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NoteQuest Eng

This document provides instructions for playing NoteQuest, a solo dungeon crawling roleplaying game. The summaries are: [1] NoteQuest is a simple solo dungeon crawler where players create an adventurer and explore procedurally generated dungeons in search of fame and fortune. Random tables determine the adventurer's race, class, abilities and starting equipment. [2] To play, players will need this rulebook, paper/notebook, pencils and dice. Players create a character by randomly determining their race and class, which provide abilities and starting stats like hit points. Characters then explore dungeons mapped on paper. [3] If a character survives a dungeon, they

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100% acharam este documento útil (5 votos)
5K visualizações24 páginas

NoteQuest Eng

This document provides instructions for playing NoteQuest, a solo dungeon crawling roleplaying game. The summaries are: [1] NoteQuest is a simple solo dungeon crawler where players create an adventurer and explore procedurally generated dungeons in search of fame and fortune. Random tables determine the adventurer's race, class, abilities and starting equipment. [2] To play, players will need this rulebook, paper/notebook, pencils and dice. Players create a character by randomly determining their race and class, which provide abilities and starting stats like hit points. Characters then explore dungeons mapped on paper. [3] If a character survives a dungeon, they

Enviado por

nunya
Direitos autorais
© © All Rights Reserved
Levamos muito a sério os direitos de conteúdo. Se você suspeita que este conteúdo é seu, reivindique-o aqui.
Formatos disponíveis
Baixe no formato PDF, TXT ou leia on-line no Scribd

Tiago Junges

1ª Edição
Edição do Autor
Porto Alegre
2020
- Backers -
Adeilson de Almeida Gonçalves, Adeir Ribeiro, Adler, adriano jennrich cordeiro, Adriano Peres, Alcyone Fernandes Marques
da Silva Rosa, Alexander Aparecido Urso Silva., Alexandre Baraldi Ramos, Alexandre Ferreira da Silveira, Alexandre Fortunato,
Alexsandro Teixeira Cuenca, Allan Castro Lima, Allan Macedo de Novaes, Aluísio Soares da Silva Júnior, Álvaro Álvares, Amós
do Carmo Moreira Filho, Ana Carolina Aparecida Jacobelli de Oliveira, Anderson Reinaldo Candido, André Angellis, Andre Bruno
Lourenço da Silva, André de Melo Sobral, Andre Luis Albuquerque Campos, André Luís Muzzi, Andre Luis Ribeiro Leite, André
Luiz Marcondes Pontes, Andre Pio, Andrei Ajudarte, Anna Carolina de Oliveira Velasco, ANTONIO JOSE DE AGUIAR MOTA, Arthur
Giacobbo Brandão, Braien Machado, Brenda Felipe, Bruno Costa Coelho, Bruno Deliberali Santos, Bruno Henrique, Bruno Marques,
Bruno Prieto, Caio Campos Barboza, Caio Castro Vaz, Caio Eduardo, Caio Fornasari, Caio Noronha Junior, Caio Rocha Pereira,
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Lucas, Jean Lucas Sgarbi Carassa, Jefferson Geovane, Jéssica Alves, Jhonnatan Gabriel Farias de Souza, João Felipe Fogageiro
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João Paulo, João Pedro de Brito Moreira Silva, João Pedro Dos Santos Dias Pereira, João Ricardo Bittencourt, João Victor Antunes
Krieger, Joao Vitor Toti Pelizzari, Joaquim Neto, Jocy Dieguevara de Moraes Chaves, Johnatan Melo, Johnn Robert Costa Kalil,
Johny Ricardo dos Santos, Jorge Gomes de Araujo Junior, Jorge Roberto de Souza, José Antonio dos Santos, José Carlos de
França Gonçalves, José Luiz Dos Santos, Josias Batista da Costa, Juanito Cauê Gama Cassemiro, Juliano - jcmsx, Julio Cesar
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Ferreira, Leonardo Cardoso Gomes Godoy, Leonardo Henrique da Silva de Andrade, Leonardo Marques Rodrigues, Liano Santos
Batista, LINCOLN RUTESKI DOS SANTOS, Luan da Silva Avila, Luan Peixoto, Lucas Fowl, Lucas Machado, Lucas Mestre Ferreira
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Augusto, Marcelo Collar, Marcelo Hilst Martins, Marcelo Lacerda de Góes Telles, Marcio Simão de Vasconcellos, Márcio Tadeu
Alves Júnior, Marcos Riego, Marcos da Maia Vicente Júnior, Marcos Vinicios Ornelas, Marcus Vinicius de Mello Oliveira, Marina
Pocketmonster, Mário Filho, Marlos, Mateus Duarte, Maurílio Zucatelli Júnior, Maxwell Araujo Santiago Tavares, Milton Diogo, Mizzy
Wizzy, nairo lucio de melo junior, Nathaniel Reis de Figueiredo, Neudson Fernandes Vasconcelos, Newton Felipe Ferreira, Nienio
Diegoli Gontijo, Paula aragao valverde, PAULO FRANCISCO NUNES DE OLIVEIRA, Paulo José D. Morello, Pedro Augusto Tavares,
Pedro Henrique, Pedro Mandagará, Pedro Medeiros, Pedro Salgado, Pedro_Herein, Petras Furtado, Rafael Baldo, Rafael Beltrame,
Rafael Lacerda Silveira Rocha, Rafael Oliveira Bezerra, Rafael Panczinski de Oliveira, RALPH FERRAZ GOMES, Raphael D. Viana,
Renan França, Renan Pereira Gerber, Renan Vinicius de Barros Becker, Renato de Castro Pereira, Reni Junior, Rian Mendes, Ricardo
Mallen Machado de Souza, Ricardo Rodrigues, Rita Adelly, Roberson Barrionuevo, Roberto "Necrobeto" Barreto Miyoshi Moreira,
ROBSON DE MELO SOUZA, Rodrigo Castro, Rodrigo Lopes de Aquino, Rodrigo Montecchio, Rodrigo Oliveira, Rodrigo Silveira de
Pinho, Ronald Tunner de Souza Santos, Ronaldo Frederico Langer, RPG com Nozes, Ruan Kaylo, Rubens Carvalho Alves de Lima,
Samara Bezerra Lisboa, Sammara Adriana Barros Carvalho, Samuel Grave Silva, saulo lima de souza bertani, Saulo Medeiros
Aride, Saulo Oliveira, Sérgio J. Sousa, Sergio Paulo, Silvio Damasceno, Sir Paulo (Brierius), T. K. Pereira - Escriba Encapuzado,
Tarcisio Lucas, Teófilo Araújo, Teresa cristina canella eugenio, Thairone Campos, Thiago Corôa, THIAGO COSTA ARAUJO, Thiago
Henrique Righetti e Silva, Thiago Leite, Thiago Monteiro, Thiago Neri, Thiago Piedade, Tiago Alves Madjar, Tiago HR, Tiago Jedson,
Tiago Mendonça Marinho, Valdemar de França, Vergilio Vinciguera, Victor Arthur, Victor Hugo Félix Martins, Victor José, Victor
Peixoto Pereira, Vinicius Gomes de Oliveira, Vinicius Ribeiro Cabral, Wanderson Martiniano de Mello, weverson garcia medeiros,
William Cunha de Freitas, Willians Novais, Winardlley Nardson Lima.
- Table of Content -

Introduction 5
Rules 6
Dungeon 11
Graveyard 24

Introduction
NoteQuest is a solo dungeon crawler game. It has an extremely simple and fast rules
system. Prioritizing the most important and fun part: The exploration! You will play with a
weak adventurer after fame and fortune. Good luck! (Youre gonna need it)

- How to Play-

To play NoteQuest you will need this book, a notebook or grid paper, a pencil and some
dice (d6). Now just find a quiet place and start your adventure!
First you will create an adventurer and a dungeon. If you manage to complete the
dungeon, you can move on to another dungeon and so on. If you die before that (which is
very likely), create a new character and try to explore the dungeon again (and find your old
character's corpse with all the items in the backpack) or explore a new dungeon. This is the
flow of the game.
The book you are reading is the Core Book. There is a supplement called "Expanded
World" where you can further expand your adventures, with HexCrawl and many other
custom dungeons, races, advanced classes and rules for managing castles, kingdoms and
empires.
It is recommended that you play the Core Book first before venturing
into the Expanded World.
- Creating Your Adventurer -
To create your adventurer you will need to roll a Race and Class in the tables below. Each of these
will indicate Hit Points (HP), an Ability and your Starting Weapon. You start with 10 Torches and no
coins. If you have spells, roll to the Basic Spells table for each spell.

Table: Race
2d6 Race HP Ability
2 Slimemen 10 If you engulf the body of an enemy, you regain all HP.
3 Lightbugster 16 You start with 3 uses of the Light spell.
4 Pixie 8 You start the game with 5 random Basic Spells.
5 Gnome 14 You start the game with 3 random Basic Spells.
6 Elf 16 You start the game with 1 random Basic Spell.
7 Human 20 None.
8 Dwarf 18 When you roll to Find Secret Passages, roll two dice and discard the lowest.
9 Halfling 14 When you roll to Move Silently, roll two dice and discard the lowest. (except in the Boss!).
10 Cat-Person 19 You can sell equipment in the town for twice the price.
11 Rinoceroid 24 You can attack with your horn (Damage 1d6).
12 Dragonkin 30 You start with 3 uses of the Fireball spell.

Table: Classes
2d6 Class HP Ability Starting Weapon
2 Hobo +4 None. Wood Stick (1d6-2 damage)
3 Grave Digger +2 Deal +2 damage to Undead. Shovel (1d6-1 damage)
4 Noble +0 You start the game with 1 random Basic Spell. Rapier (1d6+1 damage)

5 Schoolar +0 You start the game with 3 random Basic Spells. Dagger (1d6-1 damage)

6 Blacksmith +4 You can repair an armor by spending 1 Torch. Hammer (1d6 damage)
7 Guard +4 None. Short Sword (1d6 damage)
8 Cook +2 Gain 1 coin for every monster killed (except Undead) Cleaver (1d6 damage)
9 Locksmith +2 You can open any door without consuming torches. Dagger (1d6-1 damage)
10 Lumberjack +4 When destroying doors, roll the dice. On a 6 you get 1 torch. Lumberjack Ax (1d6 dmg)
11 Miner +4 If you run out of torches, you can leave the dungeon. Pickaxe (1d6-1 damage)
12 Gladiator +6 None. Short Sword (1d6 damage)

Table: Spells
1d6 Spell Effect
1 Heal Heals 5 HP.

2 Light Creates a globe of light that is worth a torch (but does not use a hand).
3 Teleport You teleport to any empty room. You can use it to escape from combat.
4 Cold Ray Deals 4 damage to one monster and it cannot attack next turn.
5 Lightning Deals 6 damage to one monster.
6 Fireball Deals 5 damage to all monsters in the same room.

6
- Building a Dungeon -
The dungeon will be built as you explore, opening door by door. Initially, you only know its name,
who was whispering in the tavern. To define the Dungeon Name roll in the tables below. Roll three dice,
and look at each of the three columns.

Table: Dungeon Name


Name
1d6
Dungeon Type (First Part) Second Part Third Part
1 The Palace (page 12)... ... of the Secret ... ... Horrors
2 The Crypt (page 14)... ... of the Broken ... ... Curse
3 The Tomb (page 16)... ... of the Ethernal ... ... Rest

4 The Sanctuary (page 18)... ... of the Cold ... ... Hero

5 The Temple (page 20)... ... of the Flaming ... ... Vow
6 The Prison (page 22)... ... of the Dying ... ... Darkness

Depending on the Dungeon Type, you will look for the tables on a different page (see the table
above). For your exploration, you will only need the tables that will be there.

Opening Doors Table: Open a Door


1d6 What happen?
To start exploring the dungeon, you first need to under-
stand the process of opening a Door. Each time you find a 1 You active a Trap!
door, you should check it by rolling on the table to find out 2 Locked!
what happened. It may be locked (result 2 or 3) but it may 3 Locked!
also have triggered a trap! If activated, roll in the Trap table
4 Unlocked
corresponding to the type of dungeon you are in.
You only need to know this table here. 5 Unlocked
6 Unlocked

Segments
The dungeon map is separated by “Segments”, where
a Segment can be a Corridor, Staircase or Room. When-
ever you open a door, you will roll a dice and check the
corresponding column in the Segments table based on
where you are opening the door.
If you are on a staircase, for any door you open,
check the first column of the table. If you are in a corridor,
for any door you open, check out the second column. If
you are in a room, for any door you open, check out the
third column.
If the segment is a Room, roll also in the Content
table and in the Monsters table.

7
The Final Room Dungeon Actions
Each staircase you descend will be taken to a new
Inside the dungeon, you will be walking from
level in the dungeon. As soon as you are entering the
segment to segment. If you enter a segment with
third level (that is, there are 2 floors between you and
monsters, you need to face them before anything else.
the entrance to the dungeon), you will have found the
If there are no monsters (or if they have been defeated)
Final Room.
you can open any doors or chests that exist there.
If the dungeon was completed without any stairs
In addition to these simple actions, we have special
to the third level, the last open room will be the Final
actions that the player can choose to do:
Room.
Open Lock: You can open any locked door. To do
The Final Room is a large room with no doors where
this, spend 1 torch and you will be able to unlock it.
the Boss of the dungeon will be waiting in the center.
Breaking the Door: A locked door can be opened
Roll only the Dungeon Boss table on the dungeon
by breaking. It is a simple action and does not require
page and nothing else (no Content or Monsters). After
time or torch, however, if you do this, in addition to the
defeating the Dungeon Boss you will find 2d6 Treasures
door can no longer be closed, you alert all monsters of
with him.
that segment that will attack you first.
Move Silently: If you opened a door without
The Darkness breaking it or activating a trap, you can choose to
Move Silently. Spend 1 torch and roll a dice for each
The most important thing to understand when
monster inside the room, and if any die results in a 1,
playing NoteQuest is the Darkness. This is your adven-
the monsters will see you and will attack you first. But
turer's greatest enemy. If at any time you are in the
if successful, you can go through the room undetected,
middle of the dungeon without a torch, the darkness
picking up treasures and opening doors. If in hiding you
will devour you. You lose your character and must
set a trap or make a noise, the monsters in the room
make a new one. When the new character arrives
attack you. You cannot move silently in the Dungeon
where his old one was, he will find only his backpack
Boss's room.
and clothes on the floor. Monsters are unaffected by
Disarm Traps: In a room you can choose to
darkness.
Disarm Trap. Spend 1 torch and prevent any trap inside
Each torch spend reflects an action that took
this room from taking effect.
time. If you are running out of torches, you can go into
Find Secret Passage: If you are on a segment
town to buy more. Each Torch costs 1 coin, but you
that may have Secret Passage, spend 1 torch and roll
can only carry a maximum of 10 torches at a time.
on the Secret Passage table.
Open a Chest: If you find a Chest, roll two dice.
Spending Torches
The die with the highest result indicates how many
coins were in the chest, and the die with the lowest
The most important resource for dungeon
result indicates how many Treasures were in the chest.
exploration is the Torches. Every character starts with
However, if both dice fall to number 1, the chest was
10 torches. When entering a dungeon you will consume
empty and activated a Trap!
1 torch to light the way. Some actions, such as Open
Lock and Find Secret Passages, take time and may
consume more torches.

8
City Actions Special conditions
Spells: Each spell has a different effect and can
When you need to leave the dungeon, either
be used outside or inside combat. In combat they
because your torches are running low or because you
consume an attack turn. After you use it, this spell is
are low on health, just make sure the segments up to
worn out and you can only use it again if you recover
the entrance to the dungeon are empty. In the city you
in the city. Note that you can have the same spell more
can do any of these actions:
than once. This means that you have more uses of this
spell.
Rest: Spend 1 coin and recover your HP and
Load Limit: You can only carry up to 10 torches,
spells consumed.
and up to 10 items in your backpack.
Fix Armor: Spend 1 coin to recover HP of an
Armor: The armor is separated into 5 pieces:
armor.
Shoulderpads, Bracelets, Boots, Helmet and
Buy Torches: Spend 1 coin and add 1 torch. You
Breastplate. You can use any pieces as you like, you
can only carry 10 torches at a time.
just can't use more than one identical piece. Each has
Sell Itens: You can sell any item in any city for 1
a HP value and if a piece of armor loses all HP, it is
coin. Magic items can be sold for 1d6-1 coins.
destroyed.
Broken Doors: Whenever you have a broken door
in a segment, you will have communication from the
monsters between the segments. This means that if
monsters in one segment are alerted, those in the other
segment will also be and will attack the adventurer.
Keys and Doors: If you find a key, you can open
any door in the dungeon. Keys found in one dungeon do
not open doors in another. The Master Key opens any
door in any dungeon.
Returning to a Dungeon: If you leave the
dungeon to rest in the city, when you return you will
have to roll on the Monster table for each empty room
you enter. This is also true if you die and venture out
with another character in the same dungeon. If a room
still has monsters, they recover all of their health.

9
Combat Your Hands
The combat is quite simple. First, you need to When your character is going to explore a dungeon,
know who will start attacking. If you opened the door he needs to use one hand to hold the torch. So he
without making a sound (that is, without destroying it or cannot fight with a Two-Handed weapon without having
activating a trap), you are the one who starts attacking. another source of light in place. Losing an arm in a trap
If not, it will be the monsters in the room. The combat is the same case. There are a few ways to get around
then continues to rotate the attacks between you and this, like hiring someone to hold the torch for you (see
the monsters. in the "Expanded World"), using a lamp or casting light
When monsters attack, add everyone's damage spells.
and reduce this value from your HP (or armor's HP, if
you're using one, it's your call). In your turn, roll the Monsters
damage of the Weapon you are using, choose an
Some monsters have unique characteristics, see
enemy and reduce its HP value.
the list below:
If you lose all HP, your character is dead and all
your equipment will now be on the floor of that room to Stoneskin: This monster ignores any damage
be recovered by your next character. taken that is 3 or less.
Loot: After the fight, roll 1d6. On a '6' you found 1
Treasure. On a '5' you found 1 Key. And if it's 4 or less
you found 1 coin.
Explosive: When you get a 1 on the damage roll,
this monster will destroy itself and deals damage equal
to its current HP.
Firebreath: When you get a 1 on the damage roll,
its next attack will deal +10 damage.
Horde: When you get a 1 on the damage roll, an
Orc (6 HP; Damage 3) enters the room.
Intangible: Takes no damage if the damage is an
even number.
Sorcery: When you get a 1 on the damage roll, this
monster will cast a spell. Roll 1 die and add up the final
damage value of the monster's next attack.
Deathtouch: When you get a 1 on the damage roll,
this monster's next attack will kill you.
Undead: After this monster is defeated, roll a dice.
If it's a 1, this monster comes back to life with 1 HP.
Necromancy: When you get a 1 on the damage
roll, a Skeleton (4 HP; Damage 1; Undead) appears.
Weakness: When you get a 6 on the damage roll,
this monster takes twice as much damage.
Regeneration: When you get a 1 on the damage
roll, this monster recovers 6 HP.
Paralyze: When you get a 1 on the damage roll,
the next attack paralyzes for 1d6 turns.
Poison: All damage from this creature cannot be
absorbed by armor or other means.

10
- Dungeons -
- Palace -
This dungeon is inside a large building with a beautiful entrance door. In the past this was the home
of some nobleman. When you open the door you will find a giant hall with two doors on each side and
a staircase in the center. At the end of the staircase there is a wooden door.

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 Acid Spout (5 Damage).
3 There's nothing here.
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
Dust-filled library.
2
It may have Secret Passage. Minotaur
2
(14 HP; 7 Damage)
3 Destroyed kitchen with 1d6 coins on the floor.
2 Orcs
Large table with a few chairs. 3
4 (6 HP; 3 Damage; Loot)
It may have Secret Passage.
1 Orc
5 Bookshelf with 1d6 Magic Scrolls. 4
(6 HP; 3 Damage; Loot)
6 Desk with a Chest. 1d6 Giant Rats
5
Dirt everywhere. (2 HP; 1 Damage)
7
It may have Secret Passage. 1d6 Goblins
6
8 Bed with a Chest on the side. (3 HP; 1 Damage; Explosive)

Garden covered by plants. 7-8 There are no monsters in this room.


9
It may have Secret Passage. 2 Living Armor
9
Trash deposit. (8 HP; 3 Damage)
10
It may have Secret Passage. 3 Fungoid
10
Large table with papers and maps. (4 HP; 2 Damage; Loot; Regeneration)
11
It may have Secret Passage. Bone Golem
11
12 Armory. 2d6 Magic Items. (12 HP; 5 Damage; Undead)
Walking Slime
12
(10 HP; 1 Damage; Loot; Regeneration)

12
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Ornament Jester Hat [Armor] of Royalty
1
(worth 5 Coins in the town) (2 HP; Can't Move in Silence) (It is very elegant)
Health Potion Emperor's Sandals Leprechaun's [Armor]
2
(Recovers all HP) (2 HP; +1 dmg against cockroaches) (Earn double coins in chests)
Magic Scroll Amulet of the Dead Centurion's [Armor]
3
(Random Basic Magic; Use once) (Ignores Undead effect) (+1 HP)
Valuable jewel Potion of Luck [Weapon] of Destruction
4
(worth 2d6 x 10 Coins in the town) (Ignores the next activated Trap) (Deals +2 damage)
Potion of Fury [Weapon] of War
5 [Roll in the "Wonders" column]
(Damage +2 until the end of the fight) (Deals +2 damage to Angels)
Lamp [Weapon] of the Dragon Slayer
6 [Roll in the "Magic Item" column]
(No need to use hands to light) (Double damage against Dragons)

Table: Boss
1d6 Dungeon Boss
1 Walking back and forth is the Zombie Baron (30 HP; 4 Damage; Undead).
2 Sitting on his old and dusty throne is the Mad King (22 HP; 2 Damage; Explosive)
3 This was a luxurious room, now is cover in dust. There, the Ghost Lady (13 HP; 3 Damage; Intangible) awaits you.
4 Around a throne are 2 Unholy Gargoyles (12 HP; 3 Damage; Stoneskin)
5 Sewing a corpse on a table is the Necromancer (16 HP; 7 Damage; Necromancy).
6 Sitting on a throne and with one foot on a dragon skull is the Orc King (24 HP; 5 Damage; Horde).

Table: Armor
1d6 Armor
1 Ring (0 HP)
2 Bracelets (2 HP)
3 Boots (3 HP)
4 Shoulderpads (3 HP)
5 Helm (4 HP)
6 Breastplate (10 HP)

Table: Weapon
1d6 Weapon
1 Candlestick (1d6-1 Damage)
2 Sword (1d6 Damage)
3 Rapier (1d6+1 Damage)
4 Whip (1d6+1 Damage)
5 Claw (1d6+1 Damage)
6 Halberd (1d6+3 Damage; Two-handed)

13
- Crypt -
This dungeon is hidden inside a small isolated mausoleum in the middle of nowhere. It is covered
by cobwebs and inscriptions of names long forgotten. Inside there is a staircase that leads down. At
the end of the staircase there is a door.

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.

2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 Acid Spout (5 Damage).
3 There's nothing here.
3 Appears 1d6 Bats (1 HP; 1 Damage; Poison)
4 You have found a hidden Chest!
4 You hear a click, but nothing happens.
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
2 Tombstone carved with your name.
Vampire Servant
2
3 Several pots with dead plants. (9 HP; 4 Damage; Regeneration)

Texts sculpted on the floor. Giant Leech


4 3
It may have Secret Passage. (12 HP; 5 Damage)

Human bones everywhere 3 Skeletons


5 4
It may have Secret Passage. (4 HP; 1 Damage; Undead)

6 A pile of bones and 1d6 coins. Ghoul


5
(6 HP; 3 Damage; Regeneration)
7 Casket with Chest inside.
1d6 Goblins
Various wooden coffins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
Walls made of skulls.
9 1d6 Bats
It may have Secret Passage. 9
(1 HP; 1 Damage; Poison)
Dozens of burned candles everywhere.
10 Giant Spider
It may have Secret Passage. 10
(10 HP; 4 Damage; Paralyze)
Broken statue of a forgotten person.
11 3 Fungoid
It may have Secret Passage. 11
(4 HP; 2 Damage; Loot; Regeneration)
12 Treasure room with 2d6 Treasures
2 Giant Spiders
12
(10 HP; 4 Damage; Paralyze)

14
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Religious Object Garlic necklace [Armor] of the Dead
1
(worth 3 Coins in the town) (+1 against Vampire and Ghoul) (It always stinks)
Health Potion Potion of Luck [Armor] of the Spider Queen
2
(Recovers all HP) (Ignores the next activated Trap) (ignores the effect Paralyze)
Magic Scroll Potion of Fury Count's [Armor]
3
(Random Basic Magic; Use once) (Damage +2 until the end of the fight) (+2 HP)
Valuable jewel Salamander Potion [Weapon] of Destruction
4
(worth 2d6 x 10 Coins in the town) (Recovers lost arm) (Deals +2 damage)
Master key Vampiric [Weapon]
5 [Roll in the "Wonders" column]
(Open any door) (Recovers 1 HP with each attack)
Potion of Luminescence Boatman's Oar
6 [Roll in the "Magic Item" column]
(Worth like two torches) (1d6+1 Dmg; ignores Intangible)

Table: Boss
1d6 Dungeon Boss
1 The room is covered with cobwebs. In the center of the web is the Spider Queen (20 HP; 3 Damage; Paralyze).
2 In the center of the room is a large mass of mucus that writhes to form the Death Dessert (30 HP; 2 Damage).
3 The sinister figure in the center of the room carries an oar. He is the Death Boatman (20 HP; 2 Dmg; Deathtouch).
4 In the center of the room is an open coffin and the Master Vampire (20 HP; 5 Dmg; Regeneration) is waking up.
5 This room is covered by war banners. In the center is the ghost of the Eternal Warrior (10 HP; 5 Dmg; Intangible).
6 Trapped by several chains inside the room, the Vampiric Beast (19 HP; 7 Dmg) squirms with rage.

Table: Weapon
1d6 Weapon
1 Femur (1d6-1 Damage)
2 Pickaxe (1d6 Damage)
3 Dagger (1d6 Damage)
4 Warhammer (1d6+1 Damage)
5 Sickle (1d6+1 Damage)
6 Glaive (1d6+2 Dmg; Two-handed)

Table: Armor
1d6 Armor
1 Ring (0 HP)
2 Bracelets (2 HP)
3 Boots (3 HP)
4 Shoulderpads (3 HP)
5 Helm (4 HP)
6 Breastplate (10 HP)

15
- Tomb -
This dungeon was built inside an immense and imposing stone structure. Someone very important
was buried here. Pillars and statues adorn the place. In front of you is a large stone door. Behind it, a
long corridor with a door at the end and two other doors on the sides.

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 Raise 1d6 Skeleton Soldiers
3 There's nothing here. (4 HP; 2 Damage; Undead)
3
4 You have found a hidden Chest!
4 Raise 1 Skeleton (3 HP; 1 Damage; Undead)
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
2 Empty sarcophagus with your name.
Ghost of the Prince
2
3 Several pots with dead plants. (6 HP; 4 Damage; Intangible)

Texts sculpted on the floor. Bone Golem


4 3
It may have Secret Passage. (12 HP; 5 Damage; Undead)

Human bones everywhere. 2 Skeleton Soldiers


5 4
It may have Secret Passage. (4 HP; 2 Damage; Undead)

6 Pile of bones and 1d6 coins. 1 Living Armor


5
(8 HP; 3 Damage)
7 Sarcophagus with Chest inside.
1d6 Goblins
Several wooden coffins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
Walls made of skulls.
9 1d6 Scorpions
It may have Secret Passage. 9
(2 HP; 1 Damage; Poison)
A destroyed sarcophagus.
10 2 Living Armor
It may have Secret Passage. 10
(8 HP; 3 Damage)
Broken statue of a hero.
11 3 Fungoid
It may have Secret Passage. 11
(4 HP; 2 Damage; Loot; Regeneration)
12 Treasure Room with 2d6 Treasures
Giant Spider
12
(10 HP; 4 Damage; Paralyze)

16
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Mana Potion Crown of the beheaded prince Bone [Armor]
1
(Recovers all Spells) (Does not die in blade traps) (-1 HP)
Health Potion Potion of Luck [Armor] of Strength
2
(Recovers all HP) (Ignores the next activated Trap) (+1 Damage)
Magic Scroll Potion of Luck [Armor] of the Special Guard
3
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+1 HP)
Valuable jewel Potion of Fury [Weapon] of Destruction
4
(worth 2d6 x 10 Coins in the town) (Damage +2 until the end of the fight) (Deals +2 damage)
Sapphire of Magic Vampiric [Weapon]
5 [Roll in the "Wonders" column]
(Learn a random Spell) (Recovers 1 HP with each attack)
Lamp Vorpal [Weapon]
6 [Roll in the "Magic Item" column]
(No need to use hands to light) (Kills instantly when get '6' on the die)

Table: Boss
1d6 Dungeon Boss
1 Greenish cloud covers the room. Lying on an altar is the Emperor Scorpio (20 HP; 3 Damage; Poison).
2 On a great throne is the giant skeleton of the Skeleton King (12 HP; 7 Damage; Undead).
3 Floating on an altar is the Queen of Bladed Hands (11 HP; 10 Damage).
4 Flying around your sarcophagus is the Ghost King of the Lost Swamp (10 HP; 4 Damage; Intangible).
5 In this room are the walking skeletons of the Seven Necrotic Kings (4 HP; 1 Damage; Undead).
6 From inside a sarcophagus comes the Lich King of the Ethernal Wars (22 HP; 6 Damage; Necromancy, Undead).

Table: Weapon
1d6 Weapon
1 Shovel (1d6-1 Damage)
2 Sword (1d6 Damage)
3 Axe (1d6+1 Damage)
4 Warhammer (1d6+1 Damage)
5 Sickle (1d6+1 Damage)
6 Scythe (1d6+2 Dmg; Two-handed)

Table: Armor
1d6 Armor
1 Ring (0 HP)
2 Bracelets (2 HP)
3 Boots (3 HP)
4 Shoulderpads (3 HP)
5 Helm (4 HP)
6 Breastplate (10 HP)

17
- Sanctuary -
A small abandoned chapel in the middle of nowhere. Its entrance is guarded by statues of faceless
angels. Inside, there is only a stone altar and a wooden trapdoor on the floor that has already been
destroyed. Opening the trapdoor you can see a dark staircase. At the end of the staircase there is a
door.

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 Spears come out of the ground (5 Damage).
3 There's nothing here.
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
A magic circle on the floor.
2 8 Wisp
(works as a Portal; see in the expansion). 2
(2 HP; 1 Damage)
3 10 chairs lined up.
3 Fungoid
3
4 Torture Room with 1d6 Treasures (4 HP; 2 Damage; Loot; Regeneration)
Creature or deity statues. 3 Warrior Angels
5 4
It may have Secret Passage. (4 HP; 2 Damage)
6 Corpse with 1 Treasure. Sentinel Angel
5
(5 HP; 3 Damage; Sorcery)
7 Large Chest on an altar.
1d6 Goblins
Small altar with 1d6 coins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
2d6 paintings of gods (2 coins each).
9
It may have Secret Passage. 2 Orcs
9
(6 HP; 3 Damage; Loot)
Melted candles everywhere.
10
It may have Secret Passage. Giant Angel Statue
10
(10 HP; 5 Damage; Stoneskin)
Fountain with running water.
11
It may have Secret Passage. Giant Spider
11
(10 HP; 4 Damage; Paralyze)
12 Shelves with 1d6 Treasures.
Fallen Angel of Putrification
12
(21 HP; 4 Damage; Poison)

18
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Religious Object Protector Candle Priest's [Armor]
1
(worth 3 Coins in the town) (Discard and next chest will be double) (Covered by religious symbols)
Health Potion Blessed Potion [Armor] of the Gods
2
(Recovers all HP) (Destroy a cursed item) (ignore Deathtouch)
Magic Scroll Potion of Luck Angelic [Armor]
3
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+2 HP)
Valuable jewel Potion of Fury [Weapon] of Destruction
4
(worth 2d6 x 10 Coins) (Damage +2 until the end of the fight) (Deals +2 damage)
Master key Vampiric [Weapon]
5 [Roll in the "Wonders" column]
(Open any door) (Recovers 1 HP with each attack)
Potion of Luminescence Vorpal [Weapon]
6 [Roll in the "Magic Item" column]
(Worth like two torches) (Kills instantly when get '6' on the die)

Table: Boss
1d6 Dungeon Boss
1 At six meters high, the Rat God (30 HP; 5 Damage; Poison) is waiting for you there with his giant mace.
2 Around a large sarcophagus covered with runes are the 2 Nether Guardians (9 HP; 3 Damage; Intangible).
3 Wrapped in mucus and pieces of living human bodies is the terrible Aberration (29 HP; 4 Damage; Weakness).
4 A light from above iluminates of the room. From this light emerges the Faceless Goddess (40 HP; 7 Dmg; Sorcery).
5 A light from above iluminates of the room. From this light emerges the God of Destruction (40 HP; 8 Dmg).
6 In the center of the room, surrounded by lit candles, is the Fallen Angel of Vengeance (25 HP; Dano 8; Sorcery).

Table: Armor
1d6 Armor
1 Ring (0 HP)
2 Bracelets (2 HP)
3 Boots (3 HP)
4 Shoulderpads (3 HP)
5 Helm (4 HP)
6 Breastplate (10 HP)

Table: Weapon
1d6 Weapon
1 Pan (1d6-1 Damage)
2 Machete (1d6 Damage)
3 Sword (1d6+1 Damage)
4 Warhammer (1d6+1 Damage)
5 Mace (1d6+1 Damage)
6 Scythe (1d6+3 Damage; Two-handed)

19
- Temple -
A beautiful structure stands among the plants and trees of the place. Its architecture is incredible
and its walls are covered with strange inscriptions. The entrance is a large stone door. Behind it, a
empty corridor with four more doors (two on each side).

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 A giant hammer comes out of the ceiling (5 Dmg).
3 There's nothing here.
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
A magic circle on the floor.
2 2d6 Imps
(works as a Portal; see in the expansion). 2
(2 HP; 1 Damage)
3 Bottomless pit.
3 Fungoid
3
4 Torture Room with 1d6 Treasures (4 HP; 2 Damage; Loot; Regeneration)
Unknown creature statues. 1d6 Cultists
5 4
It may have Secret Passage. (4 HP; 1 Damage)
6 Corpse with 1 Treasure. 1d6 Serpents
5
(2 HP; 1 Damage; Poison)
7 Chest surrounded by melted candles.
1d6 Goblins
Small altar with 1d6 coins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
2d6 paintings of demons (1 coin each)
9
It may have Secret Passage. 2 Orcs
9
(6 HP; 3 Damage; Loot)
Carcasses of giant snakes.
10
It may have Secret Passage. Serpent Golem
10
(10 HP; 5 Damage; Poison)
Dry fountain.
11
It may have Secret Passage. Giant Serpent
11
(17 HP; 3 Damage; Paralyze)
12 Desk with 1d6 Treasures in the drawers.
Gargoyle
12
(12 HP; 3 Damage; Stoneskin)

20
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Sinister Idol Potion of the Color That Came from Cultist's [Armor]
1
(worth 3 Coins in the town) Beyond (Hair gets a random color) (Discard to ignore a Trap)
Health Potion Potion of Luck Scaled [Armor]
2
(Recovers all HP) (Ignores the next activated Trap) (+1 Damage against Snakes)
Magic Scroll Potion of Fury Infernal [Armor]
3
(Random Basic Magic; Use once) (Damage +2 until the end of the fight) (+3 HP)
Valuable jewel Potion of the Helping hand [Weapon] of Destruction
4
(worth 2d6 x 10 Coins in the town) (Creates a new arm) (Deals +2 damage)
Master key Cosmic [Weapon]
5 [Roll in the "Wonders" column]
(Open any door) (On a '1' it opens a Portal)
Sapphire of Magic Vorpal [Weapon]
6 [Roll in the "Magic Item" column]
(Learn a random Spell) (Kills instantly when get '6' on the die)

Table: Boss
1d6 Dungeon Boss
1 From a large gap in the center of the room, comes the great Tentacle God (20 HP; 6 Damage; Regeneration).
2 The pile of cultists' bodies ends up welding and forming the Bloody Beast (23 HP; 4 Damage; Weakness).
3 Inside the empty room is just a small kitten. But make no mistake, this is the Meow Horror (40 HP; 2 Dmg).
4 There are three giant statues. Their eyes open and reveal themselves as the Three Watchers (10 HP; 3 Damage).
5 Arising from the fires of hell, the Demon Lord (30 HP; 6 Damage; Firebreath) want to take your soul.
6 Covering the room with its snake-like body, the Serpent God (30 HP; 3 Damage; Poison) was waiting for you.

Table: Weapon Table: Armor


1d6 Weapon 1d6 Armor
1 Hacksaw (1d6-1 Dmg) 1 Ring (0 HP)
2 Saber (1d6 Dmg) 2 Bracelets (2 HP)
3 Kukri (1d6 Dmg) 3 Boots (3 HP)
4 Scimitar (1d6+1 Dmg) 4 Shoulderpads (3 HP)
5 Mace (1d6+1 Dmg) 5 Helm (4 HP)
6 Sword (1d6+1 Dmg) 6 Breastplate (10 HP)

21
- Prison -
The entrance to this dungeon is hidden under the ruins of an old abandoned castle. Behind a pile
of rubble is a reinforced trap door. Upon opening it is possible to see a large staircase down. At the
end of the staircase there is a door.

Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.

Table: Secret Passage Table: Trap


1d6 Secret Passage 1d6 Trap
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2'
1
you lose one of your arms and on a '1' you die.
2 There's nothing here.
2 Stones collapse from the ceiling (5 Damage).
3 There's nothing here.
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.

Table: Room Content


Table: Monsters
2d6 Room Content
2d6 Monsters
A cell with the skeleton of a childhood friend.
2 Cave Troll
It may have Secret Passage. 2
(26 HP; 6 Damage; Regeneration)
Large table with papers and confessions signed in
3 Orc Leader
blood. 3
(10 HP; 3 Damage; Loot; Horde)
Six cages hanging in the ceil.
4 2 Orcs
It may have Secret Passage. 4
(6 HP; 3 Damage; Loot)
5 Shelf of belongings with 1d6 Treasures.
1 Orc
5
6 Shackles on the walls and hanging bones. (6 HP; 3 Damage; Loot)
Four empty cells. 1d6 Goblins
7 6
It may have Secret Passage. (3 HP; 1 Damage; Explosive)
8 Large cell with bones on all sides. 7-8 There are no monsters in this room.
Torture bed. 2 Living Armor
9 9
It may have Secret Passage. (8 HP; 3 Damage)
Stack of coffins. 3 Fungoid
10 10
It may have Secret Passage. (4 HP; 2 Damage; Loot; Regeneration)
Slime covered wall. Golem Ossos
11 11
It may have Secret Passage. (12 HP; 5 Damage; Undead)
12 Arsenal. 2d6 Magic Items. Giant Magic Turtle
12
(30 HP; 2 Damage; Sorcery)

22
T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Health Potion Goblin Whistle [Armor] of the Goblin Hero
1
(Recovers all HP) (Goblins flee on hearing) (-2 HP)
Magic Scroll Potion of Luck [Armor] of Strength
2
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+1 Damage)
Valuable jewel Potion of Fury Elven [Armor]
3
(worth 2d6 x 10 Coins in the town) (Damage +2 until the end of the fight) (+2 HP)
Salamander Potion [Weapon] of Destruction
4 [Roll in the "Weapon" table]
(Recovers lost arm) (Deals +2 damage)
Master key [Weapon] of the Dragon
5 [Roll in the "Wonders" column]
(Open any door) (Ignores the effect Firebreath)
Lamp Vorpal [Weapon]
6 [Roll in the "Magic Item" column]
(No need to use hands to light) (Kills instantly when get '6' on the die)

Table: Boss
1d6 Dungeon Boss
1 All furniture is charred. In the middle of the room is the Fire Serpent (20 HP; 3 Damage; Firebreath)
2 Goblin bodies cover the floor and in the center is the Deadly Stinger Giant Wasp (22 HP; 4 Damage; Poison)
3 Standing in the center of the room are the 2 Hell Hounds (10 HP; 3 Damage; Firebreath)
4 Statues everywhere. With an evil smile, the Medusa (20 HP; 4 Damage; Paralyze) was waiting for you.
5 You see the Cursed Ogre (20 HP; 7 Damage) destroying all the furniture in the room.
6 In the center of the room is a huge and scary Dragon (28 HP; 7 Damage; Firebreath).

Table: Armor Table: Weapon


1d6 Armor 1d6 Weapon 1d6 Weapon
1 Ring (0 HP) 1 BBQ Stick (1d6-2 Dmg) 3-4 Spear (1d6+1 Damage)
2 Bracelets (2 HP) 2 Machete (1d6 Damage) 5-6 Lance (1d6+2 Damage; Two-handed)
3 Boots (3 HP)
4 Shoulderpads (3 HP)
5 Helm (4 HP)
6 Breastplate (10 HP)

23
- The Graveyard -
Write down the characters that died trying to explore these dungeons:

Name Dungeon Cause of Death

24

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