TEXT: Odditional materials
  Editing, layout & publishing by P. Greco
  Many thanks to Ben Milton, Kamil
  Węgrzynowicz, Eric Nieudan, Brian
  Wille, Sean Smith for their contribution.
  Many thanks also to Chris McDowall,
  the author of the game.
  Text and maps in the following articles
  are kindly released by their authors
  under CC-BY-SA.
  Feel free, nay, encouraged to hack away!
  Lost Pages, Glasgow, December 2015.
  Into the Odd is such a good little game. I remember some early
  playtest session, way, way before I thought about publishing it,
  when Chris scared the living sh*t out of me without even trying
  too hard. It was so fun.
  And then, after we put it out, the hacks came. A whole lot of
  them. With a game so small and its formulaic character genera-
  tion, it proved as easy as swapping sections of content to create
  completely different worlds, but retaining what makes Into the
  Odd what it is.
  In the next pages you’ll find adventures, hacks and other fanmade
  oddities. They will be all different kinds of odd, yet all of them as
  odd as you expect.
  And of course, this is not to show “how it’s done”, but to show
  “this are things that have been done”. Have fun hacking away
  until the game fits your fun.
  Paolo, the Lost Pages Dude
  
  In search of Samson Aubrey
  by Kamil Węgrzynowicz
  Editor’s note: to avoid tampering too
  much with the author’s voice I opted to
  leave the text as close to the original as
  possible.
  An Earthquake in the mountains near Bastion revealed entrance
  to strange underground complex. Samson Aubrey and his expe-
  dition went to explore it. It’s been more than a year now and you
  are set to find them.
  Good luck, you’ll need it.
  
  odditional materials
  3
  1. ENTRANCE
  Hidden in the mountain near Bastion. Latest earthquake revealed
  it. Long stairs down smoothly cut in stone. In the end there’s a
  metal door sliding up with screeching sound and then get stuck
  there.
  Exit leads to 2.
  2. SMALL METAL ROOM
  Torn out metal doors to the south and rubble on the floor there
  (visible trap: – pit; DEX save or lose 1d6 HP).
  To the east doors with no visible way to open them (may be
  forced – noise).
  On the walls primitive paintings (roll on Inscriptions table) done
  d12 Random Inscriptions
  1. Humanoid silhouettes with halos
  2. Four fingered hands
  3. Illegible scribblings
  4. Stars and simple geometric shapes
  5. Beautiful rendering of a toad
  6. Simple toad or a centipede picture
  7. Scene of hunting on automatons
  8. Alien face (see 7), harmless
  9. Mechanical diagrams copied on a wall
  10. Human word (written by someone,
  who doesn’t know what it means)
  11. Hauntingly real looking human face
  12. Well known occult symbol
  in what looks like fluorescent paint or mud. Also inscriptions
  done by Samson Aubrey’s expedition (date, signs of expedition’s
  members; roll table).
  Exits lead to 8 (trap – pit) and 3 (must be forced first).
  3. BIG UNDERGROUND LAKE
  Filled with fluorescent, colourful, transparent toads of the size of
  two fists. They swarm inside the lake and on small ledges around
  the lake. Inside the lake there are 3 metal statues (can be repaired
  and act like a robot if taken outside). Lake is poisonous (STR
  save or lose 1d6 DEX – stupefying). DEX save to walk on the
  ledges to avoid to anger toads or not to fall into the lake.
  Exits lead to 2, 4 and 9.
  Toads, transparent, many colored and fluorescent. Very
  STR 5 DEX 10 WIL 7 HP 5 for a
  swarm
  weakening poison spit (DEX save or lose
  1d6 STR
  territorial. Driven by need to defend. Attack in a swarm (roll
  1d6+2 for number of of them) when angered.
  
  4
  4. ROOM SMOOTHLY CARVED IN
  STONE
  On the floor there are 3 pits in which Little People live. Little
  People jump from the pits dressed in whatever is left from ex-
  pedition’s member clothes, three of them have sword or a pistol.
  Otherwise they attack with stones or barehanded.
  Exits to 3, 10 and 5 (down to the pits, mix of stench of rotten
  meat and iron).
  Exit to the south is loosely barricaded and there’s mix of dried
  human and Little People blood (greenish).
  2d6 Little People, pale humanoid creatures with big, black
  STR 8 DEX 12 WIL 10 HP 3
  eyes and no nose. Cold to touch. Smell of iron. 1 meter height.
  Wear random clothing from the earlier expedition otherwise
  naked. Pretty intelligent but without understandable language.
  They communicate with hisses. They try to capture opponents
  alive if this doesn’t seem possible or they few of them is wounded
  they escape and plot revenge.
  5. PITS OF LITTLE PEOPLE
  Crudely carved and filled with dirt, random body parts (human,
  toads’ skins, bats, bones, lots of signs made on the walls (roll on
  Inscription table), occasional broken parts of strange machinery.
  From East one can hear human like chanting sound and from
  north sweet stench of rotten meat and food.
  All three pits are connected and lead to 6 and 7. Or climb up to 4.
  6. UNDERGROUND FOOD STORAGE
  Full of rotten fungus, meat (also human), bones, random junk
  (roll table). Small, crudely carved room, strangely cold.
  
  odditional materials
  5
  7. ALIEN FACE
  On east wall there’s primitively drawn fluorescent alien humanoid
  Members of Lost Expedition
  1. Samson Aubrey
  2. Adrian Sprysak
  3. Felisa Ortega
  4. Martin Koehler
  5. Dawid Dorynek
  6. Phoebe Jenkins
  7. Amelie St Germain
  8. Patricia Benett
  9. Istvan Teleki
  10. Sammy Cambronne
  11. Kale Brackenberry
  12. Sofia Erdman
  face with five eyes, hypnotic eyes, no nose. Looking at the draw-
  ing needs WILL save or lose 1d6 WILL. When all WILL is lost,
  character is mindless and stares at face till death from hunger.
  Before the face there are three members of earlier expeditions –
  all skin and bones now, chanting in strange language and bowing
  before the face. They don’t recognise characters and won’t go if
  forced – they will fight to death if needed.
  3 Members of Abrey’s expedition Haunting, empty
  STR 7 DEX 12 WIL 6 HP 4
  eyes, naked and gaunty bodies, long dirty nails, lost almost all hair
  (regardless of gender). May wander around aimlessly. If forced
  to do anything they became aggresive and after few attacks they
  escape.
  
  6
  8. WEIRD MACHINERY ROOM WITH
  CAVE-IN
  High metal cabinets full of broken mechanisms and occasionaly
  sparking with electricity. Loud humming noise from below the
  cave in (broken automaton – if characters try to dabble with
  him conductive ooze will flow out and electricity may harm the
  characters – Dex save or 1d6 damage. There’s an Arcanum inside
  Electric Ear: one domed earpiece, if
  attached to an ear, will drill inside it
  (1d3 damage to Str and this ear will be
  deaf forever). Allows wearer to listen
  and think-speak to electric machines.
  Machines and their spirit don’t have
  to listen and obey. Machines speak
  in wispy, frail voice and often cause
  synaesthesia effect in human listener.
  Automaton).
  Exits lead 9 (through rubble, unstable but harmless), 14 (crudely
  carved, strangely smooth surface, there are cries for help and
  random talks in known language from there, strong smell of
  cinnamon) and up to 15 (easy entrance because of cave in and
  assorted rubble).
  9. CAVE-IN
  Square shaped room with lots of rubble and dried blood (human
  Things to find in rubble
  1. Whistle
  2. Broken musket
  3. Dirty, bloodied handkerchief with
  initials
  4. Small part of machinery (blinks with
  different colors)
  5. Bones (of Little People – make it
  weird)
  6. Shard of ruby
  7. Broken part of machinery
  8. Dead parrot
  9. Necklace with a picture
  10. Broken flask with acid
  11. Scribbled map
  12. Dead toad
  and Little People). Few toads croak on the rocks. Puddles of
  strangely coloured water flow from northern passage. Digging
  through the rubble will reveal giant centipedes (harmless) and
  body of the member of the expedition (eaten by centipedes, there
  are working rifle and broken lantern, a knife, gold pocket watch).
  Rubble to the east is made into barricade (partly removed).
  Exits lead to 3, 8, 10 and 11 (crude stairs up).
  10. IMPROVISED CEMETERY
  Robbed now. In this room most of the of the expedition died.
  Someone used dynamite to create hole to bury the dead and later
  cover them with the rubble. There are names written on the wall.
  Little People uncover mass grave and remove all the bodies and
  belongings. Only a few bones remained.
  Exits lead to 4 (partly barricaded) and 13 (constant sound of
  machinery rumbling can be heard from there).
  
  odditional materials
  7
  11. THREE STONE ALTARS
  Inscriptions made with many coloured mud and Little People
  blood on the wall. Small offerings (broken machinery, dead
  toads, human tools, fingers, ears, human hair) before the altars.
  Primitive leather tubes stand on every altar (only the left one is
  full). Taking tubes causes attack of Dead Priest (see 12).
  Ashes of the Ancients: ?when snorted
  WILL save or lose 2d6 WILL (halluci-
  nations and memory loss). With success
  spirits answer truthfully to one question.
  1 dose.
  Exits lead to 9 (stairs down), 15 (opening to narrow tunnel in
  west wall) and 12 (stairs up, trapped with knives visible from
  ceiling, DEX save or lose 1d6 HP).
  12. CHAMBER COATED WITH RUBY.
  Mummified body of Little People man lies here. Power of ar-
  Ruby Chamber: whole chamber is an
  arcanum. Cannot be removed. After
  an hour of meditation WILL save or
  lose 1d6 WILL (terrible headaches).
  Successful save gives controlled out of
  body experience to every place character
  has been up to this point. After death it
  keeps spirit alive.
  canum can be felt here (goosebumps, voices of spirits can be
  almost heard here, sense of tension). Mummified body can be
  destroyed, every attempt to attack causes STR save or lose 1d6
  STR (temporary paralysis). Succesful save causes mummified
  body to turn to dust (it’s the only way to kill Dead Priest). Dust
  can be used and stored just like Ashes of the Ancients.
  Dead Priest Ghost of Little People shaman. Can be killed
  STR n/a DEX n/a WIL n/a HP n/a
  His spiritual attacks cause WILL save or
  lose 1d6 STR (paralysis)
  only in Ruby Chamber by destroying the body. Stops attacks
  when opponent tries to escape or cause visible losses to opponent.
  
  8
  13. GLISTENING, GIANT DOME
  Its outside is flowing with oil and it’s like hard leather when
  touch. Around it are gathered working and active parts of all sorts
  of automatons. Some hands will crawl and try to catch, legs and
  lower body parts will try to walk or get up after the fall. Heads
  will speak in some kind of code. Person with Electric Ear will
  have to make Will save or will be unable to walk and feel for 3d6
  minutes.
  Dome can be broken and it’s filled conductive ooze and small
  antennas and wires. (see automaton in 8). At the centre there’s a
  hatch to 16.
  14. LAIR OF CRAWLING OOZE
  Big, smooth natural cave polished by Ooze. In the centre of the
  cave there’s a nest bubbling with Ooze’s offspring (harmless)
  bubbling and screaming in human voices. In the nest there are
  maps, dynamite, compass and monocle to be found. Searching the
  nest causes attack of the Crawling Ooze.
  Exits lead up to 15 (opening in the ceiling), 13 (steel door to me-
  chanical labyrinth) and 8 (smooth carved corridor to machinery
  room).
  Crawling OozeLarge, semi-inteligent creature. It absorbs
  STR 13 DEX 12 WIL 9 HP 12
  Armour 1. Double damage from fire.
  Can absorb victim – DEX save or victim
  is inside the the ooze and lose 1d6 STR
  each round until completely absorbed or
  pulled out.
  and uses them to lure others. It retains their random memories
  and behaviour and recreates it.
  
  odditional materials
  9
  15. NARROW TUNNELS
  Fit for one smallish person. Crudely carved. Full of large cen-
  tipedes (harmless, get into equipment and under clothing).
  Exits lead to 14 (opening is above nest of Crawling Ooze, jump
  may be needed), 8 (easy entrance because of cave in) and 11.
  16. ENGINE ROOM
  Gives power to Glistening dome and other mechanical things
  in the dungeon. Room small, hot while constantly humming,
  vibrating, incomprehensible mechanisms gives off dim red light.
  Attempt to control mechanisms in any way cause WILL save or
  lose 1d6 STR. Successful save gives telepathic ability to turn on
  and off things (statues in a lake, dome, random automaton parts,
  broken machinery in 8) in the dungeon. Only one person can
  have this ability.
  Exit lead to 13 (up the ladder).
  
  Four Arcana Ideas
  by Brian Wille
  First, let us contemplate the Key Principles of Arcana:
  1. They do new things.
  2. They encourage creative and risky use.
  3. They aren’t something you’d want to use all the time.
  And a reminder from The Rules Themselves: Characters that are
  open about the Arcana they carry will find themselves the target
  of collectors, thieves and con artists.
  You have been warned.
  The Chapeau of Magnetic Inversion combines
  +1 Armor vs bullets, pellets, arrows,
  darts, fragmentation, blades.
  a top hat and an electrical coil to create a strong magnetic field.
  Bullets, fragments, arrows and blades that are made of iron or
  steel are rerouted away from the wearer when it is activated. Care
  must be taken around magnetic items of the wearer and his party;
  horrific consequences may also occur if used near someone who
  has been tattooed with iron-based ink.
  The Aether Bombast combines technology and arcane
  Heavy Gun (two hands), d12 damage.
  Cannot move and fire. Flashbang effect
  on those not wearing eye protection
  when fired. Sets target alight, d6 damage
  for 1d3 rounds. Burns through most
  materials.
  forces to create a formidable weapon. An intensely hot ”bolt” of
  pressurized plasma is fired from a compression cylinder; it can
  be fired out to great distance, and very accurately. The effect on
  organic matter is horrific, and the damage it can do to synthetic
  materials is impressive. Rate of fire is very slow, maintenance
  on the device is virtually impossible, and it should be used with
  care on airships and water craft. It should never be fired in a
  submarine unless self-destruction is the goal.
  
  odditional materials
  11
  The Mechanized Arachnid is roughly the size of a
  STR 12 DEX 14 WIL 14 HP 10
  Fast, d6 damage. Can Scurry up steep
  inclines and through small holes. What
  the Arachnid sees, the owner can see IN
  THEIR MIND.
  dog when extended and active, but folds into a small compact
  shape for ease of transport. It has ”large extendible claws to aid
  in subduing any opponents” but it can also be used to carry small
  items (such as healing salves or timed explosives), recover small
  items that are out of reach, and map areas that are currently
  unreachable or too dangerous for one to map oneself. The claws
  are extremely sharp and the Arachnid can get red-hot from the
  pressure of its miniature steam engine if left activated for too
  long, so care must be taken around animals and children. It vents
  steam, and while it is not a loud device, neither it is quiet.
  The Necromizer taps into dark powers beyond the edge of
  Turns corpses into undeads fighting
  for the user. The undeads will become
  malevolent and aggressive after time.
  our understanding and combines that with galvanic technology to
  raise the very recently dead and compel them to fight mindlessly
  by your side. This is especially useful when you are the last one
  standing, but can be helpful if even one or two of your party has
  fallen in combat.
  The Fighting Dead will mill around aimlessly for a few minutes
  STR 10 DEX 8 WIL 6 HP 6
  damage as per weapon or d4 stran-
  gling/clawing.
  Frightening to behold and vomit-
  inducing to EVERYONE (except
  the owner of the Necromizer) as they
  have invariably soiled themselves upon
  violent death and are likely to be trailing
  intestines or brain matter.
  after the fight is over, and that is when they must be dispatched
  with bullets to the head or machetes to the neck. Otherwise an
  odd light will appear in their eyes, they will assume disturbing
  facial dispositions that imply evil cunning, and they will try to
  maim you and kill you, in that order.
  Dogs tend to bark at people carrying a Necromizer on them, milk
  tends to spoil around the Necromizer, and babies are sometimes
  born with very sharp teeth if the mother has been in contact with
  the device.
  
  Odd Dungeons
  by Eric Nieudan
  Character Generation Cross your best stat with your
  Elves are Simply Better at many things
  Dwarves know the underground and
  have infravision
  Halflings are tough and silent
  Half-orcs and half-elves are pariahs
  Thief training: normally no save
  Turn Undead: Undead save WIL or flee.
  Cleric and MUs: the character knows
  extra spells and can cast each of those
  spells once a day.
  hit points on the page in the next spread to generate your starting
  equipment, abilities and race.
  Alignments can be used, or don’t – I’m not going to tell you
  how to D&D. On my end, since I’m running B/X modules, I use
  the classic Law/Neutral/Chaos system.
  Spellcasters can cast each of their starting spells once a day,
  A word of warning: attempting to learn a
  spell above one’s capacity (see experience
  below) or to mix Cleric and Magic-user
  spells can cause cranial implosion or
  unwanted severance of the astral cord.
  provided you spend some time in study or prayer. Each spell has
  an effect, a range, etc. This may be ad-libbed by the GM, or they
  can use a specific ruleset. Magic isn’t a science though, and you
  may try to shape a spell with a WIL save. Fail this and expect
  side effects, friendly fire or deadly-but-colourful explosions.
  Spells are stored in scrolls, reliquaries, wands, staves and just
  every kind of jewellery. We call these items foci. Anyone can cast
  a spell directly from the focus by speaking a command word or
  exerting their will. Most items will be destroyed doing so. With
  Scrolls crumble to dust, wands burn to
  ashes, a gold crown turns to molten lead.
  More durable and expensive materials
  might hold the spell for several uses, but
  the magic will take its time gathering
  again - typically from a day to several
  years.
  a focus, learning a spell takes a day. Studying a focus you can
  make its magic part of you. You still need the item to study the
  spell between uses, but the magic draws its power from you and
  doesn’t consume the focus. Most enemy casters keep their foci on
  them. If you can’t find anything on their corpses, make sure you
  comb their quarters for grimoires, charm-adorned headdresses
  and weird coin collections.
  
  odditional materials
  13
  Healing Spells heal hit points first, Strength second. It’s
  better if you can wait until the wounded have had a short rest.
  Experience works pretty much like in Into the Odd, except
  an expedition (or adventure) can end while you are still under-
  ground or in the wilderness. If you secure a base camp after
  exploring a dungeon level (or a portion of terrain big enough
  to ensure your safety), or if you reach some kind of friendly
  settlement, the GM may declare the adventure over.
  Novice
  ready or not, you are on your way to your first adventure. You can learn one 1st level spell.
  Professional
  you have survived at least one adventure. You can learn 2nd level spells, and memorise a total of
  3 spell levels.
  Expert
  you have survived at least three adventures since reaching Professional level. You can learn 3rd
  level spells, and memorise a total of 6 spell levels.
  Veteran
  you have survived at least five adventures since reaching Expert level. You can learn 4th level
  spells, and memorise a total of 10 spell levels.
  Master
  you own a stronghold, academy or guild and have led followers on at least one dangerous ad-
  venture since reaching Veteran level. You can learn 5th level spells, and memorise up to 15 spell
  levels.
  Apprentices and followers will naturally solicit you as your
  reputation grows. They will follow you in exchange for gear, gold,
  glory or knowledge. A new hireling is available:
  Acolyte (1g) : DEX 2d6, Chainmail, Mace, 1st level Cleric spell.
  Strongholds take time, manpower and coin to build. Seizing one
  by force is cheaper, provided you can defend it down the line.
  Titles are bestowed by local rulers or simply self-appointed
  (except to be challenged if you do so).
  
  14
  Stat
  1HP
  2HP
  3HP
  3-9
  Cleric (+3 spell levels),
  Turn Undead, Mace (d6),
  Breastplate (1), shield (1),
  Backpack (4 days rations,
  lantern, 2 vials holy water)
  Elf, MU (+2 spell levels),
  Rapier (d8), Elfin mail (2),
  Backpack (4 days rations, rope,
  mirror)
  MU (+2 spell levels), Staff
  (d6), Dagger (d4), Ring of
  Protection (1), Healing Salve
  (d8), Satchel (wineskin, 3 days
  ration)
  10
  Elf, MU (+2 spell levels),
  Longsword (d8), Elfin bread
  (3 days), Small sack (jewellery
  30gp),
  Dwarf, Battered blunderbuss
  (d8), 3 smoke bombs, Sack
  (smoking leaf, candle, bear
  trap)
  Elf, MU (+1 spell levels),
  Shortsword (d6), Leather ar-
  mour (1), Small sack (1 days
  rations, rope)
  11
  MU (+1 spell levels), Dagger
  (d4), Portable laboratory, Vial
  of acid, 3 pouches
  Cleric (+2 spell levels), Turn
  undead, Warhammer (d8),
  Boiled leather (1), Satchel
  (wolfsbane)
  MU (+2 spell levels), Staff (d6),
  Backpack (3 days rations),
  Speaks with birds, Feared by
  dogs and cats
  12
  Morningstar (d8), Encrypted
  spellbook, Noble clothes, Back-
  pack
  Thief training (hide in shadows,
  move silently), Blackjack (d4),
  Sack (caltrops, 2 candles)
  Halfling, Sling (d4), shortsword
  (d6), 3 flasks of oil, Outcast
  tattoos
  13
  Crossbow (d8), knife (d4),
  Tower shield (1), Battered
  uniform, 26gp from murder
  Axe (d6), Hide armour (1),
  Large sack (7 days rations),
  Lame dog
  Thief training (pick pockets,
  open locks), Fancy sword (d6),
  Burghers clothes
  14
  Halberd (d8), Old uniform,
  Backpack (1 week rations,
  rope)
  Cleric (+2 spell levels), Sacrifi-
  cial bludgeon (d6), Cursed by
  demons
  Scimitar (d6), Burnt leather
  shirt (1), 23gp
  15
  Half-elf Whip (d4), 5 darts
  (d4), Proof of noble descent,
  Backpack (2 weeks rations)
  Short sword (d6), Mail shirt
  (1), Backpack (iron spikes),
  11gp
  Staff (d6), sling (d4), Satchel
  (2 chickens), Bedroll, blanket,
  tent, Fur hat
  16
  Half-orc, Mace (d6), Forged
  mercenary papers
  Knife (d4), sling (d4), Large
  sack (tent, traps), Lame horse
  Scramasax (d6), Leather shield
  (1), Horned helmet
  17
  Longsword (d6),
  Ragged clothes,
  Old scars
  Staff (d6),
  Wizard hat and robes,
  Small sack (sick bird),
  3 darts (d4),
  Split shield (1),
  Unwieldy plate armour (1)
  18
  Broken stool (d4),
  10sp,
  Permanent hangover
  Doppelganger, Amnesia,
  Woodsman clothes,
  Blood on your hands
  Knife (d4), Stolen merchant
  clothes (too small),
  Bare feet
  
  odditional materials
  15
  Stat
  4HP
  5HP
  6HP
  3-9
  Halfling, Bow (d6), mace (d6),
  Studded leather (1), Stolen
  pouch (15gp), Backpack (3
  days rations, spices)
  Dwarf, Two-handed axe (d8),
  2 throwing axes (d6), Platemail
  (2), Backpack (1 week rations,
  iron spikes)
  Halfling, Shortsword (d6),
  Lantern, Pack mule (6 days
  rations, rope, tent, pots & pans)
  10
  Cleric (+2 spell levels),Turn un-
  dead, Warhammer (d8), Shield
  (1), Large sack (2 days rations)
  Thief training (stun at 0hp),
  Two daggers (d4), Short bow
  (d6), Scroll (cleric, 2nd level),
  Backpack (2 days rations,
  mirror, 3 candles, scroll)
  Two-handed sword (d8),
  Chainmail (1), Horse, Sad-
  dlebags (1 day ration, wineskin,
  iron spikes)
  11
  Dwarf, Pickaxe (d6), Shield
  (1), Backpack (1 days rations,
  beer cask, rope, lantern)
  Longbow (d8), Axe (d6),
  Leather shirt (1), Hat with rare
  feathers, Small sack (1 days
  rations)
  Thief training (climb, hear
  noise), Shortsword (d6), 2 dag-
  gers (d4), Scroll (magic-user,
  1st level), Rope & grapple, 2
  doses poison (paralysis at 0hp)
  12
  Maul (d8), Javelin (d6),
  Breastplate (1), Satchel, Large
  sack
  2 javelins (d6), Large sack (3
  wolf skins), Foreign hairstyle,
  8cp
  Dirk (d4), Poison (d4 extra
  damage), Unholy symbol (20
  gp), Puzzling birthmark
  13
  Axe (d6), sling (d4), Warm
  cloak and heavy boots, Wanted
  poster, Backpack
  Glaive guisarme (d8), Bone
  armour (1), Straw hat, Satchel
  (2 waterskins)
  Dagger (d4), rusty mace (d6),
  Leather vest (1), Stolen letters,
  Small sack (wineskin)
  14
  Stolen rapier (d8), Large tent,
  Medallion with strange map
  Hand crossbow (d4), Black
  leather clothes (1), Small sack
  (wig, scarf)
  Mutant, Spiked club (d6), 2
  wolf traps
  15
  Half-elf, Antique sword (d6),
  Stylish cloak, Toolbox
  Recognisable scimitar (d6), Silk
  clothes, Scarred hands, 25sp
  Half-elf, Bent bronze sword
  (d4), Bow (no arrows), Pouch
  (worthless stones)
  16
  Staff (d6), Backpack (2 can-
  dles, waterskin, scroll, quill)
  Half-elf, Bow (d6), Poorly
  trained pet wolf
  Broken spear (d4), Improvised
  buckler (1) Torch
  17
  Two-handed club (d6),
  Conspicuous clothes,
  Bag of broken glass
  Half-orc, Broken crossbow
  (used as a club, d4),
  Whips scars on back
  Cestus (d4),
  Smoked rat on a stick,
  Disgusting skin condition
  18
  Half-orc,
  Broken sword (d4),
  Escapee tattoo on forehead
  Mutant,
  Fork (d4),
  Bounty dead or alive (120gp)
  Half-orc,
  Chains (d4),
  Naked, Mute
  
  16
  d20
  So you were late and have to join an ongoing adventure...
  1
  Monsters, then a trap, then more monsters. And then a cave-in. Lost 1d6 STR and all your
  gear except for one thing of your choice.
  2
  Scarcely escaped monsters (referee rolls a random encounter) and lost 1d6 HP (do not roll
  for critical damage). The monsters are right behind you.
  3
  Killed a monster and lost 1d6 hp (do not roll for critical damage).
  4
  Tracked by monsters (referee rolls a random encounter). They are nearby.
  5
  Fell down a hole. Lost a random weapon, or 1d6 DEX if you had none.
  6
  Peaceful contact with a new Faction. Ask the referee who they are.
  7
  Went through an elemental event: skin and hair colour radically changed.
  8
  Drank tainted water. Now sick until you can rest: lost d4 STR and d4 WIL.
  9
  Lost all food and water, or 1d4 WIL if you had none.
  10
  Hostile contact with a faction. They will keep an eye out for you.
  11
  Friendly NPC taken alive by monsters (ask the Referee). You saw where they went.
  12
  Your armour, shield, or an item (in this order) got caught in a trap. Unusable, needs repair.
  13
  Wounded a magic-user, took a focus from them and botched its use. Lose permanently 1
  WIS, gained an enemy.
  14
  Stole d4 rations and water from a Faction (ask the Referee). They lost you, but they saw
  your face.
  15
  Took a crossbow (d8) from a Faction (ask the Referee). They didn’t see you but they are
  looking.
  16
  Found a small sack containing 1d4 rations and a quart of water.
  17
  Found a dead body. Took 1d20gp and a short sword.
  18
  Found a clue to a danger nearby. Ask the referee.
  19
  Fought someone and took a focus for a 1st-level magic-user (1-4) or cleric (5-6) spell.
  20
  Encountered a nearby (or random) monster and turned it into an ally.
  d6
  I’m back from my latest expedition. Is my stash still ok?
  1
  Yes, all of it. Lucky bastard.
  2
  Yes, with something extra (and valuable, and misplaced by someone angry and powerful).
  3
  Some of it is missing, but there’s a clue to who took it.
  4
  No, there’s an envelope with your name on it.
  5
  No, and it’s booby trapped.
  6
  No. Something slimy and blue and shivering digged inside your hiding place and ate your
  stuff. It’s sleeping now.
  
  odditional materials
  17
  Odd Factions
  Create factions’ Motivations, Status, Means and Goal by rolling
  5d6 on the first table, and look up the result for each die. After
  that, roll 1d20 and look up the factions’ peculiarities on the second
  table, and strike out results as they are rolled. In case a stroked-
  out result is rolled, roll a second peculiarity.
  5d6
  Origin
  Status
  Means
  Goal 1
  Goal 2
  1
  Lost City
  Official
  Military
  Rule
  …the City (south, east,
  north, west, center, all of it)
  2
  Caves
  In hiding
  Divine
  Destroy
  …another faction
  3
  Underworld
  On the rise
  Sorcerous
  Manipulate
  …outsiders (surface, caves,
  underworld, desert, planes)
  4
  Desert
  Disintegrating
  Legal
  Control the
  wealth of
  …a powerful individual
  (judge, noble, dreamer,
  mystic, soldier)
  5
  Sunside realms
  Reforming
  Commercial
  Ally with
  …an important place (tem-
  ple, barracks, radiation,
  grove, volcano)
  6
  Planar
  Inactive
  Criminal
  Learn the
  secrets of
  …a supernatural power (god,
  demon, ghost, elemental)
  d20
  Faction Peculiality
  1
  Impossibly superstitious
  11
  Tattoos, branding or scarifications
  2
  Fighting a curse or disease
  12
  Much richer than they look
  3
  Bloody, cruel or plain weird rites
  13
  Leader is not who they seem
  4
  Has no leader
  14
  Welcome undead members
  5
  Front for another faction
  15
  Vast library of knowlegde
  6
  Unjustly hated
  16
  Most members are werebeasts
  7
  Very popular for the wrong reasons
  17
  All members are children
  8
  Addicted to a rare drug
  18
  Sole purveyor of a potent wine
  9
  Unconventional sexual practices
  19
  Worships a new god each month
  10
  Cannibalistic tastes
  20
  Access to unknown powers
  
  The Nightlight Circus
  By Eric Nieudan
  Rumours (roll 1d6)
  1. As the Nightlights Circus expand,
  other gangs see their members disappear
  (true). A turf war is brewing.
  2. A city official runs the Nightlights
  Circus to reduce the crime rate (false).
  3. Nightlights artists have been seen
  coming in and out an abandoned
  orphanage near the gambling hall (F).
  4. Giving generously to Nightlights street
  acrobats will get you the password to the
  Joy Vault (T).
  5. The tower overlooking the canal glows
  faintly at night (T). It’s where the Circus
  sacrifices their victims (F).
  6. The City Council heard the gang
  was a front for a star cult (F) and sent a
  troubleshooter to investigate (T).
  Random wanderers (roll 1d8)
  1. Shimmering phantasm, a by-product
  of Joy Machine. Creepy vision of one’s
  past, disappears after a few seconds.
  2. Escaped member of the Silent Straw
  Sisters (STR 13, DEX 7, hp 5, stolen
  blade d6, broken wrist). Wants revenge.
  3. 2 local militia, following a lead to John
  Brightlow’s disappearance (see 11b)
  (STR 12, WIL 8, hp 7, blunderbusses
  d8). Want a promotion.
  4. d6 man-eater dogs (DEX 13, hp 3, rip
  throat d6). Want an easy meal.
  5. Sewer scavenger: pig-faced mutant
  (hp 7, crossbow d8) who knows the area
  quite well. Wants valuables.
  6. Strongman and d6 prisoners in chains
  (see room 6). Wants to deliver them to
  Kaleidos Copper.
  7. d6 urchin runners, on their way to
  work (seen room 1). Want to have fun.
  8. d6 street artists, back from a day’s
  work with 5s in change. Want to rest.
  This adventure departs from the traditional exploration locale.
  Depending on the characters’ goals and approach, some social
  interaction may be needed to navigate some of the rooms. The
  whole dungeon was randomly generated to test the Dungeon with
  a Deck of Cards procedure.
  A new gang is carving out a turf in one of the poorest districts
  of town. Children and adults from the Nightlights Circus are
  recognisable by the hideous scars they hide under heavy make-up
  and tattoos. They work as couriers and street entertainers, and
  also operate a gambling den called the Joy Vault.
  
  odditional materials
  19
  1: GAMBLING HALL ENTRANCE
  Well-lit cellar, painted signs, light security (alarm bell to room 6).
  West: trapped door to 2 (gas explosion, d6 WIL if breathed).
  East: heavy door to a seedy alley (password: ”joy is forever”).
  3 urchin runners, burnt skin under layers of filth and soot,
  STR 7 DEX 10 WIL 10 HP 2
  knives 1d6
  want to smile and look normal.
  2: THE JOY VAULT
  Vaulted room with gayly painted arches and grimacing stone
  figures (buzzing power cables connecting 3b and 11 via 6).
  Strong drinks, game tables from safe to dangerous. Gamblers,
  male and female dancers, musicians.
  North: dirty windows overlooking eel-infested canal.
  East: door to 1, guarded, gas canisters (see above).
  South: dark damp sewer to 6 behind grilled door (locked).
  West: heavy door, soundproof (opens when someone says ”joy”).
  4 street artists with permanent grins and clown make-up
  STR 10 DEX 15 WIL 9 HP 5
  iron fingernails d8, smoke pistols d6
  covering burns, want to protect Joy Machine’s secrets. They have
  the key for the locked door.
  3: NIGHTLIGHTS TOWER
  Empty floors with aggressive pigeons and dangerous stairs. Top
  floor: has crystal roof (35 square metres panels worth 50s each).
  On every floor, several mirrors reflect and filter starlight down
  to basement, where abducted gang members and urchins are
  brainwashed.
  Basement: illuminated by starlight from mirror complex. Seats
  with straps. Roast pork smell.
  West: archway to 5.
  South: rusty ladder up to 4.
  Kaleidos Copper, an humanoid with shiny prismatic
  STR 10 DEX 10 WIL 17 HP 9
  armour 1, dense limbs d6, dazzling &
  burning colours d8 + charm on critical
  damage
  machine for a head. Wants everyone to obey Joy Machine’s law.
  Will stop working if away from starlight for too long.
  
  20
  4. ARMOURY
  Small, badly ventilated with iron-reinforced ceiling.
  Chests with 7 old muskets, 4 rusty pistols, 2 bombs (powder used
  produces thick, red smoke). Assortment of cutlasses, canes and
  cleavers. Each chest has a floating globefish that tries to escape
  (blue-grey scales, inoffensive, feeds on moisture, keeps air dry).
  North: rusty ladder down to 3b (noisy).
  South-east: slippery stairs up to 6.
  5. COPPER’S LARDER
  Dark stone alcove. The only light comes from outside.
  Metal objects kept as food for the Copper: cutlery, pots, broken
  weapons, pieces of machinery.
  South: piles of rusty dejections (sorting through it will reveal 3g
  worth of unconsumed gold and silver).
  6. MAIN STORE
  Unpainted arches with saltpeter. Fire pit, cushion and chairs,
  tinned food on shelves, dry meat hanging from ceilings (buzzing
  power cables connecting 3 to 11).
  West: grilled doors to 7 (fresh air) and 8 (stale smell), creaky
  stairs up to 9 (daylight, stew smell).
  North-West: damp corridor to 4.
  North: sewer passageway to 2
  East: illusory wall to 9 (noticeable from an angle, electric shock
  d12 if touched for more than two seconds).
  South: hole down to 12 (bells sound).
  5 prisoners: gang members, homeless labourers and lost
  STR 7 DEX 10 WIL 10 HP 3
  sailors, chained to pillars and waiting to be brought to the Copper.
  Want to escape.
  Strongman: towering brute with theatre face, sailor tattoos
  STR 18 DEX 10 WIL 10 HP 6
  spiked fist 1d8
  covering melted flesh. Wants to keep the hideout safe.
  
  odditional materials
  21
  7. STREET ARTISTS SLEEPING PIT
  High room with ladders to a dozen alcoves with dry straw beds
  (no personal effects or spare clothes).
  Ceiling: rusty, noisy grate to abandoned orphanage courtyard.
  8. URCHINS SLEEPING PIT
  High room with hammocks and damp mattresses (toys, family
  photographs and shiny objects).
  9. DAY ROOM
  Kitchen of the abandoned orphanage. High, iron-reinforced,
  faded educational murals (“work for your wage, kill for your
  keep”). Large chimney with pot of cold soup. No metal utensils.
  West: walled door to ruins (breakable with appropriate tools,
  noisy though).
  South: barred windows (3 metres above the floor, bars eaten by
  rust) to an overgrown garden home to a pack of wild dogs.
  7 street artists having a quiet meal, want to protect Joy
  STR 10 DEX 15 WIL 9 HP 5
  iron fingernails d8, smoke pistols d6
  Machine’s secrets.
  
  22
  10. LOOT STORE
  Wine cellar with 6 valuable bottles (20s each), Golden Lands
  jewellery (10g, very conspicuous), one minor Arcanum.
  Joy Machine knows immediately if anything is disturbed.
  West: illusory wall, powered by cable going to 11.
  South: hatch to 11 (smooth metal, warm to touch).
  11. JOY MACHINE’S JUMPSHIP
  Smooth, immaculate walls like made of solid light, no shadows.
  Rooms are body temperature.
  Joy Machine: a pulsating pillar of colours and emotion,
  STR 10 DEX 10 WIL 19 HP 12
  armour 2, electric shock in whole room
  d8
  communicates through empathy. Wants to end sadness.
  11B. GUEST QUARTERS
  As above, but decorated with 12 engraved silver bells ringing on
  their own (10s each).
  North-West: hole in the hull, steep tunnel to 6.
  North-East: twisted wall to 11.
  John Brightlow. Abducted Council troubleshooter, in
  STR 4 DEX 10 WIL 14 HP 7
  pain from recent burns and due another session of Kaleidos
  Copper’s medicine. When he’s converted, he will be sent back as
  an agent for the gang. Hidden inside his person is The Burner, an
  The Burner: a small shiny stone that
  accelerates metabolism: act like time has
  stopped for d20 seconds, but you age
  twice as many years
  Arcanum.
  
  CYBER:LONDON:ODD:HACK
  by Sean Smith
  The choking smog over London blocks light and digital signal
  Sean has written a number of flash fiction
  stories in the Slick Thames world. Read
  some of it here:
  http://archaism.wordpress.
  com/tag/slick-thames/
  alike; the corporations have pulled back into the green belt,
  leaving the urban sprawl beside the Slick to be fought over by
  the different gangs. Between the day-to-day violence, each group
  fights to control the old wired network. There is still intermittent
  CORP incursion into the factories and data nodes of the city, and
  what’s left of the LAW remain brutal and controlling. There are
  constant turf wars between the anarchic PUNKS and the brutal
  HOODS, while the GOTHS of the lock region mostly care about
  having the best stories to tell.
  Choose your side and watch your back:
  GOTHS
  are mostly clad in leathers, and are generally disre-
  Look: leather goth wear and bondage
  costume.
  garding of much else. Their entire purpose is to lead debauched,
  hedonistic lives.
  PUNKS are anarchistic, and have a particular flare for flame.
  Look: denim and spikes.
  HOODS are territorial and put a lot of weight in the intimi-
  Look: hoodies (duh) and general
  sportswear.
  dation of weapons.
  CORPS are the bad boys of the corporate world - having a
  Look: stylish business wear (think
  American Psycho).
  fun time in the inner London offices (most head offices for major
  corporations exist in the green belt beyond the city).
  The LAW is a futurised version of London Met police. They
  are very happy to apply riot gear to situations. If you want to play
  as the LAW, use the MET-GRINDER rules below.
  
  24
  SLICK THAMES: URBAN SPRAWL CRIMS
  You are one of the countless crims in London.
  Roll and total the d4, d6 & d8 for each of the following stats;
  BRAWN
  acts of strength & stamina (equivalent of STR)
  SINEW
  acts of agility & precision (equivalent of DEX)
  WIT
  language aloud & online (equivalent of WIL)
  You may swap any two scores. Then, roll a d6: this is your
  NERVE – your ability to shrug off wounds (equivalent of HP).
  Cross-reference your highest stat with your nerve on the follow-
  ing table and note down your starting package. If another player
  has the same package, instead choose the rightmost nearest slot. If
  you have an AUGMENT, roll d12 on the table overleaf.
  Stat
  NERVE 1 or 2
  NERVE 3 or 4
  NERVE 5 or 6
  3-9
  Rail-gun (d10)
  Razorblade
  businesscards (d6)
  TACTICAL AUGMENT,
  Contact in LAW
  Hunting rifle (d8),
  Silver knuckleduster (d6),
  TACTICAL AUGMENT,
  Firearm attacks enhanced
  Sawn-off shotgun (d8),
  Six-foot bullwhip (d6),
  TACTICAL AUGMENT,
  Shit-hot with tech
  10-12
  Flamethrower (d8),
  EMP grenade
  (shorts all local tech),
  TACTICAL AUGMENT
  Submachinegun (d8),
  Stimshot (reroll any save),
  TACTICAL AUGMENT
  Tactical baton (d6),
  Two flashbangs
  (SINEW save or blinded),
  COSMETIC AUGMENT
  13-15
  Twin pistols (d8),
  TACTICAL AUGMENT
  Chromed pistol (d8),
  COSMETIC AUGMENT
  Machete (d6),
  COSMETIC AUGMENT,
  Stim addiction
  16-18
  Army-surplus rifle (d8),
  Bounty on head
  Aluminium bottle of spirit (d6),
  Last job went sour
  SCART lead (d6),
  Shit with tech
  
  odditional materials
  25
  d12
  TACTICAL AUGMENTS
  1
  Asphyxiator
  filters airborne particles; WIT to allow double action for a minute
  2
  Recor-neas
  record and playback visual; enhances perception
  3
  Subdermal kevlar
  provides Armour 1
  4
  Phase unit
  if active attacks against you are impaired but you take d4 damage when you move
  5
  Metal arms
  as d6 weapon; melee weapon attacks enhanced
  6
  Fingernail razors
  as d8 weapon
  7
  Blue Tooth
  can connect locally to tech, comes with small drone
  8
  Broadband scanner
  know direction and distance of local tech
  9
  Gridcompass
  works like GPS on internal software
  10
  Threat radius
  grants awareness of organic danger and intent to harm
  11
  Spidexterity
  finger filiae for rapid typing
  12
  Refibrilator
  capacator shock from the palm, BRAWN or knock out for a minute
  Take the next entry if another player already has that AUGMENT.
  d12
  COSMETIC AUGMENTS
  1
  Thumb drive
  2
  Flamegout mohican
  3
  Innerearphones
  4
  Neon tattoo
  5
  Polyfiber proboscis
  6
  Pleasure multiplier
  7
  Stainless steel skingraft
  8
  Exposed wetwork
  9
  Gain implant
  10
  Forearm app store
  11
  Bargain bin exoskeleton
  12
  Colour-phasing irises
  d12
  MISSION THUMBNAILS
  1
  A campervan full of punks are on a trash-trawl in your borough; send their heads back to Sid.
  2
  A data-thief called the Silver Lady has been spotted in the area. Find out what she’s up to.
  3
  An insane AI called Brunel has taken over a segment of your network. Isolate & eliminate them.
  4
  There must be a node in that abandoned office. Locate & secure it.
  5
  A courier-drone is tracking across town. We’ve given it your data.
  6
  The old Embankment tube station has been taken over by a data-cult. Infiltrate & eliminate high priestess.
  
  26
  MET-GRINDER: FUTUREBRUTALPOLICE
  You are a rookie street cop in the ghost-town of old London,
  freshly graduated from the Academy. Due to your training your
  stats are typically higher than most INTO THE ODD characters.
  The Academy is a brutal tutor.
  Roll and total the d6, d8 & 4 for each of the following stats;
  BRAWN
  acts of strength & stamina (equivalent of STR)
  SINEW
  acts of agility & precision (equivalent of DEX)
  LAW
  recall & uphold the Law (equivalent of WIL)
  You may swap any two scores. Then, roll a d8: this is your
  NERVE – your ability to shrug off wounds (equivalent of HP).
  Special Training
  If your highest ability score is less than 12, you can also begin
  with one of these abilities:
  Marksman Firearm attacks you make are Enhanced.
  Authoritative Whenever you make a LAW save related to
  the Law, roll two dice and take the best result.
  Resilient You continue to fight on even when you suffer
  Critical Damage.
  If your NRV is less than 4, you may choose from these psychic
  abilities. The Law doesn’t like visible augmentation, but you could
  trade either of these for a subtle tactical augment (see SLICK
  THAMES rules):
  Telekinetic You may move objects with your mind; passing a
  SNW save gives precision.
  Telepathic You can read other’s thoughts; passing a LAW
  save means they don’t realise you’re reading their mind.
  
  odditional materials
  27
  What do you have?
  All cops are given a SPUD gun, plus other equipment:
  Special Police Uniform Detention gun, keyed to
  SPUD AMMUNITION
  STANDARD EXECUTION: your basic
  bullet deals d8 damage; you are assumed
  to have always used this bullet in any
  combat.
  HEATSEEKER: locks onto a specified
  target’s heat signature; deals d6 damage.
  RICOCHET: coated in rubber, this
  will bounce off hard surfaces; deals d8
  damage minus the amount of surfaces it
  struck.
  INCENDIARY: bursts into flame upon
  impact; deals d10 damage at impact and
  d4 damage to immediate area, people
  pass SNW saves to avoid catching fire.
  ARMOUR PIERCING: coated in
  titanium, d8, this bullet ignores 2 points
  of Armour and deals d8 damage.
  HI-EX: explodes on impact, dealing d12
  damage to everything in the immediate
  area.
  your DNA. If any other person uses this gun, it explodes causing
  d12 damage. The SPUD-gun has six types of ammunition from
  a single cartridge - at the end of each combat or whenever you
  roll maximum damage, roll Xd8 where X is the number of ammo
  types you’ve used this combat: on a roll of one, the ammunition
  stocks descend to d6s, then d4s, then a single bullet remaining.
  Street armour and helmet (provides Armour 1)
  A motorcycle with bike cannons (d10 standard rounds or
  d8 armour piercing) and basic AI allowing it to follow commands.
  The bike has BRW 13, NRV 0, ARM 2 if it is directly attacked.
  Use your character’s SNW to control it under stress.
  A baton that deals d6 damage in melee range.
  Two flash-bangs that blinds anyone who fails a SNW save
  for one minute.
  Promotion
  As each player has completed the requirements, they move to the
  next experience level. Each time they advance a level, they gain
  d6 NRV and can increase ability scores. Alternatively, a cop can
  learn a non-psychic ability.
  ROOKIE You have yet to hit the streets.
  BEAT COP You have survived your first mission. One in five rookies fail to survive their first day.
  SEASONED BOBBIE You have survived three mission since reaching Street Judge level.
  MET-VET You have survived five missions since reaching Seasoned level and have begun to mentor
  a rookie.
  DISTRICT CHIEF Your mentee has reached at least Seasoned level and you have survived a
  mission with them.
  
  28
  Refereeing
  There are more crimes being committed beside the Slick than
  the Met can ever hope to respond to. Each mission should have
  a primary objective and some minor objectives that support the
  main goal; you should also have lots of other transgressions being
  visible as they players progress - whether they become distracted
  by these or not is their choice.
  Players make LAW saves when arresting crims. Encourage
  the player to make the judgement call - state the crime and the
  punishment. Then the player rolls: a success means they have
  remembered the Law correctly, a fail means they have missed
  some detail - this will have repercussions if a more senior cop is
  present or aware.
  Players also make LAW saves to try to influence the behaviour
  of crims they encounter. If they are successful, move the reaction
  result of the perp one step in their favour.
  Sample Crims
  If an ability score is not stated, assume it is 10.
  Jimmy Fingers, kleptomaniac
  BRW 6 SNW 14 BRN 10 NRV 6
  small dagger (d4)
  Reaction: 1 Fight, 2-4 Flight, 5-6 Surrender
  Susan Stabvest, hired muscle
  BRW 13 SNW 10 BRN 10 NRV 3
  machete (d8), las-rifle (d10)
  stabvest (armour 1)
  Reaction: 1-4 Fight, 5 Flight, 6 Surrender
  Chipper, graffiti artiste
  BRW 19 SNW 10 BRN 10 NRV 6
  aerosol canister (d6)
  Reaction:1-6 Flight
  The Shrivelled Man
  BRW 15 SNW 19 BRN 18 NRV 20
  withering touch (d12, ignores armour)
  Reaction: 1-5 Fight, 6 Flight
  
  Oddbits
  by Kamil Węgrzynowicz
  Owlpeople are nocturnal creatures, half owl, half human.
  STR 10 DEX 13 WIL 8 HP 8
  Beak (d6)
  Driven by feeding their young and
  control territory
  Hypnotising Stare: WIL save or victim
  acts along Owlperson unspoken wishes.
  It can be broken by another WIL save
  but the longer victim stays under effect
  the effects are lasting and incurable.
  Victim will act like an owlperson and will
  go a long way to be eaten by owls.
  Saliva: their saliva can close wounds.
  The wounds won’t be healed but wound
  will grow into scar tissue quickly. The
  person treated with saliva will get
  addicted to it (STR save to avoid).
  Males are more or less humanoid and females are more like
  giant owls. They can’t fly but are able to glide in the air for short
  distances when thrown or jumping from above. They don’t have
  wings, Instead they just spread their arms and slowly glide.
  They usually travel from place to place in a group of 10 or more,
  staying in one place until they’re frightened off or during the
  reproductive season. They hypnotise small, young, weak humans
  to follow to them to the nest (usually an abandoned house or a
  cave) and keep there them while eating them alive over time.
  They start off with the limbs and there will be usually full of
  mutilated humans acting like owlpeople and caring for them.
  They mark their territory with cryptic signs. It’s not known
  whether they understand it but scholars studying Owlpeople’s
  signs say it’s a language in itself and can be translated. Owlpeople
  like to steal and gather things. So they keep things from previous
  nests and are seen wearing human clothes.
  Screaming Pyramids are floating step pyramids made
  STR 13 DEX 8 WIL 6 HP 8
  Armour 1, Suckers (d6)
  Driven by hunger.
  of glistening, pulsing raw meat. Two meters high and of basic,
  animal intelligence, have giant mouths on each side screaming
  constantly random words. They travel in groups of 1d4+1 crea-
  tures and shock victims with their random screams (STR Save or
  shock for 1d6 turns). Then they suck blood with suckers on their
  bottom side. They stay in the area until they empty it of living
  creatures and then move on.
  
  30
  Devil’s Balls were one of the worst meteorite rains in
  Bastion. And one of the most strange. Rough looking balls
  the size of buildings destroyed a poor part of town, far from the
  centre.
  Explorers’ companies, army and all kinds of gangs rushed to claim
  the findings and clashed in a bloody skirmish. Soon Arcana were
  used and phased whole area out of our reality.
  Years later, Devil’s Balls still appeared in Bastion from time to
  time. Strange people from there claim they’re ambassadors of
  Free State of Devil’s Balls: a rogue state inside Bastion.
  Now and then Devil’s Balls appear again. Gates are open but
  nobody come out. Not to trade, not to plunder, not anything.
  Tunnels dug inside the meteorites wait for the brave.
  Fete of Dreams was not the first building moved from The
  Golden Lands completely, brick by brick, but it was the first one
  to gather such notoriety. This one became to be known as Fete of
  Dreams.
  People first noticed the colourful aura above the building.
  Then they noticed small animals of all kinds gathering there in
  peace.Then they started having strange dreams, sweet and awful
  at the same time. Even malicious at times. Then people started to
  gather around the Fete thirsty for their dose. Then the Council of
  Bastion closed Fete and created the committee to study it. They
  put 8 dimwitted eunuchs to protect the place.
  The committee is still working on the case, eunuchs still protect
  the place, people and animals still gather around in the fete. There
  are rumours that committee is more interested in worshiping the
  Fete of Dreams then putting its influence to stop.
  
  odditional materials
  31
  Chazan Creepers resemble an oily, greyish sludge, first
  STR 10 DEX 13 WIL 12 HP 5
  stats for sludge form.
  Afraid of acid. Immune to slash-
  ing/bashing weapons.
  If infected lose 1d6 STR every hour until
  STR becomes 0, then the victim becomes
  a Creeper host. Before then stomach
  pumping and purges can save the victim.
  discovered during industrial digs in Chazan. This intelligent
  sludge resided undisturbed between geological layers until the
  drilling. Now sleepers awake from their sleep and ooze onto
  the surface. The sludge slowly flow into a host’s body (usually
  human) and overtake it while feeding on the internal organs.
  The host slowly deforms and a big, black, reflective globe forms
  STR 13 DEX 12 WIL 12 HP 10
  stats for hosted form.
  Suckers suck body tissue of the victim
  and inject mild euphoric intoxicant (STR
  save or lose 1d3 HP and be very happy
  because of this).
  When killed it explodes spraying sludge.
  Roll under DEX to avoid.
  encasing the head and neck. This globe is warm and leathery to
  touch. The host also develops a number of pulsating black suckers
  all over their body through which they feed.
  Creepers communicate using a sign language and, while aggres-
  sive (their need to spread to new hosts is endless), they can be
  persuaded and are willing to trade with outsiders.
  Stones of Oath are granite stones carved with an an-
  cient sigil. Everybody who holds this stone while agreeing to a
  particular treaty forms spiritual parasite feeding off the treaty
  participants. This spiritual parasite ensures that everybody acts
  according to the pact or attacks with spiritual force (WILL save
  or lose 1d6 HP).
  To dissolve the pact, all the still living participants must gather
  again and unanimously break the pact. This will cause everybody
  involved lose 1d3 WILL to satisfy spiritual parasite.
  
  Maze 
  Rats 
  By Ben Milton 
  Introduction 
  Maze Rats is a role-playing adventure game of 
  problem-solving and survival, in which several 
  players take on the roles of penniless explorers 
  delving into dangerous, abandoned ruins in search 
  of treasure and glory. 
  These rules are derived from Into the Odd, by Chris 
  McDowall. Other inspirations include Freebooters on 
  the Frontier and The Perilous Wilds by Jason Lutes, 
  Dungeon Crawl Classics by Joseph Goodman, and 
  World of Dungeons by John Harper. 
  Character Creation 
  Choose one advancement from the list of options 
  on the next page. Advancements grant you one 
  special ability and a hit die. Roll the hit die to find 
  your character’s starting maximum hit points (HP). 
  Roll 3d6 for each of your stats: Strength, Dexterity, 
  and Will. You may choose to swap two of the 
  scores. 
  ! Strength is used to avoid danger though toughness, 
  stamina, or raw strength. 
  ! Dexterity is used to avoid danger through stealth, 
  quickness, or finesse. 
  ! Will is used to avoid danger through willpower, per-
  ception or charisma. 
  Flesh out your character’s name, personality, ap-
  pearance, weapons and gear using the tables to the 
  right. Fill out your character sheet, and introduce 
  your character to the other players. They start with 
  d20 silver (s). 
  Forenames 
  Roll once. 
   
  1-2 
  3-4 
  5-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Adelaide 
  Balthazar 
  Barsaba 
  Basil 
  Beatrix 
  Bertram 
  Bianca 
  Blaxton 
  Chadwick 
  Cleopha 
  Clover 
  Constance 
  Cromwell 
  Damaris 
  Daphne 
  Demona 
  Destrian 
  Elsbeth 
  Erasmus 
  Esme 
   
  Faustus 
  Fern 
  Finn 
  Forthwind 
  Fox 
  Godwin 
  Hannibal 
  Hester 
  Hippolyta 
  Jasper 
  Jiles 
  Jilly 
  Jules 
  Marga 
  Merrick 
  Minerva 
  Mortimer 
  Odette 
  Ogden 
  Olga 
   
  Oswald 
  Pepper 
  Percival 
  Peregrine 
  Phoebe 
  Piety 
  Poppy 
  Quentin 
  Redmaine 
  Silas 
  Silence 
  Stilton 
  Stratford 
  Sybil 
  Tenpiece 
  Trilby 
  Tuesday 
  Ursula 
  Webster 
  Zora 
  Surnames 
  Roll once. 
   
  1-2 
  3-4 
  5-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Barrow 
  Beetleman 
  Belvedere 
  Birdwhistle 
  Bithesea 
  Bobich 
  Calaver 
  Carvolo 
  Chips 
  Coffin 
  Crumpling 
  De Rippe 
  Digworthy 
  Dregs 
  Droll 
  Dunlow 
  Erelong 
  Fernsby 
  Fisk 
  Gimble 
  Girdwood 
  Gorgos 
  Graveworm 
  Greelish 
  Grimeson 
  Gruger 
  Hardwick 
  Hitheryon 
  Hovel 
  Knibbs 
  La Marque 
  Loverly 
  Midnighter 
  Mitre 
  Nethercoat 
  Oblington 
  Onymous 
  Pestle 
  Phillifent 
  Relish 
   
  Romatet 
  Rothery 
  Rumbold 
  Rummage 
  Sallow 
  Saltmarsh 
  Silverless  
  Skitter 
  Skorbeck 
  Slee 
  Slitherly 
  Stavish 
  Stoker 
  Tarwater 
  Vandermeer 
  Villin 
  Wellbelove 
  Westergren 
  Wexley 
  Wilberforce 
   
  1-2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Arrogan
  Avant-G
  Boastful
  Bored 
  Bossy 
  Can-do 
  Chatter
  Chirpy 
  Cryptic 
  Ditz 
  Egoman
  Extrava
  Fast-tal
  Flake 
  Flirtatio
  Gossip 
  Hard-b
  Hears vo
  Hillbilly
  Hothea
   
   
  1-2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Acid Sca
  Battle Sc
  Boney h
  Braided 
  Brawny 
  Broken 
  Bulbous 
  Burn Sca
  Bushy B
  Chiseled
  Curly H
  Dark Ski
  Disfigur
  Dishevel
  Filthy 
  Gaunt 
  Gap-too
  Grey Ha
  Groome
  Hairless 
  
  ald 
  per 
  cival 
  egrine 
  ebe 
  ty 
  py 
  entin 
  maine 
  s 
  nce 
  ton 
  tford 
  il 
  piece 
  lby 
  sday 
  ula 
  bster 
  a 
  matet 
  thery 
  mbold 
  mmage 
  ow 
  marsh 
  erless  
  tter 
  rbeck 
   
  herly 
  vish 
  ker 
  water 
  dermeer 
  in 
  llbelove 
  stergren 
  xley 
  berforce 
  Personality 
  Roll once or twice. 
   
  1-2 
  3-4 
  5-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Arrogant 
  Avant-Garde 
  Boastful 
  Bored 
  Bossy 
  Can-do 
  Chatterbox 
  Chirpy 
  Cryptic 
  Ditz 
  Egomaniac 
  Extravagant 
  Fast-talker 
  Flake 
  Flirtatious 
  Gossip 
  Hard-boiled 
  Hears voices 
  Hillbilly 
  Hothead 
   
  Iconoclast 
  Idealistic 
  Illiterate 
  Jerk 
  Klutz 
  Love-struck 
  Misanthrope 
  Mopey 
  Naïve 
  Nerd 
  No-nonsense 
  Obsessive 
  Orator 
  Overeducated 
  Paranoid 
  Pouty 
  Prickly 
  Proselytizer 
  Refined 
  Ruthless 
   
  Self-pitying 
  Serene 
  Slacker 
  Slimy 
  Slovenly 
  Snarky 
  Snitch 
  Snob 
  Sophist 
  Spacey 
  Thick 
  Toady 
  Twitchy 
  Vain 
  Vegan 
  Vengeful 
  Whiner 
  Wild Child 
  Wisecracking 
  World-weary 
  Appearance 
  Roll once or twice. 
   
  1-2 
  3-4 
  5-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Acid Scars 
  Battle Scars 
  Boney hands 
  Braided Hair 
  Brawny 
  Broken Nose 
  Bulbous Nose 
  Burn Scars 
  Bushy Brows 
  Chiseled 
  Curly Hair 
  Dark Skin 
  Disfigured 
  Disheveled 
  Filthy 
  Gaunt 
  Gap-toothed 
  Grey Hair 
  Groomed 
  Hairless 
  Hawk Nose 
  Immense 
  Lantern Jaw 
  Limp 
  Long Hair 
  Loud Voice 
  Meat Hooks 
  Missing Ear 
  Missing Eye 
  Nine Fingers 
  Oily Skin 
  Pale Skin 
  Perfect Skin 
  Perfect Teeth 
  Perfumed 
  Pierced 
  Plump 
  Pockmarked 
  Pointed Chin 
  Rosy Cheeks 
   
  Rotten Teeth 
  Scrubbed 
  Shaved Head 
  Shifty Eyes 
  Short 
  Slender 
  Slouched 
  Smelly 
  Smiling 
  Soft Voice 
  Squinty Eyes 
  Steely Gaze 
  Sunken Eyes 
  Sweaty 
  Tattooed 
  Towering 
  Unsmiling 
  Weathered 
  White Hair 
  Wild Hair 
  Weapons 
  Roll twice. 
   
  1-3 
  4-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Ancient Spear (d6) 
  Arming Sword (d6) 
  Battered Halberd (d8) 
  Battleaxe (d8) 
  Bronze Dagger (d6) 
  Bronze-tip Spear (d6) 
  Carved Spear (d6)  
  Claymore (d8) 
  Crank Crossbow (d10) 
  Etched Glaive (d8) 
  Falchion (d8) 
  Flail (d8) 
  Gleaming Halberd (d8) 
  Hand Crossbow (d6) 
  Hatchet (d6) 
  Heirloom Glaive (d8) 
  Hunting Bow (d6) 
  Hunting Knife (d6) 
  Iron Club (d6) 
  Ivory Spear (d6) 
   
  Longbow (d8) 
  Maul (d8) 
  Messer (d8) 
  Morningstar (d8) 
  Obsidian Dagger (d6) 
  Painted Spear (d6) 
  Pull Crossbow (d10) 
  Quarterstaff (d6) 
  Rapier (d6) 
  Recurve Bow (d6) 
  Rusty Mace (d6) 
  Sling with bullets (d6) 
  Sling with stones (d6) 
  Spiked Club (d6) 
  Steel Dagger (d6) 
  Stone-tip Spear (d6) 
  Throwing Knives (d6) 
  War Bow (d8) 
  Warhammer (d8) 
  Woodman’s axe (d8) 
   
  Adventuring Gear 
  Roll three times. In addition, you have a tinderbox, a 
  torch, a waterskin, 3 rations, and 50’ of rope. 
   
  1-2 
  3-4 
  5-6 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  Acid 
  Animal Scent 
  Antitoxin 
  Armor 
  Bear Trap 
  Bell 
  Blank Book 
  Bolt-Cutters 
  Caltrops 
  Pliers 
  Candle 
  Chain (10 ft.) 
  Chalk (10) 
  Copper Wire 
  Crowbar 
  Dice 
  Door Ram 
  Ether 
  Falcon 
  Fiddle 
  Fire Oil 
  Fishing Hook 
  Flashbomb 
  Glue 
  Grap. Hook 
  Grease 
  Hacksaw 
  Hammer 
  Hand Drill 
  Hog Holder 
  Hound 
  Hourglass 
  Incense 
  Lantern 
  Large Sack 
  Lens 
  Lock & Key 
  Lockpicks (5) 
  Lodestone 
  Manacles 
  Marbles 
  Mule 
  Net 
  Pen & Ink 
  Pickaxe 
  Poison 
  Pole (10 ft.) 
  Potion 
  Rat 
  Rum Bottle 
  Shovel 
  Smokebomb 
  Spikes (5) 
  Spyglass 
  Stake 
  Steel Mirror 
  Tent 
  Thick Gloves 
  Trumpet 
  Whistle 
  
  Player Rules 
  Saves: When you find yourself in danger, the Ref-
  eree may call for a save. Roll a d20 equal to or un-
  der your character’s relevant stat to avoid the dan-
  ger. E.g.: make a DEX save to avoid dragon’s 
  breath. A 1 always succeeds and a 20 always fails.  
  Danger Die: Every 10 minutes in a dungeon (1 
  turn), roll a d6. On  1, a monster or other danger 
  from a list prepared by the Referee manifests itself. 
  Rounds: Every combat round, all groups engaged 
  in combat compare d20 rolls to determine initiative. 
  Attacks: You may make one attack action each 
  round. Attack actions always succeed. Roll your 
  weapon’ damage die and subtract the target’s ar-
  mor. Impaired attacks roll d4 damage and En-
  hanced attacks roll d12 Damage.  
  Damage: Damage is subtracted from hit points, 
  then from the Strength score. If the target takes 
  Strength damage, it must pass a STR save or be-
  come wounded.  
  Wounded: A wounded character is unconscious and 
  unable to take actions until they are tended to by 
  an ally and have a short rest. If not, they will die 
  within 1 hour. Monsters and NPCs simply die when 
  wounded. 
  Stat Damage: At 0 Strength, a character is dead. At 
  0 Dexterity or Will a character is paralyzed or co-
  matose respectively and cannot act until they have a 
  full rest. If your PC dies, create a new character and 
  the Referee will have you rejoin the party as quick-
  ly as possible. 
  Spellcasting: You may make a WIL save and use 
  your attack action to cast any spell you know. 
  Spells always work, but if the save is failed you take 
  WIL damage equal to the spell’s circle. If this caus-
  es you to drop to 0 Will, you suffer a random af-
  fliction. See the spell generation rules below for 
  more details about spellcasting. 
  Morale: Enemies must pass a WIL save or be rout-
  ed when they lose half of their group. Groups of 
  enemies use their leader’s WIL in place of their 
  own. Lone enemies make this morale save at 0 hit 
  points. 
  Reaction Roll: Roll 2d6 to determine how NPCs 
  react to PCs, if this is in doubt. 2: Hostile, 3-5: 
  Unfriendly, 6-8: Indifferent, 9-11: Talkative, 12: 
  Friendly. 
  Short Rest: 10 minutes (1 turn) of rest and a swig of 
  water recovers all of a character’s lost hit points. 
  Full Rest: After a full night of restful sleep, restore 
  d6 points to each stat, up to that stat’s maximum. 
  Gaining Experience 
  Characters gain XP by suriving dangerous 
  encounters. A simple encounter with minor damage 
  provides 1 XP. A difficult encounter with moderate 
  damage but no fatalities provides 2 XP. A 
  dangerous encounter with a fatality or permanent 
  consequences provides 3 XP. A deadly encounter 
  with multiple fatalities and massive damage, and a 
  retreat provides 4 XP. 
  When PCs gain enough XP to advance, they roll a 
  d20 for each stat, raising the stat by 1 it is less than 
  18 and the roll exceeds it. They also gain one 
  advancement.  
  Level 1: 0 XP. Level 2: 40 XP. Level 3: 100 XP. 
  Level 4: 180 XP. Level 5: 280 XP. 
  Advancements 
  Characters gain an advancement at each level, 
  including the first. Each advancement includes a hit 
  die, which is rolled and added to the character’s 
  maximum HP. 
  Magician: d4. May be chosen multiple times. You can cast 
  spells. Your maximum known spells is 2, plus 1 for each time 
  you choose this advancement after the first time. 
  Assassin: d6. When you attack an enemy who is unaware 
  of your presence, your damage hits their Strength score 
  directly, bypassing their hit points, if any. 
  Cave Runner: d6. You never lose your balance or your 
  grip on natural surfaces. 
  Fingersmith: d6. You can unlock any door or bypass any 
  device, given enough time and the right tools.  
  Infiltrator: d6. You always move completely silently. 
  Lurker: d6. When you hide in deep shadow, you are 
  invisible until someone is right on top of you. 
  Berserker: d8. You may choose to ignore the effects of a 
  wound by taking d6 WIL damage. 
  Ironclad: d8. Mundane armor that you wear grants you 2 
  armor instead of only 1. 
  Swashbuckler: d8. Whenever you slay a target with a 
  melee attack, you may immediately make an additional 
  melee attack against another target within range. 
  Veteran: d8. Whenever you attack you may add an addi-
  tional effect, such as push back, blind, trip, throw, immobi-
  lize, disarm, etc. The target may save if appropriate. 
  Weapon Master: d8. May be chosen multiple times. 
  Choose any one weapon type. Attacks with that weapon roll 
  two damage dice and use the greater result.  
  Weapons: (5s) 
  Crossbows co
  have to make 
  reloading. 
  Armor (10g): A
  horse grants y
  Adventuring 
  Manacles, Ani
  Fishing Pole, 
  Spikes, Tinder
  Luxuries 
  (20
  Clothes, Spyg
  Water, Incens
  Flashbang (10
  fails a DEX sa
  Fire Oil (10s): 
  Damage for 3 
  Smoke-bomb 
  lit. Attacks thr
  Poison (20s): L
  Ether (10s): ST
  Acid (10s): d6 
  Potion (100s): 
  of the Referee
  Board (per we
  an inn (10s), T
  Food and Dr
  Rum (1s), Pie a
  Beasts: Mule (
  (50s), Crow (d5
  Transport: Ca
  Torchbearer (1
  WIL, Lantern
  Sellsword (10s/
  WIL, Bow, Sw
  Expert (10s/da
  Bow, Specific 
  Champion (50s
  WIL, Bow, Sw
  
  nce 
  dangerous 
  nor damage 
  th moderate 
  2 XP. A 
   permanent 
   encounter 
  age, and a 
  , they roll a 
   is less than 
  o gain one 
   3: 100 XP. 
  s 
  each level, 
  cludes a hit 
   character’s 
  . You can cast 
   for each time 
  e. 
  o is unaware 
  trength score 
  lance or your 
  or bypass any 
   
   silently. 
  dow, you are 
  e effects of a 
  r grants you 2 
  arget with a 
  n additional 
  nge. 
  add an addi-
  row, immobi-
  priate. 
  ultiple times. 
  t weapon roll 
  Equipment 
  Weapons: (5s) for d6 damage, (20s) for d8 damage. 
  Crossbows cost (20s), but between each shot you 
  have to make DEX save or skip your action while 
  reloading. 
  Armor (10g): Armor 1. Hide, mail, or plate. Riding a 
  horse grants you +1 armor. 
  Adventuring Gear (1s each): Crowbar, Saw, Glue, 
  Manacles, Animal Trap, Lockpicks, Writing Set, 
  Fishing Pole, Shovel, Grappling Hook, 50ft Rope, 
  Spikes, Tinderbox, Torch, Tent, Caltrops, etc. 
  Luxuries 
  (20s): Clockwork Items, Elaborate 
  Clothes, Spyglass, Mirror, Magnifying Glass, Holy 
  Water, Incense, Lantern, etc.  
  Flashbang (10s): Momentarily blinds anyone that 
  fails a DEX save. 
  Fire Oil (10s): Sets an area alight. All inside take d6 
  Damage for 3 rounds. Fills a lantern 10 times. 
  Smoke-bomb (10s): Fills a room with smoke when 
  lit. Attacks through the smoke are Impaired. 
  Poison (20s): Lose d20 STR if consumed. 
  Ether (10s): STR save or pass out for an hour. 
  Acid (10s): d6 Damage, burns through materials. 
  Potion (100s): Heals d6 of one stat, or other effect 
  of the Referee’s choice. 
  Board (per week): Bed in a Dormitory (3s), Room in 
  an inn (10s), Town House (20s).  
  Food and Drink: Bread and Broth (1s), Bottle of 
  Rum (1s), Pie and Wine (2s), Fine Meal (5s). 
  Beasts: Mule (5s) to Horse (50s). Mutt (5s) to Hound 
  (50s), Crow (d5) to Falcon (d50). 
  Transport: Cart (30s), Wagon (100s), Coach (300s) 
  Hirelings 
  Torchbearer (1s/day): d6 HP, 2d6 STR, 10 DEX, 10 
  WIL, Lantern, Club. 
  Sellsword (10s/day): 2d6 HP, 10 STR, 10 DEX, 10 
  WIL, Bow, Sword. 
  Expert (10s/day): d6 HP, 10 STR, 10 DEX, 10 WIL, 
  Bow, Specific Expertise. 
  Champion (50s/day): 2d6 HP, 15 STR, 10 DEX, 10 
  WIL, Bow, Sword, Armor 1 
  Running the Game 
  Roll in the open. Do not fudge rolls, do not roll in 
  secret. This keeps the game honest and dangerous, 
  and prevents any accusations of favoritism or rail-
  roading. It also encourages the players to manipu-
  late and engage with the fictional world, rather 
  than with the Referee.   
  Seed adventure in every direction. Bait plot hooks, 
  rumors, and threats everywhere, then let the play-
  ers decide what to do. If they ever get bored, there 
  should be plenty of other options nearby. Any 
  choice they make should have a meaningful impact 
  on the world, which should respond appropriately. 
  Use your prep to help you improvise. Collect tables 
  and lists of ideas to help you out when players do 
  the unexpected. These might include NPCs, 
  names, items, plot hooks, complications, relation-
  ships, locations, etc. 
  Give the players tools to manipulate the world. 
  The focus of the game should be on creative prob-
  lem solving, not brute force, so give players the 
  tools to make that appealing. For example: rival 
  factions to manipulate, potions with weirdly specif-
  ic effects, items that can be combined or repur-
  posed, dungeons with short cuts and back passages. 
  Add elements that allow the players to bend the 
  world to their will. 
  The more dangerous something is, the more obvi-
  ous it should be. Give players the chance to think 
  their way around threats and obstacles by tele-
  graphing them ahead of time. No one likes their 
  death to be random chance. When a PC dies, it 
  should be their fault. 
  No soft monsters. Monsters should be mechanical-
  ly dangerous, and should do something bad each 
  attack. Never allow saves to avoid damage. Players 
  should be motivated to avoid direct combat. 
  When in doubt, look for the interesting decision. 
  Make the players choose between several options, 
  all of which complicate the situation. 
  Keep up the pressure. Whether it’s through the 
  danger die, or because the dungeon is filling with 
  sand, or because a PC will die in 10 turns from poi-
  son, keep the players desperate and on a clock. 
  Maintain a tension between the desire to explore 
  and loot, and the terror of remaining too long. 
  Reward questions with good information. When 
  players ask a question, tell them the answer if they 
  could reasonably know it or perceive it. They need 
  information to survive and progress, so don’t be 
  stingy. Do not ask for WIL saves to know things. 
  
  Magic Generation 
  After each night of rest a Magician can keep the 
  spells they already know or replace some or all of 
  them with new, randomly generated spells. A magi-
  cian may know a number of spells up to their spell 
  limit. 
  Spells are generated by rolling on the spell format 
  table below, and then rolling for each spell aspect. 
  Next, the magician player and Referee work to-
  gether to set the spell’s precise effects, parameters, 
  manifestation, and Circle (0-5). Use the chart of 
  spell aspects below as a guideline to judge the ap-
  propriate circle for a spell. 
  Circle 0: Simple amusing or convenient tricks. 
  Circle 1: Minor effects, touch range, only targets 
  self, 1 minute duration or1d6 damage. 
  Circle 2: Moderate effects, stone’s throw range, 
  single target, 1 hour duration or 2d6 damage. 
  Circle 3: Major effects, sight range, several tar-
  gets, 1 day duration or 3d6 damage. 
  Circle 4: Mighty effects, 10 mile range, targets a 
  small area, 1 month duration or 4d6 damage. 
  Circle 5: Mythic effects, unlimited range, targets 
  a large area, permanent duration or 5d6 damage. 
  Spell formats: 
  1. 
  [Element][Form] 
  2. 
  [Effect][Form] 
  3. 
  [Effect][Element] 
  4. 
  [Effect][Element][Form] 
  5. 
  [Form] of [Element] 
  6. 
  [Form] of [Effect] [Element] 
  Magic item formats: 
  1. 
  [Element][Item] 
  2. 
  [Effect][Item] 
  3. 
  [Effect][Element][Item] 
  4. 
  [Item] of [Element]  
  5. 
  [Item] of [Effect][Element] 
  6. 
  [Form][Item] 
  Monster formats: 
  1. 
  [Element][Creature] 
  2. 
  [Effect][Element][Creature] 
  3. 
  [Effect][Creature] 
  4. 
  [Form][Creature] 
  5. 
  [Creature][Creature] 
  6. 
  [Effect][Creature][Creature] 
  Roll on the Afflictions table when a Magician is 
  reduced to 0 WIL due to a failed spellcasting save. 
  Roll on the Potion Effects table to find what po-
  tions do. The PC may have to drink it to find out.  
  Magic Effects 
  1. 
  Absorbing 
  2. 
  Accelerating 
  3. 
  Attracting 
  4. 
  Awakening 
  5. 
  Bewildering 
  6. 
  Binding 
  7. 
  Blazing 
  8. 
  Blinding 
  9. 
  Blossoming 
  10. Cacophonous 
  11. 
  Concealing 
  12. Condemning  
  13. 
  Consuming 
  14. Creeping 
  15. 
  Crushing 
  16. Deflecting 
  17. Devastating 
  18. 
  Dicing 
  19. Diminishing 
  20. Disguising 
  21. Dispelling 
  22. Duplicating 
  23. Empowering 
  24. Enchanting 
  25. Enlightening 
  26. Enraging 
  27. Ensorcelling 
  28. Entangling 
  29. Enveloping 
  30. Excruciating 
  31. 
  Expanding 
  32. Fearsome 
  33. 
  Flaming 
  34. Floating 
  35. 
  Freezing 
  36. Grasping 
  37. Gyrating 
  38. 
  Haunting 
  39. Helpful 
  40. Hindering 
  41. Hovering 
  42. Illusory 
  43. Imprisoning  
  44. Instantaneous 
  45. Inverting  
  46. Invigorating 
  47. Invisible 
  48. Liquefying 
  49. Luminous 
  50. Maddening 
  51. 
  Mesmerizing 
  52. Nullifying 
  53. 
  Obscuring 
  54. Oozing 
  55. 
  Opening 
  56. 
  Perceptive 
  57. Pestilential 
  58. 
  Petrifying 
  59. Phasing 
  60. Piercing 
  61. Planar 
  62. Poisonous 
  63. Polymorphing 
  64. Pursuing 
  65. 
  Rearranging 
  66. Rebounding 
  67. Reflecting 
  68. Rejuvenating 
  69. Repeating 
  70. Repelling 
  71. Restorative 
  72. Restraining 
  73. Revealing 
  74. Reversing 
  75. Revolting 
  76. Revolving 
  77. Screaming 
  78. Scrying 
  79. Sealing 
  80. Shielding 
  81. 
  Silent 
  82. Slashing 
  83. 
  Sleeping 
  84. Smoking 
  85. 
  Soothing 
  86. Subtle 
  87. Summoning 
  88. 
  Sweeping 
  89. Terrifying 
  90. Thirsty 
  91. Thundering 
  92. Transmuting 
  93. Transporting 
  94. Transposing 
  95. Untiring 
  96. Vaporizing 
  97. Vengeful 
  98. Voracious 
  99. Warding 
  100. Withering 
  M
  1. 
  Acid 
  2. 
  Aether 
  3. 
  Air 
  4. 
  Alabaster
  5. 
  Amber 
  6. 
  Ash 
  7. 
  Bat 
  8. 
  Battle 
  9. 
  Beetle 
  10. Bile 
  11. 
  Blight 
  12. Blood 
  13. 
  Bone 
  14. Brimston
  15. 
  Brine 
  16. Bronze 
  17. Chaos 
  18. 
  Clay 
  19. Copper 
  20. Crow 
  21. Crystal 
  22. Night 
  23. Death 
  24. Doom 
  25. Dream 
  26. Dust 
  27. Earth 
  28. Echo 
  29. Energy 
  30. Fire 
  31. 
  Flame 
  32. Flesh 
  33. 
  Fog 
  34. Fungus 
  35. 
  Ghost 
  36. Glass 
  37. Gold 
  38. 
  Heat 
  39. Honey 
  40. Ice 
  41. Ichor 
  42. Insect 
  43. Iron 
  44. Ivory 
  45. Jade 
  46. Lava 
  47. Light 
  48. Lightnin
  49. Loam 
  50. Marmala
  
  s 
  zing 
  g 
  g 
   
  e 
  ial 
  g 
  s 
  phing 
   
  ing 
  ing 
  g 
  ting 
  g 
  g 
  ive 
  ng 
  g 
  g 
  g 
  g 
  g 
   
   
   
   
  ing 
   
  g 
  ing 
  ting 
  ting 
  ing 
   
  ng 
  l 
  s 
   
  g 
  Magic Elements 
  1. 
  Acid 
  2. 
  Aether 
  3. 
  Air 
  4. 
  Alabaster 
  5. 
  Amber 
  6. 
  Ash 
  7. 
  Bat 
  8. 
  Battle 
  9. 
  Beetle 
  10. Bile 
  11. 
  Blight 
  12. Blood 
  13. 
  Bone 
  14. Brimstone 
  15. 
  Brine 
  16. Bronze 
  17. Chaos 
  18. 
  Clay 
  19. Copper 
  20. Crow 
  21. Crystal 
  22. Night 
  23. Death 
  24. Doom 
  25. Dream 
  26. Dust 
  27. Earth 
  28. Echo 
  29. Energy 
  30. Fire 
  31. 
  Flame 
  32. Flesh 
  33. 
  Fog 
  34. Fungus 
  35. 
  Ghost 
  36. Glass 
  37. Gold 
  38. 
  Heat 
  39. Honey 
  40. Ice 
  41. Ichor 
  42. Insect 
  43. Iron 
  44. Ivory 
  45. Jade 
  46. Lava 
  47. Light 
  48. Lightning 
  49. Loam 
  50. Marmalade 
  51. 
  Miasma  
  52. Milk 
  53. 
  Mist 
  54. Moss 
  55. 
  Mud 
  56. 
  Mutation 
  57. Nectar 
  58. 
  Nightmare 
  59. Obsidian 
  60. Oil 
  61. Plague 
  62. Poison 
  63. Power 
  64. Psyche 
  65. 
  Quicksilver 
  66. Rain 
  67. Rat 
  68. Rose 
  69. Rot 
  70. Rust 
  71. Salt 
  72. Sand 
  73. Sap 
  74. Serpent 
  75. Shadow 
  76. Silver 
  77. Skin 
  78. Slime 
  79. Smoke 
  80. Snow 
  81. 
  Souls 
  82. Spirit 
  83. 
  Star 
  84. Steam 
  85. 
  Stench 
  86. Stone 
  87. Sun 
  88. 
  Tar 
  89. Thorn 
  90. Thunder 
  91. Treasure 
  92. Venom 
  93. Vine 
  94. Void 
  95. Water 
  96. Wind 
  97. Wine 
  98. Winter 
  99. Wood 
  100. Worm 
  Magic Forms 
  1. 
  Arc 
  2. 
  Assassin 
  3. 
  Aura 
  4. 
  Bastion 
  5. 
  Beacon 
  6. 
  Beam 
  7. 
  Beast 
  8. 
  Blade 
  9. 
  Blast 
  10. Blob 
  11. 
  Bolt 
  12. Bubble 
  13. 
  Burst 
  14. Call 
  15. 
  Cascade 
  16. Circle 
  17. Cloud 
  18. 
  Coil 
  19. Colossus  
  20. Column 
  21. Cone 
  22. Crystal 
  23. Cube 
  24. Disk 
  25. Elemental 
  26. Emanation 
  27. Enclosure 
  28. Explosion 
  29. Eye 
  30. Face 
  31. 
  Field 
  32. Fist 
  33. 
  Fountain 
  34. Gate 
  35. 
  Gaze 
  36. Golem 
  37. Grip 
  38. 
  Gush 
  39. Halo 
  40. Hand 
  41. Heart 
  42. Helix 
  43. Image 
  44. Laugh 
  45. Lock 
  46. Loop 
  47. Maze 
  48. Moment 
  49. Monolith 
  50. Mouth 
  51. 
  Nexus 
  52. Oracle 
  53. 
  Path 
  54. Pattern 
  55. 
  Plane 
  56. 
  Portal 
  57. Prism 
  58. 
  Pulse 
  59. Pyramid 
  60. Ray 
  61. Rift 
  62. Road 
  63. Scream 
  64. Seal 
  65. 
  Sentinel 
  66. Servant 
  67. Shard 
  68. Shield 
  69. Shroud 
  70. Sigil 
  71. Song 
  72. Sphere 
  73. Spiral 
  74. Splinter 
  75. Spray 
  76. Steed 
  77. Storm 
  78. Stream 
  79. Strike 
  80. Swarm 
  81. 
  Tendril 
  82. Tentacle 
  83. 
  Throne 
  84. Tongue 
  85. 
  Torrent 
  86. Touch 
  87. Tower 
  88. 
  Trap 
  89. Tree 
  90. Tunnel 
  91. Veil 
  92. Voice 
  93. Vortex 
  94. Wall 
  95. Ward 
  96. Wave 
  97. Web 
  98. Whisper 
  99. Word 
  100. Zone 
  
  Creatures 
  1. 
  Ant 
  2. 
  Ape 
  3. 
  Badger 
  4. 
  Bat 
  5. 
  Bear 
  6. 
  Beaver 
  7. 
  Bee 
  8. 
  Beetle 
  9. 
  Boar 
  10. 
  Bulldog 
  11. 
  Butterfly 
  12. 
  Camel 
  13. 
  Cat 
  14. 
  Centipede 
  15. 
  Chameleon 
  16. 
  Cobra 
  17. 
  Cockroach 
  18. 
  Constrictor 
  19. 
  Cougar 
  20. 
  Cow 
  21. 
  Coyote 
  22. 
  Crab 
  23. 
  Crane 
  24. 
  Cricket 
  25. 
  Crocodile 
  26. 
  Crow 
  27. 
  Cuckoo 
  28. 
  Donkey 
  29. 
  Dragonfly 
  30. 
  Duck 
  31. 
  Eagle 
  32. 
  Eel 
  33. 
  Elephant 
  34. 
  Elk 
  35. 
  Falcon 
  36. 
  Ferret 
  37. 
  Firefly 
  38. 
  Fox 
  39. 
  Frog 
  40. Goat 
  41. 
  Goose 
  42. 
  Hare 
  43. 
  Hart 
  44. Hawk 
  45. 
  Hedgehog 
  46. 
  Hornet 
  47. 
  Horse 
  48. 
  Hound 
  49. 
  Hummingbird 
  50. 
  Jackal 
  51. 
  Jellyfish 
  52. 
  Leech 
  53. 
  Lion 
  54. 
  Locust 
  55. 
  Lynx 
  56. 
  Mantis 
  57. 
  Mastodon 
  58. 
  Mockingbird 
  59. 
  Mole 
  60. 
  Monkey 
  61. 
  Moose 
  62. 
  Moth 
  63. 
  Mouse 
  64. 
  Mule 
  65. 
  Octopus 
  66. 
  Otter 
  67. 
  Owl 
  68. 
  Ox 
  69. 
  Panther 
  70. 
  Pig 
  71. 
  Pony 
  72. 
  Porcupine 
  73. 
  Possum 
  74. 
  Rabbit 
  75. 
  Raccoon 
  76. 
  Rat 
  77. 
  Reindeer 
  78. 
  Rooster 
  79. 
  Salamander 
  80. 
  Scorpion 
  81. 
  Seal 
  82. 
  Shark 
  83. 
  Sheep 
  84. 
  Slug 
  85. 
  Snail 
  86. 
  Sparrow 
  87. 
  Spider 
  88. 
  Squid 
  89. 
  Squirrel 
  90. 
  Tiger 
  91. 
  Toad 
  92. 
  Turtle 
  93. 
  Viper 
  94. 
  Vulture 
  95. 
  Walrus 
  96. 
  Weasel 
  97. 
  Whale 
  98. 
  Wolf 
  99. 
  Wolverine 
  100. Worm 
  Items 
  1. 
  Amulet 
  2. 
  Arrow 
  3. 
  Arrowhead 
  4. 
  Axe 
  5. 
  Bell 
  6. 
  Belt 
  7. 
  Boots 
  8. 
  Bottle 
  9. 
  Bow 
  10. 
  Bowl 
  11. 
  Box 
  12. 
  Bracelet 
  13. 
  Breastplate 
  14. 
  Brooch 
  15. 
  Candle 
  16. 
  Card 
  17. 
  Censer 
  18. 
  Circlet 
  19. 
  Claw 
  20. 
  Cloak 
  21. 
  Coin 
  22. 
  Comb 
  23. 
  Compass 
  24. 
  Conch 
  25. 
  Crown 
  26. 
  Cup 
  27. 
  Doll 
  28. 
  Egg 
  29. 
  Eye 
  30. 
  Eyepatch 
  31. 
  Fang 
  32. 
  Feather 
  33. 
  Figurine 
  34. 
  Finger 
  35. 
  Flute 
  36. 
  Gauntlet 
  37. 
  Gem 
  38. 
  Glove 
  39. 
  Hammer 
  40. Handkerchief 
  41. 
  Hat 
  42. 
  Helm 
  43. 
  Horn 
  44. Hourglass 
  45. 
  Jar 
  46. 
  Key 
  47. 
  Knife 
  48. 
  Lamp 
  49. 
  Lens 
  50. 
  Locket 
  51. 
  Lute 
  52. 
  Lyre 
  53. 
  Mace 
  54. 
  Machine 
  55. 
  Mask 
  56. 
  Mirror 
  57. 
  Necklace 
  58. 
  Needle 
  59. 
  Net 
  60. 
  Orb 
  61. 
  Painting 
  62. 
  Pearl 
  63. 
  Pen 
  64. 
  Phial 
  65. 
  Pillow 
  66. 
  Pipe 
  67. 
  Pipes 
  68. 
  Purse 
  69. 
  Puzzle Box 
  70. 
  Pyramid 
  71. 
  Razor 
  72. 
  Ring 
  73. 
  Rod 
  74. 
  Rook 
  75. 
  Rope 
  76. 
  Salve 
  77. 
  Scarf 
  78. 
  Scepter 
  79. 
  Scissors 
  80. 
  Scroll 
  81. 
  Shield 
  82. 
  Shoe 
  83. 
  Signet Ring 
  84. 
  Skull 
  85. 
  Slippers 
  86. 
  Snuffbox 
  87. 
  Spear 
  88. 
  Staff 
  89. 
  Strand 
  90. 
  Sword 
  91. 
  Thread 
  92. 
  Tome 
  93. 
  Tooth 
  94. 
  Torch 
  95. 
  Tuning Fork 
  96. 
  Turnip 
  97. 
  Wand 
  98. 
  Whetstone 
  99. 
  Whistle 
  100. Wine 
  1. Ages back
  2. Always ho
  3. Always whi
  4. Babbling 
  5. Bleeds sea
  6. Blurry visi
  7. Can only c
  8. Can’t stop 
  9. Caveman s
  10. Chameleo
  11. Colorblind
  12. Coma 
  13. Drooling 
  14. Drunkenn
  15. Dyscalculi
  16. Dyslexia 
  17. Inner melt
  18. Eyes on st
  19. Faceblind 
  20. Falls in lov
  21. Fast hair g
  22. Feverish 
  23. Fish Eyes 
  24. Floats 1” o
  25. Followed 
  26. Forked to
  27. Full body 
  28. Gains 2d10
  29. Gains d20
  30. Gender sw
  31. Gill Slits 
  32. Goat eyes 
  33. Goat legs 
  34. Gorgon ha
  35. Grows a be
  36. Grows antl
  37. Grows cat 
  38. Grows feat
  39. Grows hor
  40. Grows old 
  41. Grows scal
  42. Grows sec
  43. Grows sha
  44. Grows bac
  45. Grows tus
  46. Hair falls 
  47. Hallucinat
  48. Hands swe
  49. Hands to c
  50. Hands to t
  
   
  e 
   
  ox 
   
  ing 
  x 
  Fork 
  ne 
  Afflictions 
  1. Ages backwards 
  2. Always honest 
  3. Always whispers 
  4. Babbling 
  5. Bleeds seawater 
  6. Blurry vision 
  7. Can only caw 
  8. Can’t stop singing 
  9. Caveman speech 
  10. Chameleon Eyes 
  11. Colorblind 
  12. Coma 
  13. Drooling 
  14. Drunkenness 
  15. Dyscalculia 
  16. Dyslexia 
  17. Inner meltdown 
  18. Eyes on stalks 
  19. Faceblind 
  20. Falls in love 
  21. Fast hair growth 
  22. Feverish 
  23. Fish Eyes 
  24. Floats 1” off ground 
  25. Followed by birds 
  26. Forked tongue 
  27. Full body numbness 
  28. Gains 2d100 pounds 
  29. Gains d20” height 
  30. Gender swap 
  31. Gill Slits 
  32. Goat eyes 
  33. Goat legs 
  34. Gorgon hair 
  35. Grows a beak 
  36. Grows antlers 
  37. Grows cat tail 
  38. Grows feathers 
  39. Grows horns 
  40. Grows old 
  41. Grows scales 
  42. Grows second face 
  43. Grows shaggy fur 
  44. Grows back-spines 
  45. Grows tusks 
  46. Hair falls out 
  47. Hallucinations 
  48. Hands swell up 
  49. Hands to crab claws 
  50. Hands to talons 
  51. Insomnia 
  52. Invisible Eyes 
  53. Invisible Head 
  54. Kleptomania 
  55. Language replaced 
  56. Limbs to tentacles 
  57. Literal third eye 
  58. Lizard eyes 
  59. Loses d20” height 
  60. Mead snob 
  61. Monkey tail 
  62. Mouth smokes 
  63. Must shed skin 
  64. Mute 
  65. Narcolepsy 
  66. No new memories 
  67. No sense of direction 
  68. No sense of time 
  69. No taste buds 
  70. Nocturnal 
  71. One leg grows d6” 
  72. Owl eyes 
  73. Pacifist 
  74. Purple skin 
  75. Random animal head 
  76. Says thoughts aloud 
  77. Scorpion tail 
  78. Second personality 
  79. See-through skin 
  80. Shouts everything 
  81. Silly walk 
  82. Skin boils 
  83. Skin sags 
  84. Skips everywhere 
  85. Skull grows 
  86. Slightly translucent 
  87. Slimy skin 
  88. Smells like fish 
  89. Snake tail 
  90. Stuttering 
  91. Suckers on hands 
  92. Terrible taste in art 
  93. The shakes 
  94. Tinnitus 
  95. Tone-deaf 
  96. Transparent skin 
  97. Vegetarianism 
  98. Voice swaps gender 
  99. Voice echoes 
  100. Webb’d hands/feet 
  Potion Effects 
  1. 
  1-hour vampirism 
  2. 
  Alter face 
  3. 
  Alter voice 
  4. 
  Animal-form 
  5. 
  Anti-gravity 
  6. 
  Anti-magic 
  7. 
  Astral travel 
  8. 
  Blink 
  9. 
  Blurry outlines 
  10. 
  Body-swap 
  11. 
  Chamaeleon skin 
  12. 
  Charm 
  13. 
  Clairaudience 
  14. 
  Clairvoyance 
  15. 
  Command insects 
  16. 
  Control animals 
  17. 
  Control element 
  18. 
  Contr. humanoids 
  19. 
  Control plants 
  20. 
  Control spirits 
  21. 
  Control undead 
  22. 
  Cure Disease 
  23. 
  Cure Poison 
  24. 
  Deafening voice 
  25. 
  Detect evil 
  26. 
  Detect gold 
  27. 
  Detect magic 
  28. 
  Detect secret doors 
  29. 
  Detect undead 
  30. 
  Direction Sense 
  31. 
  Dream-walk 
  32. 
  Element-form 
  33. 
  Enhance all attacks 
  34. 
  Expert artisan 
  35. 
  Expert blacksmith 
  36. 
  Expert cook 
  37. 
  Expert engineer  
  38. 
  Expert musician 
  39. 
  Expert orator 
  40. Expert surgeon 
  41. 
  Extra arm 
  42. 
  Fire breathing 
  43. 
  Flying 
  44. Frog tongue 
  45. 
  Gain a tail 
  46. 
  Gender swap 
  47. 
  Growth 
  48. 
  Haste 
  49. 
  Heal stats 
  50. 
  Heal Wounds 
  51. 
  Hear thoughts 
  52. 
  Heat vision 
  53. 
  Identify magic 
  54. 
  Immune to cold 
  55. 
  Immune to heat 
  56. 
  Immune to metal 
  57. 
  Immune to poison 
  58. 
  Invisibility 
  59. 
  Invulnerability 
  60. 
  Iron belly 
  61. 
  Item-form 
  62. 
  Jumping 
  63. 
  Levitation 
  64. 
  Mirror image 
  65. 
  Never hungry 
  66. 
  Never lost 
  67. 
  Night vision 
  68. 
  Nullify gravity 
  69. 
  Panglottism 
  70. 
  Pass as undead 
  71. 
  Radiance 
  72. 
  Random affliction 
  73. 
  Random spell 
  74. 
  Regeneration 
  75. 
  Removes curse 
  76. 
  Scorching gaze 
  77. 
  Scry 
  78. 
  Second sight 
  79. 
  Sharp claws 
  80. 
  Shrink 
  81. 
  Slow 
  82. 
  Speak with animals 
  83. 
  Speak with dead 
  84. 
  Speak w/elements 
  85. 
  Speak with plants 
  86. 
  Spider-climbing 
  87. 
  Stretchy 
  88. 
  Super strength 
  89. 
  Telekinesis 
  90. 
  Telepathy 
  91. 
  Terror-presence 
  92. 
  Throw Voice 
  93. 
  Tongues 
  94. 
  Too boring to see 
  95. 
  True Sight 
  96. 
  Truthsay 
  97. 
  Water breathing 
  98. 
  Water walking 
  99. 
  Web-slinging 
  100. X-Ray vision 
  
SOURCE: textdata/thevault/Goblin Laws of Gaming (GLOG) (osr)/Other/odditional_material_full.pdf