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An expedition to the dungeon

The aim of this is to have a quick dungeon crawl in order to get yourself some
treasure and experience.
You start your adventure in a town where you can buy any items of equipment
from the equipment list.
Your journey from civilisation to the dungeon will take 1-6 days (you know how
many days it takes before you leave, so you can buy the appropriate amount of
food). If you have a horse, it takes half the amount of time to get there (round
up). For each day, you need to eat 1 meal of provisions, make a Mind (Wilderness
Lore) check with a difficulty of 4 to find some food or lose 1 stamina point.
When you plan an expedition to a dungeon, you need to make sure that you
have a way of seeing what you are doing. Every time you explore the dungeon,
you must either have a torch, a lantern and a flask of oil, the Dark Sight Talent or
you may cast the light spell. Each exploration uses up a torch or flask of oil or
requires the light spell to be cast again. If you use a torch or a lantern as your
light source, you only have one hand free and so you cannot use a shield in
combat.
1 exploration counts as 1 paragraph for the purposes of how long spells and
other effects last.
Armour penalties apply to stealth rolls and rolls that involve climbing.
Roll 1 die to determine how dangerous the dungeon is (this is indicated in the
modifier that you get to special feature, encounter, trap and treasure rolls).
Die roll
1

2
3-4
5

Effect
Safe. Reduce all special feature,
encounter, trap and treasure rolls by 1
and roll again.
Safe. Reduce all special feature,
encounter, trap and treasure rolls by 1.
No change in rolls.
Dangerous. Increase all special
feature, encounter, trap and treasure
rolls by 1.
Dangerous. Increase all special
feature, encounter, trap and treasure
rolls by 1 and roll again.

Roll 1 die and add 3. This is the maximum number of times that you are allowed
to explore the dungeon before you have mapped it all. You may leave before you
have explored the whole dungeon.
If you manage to explore the whole dungeon, you may claim a bonus treasure.
Roll on Treasure table 3 with a bonus equal to half the number of explorations

you have made (round down) and then roll on treasure table 4 with a bonus
equal to half the number of explorations you have made (round down). You can
also get an experience bonus. You can gain experience equal to your level x the
number of explorations you made.
Locked doors and chests require a Body (Thievery) with a difficulty of 5 to unlock
or a Body test with a difficulty of 5 to bash open.
The Divination spell: You may cast this spell before you do some exploration. If
you do, you can make the roll to determine what you will encounter before you
actually encounter it. You may then decide whether to actually go through the
encounter or avoid it.
Each time you explore the dungeon, roll a die.
Die roll
1-3
4-5
6

Encounter
Special feature
Encounter
Trap

Special feature table


Die roll + level
3 or less
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
22 or more

Special feature
Secret door
Store room
Quarters
Mine
Wizards room
Magic feature
Treasure room
Quarters
Magic feature
Treasure room
Statue

Secret door: make a Mind (perception + underground lore) test with a difficulty
of 5. If you succeed, you find a secret door that leads to another part of the
dungeon. Roll on the special feature table again, but with a +3 modifier.
Store room: This door is locked, but if you manage to open it, you can claim
what is inside the store room. You can choose to get either weapons or basic
equipment. You can get up to 25 coins worth of equipment found on the basic
equipment list in the source book. You may choose any number of items and you
can choose any item more than once as long as the total value is 25 coins or
less.
Instead of basic equipment, you can get up to 25 coins worth of weapons or
ammo found on the weapons list in the source book. You may choose any

number of items and you can choose any item more than once as long as the
total value is 25 coins or less.
Quarters: This is a room or a group of rooms that contain features such as
bedrooms, taverns and kitchens. Roll on the monstrous encounter table to see
what you face, but the monsters here are unarmed and unarmoured and have a
base damage rating of 0 and a protection rating of 0. If you beat them, you may
roll on treasure table 3 with a +3 bonus to gain that amount of treasure worth of
coins or in basic equipment. You may choose any number of items and you can
choose any item more than once as long as the total value is the value of the
treasure you have found in coins or less. Any remaining treasure is found as
coins.
Mine: If you succeed at a Body (athletics) test with a difficulty of 6, you may
obtain a special material. Roll on treasure table 17 to find out what.
Wizards room: This room contains a lab and many books for the use of the
shamans in the dungeon. Roll 1 die to see what you find here.
Die roll
1
2
3
4
5
6

Item
Acid, alchemists fire and healers kit.
Potion. Roll on treasure table 20 to find out which potion.
Alchemists kit.
Book! Roll on treasure table 15 to find out which book.
Scroll! Roll on treasure table 21 to determine what spell is on the
scroll.
Spell book! You are able to learn 1 spell. Roll on treasure table 21 to
determine what spell it is.

Magic feature: Roll 1 die to determine what the feature is.


Die Roll
1-2
3-4
5-6

Magic feature
Pool
Magic circle
Altar

Pool: This pool has an enchantment upon it. You may drink from a particular
pool once per expedition. You may ignore the pool. When you drink from the
pool, make a Mind (Wilderness Lore) test with a difficulty of 5. If you succeed,
you may restore 1-6 stamina points and cure yourself of all poisons and diseases.
Die Roll
1

2-3
4-5
6

Effect of drinking from the pool


Poison! Make a Body (toughness) check with a difficulty of 5. If you
fail, you lose 1 stamina point every time you explore the dungeon.
If you have not been cured by the time you return you return to
civilisation, you lose a further 1-6 stamina points.
Acid! You lose 1-6 stamina points.
Healing! You restore 1-6 stamina points.
Curing! You are cured of all poisons and diseases. If you are not

poisoned and have no diseases, instead restore 1-6 stamina points.


Magic circle: This has an effect on you if you choose to stand in it. You may only
do this once per expedition. You may ignore the magic circle. When you stand in
the magic circle, make a Mind (Arcane Lore) test with a difficulty of 5. If you
succeed, you gain 1-6 magic points and you gain 1-6 stamina points. If you fail,
the magic circle has a random effect. Roll 1 die:
Die Roll
1
2-3
4-5
6

Effect of standing in the magic circle.


Alarm! The magic circle summons a monster. Roll on the creature
table.
Drained! Lose 1-6 magic points.
Healing! You restore 1-6 stamina points.
Energy! Gain 1-6 magic points.

Altar: You may be able to pray at an altar to see if any gods are listening and if
they will grant your prayers. You may only do this once per expedition. You may
choose to ignore the altar. When you do pray at the altar, make a Mind (Religion
Lore) test with a difficulty of 5. If you succeed, you automatically succeed the
next test you make and you may restore 1-6 magic points. Otherwise, roll a die:
Die Roll
1
2-3
4-5
6

Effect of praying at the altar


Alarm! The altar summons a monster. Roll on the creature table.
Cursed! Reduce you Body (Battle skill), damage rating and
protection rating by 1 until after your next battle.
Energy! Gain 1-6 magic points.
Guidance! You automatically succeed your next test.

Treasure room: This room is guarded (roll on the monstrous encounter table with
a +3 modifier), has a locked door and a trap in the room (roll on the traps table
with a +3 modifier). If you overcome the monster, door and trap, you may help
yourself to the treasure. Roll on treasure table 3 with a +3 modifier to find out
how many coins you get. Then roll on treasure table 3 with a +3 modifier to find
out the coins value of gems that you get. Then roll on treasure table 3 with a +3
modifier to find out the coins value of art objects that you get. Then roll on
treasure table 4 with a +3 modifier to find out what item you get.
Statue: There is a statue here with gems for eyes. You may try to remove the
gems, but if you do, may be ill effects. You may ignore the statue. To work out
the value of each gem, roll on Treasure Table 3: Treasure value twice with a +3
bonus to determine the value of each gem. If you try to remove the gemstone
eyes, roll a die.
Die Roll
1

Effect of removing gemstone eyes from statue


Animated statue! The statue comes alive and attacks you. The
statue has the same stats as an iron golem. If you win, you may
remove the gems.

2-3

4-5
6

Cursed! Reduce you Body (Battle skill), damage rating and


protection rating by 3 until after your next battle. You may then
remove the gems.
Alarm! The statue summons a monster. Roll on the creature table.
If you defeat the monsters, you may remove the gems.
Nothing happens. You remove both gems without incident.

Encounter table
First roll 1 die. If you roll a 1-2, you have a wild encounter. If you roll a 3-4, you
have a spooky encounter. If you roll a 5-6, you have a monstrous encounter.
Then roll 1 die and add the result to your level and any other modifiers you may
have. Then consult the table to see what you face.
If any of the creatures on the list do not have a specified weapon, their damage
rating is 3 (remember to modify this if they are in a group, mob or horde.
If the creature on the list does not have a specified suit of armour, their
protection rating is 2 (remember to modify this if they are in a group, mob or
horde).
You may perform 1 ranged attack on a creature before you attack it hand to
hand.
You can evade combat and suffer the normal penalties.
You can attempt to sneak past a monster by making a Body (Stealth) test with a
difficulty equal to the Body (battle skill) of the monster with the highest Body
(battle skill). If you successfully sneak past the monsters, you get half the
experience you would have obtained if you would have killed them. If you do
not, you will have to fight them and you cannot use a ranged attack and you
automatically lose the initiative.
You can attempt to bribe or talk your way out of a monstrous encounter by
making a Mind (Cunning) test with a difficulty equal to the Body (battle skill) of
the monster with the highest Body (battle skill). A bribe equal to the Body
(battle skill) of the monster with the highest Body (battle skill) x 5 will half the
difficulty (round down). If you successfully use cunning on the monsters, you get
half the experience you would have obtained if you would have killed them. If
you do not, you will have to fight them and you cannot use a ranged attack and
you automatically lose the initiative.
If you have a holy symbol and if you have a spooky encounter, you can attempt
to repel the monster with a Mind (Religion Lore) test with a difficulty equal to the
Body (battle skill) of the monster with the highest Body (battle skill). If you
successfully repel the monsters, you get half the experience you would have
obtained if you would have killed them. If you do not, you will have to fight them
and you cannot use a ranged attack and you automatically lose the initiative.

Die roll + level

1-2 Wild
Encounter
Centipede, Giant
Bat, Giant
Ant, Giant
Manticore

3-4 Spooky
Encounter
Skeleton
Zombie
Mummy
Group of skeletons

10-11

Group of Giant
Ants

Spectre

12-13
14-15

Chimera
Horde of Giant
Bats

Vampire
Horde of Zombies

16-17
18-19

Giant Crocodile
Horde of Giant
Ants

Horde of Wights
Horde of Skeletons
+ Mummy

20-21

Mob of Chimera

Mob of Wights +
Spectre

22 or more

Fire Dragon

Vampire + horde
of Giant Bats

3 or less
4-5
6-7
8-9

5-6 Monstrous
Encounter
Goblin
Orc
Ogre
Group of goblins +
Goblin Warrior
Group of orcs +
Orc Boss + Orc
Shaman
Group of Ogres
Group of Goblin
Warriors + Goblin
Shaman + Goblin
King
Cyclops
Mob of Orc Bosses
+ Orc Shaman +
Orc Warlord
Horde of Goblins +
Group of Goblin
Warriors + Goblin
King
Horde of Orcs +
Group of Orc
Bosses + Orc
Shaman + Orc
Warlord

Trap
Each trap has a Mind (perception + Underground lore) test to spot it. It also has
a Body (Thievery) test to disarm it. Magical traps have a Mind (Arcane Lore) test
to disarm them. Pit traps cannot be disarmed. It also has an effect if the hero
falls into the trap.

If you spot the trap, you do not suffer its effects and you may carry on, avoiding
it. You may want to disarm the trap in order to gain experience and possibly an
item. However, if you try and fail, the trap will go off and you will suffer its
effects.
Die
roll +
level

Trap

3 or
less
4-5
6-7
8-9

Spear
trap
Trapdoor
Pit trap.
Poison
dart.
Teleport
rune
Axe trap

10-11
12-13
14-15
16-17
18-19

20-21
22 or
more

Mind
(Perception
+
Undergroun
d lore)
difficulty to
spot.
3

Body
(thievery
)
difficulty
to
disarm.

Experienc
e gained
to disarm

Item
gained if
trap is
disarme
d.

Mind
(Arcan
e Lore)
Difficul
ty to
disarm
.
N/A

10

Spear

4
4
5

4
N/A
5

N/A
N/A
N/A

10
N/A
15

20

N/A

25

Alarm
Teleport
rune
Lightning
bolt

6
7

6
7

N/A
4

30
35

40

Rune of
draining
Gate

45

50

Scroll of
teleport
Battle
axe
Scroll of
teleport
Scroll of
Lightnin
g Bolt.

Scroll of
Gate.

Spear trap: Has a damage rating of 3 when it hits you.


Trapdoor: You fall into a deeper and more dangerous level of the dungeon. Lose
1-6 stamina from the fall and add 1 to all rolls for special features, creatures,
traps and treasure for the rest of this expedition.
Pit trap: The hero falls and loses 1-6 stamina points. The hero must then get out
of the pit. They can do this with a rope and grapple or with the flight spell or if
they make a Body (athletics) test of difficulty 3. If they fail, they fall again, losing
another 1 stamina point and must try again.
Poison dart: If you are hit by this, you must make a Body (toughness) check with
a difficulty 5. If you fail, this dart will make you lose 1 stamina point due to the
poison each time you explore the dungeon until it is cured. If you are not cured
when you leave the dungeon, you lose a further 1-6 stamina points on your trip
home.

Teleport rune: You are teleported to a deeper and more dangerous level of the
dungeon. Add 2 to all rolls for special features, creatures, traps and treasure for
the rest of this expedition. If you disarm the trap, you may take the rune which
functions as a scroll of teleport.
Alarm: Monsters are summoned. Roll on the monster table.
Axe trap: Has a damage rating of 5 when it hits you.
Lightning bolt: This will strike you with a damage rating of 7. If you disarm the
trap, you may take the gem that stores the lightning bolt which functions as a
scroll of lighting bolt.
Rune of draining: This will drain 1 point from a stat for the rest of the expedition.
Roll a die to see which one.
Die roll
1-2
3-4
5-6

Characteristic that is reduced


Body
Mind
Soul

Gate: You step on a rune that opens a gate which allows an elemental to enter
this world and attack you. Roll 1 die to see which one. If you disarm the trap,
you may take the rune which functions as a scroll with the Gate spell on it.
Die roll
1
2
3
4
5-6

Elemental
Fire
Air
Earth
Water
Roll again

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