieve it or finds himself unable to return the Skull somehow, then the Quest is Failed and the Character obtains a Generic Curse for 2d3 Days. Variant: If the room where the Skull is Found already presents NPCs, then the Skull is already in possession of one of them, with the same motivations, but the Character quest is then to return the Skull to its grave, which is located the room before the Exit. Any eventual Rival or Nemesis might show up while the Character is trying to take the Skull to the required location. Notice that while the rival can simply prevent the Character to obtain the Quest (which also prevents to being Cursed), the Nemesis will instead try to actively cause the Quest to Fail. Robbed! The NPC was recently robbed and asks the Character to retrieve his belongings as son as possible. Robbed of... By whom* 1 Coins and Equipment 3 Halfling Troublemakers 2 Trinket 3 Henchmen 3 Everything (Even Clothes) 5 Bandits 4 Coins 5 Goblins 5 Clothes 2 Scoundrels 6 Equipment 2 Unseelie Knaves *If playing in a Dungeon, this result can be ignored in favor of different NPCs or even Creatures, where it makes more sense. The culprits are somewhere in the Dungeon. After 1d3 rooms, roll a d6: with a result of a 6+ the Character has found them. Add a 1 to the dice roll every 2 rooms, up to 4+, although they will automatically be located in the room before the exit. Add a 1 for rooms which might already contain this type of NPCs, such as Living Quarters or those were they could have been captured, such as a prison or a Spawn Pool. If the quest is obtained in the Outside the Culprits are within 1d3 Hexagons but the Character needs to find them first by performing a Survival Check at 1d10+2 for each Hexagon of distance, then exploring the Area until you obtain an Encounter. Each encounter has a 4+ Chance to be replaced with the Culprits. If the Complication is about an ambush then any Ambush also has a 4+ Chance to be replaced with them. When accepting the quest, there is also a 4+ Chance for Complications to Occur. Complication 1 The Rival is already fighting the Culprits for the reward 2 Chances to find traps is increased to 1, 2 and 3* 3 Culprits are tougher and have +2 Prowess 4 The the NPC is actually part of the group of culprits, which are waiting to ambush the Character for robbery 5 Culprits are more than thought. Add 1 additional member 6 The Nemesis is helping the Culprits *re-roll if Outside The Quest is successful if the Character manages to recover what was stolen, or to defeat the Ambush in case the NPC was part of the group. The reward will be a Civilian Reward plus 1 XP if there were complications. The Quest fails if the Character is Defeated and Robbed or if he’s unable to find the culprits or is prevented to find them, such as by being Teleported away. 26


Spellbound The Character encounters a grieving NPC. If approached with no hostile intentions, the NPC will tell the Character that a Creature put his beloved one under a strange spell that makes him or her thing the new Creature is his true love or is just controlling its will for various purposes. Randomly generate the two NPCs as Civilians but most of the time the creature kidnaps someone which consider sexually attractive, even if is still up to the player’s preference. By whom 1 A socially awkward Wizard 2 A Rakshasa because it wants a new concubine 3 A possessive Glaistig 4 A Witch or Warlock out of jealousy 5 An Intruder Brood Mother for breeding 6 An Incubus/Succubus for fun Breaking the spell could be slightly complicated since simply defeating the Creature controlling the beloved one doesn’t necessarily disrupts the spell. To randomly determine what is required, roll a d6: Breaking the Spell 1 Someone else must take place of the Spell-bound NPC willingly 2 The Spellbound Creature must be Defeated 3 Two Scrolls of Remove Curse are required 4 Countering the Spell (Spell has +3) 5 The non spell-bound lover must suffer 3d6+3 Damage in front of the Beloved One. If Prowess reaches 0, the NPC dies. 6 The spellbound NPC and the Creature must be separated for 1 entire day The Spellbound NPC is always located in the same room where the Exit is, but there is a 4+ Chance that the Creature who did this isn’t present at first, but will return within 1d3 Hours. The Quest fails if the Character is unable to break the Enchantment affecting the NPC or if is prevented from reaching the location, such as being Teleported away. If the Character is successful, he obtains 1 XP and a Civilian Reward. The Gift An NPC is in love with another one and wants to find a proper gift but unfortunately the task is harder than expected. Randomly Generate the Civilian NPC, which will follow the Character for 1d3+3 Rooms or 1d3 Days of travel. Every new Room or Hexagon explored, after the first one, roll a d6: with a result of 6+ the NPC finds something interesting and will thank the Character, granting a Generic Reward. Add a +2 to the roll when exploring Curio Rooms or Points of Interest. Add a +3, instead, when exploring a Warehouse, Junkyard or similar places full of treasures or generic items that can be found. If the NPC doesn’t finds what he was looking for within the number of rooms explored or Days, the Quest is considered failed and the NPC will simply give up and leave. The Quest is also failed if the Character and the NPC are separated and unable to regroup, such as through Teleportation or by being Captured. The NPC will always try to flee is the situation is getting worse and leave the Character alone, only to return if he manages to survive. When the gift is found, roll a d6: on a 5+ there will be some complications: Complications 1 A Group of Scoundrels will ambush the Character and the NPC, trying to steal the Gift. If they succeed, the Quest fails. 2 The Gift is Cursed and it will afflict the NPC. This will prevent the Character from obtaining any Experience. The Character can decide to take the Curse on itself (Generic Curse) to obtain the XP. 3 The Gift Breaks, and a new one must be found. Add 3 additional Rooms/Hexes to the total time the NPC will follow the Character. If the Quest is Successful, the Character will receive a Civilian Reward and if a Complication is overcome, he will also obtain 1 XP. To the Exit A rather simple quest consist of an NPC asking to be safely escorted towards the Dungeon Exit in the current level. If the NPC manages to reach the Exit without being Defeated, the Character will receive a Civilian Reward and 2d3+3 additional GCo. When Accepting this quest, there is a 4+ Chance to Complications to Occur. Complications 1-2 Chances of traps are increased by rolling a 1,2 or 3. 3-4 Aggressive and Hostile Creatures have +2 Prowess 5 The NPC has 2 less Prowess 6 There are 2 Additional Wandering Creatures which are Hostile Escorting the NPC with the Complications grants also 1 XP. The quest fails if the NPC is Defeated and/or Captured or if the Character and the NPC are separated and unable to regroup somehow. 27


Combatant Quests These type of quests are generated by Combatants. Quest (Dungeon) Quest (Outside) 1 Practice Makes Perfect Wedding Crashers 2 The Path for Glory The Challenger 3 Defeat the Creature Practice Makes Perfect 4 Wounded Warrior Wounded Warrior 5 Practice Makes Perfect Defeat the Creature 6 The Challenger The Path for Glory Defeat the Creature The Combatant NPC asks the Character to defeat a Creature. To determine which Creature should be defeated simply generate a new Wandering Creature if inside a Dungeon, while if outside roll a d6: if Even use the Ambush table, if odd the Wandering Creatures from the same environment the Character is currently in when receiving the Quest. While inside the Dungeon the you don’t need to place the Wandering Creature yet, but for every 2 rooms explored, roll a d6: with a result of a 6+, the wandering Creature is there. Add a +1 to the roll if you previously obtained a lower result than the one required. If Outside, the Character must actively search for the type of encounter, although every time you should roll on the table, roll twice and if one of the results is the one the Character is looking for, pick that one and discard the other, otherwise, discard the second roll. When obtaining the quest, roll a d6: with a 4+, Complications will occur for the Quest: Complications 1 The Nemesis aids the Creatures 2 The Creatures Ambush the Character 3 Creatures are tougher and obtain +2 Prowess 4 The Creatures are on alert, increasing their Initiative by 1 5 Creatures obtain a +1 to their Attacks 6 The Rival is on the Same Quest Completing the Quest Grants 2d3 GCo and a Combatant Reward, while Completing the Quest with a Complication also grants 1 XP. If the Character is Defeated by the Creatures, the Quest Fails. Practice Makes Perfect The Combatant proposes the Character if is interested into some sparring for training. The sparring is also a good way to improve a personal technique, to give critiques and suggestions or just as a warm up. Training follows the same rules of a regular Test of Skills, but in this case the Character will use his Melee modifier against the NPC’s Melee Modifier. 3 Successes, 0 Failures The Character seems to actually learn something new from the sparring and obtains 1 XP. The training consumes 4 Prowess. 3 Successes, 1 Failures The Character is successful in his training, which consumes 4 Prowess 3 Successes, 2 Failures Although successful, the Character barely keeps up, consuming 5 Prowess 3 Failures, 2 Successes The Character gives a hard time to the NPC but is beaten at the last moment. The Training consumes 6 Prowess 3 Failures, 1 Successes The Character barely manages to keep up and is beaten. The Training Consumes 7 Prowess. 3 Failures, 0 Successes The Character gets his ass whooped and is automatically Defeated. Events: Roll a d6: with a result of a 4+, a random event occurs during the Training. Event 1 The Character realizes the NPC is more good than he thought. The NPC obtains a +1 to his Melee for the training. 2 The Character manages to help the NPC to learn from his mistakes 3 There are some intense moments between the Character and the NPC, if the latter can be considered “interesting” for the Character. Otherwise, re-roll. 4 The Character accidentally hurts himself, suffering 1d3 Damage 5 The sparring makes both in a good mood, regardless of the outcome of the training. The Character recovers 1 Determination. 6 The Sparring makes both the NPC and the Character pretty worked up. If the NPC is sexually compatible with the Character both will find themselves rather close to each other when the training ends, probably wanting for some more “Action”. Regardless of that, the Character recovers 1d3 Determination. 28


The Challenger The Character meets an NPC which immediately challenges him to a duel. The NPC is rather confident and will try to mock and taunt the Character in an attempt to force him to accept the Duel, even by following him for 1d3 Rooms or by trying to block his path. If the Character accepts and wins, he will recover 1d3 Determination and obtain 1 XP. Otherwise, nothing will happen. The Challenger will only accept melee prowess and will consider the use of Spells or Spell-like abilities as Cheating. Active Blessing don’t count since the NPC is probably unable to know that, but a Character which informs his opponent about such advantage will reduce his Corruption by 2d3 and recover 1d3 Determination. Omitting the advantage will increase the Character’s Corruption by 2d3. Use the following table to generate the Challenger, instead of using the NPC Race and Origin generation tables, although you can still customize the other details as usual, such as kinks, quirks etc. Challenger 1 Dwarf Fighter 2 Human Hedge Knight 3 Duelist 4 Gladiator 5 Orc Fighter 6 Kikimora Proydoka Regardless of the outcome, roll a d6: Event 1 Regardless of the Outcome, the NPC will become a Rival 2 If the NPC is sexually compatible and manages to defeat the Character it will also attempt to take advantage of the situation. If defeated will try to seduce the Character. 3 The Challenger is impressed by the Character and respects the outcome regardless if he wins or loses 4-5 If the NPC is sexually compatible, there will happen many different occasions where the sexual tension might be evident, which might evolve in something more next 6 The Challenger seems to have enjoyed the fight and promises the Character to do some more practice for the next fight. If you obtain this Quest again, there is a 4+ Chance that you will find the same NPC again The Path For Glory The NPC asks the Character if he’s interested to a task to defeat a Dangerous Creature. The NPC has +4 Prowess and knows that in the end of this Dungeon Level, there is a Dangerous Creature they have to defeat. The NPC will follow the Character towards the Exit, where A Dangerous Encounter will be generated, replacing any Creature which should be there. The Room of the Dangerous Encounter is always Large or at least Medium. The NPC will help the Character fighting other Creatures, but it wouldn’t be interested in anything else, except for gathering some information about the Creature or an easy way to obtain coins, where possible, but it will never renounce to the task. If the Quest is Successful, the Character obtains 2 XP. The Quest Fails if both the Character and the NPC are Defeated or are unable to reach the Creature somehow, such as being teleported Away. Wedding Crashers The Character meets a Combatant NPC which needs help for a “rescue”. According to the NPC, there will be soon a forced Marriage which the NPC should prevent, but with a second thought the NPC realized that being alone isn’t tactically wise. If inside a Dungeon, the Wedding to prevent will be located in the final Room, and the NPC will follow the Character, fighting along him, but usually ignoring unnecessary distractions. The NPC has +4 Prowess. The Quest Fails if both the Character and the NPC get Defeated before preventing the Wedding, or if they are unable to reach the location somehow, such as being Teleported away or being Captured. The other NPC being married is Randomly generated, although most of the time it’s Female if the Combatant is Male or Male if the Combatant is Female. Use the following table to generate who’s forcing the NPC to get married (usually the one in Charge is the one marrying the NPC). 1 Noble with 3 Guards 2 Cultist Preacher with 5 Cultists 3 Chief and 5 Bandits 4 Chief and 4 Skirmishers 5 Zealot with 4 Acolytes 6 Scoundrel with 4 Henchmen If the Quest is obtained in the Outside, the destination is within 2d3 Hexagons, although if a more appropriate Location or Point of Interest was already discovered by the Character, such as a Meadow or an Abandoned Hut, the Wedding might take place there. Usually the NPC should have a knowledge about where to go, but failing to reach the location in time or being Lost for too long will cause the Quest to Fail. When reaching the Wedding Location, roll a d6: with a result of 5+, the opponents are neutral toward the Character but Hostile toward the NPC which is following him. If the Character tries to talk to them it will be revealed that the Wedding isn’t forced but is actually what both parts wanted and it’s the one following the Character which just invented an excuse to stop the wedding out of jealousy, probably because it was rejected in the past. The NPC will still ask the Character’s help which if he accepts, he will lose 1d3 Determination but also increase his corruption by 2d3+2. If the Character refuses, the NPC will attack him instead. In this variation the quest fails if the NPC manages to ruin the wedding somehow. 29


Wounded Warrior The Character finds a Defeated Combatant in need for help. The NPC will warn the Character about those who caused all of this and that they are still around somewhere. Usually the NPC is also been robbed of coins, weapons and armors, while it might also be completely naked or just left as is and just robbed of its coins. The Character can decide to avenge the Combatant which has only 1 Prowess left, and even if the Character manages to restore some missing Prowess, the NPC will be too tired to be helpful. Use the following table to Generate the Band of Misfits: 1 2 Jötunn Blood Thugs 2 2 Zealots 3 4 Wildlings 4 4 Henchmen 5 6 Goblins 6 2 Orc Fighters Every 2 rooms explored, roll a d6: with a result of a 6+, the Character will find the NPCs responsible for the Combatant’s Defeat. Add a +1 to the roll for every failed attempt, up to 3+. Add also a +1 when reaching Rooms where such type of Creatures could be met, such as Living Quarters, Guard posts and such. If obtained in the Outside, the culprits are within 1d3 Hexagons, but the Character must look for them through Encounters or Ambushes. When an Encounter or an Ambush occur, roll a d6: with a 5+, replace the Encounter/Ambush with the band of misfits. Completing the Quest allows the Character to recover 1d3+1 Determination. The Quest is failed if the Character is defeated by the Group or if is unable to reach the destination somehow, such as being Teleported or being Captured. 30


Cultist Quests The following quest can be generated as alternative to Religious Quest, when the NPC is part of a Specific Cult. Special Quest Cult of Awnt-ib To Please a Goddess Cult of Darnagos Supremacy Cult of the Scarlet Hand Infiltrate Cult of Shub-n’arig Conversion Cult of the Sprawling Mother Spread the Blessing Cult of Uthuunn Prove your Worth Conversion The Character must find and convert 1d3+1 NPCs to become members of the Cult through debauchery of some sort, rather than just talking to them. The quest can take time and often involves the NPCs obtaining new Kinks. This can be done by having their corruption score written somewhere but also by seducing the NPCs. The Character has also to convince the NPC that what is doing its right, though Speechcraft or Bluff Checks against the Target’s Inquire, for a number of times equal to the target’s Will+1. A Character can fail up to 3 times to convince an NPC to accept the new Kinks at which point the NPC will simply no longer trust the Character’s judgment. The Character obtains a Superior Dice the first time he tries to convince someone with the Flesh is Weak Trait. Completing the Quest grants 2 XP. Infiltrate The Character must infiltrate an Encampment, Cultists Quarters or similar places and gather information about its residents, especially those kept secret. The secrets must be something of a certain importance, especially those details that might cause trouble to one or more NPCs present in the infiltrated location. For example if the Character infiltrates a Bandit Camp and learns that the Bandit Chief actually prefers the company of other men instead of women, which could cause his henchmen to lose trust in him is a secret worth of discovery but if instead his henchmen actually know and are fine by that, the secret itself become less important although it could be still of use. By default the Cult requires first secrets that could destabilize the place the Character is infiltrated and then secrets that could grant advantage to their opponents. Discovering secrets might require a combination of Stealth and Perception Checks (using the random difficulty table) made once ever 1d3+1 Days. The quest fails if the Character is found while spying, is sent away from various reasons or if the Encampment is overrun or disbanded. Completing the quest grants 2 XP. Prove Your Worth The Character must prove his worth by defeating a Challenger of Strength in any way he prefers but without the direct intervention of allies, which includes receiving Blessings through Acts of Faith from Allies, receiving Spells, Potions and such. The Character can use his equipment as he prefers, but by still following the rules of the Challenger. If the Character is Defeated, the quest doesn’t necessarily fail, but the Character must spend 1 week in the Shrine, praying and working out, before being considered worthy to challenge the Shrine again. If the Character actively decides to leave, the Quest Fails. Completing the Quest grants 1 XP and the related Blessing, which duration is instead doubled. Spread the Blessing The quest can be performed in different ways: the first is to find Tentacle Creatures, Infesters or Intruders and being impregnated by them multiple times (4 or 5), to increase the local population. Alternatively the character can instead kidnap 1d3+3 female NPCs and leave them in the locations where such creatures live in, so they can be impregnated. The Character must spend time with or within the Creature’s Lair or Room, and is also forced to defend the Creatures from time to time. Once every 2d3 Days, roll on the Wandering Creatures table to generate one or more creatures arriving at the location, usually with hostile intentions. Notice that any eventual Female NPC defeated during such events still counts for the Quest. Completing the Quest grants 2 XP. Supremacy The Character must actively seek rival cults and sabotage them somehow or accumulate more gold for the cult. As alternative, the Character can find a Dragon to serve or to bond with or must actively protect the creature from hostiles at least a couple of times. This quest allows a broad variety of interpretation and grants 2 XP when completed. To Please a Goddess The Character must find a 1d3+1 Combinations of the following items, and bring them back to the Cult as offering: An Enchanted Item, a Gem worth at least 50 GCo or more, Items and equipment with a combined worth of 40 GCo. Once again this quest can be completed as the Character prefer, but there is a limit of 2 weeks or the quest will fail. Completing the Quest will grant a Generic Blessing with a double duration. 31


Magic User Quests Quest (Dungeon) Quest (Outside) 1 Field Research Help Gathering Resources 2 Bring Knowledge Bring Knowledge 3 Spellcasting Training Spellcasting Training 4 Field Research Field Research 5 Spellbook in Trouble Help Gathering Resources 6 Help Gathering Resources Spellbook in Trouble Bring Knowledge The Magic User asks the Character to bring a combination of at least 3 of the following Items: Scroll, Tome and Book. The quest doesn’t really have a time limit since the only technical way to “fail” is to being unable to reach the Magic User somehow. If the Magic User is simply a random NPC found and never seen again then a failure has no real consequences, while if the Quest is for an NPC the Character is actively working for or trying to impress then the failure will have a negative impact in such way. The quest can immediately be completed if the Character already has the required items. Notice that the Magic user will not consider copies of the same type, so having 3 identical books won’t count, also It will only accept Spell Scrolls of those Spells he can actually cast, so a Wizard will ignore any Witchcraft Spell Scroll. Books about stories and tales also don’t count. The Character will be paid depending on the item given. Item Value Book of Knowledge 3 GCo Book of Advanced Knowledge 8 GCo Book of Forbidden Knowledge 5 GCo Enchanted Scroll (Apprentice) 2d3+2 SCo Enchanted Scroll (Lost Soul) 1d3+1 GCo Enchanted Scroll (Wanderer) 2d3+1 GCo Scroll of Identification 10 GCo Scroll of Remove Curse 20 GCo Spell Scroll (Apprentice) 3d3+2 SCo Spell Scroll (Lost Soul) 2d3+1 GCo Spell Scroll (Wanderer) 3d3+3 GCo Field Research The NPC asks the Character to be assisted with some “Field Research”. The type of research is randomly generated with the following table, but is up to the Character to accept: Research 1 Field Trip 2 Tentacle Mating and Reproduction 3 Labyrinthian Hazards 4 Aphrodisiac Effects of Slimes 5 Field Trip 6 Experimental Concoction Aphrodisiac Effects of Slimes: The purpose of this research is to test the theory that Slimes naturally secrete special pheromones used to lure their prey or to force other humanoids to mate with them. The NPC will follow the Character, looking for Slime Creatures of any sort to study. When Slime Creatures are encountered, the Character must defeat them so the NPC will be able to study them safely, but for after the first encounter, there is a 6+ Chance that the NPC will instead ask the Character to let the slimes do whatever they want, for research purposes obviously, although the Character must describe the sensations of such type of close encounters. If the Character has an Interest or Kink towards Slimes then he can simply tell that he doesn’t mind have some find with the Creatures. A Character with a Kink towards Slimes can even try to convince the NPC to try with a Seduction Check, although doing so increases the Character’s Corruption by 2d3. While performing this Research you don’t have to roll to randomly generate Creatures if there is a chance for Slime Creatures, since that will automatically be the encounter. The quest fails if the Character and NPC fail to have at least 3 different Slime encounters or if they are Defeated and Captured by other Creatures or separated in a different way, such as through Teleportation. If the Character or the NPC get defeated but they manage to recover, then the quest can continue. If the Character and the NPC manage to at least survive 5 encounter, the Quest succeeds and the Character will receive 2d3+5 GCo. 32


Experimental Concoction: The NPC has created an experimental and unstable concoction which is willingly to test on other Creatures, but he needs someone to handle the concoction and to defend him in case of need. The NPC has 3 different Concoctions which wants to test on different Creatures, although one can also be tested on the Character. With “tested” is intended that it can be thrown against a target or drank by a living creature (even by force). Each Concoction weights 0,2 kg (0.4 lb) and is rather fragile, but if thrown against someone it will deal 1 Bludgeoning Damage and then Shatter, splattering the contents all around. Throwing the Concoction requires a Ranged Attack and in case it misses, it will Land 1d3 Squares behind the target Creature and then shatter. If the Concoction is used on 3 different Creatures, the NPC will give a Generic Reward. When a Concoction is used, roll a d6: Concoction Effect (Drink) 1 The Creature is automatically Defeated. If it was Living Food, a Slime Creature or a Tentacle Creature, it will explode instead. 2 The Creature starts burping pretty colorful bubbles, which fly so high and reach the sky. Lasts for 2d3 Hours 3 The Creature start to have a stomach ace which lasts for 2d3 Hours, but is considered to have the Breath Attack Feat, which can be used only Once per Hour and which deals Arcane Damage. A Creature can use his Ranged or Magic Modifier. 4 The Creature immediately grows a large penis, becoming automatically Aroused and with the urge to use it. If the Creature was a male, the effect simply increases the size of his penis, while if Female she will obtain the Female Penis (Mutation) trait. The effect ends within 2d3+6 Hours, but for females, they must perform an Endurance Check at 1d10+2 or the effect will become permanent although the size will shrink to a more average length. 5 The Creature starts to feel dizzy and weird. The Creature must immediately re-roll all his appearance traits such as breast size etc. The effect lasts for 2d6+5 Hours. Has no effect on Shapeless Creatures such as Slimes and Tentacles. 6 The Creature increases its Prowess by 2, DR by 1 and obtains a +1 to any HtH Check based on Strength, but his Mind is reduced to 1 and will obtain a Burden Dice every time it tries to use a Skill which requires Concentration. Lasts for 2d3+6 Hours. Concoction Effect (Thrown) 1 Nothing happens 2 The Creature hit will start floating at 1 Square from the Ground. While in this state the Creature can easily be pushed around and suffers a -3 to Dodge and to resist any HtH Maneuver. The Creature can make an Agility Check each round to being able to “move” by 1d3 Squares although this requires 2 Actions. The effect lasts for 2d3+3 Hours. Floating allows to avoid any trap triggered by pressure or by pulling strings. And even to float over pits, although if there is no ground beneath the creature, it will start to slowly fall down until reaches another surface (even liquids) or the effect ends. 3 The Concoction deals 2d3+3 Acid Damage to the target and anyone within 1 Square from it, although an Agility Check against the Ranged Attack allows to the Creatures around to halve the damage. The Acid also affects non-metallic armors and clothing 4 The Creature hit must perform an Endurance Check at 1d10+3 or become “Paralyzed” or to be more precise, it will simply crumble to the ground, unable to move anything while other creatures can try to move its flaccid limbs. Large Creatures obtain a +1 to resist, while against Huge only a body part will be affected 5 The Concoction will emit a gaseous substance within 2d3+1 Squares. All living Creatures within the range must perform a Will Check at 1d10+2 or become immediately Horny and lose 2d3 Prowess 6 The creature leaves a sort of colorful trail behind when moving, which quickly vanishes, but nothing else Field Trip: A rather simple request is to accompany the Magic User to the current Dungeon Exit or for 1d3 Days. The Magic User will actively fight and help the Character with Combat. The NPC is more willingly to fight against enemies than flee, except for clearly stronger foes or if the things seems dire for both of them. The Quest only fails if both the Character and the NPC are Defeated and Captured by Creatures. If successful, the NPC will pay the Character 2d3+3 GCo. Labyrinthian Hazards: The purpose of this research is to test the various Hazards presents in the Labyrinthus, either those found in a Dungeon and those found in the Outside. The NPC will ask the Character to interact with the various Hazards they might found even enchanted Traps, although any mechanical trap do not count towards the research purpose. The NPC will follow the Character to the end of the Dungeon level or for at least 1d3 Days and the Character must try to interact will all the various hazards found, avoiding Mechanical traps if detected. For this research is also possible to try to avoid futile fights with other Creatures unless there are no other solutions. The quest is considered successful if the Character manages to get through at least 5 different hazards (similar hazard still count as long as they are met in different rooms or with different exploration attempts. The Quest fails if both the Character and the NPC are Defeated and Captured or separated with any chance to regroup, such as through Teleportation. The NPC will pay the Character 2d3+5 GCo and the Character will also obtain 1 XP. A Character can simply give up and stop helping the NPC, which will still count as a Failed Quest. Tentacle Mating and Reproduction: Similar to the research about Slimes described before, the purpose of this Field Research is to fight some tentacles and then letting them having their way with the Character, which can still convince the NPC to also try if the Character has a Kink for Tentacle Creatures. Still, depending on the Character and NPC sex and the Tentacle type, mating could be something the Creatures could not be interested with, so an option could be to actually defeat someone and bring him or her to the creatures and let them mate (this increases the Character corruption by 2d3+5). 33


Help Gathering Resources The NPC is looking for some ingredients for his mixtures and potions or is simply looking for some resources to sell to others. The NPC will follow the Character ‘till the Dungeon Exit or for 1d3+1 Days with the purpose to gather as more resources as possible. Although the NPC will try to gather resources himself, if the Character is also capable to harvest herbs and such that will be appreciated by the NPC. The NPC is looking for all sort of Bitter Roots, Herbs, Mushrooms and Plants, but it will also be interest into gather special resources from the table below. If the Character already has some resources and is willingly to give them to the NPC, that will also count for the quest. Special Resources Baker Lord/Lady Cream Centaur Semen Gegeines Sweat Floralis Juice Holstaur Milk Holstaur Semen Insectoid Bee honey Intruder’s Egg Lamia Dizzy Juice (Pure Blood) Lamia Dizzy Juice (Skin-shedder) Sap Dryad’s Sap Satyr Breast Milk Satyr Semen Slime Pool Goo Slimy Fluids Spawn Pool Goo The NPC always has appropriate containers for special resources. The Quest is considered successful if the NPC is able to gather one Special Reagent or some Herbs/Plants/Mushrooms. The NPC will pay the Character 2d3+4 GCo. Notice that this quest technically counts as “Failed” if the Character and the NPC don’t find anything, but it doesn’t cause any loss of determination. Spellbook in Trouble A Group of 1d3+2 Imps has stolen the NPC’s Spellbook, and is mandatory to get it back as soon as possible. The NPC will follow the Character but, as explained in the Chapter 4 of the Core Rules, he’s forced to perform a Wizardry Check at 1d10+2 when trying to cast any Spell except for Apprentice Spells, were a failure means that the Spell also fails. The Imps are somewhere inside the Dungeon Level or within 1d3 Hexagons. After the first two rooms, roll a d6: with a result of 6+, the Imps are found with the Spellbook and will replace any Creature which should be generated except for Large Rooms, where they count as Wandering Creatures. Add +1 to the roll for every 2 rooms explored, up to a 4+. If the Character fails to find the Imps, they will automatically be in the room before the exit. The Quest Fails if the Character and the NPC are Defeated and Captured before being able to retrieve the Spellbook or if they are separated and unable to regroup, such as through teleportation. The Imps can be defeated and convinced somehow. A successful quest grants 1 XP. Spellcasting Training The NPC proposes the Character if is interested into some Arcane Sparring for training. The arcane sparring is also a good way to improve the act of spellcasting while facing another Magic User or to simply get more practice in a safe way. Spellcasting training uses the same rules of a Test of Skills, but the Character will use his Magic Modifier against the NPC’s Magic modifier. Notice that this Quest is only possible if the Character is also a Magic User. If not, Re-roll. 3 Successes, 0 Failures The Character seems to actually learn something new from the sparring and obtains 1 XP. The training consumes 4 Prowess. 3 Successes, 1 Failures The Character is successful in his training, which consumes 4 Prowess 3 Successes, 2 Failures Although successful, the Character barely keeps up, consuming 5 Prowess 3 Failures, 2 Successes The Character gives a hard time to the NPC but is beaten at the last moment. The Training consumes 6 Prowess 3 Failures, 1 Successes The Character barely manages to keep up and is beaten. The Training Consumes 7 Prowess. 3 Failures, 0 Successes The Character gets his ass whooped and is automatically Defeated. Events: Roll a d6: with a result of a 4+, a random event occurs during the Training. Event 1 The spell cast during the training were rather flashy and have attracted unwanted guests. When the session ends, the Character and the NPC are Ambushed. Use the Ambush table if Outside otherwise the Ambushing Creatures are two tentacle lurkers attracted by the surge of magic 2 Due to some accidental spell miss-cast, both the Character and the NPC suffer 1d3 damage 3 There are some intense moments between the Character and the NPC, if the latter can be considered “interesting” for the Character. Otherwise, re-roll. 4 Both the Character and the NPC lose 2d3+1 integrity to their Clothes /Armors 5 The training makes both in a good mood, regardless of the outcome of the training. The Character recovers 1 Determination. 6 The training makes both the NPC and the Character pretty worked up. If the NPC is sexually compatible with the Character both will find themselves rather close to each other when the training ends, probably wanting for some more “Action”. Regardless of that, the Character recovers 1d3 Determination. 34


Noble Quests Some NPCs can be considered Nobles so you can generate Quests from the following Tables instead. Dungeon Quest Outside Quest 1 Stolen Heraldry Duels and Bets 2 Clear the Way Deliver the Package 3 Hostage Robbed! 4 To the Exit Stolen Heraldry 5 Robbed! Hostage 6 Duels and Bets Deliver the Package Clear the Way: This quest requires the Character to Deal with anything until the current Exit is found and opened or at least to find a safe passage within various rooms to the exit, even by finding secret passages, defeating or befriending creatures and so on. The NPC will follow the Character although it can be convinced to stay with a Speechcraft Check at 1d10+3 (or similar Custom Skills such as Intimidation or Bluff). If the NPC is Defeated/Captured, the Quest Fails, but if the Character is Defeated outside Combat or Combat ends with only the Character being Defeated, the NPC will try to help. The NPC will also help the Character where possible but will stay away from Combat unless it’s an NPC suited for such events, like a Combatant or Magic user. A non-combative NPC can be convinced to help during combat with a Speechcraft Check at 1d10+3 (or similar Custom Skills such as Intimidation or Bluff). The NPC will never try to do something which could be harmful unless his abilities allows to try, such as a Thief trying to Disarm a Trap. Complications 1 The NPC is actually trying to be Defeated or Captured 2 NPC wants to find a Treasure before the Exit 3 If The Character is Defeated, the NPC will abandon him 4 Chance of Traps is increased by rolling a 1,2 or 3. 5 Number of Creatures is increased by 1 (except Large ones) 6 The NPC will try to defeat the Character at the Exit Completing the Quest grants 1 XP or 2 if Complications are overcome. Deliver the Package The NPC asks the Character to deliver a Package to a location, were a reward awaits him. Usually the package shouldn’t be opened, out of respect, since it could also mean that the Character could have stole part of its content. Still it’s possible for a Character to ask what’s inside the package, just to know how to handle it in certain situations although it’s up to the giver to decide to tell or remain vague, such as “it’s fragile” instead of saying “it’s bottle of elven wine worth 30 Golden Coins” Content Destination 1 2d3+1 Food Rations Point of Interest 2 Bottle of Wine worth 30 GCo Location 3 Healing Draught Encampment 4 2d3 Bitter Roots, 2d3 Green Herbs Location 5 Medicines Point of Interest 6 Bottle with 3 doses of Holstaur’s Milk Encampment The Destination is 1 Within 2d3+4 Hexagons 2 Within 2d3 Hexagons, same Environment 3 Within 2d3 Hexagons 4 Within 2d3+1 Hexagons, different Environment* 5 Within 1d3+1 Hexagons 6 Known Destination more than 1d3+1 Hexagons away** *Notice that if the closest different environment is more than 2d3+1 hexagons away you can ignore such value **If you obtain a result of a Destination your character have already found, you can still use it as long as it’s at more than 1d3+1 Hexagons away. Completing the Quest grants a payment of 2d6+5 GCo. 35


Duels and Bets The Character encounters a Couple of Noble NPCs which are arguing with each other, while a third is waiting on the side. The Nobles are trying to bet over a fight but so far they where able to only find “one Champion”, until the Character arrived. The Nobles will simply propose the Character to fight for one of them, with a reward in gold for a victory. The two Nobles have the same stats of a duelist and are rather persuasive, although if the character refuses, they will still try to convince him one more time, then they will simply let him be. If the Character accepts, he has to face one of the following NPCs: Challengers 1 Dream Child Wanderer 2 Nereidian Peltast 3 Gladiator 4 Rhodenian Skirmisher 5 Orc Fighter 6 Jötunn Blood Thug The Nobles also want to be entertained by the duel, so they will be disappointed if the fight is ended quickly or without much effort. Both the Character and the Challenger can perform Agility Checks at 1d10+2, instead of attacking, to try to make some interesting sparring moves or to show off against their opponent, which will please the nobles. The Gladiator can instead make a performance (Gladiator) Check at 1d10+1. Before the fight starts, roll a d6: with a result of a 4+, a Complication occurs. Complication 1 The Challenger is more powerful and deals 1 additional damage 2-3 The Challenger has some experience with this type of things, obtaining a +1 to Checks required for entertaining the Nobles 4 The Challenger is Tougher and obtains +2 Prowess 5-6 The Challenger obtains the Melee Awareness Feat Hostage The NPC has been captured by a group of creatures when the Character arrives. The NPC asks for help and is up to the Character to intervene. Use the following table to determine which creatures have captured the NPC (roll-off to determine if they are Monsters or NPCs): Monsters NPCs 1 4 Darklings 2 Brigands 2 2 Coitus Nocturnus / Tentacle Lurkers 3 Henchmen 3 4 Servus Malus 5 Bandits 4 4 Black Trolls 3 Wildlings 5 2 Prowler Goats 5 Goblins 6 2 Bone Slimerlings 3 Unseelie Knaves Notice that depending on the Dungeon Type or environment, some Monsters/NPCs could make more sense than others, so feel free to adapt the table to better fit the location. The quest is rather straightforwards, since the purpose is to save the NPC, although there can be different approach to the solution. A Character is not necessarily detected immediately by the Creatures, especially in the outside, while in a Dungeon, they will notice him unless he was moving stealthy. The quest is considered Failed if the Character attempts to save the NPC and is Defeated and Captured by the Creatures or if he decides to flee. Saving the NPC rewards 1 XP and probably 2d3 GCo. Variant: If the Quest is randomly generated by an NPC in a safe location, then the NPC which is captured is probably a friend of the Questgiver or maybe a servant. If generated in a Dungeon the Creatures and the Hostage need to be located through exploration, same for the Outside, although they are usually within 1d3 Hexagons or in a close Location or Point of Interest known which could make sense, such as a Lair or a Bandit Camp. 36


Robbed! The NPC was recently robbed and asks the Character to retrieve his belongings as son as possible. Robbed of... By whom* 1 Coins and Equipment 3 Halfling Troublemakers 2 Trinket 3 Henchmen 3 Everything (Even Clothes) 5 Bandits 4 Coins 5 Goblins 5 Clothes 2 Scoundrels 6 Equipment 2 Unseelie Knaves *If playing in a Dungeon, this result can be ignored in favor of different NPCs or even Creatures, where it makes more sense. The culprits are somewhere in the Dungeon. After 1d3 rooms, roll a d6: with a result of a 6+ the Character has found them. Add a 1 to the dice roll every 2 rooms, up to 4+, although they will automatically be located in the room before the exit. Add a 1 for rooms which might already contain this type of NPCs, such as Living Quarters or those were they could have been captured, such as a prison or a Spawn Pool. If the quest is obtained in the Outside the Culprits are within 1d3 Hexagons but the Character needs to find them first by performing a Survival Check at 1d10+2 for each Hexagon of distance, then exploring the Area until you obtain an Encounter. Each encounter has a 4+ Chance to be replaced with the Culprits. If the Complication is about an ambush then any Ambush also has a 4+ Chance to be replaced with them. When accepting the quest, there is also a 4+ Chance for Complications to Occur. Complication 1 The Rival is already fighting the Culprits for the reward 2 Chances to find traps is increased to 1, 2 and 3* 3 Culprits are tougher and have +2 Prowess 4 The the NPC is actually part of the group of culprits, which are waiting to ambush the Character for robbery 5 Culprits are more than thought. Add 1 additional member 6 The Nemesis is helping the Culprits *re-roll if Outside The Quest is successful if the Character manages to recover what was stolen, or to defeat the Ambush in case the NPC was part of the group. The reward will be a Civilian Reward plus 1 XP if there were complications. The Quest fails if the Character is Defeated and Robbed or if he’s unable to find the culprits or is prevented to find them, such as by being Teleported away. Stolen Heraldry A Group of 3 Henchmen (one of which is a Chief with +2 Prowess) has robbed the NPC of his Coins and also took something representing his heraldry as act of defiance. The NPC is rather furious but alone it has no chances against the group, so he asks the Character’s help. The Henchmen are somewhere inside the Dungeon Level or within 1d3 Hexagons. After the first two rooms, roll a d6: with a result of 6+, the Henchmen are found with the Stolen Heraldry and will replace any Creature which should be generated except for Large Rooms, where they count as Wandering Creatures. Add +1 to the roll for every 2 rooms explored, up to a 4+. If the Character fails to find the Henchmen, they will automatically be in the room before the exit. The Quest Fails if the Character and the NPC are Defeated and Captured before being able to retrieve the Stolen Heraldry or if they are separated and unable to regroup, such as through teleportation. Although the Noble prefers to defeat the henchmen, any solution to get the piece back should still work. A successful quest grants 1 XP. To the Exit A rather simple quest consist of the NPC asking to be safely escorted towards the Dungeon Exit in the current level. If the NPC manages to reach the Exit without being Defeated, the Character will receive a Civilian Reward and 2d3+3 additional GCo. When Accepting this quest, there is a 4+ Chance to Complications to Occur. Complications 1-2 Chances of traps are increased by rolling a 1,2 or 3. 3-4 Aggressive and Hostile Creatures have +2 Prowess 5 The NPC has 2 less Prowess 6 There are 2 Additional Wandering Creatures which are Hostile Escorting the NPC with the Complications grants also 1 XP. The quest fails if the NPC is Defeated and/or Captured or if the Character and the NPC are separated and unable to regroup somehow. 37


Religious Quests Quest (Dungeon) Quest (Outside) 1 Face the Heretics Face the Heretics 2 Robbed! Find a Relic 3 Hostage Face the Heretics 4 Find a Relic Hostage 5 To the Exit Robbed! 6 Face the Heretics Find a Relic Face the Heretics The NPC knows that members of a Hostile or Opposed Cult/Religion are nearby, and asks the Character to Defeat them. The NPC can be convinced to assist the Character with a Speechcraft Check at 1d10+2 or +3 if the NPC is clearly not suited for Combat. Every 2 Rooms, roll a d6: with a result of 6+, replace the Creatures inside the room (if any) with the Heretics. Add +1 to the roll, up to 4+, for every unsuccessful Check. If the Character fails to find them before the level ends, they are automatically located in the room before the Dungeon Exit. If outside, they are somewhere within 1d3 Hexagons or in a Location/Point of Interest which makes sense, such as a Cultist Hideout or the Ruins of a Temple. Heretics 1 3 Wildlings and a Shaman 2 6 Acolytes one of which is a Chief with +2 Prowess 3 4 Acolytes and a Zealot 4 6 Cultists one of which is a Chief with +2 Prowess 5 Cultist Preacher and 5 Random Civilian NPC 6 4 Cultists and a Cultist Guardian If the Quest is Successful, the Character obtains 1 XX and a Religious Reward from the NPC. The quest is failed if the Character is Defeated by the Heretics, if the Character flees and the NPC is Defeated or if the Character is unable to reach the location somehow, such as through teleportation into another level. Find a Relic: The NPC asks the Character to find a Relic which is probably somewhere in the Dungeon level or nearby. The NPC was trying to get it by himself but the area is too dangerous. The NPC can be convinced to assist the Character with a Speechcraft Check at 1d10+2 or +3 if the NPC is clearly not suited for Combat. The relic can only be found inside specific Rooms or Locations/Points of Interest, such as Shrines, Ancient Altars, Ruins of temples and so on, and it requires a Perception Check at 1d10+2 to be found. As alternative, the Relic could be in possession of eventual Criminals, such as Bandits, Grave Robbers and such or by other Religious NPCs. If the Quest is Successful, the Character obtains a Generic Blessing for 1 Day and a Religious Reward The Quest fails if the Character I unable to find the relic or if the relic is found but the Character is defeated or flees. Being Teleported away also causes the quest to fail. Hostage The NPC has been captured by a group of creatures when the Character arrives. The NPC asks for help and is up to the Character to intervene. Use the following table to determine which creatures have captured the NPC (roll-off to determine if they are Monsters or NPCs): Monsters NPCs 1 4 Darklings 2 Brigands 2 2 Coitus Nocturnus / Tentacle Lurkers 3 Henchmen 3 4 Servus Malus 5 Bandits 4 4 Black Trolls 3 Wildlings 5 2 Prowler Goats 5 Goblins 6 2 Bone Slimerlings 3 Unseelie Knaves Notice that depending on the Dungeon Type or environment, some Monsters/NPCs could make more sense than others, so feel free to adapt the table to better fit the location. The quest is rather straightforwards, since the purpose is to save the NPC, although there can be different approach to the solution. A Character is not necessarily detected immediately by the Creatures, especially in the outside, while in a Dungeon, they will notice him unless he was moving stealthy. The quest is considered Failed if the Character attempts to save the NPC and is Defeated and Captured by the Creatures or if he decides to flee. Saving the NPC rewards 1 XP and probably 2d3 SCo. Variant: If the Quest is randomly generated by an NPC in a safe location, then the NPC which is captured is probably a friend of the Questgiver or maybe a servant. If generated in a Dungeon the Creatures and the Hostage need to be located through exploration, same for the Outside, although they are usually within 1d3 Hexagons or in a close Location or Point of Interest known which could make sense, such as a Lair or a Bandit Camp. 38


Robbed! The NPC was recently robbed and asks the Character to retrieve his belongings as son as possible. Robbed of... By whom* 1 Coins and Equipment 3 Halfling Troublemakers 2 Trinket 3 Henchmen 3 Everything (Even Clothes) 5 Bandits 4 Coins 5 Goblins 5 Clothes 2 Scoundrels 6 Equipment 2 Unseelie Knaves *If playing in a Dungeon, this result can be ignored in favor of different NPCs or even Creatures, where it makes more sense. The culprits are somewhere in the Dungeon. After 1d3 rooms, roll a d6: with a result of a 6+ the Character has found them. Add a 1 to the dice roll every 2 rooms, up to 4+, although they will automatically be located in the room before the exit. Add a 1 for rooms which might already contain this type of NPCs, such as Living Quarters or those were they could have been captured, such as a prison or a Spawn Pool. If the quest is obtained in the Outside the Culprits are within 1d3 Hexagons but the Character needs to find them first by performing a Survival Check at 1d10+2 for each Hexagon of distance, then exploring the Area until you obtain an Encounter. Each encounter has a 4+ Chance to be replaced with the Culprits. If the Complication is about an ambush then any Ambush also has a 4+ Chance to be replaced with them. When accepting the quest, there is also a 4+ Chance for Complications to Occur. Complication 1 The Rival is already fighting the Culprits for the reward 2 Chances to find traps is increased to 1, 2 and 3* 3 Culprits are tougher and have +2 Prowess 4 The the NPC is actually part of the group of culprits, which are waiting to ambush the Character for robbery 5 Culprits are more than thought. Add 1 additional member 6 The Nemesis is helping the Culprits *re-roll if Outside The Quest is successful if the Character manages to recover what was stolen, or to defeat the Ambush in case the NPC was part of the group. The reward will be a Civilian Reward plus 1 XP if there were complications. The Quest fails if the Character is Defeated and Robbed or if he’s unable to find the culprits or is prevented to find them, such as by being Teleported away. To the Exit A rather simple quest consist of a Randomly Generated Civilian asking to be safely escorted towards the Dungeon Exit in the current level. If the NPC manages to reach the Exit without being Defeated, the Character will receive a Civilian Reward and 2d3+3 additional GCo. When Accepting this quest, there is a 4+ Chance to Complications to Occur. Complications 1-2 Chances of Traps are increased by rolling a 1, 2 or 3 3-4 Aggressive and Hostile Creatures have +2 Prowess 5 The NPC has 2 less Prowess 6 There are 2 Additional Wandering Creatures which are Hostile Escorting the NPC with the Complications grants also 1 XP. 39


Scoundrel Quests These type of quests are generated by Scoundrels. Quest (Dungeon) Quest (Outside) 1 Contraband Deliver the Package 2 Roll the Bones X Marks the Spot 3 To the Exit On the Run 4 On the Run Roll the Bones 5 Contraband Find the Missing One 6 To the Exit X Marks the Spot Deliver the Package The NPC asks the Character to deliver a Package to a location, were a reward awaits him. Usually the package shouldn’t be opened, out of respect, since it could also mean that the Character could have stole part of its content. Still it’s possible for a Character to ask what’s inside the package, just to know how to handle it in certain situations although it’s up to the giver to decide to tell or remain vague, such as “it’s fragile” instead of saying “it’s bottle of elven wine worth 30 Golden Coins” Content Destination 1 2d3+1 Food Rations Point of Interest 2 Bottle of Wine worth 30 GCo Location 3 Healing Draught Encampment 4 2d3 Bitter Roots, 2d3 Green Herbs Location 5 Medicines Point of Interest 6 Bottle with 3 doses of Holstaur’s Milk Encampment The Destination is 1 Within 2d3+4 Hexagons 2 Within 2d3 Hexagons, same Environment 3 Within 2d3 Hexagons 4 Within 2d3+1 Hexagons, different Environment* 5 Within 1d3+1 Hexagons 6 Known Destination more than 1d3+1 Hexagons away** *Notice that if the closest different environment is more than 2d3+1 hexagons away you can ignore such value **If you obtain a result of a Destination your character have already found, you can still use it as long as it’s at more than 1d3+1 Hexagons away. Completing the Quest grants a payment of 2d6+5 GCo. Contraband The NPC asks the character to take a small package and to deliver it to an Imp Smuggler, which is hiding somewhere in the current Dungeon level, while other smugglers are trying to get the package for a reward. The NPC will also give the Character an Imp Coin which allows to detect where the Imp Smuggler is located. Every two rooms, roll a d6: with a result of a 6+, the Coin will start humming, meaning that the Imp Smuggler is hiding in here. To reveal the Smuggler’s Shop, the Character just have to spend 1 Prowess and say “I’ve Got the Money” which will open the access to the shop of the Imp. Add a +1 to the roll for every previous failed roll, up to 4+, although if the Character is unable to find the Smuggler, then the room will be the one where the Exit is located. The Quest fails if the Character loses the package or the coin, or if is unable tor each the destination, such as being Teleported Away or by being captured and dragged elsewhere. The Package is magically sealed so is impossible to open it, although it’s not immune to excessive damage. If the Character finds the Room the quest is Successful allowing to also have access to the Imp Smuggler’s Shop. You don’t need to roll for a chance for Complications. Because there are ALWAYS complications. Complication 1 Chances of Traps are increased by rolling a 1, 2 or 3 2-3 The package starts buzzing and humming when entering a new room, which forces the Character to obtain a Burden Dice when trying to perform Stealth Checks 4-5 A band of scavengers is looking for the coin and the package, to have access to the Imp. Locate 3 groups of 3 Scavengers around the Dungeon level, in the same way of wandering Creatures. They are hostile towards everyone except the other members of their gang. 6 The Package is Cursed. As long as the Character carries the package he obtains a random Generic Curse. Once the Package is delivered, the Curse is lift. Removing the Curse will destroy the package 40


Find the Missing One: The NPC asks the Character to find someone who’s missing. Use the following tables or pick what could make more sense to set up the quest. The Missing One is a Randomly Generated Civilian or an NPC similar to the Quest Giver. Example: A Hunter (Scoundrel) might be worried that another Hunter she’s friend with is gone missing, and asks the Character to find him back. The Missing one was And now is 1 Looking for Someone Fainted 2 Bathing Somewhere Hiding 3 Exploring Within a Hazardous Location 4 Gathering Resources/Food Captured/Imprisoned 5 Visiting a Point of Interest Lost 6 Cooling off After an Argument Arguing with Someone A Character must look for clues or search for a trail by performing Test of Skills by using Perception or Survival with a difficulty of 1d10+2. 3 Successes, 0 Failures The Character manages to follow the Tracks or Clues correctly and will obtain a Superior Dice for the First Skill Check required to overcome a problem or difficulty. The trail will lead to a point within 1d3 Hexagons 3 Successes, 1 Failures The Character manages to follow the Tracks or Clues correctly, which lead to a point within 1d3 Hexagons 3 Successes, 2 Failures The Character barely manages to follow the Tracks or Clues which will increase the distance to 1d3+1 Hexagons and a Complication occurs. 3 Failures, 2 Successes The Character barely manages to follow the Tracks or Clues which will increase the distance to 1d3+2 Hexagons and two Complication occurs. 3 Failures, 1 Successes The Character fails to find the Missing One 3 Failures, 0 Successes The Character fails to find the Missing One and is Ambushed Complications 1 The Rival is here 2 The Missing One doesn’t trust the Character 3 The Missing One has been captured by Creatures from the Ambush table 4 The Missing One doesn’t want to come back 5 Is hurt and must be carried / requires rest 6 The Missing One is being Chased by Creatures from the Ambush Table Completing the Quest Grants 1 XP and a Scoundrel Reward. On the Run The Character meets an agitated NPC, which asks for help. The NPC tells the Character that a group of ill-intentioned people are chasing him, and he needs an escort to safety. The NPC has a +2 to Bluff, Inquire and Speechcraft (unless his Skill Modifiers are already higher) and will try to avoid the argument of why he’s being chased or just remain vague, urging the Character to do not waste time with pointless questions. Every 2 Rooms, roll a d6: on a 6+ those who were pursuing the NPC will reach the room after any encounter is resolved, which also means if the character just finished fighting, found a key to open the door or was just defeated. If playing outside, when accepting the quest you wills tart a Chase at a medium distance, but even if the Character manages to escape them, they will reappear once per day. While exploring a Dungeon, the Character has to reach the Exit, while if exploring the outside, the NPC must escape to the pursuers for 3 days, after which the quest is considered completed. Dungeon Outside 1 3 Slavers 5 Slavers 2 5 Servus Malus 4 Satyr Chasers 3 5 Bandits 5 Wildlings 4 5 Skirmishers 7 Bandits 5 4 Henchmen 5 Prowler Goats 6 4 Guards 4 Scoundrels The Quest Fails if the pursuers are able to Defeat and Capture the NPC or if the Character and the NPC are divided and unable to regroup, such as through Teleportation. If the Character successfully escorts the NPC to safety, he obtains 1 XP and a Scoundrel Reward. 41


Roll the Bones A group of 4 Pirate Scallywag is playing a game of dice to pass time (notice you can just change the group with something else to better fit the location). The group is Neutral but they could use one additional Player for a better chance to win something more. The game itself (Liar’s Dice) is mostly based on luck, deception and the ability to detect your opponent’s lies. The game is resolved with a Test of Skills by using Bluff or Mind against the opponent’s Inquire. 3 Successes, 0 Failures The Character is able to call his opponent’s lie and even win with a higher result with his dice 3 Successes, 1 Failures The Character wins the round 3 Successes, 2 Failures The Character obtains a tie 3 Failures, 2 Successes The Character obtains a tie 3 Failures, 1 Successes The Character loses the round 3 Failures, 0 Successes Not only the character loses the round but his lie was rather weak Usually the Pirates will bet on money or Scoundrel Rewards, but in some occasions they will propose that the loser must give a piece of his clothes to the winner. This usually happens if the Character is the only one of the opposite sex or if the group consists of both males and females. Usually winning 3 rounds is enough to receive a prize in coins (usually 2d3 SCo) or Scoundrel Rewards, depending on the pirates. Although they aren’t really rich is mostly a good way to make new friends or enemies. To Win a Game the Character must win 3 Rounds before losing 3. Depending on the Character winning or losing, roll a d6: there is a 4+ Chance that there will be Complications for both winning and losing. Winning Complications 1-2 The one which lost the game gets rather mad at the Character and challenges him in a duel 3-4 The one which lost the game accuses the Character of cheating and wants his money back. The other Pirates must perform a Mind Check at 1d10+1, where a failure allows to think the same and join their mate. Those which succeed will simply call him a sore loser and do nothing 5 While everyone is distracted, one of the Pirates is trying to pickpocket the Character of his money. The Pirate has a +2 to his Skill Check and will roll it against the Character’s Perception. If successful the Character will lose his Money 6 The group didn’t liked the fact that the Character is winning their money and they will try to rob the Character Losing Complications 1-2 The Pirates will warn the Character to pay more coins or they will attack him 3-4 The Pirates think the Character is an easy prey and they will try to capture him 5-6 While the Character was distracted, one of the pirates stole all his money. The pirates are aware of this but they pretend to not know nothing about, but they want their payment one way or another, especially if the Character is of the opposite sex. To the Exit A rather simple quest consist of a Randomly Generated Civilian asking to be safely escorted towards the Dungeon Exit in the current level. If the NPC manages to reach the Exit without being Defeated, the Character will receive a Civilian Reward and 2d3+3 additional GCo. When Accepting this quest, there is a 4+ Chance to Complications to Occur. Complications 1-2 Chances of traps are increased by rolling a 1,2 or 3. 3-4 Aggressive and Hostile Creatures have +2 Prowess 5 The NPC has 2 less Prowess 6 There are 2 Additional Wandering Creatures which are Hostile Escorting the NPC with the Complications grants also 1 XP. 42


X Marks the Spot The Character encounters an NPC with a Map, which is looking for help. According to the NPC, he’s in possession of a Map which indicates the location of a Treasure buried somewhere, and he needs some help to have a higher chance to find it. The map isn’t exactly precise, but the point to reach is within 2d6+3 Hexagons from where the NPC is met, in a randomly generated direction (use the Random Direction Table) although if the result should result into going outside the map, simply move it to be still within the map you are currently using. Another think to do is to make a sort of path or trail to follow according to the map choice, since going off-road might cause the Character and the NPC to become lost or to miss important point of reference to follow. Use the following table to create some more map details. Map is Type of Path Obstacles 1-3 Unreliable (3+) Safe Moving Through 4-6 Reliable Unsafe Moving Around Map Reliability: This represents how much reliable the map is, as intended as if the measurements and locations are correct or made approximately Every 3 hexagons of travel, roll a d6: if you manage to roll the indicated result, then the NPC and/or the Character realize they have took the wrong path and have to perform a Survival Check at 1d10+2 or become lost. Obstacles: This is intended to represent if the map prefers to go around certain types of obstacles such as Mountains, Forest and Swamps or if it directly goes through them. This also means that it could also force the Character and the NPC to find a way to traverse a dangerous river instead of finding a bridge. Type of Path: An Unsafe type of Path causes a higher Chance to find Hazards. When rolling for Exploration, make two rolls. If one of them is a Hazard, discard the other, otherwise ignore the second result. The X: Once the indicated Hexagon is reached, roll exploration as usual until a Point of Interest is found, which is the actual spot where the treasure is. Notice that if the Hexagon already contains a Location which could make sense for the treasure to be buried in, use that instead, such as a Den, Ruins and so on. The treasure often requires to be Dug up somehow, where the usage of a Spade or a Shovel will make the task easy, having no such items requires the Character to spend 2d3+3 Prowess. The Treasure contains 2d6+10 SCo, 2d6+10 CCo and 1d3 Merchant Rewards. Complications: When reaching the destination roll a d6: on a 4+ there are some complications (re-roll if the complication doesn’t make much sense): Complications 1 A Nemesis NPC is here with 4 Henchmen 2 The NPC will try to betray the Character 3 2d3+1 Skeletons will reanimate when the Chest is Found 4 The Chest is Guarded the Vengeful Spirit of the previous owner 5 5 Grave Robbers are already searching for the treasure 6 When opening the Chest anyone within 6 Squares must perform 2 Will Checks at 1d10+2. Each failure Curses the Creature 43


Quest Rewards Quest rewards are usually based on on the NPC’s Origin, although it’s possible to replace such rewards from specific types of NPC, such as Merchants or Lupercal NPC (aka with a more involvement with sexuality and sex, such as Courtesans, Mistresses and so on). Civilian Combatant 1 2d6+3 CCo Brawler’s Potion 2 Sewing Kit Repairing Kit (Shields) 3 1d3 Food Rations Leather Vest 4 3d3+2 CCo Healing Potion (Lesser) 5 2d3 Small Food Rations 2d3+3 SCo 6 Harvesting Tools Repairing Kit (Armor) Coven Cultist 1 Potion of Clarity 2d3 Pink Plants 2 Enchanted Scroll (Lost Soul)** Book of Rituals 3 Spittingroot Draught Healing Draught 4 2d3+5 SCo Potion of Desire Unleashed 5 Book of Rituals 2d3+5 SCo 6 Nocturnal Potion 2d3 Purple Plants Lupercal Magic User 1 Spell Scroll (Lost Soul)* Spell Scroll (Lost Soul) 2 Holstaur’s Brew Healing Potion (Lesser) 3 2d3+3 GCo 3d3+4 SCo 4 Enchanted Scroll (Lost Soul)* Enchanted Scroll (Lost Soul) 5 Skimpy Dress (3 GCo) Book of Rituals 6 Giant’s Lover Balm Potion of Blur Merchant Noble 1 Soporific Bomb Enchanted Dagger 2 Repairing Kit (Armor) 2d6+3 GCo 3 Healing Balm Silver Necklace (5 GCo) 4 2d3+1 GCo 3d3+5 GCo 5 Healing Draught Noble Dress (15 GCo) 6 Sewing Kit 2d3 Gems (worth 2d3 GCo) Religious Scoundrel 1 Holy Symbol (3 GCo) Smoke Bomb 2 2d3+4 SCo Dungeoneer Tools 3 Book of Rituals 2d6+1 SCo 4 Potion of Desire Resistance 2d3 Lock-picks 5 Healing Balm 3d3+3 SCo 6 Religious Vest Nocturnal Potion * Eromantic Spells **Witchcraft Spells Spell Scrolls and Enchanted Scrolls Arcane Eromancy 1 Grease Intense Overload 2 Arcane Push Phallus Magicis 3 Enchanted Protection Conjure Wiggle Worm 4 Arcane Bolt Lover’s Hand 5 Accelerate Ephemeral Caress 6 Glittering Dust Mirror Sensation Primal Witchcraft 1 Grease Hex 2 Roar Burden 3 Ethereal Arm Arcane Bolt 4 Beast Claws Fatigue 5 Bark Skin Decelerate 6 Haze Hold Door 44


Bonding with a Creature A Character can willingly Bound to a specific Creature or can be forced to servitude, which is called Bonding. When a Character bounds to a Creature, he immediately loses half of his remaining Determination and reduce the maximum by 2d3, but he will also receive a Boon based on the Creature. There is no real rule for the bonding but is always something obtained through intimacy or by devoting yourself to the creature, so it can both a pact, a ritual or just a sexual act. It’s up to the Player to decide. Although a Bond is usually not visible without the use of Detect the Arcane or similar abilities, other might automatically become Suspicious, Aggressive or even Hostile if they realize the Character is serving a powerful Creature, while others might try to grant assistance. Example: A Character bond to a Tentacle Shambler will often cause suspicion or hostility from other survivors, while Cultists of the Sprawling Mother will be Friendly. Being bond to a creature might also cause the ire of a Maker, while others might find it actually amusing, which is often up to the player to decide. A Hostile Maker will often try to send more Servus Malus to stop or even capture the Character or to directly find the Creature to slay. Other NPCs and Creatures will also try to stop a Creature from becoming powerful, such as Adventurers trying to defeat a Dragon or a Vampire sending its servants to Defeat another Vampire. Creature Advancement The bond can be performed to certain Creatures and the result will turn the Bonded Creature into something more powerful. Still, following Creature might seem few, so if a Player wants to Bond to a different Creature not listed, it’s still possible to look at the existing tasks and create new ones. The Bond usually only works with Creatures with magical properties or origins, and it doesn’t work on generic creatures, such as Goblins, Humans or even Elves. If the Creature doesn’t have any improved version, when the improvement should happen, chose up to 4 of the following benefits: • Prowess is increased by 2d6+4 • Focus is increased by 3 • Increase Melee or Ranged by 1 • Increase Dodge or Parry by 1 • The Creature obtains 1d3 new spells if it’s Able to Cast Spells • Creature’s DR is increased by 1 • Increase up to 4 Skills by 1 or grant new ones Tasks A Character should at least complete 10 Tasks for his or hers Bonded Creature to allow it to become a more powerful version, listed in the tables for each Creature itself. Although is up to the player decide which tasks are required, there is no actual order or importance, but as a standard rule, a Character should at least complete half of the listed tasks. Only one Task per day will be considered valid for the Creature’s advancement, since it should be something that takes time. The Character can also receive Quests from the Creature, but must return to them for completion, which means that moving through the Dungeon Exit is no longer necessary to consider the Dungeon level to be Completed while the Labyrinthus will always generate new Layouts once the Character returned to the Creature’s Room. If the Creature lives in the Outside, then the Character just needs to return to the location the Creature lives in. The Character can also try to find resources to make the Creature is bound to more powerful, such as allowing a Rakshasa becoming a Vizier, or simply increasing its influence, such as increasing a Dragon’s Hoard to attract more servants (often Kobolds). Ritual of Empowerment The Ritual of empowerment usually is a ritual which require to spend 9 Focus and to successfully perform a Test of Skill of Wizardry Check with a difficulty of 1d10+3. The whole ritual requires at least 4 Hours, but spending 8 Hours allows to re-roll the first result of a 1, when performing the Wizardry Check. Notice that the Task doesn’t necessarily need to be performed by the Bonded Creature, and is possible to have another Creature or NPC spending the Magical Prowess and/or making the Wizardry Check although the Character must be present and take part to the ritual. This often means that is possible to hire another Magic User, such as a Wizard or a Witch, but it often comes with a Price to Pay or a Deal to make. If the Character has Focus available, he’s always forced to spend them first, while the Creature must never spent its own Focus or the ritual will always fail. The Focus spent this way can only be recovered after a rest and not by Meditation or similar Activities. If the ritual is failed by not spending the Focus or obtaining more failures than successes, nothing will happen. Having more NPCs taking part of the ritual in assistance to the Creature performing the Wizardry Checks (IE: having Cultists assisting a Witch) grants a Superior Dice for the first Wizardry Check. Performing the Ritual not in an appropriate place of arcane power or not in a comfortable lair causes the Performer to obtain a Burden Dice for the first two Wizardry Check attempts. 45


Dragon Dragon are mostly arrogant and prideful creatures, but some are simply wild beats with some resemblance of a more human cunning to them. Still, many creatures often try to win the creature’s favor and while most of the time it just ends horribly, in other occasions a Dragon might consider someone worthy of their attentions. Young-adult Dragons are those who might seek to increase their influence through Bonding, since their size and experience is often not enough to protect their lair and hoard, while older Dragons are just capable of fend off many intruders at once. Dragon are very possessive and extremely jealous of those they are bond with, and will often mate with them to assert their overall dominance but also to satisfy their urges, but they will usually not care of what they might do outside the lair since even dragons tend to mate with different creatures as they please, but will become furious if they catch them while inside their lair. A Character which wants to empower a Dragon its bonded to, will need to bring a lot of treasures but also loyal subjects which will took care of the Dragon’s lair while is sleeping and Kobolds often end up being the perfect candidates for such task. Boon: Draconic Subject The Character can spend 1 Prowess to being able to roll an additional result when randomly generating a treasure and decide which one to pick or to increase the amount of Coins found by 2d3+3. The Character also obtains the Weakness to Elemental Damage (2) to the same the Dragon is. The Character obtains the Dragons and Wealth Kinks, unless it already has them. Dragon Tasks: Completing a Quest from the Dragon * Finding a Better Lair * Having the Dragon’s Hoard reach at least 500 GCo of value* ** Hunting a Medium or Large Game for the Dragon Improving the quality of the current Lair Obtaining new Servants or Slaves Performing an Arcane Ritual of Empowerment *** Spending 2d3+2 Days strengthening the bonding with the Dragon Spending 1d3+2 Days serving the Dragon for its needs Spending 1 Day polishing the Dragon’s Scales * * Obligatory to do at least once ** Doesn’t necessarily mean Coins only, but also valuable stuff such as gems and precious stones, artworks, etc *** at least 3 different Rituals Fey Creature Some Fey creatures often ends up having mortal servants which do their bidding, usually Nymphs, Glaistigs or even Dryads. The Fey are fickle creatures, often acting in what it might appear as a bizarre behavior, but they still are very fond of the Creatures they are Bound to and will slowly become more attached to them, although it might take a lot of years if not centuries. Luckily time in the Fey World doesn’t follow the same rules as elsewhere. Empowering a Fey Creature requires the performance of at least 10 rituals in specific zones with a high presence of arcane energies or within sources of raw power, although in other occasions it will just require a good knowledge of the Arcane and access to spellcasting, not necessarily from the Bonded one. Boon: Fey-touched The Character can spend 1 Prowess when trying to resist a Mind Effect or Spell to obtain a Superior Dice, while Dream Child Characters or Chimerans will increase their Focus by 2 instead. The Character is forced to use a Burden Dice when trying to resist Fear or Terror Checks. The Character also obtains the Fey and Outdoor Sex as kinks, unless it already has them. Fey Tasks: Bringing an appropriate Gift for the Fey needs Completing a Quest from the Fey * Entertaining the Creature with songs, dancing or poetry Finding a Better Home * Improving the quality of the current Home Performing an Arcane Ritual of Empowerment *** Spending 2d3+2 Days strengthening the bonding with the Fey Spending 1d3+1 Days serving the Fey for its needs Spending 1d3 Days with the Fey in the Wilderness ** Visiting at least 3 different Rooms/Locations/Point of Interest/Encounters related to the Fey * * Obligatory to do at least once ** the location must be keen to the Fey Nature, so a zone with lakes and ponds for a Glaistig or Nymph, while a zone with a thorn overgrowth for a Rose Dryad. *** at least 3 different Rituals 46


Imp Even if imps are commonly seen as mere servants of other powerful creatures, to the knowledge of few there are also a more rare type of Imp called “Imp Lord” which is a more stronger and taller version of a regular imp, with thicker horns and a longer tail. Imps can become Imp Lords only by bonding with powerful spellcasters, since they need to drain enough arcane energies for their transformation, but any Imp, if given the chance would try even with lower enchanters and it often causes fierce fights with other Imps to assert their right to become one. This means that an Imp requires to drain at least 50 Focus through the Climax Drain feat, although the feat only drains 1 Focus at time, this means it could take a lot of effort if the Imp only has access to a single subject. Notice that only through bonding an Imp can become an Imp Lord, so without such ritual an Imp could drain all the Focus he wants but it would never become an Imp Lord. It’s considered a rare event because usually spellcasters are not interested to bond with a weak creature such as an Imp, but prefer more powerful allies, such as the more classical Succubus or Incubus. Boon: Imp’s Servant The Character can spend 1 Prowess to being able to obtain a Superior Dice when trying to resist Mechanical Traps but it’s forced to use a Burden Dice when trying to resist Enchanted Traps. The Character also obtains the Imps and Servitude Kinks, unless it already has them. Imp Tasks: Completing a Quest with the Imp Finding a Better Lair or Home Having the Imp Drain at least 50 Focus through Climax Drain* Helping the Imp defeating other Imps * ** Improving the quality of the current Lair Performing an Arcane Ritual of Empowerment *** Spending 2d3+2 Days strengthening the bonding with the Creature Spending 1d3+1 Days serving the Creature for its needs Spending 1 day as the Imp’s “Pet” * * Obligatory to do at least once ** at least 5 *** at least 3 different Rituals Lamia While Lamias are often selfish creatures, the ritual to allow a Lamia to become a Mitriárch surprisingly involves the creature falling in love with her bounded one. The process often takes time and patience but in the end the Lamia will become more attached to her bonded one, instead of only seeing it as a toy or a simple servant to boss around. Obviously rituals and acquisition of certain artifacts will sped up the process but in the end all the elements are required. A Mitriárch also requires to find an appropriate lair to live in, usually with access to warm waters or at least with a good spot to rest under the sun. Boon: Lamia’s Serf The Character increases his movement value by 1 as long as it’s not wearing medium or heavier armors and can spend 1 Prowess to obtain a Superior Dice when dodging non-spell Ranged Attacks. The Creature also obtains the Breastfeeding and Snake Coils Kinks unless it already has them. Lamia Tasks: Completing a Quest for the Lamia Finding a Better Lair or Home (Warm Environment) Improving the quality of the current Lair or Home Performing an Arcane Ritual of Empowerment * ** Spending 2d3+2 Days strengthening the bonding with the Creature Spending 1d3+1 Days serving the Creature for its needs * Spending 1 Day curing the appearance of the Lamia * The Lamia must be in love with the Character * * Obligatory to do at least once ** at least 3 different Rituals 47


Rakshasa Rakshasa are all about power and domination and it’s not a real surprise that to become a Rakshasa Rajah (or Rani), the Creature need to have access to more powerful spells, magic items and also an appropriate location where to live and command its servants. A Rakshasa often sends his Concubine to bring precious gifts but also ancient tomes, and scrolls to study, but anything which grants more knowledge might be of interest. Boon: Rakshasa’s Concubine The Character can spend 1 Prowess to being able to obtain a Superior Dice when trying to resist Enchanted Traps but it suffers 2 additional damage from Non-Enchanted Traps. The Character also obtains the Dominance and Royalty Kinks, unless it already has them. Rakshasa Tasks: Completing a Quest for the Rakshasa * Finding a Better Lair or Home Finding 1d3+1 Magical Items * Finding Tomes and/or Scrolls of Knowledge or spells * Improving the quality of the current Lair or Home Obtaining new Servants * Obtaining new Slaves Performing an Arcane Ritual of Empowerment ** Spending 3d3+3 Days strengthening the bonding with the Creature Spending 2d3+1 Days serving the Creature for its needs * * Obligatory to do at least once ** at least 4 different Rituals Succubus/Incubus While it’s commonly known that Succubi become more powerful by draining the essence of powerful heroes or by corrupting the innocent, that’s not completely correct. Draining essence is just a temporary process and to become a Succubi Mistress (or Incubus Master), it’s more or less required the same process for any similar magical creature, mostly magical rituals, but also to have access a sort of personal group of loyal subjects which will vote themselves to her. This means that while the Bonded one will be the favorite one, a Succubus needs more “pets” to idolize her, since by being creatures of emotions, they actually get empowered by psychic energies released through worshiping, which is, to some scholars, also similar to how Acts of Faith work. Notice that even a Lesser Succubus can become a Complete Succubus through this process, but in such occasion it’s necessary to complete 12 Tasks instead of 10, all which must be rituals of empowerment. Boon: Succubus’ Pet The Character can spend 1 Prowess to being able to obtain a Superior Dice when seducing Creatures of the Opposite (or same) sex but it obtains the Weakness to Radiant (3). The Character also obtains the Demons and Dominance Kinks, unless it already has them. Succubus Tasks: Completing a Quest for the Succubus * Convincing 1d3+1 NPCs to perform acts of debauchery Finding a Better Lair or Home Finding 1d3 Items of Eros * Finding Tomes and/or Scrolls of Knowledge or spells * Having the Succubi draining at least 50 Focus through Climax Drain* Obtaining new Cultists or Slaves * Performing an Arcane Ritual of Empowerment ** Spending 3d3+3 Days strengthening the bonding with the Creature Spending 2d3+1 Days serving the Creature for its needs * * Obligatory to do at least once ** at least 4 different Rituals 48


Tentacle Shambler The cultists of the Sprawling Mother know that it is possible to bond with a Tentacle Shambler, although the Creature only prefers females. This process will transform the Creature into a Tekeli-li, but it’s often a complicated task which usually require a lot of effort from more cultists and priests to keep the beast at ease and also requires many slaves to allow the Creature to drain their magical prowess to prevent it do become weaker or to wither. Boon: Tentacle Thrall (Females Only) The Character can spend 1 prowess to obtain a Superior Dice when trying to Pin down Creatures of the same size or Smaller and a Superior Dice when you should determine how many tentacles will spawn from her, but it also obtains a Burden Dice when rolling for Initiative. The Character obtains the Breeding and Tentacles as Kinks unless she already has them. Shambler Tasks: Character must be impregnated at least 5 different times by the Creature * Finding a Better Lair Having the Shambler draining at least 50 Focus through Climax Drain* Obtaining new Cultists Obtaining new Slaves the Shambler can mate with Performing an Arcane Ritual of Empowerment * ** Shambler must impregnate other NPCs at least 3 times Spending 3d3+3 Days strengthening the bonding with the Creature * * Obligatory to do at least once ** at least 4 different Rituals Vampire Vampires can aspire to become Vampire Master or Mistress and often actively seek to find a perfect candidate to become their Betrothed, usually depending on the Vampire’s preferences which can be rather picky or never satisfied. This often causes a Vampire to constantly changing its mind to find “the perfect one” thus never becoming a Vampire Lord at all. Similar to Lamias, a Vampire must actually be in love with its Betrothed to finally become a Vampire Master, which to scholars is often an explanation of the last parts of humanity a vampire could still have. Boon: Vampire’s Betrothed The Character recovers 1 Prowess when slaying a living Creature, for a number of times equal to 1+Will per Rest, but it now obtains a Burden Dice against Mind Effects. The Character will obtain the Dominance and Vampire Kinks unless it already has them. Vampire Tasks: Allowing the Vampire to drink blood of different Creatures *** Drinking the Vampire’s Blood for 2d3+3 Days Finding a Better Lair or Hideout Finding Tomes and/or Scrolls of Knowledge or spells Obtaining new Servants or Thralls for the Vampire Performing an Arcane Ritual of Empowerment * ** Spending 3d3+3 Days strengthening the bonding with the Creature * Spending 2d3+1 Days serving the Creature for its needs * The Vampire must be in love with its Betrothed * * Obligatory to do at least once ** at least 4 different Rituals *** intended as different races and species. 49


Chapter 3: Dungeon Exploration Dungeon Generation Generating Dungeons can be performed in various ways: you can find a pre-generated dungeon to use as layout and then roll for each individual room, randomly generate one and then filling the rooms afterwards or generate a dungeon procedurally, which means the Dungeon layout is generated depending on your exploration. For pregenerated dungeons you can create one as you please, by drawing it or by using online tools, or you can easily find one of the many pregenerated dungeons available and use them as base for your game, rolling for room contents or trying to adapt on what it’s actually shown. Example: A Player has found a dungeon somewhere with a classic design. By observing the rooms he notices that one room seems to have a table and some chairs, another room looks like there is a sort of altar and some shattered statues and the last one is decorated to look like a library. The other rooms are more or less empty. This means that those rooms which can be easily recognized don’t need to be randomly generated, since they clearly are a Living Quarters, an Ancient Altar and a Library. The player still decides to roll for the content of two additional rooms and then starts to play. Notice that you can generate everything earlier or still have some randomness while playing. Example: By using the previous example, the player decides to only pre-generate what’s inside the Living Quarters room and he result of the roll is a bunch of Bandits. He then decides to generate what’s inside a large empty room, obtaining a Warehouse as result. When the player starts to play he will then explore and roll for a new room before entering every time, just to make exploration more meaningful. Starting Point, Number of Rooms and Exit The Starting point is where the Character begins the exploration, while the Exit is intended as the point where the Character can leave, which usually means the Character survived and will obtain some experience. Starting Room Counts as Room 0 and has its own table. If you are using a pre-generated dungeon usually these locations are already decided by the layout, but if you are generating your own procedurally, as a rule of thumb a generic Labyrinthus level should have 12 Rooms to explore, ignoring Room 0. The Level Exit usually is located in Room 12. If you want a larger dungeon then try playing with 18 rooms instead. Since this system uses the d6, a multiple of 6 should be used for rooms. [Optional Rule] The Beginning of the End An optional rule is that the Exit is the same way the Character entered, but is now blocked somehow and the Character needs to explore this level of the Labyrinthus to find a specific key or a way to open the door. Starting Room Generic Difficulty Check 1 Flesh-like Room 1d10+1 2 Altar 1d10+2 3 Prison 1d10+3 4 Cave 1d10+2 5 Arcane Circle 1d10+1 6 Bedroom 1d10+3 Standard Generation Tables When Tables present a variant A and B, you can pick one by yourself or Roll a d6: If the result is Even use Table A if Odd use B. Room Size Corridor Length A Corridor Length B 1 Large 2x4x4 (T Shape) 1x7 2 Medium 1x3 2x6x6 (+ Shape) 3 Large 1x4x4 (T Shape) 1x3x3 (L Shape) 4 Medium 1x3x3x3 (S Shape) 1x7 5 Small 1x7x7 (+ Shape) 2x5x5 (L Shape) 6 Medium 2x5 2x7 Small Rooms Medium Rooms Large Rooms 1 3x5 5x7 9x9 2 3x4x4 (L Shape) 6x5 5x10x10 (L Shape) 3 3x4 3x7x7 (T Shape) 7x7 4 3x3 6x6 8x8 5 3x5 4x7x7 (L Shape) 7x9 6 2x4x4 (T Shape) 4x7 5x7x9 (T Shape) Additional Doors Locked? Trapped? 1 None Locked Yes 2 None Jammed Yes 3 1 Just Closed No 4 1 Just Closed No 5 2 Just Closed No 6 3 Just Closed No Trap Complexity Trap Type Trap Table 1 Dangerous Enchanted A 2 Standard Mechanical B 3 Rudimentary Enchanted A 4 Standard Mechanical B 5 Rudimentary Enchanted A 6 Standard Mechanical B Mechanical Trap A Mechanical Trap B Enchanted Trap A Enchanted Trap B 1 Pit No Way Out Curse Phase Swap 2 Goo Splat Electrocution Eldritch Embrace Summoning 3 Burst of Darts Pheromones Lullaby Force Dart 4 Hidden Needle Quarrel Eagerness Sin 5 Flame Burst Soporific Gas Whispers Ephemeral Shrapnel 6 Alarm Cage Hollow The Hots 50


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