Why Into the Odd is a Horror Game Into the Odd is now officially "A Survival Horror Roleplaying Game". Game". What qualifies it to carry that subtitle? There are those are those that would argue even regular D&D is a horror game, making some excellent excellent points, but what about my variant?
Deceptive Normality The setting of Into the Odd is filled fill ed with normality. Sure, there are revolutions, plagues and cruel factory-masters, but this is all very mundane mundane stuff. The Odd is is out there to be found, but most of civilization is similar to our own world, even the even the cities that are built on crashed spaceships. Wars spaceships. Wars are fought by men with guns, not armoured knights or battle wizards. Factories mass produce goods and companies and politicians share power, with monarchs being no more than figureheads. This is an early-modern early-modern world we can relate to, not a medieval medieval fantasy. The Known but Incomprehensible Incomprehensible Beside the relatively mundane happenings of an industrial world are things nobody understands. Grouping Arcana under one name is deceptive, as the game clearly dictates that they should break the rules. You can use an Arcanum and talk to scholars about them but nobody really understands them or knows a way to bypass the risks of using them. Similarly, everybody has a theory on the Astrals, but there are no solid answers. They could be aliens, divine beings, demons, demons, advanced advanced terrestrial beings beings or pure mythology. mythology. Unfair Enemies Referees are told to create monsters that break the rules and function in a vastly different way to normal characters. characters. Most importantly, don't think of monsters as opponents to act as a fair fight to the t he characters. An encounter with a monster doesn't have to mean combat and in many cases it should be actively avoided. I hope to lead by example on this one with the seven example monsters provided in the game.
The Dust Hag, Beckoning Shadow and Thing of Glowing Smoke are immune to normal weapons. The Abyssal Turtle is so huge that small arms are going to have very little effect, requiring Arcana or at least siege weapons. The Dead Echo can only be fought in darkness or a reflection and the Strange Hunter has a disintegration gun that exceeds any earthly weapon. The remaining remaining underdog monster, the Ebon Crawler, can be fought simply enough but if it pins you down it'll dislocate its limbs, slither down your throat and hibernate in your corpse. Needless to say I want to encourage a sense of fear when it comes to monsters the characters will encounter. Creeping, Inevitable Death Not quite inevitable, there's no fun in that, but the threat is inevitable. If you fight for long enough you will have to start making saves to avoid Critical Damage, and that's always bad news. Attacks cause damage automatically, unless your armour reduces it to zero, so your Hitpoints are always a limited resource. They recover with a moment's rest, of course, but there isn't a standard method to recover them in combat. Watch them drip away as your character gets tired and starts to lose confidence. confidence. Do you want to stay around until you're at 0hp and need to roll a dread Save? Disposable Cast An alarming title, perhaps not as bad as it might sound. This effect comes from a combination of t he Company system, where characters of Expert level either become members of a Company or found their own. This is the game's nod to the Domains of old and gives them a bank of resources, including characters. As the character character proficiency curve curve is much flattened flattened from traditional traditional D&D it's it's a very viable option option to send another another member member of your Company on an expedition in your place. If your main character does die, there are a bank of new characters waiting in the wings to take over their legacy.
The Odd World Setting
The Odd World - Why Visit Bastion? With nearly a million citizens, Bastion has become the largest city in the known world. Its skies are black with smoke and its streets bustling with residents from every corner of the world. Canals feed the city with trade from every direction and vast factories produce mass goods and new prototypes. The city sits on a network of tunnels t unnels and vaults that hold devices and beings of great power. Their contents are only known and accessed accessed by the ministers that lead the nation's parliament. New ideas and enterprises flourish along with frequent and bloody revolutions.
Things to do in Bastion - Sneak into the vaults underneath the city, hoping to snatch a powerful Arcanum. Arcanum. - Work with local l ocal academics academics to recover a new Arcanum to be stashed away in the vaults. - Investigate a reclusive engineer thought to be t rying to transfer his life force into a machine. - Lead downtrodden factory workers in a rebellion. - Find out who or what is behind the hideously mangled corpses being being found floating in the city's canals. - Earn some money in a fighting pit. - Join the latest political idealist in gathering an army of supporters. - Deal with an escaped entity from the vaults, now roaming the tunnels beneath the city.
The Odd World - Why Visit Rosevine? The greatest seafaring empires in history have called Rosevine their capital. Architectural wonders of past centuries lie ravaged by plague and civil unrest. Queen Rosa IX claims both the city's thr one and headship of the Celestial Temple. The anti-astral Union of Man call for her head, rumours spreading that she is an otherworldly imposter. Daily riots have pushed the Royal Court into a barricaded palace and underground catacombs. catacombs. Union enforcers hunt down Astral Worshippers while the common citizen lives a li fe of fear and uncertainty.
Things to do in Rosevine - Explore the city's ancient architecture, perhaps hiding wonders not understood by the city's previous rulers. - Investigate reports of the plague pl ague having unpredictable side effects on its victims. - Join the Union of Man and overthrow that shapeshifting imposter of a queen. - Volunteer for the Queen's guard, restoring order to the city. - Get involved with some aristocratic aristocratic politics and get to the bottom of the accusations against the queen. - Aid the Union of Man in routing out Astral Cults, or provide them with protection in return for a powerful Arcanum. - Find out the source of the pestilence that is currently ravaging the city. - Aid the terrified citizens in stealing a vessel and escaping to the colonies.
The Odd World - Why Visit Starfall? Some credit the bizarre architecture of Starfall to a fallen civilisation previously occupying the city, but many scholars claim it was built by the Astrals. Glass towers and steel pyramids house everything from factories to universities, some remaining inaccessible to even the wisest academics. academics. Astral worshippers consider a pilgrimage to Starfall essential to gaining a true understanding of the world and the space beyond. The countless sects of astral worshippers have vastly different beliefs and agendas, rarely coexisting peacefully. peacefully.
Things to do in Starfall - Get involved in the street wars between sects of astral worshippers. - Gain access to one of the many otherworldly structures of the city to find the truth inside. - Work alongside smugglers bringing Arcana Arcana back into the city or shipping it out to one of the rival Sister States. - Try to find out why an entire block of houses vanished overnight. - Take your Arcana to leading academics to see if any further function can be uncovered.
The Odd World - Why Visit the Golden Lands? The distant continent to the South starts as sweltering jungle and impassible swamp, leading to an endless stretch of desert. Dotted amongst the feral cultures are great cities filled with riches. These distant kingdoms watch the amassing guns of the Sister States and hide their own forces and Arcane secrets.
Things to do in the Golden Lands - Get some gold! They wouldn't call it the Golden Lands for no reason, would they? - Stir up a war with the Sister States. The industrialised regions here are more than capable of mounting a sizeable, mobile army. - Bring the wonders of technology or astral worship to the feral cultures. Just try not to get murdered. - If you thought the Astrals left an impact on the Sister States wait until you see what's crashed crashed in the jungle. - Hunt primordial beasts, perhaps even bringing one back to the Sister States alive. - There are ancient ruins down here too, you know. Civilization has been here just as long as back at home and there are plenty of fallen societies. - Find out what lies beyond of the t he endless desert. desert. Even the locals don't seem to be sure.
The Odd World - Why Visit the Islands? Tiny specks of land dot the ocean to the West and East of the Sister States. Most settlements are colonies of the Sister States but some native societies prevail. Life here is simpler but more lawless than in the Sister States. Uprisings against colonial rule are on t he increase.
Things to do on the Islands - Establish your own colony, peacefully or ot herwise. - Free the native population from colonial rule. - Explore forbidden caves, jungles and swamps where natives tell of strange happenings. - Track down the mythical wandering wandering island. - Try a new fangled submersible vessel vessel and dive to the ocean floor to see the strange, metal wreckage wreckage lying there. - Bring the joys of astral worship to the natives or free them of the influence of sinister sects. - Just get away from everyone in the Sister States who wants you dead and work on your tan.
The Odd World - Why Visit the Polar Ocean? The great Polar Ocean stretches as far North as anyone has ventured. Few explorers return and each brings a different story. Some talk of a shining paradise and some of a passage to the stars themselves. The mysteries of this Ocean continue to draw explorers to their death.
Things to do in the Polar Ocean Oce an - Die horribly. - Never return. - Barely make it back to civilization as a babbling husk of your former self. Polar exploration is something of a last resort here. There are plenty of unexplored islands and a whole continent to your South. Anyone that tries to solve the mysteries of the world by sailing North deserves what they get.
Odd People, Places, Creatures and Rules
Odd Encounters - Errand Doll The Errand Doll STR 3, DEX 10, WIL 13, 5hp. 1d6-2 attack.
Surrounded by a 5ft whistling cloud that it controls. Anyone in the cloud takes 1d6 burning damage each turn, ignoring armour. The doll can see through the cloud. The cloud may not leave the doll's home, typically a single structure. This tiny doll will issue an errand to any group it encounters. Roll a d6 to see if this task is mundane (6), nearly impossible (1) or somewhere in between. The doll's cloud will follow the group and attack them if they seem to be going off course or not taking the errand seriously. If they complete the errand the doll will offer its it s services for any single errand in return. The doll will attempt this regardless of its difficulty.
Odd Encounters - Glass Crawler Glass Crawler STR 4, DEX 4, WIL 5, 6hp.
An unearthly, five foot high caterpillar-like creature. creature. Favours dark conditions and eats any small creatures it can sting. Moves very slowly and makes a raspy noise when threatened. Cannot attack normally, but may brush a victim with its stings. Anyone attacking the crawler or ot herwise risking contact with the stings must also make a Save as if they were attacked. DEX Save to avoid contact with the t he hair-like stingers. Anyone stung feels an immediate pain similar to a nettle. A few minutes later the sensation feels like shards moving inside their body and they lose 1d6 STR and DEX. Joints resist bending, forcing such movement causes an audible snap, feeling like a tube of glass has broken inside the joint. Each minute of movement, movement, other than very careful, slow walking, causes loss of 1d6 STR. The effect wears off after a long rest.
Odd Encounters - Black Shell Sh ell Black Shell 2hp, Armour 3. Immobile and unable to attack as normal. When reduced to 0hp the shell is broken and the creature within is released with immediate hostility. The shell at first appears to be a glass-like cocoon. The writhing creature inside is only faintly visible in the darkness. Anyone that touches the cocoon attracts the creature's attention and is subject to its gaze as described below. Creature Within STR 14, DEX 10, WIL 12, 7hp, Armour 1. A black, chitinous humanoid that strikes for 1d6+1 damage. damage. Its gaze can be targeted at one individual each turn, in addition t o attacking. The target must pass a WIL Save or fall to the t he ground, paralysed until they have a Short Rest. If they are left alone with the creature while paralysed it will begin to regurgitate a viscous slime over their body, which soon hardens into their own Black Shell. By the next morning they are a Creature Within and trapped until the shell is broken.
Odd Encounters - Mask Mask STR 14, DEX 18, WIL 12, 14hp, Armour 1. Featherless-Wing (d6). Wants to find out everything about you, and lie about its identity. A 9ft tall, unnaturally elegant, creature. Resembles a white, featherless bird. Will create an elaborate, false, backstory for itself itself and claim grand powers that it does not possess. possess. If a anyone anyone bows to it, and proclaims proclaims "You "You speak the truth", it will gain whatever false powers it has claimed in t he presence of that individual only. Cannot, under any circumstances, circumstances, reveal the truth about its identity, or admit to lying.
Odd Encounters - Meet - Meet the Starmen, Torture Herald Torture Herald STR 10, DEX 8, WIL 8, 14hp. Cold Trident (d8, see below), Pistol (d6), Adorned military uniform that looks like a child made it. Walks in spasmodic jolts, chases anyone that catches his gaze, and screams in broken speech. Claims he is from "Torture" and describes a spiral of infinite pain beyond our own, awaiting all on death. If you ask his name, he just screams at you. Nobody likes talking to him. Rumours are that he's just a disfigured, crazy mutant, but he insists that he hold an official position from the realm of Torture. Wants to convince others that he's really from Torture, and that they're doomed to an eternity of pain after death. Also wants to travel to the other realities that he claims exist beyond our own, to spread the word further. Cold Trident: Anyone dealt Critical Damage by the Trident is held in a painful limbo of tortured half-life as long as the trident remains touching them. If t hey wish to give mercy the wielder can wrench them back to life, leaving them at STR 1 with 0hp. If they remove the trident, the victim dies instantly.
Odd Encounters - B. R. Yarr's Severed Battalion General B. R. Yarr - Head in a Jar STR 0, DEX 0, WIL 17, 2hp, Armour 1. Confined to a reinforced glass jar. Completely immobile. Can only act through a telepathic link with his Severed Battalion. Wants to find a way to gather more members to his battalion, and eventually find a way to grow a new body. Won't settle for a fragile human body again. Headless Battalion: STR 14, DEX 6, 9hp, Hatchets (d6), Pistols (d6), Blooded uniforms. Attacks are impaired unless the target is being held by another headless, who will grunt to guide their ally's attacks.
Odd People - Six - Six Adventurers that are Better Than You 1: Farjal the Red Death Will fight for whoever pays him. Hope he hasn't been hired to kill you. He never works with anyone else. STR 12, DEX 14, WIL 12, 12hp, Armour 1. Sword (1d6+1), Red modern armour. Flaming Ring Arcanum Arcanum:: Heat Ray (Power 4), Inferno (Power 6), The Beast Within (Power 8). Heat Ray: Target must pass a DEX Save or take 4d6 damage. Inferno: Cause a source of fire to explode, causing 5d6 damage to all within 20ft. Targets may pass a DEX Save to only take 1d6 damage instead. The Beast Within: Add 2d6-1 to STR and DEX but also subtract this t his number from WIL (minimum of 1) and lose l ose the ability to speak. This lasts for 8 rounds. 2: Dargaz the Huntmaster Only seeks new trophies. He has made lots of enemies in this area in the past. STR 10, DEX 11, WIL 13, 10hp. Heavy Polearm (Wildstaff), Musket Musket (1d6+1), pack of ten faithful hounds. Wildstaff Arcanum: Arcanum: Dire Beasts (Power 10). Dire Beasts: Up to five animals double in size for 10 minutes, doubling HP and gaining 8 STR. They also grow much more violent. 3: Arnet the Cloak Will steal anything you have that he wants and may kill you to keep things simple. Will never kill women or children. STR 9, DEX 16, WIL 8, 9hp, Armour 1. Two Daggers (1d6), Pistol (1d6), Shield armour, Various types of poison, Thief's tools. The Jet Dog Arcanum: Arcanum: Veil Senses (Power 4). Veil Senses: Target makes a WIL Save or is Blinded or Deafened until the curse is l ifted. Blind opponents subtract 10 from DEX. 4: Rock Varga Will pick a fight with nearly anyone just to show off. Considers himself a drink connoisseur, which seems at odds with his personality. STR 16, DEX 13, WIL 10, 16hp, Armour 1. Heavy Mace (1d6+1), Shield armour. 5: Castellan Haumar Wants to know what you're doing in his domain and when you're leaving. He's terrified of a neighbouring domain attacking, so has little time to waste with you. STR 11, DEX 12, WIL 14, 11hp, Armour 1. Halberd (1d6+1), Silver modern armour, SIZ 4 Domain. Always accompanied by his personal guard of ten heavily armoured knights. 6: Omal, Bearer of the Eye Will provide excellent healing services services for a cost. He will also try to recruit you into his creepy cult. STR 14, DEX 9, WIL 15, 14hp, Armour 1. Scimitar (1d6+1), Shield armour. Glass Eye Arcanum: Arcanum: Madness (Power 8), Beast from Beyond (Power 8), Breath of Recovery (Power 4). Madness: All within 15ft of a point must pass a WIL Save or become confused confused for 8 rounds. Roll 1d6 at the start of each confused turn. 1: Attack the caster, 2: Act normally, 3: Do nothing, 4: Flee, 5: Attack nearest creature, creature, 6: Attack nearest of their allies. Beast from Beyond: Summon a horrific flying beast (STR 20, DEX 15, WIL 4, Armour 2, 20HP, hits cause 1d6+1 Damage) Damage) to fight for you for 3d6 rounds. After this time it has free will. Breath of Recovery: Touch a creature and restore 3d6 of their HP or 1d6 points in any one Ability Score. Take 1d6 Damage in return.
Odd People - Six - Six random jerks you annoy in town. The PCs roll into i nto town and somehow annoy someone with minutes. Roll 1d6 to see who. 1: Yurg the Large STR 16, DEX 7, WIL 9, 8hp, Armour 1, 15s, Fights unarmed for 1d6+1 damage: This guy just wants to punch you in front of everyone. Even the guards won't step in to stop hi m once he's pounding. 2: Furnum the Flash STR 8, DEX 13, WIL 8, 10hp, Armour 1, shield armour, heavy mace mace (1d6+1), 30s: This guy would rather embarrass you with some sharp put downs. He's needy enough that he'll make it his business to be wherever you go, ready to put you down. 3: Hurlett the Vague STR 7, DEX 10, WIL 7, 3hp, dagger (1d6), 1s: Seems to be a completely mad woman. Takes issue with one of the party and shouts at at them, throws rocks and generally generally causes causes a scene. scene. 4: Rela the Cat STR 10, DEX 14, WIL 10, 7hp, club (1d6), 18g: Her and her two fellow footpads have targeted one of the group. As soon as the target is alone they'll strike. 5: Old Marl STR 11, DEX 9, WIL 14, 13hp, pistol (1d6), 5g: He doesn't like wandering adventurers, even though he used to be one! He'll try to turn everyone against the party rather than directly confronting them. 6: Nyal the White STR 14, DEX 13, WIL 13, 11hp, Armour 1, modern armour, heavy axe (1d6+1), 40g: Far too eager to jump to the defence of someone you've mildly inconvenienced. inconvenienced. Will immediately try to fight you out of town. Everyone else tries to ignore him.
Odd People - Caspia Carty Caspia lived a life of aristocracy for her first nine years, enjoying hunting with her favourite hound, Scraps. Scraps. One morning, while hunting with her father, she saw her family mansion glow white. With a flash of light it was reduced to flaming rubble and Caspia and her Father collapsed. When she woke her Father was gone. Since then she has become inseparable from Scraps. She appears to have intense conversations with the hound. Homeless, they wander Bastion Country, surviving day to day. Several family members within the aristocracy have taken t hem in, but they always escape before long. Caspia Carty STR 7, DEX 11, WIL 14, 9hp. Musket (1d6+1), Knife (1d6), Fancy Clothes. Scraps - Gunhound STR 10, DEX 13, WIL 5, 7hp. Acts as an Arcanum for Caspia with the following spells. Command Word (Power 1): Order a target to drop, fall, flee or halt unless they pass a WIL Save. Can only target animals. Breath of Recovery (Power 2): Touch a creature and restore 1d6 points of lost STR, but take that much damage yourself. Scraps takes the damage when Caspia uses this Spell. Dire Beasts (Power 5): Up to five animals double in size. They gain +1 Armour and melee damage. They also grow much more violent. Scraps must be one of the targets.
Odd People - Bastion's Favourite Arms Dealer Frank Regal - Expert Entrepreneur STR 14, DEX 8, WIL 14, 11hp. Duelling Pistol (1d6+1), Officer's Cane (1d6), 1d6g.
A travelling salesman of great repute. Wears a faded naval uniform and wears an eyepatch for purely cosmetic effect. Claims he's giving you a 10% discount for whatever reason he can think of. Discount is included in the prices below. To see which items he has in stock, roll 5d6 and discard the highest die. Each duplicate means a further 10% discount to that item! 1: Red Fred (10s): Military-grade musket (1d6+1, two hands). Fixed with bayonet (1d6+1, t wo hands). Legendary resilience, still firing through monsoons, sandstorms, and polar freezes. 2: Capper's Lugporker (10s): A hooked halberd (1d6+1, two hands) once used by city watchmen. Can force riders to pass a STR Save or be pulled from their steed. 3: Stower Sticks (10s): A brace of small pistols (1d6+1, two hands) with a harness that can be easily concealed. 4: Buff Pup (50s): A heavy blunderbuss (1d6+2, two hands) with a complex and lengthy loading process. Can only be fired once per combat, combat, but roll 1d6 to see how many nearby nearby targets can can be caught in the blast. 5: Lagger's Dag (50s): A man-portable cannon (1d6+1, 2 hands, move or fire) that can damage ships as a siege weapon. 6: Rum-Tilter (30s, one hand): A highly decorated, basked-hilted sword (1d6+1), with real silver details.
When you roll a duplicate item on the previous the previous table, roll table, roll on the table below to see what special item Frank has in stock. Duplicates are discarded.
1: Flip Bolts (30s): Three powder-charged powder-charged arrows that can be modified to fire from any bow or crossbow. Causes 1d6+2 damage and can damage structures as a siege engine. 2: Willow's New Revised Starmap (50s): An elaborate tome of charts and coordinates. Is actually an Arcanum containing the Spell Black Spell Black Tentacles Tentacles (Power 4). 3: Scrub-Hook (15s): (15s): A man-catcher polearm. Target must pass a STR Save or be snagged. They can try to break free with another STR Save, but failing t his causes them 2d6 damage as they choke themselves. 4: Rosy Dram (5s bottle): A deceptively strong, pink liquor. A single measure leaves leaves a man feeling drunk, requiring a STR Save to avoid passing out for 1d6 hours. A second measure will topple anyone without requiring save. 5: Devil Togs (1g): A heavy, ornate suit of armour (armour 1). Features a demonic mask that even makes your voice sound terrifying. 6: Jumbull (5g): STR 18, DEX 5, WIL 3, 8hp, Armour 2, 1d6+2 Gore, can damage structures as a siege engine. A woolly, elephant-like, beast of burden or war. Has an ill temperament and little to no training.
Odd People - Hypatia Handel and Mr. Sweets
Hypatia Handel STR 7, DEX 12, WIL 17, 3hp. Penknife (d6), 3s. Blond and lacy. Driven to explore the Underground — ALL ALL OF IT. (After all, the rest of Mr. Sweets's family must be down there somewhere somewhere?) ?) Mr. Sweets STR 17, DEX 12, WIL 10, hp 10, Armour 1. Leathery, baggy, and ugly — but strangely redolent redolent of lavender. lavender. Driven to protect protect Hypatia at all all costs. Mr. Sweets Sweets usually attacks with his claws and bite (d6), but he will gore a target with his horns (d8) if he has room to charge.
... What, you thought t hought Mr. Sweets was using Hypatia to conquer Bastion for his foul kind? He's really just the classic "hideous yet loyal pet that only a child can love" — but in Bastion, those pets come come with fangs and claws and abdomen-ripping horns. I envision Hypatia's parents hiring PCs to track her down on one of her Underground jaunts; Hypatia could could also be a valuable source source of information information about just what's what's underneath the the city streets.
Odd Dynasties - The Gigondines The Gigondines - Exiled noble line. line. Leader: Arin Gigondine Unified by blood. 200 Members 20 Noble Horsemen: 12hp, Armour, Longaxes (d8), Pistol Braces (d8). 40 Family Guard: 6hp, Armour, Muskets (d8). 60 Sworn Servants: 3hp, Poleaxes (d8). 80 Non-Combatants (Courtiers, Advisors, Clerical Staff)
Arin Gigondine STR 8, DEX 8, WIL 13, 5hp. Wants to punish Bastion's high society for rejecting her children, and to restore her family honour. She has gathered several Arcana in her attempt to gather power, which she she always carries carries on her person. person.
Glass Baton: Touch any material with this baton to t o turn it transparent. The effect effect ends when the baton is removed. Blackening Crystal: Crystal: Activating this black gem causes a wave of darkness to ripple outwards. All food and drink within sight is spoiled, plants die, and animals cry and flee. Abominable Mirror: Mirror: Looking into this mirror reflects a grey, haggard version of the viewer. The image suggests terrible actions that might benefit the viewer. By immersing the mirror in water, this thing t hing comes forth and immediately carries out their suggested action, before returning to the mirror. Mechanically, they are an exact copy.
Boff Gigondine STR 9, DEX 4, WIL 9, 12hp. Wants to collect things and wander to distant places to forget about his family. He will talk at length about the expeditions of his past, and jump at any opportunity to relive them.
Smoke Rock: An island far in the t he Polar Ocean, made out of solid, swirling smoke. He claims that snakes of pure darkness fought his expedition away after they caught a glimpse of a shimmering, silver city. Scrall Manor: A noble estate in a forgotten corner of Deep Country, where twisted mechanical humanoids serve some long-dead master. This is where Boff found his favourite spyglass, with unrivalled viewing distance. Colossus Skull: A human-like skull, a hundred feet high, glimpsed in a jungle valley of the Golden Lands. He refuses to say any more about this. t his.
The Children Born in unknown circumstances, each child appears as an infant, but both stand over seven feet tall. Their true age is not known. Cheroff Gigondine STR 19, DEX 7, WIL 4, 12hp, Armour 1. Oversized Rifle (d10), Slam (d8). Wants to show everyone how strong he i s and impress his Mother. Speaks eloquently, but has little control over his emotions. Ellin Gigondine STR 18, DEX 7, WIL 10, 10hp. Armour 1. Slam (d8). Wants to get her brother in trouble, and follow her universal curiosity. Does not speak or show any emotion.
Into the Odd Pregen Cast Rolling three stats and HP too tough for you? Roll 1d6 and take a gender-neutral pregen. 1: Bryce, Novice Revolutionary. STR 14, DEX 8, WIL 9, 2hp. Halberd (1d6+1), Pistol (1d6), Manacles. Manacles. 2: Hawkes, Novice Student. STR 6, DEX 14, WIL 11, 1hp. Musket (1d6+1), Machete (1d6), Writing Set. 3: Sattler, Novice Ship's Mate. STR 10, DEX 11, WIL 10, 4hp. Musket (1d6+1), Club (1d6), Spyglass, Metal Skull Arcanum (Obscuring Mist, Burden Soul). 4: Baldridge, Novice Burglar. STR 14, DEX 8, WIL 9, 5hp. Pistol Brace (1d6+1), Dagger (1d6), 20ft Rope, 5: Parks, Novice Cultist. STR 10, DEX 6, WIL 16, 3hp. Heavy Mace (1d6+1), Dagger (1d6), Lantern, Locket Arcanum (Sunblessed, Heat Ray). 6: Dale, Novice Soldier. STR 11, DEX 12, WIL 7, 4hp. Musket (1d6+1), Dagger (1d6), Shovel.
Quirk Table Your one-hitpoint Fighter meets an unglamorous death thirty minutes into the game. game. You shrug and roll up a new character, who comes comes out with six hitpoints and STR 17. What kind of karma is that for throwing a life away? Enter the Karmic Quirk table. After rolling a replacement character, roll once on this table for every character character you have previously lost in this campaign. So if you've had two characters characters die already, you roll twice on here. For duplicates take the next entry down the table, looping up at 20. Karmic Quirks (d20) 1 - Ugly: Really, really ugly. Nobody wants t o look at you any longer than necessary, but they always remember your weird face. 2 - Poverty: Start with only rags and a stick. 3 - Plague: Start with the Plague. Lose 1 CON each day until treated. Anyone close to you must pass a Save each day or become infected. 4 - Lice: You itch with lice. Anyone living closely with you must pass a Save each day or catch them too. 5 - Fish-Tongue: You speak in a slobbery drone that people find either annoying or amusing. 6 - Pig-Eye: You have tiny eyes and are likely to miss visual clues obvious to everyone else. 7 - Missing Limb: Roll 1d6 - 1-3: Arm, 4-6: Leg. 8 - Dumb: Reduce INT to 3. 9 - Unholy: Any sort of divine blessing has the opposite effect on you. 10 - Severe Allergy: If exposed to your allergen you must Save or Die. Roll 1d6 - 1: Alcohol, 2: Nuts, 3: Insect Stings, 4: Shellfish, 5: Antidote, 6: Dairy Products. 11 - Stalker: You have an obsessive follower that makes makes your life a pain. Roll 1d6 - 1: Mother, 2: Father, 3: Childhood Friend, 4-5: Ex Lover, 6: Ex-Lover who is also a Wizard. 12 - Fussy : There's a 50% chance that any meal meal served to you isn't to your liking. Unless you get a meal you enjoy you recover HP at half the t he normal rate. 13 - Deluded: The GM rolls another Quirk in secret. You're completely unaware of it. 14 - Super-Illiterate: You can't read, and attempting to read causes you 1d6 damage. 15 - Blind Confidence: The GM rerolls your HP in secret. You never know how many HP you have. 16 - Debt: You owe some a number of GP equal to 1 with 1d6 zeros on the end. 17 - Addict : Lose 1 maximum HP each day you don't indulge, to a minimum of 1hp. A binge restores all hp lost this way. Roll 1d6 - 1-2: Alcohol, 3-4: Tobacco, 5: Opiates, 6: Dream Fungus. Fungus. 18 - Phobic: Subtract 1 from all rolls in the presence presence of your phobia. Subtract 5 when interacting directly with it. Roll 1d6: 1: Bugs, 2: Lizards/Snakes, Lizards/Snakes, 3: Magical Things, 4: Darkness, 5: Blood, 6: Heights. 19 - Uncool : You're such a dork. You'll never, ever be cool. 20 - Bad Name : The GM decides on your name, and it has to be really embarrassing. embarrassing. The other characters all know your real name, so you can't just go by a nickname.
Injuries, and Worse When you suffer Ability Score loss, but survive, roll on the appropriate table for the Ability Score that you lost points in. Common Common sense determines determines if they're permanent permanent or temporary. temporary. If unsure, unsure, it's 50/50. STRENGTH (from physical attacks) 1: Gushing wound. Lose a further 1d6 STR every turn until patched up. 2: Maimed. Roll 1d6 and lose 1: Head, 2: Hand, 3: Arm, 4: Leg, 5: Ear, 6: Eye. 3: Spinal Tear. Any STR loss from this attack is permanent. 4: Whatever Whatever caused the harm is l odged inside you. It causes another 1d6 STR loss if it's not pulled out carefully. carefully. 5: Punctured Lung. You wheeze loudly forever. 6: Brain Hit Bad. Lose 1d6 WIL permanently. 7: Concussion. You act like a dope for the rest of the day. 8: Ruined Arm. You cannot use a random arm for anything. If you lose your good arm, attacks with your off -hand are Impaired until you get used to it i n d20 Months. 9: Broken jaw. You can't talk properly until it heals. 10: Crushed ribs. If you take further STR loss before your next Full Rest, you take an additional 1d6 damage. damage. 11: Choked. You can't breath without assistance, and will die in 1d6 turns unless somebody helps you. 12: Flesh Wound. It's not all that bad. Wicked scar too.
STRENGTH (from other sources) 1: You throw up a lot. 2: You have the shivers at the slightest cold. 3: Foaming mouth. 4: Lose clumps of hair. 5: Your complexion goes all gross and yellow. 6: Bad reaction! The STR loss is permanent! 7: You become so sickly that you can never regain lost STR. 8: One eye dies. 9: Half of your face falls immobile. 10: Hair turns grey/white/to-dust. grey/white/to-dust. 11: Impotent. 12: You shake it off! ARGH!! RARRR! I'M HARDCORE. DEXTERITY 1: You've got the shakes forever. Lose 1d6 DEX to a minimum of 1. 2: You'll never dance again. 3: You can't stand up quickly anymore. 4: Spasms whenever least convenient, unless you pass a WIL Save. 5: Cannot walk at all without a stick. 6: Hobble for the rest of your life. 7: Comatose. Attempt a WIL Save after d20 days to restore movement. 8: Balance is shot. Require DEX Saves for things that aren't even difficult ordinarily. 9: You can't turn your neck anymore. 10: One eye permanently closed. 11: Slack tongue. You sound like an idiot. 12: You drool if you're not careful. WILLPOWER 1: Stammer. 2: You need a drink to steady your nerves, otherwise you have the shakes. 3: You have a phobia of whatever did this to you. WIL Save to confront it again. 4: Surge of idiotic heroism. You can only act if it's suitably stupid and heroic, until you get a short rest. 5: You become an incredibly picky eater. WIL Save to avoid vomiting any meal. 6: Insomnia. You only benefit from Full Rests if you pass a WIL save and get some sleep. 7: Sensitivity. Sudden, loud noises cause you to lose 1d6 WIL. 8: Delusion. From now on the Referee rolls all your dice and keeps track of your scores, damage damage etc. in secret. 9: Obsession. You cannot benefit from Long Rests until you confront whatever did this to you and get revenge. 10: Anxiety. You cannot benefit from rests until you're somewhere completely, 100% safe, and not even slightly dangerous. 11: Trigger Happy. Whenever there's a surprise, and you're armed, you must pass a WIL Save to avoid attacking the surprising thing. 12: Hallucinations, only when you're alone, and you can only find out if they're real by touching them.
d12 Noble Weapons of Bastion Into the Odd has four weapons that you're likely t o see carried. Hand Weapons are one-handers from daggers to axes, and pistols. d6 damage, damage, one hand. Field Weapons are two-handers like muskets, pikes, zweihanders, and sledgehammers. sledgehammers. d8 damage, two hands. Heavy Guns are for hunting big game. d10 damage, two hands, don't move and fire. Super expensive.
The best weapons are Noble Weapons. Practical enough to carry in one hand, but packing an increased punch of d8 damage. So what makes them better than Hand Weapons? 1: Pepperball - Fourteen-barreled pistol using a new mechanism to fire at ultra high velocity. Sounds like FipFipFipFipFipFipFipFipFip!
2: Roseladder - A helix of spikes and hooks of ultra-hardened metal. Pommel Pommel and guard are spiked for punching. Popular with flamboyant gladiators. 3: Impaltrix - Long pistol firing foot-long metal stakes with a combination of powder and magnets. Sounds like SHWWIIING followed by screaming. 4: Hand Scorcher - Thin metal rod that instantly heats to searing temperature. temperature. Creates lots of steam when plunged into water, and smells really gross. Remains hot for an impractically long time after use. 5: Bloomfeller - Bulb-shaped pistol that fires special heavy shot with a THUSSSSS sound. The shot breaks up mid-air to cause particularly nasty wounds. 6: Double Foil - Two-pronged fencing sword that looks utterly ridiculous and impractical. In reality the t wo tips deliver a painful electric current when they strike a target. Recharges Recharges with a rather loud and embarrassing pumping pumping mechanism. 7: Urbarrager - Two-barreled heavy pistol with gargoyle faces, spikes, and all sorts of other over the top decoration. Wildly inaccurate but fires big shots fast enough for it not to matter. Sounds like BAWRK! BAWRK BAWRK! 8: Prong of War - A heavy two-pronged military fork that can barely be wielded in one hand. Associated with use by an ancient culture known for horrible torture rituals, rituals, so carries a certain message message with its use. use. 9: Side-Mortar - Very heavy, sturdy pistol with no resemblance resemblance to a mortar. Has an incredibly satisfying pump action reload and the perfect weight for spinning around and doing tricks. Sounds like BAFF! ker -chuck.. BAFF! ker chuck... 10: Gentleman's Pick - A long sabre with a pick on the end of the back-side. The blade is of little use, but t he pick is very effective. Features a cigar lighter on the pommel. 11: Little Duke - A nice light, well made pistol, with fantastic accuracy and a real punch. Ivory handle and intricate lace grip. Sounds like PAOWD! Costs ten ti mes a normal Noble Weapon and will almost certainly be the target of thieves. 12: Discipline Cane - Made from the light, but incredibly strong, bones of a fallen skywhale, and studded with the teeth of various types of sewer crocodiles crocodiles polished to a white sheen. Anyone wielding this just gives the impression that they're a massive jerk that needs pushing into some mud.
Thoroughly Modern Armour Infantry armour is generally rather binary in Into the Odd. Either you're armoured, and reduce all damage against you by 1, or you're not. If you want to get to Armour 2 you'll need to mount up as cavalry or find something very special indeed. Armour 3 isn't for you. you. Well-made, Modern Armour protects you with a few high quality pieces and leaves both arms free. A good breastplate and and helm should do do it. It isn't cheap, though. though. Crappy outdated Shield Armour occupies your off-hand in some way. Anyone using this is doing so for ceremonial ceremonial effect, or they don't have access to the good stuff.
Because Armour is either expensive, or prevents use of Field Weapons like muskets and halberds, it's not a viable option for many soldiers or guards. Better to stick them in a colorful uniform and a fancy hat so that they at least feel dressed for battle.
d12 Sets of Modern Armour 1: Fox's Face (1g): Something about this helmet makes animals go crazy at the wearer. Previously worn by a group of city guards but abandoned after they got fed up of murdering feral dogs and cats. 2: Kleon's Termination Suit (25s): Cheap enough to equip your soldiers with, heavy enough that they can only march half the normal distance in a day, and throw their suit to the ground at first sign of camp. 3: Carnage Aspect (50s): The outside is covered in a powdered irritant that causes any wounds to be doubly painful. Massively inconvenient inconvenient for most nonnon violent activity. 4: Awade's Standardised Cloak & Plate (50s): The official armour of the competition sword-and-dagger sword-and-dagger league. If you wear this you cannot turn down a challenge of a duel, lest you incur the wrath of the league enforcers. 5: Bearmail (50s): Originally used in fighting pits by fighters specially trained to take on bears. Something about the texture freaks bears out, and once they touch it they turn all ti mid and cowering. 6: Predator Armour (1gs): Worn by bounty hunters who believe the furs give them animal senses. They don't, and making yourself obviously look li ke a bounty hunter is a good good way to make make a target of yourself. yourself. 7: Full Dispersion Suit (70s): Designed to spread the impact of even the heaviest weaponry, weaponry, but incredibly heavy to wear and makes you an easy target for personal weapons. Cannons and other siege weapons have their attacks Impaired against you, but you have no protection against other attacks. 8: Salter-Shell (2g): Based on a design found on ancient carvings, suspected to show conquering soldiers from an ocean world. Requires special treatment with an exotic mineral. Must be bonded to the wearer forever, and can only be ripped away at the cost of d12 STR loss. In return, the wearer can somehow breathe underwater and resist any amount of water pressure. 9: Banker's Breast: (1g): Easily concealed under smart clothes, but wearers usually usually like to let a little show to emphasize emphasize that they're important enough to worry about assassins. 10: New Mechanical Savior (5g): Carefully attached to sense when the wearer's heart stops. If this happens, it releases a combination of intense convulsions, and a surge of some unknown power. If the wearer wearer can pass pass a WIL Save, they return return to life. If they fail, they spasm wildly for a few moment before remaining dead. Must be reconfigured by its maker after each use. 11: Polished Glory (60s): Exactly the sort of elaborately decorated, polished armour that you'd expect to see on a Cavalry Officer who doesn't expect expect to have to use it. If you wear it you'll either be taken incredibly seriously, or seen as a spineless joke. 12: Berning's Burial Case (1g): Once locked on, this armour is almost impossible to remove. Intended to prevent posthumous organ theft or other violation, but doubles as effective protection on a living subject.
d12 Odd Cargo Roll d12 to find out what those weird guys were hauling. hauling. 1 - Soldier Seed Polished tins of silver seeds. Label shows immaculately immaculately uniformed soldiers growing out of a vegetable patch. If planted, will sprout misshapen misshapen babies babies after a day. day. They grow into twisted toddlers within within the week, week, and within two weeks into big, bent, knotted men that t hat cry out in agony, but serve remarkably well. If cut from the ground early they turn black and die in an hour. Seeded Soldier Regiment Regiment (3hp, STR 14, joints and hair in all the t he wrong places)
2 - Bright Mountain Dust Glow-in-the-dark quartzlike quartzlike rock that, in moderation, is like a tastier, more intense salt. If too much is eaten (if in doubt, it's too much) the victim vomits glowing sludge until they pass a STR Save. If directly licked, the licker vomits, and their tongue swells and goes limp. They can only talk like an idiot for the rest of t he day. 3 - Penal Shell Iron barrel worn like a tortoise shell (Armour 1), spiked on the inside, with holes for limbs to just stick out. Locks shut if someone gets inside it, and the keys aren't here. You'll need a specialist to bust it open. All actions are impaired and the wearer is constantly poked with spikes, suffering a further d6 damage if shaken or knocked about. 4 - Winter Syrup Between molasses and lard, savoury and sweet, rations and fossil fuel. Favoured by Polar explorers and young academics academics that eat vast quantities as a hazing ritual. 5 - Eternity Deeds Hundreds of documents agreeing for future descendants descendants of the t he signer to become property of Workmaster Enterprise Camps in return for advanced payment. 6 - Star-Child Confit 10ft metal tin filled with dense white fat. Deep in the middle is the preserved corpse of a winged, boneless boneless child with long fingers and empty eye sockets. 7 - Nerve Wax Causes some numbing numbing at touch. Rubbing it in causes dull pain in that body part that lasts the rest of the day. Extended rubbing-in causes agonising pain that impairs all action and causes loss of 1 WIL each hour unless thoroughly washed off with very hot water. 8 - Void Totem Massive (20ft) black rock held in a wooden crate. Almost a cube, pretty much unbreakable. Small Small hole (inch (i nch wide) in the center of the top side that annihilates anything placed inside. If the rock is somehow broken (impossible by any previous attempts) it annihilates everything within a mile. 9 - Killing Eagles Metal gargoyles of eagles tearing apart smaller versions of various other animals. The eyes glow at night. If you kill the eagle's prey animal in its vision, its eyes will blast rays of light indiscriminately for d10 damage before returning to its dormant state. 10 - Humungo A truly humongous (STR 18, DEX 8, WIL 4, 10hp, Armour 1, 12ft tall) man inked with astral symbols. Totally bestial in behaviour. behaviour. Trapped in a man-shaped man-shaped iron-banded box that holds him in place with only a hole at the mouth, and one at the t he base. 11 - Blown Wishes Hundreds of seemingly empty glass jars. Each is labelled with a name (first name only). 12 - Ultra-Snare A metal ball of wire held in a seriously reinforced ceramic ceramic chest. If thrown with any force it unleashes a vast forest of razor-wire that causes d6 damage to all i n the area. Anyone moving within the wire must do so very slowly and carefully, or else take d6 damage. Seemingly no way to retract the snare.
Non-Alien Cult Idols Not everything is aliens.
These cults base themselves themselves on a site of great importance to their idol, i dol, and interfere in the lives l ives of people that don't see their idol as a holy thing but just j ust a thing. For every Cult there is at least one splinter group that believe they're worshiping their idol in the wrong way, and another that think idolising the thing at all is unholy. Roll d100 to find out what a Cult idolises. It's up to you whether their idol i s a legitimate higher power or not. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29.
A brightly coloured frog. The concept of hunger and what it drives people to do. A huge golden baby statue. Another cult, who hate them. The darkness between streetlamps. Streetlamps. The act of idolatry. Peaceful discussion and tea. Angry mobs, bigger means more holy. Anyone who ever claims to have ruled Bastion in equal measure. A very specific type of sweet wine. The process of carpentry. Huge elk that live in the coldest parts of Deep Country. Their glass cathedral. Triangles. Gunpowder. Scar-Maps. Kickboxing. Absolute Nothingness. A set of symbols on an old rock that nobody can agree on the meaning of. Anything that can burn, but not the act of burning. Massacres. Every set of genitals in the world. Cloud Patterns. The gutter. Cosmetic Surgery. Smells, the more potent the better. Toxic flower extracts. Gruel.
30. An obsolete pipe network underneath the city. 31. Walls. 32. Glass-blowing. 33. Being beaten with sticks of bamboo. 34. Great feats of strength. 35. An ancient solved sol ved board-game. 36. Answering a question with a question. 37. Anything that comes in a matched pair. 38. Smashing things under a massive weight. 39. The way oil separates from water. 40. Monotone Singing. 41. Properly written letters of complaint. 42. Looking at things under microscope. 43. Walking through a pool of treacle. 44. Taxes. 45. Guard Brutality. 46. Net-Weaving. Net-Weaving. 47. Telling exaggerated stories about distant lands. 48. Broken compasses. 49. Personal Hygiene. 50. Tiny blue berries that grow underground. 51. A fossilised ape skeleton. 52. Over-feeding animals. 53. Crusty old man strapped to a chair. 54. The destruction of other cults. 55. Shadows cast by moonlight. 56. Disguising one's appearance. appearance. 57. Disproving other cults. 58. Drunken arguments. 59. Tiny animals, the smaller the more holy. 60. The recently dead from natural causes. 61. A bitter root that makes disgusting tea. 62. Melting things. 63. Electric eels. 64. A that they know has no significance, but that's sort of the point. 65. Smooth edges. 66. The process of smoke-drying things. 67. The cries of newborns. 68. Blood-letting. 69. Literally everything. 70. A set of holy numbers. 71. Putting out fires. 72. Mass syncronised births. 73. Extracted brains. 74. Staring into the sun until your eyes hurt and you start to see blurred things. 75. The wealthy. 76. The aging process. 77. Cheese rind. 78. Fragrant herbs. 79. Caviar. 80. The pattern formed by the road and canal network. 81. Anything found underground. 82. Building sand sculptures. 83. Rubbing nettles on yourself and not being allowed to scratch. 84. Mathematical prowess. . 85. A game that seems to have entirely different rules each time. 86. Only ever saying Yes or No. 87. Completely unique items, which turns out to be almost everything. 88. Creating tiny models of things.
89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100. 101.
Boiling things. Manic screeching and banging of drums. Vigilante Justice. Looking down at the world from a great height. Going deep underwater. underwater. Charity. Proper etiquette. Releasing captive animals animals to the wild. Calling people out on lies. Convincing people to go into the Polar Ocean to die. Becoming filthier and filthier. Ridiculous outfits.
How Bad is Bastion Today? Roll d8 on each table at the start of every morning, afternoon, and evening in Bastion.
How Bad is the Traffic? (d6 in Morning, d8 at other times) 1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 4: Road Rage. Drivers have turned to crazed fighters, horses run feral, and burning carriages litter t he street. 5: Gridlock. Nobody can get anywhere. anywhere. 6: Slow: Getting anywhere by road takes t akes forever. 7: Jerks Everywhere. Everyone's Everyone's driving like a jerk. 8: Not That Bad! You can get around without much trouble. How Bad is the Smog? 1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 4: Choking. Better get underground! Lose 1 STR for every minute of exposure. 5: Grey-Out. You can't see your hand in front of your face. Everything is filthy once it clears. 6: Hazardous. The lamps are on, and you can just see to the other side of the street. 7: Smoggy. You can just make out the top of buildings. 8: Not That Bad! Remarkably clear!
How Bad are the Ragamuffins? 1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 4: Feral. They've deteriorated deteriorated into a pack of wild beasts! 5: Out in Force. They're out to pickpocket and mug whatever and whoever they can. 6: Pranking: They've got a plot to make you look like an idiot. 7: Plotting. They're all meeting up Underground. 8: Not That Bad! They might even help for a shilling. How Bad are the Drunks? (d10 in morning, d8 in afternoon, d6 at night) 1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 4: Street War Soldiers are clashing with drunk rioters in the streets. Bars are being burnt down, and it's open warfare in Bastion! 5: Brawling: They're fighting each other in large groups. 6: Rowdy: Breaking into places to steal more drink. 7: Up to No Good. Bellowing, fighting, and pissing everywhere. everywhere. 8+: Not That Bad! They're almost singing in tune.
Mercy - Bastion's Forgotten Quarter A mess of makeshift shacks fills the gaps between old, stone houses. A high, white wall keeps the residents in, and guards in masked isolation suits watch the lone gate. Equal parts pri son, asylum and plague-ridden shanty town. Reasons to be in Mercy - Someone had you thrown in. - You need someone from inside. - There's something hidden inside. - There's a secret entrance to a lost vault inside. - After a gin-fuelled night, you woke up on the wrong side of the white wall.
Places King Errol An elephantine beast, formerly an attraction in a travelling circus. When the beast became demented, demented, it was spared its life, but thrown into Mercy. After a lengthy r ampage, ampage, it died in the centre square, where its body stands semi-preserved. semi-preserved. Something of a mascot for the quarter, the square is a hub for organising riots
against the gate, burning corpses, or planning the next elaborate attempt to climb the wall. The Hole A prison within a prison. Anyone deemed a danger to the quarter is thrown into this literal pit and forced to fight their cohabitants for scraps of bread and rotten meat. The Still A beacon of order amongst the madness. Whoever runs the still is sure to keep it well guarded, handing out bottles of volatile spirit i n exchange for favours or goods smuggled from beyond the wall. Hurling Hill A pile of rubble, broken furniture and corpses, heaped against the wall's lowest point. Guards beat down any attempts at escape, but it's a great spot for throwing unpleasant waste at the normals on the other side.
Residents Moon Devil Tall, broad, with thick red hair and beard. Claims rulership of a small cluster of shacks, mostly populated by weeping, pathetic creatures. creatures. Constantly prophesises about his own greatness, claiming claiming the moon sends him messages to bring down the white whit e wall. Enforces his rule by killing anyone that questions him. STR 13, DEX 8, WIL 8, 13hp. Sledgehammer Sledgehammer (1d6+1), 10s. White Disc Arcanum: Remove all damage and harming effects from yourself. Requires the blood of a recent human kill to use. The Ape Mob A common enemy enemy of all Mercy's Mercy's human residents. Not actually actually apes, but a band of of men that seem seem intent on returning to a savage lifestyle. This is working remarkably well for them, and they continue to recruit new members. Run naked, screaming and attacking anyone they see. STR 12, DEX 11, WIL 5, 4hp. Tooth and Claw (1d6) Fly Stan A short man with unnaturally unnaturally large eyes eyes and a constantly constantly drooling mouth. Has Has an intimate knowledge knowledge of the area, area, including tunnels in and out of the quarter. Despite this, he continues to live in Mercy. Makes his home in the hidden vault where he found his rings. STR 4, DEX 14, WIL 16, 10hp. Pistol (1d6), Big Knife (1d6). Spark Rings Arcana: Surround yourself with a crackling field. The next being t o move within 5ft of you suffers 2d6 damage, ignoring armour, and the field disappears. If you move at all, the field disappears. Father Mercy A jolly old man draped draped in white furs and ancient ancient armour. Considers himself himself a protector of Mercy's Mercy's residents, residents, and spends most of his day day stood at the gate, gate, bellowing greetings greetings to anyone nearby, nearby, and welcoming welcoming newcomers. newcomers. In actuality, his advice is always terrible and leads to many newcomers dying within their first day. STR 8, DEX 7, WIL 11, 8hp. Sword (1d6), Shield Armour (1), Horn, 12s in fineries.
New Items and alternate optional Weapon Rules Light Sidearm (10s): Normal damage (1d6). May be wielded as a secondary weapon, allowing you to re -roll damage once per attack. Includes daggers and handaxes. Heavy Weapon (1g, two hands) 1d6+2 damage. Cannot move and attack. Claymore, warhammer. etc. Full Heavy Armour (1g): Armour 2. Always has a helm. Near impossible to run, move quietly, swim, leap etc. Shield (10s, one hand): +1 Armour. Birds: From parrots and ravens (10s) to kestrels and hawks (50s). STR 3, DEX 15, WIL 3, 1d6hp. Attacks smaller prey for 1d6 damage. damage. Property: Cottage (1g), Workshop or City House (10g), Factory (100g), Manor and grounds (1000g).
d6 Astral Cults of Skywhorl Skywhorl is a twisting stairway st airway branching off into side-stairs, bar-rooms, market halls, and grand parlours claimed by Astral Cults. It sits in one one of the lesser known quarter of Bastion.
1 - Screaming Bastard Revival Papa-Beast Papa-Beast Maunder (STR 14, 10hp, Ceremonial Ceremonial Furs, believe he is pregnant with the Screaming Bastard, a hulk that will wipe evil from the planet. Wants to gather an army to protect himself hi mself and prepare a nursery for baby Screaming Bastard) Screaming Maniacs (STR 12, 6hp, Swords, Shield Armour, always beardy and screamy) 2- Corpse Mansion Ultramatyr Grandee-Sod-Arr (STR 5, DEX 5, WIL 15, 14hp, ramshackle barely-walking mummy, she is effectively immortal, and claims to be able to teach her method t o others through pain ritual. Wants to create a super race of immortal mummies and live to see the future.) Pasty Skulks (4hp, DEX 13, Daggers, Black Cloaks and Round Hats) 3- Total Data Big Entity (STR 18, DEX 5, 15hp, Armour 2, Liquid Metal Suit that relies on a huge charging pod. Claims to be all knowing through symbiosis with his suit. Wants to find a way to t ake his suit into the Polar Ocean, and recruit his former friends to his cause.) Machine-Obsessed Machine-Obsessed Thugs (9hp, Clubs, Pistols, Elaborate but ineffective lead breastplates) 4- Galaxy Crisis System Planet-God-Speaker Planet-God-Speaker (7hp, Claims he can talk to t o the planet and steer it to avoid cosmic collisions. Wants to keep everyone believing his lie by subtly impairing their observations) Fat Academics (3hp, Pistols, Telescope always at one eye) 5- Crash Culture Hot Ice (WIL 15, 8hp. Can emit strobe-like flashes that cause fits and hallucinations that he claims are visions from the Star-men. Wants to recruit attractive women and slowly kill his male rivals in suicide missions) Fashionable Waifs (2hp, Ornate Fencing Swords, black masks with yellow-star eyes) 6 - Wordstorm Vellheema Sorn (WIL 17, 9hp. Can read books instantly by placing her hand on them. Claims there is a pattern hidden in all books that will reveal r eveal the location of the promised city. Wants to find the promised land and keep her book collection secret.) secret.) Shifty Book-Collectors (2hp, Pistol, thick-rimmed thick-rimmed monacles)
New Beauty Crew A highly exclusive collective of ten paid killers. Their rates start at 10g for a kill, increasing with the difficulty of the target. Despite being a collective, they never gather in groups of more than three at once. Famed for their flamboyant costumes, costumes, which always include polished metal, glitter, and dyed hair. When one dies their nearest rival is tasked with recruiting a replacement. replacement. They often take on the deceased's deceased's name and persona. Olf Brutey - Sex Mountain STR 15, DEX 9, WIL 9, 10hp. Big Fancy Axe (d8), Side-Hammer Side-Hammer (d6), Pistol (d6, long purple-dyed beard, huge square body). Kills by kicking in the door at night and chopping you to bits. Wants to impress Rox Renyay and earn enough money to outsource his job. Currently serving an exclusive contract with the Slaughter Family Cult. Rox Renyay - Spark Gladiator STR 12, DEX 12, WIL 14, 15hp. Blue-polished Armour (1), Triangular Shortsword (d6), Metal Jaws (d8 in down and dirty fighting, blue-glitter skin paint). Kills by harming the target's loved ones until they are willing to fight him directly. Wants to seduce She Rumbles and earn enough money to retire as a celebrity. Currently imprisoned for murder and awaiting execution. She Rumbles - Gorgeous Blob STR 18, DEX 8, WIL 14, 9hp. Weird Long Rifle (d10 cannot fire on the run), Club (d6). Dark-green full body paint) Kills by bullying t he target's associated into betraying them. Wants to kill Kay DeBrooey for a minor insult and earn enough influence to run for legitimate power. Currently in hiding with underground mutants. Kay DeBrooey - The Mothflame STR 10, DEX 14, WIL 15, 7hp. Polished-Black Armour (1), Pistol Brace (d8), Firebombs, Orange Spiked Hair. Kills by trapping the target in a fire. Wants to punish Axl Flurry for stealing a previous contract, and earn enough money to buy bigger firebombs. Currently hunting an exiled workmaster out in Deep Country. Axl Flurry - Killer Badboy STR 7, DEX 10, WIL 10, 14hp. Glass Dagger (d6), Smoke Bombs, Massive Sparkly Visor. Kills by sneaking poison into the target's food or drink. Wants to rekindle an old friendship with Saint Adorer before he took on his current persona, and earn enough money to get Kay DeBrooey off his back. Currently being hunted by the successors successors of his previous victim, the head of the Mercykillers genocidal genocidal mercenaries. Saint Adorer - Awestriker STR 16, DEX 10, WIL 13, 20hp. Double-Ended Claymore (d8), Polished Red Armour (1), Gold Face Paint, Very limited Levitation. Kills by throwing t he target off somewhere high. Wants to see Shay Naz dethroned as the most famed member of the Crew in high society. Currently imprisoned by the cult No Man's Blood. Shay Naz - The Blue Obsession STR 11, DEX 12, WIL 8, 9hp. Fencing Sword (d6), Pistol (d6), Mass of midnight blue hair covered with glitter. Kills by influencing enough people to turn a blind eye or even do the job for her. Wants to earn the lust of the utterly asexual Nic Julienos, and earn enough money to continue her luxurious l uxurious lifestyle. Currently infiltrating Bastion's high society in plain sight as companion to Admiral Thruster. Nic Julienos - Antihunk STR 7, DEX 9, WIL 14, 10hp. Polished White Armour (1), Spike of green crystal (d6), Pistol (d6). Kills by being utterly ruthless and uncaring of his own safety.
Wants to work with Morgan Thorax and learn from his savagery. Stockpiles money without a care for spending it. Currently in hiding after killing the workmaster of a huge factory complex. Morgan Thorax - Caveman Style STR 16, DEX 16, WIL 10, 24hp. Battle-Hook (d8), Skin Tattooed Grey. Wants to, kill Moolin Avant for attempting to kill him years ago, and be feared by the general polulace. Currently offering discount kills in the slums of Bastion. Moolin Avant - Pretty Little Pustule STR 10, DEX 9, WIL 11, 10hp. Blunderbuss (d8), Sickly Yellow Glittered Skin. Kills by hiding until the right ri ght moment and then shooting you in your sleep. Wants to kill Olf Brutey for a juicy j uicy pay, and earn enough money to get a private island fortress. Currently under private hire to the Pure Extracts Importer's Importer's Union.
Undergangs Sludge Basin The Shallow The Shallow Quarter is where all the cool gangs hang out. The gangs of Sludge Basin aren't interested in being cool. Henk Scannar & The Gladiators of Toi l STR 18, DEX 12, WIL 15, 15hp, Armour 1, Huge Spike of Volcanic Rock (d10) Deep-born Underground freak with a gigantic head. Currently hunting big game deeper underground. Hates everyone, because because everyone admires him, and he just wants to do his thing. Holds territory through legendary status and brute force. Wants to get killed fighting something truly awful in the t he deep Underground, wants his followers to leave him alone. Unwanted Gladiator Followers (11hp, Elaborate Arms (d6), Shield Armour, huge headdresses) headdresses) Maximus Flint & Prehistory STR 8, DEX 10, WIL 17, 10hp, Pistols (d8), Rage Compass (see below) Crazed explorer and earth-centre-paradise earth-centre-paradise cultist. Believes that Henk that Henk Scannar Scannar can lead him to his final goal. Holds no territory, only presses deeper underground. underground. Wants to find the mythical paradise he believes lies beyond the Underground, and do anything to keep his acolytes loyal. Worn-Down Gunmen (WIL 7, 7hp, Muskets, tattered uniforms) Loyal Acolytes (WIL 15, 3hp, Spears, constantly covered in mud) Rage Compass - When opened the needle spins spins and lands on a random person in the vicinity. That That target must pass pass a WIL Save or go into a rage that only ends when everyone else is defeated. If they pass this save the compass slams shut until the carrier carrier next kills someone in anger.
Cyrus Rattles & M etal Gr ave M en STR 16, DEX 4, WIL 10, 10hp, Armour 2, Black Beam (d10). Bloated mutant bolted with metal plates. Holds territory through his array of strange-powered strange-powered mutants. Wants to kill Henk Scannar for stealing his glory as strongest in Sludge Basin. Incomprehensible Mutant Horde (10hp, Armour 1, Various weird attacks (d10), metal plates on heads)
Odd Folk of Green Pit Green Pit is: - A huge park full of dead trees, overgrown weed, and a rampant population of talking Snakes. - A haven for Stinkers, a group that reject city life and worship this rare patch of nature. - Overlooked by Zip Tower, an old watchtower converted into fashionable coffee-bar. Random Encounters 1: Sephie Biter (7hp, STR 12) - Voluptuous woman with a toad-like face. Joined the Stinkers after a big fued with Annie Ganache. Wants to live a wild life free of responsibility. Always has another Stinker in tow. 2: Prince Green (4hp, WIL 15) - Ruggedly handsome. Adored by the other Stinkers and used to getting his own way. Knows that Scarlett has a thing for him, and leads her on for fun. Wants to add to his hidden jewelry collection. Followed by d6 Stinkers. 3: "Oboe" Fubb (7hp, WIL 6) - Pale, skinny, old man. Plays Oboe at Zip Tower occasionally, occasionally, but lives with the Stinkers. Feels torn between the two worlds. Wants to get more of his city friends to join the Stinkers. Very close with Scarlett and supports her however possible. 4: d6 Stinkers looking for snakes to play with. 5: A lone Stinker sneaking away for some city-life. 6: d4 Stinkers teaching a new recruit about life in Green Pit. 7: Stave Snake - (STR 5, DEX 15, WIL 8, 4hp, d4 Bite, lose d8 STR on Critical Damage). Damage). White. Always fully straight, gliding forwards through some force. Speaks telepathically wants to trick people into doing stupid things. Attacks those that appear too smart for their tricks. 8: Pumpkin Snake (STR 14, DEX 5, WIL 5, 6hp, d8 Whomp). Swollen and orange. Wants to impress with feats of strength before demanding food in return. Attacks those who refuse. 9: Glitter Snake (STR 4, DEX 13, WIL 10, 7hp, d4 Bite). Glitterball texture, cold metal skin, and generally helpful. Wants to learn music and perform. Skin is worth 2g. Screams loud enough for the whole park to hear if threatened. Stinkers love them. 10: Peach Snake (STR 3, DEX 6, WIL 6, 2hp, d4 Bite, d10 WIL Loss on Critical Damage). Communicates only through humming. Peachy texture, texture, 6ft long. Wants to get into trouble to justify using its bite, which feels incredible for it. The victim starts to stiffen entirely, paralysed and drooling at DEX 0, but seeing incredibly hallucinations. Stinkers love this experience. experience. Zip Tower (d8g Income) Scarlett Yaler (10hp, STR 15) - Towering amazon. amazon. Owner of Zip Tower. Wants to learn about the more unusual Snakes' powers. In lust with Prince Green. Scrap Yaler (7hp, STR 7) - Yappy little guy. Always overlooked brother to Scarlett. Wants to overthrow her to take control of Zip Tower. Annie Ganache (6hp, DEX 15) - Sarcastic pessimist. pessimist. Downtrodden wife of Scrap. Wants to kill Sephie Biter over some old fued back when they were friends.
Animal Sovereigns Nobody really believes believes these things exist unless they've encountered encountered them first first hand. It can be assumed assumed that multiple Sovereigns exist for every type of beast out there. Animal Sovereigns share a number of qualities, unless an exception is noted: - They are larger versions of their animal, and may have exaggerated appearance appearance and abilities. - They can speak with humans intelligently. - They can speak with their t heir animal subjects, who obey them, up until they betray them for a rival. - When two Sovereigns of the same type meet they descend into violent beasts until one of them is defeated. The
defeated Sovereign Sovereign reverts to a normal animal of its type. - They plot and scheme. Worm-Queen STR 3, DEX 10, WIL 12, 7hp, No attacks. Can sniff out anything buried within a mile. Has a buried stash of gems worth 1,000g. Wants to avenge the mistreatment of worms by farmers, fishermen, and birds. Uses her riches to hire stronger beings to carry out the vengeance vengeance while she she watches on. Grows into two Worm Princesses if cut i n half. They feud until one remains to become Queen. Hates the Sparrow-Prince, who wants to feast on them. Hated by the Hedgehog-Judge, who deems them unworthy of life. Vulture Lord STR 11, DEX 14, WIL 10, 10hp, Beak (d6). Can sense impending death up to a mile away. Wants to speed along death in those that are beyond help, and create more urgency in his subjects, who tend to wait for their meals to die. Hates the Ur-Maggot, who wants to rule over all decay. Hated by the Arch-Elephant Arch-Elephant over some ancient insult.
Tortoise Councillors STR 8, DEX 2, WIL 14, 4hp, Armour 2, Bite (d4). Knows everything that's going on in the world, regardless regardless of distance. Want to discuss the matter at length, but stick to an agenda. A rare example of same type Sovereigns cooperating. Electing a permanent leader is at the end of the current Agenda. Even the smallest point of conversation takes an eternity. Hates the Parrot-Captain, who spreads lies. Hated by the Mandrill-Ministers, who live on impulse.
Mockeries Bastion is a creative city, and many of the creators are fascinated by animals. Despite some similarities to Animal to Animal Sovereigns, Mockeries Sovereigns, Mockeries are very obviously different. Limbs might be carved from wood, faces molded out of clay, and skin from felt. Think of how you might move a puppet, in place of how a real animal would move. They may be dressed in special clothes and be somewhat humanoid.
Some are imitations of vegetables or other objects, rather than creatures. They share the following features, unless an exception is noted: - They are made out of artificial material, so practically any damage is repairable. - They talk and sing, but tend towards t owards base intelligence. intelligence. - They do not need to eat or sleep, sl eep, and are unaffected by alcohol and disease, but pretend as part of their life imitation. - Real animals hate them. Children love t hem, unless they're horrifying. Mock Otter STR 5, DEX 17, WIL 5, 6hp, Bite (d4), functioning mechanical mechanical wings, keen eye for sparkles. Wants to gather sparkly stones for master, and frolic playfully. Easily distracted by anyone that thinks he's cute. Mock Lobster STR 4, DEX 10, WIL 16, 12hp, Armour 1, Claws (d4), ridiculous little pirate outfit. Wants to live an exciting life and betray his current master in an amusing way. Spouts pirate cliches in an idiotic voice but is actually centuries old, with keen seafaring experience. Only gives good advice when it suits him. Terrified of going into the sea with real lobsters. Mock Heron STR 12, DEX 14, WIL 11, 8hp, Armour 2. Copper Beak (d8), endless supply of trivia. Wants to enforce good study at his University, and feed on fish-based fis h-based delicacies. Any student caught not making the most of t heir academic opportunity is violently pecked and bombarded with facts, until they promise to get get back to work. work. d12 Other Mockeries 1: Mock Toad - Well-meaning host with disgusting habits. Gets depressed if nobody li kes his stomach-turning meals. 2: Mock Rhino - Simpering coward prone to devastating clumsiness. clumsiness. Fond of depressing poetry. 3: Mock Hog - Top-hat-wearing gourmands gourmands that never pay their bills. Think any suffering is hilarious. 4: Mock Mole - Sits in a breast-pocket and points out the obvious in an annoying voice. Claims to know the direction to treasure but leads you nowhere useful. 5: Mock Octopus - Master of puzzles. Always bored with even the most exciting happenings. 6: Mock Spider - Crime-lord sending other Mock Creatures out on jobs. Speaks only in riddles. 7: Mock Crow - Petty criminals that tread Bastion's rooftops and t hrow rotten fruit at passers-by. 8: Mock Skeleton - Performs elaborate dance routines warning of deathly hazards in the Underground. 9: Mock Mallard - Intrepid explorer of far-off lands, barely understandable quacking voice. 10: Mock Jelly - Quivers in fear of being eaten, but is actually inedible. Won't shut up no matter how much you reassure it. 11: Mock Dolphin - Overly friendly academic, sprays water at inappropriate moments. 12: Mock Croc - Underground thug for hire, loves l oves bad jokes.
Mock Fellows and Mock Life Mock Fellows are the human equivalent to Mock to Mock Animals. Although Animals. Although built for purpose, they're too susceptible to slapstick outbreaks to be truly useful.
They have all the usual properties of a Mockery: Mockery: - They are made out of cloth, wood, metal, and clay, so practically any damage is repairable. - They talk and sing, but tend towards t owards base intelligence. intelligence. - They do not need to eat or sleep, sl eep, and are unaffected unaffected by alcohol and disease, but pretend as part of their life imitation. - Real animals hate them. Children love t hem, unless they're horrifying.
Roll d8 for a Mock Fellow. Ability Scores are 10 unless noted otherwise. 1 - Mock Infant - STR 2, DEX 2, WIL 5, 1hp. Pearl eyes and clay skin. Wants to sleep, eat, and cry. 2 - Mock Concierge - 4hp. Tiny waxed mustache, service trolley filled with silly items (giant comb, prosthetic leg, bomb, Mock Suckling Pig on a Platter). Wants to tend to the needs of guests, while pocketing some valuables for himself for an eventual retirement. 3 - Mock Legion - Detachment, 5hp, Mini-Muskets (d6), pit helmets. Want to be taken seriously as a fighting force, and travel to far off lands. 4 - Mock Advocate - 3hp, WIL 20. Powdered wig, feather-stuffing leaking out of a bloated belly. Wants to disagree with any point made by anyone, and present controversial controversial opinions. 5 - Mock Spirit - 5hp. Dusty chains (d6). Wants to warn wicked people away from their current current path 6 - Mock Giant - STR 18, DEX 4, 10hp, Armour 1. Towering fuzzy body. Wants to use his great strength strength to help the people, people, but is incredibly clumsy and stupid. 7 - Mock Barber - 8hp. Four Heads, Cane and Razor (d8) Stripy Felt Body. Wants to sing and shave. 8 - Mock Urchin - STR 5, 2hp. Wants to appear pitiful to gather money for her owner.
Mock Life Nobody agrees agrees on what brings brings Mockeries to life. life. Mockeries Mockeries don't remember remember being brought brought to life, and have little little memory of how old they are. Roll d12 for a common explanation. explanation. Maybe one is t he truth. Maybe they all are. Maybe none. 1 - Gestation inside a female undergoing phantom pregnancy. 2 - Soaking in a blend of oils from deep-sea creatures. creatures. 3 - Wishing upon a star. 4 - An Arcanum underground that's so big anyone can invoke invoke it if they know the right ritual. 5 - A living brain from a suitable being. 6 - The last breath of a person dying of natural causes. 7 - Kiss of a Cosmic Angel.
8 - Playing specific music, lighting the right configuration of candles, applying makeup and dressing in the burial clothes of an infant. 9 - A year spent with a child who already sees them as alive. 10 - Marriage to an already living Mockery. 11 - Small parts found inside other ot her Mockeries. 12 - A complex system of gears and crystals that crumble on death.
The Third Worst Thing from Bastion's Underground The tunnel network underneath Bastion serves as sewer, catacomb, catacomb, smuggling route, and homeless shelter in equal measure. Neighbouring Neighbouring caves have been disturbed by all this activity, and all sorts of strange creatures pour forth. Embalmer Crab STR 18, DEX 16, WIL 5, 12hp, Armour 2. Claws (1d6+2). Usually found in pairs. Quite content to ignore passers by, unless hungry. On Critical Damage the crab vomits a gluey flui d over the incapacitated victim, which hardens around them like plaster. They suffocate unless unless the shell is broken, broken, and the crab will try to carry carry them back to its home.
The Second Worst Thing from Bastion's Underground Every child in Bastion has their own stories about the Underground, but t hey all know of the Maggot Children. The legend claims that babies thrown into the sewers grow into monstrous abominations. This particular urban myth is based on a truth truth even more horrible.
Maggot Child STR 7, DEX 12, WIL 10, 6hp, Bite (1d6). These abominations act and speak as you would expect from any street urchin, right up until they're in biting range. On Critical Damage they inflict the target with their foul condition. The target imme i mmediately diately starts to secrete a white liquid from their skin, forming a cocoon. Within 24 hours the victim emerges as a Maggot Child. Any attempt to disturb the metamorphosis will cause the victim to lose 2d6 STR. If they survive this, they will retain their (mostly) human form.
The Worst Thing from Bastion's Underground When the galleon, Emerald galleon, Emerald Sky, Sky, returned from an expedition to the Golden Lands, its entire crew were missing. Instead, the ship was being piloted quite expertly by an unnatural monster. The striding brain stepped onto Bastion's docks, snatching up a few unsuspecting stevedores, before squeezing through a refuse chute, vanishing beneath the city. city. It hasn't been seen seen since.
Striding Brain STR 15, DEX 14, WIL 18, 16hp, Armour 2, Tentacles (2d6). Immensely intelligent, the brain will never fight when the odds are against it. Can climb as a spider, broadcast telepathically, and operate machinery machinery with ease. It is motivated by gathering Arcana and materials to create a vast machine of unknown purpose in its lair. On Critical Damage the victim is snatched up and eaten, crunched up by the creature's retractable beak.
Expedition into the Polar Ocean Nobody knows what's beyond the bright mist. Each Each brave soul soul leading the expedition expedition brings a retinue retinue of troops rolled on the table below. Roll d10 for each player's retinue. 1: Musketeers (5hp, Muskets, Bayonets) 2: Buccaneers Buccaneers (6hp, Pistols, Sabres) 3: 2 Detachments of Conscripts (2hp, STR 8, Polearms) 4: Whale Hunters (6hp, Muskets, Spears) 5: Mercenary Guard (8hp, Halberds, Modern Armour) 6: Thugs (7hp, Clubs and Daggers) 7: Shipborn (4hp, STR 12, Axes, Shield Armour) 8: Penal Detachment Detachment (5hp, STR 8, Polearms) Polearms) 9: Heavy Gunners (4hp, STR 9, Elephant Guns) 10: Gruff Veterans (9hp, STR 12, Muskets, Daggers) Detachments A Detachment of troops fight as one. Individual attacks cannot harm them unless they are suitably large-scale or explosive. Detachment attacks against individuals are Enhanced. are Enhanced. When When they take Critical Damage they are broken and cannot act until rallied. At STR 0 they are wiped out. They recover HP as normal, but Ability Scores can only be restored back back at civilization. civilization.
For every two detachments in the expedition, Roll d6 for a ship. Each ship can hold three detachments in addition to any cannon detachments it has, unless stated otherwise.
1: Reclaimed Steamboat (12hp) 2: Plated Sloop (8hp, Armour 2) 3: Prototype Gunship (10hp, 2 Cannon Detachments) Detachments) 4: Brand New Galleon (12hp, Armour 1, Can hold five Detachments) Detachments) 5: Battered Warship (15hp, Armour 1, Cannon Detachment) Detachment) 6: Ironclad (20hp, Armour 2, Cannon Detachment) Detachment) Ships can only be harmed by attacks from cannons or better.
The expedition has supplies for twenty days of travel. After this, things will start to run out and creative solutions will be required.
End of Reality Roll d20 at the start of the first day's travel for each of the following factors. Each following day, the die gets one step smaller to d12, d10, d8, d6, and finally d4. If the expedition turns back towards civilization, civilization, the dice get larger again until they reach home.
A Destination (see below) is reached if the expedition pushes further beyond the point where they're rolling d4s for these factors. At this destination, any previous effects from rolls on these tables disappear and relative normality returns. Gravity 1-3: Things worsen by one step. If this is the first roll, treat as 5. If things can't get worse, they find a way. 4: Crushing. Masts collapse, cannons plunge through decks, and any sort of work requires a STR Save. All attacks are impaired. 5: Heavy. Melee attacks are impaired and beams creak under the weight. 6: Feels heavier than normal, work is tiring. 7: Feels slightly lighter than normal. 8+: Seems normal. Perception 1-3: Things worsen by one step. If this is the first roll, treat as 5. If things can't get worse, they find a way. 4: Absolute darkness is only interrupted by flashing strobes of li ght. Constant, deafening, white-noise. Everybody loses d6 WIL. 5: Vision-trails make it difficult to track anything. Absolute silence. Ranged attacks are impaired. 6: Movement Movement leaves a trail and everything echos. 7: Swirling lights and wooshing noises. 8+: Seems normal.
Time 1-3: Things worsen by one step. If this is the first roll, treat as 5. If things can't get worse, they find a way. 4: You get the sense that time is rushing by. Every day spent here is a year back in civilization. 5: Random jumps in time. Breakdown of cause and effect, thankfully limited to trivial matters. 6: Random 7: Timekeeping devices go haywire. 8+: Seems normal. Matter 1-3: Things worsen by one step. If this is the first roll, treat as 5. If things can't get worse, they find a way. 4: All inorganic material crumbles at all but the most delicate touch. Ships take d6 damage. 5: Liquid metal rainstorm causes d10 damage to everyone, including ships. 6: All metal becomes strongly magnetic. 7: A cloud of buzzing metallic dust appears out of the air itself and begins to repair any damaged material, living or inorganic. 8+: Seems normal. Energy 1-3: Things worsen by one step. If this is the first roll, treat as 5. If things can't get worse, they find a way. 4: The sea rises and falls like mountains. Waves batter the ships for d8 damage. 5: It's very cold, but all metal is now searing hot. 6: Unnaturally cold. Anyone not taking precautions will lose d6 STR each turn. The ice re-freezes behind the ship as it breaks through. 7: Freezing cold. 8+: Seems normal. Destinations Roll d8 to find out what you've reached. 1: A blistering crack of light, a swirling tunnel of darkness, and you're in space! 2: You're swept into a whirlpool, glowing red at its center. Inside is the worst dungeon ever. 3: A shimmering force grasps your ships, but a booming voice will answer any three questions before carrying you back to known waters. waters. 4: It looks like you've returned to Bastion's dock, but there aren't any people and everything is in negative. If you explore you'll find an abandoned version of the city, populated with dusty skeletons. Plenty for the taking, though. 5: A wall of pink jelly that's warm to the t ouch. If you pass into it you'll be pulled deeper, but can breathe freely. After a few minutes you're spat out into a crystal city of invertebrate citizens planning an invasion of Bastion. 6: You're pulled under the water, into th e Abyss, but can breathe freely. A colossal astral craft (20hp, Armour 3, Cosmic Cannon Detachment Detachment that ignores armour, uni-beam with all sorts of uses) lies abandoned at the very bottom. 7: Calm, still waters for a moment, before the water itself raises raises up into a 2d10 spiky giants (STR 20, 17hp, Armour 3, d12 spikes, each fights as a detachment). They They do everything they can to drive you off. If you fight them off or escape, roll again on this table. 8: Colossal Spiderlike beings (STR 20, 20hp, Armour 2, d1 0 stab, each fights as a detachment) detachment) stride between black stone islands. islands. They ignore you unless you you interfere with their their harvest of boulder-sized boulder-sized diamonds diamonds (worth 100g each).
d10 Odd Ocean Encounters With Deep Country being such a drag, ships are often the best way to travel even if you aren't leaving the continent. Wind fills the sails, drummers pound oarsmen into action, and roaring engines push ironclads through the bottomless waters. waters. Then you you stumble onto something. something.
1 - Carcass Dominators A colossal deep-sea arthropod being ridden by a pack of thrill-seeking warriors. Their hooks control the broken beast, forcing it to surf across the the ocean as as their mount. They They want to earn earn fame and and fear whether whether through piracy, piracy, mercenary work, or pointless raids. Dominated Leviathan-Louse Leviathan-Louse STR 19, DEX 8, WIL 0, 13hp, Armour 2, d12 Feeding-Lashes, Feeding-Lashes, Fights as a Detachment. Detachment. No will of its own, can only act through its Dominators control. Carcass Dominator Brigade - STR 14, 10hp, Paired Hook-Swords (d8), Cosmetic Scarification. 2 - A Flock of Grip-Gulls d6 Grip Gull Flocks - STR 6, DEX 10, WIL 3, 5hp, d6 hand-claws, fight as detachments. Their huge hand-like claws and tri-billed beaks are perfect for scooping up food and sparkly things from unprepared vessels. vessels. They will even go as far as attacking rigging, sails, and engines, to disable a ship. Then they leave, returning to check for dead bodies to carry away. 3 - Cracklebud A ten-foot, scabby egg, bobbing along t he surface. Will break on light contact, releasing a surge of electric current into the surrounding ocean (d12 damage to anyone in the water, or conducted through metal). Any corpses resulting from this will harden and bloat almost instantly. Within an hour they are a fully formed Cracklebud themselves. 4 - Underanglers d20 Squat, glassy men (STR 15, 7hp) that walk on the underside of the surface, feet facing up towards our sky. They have sophisticated pneumatic pneumatic rams (d10, only work underwater) that t hey'll use to "fish" for anything interesting on our surface, dragging them under for their haul. 5 - Pleasurehulk A re-purposed, ancient ship of the line (15hp, Armour 2, no weapons, gaudy paintjob with extatic faces). The top deck functions as travelling pub to let crew let off steam and enjoy drinks and snacks at ridiculous prices. The lower decks boast that they'll offer any sort of pleasures for sky-high prices. In actuality the proprietors have filled the lower decks with flashing lamps and hallucinatory incense, which tends to leave an impression on guests. 6 - Judiciary Fog A blue cloud that reads the mind of those inside, and reveals the most unfortunate secrets to the most inappropriate people. Anyone that attempts violence violence while inside inside the fog is struck struck by a bolt of force force for d10 damage damage until they cease. When everyone is truly repentant, forgiving, or depressed, the fog moves on.
7 - Sea Infusers A brass clipper (8hp, Armour 1, d10 Scatter-Mortar) is dragging nets filled with herbs, roots, precious stones (worth 10g), and sacrificed animals. Supposedly this cleanses the sea of the evil things within. The crew don't seem to believe it all that much and will admit that they're just doing a job for a cult-brainwashed patron. 8 - Sea Grove An array of tropical fruit trees growing on a floating pile of industrial junk and slime. Some looks familiar, others very unusual. For the unusual fruit roll on the "I Eat the Stuff" table (Into the Odd, p.48) 9 - Carving Ice Haulers Noisy Steamship - 10hp, Armour 3. The crew (4hp, d6 Ice Picks) are hauling an iceberg from the polar ocean. As t heir ship barely copes with the weight, they carve it into a block. This is just j ust one piece of thousands needed for a colossal ice t ower project being attempted on a remote island. The cult attempting it believe the tower will transform into an astral craft once completed. 10 - Data Globe A huge sphere of metal (13hp, Armour 3, ignore attacks smaller than a cannon) gliding slowly just above the water. Speaks with a whining metallic voice and only asks questions about the surrounding area. Will answer any questions it knows the answer to with its Knowledge Ray, firing information into t he target's brain. When threatened it uses this to show them demoralising lies or cause arguments so that it can escape. Wants only to gather data before returning to its master deep in the Underground.
d6 Island Settlements Of course there are settlements between Bastion and the Golden Lands. Some of them sit on little islands, so let's see which one you hit.
1: Library - A few brick houses skirting outside a circular metal shrine. Inside the Librarian guards all knowledge ever, taking the form of a big yellow holographic head. People line up outside to seek his council, but he generally only sees d6-1 people per day before bellowing LIBRARIAN LIBRARIAN MUST STUDY across the island. His answers are based on combined combined belief of the people on the island, island, and have no grounding in fact. fact. If people leave leave the island, island, his presence becomes becomes smaller smaller and stupider. stupider. 2: Talva - Ornate, black city of canals and bridges built as a prince's mausoleum. A few miserable, hungry people potter about its empty empty buildings. The water is black black and acidic, with with only chitinous sharks sharks left as the only only food source. They're getting better at catching fishermen off guard. Ground has been salted so nothing can be grown. Arcana do not function here. 3: Antivoy - A glowing hole in the ground at the top of a grassy peak cropping out from the sea. The tiny community of artists and philosophers claim looking inside gives inspiration int o the truths of the world. In reality
it causes a mild seizure with distressing nightmares nightmares for the d10 hours that the victim is unconscious, losing 1 WIL each hour. A few no-nonsense mountain mountain men think anyone that looks into the light is an idiot, but will happily take money off people to guide them to the peak. 4: Wispra - A dozen crooked temples nested on a rocky crag, each holding a mostly-silent brotherhood of monks guarding a unique and terrible secret. They can't resist trying to discover the secrets of the other brotherhoods, mostly out of boredom. Big pelicans attack anyone that stays outside for too l ong in daytime. 5: Suffpit - Rickety wooden walkways walkways around a colossal, foaming whirlpool. A cult worship the phenomenon and encourage offerings to be thrown in. They seek a chosen one that can survive swimming from one side to t he other. Supremely meaty salmon romp in the waters at breeding time. 6: Umnergrotto - Huge cavern inside a glowing, crystalline mountain. Thousands of mining families dig deeper in search of the source of its glow. Water that flows from the mountain also glows, but is a painful neurotoxin, but can be brewed, losing losing its glow. Pig-sized Pig-sized flying bugs are a good food source as fleshy young, young, but mature adults adults grow hairy shells and crocodillian jaws.
d10 Deep Country River Drifters As concrete canals feed Bastion, bloated rivers roll country folk from one place to another at an infuriating pace. Nobody cares enough to map map them, so they just think of it as one river. river. It's not much use use if you want to actually actually get anywhere, this is Deep Country after all.
1 - Wracked Battlepaddle Marines Sputtering remnant of a river-bound army, wiped out by Bastion forces. Will try to t o rouse countryfolk into rebellion against Bastion, or else bully them out of supplies. If they catch the oily scent of cityfolk, they'll t ake them hostage and try to ransom them back to Bastion in return for apologies for war crimes. Beaten Marine Detachment - STR 8, 8hp, Muskets (d8), Bayonets (d6), Old Bomb (50% chance it still works), Patchwork Banner, Barrels of Brandy (50% chance they're drunken). Battlepaddle Boat 5hp, Armour 2, Swivel Guns (d10) 2 - Silt Diggers 2d6 Mucky men, waist deep in the water, trying to bury d6 corpses in the silt of the river. This is part of a local ritual and anyone that is unaware of it will seem like an uneducated heathen heathen to them. They want to t o get their job done and get home so they can smoke themselves stupid. 3 - Bathing Masses A school of 50 children have been driven down here for their weekly bath. They're throwing mud at each other and the lone teacher is barely able to stop them turning feral. They're already over-excited, so if you do anything to stimulate them further the teacher teacher will lose control and try to hurry you along. 4 - Veiled-Raft A young couple have curtained off a little gondola for some private time. ti me. Rumour is that this prevents unwanted
pregnancy. It's It's anchored in place place at the middle middle of a wide span span of river. 5 - Bug Smokers 2d4 wading men and women (5hp) with bundles of lit herbs, wafting their smoke in the direction of the countless insect swarms. They wear plain clothes without protection, and are choking on the smoke themselves. themselves. A lone woman (8hp, STR 12) with a musket watches over them. If approached she announces announces that these criminals are serving their punishment and encourages encourages you to quickly move on. She just wants to finish t his shift and get home. 6 - Lazy Pump-Raft Bandits A fat woman (WIL 8, 8hp, d8 Pipegun, frilly dress) and short, bald man (DEX 15, 4hp, d6 pistol, d6 claw-hammer, claw-hammer, old military uniform) are pumping their way down the river on a wooden raft. If they pass an easy target, they'll try to rob them t hem for everything they've got. If they pass somebody threatening, threatening, they'll warn about river bandits further downstream. 7 - Laughing Newts Annoying little creatures that cackle and spit water, following in a boat's wake until they're fed. If you try to ignore them a few brave newts will climb aboard and try to lick your face. With any sort of fight they'll flee back to the water before trying again later. 8 - Red Hippo Bad luck. These things just want to roar at you and wreck your boat. Gunshots don't scare them, but any sort of fire or lots of smoke will keep them at bay. STR 18, DEX 5, WIL 5, 10hp, Armour 2, d10 Gore. 9 - Floating Shrine A buoyant pagoda of sorts (5hp), drifting on a downstream pilgrimage. pilgrimage. d12 naked old people (STR 7, 2hp) are sat on benches inside, painting themselves with mud from the river bank. They will try to spread word of the three divine truths of river life. 1: Clothes must not be worn on the river. 2: Anyone not accepting the first truth is a sinner, until cleansed with mud. 3: The faithful must cleanse the sinners. The upshot of this is that they'll try to get you naked, or else throw mud at your boat. They'll be driven off with any sort of resistance, though, and have nothing of value on their shrine. 10 - Wet-heads d4 floating wooden baby heads about the size of a football, with candles in their mouths. The custom is t o throw a penny into the head head when you pass, pass, causing them them to eventually eventually sink, putting a young spirit spirit to rest. Each will will already contain d20 copper pennies.
Massiff Country Bastion is Big, but Deep Country just goes on and on forever on forever . Head out in the right direction, keep going past the end of the canals, rails, and roads, and you'll reach Massiff Country. Here, everything is big, and everything is old.
Massiff Country Encounters Encounters (roll d20, which will give you an encounter, and what they're doing) 1-4: d12 Big Twisted Old Men - STR 15, 10hp, Long-Guns (d8), Long-Scarves, Woolen Hats. Want to gather for their Family Hall, and exaggerate stories about the big old things they've seen. 1: Shooting for fish in a huge lake. Have already caught one fish t he size of a wagon. 2: Burning down a wood, claiming it's encroaching on an older wood. 3: Frying up a gigantic mushroom for lunch while taking turns to wrestle naked. 4: Picking prickly plants that go into i nto a highly alcoholic Brew. One of the men has been poisoned through careless picking and has to be killed out of kindness. kindness. 5-8: d6 Muscled, Leathery Old Women - STR 15, 10hp, Blunt Swords (d6), Shield Armour (1), Impossibly Long, Plaited Hair. Want to keep watch on the lands, and fix even the t he most minor perceived damage to walls, fences, fields and hedgerows. hedgerows. 5: Building a dry-stone wall ten feet high to keep out the women from the neighbouring Family Hall, who interfere with their lands. 6: Digging a new pond to replace the old one that blew away in a storm. 7: Re-planting Tombstones that were eaten by wolves. 8: Moving a forest, one tree at a time, to give a valley better shelter against cold northern winds/ 9-11: Blind Grey Idiot - Samwail Wassilsmitt - STR 14, 8hp, Whacking Pole (d8), Bucket-Helm, Short Temper. Wants to move to Big Town, closer to Bastion, but hugely offended at any suggestion he wants to move to Bastion itself. Leads his 3 Big-Hounds - STR 16, Slobber-bite (d8), Matted Fur Armour (1), Echoing Bark. 9: Covered in flour and pretending to be a ghost, demanding treasures so that he can be at peace. Dogs are hiding nearby but are bad at staying quiet. 10: Putting up fake signposts so that t hat travelers get lost, while selling poorly made maps. 11: Dragging a wheel-less wagon with help from his dogs. Thinks it'll make him his fortune in Big Town. 12-15: Bi g M enace, nace, Towering Plate-Armoured Riders - Detachment. STR 15, 10hp, Riveted Copper Armour (2), Blunt Lances (d8), Barrels of Liquor. Want t o sing Saga-Songs, and find any excuse for a drink. 12: Charging towards a tower on the horizon. If stopped, they'll explain that it takes several days to reach a Massiff Horizon, and they're reporting back to the head of their order that all is well. 13: Already drunk and larking about, falling off their horses, and punching eachother. 14: Practicing their charge against a huge monolith. If any one of them falters in their charge they're banished banished from their order. Getting drunk helps. 15: Topless in a circle as they initiate i nitiate a new member by playing dodgeball with empty barrels. Winning doesn't seem to matter as much as survival. 16-18: Mock Grunter-Tree - STR 18, DEX 3, WIL 13, 20hp, Creaking Bark Armour (2), Stiff Branches (d10), Low Self-Esteem, Wants to find companionship, but feel smarter than everyone, 16: Very slowly shambling from one tree to another, ripping them up and yelling out of boredom. 17: Yelling brooding poetry from a hilltop. 18: Yelling out a challenge for a battle of wits, with treasure for the winner. Doesn't actually have any treasure will never admit defeat. 19-20: Mock Bullock - STR 18, DEX 5, WIL 6, 8hp, Itchy Fur Armour (1), Wooden Horns (d8), Tiny Spectacles. Spectacles. Wants to find amusement amusement in scaring normal cattle, and encourage people to eat beef. 19: Hurling abuse at a herd of long-horned cattle, telling them in detail how they'll be slaughtered and eaten. An infuriated old cowherd is throwing rocks to try and drive him away. 20: Ripping up the roots of a tree and collecting them in a big cauldron. Seems Seems highly amused at how he's going to force stupid cattle to eat these poisonous roots and they'll fall for it every time.
Two Failed Cities It's telling that Bastion has railways, but nobody really uses it for long-distance passenger travel. Who'd want to go to the Failed Cities anyway?
Grand Duchessy of Harfluff d12 Harfluff Encounters
1-4: d12 Feckless Peasants (WIL 6, 2hp, Rags and Rocks). Want to avoid the wrath of the Grand Duchess. 1: Yelling questions into a well. There is a holographic remnent of Moth-Man-Like being trapped inside, but the peasant's wishes wishes are so mundane mundane that he's he's been hiding from them for the last last few months. 2: Shoddily attempting a song and dance number in the square about the pleasures of simple peasant life, but everyone is out of sync with each other, and people keep falling over. 3: Hunting the Mock Fox through alleyways, claiming whoever catches him will get a r eward from the Grand Duchess. 4: Working together to create a gigantic fruit cobbler t o donate to the Grand Duchess. It's all going wrong. 5-7: d6 Nobles (STR 14, 8hp, polished swords d8, inordinately fancy clothes and makeup bordering on mime-like). Want to make sure nobody works out they have no noble claim at all. 5: Riding through the streets yelling "ALL HAIL THE GRAND DUCHESS" without any real purpose. 6: Handing out invitations to the Grand Ball, and going to great lengths to ensure that all peasants know that they aren't invited. 7: Gathering peasants peasants to give them extremely specific details about a new shipment of impossible clothes that they require (transparent dresses, mirror-hats, weightless sashes etc). 8-10: Keeshum, Mock Fox (STR 6, DEX 16, 9hp, Crossbow d8, Huntsman's Clothes, Shpeesh Impeshiment, Impeshiment, 1g bounty on his head from from the Duchess). Duchess). Wants Wants to be accepted accepted into the community community despite everyone everyone hating hating him. 8: Trying to confuse a big dumb peasant into letting him free, rather than claiming the bounty. 9: Hunting rats and cats in the gutter. 10: Naked and trying unsuccessfully unsuccessfully to pass as as a real fox fox so he can watch watch the peasants peasants safely. safely. 11-12: The Grand Duchess (STR 15, 12hp, Executioners Axe d8, Christmas-tree-like ballgown, gravelly voice) and her Regal Guard (4hp, Twisty Halberds d8, Gigantic Green Hat-Feathers). Wants to be adored and respected. 11: Lining up unruly peasants for beheading. 12: Hanging decorations in the streets for the weekly celebration of Noble Life.
Ashcan (Formerly the Republic of Wolvendergradia) d12 Ashcan Encounters
1-4: New Mind Movement Troop (detachment, (detachment, 8hp, Musket d8, shaved head and beards, red uniforms covered in dust). Want to return Ashcan to peace under the rule of the Mechanical Mind, a machine (WIL 20, 10hp, treat as a Structure, wants to keep the war going as punishment to mankind) locked deep in a vault. 1: Collecting scraps of machinery to take back to the Mechanical Mind. 2: Painting a giant mural of the Mechanical Mind titled "DEATH TO WRECKER MEN". 3: Burying Wrecker Union Warriors in a mass grave. 4: Listening to a stirring speech from the Mechanical Mechanical Mind's Anointed Speaker, who has a crackling megaphone megaphone in place of her mouth. mouth. The speech speech promises promises that the Mind has has nearly calculated calculated the perfect perfect strategy strategy to restore the city to peace, but until then the Wrecker Union must be wiped out. 5-7: d12 Wrecker Union Warriors (5hp, Musket d8, Hatchet d6, Hand-Bomb d10, Bushy Moustaches, grey boiler-suits) Want to turn Ashcan to dust so that it can be rebuilt fresh, and destory the New Mind Movement. Movement. 5: About to detonate a bunker where a few surrendering mem members bers of the New Mind Movement are hiding. 6: Fruitlessly throwing bombs into a ruined tower in order to drive out Murderdust (who isn't there). 7: Marching towards the suspected location of the Mechanical Mind in order to blow it up. 8-10: d4 Gunner-Elephants Gunner-Elephants (STR 19, DEX 3, WIL 3, 10hp, Armour 2, Trample d10, Mounted Cannon d12, requires crew to fire) 8: Aimlessly rampaging rampaging without their crew. 9: Controlled by a crew from the New Mind Movement and heading to besiege the Wrecker-Union's headquarters. 10: Peacefully Peacefully washing in a mostly dry river, as a crew from the Wrecker Union stalk them in preparation to take control. 11-12: Murderdust (STR 14, DEX 16, WIL 10, 13hp, Dust Cannon d8 and creates cloud of dust, straight sword d6, grey full body armour (1) made from impossibly light metal, lots of bombs, dramatic whisper). Wants to carry out guerrilla warfare on both the t he Wrecker Union and the New Mind Movement so that the city can find peace again. 11: Stalking an officer of the New Mind Movement in preparation for assassination. 12: Sneaking bombs into a tunnel that leads l eads underneath the Wrecker Union headquarters.
Middly-Wacking A high-walled refuge of quaint village life and rampant rollocking right in the middle of Bastion. You might come here to hunt down somebody important, find someone valuable valuable to rob, or take a risky shortcut.
d6 Points of Interest 1. The Wriggle is one of the narrowest, steepest roads in Bastion, and is the only real way up into the village other than climbing the walls. Strictly single-file. 2. The Green is always home to some event, usually a complex but brutal sport involving rollocking-sticks, and by night a fun-fair or mass beating. 3. The Lashing Hole is a fighting pit pi t surrounded by comfy chairs, where residents sip gin coolers and occasionally occasionally fight each other with rollocking-sticks (d6). 4. Middle Preservationist Legion Hall gathers older residents to deal with the village's issues and pass down the knowledge of how to create Buzz Jars (releases a cherry-bug swarm that sting for d6), Rollocking-Sticks (d6), and Razor-Bunting (d8 if tangled). 5. The Bundletop houses marksmen marksmen (8hp, d8 scoped musket) pointed at the outskirts of town in case unwelcome sorts try to rush in. 6. The Poorboxes are scattered around the village and are used to imprison any unwelcome sorts. After a night of torment from passing youths (poking, pissing, cramming full of feathers) they're thrown back over the wall. A night in a Poorbox causes d6 loss from each Ability Score.
Roll d20 to see who you encounter, and what they're doing. 1-4: d6 Preservationist Legionnaires - STR 5, DEX 10, WIL 15, 6hp, Walking/Flogging Canes, Throat-Knife (d6), Buzz-Jars (releases a cherry-bug cherry-bug swarm that sting for d6) Tweed and Lace. Want to maintain the lifestyle of the village and oppose change in all forms. 1: Repairing a smashed Mock Peacock Peacock and retrieving the coins form its belly for the Preservationist Fund. 2: Tending carefully to a Red-Bug hive high atop an old tree, wobbling on top of ladders. 3: On the hunt for a group of Jolly Rollockers that have beaten beaten up one of their members. 4: Lecturing a Self-Made-Gents Self-Made-Gents on the importance i mportance of modesty in the village, as he rides along on his new ManWagon (5hp, Pulled by brain-dead simpletons dressed in horse-heads).
5-8: d6 Self-Made-Gents- 7hp, Elaborate Pistol (d8), Rollocking-Stick Roll ocking-Stick (d6), High Hat, Long Beard, elaborate pocket-watch pocket-watch (worth d6g). Want to prove that they had it tough growing up, but now they have have great wealth. wealth. Think the Sportingmen are idiot meatheads. meatheads. 5: Staggering, singing, drunk, and calling out any Sportingmen that want to fight. 6: Hurling bottles of sparkling wine as far as they can, in the interest of a hundred Guilder bet. 7: Cramming Cramming a Coffee-Boy from the local cafe into a Poorbox. 8: Throwing an Underground Weirdo Weirdo back down a shaft, lecturing him on how he has to work his way to the top, just as they did, before before arguing amongst amongst themselves themselves as to who who had it worse. 9-11: d12 Sportingmen - STR 15, DEX 15, WIL 10, 10hp, Rollocking Stick (d6), white uniforms, colourful caps. Want to enforce a highly flexible value of Fair-Play. Think the Self-Made-Gents are spineless bean counters. 9: Carrying an beaten Self-Made-Gent Self-Made-Gent through the streets, singing a victory song. 10: Practicing for their next match with some elaborate drill that i nvolves lots of shouting and arse-smacking. arse-smacking. 11: Smashing the village apart apart in search of a lost ball that's still in play for some vitally important match. 12-14: d6 Jolly Floggers - 5hp. Rollocking Stick (d6), ( d6), stubby ties and rolled-up sleeves. Want to appear tough, and annoy the Preservationists. Preservationists. 12: Flogging an elderly Preservationist and pressing a canvas against her to take an i mprint of her beaten face. 13: Laughing at one of their own members members that's been crammed into a Poorbox. 14: Doing a bad job of sneaking a tied-up Crocodile into the house of a Preservationist. Preservationist. 15-16: d10 Mock-Peacocks - 4hp, metal-body (Armour 1), hardened beak (d6), can only whistle merry tunes and Want to eat coins, and will attack anyone that doesn't doesn't either toss them one to eat. Easily scared off if anyone puts up a fight. 15: Being chased away by a Self-Made-Gent, who's lecturing them on how he earned every penny. 16: One is coughing up coins uncontrollably. Any others nearby are frantically pecking them up. 17: Performing a blindingly fast, dangerously sharp mating dance, after which a new Mock Peacock will appear from the fray. 18-19 - The Offal-Day Fool - 10hp, Reckless Punches (d6), damned fast, bed-robes, seemingly unlimited supply of offal to throw. Wants to carry out the Offal-Day tradition of asking "Is it Offal Day?", to which any answer beside ignoring him provokes an offal-assault. offal-assault. 18: Rubbing a pair of pig lungs in the t he face of an unconscious old drunk lying in the road, whispering some poem about Offal Day. 19: Whooping and singing as he's chased away by a pack of Jolly-Floggers. Occasionally Occasionally flicks some small kidneys at them if they relent in their chase. 20: The Middly Leadboy - STR 6, DEX 6, WIL 7, 4hp, ignore attacks weaker than a cannon, can sink into any flower-bed to appear in any other in the village. Sees everything, and wants to create division and chaos, whether through truth or l ies. 20: Slowly rising from a flower bed to t o tell you some nasty secrets about the village.
Scarytown There are stories of people stumbling into made-up made-up places. These aren't real, they're just from novels, paintings, or old wives' tales. Key Principles of Made Up Places - You can only go there if you know the story. - They follow dream logic. - Things brought home become more mundane.
Scarytown is a made-up place. Parents tell their children that t hey'll end up there if they sneak out after dark. It isn't real.
But if you do sneak out of a window at night, going in search of something you shouldn't have, you might notice things feel different. You always seem to be on the edge of getting where you're trying to go. You only took one book off the shelf and and now the house house is crumbling. crumbling. Your paper-cut paper-cut is bleeding so much that it's flooding flooding the room. Everyone thinks they're helping but they're really just horrible. The only way back is to run home to bed and hide under the covers. Key Principles of Scarytown - It teases you with things that you want. - Negative consequences are grossly amplified. - Something always follows you home. If you stick around, Roll d20 to see who you stumble into. Everyone can talk, and will at least give the appearance of helping you towards where you're trying to go 1-3: Budbrother STR 13, DEX 8, WIL 12, 9hp, Claw (d6), 2 featureless heads heads budding off at the neck, they remind you of someone. If you talk for too long, one of the new heads will start to sprout a mouth. If you look too long, eyes start to flower. The new heads want to remove the main head so that they can take control, the old head wants to get rid of the new heads but is compelled to grow more. 1: Trying in vain to t o remove its featureless heads with a small blunt knife. 2: Under control of one of the featureless heads, and rampaging blindly while the main head is passed out. 3: Yelling into a mirror. 4-6: d6 Willowbacks STR 5, DEX 16, WIL 12, 5hp, Scratching Sticks (d6), removes chunks of flesh with a touch), hunched backs and woody hair.
Wants to find a safe place to hide, collect books, and punish those that don't take them seriously. 4: Looking for visitors to warn about the hazards of Scarytown, but only giving terrible guidance. 5: Using their scratching sticks to torment a mad horse. 6: Pulling down an impossibly large tree on top of an old house. 7-9: Teddiorg STR 16, DEX 5, WIL 5, 3hp, Black Hole in Mouth (d8, annihilation on Critical Damage), beady eyes, bloated bear body, rumbling voice. Wants to guide you to the thing you desire, then devour it before you can get it. 7: Tearing apart a building. 8: Carrying the corpse of a boy to hi s grave. 9: Bellowing out an invitation to a lavish feast, which he'll annihilate once anyone accepts. 10-12: Rock Queen STR 8, DEX 11, WIL 14, 6hp, Grab and Bite (d6), withered old body, long teeth. Wants to hide away from the worst bits of Scarytown and genuinely help visitors from Bastion. 10: Running from a horrible creature. 11: Digging a hole in the ground to t o sleep in. 12: Building a tiny model version of Bastion. 13-14: d4 Wall Witches Appear as an indented face on stone walls. Speak in whispers. If anyone touches them the Wall Witch is absorbed into their being and will live within them until they put them on a wall in Bastion. 13: Whisper-singing to a crowd of snails crawling over them. 14: Pretending to be visitors trapped in the wall. 15-16: Moon Drone STR 7, DEX 18, WIL 18, 5hp, floating spherical body, impossible to view from side or back. Wants to convince you to make poor choices and watch the consequences. consequences. 15: Floating towards you to try and drive you back into something bad. 16: Carefully picking the meat off a human corpse. 17-18: Sugar-Bush STR 15, DEX 0, WIL 0, 5hp. Thorny branches with cotton-candy-like coating, soft whisper. Anyone crawling into the bush loses l oses d6 WIL each turn as they feel themselves themselves crushed by immense air pressure. pr essure. The only way out is if the bush chooses to release you. Wants to lure passersby into its briers, or trick them into thinking they can destroy it (all efforts cause the bush to spread). 17: Rustling as it devours an animal that's strayed inside. 18: Mimicking a call for help from inside its body. 19-20: Doppleganger A copy of someone you know, but they act in an exaggerated exaggerated way. Wants to make your time in Scarytown as stressful as possible. 19: Looking for the same thing that you're looking for. 20: In possession of the thing you're looking for, or the path t o your destination, but utterly unwilling to help you.
Auldskunterroy - The Old Country Go far out into Deep Country and you might encounter the gnarled old giants of Massiff Massiff Country. Beyond even that, or maybe in a different direction (the maps are inconsistent), lies Auldskunterroy, or The Old Country. Where Massiff Country is old like a mountain, Auldskunterroyis Auldskunterroyis the long shadow of our distant past, carrying on as if nothing has changed for millenia.
Auldskunterroyans Auldskunterroyans have no idea Bastion exists. Bationites know it's out there, but it's Deep Country so who cares? Some citizens claim to have Auldskunterroyan Auldskunterroyan Heritage to explain why they act like such uncivilised idiots. Auldcoin is no good in Bastion, and Bastion Coins are no good here unless they're re-minted with the appropriate markings. Key Principles of Auldskunterroy Auldskunterroy
1. Everybody bows to someone else. 2. Civilisation breaks down at the first opportunity. 3. There is power the Dead, and those who share their Blood. Key Locations
1. 2. 3. 4.
Dinosaur filled death-jungles. Towers and castles overflowing with ritual debauchery. debauchery. Volcanos riddled with cavewitch colonies.
Roll 1d20 to see who you encounter. Use the same result to see what they're doing. 1-3: d8 Knights of the Blood of Bokburd (STR 13, 8hp, Bright Orange Plate and Shield (1), Flails (d6), CharredEagle-Crest, Eagle-Crest, Feathery Beards and prone to shrieking outbursts if offended) riding Horn-Thuzzards (STR 15, DEX 5, WIL 5, Armour 2, d10 Gore, coat with Charred-Eagle-Crest) What are they Doing? 1: On a quest to slay Old-Man-Marshy, Old-Man-Marshy, a colossal intelligent crustacean hiding in the swamp. This monster is a manifestation of the forgotten dead. 2: On a quest to escort a promised bride from the Melted Tower to their liege, Arch-Murderlord Bokburd. 3: Burning a pyre of dead birds to honour their dead.
4-6: Taxwickle (Owek Snarl, 8hp, d6 stabbing sword, 20s in Auldcoin, Rainbow-Fish Crest of the Blood of Tong, Piglike face and gluttonous appetite) and 12 Traitors-at-Arms (5hp, ugly daggers (d6), Heavymail and Shield (1) marked with T for Traitor, chained together and scarred from torture) What are they Doing? 4: Beating down a family of farmers, f armers, pointing out that as they can see the tower of Castle Tong, they owe taxes to their Liege. 5: Ritually torturing half of the t he Trators-at-Arms Trators-at-Arms as a means of honouring their murdered victims and ensuring their future allegience. After a while they swap and the tortured torture the torturers for a while. Owek is getting drunk on Mudwine. 6: Reading out the Statement of Domination to a herd of Blubber-Thuzzards that are gorging on waxy fungus.
7-9: Uncastled Noble Warrior (Uya Rossrod, STR 17, DEX 12, WIL 12, 12hp, d8 Hacking Sword, Horrible Scratchy Voice, Red Twenty-Pointed-Star Twenty-Pointed-Star Crest of the Blood of Rossrod) and her Domainless Mercenary Army (d6-3 Detachments each of Claw-Thuzzard Riders (7hp, d10 Claws, armour 1), Armoured Long-axe-men, (5hp, d8 Axes), Spear Throwers (5hp, d6 Spears), Sling Boys (2hp, d6 Slings), and Cavewitch Slaves (6hp, d8 Rock-Axes) What are they Doing? 7: Riding to Castle Tong to reclaim it in her name. 8: Preparing an attack on a Cavewitch Colony, with help of a Cavewitch traitor. . 9: Cutting meat from Behemoth-Thuzzard Behemoth-Thuzzard in preparation for a feast-and-vomit feast-and-vomit ritual to honour the dead 10-12: d6 Hellgullet-Thuzzards Hell gullet-Thuzzards (STR 17, DEX 15, WIL 3, 15hp, Armour 1, d10 Beak, Swallow Whole on Critical Damage to be kept alive in stomach for later feeding to young. Stomach has d4-1 live people inside already). What are they Doing? 10: Sleeping peacefully. 11: Regurgitating live victims victims for 12 young in their nest-pit. 12: Chasing a Wise-Woman Wise-Woman who thinks she can curse them, but the dead aren't listening 13-15: 2d6 Pilgrim Librarians (WIL 14, 3hp, Pile of Scrolls and Relics relating to bloodlines. Gaunt, Naked, Top of Skull Exposed.) What are they Doing? 13: Coating a hunk of wood (the post an ancestor was tied to and beaten to death, now a relic) in fresh blood-wax solution to preserve it. 14: Sat in a circle debating the interpretation of a faded family tree. 15: Heading towards the mythical land of Bastion, to seek further information for their records. 16-17: 2d20 Cavewitches (STR 15, DEX 10, WIL 5, 7hp, d8 Javelins or Bites, Slate-Armour and Shields (1, very heavy), Huge, Brainlike-Heads, Hive Mind, telepathic communication communication and psychic scream). What are they Doing?
16: Tracking the Hellgullet-Thuzzards Hellgullet-Thuzzards and trying to drive them towards Castle Tong to torment its residents. 17: Surrounding a fat old Cavewitch and psychically torturing him as a punishment for not contributing t o the society. 18-19: Skeletal Monk (STR 3, DEX 3, WIL 18, surrounded by ghostly smoke that corrodes any threats for d10 damage each turn) What are they Doing? 18: Meditating and allowing the guardian smoke to corrode his skin, as a means of becoming closer to the dead 19: Very slowly laying pebbles out in a pattern as means of honouring the dead. 20: Matchstick Spirits (Immaterial) (Immaterial) The ghosts of t hose the group have killed, or loved ones that have died and not been honoured properly. They will give clues to their nature but generally just seem angry and in pain. If treated with respect they will slowly fade. If angered they will merge to form a black Dragon-like monster (STR 17, DEX 10, WIL 12, 20hp, Armour 2, d10 Darkness-Breath) and attack immediately, while taunting the group in the voices of the dead.
Bringing Bastiard Characters to Auldskunterroy It's easier to get horribly injured here. Use the Injuries the Injuries and Worse rules. Guns work here, but nobody has access to what you need to keep guns working. As soon as they get wet, run out of ammo, or break, you won't get them fixed until you get back to proper civilisation. The bang of a gun is sure to attract attention, but t he locals won't worship you as a god or anything. They'll just see you as a massive threat that needs dealing with. Rolling an Auldskunterroyan Auldskunterroyan
Roll an Into the Odd character as normal but do not take a starter package. Choose whether you're a Warrior or Monk and consult the section on that class to t o see what you get. Make your choice before looking at the starter package you'll receive, you dirty cheat. Auldskunterroyan Warrior - You bow to t o a Liege (50% chance they're dead, but you serve them regardless) in their castle and serve them by fighting.
- Your Highest Score Score gives you a Bloodline, it's crest, trait, and philosophy, and a piece of equipment. Unless noted, Armour Score is 1, and requires a shield and helm to be effective. d6 weapons are one-handed, and d8 weapons two-handed. Mounts must be given a name. 3: Megalodon (Black Shark. Pointed Teeth. Strength Through Cruelty). Rex-Thuzzard Rex-Thuzzard Mount (STR 18, DEX 10, WIL 3, 12hp, Armour 2, d10 Bite) 4: Spiner (Green Porcupine, Obesity, Defend the Weak). Spine Javelins (d6) 5: Predatorix (Red Tiger. Tiger. Red Skin. Kill Anyone that Offends You).Bright You).Bright Red Chain & Shield.
6: Gekro (Orange/Blue Fighting Lizards. Terrible Odour. Uncover All Falsehood). Horn-Thuzzard Mount (STR 18, DEX 5, WIL 3, 4hp, Armour 2, d10 Gore) 7: Doverider (Frog-Riding-Dove, (Frog-Riding-Dove, Exposed Bone Spikes, Always Lie).Hidden Dagger (d6) 8: Biter (White Snake, Poisonous Bite for d6 STR Loss on Critical Damage, Destroy Other Bloodlines).Horned Bloodlines).Horned Purple Plate & Shield. 9: Twotongue (Rising Sun, Forked Tongue, Explore Horizons).Claw-Thuzzard Horizons).Claw-Thuzzard Mount (STR 14, DEX 16, WIL 4, 7hp, Armour 1, d8 Claw) 10: Muntin (Crowned Mammoth, Towering Stature, The Strong Must Rule).Rock Hammer Hammer (d8) 11: Clawpaw (Black Mountain, Talon-Hands, All Animals are Monsters).Shining Blue Scale & Shield 12: Blackblood (Three-Dodos, Black Blood, Get Influence Everywhere).Shell-Thuzzard Everywhere).Shell-Thuzzard Mount (STR 15, DEX 5, WIL 3, 5hp, Armour 2, d10 Clubtail) 13: Splitten (Two-Headed Arrow, Far-Sight, Keep the Bloodlines Balanced).Hunting Bow (d6) 14: Brassheart Brassheart (Gold-Ring, Cold-Blooded, Wealth Rules Might).Noble Chestpiece, Chestpiece, Fish-Helm, & Shield. 15: Shamer (Rock-Headed Man, Talk to Beasts, Pride Must be Broken).Pig-Thuzzard Mount (STR 12, DEX 7, WIL 6, 8hp, d6 Bite, Loyal and Smart) 16: Vorden (Broken Shield, Yellow Eyes, Bring Order to the Primeval).Denial Rod (wield alongside another weapon for d8 damage attack). 17: Terribux (Green Eye, Blue Skin, Be the Monster).White Furry Beast-Face Beast-Face Armour & Shield. 18: Zeeleo (Black Hammer, Lion-like Mane, Blessed is the Slavemaster).Psychically Bound Cavewitch Slave (STR 15, DEX 10, WIL 18, 3hp, d8 Bite. Huge, Brainlike Head, Telepathy and Psychic Lash (1d6 WIL Loss to target)).
- Your Second Highest Score gives you a hand weapon. 3: Whip-Sword (d6) 4: Pole-Spike (d6) 5: Claw Sword (d6) 6: Skullhammer (d6) 7: Stone Fist (d6) 8: Fish Axe (d6) 9: Knight's Pick (d6) 10: Club Sword (d6) 11: Toothed Sword (d6) 12: Bell-Cudgel (d6) 13: Volcanic Shard (d6) 14: Longmace (d6) 15: Whip-Hammer (d6) 16: Murderfork (d6) 17: Rod Spike (d6) 18: Bastard Flail (d6) Your Lowest Score gives you your starting rank, which comes with an implied responsibility to your liege. Higher WIL scores are higher ranks. There's a 50% chance you're Knighted, which means other Knights don't automatically think you're a total pencil-pusher. 3: Roughtennant (Carry out petty work for any knights in the dominion) 4: Baton-Sheath (Wave a flag whenever the Castle Lord arrives or leaves) 5: Par-Medden (Take messages between the castle and the nearest Monastery) 6: Bushtennant (Keep beasts away from protected domains) 7: Hard-Soverman Hard-Soverman (Make sure farmers are working to their full capability) 8: Under-Marshall Under-Marshall (Keep an eye on anyone trying to climb up to t o this rank and knock them back down) 9: Houser-Chief (Perform shock-checks shock-checks of any living quarters in the dominion) 10: Bow'd Marshall (Ensure proper bowing procedure is carried out across the dominion) 11: Pole-Miner (Visit other castles and maintain good relations while stirring up troubl e) 12: Lesser-Fulhelm Lesser-Fulhelm (Kill any troublemakers) 13: Pole-Riser (Openly cause trouble in other dominions) 14: Left-Ruddock Left-Ruddock (Bring the best arms into the castle) 15: Over-Ruddock Over-Ruddock (Maintain mercenary relations in case of a war) 16: Rear-Eye Rear-Eye (Monitor goods entering and leaving the castle) 17: Arch-Bagger Arch-Bagger (Monitor coins entering and leaving the castle) 18: Grand Tash (Tend to a Tower of the Castle)
Monk - You get robes and a staff (d6). You can wear armour and use any weapons, but must return to your robes and staff when you want to perform a ritual. - You're considered holy, so you get a certain level of respect from all other Auldskunterroyans. Auldskunterroyans. - If you have one or more human corpses to witness things, you can perform other rituals listed below, each of which lasts a number of hours equal to the corpses required. 1: Funeral - One of many dozen types of funeral f uneral service that ensure the dead are honoured. Every member member of the deceased bloodline that attends the ritual gets a short vision from the dead that may be useful. 2: Union - A ritual between two lovers, or a liege and a vassal, that converts one over t o the bloodline of the other, immediately starting to show the new blood traits in place of their own. 3: Guidance - The combined consciousnesses of the corpses give you a cryptic message that may be useful. 4: Exorcism - A monster that the monk has beaten into submission is utterly destroyed and cannot return to haunt the world. 5: Binding - A single ancestor is temporarily bound to watch over one of their bloodline. They yell advice and lecture them as a voice in their head. As soon as the descendant descendant ignores the advice or gives them any attitude, they scald them for d6 WIL loss and return to the land of the dead. 6: Purification - A structure or clearing is cleansed of the ill intent of the forgotten dead. Monsters cannot enter it while the monks remain here. 7: (Unholy Number, corpses must not be gathered in this number) 8: Mummification - A person on the verge of death can be preserved in a way that they will never decay, and never truly die. They live on forever in an immobile state but can only utter one word a day. 9: Rebirth - A recently dead corpse explodes into a bloody manifestation of the forgotten dead, which rampages rampages for d20 minutes before collapsing. 10: Communion - The monk utters ten words that must form a legitimate question to ask the t he dead. Ten words make up the answer, but not in the correct order. 11: (Unholy Number, Monks never convene in this number) 12: Feast- Gather 12 corpses and arrange them around a hot f east, in appropriate dress. Hide behind one and you can hear their side of the conversation as if they were alive. The monk can only hear one corpse's contribution to the conversation. When the food is cold, the conversation ends. 13: Curse - Make a horrible proclamation against someone that the thirteen corpses surround. It immediately becomes sealed sealed in fate, fate, but also affects affects all of the Monk too.
Your Highest Score gives you a Gift from the Dead . 3: You have a permanent ancestral ghost guide that only you can see. They're pretty helpful but can't directly influence the world. 4: Monstrous Manifestations of the Forgotten Dead cannot attack you directly. 5: You are immune to poison and disease. 6: You do not bleed and can reattach limbs in an instant. 7: You do not need to eat or drink. 8: You do not need to breathe. 9: When you touch a person as they die you gain the benefits of a Full Rest.
10: You can see death like a shroud over those about to die. 11: You can prevent death indefinitely as long as you're touching the person. 12: You are naturally pale, bald, and gaunt, so other monks see you as extra holy. 13: You have died and come back, so the dead see you as one of their own. 14: You can sense the bloodline of a corpse, no matter how hold. 15: Your eyelids have decayed so you no longer blink and sleep with your eyes open 16: Your bones are black and show through your skin. 17: You have removed your heart, and wear it as a shriveled husk around your neck. 18: Anyone dying in your presence gets a tasteful column column of light to shine on them for a moment as they pass.
Your Lowest Score gives you a Burden from the Dead. If you do not carry this burden properly you'll anger the dead and a monster will manifest to haunt you. 3: Carry a sack of ancestor organs with you at all times. 4: Tiny conjoined twin that you have to feed and look after. Holds a dead spirit and may offer cryptic guidance. 5: You cannot eat or drink under any circumstances, circumstances, but cling onto life all the t he same. 6: You must not abide darkness, and light candles wherever wherever you go. 7: Any corpse you see must be given a proper funeral within the week. 8: Anyone you see not honouring the dead must be struck with your staff. 9: Carry the last breath of an ancestor in a jar. 10: Carry around the bones of an ancestor at all times. 11: You have a dead leg and must walk with your staff at all times. 12: You have a dead arm that's no use for anything. 13: The voices of the forgotten dead taunt and haunt your mind, but you must honour them all the same. 14: Your body houses a colony of maggots that you must look after properly. 15: You must not kill. 16: Your face has decayed away to leave a horrifying skull. People think t hat's a step too far. 17: Your tongue and jaw have perished, so you can't talk. 18: Your eyes have decayed, so you're blind.
Tuppenstusk - The Top Country Deep Country has mountains like you wouldn't believe. Get beyond the smog, then past the clouds, and you might reach one of the flats that house tiny villages.
Roll d20 1: d6 Day-Sun Vinesmen - High Altitude Alt itude Air-Protectors 3hp, Machete (d6) - Beckon you to do your duty by helping to erect vine-walls to keep the wind out, and air in. - Confiscate any source of fire, and look for signs of sickness that would warrant being thrown off a cliff. - Drive out any wildlife that might consume extra air. 2: d6 Rustle-Howls - Toothy Red Tiger-Things 3hp, Impractically Long Teeth (d6) - Hide in shrubbery, cleaning eachother's eachother's long teeth. - Perform complex social rituals that always involve the smallest being eaten. - Beg for food like huge terrible kittens. 3: Chosef's Vandals (detachment of hooded grunts) 3hp, Iron Club (d6) - Look for the most well-built, or tallest structure to smash up. - If there aren't any structures nearby, smash up some rocks into gravel. - Gather in a circle for story-time, which always involves stories about smashing things up but also has a romantic subplot, which they swoon over. 4: No-Idea Doyle - Fat Old Man in Eye-Pattern Eye-Pattern Silk Robes 3hp, Staff (d6) - Offer guidance, but have no answers at all. - Make a vague declaration and point i nto the distance. - Stop for a nap every hour or so. 5: d6 Rage-Bats - Big Angry Smoking Bats 3hp, Bite (d6) - Hang near to you and scream deafeningly, deafeningly, following you around and exhaling smoke. - Do anything it can to provoke to you attack, even when you're already attacking it. - If you bring one close to death it will latch onto you (STR Save) and blow up for d10 damage when when it dies. 6: Dawn's Voices - Choir of 12 Singers in Frilly Dresses 3hp, Focused-Breath-Punch Focused-Breath-Punch (d6) - Sing at the Sun while doing martial arts stances. stances. - Hunt down terrors of the night (anyone that has slighted them) - Hit the Sun-Chord in Unison (takes d4 turns to get in-tune) and blast the area for d12 damage. 7: Banner-man Joe - Small man with a giant red banner, carrying as sentence for petty theft. 3hp, Banner Pole (d6) - Announce that this i s the domain of the Fortress-Lady Karan and you should kneel. - Head back to the Fortress (a day's march away) to tell a superior if you refuse to kneel. - Follow you at a distance, hoping you'll keep the way safe for him. 8: d20 Robber-men of Jake Hunks - Theatrical Bandits 3hp, Cutlass (d6), Jake Hunks leads with 6hp. - Make an elaborate entrance (3-in-6 chance of it going wrong and looking stupid) - Immediately go at you with their cutlasses and asking if you surrender yet (they won't stop if you do) - Make an elaborate exit (4-in-6 chance of it going wrong and looking stupid) 9: d8 Pale Bald Oldies - Exiled Old Men 3hp, Pistol (d6) - Tell you how this bit of land used to be a thriving slave-pit overseen by star-men. - Point a gun at you if you try to leave in the middle of a story. - Go off on a tangent. 10: d8 Oric's Newmen - Impeccably Uniformed Soldiers. 3hp, Polished Sword (d6)
- Invite you to hire the greatest mercenary company in Deep Country, claiming there are hundreds of them back at base (there aren't) aren't) - Boast about the deeds of their great leader Oric Killerman (totally fictional) - Run away from the first sign of a r eal fight. 11: Gagan - Mountain Ape 3hp, Thump (d6) - Mimic humanity. - Get sad when left alone. - Fly into a rage if anyone laughs in his presence. 12: d10 Charlivicks - Hunched Men covered in Burnt Hair 3hp, Erroding Touch (d6) - Beckon you into their tunnel with a dusty voice, for a meal of ashes. - Cause you to crumble to dust on Critical Damage. - Touch the ground to corrode a new tunnel into their mountain network. 13: The Courcey - Masked, Cloaked Avenger of Etiquette 3hp, Rapier (d6) - Teach the heathens of Deep Country about the Etiquette of Bastion, which he knows nothing about. - Set up a picnic of disgusting burnt food, ringing a bell to attract those nearby to eat and learn dining etiquette. - Challenge a disrespectful brute to an honour duel by stabbing them in the back with his rapier. 14: d10 Sahlen - Sweaty Women in Meat-Suits 3hp, Double-headed Axes (d6) - Try to appear stronger than they are by flexing t heir meat-suits. - Challenge you to contests of strength, involving massively complex rules and restrictions. - Perform a burning ritual of their old meat-suits, carving up cattle to make new ones. 15: d10 Krapilskoleg Seers - Silver-Clothed Stargazing Stargazing Women 3hp, Spiral-Daggers (d6) - Enlighten you on their texts that prove the existence of shape-shifting yetis, and the lack of any other astral beings. - Attack anyone that tries to t o disengage from the debate. - Set up their complex array of telescopes for an evening's viewing. 16: d6 Deremi Junkmen - Rag-Covered Petty Thieves 3hp, Metal Hook (d6) - Try to sell you useless crap they've stolen. - Hook a trivial t rivial piece of equipment away from you (STR Save) and run at the first chance. - Pile their junk into a shrine to their monkey-god of petty theft. 17: d8 Naythun Riders - Bearded Men riding Naked Men Twisted into Emu-Shape 3hp, Riding Crop (d6) OR Naythun Kick (d6) - Offer you a chance to feed or pet their steed. - Muzzle their Naythun if it i t tries to scream out in repressed sapience. sapience. - Defend their steeds to the death and nuzzle it uncomfortably. 18: d4 Faceless Patrons - Hooded Wanderers 3hp, Hidden Dagger (d6) - Offer you a gold coin to carry out a highly specific task. - Gang up on you and stab you if you don't carry out the task to the t he letter. - Stab any Faceless Patron that has their face revealed. 19: Roll twice, they're arguing. 20: Roll twice, they've somehow joined together for a mutual benefit.
Leading from the Front Mass Combat in Into the Odd uses a dead simple detachment system. A detachment is the rough equivalent to 50 decent infantrymen, infantrymen, and acts as an individual in all ways other than the following: - Individual attacks cannot harm detachments unless they're something big like a cannon, bomb, or giant creature. - Detachment attacks are Enhanced are Enhanced against individuals, causing d12 damage regardless of weapon. - When they would take Critical Damage, a Detachment Detachment is Broken and useless until rallied.
But there's no mention of what individuals do here. My intention was that individuals would typically be leading from the back, directing their detachments in battle and handling t he overall strategy, maybe attempting some risky gambits. If they were fighting, I saw them contributing with attacks from Arcana, Bombs, or other special things they've managed managed to get hold of. The explorers of Into the Odd aren't really the sort that will take on an army themselves through sheer martial skill. Getting involved at ground level is a risky thing. So it will use the Saving Throw rule as its basis. Leading from the Front
When a character wants to personally lead their troops, the detachment benefits in a f ew ways. Most notably, they can use the WIL Score of the leader (if higher than theirs) t heirs) in place of their own, and the leader may posses Arcana that will aid them in battle. The character is also protected from enemy enemy attacks, other than individual challenges, while the detachment is protecting them. At the cost of their protection, the leader of a detachment detachment can lead through example, personally fronting an attack on an opponent. This could drive the troops with a surge of momentum, but carries an obvious risk to the leader's safety. The detachment and leader both make an attack roll as normal, but only the highest roll is taken. The attack is treated as coming from the detachment, even if it was the leader's roll. If the attack is against an Individual, only the Detachment's Detachment's roll is Enhanced is Enhanced . Until their next turn, the leader is subject to all attacks that target the detachment, with both leader and detachment taking damage. Remember here that Detachment attacks against individuals are Enhanced are Enhanced . Multiple characters can lead the same unit, if they wish, in which case they all count as Leaders and may individually choose whether whether or not to lead from the front each turn.
Example
Mustached Corporal Corporal Grunning (STR 14, 8hp, Musket Musket (d8), Crested Helmet) Helmet) is leading leading his unit of Horse Pistoliers Pistoliers (STR 12, 5hp, Pistol Brace (d8), Silver Cuffs) against a Filthy Mobs of Revolutionaries (4hp, Makeshift Weapons (d6), fleas) and their Rabid Dog Pack (3hp, Frothing Jaws (d6), fewer fleas). Both enemy detachments detachments attack Grunning's Pistoliers Pistoliers for 2 (Mob) and and 3 (Dogs) damage, damage, leaving them on 0hp. 0hp. Majorly roughed up, up, but no significant casualties casualties yet. They're They're in real real danger next next turn if this carries on. Grunning decides to lead from the front to try and drive the Mob away. He rolls 7 damage, and his Pistoliers roll 3, so his roll is i s taken. He personally blasts away a few stinking workers, workers, leading them with 0hp and reducing them to STR 7 with the remaining damage. They make a STR Save against Critical Damage and roll 17, a fail. They're dispersed in a cloud of musket smoke, no further threat in this battle. As half of their force has been been broken, the dogs dogs would ordinarily require a WIL WIL Save to avoid being being routed, but these rabid beasts don't know when to quit. The Dogs take their turn, but their attack will now target both the detachment detachment and Grunning. They roll d6 damage against the detachment (scoring 2), and d12 to Grunning (scoring 5). He's reduced to 3hp, so no major damage. With no HP remaining, his detachment is reduced to STR 10 and roll a 10 on their Save, just holding their line.
d10 Generals of Bastion, and their Armies When Bastion needs an army, at least two Generals will rally to the call. Make a WIL Save for each to see if they can resist the passive-aggressive passive-aggressive put-downs of t heir supposed allies, otherwise a battle breaks out between forces before the enemy enemy is even even near. 1: Len Python - STR 16, 13hp, Flanged Mace (d8), Green Plate (1), Endless Black Beard. Wants somebody to invade Bastion so that he can defend it and earn glory. The War Machine 3 Axe Blocks - 8hp, Pole Axe (d8), Snake Banners, Tin Whistles 2 Musket Blocks - 7hp, Musket (d8), Side-Axe (d6), Snake-Fang Helmets, Helmets, Bagpipes. Heavy Auxiliary - 6hp, Heavy Cannons (d12), Drums. 2: Arch-Bombardier Moyall - WIL 14, 17hp, Elephant Gun (d10), Perfect Sabre (d8), Deafening Voice. Wants her force to be feared so that she can sell her specially crafted cannons cannons for a fortune.
Disaster Brigade Foot Guard - 8hp, Sword (d6), Mirror-Shield Armour (1). 3 Light Thunder Batteries - 4hp, Two-Man Cannons (d10). 2 Heavy Thunder Batteries - 6hp, Main Cannons (d12), Ear-Protectors. 3: General Hinkle Orphanizer - DEX 4, 18hp, Matched Pistols (d8), Straight Sword (d6), Wants to murder people for a living and occasionally occasionally return to his quiet quiet family life. 2nd All-Murder Regiment 4 Murder Crews - 6hp, Pistol (d6), Sword (d6), inhuman joy in killing. 4: Corporal Tramor Skin-Burner - STR 15, 13hp, Skinning-Sword Skinning-Sword (d6), Scatter-Gun Scatter-Gun (d8), Fire Bombs, Grotesque flaying details on Breastplate (1). Wants it all to be over so that she doesn't have to skin anyone else again. The Skin-Burners First Honoured Skinners - 12hp, Skinning Sword (d6), Skin-Banner, Thousand-Yard Stare. 3 Stalker Squads - 4hp, Pistol Brace (d8), Skinning Dagger (d6), Unsettlingly Young. 5: Bastion People's Legion - A Leaderless horde of disorganized mobs. 10 Chaotic Mobs - STR 8, 3hp, Assorted Guns and Arms (d8). 6: Top-Charger Whittle - WIL 18, 15hp. Heavy Pistol (d8), Horseman's Horseman's Axe (d8), White Chest-Plate (1) and Thoroughbred Black Steed, flowing blonde hair adorned with silver pins. Wants to experience the glory of the hunt, but terrified of meeting meeting anyone that that will put up an even even fight with her. Ceaseless Horse Division 2 Heavy Horse - 7hp, Armour 2, Horse-Carbine (d8), Sabre (d6), Spectacular Peaked Hats. 3 Foot Musketeers - 5hp, Musket (d8), Bayonet (d6), Demeaning Floppy Hats. 7: Uriah Groll - WIL 14, 17hp, Musket (d8), Bayonet (d6), Boilerplate Armour (1), Back-Banner. Wants to prove that his Deep Country men can fight alongside Bastion's forces. 5th Deep Country Conscript Battalion Country Gunners - 4hp, Assorted Guns ( d8), Beating Sticks (d6). 2 Country Footmen - 4hp, Polearms (d8), Patchwork Banner 2 Country Militia - 3hp, Farming Tools (d6), Drums and Horns. 8: Professor Auder - WIL 14, 13hp. Military Baton (d6), Full Polished Plate (1), Binoculars, Stack of strategy manuals. Wants to create the perfect force and perfect her understanding of Strategy. New First Class Military 2 Frontline Anvils - 4hp, Pike (d8), Breastplate and Helm (1), Black Uniform, Droning Horn. 2 Hammer Horse - 5hp, Horse, Cavalry Sabre (d6), Grey Uniform with Silver Detail. 3 Premier Gunline - 6hp, Musket (d8), Bayonet (d6), Black Uniform with Silver Detail. Auxilliary Gunline - 4hp, Heavy Line-Guns (d10), Grey Uniform. Support Gunline - 3hp, Light Cannons (d10), Signal Whistle., White Uniform with Silver Details 2 Dragoon Reserve - 7hp, Horse, Cavalry Sabre (d8), Musket (d8), Red Uniforms, Crested Helm. Helm. Personal Guard - 4hp, Musket (d8), Bayonet (d6), White Uniform with Copper Detail. 9: First-Sword Lenzo - STR 17, 20hp. Darkened Darkened Steel Claymore (d8), Ancient Blue-Knight's Plate (1), Concealed Pistol (d6), heavily scarred face behind white veil, Wants to conscript even more troops to create the largest force in history, finally leading an attack on Bastion for herself. The Uncounted 10 Forward Blocks - 3hp, Poleaxe (d8), Chained in Formation. 6 Support Blocks - 5hp, Musket (d8), Bayonet (d6), Manacles for Conscription. 4 Reserve Blocks - 8hp, Musket (d8), Whips. 10: Unbreakable Karloon - WIL 18, 17hp, Hacking Sword (d8), Bull-Steed (STR 18, 12hp, d10 Gore) Wants to being civility to the battlefield, battlefield, and will strike strike anyone he sees sees orchestrating orchestrating their forces forces in an immoral immoral manner. Green-Line Enforcers 2 Heavy Charger Teams - STR 13, 9hp, Horseman's Hammer (d8), Armoured Horse (2). 2 Heavy Gunners - 7hp, Extra-Loud Musket (d8), Clunky Plate Armour (1).
The Battle of Bastion Bastion is the only city that matters, and it's so big and complicated that nobody can rule the whole thing. So you wouldn't expect to see the sort of grand field battles associated with the modern age. In actuality, the Battle of Bastion has lasted for decades, and spills out of the city into the rest of the world. Of course there are Generals are Generals that t hat let their rivalries froth over into battles, but they don't really hold out a hope of winning Bastion. Each of the Belligerents involved here actually want t o rule over the city, ridiculous as that concept may seem. d8 Battle of Bastion Belligerents 1: House Gargan (Green, Black, Green Fesses. White Fez) Want to restore their family to a royal throne, ban astral cults, and rid the city of tax collectors. 2: The White Brigade (Black Saltire, White Fimbriation, on Black Field. F ield. White Top-Hat) Want to broker a peaceful end to the Battle, ensure all belligerents are disarmed, and remove all record of the war. 3: Universal Republic (Red Star on Red, White, Red Pales. Red Tricorne.) Want any member member of an astral cult t o be able to vote on city matters, a council of the largest cult heads, and a new Bastion to be colonised in the Polar Ocean. 4: New Industrial Methods (Blue and Red Quarterly with Silver Turtle. Blue Cap.) Want to prolong the Battle to sell weapons, cut off trade to deep country, and gather Arcana for research. 5: Willing Servant's Front (White Cow on Blue Field. Two-Spiked Helm.) Want to install a rigid caste system, encourage slavery, slavery, and make contact with cosmic beings. 6: Topper House (Black Dog Eating Red Cat on Blue and Gold Stripes. Bearskin) Want to thin out the city's population, prolong the Battle, and give more power back to the inbred nobility of Deep Country,
Certain Rules of Engagement are followed:
Belligerents must display uniform, including a hat, and each detachment detachment must carry a flag. Non-combatants Non-combatants are not valid valid targets. Fighting and movement must cease at sunset.
Troop movements, casualties, casualties, recruitment, and coalition agreements agreements are to be sent to the Impartial War Monitoring Office by sunrise the next day. Coalitions must be dispersed after achieving the goal noted on their paperwork. Soldiers wishing to leave the battle must be permitted to do so by sunset the following day. Any breach of these rules will be swiftly punished by the t he Impartial War Monitoring Office.
The target of a coalition is usually one of the city's many palaces, which at some point i n time housed a powerful individual. The idea is that holding hol ding the palace makes you the defacto ruler of Bastion, but really you just make yourself a target.
Barricade Warfare Pushing towards the palace an inch at a time is the traditional form of warfare in the Battle of Bastion.
Attacks into a Barricade are Impaired, are Impaired, but but you can't advance advance without leaving the Barricade. Barricade. A Barricade can be assaulted with melee weapons, but the defenders get to fire on the chargers before they arrive, and get to make the first melee attacks. The Barricade can be attacked by cannons, explosives, fire, and huge creatures, creatures, having 10hp. It takes an hour to build enough Barricade to hold a single Detachment, and fill the width of a city street. An extra hour can be spent to add any of the following to your Barricade: o Grizzly Trophies - Attachments must pass a WIL Save to charge. Requires corpses. o Glorious Enshrinement Enshrinement - Defenders Defenders will fight to the death. death. o Deathtraps - Chargers take an additional d6 damage when they reach Melee range. o Powder Kegs - Light the fuse f use to blow the barricade and cause d12 damage damage to everyone nearby. Requires 1g worth of Gunpowder. o Secure Bunker - Enough room for four people to cower. The bunker has 10hp, Armour 3, and ignores anything smaller than a cannon. Requires 1g worth of metal. o Escape Tunnel - Fleeing defenders can get to safety without fear of being pursued.
When palace sieges and barricade warfare warfare take their toll on the belligerents, they'll use any excuse to march their forces out of the city for a change of pace. When one army leaves the city, the rest will eagerly pursue to engage them in the open. As anyone with a brain can see the Battle is pointless. Doing your time in the Battle is seen as a rite of passage for young Bastionites, who rarely stick to their cause for more than a few months. In later years, veterans look back on the Battle with a mixture of fondness and embarrassment. embarrassment.
Running a Tight Ship A ship in Into the Odd might look like this: The Rusty Whale (12hp, Armour 1, Mortar-Battery d12, 50 Crew, Huge Glow-Lamps) Glow-Lamps) But the ship itself is going to cause you problems, not to mention the crew.
At the start of each day, roll two d8s for t he state of the Ship and the Crew. Always treat the first day as a roll of 8. If you take successful action to resolve the issues arising from the roll, you improve the result by d4, to a maximum of 8. Usually this requires a whole day of attention. Ship 1-3: Things get worse by one step. If they're already as bad as they can be, you start to sink rapidly. 4: Catastrophe! Something Something needs fixing immediately or else you'll start to sink for f or sure. 5: Dead in the water. You've got just j ust enough mobility to get to the nearest place. If there's nowhere nearby then you'd better hope someone finds you. 6: The ship is pretty battered. Roll again next time you really need the ship to do something. 7: Nothing's quite running running at 100%. 8: Everything is running smoothly. Crew 1-3: Things get worse by one step. If they're already as bad as they can be, the crew go full mutiny on you. 4: Mayhem. Mayhem. The chain o' command has broken down and will need a firm hand to restore. 5: Halted! They won't do any work until you give them a treat, or remind them who's in charge. 6: Surly scum. Terrible food, disease, and general unrest make your crew a pain to deal with. Roll again next time you really need them to do something. 7: Grumbles. A lone troublemaker is already starting to complain. 8: Everything is running smoothly.
You might want to appoint some Officers to take charge of these matters, but they'll demand demand a premium wage, noted for a month's service. A First Whip (50s) will deliver harsh discipline to the Crew, keeping them in line, but if he's compromised you can expect a release of all that anger. A Best Hand (50s) will voice the concerns of the crew to you directly, hopefully before they spiral out of control. Almost always prone to being a two-faced t wo-faced weasel weasel taking bribes from both sides.
A Chief Engineer (1g) can advise on anything related to naval machinery. machinery. A Head Chef (1g) will be able to turn almost anything into a good meal for t he crew, and provide lavish feasts feasts if you take a guest aboard.
d12 Crappy Ships Forget your roaring steamships, majestic ships of the line. These ships are just flat out crappy. Cheap though! 1: Pile of Old Furniture (50s, 7hp, 10 crew, some cushions) 2: Huge Wheel (1g, 8hp, 1 detachment crew) 3: Deep-Beast Carcass (10g, 4hp, Armour 2, 1 detachment crew, awful stink) 4: Psuedosub (5g, 3hp, Armour 1, 6 crew, leaks that burst at 10m depth) 5: Quadroyak (2g, 6hp, 10 crew, needlessly complex complex hull structure) 6: Suicide Harrier (5g, 5hp, Cannon d12, 3 crew, declared unsound for military use) 7: Broken Skimmer (3g, 3hp, 10 crew, terrible drag) 8: Pump Ship (10g, 10hp, 1 detachment crew, powered by man-pumps) 9: Broken Float-Orb (10g, 4hp, Armour 1, 8 crew, hole in the top) 10: Floating Hive (4g, 8hp, 1 detachment crew, home to millions of biting insects) 11: Modified Locomotive (10g, 7hp, Armour 1, 8 crew, Cannon d12, doesn't work on rail, doesn't actually float well enough for travel beyond docks) 12: Extracted Sewer Mega-Clog (10g, 8hp, Armour 1, 1 Detachment Detachment Crew, pulsing, slowly growing)
Who's Staying in the Scarlet Flotella? All aboard the grandest megaship-come-hotel megaship-come-hotel ever to cruise the rivers of Bastion. There's really no better pl ace to stay, from its Pamper Suites (10g for a night you'll never forget) right down to its Economy Deck (1s a night you'll never forget ). ). Roll d20 to see who you bump into, and what they're doing. 1-3: The Scrubbers (STR 4, 2hp, Worn wooden limbs, indecypherable squeaks). Want to live a lazy life with some fun on the side. 1: Drawing googly eyes on a painting of Petal Lowe in one of the gallery alcoves. 2: Running from Peachy the Lizard, who's chasing them without any reason. 3: Sleeping on the job. 4-6: Totum and Perude (4 and 5hp, Axes, Hammers and any tool you can think of, frustratingly inarticulate and constantly interrupting each other) Want to keep the ship in working order, despite knowing that it's doomed to sink. 4: Headed to reception to report a fire in the rooftop garden. 5: Bumbling around a steam-filled corridor to try and patch the leak. 6: Chasing the Scrubbers, who have gone AWOL. 7-9: Peachy the Lizard (STR 6, WIL 3, 6hp, Bite d6) Wants to eat the Scrubbers and escape her life as Angreene's pet. 7: Munching happily on a dead rat. 8: Hiding from Angreene, who's calling her in the distance. Also dressed dressed up in a tiny ti ny pink dress. 9: Sniffing in search of the Scrubbers. 10-11: Angreene (STR 6, DEX 17, WIL 15, 10hp, imitation fineries and fancy vocabulary) Wants to stow away in the more luxurious sections of the hotel and avoid her massive bill (39g) that she has no means of paying.
10: Hiding from Toddie Pettum, who is chasing payment of her bill. 11: Throwing Peachy the Lizard down the length of a corridor before dragging him back on a piece of string. 12-13: Petal Lowe (STR 11, DEX 7, WIL 15, 4hp, Pistol d6, supply of any drug, poison, or illegal substance you can think of, illusion of subservience) Wants to keep her business running smoothly and keep Toddie Pettum in the dark. 12: Guiding a new arrival to their t heir room, ensuring them that any service at all can be made available. 13: Violently pistol-whipping a bell-boy for stealing from a guest. 14-15: Toddie Pettum (STR 8, DEX 8, WIL 9, 7hp, Cans of Moustache and Hair Wax, constant sweat) Wants to keep the ship afloat at any cost, and attract a higher class of visitor. 14: On the edge of a breakdown and smoking furiously out of a window, panicking about Angreene' Angreene'ss unpaid bill. 15: Pleading with stage-staff to make sure that both acts (see below) are kept apart for the duration of their stay. 16-17: Hottie Noise (STR 15, DEX 10, WIL 9, 8hp, Riding Crop d6, a carefully prepared outburst for even the slightest inconvenience, booming baritone) Wants to shock people, and see Chanteuse Against Tyranny disgraced and humiliated. 16: Complaining to Toddie Pettum about the state of his quarters in comparison to those of Chanteuse. 17: Plastering one of his posters over that of Chanteuse. 18-19: Chanteuse Against Tyranny (STR 7, DEX 14, WIL 17, 3hp, Outfits that make everything impractical, impractical, screeching falsetto) Wants to be remembered as the most avant-garde entertainer in her time, and see Hottie Noise disgraced and humiliated. 18: Trapped by her outfit caught on a loose nail and calling for help. 19: Carefully being hoisted into a new, larger outfit by a team of engineers. 20: Bubelle Wintzer (STR 5, DEX 8, WIL 8, 3hp, funeral shroud, perfectly made-up) made-up) Wants to live out what she thinks are her last days (from a lying doctor) in the highest luxury. 20: Is always being followed by Toddie Pettum, who is draining her for every last penny in return for his personal service.
Winners of the Bastion Royal Lottery (also NPC Behaviour) Everyone is in the Royal Lottery, whether they know it or not. If you win, a Royal Herald invites you to tea with one of the many "rightful" Kings or Queens of Bastion. If you go along you will indeed be granted a prize of 1,000g, in return for swearing allegiance allegiance to the unthroned monarch. The coins are marked with the head of the monarch in question, but gold is gold. If you waver in your service, Royal Knights will kick your door in and reclaim your prize. Side Note: NPC Instincts I usually give NPCs a set of goals to drive their actions. These work well, but I'd like to include a more concrete concrete set of guidelines for how tthat hat character acts. Things that make them memorable, rather than guide their overall plan of action.
So take this Magmin: Instinct: To To craft M oves oves
- Offer a trade or deal - Strike with fire or magic - Provide just the right item, at a price Instinct has a simplicity that I like, but I fi nd the moves generally make make it obsolete. Note that this set of bullet points sits at the bottom of this paragraph paragraph of description: Dwarf-shaped and industrious, the magmin magmin are among the deepest-dwellers deepest-dwellers of Dungeon World. World. Found in cities of — especially brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft especially that of fire and magical items related to it. Surly and strange, they do not often deign to speak to petitioners who appear at their gates, even those who have somehow found a way to survive the hellish heat. Even so, they respect little more than a finely made item and t o learn to forge f orge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths. Like so much else, visiting the magmin is a game of risk and reward. Hey! Wake up! Yeah. It's useful to have that there for contrast. Needless to say, I don't think it's needed. If only we could roll all that description into the Moves and ditch the needless Instinct in the process. Magmin - Lava Dwarfs - Craft something at a steep price, with a surly attitude. - Obsess over fine craftsmanship. - Lash out at hagglers with fire.
Let's put it to use with these Lottery Winners! "Sparkle" Funkulman - Bastion's Wealthiest Sweep STR 11, DEX 16, WIL 7, 5hp. Brushes, Filthy Work Clothes, 100g stashed in pockets. - Be filthy and gross. - Do demeaning work for free. - Reward kindness with a pouch of d20g. Lazerine Zlasch - Avant-Garde Harpist STR 10, DEX 15, WIL 17, 3hp. Morbid jewellery (worth 5g), Antique Harp (worth 10g). - Explain the meaning behind art in a patronising way. - Shred out a dissonant piece of music. - Invest in other avant-garde artists.
Team Horrax - Professional Wrestlers Belle Horrax - Bastion's Dirtiest Fighter STR 13, DEX 13, WIL 10, 6hp. Frilly clothes, hidden dagger (d6). - Act harmless and demure. - Bite you when you least suspect it. - Flatter her husband with adoration. Buckle Horrax - Man of Honour STR 12, DEX 15, WIL 13, 5hp. Tight trousers, feathered hat, pipe, keys to the prize vault. - Engage in a fair fight for any slight of honour. - Give questionable advice on any situation as if he's an expert. - Sleep around behind his wife's back.
Bernard Urnard Woughlough - Society Critic STR 8, DEX 4, WIL 13, 2hp. Thick clothes, walking cane (d6), gout. - Give a scathing critique. - Indulge in gluttony. - Oppose any sort of change to traditional ways. Pip Vincery - Retired Explorer STR 12, DEX 15, WIL 10, 12hp. Cap and smoking jacket, drink in hand, duelling sword (d8). - Tell an incredible story of his travels. - Beckon a beast to nuzzle up to him. - Advise on the t he perfect beverage for any situation. Alette Jonting - Spoilt Brat STR 7, DEX 9, WIL 6, 6hp. Layered dress, smug grin. - Demonstrate how much wealthier than you she is. - Fish for compliments. compliments. - Lose temper and buy revenge however she can.
d12 Fullsister Judges If you get arrested down in i n the pastel-painted Unwish district of Bastion, the court will be overseen by one of the eleven Fullsisters. These identical-looking women were each raised in highly specific experimental conditions by their parents, who died in the Underground. This resulted in each Fullsister having eccentric differences from their identical core. There doesn't seem to be any logic to t o which Fullsister is assigned to a case.
Each of the Fullsisters is identical (STR 10, DEX 10, WIL 8, 4hp, Elaborate Court-Gown, Judicial Hand-Fan) Hand-Fan) beside the listed differences. differences. 1. Sumblanche Fullsister - The Innocent : Favours whoever appears the most good by her naive view of the world. Childlike manner. 2. Cirridia Fullsister - The Servant : Does whatever she's told to, and is usually completely brow-beaten by the barristers. Defeated Defeated manner. manner. .
3. Arcella Fullsister - The Sleeper : Entire conversations seem to pass her by. Bases judgement judgement on the few pieces of testimony she was conscious for (around 10%). Slow, vacant manner. 4. Arbyssul Fullsister - The Skywatcher : Favours whoever embellishes their testimony with the most supernatural, cosmic content. Longs to become one of the Star People that she never shuts up about. Manner of an obsessed teenager. 5. Berrael Fullsister - The Beast . Booksmart, referencing referencing obscure tomes to disprove any point made by either side. Anyone that argues back against her is treated to a bestial outburst, followed by immediate and harsh prosecution. Snarky manner punctuated with animal noises. 6. Jastis Fullsister - The Immovable: Immovable: Allows each side to make three statements. statements. She sentences both sides based on the number of statements she disbelieves, with no chance for appeal. One lie is a beating. Two lies is life in prison. Three lies is death. Stubborn manner. manner. 7. Poson Fullsister - The Windspeaker : Claims to speak on behalf of the all-coloured wind, which seems to f avour whichever side is most respectful of its apparent divinity and flattering towards Poson. Vain, posing manner. Disinterested in details. 8. Marsil Fullsister - The Bloodspiller : Favours whichever side appears stronger. Punishes the weaker side with enforced military service, or calls for f or trial by mass combat. Masculine manner. 9. Mordish Fullsister - The Rover : Rides into court on horseback at the last second and often leaves in the middle of cases. Favours the person that least resembles the establishment. Personally shoots the guilty party with a bow, after which they are free to go if they t hey live. Unfocused manner. 10. Rhalocke Fullsister - The Unlived : Seems unaware of even the most everyday concepts outside of her emptyroom upbringing. Has lots of made up words for things. Easily confused by complex cases. Favours whoever paints the most inspiring picture of the outside world. 11. Tinfacta Fullsister - The Chameleon: Chameleon: Pretends to be one of the other Fullsisters, usually exaggerating exaggerating their eccentricities. eccentricities. Actually takes the case seriously, judging as fairly as she can once she finally reveals her true nature. 12. Roll 2 Co-Judges , arguments likely. On a repeat, roll 3 Judges, and so on.
So You're Behind Bars Sooner or later you're going to upset someone important in Bastion and get hauled into a jail. Roll d6 to find out who's running this place. 1. Dira Deff STR 15, DEX 15, WIL 11, 12hp. Maiming Sword (d8), Countless Medals. Wants to scare his prisoners straight by making a few horrific examples, and get some spare time to finish his fantasy novel. Limb-Taker Enforcers (4hp, Maiming Sword d8, plain uniforms with no medals) 2. Lady Panada STR 7, DEX 5, WIL 10, 10hp. Painfully boring clothes. Wants to discover the limits of mechanical mechanical augmentation that the human brain can survive, survive, through experiments experiments on prisoners. prisoners. Augmented Watchmen (WIL 5, 3hp, club (d6), drooling mouth, heightened senses) 3. Cornine Aggara STR 10, DEX 13, WIL 10, 4hp. Decorative Pistols (d8). Wants to create a disciplined penal legion to attack her Uncle's prison, which has stolen wealthy investors from her. Rehabilitated Penal Guard (7hp, Musket d8, self-hatred)
4. Nod Lacerash STR 5, DEX 5, WIL 17, 12hp. Walking Stick (d6), Acid Spray (d10, requires a short rest to re-fill his gland). Wants his true nature as a shapeshifting star-man star-man to remain secret while he seeks out the worst of human behaviour to observe. Clueless Guards (Hook-Halberd (Hook-Halberd d8, Floppy Cap) 5. Carlish Flur STR 9, DEX 11, WIL 12, 5hp. Twisted Sword (d8), Under-Robe Armour (1). Wants to negotiate early releases with criminals that can extend his i nfluence on the outside. Observant Guards (4hp, Mace d6, Shield Armour 1) Canned Food Factory (d10g Income) 6. Iron-Angel STR 14, DEX 9, WIL 8, 14hp. Heavy Rod (d8), Lizard Armour (1), Barded Steed, Crazed Bellow. Wants to terrorise the prisoners into submission through constant physical and verbal assaults, and please the StarLizards he anticipates a visit from soon (they aren't coming). Lizard Guards (5hp, Spiked Clubs d6, Lizard Armour 1) Roll d6 to find your cell-mate. Everyone has a shiv (d6) hidden somewhere and minor items for bartering.
1. Vera Nuklbludd STR 13, DEX 9, WIL 9, 12hp. Wants to return to a life of luxury and see lower-classes put back beneath her. Charged with instigating a revolution against the poor, attempting to blow-up a workhouse, and poisoning an orphanage. 2. Blackballs STR 10, DEX 15, WIL 10, 10hp. Wants to escape to see the city he hasn't seen since childhood. Charged with petty childhood insolence. Sentence extended indefinitely for insult against the Governor.
3. Mr Vengerwick STR 9, DEX 16, WIL 15, 9hp. Wants to let out his bitterness by tricking stupider inmates into extending their sentences, while he manipulates the system to shorten his. Charged with attempted robbery of the Grand Industrial Bank, his accomplices accomplices escaped with a fortune. 4. Wrong-Un STR 16, DEX 16, WIL 4, 13hp, Cannibal Jaws (d8). Wants to lure people close with a gentle-giant act, recanting poetry, before killing and eating eating them. them. Charged with irreconcilable savagery. 5. Clestine McVinter STR 6, DEX 6, WIL 8, 7hp. Wants to use her Dreamwheel to improve the life of the other prisoners and subtly work against the Governor. Charged with refusal to surrender a device of interest to a University professor. Dreamwheel: A spinning wheel that only exists in Clestine's dreams, but objects she creates with it appear somewhere in the jail. Can be used to create almost anything she likes, but there's no guarantee where it will appear. 6. Lilly-Ash STR 10, DEX 9, WIL 9, 3hp. Wants to reconnect with her husband, who hasn't visited in years and has never forgiven her. Failing t hat, wants to drown herself as penance. Charged with drowning her two daughters. Roll another d6 , on 1-2 their charge is correct, on 3-4 they're more innocent, on 5-6 they're even more guilty.
The Iconic Monster of Into the Odd is... I've spoken before about how the concept of an Iconic Monster doesn't fit with Into the Odd's guidance of making monsters unique and unknown. But really it's clear. Humans of some sort will probably be the most frequent being you int eract with in the game. So have 6 Human Encounters in Bastion. People have Ability Scores of 10 and 3hp, unless stated otherwise. 1 - Two Moss-Protection-Cabinet Moss-Protection-Cabinet Agents investigating the scene of a crime (polished club (d6), fuzzy yellow hat, magnifying glass, whistle). Want to protect the thousands of species of moss indigenous to Bastion from industrial harm and educate the populace. 2 - Three Spider-Burglars arguing as they scale a wall (wrist spike (d6), black lycra suit and goggles). Want to make a big score so that they never have to do this again. 3 - Eight Dismemberers looking for victims (machete (d6), strong whiskey, blood-soaked black suits, bag of hands and feet) Want to collect hands and feet to sell to their client and find a way to clear their consciences consciences afterwards. 4 - Twelve Curfew Enforcers driving people indoors (Loud old shotgun (d8), Black breastplates and helms (1), reflective visors). Want to get people off t he streets, as they are expecting something nasty to come from Underground tonight. 5. An Onion Seller latching onto you (Smelly old onions, smelly old clothes, drooling mouth).Wants to sell you onions and make his first friend. 6. Marching Band Slaughterers partway through a march as people flee (Detachment, Tattered band uniform, bladed brass instruments (d8), tall tall red hat). Want Want to perform their dissonant march march and kill bystanders bystanders as dictated dictated by the sheet music, music, as part part of some yet yet unsuccessful unsuccessful summoning summoning ritual.
Why is This Person so Odd? Roll d12
1. Mouth half sewn up. De-programmed De-programmed former cultist. 2. Near constant constant black nosebleeds. nosebleeds. Started Started after a black-out black-out drinking session and waking up in the Underground. 3. Wears costume bug-wings. bug-wings. Just thinks they t hey look cool and will soon become a mainstream trend (they won't). A little too into watching bugs. 4. Seriously reeks of gin. Believed a claim that it will keep disease away (it won't). 5. Absolutely no sense of humour and slight drool hang at all times. Undertook experimental experimental mind-probing that cured alcoholism but left an un-emotional robot. 6. Carries an urn and talks to it. Believes it contains the ashes of a Star Man that he saw an angry mob burn to death and is trying to find a way to return it to life. 7. Dresses and acts like an exaggerated stereotype of a barbarian warrior. Part of a cult that believe civilised society breeds behaviour that is unafraid of the consequences consequences of a more savage age. Mostly an excuse to act like a jerk. 8. Wears a full-body leather suit with goggles and a breathing tube. Believes the Bastion is due a plague that will wipe out most of the population. 9. Map tattooed on body. A cult connected the birthmarks and freckles thinking they would lead them to a prophesied treasure. treasure. There was nothing there, so they cast cast them aside. aside. 10. Has incredible difficulty hearing you and becomes distressed seemingly at nothing. Is receiving transmissions in an alien language in their head. 11. Constantly sniffing at you. Believes they have taught themselves themselves to smell lies, and some emotions. 12. Talks about lots of friends, and their crazy adventures, but can never actually show them to you, and nobody else knows about them. Obsessively writes fiction in their attic and refers to the t he characters as real people.
d6 Urban Legends of Bastion Roll d6 to see which tale the Street-man Street-man tells you. Roll d4 in addition. 1: It's a load of nonsense. 2: It's based on a truth. 3: It's true. 4: It's actually much weirder. 1 - Faces of Mercy Kids of the ultra-rich decked out in full suits of armour, white masks, and guns li ke you've never seen. See, they're so bored with their life of luxury that t hat they hunt down the poor and desperate for kicks. Think they're doing them a favour by putting them out of their misery. 2 - Ug-Water You still drink water from the taps!? Are you crazy!? Just look at the ugliness you see around you today. Not just the boils and spots, but the heartless behaviour people everywhere. everywhere. It's them weirdos in the Underground messing with our water. There weren't no gangs before the taps came! 3 - Water Wolf So you get a lit candle in each hand and lie face-up as the tide comes in around you. With me so far? Now... you've got to let yourself drown, but keep the candles upright! If you do it right, your body will wash away and turn into sort of fish-skinned wolf thing t hing and you'll crawl up onto the land. One blood-sucking rampage later and you'll slink back off into the sea, sea, only to wash wash up as a good-as-new good-as-new person person with no blood on your hands. What? What? I didn't say I knew why anyone would want to do it, but it works! 4 - Cloud Cutters You know, when I was a kid we never saw those long, ripply clouds. Just got the big fl uffy kind or clear blue skies. That proves That proves that invisible flying machines are zigzagging the skies and planning the destruction of Bastion. 5 - Soul Boxes Those metal units at the bottom of those new gaslamps? Recently dead children are pushed in there at night, and the last sparks of their life keep the lamps running. You think oil can make a lamp that bright?
6 - Observers Rain was battering my window last night, so I went to peek outside and BAM! Giant eyeball looking in at me! Before I knew it I was frozen in place while it stared into my very being. I could feel it looking through all my secrets before it whizzed whizzed away as fast as a bullet. I just know that it was serving whoever's really running this city.
The Oddegon Rail The Oddegon is a huge blue steam train (12hp, Armour 3) with the face of a screaming old man. A year ago it blasted off on its maiden maiden voyage, voyage, overloaded with with three hundred hundred passengers, passengers, and didn't return. return.
The intended route was: - Leave Bastion under a blessing ceremony. - Barrengap. A hail-battered mining town on the near edges of Deep Country. Full of people that hate Bastion and technology, but they begrudgingly refill coal supplies. - Riddled-with-Worms (Pronounced Riddla-Worrum). Riddla-Worrum). Quaint village on a lake obsessed with servicing trains that pass through. Treat Treat drivers as as celebrities. - Petal. A failed city of disease and wine, pointing out to the Golden Lands. Mostly empty beside a few sailor caricatures offering to take people off the continent. - The Dumb Pike. Site of Pilgrimage Pil grimage for several Star Cults. An extinct volcano that flashes like a strobe from its crater on some nights. Most of the passengers were headed headed here. Put a dungeon in here, draw a r ail through it, and put the wrecked wrecked Oddegon at at the end of it. - Return to Bastion via Barrengap for refueling. Roll d6 once for the whole group to see who's coming along on the Search Party. All are Detachments. 1: Wreck Worshippers - 3hp, Hammers (d6), Stone Helmets. Want to marvel at wrecked machinery and structures. 2: Dumb Pike Pilgrims - 3hp, Spears (8), Astral Symbol Tattoos. Want to find the truth of Dumb Pike. 3: Bereaved Cult - 3hp, Muskets (d8), Flower Wreaths. Lost half their number on the Oddegon. 4: Pre-Paid Mercenaries - 6hp, Muskets (d8), Lengthy Contract. Serving a contract to a filthy ri ch entrepreneur aboard the Oddegon. 5: Loyal Pet Pack - 4hp, Teeth and Claws (d6), Collars. Inexplicably brought together as a collective mind in search of their lost owners on the Oddegon. 6: Investigation Retinue - 5hp, Pistols (d6), Broad Hats. Want to find unveil truth at any cost. The group have access to the Map.
Travel Times are noted in hours, on foot. You also have a form of Rail Transport , which may be quicker. Roll d6 to find out what it is. . 1: Pump Truck - 4hp. Three times as fast as foot. Man-powered. 2: Old Steamer - 7hp, Armour 2. Four times as fast as foot. 3: Rail Wagon - 6hp. Three times as fast as foot. Horse-drawn. 4: Repulsion Pod - 5hp, Armour 2. Eight times as fast as foot. Takes an hour to start up from stop. 5: Wheel Beast - 12hp, Armour 1. Three times as fast as foot. Needs lots of food. 6: Track Ship - 8hp, Armour 1. Wind pushes it d6 times as fast as foot. Re-roll at the start of each day.
For each day's travel on the rail roll d12 for a Rail Encounter. 1-3: d10 Railmuggers - STR 13, 6hp, Pistol (d6), Bearded Mask Mask and Cloak. 1: Lying in wait for you. 2: Drunk and feasting on stolen steaks. 3: In a butchered heap after being killed by Justicemen. 4-6: d8 Claw Hitchers - DEX 13, 5hp, Claw-Gun (d6) and Wire, Pointy Hair and Scarred Faces, Rickety Wagon. 4: Lying in wait for you. 5: Screaming Screaming and joyriding a chariot along the rails. 6: Tearing up rails for salvage. 7-9: d6 Justicemen - STR 14, 5hp, Hacking Sword (d8), Lead Suit (Armour 1), Back Banner. 7: Stopping everyone for inspection, and you're always guilty. 8: Repairing their broken down Justice Railwagon (8hp, Armour 1). 9: Burning a criminal alive. 10-11: Maintenance Crew - 3hp, Heat-Saw (d6, ignore armour), Goggles. 10: Poking a big pink blob that's blocking the rails. 11: Working on a broken down Locomotive.
12: Zoo Train - 1 Dozen-Tusk-Elephant, Dozen-Tusk-Elephant, 20 Miniature Ostriches, 2 Fighting-Giraffes, 4 White Crocodiles, 1 HellHog. 12: Headed back to Bastion to deliver its cargo.
If you go off the rails, roll d12 each day for a Wild Encounter. 1-3: d8 Techno Hunters - 5hp, Extreme Crossbow (d8), Wooden Mask. 1: Following the scent of steam from the Oddegon. 2: Burning a pile of scrap machinery machinery and trying to inhale the techno essence. 3: Target practice against a wrecked locomotive (not the Oddegon). 4-6: d12 Arrow-Men - STR 15, 6hp, Pole-Club (d8), Prison Uniform. 4: Breaking rocks under the watch of a Justiceman. 5: Engaged in a fight with the Justicemen. 6: Having a very civilised picnic. 7-9: Crawling Star-Rock - STR 16, DEX 5, WIL 15, 12hp, Armour 3, Rock Arm (d10). 7: Crushing cows into meaty pulp and sucking it through its beak. 8: Spinning downward to dig out a sleeping hole. 9: Under attack from an Isolationist (see 12). 10-11: Rolling Corpse Pile (Detachment) - STR 13, DEX 10, WIL 2, 5hp, Armour 2. . 10: Digging deep into the ground to pull out new corpses. 11: Chasing a bemused cow. 12: d4 Isolationists - WIL 15, 5hp, Boomgun (d8), Visored Helm 12: Harvesting ugly vegetables from a field with their visors down, totally oblivious to you.
Each night, roll d6 for a Night Event . 1: Food Issues: Fix it or your followers lose d6 WIL. 2: Water Issues: Fix it or your followers lose d6 STR. 3: Weather Issues: Tomorrow's Tomorrow's travel takes twice as long. 4: Fuel Issues: If your vehicle uses fuel, it's out. 5-6: All quiet.
Jolly Underground Ghost-Cruise with Severin Sistern Outside the gates Bastion's New Progressive University, a canal-yacht beckons freshly graduated students, with some of their parents' money left to burn. For just 50s you can ride the Free the Free Spirit Spirit into into the t he mysterious underground and back. On your way you'll be guided through the subterranean world by Severin Sistern, young heir to the Portwell-Sistern brandy empire. Severin Sistern - Privileged World Traveller STR 10, DEX 6, WIL 14, 3hp, Fancy Hide Jacket, Fake Musket (d0), Machete(d6), Machete(d6), Fertility Idol. - Tell you a story, in a patronising manner, manner, about his years of exotic travel. - Exaggerate his familiarity with the Underground. - Cower from any real danger, under the guise of "letting you di scover the world for yourself." The Free Spirit - Expensive Canal-Yacht 12hp. Two Silent Punting-Men, Swivel Gun (d10), Colourful beads and fancy tapestries. 10g, Ivory-Pistol (d8) and a t eddy hidden in Severin's locker. Rules of Passage 1: Everyone must be open to sharing an experience together. 2: Keep your arms inside the boat at all times 3: Stash all weapons in the storage locker. 4: No refunds.
All complaints are directed to Severin's father's guards (5 Corporate Thugs, 6hp, d6 Claw-Hammer, Cauliflower Ears).
The canal takes the following Route, each section lasting around 30 minutes. 1: The Sewer. A stinking stretch of narrow canal with gross weeds hanging down from t he roof. 2: The Cavern. A glittering forest of crystals, with neon-paintings on the wall (fake, by Severin) depicting clues to the scripted scares. 3: The Rapids. A winding, white-water decent with bats and bugs. The Yacht takes d6 damage. damage. 4: The Lagoon. A vast underground lake dotted with piles of floating debris. 5: The Drop. A mossy cave riddled with squeaking lizards and bubbling hot water, ending in a 50ft plunge dealing d6 damage to the yacht. 6: The Lift. Abandoned mining tunnels ending a masterpiece of hydro-engineering hydro-engineering that raises the yacht back to the surface, but only works 50% of the time. If it's broken there's a rather anticlimactic ladder climb back to street level. Roll d6 at the start of each section.
1: All quiet now, but r oll a Real Horror later. 2-3: Roll a Scripted Scare. 4: All quiet beside bugs and nasty smells. 5-6: Storytime with Severin (Roll a Scripted Scare and have Severin foreshadow it with with much exaggeration)
Scripted Scares Roll d20 1-4: d6 Inside-Out Men (Severin's Lackeys in Organ-Suits) 4hp. What are they doing? 1: Performing a highly rehearsed song and dance number Don't number Don't Go Into the Underground Underground . 2: Caught on a smoking break before performing their song and dance number. 3: Breaking character character and running from a Real Horror that's nearby. 4: Trying to gross out the passengers by rubbing their organ suits up to them. 5-8: The Witchety Worm (Lackey dressed as worm-faced hag) 4hp. What are they doing? 5: Slowly approaching the boat with a cloth doll before screaming and banging it against the side. 6: Pointing at one passenger You! You won't make out of here! 7: Calling out for her young to come home for dinner. 8: Begging Severin to take her back to the surface, which he refuses before shooting her "dead". 9-12: d6 Man-Cattle (Ordinary Cows with Human Masks) STR 15, DEX 5, WIL 2, 1hp. What are they doing? 9: Mooing with disinterest. 10: Eating grain from a pretend corpse. 11: Being chased around by a Shell Urchin. 12: Lying butchered in a pile. 13-16: d8 Shell-Urchins (Child Lackeys in Lobster-Shell-Suits) 7hp, STR 5. What are they doing? 13: Begging for coins and asking if any of the passengers are their mummy. 14: Clacking at each other with their fake claws. 15: Calling out to Severin, Severin, Father! Father! Take us Home! 16: Sat in a circle chanting Click Clack Nick Nack Down Down into the Black. 17-18: The Boggoth (An ogre-like puppet operated by three lackeys). What are they doing? 17: Something's Something's gone wrong with the mechanism and only one limb is swinging menacingly, the rest hanging limp. 18: Roaring and yelling at the passengers. passengers.
19-20: Mother Underground (Severin pretending to channel her voice) What are they doing? 19: Severin whispers Why do you come into the t he darkness? and presses one passenger for answers. 20: Severin yells NONE yells NONE WILL WILL COME BACK BACK ALIVE MWAHAHA MWAHAHAHAHA HAHA with extra ham.
Real Horrors Roll d20 1-4: d10 Blood-Men (Scrawny mutants dripping in rat blood) 8hp, d6 Pick-Axe, Droning Pipe. What are they doing? 1: Butchering Man-Cattle and rubbing themselves in the blood. 2: Playing their Droning Pipes and reacting with hostility to any interruption. 3: Carrying around the looted puppetry of the Boggoth with much amusement. amusement. 4: Lying in wait to hurl glowing poisonous giant millipedes (STR (STR 3, 1hp, d6 Bite, swolen-bursting-death swolen-bursting-death on Critical Damage) at the passengers. passengers. 5-8: Father Vud Dool (Disfigured Fat Monk) 4hp, d6 Staff, Rotten Old Robes. What are they doing? 5: Offering Underground Mead to any passersby. It's gross and causes loss of d6 DEX. 6: Looking into his Peering Hole, a pool that shows nearby treasures (including any carried by the passengers) passengers) 7: Preaching loudly about the Smogfather, who is in the middle of cleansing the surface of Bastion so that those in the underground can inherit the city. 8: Trying to sneak aboard to get passage to the surface. 9-12: d6 Eye-Toads (Huge misshapen amphibians) amphibians) 7hp, d8 Gulp, Crystal Eyes that transmit back to a remote viewer. What are they doing? 9: Watching silently from the darkness. 10: Barking out loudly as d12 more Eye Toads start to appear. 11: Fleeing from the Mock Kraken, who they are trying to observe from a distance. 12: Just in the middle of tearing some Man-Cattle to bits and eating the remains. 13-16: d8 Lizard Girls (Mutated Hopping Urchin Girls) STR 15, 5hp, d6 Slobbering Bite causing spasms and paralysis on Critical Critical Damage. Damage. What are they doing? 13: Arguing back and forth about which way to the drinking hole. 14: Bullying a smaller lizard girl by dunking her head under the filthy water. 15: Selling genuine underground underground food to passers-by. In reality it's just pots of filth they want to trick you into eating. 16: Preparing to throw a bomb (d12) at the yacht to raid for supplies.
17-18: Mock Kraken (Wiry mass of leather arms ending in two-pronged hands) STR 15, 10hp, Armour 1, d8 Grasping Hands. What are they doing? 17: Reaching out for companionship, pulling anyone that will welcome his grasps out of the yacht to see his leathery grin and exchange pleasantries. pleasantries. 18: Eating one of the Lobster-Urchins Lobster-Urchins with tiny nibbles. 19-20: Mother Underground (Genuinely channeling action through Severin) What are they doing? 19: Severin suddenly cannot speak before vomiting uncontrollably. The word LIAR word LIAR can be heard with each retch. 20: Severin starts to bleed from his nose, then his ear. Then drops dead in a heap.
Odd Classes and Orders These aren't Classes. They're Orders that any character can join. Brand new members take the Pledge in italics, and are given the Order's Paraphernalia to show their allegiance. allegiance. Breaking the Pledge requires atonement, or in more serious cases, expulsion. Each time the character returns from an Expedition, if they can explain what they have achieved or learned in relation to the Order's philosophy, they are taught a new Secret. When a characters knows all of the secrets, the Order begins t hem on the path towards their Destiny, which requires a lengthy pilgrimage or ritual. Refusing this is considered the ultimate heresy against an Order. Starting characters can roll d10 to start as an Order brand new member. 1: Populads - We're all insignificant together. Paraphernalia: Dark grey clothes and skin-paint. Secrets Faceless: Nobody can describe you, or recognise you from even moments ago. Selfless: When it suits you, you do not count as a li ving being. Shadowless: You leave no mark on the world around you. Things just fall back into a natural natural place and and nobody will know you you were here. here. Destiny: Become Become invisible to all except those who share this destiny. 2: Horrorists - Present a horrible horrible visage to keep keep the real real terrors at bay. bay. Paraphernalia: Horrible masks and hairy suits. Secrets Shock: Anyone you surprise must pass a WIL Save or blurt out a secret. If they don't have any secrets, their imagination creates one. Disgust: Anyone watching you eat must pass a WIL Save or vomit. Fear: Anyone that locks eyes with you must pass a WIL Save or reveal something they fear. Destiny: Transform into a true monster and lose all humanity. 3: Arcphagers - For all I eat, I must must bring equal to Big-Eater. Big-Eater. Paraphernalia: Smart red dress robes, black circle painted around mouth. Secrets Material Ingestion: Eat a pure piece of an otherwise inedible material and have a bodypart of your choice turn to that substance. Arcane Ingestion: Eat an Arcanum. If you pass a WIL Save you can control its power at will, if you fail it's always on.
Self Ingestion: Eat a portion of your own flesh to re-live any memory memory of your life. Destiny: Eat a star, and never eat again. 4: Time-Enforcers - The great pendulum is all that keeps order in the world. Paraphernalia: Blue uniforms and ceremonial ceremonial pendulum-baton (d6). Secrets History Adjustment: Meditate for an hour to adjust one trivial fact about history. Possibility Sever: Once a day, announce a specific outcome of the current situation. That cannot happen. Union of Presents: Once a day, summon an alternate version of any object or being. It stays for a minute, and varies slightly from the original, but is not bound to serve without reason. Destiny: Go into hibernation until the end of time. 5: Fly Heralds - Prepare the consumption by the cosmic cosmic swarm. Paraphernalia: Compound-eye Compound-eye goggles and proboscis mask. Ceremonial fly wings for special occasions. Secrets Congregation: All insects in your sight gather on a point of your choice. Feast: All insects in your sight begin to feed at a frenzied rate. Metamorphosis: Metamorphosis: If you sleep in a cocoon with a corpse, you awaken in their body in the morning, and your old body is melted into into goo. Destiny: Be the first meal for the cosmic swarm. 6: Carcass-Sons - Pay no heed heed to flesh, do no harm harm to mind. Paraphernalia: Loose sack clothes. Secrets Shed Flesh: Your wounds do not visually heal, and you feel no pain from external damage. This has no mechanical effect on damage and healing. Project Mind: If you sit still you can transfer your being into an held inanimate object. It remains remains inanimate but you control it up to t o the degree that an automatic version would behave (pull triggers, push buttons). Banish Meat: Once per day you can repel a meaty being, or object forcefully away from you and prevent it approaching unless it passes a WIL Save. Destiny: Become a brain in a jar. 7: Under-Kin - The Underground is truth. Paraphernalia: Black smart clothes.Pouch of gravel from the deepest cave you've visited. Secrets Drop of Faith: As long as you're falling into darkness, the landing will never harm you. Tunnelgaze: Tunnelgaze: When you look into a dark tunnel you see right the way to the end of the tunnel. Cave Call: Once per day you can ask the darkness a question, and it answers as best it can. Destiny: Move permanently to the Underground, except except during Solar Eclipses. 8: Worldkillers - A new world must must be born from the the destruction of this one. Paraphernalia: Broad white hats or armour, with bold red stripes. Secrets Un-Bloom: Touch an object or being to t o immediately halt its growth and development.,Unwilling intelligent beings get a WIL Save. The target does not progress to any state more advanced than its current one, but will decay as expected. Catastrophe Haste: If a natural disaster or mishap (anything from a bad storm upwards) is approaching, you can cause it to happen immediately. This also applies to rituals that would harm the planet. Wreck Earth: Once per day, you create a sinkhole d20 meters wide. Destiny: Break off a part of the world and launch it into space.
9: Fictioneers - If it's written, it is real. Paraphernalia: Multi-coloured robes, big empty book. Secrets Creation: If you write a description of a made-up thing, person, or place, the next person you tell about it believes it's real. Fictive Jaunt: When you dream, you go i nto a made-up place you created, and bring back a single object that could exist in reality. When you next go to sleep, it vanishes. Exposition: If you write a plausible explanation for something, and burn the paper, it becomes becomes reality, but always finds a way to bite you. Destiny: Leave reality to live within your fiction. 10: Unpairers - Nothing is more unnatural unnatural than a gathering of two. Paraphernalia: Single-colour one-piece one-piece boiler suit. Paired body parts have one covered with black cloth, but removal is encouraged. encouraged. Secrets Separation: Make two paired objects repel each other with great force. When used on the paired body parts of a being, this causes causes d8 damage. damage. Fission: Two paired objects fuse into one. If they are unwilling, they get a WIL Save to resist. Summation: Use once per day. A third object is created from two paired objects. It has some properties of each original object. Destiny: Split apart a binary star system when they line up right.
Cosmic Angels The Terror-Stones show three groups of six beings falling from t he stars and performing terrible deeds in the name of their group's single Virtue. Since then there have been scattered sightings and hearsay, and the stones have inspired the Angel's Imperative cult. Followers dress as poor imitations of their favoured Angel. All Angel's have 25hp and Ability Scores of 18.
Glory-Angels - We Must Win. Final Corpse - Huge Blunted Sword (d10), Glorious Red Armour (1), Skeletal form with tattered wings, Wants to duel and eat those she defeats. Ashkan - Mercury Maul (d10, can turn to t o burning liquid metal at will), Charred Green Armour (1), horrible black lizard face. Wants to absorb more metal into his maul and gather heavily armed followers. Metal Skull - Infinity-Slug-Gun (d10, blasts through any material), mechanically armoured body (1), exposed metal skull with long silver hair. Wants to dissect powerful beings to help perfect her form.
Father Vocal - Spike-pistol (d6), Crimson Star-Adorned Armour (1), Enlightenment Enlightenment Scepter (d8, causes false visions of paradise on a willing recipient, or on Critical Damage), followed by d6 Mindless Acolyte Hordes (3hp, Clubs d6, Rags). Wants to be worshiped and followed without question. Deep Mimic - Arsenal-Shard Arsenal-Shard (d8, can reshape to any weapon), Green multi-limbed suit (1) for their conjoinedform, synchronised voices voices of young girls, one of the mass can split free for an hour at a time, but is mostly defenseless defenseless (3hp, STR 6). Wants to spread influence and eventually kill other angels so that one of her form can split free to take their place. Blue Giant - Golden Mace (d10), Colossal Form (Armour 2), Cruel Eye Charm (shows a willing target how they will die unless they change their ways), near perfect telepathy, floating throne. Wants to test and improve his powers and eventually eventually put an end end to the constant constant war of the other other Angels.
War-Angels - We Must Fight. Hammer Queen - Big Golden Hammer (d10), Huge Golden Armour and Shield (2), Colossal Golden Mane, can raise golden walls out of the ground at will, Wants to drive the other Angels off what she sees as her planet. Paragon - Father-Hand (d10 Fist, d8 Lightning-Gun, suspends victim in Stasis on Critical Damage) Damage) Blue Stone Armour (1), Wants to unite the other Angels to a greater battle in the stars. Grey Savage - Fanged Sword (d8), Grey Fur Armour (1), Bestial Fangs and Senses. Wants to journey into the harshest wilderness to find her ultimate battle. Slaughter King - Brass Axe-Cannon (d10 melee, d8 sputtering bullet-fire) White and Red Spiked Armour (1), can barely string two words words together between between shouting. shouting. Wants to fight the ultimate ultimate battle forever. forever. Besieger - Wrecking Cannon (d12, fires a single ball that can be summoned summoned back to her, striking everything in its path) Black and and Silver Plate-Suit Plate-Suit (2), Personal Iron Iron Chariot (10hp, Armour Armour 3) pulled by a pack pack of huge metal metal burrowing-insects (6hp, Armour Armour 2, d6 jaws). Wants Wants to bring down the tallest towers and and thickest walls walls she can find. Perfection - Scream-Beam (d10, Ignore Armour), glittering sword (d8), Gaudy white and pink armour (1), Shortrange prescience. Wants to keep the angels fighting amongst themselves waiting for a moment moment of weakness to betray them. Death-Angels - All All Must Die. Killer Bird - Metal talons in place of hands (d10), Black and white jet-pack armour (1), can pass from one shadow to another at will. Wants to strike the other Angels when they show weakness. Black Tiger - Energy-Pistol (d8, melts things), thi ngs), Stone Sword (d8), Black Masked Armour (1), Book of names of people that know too much, limited telepathy. Wants Wants to kill those who seek to learn learn to much, and protect protect herself. herself. Thunderchild - Jagged Sword (d8), White Armour, Red Cloak, and Glowing Muscle-Steed (Armour (Armour 2), Can move as fast as lightning when the sun's in the right position. Wants to kill those that run away from their duty, or from her. Death-in-Waiting - Poison Gas Gun (All within cloud lose d6 STR per turn and turn all gross) Pale green chainarmour with copper plates (1), Can see death approaching new victims, and diseases in the air. Wants to find a way to destroy all life once and for all, taking on her new title as Lady Death. Warlord - Golden Pincers (d10), Grey armour adorned with red eyes (1, sees in all directions), Always knows the location of the other Angels. Wants to destroy the Sun. Terror Ghost - Lightning-Rod (d8, ignore armour), Absolute Black Armour (1, anyone looking for more than a turn loses d6 WIL), Can conjure bat-like swarms out of shadows to distract or terrify. Wants to kill the wicked first, then everyone else, then himself.
An Odd Undeath There aren't really your typical living-dead in Into the Odd. Cheating death isn't about dealing with souls, and holy symbols don't really come into it. But you're so sure you saw an undead creature in Bastion? Might have been one of the following. Skeletons Ivory automatons, polished bone armour on brainwashed henchmen, henchmen, skeletons of victims hung up to warn intruders. Zombies Victims of hypnosis rays, brain parasites, or intelligent viruses that seize control of minds and muscles.
Ghosts and Wraiths Echoes, holograms, drug-fuelled visions of dead loved ones, unfortunate consciousnesses consciousnesses trapped in vacuum chambers, or bound to a comatose host. Ghouls Underground mutants with poisonous bites and awful hygiene, cadaver-worshipping cults. Brains in OBJECT Oh, sure. People are always trying to cram brains into things. Mummies and Liches Oily old nobles that t hat seem to live forever, life-force revivification machines with a bad track record, and spritely old women that claim their spark was reignited by a night-time encounter with an androgynous star-child. Vampires Bruncent Sythe is a crooked old guy that drinks at t he Four-Worlds and always bites the landlord when i t's closing time. It was probably him wearing his funeral suit.
Bu il ding a bette betterr m ummy: Mummy of Emperor Kthataktha the Giver STR 5, DEX 1, WIL 20, 15hp, Armour 1. Dressed in full ceremonial armour and wielding an ornate spear, t he mummified remains of the once great emperor cannot move without help. Indeed, he is never seen off his jade throne, which is carried by twelve brass skeletons, who serve only as an elaborate means of transport. He speaks in a raspy groan, needing to be translated by one of the few living speakers of his empire's dead tongue. His thoughts are entirely set on regaining his stolen treasures and establishing a new empire. The emperor can use any Arcana, even those wielded by his enemies, within 30ft as if he were wielding them himself. He is bedecked with jewellery and a foot-high crown. Together these jewels function as an Arcana containing the spells listed below. Only one of the Emperor's bloodline can wield these items. Anyone else that tried is blasted with lightning for 2d6 damage. Eternal Hunger (Power 5): One target within 20ft must pass a WIL Save or lose 2d6 STR and you gain that many HP, even if it takes you above your maximum. These extra HP are lost when you have a full rest. Death Knell (Power 7): All living creatures within 40ft must pass a STR Save or take 3d6 damage. Even those that pass this spell are are deafened until they next have a full rest. Eyes of the Stars (Power 8): You know the exact location of one object or being you have touched before.
Mini Module - Lair of the Gore Cloud
Immediate room contents are listed. Contents i n parentheses require further investigation to discover. Whenever you would have a random encounter, it's the Gore Cloud. Gore Cloud A slowly drifting orange fog. Mindless, drawn only to heat, including body warmth. Cannot be the target of normal attacks or arcana, but can be blown away by a strong gust or held at bay with splashes of water. Any contact forces a STR Save to avoid being turned inside-out and dying horribly. Repeat the save for every turn of exposure. Entrances/Exits East: Old Sewer Tunnel: filthy water, brown slime (hammy smell, harmless), leads to 1 West: Daredevil Chute: partially rusted ladder (difficult to return up ), leads to 11 1: Sewer Rushing Sewage (smells hammy) Mossy Walls (red paint marking BEWARE GORE GAS) 2: Giant Petri Dish Colourful slime on water (harmless, concealing two dead men turned inside out) Ceiling:Dripping Purple Slime (intensely cold, harmless) Frogs Feeding on slime (harmless) 3: Bug Nest Cockroaches (harmless) Pool (leeches, penny coin) 4: Hidey Hole Wall:curtain (covering alcove containing story books, lantern, wine bottle) Corpse (old man, turned inside out)
5: Croc Shrine Cloth covered pile (covering remains of huge crocodile, stabbed to death). Altar (smeared painting of crocodile breathing fire) 6: Tiny Town Scraps of Wood (modelled into tiny town, t own, partially stomped up), Rat (dead, turned inside out) 7: The Flush Chain (rusty, wooden handle, causes sewage to rush in from t he ceiling pipe) Ceiling:Pipe (dripping, smelly), Stone Tiles (damp, mouldy, smelly) 8: Surface Signal Wall:Pipe (can hear faint sounds of the city, no response to calls) Three corpses (dogs, turned inside out) 9: The Herd Pile of dead cattle (turned inside out). Shallow Water (hammy smell, animal animal waste, sun pendant worth 2g beneath the filth) 10: Containment Chamber Heavy Iron Door blasted off its hinges (red cross painted on both sides, wax around edges). Brick walls (corroded, hammy smell). Corpse (man, turned inside-out, sword, pistol, torch). 11: Waterfall 20ft Waterfall Drop (four child corpses at bottom, turned inside out) 12: Shimmering Pool Bubbling, Silver Pool (mercury tained, 1d6 STR loss). 13: Filth Angel Pile of Waste (face replies cryptically to questions), Terrier Corpse (turned inside out) 14: Mutie Tomb Two Stone Sarcophagi (carvings of horribly mutated figures, contain misshapen bones, gold necklace worth 50s, silver ring worth 30s) 15: Feeding Room Waste Piles (animal waste, chicken bones), Chain (fixed to wall, broken metal collar) 16: The Stash Metal Door (locked) Pile of papers (soggy star cult material), Two crowns (costume (costume imitations, worthless) Decorative dagger (worth 10s), Crystal skull (unconvincing fake, worthless) Floor:Chalk Markings (Constellations, not very accurate) 17: Seed of Gore Cloud Corpses (woman and man, both turned inside out, t wo muskets, 20s) Twenty Football-sized Spheres (water (water held in thin membrane, slight orange hew, releases a smaller Gore Cloud if pierced or dropped dropped - disperses after after one turn).
Mini Module - The Rusted Vault
Immediate room contents are listed. Contents in parentheses require further investigation to discover. Roll 1d6 when the t he group enter a new area, hesitate, or make a l ot of noise. On a 1, they have a random encounter. On a 2, they get a sign that one is nearby. Random Encounters 1 - The Rusty Man: STR 10, DEX 10, WIL 15, 14hp. A faceless figure, glowing bright orange, with long clawlike fingers. Rusts one item (of any material) unless the wielder passes a DEX Save. Attacks using non-living material do not harm him, and any material used against him crumbles to rust. Can pass through the solid surfaces of the vault like a fish through water. 2 - Mechanical Mouse: A clockwork mouse that wheels its way through the corridors without a care in the world. 3 - Desiccated Ape : STR 6, DEX 6, WIL 4, 3hp. A f eeble, dried out husk of an ape that can barely crawl and whimper. Anyone getting close enough will be subject to his bite (1d6). When this causes Critical Damage, Damage, the victim withers to a desiccated husk themselves.
4 - Skeletal Frame: An immobile metal frame, loosely humanoid in shape. It does not move, but sways and creeks. Will move away incredibly fast when no one is looking. 5 - Heat Signature: The unmistakable feeling of someone right next to you. Definite warmth against the cold air. Maybe some quiet breathing, breathing, but it's gone before you get too long to think about it. 6 - Magic Bullets: A pile of lead shot from a musket. The pile rolls r olls and moves together with some intelligence. Has no motivation other than to get under people's feet at unfortunate moments, forcing a DEX Save to stay upright. Entrances/Exits The Long Stair: The only way in. No idea how you managed to find it, but it leads straight to an open door into room 1. Structure: Unless noted, rooms are metal-lined and doors are the heavy iron type. There are no lights, temperature t emperature is cool, and there is a lingering smell of rust and damp. Room Contents 1: The Fake Vault North:Long Stair (returns (returns to surface) surface) Ceiling: Chandelier (not lit, decorative, worth 10s) Floor: Two Iron Trunks (both locked, both contain ordinary bricks painted gold) South:Hung Painting of Soldiers (carrying strange-looking artifacts, golden frame, worth 20s, conceals conceals a secret door) 2: The Hub Iron Pillars, each with a large switch (when all are on, a loud alarm sounds. Nobody from the surface will respond, but you will automatically automatically get a random random encounter) encounter) West:Rusted Door (to corridor) East:Iron Door (locked, to corridor) 3: Ring Store Iron Door (locked) Rusted Marble Plinth with a Jade Ring (worth 2g, provides nightvision when worn, but any light causes you 1d6 WIL loss) 4: Control Point South:Metal Door (locked) North: Rusted Door Door Two Swivel Guns (1d6+2 damage, move-or-fire, mounted on small barricades, can be dismounted) Leather Chairs (well worn, some ash burns, rolled up note "shopping list") 5: Destruction Tanks East: Door (locked) West: Stairway Down Floor: Five pools of black liquid (annihilates anything placed within. Anything larger than a dog causes the pool to splutter violently, causing 2d6 damage to everybody in t he room) 6: Warning Room West Wall: Noticeboard (list of names and dates, covering a painted message "Forgiveness in Service") North: Passageway Passageway 7: Morgue South: Rusted Door (off hinges) West Wall: Pile of three coffins, each filled with a relatively fresh corpse, bullets through heads) 8: Collapsed Stairwell Piles of rusted metal (barely recognisable, once a door and parts of a ladder and staircase) North:Shaft (seems (seems to go on forever, forever, ends after after 40ft in a pile of of rusted metal and no sign of a way through)
9: Washroom Washbasin (no water supply, rusty, mildew) Rusted Mirror (Touching will summon the Rusty Man) North: Door (locked) (locked) East: Rusted Door 10: Arsenal Rack of 12 Muskets (all rusted r usted beyond use) Rusted Trunk (contains 3 bombs in working order) Floor: Pile of Rust (used to be a lantern) West: Rusted Door East: Door (locked) 11: Her Pod Shimmering Field containing a Metallic Humanoid (vaguely feminine, bladed hands, slightly rusted, disturbing the field awakes her) STR 17, DEX, 10, WIL 10, 10hp, Armour 2, Blade Hands (1d6+1 damage). Goes on a violent rampage, rampage, with nothing calming her. East: Door (locked) 12: His Pod Shimmering Field containing a Metallic Humanoid (vaguely masculine, masculine, hammer hands, slightly rusted, disturbing the field awakes him) STR 17, DEX, 10, WIL 10, 10hp, Armour 2, Hammer Hands (1d6+1 damage). Goes on a violent rampage, rampage, with nothing calming him. East: Door (locked) 13: The Cages Cages (man-shaped, barely room to move, padlocks are open but have no key) East: Rusted Door West Wall: Loose Stone (opens to crawlspace to 14) 14: Hiding Place Corner: Piles of Waste (human, rusted) 15: Observation Room West: Wooden Door (peephole) North: Switch on Wall Wall (currently up, switching down activates activates the chair chair in room 16) East: Glass Window (looking into 16) East: Wooden Door (into 16) 16: Torture Throne East: Ceramic Chair (reinforced, leather straps, primitive primitive electric chair causing 1d6 STR loss per turn of electrocution. Controlled by a switch in room 15). Floor: Buckets of Water (smelly old water, dirty rags on sticks) 17: Glowing Hall Floating Light Orbs (drift away from any attempt to grab them. If cornered, release a 1d6 damage electric shock. Shattered by any damage) Glowing Pillars (warm touch, extended touch allows slow levitation for a few moments) Corner: Bucket (filled with old vomit) North: Ladder (to high ceiling, leads leads to alcove lined lined with empty wine wine bottles) South: Staircase Up West: Door (locked) East: Rusted Door 18: Black Telescope West: Rusted Door Telescope (looking through shows constellations of stars. Some have glowing red circles, others green, others no
circle at all. No discernible pattern.) 19:Command Point Floor: Chalk Markings (partially erased battle plans) Corpse (Man, military uniform, pistol, sabre, key to all locked doors, 20s, long-dead, bullet through head) North: Door (locked) (locked) West: Stairway Up to 20. 20: Sanctuary Floor: Candles (burnt out, multicoloured, floral fragrances) Cloth Mat (star symbol) Wall Paintings (childlike drawings, families, f amilies, houses, pets) North: Metal Door Door (no lock) 21: Solitary Confinement When the door is closed the room is deathly silent and all lights extinguish themselves. Feels intensely cold, but not enough to cause physical harm. No sound can be made until the door is opened. East: Door (locked)
Mini Module - Supercapacitor, - Supercapacitor, an Into the Odd Dungeon Put this dungeon wherever you need it to be, but in my game it'll be hidden away in the Golden Lands, requiring an expedition of significant distance from civilization. This is one of those dungeons where your weapons aren't much use for anything, and I don't explain the true nature or origin of the place. Charged Walls: The walls in this dungeon are dull copper, audibly humming and releasing the occasional visible spark. Anyone touching the walls, or being connected through conductive material, takes d6 damage, ignoring armour, continuing for each turn of contact. The floors and ceiling are white stone, which does not conduct the charge, but give off a faint glow. The natural caves in the eastern half of the dungeon are not affected. Entrances A: A natural cave entrance high on a steep cliff face. Leads into an extremely tight tunnel that requires crawling to navigate. B: A collapsed well shaft that drops straight into 1. Wandering Encounters: Roll d6 whenever the group move to a new area, loiter, or make a lot of noise. On a 1 they encounter something, on a 2 they t hey get a clue that t hat something is nearby. 1: Magnetic Surge: A sudden magnetic force pulls metal towards Room 15 for a moment. 2: Static Crash: Deafening static noise effectively deafens the group for the next d10 minutes. They group cannot communicate communicate by talking for this time. 3: Gravity Distortion: Roll d20 and multiply by 10. Gravity functions as this percentage percentage of normal for the next d10 minutes. 4: d6 Charge Imps: STR 8, DEX 14, WIL 5, 2hp, Shock (d6, ignore armour). Driven by curiosity. Immune to physical attacks. attacks. Electricity causes causes damage damage as normal. normal. 5: d4 Charge Men: STR 10, DEX 12, WIL 10, 5hp, Shock (d8, ignore armour) Driven by desire to keep people out of the dungeon. Immune to physical attacks. Electricity causes damage as normal. 6: Charge Hulk: STR 16, DEX 5, WIL 10, 14hp, Shock (d10, ignore armour) Driven by desire to be left alone. Charge Beings: These creatures all similar in nature. They are immune to physical attacks, but electricity or other energy-based attacks cause damage as normal and eventually causes them to disperse in a flash. They resemble humanoids composed out of pulsing blue light, flowing plasma, with flashes of lightning sparking from their body. If they leave the dungeon or the connected caves their form collapses entirely. They are sapient and speak in a buzzing language language that you do not understand. understand. They They are not innately innately hostile, but are are impatient and and easily frustrated. frustrated. Spark Keys are copper rods with a square cross-section. They give a harmless spark when pushed against a target, but their intended purpose purpose is to deliver deliver a small charge charge to various doors doors or chests, which unlocks them. them. Any device device requiring a Spark Key to activate will have a square hole clear to see, where the key should be pushed. After a
successful use the Spark Key is depleted. Any electrical spark will serve the same purpose if no spark keys are available.
Rooms
Immediate room contents are listed. Contents i n parentheses require further investigation to discover. 1: Well Bottom Floor: Pile of Rubble (rocks, 15s in coins, a mirror, a Spark Key) East: Stone Carving in Wall (monstrous lion, can be pushed to open up to 2) South: Boarded over door to stairway down (easily broken through) 2: Hanging Owls Ceiling: Hanging Lanterns (stylized owls, conduct charge) Floor: Scraps of paper (scrawled notes in a foreign language) East: Door to corridor. West: Carved Stone Wall (angelic beings fighting a monstrous lion, can be pushed open to 1) 3: The Garden Floor: Glowing Stream (acts as normal water) Wall: Patches of bright green moss (conduct charge from the walls, smell and taste minty and delicious) Ceiling: Wooden carving (simply drawn scene of a ship sailing under stars) South: Stone Doors to 4. North: Stone Doors to corridor. 4: Skeleton Pile Floor: A heap of skeletons (human, completely completely bare of clothes or possessions, chalk chalk diagram drawn on floor underneath resembling an electric circuit) West: Ornately Framed Mirror (slightly rippling, touching with a spark key causes it to part and allow access to the corridor) North: Stone Door to 3. East: Stone Doors to 5.
5: Fully Copper Room Floor and Ceiling: Copper (shocks for d6 damage damage ignoring armour, as the walls) East: Stone Doors to 6. West: Stone Doors to 4. 6: Ancestor Chamber Walls: Carved images (people lined up to enter a sphere, emerging as angelic beings) West: Stone Doors to 5. East: Mirror (slightly rippling, touching with a spark key causes it to part and allow access to 7) 7: Hands of Death Floor: Copper Box (opened with a Spark Key, contains a pair of white metal gloves ( Hands Hands of Death: Death: Clap hands to cause a random living thing in your sight t o take a WIL Save or fall into a death-like sleep. Clapping again awakens them without harm.) harm.) Floor: Stone Box (opened with a Spark Key, contains protective gloves that prevent shock from touching the walls) West: Door to 6. 8: Dead Man Floor: Skeleton (tattered clothes, old-fashioned sword, 30s in old currency, tattered tattered rope, one Spark Key) West: Door to Corridor South: Cobwebs (conceals a crack barely able to be squeezed through, leads to tunnels) 9: Coil Spikes Floor: Sunken and Covered in Spikes (metal, 6 inches long, conduct charge from the walls, cause an additional d8 damage if fallen onto, a spark key has been dropped amongst the spikes) North: Door to stairway stairway up. West: Door to stairway down to 10. 10: Failed Lion Floor: Pile of scrap metal (parts of a copper lion-like sculpture, very intricate, parts worth 10g to an engineer, one spark key hidden amongst the scrap) North: Door to stairway stairway up to 9. West: Door to stairway down. 11: Spark Chest Floor: Copper Chest (opened with a spark key, contains four porcelain lion figurines worth 1g each) East: Door to Corridor. 12: Copper Doors North: Copper Double Double Doors (charged (charged as the walls, walls, magnetically magnetically sealed sealed and opened by a Spark Key, to 15) South: Copper Double Doors (charged as the walls, magnetically sealed and opened by a Spark Key, to corridor) East: Door to 14. West: Door to 13. 13: Black Switch West: Black Ceramic Switch (pulling disables the glow from the fl oor and ceilings, reversible, if the switch in 14 is also pulled then Charge Beings cease to exist and any powered devices are disabled) East: Door to 12. North: Scratched Scratched patch of copper copper wall (not charged, charged, can can be opened quite quite easily leading leading to a stone tunnel) 14: White Switch East: White Ceramic Switch (pulling disables the charge from the walls, reversible, if the switch in 13 is also pulled then Charge Beings cease to exist and any powered devices are disabled) West: Door to 12. 15: Matter Converter Large Copper Sphere (hollow, can be entered through rear, closing the door activates the machine causing causing d12 damage each turn to the being inside. Upon death they are converted into a Charge Man, retaining their free will, but being unable to leave the dungeon. dungeon. The machine machine can be stopped opening opening the door from the outside, but a
discharge causes causes d6 damage to all in the room, ignoring armour). South: Double Doors into 12. 16: Oil Bath Floor: Copper Bathing Pool (filled with black oil, warm, restores physical damage in a matter of minutes, Spark Key at bottom) North: Stone Door to Stairway Stairway Up. 17: Hope Destroyer Huge Metal Machine (Trumpet-like (Trumpet-like funnel, slowly humming, will answer any question with the answer most likely to cause the group to lose hope and turn back, can be broken up for parts worth 10g to an engineer) East: Tunnel maze. 18: Waxy Cave Walls and Ceiling: Waxy Stone (slippery, smells like paraffin) Floor: Tiny craters filled with liquid (dripping from ceiling, oily, burns well as fuel, the largest has a Spark Key discarded at the bottom) North-West: Tunnel Tunnel to 19. North-East: Tunnel Tunnel to 20. 19: The Prison North-East Corner: Corner: Iron Prison Bars Bars (contains a colossal skull, looks looks reptilian, single eye-socket, 25s of of coins thrown in over floor). South: Tunnel to 18. West: Pile of collapsed ceiling rubble (concealing a stone door t o a corridor). 20: Tendrils Walls: Root-like Tendrils (Move slowly, grasp upon contact, easily cut away) South West: Tunnel to 18. South East: Tunnel maze. maze. North: Tunnel to 21. 21: Force Eater North: Huge bulb-like plant (STR 10, DEX DEX 1, WIL 1, 4hp, growing out of of wall, starts to open open upon sensing warmth, can repeat phrases it has heard before [Help! What is that thing? Get inside. I'm not paid enough for this. Various foreign-language foreign-language phrases], anyone nearing the thing is drawn in by a strange pulling force, requiring a STR Save to avoid being swallowed up. Swallowed beings lose d6 STR each turn until cut out. Once it has swallowed something, it exerts a pushing force impairing all physical attacks against against it) Walls: Root-like Tendrils (Move slowly, grasp upon contact, easily cut away) South: Tunnel to 20.
Mini Module - Black Noise Chapel Sits on a soggy hill i n Deep Country, a day's wagon from Bastion. Recently Recently abandoned by the Cosmic Hiss Cult. They offer to pay 1g for each of their holy relics returned, or 5g for all four. They call these four artifacts The Quartet and are keen to avoid them falling into the wrong hands. These items all look like metal spheres. They won't give any details why they had to abandon their site.
Entrances There are two obvious ways into the chapel. Main Door: Boarded up with planks that can be pulled off without much trouble. A black X is painted on front. Escape Hatch: Connects a flooded tunnel in the chapel grounds to the trapdoor in Room 3. Crawling through takes just enough time that you can hold your your breath safely. safely.
Wandering Things (d6) 1: Powder Pup: 3hp. d6 paws. Like a large featureless dog made out of warm fake snow. Wants to get close to warm things and play but gets carried away and doesn't know its strength. Explodes in choking white powder if killed to reform in a few hours. 2: Powder Hound: 10hp, STR 14, d10 paws. Like a huge featureless bear made out of warm fake snow. Emits a bassy growl. Wants Wants to protect the Powder Powder Pup and and get close to warm things. Explodes Explodes in choking choking white powder powder if killed to reform in a few hours. 3: Air Pulse Killer: 13hp, STR 14, DEX 14, WIL 11, Armour 1, Pneumatic Cannon (d10). Invisible humanoid being. Wants to seize seize Arcana, Arcana, and use the Communication Communication Hub to return home, home, which it doesn't doesn't know is impossible. 4: Scream: A deafening screech of noise coming from the Communication Hub. The Glass Shards in Room 1 shatter, causing d8 damage to those below. 5: Twitching Corpse: The body of a cultist is rhythmically shifting across the floor i n spasms. 6: Bass Quake: Thunder shakes the chapel, causing falling debris to anyone that doesn't move to cover. (d6 damage). The Quartet All are Arcana of a sort. Each gives off its signature sound when held. They are all metal spheres the size of a cricket ball. Rumble: Rumble: Create an earthquake that will shake foundations and cause all nearby to stumble. Powow: Powow: Remotely lift up to a pound of weight with pulses of noise. Pass a WIL Test to avoid hurling the object uncontrollably. Fuzz : Creates a nice warm sensation in the t he holder. Sigh: Sigh: Anyone holding Sigh while it makes its noise must pass a WIL Save each turn or fall into a natural sleep. 1: Worship Hall North: Door (slung open) open) West: Wall (smooth metal, appears appears to slide open but only does so in i n response to a loud noise directed at it) East: Reinforced Metal Door (locked, silver key on corpse in Room 3) South: Door (Some white powder around, like fake snow) Ceiling: Hanging Glass Shards (Hum slightly in response to speech) Rows of Wooden Seats (some have been smashed by great force) Stage (standing on here amplifies any noise, loud noises like gunshots could even cause damage) damage)
2: Relic Chamber Floor: Metal Hatch (Locked. Opened by the Pipes, but contains an electric shock trap that will shock anyone touching it for d10 damage, ignoring armour. This can be disarmed by the pipes. Contains Powow Contains Powow and and Sigh) Sigh) West Wall: Clay Pipes (can be blown into to create a deeply irritating whistle, first blow unlocks the hatch with a click but arms the trap with a hum, second blow disarms the trap with a click, third blow resets the hatch) 3: Sanctuary Floor: Trapdoor (handle has been broken off, can still be opened with effort, corpses grasping at i t) Walls: Paintings (abstract shapes, moving slightly, any noise makes them move in time) On trapdoor: Pile of Corpses (6 men, silver key on belt opens locked doors, one has Rumble has Rumble hidden in a pouch, appear bludgeoned to death) 4: Communion Hub South West: Door South East: Door (Locked, silver key can be found on one of the corpses in Room 3) North Wall: Metal Metal Grate (answers (answers questions with with something between between white noise, noise, music, music, and speech. speech. Attempting to engage it in its own language will enrage the Air Pulse Killer) 5: Sensory Drowning Pool North: Door Pool (Water, Submerging barrages barrages the bather with horrific noise, after the first turn, lose d6 WIL each turn, Fuzz turn, Fuzz is hidden at the bottom)
Mini Module - The - The Down-Spire The star cults believe there are things in the cosmos, unfathomable power making them the only worthy gods. Their Arcana are coveted, coveted, but it is shallow power. There's only one real power. One great force that we feel every day. It drives our every action. To accept him, and to love him, is the true choice. Breath-Eater. Man-Choker. The Infinite. Fear. Fear makes makes the heir stab the the father. The glutton fill his stomach. The acolyte bow to the idol. The mob band together, and scatter when the cannons arrive. Fear makes makes your heart beat. beat. Fear swallows swallows the air from your lungs. It can kill you, or give give you another another day of life. There is no other power. In its name we built built the Down-Spire. Anyone Anyone that welcomes welcomes fear into their heart is welcome welcome here. here. Entrance is a set of metal doors, rusted and ajar. Two Fear Seekers (6hp, WIL 15, Axe d6, Smart Clothes, Featureless Black Masks) Masks) greet any visitors quietly and present them with a Black Mask. Anyone refusing a mask is advised that they will not enjoy the optimum experience. They tell you that if you collect three black coins from inside you'll become powerful powerful beyond imagination (in actuality the black coins do nothing, but the Fear Seekers will give you a lecture on the power inside your heart if you present them). The doors lead straight into The Stairwell which leads to each floor below. Each floor is a single circular room, 20ft in diameter, diameter, with metal walls and floors.
Excluding the Stairwell and The Fall, if the group ever return to a room they have already visited, they awaken a poltergeist-like force force inside the room, room, that will act in a cleverly malevolent malevolent way, with with the ultimate goal goal of killing the group. It can seize control of a being for a second or two unless they pass a WIL Save. The force cannot leave the room. The Stairwell Steep Spiral Stairs (Creaky, rusted) Doors at each floor (see each room's entry for door description) Intense Darkness (light is not as effective as normal) Leads all the way down to The Fall (11). Roll d6 each time you traverse the stairwell. stairwell. On a 1 or 2, there is an Embodiment (15hp, STR 18, DEX 17, WIL 20, d10 Spike-Hands, Grey Shelled Body (Armour 1), Spindly Legs) in the darkness. It prefers to be above the group, and stays out of sight of groups. Will only strike lone individuals or groups in the darkness. Deep 1 Squat Metal Door (Marked with a dot. Locks itself behind you once everyone is in. Clicks open if there's a loud enough noise, like a scream) Low Ceiling (gets lower as you go further in) Walls: Gas Lamps (giving off lots of heat, explosive) Black Coin sat on a Pressure Plate (fake) North: Red Button on the wall (fake) (fake) Deep 2 Metal Door (marked with moon symbol) Four Beds (one disturbed and warm, clean sheets, cannot be slept i n by any means. There is a wooden box under each bed. 1: Neatly folded adult clothes. 2: Neatly folded adult clothes with a bottle of whiskey hidden inside. 3:Neatly folded adult clothes and a Black Mask . 4: Obviously fake wooden bones painted white, some chewing marks, damp with saliva) Deep 3 Wooden Door (marked with heart symbol, some scratches in the wood, muffled conversation conversation from within, cannot make out details, cannot be opened by any means, but can be smashed open. Upon return, the voices have gone.) Howling Vortex (no sign of a room, draws anyone that fails a STR Save in, before spitting them out into The Fall (12). Fades into void once its point has been made) Deep 4 Metal Door (marked with 0 symbol) Silent Air (no sound can occur in here) Mirror (no reflection other than things that belong in this room, if broken, darkness starts to creep in causing d6 WIL loss each turn of contact) Desk (Gavel, empty papers spike) Deep 5 Metal Door (marked with 1 symbol, slams shut after one person enters, and sealed until they leave) Chute Down (metal ladder, dark, if you descend into the darkness, the light above you vanishes and you're trapped on an infinite climb. If you release yourself you plummet until you land in the depths of The Fall (11) Deep 6 Metal Door (marked with a Y symbol) North: Two Doors (Marked 0 and and 1, leading to deep deep 4 or 5 respectively. respectively. Whichever door they don't choose is eradicated from existence both in this room and in the stairwell). Deep 7 Metal Door (marked with infinity symbol) Floor: Sea of Chains (various sizes and metals, slowly writhing, actually harmless and hiding a Black Coin underneath its surface) Deep 8 Metal Door (marked with balance symbol)
Fear Seeker (kneeling in the middle of t he room, sign around neck "guilty", will not speak) East Wall: Black Musket (d8 damage, loaded, if fired at Fear Seeker it will not harm him, but will deposit a Black Coin) West Wall: Painted Eye (appears to follow you, gestures to the musket and to the Fear Seeker, if you leave the Fear Seeker alive the Eye will appear on walls and haunt you until you finish the job) Deep 9 Metal Door (marked with a crossed square symbol) Spiked Walls (d8 damage if forced onto) 10ft Metal Cube (completely inert and pristine, fake black coin painted on the floor just behind) Ceiling: Black Chain (pulling causes whirring noise, then a clunk as it resets, no other ot her function) Deep 10 Metal Door (completely black) Darkness (no feeling of floor, but can be walked on, if you enter and close the door without a light source, the floor vanishes and you plunge into The Fall. Deep 11: The Fall Steep Spiral Stairs (continue infinitely, becoming steeper and rustier) Intense Darkness (slowly overpowers overpowers any light source. Leaping into it will causes instant death if not wearing a mask. If wearing a mask, the wearer awakens in Room 3.
From the Vault Turbo Skull This helm allows the wearer to perceive prolonged amounts of time at an increasingly fast rate. In this thi s state they can perceive, think, and imagine as normal, but cannot move their body at all. Communication is limited to rapid babbling, which the listener must must pass a WIL WIL Save to understand. understand. With effort the wearer can move their hands to remove the helm, but it takes d4x10 seconds. Anyone else can do it instantly. The wearer's perception of time spirals out of control with prolonged use. Every 10 seconds consult the list below for the effects.
10s: Feels like an hour. 20s: Feels like a day. Lose d6 WIL. Babbling is no longer comprehensible. 30s: Feels like a week. Lose d8 WIL. Vision is now just a blur. 40s: Feels like a month. Lose d10 WIL. 50s: Feels like a year. Lose d12 WIL. 60s: Feels like a century. Lose d20 WIL. Anyone reduced to 0 WIL is unable to act with their body any further, but their brain continues to function within the skull at an exponentially increasing speed. Those recovered from such prolonged use are are sure to be completely broken. broken. Harpoon of Desire A harpoon gun that can be fired in one of t hree ways. Loving Desire: Guides Desire: Guides itself to the target's hand and functions as a 2d6 damage melee weapon until recalled. Hateful Desire: Desire: Causes 2d6 damage to the target. t arget. Jealous Desire: Desire: Snatches Snatches an item from the target's grasp unless they pass a STR Save. Immediately flies back to the wielder with the item hooked on.
The Cruel Illuminated Assassin A ceramic jar that releases a tiny, winged, glowing humanoid. STR 5, DEX 18, WIL 12, 12hp, Shocking Touch (1d6, ignores armour). Whispering a name to them causes them to ceaselessly pursue the target for assassination. If the assassin is killed they immediately return to the jar, and will be fully restored in 24 hours. The Cunning Priestess A sceptre that can be used to generate holographic images. These are clearly unreal, but when using the Arcanum, the user appears holographic too. The Just Wicked Prince A crown that allows the wearer to discern any statement as truth or a lie. Upon hearing a lie, the crown ceases to function until the lie is revealed to everyone that heard it. The Vicious Great Chief Clad in the Vesture of Desecrated Skin An incredibly realistic painting a dozen feet high and wide. Anyone killed in its it s presence has their slain image form at the feet of the bloody figure within. No traces of the body are left outside of the painting.
Want a Simplified Spell List? If you're looking for a nice, simple Spell List for your D&D game of choice I might just be able to help you. I wanted simple descriptions that assume a degree of common sense and discussion between the Referee and players, rather than something resembling a legal document. The following are written with Into the Odd in mind, but work for any D&D game with some tweaking. Cantrips Resistance: Subject ignores normally annoying affects such as sweltering heat, itchy skin diseases, or a sandstorm. Acid Splash: Orb deals d6 acid damage. Detect Poison: Detects poison in one creature or small object. Detect Magic: Detects spells and magic items within 60 ft. Daze: A non-hostile humanoid is dazed for a short moment, lost in i n a daydream. Dancing Lights: Creates torches or other lights. Flare: Sends up a flare that can be seen for some distance. Light: Object shines like a torch. Ray of Frost: Ray deals d6 cold damage. Ghost Sound: Figment sounds. Disrupt Undead : Deals d6 damage to one undead, ignoring Armour. Touch of Fatigue : DEX Save or lose 1 STR. Mage Hand: 5-pound telekinesis. t elekinesis. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Open/Close: Opens or closes small or light things. Arcane Mark : Inscribes a personal rune (visible or invisible). Prestidigitation: Performs minor tricks. 1st Circle Alarm: Intruders set of an alarm audible only to you. Endure Elements: Exist comfortably in hot or cold environments. Hold Portal: Holds door shut. Protection: Ignore the next instance of harm from a specific source. Shield: Invisible disc grants Armour 1. Grease: Makes 10-ft. square or one object slippery. DEX Save to avoid slipping. Mount: Summons riding horse. Obscuring Mist: Fog surrounds you. Ranged attacks are Impaired. Summon Creature: Calls an unintelligent extraplanar creature creature up to the size of a small dog. It holds no loyalty to you.
Unseen Servant: Invisible force obeys your commands. Comprehend Languages : You understand all spoken and written languages. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Undead: Reveals undead within 60 ft. Identify: Determines properties of magic item. it em. True Strike: Your next attack automatically automatically provokes a Save to avoid Critical Damage. Charm Person: Makes one person your friend until they next rest. Hypnotism: Fascinate 1d6 creatures. Sleep: Puts relaxed targets into a slumber and others feel lethargic, causing -1 to damage. Burning Hands: d8 fire damage. Floating Disk : Creates 3-ft.-diameter horizontal disk that holds 100 lb. Magic Missile: d6 damage, damage, goes around corners, ignores Armour. Shocking Grasp: d8 electricity damage. damage. Color Spray: WIL Save or all actions are Impaired until Short Rest. Disguise Self : Changes your appearance. Magic Aura: Alters object’s magic aura. Silent Image: Creates minor illusion of your design. Ventriloquism: Throws voice. Cause Fear: WIL Save or target flees. Chill Touch: DEX Save or lose d4 STR. Ray of Enfeeblement : DEX Save or lose 1 STR and all attacks Impaired until Long Rest. Animate Rope: Makes a rope move at your command. Enlarge Person: Humanoid creature doubles in size. Erase: Mundane or magical writing vanishes. Expeditious Retreat: Run twice as fast. Feather Fall: Objects or creatures fall slowly. Jump: Subject can jump twice as far and high. Magic Weapon: Make a weapon Magical. Reduce Person: Humanoid creature halves in size. 2nd Circle Arcane Lock : Magically locks a portal or chest. Obscure Object: Masks object against scrying. Protection from Arrows: Subject immune to mundane ranged attacks. Resist Energy: Immunity to a specific type of energy attack until your next Short Rest. Acid Arrow: 1d6 damage now and 1d6 on next round unless washed. Ignores Armour. Fog Cloud: Fog obscures vision over a large area. Glitterdust: WIL Save or Impair all attacks. Reveals invisible things. Swarm: Summons swarm of bats, rats, or spiders. Harmless Harmless but distracting. Summon Beast : Calls an intelligent extraplanar beast. It holds no loyalty to you. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Detect Thoughts : WIL Save or else allows “listening” to surface thoughts. Locate Object: Senses direction toward object. See Invisibility: Reveals invisible creatures or objects. Hideous Laughter: WIL Save or target t arget laughs and Impairs actions until passing the Save. Touch of Idiocy: DEX Save or lose d4 WIL. Continual Flame: Makes a permanent, heatless torch. Darkness: 20-ft. radius of supernatural supernatural shadow. Deafness: WIL Save or deafened. Flaming Sphere: Creates rolling ball of fire, d10 damage. Gust of Wind: Blows away or knocks down objects. Opponents get STR Save. Scorching Ray: Deals d10 fire damage. Shatter: Sonic vibration causes 1d6 damage to objects or crystalline creatures, creatures, ignoring armour. Blur: Your details cannot be seen. Invisibility: Subject is invisible until it attacks. Magic Mouth: Speaks once when triggered. Minor Illusion: Conjure an image with sound. Mirror Image: Creates 1d6 decoy duplicates of you. Misdirection: Misleads divinations on one creature or object.
Phantom Trap: Makes item seem trapped. Blindness: WIL Save or blinded. Command Undead : Undead creature must pass WIL Save or obeys your command. False Life: Regain any lost HP, but they vanish again after a minute. Ghoul Touch: DEX Save or Paralyzed, Paralyzed, exuding stench t hat makes those nearby sickened. Spectral Hand: Creates disembodied glowing hand to deliver your next touch spell. Alter Self : Assume form of a similar creature. Bear’s Endurance : Subject has Armour 2. Bull’s Strength: Unarmed melee attacks cause d10 damage. Cat’s Grace Grace: Automatically pass the next DEX Save. Darkvision: See 60 ft. in total darkness. Knock : Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Owl’s Wisdom : Perceive the world with heightened senses for the next hour. Pyrotechnics: Turns fire into blinding light or choking smoke. Rope Trick : As many as eight creatures hide in extradimensional extradimensional space. Spider Climb: Walk on walls and ceilings. Whispering Wind: Sends a short message 1 mile. 3rd Circle Explosive Runes : Deals d12 damage when read. Magic Circle: Prevents an extraplanar being from entering or leaving unless they pass a WIL Save. Summon Gate: Calls out to any extraplanar being that wishes to enter our plane. You have no choice which being answers and it holds no loyalty to you. Nondetection: Hides subject from divination, scrying. Sepia Snake Sigil: Creates text symbol that immobilizes i mmobilizes reader reader until WIL Save. Sleet Storm: Hampers vision and movement. movement. Stinking Cloud: Nauseating vapors, WIL Save or vomit. Arcane Sight: Magical auras become visible to you. Clairaudience/Clairvoyance: Hear or see at a distance. Tongues: Speak any language. Deep Slumber: WIL Save or sleep until the spell is broken. Heroism: Gives Reroll any one die. Hold Person: Paralyzes one humanoid until WIL Save. Rage: Subject's attacks are Enhanced, but so are attacks against them. Suggestion: Compels subject to follow stated course of action. Daylight: 60-ft. radius of bright light. Fireball: d10 damage, 20-ft. radius. Lightning Bolt: d12 Damage to all in a line. Tiny Hut: Creates shelter for ten creatures. Wind Wall: Deflects arrows, smaller creatures, and gases. Displacement: Ignore any one attack. Illusory Script: Only intended reader can decipher. Invisibility Sphere: Makes everyone within 10 ft. invisible. Major Illusion: Conjure an image with sound, smell and thermal effects. Gentle Repose: Preserves one corpse. Halt Undead: Immobilizes all nearby undead until WIL Sav. Vampiric Touch: DEX Save lose d6 STR and regains all lost hp. Blink : You randomly vanish and reappear, avoiding the next attack against you. Flame Arrows: Ally's missiles deal d6 extra fire damage. Fly: Subject flies. Gaseous Form: Subject becomes insubstantial and can fly slowly. Haste: One creature moves at double speed. Keen Edge: Next attack with this weapon provokes a Save against Critical Damage. Damage. Secret Page: Changes one page to hide its real content. Shrink Item: Object shrinks to one-sixteenth size. Slow: One target moves at half speed. Water Breathing: Subjects can breathe underwater.
4th Circle Dimensional Anchor: Bars extradimensional movement. Fire Trap: Opened object deals d12 damage. Globe of Invulnerability: Stops Spells up 3rd Circle. Remove Curse: Frees object or person from curse. Stoneskin: Subject gains Armour 3 but running and swimming are impossible. Black Tentacles: Tentacles grapple all within 20 ft. Summon Being: Calls any extraplanar being to our plane. It holds no loyalty to you. Dimension Door: Teleports you short distance. Minor Creation: Creates one cloth or wood object. Secure Shelter: Creates sturdy cottage. Solid Fog: Blocks vision and sl ows movement. movement. Arcane Eye: Invisible floating eye you can see through and control. Detect Scrying: Alerts you of magical eavesdropping. eavesdropping. Locate Creature: Indicates direction to familiar creature. Scrying: Spies on subject from a distance. Charm Monster: WIL Save or monster treats you as an ally. Confusion: WIL Save or subjects behave oddly. Crushing Despair : 20ft Area. WIL Save or attacks are Impaired. Fire Shield: Creatures attacking you take d6 fire damage; damage; you’re protected from heat and cold. Ice Storm: Hail deals d12 damage in cylinder 40 ft. across. Resilient Sphere: Force globe protects but traps one subject. DEX Save to avoid. Shout: All within cone deafened for one round and take d12 sonic damage. Wall of Fire: Passing through wall causes d12 damage. Wall of Ice: Creates ice wall 15hp, Armour 3, or hemisphere can trap creatures inside unless they pass DEX Save. Hallucinatory Terrain: Makes one type of terrain appear like another. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. True Invisibility: Subject can attack and stay invisible. Phantasmal Killer: Fearsome, invincible illusion only the target can see. Attacks for d12 damage, on Critical Damage pass a WIL Save or Die from terror. Rainbow Pattern: Lights fascinate creatures that fail WIL Save. Animate Dead: Creates undead skeletons and zombies from corpses. Bestow Curse: WIL Save or automatically automatically fail next Save. Contagion: Infects subject with horrible disease. Fear: Subjects within cone must pass a WIL Save or flee. Polymorph: Gives one willing subject a new form. Stone Shape : Sculpts stone into any shape. 5th Circle Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Dismissal: WIL Save or creature to returns to native plane. Mage’s Private Sanctum : Prevents anyone from viewing or scrying an area. Cloudkill: You can move the cloud, causing d6 STR loss to any within. Mage’s Faithful Hound: Phantom dog can guard, attack. Major Creation: Create an item of stone and metal. Planar Binding: Traps extraplanar creatures creatures that fail a WIL Save until they perform a task. Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will. Teleport: Instantly transports you to a known location up to 100 miles away. Wall of Stone: Creates a stone wall that can be shaped. Contact Other Plane: Lets you ask question of extraplanar entity. Prying Eyes: 1d6 floating eyes scout for you. Telepathic Bond: Link lets l ets allies communicate. Dominate Person: WIL Save or humanoid is controlled telepathically. telepathically. Feeblemind: WIL Save or drop to WIL 1 and be unable to read or cast spells. Symbol of Sleep: Reading the rune puts reader into magical sleep that lasts as long as the spell. Cone of Cold : d12 cold damage. Interposing Hand: Hand blocks 30hp of damage from one opponent. Sending: Delivers short message message anywhere, instantly. Wall of Force: Wall is immune to damage.
Dream: Sends message to anyone sleeping. False Vision: Fools scrying with an illusion. Nightmare: WIL Save or Target wakes with no HP and will not recover them until they have a full rest without Nightmares. Blight: Withers plants. Possession: WIL Save or target has soul pushed out and caster possesses their body. Their soul returns when the caster leaves the body, but if the body is slain the soul departs and the caster's soul returns to their body. Symbol of Pain: Reading the rune causes pain. WIL Save or be unable to do anything but scream until Save is passed. Baleful Polymorph: WIL Save or Transforms Transforms subject into int o harmless animal. Fabricate: Transforms raw materials into finished items. Passwall: Creates passage through wood or stone wall. Telekinesis: Moves object, attacks creature, or hurls object or creature. creature. Transmute Earth: Transforms mud to rock or rock to mud. Petrify: WIL Save or target t arget is transformed into a statue. This effect lasts as long as the Caster wishes. Control Water: Raise, lower or part water. Planar Gate: Open a gate to another plane that works in both directions.
To Crush your Rivals, See them Bankrupted Before You, and Hear the Lamentations of their Workers Into the Odd isn't a game about running a business, but money is important if you want to move onto bigger expeditions. With this in mind, I've included a simple method for running a business. The current PDF doesn't have this section, but it's in the t he update that will go out when the final print version gets shipped.
So Enterprises So Enterprises work work like this (abridged). Costs 10g to set one up, after which they generate d4g a month in income. Each month they also face a Threat that will cause d4g in losses if it isn't dealt with. If you make a profit, next month the dice get one step bigger, to a maximum of d12. Bigger Enterprise mean more money, but bigger threats. If you can't pay your debts, the Enterprise collapses. collapses. If you're not using Into the Odd (you monster) it's worth noting at this point that it uses a Silver Standard, where 1g is 100s. A significant chunk of money. Now the Threat is left for the Referee to create, but the upcoming supplement is really going to dig into that. It will go into how to use the group's previous actions as ways to generate a Threat each month. Let them dig their own grave! This system may or may not also form the basis for managing the supplies of large scale expeditions.
For now, roll d10 for a starting point for your monthly Threat. 1: A key resource is running dry. Find a new source. 2: The workers are rebelling! Appease, subdue, or replace them. 3: A rival is undercutting your prices. Find a way to lower yours, or to hurt them. 4: A horrible accident risks destroying a significant part of your Enterprise. 5: Some local authority is trying to pass new laws that will harm your business. 6: Persistent thieves are stealing from you! 7: A rival is doing a better version of what you do. What's their secret? 8: A death threat against one of your key people. 9: Riots near to your property! This isn't good for business. 10: Strange things from The Underground are messing with you. Side Note - Aggressive Enterprising Is one of your rivals really ticking you off? Want to put t hem out of business?
If you come up with a good scheme, you may act as a Threat to a rival business. If they do not manage manage to stop your efforts, they take losses equal to your current income. You must deal with your own Threat as as normal.
The Bureaucro-Labyrinth Everything is complicated in in Bastion. And nobody knows who's in charge.
So, if you need something official written on a piece of paper, you're in for a bumpy ride. You can choose to just ignore the official process, but there's no shortage of busybodies that would use such an act against you. Some have official authority, others have unofficial authority, the smartest realise that there isn't any difference. When you start the Bureaucratic Process, roll d20. On future Bureaucratic Rolls, you add your Progress to the result. When you get what you want, or give up, you lose all Progress.
If you can find a way to grease the wheels somehow, somehow, you might find other ways to gain Progress.
1. The person you need is on sick leave. Roll d6 each day you check in. On a 6 they're back, Gain 1 Progress and Roll again. On any other result Lose 1 WIL and check back tomorrow. 2. You have to explain your whole problem to some new agent. Gain 1 Progress, Lose d4 WIL and Roll again. 3. You need a signature from some high flying official, who is only ever seen at fancy social events. If you can get into such an event and find him, Gain 1 Progress and Roll again. Otherwise, Lose d6 WIL. 4. You need to get to an office on the far side of Bastion. If you make it there before sundown, Gain 1 Progress and Roll again, otherwise Lose d6 WIL. 5. There's a fee for processing the next bit. Pay d20s, Gain 1 Progress, Lose 1 WIL and Roll again. 6. You need a copy of an old document you no longer keep handy. Wait a week for it to sho w up, then Gain 1 Progress and Roll again. 7. As part of the process you're audited on your earnings since birth. Roll d6 and subtract d8. If the result is negative you owe that many Gold to the tax office. If it's positive, they will refund you that much gold in d20 weeks. Gain 1 Progress and Roll again. 8. Your case is being subject to a random spot check and may take longer t o process than normal. Roll d6 to see the delay (1: A year, 2: 6 months, 3: 1 Month, 4: 2 Weeks, 5: 1 Week, 6: 1 day.) After the delay, Gain 1 Progress, Lose 1 WIL and Roll again. 9. Your case is assigned a new agent who lost some paperwork. Lose 1 Progress, 1 WIL and Roll again. 10. Your case is assigned a no-nonsense agent who's going to get this sorted or ruin the whole case. Double your next roll on this table (after modifiers), but lose all Progress afterwards. 11. The department handling your case has passed it on elsewhere. Get to the other side of Bastion t o move things forward. Once you get there t here's a 50% chance that the case has been passed back to the old department. When this is resolved Gain 1 Progress, Lose 1 WIL and Roll again. 12. You get a very long form that takes an hour to fill out. Gain 1 Progress, Lose 1 WIL and Roll again. 13. Actually you've been led down the wrong process entirely. Lose d6 WIL, all Progress, and start again. 14. You need to get a routine medical inspection. Pay 20s for the privilege, but get a good check up. Lose 1 WIL, Gain 1 Progress, and start again. 15. You can see the person you need to pass the paperwork on t o, but they're heading home in a carriage. Catch them to gain d6 Progress, or else lose 1d6 WIL. Roll again. 16. Actually you're not eligible for the t he paperwork, for some trivial reason. If you can find someone to pay 1g to to act as your guarantor then Roll Again, otherwise lose all Progress, d6 WIL, and start again. 17. You're assigned a personal agent for this case. They're super eager, but super lonely. If you lead them on with friendship you can gain d4 Progress, Lose 1 WIL and Roll again. If you show the merest hint of distates towards them they'll halt your case and halve your Progress before passing you on, Roll Again. 18. A mountain of paperwork taking d6 hours to complete. Gain d4 Progress, Lose d4 WIL and Roll again. 19. You get to the right place but you have to queue. At the end of each hour you wait Lose 1 WIL and roll a d6. On a 6 you get what you need, gain d6 Progress, and Roll again. On any other roll you keep on waiting. 20. You got it done! You got the paperwork processed, signed, stamped, and a copy sent off to the appropriate Archive. After 3 days roll a d4. On a 1 the paperwork has been misfiled and you must restart the process from the beginning, losing d6 WIL and all Progress.
Goal, Plans, and Itches Everyone has a Goal, and a Plan. Their big mission in life is to fulfil their Goal and they will do this through their Plan. This gives you the core of how an NPC is going t o act most of the time. They also have an Itch. This shows you something they're secretly secretly longing for on the side. They might even be more equipped to achieve this than their other goals, but there's some some reason it just isn't a viable thing for them to focus their lives around. It's something you could probably leverage to get them to do something you want, or to temporarily abandon their other goals. It might even subtl y underlie every action they do. If you're low on ideas, Roll d20 three times, duplicates move up the table.
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
Fulfil base urges. Protect loved ones. Dominate others. Discover a greater truth. Serve a worthy power. Make contact with cosmic beings. Find peace. Enact a petty revenge. Serve justice. Build a legacy. Destroy rivals. Recover powerful Arcana. Gain wealth. Win the approval of the masses. Become the best in a field. Help the weak. Seek entertainment. Survive at any cost. Write off a debt or shame. Win the approval of a superior.
So a random roll might give you. Goal: Protect loved ones. Plan: Build a Legacy. Itch: Win the approval of a superior.
Protecting loved ones by building a legacy isn't a great fit, so we'll have to get creative. Maybe it's not physical or financial protection, but protecting them from the shame of him being a nobody. So he's obsessed with building up a good reputation. The Itch could be built into this, but should sit at an angle. Let's say he idolises a hero that already has a legacy of their own. Finally we can apply this sentence to an otherwise blank slate character rolled as a new PC, and they have almostinstant motivation. Junas Fox STR 10, DEX 12, WIL 8, 4hp. Pistol (d6), Toxin-Immune, Rocket. Wants to make his son proud by becoming a renowned explorer, and meet the legendary Captain Sham Barridge.