Trapped in An Endless I-Krala
Trapped in An Endless I-Krala
Character Creation.......................................8
Rules Reminder..........................................10
Survival Rules............................................11
Creating a Floor.........................................18
Inhabitant Catalog......................................34
Sample Equipment.....................................36
Custom Fallouts.........................................38
Optional Scars...........................................39
Player Handouts.........................................40
Wrapping up a Crawl..................................44
Welcome to i-kräla, have a nice day!
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.
9
Survival Rules
Deprivation & Fatigue.
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'.
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.
11
Starting a new crawl.
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.
15
Reaction Table
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.
New Customer: +1 X, +3 Y
Regular: -3 X, -3 Y
Jaguar: +3 X, -3 Y
Mimic: +0 X, Always Deadly
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Roll Room 1 Room 2
6 Garden Kids
Encounters
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.
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.
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.
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.
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.
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.
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.
1 Pots and pans fly from shelves to hit any characters dealing 1d6
damage per round unless they run through quickly.
8 The room seems empty... until chairs drop from the ceiling. A
player with plenty of health takes 1d6 damage.
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.
9 The faces in the picture frames all look angry and evil.
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.
3 A body is strewn up with plastic hoses and chains. Dots and lines
are carved into the corpse's flesh.
5 The area is lush like a real garden with real grass. It is a good
place to rest and regain some HP.
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.
4 A gang with table legs patrols this area and demands tribute in
order to cross into the next room.
29
Rest Area: Phone booths converted into privacy areas, a few
chairs and tables and a playpen with toddler toys.
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.
5 The large mirror smashes and shards fly all over the room.
9 A dead police officer. His pistol has 3 bullets left. It deals 1d8
damage, ranged, loud.
30
Registers: Rows of cash registers, all locked, but will beep when
players walk through sometimes alerting nearby people or
mimics.
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.
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.
5 A person was crushed between two table mimics. They will chase
the player leaving bloody smears on the ground.
7 The window is somehow broken and chairs are being sucked into
space. Best to avoid lest they risk death.
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.
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.
34
STR: 14 DEX: 6 CTRL: 5
HP: 10 Armor: 2
Crush: 1d10
Large Mimic
Knife: 1d6
Machete: 1d8
Jaguar
New Customer
36
Sample Equipment. (roll d20 for random)
Item Information.
13 Fresh Food Lasts one day and then spoils very quickly.
37
16 Anxiety Restore 1d6 lost HP and 1 lost CTRL
Meds
Artifacts
38
Custom Fallouts.
Roll d6 Effects.
39
Optional Scars.
Roll d6 Effects.
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.
40
Handout #1
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
43
Rumors from Customers.
Those creatures, they are like that role playing game, with the
chests with teeth. My son plays it.
The corporation has set up a sort of battle royal survival thing for
their own entertainment.
44
Wrapping up a Crawl.
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.
45