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Published by bob marely, 2022-12-07 01:24:15

Into_the_Odd_Remastered

Into_the_Odd_Remastered

Hopesend

The 1 3 5
Iron Coral 7 24 6

9 11
8 10 12

14 15
17
13 18
16 23 24
20
22
19 21

13: Hoarding Cave 14: Body Pit

• Insects on Walls (large, furry • Pit (mass grave, burnt corpses).
centipedes, harmless). • Rotten wooden boards

• Pile (broken furniture, tattered (marked with dozens of names).
clothes, skeletal corpses, set of
silver cutlery worth 1G, bricks). 15: Warrior Statue

4-in-6 chance it is being • Statue (warrior with an
guarded by a pair of ape-men. axe and shield, “Felen the
They defend their hoard but flee Swampmen’s Scourge”).
when badly hurt. They continue
to harass anyone that steals • Overgrown Weeds (stinging
from them. nettles, annoying but harmless).

APE-MAN

STR 14, DEX 12, WIL 6, 8hp,
d6 club. Driven by curiosity.
Communicates with a form of sign
language and can use simple tools.

Each hex contains a random encounter (page 94) 97


16: Hunter’s Hideout 20: Deadly Fruit

• Watchtower (old, wooden, • Fruit Trees
looks down over the swamp, (blue fruit, tastes foul, harmless).
chest with 6 bombs).
• Squawking Birds
• Ground: Blankets (green, (blackbirds, harmless).
patterned, worth 3s).
21: The Bunker
2 -in-6 chance of a pair of
hunters being present. • A 10ft Stone Bunker (metal
door marked with red X, multiple
HUNTER locks, inside: thick cobwebs, cold
DEX 13, 4hp, d8 musket, air, Hunched Choker in corner).
d6 dagger.
• Chimney (traces of blood
17: Meat Trap around the rim, faint breathing
from inside).
• Burnt Trees (heavily burned at
various heights). HUNCHED CHOKER

• Hung Piece of Meat (dotted STR 12, DEX 15, WIL 15, 13hp.
with shiny shells, triggers a
swinging log for d10 Damage). Gaunt, 7ft humanoid with long
limbs, ochre skin, and a long,
18: Leviathan Corpse distorted face. Screams when
fighting, but cannot be heard
• Huge, Dead Fish (rotting, has outside the bunker. Will do
attracted flies and centipedes). anything to escape.

• Long Grass (broken spyglass, Lashes out for d8 Damage.
pistol). When it causes Critical Damage,
it breaks the target’s neck and
19: The Beacon Tower dislocates its jaw to envelop their
head, biting it off and swallowing
• Rough Stone Walls whole.
(mossy, 5 storeys high).
22: Steaming Water
• Burning Beacon on Roof
(burning bright, some chemical • Steaming Pond
smell). (warm to touch, red coral growing
at bottom, chunks of black coral
• Wooden Doors (barred from floating on the surface).
the outside, can be broken with
some effort, enters the Burning • Natural Cave Opening
Tower, see p104). (low-ceiling, stalactites,
Leads down to the Green Caves,
see p106).

98 Each hex contains a random encounter (page 94)


Hopesend

The 1 3 5
Iron Coral 7 24 6

9 11
8 10 12

14 15
17
13 18
16 23 24
20
22
19 21

23: Cliffside Climb 24: Thick Wood

• White Cliffs (graffiti, paint, EªM). • Long Grass (dead anemones).
• Bird Nests (eggs, silver snuff • Path to Clearing (leads to the

box worth 40s). Overgrown Shrine, see p108).
• Rope (allows climb to top,

giving view of the marsh).
• Path (leads along the cliffs,

North towards sign for
Hopesend).

Each hex contains a random encounter (page 94) 99


Marsh Myths

Everybody you meet in the Fallen Marsh knows at least
a few myths, and will share them if they like you or want
to scare you. They speak in fragments and riddles, but it’s
all true, and they’ll even point you in the right direction.

Roll d12 for each person you meet. 5: The Spoiled Garden was a
paradise before the marsh came.
1: The White Sanctuary, taken by Its fruit now tastes of vomit, but
a thing from the depths of the skilled brewers and distillers can
night sky. They tried fire, acid, still use it to make a powerfully
guns, but it always grew back, mind-numbing wine.
taking our brothers and sisters (see Hex 20)
out of spite. (see Hex 24)
6: The Swallowed Village once
2: The Metal Man crawled from stood at the foot of a mountain,
the ocean. Dragging itself ashore with a view to the sea, but the
it carried the carcass of a great marsh couldn’t tolerate a place
Leviathan, leaving it as a trophy of such beauty. One by one, the
of its power. (see Hex 18 and homes were dragged down into
Encounter 11) the muck. (see Hex 18)

3: A True Monster once ravaged 7: The Swarmface can be seen in
the marsh, now trapped in clouds of midges and mosquitoes
the Burning Tower. Mouth of by those who are truly lost.
a liar, teeth of a beast, body of The bugs want to keep us alive
a glutton. (see Hex 19) and full of blood, so will always
point you in the right direction.
4: The Hero of the Marsh killed (see Encounter 14)
the muck bear, now resting
in his tomb, taking his hard-
earned treasures to the next
life. Anybody of real virtue in
the marsh pays their respects
at least once a year. (see Hex 10)

100


8: T he Jealous Ape always felt 10: Darkthings prowl the woods near
trapped between fauna and folk. the steaming pond. Once a group
One such creature would spy on of missionaries, they live out
a pair of young lovers, seething at their punishment for spreading
their happiness. During a romantic falsehoods and concealing truth.
liaison among golden flowers They hate our lights and our
they were viciously mauled and voices. (see Hex 22)
dragged away, never seen again.
(see Hexes 12 and 13) 11: Felen and the Knights of the
Nettle rode over this land before
9: Willow’s Tricks were especially it was marsh. When the dankness
cruel for such a young girl. came they hunted those they felt
She would laugh as mother were responsible. The feckless,
birds found their nests drenched the reckless, and the foul.
in treacle, as new fawns fell The nettles that grow around his
into spiked pits, and curious statue brew a tea that invigorates
travellers were maimed by bear the body, heightens the mind,
traps. Nobody knows who sent and purifies body odour.
her to the bottom of the water, (see Hex 15)
but everybody was glad.
(see Hexes 2 and 7) 12: The Choker in the Woods
follows lone travellers, waiting
for them to sleep before quietly
wrapping its hands around your
neck, its jaws over your head
and then GRIP! SNAP! CRUNCH!
It hasn’t been seen in some time,
so there’s hope that somebody
finally killed the thing.
(see Hex 21)

101


Hex 10

Hero’s Tomb

A silent mausoleum for a most revered canine.

6 7
5
4
2 3

1 1: Stairway
102
• Stairs
(some loose tiles, patches of moss).

O pening (to 2).

2: Pilgrim’s Rest

• East Wall: Faded Painting
(can barely make out images of a
dog, conceals the passageway to 3).

• Benches (slightly rotten wood).
L arge Wooden Doors
(open up to 5).
O pening (to 1).


3: The Crawlspace 6: False Treasures

• Tight Squeeze (can only • Pile of Golden Treasure
be passed through slowly, (pots, plates, actually wood
with no large objects). painted gold).

O pening (to 4). • Floor: Thick White Dust
O pening (to 2). (any fast movement disturbs this
caustic powder, causing d6 STR
4: Punishment Trap loss per round of exposure).

• Walls: Faintly Glowing • North: Iron Door (covered in
Crystals (blue, any touch breaks the white powder, a loose door
them, discharging a blast of carefully propped into a fake
lightning for d8 Damage). frame, any disturbance causes
it to fall and stir up a huge
• Floor: Ornate Chest (audibly quantity of the powder, causing
humming, is actually a solid d8 STR loss).
block of metal painted gold,
wires connect to some of the wall 7: Real Treasures
crystals, any shaking or striking
of the chest causes a crystal to • Pile of Silver-Coated Bones
break [see above]). (worth 5G in total).

5: The Tomb • Pile of Rubbish
(rags, some animal bones, broken
• Walls: Patterns Tiles dog-bowl, leather collar).
(dogs, bones).
• Pile of Papers (old and crumbly,
• Ceiling: Thick Cobwebs. letters of thanks from various
• Sarcophagus (carved letters, fans thanking Hero for killing
the horrific Muck-Bear).
“HERO”, sealed and nothing
but dog bones inside).
• East Wall: Loose Bricks
(some on the ground, more can
be pulled out to allow entry to 7).
Large Doors (to 2).
Iron Door (large iron dog-head
in its centre, open jaws, bites
anybody that touches it for d6
Damage, but opens if a bone is
placed in its jaws).

103


Hex 19

The Burning Tower

A spiral staircase leads upward through the
centre of the tower, with doorways for each floor.

5

4

3
2

1
104


Floor 1: Entrance Hall Floor 4: The Cells

• North Wall: No Daylight.
Fireplace (ashes, cold). • Walls: Burned Stone

• Leather Chairs (comfortable). (fire damage).
• West Wall: Note nailed to the • Cell (burnt, iron bars, something

wall (reads: “I have trapped it in large lurking in the shadows,
the cell using my Arcanum, but I is actually The Glutton).
cannot stand to be near it. Let it
live out its pathetic life up there THE GLUTTON
and prey on us no longer”).
Monstrous man-like head, gaping
Floor 2: The Barracks mouth of blunt teeth. Its body
resembles something between a
• Weapon Racks (four muskets, massive walrus and a porcupine,
two halberds, two swords). bristling thorny spines. Driven
to escape and feed on helpless
• Armour Racks (two shields). intelligent beings. Speaks clumsily
but will say anything to escape.
Floor 3: The Library
STR 18, 14hp, Armour 2, d10
• Bookshelves jaws or lash out with spines for
(mostly biology books). a d6 against all adjacent targets.
Anybody taking Critical Damage is
• Table (stack of books, coral chewed for a further d6 STR loss,
and deep sea life, scrawled notes being swallowed whole once they
throughout). are dead.

Floor 5: The Beacon

P rovides clear views of the
surrounding area. Here you can
see the beacon is hooked up
to some sort of fuel tank, large
enough to destroy the whole
tower if the tank is breached.

105


Hex 22

Green Caves

A mossy descent into almost tangible darkness.

3 4
2 6

1 5
7

1: Crawling Passageway 2: Pool Room

• Narrow Tunnel (crawling with • Walls: Green, Carved Stone
8 vicious, venomous centipedes). (vaguely shaped monstrous
creatures).
Tunnel (to 2).
• Pool (unnaturally dark, light
CENTIPEDE disturbs two Darkthings).

STR 3, 1hp. d4 bite, Critical Left Opening (upward, to 3).
Damage causes affected limb to Right Opening (to 4).
swell and be useless until the next Passageway (down, to 5).
Long Rest. Tunnel (to 1).

106


DARKTHING 5: Trickling Stream

STR 14, DEX 10, WIL 6, 12hp • Walls: Natural Stone.
• Floor: Trickling Saltwater
Driven to create darkness and
silence. Bear-sized floating (draining down to 7).
creature, cloaked in unnatural T ight Passageway
black smoke. No visible detail
other than fleshy bubbles and (squeeze through to 6).
lashing tendrils for d6 Damage. Opening (to 7).

The smoke around them fades 6: Fountainway
when they are killed.
• Walls: Green, Carved Stone
Their bodies are wrapped in a (centipede decoration).
thick chain. Trying to pick this up
is painful, as they are intensely • North Wall: Fountain
cold. May be safely picked up with Carved in Stone (dry, using
leather or other thick material an Arcanum causes it to start to
but over time causes the material dispense a black water. Drinking
to stiffen and crack. Causes d6 it draws all poison and ill effects
STR loss per turn of exposure to out of anybody in this room and
skin. Anyone who is killed by this transfers them to the drinker).
damage becomes a Darkthing.
7: Darkthing Nest
3: Upward Climb
• Wall: Dark Natural Rock
• Floor: Upward Incline (thin layer of black slime).
(steep, natural, easy to climb if
time is taken). • Western Wall: Shadowy
Sphere (utterly destroys
• Ceiling: Small Crack anything placed inside, releasing
(can be broken open to reveal a a Darkthing, see Room 2,
secured metal crate filled with destroyed if a sufficiently bright
gunpowder. Worth 1g to the right object is thrown in).
person, enough to make 6 bombs
or one really big one).

4: Coral Tunnel

• Floor: Shrapnel (dead clams).
• North Wall: Loose Coral

(multi-coloured, anybody
messing with it must pass a DEX
Save or break the wall, releasing
a rush of boiling water for d10
Blast Damage).

107


Hex 24

Overgrown Shrine

A once impressive shrine carved into a protrusion of white rock,
now overgrown with slimy algae and ropey weeds

6 7 8
5 3 2
4 1

1: Burned Vegetation 2: The Chapel

• Piles of Burned Weeds • Walls: No Vegetation.
(looks like seaweed). • Floor: Padded Cushions (clean).
• Small Altar (single candle
• Walls: Fire Damage
(some traces of pink algae). burning, two silver statues of
faceless women, worth 1G each).
Double Stone Doors (to 3).
Stairway Down (to 2).
Doorway (to 4).

108


3: Ruined Passageway 6: The Nursery

• North: Collapsed Passageway • Walls: Patches of Pink Algae.
(caved in with white stone, would • Floor: Pools of Saltwater
take hours to clear revealing a few
skeletons in the rubble). (contain small, clear anemones).
• 6 Men standing aimlessly
4: Drone Lookout
(blank stares, are actually Drones,
• Walls: Smeared Paintings see Room 4).
(even the frames are partially Stone Doors (to 7).
dissolved). Stone Doors (to 5).

• Armoured Woman (is actually 7: The Shrine
a drone, will not respond in any
way but cries out a wordless noise • Statues (covered in seaweed-like
if somebody attacks her or tries to growths, faceless armoured women).
pass by, causing the Drones from
room 6 to come to her aid). • South Wall: Altar (covered in
pink slime, remnants of a leather-
Stone Doors (to 5). bound book, now unreadable).
Doorway (to 1).
Broken Doorway (to 8).
S tone Doors (to 6).

DRONES 8: Mother’s Chamber
2hp, d6 hand weapons, d20S.
Driven to mindlessly protect All surfaces covered in a pale
Mother Anemone and her children. slime that makes any fast
movement tricky (DEX Save
5: Weed Crawl unless moving carefully).

• Overgrown Narrow • Mother Anemone sits in the
Passageway (dark weeds, centre of this cave surrounded
crawling is the only way through, by 8 Drones (see Room 4).
smells awful).
MOTHER ANEMONE
Stone Doors (to 6).
Stone Doors (to 4). STR 16, DEX 3, WIL 18, 10hp,
Armour 2. d8 tendrils (can attack
up to 4 targets).

Driven to create drones. Anyone
taking Critical Damage is pulled in
and paralyzed until freed (helper
must pass a STR Save to avoid being
pulled in themselves). Anyone left for
an hour is released as a drone.

109


Hopesend –
Last Port of the North

110


Places

Paradiso Park: A half-collapsed pier filled with abandoned
amusement park rides. Tents and huts now host the town’s
market. Stalls mostly sell bad clothes, preserved fish, and salty
cheese.

The Pickled Goose Tavern and Boardhouse: More gambling
den than tavern. Pink beer tastes faintly fishy, brown cod rolls
are bracingly salty, and all games carry forfeits based around
eating even more disgusting things.

The Docks: Literally falling into the sea. Captains bellow out
requests for new crew to voyage into the Polar Ocean.
Bastion is a day’s travel by ship, costing 10s per person.

Black Flamingo Tradehouse: Darius oversees all trade going in
and out of Hopesend. For the right price he will sell the illegal
poisons, drugs and weapons that he keeps aside. This is the
only place to buy guns in Hopesend, and a premium is charged.

The Sipping Hole: No more than a hole in the wall selling small
cups of an exotic rum called Fire Beast at 1s a shot. This is so
bad it causes loss of d6 WIL and hallucinations.

Backstreets: Poorly lit streets patrolled by the Militia, when they
can be bothered. A cult worshipping the Sea-Witch build foul-
smelling shrines each night.

Random Happenings and Rumours 4: The Union of Man are
preaching about an invasion
1: A huge wave washed over from the stars. One of them
the town, leading to greater claims to have trapped a
rumours of the sea-witch monster from the heavens
returning. in the Beacon Tower
(see p104).
2: Jeremiah makes a legitimate
attempt to overthrow 5: Ape men have stolen children
Darius’s rule of the docks. from the town.

3: Monks are gathering 6: A fire has completely torn
donations, saying their the dock to pieces.
Shrine has been overrun
by a strange force (see
Overgrown Shrine p108).

111


People

Joy, Bawdy Landlady STR 9, DEX 8, WIL 12, 4hp.
Dagger (d6), 10s.

Stocky and red-faced. Driven to keep her tavern bustling and
noisy. Hates being alone since she believed she was abducted
by glowing creatures. Only goes into detail when drunk.

Darius, Port Overseer STR 9, DEX 10, WIL 7, 7hp.
Fine Clothes, Ceremonial Mace (d6), Hound, 3g.

Greasy blond hair and beard. Driven by laziness and greed.
Monitors all traffic in and out of the port. Everyone knows
this, and there are regular calls for him to be replaced.

Jeremiah, Militia Captain STR 10, DEX 9, WIL 6, 15hp,
Armour 1. Sabre (d8), Pistol (d6), Modern Armour, 10s.

Eyepatch and wooden leg. Driven by desire for respect.
Talks of man-apes in the marsh and his near-death at
their hands. Leads a guard of 30 men in protecting the
town and training militia.

112


Fantastic Yar, Wrestler and Acrobat STR 14, DEX 18, WIL 10, 3hp.
Staff (d6 B), Ridiculous Outfit, Parrot, 2s.

Pale and skinny. Driven by wanderlust. Agile and weakly
telekinetic (when she passes a WIL Save).
Trying to get enough money to travel to Bastion.

Kara, Reclusive Artist STR 6, DEX 12, WIL 5, 2hp.
Painting Supplies, Star Locket, 10s.

star locket: Allows glimpses of distant realms in the bearer’s
dreams.
Tall and spoon-faced. Driven by desire to feel special. Paints her
dreams and secretly believes she is receiving prophecies from the
stars. Is unaware of the power of her locket, but senses something
about it. Typically found wandering the outskirts of town.

Copper, Armourer STR 15, DEX 10, WIL 13, 6hp, Armour 1.
Fancy Cutlass (d8), Modern Armour, 50s.

Scruffy orange hair. Driven by a desire to pass on his legacy.
Hates Jeremiah, but begrudgingly supplies his militia.
Has a young apprentice, Pigott, that claims to have seen
a metal giant roaming the marshes.

113


Arrivals
from Bastion

At any given time at least two ships from Bastion
are docked here. They don’t stay long.

Roll d12 for each 5: Queen Silkie
Wide-hulled, deep-sea dredger,
1: Wavebreaker pulling in her vast web of nets,
Black ironclad waging a one lines, and barbs. Selling fat, ugly
ship war against the sea itself. fish right from its decks, and
Press-ganging new crew for its stranger stock if you know who
labyrinthine engine decks. to ask. Every crew member has
their own story of grotesque
2: Ever Autumn things pulled from the deepest
Wealthy tourists consumed by waters.
plague enjoy a scenic tour of the
Northern Waters. They peer out 6: The Gilded Needle
through sealed windows, their Ornate Clipper covered with
nurses seeking souvenirs ashore. psychotropic seaweed, being
dried out en route to Bastion,
3: The Raindrop where it serves both medical
Small, sleek galleon, her and recreational clients. The
hull scarred by maritime well-travelled captain insists on
monstrosities. Returning from an testing her supply personally.
failed polar expedition, leaving
the broken captain in Hopesend. 7: Reaper’s Wain
Wooden, mastless craft drawn
4: The Folk’s Flotilla by a trained orca, Reaper.
Cluster of tiny market boats Crew and beast work together
strapped together, barely fit to hunt colossal tuna and
for open water. Urbane traders terrorise pirates. Reaper
hawk handmade ornaments has eaten strange coral
and trinkets. You can only nearby, and no longer follows
travel with them if you’ve made the captain’s orders.
something unique to trade.

114


8: The Vigilantine 11: The Oceanic Mender
Steam-driven warship, always Stocky little ship covered
seeking enemies of Bastion. with barnacles and red algae.
Its platoon of armoured A pair of musket-armed guards
enforcers are led aground are escorting a team of a
by a bureaucratic Inquisitor, dozen prisoners, working their
which hampers their haste. sentence by repairing damage to
The scouring hasn’t yet moved rock pools, cliff faces, and dunes.
past the docks.
12: Sunset Battery #5
9: Carper Civic Cruiser Immense cruiser hauling
An irregularly scheduled a pair of titanic field guns.
passenger ferry between here Their orders are to fire every
and Bastion. Driven by a pair sunset at some unknown target
of vast wooden paddle-wheels, beyond the horizon. The crew
begrudgingly hand-pumped are looking for anything to stave
by sweaty passengers, mostly off the boredom.
visiting for work or family.

10: The Skyward Gale
Azure painted galleon with
cerulean sails. Sapphire-clothed
cultists are looking for travellers
to join them on their voyage to
the stars. The ship has not been
successful in making the cosmic
leap yet, but the constellations
feel like they’re finally lining up.

115


Appendix

The Oddpendium

This companion provides additional material for both
Referees and Players.

Using the Oddpendium

As a Referee you are constantly expected to think on your feet.
Think of this section as a toolbox for those moments when you
need a strange drink to find in a flask, a creepy landlord, or just
a random event to shake up the situation in your game.
  These tables do not give you fully fleshed out ideas. Monsters
can be generated, but won’t yet have Ability Scores. Characters
can appear, but won't have a complete backstory. Arcana can
have strange powers, but you may need to adjudicate their use
yourself.
  Remember that a key part of Refereeing is creating these
rulings with consistency throughout the game. Remember these
guidelines when creating these rulings during a game.

Saving Throws occur as the result of an established risk. Ensure
that Players are aware of the risk before confirming their action.

STR Saves relate to physical fortitude and raw muscle power.
DEX Saves relate to being quick, stealthy, and acrobatic.
WIL Saves relate to force of personality, concentration,

and courage.

116


Borough Council Decisions

d20 Council Action
1 All Arcana must be registered
2 War with all other cities
3 Major cult is outlawed
4 Entire borough to be flattened
5 Army conscription
6 New council-sanctioned cult
7 Animal census
8 All prisoners to be executed
9 All prisoners to be released

10 Launching a cosmic rocket
11 Double taxes
12 Random mass eviction
13 Total lockdown
14 Inquisition into possible rebellion
15 Entire council executed and replaced
16 Exodus to the Golden Lands
17 Underground crusade
18 Guns outlawed
19 Alcohol prohibited
20 Martial law

General Public Reaction

d6 Public Reaction
1 “Riots!”
2 “Tomorrow we launch an uprising!”
3 “Someone should do something!”
4 “Don’t care”
5 “They probably have a good reason...”
6 “Well it’s about time!”

117


Bastion’s Cast of Thousands

d100 Forename Surname
1 Augost/a Allane
Bargroll
2–5 Benedict/a Brunfield
6–8 Brin/Breen Chop
Creed
9 Chumwan/Chumwel Dunbell
10–12 Calahed/Calit Eggler
13–15 Dorren/Dorret Fox
16–17 Emmett/Emma Farsee
18–19 Felix/Felora Gill
20–22 Fred/Freda Gullwin
23–26 Grobin/a Huckle
27–29 Gizard/Giza Horrican
30–33 Helroff/Helriel Ingle
34–37 Istan/Isti Jongler
38–39 Ilmer/Ilda Kross
40–42 Junas/Julia Lix
43–46 Katsun/Katsin Lowbile
46–49 Lurpax/Lunda Montane
50–53 Litton/a Nutbush
54–56 Munfud/Munfi Olifant
57–59 Narmun/Nadya Offenpot
60–61 Orren/a Ouze
62–63 Podder/Poddin Phile
64–66 Peta Parfait
67–69 Picklow/Pickelle Quigley
70–74 Pipp/ita Regal
75–76 Quinn Stagger
77–79 Rosher/Roshel Shark
80–82 Stellan/Stella Tumble
82–83 Samford/Sambay Terrine
84–85 Tucker/Tuckis Underhog
86–88 Teevan/Teeva Upperill
Volfhole
89 Urntin/Urna Vinifera
90–91 Varran/Varin Wickerspin
92–93 Vanis/sa Yarn
94–95 Volta/Voltel Zarrack
96–97 Weckster/Weckin
98–99 Yurnak/Yurna

100 Zarm

118


d100 Occupation Capability
1 Actor Anal-Retentive
Barge Pilot Boringly Dependable
2–5 Butler Best in the City
6–8 Coffee House Host Cheap and Dirty
Coal Miner Charming and Oily
9 Dog Breeder Dabbler
10–12 Engine Cleaner Expensive and Flashy
13–15 Fist Fighter Fair and Down to Earth
16–17 Fishmonger Filthy but very cheap
18–19 Gull-Catcher Great, but hated for it
20–22 Glue maker Good but Annoying
23–24 Gunsmith Highly Artistic
25–26 Gin-Maker Hardly trained
27–29 Hog-Slaughterer Inherited Family Trade
30–33 Ivory Worker Interested in new career
34–37 Jeweler Imposter
38–39 Lower-Politician Jealous of Better Rival
40–41 Life Servant Learning, still.
42–43 Lamp-Lighter Loves the job
44–46 Lesser-Noble Lazy and Greedy
47–49 Mercenary Money-Grabbing
50–53 Newspaper Vendor Moral, but not that good
54–56 Octopus-Catcher Only serves friends
57–59 Oyster Seller Old-Master-Trained
60–62 Perfumer Perfectionist
63–64 Professor Paragon of the Job
65–66 Prison Guard Poor from bad business
67–69 Pie-Smith Retired from Injury
70–73 Road Sweeper Ruthless
74–77 Salt Farmer Sworn into Profession
78–79 Sweet-Maker Silently dutiful
80–82 Trinket-Merchant Trained from Birth
82–83 Tax Collector Trapped in Job
84–85 Tunnel Digger Uncaring
86–88 Whaler Unreliable Genius
Watchmaker Wedded into Career
89 Watchman Wasted Talent
90–92 Writer Warm and Friendly
93–95 Wigmaker Wealthy with Success
96–97
98–99

100

119


Bastion’s Cast of Thousands

d100 Manner Connection
1 Attractive Dullard Aunt/Uncle
Big Fat Glutton Sibling
2–5 Beaky Bore Best Friend
6–8 Creaky Elder Owes Money
9–10 Childlike Old Friend
11–12 Dashing Young Gun Common ancestry
13–15 Ethereal Beauty Platonic Love
16–17 Fails at Flirtatious Admiration
18–19 Flamboyant Charmer Parent
20–22 Great Speaker Owed Money
23–24 Greasy Toad Acquaintance
25–27 Gentle Giant Common Benefactor
28–30 Hulking Brute Hatred
31–33 Hunchback Irritation
34 Harmless Dope Twin
35–39 Intensely Creepy Spouse
40–41 Ill-Coloured and Thin Guardian
42–43 Jolly and Fat Lover
44–46 Loads of Jewellery Mentor
47–49 Lots of Scars Abuser
50–53 No Nose Lust
54–56 Nice but Dim Distaste
57–59 Naive Teenager House-Share
60–62 Old Sleaze Former Colleagues
63–64 Pig-Faced School Friends
65–66 Plucky Little Thing Adopted Parent
67–69 Powdered Wig Unrequited Love
70–73 Quite Ugly Planning Murder
74–77 Rough as a Dog Knows Secret
78–79 Stocky Grunter One Night Stand
80–82 Stunted Growth Rivals
82–83 Straight-Laced Backhand Deal
84–85 Towering Klutz Criminal Enterprise
86–88 Unwashed Slob Shared Trauma
89 Vapid Fashionista Jealousy
90–92 Very Long Hair Violent Hate
93–95 Well-Bred Snob Engaged
96–97 Waif Protector
98–99 Weird Head Playful Rivalry
100

120


Whatever happened to them?

d100 Event
1 Arrested Wrongfully for Minor Crime
Arrested Rightfully for Major Crime
2–5 Became Addicted to an Exotic Drug
6–7 Contracted a Terrible Disease
8–9 Debt Collectors are Applying Pressure
10–11 Died in an Uprising
12–13 Died in Industrial Accident
14–15 Found Long-Lost Relative
16–17 Found (new) Love
18–19 Found a Major Arcanum
20–22 Found a Lesser Arcanum
23–24 Getting (Re)Married
25–26 Joined a Star Cult
27–29 Joined a New Revolutionary Group
30–33 House Collapsed
34–37 Lost at Sea
38–39 Lost Everything
40–41 Lamp-Lighter Burnt Down House
42–43 Left Bastion for the Deep Country
44–46 Left Bastion for a Lesser City
47–49 Murdered in the Street
50–53 Murdered in their Bed
54–56 Nice person has given them some juicy work
57–59 Press-Ganged into Military
60–62 Rumours of Criminal Activity
63–65 Rumours of personal Depravity
66–69 Saw weird things in the sky
70–73 Saw horrible beasts in the street
74–77 Saw a murder nearby
78–79 Taken up Military Service
80–82 Taken in an Orphan
82–83 The Watch are harassing them
84–85 Underground Weirdos Abducted Them
86–88 Vanished in a Burst of Light
89 Wandered into Underground, now missing
90–92 Won a fortune by gambling
93–95 Witnessed an Abduction into the night sky
96–97 Went on a drinking binge
98–99 Recklessly leapt into a Doomed Romance
100

121


What’s this street like?

d100 Point of Interest Atmosphere
1 Brewery Welcoming
Meeting Fountain Dark
2–5 Restaurant Smoggy
6–8 Sunken Pit Abandoned
Bar Bustling
9 Fighting Den Brightly Lit
10–12 Castle Creepy
13–15 City Wall Drafty
16–17 Huge Factory Sinister
18–19 Coal Heap Comforting
20–22 Poorhouse Rat-Infested
23–26 Public Baths Expensive
27–29 Observatory In Poverty
30–33 University Dusty
34–37 Building Site Freshly Built
38–39 Winding Alleyways Ruined
40–42 Shop Row Burnt
43–46 Residential Terrace On Fire!
46–49 Botanical Garden Overrun by Rioters
50–53 Cult Temple Bird Infested
54–56 Docks Falling Down
57–59 Warehouses Ancient
60–61 Underground Shelter Artistic
62–63 School Eccentric
64–66 Ironworks Physics-Defying
67–69 Canal Dock Underground
70–74 Amusement Complex Overgrown
75–76 Specialist Shops Hidden
77–79 Bridge Criminal
80–82 Manor Council-Sanctioned
82–83 Guild House Rebellious
84–85 Army Barracks Protesting
86–88 Shopping Arcade Cult-Linked
Watchtower Dangerous
89 City Watch Station Filthy
90–91 Hospital Overrun by Orphans
92–93 Cult Cathedral Fearful
94–95 Shrine Nonsensical
96–97
98–99

100

122


d100 Is there a link to the Underground?
1 No
Probably in the next road down
2–5 No, and why are you so interested?
6–8 No, we don't want Weirdos coming up
No, it's too dangerous to leave them open
9 Sure! Oh, wait, it's gone
10–12 Yes, but the tunnels are too hot to survive
13–15 No, soldiers came and sealed it up
16–17 Yes, but it leads straight into an acid pool
18–19 Nobody wants to talk about the Underground
20–22 We dug this one quite recently
23–24 An escape tunnel out of town
25–26 Yeah, an old trapdoor
27–29 A wine cellar leads somewhere horrible
30–33 This tunnel goes right across town
34–37 A particularly disgusting sewer
38–39 An old bank vault
40–41 Smugglers have set up tunnels around here
42–43 They all got sealed up years ago
44–46 There's a tunnel in plain sight
47–49 Hidden stairway indoors
50–53 A hole opened up last week
54–56 Nasty things burst from the ground here
57–59 An old vault entrance
60–62 Emergency shelter nearby
63–64 Just a chute straight down
65–66 Spiral staircase ornately decorated
67–69 An overgrown natural cave
70–73 Tunnel at the bottom of a pond
74–77 Open sewer
78–79 An old well
80–82 Rusty ladder down a chute
82–83 It caved in recently
84–85 An old elevator
86–88 A newly fitted elevator
The hole where they throw their rubbish
89 Huge pit into the darkness
90–92 Tunnel at the bottom of the river
93–95 Natural cave in somebody's cellar
96–97
98–99

100

123


The Quickest Route Across Town

d100 Route
1 Crawl-Tunnel
Funicular
2–5 Horse Carriage
6–8 Underground Carriageway
Canal Boat
9 Underground Canal
10–12 Shady Alleyways
13–15 Straight Through the Park
16–17 Along the Docks
18–19 Rooftop Walkway
20–22 Down the High Street
23–24 Through a Riot
25–26 Underground Tramway
27–29 Tunnel with Toll Booth
30–33 Hired Carriage
34–37 Through an Abandoned Warehouse
38–39 Through a Working Factory
40–41 Through the Slums
42–43 Through the Rich Neighbourhoods
44–46 Along the City Walls
47–49 Steamboat Down the River
50–53 Rickshaw
54–56 Underground Tunnels
57–59 Through the Market
60–62 The Wine Cellar Network
63–64 Catacombs
65–66 Through the Old Town
67–69 Urgh, Sewers
70–73 Through the Bad End of Town
74–77 Across University Campus
78–79 Through the Botanical Gardens
80–82 Along the Canals
82–83 Over a Ruined Castle
84–85 Through the Graveyard Quarter
86–88 Up the Hill, then back down
Right Through the Crazy Part of Town
89 Through a Cult Temple
90–92 Past the Army Barracks
93–95 Through the Smuggler Tunnels
96–97
98–99

100

124


Bastion’s Greatest Businesses

d100 Name
1 Cage-Brand Steam Generators
Pickem's Enterprise Loans
2–5 Anise Sisters Security Wire
6–8 Gasman Spice & Soap
Prospective Telecoms
9 The Lady's Sugar and Coffeehouse
10–12 Yesser's Wool and Meat
13–15 Secure Properties and Jails
16–17 Consolidated Bookmakers
18–19 Commercial Voice Printed Press
20–22 Gallow, Sniff, & Pine Medical Research
23–26 Claymore Bank & Private Military
27–29 Broken Compass Offshore Acquisitions
30–33 Baker Arms & Munitions
34–37 Cohen Mass Nutrition Solutions
38–39 Footman Stills Spirits & Tonics
40–42 Braker's Streetlamp and Halberd
43–46 Black Horse Hospitals and Asylums
46–49 Bastio-Goldish Coal, Oil, and Ore
50–53 Confectioner's Village Foods & Homes
54–56 Red Ghost Roads & Carriages
57–59 Freeman Brewers & Bakers
60–61 Drake Ships & Sails
62–63 Shooman Boots & Tonics
64–66 Bates' Smoke Farms
67–69 Great Underground Disposal Company
70–74 Clock's Shippage & Canals
75–76 Hightower Hats & Canes
77–79 Territorial Tea & Wine
80–82 Outlander's Exotic Down & Fur
82–83 Furrupp's Brick & Mortar
84–85 Bitter & Snatch Jewellery
86–88 Werner's Industrial Machinery
Silvermountain Private Security
89 Aria Mines
90–91 Miracle Factory Ice & Salt
92–93 Metropolitan Tramway
94–95 Sunfair Gold Holdings
96–97
98–99

100

125


Weird Creature Inspiration

d100 Nature Form
1 Solid-Smoke Cube
Skeletal Tripod
2–5 Decaying Swarm
6–8 Luxurious Disembodied Hand
Bio-Machine Worm
9 Living Construct Sphere
10–12 Reptilian Hound
13–15 Slime Covered Great Cat
16–17 Glassy Snake
18–19 Liquid Metal Crustacean
20–22 Ceramic Squat Biped
23–26 Living Rock Slender Biped
27–29 Scabs and Sores Insect
30–33 Hyper-Robotic Obese Biped
34–37 Spiny Towering Biped
38–39 Stinking Filth Baby Bird
40–42 Shadow-Cloaked Slug
43–46 Eerily Beautiful Snail
46–49 Mechanical Suit Hawk
50–53 Sapient and Armoured Terror-Bird
54–56 Baroque Excess Bull
57–59 Leathery Shark
60–61 Feathered Spider
62–63 Pale and Bald Blob
64–66 Ghostly Spiral
67–69 Holographic Pyramid
70–74 Hardlight Sheet
75–76 Acid Dripping Wasp
77–79 Shaggy Hair Maggot
80–82 Mirrored Metal Tadpole
82–83 Damp Clay Jellyfish
84–85 Colossal Bat
86–88 Bare Musculature Octopus
All-Brain Pike
89 Plasmic Sea Urchin
90–91 Chitin Cannon
92–93 Rusted Shell Fly
94–95 Bionic Parts Fetal
96–97
98–99

100

126


d100 Twist
1 Mastery of Magnetism
Grasps with Extra Limbs
2–5 Phases Through Matter
6–8 Chimera (roll additional Form)
Reads Minds
9 Colossal Size
10–12 Drains Life
13–15 Sprays Acid
16–17 Creates Black-Holes
18–19 Teleports Self
20–22 Teleports Others
23–26 Shifts Shape
27–29 Breathes Smoke
30–33 Creates Electric Charge
34–37 Sees Future
38–39 Controls Others
40–42 Cloaking Device
43–46 Conjures Illusions
46–49 Infects with Disease
50–53 Kills with Venom
54–56 Hunts Arcana
57–59 Fires Bullets
60–61 Freeze Matter
62–63 Heat/Melt Matter
64–66 Implants with Egg/Parasite
67–69 Paralyzes with Touch
70–74 Fires Death Rays
75–76 Manipulates Living Tissue Telekinetically
77–79 Manipulates Objects Telekinetically
80–82 Sees Distant Places
82–83 Regenerates from any harm
84–85 Reflects harm onto attacker
86–88 Absorbs victims into Body
Turns victims into non-living matter
89 Launch explosives
90–91 Cause intense pain at touch
92–93 Heal any harm with a touch
94–95 Sense distant objects
96–97
98–99

100

127


Astral Cults

d100 Collective Description
1 Library Devouring
Children Kindly
2–5 Fortress Dreaming
6–8 Heralds Infinite
Keepers Glowing
9 Temple Dead
10–12 Betrayers Rotting
13–15 Hunters Raging
16–17 Union Golden
18–19 School Unborn
20–22 Seekers Blessed
23–26 Knights Chained
27–29 Order Sunken
30–33 Drinkers Broken
34–37 Choir Stirring
38–39 Sons Newborn
40–42 Daughters Golden
43–46 Servants Bloodied
46–49 Society Half
50–53 Army Forgotten
54–56 Wanderers Underground
57–59 Pilgrims Twisted
60–61 Contemplators Glorious
62–63 Movement Vengeful
64–66 Preachers Laughing
67–69 Revolution Elder
70–74 Mercy-Givers Loving
75–76 Council Undefeatable
77–79 Tower Timeless
80–82 Worshipers Striking
82–83 Observers Roaring
84–85 Beggars Inevitable
86–88 Witnesses Bright
Centre Jade
89 Garrison Iron
90–91 Engineers Bone
92–93 Family Silent
94–95 Chanters Pure
96–97
98–99

100

128


d100 Symbol Standing
1 Sword Hated
Snake Hidden
2–5 Child Disgraced
6–8 Egg Bankrupt
Cloud Disgusting
9 Light Outlawed
10–12 Star Enemies of another Cult
13–15 Father Tiny
16–17 Maw Weak
18–19 Song Fake
20–22 Colour Forgotten
23–26 Gate Nobody Cares
27–29 Ship Mocked
30–33 Death Discouraged
34–37 Sea Hunted
38–39 Shadow Weakened
40–42 Giants Underground
43–46 General Unknown
46–49 Truth Hardly Known
50–53 Lie Feared
54–56 King Taboo
57–59 Queen Too Old to Criticise
60–61 Force Too Big to Fail
62–63 Swarm Somewhat Liked
64–66 Fleet Charitable
67–69 Horror Tolerated
70–74 Beauty Wealthy
75–76 Spire Sprawling
77–79 Crystals Allies of another Cult
80–82 Pantheon Respected
82–83 Throne Front for a Business
84–85 Web Actively Recruiting
86–88 Eye Fashionable
Hand Strong
89 Shield Powerful
90–91 Skull Legendary
92–93 Weed Beloved
94–95 Mist Council-Sanctioned
96–97
98–99

100

129


What’s Beyond the Darkness?

d100 Feature Hazards
1 Weird Generator Bell Alarm
Corpse Pit Searing Hot Walls
2–5 Abyssal Chasm Glass Snakes
6–8 Labyrinth Crawling Eyes
Murder Shrine Acid Puddles
9 Flowing Filth Tunnel Shark
10–12 Sealed Vault Crushing Walls
13–15 Bunker Taunting Voices
16–17 Dirt Hole Hidden Spikes
18–19 Crumbling Chapel Slime Drones
20–22 Art Gallery Carnivorous Birds
23–26 Forge Insane Babbling
27–29 Office Insane Soldier
30–33 Torture Chamber Deafening Siren
34–37 Feast Hall Devouring Maw
38–39 Military Tomb Grasping Tentacles
40–42 Ancient Barrow Questioning Brain
43–46 Cult Catacomb Huge Beast
46–49 Fighting Pit Collapsing Floor
50–53 Well Shifting Illusions
54–56 Drinking Hole Stone Automatons
57–59 Crystal Cave Incineration Pit
60–61 Prison Living Chains
62–63 Natural Spring Cursing Hag
64–66 Open Vault Frightened Cat
67–69 Flooded Sewer Holographic Spiders
70–74 Abandoned Tramway Gusts of Wind
75–76 Gun Workshop Ghostly Hands
77–79 Gunpowder Store Dust Tornadoes
80–82 Dog Pit Acidic Ooze
82–83 Alchemy Lab Freeze-Rays
84–85 Printing Press Shifting Blocks
86–88 Metal Sphere All-Seeing Eye
Underground Lake Mechanical Judge
89 Throne Room Angry Mutants
90–91 Armoury Rival Explorers
92–93 Swimming Pool Impenetrable Shadow
94–95 Observatory Blinding Lights
96–97
98–99

100

130


d100 Spoils
1 Gilded Throne (30G)
Locked Chest (10G)
2–5 Glowing Rod (inanimate, 10S)
6–8 d6 Crocodile Eggs
Diamond Ring (2S)
9 Looking Glass
10–12 Town Crier Bell
13–15 Unnaturally Bright Lantern
16–17 Opal Brooch (2S)
18–19 Black Gem (1G)
20–22 Telescope
23–24 Sack of Coal
25–26 Symbolic Dagger
27–29 Astral Pistol
30–33 Musket
34–37 Wicker Ball
38–39 Hammers and other Tools
40–41 Feathered Headband
42–43 Leather Bracers (falling apart)
44–46 Flute (silver, 50S)
47–49 Huge Drum
50–53 Blood Soaked Rags
54–56 Hand Mirror
57–59 Audacious Painting
60–62 Metal Staff
63–64 Set of Modern Armour
65–66 Modern Armour
67–69 Crude Armour
70–73 White Boulder
74–77 Drinking Horn
78–79 Beast Tusk (50S)
80–82 Glowing Sword (ignores Armour)
82–83 Stone Tablet (gibberish)
84–85 Engine Parts
86–88 Anvil
Dice (twelve-sided)
89 Glass Chains (oddly warm)
90–92 Cannon (in need of repair)
93–95 Dead Dog
96–97
98–99

100

131


What’s That Island?

d100 Landmark Twist
1 Smoking Volcano Island is Intelligent
Huge Waterfall Sweltering Heat
2–5 Ice-Capped Peak Covered by Metal Dome
6–8 Glittering Lake Nobody Can Die Here
Colourful Lights Sinking
9 Red Forests Recently Resurfaced
10–12 Black Sands Toxic Air
13–15 Rock Fortress Utterly Silent
16–17 Abandoned Fleet Plants Grow Visibly
18–19 Salt Beach Eternal Night
20–22 Crystal Shards Completely Abandoned
23–26 Absolutely Flat Expedition Gone Native
27–29 Thorny Jungle Giant Killer Frogs
30–33 Ice All Over Whispering Wind
34–37 Blasted Waste Monkeys with Guns
38–39 Long and Thin Shipwrecked Explorers
40–42 Creeping Moss Metal Skeletons
43–46 Steel Spires Sand Wraiths
46–49 Blooded Bushes Huge Spiders
50–53 Spiral Mountain Harmless, Cute Piggies
54–56 Hot and Dry Advanced Fish-People
57–59 Misty Terrible Lizard Eggs
60–61 Grand Canyon Silver Statues
62–63 Delicious Fruit Meteor Armour
64–66 Ruined Temple Doomsday Device
67–69 High Walls Time Machine
70–74 Glass Towers Crashed Sky-Boat
75–76 Lone Mountain New Energy Source
77–79 Blue Grass Font of Immortality
80–82 Yellow Rock Ghost Army
82–83 Piles of Skulls Ruby-Growing Tree
84–85 Oversized Fungus Astral Vessel
86–88 Dense Cacti Island is Giant Turtle
Choking Fog It's Always Growing
89 Gusts of Wind It's all a Hologram
90–91 Tiny Trees No Time Passes Here
92–93 Elephant Herds Steel Dinosaurs
94–95 Underwater Slime Volcano
96–97
98–99

100

132


I Eat the Stuff

d100 Name
1 Delici...argh! STR Save or your guts explode.
Delicious! Fruity. Quite satisfying.
2–5 Tastes meaty. You regain any lost STR.
6–8 Your insides feel cold, and liquid metal coats
your bones. You always have Armour 1.
9 Tastes pickled. You get real drunk.
Woah. Hallucinations for d6 hours.
10–12 Blech! Vomit now and for d6 hours.
13–15 Tastes inky. You can read books instantly
16–17 by waving your hand over them.
18–19 Urgh... so salty. It's gross.
Literally liquid gold. Lose d6 STR.
20–22 Hot! Breathe Fire (d10) at whoever is
23–26 right in front of you.
27–29 Roll a Mutation (see p137).
Turn Invisible for d6 minutes.
30–33 Horrible pain for d6 minutes.
34–37 Bready. You need never eat or drink again.
38–39 Like liquid fish. Quite stirring.
40–42 Blind for d6 hours!
43–46 Awful poison. Lose 2d6 STR.
46–49 Lose 2d6 DEX. Turn to stone at DEX 0.
50–53 Lose 2d6 WIL.Turn into an insane monster at WIL 0.
54–56 It's okay I guess, for slime.
57–59 Gain an evil voice in your head forever.
60–61 Gain a helpful voice in your head forever.
62–63 It's the best! You crave more.
64–66 Lose 1 WIL each day until you eat some more.
67–70 Invigorating! Gain 1d6 STR for d6 hours.
Mind-Opening. Gain 1d6 WIL for d6 hours.
71–73 Zippy! Move at double pace for d6 hours.
74–75 First taste is gross. Second is delicious.
76–77 Your mouth seals shut for d6 hours.
77–80 Go on a rampage for d6 turns.
81–86 Your voice now echoes.
86–89 Your voice is permanently higher pitched.
90–91 Rapid hair growth, permanently.
92–95 Like Honey! Heals any ailment.
96–99

100

Note: Smelling the Stuff gives a clue to its effect

133


Is This Thing an Arcanum?

d100 Form Is It an Arcanum?
1 Throne Nope!
Chest No, but valuable!
2–5 Rod Just weird.
6–8 Wand Just bait for a trap.
Ring No but still deadly.
9 Cube The thing itself is a trap!
10–12 Bell Actually really boring.
13–15 Lantern No, but some value.
16–17 Brooch Yes! Wait... no.
18–19 Gem Quite techy, but no.
20–22 Telescope Obviously not.
23–26 Lens Find an expert and roll again!
27–29 Dagger No.
30–33 Pistol Otherworldly, but no.
34–37 Musket A fake.
38–39 Sphere Just arty.
40–42 Hammer Just incredibly old.
43–46 Headband Yes! But it's trapped.
46–49 Bracers Absolutely.
50–53 Flute Sure, but it's really ugly.
54–56 Drum Yeah, but it smells so bad.
57–59 Huge Machine Sure is!
60–61 Mirror Yes, and valuable anyway!
62–63 Painting Unsettling, but yes.
64–66 Staff Yes, but caked in dust.
67–69 Helmet Sure, but not working now.
70–74 Breastplate It might be... it is!
75–76 Rock Yes, and you've heard of it.
77–79 Boulder Yes! Just like in the story!
80–82 Horn Yes, and safe to use too.
82–83 Tusk Very much so.
84–85 Sword Yep!
86–88 Tablet Obviously.
Engine Sure, but looks so dangerous.
89 Anvil Yes!
90–91 Dice Yes, but needs attention.
92–93 Chains Yes, but not obviously.
94–95 Cannon No... wait! No.. WAIT! YES!
96–97
98–99

100

134


d100 Power
1 Cosmic Travel
Time Distortion
2–5 Cosmic Summoning
6–8 Astral-Transcendence
Telekinesis
9 Elemental Blast
10–12 Slow Painful Death
13–15 Disintegration
16–17 Flight
18–19 Size Distortion
20–22 Plant Control
23–26 Mass-Creation
27–29 Energy-Creation
30–33 Thing go BOOM!
34–37 Unlock Primal Rage
38–39 Persuasion
40–42 Auditory Illusions
43–46 Visual Illusions
46–49 Liquify Matter
50–53 Blast Minds
54–56 Read Thoughts
57–59 Create Deadly Traps
60–61 Summon the Dead
62–63 Hypnotic Music
64–66 Dull Senses
67–69 Venom Ray
70–74 Great Knowledge
75–76 Communicate Great Distances
77–79 Arm the Masses
80–82 Destroy Structures
82–83 Unnatural Slumber
84–85 Spread Insanity
86–88 Possession
Create Servants
89 Release Unstoppable Creature
90–91 Release Benevolent Spirit
92–93 Swap Materials
94–95 Sensory Overload
96–97
98–99

100

135


Alternative Character Groups

In place of being a group of explorers from Bastion,
you may decide to be a different type of group.

Mutants from the Underground

Born in the Underground, shunned by the surface.
Roll d20 for each Ability Score and take a Starter Package from
the table below.

Highest 3–4 HP 5–6 HP
Ability 1–2 HP
2 Mutations 2 Mutations
3-10 3 Mutations Pistol (d6) Maul (d8 B)
Crossbow (d6 B)
2 Mutations 2 Mutations
11-13 3 Mutations Knife (d6) Bow (d6 B)
Mace (d6)
2 Mutations 2 Mutations
14-15 2 Mutations Club (d6) Mace (d6)
Longaxe (d8 B) Shield Shield
Crude Armour
2 Mutations 2 Mutations
16-17 2 Mutations Knife (d6) Axe (d6)
Bow (d6 B) Poison Hooch
Acid
Mutation Mutation
18-19 Mutation Staff (d6 B) Spear (d8 B)
Club (d6) Glue Lantern
Wire
Mutation Mutation
20 Mutation Spike (d6) Rope
Brick (d6)

Advancement

As normal, but when you move to the next Experience Level
roll d4. If this is higher than the number of Mutations you
already have, gain a random Mutation.

136


d100 Mutations
1 Giant Head
Bone Claws (d6 Damage)
2–5 Bat Wings
6–7 Spit Acid (d8 Damage)
8–9 Third Eye (sense clues about people)
10–11 Covered in Barnacles
12–13 Nature Kinship (talk to animals and plants)
14–15 Illusionist (fool one person at a time)
16–17 Chitinous Shell (Armour 1)
18–19 Venom (d6 STR Loss on Critical Damage)
20–22 Spider Climb
23–24 Boneless
25–26 Bloodsucker (regain lost STR when you feed)
27–29 Compound Eyes (see all around you)
30–33 Bug Wings
34–37 Gills
38–39 Toady Skin
40–41 Glorious Mane
42–43 Slug-Like
44–46 Cyclops
47–49 Constant Drooler
50–53 Red-Gaze (d8 Damage)
54–56 Ruster (touch rusts metal)
57–59 Huge Jaws
60–62 Cocoon (sleep in an Armour 2 shell)
63–65 Prehensile Tail
66–69 Echolocation
70–73 Heat Vision (see heat signatures)
74–77 Devourer (eat anything for nourishment)
78–79 Living Hive (swarm of bugs live in you)
80–82 Explosive (d12 Damage blast when you die)
82–83 Spray Ink
84–85 Morph (change face at will)
86–87 Void (annihilate objects you grasp)
88–89 Spores (choke opponents)
90–92 Camouflage
93–95 Psychedelic Skin
96–97 Horns
98–99 Hooves
100

137


Simple Folk

People from the forgotten corners of Deep Country and the
Other Cities that didn’t quite make it into the Industrial Age.
 Roll d12+6 for STR and DEX, and 2d6 for WIL.
  You get a Starting Package from the table below, in addition
to a dagger (d6), torch, and some quaint clothes.

STR 1–2 HP 3–4 HP 5–6 HP

7 Bow (d6 B) Rod (d6) Sling (d6)
Crude Armour Eyepatch One Leg
3 Trinkets 3 Trinkets 3 Trinkets

8 Bow (d6 B) Shield Whistle
2 Trinkets 2 Trinkets 2 Trinkets

9 Shield Hatchet (d6) Stick (d6)
Hammer (d6) One Ear Extra Ear
2 Trinkets 1 Trinket 1 Trinket

10 Flail (d8 B) Shield Bow (d6 B)
2 Trinkets 1 Trinket 1 Trinket

11 Crude Armour Bow (d6) Shovel (d6)
2 Trinkets 1 Trinket 1 Trinket

12 Hatchet (d6) Crude Armour Drum
2 Trinkets 1 Trinket 1 Trinket

13 Club (d6) Machete (d6) Spike (d6)
Crude Armour No Nose Mute
2 Trinkets 1 Trinket 1 Trinket

14 Crossbow (d6 B) Greataxe (d8 B) Maul (d8 B)
2 Trinkets 1 Trinket 1 Trinket

15 Sword (d6) Axe (d6) Bow (d6 B)
Shield Shield Hawk
1 Trinket 1 Trinket 1 Trinket

16 Lantern Spear (d8 B) Axe (d6)
1 Trinket 1 Trinket 1 Trinket

17 Wine Mallet (d6) Sling (d6)
1 Trinket 1 Trinket 1 Trinket

18 Broken Nose Hanging Jaw Flat Head
1 Trinket 1 Trinket 1 Trinket

138


d100 Trinket
1 Fighting Rooster (2d6hp)
Devil Mask
2–5 Eternally Smelly Hat
6–7 Horse Skull Helmet
8–9 Donkey
10–11 Bag of Flour
12–13 Very Fat Dog
14–15 Bell on a Stick
16–17 Explorer's Sabre (d6)
18–19 An Actual Rifle! (d8 B, no ammo)
20–22 Potato Sack
23–24 Wagon Wheel
25–26 Dowsing Rods
27–29 Scythe (d6 B)
30–33 Cage Full of Crickets
34–37 Unbreakable Conker
38–39 Ornate Shovel (d6)
40–41 Old Military Uniform
42–43 Bag of Really Heavy Rocks
44–46 Wooden Locket
47–49 Brick on a Rope
50–53 Cloth Monkey
54–56 Huge Candle
57–59 Bat on a String
60–62 Lucky Frog
63–65 Board with Nail (d6)
66–69 Noose
70–73 Fake Pistol
74–77 Rude Shaped Turnip
78–79 Cannonball
80–82 Fire Oil
82–83 Gigantic Pumpkin
84–85 Bomb (no fuse)
86–87 Turnip Wine
88–89 Magic Beans (not magic)
90–92 Prize Cow
93–95 Small, Blind, Old Dog
96–97 Pointy Star Hat
98–99 Arcanum
100

139


Unhumans

The entire city of Starfall was stolen away by a roaring light
almost a century ago. With rumours of its return, Unhuman
beings have been spotted arriving in Bastion.
  Lots of people don’t believe this story. You aren’t even sure
yourself.
 Roll d20 once for the whole group, and create your characters
using the normal method, with the listed exceptions. Roll d10 and
add your hp to find your Starter Package on the table provided.

d20 Unhuman type

1–2 Stocky, beard, know everything about rocks.
Immune to poison, d12+6 STR. Axe.

3–4 Small and pudgy, hide in tiny places, 2d6 STR, 2d6+6 WIL.
Dagger.

5–6 Slender, unaging, immortal. Pass a WIL Save to perform subtle
trickery that may appear as magic. 2d6+6 DEX. Sword and Bow.

7–8 Ugly, animalistic features. d12+8 STR, d10 WIL.
Heavy two-handed chopper (d8).

9–10 Tiny, green, sort of creepy looking. 2d6 STR and WIL, d12+6
DEX. Dagger.

11 Scales, breath weapon (d8) and immunity based on colour. Red
(Fire), Black/Green (Acid), Blue (Lightning), White (Cold). Sword.

12–13 Tiny, bald, know everything about machines, talk to burrowing
animals. 2d6 STR. Musket.

14 Made of living wood and stone. Immune to anything that
would affect living tissue. Rifle.

15–16 Intelligent Ape. d12+6 DEX. Musket.

17 Wings, beak, and talons. Fly quite well. d6+3 STR. Musket.

18 Grey skin, white hair, talk to bugs, see perfectly in darkness.
Sword and Poison.

19–20 Twice normal size. d6+14 STR, d10 DEX. Weapons specially
made for you are bumped up to the next size die. Hand
Weapons cause d8, Field Weapons cause d10 etc. Maul (d10).

140


d10 + hp Unhuman Starter Packages
2 Arcanum, Cult Symbol
3 Arcanum, Poison
4 Hound
5 Arcanum, Ether
6 Staff (d6 B), Raven
7 Pistol Brace (d8)
8 Arcanum, Shackles
9 Fancy Sword (d8)
Elaborate Clothes
10 Fancy Pistol (d8)
11 Pistol, Incredible Hat
12 Blunderbuss (d8)
13 Greatsword (d8)
14 Shield, Sword (d6)
15 Cult Symbol
16

d20 What do the humans think of your people?
1 No idea you exist.
2 You're just a rumour.
3 Word is starting to spread.
4 One bad example is publicly known.
5 One good example is publicly known.
6 Lots of stories, but you're still hidden.
7 You went into hiding a few years ago.
8 They think you’re from the Golden Lands (you’re not).
9 They think you’re a mutant from the Underground
(you're not).

10 They think you’re from space (you’re not).
11 They want you dead!
12 Incredibly stereotyped, generally bad.
13 Incredibly stereotyped, generally good.
14 Generally a good reputation.
15 Generally a bad reputation.
16 Good history, but things are turning sour.
17 Bad history, but things are generally okay now.
18 You work closely with them.
19 They don't care.
20 They think you're great.

141


Alternative Before rolling their character,
Starter any player can declare they are
Packages using this table in place of the
standard starter package table.

1 HP 2 HP 3 HP
3–9 Hammer (d8 B),
Sabre (d6), Jezzail (d8 B),
Mask, Arcanum Umbrella, Arcanum Perfume, Arcanum

10 Femur (d6), Staff (d6 B), Spear (d6), Arcanum.
Starmap, Arcanum Skull, Arcanum Minor Fame

11 Stake (d6), Billhook (d8 B), Handcannon (d8 B),
Paint can, Arcanum Fishing Net, Arcanum Holy Book, Arcanum

12 Stiletto (d6), Monocle, Fist-Spike (d6), Crossbow (d6 B),
Arcanum Rubber Ball, Arcanum Very Strong Coffee,
Arcanum
13 Blunderbuss (d8 B), Morningstar (d6),
Miner’s Helmet, Glitter Pouch, Dagger (d6),
Arcanum Arcanum Grappling Hook,
Syringe
14 Hook (d6), Cricket Bat (d6 B),
Pocket Lighter, Glue, Pig Greatsword (d8 B),
Arcanum Steel Wire,
Musket (d8 B), Fancy Cat
15 Pistol (d6), Bag of Screws,
Shield, Old Dog Squirrel Glaive (d8 B),
Barbed Wire,
16 Club (d6), Pocket-knife (d6), Preserved Fish
Ventriloquist Dummy, Joke Sweets, Net
Whistle Snooker Cue (d6 B),
Knife (d6), Flask of Soup, Gum
17 Poleaxe (d8 B), Cleaning Tools,
Wheelbarrow, Worthless Crystal Pitchfork (d6 B),
Strong Magnet Prickly Fruit,
Fake Pistol, Toy Frog
18 Rake (d6 B), Poetry Book.
Jar of Worms. Awful Hair Club (d6),
Foul Odour Bag of Teeth

142


4 HP 5 HP 6 HP

Spike Gun (d8 B), Rifle (d8 B), Twin Swords (d8 B), 3–9
Absinthe, Arcanum Modern Armour, Chalk.
Goat Eye on Back of Head
Longaxe (d8 B),
Doll, Arcanum Pike (d8 B), Herbs, Pistol (d6), Music Box. 10
Bug-Monkey Unsettling Manner
Spike Chain (d6),
Shield, Hyena-Dog Rifle (d8 B), Chemistry Gun-Limb (d6), 11
Book, Small Fireworks Crude Armour, Bell
Sceptre (d6),
Birdcall, Kookaburra Stick (d6), Axe (d6), Bell, 12
Rat, Disguise Kit
Poisonous Mushrooms

Halberd (d8 B), Axe (d6), Flail (d8 B), 13
Deck of Cards. Shield, Animal Feed, 14
Double-Jointed Jar of Honey Brandy

Trident (d6), Big Stick (d6 B), Scythe (d6 B),
Flashbang, Chain, Olive Oil Bones, Crystal Ball
Adoring Follower
Pistol (d6), Baton (d6), 15
Mallet (d6), Siren, Pesticide Can Periscope,
Smoke-bomb, Hot Peppers
Mousetraps Longbow (d6 B),
Bottled Blood, Crowbar (d6), 16
Shovel (d6 B), Acid Flask
Choking Powder, Snail, Scented Candle
Treacle Sword (d6),
Spyglass, Crossbow (d6 B), 17
Cane (d6), Painting Set Bagpipes, Eyepatch
Fake Jewellery,
Poison Golf Club (d6 B), Spike (d6), 18
Gin. Bad Reputation Bomb. No Teeth
Rod (d6),
Jar of Pennies.
Hate Sunlight

143


Index Hopesend  110
Impaired  16
Ability Score Loss  18, 55 Iron Coral  62
Ability Scores  8, 44 Islands  132
Actions  15 Links  123
Apprentices  39 Luck Rolls  45
Arcana  16, 20, 48, 134 Marsh Myths  100
Armour  12, 16 Money  47
Attacks  16 Monsters  54, 56
Bastion  58, 118, 125 Morale  19, 40
Blast  16 Mutants  136
Borough Council  117 Oddpendium  116
Bulky  10, 19 People  118
Businesses  39, 125 Polar Ocean  61
Companions  8, 118 Reaction  19
Critical Damage  16, 55 Refereeing  42
Cults  128 Reputation  36
Damage  16, 45 Resting  19
Darkness  130 Routes  124
Death  18, 54 Saves  15, 44
Death Attacks  55 Ships  40, 41, 114
Deep Country  60, 138 Simple Folk  138
Deprived  18 Starter Packages  8, 10, 136, 138, 140, 142
Detachments  39, 40 Streets  122
Doors  51 Structures  40, 41
Echoes  90 Stuff  133
Enhanced  16 Traps  50
Enterprise  39 Treasure  47, 131
Equipment  8, 10, 12, 41, 142 Turns  15
Example of Play  30 Underground  58, 123, 130, 136
Experience  36 Unhumans  140
Fallen Marsh  92 Wandering Encounters  51
Golden Lands  61
Hazards  50, 130


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