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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
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