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Take a name.

Magick Treasure
1. Mend Potion (d6 HP) 12. Ring of Cunning
You have four Attributes. Roll 3d6 for each 1. Soulfire - Deal two targets d6 damage. If Speech
and record the result. successfully cast lose 1 Strength. 2. d20 Silver
3. d20 Gold 13. Hat of Magical
Strength (S)- melee attacks, melee parry, lift, 2. Ward - Creates anti-magic barrier around Holding
4. Banishing Sword
smash, carry, swim one target for d4 turns. 14. Random spell
5. Flaming Whip
Agility (A) - range attacks, dodge, pick locks, 3. Mend Touch - Heals d6 HP to one target. scroll
6. Mirror Shield
balance 15. d6 Gems
4. Silver Bolt - Deals d6 damage to undead 7. Cloak of Darkness
s A p t Presence (P) - cast Magick, resist Magick,
understand lore, resist stress and fear,
communication
target.
5. Iron Shove - Strike target to ground with
8. Strength Potion
(advantage on attack)
16. Boots of Swiftness
17. Dice of True
Direction
invisible force. They lose their next turn. 9. Crystal Orb of 18. d8 Arrows of True
Toughness (T) - resist falls, intimidate, resist Future Sight
6. Plasma Bolt - Deals target d6 damage. Sight and Returning
poison, wilderness survival, foraging 10. Talking rat 19. Flute of Reptilian
Max hp Current hp Armor silver gold Add your S to 1d6 for maximum Hit Points. 7. Transmute - Transform an inanimate 11. Amulet of Poison Charming
Take 2d6 silver. Fill 3 Supply. object into another inanimate object. Protection 20. Staff of Cold Spray
Equipment - items - gear - spells Roll 1d6 to learn your Background. 8. Fog - Creates a fog cloud for d6 turns.
Gear
1. Brutalist: +1 to S & T. -3 to P. Always get 9. Calm - Human target becomes totally 1. Rope 50’ 11. Mule
first hit. relaxed for 1 turn. 2. Short Sword (d6) 12. Leather (1)
e 2. Seeker: +1 to P. Advantage when using 10. Blood Muse - Turn a drop of your blood 3. Dagger (d4) 13. Smoke bomb
x Relics. into a tiny flying imp that gives off red light. 4. Shield 14. Mirror
Lasts for d6 hours, then dissipates. If 5. Bow & 1 Supply (d8) 15. Oil cloth bag
s p 3. Warden: +1 to A & T. Advantage when Successfully cast, lose 1 Strength. 6. Hammer (d10) 16. Boots (1)
u e using ranged. 7. 1 Supply 17. Vial of oil
11. Trace - Detect a hidden or dark presence
p r 4. Experiment: +2 to S; -1 to A, P, T. + d6 HP. within a close to nearby range. 8. Whip (d6) 18. Longsword (d8)
p i Advantage when fighting unarmed. 9. Helmet (1) 19. 3 Toxic darts (d4)
e 12. Unlock - Manipulate locked and
10. Spear (d8) 20. Map
l 5. Destroyer: +2 to P; -1 to S. Know 2 spells. mechanical apparatuses.
y n
c 6. Sneak: +1 to A & P. -3 to S. Advantage Discuss with GM on creating other spells, Unarmed (d4) To know what
when dodging. discovered through exploration and something costs in
e advancement. Scrolls and runes may be found Total Armor value
Silver or Gold, roll d10.
s Roll for three items on the “Gear” table. as loot when exploring. can’t exceed 3.

Take two actions on your turn. Move, attack,


use item, cast spell, communicate, engage
Solo oracles You are a knight, a nobody, an outcast. You
are cursed or blessed. You are desperate or
environment. If an action could fail, make a For Yes / No questions, roll d20. confident. You seek the dangerous or you flee
test. If likely, roll 2d20 and pick higher. for your life. You are in the world, on an
Tests are made by rolling a d20 against your adventure, and seek whatever means you
If unlikely, roll 2d20 and pick lower. choose.
attribute score based on the circumstances.
• Roll under is a success. <10 No The world is harsh, with pockets of stunning
beauty.
• Roll on the score is a success with =10 Random Event
complication. The world is ancient, with subtle movements
>10 Yes towards the new.
• Roll above is a failure.
Degrees of success apply. Closer to 20 = Magick exists alongside science and
Advantage| roll two dice, take best result. positive; Closer to 1 = negative. superstition.
Disadvantage| roll two dice, take bad result. Random Event Focus Degree of Impact Horrendous beasts plague the wildlands.
Melee attacks require a Strength test. 1. Faction 1. Quite minor/small Supernatural horrors haunt the ruins.
Ranged Attacks require an Agility test. 2. New NPC 2. Less than Expected Holy men and princesses connive. Sorcerors
3. PC Positive seek ancient spells. Heroes pursue legendary
Armor value is reduced from damage. 3-4 Average
4. PC Negative armor. Forgotten temples whisper in deep
Destroy a shield to negate 1d6 damage. 5. Quite major/big forests. Lairs of Giant Forefolk hold wicked
5. Environment
6. Extraordinary secrets within the mountains.
Make a test to dodge incoming attack. 6. Plot Twist
Civilization exists after the Cosmic Schism.
Magick requires a Presence test. Event Subject
Civilization is a blend of all folk, vast
Scrolls burn after attempt. 1. Abandon 11. Threat 1. Ally 11. Evil amounts of secrets, knowledge, and heritages
2. Advance 12. Return 2. Death 12. Magic sit on the precarious plane known to them.
Resting for an hour recovers d6 HP.
3. Betray 13. Follow 3. Destiny 13. Creature
Word of portals has been spoken. Rumor of
Resting for a night recovers all HP. 4. Discovery 14. Pursue 4. Rival 14. Power
5. Defend 15. Assist 5. Hazard 15. Group rifts and cosmic travel. Great beings and
Supply is consumables. Use 1 Supply a day. 6. Deliver 16. Oppose 6. Law 16. Place gods are said to clash above and below.
Growth happens when five major character 7. Find 17. Fight 7. Nature 17. Fear Venture…seek…discover.
experiences have taken place. Increase one 8. Investigate 18. Inquire 8. Protection 18. Science
9. Raid 19. Reveal 9. Rival 19. Plot Oracle is inspired by and borrows from Black Sword Hack,
attribute +1. Increase max HP by 1. (Kobayashi and the Merry Mushmen). Solo Oracle developed
10. Lost 20. Change 10. Truth 20. Weapon by Chaoclypse.
Travel Travel/ ruins Bestiary
To determine how many days away your next Weather Landmark Forage Wilderness Ruin
destination is, roll d4+2. If it is a neighboring 1. Giant Spider 1. Skeleton
locale, it is 1 day away. 1) Grey 1) Rock Spire 1) Nuts
2) Drizzle 2) Mirage 2) Game 2. Dire Wolf 2. Haunt
To determine the direction, roll d8. Mark a dot in
that direction writing the days travel between the 3) Snow 3) Waterfall 3) Large Beast 3. Grizzly Bear 3. Golem
points. 4. Bandit 4. Serpent
4) Thunder 4) Bridge 4) Lost
During each journey, something will happen. Roll 5) Cool 5) Spring 5) Track 5. Soldier 5. Giant Insect
on the Event & Subject tables to determine what
that could be. Freely interpret the results to make 6) Warm 6) Grove 6) NPC 6. Abomination 6. Demon
interesting narrative. Not all results need be read
as conflict! Ruin Room 1 Room 2 To simulate armor, add several HP
If you’d like something more specific, roll on the 1) Abbey 1) Crypt 1) Ritual Most creatures will flee or surrender if they
tables below. 2) Tower 2) Laboratory 2) Throne fall below half their HP or of half their party
is defeated.
3) Temple 3) Library 3) Bedroom
Explore Die Omen Danger For Special Abilities, roll d12 on the
4) Burial 4) Torture 4) Larder following table to be surprised.
1) Nothing 1) Sky 1) Hazard 5) Plain
5) Lair 5) Kitchen 1. Grapple 5. Hurl 9. Explode
2) Nothing 2) Weather 2) Hazard 6) Plain
6) Dungeon 6) Hall 2. Stun 6. Poison 10.
3) Omen 3) Animal 3) Hazard
Feature 1 Feature 2 Hazards 3. Hypnotise 7. Spell 11. Resistance
4) Danger 4) Fire 4) Hostile
1) Pool 1) Bridge 1) Trap 4. Kick 8. Double Strike 12. Armor
5) Danger 5) Voice 5) Hostile
2) Lever 2) Rubble 2) Collapse Level HP Damage
6) Discovery 6) NPC 6) Unnatural
3) Door 3) Tunnel 3) Vapor 1 5 4
Discovery Feature Hazard 4) Obelisk 4) Pit 4) Magic device 2 10 5
1) Odd Feature 1) Cave 1) Bog 3 15 6
5) Sarcophagus 5) Split path 5) Ranged
4 20 7
2) Normal Feature 2) Stones 2) Landslide 6) Garden 6) Stairs 6) Pit 5 25 8
3) Ruin 3) Lair 3) Sinkhole Wild Card 6 30 9
4) Settlement 4) Water 4) Poison 1. Released monster 4. Automaton man 7 35 10
5) Evidence 5) Resource 5) Resources 8 40 11
2. Spinning room 5. Ghost haunts you
6) NPC 9 45 12
6) Ravine 6) Ambush 3. Magically sealed door 6. Ruin is a being 10 50 13
characters Settlement/Misc.
Type Financial Motivation
Settlement Offers Concerns
1) Magic User 1) Very Poor 1) Crime Word is told of a demonically possessed
1) Worn 1) Lodging 1) Bandits Bishop, one that adheres to the corruption of
2) Adventurer 2) Poor 2) Revenge
2) Poor 2) Gear 2) Sorceror Dark Magick. Once a Bishop Prince of the
3) Merchant 3) Modest 3) Adventure Vulture Mountains, the recorded history of
3) Fearful 3) Healing 3) Evil
4) Soldier 4) Modest 4) Wealth two centuries before shows that the
4) Wealthy 4) Goods 4) Soldiers decadent Bishop joined in the great war
5) Noble 5) Rich 5) Power against the Eldritch Beast of the Fourth
5) Quiet 5) Magick 5) Blight
6) Commoner 6) Very Rich 6) Escape Circle and its thousands of skeletal horde.
6) Desperate 6) Guild 6) Cult
Traits 1 Traits 2 Traits 3 Desperately losing the battle, the Bishop
Leadership Description Corpse Loot sought his own nefarious solutions to
1) Scarred 1) Cruel 1) Plain enhance his power. Robed in crimson,
1) Council 1) Dark 1) d20 Silver
2) Stutters 2) Humble 2) Stubborn donning his famous bronze battle mask,
2) Elder 2) Barren 2) Sword equipped with the Staff of Mental Corruption
3) Tattooed 3) Heroic 3) Sarcastic
3) Sorceror 3) Foul 3) Shield and Rizael’tok, the demon of cursed
4) Dirty 4) Daring 4) Scared miracles, the Bishop was able to amass
4) Cult 4) Wide 4) Lockpicks
5) Florid 5) Friendly 5) Shy thousands of unwilling soldiers, siphoning
5) Lord 5) Bright 5) Map off their blood force to increase his own
6) Haughty 6) Greedy 6) Paranoid strength.
6) No one 6) Dead 6) Key
Methods Interests Reaction After the battle ushered in a great cosmic
Quest-A Quest-B Reward
1) Wit 1) Treasure 1) Helpful split in the fabric of nature’s tapestry, the
1) Attack 1) Creature 1) Money Bishop crashed to the earth like scattering
2) Charm 2) Art 2) Curious
2) Find 2) Relic 2) Knowledge cometfall. Fall from mount, fall from grace,
3) Violence 3) Music 3) Indifferent fall from power. Using Rizael’tok’s power of
3) Rescue 3) Sorceror 3) Plain Item
4) Money 4) Magick 4) Wary cursed wishes, the weakened Bishop was
4) Steal 4) Treasure 4) Rare Item teleported to a hidden location, tended by
5) Blackmail 5) Archaeology 5) Rude
5) Deliver 5) Message 5) Ally his devotees and worshippers.
6) Sabotage 6) History 6) Hostile
6) Explore 6) Location 6) Magick His location is now rumored to be hidden in
Wild Card the black hills of the Vulture Mountains,
Wild Card
1. Carries trained snake 4. Knows of portal buried deep within the hidden crags and
1. Rain of blood 4. Eldritch Horror dark underworld…waiting.
2. Puppeteer with stage 5. Relic dealer
2. Purple eclipse 5. Portal
3. Has rare map 6. Seer with visions
3. Comet 6. Time travel
Underground Abbey of the Bronze Bishop a Underground Abbey of the Bronze Bishop c
1. Entry Hall, ragged tapestries. Three skeletons Underground Abbey of the Bronze Bishop b
slumped in ornate chairs with random assortment
of gear and items. Each holds a golden goblet (10 g) 1. Dark Library, paintings of dragons, beasts and fire.
Chest on the floor (Dragon tooth, unknown, 500 g.) 1. Earthen Cellar, empty. Two Giant Spiders (Lvl 1)
in hand. wait for anyone to pass to the next area, and attack
2. Round Pool, 50’ deep, brilliant orange water. Faint from behind. Narrow passage leads to next area.
2. Main Hall, open and cavernous with a small
chapel on the east wall. Hidden jawbone relic in an swimming shadow visible. Approach water and Giant
Tentacle Leech (Lvl 4) attacks. 2. Earthen Cellar. D20 crates stacked against walls.
extremely heavy, toppled reliquary (200 g). D100 Gold Coins in one of them. Narrow passage
3. Feed Room, sacks of mildewed grain and several leads to next area.
3. Storage Room (locked) crammed with old statues,
pagan figures, carved with a wild assortment of carved deer and one human corpse. Rotten and
shriveled piles of maggots and worms. 3. Earthen Cellar. Floor covered in tattered rugs.
adornments. One holds metal Rod of Clay Animism. Poorly sculted clay and stone statues of vague
Southen Door locked. 3 Blood Bats (Lvl 1) roost in 4. Empty stone room. Web orbs, one rat tail hanging figures line the walls. Narrow passage leads to next.
rafters and attack if too much disturbance. out. Faint out line of door on South Wall. Magically
sealed. Long stairway leads down. 4. Brick lined room. Floored covered in less tattered
4. Larder Room, empty. Few dishes and implements rugs. Poorly sculted clay and stone statues of vague
in the cabinet, an ancient scroll in one of the 5. Dusty Storage. Webs. Cabinet in corner. Pots of figures line the walls. 3 Desiccated Monks, under a
drawers (Wind of Clutching Summons). grease, candles, vial of blood. Manacles and dazed effect sit in bronze chairs, with metal clamps
flammable powder. One Scroll of Magical Unsealing. 2 attached to their arms. Copper tubing carries
5. Scriptorium with numerous desks. Most of the drained blood along the floor into the next area.
interesting books have been looted, but if care is Mend Potions. 1 Giant Orb Spider (Lvl 2).
paid, an old grimoire of druidic magick can be 6. Dusty Storage. Foul wet-fur odor. Cabinet in corner. 5. Throne Room of the Bronze Bishop, dimly lit. 8’
found. A Desiccated Monk (Lvl 2) slouched at a Fine Horned Helmet (2), gauze, pot of honey, pot of man sits upon a bronze throne, copper tubing leads
writing table, cover a sheet of paper with matching wax, small carcasses of mice and one human skelton, into into ports set in the mans exposed chest. It
sigil as drawn in charcoal on magicall sealed dressed as monk. 1 Giant Rat (Lvl 2) growls, acts wears a bronze mask and crimson robes. A large
Southern Door. Requires burning to unlock the defensivley. Has slight mutation on right shoulder. staff leans against the wall, a large sword rests on
seal. Monk will attack if sheet is burned. its lap. Feet rest on a large ruby encrusted chest
7. Table Chamber, numerous papers, maps, and (1000g). Inside the chest is a jade urn containing a
6. Dining Hall, plates of rotten food. Dead dog drawings. Map to a Secret Lair in a parallel demonic genie that grants 2 curses. If PCs pass or
and cat frozen in positions of fighting. Six silver dimension. disturb the monks, the Bronze Bishop will yank their
candlesticks with unlit candles (10 s). 3 Desiccated tubing and they will attack.
Monks (Lvl 2) attack. Stairs lead down to Cellar (B). 8. Preparation Room, three basins, dry. A sealed jug
of olive oil. A crate of bandages. A pot of dried blue Weakened Desiccated Monks (Lvl 1)
7. Monk’s Chambers tidy. Bird cage holds a yellow makeup. A demon face carved into the wall, its open
canary the chirps enthusiastically on entry. Small mouth contains d20 gold coins. Bronze Bishop (Lvl 6)
wall cabinet contains a pouch of dry mint leaves.
• Large Pearl Sword (9 damage)
8. Abbot’s Chambers dishevelled. Hearth full of
burnt papers and books. In a wall cabinet is a • Staff of Mental Corruption (casts Mind Meld,
Silver dragon-handled dagger (d6, cursed, 100 g). target must save against Presence or lose d6
turns).

A 1
1 b c
1
4 2 3 2 3
2

5 3
6 4 5
4
8 6 7
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