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Epic Quest Table

Chapter 1

Roll 1d4

1. Murder
Many people are gathering toward an alley. Asking to someone it seems a VIP has
been killed in the street.
Rules: The “Analyze information” MUST be done while the Adventuring Party is
still inside the Settlement. The Adventuring Party can repeat the test 4 times, each
time add -1 to the test making it easier to pass. After 4 failures have been collected,
read the Resolution number based on your choice. Choose one of the following:
• There are many uncommon wounds on the body, but they are familiar to you,
you can bet you have already seen them before:
FORENSIC ANALISYS: Medium Difficulty - Perception
➢ Success: look over the Resolution 1
➢ Fail: nothing comes to your mind, check again
• The Settlement's enchanter can cast a spell to see what happened to the victim
an hour before he died, but to cast the spell he needs someone strong enough to
give him more power:
RESISTENCE: Medium Difficulty - Strength
➢ Success: look over the Resolution 2
➢ Fail: nothing comes to your mind, check again
• Someone tells you that a child was in the alley during the murder, and he may
saw something useful. As you approach the child, you notice that she is so
scared that she doesn't even want to talk, with some patience and luck you
could calm down the child enough to let her talk:
COMPREHENSION: Medium Difficulty - Charisma
➢ Success: look over the Resolution 3
➢ Fail: nothing comes to your mind, check again
Rules: If 4 failures have been scored during the “Analyze information”, all enemies
are Enhanced.
• Resolution 1: The wounds are clearly from a “Green Skin” assault, in your
adventures you have seen a lot of those creatures, their weapons and their
victims, you can recognize them as the murderers in this case.
Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, every time
the Adventuring Party enter inside a Combat Room or find a Wandering
Monster, MUST roll for a “Green Skins”, after you have killed 1d4 + 1 “Green
Skins” enemies, in the next area DON'T roll for the content, instead you find the
entity behind the murder, roll for a “Green Skin” Major Monster.
The boss is Final Boss. On death, in addition to its normal loot, you found a sort
of Contract to murder the victim in the Settlement, the contract is signed by the
one who offered the job.
• Resolution 2: You barely manage to resist the pressure from the enchanter's
spell, but your efforts provided the desired results allowing you to have a vision
of the hour before the victim's death: the victim seemed rather worried and was
trying to keep as safe as possible a bag he was carrying safely. The vision ends
with the assault of an acolyte of some cult, who takes the little bag and runs
away; but before the vision ends you can see a strange symbol on the back of the
acolyte which is the symbol of a chaos cult with the sanctuary located in a
specific dungeon with such symbol, so he pointed you toward that dungeon to
better understand what is happening
Dungeon Rules: don't roll for Final Boss as usual. After you have explored 1d4 +
2 Empty Area, in the next area DON'T roll for its content, instead it will contain
1 “Chaos/Demons” Major Monster you have seen in the vision and a stone table
behind her with the little bag resting on top and other strange items. to take the
bag you MUST kill the monster before, add Final Boss and Dark Magic,
unfortunately there are no signs of the stolen bag, but the symbol may be
studied for more information.
• Resolution 3: The child has seen the assassin and from her description the
murderer has a mark on his face and by asking to some townsfolk someone
recognized him and tells you he is a bandit group chief who can be hired for
gold to do whatever job you need. He and his subordinates can be found in
some ruins (dungeon) in a specific location, maybe there you can find who is his
employer.
Dungeon Rules: don't roll for Final Boss as usual. After the Adventuring Party
explore 12 areas, the Adventuring Party finds a Secret Door which lead to a
secret area, generate a room, DON'T roll for its content, instead you will find a
treasure, some gold and a paper with a work for hire Contract with some
information to show to some important person back in the settlement, in
addition roll once on treasure, roll 1d100 + 20 gold.
2. Symbols
On the bulletin board the local church placed a piece of paper asking for help.
Heading to the church the Adventuring Party discovers that it has been plundered
and desecrated.
Rules: The “Analyze information” MUST be done while the Adventuring Party is
still inside the Settlement. The Adventuring Party can repeat the test 4 times, each
time add -1 to the test making it easier to pass. After 4 failures have been collected,
read the Resolution number based on your choice, The Adventuring Party may
choose one of the following actions:
• Looking around you see some glowing symbols painted on the wall on the right
side of the entrance, studying them may uncover some important info
ARCANA: Medium Difficulty - Wisdom
➢ Success: look over the Resolution 1
➢ Fail: nothing comes to your mind, check again.
• Search for some clues about who is behind the assault and the why, you start to
look amidst the chaos
LOOK FOR CLUES: Medium Difficulty - Perception
➢ Success: look over the Resolution 2
➢ Fail: nothing comes to your mind, check again.
• Your skills are not enough to get something from the scene of crime, so you opt
to talk with town folks around the church and maybe someone have spot
something useful:
ASK TO TOWNSFOLK: Medium Difficulty - Charisma
➢ Success: look over the Resolution 3
➢ Fail: nothing comes to your mind, check again
Rules: If 4 failures have been scored during the “Analyze information”, all enemies
are Enhanced.
• Resolution 1: Studying the magic behind the symbols on the walls, you
understand that the symbol subjugates the bearers giving them an otherworldly
strength. In addition, the painting has a magic track which lead you outside the
Settlements, maybe there you will know more about them
Dungeon Rules: don't roll for Final Boss as usual. After you have explored 15
areas, the Adventuring Party finds a Secret Door in a wall which led to a secret
area, generate a room, DON'T roll for its content, instead the Adventuring Party
finds a very strange ritual place never seen before in it, the Adventuring Party
draw a painting of the ritual circle on a paper to study it once back in the
Settlement. All enemies in the dungeon will be Enhanced.
• Resolution 2: After some searching you find a necklace with a strange symbol
under an inverted bench. Showing the necklace to the priest he tells you that the
symbol it's an outlaw tribe symbol, that tribe usually works for hire for others;
the priest tells you they can easily be found in a specific place, and he points it
on your map.
Dungeon Rules: don't roll for Final Boss as usual. After the Adventuring Party
explored 12 area, the next area will contain one of the chief of the outlaw tribe,
roll for a “Green Skins” Major Monster, add Final Boss:
Once killed along with his loot the Adventuring Party finds a chest with 4d20 +
40 gold and a piece of paper with the details of a paid job about desecrate
several churches in the surrounding Settlements with a specific symbol which
you never seen before, the “contract” is signed and maybe that someone knows
that name.
• Resolution 3: Talking with townsfolk, someone tells you that during their
travels he found a cave with the exact same symbol found in the church, maybe
there you will find your answers.
Dungeon Rules: don't roll for Final Boss as usual. Explore 12 areas, then the
new area you are going to explore will be a room, DON'T roll for its content,
instead in the room you can clearly see the symbol, much bigger than the one
found in the church inside your Settlement, it is glowing and pulsating; in
addition in the room there is also a monster, roll for a “Chaos/Demons” Major
Monster, making a ritual to infuse power on the symbol, he didn't noticed you
yet but you have to stop it! In addition to the normal loot from the monster you
can find a piece of paper with something write on it in a language you don't
understand.
3. Theft
While in the settlement, a desperate and terrorized alchemist approaches you
desperately asking for your help, last night someone penetrated into his laboratory
and stole a very powerful magical contraption he was working on; this item it's
unstable since it isn't complete yet and if not handled right it may destroy an entire
city; he ask you to recover it as soon as possible. Worrying for your life and about
other people too, the Adventuring Party decide to try to help him out.
Rules: The “Analyze information” MUST be done while the Adventuring Party is
still inside the Settlement. The Adventuring Party can repeat the test 4 times, each
time add -1 to the test making it easier to pass. After 4 failures have been collected,
read the Resolution number based on your choice, The Adventuring Party may
choose one of the following actions
• Based on your experience, when it comes to thefts the best thing to do is to look
for any tracks the robber left:
LOOK FOR TRACKS: Medium Difficulty - Perception
➢ Success: look over the Resolution 1
➢ Fail: nothing found so far, check again
• To understand who might be interested in that specific magical item a good idea
could be to get more information about it, this may reveal the path to follow
STUDY THE MAGIC ITEM PARCHMENTS: Medium Difficulty - Wisdom
➢ Success: look over the Resolution 2
➢ Fail: nothing comes to your mind, check again
• Inside the laboratory the alchemist work along with some subordinates, maybe
talking with them may be of some help, surely someone has seen or found
something relevant:
GATHER INFO: Medium Difficulty - Charisma
➢ Success: look over the Resolution 3
➢ Fail: you find nothing useful, check again
Rules: If 4 failures have been scored during the “Analyze information”, all enemies
are Enhanced.
• Resolution 1: Your keen eye helps you finding some hard to find tracks if you
don't know where to see. Unsurprisingly they led toward an house inside the
Settlement. Knocking to the door no one opens and after some “persuasion” you
manage to open the door. While exploring the house you found the decapitated
corpse of what it seems to be the thief, an exact replica of the stolen magical item
is on his body and his head is near his body, near it you find a piece of paper:
“This is what happens to whoever mess with me”, the paper is signed and after
some searching in the Settlement an old woman tells you she knows the killer, a
demonic creature which terrorize the land. After some persuasion, the woman
shows you where you can find the monster.
Dungeon Rules: don't roll for Final Boss as usual. After you have killed 1d6 + 3
Minion Monsters, in the next area DON'T roll for its content, generate a Boss
Monster, add Final Boss and Armored. After the fight, surprisingly, the monster
thanks you for killing him, in this way you freed him from the bond with his
master. You don't waste this opportunity and immediately ask information
about its master, unfortunately he doesn't know where he is but gives you his
name and warns you from his immense power.
• Resolution 2: From the many documents found in the laboratory, you
understand that to use the item a “fulcrum” is required, this fulcrum can be
created only in a ritual circle inside a special sanctuary, the documents provide
all the info about the sanctuary, so you know where to go.
Dungeon Rules: don't roll for Final Boss as usual. After you have explored 12
rooms in the dungeon, in the next area you will find the ritual site along with
many alchemist's subordinates dead on the floor, having a look around you find
a strange symbol painted on the wall with the blood of the victims; you quickly
draw the symbol on a piece of paper to show it to the alchemist, maybe it is
connected to whoever is behind all of this.
• Resolution 3: Alchemist's subordinates tell you that to be able to use the item
you must fuel it with some specific materials, most of those can be easily found
everywhere, but one of them can only be found in a specific place, so they show
you where is this place on your map, maybe there you will find more about this
situation.
Dungeon Rules: don't roll for Final Boss as usual. After you have explored 12
area in the dungeon, in the next room DON'T roll for its content, instead you
will find 1 Boss Monster, once you kill it, along with the normal loot you will
find 1d4 + 2 gems of 1d12 + 40 gold value each and a piece of paper from
someone asking the hag to stole the item, with all the information about it and
where to find, and to bring it to this person, if the hag had completed the task,
giving the magic item to this person, she would have receiver the gems she so
badly needed as reward. Now with a name you have a lead.
4. Plague
While in the tavern you hear voices about a strange plague is destroying crops,
rotting plants and making animals sick, and is spreading really fast, soon this will
infects all the Settlements in the region and people will start to die.
The Adventuring Party decides to investigate in the hope to stop it.
Rules: The “Analyze information” MUST be done while the Adventuring Party is
still inside the Settlement. The Adventuring Party can repeat the test 4 times, each
time adding -1 to the test making it easier to pass. After 4 failures have been
collected, read the Resolution number based on your choice, the Adventuring Party
may choose one of the following actions:
• Maybe animals' corpses can give you some useful hints:
STUDY THE ANIMALS: Medium Difficulty - Perception
➢ Success: look over the Resolution 1
➢ Fail: nothing comes to your mind, check again
• Your teenage studies on medicinal plants and herbs comes in handy in this
situation, maybe you can get info about the source of this plague
STUDY THE PLANTS: Medium Difficulty - Survival
➢ Success: look over the Resolution 2
➢ Fail: nothing comes to your mind, check again
• Studying the infected food, you could know which poison have been used and
then from the poison you could get to the maker, not many people mix poisons
and all of them loves to use unique “creations”:
STUDY THE FOOD: Medium Difficulty - Wisdom
➢ Success: look over the Resolution 3
➢ Fail: nothing comes to your mind, check again
Rules: If 4 failures have been scored during the “Analyze information”, all enemies
are Enhanced.
• Resolution 1: Investigating on the corpses of the animals killed by the plague,
you notice they have some strange dark spots on their bodies, you have already
seen something like this but it was the effect of a lethal poison not a plague.
Without any other clue, you believe that the best choice is to head toward the
library to know where you can find the ingredients to create the poison you
know capable to produce such effects on those who enters in contact with it,
maybe there you will find something useful.
Dungeon Rules: don't roll for Final Boss as usual. When you enter an Empty
Areas roll 1d100, (40% chance) from 1 to 40 you have found the room with the
poison component and not only. Inside the room you notice a desk with many
alchemical items and some parchments. Looking through the parchments you
find one of them reporting the steps to follow to create the poison in a gaseous
state for better performance. Along with it you find a letter linked to it where
someone, talking in the name of some evil being, asks the maker to produce
such gaseous poison and spread it in the region promising a very generous
rewarded as soon as the plague had taken hold inside all the Settlements in the
region. The letter reports the name the evil monster, now you have something to
work on.
• Resolution 2: The plague is withering the plants and their fruits are inedible,
talking with the Settlement's healer you know what is affecting the plants is
magical and not natural. Last day the healer did some investigations all around
the Settlement and found a stick with a strange symbol carved on its head,
planted on the ground; it was producing dark and slimy veins in the soil
infecting the earth and all the plants. He pulled the stick out of the ground in the
hope to stop the infection but it didn't work, so he decided to show it to the
Settlement magician. The magician told him it was cursed and its curse now is
spreading all around the Settlement, in addition the curse it's so old that just few
persons are still able to cast it but he knows who can. The healer then points you
toward some ancient ruins far from the Settlement where you should find who's
behind it and ask you to stop this before it gets worse.
Dungeon Rules: don't roll for Final Boss as usual. After you have killed 1d8
Minor Monsters and 1d4 + 1 Major Monsters in the dungeon, the next area will
be a room, don't roll for its content, instead you will face 1 “Undead” Major
Monster, add Final Boss, once killed, in addition to its loot, you find a letter
where someone, most probably his boss, orders him to spread this specific curse
in the region, to infect all the Settlements. The letter doesn't report any name but
there is a symbol over it, you are confident about the symbol is linked to the
whoever is behind all of this.
• Resolution 3: after some investigations you notice a strange glow if you point
them against a source of light, soon you notice that each available meal in the
Settlement have the same “glowing aura”. Showing the food to the Settlement
magician, he agrees that the food is cursed and deadly to whoever eats it; in
addition, the “aura” is barely noticeable, which is why townsfolk thought it was
poisoned rather than magically cursed. The magician tells you he also noticed
that the aura has a sort of magical trail linked to somewhere; maybe following
such trail you will find the source of the curse's power.
Dungeon Rules: don't roll for Final Boss as usual. After you have explored 7
areas, in the next 3 area DON'T roll for its contents, instead the Adventuring
Party find a Weird Monsters, add Armored, guarding an altar with a bowl over it
full of blood which emanates the same aura of the cursed food in the Settlement;
to destroy each altar you have to kill the Weird Monster first. Once all altars
have been destroyed the trails leads you in the last area, the next Area you
explore will be a room (choose whatever area shape you prefer), in this area you
will find a bigger altar with a pulsating aura way stronger than the one found in
the Settlement food, guarded by 1 “Undead” Major Monster, add Final Boss,
once killed in addition to his loot you find a a letter where someone, most
probably his boss, orders him to spread this specific curse in the region, to infect
all the Settlements. The letter doesn't report any name but there is a symbol over
it, you are confident about the symbol is linked to the whoever is behind all of
this.
Chapter 2

Choose which path to follow

Magical Approach
Analyze information: Based on what you have found so far, you think it would be better
to talk with a scholar to get more information about your quest. You manage to find who
can help you, someone point you toward a magician in the Settlement who knows a spell
that can help in this situation. Talking with the magician he tells you that he can help you
at the cost of 10 gold, if you are willing to pay he tells you that the spell requires you to
focus on what you want to know while the magician cast the spell, the spell will show you
what you need to know. Make a FOCUS test.
FOCUS: Medium Difficulty - Wisdom
• Success: read over “Success test”
• Fail: you can retry but the Adventuring Party lose 1 HP and subtract -1 to the test
Successful Test: the spell cast was successful, first you see the item you have focused on
with a very dark and powerful aura all around it, then you travel to a place in which there
are 3 chalices with symbols painted in blood on them with a similar aura to the item you
have focused on. Speaking to the magician about your vision, he tells you he heard about a
legend about three chalices used in a dark ritual to summon a long forgotten “destroyer”
from another plane. The ritual required some sacrifices and specific symbols painted onto
them using the blood of the sacrificial victims, this not only would summon the beat but
he would also have enslaved her to the ritualist who evoked her. The magician asks you to
destroy them before they can get enough power to be able to summon such beast but he
warns you, while that place is known to be empty and abandoned, hardly those items are
there unguarded.
Rules: Roll 1d4 for the rules about the Dungeon
1. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, in every Special
Areas a monster will appear to ambush the Adventuring Party, the monster is a
“Chaos/Demons” Major Monster, add Surprise. After you have explored 5 Empty
Areas in the next 3 areas DON'T roll for its content, instead you will find an altar
with a chalice emanating the same aura you have seen in your vision, the altar is
guarded by 1 Boss Monster add Final Boss, to destroy the altar you MUST first
defeat the guardian.
2. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, all Minor
Monsters are Max and all Major Monster have Frenzy. After you have explored 5
Empty Areas in the next 3 areas DON'T roll for its content, instead you will find an
altar with a chalice emanating the same aura you have seen in your vision, the altar
is guarded by 1 “Undead” Major Monster, add Final Boss, to destroy the altar you
MUST first defeat the guardian.
3. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, all enemies
(except for the guardian) are Enhanced. After you have explored 5 Empty Areas in
the next 3 areas DON'T roll for its content, instead you will find an altar with a
chalice emanating the same aura you have seen in your vision, the altar is guarded
by a Weird Monster, add Final Boss, to destroy the altar you MUST first defeat the
guardian.
4. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, every time the
Adventuring Party enters in a Special Areas roll 1d3:
1. Roll on Traps table
2. A Wandering Monster appear.
3. All spell casters in the Adventuring Party lose 1 spell use, all non-spellcasters
lose 1 HP.
After you have explored 3 Empty Areas in the next 3 areas DON'T roll for its
content, instead you will find an altar with a chalice emanating the same aura you
have seen in your vision, the altar is guarded by 1 Boss Monster add Final Boss, to
destroy the altar you MUST first defeat the guardian.
Librarian Approach
Analyze information: The type of your findings suggests you to try to make some
research in the General Archives, they are accessible from every Settlement without any
problem through a portal to the library; make a STUDY test.
STUDY: Medium Difficulty - Perception
• Success: read over “Successful test”
• Fail: you can retry but you lose 1 day (roll for “Settlement Event”), the Adventuring
Party lose 4 rations and subtract -1 to the test
Successful test: After some hours you found a connection between what you have found
and a specific place, this place is enveloped in mistery the only known thing about it is
that it is guarded from a very powerful “Evil Entity” and everyone stays well away from
that place.
Rules: Each dungeon must be explored until 6 Empty Areas have been found, then in the
next area DON'T roll for its content, it will contain the “Evil Entity”. Roll 1d4 for the rules
about the Dungeon:
1. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, all enemies
inside the dungeon are Enhanced. The “Evil Entity” is 1 “Undead” Major Monster,
add Final Boss.
2. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, all enemies have
Frenzy, when entering a corridor roll 1d100, (20% chance) from 1 to 20 roll 1d10 on
Traps and apply the effects before anything else. The “Evil Entity” is a Boss
Monster, add Final Boss.
3. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, every time the
Adventuring Party must roll for the Wandering Monster, when the Wandering
Monster appears roll 1d100 (20% chance) from 1 to 20 the Adventuring Party finds
another monster (roll for the new one as usual, add Weak, fight it only after the first
one has been killed). The “Evil Entity” is an “Undead” Major Monster, add Final
Boss.
4. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon, all Minion
Monsters found are Strong and when you enter in a Empty Area roll 1d100, (40%
chance) from 1 to 40 you will find a “Predator”, you must kill the monster before
doing anything else. The “Evil Entity” is an “Undead” Major Monster, add Final
Boss.
Investigator Approach
Based on what the Adventuring Party have played in the first chapter, play the relative
section here below.

Murder

Analyze information: you make some investigations on your findings and the name of a
noble house seems to pop out a bit too much, so you try to ask to some Settlement's High-
Profiles, make a ORATORY test.
ORATORY: Medium Difficulty - Charisma
• Success: read over “Successful test”
• Fail: you can retry but the Adventuring Party lose 1d10 gold subtract -1 from the
test; if they have no gold do not subtract the -1 to the test
Successful test: you managed to get some information from a noble woman in the
Settlement, it seems that the victim was in possess of a valuable map retrieved thanks to
the help of some of their contacts. The victim was talking about it with someone he
seemed to know in the tavern some days before his/her death, and he described the map
as a map to reach a monolith where you can access a magical plane where you could find
the source of an immense power capable of change the reality. After the victim left, was
followed from the person the victim was talking to, this person tried to steal the map and
in the attempt the victim got killed. The victim was a very important person and if his/her
words are true, that map may be a problem in the wrong hands. You must retrieve the
map it may become a real problem. Asking to some of the victim friends, you get to know
about the killer: she is an old friend of the victim, lately it is rumored that she had joined a
gang of bandits, those bandits are well known in the region, and they can be found in a
specific place; they pin that place on the map for you.
Rules: Roll 1d4 for the rules about the Dungeon:
1. Dungeon Rules: don't roll for Final Boss as usual. After you explored 16 areas, in
the next room DON'T roll for its content, instead it will contain the boss, an
“Undead” Major Monster. On a dark corner you notice a corpse, getting closer you
find the corpse of the thief. Investigating the corpse you find a letter where you can
read “Your help has been crucial to me, now I can collect a power who can destroy
even a god; because you have been so helpful you will be rewarded properly”.
2. Dungeon Rules: don't roll for Final Boss as usual. The dungeon is the hideout of a
band of various type of “Green Skin”, when you must roll for monsters roll on
“Green Skin”. After 18 areas have been explored, the next area will be a room,
DON'T roll for its content, instead you will find on a dark corner you notice a
corpse, getting closer you find the corpse of the thief. Investigating the corpse you
find a letter where you can read “Your help has been crucial to me, now I can collect
a power who can destroy even a god; because you have been so helpful you will be
rewarded properly”. After you retrieve the letter a “Green Skin” Major Monster
breaks inside the room and immediately attacks you, add Surprise and Final Boss.
3. Dungeon Rules: don't roll for Final Boss as usual. The dungeon is the hideout of a
band of various type of humanoids, when you must roll for monsters roll on “Green
Skin”. When you enter in a Empty Area, after you resolve the area content, make a
SEARCH test only 1 time per area.
SEARCH: High Difficulty - Perception
➢ Success: find a Secret Door
➢ Fail: add -1 to the next test you make in the next Empty Area
The Secret Door bring you inside a room, DON'T roll for its content, instead the
area is filled with desks and maps where you can clearly see some plan to assault
the main roads and some minor Settlements. While you investigate the room a
group of monsters breaks in the room, they are the chief of the Band of bandits and
some guards. Choose one Adventuring Party to fight the chief and the rest will fight
the guards.
➢ Guards: “Green Skin” Minor Monster they are Enhanced
➢ Chief: “Green Skin” Major Monster add Final Boss
Once the fight ends, on a dark corner you notice a corpse, getting closer you find
the corpse of the thief. Investigating the corpse you find a letter where you can read
“Your help has been crucial to me, now I can collect a power who can destroy even
a god; because you have been so helpful you will be rewarded properly”.
4. Dungeon Rules: once you enter the dungeon to investigate, everything suddenly
changes and the entrance disappears, you have fallen in a magical trap. Don't roll
for Final Boss as usual, the dungeon is the hideout of a band of various type of
“Green Skin”, when you must roll for monsters roll on “Green Skin”. After you
have explored 10 areas the Adventuring Party gets magically teleported to a new
dungeon made of 6 areas, roll for their content as usual and when you enter inside
the last area, DON'T roll for its content, you find a portal showing outside of the
original entrance of the dungeon, getting closer to the portal to try to cross it to exit
the dungeon you get surprised from the chief of the “Green Skins” in the dungeon,
a Boss Monster add Final Boss and Surprise. On a dark corner you notice a corpse,
getting closer you find the corpse of the thief. Investigating the corpse you find a
letter where you can read “Your help has been crucial to me, now I can collect a
power who can destroy even a god; because you have been so helpful you will be
rewarded properly”. To be able to cross the portal to exit the dungeon you MUST
first kill the monster.

Symbols

Analyze information: Everything you find seems a bit confusing to you but may make
sense to someone, thinking a bit about who might help about all the information you
gathered, you agree that because the original symbols have been found in a church, maybe
a man of faith may help you. You reach the local church to meet the local cleric to show
him your findings, he immediately makes some divine rituals with what you gave to him
as the focus and while you are waiting for him to finish, suddenly he takes your hand and
you can see his eyes glowing in light, an energy starts to fill your body and you start to
have visions. Make a RESISTENCE test.
RESISTENCE: Medium Difficulty - Strength
• Success: read over “Successful test”
• Fail: you can retry but you lose 1 day (roll for “Settlement Event”), the Adventuring
Party lose 4 rations and subtract -1 to the test

Successful test: in your visions you see some humanoid shadows painting those symbols
over the walls, after they were done they seem to do something to their hands before
pushing them over the paintings, suddenly the paintings start to pulse in a glowing purple
energy growing after each pulse, after few seconds the last pulse throw you back to reality
and also on the floor. The cleric helps you to get back on your feet asking what you have
seen, telling him about your vision he tells you that those symbols have been used in a
ritual to corrupt the Light Magic into Dark Magic, to summon some a powerful entity
from one of the many external planes. Based on your story, the cleric tells you that
someone in the Settlement have confessed to the him that some days ago, he was near
those ruins to gather some medical herbs and he was sure he heard monstrous voices
coming from the ruins. Initially the cleric didn't give it importance but now it may be
connected, additionally the day on when the townsfolk heard voices from the ruins seems
to coincide with that of the symbols appearance. The cleric asks you to get there as soon as
possible maybe some stupid “ritualists” are going to summon something which MUST
stay banished, or worst they have already done that, in any case the cleric asks you to stop
this madness.
Rules: Roll 1d4 for the rules about the Dungeon:
1. Dungeon Rules: don't roll for Final Boss as usual. After you have explored 12 area,
in the next 3 areas, DON'T roll for their content, instead you will find 3 different
ritualists:
➢ First Room: “Green Skin” Major Monster add Final Boss and Strong
➢ Second Room: “Chaos/Demons” Major Monster add Final Boss and Strong
➢ Third Room: “Undead” Major Monster add Final Boss and Strong
2. Dungeon Rules: don't roll for Final Boss as usual. In the dungeon you will find a
succession of painting representing an escalating devastation upon different
Settlements, lands and people. Soon you understand that the lands, the Settlements
and the people are friends and places you know; the painting are representing the
destruction of your region. The paintings seems to represent different things in the
various areas
➢ Yellow paintings: the paintings are about people who are running from their
houses set aflame while in the background you can see fire and destruction
consuming everything.
➢ Green paintings: the devastation becomes more prominent with some people
felling in terrain chasms opening under their feet, tongues of fire wrap some
other around consuming their bodies and leaving them no chance to survive.
➢ Red paintings: the paintings are way more disturbing and devastating: bloody
killings, mangled corpses, flames and destruction everywhere and monsters
torturing people and feasting over corpses everywhere.
When you enter in a new area follow DON'T roll for the content, instead roll
1d4 and apply the following rules:
1. Yellow Area: you find the Yellow paintings and the area is an Empty Area
and may be searched
2. Green Area: you find some Green paintings and with the tail of your eyes
you can see strange shapes all around you which are looking at you, as soon
as you turn your sight toward them, they disappear. Every time the
Adventuring Party enters in the Green Area for the first time, each member
must make a FEAR test
FEAR: Medium Difficulty - Charisma
➢ Success: nothing happens
➢ Fail: each Adventuring Party member lose 1 HP
3. Red Area: the area contains some Red paintings and as soon as you take a
look over them, suddenly monsters get out from them and start to attack all
of them will have Surprise and are Enhanced, roll 1d4:
➢ Roll 1: Vermin Monsters
➢ Roll 2: Minion Monsters
➢ Roll 3: Weird Monsters
➢ Roll 4: Boss Monsters
4. Blue Area: you find “living” paintings where what it seems to be a monsters’
Chief is leading the assaults seen in some of the paintings inside the previous
explored areas.
After 2 “Blue Area” have been explored, the next area will be a room, DON'T
roll for its content and neither the d4, instead it will contain the ritual and 3
“Undead” Major Monsters add Enhanced, fight them one after another to stop
the ritual.
3. Dungeon Rules: the dungeon seems to be plagued by some magical enchantment.
Don't roll for Final Boss as usual, inside the dungeon when entering in a Empty
Area, you must make an INFECTION test before resolving its normal content, in
addition, when you must roll for a Wandering Monsters, the check is made at -1.
After 4 Empty Area have been explored, in the next 3 areas DON'T roll for their
contents, instead they contain an Boss Monster add Final Boss.
INFECTION: Medium Difficulty - Strength
➢ Success: you resist the infection, and nothing happens
➢ Fail: lose 1 HP
4. Dungeon Rules: don't roll for Final Boss as usual. When you kill a Minor Monster
or a Major Monster in the dungeon roll 1d100, (10% chance) from 1 to 10 in
addition to the monster's loot you will find a key with the symbol you have seen in
the church. Every time you fail the roll add +3 to the check
For Example: failing the first roll with 10% chance, the next becomes 13% chance, failing
the second test too, the third becomes 16% chance and so on until you reach 99% chance,
when you have success, the roll returns at the base 10% chance.
With the key, when entering in the next rooms, before rolling for its content, first
roll 1d100, (40% chance) from 1 to 40 the room has an area covered in a dark fog
and from where you can clearly hear a kind of strange prayer, that should be the
place of the ritual where ritualists are completing the ritual, the area is inaccessible
except from a closed gate with 3 locks, which can be opened thanks to the keys
found, once you get inside the fog dissipates and you have to fight 1d3 + 1
“Undead” Major Monsters one after another and stop the ritual; otherwise roll for
the room content as usual and add +5 to the check
For Example: failing the first roll with 40% chance, the next becomes 45% chance, failing
the second test too, the third becomes 50% chance and so on until you reach 100% chance.

Theft

Analyze information: when it comes to thefts, what's better than asking to some thieves?
Your idea isn't bad but no one seems to know something about your discoveries, so after
some time, when you had almost given up, you managed to find someone who seems to
know something, but he won't tell you until you win a match against him playing cards,
but every time you lose you lose some money. Make a GAMBLING test.
GAMBLING: Medium Difficulty - Agility
• Success: read over “Successful test”
• Fail: you can retry but you lose 1d10 gold, if you have no gold lose valuable items
(gems, jewelry, magic items), if you have no valuable items lose one item
(equipment counts), if you have nothing you can't go over. On each fail subtract -1
to the test
Successful test: he congratulates with you and agree to tell you what he knows. He tells
you that it's all about a contract with a specific clan of “Green Skin” which should have
stolen the item “core”, but they were too unskilled to disassemble the item, so they ended
up in stealing the entire item instead. The clan is well known, and they can be easily found
in a hideout not too far from the Settlement. With that said he pins the hideout on your
map and blesses you inviting you for more card play in the future.
Rules: Roll 1d4 for the rules about the Dungeon:
1. Dungeon Rules: don't roll for Final Boss as usual. Generate a dungeon of 12 areas,
the dungeon is the hideout of a band of various type of humanoids, when you must
roll for monsters roll on “Green Skins”. Every time you enter in a Combat Area roll
on Traps, apply the effect before anything else. Every time you enter in a Empty
Area roll 1d100, (25% chance) from 1 to 25 roll on the “Green Skins” and give them
Surprise. After the last area have been explored, generate a room attached to it,
DON'T roll for its content, instead it will contain the magic item disassembled and
the core on the floor with all of its power gone, the room also contains a Boss
Monster add Final Boss.
2. Dungeon Rules: don't roll for Final Boss as usual. Generate a dungeon of 20 areas,
DON'T roll for Wandering Monsters, instead every time you enter a Empty Area,
roll 1d100, (50% chance) from 1 to 50 roll on “Green Skins”. After the last area have
been explored, generate a room attached to it, DON'T roll for its content, instead it
will contain the magic item disassembled and the core on the floor with all of its
power gone, the room also contains an Boss Monster add Final Boss.
3. Dungeon Rules: don't roll for Final Boss as usual. Generate a dungeon of 15 areas,
inside the dungeon when you have to roll for an enemy, roll on “Green Skins” and
every time you enter in a Combat Area roll for the encounter normally and roll
1d100, (50% chance) from 1 to 50 add a group of “Green Skin” Minor Monster to the
fight, give them Weak, the second enemy will attack every turn but to be able to
attack him you MUST kill the normal enemy first. After the last area have been
explored, generate a room attached to it, DON'T roll for its content, instead it will
contain the magic item disassembled and the core on the floor with all of its power
gone, the room also contains a Boss Monster add Final Boss.
4. Dungeon Rules: don't roll for Final Boss as usual. Generate a dungeon of 12, inside
the dungeon when you have to roll for an enemy, roll on “Green Skins” and in
every Combat Area every enemy found will have Enhanced. After the last area have
been explored generate an area attached to it, DON'T roll for its content, instead it
will contain the magic item disassembled and the core on the floor with all of its
power gone, the room also contains a Boss Monster add Final Boss.

Plague

Analyze information: the plague affected a lot of living being, trees, humans and animals,
even food is cursed; maybe the Inn keeper heard something, after all Inn keepers always
know a lot of things, let alone about food; maybe he have heard something about what
you have found, make a PERSUASION test.
PERSUASION: Medium Difficulty - Charisma
• Success: read over “Successful test”
• Fail: you can retry but you lose 1d10 gold and subtract -1 to the test, if you have no
gold do not subtract the -1 to the test
Successful test: apparently what you have found is clearly the tip of the iceberg, he tells
you that he heard some alchemists talking about the plague, it seems it isn't natural, and
many monsters around the region are growing in power thanks to the plague, something
darker is behind the plague and must be stopped. Just yesterday, some townsfolk were
talking about a a place known as abandoned until now where they can bet they have seen
never seen before monsters and “black veins spreading on the ground all around, rotting
everything in the area”. That place put a too high risk for them, but maybe you can take
care of it.
Rules: Roll 1d4 for the rules about the Dungeon:
1. Dungeon Rules: don't roll for Final Boss as usual. Inside the dungeon all Minor
Monsters are Armored, all Major Monsters are Strong, after you have explored 4
Empty Areas the next 3 areas will be rooms, DON'T roll for their content since
inside them all you will find the altar which can be destroyed by making a
successful attack (count them as a HCL + 2 monster, on each failed attempt roll for a
chance to find a Wandering Monster).
2. Dungeon Rules: generate a dungeon with 20 areas, don't roll for Final Boss as
usual. Inside the dungeon when entering in a Empty Area roll 1d100, (60% chance)
from 1 to 75 one random member of the Adventuring Party lose 1 HP. In every
Empty Area, you find the altar which can be destroyed by making a successful
attack(count them as a HCL + 2 monster, on each failed attempt roll for a chance to
find a Wandering Monster).
3. Dungeon Rules: don't roll for Final Boss as usual. Inside the dungeon when you
find the first 3 Empty Area DON'T roll for their content, instead you can see there is
an area not accessible, in those areas is clearly visible a chest standing near an altar
with something on top, investigating more you can find a sort of console made in
stone with many strange “push-able” carved buttons on it, each button has a
symbol on it and you soon understand it will take more than a day to try out all the
combinations, you better find the right combination. After exploring 7 areas, in the
next 3 Empty Area you will find a crude piece of paper somewhere in the area with
the correct combination of symbols used in one of the first 3 Empty Area to access
the altar. When you get back to the first 3 Empty Area and use the correct
combination a bridge rise from the chasm which separates the area where you are
and the one where there is the altar, as soon the bridge rise up a monster appears
from nowhere charging toward you, the monster will be a Weird Monster; once
killed on the chest you can find some contraptions with no utility for you but in the
chest you will find 2d100 + 1d20 gold and a stone with a glowing symbol carved on
it; the altar can be destroyed by making a successful attack(count them as a HCL + 2
monster, on each failed attempt roll for a chance to find a Wandering Monster).
4. Dungeon Rules: don't roll for Final Boss as usual. After exploring 12 areas in the
next 3 Empty Area, DON'T roll for their content, instead they will contain the altar,
after approaching it you understand that the “Dark Magic” can be cleansed by
making a CLEANSING test, each area require a different test:
• First Area: CLEANSING: Medium Difficulty - Strong
➢ Success: the altar is successfully cleanse
➢ Fail: lose 1 HP
• Second Area: CLEANSING: Medium Difficulty - Agility
➢ Success: the altar is successfully cleansed
➢ Fail: lose 1 HP
• Third Area: CLEANSING: Medium Difficulty - Wisdom
➢ Success: the altar is successfully cleansed
➢ Fail: lose 1 HP

Chapter 3

Analyze information: As soon as the Adventuring Party stops at a Settlement to send a


message to their contact about their quest to update him/her, they notice people are quite
concerned and as soon as they investigate, they understand what was the problem, it
seems that a nefarious event happened days ago. Never seen before evil creatures led by
an “Evil Entity”, started to assault Settlements throughout the entire region, destroying
and killing everything and everyone. Their actions shows the will of their master, he wants
to destroy everything!
Rules: Roll 1d4 for the rules about the Dungeon:
1. Settlement Assault
This specific dungeon does not follow the rules explained in the description in
this document, this dungeon spawns in the Settlement where the Adventuring
Party is in and after they have completed all the activities they want to do in the
Settlement and before leaving it, so DON'T roll as usual for the spawn. Suddenly
the Settlement where you are get assaulted from monsters coming out from many
different portals opened all around the Settlement, you have to stop it!
Dungeon Rules: pre-generate a dungeon with 1d6 + 5 rooms and 1d6 + 4 corridors
(4 to connect the main rooms on the corners to the one in the middle), place at least
4 rooms at the corners and 1 in the middle of the playing sheet connect all of them
together via 1 corridor each (4 corridors to connect the central room to the 4 on the
corners), those corridors MUST have 1 entrance and 1 exit (you can still give them
the shape you want but for now do not add any more appendix to them, they
MUST connect just two rooms), use the rest of the rooms and corridors the way you
like most, all the other corridors can connect more rooms or corridors together, if
this is the case just open new entrances/exits in those other corridors or rooms in
the spot where the new corridor get connected to it.
The Adventuring Party starts in the middle “square”, don't roll for Final Boss as
usual.
Give the dungeon the shape you prefer and same goes for rooms and corridors;
rooms are the Settlement squares or important points of the Settlement, corridors
are streets, because of the devastation all around the city, all around the the
“squares” and “streets” you find shops, houses and debris making IMPOSSIBLE to
step out of the “streets” (corridors) or “squares (rooms) outside the normal
entrances/exits. Shops and houses CAN'T be accessed since the Adventuring Party
is mostly overwhelmed by the assault to the city to think about stealing something.
In the four “squares” on the corner of the play sheet there are 4 different “Portals”,
all enemies found inside the dungeon have Frenzy, to know the area content roll
1d8 on the table below and apply the following rules:
➢ Roll 1 - 3: roll for a Weird Monster
➢ Roll 4 - 6: the area is an Empty Area (may be searched)
➢ Roll 7 - 8: roll for a Boss Monster
In the areas on the four corners there are four different “Portals”, DON'T roll for
their content, instead there you find a Weird Monster leading a group of Minion
Monster, those monsters DON'T have Frenzy. When all the monsters in the room
are killed, you can try to close the Portal, to close it you must make
DESTRUCTION test.
DESTRUCTION: Medium Difficulty - Wisdom
➢ Success: make the portal to collapse on itself
➢ Fail: spawn a new monster from the portal, it MUST be killed to try again to
destroy the portal, roll 1d3 on the table below:
1. Minion Monsters add Surprise
2. Weird Monsters add Armored
3. Boss Monsters add Dark Magic
When all the “Portals” are closed, in the middle square opens a new “Portal” and
suddenly a Boss Monster came out and the “Portal” closes behind it, he is the Final
Boss and when killed the quest is complete.
2. Portals in the wilderness
A townsfolk runs frantically towards you and tells you that somewhere in the
wilderness many portals opened, and evil aberrations keep getting out to march
toward Settlements to assault them, he already lost a lot of his friends because of
those monsters and he begs you to take care about them. He points you toward that
place and without wasting any more time you set off to close those portals.
Dungeon Rules: You must find and close 1d4 + 3 “Portals”, don't roll for Final Boss
as usual. When you find a Empty Area, roll 1d100 + Bonus (bonus start at 0%), (20%
chance) from 1 to 20 you find the “Portal”, it is guarded by a Boss Monster, add
Frenzy. To close the “Portal” you must make DESTRUCTION test,
DESTRUCTION: Medium Difficulty - Wisdom
➢ Success: make the portal to collapse on itself
➢ Fail: spawn a new monster from the portal, it MUST be killed to try again to
destroy the portal, roll 1d3 on the table below:
1. Minion Monsters add Surprise
2. Weird Monsters add Armored
3. Boss Monsters add Dark Magic
If you find the portal reset the Bonus to 0%, if you don't find the portal roll for the
clearing/room content as usual and add +5% to the Bonus to roll for the next
clearing/room.
Every enemy found in the dungeon has Enhanced. In every corridor, before rolling
for its content, roll 1d100, (25% chance) from 1 to 25 roll on Traps table and apply its
effects, then roll for the area content as usual.
When all the portals are closed, all Wandering Monsters found on the Adventuring
Party way out MUST be Minion Monsters.
3. The residence of evil
While in the Settlement you notice people are terrified and hide in their houses like
if something is coming for them. Asking around no one wants to talk, but after a
while you approach an old wizard who tells you that in an ancient ruin, not so far
from here a big demonic portal opened, and an “Evil Entity” along with other
monsters came out directly from it. Immediately after, the armies of the “Evil
Entity” started to assault the Settlement to kidnap people killing whoever tried to
resist. Based on what scouts have reported, he is using the prisoners as a sacrifice to
enhance his armies making them powerful and nearly invincible aberrations. The
wizard tells you that because of the many assaults all around the region, he and the
guards must stay in the Settlement to help the townsfolk and defend the Settlement,
but you can help by stopping this “Evil Entity” and closing the portal.
Dungeon Rules: don't roll for Final Boss as usual. When entering for the first time
in an Empty Area, the Adventuring Party must save against DARK MAGIC, all
enemies found in the Dungeon (except for the “Evil Entity” and one came from the
portal) have Enhanced.
PSYCHIC OPPRESSION: Medium Difficulty - Strength
➢ Success: you resist the dark magic, and nothing happens
➢ Fail: -1 HP
When you have explored 20 areas, the next one will be a room, DON'T roll for its
content, instead it will contain the “Evil Entity”, roll for a “Chaos/Demons” Major
Monster:
When the “Evil Entity” is dead you can close the “Portal”, to close it you must make
DESTRUCTION test,
DESTRUCTION: Medium Difficulty - Wisdom
➢ Success: make the portal to collapse on itself
➢ Fail: spawn a new monster from the portal, it MUST be killed to try again to
destroy the portal, roll 1d3 on the table below:
1. Minion Monsters add Surprise
2. Weird Monster add Armored
3. Boss Monster add Dark Magic
4. Alien Structure
Everyone are talking about an alien building raised somewhere in the region with
aberrations coming out from it marching toward Settlements to assault them
destroying and killing everything and everyone along their path. Looking for more
information about it, someone in the Settlement points you toward that structure.
With a destination set your plan is simple: enter the building, find the source of the
evil, destroy it and stop this madness.
Dungeon Rules: don't roll for Final Boss as usual. In the dungeon every time the
Adventuring Party find a Vermin Monster, finds a Minion Monster instead, and
every time they find a Boss Monster, they will find a Weird Monster instead.
Wandering Monsters found in the dungeon are ALWAYS Weird Monster (they don't
give any XP roll on defeat but they carry treasures), every time 10 Minion Monster
have been found in the dungeon, when killing the last group, the Adventuring
Party immediately get ambushed from a Weird Monster which have Surprise.
After you have killed 6 Weird Monster, all Weird Monster get Enhanced (even the
ones found as Wandering Monsters and the ones with Surprise).
After the Adventuring Party have explored 15 areas, the next area will be a room,
DON'T roll for its content, instead it contains the “Portal” with two Weird Monster
which came out directly from the “Portal”, they don't have Enhanced but have
Strong.
After the guardians have been killed the “Portal” can now be destroyed, to close it
you must make DESTRUCTION test,
DESTRUCTION: Medium Difficulty - Wisdom
➢ Success: make the portal to collapse on itself
➢ Fail: spawn a new monster from the portal, it MUST be killed to try again to
destroy the portal, roll 1d3 on the table below:
1. Minion Monster add Surprise
2. Weird Monster add Armored
3. Boss Monster add Dark Magic

Chapter 4

Choose which path to follow

Analyze information: once in the Settlement again after the portal problem has been final
solved you final report to the guards chief in the Settlement about your finding from the
first investigation, about the portals, the creatures and the growing danger in the region.
The guards chief immediately calls the “Wardens”, a group made out of an ancient
wizard, a powerful cleric, an ancient elf and a paladin, they are the most important people
of the region, they are the guardian of the region, to choose the best path to follow.
Talking with the “Wardens” they agree that they may be able to open a portal to the place
where the “Evil Entity” resides using some of the remaining energy from the closed
portals and some other ingredients that you MUST find.
Based on some study the “Wardens” made on the residual energy, each portal was leading
to a different entrance with a different “aura”; the energy from the portals is the same
from your findings from your previous missions (chapters), so they, without any doubt,
will bring you to the place where the “Evil Entity” is.
The “Wardens” can open a portal to any of the entrances said before and the Adventuring
Party can choose which one; based on the “aura” of the place the portal is opened to, the
Adventuring Party may choose the path to follow.
Each entrance requires a different ritual to open the portal, so based on the Adventuring
Party choice, they MUST find different ingredients, and since the time is short, once the
choice is done, they MUST stick to it even if this will require them some efforts; the
preparation for the ritual to open the portal require a lot of resources and the “Wardens”
can't change it on the run.
Once inside the portal, is up to the Adventuring Party to explore the place to reach the
“Evil Entity” and stop him once and for all.
The auras are the following:
• Aura of Terror: the Adventuring Party is weaker while all enemies are stronger.
• Aura of Dark Magic: enemies inflict more damage; magical powers have a chance
to not fire at all.
• Aura of Pain: Boss Monster are tougher and Weird Monster inflicts damage on
death.
• Aura of Undeath: all Undead monsters are stronger; Weird Monster have
Resurrection.
Rules: In this section the Adventuring Party MUST complete 3 dungeons, in each of them
they MUST find and gather specific materials for the ritual based on their choice.
• Aura of Terror: this specific portal requires pretty common materials; the problem is
that those materials can be found in the most dangerous places in the region, roll
1d4 + 3 to know how many of those materials they MUST collect in each dungeon:
Dungeon Rules: don't roll for Final Boss as usual. In every dungeon, all Major
Monsters are Armored and all Minor Monsters are Frenzied, when you enter in a
Empty Room, roll 1d100 + Bonus (bonus start at 0%), (40% chance) from 1 to 40 the
Adventuring Party will find one of the materials they are looking for and reset the
Bonus to +0%, if they fail the roll add +5% to the Bonus; when you find a Boss
Monster, roll 1d100, (20% chance) from 1 to 20 the Adventuring Party MUST fight
against a Minion Monster too.
• Aura of Dark Magic: to open this portal is necessary a new kind of magic, this
magic didn't exist in this world until the “Evil Entity” started to open portals to
send his armies into our world, because of this, the Adventuring Party MUST
collect some crystals filled with this dark magic from places where the Tyrant made
his experiments; roll 1d4 + 1 to know how many of those materials they MUST
collect in each dungeon:
Dungeon Rules: don't roll for Final Boss as usual. In every dungeon, in each Empty
Area the Adventuring Party MUST make an INFECTION test. Inside every
dungeon all Minion Monster are Enhanced and all Weird Monster are Armored, as a
plus DON'T roll for Boss Monster when you roll for them in the area content,
instead in these specific cases roll 1d100 + Bonus (bonus start at 0%), (30% chance)
from 1 to 30 the Adventuring Party will find one of the crystals they are looking for
and reset the Bonus to +0%, if they fail the roll add +5% to the Bonus.
INFECTION: Medium Difficulty - Strength
➢ Success: nothing happens
➢ Fail: all members of the Adventuring Party lose 1 HP
• Aura of Pain: this portal requires the evilest energy known, the pain; the
Adventuring Party MUST collect the hearth from three different “Evil Entity”
disciples which are leading aberrations from 3 different places:
Dungeon Rules: don't roll for Final Boss as usual. Every dungeon is made of 15
areas, in the 15th area the Adventuring Party will find the Final Boss, all monsters
have Enhanced, the 15th area will always be a Combat Area, in every dungeon the
Adventuring Party will face a different Final Boss:
➢ Boss Monster
➢ “Undead” Major Monster
➢ “Chaos/Demon” Major Monster
The Final Boss doesn't have the Strong and Enhanced, just give him the Final Boss.
In every dungeon Empty Area, roll on Traps and apply the effect before rolling for
the area content.
• Aura of Undeath: to open this portal is necessary a very uncommon material, some
undead dust; based on the name, this dust must be collected from the bodies of
destroyed powerful and sentient Undead monsters, since those monsters are easily
found in specific places, the Adventuring Party MUST destroy tons of them to
collect that dust, roll 1d6 + 4 to know how many of those materials they MUST
collect in every dungeon:
Dungeon Rules: don't roll for Final Boss as usual. In every dungeon when you
MUST roll for a monster (Vermin Monster, Minion Monster, Weird Monster or
Boss Monster) instead roll on the “Undead” table. In addition, all Major Undead
monsters are Armored and all Minor Undead monster have Max.

Chapter 5
Bringing back the materials finally the “Wardens” can open the portal to the “Evil Entity”
hideout. Prepare yourself, it will be really though!
During the dungeon run apply the “aura” effect described below based on the “aura” you
have chosen, then follow the “Dungeon Rules”.
• Aura of Terror: all members of the Adventuring Party have -1 to any Defense Roll,
in addition they have -TIER to any save against Fear Effects (fear, terror, charm,
mesmerize); in addition, all enemies have Frenzy.
• Aura of Dark Magic: all enemies have Enhanced, every time the Adventuring Party
uses a scroll, spell or an active skill, the area has an HCL Magic Resistance, this
means that every time a caster want to cast a spell MUST first beat the Magic
Resistance.
• Aura of Pain: every time the Adventuring Party kill a Major Monster, every
member MUST make a PAIN test, each Boss Monster found has Armored.
PAIN: Medium Difficulty - Strong
➢ Success: nothing happens
➢ Fail: lose 1 HP
• Aura of Undeath: all Minor Undead monsters are Enhanced and all Major Undead
monsters are Armored; all Major Monster have Resurrection.
Dungeon Rules:
• The dungeon must be made of 3 wings each of which made by 15 areas.
• The Adventuring Party CAN’T escape the dungeon until they kill the “Evil Entity”,
there isn't any exit in the dungeon except for the one in the room of the “Evil
Entity”.
• The Final Boss, it is automatically found on the 9th area which will be always a
Combat Area in the room with the highest printed number.
• The Final Boss will not get affected by the various bonus from the Aura chosen.
• To be able to access the next dungeon wing the Adventuring Party MUST kill the
wing's lieutenant first, the lieutenant is the wing's Final Boss, it will be a Boss
Monster, add Final Boss and Armored.
• DON'T add the Final Boss bonuses to the lieutenant.
• In each wing the Adventuring Party can use a bandage, a healing potion and a rest,
also if they already used them in the next wing.
• To be able to access the room of the “Evil Entity”, in each wing something MUST be
done, this is chosen random by rolling 1d3 on the table below:
1. Pinions: inside the current wing the Adventuring Party MUST find a pinion of
power inside Special Areas, when inside an Special Areas roll 1d100, (25%
chance) from 1 to 25 in addition to the monster's loot you will find a key with
the symbol you have seen in the church. Every time you fail the roll add +3 to
the check
For Example: failing the first roll with 25% chance, the next becomes 28% chance,
failing the second test too, the third becomes 31% chance and so on until you reach
100% chance.
To activate the Pinion of power, an Adventuring Party MUST lose all the use of
one of their powers/spells, if no powers or spells are available to be sacrificed,
the Adventuring Party MUST sacrifice 1d4 HP.
2. Keys: inside the current wing the Adventuring Party MUST get a special key,
the keys can be found inside Special Areas, when inside an Special Areas roll
1d100, (25% chance) from 1 to 25 in addition to the monster's loot you will find a
key with the symbol you have seen in the church. Every time you fail the roll
add +3 to the check
For Example: failing the first roll with 25% chance, the next becomes 28% chance,
failing the second test too, the third becomes 31% chance and so on until you reach
100% chance.
Inside the room the Adventuring Party find an alcove, in the alcove they see
clearly the key, but it is protected by a barrier, they can do a save ARCANA to
understand what's the power being that barrier and if it is safe to take the key.
ARCANA: High Difficulty - Wisdom
➢ Success: the Adventuring Party understand the power of the barrier and can
manage to take the key with as little damage as possible, to take the key the
Adventuring Party MUST sacrifice 1 HP
➢ Fail: the Adventuring Party isn't skilled enough to understand the power of
the barrier, but they try to grab the key anyway, when the Adventuring Party
attempt it MUST sacrifice 1d4 HP
3. Blood Pool: inside the current wing the Adventuring Party MUST find the
Blood Pool, once found the Adventuring Party MUST sacrifice 2 HP to enable to
magic of it.
• Inside the “Evil Entity” room, the Adventuring Party must fight the “Evil Entity”
itself and they cannot flee or withdraw from the fight, the “Evil Entity” will never
check morale and it has 4 stages, it will change phase each time its HP reaches 0,
each stage provides different effects:
➢ Stage 1: the “Evil Entity” has no added bonuses
➢ Stage 2: reduce “Evil Entity” max HP by 1 but gets Enhanced
➢ Stage 3: reduce “Evil Entity” max HP by 1 but gets Frenzy
➢ Stage 4: reduce “Evil Entity” max HP by 1 but gets Dark Magic
• The “Evil Entity” is a Boss Monster and aside from the bonuses above, it will
always have Final Boss.

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