PPotDP_Spread
PPotDP_Spread
INTRODUCTION I
GAMEPLAY
Is based off of Cairn by Yochai Gal Travel in caravans. Risk your wretched life delving into ancient
ruins for relics and treasure. Trade for supplies with fringefolk.
Both games are licensed under CC-BY-SA 4.0 Recover and carouse in a bustling port-town. Setting
Science-Fantasy
System Philosophy. The Navigator acts as a neutral arbiter. Danger Guns & Necromancers
and death is ubiquitous but always telegraphed. Situations are Whales in the Desert
resolved through common sense and player-Navigator dialogue. Ancient Ruins
For layout I used the Classic Explorer's Template by Overcome obstacles with critical thinking. Only roll dice when The End of the World
something is at risk. Characters grow narratively, not by leveling up.
Clayton of Explorer's Design
Principles for Navigators. The sea can be harsh and dangerous
but also full of wonder and opportunity. Freely describe traps
The title font for Picaroon is Compagnon Light and obstacles. They may not know what it does, but they should That’s all you need
know that it’s there. Encourage creative problem solving. But if
by Juliette Duhé and Léa Pradine. It is published by something is impossible, say so. Use random tables and luck rolls Fill out the rest
(roll 1d6, 3 or less is bad, 1 is worse) to develop exciting situations. as you play
Velvetyne Type Foundry.
Principles for Players. Ask questions. A fair fight will likely end in
injury or death. Saving throws only come up when you’re risking
I used K.M. Alexander's 'de Fer Cartography Set' for something, otherwise use your wits, equipment and background
to solve problems. Are you a sailor? No need to roll to tie a knot
the map or ride a prawn. You probably won’t need to roll persuade an old
crewmate to help you. And so on. Interact with this world as if it Tables on Page 18
were a place that exists.
ADDITIONAL RESOURCES
Adventures. Belly of the Fishy Beast, Prison of the Hated Pretender,
The Gardens of Ynn, Kidnap the Archpriest, Clamdash, Cattledash,
This document is a work in progress Salthaven Gazetteer, Gorgonthorn, The City of the Carreg and The
Sky-Blind Spire. Also check out Into the Odd, Electric Bastionland
Let me know what you think and the Cairn website for more principles, statblocks, procedures
and adventures. Look at Ultra Violet Grasslands, Vaults of Vaarn,
and Acid Death Fantasy for vibes, tables and encounters.
1 2
II CHARACTER CREATION CARAVAN & CARGO (1D6) III
Fringefolk (1d8) Inform your character’s potential knowledge and skills. Iron mined from the ferrous shells of Iron Snails. Prized for its resistance to
Starfish the desert's corrosion. Used for weapons, armor and tools
Anenome Human reroll any one item, background, trait or ability score Corpse-Wax. Decayed organs of long-dead gods found in mines and ruins.
Limpet Fringefolk roll then come up with one relevant fishy feature Fuel source for archaeo-mechanical Constructs and Dward
Jellyfish Skeleton you can reattach your limbs. Beware of necromancers Memories, souls of those who were buried beneath the sand and rose as
Anglerfish skeletons. Fished from jellyfish blooms. Desired by amnesic skeletons and the
Lobster Your equipment allows you to solve problems in creative ways or brigands that drink their remembrances
Herring do things that you normally would not be able to. Coral maddened and screaming like the rotting stars above. Taboo in the
lawless frontier but will fetch a pretty price from the necromancer-tyrants that
ABILITY SCORES rule the city states
A Sunfish harpooned but stupefied and still living. Electricity to fuel factories
More rules on pg 10 PCs have three attributes: Strength (STR), Dexterity (DEX), and street lamps, factories and machinery
Willpower (WIL).When creating a PC, player roll 3d6 for each of Herring and Krill trawled with enormous nets. Sustenance for the great cities
your character’s ability scores, in order. You may then swap any
two of the results. You have 10 units of it in your caravan.
HIT PROTECTION
IT IS..
Roll 1d6 to determine your PC’s starting Hit Protection (HP),
which reflects their ability to avoid damage in combat. HP does In Crates Lashed Atop a Crab, some In a Sledge dragged by a corpse-wax
not indicate a character’s health or fortitude; nor do they lose it for day it may grow big enough to carry a city powered archaeo-mechanical golem
veryl ong (see Healing on page 11). Inside of a Giant Sandflea, who has In a Necroanimated Gulper Eel
the unlucky task of unloading it? controlled by a necromancer's knee cap
If an attack takes a PC’s HP exactly to 0, roll on the Scars Table. In a Driftwooden Wagon pulled by Carried on your backs make a STR
two plump prawns Save or gain one fatigue per day of travel
INVENTORY
Characters have a total of 10 inventory slots: a backpack with six
slots, one slot for each hand, and two slots for their upperbody. The Caravan has enough capacity for 30 Units, not including what the PCs
are carrying on their person. One unit is equivalent to one Bulky item.
Most items take up one slot. Small items can be bundled together.
Bulky items take up two slots and are typically two-handed, awkward Begin with enough Food (2 units), Water (2 units) and Light (1 unit) to
to carry or very heavy. last for twelve days of travel. See page 16 for more.
3 4
IV BACKGROUNDS (6D6)
Fisherman 11. Clam Digger.a shovel and clam whistle. clams and other 43. Snail Farmer an electric-shock pole (1d8), your trusty prawn Tradesman
molluscs will squirt in distress if you blow it in their proximity 44. Moisture Gatherer a nose for the stuff, betrayed by a
12. Carcass Scavenger a flensing pole and a strong stomach business farmer
13. Oyster Raker the oysters murmur your name, promising whatever 45. Imp Catcher imp-catching rat, a seven-locked cage, impcense
you desire if only you follow 46. Coral Miner a vacuum-sealed suit and a hefty pick
14. Squid Peddler a sack full of tentacles, rubbery bones 51. Smallholder of a Small Cesspit a gas mask, the bloodline of
15. Fisherman a sly fish stole your soul one night a legendary gongfarmer
Sailor 16. Failed Crab-Captain a perished sailor's lover wants you dead 52. Goatherder a crook. a flock of 5, one of which is particularly
21. A regular Jack with a mischevious bottled sea monkey troublesome
22. Cook constantly harassed by a seemingly immortal albatross 53. Peddler of Snake Oil snake oil, venom-resistant hands
23. Buccaneer with a colony of cultivated barnacles on your 54. You offended a petty god whenever the Navigator rolls 60- Cursed
flesh (armor 2, load 2). Take 1d8 STR damage if removed 70 for weather, roll the one's digit twice and take the highest
24. First Mate A cryptic note in a bottle promising either riches 55. The eye of a whale replaced your own, a curse from a
and treasure or your death and doom. displeased necromancer. It lives, watching you as you watch it
Sand Wizard 25. Atop your head a nest of noisy, pooping pigeons 56. You pilfered a tooth from a sand hag, it has promised you
sometimes they'll deliver messages an agonizing death if you do not fulfill its request
26. A book, ritually tied to your noggin with twine. (you think) it 61. You can mould living candles. You're accompanied by a Fishwife
makes you perspicacious corpse-wax crab until its wick burns away
31. Overeager chimes that ring to portend peril doom, doom, 62. Your fishing village relied on you to settle water disputes
doom, they say ancient writ of authority, menacing whalebone club (1d8)
32. Phalanges of an amateur necromancer you can control the 63. Pearl diver. sand-proof goggles, lungs that can breathe sand
bones of one small creature 64. You were known for a comforting word and your infamous
33. Sea glass look through it at burning tumbleweeds and fish stew. A large cauldron and a trustworthy aura
portend small portents 65. Rope-healer. with enough time and the right cordage you
Priest of 34. The Whale. A sacrificial harpoon. Only you and yours may can mend wounds and fasten prosthetics
sanctify the holy leviathan hunters 66. Diviner. Gazing at the stars does not rot your soul and
35. The Pale Eyre. A belled crozier that rings in the presence corrupt your flesh. Or maybe your corruption is slower
of lies. A duty to holy justice
36. Ol' Tinker. Sacrifice something new to repair and
understand what is old
41. Sulphurous End Fiery ambition, an iron hand cannon, a
tar-coated frock
42. Salt. Krill-pink skin. You can drink sand as if it was water.
Metal implements that you hold or carry rust within a week.
Some day, so will you
5 6
V EQUIPMENT (D20)
STARTING EQUIPMENT EQUIPMENT I
Every PC has clothing, a canteen and goggles. The most pitiful has a 1. Oxygen Mask 11. Lantern 1. Sticky or Resonant
tent, a lantern and rope. 2. Antitoxin 12. Manacles 2. Execrated or Anti-Gravity
3. Compass 13. Pole (10 ft) 3. Watchful or Nauseating
Each PC rolls once for armor, once for a helmet & shield and once for 4. Bandages 14. Healthful Herbs 4. Automatic or Luminous
a weapon. Roll for a trait that characterizes your armor and weapon. 5. Fishing Rod 15. Repellant 5. Biomechanical or Gaseous
6. Crab Trap 16. Rope (25 ft) 6. Astral or Mechanical
Roll three times for equipment. Then roll to apply a trait to one of 7. Sturdy Boots 17. Holy Water 7. Infrared or Haunted
them. This is a relic. 8. Goggles 18. Spyglass 8. Salubrious or False
9. Trawling Net 19. Flask of Oil 9. Loathsome or Electric
Traits are open-ended. Come up with fun and interesting uses and 10. Vial of Poison 20. Grappling Hook 10. Symbiotic or Magnetic
limits for your armor, weapons and relics.
11. Dowsing or Floating
EQUIPMENT II 12. Prophetic or Oozing
1. Bellows 11. Flashbang (3) 13. Portable or Obfuscating
1. Antiquated or Oily ARMOR 2. Bucket 12. Hammer 14. Psychic or Ambulatory
2. Grimy or Piecemeal 3-9 6-14 15-19 20 3. Caltrop 13. Hour Glass 15. Explosive or Defensive
3. Lurid or Scrimshaw None Light (+1) Medium (+2) Heavy (+3) 4. Map 14. Welding Torch 16. Prosthetic or Captivating
4. Clanky or Stolen 5. Glue 15. Bell 17. Somnolent or Vanishing
5. Organic or Ultraviolet 18. Solar or Perspicacious
6. Magnetic or Robust 6. Iron Skillet 16. Smoke Bomb (3) 19. Voracious or Maddening
7. Knightly or Menacing HELMETS & SHIELDS 7. Crowbar 17. Handheld Drill 20. Blessed or Aquatic
8. Roguish or Surreal 1-13 14-16 15-19 20 8. Large Sack 18. Chickens (5)
9. Bronze or Elegant None Helmet (+1) Shield (+1) Both 9. Lockpicks 19. Shovel
10. Cursed or Incendiary 10. Hatchet 20. Flare (3)
EQUIPMENT III
1. Antiquated or Bone 1. Hookah 11. A Secret
2. Psychic or Venomous WEAPONS 2. Dice Set 12. Perfume
3. Electrified or Thermal 1-5 6-14 15-19 20 3. Fine Clothes 13. Mermaid Silk
4. Ritual or Aurum 4. Facepaint 14. Moon Pearls
5. Fussy or Shoddy d6 d8 d8 d10 (bulky) 5. Fake Jewels 15. Monkey
6. Melodic or Arcane Dagger, Harpoon Sword Flamethrower 6. Soul in a Bottle 16. Book
7. Blasphemous or Bone Cudgel Mallet Rifle Whalegun 7. Incense 17. Time Piece
8. Knightly or Menacing Whip Flenser Pistol Billhook 8. Instrument 18. Pouch of Spices
9. Blessed or Plasma Sling Sickle Flail Greatsword 9. Caged Canary 19. Whale Tooth
10. Biomechanical Staff Pickaxe Spear Wizard Staff 10. Bottle of Wine 20. Warding Charm
7 8
VI FOOD, WATER & LIGHT EXPLORATION VII
Is tracked in Units. 1 Unit of Food and Water will last the Caravan Name the towns and fortresses as you wish. Scribble in some ruins
3 days. 1 Unit of Light will last the Caravan 6 days. See page 20 for landmarks and dungeons. Label the routes in the number of days that
" the Caravan Inventory Sheet it takes to get to a destination.
1 Unit in the Caravan is equivalent to a bulky item when carried by PCs PCs don't know how long a journey will take if it isn't on a trade route.
FOOD A 1 on a luck roll in unknown territory means the PCs are lost.
Mark off one use of Food for each day of travel USING THE OVERLOADED ENCOUNTER TABLES (pg 18)
WATER Every day roll a 1d10 and a d6 for an encounter. The d10 is the ten's digit,
the d6 is the one's digit. A roll of 61- a 6 on the d10, and a 1 on the d6 results
Mark off one use of Water for each day of travel. Alternatively, mark in a Dust Storm. A roll of 70-100 means that nothing happens. Some
off two uses of Water to ignore the Fatigue penalty for traveling results include terrain descriptions. use these if the terrain has not
during the day already been established.
I
LIGHT Use the Reaction Table if it's uncertain how an NPC would react to the PCs.
Mark off one use of Light for each day of traveling at night and once Roll twice and combine encounters whenever you feel like it.
after exploring a dark ruin
Roll a d8 instead of a d10 when traveling on unmarked paths.
DEPRIVATION
PLAYER CHOICE
Anyone deprived of Food or Water is unable to recover HP or
ability scores. They add 1 Fatigue to their inventory for each day Players have several decisions they can make when traveling to a
after the first that they are without food or water destination. Do they travel at night to conserve precious water, or in
the day to avoid star-maddened beasts? Do they stick to the safer trade
Anyone with limited Light is panicked and reduced to 0 HP routes as best they can or potentially save time by journeying through
the hazardous wastelands?
ACQUIRING MORE
Water is rare and often more valuable than Food or Light. Whenever
PCs aquire (through trade or scavenging) a resource, add one unit of it
to the Caravan Inventory
9 10
VIII CORE RULES
ABILITIES ARMOR
Each of the three abilities are used in different circumstances. Before calculating damage to HP, subtract the target’s Armor value
from the result of damage rolls. Shields and similar armor provide a
Strength (STR): Used for saves requiring physical power, like bonus defense (e.g. +1 Armor), but only while the item is held or worn.
lifting gates, bending bars, resisting poison, etc. No one can have more than 3 Armor. Shields, gauntlets, and helms
Dexterity (DEX): Used for saves requiring poise, speed, and may provide additional benefits according to their use.
reflexes like dodging, climbing, sneaking, balancing, etc.
Willpower (WIL): Used for saves to persuade, deceive, interrogate, MORALE
intimidate, charm, provoke, manipulate spells, etc.
Enemies must pass a WIL save to avoid fleeing when they take their
SAVES first casualty and again when they lose half their number. Some
groups may use their leader’s WIL in place of their own. Lone foes
A save is a roll to avoid bad outcomes from risky choices and must save when they’re reduced to 0 HP. Morale does not affect PCs.
circumstances. PCs roll a d20 for an appropriate ability score. If
they roll equal to or under that ability score, they pass. Otherwise, HIRELINGS
they fail. A 1 is always a success, and a 20 is always a failure.
PCs can hire hirelings to aid them in their expeditions. To create a
HEALING hireling, roll 3d6 for each ability score, then give them 1d6 HP and
a simple weapon (d6), then roll on the Character Creation tables to
Resting for a few moments and having a drink of water restores further flesh them out.
lost HP but leaves the party exposed. Ability loss (see Critical
Damage) can usually be restored with a week’s rest facilitated by WEALTH & TREASURE
a healer or other appropriate source of expertise. Some of these
services are free, while magical or more expedient means of The world is ending. Coin has no value, barter for goods & services.
recovery may come at a cost. Use your judgement to determine what NPCs are willing to trade
based on their location and occupation. Roll luck if you're unsure.
DEPRIVATION & FATIGUE
RELICS
A PC deprived of a crucial need (such as food or rest) is unable
to recover HP or ability scores. Anyone deprived for more than a Mysterious and capricious marvels of an ancient era. Determine an
day adds Fatigue to their inventory, one for each day. Each Fatigue application- imbibing with a haunted hookah might let you talk to ghosts,
occupies one slot and lasts until they are able to recuperate (such a voracious monkey will consume any substance, etc. And a limitation-
as a full night’s rest in a safe spot). PCs can also gain Fatigue by unreliable, only works for a certain number of uses, needs to be recharged, has
casting spells or through events in the fiction.. limited range or only works in specific circumstances . Supplement with relics
from Electric Bastionland, Vaults of Vaarn, UVG and the Cairn website.
11 12
IX COMBAT
The game typically plays without strict time accounting. In a fight If fighting from a position of weakness (such as through cover or
or circumstance where timing is helpful, use rounds to keep track with bound hands), the attack is impaired and the attacker must roll
of when something occurs. A round is roughly ten seconds of in- 1d4 damage regardless of the attacks damage die.
game time and is comprised of turns.
If fighting from a position of advantage (such as against a helpless
ACTIONS foe or through a daring maneuver), the attack is enhanced, allowing
the attacker to roll 1d12 damage instead of their normal die.
On their turn, a character may move up to 40ft and take up to one
action. This may be casting a spell, attacking, making a second DUAL WEAPONS
move, or some other reasonable action.
If attacking with two weapons at the same time, roll both damage
Each round, the PCs declare what they are doing before dice are dice and keep the single highest result.
rolled. If a character attempts something risky, the Navigator calls
for a save for appropriate players or NPCs. BLAST
TURNS Attacks with the blast quality affect all targets in the noted area,
rolling separately for each affected character. Blast refers to
The Navigator will telegraph the most likely actions taken by NPCs anything from explosions to huge cleaving onslaughts to the impact
or monsters. At the start of combat, each PC must make a DEX of a meteorite. If unsure how many targets can be affected, roll the
save to act before their opponents. related damage die for a result.
The attacker rolls their weapon die and subtracts the target’s Damage that reduces a target’s HP below zero decreases a target’s
armor, then deals the remaining total to their opponent’s HP. STR by the amount remaining. They must then make a STR save to
Unarmed attacks always do 1d4 damage. avoid critical damage. Additionally, some enemies will have special
abilities or effects that are triggered when their target fails a critical
MULTIPLE ATTACKERS damage save.
If multiple attackers target the same foe, roll all damage dice and Any PC that suffers critical damage cannot do anything but crawl
keep the single highest result weakly, grasping for life. If given aid and rest, they will stabilize. If
left untreated, they die within the hour.
13 14
IX COMBAT SCARS
ABILITY SCORE LOSS When an attack reduces a PC’s HP to exactly 0, they are uniquely impacted.
Look up the result on the table below based on the total damage taken:
If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0,
they are paralyzed. If their WIL is reduced to 0, they are delirious. 1. Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear.
Complete DEX and WIL loss renders the character unable to act until Roll 1d6. If the total is higher than your max HP, take the new result.
they are restored through extended rest or by extraordinary means.
2. Rattling Blow: You’re disoriented and shaken. Describe how you refocus.
Roll 1d6. If the total is higher than your max HP, take the new result.
SCARS
3. Walloped: You’re sent flying and land flat on your face, winded. You are
When damage to a PC reduces their HP to exactly 0, they are deprived until you rest for a few hours. Then, roll 1d6 and add it to your HP.
sometimes changed irrevocably. See the Scars table for more. 4. Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended,
Roll 2d6. If the total is higher than your max HP, take the new result.
TURNS
5. Diseased: You’re afflicted with a vile, unpleasant infection. When you
When a character dies, the player is free to create a new character recover, roll 2d6. If the total is higher than your max HP, take the new result.
or take control of a hireling. They immediately join the party in 6. Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll
order to reduce downtime. 3d6. If the total is higher than your current ability score, take the new result.
7. Hamstrung: You can barely move until you get serious help and rest. After
ATTACKING & DAMAGE
recovery, roll 3d6. If the total is higher than your DEX, take the new result.
Large groups of similar combatants fighting together are treated 8. Deafened: You cannot hear anything until you find extraordinary aid.
as a single detachment. When a detachment takes critical damage, Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
it is routed or significantly weakened. When it reaches 0 STR, it is
9. Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6.
destroyed.
If the total is higher than your max WIL, take the new result.
Attacks against detachments by individuals are impaired 10. Sundered: An appendage is torn off, crippled or useless. The Navigator
(excluding blast damage). tells you which. Make a WIL save. If you pass, increase your max WIL by 1d6.
Attacks against individuals by detachments are enhanced and deal 11. Mortal Wound: You are deprived and out of action. You die in one hour
blast damage. unless healed. Upon recovery, roll 2d6. Take the new result as your max HP.
RETREAT 12. Doomed: Death seemed ever so close, but somehow you survived. If
your next save against critical damage is a fail, you die horribly. If you
Running away from a dire situation always requires a successful pass, roll 3d6. If the total is higher than your max HP, take the new result.
DEX save, as well as a safe destination to run to.
15 16
DEAD · PLATEAU· (DAY)
Save vs STR while traveling during the day or gain Fatigue
11. A Caravan six-legged prawn-prints / merchants, fishermen, tombrobbers Caravan (2d4) Iron Snail
NPC Reactions (1d6) 12. A Caravan (Armored Crab) trudging crab tracks / whalers, bandits 4 HP, 11 STR, 14 DEX, pistol/dagger (d6) 6 HP, 2 Armor, 14 STR, 6 DEX, (d8+d8)
1. Aggressive 13. Giant Rockfish molted venomous spines / a paralyzed isopod Fortune-seekers as dusty and wretched as Geyser-dwelling mollusk with a shell that can
2. Treacherous 14. Giant Lobster winding tracts of disturbed sand / click click click you are. Might be transporting food, water, be mined for ore. Fire damage restores STR.
3. Wary 15. Astronomer cryptic scrawlings in the sand / without footprints electric sunfish, relics, corpse-wax or coral. When threatened bellows a sulphurous
4. Neutral 16. Iron Snail spurt of a boiling salt-geyser / burning mucus-tracks spew of fire, (1d8 STR, blast)
5-6 Whatever makes 21. A Caravan trudging isopod-prints / merchants, fishermen, tombrobbers Atop an Armored Crab (2d4)
sense in the fiction 22. Dward the holes from which they emerged / scuttling tarsus-prints 6 HP, 3 Armor, 14 STR, 5 DEX, pincers (d12) Dward (1d4+1)
23. Necromancer a nosy skeletal albatross / a tower on a cliff Hardened picarooooons inside a driftwood 4 HP, 2 Armor, 14 STR, rifle/ hammer (d8)
24. Skeletons haphazard skeletal footprints / a lost clavicle fortress atop a crab. They carry rifles and Constructs of chitin and clay. Said to be
25. Skeletons haphazard skeletal footprints / a lost clavicle harpoons (1d8) instead of pistols, and have caretakers of long-dead titans searching for
26. Kelplings eyes peering from the sand/ explosive remnants an unreliable cannon (1d12, blast). their ancestral home beneath the earth.
Attacks against its crew are impaired
If PCs camp here at 31. Salt Flat, copse of fetid driftwood, an archeao-mechanical obelisk until the fortress is destroyed. Necromancer (1d4 +1 skeletons)
night, refer to pg 24 32. Canyon, an abandoned mine and outpost, gold / gems / salt 8 HP, 1 Armor, 14 WIL, special dagger (d6)
and roll luck for an 33. Scattered Mesas, a herd of wild snails, a hunting rockfish Giant Rockfish You're lucky this is an amateur necromancer
encounter 34. Shifting Sand, a shoal of herring, trawlers with nets riding isopods 5 HP, 1 Armor, 12 STR, spine (d6) Roll for two relics, which it deviously uses
35. Dune, a harpooned leviathan, flensed by whalers with giant crabs Camouflages in rocks and coral formations. Critical Damage: A memory is lost. More
36. Fertile Oasis, food & water, occupied by ___ (roll 1d12), or a mirage? Critical Damage: The spines release will follow. When the target is buried
41. Scrub, the bones of a leviathan, an ancient corpse, a relic within a highly lethal venom. The target is they will rise from the dead as a skeletal
42. Plateau, A node of corpse-wax, decayed organs of long-dead gods paralyzed for 1d4 days or until cured. thrall.
43. Scattered Mesas, rusted carcass of an archeaeo-mechanical titan
44. Coral Mesas, full of poisonous life coral miners in metal suits Giant Lobster Skeleton (1d4+1)
45. Shifting Sand, a lazy sunfish, can be harvested and bottled for electricity 7 HP, 1 Armor, 16 STR, 8 WIL, pincers (d10) 5 HP, 1 Armor, 13 DEX, rusty sword (d6)
46. Scrub, a homestead in disrepair, tuberous vegetables filled with water Their pincers crush with enough strength Wanderers no longer enthralled by above.
Weather persists 51. Desiccated Lake, boiling geysers, goatherd looking for a lost kid to ignore any armor lesser than plate. They trawl the sand for their lost memories.
for 1d6 days 52. Crystalline Plateau, a priestess in a monastery, a peculiar garden Burrows just beneath the sand to ambush
53. Canyon, cliffs of hallucinogenic barnacles and poisonous urchins unsuspecting prey. Kelpling (2d4)
Something Weird 54. Plateau, a quinquagenary market, gathering of skeletons 4 HP, 8 STR, 14 DEX, 8 WIL, spear (d6)
Fungal 55. Dune, a legendary battlefield unburied, what relics will you find Astronomer Colony of 4' plant-creatures in driftwooden
Healing 56. A Lonely Butte, a fishery, a lost caravan, a housecat 4 HP, 14 WIL dagger (d6) structures, full of traps. They make frequent
Caustic Stargazers who spent too much time use of explosives although they themselves
Irridescent 61. Ominous Clouds a dust storm comes in 1d4 days gazing at the celestial ghosts of the dying are quite flammable. 1- Net trap- DEX
Haunted 62.A Monsoon impaired visibility. fills dried riverbeds and small lakes sky and in gazing went mad. Face full of Save or restrained 2- Explosive tripwire-
Horological 63.Dust Storm blinded without eye protection. impaired visibility eyes, worm-tailed or hollow of all but skin d8 STR, blast 3- an exploding relic- d8
Rimy 64. Heat Wave two fatigue instead of one when traveling during the day they wander the sandy sea with purpose STR, blast, 4- Murder hole (pistol, d6)
Crabby 65. Something Weird roll 1d8 to determine the nature of the storm unknown even to themselves. 5- a hidden pit of sticky foam 6- an
66. Something Weird roll 1d8 to determine the nature of the storm Attacks are enhanced on clear nights. ambushing kelping on the ceiling
17 18
DEAD · PLATEAU · (NIGHT)
Avert your gaze. Behold the rotting stars and reduce WIL by 1d6
11. Mosquito-Riding Pirates a mounted silhouette / a rasp of wings Mosquito-Riders (1d4+1) Anglerfish
NPC Reactions (1d6) 12. Swarm of Bats bleached rock / acrid ammonia scent of urine 6 HP, 14 STR, 12 DEX, electric spear (1d8) 7 HP, 14 STR, 8 WIL, bite (d8)
1. Aggressive 13. Sea Pig snuffled sand / sucked-up snail shell / slipshod appendage-prints Nocturnal pirates atop bloodsucking Lures prey with lantern light.
2. Treacherous 14. A Caravan trudging isopod-prints / a campfire / they need your help mosquitos with two-day lifespans. Critical Damage: swallowed whole.
3. Wary 15. Giant Lobster winding tracts of disturbed sand / click click click Critical Damage: flies off with the target Take 1d4 acid damage per round.
4. Neutral 16. Giant Rockfish molted venomous spines / a mysterious rock
5-6 Whatever makes 21. Astronomer cryptic scrawlings in the sand / without footprints Swarm of Bats Rusted Construct
sense in the fiction 22. Dward the holes from which they emerged / scuttling tarsus-prints 6 HP, 6 STR, 14 DEX, teeth (d8) 18 HP, 3 Armor, 18 STR, hammer (d10+d10)
23. A Caravan the soft glow of a lantern / six-legged prawn-prints Frenzied, mangy and disease-ridden 12’ humanoid statues, senescent guardians
24. Necromancer a nosy skeletal albatross / a tower on a cliff Critical Damage: nothing for now. In 3 of a lost empire, awakened by the stars
Encounters 14-26 25. Skeletons haphazard skeletal footprints / a lost clavicle days take 1 fatigue per day until cured .Normal attacks against it are impaired.
are on the day page 26. Kelplings eyes peering from the sand/ explosive remnants Randomly teleports a creature to
Sea Pig a different location 500 feet away.
31. Salt Flat, copse of fetid driftwood, tremors, an Awakened Obelisk 8 HP, 15 STR, 3 WIL, appendages (d8) Explodes upon death.
32. Canyon, an abandoned mine and outpost, gold / gems / Ghosts Transparent, gelatinous, six-limbed scavengers.
33. Scattered Mesas, a herd of wild snails, a hunting Rockfish Might hold a devoured wretch and a relic. Anenome
34. Shifting Sand, a shoal of herring, trawlers with nets riding isopods Critical Damage: The target is 8 HP, 14 STR, stinging tendrils (d6, blast)
35. Luminous Dunes, a bloom of jellyfish, said to contain memories engulfed and absorbed Cave-dwelling paralytic ambush predator.
36. Fertile Oasis, food & water, occupied by ___ (roll 1d12), or a mirage? Attacks against its tendrils are impaired,
41. Scrub, the bones of a leviathan, lantern-light, a lurking Anglerfish Awakened Obelisk attacks against its core are enhanced.
42. Plateau, A node of corpse-wax, watched over by a Construct 15 HP, 18 STR, 3 Armor, laser (d8+d8) Critical Damage: The target is stung
43. Scattered Mesas, rusted carcass of an archeaeo-mechanical titan An ancient immobile sentry awakened by (1d6 DEX) and dragged through fissures
44. Coral Mesas, full of poisonous life, fissures, an Anenome some unknown trigger. into the hole in which it dwells.
45. Shifting Sand, a dying Whale, eyes full of stars, belly full of men Each round its glowing red eye targets
46. Scrub, a haunted homestead, tuberous vegetables filled with water one creature at random, for one Dying Whale (detachment)
Weather persists 51. Desiccated Lake, boiling geysers, the corpse of a goatherder round the target: (1- attacks an ally. 14 HP, 2 Armor, 8 STR, 14 WIL, (d10 blast)
for 1d6 days 52. Crystalline Plateau, a peculiar garden in a monastary, a Siren's song 2- levitates, 3- is paralyzed with fear, Star-mad leviathan. A surfeit of useful
53. Canyon, cliffs of hallucinogenic barnacles and poisonous urchins 4- is turned to jelly, 5- switches places parts; blubber, ivory, oil, bone and teeth.
Something Weird 54. Plateau, a quinquagenary market, skeletons trading memories with another, 6- is encased in crystal). Critical Damage: swallowed whole but
Fungal 55. Dune, a legendary battlefield unburied, what relics will you find not dead yet.
Healing 56. A Lonely Butte, a fishery, snoring fishermen, a housecat Ghost
Caustic 8 HP, 15 WIL, cold touch (d4) Siren
Irridescent 61. Ominous Clouds a dust storm comes in 1d4 days Incorporeal spirit of a doomed miner. Immune 6 HP, 12 STR, 14 WIL, knife (d6)
Crabs 62.A Monsoon impaired visibility. fills dried riverbeds and small lakes to most forms of damage, only susceptible to Waits until it believes travelers are dead
Haunted 63.Dust Storm blinded without eye protection. impaired visibility magic and holy water. before dragging their bodies to its garden.
Horological 64. Heat Wave two fatigue instead of one when traveling during the day Posession: One target must save WIL or All that can hear its song must Save WIL
Rimy 65. Something Weird roll 1d8 to determine the nature of the storm be posessed, being controlled by the ghost each round or become eneamored and
66. Something Weird roll 1d8 to determine the nature of the storm until it’s somehow driven off. make an attack against an ally.
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YOUR CARAVAN NOTES
CARGO Uses
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the DEAD PLATEAU
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