Credits Writing and art by Chaoclypse (Brandon Yu) Editing by Walton Wood Special Thanks Johan Nohr and Pelle Nilsson for MÖRK BORG which introduced me to TTRPGs. 1d10+5 for Sölitary Defilement which introduced me to solo play. Karl Druid for his Frontier Scum brushes that gave this book just the right bit of dirt and grime. N3310 for his constant support in my TTRPG endeavours. Strega, Perplexing Ruins, Alex of Blackoath Entertainment, Daniel of “The Dungeon Dive” YouTube channel, Hinokodo and the MÖRK BORG and r/Solo_Roleplaying communities for helping me through my TTRPG and solo RP journey. Without these people, this book would not exist. Thank you. Sölitary Depths is a supplement to Sölitary Defilement, a product by 1d10+5 (http://1d105.itch.io/) Sölitary Depths is an independent production by Chaoclypse and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. Art on pages 5, 6 and 19 were photobashed using images from https://unsplash.com/ that are free to use under the Unsplash license. Table of Contents Introduction 1 Using this Book 1 Chaos Portents 2 Orakle 3 Threat Rating (TR) 6 Encountering Enemies 7 Locked Doors/Obstructions 7 Weak Hit Consequences 8 Reveal a Danger 8 Wasting Time/Making Noise 8 Traps 9 Enemy Combat Modifiers 11 Enemy Stats Generator 12 Rare Monster Generator 13 Overland Exploration 20 Travel Rules 22 • Tveland 23 • Sarkash 24 • Graven-Tosk 25 • Lake Onda 26 • Valley of the Unfortunate Undead 27 • Bergen Chrypt 28 • Wästland 29 • Kergüs 30 Custom Regions 31 Further Tables and Inspiration 31 Custom Region Template 32 Introduction Sölitary Depths is a supplement to Sölitary Defilement by 1d10+5, which in turn is a supplement to MÖRK BORG, providing a set of procedures for solo play. Sölitary Defilement can be downloaded free from itch.io, though I would recommend getting the DriveThruRPG version if you can, since that has the addition of excellent city-crawl rules. In addition, the Feretory supplement is recommended, particularly the Overland Travel and Eat Prey Kill sections, which are used in the Overland Travel rules. These sections are downloadable from https://morkborg.com/ for free. Sölitary Defilement was in many ways an introduction to solo role-playing for me, and over the months, I built up a collection of my own rules and tables, culminating in Sölitary Depths! Experiment, have fun, and perhaps most importantly, embrace your inevitable, solitary demise. - Chaoclypse Using this Book Sölitary Depths uses a “toybox” approach that emphasizes modularity. Take what you want, leave what you don’t. If you use this book without Sölitary Defilement (not recommended!), remember: Moves are a 2d20 roll against a target number. 1 • If both dice meet or beat the target number, it’s a Strong Hit. • If only one die meets or beats the target number, it’s a Weak Hit. • If neither die meets or beats the target number, it’s a Fail. Chaos Portents 2 Orakle When faced with a yes/no question, roll a d20. If likely, roll 2d20 and pick highest. If unlikely, roll 2d20 and pick lowest. If very likely/unlikely, use 3d20. < 10 10 > 10 No A Random Event occurs! Roll again. Yes This gives degrees of success — for example, 20 can be considered a “Yes, and” and 9 can be considered as a “No, but”. Random Events can stack — if you roll again and get a 10, both (or more) events happen at once or, even better, are intertwined! If you happen to get a Random Event (or multiple), roll 2d6 on the Random Event Focus table, then optionally roll on the Chaos Portents for ideas on what happens, rerolling if needed. Random Event Focus 3 2. Faction/Community action 3. New NPC 4. NPC positive 5. PC positive 6. Plot progress 7. NPC action 8. PC negative 9. Plot obstacle 10. NPC negative 11. Environment 12. Plot twist Optional Orakle DR Rules This optional (but highly recommended) rule automatically generates challenge DRs alongside the Orakle roll! Before rolling, frame the question so the “yes” answer is harmful/less desired. Example: “Is this room I’m escaping guarded?” instead of “Is this room I’m escaping unguarded?” If you get a “Yes”, the roll result is the DR of the challenge associated with the question. This DR maxes out at 18 by default. (You may wish to modify this.) Example: A 2d20 roll with a likely chance results in 8 and 19; 19 is the number used. Yes, the room is guarded, and very heavily, at that! To sneak past the guards, test Agility DR18 (since max DR is 18). Do not use this rule all the time, just whenever a challenge requires a DR. More Optional Modifications Use these ideas to modify the DR generation to fit your game: • Set a custom maximum (or even minimum!) DR. • Apply a custom Orakle Modifier when determining DR. Deducting reduces the difficulty, adding increases the difficulty. Note: When in a dungeon, there are optional rules (p. 6) for adjusting the Orakle Modifier according to the dungeon’s Threat Rating. 4 5 Threat Rating (TR) Every dungeon has a Threat Rating (TR) separate from the DR used for rolling new rooms. It represents how tough a dungeon is in terms of its traps and enemies. 9 Easy 12 Normal 15 Hard In the overland, TR is 12. Throughout this book, there are references to “TR moves”. These are essentially moves with the Threat Rating as the target number. Tip: At the start of each dungeon, write down your Dungeon DR and TR so you don’t forget! Optional Orakle DR Rules Compatibility Many hazards in this book, including traps and enemies, utilize the TR directly. If, however, you want to use the TR to modify the optional Orakle DR rules, at the start of the dungeon, add TR−12 to your Orakle roll, then apply the maximum cap (default is 18) to the resulting DR. For reference, this would result in the following modifiers: -3 Easy ±0 Normal +3 Hard Write this Orakle Modifier alongside your Dungeon DR and TR! This automatically assigns a DR to threats not covered by this book, and the DR scales with the TR. 6 Encountering Enemies If you see an enemy, that doesn’t necessarily mean the enemy has seen you. Do a TR Agility Move (TR−3 if enemy is preoccupied and not alerted, TR+3 if enemy is alerted) to determine if it sees you first. • • • Strong Hit: It doesn’t detect you at all. ▪ If you choose to retreat into the room you came from, you automatically succeed. ▪ If you choose to sneak past, you have to hit on a TR−3 Presence Move or it sees you. ▪ If you choose to fight, you have initiative. Weak Hit: It suspects something. It is now alerted. ▪ If you choose to retreat into the room you came from, you automatically succeed. ▪ If you choose to sneak past, you have to hit on a TR Presence move or it sees you. ▪ If you choose to fight, roll initiative. Failure: It sees you. It is now alerted. ▪ Roll its reaction. If they are out for blood, roll initiative and begin combat. If not, roll on the Chaos Portents for what they want. Locked doors/Obstructions Do a TR move with the appropriate stat, usually Strength or Presence. If it’s a locked door and you have a lockpick, perform the test at −3 difficulty. On a Weak Hit/Failure, the lockpick breaks. 7 • Strong Hit: Unlock the door/clear the obstruction and continue. • Weak Hit: You manage to proceed, but a danger is revealed. (Reroll on “Locked Door/Obstruction”.) • Failure: You are unable to proceed and a danger is revealed. (Reroll on “Locked Door/Obstruction”.) Weak Hit Consequences When in a dungeon and a Weak Hit’s unclear, roll a d6: 1. Small damage (d2/d4, depending on action’s severity) 2. Introduce new danger (see “Reveal a Danger” below) 3. d6: 1–3 lose an item, 4–6 lose d20 silver 4. Your action has an unintended negative effect 5. Surprising negative development 6. A friend (or you if you’re alone) is put in harm’s way Use the Orakle if still unsure of details. Reveal a Danger Roll a d6: 1. Trap 2. Locked door/environmental obstruction 3. Environmental danger 4. Common encounter 5. Resource used (torch/lamp oil in dungeon, food in overland) 6. NPC - roll reaction with -2 modifier Wasting Time/Making Noise Any activity that wastes time or makes noise has a 1-in-6 chance of revealing a danger. (Use table above.) If wasting a lot of time or making a lot of noise, increase this to a 2-in-6 chance of revealing a danger. This includes: backtracking, resting, drawn out fights, smashing doors, etc. 8 Traps Find traps with a TR Presence move. • Strong Hit: You notice the trap as well as type; you may choose to retreat (if possible). • Weak Hit: You notice some sort of hidden trap but do not know the specifics. If you wish to disarm/avoid it, do a TR Presence Move. If you hit (strong or weak), it is disarmed/avoided (and you may discern what kind of trap it was); otherwise, face the consequences. • Fail: The trap ensnares you. If you fail the trap detection, determine what kind of trap it is (by rolling on the regular traps list on the next page), then test yourself appropriately: 9 • On a Strong Hit, you avoid all consequences (and now know what the trap is!) • On a Weak Hit or Fail, face the appropriate consequences. Regular Traps (D8) Special Traps (D4) 1. Poison Needles - TR Toughness Move 1. Mutation Sludge - TR Agility Move • Weak Hit: Choose: d8 damage or become infected. • Failure: d8 damage + become infected. 2. Trapdoor - TR Agility Move • Weak Hit: d4 damage. • Failure: d8 damage. 3. Fighting Pit Trap - TR Agility Move • Weak Hit: Common Encounter. • Failure: Common Encounter + d4 fall damage. 4. Howler Bear Trap - TR Agility Move • Weak Hit: d4 damage immediately, additional d4 damage every round. −2 Agility while trapped. TR Strength test to open the trap. • Failure: Same as Weak Hit, and sound alerts a Common Encounter. Arrives in d4+2 rounds 5. Fetid Gas - TR Omens Move • Weak Hit: Gas fills the room in d4 rounds unless disarmed with a TR+3 Presence test. If unable to disarm the trap in time, Fail. • Failure: Gas fills the room. d2 damage every round until trap is disarmed with TR Presence test. 6. Spears Trap - TR Agility Move • Weak Hit: Choose: d6 damage or random equipment/item breaks. • Failure: d6 damage + random equipment/item breaks. • Weak Hit: You grow an extra limb. Choose: extra legs give you +2 Agility, extra arms gives you +2 Strength. People think you are freakish, and your reaction rolls are at −2. • Failure: You grow an extra limb, but it’s more of a tumor than something usable. Choose: a tumor on the legs gives you −2 Agility, a tumor on the arms gives you −2 Strength. People think you are an absolute abomination, and your reaction rolls are at −3. 2. Bloodthirst Gas - TR Agility Move • Weak Hit: You grow incredibly bloodthirsty and attack a random ally. If nobody is nearby, you immediately deal your weapon damage to yourself. The effect ends immediately afterwards. • Failure: Same as Weak Hit, but you are furious — double damage. 3. Magic Trap - TR Presence Move • Weak Hit: Roll a random scroll and apply it to yourself in the worst way possible. (Reroll if needed.) • Failure: Suffer a random arcane catastrophe. 4. Chomper - TR Agility Move • Weak Hit: Suffer d8 damage, and a chunk of your leg is carved out. • Failure: d8+4 damage — you lose a leg. Without a prosthesis of some kind, -4 Agility. 7. Fire Trap - TR Agility Move • Weak Hit: d4 damage for d4 turns unless doused. • Failure: d8 damage + consequence of Weak Hit 8. Special Trap - Roll on Special Traps 10 Enemy Combat Modifiers After initiating combat, optionally roll d12 for enemy modifiers. This is meant to be rolled for each individual monster but can be rolled for groups or entire species. 1. Confused: Skips the first round 7. Armored: Increase armor tier 2. Slow: -2 to attack/defend DR 8. Coward: -4 Morale 3. Fast: +2 to attack/defend DR 9. Fights to the end: Automatically passes morale tests 4. Prevents escape: Escape DR +4 5. Blood crazed: Automatically passes morale tests if any player has been damaged 6. Calls for backup: 1-in-6 chance every combat round for another enemy to join the fray 11 10. Clumsy: 1-in-6 chance every round that the enemy trips and loses their turn 11. Frantic: Deals +2 damage when at half health or below 12. Toxic: Successful attacks from the enemy are infectious Enemy Stats Generator You may need to fight a creature that does not have an existing stat block. Subtract d4 from the TR, subtracting or adding additional modifiers depending on the creature’s perceived strength/weakness. # HP Morale Attack Armor 2 2 6 d4 - 3 3 6 d4 - 4 4 7 d4 - 5 5 7 d4 - 6 5 8 d4 d2 7 6 9 d6 - 8 6 10 d6 d2 9 7 10 d6 - 10 7 9 d6 d2 11 10 8 d8 - 12 13 7 d8 d2 13 15 7 d10 d2 14 20 6 2d6 d2 15 20 6 2d6 d4 16+ 20 6 2d6 d6 12 Rare Monster Generator This procedure uses playing cards to create a Rare Encounter or other special monster as an alternative to The Monster Approaches. At the start of each dungeon, shuffle the deck then draw as many 5-card piles as you may need; set them aside as the rare encounters/bosses for the dungeon. Preparation First, draw 2 cards to describe the visual form and intention. Then draw 3 more to describe the abilities. Interpretation For calculations, aces are 1 and face cards are all 10. Description Card 1 - Overall Look The overall look should tie back to the dungeon’s theme. If the look really doesn’t fit, select the next one. 13 A Constantly shifting form 2 Slime 3 Ogre 4 Insectlike 5 Birdlike 6 Fishlike 7 Reptilian humanoid 8 Amphibian 9 Amorphous flesh blob 10 Demon J Golem Q Ghost K Human... or is it? Card 2 - Defining Feature A Too many legs 2 Very, very sharp teeth 3 Human face 4 Weapons stuck in it 5 Covered with its own spawn 6 Translucent skin 7 Tentacled 8 Winged 9 Two heads 10 Bleeding from every orifice J Covered in spikes Q Necrotic K Too many eyes 1st & 2nd Cards: Intention ♣ ♣ It is sadistic. It kills and destroys for pleasure. ♣ ♦ It wants to appease a greater being (possibly to obtain power). ♣ ♥ It wants others to fear it. ♣ ♠ It fights to become stronger. ♦ ♣ It wants silver. ♦ ♦ It collects a certain body part for some purpose. ♦ ♥ It feeds on blood. ♦ ♠ It eats to survive. ♥ ♣ It is defending its territory. ♥ ♦ It is defending its spawn. ♥ ♥ It just wants peace and quiet. ♥ ♠ It is defending an item it considers holy (perhaps additional loot?). ♠ ♣ It wishes to enslave all. ♠ ♦ It is hostile because it has been driven mad. ♠ ♥ It wishes to amalgamate with the characters. ♠ ♠ It wishes to sacrifice the characters to Verhu! 14 Abilities Card 3 - HP & Armor HP is card number (minimum 2, maximum 10). Armor: face card: −d4 armor, even: −d2 armor, odd: no armor Card 4 - Morale Morale is card number +5. Note: A total of 12 or above (a card of 7 or above) means the monster will never flee/ surrender to the characters, and can be marked with a dash. Card 5 - Attack Choose the damage die closest to the card number, rounded up. d2 is the minimum, d10 is maximum. For example: 5 is d6, face cards are d10. 15 3rd & 4th Cards: Special Feel free to replace stats or dice numbers in the following list — they are merely suggestions. ♣ ♣ After failing defence, test a stat DR8 (Toughness/Agility recommended); otherwise, suffer a permanent affliction. ♣ ♦ DR to attack and defend is higher for some reason. (Fast? Disgusting?) ♣ ♥ Upon death, test Agility DR8 or it deals d4 damage to attackers. ♣ ♠ Immune to some type of weapon. (Blades, clubs, conventional weaponry?) ♦ ♣ Has a 1-in-8 chance to damage/destroy any weapon used to attack it. ♦ ♦ Deals d2 damage to melee attackers unless they test a specific stat DR8 (Toughness/Agility recommended). ♦ ♥ Cannot use Powers around it. ♦ ♠ Attempts to convince players to assist its cause. (Presence DR8 test may be required.) ♥ ♣ Skin contact causes d4 damage. ♥ ♦ Test Toughness/Presence DR8 every round or get frozen for d2 rounds. ♥ ♥ When combat starts, temporarily reduces some stat (Agility/Presence recommended) by 2. ♥ ♠ The ground it stands on turns dangerous; if the PCs step on it, DR8 test (Toughness/Agility recommended) or d4 damage. ♠ ♣ Has an area-of-effect attack that can target all PCs. ♠ ♦ Calls upon minions to help. ♠ ♥ There are two of them. ♠ ♠ Draw one more card (for a total of 6). Read a special ability from the 5th and 6th cards. If you get this result again, instead double its HP and increase its attack die by one size. 16 Creature Difficulty modification If this is the final boss of the dungeon (or if you just want a tougher fight), roll a d6 or choose and apply one of the following. 17 1. +5 HP 2. +5 Morale; if it is already at max or no Morale, choose the next option 3. Increase attack by one die size 4. Increase armor by one tier 5. Draw 2 cards to determine one more special; if it’s the same special, double HP and increase its attack die by one 6. There are two monsters! You can use Omens (max 2) to lower the difficulty. You can do the same modification more than once. 1. −5 HP (minimum 2) 2. −3 Morale (minimum 5); if no Morale, reduce it to 9 3. Reduce attack by one die size (minimum d2) 4. Reduce armor by one tier 5. Draw a card (for a total of 6) to determine another special (from the 5th and 6th cards) and choose one to keep 18 19 Overland Exploration The following tables are categorized by the Dying Land’s regions. You can use the exploration rules a couple ways: Replace Sölitary Defilement Road Events You can use the rules completely by themselves, replacing Overland Travel (Roads to Damnation in Feretory), to generate region-specific encounters. Note that you would still use Sölitary Defilement’s traveling flowchart to structure your play. The result is a lot more open to interpretation but can also have a lot more potential possibilities! Supplement Sölitary Defilement Road Events You can still use Overland Travel/Roads to Damnation, as recommended by Sölitary Defilement, for overland travel — but sometimes, it doesn’t list a Trait, Feature, or a Discovery. You can generate those per region to give you more inspiration. If monsters or NPCs show up (or are stumbled across), you can also generate them specific to the region you are in! Hexcrawl If you are doing a hexcrawl across the Dying Lands and need an encounter per hex, use the optional hexcrawl rules at the start of the Encounters section. 20 In addition, you can use the tables in the following ways as well: Supplement Sölitary Defilement Dungeon Crawling Generating a Trait along with the dungeon room can help describe it in a region-specific manner. For Common Encounters, the monsters table can be used as-is, but you can supplement it with a few other encounters of your own making as well. For Special Rooms/Rare Encounters, if you’re averse to using DNGNGEN/ DNGNSTOCK or simply don’t have access to a computer, you can generate a Trait, Discovery, and optionally Chaos Portents on the fly along with The Monster Approaches or the card-based system detailed above for Rare Encounters. Also see Further Tables and Inspiration, p. 31. Remember: Special Rooms and Rare Encounters should be strongly themed to the dungeon. Use Them as Oracle Tables Many of the tables here are region-specific, so you can use them to answer an open-ended question about the area you’re in. Others are more general; use them as such! 21 Travel Rules entering hex If you are doing a hexcrawl: d20 ≤ Region Encounter Level = Encounter Determining the Encounter First, determine the region you are in. If you are not in a marked region, pick the region you are closest to or randomly pick one of the two closest regions. Roll a d20 to determine encounter: 1-2 Monster 3-4 NPC 5 NPC fighting monster 6 d6 NPC group 7 d20 NPC crowd 8 Monster fighting monster 9 Rare/bizarre monster 10-20 Nothing..? Roll the specific region… • Trait (d10) • Feature (d10) • Discovery (d10) Additional information For additional information, roll on the Chaos Portents. Story Connection Optionally, to check if the scene is connected to your current quest/ story, roll a d6: 1 2-3 4-6 Strongly connected Connected Not (seemingly) connected Encounter Notes Groups have the same NPC type. Roll group reactions together. Roll monster reactions at a -3 penalty. Tips Descriptions are purposefully vague so you can interpret the scene! Remember that Sölitary Defilement has a surplus of tables, such as NPC disposition, that you can use to further augment your generation. All rolls are optional. If you think you have enough information to create an interesting scene, go with what you have. … as well as, if required: • Encounter(s) (d6) • NPC disposition (d66) along with region-specific profession (d10) 22 Tveland The lands home to Galgenbeck and Sarkash Encounter Level: 7 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9–10. Blighted Howling Shadowy Chaotic Desolate Haunted Forsaken Strange Rural Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Outpost Shack Dungeon Gallows Well Ditch Crypt Ashes Shrine Camp Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 23 Corpse Foreshadowing Environmental hazard Trap Notice Followed/watched Message Tracks Aftermath Clue Monsters (d6) 1. 2. 3. 4. 5. 6. d2 Scvm (MB p. 59) d4 Goblins (MB p. 58) d4 Flayed Vultures (Feretory p. 12/EPK p. 4) d2 Antideer (Feretory p. 12/ EPK p. 4) Mongrel (Rotblack Sludge p. III) d2 Feral Horses (Feretory p. 12/ EPK p. 4) NPC Professions (d10) 1-2. 3. 4. 5. 6. 7. 8. 9. 10. Beggar/gutterborn scvm Soldier Merchant Grave robber/tomb plunderer Doctor/dentist/barber-surgeon Performer/fool/actor Servant/retainer Fortuneteller/witch/seer Alchemist/chemist/herbalist Sarkash Dense, spreading forest Encounter Level: 8 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Blighted Howling Shadowy Misty Desolate Corrupted Savage Thorny Shifting Overgrown Monsters (d6) 1. 2. 3. 4. 5. 6. d2 Skelelks (Feretory p. 13/EPK p.5) d2 Zombies (MB p. 65) d2 Mulch Squirrels (Feretory p. 13/EPK p. 5) d2 Carrion Owls (Feretory p. 13/ EPK p. 5) Mongrel (Rotblack Sludge p. III) Prowler (MB 71) NPC Professions (d10) Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Swamp River Thickets Waterfall Cave Bog Pit Grove Camp Dungeon 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Butcher Tanner Soldier Alchemist/chemist/herbalist Beggar/gutterborn scvm Performer/fool/actor Pilgrim/hermit/prophet Ratbit/bloodmole/toad catcher Poacher/trapper Murderer/assassin Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Dead animal/monster Nest Trap Followed/watched Blood stains Message Strange plant Tracks Treasure Clue 24 Graven-Tosk A truly ancient cemetery Encounter Level: 5 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Ashen Decaying Shadowy Misty Mystic Haunted Forsaken Phantasmal Shifting Ancient Feature (d10) 1–2. 3. 4. 5. 6. 7. 8. 9. 10. Graveyard Dungeon Gallows Church Ditch Crypt Shrine Monument Camp Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 25 Ritual Many corpses Empty graves Trap Blood stains Message Supernatural Tracks Treasure Clue Monsters (d6) 1. 2. 3. 4. 5. 6. d2 Rotted skeleton (Heretic p. 21/ GLW p. 7) d2 Zombies (MB p. 65) Pale One (MB p. 71) Giant Skull Moth (Feretory p. 14/ EPK p. 6) d2 Fogbound Skeletons (Heretic p. 23/GLW p. 9) d2 Blood-Drenched Skeletons (MB p. 62) NPC Professions (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Monk/priest Pilgrim/hermit/prophet Necromancer/demonologist Noble/royal Nightsoil/corpse/leech collector Gravedigger/undertaker Grave robber/tomb plunderer Executioner Fortuneteller/witch/seer Guard/watchman Lake Onda Flooded swamps and rapids Encounter Level: 12 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Consuming Torrential Sinking Eerie Savage Blighted Frozen Phantasmal Shifting Otherworldly Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Swamp Bog Creek Graveyard Ruins Rapids Ravine Shrine Monument Dungeon Monsters (d6) 1. 2. 3. 4. 5. 6. d4 Unresting Ducks (Feretory p. 18/EPK p. 10) Cursed Trout (Feretory p. 18/EPK p. 10) d2 Rusty Bass (Feretory p. 18/ EPK p. 10) Sursturgeon (Feretory p. 18/EPK p. 10) Earthbound (MB p. 70) d2 Rotted Skeletons (Heretic p. 21/GLW p. 7) NPC Professions (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Fisherman Doctor/dentist/barber-surgeon Performer/fool/actor Servant/retainer Nightsoil/corpse/leech collector Merchant Grave robber/tomb plunderer Ratbit/bloodmole/toad catcher Fortuneteller/witch/seer Alchemist/chemist/herbalist Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Fish Tentacles Hunted Trap Followed/watched Treasure Flood Tracks Many dead sea creatures Waterfall 26 Valley of the Unfortunate Undead Poisoned air, desolate plains Encounter Level: 5 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Maddening Desolate Dead quiet Foggy Blighted Haunted Forsaken Phantasmal Shifting Ancient Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Emptiness Mirage Dungeon Huge corpse Orchard Ditch Crypt Moor Monument Camp Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 27 Poison Mutation Many corpses Trap Lost Message Supernatural Tracks Aftermath Clue Monsters (d6) 1. 2. 3. 4. 5. 6. d6 Grubstoppers (Feretory p. 19/ EPK p. 11) d2 Gravelings (Feretory p. 19/ EPK p. 11) Prowler (MB p. 72) d4 Phantom Rats (Feretory p. 19/ EPK p. 11) d2 Fogbound Skeletons (Feretory p. 23/GLW p. 9) d2 Rotted Skeletons (Feretory p. 21/GLW p. 7) NPC Professions (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Beggar/gutterborn scvm Pilgrim/hermit/prophet Necromancer/demonologist Counterfeiter/smuggler Nightsoil/corpse/leech collector Merchant Grave robber/tomb plunderer Executioner Fortuneteller/witch/seer Alchemist/chemist/herbalist Bergen Chrypt Haunted mountain range Encounter Level: 9 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Frozen Gargantuan Misty Uncivilized Savage Desolate Intimidating Phantasmal Eerie Haunted Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Cave Cliff Bridge Graveyard Peak Obelisk Crystals Camp Monument Dungeon Monsters (d6) 1. 2. 3. 4. 5. 6. Wickhead Knife-Wielder (MB p. 68) Mongrel (Rotblack Sludge p. III) d2 Blood Drenched Skeletons (MB p. 62) d2 Dusk Gnoums (Rotblack Sludge p. III) d2 Fogbound Skeletons (Heretic p. 23/GLW p. 9) Earthbound (MB p. 70) NPC Professions (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Soldier Doctor/dentist/barber-surgeon Performer/fool/actor Pilgrim/hermit/prophet Necromancer/demonologist Fortuneteller/witch/seer Grave robber/tomb plunderer Merchant Monk/priest Alchemist/chemist/herbalist Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Corpse Message Landslide Trap Followed/watched Ritual Boulders Illusion Tracks Aftermath 28 Wästland Under rule of the Mad King Encounter Level: 10 Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Gruesome Savage Chaotic Destroyed Desolate Haunted Forsaken Strange Intimidating Rural Monsters (d6) 1. 2. 3. 4. 5. 6. d2 Scvm (MB p. 59) d4 Scvm (MB p. 59) Wickhead Knife-Wielder (MB p. 68) d2 Guards with Sharpened Teeth (Rotblack Sludge p. III) Mongrel (Rotblack Sludge p. III) d4 Goblins (MB p. 58) NPC Professions (d10) Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Outpost Shack Dungeon Gallows Well Ditch Crypt Ashes Shrine Camp Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 29 Corpse Foreshadowing Corpse pile Trap Notice Followed/watched Remains Tracks Aftermath Clue 1–3. 4. 5. 6. 7. 8. 9. 10. Soldier Merchant Grave robber/tomb plunderer Beggar/gutterborn scvm Beggar/gutterborn scvm Executioner Fortuneteller/witch/seer Performer/fool/actor Kergüs Desolation and frost Encounter Level: 9 Trait (d10) 1–4. 5. 6. 7. 8. 9. 10. Frozen Empty Desolate Intimidating Phantasmal Eerie Misty Monsters (d6) 1. 2. 3. 4. 5. 6. Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Waterfall River Bridge Graveyard Peak Obelisk Crystals Monument Plains Dungeon d4 Goblins (MB p. 58) Mongrel (Rotblack Sludge p. III) d2 Fogbound Skeletons (Feretory p. 23/GLW p. 9) d2 Dusk Gnoums (Rotblack Sludge p. III) d4 Blubbergulls (Feretory p. 16/ EPK p. 8) Earthbound (MB p. 70) NPC Professions (d10) 1–3. 4. 5. 6. 7. 8–9. 10. Soldier Pilgrim/hermit/prophet Necromancer/demonologist Fortuneteller/witch/seer Torturer/Inquisitor Beggar/gutterborn scvm Fisherman Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Environmental hazard Message Corpse Trap Followed/watched Curse Blood Illusion Tracks Aftermath 30 Custom Regions You can (and should) make your own custom regions using the supplied template, especially if you aren’t playing within the Dying Lands. To make a region, come up with 10 Traits, Features, and Discoveries. Amalgamating the regions provided can speed things up. For example, a frozen forest can combine traits from Kergüs and Sarkash. For monsters, you can use the existing regions as inspiration, or you can look to the excellent DNGNSTOCK generator. (https://1d105.itch.io/dngnstock) For NPCs, Sölitary Defilement contains a list (p. 12). Pick and choose what is most appropriate for your region! Further Tables and Inspiration Alfred Valley’s Portents and Curses of the Prince of Gorse comes highly recommended as an alternate portents generator. In addition, the following are some additional books with tables that I’ve personally found particularly useful for deriving details about the Dying Lands: 31 • Hubris: A World of Visceral Adventure by DIY RPG Productions • GM’s Miscellany (Dungeon, Urban & Wilderness Dressing) by Raging Swan Press • The Perilous Wilds by Jason Lutes • Untold Encounters of the Random Kind by Loke Battlemats • Universal NPC Emulator by Conjecture Games ___________ Trait (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ Feature (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ Monsters (d6) 1. 2. 3. 4. 5. 6. ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ NPC Professions (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ Discovery (d10) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ ____________________ 32