Mythic Magazine Volume 44
Mythic Magazine Volume 44
Mythic Magazine Volume 44
THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES
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COVER ART 78
It’s been quite a few moons since Mythic Magazine has ventured
into the realms of solo adventure modules. The last full adventure
was in issue #22 with “Journey To The The Isle Of Kitra”, a sandbox
style setting.
Issue #11 kicked off the idea of solo adventure modules with
“The Secret Of Tockley Manor”. Issue #29 offered a pair of smaller
adventures with “Swords & Towers”.
This issue brings “The Crypts Of Kozen Crest”, a solo adventure
inspired by classic fantasy dungeon crawls.
With each solo adventure, I like to try something a little different.
Tockley was a “standard” adventure where you set upon a quest to
complete. Kitra was a sandbox, full of detail and content to be fashioned into a wide variety
of adventures. With Kozen Crest, I’m hoping to capture a dungeon crawl feeling in a solo
roleplaying framework.
Gear up, sharpen your swords, and pack your torches, because it’s time to enter the
darkness and hopefully return with bags of treasure and tales to be told!
Soldiers
Hunted by the soldiers of a local king Escape from
for a crime you did not commit, you Forest critters
1-15 soldiers
have fled deep into the wilderness Settlements
and become hopelessly lost. Find safety
Travelers from Kozen Crest
Forest critters
Wherever you were, you got ahold
of a magic object that instantly Settlements
61-70 Find safety
transported you to the forest of the The magic object
Kozen Mountains. You are now lost.
Travelers from Kozen Crest
EXPECTED SCENE 1
EXPECTED SCENE
MEANING TO DISCOVER
Arrival The Crypts Of Kozen Crest can begin in a number of ways, from
The goal of Part 1 is to make your way to Kozen following the directions of a highly suspect map to fleeing from
soldiers hunting you. Use the Context you begin with to build a
Crest Village. Once your PC makes it there, you unique adventure that is all your own. The early Scenes are about
can establish a look and feel for the place by rolling what comes before the dungeon delve. While the dungeon is the
on Meaning Tables such as City Descriptors. The star of the show, the earlier Scenes build atmosphere and story,
giving meaning to the exploration to come.
Actions Meaning Table can be used to interpret any CONTEXT & NOTES
activity that is going on if you wish.
In the first Scene you arrive (Expected Scene See “Arrival” on page 8 for information.
3) you should get a sense of what Kozen Crest is
like. This adventure is about the dungeon, not
the village, so a detailed Region sheet isn’t used impressions of the village, Scene 4 is about
for Kozen Crest Village itself. Instead, use Fate exploring it. Use Fate Questions and Discover
Questions and Discover Meaning to generate Meaning to build detail. If nothing is happening
details. in this Scene, then throw in an automatic Random
While Scene 3 is about describing your first Event to make something happen.
EXPECTED SCENE 4
EXPECTED SCENE
ALTERED SCENE
INTERRUPT SCENE
The underground ... the mad Mage Edward ... and the Three Trials
29-35
fortress of ... Strangehands, ... of Worthiness.
The tragic demense of Lady ... The Shadow That ... where the Crown of
49-55
Whitaker, destroyed by ... Consumes, ... Conjuring is hidden.
The Hall of Dream, ... alien and terrible ... where the Sepulchre
56-61
home of ... things, ... of Saint Byras rests.
75-81 The frozen cavern of ... ... the Spider Queen, ... ... a tale of tragedy and loss.
95-100 The watery depths of ... ... the restless dead, ... ... and the Well of Chaos.
Categories
Each Area of the dungeon is described based on
four Categories: Tiles, Locations, Encounters, and
Objects. Lists of Elements for each Category are
rolled on to give the details you need to interpret
what that Area is and what is in it.
TILES
Tiles are graphic representations SECRET DOORS
of an Area of the dungeon. You can
use this to determine the shape and As you construct your map of the dungeon, the Tiles show you
size of an Area, including any visible visible entrances and exits, such as doorways or stairs.
doorways and exits. At any time, you can check an Area for secret doors. To do so,
first make a task resolution using your chosen RPG played with
this dungeon. This is a skill check to see if you find a secret door,
assuming one exists. If you aren’t using an RPG, but playing this
strictly with Mythic and the GME, then skip this step and go to
the next one.
If you fail at the secret door check, then either there is no secret
door or it wasn’t found.
Success at the check, or if you aren’t using an RPG, leads to
asking the Fate Question, “Is there a secret door?” The Odds of
this Question are based on the following:
The Area checked is not close to another Area: Very Unlikely
The Area is very close to another Area, without a visible portal
between them: Unlikely
You aren’t using an RPG to make a skill check: Reduce the
Odds by one step (Very Unlikely becomes Nearly Impossible,
and Unlikely becomes Very Unlikely).
A Yes means a secret door is discovered. Place it anywhere in
the Area that makes sense. You can go through that portal into a
newly generated Area. If the Area is colliding with another Area,
As you randomly roll Tiles, draw then the door opens between those two Areas, connecting them.
the shape on a piece of paper to make No means there is no secret door to be found.
your own map. Connect entrances Exceptional Yes is the same as Yes, plus the secret door also
however you see fit so that each tile contains an alcove with treasure in it. Roll on the Treasure Table.
connects to the previous one. Exceptional No means there is no secret door, but the time
If the dungeon gets large enough you took to search, and the noise you made, drew a monster to
that rooms or corridors are running you. Treat this as a Kozen Monster result from the Region Sheet.
into each other, try to either Random Event means the secret door is trapped or has a
match them up with existing open puzzle associated with it that must be solved. Treat this as a
doorways or shape the hallways and Trap/Puzzle result from the Region Sheet. If it is a puzzle, then
rooms to fit. Alternatively, you can don’t roll for the Reward, which will be the secret door opening.
check for secret doors (see “Secret Describe discovery of the secret door any way that makes sense,
Doors”). such as finding a stone you have to push or a hidden button. Or,
roll on the Actions Meaning Table for inspiration about what you
had to do to activate the secret door.
LOCATIONS
This Category describes what the Area RANDOM DUNGEON GENERATOR
generally looks like or what it’s apparent purpose
is. For instance, a chamber, hall, or kitchen. “The Crypts Of Kozen Crest” can be played as
a complete adventure, with events leading up
to your Player Character descending into the
ENCOUNTERS dungeon. These events provide Context and
The Encounters Category usually means background to the delve, which helps place it in
creatures or events that the PC interacts with. the adventure narrative and gives you something
This can also include traps or devices. Encounters to work with when making interpretations.
are active elements within the Location. However, you can also use this adventure as
a generic, random dungeon generator. Ignore
the Scenes and other content, and just use the
OBJECTS dungeon itself in the “Exploring The Dungeon”
Objects are Category Elements that Characters section.
can run across that might be of interest. They can You can drop the dungeon directly into any
be mundane or important. fantasy adventure, using the Context of that
adventure to serve as material to draw from.
The dungeon is designed to be filled with classic
Exploring dungeon crawl tropes, like monsters, traps,
puzzles, and treasure.
Exploring the dungeon is a process of
You can plug other random tables into this
generating one Area at a time. The PC enters a
adventure as you like. For instance, instead
new Area, use the Category Lists to randomly of rolling for random creatures using Mythic
determine the Area’s Elements, interpret what the Meaning Tables you could use random monster
Elements mean, play out the action of the Area, tables from another game. The treasure and trap
then the PC moves on to the next Area. tables could also be substituted.
The Crypts Of Kozen Crest Region Sheet The open nature of the dungeon Region sheet
shows the rollable Elements for each Category that allows you to plug just about any fantasy content
make up the dungeon. You can find the Region you want into one of the existing Elements, making
Sheet starting on page 20. Kozen Crest very adaptable. It’s also replayable,
Generate a new Area (including the first one) giving a different experience every time.
by rolling 1d6 for each of the four Categories
and counting down the Category List by the
number rolled to get the Element. If there are any The First Area
crossed out Elements on the List, such as a Unique
Element that had been previously encountered The first Area is the dungeon’s start point.
and can’t be encountered again, skip over them. Draw the shape of the Tile you generate on a
Interpret the Elements into a meaningful piece of paper, either near the bottom of the
whole. Ask Fate Questions to provide more detail paper or in the center, to make sure you have
or roll on appropriate Meaning Tables if you need room to map the rest of the dungeon.
more inspiration. Every Tile has at least two portals in it, such as
doors, passages, or stairs, indicated on the Tile.
MAPPING
Rolling a series of Tiles, such Exploring from Area to Area is a random process of
as 2, 6, 5, 6, and 10, would discovery. Although the generation of Areas is random
give you these Tiles.
their placement in relation to each other is for you to
decide based on your expectations.
It may be easier to conceptualize the developing dungeon by mapping as
you explore. The shape of the Tiles, and the location of their exits, can be
used as a guide for writing
them down and connecting them in a
way that makes the most sense.
You can also use your written map
to write down encounters and other
notes about what you find along the
way.
Choose one to act as the dungeon’s point of entry. For instance, if the Progress Points for Location
Until further exploration reveals additional is 3, the next Area you enter you would roll 1d6
exits from the dungeon it’s assumed the starting and add 3 to it. After rolling, add another Progress
Area is the only known entrance/exit. Point raising it to 4.
Record a mark in the Progress Points space for If the modified total goes beyond the current
each Category. List of Elements in that Category (for instance,
the 1d6 roll plus Progress Points is 21 when there
Delving Deeper are 20 Elements on the List) then the result is
considered Kozen Expected (see “Elements” later).
Choosing an exit from the current Area takes Also, reduce that Category Lists’ Progress Points
the Player Character to a new Area. Roll on by 5 points.
the Category Lists again to fill this Area with Play out each Area as you encounter them.
Elements and record another Progress Points mark Continue to generate Areas one at a time until the
for each Category to keep a tally. As new Areas are Complete Location Element is rolled or the Player
explored and you roll on the Category Lists add Character stops exploring.
that Category’s Progress Points to the 1d6 roll.
The modified total is used to count down the List
for that Category.
1 Mundane
Expected None None
2 Mundane
Expected None Random
3 Random
Random Monster None
4 Mundane
Random Trap/Puzzle Expected
5 Context
Expected Random None
6 Random
Random Monster Random
7 Context Context
Expected None Expected
8 Mundane Random
Expected Monster Random
9 Context
Random Expected None
10 Mundane Mundane
Expected Trap/Puzzle Expected
Progress Points
11 Context
Expected Random Special
12 Kozen
Random Monster Random
13 Context Mundane
Expected None Expected
14 Context
Expected Special Treasure
15 Random
Special Monster None
16 Special
Random Trap/Puzzle Item (U)
17 Special
Place (U) Random None
18 Context Special
Expected Villain (U) Random
19 Context Context
Complete Expected Expected
20 Context Kozen
Expected Monster Treasure
Progress Points
1 8 15
2 9 16
3 10 17
4 11 18
5 12 19
6 13 20
Going Back
Your Player Character can always go back to
previously discovered Areas. There is no need to
roll on the Category Lists when returning to an
Area. Rolling randomly on the Region Sheet is only
for generating new, previously unexplored, Areas.
Follow your expectations about what you find
there. If there was an active Element or monster
in that Area, either it’ll still be there or, if you’re
unsure, you can ask a Fate Question.
Elements
Each Area requires an Element from each of
the four Categories to place in that Area. These
are rolled randomly from the Region Sheet.
Combine the Elements from the four
Categories (Tiles, Locations, Encounters, and
Objects) and interpret what they mean to give
each Area its own flavor.
Elements include:
MUNDANE EXPECTED
This Category Element represents the most be dangerous, valuable, or both, and have some
common and mundane things you expect to find connection to already established dungeon Context.
in the dungeon. As your Character explores you If you need help identifying what it is, take a
will have expectations of what you will find: dark best guess and test it with a Fate Question, or roll
hallways, drafty rooms, scattered debris, and the on an appropriate Meaning Table for inspiration.
bones of previous adventurers, for example.
A result of Mundane Expected shouldn’t be In a dungeon called “The lost city of the dead
anything important or too useful, just expected. mage Arkus, and a land frozen in time” a Player
may expect to run into the wreckage of a fallen
CONTEXT EXPECTED civilization, magical aparatus or creatures, and
This is similar to Mundane Expected, except maybe an ice theme or time anomalies.
this is something you expect based on the Context Locations of Context Expected might be an
of the dungeon, especially considering the name underground street lined with long abandoned
of the dungeon. shops, the throne room of a mage king, or a cavern
This should be something consequential and coated in slippery ice.
important, unlike Mundane Expected. It should
Encounters of Context Expected could be the
undead denizens of the doomed city, golems or other NPC Statistics” on page 127 of Mythic Game
magically animated creatures, or ice elementals. Master Emulator Second Edition.
Alternatively, you can prepare ahead of time
Objects of Context Expected might be useful
random monster tables from another source, or
supplies and tools left over from better times, a
the chosen RPG you’re using.
library of arcane books, or snow shoes to help with
Whatever this monster is, make a note of it.
walking without sliding on ice.
Random monsters encountered in the dungeon
can be encountered again, using the same details.
With so many possibilities of what “Context When generating a random monster, consider
Expected” can be, asking Fate Questions or the Context of the adventure when interpretating
getting guidance from a Meaning Table can help the results of the Meaning Tables. For instance,
narrow your imagination down. It may be easier a dungeon with themes involving fire and lava
to interpret this result if you get it more than may inspire creatures that are immune to fire or
once, since you can build on the Context you comfortable around heat.
created with earlier results
NONE
A Category Element of None means there is no
Element for that Category in the Area. This would
come into play with the Encounters and Objects
Categories since you can’t have a None Location.
RANDOM
When a roll on a Category list generates a
Random Element roll twice on the Meaning Table
for that Category, found on the next page.
Interpret the results into a meaningful
Location, Encounter, or Ojbect, based on the
Context of the adventure so far.
RANDOM MONSTER
You encounter a hostile, random monster. To
create it using Meaning Tables, roll twice on the
Creature Description table for inspiration about
what the monster looks like. Roll twice on the
Creature Abilities table for something special the
monster can do.
Any other abilities or statistics can be derived
through Fate Questions, and using “Generating
NPC Behavior” on page 106 and “Determining
KOZEN MONSTER
Keep track of creature’s DETERMINING CHALLENGES
generated through Random
Monster. When Kozen While Kozen Crest gives you content to interpret into an adventure,
Monster is generated, it you’ll have to determine statistics for creatures and challenges
indicates you run into the encountered. This will depend on the RPG system you’re using and
same type of creature you’ve some randomness.
encountered before. If you’ve When you need a value, such as the armor rating of a monster or
met only one monster so far, how much damage a fall into a pit does, first determine what you
then Kozen Monster means think the value would be. Assign that Odds based on your confidence
you run into it again. If in the value, and ask a Fate Question to see if the value is correct.
you’ve run afoul of more than You can use this method to come up with specific values for creature
one, then either determine statistics, traps, or any challenge you may face. When deciding on the
randomly which monster you expected value, try to keep it something that is manageable for your
Character. The value should represent a challenge, but one they can
encounter again or choose the
routinely pass. Keep in mind that the Fate Question may change this
most logical option. value, including making it harsher.
If you generate Kozen
You can also use this method for more abstract determinations of
Monster without having
challenges where a number or value doesn’t come into play. For
run into a Random Monster instance, maybe your PC is bargaining with a creature to get across a
yet, then treat this result as bridge. You know the creature is going to argue, but you’re not sure
Random Monster. how hard of a bargain they will drive. So, you ask a Fate Question
to see how tough this challenge will be. The result can help provide
more Context for interpreting how the situation pans out.
YES The value is what you expected. The challenge is what you expected.
EXCEPTIONAL The value is higher than you The challenge is a little harder
YES expected, by about 25%. than you expected.
EXCEPTIONAL The value is much lower than The challenge is much easier
NO you expected, by about 50%. than you expected.
TRAP/PUZZLE
You’ve run into a trap or encountered a puzzle
TRAPS & PUZZLES
to solve. Roll on the Traps & Puzzles table. ROLL RESULT
When generating a trap for an Area, it will
trigger as soon as the Character does something, PIT TRAP: You’ve come across a pit
including walking across the Area or opening a trap that springs as you walk across
door. Apply it to an element in the room that makes 1-25 it. Determine if your PC notices
the most sense. If unsure, ask a Fate Question. the trap, or otherwise avoids it. If
not, they fall in and take damage.
When generating random traps using the
Dungeon Traps Meaning Table, interpret the
RANDOM TRAP: You activate a
results into a trap that’s most meaningful in
trap. Roll on the Dungeon Traps
the Context, especiallly the Area the Character 26-90
Meaning Table for inspiration
encounters it in. If you’re unsure what the trap for what the trap does.
does, you can clarify with Fate Questions.
When a puzzle is encountered, the PC can PUZZLE: You’ve discovered a
interact with it if they choose following the rules 91-100
puzzle. See “Solving Puzzles”.
below in “Solving Puzzles”.
SOLVING PUZZLES
Making random dungeon puzzles is a challenge. You can’t create a true
puzzle without knowing the answer. This system creates the process
of encountering a puzzle. Instead of rewarding the Player for correctly
solving it, you are instead rewarded with better Odds for coming up with
the most creative solution you can think of.
Determine What The Puzzle Looks Like: Roll on the Puzzle
Descriptors Meaning Table for inspiration about what the puzzle is.
For instance, results of Free and Inquire may be interpreted as a voice
booming out asking you to ask any question you like, but it must be the
correct question.
Come Up With Your Best, Most Creative
Answer: Have fun with the puzzle and come up PUZZLE SOLVING ODDS
with the most creative answer you can think of.
Check To See If You’re Correct: Ask the Fate THE SOLUTION IS ... ODDS
Question, “Did I solve the puzzle?” Assign Odds
based on your estimation of how clever your Brilliant, if I do say so myself. Likely
answer is, following the Puzzle Solving Odds
Table. See page 30 for Fate Question results.
Not bad, but it feels off. 50/50
SEARCHING
At any point, your PC can search a room or its contents to find anything useful or hidden. Specify what you
are searching, such as the room in general or a chest, and make an appropriate task roll using the chosen RPG
you’re playing with. If you succeed in your search, assign Odds based on how likely you think it is something will
be found and ask the Fate Question “Did I find anything?” and check the table below.
If the table requires additional rolls in a Category then cross it off the List; this Element is Unique. If
List do not count those as additional Progress Points for some reason it can be discovered again (such as
for that Category. a villain you are trying to defeat who escapes the
encounter) then leave it on the List.
TREASURE
You’ve found riches! Roll on the Treasure Table. COMPLETE
The Complete Element is only found in the
SPECIAL PLACE/VILLAIN/ITEM Location Category. Complete indicates that
all Areas of interest in the dungeon have been
If you entered the dungeon looking for
discovered. When Complete is rolled treat it as
something in particular, whether it’s a place, room,
Mundane Expected for this Area but there are no
object, or Character, you have found what you seek.
further significant Areas to find beyond this one;
If this is something that can only be found once,
the dungeon is done.
TREASURE TABLE
D100 RESULT
EXPECTED SCENE 8
force tries to take over your mind, the whispers
getting into your head. EXPECTED SCENE
Getting through a hallway like that creates
excellent Context for this dungeon that can be used Leaving the dungeon and heading
later. When interpreting how an Area looks, you back to the village.
may default to finding more crystals because you
expect it. Strange whispers may also be a theme ALTERED SCENE
in this dungeon, as well as mind control magic.
Maybe the whispers are from souls that were On your way out, you encounter a monster in
trapped by the crystals from those who befell its the dungeon. Treat this as a Kozen Monster
spell, and now those souls inhabit the life-size chess Region Sheet Element that occurs somewhere
along the path toward the exit. When you finish
pieces found later in a giant chess board room.
this Altered Scene, test Expected Scene 8 again.
Let details dovetail together like this as you
progress. As the dungeon tells you a story, INTERRUPT SCENE
interpretations for new encounters and places
become easier. Everything starts to fit together On your way out, something happens.
like the pieces of a jigsaw puzzle coming together, Generate a Random Event. It takes place
forming a larger picture. somewhere along the path toward the
exit. When you finish this Interrupt
Scene, test Expected Scene 8 again.
and clothes in some. an unlit torch. Darpek touches his torch to it,
setting it alight.
The Player considers that this could be a
“barracks” for vampire minions, where they sleep. The Player thinks to ask, “Do any vampires
The Player asks the Fate Question, “Are there awaken?” Mythic says Yes.
vampires sleeping here?” Mythic answers Yes.
Darpek hears a scrambling sound.
This helps satisfy the Encounter Element of
Turning, he sees one of the vampires stir, then slide
Kozen Monster. Darpek has only encountered one
from its alcove. With eyes gleaming in the firelight,
creature so far in this dungeon, the goblin vampire.
it snarls and launches itself at him.
Since “Kozen Monster” indicates a previously
encountered creature, it can only be that. Darpek can handle a single vampire minion. It
would be a fight, but he would likely win. If any
Darpek shudders as his torchlight falls across the
more vampires awaken, however, that’s going to be
visage of a resting vampire
a problem.
goblin, its eyes closed. If he
hadn’t known better he The Player tests this challenge with a Fate
would think it a corpse. Question, “Is the challenge what I expect?” Mythic
says Yes. So he must fight only one minion.
The vampires appear
to be slumbering, Darpek battles the vampire while the remaining
good creatures remain deep in their slumber.
news
for Dispatching it with fire magic, Darpek decides to
Darpek. linger and check the vampire’s alcove for treasure.
BRINGING ‘SLICE OF
LIFE’ TO SOLO PLAY
This article will discuss strategies for bringing the
everyday into your solo Mythic play, and making
it feel extraordinary. While there are some tables to
help, most of this article will focus on how to use
Mythic’s familiar tools in a way that enhances the
“slice of life” feeling. We’ll do it like this:
Focusing on the Characters in the adventure
Crafting Threads that promote everyday
experiences
While slice of life adventures can be about ordinary people,
Emphasizing experiences over conflicts they can also be about extraordinary people, such as the types
Creating adventures that have no fixed end or of Characters who usually inhabit roleplaying games. Focusing
completed goal in mind, but are open-ended an adventure about a space-traveling Player Character on their
personal desires and everyday tasks can draw out the slice of
life flavor in an otherwise out of this world setting.
IT’S ABOUT PEOPLE But, you don’t have to start with slice of life in mind.
An adventure about the everyday can make a
Slice of life drama is about people, so our nice break from a regular adventure or campaign.
everyday adventures will focus on Characters. Maybe your Player Character has just completed
Whatever alse your adventure is about, whatever’s a Thread that took dozens of Scenes to complete.
going on, if it’s a slice of life experience then it’s The adventure was epic, with colossal battles,
ultimately about people. mythic beasts, nature-warping magic, and heroic
The first Character to think about is yours. deeds. That was great!
Now it’s time for a break.
CHARACTER KEYWORDS
NAME NAME
KEYWORDS KEYWORDS
NOTES NOTES
NAME NAME
KEYWORDS KEYWORDS
NOTES NOTES
NAME NAME
KEYWORDS KEYWORDS
NOTES NOTES
A new NPC is introduced in a Scene where the PC Niko is a monk and a bookmaker. He’s quiet, and tends a
is visiting an Inhaler Salon, a smokey den where garden that he lets few see. Establishing some details about
people rest and breathe deeply of healing gases. a Character, with the help of their Keywords, helps them
to naturally find their place in a slice of life adventure. We
To define this new Character, the Player rolls on know just enough about Niko to help interpret how he
should act and what he might say.
the Character Appearance table and gets Eyewear.
Shifting to Character Conversation for a hint
at how they talk, they roll Bizarre. The Player
then rolls on Character Identity and gets Villain.
Wanting one more word, the Player rolls on
Actions Table 2 and gets Chaos.
This NPC’s keywords are this: Eyewear, Bizarre,
Villain, and Chaos.
The Player interprets this to mean the NPC is a
member of a local gang. He comes into the salon
to escape the chaotic life outside, a moment to
literally take a breath. He’s a skinny, wiry guy who
always wears thick goggles. He speaks in rapid
tones using a bizarre dialect and slang that the PC
hasn’t heard before.
During conversations this NPC may be prone
to strange, nonsensical statements and chaotic
behavior patterns. They are unpredictable, but
always interesting.
companions urgings not to.
Since this is a slice of life adventure, the
GUIDED BY KEYWORDS narrative is about the survivors making a life on
Regardless of the table a Keyword is rolled on, the island. They form a village. Dresdal often
you can use them to interpret the actions of a mediates arguments between others, looking for
Character in any situation. common ground (protector, honest), he is often
For instance, on the previous page we meet direct in conversation though tactful (honest), he
Lord Hansden Dresdal. He’s shipwrecked on is cognizent of their supplies and is careful not
an island along with a group of other survivors. to waste anything (lost, wealth), he is terrible at
Knowing his keywords, a Player can interpret a directions and often gets lost (lost), while he’s
wide range of actions from him. eager to help he tends to approach problems
For instance, Dresdal and a small group bluntly and aggressively (attack).
wander off to explore and come back. The Player Dresdal’s keywords are being used in different
determines that the NPC is hesitant to reveal what ways, depending on the Context. “Lost” applied
they found. However, since one of his keywords both to his lost wealth, and to literally getting lost.
is “honest”, the Player decides that Dresdal tells “Honest” defines how he handles interpersonal
the others what was discovered even against his conflicts and also his style of speaking.
TELLING A TALE
D100 A TALE OF ... D100 A TALE OF ...
1-3 Their philosophy about life 50-52 How they learned a valuable lesson
7-9 How their life suddenly changed 56-58 When someone helped them
10-12 Overcoming a personal obstacle 59-61 How they once saved the day
13-14 A secret they are willing to tell 62-64 How they accomplished something
21-23 How they met their love 71-73 What they used to do before this
33-35 Something they regret 83-85 When they helped someone else
38-40 Someone they lost 89-91 Why they are so good at something
41-43 A long distance trip 92-94 How someone once mentored them
47-49 When expectation met reality 98-100 What their education was like
EVERYDAY QUESTIONS
This extends to the kind of Fate Questions
you ask as well. If you’re running a Scene where
your PC is dealing with customers, you might
determine that a customer has a problem. A roll
on the Conversation Focus Table says they are
arguining, and you determine that they’re mad
because you only gave them half as much roast
wyvern as they had paid for.
This might make you think to ask a Fate
Question about where this argument goes from
here. You could ask, “Does it get violent?” That
feels a little outside the bounds of what we’re
looking for. Maybe in a regular adventure we’d
expect a throwdown or bloodshed, but our
ARBITRARY, EVERYDAY
LEAVING THE STORY UNFINISHED
THREADS
This focus on the everyday extends to the Since slice of life adventures aren’t especially goal
Threads List. What kind of goals would our oriented or event driven they can be open ended;
goblin shopkeeper have? The Threads List might they don’t need a definite conclusion.
look like this: If you’re running a slice of life adventure, it’s the
Let’s sell some stuff! kind of game you can pop into any time you want,
play for a bit to see what’s going on there, then
Find unusual items to sell
put on a shelf for a while. You could keep the
Have a beer adventure going for as long as you want because
Check in on Grumshar the Hermit you aren’t looking for a conclusion.
These are far from the epic goals you might
If this is more of a slice of life interlude between
have in a regular adventure! Everything revolves regular adventuring, you can stop it at any time
around your PC’s daily life and job. “Let’s sell and have your PC resume their regular quests.
some stuff!” could lead to interactions with You could keep separate Threads and Characters
customers. “Find unusual items to sell” might lead Lists, one for their usual adventuring life and a
to a trip to a neighboring village to check out a set for their down time. The down time games
potion maker. “Have a beer” could lead to a casual could be with a slice of life emphasis. Play as
Scene where a friend drops by encouraging you to many Scenes of that as you like. It’s easy to exit at
any time because you’ll rarely be in the middle of
close shop early and have a drink with him.
anything that needs to be finished up.
This mentality can go beyond your PC, into
the everyday elements of the setting to encourage A lot of Threads you add to a slice of life adventure
won’t have ends, either. For instance, “Let’s sell
more interaction. For instance, the Player may add
some stuff!” for our goblin merchant describes his
these Threads: daily life. There’s no end goal to that.
Fulfill unusual request
If you generate a Random Event with a Focus of
Visit from adventurer friend “Close A Thread”, and it’s one of those Threads,
Village festival you can either ignore the result and treat it like
“Current Context” instead, or close the Thread and
Getting Arbitrary explain why in the adventure. Maybe our goblin
merchant has to close up shop because they got
In a lot of solo Mythic adventures, the another opportunity they can’t resist persuing.
Characters List is chock full of activity, while
the Threads List is usually much shorter. This is
where your goals, big and small, go and usually a a big festival in a few days. You don’t want to
PC is only after a couple of things at a time. participate in it, but the goblin organizer, Delza, is
With a slice of life focus, however, you can trying to get 100% merchant participation.
fill that Threads List up with just about any The Player may add “Avoid Delza” to the
arbitrary thing you can think of when you do Threads List.
end of Scene Bookkeeping. Things like this may not be the kinds of
For instance, a Scene produces a Random Event goals you normally think about when playing
where you find out the village is going to throw an adventure. Steering clear of an annoyingly
Conversations
LIFE INTERRUPTED
Romance and relationships
One issue you may encounter with a slice of life
Organizing an event and engaging in it adventure is running out of directions to drive it.
You may take a day in the life of your Character,
Mundane demands others place on you asking Fate Questions about their work, but if
that doesn’t generate interesting results you may
Overcoming an everyday fear feel stuck with what to do next.
In that case, it’s time to look for something to
Everyday accomplishments, like landing react to.
a new job or moving to a new place Maybe it’s best to think of a slice of life
adventure in one of two ways. You’re either in
The humorous and absurd in daily life exploration mode, or reaction mode. When
exploring, your PC is poking around in their
Doing things with friends
everyday life, exploring what’s going on. How well of her garden. It’s very strange, because the spell
is the goblin merchant doing at avoiding Delza, works everywhere but there. What’s going on?
are there any unruly customers today, what does
your friend want to talk about over beer? And now we have a mystery to solve. We have
In reaction mode, something happens that something to react to. Dealing with the magical
requires a response from your PC. On the way to dead spot in the garden could go on for many
the tavern they run into a neighbor who inquires Scenes, and lead to the adventure branching into
about magical ingrdients they’d like to order. A more directions.
family member unexpectedly tells you about a Think about where your energy is in the
problem that you’d like to help solve. adventure. If you’re curious, then explore.
Lead the adventure with your questions and
Bring On The Interrupts expectations. If you feel tapped out and are less
curious, then generate an event to react to, which
An easy way to bring on a reaction is to have the will lead you back into fresh exploration.
next Scene be an automatic Interrupt. Don’t roll
to test the Scene, just generate a Random Event to
form an Interrupt Scene and go from there.
Given the open ended, loose nature of slice CHAOTIC CONSIDERATIONS
of life adventures, you could throw a time jump
in that helps make the Interrupt Scene feel more Mythic’s Chaos Factor may have to be reigned
appropriate. For instance, maybe our fantasy in for a slice of life adventure. Large chunks of
games about everyday life can take place with
village mage has had some Scenes about getting
little to no conflict. That leads to Scenes where
their workshop well stocked. You play out some your PC’s control, or lack thereof, isn’t really an
Scenes involving Niko and commissioning a book issue. More often than not, the Chaos Factor
to be bound. would probably decline after a slice of life Scene.
Now you’re out of ideas. You’re ready to stop These style of adventures might lack the active
exploring and to start reacting. Moving the push and pull that normaly shifts the Chaos
adventure forward with an Interrupt might look Factor around.
like this: My suggestion is to take a different approach to
setting the Chaos Factor.
A few weeks have gone by with the mage enjoying If a Scene is peaceful, or otherwise feels status
their new workshop and spellbook. It’s time for an quo, then make the Chaos Factor 5. If the Scene
Interrupt Scene to react to. was active with lots going on, then set it to 6. If
the Scene was unusually quiet, then set it to 4.
Rolling on the Event Focus Table gives me This keeps the Chaos Factor from 4 to 6, avoiding
Ambiguous Event. The Actions Meaning Table extremes. It also shifts the emphasis from
results in Repulse and Location. Character control to situational activity.
CONSIDER LIMITING
IT TO ONE LOCATION
One more consideration to think about with
a slice of life adventure is limiting the location of
the game to a single spot. This helps to give all
of the Characters in it something they instantly
have in common, and the identity of the location
itself will suggest adventure ideas.
For instance, lots of slice of life stories take
place in schools. The Characters are all in a
similar position in life, there are school related
considerations to react to, and it provides a large
and ready pool of possible Characters to interact
with.
Other locations might be a workplace, the
Character’s home, a dojo where they live and
train, or any location that’s large enough to have
a small population but contained enough to have
a singular identity.
what it was. Hence, the argument. Capo listens to Belmont’s brief tale as he spoons out
The Player decides for the next Scene, Belmont soup from a cauldron into bowls for each of them.
is going to visit his trainer and mentor, Capo Aldo, Settling into a seat in his cramped but cozy hut, he
to ask him about the creature he had glimpsed. says, “The antlers you describe could not be that
Capo had been introduced earlier in the of a Sneck. I will tell you what, young Belmont.
adventure, so the Player had already generated Fetch your red cloak tomorrow morning and we
Keywords for him. will go together to that place. Maybe we can find
tracks. Maybe we can find your beast.”
Capo Aldo Belmont’s eyes widen. He had not considered Capo
would want to take him back there.
Home Poor Heroic
Responsible The conversation develops to a point where
the Player feels Capo may tell a story. Asking the
Fate Question, “Do they tell their story?” Mythic
says Yes.
A former hero of the Dekki, Rolling on the Telling A Tale Table gives
“How someone once mentored him.” That seems
Capo lives a hermetic especially appropriate for this situation. The
existence in the woods. Action Meaning Table says Ruin and Building.
The Player makes this interpretation:
Belmont visits Capo, who is a former warrior
living now as a hermit. Since one of his Keywords Talking of tomorrow’s adventure, Capo gets a light
is “Responsible”, the Player determines that Capo in his eyes. He begins to tell Belmont about his own
agrees to see his young student right away. trainer, a great Dekki who knew the woods deeply.
Belmont tells him about what he saw.
For Capo’s response, the Player rolls on the When Capo was about Belmont’s age, his trainer
Conversation Focus Table and gets “Offers to do brought him on a forest quest as well. They visited
something for you”. The Action Meaning Table ancient ruins, said to have once belonged to a lost
gives Start and Location. The Player interprets it tribe of Dekki. Capo had never seen anything like it.
this way: Now he wanted to do the same for Belmont, to go
on a quest together into the forest. They may not
find ruins, but perhaps they will at least discover
THANKS! a strange new creature together, or have a good
time trying.
Inspiration for this Big Example came from Word
Mill Games Patreon members: Roosevelt Cooper,
Bill, Butch Lebo, Tim Chapman, HasturFan,
Keith Malinowski, and Robin Goodfellow.
Thanks to all of you for your ideas and creative
input! I mixed a bunch of the concepts together,
so it was a group effort!
Soldiers
Hunted by the soldiers of a local king Escape from
for a crime you did not commit, you Forest critters
1-15 soldiers
have fled deep into the wilderness Settlements
and become hopelessly lost. Find safety
Travelers from Kozen Crest
Forest critters
Wherever you were, you got ahold
of a magic object that instantly Settlements
61-70 Find safety
transported you to the forest of the The magic object
Kozen Mountains. You are now lost.
Travelers from Kozen Crest
You continue to wander in the Kozen Move on to Expected Scene 5. Don’t test
Mountains wilderness. When done with this it, the Expected Scene happens.
Altered Scene, try Expected Scene 3 again.
INTERRUPT SCENE
INTERRUPT SCENE
Roll a Random Event to find out how the
Roll a Random Event to find out how the Scene begins. Treat this as something
Scene begins. Unless this Interrupt brings happening in the village while you explore.
you directly to Kozen Crest, try Expected After this Interrupt Scene is done, repeat
Scene 3 again for the next Scene. testing Expected Scene 4 again.
This Scene is about learning of the dungeon. Preparing for an adventure in the dungeon,
If you have a good idea how and where this acquiring everything you need.
could happen, then use that expectation
for this Scene. If not, then start the Scene ALTERED SCENE
just knowing that here is when you learn
of the dungeon and use Fate Questions Treat this as the expected preparation
and Discover Meaning to find out how. Scene, except you can’t find everything
you need in a single Scene. You’ll have
ALTERED SCENE to do the Scene again to finish.
ALTERED SCENE
INTERRUPT SCENE
The underground ... the mad Mage Edward ... and the Three Trials
29-35
fortress of ... Strangehands, ... of Worthiness.
The tragic demense of Lady ... The Shadow That ... where the Crown of
49-55
Whitaker, destroyed by ... Consumes, ... Conjuring is hidden.
The Hall of Dream, ... alien and terrible ... where the Sepulchre
56-61
home of ... things, ... of Saint Byras rests.
75-81 The frozen cavern of ... ... the Spider Queen, ... ... a tale of tragedy and loss.
95-100 The watery depths of ... ... the restless dead, ... ... and the Well of Chaos.
KOZEN LOCATION KOZEN ENCOUNTER KOZEN OBJECT
1 Alcoves 51 Loud 1 Above 51 Mage 1 Active 51 Ladder
2 Ancient 52 Magical 2 Acid 52 Magical 2 Armor 52 Lantern
3 Armory 53 Marble 3 Adventurer 53 Mechanical 3 Artistic 53 Large
4 Barracks 54 Messy 4 Aggressive 54 Mechanism 4 Barrel 54 Lethal
5 Beautiful 55 Misty 5 Ambush 55 Message 5 Beautiful 55 Liquid
6 Bedroom 56 Mundane 6 Animal 56 Monster 6 Bed 56 Loud
7 Bizarre 57 Overgrown 7 Animated 57 Moving 7 Bizarre 57 Magic
8 Blocked 58 Painted 8 Armed 58 Multiple 8 Blood 58 Map
9 Bright 59 Path 9 Attack 59 Music 9 Bones 59 Mask
10 Burnt 60 Pool 10 Beautiful 60 Mysterious 10 Book 60 Mechanical
11 Carvings 61 Prison 11 Below 61 Obscured 11 Bottle 61 Mirror
12 Chamber 62 Quiet 12 Blast 62 Paralysis 12 Boxes 62 Moving
13 Clean 63 River 13 Calm 63 Patrol 13 Cage 63 Multiple
14 Cobwebs 64 Rock 14 Collapse 64 Pit 14 Candles 64 Mushrooms
15 Cold 65 Royal 15 Colorful 65 Poison 15 Chains 65 Mysterious
16 Collapsed 66 Rubble 16 Combative 66 Powerful 16 Chair 66 Natural
17 Colorful 67 Ruined 17 Creepy 67 Rats 17 Chest 67 Nest
18 Columns 68 Runes 18 Cultist 68 Ray 18 Clothing 68 Note
19 Cramped 69 Scary 19 Damaging 69 Ritual 19 Clue 69 Orb
20 Creepy 70 Shaking 20 Dangerous 70 Rotating 20 Cold 70 Ornamental
21 Crumbling 71 Shifting 21 Dark 71 Screams 21 Colorful 71 Painting
22 Crypt 72 Shrine 22 Darts 72 Shadows 22 Communication 72 Plants
23 Crystal 73 Simple 23 Echoes 73 Silent 23 Consumable 73 Pottery
24 Damaged 74 Slippery 24 Energy 74 Slime 24 Container 74 Powerful
25 Dangerous 75 Slope 25 Entangling 75 Sounds 25 Corpse 75 Prized
26 Dark 76 Small 26 Equipped 76 Spear 26 Crown 76 Resource
27 Dining 77 Smelly 27 Explosion 77 Spell 27 Curtains 77 Ring
28 Dirty 78 Smoke 28 Falling 78 Spider 28 Dagger 78 Rope
29 Door 79 Stairs 29 Fast 79 Spike 29 Dais 79 Rug
30 Drafty 80 Stalactites 30 Ferocious 80 Spirit 30 Damaged 80 Ruined
31 Dripping 81 Steam 31 Fire 81 Spray 31 Dangerous 81 Runes
32 Enormous 82 Stinks 32 Floating 82 Stealthy 32 Debris 82 Sand
33 Flooded 83 Stonework 33 Foe 83 Strange 33 Decorations 83 Sarcophagus
34 Frightening 84 Storeroom 34 Footsteps 84 Strong 34 Domestic 84 Scroll
35 Furnished 85 Strange 35 Freeze 85 Stun 35 Enormous 85 Shield
36 Garden 86 Temple 36 Frightening 86 Suspended 36 Equipment 86 Skull
37 Gated 87 Threatening 37 Fumes 87 Teleporter 37 Fountain 87 Statue
38 Graveyard 88 Throne 38 Ghost 88 Thieving 38 Fragile 88 Strange
39 Hieroglyphs 89 Tile 39 Glowing 89 Threatening 39 Fragrant 89 Sword
40 Hole 90 Trail 40 Greeting 90 Trap 40 Frightening 90 Symbol
41 Hot 91 Tunnel 41 Group 91 Triggered 41 Fungus 91 Tapestry
42 Huge 92 Unstable 42 Harmful 92 Undead 42 Furniture 92 Throne
43 Icy 93 Vaulted 43 Helpful 93 Villager 43 Gold 93 Tool
44 Kitchen 94 Vines 44 Hole 94 Villain 44 Guidance 94 Torch
45 Laboratory 95 Warm 45 Humanoid 95 Violent 45 Harmful 95 Treasure
46 Lair 96 Water 46 Insects 96 Vocal 46 Helmet 96 Valuable
47 Large 97 Waterfall 47 Large 97 Voices 47 Helpful 97 Vault
48 Ledge 98 Windy 48 Lava 98 Warning 48 Important 98 Wand
49 Library 99 Workshop 49 Light 99 Whispers 49 Information 99 Weapon
50 Light 100Wrecked 50 Loud 100Wind 50 Journal 100Well
CREATURE DESCRIPTIONS CREATURE ABILITIES DUNGEON TRAPS
1 Aggressive 51 Loud 1 Acid 51 Lethal 1 Aggressive 51 Fire
2 Agile 52 Mammalian 2 Ambush 52 Light 2 Allies 52 Floor
3 Air 53 Mandibles 3 Animate 53 Limited 3 Ambush 53 Frightening
4 Alien 54 Mechanical 4 Armor 54 Magic 4 Animals 54 Harm
5 Amorphous 55 Metallic 5 Attach 55 Mental 5 Animate 55 Heat
6 Animal 56 Multiple 6 Attack 56 Move 6 Antagonize 56 Heavy
7 Aquatic 57 Muscled 7 Attract 57 Multiple 7 Aromatic 57 Helpless
8 Armored 58 Mutant 8 Bite 58 Nature 8 Art 58 Horrible
9 Avian 59 Natural 9 Block 59 Normal 9 Attach 59 Illusion
10 Beast 60 Nature 10 Blunt 60 Open 10 Attention 60 Imprison
11 Beautiful 61 Nightmarish 11 Break 61 Others 11 Attract 61 Lethal
12 Bony 62 Object 12 Breath 62 Paralyze 12 Balance 62 Loud
13 Carapace 63 Passive 13 Carry 63 Poison 13 Beautiful 63 Lure
14 Chatty 64 Plant 14 Change 64 Power 14 Bestow 64 Magic
15 Clawed 65 Reptilian 15 Climb 65 Protection 15 Betray 65 Mechanical
16 Clothed 66 Rooted 16 Cold 66 Proximity 16 Bizarre 66 Mental
17 Cold 67 Rough 17 Common 67 Pursue 17 Blades 67 Messy
18 Color 68 Shifting 18 Communicate 68 Ranged 18 Break 68 Monster
19 Composite 69 Silent 19 Conceal 69 Ray 19 Ceiling 69 Natural
20 Constructed 70 Simple 20 Contact 70 Rechargeable 20 Change 70 Object
21 Crawling 71 Slender 21 Control 71 Regenerate 21 Choice 71 Odd
22 Decayed 72 Slow 22 Create 72 Resistance 22 Climb 72 Old
23 Defensive 73 Small 23 Damage 73 Self-Sufficient 23 Cloud 73 Pain
24 Dripping 74 Solitary 24 Dark 74 Senses 24 Cold 74 Plants
25 Element 75 Spider-like 25 Deceive 75 Skill 25 Colorful 75 Portal
26 Equipped 76 Spiked 26 Decrease 76 Sleep 26 Combative 76 Possessions
27 Extra 77 Steaming 27 Defense 77 Speed 27 Communicate 77 Prison
28 Fangs 78 Sticky 28 Detect 78 Spells 28 Confuse 78 Projectile
29 Feral 79 Stinger 29 Disrupt 79 Spy 29 Constrain 79 Riddle
30 Filthy 80 Stinks 30 Distract 80 Stab 30 Control 80 Scary
31 Fire 81 Strange 31 Drain 81 Stealth 31 Create 81 Simple
32 Friendly 82 Strong 32 Element 82 Stop 32 Creepy 82 Sounds
33 Fungal 83 Supernatural 33 Energy 83 Strange 33 Crush 83 Stab
34 Furry 84 Tail 34 Enhanced 84 Stun 34 Damaged 84 Stop
35 Gaunt 85 Tentacled 35 Entangle 85 Substance 35 Danger 85 Strange
36 Glowing 86 Tongue 36 Environment 86 Summon 36 Dark 86 Strangle
37 Group 87 Toothy 37 Extra 87 Suppress 37 Deceive 87 Suppress
38 Growling 88 Transparent 38 Fear 88 Swim 38 Delay 88 Take
39 Guarding 89 Tree-like 39 Fight 89 Take 39 Deprive 89 Toxin
40 Horns 90 Twisted 40 Fire 90 Telepathy 40 Disrupt 90 Transform
41 Humanoid 91 Undead 41 Fly 91 Touch 41 Divide 91 Transport
42 Inscribed 92 Unnatural 42 Grapple 92 Transform 42 Door 92 Treasure
43 Insect-like 93 Warm 43 Harm 93 Travel 43 Drop 93 Trials
44 Insubstantial 94 Wary 44 Heal 94 Trick 44 Duplicate 94 Trigger
45 Intelligent 95 Weak 45 Hide 95 Uncommon 45 Elaborate 95 Unleash
46 Intimidating 96 Weapon 46 Illusion 96 Vision 46 Enemies 96 Wall
47 Large 97 Wings 47 Imitate 97 Vulnerable 47 Energy 97 Warning
48 Levitating 98 Wooden 48 Immune 98 Weak 48 Fall 98 Water
49 Limited 99 Wormish 49 Increase 99 Weaken 49 Fear 99 Weapon
50 Liquid 100Wounded 50 Infectious 100Weapon 50 Fight 100Wound
PUZZLE DESCRIPTORS TREASURE
1 Access 51 Intellect 1 Alcohol 51 Journal
2 Active 52 Knowledge 2 Armor 52 Key
3 Amusing 53 Large 3 Arrows 53 Lamp
4 Anxious 54 Lethal 4 Art 54 Lantern
5 Art 55 Lock 5 Axe 55 Leather
6 Assist 56 Lure 6 Bag 56 Letter
7 Attain 57 Maze 7 Barrell 57 Mace
8 Balance 58 Mechanical 8 Book 58 Magic
9 Barrier 59 Message 9 Boots 59 Manacles
10 Beautiful 60 Missing 10 Bow 60 Mandolin
11 Bizarre 61 Move 11 Bowl 61 Map
12 Brave 62 Multiple 12 Box 62 Mask
13 Careful 63 Mundane 13 Bracelet 63 Masterwork
14 Caution 64 Mysterious 14 Broken 64 Mechanical
15 Change 65 Normal 15 Brooch 65 Message
16 Choice 66 Object 16 Candles 66 Mirror
17 Code 67 Obscured 17 Cape 67 Multiple
18 Colorful 68 Official 18 Chalice 68 Necklace
19 Combination 69 Old 19 Chest 69 Orb
20 Communicate 70 Open 20 Cloak 70 Painting
21 Competition 71 Oppose 21 Clock 71 Pearl
22 Complete 72 Pattern 22 Clothes 72 Pelt
23 Controls 73 Personal 23 Coal 73 Pile
24 Countdown 74 Physical 24 Coins 74 Pot
25 Damaged 75 Portal 25 Common 75 Potion
26 Danger 76 Power 26 Copper 76 Quality
27 Delicate 77 Precision 27 Crate 77 Quill
28 Disarm 78 Problem 28 Crown 78 Ring
29 Dismantle 79 Question 29 Cushion 79 Rope
30 Disrupt 80 Release 30 Dagger 80 Rubies
31 Elements 81 Repair 31 Damaged 81 Saphires
32 Enemy 82 Resolve 32 Diamonds 82 Scroll
33 Energy 83 Reward 33 Document 83 Shield
34 Environment 84 Riddle 34 Figurine 84 Silver
35 Extravagant 85 Risk 35 Fine 85 Spear
36 Fear 86 Simple 36 Flask 86 Staff
37 Frantic 87 Skill 37 Furniture 87 Strange
38 Free 88 Solve 38 Gauntlet 88 Sword
39 Frightening 89 Speak 39 Gems 89 Symbol
40 Game 90 Start 40 Gloves 90 Tapestry
41 Goal 91 Stop 41 Glowing 91 Tarnished
42 Harm 92 Strange 42 Goblet 92 Torch
43 Historical 93 Struggle 43 Gold 93 Unusual
44 Imitate 94 Technology 44 Hammer 94 Valuable
45 Information 95 Tension 45 Harp 95 Vase
46 Innocent 96 Threatening 46 Hat 96 Vial
47 Inquire 97 Timed 47 Helmet 97 Wand
48 Inscription 98 Water 48 Horn 98 Weapon
49 Inside 99 Weapon 49 Idol 99 Whip
50 Inspect 100Words 50 Jewlery 100Wine
MAGIC ITEMS SPELL EFFECTS
1 Animal 51 Imitate 1 Animal 51 Heal
2 Animate 52 Increase 2 Animate 52 Helpful
3 Area 53 Information 3 Assist 53 Ice
4 Armor 54 Inhibit 4 Attack 54 Illusion
5 Assist 55 Instant 5 Attract 55 Imbue
6 Attack 56 Jewelry 6 Bestow 56 Immunity
7 Attract 57 Lethal 7 Bizarre 57 Imprison
8 Benefit 58 Life 8 Block 58 Information
9 Bestow 59 Light 9 Break 59 Inspect
10 Block 60 Limited 10 Bright 60 Life
11 Book 61 Liquid 11 Burn 61 Light
12 Change 62 Mental 12 Change 62 Limitation
13 Clothing 63 Monster 13 Cloud 63 Liquid
14 Cloud 64 Multi 14 Cold 64 Loud
15 Cold 65 Nature 15 Communicate 65 Manipulation
16 Communication 66 Object 16 Conceal 66 Mind
17 Container 67 Orb 17 Conjure 67 Nature
18 Control 68 Others 18 Control 68 Object
19 Create 69 Physical 19 Counteract 69 Others
20 Curse 70 Plants 20 Create 70 Pain
21 Damage 71 Poison 21 Creature 71 Physical
22 Death 72 Potion 22 Curse 72 Plant
23 Deceit 73 Power 23 Damage 73 Poison
24 Decrease 74 Ranged 24 Dark 74 Portal
25 Defense 75 Resistance 25 Death 75 Powerful
26 Destroy 76 Restore 26 Deceive 76 Protect
27 Detect 77 Ring 27 Decrease 77 Radius
28 Dimensions 78 Rope 28 Defense 78 Ranged
29 Elements 79 Rune 29 Destroy 79 Resistance
30 Emotion 80 Safety 30 Detect 80 Restore
31 Energy 81 Scroll 31 Diminish 81 Self
32 Enhance 82 Self 32 Disease 82 Senses
33 Environment 83 Senses 33 Dominate 83 Shield
34 Escape 84 Skill 34 Duplicate 84 Soul
35 Evil 85 Special 35 Earth 85 Strange
36 Explode 86 Speed 36 Elements 86 Strength
37 Fear 87 Spell 37 Emotion 87 Stun
38 Fire 88 Staff 38 Enemies 88 Summon
39 Flight 89 Strange 39 Energy 89 Time
40 Food 90 Summon 40 Enhance 90 Transform
41 Gem 91 Sword 41 Environment 91 Trap
42 Good 92 Tool 42 Expose 92 Travel
43 Group 93 Transform 43 Fire 93 Trigger
44 Harm 94 Trap 44 Fix 94 Uncertain
45 Heal 95 Travel 45 Food 95 Undead
46 Health 96 Useful 46 Free 96 Wall
47 Helpful 97 Utility 47 Group 97 Water
48 Illness 98 Wand 48 Guide 98 Weak
49 Illusion 99 Water 49 Hamper 99 Weapon
50 Imbue 100Weapon 50 Harm 100Weather
THE CRYPTS OF KOZEN CREST REGION SHEET
TILE LOCATIONS ENCOUNTERS OBJECTS
1 Mundane
Expected None None
2 Mundane
Expected None Random
3 Random
Random Monster None
4 Mundane
Random Trap/Puzzle Expected
5 Context
Expected Random None
6 Random
Random Monster Random
7 Context Context
Expected None Expected
8 Mundane Random
Expected Monster Random
9 Context
Random Expected None
10 Mundane Mundane
Expected Trap/Puzzle Expected
Progress Points
THE CRYPTS OF KOZEN CREST REGION SHEET
TILE LOCATIONS ENCOUNTERS OBJECTS
11 Context
Expected Random Special
12 Kozen
Random Monster Random
13 Context Mundane
Expected None Expected
14 Context
Expected Special Treasure
15 Random
Special Monster None
16 Special
Random Trap/Puzzle Item (U)
17 Special
Place (U) Random None
18 Context Special
Expected Villain (U) Random
19 Context Context
Complete Expected Expected
20 Context Kozen
Expected Monster Treasure
Progress Points
“IS THE CHALLENGE WHAT I EXPECT?”
ANSWER INTERPRETATION FOR VALUES INTERPRETATION FOR SITUATIONS
YES The value is what you expected. The challenge is what you expected.
EXCEPTIONAL The value is higher than you The challenge is a little harder
YES expected, by about 25%. than you expected.
EXCEPTIONAL The value is much lower than The challenge is much easier
NO you expected, by about 50%. than you expected.
There’s no treasure,
TREASURE FROM BATTLE ODDS
but there’s bad luck. LEVEL OF CHALLENGE ODDS
EXCEPTIONAL
The next monster you
NO
defeat automatically A tough monster in its lair Neary Certain
has no treasure.
A minor monster in its lair Likely
Roll a Random Event.
RANDOM
It happens while you
EVENT Any monster out of its lair 50/50
search for Treasure.
PUZZLE REWARDS TREASURE TABLE
ROLL RESULT D100 RESULT
KEYWORDS KEYWORDS
NOTES NOTES
NAME NAME
KEYWORDS KEYWORDS
NOTES NOTES
NAME NAME
KEYWORDS KEYWORDS
NOTES NOTES
“DO THEY TELL THEIR STORY?” CONVERSATION FOCUS TABLE
ANSWER INTERPRETATION ROLL RESULT
They don’t tell their story 44-47 Directs you to someone else
right now, but if you do
NO 48-51 Gets emotional about this
something meaningful
for them they will.
52-55 Asks you to do something
They aren’t telling their
EXCEPTIONAL story right now, and 56-59 Offers to do something for you
NO there’s nothing you can
do to encourage them. 60-63 Wants to end this conversation
1-3 Their philosophy about life 50-52 How they learned a valuable lesson
7-9 How their life suddenly changed 56-58 When someone helped them
10-12 Overcoming a personal obstacle 59-61 How they once saved the day
13-14 A secret they are willing to tell 62-64 How they accomplished something
21-23 How they met their love 71-73 What they used to do before this
33-35 Something they regret 83-85 When they helped someone else
38-40 Someone they lost 89-91 Why they are so good at something
41-43 A long distance trip 92-94 How someone once mentored them
47-49 When expectation met reality 98-100 What their education was like
MEANING TABLES: ACTIONS
ACTION 1
1: Abandon 21: Communicate 41: Escape 61: Misuse 81: Ruin
2: Accompany 22: Conceal 42: Expose 62: Move 82: Separate
3: Activate 23: Continue 43: Fail 63: Neglect 83: Start
4: Agree 24: Control 44: Fight 64: Observe 84: Stop
5: Ambush 25: Create 45: Flee 65: Open 85: Strange
6: Arrive 26: Deceive 46: Free 66: Oppose 86: Struggle
7: Assist 27: Decrease 47: Guide 67: Overthrow 87: Succeed
8: Attack 28: Defend 48: Harm 68: Praise 88: Support
9: Attain 29: Delay 49: Heal 69: Proceed 89: Suppress
10: Bargain 30: Deny 50: Hinder 70: Protect 90: Take
11: Befriend 31: Depart 51: Imitate 71: Punish 91: Threaten
12: Bestow 32: Deposit 52: Imprison 72: Pursue 92: Transform
13: Betray 33: Destroy 53: Increase 73: Recruit 93: Trap
14: Block 34: Dispute 54: Indulge 74: Refuse 94: Travel
15: Break 35: Disrupt 55: Inform 75: Release 95: Triumph
16: Carry 36: Distrust 56: Inquire 76: Relinquish 96: Truce
17: Celebrate 37: Divide 57: Inspect 77: Repair 97: Trust
18: Change 38: Drop 58: Invade 78: Repulse 98: Use
19: Close 39: Easy 59: Leave 79: Return 99: Usurp
20: Combine 40: Energize 60: Lure 80: Reward 100: Waste
ACTION 2
1: Advantage 21: Disadvantage 41: Hope 61: Object 81: Representative
2: Adversity 22: Distraction 42: Idea 62: Obscurity 82: Riches
3: Agreement 23: Elements 43: Illness 63: Official 83: Safety
4: Animal 24: Emotion 44: Illusion 64: Opposition 84: Strength
5: Attention 25: Enemy 45: Individual 65: Outside 85: Success
6: Balance 26: Energy 46: Information 66: Pain 86: Suffering
7: Battle 27: Environment 47: Innocent 67: Path 87: Surprise
8: Benefits 28: Expectation 48: Intellect 68: Peace 88: Tactic
9: Building 29: Exterior 49: Interior 69: People 89: Technology
10: Burden 30: Extravagance 50: Investment 70: Personal 90: Tension
11: Bureaucracy 31: Failure 51: Leadership 71: Physical 91: Time
12: Business 32: Fame 52: Legal 72: Plot 92: Trial
13: Chaos 33: Fear 53: Location 73: Portal 93: Value
14: Comfort 34: Freedom 54: Military 74: Possession 94: Vehicle
15: Completion 35: Friend 55: Misfortune 75: Poverty 95: Victory
16: Conflict 36: Goal 56: Mundane 76: Power 96: Vulnerability
17: Cooperation 37: Group 57: Nature 77: Prison 97: Weapon
18: Danger 38: Health 58: Needs 78: Project 98: Weather
19: Defense 39: Hindrance 59: News 79: Protection 99: Work
20: Depletion 40: Home 60: Normal 80: Reassurance 100: Wound
MEANING TABLES: DESCRIPTIONS
DESCRIPTOR 1
1: Adventurously 21: Defiantly 41: Generously 61: Loudly 81: Playfully
2: Aggressively 22: Deliberately 42: Gently 62: Lovingly 82: Politely
3: Anxiously 23: Delicately 43: Gladly 63: Loyally 83: Positively
4: Awkwardly 24: Delightfully 44: Gracefully 64: Majestically 84: Powerfully
5: Beautifully 25: Dimly 45: Gratefully 65: Meaningfully 85: Quaintly
6: Bleakly 26: Efficiently 46: Happily 66: Mechanically 86: Quarrelsomely
7: Boldly 27: Emotionally 47: Hastily 67: Mildly 87: Quietly
8: Bravely 28: Energetically 48: Healthily 68: Miserably 88: Roughly
9: Busily 29: Enormously 49: Helpfully 69: Mockingly 89: Rudely
10: Calmly 30: Enthusiastically 50: Helplessly 70: Mysteriously 90: Ruthlessly
11: Carefully 31: Excitedly 51: Hopelessly 71: Naturally 91: Slowly
12: Carelessly 32: Fearfully 52: Innocently 72: Neatly 92: Softly
13: Cautiously 33: Ferociously 53: Intensely 73: Nicely 93: Strangely
14: Ceaselessly 34: Fiercely 54: Interestingly 74: Oddly 94: Swiftly
15: Cheerfully 35: Foolishly 55: Irritatingly 75: Offensively 95: Threateningly
16: Combatively 36: Fortunately 56: Joyfully 76: Officially 96: Timidly
17: Coolly 37: Frantically 57: Kindly 77: Partially 97: Very
18: Crazily 38: Freely 58: Lazily 78: Passively 98: Violently
19: Curiously 39: Frighteningly 59: Lightly 79: Peacefully 99: Wildly
20: Dangerously 40: Fully 60: Loosely 80: Perfectly 100: Yieldingly
DESCRIPTOR 2
1: Abnormal 21: Dry 41: Hard 61: Mature 81: Remarkable
2: Amusing 22: Dull 42: Harsh 62: Messy 82: Rotten
3: Artificial 23: Empty 43: Healthy 63: Mighty 83: Rough
4: Average 24: Enormous 44: Heavy 64: Military 84: Ruined
5: Beautiful 25: Extraordinary 45: Historical 65: Modern 85: Rustic
6: Bizarre 26: Extravagant 46: Horrible 66: Mundane 86: Scary
7: Boring 27: Faded 47: Important 67: Mysterious 87: Shocking
8: Bright 28: Familiar 48: Interesting 68: Natural 88: Simple
9: Broken 29: Fancy 49: Juvenile 69: Normal 89: Small
10: Clean 30: Feeble 50: Lacking 70: Odd 90: Smooth
11: Cold 31: Feminine 51: Large 71: Old 91: Soft
12: Colorful 32: Festive 52: Lavish 72: Pale 92: Strong
13: Colorless 33: Flawless 53: Lean 73: Peaceful 93: Stylish
14: Creepy 34: Forlorn 54: Less 74: Petite 94: Unpleasant
15: Cute 35: Fragile 55: Lethal 75: Plain 95: Valuable
16: Damaged 36: Fragrant 56: Lively 76: Poor 96: Vibrant
17: Dark 37: Fresh 57: Lonely 77: Powerful 97: Warm
18: Defeated 38: Full 58: Lovely 78: Quaint 98: Watery
19: Dirty 39: Glorious 59: Magnificent 79: Rare 99: Weak
20: Disagreeable 40: Graceful 60: Masculine 80: Reassuring 100: Young
MEANING TABLES: ELEMENTS
LOCATIONS CHARACTERS OBJECTS
1: Abandoned 51: Lively 1: Accompanied 51: Important 1: Active 51: Information
2: Active 52: Lonely 2: Active 52: Inactive 2: Artistic 52: Intriguing
3: Artistic 53: Long 3: Aggressive 53: Influential 3: Average 53: Large
4: Atmosphere 54: Loud 4: Ambush 54: Innocent 4: Beautiful 54: Lethal
5: Beautiful 55: Meaningful 5: Animal 55: Intense 5: Bizarre 55: Light
6: Bleak 56: Messy 6: Anxious 56: Knowledgable 6: Bright 56: Liquid
7: Bright 57: Mobile 7: Armed 57: Large 7: Clothing 57: Loud
8: Business 58: Modern 8: Beautiful 58: Lonely 8: Clue 58: Majestic
9: Calm 59: Mundane 9: Bold 59: Loud 9: Cold 59: Meaningful
10: Charming 60: Mysterious 10: Busy 60: Loyal 10: Colorful 60: Mechanical
11: Clean 61: Natural 11: Calm 61: Masculine 11: Communication 61: Modern
12: Cluttered 62: New 12: Careless 62: Mighty 12: Complicated 62: Moving
13: Cold 63: Occupied 13: Casual 63: Miserable 13: Confusing 63: Multiple
14: Colorful 64: Odd 14: Cautious 64: Multiple 14: Consumable 64: Mundane
15: Colorless 65: Official 15: Classy 65: Mundane 15: Container 65: Mysterious
16: Confusing 66: Old 16: Colorful 66: Mysterious 16: Creepy 66: Natural
17: Cramped 67: Open 17: Combative 67: Natural 17: Crude 67: New
18: Creepy 68: Peaceful 18: Crazy 68: Odd 18: Cute 68: Odd
19: Crude 69: Personal 19: Creepy 69: Official 19: Damaged 69: Official
20: Cute 70: Plain 20: Curious 70: Old 20: Dangerous 70: Old
21: Damaged 71: Portal 21: Dangerous 71: Passive 21: Deactivated 71: Ornamental
22: Dangerous 72: Protected 22: Deceitful 72: Peaceful 22: Deliberate 72: Ornate
23: Dark 73: Protection 23: Defeated 73: Playful 23: Delightful 73: Personal
24: Delightful 74: Purposeful 24: Defiant 74: Powerful 24: Desired 74: Powerful
25: Dirty 75: Quiet 25: Delightful 75: Professional 25: Domestic 75: Prized
26: Domestic 76: Reassuring 26: Emotional 76: Protected 26: Empty 76: Protection
27: Empty 77: Remote 27: Energetic 77: Protecting 27: Energy 77: Rare
28: Enclosed 78: Resourceful 28: Equipped 78: Questioning 28: Enormous 78: Ready
29: Enormous 79: Ruined 29: Excited 79: Quiet 29: Equipment 79: Reassuring
30: Entrance 80: Rustic 30: Expected 80: Reassuring 30: Expected 80: Resource
31: Exclusive 81: Safe 31: Familiar 81: Resourceful 31: Expended 81: Ruined
32: Exposed 82: Services 32: Fast 82: Seeking 32: Extravagant 82: Small
33: Extravagant 83: Simple 33: Feeble 83: Skilled 33: Faded 83: Soft
34: Familiar 84: Small 34: Feminine 84: Slow 34: Familiar 84: Solitary
35: Fancy 85: Spacious 35: Ferocious 85: Small 35: Fancy 85: Stolen
36: Festive 86: Storage 36: Foe 86: Stealthy 36: Flora 86: Strange
37: Foreboding 87: Strange 37: Foolish 87: Strange 37: Fortunate 87: Stylish
38: Fortunate 88: Stylish 38: Fortunate 88: Strong 38: Fragile 88: Threatening
39: Fragrant 89: Suspicious 39: Fragrant 89: Tall 39: Fragrant 89: Tool
40: Frantic 90: Tall 40: Frantic 90: Thieving 40: Frightening 90: Travel
41: Frightening 91: Threatening 41: Friend 91: Threatening 41: Garbage 91: Unexpected
42: Full 92: Tranquil 42: Frightened 92: Triumphant 42: Guidance 92: Unpleasant
43: Harmful 93: Unexpected 43: Frightening 93: Unexpected 43: Hard 93: Unusual
44: Helpful 94: Unpleasant 44: Generous 94: Unnatural 44: Harmful 94: Useful
45: Horrible 95: Unusual 45: Glad 95: Unusual 45: Healing 95: Useless
46: Important 96: Useful 46: Happy 96: Violent 46: Heavy 96: Valuable
47: Impressive 97: Warm 47: Harmful 97: Vocal 47: Helpful 97: Warm
48: Inactive 98: Warning 48: Helpful 98: Weak 48: Horrible 98: Weapon
49: Intense 99: Watery 49: Helpless 99: Wild 49: Important 99: Wet
50: Intriguing 100: Welcoming 50: Hurt 100: Young 50: Inactive 100: Worn
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