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As you approach Marwayleth from the Woods (1), you sniff the familiar sickly Infection
sweet smell of rotting flesh mixed with smoke. Clearly, you think to yourself Encountering infectious inhabitants, defeating infected enemies or when otherwise
they have no cure. And yet, you see a great manor atop a plateau with a directed; an infection roll requires rolling a d10. Add the result to your infection tally.
smoking chimney and green, healthy grass as if untouched by the Red Death.
• Reach 40 infection, lower your damage to d6
• Reach 60 infection, lower strength by 2
• Reach 80 infection, max HP is halved
• Reach 100 infection and you succumb to the Red Death
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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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8 Lord's Manor
4
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 1d6 Encounter AC HP Dmg Random Encounter Table;
Dexterity. Rolling under both is a unmitigated success. Rolling under one results in negative 1 Villager/Inhabitant (dying) 7 (4) 2 (1) 1d4 1 on a d6 results in an
consequences or complications. Failing both results in d4 damage. 2 Healthy Farmer 8 4 1d6 encounter
3 1d4 Dogs (infectious) 6 2 1d4
Climbing with a rope requires rolling under Strength. Failing this roll results in consequences 4 Wayward Priest 5 5 1d6 + 1d6
infection
or a complication. Once you arrive on the plateau see “Entering The Lords Manor” on page 8. 5 Knight (infectious) 8 7 1d6
6 Thief (infectious and -100 gold) 6 2 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.
Lord of Marwayleth. 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.
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. • Truth: Requires no check, and a 60% chance the Dungeon Keeper frees your family out
of sympathy
You may choose to state your business in truth, lie or engage in violence. Failing truth
and deceit can always devolve into violence. • 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
• Truth: Requires no check, and a 50% chance the Lord shares a supply of the death. Try and guess your next d6 roll to succeed.
Candleroot out of sympathy for his fellow Lord Cryptic the Younger. • Deceit/Bribe: Roll under Intelligence for a 70% chance the Dungeon Keeper believes
• Deceit: Roll under Intelligence for 70% chance the Lord shares a supply of your lie/accepts bribe and frees your family.
Candleroot out of a foolish belief of your lie. • Violence: Requires defeating the Dungeon Keeper and d4 prisoners. Results in 100%
• Violence: Requires defeating guards and a 100% chance the Lord shares a chance you free your family.
supply of Candleroot out of fear that your weapon will strike him down next.
AC HP Dmg
Upon resolving the encounter with Lord Marwayleth, roll infection.
Guards 11 5 1d6
AC HP Dmg Cryptic the Younger 11 8 1d8
Guards 8 4 1d4 Dungeon Keeper 12 9 1d6
Lord Marwayleth 10 8 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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