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Don't Pay The Ferryman Legacy
Don't Pay The Ferryman Legacy
Introduction
Legacy is a collection of elements for use with the Don’t pay the Ferryman game.
However, most elements can easily be used in Dungeon World or Dungeons & Dragons
games.
Contents
• Six quests in the Cold Temperate region of Hyrrbrae in the nation of Storvan.
• Three quests on the moon of Myrkr, with suggestions of how to get there and how
to run quests there.
• A village and hills area that your group can cooperatively create.
• Three additional Species for Don’t pay the Ferryman games.
• A five level Dungeon linked to the six core quests or explored separately.
Escalation :
• If the characters deal with the ambassador quietly in Quest 2, Sorcerers (disguised
Myriax) will try to recruit the characters to assassinate Priests of Hnaska (Knowledge,
Magic) and Tylyn (Light, Justice) in Hyrrbrae.
• If the characters survive the ruins in Quest 1 or 3, Ninazu will create a portal linking
their valley lairs to Hyrrbrae (or the Village if characters are there).
Note - Quests 5 and 6 should be offered after two of Quest one to four is completed.
They require the investigators reputations to spread.
Quest 1 – Ruins-Woods - Explore
- Church of Tylyn (Light, Justice) wants the ruins to the north explored. They are to retrieve
anything of value, including old records, mineral veins, ley lines, rare plant abundance.
Recruiters - Cleric of Tylyn (light, justice) Human male. Shares a hobby with one of the
PCs.
Moderator Notes
• When near the ruins, Investigators hear whispers as if they were winning every
conversation with those they know.
• Some farmers are travelling to the ruins to pay respects to their grandparents’ grave
site. They are completely mundane and frankly shouldn't be running around the
wilderness.
• Once they pass on information or items of value to the church, later they see that priest
talking quietly with scholars in the tavern. The priest is being blackmailed by scholars
(Myriax in disguise).
• Recruiter looks just like one of their spouses or siblings. Different movement but same
smell and visually.
If the characters inform the churches about monsters in town, or the militia about the
monsters in the wilderness, there is a standard bounty for 1 Hex coin per head for Goblins,
Harpies, Kobolds, Naga, Skellingtons and Zombies.
Quest 2 – Urban - Persuade
Recruiters - Arcane Order or Ninja Ryu contact of the PC's. If not an existing contact, then
source the table for the age/species/personality of this person.
Moderator Notes
• This guy has a temper, one night they will murder someone at a Card game and try to
flee.
• If the Ambassador gets taken by militia, one of his aides (Myriax) will break him out of
jail during twilight and they will hide in bakery cellar.
• If the characters prevent serious harm, or offer services in return for lighter sentence on
the Ambassador, he will consider their offers.
• The ambassador enjoys a verbal or physical fight, and his favour can be gained by
taking him to debates or fighting pit arenas.
• Should the characters do some digging, the Ambassador has hurt people before, and
things were covered up. However, if they try to bring his actions to light, his aides
(Myriax) will try to follow them and burn their houses down.
• Note the Ambassador does not know his aids are Myriax.
• Ambassador has a map of safest route to ruins; his aide gave it to him.
- Patrol went missing, go to the ruins and find out what happened, patrol the area. They
don't want this to happen again.
Moderator Notes
• Myrkr Agents testing their defences. This is a setup to gather new recruits.
• Signs of the patrol camping near the ruins then being dragged into the ruins after a
fight.
• Good rolls will indicate that the fight and tracks are fake.
• Goblins will follow characters near the area, and will attack people on their own or while
others are sleeping.
• Once the characters have survived two fights, a hunter (Myriax in disguise) will offer
them 20 Hex coins each to forget this place and thanks them for testing their minion’s
resilience.
If the characters inform the churches about monsters in town, or the militia about the
monsters in the wilderness, there is a standard bounty for 1 Hex coin per head for Goblins,
Harpies, Kobolds, Naga, Skellingtons and Zombies.
Quest 4 – Urban - Protect
- Body guard a Sorcerer for one week. The Sorcerer figured out how to do rituals to detect
portals and dimensional magic on large scale, they could scan the city given time and
enough reagents. Unfortunately, since they bragged at the guild hall people have been
trying to kill them.
Moderator Notes
• Noble who works with Viridian Thorns first offers a bribe for the heroes to be elsewhere.
• Failing that the Noble sends Myriax against the Sorcerer.
• If proof is brought against the noble, they will be questioned but not sentenced. Too
many people owe them favours.
• The Sorcerer has the ritual on scrolls, which were translated from an ancient fey of
Skogyr moon. The Sorcerer is willing to show the characters the ritual, but if they tell
others then they will be hunted too.
• Should the characters perform the ritual they will see portals to Myrkr and Vandyr within
the city. The Myrkr portal is invisible to the regular person, but the Vandyr portal is
shimmering heat about a forge.
• Any existing enemies of the characters should be seen in town first, then they offer a
chance to recruit them, else they will also attack.
The river has stopped flowing. Find out what is going on upstream and do what you can to
restore the natural area.
Recruiters - If not an existing contact then source the table for the age/species/personality
of this person.
Moderator Notes
• The river has been diverted to a watermill, which is powering a generator which is going
to pull the Shadow moon closer.
• As this quest goes on the characters will notice sudden wind storms and tremors
escalating to thunderstorms and earthquakes.
• If the generator is destroyed, a large storm will erupt if there is not already one
happening.
• There are many Viridians-Ninazu (scorpion folk) in the area, linking the astral to the
world and to the generator.
• The generator looks like a large rotating hand with a plasma ball on the end of each
finger.
• There is a team of three Ninja in the area who will assist the characters if things go
badly, either by distracting the Ninazu, or by stopping the water flow to make the
generator self-destruct.
• Ninazu will flee towards the ruins once half their numbers are gone.
- Many fire creatures have been spotted in the moorland. Farmlands will be next if someone
doesn't take care of this threat!
Recruiters - Cleric of Tylyn (light, justice) Human male. Shares a hobby with one of the
PCs.
Moderator Notes
• Paid by Necromancer to take out the competition. Coins are counterfeit, paint wears off
after a week.
• Recruiter looks just like one of their spouses or siblings. Different movement but same
smell and visually.
• One of the Ninazu has a map on a stone tablet, 2 valleys, forest ruins and city marked
on it.
• One character will have a dream chatting with themselves, but opposite outlook and
personality. Feel free to get someone else at the table to roleplay the 'other side'.
• A different character will have a dream of giant centipedes wrestling one of their
ancestors.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Goblin
• Willing to trade information/favours.
Description – Short green skinned humanoids, large eyes, pointed ears, bronze weapons.
Path – Order Skills – Stealth.
Notes – Some Goblins carry Mana lamps.
• Trip larger creature over
• Steal creatures stuff
o Windmill Road - Thirty windmills in a line can be seen from miles away.
o Shoguns Pagoda - Centre of town is a pagoda terrace house made from sardonyx.
o Rumour - Faerie can be seen at twilight during spring and autumn equinox.
o Rumour - Vampire coven in the hills, living off cattle and people who stray too far from
town.
Bovine Comedy - Tavern, Sign has cows leaning on fence laughing. Popular with clerics.
Cackleberry Jim - Inn, Three story. Chicken farm next door.
• Highlands – Temperate Forest, Summer 59-77F (15-25C). Winter 35-53F (2-12C). Rainfall
Summer 20mm, Winter 40mm.
Most of the ruins - Brown rock walls, circular openings, doors are obsidian and slide up
when people are within 10ft.
Room One – 20*20 foot room. Nine foot electrum statues of a badger, frog and hawk are
here.
- Ask a player on the left side of the Moderator - What do you think these statues do?
If the answer adds to the story or is fun, go with it.
- Each statue weighs 250 pounds.
Good example - Statue will move or make noise if evil comes within 30 foot radius.
Bad example - Statue comes to life and gives me a million Hex pieces.
Room Two – 25*30 foot room. Stairs down to Level 2. Someone has been living here.
There's a hammock, a few crates with food and clothes on them, and stinking mess in the
corner.
The traitor is one of the hero’s cousin. They sold out to bandits (Myriax) on level 2 for 5 Hex
coins. But they got caught and hid here. They beg for food and to be let go, they'll start a
new life in another town. If taken back to town they will be put to community service for 10
years.
Room Three – 20*25 foot room. This room is being used for torture. Shackles, manacles,
an iron maiden, a stretch bench and collection of scourge are here.
Hidden trap in the north west corner. Level 1 Traps - 10ft Pit with spikes. Defence Agility to
avoid, 7-11=Avoid trap but you either Cry out or drop something, 6-=D8 damage.
Room Four – 15*20 foot room. - Wall carvings of bats flying around massive forest.
- Tablets on theology and the creation of the universe. Mentions how each creature has
elements of each deity within them, and during the creatures lives the ratio can change.
There are also counter arguments.
Room Five – 15*25 foot room. Portal to Vorda. - Pottery, a dozen jugs from 1/2 gallon to 4
gallon sizes. Each has animals carved in two bands around outside. 300 years old.
- Wall carvings of a giant squid healing a wounded Ranik (frogfolk) soldier. Massive planet in
background. (View is from Vorda moon looking at the world).
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Vorda portals - Grass covered hills can be seen through a shimmering oval mirror.
Room Six – 15*25 foot room. Fountain. - Tablets with records of Lugat (Batfolk) and
Nichav (Tasmanian devil folk) coming to the world (Rikirta) from the moon of Vorda 1,000
years ago. Setting up several towns in the area including Tek.
- Journals from Clerics of Hnaska (Knowledge, Magic). 500 years ago, another moon
appeared in the sky, hit the fey moon of Skogyr.
Room Seven – 20*20 foot room. Murals of turkeys roaming scrubland fill the walls of this
room. 3 Orbs are floating in the centre.
• Yellow Orb - Anyone touching this orb will be inspired to spout forth a turkey recipe.
• Grey Orb - Anyone touching this orb will summon D100 turkeys into the room.
Players should roleplay this.
• Purple Orb - Anyone touching this orb will loudly recall a funny childhood event that
involved a turkey. Players should roleplay this.
* If Sense Magic is performed in this room, they will sense dozens of turkeys flying and
talking in this area in Astral space.
Room Eight – 15*20 foot room. Wasp Nest : Hundreds of 1 inch wide holes dot every wall
and the ceiling in this room. There is a slight buzzing sound.
- If anyone in this room performs magic, is wounded or gets any sweet food out, then the
wasps start coming out.
Get everyone in the group to roll a D8. Going anti clockwise, multiply each roll by the next
and total the results. This is the number of wasps that flood into the room. Defence roll time
folks. (E.g - 3 players rolling D8 each should give D8*D8*D8 = total number of wasps)
- Wasps can be kited away with sweet food or blood.
• Hidden trap door chute down to level 3.
Room Nine – 20*20 foot room. Firearms armoury. The smell of gunpowder is here. 20
Pistols, 20 Muskets, 40 Boxes of Ammunition. There is a training manual explaining how to
point the loud end away from your body. Pistols have 1 weight & Near range. Muskets have
2 weight, are two handed and have Near/Far range. Ammo boxes have 2 weight each and
contain 1000 rounds.
Hidden trap in the south east corner. Level 1 Traps - 10ft Pit with spikes. Defence Agility to
avoid, 7-11=Avoid trap but you either Cry out or drop something, 6=D8 damage.
Door to Room Ten has a Puzzle lock - Nine divine glyph make up the puzzle that locks
this door. roll+Guile to decipher the puzzle. +1 to the roll if your character is a Nephilim or
Shepherd. 7-11=Door unlocks and loudly screeches open. 6-=Door double locks for 3 hours.
Room Ten – 20*20 foot room. Wooden panels line the walls of this room. Wooden kennels
are on the south wall. There are some Anteaters munching on a pile of stuff in the east side
of the room.
• Easy : 2 Rust Monsters.
• Medium : 4 Rust Monsters.
• Hard : 6 Rust Monsters.
The Rust Monsters will rush towards the party if they have more than 1 sword worth of
metal. They can be kited from the room with metallic minerals or metal. The stuff they are
munching on is three metal shields, six short swords and nine daggers.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Rust Monster - Armadillo with two whip like tails, four antenna and four eyes.
Skills - Stealth, Observation. Edible-Toxic.
Notes – Attracted to metals and alloys, unrefined ores and metallic scents.
Relations - Because of the metallic nature of Vandyr (Fire beasts-Lizardfolk, Kobolds,
Naga, Gargoyles, Medusa and their constructs) Rust Monsters see Vandyr as their
favourite food.
= Dissolve metal object
= Locate metal minerals in area
Room Eleven – 20*20 foot room. Workout room. The smell of sweat pervades this area.
Thin mats line the floor. This room contains Dumbbells, a Punching bag, three Jump ropes,
and a bench with various weights.
Room Twelve – 15*25 foot room. [Ninazu Lair] White rock walls, red lava veins
throughout. Hot haze and smell of sulphur everywhere. Smaller rocks have been used as
chairs and tables to make this some sort of meeting room. Warm air streams through a wall
vent that reeks of sulphur.
• Easy – 2 Ninazu.
• Medium – 4 Ninazu.
• Hard – 6 Ninazu.
Ninazu are normally resting 10pm to 2am each night.
Ninazu - 4ft-5ft scorpion humanoids with four arms and a tail stinger. Stocky build
with hair and beards are typical. Mouth has four pincers and their eyes are entirely
white.
Path – Fire. Skills - Athletics, Mechanical, Observation. [Sense Magic]
Immunities/Vulnerable- -1 Agility and Intuition rolls from-Cold, Immunity-Fire.
Senses - Sense movement, Night vision.
Notes - Walking, Climb, Burrow. Found in deserts and underworld caverns, avoid
Water. Reshape the world-land, sea and sky into their catacombs nests. One in 10
are Wizards. Prey on Wizards, Dwarves and Bards.
-Grab limb in pincer.
-Fire aura ignites area.
-Sting body with stinger. Those stung, D4 days later, Might roll, 7-11=3 damage. 6-
=+6 damage, Hundreds of tiny scorpions erupt from flesh or via vomit.
Treasure - D12 Diamonds, worth 5 Hex each.
- Frankincense - Gum resin-Spread over entrances/exits will prevent Lycanthropes
from entering the area until the next dawn or dusk.
- D8 Axes and 2 Shields.
- 2D8 worth of Adventuring Equipment.
Room Thirteen – 20*20 foot room. [Ninazu Lair] White rock walls, red lava veins
throughout. Hot haze and smell of sulphur everywhere. Amber niches line the walls, some
with resting scorpion creatures, others are empty. It is very warm in here and the scuttling
of small scorpions on the floor can be heard.
• Easy – 3 Ninazu.
• Medium – 6 Ninazu.
• Hard – 9 Ninazu.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Ninazu - 4ft-5ft scorpion humanoids with four arms and a tail stinger. Stocky build
with hair and beards are typical. Mouth has four pincers and their eyes are entirely
white.
Path – Fire. Skills - Athletics, Mechanical, Observation. [Sense Magic]
Immunities/Vulnerable- -1 Agility and Intuition rolls from-Cold, Immunity-Fire.
Senses - Sense movement, Night vision.
Notes - Walking, Climb, Burrow. Found in deserts and underworld caverns, avoid
Water. Reshape the world-land, sea and sky into their catacombs nests. One in 10
are Wizards. Prey on Wizards, Dwarves and Bards.
-Grab limb in pincer.
-Fire aura ignites area.
-Sting body with stinger. Those stung, D4 days later, Might roll, 7-11=3 damage. 6-
=+6 damage, Hundreds of tiny scorpions erupt from flesh or via vomit.
Room Fourteen – 20*20 foot room. [Ninazu Lair] Hot haze and smell of sulphur
everywhere. The floor, walls and ceiling have been woven into honeycomb amber, much like
looking inside a beehive. Your skin tingles once you enter the area.
• Easy – 2 Ninazu.
• Medium – 4 Ninazu.
• Hard – 6 Ninazu.
Ninazu are normally resting 10pm to 2am each night.
Room Fifteen – 15*20 foot room. Stairs up to surface. Pottery workshop. Kiln, benches,
chairs, molds, vats of clay, paint and brushes.
- Have your group roll D8 each. Highest finds a 6 inch clay figure of themselves in a heroic
pose. Lowest finds an 18 inch clay figure of themselves with tentacles bursting out their
chest, hands and feet.
Level 2 – Utanskea Ruins
Brown rock walls, circular openings, doors are obsidian and slide up when people are within
10ft.
Copper Room – 20*20 foot room. This room has shelves with pottery animals lining the
walls. It also has 9 barrels, three of them are blue.
- Ask a PC on the Moderator left side – Something your parents value in a barrel, what is it?
- Inside the pottery animals are various chemicals from an alchemy lab.
Level 2 Traps - Electricity explosion 20ft radius, roll Defence Agility, 7-11=-1 to
Physical rolls, 6-=D8 damage. -1 to roll if wearing metal.
Electrum Room – 20*20 foot room. This is a gaming room. There are three tables with
four stools around each. One table has checkers, the second table has risk, the third table
has a deck of cards.
- The games are not magical, but if you have a crazy idea then go for it.
Level 2 Traps - Electricity explosion 20ft radius, roll Defence Agility, 7-11=-1 to
Physical rolls, 6-=D8 damage. -1 to roll if wearing metal.
Gold Room – 20*30 foot room. Remains of a dozen victims are scattered around the room.
Each has died several weeks ago.
Anti magic device : Orb with green lightning swirling around it on a purple marble pedestal.
One on level two and level four.
The orbs are heavy. Like a hundred tons heavy. There are carvings of ancient runes on the
pedestals. You will need to decipher the runes to figure out how to work the orb.
• Easy - If deciphered the reader can work out how to turn the orbs off.
• Moderate – The Orbs remove the yes-but or 7-11 Casting side effects from the area
for 9 days.
• Hard - The down side is these orbs were the only thing preventing a dozen portals to
the Vandyr homelands from connecting. For each orb turned off, six portals connect
and D100 Ninazu pour through each portal.
Iron Room – 20*20 foot room. - Walls are made up of 2 by 3 foot bricks, grey shadowy
metal, cool temperature, smell of ozone everywhere.
Maps of the nation of Storvan, line the walls. In the centre of the room are two tables with
three chairs around each table. Pens, paper and ink wells sit on the tables between skull
decorated candelabra.
- Red dots on the map indicate Viridian creature activity.
* Note these maps can be altered if the explorers choose to use an Misdirection or Escalate
move against Viridians.
Magnesium Room – 15*30 foot room. This room has been taken over by a bunch of
Goblins. There are sleeping pallets, rags, rusty weapons and a campfire.
• Easy – 3 Goblins.
• Medium – 5 Goblins.
• Hard – 7 Goblins.
During 10am to 2pm the Goblins are sleeping. The Goblins are allied to the Myriax & Trolls.
If the heroes pretend to be allied to the Bandits, then the Goblins are fine with them. They
offer to share stew (mostly rat and rat poop). If the Goblins are treated well they will offer
the heroes 4 Hex each to fight the Kobolds lurking on this level. Tactics-Throw nets and
drag them to the Bandits-Myriax.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Goblin - Short green skinned humanoids, large eyes, pointed ears, bronze weapons.
Willing to trade information/favours.
Path – Order. Notes – Some Goblins carry Mana lamps.
• Trip larger creature over
• Steal creatures stuff
Platinum Room – 20*25 foot room. This room has been infested with Kobolds. There are
hammocks, silvered weapons, brown tunics, sandals and a box of beef jerky.
• Easy – 4 Kobolds.
• Medium – 6 Kobolds.
• Hard – 8 Kobolds.
During Midnight to 6am the Kobolds are sleeping. The Kobolds are slaves of the Harpy on
Level 3. If the heroes are willing to serve 'the masters' the Kobolds will escort them to the
stairs to level 3. Tactics-Swarm the casters.
Kobold – Short red or green scaled biped reptiles, using tools and weapons.
Path – Chaos. Skills – Stealth, Mechanical.
Notes – Make cunning traps and use firearms and constructs. Some use Pogo sticks
to confuse their enemies. If you can duel them and win much respect will be given.
- trips over large foe.
- traps your limb with a trap.
Silver Room – 15*25 foot room. Shrines to each of the twelve gods.
- Golden idols each 3 foot tall line the walls of this room, with a meditation carpet in the
centre.
Deities : Tylyn (Justice, Light), Yuloss (Forests, Hunting), Namar (Crafts, Perseverance),
Gabrielle (Musics, Arts), Kayel (Strife, Warfare), Ginan
(Stealth, Twilight), Sygnara (Weather, Plants), Hnaska (Magic, Knowledge), Mantyr
(Guardians, Sea), Herjac (Death, Undead), Impag (Storms, Demons),
Lyria (Corruption, Vice).
- If any of the idols are touched and the deities name invoked - roll D8 to see what feature
changes in some way; 1-2=skin, 3-4=hair, 5-6=eyes, 7-8=Scent.
- If any of the idols are broken bad luck in the form of an encounter will happen within 5
minutes real time.
* If Sense Magic is performed in this room, they will sense a Ley line just below the surface
of the ground.
Tin Room – 20*25 foot room. Portal to Myrkr. Walls are made up of 2 by 3 foot bricks,
grey shadowy metal, cool temperature, smell of ozone everywhere.
• Easy – 2 Myriax.
• Medium – 4 Myriax.
• Hard – 6 Myriax.
Myriax are normally resting 10am to 2pm each day.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Zinc Room – 25*25 foot room. Stairs down to level 3. This room is being used as barracks.
There are sleeping pallets and several cupboards. The humans here are dressed in brown
leathers and black cloaks. They carry short swords and long bows but have neglected to
bathe for days.
- These bandits are Myriax (centipede shapeshifters). They will offer to join the heroes in
exploring, or if the heroes are hostile will offer to bribe them to leave. They are happy to
admit to being bandits claiming the benefits of freedom and living the life you want.
Stairs between two and three : Numerous scratches, dents and scorch marks are
scattered around the walls and floor of these stone stairs. Some of these marks are less
than a week old.
Level 3 – Utanskea Ruins
Brown rock walls, circular openings, doors are obsidian and slide up when people are within
10ft.
Level 3 Traps - Fire shoots out of the ceiling. Defence Agility to avoid, 12+=Safe, 7-
11=Avoid trap but your either Blinded for 2D8 minutes or an item is burnt, 6=D8
damage.
Destiny Chamber – 15*30 foot chamber. [Fountain]
There are seven stands displaying paintings on each side. Each painting is 2*3 foot and has
lead backing.
- Ask a PC sitting across from the Moderator – What reminds you of the room you grew up
in?
- The paintings are half landscape and half portraits. Two of the heroes are in the portraits.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Ninazu (Scorpion folk) 4ft-5ft scorpion humanoids with four arms and a tail stinger.
Stocky build with hair and beards are typical. Mouth has four pincers and their eyes are
entirely white.
Path – Fire. Skills - Athletics, Mechanical, Observation. [Sense Magic]
Immunities/Vulnerable- -1 Agility and Intuition rolls from-Cold, Immunity-Fire.
Senses - Sense movement, Night vision.
Notes - Walking, Climb, Burrow. Found in deserts and underworld caverns, avoid Water.
Reshape the world-land, sea and sky into their catacombs nests. One in 10 are Wizards.
Prey on Wizards, Dwarves and Bards.
-Grab limb in pincer.
-Fire aura ignites area.
-Sting body with stinger. Those stung, D4 days later, Might roll, 7-11=3 damage. 6-=+6
damage, Hundreds of tiny scorpions erupt from flesh or via vomit.
Level 3 Traps - Fire shoots out of the ceiling. Defence roll to avoid, 12+=Safe, 7-11=Avoid
trap but your either Blinded for 2D8 minutes or an item is burnt, 6=D8 damage.
Eye Chamber – 15*20 foot chamber. The smell of blood and sweat is strong here. Three
people from town are prisoners here. They are tired, beaten and shackled. They have not
eaten for days. Two are missing limbs. One is a childhood friend of one of the heroes.
Foot Chamber – 15* 25 foot chamber. Most of this room appears empty and unused.
Floating in a small pool of holy water is a gourd with divine runes all over it.
- This gourd does not change the magic, it only makes it louder, brighter and smell nicer by
100%.
• Easy – 3 Ninazu.
• Medium – 4 Ninazu, 1 Harpy.
• Hard – 5 Ninazu, 1 Harpy.
Ignar the Harpy. Magic ribbons to three unholy idols of Lyria, lady of deceit. Destroying the
idols takes 8 points of damage each, though they are immune to fire. Holy water splashed
on them will also destroy them.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Harpy : Hawk like wings, horned head, long claws, two eyes, two arms, two legs.
Path – Order. Rival=Hurukan. Skills – Athletics, Stealth, Observation.
Senses - Night vision.
Notes – Spies and shock troops for Viridian hierarchy. Will target PC's Familiars.
- take foe into the air
- confuse with feathers, -1 to Might rolls.
- charm song, Defend vs Charm, 7-11=unsure of hostile intent, 6-=Harpy is your buddy.
Level 3 Traps - Fire shoots out of the ceiling. Defence roll to avoid, 12+=Safe, 7-
11=Avoid trap but your either Blinded for 2D8 minutes or an item is burnt, 6=D8
damage.
Door to the Mind Chamber has a Puzzle lock - Nine tubes make up the puzzle that
locks this door. Each tube makes a different sound when air passes through.
roll+Charm to decipher the puzzle. +1 to the roll if your character is a Bard.
7-11=Door unlocks but person loses their voice for 1 hour. 6-=All the doors on this level
unlock.
Mind Chamber – 20*25 foot chamber. Three life-sized statues of pandas munching on
bamboo dominate this room. Bamboo has been badly painted as murals on the walls.
• Brown Panda statue - Anyone touching this will be inspired to show the panda dance
they did to learn the secrets of their profession.
• Green Panda statue - Anyone touching this will be fine for 24 hours. After that they
turn into a 30ft panda for 3 minutes.
• Red Panda statue - Anyone touching this orb will loudly recall an unusual teenage
event that involved a panda. Players should roleplay this.
* If Sense Magic is performed in this room, explorers minds will be filled with sounds or
images of them performing their virtues.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Giant Frogs - Can be kited with food. Afraid of fire. Will attack if anyone is moving quickly or
small sized.
Vorda portal - Grass covered hills can be seen through a shimmering oval mirror.
Level 4 – Utanskea Ruins
Most of the ruins - Brown rock walls, circular openings, doors are obsidian and slide up
when people are within 10ft.
Entry – 10*15 foot room. This room is empty aside from a books on the floor. There are
scrape marks on the floor as if barrels or crates where dragged out of this room but are no
longer here.
- The book is The Life and Times of (choose a random player’s grandfather). This book
details a highlight and lowlight of every day of the person’s life. Observant people will notice
that on prime number days the grandfather’s life is nearly identical to the grandchild’s life.
Aqua Room – 20*25 foot corridor. Aqua coloured bricks line the walls with murals of sea
creatures pulling fire elementals into the sea. Drawers line each wall of this room. A group
of chairs are in the centre.
- Anyone checking the drawers will find personal profiles of citizens from over a hundred
people in Hyrrbrae and Tek. Notes indicate their vices and connections to other people.
Black Room – 25*20 foot room. Stairs down to Level 5. This room is covered in spider
webs. While you can not see any spiders, you do feel watched and the room is very quiet.
- Ask the players if their characters are afraid of spiders.
- For every No there are 3 Giant Spiders in the room. These go for the ones who said No.
- For every Yes there are three normal spiders who sing Incy Wincy Spider.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Giant Spider
-Tangle limb in web.
-Leap high up.
Stairs between four and five : The walls and steps of this stairwell are made from red
granite lined with green veins. The area is warm and without dust or cobwebs.
Blue Room – 30*30 foot room. Mess hall, iron bench seats, steel long tables, silver cutlery,
copper plates and bowls.
• Easy : 2 Gelatinous Cube.
• Medium : 4 Gelatinous Cube.
• Hard : 6 Gelatinous Cube.
If anyone moves into the room the Gelatinous Cubes on the ceiling will descend and attack.
They can be kited into other areas.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Gelatinous Cube
- Semi transparent cube that slowly slides along walls and ceilings. They can be 3ft
cubed, 6ft cubed or 9ft cubed.
- Their acidic nature dissolves organic matter, but has no effect on metals or stone.
Health : 10. Armour : 2. Damage D8. Close, Piercing.
Immune to Acid. -1 Agility rolls after Electricity damage. Night Vision, Keen sense of
smell.
Location - Underworld, more frequently the deeper you go.
Relations - Plant creatures such as Dryads and Treant avoid Gelatinous Cubes at all
costs.
= Devour appendage
= Eat through wood (door, wall, tree)
Brown Room – 15*20 foot room. This storage chamber has crates around the outside of
the room, and chests in the centre. The crates have been smashed open and are now
empty.
- There are five chests containing 50 bags of gems. Each bag has 50 gems worth 5 Hex
each. There is enough here to buy a piece of land 300 miles across. Each gem is glass cut to
look like a gem. It is a hard task to distinguish them as fakes.
Gray Room – 15*15 foot room. - Toilet, 3 seats over holes in the ground. Stench is foul
beyond compare.
Green Room – 15*20 foot room. This room is being used for storage. It as 12 barrels,
each 100 galons in size. 3 are water, 3 are oil, 3 are ink, and 3 are honey.
Level 4 Traps - Electricity explosion 60ft radius, roll+Might, 7-11=-1 Forward, 6-=D8
damage. -1 to roll if wearing metal.
Orange Room – 15*25 foot room. - Storage room - barrels and crates filled with water,
salt, flour, wheat. There is a wall carving of bats swarming out of a cave in a hillside.
Anti magic device : Orb with green lightning swirling around it on a purple marble pedestal.
One on level two and level four.
The orbs are heavy. Like a hundred tons heavy. There are carvings of ancient runes on the
pedestals. You will need to decipher the runes to figure out how to work the orb.
• Easy - If deciphered the reader can work out how to turn the orbs off.
• Moderate – The Orbs remove the yes-but or 7-11 Casting side effects from the area
for 9 days.
• Hard - The down side is these orbs were the only thing preventing a dozen portals to
the Vandyr homelands from connecting. For each orb turned off, six portals connect
and D100 Ninazu pour through each portal.
* If Sense Magic is performed in this room, they will sense mana oozing out of their skin
and being drawn into the orbs.
Pink Room – 10*10 foot room. A pink light emanates from the walls and you notice the
smell of lavender. - Shelves line the walls. On the shelves are stuffed toy lions and dragons,
each 1ft tall. About 50 in total.
Purple Room – 20*25 foot room. This rough walled chamber is damp and has a pool of
water in the centre. The air is warm and humid. Five scaled humanoids sit around the pool
and turn to face you.
- 5 Lizardfolk.
The Lizardfolk are slaves of the Harpys. They are willing to give information about the
Harpys and leave, but only after one of the heroes has proven their strength (opposed Might
roll). If the party are wounded when they enter the room they will attack, going for the
strongest looking one first then demanding surrender.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Red Room – 40*40 foot room. This dark rough-cut room have nests of bone and straw
along the north wall. A portal to the moon of Myrkr is in the corner. Cool temperature, smell
of ozone everywhere.
• Easy – 2 Trolls.
• Medium – 4 Trolls.
• Hard – 6 Trolls.
Trolls are normally resting 10am to 2pm each day.
Troll [Aquatic] Grey knobbly skinned humanoids, long arms and legs.
Path – Ice. Skills - Athletics, Stealth, Supernatural. Guile = Low. [Large]
Notes – Avoid sunlight. Trolls are an ancient species that enjoy deep dark caverns and
forest, prowling around in the darkest nights.
- regenerate damage, 3 points.
- leap from tree to tree/stalactite to stalactite.
Myrkr portals - Shadowy octagon straddled by a large centipede. Centipede scuttles around
in a circle when you activate it.
White Room – 15*20 foot room. Hundreds of 3-inch-wide holes dot every wall and the
ceiling in this room. Several piles of foul smelling mess lie on the floor.
- If anyone in this room performs magic, talks loudly or gets any sweet food out, then the
Bats start coming out.
Get everyone in the group to roll a D8. Going anti clockwise, multiply each roll by the next
and total the results. This is the number of Bats that flood into the room. Defence roll time
folks. (E.g - 3 players rolling D8 each should give D8*D8*D8 = total number of bats)
- Bats are attacking in self-defence, if you stay still they will leave again.
Level 4 Traps - Electricity explosion 60ft radius, roll+Might, 7-11= -1 Forward, 6-=D8
damage. -1 to roll if wearing metal.
Yellow Room – 15*25 foot room. Yellow colored bricks line the walls with carvings of fire
lizards being pummelled by earth elementals. This is a bed room, 10 straw pallets along the
walls.
Cool temperature, smell of ozone everywhere.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Earth Elementals - Three-legged humanoid made from rocks with six arms and two
heads.
Path – Order. Skills - Athletics, Observation, Religion. [Large]
Notes - Guile = Low.
- Crush limb with fist.
- Absorb fire or ice.
Most of the ruins - Brown rock walls, circular openings, doors are obsidian and slide up
when people are within 10ft.
Room One – 25*25 foot room. [Ninazu Lair] The floor, walls and ceiling have been woven
into honeycomb amber, much like looking inside a beehive. The northern half of the room is
on fire.
Ninazu - 4ft-5ft scorpion humanoids with four arms and a tail stinger. Stocky build
with hair and beards are typical. Mouth has four pincers and their eyes are entirely
white.
Path – Fire. Skills - Athletics, Mechanical, Observation. [Sense Magic]
Immunities/Vulnerable- -1 Agility and Intuition rolls from-Cold, Immunity-Fire.
Senses - Sense movement, Night vision.
Notes - Walking, Climb, Burrow. Found in deserts and underworld caverns, avoid
Water. Reshape the world-land, sea and sky into their catacombs nests. One in 10
are Wizards. Prey on Wizards, Dwarves and Bards.
- Grab limb in pincer.
- Fire aura ignites area.
- Sting body with stinger. Those stung, D4 days later, Might roll, 7-11=3 damage. 6-
=+6 damage, Hundreds of tiny scorpions erupt from flesh or via vomit.
Agnis the Harpy has a scimitar that heals his wounds 1:1 for the damage he does on others.
Agnis will flee once three of his minions are all defeated, he will return to hunt the heroes
later.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Agnis the Harpy : Hawk like wings, horned head, long claws, two eyes, two arms,
two legs.
Path – Order. Rival=Hurukan.
Skills – Athletics, Stealth, Observation. Senses - Night vision.
Notes – Spies and shock troops for Vandyr hierarchy. Will target PC's Familiars.
- take foe into the air
- confuse with feathers, -1 to Might rolls.
- charm song, Defend vs Charm, 7-11=unsure of hostile intent, 6-=Harpy is your buddy.
Room Two – 20*25 foot room. [Ninazu Lair] Thermal Vent. The floor, walls and ceiling
have been woven into honeycomb amber, much like looking inside a beehive. Your skin
tingles once you enter the area.
• Easy – 4 Ninazu.
• Medium – 6 Ninazu.
• Hard – 8 Ninazu.
Ninazu are normally resting 10pm to 2am each night.
Room Three – 20*25 foot room. [Ninazu Lair] Trap door chute from Level 4.
Amber niches line the walls, all have scorpion creatures watching you. It is very warm in
here and the scuttling of small scorpions on the floor can be heard.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
• Easy – 4 Ninazu.
• Medium – 6 Ninazu.
• Hard – 8 Ninazu.
Ninazu are normally resting 10pm to 2am each night.
Room Four – 20*20 foot room. Fountain - This room has five tables in it. On each table is
a castle of five levels. Castle 1 is made from playing cards. Castle 2 is made from torches.
Castle 3 is made from glass. Castle 4 is made from femurs. Castle 5 is made from
Lamingtons.
- These are not magical, but if a crazy idea comes to mind, go for it.
* If Sense Magic is performed in this room, explorers will note an ectoplasm reservoir
within the fountain, 9 units.
Room Five – 15*25 foot room. This library has book shelves on each wall with two metal
desks and metal chairs on the southern wall. The shelves have books and scrolls with a
variety of topics.
Within the scrolls are journals from Clerics of Hnaska. Humans came to the world around
500 years ago after their world was hit by meteor shower.
Shadow Beast [Flying] Enter from living objects shadows. Incorporeal every odd
round-non attack but movement round. Types-Cassowary (Large), Frill necked lizard
(Medium), Manta (Large), Mantis (Medium), Numbat (Small), Owl (Small).
Path – Entropy – Note-Damage is Mental-to the Soul.
Skills - Stealth, Observation. Guile = Low.
Notes – Shadow Beasts flicker from shadow to shadow, herding prey for several
moments before closing in. They avoid places of bright light, and never come out at
midday.
If someone gets killed by a Shadow Beast, roll+Intuition, 6-=They become a Shadow
Beast, 7-11=They become a Wraith.
Moves : Bite limb
- enter-leave area via shadows
- claw at eyes.
Room Seven – 15*25 foot room. This room is a smithy. There is a forge, an anzil and two
sets of tools (good condition). There is 5 ft metal rods in the corner, each 1 inch thick. 20
are iron, 20 are copper, 20 are zinc. The forge is cold and has not been used for some time.
On the eastern side is a trap - 30ft Pit with spikes. Defence Agility to avoid, 7-
11=Avoid trap but you either Cry out or drop something, 6=D8 damage.
Room Eight – 20*25 foot room. Clock shop. Tools, benches, spare parts, six hourglasses, a
dozen half made clocks, a dozen made clocks-wall, cuckoo and pedestal clocks.
- Have your group roll D8 each. Highest finds an hourglass with their name on it (its their
life time, if they invert it they Defence Might). Lowest finds a cuckoo clock that is so loud it
creates a sonic boom that the clock itself is immune to.
Room Nine – 25*25 foot room. Three foot platinum statues of a bat, stag and raccoon are
here.
- Ask a player to the right of the Moderator - What do you think these statues do?
If the answer adds to the story or is fun, go with it.
- Each statue weighs 50 pounds.
Good example - Statue will move or make noise if evil comes within 30 foot radius.
Bad example - Statue comes to life and gives me a million Hex pieces.
Room Ten – 15*25 foot room. Red hot bricks line this chamber. Three fire pits are lit and
in the centre of the room.
• Easy – Fire Elemental.
• Medium – 2 Fire Elemental.
• Hard – 3 Fire Elemental.
Fire Elementals will appear and demand sustenance. They can be fed rations, wood, dead
bodies, anything that burns. If they are not appeased, they will attack, but will flee from ice
or water attacks. Anyone who befriended the Kobolds will be told to flee now!
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Fire Elementals [Flying] Humanoid made of fire, with four arms and one leg. Radiate
heat.
Path – Fire. Skills - Athletics, Nature, Observation.
Notes - Guile = Low. [Large]
- ignites the whole area.
- teleports between fire sources in the area.
Room Eleven – 20*20 foot room. This room has the remains of five bodies. They died
months ago. On the side wall there is a desk with 3 skulls on top.
- Ask a PC on the Moderator right side – What happened when you dreamt about this?
- The bodies are militia members from Verbrae. They have been missing for over a month.
On the western side is a trap - 30ft Pit with spikes. Defence Agility to avoid, 7-
11=Avoid trap but you either Cry out or drop something, 6=D8 damage.
Room Twelve – 15*25 foot room. This room has book shelves with tablets on each wall.
- Tablets describing different creatures of the world in factions. Vandyr (fire creatures) such
as Naga & Ninazu (scorpion folk) who devour. Myrkr (Goblins and Harpy) who enslave and
corrupt. Records of events witnessed where the Myrkr and Vandyr have fought.
Room Thirteen – 20*30 foot room. Stairs up to Level 4. This rough walled chamber is
warm and humid. The remains of seven scaled humanoids are on the floor.
- Investigation shows the Lizardfolk died in great pain. They have many wounds with many
tiny scorpions nesting in their flesh.
Side treks to the moon Myrkr
These side treks can be plugged into the main adventures by slotting in an extra door or
event anywhere you please, or just run completely separately to add flavour and variety to
your campaign.
They all involve travelling to, adventuring on and returning from one of the Moons. For
people using another setting the 'moon' can be another plane of existence or dream quest.
• Half duration/area of effect for good/light/day magic. Storms during Skydark can
transport people between Myrkr & the Underworld.
Visitors : Those who have stayed for more than 20 days, or have visited twice must make
Roll+Intuition.
• 12+ = Eye or Hair color permanently changes.
• 7-11 = Voice or your scent permanently changes. -1 Charisma rolls for 1 week.
• 6- = Shadow and Aura permanently changes. -1 to Magic rolls by you or for you for
1 week.
Methane vents in Underworld and Underwater. Slightly warmer than surrounding water, or
cooler than surrounding air. Clear and odourless. Electricity AOE/Damage/Duration is halved.
-PC species Defence Might. 1-6=They take D8 per minute suffocation damage.
Methane vents can cause explosions with fire sources.
-Methane vents + Torches = 20ft diameter D8 explosion.
-Methane vents + Blast-Fire = 100ft diameter 2D8 explosion.
Side Trek 1-Myrkr Moon
GM Info - A Ettin tribe has moved into an area and made a game out of hunting Raccoons.
The Ettins are not bright and can be kited into ambushes, bribed to leave the area, or
tricked with illusion magic. They do have good hearing though so attacking one will quickly
draw the attention of the others.
Other Hazard - Throughout the woods are trip wires and pit traps created by the Goblins
to capture animals to torture for fun. The Goblins may be convinced to assist against the
Ettins, for a suitable reward of course.
Non combat event - Some warthogs will bring berries and grubs for the heroes to eat.
Eating any of these is like a massive caffeine dose.
Loot -
- 20 Hex coins.
- Quartz +25% range and area of effect for Illusions. Used up in the casting.
- D8 bottles of ectoplasm.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
• Default Weapon and Powers attacks is 4 Damage for ‘People’ adversaries.
Ettin
Description – Two headed large humanoid, wearing loin cloth and reeking of filth.
Path - -
Skills – Art/Music, Nature, Observation.
Notes - Often use Sword-chucks. Ettins are never Minion status. [Large]
- throw boulders
- kick into other objects
Recruiter - Harpies.
Quest - Under a white flag Harpy have invited PC’s and Bugbears to a music & dance
contest celebration.
Alternate Hook - Ask 2nd player to the Moderator right why this contest is important to
them? They've found out some information.
- This is a chance for the player to roleplay as a recruiter, they've secured funds and a quest
for the party.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Combat Groups : • Two vs a PC = One PC Defend roll at -1 and +1 to Damage.
• Three vs a PC = One PC Defend roll at -2 and +2 to damage.
Recruiter - Bugbears request aid. Reward-Work as mercenaries for 6 months for heroes if
help.
Quest - Clan taken over by foul one in water (Vyrrak) and started killing Bugbears. Not our
way. Unable to swim.
GM Info - The Vyrrak is a nasty semi aquatic humanoid with skeleton guards. They will use
minions to weaken foes before entering melee and flee if wounded badly.
Other Hazard - The Vyrrak lair is in the water and the rough coral near it is slippery.
Non combat event - Harpy are seeking mates. They offer the heroes 5 Hex pieces each to
buy the PC with the highest Might and Charisma.
If the heroes are not interested they can increase their offer to 10 Hex pieces. If there are
no takers the Harpies will be disappointed but are okay to chat about things happening in
the region over a few drinks.
Loot -
- Art - Varnished shark eggs, 6-24 inches. 3 Hex each.
- D8 Coral Blade - Weight 1.
- D8 worth of Adventuring Equipment.
Creatures of Rikirta
Monster Health Damage Magic AV Rolls
Minion 6 3 None 0 +1
Regular 9 4 1 Path 1 +2
Boss 16 5 2 Paths 2 +3
Vyrrak [Aquatic] Aquatic creatures-cuttlefish, 8 Barbed tentacles. 3ft long, (Color
changing skin to blend in).
Senses - Night vision. Path – Ice. Notes - Breath air/water.
- Spit goo – sticky webbing over 2 people.
- Blend in - regular animals treat as background terrain.
- Ink cloud visions of death - 20ft radius Defence Intuition or Confused, -1 to Magic rolls.
- Whip whatever you were holding away.
Additional Species for Don’t pay the Ferryman Games
Lugat
Alternate names : Bat folk
Evolved on : Vorda-Moon
Came to Rikirta : 1,070 years ago Earth Era
Species : Mammal, Bat intelligent biped.
Description : Bat humanoids, with furry bodies and round eyes with large pupils, and two
sets of arms. The lower set are wings. Lugat have thin skin that is stretched over their
wings.
They stand upright on two legs and have 2-4 inch (5-10cm) long snouts and large ears.
Lugat do sleep upside-down, hanging onto tree branches, cave roofs or building rafters. A
group of Lugat is called a colony.
Lugat are insectivores, can eat other food but prefer insects of any size. Lugat echolocation
is so good they are treated as having Night vision in terms of their ability to ‘see’.
Lugat have strong family ties have often all members of several families are allies for
generations. Lugat avoid noisy areas & only shout in emergencies. Young Lugat take 5-6
months to learn how to fly.
Tengu
Alternate names : Kenku
Evolved on : Jarri-Moon
Came to Rikirta : 570 years ago-Earth Era
Species : Raven & Hawk intelligent bipeds.
Description : Avian humanoids, with Hawk or Raven features. Tengu have round eyes with
large pupils, long arm-wings and feathers over their torso, head and wings. Tengu have
feathers for wings. Tengu hands are at the tip of their wings.
They stand upright on two legs and have 4-8 inch (10 to 20cm) long beaks. Tengu turn their
entire head to focus, since most of their vision is peripheral-designed to detect movement
but not detail. Many Tengu actively hunt insect shapeshifters like Jorogumo (Spiderfolk) and
Myriax (Centipede folk). A group of Tengu is called a Murder.
Contacts : Choose 1. Lycanthrope-Bat, Bear, Boar, Owl, Rat, Raven, Tiger, Wolf.
Tengu names -
Air, Aor, Aur, Fil, Fol, Ful, Jir, Jor, Jur, Nil, Nol, Nul, Rir, Ror, Rur, Qil, Qol, Qul, Zir, Zor, Zur.
- Names have four parts - Both parents names are used with deity.
So Aor Jor Zir of Tylyn is Aor daughter of Jor & Zir, worshipper of Tylyn.
Tengu are often hungry. They eat twice as much as Humans due to their high metabolism.
They encourage defeating ones’ enemies at every opportunity, and feel lost without a goal
or something to strive for.
Tengu prefer to have a home base or nest and avoid trips that are longer than a season.
Tengu can eat insects, carrion or rodents for sustenance. They always take environmental
factors into consideration for each situation. Tengu do not forget and rarely forgive. Most
hate being underground and are uneasy whilst there.
Varin
Description : Black and white fur covers the bear like panda form of Varin. They
are stocky and intimidating to some, cuddly to others. Most active during twilight.
Vicious to enemies but affectionate and playful to their friends and family, Varin are
sought after companions.
Varin enjoy rice and noodles, but over half of every meal is either vegetables or
bamboo. Chief love for all Varin is enjoyment of music, if they don’t make the music
themselves they spend some of their free time listening to it.
Disclaimer : this document is has been inspired by the Dungeon World game produced by
Sage Kobold Productions. Early Dungeons and Dragons setting with PBTA style. Highly
recommended for new and veteran gamers alike. For more information on Dungeon World
checkout their website - http://www.dungeon-world.com/
This game uses the many facets of the Powered by the Apocalypse (PBTA) system created
by Vincent and Meguey Baker.
Other art by –
• Jacob Blackmon http://prodigyduck.deviantart.com/
• Gary Dupuis - http://www.gdupuis.com/
• JEShields - https://www.patreon.com/jeshields
• William McAusland Outland Arts http://www.outlandarts.com
For Feedback, Astral Quests or Moose Flamenco send thy electronic telepathy forthwith to -
blakeryan74@gmail.com or @blakeryanbatman on Twitter.