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Abstract Zine 003

Beyond the Dungeon - Issue #3 is a zine focused on urban fantasy roleplaying, featuring articles on setting creation, character traits, and a street gang generator. It includes various tools and ideas for enhancing gameplay in a magical version of modern Earth. The document emphasizes the accessibility and immersion of urban fantasy settings for both players and game masters.

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0% found this document useful (0 votes)
54 views58 pages

Abstract Zine 003

Beyond the Dungeon - Issue #3 is a zine focused on urban fantasy roleplaying, featuring articles on setting creation, character traits, and a street gang generator. It includes various tools and ideas for enhancing gameplay in a magical version of modern Earth. The document emphasizes the accessibility and immersion of urban fantasy settings for both players and game masters.

Uploaded by

alexchantoin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Beyond the Dungeon

The Abstract Dungeon Zine

Issue #3
Summer 2021
Beyond the Dungeon
The Abstract Dungeon Zine
Issue# 3, Fall 2020
Written by: Matthew J. Hanson, Gabriel Edge, Nathan Greentree
Edited by: Craig Hargraves
Art by: Miguel Santos
Beyond the Dungeon - Issue 3 copyright 2021, Sneak Attack Press.
Like us on Facebook
Follow us on Twitter
www.sneakattackpress.com

Contents
You’re Living in a Magical World 3
Urban Fantasy Traits 4
Street Gang Generator 5
NPC Secrets 14
Werewolves and Vampires and Fey, Oh My! 18
Smaller Godz 27
Extreme Babysitting 41
Conquest of Castle Blud 47

Product Identity: The following items are hereby identified as Product Identi-
ty, as defined in the Open Game License 1 .0a, Section 1 (e), and are not Open
Content: All trademarks, registered trademarks, proper names (characters,
religions, etc.), dialogue, plots, storylines, locations, characters, artworks, and
trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)

Open Content: Open game content in this book includes the following: game
statistics for monsters, and environments, and magic items. No portion of this
work other than the material designated as Open Game Content may be repro-
duced in any form without written permission.

2
You’re Living in a Magical World
One of the things that I love about urban fantasy is that you pretty much
already know the setting, because you live there. I remember reading
Emma Bull’s War of the Oaks, which is set in my hometown of Minne-
apolis, and saying, “I’ve been to that place. And that place. Yep, that one
too.”
Not only does this make urban fantasy easier for readers to access—
no need for an appendix explaining the history of Númenor—it also in-
creases immersion and sets up escapist fantasies. After all, how do you
know that you aren’t living in a magical world? Maybe there is a secret
war going on between the Seelie and Unseelie courts all around you.
Maybe tomorrow will be the day that a vampire tells you that you need
to save the world. You can’t prove it won’t happen.
From the roleplaying game standpoint, setting your game in mostly
modern Earth cuts down on your prep work. You don’t need to worry
about world building kingdoms and towns, just use what you already
know. Set your game in your home city and think about what magic
elements make it different. You can add as much as you like. Some of the
articles in this issue assume a fairly kitchen sink setting, with vampires,
werewolves, fey, and more. These settings are fun because you can play
around with many established tropes and see how they interact in the
modern world.
You can also build your setting with a more focused lens, like the
sample setting Smaller Godz does. For these games, there’s just one ma-
jor supernatural change, in this case the presence of the divine yet limit-
ed beings who can dole out magical gifts to mortals. These settings are
great because they keep a tight focus on a single source of magic, and
characters and players can quickly absorb the change of the fictitious
world and our own.
However you choose to play your urban adventures, we hope you
enjoy and can find this issue of Beyond the Dungeon inspiring.
— Matthew J. Hanson

3
Urban Fantasy Traits
By Matthew J. Hanson
To help give characters an urban fantasy feel, you can use the following
traits when you launch a game of Abstract Dungeon in an urban fantasy
setting. As is always the case in Abstract Dungeon, you can feel free to
mix and match these traits with those in the core book, other trait lists,
or traits of your own.
Roll Trait Roll Trait
11 Skilled in hand-to hand 43 Shape-shifter
combat 44 Inherited an old family
12 Gun nut heirloom that legend says
13 Sword fighter is magic
14 Champion archer 45 The chosen one
15 Everything is a weapon in 46 Magic resistant
your hands 51 Your presence makes
16 Demolitions expert technology go buggy
21 Librarian 52 There has to be a scientific
explanation for this
22 Scientist
53 Spirit sense
23 Antiques dealer
54 Prophetic dreams
24 Private detective
55 Extremely lucky
25 Highschool student
56 Punk rocker
26 Journalist
61 Struggling artist
31 Half-vampire
62 Have connection in the
32 Half-fey
magic world
33 Half-demon
63 Been alive for centuries
34 Half-dragon
64 Athlete
35 Half-god
65 Computer hacker
36 Half-werewolf
66 Has a criminal record
41 Street wizard
42 Possessed

4
Street Gang Generator
By Nathan Greentree
Urban fantasy settings frequently feature criminal gangs. While they
might just be regular people pushing drugs, some are supernatural
powers with darker purposes. You can roll on these tables to create ad-
venture antagonists or flesh out a random encounter.
As always feel free to pick and choose from the tables, as not every
gang needs every element listed below.

What Aspect of Urban Fantasy Do They Symbolize?


Roll Symbol
1–2 Society’s decay: they may be crazed thrill-seekers. They are cal-
lous, hardened criminals, and the best they can hope for is to
live fast and die young.
3–4 Class warfare: they are forced into gang life to fight for the
scraps the upper class throws their way. They could be good
people, but they were born into a bad situation, and they think
this is their only option for survival.
5–6 Magic/divergence: they are members of an alternative/fringe
belief system. They forsake mainstream society dedicate them-
selves to this gang (it’s their whole life . . . and afterlife?)

Leader
Roll Leader
1 The toughest member of the
gang
2 A physically intimidating crea-
ture of a different species
3 A weak but smart creature of a
different species
4 A magic user
5 An inanimate object that still
somehow speaks and gives di-
rections (idol, puzzle box, creepy
doll, forbidden book, etc.)
6 A white-collar criminal who
keeps his or her identity a secret

5
Leader-Member Dynamic
Roll Leader-Member Dynamic
1 The leader rules them by fear
2 The leader offers them fine things they can’t otherwise afford
3 The leader unifies them against a common enemy (a rival
gang, the police, etc.)
4 The leader feeds off them (blood, etc.)
5 The leader has them all addicted to something
6 The leader runs the gang like a cult

Money-Making Scheme
Roll Money-Making Scheme
1 Protection racket
2 Producing and/or selling illegal drugs/alchemical ingredient
3 Wealthy, possibly mysterious patron provides them with basic
needs
4 Fencing stolen items
5 Trafficking living creatures (exotic animals . . . or people?)
6 Smash & grab heists

Unusual Weapons
Roll Unusual Weapons
2 Large rocks/bricks/boulders
3 Scimitars
4 Polearm
5 Knife-hands
6 Giant metal fists
7 Urumi (metal whips)
8 Man-catchers
9 Tiny personal trebuchets
10 Boomerangs/grappling hooks
11 Trained attack animals; roll on the Beast Type table
12 Clubs with pointy things (nails, embedded blades ringing the
tip, etc.)

6
Gang Members Include . . .
Roll Gang members include . . .
1 Lycanthropes/half-animal (roll on the Beast Type table)
2 Low-level mages
3 Thugs/riff raff
4 Beastmasters (roll on the Beast Type table)
5 Ghosts/spirits/undead
6 Mixed group — roll 2 times on this table and combine the re-
sults

Beast Type
Roll Beast Type
1 Dogs/wolves
2 Insects (Spiders/ants)
3 Zombies/mindless humans/spirits
4 Cats
5 Birds
6 Exotic, non-city-based creatures

Size & Strength


Roll Size & Strength
1 Laughably underpowered
2 Slightly less powered than PCs
3 Evenly matched with PCs
4 Slightly more powerful than PCs
5 Greatly outpower PCs
6 PCs shouldn’t even think about it

Identifiers
Roll All gang members will sport matching:
1 Headdress/Costume (roll on the Beast Type table for type of cos-
tume)
2 Scars
3 Clothing (roll on the Clothing table)

7
Roll All gang members will sport matching:
4 Tattoos (roll on the Body Location table and Body Modification
Type table)
5 Hairstyle (roll on the Hairstyle table)
6 Piercings (roll on the Piercings table)

Body Location
Roll Body Location
1 Face
2–3 Torso (they wear torso-revealing clothing)
4 Arms
5 Legs
6 Full-body

Body Modification Type


Roll Body Modification Type
1 A pattern of lines
2 A fear-inspiring creature (roll on the Beast Type table)
3 A weapon
4 A person/type of person (the gang leader, executioner’s hood,
etc.)
5 An arcane symbol
6 A word (the gang’s name, profanity, ideal or a mystical word)

Clothing
Roll Clothing
1 Sash
2 Hats
3 Boots
4 Jackets/Cloaks
5 Big necklace
6 Jacket

8
Hairstyle
Roll Hairstyle
2 “The Monk” (shaved in the middle)
3 Bowl/buzz cut
4 Braids
5 Dreadlocks
6 Long and flowing
7 Mohawk
8 Mullets (roll on the Mullet Type table)
9 Shaved head (Roll on the Shaved Head table)
10 Shaved in patches
11 Topknot/”manbun”
12 Unruly tangled mop

Shaved Head
Roll Shaved Head
1–2 Shows off scars
3–4 Shaved head
5–6 Shows off tattoos

Mullet Type
Roll Mullet Type
1–2 Classic
3–4 Sideways
5–6 Reversed

Piercings
Roll Piercings
1 Nose
2 Mouth
3 Ears
4 Limbs
5 Forehead
6 Roll twice on this table — gang members have chains connect-
ing these two locations
9
Demands
Roll To pass through their territory, they might demand pay-
ment in:
1 Blood/flesh
2 Magic/artifacts
3 Memories
4 Information/gossip
5 Favors (magically-binding boons)
6 Weapons/technology

Name Generator
Roll on the Adjective table once or twice then on the Noun table. Al-
ternatively, pick two contradictory or alliterative words, one from each
table.

Roll Adjective Roll Adjective


111–112 1% 165–166 Blue
113–114 [Neighborhood or 211–212 Bronze
Street Name] 213–214 Cain’s
115–116 Airborne 215–216 Children of the
121–122 All-seeing 221–222 Chosen
123–124 Almighty 223–224 Cosmic
125–126 Alpha 225–226 Crazy
131–132 Amber 231–232 Crimson
133–134 Angelic 233–234 Crystal
135–136 Arcane 235–236 Dapper
141–142 Armed & Dangerous 241–242 Deadly
143–144 Barbaric 243–244 Death (Deadly/Dead )
145–146 Bastard 245–246 Devilish
151–152 Black Rose 251–252 Diamond
153–154 Bleeding 253–254 Downtown
155–156 Blood-sucking 255–256 Dragon
161–162 Blood(y) 261–262 Elite
163–164 Bloodthirsty 263–264 Evil

10
Roll Adjective Roll Adjective
265–266 Exalted 453–454 Outcast
311–312 Final 455–456 Outlaw
313–314 First 461–462 Pagan
315–316 Forbidden 463–464 Peoples’
321–322 Forgotten 465–466 Premium
323–324 Forsaken 511–512 Presidential
325–326 Free 513–514 Purple
331–332 Ghost(ly) 515–516 Raging
333–334 Gold(en) 521–522 Rampaging
335–336 Green 523–524 Rapacious
341–342 Hammerhead 525–526 Razor-sharp
343–344 Hardcore 531–532 Rebel
345–346 Hell-bound 533–534 Red
351–352 Holy 535–536 Regal
353–354 House of 541–542 Relentless
355–356 Insane 543–544 Revolutionary
361–362 Iron 545–546 Rogue
363–364 Jade 551–552 Royal
365–366 Legendary 553–554 Savage
411–412 Lost 555–556 Shadow
413–414 Maniac 561–562 Shining
415–416 Masked 563–564 Smarty-pants
421–422 Mayhem 565–566 Steel
423–424 Midnight 611–612 Super-powered
425–426 Mighty 613–614 Supreme
431–432 Morningstar 615–616 The Devil’s
433–434 Mysterious 621–622 Third-Eye
435–436 Mystical 623–624 Top-notch
441–442 Ordained 625–626 Top-shelf
443–444 Order of 631–632 Undying
445–446 Original 633–634 Unkillable
451–452 Orphaned 635–636 Unstoppable

11
Roll Adjective Roll Noun
641–642 Uptown 213–214 Dance-crashers
643–644 Valiant 215–216 Daredevils
645–646 Vengeful 221–222 Dawn
651–652 Vicious 223–224 Demons
653–654 Viking 225–226 Dictators
655–656 Violent 231–232 Disciples
661–662 Vorpal 233–234 Dragons
663–664 Whispering 235–236 Dukes/Counts
665 Wild 241–242 Eagles
666 Wondrous 243–244 Empire
245–246 Executioners
Roll Noun 251–252 Family
111–112 Army 253–254 Fangs
113–114 Barbarians 255–256 Fists
115–116 Bashers 261–262 Freaks
121–122 Beasts 263–264 Ghosts
123–124 Berzerkers 265–266 Hand
125–126 Chompers 311–312 Highwaymen
131–132 Blood-letters 313–314 Hooligans
133–134 Bone-breakers 315–316 Horde
135–136 Brain-bashers 321–322 Hustlers
141–142 Brain-eaters 323–324 Jackals
143–144 Brain-smashers 325–326 Jesters
145–146 Bravos 331–332 Jokers
151–152 Butterflies 333–334 Killers
153–154 Cartel 335–336 Kings
155–156 Cheaters 341–342 Knights
161–162 Children 343–344 Lightning Bolts
163–164 Cobras (or Vipers, 345–346 Lords
etc.)
351–352 Lovers
165–166 Cohort
353–354 Mischief-makers
211–212 Consortium
355–356 Miscreants

12
Roll Noun Roll Noun
361–362 Misfits 535–536 Snakes
363–364 Nation 541–542 Souls
365–366 Ne’er-do-wells 543–544 Stallions
411–412 Nomads 545–546 Steel
413–414 Orphans 551–552 Stingers
415–416 Outcasts 553–554 Swords
421–422 Outlaws 555–556 Teardrops
423–424 Paladins 561–562 Tearjerkers
425–426 Paragons 563–564 Templars
431–432 Party-crashers 565–566 Thugs
433–434 Party-poopers 611–612 Thunders
435–436 Posse 613–614 Tigers
441–442 Protectors 615–616 Triad
443–444 Psychos 621–622 Tusk
445–446 Rapscallions 623–624 Union
451–452 Rascals 625–626 Vandals
453–454 Rats 631–632 Viceroys
455–456 Reapers 633–634 Vikings
461–462 Rebels 635–636 Violators
463–464 Renegades 641–642 Vipers
465–466 Revenants 643–644 Warlords
511–512 Riffs 645–646 Widow-makers
513–514 Rooks 651–652 Widows
515–516 Royales 653–654 Wildcats
521–522 Ruffians 655–656 Wildings
523–524 Scalawags 661–662 Wolfpack
525–526 Scorpions 663–664 Wolves
531–532 Skull-smashers 665–666 World Order
533–534 Skulls

13
NPC Secrets
By Nathan Greentree
Everybody has a secret. You can roll on the following tables to help
flesh-out NPCs or inspire new plots.

Type of Secret

Roll Type of Secret


1–2 Identity
3 Relationship
4 Motivation
5–6 History
Identity Secrets
Roll Secret
1 Has powers they keep secret, because . . .
1–2 Once they accidentally killed someone
3–4 The powers are excruciatingly painful to use
5–6 They become someone else when they use their
powers
2 Has a secret identity as a disguised . . .
1–2 Crime fighter
3 Religious figure (a priest, cult leader, or . . . demigod?)
4 Villain
5 Entertainer
6 Cult leader
3 Is a member/leader of a secret religious cult devoted to
1–2 Good
3–4 Balance
5–6 Evil
4 Is an inhuman creature by night
1–3 And knows it
4–6 And doesn’t know it
1 Vampire

14
Roll Secret
2 Werewolf
3 Horrific monster
4 Gigantic bird-monster
5 Werecat
6 Giant spider
5 By night has a secret identity that is a rival of the PCs
6 Is actually, secretly a member of a rare species/race
1 And they are studying “normal” society
2 And they are hiding from powerful enemies
3–4 They are lost/exiled and can’t get back home
5 They are messing with people for entertainment
6 They are secretly helping people who need it

Relationship Secrets
Roll Secret
1 Is secretly in love with . . .
1–2 One of the PCs
3–4 An NPC ally of the PCs
5–6 An NPC enemy of the PCs
2–3 Is the secret lover of a powerful figure in the campaign
4 Has a Jekyll and Hide-style second identity
1–3 And knows it
4–6 And doesn’t know it
5-6 Is the secret lovechild of a powerful figure in the campaign
1–3 And knows it, and will call in favors for/against the
PCs
4–6 And doesn’t know it, but the powerful figure watches
from afar and will help/hurt the PCs based on how
they treat the lovechild

15
Motivation Secrets
Roll Secret
1–2 Has a secret addiction to . . .
1–2 Drugs
3–4 Alcohol
5–6 Something more unusual
3 Is burningly jealous of one of the NPCs and has a multi-part
plan to destroy them
4 Is obsessed with tracking down a long-lost . . .
1 Parent/Child
2 Mentor
3 Soulmate
4 Sibling
5 Religious figure
6 Enemy/Mentor/Student
5 Is blackmailing someone
1–2 A powerful NPC in the campaign
3–4 One of the PCs
5–6 An NPC close to the PCs
6 Is a serial killer

16
History Secrets
Roll Secret
1–2 Is hiding from powerful people (the law, criminals, etc. ) under
an assumed identity after . . .
1 Murder
2–3 Embezzlement/robbery
4 Assault
5–6 Owes someone a lot of money
3 Is the reincarnation of someone very important to one or more
of the PCs
1 Parent/Child
2 Mentor
3 Soulmate
4 Sibling
5 Religious figure
6 Enemy
4 Has strange memories from an alien dimension that they don’t
understand
5–6 Is an amnesiac (optional: roll again on this table for their past
life)
1–2 And has false memories that contradict the PC’s expe-
riences
3–4 And is keeping it a secret
5–6 But they interacted with a PC as a very minor NPC and
now memories are resurfacing

17
Werewolves and Vampires and Fey, Oh My!
By Gabriel Edge
Modern urban fantasy features the threat of the fantastic bursting
through the mundane. This article includes descriptions of three ma-
jor factions uneasily located in the modern setting along with optional
rules on representing the tensions of war between them. These rules
are meant to be flexible to allow your table to tell whatever story you
want: a rogue group looking to profiteer off the war, an alliance of the
factions working to keep the peace, or any group of a particular faction
working to increase their power without resorting to war.

The Factions: Werewolves


Once confined to the towns that bordered fields and forests, werewolves
have been moving into urban environments over the last century. Their
resistance to attacks made by non-silver weapons kept packs of them
alive long enough to control their savage nature unleashed by the full
moon; a skill now passed on within months of a new werewolf’s first
transformation. While all can control their transformation, each pack
has a form it prefers that aligns with their goals.

Why They Fight


These cursed humans form packs often organized by like causes, mostly
in relation to nature.
Urban Rebels: Urban Rebels fight to reduce urban spread. Of the
different factions, these are the most recent and blame the dwindling
size of forests on urban sprawl. Urban Rebels are those who have the
most control over their animalistic nature, appearing mostly as humans
to infiltrate and subvert urban spread from the inside. As part of their
sabotage nature, Urban Rebels can often call upon aspects of their wolf
self without fully transforming.
Wild Ones: Called “Furredom Fighters” by their enemies, this group
spends most of their time in wolf form as their cause is a return to their
animalistic nature. When caught in human form, they have been inter-
rogated and — when not speaking in grunts and growls — demand a
return to their animal selves as a way to save the planet. “Animals act in
conjunction with the planet, humans have lost their animal way.” Their
main method of fighting is to create more werewolves and have be-
come the largest of the werewolf packs as a result.

18
Land Guardians: Land Guardians are often mistaken for both Ur-
ban Rebels and Wild Ones as their cause is protecting their territory. To
protect against larger creatures that threaten their territory (including
the vampires and fey), they stay in wolf form. When protecting against
humans, they employ many of the same subterfuge tactics that the Ur-
ban Rebels employ. Unlike both other packs, the Land Guardians do not
attempt to grow their ranks and are more willing to create peace trea-
ties with people in power and have even been known to be employed
as police in more open-minded urban areas.

The Factions: Vampires


Vampires have been found in all parts of civilization for as long as
they’ve existed, but most find it easier to hide in urban settings. The
more ostentatious of vampires tend to live nomadic lifestyles, moving
from city to city every few decades to avoid being found out. As they
entered the cities, vampires split into three main groups, each with their
own internal power structure and strict laws built to hide their true na-
ture from humans.

Why They Fight


Living as long as they do with an ability to blend with humanity has
given vampires access to wealth and power. They fight to maintain and
accumulate.
Hunters: These vampires are nomadic, seeking out those who
would kill vampires. Their internal structure is known only to those
in the Hunter tribe; guesses have been made to a spiderweb system
of power with a core group of Hunters making key decisions the oth-
er Hunters carry out. Other guesses point to an anarchic system; each
member on their own. Hunters offer their services to other vampires as
a way to eliminate key foes in their territory . . . a few have even taken
jobs offered by werewolves and fey.
Vampirists: These vampires seek a world where vampires are more
numerous than humans. Since vampires are eternal beings, they don’t
work quickly, but tend to turn an entire town over the course of decades
and a city over the course of centuries. Those who espouse the supe-
riority of the vampire form often find themselves recruited to be Vam-
pirists. These vampires are also the most willing to battle werewolves in
particular, claiming that every werewolf is a potential vampire lost.
Hoarders: Hoarders focus on amassing as much wealth and power
as possible. Their goals are nebulous, but they have always been at the

19
center of any governmental decision that has made living as a vampire
easier. Hoarders are often middlemen for Vampirists who want to hire a
Hunter, as Hoarders often have the money necessary to afford the Hunt-
ers. These deals often result in favors owed or political power gained.

The Factions: Fey


Most elusive of all the fantastic factions, the fey hide behind tricks and
deals where they always come out ahead. It is said that all masquerade
balls are hosted by the fey, but these rumors are without proof.

Why They Fight


The fey are tricksters. They prefer making lopsided deals over violence.
Any attack made is from the shadows and only if there was no way to
coerce others to fight for them.
Summer Fey: Fey associated with the summer often make deals
that encourage the growth of nature and the stop of urban sprawl. In
this way, they are often mistaken for Urban Rebel werewolves, though
their means of subterfuge are subtler than werewolves. Summer Fey be-
lieve in the wildness of nature and are rumored to have created weeds.
Despite their names, Summer Fey can be found in any environment and
have found the most success in
colder regions.
Winter Fey: Fey associated
with the winter often make deals
that encourage city growth. These
fey work their way into places of pow-
er, often working alongside Hoarder
vampires (although the vampires avoid
this as much as possible). Winter Fey fo-
cus on taming nature and are often seen
with pets of various species. Winter Fey can
also be found in any environment where ur-
banization occurs.
Wyld Fey: These fey refuse allegiance
to any cause and instead look toward their
own best interest however it may fall (toward
urbanization or growth of nature). Other fey of-
ten call these fey “Spring” or “Fall” depending on
whose goals they promoted most recently—Fall
if Winter and Spring if Summer. These fey are the

20
most unpredictable of all and are those most often written about. Most
creatures in the know claim that Puck from Shakespeare’s A Midsummer
Night’s Dream was an amalgamation of many Wyld Fey.

PCs as Werewolves, Vampires, and Fey


In general, Abstract Dungeon does not differentiate between races for
character creation. Taking on one of these three types of creatures can
help players clarify their use of ability dice as they relate their faction
to the action. One place where PCs truly differentiate themselves is in
their traits, and so a table of traits tailored to these factions is presented.
Before that table are two other features that the group can discuss and
can be added as traits or as backstory and flavor: first is the relationship
between the PC and their faction’s groups, second is a general discus-
sion of magical features.

Relations to the Factions


Whether this is included as a trait or just backstory, discussing and shar-
ing the relationship each PC has with their given faction can be incred-
ibly important to crafting the story, especially for long-running cam-
paigns. For those that want a random connection, have the player first
choose one of the three factions (vampire, werewolf, or fey) and then
roll on the following tables.
Roll Relation
1 Loyal member of the
2 Recently joined the
3 Aspires to join the
4 Looked down on by
5 Recently left the
6 Excommunicated from the

Roll Faction
1 Urban Rebels / Hunters / Summer Fey
2 Urban Rebels / Hunters / Summer Fey
3 Wild Ones / Vampirists / Winter Fey
5 Wild Ones Land Guardians / Hoarders / Wyld Fey
6 Land Guardians / Hoarders / Wyld Fey

21
Magical Features
Transformations and the spells often tied to these factions — vampires
are often tied with hypnosis and the fey with hallucinations — may be
a feature players are most excited about. Feel free to handle these as a
guide in describing their ability dice use. A spell list with three of these
magical traits can act as an excellent guide for new players. Alternative-
ly, the group may decide to include one key magical feature as a trait
with the GM’s approval (examples below).

Werewolf Magical Features


Werewolf Resistance: The PC has resistance 1 for any attack made
without silver.
Brute Transformation: When transforming into werewolf form, the
PC may move any of their trait, Intelligence, and Spirit dice to the Tough-
ness and Agility dice pools. When they transform back, they can move
any number of dice from the Toughness and Agility dice pools back to
the Spirit or Intelligence dice pools.

Vampire Magical Features


Vampire Resistance: The PC has resistance 1 for any attack made with-
out wood or silver.
Super Bite: When they bite and suck blood, they may roll one die
and add it to any trait.

Fey Magical Features


Fey Charm: When trying to convince an NPC of a lie, they may spend a
Spirit die at +1 the pip value.
Fey Allegiance Bonus: Winter Fey get a bonus Toughness die, Sum-
mer Fey get a bonus Spirit Die, Wyld Fey get a bonus trait die.

Other Traits
Below is a trait table that the PC can use to further add the flavor of a
werewolf, vampire, or fey
Roll Trait
11 Constantly finds twigs in hair
12 Scarred from head to toe
13 Bitten by significant other
14 Bit their parents

22
Roll Trait
15 Avenging the death of a friend
16 Hates all werewolves
21 Parkour expert
22 Silent Stalker Pro
23 Shifts between personalities
24 Sees ghosts of people killed
25 Constantly “loses” their shirt
26 Sings a song with the word “moon” whenever they transform
31 Hears through walls
32 Fingers are longer than usual
33 Was a moderately obscure musician
34 Started in poverty
35 Constantly looking for a thrill
36 Wants to have a novel written about them
41 Doesn’t walk, but glides
42 Fastest climber in the country
43 Addicted to Love
44 Every word is believed
45 Sparkles
46 Confesses vampire actions to humans
51 Always too hot
52 Always too cold
53 Once was human
54 Carries messages between fey
55 Dreams of the world turned into a vibrant forest
56 Wants to tame every animal they see
61 Has a detachable shadow
62 With a whisper can control dreams
63 Easily distracted
64 Is always mistaken for a celebrity
65 Fights for pizza
66 Size of a thumb

23
The Balance of Power: Managing the Tension
To mark the level of tension between the warring factions, a new dice
pool is used (called the Tension Dice Pool or TDP from now on). Unlike
normal obstacles, the TDP is never the direct focus of an encounter, but
rather something that can be affected by the manner in which encoun-
ters are solved. Let it grow too high in value, and the tensions break and
war erupts. If the TDP is ever completely depleted, peace reigns until a
new reason to fight comes up. Whenever deciding to use the TDP in an
adventure, it should act as one of the key focal points; the majority of
encounters — if not every encounter — should be set up to affect the
value of the pool at the bare minimum. Increasing or decreasing the
value without an encounter can be used as a hook for PCs. When used
as a hook generator, it should be clear from your adventure before you
start if the PCs are expected to find out what happened on their own (a
more investigative approach), if the GM will explain what happened (to
move straight to how the PCs react) or a combination of the two.
Like any tense situation, the current level of the TDP could affect
the effectiveness of the PCs (based on the group’s goals) as well as the
types of encounters they will face (the higher the TDP value, the more
violent the encounter). A table is provided as a guideline at the end of
this article.

The TDP
The TDP should be in a specially marked area of your play space to help
clarify how close to all-out war you are at all times. The total value of
the dice in this pool will vary from 0 (completely empty) to 20. When
creating the TDP at the start of the adventure, determine first just how
close to war the factions are with the table and seed the pool with the
appropriate value.

Initial Status TDP


Peaceful and calm 1
Shaky ground; rumblings of war are beginning to enter 4
Skirmishes appear on the fringes; certain groups are 8
begging for fights
Factions have started consulting generals and planning 12
for the way
Imminent war 16

24
The TDP is managed by the GM. As the PCs progress through encoun-
ters, the value of the TDP should change according to the solutions the
PCs have come up with (adding or removing dice to keep track of this
value). Some examples are given below:
• Using violence instead of negotiation: Raise the TDP value by 3.
• Finding a compromise between factions, even if a little deception is
necessary: Lower the TDP value by 1.
• Ending a feud that has erupted between factions: Lower the TDP
value by 5
• Starting a feud between peaceful factions: Raise the TDP value by 5

The above can also be used as adventure hooks with the change in TDP
value signaling the severity of the adventure the PCs are about to go on.

Further Managing the TDP


The goal is to have fun and to help the PCs feel powerful and in control.
Unless it has already been discussed in the group, the TDP should fluc-
tuate in value often and the PCs should always feel like they are making
a difference in the tension of the world around them.
Increasing or decreasing the change
in value of the TDP (in relation to the PCs
actions) can make long term PC goals
easier (increasing change) or harder (de-
creasing change). Be sure to work with
the group and alter values as appropriate.

TDP and the Adventure


The TDP is a guide to the magical tension
in the air. Low TDP values mean the en-
vironment is more harmonious between
the factions and humans are less likely
to know about any magical goings on
around them. High TDP values mean the
environment is fraught with tension and
humans may be caught in the crossfire
more often. Alternatively, the TDP values
can affect the actions PCs take as they
progress toward their goal.
The following table has a sample of
encounters and PC effectiveness based
on TDP value.
25
Current Most Probable PCs looking Successful PCs looking for Successful
TDP Type of Encounters for Peace Diplomatic War Violent
Level Encounters Encounters
0 Aiding the factions; At goal NA Resistance to Raise TDP by
finding missing violence 1d6 + 2
trinkets
1–5 Negotiations and Near their Lower TDP Far from their Raise TDP by
mediation between goal by 1 goal; Resistance up to 4
groups to violence
6–9 Stopping violent Past the Lower TDP Rising tensions; Raise TDP by
gangs; delivering halfway by 2 Resistance to up to 3
peace offerings; mark violence
kidnapping or
rescuing kidnapped
folks
10–14 Hostage It will take Lower TDP Past the halfway Raise TDP
negotiations; a while; by up to 3 mark by 2
taking part in small Resistance
fights; hosting to
peace conferences diplomacy
15–19 Spy missions; rescue Far from Lower TDP Near their goal Raise TDP
missions; leading their goal; by up to 4 by 1
skirmishes Resistance
to
diplomacy
20 Spy missions; Resistance Lower TDP At goal NA
avoiding death in to by 1d6 + 2
the midst of city- diplomacy
wide battles

Thanks to our Kickstarter Backers!


This zine was made possible with the support of our Kickstarter
backers:
Alan Gerding, Alienael, Amanda Atkins, Angus MacDonald: World
on the Edge, Brother Tom, C.R. Harper, DSH, Edouard Contesse, Edward
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Magal, Jack Gulick, Jean ALAHEL Fridrici, John Eternal, Kerry Harrison,
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William Fischer

26
Smaller Godz
By Nathan Greentree
Smaller Godz is a mini-setting that provides the elements of urban fan-
tasy — magic, strange creatures, and adventure — and an unconven-
tional backstory. A major city has suddenly found itself hosting hun-
dreds of minor deities, known as the “smaller godz.” They vie for power,
change the laws of physics in the neighborhoods they rule, and cause
barely-controlled chaos — and your characters are caught in the middle
of it.
The characters in this setting are (usually) mortals who are working
for, against, or caught in between the constantly feuding godz.

Overview of the City


You may want to set Smaller Godz in the city that you and your players
are most familiar with.
The city is full of weary workers plodding through their 9-to-5s,
seeking their simple pleasures, or perhaps even dreaming of something
better. It’s also full of smaller, forgotten deities dreaming of something
better: gaining the recognition of their divine, absentee progenitor, The
All-Father.
27
These aren’t the legendary gods we know from mythology. They
don’t rule the ocean or carry the sun across this sky. Instead, they rule
more humble domains: flavor, smell, pollution, and the welfare of small
furry animals. They also compete with each other for turf, followers, and
influence.
These smaller godz plot and scheme to ascend beyond their minor
godhood by any means they can think of: growing the ranks of their
worshippers, increasing their divine powers, or even fratricide. The PCs
are trying to protect what’s theirs in this hardscrabble metropolis and
avoid being knocked over like so many pawns before them.
According to the rumors, the smaller godz all hope to gain enough
stature to earn the attention of their absentee All-Father. No mortal
knows exactly how the godz plan to do that, or what will happen if they
succeed. None of the godz are exactly sure, either — but they still want
it more than anything else, and it is the main focus of their existence.
Thematically, think of Smaller Godz as a blend of the Percy Jackson
books and the film The Warriors, or a collaboration between Neil Gaiman
and China Miéville, or The Iron Dragon’s Daughter spiked with a healthy
dose of Breakin’ 2: Electric Boogaloo.

Overview of the Smaller Godz


There are countless smaller godz, and they generally fall into three cat-
egories:
Things people produce, consume, or use thoughtlessly (candy, smells,
garbage, and carbon monoxide each have a ruling smaller god).
Minor concerns (hygiene, digestion)
Things that mortals care about but don’t really prepare for (middle age,
cold and flu, mistakes, the welfare of small furry creatures)

The more powerful godz have their own turfs, and each turf takes on
the characteristics of its ruling deity.
For example, the god that rules carbon dioxide makes his lair in an
overgrown rooftop garden, and his turf is overrun with aggressively
growing plant life. Visitors find it hard to catch their breath, and some
inhabitants may even wear oxygen masks as they go about their daily
business. (Because their physical location takes on their characteristics,
godz almost never keep their presence a secret and generally can’t.)
The most powerful godz also bring to the city strange creatures and
inhuman enforcers who prowl and patrol the godz domain.

28
Some sample domains, gods, and neighborhoods follow. These are
just some examples; players are encouraged to invent their own minor
deities and petition them for divine intervention!

Things people produce, consume, or use thoughtlessly:


Domain Smaller God Turf Protected by . . .
Pollution Fumus Grumus The Pestilent
Candy Harbo The Sweet Teeth
Waste Feres The Disposables
Judgment Scala The Heavies

Minor concerns:
Domain Smaller God Turf Protected by . . .
Hygiene Surfacta The Scrubbers
Digestion Bolus The Acid Blasters

Things people care about but don’t really prepare for:


Domain Smaller God Turf Protected by…
Middle Age Midian The Grays
Old Age Alterson The Bone Breakers
Worms Verdu The Grunters
Rot, Decay, and P’faul The Rotting Wranglers
Spoilage
Flavor Safeur The Tastemakers
Dreams and Somnu/Somna The Thetas
Nightmares
Cold and Flu Enmalde The Bugs
Welfare of Small Scurid The Drays
Furry Creatures
Birds Paseau The Talons
Mistakes, Bugs, Pfellar The Crashers
and Glitches
Breathing Atmira The Bronchial Busters
Loopholes Acuna The Legal Eagles
Invoking the Godz for Favors
Characters can invoke any of the smaller godz’ domains to receive a
boon as a holy favor. Players should describe the ceremony and actions
their characters take (memorizing a book and then eating the pages,
huffing gas fumes, eating sugary treats until they vomit, etc.). Each boon
is a single-use treasure, as described in the Treasure section of the Ab-
stract Dungeon rules. Each character can call for a boon once per refresh.
Godz generally don’t trouble themselves with the details of who is in-
voking their divine assistance, but they will notice if someone continu-
ally aligns themselves with and invokes the godz’ domain. If someone
invokes the godz’ domain as part of, say, a stealth mission or heist, and
the result of the mission becomes known, the god may want to follow
up and pay the mortal a visit. Conversely, the god may visit the mortal,
seeking a new acolyte or holy warrior. (Is it possible to say “no thanks”
to a deity?)
Godz may grant permanent blessings to the players in exchange
for their service. These count as permanent treasures. Below are some
examples:

Fumus Grumus, small god of pollution


Roll Boon
1 Toxic breath
2 Corrupting touch
3 Ability to eat and drink poisoned food and water
4 Nearby weather is more chaotic
5 Aura of smoke
6 Can produce radiation

Harbo, small god of candy


Roll Boon
1 Always smells like mint
2 An everlasting gobstopper
3 Can blow unusually large bubbles with bubble gum
4 Licorice whip
5 Can turn objects into chocolate
6 Box of old family recipes

30
Baptist Beha, the small god of clockwork and mechanisms
Roll Boon
1 Impeccable sense of timing
2 Clockwork pet
3 Masterwork tools
4 Diagram of the city
5 Mechanical limb
6 Spring-loaded weapon

Odiferus, the smaller god of smells


Roll Boon
1 Supernatural sense of smell
2 Ever-fragrant rose
3 Powerful BO
4 Can smell a lie
5 Smells like grandma's cooking
6 Infinite scratch and sniff stickers

Lectio, the small god of learning and forgetting


Roll Boon
1 Eidetic memory
2 Can induce amnesia in others
3 Forgettable face
4 Tote bag that produces random books
5 Captivating speakers
6 Can always come up with pretentious trivia

Absentia, the small god of lost things


Roll Boon
1 Knows where the bodies are buried
2 Causes things to become lost
3 Disappears in a crowd
4 Garbage bag of surprisingly useful rubbish
5 At home in the dark
6 Can talk to trash
31
Worshippers, Turfs, and Traits
Players may choose, as one of their character’s Traits, a fealty to one of
the smaller godz. They could describe this as something like a cleric,
cultist, zealot, or paladin.
When a character pledges fealty, consider their rolls using that trait
to be 2 higher than the face value when in a turf that belongs to the god
they worship (or an ally of that god). Likewise, when they are in oppos-
ing godz’ turfs, consider their rolls to be 2 lower than the face value.
Characters should keep in mind that a god will expect favors from
his or her most dedicated followers. Also, the alliances and enmities be-
tween smaller godz are constantly shifting.

Sample Turfs and Inhabitants

The Ol’ Factory Part of Town


The Ol’ Factory Part of Town is the turf of Odiferus, the smaller god of
smells. This neighborhood is a cavalcade of pungent odors: one street
may smell delightfully of freshly baked bread; the next street over might
smell like an abandoned aquarium. At the heart of this hood is a lab-
yrinthine semi-abandoned perfume factory. Within the factory, there
are countless “research scenters” — tightly sealed rooms that contain
pockets of strong-smelling landscapes (a summer garden; a small sea,
complete with wave machine), where Odiferus’s researchers/worship-
pers study smells.
The more pleasant inhabitants of this neighborhood sell evocative
perfumes and vials containing the odor of rainstorms to the city’s other
inhabitants. Less scrupulous residents of this turf sell smells that can
incapacitate someone or even cover the smell and taste of poison.
There are rumors that Odiferus’s followers are experimenting with
how to gain a military advantage using the power of smells: smells from
parallel dimensions that unlock the smeller’s latent psychic powers (or
drive them mad), or the scent of a poppyseed muffin that will send ev-
eryone to sleep . . .

The Bloodhounds
Trespassers into Odiferus’s turf need to be extra careful, because they
will be sniffed out by The Bloodhounds. These guardians take a variety
of forms, from humans with extra-large noses to disturbing anteat-
er-like creatures. They excel at tracking residents and visitors through

32
Odiferus’s turf. In fact, trespassers should assume they’re being tracked,
unless they have a trick to cover their scent . . .

Humanoid Bloodhound
2 Dice Monster
Attack: Baton, 2 Agility or Toughness to one enemy
Attack: Net, the target is Constrained (1-die condition) and their physi-
cal movement is limited until the condition is defeated.

Inhuman Bloodhound
1 Die Monster
Attack: Claws or bite, 1 Agility or Toughness to one enemy

Little Limbica
Little Limbica is ruled by Lectio, the small god of learning and forget-
ting. This charming neighborhood stuffed to the brim with bookstores,
movie theaters (that only show documentaries), and coffee shops with
almost constant poetry readings (poems absolutely must be recited
from memory).
The center point of this turf is a vast, multi-level library that is also a
temple to Lectio. The library contains not just books, but scrolls, ancient
tablets, and in some cases, a bard from a lost civilization will emerge
and recite an epic poem you request. The information you need is here,
provided you can pay the price and/or wait for the vast pneumatic tube
system to deliver your desired tome. (Expedited service will cost you;
payments are due in cash . . . or memories . . . ) Also, this library is con-
stantly reshaping itself (there are rumors it’s alive — even that it’s The
All-Father’s brain), and lesser-used wings may disappear down dark
hallways and become inaccessible. Those who work and worship here
may randomly find themselves stumbling across a tome containing an
embarrassing memory from middle-school.
Little Limbica is patrolled by bookworms, massive landworms
that are particularly protective of the library (monstrous as they may
be, neighborhood residents regard them with nonchalance). More hu-
man-like protectors are The Ninety Percenters, humanoid creatures with
especially large craniums who have allegedly unlocked the other 90%
of their brain. They maintain law and order by acting as detectives —
even when a different approach may be more efficient. They are adept
at recognizing and predicting patterns but, contrary to the rumors, they
are easily stymied when something unexpected happens.

33
Bookworms
2 Dice Monster
Attack:
Memory Suction, 2 Intellect to one enemy
Attack: Body Slam, Target is Stunned (1-die condition). The target can-
not act until the condition is defeated.

Ninety Percenter
1 Die Monster
Attack: Old-Timey Revolver, 1 Agility or Toughness to one enemy
Vulnerable: Spirit

Big Bahnhäusle
Big Bahnhäusle refers to the neighborhood ruled by Baptist Beha, the
small god of clockwork and mechanisms; it also refers to the immense
cuckoo clocktower in the center of the neighborhood that is visible
from anywhere in the city.
Baptist Beha’s followers make elaborate clockwork constructions as
a form of worship. The neighborhood offers a plenitude of watch stores,
pinball galleries, and cafes that deliver your order via preposterous
Rube Goldberg machines. The stores open and close with an absolutely
rigid adherence to a schedule that is nonsensical to outsiders (a shop
may open at 7:19 AM and close at 2:13 PM precisely, for example). This
is, in one sense, the most technologically advanced neighborhood in
the city, but its devices have a steampunk vibe, and thus can easily jam
. . . or be jammed. His followers try to keep the technology close to their
chest, but they also can’t resist showing off their creations. Black-market
clockwork is a hot commodity, and the right device can often turn the
tide in a conflict.
As his name may imply, Baptist Beha requires his followers to re-
nounce their old life and become a clockworkmaker. Young people
enter the front door of the tower and emerge years later, much older,
wearing magnifying monocles and yearning to spend as much time as
possible in their workshops creating mind-boggling contraptions.
Allegedly, no one has ever seen Baptist Beha, and rumors abound
to his true nature — that he is a giant clockwork brain, or that the build-
ing Big Bahnhäusle is actually Baptist Beha, or even that he is an alien
intelligence who communicates only through an elaborate Turing Ma-
chine-type contraption.

34
Navigating an Endless Array of Moving Gears, Pulleys, and
Tracks
1 Die per PC Environment
Attack: Distraction, 1 Agility or Intellect to each PC

Clockwork Power Armor


4 Dice Monster
Attack: Steam-powered smash, 2 Toughness or Agility to two enemies
Resist: Toughness

Clockwork Horse
2 Dice Monster
Attack: Trample, 2 Toughness or Agility to one enemy
Resist: Toughness

Gearhead (Clockwork Android)


3 Dice Monster
Attack: Metal fist, 3 Toughness or Agility to one enemy
Resist: Toughness

Grounds for Refuse


The Grounds for Refuse (sometimes known as just “The Grounds”) may
at first seem like a sprawling city dump, but it’s actually a home for ev-
erything — and everyone — abandoned and forgotten. The smaller
god known as Absentia rules this mysterious and dangerous turf, where
it’s always night, and piles of clutter make a confusing maze. This is not
a place to casually visit; everyone who makes their home here, such as
Revenants who refuse to die and ghostly Shades, was somehow be-
trayed and abandoned, and they are unified in their anger toward out-
siders.
Yet, many seekers and schemers are lured to The Grounds by the
hope of uncovering ancient artifacts, knowledge, or secrets that may
help them gain an advantage over their competitors. Most find they are
out of their depth, and many never return; they are poisoned and sub-
sumed by the horrific Trash Monsters or swallowed by the inky shroud
that surrounds The Grounds . . . It’s best not to think what might have
become of them.
There are rumors that this is where defeated godz go to die . . . or to
become servants in Absentia’s retinue . . . or her underground prisoners.

35
Moving in Cluttered Darkness
2 Dice per PC Environment
Attack: Impaired Vision, 2 Agility or Intellect to each PC
Special: If the PCs have a light source, the light source will only extend
a few feet around, but the challenge becomes vulnerable to all their
attacks.

Trash Monster
3 Dice Monster
Attacks
Trash Punch: 3 Toughness or Agility to one enemy
2 Noxious Cloud: 1 Toughness to all enemies. The cloud hangs in the
air and causes an additional 1 Toughness damage to all enemies until
the cloud is dispersed (2-dice challenge).

Revenant (Vengeful Zombie)


2 Dice Monster
Attack: Clawed Fingernails: 2 Toughness or Agility to one enemy
Attack: Harrowing Scream: 1 Intellect AND 1 Spirit to one enemy

Shade (Angry Spirit)


2 Dice Monster
Attack: Dark Stare, 2 Spirit to one enemy
Attack: Aura of Fear, 1 Spirit to all enemies
Resist: Toughness

Other Smaller Godz and Their Factions


There are countless other smaller godz vying for power in the city. Pow-
erful godz will have turf that shows off the elements of their godly do-
main. Less-powerful godz will have a smaller turf (maybe even a house,
alleyway, or just a room) or less drastic changes to their turf. Many small-
er godz don’t even have a turf at all.

Other Factions
Not every faction in the city is necessarily linked to one of the smaller
godz. There are free agents, freedom fighters, and many groups of peo-
ple just trying to survive.

36
The Renovators
The Renovators are a group of faceless, orange-jumpsuit-clad workers
who emerge from manholes at night to rearrange parts of the city. They
speak to no one and communicate amongst themselves through some
sort of slow-motion sign language. No one knows the rhyme or reason
to their modifications besides them, but stores could be demolished,
walls torn down and then reconstructed elsewhere, and even entire
streets re-routed. Woe to those caught in their path; if they decide your
house needs moving while you’re sleeping in it, the Renovators will pull
you from your bed and throw you out into the street. Sufficient force
can dispel them, but the next night an army of them will return to de-
stroy and rebuild the neighborhood, moving or losing every aspect of it
in the process. They are generally non-violent, unless they catch some-
one in their tunnels — then, they are absolutely merciless.

The Egalitarians
The Egalitarians are a secretive organization dedicated to destroying
ALL of the godz. While never officially declared illegal, it’s a safe bet
plenty of deities would be happy to wipe them out. (The Egalitarians
are extremely careful about not becoming pawns in some godz’ feud.)
Although their task may seem impossible, there is a rumor that they
have already succeeded. If no one can remember the exact name of
the smaller god they destroyed, that’s because they succeeded so thor-
oughly . . .

Therapists to the Divine


Even gods need someone to talk to, especially if they’re suffering from
daddy issues. These Therapists are members of a highly secret society
called The Good Listeners, and the smaller godz use their services to
process their most complicated feelings. This can mean providing a
sympathetic ear, but a very careful therapist may be able to give a god
advice . . . or, if they’re subtle (and a little crazy), influence the godz’
decisions. The Therapists know more about the politics and plans of the
smaller godz than anyone else. But they misuse it at great risk to them-
selves. What reward could be worth it?

The Sludgemasters
These adventure-seekers live in the lands ruled by the unthinking waste
godz, like mud and carbon dioxide, without necessarily aligning them-
selves with those godz. Instead, they relish the challenges of inventing

37
ways to survive in places others can’t. Expect them to squirt bile guns at
their enemies as they ride feces beasties into battle. They have knowl-
edge of parts of the city that most people wouldn’t think twice about.

The Couriers
The Couriers are fixers who keep track of the ever-shifting political and
physical landscapes of the city. They are good for getting things or peo-
ple from one place to another, as well as for news, knowledge, and gos-
sip.

Adventures in the City


The city is full of power-hungry deities executing schemes and power
grabs. There is plenty for adventurers to do by fighting for or against
the godz’ turf wars, or just trying to protect their own territory from the
godz’ interference.
When creating adventures, subtly encourage multi-part plans in which
the PCs have to travel to different turfs and interact with the minions
(and heretics) of different godz. Encountering different microcosms will
drive home the theme of the setting and make every step an adventure
in and of itself.
Here are some adventures to get you started: two are very specific
and could serve as an introduction to the setting, and the rest you can
adapt for further sessions.

More Specific Adventures

Missing Music Fans at Moldy’s


Moldy’s Mecca of Music is a greasy dive bar and the place to go for wild
local music nights. Every night is a different music “scene” — just don’t
come on the wrong night! It also happens to be where the god of tiny
things, Minimus, is launching a new project to gain worshippers. For the
last month, someone has been reported missing after every Microton-
al Death-Metal Night. Moldy herself appeals to the characters for help.
After some investigation, the characters discover the missing clubgo-
ers have answered Minimus’s call to shrink down to his size and join his
kingdom inside the walls of Moldy’s. The characters need to stop Min-
imus’s recruiting and free his victims, but his victims have been brain-
washed into starting a microperson microtonal death metal band, and
they really think it’s got potential . . .

38
Wait, Who Hired You?
Some smaller godz have dual identities in one being, such as Somna,
the god of dreams, who is also Somnu, the god of nightmares. The godz
might not even know it. In this adventure, Somna hires the PCs to dis-
cover and banish the intruder in her domain who is giving her followers
bad dreams. She gives the PCs a draught that will let them sleep and en-
ter the world of dreams to find the interloper. However, the PCs discover
that if they try to communicate with Somna, they will end up speaking
to the interloper, who calls himself Somnu (and who looks remarkably
like Somna), and vice versa. The PCs will need to explain to Somna (and/
or Somnu) their true, confusing nature, and mollify an irate Somna.

More Flexible Adventures

Animalistic or Utterly Alien Opponents


Some creatures in the city can be dangerous even without being con-
trolled by bloodthirsty religious fanatics. Some godz, especially those
who rule domains of human by-products, have trouble understanding
the mindset — or even the existence — of mortals. The creatures that
are representatives of this deity tend to be carelessly dangerous when
interacting with PCs and NPCs, often seeing humans (and humanoids)
as obstacles at best, food sources at worst. Plenty of adventures can be
had fighting back sludge monsters who extend their hunting grounds
too far, or carbon dioxide wraiths that accidentally suffocate people, or
chasing off hunger pangs that incapacitate people or make them gorge
themselves to death. However, too much violence toward these em-
bodiments of a smaller god’s aspects can rouse the god’s attention, and
then the PCs may have to negotiate for their survival.

It Doesn’t Speak, It Doesn’t Think . . . But It Has Claws and Boy


Is It Mad
Nefarious priests and even godz can command animalistic embodi-
ments of the godz’ domains. This can be especially dangerous for the
godz who represent things that are toxic to humans: waste, pollution,
and even carbon dioxide. Priests with little regard for human life can
summon beasts that will attack innocent bystanders, using these crea-
tures as the vanguard of an attack . . . or perhaps to distract the adven-
turers and keep them occupied fighting for their lives while the priests
execute the real plan . . .

39
There’s Something Happening Here . . .
The PCs’ home turf is changing, subtly, then drastically. It started with
minor annoyances, different creatures skittering down alleyways and
flying through the air. Then they woke up one morning and the neigh-
borhood they knew was almost completely changed. A new small god
is clearly making a play for their turf, and it has very nearly succeeded.
How can the PCs track down this interloper . . . and what trick is this new
god using to make itself so powerful so quickly?

New Neighbors & Displaced Dissidents


One of the god’s grand schemes came to fruition, and he jailed (or even
killed?) the god whose turf neighbored the PCs’ home base. Now the
new god’s followers are moving in, and they aren’t interested in a peace-
ful transition. The PCs’ displaced neighbors come to them for help — do
the PCs stage a rescue mission to help the other refugees? Or do they
try something a bit more heroic . . . and forceful?

The Smaller-God Squad


Nobody is above the law. . . well, that used to be the case, at least. Are
smaller godz immune to the law? It’s all tied up in the courts, for now.
In the meantime, the emergence of the smaller godz has made the job
of law enforcement much more difficult. PCs could be a police depart-
ment’s special investigation unit, dealing with local smaller godz, keep-
ing an ear to the street, investigating bizarre crimes and enforcing local
laws and municipal ordinances.

Deicide
Bold — or foolish — PCs may decide to “go for the big one”: to eliminate
one of the smaller godz from existence. This is no small task: even oth-
er smaller godz find it difficult to kill each other and killing a god may
be impossible for mortals. Restraining and containing the god is much
more feasible (relatively speaking . . . ). In this case, treat the smaller god
as a Super Boss Monster as described in the Abstract Dungeon rulebook.
What do the other godz do when one of their own is defeated by . . .
mere mortals? What sort of power vacuum results and who rushes to
fill it? And, if the PCs manage to pull this off more than once, might
they actually succeed at what the other godz have failed to do so far:
rouse the All-Father’s attention? And once they get his attention, what
might the reaction of a proper god be when mortals begin toppling his
neglected children?

40
Extreme Babysitting
By Matthew J. Hanson
Lilly and Rowan are powerful fey who weave webs of intrigue through-
out the city. They also are the parents of a three-year old girl.
Unfortunately, Lily and Rowan also have many enemies. One is a
pack of werewolves known as the Bloodfangs. The pack wants Lily and
Rowan to manipulate the fey court in the werewolves’ favor, and has
kidnapped their daughter Petunia to force them to do so.
The Bloodfangs knew what they were doing when they set up their
base and found ways to prevent Lily and Rowan or other fey from enter-
ing their safe house, but they didn’t account for hired help.

Players’ Introduction
The heroes find out about this adventure when Lilly and Rowan contact
them to ask for help “retrieving something that was taken from them.” If
you use this adventure to launch a new campaign, they contact each of
the heroes individually, after scouting each for their particular talents.
If this is part of an established campaign, they contact the group as a
whole.
They explain that the Bloodfangs have taken something of theirs,
and give the heroes directions to Bloodfang territory, a rundown part
41
of the city filled with abandoned buildings. Magical wards prevent the
fey from discovering exactly where the safehouse is. They also offer the
heroes silvered weapons if they don’t have them already. These do not
provide treasure dice but do overcome the werewolves’ resistance.
Lily and Rowan are happy to share all they know about the Blood-
fangs, but they are more secretive about the missing item, simply say-
ing that the heroes will know it when they see it. If pressed, they admit
that the same combination of magic and fey contracts that prevents
them from acting directly also prevents them from letting the heroes
know exactly what they are looking for.

XP
This adventure is worth 2 XP. If the heroes take one refresh this reduces
to 1 XP, and Lily and Rowan send out other freelancers to discover what
happened to the heroes. If the heroes take two refreshes, Petunia runs
away or is captured and cannot be found, and the heroes receive 0 XP.

Redfang Territory
The Redfang pack lives in a rundown part of the city, filled with aban-
doned buildings. Many people know them as a street gang that deals
drugs and extorts businesses, but only a few know their true identity as
a pack of werewolves.
Heroes first need to find the safehouse where the wolves are keep-
ing Petunia. They might do this by questioning the locals, following
pack members, or casting magical divinations.

Finding the Safehouse


2 Dice per PC Challenge
Attack: Get into a Scuffle. 1 Toughness or Agility damage to each PC.

Werewolf Guards
Whatever tactic they use, the heroes eventually discover that the Blood-
fangs are holding Petunia in a long abandoned single-family home. The
windows are all boarded up, and the werewolf guards mostly stay in the
single large living room in the center of the house. They keep Petunia in
a large dog kennel in the room, slipping her food between the bars and
only letting her out to use the bathroom.
Petunia is asleep when the heroes arrive, but if there are any loud
noises, including a fight, she wakes quickly. As it turns out, Petunia can
42
harness extremely powerful magic, but is not in full control of it. When
panicked, she lashes out instinctively with her magic, causing mayhem
and destruction.
The Bloodfangs wear charmed medallions to protect themselves
from Petunia’s magic, but if the heroes were to snatch or magically sup-
press the charms, the werewolves would also be vulnerable.
Werewolves: One per Two PCs
Feyward charm: One per Two PCs (each tied to a werewolf )
Werewolves Make Petunia Cry

Werewolf
4 Dice Monster
Attack: Tooth and Claws, 2 Toughness or Agility to
two enemies.
Resist: All attacks NOT made by a silver weapon.

Feyward Charm
1 Die Obstacles
Special: For each charm the heroes defeat, one werewolf becomes vul-
nerable to Petunia’s attacks.

Werewolves Make Petunia Cry


1 Die per PC Special
Attack: See Keeping Petunia Calm sidebar.
Keeping Petunia Calm
Whenever there is a Keeping Petunia Calm challenge, roll one die and
then consult the table below to see what kind of attack she makes.
Roll Attack
6 Telekinetic Tantrum: 3 Toughness or Spirit damage to each
character
5 Ear piercing Shriek: 2 Spirit or Intellect damage to each
character
4 Spontaneous Combustion: One character is On Fire, a 2-dice
condition. Until extinguished it deals 1 Toughness damage
each turn.
3 Things Fall: 3 Toughness or Agility damage to two characters
2 Escalation: Roll another die and add that to the challenge
1 A Moment of Calm: No damage

43
Out of Here
Once the heroes defeat the werewolves and get Petunia calmed down,
it’s time to get out of Bloodfang territory.
Petunia, despite her fey magic, is much like any other three-year-
old. She has a vivid imagination and loves to play pretend. She is also
easily scared and misses her parents terribly. She quickly gloms onto
any hero that shows her sympathy and affection.

Vampires Too?
The heroes might think they are safe when they escape Bloodfang ter-
ritory, but it turns out that the werewolves were only one of Lily and
Rowan’s enemies. A cabal of vampires called the Everlasting also want
Petunia, as they believe they can turn her to be the first fey vampire.
Assuming the heroes are traveling by car, the vampires trap them
between two vehicles. They slam on the brakes of the front vehicle, to
stop the heroes and use the one behind to pin the car in place. The vam-
pires then break in the window and attack.
As soon as she gets a chance, Petunia runs for it. Each turn she
moves one zone away from the main action of the vampires fighting
the heroes. Heroes can each move one zone every round. They can only
fight the main vampires if they stay in the original zone but can only
console Petunia if they follow her into the new zone. If all of the heroes
move zones, the vampires follow them and attack the heroes.
If Petunia ever gets three zones away from the main fight, another
vampire swoops in to grab her. If there are no heroes within one zone of
Petunia, the vampire automatically snatches her and absconds with her.
This likely leads to further adventures, beyond what is described here.
Vampires: One per two PCs (plus one more three zones away)
Come Back Petunia: Two Dice per PC

Vampire
4 Dice Monster
Attacks
Claws: 3 Toughness or Agility to two enemies.
Charming Gaze: One enemy becomes Charmed, a 1-die condition.
While Charmed, the target regards that vampire as a friend.
Vampiric Bite: (May only use on an enemy with the Charmed condi-
tion), 2 Toughness AND 2 Spirit to one enemy. The vampire increases
each die it has remaining by one pip each (to a maximum of six).

44
Special: Vampires can only be killed by a stake through the heart or
exposing them to daylight. If defeated in other ways, they turn into mist
and escape to their coffins. Targets bitten by a vampire risk turning into
vampires after their death.

Come Back Petunia


2 Dice per PC Special
Attack: See Keeping Petunia Calm sidebar on page 43.

Who Is the Mother?


After the heroes escape the vampires, they make their way back to
Lily and Rowan’s penthouse apartment. As they draw near a woman in
business clothing approaches them. She asks for a minute of their time.
When she sees Petunia, she tears up and says, “Look at you. You’re all
grown up.”
This woman is named Adrian Walker. She claims that she is Petunia’s
real mother, and that the fey stole the child from her when Petunia was
just a baby. She has been searching ever since and begs the heroes to
please return the child.
Petunia, for her part, does not recognize Adrian, though of course
she was just an infant at the time. If the heroes try to give Petunia to
Adrian, the child cries in terror and launches into another of her magical
fits. If the heroes demand that Adrian leave or threaten her, she takes a
pistol out of her pocket and demands they turn over the child.
If the heroes ask Lily and Rowan for their side of the story, they em-
phatically state that they are Petunia’s real parents, though they admit
that technically Adrian gave birth to the child. They insist they did not
steal her, however. Petunia was born with chaos magic, likely inherited
from her father who left before she was born, and whom Lily and Rowan
suspect was a fey in disguise. Adrian, the fey claim, could not handle the
magic so turned the child over to Lily and Rowan to raise as their own.
In response, Adrian claims that she was only seeking help dealing with
Petunia’s magic and never intended to give up her daughter.
There are several challenges below that serve as the finale for this
adventure, but assuming the heroes side with either Adrian or Lily and
Rowan, you should not run all of them, only those who oppose the he-
roes’ decision, unless of course the heroes do something crazy like say
that they are taking Petunia. Diplomatic heroes might be able to talk
an aggrieved party into backing down, but things might also quickly
escalate and require force to solve.

45
Adrian
3 Dice per PC Boss Monster
Attacks
5 Spray of Bullets: 2 Toughness or Agility damage to each PC
3 Mother’s Tears: 1 Spirit or Intellect damage to each PC
2 Pistol: 4 Toughness damage to one PC
Punch or Kick: 2 Toughness or Agility damage to one PC
Pleading: 2 Spirit or Intellect damage to one PC

Lily
2 Dice per PC Boss Monster
Attacks
5 Fey Legalese: 2 Spirit or Intellect damage to each PC.
4 Poisonous Thorn: 2 Toughness damage to one target, and the tar-
get is Poisoned, a 2-dice condition. The poison deals an additional 2
Toughness damage each turn.
2 Vine Strike: 2 Toughness or Agility damage to two PCs.
Fey rapier: 2 Toughness or Agility damage to one PC
Well-reasoned argument: 2 Spirit or Intellect damage to one PC

Roan
2 Dice per PC Boss Monster
Attacks
5 Whirling Blades: 2 Toughness or Agility damage to each PC.
4 Sleep Spell: One target is placed in a magical Slumber, a 2-die con-
dition. The target cannot act while the condition remains.
2 Witty Retort: 4 Spirit or Intellect damage to one PC.
Impassioned Plea: 2 Spirit or Intellect damage to one PC
Shillelagh: 2 Toughness or Agility damage to one PC.

Petunia’s Tears
1 Die per PC
Attack: See Keeping Petunia Calm on page 43

Conclusion
Whoever the heroes side with at the end of the adventure, once they
settle the issue Petunia is safe and will be well cared for, however, in
their endeavors the heroes have likely made some new enemies, a fact
that might come back to haunt them in their future adventures.

46
Conquest of Castle Blud
By Matthew J. Hanson
The heroes have reached Castle Blud and defeated or befriended the
kobolds and goblins who lived in the outer walls. They cannot claim the
castle and the lands around it until they have cleared out the keep. The
kobolds and goblins speak of a “dragon” within, but that is just one of
the many dangers the heroes face.
Conquest of Castle Blood assumes the heroes have already played
Journey to Castle Blood—available in the pay-what-you-want Beyond
the Dungeon #1.

Adventure Background
Twenty years ago, Baron Blud built this castle in hopes of claiming new
land and increasing his wealth. To protect the castle from threats mag-
ical and mundane, Barron Blud hired an accomplished wizard named
Zelora.
Zelora began to craft a series of wards connected to three warding
nodes built into three of the towers. Alas, she never finished. One night,
terror struck Castle Blud when Barron Blud and several of his followers

47
turned into werewolves and rampaged throughout the castle. Desper-
ate, Zelora tried to activate the wards, but in their partial state they only
created more chaos. They drew in creatures from other dimensions
and other times and animated the dead. The only ward that worked as
planned was a sealing ward that prevented anybody from entering the
library tower, but it also prevented the librarian, a man named Ostefal,
from getting out. Though Ostefal long since perished, his soul remains
trapped in the library as a ghost.

XP
If the PCs complete the adventure without refreshing their dice pools,
they receive 2 XP each. If they refresh once, they receive 1 XP, and rivals
appear hoping to claim Castle Blud. If the PCs refresh their dice twice,
they receive 0 XP, as the rival adventurers clear out the monsters and
claim the castle as their own.

Exploring Castle Blud


The heroes are free to explore Castle Blud in any order they wish, except
that they cannot enter the library until deactivating the warding nodes.
You can give the players a copy of the unmarked map that comes with
this adventure. They must deal with all potential threats within the cas-
tle before they can begin rebuilding.

1. Inner Gatehouse
This once mighty gatehouse lies in ruins. The gates themselves are
smashed and torn.

These gates were made to keep out invaders, but on the night of the
werewolf attack, they only made it harder for those inside to escape. If
the heroes examine the scene, it is clear that the gates were smashed
from the inside.
If the heroes want, they can climb the gatehouse towers and walk
along the wall to the library tower or the conservatory tower.

2. Courtyard
The inner courtyard is overgrown with weeds, shrubs, and small trees.
From here you see what seems to be the remains of apartments, the
great hall and kitchen, smithy, and stables. There is also a well in a
corner of the yard. There is a tower in each corner, though one has
collapsed, and it is not obvious how to enter the others.
48
7 /10 8 /10
3

4
1 2

5
6
9 /10 11

49
3. Apartments
Though the structure of the building remains intact, the contents are
in chaos. Doors are smashed, tables overturned, personal belongings
scattered. From deeper within you hear the sound of a rhythmic and
repeated thud.

This long building held apartments for most people who lived in Castle
Blud. When the curse turned Baron Blud and his companions into were-
wolves, this is one of the first places they attacked. Many died, and those
who survived turned into werewolves themselves and fled.
Many of the corpses of those who died were animated as zombies.
Some long ago shuffled out of Castle Blud and into the countryside be-
yond, but others were trapped within.
If the heroes investigate the thudding noise, or just explore the
building, they discover a closed door with a fallen bookshelf tipped
against it. Something from within is trying to open the door and failing,
over and over and over again.
If the heroes remove the fallen bookcase, zombies spill forth from
the rooms beyond. As zombies do, they swarm the heroes and try to eat
their flesh.
Zombies: One per PC

Zombie
2 Dice Monster
Attack: Slam. 2 Toughness or Spirit to one enemy.
Vulnerable: Holy magic

Treasure: Once the heroes clear out the zombies, they can explore the
chambers beyond. Here they find a ring of mind shielding, a magical one-
die treasure that the heroes can use to absorb Spirit or Intellect damage
(see Core Rulebook page 62).

4. Great Hall
Thick vines have overgrown the windows of this hall, nearly blotting
out the sun inside. Chairs and tables lie scattered and splintered. In a
far corner, you hear something very large breathing.

According to all the kobolds and goblins who inhabit the outer towers
of Castle Blud, the great hall inside the tower is home to a terrible drag-
on. Exactly what the dragon looks like, however, is subject to debate.

50
Few who have seen it have lived, and those who lived only caught very
brief glimpses before they ran. They all pretty well agree though, that
it’s big with lots of sharp, pointy teeth.
The creature inhabiting the great hall is not actually a dragon,
but rather an ancient creature drawn from the past by one of Zelora’s
half-complete summoning: a tyrannosaurus rex.
Ever hungry, the tyrannosaurus attacks any who enter her lair.
There is a kitchen attached to the great hall. It holds rusted cook-
ware but is otherwise uninteresting.

Tyrannosaurus rex
6 Dice Monster New Magic Item: Chain of
Attack: Bite, 6 Toughness or Agility Binding
damage to one enemy. Upon command, this chain
wraps itself around the nearest
Treasure: Among the debris, the he- creature or object and holds on
roes can find a chain of binding still tight, while another command
wrapped around human bones. This causes the chain to release and
is a one-die treasure. lie motionless.
5. Well
Though the river is nearby, the builders of Castle Blud constructed this
well to ensure that the castle could endure a prolonged siege. In the
years since, however, a water elemental has slipped through the veil
between planes and taken up residence in the well. The elemental lies
dormant until a character peers down the well, at which point it lashes
out and tries to pull them in.

Water Elemental
6 dice Monster
Attack: Watery Grasp. 3 Toughness or Agility Damage and the target
gains a one-die Drowning Condition. Until the condition is defeated,
Drowning deals 1 Toughness damage each turn.
Resistance: Attacks made from outside of the well.

6. Smithy
This area holds all the normal features of a smithy: hammer, anvil,
furnace, and tongs. There are even the remains of some weapons in-
cluding an impressive sword. Despite the ruin in the rest of the castle,
the weapons are in remarkably good condition and rust free.

51
This was the workspace of the castle’s smith. The sword was meant to
be a magical sword enchanted by Zelora, but it too was left unfinished
when the werewolves attacked. In the years since, its magic bled out
into the surrounding tools.
The tools and the sword remain still until one of the heroes touches
them, at which point they animate and attack.
Animated Tools: One per PC
Dancing Sword: One

Animated Tools
1 Die Monster
Attack: Bash, 1 Toughness or Agility damage to one enemy.

Animated Sword
3 Dice Monster
Attack: Slash, 3 Toughness or Agility damage to one enemy.

Treasure: If the heroes defeat the animated sword without physically


destroying it—such as trapping it or using magic to control it—they
gain it as a dancing sword ,a permanent one-die treasure (see Core Rule-
book page 56).

7. Fallen Tower
The upper levels of this tower have collapsed. However, the heroes can
still take the spiral staircase down and discover a warding node in the
basement (see page 54).

8. Conservatory Tower
This tower has a spiral staircase. If the heroes take it down to the base-
ment, they discover a warding node (see page 54). If they take the stairs
up, read or paraphrase the following.

The room at the top of this tower has windows larger than any oth-
ers you’ve seen in the castle. It is overgrown with grasses, shrubs, and
vines, as though somebody once had an indoor garden here, but it
has been long since neglected.

Baroness Blud was an amateur botanist. While surveying the lands


around Castle Blud, she discovered several new varieties of plants. To
study them, she took samples and set up a conservatory in this tower.

52
It turned out some of these new spe-
cies were carnivorous. During her time, they
were only large enough to eat insects and
small frogs, in the many years since they have
grown large enough to consume humans.
As the heroes explore the garden within this
tower, the man-eating plants and hangman
vines soon attack.

Man-Eating Plant: One


Hangman Vine: One per two PCs

Man-Eating Plant
3 Dice Monster
Attack: Snapping Jaws, 3 Toughness or Agility damage to one enemy.
Resist: Spirit

Hangman Vine
2 Dice Monster
Attack: Choking Vines, 2 Toughness or Agility damage to one enemy.
Resist: Spirit
New Magic Item: Ring of Plant
Treasure: Once the char- Communication
acters have mulched the This ring allows the wearer to speak to
carnivorous plants, they and understand plants. These plants
can continue to explore the can tell the wearer what they know of
overgrown garden. Buried the world nearby and of creatures that
behind the bushes, they dis- passed recently, though they think of
cover a ring of plant commu- the world differently than humans and
nication, a one-die perma- may focus on unusual details.
nent treasure.

9. Zelora’s Tower
Like all the towers in the castle, this one has a spiral staircase. If the he-
roes go to the basement, they find one of the warding nodes (see page
54). If they go to the upper levels, they discover Zelora’s suite.

The rooms of this tower are filled with ancient tomes, arcane dia-
grams, and mystical paraphernalia. The years have not been kind
to them, however, as the winds have scattered them about, rain has
stained several, and weeds grow amongst the arcana.
53
Before Castle Blud fell. Zelora had this tower to herself, and it held both
her sleeping quarters and workshop.
New Magic Item: Wand of
Treasure: Much of Zelora’s valuable Wards
magics have been ruined, however,
This thin metal wand is designed
some useful items remain. Most valu-
to enhance defensive magics,
able of all is her wand of wards, a one
such as magical shields, coun-
die permanent treasure (see sidebar).
terspells, and protective runes.
The characters who spend time
searching and organizing Zelora’s scattered notes can also find incom-
plete, but still useful, information about the warding nodes in the other
towers. Treat these as single-use magic items that can only be used to
overcome the nodes.

10. Warding Nodes


At the center of this basement room stands a glowing crystal sur-
rounded by arcane circles inscribed with mystical runes.

These nodes are part of the defense that Zelora created to protect the
tower. They remain active, but because Zelora had not finished when
she activated them, all they do now is prevent anybody from entering
the library tower.
In order to enter the library, the characters must deactivate all three
of these arcane nodes, either by performing complex arcane rituals or
just by smashing them. As the crystals are deactivated, the others be-
come increasingly unstable, making them increasingly dangerous.

Arcane Power Node


1 Die per 2 PCs (first node) Environment Challenge
1 Die per PC (second node)
3 Dice per 2 PCs (third node)
Attack: Arcane energy blast, 1 Toughness or Intellect damage to each
enemy in the room, plus 1 extra damage for each node already deac-
tivated.
Special: If defeated by physical brute force, the node makes one final
attack as it is being destroyed.

11. Library Tower


When the heroes try to enter this tower, they find the door, as well as
all the windows, blocked by a magical barrier of force. Those who ex-
amine it and know about magic determine that the barrier is being fed
54
by magic from elsewhere, and if they can cut off the power, the barrier
should fall.
The key to this is destroying or deactivating the arcane nodes in
the basements of the three other towers, Zelora’s Tower (page 53), the
Conservatory Tower (page 52), and the Ruined Tower (page 52).
Once the characters defeat all the nodes, and enter the library tow-
er, they discover a well-preserved library. You can read or paraphrase
the following.

Unlike most of the rest of the castle, this room is clean and orderly. It
is filled with shelves of books, which are all arranged in neat order.
There is, however, a pile of bones scattered about a writing desk, the
skull still laying on top the table next to an open book.

These bones are the last physical remains of Ostefal. Though as a ghost
he has kept the books well in order, he allowed his bones to simply rest
where they lay. The book is his journal. Characters who examine it can
read the most recent entries.

23rd of Frostheart
I write this in hopes others may find it. Something terrible has befallen
Castle Blud, though I know not what. I awoke to the sounds of howls
and screaming and fled here to the library. Even now I hear terrible
shouts from beyond but cannot make out the words. I have barricad-
ed the door, but still I fear that whatever has fallen the castle shall
soon force its way into the library.

Addendum
All is quiet, yet still I fear sallying forth from my hold. Perhaps in the
morning light.

24th of Frostheart
The morning came, and still no sounds. From my windows, I see cha-
os and destruction. There are dead men and women in the courtyard,
my friends among them. The gates have been smashed, but from the
inside.

I tried to venture out, but a magical barrier blocks my way. Maybe one
of Zelora’s wards gone wrong? The windows similarly are blocked,
though I doubt I could scale the walls down even if they weren’t.

55
27th of Frostheart
I am terribly thirsty. I fear the end may be coming soon.

After the characters have had a chance to explore, Ostefal materializes.


Read or paraphrase the following:

The spectral figure of a slender man with wild hair and thin-rimmed
spectacles appears before you. “Halt brigands,” he says, “you shall
not loot the treasures of this library.”

Ostefal believes that the heroes are nothing but grave robbers. They
might be able to convince him otherwise or they could destroy the
ghost. Either way use the following statistics to represent him:

Ostefal, Ghost Librarian


4 Dice per PC Boss Monster
Attacks
4 Frightful Presence: 2 Spirit damage to all enemies.
3 Paralyzing Touch: 3 Spirit damage to one enemy and that enemy
becomes Paralyzed, a one-die condition. Until the condition is removed,
they cannot move or spend dice to defeat anything other than the Par-
alyzed condition.
1 Attacking Books: 1 Toughness AND 1 Spirit damage to two ene-
mies.
Ghostly Touch: 1 Toughness AND Spirit damage to one enemy.
Harsh Reprimand: 2 Spirit damage to one enemy.

Conclusion
Once the heroes defeat all the challenges within Castle Blud, the castle
and keep are safe for them to rest in, and they can claim it as their own.
However, the writ from the queen is only as good as the paper it’s writ-
ten on. None of the creatures in the surrounding territory recognizes
the queen’s reign, while much of the castle has fallen apart. The heroes
still have much more work to do if they want to truly call themselves
lords of Castle Blud.

56
Davoss
A Setting for Abstract Dungeon
By Franck Plasse
Ten years ago, aliens
conquered our world.
Now you must fight to take it
back.

Now available on
DriveThruRPG

57
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tent such content does not embody the Product Iden- any Product Identity in Open Game Content does not
tity and is an enhancement over the prior art and any constitute a challenge to the ownership of that Prod-
additional content clearly identified as Open Game Con- uct Identity. The owner of any Product Identity used
tent by the Contributor, and means any work covered by in Open Game Content shall retain all rights, title and
this License, including translations and derivative works interest in and to that Product Identity.
under copyright law, but specifically excludes Product 8. Identification: If you distribute Open Game Content
Identity. (e) "Product Identity" means product and prod- You must clearly indicate which portions of the work
uct line names, logos and identifying marks including that you are distributing are Open Game Content.
trade dress; artifacts; creatures characters; stories, sto- 9. Updating the License: Wizards or its designated
rylines, plots, thematic elements, dialogue, incidents, Agents may publish updated versions of this License.
language, artwork, symbols, designs, depictions, like- You may use any authorized version of this License to
nesses, formats, poses, concepts, themes and graphic, copy, modify and distribute any Open Game Content
photographic and other visual or audio representations; originally distributed under any version of this License.
names and descriptions of characters, spells, enchant- 10. Copy of this License: You MUST include a copy of
ments, personalities, teams, personas, likenesses and this License with every copy of the Open Game Content
special abilities; places, locations, environments, crea- You Distribute.
tures, equipment, magical or supernatural abilities or 11. Use of Contributor Credits: You may not market
effects, logos, symbols, or graphic designs; and any oth- or advertise the Open Game Content using the name
er trademark or registered trademark clearly identified of any Contributor unless You have written permission
as Product identity by the owner of the Product Identity, from the Contributor to do so.
and which specifically excludes the Open Game Con- 12. Inability to Comply: If it is impossible for You to
tent; (f ) "Trademark" means the logos, names, mark, comply with any of the terms of this License with re-
sign, motto, designs that are used by a Contributor to spect to some or all of the Open Game Content due to
identify itself or its products or the associated products statute, judicial order, or governmental regulation then
contributed to the Open Game License by the Contribu- You may not Use any Open Game Material so affected.
tor (g) "Use", "Used" or "Using" means to use, Distribute, 13. Termination: This License will terminate automat-
copy, edit, format, modify, translate and otherwise cre- ically if You fail to comply with all terms herein and fail
ate Derivative Material of Open Game Content. (h) "You" to cure such breach within 30 days of becoming aware
or "Your" means the licensee in terms of this agreement. of the breach. All sublicenses shall survive the termina-
2. The License: This License applies to any Open Game tion of this License.
Content that contains a notice indicating that the Open 14. Reformation: If any provision of this License is held
Game Content may only be Used under and in terms of to be unenforceable, such provision shall be reformed
this License. You must affix such a notice to any Open only to the extent necessary to make it enforceable.
Game Content that you Use. No terms may be added to 15. COPYRIGHT NOTICE
or subtracted from this License except as described by Open Game License v 1.0a Copyright 2000, Wizards of
the License itself. No other terms or conditions may be the Coast, Inc.
applied to any Open Game Content distributed using System Reference Document Copyright 2000-2003,
this License. Wizards of the Coast, Inc.; Authors Jonathan Tweet,
3.Offer and Acceptance: By Using the Open Game Monte Cook, Skip Williams, Rich Baker, Andy Collins,
Content You indicate Your acceptance of the terms of David Noonan, Rich Redman, Bruce R. Cordell, John D.
this License. Rateliff, Thomas Reid, James Wyatt, based on original
4. Grant and Consideration: In consideration for agree- material by E. Gary Gygax and Dave Arneson.
ing to use this License, the Contributors grant You a per- Abstract Dungeon Copyright 2014, Sneak Attack
petual, worldwide, royalty-free, non-exclusive license Press, Author Matthew J. Hanson
with the exact terms of this License to Use, the Open Beyond the Dungeon - Issue #3 Copyright 2021,
Game Content. Sneak Attack Press, Authors Gabriel Edge, Nate Green-
5.Representation of Authority to Contribute: If You are tree Matthew J. Hanson
contributing original material as Open Game Content,
You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the
rights conveyed by this License.

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