Vore n' Vanquish uses the VoreD6 system. It uses
strictly 2d6 or 1d6 rolls.
For further details on the core mechanics of how the game is played, please see that profile. Knowledge of the system
is not required for play as it's simple enough to learn on the go.
Introduction
Player Primer
1: This might not be what you are used to. This is something like a fantasy world simulator
(with lots of kink and vore). Characters start in the Nexosity, the lone bastion of order in an otherwise gluttonous
and savage land. You as a group get to decide where to go, but you must make it back to the bastion by the end.
This is a game that acts more like an expedition than a hero's journey. And resource management is important.
You can not get you hp back until you sleep in a town. You can also get food, and return you MP there.
Any Town you can get these things, but the Nexosity acts like a 'save point'
since it has the bank. It's the only place you can drop off and 'save' the treasure you find. Which brings to the next point.
2: The goal of this game is LOOT. The object of the game is to go out and get treasure,
weather it be gold or magical items, and make it back alive. There is no experience points, levels are paid for in gold.
Gold and magical items are the reason for your adventure. The GM may give you a 'quest' at the begining of play, but the quest
is not the objective. It is one of many means of getting the thing you want, which is loot.
And monsters are an obstacle between you and the treasure you are attempting to grasp.
3: Not everything you meet will try to Kill, or eat you on sight. Every monster you meet I will roll a
'reaction roll' which can be negative, meh, or posative. I will then use the monster and it's
habits in combination with the roll to determine how it reacts to you. That doesn't mean it's not
always better to shoot first and ask questions later;
Just that it's up to you how and when you want to attempt attacking, evading, negotiating, etc.
Remember it's a resource game, so fighting everything can deplete those resources faster than not.
4: And lastly. There's no CR in this game. Things are as tough as they are. So the more people you have, the better.
But at the same time, having more people makes the day to day expedition more expensive, and the treasure
being split up in more shares.
You are perfectly allowed to PVP or such. But just bare in mind,
your basically together to maximize your chance of survival. So, betray each other at your own risk.
Character Creation
Please answer the following questions step by step to create your character for the game.
Step 1: Pick a class
Firstly, you need to pick a class. You have three classes to choose from, fighter, mage, and battle mage. Fighters are good at fighting.
Mages are bad at fighting, but get a limited number of overly
powerful spells. Battle mages can do both, but aren't as good at either. Later, you must pay gold
to level up and become more powerful. Fighters are the cheapest to level up,
Mages are the most expensive, and Battle-Mages are in the middle.
Other factors may increase or decrease the cost of future level ups. You do not need to consider these
factors at this time.
☠️⚔️⭕ Name:[Your_name_here]; Class:[Mage]; Talent:[Your_talent_here]; HP:[1]; MP:[1]; Fight:[0(unarmed)];
Save:[2]; Size:[4]; Move:[4]; Spells:[Spellname]; Items:[][][]; Gold:[20g]; Level:[1];
* ⚔️ means the character is pure prey. ☠️ means the character is vore capable. Remove either the ☠️ or the ⚔️ depending on
which of these applies to your character.
Deeper Class Info
Fighter
Fighter
Level
HP
MP
Fight
Save
1
[1]
[-]
[1]
[2]
2
[2]
[-]
[2]
[2]
3
[3]
[-]
[2]
[3]
4
[4]
[-]
[3]
[3]
5
[5]
[-]
[4]
[4]
Restrictions: Can use all weapons.
Can't use wands. EXP grade: 5 Mook Slayer: Fighters may attack up to level in creatures provided they all
have a max HP of [1] or less.
Ie, could attack 4 gobblelins in one round at level 4. Poison/Death Save Bonus: add 1 to the range for saves involving getting poisoned or
any form of instant death. For example, if your save is 2in6, it becomes a 3in6.
Battle-Mage
Battle-Mage
Level
HP
MP
Fight
Save
1
[1]
[0]
[1]
[2]
2
[2]
[1]
[1]
[2]
3
[2]
[2]
[2]
[3]
4
[3]
[2]
[2]
[3]
5
[4]
[3]
[3]
[4]
Restrictions: Hammer weapons only. Can't use wands. EXP grade: 6 Spells: Can cast a certain number of spells starting at level 2.
Cost to cast a spell is 1 MP per spell level. MP can only be returned by resting in
a city or town.
Mage
Mage
Level
HP
MP
Fight
Save
1
[1]
[1]
[1]
[2]
2
[2]
[2]
[1]
[2]
3
[2]
[3]
[1]
[3]
4
[3]
[4]
[2]
[3]
5
[3]
[5]
[2]
[4]
Restrictions: Can't use weapons. Are capable of using wands. EXP grade: 7 Spells: Can cast a certain number of spells starting at level 1.
Cost to cast a spell is 1 MP per spell level. MP can only be returned by resting in
a city or town. Wands: Mages can use wands, all wands give +1 atk and allow you to store 1 extra spell equal to
or lower to the wands level. Mages can't store spells in any wand beyound the max level of the spells they
can cast. A mage with a wand can use a projectile as thier normal attack, and can still
grapple for vore even at a distance. Scroll Use: Can use scrolls as a consumable item to cast the spell listed 1 time.
If the spell on the scroll is a higher level than the maximum level spell the caster can cast,
the caster must make a skill/save to cast it or have it consumed with no effect.
Step 2: Pick a Talent
Pick your 1 talent. If you wish to be vore capable, you must pick [Vore-Capable].
Predators who are capable of vore are much stronger in combat than pure prey. in order to compensate for this, pure prey tend to
focus on learning talents useful in exploration. Prey have to find other ways to make themselves seem useful, after all. Lest their
predatory allies begin to see them as only useful for one thing..
[Vore_Capable]; You are capable of vore. You must take this trait if you are vore capable.
[Navagator]; When GM rolls your party as being lost, have a 2-in-6 chance of negate the roll.
[Fingersmith]; Have a 3-in-6 chance of spotting traps, disarming traps, and picking locks instead of a 1-in-6.
[Treasure_Hunter]; When exploring a ruin roll an extra 1-in-6 chance of finding treasure if the check to
find it for the party fails. Has a higher chance (figure out xin6 later)
of decoding treasure maps. Has a 2-in-6 chance to 'appraise' a magic
item once per session, per item.
[Scout]; When surprised, have a 2-in-6 chance to negate surprise for entire party.
[Hunter]; Has a 3-in-6 chance of finding food on a cow hex.
On a successful hunt, gain 3d6 food rather than 2d6.
Have a 2-in-6 chance of negating a successful detection roll of an enemy when sneaking by yourself
when in a 'dense' terrian, such as forests, swamps, or jungles.
[Sneak_Thief]; Have a 3-in-6 chance of negating a successful detection roll of an enemy when sneaking by yourself.
Have a 3-in-6 chance to 'pick pockets' of small items instead of a 1-in-6.
Step 3: Select Magic
Preform this step only if you are a mage or a battle-mage. Mages select 2 spells. Battle-mages select 1 spell.
Battle-Mages can not begin casting spells until they reach level 2. Choose from the following spells...
[Light]; Create a magic light that lasts for 2 hours (12 turns) or until the caster whims it to disappear.
When innitially cast, nocturnal creatures must save of be blinded for 1d6 rounds.
[Sleep]; Place up to 3 threat worth of monsters to sleep.
[Shrink]; The same as sleep, but instead it shrinks the person down to a tiny size.
[Enlarge]; Gain 2 size and 2 attack for 10 minutes (1 turn).
[Light-Heal]; Restore 1 hp. Can be used in combat.
[Magic-Missile]; Create 2 magic missiles that do 1 hp each per level. The missiles, if not used will
remain hovering around the caster for 1 hour (6 turns).
Deeper Magic Info
Basics
Spells are Loot: Players learn spells by finding them among treasure hoards of monsters.
Mages learn new spells through Grimoires, while Battle-mages learn new spells by aquiring runestones.
There is a slightly higher chance grimoires (8.55%) being found, than rune stones(5.56%).
Spells use MP: Casting a spell consumes 1mp per spell level. Therefor, a level
3 spell would cost you 3mp to cast.
MP is restored by resting in town: You must sleep in a town to restore your MP, similar to HP.
Spells
Level 1 Spells
Light* - Create a magic light that lasts for 2 hours (12 turns) or until the caster whims it to disappear.
When innitially cast, nocturnal creatures must save of be blinded for 1d6 rounds.
Sleep* - put up to 3hp of creatures to sleep. 0 or less hp still count as '1'.
Shrink* - Same as Sleep save creatures are shrunk to a tiny size instead of put to sleep.
Enlarge* - Gives target 2 size for 1 turn (10 mins)
per level.
Light Heal* - restores 1 hp. Can be used in combat.
Magic Missile* - Creates 2 missiles per level, does 1 hp dmg each.
Read thoughts - Read the thoughts of others for 1 hour (6 turns).
Detect invisibility - see all invisibile creatures.
Find Traps - Find all traps in a 30 foot area for 30 minutes (3 turns).
Vertriquism - Creates illusionary sounds. Caster may do this freely for 2 hours (12 turns).
Level 2 Spells
Invisibilty 1 target per level is completely invisibile until they attack
or are attacked.
Charm person - put up to 3hp of humanoid creatures under your influence.
0 or less hp still count as '1'.
Those who fail save may make another save in 1 week (7 days).
Charm Animal - put up to 3hp of beast like creatures under your influence.
0 or less hp still count as '1'. Those who fail save may make another save in 1 week (7 days).
An animal treated well may choose to stay. If so, this spell must remain on the caster's
list but may not be used.
Haste -
Doubles the actions in a round, or doubles movement speed. Lasts 1 day.
Zone of Silence - Creates a 30 foot area inwhich no sound can escape.
Magic casters within cannot cast spells.
Heavy Heal - Restore 3 hp. This spell cannot be used in combat.
Cure - Cure negative status effects such as desease or poison.
Dispel Magic - Remove the magical effect from an area, or dispels curses, such as shrink or level drain.
Create Food - Creates 12 days worth of food instantly.
Toxic Gas - Create a 30 foot area inwhich all others but the caster are weakened.
Those inside remain weakened until they exit the area.
Level 3 Spells
Polymorph self: Polymorph yourself into any other monster.
Use your skill/save as a 'rating' and compare it to the threat
of the monster as a defender's 'rating' to see if the spell succeeds.
This effect lasts until 'dispel magic' is cast on you. A polymorphed spell caster can still
cast spells. Spell caster may return to normal form at any city as long as they still
have access to the spell 'Polymorph self'
Polymorph other:Polymorph another creature as you would the spell
'polymorph self', see 'Polymorph self' for more details. Target who does not wish
to be polymorphed, naturally, gets a save.
Dominate Person: put up to 4hp of humanoid creatures under your utter control.
0 or less hp still count as '1'. Those who fail save may make
another save in 4 weeks.
Dominate Monster put up to 4hp of beast like creatures
under your utter control.
0 or less hp still count as '1'. Those who fail save may make
another save in 4 weeks.
Giant Growth: Grow yourself up to 1 size per level, this remains until
dispel magic is cast on you. The spell caster may not recover the MP required
to cast this spell as long as it's in effect.
Pass through solid rock Pass through up to 50 feet of solid rock.
Raise dead: Raise the dead back to life at full HP
Infinity gut: Instantly devour and rapidly digest any creature provided it
fails it's save.
Wilderness Exploration
Terrain
Threat indicates the chance of getting lost, or having an encounter (each a d6 roll). The chance to get lost uses the terrian
of the hex you start in. The chance of encounter uses the hex you end in.
Parklands
Threat 1-in-6/ Move cost 1
Hills
Threat 2-in-6/ Move cost 2
Forest
Threat 2-in-6/ Move cost 2
Coast/Ocean
Threat 2-in-6/ Move cost 2
Mountains
Threat 2-in-6/ Move cost 3
Badlands
Threat 3-in-6/ Move cost 1
Swamp
Threat 3-in-6/ Move cost 2
Jungle
Threat 3-in-6/ Move cost 2
Tundra
Threat 3-in-6/ Move cost 2
The Map
New map is currently being tested so the icons are different.
New map hard link: https://i.imgur.com/4QUYthf.jpg
Old map Hard Link: https://i.imgur.com/i7CdeT2.png
Legend
The Nexosity
Where player's start and must return to.
City
A larger city.
Baron
Territory of a self-made adventuer baron/ess.
Village
A small community.
Dungeon
An enterance to the underworld.
Ruins
Exploring this hex gives a group x-in-6 chance of finding treasure. Use the 'threat'
of the terrian to determine chance. Exploring takes 1/2 a day.
Hunting Spot
Party can attempt to hunt wild game here. Have a 1-in-6 per person
chance to hunt 2d6 food. Hunting takes 1/2 a day.
Fishing spot
Same as hunting spot but you only need to be 1 hex over. Success gains
1d6 food.
Danger Area
Gm will make an extra encounter chance roll if you pass through this hex.
Church
Temple
Discoveries
01, 06 ) A temple to a forgotten god of old is found here.
01, 07 ) Nothing of note is found here.
01, 08 ) Ruins of the old Nexosity are thought to be in this area. They seem ripe for the pickings,
if one dares venture so far.
The Underworld
Civilization & Trade
Food
Food can be pruchased at any city or town at the following prices. Prey characters consume 1
unit of food a
day, while predator characters consume 2 units of food per day.
Cities: 1 gold per unit of food.
Friendly Villages: 2 gold per unit of food.
Unfriendly Villages: 3 gold per unit of food.
Traveling Merchants: 4 gold per unit of food.
Rest and Recovery
Characters can recover HP and MP while resting in any city or town at the following prices.
Cities: 1 gold per level of resting character per HP or MP recovered.
Towns/Villages: Typically free of charge provided the party can broker staying
the night.
Maintenance
Equipment the characters bring with them on expeditions will experiance ware and tear and must
be regulary maintained for a fee. To keep this as simple as possible, everytime you start and
expedition, players must
pay in order to have the equipment available to them. This represents them paying the mantience from
for any misc use durring, or between adventures. If the fee is not paid, that equipment will unavailable to them.
This is much simplier in practice then paying the fee at the end of the adventure, which would
make much more logical sense, hense why it is done this way.
Regular Weapons: 1g
Magical Weapons: 50g
Legendary Weapons: 250g
Level 1 Wand: 10g;
Level 2 Wand: 50g;
Level 3 Wand: 250g;
Gear
Backpack: 5gp
Flash of Oil: 2gp
Iron spikes (12): 1gp
Lantern: 10gp
Mirror (hand sized steel): 5gp
Rope (50' length): 1gp
Large Sack: 2gp
Small Sack: 1gp
Thieves Tools: 25gp
Flint and steel: 3gp
Wooden Pole 10' foot: 1 gp
Purchasing Levels
Levels in this game are paid for in gold, and may only be bought between sessions. To determine
how much money is required, first you must determine the 'exp grade' of your character. The higher your grade,
the more it costs to level up.
Grade
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
2
1,000g
1,250g
1,500g
1,750g
2,000g
2,250g
2,500g
2,750g
3,000g
3,250g
3,500g
3,750g
4,000g
3
2,000g
2,500g
3,000g
3,500g
4,000g
4,500g
5,000g
5,500g
6,000g
6,500g
7,000g
7,500g
8,000g
4
4,000g
5,000g
6,000g
7,000g
8,000g
9,000g
10,000g
11,000g
12,000g
13,000g
14,000g
15,000g
16,000g
5
8,000g
10,000g
12,000g
14,000g
16,000g
18,000g
20,000g
22,000g
24,000g
26,000g
28,000g
30,000g
32,000g
Classes and Grade
Fighter: Start at grade 5
Battle Mage: Start at grade 6
Mage: Start at grade 7
Other Factors
Is your character perma-prey? -2 grade.
Can your character see in the dark? +1 grade.
Is your character a Taur, gaining a movement bonus? +3 grade.
Is your character a beast? Gaining movment bonus, but also without hands? +1 Grade.
Travel Services
From City to the Nexosity: 50 gold each.
From Village to Nexosity: 100 gold each.
From Wilderness to Nexosity: 200 gold each.
Taking a boat along set routes (red lines): 25 gold each.
Mounts and Vehicles
Type
Cost
Move
Carry Weight
Horse
300g
6 move
3,000g
Strider
500g
6 move
4,000g
Mule
200g
5 move
2,000g
Mercenaries
Mercenary: Mercenaries are capable of combat and are treated similar to player characters.
They are under the 'command' of whoever has hired them, but they are not slaves and their loyalty is
determined by the GM. They generally will require 1/3 of whatever treasure they hiring player character
is entitled to. Mercenaries can be hired in any city and the type found depends on which city the character
is attempting to recruit in. Sometimes NPCs and even monsters may offer their services as a mercenary.
GM Stuff
This is where all the GM resources are located. It's mostly hidden to keep the profile from being overly bloated,
and thus more intimidating to players getting into play. It's not exactly 'forbidden' to look at this stuff,
but please don't open it when we're playing the game. Limit your snooping to between sessions so as to not
slow the game down.
They're lying. Read any further and you'll be cursed with terrible gas and
runny noses for all the rest of creation! Refresh you fool! Refresh your browser now before it's too late!
Treasure
Gold (2d6 + highest threat monster)
17+
5,000g
16
4,000g
15
3,500g
14
3,000g
13
2,500g
12
2,250g
11
2,000g
10
1,750g
9
1,500g
8
1,250g
7
1,000g
6
750g
5
500g
4
250g
3
200g
2
100g
Highest threat monster
Number of items (1d6)
1
2
3
4
5
6
❶
No items
No items
No items
No items
No items
1 item
❷
No items
No items
No items
No items
1 item
1 item
❸
No items
No items
No items
1 item
1 item
2 items
❹
No items
No items
1 item
1 item
2 items
2 items
❺
No items
1 item
1 item
2 items
2 items
3 items
❻
1 item
1 item
2 items
2 items
3 items
3 items
❼
1 item
2 items
2 items
3 items
3 items
4 items
❽
2 items
2 items
3 items
3 items
4 items
4 items
Magical Items Type (2d6)
12
(2.8%) Wand
11
(5.56%) Runestone (Battle-Mage Spell)
10
(8.33%) Grimoire (Mage Spell)
9
(11.11%) Magic Gear
7-8
(30.5%) Scroll
5-6
(19.4%) Potion
3-4
(13.9%) Magic Weapon
2
(2.8%) Legendary Weapon
11. Runestones (Battle-Mage Spells)
roll
2-3 (Rare lvl 2 spells)
4-5 (lvl 2 spells)
6-8 (Lvl 1 spells)
9-11 (Rare lvl 1 spells)
12 (lvl 3 spells)
1
(L2)Charm Person
(L2)Charm Animals
(L1)Light
(L1)Read Thoughts
(L3)Polymorph
2
(L2)Raise Dead
(L2)Invisibility
(L1)Shrink
(L1)Knock
(L3)Infinity Gut
3
(L2)Identify Magic Item
(L2)Zone of Silence
(L1)Enlarge
(L1)Detect Invisibility
(L3)Dominate
4
(L2)Heavy Heal
(L2)Cure
(L1)Light Heal
(L1)Ventriloquism
(L3)Vapor Form
5
(L2)Haste
(L2)Create Food
(L1)Magic Missile
(L1)Find Traps
(L3)Giant Growth
6
(L2)Bellowing Toxic Gas
(L2)Dispell Magic
(L1)Shield
(L1)Light Heal
(L3)Pass through Solid Rock
10. Grimoires (Mage Spells)
roll
2-3 (Rare lvl 2 spells)
4-5 (lvl 2 spells)
6-8 (Lvl 1 spells)
9-11 (Rare lvl 1 spells)
12 (lvl 3 spells)
1
(L2)Charm Person
(L2)Charm Animals
(L1)Light
(L1)Read Thoughts
(L3)Polymorph
2
(L2)Raise Dead
(L2)Invisibility
(L1)Shrink
(L1)Knock
(L3)Infinity Gut
3
(L2)Identify Magic Item
(L2)Zone of Silence
(L1)Enlarge
(L1)Detect Invisibility
(L3)Dominate
4
(L2)Heavy Heal
(L2)Cure
(L1)Light Heal
(L1)Ventriloquism
(L3)Vapor Form
5
(L2)Haste
(L2)Create Food
(L1)Magic Missile
(L1)Find Traps
(L3)Giant Growth
6
(L2)Bellowing Toxic Gas
(L2)Dispell Magic
(L1)Shield
(L1)Light Heal
(L3)Pass through Solid Rock
9. Magic Gear
roll
1
2
3
4
5
6
1
#0911 (A strange small, metalic object.)
#0912 (A strange pendent.)
#0913 (A strange amulet.)
#0914 (A plain looking amulet, yet it eminates a strange power.)
#0915 (A strange amulet.)
#0916 (An amulet of a strange idol.)
2
#0921 (A thick belt with strange runes on it's buckle.)
#0922 (A thick belt with strange runes on it's buckle.)
#0923 (A thick belt with strange runes on it's buckle.)
#0924 (A thick belt with strange runes on it's buckle.)
#0925 (A thick belt with strange runes on it's buckle.)
#0926 (A strange, red liquid in a small vial.)
3
#0931 (A golden ring with strange symbols craved into a gemstone.)
#0932 (A blood red ring the magical power seeming to be swiverling within it's gem.)
#0933 (A plain silver ring with glowing runes carved into it.)
#0934 (A stange, plain looking ring with a strange idol on it.)
#0935 (A thick ornate carpet.)
#0936 (A small, well made looking bag.)
4
#0941 (A deep green cloak, seeming to shift into deep shapes of brown near it's hem.)
#0942 (A strangely shimmering cloak.)
#0943 (A deep, purple cloak, covered in feathers.)
#0944 (A small item, carefully wrapped in cloth.)
#0945 (A strange pair of boots with wings on it's heels.)
#0946 (A small, well made looking bag.)
5
#0951 (A small, strange looking bell.)
#0952 (A hornlike instrument, seemingly made from a bull or similar animal
)
#0953 (A hornlike instrument, seemingly made from a bull or similar animal
)
#0954 (A hornlike instrument, seemingly made from a bull or similar animal
)
#0955 (A strangely shimmering cloak.)
#0956 (A strangely shimmering cloak.)
6
#0961 (A strangely shimmering cloak.)
#0962 (hammer)
#0963 (hammer)
#0964 (hammer)
#0965 (hammer)
#0966 (hammer)
#0911 ♦️Skeleton Key: Allows one without the
trait to pick locks as if having the trait 'fingersmith', allows one with
the 'Fingersmith' trait to pick a lock on a 1-5. On the roll of a '6' this
item always breaks.
#0912 ♦️Nighteye Pendent:
When worn, one can see in the
dark as if with infravision up to 30'.
#0913 ♦️Amulet of Telepathy: Allows you to
use telepathy, sending your thoughts to others.
#0914 ♦️Amulet of Spell Absorbtion: Absorbs
5 mp worth of spells against you until it ceases working forever
#0915 ♦️Amulet of Vigor: gain 1 HP while worn.
#0916 ♦️Bigbig's Amulet: : Pred only.
Wearer gains 1 size when worn.
#0921 ♦️Belt of Gurgling Regneration:
Pred only. Regain 1 hp everytime you digest someone.
#0922 ♦️Belt of Eager Gullet:
Pred only. When attempting to devour others, roll as if you
have 2 additional HP.
#0923 ♦️Belt of Magic Conversion: (Pred only) Whenever
the wearer digests prey, they regain 1 mp.
#0924 ♦️Girdle of Power Belching: (Pred only)
can a single use of toxic gas (as if the 2nd level spell) withing 2 rounds
of devouring prey. Doing so instantly digests the prey inside.
.
#0925 ♦️Girdle of Fasting: If a predator puts on this belt,
it instantly fastens can prevents them from devouring others until it's removed.
This item can't be removed unless magic is dispelled from it.
#0926 ♦️️Magic Ink: Allows a mage to duplicate a single unused
scroll into a spell book. Must be used in a city or village.
#0931 ♦️Ring of Power: Gain 1 max MP when worn.
#0932 ♦️Ring of Spellburn: Can now sacrifice
HP instead of MP to cast spells as long as don't go into negative
numbers.
#0933 ♦️Ring of Ogre Power: Gain 1
fight while worn.
#0934 ♦️Bigbig's Ring: Pred only.
Wearer gains 1 size while worn.
#0935 ♦️Flying Carpet: a flying carpet that an can
travel at the following speeds. 8 move 1-2 people. 6 move 3-4 people. Can not carry a person
a person over 8 size, a person between 6-7 size are considered '2 people' for the purposes
of how many people the carpet to carry.
#0936 ♦️Bag of Devouring: Like a bag of holding,
but destroys all items placed inside after 4 hours. This bag is alive and
will attempt to devour it's wearer if it believes it has been discovered.
Roll save to remove
the bag or be devoured instantly.
#0941 ♦️Elven Cloak: Can become as if
'invisibile' whenever in forest terrian.
#0942 ♦️Cloak of Magic Protection: Wearer gains +1 when
saving versus magic.
#0943 ♦️Cloak of Flight: Allows you to
fly for 1 turn (10 minutes) once per day.
#0944 ♦️Idol of Mamabliss: This small carved
idol, when displayed, will cause all predator's who look upon it to be
ravenous, such as being under the effects of curse of the unfed.
#0945 ♦️Boots of Swiftness: +1 move.
#0946 ♦️Bag of Holding: A magic bag that can
carry 500 coin weight
as if not carrying anything.
#0951 ♦️Chime of Opening:
Once per session, this small chime can be rung to open any locked door
or chest.
#0952 ♦️Bigbig's Feastive Horn:
Once per session this horn can be blown.
Blowing this horn summons 2 [3]Femdomizons that
fight on behalf of the one how blew the horn.
Prey must roll a save or have the Femdomizons require
'snu snu' in return, costing the summoner 1 hp per surviving Femdomizon.
#0953 ♦️Aesir's War Horn:
Once per session this horn can be blown.
Blowing this horn summons 2 [4]Vorgons that
fight on behalf of the one how blew the horn.
Prey must roll a save or have the Vorgon's turn on
the blower after all enemies are slain.
#0954 ♦️Mama Bliss's Horn of Hunger:
Once per session this horn can be blown.
Blowing this horn summons random unfed monsters from the unfed table.
They attack everyone indiscriminently.
#0955 ♦️Displacer Cloak:
once per session you may activate this cloaks power
for 10 minutes (1 turn), have a 3-in-6 for all attacks to
miss the wearer as they appear to be 5 feet away from
the location they actually are.
#0956 ♦️Devouring Cloak:
This cloak will wrap around the wearer as soon as it's donned.
The wearer must make a savings throw to escape and remove the
hungry cloak in time or coiled up, constricted, and digested in
a fleashy cacoon.
#0961 ♦️Molesting Cloak:
This living magic cloak can not be removed when worn without removing curse.
While worn, the cloak will continually molest the wearer,
distracting them and giving them a -1 to all ratings as if weak.
#0962 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#0963 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#0964 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#0965 ♦️Greater Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -2.
#0966 ♦️Greater Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -2.
7-8. Scrolls
Roll 2d6 to determine the level of the spell (top) and another 1d6 to
determine the exact type (side). You do not need to roll 'grade' for scrolls.
roll
1
2
3
4
5
6
1
Charm Person
Charm Animals
Light
Read Thoughts
Identify Magic Item
Polymorph
2
Raise Dead
Invisibility
Shrink
Knock
Identify Magic Item
Infinity Gut
3
(insert)
Zone of Silence
Enlarge
Detect Invisibility
Identify Magic Item
Dominate
4
Heavy Heal
Cure
Light Heal
Ventriloquism
Identify Magic Item
Vapor Form
5
Haste
Create Food
Magic Missile
Find Traps
Identify Magic Item
Giant Growth
6
Bellowing Toxic Gas
Dispell Magic
Shield
Light Heal
Identify Magic Item
Pass through Solid Rock
5-6. Potions
roll
1
2
3
4
5
6
1
#5611 (potion)
#5612 (potion)
#5613 (potion)
#5614 (potion)
#5615 (potion)
#5616 (potion)
2
#5621 (potion)
#5622 (potion)
#5623 (potion)
#5624 (potion)
#5625 (potion)
#5626 (potion)
3
#5631 (potion)
#5632 (potion)
#5633 (potion)
#5634 (potion)
#5635 (potion)
#5636 (potion)
4
#5641 (potion)
#5642 (potion)
#5643 (potion)
#5644 (potion)
#5645 (potion)
#5646 (potion)
5
#5651 (potion)
#5652 (potion)
#5653 (potion)
#5654 (potion)
#5655 (potion)
#5656 (potion)
6
#5661 (potion)
#5662 (potion)
#5663 (potion)
#5664 (potion)
#5665 (potion)
#5666 (potion)
#5611 ♦️Lesser Healing Potion: Restores 2 HP.
#5612 ♦️Lesser Healing Potion: Restores 2 HP.
#5613 ♦️Lesser Healing Potion: Restores 2 HP.
#5614 ♦️Lesser Healing Potion: Restores 2 HP.
#5615 ♦️Greater Healing Potion: Restores all HP.
#5616 ♦️Greater Healing Potion: Restores all HP.
#5621 ♦️Beast Control Potion: Allows you to command any 'beast' type monster
for 2 hours (12 turns). Monsters you attempt to command get a save provided the command does against their instinct.
#5622 ♦️Potion of Heroism: Become as if level 5 for 30 minutes (3 turns).
#5623 ♦️Giant Potion: Gain double size (up to a max of 4 additional size) for 1 day.
#5624 ♦️Potion of Magic Resistance: +1 to your saves versus magic for 1 hour (6 turns).
#5625 ♦️Nighteye Potion: See in the dark up to 60' for 2 hours (12 turns).
#5626 ♦️Shrinking Potion: Remove half size for 1 day. This potion must be drunk to
take effect.
#5631 ♦️Tonic of Magic Power: Restores 1 MP.
#5632 ♦️Tonic of Magic Power: Restores 1 MP.
#5633 ♦️Tonic of Greater Magic Power: Restores 3 MP.
#5634 ♦️Invulnerability Potion: : Unable to be damaged by anything for 30 seconds (3 rounds)
#5635 ♦️Potion of Levitation: Allows the drinker to levitate as if spell.
You may up and down, but not back and forth or side to side. Lasts 1 hour (6 turns).
#5636 ♦️Potion of Polymorph: Allows the one who drinks it to polymorph into a monster.
The GM will roll on the 'misc' table to determine monster type. If the potion is indentified, players may know
what monster it will transform them into before drinking.
#5641 ♦️Potion of Slipperiness: Roll as if having additional 2 hp for the purposes of
struggling for 2 hours (12 turns).
#5642 ♦️Potion of Gluttony: Roll as if having additional 2 hp for the purposes of
devouring others for 2 hours (12 turns). If you are pure prey, all predators as if having an additional 2 hp
against you instead.
#5643 ♦️Ethereality Potion: Ethereality: become Ethereal for 10 minutes (1 turn).
This includes your equipment. You can not attack, or be attacked while like this.. however, some monsters will be
capable of devouring you despite this state.
#5644 ♦️Iron Will Potion: Can't be charmed or dominated for 3 hours (18 turns).
#5645 ♦️Absorbtion Potion: (pred only) If predator, drink after devouring
a creature to instantly digest them and gain 1 hp per size of prey instantly.
#5646 ♦️Absorbtion Potion: (pred only) If predator, drink after devouring
a creature to instantly digest them and gain 1 hp per size of prey instantly.
#5651 ♦️Invisibility Potion: Become invisibile for up to 1 day, or
until you attack or preform an aggressive action.
#5652 ♦️Rutting Potion: Creatures will seek to dominate the drinker and gain a bonus of +1 to dominating.
#5653 ♦️Elixir: Restore all HP and MP instantly.
#5654 ♦️Love Potion: Fall in love, or gain general
infatuation with the first person/
thing you lay eyes upon after drinking this potion.
#5655 ♦️Potion of Prey Flight: (pure prey only)
give you double move (up to +4 move) while fleeing or evading combat for 1 day.
#5656 ♦️Potion of Level Drain: Loose 1 level instantly. Can have the level returned by curing the curse.
#5661 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#5662 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#5663 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#5664 ♦️Lesser Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -1.
#5665 ♦️Greater Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -2.
#5666 ♦️Greater Poison: Consuming this item or having it contact you
will force a save versus poison or give weakness of -2.
Magic Weapons
The Underworld
Green Room
Sewers (Filthy):
Flooded Grotto (Wet):
Monster Toilet (Filthy):
Dungeon Cells (Beast):
Lost Tomb (Tomb):
Monster Lair (Misc):
Red Room
Barracks (Militant):
Room of Effigies (Occult):
The Great Chasm (Misc):
Hive (Insectoid):
A Strange Room (Magical):
Foundry (Militant):
Purple Room
Technomatic Ruins (Technomancy):
Idol Chamber to a god of the old world (Occult):
Vestage of the long forgotten library (Magical):
Broken Seal to an Unknown Plane (Occult):
Dungeon Bizzare (Misc):
Hermit Mage's Laboritory (Magical):
Blue (Halls)
a Desolate hall (no enemies):
a Desolate hall (no enemies):
a Desolate hall (no enemies):
Trapped Hallway: (no enemies)
Trapped Hallway: (Misc):
Monsters in the Hall: (Misc)
Gold Room
Monsters and Encounters
Monster Sheets:
All monsters that start with '⚔️' are prey only.
All monsters that start with '☠️' are vore capable.
The number at the beginning of the monster sheet that is in a circle such as '❶️' represents the monster's 'threat'.
Threat is a means of keeping things simple and is the monster's HP, MP, and Fight ratings.
A gobblelin
☠️❶ {Cuckolbold}; Size:[2]; Move:[6]; #:[1d6/3d6]; ★:[Roll Dominate/submission as level 2.]