Into The Odd - Odditional Materials

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The document describes an adventure module for the Into the Odd roleplaying game. It details several underground locations that were discovered and explores by Samson Aubrey's expedition.

The adventure involves searching for Samson Aubrey and his expedition who went missing over a year ago while exploring an underground complex discovered after an earthquake. The complex contains several strange locations and hazards.

The locations described include an entrance hidden in a mountain, a small metal room, a big underground lake filled with colorful toads, and several other rooms cut into the stone.

Odditional materials Editing, layout & publishing by P.

Greco

Many thanks to Ben Milton, Kamil


Węgrzynowicz, Eric Nieudan, Brian
Into the Odd is such a good little game. I remember some early Wille, Sean Smith for their contribution.

playtest session, way, way before I thought about publishing it,


Many thanks also to Chris McDowall,
when Chris scared the living sh*t out of me without even trying the author of the game.
too hard. It was so fun.
Text and maps in the following articles
are kindly released by their authors
And then, after we put it out, the hacks came. A whole lot of under CC-BY-SA.
Feel free, nay, encouraged to hack away!
them. With a game so small and its formulaic character genera-
tion, it proved as easy as swapping sections of content to create Lost Pages, Glasgow, December 2015.
completely different worlds, but retaining what makes Into the
Odd what it is.

In the next pages you’ll find adventures, hacks and other fanmade
oddities. They will be all different kinds of odd, yet all of them as
odd as you expect.

And of course, this is not to show “how it’s done”, but to show
“this are things that have been done”. Have fun hacking away
until the game fits your fun.

Paolo, the Lost Pages Dude


by Kamil Węgrzynowicz In search of Samson Aubrey
Editor’s note: to avoid tampering too
much with the author’s voice I opted to
leave the text as close to the original as An Earthquake in the mountains near Bastion revealed entrance
possible.
to strange underground complex. Samson Aubrey and his expe-
dition went to explore it. It’s been more than a year now and you
are set to find them.

Good luck, you’ll need it.


od d i t i o n a l m a t e r i a l s 3

1. ENTRANCE
Hidden in the mountain near Bastion. Latest earthquake revealed
it. Long stairs down smoothly cut in stone. In the end there’s a
metal door sliding up with screeching sound and then get stuck
there.
Exit leads to 2.

2. SMALL METAL ROOM


Torn out metal doors to the south and rubble on the floor there
(visible trap: – pit; DEX save or lose 1d6 HP).
To the east doors with no visible way to open them (may be
forced – noise).
On the walls primitive paintings (roll on Inscriptions table) done d12 Random Inscriptions
1. Humanoid silhouettes with halos
in what looks like fluorescent paint or mud. Also inscriptions
2. Four fingered hands
done by Samson Aubrey’s expedition (date, signs of expedition’s 3. Illegible scribblings
members; roll table). 4. Stars and simple geometric shapes
5. Beautiful rendering of a toad
Exits lead to 8 (trap – pit) and 3 (must be forced first). 6. Simple toad or a centipede picture
7. Scene of hunting on automatons
8. Alien face (see 7), harmless
3. BIG UNDERGROUND LAKE 9. Mechanical diagrams copied on a wall
Filled with fluorescent, colourful, transparent toads of the size of 10. Human word (written by someone,
who doesn’t know what it means)
two fists. They swarm inside the lake and on small ledges around 11. Hauntingly real looking human face
the lake. Inside the lake there are 3 metal statues (can be repaired 12. Well known occult symbol

and act like a robot if taken outside). Lake is poisonous (STR


save or lose 1d6 DEX – stupefying). DEX save to walk on the
ledges to avoid to anger toads or not to fall into the lake.
Exits lead to 2, 4 and 9.

Toads, transparent, many colored and fluorescent. Very STR 5 DEX 10 WIL 7 HP 5 for a
swarm
territorial. Driven by need to defend. Attack in a swarm (roll
weakening poison spit (DEX save or lose
1d6+2 for number of of them) when angered. 1d6 STR
4

4. ROOM SMOOTHLY CARVED IN


STONE
On the floor there are 3 pits in which Little People live. Little
People jump from the pits dressed in whatever is left from ex-
pedition’s member clothes, three of them have sword or a pistol.
Otherwise they attack with stones or barehanded.
Exits to 3, 10 and 5 (down to the pits, mix of stench of rotten
meat and iron).
Exit to the south is loosely barricaded and there’s mix of dried
human and Little People blood (greenish).

STR 8 DEX 12 WIL 10 HP 3 2d6 Little People, pale humanoid creatures with big, black
eyes and no nose. Cold to touch. Smell of iron. 1 meter height.
Wear random clothing from the earlier expedition otherwise
naked. Pretty intelligent but without understandable language.
They communicate with hisses. They try to capture opponents
alive if this doesn’t seem possible or they few of them is wounded
they escape and plot revenge.

5. PITS OF LITTLE PEOPLE


Crudely carved and filled with dirt, random body parts (human,
toads’ skins, bats, bones, lots of signs made on the walls (roll on
Inscription table), occasional broken parts of strange machinery.
From East one can hear human like chanting sound and from
north sweet stench of rotten meat and food.
All three pits are connected and lead to 6 and 7. Or climb up to 4.

6. UNDERGROUND FOOD STORAGE


Full of rotten fungus, meat (also human), bones, random junk
(roll table). Small, crudely carved room, strangely cold.
od d i t i o n a l m a t e r i a l s 5

7. ALIEN FACE
On east wall there’s primitively drawn fluorescent alien humanoid Members of Lost Expedition
1. Samson Aubrey
face with five eyes, hypnotic eyes, no nose. Looking at the draw-
2. Adrian Sprysak
ing needs WILL save or lose 1d6 WILL. When all WILL is lost, 3. Felisa Ortega
character is mindless and stares at face till death from hunger. 4. Martin Koehler
5. Dawid Dorynek
6. Phoebe Jenkins
Before the face there are three members of earlier expeditions – 7. Amelie St Germain
8. Patricia Benett
all skin and bones now, chanting in strange language and bowing
9. Istvan Teleki
before the face. They don’t recognise characters and won’t go if 10. Sammy Cambronne
forced – they will fight to death if needed. 11. Kale Brackenberry
12. Sofia Erdman

3 Members of Abrey’s expedition Haunting, empty STR 7 DEX 12 WIL 6 HP 4

eyes, naked and gaunty bodies, long dirty nails, lost almost all hair
(regardless of gender). May wander around aimlessly. If forced
to do anything they became aggresive and after few attacks they
escape.
6

8. WEIRD MACHINERY ROOM WITH


CAVE-IN
High metal cabinets full of broken mechanisms and occasionaly
sparking with electricity. Loud humming noise from below the
cave in (broken automaton – if characters try to dabble with
him conductive ooze will flow out and electricity may harm the
Electric Ear: one domed earpiece, if characters – Dex save or 1d6 damage. There’s an Arcanum inside
attached to an ear, will drill inside it
Automaton).
(1d3 damage to Str and this ear will be
deaf forever). Allows wearer to listen Exits lead 9 (through rubble, unstable but harmless), 14 (crudely
and think-speak to electric machines. carved, strangely smooth surface, there are cries for help and
Machines and their spirit don’t have
to listen and obey. Machines speak
random talks in known language from there, strong smell of
in wispy, frail voice and often cause cinnamon) and up to 15 (easy entrance because of cave in and
synaesthesia effect in human listener.
assorted rubble).

9. CAVE-IN
Things to find in rubble Square shaped room with lots of rubble and dried blood (human
1. Whistle
and Little People). Few toads croak on the rocks. Puddles of
2. Broken musket
3. Dirty, bloodied handkerchief with strangely coloured water flow from northern passage. Digging
initials through the rubble will reveal giant centipedes (harmless) and
4. Small part of machinery (blinks with
different colors)
body of the member of the expedition (eaten by centipedes, there
5. Bones (of Little People – make it are working rifle and broken lantern, a knife, gold pocket watch).
weird)
Rubble to the east is made into barricade (partly removed).
6. Shard of ruby
7. Broken part of machinery Exits lead to 3, 8, 10 and 11 (crude stairs up).
8. Dead parrot
9. Necklace with a picture
10. Broken flask with acid 10. IMPROVISED CEMETERY
11. Scribbled map
Robbed now. In this room most of the of the expedition died.
12. Dead toad
Someone used dynamite to create hole to bury the dead and later
cover them with the rubble. There are names written on the wall.
Little People uncover mass grave and remove all the bodies and
belongings. Only a few bones remained.
Exits lead to 4 (partly barricaded) and 13 (constant sound of
machinery rumbling can be heard from there).
od d i t i o n a l m a t e r i a l s 7

11. THREE STONE ALTARS


Inscriptions made with many coloured mud and Little People
blood on the wall. Small offerings (broken machinery, dead
toads, human tools, fingers, ears, human hair) before the altars.
Primitive leather tubes stand on every altar (only the left one is
full). Taking tubes causes attack of Dead Priest (see 12). Ashes of the Ancients: ?when snorted
WILL save or lose 2d6 WILL (halluci-
Exits lead to 9 (stairs down), 15 (opening to narrow tunnel in
nations and memory loss). With success
west wall) and 12 (stairs up, trapped with knives visible from spirits answer truthfully to one question.
ceiling, DEX save or lose 1d6 HP). 1 dose.

12. CHAMBER COATED WITH RUBY.


Mummified body of Little People man lies here. Power of ar- Ruby Chamber: whole chamber is an
arcanum. Cannot be removed. After
canum can be felt here (goosebumps, voices of spirits can be
an hour of meditation WILL save or
almost heard here, sense of tension). Mummified body can be lose 1d6 WILL (terrible headaches).
destroyed, every attempt to attack causes STR save or lose 1d6 Successful save gives controlled out of
body experience to every place character
STR (temporary paralysis). Succesful save causes mummified has been up to this point. After death it
body to turn to dust (it’s the only way to kill Dead Priest). Dust keeps spirit alive.

can be used and stored just like Ashes of the Ancients.

Dead Priest Ghost of Little People shaman. Can be killed STR n/a DEX n/a WIL n/a HP n/a
His spiritual attacks cause WILL save or
only in Ruby Chamber by destroying the body. Stops attacks
lose 1d6 STR (paralysis)
when opponent tries to escape or cause visible losses to opponent.
8

13. GLISTENING, GIANT DOME


Its outside is flowing with oil and it’s like hard leather when
touch. Around it are gathered working and active parts of all sorts
of automatons. Some hands will crawl and try to catch, legs and
lower body parts will try to walk or get up after the fall. Heads
will speak in some kind of code. Person with Electric Ear will
have to make Will save or will be unable to walk and feel for 3d6
minutes.
Dome can be broken and it’s filled conductive ooze and small
antennas and wires. (see automaton in 8). At the centre there’s a
hatch to 16.

14. LAIR OF CRAWLING OOZE


Big, smooth natural cave polished by Ooze. In the centre of the
cave there’s a nest bubbling with Ooze’s offspring (harmless)
bubbling and screaming in human voices. In the nest there are
maps, dynamite, compass and monocle to be found. Searching the
nest causes attack of the Crawling Ooze.
Exits lead up to 15 (opening in the ceiling), 13 (steel door to me-
chanical labyrinth) and 8 (smooth carved corridor to machinery
room).

STR 13 DEX 12 WIL 9 HP 12 Crawling OozeLarge, semi-inteligent creature. It absorbs


Armour 1. Double damage from fire.
and uses them to lure others. It retains their random memories
Can absorb victim – DEX save or victim
is inside the the ooze and lose 1d6 STR and behaviour and recreates it.
each round until completely absorbed or
pulled out.
od d i t i o n a l m a t e r i a l s 9

15. NARROW TUNNELS


Fit for one smallish person. Crudely carved. Full of large cen-
tipedes (harmless, get into equipment and under clothing).
Exits lead to 14 (opening is above nest of Crawling Ooze, jump
may be needed), 8 (easy entrance because of cave in) and 11.

16. ENGINE ROOM


Gives power to Glistening dome and other mechanical things
in the dungeon. Room small, hot while constantly humming,
vibrating, incomprehensible mechanisms gives off dim red light.
Attempt to control mechanisms in any way cause WILL save or
lose 1d6 STR. Successful save gives telepathic ability to turn on
and off things (statues in a lake, dome, random automaton parts,
broken machinery in 8) in the dungeon. Only one person can
have this ability.
Exit lead to 13 (up the ladder).
by Brian Wille Four Arcana Ideas

First, let us contemplate the Key Principles of Arcana:

1. They do new things.

2. They encourage creative and risky use.

3. They aren’t something you’d want to use all the time.

And a reminder from The Rules Themselves: Characters that are


open about the Arcana they carry will find themselves the target
You have been warned. of collectors, thieves and con artists.

+1 Armor vs bullets, pellets, arrows, The Chapeau of Magnetic Inversion combines


darts, fragmentation, blades.
a top hat and an electrical coil to create a strong magnetic field.
Bullets, fragments, arrows and blades that are made of iron or
steel are rerouted away from the wearer when it is activated. Care
must be taken around magnetic items of the wearer and his party;
horrific consequences may also occur if used near someone who
has been tattooed with iron-based ink.

Heavy Gun (two hands), d12 damage. The Aether Bombast combines technology and arcane
Cannot move and fire. Flashbang effect
forces to create a formidable weapon. An intensely hot ”bolt” of
on those not wearing eye protection
when fired. Sets target alight, d6 damage pressurized plasma is fired from a compression cylinder; it can
for 1d3 rounds. Burns through most be fired out to great distance, and very accurately. The effect on
materials.
organic matter is horrific, and the damage it can do to synthetic
materials is impressive. Rate of fire is very slow, maintenance
on the device is virtually impossible, and it should be used with
care on airships and water craft. It should never be fired in a
submarine unless self-destruction is the goal.
od d i t i o n a l m a t er i a l s 11

The Mechanized Arachnid is roughly the size of a STR 12 DEX 14 WIL 14 HP 10


Fast, d6 damage. Can Scurry up steep
dog when extended and active, but folds into a small compact
inclines and through small holes. What
shape for ease of transport. It has ”large extendible claws to aid the Arachnid sees, the owner can see IN
in subduing any opponents” but it can also be used to carry small THEIR MIND.

items (such as healing salves or timed explosives), recover small


items that are out of reach, and map areas that are currently
unreachable or too dangerous for one to map oneself. The claws
are extremely sharp and the Arachnid can get red-hot from the
pressure of its miniature steam engine if left activated for too
long, so care must be taken around animals and children. It vents
steam, and while it is not a loud device, neither it is quiet.

The Necromizer taps into dark powers beyond the edge of Turns corpses into undeads fighting
for the user. The undeads will become
our understanding and combines that with galvanic technology to
malevolent and aggressive after time.
raise the very recently dead and compel them to fight mindlessly
by your side. This is especially useful when you are the last one
standing, but can be helpful if even one or two of your party has
fallen in combat.

The Fighting Dead will mill around aimlessly for a few minutes STR 10 DEX 8 WIL 6 HP 6
damage as per weapon or d4 stran-
after the fight is over, and that is when they must be dispatched
gling/clawing.
with bullets to the head or machetes to the neck. Otherwise an Frightening to behold and vomit-
odd light will appear in their eyes, they will assume disturbing inducing to EVERYONE (except
the owner of the Necromizer) as they
facial dispositions that imply evil cunning, and they will try to have invariably soiled themselves upon
maim you and kill you, in that order. violent death and are likely to be trailing
intestines or brain matter.

Dogs tend to bark at people carrying a Necromizer on them, milk


tends to spoil around the Necromizer, and babies are sometimes
born with very sharp teeth if the mother has been in contact with
the device.
by Eric Nieudan Odd Dungeons

Elves are Simply Better at many things Character Generation Cross your best stat with your
Dwarves know the underground and
hit points on the page in the next spread to generate your starting
have infravision
Halflings are tough and silent equipment, abilities and race.
Half-orcs and half-elves are pariahs
Thief training: normally no save
Turn Undead: Undead save WIL or flee.
Alignments can be used, or don’t – I’m not going to tell you
Cleric and MUs: the character knows how to D&D. On my end, since I’m running B/X modules, I use
extra spells and can cast each of those
the classic Law/Neutral/Chaos system.
spells once a day.

A word of warning: attempting to learn a Spellcasters can cast each of their starting spells once a day,
spell above one’s capacity (see experience
provided you spend some time in study or prayer. Each spell has
below) or to mix Cleric and Magic-user
spells can cause cranial implosion or an effect, a range, etc. This may be ad-libbed by the GM, or they
unwanted severance of the astral cord. can use a specific ruleset. Magic isn’t a science though, and you
may try to shape a spell with a WIL save. Fail this and expect
side effects, friendly fire or deadly-but-colourful explosions.

Spells are stored in scrolls, reliquaries, wands, staves and just


every kind of jewellery. We call these items foci. Anyone can cast
a spell directly from the focus by speaking a command word or
Scrolls crumble to dust, wands burn to exerting their will. Most items will be destroyed doing so. With
ashes, a gold crown turns to molten lead.
a focus, learning a spell takes a day. Studying a focus you can
More durable and expensive materials
might hold the spell for several uses, but make its magic part of you. You still need the item to study the
the magic will take its time gathering spell between uses, but the magic draws its power from you and
again - typically from a day to several
years.
doesn’t consume the focus. Most enemy casters keep their foci on
them. If you can’t find anything on their corpses, make sure you
comb their quarters for grimoires, charm-adorned headdresses
and weird coin collections.
od d i t i o n a l m a t er i a l s 13

Healing Spells heal hit points first, Strength second. It’s


better if you can wait until the wounded have had a short rest.

Experience works pretty much like in Into the Odd, except


an expedition (or adventure) can end while you are still under-
ground or in the wilderness. If you secure a base camp after
exploring a dungeon level (or a portion of terrain big enough
to ensure your safety), or if you reach some kind of friendly
settlement, the GM may declare the adventure over.

Novice ready or not, you are on your way to your first adventure. You can learn one 1st level spell.
Professional you have survived at least one adventure. You can learn 2nd level spells, and memorise a total of
3 spell levels.
Expert you have survived at least three adventures since reaching Professional level. You can learn 3rd
level spells, and memorise a total of 6 spell levels.
Veteran you have survived at least five adventures since reaching Expert level. You can learn 4th level
spells, and memorise a total of 10 spell levels.
Master you own a stronghold, academy or guild and have led followers on at least one dangerous ad-
venture since reaching Veteran level. You can learn 5th level spells, and memorise up to 15 spell
levels.

Apprentices and followers will naturally solicit you as your


reputation grows. They will follow you in exchange for gear, gold,
glory or knowledge. A new hireling is available:
Acolyte (1g) : DEX 2d6, Chainmail, Mace, 1st level Cleric spell.

Strongholds take time, manpower and coin to build. Seizing one


by force is cheaper, provided you can defend it down the line.

Titles are bestowed by local rulers or simply self-appointed


(except to be challenged if you do so).
14

Stat 1HP 2HP 3HP


3-9 Cleric (+3 spell levels), Elf, MU (+2 spell levels), MU (+2 spell levels), Staff
Turn Undead, Mace (d6), Rapier (d8), Elfin mail (2), (d6), Dagger (d4), Ring of
Breastplate (1), shield (1), Backpack (4 days rations, rope, Protection (1), Healing Salve
Backpack (4 days rations, mirror) (d8), Satchel (wineskin, 3 days
lantern, 2 vials holy water) ration)
10 Elf, MU (+2 spell levels), Dwarf, Battered blunderbuss Elf, MU (+1 spell levels),
Longsword (d8), Elfin bread (d8), 3 smoke bombs, Sack Shortsword (d6), Leather ar-
(3 days), Small sack (jewellery (smoking leaf, candle, bear mour (1), Small sack (1 days
30gp), trap) rations, rope)

11 MU (+1 spell levels), Dagger Cleric (+2 spell levels), Turn MU (+2 spell levels), Staff (d6),
(d4), Portable laboratory, Vial undead, Warhammer (d8), Backpack (3 days rations),
of acid, 3 pouches Boiled leather (1), Satchel Speaks with birds, Feared by
(wolfsbane) dogs and cats

12 Morningstar (d8), Encrypted Thief training (hide in shadows, Halfling, Sling (d4), shortsword
spellbook, Noble clothes, Back- move silently), Blackjack (d4), (d6), 3 flasks of oil, Outcast
pack Sack (caltrops, 2 candles) tattoos
13 Crossbow (d8), knife (d4), Axe (d6), Hide armour (1), Thief training (pick pockets,
Tower shield (1), Battered Large sack (7 days rations), open locks), Fancy sword (d6),
uniform, 26gp from murder Lame dog Burghers clothes
14 Halberd (d8), Old uniform, Cleric (+2 spell levels), Sacrifi- Scimitar (d6), Burnt leather
Backpack (1 week rations, cial bludgeon (d6), Cursed by shirt (1), 23gp
rope) demons
15 Half-elf Whip (d4), 5 darts Short sword (d6), Mail shirt Staff (d6), sling (d4), Satchel
(d4), Proof of noble descent, (1), Backpack (iron spikes), (2 chickens), Bedroll, blanket,
Backpack (2 weeks rations) 11gp tent, Fur hat
16 Half-orc, Mace (d6), Forged Knife (d4), sling (d4), Large Scramasax (d6), Leather shield
mercenary papers sack (tent, traps), Lame horse (1), Horned helmet
17 Longsword (d6), Staff (d6), 3 darts (d4),
Ragged clothes, Wizard hat and robes, Split shield (1),
Old scars Small sack (sick bird), Unwieldy plate armour (1)
18 Broken stool (d4), Doppelganger, Amnesia, Knife (d4), Stolen merchant
10sp, Woodsman clothes, clothes (too small),
Permanent hangover Blood on your hands Bare feet
od d i t i o n a l m a t er i a l s 15

Stat 4HP 5HP 6HP


3-9 Halfling, Bow (d6), mace (d6), Dwarf, Two-handed axe (d8), Halfling, Shortsword (d6),
Studded leather (1), Stolen 2 throwing axes (d6), Platemail Lantern, Pack mule (6 days
pouch (15gp), Backpack (3 (2), Backpack (1 week rations, rations, rope, tent, pots & pans)
days rations, spices) iron spikes)

10 Cleric (+2 spell levels),Turn un- Thief training (stun at 0hp), Two-handed sword (d8),
dead, Warhammer (d8), Shield Two daggers (d4), Short bow Chainmail (1), Horse, Sad-
(1), Large sack (2 days rations) (d6), Scroll (cleric, 2nd level), dlebags (1 day ration, wineskin,
Backpack (2 days rations, iron spikes)
mirror, 3 candles, scroll)
11 Dwarf, Pickaxe (d6), Shield Longbow (d8), Axe (d6), Thief training (climb, hear
(1), Backpack (1 days rations, Leather shirt (1), Hat with rare noise), Shortsword (d6), 2 dag-
beer cask, rope, lantern) feathers, Small sack (1 days gers (d4), Scroll (magic-user,
rations) 1st level), Rope & grapple, 2
doses poison (paralysis at 0hp)
12 Maul (d8), Javelin (d6), 2 javelins (d6), Large sack (3 Dirk (d4), Poison (d4 extra
Breastplate (1), Satchel, Large wolf skins), Foreign hairstyle, damage), Unholy symbol (20
sack 8cp gp), Puzzling birthmark
13 Axe (d6), sling (d4), Warm Glaive guisarme (d8), Bone Dagger (d4), rusty mace (d6),
cloak and heavy boots, Wanted armour (1), Straw hat, Satchel Leather vest (1), Stolen letters,
poster, Backpack (2 waterskins) Small sack (wineskin)
14 Stolen rapier (d8), Large tent, Hand crossbow (d4), Black Mutant, Spiked club (d6), 2
Medallion with strange map leather clothes (1), Small sack wolf traps
(wig, scarf)
15 Half-elf, Antique sword (d6), Recognisable scimitar (d6), Silk Half-elf, Bent bronze sword
Stylish cloak, Toolbox clothes, Scarred hands, 25sp (d4), Bow (no arrows), Pouch
(worthless stones)
16 Staff (d6), Backpack (2 can- Half-elf, Bow (d6), Poorly Broken spear (d4), Improvised
dles, waterskin, scroll, quill) trained pet wolf buckler (1) Torch
17 Two-handed club (d6), Half-orc, Broken crossbow Cestus (d4),
Conspicuous clothes, (used as a club, d4), Smoked rat on a stick,
Bag of broken glass Whips scars on back Disgusting skin condition
18 Half-orc, Mutant, Half-orc,
Broken sword (d4), Fork (d4), Chains (d4),
Escapee tattoo on forehead Bounty dead or alive (120gp) Naked, Mute
16

d20 So you were late and have to join an ongoing adventure...


1 Monsters, then a trap, then more monsters. And then a cave-in. Lost 1d6 STR and all your
gear except for one thing of your choice.
2 Scarcely escaped monsters (referee rolls a random encounter) and lost 1d6 HP (do not roll
for critical damage). The monsters are right behind you.
3 Killed a monster and lost 1d6 hp (do not roll for critical damage).
4 Tracked by monsters (referee rolls a random encounter). They are nearby.
5 Fell down a hole. Lost a random weapon, or 1d6 DEX if you had none.
6 Peaceful contact with a new Faction. Ask the referee who they are.
7 Went through an elemental event: skin and hair colour radically changed.
8 Drank tainted water. Now sick until you can rest: lost d4 STR and d4 WIL.
9 Lost all food and water, or 1d4 WIL if you had none.
10 Hostile contact with a faction. They will keep an eye out for you.
11 Friendly NPC taken alive by monsters (ask the Referee). You saw where they went.
12 Your armour, shield, or an item (in this order) got caught in a trap. Unusable, needs repair.
13 Wounded a magic-user, took a focus from them and botched its use. Lose permanently 1
WIS, gained an enemy.
14 Stole d4 rations and water from a Faction (ask the Referee). They lost you, but they saw
your face.
15 Took a crossbow (d8) from a Faction (ask the Referee). They didn’t see you but they are
looking.
16 Found a small sack containing 1d4 rations and a quart of water.
17 Found a dead body. Took 1d20gp and a short sword.
18 Found a clue to a danger nearby. Ask the referee.
19 Fought someone and took a focus for a 1st-level magic-user (1-4) or cleric (5-6) spell.
20 Encountered a nearby (or random) monster and turned it into an ally.

d6 I’m back from my latest expedition. Is my stash still ok?


1 Yes, all of it. Lucky bastard.
2 Yes, with something extra (and valuable, and misplaced by someone angry and powerful).
3 Some of it is missing, but there’s a clue to who took it.
4 No, there’s an envelope with your name on it.
5 No, and it’s booby trapped.
6 No. Something slimy and blue and shivering digged inside your hiding place and ate your
stuff. It’s sleeping now.
od d i t i o n a l m a t er i a l s 17

Odd Factions

Create factions’ Motivations, Status, Means and Goal by rolling


5d6 on the first table, and look up the result for each die. After
that, roll 1d20 and look up the factions’ peculiarities on the second
table, and strike out results as they are rolled. In case a stroked-
out result is rolled, roll a second peculiarity.

5d6 Origin Status Means Goal 1 Goal 2


1 Lost City Official Military Rule …the City (south, east,
north, west, center, all of it)
2 Caves In hiding Divine Destroy …another faction
3 Underworld On the rise Sorcerous Manipulate …outsiders (surface, caves,
underworld, desert, planes)
4 Desert Disintegrating Legal Control the …a powerful individual
wealth of (judge, noble, dreamer,
mystic, soldier)
5 Sunside realms Reforming Commercial Ally with …an important place (tem-
ple, barracks, radiation,
grove, volcano)
6 Planar Inactive Criminal Learn the …a supernatural power (god,
secrets of demon, ghost, elemental)

d20 Faction Peculiality


1 Impossibly superstitious 11 Tattoos, branding or scarifications
2 Fighting a curse or disease 12 Much richer than they look
3 Bloody, cruel or plain weird rites 13 Leader is not who they seem
4 Has no leader 14 Welcome undead members
5 Front for another faction 15 Vast library of knowlegde
6 Unjustly hated 16 Most members are werebeasts
7 Very popular for the wrong reasons 17 All members are children
8 Addicted to a rare drug 18 Sole purveyor of a potent wine
9 Unconventional sexual practices 19 Worships a new god each month
10 Cannibalistic tastes 20 Access to unknown powers
By Eric Nieudan The Nightlight Circus
Rumours (roll 1d6)
1. As the Nightlights Circus expand,
other gangs see their members disappear This adventure departs from the traditional exploration locale.
(true). A turf war is brewing.
Depending on the characters’ goals and approach, some social
2. A city official runs the Nightlights
Circus to reduce the crime rate (false). interaction may be needed to navigate some of the rooms. The
3. Nightlights artists have been seen whole dungeon was randomly generated to test the Dungeon with
coming in and out an abandoned
orphanage near the gambling hall (F). a Deck of Cards procedure.
4. Giving generously to Nightlights street
acrobats will get you the password to the
Joy Vault (T).
5. The tower overlooking the canal glows
faintly at night (T). It’s where the Circus
sacrifices their victims (F).
6. The City Council heard the gang
was a front for a star cult (F) and sent a
troubleshooter to investigate (T).

Random wanderers (roll 1d8)


1. Shimmering phantasm, a by-product
of Joy Machine. Creepy vision of one’s
past, disappears after a few seconds.
2. Escaped member of the Silent Straw
Sisters (STR 13, DEX 7, hp 5, stolen
blade d6, broken wrist). Wants revenge.
3. 2 local militia, following a lead to John
Brightlow’s disappearance (see 11b)
(STR 12, WIL 8, hp 7, blunderbusses
d8). Want a promotion.
4. d6 man-eater dogs (DEX 13, hp 3, rip
throat d6). Want an easy meal.
5. Sewer scavenger: pig-faced mutant
(hp 7, crossbow d8) who knows the area
quite well. Wants valuables.
6. Strongman and d6 prisoners in chains
(see room 6). Wants to deliver them to A new gang is carving out a turf in one of the poorest districts
Kaleidos Copper. of town. Children and adults from the Nightlights Circus are
7. d6 urchin runners, on their way to
work (seen room 1). Want to have fun.
recognisable by the hideous scars they hide under heavy make-up
8. d6 street artists, back from a day’s and tattoos. They work as couriers and street entertainers, and
work with 5s in change. Want to rest.
also operate a gambling den called the Joy Vault.
od d i t i o n a l m a t er i a l s 19

1: GAMBLING HALL ENTRANCE


Well-lit cellar, painted signs, light security (alarm bell to room 6).
West: trapped door to 2 (gas explosion, d6 WIL if breathed).
East: heavy door to a seedy alley (password: ”joy is forever”).
3 urchin runners, burnt skin under layers of filth and soot, STR 7 DEX 10 WIL 10 HP 2
knives 1d6
want to smile and look normal.

2: THE JOY VAULT


Vaulted room with gayly painted arches and grimacing stone
figures (buzzing power cables connecting 3b and 11 via 6).
Strong drinks, game tables from safe to dangerous. Gamblers,
male and female dancers, musicians.
North: dirty windows overlooking eel-infested canal.
East: door to 1, guarded, gas canisters (see above).
South: dark damp sewer to 6 behind grilled door (locked).
West: heavy door, soundproof (opens when someone says ”joy”).
4 street artists with permanent grins and clown make-up STR 10 DEX 15 WIL 9 HP 5
iron fingernails d8, smoke pistols d6
covering burns, want to protect Joy Machine’s secrets. They have
the key for the locked door.

3: NIGHTLIGHTS TOWER
Empty floors with aggressive pigeons and dangerous stairs. Top
floor: has crystal roof (35 square metres panels worth 50s each).
On every floor, several mirrors reflect and filter starlight down
to basement, where abducted gang members and urchins are
brainwashed.
Basement: illuminated by starlight from mirror complex. Seats
with straps. Roast pork smell.
West: archway to 5.
South: rusty ladder up to 4.
Kaleidos Copper, an humanoid with shiny prismatic STR 10 DEX 10 WIL 17 HP 9
armour 1, dense limbs d6, dazzling &
machine for a head. Wants everyone to obey Joy Machine’s law.
burning colours d8 + charm on critical
Will stop working if away from starlight for too long. damage
20

4. ARMOURY
Small, badly ventilated with iron-reinforced ceiling.
Chests with 7 old muskets, 4 rusty pistols, 2 bombs (powder used
produces thick, red smoke). Assortment of cutlasses, canes and
cleavers. Each chest has a floating globefish that tries to escape
(blue-grey scales, inoffensive, feeds on moisture, keeps air dry).
North: rusty ladder down to 3b (noisy).
South-east: slippery stairs up to 6.

5. COPPER’S LARDER
Dark stone alcove. The only light comes from outside.
Metal objects kept as food for the Copper: cutlery, pots, broken
weapons, pieces of machinery.
South: piles of rusty dejections (sorting through it will reveal 3g
worth of unconsumed gold and silver).

6. MAIN STORE
Unpainted arches with saltpeter. Fire pit, cushion and chairs,
tinned food on shelves, dry meat hanging from ceilings (buzzing
power cables connecting 3 to 11).
West: grilled doors to 7 (fresh air) and 8 (stale smell), creaky
stairs up to 9 (daylight, stew smell).
North-West: damp corridor to 4.
North: sewer passageway to 2
East: illusory wall to 9 (noticeable from an angle, electric shock
d12 if touched for more than two seconds).
South: hole down to 12 (bells sound).
STR 7 DEX 10 WIL 10 HP 3 5 prisoners: gang members, homeless labourers and lost
sailors, chained to pillars and waiting to be brought to the Copper.
Want to escape.
STR 18 DEX 10 WIL 10 HP 6 Strongman: towering brute with theatre face, sailor tattoos
spiked fist 1d8
covering melted flesh. Wants to keep the hideout safe.
od d i t i o n a l m a t er i a l s 21

7. STREET ARTISTS SLEEPING PIT


High room with ladders to a dozen alcoves with dry straw beds
(no personal effects or spare clothes).
Ceiling: rusty, noisy grate to abandoned orphanage courtyard.

8. URCHINS SLEEPING PIT


High room with hammocks and damp mattresses (toys, family
photographs and shiny objects).

9. DAY ROOM
Kitchen of the abandoned orphanage. High, iron-reinforced,
faded educational murals (“work for your wage, kill for your
keep”). Large chimney with pot of cold soup. No metal utensils.
West: walled door to ruins (breakable with appropriate tools,
noisy though).
South: barred windows (3 metres above the floor, bars eaten by
rust) to an overgrown garden home to a pack of wild dogs.
7 street artists having a quiet meal, want to protect Joy STR 10 DEX 15 WIL 9 HP 5
iron fingernails d8, smoke pistols d6
Machine’s secrets.
22

10. LOOT STORE


Wine cellar with 6 valuable bottles (20s each), Golden Lands
jewellery (10g, very conspicuous), one minor Arcanum.
Joy Machine knows immediately if anything is disturbed.
West: illusory wall, powered by cable going to 11.
South: hatch to 11 (smooth metal, warm to touch).

11. JOY MACHINE’S JUMPSHIP


Smooth, immaculate walls like made of solid light, no shadows.
Rooms are body temperature.
STR 10 DEX 10 WIL 19 HP 12 Joy Machine: a pulsating pillar of colours and emotion,
armour 2, electric shock in whole room
communicates through empathy. Wants to end sadness.
d8

11B. GUEST QUARTERS


As above, but decorated with 12 engraved silver bells ringing on
their own (10s each).
North-West: hole in the hull, steep tunnel to 6.
North-East: twisted wall to 11.
STR 4 DEX 10 WIL 14 HP 7 John Brightlow. Abducted Council troubleshooter, in
pain from recent burns and due another session of Kaleidos
Copper’s medicine. When he’s converted, he will be sent back as
The Burner: a small shiny stone that an agent for the gang. Hidden inside his person is The Burner, an
accelerates metabolism: act like time has
Arcanum.
stopped for d20 seconds, but you age
twice as many years
CYBER:LONDON:ODD:HACK by Sean Smith

The choking smog over London blocks light and digital signal Sean has written a number of flash fiction
stories in the Slick Thames world. Read
alike; the corporations have pulled back into the green belt,
some of it here:
leaving the urban sprawl beside the Slick to be fought over by http://archaism.wordpress.
the different gangs. Between the day-to-day violence, each group com/tag/slick-thames/
fights to control the old wired network. There is still intermittent
CORP incursion into the factories and data nodes of the city, and
what’s left of the LAW remain brutal and controlling. There are
constant turf wars between the anarchic PUNKS and the brutal
HOODS, while the GOTHS of the lock region mostly care about
having the best stories to tell.

Choose your side and watch your back:

GOTHS are mostly clad in leathers, and are generally disre- Look: leather goth wear and bondage
costume.
garding of much else. Their entire purpose is to lead debauched,
hedonistic lives.

PUNKS are anarchistic, and have a particular flare for flame. Look: denim and spikes.

HOODS are territorial and put a lot of weight in the intimi- Look: hoodies (duh) and general
sportswear.
dation of weapons.

CORPS are the bad boys of the corporate world - having a Look: stylish business wear (think
American Psycho).
fun time in the inner London offices (most head offices for major
corporations exist in the green belt beyond the city).

The LAW is a futurised version of London Met police. They


are very happy to apply riot gear to situations. If you want to play
as the LAW, use the MET-GRINDER rules below.
24

SLICK THAMES: URBAN SPRAWL CRIMS

You are one of the countless crims in London.

Roll and total the d4, d6 & d8 for each of the following stats;
BRAWN acts of strength & stamina (equivalent of STR)
SINEW acts of agility & precision (equivalent of DEX)
WIT language aloud & online (equivalent of WIL)

You may swap any two scores. Then, roll a d6: this is your
NERVE – your ability to shrug off wounds (equivalent of HP).

Cross-reference your highest stat with your nerve on the follow-


ing table and note down your starting package. If another player
has the same package, instead choose the rightmost nearest slot. If
you have an AUGMENT, roll d12 on the table overleaf.

Stat NERVE 1 or 2 NERVE 3 or 4 NERVE 5 or 6


3-9 Rail-gun (d10) Hunting rifle (d8), Sawn-off shotgun (d8),
Razorblade Silver knuckleduster (d6), Six-foot bullwhip (d6),
businesscards (d6) TACTICAL AUGMENT, TACTICAL AUGMENT,
TACTICAL AUGMENT, Firearm attacks enhanced Shit-hot with tech
Contact in LAW
10-12 Flamethrower (d8), Submachinegun (d8), Tactical baton (d6),
EMP grenade Stimshot (reroll any save), Two flashbangs
(shorts all local tech), TACTICAL AUGMENT (SINEW save or blinded),
TACTICAL AUGMENT COSMETIC AUGMENT
13-15 Twin pistols (d8), Chromed pistol (d8), Machete (d6),
TACTICAL AUGMENT COSMETIC AUGMENT COSMETIC AUGMENT,
Stim addiction
16-18 Army-surplus rifle (d8), Aluminium bottle of spirit (d6), SCART lead (d6),
Bounty on head Last job went sour Shit with tech
od d i t i o n a l m a t er i a l s 25

d12 TACTICAL AUGMENTS


1 Asphyxiator filters airborne particles; WIT to allow double action for a minute
2 Recor-neas record and playback visual; enhances perception
3 Subdermal kevlar provides Armour 1
4 Phase unit if active attacks against you are impaired but you take d4 damage when you move
5 Metal arms as d6 weapon; melee weapon attacks enhanced
6 Fingernail razors as d8 weapon
7 Blue Tooth can connect locally to tech, comes with small drone
8 Broadband scanner know direction and distance of local tech
9 Gridcompass works like GPS on internal software
10 Threat radius grants awareness of organic danger and intent to harm
11 Spidexterity finger filiae for rapid typing
12 Refibrilator capacator shock from the palm, BRAWN or knock out for a minute

Take the next entry if another player already has that AUGMENT.

d12 COSMETIC AUGMENTS


1 Thumb drive
2 Flamegout mohican
3 Innerearphones
4 Neon tattoo
5 Polyfiber proboscis
6 Pleasure multiplier
7 Stainless steel skingraft
8 Exposed wetwork
9 Gain implant
10 Forearm app store
11 Bargain bin exoskeleton
12 Colour-phasing irises

d12 MISSION THUMBNAILS


1 A campervan full of punks are on a trash-trawl in your borough; send their heads back to Sid.
2 A data-thief called the Silver Lady has been spotted in the area. Find out what she’s up to.
3 An insane AI called Brunel has taken over a segment of your network. Isolate & eliminate them.
4 There must be a node in that abandoned office. Locate & secure it.
5 A courier-drone is tracking across town. We’ve given it your data.
6 The old Embankment tube station has been taken over by a data-cult. Infiltrate & eliminate high priestess.
26

MET-GRINDER: FUTUREBRUTALPOLICE

You are a rookie street cop in the ghost-town of old London,


freshly graduated from the Academy. Due to your training your
stats are typically higher than most INTO THE ODD characters.
The Academy is a brutal tutor.

Roll and total the d6, d8 & 4 for each of the following stats;
BRAWN acts of strength & stamina (equivalent of STR)
SINEW acts of agility & precision (equivalent of DEX)
LAW recall & uphold the Law (equivalent of WIL)

You may swap any two scores. Then, roll a d8: this is your
NERVE – your ability to shrug off wounds (equivalent of HP).

Special Training

If your highest ability score is less than 12, you can also begin
with one of these abilities:
Marksman Firearm attacks you make are Enhanced.
Authoritative Whenever you make a LAW save related to
the Law, roll two dice and take the best result.
Resilient You continue to fight on even when you suffer
Critical Damage.

If your NRV is less than 4, you may choose from these psychic
abilities. The Law doesn’t like visible augmentation, but you could
trade either of these for a subtle tactical augment (see SLICK
THAMES rules):
Telekinetic You may move objects with your mind; passing a
SNW save gives precision.
Telepathic You can read other’s thoughts; passing a LAW
save means they don’t realise you’re reading their mind.
od d i t i o n a l m a t er i a l s 27

What do you have?

All cops are given a SPUD gun, plus other equipment:

Special Police Uniform Detention gun, keyed to SPUD AMMUNITION

your DNA. If any other person uses this gun, it explodes causing
STANDARD EXECUTION: your basic
d12 damage. The SPUD-gun has six types of ammunition from bullet deals d8 damage; you are assumed
a single cartridge - at the end of each combat or whenever you to have always used this bullet in any
combat.
roll maximum damage, roll Xd8 where X is the number of ammo HEATSEEKER: locks onto a specified
types you’ve used this combat: on a roll of one, the ammunition target’s heat signature; deals d6 damage.
RICOCHET: coated in rubber, this
stocks descend to d6s, then d4s, then a single bullet remaining.
will bounce off hard surfaces; deals d8
damage minus the amount of surfaces it
Street armour and helmet (provides Armour 1) struck.
INCENDIARY: bursts into flame upon
A motorcycle with bike cannons (d10 standard rounds or impact; deals d10 damage at impact and
d8 armour piercing) and basic AI allowing it to follow commands. d4 damage to immediate area, people
pass SNW saves to avoid catching fire.
The bike has BRW 13, NRV 0, ARM 2 if it is directly attacked.
ARMOUR PIERCING: coated in
Use your character’s SNW to control it under stress. titanium, d8, this bullet ignores 2 points
A baton that deals d6 damage in melee range. of Armour and deals d8 damage.
HI-EX: explodes on impact, dealing d12
Two flash-bangs that blinds anyone who fails a SNW save damage to everything in the immediate
for one minute. area.

Promotion

As each player has completed the requirements, they move to the


next experience level. Each time they advance a level, they gain
d6 NRV and can increase ability scores. Alternatively, a cop can
learn a non-psychic ability.

ROOKIE You have yet to hit the streets.


BEAT COP You have survived your first mission. One in five rookies fail to survive their first day.
SEASONED BOBBIE You have survived three mission since reaching Street Judge level.
MET-VET You have survived five missions since reaching Seasoned level and have begun to mentor
a rookie.
DISTRICT CHIEF Your mentee has reached at least Seasoned level and you have survived a
mission with them.
28

Refereeing

There are more crimes being committed beside the Slick than
the Met can ever hope to respond to. Each mission should have
a primary objective and some minor objectives that support the
main goal; you should also have lots of other transgressions being
visible as they players progress - whether they become distracted
by these or not is their choice.

Players make LAW saves when arresting crims. Encourage


the player to make the judgement call - state the crime and the
punishment. Then the player rolls: a success means they have
remembered the Law correctly, a fail means they have missed
some detail - this will have repercussions if a more senior cop is
present or aware.

Players also make LAW saves to try to influence the behaviour


of crims they encounter. If they are successful, move the reaction
result of the perp one step in their favour.

Sample Crims

If an ability score is not stated, assume it is 10.

BRW 6 SNW 14 BRN 10 NRV 6 Jimmy Fingers, kleptomaniac


small dagger (d4)
Reaction: 1 Fight, 2-4 Flight, 5-6 Surrender

BRW 13 SNW 10 BRN 10 NRV 3 Susan Stabvest, hired muscle


machete (d8), las-rifle (d10)
Reaction: 1-4 Fight, 5 Flight, 6 Surrender
stabvest (armour 1)

BRW 19 SNW 10 BRN 10 NRV 6 Chipper, graffiti artiste


aerosol canister (d6)
Reaction:1-6 Flight

BRW 15 SNW 19 BRN 18 NRV 20 The Shrivelled Man


withering touch (d12, ignores armour)
Reaction: 1-5 Fight, 6 Flight
Oddbits by Kamil Węgrzynowicz

Owlpeople are nocturnal creatures, half owl, half human. STR 10 DEX 13 WIL 8 HP 8
Beak (d6)
Males are more or less humanoid and females are more like
Driven by feeding their young and
giant owls. They can’t fly but are able to glide in the air for short control territory
distances when thrown or jumping from above. They don’t have Hypnotising Stare: WIL save or victim
acts along Owlperson unspoken wishes.
wings, Instead they just spread their arms and slowly glide. It can be broken by another WIL save
but the longer victim stays under effect
the effects are lasting and incurable.
They usually travel from place to place in a group of 10 or more,
Victim will act like an owlperson and will
staying in one place until they’re frightened off or during the go a long way to be eaten by owls.
reproductive season. They hypnotise small, young, weak humans Saliva: their saliva can close wounds.
The wounds won’t be healed but wound
to follow to them to the nest (usually an abandoned house or a will grow into scar tissue quickly. The
cave) and keep there them while eating them alive over time. person treated with saliva will get
addicted to it (STR save to avoid).
They start off with the limbs and there will be usually full of
mutilated humans acting like owlpeople and caring for them.

They mark their territory with cryptic signs. It’s not known
whether they understand it but scholars studying Owlpeople’s
signs say it’s a language in itself and can be translated. Owlpeople
like to steal and gather things. So they keep things from previous
nests and are seen wearing human clothes.

Screaming Pyramids are floating step pyramids made STR 13 DEX 8 WIL 6 HP 8
Armour 1, Suckers (d6)
of glistening, pulsing raw meat. Two meters high and of basic,
Driven by hunger.
animal intelligence, have giant mouths on each side screaming
constantly random words. They travel in groups of 1d4+1 crea-
tures and shock victims with their random screams (STR Save or
shock for 1d6 turns). Then they suck blood with suckers on their
bottom side. They stay in the area until they empty it of living
creatures and then move on.
30

Devil’s Balls were one of the worst meteorite rains in


Bastion. And one of the most strange. Rough looking balls
the size of buildings destroyed a poor part of town, far from the
centre.

Explorers’ companies, army and all kinds of gangs rushed to claim


the findings and clashed in a bloody skirmish. Soon Arcana were
used and phased whole area out of our reality.

Years later, Devil’s Balls still appeared in Bastion from time to


time. Strange people from there claim they’re ambassadors of
Free State of Devil’s Balls: a rogue state inside Bastion.

Now and then Devil’s Balls appear again. Gates are open but
nobody come out. Not to trade, not to plunder, not anything.
Tunnels dug inside the meteorites wait for the brave.

Fete of Dreams was not the first building moved from The
Golden Lands completely, brick by brick, but it was the first one
to gather such notoriety. This one became to be known as Fete of
Dreams.

People first noticed the colourful aura above the building.


Then they noticed small animals of all kinds gathering there in
peace.Then they started having strange dreams, sweet and awful
at the same time. Even malicious at times. Then people started to
gather around the Fete thirsty for their dose. Then the Council of
Bastion closed Fete and created the committee to study it. They
put 8 dimwitted eunuchs to protect the place.

The committee is still working on the case, eunuchs still protect


the place, people and animals still gather around in the fete. There
are rumours that committee is more interested in worshiping the
Fete of Dreams then putting its influence to stop.
od d i t i o n a l m a t er i a l s 31

Chazan Creepers resemble an oily, greyish sludge, first STR 10 DEX 13 WIL 12 HP 5
stats for sludge form.
discovered during industrial digs in Chazan. This intelligent
Afraid of acid. Immune to slash-
sludge resided undisturbed between geological layers until the ing/bashing weapons.
drilling. Now sleepers awake from their sleep and ooze onto If infected lose 1d6 STR every hour until
STR becomes 0, then the victim becomes
the surface. The sludge slowly flow into a host’s body (usually a Creeper host. Before then stomach
human) and overtake it while feeding on the internal organs. pumping and purges can save the victim.

The host slowly deforms and a big, black, reflective globe forms STR 13 DEX 12 WIL 12 HP 10
stats for hosted form.
encasing the head and neck. This globe is warm and leathery to
Suckers suck body tissue of the victim
touch. The host also develops a number of pulsating black suckers and inject mild euphoric intoxicant (STR
all over their body through which they feed. save or lose 1d3 HP and be very happy
because of this).
When killed it explodes spraying sludge.
Creepers communicate using a sign language and, while aggres- Roll under DEX to avoid.

sive (their need to spread to new hosts is endless), they can be


persuaded and are willing to trade with outsiders.

Stones of Oath are granite stones carved with an an-


cient sigil. Everybody who holds this stone while agreeing to a
particular treaty forms spiritual parasite feeding off the treaty
participants. This spiritual parasite ensures that everybody acts
according to the pact or attacks with spiritual force (WILL save
or lose 1d6 HP).

To dissolve the pact, all the still living participants must gather
again and unanimously break the pact. This will cause everybody
involved lose 1d3 WILL to satisfy spiritual parasite.
Forenames P

Maze 1
2
1-2
Adelaide
Balthazar
Roll once.
3-4
Faustus
Fern
5-6
Oswald
Pepper
1
2
1-2
Arrogant
Avant-G

Rats
3 Barsaba Finn Percival 3 Boastful
4 Basil Forthwind Peregrine 4 Bored
5 Beatrix Fox Phoebe 5 Bossy
6 Bertram Godwin Piety 6 Can-do
7 Bianca Hannibal Poppy 7 Chatterb
8 Blaxton Hester Quentin 8 Chirpy
9 Chadwick Hippolyta Redmaine 9 Cryptic
10 Cleopha Jasper Silas 10 Ditz
By Ben Milton 11 Clover Jiles Silence 11 Egomani
12 Constance Jilly Stilton 12 Extravag
Introduction 13
14
Cromwell
Damaris
Jules
Marga
Stratford
Sybil
13
14
Fast-talk
Flake
Maze Rats is a role-playing adventure game of 15 Daphne Merrick Tenpiece 15 Flirtatiou
problem-solving and survival, in which several 16 Demona Minerva Trilby 16 Gossip
players take on the roles of penniless explorers 17 Destrian Mortimer Tuesday 17 Hard-bo
delving into dangerous, abandoned ruins in search 18 Elsbeth Odette Ursula 18 Hears voi
of treasure and glory. 19 Erasmus Ogden Webster 19 Hillbilly
20 Esme Olga Zora 20 Hothead
These rules are derived from Into the Odd, by Chris
McDowall. Other inspirations include Freebooters on
the Frontier and The Perilous Wilds by Jason Lutes,
Dungeon Crawl Classics by Joseph Goodman, and
Surnames A
World of Dungeons by John Harper. Roll once.
1-2 3-4 5-6 1-2
Character Creation 1
2
Barrow
Beetleman
Girdwood
Gorgos
Romatet
Rothery
1
2
Acid Scar
Battle Sca
Choose one advancement from the list of options 3 Belvedere Graveworm Rumbold 3 Boney ha
on the next page. Advancements grant you one 4 Birdwhistle Greelish Rummage 4 Braided H
special ability and a hit die. Roll the hit die to find 5 Bithesea Grimeson Sallow 5 Brawny
your character’s starting maximum hit points (HP). 6 Bobich Gruger Saltmarsh 6 Broken N
7 Calaver Hardwick Silverless 7 Bulbous N
Roll 3d6 for each of your stats: Strength, Dexterity, 8 Carvolo Hitheryon Skitter 8 Burn Scar
and Will. You may choose to swap two of the 9 Chips Hovel Skorbeck 9 Bushy Br
scores. 10 Coffin Knibbs Slee 10 Chiseled
! Strength is used to avoid danger though toughness, 11 Crumpling La Marque Slitherly 11 Curly Ha
stamina, or raw strength. 12 De Rippe Loverly Stavish 12 Dark Skin
! Dexterity is used to avoid danger through stealth, 13 Digworthy Midnighter Stoker 13 Disfigure
quickness, or finesse. 14 Dregs Mitre Tarwater 14 Dishevele
! Will is used to avoid danger through willpower, per- 15 Droll Nethercoat Vandermeer 15 Filthy
ception or charisma. 16 Dunlow Oblington Villin 16 Gaunt
17 Erelong Onymous Wellbelove 17 Gap-toot
Flesh out your character’s name, personality, ap- 18 Fernsby Pestle Westergren 18 Grey Hai
pearance, weapons and gear using the tables to the 19 Fisk Phillifent Wexley 19 Groomed
right. Fill out your character sheet, and introduce 20 Gimble Relish Wilberforce 20 Hairless
your character to the other players. They start with
d20 silver (s).
Personality Weapons
Roll once or twice. Roll twice.
1-2 3-4 5-6 1-3 4-6
wald 1 Arrogant Iconoclast Self-pitying 1 Ancient Spear (d6) Longbow (d8)
pper 2 Avant-Garde Idealistic Serene 2 Arming Sword (d6) Maul (d8)
rcival 3 Boastful Illiterate Slacker 3 Battered Halberd (d8) Messer (d8)
regrine 4 Bored Jerk Slimy 4 Battleaxe (d8) Morningstar (d8)
oebe 5 Bossy Klutz Slovenly 5 Bronze Dagger (d6) Obsidian Dagger (d6)
ety 6 Can-do Love-struck Snarky 6 Bronze-tip Spear (d6) Painted Spear (d6)
ppy 7 Chatterbox Misanthrope Snitch 7 Carved Spear (d6) Pull Crossbow (d10)
uentin 8 Chirpy Mopey Snob 8 Claymore (d8) Quarterstaff (d6)
dmaine 9 Cryptic Naïve Sophist 9 Crank Crossbow (d10) Rapier (d6)
as 10 Ditz Nerd Spacey 10 Etched Glaive (d8) Recurve Bow (d6)
ence 11 Egomaniac No-nonsense Thick 11 Falchion (d8) Rusty Mace (d6)
lton 12 Extravagant Obsessive Toady 12 Flail (d8) Sling with bullets (d6)
atford 13 Fast-talker Orator Twitchy 13 Gleaming Halberd (d8) Sling with stones (d6)
bil 14 Flake Overeducated Vain 14 Hand Crossbow (d6) Spiked Club (d6)
npiece 15 Flirtatious Paranoid Vegan 15 Hatchet (d6) Steel Dagger (d6)
ilby 16 Gossip Pouty Vengeful 16 Heirloom Glaive (d8) Stone-tip Spear (d6)
esday 17 Hard-boiled Prickly Whiner 17 Hunting Bow (d6) Throwing Knives (d6)
sula 18 Hears voices Proselytizer Wild Child 18 Hunting Knife (d6) War Bow (d8)
ebster 19 Hillbilly Refined Wisecracking 19 Iron Club (d6) Warhammer (d8)
ra 20 Hothead Ruthless World-weary 20 Ivory Spear (d6) Woodman’s axe (d8)

Appearance Adventuring Gear


Roll once or twice. Roll three times. In addition, you have a tinderbox, a
1-2 3-4 5-6 torch, a waterskin, 3 rations, and 50’ of rope.
omatet 1 Acid Scars Hawk Nose Rotten Teeth 1-2 3-4 5-6
othery 2 Battle Scars Immense Scrubbed 1 Acid Fire Oil Marbles
umbold 3 Boney hands Lantern Jaw Shaved Head 2 Animal Scent Fishing Hook Mule
ummage 4 Braided Hair Limp Shifty Eyes 3 Antitoxin Flashbomb Net
low 5 Brawny Long Hair Short 4 Armor Glue Pen & Ink
tmarsh 6 Broken Nose Loud Voice Slender 5 Bear Trap Grap. Hook Pickaxe
verless 7 Bulbous Nose Meat Hooks Slouched 6 Bell Grease Poison
itter 8 Burn Scars Missing Ear Smelly 7 Blank Book Hacksaw Pole (10 ft.)
orbeck 9 Bushy Brows Missing Eye Smiling 8 Bolt-Cutters Hammer Potion
e 10 Chiseled Nine Fingers Soft Voice 9 Caltrops Hand Drill Rat
therly 11 Curly Hair Oily Skin Squinty Eyes 10 Pliers Hog Holder Rum Bottle
avish 12 Dark Skin Pale Skin Steely Gaze 11 Candle Hound Shovel
oker 13 Disfigured Perfect Skin Sunken Eyes 12 Chain (10 ft.) Hourglass Smokebomb
rwater 14 Disheveled Perfect Teeth Sweaty 13 Chalk (10) Incense Spikes (5)
ndermeer 15 Filthy Perfumed Tattooed 14 Copper Wire Lantern Spyglass
lin 16 Gaunt Pierced Towering 15 Crowbar Large Sack Stake
ellbelove 17 Gap-toothed Plump Unsmiling 16 Dice Lens Steel Mirror
estergren 18 Grey Hair Pockmarked Weathered 17 Door Ram Lock & Key Tent
exley 19 Groomed Pointed Chin White Hair 18 Ether Lockpicks (5) Thick Gloves
lberforce 20 Hairless Rosy Cheeks Wild Hair 19 Falcon Lodestone Trumpet
20 Fiddle Manacles Whistle
Player Rules Gaining Experience E
Saves: When you find yourself in danger, the Ref- Characters gain XP by suriving dangerous Weapons: (5s)
encounters. A simple encounter with minor damage
eree may call for a save. Roll a d20 equal to or un- Crossbows cos
provides 1 XP. A difficult encounter with moderate
der your character’s relevant stat to avoid the dan- have to make D
ger. E.g.: make a DEX save to avoid dragon’s damage but no fatalities provides 2 XP. A reloading.
dangerous encounter with a fatality or permanent
breath. A 1 always succeeds and a 20 always fails. Armor (10g): Ar
consequences provides 3 XP. A deadly encounter
Danger Die: Every 10 minutes in a dungeon (1 horse grants yo
turn), roll a d6. On 1, a monster or other danger with multiple fatalities and massive damage, and a
from a list prepared by the Referee manifests itself. retreat provides 4 XP. Adventuring G
When PCs gain enough XP to advance, they roll a Manacles, Anim
Rounds: Every combat round, all groups engaged
d20 for each stat, raising the stat by 1 it is less than Fishing Pole, S
in combat compare d20 rolls to determine initiative.
Attacks: You may make one attack action each 18 and the roll exceeds it. They also gain one Spikes, Tinderb
advancement.
round. Attack actions always succeed. Roll your Luxuries (20s
Level 1: 0 XP. Level 2: 40 XP. Level 3: 100 XP.
weapon’ damage die and subtract the target’s ar- Clothes, Spygl
mor. Impaired attacks roll d4 damage and En- Level 4: 180 XP. Level 5: 280 XP.
Water, Incense
hanced attacks roll d12 Damage.
Damage: Damage is subtracted from hit points, Advancements Flashbang (10s
fails a DEX sav
then from the Strength score. If the target takes Characters gain an advancement at each level,
Strength damage, it must pass a STR save or be- including the first. Each advancement includes a hit Fire Oil (10s): S
come wounded. die, which is rolled and added to the character’s Damage for 3 r
Wounded: A wounded character is unconscious and maximum HP. Smoke-bomb (
unable to take actions until they are tended to by lit. Attacks thro
an ally and have a short rest. If not, they will die Magician: d4. May be chosen multiple times. You can cast
within 1 hour. Monsters and NPCs simply die when spells. Your maximum known spells is 2, plus 1 for each time Poison (20s): Lo
wounded. you choose this advancement after the first time.
Ether (10s): STR
Stat Damage: At 0 Strength, a character is dead. At Assassin: d6. When you attack an enemy who is unaware
Acid (10s): d6 D
0 Dexterity or Will a character is paralyzed or co- of your presence, your damage hits their Strength score
matose respectively and cannot act until they have a directly, bypassing their hit points, if any. Potion (100s): H
full rest. If your PC dies, create a new character and Cave Runner: d6. You never lose your balance or your of the Referee’
the Referee will have you rejoin the party as quick- grip on natural surfaces. Board (per wee
ly as possible. an inn (10s), To
Fingersmith: d6. You can unlock any door or bypass any
Spellcasting: You may make a WIL save and use
device, given enough time and the right tools. Food and Dri
your attack action to cast any spell you know.
Spells always work, but if the save is failed you take Infiltrator: d6. You always move completely silently. Rum (1s), Pie an
WIL damage equal to the spell’s circle. If this caus- Lurker: d6. When you hide in deep shadow, you are Beasts: Mule (5
es you to drop to 0 Will, you suffer a random af- invisible until someone is right on top of you. (50s), Crow (d5)
fliction. See the spell generation rules below for
Berserker: d8. You may choose to ignore the effects of a Transport: Car
more details about spellcasting. wound by taking d6 WIL damage.
Morale: Enemies must pass a WIL save or be rout-
ed when they lose half of their group. Groups of Ironclad: d8. Mundane armor that you wear grants you 2
enemies use their leader’s WIL in place of their armor instead of only 1.
Torchbearer (1s
own. Lone enemies make this morale save at 0 hit Swashbuckler: d8. Whenever you slay a target with a
WIL, Lantern,
points. melee attack, you may immediately make an additional
Reaction Roll: Roll 2d6 to determine how NPCs melee attack against another target within range. Sellsword (10s/d
react to PCs, if this is in doubt. 2: Hostile, 3-5: Veteran: d8. Whenever you attack you may add an addi- WIL, Bow, Sw
Unfriendly, 6-8: Indifferent, 9-11: Talkative, 12: tional effect, such as push back, blind, trip, throw, immobi- Expert (10s/day
Friendly. lize, disarm, etc. The target may save if appropriate. Bow, Specific E
Short Rest: 10 minutes (1 turn) of rest and a swig of
Weapon Master: d8. May be chosen multiple times. Champion (50s/
water recovers all of a character’s lost hit points.
Choose any one weapon type. Attacks with that weapon roll WIL, Bow, Sw
Full Rest: After a full night of restful sleep, restore
d6 points to each stat, up to that stat’s maximum. two damage dice and use the greater result.
ence Equipment Running the Game
dangerous Weapons: (5s) for d6 damage, (20s) for d8 damage. Roll in the open. Do not fudge rolls, do not roll in
inor damage
Crossbows cost (20s), but between each shot you secret. This keeps the game honest and dangerous,
ith moderate
have to make DEX save or skip your action while and prevents any accusations of favoritism or rail-
2 XP. A reloading. roading. It also encourages the players to manipu-
r permanent
Armor (10g): Armor 1. Hide, mail, or plate. Riding a late and engage with the fictional world, rather
y encounter
horse grants you +1 armor. than with the Referee.
mage, and a Seed adventure in every direction. Bait plot hooks,
Adventuring Gear (1s each): Crowbar, Saw, Glue, rumors, and threats everywhere, then let the play-
e, they roll a Manacles, Animal Trap, Lockpicks, Writing Set, ers decide what to do. If they ever get bored, there
t is less than Fishing Pole, Shovel, Grappling Hook, 50ft Rope, should be plenty of other options nearby. Any
so gain one Spikes, Tinderbox, Torch, Tent, Caltrops, etc. choice they make should have a meaningful impact
Luxuries (20s): Clockwork Items, Elaborate on the world, which should respond appropriately.
l 3: 100 XP.
Clothes, Spyglass, Mirror, Magnifying Glass, Holy Use your prep to help you improvise. Collect tables
Water, Incense, Lantern, etc. and lists of ideas to help you out when players do

ts Flashbang (10s): Momentarily blinds anyone that


fails a DEX save.
the unexpected. These might include NPCs,
names, items, plot hooks, complications, relation-
each level, ships, locations, etc.
ncludes a hit Fire Oil (10s): Sets an area alight. All inside take d6 Give the players tools to manipulate the world.
e character’s Damage for 3 rounds. Fills a lantern 10 times. The focus of the game should be on creative prob-
Smoke-bomb (10s): Fills a room with smoke when lem solving, not brute force, so give players the
lit. Attacks through the smoke are Impaired. tools to make that appealing. For example: rival
s. You can cast factions to manipulate, potions with weirdly specif-
1 for each time Poison (20s): Lose d20 STR if consumed. ic effects, items that can be combined or repur-
me. posed, dungeons with short cuts and back passages.
Ether (10s): STR save or pass out for an hour.
ho is unaware Add elements that allow the players to bend the
Acid (10s): d6 Damage, burns through materials.
Strength score world to their will.
Potion (100s): Heals d6 of one stat, or other effect The more dangerous something is, the more obvi-
alance or your of the Referee’s choice. ous it should be. Give players the chance to think
Board (per week): Bed in a Dormitory (3s), Room in their way around threats and obstacles by tele-
an inn (10s), Town House (20s). graphing them ahead of time. No one likes their
or bypass any
death to be random chance. When a PC dies, it
Food and Drink: Bread and Broth (1s), Bottle of should be their fault.
silently. Rum (1s), Pie and Wine (2s), Fine Meal (5s). No soft monsters. Monsters should be mechanical-
adow, you are Beasts: Mule (5s) to Horse (50s). Mutt (5s) to Hound ly dangerous, and should do something bad each
(50s), Crow (d5) to Falcon (d50). attack. Never allow saves to avoid damage. Players
should be motivated to avoid direct combat.
he effects of a Transport: Cart (30s), Wagon (100s), Coach (300s)
When in doubt, look for the interesting decision.
Make the players choose between several options,
ar grants you 2 Hirelings all of which complicate the situation.
Keep up the pressure. Whether it’s through the
Torchbearer (1s/day): d6 HP, 2d6 STR, 10 DEX, 10
target with a danger die, or because the dungeon is filling with
WIL, Lantern, Club.
an additional sand, or because a PC will die in 10 turns from poi-
ange. Sellsword (10s/day): 2d6 HP, 10 STR, 10 DEX, 10 son, keep the players desperate and on a clock.
add an addi- WIL, Bow, Sword. Maintain a tension between the desire to explore
hrow, immobi- Expert (10s/day): d6 HP, 10 STR, 10 DEX, 10 WIL, and loot, and the terror of remaining too long.
opriate. Bow, Specific Expertise. Reward questions with good information. When
players ask a question, tell them the answer if they
multiple times. Champion (50s/day): 2d6 HP, 15 STR, 10 DEX, 10 could reasonably know it or perceive it. They need
at weapon roll WIL, Bow, Sword, Armor 1 information to survive and progress, so don’t be
stingy. Do not ask for WIL saves to know things.
Magic Generation Magic Effects Ma
After each night of rest a Magician can keep the 1. Absorbing 51. Mesmerizing 1. Acid
spells they already know or replace some or all of 2. Accelerating 52. Nullifying 2. Aether
them with new, randomly generated spells. A magi- 3. Attracting 53. Obscuring 3. Air
cian may know a number of spells up to their spell 4. Awakening 54. Oozing 4. Alabaster
limit. 5. Bewildering 55. Opening 5. Amber
Spells are generated by rolling on the spell format 6. Binding 56. Perceptive 6. Ash
table below, and then rolling for each spell aspect. 7. Blazing 57. Pestilential 7. Bat
Next, the magician player and Referee work to- 8. Blinding 58. Petrifying 8. Battle
gether to set the spell’s precise effects, parameters, 9. Blossoming 59. Phasing 9. Beetle
manifestation, and Circle (0-5). Use the chart of 10. Cacophonous 60. Piercing 10. Bile
spell aspects below as a guideline to judge the ap- 11. Concealing 61. Planar 11. Blight
propriate circle for a spell. 12. Condemning 62. Poisonous 12. Blood
Circle 0: Simple amusing or convenient tricks. 13. Consuming 63. Polymorphing 13. Bone
Circle 1: Minor effects, touch range, only targets 14. Creeping 64. Pursuing 14. Brimstone
self, 1 minute duration or1d6 damage. 15. Crushing 65. Rearranging 15. Brine
Circle 2: Moderate effects, stone’s throw range, 16. Deflecting 66. Rebounding 16. Bronze
single target, 1 hour duration or 2d6 damage. 17. Devastating 67. Reflecting 17. Chaos
Circle 3: Major effects, sight range, several tar- 18. Dicing 68. Rejuvenating 18. Clay
gets, 1 day duration or 3d6 damage. 19. Diminishing 69. Repeating 19. Copper
Circle 4: Mighty effects, 10 mile range, targets a 20. Disguising 70. Repelling 20. Crow
small area, 1 month duration or 4d6 damage. 21. Dispelling 71. Restorative 21. Crystal
Circle 5: Mythic effects, unlimited range, targets 22. Duplicating 72. Restraining 22. Night
a large area, permanent duration or 5d6 damage. 23. Empowering 73. Revealing 23. Death
Spell formats: 24. Enchanting 74. Reversing 24. Doom
1. [Element][Form] 25. Enlightening 75. Revolting 25. Dream
2. [Effect][Form] 26. Enraging 76. Revolving 26. Dust
3. [Effect][Element] 27. Ensorcelling 77. Screaming 27. Earth
4. [Effect][Element][Form] 28. Entangling 78. Scrying 28. Echo
5. [Form] of [Element] 29. Enveloping 79. Sealing 29. Energy
6. [Form] of [Effect] [Element] 30. Excruciating 80. Shielding 30. Fire
31. Expanding 81. Silent 31. Flame
Magic item formats:
32. Fearsome 82. Slashing 32. Flesh
1. [Element][Item]
33. Flaming 83. Sleeping 33. Fog
2. [Effect][Item]
34. Floating 84. Smoking 34. Fungus
3. [Effect][Element][Item]
35. Freezing 85. Soothing 35. Ghost
4. [Item] of [Element]
36. Grasping 86. Subtle 36. Glass
5. [Item] of [Effect][Element]
37. Gyrating 87. Summoning 37. Gold
6. [Form][Item]
38. Haunting 88. Sweeping 38. Heat
Monster formats: 39. Helpful 89. Terrifying 39. Honey
1. [Element][Creature] 40. Hindering 90. Thirsty 40. Ice
2. [Effect][Element][Creature] 41. Hovering 91. Thundering 41. Ichor
3. [Effect][Creature] 42. Illusory 92. Transmuting 42. Insect
4. [Form][Creature] 43. Imprisoning 93. Transporting 43. Iron
5. [Creature][Creature] 44. Instantaneous 94. Transposing 44. Ivory
6. [Effect][Creature][Creature] 45. Inverting 95. Untiring 45. Jade
46. Invigorating 96. Vaporizing 46. Lava
Roll on the Afflictions table when a Magician is 47. Invisible 97. Vengeful 47. Light
reduced to 0 WIL due to a failed spellcasting save. 48. Liquefying 98. Voracious 48. Lightning
Roll on the Potion Effects table to find what po- 49. Luminous 99. Warding 49. Loam
tions do. The PC may have to drink it to find out. 50. Maddening 100. Withering 50. Marmalad
ts Magic Elements Magic Forms
izing 1. Acid 51. Miasma 1. Arc 51. Nexus
ng 2. Aether 52. Milk 2. Assassin 52. Oracle
ng 3. Air 53. Mist 3. Aura 53. Path
4. Alabaster 54. Moss 4. Bastion 54. Pattern
g 5. Amber 55. Mud 5. Beacon 55. Plane
ve 6. Ash 56. Mutation 6. Beam 56. Portal
tial 7. Bat 57. Nectar 7. Beast 57. Prism
ng 8. Battle 58. Nightmare 8. Blade 58. Pulse
9. Beetle 59. Obsidian 9. Blast 59. Pyramid
10. Bile 60. Oil 10. Blob 60. Ray
11. Blight 61. Plague 11. Bolt 61. Rift
us 12. Blood 62. Poison 12. Bubble 62. Road
rphing 13. Bone 63. Power 13. Burst 63. Scream
g 14. Brimstone 64. Psyche 14. Call 64. Seal
ging 15. Brine 65. Quicksilver 15. Cascade 65. Sentinel
ding 16. Bronze 66. Rain 16. Circle 66. Servant
ng 17. Chaos 67. Rat 17. Cloud 67. Shard
ating 18. Clay 68. Rose 18. Coil 68. Shield
ng 19. Copper 69. Rot 19. Colossus 69. Shroud
ng 20. Crow 70. Rust 20. Column 70. Sigil
tive 21. Crystal 71. Salt 21. Cone 71. Song
ing 22. Night 72. Sand 22. Crystal 72. Sphere
ng 23. Death 73. Sap 23. Cube 73. Spiral
ng 24. Doom 74. Serpent 24. Disk 74. Splinter
ng 25. Dream 75. Shadow 25. Elemental 75. Spray
ng 26. Dust 76. Silver 26. Emanation 76. Steed
ng 27. Earth 77. Skin 27. Enclosure 77. Storm
28. Echo 78. Slime 28. Explosion 78. Stream
29. Energy 79. Smoke 29. Eye 79. Strike
g 30. Fire 80. Snow 30. Face 80. Swarm
31. Flame 81. Souls 31. Field 81. Tendril
32. Flesh 82. Spirit 32. Fist 82. Tentacle
g 33. Fog 83. Star 33. Fountain 83. Throne
g 34. Fungus 84. Steam 34. Gate 84. Tongue
g 35. Ghost 85. Stench 35. Gaze 85. Torrent
36. Glass 86. Stone 36. Golem 86. Touch
ning 37. Gold 87. Sun 37. Grip 87. Tower
g 38. Heat 88. Tar 38. Gush 88. Trap
ng 39. Honey 89. Thorn 39. Halo 89. Tree
40. Ice 90. Thunder 40. Hand 90. Tunnel
ring 41. Ichor 91. Treasure 41. Heart 91. Veil
uting 42. Insect 92. Venom 42. Helix 92. Voice
rting 43. Iron 93. Vine 43. Image 93. Vortex
sing 44. Ivory 94. Void 44. Laugh 94. Wall
g 45. Jade 95. Water 45. Lock 95. Ward
ing 46. Lava 96. Wind 46. Loop 96. Wave
ul 47. Light 97. Wine 47. Maze 97. Web
us 48. Lightning 98. Winter 48. Moment 98. Whisper
g 49. Loam 99. Wood 49. Monolith 99. Word
ng 50. Marmalade 100. Worm 50. Mouth 100. Zone
Creatures Items A
1. Ant 51. Jellyfish 1. Amulet 51. Lute 1. Ages backw
2. Ape 52. Leech 2. Arrow 52. Lyre 2. Always hon
3. Badger 53. Lion 3. Arrowhead 53. Mace 3. Always whis
4. Bat 54. Locust 4. Axe 54. Machine 4. Babbling
5. Bear 55. Lynx 5. Bell 55. Mask 5. Bleeds seaw
6. Beaver 56. Mantis 6. Belt 56. Mirror 6. Blurry visio
7. Bee 57. Mastodon 7. Boots 57. Necklace 7. Can only ca
8. Beetle 58. Mockingbird 8. Bottle 58. Needle 8. Can’t stop s
9. Boar 59. Mole 9. Bow 59. Net 9. Caveman sp
10. Bulldog 60. Monkey 10. Bowl 60. Orb 10. Chameleon
11. Butterfly 61. Moose 11. Box 61. Painting 11. Colorblind
12. Camel 62. Moth 12. Bracelet 62. Pearl 12. Coma
13. Cat 63. Mouse 13. Breastplate 63. Pen 13. Drooling
14. Centipede 64. Mule 14. Brooch 64. Phial 14. Drunkenne
15. Chameleon 65. Octopus 15. Candle 65. Pillow 15. Dyscalculia
16. Cobra 66. Otter 16. Card 66. Pipe 16. Dyslexia
17. Cockroach 67. Owl 17. Censer 67. Pipes 17. Inner meltd
18. Constrictor 68. Ox 18. Circlet 68. Purse 18. Eyes on sta
19. Cougar 69. Panther 19. Claw 69. Puzzle Box 19. Faceblind
20. Cow 70. Pig 20. Cloak 70. Pyramid 20. Falls in love
21. Coyote 71. Pony 21. Coin 71. Razor 21. Fast hair gr
22. Crab 72. Porcupine 22. Comb 72. Ring 22. Feverish
23. Crane 73. Possum 23. Compass 73. Rod 23. Fish Eyes
24. Cricket 74. Rabbit 24. Conch 74. Rook 24. Floats 1” of
25. Crocodile 75. Raccoon 25. Crown 75. Rope 25. Followed b
26. Crow 76. Rat 26. Cup 76. Salve 26. Forked ton
27. Cuckoo 77. Reindeer 27. Doll 77. Scarf 27. Full body n
28. Donkey 78. Rooster 28. Egg 78. Scepter 28. Gains 2d100
29. Dragonfly 79. Salamander 29. Eye 79. Scissors 29. Gains d20”
30. Duck 80. Scorpion 30. Eyepatch 80. Scroll 30. Gender swa
31. Eagle 81. Seal 31. Fang 81. Shield 31. Gill Slits
32. Eel 82. Shark 32. Feather 82. Shoe 32. Goat eyes
33. Elephant 83. Sheep 33. Figurine 83. Signet Ring 33. Goat legs
34. Elk 84. Slug 34. Finger 84. Skull 34. Gorgon hai
35. Falcon 85. Snail 35. Flute 85. Slippers 35. Grows a bea
36. Ferret 86. Sparrow 36. Gauntlet 86. Snuffbox 36. Grows antle
37. Firefly 87. Spider 37. Gem 87. Spear 37. Grows cat t
38. Fox 88. Squid 38. Glove 88. Staff 38. Grows feath
39. Frog 89. Squirrel 39. Hammer 89. Strand 39. Grows horn
40. Goat 90. Tiger 40. Handkerchief 90. Sword 40. Grows old
41. Goose 91. Toad 41. Hat 91. Thread 41. Grows scale
42. Hare 92. Turtle 42. Helm 92. Tome 42. Grows seco
43. Hart 93. Viper 43. Horn 93. Tooth 43. Grows shag
44. Hawk 94. Vulture 44. Hourglass 94. Torch 44. Grows back
45. Hedgehog 95. Walrus 45. Jar 95. Tuning Fork 45. Grows tusk
46. Hornet 96. Weasel 46. Key 96. Turnip 46. Hair falls o
47. Horse 97. Whale 47. Knife 97. Wand 47. Hallucinati
48. Hound 98. Wolf 48. Lamp 98. Whetstone 48. Hands swel
49. Hummingbird 99. Wolverine 49. Lens 99. Whistle 49. Hands to cr
50. Jackal 100. Worm 50. Locket 100. Wine 50. Hands to ta
Afflictions Potion Effects
1. Ages backwards 51. Insomnia 1. 1-hour vampirism 51. Hear thoughts
2. Always honest 52. Invisible Eyes 2. Alter face 52. Heat vision
3. Always whispers 53. Invisible Head 3. Alter voice 53. Identify magic
e 4. Babbling 54. Kleptomania 4. Animal-form 54. Immune to cold
5. Bleeds seawater 55. Language replaced 5. Anti-gravity 55. Immune to heat
6. Blurry vision 56. Limbs to tentacles 6. Anti-magic 56. Immune to metal
ce 7. Can only caw 57. Literal third eye 7. Astral travel 57. Immune to poison
8. Can’t stop singing 58. Lizard eyes 8. Blink 58. Invisibility
9. Caveman speech 59. Loses d20” height 9. Blurry outlines 59. Invulnerability
10. Chameleon Eyes 60. Mead snob 10. Body-swap 60. Iron belly
g 11. Colorblind 61. Monkey tail 11. Chamaeleon skin 61. Item-form
12. Coma 62. Mouth smokes 12. Charm 62. Jumping
13. Drooling 63. Must shed skin 13. Clairaudience 63. Levitation
14. Drunkenness 64. Mute 14. Clairvoyance 64. Mirror image
15. Dyscalculia 65. Narcolepsy 15. Command insects 65. Never hungry
16. Dyslexia 66. No new memories 16. Control animals 66. Never lost
17. Inner meltdown 67. No sense of direction 17. Control element 67. Night vision
18. Eyes on stalks 68. No sense of time 18. Contr. humanoids 68. Nullify gravity
Box 19. Faceblind 69. No taste buds 19. Control plants 69. Panglottism
d 20. Falls in love 70. Nocturnal 20. Control spirits 70. Pass as undead
21. Fast hair growth 71. One leg grows d6” 21. Control undead 71. Radiance
22. Feverish 72. Owl eyes 22. Cure Disease 72. Random affliction
23. Fish Eyes 73. Pacifist 23. Cure Poison 73. Random spell
24. Floats 1” off ground 74. Purple skin 24. Deafening voice 74. Regeneration
25. Followed by birds 75. Random animal head 25. Detect evil 75. Removes curse
26. Forked tongue 76. Says thoughts aloud 26. Detect gold 76. Scorching gaze
27. Full body numbness 77. Scorpion tail 27. Detect magic 77. Scry
28. Gains 2d100 pounds 78. Second personality 28. Detect secret doors 78. Second sight
29. Gains d20” height 79. See-through skin 29. Detect undead 79. Sharp claws
30. Gender swap 80. Shouts everything 30. Direction Sense 80. Shrink
31. Gill Slits 81. Silly walk 31. Dream-walk 81. Slow
32. Goat eyes 82. Skin boils 32. Element-form 82. Speak with animals
Ring 33. Goat legs 83. Skin sags 33. Enhance all attacks 83. Speak with dead
34. Gorgon hair 84. Skips everywhere 34. Expert artisan 84. Speak w/elements
35. Grows a beak 85. Skull grows 35. Expert blacksmith 85. Speak with plants
ox 36. Grows antlers 86. Slightly translucent 36. Expert cook 86. Spider-climbing
37. Grows cat tail 87. Slimy skin 37. Expert engineer 87. Stretchy
38. Grows feathers 88. Smells like fish 38. Expert musician 88. Super strength
39. Grows horns 89. Snake tail 39. Expert orator 89. Telekinesis
40. Grows old 90. Stuttering 40. Expert surgeon 90. Telepathy
41. Grows scales 91. Suckers on hands 41. Extra arm 91. Terror-presence
42. Grows second face 92. Terrible taste in art 42. Fire breathing 92. Throw Voice
43. Grows shaggy fur 93. The shakes 43. Flying 93. Tongues
44. Grows back-spines 94. Tinnitus 44. Frog tongue 94. Too boring to see
Fork 45. Grows tusks 95. Tone-deaf 45. Gain a tail 95. True Sight
46. Hair falls out 96. Transparent skin 46. Gender swap 96. Truthsay
47. Hallucinations 97. Vegetarianism 47. Growth 97. Water breathing
one 48. Hands swell up 98. Voice swaps gender 48. Haste 98. Water walking
49. Hands to crab claws 99. Voice echoes 49. Heal stats 99. Web-slinging
50. Hands to talons 100. Webb’d hands/feet 50. Heal Wounds 100. X-Ray vision

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