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