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Action Level: Casual roll 1d10 or Intense use 2d6 for each room
Feature Table
1 Unlit Torch ???
2 Ajar Sarcophogus Poison Bomb 1d10 or Healing Potion 1d10
3 Key found Choose Gold or Silver
4 Spellbook AC +3 or Dmg +3 spell for one encounter
One use, dex check, enemy ½ AC, 1d6 rounds,
5 Grappling Hook fail; lose item
6 Oven w/bread 2 loaves; 1d6 heal each
7 NPC Healer 1d8 heal
8 NPC Healer 1d10 heal
9 NPC Teach Fire or Ice spell (1d8 dmg)
10 Cauldron; choose red or blue potion
2x ale, raises AC + 1, Max HP - 1 per drink, last
11 Ale Cask 2 enc
12 Trap Door Save versus Int, Fail: back one room
Heirlooms
Heirlooms are power-ups that you receive. Red Death allows you to use the Heirlooms
immediately.
Gold Key +500 Gold
Silver Key +2 Dexterity
Red Potion 1d6 Max HP Increase (also fully heals when used)
Blue Potion +2 AC
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7 Farms 6 Corpses
Just north of the bridge lies a broken down wagon
Two mud fields with wire fencing. Crows sit atop and boated corpses. Further north two skeletons lie
the fencing and periodically swoop onto the mud near a worksite. A hammer and spool of spiked wire
to dig for seeds, worms or whatever other "meat" are easily discovered. A fence remains unfinished, a
might be buried there. Once you enter the farms, futile attempt to forestall visitors and the Red Death.
the crows coordinate an attack on you. Swat at
them with your weapon. Roll under Dexterity; Searching a corpse or wagon requires a dexterity
failing results in d4 damage. After they attack check. Successful searches result in d10 roll on
you, they are no longer interested in your doings. treasure table. Unless masked, searching any corpse
here requires an infection roll. Roll an encounter
Key Item: Sealed Envelope with wax seal of Lord check after 2 searches.
Marwayleth, reduces any Intelligence roll by 4
(single use) or could be used as a bargaining
chip.
8 Lord's Manor
A top the plateau sits a large manor. Smoke puffs out the chimney and you see torches lit
within. The stairway once leading to the Lord's Manor lies crumbled. It is unclear whether this
was natural or a purposeful attempt by retreat to a proverbial island.
The stair gap is 20 feet across. From the ground to the top plateau is 40 feet.
Scaling the cliff with or without a rope is possible. Without a rope, roll under Strength and
Dexterity. Rolling under both is a unmitigated success. Rolling under one results in negative
consequences or complications. Failing both results in d4 damage.
Climbing with a rope requires rolling under Strength. Failing this roll results in consequences
or a complication. Once you arrive on the plateau see “Entering The Lords Manor” on page 8.
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You may choose to lie or force your way into the home. Deceit of any kind requires
rolling under Intelligence; failing results in a complication. Forcing your way in
requires rolling under Strength. Failing a forced entry results in an encounter with 2
guards.
Sneaking in using another entryway requires rolling under Dexterity by at least 3.
Failing this sneak roll results in an immediate encounter with two guards.
Once Inside
At this time, you may use the Dungeon Crawling rules
to create a d6 size dungeon as the Lord’s Manor. All
encounters are against infectious enemies. The Boss
will be Lord of Marwayleth. Upon reaching the boss
room choose 1 heirloom to use immediately.
Lord of Marwayleth.
You see a large man seated upon an ornate wooden chair feasting on a plate of roast
meat, guarded by three men wielding halberds. They make ready as you walk in.
You may choose to state your business in truth, lie or engage in violence. Failing truth
and deceit can always devolve into violence.
• Truth: Requires no check, and a 50% chance the Lord shares a supply of
Candleroot out of sympathy for his fellow Lord Cryptic the Younger.
• Deceit: Roll under Intelligence for 70% chance the Lord shares a supply of
Candleroot out of a foolish belief of your lie.
• Violence: Requires defeating guards and a 100% chance the Lord shares a
supply of Candleroot out of fear that your weapon will strike him down next.
AC HP Dmg
Guards 8 4 1d4
Lord Marwayleth 10 8 1d6
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Entering the cell room you are hit with the foul smell of human waste and
whimpering of children. Rage wells up inside you. A shirtless dungeon keeper sits at a
dimly lit table rolling dice.
You may choose appeal to the dungeon keeper in truth, wager, deceit or engage in
violence. Failed truth, wagers or deceit can always devolve into violence.
• Truth: Requires no check, and a 60% chance the Dungeon Keeper frees your family out
of sympathy
• Wager: The Dungeon Keeper is a betting man. He bets that if you can guess the number
his six-sided die rolls, he will free your family. If you lose, he challenges you to a duel to
the death. Try and guess your next d6 roll to succeed.
• Deceit/Bribe: Roll under Intelligence for a 70% chance the Dungeon Keeper believes
your lie/accepts bribe and frees your family.
• Violence: Requires defeating the Dungeon Keeper and d4 prisoners. Results in 100%
chance you free your family.
AC HP Dmg
Guards 11 5 1d6
Cryptic the Younger 11 8 1d8
Dungeon Keeper 12 9 1d6
(D4) Prisoners 6 5 2
Upon saving your family, one or all of them, you all swiftly exit the dungeon and make your way
back home. Reaching into your pocket, you give your family each a helping of Candleroot you hid
from Cryptic. Able to survive the Red Death, you and your family rest up for more adventures.
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Inventory
Encounter Tracker
AC
HP
Dmg Page 11