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Solitary Defilement v2
Solitary Defilement v2
Fiction invites you to set the scene or describe the action in which your
character finds themself, just as a Game Master might.
Moves dictate how your character responds. Unlike the standard pass/fail
test in a usual MÖRK BORG or OSR session, the Moves in SÖLITARY
DEFILEMENT have three possible outcomes: Strong Hit, Weak Hit, or Fail.
Every time you take an action that requires a DR test, roll 2d20 (plus any
modifiers) and compare with the DR to work out the outcome:
Weak Hits are fairly common and can be the driver for action, drama,
ambiguity, and plot twists. Of course, sometimes this can snowball
chaotically: an awkward attempt to haggle sparks an argument with another
customer, which leads to a street brawl, which ends in a civil war…
sometimes you’ll need to use your judgment to know when to pull back, but
often it’s also enjoyable to revel in the spiraling chaos.
2.
The additional requirements for playing SÖLITARY DEFILEMENT are the
MÖRK BORG Core Book (referred to as Core from hereon) and FERETORY
(but see the advice on page 23 if you do not have Feretory).
You can jump straight into SÖLITARY DEFILEMENT with a one-shot dungeon
crawl: see the section beginning on page 16 for some advice on how to do
this, or use a semi-structured adventure such as SHADOWCLINK.
Each time a day passes remember to roll the Misery dice as per the Calendar
of Nechrubel (Core: 17). Start with a die of your choice – no higher than d20 –
and downgrade after each Misery is unveiled (e.g. d12, d10, d8, d6, d4, d2).
Almost all DR tests are handled using the Moves system (Strong Hit, Weak
Hit, Fail). However, combat follows the usual MÖRK BORG rules (e.g. begin
by rolling for initiative; then engaging in rounds of attack/defence using a
single d20). Powers should also be handled with a single d20 roll, but can
also be related to the Strong/Weak/Fail approach to resolution. A failure to
cast a Power then equates to a Weak Hit (e.g. –d2 HP, plus some other
inconvenience or disadvantage occurs). A fumble is equivalent to a Fail (e.g.
Arcane Catastrophe and a potentially worsening situation in general).
Omens can be used to re-roll either one or both dice when making a Move.
Your character can have a maximum of four Omens, and they also function
as an additional stat, akin to luck, in many of the Moves.
3.
M
III ÖVES
4.
BEGIN AN ADVENTURE
You may like to structure your play by deciding how many milestones a
campaign or adventure will involve:
Straightforward: 1 Annoying: 2 Depressing: 4
Wearying: 8 Suicidal: 12
Some of these you can map out straight away to define your initial objectives.
Others may be more obscure and reveal themselves through play.
COMPLETE A MILESTONE
If a character manages to survive from the beginning to the end of one
significant milestone then they can Get Better (Core: 33).
CONCLUDE AN ADVENTURE
Roll 2d20+Omens against the appropriate DR below:
Straightforward: 8 Annoying: 10 Depressing: 12
Wearying: 16 Suicidal: 18
Strong Hit: Adventure completed! Now what? Time to start another one?
Weak Hit: Something unexpected happens – add another milestone!
Fail: Something catastrophic occurs – add d2+1 milestones.
5.
FLEE FROM COMBAT
DR11+Number of Enemies vs Agility with 2d20:
Strong Hit: Successful evasion.
Weak Hit: You evade, but the enemy gets an opportunity attack (roll to
defend against it, and then escape regardless of whether you were harmed or
not).
Fail: You can’t escape this time. The enemy gets an opportunity attack: roll to
defend and continue combat.
RESUPPLYING
If travelling, roll on the Overland Travel Foraging table (Feretory). Otherwise
use the General Adventuring Move to try and find something potential prey,
forgeable food, or clean-ish water.
6.
UNDERTAKE A JOURNEY
Work out how many days the journey will take (Feretory: 4). See the travelling
flowchart in section V (page 15) for general travelling procedures.
DUNGEON CRAWLING
See the advice in section VI (page 17) on preparing a dungeon crawl.
Decide on the DR of the dungeon: DR6 = small (4-9 rooms avg.)
DR12 = medium-large (9-14 rooms avg.)
DR14 = huge (17-32 rooms avg.)
For each room, roll Dungeon DR vs 2d20 plus number of Special Rooms
discovered:
Strong Hit: Enter next Special Room. These may have been defined in
advance to suggest specific pre-planned encounters or types of room. They
can also be sourced from rooms 1, 2, 3, 4 in DNGNGEN or the Bedeviled
Dungeons tables (Core: 93). Alternatively roll on the Room Descriptor
Oracles and simply mark one Special Room found. The fourth Special Room
marks the climax of the dungeon (e.g. final battle/objective, and/or chance to
complete a milestone). Any Strong Hits rolled after Special Room 4 has been
revealed are counted as Weak Hits (generic rooms).
Weak Hit: Enter a generic room – use the Room Descriptor Oracles on page
13 to reveal the room type, contents, and exits.
Fail: Encounter some enemy, trap, or calamity as your leave your current
location (e.g. imminent danger becomes more imminent? The door is locked?
- or if you are feeling unimaginative just roll a Common Encounter). Generate
a room from the Room Descriptor Oracles when (- or if -) the encounter is
resolved.
7.
Ö
IV
RACLES
8.
REGIONS ADVENTURE SPARKS
Core: 88 Core: 88
Roll d12 for less dangerous creatures – or d8+12 for a suicidal encounter!
9.
YES OR NO? (d4)
1 – Yes 2 – Yes, but… 3 – No, but… 4 – No
10.
MATERIALS
QUALITY (d20)
1 - Glowing 6 - Burning 11 - Mossy 16 - Interlaced
2 - Crumbling 7 - Blackened 12 - Hairy 17 - Carven
3 - Scaly 8 - Grimy 13 - Dirty 18 - Polished
4 - Clammy 9 - Mouldering 14 - Dripping 19 - Ravaged
5 - Icy 10 - Transparent 15 - Glazed 20 - Cracked
COMPOSTION (d12)
1 - Bone 5 - Clay 9 - Glass
2 - Skin 6 - Leather 10 - Earth
3 - Wood 7 - Stone 11 - Sinew
4 - Metal 8 - Jewel 12 - Flint
SOUNDS
QUALITY (d12)
1 - Discordant 5 - Echoing 9 - Irregular
2 - Sepulchral 6 - Unnerving 10 - Swelling
3 - Rough 7 - Muted 11 - Rhythmic
4 - Sudden 8 - Loud 12 - Receding
TYPE (d20)
1 - Whisper 6 - Wind 11 - Rumble 16 - Growl
2 - Laughter 7 - Chatter 12 - Wail 17 - Drip
3 - Footsteps 8 - Singing 13 - Scream 18 - Sigh
4 - Music 9 - Hiss/Buzz 14 - Howl 19 - Flutter
5 - Creak 10 - Moan 15 - Bellowing 20 - Rattle
11.
NPCs
DISPOSITION (d66)
11 - Cursed/Despairing 41 - Sickly/Gaunt
12 - Bloodthirsty/Sadistic 42 - Burly/Imposing
13 - Drunken/Drugged 43 - Slimy/Insincere
14 - Miserable/Melancholic 44 - Narcissistic
15 - Malign/Sociopathic 45 - Bitter/Spiteful
16 - Greedy/Miserly 46 – Belligerent/Rude
21 - Reclusive/Shy 51 - Nihilistic
22 - Eccentric/Hysterical 52 - (Over-)friendly
23 - Awkward 53 - Arcane/Ancient
24 - Treacherous/Dishonest 54 - Pretentious/Extravagant
25 - Generous 55 - Sinister/Possessed
26 - Secretive/Suspicious 56 - Hopeless/Talentless
31 - Destitute/Ragged 61 – Cowardly/Scared
32 - Pestilent/Leprous 62 - Exiled/Tragic
33 - Heretical 63 - Fanatical
34 - Repellent/Wretched 64 - Guilty/Penitent
35 - Inscrutable/Hermetic 65 – Leering/Creepy
36 - Injured/Wounded/Broken 66 - Rowdy/Profane
PROFESSION (d66)
11 - Alchemist/Chemist/Herbalist 41 - Musician/Poet
12 - Necromancer/Demonologist 42 - Servant/Retainer
13 - Tailor/Weaver 43 - Jailer/Warden
14 - Blacksmith 44 - Torturer/Inquisitor
15 - Soldier/Mercenary/Deserter 45 - Brewer/Innkeeper/Alewife
16 - Merchant 46 - Doctor/Dentist/Barber-Surgeon
21 - Rogue/Swindler/Gambler 51 - Grave-robber/Tomb-plunderer
22 - Noble/Royal 52 - Gravedigger/Undertaker
23 - Guard/Watchman 53 - Fortune-teller/Witch/Seer
24 - Butcher 54 - Artist/Artisan
25 - Baker/Cook 55 - Beggar/Gutterborn Scvm
26 - Farmer/Serf 56 - Performer/Fool/Actor
31 - Banker/Scribe 61 - Nightsoil/corpse/leech collector
32 - Monk/Priest 62 - Executioner
33 - Tanner 63 - Counterfeiter/Smuggler
34 - Poacher/Trapper 64 - Groom/Horseman
35 - Murderer/Assassin 65 - Ratbit/bloodmole/toad catcher
36 - Prisoner/Inmate 66 - Pilgrim/Hermit/Prophet
12.
DUNGEON ROOM DESCRIPTORS
13.
V
T
RAVELLING
14.
Before setting out on the road, work out how many days travel the journey will
take. You can estimate this from the world map, or use the map in the Overland
Travel rules (Feretory: 4). Follow this chart for each day of travel:
After camping, tick off a day of travel, unless you spent the day foraging. Once
you have ticked off all days of travel you will reach your destination at some
point during the next day.
15.
VI
D UNGEÖN
CRAWLING
16.
To explore a dungeon you first need to do a bit of prep. SÖLITARY DEFILEMENT
uses the same dungeon stat block as Karl Druid’s DNGNGEN:
Dungeon name:
Status: Imminent Danger:
Who or what dwells there now? What brings you here?
Entrance: Guarded by:
Distinctive feature:
Special Room 1: Special Room 2:
Special Room 3: Special Room 4:
Each dungeon consists of Generic Rooms and Special Rooms. You need to
uncover four Special Rooms to complete a dungeon. The size of a dungeon is
dictated by its Dungeon DR (see the Dungeon Crawling Move on page 7). The
Dungeon DR dictates how much chance you have of encountering a Special
Room.
You will also need to describe the possible encounters in the dungeon, by
creating two tables: one for Common Encounters, one for more dangerous
Rare Encounters. You could even stock these using the Stock Creatures
Oracle, rolling d12 for Common Encounters and d8+Dungeon DR for Rare
Encounters: perhaps also including the possibility of finding an item when 6 is
rolled. A DR10 Dungeon might look like this (* = roll Reactions):
Use the Dungeon Crawling Move to explore the dungeon. Note that the number
of possible exits for each room diminishes as Special Rooms are revealed, so
the number of dead-ends gradually increases. Keep a record of your
explorations using some sort of map, and remember that possible exits may go
up, down, or even through weird glowing portals. Hit a dead end? There must be
a secret door somewhere… (General Adventuring Move DR12 vs Presence or
Omens, perhaps?).
17.
Make as much use as you can of the adjectives and room types in the Room
Descriptor tables: try to tie the room descriptors in to the contents. Remember
that traps, creatures, etc do not have to reveal themselves immediately, but
could be impending threats that spring upon your character when a Weak Hit or
Fail occurs – for example, a creature may be distracted by some other task,
giving your character the option of retreating, ambushing, or sneaking past.
If you find it difficult to come up with a situation when faced with entries like
‘something blocks your path’ or ‘hazardous environment’, use the Sounds and
Odours & Tastes Oracles: often a non-visual cue can inspire something far more
interesting than the usual dungeon-delving tropes.
There may be some situations where you need to pass through hostile terrain,
but delving into a fully-blown dungeon seems inappropriate. This is where a
linear micro-crawl is a useful solution.
For example: you have rolled a monastery on the Overland Travel events
(Feretory: 4). You used a Yes or No? Oracle to determine that the inhabitants are
hostile. Obviously you’re going to give it a wide berth, but just walking by seems
anti-climactic. Alternatively, seeing if something happens by making some sort of
General Adventuring Move against Agility or Omens seems too shallow to
account for a whole day’s travel. Detouring through the dark forest that borders
the monastic estate seems like a good option, but spending time fleshing out the
dungeon details for what will (hopefully) be a fairly casual encounter seems too
involved… This is the ideal time for a micro-crawl!
18.
Kratar's Return to Scumslaughter
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Hall of Gore: Kratar
7 Store Room: The bodies of two dead cultists blaze away in the parlour.
In the hallway, the stairs are on fire. Kratar checks into the store
for some last pillaging. Upon leaving, a Basilisk Inquisitor stands in
his way. His Trumpet of Death incinerates Wrythva and Helix. Kratar
manages to flee, screaming and howling into the night...
There are four printable worksheets to assist your record-keeping. These are
purely optional, but the intention is that they can provide you with a lasting
record of your adventures – no matter how verbose your play-style may or may
not be. Their usage should be fairly self-explanatory, with a couple of small
exceptions.
The dungeon Crawlsheet includes the categories from the DNGNGEN template,
plus additional space for Common and Rare Encounters, and also check boxes
for keeping track of each of your progress through the four special rooms. For
each strong hit on the Dungeon Crawling move, check one box:
The Microcrawl sheet provides space for four micro-crawls, along with an area
for notes. Each of the micro-crawl maps has a scale dividing the area into halves
and quarters (along the top) and thirds (along the bottom). This aids with
mapping the possible d4 waypoints in a micro-crawl:
20.
The Roadmap provides a record of
your overland travels. Fill in your
journey details in one section, and
then use a section of the map for
each day of travel, making notes as
appropriate.
21.
A
IX
DVICE
TÖ
PLAYERS
22.
I. PLAYING WITHOUT FERETORY
The comical level of cruelty of Mörk Borg is one of its most delicious features.
Even the strongest character is often only a few Fumbles away from losing all
their armour and weapons and consequently getting minced into a fine paste.
You may also like to run a new character through the Getting Better rules (Core:
33) in order to slightly prolong the inevitable, and/or start with their maximum
Omens each day.
23.
Finally, you could start your game with a party of two or three. I would suggest
that the other members of the party are treated as NPCs, while you play from the
perspective of a single character... at least until you die and then shift to one of
the survivors. This should give you plenty of opportunity to introduce further
NPCs to the story who might join the party, or provide opportunities to pick up
the story from another angle.
The chance of a Strong Hit using DR12 and no stat modifiers is 16%. The
chance of a Weak Hit is 48%. This means there is, in total, a 64% chance of
things generally going in your favour - and almost a 1-in-2 chance of at least a
Weak Hit... although it rarely feels that way!
As I said in the introduction, Weak Hits are very common, and as such are a
great way to make sure that narrative progresses beyond what a simple pass/fail
mechanic can offer. However, managing them is a skill in itself.
This is fine and good - it will probably be nail-biting if you've burned through
your Omens and don't mind facing a 36% chance of certain death. Perhaps,
though, the death could be made a little less certain: a Weak Hit might mean that
they lose their nerve halfway across, and have to undertake the task a second
time. A Fail might mean that the PC has to make a further DR12 Agility test with
1d20 to cling to the side. Passing that means they lose a random object while
clambering up, but failing means that they still cling on, although their boot
touches the deathly waters inflicting d4 damage. This roughly reduces the
chance of death or injury to 21%.
A Weak Hit can also mean 'less good than' in many situations. For example, you
find a strange well. When the waters are imbibed, a Strong Hit (16%) could mean
d6 HP are healed and gain +1 to a random attribute. A Weak Hit (48%) may
simply mean that you regain d4 HP. Of course, a Fail (36%) might make you
subject to an Arcane Catastrophe...
24.
I. KATLA: THE CHÖSEN SCVM
The biographical text generated by SCVMBIRTHER also told me that Katla was
the sole survivor of a massacred Alliáns cult, who is now hunted by enemy
cultists.
The adventure sparks in Core: 88 told me that I should start in the centre of
Alliáns, and that – inspired by some whisperings from a crypt – I would be
searching for ingredients to an elixir. I decided to move a little further out of
Alliáns and into a monastery in southern Kergüs, although the building has the
same aesthetics as that cold, black-spired city.
25.
Common encounters:
1-2 – d4 Plague Larvae
3 – d2 Zombie (Core: 65)
4 – 1 Blood Drenched Skeleton (Core: 62)
Rare encounters:
1 – 1 Lich (Core: 63)
2-3 – d4 Plague Fly
4 – 1 Corpse Crawler
I decided that rather then a straight one-shot dungeon crawl, this would be a
campaign-style play, involving several days travel from Kergüs to the Valley of
the Unfortunate Dead. Therefore I kept the stats for Plague Larvae, Plague Flies,
and Corpse Crawlers blank – I’d fill them in as and when I encountered them.
I’d started to link the adventure spark to the dungeon, deciding that the Dark
Tunnels would have sprung up around the site of an ancient catacomb: the
resting place of a gigantic, but now extinct, people. Giant larvae feeding on the
decomposing corpses of the giants created vast burrows running through the
burial site. The ‘elixir’ that Katla will be looking for is the venom of a spider that
lives inside one of the ancient giant skulls. Why exactly?! I am not sure, but
decided to count on that being revealed as the story unfolds.
I was now ready to write the first bit of fiction to set the scene:
It was probably the beer that saved me. I was passed-out drunk in a
cupboard when the massacre happened. When I awoke, everyone had
either fled, or been slaughtered. Bodies hung from, or were impaled
upon, the spire-like shards of glass that dot the roof of our nunnery and
are the source of it’s name: Gloomflail.
26.
As I wandered through the now deserted halls, I found myself in the
chapel. Beneath the altar lies the tomb of the Sisters’ founder: Abbess
Thervegard. The seal on the tomb was cracked during the massacre. As I
sat in a pew, wondering what to do next, a dusty, whispering voice
seemed to float from the crack. “Seek the Dark Tunnels… feed me with
venom from the skull of the hysterical giant.”
All I know about the Dark Tunnels is that they are somewhere in the
Valley of Unfortunate Undead… Wait! … Am I hearing voices?!
Sounds like it’s time to Begin an Adventure. I decide that this will be a
‘Depressing’ level adventure, consisting of four milestones:
Before setting out on the road, Katla decides to see if there is anything in the
nunnery that hasn’t been stolen or smashed…
Search for an Object DR14 Omens: 15+2, 11+2: Weak hit: 1. Nothing.
Nothing - just charred skulls and bones… everything seems to have been
decimated by some sort of supernatural fire. Ugh. Well, it could have
been worse - at least there were no lurking cult members. Time to take
the long walk to the Valley of Unfortunate Undead, then…
It’s going to take eight days to reach the Valley of Unfortunate Undead. Since
each encounter on the road can easily spiral into their own adventures, you may
like to divide journey lengths by two for a more manageable game. A roll on the
Calendar of Nechrubel using a d20 gives 8 – so no extra Misery today: just the
standard amount of misery for Katla.
Rolling on the Core weather table, and Feretory overland travel tables, Katla sets
off. Outside it is black as night. The road is well-used, and she is going to
encounter a battle (no. 7 on Feretory’s Overland Travel table). I decide to use the
Oracles to dictate the crowd size and creatures in the battle:
Nechrubel’s teeth! It’s dark out here! Is it night? Is it day? Who knows or
cares anymore. At least the road hasn’t completely fallen into decay yet.
27.
I manage to walk for a few hours – attempting to edge a little closer to
the border of Kergüs. The road begins to skirt above the deep edge of a
valley. I can hear the sounds of battle - dismal groans and high, piercing
war cries. In the twilight I can see what looks like 30 dusk gnoums,
encircled by 90 zombies. The gnoums are fighting them off with bows
and knives, but it looks like a losing battle.
Katla decides she will try to pass discretely. Unfortunately, her splint armour
increases the DR of Agility tests by 4:
Katla takes 1 HP damage (- the arrow is d4, doing 2 damage, but 1 is absorbed
by her armour). The arrow might have been the complicating factor of a Weak
Hit, but since this was an outright Fail, things get even worse:
The impact causes me to lose my footing. Urgh, I roll down the side of
the valley. Fortunately my splint armour took the brunt of it, but I still find
myself at the edge of the skirmish. Two zombies break away and stumble
toward me.
Katla is unscathed by the fall (d4 damage: 3 damage dealt, but all of it was
absorbed by her armour).
At this point, Katla fights with the zombies, following standard Mörk Borg
combat procedures:
I duel with the zombies - all the time retreating to the edge of the valley
to make my escape. As the last one falls, I decide to quickly pick through
its pockets...
Nothing. Damn - a few more zombies have cottoned on. Time to try and
get up the edge of the valley.
28.
General Adventuring Move: DR12+4 Agility: 16-2, 10-2: Weak hit.
As a result of the weak hit, Katla got up the side of the valley, but lost a random
item – in this case 1 ration.
Having bounded along the road, leaving the battle behind me, I find a
quiet spot, between some blasted, leafless trees and settle down to rest.
I think it’s nighttime, anyway…
Damn. Katla really could do with a rest, so I spend an Omen to re-roll the 5. I get
an 18. Weak hit. She uses one ration, gains 1 HP and an Omen.
Of course, this being a weak hit, Katla wakes up to find she is not alone:
Well. That was a fairly cold, uncomfortable night. The mist started
creeping from out of the valleys, saturating my clothes and even my
bones. I’d just started getting my things together when I saw three
shadowy shapes in the mist. Those groans… not again!
Ok, got my armour on? Check! Sword? Check! Let’s get out of here! I
turn and run - smack into a tree that looms out of the mist. I fall back on
the ground, dazed. The zombies are almost upon me! FFS - this armour
is a liability!
A fight ensues between Katla and three zombies. She wins, but her sword
breaks in the fracas:
After slaying two of the zombies, the damp mist had evidently corroded
my already shonky blade! I missed, whacked a tree and saw it shatter in
front of my own eyes. I managed to finish the creature off in a grueling
melee using the hammer from my toolbox, emerging victorious – and
only somewhat slightly clawed.
29.
Search for an Object:
Zombie 1: DR12 Omens: 11+0, 4+0: Fail
Zombie 2: DR12 Omens: 7+0, 16+0: Weak hit - Nothing
Zombie 3: DR12 Omens: 20+0, 5+0: Weak hit –
d66 Corpse plunder
A quick look over the bodies of the deceased reveals one of them was
some sort of soldier - I find a curious metal cylinder with a fuse...
I walk a few hours more - definitely out of the zombie battle’s way now…
right? Having totally run out of food, I spend a day searching the blasted
heath.
Camp, Rest or Catch a Breath: DR12 Presence: 16+0, 1+0: Weak hit
(Gain 1 HP, 1 Omen, ration already consumed!)
I don’t believe it - another bad night (obviously). Almost got to sleep after
shivering and puking, before the ‘heavens’ opened and a violent storm
started battering down on me. AND - illuminated by the lightning flashes
- I spied around 30 or so of the shuffling zombie army half a mile-off.
Time to get going!
Rolling on the Feretory road and events table, Katla diverges onto an old wagon
track, and encounters a religious procession (Crowd Size Oracle: Small – 8
participants):
Maybe getting off this main road might help things? As I trudge through
the storm I see a wagon track and decide to follow it. It’s muddy as hell.
In another flash of lightning I see something ahead - a weird procession
coming toward me. They are in brown robes, carrying storm lanterns,
hoes, pitchforks, and poles with horses’ skulls on them.
30.
Rolling on the Reactions table tells me that the procession is angered:
I try to bow my head and avoid eye contact, hoping to shuffle past them.
As I approach, the leader screams “Halt, infidel! Who is this, who blocks
up our route, like a pile of over-ripe manure?"
The leader - a rancid, grizzled old farmer leans in closer as I try to spin a
story to get by the group. Suddenly he grabs me the back of the neck
and pushes me to the floor. “Put her in the back, boys! More flesh for the
Furrow-Fiend!”
Burned bones and decaying, hacked-up body parts float in the mud. The
lightning flashes and illuminates a set of stakes in the middle of the field.
It’s not long before each of the prisoners is dragged in turn toward the
stakes. As two burly cultist farmhands grab me by the arms, I try to
struggle free.
As one of the cultists comes over, flaming brand in hand, to light the
barrels under my feet, a palpable tremor runs through the assembly.
There is the sound of countless voices moaning. Craning my head I can
see the army of zombies, breaking through the hedges and ditches at the
far end of the field. Almost at the same time, a shrill, elite voice rings out
from the other end of the field: “Cease, ye heretics! SHE demands your
lives!” Inquisitors of the Two-Headed Basilisk are also descending on the
field!
31.
The sound of horns ring out from the side of the Basilisk Cultists - and
with it comes great tongues of penetrating green fire, whipping across
the length of the field, indiscriminately enveloping Farm Cultists and
shuffling zombies. As the nearby Farm Cultists disperse in panic, I try to
break out of my bonds.
SNAP! The twine they use had probably been sitting in some mouldering
barn for years and breaks easily. I start to dash toward the track that we
entered the field by. Typically, the leader of the Farm Cult is standing at
the gate. The eyes of the horse skull on his staff glow with a spectral red
energy. Methinks it is time to toss that grenade.
Katla tosses the metal cylinder – as per the instructions from the Core book a d6
is rolled. It comes up as 5, causing 3d10 damage to the cult leader:
BOOM! That wiped the annoying, superior grin off his face! Tatters of
burning flesh and clothing rain down like grisly fireworks as I pelt up the
path into the darkness, leaving the three factions to slaughter each other
in the sodden field. I run for as long as I can along the muddy farm track,
until the battle is out of earshot. I find a field with a clump of trees in the
middle - somewhat sheltered from the continual downpour, and try to
make a camp.
I’ve barely dozed off, when I wake to hear a twig snap. I open one eye to
see another figure in the cloak of the Farmer’s Cult skulking around the
shadows.
32.
V. FARMHOUSE OF FILTH: KATLA’S FINAL DAYS
Katla has a decent rest, and the Calendar of Nechrubel comes up as 19. It’s a
frosty morning and Katla continues along a narrow stretch of track. The events
by road table (Feretory: 5) tells me that she encounters two corpses:
Continuing along the farmer’s track, I reach a turning that I assume would
lead me up to the farmhouse. One of the gateposts says ’Scumslaughter
Farm’. Scum’s Laughter Farm?! Skewered on a pole either side of the
track up to the house are two frost-caked corpses - they don’t look too
amused. I have a quick shufty through their pockets.
Hmm, a few silver coins. I guess anything decent they might have had
ended up at the farmhouse. Maybe I’ll just take a quick peek.
At this point, Katla is ready to enter a dungeon. Using the DNGNGEN template
as a guide, I quickly fill in some particulars about Scumslaughter Farm:
33.
Common encounters:
1-2 - d2 Farm Cultists: Check reactions; Use stats for Scum (Core:
59). Cultists have a d4 dagger, but no poison special.
3 - d2 Mongrels (Core: III).
4 - d2 Sacrifical Shades: Check reactions. HP 5, Morale 8, Plasmic
Mantle -d2, Frozen Touch d4, DR14 to hit.
Rare encounters:
1-2 - d2 Cult Enforcers: Attack immediately. HP 10, Morale 9,
Ironwool Robe -d2, Poison Dagger d4 - as Scum (Core: 59).
3 – Former victim (Blood Drenched Skeleton, Core: 62).
4 - d2 Farm Cultists (attacks immediately) & d2 Mongrels.
Cult Farmwife: HP 10, Morale 10, Leather apron -d4, Filthy Cudgel d6 (test
DR8 toughness or get infected).
Special: Each round roll d4:
1-3 - Attacks with cudgel.
4 - Whistles and a Mongrel appears from somewhere.
Hiding myself behind a withered blackthorn bush, I can get a good view
of the house. There appears to be one entrance - a formidable black,
studded door within a porch. A single cultist patrols the house - walking a
circuit with a massive shaggy dog on a chain. I’m guessing the door
probably requires a key, and the cultist probably has the key. I look at the
house. I look at the guard. I look at the dog. I look at the puny hammer in
my hand. Le sigh.
Maybe it’s time to try a little bribery. The kid I saw near my camp didn’t
seem so bloodthirsty and brainwashed as the ones down in the sodden
field. I begin to walk up to the house. The giant mongrel barks. I raise a
hand in a gesture of peace.
Turns out I was right. He’s depressed and disillusioned. “Hvrax has been
burning and hacking people up for years to try and make his fields grow.
I’ve never even seen a stalk of grass. It’s all pointless. Everything is
pointless.” I hand him 25 silver in exchange for the key. Hopefully he and
the mongrel will be able to start a new life somewhere… while the world
lasts.
34.
Dungeon Crawling: DR6: 9,2: Weak hit. Deathly Crypt/Grave/Abattoir.
4 exits (North, East, West, Up). Rare encounter: 2 Cult Enforcers.
The door opens with nauseating, atonal shriek as it scrapes across the
floor. It opens into what was once a hallway, but it is now more like a
deathly charnel house: the walls literally painted with dark brown
bloodstains, while miscellaneous bones and globs of meat have been
kicked into the corners. There are three doors in the hall and a flight of
stairs going up. A brutish man in a red cloak was obviously alerted by the
sound of the opening door and stands at the far end of the hall. He stares
at me unflinchingly and cracks his knuckles. By the nails of Wrong Jesus
- I’d give my right eye for an unclean scroll right now!
Combat with the Cult Enforcer ensues. I decide that the second will descend
from the stairs once Katla has landed three blows on the first – given that the
combat is already ridiculously unbalanced. She manages to inflict three hits –
burning one Omen to avoid being infected by a dagger – before the second Cult
Enforcer descends. Having only 3 HP remaining, she decides to retreat:
Having got a few decent whacks in on the Cult Enforcer - and taken a
few in return - I heard the stairs creak, as a second came to investigate
the fracas. I was able to escape back through the door, their poisoned
daggers glancing off my battered armour. I ran down the frozen mud of
the path and back to the gates.
Katla maybe needs a lucky break, so I use the General Adventuring Move
against Omens:
As I belt further along the track, I notice a glint from a copse of shriveled
woodland. I see the cultist I’d bribed earlier, cooking over a small fire, the
Mongrel lying by his side.
35.
While bleeding all over the floor, I babble about the two cultists who had
attacked me. He evidently neither wants to know, nor return to that place.
I manage to persuade him to let me have his Mongrel… for a price. I pay
him 36 silver, and he teaches me the basics of Mongrel-ownership, and
gets her accustomed to my presence.
The Calendar of Nechrubel rolls 11, and the weather is a lifeless grey:
Returning to the farmhouse, a new cultist and mongrel are on guard duty.
This one doesn’t look quite so easily turned away from the task. There’s a
look of grim determination on his face. The news of yesterday’s melee
with the Basilisk Cult must have got back to the farmhouse. The best I
can do is make a full frontal assault. Hammer and hound at the ready!
This is Katla’s final encounter. She beats the cultist down, but a hammer is no
match for the enemy mongrel. After Katla falls, Wrythva fights on – claw to claw,
and maw to maw – emerging as the bloody victor.
For a moment I consider continuing the game from a canine perspective, but
Wrythva is so beaten up that I suspect it would be an interesting, but all-too-
brief, diversion. Instead, I decide the cultist who Katla bought the mongrel from
is suddenly overtaken by a sense of guilt. He has a strong urge to turn back and
seek out the lady heretic he met the night before, and perhaps also settle an old
score with the Cult Farmwife. And so the tale continues…
36.
36.
37.
38.
ALÖNE IN THE CROWD contains everything you need to integrate city-
crawls – as well as town, village, and hamlet crawls – into your SÖLITARY
DEFILEMENT sessions. You may just be passing through a homestead while
travelling, or you may be involved in a quest taking you to various locales in a
sprawling metropolis. Either way, ALÖNE IN THE CROWD will provide you
with all the encounters, shops, and terrifying random events that you need to
guide your character toward their inevitable fate. Steal from museums, enter a
pig-wrestling contest, make some dodgy deals in the bathhouse, and when
you’re done, perhaps find absolution at a forgotten shrine, or oblivion at the
bottom of a tankard.
Consider also that both the city and the wider world are persistent. If a hunting
party passed you by without incident, remember that they are still out there!
Perhaps next time you fail the City Crawl move, you may encounter them
rounding back on their prey – or seeking a new quarry for their sport!
So, how do you find towns, cities, and other settlements in a SÖLITARY
DEFILEMENT session? The following suggestions might help:
First, you could sketch out an adventure that takes place in a city. The
Chalice of Ruin, included in section VII of this supplement, provides a
possible template. You could alternatively start with an adventure spark and
single objective or milestone. For example, your quest might revolve around
stealing a ship harboured in the river: the first objective could be to find the
tavern where the crew-members drink. The next objective might depend on
how encounters at the tavern play out.
2.
If you are starting a campaign game, you may decide to begin at a settlement
as a prelude to adventure – providing an evocative background, and helping
you gather equipment or seek further information before setting out to meet
your fate. Alternatively, visiting a city or settlement might be a milestone:
perhaps you need to travel several days to a town and stock up on a specific
alchemical item as part of a larger narrative?
Settlements can also be discovered by chance. For each day travelling there
is a 1-in-8 chance that a settlement is discovered: consult the Settlement
Size, Settlement Name, and Settlement Descriptor Oracles, along with the
SD Geographical Features Oracle to get an idea of what it is like.
Finally, you may encounter a village when foraging (see Roads to Damnation/
Feretory: 3-8). If you choose to explore a village discovered this way, it
consists of either a d8+3 Dérive, or a d4 Micro-Crawl.
There are three ways to use ALÖNE IN THE CROWD to wander the doomed
and darkened streets – although you may also come up with others.
MICRO-CRAWL
As in SÖLITARY DEFILEMENT, you can make a Micro-Crawl when you need
to quickly move through a terrain en-route to some other objective. In this
instance, roll a d4 to find out how many streets need to be navigated. Next,
use the Street Descriptors Oracle (optionally rolling exits for extra flavour) to
find out what the streets contain. City Micro-Crawls can also be recorded on
the standard SÖLITARY DEFILEMENT Micro-Crawls worksheet.
3.
DÉRIVE
If you encounter a settlement and just wish to aimlessly wander around to see
what happens, then you may undertake a Dérive. Consult the Settlement Size
Oracle to find out how many streets the settlement contains and start a tally to
keep track of how many streets you have visited. Use the City Crawl Move
with a DR of 10 to explore the settlement, mapping as you go: both Strong
Hits and Weak Hits are treated the same way, and indicate that you should
generate a street with the Street Descriptors Oracle. Once you have reached
the end of the tally you find yourself at the edge of the settlement.
CITY CRAWL
A fully-fledged City Crawl is similar to the Dungeon Crawl in SÖLITARY
DEFILEMENT. The suggested DR for most City Crawls is 10. Instead of
‘Special Rooms’, you will seek Objectives: these are specific places you need
to visit in order to complete the adventure (see Chalice of Ruin for an
example of this). Use the City Crawl Move to explore the streets, reaching an
Objective on a Strong Hit. You can keep track of both Dérives and City-Crawls
on the printable City-Crawl Worksheet.
4.
CITY CRAWL
City DR vs 2d20. City Crawls do not use modifiers based on number of
Objectives reached. Use Get Directions to increase your chances of finding an
Objective.
Strong Hit: Reach the next Objective (- see Weak Hit if all Objectives met).
Weak Hit: Roll a new street using the Street Descriptors Oracle (p.15).
Fail: Something prevents you leaving. If you are stuck for inspiration, use a
simple Yes/No Oracle, or roll d4:
1-2 – NPC Encounter
3 – Environmental Hazard
4 – Unexpected Event
Resolve the encounter and then roll a new street.
GET DIRECTIONS
DR12 Presence vs 2d20. Use this Move to help you reach Objectives or find
specific destinations (e.g. shops, buildings, NPCs, or other locations).
Strong Hit: Something (a sound? smell? graffiti?) indicates a likely way
forward. Add +4 to your next City Crawl move if you are seeking an Objective.
Alternatively, add the particular destination you seek to the contents on the
next street generated.
Weak Hit: You ask a nearby NPC. Make a 2d6 Reaction roll:
2-3 – Attacks
4-6 – Ignores you
7-8 – Indifferent: +d2 to next City Crawl, or find destination in d4 streets
9+ Helpful: +d4 to next City Crawl, or find destination in d2 streets
Fail: You’ve got no idea, and no one else is any help.
PRAY
DR14 Presence vs 2d20. Add the following modifier to your roll:
Statue +0; Shrine +1; Tomb +1; Chapel +2; Church +2; Cathedral +3
The advice below is generic: even better would be to adapt the result to the
particular saint or deity that the place is dedicated to.
Strong Hit: d4: 1 – Healed (+d4 HP) 2 – Blessed (+1 Omen)
3 – Inspired (+1 Power) 4 – Gnostic Flare (+1 to random stat)
Weak Hit: Nothing: I guess the saints really are dead, after all.
Fail: d6: 1 – An Arcane Catastrophe rewards your insolence
2 – A plague is visited upon you (become infected)
3-6 – No response
5.
STASH ITEM
DR10 Omens vs 2d20. You may need to stash items you cannot carry, and
then hope they stay safe. Use this Move when you return to retrieve them:
Strong Hit: A great hiding place! The items are still there when you return.
Weak Hit: d6: 1-2 – You find several items missing (1-in-2 chance per item)
3-4 – Items damaged by water, damp, etc. 1-in-2 chance of
reducing armour & weaponry one tier, scrolls becoming
unreadable, food spoiling, etc.
5-6 – You surprise an NPC trying to carry your loot away!
Fail: Your items are missing – or scattered around and broken.
Note that in all Oracles there is a difference between NPCs (rolled using the Oracle in
SD: 12), and NPC Encounters (rolled using the Oracle on pages 13-14 in this book).
6.
FESTIVALS (2d10)
The Festival of 1– Skeletal Flagellation
2– Flaming Corpses
3– Murmuring Bones
4– Singing Stars
5– Ecstatic Priests
6– Nocturnal Relics
7– Infernal Curses
8– Buried Scythes
9– Whirling Galaxies
10 – Fevered Prophecy
When attending a festival, you might also ask how long it lasts and what the climax is.
Do participants reach an ecstatic peak, provoking supernatural phenomena? Does the
festival process to the outskirts of the settlement to exhume and play the Singing
Scythes? What happens then?
GATHERINGS (d6)
1– Funeral procession (d2): 1 – Scvm mourners; 2 – Noble mourners. A perfect
crowd to vanish into – or indulge in a spot of pocket-picking?
2– Ritual: Check the SD Religious Denomination and Yes or No Oracles to
determine whether the ritualists are friendly or not.
3– Contest (d4): 1 – Pig Wrestling (Strength); 2 – Axe Juggling (Agility);
3 – Chess (Presence): 4 – Glass-eating (Toughness). The champion’s DR is
12+your relevant stat modifier. Roll 2d20 vs DR: Strong Hit: Win a prize (use
Searching Strong Hit result); Weak Hit: You don’t quite make the grade but
an admirable attempt; Fail: Something goes wrong and d2 NPCs take
offence.
4– Spectacle (d4): 1 – Acrobats; 2 – Speaker; 3 – Puppet show;
4 – Musician. Make a donation – perhaps even persuade them to join you or
give you a lesson in their specialty.
5– Festival: Roll on the Festivals and SD Crowd Size Oracles. If you wander
through the throng, the festival contains either a contest (#3, above) or
Spectacle (#4, above), and d2 NPC Encounters.
6– Rioting Mob: Roll 2d20 vs Presence: Strong Hit: Pass through without
trouble; Weak hit: Roll once on d2 table below; Fail: Roll on d2 table below,
doubling the number of NPCs rolled.
d2: 1 – Encounter d4 Drunks (NPC Encounters #12); 2 – Evade the riot police
(use Flee from Combat vs d2 Guards – NPC Encounters #54).
7.
HAZARDS (d6)
1– Overturned carriage: Use a simple Yes/No Oracle to determine why it was
overturned, and whether the driver is still present. If looting, use the
Searching Move, repeating a Strong or Weak Hit outcome d4 times.
2– Roadblock: Manned by d20 guards. Set up to capture someone or
something? Or to barricade someone or something in?
3– Collapsed road: The has road collapsed into an old sewer, mine, cave, or
abyss. Work out a way across, backtrack, or Micro-Crawl underground to
emerge at another street.
4– Spiked wall/fence: Use simple Yes/No Oracle to work out why it is has been
erected. The SD Buildings and Structures Oracle may also help you
determine its purpose and construction.
5– Fallen building: Rubble spills across the street from a collapsed building.
Possible suggestions: avoid falling masonry (DR14 Agility/d4 damage);
Search the rubble; enter the building (d2 Micro-Crawl).
6– Environmental Hazard: Use SD Sounds and/or Odours & Tastes Oracles to
determine a hazard, for example: noxious gas or ever-burning fire seeping
from below; cursed winds blowing from the nearby moor; a slippery, blood-
soaked shambles…
Use the last two columns of the SD Religious Denominations oracle to find out who
or what the holy place is dedicated to. Chapels, churches, and cathedrals are staffed –
use the SD Yes or No Oracle to determine whether the denomination views you as a
true believer or a heretic.
Attempting to threaten or persuade a merchant (e.g. DR12 Presence vs 2d20) can shift
their disposition to the next favourable band on a Strong Hit. A Fail shifts the
disposition to the next unfavourable band. A Weak Hit means it stays at the same
band.
8.
NOTABLE ARTEFACTS
Type (d4) Concerning/Depicting (d12)
1 Book 1 Plants & fungi (+2 Presence to identify weird flora)
2 Manuscript 2 HER Blasphemous Gospel (+d4 when using Powers)
3 Nechrubel Bible (Core: 55)
4 Sacred Death (Becomes a random Sacred Scroll each morning)
5 Diabolic Debauchery (As above, but for Unclean Scrolls)
6 Boiling Blood (Core: 51)
7 Ascetic Praxis (+2 when Praying)
8 Fatalistic Divination (+1 Omen per day)
9 Roads of the Dying Land (Reduce travel time by d4 days)
10 Dream Gates (d2 Micro-Crawl nightly – wake if reduced to 0HP.
Wake to discover any items etc found if you survive.)
11 Apocalyptic Survivalism (+2 when Camping)
12 Infernal Topography (optional +d2 when Dungeon Crawling)
3 Picture 1 A tree with a Giant Goat (+1 Agility)
4 Sculpture 2 A battle with a Pallid Skull (+1 Toughness)
3 A life-study of a Screaming Basilisk (+2 Power) *
4 A cave with a Exiled Sinner (+1 Omen) *
5 The limb of a Wretched Noble (+1 Presence)
6 A bound and Forgotten Monk (+1 Power) *
7 Dismemberment of a Twisted Hound (+2 HP)
8 The face of a Decaying Goblin (+2 defend)
9 Landscape with a Burning Soldier (+2 attack)
10 A cursed and Dancing Youth (+d2 Strength)
11 Burning town and Unremarkable King (+2 Presence)
12 A fruit tree and a Hypnotic Spider (15 minutes
spider-owl powers) *
* Per day
Notable artefacts are worth 100+d100s.
To have the effect of a picture you need to consume a section of the canvas, reducing its worth
by half. Such modifiers are permanent. To have the effect of a sculpture you must be in
possession of it. Check its size using d2: 1 - Small (e.g. figurine or amulet), 2 - Large (-2 Agility).
Modifiers are lost when a book, manuscript, or sculpture is sold, lost, or broken.
9.
SETTLEMENT NAME (d66)
11 – Ghast/Ghost Pit 41 – Night/Nacht Fell/Falls
12 – Blood/Blut Brae/Bray 42 – Dark/Mörk Dal/Dale
13 – Scar Borg/Berg 43 – Witch/Häxan Heath
14 – Hunds/Dog(’s) Cot(e)/Kut 44 – Goblin/Gnoum Caul
15 – Corpse/Lych Feld/Field 45 – Grey/Grå Hall/Hal(e)
16 – Old(en) Kirke 46 – Kniv/Knife Hill
21 – Nether/Never Stein/Stone 51 – Wretch(ed) Wood/Holt
22 – Ober/Unter Heim 52 – Gloom/Glum Spire
23 – Hell/Devil(’s) Moor/Mora 53 – Bone Gate
24 – Grave/Grav Beck 54 – Spittle/Spit Scythe
25 – Dead/Död Mere 55 – Grim/Grime Skull/Head
26 – Kur/Sar Gut 56 – Idol Ash/Ask
31 – Beggars Lees/Lys 61 – Gull’s Crypt
32 – Wraith/Wrat Dike/Dyk 62 – Wäst Peak/Näs
33 – Scum Gash 63 – Gallow(’s) Croft/Torp
34 – Rat/Pest Tor 64 – Candle/Kandul Wold
35 – Flayed/Flaying Kulle 65 – Salt Bridge/Brück
36 – Wolven Mark 66 – Wither(ed) Fort/Furt
Settlement Names are useful sparks for adventure ideas and additional colour. They
could suggest legends about the founding of the settlement, or things found within
them or in the area. What is the Dead Spire? What lies on the fields outside Idol Moor?
What are the traditions associated with the founding of Spittlescythe?
10.
TAVERNS (d4)
1– Seedy doss house: Stay the night for 1s: DR10 Toughness vs 2d20.
Strong Hit: +d6 HP. Regain Omens and Powers; Weak Hit: +d4 HP. Regain
Omens -1 and Powers -1; Fail: +d2 HP and infected.
2– Alewife’s Dwelling: Drink her ale for 1s: DR10 Toughness vs 2d20. Strong
Hit: +d4 HP, +1 Omen; Weak Hit: +d4 HP, -1 Presence for 4 hours; Fail:
Violent Hallucinations -2 Agility for 4 hours, then either: attack a random
companion/NPC, or DR12 Agility to avoid some sort of accident for -d4 HP.
3– Tavern: Has d4 NPCs (use SD NPC Oracle, roll Reactions+2 if you
approach one). Dried food can be restocked (1s). Use Grey Galth Inn
(Feretory: 54-5) for more flavour. Gamble: Place a bet, roll 3d6 – get back
double for a run or any pair, quadruple for three matches. 2-in-6 chance of
having to fight off a drunken gambler each time you win.
4– Inn: As Tavern, but with a room can be hired for d8+3s. Staying overnight
reduces the DR of a Resting move to 8.
11.
BUSINESSES (d20)
1 Apothecary/Herbmaster 2 Blacksmith
Stocks d4 potions from the Occult Sells & repairs armour (Core: 25): Light 20s,
Herbmaster (Core: 56, d4 doses) 20s. Medium 100s, Heavy 200s, Shield 20s.
3 Taxidermist 4 Bookseller
Sell trophies for (HP x damage die x Has d2 Notable Books/Manuscripts, and
armour die) s. Head 50%, Limb 25%. d4 sacred or unclean scrolls for 50s each
5 Loan Shark 6 Tailor
Lends d6 times the amount of silver you Fine clothes, costumes, and disguises: 5s to
have… but you must pay it back next 100s. Spider-silk gloves, masks, veils, etc:
time you roll a City Crawl Move that 50s. May help to staunch bleeding by sewing
includes the number 1 wounds.
7 Amateur Dentist 8 Cunning Person
Fang repair (15s); Tooth sharpening Defixione (80s: bury it in the ground - anyone
(10s: d4 bite for non-Fanged Deserter); walking over it tests DR14 Toughness or
Fang implants (100s: d6 bite for non- suffers Arcane Catastrophe); Poppet (80s:
Fanged Deserter). For any procedure, can be made in the form of a person or
test Toughness DR14 or sustain d4 creature: +2 to attack & defend against that
damage from bleeding. creature).
9 Stables 10 Jeweller
Horse (80s); Donkey (10s); Horse Buy and sell jewels, as well as gold and silver
Powder (25s, charm any animal, 1 use). trinkets.
11 Gunsmith 12 Butcher
See the MBC Blackpowder Weapons Dried meats (rations), wet meats, offal, etc
supplement for firearms and prices. 1s. Fancy meats 3s. Will buy corpses.
13 Inventor 14 Grocer
70s: can combine two items - including Dried mushrooms (1s, provides 2 dried food,
organic ones - to create new hybrids 1-in-4 chance of hallucinations); Algae flakes
that give a +1 modifier to some ability (2s, +1 HP when added to meal); Accursed
(e.g. knife glove: +1 to attack, lich eye Rhubarb (10s, DR10 to use Powers for one
staff: +1 Power). day).
15 Piss Prophet 16 Gymnasium
Decocts urine into potions. They are 2s to enter. Encounter d2 NPCs – use SD
only effective for the person whose NPC Oracle & roll Reactions. Helpful NPCs
urine is used. Aqua Vitae (20s, +d10 may join you/sell wares/services appropriate
HP); Uric Vigour (35s, +1 to all to their profession. Others are spoiling for a
attributes for 1 day); Pick-me-up (15s, fight. Train: Roll higher than DR12+Strength
+d2 Omens). on d20, +1 Strength on success.
17 Mortician/Undertaker 18 Doctor / Barber-Surgeon
Coffin (30s), Embalming Fluid (15s, Staunch bleeding (5s); Heal 1 HP (3s); Cure
highly flammable - d4 rounds of d6 infection (10s); Medicine Box (15s);
damage if ignited), Bone Saw (10s, Amputation (50s); Transplant (90s). Use DR14
d4+1), Reclaimed prosthetics (4s, glass Toughness vs 2d20 to see how well
eyes, wooden limbs). transplants and amputations go.
19 Tanner 20 Confectioner
Sells –d2 leather armour (15s), or -1 Boiled sweets (2s); Berserker’s Honey (15s,
shields (20s). Buys trophies/hides (see two attacks per round for one combat
Taxidermist, above). encounter: DR10 to hit, DR13 to defend).
Remember to check Merchant Disposition Oracle when engaging businesses.
12.
NPC ENCOUNTERS (d66)
11 d4 Debt Collectors 12 d4 Drunks
If you owe a loan shark, pay up +20%, Reactions -4. Pay them off w/ 1s each or
otherwise 1-in-4 chance they mistake some booze: otherwise things might get
you for a debtor owing d100+50s. fraught.
13 Musician 14 Toy-Maker
d4: 1) Tuneless Minstrel; 2) Street Reactions +2. Sells two cursed toys (d4): 1)
Singer (gain news and rumours from Snapping Fangs (d4 bite); 2) Flaming Basilisk
their song); 3) Troubadour (20s for a (d4+1 sparks); 3) Gnoum Archer (d4 arrows);
song that acts as a Sacred Scroll); 4) 4) Dancing Goblin (distraction, +2 DR for d2
Cursed Soloist (Infernal Instrument combat rounds). 40s each. Need winding to
d6+2, DR14 Toughness or transfixes use: character winding misses their round,
hearers for one combat round). toys 1-3 attack for duration of combat.
15 Prophet 16 Guide
d6: 1-2) Lonely Flagellant; 3-5) Upstart For 10s will take you to end of a Micro-Crawl,
Heretic (2d4 followers); 6) Cult Leader to the next Objective, or to a place/
(d10+10 followers). Looking for business... or (1-in-4 chance) try to take you
followers – or unbelievers to persecute. down a quiet alley and cut your throat.
21 Miserable Bastard 22 Assassin
Assign a random PC class to an NPC. HP 6 Morale 10 Dagger d4 Crossbow d8
Allocate special abilities/items. Roll Depending on Reaction may be looking for a
other stats as if they were a regular contract… or looking for you! Lurks in
NPC (see below). shadows: -2 Initiative if entering combat.
23 Soldier 24 Beggar
HP 5 Morale d12 Falchion d6 Leather Reaction +3 if you give money or food. d4: 1-
Armour –d4. Reaction modifiers (d4): 1) 2) Holds a sign; 3) d2 pet Mongrels (Core: III);
Deserter +2; 2) Unemployed +4; 3) Off- 4) Cursed tongue (DR14 Presence or Arcane
duty ±0; 4) Malcontent -3. Catastrophe if you do not give alms).
25 Local Hard Case 26 Wounded Person
HP 6 Morale 10 Broken Bottle d4 d4: 1 - Beaten, 2- Crushed, 3 - Stabbed, 4-
Scarred Skin –d2. Looking for a fight: Burned. Who or what injured them?
-5 to Reaction roll. They have 1 HP. Reaction +3 if aided.
31 Flâneur 32 Pickpocket
A noble idler with nothing to do but DR14 Presence vs 2d20: Strong Hit: You
drink and walk. On Reaction of 7+ will catch the pickpocket in the act; Weak Hit:
direct you to the nearest tavern (add a You realise the scam too late: lose one item,
tavern to the next new street), or give but the rogue is still in firing range! Fail: You
you +3 to your next City Crawl move. are an easy mark – lose one item.
33 Junk Collector 34 Diseased Host
Offers up to d4 items from d100 Infected by goblinism, zombism, plague, or
Trinkets for d6s each. parasite. Cure them, or avoid them!
35 Flea Trainer 36 Lost Soul
If friendly will sell a trained flea for 3s. It Afflicted by d2 Arcane Catastrophes. They
is trained to do one task appropriate to could be a useful ally, a liability, or a
its size. formidable opponent.
13.
41 Fugitive 42 Hand for Hire
Depending on Reaction, may either join Roll d4 on the Outcast Followers table (Core:
you, fear being reported, or attack in 70-71). Roll Reactions+3. If you promise to
desperation. HP 4 Morale 5 Dagger d4 fulfill their demands, they will accompany
Cloth Armour -d2. you. Test their Morale daily if you cannot.
43 Organ Grinder & Dancing Animal 44 Grave-Robber
Roll on the Animals Oracle to see what Offers d4 Corpse Plunder items (d4s each).
is chained and doggedly shuffling to the May know location of a tomb. To help them
organ’s broken reeds. The plunder it, use d4 Micro-Crawl or DR6
animal/prisoner is relatively tame – dungeon crawl. Find d2 Occult
although the organ grinder might not Treasures/Tenebrous Relics in last chamber.
be.
45 Servant 46 Mugger
Reaction +2. d2: 1) On an errand; 2) d2: 1) Approaches you in the street – the
Returning from errand. Roll on interaction quickly turns nasty; 2) Attempts to
Businesses Oracle: may direct or bludgeon you from behind: DR12 Toughness
accompany you to the business, which to shake off the blow, otherwise begin
is d2 streets away. combat with Initiative to mugger.
51 Pilgrim 52 d4+2 Gamblers
d2: 1) Votive charms (5s, leave at holy See gambling rules (Taverns #3/Grey Galth
places for +3 when Praying); 2) Holds a Inn). They are all distracted by their game,
Tenebrous Relic: will not part with it. unless you join them.
53 Demonologist 54 d4 Guards
If friendly will sell an imp sealed in a ring
HP 5 Morale 8 Falchion d6 Leather Armour
for 75s. Once daiiy it will (d4): 1) Bring –d4. DR7 Presence vs 2d20: Strong Hit:
you d20s; 2) Cast one random unclean They pass by; Weak Hit: Question you
power (without fail); 3) Possess any suspiciously; Fail: Attempt to arrest you: talk
creature for d10 minutes; 4) Appear as your way out, flee, fight, or submit!
mongrel (Core: III) for one combat NB: Increase DR to 14 if the law is already
encounter. seeking you!
55 Fence 56 Poet
+3 to Reactions roll. Has d2 weapons d4: 1) A useless scribbler; 2) Sublime Artist
for sale at 50% list price. After buying (knows d2 Sacred Powers); 3) Gothic Hellion
roll d4: 1) Weapon is a useless replica; (knows d2 Unclean powers); 4) Rhetorician
2-3) Weapon is ok; 4) Weapon is high (+2 on relevant Presence checks). Poets use
quality: +1 to attack and to damage. Powers without fail once per day: when
attacking PC will use Powers immediately.
61 – 66 Roll on Sölitary Defilement NPC table
Unless otherwise stated, NPCs have: d6 HP, d12 Morale, d2 armour (1: no armour, 2:
-d2 armour), d4 damage (1: d2, 2-3: d4, 4: d6).
14.
STREET DESCRIPTORS
BACKTRACKING (d8)
1-5 – Nothing 6-7 – NPC 8 – Unexpected Event
15.
Using Scvmbirther and DNGNGEN, I came up with this scenario:
I decide that Belsum will start in a nearby village – waking there and
wandering its streets will form a prelude to the dungeon crawl. Using the
Settlement Name, Settlement Descriptor, Geographical Features (SD: 10)
and Weather (Core: i) Oracles, the following locale is conjured:
This crawl will be in the Dérive format, with Belsum wandering a fixed number
of streets until he reaches the outskirts of the village – after which he will begin
the journey to the Wretched Crypt. A village contains d8+3 streets: I roll 5.
Using the Street Descriptors I roll up the first street: a cobbled yard, one exit,
and a monster or dangerous creature. I roll a d6 on the SD Stock Creatures
Oracle, since I don’t want to risk immediate death:
As Belsum descends from his lodging, toward a door that leads into
the cobbled courtyard, the barb-like hairs on the back of his neck
stiffen. Something is lurking outside. Through a dirty windowpane he
sees the edge of a bat-like wing. He puts his crumpled monster mask
over his face and kicks open the door…
Belsum fails the Initiative check: he forgets the door opens inward and alerts
the creature! The lurking Pale One sets upon him!
I check the Pale One’s specialty – it possesses Eyelid Blinds the Mind, but
fails to cast it, so Belsum takes a chunk out of its torso with his teeth. After a
further scuffle, Belsum fatally tears into the Pale One’s jugular. The question is
who sent the Pale One, and why? Engaging in a spot of Corpse Plundering,
Belsum finds a map to a place that cannot possibly exist: a strange-angled,
expressionist nightmare somewhere between dimensions.
16.
City Crawl DR10: 11, 6: Weak Hit: Decaying Lane, two exits, empty.
City Crawl DR10: 12, 6: Weak Hit: Icy Street, 1 exits, NPC Encounter.
City Crawl DR10: 18, 5: Weak Hit: Descending Square, 2 exits, tavern.
GAM DR10 Toughness: 1, 18: Weak Hit: +d4 HP, -1 Presence for 4 hours
17.
City Crawl DR10: 13, 8: Weak Hit: Affluent Lane, 3 exits, remains of
something.
I use a simple Yes/No Oracle to work out what the remains are:
After pocketing the small purse that was attached to the noble’s belt,
Belsum straightens up and begins to walk away, nonchalantly whistling
through his fangs. Of course, the putrefying arm of the noble reaches
out to snatch his heel…
Belsum manages to bite his way out of trouble – emerging, gore-stained and
infected from the struggle. Fortunately he has three doses of life elixir,
enabling him to cure the infection. Having resolved the failed Move, he
continues on to the next street: a flooded undercroft with two exits. It contains
a business: a blacksmith. This is the final street in the Dérive – all exits will
lead to the edge of the village. I check the Merchant Disposition Oracle and
come up with 5 (8-3 Presence): all items will be 2x the price.
The shadow of Nechrubel lengthens across the Dying Lands, heralding the
final coming of Verhu’s immolating flame. The shadow can be felt even in the
cities: in the fabric of buildings, in the flowing of sewers, in the smallest mote
of dust, there his sickness spreads. Heretical cults flourish: their leaders
attempting to draw their own power from the all-pervading psychic miasma.
Worst of the new cults are the followers of Svamp: a rich merchant-turned-
prophet who has miraculously survived all attempts at assassination by the
Two-Headed Basilisk Order. He has now retreated into his fortified
townhouse, guarded by fanatical followers.
Askaräc, High Inquisitor of the Two-Headed Basilisk has a task for you: in the
oldest catacomb of Galgenbeck is the tomb of Aversus, the demi-lich.
Aversus is rumoured to be buried with the Chalice of Ruin: one sip from which
will condemn the drinker to eternal physical and spiritual damnation. Force
Svamp to drink from the chalice and even if he cannot die, the curse will
ensure that whatever life he has will not be worth living. Unfortunately the key
to the catacomb is held by Haav, a custodian with Svampist sympathies, who
will need to bribed, or otherwise ‘persuaded’…
Start by rolling on the Street Descriptor Oracle (p.15). Give the street 2 exits,
and roll for contents and weather (Core: i). Use the City Crawl Move to explore
Galgenbeck and uncover the Objectives below. The City DR is 10.
Objectives.
1.
The
Custodian’s
Lodge
Roll
street
descriptors,
exits
and
contents
Haav,
The
Custodian
of
the
Lesser
Vaults
of
Galgenbeck,
lives
in
a
crumbling
lodge.
Their
desk
is
strewn
with
mouldering
plans
of
the
catacombs,
and
codices
of
deaths
and
burials.
A
portrait
of
Svamp
hangs
above
the
desk
almost
lost
amidst
the
all-‐pervading
gloom.
Possible
approaches
to
getting
the
key
from
Haav
include:
Bribe
(100s).
Persuade
(DR15
Presence
vs
2d20).
Threaten
(DR14
Toughness
vs
2d20).
Steal
(DR14
Agility
vs
2d20).
If
attempts
to
get
the
key
fail,
or
you
decide
to
attack,
roll
Initiative.
Haav
casts
Metzhuatol
Blind
Your
Eye
as
their
first
attack
(DR18
to
hit
and
defend
for
the
first
d6
rounds).
Haave
HP
5
Morale
8
Cracked
Quill
d4.
19.
2.
Galgenbeck
Catacombs
Roll
street
descriptors,
exits
and
contents
The
vast
black
iron
gate
of
the
catacomb
is
easy
to
spot,
although
overgrown
and
ivy-‐choked.
You
may
continue
to
explore
the
city
–
although
you
will
need
to
descend
into
the
catacombs
at
some
point
to
retrieve
the
Chalice
of
Ruin.
A
cold,
roughly-‐hewn,
cobweb-‐filled
passage
descends
into
darkness.
Undertake
a
d4
Micro-‐
Crawl
through
the
catacombs,
after
which
you
reach
the
Abysmal
Crypt
of
Aversus.
Common
Encounters
(d4):
1-‐2
–
Zombie
(Core:
65);
3
–
Blood-‐Drenched
Skeleton
(Core:
62);
4
–
NPC
Rare
Encounters
(d4):
1
–
Pale
One
(roll
Reactions,
Core:
71);
2
–
Nesting
Death
(Core:
III);
3
–
Undead
Doll
(Core:
66);
4
–
d2
Zombies
(Core:
65)
Aversus,
the
Demi-‐Lich:
HP
8
Morale
–
Decaying
Touch
(special)
d6
Necrotic
Barrier
–d4
On
their
first
combat
round
Aversus
will
use
your
most
potent
Scroll
against
you
or
your
companions.
When
hit
by
decaying
touch,
make
DR6
Toughness
test
or
suffer
an
Arcane
Catastrophe.
Once
Aversus
is
dead,
you
retrieve
the
(unremarkable-‐looking)
Chalice
from
a
sarcophagus.
You
emerge
into
the
city
through
a
manhole:
exactly
where
you
first
began
your
adventure.
3.
Svamp’s
Townhouse
The
townhouse
is
fortified,
with
armed
acolytes
posted
at
the
front
doors.
It
is
quieter
around
the
back:
a
servant
is
passed-‐out
drunk
near
the
back
door,
and
a
window
is
open
on
the
second
floor.
If
entering
the
back
door,
undertake
a
d4
Micro-‐Crawl
to
find
Svamp’s
chamber.
If
you
are
able
to
gain
entry
to
the
window,
undertake
a
d2
Micro-‐Crawl.
In
either
case,
use
d12
on
the
Interior
Locations
Oracle
in
place
of
the
SD
Room
Type
Oracle.
As
a
former
merchant,
the
house
is
full
of
curios
–
use
DR9
whenever
you
Search
an
area.
Common
Encounters
(d2):
1
–
Svampist
Acolyte:
HP
3
Morale
8
Black
Needle
d2;
2
–
Leech
Swarm:
HP
4
Morale
–
Bite
d2
Rare
Encounters
(d2):
1
–
Svampist
Adept:
HP
6
Morale
10
Leeching
Gaze
(special)
d4
Leeching
gaze
heals
the
Adept
equal
to
the
damage
inflicted;
2
–
Cosmic
Rift:
Additional
d2
Micro-‐Crawl
through
a
heretical
dimension!
Svamp’s
Study:
Svamp
sits
at
a
small
desk
piled
high
with
arcane
cosmological
texts.
Two
Acolytes
stand
by
his
side.
A
four-‐poster
bed
is
in
the
corner,
curtains
drawn.
Svamp,
The
Heretical
Prophet:
HP
7
Morale
–
Leeching
Gaze
(special,
as
above)
d6
Auric
Shadow
–d4+1
If
reduced
to
0
HP
or
less,
Svamp
will
restore
to
d4
HP
next
round.
When
he
is
at
0
HP
or
less,
make
a
DR10
Presence
check
to
force
his
inert
body
to
drink
from
the
Chalice.
Victory?
The
shadow
of
Nechrubel
is
exceptionally
strong
here.
As
Svamp
flails,
assailed
by
a
barrage
of
Arcane
Catastrophes,
the
curtains
on
the
four-‐poster
bed
draw
apart.
A
vast,
dark,
clawed
hand
reaches
out,
snatching
both
Svamp
and
the
Chalice,
pulling
them
within:
vanishing
into
some
dark
nether-‐void.
The
townhouse
is
quiet
now.
What
you
do
with
it,
and
Svamp’s
terrified
acolytes,
is
up
to
you.
20.
21.
22.