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The Archon Ruins (A5) (v.1.0) (2023-03-10)
The Archon Ruins (A5) (v.1.0) (2023-03-10)
tabletop games
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THE DESERT PLATEAU 3 - Necropolis (pg. 12)
The region looks small but the sand Home of most of the potkins, where
is very difficult to travel on foot, they sleep all day and dance all night.
making each hex 2 hours of travel. Graffitti in the outer walls make very
Roll a D6 to see how many hexes clear that humans are not welcome.
you can travel before triggering a Streets are tight and jumping over
random encounter, then use the buildings is easy, but there's always a
random table in page 06 to see what 1/6 chance of collapsing the roof.
you found. Encounters only happen
during the day, but the desert 4 - Crystal Lake
becomes freezing cold at night and Lair of Elsbreth the swamp witch.
takes 1hp for each hex you travel. The hovering crystal is visible from
The blue spirits floating over the any part of the desert, glowing blue
sand can be captured to recharge during the day and red at night.
magical items. Blue doors are sealed Drinking the water causes nausea
with magic and golden doors and strong hallucinations, but
requires a Deacon's Staff to open. enhances magical effects for 6 hours.
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7 - Broken Titan 11 - Forbidden Library (pg. 20)
A silent titan with no legs always Full of ancient books and erudite
contemplating a mysterious object corpses. The Library has been shut
on their hand. Different from other since the Deacon's arose to power
potkins, this one doesn't deactivate at and the Wardens believe the
night and is always awaken. If the Archon's Spear is hidden there
Deacons steal his crystal, they will be somewhere, but they never managed
able to defeat the wardens. to invade the place.
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THE GLOWING CAVES 3 - First Vault
The caves can be accessed through Walls covered in ancient sigils
various entries from the desert and detailing the strugle of the potkins
some of the dungeons. It's always before the fall. The structure
dark on the western portion of the resembles an archon shrine, but the
map, except when illuminated by the elevator pit is collapsed. The wardens
Potkin's eyes, while the eastern meet here sometimes to remember
portion is illuminated around the what happened.
crystal veins. Passages with
stalagmites are very dangerous to run 4 - Lair of Hands
through, which can be useful against A large chamber with 3D6 floating
opponents. The Wardens are always hands partially destroyed. A Deacon
patrolling the tunnels against the vessel waits in deep slumber to
Deacon's and their Servants, but protect the passage of those who
contrary to their enemies, they don't wish to access the elevator to the
have access to the factory and cannot forbiden library. The ceiling is full of
replace their broken vessels. stalactites susceptible to collapse.
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7 - Cyclop Statue 11 - Crystal Mines (pg. 22)
A strange vibe emanates through this The amount of crystals here is
large chamber. The air feels heavier enough to create a milion potkin
and the sounds are drowned out by soldiers. The crystals can only be
the silence. The statue absorbs and harvested using diamond pickaxes,
nullifies any magical energy spent which were all hidden by the
inside the chamber. Offensive spells Wardens. Mining the soul crystals
are redirected at the spellcaster. attracts the Kilnwyrm.
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NECROPOLIS
Humans are not welcome, but the potkin folk are
welcoming for those who bring them gifts. Those who bring
violence willface an infinite horde of furious potkins and
willnever be welcome again - unless they change their
appearance. Use the OverworldEncounter table (pg. 06)
while on the surface andthe Underworldtable (pg. 10)
after reaching the undergroundrooms.
1 - Potkin Village 4 - Servant District
Ancient buildings filled with broken The servant potkins train all day to
furniture, overgrown vegetation and become better warriors. The new
walls covered in graffiti. The potkin recruits are sent to patrol the desert,
folk use their homes to write stories and the veterans are sent to fight the
and memories, but they prefer to wardens on the underground. Their
sleep outside to recharge their soul houses have nothing but broken
gems with abundant sunlight. weapons and discarded vessels.
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ARCHON'S VAULT
The wardens were not able to destroy this place so now
they defendit everyday at allcosts. The Last Archon soul
is trappedat the bottom of the shrine protectedby a
powerfulguardian. Use the Underworldtable (pg. 10) for
the rooms 2, 3 and5. If the Renegade Soldiers are found
here, rollto see if they managedto release the Archon's
Soulor were allkilledby the guardian.
1 - The Elevator 4 - Guardian Chamber
Connects the underground shrine to A stronger version of the Clay Titan
the surface. Using the lever brings dual wielding golden axes. He can
the shaft to the surface and activates also fire a powerufl lighting bolt
the Floating Hand monsters at the from his belly once after D6 turns.
sealed chambers. Going down with Defeating the Guardian opens the
ropes requires a lot of endurance gate to the Archon's Vault and grants
and the risk of falling is lethal. D6 random artifacts (pg. 34).
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DEACON'S FORTRESS
This headquarters of operations is heavily guardedallthe
times, but it's easier to invade stealthily at night. The
Wardens know they willbe defeatedsoon if they keep
only defending, so they plan to storm the fortress at some
point. Use the Overworldtable (pg. 06) for random
encounters but ignore the results 2-5.
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POTKIN FACTORY
This place is currently usedby the Deacon's to replace the
vessels of their broken Servants. Those alliedwith the
Wardens can bring the soulgems of their comrades to
replace their broken vessels. People turnedinto potkins
can use this place to restore their souls into their former
bodies. Use the Underworldtable (pg. 10) but replace the
Kilnwyrm andWardens with Handencounters.
1 - Entrance 4 - Great Soul Infuser
The potkin factory is closed and The selected soul gem is placed
needs a Deacon's Staff to open. The inside the potkin with a glowing
door is heavy and made of magic- liquid that activates the gem. If the
infused stone. If the door is forced machine is activated without a living
to open somehow, the security soul-gem, you get a lifeless potkin
system is triggered and the floating vessel that can be used as remote
hands go look for invaders. puppets by sorcerers.
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FORBIDDEN LIBRARY
The Deacon's have hidden an artifact capable of
destroying powerfulspirits here. This place is mostly
peacefulexcept for the encounters in the room 4 and6.
Everyday a random Scholar visits this place to study some
of their specialities. For everytime you see a Scholar here,
their staff gains a +1 bonus to spellcasting.
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CRYSTAL MINES
This place has one of the last crystalveins of the
underground. The potkins come here to die when they see
they are going mad, andthe gravedigger give them a proper
burial. Use the UnderworldTable (pg. 10) when you
reach the rooms 5 and6. If Bogomir is foundhere, he
willbe studiying the crystals. Next time you findthe
Apostles of K'oz they willhave allturnedinto potkins.
1 - Potkin Cemetery 4 - Potkin Gauntlet
A large cave complex full of half The room has 2D6+3 wardens
buried potkins. A gravedigger warns fighting each other endlessly. They
intruders to respect those in eternal attack anyone on sight, those who
slumber. Their soul gems now emmit break recover from their shards after
a scarlet glow and have a 4-in-6 D6 turns and go back to fight the
chance of exploding violently with first thing they see. A magical artifact
any impact, causing 2D6 damage. (pg. 32) is in the center of the room.
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3HD 1. Renegade Soldiers
1. DUNGEON REAVERS
Leviathan
A majestic pottery beast hovering
over the desert sky. Those who cross
their path face a ceaseless lightning
storm (2D6+3 dmg/turn). Each 3
points of inflicted damage makes it
Kilnwyrm drop a pot with 2D6 crystals. Dives
A terrible dragon-like potkin into the sand to recover energy after
crawling under the desert caves. The half HP, returns stronger (7HD) and
Wardens keep it alive to protect the hostile next encounter. It's tail can be
underground from invaders and used as a heavy magic shield. (pg. 34)
servants of the Deacons. Shoots
laser beams (3D6 dmg, D6 shots)
and swallows humans whole, turning
their body and souls into raw energy
(+1 shot). It's pothead can be turned
into a bulky laser cannon. (pg. 34)
6HD+2
Unique
Beast
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Crystal Warrior 4HD
Immune to both magic and physical
attacks except blunt weapons. Pursue
invaders and crystal thieves
relentlessly until they lose sight.
Potkins used to create deep pit traps
to bury these creatures inside the
earth, but sometimes they manage to
return to the surface, specially when
someone is mining soul crystals.
3. POTKIN MONSTERS
Potcrawler 4HD+3
A fast four-legged Potkin that shoots
lightning bolts (2D6 dmg). Different
from other potkins, this one is more
a killing machine than a creature and
has no capacity for diplomacy. They
were reactivated by the wardens to
fight the servants and deacons at
the surface and will shoot anything
moving over the sands.
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Floating Hand 3HD+3
Shoots a lightning ball (2d6 dmg)
from their big eye to stun invaders,
grab them and squeeze them until
they pass out. Those allied with the
Deacons bring their victims to their
masters, while those living in the
underground throw their victims in
the desert. They can be controled at
distance by using the Hand Staff of
the Deacons.
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Deacons - 4HD+6
Wearing exquisite religious garments,
their unique soul gems makes them
capable of spellcasting and telephatic
comunication. They wish to rebuild
the Archon's former empire, and to
do that they need to restore the
factory into full power to create an
infinite army of potkins. Their only
obstacle is the Wardens
determination to protect the
Archon's Vault, but they are very
close to achieve their goals.
3. POTKIN MONSTERS
D6 Spells
1. Lighting Bolt (2D6 dmg and stun)
2. Freezing Arrows (Stun D6 targets)
3. Fireball (3D6 dmg in area)
4. Servant Summoning (D6 potkins)
5. Illusion (Turns into D6 copies)
6. Mind Control (roll to resist)
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The Last Archon - 6HD+6
Currently Imprisoned in the
Archon's Vault, but is capable of
creating a weaker projection (3HD)
of itself anywhere in the glowing
caves. Any creature looking directly
at it will be paralysed or become
insane. To release it from it's prison
only takes to destroy the golden rings
with a potkin hammer. If released, it
will flee directly to the giant cyclop
statue (pg. 10), raise from the ground
and destroy everything on sight.
D6 Attacks
1-2. Laser Beam (3D6 dmg in line)
3-4. Electrick Shockwave (2D6 area)
5-6. Soul Stealing (D6 hp per turn)
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3. MAGICAL ARTIFACTS
12. Soul Gem, the heart of a Potkin. 25. Eyed Amulet of forgotten gods.
Can be used to recharge magical The amulet gives a +1 bonus to a
items, one charge per Potkin's HD. random stat (+3 max).
13. Etherite Crystal filled with 26. Flying Dagger that follows the
magic to estabilize soul gems, able to target until they disappear of their
store spells. Potkins drop 1 p/HD. sight. 1 use per crystal.
14. Etherity Sickle made to steal 31. Deacon's Staff with two of
souls from living creatures. Can be their six spells (page 32). Has D6
used to recharge soul gems. uses before needing recharge.
15. Potkin Hammer very effective 32. God's Will, a mythical spear that
against pottery and bones, but not so kills demons and powerful spirits,
much against metal. hidden in the forbidden library.
21. Golden Key that turns doors 34. Diamond Pickaxe, literally
into magic portals to places the user indestructible. Used to mine etherite
has already visited, then disappears. veins, hidden by the Wardens.
22. Clay Slab that stores a random 35. Severed Leviathan's Tail,
spell to learn. Scholars can use their absorbs all magic and turns damage
knowledge to create magic items. into hit points ( 3dmg = 1hp)
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3. MAGICAL ARTIFACTS
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