TEXT: Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d20 Female Names
  1d20
  Female Names
  1d20
  Male Names
  1d20
  Male Names
  1
  Anastasia
  11
  Nereida
  1
  Acacius
  11
  Michael
  2
  Clementina
  12
  Patricia
  2
  Alexander
  12
  Menas
  3
  Dominica
  13
  Praeiecta
  3
  Bassus
  13
  Narses
  4
  Euphemia
  14
  Rhode
  4
  Cyrus
  14
  Paulus
  5
  Flora
  15
  Silvia
  5
  Demetrius
  15
  Petrus
  6
  Gabrielia
  16
  Sophia
  6
  Elias
  16
  Rusticus
  7
  Helena
  17
  Theocharista
  7
  Faustus
  17
  Sergius
  8
  Iuliana
  18
  Theodosia
  8
  Georgius
  18
  Stephanus
  9
  Labinia
  19
  Valeria
  9
  Ionnes
  19
  Theodorus
  10
  Maria
  20
  Xanthippe
  10
  Leontius
  20
  Victor
  An opportunity for trouble has arisen within the great city, not far from the characters’ usual haunts. It seems the whole of 
  the great city is talking about a treasure hoard to be found somewhere nearby. Dangerous powers seek out this treasure, so 
  even disinterested characters may be caught up in their wake. The treasure can be found at the culmination of a dangerous 
  dungeon, after its protectors and seekers cause many problems in town.
  This Scenario Pack gives the GM several tables which will allow the quick creation of an adventure while the players are 
  making their characters. You will find example names, information about the treasure and who wants it, numerous chal-
  lenges, and sample monsters.
  If you need to come up with names of people and places on the fly, use the following tables. 
  You will learn a lot about the great city from the events the players roll while making their characters and the tables in this 
  scenario pack. This will include information on the people who live there. 
  Use this table to come up with names for some of those people or the characters themselves.
  Reminder!
  add a location 
  to the Map
  add an NPC  
  to the Map
  1d12
  Street Names
  1d12
  Street Names
  1
  Crookback Lane
  7
  Golden Horn
  2
  Small Lords Court
  8
  Chessboard Lot
  3
  Harm’s Way
  9
  PalaceSpit Lane
  4
  Straight Road
  10
  Etisbay Wharf
  5
  Anvil Boulevard 
  11
  Allonian Close
  6
  Forum of the Ox 
  12
  Fetchersbay Wind
  The Treasure hunt
  A scenario Pack within and below the great city
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d10
  Where is the treasure being hidden or housed?
  1
  A ruined and forgotten temple hidden beneath the city.
  2
  A ferocious monster’s lair in the sewers.
  3
  On board an inconspicuous ship docked in the harbor.
  4
  A noble or merchant’s villa in the High City.
  5
  In a cult’s secret meeting space in an abandoned warehouse.
  6
  A crumbling but once rich house in the Haunted District.
  7
  One of the city’s many temples to a minor deity.
  8
  A seedy inn frequented by many nefarious folks.
  9
  Beneath the center of a gladiatorial arena.
  10
  The home of a secretive sorcerer whose true identity is a mystery.
  1d6
  What connects the characters to the treasure?
  1
  2
  3
  4
  5
  6
  Fill this table with NPCs and locations from character creation. If the NPCs are friendly, they are being hurt somehow by the 
  treasure or those who hunt it; if they are foes, then they are involved in the hunt. If it is a location, then perhaps a clue as to 
  the treasure’s nature or whereabouts can be found there.
  the setup
  1d6
  Why can’t this wait? Why must the characters seek the treasure now?
  1
  Rumors of the treasure are spreading like wildfire through the bars, inns, and gambling dens of the great city. 
  Can the characters claim the treasure before another group of adventurers? 
  2
  Something has been killing the rats in the area. Now, the dogs are disappearing. What foul pack of beasts stalks 
  the streets at night?
  3
  Dark dreams roam from bed to bed across the great city, and dark deeds follow in their wake. Although all in the 
  city feel the effects of these dreams, only a few have noticed the patterns behind them. 
  4
  A previous sponsor has called on the characters to fetch the treasure, whether by blackmailing or threatening 
  them, or perhaps with the promise of reward.
  5
  A friendly named NPC comes to the PCs, begging for help getting her out of a jam by handling (or helping her 
  handle) the situation.
  6
  A great lord of the city is making the PCs an offer they can’t refuse: handle the situation, or die.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  What else is happening in the city? 
  1
  The characters are currently seeking a different treasure themselves, such as a lost hoard of coins and gems, or 
  a valuable artifact.
  2
  An associate of the characters has gone missing, and all clues have led the characters to this island. The GM 
  should choose an existing NPC from the characters’ backgrounds to fill this roll.
  3
  The characters have come here seeking magical power, whether in the form of a magical item, a collection of 
  knowledge, or a portal to another world.
  4
  A rival of the characters either lives or has fled here.
  5
  The characters were hired by an NPC in the great city to fetch an item or person on this island.
  6
  The characters seek glory and a name for themselves. They chose this island for its reputation or in order to slay 
  a famous foe.
  1d6
  What is the treasure? 
  1
  A collection of ancient artifacts and writings worth very much to the right investor.
  2
  A great pile of gems, jewelry, and golden coins.
  3
  A magical item of some power whose properties are unknown.
  4
  A book of cursed and forbidden knowledge, perhaps containing lost maps or the names of gods.
  5
  A religious artifact which holds significance for multiple cults in the city.
  6
  A cache containing various currency from across the Hundred Seas.
  1d6
  Where did this treasure come from? Who gathered the hoard, and what is its nature?
  1
  Generations ago, the high priest of a blood cult gathered this treasure from his victims. The treasure is cursed; 
  whoever possesses the treasure suffers a -1 penalty to all rolls.
  2
  A beast of the ancient world, who yet slithers beneath the earth, collected this treasure; she wants it still.
  3
  The treasure came from another plane of existence, beyond the ken of mortals; no one in the presence of the 
  treasure may spend Fortune Points.
  4
  A demon of Chaos looks over this treasure and any who might possess it; anyone in possession of the treasure 
  receives a +5 bonus to all saving throws.
  5
  The treasure once adorned the coral palaces of the fishfolk; it always seeks to return beneath the waves.
  6
  A mad nobleman hired a genius craftsman to hide this treasure away from all thieves; the treasure is guarded by 
  many ingenious traps.
  These events could serve as a distraction from the treasure hunt, or the GM could tie them directly to the main plot.
  Events During The Game
  The Treasure
  The following tables help determine the nature and source of the treasure the player characters seek. Whatever the result, 
  the treasure is worth a great deal of money if liquidated, probably around 5,000 silvers.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d6
  What protects the entrance to the dungeon?
  1
  Opening the door requires the use of a hidden and somewhat famous mechanism; characters can learn of this 
  through research, or can make a roll to discover it when they reach the door.
  2
  The only point of access is through a well-populated area, like a public house or market square. Any comings and 
  goings will attract unwanted and possibly dangerous attention.
  3
  Just inside the entrance is a dangerous trap. Unless they have been warned to avoid triggering it, the trap will 
  cause players to make a saving throw of some kind or take 1d4 damage per level.
  4
  A small group of adversaries guard the entrance to the dungeon. These are likely armed men in the employ of the 
  dungeon’s master, but might be more exotic foes.
  5
  A single large creature is at the dungeon’s entrance. This might be a giant beast, a wicked spirit, or a sorcerer’s 
  twisted creation.
  6
  The entrance to the dungeon is within the domain of a rich or powerful man in the city. Getting onto his property 
  will require great charisma or great stealth.
  1d6
  What traps, riddles, and dark magics await those who seek the treasure?
  1
  The dungeon is labyrinthine and massive, full of dark stone passages branching both left and right, upstairs and 
  down. A party without a map or guide must make an Intelligence check or spend 1d4 days lost in the darkness. 
  Did they bring enough food and water?
  2
  Once the players cross over the broken stone threshold of a chamber, a chime sounds and they must make a saving  
  throw versus spell. If they fail, they lose their sense of sight or hearing; if they succeed they lose their sense of 
  taste or smell. Their senses are restored when they leave the location, but will disappear again if they ever return.
  3
  The dungeon contains a physically challenging traversal, such as a difficult climb, a dangerous swim, or a peril-
  ous jump. Characters must make an appropriate ability score check or suffer 1d4 damage and a -2 penalty on all 
  future physical rolls until they have rested.
  4
  A mage of subtle powers seeks the treasure as well, cloaked in invisibility, and deadly in the shadows. She is a 
  level 4 mage and knows the spells Counterspell, False Friend, Greater Illusion, Masked Image; the rituals Hidden 
  Sanctum, Invisibility; and the cantrips Beguilement, Glamour Weaving.
  5
  The dungeon is partially in another dimension. Gravity may change from room to room; each area might seem to 
  be in a different environment, from forest to tundra to volcano; some fundamental human truth, like hospitality, 
  might be inverted. 
  6
  The dungeon has three traps: one near the entrance, one near the monsters’ lair, and one near the treasure. Each 
  of these places is trapped with a different challenge from the following list: pit trap, swinging blades, poison ar-
  rows, crushing blocks from above, flooding, flames and fire, tripwire alarm.
  The Dungeon
  The following tables will help the GM design a short dungeon representing the hidden treasure’s location and guardians. 
  These tables will provide a challenge to overcome at the entrance to the dungeon, two challenges to take place within the 
  dungeon, and one final challenge at the treasure itself. The GM should feel free to weave these elements together in any way 
  she feels fit, and to pepper the dungeon with any other dangers or elements which she feels the group can handle.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  1d8
  What monsters guard the treasure and threaten the neighborhood?
  1
  This place has become home to a colony of giant snakes, including a ball of 4d6 ravenous just-birthed snakes as 
  likely to eat their siblings as the heroes, and at least one giant snake waiting to drop onto an unlucky adventurer.
  2
  The hungry dead roam the halls, perhaps set to guard the treasure, perhaps arisen for other reasons, but all wear-
  ing strange iron bands, and all preternaturally angry at the living.
  3
  The area is filled with cracked marble statues, a few of which spring into action and attack once the adventurers 
  have gone past them.
  4
  Another group of adventurers seeks the treasure at the same time and they have no compunctions about killing 
  their way to wealth and glory. The group should be a little weaker than the characters. They will be clever enough 
  to lie in wait, but impatient enough to rush headlong towards the treasure.
  5
  The dungeon is home to numerous children of Chaos, mostly the mutated folk of the city who have been driven 
  into hiding and are filled with bitterness and rage.
  6
  A feral race of fishfolk who have never seen the sun have come up into the dungeon from an underground sea 
  heretofore unexplored by humankind.
  7
  Magical resonance from a thousand failed rituals has driven mad everything from the furniture to the fixtures. 
  The party will encounter numerous animated objects (see Through Sunken Lands and Other Adventures p.96).
  8
  Minor spirits of Chaos are drawn to the treasure like moths to the flame. In their erratic orbits around it, they 
  fight each other and feast on any mortals who fall into their paths.
  1d6
  What power guards the treasure?
  1
  A sorceress is in league with the power that gathered the treasure, and will use all of her considerable magics to 
  protect it. If defeated, she will flee, but will certainly return to seek revenge.
  2
  A demon is bound to the treasure chamber and obligated to try to stop any intruders. Whether it was forced into 
  this duty or agreed to it for some other service will determine just how much it really cares about stopping thieves.
  3
  A monstrosity guards the treasure. Perhaps the monstrosity was summoned or grown to guard the hoard, or 
  perhaps a villain’s cunning led her to use the monstrosity as a guard dog.
  4
  A band of trained warriors have been set to guard the treasure. These are no idle loafers, but clever people inter-
  ested in their own survival. They will have set look outs and planned for an attack.
  5
  An ancient warrior has been cursed to guard this treasure for all eternity, fighting until destroyed in order to 
  protect the one thing that keeps it from eternal peace. 
  6
  The treasure is bait used by a powerful, half-sentient magical curse: all in near range must make a saving throw 
  versus polymorph or lose 1 point from a random ability score. The curse will lose its power after there are none 
  left alive who are still feeding it.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  The Road Goes On
  1d6
  What leads the characters to their next adventure?
  1
  Another treasure hunter becomes friendly with the party, offering cooperation in this adventure and the promise 
  of a shared expedition to the far side of the island next month.
  2
  The characters come upon an ill-proportioned map with directions to a hidden portal and a treasure trove 
  described as both ghastly and beautiful.
  3
  The second son of a minor noble house who was also hunting the treasure is now in need of resuce. If the 
  characters get him safely home, they will make powerful friends in the great city.
  4
  Amongst the treasures, the characters find a demon bound into a metal compass which always points towards 
  the nearest treasure hoard.
  5
  Shortly after completing their task, a stranger approaches the characters and begins to describe the adventure to 
  them in disturbing detail. She then asks for a favor involving a perilous voyage.
  6
  Rumours of another treasure begin to spread throughout the great city, and a friendly NPC comes to ask the 
  characters for help with it.
  The GM may want to leave the players with the seed of a future adventure involving the treasure, its guardians, or its  
  hunters. This allows the group to continue their story with the same characters later. This table will give a hook towards the 
  end of the session which will lead to further play.
  If you are playing this scenario as a one-shot, surviving the dungeon and learning about the hidden treasure is probably 
  interesting enough for the group. However, if you plan to continue with these characters on further adventures, it might be 
  nice to give them a reward to help them in future endeavors. 
  1d6
  What reward do the characters gain apart from the treasure itself?
  1
  The characters acquire an incredibly valuable statue obviously stolen from the Imperial Palace.
  2
  Encased in a scabbard of rotting leather is a short sword made of dark blue iron. This sword grants +2 to hit and 
  damage and, once drawn, assumes the size and style of its wielder's preference. It rots or corrodes any sheath in 
  which it is placed.
  3
  Amongst the treasure is a slender bone wand covered with strange runes. Any spell caster who has read them 
  aloud may use the wand during any ritual to gain a +1 bonus.
  4
  The characters acquire a small wooden box, bound in tin, which somehow always contains a roll of bandages and 
  about a dozen coppers of the local currency. 
  5
  Wrapped in layers of suspiciously-stained linen is a bronze tablet in the shape of a door which contains instruc-
  tions for the spell Opening Touch. Casting this spell on the tablet will shatter it into pieces, revealing a knapped 
  flint dagger granting +3 to hit and damage.
  6
  The characters get a potent magical amulet made of untarnished, eldritch metal. The item provides its wearer 
  with +1 to AC and saving throws and always glows faintly with an unnatural light.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  Recent Events
  The city is abuzz with rumors of the hidden treasure, and each of the characters has been hearing different bits of informa-
  tion. Each player should roll on this table to see what rumors have come along. The player to the left was there too and may 
  help. Remember that if a player rolls a duplicate event, one of the special events at the end of the table happens instead.
  1d10
  What rumor about the treasure made its way to you?
  1
  You overhead a sailor by the docks talking about the treasure. Test Charisma (Gossip and Socialize skills may 
  help). Success: the GM will give you one hint as to the treasure’s location. Failure: you offend the sailor who 
  breaks his flagon over your head; begin the session having suffered 1d4 hit points of damage.
  2
  While shopping, you saw two strangers pass a package and followed the recipient on a whim. Test Dexterity (skills 
  like Stealth may help). Success: you discover the name and location of an NPC associated with the treasure. Failure: 
  your target spots you and his compatriots mug you in an alley; lose any spare coin you had with you.
  3
  You saw a group of cloaked figures carry strange equipment into an alleyway. Test Intelligence (skills like Trap-
  ping may help). Success: you know how to prepare for one of the dungeon’s challenges, and will gain a +2 bonus 
  to rolls against it. Failure: they were onto you, and there will be extra guardians at the dungeon.
  4
  You got into a drinking contest with a thief from the guild. Test Constitution. Success: the GM will give you one 
  hint as to the treasure’s location. Failure: you wake up in the city jail, and your friends will have to bail you out.
  5
  Near one of the city’s centers of learning, you saw some hooded figures drop a parchment map. Test Dexterity 
  (skills like Pickpocketing may help). Success: you manage to snatch the parchment without them noticing, and 
  now have a map of the dungeon, though you still do not know its location. Failure: the men notice your attempt 
  and snarl a curse before sneaking away; you will suffer a -3 penalty to the next roll that you make.
  6
  You were attacked by a madman ranting about a cursed treasure hidden somewhere in the city. Test Strength. 
  Success: you control and calm the man for long enough to hear one piece of information about the nature of the 
  treasure. Failure: you are throttled before getting away; begin the game having suffered 2 hit points of damage.
  7
  A decadent imperial nobleman insisted you find a magical treasure for him. Test Charisma (skills like Persuasion 
  may help). Success: the nobleman offered you 100 gold coins to take the job; he is waiting on an answer. Failure: 
  the nobleman threatens to send his men after you should you fail to bring him the treasure free of charge.
  8
  At an inn, you overheard a wounded woman discussing her failed attempt to find a priceless treasure in the city. 
  Test Charisma (skills like Socialize and Healing may help). Success: the adventuress tells you the nature of one 
  of the creatures you will face in the dungeon, as well as a hint as to how she now realizes she could have beaten it. 
  Failure: you say too much, and now another group of adventurers knows that you are after the treasure.
  9
  An impressive seer was telling fortunes near the Temple District. Test Intelligence (skills like Forbidden Knowl-
  edge may help). Success: the prophetess was impressed with you, and tells you a piece of information about the 
  great power which guards the treasure. Failure: finding you distasteful and ignorant, the seer sends you away 
  roughly and gives you a bad omen; you will automatically fail the next saving throw you must make.
  10
  A group of cultists accost you, asking where you hid their stolen treasure. Test Strength. Success: you fought 
  them off and made off with one of their purses; gain 2d10 silvers. Failure: they cut your face, leaving their mark 
  on you; begin the game with 1 hit point of damage and are marked by the cult .
  *
  The priest of a foreign god visited you in a tavern and told you that you would face a great challenge soon. Test 
  Wisdom (skills like Socialize and Religious Lore may help). Success: the priest gives you a token of his god which 
  provides you with a +1 bonus to all saving throws for the next month. Failure: The priest blesses you and goes on 
  his way; you will automatically pass the next saving throw you must take.
  **
  While you were walking near the harbor, you saw a strange woman rise from the sea; truly you were in the 
  presence of an elemental godling. She asked you to swim with her. Test Constitution (skills like Athletics may 
  help). Success: impressed with your abilities, she offers you a blade of great power (a +2 weapon with at least 
  one unknown magical property). Failure: she laughs at your unworthy skills, but gives you her necklace of shells 
  nonetheless (an amulet which allows its wearer to breathe underwater).
  ***
  A prince of Chaos came to you in the guise of a multihued cat and offered to make you the master of the dungeon 
  should you succeed in your quest. If you agree and succeed in the adventure, you become a champion of Chaos, and 
  the location and all of its treasures and inhabitants are yours. If you disagree you neither gain nor lose anything.
  
  Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
  Suggested Monsters
  The following monsters are particularly appropriate 
  for this scenario pack, and so their summaries are 
  provided here for your convenience. With each cat-
  egory of monster is a suggested number which will 
  provide a challenge to four Level 2 PCs. 
  Human Threats
  The Urban Adventurer or Shadowy Sorcerer might 
  be the major villain for the scenario. Five or six city 
  guards are a good show of force for an early encounter.
  Urban Adventurer
  Many brilliant, desperate men and women make their 
  way to the great city in search of fame and fortune. 
  Hit Dice: 3d8 (14 HP)
  AC: 15
  Attack: +2 to hit, 1d6+1 damage (short sword)
  Alignment: usually Neutral
  XP: 95
  Notes: Highly Skilled (the Urban Adventurer is as 
  skilled as the PCs and may make ability score checks 
  for various things; assume that he has a 13 in each 
  ability score and three special skills which give him 
  a +2 bonus), Well Connected (the Urban Adventur-
  er has connections providing illicit knowledge and 
  goods), Light Source (the Urban Adventurer always 
  has a light source to hand)
  Shadowy Sorcerer 
  A single mage of subtle powers stalks the treasure as 
  well, cloaked in invisibility, and deadly in the shadows.
  Hit Dice: 4d6 (14 HP)
  AC: 12
  Attack: +2 to hit, 1d4 damage (dagger)
  Alignment: Chaotic
  XP: 300
  Notes: Spellcasting (the Shadowy Sorcerer may cast 
  cantrips, spells, and rituals as a level four mage; as-
  sume she has an Intelligence and Wisdom of 14 for the 
  purposes of casting rolls; he knows the Beguildement 
  and Glamour Weaving cantrips, the spells Counter-
  spell, False Friend, Greater Illusion, and Masked Im-
  age, and the rituals Hidden Sanctum and Invisibility)
  City Guard
  Hit Dice: 1d8 (5 HP)
  AC: 14
  Attack: +0 to hit, 1d8 damage (long sword or pole arm)
  Alignment: usually Neutral or Lawful
  XP: 20
  Acquisitive Noble 
  The noble’s weapons are not the iron blade and feath-
  ered arrow, but the silver tongue and silken purse.
  Hit Dice: 2d6 (7 HP)
  AC: 10
  Attack: -1 to hit, 1d4-1 damage (fashionable dagger)
  Alignment: usually Neutral
  XP: 60
  Notes: Social Graces (the Acquisitive Noble always 
  knows what to say; assume that she has a 14 in Cha-
  risma and Wisdom), Well Connected (the Acquisitive 
  Noble has connections providing almost everything), 
  Hired Muscle (the Acquisitive Noble can, with several 
  hours preparation, acquire 3d4 personal guards like 
  the City Guard, above)
  Inhuman Threats
  This beast would serve as a rival for the treasure or its 
  final guardian. The GM may wish to give hits about its 
  powers to allow the characters to prepare.
  The Beast Who Slithers
  A beast of the ancient world, who yet slithers beneath 
  the earth, collected this treasure; she wants it still.
  Hit Dice: 5d10 (28 HP)
  AC: 14
  Attack: +5 to hit, 1d4 damage (claw), 1d8 (bite)
  Alignment: Chaotic
  XP: 350
  Notes: Breath Weapon (once per day, the beast may 
  belch a great cloud of poisonous smoke; all in near 
  range save versus breath weapon or suffer 1d8 dam-
  age), Poison (the beast drips with poison; anything it 
  touches must save versus poison or suffer 1 hit point 
  of damage for 1d8 rounds), Swift (if there are enough 
  foes in its immediate range, the monstrosity may claw 
  twice and smash or bite once per round)
  
SOURCE: textdata/thevault/Through Sunken Lands/Through Sunken Lands Game Aids/Through Sunken Lands Scenario Packs/Through Sunken Lands Treasure Hunt Scenario Pack.pdf