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EDITORIAL The following pages contain maps for every

region along with a short description of


each hex, a D6 table of rumours about that
Hello, dear reader! Welcome to Beyond the
region and a 2D6 table of random
Borderlands. This zine was born from my
encounters. They are all written to provide
desire to run the classic B2 module "The
ideas for gameplay, but they do not define
Keep on The Borderlands" for my close
everything that can happen at the table.
friends after hearing about it everywhere.
I started by making some dungeon maps as
Each hex starts with a description in italics; this is
a little exercise to develop my skills with
meant to give you some idea of how to describe the
digital illustration. I posted some of them on
place to your players. The remaining text covers
Twitter and many great people encouraged
hidden aspects or procedures to run the hex.
me to make this little project happen.

For a good improviser, the material is more


The initial idea was to make a single zine
than enough to put things in motion; but if
with everything needed to run a full
you like to prepare some things ahead,
campaign but, after realising how long it
I suggest you look over everything before
would take me to create it as I wanted,
and fill in some gaps for your session.
I decided to release the planned content in
three issues. This first one covers the keep
The monsters have no stats, the NPCs are
and the wilderness regions around it.
barely there and some hexes contain
You will also find a bunch of simple rules to
dungeon entrances which are not presented
run a hexcrawl but they are entirely optional;
in this issue. These will be further developed
In fact, everything is optional.
in future issues, but I won't ask you to wait
Feel free to use this material as you see fit.
for them; please, go ahead and create your
Your table, your rules!
own stuff!

So, that's it. I hope you find this material


useful for your table. Feel free to ask me
anything on twitter (@gnarledmonster).
Have a nice time with your friends and
thank you for supporting my work!

Alex Damaceno
27/10/2020

1
Located at the mouth of the Wicked Palovalley protecting the entrance to the
Western Kingdoms, this place has a self-organized military force and belongs
to no particular lord, but it's economically dependent of the bored nobility
looking for adventures in the wild. The garrison is comprised of 36 highly
capable men-at-arms equiped with decent gear. All are sworn to the
"Church of the Holy Sun" and receive it's sacred
blessings every morning for their duties.
The law is very rigid and tolerates
no transgressions, which are
readily punished with
banishment or
death!

"What is thy business


here, foreigner? The borderlands
are no place for a holiday!" - Gate Keeper

2
1) Gatehouse 7) Blacksmith
Two halberdier guard the entrance at all Fixes and crafts martial equipment for the
times during the day. They inquire about watchers. Only sells weapons and armor to
peoples business in the keep and won't let those with the Bailiff's written permission.
any armed people in aside from those who Accepts requests to craft strange and
work there. The gate is closed from sunset inovative things as long as it doesn't require
to sunrise, unless you are nobility. arcane knowledge.

2) Common Stables 8) Merchants Guild


Every visitor is required to stable their This place is for members of the guild only.
mounts here and record their entry with the They often leave job offers on the billboard.
horse keeper. Cost: 2 CP per day. May store or loan gold for affiliates.

3) Bluewine Tavern 9) Common Warehouse


This place is the core of the keep. Everyone Visitors are required to store heavy loads of
that lives in the outer bailey comes here to goods here with the inventory clerk.
have their meals and drinks. The barkeeper
is the Bailiff's older brother. 10) Holy Sun Chapel
A highpriest and two acolytes perform the
4) Bailiff's Tower holy communion rite every day at sunrise to
Home of the outer bailey superintendent. bless the watchers. May perform blessing
The notice board outside is used for job rituals to foreigners for gold.
offers and important announcements.
11) Inner Bailey
5) Wornboots Inn The Bailiff's written permission is required
Run by a grumpy old lady called Karen. to enter this area. Recruits and veterans use
Common room: 1 copper. the training ground every morning. The
(6) Private Room: 1 silver (10 copper). castle houses the Castellan and his familly,
the guard and visiting nobility.
6) Twin's Pawn Shop
Sells adventuring gear and buys it for half of 12) Mysterious Cave
the price list. Collects magical artifacts and When you enter this place it looks like a
pays a good amount of gold for them but common cave. If you follow the tunnel,
doesn't display or sell them. They perform you come back right where you started.
illegal surgical procedures in an improvised Described in future BTB issues.
infirmary in the basement.
3
LOOT AND STUFF I5) Wornboots Inn
Common Lodge: 1 CP / night
Thievery always has repercussions inside the
Private Lodge: 1 SP / night
keep. People become increasingly suspicious
Decent Meal: +1 CP
after each theft and is very easy to discover
Baths: 1 CP (Cold); 2 CP (Hot)
who did it. Check a box after each robbery,
* There are always D4 adventurers housed
then roll a D6. If you roll equal or under the
here, roll a D6 to know who:
box, the guard starts a full search:
1 - Chaos Priest; 2 - Arcanist Scholar;
1/6 [ ] 2/6 [ ] 3/6 [ ] 4/6 [ ] 5/6 [ ]
3 - Hedge Knight; 4 - Foreign Barbarian;
5 - Tough Dwarf; 6 - Disguised Princess;
1) Towers and Walls
Buckets filled with bolts and arrows;
6) Twin's Pawn Shop
Barrels of spears, rocks and flamable oils;
The list price for adventuring gear is created
Pallets, small tables, stools, benches: places
as your players ask for them. Determine
where the watchers usually hide some coins.
availability, then roll for the price:
D6: (1, 2, 3) Copper - (4, 5) Silver - (6) Gold.
Mundane - 2d6 CP; - Uncommon - 2d6 CP;
Another D6: the amount of coins found.
Scarce: 2d6 GP; - Unique - 2d6 x10 GP;

2) Common Stables
7) Blacksmith
Mules & light horses - 1 GP / 1 SP rent
Grindstone, Workbench, Iron Anvil;
Piles of forage and sacks of grain - 2 CP
Weapon racks filled with unfinished or
A couple of water troughs
unsharpened swords, axes and halberds.
A human skeleton hidden deep in the hay
A barrel filled with poles and a wooden bin
full of spear and arrow heads.
3) Bluewine Tavern
Displays with chainmail for repairing.
Apples, Grape, Oranges - 1 Copper
Applejack, Wine, Ale - 10 Coppers /1 Silver
8) Merchant's Guild
Bread, Cheese, Dried Meat - 5 Coppers
The place looks confortable, but austere.
The Guild Master stores goods for his
4) Bailiff's Tower
affiliates in a big vault underground. The
Full Plate Set on display
guild receives one or two new merchants
Large Shield with cross engraved
every week (D6):
Jewelled Inkpot on table - 10 Gold
1 - Jeweller; 2 - Tanner; 3 - Vintner;
Elven Ring with Bailiff
4 - Peddler; 5 - Alchemist; 6 - Poacher;
Treasure Chest: 20 Elven Arrows +1 to hit
Business: they make offers in CP to sell in
(auto-hit arrows if wearing the Elven Ring)
SP or buy in SP to sell in GP.
4
9) Common Warehouse
$ NOTICE BOARD $
Lots of wooden boxes, sacks and pottery.
1 - Merchants hiring bodyguards to cross
Nothing of much value, unless you could
perilous lands. Half payment in advance.
steal everything. The warehouse has enough
2 - The Duke is hiring arrow retrievers for
stock to resist a siege for 2 years.
the hunting games. Talk to the Bailiff.
3 - The Church of the Holy Sun is giving a
10) Holy Sun Chapel
blessed reward for stolen relic.
People drop donations in a wooden cup near
4 - Looking for fresh blue mushrooms.
the entrance; at the end of the day it usually
Bring them to the tavern!
holds 6D6 (21) copper coins.
5 - The Keep is hiring new recruits to
Behind the stone altar, you see six gold
watch the hunting groves outpost (4,4).
ornamental saint figures (20 gold each).
6 - Hiring cartographer to map the Wicked
There's also a golden cross (15 gold each) on
Palovalley. Talk to the Bailiff.
each wall of the chapel, and a big golden
7 - The Castellan is paying a generous
cup (50 gold) kept under the altar with a few
bonus for the lost cargo in the sludgy bog.
jars of sacred wine (10 gold).
8 - Merchant kidnapped by ravine
A hidden trapdoor leads to a secret
monsters. Reward if returned alive.
underground dungeon...
9 - Looking for legendary magical plant.
This dungeon will be featured in future BTB issues.
Meet me it the ruins near the dusky woods.
10 - Have you seen a fairy somewhere?
11) Inner Bailey
Catch it and bring to the pawn shop!
Here you can find a stable with 20 trained
11 - The Holy Sun festival will be held at
war horses, D6 of them with armor ready.
the fountain square. Bring your offerings!
The inner building is equiped with barracks,
12 - Tavern Boardgame Night! Small
a big armory and a banquet hall. The upper
participation fee; winner takes everything!
tower acomodates the Castellan and all the
13 - Looking for brave warriors to aid me
visiting nobles, while the lower tower leads
against forces of Chaos. Wornboots Inn.
to the dungeon under the keep, where you
14 - I wrote this and ran away, now your
can find prison cells with D6 important
treasure is far away. - Robin Woods
prisoners and a big stone vault full of riches.
15 - Don't talk to me or my son ever again!
Described in future BTB issues.
16 - You are a disgrace to the Holy Sun!
17 - Please, return it to me. I beg you.
12) Mysterious Cave
18 - What are you looking at? Be gone!
Nothing but a high pitched silence and a
19 - The scarlet night is coming. Be ready.
freezing wind coming from nowhere.
20 - HELP! (written with crimson ink)
Described in future BTB issues.
5
STARTING THE GAME GETTING LOST
The party starts at the Stronglaw Keep (1,3) When the group travels at night or decides
the only known entrance to the Wicked to go throught dense forestation they have a
Palovalley. This is a good time to have chance to go in the wrong direction; make a
players introduce their characters. There's a DEVIATION ROLL to see where they go.
Notice Board (p.6) on the Bailiff's tower Do not tell them they deviated off course!
where they can look for work. Have each
WEATHER (2D6)
player roll once or twice on the table to see
2, 12 - Thunderstorm - save vs. lightning
what they find. Notices will be available for
3, 11 - Heavy Rain - very cold, ruins gear
2D6 days or until they are delt with by the
4, 10 - Dense Fog - make a deviation roll
group or NPCs. If a player tries to gather
5, 9 - Cloudy Sky - can't rely on directions
information from a NPC about a particular
6, 7, 8 - Sunny Day or Starry Night
region, roll a random rumour on the
respective region table. RANDOM ENCOUNTERS
There's a cumulative 1-in-6 chance of
TRAVELLING & TIME triggering a random encounter for each hex
The group starts with a blank piece of paper the group visits; the chance resets to 1 after
for a map. They know where the keep is triggering another encounter.
located and maybe a few points of interest REACTION ROLL (2D6)
given by NPCs. They can rely on cardinal When the group encounters a person or
directions when the sun is in sight and they creature whose reaction is uncertain, roll
can have a distant preview of the contents in on the table bellow:
nearby hexes which the path is not blocked
by trees on the map. It takes 1 hour to walk 2, 3 - Angry / Hostile
from one hex to another or 2 hours if the 4, 5 - Scared / Unfriendly
path is blocked by trees. If you use a 6, 7, 8 - Curious / Cautious
teleportation scroll, roll 2D6 for your new 9, 10 - Confident / Friendly
coordinates. Characters start to get tired 11, 12 - Pleasant / Helpful
after 4 hours of travelling and they lose 1
HP for each new hex they enter, making all You can use both results in line or roll
rolls with disadvantage until they take a twice to combine different attitudes, so you
1 hour rest or consume a ration to recover could find someone who is ANGRY but
their lost HP. acts FRIENDLY towards you.
7
2D6 Region Encounters
2 - A Young Basilisk
3 3 -A watcher turned
into stone (still alive)
4 - Wraiths searching for
watchers (anyone in chain armor)
5 - Distant shadowy figures (wraiths)
6 - Flock of crows stalking the PCs
7 - D6 watchers patrolling the area
8 - Adventurers camping/resting
9 - D6 Merchants selling stuff
10 - Watchers fighting wraiths
11 - Noble looking for directions
12 - A Mysterious hooded figure

D6 Rumours
1 - Watchers believe the windmill is
haunted and never go there (T)
2 - Dark secrets lurk underground
below the Stronglaw Keep (T)
3 - The ruins have buried treasure (F)
4 - A devil lives at the crossroads (F)
5 - There's a magical sword in the
woods near the ruins (PF)
6 - The hunting camp is hiring (PF)

8
1, 2 - Small Village 2,3 - Crossroad
From a distance, you can see the windmill blades A watcher is kneeling on the ground hammering
slowly spining above the trees. You can't see a single something. He is fixing the direction signs and seems
soul in any direction, just peasant huts and crop very upset. "Every fucking day." he says. "Can't
fields completely overgrown with weeds. wait to figure out what jerk keeps doing this".
* The huts have nothing valuable, just rotten *After the first encounter, theres a 50%
food and a few agrarian tools. If players stay chance the signs will be broken or getting
in this place for too long they start to hear fixed by the same guy. When it's broken,
husky voices muttering about killing players have to make a succesful check to go
everyone in the keep. in the right direction.
* There are 12 peasant bodies scatered
across the fields and they are found 1D6 at a 2,4 - Lost Grove
time. If players manage to give a proper This place is heavily forested and you can't see much
burial to everyone, the wraiths go away and farther than a few steps. You can only see trees and
the fields can be cultivated again. tiny rays of diffused sunshine here and there.
* An old spell of confusion affects this
1,3 - Stronglaw Keep place. Make a deviation roll every time
Following the river you can see a great fortification someone enters this hex.
crowning the upland. An old paved road leads to the * If players rest here, they will hear a ghostly
gatehouse where you see two halberdiers guarding the voice calling for their aid. They won't be able
entrance. They ask you to disarm before enter. to locate the source of the voice unless they
* This hex is officially the only passage to come from the hex (2,5), a direction where
the Wicked Palovalley. Carriages bring the confusion spell doesn't work.
nobles to the keep every week, making it on * The voice comes from the sword. It tries
ideal place to set ambushes. to convince people to pull it from the rock.
Doing so will free a chaos spirit.
1,4 - Ancient Ruins
On the other side of the river, you can see the 3,3 - Hunting Camp
remnants of a collapsed structure. The atmosphere You see tents everywhere. They are all occupied by
gets cooler and heavier as you get closer, your breath nobles or their servants. The whole place seems
becoming dense mist. Inside the structure there is a heavily guarded by watchers.
stone firepit that looks recently used. * Merchants and travelers are not allowed
Who is taking shelter on this place? (D6) here unless they are hired as staff. There are
1) Western bandits; 2) Rival party; 6 noble tents in total, each one has a chest
3) Peasant orphan; 4) A fugitive; where the nobles keeps their $tuff; Make
5) Couple of Watchers; 6) A merchant; this a high risk/reward situation.
9
2D6 Region
Encounters
2 - The FIRE BOAR
D6 Rumours 3 - A sad wingless griffin
1 - The big old tree is possessed by 4 - A herd of animals grazing
an powerful demon (F) 5 - A couple of animals mating
2 - The mushrooms in this forest are 6 - A distracted wild animal
living inteligent creatures (T) 7 - Servants following orders
3 - Jackalopes hate berries (F) 8 - A bored noble shooting anything
4 - A divine creature protects the 9 - A noble following animal tracks
groves from hunters (T) 10 - Watchers patrolling the area
5 - Legends speak of a plant that can 11 - Watchers fighting invaders
grant magical powers (PF) from the Scarlet Forest
6 - The watchers have trouble 12 - Nobles and watchers fighting
protecting the groves (PF) the FIRE BOAR (losing)

10
1,1 - Whispering Tree 3,2 - Hunting Spot
You see a giant old tree. The entire place is covered You see arrows and blood stains all over the place.
in dead leaves and a bittersweet smell fills the air. * This is the noble's prefered place to hunt.
As you approach the tree, you hear a slow and Easy to navigate and full of wild animals.
incomprehensible humming, and then it stops. If you look for prey, roll a D6:
* The Mad Hermit lives here. He has a 1,2 - Jackalope; 3,4 - Boar; 5,6 - Deer;
wingless griffon as a pet, which sleeps above
the tree and guards the area. 2-in-6 chance 4,3 - Glowing Glade
the griffon will emerge on approach. You see a chromatic glowing in the distance. As you
* The Hermit only ever leaves this tree to get closer, you see an exotic white flower in blue
gather mushrooms from the grove nearby, flames on top of a bunch of sticks, and then it
which he cooks into soups, teas and pipe vanishes, like it never really existed.
materials. All recover D6 HP but get you * This plant is known to the Mad Hermit as
dizzy (disadvantage). a firemother; It grows staves infused with
magic fire that doesn't burn wood.
2,1 - Mushroom Grove * Use this encounter as a diegetic puzzle:
A sweet smell intensifies and then you see a grove How can someone get closer to a target that
entirely covered with blue mushrooms. This place disappears when fully seen? The best
looks very quiet. From here you can see the giant tree solution gets to steal a fire staff.
to the southwest and a cave to the northeast. * To make it harder, you can make the plant
* When someone tries to gather mushrooms self-defend using fireballs.
here, there's a 3-in-6 chance they become
frightened and run away to hide. 4,4 - Watchers Outpost
* D6 effects of consuming raw mushroom: You see a bunch of Watchers patrolling a wooden
1 - Turns into mushroom; 2 - Gets tiny; barricade. There are two iron cage wagons here and
3 - Knockout; 4, 5 - Recover D6 HP but one of them looks occupied.
become dizzy; 6 - Full HP and +1 next roll; * The Keep sends watchers everyday to
secure this spot from the Scarlet Forest.
2,2 - Jackalope Burrows They take 12 hour shifts that are normally
This place is full of berry bushes. You also see tiny uneventful.
holes spread all around. As you get closer, you get * The cage may be occupied by some
the feeling of being watched by a thousand eyes. creature from the Bloody Ravine (5,2) who
* If someone tries to gather berries, 3d6 can be used to gain trust with their faction.
jackalopes jump from their burrows. This Choose or roll a D6:
can be either a deadly trap encounter or just 1 - Kobold; 2 - Goblin; 3 - Mork;
a cute false alarm, it's your call. 4 - Bugboar; 5 - Hynoll; 6 - Unfae;
11
D6 Rumours
1 - This wood has a deadly fog capable of killing
any air-breathing creatures. (F)
2 - The old demon gods live in these woods
waiting for their time to return. (T)
3 - Those who die in this place
becomes it's eternal servants. (PF)
4 - Every plant in this place wants
to either eat you or poison you! (F)
5 - Noble courts are willing to pay a small fortune
for the mandrakes who live in the woods. (T)
6 - There are giant spiders crawling all
over the place! (PF)
2D6 Region Encounters
2 - SPIDER QUEEN
3 - Giant Spider (spawn)
4 - Mosquito Swarm
5 - Wandering Mandrakes
6 - Captured Mosquitos
7 - Squeezing Vines (from 2,6)
8 - Skeleton (inanimate)
9 - Skeleton (animate)
10 - Walking Tree
11 - Mysterious Cultist Ceremony
12 - SLEEPING DEMON/GOD

12
1,5 - Trap Yard 2,6 - Devourer
The whole place is covered in dense blue fog that As you go deeper into the woods, the plants start to
smells like death. You can't see much farther than a seem bigger and bigger. Then you spot a giant flower,
few feet and the only sounds you hear are rustling so majestic that you don't even notice the vines
branches and your own steps. Suddenly, you see an coming to hold your feet.
odd shape. As you get closer, you see a big spiked log * This is a deadly combat encounter and also
on top of a crushed skeleton! a secret entrance to the Caves of Unknown.
* All traps are deadly and poorly hidden, but The entrance is discovered by either killing
the fog makes it difficult to avoid requiring a the flower or being devoured by it.
save mechanic to dodge or die.
If players come up with a solution to the fog 3,6 - Mandrakes
they will be able to see the triggers; describe When you enter this place, the deep silence becomes
it and ask them what they do to avoid it. incresingly disturbed by distant weeping noises. As
* You can ignore the fog if you find it unfair the sound becomes clearer, you see chubby humanoid
or boring and go past to trigger descriptions. figures wandering around aimlessly.
* After activating the first trap, there's 1-in-6 * These creatures are not hostile by default,
chance of finding a skelly reloading them. but they will follow anyone that crosses their
line of sight. Their crying becomes louder
1,6 - Old Cromlech and louder, making it impossible to rest. If
You see a collection of carved pillars around a big they become hostile their screaming is
square rock, bones and ashes scatered everywhere. capable of exploding eardrums and
The moon looks way bigger than normal here. knocking people unconscious.
* Just a cool spot to perform occult rituals,
recharge magical artifacts or take a nice rest. 4,6 - Spider Lair
You see cobwebs everywhere. The ground is sticky
2,5 - Undead Camp and it takes a considerable effort to not lose your
The fog (1,5) seems to come from this spot. As you boots. As you walk in, you hear the sound of many
follow the mist, you find an empty black cauldron tiny steps coming from everywhere.
alone in the deep dark woods. * This place is a maze. It's very difficult to
* When the group first enters this hex, recognize paths and one can be easily
there's a 2-in-6 chance of being ambushed ambushed by giant spiders. They like to eat
by skeletons. This chance raises by 2 if the small animals and are terrified of fire.
group decides to rest here. * If the characters get caught, they can have
* The skeletons first ask intruders to leave; a final encounter with the spider queen. She
If not, they charge without mercy and only will let prisoners go if they know where her
stop after being crushed or burned to ashes. sister is imprisoned (Kobold Lair).
13
2D6 Region
Encounters
2 - The DRAGONFLY
D6 Rumours 3 - Frogmen running away
1 - A carriage full of supplies never from the nasty DRAGONFLY
arrived at the hunting camp. (T) 4 - Tough Crab Warrior
2 - There's a witch in the bog, she 5 - D6 Slug-Leeches
kills everyone that goes there. (F) 6 - D6 stupid baby DRAGONFLY
3 - That place is full of demonic 7 - D6 Angry Tetrapod Fishes
fish with legs. (PF) 8 - D6 Frogmen chasing Tetrapods
4 - The bog is inhabited by all sorts 9 - D6 Frogmen gathering riverbed
of monstruous people (F) plants to make soup
5 - A Dragon lives in the bog! (PF) 10 - Frog children fooling around
6 - There are remains of ancient 11 - Sea Witch gathering plants
people from before the bog (T) 12 - Watcher's skeleton (loot)

14
3,4 - Muddy Path 5,5 - Frog Village
Between one body of water and another, you can see You see lots of weeping willows atop little burrows.
a treacherous muddy path. Your feet sink deeper and Frog children are jumping around while grown-ups
deeper with each step, and at some point you can't perform daily duties like peeling fish, making soup,
even take your legs out of the mud. and crafting wooden spears.
* This path is a natural barrier between the * If the group befriends the frogmen at the
bog and the world of men. The Watchers Fishing Spot (4,5) they may be brought here
never brave this region, thinking the reward to fraternize and share food.
would not be worth the risk. * Otherwise, everyone will grab spears and
* If your players come up with a solution to assume defensive positions until someone
walk the path, they will be able to find a lost makes a sudden movement. An elder will
carriage, full of loot, that never made it to come to talk to the strangers, which is
the keep. difficult as he doesn't know any other
language than his own.
3,5 - Shell Deposit
You see a trail of shells and hear the distant sound 5,6 - The DRAGONFLY
of waves from the sea. The sound becomes clearer as This place smells like shit. You hear a loud buzzing
you follow the trail, and eventully you see a huge sound coming from above. The hum gets louder and
house-sized shell smelling rotten fish. louder; suddenly a big shadow covers the land, and
* The Sea Witch lives here. She is friendly at the ground trembles. A nasty, cyclopean insect has
first, but doesn't like frequent visits. Make a just landed in front of you.
reaction roll next time you see her. * Make a surprise roll. If the creature has
* She has a shelf full of disgusting-looking not seen the party, it goes straight to drink
potions, which she may trade for rare potion the murky waters.
materials, particularly blue mushrooms. * If it sees the party, it will fly away and
return very quickly to run over everyone.
4,5 - Fishing Spot * Spills acid blood when injured.
You see a bunch of little green men from a distance.
They are almost motionless, holding spears in the air 6,6 - Flooded Shrine
and staring at the water in deep concentration. Then You see a vast ancient ruin underwater. The entrance
THUCK! The spear hits the water very quickly and is the only thing that remains above water. A stone
they catch a fish as big as they are. staircase leads you downwards.
* Most frogman have never seen any * One easy solution to exploring the shrine
humans. Making a reaction roll is a good is asking the Sea Witch (3,5) for a potion to
choice, but I particularly like to see them as breath underwater, which she may trade for
ANGRY but FRIENDLY little creatures. a couple of blue mushrooms.
15
D6 Rumours
1 - A cave at the bottom of the
range can take you directly
t to the mountain peak. (T)
2 - Ancient evils sealed in the cave
are waiting to be released. (T)
3 - An ancient dragon lives
around the hills. (PF)
4 - There are demons flying
over the peak. (PF)
5 - Legend says that if you
follow the river you will find a
magic fountain. (F)
6 - The water from the
waterfall is poisonous. (F)
2D6 Region Encounters
2 - Earth Elemental
3,4 - Basilisk hunting big geckos
5 - Starving giant geckos
6 - Giant Bats (caves), Birds of Prey (outside)
7 - Mushroom kids running around
8 - Demongoats flying over
9 - Demongoats playing rockball fall
10,11 - Demongoats grazing
12 - Fire Elemental

16
3,1 - Abandoned Mines 5,1 - Demongoat Hills
You see blue mushrooms spread everywhere, in many From here you can see the mountain peak and
different shapes and sizes, some grow as high as a waterfall. A narrow path goes upwards to a
watchtower. A bitter-sweet smell fills the air around relatively flat grass plain where mountain goats are
you and you start to feel a little dizzy. grazing. As you get closer, however, you see they are
* This is a nice spot to put a mushroom not ordinary goats; they have wings and some of
dungeon, but you can use it like a hazardous them are actually flying.
barrier to the rest of the region. * These creatures are confident/unfriendly.
If characters do not cross it quick enough, They only attack if someone gets too close
they will fall asleep and wake in the Goblin or provokes at range. They are proud and
Caves (there's a connection between this hex ruthless. Cannot be turned into subservient
and the Goblin's Caves mushroom farm). pets, but temporary allyship is on the table.

4,1 - Mysterious Portal 6,1 - River Source


You hear a bland noise reverberating on the walls. A narrow path goes upwards to the mountain's
As you follow the noise you see a branching path, peak. Atop the mountain is a small cavern that
one leading to light, the other to a trail of bat shit. births the rockfall river. Inside you see a weird
* The trail of bat shit leads to the stone goat-sized pyramid with glowing carvings.
portal, which is guarded by a swarm of bats. * I just wanted to put an "alien" artifact
It's one of the entrances to the Caves of the somewhere. Let your players conjecture the
Unknown, a mythic underworld dungeon purpose of this object and create conspiracy
that will be published in the next issue. theories around it. Choose their best idea,
Meanwhile you can use your own version of give it a few tweaks and hand it back as if it
it or simply have it deactivated until you was planned all along.
have mine in hand.
6,2 - Waterfall Plains
4,2 - Basilisk Lair You hear the constant roar of falling water. The
Behind the Grove Trees (3,2) you see a narrow and vegatation is bountiful in this place and the air feels
bumpy walkway going up the hill. The place seems fresh and invigorating.
quiet and you can see the whole grove up here. * A nice place to rest. Tend your wounds,
* It's a false resting spot. Looks quiet, but if take a nice bath, cook and gather food for
players decide to rest here, they will be the journey. Do not roll any encounters
surprised by a couple of basilisks who live in unless your players are wandering for too
a cave nearby. If the group decides to search long without any trouble.
the area first, they can find the cave and *Maybe put a cool secret behind the
even surprise the monsters. waterfall, like a magic treasure or fairy pond.
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D6 Rumours
1 - On the bottom of the rockfall range, there's a
ravine where man-eating monsters live. (T)
2 - The monsters in the scarlet forest are very
dumb and incapable of intricate
treacheries like traps & ambushes (F)
3 - The forest entrance is guarded
by an old dragon (F)
4 - Theres a secret cave behind the waterfall
that leads to the kobold lair (T)
5 - The collapsed bridge leads
to a cursed land (PT)
6 - Cursed fairies live in
this forest. Nobles consider
them very valuable. (PT)
2D6 Region Encounters
2 - Ancient Guardian
3, 4 - Orcs patrolling the area
5 - Kobolds reloading traps
6 - Goblins gathering vegetables
7 - A small herd of deer
8 - Adventurers camping
9 - Adventurers fighting goblins
10, 11 - Faerie melancholic choir
12 - Mysterious Hooded Figure

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5,2 - Bloody Ravine (Caves of Chaos) 6,3 - Waterfall Basin
You see a bunch of humanoid skulls stuck onto You see a bunch of goblins carrying buckets of
stakes. You spot the infamous ravine and it's many water from one side to the other. After finishing their
cave entrances. The place looks quiet from the task, the place becomes completely quiet.
outside but smells like hell. * Behind the waterfall is a passage that leads
* The humanoid monsters are coming from directly to the cave pond room (8) in the
this place. The encounter rate here is 3-in-6, Kobold Lair. It's also a relatively good place
creatures might be patrolling or answering to hide as the kobold never use this passage.
the call of mother nature.
6,4 - Dragon Skull
5,3 - Treacherous Grove The giant horned skull is covered in climbing plants
The ground is entirely covered in dead leaves. surrounded by wild flowers and mushrooms. There's
Looking carefully, you notice a big pit where also a collapsed bridge nearby where you can see a
something recently fell in. distant land over the horizon....
* Roll a random encounter for the pit and * The purpose of the bridge will be
determine if the creature is still alive. explored in the next issues. The only thing
* The area is full of hidden pitfalls; the you need to know for now is that the Bloody
group must make three successful tests in a Ravine is trying to rebuild it.
row to uncover the safe path. Failure means * The skull may serve as a resting place.
the group falls in a pit and must start over. Monster patrols will only look inside if they
see someone getting in.
5,4 - Scarlet Path * If the group ignores this place, have
As you walk into this forest, the trees gradually another group of adventurers take a rest
become vibrant red. The air feels heavy in your lungs here whenever they return:
and suddenly you start to hear a melancholic The skull's eyes now emit an intense glow....
humming. You can see a giant skull looking at you
from a distance. 6,5 - Fairy Hideout
* A good ear will notice that the melancholic Melancholic humming gets louder and louder until it
humming comes from the fairy hideout stops, and the silence becomes so intense that you
(6,5). If they go there through the trees, they can't even hear your own toughts. From distance,
might spot the fairies before they vanish. you see an old ruin surrounded by water.
* If the group spends some time searching * This description supposes the group
the area, they find a skeleton holding a bone comes from inside the region. If they come
flute. (Secret: It controls giant rats and can from the Slugdy Bog, instead describe the
control any other creatures if soaked in their Dragon Skull (6,4).
blood, D6 uses per creature.)
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WHAT COMES #3 issue is a BESTIARY containing all the

NEXT? monsters and NPC's made for this zine. I'll


illustrate every single creature and put
together a nice pack of paper miniatures to
As I said,
print and assemble.
two more zines are in the works.

UPDATE!
The next one focuses on
I'm now in partnership with Jacob Hurst of
DUNGEONS and contains all the
Swordfish Islands (@vyderac) and we are
enviroments mentioned in this issue:
planning a future hardcover once the three
issues are done. I'm considering including a
- The Bloody Ravine (5,2) containing all six
little set of the house-rules I use to play and
dungeons from the Caves of Chaos;
maybe some extra content.
- The Flooded Shrine (6,6);
Once this project is complete, you will have
- The Caves of the Unknown, a mythic
everything you need at your table for a very
underworld generated randomly;
long sandbox campaign!
- And last but not least:
The *secret* below the Keep!
Thank you everyone who encouraged me to
make this project happen. YOU ROCK!

See you later,


maze cowboy!
20
WRITTEN AND ILLUSTRATED BY ALEX DAMACENO
EDITING BY JACOB HURST
COPYRIGHT 2020 ALEX DAMACENO

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

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