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BTB Iii - Eng

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0% found this document useful (0 votes)
134 views24 pages

BTB Iii - Eng

Uploaded by

William Robinson
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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A long time ago, in the age of myth...

Humans had no chance against the powerful


elven magic, so their sorcerers appealed for
Humans and Elves lived in harmony with underworld aid. The Holy Moon, goddess
nature, developing their civilizations without of the Elven kind, was kidnaped by demons,
threating one another. and the elves became powerless.

Until one day, Demons emerged from Today, most of the human kingdoms are
bellow. They demanded blood, flesh and built on top of elven ruins. Some of these
souls to feed the flames of Chaos. The structures are still rich in magical energy,
surface burned day and night until humans which can be used to fuel the human gods
and elves joined the power of their gods to and their blessings. The Stronglaw Keep was
banish them forever into the underworld. built in one of these ruins to keep the Holy
Sun alive, but the efforts of the Church is
The friendship among the two folks lasted not being enough and his spirit is still fading
for centuries, but their enemies never rested. away. The cult of Chaos knows it's only a
Chaos Cultists worked in the shadows to matter of time until humans have no power
sabotage relations and create hostility among to protect themselves against the lords from
the ancient lords until they managed to start bellow. So they stay in the shadows, waiting
a great war that lasted for centuries. for an opportunity to strike...

1
1

2
THE SHIFTING MAZE Level 1 - Fetid Tunnels (pg. 4)
The world bellow the human realm is Where Kobolds hunt giant rats to ride and
known as the Chaosphere, a dimension of jackalops to eat. It's also the lair of a young
reality that defies mortal minds and evokes Wyrm. This place connects to many
their deepest fears since the dawn of times. passages throughout the Palovalley.

Time and space warps constantly, making Level 2 - Crumbling Mines (pg. 6)
this dimension impossible to map without Narrow corridors with fragile structures,
employing powerful arcane devices only plagued by bugboars and goblins roaming
known to old scholars. Bellow the Palovalley around with madness. The Firebug Queen
is the Shifiting Maze, a small portion of the has made this place her domain.
Chaosphere with six levels on top of each
other and hidden passages spread all over Level 3 - Mushroom Lake (pg. 8)
the region. The Holy Sun Church forbids A giant aquifer of glowing shrooms and a
exploration of the Maze and keeps a watch secluded civilization of hostile frogman.
on the Fetid Tunnels to prevent incursions They worship an ancient Kraken who is
of chaotic monsters from bellow. always demanding sacrifice.

This Maze uses the cardcrawl method from Level 4 - Elven Mausoleum (pg. 10)
Dungeon Reavers, where a deck of poker A tomb for elven nobles to rest their bones
cards generates each level as you go. First, for all eternity. Loyal undead vassals protect
remove all 2's from each suit. These are the their eternal Lords treasures from tomb
passages cards that go to lower or upper robbers and snake cultists.
levels. Shuffle the deck, pick 18 cards and
create a map layout with them facing down. Level 5 - Sibilant City (pg. 12)
Look which of the passage cards represents One of the ancient elven citys now taken by
the current entrance, put it at one end of the snakes and overgrown underworld plants.
map facing over and the other three The entrance to the Chaosphere is always
passages in the most distant ends facing guarded by an all-seeing watcher.
down. Use a token to represent the group of
adventurers. Reveal the content of all Level 6 - Duke's Domain (pg. 14)
adjacent cards and choose which path you A small portion of the primordial dimension
go. Make an encounter check everytime you that governs the human world down bellow.
enter a new room, then proceed interacting Astaroth keeps the elven godly spirits
with the contents of the room. trapped here somewhere.

3
PASSAGES
2 of Spades
Suspended wooden bridge to the gates
of the Crumbling Mines
2 of Clubs
Long water slider to the ever glowing
Mushroom Lake
2 of Diamonds
Rope ladder to the Dragon Skull in
the Scarlet Woods
2 of Hearts
Carved staircaise to the Mysterious
Cave under the Stronglaw Keep

Random Encounters
NEWBORN WYRM
2 - The Wyrm returning to the nest
7HD (24hp) AC 17
3 - The Wyrm starving for fresh food
4 - 2D6 Giant Rats sleeping soundly
D6 Attacks
5 - D6 Kobolds capturing D6 Giant Rats
1-3 Poison Bite D6 dmg +1/turn
6 - D6 Kobolds hunting 2D6 Jackalopes
4-5 Tail Slash 2D6 dmg,
7 - D6 Giant Rats eating D6 Jackalopes
dismemberment with 9 or more
8 - D6+2 starving Cave Bats looking for food
6 - Fire Breath 3D6 dmg
9 - 2D6 Cave Bats fighting D6 Kobolds
10 - A pack of 2D6 Jackalopes eating roots
After reaching half HP starts to dig
11 - A random adventurer from the Keep
into the soil, escapes in 2 turns.
12 - Noble fighting the Wyrm and losing

4
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Ordinary Crossroads 3 to Q - Empty Caves
Natural tunnels with no light and up to four Carved chambers with no light and two
exits. Roll D6 when you enter, if you roll 3 exits. If an encounter is rolled here, you're
or less roll an encounter coming from an ambushed from both sides of the room!
adjacent room. K or A - Diamond Puzzle
9 to K - Loot Chamber Roll a magical artifact. It's trapped inside an
A single entrance room lit with D3 torches. ethereal diamond that destroys any material
The hoard is mostly rotten waste and that touches. Any magical energy that
shining things that 3D6 rats stole from the touches the diamond will make it implode
surface. The treasure is worth 2D6SP for and destroy the artifact. There's only three
each HD of monsters protecting it. of these rooms in this level, after all three
A - Newborn Wyrm Nest artifacts being found it becomes empty.
A large room with two entrances. The Wyrm
sleeps on top of a pile of silver objects HEARTS (No Encounter)
worth D6x100 GP and a magic item Empty rooms with no exit and no light
(cursed). Cannot be looted twice. except the following rooms:
6 or 9 - Wandering Merchant (Mr. Coins)
CLUBS (Encounter 2/6) Trades items for food and golden coins.
3 to 10 - Hunting Chambers Carries D6-3 magic items with him. If you
A chamber filled with traps for Jackalopes find both rooms, the second room is empty.
and Giant Rats. Roll D6, in a result of 2 or J or Q - Fairy Pond
less roll a random encounter. Roll a DEX Raise magic itens UD by +1 OR give it a
save to cross the room running without boost of effect to the next use. The fairy is
activating any traps (D6 dmg). worth 100GP.
J to K - Bridge Trap K or A - Noble Camp
A thin passage surrounded by spike traps Camp K is led by Ecbert, who wants to kill
with a treasure worth 3D6GP at the end. It the Wyrm and have it's head as Trophy,
is positioned on top of a pressure plate that while camp A is led by Robert, who wants to
activates three giant axes from the ceiling capture the Wyrm alive to sell in the black
and a mechanism that closes the entrance. market. Each of them brought D6+2
A - Rat Graveyard hirelings and proper equipment to achieve
Giant rat bones scatered around a visible their objectives. When you find the Wyrm,
magic item (cursed). Entering the room roll a D6 to see who is fighting it:
awakes 2D6 rat skeletons! 1-3 Ecbert, 4-5 Robert, 6 both of them.

5
PASSAGES
2 of Spades
A giant mushroom staircase going
down to the Mushroom Lake
2 of Clubs
An elevator shaft covered in cobwebs
leading to the Desecrated Mausoleum
2 of Diamond
A rope ladder climbing upwards back
to the Fetid Tunnels
2 of Hearts
A collapsed tunnel that used to lead to
the Bugboar Quarters

Random Encounters
RAVENOUS JELLY CUBE
2 - Jelly Cube coming from the front
8HD (28hp) AC 18
3 - Jelly Cube coming from behind
4 - 2D6 Fire bugs eating a Bugboars corpse
This creature chases any living flesh
5 - D6 Fire bugs eating a Goblins corpse
in sight and tries to corner their
6 - D6 goblins fighting 2D6 fire bugs
victims in dead ends. The jelly body
7 - 2D6 Goblins fighting each other
is immune to physical harm and
8 - 2D6 Goblins fighting D6 Bugboars
dissolves organic matter in seconds.
9 - D6+2 Bugboars fighting each other
10 - D6+2 Reavers fighting D6 Bugboars
Acid Spit: D6 dmg for 6 turns,
11 - D6+2 Reavers fighting each other
30 foot / 9 meters range.
12 - Horned Kid playing a bone flute (ghost)

6
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Ruined Intersection 3 to 8 - Depleted Veins
A room lit by D2-1 torches. Has 4 entrances, A long corridor with broken pickaxes, rusty
but D3 of them is currently blocked with trails and empty mining carts.
rocks. Mark the blocked entrances with 9 to K - Iron Veins
tokens so they can be removed if characters A rich iron vein worth 3D6x10 SP after
find a way to do it. being mined. A common pickaxe takes D6
9 to Q - Storage Cabin turns to take 10 SP worh of ore out of it.
A single entrance room filled with pickaxes, The sound atracts monsters, so each turn of
explosives and raw ore. Guarded by 2D6 mining raises the encounter rate by 1.
Bugboars and 2D6 goblins, the loot is worth A - Slumbering Chamber
2D6GP for each monster HD protecting it. An unactive rock elemental with a magical
K or A - Golden Veins artifact through their heart. Removing the
A big pile of golden ore worth 2D6X100gp artifact awakes the elemental, who will
guarded by D3+1 Elementals. The guardians pursue tirelessly the person that holds the
have a 3/6 chance of being "sleeping" when artifact. You can't escape this creature unless
the adventurers arrive. you find a secret path.

CLUBS (Encounter 2/6) HEARTS (No Encounter)


3 to 10 - Collapsing Tunnel Empty alcoves with no exit and no light,
The structure looks old and weak, a firebug except the following rooms:
explosive jet has a 4/6 chance of collapsing 6 or 9 - Dwarven Grave
the ceiling. If this room is connected to There are only six of these graves in this
other collapsing tunnels they collapse 1 turn level, and each of them has a different a
after the other in a domino effect. magical artifact buried with it's maker.
J to K - Fire Bug Nest Stealing the item makes them cursed.
Floor covered in explosive firebug eggs J or Q - Devil's Fountain
growing around a random treasure. A scarlet glowing liquid emerging from the
A - Queen's Throne mouth of a goatman. Drinking it recovers
The Fire Bug's Queen never leaves this full HP OR gives -1 to a random stat. Each
place. She sits on top of a golden throne fountain can be drink D6 times.
encrusted with diamonds and jewels with K or A - Blacksmith Workshop
dwarven runes encarved. She has 2D6 fire Upgrades one common item UD by +1, or
bug guards and call D6 bugs for aid every 6 creates a 2UD common item. Has enough
turns of combat. materials for only 1 use per incursion.

7
PASSAGES
2 of Spades
A long staircase of marble leading to
the entrance of the Sacred Mausoleum
2 of Clubs
A deep stone well showing the Sibilant
City down bellow
2 of Diamond
A mushroom staircase leading back to
the Crumbling Mines
2 of Hearts
An water tank that leads to the
foundations of the Flooded Shrine

Random Encounters
2 - Kraken eating a sacrifice (distracted) BLOODTHIRST KRAKEN
3 - Kraken starving and hunting for a pray 9HD (31hp) AC 19
4 - D6 Mushroom kids eating Kraken poop
5 - D6 Mushroom fleeing from tetrapod fish Pattern:
6 - D6 frogman capturing D6 mushrooms 1-3 Tentacle Whip D6 dmg
7 - 2D6 Frogman cooking and resting 4-5 Grab Attack D6 dmg/turn
8 - D6 Frogman hunting 2D6 tetrapod fish 6 Paralyzing Shout, D6 turns
9 - D6 tetrapod searching for a prey
10 - D6 tetrapod fish eating a frogman This creature will fight to the end.
11 - Jobin and Isolda gathering mushrooms D6 frogman appear every 6 turns to
12 - Connor fighting the Kraken and losing defend their master.

8
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Glowing Lane 3 to Q - Dark Tunnels
A walkable path cut through the dense Natural caves with two exits and no light. A
forest of glowing mushrooms, going to secret exit can be found if this room is side
D2+1 exits. The floor is muddy and slippy. by side with a room of the same number.
9 to K - Toad Village K - Ancient Zigurat
D6+3 houses carved inside big mushrooms, The secret tomb of a legendary Frog
each house contains precious mushrooms Wizard. It contains 3D6X50GP and a magic
worth 3D6GP to alchemists. The village is item, but touching the treasure makes the
guarded by 3D6 Frogman who are very entrance collapse and fill the room with acid
hostile to human foreigners. water from the swamp. The Zigurat has no
A - Kraken's Temple exit and fully fills with acid after 6 turns.
Erected to whorship the ancient beast who A - Coliseum
plagues the Lake. The Kraken comes to eat Toads come here to fight each other in a
sacrifices, wears a golden jeweled crown battle royale. The winner gets a magic item
worth 3D6x100GP and has a magical item and a chest with 3D6x50GP, and the losers
stuck in two of it's six tentacles. corpses are left to be eaten by the Kraken.

CLUBS (Encounter 2/6) HEARTS (No Encounter)


3 to 10 - Tetrapod Farm Empty mushroom groves with no exit and
A shallow water passage with Toad traps to no light, except the following rooms:
catch tetrapod fish with raw meat. Trigerring 6 or 9 - Wandering Merchant (Mr. Coins)
the trap causes D6dmg and warns the Trades items for food and golden coins.
nearest Toad Town, which will send D6+3 Carries D6-3 magic items with him. If you
Toads, which arrives in X turns equal to the find both rooms, the second is empty.
amount of cards between both places. J or Q - Irolda's Hut (Isolda's Twin)
J to K - Misty Swamp Trades mushrooms to create one of the
A narrow passage of rocks surrounded by following potions:
acid quicksand that dissolves organic mass. 10M Healing Soup - Closes deep wounds.
Floating above the sand is D3 equipments + 20M Dream Bomb - D6 monsters go sleep.
a magic item. 30M Invisibeer - Invisible for D6 turns.
A - Kraken's Lair K or A - Runic Portal
The monster sleeps in front of the vault of Activates with blood. The owner of the
the last Frog King. Inside is a treasure hoard blood opens a magic portal to a location
worth D666x10GP + a magic item. they already went before in the palovalley.

9
PASSAGES
2 of Spades
A big staircase leading to a majestic
broken bridge to the Sibilant City
2 of Clubs
A magic circle surrounded by fire that
teleports directly to the Chaosphere
2 of Diamond
A longe staircase of marble leading
back to the Mushroom Lake
2 of Hearts
A garden of bones leading to the
Devourer's lair in Dark Woods

Random Encounters
2 - Undying Lich pondering peacifully UNDYING LICH
3 - Undying Lich ambushing with vines 10HD (35hp) AC 20
4 - D6 vines extracting the soul of a creature
5 - D6+2 vines fighting D6 giant spiders D6 Attacks
6 - 2D6 vines fighting D6+2 skeletons 1-3 Vine Whip, D6+3 dmg
7 - 2D6 giant spiders ambushing invaders 4-5 Vine Grabbing, steals 2D6hp
8 - D6+2 Skeletons fighting D6 Spiders 6 Terror Sphere, paralyzes every
9 - 2D6 Skeletons fighting each other living thing in sight for D6 turns.
10 - D6+2 Reavers looking for treasure
11 - D6 reaver corpses without souls After reaching 0HP, returns to life
12 - Exorcist fighting the Lich and losing in D6 turns.

10
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Whispering Corridors 3 to Q - Silent Hallway
Circular tunnels revested in stone with d2+1 A dark corridor with two exits. A third and
exits. The walls have niches with warrior secret entrance can be found if this room is
corpses. If an undead encounter is rolled next to another card of the same number.
here, they wake from their niches and attack K - Queen's Tomb
the invaders with surprise. Those who enter here fall asleep in two
9 to K - Noble Graves rounds and their souls are entrapped in the
Room with only one entrance and D6+2 Queen's Skull. The Queen's skeleton is made
stone caskets. Each casket has a Noble of pure gold and turns everything that
Warrior sleeping with 3D6X10GP and 2/6 touches it into dust. The vengeful spirits
chance of having a magic artifact. Opening who roam the mausoleum might enter the
a casket awakens all warriors. empty body to escape to the surface.
A - King's Tomb A - Prince Tomb
A one-entrance vault with D6666GP. The The prince skeleton looks made of obsidian.
King holds a magic shield, and has 3D6 Holds the cursed Night Sword who eats
skeleton body guards on hold. souls from the living to turn them undead.

CLUBS (Encounter 2/6) HEARTS (No Encounter)


3 to 10 - Deathtrap Corridor Empty halls of stone with no exit and no
A two-way corridor surrounded by ice spikes light, except the following rooms:
and two swinging axes. A pressure plate 6 or 9 - Arcanesmith Grave
activates a third hidden axe. The axe deals Upgrades a magic item UD by +1, or turns a
D6+3dmg and have a 2/6 chance of mundane item into a 2UD magic item. Has
throwing the target in a spike (+D6dmg). materials for only 1 use per incursion.
J to K - Frozen Vault J or Q - Undead Oracle
A treasure chest surrounded by snow. Speakes many tongues, except the common
Opening the chest triggers a fog from the one. Gives +1 to a future roll in the same
walls that deals D6dmg per turn and freezes session OR a free save from a dangerous
everyone when the dmg goes above 7. The outcome that would kill the character.
chest contains 3D6x100GP + a magic item. K or A - Goddess Shrine
A - Bone Crusher Bless a random stat with +1 once per
A powerful 5UD magic item is in display. character and recover full HP once per day.
Touching it causes the entrance to shut and Restore all magic items to their max UD if
the walls to smash in 6 rounds. the character is a loyal servant.

11
PASSAGES
2 of Spades
A smoking hot black pit that falls into
the Duke's Domain (3D6 fall dmg)
2 of Clubs
A tunnel filled with hot vapor leading
to the Duke's Domain (3D6 dmg)
2 of Diamond
Long staircase going upwards into the
Elven Mausoleum
2 of Hearts
A stone portal with glowing runes that
teleports to the Chaos Temple

Random Encounters
2 - 2D6 snakeman ambushing the Watcher WATCHER OF THE ABYSS
3 - The Watcher patrolling with eyes opened 11HD (38hp) AC 21
4 - D6 Basilisks eating a Reaver's corpse
5 - D6+2 Basilisks eating D6 snakeman D6 Attacks
6 - D6 Basilisks hunting 2D6 scorpions 1-3 Lightning Strike 2D6 dmg
7 - 2D6 Giant Scorpions ambush 4-5 Mind Control, attacks nearby
8 - D6+2 Snakeman hunting 2D6 scorpions allies for D6 turns
9 - 2D6 Scorpions eating a Snakeman corpse 6 Teleport Ambush, appear behind
10 - D6 Snakeman carrying a Reaver (alive) someone and gives a 3D6 dmg bite
11 - D6+2 Reavers fighting the Watcher
12 - Elven Wizard fighting the Watcher Immune to elemental damage.

12
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Ruined Districts 3 to Q - Empty Buildings
Crumbling ruins of elven architecture Nothing especial in these ruins. Encounters
overgrown with underground vegetation in this room are ambushes. 1/6 chance of
with D3+1 exits, now a nest of profane finding a hidden path to an adjacent place.
creatures from the underworld. K - House of Mirrors
9 to K - Snake Village A great palace with walls covered with
Each village has a Gorgon and 2D6 mirrors, given the impression that the
snakeman. The Gorgon's Nest has 3D6 building is infinite. An elven artifact floats in
golden eggs each valuing 50GP and 3/6 the center of the great hall, but everytime
chance of having a elven weapon (cursed). you try to catch it it seems to have moved to
A - Ancient Shrine another location.
Stronghold of the Watcher, an eldritch A - Extinguished Brazier
abomination feared by the snakes, covered A huge brazier covered in ashes in front of a
in jeweled ornaments worth D6x2000GP. sealed shrine. If you light the brazier with a
A powerful magic seal prevents any spell to flame from the chaosphere, the shrine opens
be cast inside this room. and reveals a chaotic artifact.

CLUBS (Encounter 2/6) HEARTS (No Encounter)


3 to 10 - Crumbling Bridges Empty buildings with no exit and no light
2/6 chance of collapsing, raising this chance except the following rooms:
by +1 for each creature in a group above 4. 6 or 9 - Wandering Merchant (Mr. Coins)
When that happens everyone falls to their Trades items for food and golden coins.
deaths except flying creatures. Carries D6-3 magic items with him. If you
J to K - Petrified Garden find both rooms, the second is empty.
Stone statues of various creatures J or Q - Devil's Fountain
surrounding a treasure chest containing A scarlet glowing liquid emerging from a
3D6x200GP, an elven artifact (cursed) and a demon's mouth. Drinking it recovers full HP
poison mist that petrifies living creatures. OR gives -1 to a random stat. Each fountain
A - Elven Library can be drink D6 times.
A palewood gate with golden ornaments K or A - Runesmith Workshop
locks this place. Inside, a few dozen shelves Upgrades one magic item UD by +1, or
with hundreds of scrolls and clay tablets. creates a 2UD magic item. Has enough
5/6 Chance of finding the Elven Wizard materials for only 1 use per incursion. Only
here protecting the lost knowledge. arcane scholars can use this workshop.

13
PASSAGES
2 of Spades
Huge pit where you can see a random
location of the palovalley from above
2 of Clubs
A hidden passage to the Demon
King's Throne
2 of Diamonds
A burning magic circle that teleports
to the Sacred Mausoleumm
2 of Hearts
A magic rock floating to the
Sibilant City

Random Encounters
2 - Astaroth's Projection (D6 copies) ASTAROTH, Duke of the Maze
3 - 2D6 Baphomet marching for a fight 12HD (42hp) AC 22
4 - D6+4 Baphomet patrolling the region
5 - D6+2 Baphomet hunting 2D6 Fireboar D6 Attacks
6 - D6 Demogoats fighting D6 Fireboar 1-3 Scythe Storm, 3D6 dmg
7 - 2D6 Demogoats ambush 4-5 Hellbound Breath, 5D6 dmg
8 - D6 Fireboar fighting D6 Gorgons 6 Duplication, turns into D6
9 - 2D6 Gorgons fighting 2D6 Baphomets illusory copies with 6HP
10 - 2D6 Gorgons eating D6 Baphomets
11 - 2D6 Gorgons praying for their goddess Summons D6 demonic servants
12 - Elven Princess fighting Astaroth every 6 turns.

14
SPADES (Encounter 3/6) DIAMONDS (Encounter 1/6)
3 to 8 - Burning Groves 3 to Q - Torture Chamber
A forest of burning trees with D3+1 paths. Prison cells with living souls trapped in an
The heat cause D6 dmg every turn, and endless nightmare, generating magic fuel to
those wearing metal armor has 2/6 chance create new demons. Each Demon's domain
of getting hit by a lightning (3D6dmg). has one of these.
9 to K - Demonic Fortress K - Blood Vault
Each fortress has 1 Baphomet and 2D6+3 The nightmare fuel is stored in human-sized
Minotaurs on their command. The Vault crystals of frozen blood displayed in this
stores 2D6 Soul Crystals each worth 100GP, room. Each crystal has enough power to
2/6 chance of holding a chaotic artifact. create a 6HD demon.
A - Duke's Castle A - Goddess Hidden Prison
Throne of Astaroth. He's protected by 6 The Moon Spirit is imprisoned inside a giant
loyal Baphomets and 18 Minotaurs. His crystal of unmelting ice floating over a lava
crown has the power to control all the pool. The only way to free her from the
demons in his domains, but the user turns unmelting ice is bringing the Holy Sun's
into the next Demonic Duke. fading shard to merge their souls again.

CLUBS (Encounter 2/6) HEARTS (No Encounter)


3 to 10 - Lava Pits Empty caves with no exit and no light
Narrow passages of slippery stones except the following rooms:
surrounded by pools of molten lava that 6 or 9 - Boiling Spring
spits fireballs (D6 dmg) at irregular turns. Hot mineral water ponds surrounded by a
3/6 chance to slip and fall to death. refreshing mist. Recover all HP and gives +1
J to K - Archon's Vault to the next roll.
Each vault stores a soul of an ancient spirit J or Q - Altar of Sacrifice
inside a huge brazier of imperishable cold Kill a living creature or destroy a magical
flames surrounded by a field of lightning artifact and receive +D6 maximum HP +1
(3D6 dmg). Releasing the spirit grants a wish to all stats.
or a magical artifact. K or A - Eternal Flame
A - Berith's Vault Sacrifice your soul and become an undying
An Ancient Wyrm banished to the body immune to spellcasting, or sacrifice
chaosphere that turns all metal into gold your flesh and become an undying ghost
with her breath. She sleeps in a pile of immune to physical harm. If you sacrifice
golden trash and elven artifacts (cursed). both, you wake in another reality.

15
MR. BEATLEY COINS INVENTORY Descriptions
Wandering Merchant of the Shifting Maze Dagger 3gp 1H, +4 to backstab
Sword 10gp 1H, versatile
A friendly fellow creature that claims to be a Axe 3gp 1H, +1 to throw
trustyworth human despite it looks. Sells Mace 5gp 1H, blunt damage
ordinary gear gathered from remains of Spear 1gp 1H or 2H, long reach
brave adventurers and buys them for half the Claymore 15gp 2H, +2 dmg
price. Always carries D6-3 magical items in Battle Axe 7gp 2H, breaks shields
stock (roll on pg. 18 or an alternative list of Warhammer 8gp 2H, ignores armor
your choice) which sells very fast, reroll all Sling 2gp 30' range
items next encounter. Short Bow 25gp 40' range
Long Bow 40gp 50' range +1 dmg
Rumours (10gp each) Composite Bow 75gp 60' range +2 dmg
21| The Wyrm teleports when it's scared
22| Jellys are immune to mundane weapons Small Shield 5gp Breaks to ignore dmg
23| The Kraken is able to regrow limbs Large Shield 30gp Breaks and +1AD
24| The Lich controls all the skeletons Light Armor 20gp +2 Armor Defense
25| The Watcher cannot be surprised Heavy Armor 60gp +4 Armor Defense
26| Astaroth feeds on divine souls
21| The Wyrm is allergic to blue mushroom Arrows 5gp 20 units
22| Jelly Cubes easily dissolves with salt Torches 1gp 6 units
23| The Kraken has very poor eyesight Rope 1gp 50' length
24| The Queen has the Lich's phylactery Iron Spikes 1gp 12 units
25| The Watcher hates the smell of onions Oil Flask 2gp Highly flamable
26| Astaroth cannot break promises Water Skin 1gp Clear water ration

16
Mandrake Sprout 10GP Spider Gland 15GP
Boost aeromancy spells Eater gains the ability to
Gives powerful scream climb smoot walls and to
2D6 dmg + knocking out shoot webs from their
everyone in a small room wrists for D6 hours

Blue Mushroom 5GP Frogman Intestine 1GP


1-2| Shrink for 1/2 day; +2 WIS for 1/3 day
3-4| Poison, -D6hp Imunity to all kinds of
5-6| D6hp + 1 next test poison for one day
Beer: D6hp + Dizzy effect Loud farts hourly for 1 day

Jackalope Antlers 10GP Dried Fairy 20GP


Cooked in a soup: Captured alive: 1/2 chance
Boost geomancy spells of healing an ally to life
+3 DEX for 1/3 day after being released
+ D6HP Eaten: +1 boost to spells

Cockatrice Eggs 25GP Sunlight Wine 50GP


Raw: Paralyze for 1/3 day Heals full HP
Cooked: +1 boost to resist Close deep wounds
paralysis and poisons +1 to all actions for 6h
+D6hp +1 boost to telemancy

Killer Bane 5GP Demogoat Heart 66GP


Raw: strong analgesic Boost pyromancy spells
effect, +D6hp Grows magical horns
Tea: delicious poisonous 1/6 chance of developing
drug, kills after 1 hour permanent demonic wings

Tetrapod Lungs 10GP Slugleech Stomach 15GP


Boosts hidromancy spells Gain 1hp for each point of
Gives ability to breath damage you cause when
underwater for D6 hours biting a warm-blooded
Shark Teeth for 1/2 day creature (D6/turn)

17
11. Lurid Rattle 21. Mindstone
Reanimates corpses by Allows astral projection.
splitting one's soul. The Soul and body can fight
soul pieces return together side by side, if one dies the
after destroying the corpse. user becomes an undead.

12. Pondering Orb 22. Snake Wand


Allows to see through the Creates two human-sized
eyes of a living creature on interconnected portals on
sight or known location. any solid surfaces that the
Doesn't work on Wizards. caster is able to see.

13. Thigh-Bone Flute 23. Nightjar Idol


Charms creatures by using Creates powerful and vivid
a drop of their blood. The illusions at night or in dark
creature remains in control places. Allows to invade
while the song is played. one's dreams.

14. Pyromancer's Lamp 24. Geomancer's Slab


Evokes a fire spirit that Evokes an earth spirit that
illuminates a small room can cause earthquakes,
and explodes on command turn into a stone wall or
(3D6 dmg, 3x3 area). become a quicksand trap.

15. Hidromancer's Bowl 25. Aeromancer's Horn


Evokes an water spirit that Evokes an air spirit that
can turn into a poisonous levitates human-sized
fog or freeze all creatures creatures and turns into a
in a small room (6x6). powerful whirlwind.

16. Cronomancer's Glass 26. Telemancer's Amulet


Evokes a time spirit that Evokes a protective spirit
can haste or slow targets in that teleports the wearer to
a small room. Time travel a safe location nearby to
requires more power. avoid eventual damage.

18
31. Moonlight Bow 41. Sunlight Chalice
Shoots lightning arrows Turns water into sunlight
that cause an extra 2D6 wine for each charge.
damage and stun the target Recharges 1UD with an
for two rounds. hour of sunlight.

32. Scarlet Blade 42. Royal Diadem


Harms undead and Translates any language
ethereal creatures. The spoken or hand signs.
scarlet metal is a deadly Comunicates telepatically
poison to living creatures. with creatures on sight.

33. Moon Ring 43. Trifect Amulet


Creates a illusory duplicate Translates the meaning of
of the wearer. The illusion written codes to a language
may cast spells but doesn't known by the user. Only
cause physical damage. works with old languages.

34. Elvenlord Helmet 44. Prismatic Cloak


Protects the wearer of The wearer becomes
spells that affects the mind, partially invisible when
see through illusions and moving and fully invisible
detect recent magic. when idle.

35. Elvenlord Armor 45. Arcane Kiln


Halves magic damage and Creates temporary magic
turns into spellcasting fuel. items by burning a
Undead creatures avoid to common item and a magic
get near the wearer. organ together.

36. Elvenlord Shield 46. Enchanted Heels


Absorbs missile spells and Sublimates any sound and
uses the energy to create ignores fall damage from
an illusory duplicate of the high places. The wearer
wearer with 1hp. appears more seductive.

19
51. Flying Axe 61. Stretching Scythe
+1 to hit when thrown, A one-handed weapon
returns to the hand of the with a 10 foot reach. Can
current owner next turn. be used as a grappling
2x dmg against demons. hook for climbing.

52. Teleportating Spear 62. Demonic Flail


+2 to hit when thrown, A two-handed spiked club
Teleports the owner to the attached to a 10 foot chain
place it was thrown. with a devastating
2x dmg against snakeman. rotational attack.

53. Wyrm's Ring 63. Ravenous Ring


Gives infrared vision Eats half HP of the
while wearing it. Detects wearer and gives double
both magic and heat from physical damage against all
living creatures in the dark. opponents.

54. Snakelord Helmet 64. Demonlord Skull


The wearer appears to be Eats half HP of the
in two places at the same wearer and gives double
time. 50% chance of magical damage against all
avoiding all damage. opponents.

55. Snakelord Armor 65. Demonlord Ribcage


A blood-starved armor Turns the wearer immune
that heals 1HP for every 2 to fire and cold damage.
points of damage inflicted Doesn't protect against
to hot-blooded creatures. physical damage.

56. Gorgon's Head 66. Winged Parasite


Every opponent looking at Attaches to the back of a
this shield has 2/6 chance host at base cost of 2hp.
of being paralysed for D6 Flies on command, spends
turns. (1 use/opponent). 1hp for each 60 foot.

20
WRITTEN AND ILLUSTRATED BY ALEX DAMACENO
EDITING BY JACOB HURST
COPYRIGHT 2023 ALEX DAMACENO

PRINTED IN USA
PUBLISHED BY JACOB HURST & SWORDFISH ISLANDS LLC
SAN ANTONIO, TEXAS

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