Inner Temple Inner Temples are locations within the Labyrinthus which function as small churches or generics places of cult, often occupied by cultists or similar religious figures. An inner temple usually consists on a central room, called nave, connected to a smaller room with an altar, while larger rooms also have enough space for a pulpit and even a lectern. To determine what type of temple is found, roll a d6: 1 Primal Temple 2 Draconic Temple 3 Temple of Shub-n’arig 4 Xanitoql 5 Temple of the Deep 6 Temple of the Maker When entering for the first time in an Inner Temple Room, roll a d6: if the result is 1-2, the Temple is abandoned. Draconic Temple Those Kobolds which firmly believe that their race is descended from dragons often build temples in their honor, to the point of creating a specific religion in regards of all the dragons or just a dragon in specific. The temple presents many decorations made of gold which represent dragons or with draconic motives made with meticulous efficiency. While in some cases the Kobolds are those who managed to craft such decorations, most of the time its just stolen from other races, especially dwarves due to their masterful ability to craft golden items. The temperature inside a Draconic Temple is often high enough to allow creatures to walk around naked without any problem. A Draconic Temple has 2 Kobolds and 1 Kobold Shaman Count as Mountains, Primordial Badlands and Volcanic environment. Primal Temple: A Primal Temple looks more like a sort of cave or primitive building, with glyph and symbols typical of tribal cultures and rudimentary decorations, often made with wood and bones. A Primal Temple usually lacks the structure and complexity of more civilized temples, but its function is the same nonetheless. Count as all types of environment. Temple of the Deep: Temples of the Deep are always partially flooded or with one or more pools of water, while in some rare occasions, those more large are directly connected to a series of flooded caves or subterranean rivers. A Temple of the Deep presents various strange decorations depicting mysterious fish-like creature often interacting with humanoid creatures by being worshiped, mating with them or offering treasures of some sort in exchange of what would appear be slaves. A Temple of the Deep is often cold but in other occasion it may have a warmer temperature. To determine the Creatures inside the temple, roll a d6: if Even it has 2 Cultists and 1 Cultist Preacher, if odd, the Temple seems abandoned but there is a Deep One lurking within the waters. If the Temple is Large, there will be 2 instead. Count as Primordial Badlands, Shore and Swamp environment. Temple of the Maker: These type of temples have always different shapes and structures to be correctly categorized, since often these Temples where once regular rooms which were then decorated by its inhabitants, so a temple decorated by humans might be different by one made by the Kikimora. A Temple of the Maker always has a sort of statue or effigy of what is perceived as “the Maker”, which according to those who live in the temple is the “Creator of Everything Here”. While some are unaware of the actual appearance of the so called “Maker”, others have managed to actually see him or her through visions or direct contact. This type of temple is often the only clue a Character might have to see the actual appearance of the Creator of the Labyrinthus he’s into, but there is still a chance that the original creator has long been dead or have been replaced by someone else. A Temple of the Maker has 1 Cultist Preacher, while a Large one also has 2d3 Cultists. Count as all types of environment. Temple of Shub-n’arig: Temples of Shub-n’arig are always finely decorated, with exotic carpets, pillows and tapestries depicting humanoid figures having sexual intercourse in different positions or by engaging such activities with monsters or tentacular creatures with strange forms and colors. The temple is often illuminated by scented candles and/or braziers, granting Dim Light in specific locations, usually where sexual acts are performed. While the decorations may vary, there is always a statue of an androgynous creature with its head covered by a veil with a pair of long antlers and a long fur-less tail which is considered to be the appearance of the God Shub-n’arig or at least the appearance of its avatars. The temperature inside the temple is always warm enough to allow naked fur-less humanoids to feel comfortable, although is in some occasions the temperature might be high enough to cause sweating. To determine the Creatures inside the temple, roll a d6: if Even it has 2 Cultists and 1 Cultist Preacher, if odd, the Temple seems abandoned but there are a Tentacle Lurker hidden in one of the darkest corners. If the Temple is large there will be a Tentacle Shambler Instead. Xanitoql: The temples created by the Jungle Kobolds are called Xanitoql which is roughly translated in “Place of Birth” although to some scholars the translation might be intended as “Where Gods are Born”. A Xanitoql is meticulously decorated with imagery of Dinosaurs and Jungle Kobolds, often engaging in different activities, such as Killing (or sacrificing) Kobolds, enslaving humanoids or having sexual intercourse with each other or with slaves. The temperature inside a Xanitoql is high enough to be considered the same of tropical locations. A Large Xanitoql is also often connected to a smaller prison, where captives and slaves are held separately, but also where the temperature is way lower than the outer temple. A Xanitoql has 2 Jungle Kobolds and 1 Jungle Kobold Shaman. Count as Jungle, Primordial Badlands and Tropical environment. 101
Living Quarters Living Quarters found in the Labyrinthus often consists in a couple of rooms, linked with each other, where sentient creatures often live and take shelter in. The most generic composition is one living room with a table and some chairs and with a door which leads to a room where the creatures sleep and another door which leads to a simple kitchen, used to store and cook food, usually by the inhabitants. In some occasions is possible to find the living room abandoned or empty because the residents are patrolling the surrounding area of the Labyrinthus, allowing an undisturbed exploration. When entering a Living Quarters Room for the First time, roll a d6: with a result of a 1, the Residents are somewhere else and will return within 1 Hour. If you are playing solo by randomly generating rooms, they will be in the Next Closest room which wasn’t explored yet. Notice that if the room contains other Creatures, they counts as Wandering Creatures. Living Quarters are usually a mess, which means that there are always one ore more piles of Junk where a Character could search. A Small Room Contains 1 Small Pile of Junk, a Medium Contains 2 Small Piles of Junk where a Large Room Contains 1 Medium Pile of Junk. If the Room Contains Goblins or Scavengers, increase the size of the Piles of Junk by 1 Category (IE: a Small pile becomes Medium and a Medium becomes Large), although these residents might be quite possessive of their piles of Junk. Piles of Junk are explained at Page 40. Residents Kitchen Provisions 1 Abandoned Empty 2 4 Goblins Potatoes (1d3 Small Rations) 3 3 Bandits Meat (1d3 Rations) 4 2 Skirmishers Vegetables (1d3 Small Rations) 5 4 Kobolds Mead 6 3 Scavengers Roll Twice (ignore 1) Dormitory State 1 Half of the beds are comfortable 2 Half of the beds are comfortable, the others are uncomfortable 3 Comfortable 4 Half of the beds are uncomfortable 5 Uncomfortable 6 Half of the beds are uncomfortable, the others are comfortable Prison A Prison consists in one or more cells where sentient creatures are usually held for various reasons, usually because they where dangerous, or because they tried to steal from others. Depending on the Room Size, there could be one or more cells with inmates. When randomly generating a Dungeon add a number of Cells that seems fit from 1 to 6, depending on the room size and space available. The Cell containing a Prisoner is Always locked and can be opened with a Generic Key if there is no jailer around or with a Lockpicking Check at 1d10+4. If the Jailer is present, he will always possess the Key required to open the Cell. A Character defeated by a Hostile or Aggressive Jailer will be Imprisoned. If the Dungeon level also presents a Guard Post, when the Character is Captured he will be imprisoned. If the Jailer is not present, the Guards will have the Keys instead. Rescuing a Prisoner allows to recover 1d3+1 Determination and reduces Corruption by 1. Roll a d6 to determine the Prison’s Contents: Prison Contents 1 Abandoned 2 Abandoned (with Creatures) 3 Abandoned 4 Prisoner Only 5 Jailer Only 6 Jailer and Prisoner A Prison with a Prisoner and/or a Jailer is always illuminated by at least one torch. The Prisoner: The prisoner found is randomly generated as usual except for the ExJailer. The Ex-jailer has the same stats of the current one, but it was imprisoned for various reasons. Abandoned Prison Cells 1 1d3 Tentacle Crawlers 2-3 1d3 Giant Rats 4 Reanimated Skeleton 5 Tentacle Lurker 6 Floater Jailer Prisoner 1 Cambion Jailer Noble 2 Orc Jailer Combatant 3 Servus Malus Jailer Civilian 4 Human Jailer Scoundrel 5 Infernal Jailer Religious 6 Duergar Jailer Ex-Jailer 102
Scavengers A group of scavengers is currently looting this room. While some might be hostile, others could be more inclined to trade for goods. A room which contains Scavengers also contains a number of Small Piles of Junk of the same size of the room, even if Large Room Contains four Piles instead of three. Scavengers 1 Dwarf Scavenger 2 Chimeran Scavenger 3 Goblin Scavenger 4 Human Scavenger 5 Kobold Scavenger 6 Kikimora Scavenger A Scavenger usually Carries 1d3+1 items which can be generated in the following Tables by Rolling 2d6. You can chose which table or randomly roll a d6: if Even Table A, if Odd, Table B: Table A Table B 2 2d3 Azure Plants Mortar and Pestle 3 2d3 Pieces of Cloth 1d3 Torches 4 2d3 Blue Herbs Sewing Kit 5 3d3 Metal Scraps Flask (Empty) 6 2d3 Pieces of Leather Bandoleer 7 3d3 Green Herbs Backpack 8 3d3 Leather Straps Shovel 9 1d3 Wooden Sticks 1d3 Lock-picks 10 2d3 Slabs of Metal Harvesting Tools 11 2d3 Bitter Roots Rope 12 2d3 Purple Roots Repair Kit (Leather Armor) While Items from Table A can only be traded with something valuable or of a similar value, while items from Table B can also be bought if the Character has enough money, but their cost is increased by 1d3. If the Character isn’t interested into trading and remains Neutral or Friendly towards the Scavengers, he can try to ask some directions or tips for the surrounding area, with a Speechcraft Check at 1d10+3. If the Character succeeds, the Character will know the content of the next room and even if there are traps and/or locked doors. If more rooms are close, you can simply pick one of your choice. Generate the room as usual but the Character is now aware of its contents and can decide to not venture to that way. If there are Hidden Creatures, the Character obtains a +1 to the Perception Check required to detect them, unless they are influenced by Spells or Spell-like abilities, such as Invisibility. Slumbering Creature A Creature is sleeping in this area and it could held some valuable treasure or information. Although a Sleeping Creature could be simply ignored, in this occasion there might be something worth the risk to waking it up. Roll a d6 for the NPCs and the Ogre: if the result is even, the Valuable items are part of their possession, while if odd the items are nearby them. The other Creatures will always have the items nearby them, except for the Barghest which could actually have the Generic Key attached to his collar. Slumbering Creature Valuable Items 1 Ghoul Pouch with 2d3+8 CCo 2 Skirmisher 1d3 Lock-picks 3 Scoundrel Pouch with 2d3+3 SCo 4 Henchman Generic Key 5 Barghest* Healing Draught 6 Ogre* Pouch with 2d3+1 GCo *add 1 to the dice roll when rolling for the Valuable Items Sneaking past the creature usually requires a Stealth Check against its Perception Check. If the Character wants to take the items nearby the Creature it needs to make one Check to get close and one to move away. If the item is on the Creature’s possession it requires an Agility Check at 1d10+2 or Pick-pocket at 1d10+1, to steal it without the Creature noticing. If the Creature is awakened while the Character is trying to sneak past or away, it will be automatically Suspicious, while if the Creature awakens while the Character is trying to steal from it, it will be Aggressive. The only exceptions are the Ghoul and the Barghest which will be automatically hostile if they wake up. 103
Spellbound Creature The Room presents a Creature which is forced by a spell to perform a duty of some sort, such as guarding, protecting something or just waiting for orders or questions. Spellbound Creature 1 Erinyes 2 Yrgl Hound 3 3 Imps 4 Incubus (Lesser) / Succubus (Lesser) 5 Hell Hound 6 Tikbalang Creature’s Duty (Intelligent) Creature’s Duty (Hounds) 1 Capture Capture 2 Assist Stand Guard 3 Protect the... Protect the... 4 Stand Guard Stand Guard 5 Entertain Protect the... 6 Protect the... Capture Resentful Creatures: Demons and Imps count as Resentful Creatures, which means they will always try to hinder the Character’s progressions. Duty’s Description: Assist: The Creature is forced to assist the Character for a Task that can be performed while inside the room. Roll a d6: • 1-2: the Room has Alchemical tools useful for Brewing Potions. • 3-4: the Room has useful tools for Crafting Items • 5-6: the Room has useful tools for Repairing Items the tools are also magically bound to the room and can’t be moved. The Assisting Creature can grant one of the following bonuses, depending on the Character’s abilities. • The Character is considered to have 1 Skill Rank in the target Skill if he has none. • If the Character has a Skill Rank, he can then Spend 2 Prowess to obtain a Superior Dice when performing the Check for the Required Skill used to Brew/Craft/Repair. A Resentful Creatures will always try to force the Character to waste more resources. When trying to Brew, Craft or Repair an item, the Character must perform an Inquire Check against their Speechcraft Check or being convinced that he needs 1d3 more resources randomly selected. Capture: The Creature will try to Defeat and Capture the Character. A Resentful Creature will enjoy having the Character being forced to captivity and will be more careful, increasing the Difficulty of any required Skill Check based on Mind, required to escape, by 1. Entertain: The Creature is forced to entertain the Character in different ways, which usually involve sex or sexual actions of some sort. A Resentful Creature will always try to steal one of the Character’s Items, except for those too large, such as an armor or a one-handed weapon. The Character must perform a Counter Spot Check against their Stealth Check. Protect the…: The Creature is forced to protect something inside the room. The Creature can be defeated or seduced, although it will obtain a +1 to resist seduction, except for Incubi and Succubi. Treasure Alchemical item 1 1d3+1 Alchemical Items Smoke Bomb 2 2d6+6 GCo Flash Sphere 3 1d3+1 Generic Keys Caustic Vial 4 1d3+1 Potions Fire Bomb 5 2d6+6 GCo Oily Vial 6 1d3+1 Enchanted Scrolls Soporific Vial Enchanted Scroll Potions 1 Grease Potion of Blur 2 Arcane Push Cooling Vial 3 Dazzle Potion of Healing 4 Arcane Bolt Potion of the Acrobat 5 Accelerate Potion of Swiftness 6 Glittering Dust Bark Skin A Resentful Creature will reduce the number of randomly generated items to 2 and the Coins found to 2d3+3. Stand Guard: The Creature is guarding the location and will Attack anything which enters, unless it knows a password or has an item which can prevent being attacked. The Creature can be defeated or seduced, although it will obtain a +1 to resist seduction, except for Incubi and Succubi. If the Character is defeated, it will be tossed outside the room from where it came or, if Guards are present, it will be held captive until the guards come to get him or her. 104
Suspicious Room Although the rooms seems one of many, there it seems to be something off, that the character might want to investigate. A Character can perform a single Perception Check at 1d10+3. If the Character succeeds, he will find something mysterious which which can be interacted with and will have unforeseen consequences. You found a... Interaction effect 1 Handle Shuffle 2 Pressure Plate Fail Safe 3 Lever All Roads Lead to the Maker 4 Hidden Button Go No Further 5 Rune Enchanted Trap 6 Contraption Secret Passage Interaction Descriptions: All Roads Lead to the Maker: If there are Jammed or Locked Door in those locations already explored by the Character, the Closest 1d3 will become open. If there are no Locked or Jammed Door available, the next 1d3 Jammed or Locked Doors will be just closed instead. Enchanted Trap: An Enchanted Trap will be triggered. Fail Safe: The next 1d3 Traps will be found already Disarmed. Go No Further: The next 1d3 Doors that you have to randomly determine if they are closed or not, will be Jammed with a difficulty of 1d10+3. Secret Passage: The Character finds a secret passage which leads to a random room inside the Dungeon. To determine which room roll 2d6-1 if you are using a dungeon with 12 rooms or 3d6-1 if using a Dungeon with 18 Rooms. If you roll a double six, the Secret passage counts as an Exit. Shuffle: Roll a d6: If Even, the Current room is moved to replace one of the other rooms, except the last one. To determine which one, roll 2d6-1 if you are using a dungeon with 12 rooms or 3d6-1 if you are using one with 18. If Odd, the closest 1d3 Rooms which have been already explored will be closed and their contents will be randomly generated again since they have been replaced by new rooms of the same size. This might cause a Quest to Fail. 105
The Dorm This room presents various beds and dressers which allow to accommodate various humanoid creatures for sleeping. In larger rooms, there might be bunk beds even with more than two mattresses and ladders to allow even more creatures to sleep. To determine the comfort of the beds, roll a d6: If Even the beds are Comfortable, if Odd, they are regular beds. The Temperature inside the rooms is often slightly warmer than usual, but not enough to cause discomfort to those who sleep, which often use simple blankets. To determine if there might be Creatures, roll a d6: 1 Empty 2 Empty 3 Empty 4 1 Mage 5 2 Mages 6 3 Mages To determine the Attitude of the Mages, roll a d6: • 1-2: Friendly • 3-4: Neutral • 5-6: Suspicious The Mages will always return to the Dorm to Rest and if there is a Study or Library close enough they will go there unless the way is unsafe, in which case, they will stay in the dorm with their own books to study. A Character might be able to convince them to work together to reach the destination but they will probably flee if things go bad and leave the character where he is, unless he manages to make a good impression to them. If the Character is a Combatant, he receives a +1 to convince them. A Mage could also be able to identify an item or give some additional information regarding certain topics. They might also be able to brew potions if they are escorted to a Laboratory or to Harvest ingredients if escorted to a room which presents some. Nightly Events: When all the NPCs sleep in the dorm, there is a small chance that something will happen during night time, obtained by rolling a 6 on a d6, although the chances are increased by 1 if there are two or more Magic Users in total, sleeping (Character included). To determine the event, roll a d6: 1 The Creature 2 Fun Times with Magic 3 The Creature 4 One Night Stand 5 Fun Times with Magic 6 One Night Stand Fun Times with Magic: One or more of the Magic Users has a Scroll of Conjure Wiggle Worms, a Scroll of Phallus Magicis or a strange book in his or hers possession which conjures arcane tentacles used for unusual sexual actions. If the Character is alone he or she will find the book before going to sleep with a Perception Check at 1d10+3. The Book can be activated by spending 1 Focus and count as a Tentacle Lurker for its Prowess, although those which activate it can close the book at any time, dispelling the effect. Still, if the Book manages to pin down the user, it might be difficult, unless a different creature does so. The book will disappear if brought outside the room, and re-appear in the same room within 1d3 days. The book can be activated and tossed inside the room, to force it to target the closest compatible creature. One Night Stand: Two of the Magic Users might have sex with each other, if they are sexually compatible, or one of them might try to seduce the character just for the night. If you decide or think that that’s not the case, you can re-roll. The Creature: While everyone sleeps, roll a d6: if Even a Coitus Nocturnus or if Odd an Intruder Drone will silently crawl on one of the sleeping Creatures present (Character Included) and feed by performing sexual actions, then leave. If the targeted creature doesn’t wake up or allows the Creature to feed they will then wake up the next morning with 1 less Focus and 2d3 less Prowess. Characters and NPCs with a Kink for Tentacles will always allow the Creature to mate with them. The Intruder will only mate with Female Characters and NPCs especially those already impregnated by an Intruder Brood Mother. 106
The Kitchen This room appears as a regular Kitchen even if there it seem to be something off, although it’s more of a sensation rather than something more concrete. Notice: this Location isn’t the same found in the Living Quarters result, but can be still used along such result or as replacement. The location presents various tables, fireplaces and cauldrons where food seems to be constantly prepared. Shelves full of provisions, where cookware and kitchenware are tightly piled up without logic. The smell of food and the heat will make anyone feel hungry and dizzy at the same time. When this room is generated or when entering for the first time, roll a d6 to determine who are the Cooks. 1 Apsara 2 Goblins 3 Human Bandits 4 Arcane Servants 5 Cultists 6 Jötunn Blood Arcane Servants: Arcane Servants are always Neutral towards visitors and will never interact with the Character by themselves, unless the Character tries to steal food or to mess with the recipes in which case they will immediately become Hostile, to the point that at least one or two will chase the Character until what was stolen is returned or the Character is moved away from the Kitchen. When Hostile, if the Character returns, they will always act as quickly as possible to send him or her away. Since they don’t talk, but understand what a character could ask, they will always feed the Character or give some food as Food Ration where possible, unless ordered otherwise. The servants usually prepare generic food unless their masters wants something specific. Apsara: Apsara Kitchens are often filled with spices and exotic food of any sort. The Apsara are quite laborious and often use their innate ability to handle more items at the same time to fasten things up. A Character which enters will be welcomed with respect and will be invited to stop by for at least a simple soup and is allowed to take what will count as a Food Ration. If the Apsara are cooking for a powerful Creature they will usually leave some leftovers for the Character to eat (counts as a Small Food Ration), but are always focused on pleasing their master and giving away its food is something they will clearly avoid. If the Character tries to steal from them, the Apsara will become Aggressive but they will always Warn the Character first. Cultists: Cultist food is often bizarre and even described as otherworldly. Strange creatures, plants and drinks are cooked and brewed in here, with unusual shapes and colors. When the Character appears, the Cultists are usually Neutral, but they will often ask the Character to leave if is not interested into tasting something. If the Character is from the same cult, they will be Friendly. Cultist’s food can be used as Food Ration, but eating it forces a Will Check at 1d10+4 where a failure increases the Character’s Corruption by 1d3 and a success only by 1. The effect can only happen once per week. Goblins: Goblins are used to mostly cook everything they can find, from rats to large spiders and similar creatures of any sort, even tentacle creatures that they manage to kill, if they live within a larger goblin tribe. Unfortunately goblin food isn’t for everyone and usually only Orcs and Goblins have the stomach to appreciate it (and sometimes neither them can stand such taste). Characters which eat goblin food, except Orcs and Goblins, are forced to perform a Will Check at 1d10+3 or lose 1d3 Determination. The effect can only happen once per week. Human Bandits: Humans tends to cook a variety of food depending on what’s available, but not always the cooks found within them are actually capable. A Character with a high bonus to Cook could easily impress them and even propose to cook for them in exchange of some provisions, safe passage or information. The problem is that not always such bandits are keen to allow an excellent cook to simply go away. Jötunn Blood: Jötunn Blood cooks are always suspicious towards members of the other races, but they excel into cooking an abundance of food and drinks. Northern Jötunn Blood prefer to cook large portions of meat and fish, usually served with large mugs of Mead or Beer. Southern Jötunn Blood often have dishes with lots of fruits, but also meat of exotic creatures and even reptiles A Food Ration from Jötunn Blood cooks counts as two regular Food Rations. 107
The Smuggler Slimes and Tentacle Creatures are not the only ones capable to circumnavigate the strict rules of a Labyrinthus or to find exploits into its arcane structure, especially in regards of the oldest ones or those made by inexperienced Makers. Those Imps which managed to find a way to create sub-pocket dimensions inside the Labyrinthus, commonly know as Imp Smugglers, often use such advantage to create safe spaces to hide or to store items they find and/or steal so it could be sold to those which might be interested, only to probably steal it back later on or just waiting for someone else to steal their items and then make their move. Imp Smugglers may have a mixed variety of items they will sell, but at an increased price. A Character can still try to lower the price with a Bargain Check or try the Imp for a Discount, still, Imp Smugglers are (slightly) smarter and obtain a +1 to resist Seduction. Imp Smugglers are always Neutral towards the Character the first time they met him, but they will try to convince him to buy or trade if they see he has money or if possesses interesting items. The Imp has access at a pocket dimension which often partially opens through a wall, to make it look like a sort of shop, and they could also add some decorations such as a sign, or some candles just to make it look more professional while in truth most of the time the items they posses are scattered through the floor. Only Imps can move through their pocket dimension while those who try to enter are simply blocked by an invisible force. The Imp can close the Shop with one Action at any time, but anything caught halfway will be spitted out or inside depending on its original position. For example a character caught halfway through will be simply spitted out. Notice that items placed on the “counter” have a chance to be spitted out instead of inside (Roll a d6: Even out, Odd in). If the Imp is slain, the Pocket Dimension will automatically Close and collapse within 2d3 Days unless another Imp manages to find it. A Collapsed Pocket Dimension will spit out all its content but not in the room where it closed, but everywhere, meaning the items will be scattered in an undefined amount of directions even through different places. If this happen, roll a for each item: the first result of a 5+, an item will be spit out in the same dungeon level, randomly selected by rolling 2d6-1 if you are using a Dungeon with 12 Rooms or 3d6-1 if using 18. Cost Increase: If the Item costs Copper Coins, the Cost is increased by 2d3+2. Bargain can lower such result by 1d3. If the Item costs Silver Coins, the Cost is increased by 1d3+2. Bargain can lower such result by 1d3. If the Item costs Gold Coins, the Cost is increased by 1d3. Bargain can lower such result by 1. Shops: An Imp Smuggler sells a number of items equal to 4 per Room Size Imp Smugglers have 4d6+8 GCo which use to buy items form others. All imp Smugglers have the Custom Skill Bargain at +2, which they use to haggle for prices. Shop A Shop B 2 Enchanted Scroll (Wrapping Lips) Leather Vest 3 Dungeoneer Tools Potion of Blur 4 Perfume Caustic Vial 5 Fire Bomb Enchanted Scroll (Roar) 6 1d3+1 Lock-picks Repairing Tools (Armor) 7 Food Ration 2d3 Bandages 8 Healing Potion (Lesser) Flash Sphere 9 Herbalist Tools Enchanted Scroll (Fatigue) 10 Cooling Vial Sewing Kit 11 Enchanted Scroll (Arcane Bolt) Healing Balm (lesser) 12 Skimpy Armor (Light) Enchanted Scroll (Phallus Magicis) 108
The Statue A peculiar Statue is present inside the room and when the Character gets close, a mysterious voice will speak, asking the Character to perform a task. When entering the Room, roll to determine which type of statue is present, the task demanded and if the statue is friendly or not. The Latter is simply decided by rolling a d6: if the result is Even the Statue is friendly, if Odd is Imperious. All the Tasks are considered Quests, but only One Task will be proposed from a Statue, so returning to it, will do nothing. A Friendly Statue allows the Character to decide to accept or decline the request, while an Imperious will force the Character to complete the Task or the Statue will cast a Curse on him. Statue Appearance 1 A hooded figure with tentacles from underneath 2 A statue of a Magic User 3 An androgynous figure with a Masked face, Horns and Tail 4 An emaciated Hooded Figure 5 Statue of a Voluptuous Woman or Handsome Man 6 Statue of a Figure wearing Heavy Armor The statues are mostly medium-sized humanoids, but its possible to randomly assign a race by using the same table for Character Generation. Task 1 No Harm 2 Hunt 3 Purification 4 Prowess 5 Brood 6 Preach List of Tasks: Brood: If the Character is female, the task requires her to being impregnated at least five times, from different Creatures. The Task can completed in other Dungeon levels that the one where the task was assigned. If the Character is male or has at least a functioning penis, he must provide for at least five fertile females which must be left inside at least two different Slime Pools or Spawn Pools where creatures are present. If the Character is capable to impregnate females as a Tentacle Creature, such condition still applies. Succeeding in the task will automatically allow to roll for a Lesser Mutation or Quirk and will grant a Generic Blessing for a Week. A Failure will Curse the Character and it will reduce his total Determination by 4. Hunt: The Character must defeat a Specific Creature which will appear in the next 1d3+3 Rooms (even through different Levels, ignoring Room 0) which will count as a Wandering Creature. If the Character Succeeds, he can chose one of its Weapons which will become Enchanted, where a Failure will inflict a Generic Curse. If the Character is helped by other Creatures, the Enchantment will only last for 1d3 Days. Hunted Creature 1 Minotaur 2 Worg 3 Tentacle Shambler 4 Raptor Drake 5 Ogre 6 Tikbalang No Harm: The Character must not inflict Damage to any Creature met for the next 7 Encounters with Creatures (even through different levels), regardless of their attitude and reactions. The Character is allowed to Sneak past the Creatures or to try to calm them down. If the Character succeeds, he will increase his total Prowess by 2. This effect counts as a Blessing. If the Character Fails, he will reduce his total Prowess by 2 which counts as a Curse. Preach: The Character must preach its religion to other creatures, while trying to convert them. At least 5 new followers are required. If the Character isn’t religious he can instead bring them to other Cultists, but the number is increased to 6. A Success will Bless the Character, while a Failure will cause a Curse. Prowess: The Character must defeat a group of Creatures which will appear within 1d3+2 Rooms, which will count as Wandering Creatures. If the Character Succeeds, he can chose an Armor or Clothing which will become Enchanted. If the Character is helped, the Enchantment will only last for 1d3 Days. If the Character is Defeated, he will suffer a Generic Curse instead. Purification: The Character is gifted with a pouch with purifying powder. The Character must completely purify 5 Slime Pools or Spawn Pools by pouring few doses of powder in each pool. If the Character succeeds, he will reduce its Corruption by 1d3+1 and will obtain a Generic Blessing. If the Character is defeated while inside A Spawn Pool or a Slime Pool he will suffer a Generic Curse. If the pouch is lost or robbed, the Character will be Cursed for only 1 Day. 109
The Toll A group of Creatures is waiting nearby a passage, a corridor or a bridge and will stop everyone trying to pass by, asking for something in exchange or they will attack or even just beat up the unfortunate victim. Creatures Request 1 Jötunn Blood Thug Password 2 4 Kobolds Coins 3 3 Bandits Food 4 4 Goblins Sex 5 4 Cultists Blood Sacrifice 6 3 Skirmishers Challenge This type of encounter can have different developments and outcomes, depending on what the Character decides to do. To determine the attitude of those imposing the Toll, roll a d6: • 1-2: Suspicious • 3-4: Neutral • 5-6: Aggressive Bandits Bandits are easily convinced by Coins and Sex as payment and a Character with a Criminal Origin might obtain a Superior Dice when interacting with them. If the Character is a Law-enforcer, the Bandits will become Immediately Hostile, while if it’s considered a Noble, the Bandits might decide to capture him. Cultists: Cultists are more keen to accept a Blood Sacrifice, Coins or Sex as payment, although some might ask for a Challenge. If the Character is member of the same Cult, the Cultists will only ask a small donation, while if the Character is from an opposite Cult, they will immediately become Hostile. Jötunn Blood: Characters with a Body value of 4 or higher (or if they also are a Jötunn Blood) could always ask a challenge of Strength instead of the regular payment, unless a Challenge is what the Jötunn Blood asked already. Kobolds: Roll a d6: if Even these are Regular Kobolds, if odd these are Jungle Kobolds. Jungle Kobolds will always be Hostile towards regular Kobolds and vice versa. Goblins: Similar to Bandits, Goblins can be easily convinced with Coins and Sex, although stronger Creatures might have an easier time to intimidate them. Toll Requests: Blood Sacrifice: The Character must sacrifice some blood, suffering 1d3 Damage and losing 1d3+1 Determination. Religious Characters also increase their Corruption by 1d3. Challenge: A Character which wishes to cross the bridge must pass a sort of challenge, being of Strength, Agility or Mind or a Duel. The NPCs asking the toll will always decide which one would work better for them, for example an NPC with a high Body value will prefer a Challenge using Body Counter Checks, rather than Mind Checks. The first which obtains 3 Failures against the opponent will lose. The Duel will simply be a Combat until one is Defeated or yields. A Character which faints during Combat could be robbed or even Captured, depending on the opponents. Coins: The Creatures will ask the Character to pay with coins or valuable items. Unless specified otherwise, 2d3 SCo is often enough. If the Character doesn’t have enough coins it can opt to give one or more items to cover such value. If the Character refuses those asking for the toll could decide to try to rob or even capture him. Food: A Character which wan to pass must donate at least one Food Ration. Password: Only those who know the secret password may pass. Anyone else will better stand back and leave or face hostile reactions. Sex: A Character which wants to pass must engage in a sexual activity with one or all the Toll inquirers. Notice that this is the only result which can be re-rolled if the creatures demanding the toll are not interested to have sex with the Character, for example they find him or her repulsive or they are not interested in having sex with members of the same/opposite sex at all. A Character which faints during the intercourse will probably be robbed or even captured. 110
Workshop A workshop allows a Character to easily craft items as long as it possess the required items. A Workshop usually consists in a large table and some shelves with some useful items, while those more advanced even have a forge and a smelting pot. The Workshop has all the tools necessary to Craft Weapons and Armors and even to repair them. Some Workshops are controlled by other sentient creatures which could ask a payment or similar favors before allowing the Character to use their workshop, although is often possible to try to strike a deal or haggling for the price. A Character which tries to steal the Workshop’s Tools will soon realize that everything he stole will disappear and reappear at the workshop within 2d3 Hours. Junk Deposit: When finding a Workshop, roll a d6: if the result is Even, the Workshop has 1d3 Small piles of Junk the Character can search through, to find some extra parts. The Forge: When Rolling for the Junk Piles, if the result is a 1 or a 6, the Workshop also presents a forge and a smelting pot. The forge is cold and requires coal or similar substances to be ignited, unless there are Creatures already using it. 111
Unusual Corridors Cracks in the Walls This corridors presents some Cracks in the walls, which might be used to hide or used as hiding spot for lurking Creatures. Tread carefully. When entering a Corridor with Cracks in the walls, roll a d6 to determine it’s contents: It Contains: 1 Nothing, Cracks are too small 2 Dangerous Debris 3 Nothing but Small Creatures can hide inside of it 4 Hidden Creatures 5 Nothing. It’s possible to hide in it 6 Hidden Creatures Dangerous Debris: While is still possible hide inside the Cracked walls, it’s necessary to pass an Agility Check at 1d10+2 or suffer 1d3+1 Damage and lose the same amount of Armor/Clothing Integrity. Hidden Creatures: As the name suggest, there are hidden Creatures within the Cracked Walls. A Character can detect them with a Perception Check against their Stealth. Hidden Creatures detected can only be attacked with Spears, Ranged Spells or by certain throwing items such as acid vials and such, which will automatically hit them. To determine the Creature, roll a d6: Hidden Creatures 1 Roll again, but the amount of Creatures is doubled. 2 1d3+1 Tentacle Crawlers 3 Brew Slime 4 1d3 Dire Rats 5 Tentacle Lurker 6 1d3 Intruder Drones Eldritch Infestation The Corridor presents an Eldritch infestation, showing bizarre and unnatural crystalline formations growing erratically, tentacle-like roots emerging in a mass of dark goo which covers different surfaces which often present a multitude of eyes which will follow any creature which comes close by. A Creature which moves through a Corridor with an Eldritch infestation must perform a Will Check at 1d10+3 or suffer a -1 Penalty to Feat and Terror Checks, Wizardry Checks and any Skill Check which requires Precision and Concentration, such as Dungeoneering for Disarming Traps or opening Locks. Fey Creatures or Fey-like Creatures such as Dream Child, are forced to use a Burden Dice. A Character which increases Corruption while inside of the Corridor or while under its effects, will double the amount. The Effect Lasts for 2d3+2 Hours. Fragmented Reality These type of corridors are a clear sign of the chaotic and entropic nature of the Labyrinthus. The Corridors often presents different types of sections mashed together, with different styles and origins. Others have collapsed, showing a specific path the character must hop on, where floating pieces of the floor prevent the Character to fall in what seems like a bizarre amalgamation of arcane energies or what looks like a sky full of stars. When crossing the Corridor, roll a d6 to see its effects. Notice that once a result is obtained, it will be active as long as the character remains in the dungeon level. Effects 1 The Corridor is just bizarre, but nothing much else 2 While moving through the corridor the Character has a sort of sense of vertigo and must pass an Endurance Check at 1d10+1. If Failed, the Character Faints for 2d3 Hours. 3 The Character must pass a Will Check at 1d10+2. If failed the Character will realize he returned back to the door he came in. 4 The Character has the sensation of soft hands caressing his body everywhere, but at any check he notices nothing. Moving through the corridor increases the Character’s Arousal by 2d3. 5 The Character must pass a Mind Check at 1d10+2. If failed he will have the impression the corridor is way longer than expected in both directions. Traversing the Corridor requires 1 entire hour although once the other side is reached, if anyone turns back the corridor appears normal. 6 The ground is unstable and the Character must pass an Agility Check at 1d10+1. If Failed, the Character falls on the ground which shatters and causes the Character to fall for what it seems an eternity but it will then realize he landed on solid ground, suffering 2d3 Damage. The Character is in a new Dungeon level, but the same type of Corridor is Still present somewhere. 112
Fungal Growth Different types of mushrooms grows all over the place of different size and shape. Many look like the average mushroom you would see in a forest while others are rather bizarre. Many mushrooms are bioluminescent granting a Dim Light illumination to the whole corridor, while the rest of the mushrooms will vary. Each Corridor presents 1d3+1 different types of Mushrooms, similar to the Mushroom Hazard, as explained in the Table Below: Type of Mushrooms 1 Tasty 2 Raunchy 3 Tasty 4 Oddly-shaped 5 Wyrd 6 Raunchy A Character can try to identify the Mushrooms with the required Skill Check while gathering requires a Knowledge (Botany) or (Herbalism) at 1d10+1 or Survival at 1d10+2. Each successful attempt allows to gather 1d3 Mushrooms. Count as Mushroom Forest, Swamp and Wyrd Weald environment. Oddly-shaped: These strange mushrooms are oddly shaped. You could even say that they look like a penis while others looks like a woman’s breasts or ass. When eating these mushrooms the Character increases his corruption by 1 or 2 if it has the Gluttony Flaw. If a Character eats 5 or more of these mushrooms, it will increase her Breast size by one (if female) or his penis girth (if it has one). This event also increases the Character’s arousal by 2d3 and reduces its determination by 1d3+1. The effect will last 1 Hour or until the character manages to Climax, which one is happen first. Counts as Pink Mushrooms and are identified with a Knowledge (Arcane) or (Occultism) or (Witchcraft) at 1d10+2. Raunchy: The Oddly-shaped mushrooms, once they reach a certain maturity, will start to produce a strange substance which causes a sort of euphoric state in those who eat them, greatly increasing their arousal and libido to the point they eagerly seek to mate with others. A Character which eats these mushrooms must perform a Will Check at 1d10+4 or will automatically become Horny and will seek the first compatible Creature to mate with. The effect lasts for 1d3+1 Hours or until the Creature manages to mate with something. The Creature will try to move towards any compatible Creature and will try to pin it down or will always try to invite them with any meaning possible. The Character can’t perform Skill Checks based on activities which require patience and precision, such as picking locks or brewing, but is still able to Cast Spells, although he needs to perform a Wizardry Check at 1d10+2 to maintain the Concentration. Casting Eromantic Spells reduces the Check to 1d10+0. When the Creature finally manages to Climax through sexual activities, roll a d6: on a 5+ the Creature is not yet satisfied and will seek out for someone else to mate with, losing interests in his current partner and even becoming violent if stopped. Failing the Check also increases the Character’s Corruption by 2d3. Counts as both Purple and Pink Plants and Herbs and are identified with a Knowledge (Arcane) or (Occultism) or (Witchcraft) at 1d10+2. Tasty: The mushroom tastes good. Up to 5 Tasty Mushrooms can be used to create a Small Food Ration. Count as Red, Orange or Yellow Mushrooms and are identified with a Knowledge (Botany) or (Herbalism) at 1d10+1 or Survival at 1d10+2. Wyrd: Eating a Wyrd Mushroom allows to recover 1d3 Focus or Prowess but also reduces the Character Determination by 1d3. Counts as Azure or Blue Mushrooms and are identified with a Knowledge (Arcane) or (Occultism) or (Witchcraft) at 1d10+2. 113
Narrow Passage The Character reaches a narrow passage, which could simply be a natural formation inside a cave or a corridor where one of walls or the ceiling collapsed, making the passage more difficult to perform. In other occasions, instead, the passage could be a smaller tunnel created by Goblins or Kobolds, forcing the Character to crouch or proceed on all fours or it could be mostly blocked by thick vegetation. A Narrow Passage is often a useful way to skip more dangerous zones or to reach a location from an unexpected position, giving a higher ground or an ambush opportunity. In other occasions it simply allows to reach a hidden location or a Secret Treasure. Narrow Passage 1 Close Walls 2 Plants Overgrowth 3 Small Tunnel 4 Flesh-like Tunnel 5 Rock Formation 6 Collapsed Passage Close Walls: This passage consists in a couple of walls close to each other. A Medium-sized creature could try to squeeze through it with some difficulties, while a Small creature is able to pass without any problem, even if it still takes some time. While moving through the passage, a creature can’t dodge and is also unable to perform any other action than moving. Collapsed Passage: A Collapsed passage is often found when moving through a corridor, meaning that one of the walls or the ceiling have collapsed, leaving mostly rubble but a Character can still try to find a way through with a Perception Check at 1d10+3. Moving through a Collapsed passage is no easy task and requires a Body or Agility Check at 1d10+3, where a failure means the Character has managed to hurt himself, suffering 1d3 Damage and losing 1d3 Integrity from his Armor or Clothes. If the Character is wearing both, the Armor will be damaged first and only once considered Torn, the damage will be dealt to the clothes. Depending on how long the collapsed passage is, it could take two or three rolls to completely move through. Tiny and Small Creatures could be hiding inside the passage, so is often suggested to check before trying to pass to avoid unwanted encounters. Flesh-like Tunnel: A Character can try to move thought this narrow passage, with a speed depending on his size. Small Creatures can move at 2 Squares per round while Medium-sized Creatures at 1. Particularly bulky Characters, such as those with a Body of 4 or more or Orcs and Jötunn Blood, will move at 1 Square every 2 rounds. While inside, the tentacles will slither and crawl all over the Character body, dripping a slimy and sweet substance. The Character can perform a Will Check at 1d10+2 each round, where a success will increase his arousal by 1d3 and a Failure by 2d3+1. If the Character has an Interest or Kink for Tentacles or Restrains, the arousal is increased by an additional 1. If a Horny Character maxes out his Arousal level he will automatically climax and then faint for 2d3+2 minutes and lose 2d3 Prowess. At this point, roll a d6: with a result of 5+, the tentacles will slowly drag the character towards the end of the tunnel the Character was trying to reach, otherwise he will be dragged back to the entrance. A Character that stops moving while inside the tunnel will still have to resist its effects even by trying to go back. If the Character stands still for more than 5 minutes, the tentacles will drag him back to the entrance. If the Character is pregnant, the Tentacles will instead try to force her back to the entrance. The Tentacles are considered a Medium-sized Creature with a Body of 3 and will perform a push attempt every 2 Rounds, where if they succeed, the Character is pushed back by 1d3 Squares. Notice that while pushed back the character also needs to perform the Will Checks. No Tentacle Creature will try to follow the Character through the tunnel but they might decide to wait and see if the character is dragged back. Plants Overgrowth: Overgrown plants have occupied this section, making it extremely hard to pass through. Similar to the Collapsed passage, it’s required a Body or Agility Check at 1d10+2 to being able to move through this passage, where a failure means the Character has managed to hurt himself, suffering 1d3 Damage and losing 1d3 Integrity from his Armor or Clothes. If the Character is wearing both, the Armor will be damaged first and only once considered Torn, the damage will be dealt to the clothes. The tunnel also is filled with a sweet aroma which increases the Character Arousal by 1 every 2 Rounds. Rock Formation: Has the same effect of the Close Walls with the difference that the passage is often irregular and could be even longer, requiring more time. A Medium Character moving through a Narrow passage must also perform an Agility Check at 1d10+2 or lose 1d3+1 Integrity from his Armor or Clothes. If the Character is wearing both, the Armor will be damaged first and only once considered Torn, the damage will be dealt to the clothes. Small Tunnel: This tunnel was probably dug by small creatures such as Kobolds or Goblins. Medium-sized Creatures are forced to walk on fours to get through it or to crouch while suffering a -2 to Dodge. Small Creatures are able to move through the passage with no penalties while Dwarves only suffer a -1 to Dodge. 114
Portraits Corridor The corridor presents many portraits located with a specific order along the walls. Most of the portraits will represents people of different race, age and social hierarchy, while other are paintings of rooms. Use the following table to randomly generate the theme of the portraits: 1 Empty 2 Tracking 3 Aristocracy 4 Alluring 5 Unsettling 6 Rooms Alluring: Most of the portraits are about gorgeous women and handsome men which will move sensually when the Character passes by. The paintings will always try to Seduce a Character sexually interested and are considered to have a +2 to Ars Amatoris. A Painting has a 5+ Chance to present a Character’s Kink. A Character can simply move through the corridor without watching anything, but there is still a 6+ Chance that he will briefly look in a direction which will allow one painting to try to seduce him or her. A Seduced Character must perform a Will Check at 1d10+2 or become Mesmerized for 1 Hour. During this time the Character can simply look at the painting or even decide to masturbate, especially those with the Exhibitionism or Voyeurism Kinks. Notice that the passing of time could cause Guard Patrol to Catch up or to Wandering Creatures to appear while the Character is distracted. Aristocracy: These portraits are all about aristocratic figures, most of them old or arrogant (or both). A Character can perform a Knowledge (History) Check at 1d10+2 to try to identify some of them but nothing much. A Character of Noble Origins can also try to perform a Knowledge (Nobility) Check at 1d10+2. If successful he will feel proud and recover 1d3 Determination, otherwise he will feel inadequate and lose the same value instead. Failing by obtaining a 1 causes the loss of 2d3 Determination instead. Empty: All the portrait seems “empty”, not as intended as they were representing some sort of empty room, but they looks like that anyone who was clearly painted in there, such as a warrior holding a sword or a princess sitting at a table, have gone leaving anything else there. Rooms: All the paintings in this corridor show different rooms in style and form. A Character can perform a Mind Check at 1d10+2 to realize that some of the rooms look exactly like those he already explored previously. A Character can spend 1 Prowess to study some of the Paintings and perform a Perception Check at 1d10+2 to notice interesting details. For each studied room, roll 2d6-1 or 3d6-1 depending on the dungeon’s size. The room obtained in this way presents something that the character might have missed or to actually show what could be inside. If the room was already explored and presented something hidden that the Character had missed, the Character can perform a new attempt with the difficulty reduced by 1, otherwise the Character can perform a Perception Check at 1d10+2 to being able to find a hidden compartment. Still, the painting could have been misleading the Character on purpose and there is a 4+ Chance that the compartment is Trapped and contains nothing inside. If not, it will Contain 2d3+1 GCo or a Generic Key (roll off to determine which one). If the room wasn’t explored yet, you can immediately generate it or reveal it’s content. The Character is able to spend 1 Prowess, while in the selected Room, to obtain a Superior Dice to any Skill Check Required. There is still a chance of misleading so there is a 4+ Chance that the Character will instead obtain a Burden Dice. Tracking: Although the portraits stand still, the Character has the feeling that their eyes are following him when moving. The Character must perform a Will Check at 1d10+2 or suffer a -1 penalty Against Fear and Terror Check while inside the same Dungeon Floor. Unsettling: The portraits show rather bizarre or grotesque pictures of men and women, some distorted while others might look normal at first but with strange details popping up the more you stare at it. The Character must perform a Will Check at 1d10+2 or suffer one of the following effects: 1 The Character suffers a -1 to one of his skills with the highest Ranks for the rest of the Floor 2 The Character loses 1d3+1 Determination 3 The Character suffers a -1 to any Fear and Terror Checks for the rest of the Floor 4 The Character suffers a Generic Curse 5 The Character increases his Corruption by 2d3 6 The Character suffers a -1 when trying to seduce others for the rest of the Floor 115
Trapped Passage As the name suggest, the Corridor is trapped. Each corridor has 3 traps: one close to the Entrance and Exit, and one in the Center. If the Corridor has multiple endings, add a trap to each end of it You can randomly generate the traps at the opposite sides of the corridor while the one in the center is always an Enchanted Trap Slimy Fluids Slimy fluids drip from all over the place, from the walls to the ceiling. Touching the slimy fluids with exposed body parts causes an arousal increase of 1d3, although those fluids which drip from the ceiling will reduce the integrity of any armor/clothing by 1. Traversing the corridor requires an Agility Check at 1d10+1, where a success means the character manages to move through the corridor while losing only 3 integrity and increasing his total arousal by 1d3+1, while a failure causes double the amount. Any Armor or Clothing reduced to 0 Integrity is destroyed and can’t be repaired. Metallic armors are unaffected. A Character which manages to use something to completely cover himself can safely move through the corridor, but such cover will probably be damaged or destroyed during the process. Unusual Darkness An unusual Darkness prevents any type of light to be used and even contrasting spells with the [Light] Descriptor. Creatures with Darkvision will be unable to see through it while those with Blind Perception (Arcane) will notice this Darkness also blocks their vision although entering the Darkness still allows to see while inside the area but not further. Any Apprentice Spell with the [Light] description will be automatically countered while moving through the corridor, while any other Spell is considered being countered by a Caster with a +6 to Dispel. Any successful Spell Cast with the [Light] descriptor while inside the corridor will halve all his values but double his cost, even in Focus. Other than that, the Zone is Considered as a Zone of Darkness. Writings The Character notices some strange Writings on one the corridor walls. The Character can decide to inspect them or simply ignore them and move along. Roll 2d6 to randomly determine what the Character Reads: Mysterious Writings 2 The Character reads the words aloud which causes the Level to immediately Change. The Character is considered having fled from the previous level, obtaining only half of the XP he should have got so far. 3 The Character read some notes about a Hidden treasure. The Next time the Character has to roll for a Hidden Treasure, he can Spend 2 Prowess to obtain a Superior Dice. 4 The Writings present a sort of rudimentary Map of the Area which can be studied with a Mind Check at 1d10+2. If successful roll a d6: if Even the Character can discover the closest 1d3 unexplored Rooms. If the Rooms are randomly generated simply roll for them but don’t generate anything inside. For example you can obtain the Prison Result but only when entering the player will generate it’s contents. If Odd, the Character will be able to find a Secret Passage with a perception Check at 1d10+3 in the Closest Unexplored Room. The passage will lead to a random room on the same level, obtained by rolling 2d6-1 or 3d6-1 5 The Wall presents Strange hieroglyphics which the Character can identify by performing a Knowledge (Occultism) check at 1d10+2. When the hieroglyphics are read, the Character must pass a Will Check at 1d10+3. If Successful he recovers 1d3+1 Determination otherwise he will lose the same amount. 6 After reading apparently meaningless words, the Character must perform a Will Check at 1d10+2 or suffer a Generic Curse. 7 The wall presents some more or less stylized images of naked people. A Character which might find it interesting through Flaws, Interests or Kinks will increase his Arousal by 1d3+3. 8 The writings are used as a triggering words for a randomly generated Enchanted Trap, which will have the Character as main target. 9 The Character receives a Generic Blessing for One Day. 10 The Character notices a sort of stylized human peering over an imaginary wall towards the watcher, with the writings “Garret was Here” below the drawing. 11 The Writings are a safety word used to pass over the Next Enchanted Trap without the risk of triggering it. 12 There are some notes written on the wall. A Mind Check at 1d10+2 allows the Character to learn the motif but the Character will realize the song seems incomplete. Finding this result again allows to recover the missing parts, for a total of seven parts of a Melody. 116
Chapter 4: The Outside In some occasions, the pocket planes or dimension which host the Labyrinthus are larger than someone might think of and even present an external environment of plants and creatures, although most of the time those creatures are only a sort of reflection of those from the original place where the Labyrinthus inhabitants come from. A Character might stumble in a rift inside one of the Walls of the Labyrinthus or maybe the Labyrinthus itself has an actual exit which leads to the outside of the strange structure. The So Called Outside might be familiar in some occasion, but its usually more alien or simply weird or out of the norm: forests made of trees with blue leaves or giant mushrooms with strange shapes, plants and animals with forms never seen before or barren lands with a strong presence of elemental energies. The outside can be explored and allows the Character to find small villages or ruins of ancient civilizations, but those which escape the Labyrinthus without the Maker’s Consent are often hunted by its servants which seek to return them to the place they are supposed to belong. In other occasion, its the Maker of a different Labyrinthus which coincidentally has an access on the same plane which might seek new playthings within those who have escaped a different place. Exploring the Outside When playing in the Outside, it is suggested to have a sort of map to use as reference which can be drawn or from a digital source (IE: a picture from the internet). The map is also suggested to be divided by squares or hexagons. The first is easier to obtain if you are using squared paper sheets, while the latter is more common to be obtained through the internet or by using map-making programs. You can still play without a map as long as you keep track of Locations and Points of Interest, since those are something permanent rather than occasional like Encounters. To simplify things, the following rules suppose you are using hexagons or a hex-maps. Random Direction with Hexagons It may occur that the Character is forced to randomly move through the map, such as by being lost. To determine the random direction, roll a d6 and consult the table below. Notice that some Hex maps are organized by Columns other by Rows, so roll accordingly. (Columns seems the mostly common) Column Hex Grid Row Hex Grid 1 North-west North-west 2 North North-east 3 North-east East 4 South-east South-east 5 South South-west 6 South-west West Region and Region Size The term Region is used to indicate the zone you are exploring, represented on the map. A Region Size is used to indicate how far a character can move between hexagons, where very large regions will require days to reach the opposite side while those smaller allows a faster movement. By Default the game uses Large Regions, to allow plenty of exploration. Region 1 Hexagon Small 5 Hexagons per Daytime Medium 4 Hexagons per Daytime Large 3 Hexagons per Daytime How far you will go and Time Flow: A Character can travel for a number of Hexagons of 3 per day. Each Hexagon takes more or less 3 hours to be traversed. Notice that this mostly indicates a travel during daytime and that the Character will stop at sunset, but its still possible to try to travel for an additional hexagon during the twilight time which lasts for 3 hours. Traveling at Fast Peace: A Character can decide to travel at Fast peace by spending 2 Prowess per Hexagon crossed. This allows to ad one additional Hexagon of movement per “Daytime”, except for when moving through Mountains and Volcanic Zones, which will still require 1 Hexagon per “Daytime”. Once the Traveling time Ends, the Character must perform an Endurance Check at 1d10+3 or become Tired. Difficult Environment: Traveling through different types of Environment will cause the Character to take more time to travel through it. Arcane Anomaly and Wyrd Forest: Travel speed is changed at 1d3 hexagons per “Daytime”, due to the bizarre nature of such environments and the overall distortion of time or confusing landscape. Dark Forest, Eldritch Forest, Eldritch Swamp, Forest, Hills, Jungle, Swamp and Tropical: Travel speed is reduced at 2 Hexagons per “Daytime”, mostly because these zones presents more environmental obstacles or are very irregular, causing to take more time in general. Infernal Landscape, Mountains, Primordial Badlands, Volcanic: Travel speed is changed at 1 Hexagon per “Day” due to the very time of difficult terrain, presence of mountains and cliffs or canyons which will slow down any explorer. 117
Being Hunted, Chasing and Escaping Some events can cause the Character to being Hunted or will force a Chase. It’s also possible to being chased when the Character decides to flee from a Combat without defeating all the opponents. The first option while being Hunted is to Run Away, in which case it might cause a Chase Sequence. A Chase Sequence is measured in Turns, where all the participants are grouped and will perform one action at time. 1) Group all the Participants: All the Creatures involved in a chase should be divided in different groups, usually two to separate those on the run from those portraying the chase. Example: Kelyra the Halfling is being chased by a group of Kobolds. In this case the groups are Kelyra and the Kobolds. If the participants to the chase are different from each other, make a separate group. This is mostly for determine initiative order or to use Skills which might have different values. Example: The Kobolds are lead by a Kobold Hunter. In this case the groups are: the Halfling, the Kobolds and the Hunter. 2) Determine the Lead of the Chase: The Lead of the Chase is simply the one leading the all the groups which are trying to get the fleeing Creature (usually the Character). Although the player can just pick one of his choice, usually those with a higher Perception and/or Survival modifier are the best candidates. If the Group is composed by Creatures with the same stat then the player can just pick one randomly or the one which makes more sense. 3) Determine distance: Determine how far the Chasing Creatures are from the Fleeing Creature: Far, Mid-way, Close. Unless specified otherwise usually a Chase starts at a Mid-way distance, unless the Fleeing Creature is escaping a Combat, in which case the Chase is considered Close. The distance simply represents the number of Counter Skill Checks required for the Fleeing Creature to escape. Far: 2 Successes Mid-way: 3 Successes Close: 4 Successes 4) The Counter Checks: As stated before, the Fleeing Creature must perform Skill Checks to escape, usually by performing one of the following Skills, such as Athletics, Stealth or Survival, although those with specific Custom Skills might also sue them, such as “Acrobatics” or “Escape Artist”. Successes don’t need to be consequential, so you can obtain a success a failure and another success. Obtaining 2 Failures in a row allows the Chasing Creatures to get close, from Far to Mid-way and from Mid-way to Close. This also causes the Fleeing Creature to start again the Counter Checks. If the Fleeing Creature obtains 2 Failures in a Row against Close Chasing Creature, they are considered to have managed to reach the Fleeing Creature which will be considered Captured or will start a new Combat/ Capture Scenario. A Creature consumes 1 Prowess for every Skill Check is forced to perform while Chasing or Fleeing. A Creature which is “Defeated” while performing a Chase will stop to catch his breath which could cause the creature to be automatically Captured or to reduce the number of participants. Notice that also creatures which are following a Leading Creature will consume their Prowess. If the Leading Creature is “Defeated” but the others have still enough Prowess they can continue the Chase. 5) End the Chase: If the Fleeing Creature manages to escape or the Chasing Creatures are able to catch up, the Chase will end. Following Tracks and Trails Following Tracks and Trails can be performed with a Perception or Survival Check, although the use of Perception is only allowed when the trail is still fresh. Creatures with the Scent Feat can follow even a Trail unless it’s raining or snowing, or it had rained before. Notice that even other Creatures might be following the trail left by the Character. 118
[Optional Rule] Hunger, Thirst and Survival A Player can decide how prominent hunger and thirst are in his game. As an optional rule you can add Hunger and the possibility to Fish, Hunt and Foraging food such as fruits, berries and such. Fishing: Fishing requires the use of a Fishing Rod or a Spear, and can only be performed within places with a high presence of water, such as Lake/River/Sea shores, Ponds and so on. Fishing takes 1d3 Hours and requires a Check at Fishing, Knowledge (Nature) or (Seafaring) or a Survival Check at 1d10+2. Finding a Fishing spot might lower the difficulty and allow to fish more than once. Failing by rolling a 1 might cause the fishing rod to break with a 5+ result, while the spear only has a 6+ chance. Foraging: Foraging is resolved by spending 2 hours (or reduce the Hexagons you can move by 1) and performing a Knowledge (Herbalism) or (Nature) or a Survival Check at 1d10+2, reduced by 1 in locations with a high presence of vegetation or spring water, such as river/lake shores, plains, jungle or similar places. A Successful Check allows to obtain 1d3+2 Small Rations. If the Check is failed by rolling a 1, the Character is Ambushed. It’s only possible to Forage twice per Day. Hunting: Hunt is resolved by spending 2 hours (or reduce the Hexagons you can move by 1) and performing a Survival Check at 1d10+2, reduced by 1 in locations with a high presence of fauna, such as forests, jungle and similar places with a high density of vegetation. A Successful Check allows to obtain 1d3+1 Small Rations. It’s possible to try to hunt a large game, increasing the difficulty by 1, where the success allows to recover 2d3+1 Rations, but also with a 5+ chance to being ambushed. It’s only possible to Hunt twice per Day. Satiating the Hunger: A hungry Character must at least consume one or two rations per day to satiate his hunger. Two Small Rations count as one. [Optional Rule] Fame and Reputation When a Character interacts with certain locations, usually when exploring the Labyrinthian Overworld, his actions might have an impact of what the NPCs of such location think of him. For example helping out an Encampment often will have the effect to make the NPCs, or at least most of them, become more friendly towards the character, while being notoriously known to be someone which sleeps with many partners could instead make other people start to spread gossip, which could be true or false. Every time the Character accomplish something of note for a specific location, keep track of such event by also adding the number of times it occurs within brackets: for example completing certain tasks (Quests) for one or more NPCs, causing trouble, helping when an arguments occurs (or being the cause of it) should be noted in relation to the location. Example: A Character has found an Encampment which is inhabited by other Survivors. The Character manages to complete two task for one of them but also managed to solve an argument between two NPCs peacefully. In this case the player will write down the two events as follows “Task Completed (2), Peacefully solved an Argument (1)” Obviously even negative events will be taken into consideration, especially when the Character reaches certain locations as part of his quest or because it’s brought there against his will. Example: The Character reaches a Slaver’s Camp as part of her quest to free a captured NPC. She manages to infiltrate during the night and gets some prisoners free but when trying of getting out she’s caught and remains a prisoner for a week before being able to escape. In this case the player adds “Helped Prisoners Escape (1)”, “Got Imprisoned (1)” and “Managed to Escape (1). Once per week, roll for every location which has at least 5 Points in one event, when the Character is at such location and with a 4+, something happens at the location when the character is there. The Chance is increased at 3+ if the location has 10 or more points at the event. In some occasions the event could occur while the character is not there, especially if the Character did something against the local NPCs such as theft or defeating them. Example: A Character is in good terms with an encampment of Kikimora, by having done many tasks for them (6). The character decides after some time to pay a visit to the encampment and when reaching the location, the player rolls and obtains as a result that the NPCs will be rather happy to see him again and decide to invite him for some drinking and games of cards. Meanwhile, since the Character also had many skirmishes against the local den of bandits (5), they decide to take revenge and send a larger group to teach him a lesson. In this case it could happen that the next time the character should face a group of bandits, their numbers will be doubled and all will be automatically hostile or even try to ambush him. It’s also possible to let people forget or to wait for things to calm down. Usually by staying away from the zone for at least 3 to 4 weeks should be enough to lower the score from certain locations or at least to not have to roll on the chance for events to occur. Example: After barely escaping the bandit ambush after having defeated some of them, the Character decides to move away from the zone for some time, so he then moves at 18 Hexagons from were the Bandit camp is and spend some weeks exploring the new zone. The player then decides that although the Bandit Camp score is still 5, the bandits decided to no longer search for him. Notice that a Nemesis will usually keep pursuing the Character. 119
Generic Event Tables: The following tables can be used to randomly determinate what even could occur due to the Character’s Actions. As always, these are just made as example and you can create new ones to better fit some specific situations. Being Captive 1 Slavers or similar NPCs found within 15 Hexagons will be more keen to capture the Character by the assumption he’s used to being a captive and having more experience in such regards. When being ambushed or encountering such type of NPCs they will automatically try to capture the Character and even chase him for a longer distance and time than usual, causing a Chase to require one additional success for escaping. 2 Nearby Encampments will have a Gossip about the Character being weak, which will inflict a -1 when the Character tries to perform Skill Checks related to social interactions such as Speechcraft, intimidate and Bargain with them. 3 A Group of NPCs will approach the Character at some point, asking questions about the encampment since apparently the Character spent a lot of time there. Roll a d3: 1 – They are rivals to the location (IE: a different band of Bandits or Slavers) 2 – They are a group of Adventurers which seek something from the encampment (probably doing a Quest) 3 – They are interested to know the location for their own reasons (IE: Trading, Sabotage, Research, etc). 4 Nearby Encampments will have a Gossip about the Character enjoying being held captive the those in the Location. Some NPCs might see the Character as Submissive or which enjoys Restrains or Master/Slave situations. 5 Criminals and Slavers encounters within 15 Hexagons will know that the Character is an easy target to capture. Ambushes with such type of NPCs obtain 1 additional member. 6 The next time the Character is captured by NPCs coming from the camp, he will lose 2d3 additional Determination Causing Trouble 1 Gossip of the Character’s behavior will reach other encampments within 10 Hexagons, which will then be considered as if the Character Caused Trouble there 2 NPCs will be less keen to inform the Character about tasks or quests or even increase the pricing for stuff they might sell. 3 If the character wants to rest within the location, he has to pay with something, or the NPCs will try to send him away. 4 The Character is seen as a troublemaker and overall distrusted by local NPCs, obtaining a Burden Dice when making Skill Checks for social interactions with them 5 The NPCs will warn the Character that they no longer tolerate his behavior. The next time the Character causes trouble they will become Aggressive and will tell him to go away. If the value reaches 10 or more, they will become Hostile 6 When visiting the Location, there is a 4+ chance that one or more NPCs will start an argument with the Character due to his behavior. It’s possible to try to calm down the situation with a Test of Skills by using Bluff or Speechcraft against the NPC’s Inquire. Defeating the NPCs of the Location or through Encounters 1 The Character obtains a +1 to Intimidation against the NPCs of the same location until defeated by one of them. 2 Gossip about the Character Prowess will reach other Locations within 10 Hexagons. When visiting such locations there is a 4+ Chance that the Character will be treated with some extra respect by those which consider might or combat prowess quite important or NPCs will be more keen to grant tasks or quest related to combat 3 NPCs from the same locations encountered have 1 additional member and will automatically be Hostile 4 A bounty on is placed on the Character by the members of the location, which demand the Character to be brought alive to them. If the Character is Defeated by Criminals, other Slavers or Headhunters, there is a 4+ Chance that it will be brought back to such location. 5 Rumors about the Character will reach similar locations within 10 Hexagons, causing the NPCs to be more cautious when meeting the Character. 6 NPCs from Ambushes or Encounters will be more reluctant to fight with the Character again, increasing their Defeat threshold by 2 Escaping from Captivity (Not Rescued) 1 Gossip about the Character’s ability to escape will reach Neutral or Friendly encampments within 10 hexagons. When visiting such locations, NPCs which respect or admire cunning and agility, or the ability to escape or to be free, will be more likely to respect the Character 2 The Character is considered rather cunning, increasing by 2 how Dangerous is perceived by the NPCs as explained at page 15 3 The next time an Encounter with the same type of Creatures the NPC has escaped from is obtained, they will automatically be Hostile and try to Capture him since they recognize him. 4 A bounty on is placed on the Character by the members of the location, which demand the Character to be brought alive to them. If the Character is Defeated by Criminals, other Slavers or Headhunters, there is a 4+ Chance that it will be brought back to such location. 5 The NPCs become more suspicious when the Character is held captive, increasing the successes required by 1 (or 2 if this value is at 10) for being able to escape from the Location 6 Rumors about the Character ability to escape will also reach similar locations within 10 Hexagons. If the Character is held captive in one of such locations, the first time he tries to escape he will obtain a Burden Dice to the first of the required Skill Checks for escaping. 120
Failing a Quest / Task 1 When visiting the Location, most of the NPCs will mock the Character, causing the loss of 1 Determination 2 The Character obtains a single Burden Dice when flirting or trying to seduce one of the NPCs he failed to help 3 The Character will no longer receive Quests or Tasks from this Location, due to his ineptitude 4 One of the NPCs will become a Rival, since he thinks he can do better than the Character and is willingly to demonstrate it to anyone 5 The Character suffers a -1 to any Skill Check related to Social interactions with the NPCs of this Location 6 Similar Locations within 10 Hexagons will hear rumors about the Character’s ineptitude, and the NPCs will be less keen to give a Task or Quest to the Character Sleeping/Having Sex with different NPCs 1 Rumors will start circulating at the Location about the Character being an inexperienced or a poor lover, to the point that he changes so many partners due to his incompetence or poor skills 2 Other NPCs of the location might start to allude to such events in one way or another, by being more complicit or disappointed towards the Character’s behavior 3 If the Character is at the Location or is visiting after some time, there is a 4+ Chance that one of the NPC he or she had slept with will become jealous and will have an Argument with the Character or with one of the other NPCs which the Character had intimacy with. Unless the argument is resolved with a successful Test of Skills by using Bluff or Speechcraft against the NPC’s Inquire, the Character is considered to have Caused Trouble. 4 Gossip about the Character’s promiscuity will reach other locations within 10 Hexagons, where appropriate. NPCs from such locations might react differently towards the Character when knowing of such behavior and might even consider less (or more) of the Character 5 NPCs might start to discretely approach the Character for sexual favors, even arriving to offer a payment for sex or similar sexual activities 6 Gossip about the Character’s Sexual prowess is blown out of proportion or wildly exaggerated as an explanation on why he’s constantly changing partners or sleeping with many different people Successful Quest / Task Completion 1 A Rumor starts to spread at the Location where according to someone, the Character actually was helped to complete one or more tasks while doing nothing or being actually a burden, but in the end he pretended to be the only one to accomplish the task or to get all the merits from it. 2 The next time the Character is Captured and held captive within 10 Hexagons of this Location, when you roll for each week of Captivity with a result of 5+ a Group of 1d3+3 Randomly Generated NPCs will try to free the Character, since they were alerted by the members of this Location. If the value of this is 10, you can instead decide to send members of this Location instead or at least those which have experience in fighting. Notice that this replaces the usual events which might occur while held captive. 3 The NPCs which were helped directly by the Character will propose to spend some time together for a drink or just to pass the time in good company, usually by chatting, telling stories or anything similar in a friendly fashion (although it can also end up in a different way) 4 Similar locations within 10 Hexagons will have a vague knowledge of the Character’s activity, and will be more keen to also ask for commissions or even travel to this current location to meet the Character, if asking for help 5 The Character obtains a single Superior Dice when flirting or trying to seduce one of the NPCs he helped 6 The Character can ask a favor (as long as it’s reasonable) to the NPCs he helped 121
Using a Map and Map Generation During the Outside Exploration it’s suggested to use a pre-made map or to make a new one before starting playing. There are plenty of random map generation tools and programs to be found or to be used, or you can just use those already made by the author of the game. When creating your own custom map you can simply add all the environments you want or try to find some logic behind your choices. Notice that the exploration takes into consideration the type of different environments, listed below: Arcane Anomaly, Arid Expanse, Bizarre Grasslands, Eldritch Forest, Eldritch Swamp, Fey Wilderness, Forest, Gloomy Plains, Gorge, Hills, Infernal Landscape, Jungle, Mountain, Mushroom Forest, Plains, Plateau, Primordial Badlands, Shore (Lake/River), Shore (Sea), Swamp, Tropical, Tundra, Volcanic and Wyrd Weald. Locations: When generating a new map you can randomly place some Locations wherever you please although it is suggested that most of the locations should be at at least 10 hexagons of distance from other each other, to make things more interesting and to incentive the exploration of different environments. You will also notice that Encampments are not listed, since that’s usually up to the player to allocate a couple of them somewhere or they can instead be discovered only through exploration. You can randomly generate a location based on its environment using the following tables or by just picking one directly. This is often useful when creating a new map by drawing it or by using an appropriate program or site such as Wonderdraft or Inkarnate. Arcane Wasteland Arid Expanse Bizarre Grasslands 1 The Lair Ruins Wizard Tower 2 Ruins Lone Cave Abandoned Tower 3 Slimerling Playground Ruins Lone Hut 4 Lone Cave Abandoned Tower Abandoned Hut 5 Ruins Barrow Ruins 6 Wizard Tower The Den Farm Eldritch Forest Eldritch Swamp Fey Wilderness 1 Abandoned Hut Barrow Slimerling Playground 2 Lone Cave The Lair The Den 3 Ruins Ruins Abandoned Hut 4 The Lair The Den The Lair 5 Ruins Abandoned Tower Ruins 6 Barrow Ruins Wizard Tower Forest Gloomy Plains Gorge 1 Lone Hut Abandoned Hut The Lair 2 The Hideout Barrow Abandoned Tower 3 Abandoned Hut Abandoned Tower Ruins 4 Lone Cave Ruins The Den 5 Abandoned Tower Gothic Cemetery Lone Cave 6 The Den Farm The Hideout Hills Infernal Landscape Jungle 1 Ruins Lone Cave The Den 2 The Alchemist The Lair Ruins 3 Abandoned Hut Ruins The Lair 4 Lone Cave Lone Cave Slimerling Playground 5 Abandoned Tower Ruins Ruins 6 Lair Wizard Tower Lone Cave Mountain Mushroom Forest Plains 1 Gegeines Training Grounds Wizard Tower Barrow 2 Lone Cave Ruins Farm 3 Abandoned Tower Abandoned Tower Abandoned Tower 4 The Lair Lone Cave Lone Hut 5 Ruins Slimerling Playground Ruins 6 Wizard Tower The Lair The Alchemist Plateau Primordial Badlands Shore (Lake/River) 1 Abandoned Tower Slimerling Playground Ruins 2 Abandoned Hut Ruins Farm 3 Gegeines Training Grounds Lone Cave The Den 4 Barrow The Den The Lair 5 Ruins Lone Cave Abandoned Tower 6 Wizard Tower Lair Lone Hut Shore (Sea) Swamp Tropical 1 Abandoned Tower Ruins Cove (if near water) 2 Ruins Slimerling Playground Lone Cave 3 Cove Ruins Ruins 4 Lone Cave Abandoned Tower The Den 5 Ruins The Den Slimerling Playground 6 The Hideout Lone Cave Gegeines Training Grounds Tundra Volcanic Wyrd Weald 1 Abandoned Tower Lone Cave Barrow 2 Abandoned Hut The Den The Lair 3 Barrow Gegeines Training Grounds Ruins 4 Lone Cave Ruins Gothic Cemetery 5 Ruins Barrow Slimerling Playground 6 The Den The Lair The Den 122
Movement and Exploration While moving through a Hexagon roll a d6: with a result of 5+ the Character also encounters something. Add a +1 to the Roll for each consecutive Hexagon the Character moved through without already spending time for exploring, up to 3+. Once you obtain a result for an encounter, the bonus for the Dice Roll is reset to +0. If you roll a 1, regardless of the bonuses, the Character must perform a Survival Check at 1d10+1 or being considered Lost. While inside a Hexagon it’s also possible to just spend some time exploring it. Regular Exploration requires 1 Hour and has a 4+ Chance to find something, while spending 2 Hours increases the Chance at 3+. Rolling a 1 also could cause the Character of being lost, but the difficulty is reduced to 1d10+0. If something is found, roll on the Exploration Tables. It is suggested to limit the number of Points of Interests and Locations in the same hexagon to 1 while technically there is no limit for Encounters and Hazards. It’s also suggested to limit them to 1 to 3 per Hexagon to not slow down the game too much. If the Hexagon has already a Location or Point of interest known, it still counts toward the suggested limit. Notice that unless the Character actually knows where the Location or Point of Interest is, he still requires time to explore the Hexagon but once the right table is obtained, one of the results will always be the one the Character was looking for or it will automatically be it. Example: Skedaddle the Goblin was told that in the woods she’s exploring there is a Shrine. Since she now knows that the location has a Shrine of Purification, she then proceeds to explore the woods searching for the Location. Since the Character spent already half a day looking for it, the Player decides that the next result of a Point of Interest will automatically be the Shrine Skedaddle was looking for. When a Character is in a Hexagon with a Location, you can explore as usual although the Chance is reduced at 6+ for 1 Hour and 5+ for two hours, but in case of success, instead of rolling on the Exploration Table, the Character manages to find the Location. If you roll a 1, roll on the Encounters Table instead. A Character which received indications for the Location obtains a +1 to his Exploration Dice Roll. Being Lost As long as the Character is considered Lost, you can’t decide in which direction he’s going, but instead you must roll every time on the random direction table (page 93). To being able to find a direction again, the character must spend at least 2 hours exploring the surroundings and then performing a Survival Check at 1d10+2. If you roll a 1, use the following table: Lost Result 1 Ambush 2 Environmental Hazard 3 Wandering Creatures 4 Ambush 5 Environmental Hazard 6 Point of Interest A or B Once the result is obtained, use the related table based on the environment. Notice that it may occur that a Point of Interest or Creatures met might be actually helpful for the Character to find its way. A Character lost is unable to find a Location. 123
Arcane Wasteland Tables Exploration Encounter A Encounter B 1 Hazard Ambush Junk From the Sky 2 Encounter B The Duel Wandering Creature 3 Point of Interest A Lone Creature The Clash 4 Encounter A Junk from the Sky Voice in the Wind 5 Point of Interest B The Shadow Lone Creature 6 Lone Creature Leftovers Gravity Rain Env. Hazard Point of Interest A Point of Interest B 1 Mushrooms Mysterious Stones Sign Post 2 Shifting Lands Overgrown Flowers Floating Terrain 3 Yrgl Spores Floating Terrain Mysterious Crystals 4 Bewildering Miasma Summoner’s Circle Overgrown Mushrooms 5 Vulpatis Floreo Spawn Pool Low-gravity Zone 6 Dead End Eldritch Portal The Crystal Ambush Lone Creature Wandering Creature 1 Tentacle Shambler Coeurl Researcher 2 Infested Slime Tentacle Lurker 3 Chimeran Scavengers 3 5 Servus Malus Imp Floater 4 Yrgl Hound Kikimora Enchantress 3 Cambion Slavers 5 Tentacle Lurker Yrgl Hound 3 Chimeran Dreg 6 4 Chimeran Dregs Randomly Generated NPC Drifter Arid Expanse Tables Exploration Encounter Env. Hazard A 1 Hazard A Ambush Heatwave 2 Encounter Junk from the Sky Shifting Lands 3 Hazard B Lone Creature Thorn Field 4 Point of Interest A Voice in the Wind Heatwave 5 Hazard A The Clash Thorn Field 6 Point of Interest B Wandering Creature Shifting Lands Env. Hazard B Point of Interest A Point of Interest B 1 Heatwave Eldritch Pillar Small Encampment 2 Dead End Mysterious Stones Mirage 3 Heatwave Mirage Burial Grounds 4 Dead End Floating Terrain Mysterious Stones 5 Heatwave Old Statue Eldritch Portal 6 Mirage Sheltered Spot Harpy Nests Ambush Lone Creature Wandering Creature 1 Girtablilu Lamia Pureblood 2 Zealots 2 4 Slavers Centaur Nephilim Hedge Knight 3 Raptor Drake Randomly Generated NPC 2d3 Cultists 4 2d3 Henchmen Janni Trickster 2d3 Bandits 5 3 Jackal Sand Dancers Researcher Nature-bound Pyromancer 6 Harpy Raptor Dream Child Wanderer Hunter Bizarre Grasslands Tables Exploration Encounter A Encounter B 1 Lone Creature Wandering Creature Lone Creature 2 Encounter A Leftovers The Shadow 3 Point of Interest B Ambush Voice in the Wind 4 Encounter B The Cry Traveling Merchant 5 Point of Interest A Lone Creature The Clash 6 Hazard The Duel Wandering Creature Env. Hazard Point of Interest A Point of Interest B 1 Vulpatis Floreo Meadow Pumpkin Field 2 Mushrooms Pond Mysterious Stones 3 Vulpatis Floreo Overgrown Flowers The Sign Post 4 Overgrowth Pumpkin Field Meadow 5 Muddy Terrain Mysterious Crystals Small Encampment 6 Yrgl Spores Fey Circle Shrine Ambush Lone Creature Wandering Creature 1 3 Brew Slimes Apsara Charmer 3 Floralis Troublemakers 2 2d3 Tentacle Crawlers Holstaur Centaur 3 5 Goblins Researcher 1d3 Foragers 4 3 Unseelie Knaves Randomly Generated NPC Drifter 5 3 Lizardfolk Prowlers Tentacle Lurker 2d3 Bandits 6 4 Black Trolls Satyr Nephilim Hedge Knight Eldritch Forest Tables Exploration Env. Hazard A Env. Hazard B 1 Hazard B Vulpatis Floreo Dead End 2 Encounter Sudden Fog Yrgl Spores 3 Point of Interest A Dead End Vulpatis Floreo 4 Hazard A Mushrooms Bewildering Miasma 5 Point of Interest B Yrgl Spores Overgrowth 6 Encounter Shifting Lands Yrgl Spores Encounter Point of Interest A Point of Interest B 1 The Clash Eldritch Portal Shrine 2 Wandering Creature Summoner’s Circle The Tree 3 The Cry Floating Terrain Old Statue 4 Ambush Mysterious Crystals Overgrown Mushrooms 5 Leftovers Spawn Pool Floating Terrain 6 Lone Creature Burial Grounds Eldritch Pillar Ambush Lone Creature Wandering Creature 1 2 Yrgl Hounds Drifter 4 Wildlings 2 6 Tentacle Crawlers Randomly Generated NPC Floater 3 2 Infested Slimes Creature Hunter 2 Zealots 4 5 Infested Spawns Floater 3 Cultist Guardians 5 3 Black Cythians Infested Slime 3 Cambion Slavers 6 2 Tentacle Lurkers Cultist Preacher 4 Chimeran Dregs 124
Eldritch Swamp Tables Exploration Env. Hazard A Env. Hazard B 1 Hazard B Dead End Overgrowth 2 Point of Interest A Muddy Terrain Sudden Fog 3 Encounter Yrgl Spores Dead End 4 Hazard A Mushrooms Muddy Terrain 5 Point of Interest B Shifting Lands Yrgl Spores 6 Ambush Sudden Fog Bewildering Miasma Encounter Point of Interest A Point of Interest B 1 Voice in the Wind The Tree Mysterious Crystals 2 Ambush Eldritch Pillar Overgrown Mushrooms 3 Lone Creature Summoner’s Circle Barrow 4 The Cry Shrine Mysterious Stones 5 Wandering Creature Overgrown Mushrooms Eldritch Portal 6 Eldritch Ritual Mysterious Stones Sheltered Spot Ambush Lone Creature Wandering Creature 1 Infested Slime Researcher 3 Infested Animals (Small) 2 5 Cultists Vine Effigy Arcane Slime 3 2 Tentacle Lurkers Infested Animal (Medium) Drifter 4 Gazer Randomly Generated NPC 1d3+2 Cultists 5 3 Deep Ones Cultist Preacher Gazer 6 2d3 Tentacle Crawlers Floater 2 Cultist Guardians Fey Wilderness Tables Exploration Encounter A Encounter B 1 Hazard Bacchanalia Ambush 2 Encounter B The Clash The Cry 3 Point of Interest A Lone Creature Junk from the Sky 4 Encounter A Junk from the Sky Leftovers 5 Point of Interest B Ambush Wandering Creature 6 Wandering Creature Voice in the Wind Fey Party Env. Hazard Point of Interest A Point of Interest B 1 Yrgl Spores Pumpkin Field Overgrown Flowers 2 Vulpatis Floreo The Tree Meadow 3 Thorn Field Pond Fey Circle 4 Mushrooms Meadow Mysterious Stones 5 Overgrowth Mysterious Crystals The Tree 6 Vulpatis Floreo Shrine Gravity Rain Ambush Lone Creature Wandering Creature 1 3 Unseelie Knaves Dream Child Wanderer Jötunn Blood Head-hunter 2 4 Black Trolls Insectoid Bee Drone Brew Slime 3 4 Chimeran Dregs Satyr 2 Kikimora Proydoka 4 3 Satyr Chasers Kikimora Enchantress Randomly Generated NPC 5 2 Kikimora Proydoka Kobold Fighter 3 Unseelie Knaves 6 Tentacle Lurker Wolf Spirit Centaur Forest Tables Exploration Encounter A Encounter B 1 Hazard Lone Creature Ambush 2 Encounter B The Cry The Clash 3 Point of Interest A Wandering Creature Leftovers 4 Encounter A The Duel The Cry 5 Point of Interest B Voice in the Wind Lone Creature 6 Wandering Creatures Junk From the Sky Wandering Creature Env. Hazard Point of Interest A Point of Interest B 1 Mushrooms Sheltered Spot Shrine 2 Overgrowth Pond Meadow 3 Thorn Field The Tree Small Encampment 4 Mushrooms Meadow Pond 5 Overgrowth Small Encampment The Tree 6 Thorn Field Shrine Meadow Ambush Lone Creature Wandering Creature 1 4 Wildlings Deerling 3 Poachers 2 Tentacle Lurker Researcher Tentacle Lurker 3 5 Servus Malus Dream Child Wanderer Randomly Generated NPC 4 1d3+3 Bandits Black Bear 2 Brew Slimes 5 1d3 Wolves Hunter Creature Hunter 6 3 Slavers Wolf Spirit 1d3+1 Foragers Gloomy Plains Tables Exploration Encounter A Encounter B 1 Hazard The Duel Traveling Merchant 2 Encounter B The Cry Leftovers 3 Point of Interest A Ambush Lone Creature 4 Encounter A Lone Creature Wandering Creature 5 Point of Interest B Leftovers Voice in the Wind 6 Lone Creature Wandering Creature The Clash Env. Hazard Point of Interest A Point of Interest B 1 Thorn Field Eldritch Pillar Burial Grounds 2 Sudden Fog Shrine The Sign Post 3 Muddy Terrain Pumpkin Field Sheltered Spot 4 Thorn Field Small Encampment The Tree 5 Sudden Fog Pond Pumpkin Field 6 Muddy Terrain The Sign Post Mysterious Stones Ambush Lone Creature Wandering Creature 1 3 Cambion Thieves Dullahan 2 Kikimora Proydoka 2 3 Red Cap Cambion Thief 4 Servus Malus 3 2 Barghest Zealot 4 Blackpaw Lambs 4 4 Chimeran Dregs Randomly Generated NPC 1d3+1 Foragers 5 5 Bandits Cultist Preacher 4 Bandits 6 3 Prowler Goats Raven Harpy 3 Unseelie Knaves 125
Gorge Tables Exploration Encounter A Encounter B 1 Hazard Traveling Merchant Small Encampment 2 Point of Interest A The Clash Lone Creature 3 Encounter A Ambush Voice in the Wind 4 Point of Interest B Leftovers Ambush 5 Hazard The Shadow Wandering Creature 6 Encounter B Lone Creature The Cry Env. Hazard Point of Interest A Point of Interest B 1 Dead End Old Statue Mysterious Stones 2 Overgrowth Shrine Sheltered Spot 3 Sudden Fog Fishing Spot Floating Terrain 4 Thorn Field Bridge Meadow 5 Mushrooms Small Encampment Pond 6 Sudden Fog Sheltered Spot Harpy Nests Ambush Lone Creature Wandering Creature 1 2d3 Slavers Shaman Researcher 2 2 Harpy Raptor Nephilim Pilgrim 3 Foragers 3 3 Molokk Trappers Randomly Generated NPC 2d3 Goblins 4 4 Servus Malus Hunter 4 Wildlings 5 Leucrotta Skirmisher 2 Insectoid Bee Marauders 6 2d3 Prowler Goats Blackpaw Longlegs Lamb 2d3 Henchmen Hills Tables Exploration Encounter A Encounter B 1 Hazard The Duel Traveling Merchant 2 Encounter B The Cry Leftovers 3 Point of Interest A Ambush Lone Creature 4 Encounter A The Guide Wandering Creature 5 Point of Interest B Leftovers Ambush 6 Lone Creature Wandering Creature The Clash Env. Hazard Point of Interest A Point of Interest B 1 Sudden Fog Eldritch Pillar Meadow 2 Muddy Terrain Shrine Fey Circle 3 Dead End The Tree Sheltered Spot 4 Thorn Field Pumpkin Field The Sign Post 5 Sudden Fog Pond Mysterious Stones 6 Muddy Terrain Meadow Small Encampment Ambush Lone Creature Wandering Creature 1 Harpy Raptor Wolf Duelist 2 3 Prowler Goats Goblin Fighter 1d3+2 Bandits 3 1d3+2 Bandits Floralis Troublemaker 2d3 Goblins 4 5 Goblins Dwarf Fighter Randomly Generated NPC 5 4 Chimeran Dregs Blackpaw Lamb 1d3+1 Foragers 6 2 Molokk Scouts Halfling Troublemaker Nephilim Pilgrim Infernal Landscape Tables Exploration Encounter A Encounter B 1 Hazard The Cry The Clash 2 Encounter B Ambush Ambush 3 Point of Interest A Lone Creature The Duel 4 Encounter A The Clash Wandering Creature 5 Point of Interest B Wandering Creature Ambush 6 Hazard Ambush The Shadow Env. Hazard Point of Interest A Point of Interest B 1 Cinder Roses Burial Grounds Sheltered Spot 2 Heatwave Ashen Woods Mysterious Stones 3 Dead End Eldritch Pillar Floating Terrain 4 Heatwave Floating Terrain Old Statue 5 Dead End Mysterious Stones Eldritch Portal 6 Cinder Roses Sheltered Spot Boneyard Ambush Lone Creature Wandering Creature 1 4 Hell Hounds Succubus 2 Zealots 2 4 Cambion Slavers Cultist Preacher Harpy Raptor 3 4 Infernal Chasers Drifter 5 Barghest 4 5 Chimeran Dregs Cambion Thief 2 Tentacle Lurkers 5 3 Erynies Gazer 3 Imps 6 5 Wildlings Golden Calf Infernal Chaser Jungle Tables Exploration Encounter A Encounter B 1 Hazard The Guide Lone Creature 2 Encounter B Ambush The Cry 3 Point of Interest A Wandering Creature The Clash 4 Encounter A Leftovers Wandering Creature 5 Point of Interest B The Cry Ambush 6 Ambush The Clash The Duel Env. Hazard Point of Interest A Point of Interest B 1 Vulpatis Floreo Boneyard Overgrowth Mushrooms 2 Muddy Terrain Overgrowth Mushrooms Pond 3 Overgrowth Overgrowth Flowers Sheltered Spot 4 Dead End Pond Overgrowth Flowers 5 Sudden Fog Meadow Shrine 6 Heatwave Small Encampment Crokygator Wetland Ambush Lone Creature Wandering Creature 1 Tikbalang Insectoid Bee Drone 4 Vine Effigies (Small) 2 2 Molokk Scouts Researcher 4 Jungle Kobolds 3 5 Jungle Kobolds Vine Effigy Tentacle Lurker 4 3 Lizardfolk Prowlers Randomly Generated NPC Insectoid Bee Marauder 5 3 Apsara Trappers Jungle Kobold Fighter 5 Wildlings 6 Jötunn Blood Head-Hunter Apsara Charmer Coeurl 126
Mountain Tables Exploration Encounter A Encounter B 1 Hazard Traveling Merchant The Shadow 2 Encounter B Lone Creature The Cry 3 Point of Interest A Voice in the Wind The Duel 4 Encounter A The Clash Ambush 5 Point of Interest B Ambush Wandering Creature 6 Lone Creature Leftovers The Guide Env. Hazard Point of Interest A Point of Interest B 1 Sudden Fog Harpy Nests The Sign Post 2 Dead End Boneyard Sheltered Spot 3 Overgrowth Meadow Mysterious Stones 4 Dead End Sheltered Spot Small Encampment 5 Muddy Terrain The Sign Post Old Statue 6 Shifting Lands Shrine Overgrowth Mushrooms Ambush Lone Creature Wandering Creature 1 1d3 Harpies Worg Minotaur 2 3 Prowler Goats Researcher 3 Dwarf Fighters 3 2 Slavers Randomly Generated NPC 2d3 Goblins 4 2 Jötunn Blood Thugs Forager 3 Orc Fighters 5 3 Orc Fighters Orc Fighter 4 Brigands 6 3 Molokk Trappers Goblin Shaman Troll Mushroom Forest Tables Exploration Env. Hazard A Env. Hazard B 1 Hazard A Vulpatis Floreo Bewildering Miasma 2 Encounter Mushrooms Yrgl Spores 3 Point of Interest A Dead End Mushrooms 4 Hazard B Overgrowth Vulpatis Floreo 5 Point of Interest B Muddy Terrain Mushrooms 6 Lone Creature Yrgl Spores Overgrowth Encounter Point of Interest A Point of Interest B 1 The Shadow The Sign Post Small Encampment 2 Wandering Creature Mysterious Stones The Crystal 3 Voice in the Wind Shrine Overgrown Mushrooms 4 Ambush Floating Terrain Sheltered Spot 5 Leftovers Overgrown Mushrooms Mysterious Stones 6 Lone Creature Eldritch Portal Old Statue Ambush Lone Creature Wandering Creature 1 3 Bone Slimerlings Shaman 3 Smugglers 2 5 Cultists Randomly Generated NPC 3 Floralis Troublemakers 3 2 Infested Slimes Researcher 5 Black Trolls 4 2d3 Goblins Herbalist 3 Creature Hunters 5 3 Brew Slimes Slimerling 1d3 Boletus Custodis 6 3 Insectoid Bee Marauders Kikimora Enchantress 3 Kikimora Proydoka Plains Tables Exploration Encounter A Encounter B 1 Hazard The Duel Junk from the Sky 2 Encounter B Lone Creature The Clash 3 Point of Interest A Voice in the Wind Leftovers 4 Encounter A Ambush Wandering Creatures 5 Point of Interest B Leftovers Lone Creature 6 Wandering Creature Junk from the Sky Wandering Merchant Env. Hazard Point of Interest A Point of Interest B 1 Sudden Fog Shrine Overgrown Flowers 2 Shifting Lands The Sign Post Pond 3 Muddy Terrain Small Encampment Meadow 4 Thorn Field Pond The Sign Post 5 Sudden Fog Meadow Mysterious Stones 6 Mushrooms Leftovers Small Encampment Ambush Lone Creature Wandering Creature 1 4 Halflings Troublemakers Halfling Enchantress Acolyte 2 3 Skirmishers Holstaur 2d3 Foragers 3 4 Servus Malus Scoundrel 3 Human Bandits 4 1d3+1 Bandits Randomly Generated NPC Duelist 5 2 Slavers Skirmisher 4 Cultists 6 3 Scoundrels Nephilim Pilgrim Human Hedge Knight Plateau Tables Exploration Env. Hazard A Env. Hazard B 1 Hazard A Cinder Roses Thorn Field 2 Point of Interest B Shifting Lands Muddy Terrain 3 Hazard B Muddy Terrain Shifting Lands 4 Point of Interest A Thorn Field Muddy Terrain 5 Hazard A Heatwave Heatwave 6 Encounter Mushrooms Cinder Roses Encounter Point of Interest A Point of Interest B 1 Ambush Eldritch Portal Mysterious Stones 2 Leftovers Boneyard Eldritch Pillar 3 Lone Creature Meadow Harpy Nests 4 Voice in the Wind Floating Terrain The Tree 5 Wandering Creature Mysterious Stones Old Statue 6 The Guide Shrine Small Encampment Ambush Lone Creature Wandering Creature 1 Girtablilu Lamia Skin-Shedder Orc Warrior 2 Leucrotta Dream Child Wanderer 2 Hunters 3 2 Molokk Scouts Shaman 3 Kobold Fighters 4 Raptor Drake Drifter 3 Halfling Troublemakers 5 2 Harpy Raptors Pseudo-dragon 4 Wildlings 6 Ogre Gegeines Floater 127
Primordial Badlands Tables Exploration Encounter A Encounter B 1 Hazard The Guide Wandering Creature 2 Encounter B Ambush Leftovers 3 Point of Interest A The Clash The Cry 4 Encounter A Wandering Creature Lone Creature 5 Point of Interest B Leftovers Ambush 6 Ambush The Shadow Eldritch Ritual Env. Hazard Point of Interest A Point of Interest B 1 Heatwave Old Statue Eldritch Portal 2 Dead End Crokygator Wetland Shrine 3 Muddy Terrain Sheltered Spot Summoner’s Circle 4 Overgrowth Boneyard Mysterious Stones 5 Heatwave Mysterious Stones Sheltered Spot 6 Thorn Field Eldritch Pillar Harpy Nests Ambush Lone Creature Wandering Creature 1 4 Wildlings Nephilim Pilgrim Nature-bound Pyromancer 2 Raptor Drake Orc Fighter 4 Kobolds 3 2 Molokk Scouts Pseudodragon 3 Floralis Slicers 4 Giant Lizard Black Cythian 4 Wildlings 5 2 Jötunn Blood Thugs Kobold Fighter Randomly Generated NPC 6 Harpy Raptor Janni Trickster Researcher Shore (Lake/River) Tables Exploration Encounter A Encounter B 1 Hazard Crokygator Wetland Traveling Merchant 2 Encounter B The Duel Wandering Creature 3 Point of Interest A Leftovers Junk From the Sky 4 Encounter A Lone Creature Lone Creature 5 Point of Interest B The Cry Ambush 6 Lone Creature The Clash Leftovers Env. Hazard Point of Interest A Point of Interest B 1 Shifting Lands Fishing Spot Bridge 2 Sudden Fog Waterfall Sheltered Spot 3 Muddy Terrain The Sign Post Meadow 4 Dead End Meadow Fishing Spot 5 Sudden Fog Mysterious Stones Sheltered Spot 6 Muddy Terrain Sheltered Spot Small Encampment Ambush Lone Creature Wandering Creature 1 2 Lizardfolk Prowlers Hunter 2 Skirmishers 2 2 Slavers Randomly Generated NPC Harpy 3 1d3+1 Bandits Brew Slime 2d3 Bandits 4 3 Wildlings Fisherman 3 Naiadan Troublemakers 5 1d3+1 Tentacle Crawlers Researcher 2 Wildlings 6 2 Brew Slimes Wolf Arcane Slime Shore (Sea) Tables Exploration Encounter A Encounter B 1 Hazard The Guide The Clash 2 Encounter B Leftovers Ambush 3 Point of Interest A Ambush Lone Creature 4 Encounter A Wandering Creature Leftovers 5 Point of Interest B Lone Creature Junk From the Sky 6 Wandering Creature Gravity Rain Wandering Creature Env. Hazard Point of Interest A Point of Interest B 1 Sudden Fog Sheltered Spot Eldritch Portal 2 Heatwave Summoner’s Circle Fishing Spot 3 Shifting Lands Mysterious Stones The Sign Post 4 Dead End Fishing Spot Shrine 5 Heatwave Eldritch Pillar Old Statue 6 Sudden Fog Small Encampment Harpy Nests Ambush Lone Creature Wandering Creature 1 Naga Fisherman 2d3 Pirate Scallywag 2 2 Slavers Deep one Drifter 3 2d3 Pirate Scallywag Researcher Tentacle Lurker 4 Nereidian Peltast Cultist Preacher Naga 5 1d3 Harpies Randomly Generated NPC 1d3+1 Fishermen 6 2d3 Deep Ones Succubus (Lesser) Nereidian Peltast Swamp Tables Exploration Encounter A Encounter B 1 Hazard The Cry Eldritch Ritual 2 Encounter B Wandering Creature Lone Creature 3 Point of Interest A Gravity Rain Ambush 4 Encounter A Ambush Wandering Creature 5 Point of Interest B Lone Creature The Clash 6 Hazard Leftovers The Guide Env. Hazard Point of Interest A Point of Interest B 1 Overgrowth Eldritch Pillar Sheltered Spot 2 Bewildering Miasma Pond Overgrown Mushrooms 3 Sudden Fog Old Statue Shrine 4 Overgrowth Overgrown Flowers Old Statue 5 Mushrooms Meadow Small Encampment 6 Thorn Field Overgrown Mushrooms Eldritch Portal Ambush Lone Creature Wandering Creature 1 Swamp Creature Goblin Shaman 3 Hencmen 2 2d3 Tentacle Crawlers Brew Slime Randomly Generated NPC 3 2 Vine Effigies Boletus Custodis 5 Goblins 4 3 Unseelie Knaves Naiadan Troublemaker 2d3 Crawling Tentacles 5 3 Lizardfolk Prowlers Cambion Thief 4 Cultists 6 4 Black Trolls Floater 4 Vine Effigies (Small) 128
Tropical Tables Exploration Encounter A Encounter B 1 Hazard Lone Creature Wandering Creature 2 Encounter B Ambush Ambush 3 Point of Interest A The Cry Leftovers 4 Encounter A The Guide The Clash 5 Point of Interest B Wandering Creature Traveling Merchant 6 Lone Creature The Duel Lone Creature Env. Hazard Point of Interest A Point of Interest B 1 Vulpatis Floreo Overgrown Flowers Eldritch Portal 2 Mushrooms Sheltered Spot Small Encampment 3 Overgrowth Shrine Old Statue 4 Dead End Meadow Overgrown Flowers 5 Heatwave Mysterious Stones Sheltered Spot 6 Vulpatis Floreo Eldritch Pillar Crokygator Wetland Ambush Lone Creature Wandering Creature 1 Lamia Pureblood Floralis Troublemaker 3 Apsara Rebels 2 3 Molokk Trappers Janni Trickster Black Cythian 3 4 Wildlings Blue Cythian Drifter 4 2 Vine Effigies Apsara Charmer Randomly Generated NPC 5 3 Apsara Trappers Lamia Skin-shedder 2 Jötunn Blood Thugs 6 Jötunn Blood Head-hunter Researcher Succubus (Lesser) Tundra Tables Exploration Encounter Env. Hazard A 1 Hazard A The Guide Temperature Drop 2 Encounter Ambush Shifting Lands 3 Hazard B Lone Creature Thorn Field 4 Point of Interest A Voice in the Wind Temperature Drop 5 Hazard A The Clash Thorn Field 6 Point of Interest B Wandering Creature Shifting Lands Env. Hazard B Point of Interest A Point of Interest B 1 Temperature Drop Eldritch Portal Mysterious Crystals 2 Dead End Sheltered Spot Sheltered Spot 3 Temperature Drop Mysterious Stones Burial Grounds 4 Dead End Leftovers Mysterious Stones 5 Temperature Drop Old Statue Shrine 6 Mushrooms Small Encampment Eldritch Pillar Ambush Lone Creature Wandering Creature 1 2 Lurking Goats Jötunn Blood Head-hunter 4 Poachers 2 3 Kikimora Proydoka Human Hedge Knight 5 Wildlings 3 4 Slavers Randomly Generated NPC Nature-bound Cryomancer 4 4 Black Trolls Researcher 2d3 Bandits 5 4 Henchmen Hunter 2 Creature Hunters 6 Worg Ogre Bear Spirit Volcanic Tables Exploration Encounter A Encounter B 1 Hazard Ambush Lone Creature 2 Encounter B The Clash The Cry 3 Point of Interest A Lone Creature Wandering Creature 4 Encounter A The Cry Ambush 5 Point of Interest B Wandering Creature Leftovers 6 Lone Creature The Shadow The Guide Env. Hazard Point of Interest A Point of Interest B 1 Cinder Roses Eldritch Pillar Shrine 2 Dead End Sheltered Spot Ashen Woods 3 Shifting Lands Old Statue Mysterious Stones 4 Heat Wave Boneyard Boneyard 5 Dead End Ashen Woods Sheltered Spot 6 Heat Wave Mysterious Stones Eldritch Portal Ambush Lone Creature Wandering Creature 1 Raptor Drake Kobold Fighter Nature-bound Pyromancer 2 2 Cambion Slavers Orc Fighter 4 Wildlings 3 Succubus (Lesser) Hell Hound 4 Kobolds 4 Jötunn Blood Head-hunter Researcher Pseudodragon 5 4 Wildlings Raptor Drake Randomly Generated NPC 6 Erinys Giant Lizard Nephilim Hedge Knight Wyrd Weald Tables Exploration Encounter A Encounter B 1 Hazard Ambush Sabbath 2 Encounter B Wandering Creature The Shadow 3 Point of Interest A Leftovers Voice in the Wind 4 Encounter A The Cry Wandering Creature 5 Point of Interest B Lone Creature The Clash 6 Hazard The Shadow Ambush Env. Hazard Point of Interest A Point of Interest B 1 Dead End Eldritch Portal Overgrowth Mushrooms 2 Mushrooms Shrine Eldritch Pillar 3 Thorn Field Pond Sheltered Spot 4 Sudden Fog Mysterious Stones Small Encampment 5 Bewildering Miasma Burial Grounds Mysterious Crystals 6 Thorn Field The Tree Old Statue Ambush Lone Creature Wandering Creature 1 Werewolf Troll 3 Floralis Slicers 2 4 Unseelie Knaves Bone Slimerling 3 Kikimora Proydoka 3 3 Prowler Goats Raven Harpy 2 Creature Hunters 4 4 Red Cap Randomly Generated NPC 5 Black Trolls 5 2 Black Cythians Kikimora Enchantress 3 Vine Effigies 6 2 Tefuel Wyrd Stalker 3 Barghest 129
Encounters Ambush One or more Creatures are hiding somewhere, trying to Ambush the Character. The Character can make a Perception Check against the Creature’s Stealth and if the Character succeeds he can decide to flee before his assailants appears, in which case the Chase will start at Medium Distance or can simply start a Regular Combat. If the Character fails he’s considered Surprised (-1 to Parry and Dodge) for the First Combat Round. The Creatures often appear within 1d3+2 Squares or, if you are using an actual Battle Map or have come up with a good scenario for your story, they can be placed where it makes more sense (IE: inside the woods, behind some ruins, and so on). If the Character decides to Flee, the Chase starts at a Close distance. Assailants are based on the Environment they are found in. 130
Bacchanalia A Bacchanalia is a festivity where people sing, dance, eats food, drinks wine and partake in sexual activities together, both privately or just all together in a large orgy. All the participants are Neutral and Aroused, but they won’t change their Attitude to Suspicious or Aggressive unless the Character actively tries to do something hurtful or does something wrong. A Bacchanalia lasts for 2d6+5 Hours but usually the Character is asked to remove his armor and leave the weapons somewhere. Usually this is obtained by finding a spot where your stuff is left and staying nearby since nobody will guarantee that your equipment will not be stolen by others. A Bacchanalia is always located within the woods or rural environments, and it often has one or more small tents for different purposes or campfires for the night to keep everyone warm. It’s also common for some people to run around, finding a more private place, such as behind trees or bushes, where others might be hiding and watching. The participants of a Bacchanalia always consist of: • 1d3+2 Blackpaw Lambs • 2d3+2 Entertainers • 2d3+3 Partygoers • 1d3 Randomly Generated NPCs • 2d3+3 Satyrs • 2d3+1 Serfs Each Bacchanalia also presents 1d3+1 Unusual Creatures, generated by the following Table: Unusual Creature 1 1d3 Centaurs 2 1d3 Imps 3 1d3 Holstaurs 4 Lamia (Pure Blood or Skin-shedder) 5 Sap Dryad 6 Minotaur A Character can perform different activities, although even if the character tries to not get involved, most of the participants will, soon or later, try to make their move. Chase the Lamb: An interesting activity for those more keen to athletics, is the traditional game of “Chase the Lamb”. The participants, usually males, are left completely naked, except for various trinkets and are given a wolf mask. The game consists into finding and chasing the Blackpaw Lambs, which will do anything to not be caught by the Wolves and if a wolf catches a lamb he will “eat” her. Obviously this implies any sexual innuendo you could think of, and the lambs usually only let those which they find attractive to “catch” them. Use the Chase rules, while the Lambs will mostly use Athletics and Stealth while the starting distance is Medium. Notice that this activity might cause the Character to get lost. Or lost with a horny Blackpaw Lamb. Drinking: During the festivity a lot of Cider, Mead and Wine are served for only 2 CCo per cub/mug/glass, although it’s possible to try something more exotic. A Character can drink a number of drinks equal to twice his Endurance before requiring to make Endurance Checks at 1d10+0 or become Drunk. For each successful Check, increase the difficulty by 1, up to +3. A Character can perform a Bluff or Speechcraft Check to find someone to Challenge at a drinking contest, betting a certain amount of money, from Copper to Gold. All participants must spend 1 Prowess and perform an Endurance Check at 1d10+0, increased by 1 fro every two drinks. Failing 3 times causes the participant to lose. Wins the last one standing. If the Character loses or finishes the Challenge, perform another Endurance Check. If the Check is failed the Character will pass out for 1d3 Hours. For every hour spent passed out, unless there is someone to look over the character, roll a d6: with a result of a 3+, someone steals something to the character, starting from magical items, then coins then anything useful. Enjoying the Party: The Character can simply enjoy the party, Drinking, Eating, Listening to the Music, Chatting or finding someone to have Sex with. Enjoying a Party counts as Taking a Break unless the Character actively has sex with other Creatures while drinking will make it drunk. For each hour spent by just enjoying the party, roll a d6: with a result of a 4+ something happens, with a +1 to the roll if the Character is wearing Skimpy Equipment and a -1 if its fully clothed. Loosing up some of the Clothes can reduce the penalty at +0. Roll a d6: • 1: 1d3+2 Drunk Partygoers wills tart Arguing with each other loudly. Unless someone intervenes, calming them Down with an intimidate or Speechcraft Check at 1d10+3 they wills tart a Brawl. • 2: 1d3 Satyrs will team up and try to seduce the Character. Unless the Character manages to distract them or to perform 3 successful Skill Checks using Bluff, intimidate or Speechcraft before obtaining 3 failure, against their Inquire, they will become more eager and will start to grab and hold the Character and they will try to pin him down or will try to drag him in the bushes to have sex. Accepting the seduction and joining the Satyrs increases the Character’s Corruption by 1d3+2. • 3: One of the Satyrs offers the Character to Drink a Strange Beverage (explained below) • 4: The Character is proposed to join an orgy with others. A Character with an Interest or Kink in Orgies will automatically accept, while any other can try to resist the Seduction Check at 1d10+2. Joining the Orgy increases the Character Corruption by 1d3+2. • 5: One of the Partygoers tries to seduce the Character. • 6: One of the Dancers start to perform an Erotic Dance around the Character. The Character can simply Enjoy the show, becoming Aroused then Horny. If the Character is Drunk, the Dancer will also try to seduce him or her. A Seduced Character can join the Dance or perform a Seduction Check on the Dancer where a success will cause the Dancer to strip off its clothes and start having sex with the Character while everyone watches. This causes the Character to increase his corruption by 1d3+3 or 2d3+3 if he has the Voyeurism Kink. 131
Entertainment: Each Bacchanalia has a group of Entertainers which is always composed by at least one musician and two dancers, with a ratio of 1 Musician every 3 Dancers. 1d3 Satyrs will also start playing music and/or perform erotic dance although they don’t count. A Character with the Perform Custom Skill and an adequate instrument at hand can also start playing along or can join the dancing or dance for the participants, each Skill Check resolved at 1d10+2 and will consume 2 Prowess. Each result of 7+ allows the Character to obtain 2d3+2 SCo for its performance. Each Check can be performed Once per Hour. Characters with the Showoff Flaw which are capable to dance or play an instrument will automatically try to do so, but each failure causes them to lose 1 Determination. Performing Erotic Dances will have a 5+ Chance on a d6 that of one of the participants will try to Seduce the Character. Kinky Banquet: A Baker Lord and Lady are sitting at a bizarre banquet, served by two Caramel and Pudding Courtesans. The Banquet mostly offers fruit juice and different type of pastries with a small dose of alcohol, which will make things more “interesting” while at the table. The banquet often devolves into a sort of kinky table where people indulge into hedonism, food play or just want to taste the unusual creatures made of food. The Lord and the Lady love each other but they consider themselves an “open Couple” and are always glad to experiment new things. Servitude: A Character can decide to join the Serfs and help serving the participants by spending 2 Prowess per hour. For each hour spent, the Character earns 2d3+3 CCo and is allowed to eavesdrop conversations with a Stealth or Perception check at 1d10+3. If successful, roll a d6 to determine what’s the topic of the discussion: Type of Chatting 1 Boring and Pointless: the Character loses 1 Determination 2 Generic 3 Raunchy: The Character increases Arousal by 2d3+2 4 Bizarre: The Character increases Corruption by 1d3+1 5 Rumors: Randomly generate a Point of Interest within 1d3 Hexes* 6 Information: Randomly Generate a Location within 2d3+1 Hexes* *If the Character is looking for a Specific Location or Point of Interest, when obtaining this result, roll a d6: with a 5+ the Character now knows where to go. A Character must wear simple or skimpy clothing while serving, and for each hour spent, there is a 4+ Chance on a d6 (3+ if wearing Skimpy Clothes) that one of the participants will try to seduce the Character. The Strange Beverage: A Character can find that one of the Satyrs selling drinks, can also sell “Extra Special beverages” for the right price. The Beverage Costs 5 SCo and tastes funny, but once drink, roll on the following tables, depending if the character is... ...Female 1 She sill start lactating for 1d3 Hours 2 She obtains a +1 to Endurance Checks used to becoming Pregnant for 1d3 Days 3 She obtains the Sensitive Breasts Trait for 3d3 Hours 4 Her Breasts will immediately increase by 1 Size 5 She obtains the Sensitive Pussy Trait for 3d3 Hours 6 Will increase her Corruption by 2d3+4 and lose 1d3+3 Determination ...Futa 1 Grants a Superior Dice to Endurance Check to determine if she impregnates someone for 1d3 Days. 2 She obtains the Sensitive Penis Trait for 3d3 Hours 3 Her Breasts will immediately increase by 1 Size 4 She obtains the Biggus Dickus Trait for 3d3 Hours 5 She obtains the Sensitive Breasts Trait for 3d3 Hours 6 After 1 Hour she feels the Urge to Pin Down the first Compatible Creature she can see and have sex with it ...Male 1 The Character starts to become belligerent and will pick up a fist fight with those which seem strong enough 2 After 1 Hour he feels the Urge to Pin Down the first Compatible Creature he can see and have sex with it 3 He obtains the Biggus Dickus Trait for 3d3 Hours 4 Will increase his Corruption by 2d3+4 and lose 1d3+3 Determination 5 He will obtain a Burden Dice when trying to resist being Seduced by compatible Creatures for 1d3 Days 6 Grants a Superior Dice to Endurance Check to determine if she impregnates someone for 1d3 Days. A Character which already has the received Trait must re-roll. A Character with the Knowledge (Alchemy) or (Occultism) or (Witchcraft) can perform a Check at 1d10+4 to identify what the substance could cause before drinking it. This is resolved by simply rolling the dice but is then up to the Player decide if the Character would still drink it or not. 132
Eldritch Ritual Eldritch Rituals are organized by groups of Cultists which consists into ceremonies aimed to try to summon an Eldritch Creature or to summon more tentacle creatures to be released into the wilderness. The participants usually consists of 2d3+1 Slaves (Can be Randomly Generated), 2d3+4 Cultists, 1 Cultist Preacher and 2d3 Cultist Guardians. The ritual is forbidden to non-believers and outsiders, which are often attacked to be enslaved and offered to the creatures or sold as slaves. Roll a d6 to see which creatures are conjured: Creature 1 Intruder Brood Mother 2 1d3+1 Black Ooze 3 2d3 Yrgl Hounds 4 1d3 Gazer 5 2d3 Eldritch Servants 6 Star Spawn While the Yrgl Hound will obey to the Cultists, the other Creatures will be neutral towards them and usually will simply mate with the offerings then they will be released in the wilderness. A Star Spawn has a 3+ Chance to break free from the bounding spell and just attack and rape everyone it likes. 133
Fey Party While the Bacchanalia is famous for the quantity of alcohol served and depravity of its participants, a Fey Party is mostly famous for being extremely bizarre, allowing to meet strange and unusual creatures having fun with weird games. The Participants of a Fey Party always consist of: • 2d3 Chimeran Dregs • 2d3 Deerlings • 1d3+1 Dream Child Wanderers • 2d3+6 Faun • 2d3+1 Floralis Troublemaker • 1d3+1 Imps • 1d3 Kikimora Proydoka Temporal Distortion: Time flows differently during a Fey Party, which makes it an event to not underestimate. When the Character faints during the party or leaves it with or without his consent, he will learn that time has passed differently while he was away. What was looking to be a simple 1 hour pause could result into being 3 months instead. When the Character returns he will be the same as when he left the party, so even if 100 years have passed he will look the same. Active effects will not end, but some quests might fail, for example those quests which had a limit of one month for being completed, will be considered failed if the Character was away for a year. A Player can also come up with consequences of the player’s absence, such as NPCs being kidnapped, encampments being raided and such. Use the table below to determine for how long the Character was gone. Temporal Distortion 1 2d3+4 Years 2 2d3+1 Months 3 2d3 Weeks 4 2d3 Days 5 2d6+4 Hours 6 2d3 Hours Strange Beverage: If the Character is offered to drink from a strange beverage, use the following table to see its effects: Effects: 1 Beverage tastes bad! Lose 1d3 Determination. 2 For the next 2d3+3 Days, the Character’s Skin will actually change color depending on his mood, for example when angry it will actually turn red, if scared yellow and if hopeful green. If the Character skin color already is of such color, it will become brighter. 3 Roll a d6: if Even the Character increases his Corruption by 1d3+1, if odd it will Decrease (min 0). 4 Roll a d6: if Even the Character recovers 2d3 Prowess, if odd it will lose it. 5 Colorful Dots will appear on the Character’s body for 2d3 Hours 6 Beverage tastes good! Recover 1d3+1 Determination. Activities: Bizarre Tea Party: An unusually long table presents different cups, pitchers, bowls and everything required for a fancy tea party plus some extras. Although the tables mostly serves pastries and fruits of different form and colors, some plates presents also cooked insects and mushrooms. At the table are always preset at least 1d3+1 Gorgers, dressed up as pompous decadent nobles ans 1d3+1 Chimeran Dregs. Each Gorger has at least 2 Servus Malus which act as servants and that are also dressed as ones. A Character can join the tea party, and depending on his origins or career the Gorgers might act differently. The Creatures will warmly welcome any Noble, Knight, Courtesan or similar origins which have a prominent role in a court. On the other hand, if the Character is a peasant or even worse, a “wildling” they might instead treat him poorly. The Gorgers will also sense if the Character has a Gluttony Flaw or any Interest or Kink toward food, and will always try to offer him something to eat. A Character can chat with the Gorgers or listen to their gossips. It’s possible to ask for rumors or directions, especially if the Character is looking for something, someone or an actual location, even for a quest. Use an Oracle Table to determine if the question is known by the Gorgers, and if so, a Bluff or Speechcraft Check at 1d10+2 will convince the creatures to tell what they know. As alternative, if the Character is attractive and depending on the Gorgers, they might actually invite him or her if it might be interested into earning some gold. The Character will have to lay on the table, completely naked, and pastries, candies and food will be placed on his body, as if he was just a decoration or a sort of plate. The Gorgers and the rest of the people at the table will then admire the naked body and pluck the pastries and food from time to time. This allows the character to earn 2d3+6 GCo. An alternate offer is that the Character, naked, will be poured with honey, syrup, cream, custard, hot chocolate or similar substances over parts of his body and the various participants will lick it from his or her skin, while others might also want to use strawberries, canapes and such. This allows the character to earn 2d6+6 GCo. Characters with the Gluttony, Master / Slave, Voyeurism or similar interests and kink will probably accept, while others can simply refuse. These type of activities will reduce the Character’s determination by 1d3 and increase his corruption by 1d3+1. The tea Party lasts only one hour so it’s only possible to gain money once. 134
Card Games: There are two types of Card Games always present at a Fey Party: one is a game with a Mille Manus and the other is a game with a couple of Unseelie Knaves. Playing with the Mille Manus can be a rather bizarre experience, since the creature will impersonate four different “players” by using two hands to hold the cards and four to five to create a sort of face used to “talk”. Each player has a different personality and surprisingly they don’t seem to share the knowledge of their cards even if they are part of the same creature. Up to 2 additional Players can join the table (Character included). To win a game it’s necessary to obtain a success with a Mind Check at 1d10+1 before obtaining 4 Failures. As alternative, it’s possible to play with a higher stake with Mind Checks at 1d10+3. If the Character wins he will obtain a Generic Blessing of his Choice, otherwise he will suffer a Random Generic Curse. The Creature will be interested to only play up to 3 games, each of will last around 20 minutes, or 30 for the one with a higher stake. Playing with the Knaves will always requite to bet money, from a minimum of 5 SCo per round played. The game consists of various rounds of play, and each stage everyone must pay up or renounce. If a player can’t pay it’s disqualified and gets no money. The final winner will get all the money. It’s possible to give valuable items to compensate for the lack of coins. A Round of Play consists to perform Mind Checks against all the other players and the one which obtains the highest result, wins. In case of a tie, a roll-off is required. The two Knaves will purposely obtain a Burden Dice for the first three rounds, they they will start to cheat, obtaining a Superior Dice. A Character which successfully performs an Inquire or Perception Check at 1d10+4 can prevent the Knaves to obtain the advantage. A Character can also try to cheat (obtaining a Superior Dice too) with an Agility or Bluff Check at 1d10+3, but if caught, it will automatically lose the round. It’s only possible to try to cheat or to prevent cheating and not both at the same time. Characters with the Gambling Flaw will automatically play unless they pass a Will Check at 1d10+4. A Variant of the game is that every time someone loses, it must remove a part of his clothing. To simplify things, things which count for the game are: Gloves, chest pieces, pants, boots, underwear. Whoever remains naked, loses. To join the game each player must pay 10 SCo, although it’s possible to buy back the clothes you lost with 1 GCo. The winner gets all the money which was paid to join in and to buy back the clothes. Notice that there is a 4+ chance that the Clothes lost will go to the winner. Once again the Knaves will cheat as above and even the character can prevent such events or cheat too. Characters with the Voyeurism Kink will be interested to playing. Notice that a Character with no money can try to pay later by other meanings. Enjoying the Party: The Character can simply enjoy the party, Drinking, Eating, Listening to the Music or Chatting. Enjoying a Party counts as Taking a Break unless the Character actively has sex with other Creatures, while drinking will make him drunk. For each hour spent by just enjoying the party, roll a d6: with a result of a 5+ something happens. Roll a d6: • 1: The Character starts to feel dizzy and suddenly the colors and everything seems to become blurry. If the Character fails a Will Check at 1d10+3, he will lose consciousness. The Character will wake up later, in the same spot he fainted but the whole party will be gone without trace. • 2: An Unseelie Knave tries to steal something from the Character. The Knave has a Pick-pocket of +3 which the Character can only Counter with a Perception Check. The Character suffers a Burden Dice if is distracted by watching the Dance or if is Drunk. Th Knave will probably steal Coins of the highest value or anything of value but small the character might possess. If the Character has nothing of such, the Knave will try to steal from someone’s else and the Character could notice it and intervene. • 3: 1d3 Floraris will team up and try to seduce the Character. Unless the Character manages to distract them or to perform 3 successful Skill Checks using Bluff, intimidate or Speechcraft before obtaining 3 failure, against their Inquire, they will become more eager and will start to grab and hold the Character and they will try to drag him in the bushes to have sex. Accepting the seduction and joining the Floralis increases the Character’s Corruption by 1d3. • 4: One of the Imps offers the Character to Drink a Strange Beverage (Read the Related Section) • 5: One of the NPCs tries to seduce the Character. • 6: Some of the Fauns invite the Character to participate to the Fey Dance and are rather insisting. The Character must perform a Will Check at 1d10+3 or consent to do so. Fey Dance: A Fey Dance might look colorful and energetic, with various strange creatures taking part to it, but for non fey Creatures it might also be dangerous. When participating to a Fey Dance, the Character must perform a Will Check at 1d10+3 or feel the urge to keep dancing. For every 10 minutes spent dancing, the character must perform an Endurance Check at 1d10+3 or lose 1d3+1 Prowess and 1 Determination. If the Character manages to succeed three times in a row to resist such effect, he can decide to stop dancing. Chimeran, Dream Child Kobolds and Nature-bound obtain a +1 to their Endurance Checks. The Character will keep dancing as long as it fails the Check and loses prowess and when defeated, he will lose consciousness. 135
Gambling: A strange hooded figure offers anyone interested into a game of gambling for only 3 SCo. The hooded figure offers a pair of strange dices with unusual figures on it and simply tells the player to roll them. If a player accepts and pays the price, he is allowed to to a single roll. If the player is unsatisfied with the roll, he can ask for a re-roll for 10 GCo. To determine the result, roll 2d6 and consult the following table. Result 2 The Character is convinced that this is not his real form, and that he was cursed to being turned into a different race. Use the Random Race Table to determine which Race the Character actually thinks to be. If you obtain the same race, but a Sub-race is available, he will think to be a member of such sub-race, if not, re-roll. This effect can only be removed by visiting a Fey Shrine and obtaining a Generic Quest. 3 The Character probably becomes more wise about giving money to a random stranger. Or maybe not. 4 Roll a d6: if Even the Character increases his lowest Characteristic by 1 for one week, if odd, it lowers his highest one. 5 The Character’s must roll on the Male/Female and re-roll one of the options available. The effect is permanent but can be removed with a Remove Curse 6 The Character increases his Corruption by 2d3+3 7 Roll a d6: if even the Character obtains a Random Generic Blessing, if Odd a Curse. 8 If the Character has breasts she must re-roll their size by using the optional table at page 31 of the Core Rules. If Male he must re-roll his penis size. The effect is permanent but can be removed with a Remove Curse 9 The Character obtains a random Chimeran mutation for a week 10 Roll a d6: if even the Character increases his total Prowess by 1d3+ 1, if Odd it will reduce it instead 11 Roll a d6: If even the Next time you should roll for avoiding being lost you automatically succeed, if Odd you will automatically fail. 12 Roll a d6: if Even the Character Increases his total Determination by 1d3, if Odd he reduces his total Determination by 2d3 If the hooded Figure is Attacked it will simply vanish leaving the stinky rags on the ground but nothing else. Kikimora Fortune Teller: The Character can visit a Kikimora Fortune teller, which can read the Character’s Future for only 4 SCo. The Kikimora will bring up an odd-looking deck, shuffle it and then ask the Character to tell her to stop at any time. This will bring up a chosen card. This will be done three times and then the Fortune teller will read the Cards, but it’s up to the player to understand it’s meanings. Use the following table to determine which card is obtained but reroll any doubles. 1-2 3-4 5-6 1 Sharp Heart Darkness 2 Wrath Betrayal Fortune 3 Love Seek Wild 4 Passage Lust Fight 5 Sooth Deep Mirror 6 God-bound Birth Knowledge Although the result may result cryptic or without much sense, if in a future situation there could be a chance, usually through random table, that something in line with the reading could occur, you don’t need to roll for it and it will just happen. Unusual Trader: An Imp Smuggler has opened up a small Shop with different articles, but luckily there is no need to bargain for the price this time. Roll 10 items from the following tables, determined by a d6 roll for A (even) and B (Odd). The Imp is not interested into being seduced or else. Shop A Shop B 2 Enchanted Scroll (Wrapping Lips) Light Armor 3 Dungeoneer Tools Potion of Blur 4 Enchanted Scroll (Bark Skin) Flash Sphere 5 Healing Balm Perfume 6 2d3 Bandages Repairing Tools (Armor) 7 2d3+1 Food Rations 1d3+1 Lock-picks 8 Enchanted Scroll (Fatigue) Caustic Vial 9 Healing Potion (Lesser) Herbalist Tools 10 Cooling Vial Enchanted Scroll (Arcane Bolt) 11 Sewing Kit Fire Bomb 12 Skimpy Armor (Light) Enchanted Scroll (Phallus Magicis) 136
Gravity Rain While the Character is exploring, it suddenly starts to rain. Still, the bizarre thing a Character will notice is that it’s raining even if there are no clouds in the sky and at a closer look, the rain looks like it’s pouring from the ground forming large puddles which will then cause a sort of reverse rain from the ground to the sky. The Gravity rain lasts for 2d3 Hours and will only influence the Hexagon the Character is in, depending on the Region size, since larger Hexagons usually have the effect located in a specific zone. As long as a Creature is within the effect of the Gravity Rain, the following effects apply: • Creatures connected to the Air or Water element will increase their Movement Speed by 1. • It’s possible to Spend 1 Prowess to obtain a Superior Dice when performing Athletics Checks used to Climb, Jump and Swim. • A Falling Creature reduces the total height by 1 Square • All Creatures suffer a -1 to Dodge against Ranged Attacks except for those with a Strong Connection with Air or Water. This encounter can only be generated 1d3+1 Times, and each of them must be assigned to a specific Hexagon. Every time this Event is further Obtained, it will always happen in all the Hexagons where it was also discovered but not elsewhere. Junk From the Sky Suddenly and for no reason whatsoever, junks starts to fall from the sky, in a point within a dozen of squares from the Character. The phenomena is rather hard to notice unless the Character has fainted somehow or is unable to perceive its surrounding. If the Character reaches the point of impact it will see a bunch of Piles of Junk formed after the cascade which the character can search for something useful (as explained at Page 40). Roll a d6 to see how many piles of junk are available. 1 2d3 Small piles of Junk 2 1d3 Large Piles of Junk 3 3d3 Medium Piles of Junk 4 3d3+1 Small Piles of Junk 5 2d3 Medium Piles of Junk 6 3d3 Large Piles of Junk Unfortunately the event has been noticed by others. For every Search or Scavenge attempt, roll a d6: with a result of 6+, a band of 2d3 Scavengers arrives to take what’s worth, with a +1 to the roll for every consecutive Check. To determine their behavior, roll a d6: • 1-2: The Scavengers are Neutral • 3-4: The Scavengers are Suspicious • 5-6: The Scavengers are Aggressive If the Character is also a Scavenger, reduce by 1 the result of the roll (min 1). Neutral Scavengers might be search along with the Character or even trade with him, if he has something that might interest to them. If the Character manages to peacefully resolve the encounter he might also ask some indications to the Scavengers, but you’ll have to use the Generic Oracle to determine if they know the answer or not. 137
Leftovers The Character finds a spot with the leftovers of a previous activity and might try to scavenge something useful out of it or to find some tracks or clues if is following a trail. Type of Leftovers 1 Festivity 2 Battle 3 Hunt 4 Tracks 5 Campfire 6 Harvest Battle: A battle or a scuffle happened here recently and it’s still possible to notice the signs of it such as tracks, arrows shoot, blood, broken twigs or marks on the ground where creature might had a brawl. A Character can spend 10 minute while examining the surroundings to being able to perform a Perception or Survival Check at 1d10+2 to notice more details. The first Check allows to determine if it was an Ambush or a Casual Encounter. If the Character fails, roll a d6: if Even it was an Ambush, if Odd it was a Casual Encounter, but keep in mind that the Character doesn’t know that but it’s used to determine the participants of both sides. If it was an Ambush, the next two rolls are used to determinate side A which are those perpetrating the Ambush and B, which are those being Ambushed. Use the Ambush Table for side A and Wandering Creatures for Side B. If it was a Casual Encounter, roll a D6 for each side: if Even it was a Lone Creature, if Odd Wandering Creatures, but re-roll if you obtain the same result. The last Check is used to see which side has won. Use the following table to randomly determine the outcome: Outcome 1 Unclear 2 Side B Won and Captured A 3 Side A Won and B Fled 4 Side B Won and A Fled 5 Side A Won and Captured B 6 Both sides decided to flee Notice that if one side was captured, that still depends on who won due to the fact that maybe not all NPCs or Monsters are keen to capture someone. For example while winning Slavers would always try to capture other NPCs while a Dream Child Wanderer will simply prefer to move on. If the Character was following some trails of a creature or group of creatures, the player can decide that the tracks are from the same group he was trying to follow, although it has to determine which side they were. For example if the Character was following a group of Bandits and they were then ambushed and captured by a group of Kobolds, he might have to follow a new trail. If the Creatures had a prisoner during a battle, roll a d6: with a result of 5+ the prisoner escaped from the battle and went in a different way. Campfire: The Character finds the remains of a recent Campfire. It’s possible to perform a Survival Check at 1d10+2 to determine how recently the NPCs left, by using the following table: Time ago 1 1d3 Days 2 2d3 Hours 3 2d6 Minutes 4 2d3 Minutes 5 2d6 Hours 6 1 Day This might also be helpful if the Character is trying to follow the trails of a group of NPCs. It’s possible to spend 5 minutes to search some leftovers, with a Perception Check at 1d10+1 but if Days have passed, the Character is forced to use a Burden Dice. If successful, roll a d6: if Even the Character finds a Small Ration if Odd he finds 1d3 CCo. The location can be used by the Character which requires a Survival Check at 1d10+1 to make the Campfire work again. Roll a d6: with a result of 4+ the Campsite is in a place which grants some protection from the weather. Festivity: Similar to the Campfire, the Character finds the leftovers of a recent Festivity of some sort. If the Encounter table as a chance to actually encounter a type of festivity, such as a Bacchanalia or a Sabbath, the leftovers are automatically of such event, but this means that the Character is forced to re-roll the result of such event for a Week, if obtained as Encounter while exploring unless moving to a completely new region somehow. If looking for something, the character will find 1d3 Small Rations. Harvest: Someone harvested this area from its resources and the Character can clearly see the sign of fruits gathered, herbs harvested or mushrooms picked up. A Perception Check at 1d10+2 allows to notice a short trail, probably of those which gathered the resources. It’s up to the player decide what type of resources have been gathered according to the environment. For example if found in a swamp the resources harvest would probably be mushrooms or herbs while in a forest it might be fruits or roots. 138
Hunt: The Character can see a scene of a hunt, which could include arrows shoot, a trail of blood, tracks and even pieces of fur left on branches and twigs. Roll a d6: if Even the Hunt was recent, if Odd 2d3+2 hours passed. This is necessary to know since the Character can perform a Survival Check at 1d10+2 to try to figure out the outcome of the Hunt, where if more than 5 hours have passed, the Character is forced to use a Burden Dice. Outcome 1 Unclear 2-4 Hunters caught the Prey 5-6 The Prey Fled If the Prey fled it’s still possible to try to find it with a Survival Check at 1d10+3, but the Burden Dice due to the time passed still applies. If the Character succeeds, roll a d6: if Even it was a Medium Game and the Character can recover 2d3 Rations, while if Odd it was a Small game and only 1d3 Small Rations can be obtained. Tracks The Character finds some tracks that he might decide to follow. If the Character was trying to follow some Creatures or NPCs, roll a 6: with a 4+ these are the right tracks and he’s going in the right way. Alternatively, it’s possible to try to follow the Tracks with a Survival Check at 1d10+0 or Perception Check at 1d10+1. A Check is enough for 1 hour and while following the tracks other events might happen as usual, although this might cause the Character to lose the trail he was following. If you obtain an Encounter which is an Ambush, a Lone Creature or Wandering Creatures, the Character can make a Survival Check at 1d10+3 to try to identify the tracks. If successful, roll a d6: with a result of 4+ the tracks are of the Creatures the Character is about to encounter and he has enough time to decide to keep going or to move away, which allows to avoid the encounter completely. If the result was lower, the tracks are not of the new Encounter so it will resolved as usual and then the Character can keep following the trail. This will also cause the Character to lose the trail. For each hour the Character spends following the tracks, the difficulty of each Check is increased by 1. 139
Lone Creature The Character might encounter or detect the presence of a Lone Creature depending on the environment they are met. Once generated, use the following table to determine their behavior: Creature Behavior NPC Behavior 1 Looking for Food Resting 2 Returning to its lair/den Defeated/Unconscious 3 Sneaking on the Character Looking Around 4 Wandering Gathering / Hunting 5 Resting Masturbating 6 Sneaking on the Character Sneaking on the Character Defeated/Unconscious: Roll a d6: if even the NPC has been Defeated, while if odd the NPC is unconscious. If the Creature has been Defeated, roll a d6: the NPC is taking a break to recover some Prowess but with a result of 5+ the Creature is actually resting. The Character can approach directly or try to sneak close to the NPC. The NPC is Suspicious towards the Character and becomes Aggressive if he manages to notice a Character which is trying to Sneak Close, although he will try to flee or warn the Character to stay back. A Character willing to help the NPC can try to convince him as usual, obtaining a Superior Dice for the First Skill Check if his Career has something to do with Healing (IE: the Character has the First Aid Skill or has other meanings for healing others). A Character can also decide to take advantage of the situation which could cause a Corruption Increase depending on the Character’s Request: • Asking for Directions: 0 • Asking for money or other belongings: 1d3+1 • Asking for a sexual favor: 1d3+3 Notice that depending on how the Character treats or mistreats the NPC, this might become a Rival or even a Nemesis. A Defeated/Unconscious NPC is often robbed from his Armor or the Armor was Destroyed. Gathering, Hunting or Looking for Food: As the name suggest, the NPC is gathering some resources (even food) or is hunting (up to you to decide). If the Character interferes, the NPC will become Aggressive, otherwise, roll on the Reaction table as usual. If the Character helps the NPC, this might share what’s found. Creatures will gather food or hunt, depending on their diet, for example a Worg and a Prowler Goat are carnivore Creatures while a Pseudodragon and an Aracnoid Fuzzylegs may be looking for insects or fruits. A Character can try to Sneak past the Creature with a Stealth Check against the Creature’s perception, unless the Creature is able to detect him with other meaning, such as the Scent Feat. If the Character is Detected, the Creature’s Attitude will be Suspicious, except for the Tentacle Lurker which will simply try to chase the Character. Looking Around: The NPC is looking around, paying attention to its surrounding. If the Character isn’t moving stealthy, the NPC will spot him easily, otherwise the NPC must use its Perception against the Character’s Stealth to being able to detect him. If the Character does nothing to prevent being detected, Roll on the NPC reaction Table as usual, while if the Character was trying to sneak around and its detected, the NPC will become Suspicious. Masturbating: The NPC has found a private spot and is using it to relieve some built up tension. The NPC is probably hidden somewhere but the character only needs to perform a Perception Check at 1d10+1 to find it. The Character can decide to just let the NPC alone or wait for him (or her) to finish and then approach. Characters with the Voyeurism Interest or Kink will become aroused if they spy on the NPC masturbating. A Character which wants to help the NPC to relieve the stress better can try to approach and perform an Ars Amatoris Check, trying to Seduce him or her, but a failure will instead cause the NPC to yell at the Character to go away. Failing the Check by rolling a 1 causes the NPC to become Aggressive. Resting: The Creature is resting, while for the NPC, roll a d6: if Even it’s Taking a Break, if Odd its Resting. If the Creature or NPC are resting the Character can easily take advantage of the situation or sneak past easily, while if the NPC is taking a Break it might detect the Character automatically, unless the Character is sneaking, in which case, the NPC must perform a Perception Check against the Character’s Stealth. If the Character startles the Creature or NPC while it was resting or Taking a Break, its Attitude will be Aggressive, otherwise it will be Suspicious. Returning to its Lair or Den: The Creature is returning on its Lair or Den where is living in. The Character can follow the Creature Closely by using Stealth or by waiting and then following a Trail, unless the Creature can Fly or Climb on Trees. If the Character is detected while using Stealth, the Creature will become Aggressive. Sneaking on the Character: The Creature or NPC is actively Sneaking on the Character which must perform a Perception Check against the Creature or NPC Stealth. To determine the Creature or NPC’s attitude, roll a d6: if Even it’s Horny and wants to jump on the Character at the right occasion, if Odd its Aggressive (roll as usual). Wandering: The Creature is just Wandering. Roll on its Attitude as usual. 140
Sabbath The Sabbath is a strange festivity which is held once per Month in isolated places, mostly forests and dark forests. Witches and Warlocks are welcome to the festivity and often any woman or girl which reached adulthood is accepted. Males need to be invited or to receive a specific permission or they will be chase off by the whole screaming crowd. There are different types of Sabbath which can be encountered, each with different rules and purpose: Coven and Infernal A Sabbath only takes place during Night and Once per Month. A Character which finds this encounter during Daytime will usually met nobody or those who are gathering for the preparations, in which case he can ask some information or to participate (or just be cast out). The first time the Character finds this encounter its the actual day of the festivity, while any successive encounter will follow the rules of one month passing. It’s not granted that a Sabbath will be held at the same place every time. If you obtain the Sabbath result before a month is passed, re-roll the result. Type of Sabbath 1-3 Infernal 4-6 Coven Coven Sabbath: Coven Sabbath are strictly for Witches and Warlocks only. While is dangerous for anyone else to try to participate or even being caught spying, on the other hand is a good occasion for lesser experienced practitioners of Witchcraft to learn new spells or to improve their skills. A Coven Sabbath is usually hosted by a different Coven each time, which is randomly determined by the following table. Magpie Covens never host a Sabbath since they are renown greedy thieves which would never spend a coin to anything, while Rat Covens only host private Sabbath for other Rat Witches (although sometimes they tolerate Toad Witches too) usually inside ruins or sewers. Coven 1 Owl 2 Goose 3 Raven 4 Ermine 5 Toad 6 Badger Badger Coven A Badger coven is more close to nature and the primal elements, so they might accept Characters related to Nature and the Wilderness, such as Beastfolk, Floralis or even Orcs as long as they follow the rules, but are also easy to anger. Badger covens are strongly against any unnatural practice and are fiercely opposed to Eldritch, Constructs and Undeads but also to some parasitic Creatures such as Infesters and Tentacles. Participants are asked to wear only what was crafted with natural resources such as pelt, bones and vegetation but are forbid to wear anything made of iron or steel or clothes made by the civilized except vests made of jute. Trinkets and decorations are still allowed even if made of iron or steel. Participants can simply socialize before the ceremony stars, and even trade or ask for guidance, which allows Characters to find someone who could teach them Primal or Witchcraft Spells but they have to do a task for them first, since coins can’t be present during the Sabbath. The Ceremony itself lasts 6 hours, where everyone is asked to participate at least for some time by dancing, drinking mead or cider, praying, playing one of the approved instruments (usually drums) or making offerings of game or blood. Making an Offering as a 6+ Chance that the Character receives a Blessing for 1d3 Days, while praying has a 5+ Chance to receive a Blessing for a week. Characters members of the Badger Coven or which can cast Primal or Witchcraft Spells receive a +1 to the roll. Sex is allowed during the ceremony although it must consumed nearby the festivity and not where the main ceremony is held. Ermine Coven An Ermine Sabbath might look like more of a Bacchanalia or a bizarre festivity in the woods made by rich people. The Ernie coven always welcomes Witches and Warlocks of their own type and will easily accept any Creature associated with beauty or wealth, so even ugly people might be tolerated if they are rich enough. Another accepted type are musicians, dancers and artists, which might be allowed to play during the festivity. The festivity itself is mostly calm or pleasant although the activities might vary, from dancing or playing one of the approved instruments, such as flutes or violins or similar delicate cord instruments, posing for other people to watch and even simply chatting or indulging into carnal affairs while being watched by other patrons. As explained sex is allowed within the common accord to not be vulgar about it or having sex nearby those which might be offended by it. Luckily the festivity often presents different tents for private shows. Food and Drinks are served regularly and a Participant might simply chat and flirt, look for someone which might teach Eromancy or Witchcraft Spells, usually paying in gold or sexual favors or even accepting quest to win the favor of one of the more influential matriarchs. It’s also possible to find those which teach the art of seduction and love, which allow to increase the Ars Amatoris Skill Rank or the Perform (Dance) custom Skill. Creatures associated with beauty and sexuality are always accepted, as long as they still obey the code of conduct so its possible to see Succbi and Incubi, Imps and even Blackpaw Lambs. Satyrs usually are denied access because they notoriously tend to become rather messy when they drink too much. 141
Goose Coven Goose Coven Sabbaths looks more of a fair or village festivity. Although is mostly reserved for females, there might be occasions where males are allowed to join, usually Warlocks or the Common folk, if in need of some help or looking for a request. A Character can search for someone which teaches Witchcraft magic, to ask information about Herbalism or to a cure for illness or injuries. Goose Witches are also particularly careful and comprehensive towards pregnant women, and might help with advice or brews, or give help if the unwanted pregnancy was because of parasitic creatures, such as Slimes and Tentacle Creatures. The festivity usually consists into assisting performances of music and/or singing, dancing what looks like folklorist dances or simply enjoy a good meal while socializing with others. Cultists are usually frown upon, especially members of the Cult of the Sprawling Mother. Owl Coven A Sabbath of an Owl Coven only allows Warlocks and Witches, Wizards and similar Spellcasters, although it might allow researchers and scholars to participate or even creatures with a kinship towards magic, such as Apsara, Janni and even Imps. Chimerans are only allowed for study and research purpose and can’t do much during the Sabbath if not being observed, poked and probed. Owl witches only host a sabbath because it’s tradition, but the “festivity” looks more like a sort of reunion where people mostly talk, discuss or presents new discoveries or theories. A Character can try to find someone which can teach Arcane Magic, Primal Magic or Witchcraft or volunteer for experiments or presentations of new potions or as a test subject for who knows what. Owl Witches and Warlocks are extremely composed and serious and don’t like what they call “ignorant” or “savages”. Raven Coven The most dangerous and infamous of Covens, the Raven Coven only allows access to Female Witches or aspirant new Witches, or those Worthy warlcoks, mostly sons of more powerful Raven Witches. Even those which are notorious for being powerful and ruthless might be allowed to participate, such as warchiefs or cultists. A Raven Coven Sabbath is what is often described by the common folk or by the pious men to scare off the population: naked women of different age chanting around a bonfire, dancing with creatures of the night and casting curses to those who dare assist to their ceremonies uninvited. While partially true, those naked are usually apprentices and those which must be tested by the elder or more expert witches. Being naked is a metaphor for being stripped of dignity and social status and only with your own strength you must prevail, although even some of the more mature witches simply follow such tradition just to show off their bodies to make their colleagues jealous of their beauty. Apprentices can learn new Witchcraft spells and challenge other apprentices to show their abilities or just to settle scores and grudges. Apprentices are also forced to be the first to chase off intruders and unwanted guests, since it is a good sign if they manage to catch them or to use their cunning to dispatch them quickly. Those poor sols caught are often tortured and mocked all night, and often sacrificed or cursed for a long time. Toad Coven Toad Coven Sabbath are the only type which takes place during daytime and can be easily confused with a sort of trading post. Although Toad Witches are often ugly or almost distrusted by other witches due to their deep knowledge of potions and poisons, their sense of affair makes them more tolerated than both Magpie and Rat Witches. During the Sabbath everyone is usually welcome if is interested to buy or sell something, which also includes slaves or body services. Although its not possible to learn magic from someone, those more lucky might be able to find a Spell Scroll at a higher price or find resources they might need for crafting or brewing. Robbery is tolerated as long you don’t get caught, because otherwise you will be used as target practice for curses or to try new bizarre mixtures. Infernal Sabbath: This type of Sabbath is a rather wild festivity focused around the figure of a Golden Calf. While most of the time the calf is a male and only females are allowed, in some occasions the Calf is female and only men are allowed to compete for her favor. The Creature is treated with the utmost respect and reverence, similar to a Cult Leader or a Demigod. Offerings and prayers are directed towards such creature which often sits on a throne or on a pile of pillows and cushions. The participants are often 2d3 Cultists, 2d3 Witch Apprentices and 1d3 Witches. Usually the Ceremony is considered private and intruders are chase off, but it’s still possible to plead to the Calf and submit to him or her. Often are also present at least 1d3+1 captives, used as offering or as servants. The Calf will always try to convert or instill doubt into Religious Characters or make them act against their religion and then to abdicate their gods only to become loyal servants of the Golden Calf and the Cult. In some occasions instead of a Golden Calf, there will be instead a Rakshasa or a Rakshasa Raja. 142
The Clash The Character stumbles upon a clash between two different forces and can decide to aid one of the two sides or try to avoid it entirely. Trying to avoid the combat requires 1d3 Stealth Checks against the Perception Check of the “winning side”. If none of the sides are winning, but sides must roll to see if they detect the Character. Use the oracle to see if the sides which detect the Character think it’s an enemy or an eventual ally, were possible, since non-sentient creatures will just assume it’s another foe unless they recognize the Character somehow. Use the Ambush Table to determine Side A and the Wandering Creature Table for Side B, and re-roll if you obtain similar results. To determine how is going roll a d6 and consult the following Table. How is Going 1 One side is being captured/is fleeing. Winners are at half Prowess 2 One side has lost 1d3 Prowess, opponents lost half 3 Clash just started (everyone has 2 less Prowess) 4 Both sides lost half Prowess 5 One side has lost half Prowess, opponents are fleeing 6 One side is still fresh, opponent lost 1d3+2 Prowess You can either decide which side is depending on the result, for example is more probable that a side with more Creatures is winning against one, or you can roll a d6: if Even is Side A and if Odd is Side B. Example 1: For Side A the Player obtains as Result 3 Unseelie Knaves while as Side B he obtains a Jötunn Blood Head-hunter. Then he rolls for how is going and obtains as result that “One Side has lost 1d3 Prowess, Opponents lost Half. Since the Head-hunter is rather strong, the player decides that it would make sense that the Knaves tried to pick up a fight with the wrong guy and are pretty beaten. Example 2: This time the Player obtained for Side A a group of Goblins while for Side B a group of Bandits, while for How is Going he obtains that One Side is being Captured while winners are at Half prowess. Since both groups are more or less at the same level of competence, the Player simply rolls to see which side is winning and obtains a 5 (Odd), which means that the Bandits managed to Capture the Goblins but are at half of their Prowess. 143
The Cry The Character hears a Cry in the distance. If he decides to investigate, roll on the following tables to determine the type of Cry and its distance: Cry Distance 1 Cry for Help Unclear (Close) 2 Creature Call Far Away 3 Cry for Help Close 4 Calling a Name Far Away 5 Creature Call Close 6 Calling a Name Unclear (Far Away) Distance: The distance of the Cry is used to determine how many Checks are required to find the source of the sound. A Close Cry usually requires just a couple of Checks while a Far Away Cry requires Four. If the Distance is Unclear, the Character is forced to use a Burden Dice for half the Checks. Descriptions: Calling a Name: The Character hears someone Calling a Name with a Perception Check at 1d10+1. The Character can also decide to move stealthy or to rush in. If the Character succeeds with the Perception Checks he will encounter an NPC (randomly generated) which is looking for another NPC which apparently is lost or they where supposed to meet here. Roll a d6: if Even the NPC is Neutral towards the Character, if Odd its Suspicious. The NPC will automatically be Suspicious if it managed to detect a Character trying to Sneak close to it. If the Character remains Neutral or Friendly, the NPC will ask for his help. Finding the missing person requires a Test of Skills by using Survival with a Difficulty of 1d10+2 or Perception at 1d10+3. Each success takes 10 minutes while a failure takes 30 minutes. Result The Creature 1 There is No One Satyr 2 The NPC is Unconscious Molokk Scout 3 The NPC was Captured Tentacle Lurker 4 The NPC was just lost Lurking Goat 5 The NPC met a Creature Alraune 6 It’s a Trap! Servus Malus Head Hunter It’s a Trap! The NPC was lying about its friend and led the Character to an ambush. It’s possible to notice that the NPC is lying with an Inquire Check at 1d10+2 and it’s possible to detect the other NPCs by using Perception against their Stealth. The hidden NPCs obtain a +1 since they are prepared. The Group hiding is composed by 1d3+1 Scoundrels of the same race of the NPC met by the Character. Roll a d6 to determine their purpose: • 1-2: Sexual Assault • 3-4: Robbery • 5-6: Capture for Slavery If the Character manages to detect the hidden NPCs and tries to flee, a Chase sequence will start at a Close Distance. The NPC is Unconscious: The NPC is unconscious and it doesn’t remember what happened. Roll a d6: with a result of 5+ it was robbed from something. The NPC met a Creature: The NPC has found a Creature and its interacting with it. Depending on the Creature itself there might be different outcomes, for example a Prowler Goat and a Servus Malus might have taken the NPC as a prisoner while a Satyr or an Alraune might just want have sex with it. The NPC was Captured: The Character finds evidence that the NPC has been recently captured. Roll a d6: if Even, it was Captured by NPCs if Odd by Creatures. The NPC can be encountered as a Prisoner or Captive the next time you generate a Location with Captive NPCs or can be present in one which the Character already knows the location, such as a Slaver Camp or a Creature’s Den. A Player can decide to further elaborate this event and add more details as preferred. The NPC was just Lost: The NPC just lost its way and the Character has to simply find the right direction, usually following tracks or trails by using Perception or Survival at 1d10+2. There is No One: The Character realizes that there is no one to be found. Roll a d6 to see the NPCs motivations: • 1-2: Sexual Assault • 3-4: Robbery • 5-6: Madness Although the first two are self explanatory, the Madness result is intended that the NPC thinks that the “Missing Person” is real and must be found somewhere. The NPC could have been a friend, a lover or similar but its nowhere to be found. If the Character confronts the NPC regarding such discovery, roll a d6: with a result of 5+ the NPC will become Hostile, and think that the Character is hiding the missing person or has something to do with its disappearance, otherwise the NPC will just stop and start to sob. 144
Creature Call: The Character hears the Call of a Creature. It’s possible to identify the source with a Knowledge (Monsters and Creatures) or (Nature) at 1d10+1 or Survival at 1d10+2. A correct identification might allow the Character to decide to investigate further or to safely sneak away, while a failure leaves the Character guessing if its worth the risk or not. Finding the Creature requires the indicated number of Perception Checks at 1d10+1. Creature 1 The Character falls into an Ambush 2 Animal (Small Game) 3 Use the Wandering Creature Table, re-rolling NPCs 4 Animal (Medium Game) 5 Use the Lone Creature Table, re-rolling NPCs 6 Animal (Big Game) If the Character manages to identify animals, it’s possible to hunt them with a Stealth at 1d10+1 if the Animal is Small or 1d10+2 if its Big and then performing a Ranged Attack against a Dodge of 1d10+2. Hunters, poachers, Wildling or Careers based on Ranged attacks such archers, obtain a Superior Dice to their Attack if they manage to Stealthy approach the animal. If the Character fails the Stealth Check it will obtain a Burden Dice instead. A Small Animal can be turned into 1d3 Small Rations while a Big Animal into 2d3+1 Rations. It’s possible to try to catch the Small Animal by creating a Rudimentary trap with a Survival Check at 1d10+2, but only as long as the character has something to be used as a bait. If any other Creature is met, roll on the Monster Reaction Tables as usual. Cry For Help: The Character hears someone crying for help. The constant cry halves the number of required Perception Checks to find the source, although the difficulty is 1d10+1 if the Cry is Close or 1d10+2 if Far Away. If the Character succeeds, roll on the following table: Event 1 It’s a Trap! 2 Fey Trickery 3 NPC is Trapped 4 NPC is being Captured 5 NPC is Lost 6 Phantasmal Sound Fey Trickery: After 10 minutes of walking, the Character realizes he has been pranked by elusive fey creatures, which lured him in the wrong direction. The Character must perform a Survival Check at 1d10+4 or becoming Lost. The Character is forced to move from the Current Hexagon to a new one by a Random Direction. Once in the new Hexagon, the Character must perform a new Survival Check at 1d10+3, where another failure causes the Character to move randomly again. Each new Hexagon reduces the Difficulty by 1, up to 0, at which point the Character finally finds his way and can move as usual. As long as the Character is lost he can’t return to locations known even if inside a Hexagon already explored. It’s a Trap! The Character has been lured to an Ambush, which is simply determined by the related environment table. A Perception Check against the Assailants Stealth allows the Character to detect them in time. If the Character notices them and decides to flee, it will start a Chase at Close Distance. NPC is Being Captured: A randomly generated NPC (or one which was lost) is being Captured. Roll a d6: if Even by other NPCs if odd by Creatures. Creatures NPCs 1 3 Insectoid Bee Marauders 4 Henchmen 2 Tentacle Lurker 3 Scoundrels 3 3 Prowler Goats 4 Slavers 4 2 Lizardfolk Prowlers 3 Wildlings 5 Yrgl Hound 4 Cultists 6 5 Black Trolls 3 Scavengers The NPC only has half Prowess left, while at least one of the Assailants has lost 3 Prowess. If the Character is Defeated it will be Captured too. If saved, the NPC will grant a Random Generic Reward. The Character can approach stealthy to the event and decide to intervene or not, or even decide to follow the Creatures/NPCs to see where they will take their prisoner (usually a Lair or an Encampment). NPC is Lost: The NPC has simply lost his way and the Character can help him with a Survival Check at 1d10+2. If successful, the NPC will grant a Random Generic Reward and part ways. NPC is Trapped: The NPC is trapped and needs help to get free. Roll a d6 to determine the situation: Situation 1 The NPC is Trapped by a Strange Substance 2 The NPC has been Tied Up as an Offering 3 The NPC is Inside a Pit 4 The NPC has been Tied Up to a Tree 5 The NPC is on an Elevated Point 6 The NPC is Inside a Cage Elevated Point: The NPC managed to find shelter on a tall Rock or Tree but its surrounded by Creatures which are trying to Catch it. Use the Table from the NPC is Being Captured to determine the assailants. If the Character defeats the Creatures, the NPC will grant a Generic Reward. 145
Inside a Cage: The Character finds a small abandoned encampment with a Cage containing a Single Randomly Generated NPC. The Cage can be opened with a Dungeoneering Check at 1d10+3 or by using a Generic Key. Lock-picking takes 5 minutes and while the Character is busy, roll a d6: with a result of 5+, the inhabitants of the Encampment return. To determine who they are, roll a d6: • 1-3: 3 Scoundrels • 4-5: 3 Slavers • 6: 3 Creature Hunters Scoundrels and Slavers are automatically Hostile while Creature Hunters are Suspicious. If the Character manages to open the Lock, roll a d6: with a result of a 5+, the NPC is actually a dangerous Creature, and the Cage was built to prevent the creature to escape or use its powers against those outside of it. Using the Detect the Arcane Spell allows to identify the Magic surrounding the Cage. Roll a d6 to determine the Creature: • 1-3: Succubus/Incubus • 4-5: Doppelgänger • 6: Werewolf The Creature is Aggressive but Horny and will directly attack the Character and any other NPC nearby. If Creature Hunters arrived before the Character was able to open the Lock they will warn the Character about the NPC true form, although he can still open the lock. Fleeing from the NPCs or the Creature will start a Chase at Short Distance unless the Creature is Attacking the NPCs, in which case the Character safely escapes. If a regular NPC is saved, it will grant a Generic Reward. Inside a Pit: The NPC fell inside a Pit, losing 1d3+2 Prowess, which is at last 3 Squares deep and is unable to Climb up. If the Character has a Rope long enough he can easily help the NPC otherwise another solution must be found. If the NPC is saved it will reward the Character with 1d3 Small Rations. Tied up as an Offering: The NPC is tied up to a sort of primitive altar (which is basically just a large stone), pillar or something similar. All around are scattered candles and rudimentary religious decorations with no real value. If the Character has a knife, dagger or something which can cut the ropes he can free the NPC. The NPC has no equipment and its naked or is wearing a prisoner dress. It requires 5 minutes to free the NPC but before the Character is able to finish, roll a d6: with a result of 5+, an Aggressive but Horny Creature appears. Roll a d6: Creature 1 Coeurl 2 Tentacle Shambler 3 Worg 4 Infernal Chaser 5 Aracnoid 6 Minotaur Defeating the Creature and freeing the NPC grants 2 XP. Being Defeated but saving the NPC grants nothing. Tied up to a Tree: The NPC has been Captured by someone and was tied up to a tree. If the Character has a knife, dagger or something which can cut the ropes he can free the NPC. The NPC has no Weapons, Armors and Money. It requires 5 minutes to free the NPC but before the Character is able to finish, roll a d6: with a result of 5+, a group of NPC appears appears. Roll a d6: NPCs 1 3 Skirmishers 2 4 Slavers 3 3 Scoundrels 4 5 Bandits 5 3 Wildlings 6 4 Scavengers The Skirmishers and the Scavengers are Suspicious while everyone else is Aggressive. If the Character manages to convince the Skirmishers or the Scavengers to talk, they will inform him that the NPC tried to steal to them, so they decided to tie it up as punishment, but they can be persuaded to let the NPC go, if the Character does a Request for them. Trapped by a Strange Substance (Female NPCs Only): The NPC is trapped by a strange goo-like substance which prevents her to move but still allows Creatures to have sexual intercourse with her. The NPC has no equipment except for a torn simple dress. It’s possible to free the NPC by performing 3 Body Checks at 1d10+2, each requiring 1 Prowess. Before rolling the last attempt, roll a d6: with a result of 5+, a Horny Creature Appears: Creature 1 Infested Slime 2 3 Infested Spawn (Small) 3 Tentacle Lurker 4 2 Infested Spawn 5 4 Tentacle Crawlers 6 2 Brew Slimes Defeating the Creatures and freeing the NPC allows the recover 1d3+1 Determination. Being Defeated and being raped by the Creatures increases the Character Corruption by 1d3+1. 146
The Duel A Couple of figures are dueling in the horizon. A Character can decide to ignore them and simply walk around or could try to get close and observe what’s going on. Duelists 1 Fey Knight 2 Duelist 3 Knight 4 Jötunn Blood Head-hunter 5 Nephilim Hedge Knight 6 Orc Warrior How is going 1 They are finishing the detail of the duel and still talking 2 Both are at half their Prowess 3 Duel just started, and they are fighting now 4 One side is winning, other side lost half its Prowess 5 Both lost 2d3 Prowess 6 One side lost half its prowess, other is at 3 prowess to defeat To determine how is going simply roll on the table and then determine which one is winning randomly, by a simple roll-off. Example: A duel between an Orc Warrior and a Fey Knight is going in favor of one side while the other is at half prowess. The player decides to randomly determine who’s winning with a roll off, and decides to assign any Even Result to the Orc and any odd to the Fey. The Character rolls and obtains a 4, which means the Orc is winning. From now on you can use the stats of both to finish the fight or randomly roll again to see who will actually win. Usually the one with the upper hand should be more probable to win, but if you use an Oracle you’ll have the result. Aftermath: It’s up to the player to decide what will happen next. In some occasions the two will simply part ways, one could rob or capture the other or even decide to take advantage of the situation. A Character can also challenge the winner or defend the loser from being assaulted or robbed, unless it was part of the duel. A winner could accept and ask for some rest before starting against the Character, or simply attack after having recovered 1d3+1 Prowess. This can allow to befriend one or both of the duelists or to obtain a Rival or even a Nemesis The Guide The Character meets a lone figure on the side of the road, or sitting in a comfortable spot, such as a log or a rock, while Taking a Break. If the Character decides to approach, the figure will salute in his direction, while his Attitude is Neutral. The figure will present itself as a Guide, which can be randomly generated with the following table and which extra details can be added from the Random NPC Generation tables: Guide 1 Apsara Guide 2-3 Nature-bound Guide 4-5 Nephilim Guide 6 Floralis Guide A Guide will offer his help to a Character in exchange for coins, equal to 6 SCo per Hexagon of travel, although it’s possible to try to bargain for a lower price in exchange of something else. While with a Guide, the Chance for encountering something will always remain at 6+ and the Guide allows to avoid most of the Dangerous Hazards. A Guide is willingly to help a character in a reasonable way but will never try to sacrifice itself for the good of the Character and will always try to opt for escaping of for using Stealth. Nature-bound guides are always attuned with the zones they are found in and usually prefer to only travel through such locations. When gathering for food a guide will always help in finding at least some few small rations for both. A Guide will always refuse to travel though dangerous places (unless its attuned to them) usually Volcanic Zones, Eldritch Swamps and so on. 147
The Shadow The Character is followed by a mysterious figure for some time, although its intentions are unknown. When obtaining this encounter, the Character must perform a Perception Check at 1d10+2, to being able to notice the shadow in the distance for a brief moment. If failed the Character will be unaware of the Shadow’s Presence which might simply mean nothing or become a dangerous issue. If successful, the Character will be aware of the presence and can decide to try to hide or at least force the figure to lose track of him, or try to face it. Facing the Shadow: If the Character decides to confront the figure, roll a d6: • 1-2: The Figure doesn’t show up • 3-4: The Figure seems to wait for 2d3 Hours before approaching • 5-6: The Figure Arrives immediately If you obtain a result of 1 or 2, roll another d6: with a result of a 4+, the figure seems to have gone away completely, and the encounter is resolved. Otherwise the Figure is still stalking the Character and will wait for the right occasion to approach. Hiding: This option is only possible if the local environment allows the Character to hide somewhere, except for offering only a single spot where it’s obvious someone would search first. Roll a d6: • 1-2: The Figure doesn’t show up • 3-4: The Figure arrives but seems not aware of where the Character went • 5-6: The Figure Arrives and starts to actively search for the Character. If you obtain a result of 1 or 2, roll another d6: with a result of a 4+, the figure seems to have gone away completely, and the encounter is resolved. Otherwise the Figure is still stalking the Character and will wait for the right occasion to approach. If you obtain a 3 or 4, the Figure appears but it seems unaware that the Character is hiding. A Character can stay hidden with a Stealth Check against the Creature’s Perception, but a single success is enough to not being noticed by the figure which will simply move along. The only exception are Creatures with the Scent Feat, since they can detect the Character’s Smell. A result of a 5 or 6 means that the Creature arrives and is aware that the Character is hidden. The Creature will perform two attempts to find the Character using his Perception against the Character’s Stealth, and if the Character is successful at both rolls, the Creature will simply move on. If both obtain one success, the Creature seems still aware that the character is somewhere and it will continue searching until the Character fails both rolls or the Creature fails both rolls. Notice that the Character can still decide to Ambush the Creature while hidden. Losing Tracks: This works the same way of a Chase although it starts at a Long Distance for the Character. If the Character is successful, roll a d6: with a 4+ the Creature seems to have actually lost tracks of the character or has just renounced to the chase, thus ending this encounter. The Figure Approaches: When the Figure is visible, roll a d6: if Even use the NPC Table, if Odd, the Creature Table. Creature NPC 1 Servus Malus Head-hunter The Nemesis* 2 Blackpaw Lamb Slaver 3 Barghest Randomly Generated NPC 4 Satyr Chaser Wildling 5 Tentacle Lurker Brigand 6 Eldritch Servant Skirmisher *Re-roll if the Character doesn’t have a Nemesis yet. Although it’s up to the Player to decide the Creature or NPC attitude when they approach, it’s also possible to just randomly roll on the Attitude and Reaction table. For example Satyrs and Blackpaw Lambs aren’t really hostile and are mostly stalking or following the character just to spy on him or her if unaware or to try a more seductive approach. Brigand and Slavers might be trying to catch the Character while a Wildling might just be curious about the Character or was just following the same path. 148
Traveling Merchant The Character encounter a Traveling Merchant, and can decide to stop by and buy some of his articles. The most common type of Traveling Merchant isn’t exactly rich or with precious articles, but rather a sort of scavenger which is also keen to barter if the character has no coins. Still, sometimes it’s possible to meet a wealthier merchant, escorted by capable warriors. When Encountering a Traveling Merchant, roll a d6: with a 5+ the Merchant is Wealthy, otherwise its a simple Merchant. Use the Stats from the Creature Compendium and you can also randomly assign a race as usual or add more details to this NPC. Traveling Merchant: The Traveling Merchant usually travels with a couple of Scavengers which help him finding stuff to sell. The merchant has 2d6+4 SCo instead of GCo and 8 random items from the following table: Items 2 2d3+2 Scraps of Metal 3 Rope (6 squares) 4 Bedroll 5 2d3+2 Straps of Leather 6 2d3+2 green herbs 7 2d3+1 Food Rations 8 2d3+2 Pieces of Leather 9 Backpack 10 2d3 Torches 11 Mortar and Pestle 12 2d3 Pieces of Wood Wealthy Merchant: A Wealthy merchant possesses a small cart trained by a mule or a donkey and is escorted by 2 Guards and 2 Combatants. The merchant has 3d6+8 GCo and 12 of the following items: Items 2 Healing Draught 3 Light Armor (Metallic) 4 Potion 5 2d3+4 Food Rations 6 Elegant Skimpy Dress (15 GCo) 7 Tool 8 2d3 Generic Keys 9 Medium Shield 10 Cloak 11 Light Armor (Leather) 12 Alchemical Item Alchemical Items Potions Tools 1 Caustic Vial Holstaur’s Brew Repairing Tools (Armor) 2 Perfume Might Dungeoneer Kit 3 Oily Vial Acrobat Scribe Tools 4 Smoke Bomb Healing Mortar and Pestle 5 Fire Bomb Clarity Harvesting Tools 6 Massage Oil Swiftness Sewing Kit 149
Voice in the Wind The Character seems to hear a voice in the wind, which seems to whisper something directly to him or her, although what the voice is saying is rather ambiguous A Character hears a voice from the winds which seems to tell something important, but in some occasions the voice will be misleading or giving wrong information on purpose. The Character must pass a Will Check at 1d10+3 or be unable to decide to listen or ignore the voice, which effects are randomly generated in the table below by rolling 2d6: The voice says... 2 Something which makes the character doubt of himself and reduce his total Determination by 3 3 Mocks the Character’s abilities. Pick one of the Character’s Skills which will receive a -1 for one Day 4 A fair warning, allowing the Character to obtain a superior dice the next time he should notice an Ambush 5 Tells the Character to strip naked immediately, and to walk like that for 2d3+3 Hours. The Character can still carry his clothes/armors removed 6 A correct information, granting a Superior dice for the next Exploration Check 7 A wrong information, causing the Character to obtain a Burden Dice for the next Exploration Check 8 Something awful about the Character’s Appearance, causing the Character to suffer a Burden Dice the next Seduction Attempt performed 9 Something naughty which makes the Character Aroused 10 Something misleading, which causes the character to perform a Survival Check at 1d10+3 or become Lost 11 Recalls a strange memory, which increases the Character’s Corruption by 2d3 12 Gives the character a compliment, allowing to recover 1d3 Determination lost Wandering Creatures A Rather simple encounter which involves one or more Creatures as indicated in their respective table. This type of encounter allows both the Creatures and the Character to detect each other from a certain distance, if there is reasonably enough space. For example if this encounter is obtained while moving or exploring plains it is reasonable to assume that the character could notice the bandits in the distance, while when inside a Swamp it will be harder to notice a group of Lizard Prowlers until is too late. To represent this, Perception Checks to notice someone in the Distance are solved as usual if there are not many obstacles while it will impose a Burden Check if the environment has many ways to block sight and maybe sound, such as forests, canyons etc. This allows the Character to try to hide from unwanted encounters or to try to run away earlier if detected, making the Chase starting from Medium Distance. If the Character is trying to hide, it has to make 3 Successful Stealth Checks against the opponents Perception, three times before obtaining 3 failures. If enough successes are obtained the Monster or NPC will simply pass by, unaware. A hidden Character might even decide to attack, causing the Creature/NPC to be surprised for the first round. If the Character does nothing strange, then Roll Attitudes and Reactions for Monster and NPCs as usual, with one exception: depending on the NPC some might be more keen to approach the Character for questioning or Directions, such as Researchers or Hedge Knights, others might stop by and be willingly to trade with the Character, such as Foragers and Merchants and some will simply try to defeat the Character for robbery or enslavement, such as Bandits and Slavers. If you still want to make things more casual, roll for everyone as usual. 150