By Lex Mandrake and Harald Maassen
By Lex Mandrake and Harald Maassen
By Lex Mandrake and Harald Maassen
C&T
CREATURE RULES AMBER POLY. - ANIMATED, ARMOR
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CREATURES BASILISK - DOPPELGANGER
CRONE
Fae creature disguised as an old woman.
HP 80, AC 17, Att Claws +6 (2d8+4), Skill +6 ,
Weak +O, TT 1
Motivation: to kidnap mortal children
Talents (+6): magic , sneaking , deception ,
resisting magic
Weaknesses (+O): brute force , resisting damage
Spellcasting: as their action , the Crone can roll
on the Spellcasting Matrix as a 5th level
character , using the schools of Illusion or
Necromancy.
Coven: when three or more Crones work
together they become more powerful (Skill
becomes + 10, TT becomes 2)
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CREATURES DRAGON - ELEMENTAL,, WATER
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CREATURES ELVEN, MAGUS - GIANT
IMITATOR, LESSER
Slug-like invertebrate with large maw that
instinctually takes the form of inanimate objects.
GOBLIN HP 60 , AC 12 , Att Bite +5 (2d8+3), Skill +5 ,
Small, cowardly , green humanoids that dwell in Weak -3, TT 2
warrens and have a cruel sense of humor. Motivation: to lure prey to them
HP 7, AC 15 , Att 1 x Scimitar or Shortbow +4 Talents (+5}: resisting damage
(ld6+2) , Skill +4, Weak -2, TT 0 Weaknesses (-3}: reasoning, reflexes ,
Motivation: acquire wealth and expand domain communication
Talents (+4): reflexes , sneaking , hiding Imitate: can use an action to transform into a
Weaknesses (-2): persuasion, planning, courage similarly sized non-living object. Looks convincing
Nimble: may escape from melee combat after but becomes obvious if interacted with.
attacking Sticky: anything that comes in contact with this
Horde: often fight in groups, gaining Advantage creature is stuck and must use an action to
on attacks and morale when in a group (3 or separate (DC13 Str). Stuck creatures are easier
more). for the Imitator to eat (Advantage on Bite).
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CREATURES MOSS MOUND - SWARM, BAT
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CREATURES TROLL - UNDEAD, ZOMBIE
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TREASURE RULES TREASURES
TREASURE TABLES:
Use these tables to determine the amount of
treasure appropriate for your dungeon. The in-
dividual creature table shows how much a single
creature might be carrying, and the hoard table
gives values for the total treasure to be found in a
dungeon appropriate for the given Player-level.
Note that the treasure hoards are set so that it
takes (on average) three treasure hoards for a
party of 4-6 characters to level up. You can roll on
the table to determine the relative wealth present
in the hoard or pick an appropriate one (dragons
tend to be on the high end, while mindless animals
tend to be on the low end). Roll ld6 to randomize.
Tier Single Creature Small Hoard (1) Medium Hoard (2-5) Large Hoard (6)
0 ld6 X 10 2d4 X 50 2d8 X 50 2d12 X 50
t 25 t 15 t 25 t 35
1 ld6 X 100 2d4 X 500 2d8 X 500 2d12 X 500
t 250 t 150 t 250 t 350
2 ld6 X 1,000 2d4 X 3,000 2d8 X 3,000 2d12 X 3,000
t 1,000 t 2,000 t 3,000
3 ld6 X 3,000 2d4 X 5,000 2d8 X 5,000 2d12 X 5,000
t 15,000 t 30,000 t 40,000
4 ld6 X 5,000 2d4 X 15,000 2d8 X 15,000 2d12 X 15,000
t 3,500 t 10,000 t 15,000 t 25,000
Note that using both the single and hoard tables AMULET OF TELE. - BELT OF FORT.
means you're effectively "doubling up" on
treasure, so this is not advised. Pick the one that AMULET OF TELEPATHY
best matches the situation at hand. Rare / Space: -
Consider the space this amount of gold will take copper medallion inscribed with a mind 's eye
up. Since each 100 gold pieces takes up 1 space, symbol
GM' s may want to put smaller luxury items into Use an action to establish a mental connection
the hoard (gems, jewelry, art objects, etc). Luxury with a nearby intelligent creature. Hear and share
items should take up 0-2 space and can be worth surf ace thoughts of connected creature. You may
100 - 1,000 gold each. attempt to control the creature's next action
(contested Wis check). On a failure you lose
ROLLING FOR MAGIC ITEMS: connection and can't mentally connect again until
Hoards can contain magic items as well. The four you rest.
rarities (uncommon, rare , very rare , legendary)
determine the power of the item. The higher the ARCANE INGREDIENTS
rarity of the item, the more spectacular its powers. Uncommon I Space: 2
Tier Dice Results case of pouches and vials holding strange
0 ld6 6: Uncommon spellcasting aids
1 ld8 7-8: Uncommon Roll a d6 when acquiring this item, it has that
2 ld20 16-18: Uncommon many uses. Expend a use to gain t 5 on your next
19: Two Uncommon Spellcasting roll.
20: Rare
3 ld12 7: Uncommon BELT OF FORTITUDE
8-9: Rare Rare / Space: 1
10-11: Very Rare thick leather belt bedecked with iron
12: Legendary Increase your Con score by 2 while wearing. Also,
4 ld8 4: Rare roll with Advantage against poison , disease , or
5: Very Rare similar physical ailment.
6-8: Legendary
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TREASURES BOOTS OF WATER - LYRE OF UN.
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TREASURES MAGIC ARMS
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TREASURES MAGIC ARMOR - ONYX FIG. DRAGON
1. ADAMANTINE
Uncommon - +1 AC
Rare - Wearer ignores extra damage from
critical hits
Very Rare - +1 AC
Legendary - +1 AC
2. ANTIMAGIC
Uncommon - Any spell roll made close to the
wearer is at Disadvantage
Rare - Wearer gains Advantage on Saving
Throws made against magical effects
Very Rare - +1 AC
Legendary - The first time the wearer comes
into contact with an ongoing magical effect
there's a 1 in 4 chance it is dispelled
3. BARKGUARD
Uncommon - If damaged, armor repairs itself
after a rest
Rare - tl AC
Very Rare - Armor heals the wounds of the
wearer at 3d6 HP per long period
Legendary- Once per rest wearer can
command armor to grow a protective shell,
granting 50 extra HP
4. COLD IRON
Uncommon - +1 AC
Rare - Armor burns any fae creature close to it
for 3d6 HP per round
Very Rare - +1 AC ONYX FIGURINE, DRAGON
Legendary - +1 AC Very Rare / Space: -
tiny dragon carved from shimmering black stone
5. DRAGON SCALE Whispering a magic word (GM's choice) to the
Uncommon - Randomly determine an figurine causes it to transform into a real dragon
element (Fire, Cold, Lightning, Acid), the wearer (statistics as the Dragon, Ancient creature) that
can ignore all damage from this element once per obeys the speaker. After a short time it transforms
long period back into a figurine and cannot be used again until
Rare - tl AC a period of time has passed (next full moon,
Very Rare - +1 AC fortnight, season, etc, GM' s discretion). If the
Legendary - Armor can unfold wings and dragon is killed they will transform into a broken
allow wearer to fly at great speed figurine that is no longer magical.
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TREASURES POTIONS - ROBE OF STARS
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TREASURES ROD OF IMM. - WIZARD'S HAT
ROD OF IMMOBILITY
Uncommon / Space: 1
plain steel cylinder set with a single button
Clicking the button on this rod causes it to become
fixed in space until the button is clicked again. It
will withstand heavy weight without budging.
SILVER BRANCH
Uncommon / Space: 1
two foot tree branch cast in silver
Plants can be directed to grow or move rapidly in
a direction indicated by the wielder. Sentient
plants may roll to resist (DC12 Wis). Once the
plant moves the branch loses its power for a short
time.
STAFF OF STORMS
Legendary / Space: 1
unbreakable glass staff formed by lightning
The wielder of this staff can call upon the effects of
a storm, After each rest, roll a d6 to determine the
number of times the staff can be used. Spend a
use to roll on the Spellcasting Matrix (As a 17th
Level Magic-User, Int Check +5) using the TWINE OF EGRESS
Conjuration S chool. S pells cast in this way must Rare / Space: -
be storm themed (torrents of wind, sleet, rain, spool of golden thread
lightning). Place this thread on the floor and it will unspool in
the direction of the nearest exit. The string has no
STASIS GLASS end but can be destroyed as normal thread and is
Legendary / Space: 1 confused by magical misdirection.
beautiful hourglass with golden frame and
glittering sand WAND OF DETECTION
Turning over this sand timer stops time for Uncommon / Space: -
everything nearby except whoever is touching it rune-painted divining rod
for a short period. This rod will guide the holder toward the nearest
source of magic or secret door. Once the source is
TREMOR G AUNTLETS found the rod's magic is dormant for a long
Very Rare / Space: 1 period.
hand gear fitted with rune-stones
The wearer of these gauntlets can produce a WIZARD'S HAT
powerful shockwave. After each rest, roll a d4 to Rare / Space: 1
determine the number of times the gauntlets can green cloth conical hat
be used. Spend a use and strike a solid surface to Reach into this hat and roll a d6. On a 2-6 pull out
create a minor earthquake. Everything up to a far a mundane item of your choice. On a 1 pull out a
distance is affected (stone split, structures toppled, Magic item of the GM's choice.
and creatures knocked prone, at GM's discretion). Reaching into the hat again causes the last item
pulled to disappear.
TROLL'S FINGER
Rare / Space: -
green, clawed, mummified finger on a leather
cord
The wearer of this necklace restores 2d8 HP each
long time period or phase (GM's discretion).
Additionally, they cannot bleed out while at O HP,
but will still die if attacked while unconscious.
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QUICK REFERENCE: CREATURES QUICK REFERENCE: TREASURES
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