Modern setting, old-school rule s. Enter the ZURF. A place of uns peakable horror. A place of uni opportunity. Not too many have retu maginable rned. Even fewer have gained wha t they have come for. The artefact are commonly known in the town. s as they Powerful tools of the elder beings who have made the ZURF possibl never know what drives the e. We might forces of ZURF. Stone and met al become alive here. Any elec spontaneously combust. We have tric circuits to resort to medival methods to trav el through this terrible mess. It all the mountains to the south, but we started in didn’t notice it until it was too late . The old town got taken over wit days. We managed to wall off a sma hin several ll part of our home. Some left, but some stayed to support the growing of newcomers. Scientists, explore number rs, poets. Anyone who had any cur iosi ty left in them came here. And who blame them. The world started to can lack the fantastical. Maybe that’s the true gift of the ZURF. Giving cannot explain. Giving us somethi us what we ng to wander about at night. Giv ing us something to strive for. Giv something to be afraid of. Will the ing us ZURF say here forever? Will it uni te us when nothing else could? I cannot don’t think anyone can. And tha say. I t’s the beauty of it. The speechless ness in radiates. Mesmerising. A curtain over the world. A n unspea dream-like kable nightmare. We can only dar e to wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. Wake up. Wake up. Wa ke up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. Wake up. Wake up. Wa ke up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. ke up. Wake up. Wake up. Wake up. Wake up. Wake up. Wake up. Wa Wake up. Wake ke up. up. Wake up. Wake up. Wake up. 1 8 * 2 9 5 3 6 2 Landmarks * Town of Zarya - Sits on the edge of ZURF. Shelter for explorers and mercs. Stores sell standard equipment (DURF pg. 8). At the border a sign saying ‘NO TECH BEYOND THIS POINT’. A tall gate. Barricades. 1. Old Zarya - Ruins of concrete, brick and metal. Other exploration parties on their way into the Zurf. Here the PCs first encounter the unmoving sun. 2. Collapsed bridge - Giant beams sway in the wind. Echo Geckoes patrol the streets. Below a toxic canal flows away into the Zurf (3). 3. Canals - The toxic canal comes from the bridge (2). It is calmer here. Orbseekers will stalk from the water. 4. Orbkeeper - Caverns lead to a hall, giant foggy orb at the centre. Orbkeeper floats above. Wants to put Zurf back into the orb. Enemy of Space-time Folder (7). 5. Sleeping towers - Wind blowing through fallen skyscrapers sounds like breathing. Safe spot for rest. 6. Airfield - Planes, helicopters, zeppelins, all cut perfectly in half. Some are still suspended mid-air. Trace of deformed terrain lead to (7). 8. Train station - Disfigured rails and rusty train cars. Train station haunted by Shadows of past travellers. A handcar can be acquired here. ZURF ����������� Old train tracks 7. Space-time Folder - A crater, a flower in the middle, above the Folder floats. Wants to contain the Zurf perfectly as it is. Enemy of Orbkeeper (4). 7 ���� ��� ��� ���� 4 9. Lone house - Among the blood red trees a wooden lodge. 2-in-6 chance of Orbseekers resting in the house. Safe spot for rest. ��� ���� �� ����� ����� (����������.����.��) ���� �� �� �� (����.����.��) ���������� ���������� ��� �� ���� Bodyguard (marine, officer, heavy, sentry, muscle) See DURF pg. 11 for NPC stats. NPCs at 4 & 7 are god. Both can manipulate the world & cause grave damage. These rules are used in addition to Hex Crawls for DURF pamphlet, which contains more detail about travel. Has an additional weapon of choice. ▶ They can spend an action to target an enemy. Anyone attacking the targeted enemy gets a Buff to their roll once. Scientist (biologist, physicist, expert, botanist, prof) Has a portable artefact container. It negates the effects of an artefact for one day, then melts. ▶ They can spend one hour to understand an artefact’s nature. Medic (healer, doctor, surgeon, nurse, mender) Has a first aid kit. Spend 30 minutes and 1 supply to heal a character or a creature by d6 Wounds. ▶ Can identify healing and dangerous herbs. Guide (pathfinder, scout, escort, lookout, torchbearer) 1 d6 Shadows, creeping on the edge of sight 2 2d4 Echo Geckos, taking the high ground 3 2d4 Giant Moths, circling above 4 d6 Orbseekers, making plans around campfire 5 d8 Orbseekers, hiking towards the mountains 6 King Bear (as Dragon), roaring at prey ��������� Are equivalent to magical items (DURF pg. 12). Each is unique and can only be found once. Collecting: spend an action to find and collect an artefact. Roll WIL (2 Breaks), on success gain one artefact from the random table. Exiting: characters can leave through the town walls anytime. If they are being followed, gates will be closed. Leaving through other hexes requires a successful WIL save [3 Breaks], or get stranded in the Endless Fields. Movement Hexes/Watch Event dice Careful 1 +0 Handcar 3 +3 1 Star pin - a tiny golden pin (for one day the user can never be damaged and is healed) ������� 2 Cells within Cells - plastic cylinder (inside, nanocells divide infinitely, generating energy). Giant Moth [Skill 2, HD 2 (no Armor), ML 7] Horse sized moth with intricate circular patterns on their wings. Attracted to the strongest light source. 3 Mecha Moth - a silver moth the size of a palm (can orient itself and lift up to 100kg). 4 Empty Discs - two discs, that maintain 20cm from each other (anything that stays in the discs for 1 hour is locked, released after a day). ▶ Grasp 3 dmg ▶ Plunge From Above target must make a DEX save or take 1 direct wound. 5 Dream Engine - a hat made of wires (user wakes up with one inanimate object from their dream). 6 Ring - copper ring. Objects that pass through disappear (light too), but reappear if pulled back. If spun it does not stop. (no known use) Has a compass that points towards closest metal. ▶ Once per day the Guide can reveal the contents of an adjacent hex. Entering: Once the characters enter Zurf, any tech they have on them explodes. Orbseeker [Skill 3, HD 1 (3 Armor), ML 8] Humans who never leave the Zurf. They are obsessed with artefacts and can feel their presence. ▶ Crossbow, sword 4 dmg ▶ Shock of Abyss produces a psychic shockwave. All creatures in the area must make a WIL save or become haunted by Shadows for d4 days.