Quote:
Morning
Roll 2d8 for two prompts
1. Someone falls in love with you and tries to spend most of the morning either hitting on you or drowning to catch your attention. (And get mouth to mouth)
2. You catch a couple of teenagers doing something the shouldn't in the showers. It's up to you whether you just turn a blind eye or yell at them.
3. A child on a floaty drifts far out into the water. They're crying loudly and people are panicking and it's your chance to be a hero of the people!
4. You step down and the squishes to reveal something brown stuck to your foot. It's poop.
5. Your sunblock was not actually sunblock. You smell like bacon for the rest of the day.
6. You think you see a sea monster, but it's just some kids having a water noodle fight.
7. A fight breaks out nearby, a dance fight. Someone challenges you!
8. A mob of adorable and adoring children surround your high and mighty lifeguard throne. They seem impressionable and willing to start a cult for you, if only out of boredom while their moms participate in their beachside bookclub.
Roll 2d8 for two prompts
1. Someone falls in love with you and tries to spend most of the morning either hitting on you or drowning to catch your attention. (And get mouth to mouth)
2. You catch a couple of teenagers doing something the shouldn't in the showers. It's up to you whether you just turn a blind eye or yell at them.
3. A child on a floaty drifts far out into the water. They're crying loudly and people are panicking and it's your chance to be a hero of the people!
4. You step down and the squishes to reveal something brown stuck to your foot. It's poop.
5. Your sunblock was not actually sunblock. You smell like bacon for the rest of the day.
6. You think you see a sea monster, but it's just some kids having a water noodle fight.
7. A fight breaks out nearby, a dance fight. Someone challenges you!
8. A mob of adorable and adoring children surround your high and mighty lifeguard throne. They seem impressionable and willing to start a cult for you, if only out of boredom while their moms participate in their beachside bookclub.
Quote:
Afternoon
Roll 1d4
1. Illegal Substances
Select one or several or all from these prompts:
- A group of people are acting oddly, they appear jumpy and nervous, even in the light of day.
- You notice groups forming and breaking up regularly, and people acting secretive nearby. You glimpse money changing hands at least once.
- Someone has what looks at first like a seizure on the beach. They cough up what looks like a half eaten candy onto the sand. Touching it, you realize it's something very like the FEAR candies that get fed to minipets.
- Several times you're called out to rescue people stranded on rocks in shallow water, who refuse to swim back themselves out of fear that they will drown.
2. The Temple
Select one or several or all from these prompts:
- A parent notices their child has gone missing and a search is called.
- You notice several birds seem to disappear into thin air around a section of the cliffs.
- You notice a patch of plants that are not native to this part of the world, growing near a section of the cliffs.
You eventually approach the cliffs, and with your weapon's help, see beyond the illusion to reveal an intricately carved opening that leads into a temple.
3. Terror of the Deep
Select one or several or all from these prompts:
- Beach goers begin to complain they something is pulling them down into the water.
- Several people complain (and several more are all praise) concerning "the topless girl on the rock". Every time you go to look, though, the place they referred to is empty.
- You hear a strange song that pulls to you. A man walks into the water without trying to swim as his family shouts for help.
4. Wild Card
Select your choice of the above prompts.
Quote:
Evening
Illegal Substances
Your investigations lead you to a someone selling small candies you may recognize as similar to FEAR candies.
Encounter
Roll 1 d4
1. You find the source at an evening bonfire. Partygoers are strange and manic as they dance, or huddle, or even cry to themselves, shivering all the while. One person seems to be unaffected, and as you approach them you may recognize them as another hunter, one who hasn't been seen since the Life Labs exploded in 2015. They summon their weapon.
Mob:
Renegade Hunter
HP: 60
Auto Damage: 6
Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, a stranger tries to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. You notice something off about one of the people you kept seeing in groups. Following them later, you notice they don't go to the parking lot or any of the small parties. instead they go into the showers after everyone is gone, despite not being dressed for swimming or showing any interest in the water all day. You enter the shower just in time to see them removing their face. The illusion drops, and you find a creature slowly removing a suit made of actual human skin. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success.
Mob:
Dealer Creature (species/race is your choice)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. You notice people going in a strange direction, and follow a group to what looks like an abandoned warehouse. Sneaking past security, you discover what seems to be an underground fight club of sorts. Blending in, you notice a large number of audience members appear affluent. Many of them seem to be wearing special glasses, and you overhead someone complaining about them while admitting they were necessary to see the whole show. Your eyes catch sight of a number of people acting much the same as those on the beach had, and witness several of them putting candies in their mouth. In the center of the building is a cage, and within it there is a human with a regular weapon trying to fend off some sort of monster as the crowd cheers on the bloodshed. Take your time to investigate, then sneak back out again. (Roll 1d20 to escape, 10 and over is success. If you fail, security shoots you with a runic handgun for 10dmg. Continue trying to escape.)
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card
Select your choice of the above prompts.
The Temple
You enter the temple, and the air of it is different from the beach. Turning around you notice the exit is now gone. Horseman runes are carved along stone walls, alongside the intricate patterns carved by a vast multitude of insects through the ages.
Encounter
Roll 2 d8, for two prompts. You may roll more if you'd like.
1. You enter an empty room, full of dust.
2. You enter a room filled with vines that seem to shift and move in the corner of your eyes. There's a patch of red blooms in one corner, and closer inspection leads to the realization that they are growing through a human body. If you have any open wounds, you'll soon begin to have audio hallucinations and even feel something crawling under your skin. When you get back to Deus, the infirmary will give you something to purge the vines growing within you, and you may end up with a vine-like or even floral scar from the experience.
3. You find a room filled with clothes and accessories. If you are on for looting bodies, you'll find several expensive watches, jewelry, and even some wallets. You end up with about a thousand dollars worth of finds you can comfortably carry.
4. You find a room filled with neat piles of body parts. At your presence, they begin to shift and move. If you choose to run, roll 1d20. Anything over 13 means you successfully escape and close the room's door to keep whatever was in there, inside. Fail, and you find yourself overwhelmed by humanoids with shifting features that settle quickly into your features.
Clone Mob
HP: ???
Auto Damage: none
Special: You must land an attack four consecutive times to escape them. If you miss even once, they overwhelm you. You wake up later, naked and alone except for your weapon totem.
5. You find a room full of old scrolls and dried herbs.
6. You find a beautiful underground orchard with a fountain at the center.
7. You encounter a passageway full of traps, roll 1d20 to determine how much damage it does to you.
8. There is a click as you step down, and a section of wall slides up to reveal a massive beetle. It barrels toward you all pincers and shell.
Beetle Mob
HP: 30
Auto damage: 3
Special: Whenever you miss, it blocks your next attack for 3 on top of its auto damage!
Terror of the Deep
Eventually you catch the mysterious girl, and there is no doubt at all she's a mermaid.
Encounter
Roll 1 d4
1. They try to run away. To them from escaping, roll 1d20, 10 and over is a success. The mermaid is extremely frightened of you, and tries to explain that it was juts fun, and nobody had gotten hurt, and that she'd stay away from then on. You can choose to let her go or fight her.
Mermaid Mob:
HP: 30
Auto Damage: 3
Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
2. She is friendly and just wants to talk for awhile. She doesn't understand what's the problem with teasing a few humans at all. It's very lonely and boring where she lives. If you try to convince her to be weaponized, she will agree very easily.
3. What seemed like one mermaid was actually two, they don't run away or talk, they just attack you.
HP: 25 x 2
Auto Damage: 2 per mermaid left
Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
4. Wild Card
Select your choice of the above prompts.
Illegal Substances
Your investigations lead you to a someone selling small candies you may recognize as similar to FEAR candies.
Encounter
Roll 1 d4
1. You find the source at an evening bonfire. Partygoers are strange and manic as they dance, or huddle, or even cry to themselves, shivering all the while. One person seems to be unaffected, and as you approach them you may recognize them as another hunter, one who hasn't been seen since the Life Labs exploded in 2015. They summon their weapon.
Mob:
Renegade Hunter
HP: 60
Auto Damage: 6
Special: If their HP hits from 0-7 range, their eyes turn black and a pair of doors appear for them to escape through. Going through those doors to pursue feels like an incredibly bad idea.
Should you fail, a stranger tries to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
2. You notice something off about one of the people you kept seeing in groups. Following them later, you notice they don't go to the parking lot or any of the small parties. instead they go into the showers after everyone is gone, despite not being dressed for swimming or showing any interest in the water all day. You enter the shower just in time to see them removing their face. The illusion drops, and you find a creature slowly removing a suit made of actual human skin. The Dealer is a creature of Halloween in disguise. Upon seeing you they try to run. Roll 1d20 to keep them from escaping, 13-20 is success.
Mob:
Dealer Creature (species/race is your choice)
HP: 40
Auto Damage: 3
Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
3. You notice people going in a strange direction, and follow a group to what looks like an abandoned warehouse. Sneaking past security, you discover what seems to be an underground fight club of sorts. Blending in, you notice a large number of audience members appear affluent. Many of them seem to be wearing special glasses, and you overhead someone complaining about them while admitting they were necessary to see the whole show. Your eyes catch sight of a number of people acting much the same as those on the beach had, and witness several of them putting candies in their mouth. In the center of the building is a cage, and within it there is a human with a regular weapon trying to fend off some sort of monster as the crowd cheers on the bloodshed. Take your time to investigate, then sneak back out again. (Roll 1d20 to escape, 10 and over is success. If you fail, security shoots you with a runic handgun for 10dmg. Continue trying to escape.)
Should you fail, a stranger will try to rescue you. Roll 1 d10 to determine if they survive. (6-10 means they live.)
4. Wild Card
Select your choice of the above prompts.
The Temple
You enter the temple, and the air of it is different from the beach. Turning around you notice the exit is now gone. Horseman runes are carved along stone walls, alongside the intricate patterns carved by a vast multitude of insects through the ages.
Encounter
Roll 2 d8, for two prompts. You may roll more if you'd like.
1. You enter an empty room, full of dust.
2. You enter a room filled with vines that seem to shift and move in the corner of your eyes. There's a patch of red blooms in one corner, and closer inspection leads to the realization that they are growing through a human body. If you have any open wounds, you'll soon begin to have audio hallucinations and even feel something crawling under your skin. When you get back to Deus, the infirmary will give you something to purge the vines growing within you, and you may end up with a vine-like or even floral scar from the experience.
3. You find a room filled with clothes and accessories. If you are on for looting bodies, you'll find several expensive watches, jewelry, and even some wallets. You end up with about a thousand dollars worth of finds you can comfortably carry.
4. You find a room filled with neat piles of body parts. At your presence, they begin to shift and move. If you choose to run, roll 1d20. Anything over 13 means you successfully escape and close the room's door to keep whatever was in there, inside. Fail, and you find yourself overwhelmed by humanoids with shifting features that settle quickly into your features.
Clone Mob
HP: ???
Auto Damage: none
Special: You must land an attack four consecutive times to escape them. If you miss even once, they overwhelm you. You wake up later, naked and alone except for your weapon totem.
5. You find a room full of old scrolls and dried herbs.
6. You find a beautiful underground orchard with a fountain at the center.
7. You encounter a passageway full of traps, roll 1d20 to determine how much damage it does to you.
8. There is a click as you step down, and a section of wall slides up to reveal a massive beetle. It barrels toward you all pincers and shell.
Beetle Mob
HP: 30
Auto damage: 3
Special: Whenever you miss, it blocks your next attack for 3 on top of its auto damage!
Terror of the Deep
Eventually you catch the mysterious girl, and there is no doubt at all she's a mermaid.
Encounter
Roll 1 d4
1. They try to run away. To them from escaping, roll 1d20, 10 and over is a success. The mermaid is extremely frightened of you, and tries to explain that it was juts fun, and nobody had gotten hurt, and that she'd stay away from then on. You can choose to let her go or fight her.
Mermaid Mob:
HP: 30
Auto Damage: 3
Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
2. She is friendly and just wants to talk for awhile. She doesn't understand what's the problem with teasing a few humans at all. It's very lonely and boring where she lives. If you try to convince her to be weaponized, she will agree very easily.
3. What seemed like one mermaid was actually two, they don't run away or talk, they just attack you.
HP: 25 x 2
Auto Damage: 2 per mermaid left
Special: Special: If you bring their HP between 1-5 then you may capture them and bring them back to Deus. Otherwise they dissipate when they hit 0.
4. Wild Card
Select your choice of the above prompts.