Item/Treasure — First roll d6. On 1–2 it is guarded by a Foe.
| d66 | Item | Value | d66 | Item | Value |
|---|---|---|---|---|---|
| 11 | Ancient Coins | 3d6 × 10s | 41 | Wooden Trinkets | 2s each |
| 12 | Furs | 2d6 × 5s | 42 | Fine Embroidered Cloak | 25s |
| 13 | Engraved Silverware | 15s | 43 | Soldier’s Helmet (Dented) | 20s |
| 14 | Iron Ingots | d6 × 5s | 44 | Whetstone | 2s |
| 15 | Tarnished Jewelry | 5s | 45 | Quality Boots | 25s |
| 16 | Fine Cloth | d6 yds, 10s/yd | 46 | Animal Pelts | d6 × 3s |
| 21 | Carved Ivory Idol | 25s | 51 | Finely Made Bow | 80s |
| 22 | Fine Bronze Neckpiece | 30s | 52 | Enchanted Amulet +1 Armor | 200s |
| 23 | Leather Armor | 30s | 53 | Brass Lantern | 12s |
| 24 | Iron Sword | d6 × 15s | 54 | Healing Salve | d6 apps, heals d6 HP, 10s each |
| 25 | Herbal Remedies | d6 doses, nullifies poison, 15s/dose | 55 | Masterwork Steel Sword | 150s |
| 26 | Waterskin | 8s | 56 | Elaborately Carved Scroll Case (Empty) | 30s |
| 31 | Traveler’s Pack | 20s | 61 | Alchemical Elixirs | d6 vials, random effect, 20–100s each |
| 32 | Masterwork Steel Dagger | 70s | 62 | Gold Necklace | 60s |
| 33 | Grain Sack | 10s | 63 | Rare Spices | d6 packs, 20s each |
| 34 | Rope 50ft | 5s | 64 | Exquisite Wine | 1–2 Spoiled / 3+ Good, 5s/50s |
| 35 | Silver Mirror | 30s | 65 | Masterwork Chainmail | 200s |
| 36 | Adventurer’s Bones | — | 66 | Rune Blade — rolls all attacks & damage at advantage; on killing blow regain d6 HP | Priceless / 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.
| 1 | Straight, unremarkable corridor |
| 2 | Winding, narrow passage |
| 3 | Staircase up/down |
| 4 | Hidden/Secret passage |
| 5 | Blocked/Impassable without effort |
| 6 | Special 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.