Showing posts with label Random Table. Show all posts
Showing posts with label Random Table. Show all posts

Sunday, 28 March 2021

Discoveries in the Void

Now that you have a working void ship and taken to the stars, what will you discover in the void?


d6 Discoveries among the Fast Stars

1 Void Gate
2 Abandoned Space Station
3 Asteroid
4 Abandoned Spaceship
5 Anomaly
6 Oddity


1 Void Gates

1 Mouth of a Dead Vile God (rotting). Obstacle: Filed teeth

2 Crystal Gate reflecting the Sun (radiant). Obstacle: Blinded by light

3 Ceramic Ring with Neon-Runes (non-Euclidian). Obstacle: Unholy Fire

4 Swarm of Von Neuman Probes (inquisitive). Obstacle: Cracking the entry code

5 Ivory Portal (lewdcovered in ivy and obscene carvings. Obstacle: Grabbed by creepers

6 Circle of Prismatic Fire quickly rotating (dazzling). Obstacle: Hard light piercing the hull

Destination of the Void Gate

1 Crashed through a random gate in the UVG 10.000 years in the past (roll a d32 for Destination and set the gate near a Discovery). Roll for the name of the historic period you landed in (p. 182).

2 Crashed on the surface of the Moon. A brutalist abandoned moon station and a ruined temple of the Moon Witches (L5, obscure) are close by.

3 A Void Ship graveyard circling around a black hole. Loot: Roll on Abandoned Spaceship and Crashed Void Ship table. Obstacle: Sucked into the hole

4 An ancient battlefield in empty space. Loot: Ship weapon

5 A quasi-stellar lighthouse guarded by Star People (L3, cryptic). Loot: Star metal

6 Surface of a matryoshka world, spheres within spheres illuminated by artificial suns. Towers leading inside. Every level has a different biosphere.

2 Space Stations

1 Void Ship Refueling Station (fully automated)
Encounter: Service Robots (L2, confused)
Hazard: Gas leak
Loot: Fuel

2 Conglomerate of Brutalist Compartments: Primitive Science Station (byzantine)
Encounter: Thawed genetically modified Super Soldiers (L4, soviet)
Hazard: Radiation
Loot: Power Armor

3 Alien Observatory (non-Euclidean)
Encounter: Flying brains (L3, tentacled)
Hazard: Weightlessness
Loot: Optical instruments

4 Tomb of the Vile (sinister)
Encounter: Doom Druids (L5, drumming)
Hazard: Cursed Wards
Loot: Vile part

5 Alien Terraforming Dyson Sphere (musky)
Encounter: Fungoids
Hazard: Alien Atmosphere
Loot: Seed bombs

6 Rotating Wheel: Von Braun Space Station (cramped)
Encounter: Rogue AI (L8, soft voiced)
Hazard: Laser Traps
Loot: Processed Space Food

3 Asteroids

1 Endless pits (rockywith giant worms (L6, cavernous)

2 Trash Asteroid (oppressive heat). Between mountain of junk Ur-Ling villages (L4, polite) are at war over etiquette.

3 Ice Asteroid (deceiving). Underground Supercomputer (L12, Apollonian) runs simulated world as soon as someone enters the caves.

4 Pirate Shanty Town (Dionysianinside Volcano. Loot: Treasure Map (roll Oddity for location of the treasure and Anomaly for obstacle)

5 Sentient Meat Asteroid (apocalyptic). Encounter: Butcher Priests (L3, laconic)

6 Lumpy Felt Asteroid (cross-stitched). Encounter: Glass bats (L2, vampiric)

4 Abandoned Spaceship

1 Generation Ship with Biomes. Ruination: Contagious disease

2 Hollowed out Asteroid. Ruination: Hull breach.

3 Massive Freighter. Ruination: Acid spitting aliens (L8, stealthy)

4 Pilgrim Ship. Ruination: Ritualistic suicide. Encounter: Ghosts (L2, frantic)

5 Battleship. Ruination: Mutiny

6 Bioship. Ruination: Sentient Parasites (L1, genteel)

5 Anomaly 

1    Null Space Sink Holes

2    Time Loop Bubbles

3    Void Ghost Apparitions

4    Micro-Fungal Asteroid Storm

5    Radiant Fog Field

6    Solar Gale Turbulence

6 Oddity 

1    Inverse Void Monolith (anti-geometrical)

2    Fractal Flesh Pyramid (cancerous)

3    Tentacled Black Hole (eldritch)

4    Populated Air Sphere (Cambrian)

5    Space Whale Mass Migration (sublime)

6    Eyeball Planet around a Red Dwarf (unblinking)




 

Sunday, 28 February 2021

d6 Crashed Void Ships

When you find a crashed Void Ship roll 3d6 for type, state and special facility.

 

Void Ships

1 Saucer: Bigger on the inside, confusing controls

Weapon: Claws

2 Rocket: Cramped, many airlocks, jello food dispenser

Weapon: Laser Cannon

3 Bioship: Intelligent, moody, contains hot springs

Weapon: Ink squirt gun

4 Golden Barge: Luxurious but no cushions, polite but forgetful service droid

Weapon: Harpoon

5 Null-Space Submarine: Dark and claustrophobic, cloaked

Weapon: Torpedo

6 Zeppelin: Badly isolated, restaurant and bar

Weapon: Bombs  

Void Explorers studying the crashed Sky Chariot

State of the Chariot

1    Crashed and burned (toxic fumes and fluids leaking)

2    Destroyed (d6 scrap parts)

3    Destroyed (d6 alien technology)

4    Damaged but repairable

5    Fully functional

6    Fully functional with extra facility 

Damaged but repairable

Special Facilities

1             Kettle and assortment of tea bags (mostly rosehip)

2             Coffeemaker

3             Cold shower

4             Hot shower or sauna 

5             Fully equipped bar withy animatronic bar keeper

6             Roll twice  

The only Void Explorer actually happy about the Rosehip Tea Bags


Monday, 24 August 2020

Random Drugs Table

UVG is all about exploring strange landscapes, having new experiences. ... and taking drugs!

Roll a d6 for type and d6 for specific drug within the type. Some drugs are more addictive than others.


Addiction levels and XP:

Slightly addictive: Saving Throw (ST) with advantage only after repeated usage. 50 XP

Addictive: ST with advantage every time the drug is taken. 100 XP

Highly addictive: ST every time. 150 XP


1 Upper

1 Neon Dip: Root bark of biomechanical baobabs

Application: Chewed, spit frequently for expression of extra confidence

Effect: Confidence, ↑on social rolls

Duration: Up to a maximum of one day, as long as it is chewed.

Addictive

Withdrawal symptoms: Dry mouth, self-consciousness

 

2 Host of the Vile Mother: Crystal wafer blessed by Pleurite Cultists

Application: Dissolved on tongue

Effect: Clarity of thought, obsessive focus on a task. Gain an additional action at a location and while making camp.

Duration: 1h

Slightly addictive

Withdrawal symptoms: Meaningless epiphanies, religious flashbacks at inopportune moments

 

3 Golden Amber: Rectangular amber of condensed beaver sweat

Application: Placed under the tongue where it takes root with dozens of tiny claws after about 10 minutes. Can’t be removed before the effect transpires unless by force (painful).

Effect: Mild euphoria, tunnel vision, hyperactivity, 2 attacks / rd, motor mouth, mumbling

Duration: Lasts for a week. The pearl sweats and shrinks slowly until it disappears.         

Highly addictive

Withdrawal symptoms: Lethargy, insomnia, cold sweat, always acting last in combat

 

4 Atomic Bee Honey (ABH): Honey made from Uranium Sun Flower pollen collected by atomic bees

Application: Ingested, often as honey laced bacon (increase addiction level) or dissolved in tea

Effect: Intense euphoria, tingling of the spine, sweating

Duration: d6 hours

Addictive

Withdrawal symptoms: Tinnitus (phantom buzzing sound) ↓on perception

 

5 Soma Bliss: Juice of the Cubic Shroom found near the core of nuclear power plant ruins

Application: Drops of the juice in a cup of lurk warm water

Effect: enhanced taste, smell and touch, all other senses are dimmed, drowned out by a warm light and the resonance of a gong.

Duration: d6 hours

Highly addictive

Withdrawal symptoms: anxiety, random phantom taste in stressful situations

(roll d4: 1 whole habanero, 2 Surströmming, 3 whole lemon, 4 Marmite) pass a relevant check or play out how the character loses their shit.

 

6 Nexus Vapor (Medicine of the Singing Ancestors): Aluminum capsules from the long ago, filled with a pink vapor, found in the brutalist ruins of the Lime Steppe

Application: Inhaled

Effect: Urge to dance, heartbeat speeds up and is amplified in users head, feeling hunger / thirst suppressed for 24h

Duration: All night long

Slightly addictive

Withdrawal symptoms: Restlessness, trembling hands,  ↓on relevant checks. 


2 Downer

1 Tear of the Black Mummy: Dark viscous liquid extracted from the microwaved mummies of the mountain necropoli. Illegal in most places, considered blasphemous by most Lime Nomad clans. TBM is sold in damp rags: The liquid has to be squeezed out before use.

Application: Eye drops

Effect: Death like state, life changing experience (raise ST permanently by 1 / only once),

Duration: Lasts d6h

Addictive

Withdrawal symptoms: Resting face, nightmares of dying, light sensitivity

 

2 Third-Ling Pipeweed (Lemon Haze): Sativa-dominant hybrid cultivated by Third-Ling farmers, fermented fluffy leaves and /or golden buds

Application: Rolled up in thin paper (any holy scripture will do) and smoked

Effect: Relaxation, sensory distortion, urge to come up with wild theories (at referees discretion there is a 1 in 6 chance of the theory being right), the munchies

Duration: 1h

Slightly addictive

Withdrawal symptoms: Short term memory deficiency, 50XP if that gets the character in trouble

 

3 Near Moon Poppy: Seeds of the Near Moon Poppy grinded to a paste and dried

Application: Smoked (often in a long stemmed pipe) while lying down (preferably on a diwan)

Effect: Intense pleasure, relaxation followed by deep sleep, heals all hp

Duration: d8h

Highly addictive

Withdrawal symptoms: Dilated pupils and blurry vision, nausea

 

4 Autumn Leaves: The fermented leaves of the Rust Juniper tree

Application: Chewed

Effect: Melancholy. Evokes bitter sweet memories of childhood or adolescent. 50XP for a description of the memory.

Duration: As long as it is chewed with a maximum of 1h

Addictive

Withdrawal symptoms: Mood swings

 

5 White Moth Dust The pollen found on the wings of the White Moth

Application: Snorted

Effect: Stupor. Puts the user in the midst of a storm of fluttering wings, that are white on one side and black on the other, evoking a three-dimensional version of static on old tv-sets. Very relaxing to body and mind.

Duration: d6h

Addictive

Withdrawal symptoms: blankly staring into the middle distance for minutes at a time, especially when asked for an opinion about important caravan decisions.

 

6 Golden Flower: Paste made from the spines and flowers of the Cretaceous Cactus 

Application: Paste applied on dagger, infused into the bloodstream by ritual cuts

Effect: Dream walking. Allows for communication over vast distances. The dream walker may also attempt to plant false memories (relevant check).

Duration: As long as the sleep is uninterrupted

Highly addictive

Withdrawal symptoms: 1 in 6 chance of spontaneous bleeding from old cuts at inopportune moments ↓ on relevant checks. 

 

3 – 6 Psychedelia

1 Brain Bleach or Spunk a.k.a WMD (wraaknemende medische druppels): Viscous white liquid. Synthetic drug accidently concocted by Prof. Tessa Hetebrij who wanted to make a nutritious breakfast spread for the workers of Zwaar Ijzer Patronaat (Z.I.P.). She discovered its hallucinogenic properties when the morning shift at Z.I.P. undressed and began to creatively rearrange the machines. Many former workers left the Redlands and now live in a hippie death cult.

Application: Nasal (nose drops)

Effect: Reality dissolves in a kaleidoscope of colors. It’s beautiful!

Duration: d20 h

Slightly addictive

Withdrawal symptoms: None but 1 in 6 chance of brain damage per usage. (-1 INT)

 

2 Neuro-Jizz: A tiny vome that is placed in the ear where it crawls into the brain. Neuro-Jizz is programmed by Golem-coders and tinkers around the circle sea.

Application: Inserted into the ear.

Effect: Every vome is slightly different but all have trippy visuals similar to pictures generated by deep learning networks. Everything might be interpreted as cats. Or has eyes. Or both.

Duration: d6 h

Slightly addictive

Withdrawal symptoms: None, but save or gain vome corruption per usage.

 

3 Mandelbrood: Flatbread made from Black Hole Wheat, baked in mobile math-labs that are run by nomads in the Umberlands.

Application: Eaten (often with humus, feta and black olives)

Effect: Reality dissolves. Infinite zoom into a Mandelbrot set.

Duration: d6 h

Addictive

Withdrawal symptoms: Picky eater

 

4 Shattered Veil: Stinger of the Glass Scorpion

Application: Injected into the eyeball

Effect: Oracle, reveals a dangerous incident from the future - which is immediately forgotten but allows player to resist the negative consequences of an action (upon which the character remembers the oracle)

Duration: 10 minutes

Highly Addictive

Withdrawal symptoms: hysterical blindness (1 in 6 in stressful situations)

 

5 Vacuum Wings: Vial with black starry liquid.

Application: Injected in bloodstream with syringe.

Effect: Void Projection. The mind goes on a voyage through the void, visits (roll d3:) 1 the fast stars, 2 ancient abandoned space ships or even 3 the slow stars far away. 50XP per destination

Duration: d6 h (add a destination per 1h of travel)

Addictive

Withdrawal symptoms: Eyes permanently turn black and reflect the starry void. ↑on social checks.

 

6  Blessings of the Shroom Mother: A bitter concoction brewed from three of the most potent fungi of the Grasslands. Getting the balance between all these shrooms right is tricky and seldomly achieved. Most of the time one of them will dominate.

Application: Three drops of the potion in sweet tea.

Effect: All effects only happen in the user’s mind. However, when the user travels to the void, they can bring one item back to the Grasslands.

Upon drinking the potion the user feals as if hit by a donkey kick in the face (and roll d4):

1 The Doom Shroom: Hit by the donkey again. [The lights go out and] head is filled with drone guitar feedbacks.

2 The Vroom Shroom: Another kick but in the butt, the user is propelled forward at ludicrous speed and can scout ahead. The player will see all random encounters for the next leg of the journey and decide for the caravan to either avoid them all together or pick which one they will have.

3 The Zoom Shroom: Kicked in the butt and propelled 150 ft upwards. They are able to see as far as the horizon and identify all discoveries of the next destination. They stay up there for the duration of the trip upon which they slowly descend.

4 The Mother Shroom: All effects happen at the same time [except those in brackets]. In short: They turn into a rocket, while drone metal is playing. The 150ft maximum height doesn’t apply anymore. Reaching the fast stars takes 3h, the Moon is 6h away.

 

Duration: d6 h

Slightly addictive

Withdrawal symptoms: None, but there is a 1 in 6 chance of permanently changing into a Fungoid with every use. 

 

 


 

 

 

Wednesday, 12 August 2020

Random Para-Radio Broadcast Table

The Para-Radio picks up signals from bygone eras. If you want to determine the time period, roll 3d20 and use the columns adjective, culture and period from UVG p. 182.

Scanning the Ghost Field for Transmissions

Roll once a week 2d6 for type and broadcast.

Type:

1      Static

2 - 3 Music

4      Talk Radio

5      Radio Drama

6      Distress Signal 

1 Static

It's better than silence ... or is it? 

Roll a d6: On a 1 the radio is now possessed by a Gavrilov Translation Ghost called "Lektor" who translates all voice broadcasts into Ultra, drowning out the original signal. Lektor is unable to convey any kind of emotions when dubbing radio dramas. On a 6 the white noise instead attracts an Ultra who leads you to a nearby discovery.

Not your typical Folk Song

2 - 3 Music 

1 Atonal. Unless musically trained the PC must save or be overcome by the feeling of ennui for d6 days.

2 Opera or Musical. Roll a d6. On a 1: As long as the para-radio plays all dialog from NPCs will be sung. Common activities will be performed in a dance routine.    

3 Incredibly slow Drone Metal. The good stuff.

4 Traditional Folk. Roll a d6. On a 1: A shamanistic song turns out to be a bad luck curse. On a 6: A shamanistic spell can be learned. 

5 Whale Songs. Heals 1d4 stat damage. 1 in 6 chance the driver falls asleep, crashing their vehicle.

6 Classic Jazz. Roll a d6. On a 6I Don't Want To Set The World On Fire is played and the camera zooms out to reveal a nearby discovery to the players. Inexplicably this is now character knowledge as well.

Listening to Chess on the Radio can be challenging

4 Talk Radio  

1 Amateur Poetry Slam. It’s … pretty bad.

2 “The Hour of Power”. Religious music and sermon. Roll period then go around the table: Every player adds at least one element to the religion (tenet, deity, prophet, symbol, ritual, hierarchical structure etc.)

3 “Counterclockwise Spin” Science broadcast about entanglement. Slightly confusing and there’s a 1 in 6 chance a random PC quantum tunnels through their vehicle.

Broadcast of a Machine Human Chess Tournament or Vintage Baseball Radio Show:  

5 “The Wanderer and their Shadow”. Philosophy broadcast. Roll a d6. On a 1: The driver falls asleep, crashing their vehicle. On a 6: A random PC gains deeper insight in the true nature of being and time. Permanently raise INT (or Thought) by 1.

6 History broadcast. Roll period then go around the table: Every player makes up one interesting fact about the period. Everybody gains d6 x 10 XP per fact.

Mystery Show: The Wages of Sin

5 Radio Drama

1 Crime Show “The Shadow”. Murderhobo PCs might reconsider their life choices for every episode teaches: Crime doesn’t pay!

2 Horror Show “Inner Sanctum”. 1 in 6 chance that an Ultra (L6) escapes the show and tries to possess a PC.

3 Comedy show “Sensible Chuckle”. Really funny. Infact, so good there’s a 1 in 6 chance of peritoneal strain (1d4 appropriate stat damage)

4 Romance show “Invitation to Love”. Roll a d6. On a 1: One of the main characters reminds a random PC of their first love. They get lovesick for a month (- d4 CHA). On a 6: Same but the PC remembers their first love fondly (+ d4 CHA for a month).

5 Mystery Show "Wages of Sin". Pretty great but there’s a 1 in 6 chance of signal loss before the mystery is solved.

6 Retro Science Fiction Show “Atom Age Adventures”. 

Brain in a Jar with Metal Skull Mask

6 Distress Signal

1 A Satrap outpost is under attack by raiders. Except: It’s a trap! Roll on the Raider table.

2 Fallout Shelter. Utterly trashed and looted. There's a 1 in 6 chance that it's inhabited by cannibalistic mutants (L5).

3 Nuclear Power Plant from the Long Long Ago. d6 crates of radiothermal rods (€500 each) but save vs radiation sickness

4 A Satrap Outpost is under attack by raiders. Help the Satraps and be rewarded (€500). Aid the raiders and get a cut of the loot (€1000 but 1 in 6 chance of betrayal)

5 Crashed Sky Chariot (€5000 + alien tech)

6 Underground Science Facility. d6 crates of biomantic gear (€10.000 per crate)

Sunday, 19 July 2020

Random Caravan Encounter Table

Enjoying all the comfort on the road

This is a random table for encountering caravans on the road or at locations. Roll d6 for type. Optionally roll another d6 for size.

Type: 1 Trading, 2 Religious, 3 Explorers, 4 Foragers, 5 Patrol, 6 Raiders

Size: 1 – 2 small (1- 5), 3 – 4 medium (6 - 20), 5 big (21 - 100), 6 huge (100+) 

Attitude: 1 hostile, 2 unfriendly and cautious, 3 - 4 neutral and indifferent, 5 helpful, 6 ally on the road


1 Trading Caravan


1 Copper Wire Nomads (L3, ancient laser rifles)

Trading Goods: 50 Antlered Horses (€150 each),

Transport: Horned Horses

NPC: Rabbitpaw Saltat (booming)

2 Great Folk (L2, piercings) 

Trading Goods: Bone Work (€200 per sack)

Transport: Bone Autowagon, Sculpted Skeleton Horses

NPC: Orbit Tahd (deliberate)

3 Spectrum Satraps (L4, far-out)

Trading Goods: Crystal eyes (€6,000/sack),

Transport: Great six-footer

NPC: Satrap 33 "Whitemoth" (confused)

4 Z.I.P. Zwaar Ijzer Patronaat: Redlander Dwarves (L5, organized)

Trading Goods: Printing press (€10,000)

Transport: Solid wagon, 4 mechanically enhanced oxen

NPC: Annemieke Oordveld (short breathed)

5 Third-Lings (L5, Veils hide jeweled eyes)

Trading Goods: Vats of psychedelic toads (€5,000), spider silk (€2,000)

Transport: Two-legged burden beasts, Third-lings ride on howdah carrying, extra long-legged Velblod 

NPC: Szczepan Lazar (whispering)

6 Half-Elf Theatre company or orchestra (L3, hollow eyed) 

Trading Goods: n/a (entertainment)

Transport: Tall wagon drawn by Monitor Lizards  

NPC: Conductor Delfina Laguna (monotone), Director Ramón Menorca (lisps)


A  Black City Church Dignitary

2 Religious Caravan


1 Cogflower Procession (L2)

Transport: Palanquin-carrying slaves

Destination: Travelling to the Vicar’s Ear (Gall Grass, p.85)

NPC: Executive Susa Marduk (intense stare)


2 Ascetic Chrome Druid Commune (L3)

Transport: Gargantuan Tortoise

Destination: Following a daily oracle

NPC: Moonface Bilded (ripped)


3 Blue God Cultists (L4)

Transport: On foot / Dragging a giant bust on a sled

Destination: Nexus of Cables (Dark Light Path, p. 113)

NPC: GeeGee Marina (insidious)


4 Radiant Wizard Aurelia Materazzi (L5, prickly)

Transport: Speed Demon

Destination: Cave of the Iron Worm (Ribs of the Father, p. 95)


5 Half-Elven Vile Cultists (L4)

Transport: Two-legged lizards

Destination: Three Sticks soul mill (The Gall Grass, p. 84)

NPC: Paloma Alcantara (silky smile)


6 Black City Priests (L4)

Transport: Ostrich drawn Chariot

Destination: Returning to the Black City with a Vile liver

NPC: Father Ruberg (lofty)


Botanical Exploration

3 Explorers


1 Electro Wizard Giovanni de Udine (L4, exalted)

Transport: Huge Electric Mono-wheel

Destination: Red River (Three Sticks Lake, p. 80)


2 Lime Nomad Astro-Shamans (L3)

Transport: Broken Wicker & Bone Sky Chariot drawn by donkeys

Destination: The Solar Dragon Roads (Terranova, p. 99)

NPC: Rattle Sorbet (bedazzled)


3 Redland Golem Engineers (L3)

Transport: Steam-powered steel autowagon

Destination: Porcelain Citadel

NPC: Henk van de Vliet (touchy-feely)


4 Spectrum Satrap Anthropologists (L4) 

Transport: Clockwork Autowagon shaped like a Disco Ball

Destination: Iridescent Mushroom Hall (Fractal Trees, p. 93)

NPC: Satrap 86 “Feinstoff” (curious)


5 Greenland Aristocratic Vome Hunters (L4)

Transport: Harpoon Mounted War Rig

Destination: Waystone (hunting the Machine Wyrm, p. 42)

NPC: Lady Aurelie de Bourbonne (brusque)


6 Extra-dimensional Armadilloid Structural Linguists (L5)

Transport: Solar powered Felt Autowagon

Destination: recording language samples wherever they go

NPC: Niniks (creative sentence structure)


Electro Wizard Giovanni de Udine on his Mono-Wheel

4 Prospectors


1 Yellowlander Fungus Foragers (L1, diligent)

2 Great Folk Bone Farmers (L2, taciturn)

3 Civilized Porcelain Prospectors (L2, well mannered)

4 Lime Nomad Radiothermal Rod Dowsers (L3, hyperactive)

5 Dwarven Black Goo Drillers (L3, industrious)

6 Ultra-Possessed Karma Dust Collectors (L4, obscure)



In crosshairs

5 Patrol

Attitude: 1 - 2 hostile, 3 - 4 unfriendly and cautious, 5 neutral and indifferent, 6 helpful 


1 Spectrum Satraps (L2)

Transport: Six legged Prismatic Walker w/ Laser Guns

Looking for: Contraband

NPC: Satrap 42  "Fulcrum" (aloof)


2 Porcelain Princes (L3)

Transport: Two legged Security Walker w/ mounted Flamethrower

Looking for: Rebels

NPC: Gilt Lacquer 17-Corpus (nitpicking)


3 Cogflower Inquisition (L3)

Transport: Armored autowagon w/Railgun

Looking for: Ultra-possession

NPC: Witch Hunter General Sabbettai (tired of your bullshit)


4 Great Folk (L3)

Transport: Bone Wagon

Looking for: Trouble-makers

NPC: Fibia Fifte (distrustful)


5 Ashwhite Lime Nomads (L4)

Transport: Wild mono-horn horses

Looking for: Illegal viddy crystals, alcohol

NPC: Searcher Nikdat (austere)


6 Half-Lings (L4)

Transport: Swift Snails

Looking for: Collecting taxes, bribes, food

NPC: Toll Master Jossip (glutinous)


Fierce Raiders

6 Raiders


Attitude: Roll 3d12 on the generic encounter table (UVG p. 151)

1 Translucent Scavengers (L1, luminescent), Lightspear d6

Transport: Crystal floating discs

Intention: Collecting shiny things


2 Cannibal Nomad Connoisseurs (L2, salivating), Butcher knife d6

Transport: Armored antelopes

Intention: Fresh meat


3 Dwarven Motorcycle Centaurs (L3, ), Bolt thrower d6+2

Transport: n/a

Intention: Rob them blind


4 Flickering Void Riders (L4, enigmatic), Antimatter Blade d6+2 (+necrotic)

Transport: Trained Bat-Lions

Intention: Demand a Sacrifice


5 Screaming Phosphor Ghosts (L5, unnerving), Phosphor Touch d6 (+burning)

Transport: n/a

Intention: Revenge on the living


6 Vome-infected Machine Humans (L6, relentless), Wand Gun 2d6+2,

Transport: Faceless metal snakes

Intention: Extinction protocol 
Vome infected Machine Humans