Themes- Roll 1d12
All
monsters and the Otherworld should be twisted to symbolically
represent the theme.
[1]
Age or Forgotten- Otherworld is faded and old, everything covered by
blanket of dust, clocks.
[2]
Persecution- Flames, stockades, torture devices involved in puzzles
[3]
Insecurity- Interrogation rooms, every room contains windows, glass
floors/walls, etc.
[4]
Disease- Hospital beds, graves, wilted flowers, dirty sheets,
garbage.
[5]
Forbidden Desires- Low cut clothes and sexual imagery, boxes,
magazines, mirrors
[6]
Guilt or Depression- Water and floods, suffocation, traveling
downwards
[7]
Madness- Restraints, broken mirrors, cells, things that change like
walls on wheels
[8]
Puberty or Pregnancy- Vines grow on everything, parasites common,
doors too big or small
[9]
Inadequacy or Disability- Claustrophobic, prosthetics, lack of
guardrails
[10]
Hatred or Rage- Blood, corpses, smashed objects and shell casings
[11]
Greed or Gluttony- Cold, machinery, artworks and comforts are ruined
[12]
Fear or The Cult- Barbed wire, metal gratings, air raid sirens
Locations- Roll 3d20
The first roll is
for the starting area, second roll for the middle area, and third
roll for the end area. If an area doesn't appear large enough to
serve as an entire section; it has strange otherworldly extra rooms
and labyrinths that shouldn't be there, or incorporates nearby
places.
[1]
Hospital
[2]
Amusement Park
[3]
Offices
[4]
Apartment Complex
[5]
Prison
[6]
Hotel
[7] School
or University
[8]
Police Station
[9]
Submarine
[10]
Museum
[11]
Storage Facility
[12]
Mansion(s)
[13]
Graveyard
[14]
Shopping Mall
[15] Sewer
[16]
Subway Tunnel or Bridge Underpass
[17]
Industrial Plant or Workshop
[18]
Bunker or Winery
[19]
Mill
[20]
Bunker or Mine
Key Items- Roll 1d10
Key
items are required to solve or open the main obstacle of an area,
such as opening a door or activating an elevator. Each key item is protected somehow.
[1]
Video Tape
[2]
Door Key
[3]
Jar of Acid
[4]
Wrench or Tool
[5]
Battery or Metal Detector
[6]
Fishing Pole or Blood-packet
[7]
Candle or Dagger
[8]
Empty Birdcage
[9]
Wires or Hoses
[10]
Doorknob or Gasoline Can
Key Item Protection- Roll 1d4
[1] Boss or Miniboss Guards it
[2] End of long spooky hallway or staircase at hard to reach location of the area
[3] Protected by a physical puzzle or challenge
[4] Protected by Puzzle Items
Key Item Protection- Roll 1d4
[1] Boss or Miniboss Guards it
[2] End of long spooky hallway or staircase at hard to reach location of the area
[3] Protected by a physical puzzle or challenge
[4] Protected by Puzzle Items
Puzzle Items- Roll 1d6
Puzzle
items are used to gain access to some key items. Where as key items solve
practical problems, puzzle items are usually strange or seemingly
random. Tie them into the theme of the campaign.
[1]
Tablets. Roll for 1d4+1 tablets on Tablet subtable.
[2]
Word Keys. Roll 1d6 random words out of the dictionary.
[3]
Occult Objects. Requires a chain, a ritual blade, and then 1 item
from the Theme.
[4]
Rings. Put on fingers of character or statue. 3 Rings of random
materials.
[5]
Musical Instrument parts, 1d4. To be played on the completed
instrument.
[6]
Dolls. 1d6 Dolls; 50% chance dressed as historic figures or characters in
game.
Tablet Subtable- Roll 1d8 per
Category. (50% chance Animal or Human featured)
(Color)
[1]
White
[2]
Blue
[3]
Red
[4]
Green
[5]
Black
[6]
Rust
[7]
Purple
[8] Orange
(Animal OR Human)
[1]
Monkey / Criminal
[2]
Wolf / Oppressor
[3]
Snake / Leader
[4]
Raven / Witch
[5] Rat
/ Child
[6]
Cat / Mother
[7]
Pig / Scholar
[8] Elephant
/ Artisan
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