EZD6 The Keep On The Borderlands
EZD6 The Keep On The Borderlands
the Borderlands
Fire Beetle
Giant beetle with glands that glow.
Strikes To-Hit
• 1 attack (bite) 1 3
• Glands glow and shed light, will continue to glow for 1D6 days after
beetle dies
Gelatinous Cube
All but transparent ooze that clears paths in dungeons.
Strikes To-Hit
• Slow-moving 3 2
• Near transparent, players must make roll of 4+ to spot unless
looking closely, otherwise surprises the players
• Can only be damaged by a crit
• Engulf - if the ooze hits a target, the target becomes engulfed; if engulfed, the target
takes 1 strike of acid damage per turn until the target can escape by rolling a 6; other
players can attempt to pull out engulfed target by rolling a 5+, and if the player fails, the
player attempting the contest takes 1 strike (miraculous save to avoid)
Gnoll
Hyena-like humanoid that inhabit borderlands and attack in packs.
Strikes To-Hit
Gray Ooze
Formless biomass that absorbs their prey.
Strikes To-Hit
• 1 attack (pseudopod) 2 3
• Corrode Metal - any non-magical or non-silvered weapon
corrodes; player takes Bane on all melee attacks using that weapon
• False Appearance - while ooze remains motionless, it is indistinguishable from an oily
pool or wet rock
• Pseudopod - if target is wearing non-magical metal armor, target must take a Bane to all
armor save rolls
Hobgoblin
Red/orange skinned humanoids that love battle and warfare.
Strikes To-Hit
Kobold
Craven, small reptilian humanoids that worship evil dragons.
Strikes To-Hit
• 1 attack (axe) 1 3
• Pack Attack - if melee target is near 2+ other kobolds, kobold
attacks with a Boon
• The presence of the chieftain prevents other kobolds from surrendering or eeing
• Boon to melee
Lizardman
Primitive reptilian humanoids that make swamps their den.
Strikes To-Hit
Man-at-Arms
Regular foot soldier.
Strikes To-Hit
Medusa
A once beautiful woman, now a terrifying visage.
Strikes To-Hit
• Tail Attack - she will try and grapple those nearby and force them 5 3
to see her gaze; if her gaze fails to work, she will try to bite target
(bite does no strike damage but target is poisoned)
• Bow Attack - will re arrows to force victims into tail attack range
• Magical ability 3D6
• Petrifying Gaze - If you meet her gaze, roll magic defense; avoid petri cation with
success, but gain a bane to all actions for encounter
Minotaur
Massive beast with hooves and horns that live for the hunt.
Strikes To-Hit
Ogre
Huge brutes whose strength outweighs their wits.
Strikes To-Hit
Orc
Piggish faced savage raiders.
Strikes To-Hit
Owlbear
Bear-like creature with jaws that look like a beak.
Strikes To-Hit
Rat (Giant)
Giant vermin with red eyes and sharp needle-like teeth.
Strikes To-Hit
• 1 attack (bite) 1 3
• Cannot crit
• Carry Disease - if the rat’s attack roll was a 6, the target becomes
diseased (miraculous save to avoid); disease lasts 1D6+1 scenes; roll 1 D6 each scene
and on a roll of 3+, player looses a strike
Skeleton
Decayed corpses turned magic automatons.
Strikes To-Hit
Stirge
Large bat-like beast with long snout to suck blood.
Strikes To-Hit
Wight
Undead warrior that was once a mortal chasing dark desires.
Strikes To-Hit
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Wilderness Map
Map of the Keep
Background
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its
borders, seeking to en- slave its populace, rape its riches, and steal its treasures. If it were
not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds
them. Yet, there are always certain exceptional and brave members of humanity, as well as
similar individuals among its allies - dwarves, elves, and hal ings - who rise above the
common level and join battle to stave o the darkness which would other- wise overwhelm
the land. Bold adventurers from the Realm set o for the Borderlands to seek their fortune. It
is these ad- venturers who, provided they survive the challenge, carry the battle to the
enemy.
Entrance to the Inner Bailey can be gained if the adventurers perform a heroic act in behalf
of the Keep, if they bring back an exceptional trophy or valuable prisoners, or if they
contribute a valuable magic item or 1,000 or more gold pieces to the place. They will be
invited to a feast and revel, and then closely watched and carefully questioned. If the
Castellan’ likes the looks of the group, and his assistants agree, he will ask them to perform
a special mission (suitable to their ability, but di cult - use the area map or the Caves of
Chaos to nd a suitable goal). On the other hand, if they are rude or behave badly, he will
simply retire early, ending the revel, and they will never be aided or invited back. If they try to
steal or are threatening, the group will be attacked and killed immediately (if this can be
managed, of course).
Rumor Table
Roll 1D4 for the rumor group, then 1D6 for the rumor.
GROUP 1 (1D6)
GROUP 3 (1D6)
GROUP 4 (1D6)
The Grove
Two giant spiders have spun their webs
amongst the trees. Under a pile of leaves,
there is a skeleton of a victim (a hapless
elf). On the body is a Magickal Conduit
Amulet.
64. Cell:
• The door is locked and barred. A window
is set in the door.
• Several skeletons are chained to the wall.
• From a distance, there appears to be a
maiden chained to the wall, but this is
actually a medusa. The medusa will try
and turn some of the party to stone, then
o er to use a potion of stone to esh to
revive them if only she were to be
released (which she does indeed have). If
freed, however, she will try and “stone”
her rescuers.
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Magic Items
Friar Ulthrid’s Holy Light (scroll) - a 3 foot radius circle of protection from all
attacks from undead creatures. E ect lasts for 1 scene.
Potion of Poison - the poison can be applied to weapons, and it a hit is achieved, the
target is poisoned.
Rope of Climbing - a 60 foot length of magical rope that can move 10 feet per turn
under the command of the owner. It can be commanded to tie itself securely and can hold
up to 3,000 pounds.
Tellek’s Turning - all undead creatures within near range must ee.
Varnesh’s Grip - one target within near range becomes paralyzed for 10 turns.
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