Professional Documents
Culture Documents
10 Ancient ruins. You stumble upon the ruins of an ancient temple, building
or settlement. This is generated as a random dungeon. Roll 2d6 to deter-
mine the number of rooms. Use tiles from any book you own. Generate the
dungeon’s content on the Jungle Ruins Content Table.
11 Entrance to the Lizardmen Hidden City. You stumble upon a cave which
leads to the underground above of a race of albino lizardfolk.If you enter,
generate a random dungeon of d6+5 rooms, rolling for room content on
the Albino Lizardfolk Table.
12 Thunder lizard! You stumble upon a thunder lizard. This may be Scarred
Eye, the one terrorizing the village, or a different one. Play encounter 6
from the Major Foes table, and roll a d6. On a 1-3, it’s a thunder lizard. On a
4-6, it’s Scarred Eye (increase its Life by 2 and add 1 XP roll if you defeat it).
While resting in the village, ignore all encounters except 12. If 12 is rolled, a thun-
der lizard is sighted in one of the 6 hexes adjacent to the village and the party
must deal with it.
Jungle Trap Table (roll d6)
1 Pitfall trap: Goblins dig a hole in the ground and cover it with thin sticks
and leaves, making it hard to see. Characters in position 1 or 2 of the
marching order can roll vs. HCL+2 to spot the trap. On a failure, the first
character in marching order falls in, taking 1 damage. A lonely character
will not be able to exit the trap and will eventually die of starvation and
mosquito bites.
2 Poison dart trap: Goblins craft bamboo tubes and fill them with plant poi-
son. The tubes are placed on branches and when triggered, they release the
darts. Perform d6+1 HCL ranged attacks on the party, distributing them as
ranged attacks. A failed Defense roll causes 1 damage. A rogue may detect
the trap with a successful Save vs. HCL and warn the party, giving everyone
the ability to add +Tier to their Defense rolls, and counting shields as a +2
(not +1) bonus to Defense rolls vs. the darts.
3 Snare trap: Goblins use vines to set up a trap that will ensnare an adven-
turer’s foot, causing them to be suspended in the air. The first character in
the marching order must Save vs. HCL+1 or be ensnared. There is a 4 in 6
chance that a group of jungle goblins will arrive, alerted by the trap. The
ensnared character may not attack and has -2 on Defense rolls until the
character manages to Save again and cuts the snare (this requires having
a dagger or knife). One Save per turn is permitted. A friend may help the
ensnared character (add +Tier to the character’s Save) if the friend forfeits
his/her chance to attack the goblins.
4 Poisonous gas trap: Goblins use a combination of poisonous mushroom
spores and bamboo tubes to create a trap that releases poisonous gas. On
a failed Save vs. HCL+3, rolled by the character leading the marching order,
the gas is released and all heroes must Save vs. HCL+1 poison (barbarians
and halflings add +L, other characters add +1/2 L) or lose 1 Life and be at
-2 on Attack and Defense rolls until Healing is used to counter the effects
of the spores.
5 Net trap: Goblins use woven bamboo to create a large net that is sprung
on a random adventurer who must Save vs. HCL+2 or be trapped (rogues
add +L, other characters add +1/2 L). There is a 3 in 6 chance that a group
of jungle goblins will arrive, alerted by the trap. The trapped character has
-2 on Attack and Defense rolls until the character manages to Save again
and cuts the net (this requires having a dagger or knife). One Save per turn
is permitted. A friend may help the trapped character (add +Tier to the
character’s Save) if the friend forfeits his/her chance to attack the goblins.
6 Camouflaged spike pit trap: as 1, above but damage for falling into this
trap is equal to Tier.
Albino Lizardfolk Content Table (roll d6)
1 Trapped! As you step into the cave, a giant boulder blocks your way. You
must spend 2 Clues to find an exit. If you do not have Clues, you will au-
tomatically find an exit in the last room of the dungeon. NOTE: This event
may be generated only once per albino lizardfolk dungeon. if you already
rolled it during the current dungeon exploration, reroll at +1.
2 Hidden artifact! Roll on the Jungle Artifacts table to determine what is
guarded in this room. It will be guarded by (roll d6): 1-2 a random trap (roll
on the Jungle Traps table), 3-4 a group of 2d6 albino lizardfolk (HCL min-
ions, +1 Morale, no treasure, reactions: always fight), 5-6 a major albino
lizardfolk (HCL+3 Boss monster, HCL+3 life, 2 attacks, Morale +1, reactions:
always fights, armed with a masterwork javelin and an obsidian sword).
3 Ritual. Albino lizardfolk are performing a human sacrifice to appease their
god Ssurian (an avatar of S’sikliss). You may escape or fight a group of
2d6+2 albino lizardfolk cultists (HCL minions,treasure: 1 roll on any Ti-
er-appropriate table, reactions: always fight to the death).
4 Goblin Trader. You encounter a goblin merchant who is willing to exchange
rare goods for the albino lizardfolk’s unique offerings. As long as the gob-
lin trader is with you, you may roll a 4 in 6 chance of any encounter with
lizardfolk to be peaceful. The goblin has 2 Life and does not fight. His per-
sonal belongings include 1 knife, 2d6 Food rations, 3d6 gp and 3 bandages.
In each peaceful encounter, the goblin will spend d6 gp to buy some of the
lizardfolk’s good. If at any moment the goblin runs out of money, he will
ask to be accompanied out of the dungeon (he will offer the equivalent of
1 gp per room, paying with rare feathers from his purchased goods, or give
the party 1 Thunder Beast Clue if you prefer).
5 Encounter. Roll on the Minor Foes Table.
6 Encounter. Roll on the Major Foes Table.
Dangerous Weather Table (roll d6)
1 Sudden rainstorm! The party misses one day of travel. Each scroll or bow-
string carried by the party has a 1 in 6 chance of being damaged. A wa-
ter-damaged scroll has a -1 to the spell-casting roll (or, if a spellcasting
roll is not required, has a 2 in 6 chance of failing when the spell is cast). A
water-damaged bowstring will have a -1 on its first Attack roll, and snaps
if you roll a natural 1 on the Attack roll.
Rain deletes tracks so, if you have any, lose 1 Thunder Beast Clue.
2 Flash Flood! All characters must perform a Swimming Save vs. HCL+1 diffi-
culty. Subtract -1 for each non-magicval armor or shield bonus to Defense
rolls the character has. For example, a character with shield and light ar-
mor will Save at -2.- All characters failing the Save lose 1 Life and have a 2
in 6 chance of losing one carried item (select randomly).
3 Extreme heat! All characters must Save vs. L6 heat or be at -1 on Attack
rolls for the duration of the following day. All characters add +1/2 L to this
Save. Rangers and barbarians add +L. The penalty on Attack rolls is NOT
cumulative.
4 Thick fog! Choose a character to lead the party. That character must per-
form a L6 Orienteering Save or the party will lose 1 day of travel (the party
remains in the same hex it is currently, but must roll for another event).
Rangers, gnelfs and wilderness scouts add +L to this Save. Druids add +1/2
L.
5 Lightning Storm! As 1, above. In addition, any character in heavy armor
has a 1 in 6 chance of being struck by lightning, losing 2 Life. A spellcaster
may sacrifice 1 Lightning spell to prevent this from happening.
6 Heatwave! As 3, above. In addition, there is a 6 in 6 chance that the event
will continue every day. Reduce the chance by 1 after each day (so 6 in 6 on
the first day, 5 in 6 after the second day, etc.). After 3 days of extreme heat,
all characters must perform another Save vs. L6 heat or lose 1 Life due to
heatstroke. If during a Heatwave you roll Extreme Heat or Heatwave, ex-
tend by 1 day the duration of the heatwave.
Jungle Artifact Table (roll d6)
1 Crystal Lizardman Skull: A beautifully carved lizardman skull made from
a rare, shimmering crystal that has the power to enhance magical abil-
ities.Any spellcaster or crystalmancer holding the skull has +1 to their
spellcasting rolls. As soon as the caster rolls a 1 on a spellcasting roll, the
skull cracks, losing all powers (but it may still be sold as an art object for 20
gp). A still-functioning crystal skull may be sold for 100 gp.
2 Lizardskin and Obsidian Dagger: This sharp dagger is made from obsidi-
an, a volcanic glass that was used by ancient warriors for ritual sacrifices.
The handle is wrapped in purple lizard skin. The dagger may be shattered
to break a curse (treat as a casting of a Blessing spell which requires no
action to perform but destroys the dagger) or be used in combat as a cheap
masterwork light weapon (-1 on Attack rolls, breaks on an Attack roll of 1,
+1 to Explosions). The obsidian dagger may be sold for 20 gp.
3 Golden Idol of Ssurian: This golden idol representing a lizardfolk deity
may be sold for 50 gp or used as an automatically successful bribe in any
encounter with lizardmen. The person carrying this idol adds +Tier to all
Saves vs. poison while in a jungle or in a dungeon generated in this adven-
ture.
4 Mask of the Jaguar: This wooden mask depicting a jaguar enhances the
wearer’s strength and agility. The wearer adds +Tier to all Saves described
as agility, dodging, strength or endurance, and is immune to the effects
of heatwave and extreme heat described in the Dangerous Weather Table.
5 Stone Tablet of the Ancients: This carved stone tablet contains ancient
writings and symbols. You may count it as 1 Clue or as a scroll containing 1
random druid spell from Wayfarers and Adventurers.
6 All-Seeing Eye of Luura: This beautiful crystal amulet can harness the
power of the sun. The amulet may be worn around the neck. The wearer
may cast, once per day, 1 Healing or 1 Alter Weather spell. Created by an
ancient order of priests of Luura who tried to convert the locals, the amu-
let works only above ground (not in dungeons) and may be sold for 200 gp.
There is only 1 copy of this amulet in this adventure. If you roll it a second
time, you find a masterwork hand weapon of your choice instead.
Treacherous Terrain Table (roll d6)
1 HCL+2 Quicksand: The ground may appear solid, but once stepped on,
the adventurer may begin to sink rapidly. The character in position 1 of
the Marching order must perform a HCL+1 Save (all characters add +1/2
L; swamplings Save automatically; barbarians and rangers with Survival
Swamp skill add +L instead) or start to sink. Every turn, the sinking char-
acter will have to repeat the Save or lose 1 Life. Another character may help
the sinking hero and give a +1 to the sinking character, but if the Save rolls
a 1, then BOTH characters start sinking. Repeat this process until all char-
acters are out of the quicksand, or die.
2 L6 Steep cliff: You come upon a steep cliff that can be dangerous to climb
or descend. If you have ropes, you navigate the terrain safely. Otherwise,
each character must perform a L6 Climbing Save or lose 1 Life in a fall.
3 Swamp: Any time you cross this swamp, roll a HCL+2 Orienteering Save to
avoid an encounter with 2d6 swamp leeches (L3 Vermin, no treasure, mo-
rale -1, reactions: always fight). Each wounded character moving through
the swampy area must roll a 2 in 6 chance of being infected by dangerous
bacteria. All characters coming into contact with the bacteria must per-
form a HCL+1 Save (all characters add +1/2 L; swamplings, barbarians and
rangers with Survival Swamp skill add +L instead) or lose 1 Life (this dam-
age may be prevented by using 1 bandage, even if the character has already
used bandages to heal some damage during this adventure).
4 Dense foliage: The jungle is so thick with foliage that it can be difficult to
navigate. Roll a L6 Orienteering Save, using the character with the best
bonus, or lose 1 day of travel.
5 Slippery mud: The party must cross an area of slippery mud that can
cause adventurers to lose their footing. Every character must roll a L5 agil-
ity Save or roll on the Mud table below. Rangers, halflings and rogues Save
at +L. Elves of all kinds Save at +1. Swamplings Save automatically.
6 Deep river: The party’s way is blocked by a deep, fast-moving river that
seems dangerous to cross. You must build a makeshift raft to cross safely
(this takes a whole day) or swim (in this case, the river has a 2 in 6 chance
of being full of dangerous creatures. Roll d6, on 1-4 crocodiles, 4 water
snake, 5-6 piranhas, see the Minor Foes Table for statistics).
1 2d6 gp or 1d6 Food ration and 1 rope, 1d6 knives (light slashing weapons)
2 short bow (light ranged weapon), 12 obsidian-tipped arrows (no special
rules, but they look unusual), 1 dose of poison antidote (may be taken as
a free action, in any moment, to counter the effect of any poison found in
the jungle, or may be sold for 25 gp), 1d6 Food rations.
3 2d6+2 thunder lizard fangs, worth 5 gp each.
4 3d6 rare shells, worth 5 gp each; they are highly prized by jungle goblins,
jungle mud people or albino lizardmen, and count as 10 gp each if used to
bribe these creatures.
5 1 rope, 2d6 gp and 1 obsidian blade (cheap masterwork edged weapon; may
not be used for subdual damage; breaks on an Attack roll of 1; increase by
1 the chance of an Explosive result; may be sold for 20 gp).
6 1 roll on the Jungle Artifact Table or treat as 5, above, if you prefer.
7 Roll twice on the Jungle Artifact Table and choose a result.
5 Roll on the Four Against Darkness Room Content Table, replacing any gob-
lin or orc encounter with Jungle Goblins.
6 Roll on the artifact table. Then roll d6 to determine if the artifact is pro-
tected: 1-2 not protected, 3-4 roll on the Jungle Trap Table, 5 roll on the
Minor Foes Table, 6 roll on the Major Foes Table.