Fear and Hunger TTRPG

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FEAR HUNGER

T h e u n o f f i c i a l t a b l e t o p r p g
SURVIVE AGAINST FEAR,
AGAINST HUNGER,
AGAINST THE INEVITABLE.
You are going to enter the dark, a blackness so pure that kills
the light it makes contact with, the type of shadows that
suffocates and taints your existence, making you wish for any
kind of warmth. You must do everything in order to survive no
matter the cost... How far will you go?

DISCLAIMER
This system is based on the World of Fear and Hunger created by Miro
Haverinen. The system contains themes of Nudity, Sexual violence,
Self-harm, Drugs, Explicit violence, Mental Health, Suicide, War and
Gore.

You are but a hopeless soul that found themself as a cog inside the machine of fear
and hunger.
CREDITS
Salvador - Graphic design, Game design, Layout design, almost everything in this
pdf.

Sippythekot - Writer, suggestions


Icer45 - Art (Credits frame)
IvytheHimejoshi - Art (Gro-goroth Symbol, Caressing soul) And testing
Lukitas9344 - Testing, suggestions, Reader and fixing my writing
Mint - Testing, suggestions, trait creation and fixing my writing
Tetr00n - Testing. suggestions and Reader
Confusion - Suggestions
Radly(Lazy Sauer) - Suggestions and Reader
Goober145 - Enemies and Reader
Easy Tempo - Human Rher designer (not present in this unfinished pdf) and
inspiration for the back cover

Miro Haverinen - Creator of Fear & Hunger and our lord and saviour.

FONTS
Eczar -Almendra-Augusta -Blackshot -Bruised -Burn book -Century -Cristone
-CzechGotika -DarkSurfer -Essene Dingbats -Franklin Gothic -Gotteslob -Highlan-
der -Iron Horse -Gloucester MT Extra Condensed -Letter Gothic Std -Locatellus
-Lora -Metalmol -MingLiu -Minion pro -Mooners -Nemesis -Nueva std -Old Enl-
glish -Old Print -Onyx -Optimus Princeps -Orator std -Prestige Elite -RFC Vintage
Apothecary -Ruritania -Time new yorkers -Tumult -Wild Nemesis - Archsara -
Rand
THE FORCES OF NATURE
Those who came from the green hue also called the Older Gods, are entities that
existed at the dawn of time, worshiped by humans from their early years.
The Older Gods represent the most pure concept found in nature; Creation, destruction,
depths, mountains and the twisted truth that hides on the moonlight.
Even if some say that the Gods abandoned humanity a long time ago, their influence is
still strong as ever to this day.

THE WORLD OF FEAR AND HUNGER


The world of fear and hunger is one where mythology, occultism and religion have a pro-
minent appearance among society. It is a dark fantasy world that shows similarities with
our own, but the horrors found there are not of normal appearance.
An occurrence like the dungeons of fear and hunger and the festival of termina are NOT
normal.

Most of the history on this world is safe inside books, but one should take what they read

The continent of Europa is home to territories such as Rondon, which houses the “Dungeons of Fear
and Hunger“ ; The Vatican City, where the Ministry of Darkness resides ; The Eastern sanctuaries,
with the holy capital Jettaiah, where Alllmer the Ascended one was born.
Rondon is the heart of western civilization, being a kingdom that once was
a terrain in dispute by a lot of powers, they all united into one flag.
Inside Rondom lies The Dungeons of Fear and Hunger, a prison built above
ruins that alone tells the tale of an ancient and still corrupted past. Many
rumors surround the Dungeons; that they are a nexus for older gods to
communicate with humanity or that a heart of darkness hangs on a black
void on the deepest level of the dungeon.
At the capital, The Great library of Rondon resides, renowned for their
Gaelia is a highland territory
In the far north resides Oldegård; A coun-
on the north of Rondon. In the
try that stayed independent most of its
12th century, Gaelia was in
time, and home of Red maned warriors.
constant conflict with Rondon,
The harsh winters make their people’s
with the Gaelian warriors
iron will stronger than any other, making
holding greatswords that were
them popular for their valuable resour-
named “The king’s bane” becau-
ces that help them survive th e coldest of
se of their
winters.
effectiveness against the
Oldegårdians excel at being merchants
knights of the invading country
and sailors, being part of the few coun-
of Rondon.
tries who managed to reach Vinland not

The Ministry of Darkness resides in the Vatican city, a country found in the
south of Europa. Serving as a political and religious force, the Ministry of
Darkness is the central organism of Dark priests that promotes the wors-
hip of All gods, although, at some point in the Cruel age, the Vatican took
Alllmer’s church as principal worship. The Vatican City is also known by the
mobster movement that was born in the late Cruel age.

Eastern Sanctuaries is the heart of the eastern world, the sultanate holds
great importance to the history of humanity, being that Alllmer, the
ascended one, was born in the holy capital of Jettaiah, a hot spot for all
kinds of trading.
During the ruling of the dictatorial Sultan Nashrah the Great wizard of
the East, he made multiple campaigns, conquering terrains for the Eas-
tern Sanctuaries, only failing multiple times on the conquest of Edo, which
ended up in the creation of a territory inside of the Eastern Sanctuaries
called Yansa Aryuaban, where both cultures combined, being the Jizamu-
Voroniya is a country bordering the Eas- Edo is a country found in an
tern Sanctuaries, later to be known as island on the far east, in the
the Voroniyan Republic, Voroniya allied 8th century, they managed
with the Eastern Sanctuaries in the first to repel the various attempts
great war in the later years of the Dark of expansion of the Eastern
age, making war against the Bremen Sanctuaries. The samurai are a
empire class of warriors born from the
ways of Edo.

Near the borders of Voroniya and Bremen, you can find Bohemia. A Coun-
try that never stopped worshiping Old deities, being one of the central
parts of its culture, with the capital Prehevil built around the Moon Tower.
At some point in history, Bohemia has been a victim of crossfire between
Rondon and Eastern Sanctuaries.

In the far south, one can find the continent of Abyssonia:


where people bathe in the sun and Olive trees grow.
Abyssonia is the birthplace of western civilization, where the City of the
Sun Amon and Songhai is. This is also where most of the New gods came
from… Sadly, Abyssonia has been in a constant dispute of territories
around different antagonistic factions, leaving the population to live a
harsh life from birth.

The Bremen Empire was always a noble force to be reckoning with.


Since its start, it has been a territory of wealth and
nobility, which came with a prize at the cruel age…
The working class would amass, painting the streets of the bremen
empire with the blood of nobility.
The dark continent of Vinland has been left
uncharted, leaving maps depicting it
scarce and difficult to find. In the far
west outside of Europa, Vinland is home to
horrors beyond human comprehension,
to forgotten ancient gods that corrupt and
darken the soil… Where sunlight barely
reaches the dark ground as it’s filtered by
stormy clouds. Where reality seems to
disappear as you go deeper and deeper into
the fog. Vinland’s name came from the word
Vin, meaning ‘wine’. As it’s namesake goes,
many who managed to make it out of the dark
continent alive turned to drinking to for-
get the horrors they experienced.
C H A R A C T E R C RE A T I O N
Start by choosing your character’s soul type on the table of souls, each
soul lets you choose 1 of 2 soul traits each individual soul has.

A character can have up to 3 traits at start, no more, no less. You get


more traits by different means, the main one being narrative archieve-
ment. (note that getting a trait doesn’t automaticly means you get the
items on the trait, except there is a narrative reason for)

T RA I T S
Skills - Resistances - Hexen - Passive abilities - ETC
Traits are the main character customization module, Traits change the
whole build of your character, as if they were pieces that you end up
combining in order to make your character.
Now that you have selected your base traits, you may roll your

PHOBIA
A A t t r i b ut es
character’s on the table of fears.

BODY: Controls strength, your hit points


and how healthy you are in general.
MIND: Controls the capacity of dealing
with mental struggle a and casting spells
SOUL: Controls the will of living, luck
and sometimes it can control your destiny.
Torment Threshold: Your capacity to
tolerate pain and struggle
Finesse: Your agility, reaction time and
the capacity to precicely coordinate your
body and speed
Enlightenment: K nowledge and wisdom
Awareness: Your capacity to actively
piercieve the world with your avalaible
senses
Rhetoric: The use of words and the voice
for achieving your goals
NARRATIVE EXAMPLES
Low Body: Pathetic physique, probably Low Enlightenment: A lack of knowledge
anemic. A body that needs to be taken and information, someone who didn’t
care of all the time. have access to education or someone who
High Body: Healthy phisique, strong, is really stupid.
probably has superhuman syndrome or High Enlightenment: Someone with pro-
grew in cold enviorements. per education, greater interest in gathe-
ring knowledge. Probably a philosopher
Low Mind: Paranoid, someone emotiona- with greater wisdom
lly volatile.
High Mind: Stalwart against adversity, Low Awareness: A lack of senses, maybe
can always grasp their mind on mo- lost one or both eyes, someone who is
ments where sanity is always low lost in their thoughts very often.
High Awareness: Someone with absolute
Low T.T.: Scarse pain tolerance, a tortu- hearing, perfect eyesight or otherworld-
rer’s perfect victim. ly senses
High T.T: Can withstand the pain of cut-
ting a trapped limb under a rock and not Low Rhetoric:A shy person, a low tone
scream when hitting their toe on corners of voice or with zero authority when
expressing something or someone who
Low Finnesse: Bad eye to hand coordina- cannot speak at all
tion, a lack of elasticity or a person with High Rhetoric: Being a charismatic fella,
very little stamina. having a soothing tone of voice, an extro-
High Finnesse: Great aim, someone who vertive person.
knows the trick to do a lot of skips when
throwing a rock on the river.

DC
Difficulty Class is the number you need to get or surpass when
rolling for: Attribute checks, Fear & Hunger saving throws, attacks,
etc.

5 Easy Difficult 14

8 Not so easy Hard 18

10 Medium Impossible 20+


RO L LI N G A t t r i b u t e s
The golden rule.
First, is a coin toss;
if failed: Negative att roll
if succeeded: Positive att roll

All att rolls are a


1d4
Roll 8 times and note all the results, then, you will distribute them and adapt the
result depending on your traits.

The number of your Att is a modifier that adds or substracts to any dice roll that
requires it, and the maximum level you can reach is +20 and -20 for each att.

f DISTRIBUTING MIND/HIT POINTS


Roll 2d10 and distribute the result on hp and
MP, if both results are below 4, roll again

MINDPOINT
MINDPO INTSS - MP HIT POINTS - HP
Mind is the main resource for Hit points determine how many
casting spells, when reaching 0 damage you can survive. Some
mind points, your character will traits like Tormented soul’s first
get exposed to the danger of get- trait lets you roll a 1d6 and add
ting a FEAR LEVEL that to your HP.
You can restore Mind points by You can get Hit points by a lot of
resting, consuming mind healing means, one example is the use of
items,and partaking in activities blue herbs, or Flower magic.
like masturbation, books, etc.

PREPARING FOR COMBAT


Your Difficulty Class will always be 5 + Finesse +
Mods. When an enemy attacks you, it must hit or
succeed the DC to hit you.
Resistances are obtained by some traits
or armor, they are negative numbers
you subtract to damage.

EQUIPMENT
… Are you prepared for this trip? What do you stock up before traveling?
Stock on food - Make three rolls on the Your traits can give you equipment like
food table armor, weapons and other kinds of
Stock on medicine - Make three rolls items like books or medicinal herbs. The
on the Medicine table only limit is that you can only choose to
Stock on goods - Make three rolls on start with one kind of armor.
the loot table

HOBIAS
Phobias are what your character fears the most, they play a significant role as there are
situations where is do or die. When they are present, your character will suffer a
disadvantage, having to roll any dice twice, except damage, and selecting the lower result.

Nosophobia Erotophobia
Fear of disease and contamination Fear of sex and genitals

Necrophobia Zoophobia
Fear of the undead Fear of animals and beasts

Phasmophobia Teratophobia
Fear of ghost and ghastly figures Fear of monsters and malformations

Rhabdophobia Nictofobia
Fear of magic and otherwordly Fear of night and darkness
powers
T AB L E of F E A RS

d8
From left to right, or right to left, its up to YOU to decide.
get the result
bine the numbers to
Roll two d6 and com

LOOT 1D66 TABLE


11- Egg | -1 Hunger DC |
12- Vegetables | -2 Hunger DC |
13- Vodka | Heals 20 of Mind
14- Tinder box/Lighter |Lets you start a fire
15- Box Matches | Lit a small fire. do a coin flip, if failed, you ran out of matches
16- Blood vial/Chalk | Can be used to draw gods symbols on their respective ritual circle
21- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
22- Torch | Light fire, illuminating on a radius of 3 meters, goes out after 3 hours
23- Rotten meat | -6 Hunger DC -2 Mind apply Poison apply Parasites
24- Worm Vial | A vial filled with mild poison that eliminates the parasites on the body. Inflicts poison
25- Honey Mead | Heals 17 Mind
26- Empty Scroll | With ink, you can write on the empty scroll
31- Feather & Ink | you can write with it
32- Blue Vial | After drinking roll 2d4 you heal that amount
33- Wine | Heals 15 mind
34- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
35- Cloth fragment | Cures bleed
36- Dirty Cloth fragment | Cures bleed, causes infection
41- Flour | Grinded wheat, used for cuisine
42- Oil vial | A vial with Black Oil
43- Black vial | A vial filled with a strange black liquid
44- Pine cone | A Pine cone, plant it to preserve nature
45- Moldy bread | -5 Hunger DC |
46- Throwing knife | Deals 1d4 of PIERCE damage, has 15 + Finesse meters of range
51- Stick | A stick, is brown and it’s not sticky
52- Ale | Heals 10 mind
53- Nitroglycerin powder | A highly volatile powder.. one can wonder what can be used for
54- Mushrooms | -3 Hunger DC |
55- Glass vial | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
56- Stones | Deals 2 of BLUDGE damage, has 10 + Body meters of range
61- Dirt | Just Dirt… It wouldn’t be pleasant to get it in the eyes
62- Shards | doesn’t require attack roll, deals 1 of damage, causes blindness if thrown to the head
63- Laudanum | Takes one level of fear away
64- Pipe | lets you use smoking powders
65- Ammunition | Ammunition for your ranged weapons.
66- Bear trap | Automatically destroys the legs of those who step in the trap
MEDICINE 1D6 TABLE
1- Blue Vial | While drinking, heals 2d4 of hit points.
2- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
3- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your mind
dice + mind, regain that amount
4- Cloth fragment | Cures bleed
5- White Vial | Works as an antidote to any kind of Poisoning
6- Green Herb | Heals infection
FOOD 1D8 TABLE
1- Egg | -1 Hunger DC |
2- Vegetables | -2 Hunger DC |
3- Berries | -2 Hunger DC |
4- Fruits | -3 Hunger DC |
5- Mushrooms | -3 Hunger DC |
6- Moldy bread | -5 Hunger DC |
7- Dried meat | -6 Hunger DC |
8- Salami | -7 Hunger DC |

ARMOR 1D8 TABLE


1- Leather Armor | -3 BLUDGE -2 SLASHING |
1- Plated armor| -5 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | -2 FINESSE | PREVENTS LIMB LOSS
3- Makeshift armor | -3 SLASHING/PIERCING -4 BLUDGE | -4 FINESSE
4- Chainmail dress | -5 SLASHING/PIERCING |
5- Leather helmet | -2 SLASHING
6- Plated Helmet | -2 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | PREVENTS BLINDNESS, FRACTURE
AND STUNNED
7- Makeshift helmet | -2 SLASHING/BLUDGE | -2 AWARENESS
8 -Hood/scarf | -2 OTHERWORLDLY

WEAPON 1D6 TABLE


1- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
2- Mail Breaker | 1d6 + FIN | ONE HANDED PIERCING | IGNORES ARMOR
3- Sword | 1d8 + FIN | ONE HANDED SLASH/PIERCING
4- Rapier | 1d12 + FIN | +ONE HANDED PIERCING
5- Morning Star | 1d8 + BDY | TWO HANDED BLUDGE
6- Spear | 1d10 + FIN | TWO HANDED PIERCING
CHEST 1D66 TABLE
11- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your mind
dice + mind, regain that amount
12- Soul Devouring necklace | -2 OTHERWORLDLY |
13- 4 Blue Vials | After drinking roll 2d4 you heal that amount
14- 5 + Soul Ammunitions | Ammunition for your ranged weapons.
15- Yggagetsu Amulet | 19 now counts as a Crit |
16- Soul stone | You can trap the soul of a recently deceased corpse
21- Bonesaw | Lets you cut limbs, needs at least one arm to be used | Suffer 1d6 of damage and bleeding when
getting your limb cut
22- Lantern | Permanent Lightsource. Illuminates on a radius of 6 meters, if thrown, deals 1d4 of damage and
breaks setting enemy on fire
23- Purifying talisman | Has one use, cures Curse status and unlocks cursed doors
24- 3 Glass vials | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
25- 3 Cloth fragment | Cures bleed
26- Chac Chac | adds a 1d6 to any spell casting roll |
31- Explosive vial | A vial with an explosive liquid, can be used to deal 1d20 of raw damage to an enemy in all limbs
or used to clear rubble
32- Betel’s stone | Restore 1 of mind after your turn in combat |
33- 2 Moldy breads | -5 Hunger DC |
34- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
35- Civilian clothes | -2 OTHERWORLDLY |
36- Everwatching talisman | Prevents phobia status |
41- 3 Salami | -7 Hunger DC |
42- Meat pie | -12 Hunger DC |
43- Opium | Needs to be smoked with a pipe. Restores 1d20 of mind, Lowers a level of fear
44- Vegetable pie | -12 Hunger DC |
45- Mushroom stew | -12 Hunger DC |- Small thing’s amulet | Gives +1 Finesse |
46- Crossbow | 1d8 | PIERCING | 30 METERS
51- 2 Laudanums | Takes one level of fear away
52- 1d4 - Wines | Heals 15 mind
53- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
54- Elixir of Mind | A vial filled with a liquid that restores All mind and lowers all levels of fear
55- Elixir of Life | Restore all hit points
56- 2 Vodkas | Heals 20 of Mind
61- Ring of wraiths | Restore 1 of hp after your turn in combat |
62- 2 Light blue Vial | After drinking roll 3d4 you heal that amount
63- 4 White Vial | Works as an antidote to any kind of Poisoning
64- Honey Mead | Heals 17 Mind
65- Cimitar | 1d12 + FIN | ONE HANDED SLASH
66- Ring of the still-blood | Prevents Bleeding |
ITEMS LIST
- Tinder box/Lighter |Lets you start a fire
Box Matches | Lit a small fire. do a coin flip, if failed, you ran out of matches
- Purifying talisman | Has one use, cures Curse status and unlocks cursed doors
- Blood vial/Chalk | Can be used to draw gods symbols on their respective ritual circle, they have 3 uses before
getting useless
- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
- Torch | Light fire, illuminating on a radius of 3 meters, goes out after 3 hours
- Rope | the length of the rope is 10 + soul
- Empty Scroll | With ink, you can write on the empty scroll
- Feather & Ink | you can write with it
- Soul stone | You can trap the soul of a recently deceased corpse
- Explosive vial | A vial with an explosive liquid, can be used to deal 1d20 of raw damage to an enemy in all limbs
or used to clear rubble
- Bear trap | Automatically destroys the legs of those who step in the trap
- Lantern | Permanent Lightsource. Illuminates on a radius of 6 meters, if thrown, deals 1d4 of damage and breaks
setting enemy on fire
- Glass vial | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
- Murky Vial | A vial with highly flammable murky liquid, throwing it causes 1d8 of fire damage to all limbs
- Purple Vial | The vial is filled with a strong venom, the venom deals 2 points of damage
- Pipe | lets you use smoking powders
- Shards | doesn’t require attack roll, deals 1 of damage, causes blindness if thrown to the head
- Bonesaw | Lets you cut limbs, needs at least one arm to be used | Suffer 1d6 of damage and bleeding when getting
your limb cut
- Talking board | Lets you speak with spirits
- Flour | Grinded wheat, used for cuisine
- Oil vial | A vial with Black Oil
- Black vial | A vial filled with a strange black liquid
- Pine cone | A Pine cone, plant it to preserve nature
- Throwing knife | Deals 1d4 of PIERCE damage, has 15 + Finesse meters of range
- Stick | A stick, is brown and it’s not sticky
- Nitroglycerin powder | A highly volatile powder.. one can wonder what can be used for
- Ammunition | Ammunition for your ranged weapons.
- Gems | they seem pretty valuable
- Dirt | Just Dirt… It wouldn’t be pleasant to get it in the eyes
- Stone | Deals 2 of BLUDGE damage, has 10 + Body meters of range
- Laudanum | Takes one level of fear away
MEDICINE LIST
- Blue herb | After eating roll 1d4 you heal that amount
- Green Herb | Heals infection
- Lavender | Heals 1 mind
- Dark Blue root | In battle, for each turn heal 1 health point
- Blue Vial | After drinking roll 2d4 you heal that amount
- Light blue Vial | After drinking roll 3d4 you heal that amount
- Condensed Blue | After eating roll your Hit dice and heal that amount
- Condensed Lavender | Roll Mind dice and heal that amount
- Condensed Green | Cures poisoned, toxic, nausea, infected and bleeding
- Heart flower stigma | After eating roll your Hit dice and heal that amount
- White Vial | Works as an antidote to any kind of Poisoning
- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
- Opium | Needs to be smoked with a pipe. Restores 1d20 of mind, Lowers a level of fear
- Blue demon powder | Needs to be smoked with a pipe. Restores 2d20 of mind, the psychoactive effects enhance
the otherworldly connection, reducing the mind cost of spells in 2 and lowers a level of fear
- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your
mind dice + mind, regain that amount
- Worm Vial | A vial filled with mild poison that eliminates the parasites on the body. Inflicts poison
- Elixir of Mind | A vial filled with a liquid that restores All mind and lowers all levels of fear
- Elixir of Life | Restore all hit points
- Cloth fragment | Cures bleed
- Dirty Cloth fragment | Cures bleed, causes infection
- Ale | Heals 10 mind
- Wine | Heals 15 mind
- Honey Mead | Heals 17 Mind
- Vodka | Heals 20 of Mind
FOOD LIST
- Egg | -1 Hunger DC |
- Vegetables | -2 Hunger DC |
- Berries | -2 Hunger DC |
- Fruits | -3 Hunger DC |
- Mushrooms | -3 Hunger DC |
- Fly Amanita | -3 Hunger DC apply Poison |
- Black matter | -2 Hunger DC apply Poison |
- Moldy bread | -5 Hunger DC |
- Dried meat | -6 Hunger DC |
- Arms | -5 Hunger DC -2 Mind|
- Legs | -5 Hunger DC -2 Mind|
- Hoofs | -3 Hunger DC |
- Yellow Vial | -6 Hunger DC |
- Rotten meat | -6 Hunger DC -2 Mind apply Poison apply Parasites |
- Salami | -7 Hunger DC |
- Meat pie | -12 Hunger DC |
- Vegetable pie | -12 Hunger DC |
- Mushroom stew | -12 Hunger DC |
- Stew | -13 Hunger DC |
ARMOR
Protecting your body is important.
Armor reduces damage taken based on the number and the category of damage.

ARMOR LIST

- Dirty Rags | PROTECTS YOU FROM SHAME |


- Civilian clothes | -2 OTHERWORLDLY |
- Leather Armor | -3 BLUDGE -2 SLASHING |
- Plated armor| -5 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | -2 FINESSE |
PREVENTS LIMB LOSS
- Makeshift armor | -3 SLASHING/PIERCING -4 BLUDGE | -4 FINESSE
- Chainmail dress | -5 SLASHING/PIERCING |
- Yellow mage robes / Dark priest robes | -4 OTHERWORLDLY |
HEADGEAR LIST

- Leather helmet | -2 SLASHING


- Plated Helmet | -2 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | PREVENTS
BLINDNESS, FRACTURE AND STUNNED
- Makeshift helmet | -2 SLASHING/BLUDGE | -2 AWARENESS
- Hood/scarf | -2 OTHERWORLDLY

SHIELDS LIST
Shields raise your DC
If receiving critical damage, you can shatter your shield to subtract damage, the value
substracted is the same as the current DC you have, counting the shield before it breaks.
Shields go into the accesory slot.

- Shield of the four | +2 DC | -2 OTHERWORLDLY


- Round wood shield | + 3 DC | Any slashing one handed weapon gets stuck on the shield
- Spiked shield | +3 DC | Deals 1d4 of damage and causes bleeding
- Tower shield | +5 DC | Requires +6 of Body to be wielded
- Reinforced Shield | +3 DC
- Buckler | +2 DC
“Thus the armor has
been designed only to
be put on. There is no
removing it once one is
chosen for the mission.
The armor has rows
of small spikes that
drill into the skin of
its wearer. The pain is
meant to cleanse the
mind for the task at
hand and also heighten
the fury in the midst
of combat.”

Penance Armor
-7 ALL TYPE OF DAMAGE
CAUSES BLEEDING
PREVENTS LIMB LOSS
CAN’T BE TAKEN WITHOUT DYING
PREVENTS ANY KIND OF ACTION THAT NEEDS TO USE YOUR BODY
ACCESSORIES
Trinkets, baubles and artifacts… You might find them across your adventure.

ACCESSORIES LIST

- Ring of wraiths | Restore 1 of hp after your turn in combat |


- Betel’s stone | Restore 1 of mind after your turn in combat |
- Yggagetsu Amulet | 19 now counts as a Crit |
- Ring of the still-blood | Prevents Bleeding |
- Small thing’s amulet | Gives +1 Finesse |
- Hardened heart | prevents death leaving you at 1 hp, only works if you have more than 1
health|
- Arm guards | Prevents arm loss |
- Leechmonger ring | Heal 2 hit points after attacking an enemy |
- Eclypse talisman | reduces Otherworldly damage by half |
- Eye of Sylvian | Duplicates healing |
- Pinecone pig | When resting, roll on the loot table, and get that item |
- Eyeglasses | Add +4 when doing an attacking roll |
- Soul Devouring necklace | -2 OTHERWORLDLY |
- Chac Chac | adds a 1d6 to any spell casting roll |
- Leg guards | Prevents Leg loss |
- Thorned ring | Prevents and cures poisoning |
- Spirit Anchor | An ancient relic that is said to bind your soul to your body in all situa-
tions. |
- Everwatching talisman | Prevents phobia status |
RANGED WEAPONS

ranged weapons need ammunition and can be used outside of the formal combat system.
As an action outside of combat, you must do either a Finesse check or an awareness check.

- Short Bow | 1d6 | PIERCING | 20 METERS


- Hunting Bow | 2d4 | PIERCING | 25 METERS
- Crossbow | 1d8 | PIERCING | 30 METERS
WEAPONS

The tools for taking a life.


Weapons are listed in different categories:
ONE HANDED - One handed weapon lets you have one free hand for you to use another
weapon or a shield
TWO HANDED - Two handed weapons doesn’t let you use your free hand
EROTIC - Erotic weapons are strange weapons that are a rare sight on the battlefield,
The excentric nature of this weapons make them attractive to use, hence the name of the
category. They won’t break if rolling a Nat 1
SLASHING/BLUDGE/PIERCING/OTHERWORLDLY/FIRE - Some enemies may be resis-
tant or weak to certain types of damage. There are weapons that share a type of damage
between slashes, that means you can choose between the type of damage you can do, if it
has a plus, you can combine both types of damage.

WEAPONS LIST
- Unarmed | +BODY | BLUDGE
- Knife | 1d4 + FIN | ONE HANDED SLASH/PIERCING
- Sickle/Hoe | 1d6 + FIN | ONE HANDED SLASH
- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
- Mail Breaker | 1d6 + FIN | ONE HANDED PIERCING | IGNORES ARMOR
- Sword | 1d8 + FIN | ONE HANDED SLASH/PIERCING
- Cimitar | 1d12 + FIN | ONE HANDED SLASH
- Rapier | 1d12 + FIN | ONE HANDED PIERCING
- Axe | 1d8 + BDY | ONE HANDED SLASH
- Mauler | 2d8 + BDY | TWO HANDED BLUDGE+PIERCING
- Morning Star | 1d8 + BDY | TWO HANDED BLUDGE
- Spear | 1d10 + FIN | TWO HANDED PIERCING
- Greatsword | 2d8 + FIN | TWO HANDED SLASH/PIERCE
- Sabbath | 1d12 + SOUL/MIND | ONE HANDED SLASH/PIERCING | EROTIC
WEAPON
- Sergal Spear | 2d10 + BDY | TWO HANDED SLASH/PIERCING | EROTIC WEAPON
- Blood sword | 1d12 + SOUL | ONE HANDED OTHERWORLDLY+SLASH | EROTIC
WEAPON
- Longinus | 2d10 + SOUL | ONE HANDED OTHERWORLDLY+PIERCING | EROTIC
WEAPON
- Red Virtue | 4d6 + MIND/FIN | ONE HANDED OTHERWORLDLY+SLASH/PIER-
Miasma
| 2d20 +5 | ONE HANDED OTHERWORLDLY + SLASH | BLUDGE | PIERCE | EROTIC |

Each time you kill someone, the game master does a hidden Mind saving roll.
It starts with 2DC but each time you succeed the roll, it adds a +1 to the dc.

IE: succeding the first 2dc mind savint throw will make the DC have a value
of 3 for the next time the game master rolls.

If failing the saving throw, your character gets into a frenzy, starting to
attack their allies. The frenzy stops when the rest of the party members die
or if the affected member gets defeated
FEAR & HUNGER
HUNGER will reach higher
levels as long as you don’t
feed yourself.

Just like Fear, Hunger


has 4 levels and YOU
get them by failing a
hunger saving throw,
which are generally
caused by:

- RESTING
- Random Event.
- 3 Ingame Hours
after the last meal

These causes can be tweaked


by the GM whoevever they
see fit

A Hunger saving
throws is 17 DC.
there are some
factors that can
change the DC;
traits, accesories
and the main one
being food, which
LOWERS the DC.
Eating will lower
your HUNGER level
when succeding a
saving throw, if
succeding without
eating, you keep
the same level.
FEAR H U N GE R

Fear is manged
with levels.
From 1 to 4

- Getting critically
damaged by an enemy
that activates your
1 1
-2 of max - 1 of m a x
phobia
M in d poin ts B o d y P o i nt s
- Reaching 0 Mind
points
2
- Failing a Mind
saving throws
2 -3 of max Body Points
You are unable to wield
-3 of max Mind two handed weapons
points and Att The hunger affects your
To lower your aim, any ranged attack
level of fear, will have to be rolled with
disadvantage
there are different
methods, some are
part of traits, some 3
-5 of max Mind
3
-5 of max Body
items can cure levels of
points and att points
fear, but the main one is Learn Suicide: So- Lose the streng-
by RESTING. metimes its better
to go in your own
th of your legs,
you will have to
terms… crawl

4
Get Panophobia.
Fea
r of e
very
thin
g
4
-10 of max Body
If already with Panopho- points
bia, Do a body saving you are unable to
throw with a 18 DC, if walk, the next rest
failed, die of a heart attack without eating will
kill you
RESTING
Whenever the party feels
like they had enough ad-
venture and are in a safe
spot, they can rest. Some
traits give activities while
resting, which have their
own unique effect.
While resting, All party
members need to do a
Hunger saving roll.

When resting, players


can interact with each
other in order to reduce
1 level of fear, this means
talking, doing activities,
etc.
FSEUL PEINTSF
Your soul Att has a special mechanic, you
can use a certain amount of soul points to
add to your next roll, those soul points get
discarded. the limit number where you can’t
no longer use soul points is -20 Soul

Getting att ups


You gain Att levels by
different means. consuming
certain objects, as a narrative
reward, reading certain books,
engraving your brain, etc.
Limbs are an important part of gameplay.
losing a limb can significatively change your build
so its always important to think if its worth the risk.
Enemies that wield or that have slashing attacks Will
cut your limbs. There are ways to protect them from
being cutted.

Arm Both arms


Becomes unable to wield Unable to wield any kind of
two handed weapons, two weapon, shields. All body dice
weapons at the same time rolls will have disadvantage.
and unable to use shields,
All body dice rolls will have
disadvantage

Losing all limbs


Leg Body dice rolls about mo-
Character will Limp and be
vement will always have 20
unable to run
of DC + All of the penalties
bOTH LEGS mentioned before
Character will crawl

Losing a limb will trigger a


Torment threshold
saving throw of 15DC
15DC, if failed, the charac-
ter will be stunned for one turn and start
to bleed

Sometimes you need to cut your


own limbs for survival
If failed a T.threshold saving throw,
you suffer d6 of damage and causing
bleeding.
bleeding
D E S T R UC T I O N
First, you have to
make a call on what limb you
ATTACKING
Roll a d20 + Mods
will attack, each limb has di-
fferent DC, but normally they
If succeeded, roll damage
work on the same pattern
HEAD 19/20|10 if legs broken
Weapon dice + Att + Mods
BODY 10
ARMS 12/11
LEGS 10/9

Spells dont require attack rolls

Combat occurs with only one enemy at the time, the core game-
play of combat is about strategic DISMEMBERMENT .
with more than two enemies DISMEMBERMENT will
be anulated and enemies will have only the torso health pool.

At the start of combat, roll initiative


1d20 + FIN
ACTIONS ON COMBAT
You have one action per turn, repositioning doesn’t take as
an action, but trying to flee physical combat does; Attacking,
using an item, a spell, a skill or guarding count as an action.

You gain an extra turn if you have +8 of Finesse


Having -4 of Finesse will make you attack last
GUARDING Whenever you are in a vulnerable
position, or you are sure something
bad will happen, you can guard.
Guarding will increase your DC by
+5 and you will automatically evade
RE coinflip attacks

V
UP
S
You start with 0
REVS.
For each round of
combat you get one
up.
you can use it to
enhance your attack.
There are skills and
spells that require
REVS to be used.
You can have up to
3 REVS
REVS.

x1: Increased damage +2

x2: Increased attack roll +4

x3: Double action


COIN FLIP
ATTACKS

Coin flip attacks most of the time are lethal or come with bad outco-
mes. When that happens, as the name implies, you have to choose head
or TAILS.

As with any coin flip, you can use a LUCKY COIN to increase your chan-
ces.
ENGTH|WEAKNE
R SS
ST

if fail with a nat1 your weapon breaks

An enemy might be weak or resis-


tant to certain type of damage,
if an enemy is weak to it, it will add
extra damage to the attack roll of
the same type

if an enemy is strong against


certain type of damage, it will
subtract it

CRI IL
T | F A
On your attack roll, if succeed with a nat 20, you don’t need
to roll damage, just calculate:
Max dice number + Att + any other Mods you may have.

Crit damage also comes with effects depending on the type


of damage you cause:

SLASH Causes bleeding Status effect


BLUDGE Stuns the enemy for one turn and causes fractu-
re (-4 Max limb hp) Status effect

PIERCE deals double damage


OTHERWORLDLY deals double damage
FIRE Causes Burning Status effect
STATUS
EFFECTS
They are afflictions that
represent a threat to your
character’s existence.
Some Status effects
are permanent.
Stuned | Skips your turn

Poison | -2 hit points per turn

Blindness | -5 Attack roll

Burning | for each turn, roll 1d20 of fire damage

Paralyzed | Skips your turn till cured

Parasites | Any kind of food only decreases -1 DC

Brain flower | -3 Attack roll, you can only attack your allies

Nausea | if failed a hunger saving throw, your character will puke, suffe-
ring 2 points of damage

Critical state | The next attack you receive will deal max damage

Infected | one of your limbs is infected, if resting without taking care of the
infected wound, you will die of the infection

Fracture | -4 of max hit points, for any movement with the fractured bone,
first do a torment threshold saving roll

Bleeding | -1 hit points per turn, outside of combat loose 1 hit point per
hour, if resting without taking care of the bleeding, you will die.
Occultism, Theology and Magic in
theory and practice.

“ So m e s a y t h a t m a gi c i s t h e g i f t s o f th e g o d s , t h e
secrets that we uncover or the ones they told our
ancestors about… others say that magic is the way we
h u m a n s l e a r n e d t o h a r n e s s t h e l a w s o f t h e u n i v e r se .
T h e r e a r e m a n y t h e o r i e s a n d h i s t o r i c a l f a c t s th at t e l l
a bo u t t h e n a t u r e a n d p o w e r o f m a g i c , m ay b e t h e t r u t h l i e s
i n b et w e e n . ”

Levana Faran - Occultism 101: Baby steps to the occult sciences


Ritual Circles
EFFECTS OF EACH SIGIL
The Ritual circles are a way of stablishing a
conection with a god, letting some form of communicaton
based on two things: the sigil and the symbol.
A lllmer - with a droplet of blood, Open a
portal, all p ortals made from the same blood
are connected.

Sylvian - Heal all your wounds, regenerate


perfection circle
your limbs and leave open space for other
types of rituals…

Rher - See the world in the eyes of Rher.


Gro-goroth - Leaves open space for other
types of macabre rituals…

Vinushka - Brings the most pure form of


nature born from the ground, a big pale tree.

asymmetric circle
Sulfur- Leaves open space for the worst kind
of rituals

New gods - The imperfect circle lets you bring


offerings for the new gods.

God of the depths - A great murky darkness


starts to seep from the cracks of the ritual
circle and near it.

God of fear and hunger - An idol of fear and


imperfect circle
hunger appears, blessing those who ask for
it. The statue cracks for each blessing, on the
The perfection circle third blessing, the statue cracks completely.
represents countless The blessing of fear and hunger: The next
spiraling cycles culminating time you die, the blessing will return you to
in the birth of the ascended life at 1 hit point.
ones. The ones who were Sigils get exhausted after their principal
able to go beyond human and secondary rituals are done
limits.
The imperfect circle is the All the information of
The asymmetric circle re-
mark of the new gods who rituals become avalaible in
presents the older gods and
have strived for perfection certain books, as a narrative
their one sided distribution
since their conception, reward.
of power.
never to attain it truly.

You get 1 affinity for each sigil drawn


Worship

A passive way to gain affinity with a god is by worshipping


THEM.
as a narrative reward, wORSHIPPING IS BASED ON FOLLOWING the
god PRINCIPLES.
THe best way of understanding worship is by looking at history
or following a folkloric and cultural doctrineS... But the best
way of understanding the otherworldly is by experience it
yourself
“Gro-goroth asks for blood to be spilled on his name”

“Sylvian wishes for an act of Love on her name”


“They know you will pray for salvation”
”Being one with nature increases the connection with Vinushka…”
“See the world under Rher’s solipsis”
To appease the ones sitting on the grand hall,
you must put forth a worthy offering
“She trusts you will understand what she went through”
“Alllmer wants you to pray on his name and confess your sins”

“He only asks you to forgive and be forgiven”


The Tes’tich’ table is where the HEXEN is located.
The Hexen is a brain-engraving system where soul stones
are used to engrave knowledge and enhace yourself.
SOUL STONES
Hexen.
rpuse on the
And their po

All soulstones come empty, unless the GM says so


When obtaining a soul stone, you can fill it with a soul that comes
from a freshly deceased corpse.

Some enemies have special souls, which turn into accessories that give
certain advantages or can unlock new traits, it will tell on the enemy’s
characteristics.

If a party member dies, one can absorb their soul on a soul stone,
using it as an accessory gives the soul trait that the deceased party
member had. Absorbing the soul of a deceased party member will
shatter the link between soul and body formed by the umbilical cord,
making it impossible to bring them back.

ENGRAVING YOUR BRAIN


Soulstones are the currency used in the hexen.
They shatter into dust after being used, making it impossible for them
to be recycled.

SOULSTONE COST:

Carving Skills: 3

Leaning spells: 1

Enhacing Attributes: 5

Discovering traits: 10
F louuer magic
FIRST AFFINITY CIRCLE

Pheromones - Release of pheromones that makes the opponent divert all attention to the target.
- Choose a living entity to get affected by the pheromones, All other entities are obliged to attack
that one affected and get advantage on roll by doing so.
Mind cost: 5

SECOND AFFINITY CIRCLE

Loving Whispers - Concentrated whispers carried out by the older god Sylvian. Heals a considera-
ble amount of hit points. Precariously the whisper’s effects are solely based on Sylvian’s whims.
- Roll your hit point dice, heal that amount.
Mind cost: 7

Healing Whispers - Concentrated whispers carried by the older god Sylvian. Heals a considerable
amount of hit points for all the party members.
- All party members roll a 2d10, they heal the amount they roll individually
Mind Cost: 10

SECRET CIRCLE

Rebirth of the beloved - Using your blood, stain the corpse of your beloved one, as if it was a seed
to soil, look at how the body becomes a husk as your loved one emerges from the prison of skin.
The person who gets rebirthed gets the trait “Rebirth of the beloved” and comes back to life.
Blood magic
FIRST AFFINITY CIRCLE

Necromancy - Bring back life to where it once lingered. The bond between the body and the soul
must still be relatively fresh for the necromancy to work.
- Do a coin flip, if failed, the ghoul gets up and becomes aggressive, starting a combat.
- The reanimated Ghoul can be given a name and follows all of the necromancer’s orders.
Mind cost: 8

Blood Golem - Sacrifice blood to summon a golem that fights by your side temporarily. The golem
only takes orders from the one that gave birth to it. Requires 1 Rev Point.
- The blood golem can only appear in battle, it has 40 of hp, deals 1d4 of damage, if all arms are
removed, the ghoul will do 2 of tackle damage.
- The blood golem will disappear after battle
Mind cost: 5

SECOND AFFINITY CIRCLE

Hurting - Create a devastating vortex out of your concentrated feelings of hurting and hatred.
Requires 1 Rev Point.
- Roll a 2d6 + Mind for damage
Mind cost: 7

THIRD AFFINITY CIRCLE

Black Orb - A concentrated negative energy that can be hurled at your opponent multiple times.
The orb maintains its form only temporarily before the ill will disperses.
- Roll 3d20 + mind for damage
Mind cost: 15
MiracleS of providence
FIRST AFFINITY CIRCLE

Blood Sword - The blood of Alll-mer boils and rages even ages after his death. Just a drop sends
swords to the heart of his enemies. Summon a blood sword to wield in battle.
- Blood sword | 1d12 + SOUL | ONE HANDED OTHERWORLDLY/SLASH | EROTIC WEAPON
After battle, the sword dries up and disappears
Mind cost: 5

SECOND AFFINITY CIRCLE

Inverse crown of thorns - A glimpse of the pain and suffering Alll-mer the ascended one endured
on the cross. Can you feel closer to the god this way?
- Causes instant death?...
Mind cost: ALL

THE SULFUR CIRCLE


Longinus - The blood of Alll-mer boils and rages even ages after his death. Just a drop thrusts
spears to the torso of his enemies. Summon a blood spear to wield in battle.
- Longinus | 2d10 + SOUL | ONE HANDED OTHERWORLDLY/PIERCING | EROTIC WEA-
PON
After battle, the spear dries up and disappears
Mind cost: 8
Dream magic
FIRST AFFINITY CIRCLE

Reveal Aura - Reveal the position of creatures with ill intentions in proximity of 15 meters

SECOND AFFINITY CIRCLE

Mind reading - A moon magic that reveals the inner thoughts of your fellow humans.

THIRD AFFINITY CIRCLE

Golden gates - A gift from the Moon God himself. Gain access to golden gates that lead you out
from madness and a world of deceit. A passive ability.

SECRETS OF RHER

Lunar meteorite - Summon a small piece of the moon. Requires a Rev point
- Roll 1d20 + Mind of BLUDGE and OTHERWORLDLY damage
Mind cost: 7

Lunar Storm - Summon various pieces of the moon. Requires two Rev points
- Roll 4d10 + Mind of BLUDGE and OTHERWORLDLY damage
Mind cost: 12
Black magic
FIRST AFFINITY CIRCLE

Needle worm - Harness the strength of a hundred leeches. The price is that you have to carry
them inside you as parasites…
- Deal 3d2 of damage to the torso, heal that amount
Mind cost: 5

Mastery over insects - Understanding of insects. You can hear and talk with insects of all sizes.

SECOND AFFINITY CIRCLE

Flock of Crows - Call for three crows to peck on the eyes of your enemies
- Each crow attacks the eyes of the enemy with a DC of 11 and deals 1 of damage, if one of the
crows hit, apply blindness to the enemy, giving -5 to any attack roll the enemy does.
Mind cost: 10

Locust swarm - Summon a swarm of crickets to disrupt the enemy


- Deals 1d4 to all limbs and stuns the enemy for one turn
Mind cost: 15
Earth magic
FIRST AFFINITY CIRCLE

Pyromancy trick - A simple pyromancy trick to burn your opponents


- Deals 1d8 of fire damage and leaves a burning status effect.
Mind cost: 9

Roots that reap

SECOND AFFINITY CIRCLE

Combustion - A talented wizard can control the heat in the atmosphere and create a large com-
bustion of fire and flames to devour their opponents. Requires 1 Rev Point.
- Deals 1d6 of fire damage to all limbs and leaves a burning status effect
Mind cost: 15

Scorched Earth - Scorch your surroundings completely to create an environment that greatly
enhances fire attacks. Requires 1 Rev Point.
- REQUIRES SECOND AFFINITY CIRCLE OF GRO-GOROTH
- Everyone gets burning status effect
- All fire damage gets duplicated
Mind cost: 9

Roots that reap - A talented wizard can generate a shockwave that travels underground and for-
ces sharp roots to push through the ground. Attacks all enemies. Requires 2 Rev Points.
- Do an attack roll with DC 12, Deals 1d12 damage to all targets

Photosynthesis - The process in which you use sunlight to create oxygen and energy to replenish
your health gradually over time. Requires sunlight obviously. A passive skill.
- Whenever you are resting outside during the day, replenish all hit points. In battle, you gain 1
hit point per turn

Mind flowers - Plant your personal seeds of brain flowers to a fertile ground. Freshly deceased
corpses being the most fertile of grounds. A brain flower replenishes sanity and mind.
- A brain flower stigma blooms after 3 hours of being planted, drying up the corpse.

THIRD AFFINITY CIRCLE

Spontaneous Combustion - The highest form of pyromancy, Become the flame itself
- Receive 1d20 of fire damage for each turn, everyone who is near you receives 1d20 of fire dama-
ge

Heart flowers - Plant your personal seeds of heart flowers to a fertile ground. Freshly deceased
corpses being the most fertile of grounds. A heart flower replenishes the body and wounds.
- A Heart flower stigma blooms after 3 hours of being planted, drying up the corpse.
Vermin magic
FIRST AFFINITY CIRCLE

Rot - Rot the victim from inside out to make them vulnerable to attacks. Requires 1 Rev Point.
- the enemy affected by Rot receives + 1d6 of extra damage
Mind cost: 5

SECOND AFFINITY CITY

Mastery over Vermin - Gain the ability to talk to those who are often left unseen.
- Lets you talk with rats, crows, frogs and other smaller animals.

Flesh puppetry - Puppeteer severed limbs at your disposal to attack the enemy. You need sawed
off limbs to do this.
- you can use two severed arms, each arm deals 1d4 of damage
Mind cost: 3 each limb

Flock of Crows - Call for three crows to peck on the eyes of your enemies
- Each crow attacks the eyes of the enemy with a DC of 11 and deals 1 of damage, if one of the
crows hit, apply blindness to the enemy, giving -5 to any attack roll the enemy does.
Mind cost: 10

THIRD AFFINITY CIRCLE

Mischief of rats - Summon a mischief of rats to disrupt the enemy. Rats spread confusion and
disease wherever they go.
- Deals 1d4 to all limbs and stuns the enemy for one turn
Mind cost: 15
RULES OF NECROMANCY
I know of the 1st
secret of Gro-goroth:

If I see, hanging
from a tree a dead
mans corpse, I wish
upon his soul and
bind it back to their
umbilical cord. And
then that corpse
will walk and speak
again with me.

1 - Player characters who died have a week before the connec-


toin with the umbilical cord gets cut entirely
2- Player characters that are brought back get the “Product of
necromancy” trait and their max HP gets halved
3- After dying, the soul of the ghoul gets cut from the umbili-
cal cord connection, being unable to be brought back to life by
any means.
TABLE OF RANDOM EVENTS

1d4 1d6
• 1.1 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 1.2 - The floor starts to crumble… HEAD OR TAILS (you dictate how far they fall and
the damage)
1.4 - The place seems safe to rest, there is an unused ritual circle carved
• 1.3 - There is a bear trap. every player needs to do an awareness saving throw to
notice it, if failed, one of them must do a coin flip, if failed, the bear trap closes and
amputates A leg
• 1.5 - The party finds crates and barrels, roll 1d6 for the ammount of crates and barre-
ls
• 1.6 - The place seems safe to rest
• 2.1 - The party finds a strange gentleman with a purple cat mask…
• 2.2 - Suddenly a loud item gets thrown in the party’s way, clashing into the floor…
The party starts to get chased by a mob of enemies!
• 2.3 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 2.4 - Suddenly.. the place crumbles!, an enemy makes his entrance!
• 2.5 - The place seems safe to rest
• 2.6 - Suddenly.. The party gets ambushed!
• 3.1 - The party finds a chest! HEAD OR TAILS, if successful, roll the chest loot table, if
failed, roll the loot table.
• 3.2 - The place seems safe to rest. when the party least expects it, the crow mauler
appears!
• 3.3 - A player starts to feel hungry… (HUNGER SAVING THROW)
• 3.4 - The party finds a lootable place! HEAD OR TAILS, if successful, roll the weapon
or armor table
• 3.5 - The place seems safe to rest, there is an unused ritual circle carved
• 3.6 - There is a bear trap. every player needs to do an awareness saving throw to
notice it, if failed, one of them must do a coin flip, if failed, the bear trap closes and
amputates the leg
• 4.1 - There is a lit fire pit, but it seems that the person who started it is gone
• 4.2 - The party can hear pulsations, anyone with at least +1 affinity to god of the
depths feels nostalgic
• 4.3 - The place seems safe to rest, there is a used ritual circle carved, the sygil is of
Vinushka, with a great pale tree that grows in the ritual circle.
• 4.4 - Suddenly a piece of glass gets thrown in the party’s way, clashing into the
floor… The party starts to get chased by a mob!
• 4.5 - The players find themselves with naked and rotten corpses, the putrid smell
makes them roll a torment threshold saving throw of 17 of Dc, if failed, they get the
Nausea status effect for one hour
• 4.6 - The place seems safe to rest, there is a ritual circle carved with the symbol of
Sylvian/Gro-goroth
Glossary

DC: Difficulty Class - The number you need to get or surpass when
rolling a dice.

Advantage - Roll the dice twice, select the higher result


Disadvantage -Roll the dice twice, select the lower result

Attribute - Your character base abilities, the modifier of each attri-


bute tells how good they are at that attribute

Mods/Modifier - A Number you add or substract to a specific calcu-


lation

1d66 - Roll two d6s and combine the result I.E: 1d6 (6) 1d6 (6) = 6.6

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