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Trapped in An Endless I-Krala

The document provides an introduction and rules for a roleplaying game where players explore an endless store called i-kräla, encountering hazards and other survivors. Players start with limited supplies and can find more equipment as they explore floors of the store. Various factions are described, including other survivors and mannequins that have come to life.

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0% found this document useful (0 votes)
281 views46 pages

Trapped in An Endless I-Krala

The document provides an introduction and rules for a roleplaying game where players explore an endless store called i-kräla, encountering hazards and other survivors. Players start with limited supplies and can find more equipment as they explore floors of the store. Various factions are described, including other survivors and mannequins that have come to life.

Uploaded by

nathanialsammut
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

Welcome to i-kräla, have a nice day!..............7

Character Creation.......................................8

Rules Reminder..........................................10

Survival Rules............................................11

What is i-kräla anyways? ............................12

But Seriously what the hell is going on?........13

Starting a new crawl...................................14

Factions and NPCs......................................15

Creating a Floor.........................................18

One Sample Floor.......................................33

Inhabitant Catalog......................................34

Sample Equipment.....................................36

Custom Fallouts.........................................38

Optional Scars...........................................39

Player Handouts.........................................40

Rumors from Customers..............................43

Wrapping up a Crawl..................................44
Welcome to i-kräla, have a nice day!

I have never been a fan of big artificial places. This


would include malls, arenas, casinos, airports, amusement parks
and resorts... places where every square foot was planned to
slow you down and make you forget what you came here to do.
Get some lunch, take a survey, enter a raffle, do some window
shopping. They do not want you to know what time it is, there is
no natural light, you could be there forever and they would be
fine with it.

Some people love these places though, there is a consistent


fantasy about being 'in the store overnight' and just jumping into
any bed, picking up anything you want, eating food straight out
of the containers in the middle of an aisle. This book seeks to
meld both together, the horror and the fantasy of being trapped
in a store where everything is yours for the taking, but
everything is also out to kill you. Players will explore, scavenge,
survive, fight and negotiate as they make their way down floor
after floor looking for the elusive parking garage.

The tone can be serious, adventurous, whatever the players


want... I've already done my own best to provide the horror with
scenes, suggestions and scenarios that can take place in the
endless store. Unlike the usual game of Liminal Horror, the
players are not investigators of the unknown. Instead they are a
group of innocent shoppers pulled into another dimension where
all i-kräla stores converge and overlap with each other. This will
be their first dealing with the supernatural and perhaps their last.

7
STARTING GEAR

All characters start with only the things one would expect for
them to have while visiting a store, whatever they can carry in
their pockets, wallet, purse, backpack or fanny-pack if they can
pull that look off. This will include a cellular device and might
also include the characters medications, cash, a snack and
something representative of their job or studies such as a
sketchbook, favorite novel, Swiss army knife, lighter,
professional camera, laptop, etc.

By default characters have 4 inventory slots and this will increase


to 10 once they gain a means to carry things with them... a
briefcase, tote, backpack, bag or whatever they can find. Liminal
Horror uses inventory slots as part of its core systems so do not
go past 10, rather have players abandon things they do not need
knowing they can find similar items again and again in this store.

Background Extra Starting Gear

Student Backpack, text book, granola bar, energy drink.

Bachelor Grocery bag with noodle cups and coffee drinks.

Doctor Stethoscope, painkillers, golf magazine.

Contractor Screwdriver, pliers, measuring tape, duct tape.

Teacher School supplies list, apple, anxiety medication.

Influencer Tripod, light ring, microphone, energy drink.

Shoplifter Baggy clothes, vape pen, two small items

New Hire Packed lunch, smokes, keys, box cutter.

9
Survival Rules
Deprivation & Fatigue.

A character deprived of a crucial need, such as food or rest is


unable to recover HP or ability scores. A character could also
become deprived due to blood loss or physical exhaustion.

Anyone deprived for more than a day adds one Fatigue to their
inventory, taking up one of their inventory slots. It will require a
good amount of food, water and rest to remove one Fatigue, but
characters could ignore fatigue after consuming an energy drink
or snack. The 'all you can eat' nature of the cafeteria is great for
this, as would sleeping overnight in a bed though this can be
dangerous.

A good general rule is to have a day pass for every hour or two
of real world game time. Feel free to 'fast forward' or say 'you go
through a few floors without incident and a few hours pass'.

Ways to gain Stress in the i-kräla.

Being ambushed, jump scared, startled by a monster or


dangerous individual will inflict stress.

Killing a New Customer (innocent) for the first time will inflict at
least 1d8 worth of stress. If it is in self defense then it will only
be 1d4 worth of stress.

Disturbing images and seeing monsters for the first time would
inflict 1d4 stress.

Two characters can 'threaten' each other inflicting 1d4 stress


until one runs out of hit points and 'surrenders'.

11
Starting a new crawl.

By default it is assumed that all the characters were just


shoppers at their local i-kräla when the lights suddenly went out.
When the lights came back on after a few seconds of pitch
darkness, each player found themselves no longer in the room
they were in. Instead, the players are in a show room that is
mostly devoid of other people. While the characters could know
each other ahead of time, it works very well to have them all be
strangers to each other and perhaps people who were shopping
in entirely different cities, states or countries. Give them a little
while to speculate as to what happened and to get to know each
other.

As with all role playing games it is a good idea to set


expectations ahead of time. Their characters might die in this
place, but without a doubt their characters will be changed by
the experiences they have here. Terrible things will happen, and
some funny ones, and some dramatic or sad ones. If they want
to make this a one shot, you can aim for a terrible end or
perhaps a lucky escape after a few hours of play. My advice is to
run this for multiple sessions to give players a sense of dungeon
crawling, survival and exploration. It is useful to use phrases like
'the next day' or 'a few hours later' to make it feel like time is
passing. The players have no cell signal but they can still check
the time and recharge their phones.

Help is not coming. People you meet might be kind but


many will have resorted to violence and intimidation to get what
they want. Sometimes furniture will come alive and attack
players. Know when to crank up the pressure and when to give
them a break, some medicine and a good rest or meal.

14
Factions and NPCs.

New Customers: Much like the players they just got here
recently and they are lost and confused. You can use reaction
tables from Liminal Horror and Cairn but it is safe to assume
they do not want trouble, just answers or some sort of help.
Customers will sometimes disappear instead of following the
players, as when they transition into another room they are sent
to a different part of the endless i-kräla. The storyteller can use
this as a tool to keep them around as helpful NPCs or get rid of
them if they are getting in the way of the story.

Regulars: These are people who have lost track of how long
they have been here and are a lot more unpredictable. Some
have taken to hunting mannequins and furniture for sport, some
have taken to doing the same but with their fellow humans.
Some show visible and psychological corruption (see Fallouts)
and generally they are bad news, especially when they have
formed a band of other regulars.

Mannequins: The mannequins that originally served to make


the displays seem 'lived in' are now alive themselves, moving at
a fairly slow pace and pantomiming daily human activities such
as watching television, eating, making a bed or cooking. They
are not actually performing these actions and have no biological
needs of their own. Anyone who 'humors them' finds them to be
somewhat friendly, eager to give the players a 'thumbs up' as it
is their only means of communication. Bumping into them,
attacking them or insulting them will often cause them to attack,
and they are quite strong and relentless.

15
Reaction Table

2d6 on the X axis: Desperation


2d6 on the Y axis: Aggression
Reaction 2 or less 3 to 5 6 to 8 9 to 11 12 plus
Tables
Starving Needy Normal Secure Thriving

2 or less Will fight Will fight Will fight Weapon Will fight
to the but might next turn. drawn. for the
Deadly death. flee. territory.

3 to 5 Will fight Will fight Afraid. Will not Will run


for food but might trust away.
Hostile or items. listen. anyone.

6 to 8 Demands Willing to Curious Will try Will chat


tribute. talk. about the to ignore and hang
Curious party. you. out.

9 to 11 Begs for Needs a Wants to Very Will offer


help. favor. barter. lonely. shelter.
Friendly

12 Plus Flees. Will Helpful. Friendly Will give


cower. you a gift.
Generous

New Customer: +1 X, +3 Y
Regular: -3 X, -3 Y
Jaguar: +3 X, -3 Y
Mimic: +0 X, Always Deadly

18
Roll Room 1 Room 2

1 Living Room Living Room Storage

2 Bedrooms Dressers and Wardrobes

3 Business Solutions Home Office

4 Kitchen & Appliance Dining

5 Bathroom Hallways and Decor

6 Garden Kids

7 Parts on Shelves Electronics in Boxes

8 Rest Area Customer Bathrooms

9 Registers Quick grab items.

10 Cafeteria Tables and Seating.

Encounters

Encounters should be spread out a little so that the store


feels somewhat desolate and at times even a little bit boring.
Feel free to move players through rooms when nothing is going
on. I suggest maybe 2 to 4 encounters per floor (1d3 + 1) or
however many 'feels right'.

I would avoid throwing 'too many' opponents at players,


minimum one and at most an 'even match' for example 4 players
vs 4 opponents.

20
Generic Encounters: These are the basic interactions with
mimics, mannequins, customers and regulars that you might find
and you can combine them with the room specific suggested
encounters.

Roll Generic Encounters.

1 A single wild Furniture Mimic ambushes the players giving it the


initiative and first attack.

2 A number of furniture mimics equal to the players block the way


and loudly snap and stomp at them.

3 A single Regular, completely mad, threatens the players with a


common weapon. He can be talked down or attacked.

4 A new customer is in emotional panic and needs to be calmed


down. Might lash out if the players fail.

5 A dead body with some common loot. You can roll a d20 on the
equipment list twice.

6 One large furniture mimic blocking the way. You can try to run
around it if somebody distracts it.

7 A gang of Regulars that matches the players. Not instantly


hostile but also not to be trusted.

8 A single Jaguar murdering a Regular or Customer. Will likely


avoid combat with the players.

9 A damaged Mannequin that will fight to the death.

10 A group of New Customers acting tough because they slightly


outnumber the players. They do not want much, just some
snacks or a useful item.

21
Living Room: Couches, ottomans and coffee tables arranged
around unplugged vintage television sets. A popular area for
Customers and Mannequins to congregate and rest.

Living Room Storage: Media centers, shelving, displays,


chests, tables with storage and racks for movies and music. Wide
open and prone to ambush.

Roll Living Room & Storage Sample Scenes

1 A wild coffee table attacks as soon as anyone is in sight.

2 Mannequins watch a sitcom starring mannequins. A Jaguar shows


up and starts to attack the mannequins in the show, and the
viewers seem distressed unless you turn the TV off.

3 Somebody has built a fort out of couch pillows.

4 A severely wounded customer lies on a couch begging for help.

5 Remains of a junk food picnic with one uneaten snack.

6 A severed human hand holding a TV remote.

7 Every TV is set to an emergency warning broadcast from a


different country.

8 A screaming customer being pulled into a couch. To save him you


must fight a large mimic.

9 This area is being set up and pallets litter the ground. They could
be climbed to create a shortcut to the other side of the wall.

10 A crazed man is having a Superbowl party with dead customers


arranged on the couch around him.

22
Bedrooms: A ton of little bedroom vignettes with beds,
nightstands, lamps and other things that make it feel lived in.
Bunk beds, college dorms, kids rooms, master bedrooms, all
kinds of displays can be found here. Also you can often find
sleeping or dead Customers in beds.

Dressers and Wardrobes: Mannequins will often be seen


placing and removing objects again and again in these storage
units, but when one of these storage units turns out to be alive
they are huge, heavy and dangerous.

Roll Bedroom & Storage Sample Scenes

1 An elaborate pillow fort. The guy inside has a knife.

2 A huge wardrobe slowly stalks the players. It can be outrun but


will try to crush them if it catches up.

3 A tent city made from sheets with friendly customers looking to


trade and exchange gossip. This is a safe place to rest.

4 A dead body wrapped in sheets.

5 A customer is hiding under a bed, will try to run away if


discovered by the players.

6 An animated sheet will try to smother a character. It is a small


mimic that can only be damaged by being torn, cut or burnt.

7 String lights blink in and out in hypnotic patterns. It is relaxing


and you want to take a nap here.

8 A wardrobe full of human bones and a few valuables. Rummaging


through causes stress.

9 A ceiling fan drops as somebody walks under it causing 1d6


damage.

10 A small mannequin gets out of bed and hugs a player.

24
Business Solutions: Office supplies, professional cubicles, office
chairs, power strips, filing cabinets and an eerie feeling of an
approaching Monday.

Home Office: Office chairs, desks, lamps, waste bins and many
other hobby things such as easels, illustration models and
supplies. Obsolete and unplugged computers sit on these desks
but they sometimes flicker on for a few moments and shut back
off.

Roll Business & Office Sample Scenes.

1 One computer shows the i-kräla website. Anything you click on


will lead you to a 404 error and 'no wifi found'.

2 A future dated i-kräla catalog lies on a desk. The furniture is still


pretty generic even in the future.

3 Several small artists mannequins harass the players but cannot


do much harm beyond pranks and stealing items.

4 A maddened customer thinks he is working in a call center. His


phone is not attached to anything.

5 A filing cabinet oozes blood. If opened there is a whole person


somehow jammed inside.

6 Office chairs zip around and try to slam into characters.

7 A piece of human flesh has been spread on an easel. A portrait


was started in blood but left unfinished.

8 A white board has crazed diagrams for a vehicle made out of


furniture parts.

9 Scissors and letter openers fly at the characters causing 1d6


damage per round if they do not quickly escape.

10 Criss-crossed exposed wires crackle and spark on the ground.

25
Kitchen & Appliance: Pots, pans, knives, cutting boards,
toaster ovens, refrigerators and adorable oven mitts. A great
place to arm up but also vibrates with danger.

Dining: Many tables with matching chairs, décor, plates and


glassware although no actual food. Often customers have had
meals here and left the chairs out of order and trash littered
around the table.

Roll Kitchen & Dining Sample Scenes.

1 Pots and pans fly from shelves to hit any characters dealing 1d6
damage per round unless they run through quickly.

2 A knife flies across the room barely missing a character. More


are soon to follow.

3 A smoking hot griddle attacks the players. It is not plugged in


but it still generates lots of heat. Small Mimic.

4 A family of mannequins sit for a formal imaginary dinner. If the


players join, in the mannequins will show approval.

5 One dangerous mannequin is attacking with a cast iron pan.

6 A crazed regular jumps out with a rolling pin. He wears a chef


hat and yells 'bork bork bork' every time he swings his weapon.

7 Several customers are arguing at a table over who should be in


charge of running this building.

8 The room seems empty... until chairs drop from the ceiling. A
player with plenty of health takes 1d6 damage.

9 An injured customer begs for food, water or medical help.

10 A table has a dozen knives sticking out of it. It is damaged but


will still try to fight the players as a large mimic with 2 HP.

26
Bathroom: Rows and rows of sinks with mirrors, toilets and
showers. Half baths, full baths, tubs. Many mirrors are medicine
cabinets and could have something hidden.

Hallways & Decor: Umbrella stands, coat racks, shoe


organizers, lamps, paintings, posters, bloody stains and rolled up
rugs.

Roll Bathroom & Decor Sample Scenes.

1 This mirror is like a window into another person's bathroom. They


wave and move their mouth as though trying to speak to you,
and if you or they touch the mirror it breaks.

2 Staring in the mirror your face looks like a mannequin for a


moment. Inside this medicine cabinet you can find painkillers.

3 A sink overflows with blood. Illicit drugs are stashed in the


medicine cabinet above that sink.

4 A flayed body is hung dripping blood in a shower.

5 A dead person wrapped in shower curtains attacks. It is being


animated by the curtain itself and will fight well past the usual
amount of damage taken.

6 Sewage coats the ground despite a lack of pipes. It is a sickening


room and will cause stress.

7 A decorative statue comes to life and attacks the players. Treat it


like a Mannequin.

8 A customer hides poorly behind a coat rack.

9 The faces in the picture frames all look angry and evil.

10 A man is impaled on a lamp that is somehow working, casting a


red bloody glow.

27
Garden: Office chairs, desks, lamps, waste bins and many other
hobby things such as easels, illustration models and supplies.
Obsolete and unplugged computers sit on these desks but they
sometimes do flicker on and off for a few moments.

Kids: A ton of little bedroom vignettes with beds, nightstands,


lamps and other things that make it feel lived in. Bunk beds,
college dorms, kids rooms, master bedrooms.

Roll Garden & Kids Sample Scenes.

1 A man has been murdered with gardening tools.

2 One flower pot is growing an exotic carnivorous plant. It will


snap at players if they inspect it but it cannot chase them.

3 A body is strewn up with plastic hoses and chains. Dots and lines
are carved into the corpse's flesh.

4 Somebody ingested weed killer and died.

5 The area is lush like a real garden with real grass. It is a good
place to rest and regain some HP.

6 A dozen stuffed animals and dolls attack the players wielding


sharp objects like screwdrivers and knives.

7 Mannequins are petting an orphaned service dog. They are


protective of it and the dog does not want to leave.

8 One person is sleeping under a pile of stuffed animals.

9 A damaged mannequin painted like a clown stalks the players


with a hammer.

10 A lost child plays with a wooden train set, and they ask the
players to help find their parents. If escorted to another floor
they will vanish in a bright light leaving the players behind.

28
Parts on Shelves: Chair legs, table tops, tubes that hold up
shelving, extension cords, flat boxes and many parts to assemble
any piece of i-kräla furniture.

Electronics in Boxes: These boxes are used to fulfill app orders


and contain any appliance that is sold at i-kräla.

Roll Parts & Boxes Sample Scenes.

1 An elderly woman wants help getting a part off a shelf. If she


gets it she will vanish at the room's exit in a bright light.

2 One washing machine box oozes blood at the bottom.

3 A shelf suddenly comes crashing down on a regular that is


threatening the players.

4 A gang with table legs patrols this area and demands tribute in
order to cross into the next room.

5 A large furniture mimic made from dozens of spare parts.


Consider it a Large Mimic with twice as much HP.

6 One shelf seems to be full of human parts. It smells terrible.

7 A small friendly community is camping in this area. They will


barter but do not trust having the players sleep there.

8 A ladder on wheels chases the players. It is not very dangerous


but will bump into them very hard.

9 A large battle between mannequins and some customers is


playing out as you arrive. Sneak past or join in.

10 Somebody has been crushed by a toppled over shelf. Upon


inspection he has a full backpack that can be salvaged if you lift
the shelving unit to drag him out.

29
Rest Area: Phone booths converted into privacy areas, a few
chairs and tables and a playpen with toddler toys.

Customer Bathrooms: Every bathroom is assumed to be


working although they only have toilets, urinals, changing
stations and sinks.

Roll Rest Area & Bathrooms Sample Scenes.

1 An old pay-phone rings and delivers a scream if picked up.

2 Mannequins pack this area and you cannot reach the bathroom
without shoving through them. This might enrage them if you are
not careful or knock one over.

3 The bathroom is defaced and smells terrible.

4 Somebody has set up a nice home in a bathroom. They offer a


fresh cooked meal of junk food and cafeteria food. They are
lonely but refuse to leave this safe place.

5 The large mirror smashes and shards fly all over the room.

6 A toilet shoots scalding water at any person who attempts to use


it.

7 A Jaguar comes in, says they only kills mannequins and


mannequins do not use the bathroom. Pees and then leaves.

8 One mannequin stands endlessly in front of a urinal waiting for


something to happen.

9 A dead police officer. His pistol has 3 bullets left. It deals 1d8
damage, ranged, loud.

10 Somebody performed emergency surgery here. It is a bloody


mess but they left behind a package of bandages.

30
Registers: Rows of cash registers, all locked, but will beep when
players walk through sometimes alerting nearby people or
mimics.

Quick Grab Items: Tote bags, international snacks, water


bottles, stuffed animals, tools... a last minute microcosm of the
whole store.

Roll Registers & Quick Grab Sample Scenes.

1 Cash is strewn everywhere. Tempting but worthless.

2 Somebody has their head smashed in with a register.

3 You see a discontinued candy bar display that causes food


poisoning and contained many allergens.

4 A small bazaar is set up with people trading for prescription


medication, food or batteries.

5 A group of Regulars are gambling on fights and will ask you to


volunteer one of your members to fight. Win or lose they let you
all go.

6 The whole area is thick with toxic smoke from burning plastic and
synthetic materials.

7 Mannequins will not let you through unless you 'pay' for your
items. They give you way too much change in return.

8 A bloody smear of a person was dragged through both rooms.

9 One security camera follows the players movements. Somebody


is controlling it from a distant place.

10 A crazed security guard with a nightstick (1d6). If reasoned with,


he may stick with the players for a floor.

32
Cafeteria: Usually there are warm meatballs, salmon entrees,
fresh salad, desserts and soda. The kitchen is always empty and
unmanned.

Tables and Seating: A popular rest area where deals are made
and ambushes happen a little too often.

Roll Cafeteria & Seating Sample Scenes

1 Teriyaki meatballs and meatless balls, Japanese signage.

2 Somebody was cannibalized in the seating area. The air is thick


with flies, something you have not seen much.

3 Mannequins surround a scared and exhausted person who is


singing to keep them entertained. He begs you all for help in a
sing-song voice.

4 Customers have set up a makeshift bed and breakfast using the


kitchen and scavenged supplies. Barter for comfortable rest.

5 A person was crushed between two table mimics. They will chase
the player leaving bloody smears on the ground.

6 A doctor has set up sleeping bags and treats people. He will


appreciate any prescription drugs and medications.

7 The window is somehow broken and chairs are being sucked into
space. Best to avoid lest they risk death.

8 Tamales and fish stew instead of the usual meatballs.

9 The food has been sabotaged with bleach. Crude writing reads
'we will all die here'.

10 A gang will kill anyone who goes near the food. They might
barter for fresh food especially if the players have drugs.

33
One Sample Floor.

Bedroom Displays: You see a big figure under the sheets of


one bed. His name is Ron and he is very frightened, it is his first
day here. He says his blood sugar is low and would love a soda
or snack.

Bedroom Storage: This room has several Mannequins milling


about but ignoring the players. Ron is very scared of them and
will keep his back to the wall. If provoked they will attack and
Ron will cower.

Business Solutions: One printer seems to have worked at


some point and there is a printout that says “I need help I am
trapped here” in big blocky letters.

Home Office: This room is neat and orderly. Nothing unusual


here.

Kitchen Displays: This is a chance to get a knife or frying pan


but shortly after things start to rattle and shake. Ron will fall
over and will be hit by many flying knives and pans, either killing
or badly injuring him. Players will take 1d6 damage if they do not
flee the room. They can save Ron if they choose so but whoever
saves him will get hit once.

Dining Room Area: A group stopped and had a meal here but
there is nothing but wrappers and dirty napkins which they
probably used as plates.

Bathroom Displays: It smells like perfume, somebody recently


freshened up here.

Home Decor: Two regulars demand food or a weapon to let you


through. Beyond them there is an escalator to the next floor.

34
STR: 14 DEX: 6 CTRL: 5
HP: 10 Armor: 2

Crush: 1d10

Critical: pin down or clamp onto a


character trapping and suffocating
them.

Large Mimic

STR: 13 DEX: 13 CTRL: 10


HP: 8 Armor: 1

Knife: 1d6
Machete: 1d8

Critical: mutilate a character in


ways that will leave permanent
scars.

Jaguar

STR: 9 DEX: 9 CTRL: 9


HP: 4 Armor: 0

Table Leg: 1d6

Critical: will try to run away


perhaps after taking the
character's weapon or bag with
them. Will not fight unless
cornered, wants to live.

New Customer

36
Sample Equipment. (roll d20 for random)
Item Information.

1 Unarmed 1d4 damage

2 Screwdriver 1d6 damage, useful for taking things apart.

3 Chef Knife 1d6 damage, reduce 1 STR on Humans.

4 Hammer 1d6 damage, ignore 1 armor.

5 Heavy Object 1d6 damage, bulky.

6 Fire Axe 1d8 damage, rare.

7 Spear 1d8 (bulky) Made by attaching a knife to a pole.

8 Protection 1 armor (jacket, coveralls, 50% chance to be shred)

9 Improvised 1 armor (bulky, 50% chance to break when hit).


Shield

10 Flashlight Useful in dark areas or to blind somebody.

11 Wrench 1d6 damage. Opens and shuts water pipes.

12 Snacks Enough for a meal, does not spoil.

13 Fresh Food Lasts one day and then spoils very quickly.

14 Painkillers Restore 1d6 lost HP and 1 lost STR

15 Soda Can Sugary, refreshing, store 1 lost DEX

37
16 Anxiety Restore 1d6 lost HP and 1 lost CTRL
Meds

17 Medicine For barter or to keep a character's symptoms in check.


Wide variety of different medications.

18 Illicit Drugs Restorative, but habit forming. Great for barter.

19 Sleeping Rest better without beds or couches.


Bag

20 Tote Bag The most common way to carry things i-kräla.

Artifacts

Tote Bag of Seems normal but will carry a suspiciously large


Holding number of items.

Strange Fungus After 4 hours of being helpless while hallucinating and


the consumer awakes with their stats fully restored.

Catalog of Rip out a page, becomes one item the storyteller


many things. chooses. Can produce a mimic.

Chair Mimic Imprints on 1 player. Can carry 1 object. Will offer


itself up as seating whenever possible.

Obsidian 1d6+1 damage. Sometimes carried by Jaguars.


Dagger

Key Ring Allows opening kitchens, locked storage rooms, broom


closets and similar rooms for an extra chance at loot. 6
keys, each vanishes after using.

38
Custom Fallouts.

A fallout is the way the i-kräla changes and warps those


within. A fallout takes up one inventory slot and likely has no
way of being removed. Whatever doesn't kill you makes you
stranger.

Roll d6 Effects.

1 You develop wooden patches on your skin and Mannequin


like features that grant you +1 armor and +1 STR. Next time
you get a fallout gain another STR and 2 HP but you are now
mute and look like a mannequin.

2 Biomechanical Limb of i- kräla parts. The limb does 1d8


damage and has +1 STR but is very visible. You will gain
another limb next time you gain a fallout.

3 You realize you are now wearing an employee uniform and


feel like you belong here. You often know your way around
and where to find things. +1 Stability

4 You see price tags on everything allowing you to check if


something is a mimic and if a person is corrupted. Your own
price seems to keep going down. +1 HP

5 You decide to start applying war paint and gain +2 HP and


+1 to your DEX. Repeatable.

6 Gain a random fallout from the Liminal Horror core book.

39
Optional Scars.

When a player fails an STR roll after taking critical


damage they can optionally gain a lasting injury that will make
them tougher once it heals.

Roll d6 Effects.

1 A leg injury slows the character down for a day. When


recovered they gain +1 to their maximum DEX.

2 An arm injury makes it so they can only use one hand for a
day. When recovered they gain +1 to their maximum STR.

3 A head injury knocks the character out for a few hours. They
also gain +1 to their maximum CTRL.

4 The character will have a gnarly facial scar once healed


giving them +1 to their maximum HP.

5 The character gets an injury that will leave a lasting scar on


their body. Once healed they gain +2 to their maximum HP.

6 The character's brain is scrambled. Have them trade two


attributes and then increase the maximum for both
attributes by 1.

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Handout #1

“It is well that there be your manikins, woodcarvings, talking,


speaking, there on the face of the earth.”
“So be it,” they replied. The moment they spoke it was done:
the manikins, woodcarvings, human in looks and human in
speech.
They came into being, they multiplied, they had daughters,
they had sons, these manikins, woodcarvings. But there was
nothing in their hearts and nothing in their minds, no memory
of their mason and builder. They just went and walked
wherever they wanted. Now they did not remember the Heart
of the Sky.

And so they fell, just an experiment and just a cutout for


humankind. They had no blood, no lymph. They had no sweat,
no fat. And so they accomplished nothing before the Maker,
Modeler who gave them birth, gave them heart. They became
the first numerous people here on the face of the earth.

They were not competent, nor did they speak before the
builder and sculptor who made them, and brought them forth,
and so they were killed.

Mannequin.

42
Handout #2

There came Crunching Jaguar: he ate their flesh.


There came Tearing Jaguar: he tore them open.

Their faces were smashed because they were incompetent


before their mother and their father, the Heart of the Sky,
named Hurricane. Their faces were crushed by things of wood
and stone. Everything spoke: their water jars, their tortilla
griddles, their plates, their cooking pots, their dogs, their
grinding stones, each and every thing crushed their faces.
And this is the grinding stone:
“We were undone because of you.
Every day, every day,
in the dark, in the dawn, forever,
r-r-rip, r-r-rip.
right in our faces, because of you.
This was the service we gave you at first, when you were still
people, but today you will learn of our power. We shall pound
and we shall grind your flesh,” the grinding stones told them.
And then their tortilla griddles and cooking pots spoke to them
in turn:
“Pain! That’s all you’ve done for us. Our mouths are sooty, our
faces are sooty. By setting us on the fire all the time, you burn
us. Since we felt no pain, you try it. We shall burn you,” all
their cooking pots said, crushing their faces.

43
Rumors from Customers.

Those creatures, they are like that role playing game, with the
chests with teeth. My son plays it.

There is no way out. Only down, down, down.

The mannequins are harmless unless you threaten them, then


they are absolute terrors.

This is purgatory. If you find a way out, you will go to heaven,


but I think if you die... well you go to hell.

I always dreamed about living in a store.

If you are here long enough you become a mannequin. Or a


Jaguar, I guess.

i-kräla meatballs are people! Like that movie...

This whole place is a spaceship and we are being observed by


aliens. I hope they like the show.

Is this happening to me just because I shoplifted?

Capitalism is a religion and this is it's hell.

I just need to find Customer Service and explain to them that


there has been a mistake.

I have never seen an employee here, maybe if I find one they


can show me the way out.

The corporation has set up a sort of battle royal survival thing for
their own entertainment.

44
Wrapping up a Crawl.

After a long descent it makes sense that the players


may, in fact, be able to escape the endless store they have been
trapped in. Here are some possible exit ramps:

Satisfied Customers: Each player might have their own goals


such as documenting the horror via cellphone pics, finding a
loved one they got separated from or maybe just picking up that
discontinued waffle maker that can only be found in a store with
no respect for time and space. As the players accomplish their
goals it is possible that they will actually find their own exit in
quick sucession.

Boss Fight: The group sees a parking garage exit, the first of its
kind so far. It is blocked by several mimics and one Furniture
Golem which is a large mimic with 20 HP. If they can somehow
make it to the garage exit each will be transported to the garage
level where their car was originally parked, and they will be free
to go. It is possible that their car was towed, but at least they
will be able to have a cell phone signal again.

Speak to the Manager: The players find an employee who is


able to give them directions to 'the manager'. They will have to
descend further, and find another employee, but eventually they
will be led into an office and this entity will allow players to leave
if they sign a waiver swearing to never speak of this incident, as
he will know if they tell even one person.

What next? You now have a customer ready to graduate into


being an investigator. Please check out other content created for
Liminal Horror.

45

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