Notequest Booklet
Notequest Booklet
Write down the characters that died trying to explore these dungeons:
Special Rules
Tunnels: The Tunnels work like corridors but you can't see the rest of it. Each tunnel segment
continues the previous.
There are two types of Tunnels (narrow and wide) and must be treated differently (according to
each column of Segment). In a Wide Tunnel you must roll to add Monster but not Content. Narrow
Tunnels have nothing.
Grotto: Grotto is the name for a place in the cave where there is more room to the sides and up.
It works like rooms in the basic dungeons. You will need to roll to add Monster as well as Content.
Mine: If it is a "Mine" type, consider that there is a railroad that goes down the entire Wide Tunnel.
You can drive down the track with a cart, making an attack of 1d6+3 damage to any monsters in the
way (stop the cart if the monster hasn't died).
Underwater Cave: If it is a "Underwater Cave" type and have rolled 9 or more on the Monster
table, you have found an Killer Octopus (50 HP; 5 damage; Paralyze). If you defeat him you will find a
1ª Edição Chest. All Magic Items found here should be rolled on the Mega Dungeon table (Page 61).
Edição do Autor Vulcanic Cave: If it is a "Vulcanic Cave" type and have rolled 9 or more on the Monster table, you
have found a Magma Monster (30 HP; 3 damage; Firebreath). If you defeat him you will find a Chest.
Porto Alegre All Magic Items found here should be rolled on the Mega Dungeon table (Page 61).
2020
63
- Cave -
Entering through the large rock-covered opening, the cave extends into darkness. The walls were - Backers -
molded by time and creeping creatures. Stalactites and stalagmites become more frequent as the air Adeilson de Almeida Gonçalves, Adeir Ribeiro, Adler, adriano jennrich cordeiro, Adriano Peres, Alcyone Fernandes Marques
gets colder and the darkness more frightening. Your only way is by following the Wide Tunnel. da Silva Rosa, Alexander Aparecido Urso Silva., Alexandre Baraldi Ramos, Alexandre Ferreira da Silveira, Alexandre Fortunato,
Alexsandro Teixeira Cuenca, Allan Castro Lima, Allan Macedo de Novaes, Aluísio Soares da Silva Júnior, Álvaro Álvares, Amós
do Carmo Moreira Filho, Ana Carolina Aparecida Jacobelli de Oliveira, Anderson Reinaldo Candido, André Angellis, Andre Bruno
Lourenço da Silva, André de Melo Sobral, Andre Luis Albuquerque Campos, André Luís Muzzi, Andre Luis Ribeiro Leite, André
Luiz Marcondes Pontes, Andre Pio, Andrei Ajudarte, Anna Carolina de Oliveira Velasco, ANTONIO JOSE DE AGUIAR MOTA, Arthur
Table: Segments Giacobbo Brandão, Braien Machado, Brenda Felipe, Bruno Costa Coelho, Bruno Deliberali Santos, Bruno Henrique, Bruno Marques,
Bruno Prieto, Caio Campos Barboza, Caio Castro Vaz, Caio Eduardo, Caio Fornasari, Caio Noronha Junior, Caio Rocha Pereira,
1d6 Following a Wide Tunnel Following a Narrow Tunnel
Caio Vinicius, Camila Gamino da Costa, Carlos Almeida, Carlos Eduardo Felin Tamiosso, Carlos OC, Carlos Rafael Aimo Bera,
1 The tunnel narrows. It ends up in a small Grotto. Carlos Valnicio, Cesar Lopes Aguiar, César Roberto Milman da Silva, Cezar Capacle, Charlie, Claudio Aparecido Figueiredo,
Claudio Lopes Carteiro Junior, Claudio Torcato, Cristiano Azevedo dos Santos, Daniel Alexandre Freire, Daniel Almenteiro, Daniel
2 Wide tunnel follows. There is a narrow tunnel on the side. It ends up in a big Grotto. Castro, Daniel de Castro, Daniel Lucas Coutinho da Silva, DANIEL MAIONI ARAÚJO DE ASSIS, Daniel Paes Cuter, Daniel Ricardo
3 Wide tunnel follows. There is a narrow tunnel on the side. A small Grotto. Narrow tunnel goes on. Alves, Daniel Ritta, Daniel Santos Coimbra, Daniel Zanzini, Danilo de Aguiar Barbosa, Danilo Rolim Meira, Davi Nóbrega, Dayan
Valente, Demétrius Renato de Castro Silva, Dennis Patrício Alves, Dheyrdre Machado, Diego Bassinello, Diego Cezar Nascimento,
4 A big Grotto. Wide tunnel goes forward. A big Grotto. Narrow tunnel goes on. DIEGO RODRIGUES FONTES, Diego Soares, diegounger, diek scheffer, Diogo Emmanoel da Costa Lemos, Diogo Lima Barreto,
Diogo Nogueira, Douglas Bloss Pires, Douglas Estevez, Edgard Tanaka, Edson Junior, Edson Ribeiro, Eduardo Augusto Vianna
5 Wide tunnel goes forward. Narrow tunnel goes on.
Santiago, Eduardo Leão Garcia, Eduardo Maciel Ribeiro, Eduardo Mancuso Du Mancuso, Eduardo Rafael Miranda Feitoza, Eduardo
6 Wide tunnel goes forward. Narrow tunnel goes on. Simabukuro, Eduardo Victor, Eduardo Vieira Guimarães, Elaine Nascimento, Elder Rocha Alves, Ellias Matheus, EMANUEL MAX,
Émerson Lourenço Mariz, ENDRAG0N, Eric Bem dos Santos, Erick Nunes, Érico Jorge Mota Florentino, Erik dos Reis, Euller
Pereira, Everson de Oliveira Alves, Ewerton Wander Duarte do Nascimento, Fabiano Barbeiro, Fabiano Neme, Fábio Almeida, Fábio
Bordini, FÁBIO CARDOSO SANTA ROSA, Fabio Carvalho, Fábio de Paula Tourinho, Fábio Duarte, Fábio Fabene, Fabio Ruggiero,
Table: Secret Passage Table: Trap Fabricio D. Delgado, Faustino Santiago, Felipe Espindola de Borba, Felipe Fragnani Del Aguila, felipe garcia de godoi, Felipe
Gonçalves, Felipe Martins de Paiva, Felipe Norberto, Fernando Fenero, Fernando Herrero, Filipe Barreto Gonçalves, Filipe Camargo
1d6 Secret Passage 1d6 Trap
Dalmatti Alves Lima, Filipe Valentim Bezerra, Flavio Mazzeu, Flavio Rodrigo Sacilotto, FLORENCIO AUGUSTO FILHO, Francinaldo
1 You have activated a Trap! 1 Collapse (10 damage). dos Santos Mariano, Francisco Grazziotin, frank de souza melo, Frederico Detofano, Frederico Trevisan Santos, Gabriel Alonso,
Gabriel de Andrade Iasi, Gabriel Lemos, Gabriel Matte de Moura, Gabriel Vandresen, Gárgula, Gentle Ogre, Gilson Santos, Giorgio
2 There's nothing here. 2 Collapse (9 damage). Fortunato, Glauco Bruno Nogueira da silv, Glauco Guimaraes, Googh Gylmor, Guilherme Felga, Guilherme Gomes Neto, Guilherme
Nascimento, Gustavo Coelho, Gustavo da Rocha Pereira, Gustavo Henrique Silva, Haruo Takashima, hebert vieira simplicio junior,
3 A buried Chest! 3 Collapse (8 damage).
Heitor Krüger de Freitas, Helber Del Bem Martins, Helio Rodrigues Machado Neto, Henrique Aleixo, Henrique Sérgio Lima Costa,
4 A buried Chest! 4 A stalactite hits you (5 damage). Herbert Lasanha Soares, Hernani Junior, Hypia Miranda Sanches, Igor "Bone" Toscano, Igor Burle, Igor Dagoberto Guterres
Filgueira, Igor Dutra Santos, Igor Matheus, Igor Miguel, Iuri Gelbi Silva Londe, IURY DE PAULA LOPES, Ivan Almeida da Silva, J.
5 A door that leads to a Prison. 5 A tremor, but nothing happens. Cesar, Jack Bullet, Jacques Murta Cabral, Jader007, Janary Damacena, Janilson Aragão, Jean Douglas Costa Nascimento, Jean
6 A hole to a new cave complex below (Wide Tunnel). 6 A tremor, but nothing happens. Lucas, Jean Lucas Sgarbi Carassa, Jefferson Geovane, Jéssica Alves, Jhonnatan Gabriel Farias de Souza, João Felipe Fogageiro
Olival, Joao Gabriel Moritz Lima, João Gabriel Patriota Alves de Moura, Joao Luiz, JOÃO MARCÍLIO COELHO NETTO LINS AROUCHA,
João Paulo, João Pedro de Brito Moreira Silva, João Pedro Dos Santos Dias Pereira, João Ricardo Bittencourt, João Victor Antunes
Table: Room Content Table: Monsters Krieger, Joao Vitor Toti Pelizzari, Joaquim Neto, Jocy Dieguevara de Moraes Chaves, Johnatan Melo, Johnn Robert Costa Kalil,
Johny Ricardo dos Santos, Jorge Gomes de Araujo Junior, Jorge Roberto de Souza, José Antonio dos Santos, José Carlos de
2d6 Room Content 2d6 Monsters França Gonçalves, José Luiz Dos Santos, Josias Batista da Costa, Juanito Cauê Gama Cassemiro, Juliano - jcmsx, Julio Cesar
Santos Vieira, Julio Miedes Neto, Kaique de Oliveira, Karol Matrella, Kevin Andrews Marques Silva, Kevin de Paula, Leivison Dias
It's all flooded. Spend 1 torch to get out of this Fungomaster Ferreira, Leonardo Cardoso Gomes Godoy, Leonardo Henrique da Silva de Andrade, Leonardo Marques Rodrigues, Liano Santos
2 2
cave. (20 HP; 2 damage; Loot, Regeneration) Batista, LINCOLN RUTESKI DOS SANTOS, Luan da Silva Avila, Luan Peixoto, Lucas Fowl, Lucas Machado, Lucas Mestre Ferreira
3 A Chest hidden behind some rocks. 5 Fungoid Alves, Lucas Nascimento Martins Martines, Lucas Peixoto de Lima, Lucas Tezotto (@BarbaLiteraria), Lucas Trevisano, Lucas
3 Xavier, Luccas Aguiar, Luís Cavalheiro, Luis Guilherme Dias Lima, Luiz Pinto Ribeiro Junior, Manoel Mozzer, Marcelo "Presto" Gaudio
(4 HP; 2 damage; Loot, Regeneration)
A small waterfall falls from the ceiling and descends Augusto, Marcelo Collar, Marcelo Hilst Martins, Marcelo Lacerda de Góes Telles, Marcio Simão de Vasconcellos, Márcio Tadeu
4 through the floor towards the tunnel beyond. 3 Fungoid Alves Júnior, Marcos Riego, Marcos da Maia Vicente Júnior, Marcos Vinicios Ornelas, Marcus Vinicius de Mello Oliveira, Marina
4
It may have Secret Passage. (4 HP; 2 damage; Loot, Regeneration) Pocketmonster, Mário Filho, Marlos, Mateus Duarte, Maurílio Zucatelli Júnior, Maxwell Araujo Santiago Tavares, Milton Diogo, Mizzy
Wizzy, nairo lucio de melo junior, Nathaniel Reis de Figueiredo, Neudson Fernandes Vasconcelos, Newton Felipe Ferreira, Nienio
A river runs through this cave, but it is small. 1d6 Goblins
5 5 Diegoli Gontijo, Paula aragao valverde, PAULO FRANCISCO NUNES DE OLIVEIRA, Paulo José D. Morello, Pedro Augusto Tavares,
It may have Secret Passage. (3 HP; 1 damage; Explosive)
Pedro Henrique, Pedro Mandagará, Pedro Medeiros, Pedro Salgado, Pedro_Herein, Petras Furtado, Rafael Baldo, Rafael Beltrame,
6 High ceiling dripping water 1d6 Bats Rafael Lacerda Silveira Rocha, Rafael Oliveira Bezerra, Rafael Panczinski de Oliveira, RALPH FERRAZ GOMES, Raphael D. Viana,
6
(1 HP; 1 damage) Renan França, Renan Pereira Gerber, Renan Vinicius de Barros Becker, Renato de Castro Pereira, Reni Junior, Rian Mendes, Ricardo
Pointed stalagmites in the ceiling. Mallen Machado de Souza, Ricardo Rodrigues, Rita Adelly, Roberson Barrionuevo, Roberto "Necrobeto" Barreto Miyoshi Moreira,
7
It may have Secret Passage. 7-8 There are no monsters in this room. ROBSON DE MELO SOUZA, Rodrigo Castro, Rodrigo Lopes de Aquino, Rodrigo Montecchio, Rodrigo Oliveira, Rodrigo Silveira de
8 A Treasure hidden behind some rocks. Brown bear Pinho, Ronald Tunner de Souza Santos, Ronaldo Frederico Langer, RPG com Nozes, Ruan Kaylo, Rubens Carvalho Alves de Lima,
9 Samara Bezerra Lisboa, Sammara Adriana Barros Carvalho, Samuel Grave Silva, saulo lima de souza bertani, Saulo Medeiros
(13 HP; 4 damage)
9 An abandoned camp with a Treasure. Aride, Saulo Oliveira, Sérgio J. Sousa, Sergio Paulo, Silvio Damasceno, Sir Paulo (Brierius), T. K. Pereira - Escriba Encapuzado,
Giant Spider Tarcisio Lucas, Teófilo Araújo, Teresa cristina canella eugenio, Thairone Campos, Thiago Corôa, THIAGO COSTA ARAUJO, Thiago
10 Many rocks on the way. 10
(10 HP; 4 damage; Paralyze) Henrique Righetti e Silva, Thiago Leite, Thiago Monteiro, Thiago Neri, Thiago Piedade, Tiago Alves Madjar, Tiago HR, Tiago Jedson,
A hole in the ground appears to lead to a Wide Tiago Mendonça Marinho, Valdemar de França, Vergilio Vinciguera, Victor Arthur, Victor Hugo Félix Martins, Victor José, Victor
11 3 Bandids
Tunnel in a new complex below. 11 Peixoto Pereira, Vinicius Gomes de Oliveira, Vinicius Ribeiro Cabral, Wanderson Martiniano de Mello, weverson garcia medeiros,
(5 HP; 2 damage; Loot)
William Cunha de Freitas, Willians Novais, Winardlley Nardson Lima.
12 A Chest strangely left on a rock.
3 Giant Spiders
12
(10 HP; 4 damage; Paralyze)
62
T a b l e : R e w a rd
- Table of Content - 1d6 Treasure Wonders Magic Item
Mana Potion Foot fungus Goblin Ring
1
(Recovers all Spells) (Cursed; cannot wear boots) (Cursed; intensified flatulence)
Health Potion Orc Helmet Elf Lord's Saber
Introduction 5 2
(Recovers all HP) (6 HP) (1d6 dmg; +2 against Goblins)
Magic Scroll Fire Cristal General Orc's gladius
3
Rules 6 (Random Basic Magic; Use once) (Break it and light it like 1 torch) (1d6 Damage; +2 against Elf or Dwarf)
Valuable jewel Meal Mushroom Draconic Breastplate
4
Basic Dungeons 11 (worth 2d6 x 10 Coins in the town) (Eat and ignore 2 provisions) (10 HP; Imune to Firebreath)
Durability Ruby Staff of the God of Death
5 [Roll in the "Wonders" column]
(Attach to an armor for +2 HP) (1d6 Damage; +3 against Undead)
Graveyard 24 Enchantment Ruby Last Hero's Greatsword
6 [Roll in the "Magic Item" column]
(Attach to Armor for +1 Damage) (1d6+4 Damage; Two-handed)
Expanded World 25
Hexploring the World 26 Special Rules
This dungeon does not have an Final Room or Dungeon Boss. It goes on for infinite levels. Each
Cities and Fortresses 28 level is dominated by a faction. Whenever you reach a new level, roll in the table below to determine
which Faction dominates the place. Changing the monsters you can find.
Ruins 31
Table: Factions
Portals 31 1d6 Faction Common Monster Unusual Monster Rare Monster
61
- Mega Dungeon -
Hidden amidst the ruins of an ancient castle is a huge and imposing staircase that leads down to
the earth. Plants and slime cover each step. At the end of this staircase is a large, heavy metal door
Introduction
that is completely rusted. Even very old, it seems that many creatures have passed through this door NoteQuest is a solo dungeon crawler game. It has an extremely simple and fast rules
recently.
system. Prioritizing the most important and fun part: The exploration! You will play with a
Table: Segments weak adventurer after fame and fortune. Good luck! (Youre gonna need it)
1d6 Open from a Staircase Open from a Corridor Open from a Room
1 Corridor with another door. Small room with another door. Corridor with another door.
- How to Play-
2 Corridor with another door. Medium size room with another door. Medium size room with another door.
3 Corridor with two other doors. Sala mediana com duas portas. Medium size room with another door. To play NoteQuest you will need this book, a notebook or grid paper, a pencil and some
4 Corridor with two other doors. Wide room with two other doors. Wide room with another door. dice (d6). Now just find a quiet place and start your adventure!
5 Corridor with three other doors. Wide room with two other doors. Big room with another door.
First you will create an adventurer and a dungeon. If you manage to complete the
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
dungeon, you can move on to another dungeon and so on. If you die before that (which is
Table: Secret Passage Table: Trap very likely), create a new character and try to explore the dungeon again (and find your old
1d6 Secret Passage 1d6 Trap character's corpse with all the items in the backpack) or explore a new dungeon. This is the
1 You have activated a Trap! 1 A blade cuts off your head.
flow of the game.
2 There's nothing here. 2 A blade cuts off one of your hands.
3 There's nothing here. Acid squirts from the ceiling destroying a piece of The book you are reading is the Expanded World. It contains the contents of the Core
3
armor you're wearing.
4 Found a hidden Chest! Book along with additional material. Here you can further expand your adventures, with
Acid squirts from the ceiling destroying a piece of
5 Found a hidden Chest! 4
armor you're wearing. HexCrawl and many other custom dungeons, races, advanced classes and rules for
6 Passage to a Staircase. 5 Spears come out of the ground (Damage 8)
managing castles, kingdoms and empires.
6 You hear a click, but nothing happens.
Table: Room Content It is recommended that you play the Core Book first before venturing into the Expanded
2d6 Room Content Table: Monsters
World.
2 A Portal 2d6 Monsters
Crates with food (1d6 Provisions). Faction Mercenary Ogre
3 2
It may have Secret Passage. (40 HP; 3 dmg; Weakness)
Stacked bodies of common monsters from another 3 [Rare Monster]
4 faction. When entering, roll a die. If it's 1, one of
these monsters was still alive and will attack you. 4 [Unusual Monster]
Room with Faction banners and trophies. Floating Evil Eye
5 5
It may have Secret Passage. (20 HP; 2 dmg; Paralyze)
6 Marks of a battle. 1d6 Treasures. 6 [Common Monster]
Empty room. 7 There are no monsters in this room.
7
It may have Secret Passage.
8 There are no monsters in this room.
A large faction banner on a wall.
8 9 [Common Monster]
It may have Secret Passage.
9 Crate with 1d6 Treasures. Giant Spider
10
(10 HP; 4 dmg; Paralyze)
Table and two chairs.
10 11 [Unusual Monster]
It may have Secret Passage.
11 Adventurer corpse with 2 Treasures. 12 [Rare Monster]
60
- Creating Your Adventurer - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
To create your adventurer you will need to roll a Race and Class in the tables below. Each of these
Health Potion Luck Potion [Armor] of Strength
will indicate Hit Points (HP), an Ability and your Starting Weapon. You start with 10 Torches and no 1
(Recovers all HP) (Ignore the next activated Trap) (+1 Damage)
coins. If you have spells, roll to the Basic Spells table for each spell.
Health Potion Fury Potion [Armor] of the infernal devil
2
(Recovers all HP) (+2 damage until end of combat) (+3 HP)
Table: Race 3
Magic Scroll Purification Potion [Weapon] of Destruction
(Random Basic Magic; Use once) (remove a Cursed item) (+2 Damage)
2d6 Race HP Ability
Lost jewel Sapphire of Magic Cosmic [Weapon]
4
2 Slimemen 10 If you engulf the body of an enemy, you regain all HP. (worth 2d6 Coins in the town) (Learn a Random Basic Spell) (If it drops 1, it opens a Portal)
3 Lightbugster 16 You start with 3 uses of the Light spell. [Roll in the "Wonders" Durability Ruby [Weapon] of the Last Sigh
5
column] (Attach to an armor for +2 HP) (+4 damage if you have 1 HP)
4 Pixie 8 You start the game with 5 random Basic Spells.
[Roll in the "Magic Item" Enchantment Ruby Vorpal [Weapon]
5 Gnome 14 You start the game with 3 random Basic Spells. 6
column] (Attach to Armor for +1 Damage) (Kills instantly when get '6' on the die)
6 Elf 16 You start the game with 1 random Basic Spell.
7 Human 20 None.
Special Rules
8 Dwarf 18 When you roll to Find Secret Passages, roll two dice and discard the lowest.
9 Halfling 14 When you roll to Move Silently, roll two dice and discard the lowest. (except in the Boss!). This dungeon does not have an Final Room or Dungeon Boss.
10 Cat-Person 19 You can sell equipment in the town for twice the price.
11 Rinoceroid 24 You can attack with your horn (Damage 1d6). Tunnels: The Tunnels work like corridors but you can't see the rest of it. Each tunnel segment
continues the previous.
12 Dragonkin 30 You start with 3 uses of the Fireball spell.
There are two types of Tunnels (narrow and wide) and must be treated differently (according to
each column of Segment). In a Wide Tunnel you must roll to add Monster but not Content. Narrow
Table: Classes Tunnels have nothing.
2d6 Class HP Ability Starting Weapon
2 Hobo +4 None. Wood Stick (1d6-2 damage) Organ: Organ is the name for a place where there is more room to the sides and up. It works like
Rooms in the basic dungeons. You will need to roll to add Monster as well as Content.
3 Grave Digger +2 Deal +2 damage to Undead. Shovel (1d6-1 damage)
4 Noble +0 You start the game with 1 random Basic Spell. Rapier (1d6+1 damage) Backflow: For every 4 torches spent, roll on the table below.
5 Schoolar +0 You start the game with 3 random Basic Spells. Dagger (1d6-1 damage)
6 Blacksmith +4 You can repair an armor by spending 1 Torch. Hammer (1d6 damage)
Table: Backflow
7 Guard +4 None. Short Sword (1d6 damage) 1d6 Backflow
8 Cook +2 Gain 1 coin for every monster killed (except Undead) Cleaver (1d6 damage) 1 The walls close quickly (8 damage).
9 Locksmith +2 You can open any door without consuming torches. Dagger (1d6-1 damage) 2 Acid squirts from the pores of the walls corrodes a piece of armor you're wearing (your choice).
10 Lumberjack +4 When destroying doors, roll the dice. On a 6 you get 1 torch. Lumberjack Ax (1d6 dmg) 3 A creature looking like a white amoeba carrying a halberd appears out of nowhere!
White Globule (10 HP; Damage 3; Regeneration).
11 Miner +4 If you run out of torches, you can leave the dungeon. Pickaxe (1d6-1 damage) 4 If defeated you found a Chest.
12 Gladiator +6 None. Short Sword (1d6 damage) 5 Everything moves but nothing happens.
6 A Portal appears on one of the walls of the organ wherever you are.
Table: Spells
1d6 Spell Effect
1 Heal Heals 5 HP.
2 Light Creates a globe of light that is worth a torch (but does not use a hand).
3 Teleport You teleport to any empty room. You can use it to escape from combat.
4 Cold Ray Deals 4 damage to one monster and it cannot attack next turn.
5 Lightning Deals 6 damage to one monster.
6 Fireball Deals 5 damage to all monsters in the same room.
6 59
- Entrails - - Building a Dungeon -
You see a huge, monstrous mass of shapeless flesh and mucus. It looks like it's a colossal The dungeon will be built as you explore, opening door by door. Initially, you only know its name,
creature that came from any other world, maybe from space or a nightmare. You find an entrance that who was whispering in the tavern. To define the Dungeon Name roll in the tables below. Roll three dice,
appears to be an open mouth. You just see a disgusting, dark tunnel into the creature. and look at each of the three columns.
3 Wide tunnel follows. There is a narrow tunnel on the side. It ends up in a big Organ. 4 The Sanctuary (page 18)... ... of the Cold ... ... Hero
4 Wide tunnel follows. There is a narrow tunnel on the side. A small Organ. Narrow tunnel goes on. 5 The Temple (page 20)... ... of the Flaming ... ... Vow
5 Arrives in a big Organ. Wide tunnel goes forward. Narrow tunnel goes on. 6 The Prison (page 22)... ... of the Dying ... ... Darkness
6 Arrives in a big Organ. Wide tunnel goes forward. The tunnel splits into two narrow tunnels.
Depending on the Dungeon Type, you will look for the tables on a different page (see the table
Table: Secret Passage Table: Trap above). For your exploration, you will only need the tables that will be there.
58 7
The Final Room Dungeon Actions T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Each staircase you descend will be taken to a new
Inside the dungeon, you will be walking from Mana Potion Crown of the Beheaded Prince Fool's Potion
level in the dungeon. As soon as you are entering the 1
segment to segment. If you enter a segment with (Recovers all Spells) (Don't die in blade traps) (Learn 3 Random Basic Spells)
third level (that is, there are 2 floors between you and
monsters, you need to face them before anything else. Health Potion Luck Potion Dwarf King's Helm
the entrance to the dungeon), you will have found the 2
(Recovers all HP) (Ignore the next activated Trap) (11 HP)
If there are no monsters (or if they have been defeated)
Final Room. Magic Scroll Fury Potion Breastplate of the Little Ones
you can open any doors or chests that exist there. 3
If the dungeon was completed without any stairs (Random Basic Magic; Use once) (+2 damage until end of combat) (13 HP)
In addition to these simple actions, we have special
to the third level, the last open room will be the Final Valuable jewel Sapphire of Magic Scythe of Destruction
actions that the player can choose to do: 4
Room. (worth 2d6 x 10 Coins in the town) (Learn a Random Basic Spell) (1d6+2 Damage)
Open Lock: You can open any locked door. To do
The Final Room is a large room with no doors where Durability Ruby
Vampiric Trident
this, spend 1 torch and you will be able to unlock it. 5 [Roll in the "Wonders" column] (1d6+2 Damage; Two-handed;
the Boss of the dungeon will be waiting in the center. (Attach to an armor for +2 HP)
Breaking the Door: A locked door can be opened Restores 1 HP with each attack)
Roll only the Dungeon Boss table on the dungeon
by breaking. It is a simple action and does not require Enchantment Ruby Vorpal Battle Ax
page and nothing else (no Content or Monsters). After 6 [Roll in the "Magic Item" column]
(Attach to Armor for +1 Damage) (1d6+1 Damage; Kills instantly in a '6')
time or torch, however, if you do this, in addition to the
defeating the Dungeon Boss you will find 2d6 Treasures
door can no longer be closed, you alert all monsters of
with him.
that segment that will attack you first. Table: Boss
Move Silently: If you opened a door without
The Darkness breaking it or activating a trap, you can choose to To generate the Dungeon Boss, roll three dice and compare each column:
Move Silently. Spend 1 torch and roll a dice for each
The most important thing to understand when 1d6 Part 1 Part 2 Part 3
monster inside the room, and if any die results in a 1,
playing NoteQuest is the Darkness. This is your adven-
the monsters will see you and will attack you first. But 1 Colossal (+30 HP) Animal (20 HP; 3 dmg) of Death (Deathtouch)
turer's greatest enemy. If at any time you are in the
if successful, you can go through the room undetected, 2 Giant (+15 HP) Skeleton (12 HP; 4 dmg; Undead) of the Blades (damage +2)
middle of the dungeon without a torch, the darkness
picking up treasures and opening doors. If in hiding you 3 Monstrous (Damage +2) Zombie (15 HP; 5 dmg; Undead) from Hell (Firebreath)
will devour you. You lose your character and must
set a trap or make a noise, the monsters in the room 4 Poisonous (Poison) Ghost (12 HP; 4 dmg; Intangible) from the Ice (Paralyze)
make a new one. When the new character arrives
attack you. You cannot move silently in the Dungeon
where his old one was, he will find only his backpack 5 Dying (-5 HP) Necromancer (20 HP; 4 dmg; Necromancy) of Ancient Times (+30 HP)
Boss's room.
and clothes on the floor. Monsters are unaffected by 6 Stone (Stoneskin) Lich (25 HP; 6 dmg; Necromancy, Undead) Forgotten by the Gods (+40 HP)
Disarm Traps: In a room you can choose to
darkness.
Disarm Trap. Spend 1 torch and prevent any trap inside
Each torch spend reflects an action that took Special Rules
this room from taking effect.
time. If you are running out of torches, you can go into
Find Secret Passage: If you are on a segment Once you defeat the Dungeon Boss, in addition to the 2d6 Treasures, you've found one of the
town to buy more. Each Torch costs 1 coin, but you Forgotten Hallows (roll below).
that may have Secret Passage, spend 1 torch and roll
can only carry a maximum of 10 torches at a time.
on the Secret Passage table.
Spending Torches Open a Chest: If you find a Chest, roll two dice. T a b l e : F o r g o tt e n H a l l o w s
The die with the highest result indicates how many 1d6 Forgotten Hallows
coins were in the chest, and the die with the lowest
The most important resource for dungeon 1 Magic Stone Dog (Will always follow you; 4 HP and deals +2 damage).
result indicates how many Treasures were in the chest.
exploration is the Torches. Every character starts with 2 Dagger of Souls (1d6-1 Damage; If killing an Intangible creature, it increases its damage by +1)
However, if both dice fall to number 1, the chest was
10 torches. When entering a dungeon you will consume 3 Giant King's Shoulderpads (10 HP)
empty and activated a Trap!
1 torch to light the way. Some actions, such as Open 4 Monster Tamer Boots (6 HP; Gain +1 on animal tame rolls)
Lock and Find Secret Passages, take time and may
5 Halberd of the Infernal Soldiers (1d6+4 Damage; Two-handed; +3 against creatures with Firebreath)
consume more torches.
6 Sword of the Nameless Gods (1d6+4 Damage; Restores 1 HP for each Undead destroyed)
8 57
- Necropolis - City Actions Special conditions
The place smells death and decay. Here is a large fenced-in area that appears to have been a large Spells: Each spell has a different effect and can
When you need to leave the dungeon, either
cemetery. Covered by headstones and mausoleums. In the center is a stone structure with the name be used outside or inside combat. In combat they
because your torches are running low or because you
of the place carved above the heavy metal double doors. When you open it, the smell is stronger and consume an attack turn. After you use it, this spell is
are low on health, just make sure the segments up to
a long, dark staircase leads straight down. At the end of this staircase is a metal door. worn out and you can only use it again if you recover
the entrance to the dungeon are empty. In the city you
in the city. Note that you can have the same spell more
can do any of these actions:
than once. This means that you have more uses of this
Table: Segments
spell.
Rest: Spend 1 coin and recover your HP and
1d6 Open from a Staircase Open from a Corridor Open from a Room Load Limit: You can only carry up to 10 torches,
spells consumed.
and up to 10 items in your backpack.
1 Corridor with another door. Small room with another door. Small room with another door. Fix Armor: Spend 1 coin to recover HP of an
Armor: The armor is separated into 5 pieces:
armor.
2 Corridor with two other doors. Medium size room with another door. Medium size room. Shoulderpads, Bracelets, Boots, Helmet and
Buy Torches: Spend 1 coin and add 1 torch. You
3 Corridor with two other doors. Wide room with two other doors. Big room. Breastplate. You can use any pieces as you like, you
can only carry 10 torches at a time.
4 Corridor with three other doors. Wide room with two other doors. Large hall with pillars. just can't use more than one identical piece. Each has
Sell Itens: You can sell any item in any city for 1
5 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end. a HP value and if a piece of armor loses all HP, it is
coin. Magic items can be sold for 1d6-1 coins.
destroyed.
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
Broken Doors: Whenever you have a broken door
Table: Secret Passage Table: Trap in a segment, you will have communication from the
1d6 Secret Passage 1d6 Trap monsters between the segments. This means that if
A blade descends from the ceiling and cut off your monsters in one segment are alerted, those in the other
1 You have activated a Trap! 1
head. segment will also be and will attack the adventurer.
2 You have activated a Trap!
2 Raise 1d6 Skeleton Soldiers Keys and Doors: If you find a key, you can open
3 Found a hidden Chest!
3 (4 HP; 2 dmg; Undead) any door in the dungeon. Keys found in one dungeon do
4 Found a hidden Chest! not open doors in another. The Master Key opens any
A cage falls on you. You are trapped and need to
4
5 Passage to a Staircase. spend 1d6 torches to get out. door in any dungeon.
6 Passage to a Staircase. 5 A dart hits you (damage 1) Returning to a Dungeon: If you leave the
6 You hear a click, but nothing happens. dungeon to rest in the city, when you return you will
Table: Room Content have to roll on the Monster table for each empty room
2d6 Room Content Table: Monsters you enter. This is also true if you die and venture out
with another character in the same dungeon. If a room
2 Empty sarcophagus with your name on it. 2d6 Monsters
still has monsters, they recover all of their health.
3 Several pots with dead plants. Lich
2
(22 HP; 6 dmg; Necromancy, Undead)
Texts carved across the floor.
4 Ghost King
It may have Secret Passage. 3
(10 HP; 4 dmg; Intangible)
Human bones everywhere
5 Bone Golem
It may have Secret Passage. 4
(20 HP; 5 dmg; Undead)
6 Bone pile and 1d6 coins.
2 Living Armor
7 Sarcophagus with Chest inside. 5
(8 HP; 3 dmg)
Various wooden coffins. 6 2 Skeleton Soldiers (4 HP; 2 dmg; Undead)
8
It may have Secret Passage.
7-8 There are no monsters in this room.
Skulls walls.
9 2 Living Armor
It may have Secret Passage. 9
(8 HP; 3 dmg)
Dozens of melted candles everywhere.
10 Giant Spider
It may have Secret Passage. 10
(10 HP; 4 dmg; Paralyze)
Broken statue of a person.
11 2 Giant Spiders
It may have Secret Passage. 11
(10 HP; 4 dmg; Paralyze)
12 Treasure Room with 2d6 Treasures
Queen of the Blade Hands
12
(18 HP; 10 dmg)
56 9
Combat Your Hands T a b l e : R e w a rd
1d6 Treasure Wonders Potions
The combat is quite simple. First, you need to When your character is going to explore a dungeon,
Mana Potion Distant Place Potion Mutation Potion
know who will start attacking. If you opened the door he needs to use one hand to hold the torch. So he 1
(Recovers all Spells) (You appears anywhere in the world) (roll in the Mutation table)
without making a sound (that is, without destroying it or cannot fight with a Two-Handed weapon without having
Health Potion Purification Potion Goblin Potion
activating a trap), you are the one who starts attacking. another source of light in place. Losing an arm in a trap 2
(Recovers all HP) (remove a Cursed item) (visually transforms into goblin)
If not, it will be the monsters in the room. The combat is the same case. There are a few ways to get around Magic Scroll Leather breastplate Zombie Potion
3
then continues to rotate the attacks between you and this, like hiring someone to hold the torch for you (see (Random Basic Magic; Use once) (6 HP; Load up to 3 potions) (if dies, returns with 1 HP max)
the monsters. in the "Expanded World"), using a lamp or casting light Bottle with Gold Powder Alchemist's Mask Luminescence Potion
4
When monsters attack, add everyone's damage spells. (worth 20 coins in the town) (3 HP) (equal to 2 torches)
and reduce this value from your HP (or armor's HP, if 5 [Roll in the "Wonders" column]
Alchemist King's Sword Extra Hand Potion
you're using one, it's your call). In your turn, roll the Monsters (1d6 Damage; +3 if it has Poison) (Create a new arm)
damage of the Weapon you are using, choose an Philosophical Stone Fool's Potion
6 [Roll in the "Potions" column]
Some monsters have unique characteristics, see (Talking Stone; don't shut up) (Learn 3 Random Basic Spells)
enemy and reduce its HP value.
the list below:
If you lose all HP, your character is dead and all
your equipment will now be on the floor of that room to Stoneskin: This monster ignores any damage
Table: Boss
be recovered by your next character. taken that is 3 or less. 1d6 Dungeon Boss
Loot: After the fight, roll 1d6. On a '6' you found 1 1 Making mixtures in bottles, the Undead Alchemist King (20 HP; 5 damage; Undead, Poison) is desperate.
Treasure. On a '5' you found 1 Key. And if it's 4 or less 2 Made from parts of different creatures, this is the Alchemical Abomination (50 HP; 3 damage; Poison, Paralyze).
you found 1 coin. 3 Born of a great reaction, the Explosive Blob (60 HP; 2 damage; Poison, Explosivo) expands into the room.
Explosive: When you get a 1 on the damage roll,
4 The former alchemist here drank a lot of potions and became the Toxic Beast (40 HP; 3 damage; Poison).
this monster will destroy itself and deals damage equal
5 He was a little thief until he came in here. Now he is the Flammable Monster (35 HP; 4 damage; Firebreath).
to its current HP.
6 Making mixtures in bottles, the Undead Alchemist King (30 HP; 5 damage; Undead, Poison) is desperate.
Firebreath: When you get a 1 on the damage roll,
its next attack will deal +10 damage.
Horde: When you get a 1 on the damage roll, an Special Rules
Orc (6 HP; Damage 3) enters the room.
Any hero or creature that leaves this dungeon will mutate. Roll a die and compare with the "Common
Intangible: Takes no damage if the damage is an
Mutation" column.
even number.
Sorcery: When you get a 1 on the damage roll, this
monster will cast a spell. Roll 1 die and add up the final T a b l e : M u tat i o n
damage value of the monster's next attack. 1d6 Common Mutation Rare Mutation Fatal Mutation
Deathtouch: When you get a 1 on the damage roll, 1 [Roll a Fatal Mutation] A poodle's tail appears. You melt into a goo and die.
this monster's next attack will kill you. 2 All hairs on your body fall out. An eye sprouts in your navel. You explode into thousands of pieces.
Undead: After this monster is defeated, roll a dice. Your skin becomes thick as stone Your skin rots and you become a
3 A huge beard grows on his face.
If it's a 1, this monster comes back to life with 1 HP. (+4 HP). zombie. *
Necromancy: When you get a 1 on the damage Horns sprout from the head (1d6
4 Your hair and fur change color. You get very weak (-6 HP).
roll, a Skeleton (4 HP; Damage 1; Undead) appears. Damage).
Weakness: When you get a 6 on the damage roll, Bubbles sprout all over the body
5 You change sex. Blood turns green (Immune to Poison).
(cannot wear armor).
this monster takes twice as much damage.
Regeneration: When you get a 1 on the damage One more toe sprouts (cannot wear
6 [Roll a Rare Mutation] Sprouts an extra arm on a shoulder.
boots)
roll, this monster recovers 6 HP.
* You come back to life with half your maximum hit points. If you die again, you come back with half of that, and so on.
Paralyze: When you get a 1 on the damage roll,
the next attack paralyzes for 1d6 turns.
Poison: All damage from this creature cannot be
absorbed by armor or other means.
10 55
- Laboratory -
The entrance to this dungeon is an abandoned tower in ruins. Entering you will find a large trapdoor
already open with a stairway covered in slime and plants. Downstairs you can see a rusty metal door.
Table: Segments
1d6 Open from a Staircase Open from a Corridor Open from a Room
1 Corridor with another door. Small room with another door. Large hall with pillars.
2 Corridor with another door. Medium size room with another door. Large hall with pillars.
3 Corridor with two other doors. Medium size room with another door. Corridor with another door.
- Dungeons -
4 Corridor with two other doors. Medium size room with another door. Corridor with another door.
5 Corridor with three other doors. Wide room with two other doors. Staircase with a door in the end.
6 Corridor with three other doors. Wide room with two other doors. Staircase with a door in the end.
54
- Palace - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
This dungeon is inside a large building with a beautiful entrance door. In the past this was the home
Strange Fruit Addictive Sweet Drink Crocodile Ring
of some nobleman. When you open the door you will find a giant hall with two doors on each side and 1
(If eating, recover 1 use of a spell) (Recovers 1 HP) (Cursed; You get scales)
a staircase in the center. At the end of the staircase there is a wooden door.
Health Potion Feathered Breastplate Feathered Ring
2
(Recovers all HP) (8 HP) (Cursed; Hairs become feathers)
Magic Scroll Feathered Boots Owl Mask
3
(Random Basic Magic; Use once) (3 HP; Spend 1 provision on swamps) (1 HP; Ignore Intangible)
Table: Segments
Gold Ornament and Jewelry Crocodile Helmet Sun God's Sacrifice Dagger
4
Open from a Staircase Open from a Corridor Open from a Room (worth 100 coins in the town) (5 HP) (1d6 dmg; +2 inside Sanctuaries)
1d6
Star Stone Crocodile Sword
1 Corridor with another door. Small room with another door. Small room with another door. 5 [Roll in the "Wonders" column]
(Spend 1 Provision to Reroll an Event) (1d6+2 Damage)
2 Corridor with two other doors. Medium size room with another door. Medium size room. Purification Potion Helmet of the Sun God
6 [Roll in the "Magic Item" column]
3 Corridor with two other doors. Wide room with another door. Medium size room. (Removes a Cursed) (10 HP)
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars. Table: Boss
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end. 1d6 Dungeon Boss
1 Behind a stone altar is Medusa (20 HP; 7 damage; Paralyze) waiting for you.
Table: Secret Passage Table: Trap 2 The floor is covered in greenish mucus. Inside the mucus comes the Sacred Skull (20 HP; 6 damage; Regen).
1d6 Secret Passage 1d6 Trap 3 Inside the room is Hagork, God of Orcs (30 HP; 7 damage; Horde).
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2' 4 A smell of hate comes from this room. The Mysterious Peacock (17 HP; 5 dmg; Sorcery) awaits you with his tricks.
1
you lose one of your arms and on a '1' you die.
2 There's nothing here. 5 Holding the skull of a tiger, the Feathered Priestess (50 HP; 2 damage; Sorcery) try to do a ritual.
2 Acid Spout (5 Damage).
3 There's nothing here. 6 Strong light comes from the room. Inside is the Sun God of the Feathered Spear (80 HP; 8 damage; Weakness).
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens. Special Rules
6 A secret door to a Staircase.
6 You hear a click, but nothing happens. When you are in the hexagon of this dungeon (but outside the dungeon), you can spend 1 provision
Table: Room Content and roll a die in the table below.
Table: Monsters
2d6 Room Content
2d6 Monsters Table: Effect o f th e F o r g o tt e n G o d s
Dust-filled library.
2
It may have Secret Passage.
2
Minotaur 1d6 Effect of the Forgotten Gods
(14 HP; 7 Damage)
3 Destroyed kitchen with 1d6 coins on the floor. 1 A big storm hits and lightning strikes you for 1d6 points of damage.
2 Orcs
Large table with a few chairs. 3 2 Nothing happens...
4 (6 HP; 3 Damage; Loot)
It may have Secret Passage.
1 Orc 3 An owl follows you (use the rule on page 41). It doesn't count towards the limit of animals you can have.
5 Bookshelf with 1d6 Magic Scrolls. 4
(6 HP; 3 Damage; Loot) 4 A divine light illuminates you and you gain +1 damage on all attacks on the next dungeon exploration you make.
6 Desk with a Chest. 1d6 Giant Rats
5 5 A divine light illuminates you and you gain +1 damage on all attacks on the next dungeon exploration you make.
Dirt everywhere. (2 HP; 1 Damage)
7 6 A light descends from the sky and you permanently gain +4 HP.
It may have Secret Passage. 1d6 Goblins
6
8 Bed with a Chest on the side. (3 HP; 1 Damage; Explosive)
12 53
- Ziggurat - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
This dungeon is hidden beneath an immense pyramidal structure. A staircase leads to the top of
Ornament Jester Hat [Armor] of Royalty
the pyramid. Upstairs there is a dark well that leads into darkness. There is a rope on the side. You 1
(worth 5 Coins in the town) (2 HP; Can't Move in Silence) (It is very elegant)
descend for more than twenty meters until you reach a large square room with four doors (one on
Health Potion Emperor's Sandals Leprechaun's [Armor]
each wall). 2
(Recovers all HP) (2 HP; +1 dmg against cockroaches) (Earn double coins in chests)
Magic Scroll Amulet of the Dead Centurion's [Armor]
3
(Random Basic Magic; Use once) (Ignores Undead effect) (+1 HP)
Table: Segments
Valuable jewel Potion of Luck [Weapon] of Destruction
1d6 Open from a Staircase Open from a Corridor Open from a Room 4
(worth 2d6 x 10 Coins in the town) (Ignores the next activated Trap) (Deals +2 damage)
1 Corridor with another door. Small room with another door. Large hall with pillars. Potion of Fury [Weapon] of War
5 [Roll in the "Wonders" column]
(Damage +2 until the end of the fight) (Deals +2 damage to Angels)
2 Corridor with another door. Medium size room with another door. Large hall with pillars.
Lamp [Weapon] of the Dragon Slayer
3 Corridor with two other doors. Medium size room with another door. Corredor com uma porta no fundo. 6 [Roll in the "Magic Item" column]
(No need to use hands to light) (Double damage against Dragons)
4 Corridor with two other doors. Medium size room with another door. Corredor com uma porta no fundo.
5 Corridor with three other doors. Wide room with two other doors. Staircase with a door in the end. Table: Boss
6 Corridor with three other doors. Wide room with two other doors. Staircase with a door in the end.
1d6 Dungeon Boss
1 Walking back and forth is the Zombie Baron (30 HP; 4 Damage; Undead).
Table: Secret Passage Table: Trap 2 Sitting on his old and dusty throne is the Mad King (22 HP; 2 Damage; Explosive)
1d6 Secret Passage 1d6 Trap 3 This was a luxurious room, now is cover in dust. There, the Ghost Lady (13 HP; 3 Damage; Intangible) awaits you.
1 You have activated a Trap! 1 You are beheaded by a blade. 4 Around a throne are 2 Unholy Gargoyles (12 HP; 3 Damage; Stoneskin)
2 There's nothing here. Acid squirts from the ceiling destroying a piece of 5 Sewing a corpse on a table is the Necromancer (16 HP; 7 Damage; Necromancy).
2
armor you're wearing.
3 There's nothing here. 6 Sitting on a throne and with one foot on a dragon skull is the Orc King (24 HP; 5 Damage; Horde).
3 You fall into a hole with stakes (3 damage).
4 Found a hidden Chest!
4 A passage opens and a Monster emerges (roll in
5 Found a hidden Chest!
the table below). Table: Armor
5
6 Passage to a Staircase.
1d6 Armor
6 You hear a click, but nothing happens.
1 Ring (0 HP)
Table: Room Content
Table: Monsters 2 Bracelets (2 HP)
2d6 Room Content
2d6 Monsters 3 Boots (3 HP)
2 Corpses of different races hung on the walls.
Boar Tribe Leader 4 Shoulderpads (3 HP)
Bone of a giant snake. 2
3 (15 HP; 5 dmg; Loot) 5 Helm (4 HP)
It may have Secret Passage.
3 Boar Soldiers 6 Breastplate (10 HP)
4 Bed with a Chest beside it. 3
(6 HP; 3 dmg; Loot)
Cabinets with a lot of garments made of colored 2 Boar Soldiers
5
feathers. 4
(6 HP; 3 dmg; Loot) Table: Weapon
Altar of sacrifice. Goblin Assassin 1d6 Weapon
6 5
It may have Secret Passage. (3 HP; 3 dmg; Explosive)
1 Candlestick (1d6-1 Damage)
7 Empty room. 6 1d6 Goblins (3 HP; 1 dmg; Explosive)
2 Sword (1d6 Damage)
8 Ceiling covered with star designs. 7-8 There are no monsters in this room.
3 Rapier (1d6+1 Damage)
Two sarcophagi. Pantera
9 There can be Secret Passage in every sarcopha- 9 4 Whip (1d6+1 Damage)
(5 HP; 4 dmg)
gus. 5 Claw (1d6+1 Damage)
Giant Bat
10 Room of ornaments. Has 1d6 Treasures. 10
(10 HP; 4 dmg; Poison) 6 Halberd (1d6+3 Damage; Two-handed)
Large table with a rotten banquet. Sun God Living Statue
11 11
It may have Secret Passage. (15 HP; 6 dmg; Stoneskin)
Torture room with goblin bones. Giant Feathered Serpent
12 12
It may have Secret Passage. (12 HP; 3 dmg)
52 13
- Crypt - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
This dungeon is hidden inside a small isolated mausoleum in the middle of nowhere. It is covered
Golden statuette Mummified Cat Jackal God's [Armor]
by cobwebs and inscriptions of names long forgotten. Inside there is a staircase that leads down. At 1
(worth 3d6 Coins in the town) (Can reroll Traps once) (Cursed; Cannot recover HP)
the end of the staircase there is a door.
Health Potion Old King's Necklace Owl God's [Armor]
2
(Recovers all HP) (Mummies deal -1 damage) (Gain an Advanced Spell)
Magic Scroll Scarab amulet Desert King's [Armor]
3
(Random Basic Magic; Use once) (Ignores traps in chests) (+2 HP)
Table: Segments
Valuable jewel Sacred Sun Hat Beltramic Belt
4
Open from a Staircase Open from a Corridor Open from a Room (worth 2d6 x 10 Coins in the town) (Gain 1 torch every killed 1 scorpion) (Drives away scorpions)
1d6
Desert King's [Weapon]
1 Corridor with another door. Small room with another door. Small room with another door. 5 [Roll in the "Wonders" column] [Roll in the "Armor" table]
(Deals +4 against Stoneskin)
2 Corridor with two other doors. Medium size room with another door. Medium size room. Seventy Nights [Weapon]
6 [Roll in the "Magic Item" column] [Roll in the "Weapon" table] (Paralyzes the target for 2 turns on
3 Corridor with two other doors. Wide room with another door. Medium size room.
the '6')
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
Table: Dungeon Boss
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
1d6 Dungeon Boss
Table: Secret Passage Table: Trap 1 Greenish cloud covers the room. Lying on an altar is the Emperor Scorpio (30 HP; 3 dmg; Poison).
1d6 Secret Passage 1d6 Trap 2 From inside a sarcophagus comes the Desert King (20 HP; 7 dmg; Undead).
A blade falls from the ceiling. Roll the dice. On a '2' 3 There is the Eternal Queen (12 HP; 1 dmg; Sorcery) and her 10 Mummified Soldiers (5 HP; 2 dmg; Undead).
1 You have activated a Trap! 1
you lose one of your arms and on a '1' you die. 4 A monstrous image appears in the middle of the room. This is the Evil Mirage (12 HP; 5 dmg; Intangible).
2 There's nothing here.
2 Acid Spout (5 Damage). 5 There is the scary Giant Winged Scarab (60 HP; 3 dmg; Firebreath).
3 There's nothing here.
3 Appears 1d6 Bats (1 HP; 1 Damage; Poison) 6 Standing in the middle of the room, holding his two kopesh is the Jackal God (50 HP; 7 dmg; Necromancy).
4 You have found a hidden Chest!
4 You hear a click, but nothing happens.
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase. Table: Weapon
6 You hear a click, but nothing happens.
1d6 Weapon
Table: Room Content 1 Scepter (1d6-1 Damage)
Table: Monsters
2d6 Room Content 2 Kukri (1d6 Damage)
2d6 Monsters
2 Tombstone carved with your name. 3 Katar (1d6 Damage)
Vampire Servant
2
3 Several pots with dead plants. (9 HP; 4 Damage; Regeneration) 4 Kopesh (1d6+1 Damage)
14 51
- Pyramid - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
A huge stone structure in the shape of a pyramid. Some parts are covered with sand, but it is
Religious Object Garlic necklace [Armor] of the Dead
possible to see a small entrance in the base. A large carved rock covers the entrance. You can move 1
(worth 3 Coins in the town) (+1 against Vampire and Ghoul) (It always stinks)
the rock a bit to get through. Inside, a long staircase descends into darkness. It is only possible to see
Health Potion Potion of Luck [Armor] of the Spider Queen
a metal door at the bottom of it. 2
(Recovers all HP) (Ignores the next activated Trap) (ignores the effect Paralyze)
Magic Scroll Potion of Fury Count's [Armor]
3
(Random Basic Magic; Use once) (Damage +2 until the end of the fight) (+2 HP)
Table: Segments
Valuable jewel Salamander Potion [Weapon] of Destruction
1d6 Open from a Staircase Open from a Corridor Open from a Room 4
(worth 2d6 x 10 Coins in the town) (Recovers lost arm) (Deals +2 damage)
1 Corridor with another door. Small room with another door. Small room. Master key Vampiric [Weapon]
5 [Roll in the "Wonders" column]
(Open any door) (Recovers 1 HP with each attack)
2 Corridor with two other doors. Medium size room with another door. Medium size room.
Potion of Luminescence Boatman's Oar
3 Corridor with two other doors. Medium size room with another door. Medium size room. 6 [Roll in the "Magic Item" column]
(Worth like two torches) (1d6+1 Dmg; ignores Intangible)
4 Corridor with two other doors. Wide room with two other doors. Big room.
5 Corridor with three other doors. Wide room with two other doors. Large hall with pillars. Table: Boss
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
1d6 Dungeon Boss
1 The room is covered with cobwebs. In the center of the web is the Spider Queen (20 HP; 3 Damage; Paralyze).
Table: Secret Passage Table: Trap 2 In the center of the room is a large mass of mucus that writhes to form the Death Dessert (30 HP; 2 Damage).
1d6 Secret Passage 1d6 Trap 3 The sinister figure in the center of the room carries an oar. He is the Death Boatman (20 HP; 2 Dmg; Deathtouch).
1 You have activated a Trap! 1 A huge block of stone falls over you. You died. 4 In the center of the room is an open coffin and the Master Vampire (20 HP; 5 Dmg; Regeneration) is waking up.
2 You have activated a Trap! 2 Raise 1d6 Mummified Soldiers 5 This room is covered by war banners. In the center is the ghost of the Eternal Warrior (10 HP; 5 Dmg; Intangible).
3 Found a hidden Chest! 3 (5 HP; 2 dmg; Undead) 6 Trapped by several chains inside the room, the Vampiric Beast (19 HP; 7 Dmg) squirms with rage.
4 Found a hidden Chest! 4 Raise 1 Mummy (4 HP; 1 dmg; Undead)
Table: Weapon
5 Found a hidden Chest! 5 Gas cloud makes you pass out (spend 1 torch).
1d6 Weapon
6 Passage to a Staircase. 6 You hear a click, but nothing happens.
1 Femur (1d6-1 Damage)
50 15
- Tomb - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
This dungeon was built inside an immense and imposing stone structure. Someone very important
Dwarf Statuette Dwarven Bracelets Ring of the Dead Man
was buried here. Pillars and statues adorn the place. In front of you is a large stone door. Behind it, a 1
(6 coins) (3 HP) (Cursed; Cannot wear Armor)
long corridor with a door at the end and two other doors on the sides.
Dwarf Beer Barrel Dwarven Shoulderpads Dwarven Hammer
2
(Recovers 5 HP) (4 HP) (1d6 dmg; +2 against orcs)
Valuable jewel Torch Helmet Dwarven Battle Axe
3
(worth 2d6 x 10 Coins in the town) (3 HP; Fits torches) (1d6+1 dmg; +2 against orcs)
Table: Segments
Jóia muito valiosa Orc Machete Dwarf Guard Cloak
4
Open from a Staircase Open from a Corridor Open from a Room (150 Moedas) (1d6+1 Damage) (+1 damage against orcs)
1d6
Horn of War Dwarf War Pick
1 Corridor with another door. Small room with another door. Small room with another door. 5 [Roll in the "Wonders" column]
(Increase your damage +1) (1d6+2 Damage)
2 Corridor with two other doors. Medium size room with another door. Medium size room. Beheaded Head of the Orc Prince Dwarven breastplate
6 [Roll in the "Magic Item" column]
3 Corridor with two other doors. Wide room with another door. Medium size room. (Orcs deal -1 damage) (10 HP; ignore Poison)
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars. Table: Boss
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end. 1d6 Dungeon Boss
1 Grim Reaper (50 HP; 3 dmg; Deathtouch) was waiting for you.
Table: Secret Passage Table: Trap 2 From inside a huge hole opened in the ground a Bolrag (40 HP; 6 dmg; Firebreath) demon appears.
1d6 Secret Passage 1d6 Trap 3 The Minotaur (30 HP; 7; Horde) is leaning on a huge ax and sitting on a throne of dwarf bones.
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2' The room is very cold. In the background, sitting on a stone throne is the Ghost of the Dwarf King (20 HP; 5 dmg;
1 4
you lose one of your arms and on a '1' you die. Intangible).
2 There's nothing here.
2 Raise 1d6 Skeleton Soldiers 5 The Orc Shaman Leader (20 HP; 2 dmg; Sorcery, Horda) is surrounded by 3 Orcs (6 HP; 3 dmg).
3 There's nothing here. (4 HP; 2 Damage; Undead)
3 6 The former dwarf king was corrupted by death and now he is the Cursed King (30 HP; 7 dmg; Necromancy).
4 You have found a hidden Chest!
4 Raise 1 Skeleton (3 HP; 1 Damage; Undead)
5 You have found a hidden Chest!
5 You hear a click, but nothing happens.
6 A secret door to a Staircase. Special Rules
6 You hear a click, but nothing happens.
Once you defeat the Dungeon Boss, in addition to the 2d6 Treasures, you've found one of the
Table: Room Content Dwarf Hallows (scroll below).
Table: Monsters
2d6 Room Content
2d6 Monsters
2 Empty sarcophagus with your name. Table: Dwarf Hallows
Ghost of the Prince
2
3 Several pots with dead plants. (6 HP; 4 Damage; Intangible) 1d6 Dwarf Hallows
Texts sculpted on the floor. Bone Golem 1 Standard of the Dwarf Empire (If attachment to a breastplate, +1 damage)
4 3
It may have Secret Passage. (12 HP; 5 Damage; Undead)
2 Annihilation Pick (1d6+2 Damage; If you kill a creature, it deals +2 to the next creature of the same type)
Human bones everywhere. 2 Skeleton Soldiers
5 4 3 Heavy Axe of the Deeps (1d6+4 Damage; Two-handed; +3 against demons)
It may have Secret Passage. (4 HP; 2 Damage; Undead)
1 Living Armor 4 Dwarf God's Sledgehammer (1d6+5 damage; Two-handed)
6 Pile of bones and 1d6 coins. 5
(8 HP; 3 Damage) 5 Dwarf King's Helm (11 HP)
7 Sarcophagus with Chest inside.
1d6 Goblins 6 Dwarf King's Ax (1d6+3 Damage; +1 against Orcs)
Several wooden coffins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
Walls made of skulls.
9 1d6 Scorpions
It may have Secret Passage. 9
(2 HP; 1 Damage; Poison)
A destroyed sarcophagus.
10 2 Living Armor
It may have Secret Passage. 10
(8 HP; 3 Damage)
Broken statue of a hero.
11 3 Fungoid
It may have Secret Passage. 11
(4 HP; 2 Damage; Loot; Regeneration)
12 Treasure Room with 2d6 Treasures
Giant Spider
12
(10 HP; 4 Damage; Paralyze)
16 49
- Citadel - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
The entrance to this dungeon is an immense hall carved in stone inside a mountain. Two statues
Mana Potion Crown of the beheaded prince Bone [Armor]
of dwarfs brandishing their axes stand outside the heavy stone door. Upon entering, you find a huge, 1
(Recovers all Spells) (Does not die in blade traps) (-1 HP)
long room. In the center there is a large fountain now dry, and there are 3 doors on each side (totaling
Health Potion Potion of Luck [Armor] of Strength
6 doors). All these doors lead to a short staircase with a door at the bottom. 2
(Recovers all HP) (Ignores the next activated Trap) (+1 Damage)
Magic Scroll Potion of Luck [Armor] of the Special Guard
3
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+1 HP)
Table: Segments
Valuable jewel Potion of Fury [Weapon] of Destruction
1d6 Open from a Staircase Open from a Corridor Open from a Room 4
(worth 2d6 x 10 Coins in the town) (Damage +2 until the end of the fight) (Deals +2 damage)
1 Corridor with another door. Small room with another door. Small room Sapphire of Magic Vampiric [Weapon]
5 [Roll in the "Wonders" column]
2 CCorridor with two other doors. Medium size room with another door. Medium size room. (Learn a random Spell) (Recovers 1 HP with each attack)
3 Corridor with two other doors. Medium size room with another door. Medium size room. Lamp Vorpal [Weapon]
6 [Roll in the "Magic Item" column]
(No need to use hands to light) (Kills instantly when get '6' on the die)
4 Corridor with two other doors. Wide room with two other doors. Big room.
5 Corridor with three other doors. Wide room with two other doors. Large hall with pillars.
Table: Boss
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
1d6 Dungeon Boss
1 Greenish cloud covers the room. Lying on an altar is the Emperor Scorpio (20 HP; 3 Damage; Poison).
Table: Secret Passage Table: Trap 2 On a great throne is the giant skeleton of the Skeleton King (12 HP; 7 Damage; Undead).
1d6 Secret Passage 1d6 Trap 3 Floating on an altar is the Queen of Bladed Hands (11 HP; 10 Damage).
1 You have activated a Trap! 1 You are beheaded by a blade. 4 Flying around your sarcophagus is the Ghost King of the Lost Swamp (10 HP; 4 Damage; Intangible).
2 There's nothing here. 2 A giant hammer comes out of the ceiling (5 dmg). 5 In this room are the walking skeletons of the Seven Necrotic Kings (4 HP; 1 Damage; Undead).
3 There's nothing here. 3 You fall into a hole with stakes (3 damage). 6 From inside a sarcophagus comes the Lich King of the Ethernal Wars (22 HP; 6 Damage; Necromancy, Undead).
4 Found a hidden Chest! 4 A dart hits you (1 damage).
48 17
- Sanctuary - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
A small abandoned chapel in the middle of nowhere. Its entrance is guarded by statues of faceless
Perfume Tetanus [Armor]
angels. Inside, there is only a stone altar and a wooden trapdoor on the floor that has already been 1 1d6 Torches
(It won't stink anymore) (Cursed; -2 HP)
destroyed. Opening the trapdoor you can see a dark staircase. At the end of the staircase there is a
Health Potion Potty Ring of Bad Luck
door. 2
(Recovers all HP) (It's like a Helm; 3HP) (Cursed; Reroll the ‘6’ on attacks)
Magic Scroll Bell Hamelin flute
3
(Random Basic Magic; Use once) (Makes monsters open the door) (Rats, worms and insects flee)
Table: Segments
Lost jewel Goblin Whistle [Armor] of the Rat Swarm
4
Open from a Staircase Open from a Corridor Open from a Room (worth 2d6 Coins in the town) (Goblins flee on hearing) (+1 HP, but it stinks)
1d6
Master key [Weapon] of the Fly
1 Corridor with another door. Small room with another door. Small room with another door. 5 [Roll in the "Wonders" column]
(Open any door) (+1 against Swarms)
2 Corridor with two other doors. Medium size room with another door. Medium size room. Rusty Glaive Tetanus [Weapon]
6 [Roll in the "Magic Item" column]
(Two-handed; 1d6+3 Damage) (+3 against humanoids)
3 Corridor with two other doors. Wide room with another door. Medium size room.
4 Corridor with two other doors. Wide room with two other doors. Wide room.
5 Corridor with three other doors. Large room with two other doors. Large room with pillars.
Table: Weapons and Armor
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end. 1d6 Weapon Armor
1 Broken Pipe (1d6-1 Damage) Ring (0 HP)
Table: Secret Passage Table: Trap 2 Sword (1d6 Damage) Bracelets (2 HP)
1d6 Secret Passage 1d6 Trap 3 Wrench (1d6 Damage) Boots (3 HP)
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2' 4 Long Fork (1d6 Damage) Shoulderpads (3 HP)
1
you lose one of your arms and on a '1' you die.
2 There's nothing here. 5 Spear (1d6+1 Damage; Two-handed) Helm (4 HP)
2 Spears come out of the ground (5 Damage).
3 There's nothing here. 6 Maul (1d6+2 Damage; Two-handed) Breastplate (10 HP)
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest! Special Rules
5 You hear a click, but nothing happens.
6 A secret door to a Staircase.
6 You hear a click, but nothing happens. This dungeon does not have an Final Room or Dungeon Boss.
Table: Room Content
Table: Monsters Floodgate: It works like normal doors but cannot be destroyed, have no traps and will always be
2d6 Room Content locked.
2d6 Monsters
A magic circle on the floor.
2 8 Wisp
(works as a Portal; see in the expansion). 2
(2 HP; 1 Damage)
Tunnels: The Tunnels work like corridors but you can't see the rest of it. Each tunnel segment
3 10 chairs lined up. continues the previous. In a tunnel you must roll to add Monster but not Content.
3 Fungoid
4 Torture Room with 1d6 Treasures
3
(4 HP; 2 Damage; Loot; Regeneration)
If you try to move silently in a tunnel, monsters will detect you if you land 1 or 2 on the die.
Creature or deity statues. 3 Warrior Angels
5 4
It may have Secret Passage. (4 HP; 2 Damage)
6 Corpse with 1 Treasure. Sentinel Angel
5
(5 HP; 3 Damage; Sorcery)
7 Large Chest on an altar.
1d6 Goblins
Small altar with 1d6 coins. 6
8 (3 HP; 1 Damage; Explosive)
It may have Secret Passage.
7-8 There are no monsters in this room.
2d6 paintings of gods (2 coins each).
9
It may have Secret Passage. 2 Orcs
9
(6 HP; 3 Damage; Loot)
Melted candles everywhere.
10
It may have Secret Passage. Giant Angel Statue
10
(10 HP; 5 Damage; Stoneskin)
Fountain with running water.
11
It may have Secret Passage. Giant Spider
11
(10 HP; 4 Damage; Paralyze)
12 Shelves with 1d6 Treasures.
Fallen Angel of Putrification
12
(21 HP; 4 Damage; Poison)
18 47
- Sewers - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Every fortress has a sewer complex. Going down a manhole by a dirty metal ladder. You arrive at
Religious Object Protector Candle Priest's [Armor]
a tunnel at an intersection with 4 corridors with water flows (north, south, east and west). Every tunnel 1
(worth 3 Coins in the town) (Discard and next chest will be double) (Covered by religious symbols)
here has stinky, dark shallow water running through.
Health Potion Blessed Potion [Armor] of the Gods
2
(Recovers all HP) (Destroy a cursed item) (ignore Deathtouch)
Magic Scroll Potion of Luck Angelic [Armor]
3
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+2 HP)
Table: Segments
Valuable jewel Potion of Fury [Weapon] of Destruction
1d6 Following a Tunnel Open from a Tunnel Open from a Room 4
(worth 2d6 x 10 Coins) (Damage +2 until the end of the fight) (Deals +2 damage)
1 Tunnel that ends in a Floodgate. A small room. A small room. Master key Vampiric [Weapon]
5 [Roll in the "Wonders" column]
(Open any door) (Recovers 1 HP with each attack)
2 Tunnel follows. Has a Floodgate. A small room. A small room.
Potion of Luminescence Vorpal [Weapon]
3 Tunnel follows. Has a Floodgate. An average room. An average room. 6 [Roll in the "Magic Item" column]
(Worth like two torches) (Kills instantly when get '6' on the die)
4 Tunnel follows. A room with a Floodgate. An average room.
5 Tunnel follows making a curve. A room with a Floodgate. A tunnel that goes on. Table: Boss
6 Tunnel follows. Has a ladder. A room with a Floodgate. A tunnel that goes on.
1d6 Dungeon Boss
1 At six meters high, the Rat God (30 HP; 5 Damage; Poison) is waiting for you there with his giant mace.
Table: Secret Passage Table: Trap 2 Around a large sarcophagus covered with runes are the 2 Nether Guardians (9 HP; 3 Damage; Intangible).
1d6 Secret Passage 1d6 Trap 3 Wrapped in mucus and pieces of living human bodies is the terrible Aberration (29 HP; 4 Damage; Weakness).
1 You have activated a Trap! 1 One of your arms is cut off by a blade. 4 A light from above iluminates of the room. From this light emerges the Faceless Goddess (40 HP; 7 Dmg; Sorcery).
2 There's nothing here. 2 An explosion! (4 damage). 5 A light from above iluminates of the room. From this light emerges the God of Destruction (40 HP; 8 Dmg).
3 There's nothing here. 3 Gust of acid (3 damage). 6 In the center of the room, surrounded by lit candles, is the Fallen Angel of Vengeance (25 HP; 8 damage; Sorcery).
4 There's nothing here. 4 A dart hits you (1 damage).
5 Found a hidden Treasure! 5 You hear a click, but nothing happens. Table: Armor
6 You hear a click, but nothing happens.
6 There is a hidden door here. 1d6 Armor
1 Ring (0 HP)
Table: Room Content Table: Monsters
2 Bracelets (2 HP)
2d6 Room Content 2d6 Monsters
3 Boots (3 HP)
Rat swarm
2 It's all flooded. Spend 1 torch to leave the room. 2 4 Shoulderpads (3 HP)
(20 HP; 2 dmg; Regeneration)
3 Destroyed closet with a Chest inside. Cockroaches swarm 5 Helm (4 HP)
3
Destroyed furniture. (26 HP; 1 dmg; Regeneration) 6 Breastplate (10 HP)
4
It may have Secret Passage. 1d6 Goblins
4
8 stacked crates. If you investigate roll 1 dice (3 HP; 1 dmg; Explosive)
5 for each. If '1', it activates a Trap. If it's '5' or
Table: Weapon
Sewer Worm
more, you have found 1 Treasure. 5
(10 HP; 3 dmg; Poison) 1d6 Weapon
6 Trash pile with a Treasure inside. 1d6 Giant Rats 1 Pan (1d6-1 Damage)
6
Dirt everywhere. (2 HP; 1 dmg)
7 2 Machete (1d6 Damage)
It may have Secret Passage.
7-8 There are no monsters in this room.
3 Sword (1d6+1 Damage)
A dirty bed and a sign of a recent fire.
8 Trash Golem
It may have Secret Passage. 9 4 Warhammer (1d6+1 Damage)
(15 HP; 4 dmg; Weakness)
9 Trash pile with a Treasure inside. 5 Mace (1d6+1 Damage)
4 Bandids
10
A metal ladder leads to the surface. (5 HP; 2 dmg; Loot) 6 Scythe (1d6+3 Damage; Two-handed)
10
It may have Secret Passage.
Walking Slime
11
11 A trapdoor that leads to a Laboratory. (10 HP; 1 Damage; Loot; Regeneration)
46 19
- Temple -
A beautiful structure stands among the plants and trees of the place. Its architecture is incredible
and its walls are covered with strange inscriptions. The entrance is a large stone door. Behind it, a
empty corridor with four more doors (two on each side).
Table: Segments
Open from a Staircase Open from a Corridor Open from a Room
1d6
1 Corridor with another door. Small room with another door. Small room with another door.
2 Corridor with two other doors. Medium size room with another door. Medium size room.
3 Corridor with two other doors. Wide room with another door. Medium size room.
4
5
Corridor with two other doors.
Corridor with three other doors.
Wide room with two other doors.
Large room with two other doors.
Wide room.
Large room with pillars.
- Deadly Dungeons -
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end.
20
- Group Play - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
Here are the rules so you can play when your Multiplayer Sinister Idol Potion of the Color That Came from Cultist's [Armor]
character is not alone. Either because you are using 1
(worth 3 Coins in the town) Beyond (Hair gets a random color) (Discard to ignore a Trap)
Hirelings, Animals or Summoned Creatures, or because These rules below are exclusive if you are playing Health Potion Potion of Luck Scaled [Armor]
2
you are playing together with a friend. with another friend, each with a character exploring the (Recovers all HP) (Ignores the next activated Trap) (+1 Damage against Snakes)
44 21
- Prison - - Warfare -
The entrance to this dungeon is hidden under the ruins of an old abandoned castle. Behind a pile Every City or Fortress can make a troop available Mustering Troops
of rubble is a reinforced trap door. Upon opening it is possible to see a large staircase down. At the for war. If you own a castle, you will already have troops
end of the staircase there is a door. at your disposal. You can team up with other lords or To attack an enemy building, you must first have
kings and declare war on others. The rules for this are troops. You can only recruit troops in a Castle, City or
pretty simple. Fortress and you will need to spend 200 coins for each.
Table: Segments Move your character to the City or Fortress you No building can have more than 1 troop recruited at a
want to attack, taking with you all the troops you recruit time. You can recruit troops from vassal or conquered
Open from a Staircase Open from a Corridor Open from a Room (see below). Each of these troops will no longer return
1d6 Cities and Fortresss.
1 Corridor with another door. Small room with another door. Small room with another door.
home and will die fighting. Then roll one die for each
2 Corridor with two other doors. Medium size room with another door. Medium size room.
troop sent. Add up all the dice results and compare to Declared Enemies
the target's defense. Against a City the defense is 6 and
3 Corridor with two other doors. Wide room with another door. Medium size room.
against Fortress the defense is 12. If you fail a Political Affinity check with any Lord
4 Corridor with two other doors. Wide room with two other doors. Wide room.
If the attack's result is equal to or greater than the or King, he is considered your enemy. Whenever you
5 Corridor with three other doors. Large room with two other doors. Large room with pillars. Building's Defense, the attack was successful and the attack a building, roll a die for each enemy you have
6 Corridor with three other doors. Staircase with a door in the end. Staircase with a door in the end. city was taken. However, if the result of the attack is (and that is not the target of the attack). If it's 4 or
less than the defense of the construction, the attack more, nothing happens. But if it's between 1 and 3, it
Table: Secret Passage Table: Trap was a failure. means that this enemy has sent this number of troops
1d6 Secret Passage 1d6 Trap If you want, you can put your character to fight to attack your building that is closest to him (in case
1 You have activated a Trap! A blade falls from the ceiling. Roll the dice. On a '2' with your troops. If you do, you can roll one more dice. of doubt he will attack the building with less defense).
1
you lose one of your arms and on a '1' you die.
However, if this die falls to number 1 and the battle is If he wins, he will have completely destroyed the place
2 There's nothing here.
2 Stones collapse from the ceiling (5 Damage). lost, your character will die in battle.
3 There's nothing here. (turning into Ruins).
3 You fall into a ditch (spend 1 torch to go out).
4 You have found a hidden Chest!
4 A dart hits you (1 Damage).
5 You have found a hidden Chest!
5 You hear a click, but nothing happens. Storming the Castle
6 A secret door to a Staircase.
6 You hear a click, but nothing happens.
When taking a building, you can choose between
Table: Room Content Attach to your Realm or to Loot the City.
Table: Monsters
2d6 Room Content To attach a building to your realm, you need to
2d6 Monsters
A cell with the skeleton of a childhood friend. convince the people of the place by rolling it again
2 Cave Troll
It may have Secret Passage. 2 on the Political Affinity table, but with a +2 bonus to
(26 HP; 6 Damage; Regeneration)
Large table with papers and confessions signed in the roll. If you succeed, you will have placed some
3 Orc Leader
blood. 3 representative of your race to rule there for you, and
(10 HP; 3 Damage; Loot; Horde)
Six cages hanging in the ceil. you will have all the advantages of having a vassal. If
4 2 Orcs
It may have Secret Passage. 4
(6 HP; 3 Damage; Loot) you can't do that, you'll only have the option of looting
5 Shelf of belongings with 1d6 Treasures.
1 Orc the place.
5
6 Shackles on the walls and hanging bones. (6 HP; 3 Damage; Loot) If you choose to Loot, you destroy the place
Four empty cells. 1d6 Goblins completely (mark it on the map as a Ruins) and gain
7 6
It may have Secret Passage. (3 HP; 1 Damage; Explosive)
200 coins if it's a castle, 600 coins if it's a city or 1000
8 Large cell with bones on all sides. 7-8 There are no monsters in this room. coins if it's a fortress.
Torture bed. 2 Living Armor
9 9
It may have Secret Passage. (8 HP; 3 Damage)
Stack of coffins. 3 Fungoid
10 10
It may have Secret Passage. (4 HP; 2 Damage; Loot; Regeneration)
Slime covered wall. Golem Ossos
11 11
It may have Secret Passage. (12 HP; 5 Damage; Undead)
12 Arsenal. 2d6 Magic Items. Giant Magic Turtle
12
(30 HP; 2 Damage; Sorcery)
22 43
- Buildings - T a b l e : R e w a rd
1d6 Treasure Wonders Magic Item
There comes a time in a hero's life when he must retire his sword and enjoy the luxuries of a grand castle. Here
Health Potion Goblin Whistle [Armor] of the Goblin Hero
we have rules for you to spend all that accumulated money on your adventures. 1
(Recovers all HP) (Goblins flee on hearing) (-2 HP)
To build any of the buildings below, you must be in a territory that is empty. Buildings made on Plains have no Magic Scroll Potion of Luck [Armor] of Strength
2
(Random Basic Magic; Use once) (Ignores the next activated Trap) (+1 Damage)
change in cost, but buildings made on other lands cost twice as much. Dwarves do not suffer this increase if it is
in mountains and Elves do not suffer this increase if it is in forests. 3
Valuable jewel Potion of Fury Elven [Armor]
In a building you can store any number of items found in dungeons. However, whenever you leave a dungeon (worth 2d6 x 10 Coins in the town) (Damage +2 until the end of the fight) (+2 HP)
roll a die. If it drops a number greater than the building's Defense value, a random item has been stolen. Salamander Potion [Weapon] of Destruction
4 [Roll in the "Weapon" table]
It is possible to build on top of another building, spending only the difference in cost. (Recovers lost arm) (Deals +2 damage)
Master key [Weapon] of the Dragon
5 [Roll in the "Wonders" column]
Table: Buildings (Open any door) (Ignores the effect Firebreath)
- Politics - 5 You see the Cursed Ogre (20 HP; 7 Damage) destroying all the furniture in the room.
6 In the center of the room is a huge and scary Dragon (28 HP; 7 Damage; Firebreath).
The world is ruled by Lords and Kings. Each City has a Lord and each Fortress has a King. Cities up to 3 hexes
away from a Fortress of the same race are considered Vassals, that is, they are under the control of the King.
Table: Armor Table: Weapon
Nobles can own Palaces or Castles but have very little influence politics.
In-game, you can purchase these titles with Advanced Classes and building Buildings. When that happens you 1d6 Armor 1d6 Weapon 1d6 Weapon
can enter the politics of the realms. To bring a lord or king to your side, you need to go to the city or fortress and 1 Ring (0 HP) 1 BBQ Stick (1d6-2 Dmg) 3-4 Spear (1d6+1 Damage)
roll a die. See the Affinity table below. If you get an equal or higher number, you got the affinity of this one, if not,
2 Bracelets (2 HP) 2 Machete (1d6 Damage) 5-6 Lance (1d6+2 Damage; Two-handed)
he became your enemy. If you are a Lord and that city is within 3 hexes of your building, passing this test you have
made him your Vassal. 3 Boots (3 HP)
4 Shoulderpads (3 HP)
Table: Political Affinity 5 Helm (4 HP)
City/Fortress 6 Breastplate (10 HP)
Your Race
Human Dwarf Elf Gnome Goblin Orc
Human 4 5 5 5 5 7
Dwarf 5 4 6 5 6 8
Elf 5 6 4 5 6 7
Gnome 5 5 5 4 5 7
Halfling 4 4 4 3 4 5
Pixie 5 6 5 5 5 7
Slimeman 5 5 5 5 5 5
Dragonkin 5 6 6 5 4 4
Goblin 5 6 6 5 4 5
Orc/Ogre 7 8 7 6 4 4
Others... 5 6 5 5 5 6
42 23
- The Graveyard - - Training Animals -
Write down the characters that died trying to explore these dungeons: You can train an animal to follow you on your adventures. To train one of the animals below, you will
have to first go to the appropriate terrain. This land must be empty (no location) and have at least 2
Name Dungeon Cause of Death lands of the same type adjacent to it. Once there, spend 4 provisions and roll a die. If a number equal
to or greater than the animal's “Dif”, you managed to train it.
You cannot have more than 3 animals. Only one of these can be a mount.
T a b l e : D o m e s t i c at e d A n i m a l s
Animal Dif Terrain HP Dmg Ability
Cat 3 Plain or Forest 2 1 None.
Dog 2 Plains 3 2 In the dungeon, it doesn't allow you to Move in Silence.
Snake 4 Any 2 1 Attack deals Poison.
Raven 4 Swamp or Tundra 2 1 If you die, roll a die. If it's 4 or more, you come back.
Eagle 5 Mountain 3 2 You can open an extra hex with each move.
Owl 4 Forest 2 2 Can only spend 1 provision to traverse Forests.
Monkey 5 Forest 2 1 It can carry an extra item or use a weapon.
Goat 4 Mountain 4 3 You can only spend 2 provisions to cross Mountains.
Wolf 5 Forest or Tundra 5 3 None.
Polar Bear 5 Glacier 6 2 None.
Tiger 6 Forest 8 4 Cannot enter dungeons.
Mounts cannot enter dungeons and to train them requires 8 provisions. Alternatively, you can buy
mounts in a city that is on the appropriate terrain (and also has at least two of the same land adjacent
to it).
Table: Mounts
Mount Dif Terrain HP Dmg Ability Cost
Horse 3 Plains 10 1 For 1 provision you can move across 2 Plains. 50
Camel 2 Desert 8 1 Spend only 1 provision to move in Deserts. 30
Llama 3 Mountain 6 1 Spend only 2 provisions to move in Mountains. 70
Giant wolf 5 Forest 6 2 Spend only 1 provision to move in Forests. 80
Mammoth 6 Tundra 20 5 You spend 1 extra provision por hex. 500
Raptor 5 Swamp 6 3 Spend only 1 provision to move in Swamps. 100
Dolphin 5 Water 4 1 Moves only in water. 50
Griffin 6 Mountain 12 4 Spend only 1 provision for any land. 2000
24 41
- Hireling -
A Hireling is anyone who is willing to help you in exchange for money. Here we have a list of them with their
functions. You can only hire Hirelings in one city or fortress. You will pay your cost to face just one dungeon (you
can go back if necessary). In addition, you will have to pay for Provisions for each of them during the trip!
Hirelings can carry up to 20 provisions and 10 torches, but you will have to pay for them. You can give a
hireling equipment and weapons, but he won't give you back. Most can fight and hold the torch for you. Also, some
may provide different services during your journey.
The following tables show the hireling options depending on the city or fortress you are in.
- Expanded World -
Torchbearer 10 10 None and doesn't know how to fight. None
Mercenary 30 14 None. Club (1d6-2 damage)
T a b l e : H i r e l i n g - H u m a n F o rtr e s s
Hireling Cost HP Extra Service Equipment
Jester 30 17 Can clown. None
Burglar 40 14 Open locks without wasting torches. Dagger (1d6-1 damage)
Bodyguard 60 16 None. Shortsword (1d6 damage)
Minstrel 60 16 Can play music in combat (+2 damage). Mandolin (Two-handed)
Rent Wizard 80 14 Can cast 4 random Basic Spells. Staff (1d6-1 damage)
War Veteran 100 20 None. Longsword (1d6+1 damage)
T a b l e : H i r e l i n g - E lv e n C i t y
Hireling Cost HP Extra Service Equipment
Elf Ranger 30 11 Ignores Travel Events. Saber (1d6 damage)
Elf Soldier 60 13 Can cast 3 random Basic Spells. Staff (1d6-2 damage)
40
- Hexploring the World - - New Spells -
These rules allow you to play a new game mode. We Choose a hex to start with (we recommend starting T a b l e : N at u r e S p e l l s
recommend playing the basic mode before venturing with the center hex) and draw a symbol to represent
1d6 Spell Effect
out into the world. your first city. It will be a human city on a plain. Then
1 Natural Cure Recovers 12 HP.
finally, roll to see what the 6 neighboring lands will be
2 Vimes Leaves a monster without attacking for 1d6 turns.
Provisions (see table below).
3 Camouflage Can ignore an Event generated in a forest or swamp territory.
Your character starts with 20 provisions and can walking around 4 Create Food Creates 2d6 Provisions.
buy more in any city by paying 1 coin per Provision, up 5 Summon Wolf Summons a Wolf (4 HP; Damage 2) to help you until the end of the fight.
to a maximum of 20. No one can carry more than 20 You move hexagon by hexagon. Travel time
6 Insect Rain Attack that deals 7 damage to all opponents.
provisions. Every day of travel consumes 1 Provision, depends on the type of terrain you are entering. In Plains
so this is also a resource that measures travel time. If it takes 1 day (consumes 1 provision) and in Mountains
3 days (consumes 3 provisions). Any other land type T a b l e : D e ath S p e l l s
you run out of provisions and you have to move, lose 1
HP for each provision needed. takes 2 days (consumes 2 provisions). It is not possible 1d6 Spell Effect
to move on water without a boat (see below). 1 Ethereal Body Until the end of the fight, all damage you take will be reduced by 1 point.
Drawing the Map When entering a hex, the first thing to do is 2 Absorb Soul After a fight, recover 5 HP for each monster killed.
determine the neighboring hexes. Roll one die in the 3 Banish the Dead Destroy any Undead that are in the same area as you.
To play this mode you will need a sheet with a Terrain table for each hex. After that, roll one more die
4 Fire of the Dead After a fight, you get 2 torches for every monster you killed.
hexagonal grid. You will make drawings and paint the for each hex to see if there is any location. If it lands on
hexagons to demarcate the locations and terrain types 5 Summon Skeleton Summons a Skeleton (4 HP; Damage 1; Undead) that will stay until you exit the dungeon.
6, there is a location and roll in the Location table on
there. 6 Awakening Summons 1d6 Skeletons (4 HP; Damage 1; Undead) to aid you until the end of combat.
the next page.
T a b l e : E l e m e n ta l S p e l l s
1d6 Spell Effect
T a b l e : T e rr a i n (H o t c l i m at e ) 1 Summon Elemental Summons an Elemental (3 HP; Damage 2) to aid you until the end of the fight.
Current terrain 2 Stone Armor Creates a piece of armor with 5 HP. It destroys itself after you leave the dungeon.
1d6
Plain Mountain Forest Swamp Desert Water 3 Cold Ray Deals 4 damage to one monster and it cannot attack next turn.
1 Water Desert Water Water Desert Water 4 Lightning Deals 6 damage to one monster.
2 Mountain Mountain Swamp Water Desert Water 5 Fireball Deals 5 damage to all monsters in the same room.
3 Forest Mountain Mountain Forest Desert Water 6 Collapse A dungeon room is completely destroyed with everything inside.
4 Plain Forest Forest Swamp Mountain Water
5 Plain Forest Forest Swamp Mountain Swamp Table: Advanced Spells
6 Plain Plain Plain Swamp Mountain Plain 2d6 Spell Effect
2 Insect Rain Attack that deals 7 damage to all opponents.
If your continent is in a cold or glacial zone, use the table below:
3 Open Portal You can open a temporary Portal. You don't know where it's going.
T a b l e : T e rr a i n (C o l d c l i m at e ) 4 Create Food Creates 2d6 Provisions.
Current terrain 5 Paralyze Leave all monsters in a room without attacking for 2 turns.
1d6
Plain Mountain Forest Glacier Tundra Water 6 Fly Can move through any land without spending any Provision and activate Event.
1 Water Tundra Water Water Water Water 7 Reload Mana Recovers 1 use of another spell.
2 Glacier Mountain Glacier Water Tundra Water 8 Magic Shield Once created, it can absorb 4 damage points. Can cast more than one.
3 Mountain Mountain Mountain Water Tundra Water 9 Stone Armor Creates a piece of armor with 5 HP. It destroys itself after you leave the dungeon.
4 Forest Forest Forest Glacier Tundra Water 10 Magic Blast Attack that deals 12 damage.
5 Tundra Forest Forest Glacier Mountain Glacier 11 Summon Elemental Summons an Elemental (3 HP; Damage 2) to aid you until the end of the fight.
6 Plain Plain Plain Glacier Mountain Plain 12 Ethereal Body Until the end of the fight, all damage you take will be reduced by 1 point.
26 39
T a b l e : A d v a n c e d C l a s s e s ( c o n t .) When revealing a hexagon, roll a die. If it's the number 6, there is a Location there. Then roll a die on the table
below.
Class Cost Requirement HP Ability
Paladin 200 Be a Knight or a Cleric. +3 Gain 3 uses of the Heal spell. T a b l e : L o c at i o n
Anti-Paladin 200 Be a Paladin +3 Gains 4 Death Spells but loses all Healing spells.
Land of the Location
Elementalist 300 Have a Fire and an Ice spells. +2 Gain 4 random Elemental Spells. 1d6
Plain Mountain Forest Water
Champion 300 Have cleaned 4 dungeons. +6 You don't need to spend money to recover.
1 Orc City Orc Fortress Goblin City Rocks
Knight 400 Be Noble. +2 Gain a Horse.
2 Goblin City Orc City Goblin City Rocks
Necromaster 400 Be Necromancer and killed a Lich. +4 Gain 4 random Death Spells.
3 Ruins Ruins Ruins It was nothing...
Assassin 400 Be a Thief and having killed a boss. +3 Deals 3 times damage on your first attack.
4 Human City Volcano Gnome City It was nothing...
Alchemist 400 Know 4 any spells. +2 Spending 50 coins makes 1 Health Potion.
5 Human City Dwarven City Elven City Reef
Arcane 500 Know 6 different Spells. +3 Gain 4 random Advanced Spells.
6 Human Fortress Dwarven Fortress Elven Fortress Reef
Lich 500 Be Necromaster and having died. +6 Gain 4 random Death Spells.
Lord 600 Having built a castle. +0 You can build a City. Land of the Location
King 1000 Having built a city. +0 You can build a fortress.
1d6
Swamp Desert Glacier Tundra
Emperor 6000 Have 1 fortress and 3 vassals. +0 Rule the world. 1 Orc City Orc City Thin Ice Orc City
2 Goblin City Oasis Thin Ice Ruins
3 Portal Oasis Thin Ice Ruins
4 Portal Oasis Thin Ice Ruins
5 Portal Portal Portal Portal
6 Human City Human City Portal Human City
City: In the city you can discover dungeons and Thin Ice: Upon entering this hex, roll 1d6. If it's 1
perform various actions (see below). you fell into the freezing water and died.
Fortress: Like the city but with more options. Volcano: It has a Volcanic Cave (Page 62).
Ruins: You can explore the ruins as if it were a Oasis: If you enter here, roll 1d6. If it's 4 or less, it
dungeon (see below). was a mirage. But if it's 5 or 6, you've found an Oasis
Reef: Upon entering, roll 1d6. If it's 1 your ship has (recover all lost HP).
run aground (lose 1 provision). If it's 3 or more you have Portal: You can enter the portal (see below).
found an Underwater Cave (page 62). Rocks: It is not possible to pass here.
Events on Travel
Whenever you enter a hex that doesn't have a location, roll 2d6. If it's 7 or more, nothing happened. If not, you
have found an Event. Check the result below:
Table: Eventos
Terrain Result 2 Result 3 or 4 Result 5 or 6
Water Kraken (50 HP; 10 dmg) 4 pirates (5 HP; 2 dmg; Loot) Storm (Move to a random hex)
Plain Wyvern (12 HP; 6 dmg; Firebreath) Orc (6 HP; 3 dmg; Loot) Heavy rain (loses 1 provisions)
Mountain Dragon (30 HP; 7 dmg; Firebreath) 2 Orcs (6 HP; 3 dmg; Loot) Avalanche (perde 2 HP)
Forest Troll (10 HP; 6 dmg; Regen) 1d6 Goblins (3 HP; 1 dmg; Explo.) Heavy rain (loses 1 provisions)
Swamp Moss Giant (20 HP; 2 dmg) Heavy rain (loses 1 provisions) Storm (Move to a random hex)
Desert Giant Worm (30 HP; 10 dmg) Sand Storm (loses 2 prov.) Sand Storm (loses 2 prov.)
Tundra Yeti (20 HP; 5 dmg) Blizzard (lose 2 provisions) Blizzard (lose 2 provisions)
Glacier Cracked Ice (You died!) Cracked Ice (You died!) Blizzard (lose 2 provisions)
* Creatures with Loot will have 1d6-1 coins.
38 27
- Cities and Fortresses - - Advanced Classes -
After exploring some dungeons, your character is no longer the same. And with all the money
When you are in a city or fortress you can do these Different cultures accumulated, it's time for him to become someone more important. Below you will find a list of
actions:
In addition to the options on the left, each city has Advanced Classes that your character can acquire. All require a cost of money, which reflects the
an extra action depending on the race of the location: work and disposition of teachers and resources for their training. Some Classes require some other
Rest: Spend 1 coin and recover all your Hit Points
requirement that you must follow. You can acquire as many classes as you like, you just cannot acquire
(HP) and spells consumed.
the same class more than once.
Fix: Spend 1 coin to recover all HP from an Human: Can eliminate a Curse or Cursed Iten for
armor. 200 coins.
Dwarf: You can buy a Lamp for 40 coins. With the Table: Advanced Classes
Buy: Spend 1 coin and add 1 torch or 1 provision.
You can only carry a maximum of 10 torches and 20 lamp you can use both hands in combat. Class Cost Requirement HP Ability
provisions. Elf: You can buy a pair of Elven Boots (2 HP) for Avenger 10 Having avenged the death of a relative +2 None.
Sell: You can sell any item in any city for 1 coin. 60 coins. With them you can only spend 1 provision to Ruthless 20 Have killed 10 Imps +1 None.
Magic items can be sold for 1d6-1 coins. If it is a move through forests. Goblinator 20 Have killed 20 goblins +0 Take -2 damage per Explosion.
Fortress, double this value. Gnome: You can learn a random Basic Magic for
Miner 20 Have survived two dungeons. +1 If run out of torches, can leave the dungeon.
Ask: You can ask where the nearest dungeon to 80 coins.
Gravedigger 30 Having lost another character. +0 Deals +2 damage to Undead.
town is (see below). Goblin: You can buy a Verdosa Potion for 30 coins.
Gladiator 30 Having fought in an Arena. +3 None.
Hire Boat: If you are in a city or fortress beside a When drinking roll a die. If it's 3 or more you regain all
your HP. If not you will be itchy for a whole day. Janitor 30 Killed all creatures from a Sewer +1 None.
water terrain, you can spend 1 coin and go on water
terrain. You will travel normally but once you enter non- Orc: You can buy an Orc Gladio (1d6+1 damage) Collector 30 Find all pieces of an armor +0 Sell a piece of armor for 5 coins.
water terrain you will leave the boat. for 70 coins. Hotep 30 Have killed 3 mummies +1 None.
Bugcatcher 30 Have killed 10 insects or arachnids +0 +1 damage against insects and arachnids.
Orcslayer 40 Having killed an Orc King or Leader +2 None.
Dragonslayer 50 have slain a dragon +3 None.
Affinity between Races Guard 50 Have killed at least 3 monsters. +1 None.
Helsing 50 have killed 2 vampires +0 +1 damage against Vampires and Ghouls.
If you are of any race that has an affinity for the city or fortress, you can enter and do city actions normally.
However, some places you will be banned from entering or trading. Schoolar 70 Have used a spell or scroll. +0 Earn 3 random Basic Spells.
Lumberjack 70 Having traveled through two forests. +1 None.
Table: Affinity Ghostbuster 80 Have killed 10 intangible beings +0 Can ignore Intangible on first turn.
City/Fortress Cook 100 Have spent 20 provisions on the road. +0 Gain 1 Provision per defeated monster.
Your Race
Human Dwarven Elven Gnome Goblin Orc Blacksmith 100 Ter tido uma armadura destruida. +1 Can recover an armor by spending 1 Torch.
Human Ok Ok Ok Ok Ok Not allowed Ambidextrous 100 Have killed 2 dungeon bosses +0 Can attack with 2 weapons (one in each hand).
Dwarf Ok Ok Not allowed Ok Not allowed Not allowed Mage 100 Know 3 basic spells. +0 Earn 4 random Basic Spells.
Elf Ok Not allowed Ok Ok Not allowed Not allowed Warrior 100 Have killed 1 dungeon boss +2 None.
Gnome Ok Ok Ok Ok Ok Not allowed Merchant 100 Have sold an item. +0 Can sell items for double the value.
Pixie Ok Not allowed Ok Ok Ok Not allowed Survivor 100 Having walked through two deserts. +4 None.
Catfolk Ok Ok Ok Ok Ok Not allowed Thief 120 Have opened at least 4 locks. +0 Does not waste torches when Opening Locks.
Rinoceroid Ok Ok Ok Ok Ok Not allowed Multidextrous 200 Be Ambidextrous +0 Can attack with every weapon you are using
Lightbugster Ok Ok Ok Ok Ok Not allowed Noble 200 Talk to the King of a Fortress. +0 Can build a castle in an empty region.
Slimeman Ok Ok Ok Ok Ok Ok Cleric 200 Having faced an undead. +1 Get 2 uses of the Heal spell.
Dragonkin Ok Not allowed Not allowed Ok Ok Ok Druid 200 Have passed through 6 forests. +0 Earn 4 random Nature Spells.
Goblin Ok Not allowed Not allowed Ok Ok Ok Necromancer 200 Have used Cold Ray spell +0 Earn 4 random Death Spells.
Orc/Ogre Not allowed Not allowed Not allowed Not allowed Ok Ok Bard 200 Have passed through 3 cities. +1 Gain 3 uses of Paralyze advanced spell.
28 37
- Prohibited Races - Finding dungeons or another City or Ruins, go clockwise to the next hex
until you find land that has no location and isn't water.
These races were ideas of users of the facebook group and have no description other than their own name. Unlike the basic mode, dungeons around a city are The dungeon you will find will depend on the result
Use them at your own risk. limited and you have to explore new cities or discover in the table below.
Roll two dice in order and compare the results in the first two columns: hidden dungeons around the world. When you arrive in Also, a Fortress may have an extra dungeon to be
Table: Races th at s h o u l d n ' t e x i s t a town, you can go to the tavern and ask about nearby explored. Roll a die, if it lands 3 or more it has Sewers
dungeons. If you don't already have a dungeon in any (page 46) under the fortress.
1d6 1d6 Race HP Ability
adjacent hex, roll 1d6. Count each side of the hexagon
1 Steambot 18 No need to consume Provisions.
starting at the top clockwise. In this hexagon there will
2 Capivoraz 16 Start the game with 20 coins.
be a dungeon (draw on the map). If the hex has Water
3 Blankin 20 It has two uses of the Lightning spell.
1
4 Lobisoide 20 When you destroy doors, you can attack first. Table: Dungeon Type
5 Tri-kri-kri 12 It has 4 arms and consumes only 1 provision in deserts.
Dungeon Terrain
6 Gnoblin 5 You can say it's a gnome or a goblin. 1d6
Plain Mountain Forest Swamp Desert Tundra
1 Sandboy 7 It can pass through locked or trapped doors without activating it.
Palace Crypt Tomb Crypt Prison Prison
1
2 Dolphmen 11 Can move on water terrain. (Page 12) (Page 14) (Page 16) (Page 14) (Page 22) (Page 22)
3 Geckoid 10 When Silent Move, roll two dice and discard the smaller one. Crypt Sanctuary Temple Tomb Palace Palace
2 2
(Page 14) (Page 18) (Page 20) (Page 16) (Page 12) (Page 12)
4 Smart Zombie 8 You can play dead and run away from combat.
Tomb Prison Palace Sanctuary Sanctuary Crypt
5 Half-god 30 Lose 3 HP whenever 1 on your damage die. 3
(page 16) (Page 22) (Page 12) (Page 18) (Page 18) (Page 14)
6 Minotaurion 24 Can attack with its horn (1d6 damage). Sanctuary Citadel Ziggurat Temple Temple Tomb
4
1 Fire-folk 10 It is immune to Firebreath. (page 18) (Page 48) (Page 52) (Page 20) (Page 20) (Page 16)
2 Water-folk 10 Can pass through locked doors. Temple Mine Laboratory Prison Pyramid Ziggurat
5
(Page 20) (Page 62) (Page 54) (Page 22) (Page 50) (Page 52)
3 Earth-folk 20 None.
3 Prison Cave Cave Necropolis Pyramid Ziggurat
4 Air-folk 10 Ignore all traps. 6
(Page 22) (Page 62) (Page 62) (Page 56) (Page 50) (Page 52)
5 Frogoid 20 You can hold torch with your tongue.
6 Doggo 18 Cannot wear armor.
You can add more cool names for the dungeon. Roll 3d6 on each column and join the result with the Dungeon
Type to form its name. Use this combination: [Part 1] + [Dungeon Type] + [Part 3] + [Part 4].
1 Vampirim 18 Restores HP when killing monsters (gains 1 HP per dead monster).
2 Doggie 8 You can only pick things up with your mouth.
3d6 Part 2 Part 3 Part 4
3 Ponão 21 Only get along with Centaurs and Dwarves.
4 3 The Sacred ... ... of the Hevenly ... ... Angels
4 Martian 4 Starts with a Laser Gun (1d6+5 damage).
4 The Pale ... ... of the Sacred ... ... Statues
5 Half-Goat 18 Spend only 1 provision to move in Mountains.
5 The Deceitful ... … of the Lucky ... ... Serpent
6 Shapeshifter 16 You can gain the Ability of a race you have encountered in play.
6 The Bloody ... … of the Bloody ... … Road
1 Keyroz 17 If you land 1 on the damage die, you teleport to the militia lawyer's farm.
7 The Sinister ... … of the Gloomy ... … Sadness
2 Olavoides 17 See everything in red color. Hates the color red.
8 The Misty ... … of the Dark ... … Vale
3 Mimiminion 17 You can only wear yellow armor. Obey any soldier or guard (and be happy).
5 9 The Secret ... … of the Ethernal ... … Silence
4 Sereia reversa 20 Smells like fish.
10 The Lost ... … of the Dead ... … King
5 Jenypher 16 It has 4 arms, is bald and can pass for a goblin or gnome.
11 The Cursed ... … of the Frost ... … Queen
6 Coutim 18 Can ignore combat with creatures with Loot, and still keep them.
12 The Abandoned ... … of the Flaming ... … Horror
1 Levent 15 You can skip travel events.
13 The Evil ... … of the Night ... … Death
2 Aesir 20 It is immune to weather effects
14 The Grimy ... … of the Radiant ... … Path
3 Fira 16 Can use its own light instead of torch, but spends 2 HP for each use.
6 15 The Ruined ... … of the Raging ... … Sorceress
4 Mahok 28 Cannot wear armor.
16 The Twisted ... … of the Unlucky ... ... Soldier
5 Tailox 16 When you roll to Find Secret Passages, roll two dice and discard the lowest.
17 The Stinky ... ... of the Feathered ... ... Hound
6 Juban 21 They cannot move in silence.
18 The Demonic ... ... of the Demonic ... ... Hell
36 29
Getting money Fighting in The Arena: The great sport in Exotic Races Monstrous Races
fortresses is the Arena! If you are in a Fortress you can
It may happen that you end up with no money, choose to fight in the gladiator arena. You never know These are races that came from some distant These people are seen as monsters by all civilized
torches or provisions. In this case you can try to get who your opponent will be when you decide to enter continent. When playing with one of them, you start out peoples. You start the game in an Orc or Goblin town
money in the city in different ways. the arena. If you win you get 20 coins, if you lose your in a water territory surrounded by water territories. You in a Mountain or Forest territory (respectively).
character died. are on a boat.
Hard work: In a city you can spend a few years
Goblin: Goblins live in packs and besides enjoying
working hard to get more money than your daily bread. Table: Arena Champion Rinoceroid: They live in big cities in the distant playing with explosives, they have a great tendency to
Permanently lose 1 HP and gain 1d6+1 coins.
3d6 Arena Champion savannas. Some do not adapt to this life and prefer to spontaneously explode. Their cities are big, made of
3 The Reaper (30 HP; 6 dmg; Deathtouch) go out into the world in search of adventure. hollow tree trunks and dirt.
Gamble: In some corner there may be people
4 The Rock (50 HP; 4 dmg; Stoneskin) Samambro: Plant-like beings live peacefully in Orc: Orcs live in large heavily militarized cities.
to bet more than bread crumbs. In a city or fortress
5 Giant Worm (30 HP; 10 dmg)
small communities in a distant jungle. They don't cause They have a great sense of hierarchy and will impose
spend 1 coin and roll a die. If you drop 6 you get 5
war and prefer to listen to music and tell jokes. their laws on everyone.
coins, but if you drop less you get nothing. If you don't 6 Green Ogre (23 HP; 11 dmg)
Corvino: They have no cities and live in isolated Centaur: In the past, centaurs banded together
have money, you can bet your life. If you drop less 7 War spider (18 HP; 5 dmg; Poison)
huts in distant swamps. Some end up traveling in to destroy civilizations just for fun. Until the arrival of
than 6 someone kills you or sends you to work as a 8 Barbarian in loincloth (16 HP; 7 dmg)
search of wealth and fame. humans, when they lost to the competition. The few
slave in some lost mine, but if you drop 6 you stay 9 Ogre & Goblin (30 HP; 6 dmg; Weakness) Patovsky: They live in a great nation built on a who still live have allied themselves with orcs and
alive and earn 5 coins.
10 Gladiator Orc (7 HP; 4 dmg) great civil war. Some travel the world looking to find goblins, and some of them even rule goblin cities.
11 Gladiator Goblin (4 HP; 2 dmg; Explosivo) political allies. Fungoid: All Fungoid originates in a single city:
Thug Life: You can steal money from travelers. In
12 Furious Dwarf (9 HP; 4 dmg) Pandakhan: Conquerors and territorialists, these Fungopolis. A mega underground city so hidden that
a city roll 2d6 and in a fortress roll 3d6. Compare the
13 Berserker Elf (8 HP; 3 dmg) people have already conquered half of the continent few people know where it is. After leaving there, a
result with the table below.
where they live. Some travel the world in search of Fungoid looks for another civilization to live with, and
14 Bronze Sentry (20 HP; 6 dmg)
becoming a new great emperor of the place. they usually ally themselves with goblins and orcs.
Table: Stealing from Travelers 15 The Masked Warrior (20 HP; 9 dmg)
Sharkin: They live in big underwater cities in the Ogre: Big and dumb. They cannot form a simple
Xd6 What happened... 16-18 Ogre in thong (22 HP; 7 dmg)
middle of the ocean. They have a very closed society sentence and can be fooled by the dumbest goblin.
You went to rob an adventurer but he saw you and do not allow anyone to enter or leave. Only criminals They usually live with goblins and orcs in their cities,
2-4
and killed you right away!
are exiled and sent to the surface. providing services of all kinds.
You got caught by the guard and ended up in
Dragonkin: No one knows how they come
jail. To try to escape you will lose 1d6 HP in the
5-7
process. If you are still alive, you have fled (and about, but sometimes they come from dragon eggs
will no longer be able to enter this city). abandoned by the female. With no way out, they end up
8 You managed to steal 2 coins. allied with the orcs where they live in their cities. Some
9 You managed to steal 5 coins. goblins worship them as gods.
10 You managed to steal 7 coins.
11-12 You managed to steal 10 coins.
13-14 You managed to steal 20 coins.
15 You managed to steal 1 Crypt Treasure!
16 You managed to steal 1 Sanctuary Treasure!
17-18 You managed to steal 1 Palace Treasure!
30 35
- New Races - - Ruins -
Instead of rolling a race on the base table, you can choose one of these tables below: Upon reaching a Ruins hex, you must roll 2d6 and refer to the table below according to the Ruins terrain. The
result will be a kind of dungeon found there.
Table: Uncommon Races
1d6 Race HP Ability Table: Dungeon Type
1 Lightbugster 16 You start with 3 uses of the Light spell. Ruins Terrain
2d6
2 Pixie 8 You start the game with 5 random Basic Spells. Plains Mountain Forest Tundra
3 Slimemen 10 If you engulf the body of an enemy, you regain all HP. 2-4 Cave (Page 62) Cave (Page 62) Cave (Page 62) Cave (Page 62)
4 Pumpkinkin 16 You start with 3 uses of the Vimes spell. 5-7 Palace (Page 12) Crypt (Page 14) Tomb (Page 16) Prison (Page 22)
5 Cat-person 19 You can sell equipment in the town for twice the price. 8-9 Laboratory (Page 54) Citadel (Page 48) Laboratory (Page 54) Ziggurat (Page 52)
6 Half-Human 20 Roll a new race and use the advantage of that. 10-11 Pyramid (Page 50) Mine (Page 62) Ziggurat (Page 52) Necropolis (Page 56)
12 Entrails* (Page 58) Mega Dungeon* (Page 60) Entrails* (Page 58) Mega Dungeon* (Page 60)
Uncommon Races
Slimemen: A legend tells that they live in big cities Dungeons marked with an asterisk (*) are unique dungeons. Once you put it on your map it can't appear again.
These are beings who live on the same continent in the clouds, but one day there was such a heavy rain If so, roll the dice again.
but have no cities or empires. They live among humans that they rained on the land. No slimeman remembers
and other common races. You start in any human city any of this and doesn't know where they came from.
on the map.
Pumpkinkin: These beings are born every time a
Lightbugster: The original lightbugster lived in swallow lays an egg on top of a pumpkin patch. They
- Portals -
large forests until they were exterminated by centaurs, are clumsy and live up to 5 years. During exploration you can find portals all over the world. When going through a portal there is no turning back
their archrivals. Today the lightbugsters are mixed and you will never know where you will end up.
among humans just waiting for the end of their species. Cat-person: These nomadic people usually live in When entering a portal, roll 3d6 on the table below. Once you've established where the portal leads, you don't
small communities and camp in isolated places. need to roll again.
Pixie: Pixies live hidden in forests. Some of them
end up getting pretty bored and decide to have suicidal Table: Going thr o u g h th e P o rta l
adventures.
3d6 What happened?
1d6 Race HP Ability 13 You are still in the same place but now whenever you reviel a Plain you find Water.
1 Goblin 3 If you roll 1 on the damage die, you explode. Dealing 5 damage to everyone in the room. You appeared in a city in the clouds where the Slimemen live. They are very nice and hospitable. If you want, they
14
open a new portal to send you back wherever you want.
2 Orc 21 None.
15 You appeared in a golden room with no doors. In the center there are 300 coins and on the back wall another Portal.
3 Centaur 19 Spend half of your provisions when moving around the map.
16 You went to Pesadelum (see below).
4 Fungoid 10 At any time, spend 1 provision and heal 1d6 HP.
17 You went to Candy World (see below).
5 Ogre 40 Cannot use potions, scrolls or wear armor. Deals +2 damage.
18 You went to Hell (see below).
6 Dragonkin 30 You start with 3 uses of the Fireball spell.
34 31
- Other worlds - Pesadelum Candy World
Make a new map, but just use the table below to Make a new map, but just use the table below to
Hell Underworld generate the terrain. You start on a Plain. Also use the generate the terrain. You start on a Caramel Plain. Also
Make a new map, but just use the table below to Make a new map, but just use the table below to Location and Events tables below. use the Location and Events tables below.
generate the terrain. You start on a Plain. Also use the generate the terrain. You start on a Swamp. Also use
Location and Events tables below. the Location and Events tables below. T a b l e : T e rr a i n T a b l e : T e rr a i n
1d6 Terrain 1d6 Terrain
T a b l e : T e rr a i n T a b l e : T e rr a i n 1 Sea of Blood 1 Milk Shake Sea
1d6 Terrain 1d6 Terrain 2 Forest of Impaled 2 Milk Shake Sea
1 Magma 1 Water 3 Plain of Thorns 3 Lollipop Forest
2 Magma 2 Water 4 Plain of Thorns 4 Marshmallow Mountain
3 Mountain 3 Mountain 5 Mountain 5 Caramel Plain
4 Plain 4 Swamp 6 Mountain 6 Caramel Plain
5 Plain 5 Swamp
6 Plain 6 Swamp Sea of Blood: If you land here you will take 3 T a b l e : L o c at i o n
damage and move to a random adjacent hex. 1d6 Location
Magma: If you enter this hex, you take 6d6 T a b l e : L o c at i o n Forest of Impaled: Horrifying. If you enter here,
1 Fortress of King Mandolate (enemy)
damage. There are no locations here. roll a die. If it's 1 you are catatonic.
1d6 Location 2 Chocolate City (enemy)
Plain of Thorns: Take 1 damage when entering
1 Dense fog (cannot pass through) 3 Chocolate City (enemy)
T a b l e : L o c at i o n this terrain.
2 Dense fog (cannot pass through) 4 Nothing. Just peanuts on the floor.
1d6 Location
3 Dense fog (cannot pass through)
T a b l e : L o c at i o n 5 Nothing. Just peanuts on the floor.
1 Demon City (like the Orc City)
4 Dense fog (cannot pass through) 6 Portal
1d6 Location
2 Demon City (like the Orc City)
5 Portal
1 Goblin Fortress
3 Demon City (like the Orc City)
6 Portal Table: Event
2 Goblin City
4 Portal
2d6 Event
3 Ruins
5 Portal If you encounter a land with Mist, you can spend 1 2 Caking (10 HP; 4 dmg; Regen)
4 Abandoned House (find 1d6-1 coins)
6 City of Survivors (Like Human City) provision to wait for it to dissipate. 3 Candy apple Soldier (10 HP; 2 dmg)
5 Portal
4 Marshminion (4 HP; 2 dmg)
Table: Event Table: Event 6 Survivors City (Like human city)
5 Marshminion (4 HP; 2 dmg)
2d6 Event 2d6 Event
Table: Event 6 Icing Rain (miss 1 provi.)
2 Infernal Baron (60 HP; 9 dmg) 2 The Death (30 HP; 3 dmg; Deathtouch)
2d6 Event 7+ Nothing happens...
3 Demon Lord (30 HP; 8 dmg) 3 Ghost (4 HP; 3 dmg; Intangible)
2 Dracolich (30 HP; D 8; Necro)
4 Demon (10 HP; 3 dmg) 4 Ghost (2 HP; 2 dmg; Intangible) If you defeat a monster, roll a treasure:
3 Tentacle (20 HP; D 6; Regen)
5 2d6 Imps (2 HP; 1 dmg) 5 Ominous fog (lose 1 provision)
4 1d6 Goblins (3 HP; D 1; Explo.)
6 Fire rain (lose 3 HP) You have found the soul of an ancient dead adven- Table: Treasure
turer. If you want to help him, roll 1d6. If its 6 his 5 Temporal distortion (move to random 1 hex)
7+ Nothing happens... 6 soul will follow you and resurrect when he returns 2d6 Treasure
to the world of the living. But if it's 5 or less his 6 Temporal distortion (move to random 1 hex)
1 100 chocolate coins (worth 1 coin)
soul will go to hell. 7+ Nothing happens...
If you defeat Demon Lord or Infernal Baron, you'll 2 Strawberry Flavor Life Potion (recovers all HP)
encounter 1d6 Magic Items (roll on the table on page 7+ Nothing happens...
3 Easter Egg (Roll a treasure from a Palace)
23). If you defeat the Tentacle, you will find a Dream
If you defeat Death you can go back to any world 4 Marshmellow Boots (5 HP)
With the death of the Infernal Baron, a Portal is Potion (If you drink it you can reverse your HP number,
you like (in any hex you like). trading the Ten value with the Unit). 5 Gum Bullet Helmet (9 HP)
opened in place of his body.
6 Giant Lollipop (Weapon; 1d6+2 damage)
32 33