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Beyond The Borderlands #2 (OSR)
Beyond The Borderlands #2 (OSR)
FAST TRAVEL
Meanwhile, the RPGLATAM community is
When the adventure enters one of the
rocking like a hurricane! So much passion
dungeon entrances that are currently under
and creativity, I couldn't be more proud of
construction, they find a bunch of
being part of this process.
serpentine maze-like tunnels. Roll a D6 to
discover where they end up:
No matter how much time passes, this all
feels surreal to me. The only thing that
1 - The cave below the Stronglaw Keep
actually feels real right now is the pain in my
2 - The vault inside the Whispering Tree
back for sitting in a bad chair all this time.
3 - A garden under the Woods Devourer
4 - A lake beside to the Flooded Shrine
5 - The Mysterious Portal on Rockfall Range
6 - A burial mound under the Dragon Skull
2
Quick Scouting 1 - The Church Errand (3)
The group may decide to send someone to The High Priest promises a reward for a
investigate the rooms ahead. Make all the stolen relic (The High Priest Staff). He gives
tests necessary to see if they manage to the exact coordinantes to the Bloody Ravine
return undetected. If sucessful, the scout and asks for discretion. If the group
returns with information from 2D6 rooms. manages to return his staff, he brings the
group under the church and casts a powerful
Alert Level spell knocking everyone out. They awake in
When characters make loud noises inside a the Castle's dungeon behind thick iron bars,
dungeon, the alert is raised to 1 for 1 hour. and must find a way to escape before the
If they are spotted inside or outside the priest returns to perform the sacrifice ritual.
dungeon and the situation goes badly, the If the ritual is completed, the Priest
alert raises to level 2 for a week. If the becomes a demon and turns the entire
characters steal something important or kill garrison into snake servants.
anyone, the level raises to 3 for a indefinite
amount of time. The level returns to 0 after 2 - The Kidnapped Merchant (8)
the time has passed, unless the group killed The Guild received a bloody ransom letter
someone, in which case it stays at 2. for a very important member. The only
thing they know about the ravine is that it is
Level | Effect | Encounter Rate (D6) located at the scarlet forest. If the group
0 - Relaxed | Off Guard | 1/6 refuses the quest, they hire another group.
1 - Suspicious | Weapons Ready | 2/6 He is located in the Bugboar's Slave Pen.
2 - Watchful | Loaded Traps | 3/6
3 - Paranoid | Can't be Surprised | 4/6 3 - The Disguised Princess (13)
She asks for aid to fight the forces of Chaos.
D6 Sample Traps She doesn't know the location of the
1 - Heavy Net, no action in the first turn temple, but she has a "tracking device".
2 - Hidden Snare, put invaders upside down If the group refuses to go with her, she will
3 - Covered Pit, cripple the distracted ones ask another group to aid her. If she trusts
4 - Hanging Stone, crush the clumsy ones the group, she reveals that she is looking for
5 - Suspended Weapons, slash the slow ones lost elven relics to contact her ancestors and
6 - Ambush hole!!! (your back is not safe) cast out the human invaders from the Keep.
After gathering the relics and performing a
Adventure Hooks ritual, the princess becomes the avatar of
The notice board at the Stronglaw Keep has the Mother Goddess, and the creatures of
three requests linked to the Bloody Ravine: the ravine will aid her to storm the castle.
3
Population:
20 Kobolds
8 Giant Rats
1 Royal Spider
Goblin Hobgoblin
HD 1+2 (5hp) AC 13 HD 2+2 (9hp) AC 14
Stone Spear D6 dmg Stone Axe D6+2 dmg
Hiperactive jumper Sadistic bastards
Very good aim (+2) Very poor aim (-2)
16
Fire Bug Giant Scorpion
HD 1 (3hp) AC 13 HD 1+1 (4hp) AC 11
Explosive Jet 2D6 dmg Claw and Bite D6 dmg
Walk and fly clumsily Paralyzing poison sting
Delicious pulp Hide and ambush prey
17
Jackalope Mushroom Kid
HD 1+1 (3hp) AC 14 HD 1 (3hp) AC 13
Strong Bite D6-1 dmg No attack, just run
Proactive jumper Difficult to catch
Delicious meat Medicinal & Poisonous
18
Giant Gecko Goat Demon
HD 1+2 (5hp) AC 12 HD 3+3 (13hp) AC 14
Claws and Tail D6 dmg Headbutt D6+2 dmg
Threat before attack Fire spit 2D6+2 dmg
Leaves its tail and flees Territorial and defensive
19
Gerold, Blacksmith Miguel, Hedge Knight
HD 4+2 (16hp) AC 14 HD 1+2 (5hp) AC 15
Iron Hammer 2D6 dmg Old Lance D6 dmg
Master crafting skills Adventurous spirt
Loves inventive ideas Hates windmills
20
WRITTEN AND ILLUSTRATED BY ALEX DAMACENO
EDITING BY JACOB HURST
COPYRIGHT 2021 ALEX DAMACENO
PRINTED IN USA
PUBLISHED BY JACOB HURST & SWORDFISH ISLANDS LLC
SAN ANTONIO, TEXAS