Character Sheet

Character Game Play Weather & Forage POI & Encounter Settlements Dungeons Treasure Bestiary

Item/Treasure — First roll d6. On 1–2 it is guarded by a Foe.

d66ItemValued66ItemValue
11Ancient Coins3d6 × 10s41Wooden Trinkets2s each
12Furs2d6 × 5s42Fine Embroidered Cloak25s
13Engraved Silverware15s43Soldier’s Helmet (Dented)20s
14Iron Ingotsd6 × 5s44Whetstone2s
15Tarnished Jewelry5s45Quality Boots25s
16Fine Clothd6 yds, 10s/yd46Animal Peltsd6 × 3s
21Carved Ivory Idol25s51Finely Made Bow80s
22Fine Bronze Neckpiece30s52Enchanted Amulet +1 Armor200s
23Leather Armor30s53Brass Lantern12s
24Iron Swordd6 × 15s54Healing Salved6 apps, heals d6 HP, 10s each
25Herbal Remediesd6 doses, nullifies poison, 15s/dose55Masterwork Steel Sword150s
26Waterskin8s56Elaborately Carved Scroll Case (Empty)30s
31Traveler’s Pack20s61Alchemical Elixirsd6 vials, random effect, 20–100s each
32Masterwork Steel Dagger70s62Gold Necklace60s
33Grain Sack10s63Rare Spicesd6 packs, 20s each
34Rope 50ft5s64Exquisite Wine1–2 Spoiled / 3+ Good, 5s/50s
35Silver Mirror30s65Masterwork Chainmail200s
36Adventurer’s Bones66Rune Blade — rolls all attacks & damage at advantage; on killing blow regain d6 HPPriceless / 10,000s

Special Feature / Boss Room

1. An altar stained with eons of blood, depicting slaughter of Neanderthal-like cave people by a more advanced race. Still living somehow after all this time is a member of this forgotten line — massive, hideous, clothed in rotten fur and scraps of human hide — he carries a bone sword etched with the markings of his forgotten tongue.

Kuyu Cannibal Champion

HP: 24

Damage: Bone Sword — damage rolls of 5–6 explode as if a natural 6.

Special: Consume. Each round there is a 1–2 chance on a d6 the Champion makes a bite attack, ripping meat and blood from his opponent, d6 with advantage. He gains an equal amount of HP.

2. Round chamber, the center of which contains a raised stone obelisk atop of which sits a heart-like organ of unknown origin, pulsating with a sickly green light. The organ manifests Foes at random, 1 each round, until it is destroyed. (30 HP). Room also holds many corpses of various men and beasts, in various stages of decay.

3. Remnants of a Eukaryan priest’s sanctum, walls still hold some inscriptions in that hideous language, and the desiccated husks of two giant, armored mantids that spring to life when the room is disturbed.

Temple Guardians

HP: 15 / 18

Damage: d6 with advantage (spiked polearms)

Armor: 3 (ancient plate armor)

Special: Leaping Strike. At beginning of combat, both will attempt a leaping strike, which covers distance between them and their target, and if it hits, acts as a critical, dealing double damage dice. In two rounds, they will do it again, and so on.

4. An ancient burial room contains a warlord from days long gone by, and d6 of his retainers, clothed in tatters, mail rusted to stains, but still holding weapons in their skeletal fingers. They attack!

Warlord

HP: 5d6 (20)

Armor: Ancient Plate (1)

Attack: Rune-carved Sword d6 (2×/rd) — Special: On a critical hit, sword forces automatic roll on Death and Wounding Table.

Retainer

HP: 2d6 (8)

Attack: Bronze Axe d6

5. Torchlight illuminates ancient frescoes that depict the rise of a civilization built on the waters of an endless ocean offering sacrifices to what seems to be a huge mass of tentacles. In the cavern’s center, a deep and broad cistern of unknowable depth containing the offspring of a god that once called this area home when it was underwater.

Tentacled Horror

HP: 28

Damage: d6, attacks 4×/rd

Armor: 1

Special: Grapple instead of damage — if successful, no further attack roll is required next round to deal d6 crushing damage. Escape requires Strength check against 8+.

Cloud of Chaos — Once per round, there is a 1–6 chance that the Horror uses its attack to create a 30’ wide cloud of confusion around itself — all opponents caught inside must make INT check 8+ for d6 rounds in order to act.

6. A huge cavern containing piles of countless human bones. Within, a primeval monster from the dawn of man — a massive hulk of muscle, cream and jade colored scales and fangs the length of swords, eyes burning in its awful reptilian face.

Tyrant Lizard

HP: 32

Damage: 2d6 bite, d6 tail (ignores armor, knocks anyone struck d6×5 feet away)

Armor: 2 (hide)

Special: Awful Roar — When it roars, opponents must make a Presence check against a difficulty of 8 or be terrified, losing next action as if stunned. Tyrant Lizard will perform its roar at the beginning of combat, then roll d6 and count the die down each round — when it reaches 0, Tyrant Lizard will perform its roar again.


Passages / Corridors / Connections

For each passage or corridor, roll a d6 when traversing. On a 1, you encounter a Foe.

1Straight, unremarkable corridor
2Winding, narrow passage
3Staircase up/down
4Hidden/Secret passage
5Blocked/Impassable without effort
6Special feature (trap, mural, etc.)

Rolling a 1 on d6 when traveling any corridor or room you’ve been through before means there’s a random enemy.