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

Labyrinthus - Adventure Compendium v0.9

Labyrinthus - Adventure Compendium v0.9

Shrine of Awnt-ib A Shrine of Awnt-ib always represents an attractive female, while race and appearance are always close to what the Character might find attractive, even by taking into consideration Kinks, Interests, Dislikes and Taboo. Those which can see through Magic sight, are not into women or are immune to Mind effects, they will only see a vague humanoid shape. A Compatible Character which gets within 3 Squares from the Shrine must perform a Will Check at 1d10+3 or be compelled to get close and donate something to the shrine (counts as a Mind Effect). Characters with the Greed Flaw will obtain a Superior Dice to resist, while those with an interest or Kink for Dominance or Voyeurism will obtain a Burden Dice. The shrine always presents a little offering box usually hold by the statue’s hands or close to her feet, large enough to put coins, gems or jewelry inside which are the only things the Shrine will accept. The Character is compelled to donate up to 5 GCo between Coins, Gems and Jewelry and if the Character doesn’t have enough it will still have 1d3 Hours to bring the minimum required or suffer a Generic Curse. If the Character has enough, the Shrine will cast the Lover’s Hands Spell on him which will last for 1d3 Rounds. For every additional 5 GCo the Character donates, the Spell will lasts for 1d3 additional rounds, up to 5d3 or until it Climaxes. The Shrine will cast the Wrapping Lips, instead, if the Character donates Gems or Jewelry for the same amount. The Shrine is Considered to have the Cherry Lips and Hand Expertise Trait. If the Character donates more than 10 GCo it will be compelled to return with more Coins/Gems/Jewelry to donate or it will seek a new shrine. This effect is considered a Curse but the Character won’t be aware of such status unless it’s examined by specific Spells by others. Shrine of Beasts A Shrine of Beasts is often made of old bones, pelts and skulls of various animals of any form and shape. A Character can spend 2 Focus or 5 Prowess to Activate the Shrine, which will summon 3 Animal Spirits (Wolves). The Spirits are Neutral and will do nothing unless Attacked, in which case they will defend themselves for 1d3 Round then they will just vanish. The Creatures will also attack any hostile Creature towards the Character which summoned them and if they manage to defeat the Creatures before disappearing, they will try to mate with those compatible (IE: male wolves will mate with female creatures defeated, where possible). A Character can try to seduce and mate with the Spirits, losing 1d3+1 Determination each time and increasing the Corruption by 1d3+2. The Spirit’s Sex is always compatible with the Character’s Sexuality. If the Character manages to successfully make the three Spirits Climax, the Shrine will Bless the Character which will obtain the Tamer Feat for free. If the Character already has such Feat it will obtain the Creature Lover (Animals) or (Beats) Trait. If the Character already has both, he will be permanently able to cast the Beast Claws Spell as an Innate Spellcasting Ability. If the Character already knows the spell he will permanently halve it’s cost. Shrine of Darnagos A Shrine of Darnagos always represents a dragon Curled up over a hoard. The Shrine can be activated by donating Golden Coins or small golden items, such as jewelry or gold nuggets inside the Dragon’s Mouth which is large enough to only allow such items to be donated. Once active by donating at least 5 GCo, the Character will obtain a Kink for Dragons which lasts for 2d3 Days (Count as a Curse) and one of the following effects: Effect 1 The Character’s grows claws which count as small weapons or increases the damage of his claws attacks by 2 2 The Character counts as a Dragon when trying to Seduce others 3 The Character increases the GCo found by 1 4 Fire Resistance (4) and Weakness to Cold (3) for 2d3 Days 5 The Character obtains a Kink for Jewelry and Wealth 6 The Character obtains the Tough Skin Feat or it increases it by 1 If the Curse is removed, the benefits are also removed. If the Character already has a Kink for Dragons, the Curse still remains. Shrine of Purification A Character which gets close to the shrine for the first time will reduce his Corruption by 1 and recover 1 Determination. Its possible to activate a Shrine of Purification by spending 2 Focus or 5 Prowess. When activated, the Shrine will do one of the following things: Removing a Curse or removing a Quirk or Mutation obtained through Corruption. The Order is that the Shrine will always remove a Curse unless it requires a specific Ritual or Spell to being removed, and if there are none it will remove a Mutation/Quirk. This effect can be obtained only Once per Month by the same shrine. The Shrine can also remove Pregnancy from Slimes and Tentacle Creatures except if the pregnancy is at its last day. This effect will consume half of the Character’s Focus or 8 Prowess. Shrine of Shub-n’arig A Shrine of Shub-n’arig is composed by different figures intertwined together in a sort of bizarre orgy or amalgamation of creatures. The first time a Character gets close to the Shrine it will increase his Corruption by 1. The Shrine can be activated by spending 2 Prowess or 1 Focus, which will cause one of the following effects: Effect 1 The Character obtains a new Quirk or Mutation 2 The Character must swap one Interest with one Kink of his choice 3 The Character obtains a new Random Kink 4 The Character obtains a new random Interest 5 The Character must Re-roll one Interest of his Choice 6 The Character must Re-roll one Kink of his Choice 201


Shrine of the Silken Touch This gorgeous Shrine made of white marble, ivory and gold if finely decorated with humanoid figures dressed with skimpy dresses and with lascivious poses. The Statue always presents two statues at its sides, one in front of the other: one representing a handsome male with what some would call a perfect body, while the other is a female with voluptuous curves. The Shrine also presents a small box for donations, and donating at least 10 SCo allows to receive a Generic Blessing for 1d3+1 Days. It’s only possible to obtain a Blessing Once per Week. A Character can also learn some details with a Knowledge (Folklore), (Myths and Legends), (Occultism) or (Witchcraft) at 1d10+2, that it’s possible to activate the true potential of the shrine with a specific ritual. A Character can chose one of the Statues, spend 2 Focus or 5 Prowess and have a sort of “intercourse” with the statue, by trying to obtain 5 Successes at Ars Amatoris at 1d10+2 before obtaining 3 Failures. The act is mostly erotic, which involves caressing, passionate kisses and what could be considered a way between foreplay and an actual intercourse, so no penetration will be involved due to the nature of the statues, which will also feel surprisingly realistic at touch and even smell good. For Every 2 successes, the Character increases his status from Normal to Aroused and from Aroused to Horny and if the last success is obtained, the Character will climax, losing 2d3 Prowess and increasing his corruption by 2d3. If the Character fails, the Prowess lost and corruption gain will be doubled. The shrine will then grant one of the following benefits: Effect 1 The Character receives 2 Giant’s Lover Balm, 2 Spitting Root Draught, 2 Holstaur’s Brew and an Oil for Massages 2 The Character obtains 3d3+6 GCo 3 The Character receives a Fey-silk Rope. 4 The Character receives a Nocturnal Blindfold 5 The Character receives a Humming Ring 6 The Character can cast the Lover’s Hands Spell, as Innate Spellcasting, Once per Rest even if is not Considered Able to Cast Spells. If the Character is Able to Cast Spells (even Acts of Faith) he can use it Twice per Day. This counts as a Blessing which lasts for 2d3 days. Shrine of Strength A Shrine of Strength is often surrounded with marble statues which represent athletic figures and/or vases and jars painted with the depiction of people performing various forms of hand to hand combat, such as grappling, pinning or simply brawling. The Shrine itself represents a hand made of stone or iron which holds a golden Laurel Wreath. A Character can pray to the Shrine for a Challenge of Might, which require a Body Check at 1d10+2. If the Check is failed the prayer is left unanswered, but those with a Body value of 3 or higher, or those with an athletic or muscular frame will also lose 1d3 Determination. If the prayer is successful, a Challenger of Strength will emerge and after an entire Combat Round of doing nothing, it will simply move towards the Challenger and will try to pin it down. The one which manages to Pin Down its opponent for 3 Consecutive Combat Rounds will be declared the winner of the Challenge. If the Character wins, it recovers 2d3 Determination and receives the Blessing of Strength. While if he fails, it will suffer the Curse of Weakness and lose 2d3 Determination. Jötunn Blood will lose 3d3 instead. The Blessing of Strength grants a +2 when trying to resist any HtH Maneuver and allows the Creature to spend 2 Prowess to obtain a Superior Dice when performing HtH maneuvers. In some occasions the Challenger of Strength could also allow an intercourse with the winner or force itself on the loser, even if it’s up to the GM to decide. The Challenger of Strength doesn’t have a real gender, but the Character can decide that it can be male, female or similar. If the Challenge is interrupted by those who didn’t challenged the Shrine, the Curse will be automatically applied to all of them and the Challenger of Strength will immediately disappear. An interrupted Challenge will cause the Shrine to simply ignore new prayers for 1d3 Days. The Shrine can grant its blessing Once per Week. Shrine of the Deep Shrines of the Deep are associated to the Eldritch Creatures from the Sea which often infest a Labyrinthian Overworld. A shrine of the Deep is always located within a reef, in a point which is also close to the sea and often which only has a single road to it or is located within a small cove which often is partially flooded by sea water or it gets partially flooded during night time. If the Shrine is found during night time, there is a 4+ Chance that 1d3+1 Deep Ones are lurking around, usually underwater. The Creatures will always seek for a compatible Character or NPC to capture and have sex with, but they will disappear during daytime. Climaxing due to an intercourse with a Deep One, during Night time, increases the Character’s Corruption by 1d3. The Shrine can only be activated during night time and requires the Character to defeat all the Deep ones. Activating the Shrine requires a Knowledge (Occultism) Check at 1d10+2. If the Character succeeds he can take advantage of one of the Defeated Deep Ones to mate with in front of the Shrine, which will increase the Corruption by 2d3 but will also grant a Generic Blessing for 2d3 Days. If the Character manages to obtain a blessing from at least 3 different Shrines of the Deep, he will be able to cast the Eldritch Embrace Spell, as an Innate Spellcasting Ability, Once per Day, for a Week, even if the Character isn’t considered Able to Cast Spells. Notice that if the Deep Ones are Dead, the Character must wait for a whole week before new one will arrive. 202


Shrine of the Hollow A Shrine of the Hollow is a bizarre statue which remembers a sort of twisted stalagmite with a hole in the center of it. Any Creature which moves close to the Shrine of the Hollow will immediately lose 2d3 Prowess and 1 Focus. A Character which is reduced to 0 Focus will also lose 2d3+3 Determination. Arcane Creatures, Constructs, Elementals, Tentacle Creatures and Undeads reduced to 0 Focus are considered Destroyed/Slain. Creature within 6 Squares from the Shrine will increase the cost of any Spell or Spell-like ability by 2 Prowess. A Creature can spend 2d3 Prowess and lose 2d3 Determination to activate the shrine for 2d3+3 Hours. While active, any Arcane Creature, Elemental, Slime and Tentacle Creature which moves within 6 Squares of an Active Shrine of Hollow is forced to perform a Will Check at 1d10+4 or being forced to move away until the effect lasts. Notice that if the Creature has a Will value at 0 it will automatically fail the Check instead of an Automatic Success. If the Character is Pregnant from a Slime or Tentacle Creature, the Prowess loss is halved but the pregnancy status will be removed since the Creature is consumed by the Shrine. The Character also increases her Corruption by 2d3. Shrine of the Seeker This shrine made of white marble represents a bizarre amalgamation of maps, telescopes, compasses and other similar instruments used for exploration or to read the sky. The Shrine also presents a small altar with a large silver plate attached to it. It Requires a Mind Check at 1d10+1 to understand that the silver plate must be filled with at least one liter of water, while a Character which manages to pass a Knowledge (Arcane) or Wizardry at 1d10+2 will also understand that to improve the effect, its required to spend a part of your own magical energies. If the Character fills the silver plate with water, the Altar will glow with an azure light and a vision will be shown within the water. If the Character is looking for something or someone, both by his decision of for a Quest, the vision will show a general area where the item or person is located. If the Character succeeded with the optional Check he can spend his Focus to get more details. Depending on how many Focus are spent, the Character will learn: • 1 Focus: Direction from the Shrine • 2 Focus: As above plus Safest Path which allows to re-roll a result of a 1 for risking of Being Lost. • 3 Focus: As above, plus it will show the exact point where the location/item/persons are at the moment the Character observes the vision. If the Character doesn’t spend any Focus, he will only understand the Environment where the location/item/person are. This shrine allows to localize a location or to add a new one wherever you want, while still following the rule that each location must be placed at at least 10 Hexagon from others. A Shrine of the Seeker can be activated only once per Week. If the Character is not looking for something he can just see the closest unexplored location. If no options are available, the Shrine will simply show a Point of Interest within 2d3 Hexagons. Shrine of the Sprawling Mother A Shrine of the Sprawling Mother presents various statues which represents large tentacles or mysterious beautiful women with their face masked which are giving birth to tentacle creatures or are nursing them. A Character which prays to the shrine must spend 1 Focus or 2 Prowess and he will obtain the Intrigue towards Tentacle Creatures. If the Character already has them, he will then obtain the Sprawling Mother Blessing: If the Character is Female she will always become pregnant from Tentacle Creatures, while if male, he will be able to impregnate female creatures as if he was a Tentacle Creature of the same size. Females with a functioning penis, must roll-off to see which type of benediction they obtain if they also have a functioning womb. Every time the Character impregnates or is impregnated through the Blessing he or she will increase his Corruption by 2d3+1. The Sprawling Mother Blessing lasts for 1d3+2 Days. It’s only possible to receive the Blessing once per Week, from the Same Shrine Shrine of the Wild A Shrine of the Wild is made out of finely carved wood and depicts various landscapes and wildlife, but the material may change to better fit the overall environment its found in. A Character can sit in front of the Shrine and meditate for 10 minutes, spending 2 Focus or 5 Prowess. After that the character will start to have vision of the surroundings and must perform 4 Knowledge (Nature), Perception or Survival Check at 1d10+2 before obtaining 3 failures. If the Character succeeds, he will obtain a Blessing of the Wild. The Blessing allows the Character to re-roll, twice per Rest, one of the following as long as he’s traveling in the same environment he found the Shrine: • A Result of a 1 which could cause him to become Lost • An Exploration Check • The Result obtained on the Table for an Exploration Check. If the Check is failed he will suffer a Curse of the Wild, which forces him to be always considered Lost as long as he travels inside the environment. It’s possible to obtain a Curse or a Blessing Once per Month and both last for 2d3 Days. 203


Shrine of Uthuunn The Shrine of Uthunn looks more like a sort of primal totem made of bones, wood, fangs and spears. A Character can identify the Shrine with a Knowledge (Folklore), (Myths and Legends), (Occultism or (Religion) at 1d10+2, while Creature Hunters, Hunters, Wildlings or similar Careers will automatically understand its purpose. A Character can Spend 5 Prowess to activate the Shrine which ill show a vision of a Dangerous Creature. The Character has a whole month for finding and defeating such Creature. If he succeeds, when he returns to the Activated Shrine, the Weapon used for slaying the Creature will be Considered Enchanted for the Purpose of Hitting Ethereal Creatures, and will obtain the Slayer Enchantment against the same Creature’s Type he defeated. If the Character already has an Enchanted Weapon he will receive a Spear with the Creature Slayer Enchantment or he can decide to obtain an Amulet of Health or Ring of Health. If the Character is Defeated by the Creature he will reduce his total Determination by 5 and obtain a Kink towards the Creature which Defeated Him, plus an additional Quirk: every time the Character climaxes through an Intercourse with a Creature of the same type, he will lose 1d3 Determination. The only way to remove this is to find a new shrine and defeat another Creature. The Shrine can be activated Once per Month. Creature 1 Young-Adult Red Dragon 2 Coeurl 3 Minotaur 4 Tentacle Shambler 5 Chimera 6 Owlbear Notice that if it’s not technically possible to find the requested Creature due to unavailable environments, you can always chose the Tentacle Shambler and decide to locate it somewhere, usually within a Lair or Point of Interest which requires some time to reach, or within a Dungeon. 204


Small Encampment Small encampments usually present fewer NPCs than regular Encampments Inhabitants Presence 1 Hunters Abandoned 2 Survivors Away 3 Criminals Half-Strength 4 Scavengers Everyone is Here 5 Wildlings Everyone is Here 6 Slavers Everyone is Here Type of Criminals Type of Hunters 1 Brigands Creature Hunters 2 Grave Robbers Poachers 3 Bandits Hunters 4 Henchmen Hunters 5 Smugglers Poachers 6 Brigands Creature Hunters Presence: An abandoned Camp has no NPCs in it but can still contain resources to loot or at least a place to sleep in. The Away result implies that most of the NPCs are away doing something else and the camp has only few sentinels or guards equal to 1 per camp size. The rest of the NPCs will return within 1d3+1 Hours. The Half-strength result implies that only half of the NPCs are present while the rest is away and will return within 1d3+1 Hours. Inhabitants: This indicates what type of NPCs are found inside the campsite. With the exception of Scavengers and Slavers, the other type of NPCs can be randomly generated by using the standard Character Creation tables by choosing one race for everyone (fastest option) or randomly generating each one. You can still customize even Scavengers and Slavers if you want, but usually these type of NPCs are often found working within the same race, such as Kikimora Scavengers or Duergar Slavers. Inhabitants Description: Criminals: Depending on the type of Criminals the Character finds, the NPCs could react differently, while Smugglers and Grave Robbers might be neutral or just ignore the Character as long as he doesn’t start questioning their job, Brigands and Bandits might be more keen to try to rob or capture the Character directly. Hunters: Most hunters are Neutral or suspicious by nature, but are also keen to barter or to sell what they’ve got for gold or more simplistic necessities such as sex. A small camp of Hunters only consist of few tents and the necessary tools for tannery, used to clean the animals from their pelts. Hunters always carry 1d3+2 Pelts and 1d3+2 Food Rations. Scavengers: As the name suggest, scavengers are those which seek for useful stuff to use or to barter. Neutral of Friendly Scavengers might be interested to barter Junk they’ve found and there is a 4+ chance that they might also have 2d3+1 items from the Warehouse Loot tables. Slavers: A Slaver encampment always have slaves which have been recently captured or that they are trying to sell. Slavers are always Suspicious or Aggressive towards the Character unless is part of a large group or is interested into buy slaves. If the Character is alone they will often try to capture him unless he proves to be to dangerous for them. Survivors: This Encampment has a number of Random NPCs which managed to find a common place to live. Randomly generate each one of them as usual by using the Generation Tables. Survivors might be more keen to help the Character or at least grant shelter for a short period of time. Wildlings: Small Wildling encampments usually is composed by only hunters or scavengers, since they will often move their camp around which will simply consist of few tents and nothing more, to be more easy to transport. The Wildlings will be Neutral or Suspicious, and can barter food with useful equipment or just for something else. Hunters always carry 1d3+2 Pelts and 1d3+2 Food Rations. 205


Summoner’s Circle A summoner Circle is often a place with a high concentration of Arcane Energies, which are used as fuel to simplify the process of summoning a Creature, since otherwise the process would be more complicated. The circle is made of cut stone or marble and presents many runes carved on it’s surface to form an inner circle where the creature (or creatures) will appear. There are two ways to use the circle: the first one Requires a Single Creature to spend 2 Focus and perform a Wizardry Check at 1d10+2 to being able to summon something randomly, by using the table below. The second option is to perform a ritual which requires the participation of other 3 creatures which must also spend 2 Focus although the Wizardry Check is increased to 1d10+3. Having additional 4 Creatures will grant a Superior Dice when performing the Check. Creature Powerful Creature 1 Yrgl Hound Golden Calf 2 2d3 Darklings Ungula Crudelis 3 Tentacle Lurker Tentacle Shambler 4 2d3 Servus Malus Incubus/Succubus 5 1d3 Imps Sinuosus Meretrix 6 Hell Hound Star Spawn When a Creature is summoned, the one which performed the ritual can try to subjugate it with a Counter Will Check, with a +1 to the Roll if the Summoner spends 4 Prowess or 1 Focus. When summoning multiple creatures they will only perform a single Will Check since they will act as one. Powerful Creatures cause the summoner to use a Burden Check unless the additional 4 Creatures who spend 2 Focus are present to the ritual, but even there, the Creature will barely obey while a Star Spawn will break the conditioning within 2d3 Days. Regular Creatures will be under the Summoner’s will for a Month while Powerful Creatures for only a Week. The summoner can bring the creatures on the Circle to banish them from where they came. Characters can try to identify the Circle with a Knowledge (Arcane/Occultism/Witchcraft) at 1d10+3, but are only able to summon regular creatures which will serve them for a week. Obtaining a 1 when trying to command the Creatures will cause the Summoner to become stunned for 1 entire round and the Creatures will probably try to take advantage of the situation by attacking anyone close by. 206


The Crystal The surrounding area presents unnatural rock formations within a rather rough terrain, while in the middle, a strange crystal grows from the ground. Despite the bizarre terrain conformation of this location, these strange Crystal often have different effects on the surrounding environment, while the Crystal itself also has its own properties. Environmental Effect 1 Starfall 2 Ooze Garden 3 Molten Earth 4 Prismatic Pools 5 Crystalline Maze 6 Arcane Wastes Arcane Wastes The area surrounding the Crystal presents different oddities in the environment, such plants growing with bizarre and unnatural forms, shattered rocks floating silently in the same spot or stones and trees twisted and stretched as if they were made of a different material. While inside the area any spell cast requires a Wizardry Check at 1d10+2 or it will automatically fail. Crystalline Maze The entire area is covered by semi translucent crystals of different colors, which makes difficult to travel through it. While inside the area Creatures must use their Will instead of Survival for any required Survival Check. Each hour spent inside the area requires a Will Check at 1d10+2 or become lost. Molten Earth The entire area is surprisingly warm and dry. The entire zone is more barren or similar to a volcanic zone although there is no actual lava but only peculiar rock formations and crystals with a bright orange color. While inside the area spells with the [Fire] and/or [Light] descriptor have an increased range of 3 Squares while Fire and Radiant Damage dealt by Spells or Spell-like effects (such as Acts of Faith) is increased by 1. Ooze Garden The entire area presents a multitude of pools of slimy fluids and ooze-like substances. The environment looks more like a sort of bizarre swamp although the temperature is rather warm to allow Characters to feel comfortable even if naked. While inside the Area Arousal increase obtains a Superior Dice or by just 3 if the value is flat. It’s not possible to lower the Arousal level to Normal. Prismatic Pools The first thing that anyone notices in this area are the bizarre light reflections and the presence of multi-colored pools everywhere, which by some might be described as psychedelic. During Daytime is common to see rainbows pouring into the largest pools but these effects aren’t simply an optical illusion but a sort of actual “effect” which can be reached and interacted with, although is mostly ethereal and any object will simply pass through it. While inside the area, any Spell with the [Illusion] and/or [Light] Descriptor increases its range by 2 Squares and creatures trying to resist its effects will suffer a -2 to the Check. Perception Checks based on sight will also suffer a -1. Starfall During daytime this area seems rather generic or uneventful if it wasn’t for the bizarre rocks formations caused by the presence of the Crystal but during nighttime many hidden plants will blossom or sprout, while others will start glowing with a light-blue bioluminescence, same for the various nocturnal insects such as fireflies, making the whole area completely different. The zones nearby plants of any sort are always illuminated with Dim Light, while any Spell with the [Nightmare] Descriptor have their range reduced by 2 Squares (min 1) and will require a Wizardry Check at 1d10+3 or automatically fail. Meditating inside the Area during Nighttime allows to recover 1 additional Focus and 3 Prowess. Interacting with the Crystal Once per Week the Crystal will glow with arcane energies and any Character or NPC can interact with the Crystal by touching it. This action always consumes 1 Focus or 2 Prowess, then roll on the table below. Crystal Effects 2 The Character is invested by wild arcane energies and will grow 2d3+1 Chimeran mutations 3 The Character increases his total Focus by 2 for 2d3 Days 4 Randomly select a Character’s Dislike and a Taboo and Swap them 5 The Character is filled with excessive arcane energies, which will cause him to lower his Endurance by 1 (min 1). For a whole week Eldritch, Slimes and Tentacle Creatures are able to detect the Character at a double distance if they have the Blind Perception (Arcane). Using the Detect the Arcane Spell also allows to easily detect the Character within 12 Squares. 6 The Character obtains a Randomly Generated Blessing, which lasts for 1 Week 7 Randomly select a Character’s Kink and an Interest and Swap them 8 The Character suffers a Burden Dice when trying to resist any attempt of Seduction for 2d3+2 Days 9 The Character is suddenly teleported away within 2d3+2 hexagons in a random direction. If the teleportation will bring the Character outside of the map, re-roll. If you roll a double 1 for the distance, the Character is instead teleported inside a randomly generated Dungeon with 1d3+2 Levels before reaching the exit for the surface 10 The Character is struck by an overload of sensorial information and images, forcing a Will Check at 1d10+2. If successful, the Character will clearly know the exact way to reach a random Location on the Map or a specific Location/Point of Interest which he was actively looking for 11 The Character obtains a Randomly Generated Curse, which lasts for 1 Week 12 The crystal is struck by powerful arcane energies. Every living Creature within 20 Squares is automatically Defeated although the surge of energy will probably attract Tentacle Creatures and Slimes 207


The Sign Post The Character finds what appears to be a sign post of some sort. The post it’s usually made of wood with some writings on it, or parchments containing information or bounties and so on. Some might just be a roughly made sign with a warning or indication for some specific place. Roll a d6 to determine the type of sign post. Sign Post 1 Unreadable 2 Warning 3 Information 4 Bounty 5 Unreadable 6 Cryptic Message Bounty (Counts as a Quest): The sign post has 1d3 Bounties, which usually require someone to defeat a Monster or a group of NPCs, to capture/enslave one or more NPCs for different reasons or to find a specific item. The bounty also indicates the type of commissioner and the location to return at. Commissioner Location Request 1 Witch Hut Defeat Monster - Far 2 Hideout Capture NPC(s) 3 Encampment Defeat Monster 4 Lone Hut Defeat NPC(s) 5 Encampment Retrieve Item 6 Wizard Tower Defeat NPC(s) - Far Capture or Defeat: To determine which NPC or Monster you have to capture or defeat, simply chose one of the tables of the environment you are currently in between Ambush, Lone Creature or Wandering Creatures, rerolling the wrong results (IE: you have to defeat an NPC but you roll a Monster) or Single Underlings to Defeat. If you have to “Capture” an NPC and the result has multiple entries, such as you obtain 2d3 Bandits, roll a d6: with a result of 5+ you have to capture all of them for being paid in full, otherwise the commissioners might decide to pay the character less. If you obtain the “Far” result, this means that you have to travel to a different environment and also use that environment’s table to generate your bounty. To determine which environment, use the random direction table and then pick the closest different environment in such direction. Example: A Character is currently traversing a plain and finds a bounty regarding defeating some NPCs. From his position, within 2 hexagons in the east, the environment changes to hills, within 4 on the south-west the environment changes to a forest and within 12 hexagons on the north the environment changes to a swamp. The Character then rolls the random direction table and obtains a 1. Since 1 indicates North-west and the closest environment is north, it means that he will have to travel to such zone and use the Swamp table to generate the NPCs he must defeat. Once the Character manages to find the required encounter, roll a d6: with a result of 4+, it’s what he was looking for. Retrieve Item (Counts as a Quest): This task usually requires to find an item somewhere and to retrieve it to its original owner as soon as possible. Item 1 Religious Item (2d6+4) 2 Ring (2d6+2) 3 Statuette (2d6+5) 4 Necklace (2d6+3) 5 Heirloom Weapon (2d6+5) 6 Banner or Insignia (2d3+4) The item is always considered located “Far” as explained in the previous type of result and will also follow the same rules regarding on who might have stolen it or which might have found it. When generating this task, roll a d6: if Even the Item was actively stole, while if Odd it was lost. If stolen there is a 4+ chance that those who stole it are known and are also indicated in the bounty, otherwise the bounty only requires to retrieve it somehow. If the item was stolen, every time you find the right encounter roll, the Chance the encounter is the right one its of 3+ on a d6, otherwise is only 4+. The item can only be “stolen” or “lost and found” by an intelligent Creature. [Optional Variant 1] If you want to make the encounter more interesting you can allow unintelligent creatures to also have stolen or found the item because they where following the orders from another creature or to have magically obtained the ability to think like a humanoid creature somehow. Tentacle Creatures are incapable to do such things while creatures with a mind of 0 are probably following orders of someone else, such as a witch, a wizard or a demon of some sort. As an additional variant, for NPCs, you can make more or less the same, by having a 5+ chance that when you find the NPCs, they were actually following the orders of a Master and the item is now in possession of such person. [Optional Variant 2] If you obtain a result for a Monster, you can decide that the Commissioner actually wants a part of the Monster’s Body or Organs etc. In this case usually the Character has to Slay the Creature, although in some cases is still possible to “recover” something from a creature without killing it, such as removing a horn or a teeth, cutting his hair or fur and so on. 208


Rewards and Commissioners: Depending on what the Character accomplished, the reward might vary, except for the Retrieved item which already has a sort of reward value. Commissioners: Notice you can re-roll where it could make sense, such as Creature Hunters rarely ask to Capture innocent people unless they want to use them as bait. Bringing Captured NPCs to questionable Commissioners always increases the Character Corruption by 1d3+3. Notice that this is left vague on purpose. Commissioner 2 Brigands 3 Hedge Knight 4 Slavers 5 Wizard 6 Bandits 7 Creature Hunters 8 Survivors 9 Randomly Generated NPC 10 Witch 11 Goblins 12 Hedge Knight The Reward is often based on the task and commissioner. Commissioner Reward Bandits Copper Coins Brigands Copper Coins Creature Hunters Silver Coins Cultists Silver Coins Goblins Copper Coins Hedge Knight Golden Coins Random NPC Variable Slavers Golden Coins Survivors Variable Witch Golden Coins Wizard Golden Coins Earnings (per Creature/NPC): • Captured/Defeated Underling: 1d3+2 • Captured/Defeated Lost Soul: 2d3+3 • Captured/Defeated Wanderer: 2d6+4 and Bonus • Weak Monster Defeated: 1d3+3 • Average Monster Defeated: 2d3+4 • Dangerous Monster Defeated: 3d6+4 and Bonus Bonus is randomly generated from the Generic Rewards Table from Quests. Use which one is appropriate to Origin or which makes sense. Information and Warning: The sign contains an information or a warning for the reader, such as “Beware of Sleestack” or “Entering the Silent Hills”. To determine how accurate the sign is, roll a d6: Accuracy 1 Wrong 2 Wrong 3 Vague 4 Vague 5 Accurate 6 Accurate Accurate: The information are rather accurate and allow the character an advantage as follow: If it’s an information, the player can decide that its in regards of a close Point of Interest and the next time he has to roll on the Point of interest table, he can directly chose one. This allows to find the correct path or to know the point and to completely avoid it. Same as for the warning: the Player can decide that it’s a warning against Ambushing Creatures or to Environmental Hazards. In this case, when the player obtains the result he had a warning of, he can avoid it completely, thanks to the warning. The Warning can also be used to avoid certain Encounters which could count as “Ambushes” or Hazards”, such as The Cry or The Song. Vague: The information is rather vague and doesn’t give much to work with. Wrong: The Information is wrong or misleading on purpose. Roll a d6: if even is in regards of environmental Hazards, if Odd in regard of Ambushing Creatures. The next time the Character obtains a result of one of the above, he can’t avoid it and will automatically fail any perception check for noticing the Ambush or fail the first Check to avoid the Hazard if possible as long as the Hazard directly affects the character and it’s not just a nuisance (IE: Dead End). Notice that, as explained before, this can also apply to Encounters which count as “Ambushes” or “Hazards”. Unreadable Sign: The sign is rather unreadable and it’s not possible to obtain any information from it. Still, the next time you roll for an Ambush or an Environmental Hazard, roll a d6: on a 5+ the warning was for such event and the Character will automatically fail any attempt to avoid the Ambush or the first Check required against the Hazard, ignoring those hazards which are just a nuisance (IE: Muddy Terrain). 209


The Tree This point of interest is based on the different type of environments is found is, as explained in the following Table. Environment Type of Tree Eldritch Forest Infested Tree Eldritch Swamp Infested Tree Fey Wilderness Sap Tree Forest Sap Tree Gloomy Plains Ominous Tree Hills Sap Tree Mushroom Forest Giant Mushroom Plateau Sap Tree Wyrd Weald Ominous Tree Giant Mushroom The presence of a Giant Mushroom indicates that the Mushroom Forest is healthy and flourishing. The Giant Mushroom is also a location where many new Boletus will sprout from the ground and has a high presence of Oddly-shaped Mushroom and Raunchy Mushrooms, many of which are mature enough to resemble actual voluptuous humanoids. All the semen received by the plants is used to generate new sproutlings over time. The Area also presents many Boletus Custodis which curate the mushrooms but also fend off harmful intruders, while allowing passage to those which are willingly to use the mushrooms to satisfy their sexual urges. The Custodis will also intervene if creatures start to fight with each other, by either blocking them or tossing them away from the area. The only exceptions are both Eldritch and Tentacle Creatures, which are dealt with extreme violence when detected, to prevent them to infect the giant mushroom. Surprisingly, the Boletus Custodis allows the harvest of some of the Oddly Shaped Mushroom, usually those in a large concentration around a raunchy mushroom. This was observed by scholars and herbalists, and the explanation is simply that removing many of the excessive mushrooms will grant that the more mature ones receive all the nutrients from the soil and the deep roots of the giant mushroom. For rules purpose, the zone with a Giant Mushroom contains 2d3+4 Boletus Custodis and counts as six large rooms containing both Raunchy Mushroom and Oddly Shaped Mushroom, for those who want to harvest some resources. The zone also counts as a Sheltered Spot. Infested Tree A Giant Tree which was infested by eldritch or tentacle creatures might look more like a sort of huge willow tree or a bald cypress, due to the strange moss growing on it and the tentacular vines hanging from its branches. The whole area counts as an Overgrowth Hazard but also as a Sheltered Spot, containing many slopes and holes in the grounds which are part of a vast underground area of warrens and tunnels, were many tentacle creatures live. Many Tentacle Creatures often drag their captured victims in this zones for breeding or just to feed the other creatures or the tree itself. This Point of Interest has always 1d3+1 different Entrances to Infested Tunnels and is considered to have 1d3 Spawn Pools. When reaching this Point of Interest and for every 2 Hours Spent exploring the area, there is a 4+ Chance to being Ambushed. Ominous Tree This tall and twisted tree looms over the surrounding area which is often unnaturally silent. Most of these trees are surrounded by various Thorn Fields which make difficult to reach the tree itself. The area also present other lone dead trees, mostly strangled by the thorn plants growing everywhere. For rule purpose, the area around the tree counts as six large rooms containing Thorn Fields, 1d3 of which count as Dead Ends and Sheltered Spots. Regardless of the number of fields, there is always one Thorn Dryad, while Raven Harpies are more common, usually perched on the various dead trees or the ominous tree itself. When a murder of Raven Harpies is perched on the ominous tree is possible to ask for directions or to ask question about occultism and witchcraft, although doing so requires a Speechcraft Check at 1d10+2. Raven Witches are always welcomed by the Raven Harpies. Sap Tree A Sap Tree is the home of a Sap Dryad, and is often a large and luxuriant tree surrounded by many meadows and flowery bushes, while a sweet scent surrounds the area. For rule purposes, this Point of interest counts as four large Meadows with a sheltered spot. In the area is common to see Honey-bees and Syrup-bees flying around, gathering pollen for their hives nearby. The small creatures are always neutral and will mind their own business if left be. The Sap Dryad is a shy Creature which prefers sleeping in her own tree, but once per month she has the urge to walk around and let the bees collect her sap which is constantly produced. During this period she’s considered Horny and will gladly lay with other creatures as long as they don’t disturb the whole zone, although she will always flee and hide from Blood-cursed, Eldritch, Nightmares, Tentacle Creatures and Undeads. A Sap Dryad is a rather sensitive and emphatic creature which often will emerge from her tree to aid injured creatures or distressed women, but is also possible to make her appear by playing calm and soothing musing around the tree. 210


Waterfall This part of the river presents a waterfall which presents different options. Use the following tables to generate the location. If the Character was moving in the opposite direction the water was flowing he will find himself at the bottom of the waterfall, otherwise at the top. If the character simply randomly arrived, roll a d6: if Even Top if Odd Bottom. Height 1 High 2 Average 3 Short 4 Short 5 Average 6 High Waterfall Height: The Height of a waterfall simply indicates how it would take to climb it and if the noise around it is strong or moderate. A Short waterfall can be climbed with a couple of Athletics Checks at 1d10+1, which will take around 5 to 10 minutes, and has a very moderate noise or maybe even none at all. The water in the pool in front of the waterfall is mostly calm and limpid, allowing to clearly see through it and swim peacefully. The Average waterfall is the most common type. It requires four Athletics Checks at 1d10+2 and it takes from 20 to 30 minutes to climb. Around the waterfall the noise is higher and the water in the pool in front of it might be slightly agitated, with even a small presence of a mist caused by the water vapor. Falling from this type of waterfall might be dangerous. A High waterfall produces a lot of noise which can be heard from afar and prevents to hear anything else while close to it. It requires Six Athletics Checks at 1d10+3 and it will take from 40 to 60 minutes or more, to be climbed. The water in the pool will be agitated and there will be a thick mist caused b the water vapor. Falling from this waterfall might be lethal or put out of combat even large creatures. Hidden Secrets: When reaching a Waterfall, roll a d6: on a 5+ there might be something hidden in this location. Use the following table to see what could be found. Height 1 Eldritch portal 2 Hidden Cave 3 Buried Treasure 4 Hidden Cave 5 Buried Treasure 6 Secret Passage Buried Treasure: A treasure is buried somewhere here or even in the pool of water. Roll a d6: if Even the Treasure is buried in the proximity of the Waterfall, if Odd is submerged into the water. Notice that these information are mostly meta, since the character doesn’t actually know the presence of a treasure unless it was actively looking for it, thanks to a map, rumors and so on. If the Character has some sort of information, he can search for the buried treasure by performing a test of Skills while using Perception with a Difficulty of 1d10+2. A Map allows to immediately find the treasure. If the Treasure is submerged it can be easily notice if the water is calm as long as the character takes a swim in the pool of water, otherwise it requires a Perception Check at 1d10+2. Recovering the Treasure requires 2 Athletics Checks at 1d10+2. Roll a d6 to see what the treasure contains: • 1-2: 3d6+6 CCo • 3-4: 3d6+4 SCo • 5-6: 3d6+1 GCo Eldritch Portal: An Eldritch Portal lies behind the waterfall curtain in a small alcove. It has the same effects of a regular Eldritch portal. Hidden Cave: Behind the Waterfall curtain there is a small cave, hidden by the water. The cave is slightly humid but also refreshing and allows to avoid those which were chasing the Character, especially creatures with the scent feat. Secret Passage: There is a small passage behind the waterfall curtain which could lead to different places. Roll a d6 if the character decides to move though it. • 1-2: The passage safely leads to the top of the waterfall, which also allows to escape and hide from those chasing the character or to avoid climbing the waterfall. • 3-4: The passage leads to a tunnel which allows to safely travel for 1d3 hexagons along the river, without encountering any creature or hazard at all. • 5-6: The tunnel is a Dungeon Entrance 211


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