3 - Alone in The Crowd
3 - Alone in The Crowd
3 - Alone in The Crowd
crawls – as well as town, village, and hamlet crawls – into your SÖLITARY
DEFILEMENT sessions. You may just be passing through a homestead while
travelling, or you may be involved in a quest taking you to various locales in a
sprawling metropolis. Either way, ALÖNE IN THE CROWD will provide you
with all the encounters, shops, and terrifying random events that you need to
guide your character toward their inevitable fate. Steal from museums, enter a
pig-wrestling contest, make some dodgy deals in the bathhouse, and when
you’re done, perhaps find absolution at a forgotten shrine, or oblivion at the
bottom of a tankard.
Consider also that both the city and the wider world are persistent. If a hunting
party passed you by without incident, remember that they are still out there!
Perhaps next time you fail the City Crawl move, you may encounter them
rounding back on their prey – or seeking a new quarry for their sport!
So, how do you find towns, cities, and other settlements in a SÖLITARY
DEFILEMENT session? The following suggestions might help:
First, you could sketch out an adventure that takes place in a city. The
Chalice of Ruin, included in section VII of this supplement, provides a
possible template. You could alternatively start with an adventure spark and
single objective or milestone. For example, your quest might revolve around
stealing a ship harboured in the river: the first objective could be to find the
tavern where the crew-members drink. The next objective might depend on
how encounters at the tavern play out.
2.
If you are starting a campaign game, you may decide to begin at a settlement
as a prelude to adventure – providing an evocative background, and helping
you gather equipment or seek further information before setting out to meet
your fate. Alternatively, visiting a city or settlement might be a milestone:
perhaps you need to travel several days to a town and stock up on a specific
alchemical item as part of a larger narrative?
Settlements can also be discovered by chance. For each day travelling there
is a 1-in-8 chance that a settlement is discovered: consult the Settlement
Size, Settlement Name, and Settlement Descriptor Oracles, along with the
SD Geographical Features Oracle to get an idea of what it is like.
Finally, you may encounter a village when foraging (see Roads to Damnation/
Feretory: 3-8). If you choose to explore a village discovered this way, it
consists of either a d8+3 Dérive, or a d4 Micro-Crawl.
There are three ways to use ALÖNE IN THE CROWD to wander the doomed
and darkened streets – although you may also come up with others.
MICRO-CRAWL
As in SÖLITARY DEFILEMENT, you can make a Micro-Crawl when you need
to quickly move through a terrain en-route to some other objective. In this
instance, roll a d4 to find out how many streets need to be navigated. Next,
use the Street Descriptors Oracle (optionally rolling exits for extra flavour) to
find out what the streets contain. City Micro-Crawls can also be recorded on
the standard SÖLITARY DEFILEMENT Micro-Crawls worksheet.
3.
DÉRIVE
If you encounter a settlement and just wish to aimlessly wander around to see
what happens, then you may undertake a Dérive. Consult the Settlement Size
Oracle to find out how many streets the settlement contains and start a tally to
keep track of how many streets you have visited. Use the City Crawl Move
with a DR of 10 to explore the settlement, mapping as you go: both Strong
Hits and Weak Hits are treated the same way, and indicate that you should
generate a street with the Street Descriptors Oracle. Once you have reached
the end of the tally you find yourself at the edge of the settlement.
CITY CRAWL
A fully-fledged City Crawl is similar to the Dungeon Crawl in SÖLITARY
DEFILEMENT. The suggested DR for most City Crawls is 10. Instead of
‘Special Rooms’, you will seek Objectives: these are specific places you need
to visit in order to complete the adventure (see Chalice of Ruin for an
example of this). Use the City Crawl Move to explore the streets, reaching an
Objective on a Strong Hit. You can keep track of both Dérives and City-Crawls
on the printable City-Crawl Worksheet.
4.
CITY CRAWL
City DR vs 2d20. City Crawls do not use modifiers based on number of
Objectives reached. Use Get Directions to increase your chances of finding an
Objective.
Strong Hit: Reach the next Objective (- see Weak Hit if all Objectives met).
Weak Hit: Roll a new street using the Street Descriptors Oracle (p.15).
Fail: Something prevents you leaving. If you are stuck for inspiration, use a
simple Yes/No Oracle, or roll d4:
1-2 – NPC Encounter
3 – Environmental Hazard
4 – Unexpected Event
Resolve the encounter and then roll a new street.
GET DIRECTIONS
DR12 Presence vs 2d20. Use this Move to help you reach Objectives or find
specific destinations (e.g. shops, buildings, NPCs, or other locations).
Strong Hit: Something (a sound? smell? graffiti?) indicates a likely way
forward. Add +4 to your next City Crawl move if you are seeking an Objective.
Alternatively, add the particular destination you seek to the contents on the
next street generated.
Weak Hit: You ask a nearby NPC. Make a 2d6 Reaction roll:
2-3 – Attacks
4-6 – Ignores you
7-8 – Indifferent: +d2 to next City Crawl, or find destination in d4 streets
9+ Helpful: +d4 to next City Crawl, or find destination in d2 streets
Fail: You’ve got no idea, and no one else is any help.
PRAY
DR14 Presence vs 2d20. Add the following modifier to your roll:
Statue +0; Shrine +1; Tomb +1; Chapel +2; Church +2; Cathedral +3
The advice below is generic: even better would be to adapt the result to the
particular saint or deity that the place is dedicated to.
Strong Hit: d4: 1 – Healed (+d4 HP) 2 – Blessed (+1 Omen)
3 – Inspired (+1 Power) 4 – Gnostic Flare (+1 to random stat)
Weak Hit: Nothing: I guess the saints really are dead, after all.
Fail: d6: 1 – An Arcane Catastrophe rewards your insolence
2 – A plague is visited upon you (become infected)
3-6 – No response
5.
STASH ITEM
DR10 Omens vs 2d20. You may need to stash items you cannot carry, and
then hope they stay safe. Use this Move when you return to retrieve them:
Strong Hit: A great hiding place! The items are still there when you return.
Weak Hit: d6: 1-2 – You find several items missing (1-in-2 chance per item)
3-4 – Items damaged by water, damp, etc. 1-in-2 chance of
reducing armour & weaponry one tier, scrolls becoming
unreadable, food spoiling, etc.
5-6 – You surprise an NPC trying to carry your loot away!
Fail: Your items are missing – or scattered around and broken.
Note that in all Oracles there is a difference between NPCs (rolled using the Oracle in
SD: 12), and NPC Encounters (rolled using the Oracle on pages 13-14 in this book).
6.
FESTIVALS (2d10)
The Festival of 1– Skeletal Flagellation
2– Flaming Corpses
3– Murmuring Bones
4– Singing Stars
5– Ecstatic Priests
6– Nocturnal Relics
7– Infernal Curses
8– Buried Scythes
9– Whirling Galaxies
10 – Fevered Prophecy
When attending a festival, you might also ask how long it lasts and what the climax is.
Do participants reach an ecstatic peak, provoking supernatural phenomena? Does the
festival process to the outskirts of the settlement to exhume and play the Singing
Scythes? What happens then?
GATHERINGS (d6)
1– Funeral procession (d2): 1 – Scvm mourners; 2 – Noble mourners. A perfect
crowd to vanish into – or indulge in a spot of pocket-picking?
2– Ritual: Check the SD Religious Denomination and Yes or No Oracles to
determine whether the ritualists are friendly or not.
3– Contest (d4): 1 – Pig Wrestling (Strength); 2 – Axe Juggling (Agility);
3 – Chess (Presence): 4 – Glass-eating (Toughness). The champion’s DR is
12+your relevant stat modifier. Roll 2d20 vs DR: Strong Hit: Win a prize (use
Searching Strong Hit result); Weak Hit: You don’t quite make the grade but
an admirable attempt; Fail: Something goes wrong and d2 NPCs take
offence.
4– Spectacle (d4): 1 – Acrobats; 2 – Speaker; 3 – Puppet show;
4 – Musician. Make a donation – perhaps even persuade them to join you or
give you a lesson in their specialty.
5– Festival: Roll on the Festivals and SD Crowd Size Oracles. If you wander
through the throng, the festival contains either a contest (#3, above) or
Spectacle (#4, above), and d2 NPC Encounters.
6– Rioting Mob: Roll 2d20 vs Presence: Strong Hit: Pass through without
trouble; Weak hit: Roll once on d2 table below; Fail: Roll on d2 table below,
doubling the number of NPCs rolled.
d2: 1 – Encounter d4 Drunks (NPC Encounters #12); 2 – Evade the riot police
(use Flee from Combat vs d2 Guards – NPC Encounters #54).
7.
HAZARDS (d6)
1– Overturned carriage: Use a simple Yes/No Oracle to determine why it was
overturned, and whether the driver is still present. If looting, use the
Searching Move, repeating a Strong or Weak Hit outcome d4 times.
2– Roadblock: Manned by d20 guards. Set up to capture someone or
something? Or to barricade someone or something in?
3– Collapsed road: The has road collapsed into an old sewer, mine, cave, or
abyss. Work out a way across, backtrack, or Micro-Crawl underground to
emerge at another street.
4– Spiked wall/fence: Use simple Yes/No Oracle to work out why it is has been
erected. The SD Buildings and Structures Oracle may also help you
determine its purpose and construction.
5– Fallen building: Rubble spills across the street from a collapsed building.
Possible suggestions: avoid falling masonry (DR14 Agility/d4 damage);
Search the rubble; enter the building (d2 Micro-Crawl).
6– Environmental Hazard: Use SD Sounds and/or Odours & Tastes Oracles to
determine a hazard, for example: noxious gas or ever-burning fire seeping
from below; cursed winds blowing from the nearby moor; a slippery, blood-
soaked shambles…
Use the last two columns of the SD Religious Denominations oracle to find out who
or what the holy place is dedicated to. Chapels, churches, and cathedrals are staffed –
use the SD Yes or No Oracle to determine whether the denomination views you as a
true believer or a heretic.
Attempting to threaten or persuade a merchant (e.g. DR12 Presence vs 2d20) can shift
their disposition to the next favourable band on a Strong Hit. A Fail shifts the
disposition to the next unfavourable band. A Weak Hit means it stays at the same
band.
8.
NOTABLE ARTEFACTS
Type (d4) Concerning/Depicting (d12)
1 Book 1 Plants & fungi (+2 Presence to identify weird flora)
2 Manuscript 2 HER Blasphemous Gospel (+d4 when using Powers)
3 Nechrubel Bible (Core: 55)
4 Sacred Death (Becomes a random Sacred Scroll each morning)
5 Diabolic Debauchery (As above, but for Unclean Scrolls)
6 Boiling Blood (Core: 51)
7 Ascetic Praxis (+2 when Praying)
8 Fatalistic Divination (+1 Omen per day)
9 Roads of the Dying Land (Reduce travel time by d4 days)
10 Dream Gates (d2 Micro-Crawl nightly – wake if reduced to 0HP.
Wake to discover any items etc found if you survive.)
11 Apocalyptic Survivalism (+2 when Camping)
12 Infernal Topography (optional +d2 when Dungeon Crawling)
3 Picture 1 A tree with a Giant Goat (+1 Agility)
4 Sculpture 2 A battle with a Pallid Skull (+1 Toughness)
3 A life-study of a Screaming Basilisk (+2 Power) *
4 A cave with a Exiled Sinner (+1 Omen) *
5 The limb of a Wretched Noble (+1 Presence)
6 A bound and Forgotten Monk (+1 Power) *
7 Dismemberment of a Twisted Hound (+2 HP)
8 The face of a Decaying Goblin (+2 defend)
9 Landscape with a Burning Soldier (+2 attack)
10 A cursed and Dancing Youth (+d2 Strength)
11 Burning town and Unremarkable King (+2 Presence)
12 A fruit tree and a Hypnotic Spider (15 minutes
spider-owl powers) *
* Per day
Notable artefacts are worth 100+d100s.
To have the effect of a picture you need to consume a section of the canvas, reducing its worth
by half. Such modifiers are permanent. To have the effect of a sculpture you must be in
possession of it. Check its size using d2: 1 - Small (e.g. figurine or amulet), 2 - Large (-2 Agility).
Modifiers are lost when a book, manuscript, or sculpture is sold, lost, or broken.
9.
SETTLEMENT NAME (d66)
11 – Ghast/Ghost Pit 41 – Night/Nacht Fell/Falls
12 – Blood/Blut Brae/Bray 42 – Dark/Mörk Dal/Dale
13 – Scar Borg/Berg 43 – Witch/Häxan Heath
14 – Hunds/Dog(’s) Cot(e)/Kut 44 – Goblin/Gnoum Caul
15 – Corpse/Lych Feld/Field 45 – Grey/Grå Hall/Hal(e)
16 – Old(en) Kirke 46 – Kniv/Knife Hill
21 – Nether/Never Stein/Stone 51 – Wretch(ed) Wood/Holt
22 – Ober/Unter Heim 52 – Gloom/Glum Spire
23 – Hell/Devil(’s) Moor/Mora 53 – Bone Gate
24 – Grave/Grav Beck 54 – Spittle/Spit Scythe
25 – Dead/Död Mere 55 – Grim/Grime Skull/Head
26 – Kur/Sar Gut 56 – Idol Ash/Ask
31 – Beggars Lees/Lys 61 – Gull’s Crypt
32 – Wraith/Wrat Dike/Dyk 62 – Wäst Peak/Näs
33 – Scum Gash 63 – Gallow(’s) Croft/Torp
34 – Rat/Pest Tor 64 – Candle/Kandul Wold
35 – Flayed/Flaying Kulle 65 – Salt Bridge/Brück
36 – Wolven Mark 66 – Wither(ed) Fort/Furt
Settlement Names are useful sparks for adventure ideas and additional colour. They
could suggest legends about the founding of the settlement, or things found within
them or in the area. What is the Dead Spire? What lies on the fields outside Idol Moor?
What are the traditions associated with the founding of Spittlescythe?
10.
TAVERNS (d4)
1– Seedy doss house: Stay the night for 1s: DR10 Toughness vs 2d20.
Strong Hit: +d6 HP. Regain Omens and Powers; Weak Hit: +d4 HP. Regain
Omens -1 and Powers -1; Fail: +d2 HP and infected.
2– Alewife’s Dwelling: Drink her ale for 1s: DR10 Toughness vs 2d20. Strong
Hit: +d4 HP, +1 Omen; Weak Hit: +d4 HP, -1 Presence for 4 hours; Fail:
Violent Hallucinations -2 Agility for 4 hours, then either: attack a random
companion/NPC, or DR12 Agility to avoid some sort of accident for -d4 HP.
3– Tavern: Has d4 NPCs (use SD NPC Oracle, roll Reactions+2 if you
approach one). Dried food can be restocked (1s). Use Grey Galth Inn
(Feretory: 54-5) for more flavour. Gamble: Place a bet, roll 3d6 – get back
double for a run or any pair, quadruple for three matches. 2-in-6 chance of
having to fight off a drunken gambler each time you win.
4– Inn: As Tavern, but with a room can be hired for d8+3s. Staying overnight
reduces the DR of a Resting move to 8.
11.
BUSINESSES (d20)
1 Apothecary/Herbmaster 2 Blacksmith
Stocks d4 potions from the Occult Sells & repairs armour (Core: 25): Light 20s,
Herbmaster (Core: 56, d4 doses) 20s. Medium 100s, Heavy 200s, Shield 20s.
3 Taxidermist 4 Bookseller
Sell trophies for (HP x damage die x Has d2 Notable Books/Manuscripts, and
armour die) s. Head 50%, Limb 25%. d4 sacred or unclean scrolls for 50s each
5 Loan Shark 6 Tailor
Lends d6 times the amount of silver you Fine clothes, costumes, and disguises: 5s to
have… but you must pay it back next 100s. Spider-silk gloves, masks, veils, etc:
time you roll a City Crawl Move that 50s. May help to staunch bleeding by sewing
includes the number 1 wounds.
7 Amateur Dentist 8 Cunning Person
Fang repair (15s); Tooth sharpening Defixione (80s: bury it in the ground - anyone
(10s: d4 bite for non-Fanged Deserter); walking over it tests DR14 Toughness or
Fang implants (100s: d6 bite for non- suffers Arcane Catastrophe); Poppet (80s:
Fanged Deserter). For any procedure, can be made in the form of a person or
test Toughness DR14 or sustain d4 creature: +2 to attack & defend against that
damage from bleeding. creature).
9 Stables 10 Jeweller
Horse (80s); Donkey (10s); Horse Buy and sell jewels, as well as gold and silver
Powder (25s, charm any animal, 1 use). trinkets.
11 Gunsmith 12 Butcher
See the MBC Blackpowder Weapons Dried meats (rations), wet meats, offal, etc
supplement for firearms and prices. 1s. Fancy meats 3s. Will buy corpses.
13 Inventor 14 Grocer
70s: can combine two items - including Dried mushrooms (1s, provides 2 dried food,
organic ones - to create new hybrids 1-in-4 chance of hallucinations); Algae flakes
that give a +1 modifier to some ability (2s, +1 HP when added to meal); Accursed
(e.g. knife glove: +1 to attack, lich eye Rhubarb (10s, DR10 to use Powers for one
staff: +1 Power). day).
15 Piss Prophet 16 Gymnasium
Decocts urine into potions. They are 2s to enter. Encounter d2 NPCs – use SD
only effective for the person whose NPC Oracle & roll Reactions. Helpful NPCs
urine is used. Aqua Vitae (20s, +d10 may join you/sell wares/services appropriate
HP); Uric Vigour (35s, +1 to all to their profession. Others are spoiling for a
attributes for 1 day); Pick-me-up (15s, fight. Train: Roll higher than DR12+Strength
+d2 Omens). on d20, +1 Strength on success.
17 Mortician/Undertaker 18 Doctor / Barber-Surgeon
Coffin (30s), Embalming Fluid (15s, Staunch bleeding (5s); Heal 1 HP (3s); Cure
highly flammable - d4 rounds of d6 infection (10s); Medicine Box (15s);
damage if ignited), Bone Saw (10s, Amputation (50s); Transplant (90s). Use DR14
d4+1), Reclaimed prosthetics (4s, glass Toughness vs 2d20 to see how well
eyes, wooden limbs). transplants and amputations go.
19 Tanner 20 Confectioner
Sells –d2 leather armour (15s), or -1 Boiled sweets (2s); Berserker’s Honey (15s,
shields (20s). Buys trophies/hides (see two attacks per round for one combat
Taxidermist, above). encounter: DR10 to hit, DR13 to defend).
Remember to check Merchant Disposition Oracle when engaging businesses.
12.
NPC ENCOUNTERS (d66)
11 d4 Debt Collectors 12 d4 Drunks
If you owe a loan shark, pay up +20%, Reactions -4. Pay them off w/ 1s each or
otherwise 1-in-4 chance they mistake some booze: otherwise things might get
you for a debtor owing d100+50s. fraught.
13 Musician 14 Toy-Maker
d4: 1) Tuneless Minstrel; 2) Street Reactions +2. Sells two cursed toys (d4): 1)
Singer (gain news and rumours from Snapping Fangs (d4 bite); 2) Flaming Basilisk
their song); 3) Troubadour (20s for a (d4+1 sparks); 3) Gnoum Archer (d4 arrows);
song that acts as a Sacred Scroll); 4) 4) Dancing Goblin (distraction, +2 DR for d2
Cursed Soloist (Infernal Instrument combat rounds). 40s each. Need winding to
d6+2, DR14 Toughness or transfixes use: character winding misses their round,
hearers for one combat round). toys 1-3 attack for duration of combat.
15 Prophet 16 Guide
d6: 1-2) Lonely Flagellant; 3-5) Upstart For 10s will take you to end of a Micro-Crawl,
Heretic (2d4 followers); 6) Cult Leader to the next Objective, or to a place/
(d10+10 followers). Looking for business... or (1-in-4 chance) try to take you
followers – or unbelievers to persecute. down a quiet alley and cut your throat.
21 Miserable Bastard 22 Assassin
Assign a random PC class to an NPC. HP 6 Morale 10 Dagger d4 Crossbow d8
Allocate special abilities/items. Roll Depending on Reaction may be looking for a
other stats as if they were a regular contract… or looking for you! Lurks in
NPC (see below). shadows: -2 Initiative if entering combat.
23 Soldier 24 Beggar
HP 5 Morale d12 Falchion d6 Leather Reaction +3 if you give money or food. d4: 1-
Armour –d4. Reaction modifiers (d4): 1) 2) Holds a sign; 3) d2 pet Mongrels (Core: III);
Deserter +2; 2) Unemployed +4; 3) Off- 4) Cursed tongue (DR14 Presence or Arcane
duty ±0; 4) Malcontent -3. Catastrophe if you do not give alms).
25 Local Hard Case 26 Wounded Person
HP 6 Morale 10 Broken Bottle d4 d4: 1 - Beaten, 2- Crushed, 3 - Stabbed, 4-
Scarred Skin –d2. Looking for a fight: Burned. Who or what injured them?
-5 to Reaction roll. They have 1 HP. Reaction +3 if aided.
31 Flâneur 32 Pickpocket
A noble idler with nothing to do but DR14 Presence vs 2d20: Strong Hit: You
drink and walk. On Reaction of 7+ will catch the pickpocket in the act; Weak Hit:
direct you to the nearest tavern (add a You realise the scam too late: lose one item,
tavern to the next new street), or give but the rogue is still in firing range! Fail: You
you +3 to your next City Crawl move. are an easy mark – lose one item.
33 Junk Collector 34 Diseased Host
Offers up to d4 items from d100 Infected by goblinism, zombism, plague, or
Trinkets for d6s each. parasite. Cure them, or avoid them!
35 Flea Trainer 36 Lost Soul
If friendly will sell a trained flea for 3s. It Afflicted by d2 Arcane Catastrophes. They
is trained to do one task appropriate to could be a useful ally, a liability, or a
its size. formidable opponent.
13.
41 Fugitive 42 Hand for Hire
Depending on Reaction, may either join Roll d4 on the Outcast Followers table (Core:
you, fear being reported, or attack in 70-71). Roll Reactions+3. If you promise to
desperation. HP 4 Morale 5 Dagger d4 fulfill their demands, they will accompany
Cloth Armour -d2. you. Test their Morale daily if you cannot.
43 Organ Grinder & Dancing Animal 44 Grave-Robber
Roll on the Animals Oracle to see what Offers d4 Corpse Plunder items (d4s each).
is chained and doggedly shuffling to the May know location of a tomb. To help them
organ’s broken reeds. The plunder it, use d4 Micro-Crawl or DR6
animal/prisoner is relatively tame – dungeon crawl. Find d2 Occult
although the organ grinder might not Treasures/Tenebrous Relics in last chamber.
be.
45 Servant 46 Mugger
Reaction +2. d2: 1) On an errand; 2) d2: 1) Approaches you in the street – the
Returning from errand. Roll on interaction quickly turns nasty; 2) Attempts to
Businesses Oracle: may direct or bludgeon you from behind: DR12 Toughness
accompany you to the business, which to shake off the blow, otherwise begin
is d2 streets away. combat with Initiative to mugger.
51 Pilgrim 52 d4+2 Gamblers
d2: 1) Votive charms (5s, leave at holy See gambling rules (Taverns #3/Grey Galth
places for +3 when Praying); 2) Holds a Inn). They are all distracted by their game,
Tenebrous Relic: will not part with it. unless you join them.
53 Demonologist 54 d4 Guards
If friendly will sell an imp sealed in a ring
HP 5 Morale 8 Falchion d6 Leather Armour
for 75s. Once daiiy it will (d4): 1) Bring –d4. DR7 Presence vs 2d20: Strong Hit:
you d20s; 2) Cast one random unclean They pass by; Weak Hit: Question you
power (without fail); 3) Possess any suspiciously; Fail: Attempt to arrest you: talk
creature for d10 minutes; 4) Appear as your way out, flee, fight, or submit!
mongrel (Core: III) for one combat NB: Increase DR to 14 if the law is already
encounter. seeking you!
55 Fence 56 Poet
+3 to Reactions roll. Has d2 weapons d4: 1) A useless scribbler; 2) Sublime Artist
for sale at 50% list price. After buying (knows d2 Sacred Powers); 3) Gothic Hellion
roll d4: 1) Weapon is a useless replica; (knows d2 Unclean powers); 4) Rhetorician
2-3) Weapon is ok; 4) Weapon is high (+2 on relevant Presence checks). Poets use
quality: +1 to attack and to damage. Powers without fail once per day: when
attacking PC will use Powers immediately.
61 – 66 Roll on Sölitary Defilement NPC table
Unless otherwise stated, NPCs have: d6 HP, d12 Morale, d2 armour (1: no armour, 2:
-d2 armour), d4 damage (1: d2, 2-3: d4, 4: d6).
14.
STREET DESCRIPTORS
BACKTRACKING (d8)
1-5 – Nothing 6-7 – NPC 8 – Unexpected Event
15.
Using Scvmbirther and DNGNGEN, I came up with this scenario:
I decide that Belsum will start in a nearby village – waking there and
wandering its streets will form a prelude to the dungeon crawl. Using the
Settlement Name, Settlement Descriptor, Geographical Features (SD: 10)
and Weather (Core: i) Oracles, the following locale is conjured:
This crawl will be in the Dérive format, with Belsum wandering a fixed number
of streets until he reaches the outskirts of the village – after which he will begin
the journey to the Wretched Crypt. A village contains d8+3 streets: I roll 5.
Using the Street Descriptors I roll up the first street: a cobbled yard, one exit,
and a monster or dangerous creature. I roll a d6 on the SD Stock Creatures
Oracle, since I don’t want to risk immediate death:
As Belsum descends from his lodging, toward a door that leads into
the cobbled courtyard, the barb-like hairs on the back of his neck
stiffen. Something is lurking outside. Through a dirty windowpane he
sees the edge of a bat-like wing. He puts his crumpled monster mask
over his face and kicks open the door…
Belsum fails the Initiative check: he forgets the door opens inward and alerts
the creature! The lurking Pale One sets upon him!
I check the Pale One’s specialty – it possesses Eyelid Blinds the Mind, but
fails to cast it, so Belsum takes a chunk out of its torso with his teeth. After a
further scuffle, Belsum fatally tears into the Pale One’s jugular. The question is
who sent the Pale One, and why? Engaging in a spot of Corpse Plundering,
Belsum finds a map to a place that cannot possibly exist: a strange-angled,
expressionist nightmare somewhere between dimensions.
16.
City Crawl DR10: 11, 6: Weak Hit: Decaying Lane, two exits, empty.
City Crawl DR10: 12, 6: Weak Hit: Icy Street, 1 exits, NPC Encounter.
City Crawl DR10: 18, 5: Weak Hit: Descending Square, 2 exits, tavern.
GAM DR10 Toughness: 1, 18: Weak Hit: +d4 HP, -1 Presence for 4 hours
17.
City Crawl DR10: 13, 8: Weak Hit: Affluent Lane, 3 exits, remains of
something.
I use a simple Yes/No Oracle to work out what the remains are:
After pocketing the small purse that was attached to the noble’s belt,
Belsum straightens up and begins to walk away, nonchalantly whistling
through his fangs. Of course, the putrefying arm of the noble reaches
out to snatch his heel…
Belsum manages to bite his way out of trouble – emerging, gore-stained and
infected from the struggle. Fortunately he has three doses of life elixir,
enabling him to cure the infection. Having resolved the failed Move, he
continues on to the next street: a flooded undercroft with two exits. It contains
a business: a blacksmith. This is the final street in the Dérive – all exits will
lead to the edge of the village. I check the Merchant Disposition Oracle and
come up with 5 (8-3 Presence): all items will be 2x the price.
The shadow of Nechrubel lengthens across the Dying Lands, heralding the
final coming of Verhu’s immolating flame. The shadow can be felt even in the
cities: in the fabric of buildings, in the flowing of sewers, in the smallest mote
of dust, there his sickness spreads. Heretical cults flourish: their leaders
attempting to draw their own power from the all-pervading psychic miasma.
Worst of the new cults are the followers of Svamp: a rich merchant-turned-
prophet who has miraculously survived all attempts at assassination by the
Two-Headed Basilisk Order. He has now retreated into his fortified
townhouse, guarded by fanatical followers.
Askaräc, High Inquisitor of the Two-Headed Basilisk has a task for you: in the
oldest catacomb of Galgenbeck is the tomb of Aversus, the demi-lich.
Aversus is rumoured to be buried with the Chalice of Ruin: one sip from which
will condemn the drinker to eternal physical and spiritual damnation. Force
Svamp to drink from the chalice and even if he cannot die, the curse will
ensure that whatever life he has will not be worth living. Unfortunately the key
to the catacomb is held by Haav, a custodian with Svampist sympathies, who
will need to bribed, or otherwise ‘persuaded’…
Start by rolling on the Street Descriptor Oracle (p.15). Give the street 2 exits,
and roll for contents and weather (Core: i). Use the City Crawl Move to explore
Galgenbeck and uncover the Objectives below. The City DR is 10.
Objectives.
1.
The
Custodian’s
Lodge
Roll
street
descriptors,
exits
and
contents
Haav,
The
Custodian
of
the
Lesser
Vaults
of
Galgenbeck,
lives
in
a
crumbling
lodge.
Their
desk
is
strewn
with
mouldering
plans
of
the
catacombs,
and
codices
of
deaths
and
burials.
A
portrait
of
Svamp
hangs
above
the
desk
almost
lost
amidst
the
all-‐pervading
gloom.
Possible
approaches
to
getting
the
key
from
Haav
include:
Bribe
(100s).
Persuade
(DR15
Presence
vs
2d20).
Threaten
(DR14
Toughness
vs
2d20).
Steal
(DR14
Agility
vs
2d20).
If
attempts
to
get
the
key
fail,
or
you
decide
to
attack,
roll
Initiative.
Haav
casts
Metzhuatol
Blind
Your
Eye
as
their
first
attack
(DR18
to
hit
and
defend
for
the
first
d6
rounds).
Haave
HP
5
Morale
8
Cracked
Quill
d4.
19.
2.
Galgenbeck
Catacombs
Roll
street
descriptors,
exits
and
contents
The
vast
black
iron
gate
of
the
catacomb
is
easy
to
spot,
although
overgrown
and
ivy-‐choked.
You
may
continue
to
explore
the
city
–
although
you
will
need
to
descend
into
the
catacombs
at
some
point
to
retrieve
the
Chalice
of
Ruin.
A
cold,
roughly-‐hewn,
cobweb-‐filled
passage
descends
into
darkness.
Undertake
a
d4
Micro-‐
Crawl
through
the
catacombs,
after
which
you
reach
the
Abysmal
Crypt
of
Aversus.
Common
Encounters
(d4):
1-‐2
–
Zombie
(Core:
65);
3
–
Blood-‐Drenched
Skeleton
(Core:
62);
4
–
NPC
Rare
Encounters
(d4):
1
–
Pale
One
(roll
Reactions,
Core:
71);
2
–
Nesting
Death
(Core:
III);
3
–
Undead
Doll
(Core:
66);
4
–
d2
Zombies
(Core:
65)
Aversus,
the
Demi-‐Lich:
HP
8
Morale
–
Decaying
Touch
(special)
d6
Necrotic
Barrier
–d4
On
their
first
combat
round
Aversus
will
use
your
most
potent
Scroll
against
you
or
your
companions.
When
hit
by
decaying
touch,
make
DR6
Toughness
test
or
suffer
an
Arcane
Catastrophe.
Once
Aversus
is
dead,
you
retrieve
the
(unremarkable-‐looking)
Chalice
from
a
sarcophagus.
You
emerge
into
the
city
through
a
manhole:
exactly
where
you
first
began
your
adventure.
3.
Svamp’s
Townhouse
The
townhouse
is
fortified,
with
armed
acolytes
posted
at
the
front
doors.
It
is
quieter
around
the
back:
a
servant
is
passed-‐out
drunk
near
the
back
door,
and
a
window
is
open
on
the
second
floor.
If
entering
the
back
door,
undertake
a
d4
Micro-‐Crawl
to
find
Svamp’s
chamber.
If
you
are
able
to
gain
entry
to
the
window,
undertake
a
d2
Micro-‐Crawl.
In
either
case,
use
d12
on
the
Interior
Locations
Oracle
in
place
of
the
SD
Room
Type
Oracle.
As
a
former
merchant,
the
house
is
full
of
curios
–
use
DR9
whenever
you
Search
an
area.
Common
Encounters
(d2):
1
–
Svampist
Acolyte:
HP
3
Morale
8
Black
Needle
d2;
2
–
Leech
Swarm:
HP
4
Morale
–
Bite
d2
Rare
Encounters
(d2):
1
–
Svampist
Adept:
HP
6
Morale
10
Leeching
Gaze
(special)
d4
Leeching
gaze
heals
the
Adept
equal
to
the
damage
inflicted;
2
–
Cosmic
Rift:
Additional
d2
Micro-‐Crawl
through
a
heretical
dimension!
Svamp’s
Study:
Svamp
sits
at
a
small
desk
piled
high
with
arcane
cosmological
texts.
Two
Acolytes
stand
by
his
side.
A
four-‐poster
bed
is
in
the
corner,
curtains
drawn.
Svamp,
The
Heretical
Prophet:
HP
7
Morale
–
Leeching
Gaze
(special,
as
above)
d6
Auric
Shadow
–d4+1
If
reduced
to
0
HP
or
less,
Svamp
will
restore
to
d4
HP
next
round.
When
he
is
at
0
HP
or
less,
make
a
DR10
Presence
check
to
force
his
inert
body
to
drink
from
the
Chalice.
Victory?
The
shadow
of
Nechrubel
is
exceptionally
strong
here.
As
Svamp
flails,
assailed
by
a
barrage
of
Arcane
Catastrophes,
the
curtains
on
the
four-‐poster
bed
draw
apart.
A
vast,
dark,
clawed
hand
reaches
out,
snatching
both
Svamp
and
the
Chalice,
pulling
them
within:
vanishing
into
some
dark
nether-‐void.
The
townhouse
is
quiet
now.
What
you
do
with
it,
and
Svamp’s
terrified
acolytes,
is
up
to
you.
20.
21.
22.