Out World Digital
Out World Digital
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.
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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.
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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.
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.
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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.
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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.
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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:
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).
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.
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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.
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!
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- 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, you can purchase a Reagent Kit (for 400 Gold
Coins) to craft your own potions. Alternatively, you can purchase
one of the following potions:
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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
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- 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.
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.
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- 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:
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- 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.
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- 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:
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- 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).
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- 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.
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
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- 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.
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.
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!
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- 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:
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- TRAINING GROUNDS -
Only those who embrace sacrifice and pursue
perfection will become living legends.
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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
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.
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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,
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- 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:
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)
- 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.
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- 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.
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Examples of Strength Coefficient:
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
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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:
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!
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- 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
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- 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
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- Attack -
Article Hand Range Spellcaster Dice Stocks Price Range
Trident 1 4 NO 2D 6 250
Hammer 1 1 NO 2D 6 250
Broadsword 1 1 NO 3D 8 350
Scimitar 1 1 NO 3D 8 350
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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
Spear 2 4 NO 2D 4 400
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Article Hand Range Spellcaster Dice Stocks Price Range
Shortbow 2 7 NO 2D 6 250
Longbow 2 10 NO 3D 6 400
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
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.
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- Farm -
Article Description Stocks Price
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.
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- Emporium -
Article Description Stocks Price
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.
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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):
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.
41
Potion
Reagent Description
Obtained
Potions
Potion of Drink this potion to restore 1 Body Point and 1
Holy Plant
Refreshment Mind Point.
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.
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.
45
)
46
All events in the tables
of this manual should
be considered
narrative prompts.
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.
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.
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.
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.
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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
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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.
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.
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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.
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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
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
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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.
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.
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.
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.
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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
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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
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.
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.
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.
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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.
3 and drive them away. Use the central room as the setting for the encounter.
The enemies are 3 Scouts and a Crossbowman.
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.
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.
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.
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
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.
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.
85
6 All Quiet: Nothing happens, and your stay proceeds normally.
4
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.
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 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.
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).
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,
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.
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.
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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.
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.
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.
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.
98
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
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.
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.
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.
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.
103
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.
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.
62 Nothing!: Despite your efforts to thwart the heroes, this time you achieve nothing!
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.
105
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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