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Kavlov's Sanctuary MB Barebones Spread 1.0

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0% found this document useful (0 votes)
1K views22 pages

Kavlov's Sanctuary MB Barebones Spread 1.0

Uploaded by

Samuel Hernandez
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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Kavlov’s Sanctuary

Classes 1

Flesh Weaver 2

Blood Baron 3

Bare Bones Degenerate Cannibal 4

Mycotic Fiend 5

Skinned Bastard 6

Disgraced Court Alchemist 7

Roach God Emissary 8

Writing & Layout Items 9


Jean Luc Lariviere-Lacombe
Monsters 13

Maps 22
Art 2D20 Rumors 25
Jean Luc Lariviere-Lacombe

The artwork and visuals of this book are a The Dreaded Hills 27
blend of manually created drawings, digital A: Dwarfling Cave 28
art, photos from the public domain, and
images produced by artificial intelligence. B: Cannibals’ Den 29

C: Barbarian Lair 30

D: Cyclops' Lair 31
Content Warning E: Orc Lair 32
Mentioned: Death, torture, cannibalism,
pedicide, slavery, corpses, and gore. Reader F: Leper Colony 33
discretion is advised.
G: Hobgoblin Arena 34

H: Gorgon Temple 35

I: Laboratory 36

J: Bristleheim's Lair 37

K: Basilisks' Refuge 38

L: Wight's Crypt 39

The Dungeon’s Key M: Halls of Dread 40


www.thedungeonskey.com
Flesh Weaver
Starting Silver: 2d6 x 10s
4. Tainted Needlesmith. You
create armor from curtains of
flesh taken from the hides of the
dead. Use your needle, 4 spools
Starting Omens: 1d2 of bloody sinew, and a body to
Starting HP: Toughness + d6 create a set of medium armor
(Tier 2, -1d4 damage). Taking 6 or
Morbid 3d6+2 Strength, dulled more damage in a single round
senses 3d6-2 Agility. Start with a destroys it. You do not suffer
large bone sewing needle (1d4 Agility penalties while wearing
damage), and 1d4 + Strength armor you fabricate.
spools of bloody sinew. Spend 10
minutes collecting 1d2 additional 5. Cruel Seamster. Your morbid
spools from the bodies of the machinations have led you to
dead with a successful DR10 experiment on the living. Use your
Strength test. Roll 1d4 on the needle and 3 spools of bloody
weapons table, and choose 1 sinew to perform surgery,
expertise. reattaching a lost limb, or
attaching additional ones. DR14
1. Meat Sculptor. You possess the Toughness or the limb is rejected,
ability to shape and manipulate causing the victim of your mal-
flesh in ways even a necromancer practice to become infected and
would not dare to dream of. Use the surgery to fail.
your needle and 4 spools of
bloody sinew to alter the size, 1 arm: Strength +1

Classes
shape, or appearance of a 2 arms: Additional attack
creature. At a distance, the 1 leg: Agility +1
changes are convincing, but they 2 legs: Agility +2
don’t pass close inspection. 1 head: Presence +1 (Retains
individuality if attached within 1
minute of dying)
2. Parental Stitching. You are 2 heads: Daily Powers difficulty
paternal in your macabre obses- reduced to DR10.
sion. Use your needle and 6
spools of bloody sinew to stitch
together multiple bodies to 6. Patchwork Physician. You are
create yourself a child. They covered in a mosaic of skin;
attack and defend with a DR12, patches of varying sizes and
have 8 HP, and behave like a shades. Use your needle and 1
petulant adolescent; Presence spool of bloody sinew to stop
DR8 to command or be rebuffed: bleeding, or 2 spools and a piece
“You aren’t even my real mother!” of foreign skin to mend flesh
wounds; heals 1d6 HP.
3. Gutwrench Cutters. The
squalid package is delivered to The first time a Flesh Weaver gets
you by a mangy goblin who better, gain one additional
curses the name of your expertise. During subsequent
benefactor. The giant shears deal improvements, they can choose
2d6 damage. On rolling two 6s, to reroll one of these.
the opponent is cut in half, dying
in 1d4 rounds. The shears also
reduce the difficulty of collecting
spools of bloody sinew from DR12
to DR10. Should they be broken or
lost, your benefactor sends a
replacement in 1d4 days.
1 2
Blood Baron 3. Nocturnal Metamorphosis
(Juvenile). Your face is twisted,
resembling that of a chauve-
Degenerate 4. Jar of Bile. You keep a
memento in your jar of the flesh
you last devoured. Rip out one of
Starting Silver: 2d6 x 10s
Starting Omens: 1d2
Starting HP: Toughness + 1d6
souris. Plucking a grungy nose
hair from your nostrils transforms
you into a bat (HP 4, Bite 1d4,
Flight) for 1 minute. While in this
Cannibal
Starting Silver: 1d10 x 10s
your victims organs and place it
in the bile and gain certain
benefits. Throw the jar, dispersing
its contents; DR14 Toughness or
Bloodlust. Use your attack to form, 1:2 that feeding goes Starting Omens: 1d4 vomit 1d4 rounds (repeat the test
feed on a human for 1d4 damage, unnoticed. Return to your normal Starting HP: Toughness + 1d4 each round). Create a new jar with
regaining that much HP, and up to form at will, or if reduced to 0 HP. a victim's gallbladder and 40s
an additional 4 temporary HP. Regain 1d4 nose hairs each day at Nutritious. The body of a worth of glassware. The organs
You must drink blood at least dawn (max 4). Degenerate Cannibal is delec- must be replaced every 24 hours.
once per day or lose 1d2 table and especially nutritious. You are limited to a single jar.
maximum HP, and reduce 4. Engorged (Juvenile). Your Divided into 2d4 + Toughness Eyes: +4 Presence
Strength and Agility by 1. thirst knows no bounds; increase pieces of meat (rotting in 1d4 Liver: +4 Toughness
Consuming the dirty blood of the bloodlust die to 1d6, the days), each piece restores 1d6 HP. Heart: +4 Strength
another species, test DR14 temporary HP to 6, and reduce Lung: +4 Agility
Toughness or you retch, losing 1d4 the difficulty for dirty blood to Insatiable 3d6+2 Agility, meek
maximum HP. DR8. 3d6-1 Toughness. Eating food 5. Dark Bargaining. With a firm
other than raw, humanoid meat; grip, you wrench the sac from the
Virile 3d6+1 Strength and Agility, 5. Sire’s Will (Mature). Your gaze Toughness DR18 or violently ill for lifeless fingers of your latest
young 3d6-2 Presence. Roll 1d10 is mesmerizing; the GM rerolls a 1d4 hours. Roll 1d2 on the armor victim. Inside it, darkness
on the weapons table, 1d3 on the creature’s reaction once if it suits table and start with a meat beckons you to surrender to its
armor table, and choose 1 juvenile your purpose. Gain the Power to cleaver (1d4 damage), 1d4 power. Each day at dawn, roll 1d6.
trait. dominate; DR14 Presence or the uncooked human limbs, and 2 You are compelled to place a
target obeys all commands for compulsions. number of corpses into the sac
1. Pestilence Shroud (Juvenile). 1d4 days. Regardless of the equal to the number rolled,
The sound of rats scurrying outcome, they are keenly aware 1. Gravemind. Driven by pettiness before dawn the following day. If
follows you in your wake. You wear of your treachery. Only one target and envy, you seek more than just you’re successful, increase your
a coat made from a horde of may be dominated at a time. mere killings. You yearn to maximum HP by 1. Otherwise
rodents (-1d2 damage). They embody your prey and take on reduce it by the number of
obey your commands and, in 6. Exsanguinate (Mature). While their very essence. Consume corpses remaining for the day.
addition to your attack, can be wielding a sword, your veins grow your victim’s brain to absorb a
ordered to gnaw a creature (DR12, out from your arms, wrapping portion of their memories and 6. Tapeworm Familiar. Years of
1d4 damage). The rats scatter themselves around the blade like experiences as your own. consuming raw meat has filled
upon taking 6 damage, returning a parasite. Combine your attack your flesh with worms. While the
the following day at dawn. and feeding abilities, dealing 2. Scry Flesh. Your sickness tapeworm (HP 4, bite 1d4) is
additional damage equal to your manifests itself in the flesh of inside of you, gain an additional
2. Sense Gore (Juvenile). Your feeding die and regaining HP as others. On dealing maximum melee attack. Summon it, and it
hunger is practically sensual; you normal. damage with an edged weapon, emerges from your body, able to
can sense the presence of nearby you filet a hunk of flesh from your use scrolls on its turn as if it were
living creatures and discern their The first time the Blood Baron victim’s body and are capable of you. If it feeds on flesh before re-
type with ease. While in this gets better, they gain an addi- reading its thick layers of sickly entering your body, regain 1d4 HP.
heightened state of tantalizing tional juvenile trait. The second yellow fat like braille. Treat this In the event of the tapeworm's
awareness, it is nearly impossible time, replace one juvenile trait piece of meat like a random scroll, death, another grows to replace it
for you to be charmed, with a mature trait and increase rotting away in 24 hours. in 1d4 days.
dominated, or mentally coerced; Presence by 1. During subsequent
roll DR6 against these effects improvements, they can choose 3. Devourer of Souls. The meat is Whenever the Degenerate
instead. to reroll a juvenile or mature trait, just a bonus, it's their souls you’re Cannibal gets better, they may
but not both. after. Consume your victim’s soul choose to replace one of their
within minutes of them dying; compulsions with another.
DR14 Presence and gain one of
their Powers (at random). You can
only have 1 of these at a time.
3 4
Mycotic Fiend 3. Mycelial Network. Your roots
permeate your host to such an
extent that it grants you immunity Skinned 3. Shadow Step. You have
become one with the void. Enter
an area of darkness and reappear

Bastard
to disease, sickness, and from any visible shadow, using
Starting Silver: 2d6 x 10s unwelcome fungal effects. the absence of light as your
Starting Omens: 1d6 personal portal.
Starting HP: Toughness + d4 4. Parasitic Contagion. Fueled by Starting Silver: 2d6 x 10s
a desire to expand your influence, Starting Omens: 1d4 4. Spectral Chorus. With a
Parasitic Fungus. You grow on you strive to possess multiple Starting HP: Toughness + d6 bloodcurdling howl, you call forth
the body of your host, infecting hosts. Take hold of someone with a horde of spirits from beyond
their mind and taking over their 10 HP or less and test Presence Dream Walker. As a child, you the realm of the living. 1d6
body. If your host dies, you have DR12. If successful, transfer some were skinned alive and abducted Phantoms (HP 1, Claws 1d6)
10 minutes to be transplanted of your own HP to them, taking by the Deadwoods Fey, who materialize from the shadows,
onto another living, humanoid control of their mind and body. raised you as their own and gifted gleaming with otherworldly light,
body. Test DR8 Presence (no The transferred HP becomes their you the ability to invade the lasting for 1d4 rounds. They claim
modifiers) to determine if your new maximum. These hosts lose dreams of others. the eyes of their victims as prizes
fungal roots take hold. If all previous abilities, are unable to to be taken back to the afterlife.
successful, roll 3d6-2 for Pres- use scrolls, and share your pool of Swift 3d6+2 Agility, constant pain
ence, and 3d6-4 Strength, Agility, omens. In the event of their death, 3d6-2 Strength. Your scarred 5. Dark Slumber. You recall the
and Toughness for the new host. test Presence DR10 to transplant flesh makes you unnaturally haunting melody that once lured
that part of yourself back onto resilient to physical and magical you into the forest as a child. With
Dominated 3d6+2 Presence, your host, or lose the HP harm; reduce all damage taken by each soothing note, you call forth
sluggish 3d6-2 Agility. You absorb permanently. half rounded up. Roll 1d10 on the the siren's song. 1d4 targets test
nutrients from your environment weapons table. Each day at Presence DR14 or fall into a deep
and have no need for food or 5. Contaminated Harvest. Once dawn, roll 1d4. You can use any of slumber for 1d4 hours, awaking
drink. Roll 1d6 on the weapons daily, scatter your mycotic your abilities a number of times upon taking any damage.
table, 1d3 on the armor table. essence in a cool, dark place. equal to the number rolled, or
Choose 1 characteristic. Within 10 minutes, a cluster of expend 1d4 HP to use any of them 6. Bastard’s Lament. Driven by a
2d4 + Presence mushrooms take at will. desire to see others suffer as you
1. Shroomwatch. Your host was hold and grow, each capable of have, you unleash your feral wrath
plagued with paranoia in their restoring 1d4 HP when consumed. 1. Hideous Revelation. You reveal upon your opponents. Your next
former life. Daily, your body 1:6 mushrooms are filled with 1d3 your disfigured body for all to see. 1d4 attacks are devastating,
sprouts 1d4 mushrooms, each doses of sticky poison; test The first time opponents see your mutilating your opponent beyond
capable of providing you with a Toughness DR14 or 1d8 damage. ruined frame, test DR12 recognition and dealing maximum
heightened sense of your Only you are capable of Toughness or they’re compelled damage.
surroundings. Plant them on a discerning these mushrooms to look away, suffering -2 penalty
surface and be alerted to any apart. to all their rolls for the duration of The first time a Skinned Bastard
creature that crosses its path. the encounter. In addition to this, gets better, increase Strength by
You can trigger the mushroom to 6. Rot Resistance. You redirect failing the test by 4 or more 1, the second time, increase
burst into a puff of toxic spores; most of your mycotic energy to terrifies them, causing them to Toughness by 1.
DR12 Toughness or 1d6 damage. the preservation of your host. run away from you for 1d4 rounds.
Suffer a -2 penalty to Presence
2. Mycotic Excess. Your but regenerate 1d4 HP every 30 2. Umbral Manipulation. Born
mushroomy gills are filled with an seconds, indefinitely. and raised in the shrouded
overabundance of hallucinogenic depths of darkness, you have
spores. When you move up to an The first time a Mycotic Fiend learned to bend the shadows to
opponent, or when they hit you gets better, gain one additional your will. You wield the power to
with a melee attack, have them characteristic. During sub- manipulate and create shadows,
test Toughness DR12. Failure sequent improvements, they can and can fill a normal sized room
results in a hallucinogenic fit that choose to reroll either of these. (or a portion of it) in complete
lasts for 1d4 rounds, suffering a -4 darkness for 1 minute. Anyone
penalty to their rolls. caught in this darkness is unable
to see; increase DRs by 4 for
opponents, and by 2 for PCs. You
ignore this penalty.
5 6
Disgraced Court Bat guano (G), Sulfur crystals (S),
Black-root (B), Blood moth Roach God 2 - Infiltrate: Up to 5 targets
squeeze through a tiny crack or

Emissary
cocoons (C), Crypt blossom passage.
Alchemist
Starting Silver: 3d6 x 10s
petals (P), Diseased bark (D)

Starting Silver: 1d6 x 10s


3 - Devour waste: Transport up
Explosive Catalysts. Spend 5 to 1d4 corpses out of existence;
Starting Omens: 1d4 minutes improving one of your Starting Omens: 1d4 target gains 1d4 hp for each.
Starting HP: Toughness + d6 explosives. Starting HP: Toughness + d4
4 - Chitinous armor: Distribute a
Delirious 3d6+2 Presence, burned → Deathbloom Fragments (G, Resilient 3d6+2 Presence and + bonus to defence among any
fingertips 3d6-2 Agility. Roll 1d4 S, P). Increase the number of Toughness, meek 3d6-2 Agility number of targets; lasts 1d6 +
on the weapon table. You wear a targets to 1d4. and Strength. Your carrapace Presence minutes (minimum 1).
singed, leather apron (-1d2 affords you some protection
damage), and have 1d6 reagents. → Spiderash (S,C). Targets hit (-1d2), and you start with 1d4 5 - Swarm: Distribute 150’ worth
by the explosive suffer -4 random scrolls. of flight among any number of
Royal patronage. Roll 1d3 to penalty to rolls and defence. targets to be used immediately.
determine your royal patron: Undying. The only way to die is
→ Luscious fog (B,C). Fills the through decapitation. In such a 6 - Malignant detoxification:
→ King Edgar IX, the Cursed. room with choking fog for 1d6 case, your body persists for 1d4 Cure a single disease and store it
Your explosives critically hit minutes. Each round, DR12 days, succumbing to starvation for up to 10 days. Spread it by
on 19-20, but fumble on 1-2. Toughness or spend the turn instead. When your hit points touching a creature (target tests
weezing. drop 0 or lower, regain 1 HP and DR12 Toughness) or object.
→ Prince Turvel, the Petulant. roll on the table of Roach
Once per day, you may spend Reckoning (1d4):
→ Doomed (B,P,D). Single 7 - Repugnant discharge: All
50s to gain 1d2 reagents target, deals 2d8 damage. creatures within sight must test
instead of searching for them. # Description Toughness or be nauseated (-4
Infusions. Spend 5 minutes 1 Consumes all your Omens to rolls) for 1d4 rounds. PCs test
→ Queen Rinrin, the Mad. You steeping the reagents in a cup of and Powers until rested. DR10 and enemies DR12.
may spend omens to sub- mosquito infested water. 2 Disappear for 1d6 rounds and
stitute one reagent for halve your maximum HP. 8 - Pestilence: 3d6 damage
another. → Nocturnal vapors (G,D). See 3 Reduce a random ability spread evenly among all
through normal and magical score by 2 permanently. creatures in sight, including you.
Alchemical pouch. Each day at darkness and defend with 4 Erupt into a swarm of
dawn you craft 1d4 alchemical DR10 for 30 minutes. roaches. Rematerialize 9 - Pheromonal treatment: All
explosives; 1d2 targets, 1d8 elsewhere in 1d10 minutes. healing provides maximum
damage. On a fumble, roll 1d6. 1-5 → Rodent’s milk (G,B,C). Pestilent Communion. Each benefit for 1d6 + Presence
dud, 6 explodes (DR12 Agility to Increase Presence by 2 for morning, 1d2 cockroaches crawl minutes (minimum 1).
avoid). You can carry no more 30 minutes. out of your mouth, markings
than 4 explosives at a time. scrawled upon their wings. Roll on 10 - Roachlord's embrace:
→ Midnight devil (S,C,P). the Roach God Spells table to Target tests DR8 Toughness
Morvain the Soiled. A foul Regain 1d4 omens. decipher them. Release one into within minutes of dying. On a
smelling creature, they are your the air to cast; DR10 Presence and success, they gain 1d4 HP and
loyal aide. Each night, they make consume a daily Power. you must roll on the table
their way to you, regardless of → Death weed (G,B,P,D). Must
be administered within 10 of Roach Reckoning. Over the
circumstance, with 1d2 random Roach God Spells. next 1d4 days, they slowly take
reagents. They are willing to con- seconds of dying. Target
tests DR14 Toughness. On a on the appearance of a roach,
duct other, menial tasks on your suffering a -4 penalty to
behalf, in lieu of this service. They success, they’re restore HP 1 - Scuttle sense: Sense the air
to 1. for unseen creatures within 60’ reactions.
must be paid 2s a day or
disappear forever. of your position. If you do,
The first time a Disgraced Court double your movement speed for The first time a Roach God
Alchemist gets better, increase the next 10 minutes. Emissary gets better, increase
Reagents. Once per day, you may Presence by 2, the second time
spend 6 hours collecting 1d2 the number of reagents they can
collect to 1d3. increase the number of expelled
reagents. roaches to 1d3.
7 8
Acrobat's leotard Bronze shield
Increase Agility +2 when wearing Among them is a tarnished
nothing but the leotard. bronze shield. If buffed and
polished to restore its mirror
Arbalest finish, it reduces damage by -2.
1d10 damage. Scrolls never work
when wielding the arbalest. Cancerous cleaver
Made of petrified flesh. 1d8
Assassin's teapot damage + necrosis (DR10
Dispenses a small amount of Toughness or 1d6 damage per
poison at the pourer's discretion. round for 1d4 rounds).
1d3 doses of poison; DR12
Toughness or 2d10 damage. Carumaan’s mantle
You may use daily Omens and
Babuu’s foul brooch Powers interchangeably.
A fetid stench follows you
wherever you go, however, each Corpse orchid
day, you may fly up to 60’. Must The corpse orchid (700s)
be spent in 5’ increments. resembles a face with a veil, it
smells faintly of decay. Cures any
Black candle and all ailments when consumed.
Made from a mix of plant wax
and bone ash; its flame does not Crude explosives
consume it. When it is 10 second fuse, DR12 Agility or

Items
extinguished, it also puts out all 1d8 damage. Shock sensitive, 1:4
other sources of nearby light, to explode when impacted.
plunging its surroundings into
darkness. Elixir of resuscitation
Among the debris is an elixir of
Bloodmoon broadsword resuscitation; this potion can
1d8. Glows red in the presence of bring someone back from the
fresh blood, restores half the dead for 1d6 minutes.
damage dealt in HP.
Ertmug's crystal heart
Bloody tincture Inserted into the heart, doubles
When spread over a wound, maximum HP, but 1:4 to be fatal.
grants 1d8 temporary HP for 1d4
hours; you are broken afterwards. Exotic whip sword
Consuming more than one at a 1d6 damage, attacks up to two
time causes convulsions for the adjacent opponents. On a
duration instead. fumble, hit yourself instead of
breaking.
Bronze armor
Once donned, the bronze armor Fetish doll
cannot be removed and extends Pricking the doll deals 1d8
its curse, Kolmon’s Servitude, to damage to an imprinted target,
the wearer. The armor provides and destroying it kills them. To
enhanced defense, -1d10 imprint a target, you must have
damage. DR14 Toughness each seen them before. While holding
day to avoid reducing maximum something of theirs; DR12
HP by 1. Presence, taking 1d4 damage
regardless of the outcome. If you
succeed, the target is imprinted.

9 10
Flesheater arrow Grimoire of worms Potion of fury extract Scroll of summon fiends
DR10 to hit; 1d8 damage. Writhes in the hands. Each day at Lasts 1 minutes, -4 to rolls, + 2d10 1d2 devils (HP 8, Morale 7, flaming
Creatures hit take an additional dawn, DR8 Presence. On a additional damage with melee knives 1d4) emerge from an
1d4 damage each round until a success, gain 1 random scroll. On weapons. infernal dimension. DR8 Presence
turn is spent removing it. 5% a failure, unable to use omens for to command them or they turn
chance to break when removed the day. Potion of invisibility on their summoner.
or recovered. Become invisible for 1d6 * 10
Lantern of protection seconds. Scroll of teleportation
Fine rapier When actived, casts a bluish light Teleport up to 6 targets to a
1d8 against unarmored targets in a 10’ diameter. Increase DR to Potion of iron lungs single location previously visited
and 1d4 otherwise. hit by 2 for all creatures caught in Forgo breathing for the next 1d4 by the caster.
its glow; lasts one hour, recharges hours.
Ghostly Poignard at dawn. Scroll of transfiguration
1d4 damage, on hit, victim Potion of liquid borealis Change the physical makeup of a
become invisible for 20 seconds. Morelli's periapt For the next 1d10 minutes, you single object from one type to
1:6 to reduce any damage taken are immune to fire, and your another.
Golden fruit to 0. touch squelches any flame.
Eating the fruit causes insatiable Scroll of virulent bolts
hunger within minutes. If this Naghat's Amulet Potion of verities 1d2 bolts, 1d10 damage. If a target
hunger is not satisfied every Naghat's Amulet of Shapechange Compelled to answer any dies, a new bolt spews forth.
hour; DR16 Toughness or become (130s); DR12 Presence and question truthfully for the next 10 Repeat until no bolts remain.
violent and irrational, willing to go exhaust a daily Power to take the minutes.
to extreme lengths to obtain any shape of another creature, Shrunken heads
kind of food. increasing to DR18 to return to Potion of witch's brew Three heads with hair woven
their original form. Become a toad for 1d4 hours. together in a single, unified braid.
Golden rings Redirect the effects of a single
A pair of golden rings. A wearer Organs (Pharaoh's) Scroll of befriend foe Power to one of the heads
may expend a daily Power to The urns contain 2d4 organs, Befriend a number of creatures instead, destroying it.
swap places with the other each restores a daily power when whose total combined HP does
wearer. consumed but rot in 1d2 days. not exceed 10, starting with the Spear of Ka
There are no hearts. lowest. They do not obey 1d6 damage, Sunburst: Becomes
Golden silk commands but are eager to help. a bolt of light when thrown that is
Garments made from this silk Pendant of indulgence Lasts 10 minutes. absorbed by the target and
double the daily Power uses of Take 1d2 damage instead of killing it instantly if struck. Single
its wearer rolling Presence when using daily Scroll of flesh offering use.
Powers. The Power succeeds as Consumes up to 1d6 corpses.
Grave digger boots long as the PC doesn’t die. Choose one: Strength, Agility, Spectral helm
Double the wearer’s carrying Toughness, or Presence. Gain +1 While wearing this helm, the PC
capacity. Shovels deal 1d8 Potion of animate stone for each corpse, lasts 1d4 hours. has the ability to stick their
damage when worn. Brings to life a single piece of heads through surfaces no
stone. This stone creature’s flesh Scroll of grasping fog thicker than 12’’.
Grimoire of the damned is tough (-1d4 damage), but they Fog spews forth, filling a normal
DR12 Presence. Failure results in do not benefit from rest. sized room; all targets test DR14 Staff of ka
losing the ability to use Powers, Agility or are held in place for 1d4 Made from a single piece of
or death if the PC is already Potion of effervescence rounds. polished obsidian. Dominate
unable to use powers. If Become a gaseous wisp for 1 creature: DR14 Presence and
successful, gain the ability to minute. Scroll of harvest exhaust two daily Powers to bind
command the undead using the Produces enough food and wine one target irrevocably to the
book, with a DR6 Presence test Potion of feign death for a party of eight. Spoils in 24 staff and its wielder, forced to
for each command issued. Failing Damage that would result in hours. obey all of their commands. Only
this results in the undead negative HP reduces it to 0 death can release a creature
attacking the PC instead. instead. Lasts for 1 hour. from this bond and only one
creature may be bound at a time.
Repeat the test daily.
11 12
Sterling silver censer Wand of cloning
Comes with 1d6 conical incense Touch a single target to create
pellets whose smoke causes 1d6 their illusory clone. The clone
creatures to fall unconscious for lasts for 1d6 hours, or until hit.
1d4 hours. 1d6 + Presence uses.

Talisman of Uzran Wand of fire-breathing


Upon donning the talisman, a Spews a torrent of flames; 1d6
third eye sprouts from your targets, DR12 Toughness or 1d10
forehead. Set Presence to +6 and damage. 1d6 + Presence uses.
reduce all other abilities to -3.
Deactivate it by gauging out one Wand of happenstance
of your eyes; suffer 1d6 damage. Automatically succeed DR10 test,
otherwise lowers DR by 2. 1d4 +
Troll skin Presence uses.
Must be stitched to the wearer’s
flesh, grants -1d4 damage. Wand of health
1d4 targets, restores 1d10 +
Unsavory prosthetic Presence HP. 1d4 + Presence
Must be inserted into an eye uses.
socket. Once a day, ignore the
results of a failed Power. The Wand of inflict agony
wearer must cast at least one 1 target, DR8 Toughness or 2d6
Power per day or suffer -1 damage. 1d6 + Presence uses.
Presence.

Monsters
Wand of shape mud
Vial of sludge Mold mud and earth to the
Reduce Presence by 1 desired shape, carve a 20’ long
permanently and restores all passage through earth, or create
daily Powers. a mound of mud up to 5’x5’x5’.
1d6 + Presence uses.
Vials of antibodies
The 1d4 vials of antibodies (90s Withered crown
each) protect against infection, Upon donning this crown,
disease, or sickness for 1d4 days. activate one misery. Your
Provides a +10 bonus to rolls to character class immediately
resist these conditions. improves.

Wand of balance Zuveus' hourglass


2d4 uses, redistributes HP or If the hourglass is allowed to run
daily Powers evenly across those its full cycle of 1 minute, it reverts
willing. time back 10 minutes then
rupture.
Wand of bug swarm
Unleashes a cloud of insects; 1d3
targets, 1d4 damage + blinded
(DR10 Toughness or blinded for
1d2 rounds). 1d6 + Presence uses.

Wand of change proportions


Increase or decrease a creature's
size and stature. 1d6 + Presence
uses.

13 14
Adolescent Psychic ruin: DR10 Presence or Massive: DR10 to hit. Chimera
HP 4, Fine sword 1d6, Leather 2d6 damage and their minds are HP 20, Morale 10, Snake tail 1d8 +
armor -1d2, Inebriated: DR10 to shattered, losing 1d4 Presence. Brown Bear poison (DR8 Toughness or 1d6
hit. HP 8, Bite 1d4, Claws 1d6, Mangy damage), Fire breathing: 1d3
Bell Hound hide -1d2 targets, 1d6 damage. Prowler:
Animated armor HP 10, Morale 9, Bark 1d4 + DR14 to hit.
HP 15, Sword D6, Armor -1d6 resonance, Resonance: 1d3 Butcher
targets, DR14 Presence or unable HP 8, Cleaver 1d6. Combatants
Animated sword to use daily Powers next turn. HP 4, Morale 5, Filthy hands 1d4.
HP 5, Blade 1d6, Quick: DR14 to Cannibal
hit. Blood golem HP 4, Morale 9, Blood soaked Conjoined dancers
HP 18, Splintered bones 1d8 + hands 1d4 + infect. HP 12, Morale 9, Flailing swords
Barbarian regenerate, Tenacious: -1d4, HP 4, Morale 9, Knives 1d4. 1d6 + mirage, Mirage: A flash of
HP 5, Morale 9, Shortsword 1d4, Regenerate: Regains HP equal to HP 4, Morale 9, Femur 1d4 blades makes the dancers harder
Shield (-1 damage), Leather half the damage dealt HP 4, Clawing hands 1d4 to hit; 1d4 targets, DR12 Presence
armor -1d2, Inebriated: DR10 to or DR16 to hit for 1d4 rounds.
hit. Boar Cannibal Priestess
HP 5, Morale 7, Tusks 1d4, Hide - HP 4, Bone knife 1d6 + 1:2 chance Cutthroats
HP 5, Morale 9, Sharpened spear 1d2. to break in the wound (reduces HP 6, Morale 9, Sword 1d6, Boiled
1d4. max HP by 1, only happens once). Leather -1d4, Shield -1 damage.
Bog Frog HP 6, Kris knife 1d6.
HP 5, Short- sword 1d4, Spear HP 3, Morale 7, Tongue 1d4, Belch: Dancers
1d4, Inebriated: DR10 to hit. DR10 Toughness or physically ill Captain of the Watch HP 6, Morale 7, Scimitar 1d6.
for 1d2 rounds. HP 14, Claymore 1d6, Shield -1
Barbarian Chieftain damage, Breastplate -1d6. Deacon
HP 12, Zweihander 1d10, Greased Bog Witch HP 14, Staff 1d4, Balthazar’s
-1d2, Whirlwind: slashes 1d3 HP 40, Fingernails 1d8, Wand of Captives Revenant: Upon dropping to 0 HP
targets for 1d6 and increase DR disintegration: DR16 Toughness or HP 4, Morale 7, Swords 1d4, for the first time, returns to life
to hit to DR14 until end of the 2d10 damage. Metamorphosis: Shields -1 damage. with double their starting HP in
turn. 1d10 targets, DR18 Presence or be 1d4 minutes; black ichor fuses
turned into toads for 1d4 hours. Carnivorous Keep their body together again.
Barbarian matron Clairvoyant: Always acts first in HP 430, Stone walls -2d10.
HP 5, Slim knife 1d4. the initiative order. Witch’s curse: Deathwood
Extends to the witch’s killers; DRs HP 7, Morale, Scraggly wooden
increased by +4 indefinitely. Carrion Beetle
Basilisk (Isius) HP 12, Morale 7, Stinking limbs 1d6, Bark -1d4
HP 23, Claws 1d6, Shape mandibles 1d6 + putrefy,
ophidian: transforms any object Bog Worm Exoskeleton -1d4, Putrefy: Decaying Dragon
into a wriggling viper (HP 2, Bite + HP 15, 1000 sharp teeth D8 + Toughness DR8 or resting doesn’t HP 30, Claws 1d8, Bite 1d8 +
venom, Venom: DR8 Toughness DR6 Agility or be Broken, Thick heal for 1d6 days. infect, Rotting scales -1d6,
or 1d8 damage). Liquefy skeleton: hide -1d4 Necrosis Breath: 1d6 targets,
DR8 Toughness or liquefy the Toughness DR8 or 1d12 damage.
target's bones; they are still alive, Centaurs
Bramblethorn HP: 10, Morale 9, Slings 1d4, Nerve
but collapse, unable to move or HP 40, Morale 12, Massive -1d6, Dire Bear
attack. Weakness: DR10 damage: DR10 to hit.
Entangle: 1d4 targets, 1 damage; HP 30, Teeth 1d8 + crush bone,
Toughness or 2d6 damage and DR12 Agility or all attacks are Claws 1d6, Thick fur -1d4, Crush
lose 1d4 Strength. rolled with disadvantage until Changeling
HP 13, Morale 10, Shapeshifter - bone: DR8 Agility or -2 Agility.
freed.
Basilisk (Zar) 1d6, Doppelganger: Appears as
an exact copy of one of the PCs, Dire Wolf
HP 21, Claws 1d6, Extract mind: Bristleheim HP 10, Morale 7, Bite 1d8, Claws
DR10 Presence or become including weapons and gear.
HP 31, Tusks 1d6 + impale, Unable to use powers, and 1d6, Thick pelt -1d2, Howl: DR8
catatonic; the PC’s mind seeps Hogsplitter 2d8, Bristles -1d4, Presence or -2 penalty for 1d4
out as a viscous liquid from their attacks only deal base weapon
Impale: Agility -2 until healed. damage. hours.
ear. Uncontained, the liquid Deafening squeal: DR14 Presence
evaporates in 1d4 minutes. or -2 to rolls for 1d4 rounds. Dirty captive
15 16
HP 4, Morale 7, Sword 1d4, Shield mucus, Carapace -1d2, Molten Giant Brown Recluse DR12 Toughness or 1d6 damage.
-1 damage mucus: DR8 Toughness or 1d4 HP 15, Fangs 1d4 + venomous, Venomous spit: Spits venom in
damage and severe burns (-2 Venomous: DR12 Toughness or its victims eyes, DR12 Agility or
Doctor Agility for 1d4 days). 1d12 damage. The wound is 1d4 damage and permanently
HP 6, Unclean scalpel 1d6, Blood necrotic; lose the bitten limb in blind in 1d2 eyes.
splatter: when the Doctor is Flesh golem 1d6 hours. Webspinning: DR14
touched or hit, DR8 Toughness to HP 30, Powerful hands 1d10 + tear Agility to avoid being wrapped, Gorgon Queen
avoid being infected with leprosy. off limb, Rigor mortis, -1d6. Tear DR14 Strength to escape. HP 18, Staff of Ka 1d4, Bite 1d4 +
off limb: DR10 Agility or lose a venom, Venom: DR12 Toughness
Drake random limb. Giant Centipede or 1d8 damage. Frog storm:
HP 7, Morale 5, Vicious bite 1d6, HP 14, Morale 9, Bite 1d4 + regurgitates a river of frogs that
Flight: flying, Fire breathing: 1d3 Flesh weaver corrosive saliva, Exoskeleton - spans the width of the chamber;
targets, DR12 Toughness or 1d4 HP 20, Filthy fingernails 1d6 + 1d4, Corrosive saliva: DR8 Agility DR14 Agility to cross. Locust
damage. kiss, Needle 1d6, Hair -1d2, Kiss: or ferrous metals crumble. plague: exhales a swarm of
Bites off the targets tongue; they locusts; 1d4 targets, DR12 Agility
Druid's apprentice can no longer speak. Giant Mantis or 1d6 damage.
HP 4, Enrapture: the apprentice HP 9, Morale 9, Pincers 1d6 +
recites some of their poetry. Flesh-eating snails dismember, Dismember: DR8 Grotesque abomination
Upon hearing this prose, DR16 HP 10, Morale 10, Sharp teeth 1d4 Agility or lose a limb (1d6: 1-3 HP 12, Morale 7, Inhuman strength
Presence or be unwilling to harm + digestive juice, Hard shell -1d4, arm, 4-5 leg, 6 head). 1d8, Gangrenous wounds: Shower
them. Digestive juice: DR12 Toughness of pus when hit; DR10 Toughness
or 1d4 damage. Paralyzing spray: Giant Monitor Lizard or 1d4 damage and be infected.
Dwarfling 1d2 targets, DR10 Agility or HP 10, Bite 1d4, Tail 1d4, Hide -1d2. Noxious projectile: Rips off the
HP 4, Morale 7, Sharp teeth 1d4, paralyzed 1d4 rounds. canister from its body and
Shovel 1d4. Giant Rat throws it; 1d2 targets, DR12 Agility
Flock of books HP 8, Morale 7, Bite 1d4 + infect. or 1d6 damage.
Fauns HP 12, Enumerable thin cuts 1d4,
HP 4, Morale 7, Dagger 1d4, Bows Cloud of dust -1d2 Giant toad Grumpleraskens
1d4, Nerve damage: DR10 to hit. HP 40, Tongue 1d4 + swallow, HP 3, bag of teeth 1d4, thick
Fumeous horror Bumpy skin -1d4, Swallow: DR10 warts -1d2, Steal teeth: Able of
HP 60, Intangible -1d10, Toughness each round in the stealing a target’s teeth in their
Feral Child sleep. Target tests Presence DR16
HP 3, Morale 7, Bow 1d6, Dagger Asphyxiate: DR12 Toughness on stomach to avoid 1d4 damage;
attempts to move in its DR14 Strength escape. to wake up.
1d4, Leather tunic -1d2.
HP 3, Morale 7, Scimitar 1d4, Sling presence. Sear: Toughness DR10
1d4, Leather tunic -1d2. or 1d6 damage for each round Giant Salamander Guardian
HP 3, Morale 7, Dull cutlery 1d2. spent in the smoke. A person HP 6, Morale, Tongue 1d4, HP (24, 22), Bite 1d6 x 2, Infernal
HP 3, Morale 7, Cooking utensils killed by this ability turns to ash Slippery -1d2, Fire breathing: 1d4 gaze: 1d2 streams of fire dealing
1d4. from the inside out. targets, DR12 Toughness or 1d4 1d6 damage each. Invisibility:
fire damage. Becomes invisible for 1d2 rounds;
Giant Beetle can still attack.
Fey
HP 6, Morale 7, Obsidian blade HP 12, Morale 7, Bite 1d4 + Gorgon Pharaoh
1d6 + flayed, Victim’s skin -1d2, crushing mandibles, Carapace - HP 30, Claws 1d6 + mummy rot, Hematophage Swarm
Flayed: DR14 Toughness or -2 1d2, Crushing mandibles: DR8 Mummy rot: DR10 Toughness or HP: 20, 1d4 targets, Suckers 1d4+1,
Agility until healed. Shadow step: Agility or destroys the targets wound becomes necrotic; unable Gelatinous -1d4
Capable of entering darkness, armor. to heal, take 1d4 damage each
reemerging from any shadow day until dead. Siphon Life: DR14 Hobgoblin
within sight. Presence or drains for 1d6 HP 8, Morale 7, Halberd 1d6,
damage, regaining the amount Leather brigandine -1d4.
Fire Ant Colony dealt; permanently reduces HP 7, Morale 7, Spear 1d4,
HP 15, Searing stingers 1d6, So target’s hit point maximum by Scimitar 1d6.
many ants -1d4 the same amount.

Fire Beetle Gorgon priestess


HP 6, Morale 7, Bite 1d4 + molten HP 8, Bite 1d4 + venom, Venom:
17 18
Hobgoblin lackey When hit by Kavlov, PCs reduce a hitting the fox, opponent must attack is undetected.
HP 10, Dagger 1d4 + poison, Cloth random ability score by 1d2. test Presence DR14 or it blinks
tunic -1d2, Poison: DR8 Kavlov’s hands: Invisible hands into another dimension, Rogue Leader
Toughness or 1d6 damage. carve runes into the bodies of reappearing at will. HP 14, black bow 1d8 + poison
1d6 targets, dealing 1d4 damage (DR14 Toughness or 1d10
Hobgoblin leader each round (lasts until Kavlov’s Noxious Ooze damage), studded leather -1d4,
HP 10, Dagger 1d4 + poison, Cloth death). Kavlov’s harvest: Steals 1 HP 15, Ooze 1d4 + engulf, Fleet foot: The first attack against
tunic -1d2, Poison: DR8 Power from 1d6 targets. For each gelatinous -1d10, Engulf: Agility them that would hit each round,
Toughness or 1d6 damage. Power taken in this manner; DR12 DR16 or engulfed in ooze, DR14 misses instead.
Presence or 1d8 damage. Kavlov’s Strength or 1d4 damage each
Hobgoblin ringmaster exchange: Trades place with a round. Corrosive: damage is dealt Rootbound Golem
HP 8, Morale 7, Whip 1d2, Leather PC; DR12 Presence or 1d6 to PCs hit point maximum HP 20, Slam 1d6, Barkskin -1d4,
armor -1d2. damage. Uses Once Kavlov’s instead. Burrow: Hides beneath the earth,
favor: Causes a single Power that DR18 Presence to detect.
would succeed to fail instead. Ogre
Hydra
HP 12 x 3, Morale 7, Claws 1d6, HP 40, Huge fists 1d6, Slam: DR12 Reanimated hand
Bite 1d8, Thick scales -1d6, Three Leper Agility or be knocked prone. HP 1, Nails 1d2, Deadly embrace:
heads: attacks three times. Leper (2d10): HP 3, Clawing Slow: DR10 to hit. DR12 Agility or clutches its
hands 1d2 + blood splatter, Weak: victims face, 1d4 damage each
always loses initiative, DR10 to Orc round. DR10 Strength to pull it off.
Hyena hit. Blood spatter: When a leper
HP 4, Bite 1d4 + rabies, Rabies: HP 8, Sword 1d4, Bow 1d6, Leather Skittish: DR14 to hit.
is touched or hit, DR6 Toughness tunic -1d2. One of the orcs: Battle
DR8 Toughness or unable to to avoid being infected with
sleep, eat, or drink for 1d4 days. Axe 1d8. Siren
leprosy. HP 8, Swords 1d6, Pilums 1d6. HP 14, Claws 1d6, Tangle of hair: -
Ichor cat 1d4, Enchanted melody: DR14
Living vines Orc Interrogator Presence or be charmed,
HP 12, Claws 1d4 + ichor spray,
Viscous -1d4, Ooze shift: Merges HP 6, Scalpel 1d6, Leather apron - entering the body of water they
with the ooze that surrounds it, HP 20, Thick tangle -1d2, 1d2 occupy and drowning (DR16
+4 DR to hit for 1d2 rounds. Ichor Suffocating grasp: 1d2 targets, Toughness 1d6 damage per
spray: Spray a stream of DR12 Agility to avoid or 1d4 Orc leader round).
corrosive ichor from its mouth, damage per round, DR12 Strength HP 18, Battle axe 1d8, Fierce:
DR12 Toughness or 1d6 damage, to break free. Presence DR12 or -2 Strength Skeleton
destroys armor. and Agility while in their HP 5, Morale 9, Bony fists 1d4.
Master of Rituals presence. HP 7, Morale 7, Bronze sword 1d6,
Imp HP 20, Ceremonial dagger 1d4, Bronze buckler -1 damage, Bone -
HP 4, Morale 7, Little fingers 1d4 + Divine Flame: 1d4 target, 1d8 Poachers 1d2.
drain, Moth-like: Attracted to PCs damage + burn. Burn: DR14 HP 4, Morale 7, Sword 1d6, Bow
with highest Presence. Drain: Toughness or 1d4 damage per 1d4, Gambeson -1d2. Sludge Zombie
Reduce Presence by half the round until extinguished. HP 7, Morale 7, Grimy hands 1d4 +
damage dealt for 1d4 days Rabid Dog sludge, Sludge: DR12 Strength or
Moss Sprite Rabid Dog: HP 2, Morale 7, Bite unable to move, Strength and
Juvenile vampires HP 1, Morale 5, little claws 1, 1d4. Agility -2 until freed.
HP 10, Morale 9, Claws 1d6 + bite, Hungry: On hitting, target tests
Strong -1d2, Bite: DR12 Agility or Agility DR12 or loses a ration or Spiderling Swarm
drink. Rat King
1d4 damage each round; DR10 HP 3 per rat (1d4), Morale 7, HP 8, Multiple bites 1d4, a lot of
Toughness to be released. Claws 1d4, Bite 1d4 + infect, 1 spiders -1d2
Mouth (Giant) sword 1d6, Many rats: Attacks 1d4
Kavlov HP 17, Tongue 1d6 + drool, times. Succubus
HP 90, Cursed chains: 1d12 Swallow: The mouth swallows PCs HP 25, Claws 1d8, Seduce: DR12
damage + tossed (DR8 Agility or it kills. Drool: -2 to rolls for 1d2 Presence or be dominated,
hours. Rogue
thrown into the abyss), Waning HP 6, dagger 1d4 + poison (DR12 obeying all commands until
aura -1d6, Cursed bolts: Whips Toughness or 1d6 damage), dismissed (repeat the test each
bolts of energy at 1d2 targets, Misty Fox leather jerkin -1d2, Backstab: First turn). Fly: Leathery wings give
dealing 1d10 damage. Conduit: HP 5, Morale 7, bite 1d4, Blink: On hit deals double damage if their them flight.
19 20
Swarm of flies Vampire Lord (Sabien)
HP 10, Nibble 1d4 targets for 1, So HP 25, Mephisto Bastard Sword
Many Flies: -1d2. 1d10 + rend, Blackened armor -
1d6, Rend: DR8 Agility or be
Swarm of leeches broken. If this should kill the PC,
HP 10, 1d3 targets Suckers 1d4 + they are cleaved in half. Fast: Can
bleed, a thousand leeches -1d4, move faster than the eye can see
Bleed: Toughness reduced by 1d4 in a 50 foot radius. Shapeshift:
until rested. Turn into a bat at will

Swarm of rats Watchers


HP 15, 1d3 targets, gnawing teeth HP 6, Morale 7, Mace 1d4, Shield -
1d4 + infect, a thousand rats - 1 Damage, Leather tunic -1d2.
1d4.
Witch doctor
Tomb serpent HP 8, Ritual knife 1d4, Incense
HP 30, Bite 1d8 + swallow, smoke: DR8 Presence or
Swallow: DR10 Agility or be hallucinate; increase the PC’s hit
swallowed. DR14 Strength to and defend DRs to DR14.
escape or 1d4 damage. Constrict:
DR14 Agility or unable to move or Woodlice
attack. DR16 Strength to escape HP 20, Rip flesh 1 damage +
or 1d8 damage. devour scalp and infestation, tiny
-1d2, Devour scalp: 1:4 to be
Ufar permanently disfigured.

Maps
HP 4, Dirty knife 1d4. Infestation: DR16 Toughness daily
or 1d4 damage and suffer a -4
Undead warg penalty to rolls.
HP 6, Claws 1d4, Bite 1d6, Undead
aura: DR8 Toughness or -2 to Wraith
rolls in its presence. HP 8, Morale 9, Claws 1d6 +
ectoplasm. Incorporeal -1d4,
Vampire bat swarm Ectoplasm: Attacks ignore armor;
HP 10, Bite 1d4 + bloodlet, So Toughness DR12 or 1d4 damage
many bats -1d4, Bloodlet: DR8 per round until cleaned.
Toughness or repeat the damage
again on your next turn. Youth
HP 4, Morale 7, Whip 1d2, Knife
Vampire Lord (Mathias) 1d4.
HP 20, Steelcutter Rapier 1d8 + HP 4, Morale 9, Whip 1d2, Leather
ignores armor, Plate armor -1d6, armor -1d2.
Flurry: Continues attacking until
they miss. Repost: DR14 to hit.
Vanish: Disappear and reappear
anywhere in a 50 foot radius.
Shapeshift: Turn into a bat at will.

21 22
23 24
2d20 Rumors
1. As you ascend the Dreaded 11. A hidden treasure awaits 1. The corpse orchid can be 12. Atop the hills, an ancient
Hills, its occupants become within the jungle oasis, near recognized by its alluring monument has been
increasingly treacherous and a fabled cat. aroma of decay. sighted, featuring a door
unpredictable. crafted from basalt, three
12. A band of cutthroats is 2. It is considered rude to eyes carved upon its
2. A band of savage cannibals recruiting killers and remove your mask while in the surface.
have taken refuge in a cave at miscreants to do their dirty presence of others.
the foot of the hills. deeds. (False) 13. The enchanting melody of
3. Be wary of a bard's tale. sirens promises pleasures
3. A tribe of hillfolk are mourning 13. There is a mad scientist in unknown to mankind.
the death of their chieftain’s the hills that conducts 4. A powerful succubus lives
son. experiments on the dead. among the dead, capable of 14. The sweet songs of sirens
lifting curses in exchange for promise unparalleled
4. “Ye old donkey!” is a common 14. There is buried treasure services rendered. (False) delights, surpassing any
response to the challenge inside the keep to the east. known to mankind. (False)
“Fleas on ya!”. (False) 5. If you quench a pharaoh's
15. Children who go missing in thirst, they will bestow upon 15. A small fortune lies at the
5. A magic lamp has fallen into the night are seldom seen you profound wisdom. (False) top of the Watchers' tower.
the hands of a band of again.
urchins. 6. The Head Seamster is not all 16. A young doctor and his wife
16. Basilisks are crude and look they appear to be. live among the lepers in the
6. A lizardfolk, held captive in the favorably upon those who hills.
hills, holds the key to insult them. (False) 7. Balthazar’s blood, like a
uncovering a wealth of riches. contagious affliction, spreads 17. The arena leader keeps the
17. Two undead brothers live in through the hills, instilling key to the their treasure
7. A mad hermit who speaks of an ancient tomb, high up in terrible power. room beneath a cushion on
dark and brooding magic, lives the hills. their throne. (False)
among the lepers in the hills. 8. Avarice is a pigman’s curse.
18. The Deacon has been seen 18. Beware living smoke.
8. All species of mushrooms in leaving the chapel in the 9. Kavlov lives among the hills;
the hills are edible. (False) night, returning at first light. their life force wanes in the 19. In the hands of the Fey,
face of true terror. survival is far more probable
9. Nestled in the hills is a grand 19. The Bog Witch grants terrible if one refrains from
arena where fighters engage magic in exchange for the 10. The Master Embalmer struggling.
in combat for wealth and remains of the dead. dabbles in the arcane arts,
glory. discreetly providing services 20. The traveling merchant
20. The pond in the Deadwoods to those in need. might be willing to turn a
10. The rat king beckons the holds the ability to resurrect blind eye to the origin of less
boldest warriors with talk of the dead. (False) 11. To commune with Balthazar, reputable merchandise.
an extraordinary quest. one must be anointed with
(False) their blood.

25 26
A - Dwarfling Cave

The Dreaded Hills

A1. Antechamber. A2. Common Room. A3. Abandoned Shaft.

A4. Mining Tunnels. A5. Storage Area. A6. Alchemical Shed

27 28
B - Cannibals’ Den C - Barbarian Lair

B1. Cramped Tunnel. B2. Studio. B3. Butchering Room. B4. Tannery. C1. False Entrance. C2. Guard Room. C3. Guard Post. C4. Storage Area.

B5. Sleeping Quarters. B6. Ritual Chamber. B7. Bone Room. B8. Shrine. C5. Larder. C6. Festhall. C7. Wine Cellar. C8. Chieftains Chamber.

29 30
D - Cyclops’ Lair E - Orc Lair

D1. Cavern. D2. Guard Post. D3. Guard Chamber. D4. Boar Pen. E1. Spider’s Den. E2. Antechamber. E3. Tack Room. E4. Lizard Room.

D5. Banquet Hall. D6. Food Stores. D7. Kitchen. D8. Living Quarters. E5. Barracks. E6. Torture Chamber. E7. Common Room. E8. Prison Cells.

D9. Cyclops Chamber. D10. Treasure Room. E9. Orc Leader’s Chamber.
31 32
F - Leper Colony G - Hoboglin Arena

F1. Antechamber. F2. Rat Burrow. F3. Latrine. F4. Hermit Room. G1. Caves. G2. Dire Bear Den. G3. Antechamber. G4. Guard Room.

F5. Leprosarium. F7. Slave Pens. F8. Garden. F9. Food Storage. G5. Larder. G6. Arena. G7. Opium Lounge.

F10. Abandoned Library. F11. Bridal Chamber. F12. Medical Storage. G8. Hobgoblin Leader’s Chamber. G9. Spoil Room. G10. Armory.

F13. Doctor’s Chamber. G11. Combatant Cells.


33 34
H - Gorgon Temple I - Laboratory

H1. Brazier Room. H2. Scepter Room. H3. Embalming Studio.


I1. Vestibule. I2. Tool Shed. I3. Dormitory. I4. Laboratory.
H4. Priests’ Chamber. H5. Fountain Room. H6. Ceremonial Hall.
I5. Body Room. I6. Creator’s Private Chamber.
H7. Hall of Snakes. H8. Queen’s Chamber.
35 36
J - Bristleheim’s Lair K - Basilisks’ Refuge

K1. Mask Room. K2. Garden. K3. Flower Room. K4. Reflecting Pool.

J1. Hall Of Skeletons. J2. Armory. J3. Library. J4. Bristleheim’s Chamber. K5. Secret Grotto. K6. Feast Hall. K7. Atelier. K8. Statue Room.

K9. Basilisks’ Oasis.


37 38
L - Wight’s Crypt M - Halls of Dread

M1. Antechamber. M2. Entrance Hall. M3. Stomach Room.

L1. Cave Entrance. L2. Hidden Passage. L3. Crypt. L4. Throne Room. M4. Guardian’s Chamber. M5. Kidney Room. M6. Heart Room.

L5. Inner Sanctum. L6. Wights’ Chamber. L7. Vault. M7. Spleen Room. M8. Lung Room. M9. Child’s Crypt.

M10. Brain Room. M11. Consort’s Chamber. M12. Kavlov’s Chamber.


39 40

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