Vore_and_Vanquish



High adventure in a land of vore and sorcery!

Core Mechanics

VoreD6 system

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.


Fighter

☠️⚔️⭕ Name:[Your_name_here]; Class:[Fighter]; Talent:[Your_talent_here]; HP:[1]; MP:[-]; Fight:[2(sword)]; Save:[2]; Size:[4]; Move:[4]; Items:[][][]; Gold:[20g]; Level:[1];


Battle-Mage

☠️⚔️⭕ Name:[Your_name_here]; Class:[Battle_Mage]; Talent:[Your_talent_here]; HP:[1]; MP:[0]; Fight:[2(mace)]; Save:[2]; Size:[4]; Move:[4]; Spells:[Spellname]; Items:[][][]; Gold:[20g]; Level:[1];


Mage

☠️⚔️⭕ 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 HPMP 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 HPMP 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 HPMP 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..

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...




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).
    Shield - 1 target gains +1 def for 1 hour (6 turns).
    Knock - Open locks freely for 30 mins (3 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 12 3 4567 8 9101112 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 CostMove 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.


    lizard girl eating fox



    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
    164,000g
    153,500g
    143,000g
    132,500g
    122,250g
    112,000g
    101,750g
    91,500g
    81,250g
    71,000g
    6750g
    5500g
    4250g
    3200g
    2100g
    Highest threat monster Number of items (1d6)
    1 2 3 4 5 6
    No itemsNo items No itemsNo items No items1 item
    No itemsNo items No itemsNo items 1 item1 item
    No itemsNo items No items1 item 1 item2 items
    No itemsNo items 1 item1 item 2 items2 items
    No items1 item 1 item2 items 2 items3 items
    1 item1 item 2 items2 items 3 items3 items
    1 item2 items 2 items3 items 3 items4 items
    2 items2 items 3 items3 items 4 items4 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 LightRead Thoughts Identify Magic Item Polymorph
    2Raise Dead Invisibility ShrinkKnock Identify Magic Item Infinity Gut
    3(insert) Zone of Silence EnlargeDetect Invisibility Identify Magic Item Dominate
    4Heavy Heal Cure Light HealVentriloquism Identify Magic Item Vapor Form
    5Haste Create Food Magic MissileFind Traps Identify Magic Item Giant Growth
    6Bellowing Toxic Gas Dispell Magic ShieldLight 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

    1. Sewers (Filthy):
    2. Flooded Grotto (Wet):
    3. Monster Toilet (Filthy):
    4. Dungeon Cells (Beast):
    5. Lost Tomb (Tomb):
    6. Monster Lair (Misc):

    Red Room

    1. Barracks (Militant):
    2. Room of Effigies (Occult):
    3. The Great Chasm (Misc):
    4. Hive (Insectoid):
    5. A Strange Room (Magical):
    6. Foundry (Militant):

    Purple Room

    1. Technomatic Ruins (Technomancy):
    2. Idol Chamber to a god of the old world (Occult):
    3. Vestage of the long forgotten library (Magical):
    4. Broken Seal to an Unknown Plane (Occult):
    5. Dungeon Bizzare (Misc):
    6. Hermit Mage's Laboritory (Magical):

    Blue (Halls)

    1. a Desolate hall (no enemies):
    2. a Desolate hall (no enemies):
    3. a Desolate hall (no enemies):
    4. Trapped Hallway: (no enemies)
    5. Trapped Hallway: (Misc):
    6. 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.]
    • ⚔️️❶ {Bunkin_Soilder}; Size:[2]; Move:[6]; #:[2d6];
    • ☠️❶️ [Gobblelin]; Size:[2]; Move:[6]; #:[1d6/3d6];
    • ⚔️❶️ {Gluttony_Cultist}; Size:[4]; Move:[4]; #:[1d6/2d6]; ★:[Applies pins to any already pinned person. Friend or foe.];

    • ⚔️❷ {Bandit}; Size:[4]; Move:[4]; #:[2d6/3d6];
    • ☠️❷ {Demi-Human_Bandit}; Size:[4]; Move:[4]; #:[2d6/3d6];
    • ⚔️❷️ {Fwood_Elf}; Size:[3]; Move:[5]; #:[1d6/2d6];
    • ☠️❷ {Imp}; Size:[3]; Move:[5]; #:[1d6/3d6]; ★:[Save vs 'Level Drain' on hit. Evolves into 'Seducubus➌' on success.]
    • ☠️❷ {Hork}; Size:[3]; Move:[5]; #:[2d6/3d6]; ★:[2in6 chance of 1 being 'Big_hork➌']
    • ☠️❷ {Wolf}; Size:[3]; Move:[6]; #:[1d6/2d6];

    • ☠️❸ {Big_Hork}; Size:[5]; Move:[3]; #:[1d6/3d6];
    • ☠️❸ {Donk_Elf_Massassin}; Size:[5]; Move:[3]; #:[1d6/2d6]; ★:[Surprises on a 1, 2, or 3.]
    • ☠️❸ {Giant_Frog}; Size:[4]; Move:[4]; #:[1d6/2d6];
    • ⚔️❸ {Gluttony_Vorrior}; Size:[5]; Move:[3]; #:[1d6/2d6]; ★:[Applies pins to any already pinned person. Friend or foe. ]
    • ☠️❸ {Seducubus}; Size:[4]; Move:[4]; #:[1d6/3d6]; ★:[Save vs 'Level Drain' on hit. Evolves into 'Borborygcubus➎' on success.]
    • ☠️❸ {Wendighoul}; Size:[5]; Move:[3]; #:[1d6/2d6]; ★:[All predators attacked successfully must save or become part of the unfed.]

    • ☠️❹ {Centaur}; Size:[5]; Move:[6]; #:[1d6/3d6];
    • ☠️❹ {Hypnoconda}; Size:[6]; Move:[5]; #:[1d6/3d6]; ★:[1-in-6 chance for prey to be hypnotized, preventing them from fleeing or attacking.]
    • ☠️❹ {Jaguar}; Size:[5]; Move:[6]; #:[1d6/3d6];
    • ☠️❹ {Octo-Siren}; Size:[6]; Move:[5]; #:[1d6/3d6]; ★:[Spell: Charm-Person once per day.]
    • ☠️❹ {Salavander}; Size:[6]; Move:[5]; #:[1d6/3d6];

    • ☠️❺ {Arachneet Recluse}; Size:[6]; Move:[5]; #:[1d6/2d6]; ★:[1-in-6 chance to web on hit. Webbed person can not run.]
    • ☠️️❺ {Borborygcubus}; Size:[6]; Move:[3]; #:[Solo]; ★:[Save vs 'Level Drain' on hit. Regains all HP on success.]
    • ☠️❺ {Dogretroll}; Size:[6]; Move:[3]; #:[1d3/2d6];
    • ☠️❺ {Tunnel_Worm}; Size:[7]; Move:[1]; #:[Solo]; ★:[If underground cannot be surprised.]
    • ☠️❺ {Prowlbear}; Size:[6]; Move:[3]; #:[1d3/2d6];

    • ☠️❻ {Giant}; Size:[10]; Move:[2]; #:[Solo/1d6];
    • ☠️❻ {Domodraegon}; Size:[8]; Move:[6]; #:[Solo/1d6];

    Monsters generation by type


    roll Filthy WetInsectoid MilitantOccult
    1Slob Gobblelin Nixie Bee-Folk Hork Gobblelin Shaman
    2Hork Sharkman Arachneet Recluse Warf Cultist
    3Craven Rat Octo-Siren Scorpion Ant-Folk Gluttony Vorrior
    4Salavander Hypnoconda Donk Elf Massassin Befhemoth Imp
    5Croclodyte Vorgon Ant-Folk Gluttony-Vorrior Seduccubus
    6Dogretroll Salavander Moth-Folk Centaur Borborycubus

    roll Magical TechnomancyTribal BeastNature
    1Donk Elf Maid Droid Femdomizon Chatter Hound Fwood Elf
    2Vorlock Sentry Dog Croclodyte Carnivorious Plant Donk Elf
    3Vorgon Gobblelin Scavenger Nekonom Salavander Arachneet Recluse
    4Chatter Hound Arachneet Recluse Encaser Beast Encaser Beast Canvivorous Plant
    5Arachneet Recluse Nanomancer Prowlbear Craven Rat Wolf
    6Domodraegon Ravid Gnoll Giant Wolf Dogretroll

    roll Tomb SavageHumanoid ProfessionMisc
    1Donk Elf Maid Droid Femdomizon Chatter Hound Fwood Elf
    2Vorlock Sentry Dog Croclodyte Carnivorious Plant Donk Elf
    3Vorgon Gobblelin Scavenger Nekonom Salavander Arachneet Recluse
    4Chatter Hound Arachneet Recluse Encaser Beast Encaser Beast Canvivorous Plant
    5Arachneet Recluse Nanomancer Prowlbear Craven Rat Wolf
    6Domodraegon Ravid Gnoll Giant Wolf Dogretroll

    Monsters per Terrain

    Parklands
    Threat 1-in-6/ Move cost 1
    1. ⚔️❶️ {Gluttony_Cultist}; Size:[4]; Move:[4]; #:[1d6/2d6]; ★:[Applies pins to any already pinned person. Friend or foe.];
    2. ☠️❶️ [Gobblelin]; Size:[2]; Move:[6]; #:[1d6/3d6];
    3. ☠️❷ {Hork}; Size:[3]; Move:[5]; #:[2d6/3d6]; ★:[2in6 chance of 1 being 'Big_hork➌']
    4. ⭕Demi-Human Knight[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5]; [3in6 prey only]
    5. ⭕Wolf[2]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[5];
    6. ⭕Centaur[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[6];
    Hills
    Threat 2-in-6/ Move cost 2
    1. ⭕Gobblelin[0]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6];
    2. ⭕Cuckolbold[0]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6];
    3. ⭕Hork[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5];
    4. ⭕Imp[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5]; ['level drain' on hit]
    5. ⭕Warf [2]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6];
    6. ⭕Ogre [4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    Forest
    Threat 2-in-6/ Move cost 2
    1. ⭕Gobblelin[0]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6];
    2. ⭕Hork[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5];
    3. ⭕Food-Elf[1]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[4]; [Prey only]
    4. ⭕Donk-Elf[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3]; [3in6 chance to surprise others]
    5. ⭕Wolf[2]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[5];
    6. ⭕Arachne[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[4]; [Poison on hit]
    Coast/Ocean
    Threat 2-in-6/ Move cost 2
    1. ⭕Nixie[0]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6]; [2d6 have spell 'charm person']
    2. ⭕Pirate[1]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[4];
    3. ⭕Siren[1]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    4. ⭕Sharkman[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    5. ⭕Giant Snake[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    6. ⭕Octotaur[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    Mountains
    Threat 2-in-6/ Move cost 3
    1. ⭕Cuckolbold[0]; ˢᶥᶻᵉ[2]; ᵐᵒᵛᵉ[6];
    2. ⭕Imp[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5]; ['level drain' on hit]
    3. ⭕Hork[1]; ˢᶥᶻᵉ[3]; ᵐᵒᵛᵉ[5];
    4. ⭕Ground Worm[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    5. ⭕Ogre[4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    6. ⭕Domodreagon[5]; ˢᶥᶻᵉ[7]; ᵐᵒᵛᵉ[6];
    Badlands
    Threat 3-in-6/ Move cost 1
    1. ⭕Gluttony Cultist[2]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[4]; [prey only]
    2. ⭕Gnoll[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    3. ⭕Gluttony Vorrior[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3]; [prey only]
    4. ⭕Ground Worm[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    5. ⭕Jaguar[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[6];
    6. ⭕Scorpiotaur[4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    Swamp
    Threat 3-in-6/ Move cost 2
    1. ⭕Lizardman[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    2. ⭕Giant Frog[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    3. ⭕Crockolisk[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    4. ⭕Giant Snake[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    5. ⭕Vorgon[4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    6. ⭕Ogre[4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3];
    Jungle
    Threat 3-in-6/ Move cost 2
    1. ⭕Neko Savage[1]; ˢᶥᶻᵉ[4]; ᵐᵒᵛᵉ[4];
    2. ⭕Beastman Savage[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    3. ⭕Giant Snake[3]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    4. ⭕Jaguar[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[6];
    5. ⭕Vorgon[4]; ˢᶥᶻᵉ[6]; ᵐᵒᵛᵉ[3]; [Poison on hit]
    6. ⭕Giant[5]; ˢᶥᶻᵉ[8]; ᵐᵒᵛᵉ[2];
    Tundra
    Threat 3-in-6/ Move cost 2
    1. ⭕Gluttony Vorrior[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3]; [prey only]
    2. ⭕Beastman Raider[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    3. ⭕Beserker[2]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    4. ⭕Wolf, dire[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    5. ⭕Cave Bear[3]; ˢᶥᶻᵉ[5]; ᵐᵒᵛᵉ[3];
    6. ⭕Giant[5]; ˢᶥᶻᵉ[8]; ᵐᵒᵛᵉ[2];

    Monster Details:


    ☠️❶️ Gobblelin
    ☠️❶️ [Gobblelin]; Size:[2]; Move:[6]; #:[1d6/3d6];

    Please enjoy the game.

     
    Roleplay Preferences (Click here for explanation)

    As PredAs Prey

    Being PredBeing Prey Always/Love
    +
    --
    +
    --
    Never/Dislike
    Soft Vore Always/Love
    +
    --
    +
    --
    Never/Dislike
    Fatality Always/Love
    +
    --
    +
    --
    Never/Dislike
    Sex Always/Love
    +
    --
    +
    --
    Never/Dislike I enjoy it, but it can be hard to 'force' into a game. Also depends on the group.
    Underage Character Always/Love
    +
    --
    +
    --
    Never/Dislike Not really into ageplay.
    Verbose Posts Always/Love
    +
    --
    +
    --
    Never/Dislike Though most posts are quick, special sections of play are reserved to be more verbose.
    Quick Posts Always/Love
    +
    --
    +
    --
    Never/Dislike Because there are multiple people. Roleplaying and discussion would be quick.
    Group Roleplay Always/Love
    +
    --
    +
    --
    Never/Dislike Typically don't bother playing unless I have at least 2 players.
    Vore game Always/Love
    +
    --
    +
    --
    Never/Dislike
    Public Always/Love
    +
    --
    +
    --
    Never/Dislike This game is most often played in public, usually in a motel.