Into The Odd - Survival Horror RPG (25 PGS) PDF

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The Odd World

The world is too large for anyone to fully map and too
old for academics to accurately record. Explorers
return from every direction with tales of bizarre places,
wondrous and horrific.

You are an Explorer, braving the unknown in search of


riches, fame, knowledge or power.

An Industrial Age
Citizens flock to Bastion, its vast factories providing
dangerous but dependable work. Guns, chemicals and
newspapers are mass produced and gas-lamps light the
streets. The modern man feels a new sense of power
and the threat of revolution haunts decadent
aristocrats and cruel work-masters.

Arcana
Each Arcanum possesses an unnatural power to be
exploited. Those with a strong mind will find them
indispensable, but coveted by those that seek power.
They range from the smallest locket or ring to vast
machines or structures.

The Astrals
Into the Odd by Chris McDowall is licensed under a Distant tribes paint cave walls with their image, and
Creative Commons Attribution-NonCommercial- each corner of the world gives these visitors a different
ShareAlike 3.0 Unported License. Permissions beyond
name. Cultists see them as gods, while the belligerent
the scope of this license may be available at
Union of Man prepare an army to fend off their return.
http://soogagames.blogspot.com

The Odd
Academics know that searching in places too dark or
New to RPGs? distant would show things too foul to be recorded.
Even the most comprehensive references of wildlife are
How do you play?
One player is the Referee. They describe the filled with apocryphal entries. Those that seek out
situation the characters are currently in. The monsters to slay will find death before long.
players then asks questions and uses their
character to interact with the environment. The
Referee tells the players what happens or which
dice to roll dice to determine the outcome.

What do you need?


A twenty-sided die, some six-sided dice, pencils
and paper. The Referee will have prepared a
location for the characters to explore or may use
an existing adventure module.
Rolling a Character – Who are You? Equipment
As well as individual equipment, an exploration party
Roll 3d6 for each Ability Score. 10 is average. will always have torches, rope, spikes, backpacks, basic
You may swap of any two of your scores. camping equipment and rations.

STRENGTH – Fighting, fortitude and toughness. One-Hundred Pennies (p) make a Shilling (s). One-
DEXTERITY – Stealth, athletics and reflexes. hundred Shillings make a Guilder (g).
WILLPOWER - Wits, cunning and discipline
Unarmed/Improvised Attack: 1d6-1 Damage.
If WIL Score is your highest score (or tied), your Hand Weapon (2s, one hand): 1d6 damage. Dagger,
character has an Arcanum. See the Arcana section. bow, pitchfork, sword, pistol, club etc.
Field Weapon (10s, two hands): 1d6+1 damage. Pistol
Characters start with 1d6 Hitpoints, a measure of how brace, sword and dagger, halberd, etc.
safe they are from taking life-threatening Damage. Noble Weapon (30s, one hand): 1d6+1 damage. Finely
made sabre, duelling pistol, rapier, etc.
Heavy Gun (1g, two hands) 1d6+2 damage. Cannot
move and fire. Elephant gun, long rifle. etc.
Shield Armour (10s, one hand): Armour 1. Outdated
armour requiring a shield (included) to be effective.
Hinders climbing, swimming, acrobatics etc.
Modern Armour (50s): Armour 1. Breastplate and
helm. Hinders climbing, swimming, acrobatics, etc.
Tools (1s each): Lantern, Crowbar, Saw, Glue,
Magnifying Glass, Pickaxe, Manacles, Whistle, Animal
Trap, Lockpicks, Mirror, Writing Set, Fishing Pole,
Shovel, Grappling Hook, Collapsible Pole, 20ft Rope,
Spike Set, Game Set, Caltrops, etc.
Luxuries (1g): Clockwork items, Thermometer,
Elaborate Clothes, Jewellery, Ornaments, Spyglass, etc.
Fire Oil (10s): Sets an area alight. All inside take 1d6
damage each round.
Bomb (20s): Ignited with fuse or direct flame. Causes
Starting Equipment 2d6 damage to all within the blast.
Roll 1d6 three times, and consult the chart below to Board (per week): Bed in a Dormitory (1s), Room in a
find a character's starting equipment. For duplicate Boarding House (10s), Town House (20s).
rolls consult the second and third columns. Food and Drink: Bread and Broth (10p), Bottle of Gin
or Rum (50p), Pie and Wine (50p), Fine Meal (1s).
1st Result 1st Duplicate 2nd Duplicate Horses: Mule (5s) to Horse (1g). +1 to Armour and
1 Sword (1d6) Lackey Shield Armour Charge Damage when mounted.
Dogs: Mutt (5s) to Hound (50s). STR 8, DEX 10, WIL 4.
2 Pistol (1d6) Lackey Modern Armour
1d6hp for Mutt, 2d6 for Hound. Bite for 1d6 damage.
3 Musket (1d6+1) Mutt Fire Oil
Birds: From parrots and ravens (10s) to kestrels and
4 Hatchet (1d6) Mutt Bomb hawks (50s). STR 3, DEX 15, WIL 3, 1d6hp. Attacks
5 Crowbar Bow (1d6) Hound smaller prey for 1d6 damage.
6 Shovel Polearm (1d6+1) Bird Hirelings (cost per day, 1d6hp and Ability Scores 10
unless noted)
For example, rolling 1, 2, 2 gives a Sword, Pistol, and Lighter Boy (1s): STR 7, Lantern, Club.
Lackey. 3, 3, 3 gives a Musket, Mutt, and Fire Oil. Mercenary (5s): 2d6HP, Musket, Knife.
Champion (20s): 3d6, STR 13, Modern Armour,
Lackeys roll 2d6 for each Ability Score and have 1hp. Halberd (1d6+1).
They roll one die only for equipment.
Playing the Game - What the players need
to know.

Saves: Roll 1d20. You must roll equal or under the


appropriate Ability Score to pass. A 1 is always a
success and a 20 always a failure.

Taking your Turn: In a combat situation the Referee


decides which side acts first. If unsure, opposing sides
will roll 1d6 and compare. On your turn a character
can generally move and carry out one action.

Attacking: An attack normally causes 1d6 damage,


plus any bonus from your weapon, minus the target's
Armour score. If the target is unaware of the attack or
unable to defend themselves an additional 1d6 damage
is added. Ranged weapons cannot be used while the
character is engaged in melee combat.

Weapon Properties
Weapons may carry specific properties, guided by
common sense. For example, a pistol can be concealed
and a halberd allows the wielder to fight from behind
Ability Score Loss: Character may lose points from
an ally. However, pistols cannot function if they are
their Ability Scores. If an Ability Score is halved in a
wet and polearms cannot be easily concealed.
single stroke the character is incapacitated until they
have are tended to and have a Short Rest. Having a
Damage: When an individual takes damage they lose
Score reduced to 0 or being left incapacitated for an
that many Hitpoints. If they have Hitpoints remaining
hour results in death.
then the attack was mostly avoided or only a minor
wound. When the character runs out of Hitpoints their
Death: When a character dies the player creates a new
lives are at risk unless they can save themselves.
character and the Referee finds a way to have them
join the group as soon as possible. Here, quickness
Critical Damage: If a character is reduced to 0hp,
takes priority over realism. Alternatively the player
they must pass a Save to avoid Critical Damage. This is
may take control of a Lackey, Hireling or Member of
a STR Save in melee and a DEX Save for ranged
their Company.
combat.
A character that takes Critical Damage loses STR equal
Morale: Groups of combatants require a WIL Save to
to the damage caused by the attack.
avoid being routed when they lose half of their total
For other sources of damage the Referee will choose
numbers. Lone combatants must pass this Save when
the most appropriate Save, provided the character can
they take Critical Damage. This applies to opponents
save themselves somehow.
and allies but not player characters.

Other Manoeuvres: In place of making a normal


Short Rest: A few minutes of rest and a swig of water
attack a character may spend their turn trying to carry
will recover all of a character’s lost Hitpoints. Resting
out another manoeuvre, such as knocking an
may waste time or attract danger.
opponent down, snatching an item and fleeing or
cowering behind cover. In these cases the Referee will
Full Rest: A Full Rest requires a week of rest and
call for the character or their target to roll a Save to see
relaxation at a secure location. This restores all Ability
if the Manoeuvre is successful. For example, a
Scores and generally cures any other ailments.
character grappling a wild beast will force the beast to
make a STR Save to break free.
Arcana - Powers you do not understand.

An Arcanum is a device that contains a strange Power.


Their form varies from rods, tablets and orbs to
statues, guns and altars. Characters can release the
Power inside an Arcanum, if they are strong willed
enough to command it.

A New Character's Arcanum


A new character with an Arcanum rolls 1d20,
consulting the Power List to find their Arcanum's
Power.

Using an Arcanum
A character can use a Arcanum in place of making an
attack. If the user is in a risky situation, such as
combat, they must pass a WIL Save. If they fail, their
concentration is broken, and the Power is not
activated.

Identifying an Arcanum
When a character first picks up an Arcanum they will
sense its nature and often a clue to its Power. A Power Keeping an Arcanum
must be used to be identified. If the Power requires a Arcana are some of the most highly sought-after items
specific target that is not available at the time, it will in the world. Characters that are open about the
not work. Arcana they carry will almost certainly find themselves
the target of collectors, thieves and con artists.
Military personnel are usually under orders to
confiscate any Arcana found on a citizen, and wealthy
individuals will offer huge prices to turn them over.
Astral universities may offer valuable knowledge and
access to their vaults in return for a particularly
powerful Arcanum.

Other Arcana
The search for the secrets of Arcana has driven many
explorers to obsession and greedy deaths.
Powers – Unnatural Abilities of Arcana

This is not a list of all possible Powers an Arcanum can


contain. The vast majority are yet to be discovered.

New characters roll 1d20 to find their starting


Arcanum's Power. These are a good example of the
Arcanum Powers that will be most commonly found.

1: Expert's Eye: You identify the general function of


any object, including an Arcanum. It will also reveal
areas of weakness or particular value.
2: Frozen Brain: Target must pass a WIL Save to avoid
being dazed for a turn.
3: Pale Glow: An object glows with white light.
Contact with the glowing object causes a point of
damage per minute. The effect wears off when the
Power is used again
4: Burden Soul: Target may pass a DEX Save to avoid
your touch. If touched, they feel a weight on their very
soul and lose 1d6 WIL.
5: Unbreakable Seal: One door, window, etc. is
magically sealed until you open it. 13: Dark Veil: Target must pass a WIL Save or is
6: Obscuring Mist: Mist surrounds you and all within Blinded until you lift the curse or they have a full rest.
20ft. Anyone attacked through the mist has Armour 2. Blinded individuals subtract 2 from damage rolls.
7: Red Oil: Anyone moving or standing on the 10ft 14: Binding Strands: Strands spread between two
target area must make a DEX Save to avoid falling and surfaces up to 20ft apart. Those within only move very
being unable to move on their turn. Disappears in a slowly unless they pass a DEX Save.
harmless flash if ignited. 15: Heat Ray: A beam causing 2d6 damage. Will sear a
8: Pain Curse: Target must pass a WIL Save or lose thin hole through even metal.
1d6 STR. 16: Miniaturise: Touch an object to shrink it into a
9: Spider Climb: Climb sheer surfaces as if you were a tiny miniature. Restore the object to original size at
spider. will. The original object can be up to your size.
10: Sunblessed: Until you sleep you count as having 17: Invisible Grasp: Hold one person still, unable to
Armour 2 but glow and hum faintly. defend themselves, until they pass a WIL Save.
11: Babbletongue: For one conversation you speak in 18: Phase Out: You look like you aren't quite there.
a strange sounding language. Every living thing is able Reroll any failed saves against Critical Damage until
to understand and reply in the same tongue if they you next take Critical Damage.
wish. 19: Bone Magnet: You may attract or repel a single
12: Command Word: Order a target to drop, fall, flee target that has a skeleton, unless they pass a STR test.
or halt unless they pass a WIL Save. 20: Uncanny Double: A perfect duplicate of you is
formed. It acts independently, and just like the
original. It cannot interact physically with anything.
The double lasts until dismissed or a new double is
created.
Great Powers 15: Petrify: Target must pass a STR Save or lose 2d6
DEX. If this reduces their DEX to zero they are turned
An Arcanum containing one of these Powers is much to stone.
more likely to be actively sought out by others. Those 16: Guardian Shield: A shield of light appears
that are undiscovered are likely to be hidden in very between you and a single target. The shield (15hp,
deep and dangerous places, or behind powerful guards. Armour 1) absorbs any damage the target would cause
you, and is destroyed at 0hp. Each turn it pushes the
1: Hypnotise: Target must pass a WIL Save or carry target 10ft away from you unless they pass a STR Save.
out a single action until you say stop, or they pass the 17: Master of Earth: Over an hour you shift sand, soil
Save on their turn. Cannot harm themselves. or earth to your will, creating ditches up to 10ft deep.
2: Inferno: Cause a source of fire to explode, causing This may destabilise structures, redirect rivers and fell
2d6 damage to all within 20ft. trees but will not affect rock, create tunnels or be fast
3: Drain Life: Target must pass a DEX Save to avoid enough to bury mobile opponents.
your touch, or lose 1d6 STR. 18: Devil’s Roar: Glass, crystal or ceramic objects
4: Burning Blood: Target must pass a WIL Save or within 5ft are shattered. In addition, one object you
have their blood turned to acid. They take 1d6 damage, are touching (wielder may avoid with a STR Save) is
ignoring armour, each round, until they pass the Save. shattered. This object must be light enough for you to
5: Ghost Form: You turn to an insubstantial, smoky lift.
form, along with your equipment. Ignore physical 19: Pressurise: Next time the target takes Critical
attacks. You can float and squeeze through holes but Damage they must pass a STR Save or explode in a
cannot manipulate objects and can be blown by a bloody mess.
strong wind. Return to normal at will. 20: Terrible Orbs: Create two orbs of light that obey
6: Black Tentacles: Summon a 20ft area of tentacles your commands. They can be flung at a target for 2d6
that lash out and attack. Anyone within must pass a damage, destroying the orb. No more than two orbs
STR Save to break free. The mass of tentacles has 10hp can exist at once.
and is destroyed at 0hp .
7: The Madness: All within 15ft of a point must pass a
WIL Save or become confused. Roll 1d6 at the start of
each turn until they pass the Save. 1-2: Attack closest
individual, 3-4: Act aimlessly, 5-6: Act normally.
8: Beast from Beyond: Summon a horrific flying beast
(STR 14, DEX 10, WIL 4, Armour 1, 10hp, 1d6+1
Damage) to fight for you until no enemies remain.
After this, you must pass a WIL Save to avoid it
attacking you. Otherwise, it flies toward freedom.
9: False Charm: Target must pass a WILL Save, or
treats you as a friend for the rest of the day.
10: Snakebite: When you next cause Critical Damage
in melee you bite your opponent for 2d6 STR loss.
11: The Beast Within: You take on a savage form (STR
18, DEX 14, Armour 2, 1d6+2 claws, retain WIL and hp),
but lose the ability to speak. Return to normal form
whenever you wish or when you sleep.
12: Deathswarm: 20ft buzzing cloud moves 10ft away
from you each round. Anyone within loses 1d6 STR
every round.
13: Wither: Target must pass a DEX Save or lose 2d6
STR at your touch.
14: Dire Beasts: Up to five animals turn dire. They
gain +1 Armour (to a maximum of 3) and melee
damage. They also grow much more violent.
Legendary Powers 12: Dead Zone: Creates a permanent one-mile zone
where any living things lose 1d6 STR each hour,
starting at the end of this hour. Living things within
An Arcanum containing one of these Powers is likely
this zone are instantly aware of this and will try to
to be a well known relic or subject of mythology. They
leave. Even plants wither and die in this time.
tend to be confined to larger Arcana. Those that are
13: Rebuild: Over an hour one damaged or ruined
undiscovered will remain so for a reason. They may be
structure, ship or similar target is repaired to peak
lost in an extremely hostile environment, under the
condition without need for materials.
control of a godlike entity or guarded by hellish death-
14: Inspire the Masses: Allies regain all HP and
traps. Only the most powerful individuals would
fleeing allies are rallied.
openly admit to possessing an Arcanum with these
15: Divine Form: You take on the appearance of a
Powers, as they are objects of great lust to anyone that
huge, godlike entity. You can conjure purely cosmetic,
desires power.
but impressive, visual effects.
16: Storm Being: You turn into a bolt of lightning,
1: Change Weather: Cause the weather within a mile
moving at impossible speed to a specified location you
radius to change for the rest of the day. In the case of
can see. Anyone you pass through takes 2d6 damage,
dangerous weather you cannot target specific
ignoring armour.
individuals or locations or cause extremes that are
17: Shapechange: You shift to take the form of your
inescapably lethal.
target, retaining only your WIL score and general level
2: Obliterate: Choose a target and roll 2d6. If this is
of intelligence. This lasts until dismissed.
equal or higher than their current HP they are
18: Black Hole: Create a five-foot, black sphere.
completely destroyed in a blast of fire.
Anything entering it is utterly destroyed. Cannot be
3: Cheat Death: A corpse is miraculously restored to
moved or placed on top of an object or opponent.
life if they pass a WIL Save. If they fail the Save, the
19: Mind Wipe: Target must pass a WIL Save or
remains are utterly destroyed and the Power cannot be
become a mindless automaton.
used on that target again.
20: Starbeam: As long as you have line of sight to the
4: Teleport: You and up to one companion are
sky you call down a beam of light for 3d6 damage,
teleported to a location you have been to before.
ignoring all armour.
5: Death Wave: All enemies within 20ft lose 1d6 STR.
6: Spirit Commune: Conjures a ghostly image of a
dead target, which will speak with you clearly and
willingly, regardless of language or intelligence. The
image remains until dismissed.
7: Mark of Madness: Creates symbols on any object.
Anyone trying to decode them must pass a WIL Save
or lose 2d6 WIL.
8: Earthquake: Targets a 100ft area. All structures take
3d6 damage and caves or tunnels collapse, causing 1d6
damage per round to anyone within, until they escape.
9: Mighty Servant: A large object is animated and
serves you. The object has STR 18, DEX 5, WIL 5, 10hp,
Armour 2 and attacks for 2d6 damage. No more than
one object can serve you at once.
10: Forcefield: Create a semi-transparent, shimmering
surface that only you may pass through. Any enemy
approaching the wall is blasted with light for 2d6
damage. The field lasts until dismissed or another field
is created.
11: Iron Body: You have Armour 3 and ignore fire and
poison based damage. You can no longer swim but also
do not need to breathe, eat or drink. The effect lasts
until dismissed.
Example of Play Referee: They feel much like you'd expect a smooth
mosaic too, but they are giving off a faint warmth.
(Three player-characters and their hireling torch Uthred: Huh, weird. Well I'll take my hand off the
bearer have been delving deep into a strange wall and go to check out the shaft.
underground complex they stumbled on in an Referee: As soon as you remove your hand from the
inhospitable desert) wall it starts to shift colours again and you now see the
Referee: The base of the long staircase leads into a tiled shape of a person, looking almost like your own
spectacular room, some 30ft high and equally wide. Its reflection. Barely a second later the room is filled with
walls look like an intricate mosaic but the tiles are a crackling noise and the tiled visage of Uthred
constantly shifting in colour. Waves of differing hues somehow steps out of the wall, hefting the axe from its
wash across the walls and the centre of the floor is back and taking up a combat stance.
dominated by a six-foot-wide circular shaft. Toku: Right, I'm not giving this thing a chance to pull
Ezekiel: (Sketching down the room on his rough map) us into the wall or whatever it's going to try. I leap at it
Are there any exits other than the way we came? with my daggers.
Referee: Just the shaft in the middle of the room. Referee: Roll for damage.
Toku: Well, this is a dead end. My hunter's instincts Toku: (Rolls 1d6+1) That's a 4!
were right! Referee: Okay, you sidestep around the tiled being
Ezekiel: The walls look strange... I'm being very and after a few probing thrusts you stab it in the side.
careful not to touch them and tell my torch bearer to Instead of a scream the copy of Uthred roars out in
do the same. crackling static-noise. It’s still standing.
Toku: Oh come on, we hired him because he’s Uthred: I'll have at it with my axe, trying to drive it
disposable! Maybe Uthred should try touching them. away from Ezekiel and the lantern-bearer.
Uthred: I'm not scared of a wall, but I'm not stupid. I'll Referee: Okay, roll for damage.
try tapping the wall with the handle of my axe. Uthred: (rolls 1d6, scoring 5) I have five.
Referee: The pattern of the tiles doesn't seem to Referee: (notices that the opponent is now at 0hp,
respond, but as you're inspecting them more closely with 2 damage left over) You kick the thing back,
you can feel that they're giving off a slight heat. knocking it off balance and leaving it open to Critical
Uthred: Enough to burn me? Damage unless it can make its Save. (Rolls a STR Save,
Referee: Doesn't look like it, only a slight heat. failing) The copy ducks Uthred's first swing, but the
Uthred: I place my hand boldly against the tiles. backswing buries the axe head in its side. It loses 2
Referee: As soon as Uthred's hand touches the wall STR, roaring out in static fuzz.
the shifting colours stop and a pulsing blue pattern Uthred: There's only room for one Uthred here!
starts to radiate from around Uthred's hand. Referee: The copy of Uthred drops its axe on the
Ezekiel: Stand by for his head exploding... ground and reaches forward to try and grab Toku. Give
Uthred: You worry too much! How do the tiles feel? me a STR Save.
Toku: (Rolls a STR Save) Erm... I got a 20.
Referee: (Over the groans of the table) The creature
grabs Toku and tries to push him against one of the
walls.
Referee: The creature slams you against the wall. You
see a blue pulsing pattern form on its surface. A
moment later the colours shift into your shape and the
copy steps forward from the wall. Over to you guys.
Ezekiel: I never thought I'd have to choose between
killing Toku and Uthred. I'm going to use the Wither
Power from that weird glove-arcanum thing we found
earlier and try to destroy the copy of Toku.
Referee: Right, as you're in combat you'll need to pass
a WIL Save.
Ezekiel: (Rolls his WIL Save) Made it!
Referee: The copy gets a DEX Save to avoid the touch
(Rolls a DEX Save), but it fails!
Ezekiel: (Rolls 2d6 for STR loss, as dictated by the Ezekiel: As suicidal as it sounds it might be our best
Power) Eleven! hope. Can I throw a coin or something into the shaft?
Referee: (Checks his notes and sees that this will Referee: As you flick a half-shilling down the shaft
reduce the creature's STR to zero) It's enough to drain you hear a distant splash a few seconds later.
the energy from this thing. The touch of your glove Toku: Water!
causes the colour to fade from the being as it falls Ezekiel: That’s optimistic... how do we know it isn’t
motionless to the ground and snaps out of existence, acid or something? I figure we can find a way to
completely destroyed. distract it long enough for us to escape back up the
Uthred: Yes! staircase.
Referee: You should be aware that you’ve really been Referee: While you’re formulating this plan the
making quite a lot of noise in this room. (Secretly creature has managed to force itself into the room,
makes a Luck Roll to see if any nearby monsters have brushing against the tiled wall, which sends out blue
noticed the noise. A roll of 1 indicates something bad ripples.
should happen, so he rolls on the hostile encounter Uthred: Oh crap, this isn’t going to end well.
table he has prepared for this area). Ezekiel: Fine! Into the hole!
Ezekiel: I don’t like the sound of this. Toku: Trust me! I’ll even leap it first.
Referee: You notice the sound of something Referee: You’re all leaping down now?
descending the staircase. Remember that weird horse- (The group all nod reluctantly)
like creature with skin like super-hard tree bark you Referee: You plunge into the darkness of the shaft,
were ambushed by last session? falling for a few seconds before splashing into what
Uthred: Sure, we knocked it down that pit and fled feels like ice cold water, deep enough for you to fall
like heroes. into safely. The bearer’s lantern is extinguished and
Referee: Well this thing looks almost identical, but you’re barely able to get your bearings in the pitch-
rather than being horse-sized it’s large enough to black pit before you feel a tingling sensation over your
barely be able to squeeze into the staircase. Its jaws bodies. WIL Saves all round!
look large enough to be able to swallow you whole and (Groans fill the table)
its forelegs end in grasping claws spanning some six
feet. Needless to say it’s squeezing down the staircase
with you in its sights and it doesn’t seem friendly.
(Fails a WIL Save for the copy of Uthred, as the sight of
this thing is enough to scare it) The copy of Uthred
sees this thing and immediately crawls back into the
wall, fading into the tiles.
Ezekiel: I don't much like the idea of being swallowed
whole. What are our chances of running through its
legs?
Referee: It’s pretty tightly packed into the stairway. If
you want to try it would certainly require a DEX Save.
Uthred: The smaller monster was afraid of fire, wasn't
it? Perhaps we should send the lantern bearer over to
try and keep it at bay.
Referee: He looks pretty hesitant... he'd need to pass a
WIL Save to follow such a suicidal order. You never
know, though, it could work!
Toku: Running past it and trying to scare it seem
needlessly risky when we have a perfectly good exit
right here!
Uthred: The shaft? Does it look like the creature could
fit down there?
Referee: Unlikely, it’s certainly too big to be able to do
so easily.
After the Expedition - What next?

Generally the goal of an Expedition will be to find out


about a mysterious environment, evade a powerful
threat or seek out mysterious Arcana.

Experience Levels
When they have completed the requirements, a
character advances to the next Experience Level. A
Character cannot advance more than one experience
level in a single session of play. If you have a Lackey,
they may advance as a normal character.

When a character moves to the next experience level


they gain 1d6hp and roll 1d20 for each of their Ability
Scores. If the roll is higher than the score it is
increased by 1.

Companies and Apprentices


From Expert Level upwards you may choose to launch
a Company (see the following page. For each week
spent in a settlement you may recruit 1d6 Members
(Ability Scores 10, 1d6hp). Normal Members do not
advance in Experience levels.
In place of a single Member you may take on an
Apprentice, rolling their scores as a new character and Novice
having them advance in Experience Levels under your - You are ready to go on an expedition.
guidance.
Professional
- You have survived at least one expedition to a
dangerous place, returning to civilisation.

Expert
- You have invested a Guilder (100s) or more in a
Company.

Veteran
- Your Apprentice is Expert Level or higher.

Master
- Your Company has at least one hundred Members.
Founding a Company War and Revolution

A Company could be anything from a political group Training Soldiers: 5% of the general populace are
or overseas colony to a cult or business enterprise. A soldiers (7HP). A further 20% are fit to fight as
group of characters generally share management and conscripts (3hp). In some Companies, all of Members
individual members may range from supporters or are be combat-ready.
employees to partners in management.
Revolution: Typically the largest Company present in
Each month, your company pursues either Funds or a settlement will act as Government. However, the
Growth. current rulers can be overthrown, outvoted or
otherwise deposed, even by smaller Companies.
Funds: You gather money this month, gaining 1s for
each of your Members to go into your personal funds. Large Battles: Large groups of combatants should be
combined as a unit. A Unit fights as one and adds 1 to
Growth: Your numbers increase by half. Even the Damage rolls for how many times they outnumber
largest Companies can gain a maximum of 1,000 new their opponents, to a maximum of +3.
members a month this way. For example, a unit of 200 cavemen fighting 100
pikemen outnumber them 2-to-1, so add 2 to their
Damage. If a unit outnumbers their opponents by less
than 2-to-1 they add 1 to Damage.
A unit taking Critical Damage takes casualties equal to
the number of attackers. Attacks causing 2d6 damage
or more cause a casualty for each point of Critical
Damage they cause. For example, a unit of ten cannons
causing 8 Critical Damage results in 80 casualties.

Sieges and Ships: Structures and vessels can only be


harmed by attacks causing 2d6 damage or more.
Vessels have a DEX score, their ability to manoeuvre.
They may pass a DEX Save to avoid destruction at 0hp.
Infantry in fortifications have Armour 2.

Field Cannon (2g): 2d6 damage.


Siege Cannon (5g): 3d6 damage.
City House (10g): 10hp, Armour 1.
The Black Hands Club – Revolutionary Group Factory (100g): 14hp, Armour 1.
Leader: Yuren Spinner, Master Activist. City Wall: 10hp, Armour 3.
500 Members Coastal Fort (200g): 15hp, Armour 3.
50 Revolutionaries: 7hp, Muskets (1d6+1), Swords (1d6) Rowboat (50s) DEX 10, 4hp.
150 Rebel Workers: 3hp, Polearms (1d6+1) Barge (1g): DEX 5, 7hp.
Cutter (200g): DEX 14, 8hp, 100 crew,
Royal Court of Rosevine – Deposed Rulers 10 Cannons (2d6).
Leader: Queen Essa IX, Master Aristocrat. Galleon (300g): DEX 10, 10hp, Armour 1, 200 crew,
5,000 Members 12 Swivel-Guns (1d6+2).
250 Royal Guard: 10hp, Horse, Armour, Axes (1d6+1) Warship (800g): DEX 8, 15hp, Armour 2, 500 crew,
200 Pikemen: 7hp, Pikes (1d6+1) 50 Cannons (2d6).
4,000 Gunmen: 3hp, Muskets (1d6+1) Flagship (1,500g): DEX 8, 20hp, Armour 2, 800 crew,
200 Light Cavalry: 7hp, Horse, Pistol Braces (1d6+1) 100 Heavy Cannons (2d6+1).
Prototype Ironclad (5,000g): DEX 7, 16hp, Armour 3,
50 Cannons (2d6).
Cart (30s): DEX 12, 4hp.
Wagon (1g): DEX 8, 7hp.
Running the Game - What the Referee
needs to know.

Knowing when to Roll: When a player describes


what they want their character to do you generally
have three options.
1) It’s something the character can do safely.
2) It’s not possible. Suggest a different approach.
3) It might be possible but there’s a risk. Roll dice.

A Note on Risk
A game should have surprises, but players should feel
that their decisions are driving the game. As such, the
Referee should ensure that players know the risks they
are taking with their actions.
If the players engage in combat, they risk death. If they
hack down a door with axes, they risk alerting
enemies. Assessing the risk against the possible reward
is a vital part of the game. The players should always How Much Damage?
have what they need to make an informed choice. Damage from falling rocks, explosions and other
sources outside of normal combat is typically between
Understanding Ability Scores 1d6 and 3d6. Consider how it would affect an average
3: Human minimum, severely limited in this area. person. A fall that is quite likely to injure an
10: An average human. inexperienced character might cause 1d6 damage but a
15: Excellent human ability. huge rock that would crush most might do 3d6. Poison
20: The most exceptional beings imaginable. will usually cause Ability Score loss and effects like
Blindness cause a penalty to damage rolls.
Understanding Saves
Saves only occur as the result of an action or choice. Unusual Attacks: Manoeuvres such as pushing
They're an attempt to avoid something bad, be it opponents into pits, grappling or disarming them
getting lost or a gruesome death. generally give a Save to whoever is at risk.

STR Save: Avoiding harm through exerting physical Turn Length


force or withstanding strain on your body. A turn is generally long enough for a character to
DEX Save: Avoiding harm through quick reactions, move and carry out a single action. Characters may
precision and grace. carry out other minor actions instead of moving, such
WIL Save: Avoiding harm through mental focus, as switching weapons. Turns are an abstract concept,
confidence and control over Arcana. and the real-time length of a turn is not important.

Luck Rolls: Sometimes you’ll want an element of The Core of Good Refereeing: A good Referee gives
randomness without rolling a Save, particularly in the players interesting choices to make and ensures
situations dictated by luck or those that fall outside of that these choices have a meaningful impact on the
the three Ability Scores. For these situations roll a d6. current situation and progress of the game.
A high roll favours the players, and a low roll means
bad luck for the players. The Referee will decide what a
specific result means for the situation at hand.
Arcana in your Game Treasure and Riches

Breaking the Rules Different types of treasure, from gems to artwork to


Not all Arcana function as those given to new functional items, will have a certain value. Traders will
characters. Arcana can do anything and are not subject try to haggle this price or, in the case of expensive
to limitations. items, may not be able to afford it at all.

Side Effects Money


As well as their Power, an Arcanum may display All coins are valued against the Silver-Standard
various side effects. This could include emitting a Shilling (s). One Shilling is the amount a typical
constant glow, requiring daylight, or possessing its factory worker earns in a day.
own intelligence and communicating psychically.
There are a huge variety of coins that are valued
Big Arcana against the Shilling, with two being especially
Not every Arcanum is as portable as a wand or locket. common.
Many more closely resemble furnishings or structures.
Copper Pennies (p) are worth a hundredth of a
Example: Utopian Gate Shilling. Ten pennies buy you a cheap drink in a bad
This metal structure acts as a portal to another world, tavern.
if someone spends an hour carrying out the required
ritual. Closing the portal requires a WIL Save or the Gold Guilders (g) are worth one-hundred Shillings.
character loses 2d6 WIL and the portal remains open. One Guilder will get you a good horse, a wagon or a
Passage to and from the other world is instant and valuable piece of jewellery.
unrestricted.
Bank Notes are a relatively recent innovation and are
Disposable Arcana used for large business transactions. Notes range from
An Arcanum may take a disposable form, such as ten Guilders to one-thousand.
something that must be consumed or an item that
disappears after one or more uses. Other than
disappearing after use it will function as a normal
Arcanum.

Example: Five Demon Ball


Shattering this orb activates the Beast from Beyond
Power, but five beasts are summoned, instead of just
one. If all five beasts are killed the ball reforms at the
corpse of the last to be killed.

Arcana Weapons
Some Arcana function as a weapon alongside
containing their Power. They may still function quite
differently to a normal weapon of their type.

Example: Blue-Iron Deathgun


This heavy gun (+2 damage, cannot move and fire)
fires a beam of whistling blue light in place of a shot.
The gun ignores armour, contains the Power
Miniature and anyone taking Critical Damage from the
gun is turned into a charred skeleton.
Obstacles, Tricks and Hazards

Spotting Hazards
As a general rule the presence of a trap or other hazard
will always be noticed by characters unless they are
running, visually impaired or distracted. After this the
characters may be harmed through further inaction or
lack of caution. The players should consider creative
ways of getting around a hazard or disarming it
completely. Risky methods may call for a Save or Luck
Roll. Rusty old traps may only trigger on a low Luck
roll, even if the characters stumble right into them.

Locked Doors
Typically a locked door can be picked by someone with
a lockpick, given some time. No Save is required unless
there is a risk of triggering a trap, alerting foes or
running out of time. Attempts to use lockpicks and
other equipment quickly under pressure generally
require a DEX Save and may include having to light a
torch while under attack or tying a rope before a friend
Swinging Blade Trap
plummets to their death.
Eternally swinging over a corridor in a sequence. Can
Breaking down a door can similarly be completed
be blocked only by very strong metal pole or other
without a Save, unless there are risks or pressure,
such objects.
which may require a STR Save. However, breaking
Passing through without disabling causes 2d6 Damage.
down a door always causes lots of noise and can take a
long time. Old doors may stick or swing shut on a bad
Grasping Vines
Luck Roll.
Triggered on nearing strange-looking vines.
Take 1d6 damage each turn until you break free. STR
Wandering Encounters
Save to break free each turn, otherwise you are
It’s important to note that anything mobile in an
immobile. Highly flammable.
expedition site is unlikely to remain in one place all
the time. As such, the Referee should consider having
Trapping Pit
a chance of the party encountering someone or
False floor is clearly visible unless the character is
something. Making loud noises will increase or
distracted, sprinting or vision is impaired. Stepping
decrease the chance of this happening, depending on
onto the floor forces a DEX Save to avoid falling in.
the nature of the beings nearby.
The fall causes 1d6 damage and a metal cage slams
shut around victim. An alarm alerts the keepers of the
Stupefying Poison Trap
trap.
Dart pipe is visible at base of chest. Triggered by
opening the chest without taking appropriate
Death Pit
precautions. Broken darts litter the floor of this room.
As the Trapping Pit, but the long plummet onto metal
DEX Save or 2d6 DEX loss.
spikes causes 3d6 STR damage to anyone falling in.

Balancing Ledge
Traitor’s Circle
Must be crossed to reach whatever lies on the other
Triggered by entering the circle marked with a symbol
side. Can be done quite safely without pressure, but
depicting a dagger being thrust into a heart.
when having to run or under attack make a DEX Save
WIL Save or immediately attack your closest ally,
or fall to the lower level, taking 1d6 damage and
continuing until knocked unconscious. If you pass the
requiring a rope to climb back up.
Save you are thrown out of the circle.
The lower level contains crocodiles (STR 13, DEX 5,
WIL 5, 5HP, 1d6+1 damage).
Monsters Armour: Armoured humanoids or large beasts will
have Armour 1. Large, armoured beasts and giant
creatures have Armour 2. Only the largest, toughest
Monsters are, by their very nature, different to people
monsters have Armour 3. Unusual creatures may be
and animals. As such they often have special abilities
immune to certain attacks, but have at least one
outside of their Ability Scores. An expedition site
weakness.
should contain mostly unique monsters but some
examples are given in this section.
Damage: Most monsters will cause 1d6 damage if
nothing is mentioned. Some will Attack for extra
damage, up to a maximum of 3d6.

Ability Score Loss and Death Attacks: Particularly


deadly creatures may reduce the target’s Ability Score
if they cannot make a Save, often resulting in a
horrible fate if the score is reduced to zero.

A Note on Ability Scores: When assigning Ability


Scores 20 is the maximum. A huge monster may look
like it should have a STR of 30 or more. Instead, they
should have their size represented by attacking for
more damage and having a high Armour score.

Hitpoints: Most creatures will have between 1d6 and


5d6hp. Remember that Hitpoints are not purely the
ability to absorb physical damage but also the
monster's cunning and skill in avoiding harm

Killing Monsters: Monsters are treated exactly the


same as characters other than noted exceptions.

Arcana: While some monsters may use Arcana, some


will be able to use Powers without an Arcanum.
Monsters do not need to follow the rules.
Example Monsters Beckoning Shadow
STR 10, DEX 17, WIL 13, 6hp.
The Referee should use these examples as guidance for Must stick to a surface, as a normal shadow, but can
creating their monsters. pass from one side of a surface to another. Will try and
lure targets to touch it. Upon touching the shadow the
Dust Hag victim loses 1d6 WIL each turn. Escaping the Shadow's
STR 8, DEX 13, WIL 11, 13hp. grip requires a WIL Save or repelling the Shadow.
Incredibly paranoid, will try to make a deal with Immune to normal attacks. Can only manipulate
strangers to gain what she can and protect herself. objects touching the surface. The shadow is repelled
Attacks with claws. Able to turn to dust at will, she and eventually destroyed by light.
ignores physical attacks, but this defence is bypassed
by any attacks linked to water. Splashing water will Strange Hunter
cause 1d6 damage and submersion will cause 3d6. STR 13, DEX 13, WIL 12, 14hp, Armour 1.
Conjures a veil of dust around her when in danger, Speaks only a bizarre language and hunts the most
momentarily blinding all who fail a DEX Save . impressive-looking prey it can find.
Glass Staff (1d6) Arcanum contains Dust Shroud. His shoulder mounts a beam-gun (2d6, disintegration
Eyeball Necklace Arcanum contains The Eye. on Critical Damage) and he carries an exotic, curved
Dust Shroud: Grey dust starts to envelop the target. blade (1d6+1).
At the start of their turn they must pass a WIL Save or
lose 1d6 WIL. This is repeated each turn until the Thing of Glowing Smoke
target passes their Save. STR 14, DEX 10, WIL 15, 10hp
The Eye: Conjures a floating eye that you can direct Immune to normal attacks and any fire-based damage
and see through. Destroying the eye causes the wielder is thrown back at a target of the Thing's choice. The
of the eye 1d6 damage, ignoring armour. thing can be repelled by wind or cold-based means.
Anyone engaging the thing in melee takes 1d6 damage
at the end of their turn from the heat alone.
Once per hour it can belch smoke to fill a large room.
All attacks into the smoke, except those made by the
thing, suffer -2 to damage.

Ebon Crawler
STR 12, DEX 18, WIL 7, 6hp.
Attacks with claws (1d6+1). Climbs walls and ceilings
effortlessly. Anyone incapacitated or killed is pinned
down as the Crawler dislocates its joints and starts to
climb into the victim's mouth. On the Crawler's next
turn it enters the victim's body, killing them, and
enters a month-long hibernation state.

Dead Echo
STR 10, DEX 8, WIL 8, 12hp.
A character is implanted with a Dead Echo if they kill
Abyssal Turtle with one of the cursed black guns currently secured in
STR 19, DEX 6, WIL 6, 20hp, Armour 3 Bastion's Vaults. The echo is always lurking invisibly
Usually content to avoid anything man-sized in search inches away but only materialises and attacks (1d6) in
of larger prey, but relentless when threatened. complete darkness or when the character is looking at
Attacks with its jaws (2d6). Anyone taking Critical their reflection. The echo resembles a mutilated copy
Damage is swallowed whole, losing 1d6 points of STR of the victim. When light is restored or the victim
each round through digestion until they are pulled or looks away from their reflection the echo disappears.
cut out. Breathes Steam in a 20ft cone once per hour
for 1d6+2 Damage.
The Odd World Beyond Bastion

The Free States Deep Country


These many states of the northern continent have With so much of the populace driven to cities,
been united for over a century. Despite the treaty, stretches of the countryside have been completely
states remain on the edge of war. abandoned. Those that choose a rural life are often
fiercely dismissive of city dwellers. Beyond the fields
Bastion – Hub of Mankind and villages are ghost towns, ancient ruins and
With nearly a million citizens, Bastion is the self- overgrown woods haunted by rumour.
proclaimed capital of the Free States.
The Lesser Cities
Its skies are black with smoke and its streets bustling Bastion is by no means the only industrial city in the
with residents from every corner of the world. Canals Free States. Each State is built around a Capital and
feed the city with trade from every direction and vast lays claim to the lands surrounding it. Dialects,
factories produce mass goods and new prototypes. fashions and customs vary hugely, and each has its
own attitudes to modern innovations and the Astrals.
The city sits on a network of tunnels and vaults that
hold devices and beings of great power. Their contents
are only known and accessed by the ministers that lead
the nation's parliament. New ideas and enterprises
flourish along with frequent and bloody revolutions.

The Union of Man have flooded Bastion's streets with


blood in their search for Astral imposters. They claim
shape-shifting beings occupy nearly every point of
power in the city. Meanwhile, countless sects of astral
worshippers have vastly different beliefs and agendas,
rarely coexisting peacefully.

Beyond the Free States

The Golden Lands


Dotted amongst the feral tribes of the Southern
continent are bizarre ruins filled with riches and
unnatural landscapes, twisted by Astral influence.
These lands are barely mapped and seem to stretch on
forever with increasingly alien natives and
surroundings.

The Polar Ocean


The great Polar Ocean stretches as far North as anyone
has ventured. Few return and each brings a different
story. Some talk of a shining paradise and some of a
passage to the stars themselves. The mysteries of this
Ocean continue to draw explorers to their death.
Expedition to the Iron Coral 2: The Red Room
The walls in here are a deep red coral. There are a few
Stop reading if you intend on playing in these coins (worth 2s) and buckles on the ground. Anyone
sites! spending a few moments in here starts to feel faint.
Staying after this will require a WIL Save to avoid
passing out. Anyone left in contact with the floor is
Under The Iron Coral
digested in their sleep over an hour by the red coral.
Even metal will be digested after a few days. After a
The Iron Coral is a recent addition to the coastal waters
few hours the red coral will grow over the entrance to
of Hopesend, a scum-filled fishing town in North
this room again.
Bastion Country. The colourful residents of the town
have seen its jagged, metallic form grow out of the
3: Escape Route
sparkling ocean over no more than a month. Gaping
This tunnel is just wide enough to crawl through but is
holes beckon from its sponge-like shell and the few men
incredibly jagged and rough inside, with a cluster of
to explore inside have not returned. Naturally, this has
Spike Molluscs (1d6 damage) troubling the first person
led to rumours of mysterious powers lurking within the
to enter, after which they will close up. A half-hour
coral's caves.
crawl leads to a cellar in town. Part of the tunnel is
flooded.
0: On the Coral
Waves lap over the shards of metallic coral that crop
4: Observation Room
out of the frothy sea. The opening in the coral is easy
The transparent coral of this cave shows off an
to find and a dangerous climb down leads to 1. Fish are
undersea view of the Iron Coral. At this depth there
floating unconscious around the coral.
are spots of colour and exotic sea life. Large worm-like
creatures suck at the glass, moving to any part of the
1: The Pit
glass the characters touch. There is a dead husk here.
The sound of the ocean echoes strangely through the
Door to 6, corridor to 7.
coral walls. Those looking closely can see tints of red
pigment on the east side. This Coral is softer and can
be hacked through to provide passage to 2. There is a
narrow 20ft chute leading down to 4, a crawlway to 5
and a strange foam blocking the way to 13. There are
sea-cucumbers slowly writhing against the ground.
5: The Stash 11: The Source
This room contains empty boxes made from incredibly This stone chamber has a metal pipe at its centre,
thin wood. There are some crumbs of a jerky-like food sticking up from the ground. It seems to be the source
at the bottom and clear signs that the boxes have been of the foam filling this room and those nearby. A grate
tampered with. A heavy stone box holds six glass jars in the ceiling babbles out an incomprehensible
of tiny green and blue gems. Each jar will sell for 30s language. Doors lead to 10 and 28.
but the gems are impossible to collect by hand,
appearing to ignore any friction. A secret door can be 12: Toad Room
found by inspecting the south wall closely. A fat, lobster-like creature sits in the corner of this
cave. It looks weighed down and cannot move. It is full
6: Vent of sparkling blue dust that is worth 50s if sold. It
A tiny , sloped tunnel leading up from 4 to 5. Far too makes hand gestures but does not speak. Will
small for a person to fit through. understand common and attempt to help. Doors lead
to 10 and 28.
7: Signs of Life
This room’s walls are coated in a yellow slime, which 13: Foam Room
twitches on occasion. It is harmless but is being This salty foam is harmless, smelling strongly of the
feasted upon by a creature resembling two sucker-like sea. Pushing through it leads to 11.
feet supporting a glistening black sphere. This is a
Juncala and will use its Telepathic Scream if anyone 14: The Sentry
interferes with it or the slime. Stairs lead to 14. A 10ft glass dome sits on the floor, filled with swaying
Juncala STR 5, DEX 4, WIL 4, 2HP. Does not attack water. The water sways towards characters that are
normally. near. Breaks on any contact, unleashing a huge worm
Telepathic Scream: One target, WIL Save or lose 1d6 bursting in as water floods the room. The worm cannot
WIL and bleed from ears. Anyone reduced to WIL 0 by fully enter the room, keeping its back half in the water
this attack has their head explode. and not pursuing fleeing opponents.
A secret door leads to 15, opened by using any
8: Misshapen Room Arcanum on a wall marked with an Astral symbol. A
This metallic room appears to have been beaten out of sealed door can be smashed open to lead to an chute.
shape, with a very uneven floor and walls. The ground This leads to an underwater cave where the water is
is covered in a fine powder of bone. held at bay by an invisible field. From here the
Joins onto 18, door to 9 and secret door to 5 for anyone characters can swim to the surface but risk the
who inspects the wall. attention of an Abyssal Turtle.

9: Shaft to Nowhere Huge Worm STR 17, DEX 5, WIL 5, 15HP, Armour 2.
This shaft leads through a valve to the abyss of the Anyone taking Critical Damage is swallowed whole,
ocean, killing anyone who is thrown down. Interfering losing 1d6 points of STR each round through digestion
with the Shaft too long will cause a Crawling Creaker until they are pulled or cut out.
to come up and investigate.
15: The Colony
Crawling Creaker STR 10, DEX 14, WIL 8, 8HP. A huge room with a strange braid pattern carved
Carries a joint-stiffening poison. Anyone taking across its walls and ceiling. Lining its walls and corners
Critical Damage loses 1d6 DEX. lined with 12 feeble-looking,pale, boneless humanoids
Staircase leads to a passageway blocked by overgrown with empty white eyes, Husks. They are huddled
red coral. Carving it away leads to 27. around six sacks of silver balls, each worth 2g. Will
only fight to defend the balls, clawing feebly. Anyone
10: Drying Room carrying one of the bags of balls must pass a WIL Save
There are several metal cages in this room, all of them or find themselves unable to leave this chamber. They
empty. If they are interfered with there is a whistle for can be forced out but if left they will slowly decay into
a few seconds before the room is blasted with heat. 1d6 a Husk.
damage, repeated until the character leaves the room.
Husk STR 4, DEX 6, WIL 2, 1HP, claws (1d6-1).
16: Death Hand Store Wandering Encounters
Contains the Death Hand. An Arcanum containing
Wither. A character that is killed while carrying this
1: A scrawny man and sickly boy scrounging for
Arcanum lives on as a glowing ghost.
treasure.
2: A floating “glitter cloud” that will summon the
17: Life Hand Store
glittering being if anyone uses an Arcanum.
Contains the Life Hand. An Arcanum containing Dire
3: A sudden rush of hot air.
Beasts.
4: Sprayer Thing.
5: A lone, starving husk.
18: Glittering Air
6: A juncala.
The air in here faintly glitters. Anyone using an
7: Coral Climber
Arcanum will cause a Glittering Being to materialise
8: Slug crate
and attack. It will not pursue further than this room.
9: 1d6 Murky Water Missiles (1d6 damage each,
continuing every round until washed off with water)
Glittering Being STR 16, DEX 10, WIL 15. 12HP. 1d6+1
10: Lost fisherman, STR 12, DEX 8, WIL 8, 1d6-1hp,
damage in melee from freezing cold, ignoring armour.
Hand Weapon.
Immune to normal weapons. Upon causing Critical
Damage the being opens its maw and the target loses
Slug Crate
1d6 WIL, causing disintegration on death.
STR 8, DEX 1, WIL 5, 4HP
Joins with 8. Doors lead to 16 and 17, marked with
A huge metal box crawling on a single sluglike foot.
Astral signs for Death and Life respectively.
Cannot attack normally. If damaged the crate will whir
before launching the lightbeam disc for 2d6 Damage.
27: Behind the Jaws
Carving further into this room starts to cause loud
Coral Climber
roars of pain and the coral starts to bleed. Eventually it
STR 6, DEX 14, WIL 4, 2HP.
becomes too tough to cut through but the creature
Small, brittle-bodied human. Attacks with a dagger.
facing 28 will be dead. Its gut contains a suit of chain
Will follow and try to get off an annoying dust cloud
armour, a dagger, a longsword and 50s worth of gems.
before fleeing.
Dust Cloud: DEX Save or subtract 1 from attacks until
28: Jaw Trap
eyes are washed. Use once per hour.
One wall of this room is covered in red coral, with a
large, rocky outcrop. Close inspection will show it is
Sprayer Thing
breathing. Getting too close will cause the jaws to snap
STR 6, DEX 8, WIL 5, 2HP
forward (1d6+2).
Squat, four legged creature with a toad-like body and
vast, round, gaping mouth that also functions as a
Jaw Beast (STR 14, DEX 1, WIL 5, Armour 1, 12HP)
sensory organ.
Immobile. Jaws (1d6+2).
Blasts a cloud of barbs. DEX Save to avoid getting
Its gut contains a full suit of armour, a dagger, a
barbs stuck into face. Will hurt but fall harmlessly out
longsword and 20s worth of gems.
of any other body part. After a few minutes they
submerge underneath facial skin. A wriggling
sensation continues for a few moments. Face starts to
scab over, looking quite hideous. Healed by a Full Rest.
The Road to Hopesend and the Fallen 3 - Wooden Walkway
Marsh. Leads over a rushing underground river. Two people’s
weight will break it, forcing a DEX Save to avoid falling
into the water (1d6 damage per round until rescued or
A river connects the site of the Iron Coral (West) to
passing a DEX Save).
the port of Hopesend (East). The marsh to the South
of the river is the source of folk tales and rumour.
4 - Rope Tunnel
A narrow tunnel with a thick rope hanging out of it.
A soggy place with hazardous fog and hideous odour.
Pulling it will reveal the other end is bloody. The
Each year the land sinks deeper and has become
tunnel is a dead end besides some old cow bones.
overgrown with thick vegetation. Even the local wildlife
has grown less desirable.

1 - Steps 5 - Underground Stash


Damp, slippery steps lead down some 20 feet. At the A hidden chute leads down into a tiny hideout
base there is 5ft cube cell with crude self portraits containing boxes of dried meat, hard bread and some
carved on the wall. empty liquor bottles.

2 - Columns 6 - Riverside Walk


At waist-height some pillars have holes you can reach Wooden planks form a walkway along the south side
into. There are polished shells giving off a faint sparkle of the river.
in some of these. Grabbing them triggers metal jaws
for 2d6 damage.
7 - Lilly Pad Pond 15 - Warrior Statue
The bottom of this pond contains a bag of personal An eroded statue of a warrior wielding an axe and
belongings worth 20s including a mirror, shoes and a shield. The carving underneath says “Felen the
hairbrush and weighed down with rocks. Bugs will Dunmen’s Scourge”. Locals will know this warrior was
swarm onto anyone not carrying a torch. This causes -1 known for killing off the savage locals some decades
to Damage through distraction. ago.

8 - Rock Pile 16 - Hunter’s Hideout


A pile of rocks stacked high. Pulling them down A well-built treehouse looks down over the woods.
reveals a large animal skin sealed with wax and stuffed 25% chance of a pair of hunters being present.
with dozens of seabirds. They smell foul. Heading STR 11, DEX 13, WIL 9, 4HP. Muskets, daggers.
further away from the river leads to 10.
17 - Meat Trap
9 - Sinking Shack A hung piece of meat dotted with shiny shells. Pulling
A house half-sunk into the marsh. Mundane items on the rope will trigger two swinging logs (2d6) that
found inside. are clearly visible in advance.

10 - Golden Orchard 18 - Leviathan Corpse


A clearing thick with golden flowers. A blanket and The corpse of a huge fish lies rotting on the ground.
empty box has been left in the middle of the clearing. Has attracted flies and centipedes.
Harmless insects buzz around.

11 - Watering Hole
Two random encounters here, interacting with each
other. The water faintly hums. At the very bottom of
the deep waterhole the Iron Coral is starting to grow.

12 - Ruined Square
The remains of a stone-paved square and well. There
are 2d6s of coins at the bottom of the well.

13 - Hoarding Cave
Crawling with centipedes. The cave leads into the
hoard containing piles of furniture, household items,
skeletal corpses and some jewellery worth 2g. 4-in-6
chance it is being guarded by a pair of ape-men. They
will defend their hoard but flee when badly hurt. They
will continue to harass anyone that steals from them.

Swamp Ape-Man: STR 14, DEX 12, WIL 6, 8hp. Equal


chance of approaching with curiosity or hostility.
Communicates with a form of sign language and can
use simple tools.

14 - Body Pit
A mass grave has become partially revealed here.
Rotten wooden boards are marked with dozens of
names. The bodies are heavily decomposed.
19 - Dark Cave 21 - Research Lab
First room: A wide natural cave with a low-ceiling and A partially submerged stone building containing a
columns obscuring view. 1d6 poisonous centipedes will cramped lab. Oil burners, flasks, vials of deadly
try to sneak attack anyone that enters. Others are centipede poison (Critical Damage causes 1d6 STR
hiding in holes. Crawlspace leads to next room. loss).
Centipede (STR 3, DEX 10, WIL 4, 1hp. Critical
Damage causes 1d6 STR loss) 22 - Steamy Pond
A very shallow pond that can be walked through.
Second Room: Natural coral cave with some loose Warm to the touch and giving off steam.
floor. Some dead clams on the ground. First person
passing through must pass a DEX Save or break 23 - Cliffside Climb
through the ground, causing water to rush in. A field A good place to get a view of the marsh. Seabirds have
of glittering air will stop it ascending too high. Leads abandoned nests here.
to Passageway.
24 - Thick Wood
Passageway branches into three. High path leading to Trees eventually thin to reveal...
the pool room, shaft down to the Anemone Room and
carved corridor to the Wheel Room. Mother Anemone
STR 10, DEX 3, WIL 20, 20hp.
Pool Room: A carved room that ends in an Can attack up to four targets with tendrils (1d6).
underground pool, Light will disturb two Darkthings. Anyone taking Critical Damage is pulled in and
paralysed until freed (helper must pass a STR Save to
Darkthing (STR 14, DEX 10, WIL 6, 12hp) Bear-sized avoid being pulled in themselves). Anyone left for an
floating creature, cloaked in unnatural black smoke. hour is released as a drone. Has 2d6 drones at her
No visible detail other than fleshy bubbles and lashing disposal.
tendrils for 1d6 Damage. The smoke around them
fades when they are killed. Their corpses will also
contain a thick chain each wears around their body.
Trying to pick this up is painful, as they are intensely
cold. May be safely picked up with leather or other
thick material but over time will cause the material to
stiffen and crack. Causes 1d6 damage per turn of
exposure to skin. Anyone who is knocked unconscious
from this damage becomes a Darkthing.

Wheel Room: Carved room with a huge wheel in the


centre. Turning it is quite impossible. Using an
Arcanum causes it to start to spin and ascend. This
reveals a container at the base of the wheel containing
a carved sheet of metal that glows in response to a
touch. This is an Arcanum containing Delay Poison
(Touched target immune to poison for the rest of the
day).

Anemone Room: Immense natural chamber filled


with clear Anemones. 1d6 drones attack on sight.
STR 8, DEX 7, WIL 15, 2HP. Club (1d6), 3d6s.

20 - Deadly Fruit
Several trees here bear fruit. Although not deadly they
taste foul and birds will squawk as you pick them.
Random Encounters 10: Could have sworn you saw something just then... I
guess not.
1: Twisted Hulk. STR 16, DEX 10, WIL 10. 14hp. 1d6+2 11: Towering Metal Man. STR 18, DEX 5, WIL 15, 18hp.
Club. Nearly human, relatively peaceful, afraid of fire. Armour 3, Stomps (2d6) or fires Deathray (2d6). Astral
2: Rabid Dog. STR 8, DEX 14, WIL 5, 2hp. Blob piloting inside.
3: Lost fisherman, STR 12, DEX 8, WIL 9, 5hp. Spear. 12: Investigator STR 7, DEX 12, WIL 11, 6hp, Pistol
4: Ape-Man: STR 13, DEX 14, WIL 6, 8hp. Equal chance (1d6), Dagger (1d6). Looking for weird things.
of approaching with curiosity or hostility. 13: The Buzzard STR 9, DEX 14, WIL 12, 7hp, musket
Communicates with a form of sign language and can (1d6+1) complete scumbag, will follow at a distance to
use simple tools. scavenge.
5: Anemone Drone, STR 8, DEX 7, WIL 15, 2hp. 14: Swarmface STR 3, DEX 3, WIL 14, 6hp, ignore non-
Brainwashed human. Hand Weapon, 1d6s. area-effect attacks. Talks in gibberish buzztongue. Will
6: Two idiots ineffectively hunting monsters with a point in the right direction if asked.
large piece of meat as bait. WIL 8, 4hp. Muskets, 15: Shifting ground. STR Save to climb out or 1d6
daggers. damage each fail.
7: Ground splitting open to reveal growing red coral. 16: Pillar of red coral rising out of the ground.
8: Lost, angry man and family. STR 10, DEX 7, WIL 9, 17: Chunks of red coral blasting skyward.
4hp, Longaxe (1d6+1). 18: 7 Looters STR 10, DEX 12, WIL 7, 4hp, Armour 1,
9: Lost horse. STR 10, DEX 7, WIL 8, 6hp. Clubs (1d6), Shield Armour. Will try to rob anyone, but
flee at the first sign of danger.
19: Metal Man Hand. STR 16, DEX 7, WIL 15, 10hp,
Armour 3, 2d6 Damage.
20: Astral Blob STR 4, DEX 4, WIL 20, 13hp, Armour 1.
Shuffles around looking for the metal man, which it
should be co-piloting. May activate Arcana remotely.
Hopesend – Last Port of the North People
800 Members.
40 Guards: 7hp, STR 12, 1d6+1 Muskets, 1d6 Swords. Joy – Bawdy Landlady
100 Militia: 3hp, 1d6+1 Pole-arms. STR 9, DEX 8, WIL 12, 8HP.
High Wall: 8hp, Armour 2. Dagger (1d6), 10s.
Loves the noise and bustle of a full tavern. Hates being
Bastion lies one-hundred Miles South.
alone since she believed she was abducted by glowing
Tunn, a port city, lies fifteen miles East. creatures. Only goes into detail when drunk.

Places Foxton – Port Overseer


STR 9, DEX 10, WIL 7, 7HP.
The Frontwalk
Fine Clothes, Ceremonial Mace (1d6), Hound, 3g.
A row of shops facing out to sea. Your typical grocer, Monitors all traffic in and out of the port. Is lazy and
carpenter, armourer, tailor etc. The back of the shops easily mislead by fast talkers. Everyone knows he's
are houses for the traders. incompetent and there are regular calls for him to be
replaced.
The Pickled Goose Tavern and Boardhouse
Provides drink, food and beds. Gambling with dice has Palro – Militia Captain
STR 10, DEX 9, WIL 6, 15HP, Armour 1.
become extremely popular and encouraged by the
Sabre (1d6+1), Pistol (1d6), Modern Armour, 10s.
Landlady, Joy. Eyepatch and wooden leg. Talks of man-apes in the
marsh and his near-death at their hands. Leads a guard
The Docks of 30 men in protecting the town and training militia.
In dire need of repair. The occasional ship's captain
will be bellowing out requests for new crew to voyage Dobler – Wandering Carpenter
STR 11, DEX 7, WIL 15, 12HP.
into the Polar Ocean.
Carpentry Tools, Duelling Pistol (1d6+1), 50s.
Usually found drinking and telling stories about Polar
Red Cross Tradehouse expeditions he's served on.
Here Foxwater oversees all trade going in and out of
Hopesend. Fantastic Yar – Wrestler and Acrobat
STR 14, DEX 18, WIL 10, 7HP.
The Sipping Hole Staff (1d6+1), Ridiculous Outfit, Parrot, 2s.
No more than a hole in the wall selling small cups of Unnaturally agile and slightly psychic (when she
passes a WIL Save). Trying to get enough money to
rum. Frequented by passing sailors more than locals.
travel to a big city.

Backstreets Turkin – Street Thief


The poorly lit streets that lead from the seafront to STR 13, DEX 9, WIL 7, 4HP.
most peoples' homes. Militia patrol irregularly at night Pistol (1d6), Club (1d6), Caltrops, Fire Oil, 2s.
with lanterns. Comes out at night to rob travellers.

Kate – Reclusive Artist


Random Happenings and Rumours STR 6, DEX 12, WIL 5, 2HP.
1: A huge wave washed over the town with little Artist Tools, Locket Arcanum, 10s.
damage, but leading to rumours of the sea-witch Locket Arcanum containing The Madness.
returning. Paints the night sky and secretly believes she is
receiving prophecies from the stars. Is unaware of the
2: Palro thinks Foxton is letting too many criminals
power of her locket, but senses something about it.
into port and is calling for his replacement.
3: Monks have travelled from far south, claiming their Capper - Armourer
abbey was overrun by shadows. STR 16, DEX 10, WIL 13, 11HP, Armour 1.
4: An engineer, has brought a shipment of Cutlass (1d6+1), Modern Armour, 50s.
experimental guns into port. Detests Palro, but begrudgingly supplies him with
5: Ape men from the woods are rumoured to have arms. Has a young apprentice, Pigott, that claims to
stolen a group of children away from the town. have seen a metal giant roaming the marshes.
6: Joy has come down with severe illness and the
Pickled Goose has become lawless.

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