Environmental Hazards Bewildering Miasma The Character is forced to perform an Endurance Check at 1d10+2 or starting to have a vague sense of vertigo or disorientation and will become less sure of his path or that the direction is taking is the correct one. While in the Hexagon, the Character is considered Lost and will suffer a Burden Dice when performing Survival or Perception Checks used to navigate the Wilderness. The Character will often stop to try to figure if is going to the right direction or will realize it was walking in circle for some time, causing the movement from a Hexagon to another to require double the amount of time and by reducing the Hexagons he can travel through by 1, for example Moving through a Plain is reduced to 2 Hexagons per Day, while a Forest to 1 per Day. If the Type of Hexagon already requires a Whole day, it will instead require two days. The effect will end if the character manages to move at at least 3 Hexagons from the Hazard location or if manages to reach a high point and breathe fresh air for one hour. Cinder Roses Cinder roses are dangerous type of flower which only grows within Volcanic Zones or Arcane Anomalies related to fire. The plant is completely black and by observing the texture it seems it has been charred for a long time, although, it still maintains a regular shape. While the plant is dormant you can still notice the zones within the petals which are still red-hot from the high temperature, while when a patch gets disturbed they will all start becoming more ablaze, in an interesting yet dangerous spectacle. When a patch of Cinder Roses is dormant the temperature within 6 Squares is warm enough to let a naked human to feel comfortable even without clothes on, but when ablaze, the temperature raises dramatically to the point it starts to burn exposed skin. A patch of Cinder Roses usually covers an area of 1d3+1 Squares although there are enough patches to cover an entire field. A Character which tries to move through a field of Cinder Roses must perform 3 Agility Checks at 1d10+2 to avoid to accidentally touch the roses which will start to blaze within 1d3 round, usually causing a cascade effect from the point it started. A Character which moves slowly will reduce the difficulty to 1d10+0 but it will increase the required Checks to 6. While ablaze, the temperature will raise and a Creature will suffer 1d3 Direct Fire Damage per Round and 1 Direct Fire Damage when manages to escape the field. If the Character prefers to not risk, he can turn back and try to find a different way which will cause the Character to waste 2 more hours. It’s possible to harvest Cinder Roses with an adequate equipment, mostly strengthen gloves and a sickle. To harvest is required a to spend 2 prowess to being able to perform a Knowledge (Botany) or (Herbalism) at 1d10+3 or (Nature) at 1d10+4, where a success allows to harvest 1d3 Roses. If the Check is failed by only 1 or 2 points, nothing happens but if failed by a higher difference, this will cause the Rose Patch to become ablaze. If the Check is failed by rolling a 1, all the patches around will start to become ablaze within 2d3 Rounds. A single Cinder Rose counts as 3 Red Herbs or Plants. A Knowledge (Alchemy) Check at 1d10+3, performed in an Alchemical Laboratory, allows to convert a single Cinder Rose to 2 Doses of Ignis Pulvis. Notice that unless preserved in an apposite container, a Cinder Rose might set ablaze by high temperatures, which could damage the Character’s Equipment or directly set him on fire for 1d3 Rounds, suffering 1 Direct Damage. This process will destroy the rose. Dead End The Character reached a point which counts as a Dead End, such as a Cliff too irregular to be climbed safely, overgrown thorns too sharp and dense to be traversed or apparently a point which leads nowhere and has to return back. This causes the Character to spend 1d3 Hours walking back while trying to find a safe passage. If the Character was trying to flee from Creatures or had recently managed to elude them, roll a d6: with a 4+ the Creatures have found him again. If the Character flees, the Chase starts at Medium Distance. Heat Weave The wind raises briefly, bringing an unusual wave of heat. For each hour spent Walking, the Character must perform an Endurance Check at 1d10+2 or lose 1d3+1 Prowess, while failing by rolling a 1 means the Character becomes also Tired. If the Character was already Tired, he will faint for 1d3+1 Hours. If the Character manages to find shelter in a colder place such as a Cave, a Forest or to refresh itself with water, he will recover 1d3 Prowess lost by the excessive heat. Jungle Kobolds, Southern Jötunn Blood and Naturebound Character with an attunement with hot environments (IE: Jungle, Tropical, Volcanic) obtain a Superior Dice to resist except while inside an Arcane Anomaly. The effect of the Heat wave lasts for 1d3+2 Hours. If obtained during Night-time, re-roll except if inside an Arcane Anomaly or a Volcanic Area. Muddy Terrain The terrain in this zone is particularly muddy, slowing down the Character’s movement which will also leave more visible tracks. While inside this Hexagon, the Character takes twice time as required to move (IE: if a Character can walk at 3 km / 2 miles per hour, it will instead walk at 1,5 km / 1 mile per hour) and any Creature which is trying to Chase him or follow his tracks obtains a Superior Dice. Notice the same applies if the Character is following a Trail. Shifting Lands The Character suddenly stops and looks around, as if he seems to notice that there is something wrong and he has probably took the wrong path or road or misjudged his direction. A Character can make a Will Check at 1d10+3 where a failure will cause the Character to have doubts to where is going and will start to think that the surrounding weren’t this way few hours ago, losing 1d3+1 Determination. The Character is then Considered Lost and will randomly move for the next 1d3+1 Hexagons until he finally realizes his mistake. While Lost he can’t Explore. 151
Sudden Fog Without a warning fog raises from the ground or is transported by the wind. While inside a bank of fog a Creature’s vision is reduced to 4 Squares and any Perception Check or Survival Check used for orientation is resolved with a Burden Dice. The Fog lasts for 1d3+ Hours and can cause the Character to become lost. While Lost, use the random direction table to determine where the Character is going. Notice that even if the Fog disappears, the Character needs to perform a Survival Check at 1d10+3 to find his way, otherwise is forced to move randomly. The Check can only be performed once per Hour. Notice that the effect of the fog also applies to any Encounter Met but it could allow the Character to fail noticing an ambush or to escape more easily. Thorn Field A Thorn Field is a location filled with brambles and similar plants with thorns, making it often hard to safely navigate. The First time a Character enters a Thorn Field, roll a d6: with a result of 1 or 2 means that there is a Rose Dryad hidden within this location. A Thorn Field which hosts a Rose Dryad can be identified with a Perception or Survival Check at 1d10+3, where a success will reveal partially buried bones and skulls nearby the bushes. Navigating through the field isn’t an easy task and requires four Agility Checks at 1d10+2. Every failure will deal 1d3 Shredding damage to the Character and to his clothes and armor, except for armors made of metal. Skimpy and gladiatorial armors and clothes can’t reduce the damage from the thorns. A Rose Dryad is immune to such damage and can move freely while any other Creature, treats 1 square of thorns as 3. A Dryad can only detected when within 5 Squares from the Character. A Knowledge (Botany) or (Herbalism) at 1d10+2 or Survival at 1d10+3 allows to find 2d3 Red Plants. It’s possible to perform up to four Checks for this location. If a Character decides to not traverse this zone he must find another way, with a Survival Check at 1d10+2. A Failure indicates that this is the only passage available in this Hexagon. Vulpatius Floreo At first sight a patch of Vulpatis Floreo looks like a gorgeous garden full of colorful flowers. Still, at a closer inspections, a Character will notice some strange formations within the flowers and bushes. The Character will notice only later that the zone seems odd, and wills tart to smell a strange perfume. The Character must perform an Endurance Check at 1d10+3 or become Aroused. An Aroused or Horny Character will start to notice that the strange forms within the vegetation looks like sensual bodies of undefined humanoid creatures, mostly from the shoulder to the thighs. An Aroused Character must perform a Will Check at 1d10+3, or +4 if Horny, where a failure will force him to wander around and he will be considered Lost. While inside the Area, the Character must keep performing Will Checks at 1d10+3, where a failure will cause him or her to have the urge to have passionate sex with the strange humanoid figures, which are extremely soft at touch and feel really good if performing any type of penetration. Some of the formations might even resemble other body parts that the Character might have an interest or kink for such as voluptuous mouths or delicate feet. The Character will spend 2d3 Hours inside the Area, Climaxing at least 1d3+1 times, each one of them will cause a loss of 1d3 Determination, a loss of 2d3 Prowess and a Corruption increase of 1d3+1. If the Character faints he will rest for 2d3+2 Hours but once he wakes up he must perform another Endurance Check at 1d10+3 or start the process again. For every time the Character faints, the time he will rest will increase by 2d3 Hours. The Character will eventually escape the place after 1d3 Days. If the Character manages to resist the Will Check he can try to run away with a Perception or Survival Check at 1d10+2 or by trying to hold his breath with an Endurance Check at 1d10+2. Creatures which don’t require to breathe are immune at such effects and can travel through the location and even find the Character. A Fainted Character can be easily captured. If the Character is considered Lost while inside the area and manages to escape, he will still be considered Lost even after due to the nature of the flowers and he can’t find its way even though indications or unless cured. The effect will naturally vanish after 2d3 Days. It takes 10 minutes to travel the whole area or 20 to move around it. [Optional Variant] Alternatively, the zone will also contain 2d3 Floralis Troublemakers which will probably take advantage of the Character or at least will try to help him finding an exit. The Floralis are not technically immune to the effects of the flowers and often spend time in such zones but they can also lose the sense of time. The Floralis will always bring food and water for the Character, which will reduce the loss of determination to 1 and the Corruption increase by the same amount. 152
Locations Abandoned Hut An abandoned hut can be used for shelter or it can be searched for something useful, although its state might compromise the efforts of finding items or to rest safely. Use the following tables to determine the Hut state and contents. Use the rules at Page 40, for the Piles of Junk. Hut State Contents 1 Hole in the Wall Destroyed Furniture 2 Dusty Small Pile of Junk 3 Partially in Ruin Generic Furniture 4 Roof Partially Collapsed Empty 5 Recently Abandoned Medium Pile of Junk 6 Drafts of Air Everywhere Everything is Broken* Everything is Broken: Prevents to find anything of value, but grants enough resources used to repairing or to reinforce. Drafts of Air Everywhere: Although the hut is intact, it presents a multitude of structural imperfections or small damages which cause the presence of drafts of Air. The Hut is considered Uncomfortable and lighting up a fire will simply cause the heat to get wasted quickly or to be less effective over time. It’s possible to find and repair such imperfections, but the whole process requires adequate materials and to spend at least 2d3+3 hours for the repairing, which consumes 2d3 Prowess. Dusty: The hut is full of webs and dust, but overall is intact. It’s possible to clean it up with the adequate equipment, such as brooms, cleaning rags and such, by spending 2d3 Hours and consuming 2d3 Prowess. Hole in the Wall: The hut presents a Hole in one of its walls, which usually allows to creatures to enter with ease. It’s possible to try to repair the hole with adequate resources with a Knowledge (Carpentry) or (Masonry) Check at 1d10+2. The hole usually requires 1d3+1 Attempts each of requires 1 Hour of work and which consumes 2d3 Prowess. Partially in Ruin: The Hut is too damaged to being repaired at all. The hut is Uncomfortable but allow to perform an additional search attempt if it presents piles of Junk. Rolling a 1 while performing any Skill Check based on Body or Agility, or while searching/scavenging through the Piles of Junk, causes 1d3 Damage to the Character. Recently Abandoned: It appears that the hut was recently abandoned, but its still possible to find something useful. Use the Warehouse rules at page 55, although it’s not possible to find Piles of Junk. Roof Partially Collapsed: Similar to the hole in the wall, this state of the hut makes it Uncomfortable, but it’s also possible to repair it in the same way. Luckily the hole in the roof should prevent the unwanted entrance of other creatures except for those with Wall Climb or smart enough to find a way to climb efficiently. Reinforcing the Hut: It’s possible to partially “reinforce” the hut, usually by fortifying the door and eventual windows, to counter attempts of other Creatures to enter when uninvited, or to prevent nocturnal ambushes. Works in the same way of repairing, but can’t be applied to Huts which are partially in ruin. Passing time in the Hut: A Character which spends some days in the Hut has a small chance to receive unwanted guests from time to time. Every 2d3 Days, roll a d6: with a 5+ Creatures approach or are seen nearby the hut. To determine who they are, roll another d6 and then use the appropriate Table based on the Environment the Hut is located within. • 1-2: Ambush • 3-4: Wandering Creature • 5-6: Lone Creature If you obtain the Ambush Result, the Creatures will try to Sneak close to the Hut and surprise the Character if is outside, or Break in if he’s inside a long as they are smart enough to understand that they can do that. Holes in the Wall or in the Roof can facilitate such process. The Creatures will approach during: • 1: Morning • 2-3: Evening • 4-6: Night 153
Abandoned Tower An abandoned tower often presents an opportunity to rest in a secluded place or to find something useful within his ruins. In other occasions its the home of creatures of different shapes and forms, and not all of them will be friendly. The Tower was a... 1 Floating Ruins 2 Watchtower 3 Landmark 4 Watchtower 5 Landmark 6 Trading Post Floating Ruins: It appears that this tower was once a regular watchtower which for some reason is now partially destroyed. What’s more bizarre is that all the debris that haven’t touched the ground, silently float in the air. Gravity is lower nearby the tower, which allows to jump higher and further with less effort, granting a Superior Dice for any Athletics Check, but also the fall distance is always halved. The towers has 1d3+2 Floors which can be explored, or used for shelter, and each floor as a 4+ Chance to contain a Medium Pile of Junk(as explained at Page 40) and a 5+ Chance to have Creatures in it. Use the following table to determine any Creature encountered inside a floor, although when the first result is obtained, all the other floors will present the same type of Creatures. Creature 1 1d3+1 Tentacle Lurkers 2 Drifter 3 2d3 Chimeran Dregs 4 2d3 Tentacle Crawlers 5 1d3 Floaters 6 Gazer Landmark Tower: The tower has no entrance, and it appears that its only function is to be seen and used as point of reference for those which travels these strange lands. In some occasions the tower might be in ruin but still visible from afar. When arriving for the first time at this location, there is a 5+ chance that an Encampment was built around the tower. Use the related tables to generate a new one. Trading Post: The tower has been repurposed and became a Trading post of some sort. Most of the merchandise is stored inside while all around are tents and market stalls. During daytime its possible to trade for coins or barter with those which are willingly to do so, although some might be interested into giving a discount for those more keen to do something for them. Use the following table to determine which type of creatures are present and what they sell. Notice that there will be always armed Creatures (except for Imps) to defend the location from intruders. Creatures found are always Neutral. Residents Merchandise 1 Imps Armors and Weapons 2 Dwarves Food Rations 3 Goblin Scavengers Generic Equipment 4 Survivor NPCs Crafting Materials 5 Smugglers Warehouse Loot 6 Kikimora Everything from this table Merchandise which has no price must be obtained through bargain or “favors”, while anything which has an actual value (from the Core Rules) has usually the price increased by 1d3 Coins. A Character can also try to sell a similar merchandise to the traders. Bargaining is usually obtained by performing a number of Speechcraft Check (or similar Skills) Equal to the Mind value of the trader, against his Inquire, Speechcraft or similar Skills, whichever is higher. If the Character manages to obtain more successes than failures, he successfully makes the deal or at least manages to reduce the price. Anything is sold at half it’s actual price. A Character can also try to gather information by talking to those at the tower, with Speechcraft or similar checks. If you have obtained Survivor NPCs, you can use any type of NPC by Race or randomly generate them by using the NPC creation rules, although at least 3 or 4 must be Combatants. Watchtower: The classic type of abandoned tower which might be found is the Watchtower. Simple in his design and made of stone to last to the time passing, it has a rather classic look but can always offer shelter to those in need or conceal an unexpected danger. A Watchtower often has one or two additional floors other than the ground floor. Although abandoned, the tower could still have something useful in his inside. When exploring an Abandoned Watchtower, roll a d6 for each floor, with a result of 5+, there is a Medium Pile of Junk which can be searched through (as explained at Page 40) with a +1 to the roll for each floor. By being abandoned the tower might still be dangerous to explore: every time the Character rolls a 1 to any Skill Check used to interact with the environment, the Character accidentally hurts himself, suffering 1d3 Damage. The tower can be used to hide or to rest, but every 2d3 Days spent at the tower, roll a d6: with a result of a 5+, one or more Creatures might appear. If the result is 5 use the Wandering Creature Table of the Environment the Tower is located while if 6 use the Lone Creature Table. Resolve the encounter as usual, if the Creatures see the Character. If the Character manages to hide, the Creatures might decide to move away or to camp here for some time. 154
Barrow Also known as burial mounds, a barrow consist of a small mound with an entrance which leads to a tomb or crypt, although some have mostly tombs and a small shrine or altar. These type of structures are from an ancient era when civilizations where still young and striving, and often are used as place of rest of important figures such as priests and warlords. A Barrow has a size randomly generated. A Barrow has a number of Curio equal to 1 plus 1 per Location Size. Size Curio Creatures 1 Small Ominous Tree 4 Scavengers 2 Small Barrow Entrance 3 Reanimated Skeletons 3 Medium Ancient Graves 4 Grave Robbers 4 Medium Old Statue 4 Ghouls 5 Large Ancient Graves 2 Cambion Thieves 6 Large Small Shrine Raven Harpy Eerie Environment: When reaching a Barrow roll a d6: on a 4+ a light fog or mist envelops the location and its surroundings. Creatures suffer a -1 when performing Fear and Terror Check while inside the fog and also a -1 to Perception Checks used against Stealth. Creature Encounters: When exploring a Barrow, roll a d6: with a 4+ there will be Creatures lurking within. Creatures met will have different Attitudes: • Ghouls and Cambions start as Aggressive but Horny • Grave Robbers and Scavengers start as Suspicious • Skeletons are only Hostile • The Raven Harpy start as Neutral. The Grave Robbers and the Scavengers, when found, have been digging up some graves, looking for some loot but they have found nothing. If the Ancient Graves Curio is present, the chance that they have awakened the Reanimated Skeletons is 4+. The Harpy will simply observe the Character from distance and will mostly ignore his questions, unless convinced with an offering or a Bluff or Speechcraft Check at 1d10+3. The Harpy can grant some vague directions but she doesn’t know anything else about this place. The Harpy is not really interested into fighting unless angered, and she will simply fly away if attacked or if things go bad. Hidden Treasures: If the Character is looking for a lost item, lost equipment or is asked to bring something as part of a quest, this location can be used for such purpose. If the item is a jewel or a sort of trinket, and the Harpy is present, she will be wearing it and must be convinced somehow to give it to the Character, usually through a request or through skill checks. Curio Description: Ancient Graves: The Barrow presents some ancient graves outside of it, which can be dug up although it will only shown the remains of those buried within. Digging up from the graves has a 5+ Chance that the skeletal remains will reanimate and attack the intruder. When this occurs, an additional 1d3+1 Reanimated Skeletons will emerge from their grave and will attack all intruders. If the intruders flee they will not chase them and return to rest. Barrow Entrance: There is an entrance for the barrow which will lead to a crypt. The Crypt can be explored as usual and it will have a number of rooms depending on the location’s size, while the last room is not an Exit but the actual Burial Site of someone important. The Crypt count as Dungeon Exploration. • Small: 5 Rooms • Medium: 10 Rooms • Large: 15 Rooms Old Statue: An old statue almost worn out by the weather and time. There is a 5+ Chance that it will have the same effect of the Old Statue at page 159. Ominous Tree: Characters and NPCs suffer a -1 when performing Fear and Terror Checks while inside Burial Grounds. This result can be obtained only once. If a Raven Harpy is present she will be perched on one of the largest branches, observing the Character’s doing. Small Shrine: A Small Shrine can be used to give a small donation. When doing so there is a 6+ chance that one of the Character’s Curses will be removed, with a +1 to the roll for every 5 GCo donated, up to 4+. The Shrine already has 2d3+3 GCo inside the offering box, which can be opened with a Dungeoneering Check at 1d10+3. Doing so increases the Character’s corruption by 2d3+1 and will force the Character to make a Will Check at 1d10+3 or suffer a Generic Curse which can only be removed through a Scroll. Returning the Gold after the Curse is cast, will have no additional effect. 155
Cove Coves are a type of cave or grotto near the sea which often means they are partially flooded or only flooded depending on the tide level. Mostly know by the common folk to be lairs of pirates and sea monsters they can be also home of other creatures such as Deep Ones or Nereidian. A Cove is often composed by a huge area which is partially or completely submerged, although it might also present a small shore or a gradual slope going upward towards the mainland to the point that is possible to walk. Some Coves are inside an enormous grotto while others might also present smaller tunnels and caves connected with each other. Type of Cove 1 Flooded Caverns 2 Pirate Cove 3 Deep Ones’ Grotto 4 Smugglers’ Retreat 5 Mermaid Auditorium 6 Nereidian Outpost Deep Ones’ Grotto: These type of coves are usually found always under a promontory which faces on the sea or within a cave within a reef. Despite the name the Deep Ones don’t live in here but they will reach the place monthly, seeking for mate with cultists or to capture wandering survivors. The inner cave presents various primitive sculptures and painting depicting both the deep ones, cultists or strange abyssal gods. It’s also rather common to these locations to also have an Eldritch pillar or Portal or even a Shrine of the Deep. The Grotto is composed by a huge area with access to the sea and some additional caves here and there and sometimes even with a tunnel which allows access to the grotto from above, usually rather hidden and only know by the Cultists to keep the secrecy. Flooded Caverns: This location has a rather small cove entrance, if compared to other types of coves, but the whole area is partially submerged, granting an easy access to creatures with a Swimming Speed. Still, is possible to find an alternative path through higher tunnels or by walking on various rock formations on the side. Flooded Caverns are composed by 2d3 Caves and 2d3 Tunnels connected with each other or at least partially and a final huge flooded cave. Most of these cavers are simply abandoned or used from time to time, although others are an ideal place for certain Creatures to live, such as Octomermaids. Mermaid Auditorium: A rather interesting type of cove is the Mermaid Auditorium. The location is completely flooded and usually only accessible by swimming or using small boats. The location is always inside a huge grotto or cave since the whole structure is used by the mermaid to better harmonize their songs, hence the name “Auditorium”, since their only form of communication is through singing. A Mermaid Auditorium is usually rather simple, although some might also presents some secondary caves and tunnels which are often ignored by the creatures. Maritime flora is commonly found inside a Mermaid Auditorium, since the creatures tend to curate many different plants to make the place feel more welcoming, meaning that it’s possible to find spots within the cove where is possible to harvest blue, red and purple plants with a Knowledge (Botany) or (Herbalism) Check at 1d10+2, allowing to obtain 2d3 plants. Nereidian Outpost A Nereidian Outpost looks more like a sort of aquatic fort or encampment. All the entrances are guarded and partially blocked by walls made of piled stones and algae used to glue them together. Some often use sharpened corals to discourage creatures to climb up. Many of the secondary caves, if present are used for storage and as living quarters, although they are often flooded since it’s what the Nereidians find more comfortable to live in. Those Nereidians which live inside an outpost are always suspicious towards strangers and prefer to have little to do with anyone, unless necessary such as for trading or for those who wants to obtain some coins for entertaining the residents as they please. Nereidian are usually hostile to Cultists, Eldritch Creatures and even Chimeran, which they think are the same thing of Eldritch Creatures. Pirate Cove The most iconic type of cove is the one where pirates hide or bury their treasures. Usually the location can be accessed only through the sea due to the terrain conformation which makes hard to climb, although there might be some secret passages here and there, cleverly concealed from unwanted guests. The cove often presents structures made out of shipwrecks although it’s not clear from where those ships came from since the Labyrinthian Sea isn’t exactly suitable for sailing due to the nature of the location itself being a Demiplane with a sort of limited space, trying to sail towards the horizon will simply end up with the sip vanishing to an unknown destiny or to simply reappear back from another point, but small ships and sloops are often used to move quickly from a point to another if the local Overworld is a huge island or is composed by different isles. The cove has always one or two taverns, a market, at least one brothel and a sort of town hall, where the one in charge (or those) live in. Usually the place allows to find different trade goods and quests, but also there is always the risk of being imprisoned or captured. There is a 4+ Chance that the Cove is “abandoned” but infested by undeads, usually the skeletons or phantoms of pirates, but also presents the possibility to find hidden treasures. Smugglers’ Retreat Usually the smallest type of cove are used by smugglers although there isn’t a real authority to run from (except the Maker), it’s probably a sort of force of habit to find sheltered spots where to sell and buy things. A Smugglers’ Retreat allows to find any type of equipment, food and even slaves from time to time, but anything sold has an increased price. There is also a 4+ chance that the place is abandoned, but nothing of much value can be found. 156
Encampment Sentient Creatures often create encampments as a gathering post or to find safety in numbers. Encampments offer an opportunity for a Character to find some rest and safety, an opportunity to earn some money or to get some quests, but can also be a dangerous location depending on its inhabitants. Inhabitants Race Specific Overrun By 1 Overrun Kikimora Black Cythians 2 Brigands Jötunn Blood Servus Malus 3 Survivors Goblins Infested Spawn 4 Race Specific Dwarves Tentacle Creatures 5 Wildlings Kobolds Cultists 6 Slavers Orcs Beastfolk Camp Size: The camp size usually represents how many NPCs can be found and more or less if it could possess specific structures or just a bunch of tents. To randomly determine the size, roll a d6: if Even the Camp is Medium, if Odd is Large. Regarding the number of NPCs use the following values. Medium: 1d3+4 Large: 2d3+5 Campsite Curio: A Campsite might have something else rather than tents and a fireplace. A Campsite usually has 1 to 3 Curio although in a Slavers Encampment, one of the Curio is always one or more cages. You can freely assign a certain amount of Curio as you prefer to an encampment Cage A Cage usually requires a Key (or Generic Key) to be opened, but it’s also possible to perform a Dungeoneering or Lock-picking Check at 1d10+3. Large Tent A large tent usually has different purposes, from being used for storage, being the tent of the one in charge, as kitchen, infirmary or even for more lascivious activities. A Large tent usually is large enough to allow up to 5 to 9 Medium-sized creatures to rest inside. Small Shrine A small Shrine has no real powers but is still used for religious purposes Workshop Table Allows to craft equipment as long as the character has the required resources. Inhabitants: This indicates what type of NPCs are found inside the campsite. Brigand Camp The encampment is used by a band of brigands and bandits as a resting place but also as outpost to keep the surrounding area under their control. The camp usually presents mostly tents, a fireplace and a kitchen, since criminals often prefer to keep their loot in a hideout, since it’s harder to find and easier to defend. Brigands and Bandits usually prefer to rob others, especially other survivors which are unable to fight back but are not really interested into kidnapping people unless someone pays them enough or if they fancy someone in particular. Brigands usually trade with Slavers if they have prisoners to sell and with Scavengers to obtain useful resources. They prefer to do so instead of steal from them because they know that trading with scavengers is beneficial in the long term and that they won’t hide from them, making resource-gathering more difficult. Characters with a Criminal past might attempt to become member of a specific band or to be allowed to enter the camp from time to time, usually for a job, a Quest or for trading. You can randomly generate the members of the camp or pick a race for all or most of them. Usually most of the members of the Camp are Bandits with a Brigand as a leader while more organized and experienced bands might be composed by more Brigands and even some Magic User. Dwarven Camp Dwarven Encampment are always fortified somehow with at least wooden palisades or piles of rocks, while some are simply located in zones with an uneven terrain to reduce the accesses to the camp. Dwarves often form Encampments nearby caves or zones where they noticed a certain amount of gems or were they can try to mine through, although it’s not guaranteed that the ground of a Labyrinthian Overworld will work in the same way as a regular world, and mining to seek iron or similar metals will be simply unsuccessful. By their nature, dwarves are slow to trust strangers and will be suspicious of any other race, but could be interested in trading useful resources, food or equipment. A Dwarven encampment always has a workshop table with various tools for crafting. Goblin Camp Similar to humans, Goblins are know for being able to adapt to any situation, so finding goblin camps in the outside shouldn’t surprise anyone. The camp is often a huge mess and is mostly used as a safe place for the band or tribe to return or as an outpost of a lair or hideout nearby. Goblins are rather unpredictable and may react differently depending on the Character, although they usually try to avoid having trouble with Orcs. Goblin camps can be used for trading anything (and anyone) and are usually located in secluded locations or in zones were the vegetation is rather thick, to allow an easy escape route for them but not for taller creatures. 157
Jötunn Blood Camp A Jötunn Blood Camp is similar to a hunter’s camp but larger and always decorated with many hunting trophies. The Jötunn Blood usually prefer to mind their own business and only have contacts with warriors and hunters or the sporadic scavenger trying to trade something unusual, although they will often seek for “entertainers” of any sort, when celebrating a great hunt or a triumphant victory. Unfortunately, if there isn’t much for the Jötunn Blood to do, or if they are low on resources and food, they will easily opt to roam the surrounding zones and then trying to raid other’s encampments for food or treasures or just for sport. These type of encampments often end up becoming Slaver’s Camp rather than Hunter’s Camps. Kikimora Camp A Kikimora camp is something extremely bizarre. Although at first glance might appear as an absolute mess or being located atop of a junkyard, a more close inspection will reveal that the so apparent mess is actually well organized in a very imaginative way, to the point that it seems to be visiting one of those fantastical places you often read in fairy tales. The bizarre habit of hoarding the Kikimora possess is clearly expressed in their encampments, where they tend to amass a lot of “stuff” in the actual sense of the term since most of the time it could be literally anything, from furniture, to junk to actual useful items which are just amassed in a very specific fashion or are used for their nests, which are mostly made of branches, wood, mud and the stuff they accumulate. Due to this bizarre behavior a Kikimora encampment is an excellent place to find anything useful (or not) and the Kikimora enjoy trading with anyone which presents something interesting to them. Another peculiarity is that often the Kikimora tend to steal “stuff” from each other in an attempt to improve their own nests or just to show off their better artistic fashion that often results in long arguments, grudges or just an all-out brawl were anyone can just jump in. Even so, the overall community is always strong and regardless of such events, each accepted member of the encampment shares a strong bond with the others, as a sort of big family. Kobold Camp Kobold encampments tend to be rather messy, similar to goblin encampments although they are rather “cleaner”. Kobolds also tends to be a bit more organized or at least to have a more cohesive vision of what their camp should have and they will often try to accommodate every member of the tribe or group. Still, in a similar way for goblins, Kobold might react differently on whoever approaches them, from being friendly to trying to mug them. The only exception is for Jungle Kobold encampments, mostly found in Jungle Tropical or Primordial Badlands environment, due to the open hostility of such sub-race. Kobold camps can be located nearby a Kobold lair or even a dragon lair, which they will often serve (except for Jungle Kobolds). Orc Camp Orcs often tend to move their camps to different zones if there isn’t much to do in the area they stop by, which means that most of their camps are rather simple and consist on stuff which is easy to pack up and move although they often make cap while inside ruins or abandoned encampment to spend less time packing up and down. If the zone they are in is rather interesting to them or presents many opportunities, they will then start to improve their camps with a palisade, trophies and so on. Similar to Jötunn Blood, Orcs will often end up picking on other encampments just for the sake of a good scrap if they don’t have anything better to do, but are usually less interested into taking “slaves” although there are always exceptions to the rule. Warriors and Hunters will have a better chance at trying to interact with an orc encampment even if usually this requires to prove your fighting prowess somehow. Slavers Camp Slavers camp are dangerous to be approached by those characters unable to defend themselves or without a certain reputation or group to back them. The purpose of most slavers is to capture survivors to be sold to others, to the servants of the local Maker or to powerful Creatures such as the Rakshasa. Slavers camps will always have at least 3 to 6 cages of different sizes, used to held the prisoners in place while waiting to be sold. Survivors Camp Survivors camp are often a safe haven for Character which need to recover from their travels, to trade or to make new friends. Due to the multitude of survivors which can be met, anything could happen. These camps are composed entirely by randomly generated NPCs and are often the primary way to generate quest for the character to take on. Wildlings Camp An Encampment of Wildlings has different functions depending on their nature since some are simple hunters, some are foragers while others are raiders. Depending on the Wildling nature, they might have different reactions: Forager Wildlings are usually Neutral or Suspicious, but they could be convinced to barter some of their food for something useful, usually pelts, weapons or utensils. Foragers always have 2d3+3 Food Rations with them. Hunters can be Neutral or Suspicious, but they can also be convinced to barter fro pelts or food rations, for something useful even Coins or Jewelry. Hunters always carry 2d3+2 Pelts and 1d3+1 Food Rations. Raiders are Suspicious or Aggressive towards others, and will probably try to attack a Character to rob him or enslave him. Raiders have 2 additional Prowess. 158
Overrun Encampments: An Overrun encampment will always present a danger for a Character but also an opportunity to snatch some resources or to save NPCs. When reaching the encampment which has been overrun it’s possible to notice some clues with a Perception or Survival Check at 1d10+2 that there is something off, allowing the Character to decide to risk or to safely leave although in some occasions the culprits might still be around and try to also chase the Character. When obtaining this result, you still have to generate the previous inhabitants of the encampment. Each type of Creatures have a specific explanation on what they do. If the previous inhabitants were Orcs or Jötunn Blood, the Character will find tracks of a recent battle but the inhabitants managed to push back the assailants since both races are actually always in for fighting monsters of any sort although most of them will be considered injured or reduced to half prowess. You can still decide if a member of the camp was kidnapped or if they still need some help. Notice that the table listed earlier is just an example, and you can decide to use different Creatures which could better fit the environment or the theme of your game, such has having a pack of Werewolves causing havoc or a band of Unseelie Knaves and Dullahans kidnapping people for obscure reasons. Beastfolk: The Children of the Bone Lord often raid other encampments just for the sake of violence or for finding more males to procreate due to the female-to-male ratio being often in favor of females, although it is known of tribes here females are instead more rare or not present at all. The creatures will always try to kidnap those considered healthier (aka with a high Body and Endurance value) or those which might be more fertile. The Children of the Bone Lord are quite cunning in their actions and before an assault they spend enough time spying on their targets to locate who they need, to then be more efficient when they will act. An alternative are Minotaurs, which could have been simply wandering and found the encampment by chance or they followed one of the camp members and then decided to attack. Usually Minotaurs wander alone but it’s not rare that two younger Minotaurs will work together to kidnap a mate. An encampment overrun by Beastfolk will show signs of battle but at least half of the inhabitants will still be there, although battered and scared, while others have probably being kidnapped or fled. The assailants will instead have returned to their lair or moved elsewhere. Black Cythians: Black Cythians are notorious for being aggressive creatures by nature and will suddenly emerge from the ground to assault anyone on their path. A Swarm of Cythians is composed by 2d3+4 creatures which will simply attack any creature in sight and proceed to destroy anything in the encampment, usually anything which can be cut down by their sharpen claws but also smaller wooden structures such as crates, furniture and so on. Those inhabitants which manage to flee will be ignored by the creatures, but anyone knocked down will be considered captive by the creatures and often tormented as entertainment or used to satisfy sexual urges. The Creatures will occupy the encampment for a certain amount of time, usually around 2d3+3 days, then they will simply lose interest and disappear as suddenly as they arrived. Any attempt to take back the encampment will only incentive the Creatures to stay longer unless clearly defeated and pushed back. Cultists: This type of “Overrun” is often more subtle and not entirely based around violence depending on the Cult which perpetuated the event. Some encampments have simply been converted to join a Specific Cult, have been infiltrated to the point that those in command will become cultists themselves (or maybe the majority of people) or have been simply captured. This type of event allows different types of approach to the situation where in some occasions the Character might help the inhabitants to spot the hidden cultists or to try to uncover any suspicious activity within. Otherwise the Character could soon learn that the surprisingly welcoming members of the camp are instead all secretly members of a cult and the Character will be their new victim. Cultists might also be the only event which is not automatically countered by Orcs and Jötunn Blood since it implies subterfuge rather than plain physical aggression although they could still raise some concerns. Infested Spawn: The Campsite is under the control of Infested Spawns, usually based on the previous camp inhabitants or their offspring. The camp is left in precarious conditions while sign of eldritch corruption can be seen everywhere, while the creatures will be active within the zone, chasing off intruders or capturing potential mates. Tentacle Creatures: Tentacle Creatures will often attack encampment during the evening or night, but will usually flee or return to their lairs and spawn pools during daytime, unless the encampment is located within a hot and humid environment, such as a Jungle, a Mushroom Forest etc. If the environment is suitable for the creatures, thy will instead find shelter within the encampment, by hiding within tents or similar structures or by borrowing themselves in the soft ground or nearby waters. If the Creatures take place in the location they will quickly infest it, generating simplistic spawn pools or at least secreting a substance which could allow a better environment for them. Tentacle creatures will capture compatible NPCs depending on their needs, but often will simply impregnate them and then leave them be, knowing that when the time of giving birth will be close, the NPC will have the urge to find the nearest spawn poll, were it will be then captured once more. Coitus Nocturnis will act slightly differently, usually by sneaking in a camp during nighttime to feed on sleeping males to then quickly flee when the deed is done, while some are able to find a hidden spot within the camp were people no longer bother to check or within abandoned structures. Servus Malus: The Servus Malus act following the local Maker will, or to bid the will of a specific Maker if there are more in a larger zone. A band of Servus Malus is often composed by 3d3+2 Servus Malus headed by a Servus Malus Jailer or Servus Malus Head Hunter while in more rare occasions by 2d3+2 Servus Malus Peace Keepers. The Creatures will completely wreck the camp, destroying everything useful, stealing all precious items, equipment and coins and capturing anything who hasn’t escaped (which are often chased by the eventual head Hunter). All the loot and prisoners will then be brought to the nearest Labyrinthian entrance were they will be imprisoned or left in different levels so they might be able to amuse the Maker once more, by trying to find a new way out. 159
[Optional Rule] Your Own Encampment It is possible for a Character to start his own Encampment, so it can be used as a safe place to return, a location were to store resources or even to invite friendly NPCs to stay. The easiest way is usually to find an Abandoned Encampment and simply claim it since apparently there is nobody nearby. It’s also possible to clear an Overrun Encampment or to try to convince the members of an already Existing Encampment to be put in charge, although both will take a lot of time and work. Another way is to just set up a small campfire with a tent and a bedroll, and then working to add more tents, to build a small palisade and so on. Crafting Tents: For those who want to be able to craft tents, here’s some examples: A rudimentary tent for a single medium-sized Creature requires at least 2-3 large pieces of cloth and 5-7 wood staves. The same tent can also be used by two small Creatures. Crafting follows the same rules for rudimentary Weapons and Armors while the Difficulty is set at 1d10+2. It’s possible to use Survival or a specific Crafting Skill as long as the Character has at least 1 Rank at it, which will also lower the Difficulty to 1d10+1. Crafting larger tents will require more materials while all rudimentary tents count as Uncomfortable without a bedroll. A Character which is able to find better materials or is more experienced by crafting survival gear is able to make better tents. Certain NPCs will be more comfortable to at least have access to better tents, such as those of Noble Origins, while some might want to put more effort to those tent used for special occasions such as special guests or to be used for “entertainment”. Encampment Location: Another important thing to keep in mind is to where the encampment itself is located. It’s easy to spot? It’s nearby a source of food and/or water? Is placed in a defensible position? These various factors can be crucial for the Encampment to thrive, since being hard to find can be useful to avoid unwanted guests but at the same time ti could make other NPCs less keen to move in. Food and Water are also important if you want a type of game which also includes such aspects while the defensiveness will help in the occurrence of an attack. Handling NPCs: Different NPCs will also mean different behaviors, points of view and reactions to what is going on or even on what the Character does. Using the Fame and Reputation Rules from page 109 will grant some additional interesting concepts, although they could also being improved or expanded. NPCs might also grant Quests or be the cause of them: for example one of the NPCs might go missing while foraging for food and it’s up to the Character to find him or her. Having NPCs capable to fight or at least to defend themselves might also greatly improve the overall security of the camp. The Others: As already mentioned, an Encampment might be assaulted by Creatures or by other NPCs, such as a band of bandits trying to get some slaves or a swarm of tentacle creatures sensing female Characters and NPCs to breed with. 160
Farm Of all the type of places which could be encountered in the Labyrinthus, a Farm is often an odd finding, due to the overall lack of actual settlements since encampments barely strive in the Labyrinthian Overworld. With this in mind, only few farms are actually beneficial, while the majority are places anyone should avoid. Type of Farm 1-2 Infested Farm 3-4 Holstaur’s Commune 5-6 Haunted Farm Haunted Farm: This location often appears abandoned or neglected. Still, for some reasons the crop looks always healthy and flourishing although there is no farmer to be found. The farm itself looks like any other common farm built by humans, even if there might be some variations, but it presents a wooden cabin, a barn, a field where corn grows, one filled with pumpkins and sometimes one with wheat or hop with the classic scarecrow keeping pesky birds at bay. The Pumpkin Field follows the same rules of the Hazard, while the cabin usually is infested by a phantom of a farmer which takes care of the crops, which could be alone or with his family of phantoms. The farmer is often Suspicious or Aggressive toward strangers. There is a 4+ Chance that the farmer uses a Barghest as a guard dog. The first of a haunted farm has a Raven Harpy as only resident instead of a farmer, although the creature made a nest on the roof of the abandoned cabin. The second variation has the farm completely overrun by Twisted Pumpkins and Shambling Pumpkins which keep growing without control similar to infesting weed. Holstaur’s Commune: Although not really a farm per se but mostly a sort of wooden building which resembles a Barn, this location is usually home of various Holstaurs who live a peaceful life with Arcane Servants taking care of them daily and even milking them from time to time for others to buy. A Commune usually hosts 2d6+4 Holstaurs, 4 Arcane Servants and 4 Arcane Protectors. The Servants will often oversee the Holstaur activities and intervene if something requires their attention, such as injuries, accomplishment of various tasks, when hostile creatures are spotted or when some of the guests should be turned away. Protectors are always in a sleeping state until there is need for them, which often makes them be inactive for long periods of time, to the point that they often end up being partially covered by grass, moss or vines. Both males and females are gentle creatures which try to nurse other creatures in need of help, otherwise they live a very simple life which consist of playing, eating, sleeping, grazing under the sun or make love with each other or with new people they meet. Some also enjoy taking care of smaller creatures, such as birds, cats and such or to grow plants they might like. Infested Farm: A twisted version of an actual farm, this location is overrun by eldritch plants, while the buildings are in a noticeable state of ruin, and even the terrain seems corrupted. Still, the farm is sort of working in the same way as it’s supposed to do but all its inhabitants are infested creatures: the “farmer” is an Infested Spawn while the cattle is made of Infested Animals. The farmer will work tirelessly to nourish the animals and the eldritch plants, usually by catching trespassers and making them breed with the animals or with the various plants. It’s not possible to reason with the farmer but usually Cultists are able to control him or allowed a safe passage. Cultists and Followers of the Sprawling Mother often pay visit at this location for various reasons, and are usually treated with some sort of respect. The zone often has different patches of Yrgl Spores and 1d3 accesses to Infested Tunnels, although all the Creatures which can be found are only Infested Creatures. An infested farms often consist of 1d3 Infested Spawns which act as “Farmers” and 1d3+2 Infested Animals of Small, Medium and Large Size. 161
Gegeines Training Ground Gegeines are often vain creatures with a peculiar interest into keeping their bodies in shape by performing specific exercises for different body parts, unless they are forced to fend off intruders or are going off for hunting or gathering food. Their training grounds are often plain zones with different structures made of stone, wood and/or bones of large animals and beasts they have slain (or at least is what they say), used to perform different exercises but also where they sleep and keep their stuff, such as food, trinkets and treasures. Sentient Creatures often seek the guidance of a Gegeines to improve their physique usually bringing gold, trophies or just offerings of food for the Giant. Although a Gegeines might be a harsh trainer, the results for those who don’t quit are guaranteed. Gegeines are rather picky on their students and will always gladly accept those Characters with a Body and/or Endurance of 3 or more, while those with a 2, might require one or more Speechcraft Checks, against the Creature’s Inquire, while those with a value of 1 will simply cause hilarity for their request. Bringing an adequate gift (or more gifts) might convince the Giant or even by doing a chore for them (usually a Generic Quest) might help the Creature change its mind. A Gegeines can only train a single Characteristic at time, between Body or Endurance and only for specific amount of time, after that it will ask the Character to leave. A Gegeines which seems to see a potential in one of his trainees might allow him or her to hang around and do chores between a training and another. • Increasing a Characteristic from 1 to 2 requires 3 Weeks. • Increasing a Characteristic from 2 to 3 requires a Month. • Increasing a Characteristic from 3 or higher requires a Two Months When the training ends, the Gegeines will evaluate the Trainee. This is resolved in the same way of a Test of Skills although the Character must use his Body or Endurance value against the Giant’s Inquire. 3 Successes, 0 Failures The Giant is really impressed and considers the Character a Worthy Trainee, allowing him to hang out for some time or to do extra chores. 3 Successes, 1 Failures The Giant is satisfied with the Character’s results 3 Successes, 2 Failures Although the Character improved, the Giant seems unconvinced and thinks the Character might need some extra work. The next time the Character wants to train with the Giant, the training time will be increased by one week. 3 Failures, 2 Successes The Giant is not impressed but will still allow the Character to train again next time. If you obtain this result again, the Giant simply gives up. 3 Failures, 1 Successes The Giant is disappointed and will only allow another training if the Character pays him double his quota 3 Failures, 0 Successes The Giant is so disappointed he forbids the Character to return Sexual tension during the training: While training, roll a d6 for each week of training: with a result of 6+ the Gegeines will try to seduce a sexually compatible Character or take him or her by force, using the excuse of a “special training session”. Add a +1 to the roll for each of the Gegeines Kink the Character presents (IE: the Character is Muscular). If the Giant manages to have sex with the character at least once, add another +1 to the roll. A Character can try to resist such advances with two HtH (Strengths) counter Checks, although it will make the Giant more horny but in case the Character wins, the giant will be impressed enough to let it go. A Gegeines can only be seduced during training. Use the Generic Quest Tables for the Gegeines without any additional reward except for XP. 162
Gothic Cemetery A Gothic Cemetery has a size randomly generated. The Cemetery has a number of Curio equal to 1 plus 1 per Location Size. Size Curio Creatures 1 Small Crypt Entrance Raven Harpy 2 Medium Mausoleum 5 Ghouls 3 Medium Old Statue 3 Unseelie Knaves 4 Large Garden of Roses 3 Barghest 5 Large Mausoleum 5 Grave Robbers 6 Large Small Shrine Schnappergheist Eerie Environment: When reaching a Barrow roll a d6: on a 4+ a light fog or mist envelops the location and its surroundings. Creatures suffer a -1 when performing Fear and Terror Check while inside the fog and also a -1 to Perception Checks used against Stealth. Creature Encounters: When exploring a Barrow, roll a d6: with a 4+ there will be Creatures lurking within. Creatures met will have different Attitudes: • Barghest, Ghouls, Knaves and the Schnappergheist start as Aggressive but Horny • Grave Robbers start as Suspicious • The Raven Harpy start as Neutral. The Harpy will simply observe the Character from distance and will mostly ignore his questions, unless convinced with an offering or a Bluff or Speechcraft Check at 1d10+3. The Harpy can grant some vague directions but she doesn’t know anything else about this place. The Harpy is not really interested into fighting unless angered, and she will simply fly away if attacked or if things go bad. Hidden Treasures: If the Character is looking for a lost item, lost equipment or is asked to bring something as part of a quest, this location can be used for such purpose. If the item is a jewel or a sort of trinket, and the Harpy is present, she will be wearing it and must be convinced somehow to give it to the Character, usually through a request or through skill checks. Curio Description: Crypt Entrance: A particularly decorated mausoleum will act as an entrance to a crypt. The Crypt can be explored as usual and it will have a number of rooms depending on the location’s size, while the last room is not an Exit but the actual Burial Site of someone important. The Crypt count as Dungeon Exploration. • Small: 5 Rooms • Medium: 10 Rooms • Large: 15 Rooms Garden of Roses: A masterfully decorated Garden of Roses grants some privacy and peace from the rest of the Cemetery. A Character can Take a Break or Meditate within this area as long as there are no other hostile creatures in sight, recovering 2 additional Prowess. A Character with at least 2 Ranks at Knowledge (Botany), (Herbalism), (Nature) or (Witchcraft) can tend the roses with a Check at 1d10+1. A Garden of Roses has a 5+ chance to be also the place where a Rose Dryad lives, maintaining the garden clean and chasing off eventual intruders. The Creature starts as Aggressive but Horny, although it will hide within the bushes of roses (Requires a Perception Check at 1d10+4), observing any eventual intruder. If the Intruder successfully tends the roses respectfully, she will become Aroused and will try to seduce or catch the Intruder while is still in the garden, even waiting for him or her to take a break or meditate. It’s possible to “befriend” a Rose Dryad living in a Gothic Cemetery this way, although she would consider the character as a “Friend with benefits”. Mausoleum: A mausoleum might contain Treasures or Creatures. Each Mausoleum has a door made of iron bars which can be opened with a Lock-picking Check at 1d10+2 or by using a Crowbar or a similar item, and making a Body Check at 1d10+3. In a Mausoleum there are 1d3 Tombs which can be opened only with a Body Check at 1d10+3, although the use of a Crowbar reduces the difficulty by 1. To see the contents, use the following table. Stealing from a tomb increases the Character’s Corruption by 1d3+1. Findings Creature 1 Remains Reanimated Skeleton 2 Remains Reanimated Skeleton 3 Remains Mummified Servant 4 Trinkets worth 2d6+5 SCo Ghastly Courtesan 5 Trinkets worth 2d3+3 GCo Love Doll 6 Creature Vengeful Spirit The Skeletons, the Servants and the Spirit are always hostile, while the Ghastly Courtesan will start as Suspicious but can be reasoned with. The Love Doll is partially damaged an inactive. Repairing the doll might have unforeseen consequences, especially considering it was buried in a tomb, there is a chance that it will try to murder the Character. Old Statue: An old statue almost worn out by the weather and time. There is a 5+ Chance that it will have the same effect of the Old Statue at page 159. Small Shrine: A Small Shrine can be used to give a small donation. When doing so there is a 6+ chance that one of the Character’s Curses will be removed, with a +1 to the roll for every 5 GCo donated, up to 4+. The Shrine already has 2d3+3 GCo inside the offering box, which can be opened with a Dungeoneering Check at 1d10+3. Doing so increases the Character’s corruption by 2d3+1 and will force the Character to make a Will Check at 1d10+3 or suffer a Generic Curse which can only be removed through a Scroll. Returning the Gold after the Curse is cast, will have no additional effect. 163
Lone Cave A Lone Cave can have various contents, from resources to gather to creatures or insidious hazards. Notice that although it might be similar to a Lair, a Lone Cave only presents one or two “rooms” while a Lair is often composed by multiple rooms and passages. Cave Contents Resources 1 Slumbering Creature Hideout 2 Hazard Fish Pond 3 Empty Bitter Roots 4 Resources Edible Mushrooms 5 Hazard Junkyard 6 Empty Hidden Treasure Slumbering Creature Hazard 1 Ogre Spawn Pool 2 Tentacle Shambler Yrgl Spores 3 Coeurl Narrow Passage 4 Barghest Alpha Mushrooms 5 Minotaur Slime Pool 6 Worg Webs Hidden Treasure: The Character can spend 2 Prowess to perform a Perception Check at 1d10+3. If successful, the Character finds a Chest containing a 2d6+5 GCo and a Valuable Item from the Generic Noble Reward. It’s possible to try 2 times to find the Chest. If the Character has a Treasure Map, the Chance of the location being the one indicated is at 4+ on a d6. Hideout: The Cave is a sort of small hideout for bandits or brigands. Roll a d6: with a result of 5+ the Hideout is abandoned but it’s still possible to perform up to 3 Perception Check to find 1d3+1 Low Value Stuff from the Warehouse table. If the Warehouse isn’t abandoned, the Brigands living in here are guarding 1d3+1 items from the Generic Scoundrel Rewards. Junkyard: The Cave contains 2 Medium Piles of Junk and 1 Small Pile of Junk (as explained at Page 40). Resources: Bitter Root and Edible Mushrooms can be gathered by a Knowledge (Herbalism) or Survival Check at 1d10+2, granting 2d3 resources. Fishing requires an Agility or Survival Check, as long as the Character has a tool useful for such purpose such as a Spear or a Fishing Rod. A Successful Check grants 1d3 Rations. Gathering Resources consumes 1 Prowess per roll, but a Cave can be used for such purpose for 2d3+2 times before depleting. 164
Lone Hut A lonely hut built in the middle of nowhere might offer shelter to weary travelers, but beware of its amphitryon. This type of hut is clearly not abandoned, since any Character coming by can notice evidence of regular activity or even lights inside the hut during night time. Hut Type 1 There are no specific details about this hut 2 The hut presents a Workshop attached do the building 3 There are no specific details about this hut 4 The hut presents a lot of firewood piled close to one of the walls 5 There are many wooden racks for tannery and similar objects 6 If the hut is close to a river/lake/sea it’s the hut of a fisherman Generic Hut: A Generic Hut is simply used as a building for living although it might instead contains something inside which can’t bee seen in the outside. Roll a d6 to determine who’s living inside: 1-3 Cultist Preacher 4-6 Randomly Generated NPC Cultist of... 1 Sprawling Mother 2 Awnt-ib 3 Scarlet Hand 4 Sprawling Mother 5 Shub-n’arig 6 Old Way Cultists and Witches might have different attitudes towards a character, where some might allow the character to come in while others will prefer to be left alone. Cultist of Awnt-ib: Cultists of Awnt-ib live a rather poor live although they have many altars dedicated to their goddess which are the only thing of value in the whole hut. The cultist will not let the Character get close to the altar and will even become hostile towards the Character. When the Character is sleeping, there is a 5+ Chance that the Cultist will attempt to steal all the Character’s money and hide it somewhere in the outside. The Cultist has a +2 to Pick-pocket against the Character Perception which will use a Burden Dice by being asleep. The Cultists will always act surprised and deny any accusation and even boot the Character out of his hut. Finding the stash of coins in the surrounding area requires a Perception Check at 1d10+1 with a Burden Dice or a Survival Check at 1d10+1 for those with the Tracker Feat. The hidden stash always contains the stolen coins plus 2d3+2 additional GCo. Finding the stash will cause the cultist to become Hostile and even can cause him to become a Nemesis. Cultist of the Old Way: These type of Cultist worship the Old Ways, and the hut they live in looks more primitive and simple. They often appear as messy or rugged, since they spend a lot of time in the forest were they often sacrifice small animals to the “spirits of nature”. Sleeping in the hut is always considered Uncomfortable and even Taking a Break or Meditating causes to halve any Prowess recovered. There is a 5+ Chance that the cultist will ask the Character to participate into a ceremonial sacrifice of an animal caught. If the Character refuses the Cultist will then ask the Character to leave and even become aggressive. If the Character accepts, he will increase his corruption by 2d3 but it won’t cause to obtain an interest or kink about sacrificing small animals but rather to primal rituals. This cultist has 4 additional prowess. Cultist of the Scarlet Hand: This type of Hut is really well maintained and decorated, but the person inside always appear as a generic NPC which will welcome the Character and simply offer a roof to sleep in. The Cultist will always ask for any useful information from the character, such as locations and points of interest met, especially in regards of different Cults. The Cultists has a +3 to Bluff, Inquire and Speechcraft and there is a 4+ Chance that the Cultist will offer the “Face our Rivals” quest although it will be presented as “there are some dangerous cultists around and maybe you could do something” or similar things. When receiving the quest the Character can try to detect the lie with a Counter Inquire Check or at least understand that there is something strange with it. Only if the Character is a member of the Scarlet Hand then the Cultist will notice in brief time and then become more open and even grant more quests from the Faithful List. Cultist of Shub-n’arig: The hut is finely decorated and looks more like a small house made of wood. Even the surroundings are often well maintained and the size is often enough to allow the presence of 2 or 3 rooms. The Cultist always wears skimpy dresses and will offer food and drinks to any Character. The Cultist will always be flirty towards the Character and will often propose some raunchy activities which increase the Character’s Corruption by 1. Once per Month a group of 2d3+1 Cultists will arrive for a nightly festivity which always end up with an orgy. The Cultist Preacher always tries to increase the Character corruption as often as he or she can, but will always allow the Character to stop by from time to time. Cultist of the Sprawling Mother: The hut looks often simple but curated and it could have a small garden nearby. The Cultist Preacher looks like a generic NPC and is always a Female which will welcome any Character, but will become more interested towards female Characters asking about their experiences. The Cultist will always invite a Female Character to stay for the night, although an Inquire Check might allow to notice that there is something off. The Cultist has a +3 to Bluff. During Night Time, the Character will be assaulted and grabbed away by tentacle creatures, which will drag her into the hut’s cellar, which presents a small hidden tunnel that access to a Spawn Pool. As long as the Character is captive, the Cultist will often come down and take care of her and also mate with the Creatures. If you are using pregnancy rules, the Tentacles will always try to impregnate her and then wait for her to give birth. After that they will try to impregnate her once again but at this point, the Cultist will willingly free her so she will be able to spread the Blessing of the Sprawling Mother. A Character converted to the cult or which feels the urge to return in the lair is always welcome by the Cultist. Purifying the Pools or Slaying all the Creatures will anger the Cultist which could become a Nemesis 165
Fisherman Hut The Fisherman is often neutral towards visiting Character but is willingly to trade for the fish he manages to catch, both with money, bargain or even sexual intercourse. The Fisherman sells fish already turned into a Ration or small ration or can sell raw fish which can be cooked, although it’s suggested to do quickly or it will waste pretty fast. Lumberjack Hut A lumberjack hut consists in an NPC which works wood and sells firewood or can be hired to repair damaged wooden buildings. The NPC will accept coins, bargain or sexual favors. Tanner Hut: In this location lives either a Tanner (use the generic Artisan stats), a Hunter or a Poacher. Although the Tanner simply works furs and leathers, he is always interested into buying new pelts or to get commissions for a Leather Vest or Armor. Hunters and Poachers are less interested into pelts, since they often obtain them by themselves, but are willingly to sell raw meat for cooking or food rations based on the animals they catch. They accept Coins, Bargain and sexual favors. Roll a d6 for any hunter or Poacher: with a 5+ the NPC is also a Werewolf trying to live a normal life. The Creature will turn during night time and hunt in the outside, but any sexually compatible Character could “risk” a nocturnal visit from a very horny werewolf. A Werewolf is often more keen to stay alone and allow visits from time to time due to its nature while other might indulge too much in their feral nature and even try to capture people from time to time for pleasure. Creature Hunters might be able to notice some details while in the surroundings with a Survival Check at 1d10+2 or notice some odd behaviors or details in the NPC with a Knowledge (Monsters and Creatures) Check at 1d10+2. Werewolves don’t really like Creature Hunters so they might become immediately hostile towards them if they learn about their profession. Workshop Hut: A tinkerer lives in this hut and usually allows other to access to its workshop by paying a small fee of 2d3 SCo or through sexual favors. The Tinkerer might also give a quest from time to time to bring some Crafting materials in exchange of coins. 166
Ruins The location presents the ruins of an old building or a complex of small buildings close to each other. Use the following table to determine their original form: Ruins of... 1 Fortification 2 Hamlet or Small Village 3 Tower 4 Large Building 5-6 Church or Temple Although the ruins can offer a partial shelter or hiding spot, it’s also possible to try to search for crafting resources. The Location counts as four large rooms containing a Junkyard (page 40). If the Character obtains a 1 while performing Perception Check for the Piles of Junk or while performing any Athletics or Stealth Check while inside the ruins, the Character suffers 1d3 Damage. While inside the ruins there is a 5+ Chance, per hour, that an Ambush Event will occur, but once resolved, it won’t occur again for the next 2d3 Days. There is a 5+ Chance that this location also presents an entrance to a Dungeon. The Dungeon consists of 1d3+1 Floors with 12 Rooms Each, while the Last Floor will always have a Dangerous Encounter in the final room, where the exit is also located although closed, but also a Small Chest. The Chest always contains 2d3+5 SCo 2d6+6 GCo and a Key for the Exit. Type of Dungeon 1 Eldritch Ruins 2 Generic 3 Infested Tunnels 4 Wizardry 5 Haunted Halls 6 Nether Prisons Slimerling Playground A Slimerling Playground is an area with a high concentration of arcane energies, but not too unbalanced to cause an Arcane Anomaly. The zone usually shows a surprising presence of slime pools and varieties of mushroom and giant mushrooms, which allow to keep the zone rather humid and repaired from the sun, while the overall illumination is often granted by bioluminescent fungi and pools. While inside a Slimerling Playground, the entire area is mostly illuminated in Dim Light, allowing creatures sensitive to the sunlight to move around freely while giving some discomfort to Floralis NPC and Characters. The temperature is always high enough to allow to remain naked comfortably. Any Arousal increase obtained while inside a Slimerling Playground, is increased by 1. A Slimerling Playground is always within a location which grants cover from the sun, which means a cave, a forest of giant mushrooms or similar areas. A Slimerling Playground usually consists of 1d3+1 Large Areas with various pools containing slimy fluids and an additional Hazard, depending on the type of Slimerlings which live in. To determine the Type of Slimerlings, roll a d6: if Even regular Slimerlings, if Odd Bone Slimerlings. Once decided, use the following table for every additional Area except for the Central One. Slimerlings Bone Slimerlings 1-2 Yrgl Spores Boneyard* 3-4 Mushrooms Mushrooms 5-6 Vulpatis Floreo Yrgl Spores *This type of Boneyard doesn’t have pits of tar but instead pools of goo. The goo itself is warm but has no additional properties. The ground inside a Slimerling Playground is rather soft and doesn’t counts as Comfortable or Uncomfortable. When trying to Meditate or Rest inside any of the Areas, the Arousal reduction is halved. A Playground hosts 2d3+2 Slimerlings usually located in the Central Area. Although regular Slimerlings are usually neutral but curious towards strangers, and will start to approach a Character one at time just to learn about him or her, Bone Slimerlings are often more invasive or simply aggressive, due to their nature. For the Slimerlings Attitude roll a d6: Slimerlings: • 1-3: Neutral • 4-6: Aroused Bone Slimerlings: • 1-2: Neutral • 3-4: Aroused • 5-6: Aggressive but Horny A Bone Slimerlings Playground has a 5+ Chance to have 1d3 captured NPCs (Randomly Generated). Aggressive Bone Slimerlings will try to capture a Character, while Neutral or Aroused will let him be, unless he tries to free the Captives. 167
The Alchemist The location is home of an Alchemist, usually with a Laboratory with enough equipment to brew potions and craft alchemical items. Type of Alchemist 1-3 Merchant 4-6 Experimenter Experimenter: An Experimenter Alchemist offers the Character 2d3 GCo for every experiment he is willingly to cooperate with but is not interested to sell any potion. The Alchemist is also a Merchant but only sells Potions and Alchemical Items from Table 1, reduced to 2d3 choices. A Character which accepts to be a Test Subject, must roll 2d6 and consult the following table: Scientific Results 2 The Character Reduces his Body Value by 1 for 2d3 Days. If the Character reaches a Body of 0 he can barely move around and will become extremely weak, and will fail any HtH Check based on Strength and will be unable to carry anything heavier than clothes. 3 The Character obtains 1d3+1 Chimeran Mutations for 2d3 Days and must pass an Endurance Check at 1d10+1. If failed the Mutations are permanent 4 The Character’s Skin Changes color for 2d3 Days (Page 34 of the Core Rules). 5 The Character obtains the Sensitive Penis or Vagina Trait. If the Character already has such Traits, they are removed. 6 No visible effects. 7 The Character obtains 1d3 Lesser Mutations for 2d3 Days. The Character must pass an Endurance Check at 1d10+1 or the first one will become permanent. 8 The Character will be considered always Aroused for 2d3+3 Days and will have the urge to mate at least once a day. Climaxing will remove the effect only temporarily for 2d3 Hours. 9 The Character grows a Penis which counts as a Feminine Penis (Mutation) for Females. Lasts for 2d3+3 Days and the Character must pass an Endurance Check at 1d10+1 or the Effect will be permanent. 10 The Character re-roll his Body Appearance and must perform an Endurance Check at 1d10+2. If failed the new result is permanent. Undertaking this experiment more than once lowers the Character’s Determination by 3. 11 The Character starts burping colorful bubbles. This will keep happening for 2d3+2 Hours then it will stop. 12 The Character increases his Body value by 1 for 2d3 Days An experimenter is always followed by 1d3 Imp Assistants and 2d3 Chimeran Dregs, which often sends to gather resources or uses as test subjects. A Character with at least 2 Ranks at Knowledge (Alchemy) or a similar Skill, can help the Experimenter with his substances with a Skill Check at 1d10+3. If successful the Character can decide to increase or reduce the result on the table or to chose certain randomly generated effects. Merchant: As the name suggest, the Alchemist sells potions and alchemical items to anyone with enough money, although it can be persuaded to give a discount of 3d3 Coins if a Character provides a satisfying “quick job”. To randomly generate what the Alchemist is selling roll 3d3 times on Table 1, 1d3+1 on Table 2 and only Once on Table 1. Table 1 Table 2 Table 3 1 Smoke Bomb Potion of Clarity Trout Elixir 2 Flash Sphere Healing Potion (Lesser) Blur Potion 3 Frog Elixir Spittingroot Draught Fire Bomb 4 Brawler’s Potion Potion of the Acrobat Holstaur’s Brew 5 Healing Draught Healing Balm Mind Focus 6 Oily Vial Desire Resistance Nocturnal Potion A Merchant might be persuaded to brew potions if given the required resources and paid half of the Potion’s cost. An alchemist merchant often hires 1d3 Combatants or 2d3 Henchmen to fend off eventual “criminals”. A Character with at least 2 Ranks at Knowledge (Alchemy) or a similar Skill, can try to persuade the Merchant to use his laboratory to brew his own potions, usually by paying gold or by giving other services (usually sex). Trading Books and Scrolls: An Alchemist could be interested into buying those books or scrolls which are related to alchemy or alchemical knowledge. A Character in possession of a Tome of Knowledge (Alchemy) or a similar book, even one for beginners, can sell it to an alchemist to its full price instead of half the price, as long as the Alchemist is interested. Beginner’s Books or those too vague have a 5+ Chance to be bought while regular books have a 3+. An alchemist might also be interested into buying Enchanted Scrolls (4+ chance) at 5 GCo per Spell level. 168
Trading Reagents and Ingredients: Alchemists are always interested into obtaining new ingredients and reagents for their work, such as herbs and plants of various colors but also special ingredients which must be obtained in “different ways”. Ingredients which are obtained from creatures must be “fresh” as intended to be obtained for the first time to have higher and rich properties, since an excessive “harvesting” of a creature will lower the quality exponentially. For example milking a female Holstaur can be done daily but each time it lowers the property of the milk required for brewing a Holstaur’s Brew. So usually the Creature can just be “milked” once a week, and the resource sold to the Alchemist. Most of the liquid or semi-liquid ingredients must be conserved inside a specific vial, while milk-like reagents mush be conserved inside an enchanted flask. The Flask costs 5 GCo and can only hold ½ l of liquids, but an alchemist only has one and usually prefers to lean it to those which managed to be regular customers or employees, as intended as those Characters which often bring him useful resources. Ingredient Sold At Notes Baker Lord/Lady Cream 10 GCo Must be conserved inside an Enchanted Flask. Bitter Root 5 CCo Centaur Semen 6 SCo Must be conserved inside an Enchanted Flask. Dragon Semen (Adult) 50 GCo Must be conserved inside an Enchanted Flask. Floralis Juice 4 SCo Obtained when a Floralis Climaxes. Must be conserved inside an Enchanted Flask. Gegeines Sweat 15 CCo Can be contained inside an Empty Vial Herb (Except Purple and Pink) 2 SCo Herb (Purple or Pink) 3 SCo Holstaur Semen 2 GCo Must be conserved inside an Enchanted Flask. Holstaur Milk 4 GCo Must be conserved inside an Enchanted Flask. Insectoid Bee Honey 25 GCo Must be conserved inside an Enchanted Flask. Intruder’s Egg 2 SCo Lamia Dizzy Juice (Skin Shedder) 5 GCo Must be conserved inside an Enchanted Flask. Lamia Dizzy Juice (Pure Blood) 15 GCo Must be conserved inside an Enchanted Flask. Oddly-shaped Mushroom 1 SCo Plant (All Except Purple and Pink) 3 SCo Plant (Purple or Pink) 4 SCo Raunchy Mushroom 3 SCo Sap Dryad’s Sap 10 GCo Must be conserved inside an Enchanted Flask. Satyr Breast Milk 3 SCo Must be conserved inside an Enchanted Flask. Satyr Semen 2 SCo Must be conserved inside an Enchanted Flask. Slime Pool Goo 5 SCo per Vial Can be contained inside an Empty Vial Slimy Fluids 2 SCo per Vial Can be contained inside an Empty Vial Spawn Pool Goo 8 SCo per Vial Can be contained inside an Empty Vial 169
The Den A Den is a place where certain creature live secluded from the outside world and is smaller than a Lair, used as sleeping place by large creatures such as ogres and bears or by creatures which live in packs such as wolves. A Den only has 1d3 “Rooms”. Type of Den: The following table is used to determine the type of Den, but the content can only be revealed when the Character reaches the location. Notice that you can re-roll for a more appropriate result depending on the environment the den is found. 1 Ogre 2 Bear 3 Barghest 4 Wolves 5 Leucrotta 6 Troll Identifying the Den: It is possible to try to identify the Den before entering, allowing the Character to decide what to do and if it’s wise to enter. A Character can identify the den while on the entrance and by examining the surrounding for clues with a Survival Check at 1d10+2 or a Knowledge (Monsters and Creatures) at 1d10+1. Where is the Creature: Roll a d6 when exploring a den: 1 The Den is Abandoned 2-3 The Creature is away and will return within 2d3 Hours 4-5 The Creature is here 6 The Creature is here but it’s sleeping Barghest and Wolves: Barghest and Wolves live in packs of 2d3+2 Creatures. If you use the table above, if you obtain a result of 2 or 3 only half of the pack is away and you have to roll a d6 and if you obtain a 4+, the Creatures are sleeping. There is a 6+ Chance that one of the Barghest is replaced by a Barghest Alpha or a Wolf is replaced by a Worg. Not all the Barghest and wolves are in the same room, usually they are scattered around with at least 2 Creatures per room, where the last one will always contain an eventual Barghest Alpha or Worg. If the Den has 3 “rooms” the first one is always empty. Ogres and Trolls: Ogres and Trolls often have a small treasure in their Den. Part of the treasure is useless junk but you a Character can search through it by following the same rules of the Warehouse at page 55. Regardless of the Successes, a character always finds 2d3+2 additional GCo. The Hideout A lair is intended as a place where certain creature live secluded from the outside world for various reasons. Lairs are usually inside caves or subterranean complexes not attached to structures or as part of a sort of tunnel network. There are three Hideout Sizes, each one presents a different number of rooms, generated in a similar way of a Dungeon, which in fact, Lairs usually count as Dungeons since you can use a pre-made dungeon or randomly generate a new one while exploring it.. Hideout Complexity and Rooms 1-3 Simple: 1d3+2 Rooms 4-6 Average: 2d3+2 Rooms One of a Kind: When randomly generating a Hideout, there can’t be room duplicates except for Empty Rooms and Living Quarters. This also means that if you eventually run out of room types, you can only find Empty rooms or Living Quarters. Type of Hideout: The following table is used to determine the type of lair found which then uses the same tables of the respective Dungeon from page 33. 1 Duergar Outpost 2 Infested Tunnels 3 Goblin Warrens 4 Bandit Hideout 5 Cultist Sanctum 6 Kobold Colony A Character which manages to survive through the entire Hideout by fighting or by using cunning and charm, receives 1 XP. Hideouts are often used as location for certain quests or are a location where a Captured Character can be imprisoned. A Character which manages to escape obtains 1 XP. 170
The Lair A lair is a dangerous place to venture in, since they often are home of powerful Creatures or more fierce opponents. All Lairs are usually at least 18 rooms long. Type of Lair: The following table is used to determine the type of lair found: 1-3 Ancient Daedalus 4-5 Forgotten Gauntlet 6 Dragon’s Lair Ancient Daedalus: This type of lair consists of few caverns and tunnels which will then grant access to a sort of ancient palace in ruin. This Lair is divided into 3 Sections. The first part is the Daedalus which is 7 Rooms long and mostly consists of tunnels and small caves although the 8th Room before the second part is always a Guard Post. The second part is the Courtyard, which consist of two connected Large “Rooms” which then leads to the Entrance to the Palace. This section is often part of a huge cavern or an open grotto, where you can still see the sky but climbing up or down is impossible except for those creatures with the Wall Climb Feat. The Palace (or Mansion) is a building with 8 or more rooms, one of which is usually the Master Bedroom. Using a map of a palace or mansion is suggested. The temperature of the Daedalus is often low or slightly chilly while the entrance and the building have usually a higher temperature, depending on the environment they are found. Daedalus Guard Post Courtyard Garden 1 Webs 2 Zealots Abandoned Garden 2 Actually Empty 4 Henchmen Tropical Plants 3 Mushrooms Empty Roses 4 Actually Empty 5 Guards Curated Hedges 5 Yrgl Spores 5 Combatants Curated Garden 6 Danger Room 5 Militia Colorful Mushrooms Building Style: 1 Dwarven 2 Wizardry (In Ruins) 3 Exotic 4 Dwarven (In Ruins) 5 Exotic (In Ruins) 6 Wizardry Unless the building is abandoned, usually there are a total of 2d3+3 Serfs/Maids which take care of cleaning, cooking food and obey any order from their master or mistress. There are a total of 2d3+2 additional Guards and 2 Combatants to protect the location. Who’s the Amphitryon: Use the following table to determine the ruler of this “Lair”: 1 Golden Calf 2 Lamia Skin-shedder Noble 3 Succubus/Incubus 4 Lamia Pureblood Noble 5 Rakshasa 6 Cultist Priest A Cultist Priest and a Golden Calf always have 2d3 additional Cultists and replace all the guards with Cultist Guardians. A Rakshasa only has Humans and Apsara as Serfs or Guards and has always 2d3 additional Concubines (Use the harlot/gigolo stats). There is always a Spell Blade (Human or Apsara) serving the Demon. Lamia Nobles use the same stats of a regular Lamia with the exception that they obtain 2 additional Prowess and also obtain Knowledge (Nobility) +3. Lamias increase the number of Guards by 2 and are served by 2 additional Zealots. Succubi and Incubi are slightly harder to predict, since they could simply appear as regular serfs or guards due to their shape-shifting abilities while those more bold or which have already established their overall control will appear in their natural form or simply change when receiving new guests. A Succubus or Incubi always has 2 additional Randomly Generated NPCs as servants which increase their prowess by 2 or Focus by 1 if a Magic User. 171
Dragon’s Lair: A Lair of a Dragon is usually composed by simply a series of tunnels which lead into a cave, while in some occasions will lead inside the ruins of a dwarven hold or outpost. Roll a d6 for the Lair’s length: if Even is 12 Rooms if odd 18. The first half of the rooms are always tunnels and caves of natural formation, although you could find from time to time some small structures used to help the stability of the tunnel itself to avoid a collapse. When reaching half of the “room” roll a d6: with a 4+ the Character finds ancient dwarven ruins (or similar ancient underground ruins) which are part of the Lair, otherwise the rest of the rooms count as caves and tunnels. The Final Room is always where the Dragon slumbers and consists of two large rooms connected with each other. A Dragon is often served by Kobolds but in other occasions the lair could instead be the nest of Drake Raptors which use the lair while the dragon slumbers although Young-adult Dragons often mate with such creatures to produce stronger ones. Those born from a Dragon have their prowess increased by 4. To determine the Dragon’s Age, roll a d6: on a 5+ the Dragon is an Adult, otherwise a Young-adult. To Determine the caves inhabitants, roll a d6: if Even it’s Kobolds of odd Raptor Drakes. Use the following tables for room generation with Kobold Servants. Only one type of room can be generated for the ruins except for the living quarters. Once you obtained all the result, the rest of the rooms are empty. Cave Ruins Creatures Found 1 Webs Laboratory Kobold Head-hunter 2 Danger Room Prison 2 Kobolds and 2 Fighters 3 Mushrooms Shrine of Darnagos 2d3+1 Kobolds 4 Danger Room Living Quarters 4 Kobold Fighters 5 Empty Flooded Room Guard Post 5 Kobold Scavengers 6 Actually Empty Workshop 2 Fighters and 1 Shaman For Raptor Drakes, usually only the first part presents some creatures which wander around, but they usually avoid entering the other half of the territory because they don’t want to provoke the dragon, unless it’s mating season where males or females try to approach the young-adult dragon. There are usually 1d3+1 Raptor Drakes in a 12 room lair or 1d3+3 in an 18 rooms lair. The rooms inside a Raptor Drake territory are often empty but one room every 3 counts as a Boneyard (without the tar) which allows a Character to search for resources as explained at page 139. Use the same table for the ruins with the exception that they are all abandoned but for each room explored, roll a d6: with a 5+ 1d3+1 Reanimated Skeletons will raise from the ground. The Hoard: The room where a Dragon lives is considered as a very large Junkyard and Warehouse, since it’s harder to amass large amounts of gold in the Labyrinthus while new junk and similar items are constantly dumped in the region for some reason, to the point that the Dragon’s Greed adapted to such things. The Hoard of a Young-adult Dragon allows to perform two attempts for a Warehouse Loot and Two Attempts for the Large Pile of Junk. An Adult Dragon’s Hoard allows to perform Five attempts for Warehouse Loot and Six Attempts to a Large Pile of Junk. The First time you obtain 3 Successes and 0 Failures, roll on the following table instead of the Warehouse or Pile of Junk Table. 1-2 2d3 Enchanted Scrolls* 2d3 Enchanted Scrolls* 3-4 Pouch with 3d6+10 GCo Small Chest with 5d6+30 GCo 5-6 Magic Item (Lesser) Magic Item Magic Item (Lesser) Magic Item 1 Enchanted Shield Fey-silk Rope 2 Enchanted Vest Amulet of Health 3 Ring of the Mage (Lesser) Enchanted Medium Armor 4 Enchanted Weapon (Lesser) Ring of the Mage 5 Amulet of Health (Lesser) Enchanted Weapon 6 Nocturnal Blindfold Mirror Shield Enchanted Weapon A Enchanted Weapon B 1 Khopesh Fell-blade 2 Spear Short Bow 3 Axe Mace 4 Long Sword Throwing Axe 5 Javelin Short Sword 6 Dagger Long Bow Arcane Scrolls Eromancy Scrolls 1 Blast Wave Love-puppets 2 Elemental Burst Eldritch Embrace 3 Arcane Strike Burning Desire 4 Blast Wave Eldritch Embrace 5 Arcane Strike Mistress’ Whip 6 Invisibility Mesmerizing Illusion Primal Scrolls Witchcraft Scrolls 1 Entanglement Buzzing Swarm 2 Enrage Distrust 3 Buzzing Swarm Elemental Burst 4 Elemental Burst Buzzing Swarm 5 Entanglement Lullaby 6 Elemental Burst Distrust *Can be either Enchanted or Spell Scrolls. 172
Forgotten Gauntlet: The Forgotten gauntlet is what can be considered the quintessential Dungeon, since it’s a place where those who venture in are challenged in mostly every corner or are used to test your skills. Gauntlets are always 18 rooms long with the final room presenting a Fight with a powerful Creature. The gauntlet follows more or less the same rules of a regular dungeon exploration, with rooms changing and switching at random intervals but it’s important to notice that usually most of the NPCs met are already Suspicious, Aggressive or Hostile, with low chances to being convinced otherwise. Prisoners are the Only NPCs which might be interested into helping the Character. Room Type Hazard A Hazard B 1 Standard Wall Crawlers Elemental Chanter (Earth) 2 Curio Danger Room Slime Pools 3 Hazard A Webs Danger Room 4 Empty Room Spawn Pools Yrgl Spores 5 Hazard B Danger Room Wall Crawlers 6 Empty Room Dizzy Bubbles Danger Room Unusual Corridor Curio Standard 1 Writings The Cage (Medium) Prison 2 Small Tunnel Ancient Altar Suspicious Room 3 Trapped Passage The Bargain Flooded Room 4 Small Tunnel Forgotten Fountain Bridge 5 Fungal Growth The Puzzle Flooded Room 6 Trapped Passage Scrying Orb Suspicious Room Wandering Creatures: Wandering Creatures are generated when entering a new room after the first one. There is a 6+ Chance that the room contains a wandering Creature, and you obtain a +1 to the roll for every room which it didn’t had creatures in it, up to 3+. An even result means the character finds Monsters (roll off for the table) while an odd Result means a Wandering NPC. Example: The Character has a 4+ Chance to find a Wandering Creature in the next room and obtains a 5. Since the result it’s an Odd number he finds a Wandering NPC. Wandering Monster A Wandering Monster B Wandering NPC 1 3 Barghest Infested Slime Human Hedge Knight 2 2 Tentacle Lurkers 2 Black Cythian Zealot 3 5 Servus Malus 2 Eldritch Servants 4 Henchmen 4 Drifter 4 Ghouls Gladiator 5 3 Vine Effigy Schnappergheist Duelist 6 Infernal Chaser Raptor Drake Orc Fighter Creature Attitude: All Creatures met are always Aggressive or Hostile (roll off). When finding a Prison it’s possible to free the Prisoners which will be Neutral and try to convince them to help facing the Gauntlet as long as the Character has some extra equipment for them. Prisoners are always Randomly generated NPC. Final Room: The Final Room consists of two Large rooms connected together and where one of the following Creatures is waiting 1-2 Chimera 3-4 Minotaur 5-6 Manticore Treasure: If the Character is successful into defeating the Creature, a Chest will be teleported nearby him. The Chest Contains 3d6+10 GCo and one of the following Items: Magic Item Weapon 1 War-torn Helmet Halberd 2 Amulet of Magic Mace 3 Enchanted Weapon Long Sword 4 Enchanted Medium Armor Battle Axe 5 Ring of the Athlete Short Sword 6 Cloak of the Stars Spear Experience: Use the regular Dungeon Exploration XP rules, plus the character obtains 4 additional XP for defeating the Creature. Defeat: A Defeated Character will lose all his equipment and imprisoned, although it still obtains any XP for exploration. The Character will start in a randomly generated Dungeon and if manages to break free he will need to go though 2d3+1 Levels before finding the exit and return to the overworld. When he manages to do so, the exit disappears as it never was there. The exit is always in the center of the map or as close as possible in case there is water or similar obstacles. 173
Witch Hut This type of hut is clearly not abandoned, since any Character coming by can notice evidence of regular activity or even lights inside the hut during night time. Witch of the Coven 1 Ermine* 2 Goose* 3 Magpie 4 Badger 5 Raven* 6 Owl* * if the Hut is inside a Swamp, replace the result with a Toad Witch Badger Witch: The hut looks like a generic hut, although a little rustic, sort of speak. Badger witches are often rude and gruff people which don’t trust those Characters from a Civilized Origin, such as Nobles, Citizens and such, but will be more tolerant towards those more close to wilderness, such as Hunters and Wildlings etc. The Witch might offer shelter towards the latter type of people and actively try to chase away civilized Characters, except members of a Coven. Any Character in favor of Eldritch Creatures will be attacked without any warning. Ermine Witch: The hut of an Ermine witch is a sort of small wooden house finely decorated and well maintained. The Witch always has an Arcane Servant and an Arcane Protector which do her bidding. The Witch will always welcome good-looking characters or those from noble origins. The Witch can teach Eromantic Spells or even help those female Character who are yet inexperienced in the art of love or to be more confident with their bodies. Violent or Rude Character will be always asked to leave or removed by the Arcane Servant and Protector. The Witch will always welcome other Witches even of different Covens except for Magpie and Rat witches. Goose Witch: Goose Witches looks like the classic old woman or “aged woman” which might act a little too harshly but with a motherly heart. Goose Witches will always help pregnant Characters or at least give advice to inexperienced Character, both males and females regarding birth control but also overall tips and recommendations. A Goose Witch will always try to cure pregnancies from Tentacle Creatures, Eldritch Creatures and Slimes and even actively trying to destroy any newborn creature without mercy. Magpie Witch: The hut of a Magpie Witch is an absolute mess of junk and items piled and scattered all around. Magpie Witches are notorious hoarders and thieves, which try to steal anything they think looks interesting but are extremely jealous of their nests. Magpie Witches always build nests for Raptor Harpies on top of their huts, to use the Creatures as “guard dogs” for their treasures. A magpie Witch Hut always has 1d3 Raptor Harpies nesting over the building which will try to attack anyone they detect, although the Witch might allow a safe passage to anyone which offers some interesting items, although they are not interested in coins. The Hut of a Magpie Witch counts as both a Large Junkyard and a Large Warehouse, allowing to perform twice the Checks normally allowed, although it’s only possible to do so when the Harpies and/or the Witch aren’t around or have been defeated. Stealing from a Magpie Witch will probably cause her to become a Nemesis. Traveling Merchants with interesting items are always welcome inside a Magpie Witch Hut. Owl Witch: Owl Witches prefer to just be left alone and really dislike the presence of non spellcasters with the exception of Researchers, Scholars and Creature Hunters. An Owl Witch can allow others to learn from their libraries or even learn some Witchcraft Spells they might know, although some of them also have access to Eromantic Spells they might have “just for knowledge”. They are always assisted by 2 Arcane Servants and 1 Arcane Protector. An Owl Witch is more keen to give Quests when needed. Raven Witch: Raven Witches are cruel and vindictive towards anyone and only respect powerful spellcaster, both out of jealousy or fear. Although they might allow female character to come in, especially those which want to become apprentices or be part of the coven or other Witches, they are also keen to curse those they consider more prettier than them although they are forbidden to curse Ermine Witches (directly). Raven Witches might also be keen to try to mesmerize male adventurers and force them to become their lovers, but breaking the heart of a Raven Witch is often an easy way to a lot of troubles since there is nothing more dangerous than a Jealous Raven Witch. Raven Witches easily become Rivals or Nemesis due to their nature. A Raven witch can, once per day, Spend 3 Focus to cast a Major Curse on the Character, from the following table: 1 Sisterhood The Character Suffers 1d3 Damage every time he tries to Attack a Witch 2 Envy Every time the Character succeeds with a Skill Check with the highest ranks, he suffers 1 Damage. 3 Deformity The Character immediately obtains a Chimeran Mutation on one of his arms (roll off to chose which one) 4 Inadequacy The Character obtains the Sensitive Penis / Pussy and Breasts. If the Character has a tail, it also obtains the Sensitive Tails trait. Re-roll if the Character already has such traits. 5 Bleeding Tongue the Character suffers 1 Damage every time he manages to use the Bluff or Speechcraft Skill 6 Insecurity The Character suffers a -1 when trying to Perform and Resist Seduction Checks. A Major Curse can only be removed by using Two Scrolls of Remove Curse instead of only one. The Curses are permanent until removed. 174
Wizard Tower A Wizard tower is always a place of mystery and magic. While most of these towers a just simple buildings, others seems to be bigger in the inside to the point that some people even could get lost inside one and only find an exit after a month. An abandoned wizard tower is a rather large and tall structure which can be explored by those which seek forgotten knowledge or in hope to find some powerful magical item. There are three types of Wizard Towers: Abandoned, Inhabited and Enchanted. From the outside a Wizard Tower always appears to have at least 1d3+3 Floors, while its conditions may vary depending on who lives in there or by the fact that it’s abandoned. Abandoned Wizard Tower: Every floor explored can be randomly generated by using the following table. Notice that the table often uses specific types of rooms although if the room could have a chance to contain creatures, ignore it and use a different table. You can only obtain two results of the same room. Floor Contents 1 Curio: Library 2 Standard Room: Greenhouse (Hidden Garden) 3 Curio: Laboratory 4 Standard: Living Quarters 5 Standard + Curio: The Kitchen + Dining Room 6 Curio: The Study By being abandoned, finding anything useful often results a bit harder and the Character suffers a -1 to any Skill Check required to find something, while other checks, such as Identifying Potions are unaffected. When Performing Perception Checks used to search for something, a result of a 1 deals damage to the Character because he accidentally hurts himself by searching through all this mess. Creatures Presence: There is a 5+ Chance that some Creatures have made their nests in the Tower or are a result of the Tower’s Experiments. Creatures 1 Sphinx 2 1d3 Slimerlings 3 Tentacle Lurker 4 2 Brew Slimes 5 Gazer 6 Arcane Slime You only have to roll once, since from now on every Floor has a 4+ Chance to contain the creatures indicated in the table. The Sphinx result can only be obtained once. The Sphinx in the Tower: If you have obtained the Sphinx result, the Creature consider itself the new owner of the Tower. A Sphinx will spend most of its time reading the books founds and minding its own business, but it can be convinced to train one Characteristic, such as Mind or Will or it’s possible to buy a Spell Scroll. The Sphinx is either male or female and it can also be seduced and/or befriended. A Sphinx always requires a Payment in Gold, Knowledge (Such as Books and Tomes) or Enchanted Spell Scrolls (at least 2). • Increasing a Characteristic from 1 to 2 requires 3 Weeks. • Increasing a Characteristic from 2 to 3 requires a Month. • Increasing a Characteristic from 3 or higher requires a Two Months When the training ends, the Sphinx will evaluate the Trainee. The evaluation is resolved in the same way of a Test of Skills although the Character must use his Mind or Will Characteristic (whichever was trained) against the Creature’s Inquire. 3 Successes, 0 Failures The Sphinx is really impressed and considers the Character a Worthy Trainee, allowing him to hang out for some time or to do some quests 3 Successes, 1 Failures The Sphinx is satisfied with the Character’s results 3 Successes, 2 Failures Although the Character improved, the Sphinx seems unconvinced and thinks the Character might need some extra work. The next time the Character wants to train with the Creature, the training time will be increased by one week. 3 Failures, 2 Successes The Sphinx is not impressed but will still allow the Character to train again next time. If you obtain this result again, the Giant simply gives up. 3 Failures, 1 Successes The Sphinx is disappointed and will only allow another training if the Character pays him double his quota 3 Failures, 0 Successes The Sphinx is so disappointed he forbids the Character to return A Sphinx offers generic Quests but the Creature is considered a Magic user for rewards. Sexual tension during the training: While training, roll a d6 for each week of training: with a result of 6+ during the week it will occur a peculiar event where the Sphinx might feel more flirty towards the Character or an ambiguous event might occur. Add a +1 to the roll for each of the Sphinx Kink the Character presents (IE: the Character has many Knowledge Skills). If the Creature manages to have sex with the character at least once, add another +1 to the roll. 175
Enchanted Wizard Tower: This type of tower is under a powerful enchantment which allows the tower to generate an undefined number of floors regardless of the actual Tower Size. When entering the tower two path are presented: Stairs which go up and stairs which go down. A Character which goes down is presented with a Randomly Generated Dungeon, which uses the Wizardry Dungeon Table, which consists of 2d3+3 Levels of 18 Rooms Each. Every 4 Levels, the last Room will always present a Dangerous Encounter. A Character which goes upside will have to move through 2d6+8 Rooms, also generated by using the Wizardry Dungeon Tables, and the 5th Room will always present a Dangerous encounter. All the rooms are considered Large. Inhabited Wizard Tower: The Tower is inhabited by someone (usually an actual wizard) which could teach to a Magic User Character some new Spells or allow the use of his Laboratory or Library, usually behind a payment Floor Contents 1 Curio: Library 2 Standard Room: Greenhouse (Hidden Garden) 3 Curio: Laboratory 4 Standard: Living Quarters 5 Standard + Curio: The Kitchen + Dining Room 6 Curio: The Study Inhabited by Who: Use the following table to determine who’s living in the Tower: 1-2 Eromancer 3-5 Wizard 6 Spell Blade The Tower is Always protected by 2 Arcane Protectors There is a 5+ Chance that a Wizard also has an Apprentice Wizard studying with him or her. It is possible to ask the wizard to teach the Character some new Spells with a Speechcraft Check against the Wizard’s Inquire or just by paying him gold. Apprentice Spells cost 1 GCo, Lost Soul Spells cost 5 GCo and Wanderer Spells cost 20 GCo. It’s also possible to obtain generic Quests from a Wizard, usually gathering requests. A Wizard with a Laboratory could allow a trustworthy Character which has at least accomplished one or two quests, to use it for Brewing Potions as long as the Character has the required reagents. 176
Points of Interest: Ashen Woods This zone presents what was once a small forest or spot of woods, but which has been completely incinerated. What’s left are the charred remains of brambles and trees. There is nothing left here of use and trying to chop down the trees will be pointless, since they won’t be useful for a campfire. The temperature in this hexagon never drops and is usually warm enough to let humanoids walk naked without any problem. While inside this hexagon, roll a d6 every two hours: with a result of 6+, the wind raises causing the dust and cinder to swirl, reducing the visibility and making the character cough unless he manages to cover up his mouth somehow. The wind lasts for 1d3 Hours and for each hour spent, the Character must perform an Endurance Check at 1d10+3 or lose 1d3 Prowess. Unless the Character finds shelter, it’s not possible to Rest, or take a Break or Meditate while the wind is blowing. Perception Checks performed while the wind blows are performed with a Burden Dice due to the dust and sound. Once per Hexagon, a character with at least 3 Ranks at Knowledge (Alchemy) or (Arcane) or (Witchcraft) can try to find a dose of Acidum Pulvis or Ignis Pulvis within the remains of the woods. The Character must perform a Check of one of the skills listed above at 1d10+4, which allows to find a right spot. The he must spend 1 Prowess and perform a Knowledge (Alchemy) or Wizardry Check at 1d10+3 to being able to obtain 1d3 doses. If the Check is failed by rolling a 1, the character suffers 1d3 Fire Direct Damage. Boneyard This strange location presents various skeletal remains and bones scattered all around on the dry ground. A Boneyard is often a large zone or cave which contains the skeletal remains of different creatures, which can be animals or monsters or of undefined origins. Some Boneyard even presents pools of tar from which the bones could emerge as a dire memento of their death, while others often presents ground holes or smaller caves from where certain type of creatures could emerge. Each Boneyard is generated with 1d3+3 piles of Bones. Pile of Bones: A Character can decide to search through the piles of bones with a Perception Check or Survival Check at 1d10+2 to find some resources. If the Character uses Survival and obtains a 6 on the dice (without modifiers), he can roll an additional dice while rolling for the table below and decide which result to keep. This action counts as Scavenging. 1 Heavy Bone (Counts as Bludgeoning Top Piece) 2 1d3 Scales/Shells (Counts as Leather Pieces) 3 Sharp Horn (Counts as Piercing Top Piece) 4 1 Sturdy Bone (Counts as Wooden stick) 5 2d3 Generic Bones (Counts as Scraps of Metal) 6 Monster’s Claw/Jaw/Talon (Counts as Slashing Top piece) The Tar: The tar can not be traversed in any way, since it will engulf everything mercilessly and prevents movement of any sort. The Tar is flammable and can be used to ignite new and older torches. A torch imbued with some tar will increase its dim light emitted by 1 additional square. A Creature which falls inside the Tar is considered slain. Setting the tar of fire is dangerous since it causes a lot of smog and the heat can damage creatures nearby. A pit of tar set on fire deals 1 Direct Fire Damage to Creatures within 1 Square due to the excessive heat, and the Smoke produced will quickly fill the entire room unless there is some sort of ventilation. If the room is filled by smoke, all the creatures inside are forced to perform a Body Check at 1d10+3 each combat round or suffer 1 Direct Poison Damage. The smoke also reduces visibility to only 3 squares, granting Concealment at 5+ against ranged and melee attacks. Creatures who do not require breathing, such as Constructs, Elementals and Undeads, are immune to the damage from the smoke. 177
Bridge A Bridge is the (almost) safest way to cross a river. While many bridges are abandoned, some are guarded by certain Monsters or NPCs while others are partially damaged and might cause the Character to fall in the waters below. Type of Bridge Status 1 Wood Damaged 2 Stone Functioning 3 Wood Damaged 4 Stone Functioning 5 Rope Damaged 6 Stone Functioning A Damaged Bridge has a 5+ Chance of causing the Character to fall into the river while traversing. When reaching a Bridge, roll a d6: with a 4+ a group of NPCs are blocking the passage, asking for a Toll. NPCs Request 1 3 Brigands Food 2 4 Unseelie Knaves Coins 3 3 Skirmishers Sex 4 5 Bandits Food 5 4 Wildlings Coins 6 Fey Knight 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 and Brigands: These NPCs are equally fine being paid with everything but they are probably less interested into Challenges, unless one of them is a Chief or wants to show-off. Characters with a Criminal Origin can obtain a Superior Dice the first Skill Check they perform for trying to Change the Bandits and Brigands Attitude. Law-enforcing Characters will obtain a Burden Dice instead. Fey Knight and Unseelie Knaves: While the Knaves would gladly accept everything as payment, the Fey Knight will probably prefer a Payment in Gold or a Challenge. The Knaves will always try to Cheat during a Challenge, obtaining a Superior Dice for their Checks, but it’s possible to perform a Perception Check at 1d10+2 to catch them cheating. A Fey Knight might be more reasonable to talk with Noble Characters or those with a certain sense of honor. Toll Requests: 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 yelds. 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+2 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. 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. Falling into the River: A Character which falls into the river first will follow the rules for Falling into Water, as explained at page 3. Then, he must perform a Test of Skills by using Athletics with a Difficulty of 1d10+2. If the Character has more successes than failures then he only loses 1d3+1 Prowess and manages to reach the other side, as intended. If the Character has almost as many failures as successes, he barely manages to reach the same side he was coming from, losing 2d3 Prowess. A Character which simply fails, will lose 2d3 Prowess and is then considered being washed away by the river. While flushed away the Character must perform another Athletics Check at 1d10+2 to try to reach a side of the river, where a failure means that the character loses 2d3 additional prowess and it’s moved down by a Square. If that happens, the Character must perform another Check where another failure means he loses 1d3 more Prowess and moves down another hexagon. At the third hexagon the Character will finally stop and randomly reach a side of the river. If the Character faints while being washed away by the river he will stop only after 1d3+3 hexagons, or earlier, depending when the river ends or enters a lake or swamp. The direction of a river is always from a higher point (usually mountains) to a lower point (usually lakes, swamps or the sea). The Character will remain feinted on a random side of the river for 2d3+3 Hours and there is a 5+ Chance that someone will find it while unconscious. Roll a d6: if Even roll on the Lone Creature Table, if Odd on the Wandering Creatures. 178
Burial Grounds Burial Grounds are often used by primitive tribes as a place for their dead to rest. In the Labyrinthus a burial ground is often a location with a high presence of necromantic energies, where creatures which suffer of a constant hunger, such Ghouls and Gorgers often live in or where they bring their prey to devour or captives to use to satiate other urges, but can be also used by Redcaps as meeting point. Each Burial Ground is generated with 1d3 additional Curio (plus 1 if the Burial is Large) and with a 4+ Chance that some Creatures will be present in the area: Size Curio Creatures 1 Small Ominous Tree Gorger 2 Medium Bone Effigies 4 Grave Robbers 3 Small Pile of Bones 2 Barghest 4 Medium Fresh Game 3 Ghouls 5 Small Ominous Tree 3 Redcap 6 Large Pile of Bones Kikimora Enchantress What lies beneath: It’s possible to try to search for some bones to use for crafting or treasures buried by the creatures which often visit this place. Each burial ground allows to perform only 2 attempts per location’s size. Since the ground is constantly dug up, the soil is rather easy to dig in, but each attempt requires 10 minutes. If the Character has a spade, a shovel or a similar tool which allows to dig faster, the time consumed is reduced to 2 minutes per attempt. What is Found Treasure 1 Nothing Harvesting Tools 2 Nothing Pouch with 2d3+5 SCo 3 Nothing Backpack and 2d3+2 CCo 4 Pile of Bones 2d3 Lock-picks 5 Pile of Bones Mortar and Pestle 6 Treasure Pouch with 2d3+1 GCo Hidden Treasures: If the Character is looking for a lost item, lost equipment or is asked to bring something as part of a quest, this location can be used for such purpose. Finding the item requires a Perception Check at 1d10+2 and it’s possible to make an attempt per location’s size. Encounters: All Creatures met will have different Attitudes: • Barghest and Ghouls start as Aggressive but Horny • Gorgers and Kikimora Witches start as Neutral • Redcap and Grave Robbers Starts as Suspicious If the Character encounters grave Robbers they will have already made half of the allowed attempts to find something buried. If the Grave Robbers are Defeated and no one escapes, the Character can recover what they’ve found, if any. When this location is discovered, and the Character is defeated by Ghouls, they will bring him or her here as captive, probably using a rope to prevent an escape attempt. The Ghouls will only be interested to have sex with a compatible character but they will also bring food. Curio Description: Bone Effigies: When the Character arrives, he must immediately perform a Will Check at 1d10+1. If the Character fails he will increase his Corruption by 3 and suffer a Generic Curse which will last for 2 Days. Fresh Game: The Character finds some recently slain small animals, which can be used to create Small Rations. It’s possible to perform 1d3+1 Cooking or Survival Checks at 1d10+1, where each success grants to obtain a Small Ration. This procedure requires 10 minutes per attempt. Ominous Tree: Characters and NPCs suffer a -1 when performing Fear and Terror Checks while inside Burial Grounds. This result can be obtained only once. Pile of Bones: A Character can decide to search through the piles of bones with a Perception Check or Survival Check at 1d10+2 to find some resources. If the Character uses Survival and obtains a 6 on the dice (without modifiers), he can roll an additional dice while rolling for the table below and decide which result to keep. This action counts as Scavenging. 1 Heavy Bone (Counts as Bludgeoning Top Piece) 2 1d3 Scales/Shells (Counts as Leather Pieces) 3 Sharp Horn (Counts as Piercing Top Piece) 4 1 Sturdy Bone (Counts as Wooden stick) 5 2d3 Generic Bones (Counts as Scraps of Metal) 6 Monster’s Claw/Jaw/Talon (Counts as Slashing Top piece) 179
Crokygator Wetland As the name might suggest, a Crokygator Wetland is a zone of wetland were Crokygators live although it’s a rather vague territory with often changes depending on the presence of food or occasional rainstorms. Crokygators are often seen basking under the sun, which is the safest way to avoid their attention or to approach them since in this time they become rather lazy and uninterested to catch anything fancy, unless provoked or disturbed. When in the water they are more active and they can hunt, observe strangers or chase them if they like their appearance, while in some occasions they just like scaring off weaker creatures or topple small boats moving through their territory. Some Crokygators have learned to ask for a toll to those passing by, usually food, especially sweet and juicy fruits or meat. This point of Interest actually covers the entire hexagon, although it doesn’t replaces it for the purpose of using racial feats such as the Nature-bound attunement. Moving through the Wetland: Unless using a Boat or having a Swimming Speed, moving through the Hexagon requires a full day. Every time you obtain an Ambush there is a 5+ Chance that the encounter is replaced by 1d3 Crokygators, Same for Lone Creature, except the result will be only a single one. This can happen only during Daytime. Ambush Behavior: 1 The Creatures are actively aggressive for some reason, probably because they are scared or because they are defending their territory. If the intruders flee, they won’t chase them. 2-3 The Creatures are just messing around but will always try to wrestle anyone just for fun and chase those scared for a while then leave them be. If the reaction is violence they will probably stop and leave after losing some Prowess 4-5 The Creatures are actively try to “bully” their victims, by wrestling them, ripping their clothes or tossing them around to each other. If attacked they will fight, but they will flee if close to being defeated 6 The Creatures emerge from the water just to scare off the intruders, performing an Intimidate Check. They will quickly drop the act after some time and start “laughing” (which sounds more like a gurgle) then leave. If unsuccessful, there is a 5+ chance that they will attack instead. Lone Behavior: 1 The Creature is simply basking under the sun and is uninterested to anything as long as is left in peace. It will growl as a warning to those which approach without a gift, usually food or shiny trinkets, and will attack if bothered or attacked, but will flee when reduced to less then half its prowess. 2-3 The Creature has found a good spot and is basking under the sun. The creature will ignore anything unless bothered or attacked and will allow other creatures to get close or even bask under the sun together. It’s common to also find Plover Birds cleaning up the Creature’s jaws or pecking their scales to clean them up. 4 The Creature is basking under the sun but doesn’t like being bothered. If anyone approaches it will slip into the water and disappear. 5-6 Although basking under the sun, the creature will observe the newcomers and what they do. If interested in one of them the creature will slip into the water and get close, assuming a “playful manner” (they like to wrestle even for fun) or trying to flirt somehow by emitting curious gurgling sounds. If the Creature receives attention by those one its interested into it will quickly become arouse and will try to snatch it away for a more private sexy time, regardless by the partner willingness. If the target flees the creature will try to follow but it will quickly give up and disappear. Plover Birds: Plover birds are really appreciated by Crokygators since they know the birds will pick the pieces of food which often remains stuck in the creature’s jaws as long as they leave them open. They also know that some birds will peck their scales looking fro small parasites so it’s often common to see a Crokygator chilling under the sun with the mouth open, and with birds around. Distrubing or hunting such type of birds will always enrage a Crokygator, especially those in the creature’s presence. Mating Seasons: During Mating Seasons Crokygators become more active since they always try to impress new partners. Both males and females try to catch stronger preys, bring interesting food or simply wrestle with those they fancy, which if the partner accepts always ends up in a sort of “Angry Sex”. Some will also wrestle each other in an attempt to scare any competitors, even violently. To those more unfortunate, they end up traveling in small groups of 3 to four individuals, trying to catch up anything else, which often ends up being a member of another species. The group will try to work as a team first, but when one manages to grab the target, it will usually end up in a sort of fight between all the members which want to mate but none of them wants to share. Ambushes during this period have 1 additional Creature and the purpose is to grab and lift a victim and try to beat the other creatures or swim away with the prize. 180
Eldritch Pillar Eldritch Pillars often have different appearances: some are floating while others stand on the ground or are entangled by strange formations which looks organic. When finding a pillar, the Character must perform a Will Check at 1d10+3 or feel the urge to get close, although Characters with the Bold, Knowledge, Power or Showoff Flaw will automatically fail. When close enough the Character will touch the pillar, which will activate and generate a random effect. Roll a d6 and consult the table below. For every 10 points of Corruption, the Character obtains a +1 to the roll. Cultist Characters also obtain an additional +1. The same pillar can only be activated once a Month. Effect 1 Spawn 2 Curse 3 Depravity 4 Vision 5 Spawn 6 Depravity 7 Eldritch Blessing 8+ Task Curse: All Creatures within 3 Squares from the Pillar are forced to perform a Will Check at 1d10+4 or suffer the effect of a Generic Curse which will last for 2d3 Days. If the Character is female, roll a d6: on a 4+ the Character will instead obtain the Female Penis (Curse) Trait, unless it already has such trait or unless you don’t like such things. Depravity: The Character must perform a Will Check at 1d10+4 or immediately feel the urge to masturbate. If the Character is wearing any type of equipment which requires time for being removed (IE: heavy armor), he can still attempt to remove part of it or use a small weapon to cut loose any type of tie or string (IE: those which keep the breastplate on), reducing the Armor’s Integrity by 2d3. If the Character takes too long to remove his armor, he will lose 1d3+1 Determination. The Character will masturbate until climax, which will cause him to lose 1 Determination and increase his Corruption by 1d3+1. Allies can try to prevent the Character to do so, in which case, the Character will only lose 1d3 Determination. Notice that if there are more Creatures within 3 Squares, when the Pillar is activated, each one of them will be affected, except for Creatures without an Arousal value. If multiple Creatures are affected, they will also try to get close and have sex with each other, where possible although this detail is up to you to decide. Climaxing through this increases the Corruption by 2d3+1 instead. Eldritch Blessing: The Character receives an Eldritch Blessing. The Blessing counts as a Generic Blessing with the Exception that it doesn’t expire unless is removed by another Eldritch Pillar or by an Eldritch Creature. The Blessing allows the Character to ignore or automatically fail any will Check any Eldritch Pillar might Impose, to be spared from being cursed or smote and any Eldritch Creature summoned by the Pillar will be Neutral and Aroused towards him or her. If the Character obtains a Task from a pillar, he can roll an additional dice and replace one of the results. Spawn: The Pillar will glow with green energies and will spawn something nearby. Roll a d6: Spawned Creature 1 Eldritch Servant 2 2 Infested Spawns 3 Tentacle Lurker 4 4 Intruder Drones 5 Yrgl Hound 6 Infested Slimes All the Creatures are considered Aggressive but Horny. Notice that all the Creatures spawned by a Pillar will not vanish and the only way to getting rid of them will to actually slay them. Some Creatures might try to Capture the Character if defeated and bring him or her to a close compatible lair. 181
Task: The Pillar starts pulsating, emitting a humming noise. The character will hear strange voices in his head while having visions of certain events but the whole experience will be rather traumatic. The Character must perform an Endurance or Will Check at 1d10+3 or faint due to the visions for 1d3 Hours. Unfortunately communicating with eldritch entities isn’t a simple task and the vision might result a little confused or hard to understand. Regardless of the success, the Character loses 1d3 Determination and increases his corruption by 1d3. A Character with an Eldritch Blessing doesn’t lose any Determination. Use the following table to determine what the Character understood, roll a d6 for each different part. First Part Second Part Third Part 1 Find Life Hidden 2 Serve Gold Depths 3 Bring Knowledge Tower 4 Mate Flesh Ancient 5 Defeat Magic Here 6 Enslave God Bound Pool Depending on the result the task might be simple to understand or quite cryptic. In case the task sounds bizarre, add a chance (IE: 4+) that when you think the task has been completed, you have to roll to see if the Character did it right. A Task Count as a Quest which will grant 2 XP and allow to obtain a Blessing or to remove a Curse. If yo obtain the same result to a different Pillar, you can change one of the parts so the whole sentence could make more sense. Vision: The Character receives a sort of brief intuition or vision of a place, but the actual location seems unclear. Insight 1 Eldritch Pillar 2 Intruder’s Nest 3 Lair (Tentacles) 4 Lair (Infesters) 5 Ruins (Eldritch) 6 Eldritch Portal The Character must perform a Will Check at 1d10+4 where a failure will compel him to find the location from the vision, while also increasing his Corruption by 1d3. If the Character resists, he can still use such information to find the location. If the Character is doing a Quest which requires to find a Location which might be one of the available options above, roll a d6: with a 4+, you don’t need to roll and the vision will automatically be of the location required by the Quest. A Character with a Kink for Tentacles and/or Impregnation will automatically fail the Will Check. The Location is always at at least 4 Hexagons away from the current Character’s location, except for pre-generated locations on the map. When performing an Exploration Check in an environment which might contain the one shown by the pillar, roll two dice: if one of the results is what the character was looking for, keep such result. Otherwise ignore the additional dice. 182
Eldritch Portal Similar to the Eldritch Pillars, Eldritch Portals have different shapes and forms, but usually are large enough to let a medium-sized creature (or smaller) to enter it, when active. The first time the Portal is found, roll a d6: with a 5+ the portal is already active. Activating a portal can be obtained through different methods: • Consuming a Blessing or Curse • Performing a Ritual with a Knowledge (Occultism) at 1d10+2 or Wizardry Check at 1d10+3. • Using a Portal Stone When a portal is active, it can be crossed, although it’s not possible to peer through it due to the whirling arcane energies. When the portal is crossed, roll a d6 to determine where the Portal leads. Moving through a portal is like to move through a short passage which will immediately close behind the character. Once resolved, the portal will turn off and can only be reactivated after a Month. Portal 1 Malfunctioning Portal 2 Within Range (Short) 3 Within Range (Long) 4 Within Range (Short) 5 Other Portal 6 Dungeon Entrance Dungeon Entrance: The portal will lead to a Dungeon Entrance still unknown to the Character. The Entrance is within 2d3+3 Hexagons, possibly close to a mountain range. If no mountains are close enough, randomly determine the direction as usual. The entrance can’t be in the same hexagon of an already known location so if you happen to end up there, simply move away by 1d3 further hexagons of your choices. The Dungeon will consist of 1d3+2 Levels half of which are generated with the Standard Dungeon Generation while the other half with the Wizardry Dungeon tables. Reaching the end of the last level will present an exit which will allow the character to appear within 1d3 Hexagons from the entrance, in an occupied Hexagon. Once explored the dungeon entrance and exit will both disappear. Malfunctioning Portal: The portal is malfunctioning and will cause some trouble to the Character. Use the following table then roll again on where the portal will bring the Character, except if you obtain the Wyrd location result. Example: The Character crosses the portal but obtains a 1. The player rolls on the Malfunction Event Table, obtaining a 3. After the event is resolved, the Player rolls again on the Portal table and obtains a 4, ending the Malfunction event. Notice that a Player can obtain multiple malfunction events. Malfunction Event 1 Wrong Location 2 The Character is ejected back from where it came, suffering 2d3 Arcane Damage. The portal will then turn off 3 The Character’s Armor/Clothes loses 2d3+1 Integrity 4 The Character must perform an Endurance Check at 1d10+3 or faint for 2d3+3 Hours 5 The Character is ejected from the portal at full force, suffering 2d6+3 Arcane Damage 6 Wrong Location Wrong Location: Instead of rolling on the regular table, the Character is teleported inside one of the following Lairs. Roll a d6: Lair 1 Intruders 2 Slime 3 Tentacle 4 Slime 5 Tentacle 6 Infesters The Character is teleported in the last room of the lair, instead of the entrance, while the Lair itself has 1d3+2 Rooms. 183
Other Portal: The Character will move through the portal and end up coming out of another one. If you have already found one or more portals, you must randomly chose from which one the Character emerges. If no other portals have been found, select the closest different environment which might contain a portal and then simply place it within1 Hexagon from the border. Example: The Character has only found one portal while exploring a Primitive Badlands Environment. The player then consults the map he’s using and locates the closest Environment which could have an Eldritch portal, which is a Dark Forest. The player then simply selects the closest point from where the character is, adds one hexagon inside the environment and then places the portal, where the Character will emerge. Moving to a Portal from Another, will deactivate it for a Week, unless it was already deactivated. Within Range: The Character emerges in a random hexagon within a specific range. Use the random direction table to determine which direction to follow then roll 2d3+1 for a Short Range or 3d3+5 for a Long Range. The last Hexagon is where the Character appears. Notice that if the result would bring the Character out of the Map, roll again on the direction table and then keep counting until arrived. Example: The Player obtains the Long Range and obtains a total of 11 Hexagons to the south. Since the Character was close to the southern map border by 6 Hexagons, when reaching the border, the Player rolls a new direction, obtaining north-west. The player will then count 5 Hexagons in such direction and the Character will appear in the last one. If the Hexagon contains a known Location, Point of Interest or Hazard, roll a d6: on a 5+ the Character appears nearby it. 184
Fey Circle A Fey Circle is the name of a strange area surrounded by colorful mushrooms, runic stones and strange plants. Due to its extensions is often hard to notice it without the use of magic, such as the Detect the Arcane Spell, or a specific knowledge about folklore and legends. A Fey Circle covers an area of 2d3+3 Squares and requires a Perception Check at 1d10+2 to notice it before it’s too late. A successful Check allows the Character to stop before entering it. Dream Child and Nature-bound Characters obtain a Superior Dice when performing the Perception Check. A Character which notices the Circle can identify it with a Knowledge (Arcane) or (Folklore) or (Myths and Legends) or (Witchcraft) at 1d10+2. If the Check is failed, the Character won’t recognize the Circle and will have a 4+ Chance to keep moving through it. If the Check is successful, the Character can to Spend 1 Focus or 3 Prowess when moving through the Circle, to being able to Roll an additional dice on the effects table and discard one of his choice. Fey Creatures will automatically sense the Circle without any Check required. When the Character moves through the Circle, roll 2d6 and consult the table. Notice that if multiple Creatures move through the circle at the same time, the Circle will activate after one round and affect everyone inside. Moving inside the Circle causes any Creature to move at half its speed although the Creature itself will not notice such detail and will think its been moving as intended. Unusual Event 2 Roll a d6: if Even the Character is considered being under the Effect of the Accelerate Spell for 2d3+3 Hours, or Decelerate if Odd. This effect will counter the opposite spell. 3 The Fey Circle is suddenly filled by Dizzy Bubbles, as described at page 63. 4 The Character is teleported in a random direction for 1d3+1 Hexagons. If the point of arrival has known Hazards, Locations or Points of Interest Roll a d6: on a 5+ the Character will appear close by it. If the Character should be moved outside the map, it will instead stop within 1 Hexagon from the Border. 5 The Character will randomly change his skin color for 1d3 Days. (The effect is permanent on Chimerans) Use the Epidermis Variation Table at page 32 of the Core Rules, rerolling if you obtain a color the Character already has 6 The Character obtains a Generic Curse for 1d3+1 Days 7 The Character obtains a Kink for Fey Creatures for 2d3+2 Days. If the Character already has such Kink he will increase his corruption by 2d3 8 The Character must perform a Will Check at 1d10+3 or fall asleep for 2d3 Days (counts as Resting) without the need to eat or else. During this period of time any additional creature which tries to reach the Character must perform the same Check or also fall asleep. If dragged outside the circle, the Character can perform another Will Check where a success allows the Character to Wake Up immediately but a Failure causes the Character to keep sleeping for the remaining time. A Remove Curse allows the Character to wake up immediately 9 The Character obtains a Generic Blessing for 1d3+1 Days 10 The Character must perform a Will Check at 1d10+3 or feel the urge to mate with the first compatible creature he will met for the next 2d3+4 Hours. If the Character find nobody, it will restore 1 Determination. 11 The Character is teleported in a random direction for 1d3+1 Hexagons but without his Armor and Clothes, which are nowhere to be found. If the point of arrival has known Hazards, Locations or Points of Interest, roll a d6: on a 5+ the Character will appear close by. If the Character should be moved outside the map, it will instead stop within 1 Hexagon from the Border. 12 The Character obtains a Kink for Arcane Creatures for 2d3+2 Days. If the Character already has such Kink he will increase his corruption by 2d3 185
Fishing Spot This spot near the river/lake/sea seems perfect for fishing, allowing a character with a fishing rod and bait to try to catch some fish, or even by patiently waiting and using a spear if the water is low enough. When reaching the spot for the first time, roll a d6: on a 5+ there is someone already. Roll another d6: Lake/River Sea 1-2 1d3+1 Poachers Randomly Generated NPC 3 1d3+1 Fishermen Lone Fisherman 4-5 Lone Fisherman 1d3+1 Fishermen 6 Randomly Generated NPC 1d3+1 Pirate Scallywag The Fishermen are Neutral while the Poachers and Pirates are suspicious. Randomly roll for the NPC as usual. A Character can buy some rations from Neutral NPCs with coins, through Bargain or by paying in Sex. Bargain requires a Bargain or Speechcraft Check at 1d10+2 while sex requires Seduction. A Small Fish costs 1d3 CCo, a Medium 2d3 CCo and a Large 2d3 SCo If there is no one or only a lone Fisherman, the Character can also try to fish. Roll a d6 for the size of fish available. Add a -1 for rivers and a +1 to the dice roll for lakes and sea-shore: 1 Small 2 Small 3 Small and Medium 4 Small and Medium 5 Small and Medium 6 Small, Medium and Large The Character can spend 1 Prowess and must wait 1d3x10 minutes before being able to make a Fishing Check or a Survival Check depending on the fish size: • Small: Fishing 1d10+0 or Survival 1d10+1 • Medium: Fishing 1d10+2 or Survival 1d10+3 • Large: Fishing 1d10+3 or Survival 1d10+4 It’s possible to only fish up to 2d3+2 Fishes at day, since the rest will simply run away. 3 Small Fishes can be cooked into a Small Ration 6 Small Fishes can be cooked into a Ration A Medium Fishes can be cooked into a Small Ration 2 Medium Fishes can be cooked into a Ration A Large Fish can be cooked into 2 Rations If the Character rolls a 1 while fishing, roll on the following table, to see what happens: Events 1 Something in the Water 2 Fishing Tool Breaks 3 Fish Escapes 4 Fishing Tool Breaks 5 Something Scares the fishes 6 No More Fish for today Fish Escapes: The Fish manages to escape at the last second but still counts towards the maximum attempt for the day. Fishing Tool Breaks: The tool used for fishing breaks and it can no longer be used. No More Fish for Today: Regardless by how many attempts made, the Character can no longer fish here. Something Scares the Fishes: Apparently something scared the fishes but it’s nowhere to be seen. Counts as No More Fish for Today, but returning here within 1d3+1 Days will cause the Character to trigger the Something in the Water event by just failing an attempt once. Something in the Water: There is something in the water which scared the fishes to go away. The Character can try a Perception Check against the Creature’s Stealth but by using a Burden Dice due to the Water. Failing will cause the Creature to be able to ambush the Character appearing within 1d3 Squares from him. Alternatively the character can just run away but doing so prevents to recover any item left behind which might be stolen. Roll a d6: Gorge/Lake/River Sea 1 Glaistig Tentacle Lurker 2 Brew Slime Deep One 3 1d3+1 Tentacle Crawlers Mermaid 4 2 Naiadan Troublemakers 1d3+1 Tentacle Crawlers 5 Tentacle Lurker Nereidian Peltast 6 Slimerling Octomermaid The Deep One, Octomermaid, Slimes and Tentacle Creatures are Aggressive But Horny. For the rest roll as usual on the respective Attitude Table. 186
Floating Terrain Floating Terrain is a common event within Arcane Anomalies due to their chaotic nature, but cans till be found as natural events depending on the concentration of Arcane Energies or the proximity with the Fey World. It’s Possible to keep exploring a Hexagon when finding Floating Terrain, since there might be something interesting, although reaching the floating terrain itself might be a little tricky. When finding a zone with Floating Terrain, roll a d6: on a 4+ the Terrain has something which allows an easy way to reach it, such as roots, vines or chains. Reaching Floating Terrain: Usually Floating Terrains are just pieces of rocks and ground floating on the air and only by flight or jumping from a close non-floating spot allows to reach them, (IE: jumping from the edge of a chasm, down to a floating rock). The gravity around the floating terrain is reduced, so even failing the jump check or falling down from it will slowed down. When falling off Floating Terrain halve the total distance in squares required to reach the ground, for calculating the total damage. Roll a d6 to determine what is present: 1 Chains 2-3 Vines 4-5 Roots 6 Floating Stairs Roots, Vines and Chains: Some Floating Terrains are bound together by roots or vines, and might be also be bound to the ground or to a specific location, making it easier to reach them by climbing. In other occasions the terrain might be even been chained by someone. Climbing Roots and Vines requires a Test of Skills by using Athletics with a Difficulty of 1d10+2, while for Chains its lowered at 1d10+1. As a rule of thumb it only requires 2 or 3 successes to reach the terrain. Failing the Test with two successes only means that the Character didn’t managed to move, while with only one or no successes means that the Character will fall down. Floating Stairs: In some rare occasions there might be “stairs” made of stones or rocks close together or actual stairs of stone which allows to easily reach the floating terrain. In this case no rolls are required. Gravity: Once the Character reaches the Floating Terrain, although it might still possible to see floating debris here and there or that there might be floating ruins to be found, gravity will work as usual. 187
Harpy Nests The Character stumbles into a place where harpies made their own nests. Regardless of what the folklore say, harpies are actually mammals although they are only females, some might grow a mutation which will function as a regular penis, mostly raptor harpies. A Harpy nest looks like a sort of half-sphere with a single entrance, made of brambles, mud, feathers and bones, while the inside has feather and hay to make the nest more comfortable. The nests are mostly for pregnant harpies and those which recently had a baby until its time for their weaning. Some nests are instead a property of those harpies which can reproduce, and which constantly keep clean and comfortable to attract new mates or which use to bring their kidnapped mates. A colony of harpies without any harpy with a mutation will often kidnap members of other races, usually humans, orcs and dwarves, to procreate with them, while those raptor harpies with the mutation might just decide to kidnap females of other species for their own pleasure. Some of these kidnapped individuals end up becoming a sort of nurse or slave for the harpies, but accidents are not that rare. To randomly generate a Harpy Nest, use the following tables. Nests Harpy Presence 1 Cluster (2d3+5) Abandoned 2 Single Abandoned 3 Few (1d3+2) Some are Away 4 Cluster (2d3+3) Some are Away 5 Single All are Here 6 Few (1d3+1) All are Here Reproduction Loot 1 No Nothing 2 Yes Treasure 3 No Nothing 4 Yes Food 5 No Treasure 6 Yes Captives* *Cluster of Nests only Type of Nests: While single nests are self-explanatory, Few nests indicates an amount of 1d3+1, while a cluster is 2d3+2. Notice that it’s also indicated the amount of Harpies presents which might not concede with the number of nests, since not all the Harpies get to sleep into one. Harpy Presence: Indicates if Harpies are present at the moment, when the Character arrives. If some are away, the rest will return within 2d3+3 hours. Harpies are always Aggressive when found nearby their nests. Reproduction: Indicates if the Harpies have a meaning for reproduction, usually a Raptor Harpy with a mutated penis or if they have captives. If they have a meaning for reproduction, there will be a mutated Raptor Harpy every 5 regular Harpies. The Captives: A Cluster of Nests might also have 1d3 Captives, usually detained in one or more of the nests. Usually harpy kidnap males if they don’t have any other meaning for reproduction, while they might also kidnap females if there is a presence of mutated Raptor Harpies. The Captives are all without equipment except for torn simple clothes. You can randomly generate them as usual. Saving the Captives allows to recover 1d3+1 Determination. The Loot: Harpy Nests often have a chance to have something worth stealing, although that might anger the Harpies unless defeated or gone. The Food Result allows to find 1d3 Food Ration every 3 nests. Treasure requires a Perception Check at 1d10+2, which counts as Scavenging. If successful, use the following table. A cluster of nests allows to perform 3 attempts. Loot 2 Treasure Map 3 Sewing Kit 4 Potion of Healing 5 Trinkets worth 2d6+5 SCo 6 Enchanted Scroll (Arcane Bolt) 7 Pouch with 2d3+4 GCo 8 Healing Bag with 2d3 Bandages 9 Enchanted Scroll (Enchanted Protection) 10 Pouch with 2d3 Bitter Roots 11 Fire Bomb 12 Bejeweled Dagger (4 GCo) 188
Low-gravity Zone A Low-gravity Zone is a zone where from time to time a phenomenon called “Gravity Wave” happens. Every 2d3+5 Hours, the Gravity Wave will happen and it looks and feels more like a sort of wave of soft air although it’s usually extremely huge and large. Everything caught by the wave will immediately lower its total weight allowing creatures to jump towards every direction, even by standing, covering a distance of 3 Squares per point of Body, while a run-up allows to consider the Creature’s Body value being higher by 1 point. On the other hand creatures will fall slowly after they surpassed their jump distance but hitting anything before that requires an Agility Check at 1d10+2 or the Creature will suffer 2d3 Damage. For this reason, every time a Creature Jumps, it’s forced to make a Mind Check at 1d10+1 or miscalculate the strength or trajectory and will hit something. If the Jump is performed where there are no tall obstacles, such as a plain, the check is not necessary. Example: A Character with a Body of 3 performs a run-up and jumps, being able to cover 12 Squares of height in a sort of arch. The Character is inside a Forest and has to make a Mind Check to correctly assume his trajectory but it fails causing him to perform an Agility Check to avoid hurting himself. Creatures which are able to Fly increase their speed by 2 while those with the Levitate increase their movement by 4. A Creature with the Lesser Levitation only needs to Spend 1 Prowess to maintaining the effect active and reduces the Difficulty to 1d10+1. Jumping down is always slowed to 4 Squares per round, as long as the creature is within the bubble of low gravity. A Creature which was floating or jumping which manages to pass over the bubble of low gravity will immediately fall. The low gravity lasts for only 1 hour and after that, it will return normal, which often causes creatures to fall from a dangerous height. A Creature obtains a Superior Dice when performing Athletics Checks for Jumping and Climbing while the Gravity is low, and falling down doesn’t hurt the Character at all. A Creature also obtains a Superior Dice when performing HtH maneuvers when trying to Lift and Lift and Throw other creatures which will be launched further although they probably won’t suffer much damage by impacting on others. Low Gravity also allows to perform bizarre Sex positions due to the loss of weight of both partners. Tentacle Creatures and Slimes don’t like effects of low gravity at all, and try to stay attached to anything. A Slime or Tentacle Creature hurled away is unable to re-orient itself and will probably just travel until manages to attach itself to something or land further away. Meadow Meadows are usually quiet places good for resting, but they can also host one of more creatures which could live in there, such as Dryads or similar Fey creatures. Others are instead strange places where the vegetation looks odd and corrupted or in most rare cases its infested by a flesh-like substance which covers almost everything. While inside a Meadow the Character can perform different activities: • Gathering Food • Gathering Resources • Meditating, Resting or Taking a Break Gathering Food: A Character can try to find some edible roots or berries with a Knowledge (Herbalism) or (Nature) or Survival Check at 1d10+1, by spending 20 minutes for each attempt. It’s possible to only perform 1d3 attempts per Meadow, although gathering food while in a Forest, Jungle or Tropical Environment allows to increase the attempts by 1. Each success grants a Small Ration. A Meadow can only be searched once a Month. Gathering Resources: A Character can perform a Knowledge (Botany) or (Herbalism) at 1d10+1 or a Survival Check at 1d10+2 to recover 2d3 Herbs or Plants of the colors determined by the table below: 1 Orange 2 Azure 3 Green 4 Red 5 Blue 6 Yellow Gathering resources requires 10 minutes per attempt and each Meadow allows to perform 1d3 Attempts plus 1 additional attempt if the Character obtains a 6 in one of his Knowledge Checks (but not Survival). Jungle, Tropical and Wyrd Plains Environments allow to obtain 1 additional Attempt, regardless of the Skill Check result., which means it’s possible to perform 1d3+2 Attempts in total. Alternatively, the Character can instead search for some Bitter Roots with an overall difficulty of 1d10+2 regardless of the Skill used. Notice that it’s possible to search for different resources depending on how many attempts are available. A Meadow can only be searched once a Month. Meditating, Resting or Taking a Break: A meadow allows a Character to recover 2 Additional Prowess when Meditating or Taking a Break. If the Character has a Bedroll or performs a Survival Check at 1d10+2 he can consider the location as being Comfortable for Resting, otherwise it won’t grant any specific bonus. Meditating and Taking a Break while inside a Wyrd Forest or Plains allows to recover 1 additional Focus. Meadow Encounters: When a Character reaches a Meadow, roll a d6: on a 6+ there is a Lone Creature present. Roll on the appropriate Tables according to the environment. If the Character spends at least 1 hour inside a Meadow of a Forest, Jungle, Swamp or Wyrd Forest, roll a d6: with a 5+ an Ambush will occur. Use the appropriate Ambush tables, while the Creature will be placed at the limit of the meadow, usually behind the closest tree, bush, rock etc. A Character which was sleeping will be automatically captured. 189
Mirage While traveling in the arid expanse, the character notices something in the distance which catches his attention. A Mirage is often caused by different factors, often by being tired, dehydrated and such, but in the Labyrinthus a Mirage is generated by arcane energies forming illusory images in the mind of the observers where in fact, there is nothing. A Mirage is easy to notice and appears only during daytime, but only affects sentient creatures and is often ignored by animals and beasts. A Character or NPC which notices the mirage must perform a Will Check at 1d10+3 to resist the effects of the illusion which is considered both a Mind Effect and a Spell-like Effect. If failed the Character or NPC will be actually convinced to have seen a Point of Interest or Location in the distance. Roll a d6: if Even it’s a Location if odd a point of Interest. Use the appropriate table to determine the illusory Location or Point of interest and the random direction table to determine in which direction the Character or NPC is convinced he has to go. Unfortunately this means that the Character will travel towards the direction he thinks he should go without realizing the location or point of interest he saw is always at the same distance regardless of the time spent walking. A Character can perform another Will Check once per day, with the Difficulty reduced by 1 for each consecutive failure after the first, down to 1d10+0. If the Character is Knocked Unconscious or manages to leave the environmental zone he was previously while the Mirage was active, the effect will stop. Even succeeding with the Will Check allows the Character to realize his mistake but at this point he is forced to make a Survival Check or become Lost. If the Character resisted the effect in the first Check, he will immediately notice that there is something wrong and will simply ignore it. After this “Point of Interest” has been met, every time the Character encounters Wandering NPCs while still inside the same environment, roll a d6: on a 5+ they are under the influence of a Mirage and are convinced of being traveling to a specific location. A Character which is Hungry, Thirsty or Weary is forced to use a Burden Dice when trying to resist the effect of a Mirage. 190
Mysterious Stones Stones with different shapes and forms are scattered all across the Labyrinthian Overworld. Some are carved by its inhabitants to redirect arcane energies or as part of strange rituals while others were already part of the Overworld itself, and are used to to generate random effects. There are three types of Stones which can be found: Radiating, Ritualistic and those which can be Activated. To determine which type of stones are found, roll a d6: • 1-2: Dormant • 3-4: Radiating • 5-6: Ritualistic Dormant Stone: These type of stone usually require to be activated somehow or will automatically activate in certain conditions. Once activated the effect it requires at least 1d3 Days for the stone to recharge. Dormant stone have many different shapes but are always carved with runes and arcane symbols. A Character can try to understand the meanings to at least predict the stone effects with a Wizardry Check at 1d10+3 or Knowledge (Arcane/Occultism/Witchcraft) at 1d10+2. If successful, roll on the effect table as usual and then decide if it’s worthy or not. Rolling a 1 means that not only the Character fails to understand the runes but accidentally activates the stone, losing 2 Focus or 6 Prowess. Surprisingly, the runes seems to change every time the stone is Activated, which means that every time the stone is activated, the effect will be different. Activating the Stone requires the Character to Spend 1 Focus or 3 Prowess. Activation Effects 2 The Character Reduces his total Prowess by 4 for 1 Week 3 The Character is immediately teleported away and will reappear within 1d3+1 Hexagons from this location. Use the random direction table to determine in which direction he’s teleported. If the effect should teleport him outside of the map, re-roll the direction. 4 The Character to obtains the Flesh is Weak Trait for a Week. If the Character already has such trait he reduces his total determination by 5. 5 The Character receives the Resistance to Elemental Damage (2) Feat for 3 Days 6 The Character Receives a Generic Blessing for 2 Days 7 The Character body appearance randomly changes for 2d3 Days. Roll on the Body Appearance Tables 8 The Character Receives a Generic Curse for 2 Days 9 The Character starts to feel dizzy and will immediately be considered Lost due to the vertigo effect. 10 The Character will start to radiate a dim light with a 1 Square Range for 2d3 Days. Although the illumination doesn’t prevent him to sleep, he will find hard to hide, suffering a Burden Dice every time he tries to perform Stealth Checks or when escaping form a Chase 11 The Character receives the Weakness to Elemental Damage (2) Feat for 3 Days 12 The Character Increases his total Prowess by 4 for 1 Week Radiating Stones: Radiating Stones will constantly emit a type of energy or effect. Sometimes the effect can’t be perceived by anyone except to certain types of Creatures, for example Infesting creatures such as Slimes and Tentacle Creatures, while in other occasions any living Creature will feel a sort of “energy” when getting close. A Creature must stay close to the stone for 1 Hour for the effects to be obtained. Radiating Stone Appearance 1 A slab of dark stone with a rectangular shape 2-3 A very tall menhir weathered and consumed by the weather and the passing of time, still presents carvings of ancient runes and tribal drawings. 4-5 A large menhir which presents different holes which allows to see through it easily and carvings which seems to imitate certain constellations 6 A tall stone with a spiral-like shape. At a close inspection the bizarre form appears natural and not the result of carving Radiating Effects 2 The Character feels a sense of vertigo and is Considered Lost for 2d3 Days. 3 The Character emits a less intense arcane aura. Creatures with the Blind Perception (Arcane) halve the range of the Feat when trying to Detect the Character. Lasts 1 Week. 4 The Character feels weaker, obtaining a Burden Dice when performing HtH Maneuvers based on Strength for 2d3 Days. 5 The Character increases his total Prowess by 4 for 2d3 Days. The effect doesn’t stack and nullifies the result of a 9. 6 The Character will have a vision of something. Chose a point within 2d3+3 Hexagons, with a Random Direction and immediately roll on the Exploration Table. If the hexagon also contains a Location, the Character will be aware if its presence. 7 The Character can’t lower his arousal level lesser than Aroused for a week. 8 Infested and Tentacle Creatures will never get closer than 2d6+5 Squares from the Stone. 9 The Character reduces his total Prowess by 4 for 2d3 Days. The effect doesn’t stack and nullifies the result of a 5. 10 The Character emits a more intense arcane aura. Creatures with the Blind Perception (Arcane) double the range of the Feat when trying to Detect the Character. Lasts 1 Week. 11 Eldritch Creatures will never get closer than 2d6+5 Squares from the Stone. 12 The Character feels stronger, obtaining a Superior Dice when performing HtH Maneuvers based on Strength for 2d3 Days. Returning to the stone before a Month is passed will cause the opposite effect instead. 191
Ritualistic Stone: Ritualistic Stones require a specific ritual which usually takes a long time to be performed and often requires the use of certain substances, the spending Mp or Prowess and so on. Ritualistic Stones are often guarded by other creatures constantly or are the center of a specific ceremony once per month, such as a Sabbath or an Eldritch Ritual. Ritualistic Stone Appearance 1 The stone has been cut in half and the top is carved with strange symbols. Candles and trinkets decorate the stone. 2-3 A tall slab of stone cut in a rudimentary shape. The stone presents a small alcove where a bowl is placed. Skulls and wax candles decorate the whole stone among painted arcane and eldritch symbols 4-5 The stone is fragmented into pieces of different dimensions but they fluctuate at close distance to each other, allowing to see the original form. Many decorations, runes and candles are placed all over the stone and many pieces are connected with each other by ropes and small pieces of cloth 6 The stone is partially carved and sculpted to resemble a female bust. A multitude of candles are located all over the statue and their melted wax drips down making the bust rather ambiguous When reaching this location, there is a 4+ Chance that there are other Creatures, otherwise the location is deserted. If the location is deserted a Character can’t do much by himself unless he wants to scoop around or to study the Stone with a Test of Skill by using Knowledge (Arcane) or (Occultism) or (Witchcraft) with a difficulty of 1d10+2. Studying requires 1d3 Hours. 3 Successes, 0 Failures The Character learns something interesting and insightful, and obtains 1 additional XP. This effect can only be obtained once per Stone shape (so up to 4 times). 3 Successes, 1 Failures The Character obtains some insight which can be used later. The next time the Character should perform a Skill Check related to Rituals or Occultism knowledge, he can spend 1 Prowess to be able to obtain a Superior Dice. 3 Successes, 2 Failures The study is slightly interesting but doesn’t tell much 3 Failures, 2 Successes The character was close to understand some passage but unfortunately there some missing pieces which make things odd 3 Failures, 1 Successes It takes double the amount of time to study everything and in the end the Character fails to understand much. 3 Failures, 0 Successes The study takes double the time and in the end it just frustrates the character which loses 3 Determination, when he realizes he had learned nothing. If there are Creatures, use the following table: 1 Children of the Bone Lord 2 Cultists of Shub-n’arig 3 Tribal Goblins 4 Cultists of the Sprawling Mother 5 Witches 6 Cultists of Awnt-ib Children of the Bone Lord: These Beastfolk often travel long distances to find specific ritualistic stones where they perform strange rituals to appease their god: the Bone Lord. The ritual consist into the playing of rudimentary drums and strange chanting while a group of 2d3+3 Slaves are reunited around a huge bonfire in front of the stone. The slaves are mostly males with some sporadic female since the purpose of the ritual appears to be reproduction. Most of the participants are females which will mate with the slaves in an attempt to be impregnated, while only those worthy males are awarded with a female slave. Females with a Feminine penis are often considered an oddity and could be used by both males or females or simply considered unclean and just used as servants during the ceremony. Female Character captured might end up being used as trophy mate for a Goat Herder or forced to mate with members of the tribe or with slaves. These type of ceremonies appear to be the only time these Beastfolk might tolerate members of the other races as long as there the presence of an Albino Goat, which is considered to speak directly with their god. The Ceremony only starts during night time, but during the day the location is guarded by 1d3 Prowler Goats, 1d3 Lurking Goats and 2 Goat Herders while the rest of the tribe will arrive only at sunset with the slaves. There is only 5+ Chance that the tribe presents an Albino Goat, in which case the presence of Characters and NPC might be allowed. Cultists of Awnt-ib: A Ceremony dedicated to Awnt-ib is a rather bizarre one, since it requires the followers to bring wealth for their goddess. The more they bring the higher the chances to be noticed during the ceremony portrayed by a priestess. Although most of the cultists are males, only females can become priestesses of the goddess, which is rather strict with their appearance and dressing code. Priestess are always good looking and well groomed and can’t be touched unless by the chosen ones or by other priestess or if they decide to give such gifts to their followers since that also represents the touch of their goddess. Good-looking slaves are also accepted as gift since they will be used as servants during ceremonies. The ceremony itself requires the cultists to strip of their own possession and only keeping up their mask, while various handmaidens will collect their offerings and paint certain symbols on their torso to represent how much they gave for their goddess. Only those which are able to get a good impression are then allowed to stay close to the high priestess although the rest can still watch at some distance. The Ceremony is considered “private” but anyone is allowed to participate as long as it has something of value to donate, usually gold coins. The main ceremony consists of the High priestess performing an erotic dance while wearing the mask representing the goddess. The priestess will mostly interact with her dance only with those which were deemed worthy. The rest of the cultists often rely on just masturbating as part of the ceremony to represent another type of donation they can give to their goddess. 192
Cultists of Shub-n’arig: The stone is used mostly to perform a monthly ceremony or a sort of ceremonial ritual where a priest and his acolytes try to summon a creature into the Labyrinthus. The latter is less frequent because the resources required are usually rare and can mostly be found wandering through the underground and ever-shifting levels of the Labyrinthian Dungeon. Ceremonies are always private and only members of the cult can participate while intruders will be swiftly dealt with bu Cultists Guardians and Zealots. If there are Creatures, the location is guarded by 3 Guards and 2 Zealots while the ceremony will start after dusk. To determine which type of Ceremony simply roll a d6: with a result of 5+ it will be an Eldritch Ceremony (page 105) otherwise it will be a regular one. Use the following table to determine the Creatures Summoned: 1 Tikbalang 2 Incubus/Succubus 3 2d3 Yrgl Hounds 4 2d3 Eldritch Servants 5 Schnappergheist 6 Star Spawn The presence of the Stone lowers the Chance for a Star Spawn to break free to 4+. Cultists of the Sprawling Mother: The Stone is used as part of the ritual which will attract tentacle creatures from the surrounding areas. The Ceremony is officiated by a female Cultist Priest which will offer both her followers and additional slaves to the lusting creatures. Usually the slaves are chained down to prevent them from escaping. A special incense is burned inside large braziers which will release a cloud which will quickly cover the area. The cloud consistency is rather heavy so it will remain at ground level. Creatures which breathe the incense must perform a Will Check at 1d10+3 or immediately become Aroused and uninhibited, which is often used to ease those not used to mate with tentacle creatures but also to lower the aggressiveness of the latter. The Ceremony starts before Dusk but the braziers will be lightened up only during night time. The Group of Cultists is composed by 1 Cultist Priest, 4 Cultist Guardians, 2 Zealots, 2d3+4 Cultists and 2d3 Slaves, although during daytime only the Guards and Zealots are present. The Cermony always attracts 2d3 Tentacle Lurkers, Coitus Nocturnus and Tentacle Crawlers and there is a 5+ Chance that it will also attract 1d3 Infested Slimes. The Creatures attracted will seek for the first compatible creature they detect, which might also result into being a Hiding Character too close to the ceremony. Although the Zealots often participate to the Ceremony, guards are covered with a special oil which lowers the interest of the tentacles which will prefer to grab someone else. This is often done to still grant a form of protection during the Ceremony. Tribal Goblins: Most of the goblins which end up in the Labyrinthus will often form many small tribes which can be easily encounter roaming the Overworld for resources or within the infinite levels of the Underground Dungeon. Fertility and reproduction are an important aspect of the Goblin Culture and ceremonies of fertility are the most typical form of ceremony performed. Enchanted Stones are believed to be the key to make the ceremony and the ritual work which is supposed to be aimed to contrast the Deletionem Field. Although most of the time the ceremony is just a huge orgy without much consequences except for a massive hangover, it might occur that something works right and the field gets temporarily suppressed or that the Maker allows the participants to procreate (although the Chance is only 5+). There is no specific time for when the Ceremony is performed due to the randomness of the decisions made by the Shamans but the average group of participants consists in 2d3+1 Goblins, 2d3 Goblin Fighters, 2d3 Goblin Scavengers and at least one Goblin Shaman. 2d3 Randomly generated NPC are also present as prisoners or slaves. Outsider Goblins are often tolerated as long as they partake to the Ceremony while anyone else will probably captured unless manages to impress the Shaman, which will instead invite any strong Character or NPC to join, being granted the best females or males as preferred. 193
Old Statue The Character finds an old statue abandoned here. It is clear that the time passing and the weather took a heavy toll on it leaving cracks, corroding its edges, drying up the colors and probably weeds has started growing on it. The statue can be used as point of reference if the character has a map or if lost, which allows to spend 1 prowess to being able to roll again to see if the character manages to orient himself and be no longer considered lost. When an Old Statue is found, roll a d6: with a result of a 4+, the Statue will be Enchanted and will give a Task to the Character. The first thing is to determine if the statue is friendly or not, decided by rolling a d6: if the result is Even the Statue is friendly, if Odd its Imperious. All the Tasks are considered Quests, but only One Task will be proposed from a Statue only Once per Moth. 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. Friendly Task Imperious Task 1 Love Glory 2 Purification Prey 3 Experience Slavery 4 Freedom Debauchery 5 Burden Brood 6 Glory Burden List of Tasks: Brood: If the Character is female, the task requires her to being impregnated at least five times, from different Creatures. 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. Burden: If the Statue is Friendly the Character is presented with two options: the first is to receive a Curse for a Week, which will then be automatically removed and replaced by a Blessing. During this period, if the Character finds other NPCs which are suffering from a Curse, he can spend 4 Prowess to being able to transfer such curse on himself although he can only receive three curses in this way. Since the Character can only have two Active Blessings, he will instead increase his Determination by 2 and recover 2d3 Determination for every additional Curse he transferred on himself. Curses of Blood can’t be transferred this way. If the Statue is Imperious the Character will obtain the Curse for two weeks but is offered the Chance to remove it earlier by having sex with penetrative action with 5 different NPCs which will then receive the same Curse. If the Character does so he will receive a Blessing, increase his Determination by 4 and also obtain immediately a Lesser Mutation or Quirk. If the Character keeps the Curse for two weeks, it will then simply vanish when the time is up. If the Character removes the Curse obtained from the statue he will immediately obtain a new one which will last the double amount of time. Debauchery: The Character is presented with two different options: the first one is to have sex with 5 different NPCs as long as his Dislikes and/or Taboos are involved which will cause the reduction of his Determination by 2 each time. The other option is instead to force 5 different NPCs into their Dislikes/Taboo or causing them to acquire new Kinks. It’s possible to accomplish different tasks together but the character still has to have at least 3 different encounters. The task will last one month and the Character will receive 1 XP and a new Quirk or Lesser Mutation for each success. Refusing to do so, will reduce the Character’s total Determination by 8. Experience: A rather unusual task is presented to the Character: trying something new regarding his sexual experiences. Roll on the Interests/Kinks Table five times, re-rolling any result which the character already has, but keeping any eventual Dislike or even Taboo. The Character is then asked to try each one of the new experiences with different NPCs which match the request. For example if one of the experiences is regarding having sex with Nereidians the character must find one and so on. It’s possible to mix the tasks together, but the character has to at least have 3 different encounters with new Creatures. The Character has two weeks and it will obtain 1 XP per successful task although it will always have the vague sensation of being observed during such period. 194
Freedom: The Character is asked to free the slaves from a slavers encampment. The statue will grant the Character a vision of the location which is randomly located within 2d3+3 Hexagons in a casual direction (page 91). If the Character is successful it will obtain 4 XP. Use the rules at page 149 although he location will always have at least half of the total slavers while the number of imprisoned NPCs is 2d3+1. Notice the prisoners will not be all inside one cell or cage, and some will be used as servants or as bed-warmers. Glory: This one isn’t really a Task per se but rather allows the Character to have an insight about the location of a Forgotten Gauntlet (page 138). To randomly determine the direction, use the Table at page 91 then roll 2d6+2 and that’s the number of hexagons of distance between the statue and the Lair. The Lair can be even generated within a Hexagon already containing another Location but if the total result should be off the map, simply re-roll the direction until the lair is inside the overworld map. While a friendly statue will simply give the info for free, an Imperious Statue will force the Character to go there otherwise he will be cursed for a week. Love: The Character immediately receives a Quest from the Lovers Table from page 27. The Character will have a vision of where the couple is located, if needed, or at least who to seek for. If unspecified, use the random direction table and then roll 2d3+1 to determine the distance of the Couple. Prey: This task involves hunting or being hunted, which is randomly decided by the statue. Roll a d6: if even the Character is the Hunter, if Odd the Hunted. The Character will be pitted against a Spiritwalker, able to change its form only depending on its opposing role. If the Character is the hunter, the Spirit-walker can assume the form of a Deer/Doe, Fox or a Rabbit while if the Character is being hunted, the Spirit-walker will assume the form of a large feline (such as a Panther or a Cheetah), a Moose or a Wolf. The hunter has to chase the hunted and has up to a week to find it, which will involve the capturing of the hunted which will be then at the mercy of the hunter, although the Statue will ask for the Hunter to mate in a dominant position the Hunted as metaphor of the entire ordeal. If the Hunted manages to escape for a week, it will then change role and will become the Hunter and will be allowed to chase the previous Hunter. The first which manages to successfully catch or escape twice, wins. A Character obtains 4 XP if successful otherwise it will reduce his total determination by 5. If the Character refuses or loses on purpose he will instead reduce his determination by 10. Purification: The Character is gifted with a pouch containing a 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 can remove a Curse/Quirk/Lesser Mutation obtained previously or obtain a Generic Blessing for a week. 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. This Task lasts for one month. 195
Overgrown Flowers This zone presents an abundance of extremely overgrown flowers: some as tall as a human while others as high as a tree. Many other plants and colorful vegetation decorates the area, granting a unique sight for everyone. The zone is clearly altered by Arcane Magic and count as an Arcane Anomaly. A Character Taking a Break, Meditating or Resting in this location recovers 1 additional Focus. A Character can perform 1d3+1 Skill Checks to gather some Herbs or Plants. It’s possible to perform a Knowledge (Botany) or (Herbalism) at 1d10+1 or Survival at 1d10+2 to find 2d3 Plants or Herbs (your Choice). The Color of each finding is determined by the following Table. Herb/Plant Color 1 Orange 2 Blue 3 Green 4 Red 5 Yellow 6 Purple A Character can find shelter within the overgrowth vegetation or try to Climb on one of the Giant flowers with an Athletics Checks at 1d10+2. The area has a 4+ Chance, on a d6, to also have a presence of certain Creatures depending on the table below: Creatures 1 Herbalist NPC 2 1d3 Insectoid Bee Drones 3 2d3 Insectoid Bee Workers 4 1d3+1 Faun 5 1d3 Slimerlings 6 Alraune Alraune: The Creature starts Neutral and will protect her territory from intruders, although it can be convinced with a Speechcraft Check at 1d10+2 for a safe passage or to take just few plants as long as the larger ones are left intact. When encountered roll a d6: with a result of 5+, there are also 1d3 Insectoid Bee Drones seducing her, in which case she will be distracted and will let the Character alone, although those with an Interest or Kink into Voyeurism might want to assist the scene. Faun: The Faun are keeping the place clean and will fend off anyone which tries to gather herbs or which is actively trying to destroy the plants. They start at Neutral unless the Character tries to gather resources or to damage the environment, in which case they will become Aggressive. They can’t be persuaded to let some resources being gathered but can be defeated in which case they will probably run away. Notice that if the Character remains for a long period they will probably return with 1d3 more Faun, seeking revenge. This can generate a Nemesis. Herbalist NPC: A Randomly Generated Herbalist NPC (Neutral) is present here, gathering resources. When arriving at the location, roll a d6: with a result of 5+, roll again on the encounter table to see which other Creatures are present and they will react at the Herbalist at the same way (re-roll if you obtain the Herbalist result again). Insectoids: Bee Workers are to gather pollen from the giant flowers while Drone are simply resting under the sun. While the Drones are automatically Aroused, the Workers are Neutral or Aroused on a result of a 4+ on a d6. Drones are only interested into Female Characters and Workers towards Males, although some workers might have a female penis in which case they might be interested into female Characters. If left alone, the Workers won’t bother the Character. A character can still attack the insectoids which will eventually flee and return within 1d3+2 Days. If the Character is still here, they will automatically be Hostile. This might generate a Nemesis. Slimerlings: Slimerlings are playing in this area and will always be Aroused when encountered. A Character can fend off the Slimerlings or Attack them, which will simply scare them off and they will not return. 196
Overgrown Mushrooms This large area presents exceptionally large and tall mushrooms, many of which even the same height of a regular tree or more. If found inside a Mushroom forest the area presents a higher density of different mushrooms but also more resources. An interesting but often overlooked detail is the presence of peculiar crystals growing from the ground, which, to anyone who takes some time to study them with a Knowledge (Arcane) or (Geology) will learn that these type of Crystal grow only within those areas with a higher concentration of arcane energies, which might also explain the fungal overgrowth. This point of interest covers a vast majority of the hexagon is found in, but other Points of interest and locations can still be discovered. Harvesting Resources: The zone counts as six large rooms with Mushrooms, as described at page 62. When successfully harvesting resources, ad 1d3 to the total mushrooms gathered. When reaching one of such zones, there is a 4+ chance to find other creatures, by using the following Table. Creatures 1 Angler Slime 2 2d3 Ambulans Boletus 3 1d3 Slimerlings 4 Herbalist NPC 5 1d3 Boletus Custodis 6 1d3 Floralis Troublemakers The Boletus will always be busy taking care of the various mushrooms, but will simply ignore any Character passing by but will try to stop those trying to harvest resources, except for edible mushrooms, or those which feel the urge to use the Oddly-shaped or Raunchy Mushrooms. Hiding from Others: Due to bizarre composition and terrain irregularity of the zone, this point of interest can also be used as a Sheltered Spot, but it will be ineffective to hide from Plant and tentacle Creatures since they will still be able to detect the Character. Oddly-shaped Mushrooms and Raunchy Mushrooms: An interesting difference from the regular type of mushrooms found in a dungeon is the fact that in these areas, the so called “Oddlyshaped Mushrooms” actually seems to have partially grown into a sort of humanoid shape and to some scholars this is how the Boletus Custodis are actually sprouted, although it’s not yet confirmed. The Creatures seems to be particularly keen to curate more these type of mushrooms even neglecting the others so a further study might confirm such theory or find that it’s just a coincidence. When a Character or NPC is inside an area with these types of mushrooms, with some Boletus Sapiens present, the Creatures will attempt to catch them and start to stimulate their genitals in an attempt to make them climax over these type of mushrooms, so their bodily liquids will nourish the fungi. The Creatures are rather gentle if the Character or NPC let them do their thing, even undressing them or giving time to loosen up clothes to facilitate the process, while will become more rough towards those which try to resist. Pond A pond is often a welcoming sight, since can be used to gather some fresh water, used to clean up dirty equipment and clothing or even taking a bath. Taking a Break, Meditating or Resting nearby a Pond allows to recover 2 Additional Prowess since the location is often surprisingly calm and quiet. Creature Presence: There is a 4+ Chance that there might be other creatures at the pond although some might be hidden. If there are creatures, roll another d6: if Even the Creatures are visible, if Odd they are Hidden. Creatures Hidden Creatures 1 Glaistig Coitus Nocturnus 2 Crokygator Randomly Generated NPC 3 Randomly Generated NPC Naiadan Troublemaker 4 Fisherman Satyr 5 Naiadan Troublemaker Crokygator 6 Nymph Angler Slime Hidden creatures often are hidden inside the water or within the near vegetation or natural formations, if inside the water they will act if the Character gets close to the water or takes a bath while others will simply spy on him or her and act later. For example Crokygators are usually partially submerged into the water or are basking under the sun on a flat stone nearby, while if hidden they will probably wait for the character to get close or take a bath to jump up and catch them for some playful wrestling and then aquatic sexy-time. Meanwhile a Naiadan or a Satyr will wait and spy on the Character (especially the latter since they like watching others) but they could also try to approach or to sneak around and try to steal the Character’s Clothes or Equipment for fun, which could force the character to chase them completely naked which to them is part of the fun and they might let him or her catch them up using the whole thing as an excuse to seduce them. A Glaistig always appears as a simple woman taking a bath, partially submerged to hide her legs, and will always act polite or flirty, trying to allure the Character towards her. A Coitus Nocturnus often tries to catch a Creature close to the water or when it enters the water or will emerge with a more playful attitude to lure a character into the water for some sex, since apparently the Creature is less aggressive and more horny while swimming into fresh water. Taking a Bath: Taking a bath can be used to clean off the body, and remove bizarre scents and odors or even other substances depending on the situation. A Relaxing bath allows to recover 1d3 Determination. Hidden Creatures will probably act during this activity while if there are none present, there is still a 5+ chance that someone will appear. Roll a d6: • 1-2: 1d3 Bandits • 3-4: Randomly Generated NPC • 5-6: Thirsty animal. 197
Pumpkin Field Of all the type of fields that could be found in this strange place, why are those where Pumpkins grow so common, someone might wonder. The most simple reason is that often, to certain cultures, pumpkins are related to harvest festivities but also to witches and warlocks, somehow. Nonetheless, they seem to be quite common mostly in certain types of environment, since the Labyrinthus doesn’t really reflect the real world but instead an amalgamation of emotions from the Dreamworld. A Pumpkin Field is way larger than a Pumpkin Patch which might be found inside a Dungeon, but it works more or less in the same way. Curio: A Pumpkin Field is always generated with 1d3+1 Curio. Use the following table to determine what is present, but there can only be one type of Curio per field. Curio 1 Water Pump 2 Scarecrow 3 Lone Tree 4 Water Pump 5 Small Shed 6 Old Fence Harvesting: To simplify things, a Pumpkin Field is considered to be composed by 4 Pumpkin Patches. This allows to perform a Knowledge (Farming) or Survival Checks at 1d10+1, per Pumpkin Patch, to find 1d3 Pumpkins which are mature enough to be edible. Eating a Pumpkin raw will cause the Character to increase his Corruption by 1d3 and lose 1d3 Determination. A harvested Pumpkin can be Cooked with the same Custom Skill at 1d10+0 or 1d10+1 by using Survival. If the Check is successful, the Character obtains a Food Ration. If the Check is failed, they still count as Raw. Creatures: A Character which traverses a Pumpkin Patch, has a 4+ Chance to startle some Twisted Pumpkins. If you obtain a 6 on the Dice, the Character will disturb a Shambling Pumpkin Instead, but there can only be a Single Shambling Pumpkin per Field. A Character can perform a Knowledge (Farming), (Folklore), (Monsters and Creatures) or (Witchcraft) at 1d10+2 to notice that some of the Pumpkins look odd. Noticing the Creatures requires a Perception Check at 1d10+4, which is reduced to 1d10+1 if the previous Knowledge Check was successful. A Character which stays away from the patch will not startle the Creatures which will ignore him or her unless he makes a lot of noise. Notice that this means that a Character can avoid the Pumpkins from one Patch but accidentally awake those in a patch nearby. If the Character fails to notice the Creatures, they will Ambush the Character. The Twisted Pumpkins are 1d3+2 while the Shambling Pumpkin is only one and both start as Aggressive but Horny. Curio Description: Lone Tree: A simple lone tree without much about it. If your Character is on a quest to find an item of some sort, such as a trinket or lost equipment, there is a 4+ Chance that the item will be here, on the base of the tree or on one of the branches. You can find the item with an Athletics or Perception Check at 1d10+2. Old Fence: This old fence mostly surrounds the entire field and can grant a cover of 6+ against ranged attacks or to be used to temporarily hide from those far away. Moving over the fence during combat consumes 2 Squares of movement while is possible jump over with an Athletics Check at 1d10+1. Scarecrow: A generic scarecrow lies in the center of the field. The Scarecrow doesn’t have anything special about except for the clothes which can be stolen if a character needs them, which count as Simple Clothes. If your Character is on a quest to find an item of some sort, such as a trinket or lost equipment, there is a 4+ Chance that the item will be here, on the base of the scarecrow or on it. You can find the item with a Perception Check at 1d10+2. Small Shed: This small shed barely stands nearby the field. The Shed can grant a simple repair from weather and hide someone inside, although creatures with the Cent Feat can easily spot him. A Character can try to look if there is something in the Shelter with a Perception Check at 1d10+2. Shed contains... 1 Bedroll 2 Hatchet 3 Shovel 4 Flask (Empty) 5-6 Harvesting Tools The Shed also contains some hay where a Character could rest on, but it might be considered uncomfortable for those characters more used to the comfort of civilization. Water Pump: A small water pump which can be used by a thirsty Character. Drinking water will refresh the Character but also increase his corruption by 1, the first time is used. It’s also possible to it to fill an empty flask. 198
Sheltered Spot The Character finds a sheltered spot which grants to rest safely from the environment or to be undetected by eventual assailants. To determine the type of shelter, roll a d6 and consult the following table: Outcome 1-2 Simple Spot 3-4 Good Spot 5-6 Hidden Spot Good Spot: A Good Spot is often a small cave with an open access, a mound of terrain with plants which grant some cover or similar places which will protect from most of any type of weather (reasonably) and grant a little privacy. Taking a Break, Resting and Meditating in here doesn’t have any advantage or penalty. Hidden Spot: This type of spot is a good place to hide but must be actually discovered with a Perception or Survival Check at 1d10+2. This spot grants a good protection from the weather and even grants safety from wandering creatures, even those chasing the Character, although the latter requires a Stealth Check at 1d10+2 to prevent the character to leave a trail which will indicate the entrance. Meditating, Resting and Taking a Break here grants to recover 1 additional Prowess. Notice that lighting up a fire or causing loud noises or flashing colors might cause the spot to be seen. Resting in a hidden spot prevents night ambushes. Simple Spot: As the name suggest, this spot grants a bare-bone shelter which doesn’t protect much from the weather and can be clearly seen by others, unless in case of heavy rain, or similar events which lower a Creature’s vision. The spot is considered Uncomfortable for resting and doesn’t protect from night ambushes. 199
Shrine Shrines are strange places dedicated to an Aspect, a Deity or similar mysterious powers. Those who stumble upon such places of power should thread carefully since doing something offensive to the Shrine or refusing it’s offering could cause a lot of troubles, while the rewards could be helpful or harmful somehow. When a shrine is found, roll a d6: with a 5+, use the Special Shrine Table, based on the environment is found, otherwise use the Generic Shrine table. Table A 1 Shrine of the Seeker 2 Arcane Shrine 3 Shrine of the Wild 4 Shrine of Shub-n’arig 5 Shrine of Purification 6 Shrine of the Silken Touch Dark Forest Shrine of the Hollow Eldritch Forest Shrine of the Sprawling Mother Eldritch Swamp Shrine of the Sprawling Mother Forest Shrine of Beasts Gloomy Plains Bloody Shrine Hills Shrine of Beasts Jungle Shrine of Uthuunn Mountain Shrine of Strength Plains Shrine of Strength Primordial Badlands Shrine of Uthuunn Shore (Sea) Shrine of the Deep Swamp Shrine of the Hollow Tropical Shrine of Awnt-ib Volcanic Shrine of Darnagos Wyrd Forest Fey Shrine Wyrd Plains Fey Shrine Arcane Shrine Arcane Shrines appear as places with a high presence of arcane crystals and geometrical objects floating silently in a specific place. Sometimes is just a single squared column made of stone with runes carved on its surface, which emanates a gentle azure glow. Activating a Shrine requires the Character to spend 1 Focus or 4 Prowess. When the shrine is activated, the Character will obtain an Arcane Blessing, randomly generated from the Table below. A Character considered Able to Cast Spells can perform a Knowledge (Arcane) Check at 1d10+3. If successful, it can then decide to increase or reduce the result obtained by 1 (min 1 and max 6). Those unable to cast spells or which fail the Knowledge (Arcane) Check can still decide to lose 1d3+1 Determination to obtain the same effect when they activate the shrine. Arcane Blessings count toward the limit of Blessings a Creature can obtain. Arcane Blessing 1 The Character recovers all his Focus 2 When Meditating, the Character recovers 1 additional Focus for the next 2d3+Will Hours 3 The Character increases his total Focus by 2 for 2d3 Days 4 The Character increases his total Focus by 2 for 1d3+Will Hours 5 The Character can cast the Arcane Bolt Spell even if it’s not Able to Cast Spells, for 1 Day 6 The Character obtains the effects of the Enchanted Protection spell, for 1d3+Will hours Bloody Shrine Bloody Shrines are usually simple altars made of rocks, bones and broken weapons, while all the surroundings presents pools of blood which never dries. The Altar always presents a cup or bowl to place the offers in blood and something sharp used to spill blood, such as a Curved Dagger or a sharpen edge. Stealing the dagger will curse the thieving Creature with two random Generic Curses. A Character can use the Dagger to cut his hand suffering 2d3 Direct Slashing Damage and receive a Generic Blessing, but doing so increases the character’s Corruption by 1d3. It’s also possible to lure or bring other Creatures at the shrine, and if the Character Defeats at least 3 of them (4 if weaker opponents), when receiving the blessing he can roll an additional dice and pick one of the results. A Blessing can be obtained only Once per Week from the same Shrine. Fey Shrine Fey Shrines are most of the time surrounded by fairy rings and similar oddities. Fey Shrines do not require specific rituals or praying and a Creature trying its luck when praying to the Shrine, must roll a d6: if Even the Creature receives a random Generic Blessing, while if Odd it will receive a random Generic Curse instead. Dream Child Characters can spend 1 Focus or 4 Prowess to being able to roll an additional dice and decide which result to keep. Actual Fey Creatures with a Will value of 3 or higher can decide the outcome of a Prayer if they are present during the event. 200