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

Labyrinthus - Adventure Compendium v0.9

Labyrinthus - Adventure Compendium v0.9

Doors and Jammed Doors It might occur that a Door could be Jammed instead of being closed or Locked. This is intended as a Door blocked by some debris, the lock might be malfunctioning or the Door being Blocked by a mechanism which requires a lever. For opening a Jammed Door it’s necessary to perform a HtH maneuver using Strength against a difficulty Check of 1d10+2. It’s only possible to perform 3 attempts, after that it’s probable that the door requires a lever to be opened. Usually Doors can only be opened by Sentient Creatures, since they might understand how a Door works while other Creatures, such as a Barghest or a Pseudodragon will be unable to open it, allowing a Safe Escape or at least Slowing the Creature Down. [Optional Rule] Door Type As an Optional Rule you can differentiate the type of Doors found inside a Dungeon with 3 different categories based on their material: Wood, Metal and Stone. Wooden Door: Standard type of Door. During Combat can be opened with a Free Action and Closed with a Regular Action. It’s considered to have a DR of 2, 10 Resistance Points and a Resistance to Piercing and Impaling Damage of 3. A Wooden Door is considered a Medium Creature with a HtH Strength modifier of +2 (or +3 if reinforced) when trying to bash it open. Metal Door: Metal Doors always require One Action for being Opened and Closed. It’s considered to have a DR of 4, 20 Resistance Points and a Resistance to all Physical Damage, except for Crushing, of 4. A Metal Door is considered a Medium Creature with a HtH Strength modifier of +4 when trying to bash it open. Stone Door: Stone Doors are extremely heavy and durable, and always require Two Actions for being Opened. It’s considered to have a DR of 5, 30 Resistance Points and a Resistance to all Physical Damage, except for Crushing, of 5. It’s not possible to bash Stone Doors. [Optional Rule] Unusual Corridors You can add a rule for Unusual Corridors, which might present additional hazards to overcome, unusual locations or simply they will give an additional touch to the weirdness of the whole place. Unusual Corridors can also be used when generating a Dungeon with specific Tags to replace all normal Corridors. When generating an Unusual Corridor, roll a d6: if Even use the Table A if Odd use the Table B. Table A Table B Narrow Passage 1 Eldritch Infestation Unusual Darkness Close Walls 2 Narrow Passage Fungal Growth Plants Overgrowth 3 Slimy Fluids Cracks in the Walls Small Tunnel 4 Cracks in the Walls Narrow Passage Flesh-like Tunnel 5 Writings Trapped Passage Rock Formation 6 Fragmented Reality Slimy Fluids Collapsed Passage Trapped Passage Mechanical Enchanted 1 Enchanted Pit Curse 2 Mechanical Burst of Darts Hollow 3 Enchanted Goo Splat Force Dart 4 Mechanical Hidden Needle Sin 5 Enchanted Pheromones Ephemeral Shrapnel 6 Mechanical Quarrel Phase Swap Notice that some Dungeon Tables might present their own choice of Unusual Corridors. 51


Wandering Creatures, Dangerous Encounters These tables are used to give an extra layer of randomness to when exploring a Dungeon. A Dungeon level with at least 12 Rooms has at least One or Two Wandering Monsters or NPCs, while one with 18 Rooms has Two to Four. To determine the type of Creature, roll a d6: if Even is an NPC if Odd its a Monster. The Creature will usually appear inside a room selected by rolling 2d6-1 if you are using the Standard layout of 12 rooms or 3d6-1 if using 18. The Creature met will have his own Attitude and Reaction and it might be even interacting with its contents. Example: A Character could enter a room with a Wandering Monster which is fighting against its actual occupants, such as a Prowler Goat fighting a group of Bandits, or will find a Halfling Scoundrel being captured and forced to breed with Tentacle Creatures in a Spawn pool. When you reach a Room where the Wandering Monster or NPC is, but the room itself also generates more Monsters/NPCs, use the following table to determine their interactions: Wandering Monster Wandering NPC 1 Has been Captured by Is Friendly towards 2 Is Allied/Submitted to Is Having Sex with 3 Is Winning against Is Fighting Against 4 Is Mating with Is Just Talking with 5 Is Losing against Has been Captured by 6 Has Captured Is Sneaking around When a Wandering Creature Captures or is Captured by other NPCs or Monsters, and they are sexually compatible, roll a d6: on a 5+ they are also having sex. Dangerous Encounters are usually used to indicate a “Final Boss” or those encounters required for completing a Specific Quest. 52


Dungeon Theme The Dungeon Theme is simply used as a way to organize tables but also to give a simple concept of the Dungeon the Character is exploring and what could be inside. For example if the theme is “Ruins”,a Character could expect to find mostly abandoned rooms, dusty corridors and many traps, while a Dungeon with the “Infested Tunnels Theme” will probably contain many Tentacle Creatures or similar foes. Title Tags: Title Tags are mostly used to describe the theme of the dungeon but also to automatically obtain a result which might involve such tag without the necessity to roll. Example: The Character is exploring a Dungeon with the Infested Tunnels Theme. By default when randomly generating a room, there could be a chance to roll for different Creatures, one of which could be a Tentacle Creature. In this case the Player can still decide to roll on the table or to directly pick the Tentacle Creature as result since it could make more sense. Notice that the tags are not mandatory, although their purpose is to give an overall guide to what to expect. Still, those tags which might not fit to the Player’s preferences, can be ignored or replaced. Example: The Player is exploring a Thematic Dungeon with the Following Tags: [Captivity], [Corruption] and [Pregnancy]. Since he doesn’t really like Corruption but want to have many Goblin encounters, he decides to swap the tag [Corruption] with [Goblins]. In this case, most of the monsters encountered will probably be Goblins. Tags could also suggest the behavior of the Creatures met. Example: Using the previous example, the [Captivity] Tag could indicate that the NPCs met will usually try to capture the Character, without the need to roll, or maybe just Aggressive and Hostile ones. (S), (M) or (L) Rooms: These letters are usually used to simply indicate that this result can only be obtained in a room with a specific size such as Small (S), Medium (M) or Large (L). Example: A Table has the result “Bridge (L)” which means that this result can only be obtained for Large Rooms. If the result is obtained in a Room of the wrong size, simply re-roll. Generic Dungeon: [Exploration] Room Type Standard A Standard B 1 Curio B Prison The Kitchen 2 Hazard Living Quarters Flooded Room 3 Standard A Guard Post Cultist Quarters (M/L) 4 Empty Room Hidden Garden Guard Post 5 Standard B Slumbering Creature Workshop 6 Curio A Bridge (L) The Statue Curio A Curio B Hazard 1 Laboratory The Cage The Mirror 2 Forgotten Fountain Ancient Altar Spawn Pool 3 Junkyard Cauldron Mushrooms 4 The Puzzle Library Webs 5 Warehouse Shrine Slime Pools 6 The Sarcophagus The Bargain Danger Room Wandering Monster Wandering NPC Dangerous Encounter 1 Barghest Dream Child Wanderer Bear Spirit 2 Brew Slime Cultist Preacher Ogre 3 Hell Hound Human Rogue Worg 4 Servus Malus Jailer Duergar Slaver Minotaur 5 Tentacle Lurker Jötunn Blood Thug Servus Malus Head-hunter 6 Schnappergheist Duelist Swamp Creature Goblin Warrens: [Captivity, Goblins, Mushrooms, Size Difference] Room Type Standard A Standard B 1 Standard A The Statue Suspicious Room 2 Curio Guard Post Living Quarters 3 Hazard Hidden Garden Prison 4 Empty Room Living Quarters The Kitchen 5 Standard B The Smuggler Guard Post 6 Empty Room Prison The Toll Unusual Corridor Curio Hazard 1 Writings Cauldron Snot-green Slugs 2 Small Tunnel Ancient Altar Yrgl Spores 3 Trapped Passage Junkyard Mushrooms 4 Small Tunnel Laboratory Snot-green Slugs 5 Fungal Growth Warehouse Mushrooms 6 Trapped Passage Junkyard Webs Wandering Monster Wandering NPC Dangerous Encounter 1 Tentacle Lurker Human Hedge-knight Troll 2 Aracnoid Shaman Leucrotta 3 Giant Spider Human Rogue Goblin Head-hunter 4 Drifter Goblin Scavenger Worg 5 Molokk Scout Zealot Ogre 6 Coitus Nocturnus Halfling Troublemaker Owlbear 53


Haunted Halls: [Gothic, Halloween, Nightmare, Witchcraft] Room Type Curio A Curio B 1 Hazard Painting Room Warehouse 2 Curio B Ancient Altar Library 3 Empty Room Hidden Garden Laboratory 4 Curio A Suspicious Room Cauldron 5 Standard Dining Room The Puzzle 6 Hazard The Sarcophagus Scrying Orb Standard Hazard Unusual Corridor 1 The Statue Mannequin Room Fungal Growth 2 Suspicious Room Danger Room Writings 3 Living Quarters Webs Unusual Darkness 4 The Study Wall Crawlers Trapped Passage 5 Haunted Kitchen Hall of Sinners (M/L) Portraits Corridor 6 Living Quarters The Mirror Unusual Darkness Wandering Monster Wandering NPC Dangerous Encounter 1 Wyrd Stalker Cambion Thief Swamp Creature 2 Schnappergheist Poacher Werewolf 3 Vine Effigy Chimeran Dreg Shambling Pumpkin 4 Crawling Claws Creature Hunter Vampire Wanderer 5 Barghest Kikimora Enchantress Dullahan 6 Flesh Golem Rhodenian Skirmisher Alraune Infested Tunnels: [Captivity, Pregnancy, Tentacle Creatures] Room Type Standard Curio 1 Hazard A The Statue Forgotten Fountain 2 Curio Flooded Room Eldritch Circle 3 Hazard B Hidden Garden Laboratory 4 Standard Flooded Room Junkyard 5 Hazard A Slumbering Creature Shrine 6 Empty Room The Cage The Portal Unusual Corridor Hazard A Hazard B 1 Eldritch Infestation Wall Crawlers Infested Lair 2 Slimy Fluids Spawn Pools Snot-green Slugs 3 Flesh-like Tunnel Mushrooms Spawn Pools 4 Eldritch Infestation Yrgl Spores Mushrooms 5 Flesh-like Tunnel Mushrooms Yrgl Spores 6 Cracks in the Walls Infested Lair Wall Crawlers Wandering Monster Wandering NPC Dangerous Encounter 1 Floater Researcher Infested Animal (Large) 2 Infested Slime Cultist Guardian Gazer 3 Tentacle Lurker Eromancer Tentacle Shambler 4 Coitus Nocturnus Zealot Black Ooze 5 Eldritch Servant Cultist Preacher Infested Spawn (Large) 6 Drifter Creature Hunter Sinuosus Meretrix Nether Prisons: [Captivity, Cultists, Demons, Infernal] Room Type Standard A Standard B 1 Empty Room Prison Guard Post 2 Standard B The Cage Indulge of Temptation 3 Empty Room Cultist Quarters Prison 4 Hazard Prison Disciplinary Room 5 Standard A Disciplinary Room The Cage 6 Curio Guard Post Prison Curio Hazard Unusual Corridors 1 Laboratory Chained Fiend Trapped Corridor 2 Ancient Altar Wall Crawlers Slimy Fluids 3 Warehouse Danger Room Cracked Walls 4 Shrine Hall of Sinners (M/L) Unusual Darkness 5 The Puzzle Chained Fiend Trapped Corridor 6 The Bargain Writings Flesh-like Tunnel Wandering Monster Wandering NPC Dangerous Encounter 1 Erinys Duergar Slaver Manticore 2 Infernal Jailer Human Jailer Tikbalang 3 Imp Cultist Guardian Golden Calf 4 Hell Hound Cambion Slaver Rakshasa 5 Servus Malus Jailer Zealot Infernal Chaser 6 Teufel Guard Worg Wizardry Dungeon: [Chimera, Magic, Slimes] Room Type Standard A Standard B 1 Standard B Workshop The Smuggler 2 Empty Room The Kitchen Hidden Garden 3 Curio A Hidden Garden The Statue 4 Hazard The Study Spellbound Creature 5 Standard A Scavengers The Dorm (M / L) 6 Curio B Indulge of Temptation Suspicious Room Curio A Curio B Hazard 1 The Bargain Eldritch Circle Mushrooms 2 Cauldron Scrying Orb Wall Crawlers 3 The Chess Table Forgotten Fountain Slime Pools 4 Library The Portal Yrgl Spores 5 Dining Room Laboratory Dizzy Bubbles 6 The Peep Show Imp Grimorium Chained Fiend Wandering Monster Wandering NPC Dangerous Encounter 1 Yrgl Hound Creature Hunter Chimera 2 Imp Scoundrel Wizard 3 Arcane Slime Mage Coeurl 4 Tentacle Lurker Chimeran Dreg Witch 5 Brew Slime Human Rogue Gazer 6 Drifter Researcher Rakshasa 54


Curio Descriptions: Ancient Altar Ancient altars are often used by cultists to perform ceremonies of all sorts or as a gathering point where the faithful to gather around. A Room which contains an Ancient Altar is often Consecrated or Desecrated. Inside such rooms, certain acts of faith could be hindered or empowered depending on the type of altar itself. Notice that a Consecrated Altar doesn’t mean is aligned with Holiness or Unholiness. To determine which type of altar is found, consult the following table. to determine if the state of the Altar, roll a d6: if Even is Consecrated, if Odd is Desecrated. Type of Altar 1 Blood 2 Wrath 3 Life 4 Death 5 Lust 6 Fear Blood: When using a Blood of the Martyr Act of Faith while inside an area Consecrated to an Altar of Blood, you obtain a Superior Dice when Healing a target. Using a Draining Touch heals 1 additional Prowess and a Vampiric Drain heals 2 additional Prowess. A Desecrated altar of Blood causes all living Creatures to suffer 2 additional Damage when hit by physical attacks and will also cause bleeding to last longer. Death: A Consecrated altar of Death will strengthen any Undead creature within, granting 2 additional Resistance Points or Prowess and a +1 to resist against Turn Undeads. While inside the Consecrated area it’s possible to control an additional Undead Creature with the Control Undeads Act of Faith. A Desecrated altar of Death grants a +1 to Turn Undeads and reduces the amount of Controlled Undeads by 1. Failing a Fear or Terror Check while inside the area also causes the loss of 1d3+1 Determination. Fear: A Consecrated Altar of Fear forces a -1 Penalty to Fear and Terror Checks to those who don’t consider themselves as faithful to such type of concept. Those which follow a Religion of Fear will simply receive no penalty at all. A Desecrated altar of Fear forces to perform a Fear and Terror Check while obtaining a Burden Dice. Life: A Consecrated altar of Life allows to obtain a Superior when recovering Prowess from Potions, Healing Herbs and Balms. It also grants a +1 to any Skill Check used for Healing, performed while inside the area. A Consecrated Altar of Life also count as all type of Environments, for Nature-bound Characters. A Desecrated Altar of Life causes all the Prowess recovered while inside the area to become temporary, and vanish within 2d3 Minutes when leaving the zone. This effect can cause a Creature to become Defeated or even Faint or die. Lust: Performing Seduction Checks while inside a zone Consecrated by an altar of Lust, grants an additional +1 to the roll. Any Lust gain is increased by 1 or by an additional 1d3 when using the Bliss Act of Faith. Climaxing while inside an area of a Desecrated Altar of Lust forces the Creature to increase its Corruption by 2d3 and perform a Will Check at 1d10+4 or obtain The Flesh is Weak Trait. A Character which already has such trait will instead lose 2d3+3 Determination. Wrath: All Creatures within an area consecrated by an Altar of Wrath gain a +1 to any HtH maneuver based on Strength and obtain a Superior Dice when dealing Damage through Melee Weapons, Throwing Weapons or dealing damage through the Dies Irae Act of Faith. A Desecrated altar of Wrath will instead cause all the Creatures to suffer 1d3 Direct Damage when any type of Attack roll they performed is Dodged or Parried or 2d3 when performing a Dies Irae Act of Faith. If the Attack hits an obstacle or item which grants Cover, it will suffer 2d3 additional Damage. Notice that hitting a cover counts as a Parried Attack unless the Attack manages to break through and still deal damage. 55


Cauldron An apparently normal cauldron is shimmering over a fireplace, without anyone around to stir its content. A strange smell can be perceived from a certain distance from the cauldron but only by approaching it the smell becomes stronger. This encounter often involves a Cauldron placed somewhere, usually in a fireplace which reminds of those seen in taverns or other buildings made of stone, and it could be decorated by strange drawings or be plain as a regular one. The content of the Cauldron may vary and is up to the Character to decide to taste the mysterious brew or leave it as is. A Character can eat from the Cauldron a couple of times without any penalty, except for those afflicted by the results, then it will start to lose 1d3 Determination for every consecutive time they want (or are forced) to eat. To randomly determine if the Cauldron contains a Brew or a Stew, roll a d6: if Even is a Brew, if Odd a Stew. A Character with the Cultist, Warlock or Witch Origin is able to identify the contents of a Cauldron with a Knowledge (Occultism) Check at 1d10+1, obtaining a +1 to the Roll for the effects. An Halfling can understand that there is something wrong, after the first time it tasted the Brew or Stew, with a Mind Check at 1d10+2. A Character with at least 1 Rank at a Custom Skill for Cooking can understand that there is something wrong within the Cauldron, after the first time it tasted the Brew or Stew, with a Check at 1d10+2. If the Character succeeds he can decide to stop eating unless the result forces the character to do so. In such case, the Character must perform a Will Check at 1d10+2 increased to 1d10+4 if the Character is Hungry. Characters with Gluttony as Flaw or Intrigue will automatically try to eat from the Brew or Stew at least twice, losing 2 Determination each time. Starving or Hungry Characters will automatically try to eat from a Stew, while if thirsty will drink from a Brew, and are able to resist only with a Will Check against 1d10+3, where a failure also causes the loss of 1 Determination. Brew 1 The Cauldron contained a Brew Slime, which will emerge after being disturbed. The Cauldron is then considered Empty. Roll a d6: If Even roll on the Neutral Monster Reaction Table, if Odd on the Horny Monster Reaction Table 2 The Brew Tastes bad and causes some stomach pain to the Character, which loses 1d3 Prowess 3 Meh... not too shabby 4 The brew tastes funny. Roll a d6: if Even the Character recovers 2d3 Prowess, if Odd he loses the same amount instead 5 The brew is quite refreshing and the Character obtains 1 temporary Focus for 1 Hour 6 The brew has a strong taste and fills the Character with warmth, increasing his Arousal by 2d6+2 Stew 1 The Stew has a weird taste. Roll a d6: If Even the Character loses 1d3+1 Determination, if Odd, he obtains 1d3+1 Corruption 2 The Brew doesn’t tastes that bad, but at a closer look, the Character seems to notice eyes and entrails floating inside the stew. The Character must perform a Fear Check and loses 1d3 Determination, where a failure also increases the Character’s Corruption by 1d3 3 If you could add some salt it would actually taste good 4 The Stew tastes nice and the Character wants to eat more losing 1 Determination but also recovering 1 Prowess. A Character can Resist to eat again with a Will Check at 1d10+3 but a failure causes the same effects again. After that the Character can decide to just stop. A Character with the Gluttony Flaw will try to eat a third time. 5 The Stew is way too spicy! Roll a d6: if Even the Character obtains Resistance to Fire (1) for 1 Hour, if Odd it obtains Weakness to Fire (1) instead. 6 The Brew testes really good, even too much perhaps. The Character recovers 1d3+1 Prowess and loses 2d3 Determination 56


Dining Room This finely decorated room presents a long banquet table with various foods and drinks which appear to have been just served. A Character which Takes a Break and eats from the banquet is considered to had a complete meal. Tho Determine the type of banquet and if there are other Guests, roll a d6 for each: Type of Banquet Type of Guests 1 Exotic Food None 2 Fisherman’s Pride Complete Strangers 3 Tea Party None 4 Hunter’s Pride Gorgers 5 Tropical Bonanza None 6 Pastry Mania Living Food Type of Banquet: Exotic Food: The table presents various plates with exotic food, often sided with various types of spices and sauces of different colors and texture but also by small bowls with dates, olives and/or rice. The food is accompanied by water or fruit juice. Fisherman’s Pride: As the name suggest, all the dishes are based on something which can be easily fished from lakes or the sea, from actual fishes, octopuses, crabs and oysters. Most of the dishes are sided with salad, rice, slices of lemon or simply bread and are usually accompanied with white whine or water. Hunter’s Pride: Opposite to the Fisherman’s Pride, this type of banquet heavily revolves around meat of various types of game, from rabbits and quails to pigs and deer (although the pig isn’t really hunted). The dishes are often sided with cheese, bread or legumes (such as beans) and are accompanied with various types of beer, cider, mead or whine. Pastry Mania: The table is full of various types of pastry of size, shape and form, from tiny cupcakes to surprisingly large pies and cakes, it even presents puddings, danishes, cannoli, biscuits and so on, often accompanied by fruit juice, tea and/or water. Tea Party: Similar to the Pastry mania but more humble and elegant, the Tea Party is mostly focused on tea of various types and more smaller types of pastries and biscuits and even cream and slices of cake. Is often accompanied by fruit juice, water or light alcoholic drinks. Tropical Bonanza: This type of banquet is also a feast for the eyes: colorful fruits, flowers and dishes are served and prepared with abundance although it might also presents fish or meat. Type of Guests: Complete Strangers: The guests are considered complete strangers which just had stumbled on this place randomly. The room has 1d3 NPCs which can be randomly generated and will use the Generic NPC stats. Each one of them has a different Attitude which must be rolled separately which could also cause them to be hostile towards each other. Gorgers: The NPC found are extremely focused on eating from the banquet, usually disregarding what happens around them. Similar to Complete Strangers, you can generate 1d3 NPCs which use the Generic NPCs stats, but they are Neutral or Suspicious towards the Character. The Gorgers are Neutral towards other NPCs and the Character, but they will always react in two different ways (roll a d6): • Even: The Gorgers are rather Friendly and invite the Character to join them and eat something and will become more and more insistent to the point that if the Character refuses they will become immediately Hostile and will attack without a warning. A Character can try to find an excuse to leave, persuade or intimidate them with a Speechcraft Check at 1d10+3, which is reduced to 1d10+1 if he spends at least some time eating before leaving (roughly 10-30 minutes). If the Character is defeated, the Gorgers will capture the Character and they will tie him up to one of the Chairs, forcing him to eat with them. • Odd: The Gorgers are considered Suspicious and will become immediately Hostile if the Character tries to take any quantity of food, even that which might have fallen on the ground and might be rotten. A Character can calm them down with a Speechcraft Check at 1d10+3. If the Character is defeated, they will toss him outside the room and leave him there. If the Character returns they will attack him again. Living Food: While some of the food is edible, a strange spell will reanimate some of the food as Living Food, depending on the room’s size: a Small Room has 1d3 Small Food Creatures, a Medium has 3 Small Food Creatures or 1 Medium while a Large has 2 Medium Food Creatures or 1 Large Food Creature. The food is always considered Aggressive but will always try to perform sexual actions on the Character. If the Character faints or is defeated, the food will Capture him. Food Effects: Every time the Character eats (or is forced to eat) Food from the banquet, roll a d6 and see what might happen. 1 The Character increases his Corruption by 1d3+1 or 2d3+1 if it has the Gluttony Flaw 2 The Character loses 1d3 Determination 3 The Character becomes Aroused or Horny if he has the Gluttony Flaw 4-6 All is Fine 57


Eldritch Circle The room is decorated with various reliefs which depict otherworldly creatures with tentacles or bizarre shapes but the Character will always notice a strange platform made of stone on the floor, usually on the center of the room or close to one of its wall where there are no doors. A Character which examines the stone platform can perform a Knowledge (Arcane) or (Occultism) or (Witchcraft) at 1d10+3 to identify it as a sort of platform which can convoy arcane energies for different purposes, but many of its passages are still unclear. Spending time to examine it further even with a Detect the Arcane Spell doesn’t reveal much except for how it can be activated, which is simply by stepping on it or placing something enchanted in its center. A Character which steps on the platform or places an enchanted object on it will activate the platform. Placing an unidentified enchanted object on the platform will cause it to glow yellow for a minute, while the item is risen by an invisible force. If the item is left there for a minute, the color will then change to green and if the character grabs it, it will have a vague understanding of its magical properties. If the item is removed earlier, the identification is interrupted and nothing happens. A Character which steps on the Platform without saying a specific password, will cause the platform to glow with a strange azure light. During the next Combat Round five tentacles are summoned from the platform itself and they will try to grab the Character. A Character can try to dodge two tentacles per Combat Round, with an Agility Check at 1d10+2 for each one, but unless two have managed to grab the Character, all will try until two tentacles successfully manage to hold the Character while the remaining will perform sexual actions. The tentacles use a HtH Magic modifier of +2 for holding the Character. If the Character flees or manages to get rid of the tentacles and moves away, the tentacles will disappear. If the Character does nothing or fails to resist being held, two will keep the character held and the other 3 will start to rub his or hers body, performing fondling actions (Focused) for 1d3+2 Rounds. After that, if the Character is Female they will try to Pin her and perform a sexual penetration for 2d3+1 additional rounds. To see which one roll a d6: • 1-2=Anal • 3-5 Vaginal • 6=Double Penetration If one or two tentacles are not used for any sexual action, they will keep fondling the Character. For each round the tentacles perform Anal/Vaginal Action, the Character’s Prowess is drained by 1. A Character will always remain at at least 1 Prowess and if such event occurs, the tentacles will immediately let her go and disappear. If the Character Climaxes, the Tentacles will let her go but he will increase his Corruption by 1d3 and lose 1d3 Determination. If the Character steps again on the platform, the same process will happen again unless the Character has only 1 Prowess left, in which case nothing will happen. A Character with an interest into Tentacles will stand still unless he or she passes a Mind Check at 1d10+3. If the Character has an Intrigue with Tentacles, the Check is automatically failed. Forgotten Fountain A Fountain is lying in ruins in this location. Although you can notice the effects of time, you can still clearly see it was a work of beauty. Forgotten fountains have different forms and shapes: some are large and are located inside a large room, while others are small enough to be located on a wall. Some of them can still dispense water or other mysterious liquids. A Forgotten Fountain always has some symbols on it which can be identified with a Knowledge (Arcane/Occultism/Witchcraft) at 1d10+1. Identifying the symbols allows to roll twice on the fountain’s effect table and pick one of the outcomes (re-roll any same result). A Fountain can be used for 1d3 Times, but only Once Per Hour. It’s possible to deplete what’s left by pouring the liquid inside a bottle, vial or similar container, to be used later. If found inside a Large Room, the Fountain allows to bathe in it, but doing so, roll a d6: with a result of a 1, a Wandering Creature will enter the Room while the Character is taking a Bath. When rolling for the Reaction, roll two dice, if one of the results is Horny, discard the other. The effects apply even if the Character takes a Bath in the fountain instead of Drinking from it. Fountain Effects 1 Refreshing Water: allows to recover 2d3 Prowess 2 The water tastes weird. The Character increases his Corruption by 1d3+1 3 Roll a d6: if Even the Character recovers 2d3+2 Prowess, if Odd he loses the same amount 4 The Character must perform a Will Check at 1d10+3 or Become Aroused, or Horny if already Aroused. 5 The Character recovers 1 Prowess. If under half of his total Prowess he recovers 1d3 instead. 6 The Character will recover 1 Prowess every hour, for 1d3+1 Hours. A Forgotten Fountain counts as all types of Environment for Naturebound Characters. 58


Imp Grimorium When the Character enters the room, he will notice some decorations on the walls, but nothing else except for a single lectern in the middle, holding a large tome. The Tome is way bigger than the usual tome you could expect and rather heavy, but can be opened without much effort. Those which investigate the tome before opening it, will simply admire its fine decorations but only those who cast the Detect the Arcane spell will be able to see an evident arcane aura coming from the tome. Opening the tome at any page will show that the pages are written with a gibberish language, although at a first look all the pages seems to follow a certain logic. The tome will activate within 2d3 Rounds, glowing with an azure aura and then regardless of what page the Character is, all the letters wills tart to be absorbed and then a sort of small portal will open in the center of the open tome. If the Character does nothing an Imp will emerge, greeting the Character with a cheerful smile. The Imp is always Friendly and will welcome the Character unless the Character acts hostile, in which case, the Imp will jump back into the book and the portal will disappear, leaving the tome behind as it was. If the Character remains friendly the Imp invites him to get inside where he could rest and eat safely. An Inquire Check at 1d10+4 will let the player notice that although the Imp is friendly, there is something odd about his or hers behavior. A Character which tries to remove the tome, will always fail, since arcane energies bound the tome to the lectern. The portal will teleport the Character is a nicely decorated Room, where more Imps live in. The room counts as Medium or large and has a variety of furniture and a lot of carpets and cushions piled in certain point of the room where the Imps often sleep, play or mate. There are some additional doors, one counts as a Kitchen, one which counts as a Library and one is a Dorm and one presents a Bathing Hub. A Room often contains 1d3+2 Imps, counting the one which the Character meets, and although you could simply decide if they are males, females or else. A Character can spend some time with the imps, and can even rest for a Couple of Days, while the Room counts as Comfortable. The Imps are friendly at first but they will start to try to seduce the character or to make allusions and innuendos to ease the mood. A Character partaking in sexual intercourse with the Imps will increase his or hers corruption by 1d3 every time it Climaxes. If the Character asks to leave, the Imp will reply that opening the portal is rather difficult and they want to be paid at least 50 GCo. If the Character refuses or doesn’t want to pay, the Imp propose that the character might serve them for a week or that he could perform a challenge from the Book. Servitude: Characters with a Servitude Flaw or the Master / Slave Kinks that want to refuse, must perform a Will Check at 1d10+4 or agree to that. While serving, those with the related Kinks will be often Aroused. The Imps will ask the Character to get rid of any unnecessary equipment, such as weapons and armors, but everything will be simply stored in a corner of the room or at least put in a simple Chest. The Imp will ask the Character to clean the various rooms at least once every two days, while they play, sleep or mind their own business. Cleaning a room consumes 2d3 Prowess and usually requires 1d3 Hours, while Kikimora only consume 1d3 Prowess. The Imp also ask the Character if he can cook for them, where the Character will find plenty of rations in the kitchen, if asked about who brings all the food, the Imps will simply shrug and say “it’s just there”. When the Character is cleaning a room, roll a d6: on a 5+ one of the Imps will sneak in and try to have a quickie with the Character. If the Character has the adequate Kinks (IE: Master / Slave) the chance I increased to 4+. Doing this activity will cause the Character to obtain the Servitude or Master / Slave Kinks without rolling. Each day spent Serving, the character loses 1 Determination. Gauntlet: The Challenge is rather simple and consists in the Tome generating a new door which will lead through 5 Rooms. The Rooms are all Large Hazard Rooms from the Wizardry Dungeon, with Creatures inside where possible, and each door is unlocked but Trapped with Enchanted Traps. You can randomly generate what type of Hazard Room or Trap If the Character is Defeated, the room will disappear and the Character will be teleported back to the Imps which will take advantage of the situation and Capture him or her. Completing the Tasks: Successfully completing the task (Gauntlet or Servitude) grants 1 XP but there is still a chance that the Imps will try to prevent the character to leave, with a result of a 5+ on a d6. If the Character served it will also need to recover the equipment stored while one which finished the Gauntlet might be on low prowess. It’s possible to try to convince the Imps with a number of successful Speechcraft Checks equal to the Imp’s Mind value, before obtaining 3 failures, or it’s possible to just try and defeat the Imps. If the Character fails to convince the imps or is Defeated through Combat it will be captured by the Imps. A Character can decide to be Bond to one of the Imps int the Grimorium, but which will cause all the Imps to Attack each other to decide who should actually receive the Bond, where the Character can help the one he or she has chosen or let them all sort it out by themselves. A Character teleported elsewhere can still try to find the Grimorium to regain access to its boons. 59


Junkyard This room is a complete mess: piles of junk and useless stuff are scattered everywhere. The Pile of Junk type depends on the room’s size itself (IE: a Small Room has a Small pile While a Large has large piles) and requires a Test of Skills by using Perception, Scavenging or Survival with a difficulty of 1d10+2. A Character can roll on the specific table once per Pile size, which means a Large Pile allows to roll 3 times on the Large Pile of Junk Table. Searching through a Pile consumes 1 Prowess per Pile Size. 3 Successes, 0 Failures Can roll an additional time or add a dice and discard one result 3 Successes, 1 Failures Standard Result: roll depending on the pile size 3 Successes, 2 Failures When rolling on the Junk Pile Table, use a Burden Dice 3 Failures, 2 Successes Standard Failure. The Character finds nothing 3 Failures, 1 Successes The Character finds nothing and also hurts itself for 2 Damage 3 Failures, 0 Successes The Character finds nothing, hurts itself for 2 Damage and makes a lot of noise, which might alert nearby Creatures Top Pieces 1 Sharp (Small) 2 Squared 3 Blade (Small) 4 Sharp 5 Blade 6 Squared (Small) Small Pile of Junk 1 1d3 Metal Scraps 2 Top piece (Small) 3 1d3 Leather Straps, 1d3 Metal Scraps 4 1d3 Cloth Straps, 1d3 Nails 5 1 Piece of Wood (Small) 6 1 Leather Piece Medium Pile of Junk (2d6) 2 Wooden Stick (Long) 3 2d3 Pieces of Wood 4 Top Piece 5 3d3 Nails 6 2d3 Cloth Straps, 2d3 Nails 7 2d3 Metal Scraps 8 2d3 Leather Pieces 9 2d3 Leather Straps, 2d3 Metal Scraps 10 1d3 Pieces of Wood (Small) 11 1d3 Slabs of Metal 12 Wooden Stick Large Pile of Junk (3d6) 3 A Scroll Case and 2d3 Parchments 4 1d3 Wooden Sticks (Long) 5 2d3 Pieces of Wood 6 2d3+1 Nails, 2d3+1 Scraps of Metal 7 1d3 Top Pieces 8 3d3 Cloth Straps, 2d3 Nails 9 2d3 Leather Pieces, 2d3 Slabs of Metal 10 3d3 Leather Straps, 3d3 Metal Scraps 11 2d3+3 Cloth pieces 12 1 Shoulder Bag and 1d3 Cloth pieces 13 1d3 Wooden Sticks 14 3d3 Pieces of Wood (Small) 15 3d3 Metal Scraps 16 2d3 Slabs of Metal 17 1d3 Wooden Sticks (Small), 2d3 Leather Straps 18 Roll twice on this table, but re-roll any further result of 18 60


Laboratory A laboratory is often equipped with strange machinery and bizarre instruments which can be used for various purposes, usually alchemy or other strange activities. To randomly determine which type of laboratory is found, roll a d3: 1 – Wizard Laboratory 2 – Alchemical Laboratory 3 – Research Laboratory Alchemical Laboratory: An alchemical Laboratory allows to brew Potions and is considered to be equipped with all the required items for doing so, such as Mortar and Pestle, etc. The Laboratory also grants a +1 when trying brewing a Potion or Creating an Alchemical Item. The first time a Character succeeds into Brewing a potion he recovers 1d3+1 Determination. If the Character fails the Check by obtaining a 1, he will lose 1d3+1 Determination Instead. Brewing a Potion or an Alchemical Item consumes 4 Prowess per attempt. It’s Possible to search for Potions, by spending 2 Prowess and performing a Test of Skills while using Knowledge (Alchemy) with a difficulty of 1d10+1 or Perception at 1d10+2. Potions can be identified with a Knowledge (Alchemy) at 1d10+1 or with a Knowledge (Arcane) or (Witchcraft) at 1d10+2. If the Character fails to identify, Roll on the Mysterious Potion table when the potion is drink. 3 Successes, 0 Failures Roll a d6: if Even the Character finds 2d3 Potions, if Odd the Potions are only 3 but with a Tag which identifies them 3 Successes, 1 Failures The Character finds 1d3 Potions. 4+ Chance they have a Tag 3 Successes, 2 Failures The Character finds 1 Potion which must be identified 3 Failures, 2 Successes Character finds a Mysterious Potion 3 Failures, 1 Successes Character finds nothing 3 Failures, 0 Successes Character finds nothing useful and accidentally makes some substance fall on the ground. Roll a d6: 1-2: Vapors change the Character’s Status to Horny. IF already Horny the Character needs to masturbate until climax (or have sex with someone) 3-4: The Character starts to Cough, losing 3 Prowess. 5-6: Character loses 3 Prowess and must perform an Endurance Check at 1d10+2. If failed it will faint for 2d3 Hours. Identified Potion Mysterious Potion 1 Potion of Blur Deals 1d3 Damage 2 Cooling Vial Increases Corruption by 2d3 3 Nocturnal Potion It’s basically vinegar 4 Potion of Healing (Lesser) Reduces Focus by 1d3 5 Lusting Vial Reduces Determination by 2d3 6 Potion of the Acrobat Increases Arousal by 2d3+2 Research Laboratory: The purpose of this laboratory is to experiment with strange mixtures and catalog their effects. The Laboratory can be either abandoned or actively used by a Researcher and his assistants. Roll a d3 to determine who can be found. Laboratory is... 1 Occupied by a Researcher and 2 Imp Assistants 2 Abandoned 3 Occupied by a Researcher and 2 Chimeran Dregs If the Laboratory is abandoned then consider the Laboratory as an Alchemical Laboratory, although one of the Potion will always be a Concoction used for Body Improvement or a Mutagenic. The Researcher and Assistants: A Researcher is either Neutral or Suspicious (roll off to determine), but A Character with at least 2 Ranks at Knowledge (Alchemy) or (Arcane) or (Occultism) or (Witchcraft) will obtain a superior dice when trying to talk to the Researcher. If the Researcher doesn’t becomes Aggressive or Hostile he will propose the Character to test his mixtures otherwise he will probably tell the Character to leaver or he and his assistants will try to capture him. A Researcher will be working on one of two types of concoctions: Body Improvements or Mutagens. A Body Improvement Concoction is an attempt to improve the anatomy of a Creature, although it’s a rather rudimentary science and results might vary. When drinking the concoction, randomly pick one of the Character’s body parts (IE: breast or tights size) and reroll it’s appearance. The new result is permanent and the character increases his Corruption by 1d3+1. It’s possible to try to convince the Researcher to create a specific concoction to change a specific body part, or which also includes skin, eyes and hair color, although only those with 2 ranks at the Skills listed above will obtain a Superior Dice. Mutagens are instead aimed to directly affect the Character’s body in a more distinct way, forcing a Mutation. Drinking the concoction causes the Character to increase his Corruption value enough to cause a Roll on the Corruption table, although the roll will always be a Mutation. There is also a 5+ Chance that one of the Concoctions is aimed to cause Mutations based on specific creatures, such as Imps or Tentacle Creatures. If the Character has the semen or a specifically conserved bodily fluid of a Creature which has it’s own mutation table, he can give it to the Researcher to improve one of his non-specific concoctions to be changed into one that will force to roll on a specific mutation table. A Researcher always has 1d3+1 Concoctions ready, but creating a new one requires at least 1d3+2 Days. A Researcher might also be interested in buying some resources used for brewing potions, if the Character has some. A Captive Character will be forced to drink a Concoction every 2 or 3 days, giving enough time to researcher to take notes about their effects. A Researcher will automatically release a Captive Character after 3 weeks of experiments. As optional rule you can always decide that the mutation or body modifications caused by the concoctions can be removed by using a Scroll of Remove Curse of each one of them. Traits obtained through Corruption are also an optional choice for a Researcher’s Concoction, although obtaining the same result will instead remove the trait 61


Wizard Laboratory: A Wizard Laboratory often presents various items, some of which those without a knowledge for the arcane might not understand. When entering the Laboratory for the first time, roll a d6: with a 4+ result, there is another Creature Inside. It’s possible to spend 2 Prowess for being able to search through a Wizard Laboratory with a Test of Skills by using Knowledge (Arcane) or (Occultism) or (Witchcraft) with a Difficulty of 1d10+2 or by using Perception at 1d10+3. 3 Successes, 0 Failures The Character finds a Magical Item 3 Successes, 1 Failures The Character finds 2d3+2 GCo. Roll a d6: If even the Character finds a Scroll of Remove Curse If Odd a Scroll of Identification 3 Successes, 2 Failures The Character finds a Power Stone 3 Failures, 2 Successes The Character finds nothing of use 3 Failures, 1 Successes* The Character triggers a Random Curse on him, which requires a Will Check at 1d10+2 to be resisted. Lasts 8 Hour. 3 Failures, 0 Successes* The Character triggers a Random Curse on him which can’t be resisted at all. Lasts 1 Day. Magic Item Creature 1 Ghost Bane Dagger Tentacle Lurker 2 Ring of the Mage Yrgl Hound 3 Enchanted Dagger Imp 4 Lucky Amulet Slimerling 5 Twisted Ring (Orange) Servus Malus 6 Amulet of Magic Randomly Generated NPC When finding a Power Stone, roll a d6: If Even the stone grants a random Generic Blessing, if Odd a Curse. Both last for 1d3 Days. The stone then crumbles to dust. A Scroll of Identify allows to spend 1 Prowess to Identify a Magical Item, a Potion or to Detect an Enchanted Trap. Counts as an Enchanted Scroll. A Scroll of Remove Curse allows to spend 4 Prowess to remove a Curse the Character is suffering, and to recover 1d3 Determination. Counts as an Enchanted Scroll. 62


Library Libraries always contain something which might be useful for those who can read, and a Character can spend time to find something useful from a library, such as books, scrolls or generic knowledge of any sort. Searching the Library A Character can spend some time and 1 Prowess to being able to find something useful, which can be Finding Books or Spell Scrolls / Enchanted Scrolls. Finding Books: By spending 1 Prowess the Character can perform a Test of Skills by using Perception with a Difficulty of 1d10+2 to find books which could be useful. Large Libraries allows to perform two Tests of Skills instead of only one. 3 Successes, 0 Failures The Character finds a book and obtains a Superior Dice for the roll to determine which book has been found. 3 Successes, 1 Failures The Character finds a Book. Roll on the Book table as usual. 3 Successes, 2 Failures The Character finds a Book but roll the Table with a Burden Dice 3 Failures, 2 Successes The Character doesn’t find a Book but finds 2d3 CCo 3 Failures, 1 Successes The Character finds nothing 3 Failures, 0 Successes The Character triggers a Random Curse on him, which requires a Will Check at 1d10+2 to be resisted. Lasts 8 Hour. Book Found Type of Knowledge 1 Unnamed Book Alchemy 2 Unsettling Book Myths and Legends 3 Book of Forbidden Knowledge Herbalism 4 Book of Knowledge Arcane 5 Adventure Tales Monsters and Creatures 6 Book of Advanced Knowledge Religion Advanced Knowledge: If the Character has at least one rank in the same type of Knowledge from the book, not obtained by another book, he can spend 1 Prowess to obtain a Superior Dice when performing Skill Checks for the associated Knowledge. The book can only be used in such way for a number of times equal to the Character’s Mind value+2, after that, the character has learned enough. Adventure Tales: The book can be read while taking a break. The first time the book is read without any interruption, the Character recovers 1d3 Determination. Book of Knowledge: A Character can spend 1 Prowess to be considered to have 1 Rank at the selected Skill, so a Character with 0 Ranks can attempt to perform a Knowledge Check as it would have 1 Rank. If the Character already has 1 Rank in the selected skill, he can instead spend 1 Prowess to being able to re-roll a result of a 1. Forbidden Knowledge: It's possible to use the book when performing Skill Checks based on Knowledge (Occultism). If the Character has no ranks it’s considered to have 1 Rank, while if the Character has 1 Rank it obtains a +1. Every time the Character successfully uses the book, he increases his Corruption by 1d3. The book can only be used in such way for a number of times equal to the Character’s Mind value+3, after that, the character has learned enough. Unnamed and Unsettling Book: The Unnamed book contains strange tales of eldritch creatures and otherworldly beings, which causes the reader to increase its Corruption by 2d3, while the Unsettling book will cause the loss of 2d3+1 Determination. Finding Spell Scrolls: Finding a Spell Scroll requires to spend 1 Prowess and perform a Test of Skills by using Wizardry with a Difficulty of 1d10+2. Alternatively a Character can try to find an Enchanted Scroll with a Test of Skills by using Wizardry with a Difficulty of 1d10+1 or Perception at 1d10+2. Large Libraries allows to perform two Tests of Skills instead of only one. 3 Successes, 0 Failures The Character find two scrolls instead of one, which must be randomly generated or Finds a Scroll of his choice from those available. 3 Successes, 1 Failures The Character finds a Scroll 3 Successes, 2 Failures The Character finds a Scroll, but can’t obtain one of the spells he can cast. 3 Failures, 2 Successes The Character doesn’t find a scroll, but finds 2d3 CCo 3 Failures, 1 Successes The Character finds nothing 3 Failures, 0 Successes The Character triggers a Random Curse on him, which requires a Will Check at 1d10+2 to be resisted. Lasts 8 Hour. To determine the type of Scroll, roll a d6: • 1: Eromancy • 2-3: Witchcraft • 4-5: Arcane • 6: Primal 63


Arcane Eromancy 1 Hold Door Intense Overload 2 Grease Phallus Magicis 3 Arcane Push Conjure Wiggle Worm 4 Arcane Bolt Lover’s Hand 5 Accelerate Ephemeral Caress 6 Glittering Dust Mirror Sensation Primal Witchcraft 1 Grease Hex 2 Roar Burden 3 Ethereal Arm Arcane Bolt 4 Beast Claws Fatigue 5 Haze Decelerate 6 Animal Empathy Hold Door 64


Painting Room This room presents many different paintings of different size which have many subjects from landscapes and portraits of different people to extremely abstract and bizarre paintings. When entering the room, roll a d6 to see if there is someone inside. Due to the variety of painting in the room, this count as all types of Environment for Nature-bound Characters although the Attunement feat will grant half its actual benefits. 1-2 Empty 3-4 Haunted Painting 5-6 The Painter The Painter: The mysterious creature know as the Painter can only be encountered once per Dungeon level. The Painter appears as a slender and faceless creature with a vaguely humanoid body, but the most peculiar detail is its skin which although being of a sort of shade of blue or purple it’s like watching through a sky fulls of stars and galaxies or just slowly swirling energies. The Creature often works by sitting on a bizarre chair or by standing, towering over any Character with ease. The Painter doesn’t like to speak much and its voice sounds more like a distant echo. The Painter will ask the Character if is interested to pose for his work or to leave. A Character with Skill Ranks at Painting or Knowledge (Art) can stay and chat about art with the Creature which will be glad to do so, or is even possible to practice with the Creature for some time. A marble pedestal is placed in the center of the room, large and strong enough to allow a character to stand or sit on something and will be the place where the Character will be asked to stay in pose. The painter will always ask to the character remove most of his equipment or even to just pose nude, since the Creature seems fascinated with anatomy of both males and females. Characters with the Exhibitionism or Voyeurism Flaw will gladly accept, becoming also Aroused. There is a 4+ Chance that the Painter will ask the Character if given the choice, there was something he would change of his body. You can decide the answer or randomly roll for what the Character might answer, both by thinking he or she would have preferred something bigger or longer or shorter or smaller, such as petite breasts or change the nose to be different and so on. The Painter will then propose an exchange to the Character: the painter will be able to temporarily Change the Character’s Appearance but the price will be his health and readiness. A Character can obtain a body change by temporarily reduce his total Prowess by 2 per change. This process is only possible if the Painter is making a full body portrait of the Character and the new Changes will be first applied to it. Unfortunately this type of changes will slowly deteriorate and return to normality every 1d3 Days. When a Body part returns to its original form, the Character will also recover 2 total Prowess. The painter is neither male or female and can’t be seduced since it’s not interested into sex or sexuality, but a Character followed by an NPC can ask to be painted together, even by doing raunchy stuff. If a Wandering Monster is generated inside a Room with the Painter, the Creature is probably caged and being used for practice, while NPCs are probably posing by their will or on their way out of the room. Regardless of the number of Painting Room generated, only one Painter is present per Dungeon Floor. If you obtain the painter Result, simply re-roll. Haunted Painting: One of the various painting in the room will suddenly animate and ambush the Character. Use the following table to determine what the painting represents. All paintings have 15 Resistance Points and a +1 to dodge. 1-2 Eldritch Amalgamation 3-4 Tentacular Abstraction 5-6 Multiple Hands Eldritch Amalgamation: This painting often represents a group of naked men and/or women depicted in a sort of romantic scene with different couples indulging with their partners in rather simple acts of affection. The scene always looks interesting towards the victim’s perspective and sexual orientation which is often used to lure the observer. A Character observing the painting must perform a Will Check at 1d10+3, were a failure will simply make him feel to get close to the painting. When close enough the Painting starts to change: bodies starts to melt into each other in a sort of bizarre orgy of pleasure, forcing the Character to perform another Will Check or become Mesmerized. At this point the painting will start to float towards the mesmerized victim, while the amalgamation of bodies starts to emerge from the frame. The amalgamation looks like a sensual mass of different body parts, mostly erogenous body parts, such as breasts, moaning mouths and so on. The painting will start to partially envelop the victim which can freely interact with anything or even start undressing. If allies are present they can try to pull away the Character in an attempt to make him snap out of the effect although for every Combat Round the Character spends close to the Painting, it increases his arousal by 2d3. If alone, the Character is only allowed to try a last Will Check at 1d10+3 to being able to snap out of the effect, although at this point the Character is considered Pinned by a Creature of the same size and with a HtH of +3. If the Character fails to break free he will eventually Climax, losing an additional 2d3 Prowess and increasing his corruption by 2d3. The Painting will try to do the same thing again and again, until the Character is Defeated or Flee at which point, it will become Dormant for 1 Day. Multiple Hands: This type of painting is a sort of abstract painting about arms and hands of different shapes, although they could be mostly masculine or feminine. The shape always changes depending on the victim’s sexual orientation. This Painting floats silently but mover while unseen, with a +3 to Stealth, and will even attempt to follow the Character and assault him from behind. The multiple arms will emerge from the painting and will try to grab and then Pin the Character (the painting has a +3 to any HtH and doesn’t consumes Prowess). While the Character is pinned against the Painting, the hands will start to undress him or her, and will perform any type of available sexual action, which is considered a Multiple Action. A Character can still try to break free Once per Turn. If the Character is Defeated or simply doesn’t try to escape, it will eventually climax and lose 1d3 additional prowess, while increasing his Corruption by 2d3. Tentacular Abstraction: This painting works in a similar way of the Multiple hands but it will instead move on the ceiling and then will extend the tentacles from above. 65


Scrying Orb The room presents a mysterious Orb placed on a finely decorated pedestal. A Character can identify the purpose of the Orb with a Knowledge (Arcane) or (Occultism) or (Witchcraft) at 1d10+3 allowing to know what it might show before activating it. A Creature can activate the Orb by consuming 1 Focus or 2 Prowess. An Active Orb allows the Character to observe what is shown by the sphere, determined by rolling a d6 although an identified Orb allows the Character to decide to still watch or not: Vision 1 Hollow 2 Behold 3 Desire 4 Behold 5 Sin 6 Fate Behold: The Orb will show the contents of one of the Dungeon’s Room, randomly determined by rolling an adequate number of d6, for example, if you are playing in a Dungeon with 12 rooms, then roll 2d6-1, or 3d6-1 if you are in a dungeon with 18 rooms. A Character can perform a Wizardry Check at 1d10+2 and spend 2 Prowess to instead focus his attention to a specific Room of his choice. If the Character observes the room he’s already in, he must perform an Endurance Check at 1d10+3 or Faint for 1d3 Hours due to the Arcane Loop Backlash. Desire: The Character has a vision of something arousing and must perform a Will Check at 1d10+4. If the Check is failed, he will immediately increase his Arousal by 2d6 and then will keep watching. Every 1d6+4 Rounds the Character must roll an additional Will Check with the difficulty reduced by 1 until he manages to pass the Check, at which point the Creature can stop watching. Every time the Check is failed, the arousal gained is increased by 2d6. An Aroused or Horny Character or NPC might also perform a Will Check at 1d10+1 or he will start masturbating while observing the scene, without noticing it unless pointed out by others. If the Character or NPC climaxes while watching he also increases his Corruption by 1d3+1. Type of Erotic Vision 1 The Observer and an Incubus or Succubus 2 Humanoid on Monster 3 Orgy of Humanoids 4 Monster on Monster 5 Monster on Humanoid 6 Orgy of Monsters Fate: The Character has a glimpse of a possible danger it might face soon. The Next time the Character rolls for Dodging a Trap or Magical Trap, or is trying to deactivate one, he obtains a Superior Dice. If the Character manages to succeed, he will recover 1d3+1 Determination. Hollow: The Character witnesses a sad vision of his past and must perform a Will Check at 1d10+3 or reduce his total Determination by 2d3+1 Sin: The Character witnesses a sinful vision and must perform a Will Check at 1d10+3 or increase his Corruption by 1d3+1. 66


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. Table A Table B 1 Shrine of Purification Shrine of the Deep 2 Shrine of Beasts Shrine of Awnt-ib 3 Shrine of Shub-n’arig Arcane Shrine 4 Shrine of the Hollow Shrine of Darnagos 5 Fey Shrine Bloody Shrine 6 Shrine of the Silken Touch Shrine of the Sprawling Mother 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. The Shrine count as a Gloomy Plains and Wyrd Weald environment. 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. A Fey Shrine count as a Bizarre Grasslands, Fey Wilderness, Forest and Hills environment. 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. The Shrine count as an Arid Expanse and Tropical environment. 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 the cost. This shrine count as a Forest, Jungle and Primordial Badlands environment. 67


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. The Shrine counts as a Mountains, Primordial Badlands and Volcanic Environment. 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 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+1. 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. The Shrine count as Mountains, Primordial Badlands and Shore environment. Shrine of the Deep Shrines of the Deep are associated to the Eldritch Creatures from the Sea which often infest the Labyrinthus. The Room where the Shrine is Located also counts as a Flooded Room with a Deep One Lurking within the Murky Waters. There is a 5+ Chance that there are 2 Deep Ones instead. The Creatures will always seek for a compatible Character or NPC to capture and have sex with, but they will never chase anyone outside the room. Climaxing due to an intercourse with a Deep One increases the Character’s Corruption by 1d3. The Shrine can only be activated all the Deep Ones have been Defeated. 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 Character’s Corruption by 2d3 but will also grant a Generic Blessing for 1d3 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. 68


Shrine of the Hollow A Shrine of the Hollow is often 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. The shrine count as Gloomy Plains and Wyrd Weald environment. 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 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 Days. It’s only possible to receive the Blessing once per Week, from the Same Shrine 69


The Bargain The Character finds a strange statue which looms over, while holding two items in its open hands. The Statue has a sinister appearance, and it looks like it’s waiting for someone to pick one item. The statue found often has the appearance of a devil-like creature, or a demon, even if some version looks more like a strange and tentacular creature from beyond the stars. When a Character takes one of the offered item, the other hand will immediately close, causing the remaining item to vanish or to remain trapped inside the closed hand. When the item is taken, the Statue will activate and it will take something from the character. Some variants allow a Character to take both offerings, but at the cost of paying twice the statue’s Price. Religious Characters will lose an additional 2d3 Determination every time they take an offering. Offering Potion Enchanted Ring Price 1 Enchanted Leather Jacket Bark Skin Draught Ring of Focus Curse: total Prowess is reduced by 1d3+1 2 Lesser Amulet of Health Potion of Clarity Twisted Ring (Green) The Character loses 2d3+2 Determination 3 Healing Potion Potion of Might Ring of the Mage The Character is Cursed and suffers a -1 to Hit and Damage 4 Holstaur’s Brew Trout Elixir Twisted Ring (Purple) The Character suffers 2d3 Direct Damage 5 Potion Potion of the Acrobat Ring of the Athlete The Character is Cursed and Suffers a -1 to Parry and Dodge 6 Lesser Enchanted Ring Blur Potion Dull Ring Character’s Determination is reduced by 1d3+4 The Cage The Room presents chains scattered all around and dangling from the ceiling and a number of Cages made of iron scattered all around but only one seems to attract the Character’s Attention. The Cage is often in the center of the room or is placed nearby one of the various walls, usually those opposite to the entrance. When entering the Room for the first time, roll a d6. With a result of 5+, there is a hidden trap mechanics that opens the Cage Door which can be detected with a Perception Check at 1d10+3. If the Check is failed, the Cage will open and the door behind the character will close, requiring a Lock-picking check at 1d10+3 to being opened. Is not possible to disarm the trap but by noticing the trigger a Character can safely move around it. If the Cage is opened through the Trap, the Creature inside will be considered Aggressive but Horny if sexually compatible with the Character, otherwise it will be Hostile. If the Cage is not opened, then roll on the Monster Reaction table as usual. The Cage is always Locked and it could require a Specific Key or a Lock-picking Check at 1d10+3. If the Character is defeated roll a d6: if Even the Monster will lose interest in the character if Odd it will keep him or her in his cage. The Monster is usually not interested into leaving the room even if the cage is opened and the Character manages to avoid direct combat with the Caged Monster. Creatures able to use weapons are unarmed. Notice that if some events could make “the next doors open” this will also include the Cage’s Door. Example: An event causes the next 3 Doors to be automatically unlocked. The Character then enters the Cage room which has a door already unlocked but also the Cage Door will be unlocked since so far the Character only interacted with 1 Door. Caged Creature 2 Aracnoid 3 Molokk Trapper 4 Hell Hound 5 Eldritch Servant 6 Barghest 7 Tentacle Lurker 8 Yrgl Hound 9 Vine Effigy 10 Insectoid Wasp Marauder 11 Lamia Skin-shedder 12 Flesh Golem 70


The Chess Table This finely decorated room presents a small table where apparently someone was playing a game of chess (or a similar strategic game). The game seems already started but the players are nowhere to be found. Strangely, when the pieces are moved on the board, those from the opponent side will move accordingly by an invisible force. A Character which sits at the table can try to finish the Game of Chess which is resolved in the same way of a Test of Skills but the Character will instead use his Mind value against a Difficulty of 1d10+3. 3 Successes, 0 Failures The Character obtains a flawless victory and the prize is something of his choice between gold, 2 spell/enchanted scrolls or a Magical Ring, randomly generated. 3 Successes, 1 Failures The Character wins and can chose to obtain a Blessing or Remove a Curse affecting him. If the Character has too many blessings and no Curses, he will receive a Scroll of Remove Curse instead. The Blessing lasts 8 Hours. 3 Successes, 2 Failures The Character barely wins, but obtains a random Blessing which lasts 2 hours. 3 Failures, 2 Successes The Character was close to win, but loses. Nothing happens. 3 Failures, 1 Successes The Character loses and obtains a Random Curse for 1 Day 3 Failures, 0 Successes The Character is defeated and loses 2d3+2 Determination A Character winning Gold obtains 3d6+5 GCo. Spell/Enchanted Scrolls: The Character can chose the type of table to roll. Arcane Eromancy 1 Hold Door Intense Overload 2 Grease Phallus Magicis 3 Arcane Push Conjure Wiggle Worm 4 Arcane Bolt Lover’s Hand 5 Accelerate Ephemeral Caress 6 Glittering Dust Mirror Sensation Primal Witchcraft 1 Grease Hex 2 Roar Burden 3 Ethereal Arm Arcane Bolt 4 Beast Claws Fatigue 5 Haze Decelerate 6 Animal Empathy Hold Door Magical Ring: Result 1 Dull Ring 2 Ring of the Mage (Lesser) 3 Twisted Ring (Orange) 4 Ring of Focus 5 Twisted Ring (Blue) 6 Ring of the Athlete (Lesser) 71


The Peep Show The Character enters a room which presents various fine decorations and some inanimate mannequins held on specific stands. A large mirror is held on one of the walls, with finely decorated carvings and arcane motives. When the Character enters the room, he can look around without finding anything much of value. It’s possible to examine the mirror with a Perception Check at 1d10+0 to notice strange runes along its frame. To identify the runes a Character can perform a Knowledge (Arcane) or (Occultism) or (Witchcraft) to identify the runes as part of a sort of divination spell. After one Combat Round, a voice will be clearly heard inside the room and the Character is forced to perform a Will Check at 1d10+3 or being compelled to do as the voice asks, losing 2d3+1 Determination. If the Character manages to resist, he can still decide to do what was asked. When the voice speaks, all the doors in the room will become jammed at 1d10+4. Leaving the room without listening will curse the Character with a Generic Curse. Its possible to try to talk with the voice, if not under its control, with 3 successful Speechcraft Checks at 1d10+3. If the Character manages to convince the voice to be allowed to pass, the doors will open. It’s possible to perform a Peep Show once per week, in the same room. Voice Type Request 1 The same you hear while reading Submission 2 Excited and Gleeful Entertainment 3 Deep and Breathing Voyeurism 4 Calm but Annoyed Carnal Desire 5 Warm and Charming Violence 6 The Same of the Character Dominance Carnal Desire: The Voice asks the Character to have a sexual intercourse with one of the mannequins present in the room, which all have different appearances, from being more masculine or feminine to having certain details which could be associated with different races. Use the generation table in the character creation to determine what the mannequin looks like. As alternative the Character can instead ask to use an Arcane Lover instead. The request is rather simple: the character must climax through sexual actions with the Mannequin or Arcane lover. The Voice might also ask for a specific position (use the appropriate table) or allows the Character to decide. If the Character completes the task, he will increase his corruption by 2d3, and will receive 5d3+3 GCo as reward. Dominance: The Character is asked to act dominant towards one of the Mannequins in a sexual way. The Character must perform 4 Ars Amatoris Checks at 1d10+2 on the mannequin, spending 4 Prowess for each check. If the Checks are successful, the Character increases his corruption by 1d3 and can demand that one of the Jammed Doors will be opened (if there are) or that the next trap will be automatically disarmed. If the Character fails more than one Check, the next two doors he tries to open will be always trapped. Entertainment: The voice simply asks to being entertained, and is up to the Character to decide how. If the Character uses Skills or Characteristic Checks, he must perform 3 Skill Checks in a row spending 3 Prowess, at 1d10+1 where after each success the difficulty is increased by 1. If the Character manages to pass all the Checks without any mistake, the Character will receive a random Generic Blessing or can ask the removal of a Curse of his choice. If the Character fails, he will suffer a Generic Curse or lose an Active Blessing, not obtained through an Act of Faith. Submission: The Character is forced to act submissive towards one of the animated mannequins, which is equipped with a sex toy used to inflict pain, such as a paddle or a riding crop. The Character will lose 2d3 Prowess and suffer 2d3+2 Damage while the process will last for 1d3 minutes. A Character which is into such things will increase his arousal by 2d3+2 per Combat round. If the Character endures the request, he will receive a Lesser Healing Potion, while if the Character manages to actually enjoy the whole thing and even climax, the voice will reward with an additional 3d3+3 SCo. If the Character refuses or tries to attack the mannequin, he will suffer a Random Generic Curse and lose 3 Prowess, but he will recover 1d3 Determination. Violence: The Character is asked to fight a Creature, which is summoned directly in the center of the room (use the Wandering Creature Table). The Creature is made of arcane energies and will simply attack the Character until defeated, at which point it will simply vanish. If the Character Accepts and wins, a weapon of his Choice will be Enchanted for 2d6+3 Hours. If the Character is defeated, the voice will mock him, reducing the Character’s total Determination by 4. Voyeurism: The Character is asked to do something kinky while in front of the Mirror, which could be performing a strip-tease a dance or something similar, as long as its of sexual nature. The Character can decide to spend 2d3 Prowess and perform 4 Ars Amatoris Checks at 1d10+2, or to just masturbate in front of the mirror. If the Character succeeds in the Checks, he will be rewarded with 3d3+3 GCo but will also increase his corruption by 2d3+1. If thew Character fails more than one Check he will lose 2d3+3 Determination and increase his Corruption by 1d3+1. 72


The Portal The room presents a Portal made of stone with mysterious runes carved on its surface. A Creature can try to decipher the runes with a Knowledge Check (Arcane) or Occultism) or (Witchcraft) at 1d10+4. If the Creature succeeds, he will be able to be aware of the location where the portals might led to, before entering it. A portal can only be activated by spending 2 Focus or 6 Prowess. If the portal is active, it can be crossed by 1d3 Creatures before closing. When entering the portal, the Creature will be teleported to a random location, determined by rolling a d6. Destination 1 Spawn Pool 2 Prison 3 Somewhere Here 4 Somewhere Here 5 Exit 6 Slime Pool Exit: The portal Acts like an Exit, and the Creature is considered leaving the current level. Notice that if the Character is Captured and dragged through the portal, it might fail a Quest or receive less experience. Prison: If the Dungeon has a Prison already, the Creature will be teleported inside one the cells available. If the Dungeon has no prison but has a Cage Room, the Creature will be teleported inside the larger one. If the Dungeon has no prison or Cage, the Creature is considered leaving the current level and will reach a new one, where its starting room is a Prison. If this happen, the Chance of a Teleport Malfunction is increased to 4+. Slime Pool and Spawn Pool: If the Dungeon has a Slime or Spawn Pool already, the Creature will be teleported inside one the pools. If the Dungeon has no Slime or Spawn Pool, the Creature is considered leaving the current level and will reach a new one, where its starting room is a Slime or Spawn Pool. If this happen, the Chance of a Teleport Malfunction is increased to 4+. Somewhere Here: The portal will teleport the Creature in one of the other Dungeon Rooms. To determine which one, roll a number of d6 enough to cover most of the number of rooms. Since by default a Dungeon should have at least 12 Rooms, roll 2d6-1. If the Dungeon has 18, roll 3d6- 1 and so on. Re-roll if you obtain the same room where the portal is. Teleport Malfunction: When crossing a Portal for the first time, roll a d6: with a result of 5+, the Character loses 1 item. Item Lost 1-2 Equipment 3-4 Armor or Clothes 5-6 Weapon or Shield If the Character is wearing both n Armor and Clothes, or a Weapon and Shield, simply roll off which one is lost. If the Character isn’t wearing the resulted item or has any other item, re-roll the result. If the Character has no item at all, ignore this result. When Equipment is lost, roll for every type of equipment the Character is wearing, except for Armor, Clothes, Keys, Nonenchanted Trinkets and one Weapon of his Choice. For every other equipment roll a d6: with a 5+, the item is lost. Repeat until an item is lost, if necessary. Lost and Found: When an item is lost, roll a d6: if Even, the Item is randomly teleported in a different room, decided in the same way of the Somewhere Here result. If odd, the item is lost forever. Quest Items can’t be Lost Forever. 73


The Puzzle The Character finds the paths blocked by a puzzle, which needs to be resolved in order to being able to proceed. When entering the room for the first time, if there are other doors in the room they are always locked. If there are no other doors, then the Puzzle will always grant an additional Reward 2d3 SCo for any type of Success. The Puzzle is resolved in the same way of a Test of Skills, but the Character will use a specific Characteristic as modifier against a difficulty of 1d10+2. 3 Successes, 0 Failures The Character succeeds and can roll 2 dice and keep one result, when rolling for the puzzle reward. The other Doors will be unlocked. 3 Successes, 1 Failures The Character succeeds and obtains his reward and the other doors will be unlocked. 3 Successes, 2 Failures The Character doesn’t obtain a reward but the doors will be unlocked still. 3 Failures, 2 Successes The Character fails, but nothing happens. 3 Failures, 1 Successes The Character fails. The Next door will automatically be Jammed. 3 Failures, 0 Successes The Character triggers a Random Enchanted Trap To determine the type of Challenge, roll a d6: Characteristic Check 1 Complex: Reduce the number of Failures allowed by 1. Roll again in this table, re-rolling any further result of a 1. 2 Endurance 3 Body 4 Mind 5 Agility 6 Will Puzzle Reward 1 Secret Passage 2 The Character finds an Enchanted Scroll 3 Up to 2 Locked or Jammed Doors will be opened 4 A small compartment opens and the Character finds 2d3+5 GCo 5 The Character receives a Generic Blessing 6 The Character recovers 2d3 Prowess and 1 Focus The Secret Passage allows to reach a room in the same level. If you are using a Dungeon with 12 rooms, roll 2d6-1 to see where the Secret Passage Goes. The Secret passage will close after 1d3 Minutes, but the Character is aware of its presence and is able to find it again with a Search Check at 1d10+1. If you roll a double 1, the secret passage counts as an Exit and the Character immediately moves to a different level. Enchanted Scrolls: The Character can chose the type of Table to roll for. Arcane Eromancy 1 Hold Door Intense Overload 2 Grease Phallus Magicis 3 Arcane Push Conjure Wiggle Worm 4 Arcane Bolt Lover’s Hand 5 Accelerate Ephemeral Caress 6 Glittering Dust Mirror Sensation Primal Witchcraft 1 Grease Hex 2 Roar Burden 3 Ethereal Arm Arcane Bolt 4 Beast Claws Fatigue 5 Haze Decelerate 6 Animal Empathy Hold Door 74


The Sarcophagus This room resembles more a sort of crypt, with various funerary statues and decorations, while on the Center or on the side of the room lies a dusty sarcophagus made of stone, with various decorations and inscriptions on top of it. A Character can try to identify the inscriptions on the sarcophagus with a Knowledge (Folklore), (History), (Myths and Legends), (Occultism) or (Religion) Check at 1d10+1, which will reveal that someone important was buried inside. A Character can decide to search the room for something valuable, with a Perception Check at 1d10+2, where a success allows to find 1d3 small statuettes worth 2d3+4 SCo. If a Character decides to try to open the sarcophagus it can try to open it with a Body Check at 1d10+3. If the Sarcophagus is opened, the dusty remains can be searched for something valuable. When the skeletal remains are despoiled, roll a d6: if Even the Vengeful Spirit of the Dead will raise with a Hostile Attitude, and will attack the Character unless it manages to pass two Speechcraft Checks at 1d10+3, to change his attitude to Aggressive. The Character can then return what he stole, or try to reason with the Spirit again, still at 1d10+3. If the Character has a Religious Origin, the Check is lowered at 1d10+2. If the character manages to calm the spirit, it will then ask a proof of being worthy of what the Character stole. The spirit asks the character to defeat a powerful creature or a group of creatures present in the dungeon level, and if the Character succeeds, he will be allowed to keep the Item and recover 1d3+1 Determination but also increasing his Corruption by 1d3. If the Character manages to calm down the spirit and returns the item, he will recover 2d3 determination and reduce his corruption by 1d3+2. A Character which defeats the Spirit without trying to calm him, will increase his Corruption by 2d3. A Character defeated by the spirit will lose 2d3+3 Determination and will reduce his total by the same amount. The spirit will then recover the item and will Curse the Character with a Generic Curse. Spirit Appearance Item Recovered Weapon 1 Jötunn Blood Amulet of Health Spear 2 Nephilim Ring of the Athlete Battle Axe 3 Dwarf Enchanted Shield War Hammer 4 Human Ring of the Mage Long Sword 5 Elf Enchanted Weapon Mace 6 Nereidian Ring of Focus Trident 75


The Study This room presents one or more desks and few shelves full of books. A Character can decide to search for books or to find something unusual which might help during his adventures or contain some useful information to learn. While inside a Study it’s possible to spend 2 Prowess for being able to search for something useful by performing a Test of Skills by using Perception with a Difficulty of 1d10+2. 3 Successes, 0 Failures The Character succeeds and can roll twice on the Table below 3 Successes, 1 Failures The Character succeeds and can roll on the Table below 3 Successes, 2 Failures The Character only finds 2d6+3 SCo 3 Failures, 2 Successes The Character only finds 2d3+3 CCo 3 Failures, 1 Successes The Character fails to find anything 3 Failures, 0 Successes The Character triggers a Random Enchanted Trap Something Useful 1 Secret Passage 2 Scroll of Identify (Enchanted) 3 Hidden Compartment 4 Scroll of Remove Curse (Enchanted) 5 Generic Key 6 Book Hidden Compartment: A hidden compartment opens and the Character finds 3d3+3 GCo Key: The Character finds a Generic Key, useful for opening Locked Doors Scroll: The Scroll of Identify allows to spend 1 Prowess to being able to identify a Magic Item, a Potion or to Detect an Enchanted Trap. Secret Passage: The Secret passage allows to move to a random room, obtained by rolling 2d6-1 if you are using a Standard Dungeon Size or 3d6-1 if using a Large one. The Secret passage can only opened from this room. Book Found 1 Book of the Apprentice 2 Book of Forbidden Knowledge 3 Book of the Apprentice 4 Book of Knowledge 5 Book of the Apprentice 6 Book of Advanced Knowledge Apprentice Book Type of Knowledge 1 Knowledge Alchemy 2 Repairing Myths and Legends 3 Harvesting Herbalism 4 Brewing Arcane 5 Crafting Monsters and Creatures 6 Knowledge Religion Apprentice Book: This book allows the Character to spend 2 Prowess to being able to re-roll the result of a 1 when performing a Check related to the type of book. Can’t be used with other Books. Advanced Knowledge: If the Character has at least one rank in the same type of Knowledge from the book, not obtained by another book, he can spend 2 Prowess to obtain a Superior Dice. Can’t be used with other Books Book of Knowledge: It's possible to consult the book when performing the related Knowledge Check. Doing so allows the Character to be considered to have 1 Skill Rank to the selected type of Knowledge, but the difficulty Check is increased by 1. If the Character already has 1 Rank at the Skill, he doesn’t obtain any benefit. Can’t be used with other Books Forbidden Knowledge: It's possible to use the book when performing Skill Checks based on Knowledge (Occultism). If the Character has no ranks it’s considered to have 1 Rank, while if the Character has 1 Rank it obtains a +1. Every time the Character successfully uses the book, he increases his Corruption by 1d3. Can’t be used with other Books 76


Warehouse The Character find a large wooden door which seems to let access to a Warehouse of some sort, full of old and dusty items, crates and objects of dubious utility. While inside a Warehouse, the Character can perform two different tasks: searching for something of value and searching through Junk, as explained at page 40. If looking for something useful, the Character can spend 2 Prowess to being able to perform a tests of Skills which will use the Scavenge Custom Skill with a Difficulty of 1d10+1 or by using Perception at 1d10+2. 3 Successes, 0 Failures The Character succeeds and can roll three times on the Table 3 Successes, 1 Failures The Character succeeds and can roll twice on the Table 3 Successes, 2 Failures The Character succeeds but must roll on the Medium Pile of Junk Table instead 3 Failures, 2 Successes The Character finds nothing 3 Failures, 1 Successes The Character simply wastes a lot of time, losing 2 Prowess 3 Failures, 0 Successes The Character spends too much time and suddenly 1d3+1 Aggressive Servus Malus appear in the room Searching through the Warehouse requires at least 10 minutes per Roll. Warehouse Loot 3 A Cloak and Leather Boots 4 1d3 Torches 5 Leather Vest and Gloves 6 Sewing Kit 7 A Backpack, a Bandoleer and a Bedroll 8 2d3 Lock-picks 9 Perfume and Massage Oil 10 Some Trinkets (2d3+3 SCo) 11 A Light Armor (Leather) with only half Integrity Remaining 12 A Healer’s Bag containing 2d3+1 Bandages and a Healing Balm (Lesser) 13 1d3 Improved Lock-picks 14 Harvesting Tools 15 Repairing Kit (Leather) 16 Dungeoneer Tools 17 A Skimpy Dress made of Silk (5 GCo) 18 Scroll of Remove Curse 77


Empty Rooms: The room appears empty, but is it really? When entering this type of room, roll a d6: 1 Secret Door 2 Actually Empty 3 Lever 4 Actually Empty 5 Enchanted Trap A 6 The Key Actually Empty: The room is actually empty and has nothing of real interest inside, except for maybe some dust or generic decorations or rubble. Enchanted Traps: The Room presents an Enchanted Trap, usually in its center and trying to traverse the room without disarming the trap will trigger it. Lever: There is a Lever in the room, per Room Size (IE: Large Rooms have 3 Levers). By pulling a lever, the next time you find a Jammed Door Locked, it will be Just Closed Instead. If you have already found a Jammed or Locked Door, and failed to open it, the door will now open. If there are multiple, just pick one. Secret Door: The room has a Secret Door which can be found with a Perception Check (use the Generic Difficulty table to see which Difficulty it has). If the Character manages to find and open the door, and decides to take the Secret Passage, roll a d6: If Even, you can reach any room you want, except for the Starting Room and the Final Room. If you are using a pre-generated dungeon, you can chose the destination. If not, you can only return to a previously generated room. Once used, the Secret Door Closes and another Perception Check must be performed. The Key: You find a Key hanging on a wall, on the ground or on a small piece of furniture. The key can be used to open a single Locked Door, except for those who might require a specific key to be opened, or are opened by different meanings. The Character can keep the key within Dungeon levels, but any time the key is used outside its original Dungeon Level, roll a d6: with a result of 1, the Key doesn’t work and is destroyed in the process. 78


Hazard Descriptions: Chained Fiend This rooms appears like some sort of place of cult or ritualistic chamber, presenting strange decorations and runes on the floor and the walls. In the Center of the room, lies a chained creature which although his conditions it seems rather calm as if it was waiting for someone. A strange scent is present in this location, something sweet yet sour at the same time. When entering the Room the Character must immediately perform an Endurance Check at 1d10+3 or immediately increase his status to Aroused or Horny if he was Aroused Already. If the Character was Horny before entering the room, then he will feel an urge to have sex with the Creature, regardless of common sense. The Chained Fiend presents all the details the Character might like, taking into consideration Interests and Kinks but also it will have no Dislike or Taboo. The form is usually a humanoid or something similar to the Character’s Race and will also be attractive depending on the Character’s Sexuality. Unless such details will be disliked by the Character, the fiend has a sort of purple or red skin and similar odd details such as horns, sharpen teeth and a hairless tail, similar to the one of a succubus/incubus or imp. The Fiend’s Size will also be related to the Character’s Size or Interests/Kinks/Dislikes/Taboo. The Fiend is completely naked and already aroused. The posed usually differs, still taking into consideration what the character might find more attractive, and will act as the Character might like or just seductive. The fiend doesn’t seems interested into being freed from its chains, but is eager to have passionate sex with the Character. The Fiend is flirty and will enjoy some small talk but will always try to seduce the Character. A Character which resists can simply move outside the room or ask for directions or information, although is not guaranteed that the Fiend will say the truth. The Fiend is considered to have a Bluff modifier of +3, Ars Amatoris of +4 and an Inquire of +2. A Character which is immune to Mind Effects, can ignore the seduction attempts, but can still decide willingly to have sex with the fiend. The Fiend always demands sex or sexual activities for any important question regarding the Dungeon level its found, such as presence of Secret Passages (in those rooms which could have one), presence of Hidden Treasures (Where present) or levers to open Locked or Jammed Doors. The Fiend can also use a sort of Scry Spell to show the content of an unexplored room of the Character’s Choice, although the effect doesn’t show hidden traps or similar secrets since it just shows the room briefly then disappears, but can still be used to notice Creatures inside. Although all of the above might sounds nice, the downside is that it’s actually dangerous to have any intimacy with the fiend. Every time the Character decides to satisfy his urges with the fiend, roll on the following table. All the results (except for 7) last for 1d3 Days and are considered a Curse. Effects 2 Roll Twice on this Table. Effects are permanent (except for 7). 3 If the Character is Male it will receive the Sensitive Penis Trait, while if Female the Sensitive Pussy. Futa Character have to roll-off the result. This Trait is permanent until removed by a scroll. If the Character already has such traits, re-roll. 4 The Character reduces his total Prowess by 3. 5 Resting, Meditating and Taking a Break will restore only half amounts. 6 The Character immediately obtains 1d3 Lesser Mutations/Quirks. This is a permanent effect. 7 Climaxing will automatically Defeat the Character 8 The Character suffers a -1 to all his Skill Checks. 9 The Character receives a random Generic Curse 10 If the Character is female, she will obtain the Female Penis (Curse) Trait. If Male or with already such trait, re-roll. This Trait is permanent until removed by a scroll. 11 The Character reduces his Total Determination by 5 12 Roll Twice on this Table Any Religious Character which should consider the Fiend as something evil or to avoid, which fails to resist the temptation, will lose 2d3 Determination and increase his corruption by the same amount. 79


Danger Room A surprisingly inconspicuous rooms, with what appears a pedestal at the center. The pedestal seems holding something valuable which nobody would be fool enough to leave behind. A Danger Room usually appears as a generic room not much different from other rooms the Character might have already visited. The Pedestal at the center of the room usually contains a sort of small reward, but the real danger are the many traps hidden which will activate when the Character tries to get close to the pedestal or even by just trying to move across the room. Depending on the room’s size, there will be a certain amount of traps: • Small: 4 Traps • Medium: 5 Traps • Large: 6 Traps The Traps are randomly generated as usual. A Character which reaches the Pedestal fill find a Small Pouch containing 1d3 GCo, 2d6+3 CCo and an item (see Table Below), but one Trap is always around or within the Pedestal. This also means that a Character which decides for a safe route and ignores the Pedestal will have to face one less Trap. Characters with the Greed Flaw will always try to go for the pedestal. A Defeated Character will probably be captured by a Group of Servus Malus which know how to avoid or temporarily disarm the traps. Item 1 Small Gem Worth 5 GCo 2 Healing Draught 3 Smoke Bomb 4 Generic Key 5 Flash Sphere 6 1d3 Lock Picks Dizzy Bubbles The room appears to be filled with strange and multicolored bubbles which float silently, reflecting any source of light and creating a myriad of strange colors, making the whole thing rather bizarre but strangely amusing to observe. A Character which enters this type of room must thread really carefully since the bubbles are all but harmless. A Character must perform an Agility Check at 1d10+1 for every two squares he moves through the room, trying to avoid the bubbles. If the Character fails, is struck by 1d3 bubbles. Crawling on the ground (or the ceiling) doesn’t prevent being struck by the bubbles, although it reduces the number by 1 (min 1). Although extremely light, the Bubbles are unaffected by bursts of hair or by wind sources. To Determine the bubble’s Color, roll a d6: Bubble Colors 1 Transparent 2 Purple and Pink 3 Green and Yellow 4 Red and Orange 5 Prismatic 6 Blue and Azure Blue and Azure: Roll a d6: if Even the Character increases his total Focus by 1 for 1 Hour, while if Odd his Mp are reduced by 1. If the Character has no Focus he then loses 1d3 Determination. Green and Yellow: Roll a d6: if even the Character recovers 2d3 Prowess if Odd he loses the same amount. Prismatic: Roll a d6: if even the Character recovers 1d3 Determination if Odd he loses 1d3+1 instead. Purple and Pink: Roll a d6: if even the Character increases his Arousal by 2d6+4 if Odd he reduces by 2d3+4 Instead Red and Orange: The Character must pass a Will Check at 1d10+3 or it will start to feel a dizzy sensation and will walk randomly for 1d3 Squares. The Character will fail the next 1d3 Agility Checks required to avoid the Bubbles. Transparent: Roll a d6: if even the Character increases his Corruption by 1d3+1 of Odd it will decrease it instead. There is only one Transparent Bubble per Room. 80


Elemental Chanter Elemental Chanters are exceptionally rare individuals which have a strong connection with an element to the point that they are capable to cause it to perform specific actions by chanting, such as raising and lowering the ground, causing a snowstorm or generating whirlwinds of fire. This ability is extremely hard to master and Elemental Chanters often dedicate their entire lives to improve their abilities by even adjusting their tone by such lower variations that an untrained hear might not be able to catch. Hearing an Elemental Chanter for the first time is quite an unusual experience due to the might of their voices but also the strange intonations they are capable to perform, to the point that the stronger they chant the more vibrant their voice becomes. Nature Bounds are the mostly common race for Elemental Chanters but even other races have a certain presence depending on the element, such as Dwarven Earth Chanters and Orcish Fire Chanters. Elemental Chanters are usually found inside a Labyrinthus with a strong presence of elemental energies even if they are often unseen since they could be located in zones where they can perform their chants without being interrupted while others will instead perform in specific points to keep a specific area under control. Elemental Chanters are often so entranced by their duties that they ignore any superfluous question and simply leave if attacked. Some will instead react against intruders in different ways, such as by trying to prevent the intruders to move further or reach specific points or by directly using their chants to cause harm. Some Chanters have a specific daily schedule where they start chanting to obtain a specific result and then chant again later, which will reverse such effect. Others will start chanting after a donation, a specific request or as a reward. Earth Chanter: Earth Chanters are often males and they chant with a surprisingly deep voice. Earth Chanters can cause the ground to raise or lower in specific points, or even to form stalactites on the ceiling which will then fall down, crushing everyone caught in the fall. They are often used to open and close passages to specific areas or to open pits to trap eventual trespasser. A zone with an Earth Chanter count as Arid Expanse, Hills, Jungle, Mountains, Plains and Primordial Badlands as environments. Fire Chanter: The Fire Chanters are the most passionate and are those who usually could stop and talk with other sentient creatures or simply do whatever they want when they want. Fire Chanters can raise the intensity of a fire and are often located within forges to improve the production but can also be used to improve the brightness of fire camps and torches although this causes them to burn more faster and consume more resources. A zone with a Fire Chanter count as Arid Expanse, Primordial Badlands Tropical and Volcanic as environments. Frost Chanter: Frost Chanters can use their chants to generate freezing winds or even cause snowstorms which will blow through the tunnels, catching any unaware victim in a deadly and cold embrace. They are also used to keep Slimes at bay due to their aversion to cold environments. Certain Frost Chanters are instead capable to raise and lower walls of ice and are mostly found in icy caverns. A zone with a Fire Chanter count as Tundra as environment. Water Chanter: Water Chanters have often smooth voices and sing sad melodies, but their ability to raise and lower the lever of the water or even divide a body of water to allow the passage in between is often considered extremely dangerous but such experience usually requires a lot of energy, patience and experience. Water Chanters are able to create mulligans, burst of water or to briefly invert the direction of a stream. A zone with a Fire Chanter count as Shore and Tropical as environments. Hall of Sinners This large room presents various fine decorations and a group of statues placed in two separated rows which are facing each other. The statues are made of marble and crafted by experienced artisans to the point that they seem almost realistic with fine details and proportions. The statues are all allocated on top of squared pedestals which are carved with intricate decorations. The statues represent gorgeous humanoid creatures, some based on known races, while others will present some odd details such as horns or tails which shouldn’t be part of the original race. All the statues are portrayed in different poses, from something which could be described as flirty to outright provocative and alluring. The most strange detail is that one of the pedestal is empty, although it doesn’t appear that anything has been placed over yet, rather than an eventual statue was destroyed or removed by force. A Character which enters this room must perform a Will Check at 1d10+2 to resist the urge to stop by, while a Character with the Exhibitionism or Voyeurism Interest or Kink will automatically fail the Check. If the Character is Aroused or Horny the difficulty is increased at 1d10+3. A Character with an interest in Art can simply decide to admire what is clearly a work of passion due to the incredible detail each statue presents. Failing the check causes the loss of 1d3+1 Determination. Stopping by or admiring the statues takes 10 minutes in which the Character will find a statue that matches at least half of his Interests and Kinks. This forces the Character to perform another Will Check at 1d10+3 or +4 if the Character is Aroused or Horny. A Failure forces the Character to spend more time admiring the statue, losing 1d3 more Determination, although at some point he will feel the urge to touch the statue. This action will immediately drain 2 Focus (or 5 Prowess if the Character doesn’t have enough Focus) causing the statue to immediately start to glow and then summoning a perfect copy of the statue although made of arcane energy. The Creature has the same statistics of an Arcane Lover and will immediately approach the character to undress him. The Creature will try to seduce the Character and then mate with him and if successful, a Climaxing Character will immediately increase his Corruption by 2d6+3. If the Character still has enough prowess, he must perform an Endurance Check at 1d10+2 or faint for 1d3+1 Hours. After such period of time, the Creature will appear again and mate once more with him. If the Character is Defeated as a result of losing prowess by Climax, the Creature will then vanish and above the empty pedestal a new statue will appear, which will be identical to the Character, but only if the Character managed to increase his Corruption enough to roll on the Corruption Table. From now on, every time the character enters a Hall of Sinners he will always find one of the statues with his appearance, which will always be identical to his current aspect, even if the Character changed somehow, for example by obtaining mutations. Notice that a Character can try to struggle from the Arcane Lover and attempt to flee, in which case the creature will become hostile and will try to chase the Character and attempt to pin him down, unless he manages to exit the room. If this happen, the Creature will immediately vanish. 81


Infested Lair This strange room is covered by a goo-like substance which is warm at the touch. The room’s temperature is high enough to allows a naked humanoid to still feel comfortable. An Infested Lair is usually barely illuminated by arcane crystals growing from the walls or the ceiling which grant a Dim Light Illumination within 2 Squares. The room also allows to search for herbs and plants in the same way of a Hidden Garden (Greenhouse). To determine if there are other Creatures, roll a d6: Content NPC Status 1 Infesters and NPCs Fainted 2 Empty Captured 3 Infesters Only Captured and Impregnated 4 Empty Captured 5 NPCs Only Impregnated 6 Infesters Only Mind-broken NPC Infested 1 Combatant 2 Infested Spawns (Sleeping) 2 Religious 3 Small Infested Spawns (Sleeping) 3 Civilian Infested Spawn 4 Lupercal 3 Small Infested Spawns 5 Scoundrel Infested Animal 6 Magic User 3 Infested Animals (Small) The NPCs are randomly generated as usual. Infesters: Infesters will spend most of the time in their lair sleeping, guarding their victims or trying to impregnate or infest them. A Character defeated by Infesters in their Lair will be automatically Captured. If the Character is Female and you are using Pregnancy rules, the Infesters will try to impregnate her twice a day (so the second roll it grants a +1 to the Pregnancy Check). If the Character is male the Infesters will simply toss him away if there isn’t an Infested Matron. A Character or NPC Impregnated by Infesters will feel the urge to find an Infested Lair to give birth in, unless they already are in one. Regardless of Impregnation rules, a Character and NPC having sex with Infesters in their lair will increase his Corruption by 1d3 each time they reach Climax. Being impregnated or Impregnating also further increases Corruption by 1d3+1. Once a Character or NPC is Impregnated, the Infesters will probably try to block block her one one of the walls, with the strange goo they secrete. The Infesters will always try to find those who manage to escape, that they are aware of. Notice that the Infesters will try to Capture a Character and NPC again and again. NPC Status: Captured: The NPC seems to be trapped with a sort of solidified goo which prevents movement but still allows the Infesters to have sexual intercourse with him or her. Only female NPCs and Characters, or those with a functioning womb will be captured in absence of an Infested Matron. It’s possible to free the captured NPC by performing 1d3 Body Checks at 1d10+2, each requiring to spend 1 Prowess. When trying to free a Captured NPC, roll a d6: with a result of 5+, if the Infesters were not present, they will appear while the character is trying to free the captive NPC. If the Room contains Female NPCs and Infesters, roll a d6: on a 5+, the Infesters are trying to impregnate her. Fainted: The NPC simply fainted and can be awaken with a Mind Check at 1d10+1. It’s possible to rob the NPC or leave it there and move on. A Fainted NPC will become captured by returning Infesters within 1d3+1 Hours. Impregnated (Females Only): The NPC has been impregnated and could be willingly to remain in the Lair to give birth (with a result of a 5+ on a d6), which will happen within 1d3-1 Days. If you obtain a result of 0, the NPC will give birth within 1d3 Hours instead. If the NPC is captured, she will also require to be release from the goo first. Mind-broken: There isn’t much to do for this NPC which only wants to stay in the lair. 82


Intruder’s Nest The room resembles a sort of strange garden where bizarre plants grows, covering almost all the walls and even the ceiling. Large formations of roots often form natural cavities which could be used as hiding spots or as nest for creatures. The eldritch creature often known as “Intruder” will often make a nest in a zone with a rich presence of arcane energies. Usually are the Females which make a nest where they can hide or rest while waiting for a victim to impregnate with their eggs, but in other occasions are the males which actively try to make a Nest to attract a female. To see if there are creatures, roll a d6: The NPCs are randomly generated as usual. Content NPC Status 1 Empty Captured and Fertilized 2 Creatures only Captured 3 NPC only Captured and Impregnated 4 Empty Captured 5 Creature and NPC Captured and Impregnated 6 Creature only Captured and Fertilized NPC Creature 1 Combatant 2 Intruder Brood Mother 2 Religious Intruder Brood Mother 3 Civilian 1 Intruder Drone 4 Lupercal Intruder Brood Mother 5 Scoundrel 1d3 Intruder Drones 6 Magic User 1d3 Drones and 1 Brood Mother Brood Mother: Female Intruders, known as Brood Mothers, are extremely territorial so in the case you obtain a result of 2 Brood Mothers, they are probably fighting for their nest. Usually the winner will claim the nest while the loser will probably end up killed or will just flee. A Character can easily sneak past two Brood Mothers while they are fighting, obtaining a +2 to his Stealth Check. A Brood Mother doesn’t really have interest in Males of Other species, but will still try to capture one to use as source of sustenance, draining his arcane energies to produce more eggs. Brood Mothers are always actively looking for females to impregnate with their eggs, so the Drones can fertilize them later. Not all the Brood Mothers are interested into keeping an impregnated female within their nest and will generally ignore any Character and NPC which tries to flee after they laid their eggs. Females with functioning penises are used in both ways. Drones: Drones will actively try to capture all female Characters and NPC they find, hoping to attract a Brood Mother. If their victim was already impregnated by a Brood Mother they will always try to mate with her to fertilize the eggs, even competing with each other if necessary. Drones are hostile to other males except for those captured by a Brood Mother which still has to fend them off from time to time. Drones living within a Brood Mother usually act as sentinels and will try to fend off unwanted guests or capture new victims. NPC Status: Captured: Captured Characters and NPCs are often entangled in a strange weblike substance which prevents movement but still allows other creatures to have sexual intercourse with them. Usually females are kept at mid-air or to a position which allows the creature to stand on the victim’s back while mating, while males are usually kept within a sitting position, for a better access to their penis. It’s possible to free the captured NPC by performing 1d3 Body Checks at 1d10+2, each requiring to spend 1 Prowess. When trying to free a Captured NPC, roll a d6: with a result of 5+, if the Intruders were not present, they will appear while the character is trying to free the captive NPC (roll on the table, re-rolling a result of 1). If the Room contains a Female NPC and a Brood Mother, roll a d6: on a 5+, the Creature is in the process of impregnate her. Fertilized (Females Only): The NPC was impregnated by a Brood Mother and Fertilized by the Drones. She will give birth within 1d3-1 Days. If you obtain a result of 0, the NPC will give birth within 1d3 Hours instead. Impregnated (Females Only): The NPC has been impregnated by a Brood Mother but still requires to be Fertilized by the Drones 83


Mannequin Room This old room is a sort of warehouse where old and dusty mannequins seems to have been accumulated in here. A sinister and eerie feeling can be perceived by walking inside, although there is no one in sight, the lifeless mannequins make the whole thing creepy. A Character should always thread carefully while inside a Mannequin Room since these rooms are often haunted, although other are just dusty rooms full of bizarre mannequins. Although many of the mannequins have a generic humanoid appearance, some of them have been modified to have a more specific shape, such as a more feminine or masculine bodies, some wearing masks of different shapes and forms even to more accurately represent a human face or even to have larger breasts or butts. Mannequin Rooms are often used as warehouses or junkyards, so when entering the room, roll a d6: if Even the Room also counts as a Warehouse (page 54), if Odd as a Junkyard (page 38) Due to this factor, moving through the room is quite difficult due to all the various items scattered around, which causes any square of movement count as two. Unfortunately, most of the time the Mannequins inside the room will eventually reanimate and try to ambush the Character. The Number of mannequins is equal to 1d3 plus 1 additional mannequin for a Medium Room or 2 for a Large One. The Mannequins aren’t really hostile per se but they are mostly used in the Peepshow Room (49) so they eventually start to actively seek for new partners to please, although even without the target’s consent. Although you can imagine the mannequins as you like, you can also use the following tables to randomly generate a mannequin with specific appearances by both rolling a dice or just picking those of your liking. Feminine Mannequin 1 The mannequin body is rather slim and delicate and even the chest has barely any breast at all. It often wears decorated dresses or those dresses worn by serfs and maids 2 The mannequin is partially damaged and is possible to see through the fake-skin and possess very long and messy dark hair giving her a creepy appearance. The mannequin wears a black leather collar and other black leather stripes over the body 3 The mannequin clearly represents a very voluptuous woman, wearing a skimpy dress to accentuate her forms 4 The mannequin is wearing a torn barmaid dress while the overall body structure is more “meaty” with surprisingly large breasts and buttocks. 5 The mannequin presents various decorations made of cold and present a red and marble-white scheme of colors to accentuate such combinations. The Body is well rounded but not exaggerated 6 The mannequin looks like a woman with a muscular build, wearing straps of leathers to accentuate the fake muscularity Masculine Mannequin 1 This mannequin represents a more young-adult appearance rather than a man. Most of the time it has an average appearance 2 The mannequin looks like a mature man with even a fake beard and decorations over his chest and arms to imitate hair. It often wears simply a pair of pants or pants and a woodcutter jacket 3 The mannequin is clearly a strong man which presents gold and copper color combinations. He’s rather tall with a large chest and a defined jawline although he’s faceless 4 This mannequin although looking like a male figure is more of an “ideal” male appearance, often depicted in statues or books, but there is something in it which looks odd, although still enjoyable 5 This mannequin is a tall and slim male figure, often dressed with an elegant vest and even gloves. His movements are always composed but firm 6 The mannequin looks partially damaged and with long and messy black hair. It often wears torn pants and an opened jerkin The Mannequin will Chase any fleeing Character for 1d3 Rooms, then they will simply return back and become dormant once again. A Defeated Character will be considered Captured and brought back in the Room, although only one Mannequin will activate at time for surveillance. A Character can still be willingly to have some sexy time with the mannequins, but for each Climax event, the Character increases his Corruption by 1d3. A Character which indulges with the mannequins is allowed to leave after 2d3 Intercourse, otherwise the Mannequins will try to stop him. 84


Mushrooms Fungal Formations grows on the walls and/or the floor of this location. At a closer inspection these mushrooms could be edible or poisonous, or even have unforeseen effects to the reckless explorer. Mushrooms Skills used to Identify 1 Dull Knowledge (Botany) or (Herbalism), Survival 2 Tasty Knowledge (Botany) or (Herbalism), Survival 3 Oddly-Shaped Knowledge (Arcane) or (Occultism) or (Witchcraft) 4 Delirious Knowledge (Botany) or (Herbalism), Survival 5 Raunchy Knowledge (Arcane) or (Occultism) or (Witchcraft) 6 Wyrd Knowledge (Arcane) or (Occultism) or (Witchcraft) Mushrooms are often an unknown Hazard: sometimes their effects can be beneficial or not as bad as someone could have thought. A Character can try to Identify the Mushrooms with an appropriate Skill Check at 1d10+2, as indicated in the table below above. A Hungry Character could consider to try to eat some of the mushrooms while a starving Character will simply eat them without thinking unless they perform a Will Check at 1d10+3. Harvesting the Mushrooms requires a Knowledge (Herbalism) or Survival Check at 1d10+2, which allows to recover 2d3 Mushrooms. Mushroom Rooms count as all types of Environments, for Naturebound Characters. Effects: Delirious: The character must perform a Will Check at 1d10+4 or start laughing for no reason, while in other occasions it could start to see weird thing happening such as walls moving and bending or having difficulties into focusing on anything at all. The Character will always obtain a Burden Dice, when performing Skill Checks, Characteristic Checks and Combat Attacks of any sort. The effect will last a number of minutes equal to 1d3 Hours. The Character will also lose 1d3 Determination. Counts as Purple Mushrooms. Dull: The mushroom has a dull taste, but the Character must perform a Will Check at 1d10+3 or eat another, until there are no more mushrooms, its full or manages to pass the Check. For each Dull mushroom eaten, the Character loses 2 points of Determination. Count as White Mushrooms. Oddly-shaped: These strange mushrooms are oddly shaped. You could even say that they look like a penis while others looks like a woman’s breasts or ass. When eating these mushrooms the Character increases its corruption by 1 to a maximum of 3 per Mushroom Patch, or 5 if it has the Gluttony Flaw. If a Character eats 5 or more of these mushrooms, it will increase her Breast size by one (if female) or his penis girth (if it has one). This event also increases the Character’s arousal by 2d3 and reduces its determination by 1d3+1. The effect will last 1 Hour or until the character manages to Climax, which one is happen first. Counts as Pink Mushrooms Raunchy: The Oddly-shaped mushrooms, once they reach a certain maturity, will start to produce a strange substance which causes a sort of euphoric state in those who eat them, greatly increasing their arousal and libido to the point they eagerly seek to mate with others. A Character which eats these mushrooms must perform a Will Check at 1d10+4 or will automatically become Horny and will seek the first compatible Creature to mate with. The effect lasts for 1d3+1 Hours or until the Creature manages to mate with something. The Creature will try to move towards any compatible Creature and will try to pin it down or will always try to invite them with any meaning possible. The Character can’t perform Skill Checks based on activities which require patience and precision, such as picking locks or brewing, but is still able to Cast Spells, although he needs to perform a Wizardry Check at 1d10+2 to maintain the Concentration. Casting Eromantic Spells reduces the Check to 1d10+0. When the Creature finally manages to Climax through sexual activities, roll a d6: on a 5+ the Creature is not yet satisfied and will seek out for someone else to mate with, losing interests in his current partner and even becoming violent if stopped. Failing the Check also increases the Character’s Corruption by 2d3. Counts as both Purple and Pink Plants and Herbs. Tasty: The mushroom tastes good. Up to 5 Tasty Mushrooms can be used to create a Small Food Ration. Count as Red, Orange or Yellow Mushrooms. Wyrd: Eating a Wyrd Mushroom allows to recover 1d3 Focus or Prowess but also reduces the Character Determination by 1d3. Counts as Azure or Blue Mushrooms 85


Slime Pools This location presents many pools of slime scattered around. The pools can be simple holes dug by something or the result of irregular terrain. The entire area is warm enough for naked creatures to feel comfortable while even if there is no source of light, the slimy liquid posses a bio luminescence which grants dim light in almost the entire room. Some rooms have also a high humidity. Every time a Character enters a zone with Slime Pools he must perform a Will Check at 1d10+2 or increase his Arousal by 2d3. If the Character rolls a 1, he also increases his corruption by 1 and loses 1 Determination. Has no effect on Constructs, Elementals and Undeads. The room is always half submerged by mysterious slimy fluids, which are 1 Square deep, this allows Medium-sized Creatures to being able to simply walk through it by spending 2 Actions per Square while Small Creatures must perform an Athletics Check at 1d10+1 to being able to swim through it. Creatures with a Swimming Speed can use it to move easily. Creatures unable to swim can still perform the Athletics checks to move through the squares but only by 1 per Combat Round. The room usually presents arcane crystals growing from the walls or the ceiling which grant a Dim Light Illumination within 2 Squares. A Character which examines the Room can perform a Perception Check at 1d10+1 to notice strange roots growing nearby the Slime Pools. A Small Room allows to perform the Check only Once, while a Medium Room allows 2 Checks while a Large 4. Every time a Character successfully notices the roots, he can perform a Knowledge (Herbalism) or Survival Check at 1d10+2 to being able to recover 2d3 Roots which count as Herbs of the same color. To determine the root color, roll a d6: if Even is Pink if Odd is Purple. To determine if there are other Creatures, roll a d6: Content NPC Status 1 Slimes and NPCs Fainted 2 Empty Captured 3 Slimes Only Captured and Impregnated 4 Empty Captured 5 NPCs Only Impregnated 6 Slimes Only Mind-broken NPC Slimes 1 Combatant 2 Arcane Slimes (Hidden) 2 Religious 1d3 Slimerling (Hidden) 3 Civilian 1d3 Brew Slime (Hidden) 4 Lupercal 1d3 Brew Slime 5 Scoundrel 1d3 Slimerling 6 Magic User 2 Arcane Slimes The NPCs are randomly generated as usual. Slimes: Slimes hidden can’t be detected unless the character has access to some different ways to detect other creatures. Hidden Slimes will always surprise a Character if they decide to attack or capture. If the Character only finds an NPC, roll a d6, on a result of a 4+, the slimes are wandering somewhere and will return within 1d3 Hours. If the Character leaves the pool before, the Slimes might find him if he faints while within the same dungeon level. A Character defeated by Slimes while inside a Slime Pools room will be Captured by Slimes. If the Character is Female and you are using Pregnancy rules, the Slimes will try to impregnate her twice a day (so the second roll it grants a +1 to the Pregnancy Check). If they fail to Impregnate a Captured Character for three days in a row, they will simply ignore her. If the Character is male and the Slimes present have a female behavior, they will try to get pregnant from him instead. A Character or NPC Impregnated by Slimes will feel the urge to find a Slime Pool to give birth in, unless they already are in one. Entering the Slime pool will grant relief and ease the process. Regardless of Impregnation rules, a Character and NPC having sex with slimes in a Slime Pool will increase its Corruption by 1d3 each time he or she climaxes. Being impregnated or Impregnating also further increases Corruption by 1d3+1. Once a Character or NPC is Impregnated, the Slimes will lose interest until birth is given, but they will still try to prevent their escape attempts. If the Character manages to flee, the slimes will do noting, but once outside, if pregnant, a day before the Birth event, the Character must perform a Will Check at 1d10+3, where if she fails, she must return to the Slime Pools to give birth, if she is still on the same level or in a different level where she is aware of the presence of a Slime Pool. Notice that the slimes will try to Capture a Character again and again. 86


NPC Status: Captured: The NPC seems to be trapped with a sort of solidified goo which prevents movement but still allows the slimes to have sexual intercourse with him or her. Only female NPCs, or NPCs with a functioning womb, can be impregnated. It’s possible to free the captured NPC by performing 1d3 Body Checks at 1d10+2, each requiring to spend 1 Prowess. When trying to free a Captured NPC, roll a d6: with a result of 5+, if the Slimes were not present, they will appear while the character is trying to free the captive NPC. If the Room Contains Captured NPCs and Slimes, roll a d6: on a 5+, the slimes are mating with the NPC, which if female, they are tying to impregnate her. Fainted: The NPC simply fainted and can be awaken with a Mind Check at 1d10+1. It’s possible to rob the NPC or leave it there and move on. A Fainted NPC will become captured by returning slimes within 1d3+1 Hours. Impregnated (Females Only): The NPC has been impregnated and is willingly to remain in the slime pools to give birth, which will happen within 1d3-1 Days. If you obtain a result of 0, the NPC will give birth within 1d3 Hours instead. If the NPC isn’t captured, she will probably be keen to escape with the Character. If slimes return while the NPC is still here, she will be captured unless she was already. Mind-broken: There isn’t much to do for this NPC which only wants to stay in the slime pools. A Female NPC will also probably be pregnant. Slime Pool Effects: When Moving or Swimming through a Slime Pool, roll on the Goo Effects Table below. The effect only happens once. 1 The Character is covered with goo and emits a peculiar scent, which can be detected by Creatures with the Blind Perception (Pheromones) or the Scent Feat. Slimes will be automatically interested into mating. Lasts for 2d3+1 Hours 2 Roll a d6: if Odd the Character loses 1d3 Prowess, if Even he recovers the same amount. Can’t lose more than half of total Prowess 3 No effect 4 Character’s Clothes and/or Armor immediately lose 1d3 Integrity 5 For each Combat Round the Character remains partially submerged, he increases his Arousal by 1, or 2 if mostly submerged 6 The goo which covers the Character’s body it’s slippery enough to grant a +1 to avoiding being Held and Pinned Down until it dries within 1d3 Hours. Has no effect against Slimes. 87


Snot-green Slugs The commonly known “Snot-green” Slugs are a strange but innocuous creatures which can often be found in certain places of the Labyrinthus or within Arcane Anomalies. These surprisingly large and fat slugs have the size of two apples placed near each other and present a peculiar green coloring, hence the name. Snot-green Slugs feed on junk and arcane wastes while completely ignoring living matter. They are also known to feed off armors and equipment left unchecked, usually anything made of leather and cloth or fur but will be less keen to feed off metals, especially hardest ones although they will still do so if there isn’t anything left to feed off. When a Character enters this room it will immediately notice a large number of these bizarre slugs, some waddling around with no apparent purpose while others are quietly munching on some junk scattered on the ground. The whole room presents the slime left by the slugs almost everywhere and even on the ground which might cause a creature to slip on it and be Knocked Down if running or if moving without paying attention. It’s possible to avoid the fall with an Agility Check at 1d10+1. Although the slime can be considered a minor hindrance, the slugs will quickly sense that something edible is nearby and will quickly (as quick a these silly slugs can move) converge towards any Creature wearing equipment which moves through the room. Moving at a regular speed still allows 1d3 Slugs to reach the creature and crawl over his legs, each one starting to munch its clothes or armors and causing the loss of 1 Integrity plus 1 additional every 5 Rounds. This also means that a large room allows to 2d3 Slugs to reach those moving through. A Creature which runs through the room can easily avoid the slugs, but doing so requires the Agility Check to avoid slipping over the slug’s slime. 1d3 Slugs will also fall from the ceiling of a Medium or Large room, requiring an additional Agility Check to be avoided while they will automatically land on a Knocked Down Creature. Due to their slimy bodies, trying to hold a grip on these creatures to remove them to prevent any further loss of integrity is not as easy as it might seem. Although a Slug can be removed with a Body Check at 1d10+1, the Character is forced to use a Burden dice when doing so, due to the slug’s mucus. The slugs can also be easily hit with any weapon without rolling for an attack, and are considered to have 2 resistance points and a DR of 1, which is increased to 3 against physical damage. The Slugs are immune to Acid but will suffer double damage from Fire and Cold. Keep in mind that the longer a Character remains inside the room, the more time the slugs will have to reach him. 88


Spawn Pools The temperature in this room is surprisingly higher than usual and a strange scent can be perceived. A quick examination reveals strange formations nearby the walls, where a strange flesh-like substance is forming what looks like pools made of a mysterious liquid. The Spawn Pools are natural formations which generate into the Labyrinthus which will generate Tentacle Creatures from time to time, but also where those which were impregnated by a sexual intercourse with one will instinctively try to reach to give birth. It is unclear how a creature impregnated by a tentacle creature develops a sort of vague understanding of where the Spawning Pool is located, but some theorize is due to the subconscious connection with the Nether. A Room can contain a number of Spawn Pools equal to its size, so a Small Room can contain one, a Medium two or three and a Large four. The temperature inside the room is usually warm enough for a humanoid creature to be comfortable even if naked or slightly more warmer to cause some sweating. When entering the room for the first time, a Creature must perform an Endurance Check at 1d10+3 or increase his Arousal by 1d3+2. Has no effect on Constructs, Elementals and Undeads. A Spawn Pool size is 1d3 Squares, with a +1 for the Dice Roll if the Room is Medium or Large. The room usually presents fungal formations growing from the walls or the ceiling which grant a Dim Light Illumination within 2 Squares. A Character which examines the Room can perform a Perception Check at 1d10+1 to notice strange roots growing nearby the Spawn Pools. A Small Room allows to perform the Check only Once, while a Medium Room allows 2 Checks while a Large 4. Every time a Character successfully notices the roots, he can perform a Knowledge (Herbalism) or Survival Check at 1d10+2 to being able to recover 2d3 Roots which count as Herbs of the same color. To determine the root color, roll a d6: if Even is Pink if Odd is Purple. To determine if there are other Creatures, roll a d6: Content NPC Status 1 Creatures and NPCs Fainted 2 Empty Wrapped and Impregnated 3 Creatures Only Impregnated 4 Empty Wrapped (Creatures Away) 5 NPCs Only Wrapped 6 Creatures Only Mind-broken NPC Tentacle Creatures 1 Combatant 2 Tentacle Lurkers 2 Religious Floater (Hidden) 3 Civilian 1d3+1 Tentacle Crawlers 4 Lupercal Tentacle Lurker 5 Scoundrel 2d3 Wiggle Worms 6 Magic User Tentacle Shambler The NPCs are randomly generated as usual. Tentacle Creatures: All Tentacle Creature found in a Spawn Pool are considered “Aggressive but Horny” which mean they will try to reduce the Character to half her Prowess (or less) before trying to mate. If facing an incompatible Character, they will simply attack. A Character defeated by Tentacle Creatures (except Wiggle Worms) while inside a Spawn Pool room will be Captured by them. If the Character is Female and you are using Pregnancy rules, the Tentacle Creatures will try to Impregnate her twice a day (so the second roll it grants a +1 to the Pregnancy Check). Regardless of Impregnation rules, a Character having sex with Tentacle Creatures in a Spawn Pool will increase its Corruption by 1d3 each time it climaxes. Being Impregnated also further increases Corruption by 1d3+1. Once a Creature is Impregnated, the Tentacle Creatures will lose interest until birth is given, but they will still try to prevent the Character’s Escape. If the Character manages to flee, the Tentacle Creatures will do noting but a day before the Birth event, the Character must perform a Will Check at 1d10+3, where if she fails, she must find a Spawn Pool to give birth, if she is still on the same level or in a different level where she is aware of the presence of a Spawn Pool. Notice that the Tentacle Creatures will try to Capture a Character again and again. Wiggle Worms can’t impregnate a Creature, but they will still try to mate with other compatible Creatures. Wiggle Worms will always use their Spit Attack on compatible female creatures and then will try to mate with them, usually alluring aroused or horny female creatures. 89


Nursing Roots: Every Spawn Pool presents a peculiar formation of tentacular roots which will slowly wrap-up any creature which is close enough, called Nursing Roots. A Spawn Pool will have at least one Nursing Room per Pool. Each amalgamation of Nursing Roots possess a couple of tentacles with filaments used to inspect living creatures by touching them and detecting various pheromones and liquids. These tentacles are necessary to determine if the creature being wrapped in a fertile female, otherwise the tentacles will immediately release the creature and no longer care about it. These tentacles will always examine both breasts and vagina gently, although is some occasions the process could cause some arousal to the creature examined. It’s possible to try to get free from a Nursing Root which is considered a Medium-sized Creature with a Body of 2 and a +2 to HtH (Strength). For every 1d3 Rounds, the Roots increase their Body and HtH by 1 up to 5/+5. At this point a Wrapped Creature is unable to free herself but can be helped by damaging the roots. The roots have a total of 40 RP and a DR of 1 which is increased to 5 against any physical damage except for Slashing and Shredding. Once the roots are reduced to 20 or less RP they will immediately release a Wrapped Creature and fall-back within the cavity they are growing, to heal. A Nursing Root regenerates 1d3+2 RP per day, while damage dealt by Fire and Acid will cause the healing process to take more time. The Nursing Roots will also tore the Character’s Clothes on her chest and crotch, exposing both breasts and vagina, since they can easily tore Armors if Made of Cloth or Leather while any metallic armor will require 2d3 Hours to do so. Skimpy Armors, Gladiatorial Armors and Skimpy Clothing won’t be destroyed bus simply removed. While wrapped the Character is considered sitting or standing but the roots will sustain her weight. This position allows other tentacle Creatures to mate with her with ease. Once per day, the Nursing Roots will try to force a slimy tentacle inside the Character’s mouth and pour a strange substance. A Character can struggle and prevent this from happening but this will cause her to become Hungry and lose 1d3 Determination. While Hungry, the Character must perform a Will Check at 1d10+3 or allow the Root to feed her. A Character with the Food Play or Tentacles Interest or Kink, or with the Gluttony Flaw will never refuse. The substance tastes sweet and has the same density of honey and has enough nutritional properties for sustain a medium-sized creature for a whole day, while to Smaller Character it might cause some weight gain. Being fed will also increases the Character’s Corruption by 1 and will grant a +1 when performing an Endurance Check for Being Impregnated. An impregnated Character will be held captive until the Day she should give birth, where the Nursing Roots will sense the event and release her into the pool. After that they will become dormant for 2d3 Days. NPC Status: Fainted: The NPC simply fainted and can be awaken with a Mind Check at 1d10+1. It’s possible to rob the NPC or leave it there and move on. A compatible Fainted NPC will be captured by returning Tentacle Creatures within 1d3+1 Hours. Impregnated (Females Only): The NPC has been impregnated and is willingly to remain in the Spawn Pools to give birth, which will happen within 1d3-1 Days. If you obtain a result of 0, the NPC will give birth within 1d3 Hours instead. If the NPC isn’t Wrapped, she can be convinced to escape with the Character with a Bluff or Speechcraft Check at 1d10+2. If the NPC is Wrapped and Impregnated, she has to be liberated first, but when doing so, roll a d6: with a result of 5+, Tentacle Creatures will arrive within 2d3 Rounds. Use the Creature Table but re-roll any result of Wiggle Worms. A Floater is moving stealthy and has a Superior Dice for the first round it arrives. Mind-broken (Females Only): There isn’t much to do for this NPC which only wants to stay in the Spawn Pools. A Female NPC will also probably be Pregnant. Wrapped: The NPC is wrapped by the Nursing Roots but can still be liberated as explained before. As explained a Character can also simply decide to take advantage of the situation, although this will cause his corruption to increase by 1d3+2. If the Wrapped Character is willingly to have sex in such position, the Character only increases Corruption by 1. If the NPC is wrapped but the Creatures are away, they will return within 1d3-1 Hours. If you obtain a 0 they will return within 2d3 Rounds instead. Use the Creature Table but re-roll any result of Wiggle Worms. A Floater is moving stealthy and has a Superior Dice for the first round it arrives. If the Room Contains a Wrapped NPC and Tentacle Creatures, roll a d6: on a 5+, the Tentacle Creatures are trying to impregnate her by mating (except for Wiggle Worms). 90


The Mirror The Room presents a Mirror placed somewhere which has magical properties. A Character using the Detect the Arcane Spell can notice a strange aura surrounding the object, but it’s hard to correctly identify. The first time a Character enters the room, it must perform a Will Check at 1d10+2 or being compelled to observe its own reflection in the mirror. Characters with the Pride Flaw or with Voyeurism Intrigue are forced to use a Burden Dice. Every time the Character enters the room, the difficulty of the Check is increased by 1, up to +4. Once the Character fails the Check, it will face the mirror but once resolved, he will no longer feel the urge to face the mirror for 1d3 Days. When a Character faces the mirror, roll a d6: 1 The Other 2 Conscience 3 Sadness 4 Sin 5 Vanity 6 Your Number One Fan Conscience: The Character reflects on its past and the overall situation but is allowed to perform a Mind Check at 1d10+4. If the Character succeeds it immediately recovers 2d3 Determination and increases its total Determination by 1d3. The Other: The Character must perform a Perception Check at 1d10+3 to being able to notice another creature behind him, in the same room. If the Character turns around, he will see nobody. The Other has a humanoid form but it looks like it’s made of shadows and its shape is based on the Character’s Interests and Intrigues but is often a member of the same or opposite sex depending on the Character’s sexual orientation. The other will slowly moves towards the Character and it will reach him or her within 1d3 Combat Rounds. When the Other is close to the Character it will immediately perform a Grab and Hold maneuver, with a +3 bonus to the roll which count as Magical. If the Other manages to hold the Character it will start to grope or fondle him or her until the Character is aroused, then it will perform a pin Down maneuver and then proceed to perform sexual actions if possible. If the Character is in the square in front of the Mirror, the Other counts as Large. If the Character manages to get free from the Grab and Hold or Pin Down and then it leaves the room, the Other will no longer appear unless the Character returns in the same room. Every time the Other manages to get the Character Climax through Sexual Actions, the Character will reduce its total Determination by 2d3. The Other can only be target of attacks if the Character is aware of its presence and manages to perform a Counter Will Check against the Creature, but it’s important to remember that the Creature counts as Ethereal. If the Mirror is shattered or damage, the Other will be unable to interact with the Character but it will still appear. Sadness: The Character witnesses an old memory from its past which was sad or traumatic in a way. The Character must perform a Will Check at 1d10+4 or immediately reduce it total determination by 1d3+1. Sin: The Character has a vision of a sort of orgy where it can barely discern the shape of its participants, even if some seem demonic in nature but can clearly see himself in the center of the scene, having sex with what appears a beautiful men or woman depending on its sexual orientation. Witnessing such event forces the character to perform a Will Check at 1d10+3 or increase its Corruption by 1d3+2. If the Character has the Demons, Occultism, Voyeurism or Worshiping Interest or Intrigue, it will increase its Corruption by an additional 1d3+1 regardless of the success or failure of the Will Check. Vanity: The Character admires its own reflection for some time, observing closely its own body. The Character then must perform a Will Check at 1d10+2, where a failure causes the Character to notice something is odd, such as there are spots on the skin with a weird color, or that there are some wrinkles here and there causing the Character to lose 2d3 Determination, although an actual body examination reveals that there was nothing odd than before. A Character with the Self Consciousness Flaw will obtain a Burden Dice when performing the Will Check while a Character with the Pride Flaw will increase the Determination loss to 3d3+1. If the Character succeeds it will notice that today it looks better than usual, recovering 1d3 Determination and increasing its corruption by 1d3+1. A Character with the Self Consciousness Flaw will increase his total Determination by the same value while a Character with the Pride Flaw will double the Corruption increased. Your Number One Fan: The Character doesn’t notices anything at first, but a Perception Check at 1d10+2 allows to Notice someone peeking behind a corner of the room or even the entrance. If the Character turns towards the point he will see nobody. The Character can try again to notice the figure with an additional Perception Check at 1d10+2, to catch the figure peeking behind the same corner again or from a different one. If the Character succeeds both time it will partially see that the creature is a sort of black-fur humanoid with what seems a sort of skull-like face. The Creature is a Wyrd Stalker which will follow the Character from afar but it will never directly intervene until the Character manages to become defeated one way or another. If the Character is Captured, the Wyrd Stalker will often be seen from time to time during the Captivity but it will then decide to act after 2d3 Days. If the Character is inside a Prison the Creature will find the key but it will use it to get inside the prison to have sex with the character when no-one is around or will try to defeat a lone guard if present. The Creature isn’t really interested into freeing the Character but the Character can attempt to steal the key and then run away or to defeat the creature and then run away. If the Character is held captive through chains, ropes or similar binding, the Wyrd stalker will appear every 2d3 Days to have sex with the Character when there is no one around, or attempt to assault a close creature to defeat it. A Defeated Wyrd Stalker will often allow other creatures to mate for then vanish for some time. To get rid of the Stalker it must be defeated in four different occasion and left be without having any sexual intercourse with it. There is a 6+ Chance that the Stalker will become a Nemesis instead, obsessing over the Character. 91


Yrgl Spores The Room presents strange flesh-like formations which grow randomly on the floor, the walls and even the ceiling. While the room is partially obstructed by such formations, its still possible to move around carefully. A Character which moves through the room must perform an Agility or Stealth Check at 1d10+2 or it will startle the strange fungal formations which will release a cloud of pheromones. A Creature which breathes the pheromones must perform a Will Check at 1d10+3 or increase its Arousal by 2d6+2. If a Creature fails the Check by rolling a 1, it obtains a +1 to any Endurance Check for Impregnate or Being Impregnated for the next 2d3+4 Hours. A Creature which breaths the Spores will always obtain a +1 to any Endurance Check for being Impregnated by Yrgl Creatures for 1d3 Days, regardless of the result. A Creature which maxes its Arousal due to the Spores it will Climax automatically and it will then faint for 1d3 Hours. Wall Crawlers Although the room appears empty, it actually hides a strange supernatural phenomena called “Wall Crawlers”. The Wall crawlers aren’t really a living creature or a Construct, but a sort of emanation of the strongest emotions present inside the Labyrinthus, usually Lust or Wrath. A Creature which enters the room is unable to detect the Creatures with sight, since they are partially invisible, although those with the Blind Perception (Arcane) will automatically see the Wall Crawlers while the use of the Detect the Arcane grants a bonus when trying to dodge the Crawlers. The Crawlers will move towards the closest Creature but only along the walls. When a Creature is within 2 Squares from any wall of the room, the Crawlers will suddenly lunge and try to grab him or her. The Wall Crawlers are considered to have a Stealth modifier of +3 and if heard, the Creature is at least aware of the presence of someone. Wall Crawlers will never try to grab Constructs, Elementals, Eldritch, Tentacle Creatures or Undeads. To Determine the shape of the Crawlers, roll a d6: if Even they look like slender arms with claw-like hands, if Odd they look more tentaclelike, although they aren’t real tentacle creatures. The Wall Crawlers will always try to Grab and Hold their Victims or Pin them against the wall. If the victim is at more than half of its arousal, the Wall Crawlers might also start to perform sexual actions with a result of 4+ on a d6. Wall Crawlers will hold a Creature for 2d3 Hours, which may led other Creatures to Capture r take advantage of the situation. When a Wall Crawler grabs a victim, it will always drain 2d3 Prowess. If the Wall Crawler manages to make the victim Climax, it will drain an additional time then it will release its victim. When a Wall Crawler holds a victim, it will become partially visible and is possible to slash the arms or tentacles which have a DR of 1 and 8 Resistance Points. A Damaged Wall Crawler will retaliate with Claw or Tentacle Attacks with a +2 to Hit and which deal 1d3+3 Arcane Damage. If more than 3 Tentacles or Arms are slashed, the Creature will release its victim and flee. Webs The entire room is covered by webs to the point that it’s hard to understand what’s under, although some cocoons have a vaguely humanoid form. While moving through the room, each Square counts as double, so moving only 2 Squares counts as moving 4 Squares. Spider and Spider-like Creatures do not suffer any penalty while moving. A Character can try to search for something useful but the chances of disturbing one of the inhabitants are also something to take into consideration. It's possible to perform a Survival or Perception Check at 1d10+2 per room size, which means a Large rooms allows to perform 3 separated checks. When entering the room for the first time, roll a d6: with a result of 1 or 2 the room also presents some creatures which are hidden within the Webs, obtaining a +1 to their Stealth Check while they sneak around until they attack. If there are creatures, roll a d6: If Even, there are 1d3 Spiderlings, if Odd there will be a Giant Spider. The Webs are flammable, but the humidity in the room prevents any fire to spread, although is possible to clear few squares with a torch before it snuffed out. A Torch usually is able to clear 2d3 Squares before expiring. Spells which deal fire damage can clear one Square, unless they deal damage in an area of effect. A Fire Breath from a medium-sized Creature or larger clears all squares within its range of action. Search Scavenge 1 Small Shield Sharpen Spider Leg 2 2d3 Lock-picks 2d3 Straps of Leather 3 Healing Potion (Lesser) Sturdy Bone 4 Strengthened Leather Gloves 2d3 Scraps of Metal 5 2d3+3 SCo 1d3 Chitin Carapace 6 Roll on the Scavenge Table but increase resources obtained by 1 2d3 Generic Bones • Chitin Carapace counts as Leather Piece • A Sharpen Spider Leg counts as a Sharpen Top Item which deals Impaling Damage 92


Standard Room Descriptions: Bridge The Room presents a deep chasm or a moat that is crossed by a bridge which grants a safe passage towards the room. When this room is generated, roll a d6: with a result of 1 or 2, the room also presents The Toll event. Bridge Type Placed Above 1 Stone (Broken) River 2 Ropes and Wood Moat (Water) 3 Stone Sewer Water 4 Junk Moat (empty) 5 Wooden Chasm 6 Junk (Broken) Slimy Fluids If the bridge is broken, the character could find a different way to cross it, depending on what the bridge was crossing. If the Bridge is intact, it can be easily traversed unless there are other creatures blocking the Character’s Path A Bridge always covers at least half of the room. The Following table is used for Swimming/Climbing results, when requested by the description. 3 Successes, 0 Failures The Character succeeds and spends 1 less Prowess 3 Successes, 1 Failures The Character Succeeds in the intended action 3 Successes, 2 Failures The Character succeeds, but it spends 1 additional Prowess 3 Failures, 2 Successes Although the Character fails, he’s almost there. If you succeed an extra Skill Check you manage to Swim/Climb where requested. 3 Failures, 1 Successes Standard failure which implies the Character falls down or is flushed away 3 Failures, 0 Successes Same as above, but the Character is also Defeated in the process. Chasm: The chasm is so deep is not possible to see where it ends. A Character can spend 3 Prowess to try to climb down the Chasm with a Tests of Skills using Athletics with a Difficulty of 1d10+2, where 3 Failures with 1 or no successes means the Character falls down from a noticeable height into a subterranean river. The fall deals 2d6+3 Damage and regardless if the character is defeated, it will be flushed away until he reaches a new dungeon level. If the Dungeon is located inside a know Overworld location it will be flushed outside, nearby hexagon with a river closest to the Dungeon. If Successful, the Character spends 5 Additional Prowess before reaching the ground, and entering a New Level. Moat: If the Moat is empty is possible to climb it with an Athletics Check at 1d10+2 and the Character spends 1 Prowess when he climbs it down or up. The moat is 1d3+2 Squares Deep. If the Moat is filled with water, It's possible to swim through it with an Athletics Check at 1d10+2. Swimming consumes 1 Prowess every 3 Squares of movement. A Creature with Swimming Speed doesn’t consume any Prowess at all. Usually the water in a moat is calm, so there is no risk to being flushed away. River: A Character can try to traverse the river by spending 3 Prowess to being able to perform a Test of Skills by using Athletic with a Difficulty of 1d10+2. A Character which obtains 3 Failures and 1 or no Successes, is flushed away until it reaches a new Dungeon level. Sewer Water: Similar to a River, but a Character which tries to swim through such filthy waters must also perform an Endurance Check at 1d10+3 or become Sick, suffering a -1 to any Agility, Body and Endurance Check and Skill Check related to such characteristics for 2d3 Days. Slimy Fluids: Similar to the River but the difficulty Check is reduced by 1. While inside the fluids the Character increases his arousal by 1d3 per round spent (performing the skill checks takes about 10 Rounds). Obtaining 3 Failures and 1 success means the character has to redo the whole process, while Obtaining no successes means the Character is then Captured by Slimes and will wake up in a Slime Pool, inside a new Dungeon Level. 93


Cultist Quarters While within civilizations, Cultists often operate in the shadows or unseen by the common folk, due to their controversial nature or deeds, the Labyrinthus is a place where such activities don’t have to fear the judgment of authorities or other religious groups, although rivalries are still present. Cultist Quarters often present the possibility to seek shelter, to obtain information or quests but also could cause the capture of unaware or naive characters. Similar to the Living Quarters room, a Cultist Quarters will only presents Cultists living in here, often partaking into the dogma of their cult, which usually differs from Cult to Cult. The most common Cults found in the Labyrinthus are the follow, which you can randomly generate by rolling a d6 when entering the Room. Type of Cult 1 Scarlet Hand 2 Uthuunn 3 Darnagos 4 Shub-n’arig 5 Sprawling Mother 6 Awnt-ib When entering a Room of Cultists Quarters for the first time, roll a d6: with a result of a 1, the Quarters are Abandoned (but can still contain Wandering Creatures). Cultists inside their quarters are always Neutral, unless the Character was hostile to Cultists of the same Cult or is member of an opposing Cult, they will be Aggressive or directly Hostile depending on what the Character did. If the Character is part of the same Cult, they will be Friendly instead. The Number of NPCs present depends on the Room’s Size: Medium Room: 1d3+2 Cultists with a 5+ Chance to also have a Cultist Guard and a 5+ Chance that one of the Cultists is a Cultist Preacher. Large Room: 2d3+1 Cultists and a Cultist Guard with a 5+ Chance that there is an additional Cultist Guard. The Cultist Preacher is always present but there is a 5+ Chance that its replaced by a Cultist Priest Instead. A Cultist Quarters always has the following rooms always connected, which don’t count toward the number of Rooms explored by a Character: Kitchen, Guard Post and Private Chamber for where the Preacher rests or has private talk with new followers and/or prisoners. Interactions: A Character can try to convince those in charge if he can rest in the room, usually a Cultist Guard or Cultist Preacher/Priest, usually by successfully performing a Speechcraft (or Bluff) Check against the Target’s Inquire for a number of times equal to its Mind value, although is always possible to perform a request instead. If the Character is member of the same Cult he doesn’t need to ask for permission. Cultist Preachers and Priests can also give a Randomly Generated quest to the Character, while the reward is both a Generic Blessing or a Reward based on the type of Cult. Cult of Awnt-ib: Also known as the Cult of Greed or Opulence, the cult worships a reclusive Goddess named Awnt-ib, and her followers are always on the search for new treasures and slaves to appease her fickle heart and gain her favor which grants wealth and fortune to those who know how to use it at their advantage. While her worshipers are mostly Nobles, Kings and Merchants, even the common folk tries to win her favor by offering gold or other valuable items, to the point that their debts often forces them to become slaves or servants of the wealthiest members of the Cult. The Cult is directly opposed to the one of Darnagos as it is known that Dragons always seek treasure to steal for their own hoard and their actions often cause misery and famine to the lands which is always bad for trading. Quest Reward Type: Lupercal, Merchant, Noble or Religious Opposite to: Cult of Darnagos Cult of Darnagos: Darnagos is one of the Ancient deities known, and he lives within the earth. Powerful but with a bad temper, his manifestation are sudden wildfires and the eruptions of volcanoes. His sons and daughters are the Dragons, creature of fire, wrath and greed, although some might be different in their element to the point that being considered unworthy and hunted down to be slain. The Cult is often common within Kobolds, due to their belief of being descendant of dragons which means they are also descendant of the god itself. The Cult of Darnagos is in direct contrast with the one of Awnt-ib, since all the treasures should belong only to the Dragons and because their servants often accuse the goddess of being a mere Gold Digger which tricks her followers to think that gifst will win her heart. Quest Reward Type: Combatant, Noble or Religious Opposite to: Cult of Awnt-ib Cult of the Scarlet Hand The Scarlet Hand usually operates within large cities and metropolis, where secrets and knowledge often are more powerful than gold or armies. The Cult often uses brothels as cover-up since the rich often then do have loose-lips when drunk or when they think that their entertainers don’t understand the complexity of what they might reveal. They often tend to clash with the Cult of Shub-n’arig but it’s mostly a more competitive hostility rather than a full aggression, so the cults usually try to avoid each other directly and simply rely on secondary agents, usually unaware adventurers, to cause obstruction or to spoil their plans. Quest Reward Type: Lupercal, Religious or Scoundrel Opposite to: Cult of Shub-n’arig 94


Cult of Shub-n’arig: The hedonistic Cult of Shub-n’arig is mostly common within the Nobility and Powerful Members of the society. The cult specializes in debauchery and corruption of morality but is often seen as something “eccentric” by its members and just an excuse to indulge in something nobody would normally do with their partners or admit in public. The figure of Shub-n’arig is always portrayed by an androgynous creature with its face covered, but with the peculiar detail to possess a long and fur-less tail and a couple of antlers similar to those of elks or deer. The Cult is often in contrast with the Scarlet Hand for the control of the Local Nobility or because they often clash with their own ideologies or for similar futile reasons. Quest Reward Type: Lupercal, Noble or Religious Opposite to: Cult of the Scarlet Hand Cult of the Sprawling Mother: The Cult of the Sprawling Mother is often considered one of the most dangerous cults since its servants are able to hid in remote places or to grow within those areas that nobody would search for them. Commonly found within the ruins of ancient civilizations, they are keen to hide within the sewers or ground waters, where the Tentacle Creatures can lurk unseen, kidnapping the unaware citizens and then brought them to their lairs, where they are used to generate more creatures. The members of the Cult will always take care of tentacle creatures which will slowly start to accept them and even tell the difference between a cultist and a breeding stock, while many of them end up becoming Infesters soon or later due to the multiple blessings of their Goddess. While the Cult usually opposes all the others, they are mostly hostile towards the Cult of Uthuunn, due to their creed of beast-slaying, which often is a menace for all the children of the Sprawling Mother. Reward Type: Magic User, Lupercal or Religious Opposite to: Cult of Uthuunn Cult of Uthuunn: The Cult of Uthuunn has humble origins, and often is followed by the common folk and the military but has a strong presence even within more primitive cultures and tribes. Uthuunn is a god of might and prowess, which asks his followers to be strong enough to defeat their opponents, although it’s not necessarily intended as physical strength but to be resourceful enough, so being cunning is also rewarded, although most of the time the Cultists prefer to follow the way of “Might makes Right” as intended as pure brawn. Uthuunn rewards those followers which actively seek for a challenge and which are capable to slay monsters and creature, which is why is often seen as in direct contrast against the Cult of the Sprawling Mother due to his followers actively seeking to destroy all strange creatures but also many falling to them and becoming breeding stocks. Quest Reward Type: Combatant, Commoner or Religious Opposite to: Cult of the Sprawling Mother 95


Disciplinary Room Although to many the room might appear as a torture room with many cruel and barbaric instruments, to those more keen to explore some extremes of their sexual life they will quickly recognize some objects and toys for specific purposes. The room is made completely of stone, to appear like a sort of prison, but it also presents peculiar decorations such as cushions, carpets, scented candles and so on although some might be actually made for a more cruel and sadistic approach. The room is always equipped with various items and furniture such as racks, stocks, wooden horses, whips, paddles, chains, collars and so on, but it usually depends on what’s the actual purpose of those in charge. For example Incubi and Succubi could have a room with the purpose to perform kinky activities on their subjects while others might actually have more cruel intentions in mind. Resident 1 Sinner Goat 2 Cultist Preacher 3 Cambion Pain-singer 4 Incubus/Succubus (Lesser) 5 Cambion Slaver 6 Infernal Jailer Instruments of Pain(?): As already explained the room contains many different things and depending on the one in charge and even the Character they might be used in one way or another. A Character with a Kink for certain activities can indulge for some time, but it’s important to consider that while doing so, all the equipment, except for trinkets, is removed and could be stolen. Another thing to keep in mind that a restrained character might be captured by the servants of the one in charge or similar creatures. Regardless of that, such activities will always cause the character to lose 6 Prowess. If the One in Charge is a Sinner Goat, a Cambion pain-singer or an Incubus or Succubus, the Character also increases his corruption by 1d3+2. If the Room purpose is only to inflict pain, the character loses 2d6 Prowess and 1d3 Determination. Flooded Room The Room is completely flooded, with the exception of a sort of pier made of junk which allows a more or less safe passage through the room. When entering the room for the first time, roll a d6 to see what type of waters are flooding the room and if there could be monsters. The water is 1d3 Squares deep, and swimming through the waters requires a Swim Check at 1d10+1 and consumes 1 Prowess every 3 Squares of movement. A Creature with Swimming Speed doesn’t consume any Prowess at all. The room is illuminated with dim light by luminous mushrooms on the walls and/or the ceiling. It's possible to try to harvest 1d3 mushrooms with a Harvest Check at 1d10+2. The mushrooms count as Green Mushrooms. A Character which tries to swim through Sewer Waters must also perform an Endurance Check at 1d10+3 or become Sick, suffering a -1 to any Agility, Body and Endurance Check and Skill Check related to such characteristics for 2d3 Days. Slimy Fluids increase the Character’s Arousal by 1d3 for each round he stays even partially submerged. Murky Waters completely hides any creature submerged. Waters and Creatures 1 Murky Waters 2 Slimy Fluids (Tentacle Lurker) 3 Sewer Waters 4 Slimy Fluids (2 Brew Slimes) 5 Clean Waters 6 Murky Waters (Deep One) Flooded Rooms count as Shore and Swamp environment. 96


Guard Post A Guard post is a location where some creatures have been assigned as defensive measurement against intruders or to keep an area under control. Guard Posts often consists in just a single room where NPCs often stand guard that usually has access to other rooms, or even to one of the main corridors, allowing the guards to quickly intervene if there is danger of they hear noise and have to investigate. Guards could also warn the Character if he tries to move within the place they are guarding or ignore him if he simply passes by and then moves on, without provoking them. Patrols and Prison Cells: Guards often do patrols within a specific area under their control, which could mean that they can be encountered outside their original room as random encounter or can reach other rooms if the Character performs action which take a long time to be completed or if falls unconscious somehow. Guard Posts could also have a small prison cell or two, where they could lock captured prisoners. Guard’s Attitude: To determine the Guard attitude, roll a d6: • 1-2: Neutral • 3-4: Suspicious • 5-6: Aggressive Guards which find a Defeated or Fainted Character will always Capture him or her if Neutral or Imprison if Aggressive. If the Guards are suspicious, roll a d6: If Even they will Capture, if Odd they will Imprison. Notice that if the Guards don’t have access to an actual Prison or Cage, they will simply Capture the Character instead. Guards 1 2 Orc Fighters 2 Human Bandit and Guard Dog 3 1d3+1 Goblins 4 2 Cultist Guardians 5 2 Duergar Fighters 6 4 Servus Malus 97


Haunted Kitchen This apparently abandoned Kitchen has something odd in it but you are not sure about what is it, or at least...yet. Similar to a Regular Kitchen, the location presents various tables, fireplaces and cauldrons where food seems to be constantly prepared. Shelves full of provisions, where cookware and kitchenware are tightly piled up without logic. The smell of food and the heat will make anyone feel hungry and dizzy at the same time. The room appears as if those cooking just left moments ago. A Character can attempt to find some rations to take away, cook a meal or simply prepare some new fresh rations. Cooking: A Character with the Cook Custom Skill can use it to prepare some special rations by performing a Test of Skills with a Difficulty of 1d10+2. 3 Successes, 0 Failures The Character manages to Cook 4 Rations. The ration allow to recover 1 additional Prowess when taking a Break, once per Day 3 Successes, 1 Failures The Character manages to Cook 2 Rations. The ration allow to recover 1 additional Prowess when taking a Break, once per Day 3 Successes, 2 Failures The Character is only able to Cook 1 Ration 3 Failures, 2 Successes The Character is only able to Cook a Small Ration 3 Failures, 1 Successes While trying to cook, the Character accidentally hurts himself, suffering 1d3 Damage. The strange thing is that the accident seems caused by someone but there is nobody nearby 3 Failures, 0 Successes While trying to cook, the food reanimates: Roll on the living food table Looking for Rations: This activity requires a Perception or Scavenge Check at 1d10+2, which allows to find 1d3 Food Rations. It’s possible to make an attempt per Room Size. When performing this activity, there is a 6+ Chance that the food will reanimate to attack the Character, with a +1 per attempt. Preparing New Rations: This activity can be performed with Survival Checks at 1d10+1, which allows to prepare 1d3 Food Rations. It’s possible to make an attempt per Room Size. When performing this activity, there is a 5+ Chance that the food will reanimate to attack the Character, with a +1 per attempt. The Food Reanimates! Animated food often occurs within haunted mansions or due to some residual arcane energies. Although the food might remain dormant and look as a regular piece of food, such as a pumpkin, an eggplant or a roasted chicken, once reanimated it will show teeth, tongue and even pseudo-legs and arms. Use the following Table: Reanimated Food 1-2 Stuffed Meat 3-4 2d3 Living Food (Small) 5 1d3 Living Food (Medium) 6 Pile-o-food Living food always counts as “Aggressive but Horny” 98


Hidden Garden Is not completely unusual to find small gardens or greenhouses in the Labyrinthus, since the creators of such places often require a place where to grow useful ingredients for their experiments, while others are simply pieces of forests or caves with an abundance of vegetation and/or mushrooms. Type of Location 1 Mushroom Cave A 2 Thorn Field 3 Greenhouse 4 Mushroom Cave B 5 Garden 6 Pumpkin Patch Garden: The second most common type of location are Gardens of different sizes. While the Garden is often abandoned, there could be someone taking care of it which could not be happy to have someone walking around without invitation. Large Gardens often form a sort of maze which the Character must find a way to navigate through. Taking a Break or Meditating here allows to recover 2 additional Prowess. Greenhouse: The most common type of location is obviously the Greenhouse, where Characters are able to seek for something useful and harvest it. A Character which manages to successfully pass a Knowledge (Botany) or (Herbalism) at 1d10+1 or a Survival Check at 1d10+2 to recover 1d3 Herbs or Plants per Room size, which means while a Small Room grants only 1d3, a Large one grants 3d3. The type of Herbs is listed below. 1 Orange 2 Azure 3 Green 4 Red 5 Blue 6 Yellow Counts as Forest, Hills, Jungle, Swamp and Tropical environment. Mushroom Cave A: As the name suggest, a Mushroom Cave is almost filled by mushrooms, some of which may be edible or useful for Alchemy. There are two types of Mushroom Caves: The Mushrooms can be harvested with a Knowledge (Botanic) or (Herbalism) Check at 1d10+1 or with a Survival Check at 1d10+2. Use the Greenhouse table to determine the colors. Roll a d6: with a result of 5+ there are 1d3 Ambulans Boletus taking care of the Mushrooms. The Creatures are Neutral and will mind their own business if the Character doesn’t attacks them or doesn’t destroys the mushrooms. They can tolerate harvesting of mushrooms as long as the Character takes few and then leaves. Counts as Mushroom Forest, Swamp and Wyrd Weald environment. Mushroom Cave B: This type of Mushroom cave presents many strange mushroom, know as Oddly-shaped Mushroom, described in the Mushroom Hazard. When entering the room for the first time, a Creature must perform a Will Check at 1d10+2 or increase his Arousal by 2d6+3. Aroused creatures will start to eat the mushrooms with a result of 5+ on a d6, while Horny with a result of 3+. Has no effect on Constructs, Elementals and Undeads. The room also has some Boletus, with a result of 5+ on a d6. If you obtain such result, roll a d6: if Even the room presents 1d3 Ambulans Boletus, if Odd it has one Boletus Custodis. The Creatures are Aroused but neutral towards intruders but the effects of the mushrooms might make them more keen to try to mate with other non-hostile creatures. Counts as Mushroom Forest, Swamp and Wyrd Weald environment. Pumpkin Patch: A Pumpkin Patch allows to perform a Knowledge (Farming) or Survival Checks at 1d10+1 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. 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. 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 unless he makes a lot of noise. If the Character fails to notice the Creatures, they will Ambush him. The Twisted Pumpkins are 1d3+1 while the Shambling Pumpkin is only 1 and both start as Aggressive but Horny. Count as Gloomy Plains, Plains and Wyrd Weald environment. 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 in the garden. 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 an Agility Check at 1d10+2 per room’s size. 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 be 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 a Check per room’s size Count as Gloomy Plains, Plains, Swamp and Wyrd Weald environment. 99


Indulge of Temptations The room might appear as rather generic or similar to those rooms already seen. Still, an unusual detail catches your eye. This type of room is usually similar to those rooms already seen in the same dungeon level but with two substantial differences. The first difference is that all the doors in this room are made of stone, with bizarre decorations and what appears as a sort of keystone is sculpted as a closed eye. The second detail is randomly generated by the following table. 1 Bas-relief 2 The Pillar 3 Sitting Statue 4 The Bust 5 Standing Statue 6 The Hole If the room presents any additional door, it will be always closed and impossible to open. Each additional door is identical as the others and the one the Character has entered, but the eye-keystone will open when the Character is inside the room and follow his movements, only closing if the Character manages to exit the room. [Optional Variant] The room can have a number of additional details equal to the number of other doors or can even allow to open a secret passage when one of the actions per detail is performed. Bas-relief: A panel made of bronze is placed on one of the walls of the room, representing a partially naked gorgeous woman or a handsome man (whichever the character might find attractive). Although the panel is of exquisite craft, it’s clear that someone kept touching some specific body part of the bas-relief, due to the fact that the zone is sort of golden, although only civilized characters might know, since it’s more probable that they saw something similar while in a city, while to those not used to civilization will simply find it funny. A Character which decides to take some time to also stroke or caress one of the erogenous zones of the figure, will increase his Corruption and arousal by 1d3+1 but by doing so, one of the doors will open. Sitting Statue: This statue made of marble with golden grain represents a sitting woman, partially naked, but in a rather ambiguous pose. The woman is sitting on her knees, with her bust curved to better show her breast and her mouth open in an alluring way. Interacting with the statue can be done in different ways, such as jizzing on the statue’s face, pouring something in her mouth or over her face (as long as it’s obviously sexual) or by even trying to use the open mouth for sexual pleasure. Doing so increases the Character’s Arousal and Corruption by 2d3 but also will cause one of the doors to open.. Notice that Climaxing while interacting with the statue still causes a loss of Prowess. Some rare variants might instead represent a more feminine or masculine man in a similar pose. Sitting Statue: This statue follows the same concept of the Sitting statue, although it might have a different pose and be either a man or a woman of different size and proportions, usually which matches the Character’s Interests or Kinks. For example the statue might represent a burly man with a prominent erection, a rather voluptuous woman with her legs partially spread and in a pose which clearly allows to admire her butt and vagina and so on, as long as it’s a standing pose. Performing anything ambiguous, like the sitting statue, increases the Character’s Arousal and Corruption by 2d3 but also will cause one of the doors to open. Climaxing while interacting with the statue still causes a loss of Prowess. The Bust: A Bust is placed in a small alcove in one of the walls of the room. The bust is made of marble and represents a man or a woman, which seems to observe the surroundings as if it was expecting of something. Interacting with the Bust will have no results other that the sensation of the bust judging the Character, while trying to remove it will be impossible since it apparently seems attached or extremely heavy. A Character can perform various activities of his choice while in front of the bust, such as trying to perform a striptease, masturbating or simply showing off or dancing while naked. Performing anything ambiguous increases the Character’s Arousal and Corruption by 2d6 but also will cause one of the doors to open. The Hole: A small panel made of copper or marble is clearly visible on one of the walls. The panels presents a sort of bas-relief which reproduces what appears as someone’s butt or a belly and vagina of someone, placed in a specific way that allows to see inside of it. A Character can spend some time to perform any sexual or ambiguous action to the hole. Doing so increases the Character’s Arousal and Corruption by 2d3 but also will cause one of the doors to open.. Notice that Climaxing while interacting with the statue still causes a loss of Prowess. The Pillar: A pillar made of an unknown dark material, silently stands still in the center of the room. Although the pillar has no detail or carvings on it, it emanates a strange feelings towards those who watch it, which gets stronger the closest the observer is. A Character within 3 Squares from the pillar is forced to make a Will Check at 1d10+3 or feel the urge to undress, becoming Aroused and to bow or kneel to the pillar, while masturbating. Climaxing will cause the loss of 1d3+1 Determination and the increase of 2d3 Corruption, but will also cause one of the doors to open. The pillar will then stop emanating its ominous aura for 1 hour, allowing a safe passage near it but after which it will restart. 100


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