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Out World Digital

This manual serves as a guide for the Master in the Outworld realm, detailing the adventures of heroes as they embark on quests, recover resources, and interact with settlements. It outlines the mechanics of travel, encounters, and the consequences of actions taken within the game, including the management of resources and reputation. The document also provides information on special locations, merchants, and the potential dangers heroes may face during their journeys.

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sathallarin
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0% found this document useful (0 votes)
175 views108 pages

Out World Digital

This manual serves as a guide for the Master in the Outworld realm, detailing the adventures of heroes as they embark on quests, recover resources, and interact with settlements. It outlines the mechanics of travel, encounters, and the consequences of actions taken within the game, including the management of resources and reputation. The document also provides information on special locations, merchants, and the potential dangers heroes may face during their journeys.

Uploaded by

sathallarin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

)

A heartfelt thanks for the review goes to:

Samuele "Nemesis_89" Medico


Andrea "assodidenari" Bertoletti
Lestodante
Without their review, patience, and support,
Outworld would have been full of errors!

distributed by

2
This manual is for the exclusive use of the Master and introduces Outworld, a perilous
realm of monsters and heroes. It is the land where the heroes' quests take place.
This manual provides everything needed to tie together the quests.
Now, at the end of each quest, your heroes will embark on dangerous journeys;
they may visit small villages or the Capital of the Kingdom, spending their hard-earned
gold on new items, equipment, and magical artifacts. Along the way, they may encounter
allies who seek to aid them or enemies who will attempt to thwart their progress.

3
UPON COMPLETION OF A QUEST:
Immediately after completing a quest, the heroes will camp in a location just outside the dungeon's exit (such as a forest, clearing, or similar) and
recover 1 Body Point; afterward, they may proceed to an outpost. Most of the quests the heroes undertake are located on the fringes of Outworld,
where settlements are sparse. To stock up on supplies, the heroes can either travel to the heart of the kingdom to visit the Capital or make do with the
basic provisions available at local hamlets or villages.
Upon arriving at a settlement, after spending the night at an Inn, the heroes will recover all lost Body Points, Mind Points, and Spells. If the heroes
choose not to embark on any journey, they can immediately proceed to the start of the next quest. Before beginning the new quest, the heroes will
camp in an area adjacent to the dungeon entrance and will then recover all lost Body and Mind Points, as well as Spells.

Note: Heroes will not always be able to travel between quests, as some quests may be interconnected. The Master must ensure that there is a
feasible route between the completed quest and the new quest location before allowing the heroes to journey to a new area.

ON THE ROAD:
Traveling through Outworld comes with its risks. The longer the journey, the greater the chances of encountering something terrible. Any events that
occur between quests are resolved using the tables found at the end of this manual. Once a quest is completed, the heroes must decide their
destination. Traveling all the way to the Capital to seek better equipment might be more dangerous than reaching a nearby village.

The distance between the heroes' current location and their chosen destination is represented by the number of Travel Days. Each Travel Day
requires a roll on the Danger Table. Before embarking on the journey, the heroes must roll 3 Combat Dice to determine the distance of each
settlement from their current location, according to the table below:

Example: After completing the quest, the heroes roll 3 Combat Dice and get:
- Travel Table -
Roll 3 Combat Dice
Capital 4 + number of skulls
Town 3 + number of white shields With these results, the distances will be:
Village 2 + number of black shields
Village = 3 Days Town = 3 Days Capital = 6 Days

)
As previously mentioned, heroes regain 1 Body Point as soon as they camp outside the dungeon. However, this does not preclude the use of available
potions or spells to recover additional Body Points. If, during the search for dangers, a "Quiet Day" occurs, each hero recovers 1 Body Point or,
alternatively, one Skill or Spell.

4
THE DANGER TABLE:
Once the number of Travel Days has been
determined, the heroes must make a number of
rolls on the Danger Table equal to the number
of Travel Days.

It is important to note that the dangers affect


the entire group and not just a single hero.
Assign a player to keep track of the Travel Days
elapsed and the remaining days to reach the
chosen destination.

This way, you will always be able to calculate


how far the heroes still need to travel and how
many dangers they have yet to face!

For each day of travel, roll 2D6 on the Danger Table,


using one die to indicate the Tens and the other to
indicate the Units. You may use either Table A or Table B
as you see fit, switching between them as needed.

Example:
If you roll a 2 on the first die and a 1 on the second die, the result is 21.
Refer to the corresponding number on the table to determine what happens.

After each individual Travel Day, roll 2D6.


If you roll a Double 1, the heroes have gotten lost!
They will need to spend an additional Travel Day to find
their way back on track. Consequently, you must make an
additional roll on the Danger Table.

5
THE SETTLEMENTS
Regardless of their size, the Settlements of
Outworld are bustling and teeming with activity.
Street vendors and merchants loudly hawk their
goods, trying to entice travelers with their wares.
For the weary wanderer, a Settlement is like an oasis
in the desert. The prospect of a decent meal and a
real bed, after weeks in the wild, is indeed tempting.
However, heroes must remain vigilant.
Foreigners are often viewed with suspicion
and may be avoided or completely ignored.
Merchants might refuse to deal with outsiders who
appear eccentric or outlandish, even closing their
shops as they approach.

Local guards may detain such travelers,


questioning their intentions and the purpose of their
visit. If the answers are deemed insufficient to
assuage the suspicions of the Captain of the Guard,
the best outcome might be a court appearance where
they could be judged and possibly expelled from the
city. In the worst case, they might be accused of being
cultists of Terror and burned at the stake.
Not to mention, pickpockets and cutthroats are
always lurking, ready to pounce on unsuspecting
adventurers.

6
SETTLEMENT TYPES AND MERCHANT INVENTORIES:
Compared to the hundreds of villages scattered across Outworld, larger Settlements attract all kinds of merchants. In a Town or the Capital, even a Dwarf
or an Elf might find some of their kin trading in a remote part of the city. The Wizard might discover that the Settlement has an established WizardÕs Guild,
while the Barbarian could have an endless choice of Taverns to visit.
Within the Capital or a Town, each hero can visit various Special Locations. These are listed in the following pages, starting with the Alchemist's
Workshop. If a hero chooses to visit a Special Location, they cannot undertake any other activities of their own choosing on that day, such as visiting a
merchant to buy or sell equipment. However, in smaller settlements, it is less likely to find all Special Locations. For example, it is improbable to find a
WizardÕs Guild in a small village. Consequently, villages do not have Special Locations. To determine if a hero finds a Special Location in a Town, they
must roll 2D6 and achieve a result of at least 8. If the hero does not find the desired Special Location, they cannot attempt to visit any other location,
as they have spent the entire day searching without success. Instead, they must roll for a Settlement Event and pay their Lodging Costs.
Once a hero in the party locates a Special Location, they inform the rest of the group, making it available to all.
The only exception to the above rules is the Tavern; all types of settlements (even villages) have one! Being a place of great interest, heroes always
know its location and do not need to roll any dice to find it. Some small villages might have a hidden Gambling Den in the back of the Tavern!
Roll 2D6: if the result is 10-12, the Gambling Den is present!
All merchant tables have a column marked as Inventory. Whenever a hero wishes to purchase something, they must make a roll with a result equal to
or greater than the number indicated in this column to be able to buy the item. The number of dice rolled depends on where the purchase is being
made: in a Village, use 1D6; in a Town, use 2D6; and in the Capital, use 3D6. If an item is not available, it cannot be purchased during the stay.
The only exception is for items available from the Blacksmith, which, if not available, can be purchased from the Black Market with a 25% markup.

REFUGE AND ACCOMMODATION COSTS:


When the group of heroes is outside, they must find their own sustenance
from nature, eating whatever is available in the wilderness. When the heroes
are in a Settlement, they must stay at the local inn. The inn in the Capital is
known as the Bronze Griffin. Staying at an inn costs 15 gold coins per night,
to be divided among all members of the party.
This amount covers both board and lodging at the inn. Heroes may remain in
a Settlement for as long as they wish, but the costs must be paid each night.
After completing the core set of quests, the King has graciously gifted you a
Refuge as a token of gratitude. From now on, whenever you visit the Capital,
your party will stay at this Refuge. The caretaker of the Refuge is Alfred the
Half-Elf, and his role is crucial: he receives guests and mail, dusts, tidies up,
and irons your cloaks! However, Alfred has a family to support, and his fee is
20 gold coins per night spent in the Capital. Alfred is not only a skilled
manager of your Refuge but also possesses many other talents!
Refer to the Refuge section for further details!

7
REPUTATION AND EXILE:
Throughout their adventure, heroes will have various opportunities to earn and spend Reputation Tokens. At the end of each Quest, the Game
Master will award a Reputation Token, which the players can share. These tokens can be redeemed at different times (for example, during certain
specific quests or events). Heroes can also spend a Reputation Token to hire a Mercenary (if available) instead of paying their regular cost.
Additionally, a Reputation Token can be used to obtain a discount of 250 gold coins at any merchant.
If a hero is banned from a city for any reason, they must pay a bounty of 300 gold coins to be allowed back in. Until the bounty is paid, the hero
must wait outside the Settlement while the rest of the party continues their activities. For each night spent alone waiting for their companions to
return, roll 1D6. On a roll of 1, the hero is robbed in their sleep by bandits, and all their gold coins are stolen.

WHILE IN A SETTLEMENT::
When the heroes arrive at Settlement, the first task is to appoint one of the players to keep track of the time spent there. The duration of the stay
within the Settlement determines how many Places of Interest can be visited, the total cost of Stay Expenses, and most importantly, how many
Events occur! For each day spent in a Settlement, each hero must:

1. Visit a Place of Interest (Merchant or Special Location) or remain at the Inn;


2. Generate a Settlement Event;
3. Pay the Stay Expenses Ð AlfredÕs Salary.

Every day spent in a Settlement, each hero can visit one Place of Interest within the Settlement. Regardless of their choice, they must roll for a
Settlement Event and pay the Stay Expenses. The Equipment tables at the end of this manual list all the merchants and equipment that might be
available. The visitable merchants include the Armorer, the Farm, and the Emporium. Some weapons and items are available exclusively to certain
types of heroes; for instance, most weapons and armor are not usable by Spellcasters (refer to the relevant column in the merchant tables).

IF THE HEROES STAY IN A SETTLEMENT FOR 10 DAYS OR MORE,


AT THE END OF THE TENTH DAY, THEY MUST ROLL ON THE CATASTROPHIC TABLE.
REACTIONS TO THE HEROES' PRESENCE:
After completing the base set, heroes will be known as "Champions of the Realm." From this point onward, their presence will elicit various reactions from the
people of the realm. Some may be hostile, others might be honored, and some will treat them as ordinary customers. Before beginning any interaction in a Special
Location, the Master secretly rolls 1D6 on the following table:

1-2: The Merchant is displeased by the hero's presence and secretly applies a 20% surcharge.
3-5: The hero does not generate any particular favor or dislike from the Merchant. Prices remain unchanged.
6: The Merchant is honored by the heroÕs presence and offers a 20% discount.

In general, merchants only accept payment in gold coins. However, some may be willing to accept payment in gems. The Master secretly rolls 1D6.
On a result of 5-6, merchants accept gems as payment.

8
RESUMING THE JOURNEY:
Typically, heroes can leave the settlement at
any time, unless prevented by an event.
Before departing, they must settle all
outstanding debts, such as their Lodging
Expenses, AlfredÕs compensation, or any
debts at the Gambling Den.

If the heroes are in the capital, before setting


out for their next Quest, they must visit the
Mentor's Study. This Study is located within
the KingÕs palace and is a Special Location
that can only be visited by the entire group.
The visit to the Mentor's Study does not
require a roll on the Settlement Events Table.
If any hero is outside the city walls due to
exile, they will not benefit from any aid
obtained from visiting the Mentor's Study.

OPTIONAL RULE:
To add an extra level of challenge,
the Master can choose to make the
journey from the settlement to the
dungeon entrance unpredictable.
To determine the number of travel
days, and thus the number of rolls
on the Danger Table, roll 3 combat
dice: each skull rolled equals
one day of travel!

9
10
- Special Locations -

- ALCHEMIST -
The Alchemist's Laboratory is a curious place, where the air is filled with
noxious vapors, puffed out by hissing and bubbling flasks. Intricately shaped
tubes snake between these delicately balanced glass containers, transporting
liquids that froth and boil.

At the Alchemist's, it is possible to attempt to transform


Equipment into gold coins.

The Alchemist attempts to transmute a piece of equipment into gold coins.


Remove the item from your character sheet. To determine how much gold
the item is converted into, roll any number of dice, add up their results, and
multiply the total by 50. However, if any of the dice show a result of 1, the
transmutation fails, and the item is destroyed, turning into a worthless pile of
shapeless sludge. If the transmutation succeeds, the Alchemist keeps half of
the generated gold coins as their payment.

All potions and reagents have a duration of 3 quests from


the moment of their discovery or creation.

At the Alchemist's, you can purchase a Reagent Kit (for 400 Gold
Coins) to craft your own potions. Alternatively, you can purchase
one of the following potions:

11
Item Description Stocks Price

Potion of Dexterity Adds 5 squares to the next move or allows you to automatically skip a pit trap. 5 100
Potion of
Glacial Force For the next turn, double the damage inflicted with a weapon. 5 200
Battle Potion Reload all Attack dice. 5 200
Potion
of Speed Allows you to roll twice as many movement dice for the next turn. 5 200
Potion
Minor Healing Restore 2 Body Points. 5 200
Poison Antidote Restores 2 Body Points caused by Poison. 6 300
Adds 2 Defence dice.
Potion of Frost Skin
The effect ends when there are no more monsters in the field of vision. 6 300
Potion Ice Skin Restore 1 Body Point and 1 Mind Point 6 300
Potion Allows 2 attacks per turn.
Battle Fury The effect ends when there are no more monsters in the field of vision. 7 400
Potion of Recall Allows 1 used spell to be recovered. 7 400
Potion of Magic Allows you to recover up to 3 Spells cast during the current Quest. 8 400
Elf only. Movement 12 squares+2 attacks per turn.
Elf Potion of Speed
The effect ends when the hero loses 1 Body Point. 9 500
Healing Potion Restores 1D6 Body Points. 9 500
Allows you to detect all Traps and Secret Doors within sight.
Potion of Vision
The effect ends when the hero loses 1 Body Point. 9 500
Superior Restoration
Potion Restores all Body Points, all Mind Points and cures Lycanthropy. 10 800

12
- TEMPLE -
Silence, tranquility, and peace reign within the Temple. An aura of serenity envelops the majestic
walls. The flickering candlelight accompanies the sound of chanting emanating from within this
sacred place.

Heroes often visit the temple to offer prayers and sacrifices in gratitude for a recently completed
Quest or to seek divine aid for an upcoming one. Each hero visiting the temple must donate 50
gold coins to make a roll on the following table. Note any benefits on the character sheet. A
hero may attempt to receive a blessing only once per stay; if their prayers go unanswered, they
cannot try again until their next visit.

1-4: The Gods are not listening, and your hero's pleas go unanswered.

5: Your hero's hand is guided by unseen forces.


Add +1 die to Defense for the duration of the next Quest.

6: Your hero's hand is guided by unseen forces.


Add +1 die to Attack for the duration of the next Quest.

At the Temple, it is possible to resurrect the corpse of a hero who died during a Quest for a cost
of 800 Gold Coins. The resurrected hero will have the same attributes as they did at the time of
death. For more information, refer to the section on the Death of a Hero.

Additionally, you can purchase Holy Water. This item can instantly destroy any undead
(Zombies, Mummies, or Skeletons) for a cost of 400 gold coins per vial.

13
- MAGE GUILD -
A strange bluish aura envelops the imposing arcane tower. At the Mage Guild, a Spellcaster can seek advice and magical assistance for their upcoming
Quest. Within the Mage Guild, it is possible to purchase certain arcane items that can only be used by Spellcasters:

Item Description Stocks Price


Allows the caster to roll 2 ranged combat dice
Wand against any enemy in line of sight.
(Range 5 squares).
5 200

Magic Scroll containing a Spell to be chosen


Parchment
at the time of purchase.
The Scroll can be used by any hero.
6 300
Protective This magic cloak made of glittering fabric is
Cloak covered with mysterious runes.
Adds 1 dice to Defense.
7 350
Arcane
Amulet
Once per Quest restores 2 Body Points. 8 800
Esoteric Tome that allows any known spell to be copied,
Tome
which counts as an additional spell. Once a spell
has been transcribed, it can no longer be changed.
10 1000
At the Mage Guild, heroes can also apply runes to their weapons and armor.
Only one rune can be inscribed per item. Runes cannot be applied to artifacts.

Rune Effect Price

Adds an Attack dice 1500


Adds a Defense dice 1500
One of the dice rolled will always be Skull 2000
One of the dice rolled will always be White Shield 2000

14
- GAMBLING HOUSE -
Whether located in the shadiest district of the Settlement or in the most expensive and exclusive one,
gambling houses all share the same purpose: to swindle the unwary traveler.

Unlike other Special Locations, your hero can visit the Gambling House as many times as desired
during their stay in a single Settlement. Each visit to the Gambling House occupies the entire day.
Even some small villages might have one. Roll 2D6: with a result of 10-12, the Gambling House
is present in the back room of the tavern! If a hero incurs a debt they cannot repay,
the Gambling House keeps the hero's most valuable equipment as collateral,
and they are banned from the Gambling House until the debt is settled.
For the rest of the stay in the Settlement, roll 1 Combat Die after each
Settlement Event Phase. If a black shield is rolled, the hero is ambushed and severely
beaten by the Gambling House's thugs and must undertake the next Quest
with -1 maximum Body Points. At the Gambling House,
you can play: Dice, Knife Throwing, and Arm Wrestling.

- DICE -
The most popular game in Outworld is Dice.
Declare how many gold coins you are betting (max 200 gold coins
for the entire stay) and roll 1D6 on the following table
(if the hero is a Thief, add 1 to the dice result):

1-2:The hero is cleaned out in minutes and loses their entire stake.
3-5: After several rounds, the hero breaks even. No loss and no
gain!
6: Luck is with the hero, who wins an amount of gold equal to the
initial stake multiplied by 1D6.

When a player decides to leave the table, roll 1D6; on a result of 1,


they are overcome with the urge to play again and place another
bet. Repeat this roll each time a player attempts to stop playing.

15
- KNIFE THROWING -
Skill, precision, and a touch of luck are the ingredients for an exhilarating Knife Throwing challenge.

Declare how many gold coins you wish to bet (max 200 gold coins for the entire stay). Roll 1D6 to determine the number of participants
in the challenge. With a roll of 1-3, there will be two challengers and the hero; with a roll of 4-6, there will be just one challenger facing
the hero. Once you have the number of participants, determine their type. Each type of challenger may have bonuses or penalties based
on their knife-throwing skill, which affects the sum of the 3D6 rolls. Roll on the following table to determine the type of challenger:

D6 Contender Modifier

1 Drunken Energumen -1
2-4 Citizen 0
5 Mercenary 1
6 Rogue 2
ItÕs time to begin the challenge: roll for each participant. The hero will roll
first, followed by the Master rolling for each of the other challengers.
The challenge consists of three rounds, after which the winner will be
determined. Each knife throw is done by rolling 3D6. Sum the result
of the 3 dice and add +2 if the hero is a Thief or +1 if they are an Elf.
Refer to the table below to see the exact point where your knife lands:

3D6 3-6 7-9 10-12 13-14 15-16 17-20


0 10
Score 2 3 4 5
Miss! Bull's-eye!
The winner of the contest will be the one with the highest total score from the
three throws! The winner receives the wager multiplied by the number of
challengers.

16
- ARM WRESTLING ( Inspired by an idea from Matteo "Winters" Palermo) -
Pride, sweat, and brute strength are needed to prevail in an Arm Wrestling challenge.

If you wish to enter an Arm Wrestling contest, you must first determine your opponent. Each type of challenger may
have bonuses or penalties based on their strength. Roll on the following table to determine the type of challenger:

D6 Contender Modifier

1 Drunken Energumen -1
2-3 Citizen 0
4-5 Mercenary 1
6 Barbarian 2
Once the challenger is determined, declare
how many gold coins you are betting
(max 200 gold coins for the entire stay).

The objective is to overpower your opponent


in a best-of-5-rounds contest. The hero rolls
3D6 and sums the result (if the hero is a
Barbarian or Dwarf, add 2 to the result).
Similarly, the Master will roll for the
challenger, applying any bonuses
(or penalties). The winner of each round
is the one with the highest score.

The winner of the contest will be the one


who wins 3 out of 5 rounds! The winner
receives double the amount of the wager.

17
- BLADES GUILD -
The Blades Guild is a company of Mercenaries. By paying a fee, heroes can recruit
one of these fighters to accompany them on their next Quest and throughout the
journey to the next settlement.

If a mercenary dies while hired by the group, roll 1D6.


On a roll of 1-3, word of their death spreads, and the next mercenaries will
demand double their usual fee. The price for mercenaries will return to normal
once the next hired mercenary returns safely to a settlement.

Not all mercenaries will always be available.


The mercenary you wish to hire is unavailable if, when rolling 1D6, the result is:
1-3 in a Town or 1-2 in the Capital.

Body Mind
Mercenary Movement ATT DEF Price
Points Points

Explorer 9 2 3 2 2 50
Halberdier 6 3 3 2 2 75
Crossbowman 6 3 3 2 2 75
Swordsman 5 4 5 2 2 100
Ogre 8 4 4 4 1 150

18
- HAVEN -
Home sweet homeÉ After fighting and wandering far and wide, it's always
pleasant to rest in your warm bed, attended by the trusty Alfred the Half-Elf..
After completing the base set quests, the King grants you this haven,
which will serve as your base.

The caretaker of the haven is Alfred, and his role is crucial. He receives
guests and mail, dusts, tidies up, and even irons your cloaks! However, he
has a family to support, and his salary is 20 gold coins for each night spent
within the capital. Alfred's most important task is to safeguard your
belongings and treasures. At the haven, you can store items, coins, gems, and
anything you don't want to take with you on your quests. Rest assured,
whenever you need them, Alfred will be ready to return them to you
immediately! Usually, you should find them exactly as you left them.

Within the haven, there will also be an Alchemist's


counter where you can distill Potions.

Through his numerous connections in the high society of the Capital, Alfred
can convert gems into gold coins. This special service, however, costs 20% of
the gems' value. Alfred will deliver the equivalent in gold the following day.

In addition to the usual rolls made in Settlements, after receiving the


Haven as a gift, the group of heroes must make one roll on
the Haven Event Table during their stay..

Just like all other tables, the haven table generates events that involve
the entire group of heroes. There is no specific time to make the roll,
but it is important to do it at the end of the day when all
heroes are gathered inside the Haven!

REMEMBER: The haven will be given as a gift only after completing the base set!

19
- TAVERN -
After many weeks or months in the wild lands, the first place a hero is likely to head to when arriving in civilization is the Tavern.
The reason for this is not just to drink copious amounts of the strongest ale in the house (although that is certainly one of the main reasons),
but also to meet other adventurers and exchange tales.

Remember, all types of settlements (even villages) have a Tavern! Being one of the major points of
interest, the heroes always know its location without needing to roll any dice.

Some small villages might have a hidden Gambling Den in the backroom of the tavern!
Roll 2D6: with a result of 10-12, the Gambling Den is present!
At the tavern, it is also possible to make
purchases:

For 20 gold coins, you can buy a pint of


Ogre Grog; for 50 gold coins, you can buy a
box of Old Toby's Pipeweed, which allows
you to restore 1 Body Point. Being very rare,
each hero can purchase it only once per
stay. If you are more daring, for 150 gold
coins, you can buy a flask of Bombur's
Beer, a very strong dark beer that adds 2
Dice in attack for the next two turns after
use! Alas, you will then lose a turn as you
collapse asleep!

The Tavern is always a very crowded place,


so you never know what might happen! If a
hero decides to visit the Tavern, roll 2D6 on
the Tavern Table.

20
- TRAINING GROUNDS -
Only those who embrace sacrifice and pursue
perfection will become living legends.

During their stay in a Settlement, a hero can decide to invest their


money in Training to learn new skills. The weapon masters, however,
demand significant sums to teach you their tricks!

The skills learned can be used once


per Quest (unless otherwise specified).
Using a Skill requires a Standard Action
(e.g., Move+Skill or Skill+Move).
To learn a higher-level Skill, you must have
learned at least one Skill from the previous level.
Training for a hero lasts 7 Days.

The cost to learn a single Skill is:

LEVEL 1: 500 gold coins;

LEVEL 2: 1000 gold coins;

LEVEL 3: 1500 gold coins;

LEVEL 4: 2000 gold coins.

21
Level 1 Level 2 Level 3 Level 4
Rage Survival Earthquake Hammer of the Ancients
B The Barbarian's rage allows him to
roll 1 additional Attack Die. The effect
During an incoming attack, the
Barbarian changes the result of one
The Barbarian strikes the ground
with his mighty foot, causing 1
The Barbarian chants an ancient
hymn, summoning a massive
a ends when there are no more attack die to a Shield. unavoidable damage to all monsters ancestral hammer that strikes all

r monsters visible to the Barbarian. and heroes within a 9-tile square


centered on the Barbarian.
adjacent enemies with 4 Attack Dice.
The attack can be defended against
b normally.

a
r Taunt
The Barbarian mocks the enemies in
Fury
Exhilarated by combat, the Barbarian
Shoulder Slam
A powerful shoulder slam pushes the
Berserker's Wrath
At the end of the next attack turn, the
I front of him. For the duration of the
next turn, all enemies are compelled
finds new energy, allowing him to
perform two attacks in the next turn.
enemy back 2 tiles and inflicts 1
unavoidable damage.
Barbarian recovers 1 Body Point for
each damage dealt.
a to attack him.

n
Silent Step Master of Arrows Invocation of Nature Raging River
During your next movement, you can You can make your next attack using A regenerative aura surrounds the Summon a powerful current of water
move through enemies with a bonus arrows even if your line of sight is Spellcaster or an Ally, allowing them that deals 2 undefendable damage to
of +4 to your movement dice. blocked by an ally. to recover 1 Body Point per turn for all monsters and heroes in the room,
the next 3 turns. except for the summoner.

E
l Precise Shot
Add 1 Die to your next attack that
Dodge
Before rolling to defend against the
Piercing Shot
Your next attack using an arrow
Darkvision
For the duration of the Quest, as
f uses an arrow (bow or crossbow). next attack, roll 1 Attack Die. If you (bow or crossbow) can hit two soon as the Elf enters a room, they
roll a skull, you dodge the entire enemies in a line. Roll the dice as if it instantly identify all secret doors
attack. were a normal attack. Each enemy without the need to search for them.
defends individually.

22
Level 1 Level 2 Level 3 Level 4
Goblin Hatred Dwarven Fortitude Iron Will Master Blacksmith
After defeating a Goblin, you can Your body is forged from countless Your fortitude allows you to add 2 Sharpen your weapons for battle. Add
attack a second adjacent enemy. battles. Recover 3 Body Points Dice to defend against the next 2 Dice to your next 4 attacks.

D immediately. attack.

w Greed
Double the value of your next
Incendiary Bomb
Throw an incendiary bomb with a
Trap Expert
If the Dwarf triggers a trap or if an
Trap Master
For the duration of the Quest, as
a reward. maximum range of 3 squares within ally triggers a trap in the same room soon as the Dwarf enters a room,

r line of sight. It deals 1 undefendable


damage to all monsters and heroes in
as the Dwarf, it does not activate as
the Dwarf detects and disarms it.
they instantly identify all traps
without the need to search for them.
f the impact area, which is a 4-square
grid.

Perception Impact Healing Aura Magic Nova


With the power of your mind, you Magically lift a visible enemy and A regenerating aura surrounds the All Monsters in the same room as the
perceive the entire contents of a slam them to the ground. The impact Wizard and an adjacent Ally, allowing Wizard suffer a Magic attack with 4
room with a closed door. The door causes 2 undefendable damage. This both to recover 1 Body Point per turn Combat Dice. This attack can be

W must be in the Wizard's line of


sight. The monsters inside the
cannot be used against large
monsters.
for the next 3 turns. defended with 1 fewer Die than the
Monster's normal Defense.

i room will not be activated until the


door is opened.
z
a
r Esoteric Defense
For the next 2 turns, add 1 Die to
Arcane Defense
For the next 2 turns, the Wizard
Teleportation
The Wizard teleports to a room they
Magic Weakness
For the next 2 turns, all Monsters in

d your normal Defense. counts both White Shields and Black


Shields for Defense.
have previously visited during the
Quest.
the same room as the Wizard
subtract 2 Dice from their base Attack
(they cannot roll fewer than 1 Attack
Die).

23
- BLACK MARKET -
In the heart of the Capital, behind the tavern, lies the clandestine realm of illicit trade. Darkness envelops the stalls where stolen goods,
forbidden explosives, and mysterious secrets lurk in the shadow of the King's castle.
At the Black Market, you can exchange gems for gold coins, purchase weapons not currently available at the blacksmith (with a 25%
markup), and acquire items typically not found in a regular Emporium:

Article Description Stock Price


If a Monster moves on the Trioboli tile it must roll a D6. If it obtains a
Caltrops white shield it may continue its movement; with any other result, it ends 5 100
its turn.

A blanket of smoke envelops a Monster adjacent to the hero. Until the


Smoke Bomb
next turn, heroes may cross the square occupied by that Monster. 5 100
Required to carry arrows.
Quiver
Can hold a maximum of 10 arrows. 7 100
Heals Body Points, roll 1D6: 1-2: 0 Body Points
Bandage
3-5: 1 Body Point 6: 2 Body Points
8 150
Weapons Irritates the blade making it poisonous. For the next three attacks, if an
Poison attack deals at least 1 damage, it adds an extra unparallel damage. 7 150
The camouflaged hero is not seen as an enemy by the forces of Terror.
Camouflage
See the Camouflage section for more information. 8 200
It is regarded as a Tool Bag. With the Bandolier equipped the Rogue is
Bandoleer considered to be armed with the Dagger at all times. It can only be used 9 300
by the Rogue.
An improvised device made of Clay and Metal, filled with gunpowder
Ordnance
Explosive
and nails. If thrown it inflicts 1 undefended Body Point to all monsters 9 250
and heroes in a 2x2 area.
The Black Market is the only place where payment in gems is always accepted.
After each visit to the Black Market, the hero must roll on the Black Market Event table.

24
)

- SHERIFF -
Keep your friends close, but your enemies
closer, as someone once said.The prison
stands near the King's palace, where the
enemies of the realm rot away! It is also the
residence of the Sheriff, a very imposing man
who occasionally draws from the kingdom's
coffers to post bounties.

At the prison, you can receive a reward for


the heads of defeated monsters.
The kingdom's coffers are not always full!
Every time the group of heroes stays in the
capital, it would be wise to visit the prison.
The prison can be visited once per stay.
The hero makes a check by rolling 1D6
(the check is valid for the whole group and
cannot be repeated for the duration of the
stay in the capital):
On a result of 6, the Sheriff will allow you,
for the next Quest only, to keep a tally of the
defeated enemies. Return to him with a list
and evidence of those killed, and he will
reward you with hard cash! If bounties are
unavailable, they will remain so for the
entire stay, and the heroes will need to try
again during their next visit. The Sheriff
might also have Quests to assign you!

Game Masters can use this mechanism to


introduce single Quests for players to
undertake!

25
- ARENA -
Welcome to the Arena, where the bonds of friendship are tested as much as the
strength of enemies. Located in the heart of the Capital, this is where the fiercest
disputes are settled and the skills of the bravest warriors are put to the test.
Every duel is an opportunity for glory or ruin. The clash of weapons and
the roar of the crowd echo within the walls of this place, sealing the
fate of those who dare to challenge its relentless judgment.

In the Arena, heroes can compete, either alone or as a team, in a


tournament for glory, fame, and an epic reward! The tournament is
not always available: heroes wishing to participate (even alone)
must go to the Arena and roll a movement die:
On a result of 4-5-6, the tournament will take place.

Once the roll is made, it cannot be repeated for this stay.


If the tournament is not available or if the heroes have already
participated, they can return to the Arena during their next visit!
The Arena tournament consists of three formidable battles,
at the end of which there will be a fabulous reward: a vial of Elixir
of Life! To participate in the tournament, a fee of 200 gold coins
must be paid.

Before starting, you must determine the Strength Coefficient.


A heroÕs Strength Coefficient is the sum of the dice of their
strongest attack +1. Once the Strength Coefficients of all the
heroes are calculated, add them together to get the
teamÕs Strength Coefficient. If a single hero is facing the
tournament, the teamÕs Strength Coefficient will be
equivalent to that hero's Strength Coefficient.

26
Examples of Strength Coefficient:

Hero Weapon Strength Coefficient: TOTAL


Barbarian Falcione 1+4

Dwarf Bipen Axe 1+4


Elf Longbow 1+3 20
Wizard Genie 1+5
Each of the three battles will feature increasing levels of difficulty. Before each challenge, the Master must assemble a team to face the
heroes or the lone hero. Since the Arena is within the Capital (or a Borough), the opponents will be mercenaries or warriors from across
the realm, not monsters from the armies of terror. To create the three opposing teams, use the following criteria:

ROUND 1: Opponent Team Strength Coefficient = HeroesÕ Strength Coefficient


ROUND 2: Opponent Team Strength Coefficient = HeroesÕ Strength Coefficient +3
ROUND 3: Opponent Team Strength Coefficient = HeroesÕ Strength Coefficient +6

Feel free, as the Master, to adjust the difficulty by increasing the Strength Coefficient of the antagonists!
AT THE END OF EACH ROUND, ALL HEROES RECOVER 1 BODY POINT.
Use the following table to create the opposing team:
Kind Movement ATT DEF Body Points Mind Points Strength Coefficient

Explorer 9 2 3 2 2 3
Halberdier 6 3 3 2 2 4
Crossbowman 6 3 3 2 2 4
Swordsman 5 4 5 2 2 5

Ogre 8 4 4 4 1 5

27
Unlike regular gameplay, in this mode, turns alternate between a hero and an antagonist. For example, if there is one swordsman left
and four heroes, the sequence would be: Barbarian, Swordsman; Dwarf, Swordsman; etc. As in the base game, each turn allows for one
Movement + one Action (or vice versa). Before the battle begins, both teams will roll a movement die. The faction that rolls the higher
number will be the first to have a member enter the Arena. The other faction will then act, alternating turns as per the Arena rules.
Given the purely sporting nature of the tournament, it is impossible to die during its course: if a hero's Body Points reach 0, they will be
removed from the Arena, where they will receive necessary medical treatment to restore their Body Points to 1. Therefore, before
leaving the settlement to begin a new quest, the hero must spend at least one night in the settlement.

To set up the Arena mode, use the 8x8 square located in the top-right corner of the board (ignoring the walls that separate the rooms).
The layout of the doors and pillars is as shown in the accompanying image. Doors marked with the letter E represent the entrances for
the hero team, while doors marked with the letter Z represent the opponents' entrance.
Place a Skull Token on each square marked with the letter X.
On these squares, a tournament participant (hero or antagonist)
can call for the Arena crowd's help, hoping to receive useful
supplies for battle. If a tournament participant on a square
marked with X does not have an adjacent opponent, they
can roll on the following table using two movement dice:

2-6: The crowd ignores you, and you receive nothing.


7-8: Add one combat die to your next Defense roll.
9-10: Add one combat die to your next Attack roll.
11: You may make two Attacks during the next turn.
12: Minor Healing Potion that restores 2 Body Points.

After rolling, remove the Skull Token. At the end of the Round,
before the new battle begins, reposition all Skull Tokens.
The reward for emerging undefeated from the Arena, after
the third Round, is a vial of Elixir of Life. Alternatively,
the Master may choose to offer a different reward:
a legendary weapon, a lost artifact, or something of similar significance!

28
- MENTOR'S STUDY -
In the heart of the majestic Royal Palace, the Mentor's Study exudes an aura of magic and mystery. The walls are lined with ancient tomes
and scrolls, and the dim light comes from flickering candles. At the center, on an ancient ebony desk, the Lore Tome emits an ethereal glow.
The purple smoke from an incense burner fills the air and soothes your spirit.
The Mentor's Study is a Special Place that must be visited just
before leaving the capital. Upon arriving at the study,
the group makes a roll with 1D6. With a roll of 6, the Mentor is
present in the study!
The Mentor will consult the Lore Tome to provide guidance on the
next Quest. Now, roll 2D6 on the following table and sum the
results:

2-4: The Mentor reveals the objective of the mission to you now. If
the heroes wish, they may delay their departure to gather additional
supplies.
5: The Mentor gives you a magical scroll containing an elemental
spell of your choice.
6: The Mentor blesses you with their aura. Each player, during the
next Quest, can choose the result of one die without rolling it.
7-8: The Mentor consults the Lore Tome, but it reveals nothing
about the next Quest.
9: The Mentor consults the Lore Tome, which reveals the
wandering monster of the next Quest.
10: The Mentor consults the Lore Tome, which reveals the location
of a secret door in the next Quest.
11: The Mentor consults the Lore Tome, which reveals the location
of 3 traps in the next Quest.
12: The Mentor consults the Lore Tome, which reveals the location
of the final room in the next Quest.

29

29
- ARMORER -
The sound of the hammer echoes through the alleys as red-hot iron is
incessantly forged into weapons and armor coveted by kings and warriors.

At the Armorer, you can purchase a variety of weapons that may prove
useful in your upcoming quests! Some weapons can be wielded with one
hand and can therefore be used alongside a shield or another one-handed
weapon. Others are formidable offensive tools that must be wielded with
both hands!
Additionally, there are excellent ranged weapons, not to mention armor and
equipment to suit every taste. Each weapon will have its own range of
action indicated alongside it. Weapons can be used by all types of warriors,
but only some can be used by Wizards. Check the table to ensure your hero
can wield the weapon you wish to purchase!

At the Armorer, you can also sharpen your blades. All weapons with a
blade can be sharpened for 100 gold coins. When sharpening your blade,
one of the dice rolled will always show a Skull. The effect of sharpening
lasts for 5 attacks. Artifacts cannot be sharpened.

- Explanation of Ranges -
Hero Melee Ranged

30
- Attack -
Article Hand Range Spellcaster Dice Stocks Price Range

Dagger 1 3 Yes 1D 4 100

Throwing axe 1 4 NO 2D 6 250

Trident 1 4 NO 2D 6 250

Short Sword 1 1 NO 2D 6 250

Hammer 1 1 NO 2D 6 250

Battle Axe 1 1 NO 3D 8 350

Broadsword 1 1 NO 3D 8 350

Scimitar 1 1 NO 3D 8 350
31
Article Hand Range Spellcaster Dice Stocks Price Range
Staff 1 1 Yes 1D 4 100
Sledgehammer 1 1 NO 2D 6 250
Rapier 1 1 NO 2D 6 250
Broadsword 1 1 NO 2D 6 250
Longsword 2 1 NO 3D 6 400
Scythe 2 1 NO 4D 8 800

Short Spear 2 4 NO 2D 4 350

Spear 2 4 NO 2D 4 400

Reinforced Spear 2 5 NO 3D 6 500

32
Article Hand Range Spellcaster Dice Stocks Price Range

Slingshot 2 5 Yes 1D 4 100

Shortbow 2 7 NO 2D 6 250

Longbow 2 10 NO 3D 6 400

Heavy Crossbow 2 7 NO 4D 8 800

Crossbow 2 5 NO 3D 6 350

Claymore 2 2 NO 3D 6 400
Halberd 2 2 NO 3D 6 400
Bipen Axe 2 2 NO 4D 8 800

War Hammer 2 2 NO 5D 10 1000


33
- Defence -
Article Spellcaster Dice Stocks Price
Shield NO + 1D 5 150
Helmet NO + 1D 5 125
If you obtain with a
Leather Armour YES Defence roll you may 7 300
reroll 1 Dice

Bracelets YES + 1D 8 550


Large Shield
(MOV 1D6)*
NO + 2D 8 500

Iron Mesh NO + 1D 8 500


Heavy Armour
(MOV 1D6)*
NO + 2D 9 850

Advanced + 2D
Plated Armour NO If you obtain with a 9 1200
Defence roll you may
(MOV 1D6)*
reroll 1 Dice
*These two pieces of equipment cannot be used together because,
if combined, they are too heavy and bulky.

34
- Farm -
Article Description Stocks Price

Transport all your heroes' equipment between Quests,


reducing travel time by 1 day; increase Living Expenses
Mule by 1 gold coin per day. On leaving the Settlement, roll 8 300
1D6; on a result of 1, your mule is stolen.

Transport all your heroes' equipment between Quests,


reducing travel time by 2 days; increase Living Expenses
Horse
by 2 gold coins per day. On leaving the Settlement, roll 10 500
1D6; on a result of 1, your horse is stolen.

A trusty animal companion.


Its characteristics are as follows:
Dog MOV10-ATT2-DEF1-BODY3-MIND1
Can only attack hand-to-hand, even diagonally. See the
8 500
Animal Companion section for more information.

The perfect animal companion.


Its characteristics are as follows:
Wolf MOV10-ATT3-DEF2-BODY-MIND1
Can only attack hand-to-hand, even diagonally. See the
10 1000
Animal Companion section for more information.

Note: Both the Mule and the Horse must be tied up just before starting a Quest.
At the end of the Quest, before embarking on the journey to a settlement, roll
1D6; with a result of 1, your mount has been stolen.

35
- Emporium -
Article Description Stocks Price

To be used to attack with a Bow or Crossbow. For more


5 Arrows
information see Arrows, Quiver and Throwing Weapons 5 5
Allows you to overcome Pit Traps that have already been
Rope
triggered. Roll 1D6, with 1 you fall into the trap. 7 50
Boots +1 to the movement 7 50
Reinforced
Boots
+2 to the movement 8 200
Needed to transport your arrows.
Quiver
It can hold a maximum of 10 arrows. 7 100

Allows you to defuse traps; roll 1 Attack dice, if skull


Tool Bag
comes out, the trap is triggered. 9 250
Heals Body Points, roll 1D6: 1-2: 0 Body Points
Bandage
3-5: 1 Body Point 6: 2 Body Points 8 150

36

36
37
ARROWS, QUIVERS, AND THROWING WEAPONS
This manual introduces "Arrows." Arrows have been introduced to
balance the Crossbow, which, without ammunition management,
was a true killing machine! From now on, both the Bow and the
Crossbow will require a quiver to carry the arrows to be shot at
enemies. The quiver can hold a maximum of 10 arrows.
Arrows and throwing weapons, once fired, can be recovered,
though they might not be intact: after making an attack
with a throwing weapon, a Bow, or a Crossbow, if there
are no monsters present in the room or corridor,
the hero can attempt to recover the weapon or
arrow that was used. This new action is an
alternative to any other type of search.

For every attack made with a Bow, a


Crossbow, or a throwing weapon that
inflicted at least 1 Wound Point
on any monster, the hero can roll
a combat die to determine if it is
still usable. With a result,
the arrow is destroyed and unrecoverable;
with any Shield result, the hero can recover
the arrow. Arrows that do not inflict any
damage cannot be recovered
because they are destroyed!

38
CAMOUFLAGE
A hero can use a Camouflage Token to disguise themselves. To maintain their disguise,
heroes must remain unnoticed and avoid using large weapons or spells. Therefore, while
camouflaged, heroes must always follow these rules or lose their disguise:
¥ Attack without weapons.
¥ Attack with a dagger, a short sword, an axe, or a staff.
¥ Avoid casting spells.
¥ Do not wear armor except for bracers and helmets.
¥ Possess a Camouflage Token.

The hero may keep their prohibited equipment but cannot use it while camouflaged.
If a player breaks any of these rules, they must surrender the Camouflage Token.
Camouflaged heroes cannot perform any type of search.

Note: For camouflage purposes, artifacts are treated as the item they represent.
For example, the Armor of Borin counts as chain mail and is prohibited, while the Wizard's
Cloak, not being armor, can be used during camouflage.

When a hero enters a room camouflaged, the Master rolls an attack die for each monster
present. With a result of , the monster identifies the hero as an enemy.
Only the monsters that roll are aware that the hero is indeed an enemy.
However, once a monster attacks, all other monsters in the room will become aware
and attack as well. If two or more heroes are camouflaged simultaneously,
the monster rolls to detect camouflage for the nearest hero. When multiple monsters are
present in the room, if a hero kills a monster without losing their camouflage,
the Master may make another roll to determine if the hero is an enemy.
With a result of , the monsters identify the heroes as enemies.

39
EAVESDROPPING
A hero, facing a closed door, can try to eavesdrop or peek through the
keyhole to learn the contents of the room without opening the door.
The "eavesdrop" action counts as a full action. During their turn, a
hero can move and then eavesdrop or vice versa. If the hero decides to
attempt eavesdropping, they must roll on the following table
(if the Elf or the Thief is attempting, add 1 to the die result):

1: The door accidentally opens and reveals the entire content of


the room. In this case, all heroes lose their turn, and the Master
can immediately take their turn!
2-3: You hear nothing.
4-5: The hero hears something and can identify the types
of monsters in the room but not their exact quantity.
6: The hero hears something and can identify the types
and exact quantity of monsters in the room.

Alternatively, the Master may choose to use this table


to increase the difficulty level:

1-2: The door accidentally opens, revealing the entire


content of the room. In this case, the heroes lose their
turn, and the Master can immediately take their turn!
3-5: You hear nothing.
6: The hero hears something and can identify the types
of monsters in the room but not their exact quantity.

40

40
ALCHEMY AND POTIONS
Between adventures or while adjacent to an AlchemistÕs Bench, all heroes who use and know Magic can transform a reagent
into one of the potions indicated on the corresponding card (some reagents can be transformed into different types of potions
or more than one potion). The Wizard is the only hero who does not need a Reagent Kit to create a potion; all other heroes
must possess one. After creating a potion, the hero records it on their character sheet, thereby exhausting the reagent.
Do not return the card to the deck until the end of the adventure. When a hero is instructed to draw a random potion, the
Master shuffles the Alchemy deck, and then the hero draws a card. The hero must record the potion on their character sheet
and then return the card to the Alchemy deck.

A hero can drink a potion at any time or pass it to another


adjacent hero, provided neither of them is near a Monster;
this is considered a free action ( just remember to remove it
from the character sheet). Heroes can be under the effect of
multiple potions simultaneously unless otherwise specified on
the respective cards. The effect and duration of a potion are
indicated on the corresponding card.

In any case, all potions and reagents have a duration of 3


adventures from the moment of their discovery or creation.
If a heroÕs Body Points are reduced to 0, the hero can
immediately drink a potion that restores 1 or more Body Points
to escape death.

In some Adventure Packs, heroes may obtain a Potion of


Unpredictable Fortune which allows them to draw and activate
a random card from the Alchemy deck. If a heroÕs Body Points
are reduced to 0, they can immediately drink a Potion of
Unpredictable Fortune in an attempt to draw and activate a
potion that restores Body Points.

41
Potion
Reagent Description
Obtained

Drink this potion to add 5 squares to your next


Mysterious Dexterity
move OR to automatically jump a pit. You may
Flower Potion
not use more than one of these potions per turn.
Compendium
of Mysterious
Flower
Defence Potion
Drink this potion to roll 2 extra dice the next time
you roll a Defence Dice.

Potions
Potion of Drink this potion to restore 1 Body Point and 1
Holy Plant
Refreshment Mind Point.

You can use Holy Water instead of an attack.


Holy Plant Holy Water Kills any undead creature
(skeletons, zombies or mummies).

Ingredient
Random Potion Draw a random potion from the Alchemy deck
unidentified

42
DEATH OF A HERO
When a character exhausts their last Wound Point, they collapse to the ground, gravely injured. If no companion is able to
provide immediate aid with a potion or spell, the hero is considered dead. If combat is still ongoing, a companion may recover
and use the fallen hero's belongings by sacrificing an action to do so. This action allows for the recovery of a single item.
In the absence of other heroes in the room or corridor where the death occurred, any monsters present may seize the
fallen heroÕs possessions, and these items are then removed from the game.

To instantly revive a fallen companion, the artifact "Elixir of Life" must be used.
If this artifact is not in the party's possession, the only option is to transport
the corpse to a Temple and perform a Resurrection Ritual. However,
reviving a deceased hero is not always possible, especially if the
death occurred under specific circumstances, such as falling into an abyss.

A hero may choose to drag the deceased companion through the rooms
and corridors of the dungeon, limiting their movement to a single die roll.
The corpse may be temporarily left on the ground to
participate in a regular combat.

The party has two options for taking the deceased companion out of
the dungeon: reaching the entrance room or the exit. Here, it is
assumed that the heroes deposit the body just outside the dungeon,
redistribute the deceased's equipment and coins among themselves,
and then continue their adventure. If removing the corpse from
the dungeon is not feasible or advisable, the party may choose
to leave it behind and attempt a recovery mission later.

43
ANIMAL COMPANION
The Animal Companion is a loyal ally who can be
recruited to accompany the hero during quests.

An Animal Companion is a new type of


character controlled by the player who recruited
it, moving and attacking immediately after
that playerÕs heroÕs turn. Only one Animal
Companion is allowed per group of heroes.

The Animal Companion can move,


attack, and defend, but cannot perform
other actions (such as opening doors).

The Animal Companion cannot hold or


use any treasure, items, or artifacts
unless it is explicitly stated that such
objects are intended for it.

As an action, any hero may administer one


of their potions to an Animal Companion
in an adjacent square, provided neither
character is adjacent to an enemy.

If a hero dies during a mission,


any animal ally recruited by
that hero continues the quest,
controlled by the player
of the deceased hero.

44
RANDOM EVENTS
Sometimes, the monotony of ongoing events may cause heroes
to lose focus. Random Events are designed to inject
some excitement into the quests.

These events can be triggered according to one of the


following criteria. It is up to the Master, based
on the quest the heroes are undertaking,
to choose the most suitable criterion:

1) When no monsters are available on the board


during the MasterÕs turn.

2) During the MasterÕs turn, if no monsters are available


on the board, roll an attack die. With a black shield,
a Random Event may be activated.

3)At each MasterÕs turn, the Master rolls an attack die.


With a black shield, a Random Event may be activated.

4) At each MasterÕs turn, the Master rolls an attack die.


With a white shield, a Random Event may be activated.

Once a Random Event is triggered, the Master secretly


rolls on the "Random Event" table.
After reading the event, it must be immediately activated.
If it is not possible to activate a specific Random Event,
the Master must roll again on the table until an
activatable event is obtained.

45
)

46
All events in the tables
of this manual should
be considered
narrative prompts.

As the Master, feel free


to revise, modify, or
enrich each event.

Additionally, strive to
connect the events to
weave a story that
engages your players!

Outworld is a
universe that
molds within
your hands!

47
DANGER TABLE - A
Massacre: In the midst of a clearing, the heroes come across the remains of a wagon, its passengers mortally wounded. Roll 1D6 for
1 each hero; the hero with the lowest roll recognizes the dying travelers as their blood relatives. The tracks indicate the culprits of the
massacre wereÉ Roll 1D6: 1 Goblins - 2 Orcs - 3 Abominations - 4 Skeletons - 5 Zombies - 6 Terror Warriors.
1 From now on, the hero whose relatives were slain will seek vengeance against this type of monster.
For the duration of the next quest, the hero gains an extra Attack Die against this type of monster.

Fire: During the night, a fire breaks out in the camp. Roll 1D6 for each hero on the following table:
1-2: Your hero's clothing catches fire, resulting in severe burns. Begin the next quest with -1 Maximum Body Points.
1 3-5: Your hero is unharmed, but one piece of their equipment is destroyed. Remove a randomly determined piece
2 of equipment from the heroÕs inventory.
6: Your hero escapes unscathed! While sifting through the charred earth for remnants of burned equipment,
you find an ancient gem worth 1D6 x 50 gold coins.

Chapel: The heroes discover a small chapel among the trees. Each hero may choose to donate
1 20 gold coins to offer a prayer to the Gods and roll 1D6 on the following table:
3 1-4: The Gods are not listening and ignore your hero.
5-6: The prayer is answered. Add +1 Maximum Body Point for the next 1D6 quests.

Chasm: The ground opens up before the heroes, creating an impassable


chasm stretching for miles. The heroes can:
Abandon all hope of reaching their destination.
In this case, they proceed directly to the next quest.
1 Restart the journey by taking an alternate route.
Roll again for new destinations.
4 Use a rope (if available) to cross the chasm.
After crossing, roll 1D6:
on a 1-2, the rope breaks after reaching the other side safely.
On a 4-6, the rope is recovered.

48
Stranger: The heroes encounter a Stranger who asks to be escorted through a shortcut that leads to the Settlement.
The Stranger promises 40 gold coins to each hero. If all agree to accompany him, roll 1D6 on the following table:
1-2: The stranger fails to find the shortcut, and the group soon gets lost: add 1D6 days to the journey.
1 When they finally reach their destination, the Stranger flees without paying the promised gold.
5 3-4: The shortcut turns out to be not much of a shortcut, and upon reaching the destination, the Stranger pays the agreed amount to
the heroes.
5-6: The stranger knows the way well, reducing the travel time by one day. Upon arrival, he gratefully gives each hero the promised
40 gold coins.

Peddler: At a crossroads, under the shade of a giant tree, the heroes spot a comical merchant dressed in garish and extravagant
clothing. The heroes can buy some items from him:
¥Restorative Potion: 250 gold coins. Heals 1 Body Point and 1 Mind Point.
¥Good Luck Charm: 100 gold coins. The wearer can re-roll a single die once per mission.
1 ¥Bronze Bracelets: 30 gold coins. During any combat, these can reduce the damage taken by the wearer by one point.
6 They break after the first use.
¥Trinkets: 20 gold coins. If during any journey someone demands gold as payment, the heroes can attempt to pay with these
trinkets. Roll 1D6. On a 1, 2, or 3, the payment is refused; on a 4, 5, or 6, the trinkets are accepted as payment.
Once the purchases are complete, the peddler vanishes into the forest. Now, roll 1D6 for each item the heroes bought. On a roll of 1,
that item is a counterfeit and unusable; discard the purchased item.

Tornado: A fierce tornado strikes the heroes.


Each hero rolls 1D6. The hero with the lowest roll must roll 1D6 again on the following table:
1: The tornado throws your hero into a ravine, causing severe injuries. To pull them out and tend to their wounds, add one day to the
2 journey. Upon reaching the destination, the injured hero must pay 100 gold coins to be properly treated. If the heroes cannot afford
the treatment, the healer will accept all their gold plus one piece of equipment.
1 2-3: Your hero manages to cling to the edge of the chasm by their fingertips. However, their pouch of gold slips into the abyss. Your
hero loses 5D6 x 10 gold coins.
4-5: Your hero holds on, but their weapon is torn from their hand. Discard a randomly chosen piece of equipment.
6: The hero, with great effort, manages to climb out of the ravine unscathed.

49
2 Quiet Day: Nothing happens, and the journey proceeds without incident.
2
Plague: The heroes arrive at an uncharted Hamlet. All the roads are blocked by the City Guard.
The heroes' journey is halted, and they must decide whether to proceed directly to the next Quest
2 or stop and enter the Hamlet. If the heroes choose to stay, use the regular Settlement rules,
but before making any Settlement rolls, roll 1D6 on the following table:
3 1: Your hero contracts the plague, -1 Attack for the duration of the next Quest.
2: Your hero contracts the plague, -1 Defense for the duration of the next Quest.
3-6: Thank the Gods! Your hero remains unaffected by the plague.

Ghost: During the night, a ghost appears in the center of your camp, asking you to retrieve its sword and return it,
2 so it can find eternal peace (the sword will be added to the loot of one of the monsters in the next Quest;
it will have the characteristics of a normal two-handed sword, refer to the respective equipment card). At the end of the Quest,
4 the ghost will appear again. If the heroes decide to return the sword, the ghost will reward them with a gem worth 250 gold coins.
If they choose to keep it, the ghost will curse them, causing them to lose 1 Body Point permanently.

Prisoner: Upon reaching the crest of a hill, the heroes hear the clatter of armed men and see a group of mercenaries marching in
the distance. At the end of their column, a richly dressed man is being dragged and beaten. The heroes can either confront the
mercenaries to try to free the prisoner or remain hidden among the rocks and let them pass. If the heroes decide to attack the
mercenaries, roll 1D6 on the following table. For each dagger, bow, or crossbow the heroes possess, add 1 to the roll:
2 1-2: The mercenaries drive off the heroes but not before stealing some of their gold. Each hero loses 1D6 x 10 gold coins.
5 3-4: The heroes kill the mercenaries, but not quickly enough to prevent the prisoner from being slain. The heroes search the bodies
of the fallen and find 1D6 x 20 gold coins each.
5-6: The heroes overpower the mercenaries and free the prisoner. However, due to his numerous wounds, he must travel slowly. If
the heroes decide to escort him to their destination, they must add 2 days to their journey time. Upon arrival, the man rewards each
hero with 100 gold coins.

50
Guests: The heroes arrive at a small estate drawn by the sound of joyful chatter. A party is in full swing, and the host invites them to
2 join in. The heroes can finally relax and revel until late into the night. The following morning, they decide to offer a small gift for the
6 hospitality they received. Roll 1D6 for each hero and add the results. The heroes decide to compensate the estate with the total of
the dice x 5 gold coins. The heroes can choose to split this sum equally or however they prefer.

Witch's Lair: At the bottom of a ravine, the heroes find the entrance to a dark cave. Inside, they meet an old woman who claims to
be a witch. She promises that her potions will give them the strength to defeat the forces of Terror. The heroes can choose to drink
the potion, each paying 1D6 x 10 gold coins. Now roll 1D6 on the following table; the roll applies to the entire group:
3 1-2: The heroes lose consciousness, writhing in agony as the liquid burns their insides.
1 Upon waking, they feel unusually weak: -1 Defense for the duration of the next Quest.
3-5: A powerful warmth spreads through their bodies, and they feel energy coursing through their muscles and tendons.
The heroes receive an additional Attack Die and Defense Die for the duration of the next Quest.
6: The potion warms the heroes to their core. They gain +1 Body Point permanently added to their initial score.

Famine: The heroes pass through farmlands stricken by famine and drought.
Moved by compassion, each hero decides to donate something to the poor farmers.
Roll 1D6 for each hero:
3 1-2: Your hero donates an item of their choice to the poor.
3: Your hero donates 50 gold coins to the poor.
2 4-5: Your hero donates 1D6 x 10 gold coins to the poor.
6: Your hero donates 1D6 x 10 gold coins to the poor. Touched by your kindness,
the village elder gifts you a carefully wrapped package containing a Greatsword
(see the respective equipment card).

3 Quiet Day: Nothing happens, and the journey proceeds without incident.
3

51
3 Lying Map: The heroes' journey has ended, but the settlement they were heading towards turns out to be little more than four huts
around a small tavern. The heroes can choose to stay and end their journey in this village or immediately begin the next Quest.
4
Lake of Dreams: At the top of a frigid mountain, the heroes come across a pool of icy water with a surface reflective like a mirror.
Shifting images play across the still, frozen surface. When the heroes look into the icy waters, they see their distorted reflections
3 fighting for their lives against horrible monsters. Each hero must roll 1D6 on the following table:
1-3: Though they can see these reflections, the hero cannot make sense of them.
5 4-6: The hero witnesses a premonition! At any point during the next Quest, the hero can ignore a single attack at will. The hero
recognizes what happened in the premonition and dodges the attack just in time. Note this on their character sheet and erase it after
use.

Lightning Strike: As the heroes camp in the middle of nowhere without any shelter, the sky thickens, and soon a violent storm
breaks out. The next moment, a purple lightning bolt full of Terror's essence strikes directly one of the heroes. Roll 1D6 for each
3 hero. The hero with the lowest score is struck by lightning, which pulverizes their armor: discard two pieces of armor
(e.g., a shield and a helmet). If the hero does not have two pieces of armor, the piece of armor they are currently
6 wearing is destroyed, and their clothes catch fire. Upon reaching the next Settlement, the hero has clothes
reduced to rags and must spend 50 gold coins to buy new ones.

Lost: After a few days of travel, the heroes realize they are lost. They are about to abandon the journey
4 when they notice smoke rising in the sky not far away. The heroes discover a small village not marked
1 continue towards the Capital or end their journey here.
on their map. Here, they are told that the Capital is six days away. The heroes can decide to

Deluge: The rain has been relentless, and the land has flooded for dozens of miles,
4 creating an impassable lake. An elderly man offers to ferry them across in exchange for
2 a small tribute. The heroes can either forgo reaching their destination and go
directly to the next Quest or each pay 20 gold coins to the ferryman.

52
4 Pillaged Village: The heroes come across a village devastated by orc raids. The villagers are trying to rebuild their homes and
3 humbly ask for the heroes' help. The heroes decide to heed their pleas and stay with them for a day.

Sphinx: In the middle of a dark cave, the heroes see a statue shaped like a Sphinx. As soon as the statue sees the heroes, it animates
and begins to speak. It claims to be the guardian of a great treasure, which will be given only to those who solve its riddle. Should
the heroes answer the riddle incorrectly, they will be attacked. The heroes can choose not to answer the riddle, and the statue will let
4 them continue their journey unharmed. If they decide to try to solve the riddle, one of the heroes must roll 1D6 and add their Mind
4 Points. If the result is greater than or equal to 10, the Sphinx will grant the heroes a gem worth 2D6 x 100 gold coins. If the roll fails,
the Sphinx will attack the heroes. Use a miniature occupying 2 x 1 squares and the central room of the board for the battle setting.
The Sphinx can be hit using 1 less die in melee combat and with normal rules for ranged and magical attacks. It has the following
characteristics: MOV3-ATT4-DEF4-BODY6-MIND5.

Fork in the Road: As they proceed, the heroes come to a fork in the road, at the center of which lies a sign
pointing towards the city. One of the two paths will take them to their chosen destination, but it is impossible
4 to tell which from the map. Will you take the left or right path? Once the players agree on which road to take,
5 roll 1D6 on the following table:
1-3: The heroes have taken the wrong road and end up in a small village, ending their journey.
4-6: The heroes have chosen the correct road and can continue their journey.

Ambush: While the heroes pass through a forest, they are attacked by a band of Goblins. For each hero,
roll 1D6 and add their attack value on the following table:
4 2-5: The hero is knocked out by a sneaky blow from behind. Upon waking, they find themselves without a
6 weapon (to be determined randomly) and missing 1D6 x 50 gold coins.
6-9: Fighting a glorious battle, your hero slays many Goblins and finds 1D6 x 10 gold coins among the corpses.
10-12: Fighting a glorious battle, your hero slays many Goblins and finds 1D6 x 50 gold coins among the corpses.

5 Quiet Day: Nothing happens, and the journey proceeds without incident.
1
53
Snowstorm: A snowstorm envelops everything in a white mantle. Unprepared, the heroes become trapped in a narrow, icy passage
5 where visibility is reduced, and movement is nearly impossible. Exhausted, cold, and disheartened, the heroes abandon all hope of
2 normally.
reaching their destination and seek refuge in the nearest village, shortening their journey. Here they can purchase equipment

Going in Circles: After many days of travel through a dense forest, dark and filled with sinister noises, the heroes emerge into a
5 clearing. Before them is the entrance to a cave carved into a steep rock face. After a moment of reflection and perplexity, the heroes
3 recognize that this is the exit of the Quest they just completed; they've returned to the starting point! Recalculate the travel time
again!

Landslide: As the heroes traverse a narrow mountain pass, they hear a low rumble above their heads. Moments later, a rain of rocks
5 and boulders falls upon them, creating a wall that completely blocks the pass. After several hours of intense work, they realize they
cannot clear the path! Suddenly, a caravan of miners spots them: the chief miner offers to help the heroes but for a fee of 1D6 x 50
4 gold coins. If the heroes do not possess this sum or do not wish to pay it, they can turn back and take another path that will add 4
more days to their journey, in addition to the days already planned.

5 Carriage: As the heroes proceed along the way, a cart pulls up alongside them. The Coachman offers to take the heroes to their
destination, provided they pay 1D6 x 10 gold coins per hero. If they accept, the heroes will reach their destination directly without
5 having to make any more rolls.
5 Quiet Day: Nothing happens, and the journey proceeds without incident.
6
Militia: The heroes see smoke above the tree branches and within minutes reach the crest of a hill overlooking a small settlement.
6 The road to be traveled passes directly through what appears to be a military camp. Upon reaching the gates, the heroes ask to pass
1 through the camp. The guards demand a payment of 30 gold coins for each hero. If the heroes refuse to pay, they are forced to turn
back and take another path, adding 4 days to their journey.

54
Bandits: The heroes find themselves passing through a forest full of dense vegetation. Exhausted from the effort, they decide to
camp in a clearing. While resting, they are attacked by a group of bandits who threaten to kill them unless each hero pays a ransom
6 in gold coins. If the heroes decide to pay, each must forfeit 1D6 x 20 gold coins, after which the bandits disappear into
2 the shadows. If the heroes decide to fight, the bandits turn out to be 2 Abominations and 3 Orcs. Use the central
room of the board as the battle zone. The heroes will be placed in the four squares in the center of the room.
If the heroes manage to defeat the bandit gang, they find a pouch containing 2D6 x 50 gold coins.

Battlefield: The group of heroes reaches the top of a hill and from there sees a battlefield. Smoke and fires are
still alive, a sign that the field is not deserted. The heroes can bypass the field, adding 3 days to the journey,
or attempt to sneak through. If they decide to cross it, roll 1D6 on the following table:
1-3: The heroes manage to sneak past the field unnoticed.
4-5: A random hero must roll 1D6. If the result is less than or equal to their current Mind Points,
6 the heroes learn enough about the Orc army to provide useful information to the local garrison.
3 If the next settlement they visit is the Capital or a Town, they receive 200 gold coins as a reward.
6: A group of Orcs notices the heroes, alerting the entire army, which imprisons them.
Under the cover of night, the heroes manage to escape! Now roll 1D6 for each hero.
On a result of 1, the hero is wounded, -1 to the initial Body Points in the next Quest.
On a result of 2, they have lost a piece of Equipment determined randomly.
On a result of 3 or more, the hero is unharmed.

6 Storm: A storm hits the heroes' camp. Each hero loses a random piece of equipment.
4
Jade Statue: Amid the leaves of a lush forest, you notice a glow coming from a mysterious Jade statue.
6 The statue, motionless, holds a scroll in its hands. The statue cannot move and will only attack if attacked.
The statue has the following characteristics: MOV0-ATT4-DEF5-BODY3-MIND0.
5 Place the statue at the center of the central room. Use the miniature of the Terror Sorcerer to
represent the statue. Upon its destruction, it will release a random scroll.

6 Quiet Day: Nothing happens, and the journey proceeds without incident.
6
55
DANGER TABLE - B
1 Strange Fruit: Through the forest foliage, the heroes spot a tree with dark blue leaves. Strange pink fruits hang from its branches.
If the heroes decide to eat one, they recover 1 Body Point. There's enough fruit on the tree for each hero to take 1D6. The fruits are
1 very ripe and will be usable until the next Quest; afterwards, they will rot and must be discarded.

Forest: An enormous forest stands before the heroes. Trees stretch across the entire valley floor, seemingly endless. The heroes see
1 no signs of civilization nearby, apart from some small villages scattered across the landscape.
2 If they intended to head towards the Capital, they will now have to head to one of these
villages instead. Crossing the forest and reaching one will take 2 days of travel.

Runes: On a stone slab are inscribed a series of runes. A hero can try to decipher them
1 by rolling 1D6. If the result is equal to or greater than their current Mind Points,
3 the hero translates the runes and the next die roll on any table will
automatically count as a 6.
Giant Serpent: The heroes cross a nauseating swamp. Suddenly, they notice a slight ripple
in the swamp water and a gigantic serpent emerges, wrapping around one hero. Each hero
1 rolls 1D6, and the one with the lowest value is ensnared by the serpent's deadly coils.
The hero must roll a die until they roll a 6. Each roll that does not result in a 6 causes the
4 hero to lose 1 Body Point. The hero's companions can roll 1D6 to wound the serpent,
needing a 5 or 6. The serpent will release the hero after suffering 3 wounds.
If the ensnared hero reaches 0 Body Points, the serpent swallows them whole.
Glimmer: Each hero rolls 1D6. The hero with the highest roll notices a glimmer coming
1 from a bush. If the hero decides to approach and put their hand in the bushes, roll 1D6.
On a result of 1-3, the hero's hand is caught in a bear trap! For the next Quest,
5 the hero will have -2 Body Points and -1 in Attack and Defense.
On a result of 4-6, draw 1 Treasure Card, ignoring all Traps and Wandering Monsters.

1 Small Village: The heroes come across a small village devastated by a recent storm.
If the heroes decide to stay here, the villagers will pay each hero 20 gold pieces
6 for every day spent helping them.
56
2 Quiet Day: Nothing happens, and the journey proceeds without incident.
1
Birds of Paradise: The chirping of some birds delights the heroes' ears. Looking up, they see a small flock of birds with
2 changing colors emanating magical vibrations. All spellcasters in the group can make a Mind test by rolling 1D6.
2 If the result is equal to or less than their current Mind Points, they absorb some of the energy from the magical birds,
permanently increasing their Mind Points by 1.

Dwarf Merchant: A dwarf offers you the entire map of the next Quest for 350 gold coins. If purchased, roll 1D6:
2 1-3: The map is fake.
3 6: The layout of the rooms, furniture, and doors of the entire Quest is revealed.
4-5: The map reveals the contents of two rooms (at the Master's discretion).

Cave: The heroes discover a cave. The sounds coming from inside suggest it is not
uninhabited. If the heroes decide to enter the cave, roll 1D6 and consult the following table.
If a combat occurs, place the miniatures in the room at the center of the game board.
2 1: The heroes fight 1D6 Chaos Warriors.
2: The heroes fight 2D6 Goblins.
4 3: The heroes fight 1D6 Skeletons and 1D6 Zombies.
4: The heroes fight 1D6+4 Orcs.
5-6: No one is inside the cave. Upon closer inspection among the rocks,
the heroes find 1D6 x 100 gold coins to divide.
Hermit: By a rushing stream, the heroes encounter a blind old hermit meditating.
2 After learning that the heroes are on a mission for the Mentor, he reveals a terrible
trial that awaits them. The next time the Group has to roll for a Catastrophic Event,
5 they can choose to ignore the result and reroll. The group must accept the outcome
of the second roll, whatever it may be.
Signpost: Approaching a signpost, the heroes discover more about their destination.
2 Roll 1D6 on the following table:
1: You're lost! Recalculate the journey from here to the settlement.
6 2-4: The heroes' destination turns out to be a simple village!
5-6: You find a shortcut to your destination! Your journey is shortened by 1 day.

57
Dryads: In the dark depths of the forest, the heroes encounter a group of Dryads, nature's guardians who are very sensitive and
capricious. Each hero must roll 1D6 on the table below:
1: The Dryads perceive your hero as a threat to the forest and ferociously wound them. Your hero subtracts -1 from their maximum
3 Body Points for the next 1D6 Quests.
1 2-3: Your hero offends the Dryads and is attacked ferociously. Your hero has -1 Attack Dice until the end of the next Quest.
4-5: The Dryads sympathize with your hero, who may pass undisturbed.
6: Your hero impresses the Dryads and is seen as an ally of the forest.
The Dryads gift them a fruit that, if eaten, will restore all Body Points.

Village of the Damned: The heroes enter what appears to be a deserted village not marked on
their map. As they wander looking for supplies, they discover that the residents have turned into
3 Ghouls! Previously convinced they could refill their flasks and stock up, they now hope only to
escape safely! Each hero must roll 1D6 and add their Attack score. If the total is 8 or more,
2 they manage to escape the settlement unharmed. If the total is 7 or less, the hero is scratched
and clawed by the mutated villagers. For the next Quest, they suffer a penalty of
-1 Body Point and -4 Movement.

3 Fire: A huge uncontrolled fire is destroying the forest ahead of you.


3 The heroes must add 2 days to their journey to bypass the fire.
Ceremony: The heroes hear strange sounds coming from behind some large boulders. If they decide to investigate,
they stumble upon a ceremony, interrupting it. The priest and the group of followers look at you in astonishment. Roll 1D6:
3 1-4: Furious at having their ceremony interrupted, the followers start cursing the heroes, driving them away.
The next time each hero rolls a '6' on a 1D6, they must consider it as a '1'.
4 5-6: The followers are thrilled to see the heroes and claim that their prayers have been answered!
They insist on gifting each hero an item from the Treasure deck
(draw cards disregarding Wandering Monsters and Traps).

Mysterious Woman: Along the way, you find a small house with a woman at the door. She asks for help to heal her dying son.
3 The heroes can give her any item that heals at least 1 Body Point or 50 gold coins. If the heroes ignore her plea for help, she
transforms into a Succubus in fury and attacks the heroes. Use the central room as the battle setting. The Succubus can be hit using
5 1 less die in melee combat and normal rules for ranged and magical attacks. Use the Terror Wizard miniature to represent her.
The Succubus has the following stats: MOV10-ATT2-DEF2-BODY3-MIND3.

58
3 Woodland Fairies: Following the curve of the path that hugs the hill, the heroes find a majestic waterfall. Spotting faint glimmers,
the heroes decide to cross it. To their great surprise, they are greeted by the laughter and joyful cries of some Fairies.

6 The Fairies emit a mysterious golden dust that settles on the heroes. Each hero can add +2 temporary Body Points.
These extra Body Points cannot be healed once lost.

4 Garden: The heroes notice a small wooden gate just off the main path leading to a lush garden full of ripe fruits. The heroes decide
to stop and eat some. After filling their bellies, the heroes feel invigorated! They can now travel faster and reduce their travel time by
1 one day.
4 Toll: The path the heroes are traveling is blocked by a cart placed across it by some soldiers, who demand a fee to fund repairs to
the local lord's castle. The heroes must pay 5 gold coins for each piece of Equipment carried. The heroes can decide to pay or turn
2 back and take a detour, adding 2 more days to their journey.
Champions of Terror: The heroes are crossing a gloomy forest rich in dense vegetation. Suddenly, a group of
4 three evil fighters takes the heroes by surprise in the center of a small clearing. They have drawn weapons and
it is clear they intend to attack. They are cloaked and wearing metal armor. Use the central room of the board
3 for the battle setting. The 3 champions are Chaos Warriors (refer to the corresponding Monster Card).
If the heroes manage to defeat them, they earn 1D6 x 100 gold coins to divide and a random scroll.

4 Quiet Day: Nothing happens, and the journey proceeds without incident.
4
Without Food: The heroes find themselves facing a dangerous shortage of food. Roll 1D6 for each hero.
4 If the result is 1 or 2, the hero's resilience is poor and their food supplies are insufficient,
5 resulting in -1 Body Point for the next Quest. If the result is 3 or higher, the hero is healthy
and their food supplies are enough to sustain them until the next settlement.

4 Quiet Day: Nothing happens, and the journey proceeds without incident.
6
59
5 Shooting Star: Each hero rolls 1D6. The hero with the highest result takes the first watch during the night. Gazing at the night sky
and dreaming of a comfy bed and good company to warm them, they spot a small shooting star, which seems to wish them good
1 luck. The hero can re-roll a dice on the Settlement Event table at any time during their stay in the next Settlement.
Slime: In the center of a forest, you find a dilapidated house. The heroes can choose to explore it. If they enter the house, in the
5 main hall (use the central room of the board), they find a gigantic, translucent slime. Use a Die to represent the Slime. If the Slime is
2 attacked in melee, for each black shield rolled during an attack roll, the Slime absorbs the hero's weapon, which is then destroyed. If
the Slime is killed, it will release a gem worth 1D6 x 50. The Slime's stats are: MOV4-ATT2-DEF2-BODY3-MIND0.

Tower: The heroes spot a tower in the distance with a single window at the top from which they hear a maiden's calls, but the only
way to enter is by climbing with a rope. If the heroes have a rope, they can rescue the maiden (discard the rope). The heroes must
5 escort the maiden to the next Settlement. Upon arrival, roll 1D6. With a score of 2-6, they are rewarded for saving the local lord's
3 missing daughter and receive 1D6 x 100 gold coins to be divided among them. If the score is 1, the woman accuses the heroes of
kidnapping her, and they are thrown into prison for 1D6 days. They must also pay a fine of 1D6 x 25 gold coins each! If the heroes
cannot or do not want to pay the fine, they are immediately expelled from the Settlement and must proceed to the next Quest.

Wild Mushrooms: Walking through dense vegetation, the heroes discover some blue mushrooms among the roots of a large tree.
Each hero can choose to pick and eat one. Roll 1D6 on the following table; the effects will be common to all heroes who decide to
5 eat one:
4 1-3: The hero starts hallucinating and loses 1 Body Point for the duration of the next Quest.
4-5: The hero adds 2 Body Points to their initial total for the duration of the next Quest.
6: The hero adds 1 permanent Body Point to their initial total.

5 Obelisk: In the middle of the forest, the heroes come across a massive stone obelisk emitting a strong hum. Suddenly, a flash of light
blinds the heroes, who fall to the ground. When they get up, they find themselves imbued with magical power. For the duration of
5 the next Quest, each hero gains 1 Mind Point.
5 Unicorn: The heroes are washing and resting by the riverbank. Roll 1D6 for each hero: if the result is a 6, the hero glimpses a pink
unicorn running by and disappearing into the trees! Each hero who sees the Unicorn can re-roll a dice at any time during the next
6 Quest.
60
Stronghold: As they proceed into a cleft between the hills, the heroes spot a Stronghold teeming with heavily armed Bandits. Seeing
inside, they recognize the leader of the outlaws as a dangerous fugitive of the Empire. The heroes can choose to bypass the
6 Stronghold, adding three days to their journey, or attack them. Defeating them will not be easy. If the heroes decide to fight, the
Bandits are revealed as 2 Abominations, 3 Orcs, and 1 Chaos Warrior. Use the central room of the board as the combat zone. The
1 heroes will be positioned in the four squares at the center of the room. The Bandit Leader is the Chaos Warrior. Once defeated, the
leader, bound and gagged, will be dragged by the heroes to their destination (add 2 days to the journey). Upon reaching the
Settlement, the heroes are rewarded with 2D6 x 100 gold coins.

6 Barbarian Tribe: The heroes encounter a nomadic tribe of barbarians. If one of the heroes is a Barbarian, the Tribe welcomes them
as friends and gives them a Heroic Elixir (refer to the corresponding Treasure Card). If none of the adventurers is a Barbarian, the
2 heroes choose to keep their distance, adding a day to their journey to avoid the camp.
6 Quiet Day: Nothing happens, and the journey proceeds without incident.
3
Ghost: During the night, the heroes are awakened by the screams of a woman. Following the screams,
6 they find the ghostly apparition of a blood-covered woman. Each hero rolls 1D6 on the following table:
4 1-2: The hero is frightened by the apparition: -1 Mind Point for the duration of the next Quest.
3-6: The hero is not frightened by the vision and suffers no penalties.

Nauseating Odor: While trying to navigate through the bushes, the heroes are hit by a nauseating smell. Roll 1D6:
1-4: The heroes come across a completely destroyed village. Piles of bodies are stacked in the middle of the road.
6 Suddenly, a small wounded child runs up to them, frightened. The heroes must take him with them to the next
5 Settlement, adding a day to their journey.
5-6: The heroes come across a camp of Orcs slaughtered by the KingÕs troops.
Searching through the bodies, they find 1D6 x 20 gold coins.

6 Quiet Day: Nothing happens, and the journey proceeds without incident.
6
61
TAVERN TABLE
1 Drunken Revelry: Your hero ends up drinking a bit too much, offering drinks to all their companions.
1 They must pay the innkeeper 1D6 x 20 gold coins.

Arm Wrestling: A towering Mercenary challenges you to an arm wrestling contest.


If your hero accepts the challenge, they may wager up to 200 gold coins on their victory.
Roll 1D6 (add 1 to the roll if you are a Barbarian or a Dwarf):
1 1-2: After a few minutes, your arm is sore and your fingers are crushed! You have lost the contest
and must pay the Mercenary as agreed. 3: After five minutes, your hero emerges victorious!
2 However, someone in the crowd exclaims that your opponent owes a large sum of money.
Amid the commotion, the Mercenary manages to escape. Fortunately, you recover the amount you wagered!
4-6: Your opponent cannot match your brute strength. The crowd erupts in applause and cheers,
and your hero receives double the amount wagered.

1 Nothing Out of the Ordinary: Nothing unusual occurs, and your stay at the tavern proceeds normally.
3
Mysterious Statues: While your hero is in the restroom, a pair of statues beside the door catches
their attention. Upon inspecting them, touching the mouth of the statue on the right causes a
1 hidden passage to open, releasing a foul odor. Your hero may choose to enter the passage or
4 leave the room. If they decide to explore, they will encounter a Mummy. Use a 4 x 4 room to
represent the combat area. If your hero defeats the Mummy,
it will drop two gems worth 50 gold coins each.

Romantic Encounter: While sitting at your table, an alluring Tiefling approaches you.
1 After a lively conversation and several glasses of wine, they invite you to their room.
5 The next morning, you feel invigorated by your encounter.
Add 1 Defense Die for the duration of your next Quest.

62
Barroom Brawl: Your hero witnesses the outbreak of a brawl. One of the combatants is gaining the upper hand but shows no
mercy to their rival. If you decide to intervene, roll 1D6 on the following table (add 2 to the roll if you are a Barbarian or a Dwarf):
1: Just as you enter the fray, a group of guards intervenes and throws you in jail for 1D6 days! (You cannot take any actions until
you are released, but you do not have to pay Lodging Costs).
1 2: In the heat of the brawl, someone smashes a tankard over your head! Later, you awaken lighter by 1D6 x 10 gold coins
that were stolen from you.
6 3: You break up the brawl, but the irate tavern owner kicks everyone out.
4: You are gravely injured during the fight. Begin your next Quest with -1 Body Points.
5: You put the brutal brawler out of action, and the tavern erupts in applause. The owner rewards you with 20 gold coins.
6: You defeat the brutal brawler. The guards suddenly appear to arrest him due to a bounty on his head!
You receive 50 gold coins for inadvertently aiding in his capture.

Fortune Teller: A gloomy old man sits alone in a corner of the tavern and offers to read your future with a bowl of mysterious
bones for 50 gold coins. If you are curious about your fate, roll 1D6 on the following table:
1-2: The bones say "misfortune!": For the duration of your next Quest,
you will roll one less die either in Attack or Defense.
2 Roll 1D6: if even, Attack; if odd, Defense.
1 3-4: The bones say "burp!": The fortune teller is clearly too drunk
and cannot make sense of what he is saying!
You punch him in the head and get your money back.
5-6: The bones sayÉ victory! For the next Quest,
you may re-roll a combat die up to three times.

2 Nothing Out of the Ordinary: Nothing unusual occurs,


2 and your stay at the tavern proceeds normally.

Reunion with a Friend: While your hero is drinking at the bar,


2 they spot a long-lost companion at a table.
3 Overjoyed, you buy drinks for the entire tavern.
Your hero must pay the innkeeper 2D6 x 20 gold coins.

63
Elven Warrior: A mighty Elf offers to teach you a Level One skill. To learn this skill, the Elf will need to brew a potion with
ingredients costing 200 gold coins. However, your hero must undergo a very challenging Mental test. If your hero decides to
2 attempt learning this skill, after drinking the potion, they will fall into a trance. In a pitch-black room (use the central room on the
board), the image of your hero appears and attacks them. This image has the same stats and abilities as your hero.
4 If your hero defeats it, they will emerge from the trance and learn the chosen skill. If the hero is defeated,
they awaken from the trance feeling weak and mentally strained,
losing 2 Mental Points for the duration of their next Quest.

Dice Game: An enigmatic figure wrapped in a tattered cloak challenges you to a game of dice.
2 If you accept, roll 1D6; if you are a spellcaster, add 1 to the final result.
5 1-3: You lose, and your hero pays 50 gold coins.
4-6: You win, gaining 50 gold coins

2 Tattoo: Your hero, so drunk they can barely stand, decides to get a massive tattoo.
The pain is excruciating and befitting a brave soul, but the final result is worthy of a Ballad!
6 Your hero chooses a humorous tattoo to be added to their description.
3 Nothing Out of the Ordinary: Nothing unusual occurs, and your stay at the tavern proceeds normally.
1
Suspicious Vendor: While chatting with the Innkeeper, you are interrupted by a shady peddler
3 offering to sell you vials of Holy Water. He claims he can sell you 3 vials for 400 gold coins.
2 The price is extremely tempting, but you suspect he might have stolen them from a temple!
If you decide to buy them, you lose 1 Reputation Token.

Compelling Tale: In the throes of drunkenness, you decide to stand on a wooden bench
and recount your latest Quest. By the end of the story, the tavern erupts in thunderous
3 applause, and all the patrons compete to buy you drinks. News of your exploits spreads
throughout the settlement, and all the merchants start treating you with deference.
3 Roll 1D6 each time your hero tries to buy something:
1-2: The merchant closes the shop and refuses to serve your hero.
3-6: Your hero can buy an item at half price, if it is available.

64
3 Merry Revelry: A noisy table is filling the tavern with shouts and cheers. Suddenly, your hero is invited to join the celebration:
itÕs a bachelor party for a gigantic Dwarf! If you decide to join, your hero ends up being completely drunk and will have
4 2 less Mental Points for the duration of their next Quest.
3 Old Friend: In a corner of the inn, you encounter an old friend you thought was long lost. After an evening of reminiscing, you end
up falling asleep at the table. The next morning, you find that your friend has vanished, leaving you with a hefty bill to pay!
5 The bill amounts to 1D6 x 10 gold coins.
3 Spoiled Food: As you nibble on your meal, you start to feel dizzy and break into a cold sweat. If your Mental Points are 4 or higher,
you realize the food is spoiled and run to the bathroom to vomit. If your Mental Points are below 4, you continue eating, ignoring
6 what your body is telling you. For the duration of your next Quest, you will have 1 less Body Point.
Drinking Contest: A drinking contest is about to start in the inn. If you wish to participate, you must wager 50 gold coins. Roll 1D6
4 on the following table (add 2 to the roll if you are a Barbarian or a Dwarf).
1-3: After drinking 4 pints of Dwarven Ale, your hero loses consciousness and the contest.
1 4-6: After drinking 8 pints of Dwarven Ale, your hero claims victory and the prize of 1D6 x 50 gold coins. Regardless of the
outcome, the next day you feel ill from all the alcohol consumed: in the next Quest, you will move using 1D6.

Old Beggar: An old ragged man asks you for a small donation to buy some food (10 gold coins).
4 Ifofyou decide to give him the money, the old man gifts you a small vial, which turns out to be a bottle
2 of your next Quest, you will have 2 less Body Points.
Holy Water. If you refuse to give the donation, the old man curses you, and for the duration

4 Nothing Out of the Ordinary: Nothing unusual occurs,


3 and your stay at the tavern proceeds normally.

Magic Dice: An old individual with a peculiar pipe in his mouth asks if you want to play dice.
4 If you accept, roll 1D6; if you are a spellcaster, add 1 to the final result.
1-5: Your hero loses 50 gold coins, and the old man vanishes in a puff of smoke!
4 He was definitely a Mage tricking you!
6: You win, gaining 50 gold coins.

65
Monster Hunter: Your hero strikes up a conversation with a solitary Monster Hunter. You learn much about the anatomy,
weaknesses, and psychology of monsters. You now know a major weakness of one type of monster, which grants you the ability to
4 roll an extra combat die when attacking it, once per Quest. Roll 1D6 to determine the type of monster:
5 1-3: Orcs and Goblins
4-5: Skeletons and Zombies
6: Terror Warriors

Frost Roulette: A towering North Barbarian challenges you to a game of Frost Roulette.
4 This game, popular in his tribe, involves drinking icy beer until one of the contestants collapses.
If you choose to participate, roll 1D6 and add your Body Points; add 1 to the total if you are a
6 Dwarf or a Barbarian. If the result is 13 or higher, you win and gain 100 Gold Coins.
If the result is less than 10, you lose the challenge and also lose 1 Reputation Token.

5 Melancholic Drunkenness: Your hero finds themselves drinking alone in a corner of the tavern,
reflecting on how lonely they feel and their desire to find a WifeÉ
1 For the duration of the next Quest, -1 Mental Point.
Quick Hands: While at the bar ordering a drink, you sense a slight rustle from behind you.
5 Roll 1D6 on the following table:
1-3: You ignore your instincts and fail to notice that someone has stolen all the gold you had on you.
2 4-6: With a swift move, you neutralize the shady character who was behind you.
Once handed over to the guards, you are rewarded with 50 Gold Coins.

Fire: During the night, the stables adjacent to the Tavern catch fire. A stranger accuses your hero of
5 starting the blaze. The hero may spend a Reputation Token to refute all accusations.
3 Ifwiththeahero does not have or chooses not to spend a Reputation Token, they are immediately expelled
bounty on their head (refer to the Reputation and Expulsion section for more details).

5 Nothing Out of the Ordinary: Nothing unusual occurs, and your stay at the tavern proceeds normally.
4
66
Annoying Drunkenness: Your hero ends up drinking alone in a corner of the tavern, feeling increasingly lonely.
5 They drink so much that they end up attacking the Innkeeper. Soon, the guards surround you.
You can spend a Reputation Token to avoid expulsion, otherwise, you will be immediately
5 expelled from the Settlement with a bounty on your head
(refer to the Reputation and Expulsion section for more details).

Blurry Vision: Your hero drinks a peculiar beverage offered by the innkeeper. After one sip,
5 you begin to feel numb and strangely confused... Roll 1D6 on the following table:
1-3: Your hero has been poisoned! -1 Combat Die in Defense for the duration of the next Quest.
6 4-6: The liquid in question is a very strong Dwarven ale, with only a severe headache as
a side effect the next morning.

6 Nothing Out of the Ordinary: Nothing unusual occurs,


1 and your stay at the tavern proceeds normally.
6 Distant Relatives: The Innkeeper believes you are a distant
descendant of his. He decides to gift you a sack containing
2 2D6 x 10 Gold Coins.
Good Press: A Bard approaches, asking for 20 Gold Coins to perform for you.
6 If you choose to invest the coins, the Bard begins to sing a sweet melody.
After a few verses, you realize that the ballad he is singing recounts your
3 latest Quest! When you visit a merchant to make a purchase,
they will offer you a discount of 50 Gold Coins!

Bathroom Ambush: While your hero is relieving themselves, they are ambushed:
6 2 Goblins and 2 Orcs if your hero is a Barbarian or a Dwarf;
1 Goblin and 1 Orc if you are an Elf or a Mage.
4 Use a 3 x 4 room to set up the encounter.
If you survive, you find 2D6 x 10 Gold Coins.
67
Wandering Merchant: Seated at a side table, your hero notices a Dwarf dressed in flashy and extravagant clothes.
Approaching, you realize he is a merchant. Your hero can buy the following items from him:
¥Restorative Potion: 250 gold coins.
Heals 1 Body Point and 1 Mind Point.
¥Good Luck Charm: 100 gold coins.
The wearer can re-roll a single die once per mission.
¥Bronze Bracelets: 30 gold coins.
During any combat, these can reduce the damage taken
6 by the wearer by one point. They break after the first use.
¥Trinkets: 20 gold coins. If during any journey someone
5 demands gold as payment, the heroes can attempt to pay
with these trinkets. Roll 1D6. On a 1, 2, or 3,
the payment is refused; on a 4, 5, or 6,
the trinkets are accepted as payment.

Once the purchases are completed, the merchant disappears


into the crowd of the Tavern. Now roll 1D6 for each item
your hero bought. If the result is 1, that item is a fake
and unusable. Discard that item immediately.

6 Nothing Out of the Ordinary: Nothing unusual occurs,


6 and your stay at the tavern proceeds normally.

68
BLACK MARKET TABLE
Brigands: As the hero wanders through the alleys, a group of brigands threatens to kill him if he doesn't pay 1D6 x 20 gold coins.
1 The hero can either pay the brigands or fight them. If he decides to pay, the brigands will disappear into the shadows after taking
their loot. If he decides to fight, there will be 4 brigands, each with the stats of an Orc. Use the central room of the board as the
1 combat area. If the hero manages to defeat the band of brigands, he will find a pouch containing a gem worth 1D6 x 50 gold coins.
If he is defeated, the hero will wake up the next morning at the tavern without his coins.

1 Champion of Terror: A mysterious hooded fighter stands before you, brandishing his Greataxe. It's clear that he intends to attack
you. Use a 4 x 4 room on the board to set the scene for the battle. Your opponent is a Terror Warrior (refer to the corresponding
2 Monster Card). If the hero manages to defeat him, he receives 1D6 x 50 gold coins and a random scroll.
1 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
3
Wandering in Circles: After hours of wandering through the dark alleys,
you realize you have no idea where you are. A rather sinister old woman
offers to show you the way for the modest sum of 50 gold coins.
1 If you decide to pay her, the old woman will lead you to safety.
4 If you choose not to pay, you must continue wandering through the alleys
until you roll a 6 on a die. You lose an hour for each roll you make.
If you roll unsuccessfully 10 times, your hero faints and wakes up at
the tavern's doorstep without any of his money.

Beating: While wandering through the dark alleys, the hero stumbles upon three people beating
up a young boy. If you decide to intervene, roll on the following table.
1 Add 2 to the result if the hero is a Barbarian or a Dwarf:
5 1-3: The hero is overwhelmed by the number of opponents and is robbed of all his gold.
4-6: The hero drives off the attackers with little difficulty.
The boy thanks you and gives you a gem worth 30 gold coins.

69
Street Vendor: Seated at a secluded table, the hero spots a quirky merchant dressed in flamboyant and extravagant clothes.
The hero can purchase the following items from him:
¥Restoration Potion: 250 gold coins. Heals 1 Body Point and 1 Mind Point.
1 ¥Lucky Charm: 100 gold coins. A hero wearing this can reroll a single die roll once per Quest.
¥Bronze Bracelets: 30 gold coins. A hero wearing these can ignore 1 Wound in any combat. Single use, after which they break.
6 ¥Trinkets: 20 gold coins. If during any journey someone asks for payment in gold, heroes can try to pay with these trinkets. Roll
1D6. On a 1, 2, or 3, the payment is rejected; on a 4, 5, or 6, the payment is accepted.
Once purchases are complete, the vendor disappears into the crowd of the Market. Now roll 1D6 for each item the hero has bought.
If the result is 1, that item is a fake and is unusable. Discard that item immediately.

The Spirit is Strong but the Flesh... is Weak!: As you wander among
the various stalls, you notice an alluring Tiefling. She offers her services
2 for the sum of 100 gold coins. If you choose to accept her scaly,
1 warm embrace, you agree to accompany her to her home.
The next morning, you feel invigorated by your encounter.
Add 1 Defense Die for the duration of your next Quest.

2 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
2
Magic Dice: A beautiful woman with a sophisticated air sits leaning
against a gigantic barrel. Looking at you, she asks if you'd like to play dice.
If you choose to play, roll 1D6; if you are a spellcaster, add 1 to the final result.
2 1-5: Your hero loses 50 gold coins, and in the blink of an eye, the woman
3 disappears, blending into the crowd!
She was surely a scam artist who deceived you!
6: You win, gaining 50 gold coins.

70
Strength Challenge: A cocky Mercenary challenges you to a street strength contest, lifting a massive boulder from the ground.
If you accept the challenge, you can wager up to 200 gold coins on your victory.
Roll 1D6 (if you are a Barbarian or a Dwarf, add 1 to the roll):
1-2: After a few minutes, your arm is aching and your fingers are crushed! You have lost the challenge;
2 pay the Mercenary the amount you wagered.
3: After an exhausting contest, your hero wins the match! However, someone in the crowd shouts that
4 your opponent owes them a large sum of money. In the ensuing commotion, the Mercenary manages to escape.
Fortunately, you recover the amount you just wagered!
4-6: Your opponent was no match for your brute strength. The crowd erupts in applause
and cheers, and your hero receives twice the amount of your wager.

Strange Fruit: At a stall, a somewhat eccentric man is selling mysterious pink fruits
2 for 30 gold coins each. If the hero chooses to buy one and eat it, he recovers
1 Body Point. There is enough fruit for the hero to purchase up to 1D6.
5 The fruits are very ripe and will be usable until the end of the next Quest,
after which they will spoil and must be discarded.

Ambush: While your hero is relieving himself, he is ambushed:


2 2 Goblins and 2 Orcs if your hero is a Barbarian or a Dwarf;
1 Goblin and 1 Orc if you are an Elf or a Wizard.
6 Use a 4 x 4 room to set up the combat. If you survive, you find 2D6 x 10 gold coins.

3 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
1
71
3 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
2
Fortune's Enchantment: An old beggar offers to enchant your weapon for the price
of 200 gold coins. If you choose to take the chance and have your weapon enchanted,
roll on the following table:
3 1-4: The old man, likely overwhelmed by the fumes of alcohol,
makes a mistake and destroys your weapon.
3 5: The old man engraves a rune on your weapon that
adds an Attack Die.
6: The old man engraves a rune on your weapon that ensures one
of the dice rolled will always show a skull in attack.

Shady Deal: While your hero is wandering among the market stalls,
a man signals you from an alleyway. Approaching him, he offers to sell you an
ancient artifact for just 100 gold coins. If you decide to accept, pay the
3 100 coins and roll on the following table, adding 1 to the roll if you are a Thief:
4 1-2: Your transaction is interrupted by the guards, who throw you into prison for 1D6 days.
3-4: The merchant gives you a "valuable gem" in a pouch worth 60 gold coins.
5-6: The merchant shows you a map revealing a secret passage or 3 traps
for your next Quest.

Fairy: As you wander through the alleys, you notice a glimmer coming from
3 your left. Roll 1D6, and if you roll a 6, the hero glimpses a tiny fairy
5 approaching curiously and dusting him with her powder!
During your next Quest, you may reroll a die at any time.

72
Brawl: Your hero witnesses the outbreak of a brawl. One of the fighters is gaining the upper hand but shows no signs of mercy
towards his rival. If you choose to intervene, roll 1D6 on the following table (if you are a Barbarian or a Dwarf, add 2 to the roll):
1: Just as you enter the fray, a group of guards interrupts the brawl and throws you into prison for 1D6 days! (You cannot do
anything until your release, but you do not pay Lodging Costs.)
3 2: In the heat of the brawl, someone smashes a tankard over your head! You later wake up, lighter by all your gold coins.
3: You break up the fight, but are chased away from the Black Market.
6 4: You are severely injured during the fight. You start your next Quest with -1 Body Points.
5: You incapacitate the brutal brawler. One of the vendors rewards you with 20 gold coins as thanks.
6: You incapacitate the brutal brawler. The guards suddenly appear to arrest him due to the bounty on his head!
The guards pay you 100 gold coins for your unintended help that led to his capture.

4 Deal: A tiny old woman offers to sell you her late husband's ancient magical sword for 1D6 x 50 gold coins.
If you decide to buy it, after giving her the coins, you realize that the sword is nothing special!
1 It's just a plain short sword.
Light-Fingered: While you are at the counter of what seems to be a makeshift
tavern, sipping a liquor that tastes like it came straight from the sewers, you feel a
faint rustling coming from behind you. Roll 1D6 on the following table:
4 1-3: You ignore your instinct and fail to notice that someone has stolen
all the gold you had on you.
2 4-6: With a quick move, you neutralize the shady figure behind you.
Once restrained and handed over to the guards, you are rewarded with 50 gold coins.

4 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
3
73
4 Wounded Soldier: A soldier with a missing leg is begging at the side of the road. Recognizing you as a valiant leader, he asks if you
are interested in buying his old weapon for 200 gold coins. If you decide to purchase his weapon, the soldier gives you a
4 Warhammer, a weapon that allows you to attack with 5 dice (not usable by spellcasters).
Brigands: As the hero wanders through the alleys, a group of brigands threatens to kill him unless he pays 1D6 x 20 gold coins.
4 The hero can either pay the brigands or fight them. If he chooses to pay, the brigands will disappear into the shadows after taking
their loot. If he decides to fight, there will be 4 brigands, each with the stats of an Orc. Use the central room of the board as the
5 combat area. If the hero manages to defeat the band of brigands, he will find a pouch containing a gem worth 1D6 x 50 gold coins.
If he is defeated, the hero will wake up the next morning at the tavern without his gold.

Toilet Mimic: While wandering among the stalls, you feel an urgent need to relieve yourself
and head toward the public restrooms. As soon as you close the bathroom door, you hear
a strange noise coming from the latrine. Suddenly, sharp teeth emerge from the seat and
4 attack you! ItÕs a Mimic! If you manage to defeat it, the Mimic will release a treasure worth
a total of 1D6 x 100 gold coins. Use the throne miniature to represent the Mimic
6 and a 3 x 2 room to set the scene for the battle.
The Mimic has the following characteristics:
MOV6-ATT3-DEF2-BODY2-MIND0

Underground Gambling: You hear some commotion coming from an alley.


Approaching, you see a group of men playing dice and betting large sums.
5 Noticing you, they invite you to join the game, telling you that the stake is
300 gold coins. If you decide to accept, roll on the following table:
1 1-3: The hero is cleaned out in minutes and loses the entire stake.
4-5: After several rounds, the hero breaks even. No loss, no gain!
6: Fortune is with the hero, who quickly wins 1D6 times the initial stake.

74
Strange Fruit: At a stall, an eccentric man is selling peculiar blue fruits for 30 gold coins
each. The vendor claims the fruit has miraculous properties but must be consumed
5 immediately as it is very ripe. If the hero decides to buy one, roll on the following table:
1-2: For the next Quest, the fruit increases the hero's Body Points by 1.
2 3-4: For the next Quest, the fruit increases the hero's Mind Points by 1.
5-6: The fruit is actually poisonous and reduces your maximum
Body Points by 1 for the next Quest.

Brigands: As the hero wanders through the alleys, a group of


brigands threatens to kill him unless he pays 1D6 x 20 gold coins.
The hero can either pay the brigands or fight them.
If he chooses to pay, the brigands will vanish into the shadows
5 once they have taken their loot. If he decides to fight, there will
be 2 brigands, each with the stats of an Abomination.
3 Use the central room of the board as the combat area.
If the hero manages to defeat the band of brigands,
he will find a pouch containing a gem worth 1D6 x 50 gold coins.
If he is defeated, the hero will wake up the next morning
at the tavern without his gold.

Counterfeit: While your hero is trying to buy some goods,


5 the merchant points out that the gold you are attempting to use
for payment is counterfeit. Upon examining the pouch of coins,
4 your hero discovers that 1D6 x 10 of his gold is worthless.
Remove this amount from the Hero's Sheet.

5 All Quiet: Nothing happens, and your stay in the Black Market proceeds uneventfully.
5
75
Brawl: Your hero argues with a burly merchant who tried to cheat him with substandard goods. The argument quickly escalates into
a brawl. Roll 1D6 on the following table (add +2 to the roll if you are a Barbarian or a Dwarf):
1: In the heat of the brawl, your hero destroys a vegetable cart. He must pay 150 gold coins to cover the damage.
2: Your hero is beaten up by the merchant and his cronies and is robbed of 100 gold coins.
3: Your hero leaves with a bleeding nose but has thoroughly thrashed the merchant.
5 4: After a fierce fight, the merchant is left on the ground, picking up the teeth he lost. The guards fine your hero,
who must pay 50 gold coins for the disorder caused.
6 5: Your hero quickly disarms the merchant. With a sword at his throat, the oaf has no choice
but to apologize. He offers your hero 100 gold coins as compensation.
6: A dozen of the merchant's associates jump out of the shadows, attacking your hero
with knives, clubs, and bludgeons. Unfazed, you take them down with a few
well-placed blows and empty their pockets, collecting 150 gold coins.

6 All Quiet: Nothing happens, and your stay in the


1 Black Market proceeds uneventfully.

Stroke of Luck: Your hero is walking down an alley when he suddenly


trips over an old, tattered sack. If you choose to give in to curiosity
and rummage through the sack, roll 1D6 on the following table to
6 determine what you find:
2 1-2: Nothing.
3: 1D6 gold coins.
4-5: 2D6 gold coins.
6: A gem worth 40 gold coins.

Mysterious Manhole: As your hero wanders through the semi-darkness of the alleys, he notices a manhole cover with two serpents
engraved on it. Curious, he inadvertently touches the mouth of one of the serpents. Immediately, the manhole cover slides away,
6 revealing a very deep well emitting a nauseating stench. The hero can choose to climb down or flee.
3 If the hero decides to explore the opening, he finds a Mummy and a Zombie inside. Use a 4 x 4 room as the setting for the battle. If
the hero manages to defeat the monsters, the Mummy's eyes, when they fall to the ground, will turn out to be two gems worth 50
gold coins each.

76
Fortune Teller: A fortune teller offers to read your future in a mysterious crystal ball in exchange for 50 gold coins.
If you're curious to know what fate has in store for you, roll 1D6 on the following table:
1-2: The crystal says... misfortune! For the next Quest, you will roll one fewer die in either attack or defense.
Roll 1D6: if the result is even, it's in Attack; if odd, it's in Defense.
3-5: The bones say... what?! The fortune teller and an accomplice attempt to rob
6 you of all your gold! Use a 4 x 4 room as the setting for the encounter.
4 The Fortune Teller and her accomplice have the stats of an Orc and an
Abomination. If you manage to defeat them, you find 200 gold coins in
the swindler's bag. If your hero is defeated, you awaken in an alley without
your gold and missing one random item.
6: The crystal says... victory! For the next Quest,
you can reroll a combat die up to three times.

Brigands: While wandering through the alleys, a group of brigands


threatens to kill the hero unless they pay 1D6 x 20 gold coins.
The hero can choose to pay the brigands or fight them.
If they decide to pay, the brigands will disappear into the shadows
6 as soon as they get their hands on the loot. If they decide to fight,
5 there will be 2 brigands with the stats of an Abomination.
Use the central room of the board as the battle area.
If the hero manages to defeat the brigands, they find a pouch
containing 1D6 x 50 gold coins. In case of defeat,
the hero will wake up the next morning at the tavern without their gold.

6 All Quiet: Nothing happens,


6 and your stay in the Black Market proceeds uneventfully.

77
HAVEN TABLE
1 Old Acquaintance: An old comrade in arms knocks on your door. He asks for hospitality and financial help.
The heroes can make a donation in money or give him an item. If the value of the donation is at least
1 100 gold coins, your old friend gives you a random scroll.

1 All Quiet: Nothing happens, and your stay proceeds normally.


2
Bound: During the night, you hear strange noises coming from downstairs.
1 A group of thugs has knocked Alfred unconscious. Confront the delinquents

3 and drive them away. Use the central room as the setting for the encounter.
The enemies are 3 Scouts and a Crossbowman.

1 Donation: You are summoned to a notary to collect an inheritance.


4 An elderly widow has left you a gift of 300 gold coins.
Fire: During the night, a small fire breaks out in the Shelter.
Each hero rolls 1D6 on the following table:
1-2: Your heroÕs clothing catches fire, and they suffer severe burns.
Start the next Quest with -1 Maximum Body Points.
1 3-5: Fortunately, your hero suffers no personal damage. However,
one piece of their equipment is destroyed.
5 Remove one randomly determined piece of equipment.
6: You narrowly escape harm and suffer no damage!
Additionally, while searching through the ashes for your equipment,
you find an ancient gem worth 1D6 x 50 gold coins hidden under the charred floorboards.

78
Mysterious Noise: A strange noise coming from behind the fireplace in the common room intrigues the heroes.
By knocking on the stones of the fireplace, you uncover a secret passage emitting a foul odor.
1 The heroes can choose to explore it or put the bricks back in place. If you decide to explore
the passage, you find yourselves in a kind of catacomb containing two Mummies, two Skeletons,
6 and two Zombies. Use the central room as the setting for the battle. If the heroes defeat
the monsters, one of the Mummies will drop two gems worth 150 gold coins each.

Assault: During the night, a group of hooded figures bursts into the refuge, catching the heroes
2 off guard. With weapons drawn, it is clear they intend to kill you. Use the central room
of the board to set up the battle environment. Your opponents are 4 Terror Warriors
1 (refer to the corresponding Monster Card). If the heroes manage to defeat them,
they receive 1D6 x 100 gold coins and a random scroll.

Illness: Alfred, your dear butler, has a high fever and is struggling to breathe.
2 You decide to take him immediately to an apothecary for treatment.
2 The cost for his care is 200 gold coins to be divided among the heroes.

2 All Quiet: Nothing happens, and your stay proceeds normally.


3

79
Alchemical Failure: An alchemical experiment within the refuge goes awry, creating a massive Slime.

2 Use a colored die to represent the Slime and the central room as the battlefield.
The Slime occupies a 2 x 2 square area and has the following characteristics: MOV4-ATT2-DEF2-BODY3-MIND0.
4 Additionally, when engaged in close combat, roll a die: If you roll a black shield,
your weapon is dissolved. Artifacts cannot be dissolved.

2 All Quiet: Nothing happens, and your stay proceeds normally.


5
Missive: A strange letter arrives at your refuge.
2 Inside, a parchment reveals the amount for a
bounty on the heads of all adversaries in the next Quest.
6 The bounty paid will be double the usual amount offered by the sheriff.

Mercenary Betrayer: On the threshold of your abode,


a Mercenary Swordsman presents himself, offering his
3 services for the cost of 30 gold coins.
If hired, during the next Quest, after clearing a room
1 of monsters, the Mercenary will turn against the heroes,
betraying them. He has the following characteristics:
MOV5-ATT4-DEF5-BODY2-MIND2

80
3 All Quiet: Nothing happens, and your stay proceeds normally.
2
Business Partners: A pair of mercenary brothers (an Explorer and a Crossbowman) knock on your door. Both brothers offer to join
3 you in your next adventure for the sum of 100 gold coins. If you decide to accept, they will accompany you on your next quest.
If you decline their offer, the brothers will attack you along with two other mercenaries (a Swordsman and a Halberdier).
3 Use the central room to stage the battle. If you manage to defeat them, you will find a
pouch containing 1D6 x 20 gold coins.

Mimic: During your absence, someone delivered a gigantic


chest to your doorstep. Alfred has placed it in the center
of your entrance. If you attempt to open it, it will
transform into a Mimic. Upon its destruction,
3 the Mimic will release treasure worth a total of
1D6 x 100 gold coins. Use the chest miniature
4 to represent the Mimic and the central room
to set the scene for the battle.
The Mimic has the following characteristics:
MOV6-ATT3-DIF2-BODY4-MIND0

Dissent: During the night, someone has smeared


the facade of your refuge with animal blood,
which now emits an incredibly foul smell.
3 You must clean it up immediately!
You can pay some local lads to clean everything for
5 150 gold coins, or alternatively, extend your stay by
3 days to get everything in order.
During these three days, you cannot visit any
Special Locations except for the Tavern.

81
3 Ehi ManÉ Want to Buy a Sundial?: A traveling salesman knocks on your door. Looking around suspiciously, he opens his cloak to
reveal numerous sundials, offering you the chance to buy one. The sundial costs 200 gold coins. If you decide to purchase it,

6 the salesman leaves happily. Perhaps it would have been better to inquire beforehand, but the sundial serves no function.
However, it is a beautiful piece of decoration!

4 You
Renovation: A water leak from the bathrooms has caused a flood.
must repair it immediately!
1 need to pay 200 gold coins to cover the repair costs.
You

Guest: A royal messenger arrives at your door. He informs you


that the King himself will be dining at your refuge that evening.
You must prepare a feast worthy of the occasion.
4 You can invest an amount ranging from a minimum of

2 200 to a maximum of 500 gold coins.


If the heroes decide to spend more than 350 gold coins,
the King will be very pleased with the feast and will reimburse
the entire amount.

4 Donation: A page arrives at your residence carrying a small


3 chest containing 500 gold coins, a gift from the Marquis of Carabas.
82
4 All Quiet: Nothing happens, and your stay proceeds normally.
4
4 You
Dissent: During the night, someone has smeared animal blood on the facade of your refuge, which now emits a terrible stench.
must clean it up! You can either pay some boys to clean everything for 150 gold coins, or alternatively, extend your stay by
5 3 days to sort everything out. During these three days, you cannot visit any Special Locations except the Tavern.

Assault: During the night, a group of hooded figures bursts into the
refuge, catching the heroes by surprise. Their weapons are drawn,
4 and it is clear they intend to kill you. Use the central room of the
board to set up the battle environment. Your opponents are
6 4 Terror Warriors (refer to the relevant Monster Card).
If the heroes manage to defeat them, they will receive
1D6 x 100 gold coins and a random scroll.

Ambush: While the heroes are having dinner, they are attacked by
a band of Goblins. For each hero, roll 1D6 and add their attack value
to the result on the following table:
2-5: The hero is knocked out by a sneaky blow from behind.
5 Upon awakening, they find themselves without a weapon
(to be determined randomly) and missing 1D6 x 50 gold coins.
1 6-9: Fighting a glorious battle, your hero kills many Goblins
and finds 1D6 x 10 gold coins among the corpses.
10-12: Fighting a glorious battle, your hero kills many Goblins
and finds 1D6 x 50 gold coins among the corpses.

83
5 Donation: A page arrives at your residence, carrying a small chest
2 containing 150 gold coins as a gift from Count Malabot.
5 All Quiet: Nothing happens, and your stay proceeds normally.
3
Poltergeist: In the dead of night, you hear strange noises
coming from the wardrobe in the guild's dining hall.
You see the wardrobe moving by itself unexpectedly.
5 As you approach, you realize it is possessed by a Poltergeist.
Use the central room of the board to set up the encounter
4 and place the wardrobe miniature on one of the short sides.
The Poltergeist has the following characteristics:
MOV3-ATT3-DIF4-BODY6-MIND0
If defeated, you find a gigantic blood-red gem inside the
wardrobe, worth 100 gold coins.

Enzo Miccio: A famous interior decorator has convinced


you to redesign the refuge. However, his fee is quite hefty!
You must pay 500 gold coins. If you cannot afford the
amount or realize that overhauling the entire decor
5 is unnecessary, you will have to face his henchmen.
Use the central room of the board to stage the battle.
5 His henchmen are 4 Terror Warriors. If you manage
to defeat his henchmen, the terrified decorator will flee,
leaving behind a pendant made of sparkling gems worth
200 gold coins.

84
Ambush: While the heroes are having dinner, they are attacked by a band of Goblins.
For each hero, roll 1D6 and add their attack value to the result on the following table:
2-5: The hero is knocked out by a sneaky blow from behind.
5 Upon awakening, they find themselves without a weapon
(to be determined randomly) and missing 1D6 x 50 gold coins.
6 6-9: Fighting a glorious battle, your hero kills many Goblins and finds
1D6 x 10 gold coins among the corpses.
10-12: Fighting a glorious battle, your hero kills many Goblins
and finds 1D6 x 50 gold coins among the corpses.

6 All Quiet: Nothing happens, and your stay proceeds normally.


1
Old Fox: A letter arrives at your refuge.
6 A seasoned master-at-arms has arrived at the training
grounds, ready to train one of you. Randomly
2 determine one of the heroes. They can be trained
in a first-level skill at a cost of 300 gold coins.

Spectral Apparition: During the night, a ghost appears


and asks you to find and return its sword. Only then will
it achieve eternal peace. The sword will be added to the loot
of one of the monsters in the next Quest. It will be a standard
6 short sword (see the armory for its characteristics).
3 After completing the Quest, when you return to your refuge,
if the heroes return the sword to the ghost, they will receive a gem
worth 250 gold coins as a reward. If they choose not to return
the sword, the ghost will summon 4 mummies to attack the heroes.
Use a 4 x 4 room to set up the battle!

85
6 All Quiet: Nothing happens, and your stay proceeds normally.
4

Mysterious Sack: In front of your refuge, you find a gigantic sack.


You can either throw it away or open it. If you decide to open it,
roll on the following table:
1: The sack is full of bones that, when reassembled,
come to life and attack you (there are 4 Skeletons).
Use the central room of the board to set up the battle.
6 2: The sack is full of garbage. It contains nothing useful.
5 3: The sack is full of garbage and contains nothing useful.
4: The sack is full of garbage, but rummaging inside,
you find a gem worth 100 gold coins.
5: Inside the sack are 6 Goblins that attack you.
Use the central room of the board to set up the battle.
6: The sack is full of garbage. But rummaging inside,
you find a gem worth 200 gold coins!

6 You
Renovation: The roof of your refuge is falling apart.

6 must repair it! You need to pay 200 gold coins for the repair work.
86
SETTLEMENT TABLE - A
1 Expulsion: Some guards mistake your hero for a notorious criminal and throw him out of the city. Additionally, roll 1D6.
1 On a roll of 1, your hero is robbed by bandits while sleeping outside the city walls. All his gold coins are taken.

Investment: In one of the port taverns, your hero meets a young entrepreneur with grand ideas for creating a commercial empire.
If your hero wishes, he can invest 1D6 x 50 gold coins in the strangerÕs venture, receiving a partnership certificate in return. From
now on, at the end of each Venture, whenever your hero reaches a Settlement, you can visit the Emporium and show your
1 partnership certificate. Consulting their records, they can tell you how the business is performing. Roll 1D6 on the following table:
2 1-2: The business has failed, and your hero's investment is lost. Additionally, you must pay the merchants 1D6 x 50 gold coins for
outstanding debts.
3-5: The investment is doing well, and the merchant rewards you with 1D6 x 20 gold coins as part of the profits.
6: The business is booming! After consulting the ledger, the merchant rewards you with 1D6 x 50 gold coins as part of the profits.

1 Quiet Day: Nothing happens, and the stay proceeds calmly.


3
Good Deed: You decide to take a walk, leaving most of your gold carefully hidden in your room
and taking only 1D6 x 20 gold coins with you. As you wander through the alleys, you hear the
1 cries of an elderly lady calling for help from a window, as some thieves have broken into her
house and are robbing her. Eager to assist, you rush up the stairs, but just as you reach the
4 door, a black sack is thrown over your head and you are struck on the head, causing you to
faint. When you wake up hours later in a puddle in an alley,
you find that you have been robbed of all your gold.

1 Pickpocket: While your hero is wandering through the crowded streets,


5 their coin pouch is stolen. The hero loses 1D6 x 20 gold coins.

87
1 Hot Spring: Your hero spends the day in the soothing atmosphere of a steam bath. They emerge feeling much healthier and cleaner
6 than they have in a long time: +1 Maximum Body Points for the entire next Quest.

2 Swindle: If, during the stay at the Settlement, your hero purchased any equipment, they now realize that it is a fake and must
1 discard it.

Fight: Your hero gets into a heated argument with a burly merchant who tried to swindle them with substandard goods.
The argument quickly escalates into a brawl. Roll 1D6 on the following table (add +2 to the roll if you are a Barbarian or a Dwarf):
1: In the chaos of the fight, your hero destroys a vegetable cart. They must pay 150 gold coins to cover the damage.
2: Your hero is beaten up by the merchant and his associates and loses 100 gold coins.
3: Your hero leaves with a bloody nose but manages to give the merchant a good thrashing.
2 4: After a fierce struggle, the merchant is left on the ground, picking up the teeth that fell out.
The guards fine your hero, who must pay 50 gold coins for the disorder caused.
2 5: Your hero quickly disarms the merchant. With a sword at his throat, the oaf has no choice
but to apologize. He offers your hero 100 gold coins as compensation.
6: A dozen of the merchant's thugs spring from the shadows, attacking your hero
with knives, clubs, and maces. Unperturbed, you take them down with a few
well-placed blows and loot their bags, collecting 150 gold coins.

2 Quiet Day: Nothing happens, and the stay proceeds calmly.


3
2 Food Poisoning: Your hero has eaten something that caused food poisoning.
For the next 2 days of stay in this settlement, your hero will be unable to do
4 anything but must still pay for the Lodging Expenses.
88
Reward: Your hero sees a poster of a notorious thief. The criminal is described as very tall, wearing a purple cloak and hat, with an
accent from the Erengrad region. After reading the description, your hero realizes it matches exactly with a man they noticed in a
nearby alley. Returning to the scene, they find the thief dragging a gagged merchant into a dark alley! Roll 1D6 on the following
table:
2 1: The thief, laughing, stabs the merchant. He throws the knife at your hero's feet and escapes, shouting ÒHelp, murderer!Ó Soon,
5 your hero is surrounded by an angry mob and only after considerable effort and some bribes totaling 1D6 x 50 gold coins,
you manage to convince them of your innocence.
2-5: Your hero chases off the thief, saving the merchantÕs life. In gratitude, the merchant gives you 50 gold coins.
6: Your hero rescues the merchant and captures the thief. You are proclaimed the Champion of the Settlement and awarded
100 gold coins by the City Guard.

2 AYour
Fair DayÕs Work: Your hero is hired for 50 gold coins by a farmer to transport massive bales of hay.
6 hero will be unable to do anything else for the rest of the day.
True Love: Your hero meets the love of their life while in the settlement. Their parents, after meeting you,
implore you to marry their sweet darling. The wedding is set for tomorrow, so your hero
3 must either get married or immediately flee the settlement.
If you choose to marry, you receive 1D6 x 100 gold coins in wedding gifts. Roll 1D6 now:
1 1: You decide to stay with your spouse, who demands that you retire from adventuring forever.
2-6: Your spouse understands the mission of your life and accepts you as you are,
allowing you to continue your adventures with your companions.

Drugged: While in a seedy tavern, your hero drinks a curious beverage offered by the
bartender. After a sip, you start to feel numb and strangely confused...
3 Roll 1D6 on the following table:
1-3: Your hero has been poisoned! -1 Combat Dice in Defense
2 for the entire duration of the next Quest.
4-6: The liquid is a very strong Dwarven beer with the only negative effect
being a severe headache the next morning.

3 Quiet Day: Nothing happens, and the stay proceeds calmly.


3
89
3 Wild Life: After many days of travel, your hero indulges in the comforts of the settlement, spending 100 gold coins on food, wine,
4 and luxuries!

Duel: Your hero is challenged to a duel by an individual with whom they had a dispute at a tavern. The duel will take place at
sunset. Your hero can either leave the Settlement immediately or accept the challenge. If your hero participates in the duel, roll 1D6
on the following table (add +1 to the die roll if you are a Barbarian or a Dwarf):
3 1: With a single sword thrust, your hero is pierced through the heart. Your hero falls to the ground, dead.
2-4: The two challengers fight for hours and hours. As sunset arrives, the fight is declared a draw. The duelist congratulates your
5 hero on their combat skills and offers them dinner at the most expensive inn in the Settlement. You have made a new friend, and
your hero will not have to pay for Accommodation Costs until they decide to leave the Settlement.
5-6: After a few minutes, your hero overcomes the duelist and kills them. On their body, you find a jewel worth 2D6 x 50 gold coins
and an item (draw a Treasure card, discarding any Trap or Wandering Monster cards).

3 Quiet Day: Nothing happens, and the stay proceeds calmly.


6
Dice: Your hero visits an inn and gets involved in a dubious dice game. Roll 1D6 on the following table:
4 1-2: Your hero loses badly and must forfeit a random treasure.
3-4: Your hero manages to leave the game with a draw.
1 5: Your hero wins 1D6 x 10 gold coins.
6: Your hero wins 3D6 x 10 gold coins.

4 Quiet Day: Nothing happens, and the stay proceeds calmly.


2
4 Tax: The Sheriff introduces a new tax on goods, increasing the price of every item for sale in the settlement by 50 gold coins.
3
90
Corpse: While wandering in the temple area, your hero finds a crypt in the cemetery. If they decide to explore it, they discover an
abandoned bag inside. If they choose to inspect it, roll 1D6 on the following table:
4 1-2: Inside, you find a medallion. As soon as you touch it, you are struck by searing pain.
4 Permanently reduce your Maximum Body Points by 1.
3-4: Scorpion! A scorpion springs out of the bag and stings the hero, inflicting 2 Wounds.
5-6: The bag contains an ancient gem worth 1D6 x 100 gold coins.
Fair: While your hero strolls through the center of the Settlement, they notice a great commotion for a gigantic Fair. Roll 1D6 on the
following table:
1-2: All merchants will close their shops for the next 1D6 days.
4 3: The population of the Settlement has doubled, with visitors coming from all over the region! For the next 1D6 days,
5 all heroes can make supply rolls as if they were in a higher-level settlement (e.g., in a Village you can roll as
if in a Borough, and in a Borough as if in a City).
4-5: To celebrate, all merchants will offer a 20% discount on the first item today only.
6: To celebrate, all merchants will offer a 50% discount on the first item today only.

Case of Mistaken Identity: Your hero is mistaken for a brigand and thrown into prison awaiting trial.
4 Your hero must serve 7 days in prison, or alternatively, their companions can pay a bail of 1D6 x 50 gold coins.
6 your hero does not need to pay for Accommodation costs but cannot take any actions.
If your companions do not have the necessary funds, your hero will remain in prison. While in prison,

5 Quiet Day: Nothing happens, and the stay proceeds calmly.


1
5 Fire: As your hero walks past a small house, they see smoke coming out from under the door.
They rush inside and drag the inhabitants out. Your hero receives commendation and is named
2 Champion of the Settlement. The surviving family gifts your hero a gem worth 1D6 x 20 gold coins.
Stray Dog: Your hero finds a stray dog on the street and decides to adopt it.
5 See the Animal Companion section. If your group of heroes already has an
animal companion, ignore this event. Otherwise, give it a name and note it on
3 your Hero Sheet. Unlike the Wolf, the Dog attacks with two dice and
defends with one.

91
5 Simple People: If your hero carries a magic object, the common people perceive him as unfortunate and ungodly. The Local Guard
4 is immediately summoned. Your hero must leave the Settlement immediately or hand over the magic item.
5 Quiet Day: Nothing happens, and the stay proceeds calmly.
5
5 Forgery: While your hero attempts to buy some goods, the merchant points out that the gold you are trying to pay with is fake.
6 Upon examining the coin purse, your hero discovers that 1D6 x 10 of his gold coins are worthless. He deletes it from his Hero Sheet.

6 Quiet Day: Nothing happens, and the stay proceeds calmly.


1
6 Temple Donation: Your hero is swayed by the charisma of the local priest, who asks for a donation to the Temple of 1D6 x 25 gold
2 coins. If you decide to make a donation, the deity's aura will shine upon you, allowing you to reroll an attack roll in a future combat.

Big Hunt: Your hero is invited to join a nighttime hunt. The quarry is the legendary Quarag, a gigantic and malevolent beast. Roll
1D6 on this table (add +1 to the roll if you are a Barbarian or a Dwarf):
6 1: The night is dull and quiet, with no sign of the Quarag. At dawn, you return to the Settlement without having achieved anything.
2-3: The Quarag attacks you from behind and inflicts 2 damage. Start the next Quest with this penalty.
3 4-5: The Quarag is killed by another member of the hunting party. You are offered a reward of 1D6 x 50 gold coins.
6: You have successfully captured and killed the beast! You can wear its hide as a cloak. This cloak allows you to ignore all damage
from an attack twice. After the second use, the cloak vanishes!

92
6 Quiet Day: Nothing happens, and the stay proceeds calmly.
4

Witchcraft: Your hero is accused of witchcraft and is chased through the streets by an angry mob.
Roll 1D6 on the following table:
1-3: Your hero escapes by leaping over the settlement's wall and falls into the dirty water of
the moat. Covered in eggs and rotten fruit, you find yourself on the other side, in the open
6 countryside, where you must wait for your companions.
5 4-5: Your hero hides in a side alley and evades the mob, but from now on, you must wear a
disguise or you will be arrested! You can buy a disguise for 200 gold coins at the black market,
otherwise, you will need to leave the Settlement immediately.
6: Your hero angrily addresses the crowd, demanding an explanation.
Fortunately, the City Guard arrives to restore order and exonerate you.

Accident: While your hero helps an elderly woman cross the busy main street, a cart full of
6 barrels of beer runs you over. You are pulled from under the cart but are seriously injured.
Your hero cannot buy anything or visit any locations for 1D6 days. While you are recovering,
6 you cannot take any actions. The elderly woman is very grateful for saving her life:
she covers your medical expenses and gives you a Healing Potion.

93
SETTLEMENT TABLE - B
Hermit: An old hermit is annoyed by a group of children who are tugging at his robes and trying to pull his ears! If your hero
decides to intervene, roll 1 Combat Die. If you roll a white or black shield, your hero scares the children away, and the old man gives
1 you a random scroll as a token of gratitude. If you roll a skull, your hero is too amused by the absurdity of the situation. However,
the hermit takes it personally and curses you! Roll 1D6 on the following table:
1 1: Your hero has -1 Body Point for the next Quest.
2: Your hero has -1 Attack Die for the next Quest.
3-6: Your hero is transformed into a Goat for 1D6 days.
Felinid: After a long day spent in the tavern, your hero is seduced by a beautiful felinid. The atmosphere is heating up, and you
decide to go to their room. As soon as your hero sets down their weapon, the felinid leaps at you with two sharp fangs gleaming
in the moonlight. ItÕs a vampire! Roll 1D6 on the following table:
1-2: Your hero is caught off guard and bitten! The hero manages to kill the vampire, but itÕs too late.
Moments later, a Monster Hunter enters the room and offers to administer an antidote against vampirism
for 200 gold coins. If you decide to accept and pay the fee, you recover immediately! If you choose not to
1 or cannot pay, you lose a Body Point permanently!
2 3-4: Although surprised, your hero manages to get away in time and kills the vampire.
Even though you werenÕt bitten, you were scratched by the vampireÕs claws! Healing potions will
not be effective on you during the next Quest.
5-6: Your hero dodges the attack, retrieves their weapon, and decapitates the vampire.
You remember that vampire blood is very poisonous! Quickly, before the body evaporates,
you manage to collect two vials of poison to coat your weapons!

Stroke of Luck: Your hero is walking down an alley when suddenly they trip over
1 an old, worn sack. Succumbing to curiosity, you rummage through the sack and find
inside (roll 1D6 on the following table):
3 1: Nothing. 2: 1 Gold Coin. 3: 1D6 Gold Coins.
4-5: 2D6 Gold Coins. 6: A gem worth 40 Gold Coins.

1 All
Birthday: Tomorrow is the King's birthday.

4 shops will be closed for the next three days.


94
1 Deal: An old woman offers to sell you her late husbandÕs ancient magical sword for 1D6 x 50 gold coins. If you choose to buy it, after
handing over the coins, you realize that the sword is fake! Meanwhile, the old woman has disappeared!
5
1 Quiet Day: Nothing happens, and the stay proceeds calmly.
6
Revolt: A riot has broken out between the peasants and the local Guard. Roll 1D6 on the following table:
1: Your hero is arrested and accused of incitement. You, or another hero, must pay 1D6 x 200 gold coins in fines and bribes to clear
the matter. If you cannot pay, you are put in the stocks at the center of the Settlement for 1D6 days during which you cannot take
any actions.
2-3: Your hero is severely beaten by the Guards and thrown into prison. You must pay 1D6 x 100 gold to be released. If you cannot
2 pay, you must spend the next 1D6 days in prison.
4-5: By joining the rioters, your hero advances through the Settlement where the furious crowd demands clean water and access to
1 medical care. The settlement officials eventually agree to a compromise. Each peasant, including your hero, receives 1D6/2
Bandages (rounding down) and 1D6 x 5 gold coins.
6: By organizing the rioters, your hero leads the peasants into the Settlement against the high officials. Terrified authorities quickly
meet the demands. The peasants now have access to food, clean water, and medical facilities. The peasants and your hero each
receive 2D6 bandages. Your hero also receives 1D6 x 50 gold coins as payment for acting as a mediator between the peasants and
the Guard.

2 Quiet Day: Nothing happens, and the stay proceeds calmly.


2
2 Common Folk: If your hero is carrying a magical item, the common people perceive them as cursed and wicked. The Local Guard is
immediately summoned. Your hero must either leave the Settlement immediately or surrender the magical item.
3
Merchant: Your hero has the opportunity to run a market stall for 7 days. If you decide to manage this activity, you cannot perform
any other actions in the settlement. Be careful though, if you run out of coins during the 7 days, you are forced to close the market
2 stall early. Roll on the following table with 1D6, once per day:
1: Goods worth 1D6 x 25 gold coins are stolen from you.
4 2: Some of the supplies spoil, resulting in a loss of 70 gold coins.
3: Business is good today, earning you 1D6 x 50 gold coins.
4-5: Business is booming! You earn 1D6 x 50 gold coins.
6: Your shop is one of the most popular in the market. You earn 1D6 x 100 gold coins.
95
Old Bones: While wandering within the cemetery, you are drawn to a glow coming from a mass grave. If you decide to investigate,
2 roll 1D6 on the following table:
1-2: A sinister laugh startles you, and you are struck by a poisoned needle, -2 Body Points for the duration of the next Quest.
5 3-4: The glow was coming from an old, rusty helmet. You have wasted your time.
5-6: You find a gem worth 2D6 x 20 gold coins.
IF YOU ARE IN A TOWN: Cartographer: Bored by the quietness of the settlement, your hero decides to draw a map marking all
2 the Special Locations. Roll 1D6 for each Location whose whereabouts you don't know; on a result of 1, you fail to find it. All
6 Locations, except those you couldn't find, can now be visited without a search roll.
IF YOU ARE IN THE CAPITAL: Quiet Day: Nothing happens, and the stay proceeds calmly.
Accusation: Your hero is accused of being a follower of Terror and is chased through the streets by an angry mob. Roll 1D6 on the
following table:
3 1-2: Your hero escapes by climbing over the wall surrounding the settlement, where they must wait for the other heroes.
1 3-4: Your hero manages to lose the mob after a frantic chase through the winding alleys of the settlement.
5-6: Your hero angrily confronts the mob, demanding an explanation for their behavior. Sheepishly, they back down and give you 50
gold coins as compensation before returning to their homes.

3 Bad Reputation: Word spreads in the settlement that your hero is a follower of Terror.
For the remainder of your stay, your hero will not be welcomed anywhere except the Tavern,
2 the Black Market, and the Gambling House.
3 Runemaster: Your hero encounters a dwarf who offers to engrave a Rune on your cutting
weapon for the cost of 300 gold coins. This magical Rune ensures that a die roll of
3 1 always results in a skull on attack rolls.
3 Mercenary: While walking through a lesser-known part of the city, you are ambushed in a
dark alley by a Swordsman Mercenary. Use Corridor 7 x 2 to set the scene for the battle.
4 If you survive, you find 100 gold coins.
3 Clearance Sale: The Blacksmith is having a clearance sale! You can purchase any item at half its value!
5
96
Divine Visitor: A small crowd gathers around a tent. For the modest sum of 1D6 x 50 Gold, your hero can look upon the face of a
purported God who has descended into Outworld. If you choose to look, roll 1D6 on the following table:
1: Your hero peers into the tent, and it seems the "god" is on a beer break!
3 2-3: The 'God' is the Mentor! He was watching you during this rare period of peace. Apologizing, he returns your gold.
4: The God is a powerful lord of war from the otherworldly plane. He mentally instructs your hero, granting them an extra attack
6 that can be used at any time during one of the next two Ventures.
5-6: The God is of stunning beauty and kisses your forehead. For the next Venture, your hero can make two attacks in each attack
phase. Each attack can be parried normally according to the rules.
IF YOU ARE IN A TOWN: Roadworks: A group of dwarves is busy repairing the damaged streets. For the remainder of your stay in
4 this Settlement, due to the constant detours caused by the construction, all heroes will suffer a -4 penalty on rolls to find a Special
1 IF YOU ARE IN THE CAPITAL: Quiet Day: Nothing happens, and the stay proceeds calmly.
Location.

4 Reinstatement: To address the citizens' complaints, a small band of exiled men is readmitted to the Settlement. If one of your
companions has been expelled from the Settlement, they may now return.
2
4 Quiet Day: Nothing happens, and the stay proceeds calmly.
3
Nightmare: Your hero wakes in the dead of night, plagued by dark nightmares.
4 Streams of sweat run down their face. Roll 1D6 on the following table:
1-2: Your dreams bring great distress and pain. Start the next Quest with -2 Mental Points.
4 3-6: Even though your hero tosses and turns all night,
they wake up rested and without any negative effects.

4 Quiet Day: Nothing happens, and the stay proceeds calmly.


5
4 Renovation: The settlement is undergoing renovations. For the remainder of your stay,

6 the Cost of Lodging is doubled to cover the expense of the work.


97
5 Quiet Day: Nothing happens, and the stay proceeds calmly.
1
5 Heroic Title: The Lord of the Settlement, having learned of your presence, summons you
to his court and bestows upon you the title of Defender of the People.
2 You gain one Reputation Token.
5 Dark Omen: Your hero notices a raven perched on a tree branch.
The raven has no eyes and screeches in a dark and malevolent tongue.

3 You look around, but no one else seems to notice this oddity! -2 Mind Points
for the duration of the next Quest.

5 Laborer: Your hero finds work as a laborer at a construction site. You are paid 10 Gold Coins. If your group decides to stay another
day within the settlement, your hero cannot perform any other actions and must spend the additional day working as a laborer,
4 earning another 10 Gold Coins.
5 Ambush in the Alley: While wandering through an unfamiliar part of the city, your hero is ambushed in a dark alley by:
2 Goblins and 2 Orcs if your hero is a Barbarian or a Dwarf.

5 1UseGoblin and 1 Orc if your hero is an Elf or a Wizard.


the 7 x 2 corridor to set up the encounter. If you survive, you find 2D6 x 10 Gold Coins.

Fight Club: In a side alley, you see people gathered in a circle cheering on two combatants. The Announcer spots you and asks if you
want to fight. If you choose to accept, roll 1D6 on the following table (add +1 to the roll if you are a Barbarian or a Dwarf):
5 1: Your hero is defeated and knocked to the ground. Lose 50 Gold Coins.
2-4: The two combatants fight for hours, and by sunset, the match is declared a draw. The duelist congratulates your hero on their
6 combat skill. The Announcer offers you a dinner at the most expensive inn in the Settlement. You've made a new friend!
5-6: After a few minutes, your hero overcomes the duelist and knocks them out. You are cheered by the crowd and receive a prize of
1D6 x 50 Gold Coins.

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Scarlet Rose: You come across a pleasure house named "The Scarlet Rose." The bouncer at the entrance tells you that the
6 admission fee is 50 Gold Coins. If you choose to enter, you are immediately enchanted by the scents and caresses of the courtesans.
Roll 1D6:
1 1-2: You've contracted a venereal disease! For the duration of the next Quest, you will have one fewer hit point than your maximum.
3-6: Overwhelmed by the caresses, for the duration of the next Quest, you will have one additional hit point above your maximum.

Suspicious Mercenary: You encounter a rather ill mercenary. He tells you that he does not trust doctors or priests but is in dire
6 need of healing. If you possess a spell, potion, or any other item capable of restoring lost

2 Body or Mind Points, you may give it to him. As thanks, the mercenary will join your
party free of charge for the next adventure (he is a Crossbowman).

6 Distant Relatives: The Lord of the Settlement believes you are his distant

3 great-grandchild. He decides to gift you a sack containing 2D6 x 10 gold coins.


Chess Challenge: In the shadow of a tree, a wizard is playing chess with an invisible
6 opponent. Upon noticing you, he invites you to a game. If you choose to accept,
you can wager up to 50 gold coins. To defeat him, you must exceed the wizard's
4 Mind Points, which are 8. Roll 1D6 and add your Mind Points. In case of a tie, roll again.
If you win, your hero receives double the amount wagered.

Message from the Mentor: An owl flies overhead and drops a letter into your hero's hands.
6 The letter bears a red seal with an "M" on it. The Mentor informs you that he has discovered
5 the location of some hidden points related to the next Quest. Before starting the next Quest,
the Game Master will mark 2 Secret Doors or 3 Traps on the board.

6 Quiet Day: Nothing happens, and the stay proceeds calmly.


6
99
CATASTROPHIC TABLE
Champions of Terror: A group of hooded individuals ambushes the heroes in the
settlement's square. They have their weapons drawn and clearly intend to attack.
2 Use the central room of the board to set up the encounter. The 4 champions are
Terror Warriors (refer to the corresponding Monster Card). If the heroes manage
to defeat them, they receive 1D6 x 100 gold coins and a random scroll.

Flood: The river surrounding the settlement overflows, flooding the streets.
3 All merchants and special locations close shop, forcing the party to leave
the settlement early and head directly to the next Quest.

Under Siege: The settlement is attacked by a band of Orcs and Goblins.


The heroes decide to join in the defense of the settlement.
Each hero rolls 1D6 on the following table:
1: Your hero falls from the settlementÕs battlements. Miraculously,
4 they are still alive but permanently lose one hit point.
2: Your hero is gravely wounded and must be carried from the battle. Your
Maximum Body Points are reduced by 1 point for the duration of the next Quest.
3-6: The hero fights bravely, driving Orcs and Goblins back into the forests.
After driving off the invaders, the hero receives a reward of 100 gold coins.

Inflation: Times are very hard, and even goods that are usually easily
5 available are now considered luxury items. All prices, including the Costs
of Stay, are doubled for the entire duration of your stay.

100
6-9 No Event: Nothing occurs, and the stay proceeds peacefully.

Disease: A strange plague rapidly spreads through the settlement, causing the deaths of hundreds.
10 The heroes can choose to either stay in the settlement or immediately depart for their next quest.
If they choose to stay, roll 1D6 for each hero. On a roll of 1-3, the hero dies.

Fire: During the night, the Lord of the Settlement's stables catch fire,
11 and with them, half of the settlement itself. The heroes are accused
of starting the blaze and are expelled from the settlement.

Plague: Roll 1D6 for each hero; the one with the lowest score contracts the plague.
A healer offers to cure them for 1D6 x 50 gold coins. If you choose not to or cannot
12 afford the healer, the afflicted hero must spend 2 days in quarantine outside the
settlement, after which they will be cured. During quarantine, neither the hero
nor their companions can leave the settlement.

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RANDOM EVENTS
11 Dust to Dust: Randomly select a hero. Behind them, a skeleton rises from the dust (in an adjacent square).
The skeleton will immediately make an attack.

12 Shaky Legs: Randomly select a hero. They must roll one combat die for each of their Mind Points. If they roll at least two
white shields, there are no effects. Otherwise, the GM may immediately move them 12 squares.

13 Mental Assault: Randomly select a hero. They must roll one combat die for each of their Mind Points. If they roll at least two
white shields, there are no effects. Otherwise, they suffer 1 Body Point of damage.

14 Nothing!: Despite your efforts to thwart the heroes, this time you achieve nothing!
15 Ambush!: Twice the number of Wandering Monsters immediately attack a randomly
determined hero.

16 Arrow to the Knee: A hidden dart shoots out from the wall, striking a randomly
determined hero, who loses 1 Body Point.

21 Fog: A dense fog envelops the heroes. For the next turn,
heroes will move using only one movement die.

22 Bone Buddies: As soon as an undead is summoned onto the board,


you may add two additional undead of the same type to the fray.

23 Nothing!: Despite your efforts to thwart the heroes,


this time you achieve nothing!

102
Chatter: The heroes' voices attract the attention of the monsters. Open the door to the nearest room to the heroes,
24 revealing its contents.

25 Trap: The next time a hero rounds a corner or crosses through a door, place an Encounter Monster
(of the type specified for this quest) that attacks immediately.

26 Kamikaze: As soon as a monster is killed, it explodes, hitting everyone in an adjacent square with 1 Combat Die
for each Body Point of the slain monster.

31 Green-Skin Allies: As soon as an Orc or Goblin is placed into play, you may add two more
green-skins of the same type.

Arrow to the Knee: A hidden dart shoots out from the wall, striking a randomly
32 determined hero, who loses 1 Body Point.

33 Nothing!: Despite your efforts to thwart the heroes, this time you achieve nothing!
34 Desperation: The next time a Hero takes damage of at least 1 Body Point, they also
lose 1 Mind Point.

Beam to the Eye: A massive beam crashes down from the


ceiling and crushes the heroes. Choose a row of 3 squares.
35 All heroes (and Monsters) occupying those three squares
must roll a combat die. On a skull result, they suffer
1 Body Point of damage.

36 Missed: The next attack made by a hero, regardless


of the dice results, will automatically fail.

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41 FortuneÕs Favor: The first hero to turn a corner or enter an empty room stumbles over an old sack.
Inside, they find a gem worth 1D6 x 10 Gold Coins.

42 Undertaker: The next monster that is killed will immediately rise again with all of its Body Points restored.
Floor Collapse: Randomly select a hero. The floor beneath them gives way, causing them to plunge into a pit.
43 The hero immediately loses 1 Body Point. Place a trap tile labeled "Pit Trap" under their position,
which will remain in play for the duration of the Quest.
Terror Champion: The next monster to enter the field, regardless of its type, will have the stats
44 of a Terror Warrior. If there are multiple monsters in the next room, the Terror Champion
will be the weakest one by default.

45 Nothing!: Despite your efforts to thwart the heroes, this time you achieve nothing!
Sudden Madness: Randomly select one hero. They must roll a combat die for each of their
Mind Points. If they roll at least one white shield, there is no effect. If no white shields
46 are rolled, the hero falls under the Master's control and will be forced to take a full
turn (movement + attack) as directed by the Master.

51 Arrow to the Knee: A hidden dart shoots out from the wall, striking a
randomly determined hero, who loses 1 Body Point.

52 Bone Buddies: As soon as an undead is summoned onto the board,


you may add two additional undead of the same type to the fray.

Reflected Magic: The next spell cast rebounds off the enemy and returns
to the caster. The hero who cast the spell must roll a combat dice for each of
53 their Mind Points. If they do not roll at least two white shields,
they suffer the effects of the spell they cast.

104
Ambush!: Twice the number of Wandering Monsters immediately
54 attack a randomly determined hero.

Nothing!: Despite your efforts to thwart the heroes, this time


55 you achieve nothing!

FortuneÕs Favor: The first hero to turn a corner or enter an


56 empty room stumbles over an old sack. Inside, they find a gem
worth 1D6 x 10 Gold Coins.
Noxious Gas: A dense cloud of green gas fills the room.
61 Roll two combat dice for each hero; any hero who rolls at least
one skull loses one Body Point.

62 Nothing!: Despite your efforts to thwart the heroes, this time you achieve nothing!

Undertaker: The next monster that is killed will immediately


63 rise again with all of its Body Points restored.

Shaky Legs: Randomly select a hero. They must roll one combat die for
64 each of their Mind Points. If they roll at least two white shields, there
are no effects. Otherwise, the GM may immediately move them 12 squares.

Trap: The next time a hero rounds a corner or crosses through a door,
65 place an Encounter Monster (of the type specified for this quest)
that attacks immediately.
Floor Collapse: Randomly select a hero. The floor beneath them gives
way, causing them to plunge into a pit. The hero immediately loses
66 1 Body Point. Place a trap tile labeled "Pit Trap" under their position,
which will remain in play for the duration of the Quest.

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106
- TABLE OF CONTENTS -
Upon completion of a questÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉ 4 House Rules É.ÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ37
On the road ÉÉÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉ.. 4 Arrows, quivers, and throwing weapons .É..É..ÉÉÉ. 38
The danger tableÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ. 5 Camouflage ÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 39
Eavesdropping ÉÉÉÉÉÉÉÉÉÉÉÉÉ.ÉÉÉ 40
The SettlementsÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 6 Alchemy and potions É..ÉÉÉÉÉÉÉ..É..ÉÉÉ.. 41
Settlement types and merchant inventoriesÉÉÉÉÉÉ. 7 Death of a hero É.ÉÉÉÉÉÉÉÉ..ÉÉÉÉÉÉ.. 43
Refuge and accommodation costs...ÉÉÉÉÉÉÉÉÉ 7 Animal companion É..ÉÉÉÉÉÉÉÉÉÉ..ÉÉÉ44
Reputation and exile ÉÉÉÉÉÉÉ.ÉÉÉÉÉÉÉ.. 8 Random events É..ÉÉÉÉÉÉ..ÉÉÉÉ..ÉÉÉ.. 45
While in a settlement ..ÉÉ.ÉÉÉÉÉÉÉÉÉÉÉ.. 8
Reactions to the heroes' presence ÉÉÉÉÉ..ÉÉÉÉ 8 Tables É.ÉÉÉÉÉÉÉÉÉÉÉÉ..ÉÉÉÉÉ.ÉÉÉ.. 46
Resuming the journey ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 9 Danger Table - A ÉÉÉÉ.ÉÉÉ..ÉÉÉÉ.ÉÉÉ.. 48
Danger Table - B É.ÉÉÉÉ..ÉÉÉÉÉÉ.ÉÉÉ.. 56
Special Locations É.ÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 11 Tavern Table ÉÉÉÉÉ.ÉÉÉÉ..ÉÉÉÉ.ÉÉÉ. 62
Alchemist ÉÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 11 Black Market Table ÉÉÉ..ÉÉÉ..ÉÉÉÉ.ÉÉÉ.. 69
Temple ÉÉ.ÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 13 Haven Table ÉÉÉÉ.ÉÉÉÉÉ..ÉÉÉÉ.ÉÉÉ. 78
Mage Guild ÉÉ..ÉÉÉÉÉÉ..ÉÉÉÉÉÉÉÉÉ 14 Settlement Table - A É..É..ÉÉÉ..ÉÉÉÉ.ÉÉÉ.. 87
Gambling House É..É..ÉÉÉÉÉÉÉÉÉÉÉÉÉ 15 Settlement Table - B ÉÉÉÉÉÉ..ÉÉÉÉ.ÉÉÉ.. 94
Blades Guild É..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 18 Catastrophic Table ÉÉÉÉÉ..ÉÉÉÉ.ÉÉÉÉÉ.100
Haven .ÉÉ.ÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 19 Random Events ÉÉÉ..ÉÉÉ..ÉÉÉÉ.É.ÉÉÉ.. 102
Tavern .ÉÉÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 20
Training Grounds ÉÉÉ..ÉÉ.ÉÉÉÉÉÉÉÉÉÉ 21
Black Market .É.É..ÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉ 24
Sheriff .ÉÉ.ÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 25
Arena ÉÉÉÉÉÉ.ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 26
MentorÕs Study É..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 29
Armorer .É..ÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 30
Farm ÉÉÉÉÉÉ..ÉÉÉÉÉÉÉÉÉÉÉÉÉÉ 35
Emporium ÉÉÉ.É..ÉÉÉÉÉÉÉÉÉÉ.ÉÉÉ. 36

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- NOTES-
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