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Death left the world.

Prologue The Dungeon Master briefly describes


your arrival. For example: Map Combine options. Grant names.
There is no correct way to use the Map.
The Gods hide on the horizon. Swamp + Burg / Village
The Unfinished Prophecy dictates that whoever bears The
The threads of time were unraveled and tangled. Immortal Seal shall engage in the battle that will usher in a new Underground + Academy

Ruins

+ Curse
Era, but to do so, they must first defeat five of the Guardians of the Dessert + Tomb / Graveyard
The paths intertwined. Legendary Remnants. High + Dungeon
[ / ] Prisoners. ◆ [ / ] Storm. ◆ [ / ] ◆ Vortex. Sunken + Fortification
Thee wander the ancient ruins, Forest + Temple
Bearing a forbidden brand:
Pacts The bonds that rule the world. Their aura quickly
discerns allies from enemies.
/
Corpses
/
Fragile Lift / Ladder
/

+ Encounter
Scenarios
Cliff Incendiary Lock / Cage
Disciples of The Tower
The Dragon Tower’s Archmage could not unveil the Threshold Sunken Reunion
secrets of the Astral moon. Chest Shortcut Open field
Blockade Darkness Path / Bridge
The Radiant Order Mechanism Work of art Haven
Someday the glory of The Golden Age will return, lost
with the decline of The Divine Bloodline’s Sanctification. Entries / Exits:
Exits (1) ◆ / / / (2) ◆ (3)
/ / /
Sanctuary Guardians

Encounters
The beautiful and peaceful nature has been lost or Bandit(s) Knight(s) Giant
Merchant Demon(s) Maiden

+ Quirk
+ Curse
corrupted by the trespassers who brought The Tainted Rot.
Sorcerer(s) Deity Disembodied voice
Primordial Vestiges Blacksmith Dragon(s) Vermin(s)
The Elder Witch lost control of The Primordial Chaos Pilgrim(s) Beast(s) Automaton(s)
1-5 Participants Six-sided dice Flame and created the Warped Bed of Life. Gargoyle(s) Lord(s) Serpent(s)
Only mature adults 3+ hours Catacomb Stalkers Weapon (sword, spear, axe, whip, claw, etc.)
The Resurrection Cycle has been broken, and the Attire (armor, pendant, ring, shield, etc.)

Remnants
Souls-like Dungeon-crawling Undeath allows no rest. Consumable (flesh, seed, herb, soul, etc.)
Material (ore, stone, oil, resin, etc.)
Wanderers of The Abyss
The Shadowvoid is eternal and immutable. It is Tool (torch, arrows, key, emblem, etc.)
everything and nothing. It is the origin of life and the end of all. Arcane (bell, tome, flask, amulet, effigy, etc.)
+ Quirk / + Curse

Remnants /
Crossbreed
/
Concealed Crowd
/
When a being perishes, they leave behind a Remnant: a vestige

Quirks
of their immortal essence imbued in a piece of themselves Twin / Double Crawling Mount
or their belongings (such as weapons, tools, clothing, spells, Copy / Mimic Crippled Engorged
or pieces of their bodies). When you claim one, The Dungeon Spectral / Illusion Small From faraway
Master must briefly tell you a piece of lore tied to a Pact. Upon Misshapen Colossal Sublime
perishing, Guardians of Legendary Remnants leave one
Legendary Remnant. Slumbering Unique eyes Ancestral
◆ Group mode: one of you will be the Dungeon Master,Master, who uses
the Map to create the Journey
Journey.. The rest will be the Immortals who Tainted Rot [parasites] [flesh-made] [bleeding]
explore and fight. Divine decline Protection
◆ Solo mode:
mode: play on your own, taking on the roles of both Immortal Chaosflame [burning] [savage] [root-shrouded]

Curses
Forbidden ambition Destruction
Purpose

and Dungeon Master.


Master. Use the Map to build your Journey
Journey.. Sanctification [lighting] [radiance] [crossbreed]
Lore

Unavoidable sacrifice Infusion


The Immortal Seal (v.6.1) is a tabletop role-playing Undeath [poison] [hollow] [cadaverism]
Tragic fate Guidance
game made by Benjamín Aníbal Reyna (March Astral moon [frost] [astrological] [crystallization]
2023). - Thanks to:
to: Ana Laura Pulzoni, Martín Ambiguous origin Restoration
Shadowvoid [darkness] [profane] [stone]
Bravo, David Silva, Pali Nuñez, Luciano Montalto, Endless search Summoning
Diego Barreto (DeepLight Games). ◆ Fonts
Fonts:: Crimson Answers / / “Indeed.” ◆ / / “Not yet.”
Pro (Sebastian Kosch), IM Fell (Igino Marini) Your Journey begins in an Haven, solitary but safe.
IMMORTAL Strength JOURNEY

Attributes
[Vigour, endurance and vitality]
“The Golden Age is over. Fate has granted thee The Immortal Seal. Fortune
Thy duty is to fulfill The Unfinished Prophecy.” Dexterity When exploring a dangerous place or interacting with the unknown,
[Agility, aim and evasion] roll a die for the group of Immortals.
Name
Aldreda Garwynn Mosbald Romund
Cunning [ / ] ◆ Danger unleashed / Trap activated.
[Conjuration and spirituality] [ / ] ◆ Opportunity with a risk / Reward under a price.
Balther Heregyth Nigmund Selimira
Begilda Ilphas Osgar Talarue [ / ] ◆ Valuable reward.
Cynred Jambert Ostryth Vynestri Remnants
Dunnere Kale Phynara Waldwin The Dungeon Master must describe a form, tell a piece of lore, Combat
Edric Laria Rafnild Zagan and give a name to each Remnant you have or encounter.
Faced with an Enemy, The Dungeon Master describes their
Remnants Level form, behaviour, defence and way of attacking. The Immortal
defines their strategy and Remnant(s) to use. Roll a number
Background (choose one) ◆ of dice equal to the Attribute most appropriate for the used
Defines your starting Attributes and Legendary Remnants.
◆ Remnant. Keep the highest.
Fallen Knight (Strength+ , Cunning+ )
◆ Blackblade greatsword. ◆ Tarnished armour. ◆ [ / / ] ◆ Null effect: [Enemy persists]+[damage received]
Vagabond Mercenary (Strength+ [ / ] ◆ Minor effect: [Enemy defeated]+[damage received]
, Dexterity+ ) ◆
◆ Bloodthirsty edge. ◆ Eclipse shield. [ ] ◆ Greater effect: [Enemy defeated]+[take no damage]

Fugitive Bandit (Dexterity+ , Cunning+ ) ◆ ◆ At an obvious disadvantage, lower your effect by one rank. In a
◆ Stained twin daggers. ◆ Artificer’s bow. total advantage, raise your effect by one rank.

Scholar Sorcerer (Strength+ , Dexterity+ )
◆ Celestial catalyst. ◆ Moon amulet. ◆
Guardians of the Legendary Remnants
Pilgrim Herald (Strength+ , Cunning+ ) ◆ They are more powerful than any common Enemy. Each one
◆ Lightning-caller bell. ◆ Radiant Talisman. ◆ has x2 for each participating Immortal. When they would be
defeated, they consume a and continue fighting. When they
Exiled Savage (Strength+ , Cunning+ ) Use the Remnants wisely: their form or lore should dictate have no more left, roll a die:
◆ Battletorch. ◆ Primordial flame. that they are substantially appropriate for what you are using
them for. They can be traded, altered, repaired, or combined by [ ] ◆ Change the Encounter. This is the new Guardian.
Pact anyone willing and able to do so. Broken Remnants must be [ ] ◆ Change the Scenario to another. Continues fighting.
Some Backgrounds start with a Pact. You can only have repaired, consumed Remnants vanish permanently. If you use
one Pact at a time. If you abandon or betray your Pact, you must more than one Remnant, just apply the one with highest . [ / ] ◆ Add a Quirk. Continues fighting.
fulfill a redemption quest to reseal it. You are not a threat to those Remnants can be used for: [ / ] ◆ Add a new Curse. Continues fighting.
who share your Pact, until you prove otherwise. ◆ Combat / Fortune: when using the Remnant a effective way
to attack in or to interact with the unknown, add an amount of When defeated and with no more , they vanish, leaving only
Decay (starts empty) dice equal to the Remnant’s . a Legendary Remnant behind. Then, this place becomes a
When you take damage, roll a die and mark that amount of ◆ Protection
Protection: when you are about to take damage, if at least Haven or a shortcut to a previously visited Haven).
Decay. When your Decay reaches [6], you perish: your body one Remnant can serve as protection (such as a shield, armor,
disintegrates and, at the end of the combat, you resurrect in the amulet, etc.), reduce the Decay received by an amount equal to
last visited Haven with all your Remnants. Then, reduce your the Remnant’s , but not less than [1]. Additionally, you may Havens
Decay to [0] but increase your Corruption by [1]. choose to shatter the Remnant to reduce the double instead. ◆ Recovery: if you rest or resurrect, reduce your Decay to [0],
◆ Healing
Healing: you can consume a Remnant that can be but restore all Enemies and , but none of the Guardians of
absorbed, devoured, or imbibed to roll an amount of dice equal
Corruption (starts in 1) to Remnant’s . Keep the highest and remove that amount
the Legendary Remnants that have already been defeated.
You start with a Curse on your Immortal Seal that manifests ◆ Strengthen Attributes: you can consume a Legendary
of accumulated Decay. Also, if the Remnant is sacred or pure,
in the form of a Mark of Corruption that grows little by little. reduce your Corruption by [1]. Remnant that can be absorbed, devoured, or imbibed to make
Your Corruption increases by [1] each time you: ◆ Summon
Summon: your summonings can fight, protect and/or heal with The Dungeon Master place a in one of your Attributes.
◆ You perish and resurrect in an Haven. different degrees of effectiveness depending on its form or lore. ◆ Strengthen Remnants: you can consume a Legendary
◆ You harm an innocent character. ◆ Imbue
Imbue: apply and discard a Remnant that can be used to Remnant that can be bound to another Legendary Remnant to
Absolution, redemption or purification can reduce it by [1]. If at the infuse, smear or taint other Remnant to raise its Level by , to a strengthen it and place a on it.
end of your Journey, your Corruption is [6], you will become a maximum of ( ), until you perish or end up in a Haven. ◆ Warp: you can disappear and reappear in another Haven that
being devoid of mind. Using a Legendary Remnant, this become permanent. you already visited before.

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