Crypts of Obscurum v1.5

Download as pdf or txt
Download as pdf or txt
You are on page 1of 108

For questions, comments and concerns please contact us at ohhigames@gmail.

com

A massive thank you to everyone that made this possible!

1
crypts of obscurum
A Doomed Tale of Dungeon Descent for 1-3 Players

Written and designed by:

Daniel Cortes

Cover art by:

@fendiedaywalker

Various art by:

@sz_illustrations
@serpentchron
@leonardartwork
National Gallery of Art

© Copyright Oh Hi Games - 2022

2
Introduction ............................................................. 5 A Moment of Clarity - 2♠.................................... 36
Attributes ..................................................................6 Roots Below - 3♣ ................................................ 37
Creating a Character ................................................ 6 The Haunting - 3♥............................................... 38
Templar .....................................................................7
Bone Halls - 3♦ ................................................... 39
Cutthroat ..................................................................9
Triplicate - 3♠...................................................... 41
Occultist................................................................... 11
The Festering - 4♣ ............................................... 42
HP and Sanity Multiplayer Scaling ................... 13
Infernal Invocation - 4♥ ..................................... 43
Starter Weapons .................................................... 13
Threnody - 4♦ .................................................... 45
Weapon Abilities ............................................... 14
Magick .................................................................... 16 Altar of Blood - 4♠ ............................................. 47

Pandaemonium Table ........................................... 17 Observers - 5♣..................................................... 48

Misfire Table ........................................................... 17 Gnashing - 5♥ ...................................................... 49


Sanity Table ........................................................... 18 Ancient Oak - 5♦ ................................................ 50
Invokation Table .................................................... 18 Entombed - 5♠ .................................................... 51
Item and Loot Tables ............................................. 19 Pit of Fools - 6♣ .................................................. 52
Provisions - 1d12 ................................................... 19
The Starved - 6♥ ................................................. 53
Treasure - 1d12 ....................................................... 20
The Scythe of Time - 6♦...................................... 54
Alkemist’s Brew Table ............................................ 21
Fire and Bone - 6♠ .............................................. 55
Legendary Weapon Generator ............................. 22
Gravesite - 7♣ ...................................................... 56
Combat ................................................................... 24
Astral Doorway - 7♥ ........................................... 57
Actions ..................................................................... 24
Statuses and Ailments ........................................... 26 Lair of the Collector - 7♦ .................................... 58

Statuses ................................................................... 26 Lair of the Vampyr - 7♠...................................... 59

Ailments ................................................................. 27 The Chained - 8♣ ................................................ 61


Resistances, Weaknesses, and Immunities ......... 27 Funeral Pyre - 8♥ ................................................ 63
Armor ..................................................................... 27 The Laughing Man - 8♦ ...................................... 65
Death, and its Consequence .................................. 28
Ancient Automata - 8♠ ...................................... 66
Item Sharing and Cooperation.............................. 28
The Alkemist - 9♣................................................ 67
Room Sample .......................................................... 29
Mirror in the Dark - 9♥ ...................................... 68
Example Room - [Card Suit]................................... 29
Sordid Gloom - 9♦ .............................................. 70
Dungeon Layout .................................................... 30
Storm of Souls - 9♠ ........................................... 71
Rooms ..................................................................... 30
�HALT, TRAVELER!� ......................................... 31 A Barter in Blood - 10♣ ...................................... 72

Crypt Entrance ....................................................... 32 The Forge - 10♥ .................................................. 73

A Brief Respite - 2♣ ................................................. 33 The Secret Library - 10♦ .................................... 75

A Moment of Peace - 2♥ ........................................ 34 Heirloom - 10♠ .................................................... 77

A Welcome Sight - 2♦ ............................................ 35 Frostbite - J♣ ....................................................... 78

3
The Silent Lake - J♥ ............................................ 79

Glacial Rift - J♦ .................................................... 81

The Eternal Storm - J♠ ....................................... 83

Oculist’s Conundrum - Q♣ ................................ 84

The Titans of Arthandur - Q♥ ........................... 86

Forsaken Paths - Q♦ ........................................... 88

The Flesh Shepherd - Q♠ ................................... 90

Progeny of Rot - K♣ ............................................ 92

Fractured Passage - K♥ ..................................... 93

The Summoner - K♦ .......................................... 94

The Gate - K♠ ......................................................96

Boss - A♣ .............................................................. 98

Boss - A♥ .............................................................. 99

Boss - A♦ ............................................................ 100

Boss - A♠ ............................................................ 101


The Final Room ................................................ 102
Character Sheet ................................................ 106

4
Introduction
Crypts of Obscurum is a pen and paper tabletop role playing game for 1-3 players steeped in a dark fantasy
setting. Players will encounter evil creatures, nefarious characters, and legendary weaponry on their quest
to destroy Mornoth before his ascension to godhood.

What You Need to Play

To play Crypts of Obscurum, players require the following:

- Printed character sheets


- Writing utensils
- Access to the Rooms List during play
- A standard RPG polyhedral dice set (preferably two sets with different colors)
- A standard playing card deck
- Printed reference sheet for game assistance

With all this gathered, read the following guide to understand how you can get started playing your first
game. For clarifications on any difficult situations, check the back of this rulebook for FAQs and unique rules
cases.

Important Notes

There are a few rules that must be upheld at all times during the course of play:

- If normally you could perform something, but another rule specifies that you cannot, the rule
specifying you cannot takes precedence.
- If a rule cannot be agreed upon between players, they must roll a d6 and agree with the player that
wins this roll. This is to ensure gameplay continues without conflict. It’s important to have fun.
- When halving a result, always round up.
- It’s just a game, and it’s meant to be difficult. Not everyone can complete the dungeon in one try.

When the game requires an element to be randomly determined, players will often need to roll dice. When
instructed to roll, the notation is shown as XdY, where X is the amount of dice and Y is the type of dice.
Crypts of Obscurum uses a variety of dice, and sometimes dice even need to be added together.

Sometimes an event will require you to randomly determine a result, such as picking a random enemy. If the
distribution doesn’t fall neatly within a dice’s range, simply use a dice that is close, rerolling extra results
until one is determined.

Performing Attribute Tests

During the course of your game, you will encounter certain events that require you to test your abilities.

Tests are denoted as “make a ___ test [1dX]”. The blank will contain the attribute die used during the test. The
X denotes the target number needed to pass. For example, if performing a Guts test, first roll the die in
[brackets]. The result is your number to match or beat. Then, you will roll the dice allocated to your attribute
(i.e. 1d8) and add any modifiers if applicable. If you score equal to or higher than the target number, it
succeeds. If you roll under, or your attribute cannot possibly roll that high, you fail.

These tests will often determine your fate in the darkness of the cryptic depths.

5
Attributes
Before getting into character creation, it is important to learn about attributes. All characters have four
attributes: Guts, Skill, Insight, and Resolve:

Guts: This attribute determines your strength, overall brawn, and your ability to resist fear.

Skill: This determines your dexterity, speed, and overall stealth.

Insight: This governs your attunement to arcane magicks, diplomacy, and wisdom.

Resolve: This determines your ability to resist damage and bodily afflictions.

Attributes are used to perform tests, make combat actions, and determine certain rolls. When performing a
test or an attribute roll, always add your bonus (+/-) to the result. Some effects care about whether the result is a
natural result, or the highest possible natural result on a die. Attribute bonus totals can never exceed +4. Also,
attribute detriments can never exceed -4, and they can never reduce the rolled result to be less than 1.

Creating a Character
Follow the steps below in order before beginning your first game of Crypts of Obscurum. First, select one of
the following classes below. Then proceed to their respective section for backgrounds, passives, etc.

Templar
Templars are holy warriors that employ brute force and divine magicks to smite evil. If you are righteous of
heart, loathe evil, and are true to the eight gods, select this class.

Cutthroat
To be a cutthroat is to be hatred itself. A scoundrel of the lowliest variety, these shady characters often strike
when it is most opportune, though not when it is honorable. If this sounds like your walk of life, choose this
class.

Occultist
Studying in the remote regions of the world, occultists are recluses that devote themselves to dark magicks.
Often driven mad by divine, otherworldly creatures, these arcane fanatics revel in the slinging of powerful
spells. Choose this class if that sounds like you.

6
Templar
With Templar chosen, select one of the following backgrounds below. Each background comes with their
own spread of attribute bonuses, a unique action, and a passive ability. Unique Actions are feats only your
background can do in combat. Mark all the chosen info on your character sheet:

Predicant
Predicants are holy warriors that seek justice for the feeble.
Guts Skill Insight Resolve

+1 +1

Passive: Selfless - If an enemy would target an ally, you may have them target you instead.

Unique Action: Caretaker’s Grace - Heal yourself or one target character by 1d4.

Zealot
Rage and anger are but tools to the zealot. Fueled by pain and wounds sustained in battle, zealots can deal
extreme amounts of damage while putting themselves in harm's way.
Guts Skill Insight Resolve

+2

Passive: Crimson Vision - While you have less than half your maximum HP, your weapons deal +2 damage.

Unique Action: Blind Rage - You may make up to two Attack actions this turn. If you do, you lose 2 sanity.

Pilgrim
A journeyman that has walked the earth, weathered by strife and lasting passage.
Guts Skill Insight Resolve

+2

Passive: Wanderer - You have 1 armor if you are not wearing armor.

Unique Action: Aspect of the Aldabra - Until your next turn, make note of all damage you receive. At the
start of that turn, you may deal that amount of physical damage to one target.

Allocate Attributes

Now that you’ve chosen a background, you will distribute the following dice amongst your attributes: 1d12,
1d8, 1d6, and 1d4. On your character sheet, you will decide which attribute is assigned to the dice.

For example, if you’ve chosen a Zealot Background, you’re going to rely on your Guts often. So, it may be best
to assign the 1d12 to that attribute, giving you a chance to roll high. Followed by 1d8 to your Resolve, 1d6 to
your Skill, and 1d4 to your Insight.

When making tests, you will always use the allocated dice. If the test is impossible, you automatically fail.

7
8
Cutthroat
With Cutthroat chosen, select one of the following backgrounds below. Each background comes with their
own spread of attribute bonuses, a unique action, and a passive ability. Unique Actions are feats only your
background can do in combat. Mark all the chosen info on your character sheet:

Knave
Born in the shadows was the knave, a thief with an uncanny proficiency in burglary.
Guts Skill Insight Resolve

+1 +1

Passive: Slinking Greed - While rolling on the provisions, treasure, or legendary weapon tables, you may
reroll a result once.

Unique Action: Thievery - Make a contested Skill roll against an enemy. On a success, roll on the provisions
table. Do this only once per enemy per combat.

Deadeye
A nimble, deadly, ranged weapon specialist.
Guts Skill Insight Resolve

+1 +1

Passive: Ranged Mastery - When making Ranged Attack rolls, you may reroll results of 1.

Unique Action: Scattershot - Perform this action only if you have a Ranged weapon equipped. Make a
contested Skill roll. On a success, deal physical damage to each enemy equal to your Skill bonus.

Miscreant
A lowlife scum that takes pride in striking enemies down at their most vulnerable.
Guts Skill Insight Resolve

+2

Passive: Cloak of Night - When making an action while hidden, you may roll two dice and keep the higher
result.

Unique Action: Critical Strike - Make an Attack roll against an enemy that has less than half max health.
On a success, that attack deals +3 damage and you lose 1 Sanity.

Allocate Attributes

Now that you’ve chosen a background, you will distribute the following dice amongst your attributes: 1d12,
1d8, 1d6, and 1d4. On your character sheet, you will decide which attribute is assigned to the dice.

For example, if you’ve chosen a Miscreant Background, you’re going to rely on your Skill often. So, it may be
best to assign the 1d12 to that attribute, giving you a chance to roll high. Followed by 1d8 to your Insight, 1d6
to your Resolve, and 1d4 to your Guts.

When making tests, you will always use the allocated dice. If the test is impossible, you automatically fail.

9
10
Occultist
With Occultist chosen, select one of the following backgrounds below. Each background comes with their
own spread of attribute bonuses, a unique action, and a passive ability. Unique Actions are feats only your
background can do in combat. Mark all the chosen info on your character sheet:

Ritualist
These masters of magick have doomed their souls to their infernal masters in exchange for arcane prowess.
Guts Skill Insight Resolve

+2

Passive: Lunacy - While you have less than half your maximum Sanity, spells you cast deal +2 damage.

Unique Action: Behold the Beyond - You lose 1d4 HP and gain that much Sanity.

Thaumaturge
A powerful and deadly battlemage, the thaumaturge is a master of influencing the body and its form.
Guts Skill Insight Resolve

+1 +1

Passive: Transubstantiation - When casting a spell that deals damage, you may change all damage it would
deal to one of the following types: energy, flame, or frost.

Unique Action: Imbue Weapon - Spend 1 Sanity and choose an equipped weapon. For the next two rounds,
that weapon ignores enemy resistances and deals +1 damage.

Oracle
A noble scholar, oracles seek to empower knowledge above all.
Guts Skill Insight Resolve

+1 +1

Passive: Sage - If you would lose an amount of Sanity, roll 1d6. On a 5+, you regain that Sanity.

Unique Action: Precognition - Roll 1d8 and store the result. Until end of combat, you may replace any die
roll with the stored result. You may only have one stored result at a time.

Allocate Attributes

Now that you’ve chosen a background, you will distribute the following dice amongst your attributes: 1d12,
1d8, 1d6, and 1d4. On your character sheet, you will decide which attribute is assigned to the dice.

For example, if you’ve chosen a Ritualist Background, you’re going to rely on your Insight often. So, it may be
best to assign the 1d12 to that attribute, giving you a chance to roll high. Followed by 1d8 to your Skill, 1d6 to
your Resolve, and 1d4 to your Guts.

When making tests, you will always use the allocated dice. If the test is impossible, you automatically fail.

11
12
HP and Sanity Multiplayer Scaling
Next, you will determine your Health Point (HP) and Sanity Point (SP) levels. For a single player game, your
starting stats are 40HP and 15SP. For a two player game, each character’s starting stats are 25HP and 12SP.
For a three player game, each character will start with 20HP and 10SP.

Starter Weapons
Next, you will choose your weapons. Select two weapons from the following list and note them on your
character sheet. You may choose two of the same weapon if you wish, though it will not provide any bonus.

Glaive - Melee - Sword - [G] - 1d6 physical


Reliable

Bardiche - Melee - Polearm - [G] - 1d6 physical


Piercing

Zweihander - Melee - Sword - [G] - 1d8+1 physical


Two-handed

Dagger - Melee - Dagger - [S] - 1d4 physical


Concealed

Flanged Blade - Melee - Sword - [G] - 1d6 physical


Rending

Arbalest - Ranged - Arbalest - [S] - 1d4 physical


Rapid

Buckler - Melee - Shield - [R] - 1d4 physical


Guarding, bulky

Gnarled Staff - Melee - Staff - [I] - 1d6 physical


Enchanted

Force Conduit - Ranged - Conduit - [I] - 1d6 physical


Cryptic

Cudgel - Melee - Mace - [G] - 1d8 physical


Brutal, Unwieldy

With your weapon chosen, your character creation is complete. Consult the following for information as
needed or proceed to the Combat section to continue learning how to play.

13
Weapon Abilities
The following list explains the abilities that weapons may possess on their profiles. The abilities only apply to
you if the weapon is currently equipped.

Arcing
If you roll a Critical Attack with this weapon, deal 1d4 energy damage to up to one other enemy.

Blazing
If you roll a Critical Attack with this weapon, the target is also dealt 1d4 flame damage.

Borealic
If you roll a Critical Attack with this weapon, the target subtracts 1 from their next roll (to a minimum of
1).

Brutal
If you roll a Critical Attack with this weapon, the target also skips their next turn.

Bulky
You get -1 to Skill rolls.

Concealed
Attacking with this weapon while hidden gives it double damage for that attack.

Cryptic
If you roll a Critical Attack with this weapon, the target also becomes disoriented [4].

Cursed
Whenever you roll a 1 for Attacks with this weapon, you lose 1 sanity.

Enchanted
You get +1 to Magick casting rolls.

Exotic
If you roll an odd result on the Attack roll for this weapon, it deals +1 damage for that attack.

Guarding
You get +1 to your Resolve while defending.

Noxious
If you roll a Critical Attack with this weapon, the target also becomes afflicted.

14
Piercing
This weapon ignores Armor.

Rapid
You may make up to two Attacks with this weapon in a single turn.

Reliable
You may reroll Attack rolls of 1 for this weapon.

Rending
If you roll a Critical Attack with this weapon, it deals the maximum possible damage.

Sanctified X
This weapon deals +X damage to Living Dead, Demons, and Vampyrs.

Siphon
Each successful Attack made with this weapon restores 1d4 HP.

Sweeping
If you roll a Critical Attack with this weapon, the target is also knocked prone [4].

Temporal X
This weapon deals +X damage.

When you deal damage with this weapon, reduce X by 1. When X is reduced to 0 or less, this weapon fades
away and is discarded from your inventory.

Two-handed
You can’t have another weapon equipped while using this weapon.

Unwieldy
You get -1 to Attack rolls for this weapon.

15
Magick
Casting spells in Crypts of Obscurum is a dangerous task, as peering into the Tome of Obscurum takes its toll
on even the most weathered travelers. Each spell you cast drains 1 sanity point. Any character may cast any
spell during battle, but be wary of the risks: If you roll a 1 or less on your Magick roll, you must roll on the
Pandaemonium table. Below are the spells available for casting:

Fleshwarp
The target’s next roll must be made with your choice of the following die: 1d4 or 1d12.

Penumbra
A blanket of night envelopes the target. They get -1 to all rolls for 1d4 rounds.

Blackshard
A shard of cosmic frost is launched at your foe. The target is dealt 6 frost damage.

Putrid Needles
A flurry of hissing needles make their mark. Deal 1d4 toxic damage to the target. They become afflicted.

Darkfire
Black flames cascade from your hands. Deal 1d12 flame damage to the target.

Grasps from the Void


The target is overwhelmed by unseen demonic entities. They become grappled [5].

Cruel Inversion
If the target has armor, ignore it for 2 rounds. Any damage dealt to the target is increased by the armor
value instead.

Blood Lightning
The target is dealt 1d8+1 energy damage. Choose another target. They are dealt 1d6+1 energy damage.

Accursed Blade
All damage dealt by that target increases by +2 holy damage for 1d4 rounds.

Otherworldly Aura
The target is wrapped in an incandescent stillness. They gain 1d4 armor for 2 rounds.

Vile Cleansing
Remove up to one ailment from the target, but deal 1d6 toxic damage to them.

Whispers of the Damned


Taunting voices from beyond abjure and mock the target. They skip their next 2 turns.

16
Pandaemonium Table
If you roll a 1 or less on a Magick roll, you must use your Insight to see what occurs during the mishandling
of the infernal arcane:

Result Effect

5+ The spell simply fails.

The spell veers in a different direction. Resolve against another random enemy. If no
4
other enemy exists, resolve it against another random ally. If none exist, it fails.

3 The spell misfires, hitting a random ally. If none exist, resolve it against yourself instead.

2 The spell ruptures reality, exploding and dealing 1d10 energy damage to you.

1 or less Make a Sanity check.

Misfire Table
If you roll a 1 or less during an Attack with a ranged weapon, you must make a Skill roll on the table below
and resolve its effects:

Result Effect

5+ The ranged attack simply misses.

The projectile fires in another direction. Resolve against another random enemy. If no
4
other enemy exists, it targets another random ally. If none exist, it fails.

The attack ricochets, hitting a random ally. If none exist, resolve it against yourself
3
instead.

2 The attack ricochets, hitting you in the process. Resolve the attack against yourself.

1 or less Your weapon is misplaced or jammed. It can’t be used for 1d4 rounds.

17
Sanity Table
When asked to perform a Sanity Check, roll 1d20 on the table below and add your current Sanity:

Result Effect

15+ You keep your wits about you. No effect.

13-14 The fringes of your mind are tested. Lose 1d4 sanity.

11-12 You panic. The next die roll you make must be made with a 1d4.

9-10 You strike at phantom images. Deal damage to yourself with one of your weapons.

7-8 You feverishly peruse the Tome of Obscurum. Lose half your current sanity.

5-6 Your skills waste away. Remove one attribute bonus permanently.

Your mind sunders space, tearing a fabric in the borders of the real. Hurled through a
4 or less
channel of cascading gore, you and your allies immediately proceed to the Final Room.

Invokation Table
When performing an Invoke action, roll 1d12 on the table below to resolve its effect:

Result Effect

12 The Caretaker answers. You and your allies are healed 1d8 HP.

11 The Sower answers. You and your allies are cured of all ailments.

10 The Damned answers. All characters in battle lose 1d8 HP.

9 The Watcher answers. You and your allies get +1 to your next die roll.

8 The Eater answers. A random enemy skips their next turn and loses 1d4 HP.

7 The Wise answers. You and each of your allies regain 1d6 Sanity.

6 The Speaker answers. A random enemy becomes disoriented [4].

5 The Shaper answers. A random enemy becomes grappled [4].

2-4 Your prayer goes unanswered. No effect.

1 The void answers. You and your allies each lose 1d4 Sanity.

18
Item and Loot Tables
Refer to the tables below when instructed to roll on the provisions table, the treasure table, or the legendary
weapon table.

Provisions - 1d12

1d12 Provisions 1d12 Provisions

1 Rope 7 Throwing Knives x3

2 Wychbalm 8 Antidote

3 Rations 9 Greater Healing Flask

4 Torch 10 Loaded Die

5 Amethyst Fragment 11 Roll on the Alkemist’s Brew table

6 Healing Flask 12 Holy Symbol

Rope - Item
Spend this item and make a Skill test against an enemy. On a success, they skip their next turn.

Wychbalm - Item
Spend this item to remove one ailment other than affliction from one character.

Rations - Item
Spend this item to heal one character by 1d8 HP and restore 2 Sanity.

Torch - Item
Spend this item to deal 1d6 flame damage to one character. They become burned.

Amethyst Fragment - Item


Spend this item to restore 1d4 Sanity for one character.

Healing Flask - Item


Spend this item to heal one character by 1d8 HP.

Throwing Knives - Item


Spend this item and make a Ranged [S] Attack against an enemy. On a success, deal 3 physical damage
to them.

Antidote - Item
Spend this item to cure one character of affliction.

19
Greater Healing Flask - Item
Spend this item to heal one character by 1d12 HP.

Holy Symbol - Item


Spend this item to roll on the Invokation table.

Loaded Die - Item


Spend this item at any time to add or subtract 1 from the result of any die rolled.

Treasure - 1d12

1d12 Treasure 1d12 Treasure

1 Leather Armor 7 Ring of the Third Eye

2 Plate Armor 8 Fallen Crown

3 Starcharter’s Robes 9 Sigil of the Immutable

4 Demonbane Armor 10 Serene Droplet

5 Shroud of the Nonbeliever 11 Otherworldly Eye

6 Roll on the Legendary Weapon table 12 Caretaker’s Gift

Leather Armor - Armor [1]


-

Plate Armor - Armor [2]


You get -1 to Skill rolls.

Starcharter’s Robes - Armor [0]


Spells you cast that deal damage deal +1 additional damage.

Demonbane Armor - Armor [2]


While wearing this armor, you are lethargic. You are resistant to flame damage.

Shroud of the Nonbeliever - Accessory


You auto succeed on Hide actions.

Ring of the Third Eye - Accessory


Increase your maximum Sanity by 4. You may reroll results on the Pandaemonium table.

Fallen Crown - Accessory


You have resistance to holy damage. Weapons you wield have Sanctified 1.

Sigil of the Immutable - Accessory


While you have less than half your maximum health, you have +1 armor.

20
Serene Droplet - Item
Spend this item to permanently remove one trait from one character.

Otherworldly Eye - Item


Spend this item to permanently increase one attribute by +1.

Caretaker’s Gift - Item


Spend this item to restore one character’s HP and Sanity to maximum.

Alkemist’s Brew Table

When asked to roll on the Alkemist’s Brew table, roll 1d20 and add the following potion to your inventory:

1d20 Potion Name Potion Effect


Spend this item to make one character lose 2 HP at the start of the next 3
1 Solvent of Suffering rounds.
2 Quaff of Quietus Spend this item to change one character’s Skill to 1d20 for 3 rounds.

3 Mixture of Madness Spend this item to change one character’s Insight to 1d20 for 3 rounds.

4 Alcohol of Armature Spend this item to gain 2 armor for 1d4 rounds.

Intoxicant of Illusion Spend this item to summon an illusory ally with 5 HP that cannot make
5 actions. All enemies target that ally until it is destroyed.
6 Solvent of Searing Spend this item to cause one character to become burned.

7 Vial of Virulence Spend this item to negate one character’s armor for 2d3 rounds.

8 Liquid of Languish Spend this item to make a character’s next roll use a 1d4.
Concoction of
9 Spend this item to cause an enemy to become disoriented[6].
Confusion
Spend this item to cause one character to deal +2 additional damage with
10 Tincture of Tenacity attack actions for 2 rounds.
11 Ale of Aiding Spend this item to regain 2 HP at the start of the next 3 rounds.
Spend this item and choose an enemy. All attacks that target the chosen enemy
12 Tonic of Targeting automatically succeed for the next 1d4 rounds.
13 Infusion of Invisibility Spend this item to become hidden.

14 Brew of Brawn Spend this item to change one character’s Guts to 1d20 for 3 rounds.
Spend this item to deal 2 physical damage to a target for each item in your
15 Ferrofluid Flask inventory.
16 Elixir of Explosion Spend this item to deal 1d8 flame damage to all enemies.

17 Blend of Binding Spend this item to cause one character to skip their next two turns.

Synthesis of Salvation Spend this item to remove up to one ailment, status, or trait from one
18 character.
19 Remedy of Rage Spend this item to make up to two actions on your next turn.
Dissolution of Spend this item to duplicate any one item, weapon, or accessory in your
20 Duplication inventory.

21
Legendary Weapon Generator
When asked to roll on the legendary weapon table, refer to each table below and roll them in order and
make note of each result. Each table will provide a random component for your new weapon and also
provide a name from which you can draw the fearsome title of your unique armament.

Damage Type
1d6 Damage Type Name

1 Toxic Vile…

2 Energy Thundering…

3 Shadow Umbral…

4 Flame Scorching…

5 Frost Frigid…

6 Holy Divine…

Weapon Type (Types marked with a * are ranged weapons)


1d6 Weapon Type Name

1 Sword [G] … Blade…

2 Mace [G] … Bludgeon…

3 Arbalest* [S] … Ballistae…

4 Conduit* [I] … Channel…

5 Staff [I] … Stake…

6 Dagger [S] … Fang…

Weapon Damage
1d6 Damage

1 1d4

2 1d6

3 1d8

4 1d4+1

5 1d6+1

6 1d8+1

22
Weapon Abilities

Roll twice on the below table and apply the ability to your new weapon. If duplicate abilities are rolled,
simply reroll until two unique ones are applied.

1d20 Ability Name 1 Name 2

1 Temporal 4 … of Time and … … Erstwhile.

2 Arcing … of Lightning and … … Plasma.

3 Blazing … of Fire and … … Fervor.

4 Borealic … of Rime and … … Frost.

5 Brutal … of Ferocity and … … Brutality.

6 Concealed … of Sinister … … Enigma.

7 Cryptic … of Obscurity and … … Mystery.

8 Cursed … of Hexed … … Doom.

9 Enchanted … of Wychery and … … Lore.

10 Exotic … of Extrinsic … … Yonder.

11 Guarding … of Implacable … … Fortitude.

12 Noxious … of Festering … … Venom.

13 Piercing … of Biting … … Teeth.

14 Rapid … of Neverending … … Speed.

15 Reliable … of Balance and … … Craftsmanship.

16 Rending … of Shredding and … … Sundering.

17 Sanctified 2 … of Light and … … Blessing.

18 Siphon … of Bloodletting and … … Vampyrism.

19 Sweeping … of Martial … … Prowess.

20 Increase damage by +1. … of Strength and … … Power.

After rolling your abilities, you may now add your fearsome weapon to your inventory!

23
Combat
The dangers lurking in the undercrypt cannot be wholly avoided, some violence is necessary to bring you
closer to your final goal.

Combat in Crypts of Obscurum is organized into rounds. Each round is divided into phases, with each
participant taking their own turn. The battle round is organized as follows:

1. Start of Round
2. Player and Ally Turns
3. Enemy Turns
4. End of Round

The Start of each round is often a quick phase. If an effect instructs you to do something at “The start of the
round,” then it will trigger at this point.

The second phase is where players may perform their action on their turn, in any order they desire. If you
have any non-player allies, you also decide when their actions are performed. If any player is lethargic, they
instead must skip this phase and take their turn after the enemy has completed theirs.

When a player makes an action that has no target, you will often need to make a Contested Test. To make
one, choose the enemy with the highest Combat Value (CV) die. For example, if facing two enemies, one with
CV(1d6) and another with CV(1d8), all contested rolls are made against the CV(1d8) until it is vanquished. If
targeting an enemy instead, the difficulty uses their respective CV.

The third phase is when all the enemy combatants will perform their actions. If multiple enemies are
present, then resolve them in order of least current HP to greatest current HP. In the event of any ties, the
players choose which goes first. On an enemy’s turn, simply roll the die indicated in their CV and resolve the
effect present on their statblock.

Enemy attacks often mention “you” or “you and your allies”. If you are playing multiplayer, the player it
affects is always the player with the most current HP. In the event of a tie, it affects the eldest player.

After all enemies have performed their actions, the round ends and a new round begins. Repeat this
structure until all enemies are destroyed or all players have died.

Actions
The following list describes the available Actions any player may take on their turn. Players may also possess
a unique action based on their background (noted on their respective character sheet).

Attack (Melee)
Choose a weapon with the Melee designation, then choose an enemy to target. Using the die that
corresponds with the attribute listed in [brackets] on your weapon, roll it against the enemy’s CV of which
you are targeting. If you roll equal to or greater than the enemy’s roll, the attack succeeds. On a success,
deal damage equal to the amount listed on your chosen weapon to the target. A failure causes a miss and
the attack sequence ends. If you roll a natural 1, the attack automatically misses.

If during your attack roll you roll the highest possible natural result on your die (such as a 12 on a d12),
this is considered a Critical Attack. Critical Attacks always hit their target, regardless of the amount rolled
by the enemy. Some weapons also perform additional abilities when a Critical Attack is rolled.

24
Attack (Ranged)
Choose a weapon with the Ranged designation, then choose an enemy to target. Using the die that
corresponds with the attribute listed in [brackets] on your weapon, roll it against the enemy’s CV of which
you are targeting. If you roll equal to or greater than the enemy’s roll, the attack succeeds. On a success,
deal damage equal to the amount listed on your chosen weapon to the target. A failure causes a miss and
the attack sequence ends.

If during your attack roll you roll the highest possible natural result on your die (such as a 12 on a d12),
this is considered a Critical Attack. Critical Attacks always hit their target, regardless of the amount rolled
by the enemy. Some weapons also perform additional abilities when a Critical Attack is rolled.

Ranged attacks pose an additional danger. If you roll a natural 1 on your attack roll, the roll automatically
fails and you must roll on the Misfire Table and resolve its effects.

Grapple
Choose a target to grapple and make a Guts test against their CV. On a success, the enemy becomes
grappled [X], where X is the result you rolled on the success. Until that enemy breaks free, you may only
target this enemy with Attack (Melee) actions.

On your turn, you may instead let the enemy free. If you do so, they no longer are grappled. This does not
count as an action and you may perform your turn as normal.

Cast Magick
To cast a spell, reduce your current Sanity by 1 and choose a spell to cast from the Tome of Obscurum.
Once selected, choose your main target and make an Insight roll against their CV. On a success, the spell
resolves.

Casting spells poses an additional danger. If you roll a natural 1 on your cast roll, the roll automatically
fails and you must roll on the Pandaemonium Table and resolve its effects.

Assist
Choose an ally. Until your next turn, whenever the chosen ally makes a roll that uses an attribute, you may
also add your dice of the same attribute to their roll.

Hide
Make a contested Skill test. On a success, you become hidden.

Invoke
You pray, attempting to plead to the eight divines for assistance. Make a contested Insight test. On a
success, roll on the Invokation Table and resolve its effects.

Use Item
Choose an item in your inventory to spend and resolve its effects.

You may also use this action to swap out one equipment (weapon, armor, accessories) with another.

Defend
Until your next turn, when you are dealt any damage, make a Resolve roll. Reduce the incoming damage
by the result rolled.

25
Focus
You gain the focused status. You cannot make this action while disoriented.

Statuses and Ailments


During combat, some effects will be applied to your character. Statuses are modifiers to your actions and will
generally be signified in bold. Ailments are effects applied to your character that persist beyond combat,
needing to be healed or removed by items. Make note of them on your character sheet.

Players can only have one status, but can have any number of ailments. At the end of combat, remove all
statues applied to players. Statuses can apply to both players and enemies. The list of statuses are as follows:

Statuses
Hidden
Can’t be targeted or damaged by other characters. Remove this status when another action is made.

Focused
The next action taken is rolled with 2 dice, accepting the higher result. If dealt damage before this occurs,
remove this status.

Grappled [X]
This character can’t make any actions except a Guts test against X to escape on their turn. On a failure,
they remain grappled. All other tests are automatically failed.

If a character would have multiple instances of being grappled, they must accept the highest level from
among those instances.

Prone [X]
This character can’t make any actions except a Skill test against X to stand up again on their turn. On a
failure, they remain prone. All other tests are automatically failed.

If a character would have multiple instances of being prone, they must accept the highest level from
among those instances.

Disoriented [X]
This character must roll 2 dice for rolls and accept the lower result. They can’t make Focus actions. On
their turn, they must pass an Insight test against X to shake off this effect. On a failure, they remain
disoriented and take their turn as normal.

If a character would have multiple instances of being disoriented, they must accept the highest level from
among those instances.

26
Ailments
Afflicted
You are weak to toxic damage. At the start of your turn or when you enter a new room, you lose 1 HP.

Burned
You are weak to flame damage. You take +1 damage from non-flame sources.

Asleep
You skip your turn. Whenever you are dealt any damage, or are outside of battle, remove this ailment.

Lethargic
Take your turn after all enemies have taken theirs.

Injured
Your Guts and Skill rolls get -1.

Mental Scarring
Your Insight rolls get -1.

Hexed
Whenever you roll a 1 or less on any die, you lose 1 HP.

Resistances, Weaknesses, and Immunities


If a creature or player would possess a resistance to a type of damage, that instance of damage is halved
when applied. If a character would possess a weakness to a damage type, when inflicted it deals double that
damage instead. If a character would be immune to a type of damage, that damage is always reduced to zero.

If a character somehow possesses both a weakness and a resistance to a type of damage, they cancel out and
it deals a normal amount of damage.

Immunities always take precedence. If a character gains weakness to frost damage but is also immune to it,
it remains immune to the damage.

Armor
If a character possesses armor, any time they are dealt an instance of damage, reduce the incoming damage
by the Armor value. Armor can only prevent damage up to its maximum amount once per round.

For example, a mireling is attacking you for 3 toxic damage. You currently have plate armor equipped with
an Armor Value of 2, reducing the incoming damage to 1. Subsequent damage this round then ignores armor.

The priority of being dealt damage is as follows:


Check for Resistances/Weaknesses/Immunities > Reduce damage from Armor or other effects > Reduce HP

27
Death, and its Consequence
If your character would ever be reduced to 0 HP while playing a single player game, the game is considered
over and your progress is lost. You are free to retry with the same character sheet, however.

While playing a game of multiplayer, the game is only considered over when all players have perished. If
one player remains alive after a battle, the others are revived at 1 HP and continue on as normal.

During a battle where multiple players are present, if one perishes, they are considered out of commission
for the rest of the battle until it is either won, all players perish, or they are healed any amount of HP.

If playing multiplayer and a player perishes due to the effects of a room, they are considered out of
commission until their allies are able to win a battle OR they come across a scenario that would restore their
HP. Continue reading through the room with the player whose turn is next to do so.

Item Sharing and Cooperation


If you have an item in your inventory you’d like to share with an ally while playing multiplayer, you may give
it to them only when a room specifies you have completed it (but only before you have revealed the next
room). You cannot transfer items that you currently have equipped. Before continuing to the next room, you
may spend up to 1 item in your inventory for its effects.

28
Room Sample
The following will show a sample detailing what you will expect to encounter in each room. When
encountering a card of a certain suit, simply turn to the room’s page and follow along until you complete the
room. When playing with allies, each player alternates taking the "lead" for that room. The lead will read the
scenarios and make all decisions/tests for the room until it is completed. When done, the lead is passed to the
next player for the following room. Effects that affect you will always affect the current lead.

Following the required scenarios will be any miscellany for your reference. I recommend you not read the
scenarios that you aren’t encountering. This will help make the game feel unique in multiple playthroughs.
Wouldn’t want to ruin the surprise!

Example Room - [Card Suit]


This text is reserved for background info or flavor.

This paragraph will detail the room's situation. You’ll need to choose one selection from the following
options after the “>”. Choose one:

> Option 1.
Go to scenario A.
> Option 2.
Go to scenario B.
> Option 3.
Go to scenario C.

Scenario

A This may be a good scenario. You get the example weapon. Complete this room.

This may be a bad scenario. Commence battle with example enemy. If you win, complete this
B room.

C This may be a difficult scenario. You now have example trait. Complete this room.

Example Enemy - HP(X) CV(X) - Weak to X damage.


1-5: Sample Attack - Attacks you for X physical damage.
6: Sample Strong Attack - Does something bad.

Example Trait - Trait


This persists beyond this room. Detail it on your character sheet.

Example Weapon - Melee - X - X - X damage


This weapon is powerful in a unique way.

29
Dungeon Layout
Crypts of Obscurum uses a standard set of playing cards to signify its rooms. To organize the dungeon,
remove the Ace and Joker cards from the card deck. Shuffle the standard deck and the Aces separately. The
standard deck will represent the dungeon rooms, while the Ace cards will represent the boss encounters.

Once shuffled, you will deal the layout of the first depth of the dungeon as follows: lay out 9 cards from the
standard deck in one line, then 1 card from the Ace pile at the end of the row. Keep each card face down
until your character marker reaches that room.

Starting from the card furthest from the Ace, you will go room by room until you reach the boss. Use the
character marker/token here to represent your current location in the current depth.
boss room

If a boss is defeated, repeat the process above with new cards and increase the Depth by 1. This will be Depth
2, and so on. This process continues until all 4 bosses are defeated. Once there are no more Ace cards,
proceed to the Final Room.

Rooms
During play, refer to the following pages whenever you encounter a new room. Each card suit/number
corresponds with a specific room that will provide instructions on how to traverse. Be it an event, a fight, or
a character interaction, follow each room’s event and instructions until it asks you to complete it.

Whenever a room is complete, it is treated as no longer in use. Continue onward to the next face-down card
and proceed to the corresponding room on the Room List.

Rooms that are completed are no longer encountered for the rest of the playthrough. Keep the cards to the
side so they are not shuffled with rooms that will be used for future depths.

30
� HALT, TRAVELER! �
Refrain from reading onward until you have set up your game and are ready to play.

This game works best if the contents are not yet spoiled. Only read the contents of rooms you encounter
when drawing from the card deck. This ensures a rich experience upon multiple playthroughs.

However, if you are ready, proceed. Good luck.

31
Crypt Entrance
This bleak and formless landscape - stippled with dead spires and crumbling steeples - serves not as home,
but an unforgiving cradle. You've traveled far, beyond the sand-polished obelisks in the Red Wastes, the
hurdles of The Nameless Mounts, and the strandwalkers who guard the nightbound haze. With singular
purpose, you trudge in time with the fading heartbeat of the world. Each step downward into the crypts is
muted by your ponderings: "While sculpting the earth, our creator must have uncovered beauty elsewhere.
Kept it hidden, nurtured it in solitude. For it is not here."

The looming door before you beckons you to enter, its intricate carvings swirl like flames in a winter sky.
Near the base of the door, you see blood smeared across its strong frame. Streaks of gore spell warnings such
as “turn back” and “here be death,” though your perserverence casts such weakness aside. You enter. The
large door shuts behind you, the stale air greets you malignantly. Small shafts of light enter from above you,
slightly illuminating the way forward.

Continue onward...

32
A Brief Respite - 2♣
A place entombed, yet not so doomed.

A dimly lit campfire flickers in this room, the light softly licking the ancient walls. You scope the room to
ensure there are no dangers, and see none. It feels as good a place as any to rest. Choose one:

> Stay and rest, you could really use it.


Go to scenario A.
> Try to scavenge for items instead.
Go to scenario B.
> You don’t have time for this, you must press on.
Complete this room.

Scenario

You drop your pack, relieving yourself of the burdens of this dark quest. Your mind trained on
A the dangers in the deep, you force yourself to relax knowing you are safe. You and your allies
regain 5 HP and 5 SP. Complete this room.

[-1d4 Sanity] You scrounge the abandoned camp for materials, taking anything that may be
B useful. You and each of your allies roll on the provisions table. Complete this room.

33
A Moment of Peace - 2♥
A place of little known beauty.

A small river of water flows from a stone-like opening in the corner of this room. The tranquil waters wheel
and bend along the rock, exemplifying the calmness present here. You see a small shrine constructed of
smooth stones. Choose one:

> Stay and rest, calm your mind.


Go to scenario A.
> Destroy the shrine.
Go to scenario B.
> You don’t have time for this, you must press on.
Complete this room.

Scenario

You sit and contemplate your journey, the rippling water a calming boon to your concentration.
A You and your allies regain 5 HP and 3 SP. Complete this room.

[Sanity Check] You deface the shrine, the small assembly of stones an offense to your eyes. You
B kick the stones down, the runes of the shrine fading in their luster. Complete this room.

34
A Welcome Sight - 2♦
A place of bountiful necessity.

An abandoned camp sits here alone, its inhabitants seemed to have fled in panic. As you peruse the room,
you see many useful items that you can take on your journey. Choose one:

> Comb through the items, they are better in your hands.
Make an Insight test [1d10]. On a success, go to scenario C. On a failure, go to scenario A.
> Set the cache ablaze, it belongs to no one now.
Choose only if you possess a torch or would like to cast a spell. Expend that torch or reduce your SP
by 1, then go to scenario B.
> These items are not needed, you must continue.
Complete this room.

Scenario

You thank the previous owners knowing your journey shall be made easier with more supplies.
A You and your allies each roll twice on the provisions table. Complete this room.

The cache ignites, accumulating into a roaring blaze in mere minutes. With the items destroyed,
B you revel in your handiwork before it becomes too hot to bear. [Sanity Check] You leave swiftly.
Complete this room.

As you rifle through the stockpile of items, you see a small folded parchment containing what
C appears to be a code: a drawing of a square, a circle, and a triangle. You pocket the scrawl, adding
a curious note to your inventory. Go to scenario A.

Curious Note - Item


A small piece of parchment depicting a square, a circle, and a triangle. Perhaps it could be of use later…

35
A Moment of Clarity - 2♠
A place of mindfulness.

An opening in the crypt ceiling reveals shafts of light that gently illuminate a single spot in this room. A cloth
lies there, caked with dust from years of solitude. Choose one:

> Rest here, calm your mind.


Go to scenario A.
> Use this moment to reflect upon your skills.
Go to scenario B.
> Time is of the essence, you must go.
Complete this room.

Scenario

You sit on the cloth, letting the sunlight’s rays rejuvenate you. You and your allies regain 5 HP
A and 3 SP. Complete this room.

You forgo rest in favor of training in your craft. After some time, you feel more empowered, if
B weary from your quest. Increase one attribute by +1, and lose 1d4 sanity.

36
Roots Below - 3♣
The dank crypts of Mornoth’s dungeon hold many dead things, none of which are obligated to stay dead.

You descend deeper, finding yourself in a room choked with roots and decaying flora. In the center of the
room lies a wooden object, strangled with roots that appear to have been dead for centuries. Choose one:

> Investigate the wooden object.


Make an Insight test [1d6]. On a success, go to scenario D. On a failure, go to scenario E.
> Burn the roots.
Choose only if you possess a torch. Go to scenario C.
> Avoid the object, carefully continue onward.
Make a Skill test [1d8]. On a success, go to scenario A. On a failure, go to scenario B.

Scenario

You tip-toe through the sprawling roots, careful as not to step incorrectly in fear of what might
A jump at you. As you step, you deftly dodge all incoming dangers. Complete this room.

As you take a step, you hear a click under your foot. A button is pressed and the roots begin to
unfurl. Surrounding on all sides, three root skeletons assemble before you, drawing their rusting
B
blades. Commence battle with them. If you win, you may open the now freed ancient chest in the
center of the room and roll on the treasure table. Complete this room.

The dry, old roots ignite instantly, a blaze erupting across the expanse of the room. You hear an
awful squealing sound, as if a living creature was just set ablaze. The roots rumble and peel
C away, revealing a chest in the center of the room. You may open it and roll on the treasure table.
Either way, complete this room.

As you inspect the object, you see that it is an old wooden chest with iron filigree inlays. The chest
is absolutely covered in roots, unopenable in its current state. In front of the chest you see an
D oddly shaped stone in the floor, jutting out a bit further than the others. You may press it with
your foot. If you do, go to scenario B. If you choose to avoid it, go to scenario A.

You don’t notice anything interesting about the strange object, your wits fail you. Go to scenario
E B.

Root Skeleton - HP(10) CV(1d6) - Living Dead - Weak to flame damage


1: Rootlash - If you fail a Skill test [1d6], you become grappled [4].
2-6: Rusted Weapon - Attacks you for 3 physical damage.

37
The Haunting - 3♥
Frightful encounters should be expected in the deeper regions of the world. Whether they be spiteful geists
hellbent on revenge, or mournful spirits who anguish in the melancholy of a restless death.

Descending deeper still, you feel the hairs on the back of your neck stand on edge. This room is dark, your
eyes barely able to make out any features. What you can see, however, is a single coffin levitating vertically -
suspended by an ominous green aura. Choose one:

> Approach the coffin. Remove the lid and check what’s inside.
Go to scenario C.
> Ignore the coffin, try to sneak around it.
Make a Skill test [1d8]. On a success, go to scenario D. On a failure, go to scenario B.
> Make for the exit as quickly as possible.
Make a Guts test [1d8]. On a success, go to scenario A. On a failure, go to scenario E.

Scenario

You muster your courage and sprint across the room. The haunting sound of billowing smoke
A rings behind you. You dare not look back as you exit the archway. Complete this room.

Your careless wandering finds you aimlessly bumping into a stone fixture. The rattle echoes in
B
this tomb, a sound that could wake the dead [Sanity Check]. Go to scenario C.

The lid of the stone coffer slams to the ground, with a gloomy hiss a dark mist bursts forth from
C its maw. A nightmare given physical form emerges! Commence battle with a spectre. If you win,
you may loot the coffer and roll on the treasure table. Complete this room.

The dark coffin ominously hovers in its resting place. As you sneak by, you feel a strange
D presence befall you, poisoning your mind with a dread unspeakable. You become haunted.
Complete this room.

Your bravery escapes you. Frozen in fear of the creeping darkness, you fail to make a move. For
E the duration of this room, you get -2 to Guts rolls [Sanity Check]. Go to scenario C.

Spectre - HP(10) CV(1d8) - Spectral - Immune to physical damage. Resistant to shadow damage.
Airborne - This creature takes +1 damage from ranged weapons.
Phantom - Can’t be grappled.

1-6: Nightshade - Attacks you for 3 shadow damage.


7: Haunt - Attempts to instill fear into you. If you fail a Guts test [1d6], skip your next turn.
8: Dissolve Into Shadow - This creature becomes hidden.

Haunted - Trait
You get -1 to Sanity checks.

38
Bone Halls - 3♦
The deep holds many secrets.

You descend deeper, finding yourself in what appears to be a hall decorated with countless bones. The bones
of millions must have perished to supply decorum for these morbid halls. Each step you take within is
amplified by the grotesque crunch of skeletons old. Choose one:

> Continue on your way.


Go to scenario A.
> Try not to disturb the bones, step carefully.
Go to scenario B.
> Check along the passage, see if there is an alternate route.
Go to scenario C.
> Search the bones for treasure.
Make a Skill test [1d8]. On a success, go to scenario D. On a failure, go to scenario A.

Scenario

You step, carelessly activating a pressure plate hidden beneath a pile of bones. With a mechanical
click, poison darts of sharpened bones launch at you, with one piercing your neck. You are dealt
A 1d6+1 toxic damage. With the trap sprung, you remove the dart and go about your way. Complete
this room.

You step carefully along the passage, your feet falling on spots you’re sure are safe. This
B prolonged method of travel strains your sense of impending doom [Sanity Check]. Though
tiresome, you safely traverse the bone halls. Complete this room.

The opposite direction of the hall winds ominously into the void. You follow along, eyes straining
C to discern in the darkness. Eventually, it opens into a new area. Replace this room with a random
room.

You sift through piles of ancient bones, tossing aside any useless bits. Eventually, you come upon
D a fragmented blade, its shattered pieces strewn about. Add The Osseous (Fragmented) to your
inventory. Complete this room.

The Osseous (Fragmented) - Melee - Sword - [G] - 1 physical


This weapon is mostly useless. Perhaps it can be repaired?

39
40
Triplicate - 3♠
Beware the things that sleep long, but wake quickly.

This room is curious, its path splits into 3 distinct crossings, with the spaces between them plunging into the
dark. The center of each crossing contains a symbol, depicting that of a raven, a dagger, and an eye. Choose
one:

> Proceed over the raven symbol.


Go to scenario A.
> Proceed over the dagger symbol.
Go to scenario B.
> Proceed over the eye symbol.
Go to scenario C.
> Attempt to detect the presence of magick.
Make an Insight test [1d6]. On a success, go to scenario D. On a failure, your augury fails to perceive
any fragments of magick in the room. Choose an unchosen room option.

Scenario

You step carefully, weapon poised for combat as you pass over the symbol of the raven. The
A moment you cross, you see a dark shroud billow from the runic lines in the stone. It surrounds
you, but you feel no different. You gain the corvus hex. Complete this room.

You walk forward, your foot activating a pressure plate beneath the dagger inscription. You hear
a hiss, then a metallic clang as a claw of blades emerge and dig into your legs. You take 1d8
B physical damage. The blades retract, your blood spilling to the ground. With a final leap, you
cross the dagger symbol and complete this room.

You march over the cobblestone, the symbol of the eye glowing ominously as you pass. You
C freeze, afraid of the danger that may strike. Though the eye glows, nothing seems hostile. You feel
a sense of mindfulness. You gain the seer’s augury. Complete this room.

You attune yourself to the arcane world, pushing past the threshold of the real. As you peer in,
D you see the illuminated footsteps of travelers past. They continue through the room, passing over
the symbol depicting an eye. Choose an unchosen room option.

-
Corvus Hex - Trait
The next time you roll on the provisions or treasure table, you gain no item from it. Then remove this trait.

Seer’s Augury - Trait


The next time you would make an Insight roll, you may choose to roll the maximum result possible. If you
do, remove this trait.

41
The Festering - 4♣
Mirelings are grotesque creatures that revel in the spread of plague and disease. Often traveling in packs,
they lurk in the most decrepit places of the world.

You come upon a fuming underground bog where a group of mirelings feast on an unidentifiable corpse. As
you approach, you see they haven’t noticed you. Choose one:

> Try to sneak past while they’re distracted.


Make two consecutive Skill tests [1d4]. On a success, complete this room. If any are a failure, go to
scenario A.
> Strike them while they’re vulnerable.
Go to scenario B.
> Poison the carcass with magick, kill them with no difficulty.
Choose only if you know a spell that deals toxic damage. Make a lore test [1d8] and spend 1 SP. On a
success, go to scenario C. On a failure, go to scenario D.

Scenario

Your foot plunges into unstable ground, the murky waters splash clamorously. The eyeless
A creatures look up from their meal and hiss in hostility. Commence battle with three mirelings. If
you win, you plunder the remains and roll on the provision table. Complete this room.

You strike them unawares, instantly killing 1d3 of the three mirelings. If any are remaining,
B commence battle with them. If you win or kill all 3, you may plunder the remains of the carcass
and roll on the provisions table. Complete this room.

You silently cast a hex that imbues their meal with foul magicks. As they continue to feast, you
notice something disturbing. Their bodies begin to swell and bulge, growing in muscle and form
C before you. With renewed strength, the creatures smell the air and quickly learn of your
presence. Commence battle with three mireling brutes. If you win, you may plunder the remains
and roll on the provisions table. Complete this room.

Your incantation fails, the backfired spell emitting a poisonous cloud around you. You cough,
taking 3 toxic damage. The mirelings ready for combat. Commence battle with 3 mirelings, but
D during the first round of combat you and your allies have 1 AP. If you win, you may plunder the
remains and roll on the provisions table. Complete this room.

Mireling - HP(6) CV(1d4) - Phage - Resistant to toxic damage.


1-2: Blighted Strike - Attacks you for 2 toxic damage. This attack ignores armor.
3-4: Toxicity - Attempts to spread blight to you. If you fail a Resolve test [1d4], you become afflicted.

Mireling Brute - HP(10) CV(1d8) - Phage - Resistant to toxic damage.


Armor 2

1-6: Blighted Strike - Attacks you for 3 toxic damage. This attack ignores armor.
7-8: Toxicity - Attempts to spread blight to you. If you fail a Resolve test [1d8], you become afflicted.

42
Infernal Invocation - 4♥
Dead gods and fell demons demand more than just prayer from their devoted followers...

You turn a corner and come upon a room with 5 hooded figures standing in a circle, arms raised. Unholy
chants fill the air, and swirling red energy accumulates at their center. A ritual is taking place. Choose one:

> Confront them.


Go to scenario A.
> End the ritual from afar.
Choose only if you possess a ranged weapon or would like to cast a spell. If casting a spell, spend 1
SP. Either way, go to scenario B.
> Wait in the shadows and allow the ritual to finish.
Go to scenario C.

Scenario

The chant ends, their jet-black eyes glaring at you. “New one, shall you join us in this ritual?” they
ask. You may take part. If you do, go to scenario D. If you refuse, they draw their knives and
A attack. Commence battle with 5 ritualists. If you win, you obtain an obsidian dagger. Complete
this room.

Your ranged attack manages to kill 1d3+1 of the ritualists. Drawing their obsidian knives, the
B remaining ritualists attack, commence combat with them. If you win, you obtain an obsidian
dagger. Complete this room.

You crouch behind the wall, out of sight of the hooded figures. You watch as they bring in a small
squid-like creature, placing it in the center of the swirling energies. The group begins speaking in
C unintelligible tongues, offering the embryonic creature to the void. After a grotesque display of
occult magick, the creature squeals, the bodies of the ritualists bursting and merging into a single
form. [Sanity Check] Commence battle with a demalisk. If you win, complete this room.

You stand in formation with the others, the energies growing more and more tumultuous. In an
instant, the bodies of the ritualists begin to burst one by one in a shower of gore. The viscera
D begins to swirl and coalesce into a single point. A demalisk emerges, a scaled demon of the dark
region of hell. It rewards your devotion, imbuing your skin with the demalisk hide. Complete this
room.

Ritualist - HP(4) CV(1d4) - Humanoid - Immune to sleep status.


1-3: Obsidian Dagger - Attacks you for 2 shadow damage.
4: Dark Whispers - This creature murmurs a dark curse. If you fail a Resolve test [1d6], you are put to
sleep.

Obsidian Dagger - Melee - Dagger - [S] - 1d4 shadow


Concealed
Whenever you attack with this weapon, you may lose 1 HP to deal +1 additional damage for that attack.

43
Demalisk - HP(15) CV(1d12) - Demon - Weak to holy damage.
Armor 1

1-6: Razor Teeth - Attacks you for 4 physical damage.


7-8: Spine-whip Tail - This creature lashes at you with its spined tail. If you fail a Skill test [1d8], you are
dealt 1d8 physical damage.
9-12: Foul Chorus - The horrifying mouths covering this creature's body let out a collective scream. If you
fail an Insight test [1d8], you lose 1 sanity.

Demalisk Hide - Trait


You are weak to holy damage. If you have no armor equipped, you have +1 armor.

44
Threnody - 4♦
Beware of beautiful hymns sung in decrepit places.

This room is cramped, with not many features save for the hunched silhouette in the center of the room. It
appears to be softly singing, but the voice is distorted in an unsettling way. Choose one:

> Approach the singing creature.


Make a Guts test [1d8]. On a success, go to scenario B. On a failure, you are gripped by fear, frozen
amidst the disturbing presence. Go to scenario A.
> Try to slip by undetected.
Make a Skill test [1d8]. On a success, go to scenario C. On a failure, go to scenario D.
> Listen to its discordant song.
Go to scenario E.

Scenario

The discordant melody now sounds heavenly to you, your mind begins to roll back into a dark
haze. You take a step, but not on your own volition. Beckoned by song, you have no control over
A your own actions. Make a Resolve test [1d6]. On a failure, you lose 1 Sanity and attempt the test
again. On a success, you brush the dirge aside. With the spell broken, you may approach. If you
do, go to scenario B. Otherwise, choose an unchosen room option.

You approach the emaciated creature. Reason urges you away, yet you draw closer still. Not yet
reacting to your presence, you have the chance to make an action. You strike preemptively,
B commencing battle with a weeping wych. You and your allies each get a free turn at the start of
this combat. If you win, complete this room.

The horrifyingly beautiful song is enough to mask the sound of your footsteps, you calmly avoid
C line of sight of the hunched creature. You take off. Complete this room.

A single misstep has alerted the creature to your presence. It turns to you, revealing a darkened
D visage where its face should be. The empty cosmos contained within stretches inward eternally.
[Sanity Check]. Commence battle with a weeping wych. If you win, complete this room.

The hymn is off-putting, every part of you wanting to ignore this lament [Sanity Check]. Go to
E scenario A.

Weeping Wych - HP(14) CV(1d6) - Wych - Weak to holy damage. Immune to sleep status.
1-3: Essence Siphon - Attacks you for 3 shadow damage.
4: Aura of Doom - If you fail an Insight test [1d6], make a Sanity Check.
5: Soulbond - An uncanny magick flows into your core. Until the start of its next turn, if this creature
suffers any damage, you suffer the same amount and type of damage.
6: Banshee Dirge - It raises its gaping maw skyward, screeching a deathly sound. If you fail a Resolve test
[1d8], you become asleep.

45
46
Altar of Blood - 4♠
A foul offering to an even fouler lord.

You enter a sanctum, its rich and beautiful architecture a stark contrast to this decrepit dungeon. At its
center lies an altar, and upon closer look it appears to be seeping dark blood. Choose one:

> Defile the altar.


Go to scenario A.
> Kneel and pledge yourself to whatever lord rules this domain.
Go to scenario B.
> Drink the blood.
Go to scenario C. If you have the vampyrism trait, go to scenario D instead.

Scenario

You cast a mantle over the altar, spitting on it as you curse its putrid name. Rotblood the
Felldrinker was a selfish and rancid man prior to his ascension to lordship. As you besmirch the
A altar, the blood begins to pool at the base, bubbling and forming a humanoid shape. Commence
battle with a rotbloodkin. If you win, the blood culminates and solidifies into a twisted staff, you
receive the Rotblood Stave and complete this room.

You approach the altar, kneeling before it. The runes inscribed on the base of the altar suggest an
ill omen, an offering to Rotblood the Felldrinker. You devote yourself, the dark forces caressing
B your eager mind. The blood within you boils. You stand, a follower anew - a rotblood devotee.
Complete this room.

You cough, the foul blood leaving a metallic taste in your mouth. You do not have the taste for
C blood, so you are unsure why you’ve done such a foul thing. You take 1d6 toxic damage. Choose
an unchosen room option.

The blood, though dark in its appearance, invigorates you. It animates you anew, emboldening
D your physique. You regain 1d8 HP and 1d4 Sanity. Choose an unchosen room option.

Rotbloodkin - HP(14) CV(1d4) - Spectral - Resistant to shadow damage.


1-2: Black Blood - Attacks you for 2 shadow damage. This creature regains 1 HP.
3: Liquiform - Its amorphous shape makes it difficult to strike. It becomes hidden.
4: Bloodspikes - The blood inside you forms daggers, slicing you from within. Roll a number of d6s equal to
the amount of HP you are missing. For each result of 6, you take 1 shadow damage.

Rotblood Stave - Melee - Staff - [I] - 1d6 shadow


Enchanted, cursed
You may spend 3 HP instead of spending 1 SP to cast Magick during combat.

Rotblood Devotee - Trait


You regain 2 HP at the start of your turn in combat. If you would ever be healed by any other means, it
deals that much shadow damage to you instead.

47
Observers - 5♣
None shall escape their scrutiny.

This cavernous room is endlessly guarded by the ruinous gaze of a hoard of floating eyes. Peering in every
possible direction, these perilous orbs patrol the way forward. You take one step and are instantly
surrounded by the ominous spectators. A beam of light protrudes from each eye, probing your thoughts.
Choose one:

> Strike at the cloud of eyes.


Go to scenario A.
> Disappear, you must use the cover of darkness to evade them.
[Cutthroat class only] Go to scenario B.
> Use magick to force the creatures back.
Make an Insight test [1d6] and spend 1 Sanity. On a success, go to scenario C. On a failure, go to
scenario A.
> Use the darkness in your mind to repel the creatures.
Choose only if you have less than half your maximum SP. Go to scenario D.

Scenario

The floating orbs effortlessly dodge your attempt at hostility. The probe detects your violent
intent, and the beams change from a cerulean shade to an ominous scarlet. They form a devious
A pattern, poised to attack. Commence battle with a cloud of eyes. If you win, you may plunder the
cavern of the remains of their previous victims. Roll on the provisions table and complete this
room.

You envelop yourself in the cover of darkness. The beams of light once trained on you now
frantically scan the cavern in search of their target. Your safety now relies on your
B concentration. Make a Skill test [1d8]. On a success, you successfully evade the creatures and
complete this room. On a failure, your guise is dispelled, revealing you to the cloud of eyes.
Commence battle with them. If you win, complete this room.

You focus your arcane prowess, blasting the evil creatures away from your scrutiny. Commence
C battle with the cloud of eyes, but it begins the battle with 1d6 less HP. If you win, you may
plunder the remains by rolling on the provisions table. Complete this room.

The creatures read your thoughts, their pupils dilating at the disturbing secrets held within. They
D begin to convulse, a worrying paroxysm to any witness. They flee, disappearing into the darkness
of the cavern. You safely pass through the catacombs unbothered. Complete this room.

Cloud of Eyes - HP(10) CV(1d4) - Eye


Multitude - If this creature would be dealt damage, instead prevent that damage and reduce its HP by 1.

1-4: Horde of Lenses - The multitude of evil eyes fire an ominous beam of crystalline light. This attack
deals energy damage to you equal to this creature’s current HP.

48
Gnashing - 5♥
Jaws of the damned that hunger for living flesh.

This room is narrow, constricted by onyx cages on each side. Trapped within them are countless undead,
each of their arms reaching and mouths gnashing at the prospect of a living feast. Choose one:

> Attack the grasping arms, carve a way forward.


Go to scenario A.
> Attempt to avoid the grasping arms and escape.
Make a Skill test [1d8]. On a success, go to scenario B. On a failure, go to scenario E.
> Command their will, this mindless horde shall kneel.
[Occultist class only] Go to scenario C.
> Open the locked cells, set the creatures free.
Make a Guts test [1d8]. On a success, go to scenario D. On a failure, you are unable to pry the cell
door open. Choose an unchosen room option.

Scenario

You swiftly strike at the creatures, their rotting limbs dropping to the cobblestone floor. You
make your way past them, but their numbers begin to overwhelm you. Make a Guts test [1d8]. On
A a failure, go to scenario E. On a success, the shambling horde fails to overcome you; complete this
room.

You aptly escape the reaching arms, their foul hands too slow to catch their meal. At the end of
B the hall, you see a latch that would set the undead free. You may open it. If you do, go to scenario
D. Otherwise, complete this room.

Thaumaturgy cares not whether your subject is living or dead. You wrench their bodies, forcing
C them to oblige your command. The horde quiets while you safely pass. Complete this room.

You muster your strength, prying open the door to the undead’s prison. You may fight them. If
D you do, commence battle with 1d8 undead. Otherwise, you leave the writhing horde to feed on
any future passersby [Sanity Check]. Complete this room.

The creatures prove too much for you, their combined might overwhelming even to the strongest
E foes. You are bitten. The wound is deep, the skin appearing decayed. Wresting your arm free, you
shamble forth and escape the gruesome chamber. Complete this room.

Undead - HP(4) CV(1d4) - Living Dead - Weak to holy damage.


1-4: Gnashing Teeth - Attacks you for 2 physical damage.

Bitten - Trait
You have -1 Resolve.

49
Ancient Oak - 5♦
A carving of living guilt.

The cobblestone of the dungeon’s walls quickly give way to gnarled roots of ancient trees. As you navigate
inside the core, you are met with the visage of a strange individual whose body stands hollowed. He creaks,
his knotted flesh snapping with each articulation. “O doomed one. Embrace this form and take my place. A
better suited fate for the accursed.” Choose one:

> Kneel, accept the mantle of the oakform.


Go to scenario A.
> Respectfully deny the shaman. The mantle does not belong to you.
Make an Insight test [1d6]. On a success, go to scenario B. On a failure, go to scenario C.
> Spit at the ground, this fate is fit only for fools.
Go to scenario D.

Scenario

“You are wise. The age of oak far exceeds the age of flesh. Take up the mantle, my place is yours.”
You feel your skin begin to harden. As your flesh tempers into arboreal form, you see the shaman
A empty - becoming a husk. “The tree... must… not fall…” he says with his final breath. You gain
the oakform. Complete this room.

“Hmm, you speak truth,” he says with labored breath. “I do not sense the mantle within you. Find
B me one who may take upon the burden of caretaker.” He slowly creaks, gesturing to the exit.
Complete this room.

“You know not what you speak. My time is nigh, the mantle must be upheld!” His voice booms,
C the surrounding roots tightening their ancient grip. Choose an unchosen room option.

[-1 Sanity] “Desecrator…” he recoils in disgust. “You are a blight upon the sacred ancient.” He
D unfurls, the boughs of the great tree enveloping him in wrath. Commence battle with the
oakform shaman. If you win, complete this room.

Oakform Shaman - HP(16) CV(1d6) - Humanoid - Weak to flame damage.


Genesis - When this creature is reduced to less than half its health, spawn 2 arachnids in combat.

1-4: Lashknot - Attacks you for 2 physical damage.


5: Choke - If you fail a Skill test [1d6], you take 1d6 physical damage and skip your next turn.
6: Disturbing Wisdom - Make an Insight test [1d6]. If you fail, you lose Sanity equal to the amount you
failed by.

Arachnid - HP(6) CV(1d4) - Insect - Weak to energy damage.


1-4: Vile Pincers - Attacks you for 2 toxic damage. If you fail a Resolve test [1d6], you take 2 additional toxic
damage.

Oakform - Trait
You get +1 Resolve and +5 maximum HP. You are weak to flame damage.

50
Entombed - 5♠
Pain in the wait, pain upon learning.

This room is a tomb, in it lay numerous coffins undisturbed since their final burial. At its center, however,
lay three beautifully constructed caskets. Adorned with royal and intricate inlays, these stand far above the
rest. They are not locked. Choose one:

> Open the left-hand coffin.


Go to scenario A.
> Open the centered coffin.
Go to scenario B.
> Open the right-hand coffin.
Go to scenario C.
> Let them be. Continue onward.
Complete this room.

Scenario

You push the lid, it slides off the coffer with a dismal scrape. It clambers to the floor, kicking up a
A cloud of dust. As you peer inside, you see nothing but a small charm affixed to a golden chain.
You may take it. If you do, you get a royal charm. Choose an unchosen room option.

As the lid falls to the floor, a dark mist begins to pour out of the tomb. You shield your face, but
the horror inside rises to meet you. Blood-red tendrils lash out, gripping you and constricting
B your movements. You take 1d6 shadow damage. Make a Resolve test [1d8]. On a failure, go to
scenario D. On a success, you break free of the creature’s grasp. As more and more of the tendrils
begin to spill out, you escape from the horror that manifests. Complete this room.

As you open the coffin, a heap of moldering bones greets you. Though dormant at first, the bones
C quickly animate, lunging toward you with deadly intent! Commence battle with a root skeleton. If
you win, choose an unchosen room option.

The creature’s grip on you strengthens, your mind plunging further and further into the depths.
D It pulls you into the coffin and your vision goes dark. [Sanity Check] Replace this room with a
random room.

Root Skeleton - HP(10) CV(1d6) - Living Dead - Weak to flame damage


1: Rootlash - If you fail a Skill test [1d6], you become grappled [4].
2-6: Rusted Weapon - Attacks you for 3 physical damage.

Royal Charm - Accessory - Item


+1 Guts

51
Pit of Fools - 6♣
Suffer not the fool, for the fool suffers all.

The dungeon opens up, revealing a cavernous room. In its center lies an opening. When peering into this
maw, you are met with several desperate faces. They languish at the bottom, starved, sick, and trapped. They
cry with parched tongues: “please dear traveler, help us…” Choose one:

> Use a rope to pull them out.


Choose only if you possess a rope. Go to scenario A.
> Climb down into the pit, perhaps there is another way to help.
Go to scenario B.
> Ignore them, they have doomed themselves.
[Sanity Check] Complete this room.
> Scrutinize this situation, something seems off...
Make an Insight test [1d8]. On a success, go to scenario C. On a failure, your hunch proves fruitless in
the presence of any dangers. Choose an unchosen room option.

Scenario

You gain +3 Sanity. You let down the rope, urging them to climb out. They stare awkwardly,
remaining silent. As if rooted in place, the trapped fools crouch and resume their odd cadences:
“please dear traveler, help us”. You pull back your rope. The moment you do, the chasm begins to
A
tremble, revealing stone teeth along its rim! They clasp shut, revealed to be the very jaws of a
cavernous beast. You may run or fight. If you run, complete this room. Otherwise, commence
battle with a giant burrower. If you win, complete this room.

You slide down, meeting the group of ragged fools who have trapped themselves. What you
thought was solid ground feels soft and gives way with every step. You panic, the pit begins to
tremble. The stalagmites jut from the earth like endless rows of teeth. You have a chance to climb
B out. Make a Skill test [1d6]. On a success, you manage to escape impending doom, completing this
room. On a failure, you falter and find yourself in the jaws of a burrowing annelid, crushing you.
You are dealt 1d12 physical damage, then replace this room with a random room as the creature
swallows you whole.

You squint, eyeing the details in the strange scene. Upon closer inspection, you notice that the
feet of the trapped people are anchored to the cavern, and their chests do not undulate with
C
supposed breath. They are not alive. They are bait. Bait for something much larger. Fearing what
it may be, you may flee. If you do, complete this room. If you don’t, go to scenario D.

You draw your weapon, ready to face whatever creature would commit such horrors. You strike
D at the ground, and a bellowing roar booms. Commence battle with a giant burrower. If you win,
complete this room.

Giant Burrower - HP(20) CV(1d8) - Worm - Weak to frost damage. Resistance to physical damage.
1-6: Crushing Jaws - Attacks you for 4 physical damage.
7: Volcanic Gape - Molten earth spills from this creature’s furious maw. If you fail a Resolve test [1d12],
you take flame damage equal to the amount you failed this test by.
8: Violent Thrash - If you fail a Skill test [1d6], you and your allies are each dealt 6 physical damage.

52
The Starved - 6♥
The long night. The long knife.

You enter a room with flickering light emanating from a large bonfire. Surrounding it are four thin figures,
each shaking and hunched over the flames. As you approach, they turn to face you, their eyes dark and
famished. Choose one:

> Approach the group.


Go to scenario A.
> Try to run past them, these characters pose a threat.
Make a Skill test [1d8]. On a success, go to scenario B. On a failure, go to scenario D.
> Offer them food.
Choose only if you possess rations. Spend that item and go to scenario C.

Scenario

“It looks tasty…” one of the creatures mutters with a drooling mouth. “Far from home it is, this
morsel looks ripe for roasting” says another, rubbing its hands together. You draw your weapon.
A They cringe in fear, shuffling to the far side of the bonfire. “It is sharp! We cannot eat it!!!” You
may spare the creatures. If you do, go to scenario B. Otherwise, you corner them in the far side of
the room, ending them like the wretches they are [Sanity Check]. Complete this room.

They lunge. Their grasping hands a danger to your body’s integrity, you swiftly dodge their
B attack. They collapse to the floor pitifully. You may strike them while vulnerable, killing 1d3 of
them and commencing battle with the remaining flesheaters. If you win, complete this room.

You toss the rations at their feet, afraid of getting too close to them. They seem to hiss at you, and
C in a moment they converge on the rations and ruthlessly devour them. With the creatures
occupied, you sneak by them with relative ease. Complete this room.

They lunge. Their filthy hands grab at your body, tearing into your clothing and destroying any
D armor you have equipped. Their rotting teeth bite down into your flesh, dealing 1d6 physical
damage to you. Commence battle with four flesheaters. If you win, complete this room.

Flesheater - HP(6) CV(1d4) - Humanoid - Weak to physical damage.


1-3: Rusting Weapon - Attacks you for 2 physical damage.
4: Lunge - Attempts to jump on you. If you fail a Skill test [1d6], you take 2 physical damage and are
knocked prone [3].

53
The Scythe of Time - 6♦
Even with a clock destroyed, time flows all the same.

You enter this room and are met with a character draped in strange robes. Upon closer look, it is a woman
with an odd trait: half of her face is young, and the other half has been strewn across the ages. She mutters a
few words you do not understand. Choose one:

> Ask who she is.


Go to scenario B.
> Try to discern who or what she is.
Make an Insight test [1d8]. On a success, go to scenario C. On a failure, go to scenario E.
> Attack the woman.
Go to scenario D.

Scenario

You enter this room and are met with a character draped in strange robes. Upon closer look, it is
a woman with a strange trait: half of her face is young, and the other half has been strewn across
A the ages. She mutters a few words you do not understand. You wrinkle your face in
disorientation. Haven’t you been here before? [Sanity Check] Choose any room option.

“I am Inaldra. Long have I studied the magick of the ages. The fabric of cosmos and the scythe of
B time are intertwined, and I stand here.... ready to unravel it.” She draws a circlet at her feet and
kneels before you. Cradling a small object, she closes her eyes. You blink. Go to scenario A.

This woman is a member of the Cult of the Epoch. Unfathomably clandestine, this order strives to
maintain the order of time like a shepherd his flock. You’ve heard only stories of this order, and
C you question its business here. It’s best not to trifle with powerful temporal magicks such as this.
The only way to escape is to sit and wait, her timeline will soon diverge from yours. If you would
like to do so, go to scenario F. Otherwise, choose an unchosen room option.

You draw your weapon. The woman stands, her form flickering and pulsating. You squint to
focus on her corporeal form, but it proves more and more arduous. “You know not what dangers
you have brought upon you.” She levitates, the energy around her violently surging. Roll 4d6.
D That many years pass and you are unable to move for its entire duration, each year elapsing
before your terror filled eyes. You accumulate temporal scarring. With the woman now long
gone, you regain your bearings and trudge onward. Complete this room.

Before you can piece together her intentions, she draws a circle around herself and kneels. Arms
E stretched skyward, an enchantment begins to form around her. You blink. Go to scenario A.

You sit, cross your legs, and steadily wait. The darkness of the room soon gives way to a vast
F tapestry of stars, an unnatural twilit glow that bathes the sullen darkness. The woman bows to
you, then begins to fade away. Complete this room.

-
Temporal Scarring - Trait
Whenever you decrease the Temporal level of a weapon you possess, you also lose 1 HP.

54
Fire and Bone - 6♠
A flame that burns endlessly, a hatred that burns longer still.

This room is bathed in a deep crimson. The pillars that stretch to the cavern ceiling stand aglow with
eternally burning flames. Upon a raised platform stands an adversary: a charred-black skeleton bathed in
deep red flames. It raises its mace to block your path, burning chains rattling across the floor. Choose one:

> Draw your weapon. Accept its challenge.


Go to scenario A.
> Try to convince it to let you pass.
Make an Insight test [1d12]. On a success, go to scenario B. On a failure, go to scenario D.
> Threaten it with freezing magicks.
Cast a spell by spending 1 Sanity. Go to scenario C.

Scenario

Commence battle with Felthrax the Everburning. If you win, you pick up his chained mace and
A complete this room.

The creature does not speak, nor does it seem to pay your words any mind. Unsure of what to
make of its expression, you do not draw your weapon. It approaches you, raising one boney
B
finger to your chest. You feel a sweltering sensation, marking you with Felthrax’s challenge.
Complete this room.

You display your magick in hopes that the angry foe backs down. Its face shows no fear and no
signs of hesitation. The warrior drenches its mace in a cistern of molten rock. The mace ignites,
C glowing white hot. Commence battle with Felthrax the Everburning, but his Chained Mace attack
deals 1 additional damage during combat. If you win, you pick up his chained mace and complete
this room.

In your attempt to talk down this burning warrior, he leaps at you and strikes before you could
D finish, dealing 1d6 flame damage to you. Commence battle with Felthrax the Everburning. If you
win, you pick up his chained mace and complete this room.

Felthrax the Everburning - HP(22) CV(1d12) - Living Dead - Weak to frost and immune to flame damage.
1-5: Chained Mace - Attacks you for 4 flame damage.
6-8: Eternal Blaze - More of the environment becomes engulfed in a dark fire. You are dealt 1 flame
damage for each time this attack has resolved this combat.
9-10: Flame Jets - You are dealt 2d4 flame damage.
11-12: Chains of the Burning Soul - If you fail a Resolve test [1d8], you are dealt 1d6 flame damage and are
burned.

Chained Mace - Melee - Mace - [G] - 1d8 flame


Two-handed, Brutal, Rending

Felthrax’s Challenge - Trait


If you enter a new room, you may instead enter 6♠ and go to scenario A. If you do, remove this trait.

55
Gravesite - 7♣
Speak ill of the dead, for they shall rise to devour you.

The air is heavy with the stench of rot. You come upon a room where the earth is disturbed. As you step
further, the graves begin to buckle and heave, dirt giving way to decayed limbs and gnashing heads.
Suddenly, a flayed arm bursts forth and grabs your leg! Choose one:

> Attempt to break free from its grasp.


Make a Guts test [1d6]. On a success, go to scenario B. On a failure, go to scenario D.
> Attempt to push through the horde.
Make a Guts test [1d8]. On a success, go to scenario A. On a failure, go to scenario D.
> Cast a spell to smite the creatures.
Spend 1 Sanity and go to scenario C.

Scenario

Wading through the writhing mob, you barely escape their gnashing, rotting mouths. Complete
A this room.

Your strength is too much for the decaying wretch, you pull free with no injuries. More and more
undead begin to clamber out of their shallow graves, their hands grasping for you. You may
B stand your ground and fight. If you do, go to scenario E. If you don’t, make a Skill test [1d4], on a
success, go to scenario A. If you fail, you are trapped in the pit of writhing undead. Commence
battle with 4 of them. If you win, complete this room.

The creature shrieks, along with the rest of the undead rising from their shallow graves. In a
shining wave, the fiends begin to liquefy and seep back into the disturbed soil. You are freed, but
C the ground begins to rumble beneath you. An undead behemoth bursts forth, bellowing with the
moan of a hundred corpses. Commence battle with it, and if you win complete this room.

You fail to break free from the clutches of the undead, its overwhelming strength pulls you into
the softening ground. 1d4 undead begin to clamber over you, attempting to swarm you.
D Commence battle with them, but you and your allies each skip your first turn. If you win,
complete this room.

Though the dead rise to meet you, your bravery forms a staunch shield against them. Make a
E Guts test [1d6]. On a success, increase all your Guts by +1 for the duration of this room.
Commence battle with 1d4 undead. If you win, complete this room.

Undead - HP(4) CV(1d4) - Living Dead - Weak to holy damage.


1-4: Gnashing Teeth - Attacks you for 2 physical damage.

Undead Behemoth - HP(23) CV(1d8) - Living Dead - Resistance to shadow damage.


1-4: Decayed Slam - Attacks you for 1d6 physical damage.
5: Overwhelm - A writhing dead falls to the ground. Add one undead to combat.
6-8: Damned Wail - If you fail a Guts test [1d6], skip your next turn.

56
Astral Doorway - 7♥
The borders between realms known and unknown are thinner than you think.

A faint blue glow washes over this room, the source of light emanating from an archway perched against the
furthest wall. A void of swirling energies spins within it, a tangible fabric of time and space. At the foot of the
doorway is a man, kneeling with raised hands towards the cosmic maw. Choose one:

> Investigate the doorway.


Make an Insight test [1d8]. On a success, go to scenario D. On a failure, you are unable to discern any
useful information from the seemingly otherworldly apparatus. Choose an unchosen room option.
> Push the man aside and enter the doorway.
Make a Skill test [1d6]. On a success, go to scenario C. On a failure, the man holds his ground and
shoves you back, mumbling in an unknown language. Go to scenario B.
> Wait and see what unfolds.
Go to scenario B.

Scenario

As you rummage through the ancient remains, you find a small eye. The pupil of this strange eye
pierces yours as if attempting to relay a message. A thought tickles the edge of your mind, but you
A brush it aside. You place the grimey thing into your pack. You receive an otherworldly eye.
Complete this room.

After a few moments, the man clasps his hands together and lets out a sigh. The energies within
the doorway begin to rage and intensify, lightning strikes sweeping out to lick the archway
frame. A form emerges. This betentacled abomination is indescribable, its incomprehensible
B visage disturbs you beyond reason. The otherworldly being consumes the kneeling man as it
passes through him, leaving no trace. What you can only assume is a face peers at you.
Commence battle with an entity. If you win, you may enter the doorway. If you do, go to scenario
C. Otherwise complete this room.

You enter the archway, the tumultuous fabric envelopes your body and engulfs you completely. It
feels soft and warm, but quickly becomes sharp and painful. It is as if your essence has been
stretched beyond the threshold of space and time. You take 1d6 energy damage. After what feels
C like hours and a constant drowning sensation, you are thrust back at the entrance of the
doorway. [Sanity Check] You look to where the man once stood and see only bones and wrinkled
clothing. You may search the remains, going to scenario A. If you don’t, complete this room.

After investigating the archway, you recognize a few of the symbols. These runic inscriptions talk
of the Formless Age - a period of time eons ago when Urd lay sleeping. With no god to watch over
D all, the denizens of the void stepped in to usurp his place. You may enter it or approach the man.
If you enter, go to scenario C. If you approach the man, go to scenario B.

Entity - HP(18) CV(1d12) - ??? - Immune to physical damage.


1-6: Appendage - Attacks you for 1d6 damage. This damage has no type.
7: Phase - Until its next turn, this creature becomes weak to physical damage and immune to all other
types of damage.
8-12: Vestige of Nightmares - If you fail a Guts test [1d8], make a Sanity check.

57
Lair of the Collector - 7♦
If even your own eyes deceive you, whom then could you trust?

Plunging deeper still, you reach a clearing. The darkened stillness quickly disturbed by unnatural movement
in the corner of your eye. You turn to face it; a large segmented insect that uncoils before you. The head of
this creature is adorned with a great eye, unblinking and sharply fixed on you. It greets you with a voice that
seems to come from directly inside your head. “Ah, company. Have you brought a gift?” it asks. Choose one:

> Oblige the creature. Present a gift.


Choose any item in your inventory to give. If you give a starter item or an item from the provisions
table, to scenario B. If you give an item from the treasure table, unique item, or legendary weapon,
go to scenario E. Either way, discard that item.
> Decline, give no gift.
Go to scenario D.
> Inquire about the creature’s identity.
Go to scenario C.
> Draw your weapon.
Go to scenario A.

Scenario

The creature laughs, pounding relentlessly in your head. “Thou art not of strength, but of idiocy.
Do not test my patience.” You may put your weapon away. If you do, choose an unchosen room
A option. If you don’t, Nozuul tramples you with unnatural speed, disappearing into the darkness
and dealing 2d6 physical damage to you. Complete this room.

“Hmm,” it thinks, “you offer such a petty trinket? I am a collector, a purveyor of rare and
unobtainable items. Those that have what I want, I keep a close eye on. Very close.” It shudders,
and begins coiling around the rock formations in the cave. “I’m afraid you have… disappointed
B me, O adventurous one. I cannot help you on your quest.” It rumbles through the large tunnels,
moving swiftly but gracefully as not to disturb the foundations. The creature disappears.
Complete this room.

“Are you frightened? I am no beast, and I am not feral. I am Nozuul, the Collector. I seek things
that are rare or forgotten. I mind my own, and wish that others did the same.” It slithers to reveal
C
slash marks in its carapace, no doubt from previous altercations. “If you aim to slay me, I advise
you to think twice.” Choose an unchosen room option.

“How… disappointing.” the great monster sighs. “This one has come so far, yet has not brought
that which I seek. If you will not provide a gift, then I shall.” The monster lurches, directing its
D enormous eye at your face. Its iris begins to pulsate, thrums of light blast your field of vision. A
flash, then darkness. You awaken sprawled across the floor in a stupor, unsure of what
transpired. You permanently get +1 Insight and -1 Resolve. Complete this room.

“My, that is a worthy gift. O traveler, I thank thee.” The great monster blinks slowly, the item in
your hand disintegrating in a wash of light. “As a reward, please accept this.” The monster slinks
E back into the cavern, as if to look through its collection of items. As it rumbles back, it bestows
upon you a legendary weapon, roll on the Legendary Weapon table. “Brave traveler,” it nods,
“until we meet again.” Complete this room.

58
Lair of the Vampyr - 7♠
Blood for blood.

The tunnel ends at an old door. Upon opening, you are greeted by a lone figure. From the pallid skin, gaunt
limbs, and protruding teeth, you immediately identify it: a vampyr. The instant you enter the room, the once
crouching figure vanishes. The door swings shut behind you. “Do not fear, adventurous one… hear my plea!”
The words linger as the creature rematerializes in front of you. Choose one:

> Listen to what the bloodstealer has to say.


Go to scenario B.
> Draw your weapon.
Go to scenario D.
> Remain cautious, but order the bloodsucker to step back.
Make a Guts test [1d8]. On a success, go to scenario A. On a failure, the presence of the bloodstealer
tarnishes your bravery. You make no sound. Choose an unchosen room option.
> Draw your holy symbol and demand the wretch be cleansed.
[Templar only] Go to scenario C.

Scenario

“Oh dear, there’s no need for anger, I mean you no harm, simply a prick of a needle, you see. I
ask that you lend me some blood, just a taste…” He scurries to the edge of the room with his back
A to the wall. You may oblige. If you do, go to scenario E. If you refuse, you may attack him and
commence battle with a starved vampyr. Upon winning, you may open his lockbox and roll on
the treasure table, then complete this room.

“Yessss, O brave one. Yes. You can see reason. It has been ages since I have seen the warmth of
life in such a decrepit place I’m afraid…” he says. He inches closer, licking his fanged teeth. “You
see, I am starved. No fresh blood to feast on, and I would ask for but a drop.” As he steps closer,
B you see the desperation in his eyes, his ribs protruding from his emaciated figure. You feel pity.
“One sip, and you may continue on your quest…” You may oblige the vampyr. If you do, go to
scenario E. If you refuse, choose an unchosen room option.

The creature hisses and recoils. “Foul holy one, you bring your accursed symbols to the depths
and expect the gods to protect you still?” The hideous creature cowers in fear, your holy presence
C a burden on his damned soul. You may attack him, if you do commence battle with a starved
vampyr. Upon winning, you may open his lockbox and roll on the treasure table, then complete
this room. If you do not attack, you may instead push him aside and complete this room.

The vampyr’s eyes flash blood-red, it pounces on you and begins to scratch at you with its
elongated fingernails. They meet their mark, spilling your blood and dealing 1d6 physical
D damage to you. The wretch licks its nails, its muscles swelling in rejuvenation. Commence battle
with an invigorated vampyr. If you win, you loot his lockbox and roll on the treasure table.
Complete this room.

You nod. The creature’s eyes turn deep crimson. In a red flash, it instantly blinks forward,
grabbing your arm. Rolling up your sleeve, the creature plunges its fangs into your flesh, taking
one long, agonizing sip. You take 1d4 physical damage. You pull back your arm and see his skin
E
transition from pale to a warm olive. He takes a deep, satisfied breath. “My friend, you have
given me a gift beyond compare. Please, accept this.” He opens a lockbox, you may roll on the
treasure table. You are subjected to vampyrism and complete this room.

59
Starved Vampyr - HP(8) CV(1d6) - Vampyr - Weak to holy damage and fire damage.
Bloodthirst - Whenever this creature deals damage to you, it transforms into an invigorated vampyr.

1-6: Defensive Claws - Attacks you for 2 physical damage.

Invigorated Vampyr - HP(18) CV(1d8) - Vampyr - Weak to holy damage.


Airborne - This creature takes +1 damage from ranged weapons.

1-4: Savage Swipe - Attacks you for 3 physical damage.


5: Mistform - This creature becomes hidden.
6: Sanguine Thirst - If you fail a Resolve test [1d8], you lose 1d6 HP. This creature regains that much HP.

Vampyrism - Trait
You are weak to holy damage.

All weapons you wield have the Siphon ability.

60
The Chained - 8♣
“Cast off your shackles, demon. Face me at full strength so I may rightly avenge my brethren.” - Arguel the
Daemonbane, last words.

This room is illuminated with a faint red glow. As you enter, you are greeted with the presence of a towering
demon bound in chains. He turns his horned head to face you, a smile creeping at the edge of his mouth.
“Welcome O brave one,” he says in an infernal voice, “release these binds and I shall reward thine bravery
in favor.” Choose one:

> Oblige the demon. Cast off his chains.


Make a Guts test [1d6]. On a success, go to scenario A. On a failure, your pathetic attempt at freeing
the beast falls flat, the chains remain. The demon bellows with laughter, your feeble stature amusing
to him. He offers an alternative. Go to scenario D.
> Attempt to deceive him, have him offer his reward first.
Make an Insight test [1d12]. On a success, go to scenario C. On a failure, he laughs at your pitiful
attempts at deception, knowing better than to give up leverage. Choose an unchosen room option.
> Strike at the demon, take advantage of its vulnerable position.
Go to scenario B.

Scenario

“FOOL!” he exclaims, the chains disintegrating in a shower of sparks. He stands upright, cracking
A bones unmoved for centuries. “Thine life is forfeit!” Commence battle with a greater demon. If
you win, complete this room.

You attack the bound creature. His black blood spills, seeping into cracks in the stone floor. He
hisses at you, stabbing you with his soulless eyes. “You wretch, I will end thy quest suredly with
B this black blood” he growls, muttering an incantation. Make an Insight test [1d8]. On a success,
you repel the infernal hex he attempts to bestow on you. On a failure, you become cursed. Either
way, complete this room as you leave the bleeding demon to die.

“Look above mine head, a holy sword forged to bind me. Wrest it free from its column, the binds
will release, the blade free to go with you” he says in an almost desperate tone. You may pull the
C sword. If you do not, choose an unchosen room option. If you do, add a Binding Blade to your
inventory and go to scenario A.

“Allow our powers to combine, fusing our essences into singular form. We can be unstoppable, a
terror to all who may cross us. Thy flesh shalt be uncuttable, thy soul immutable” he says without
D breaking eye contact. “Speaketh my name three times and setteth free thy soul, we shall become
one.” You may accept. If you don’t, choose an unchosen room option. If you let him in, you
become possessed. Complete this room.

Greater Demon - HP(22) CV(1d8) - Demon - Weak to holy damage and frost damage.
1-4: Doomed Talons - Attacks you for 4 physical damage.
5-6: Infernal Circle - You and your allies are each dealt 1d6 flame damage.
7: Bloodseal - This creature cuts into its skin with a talon, drawing blood. You become hexed.
8: Ancient Rage - This creature loses 1d4 HP. For the rest of the battle, this creature’s Doomed Talons attack
deals +1 additional damage.

61
Cursed - Trait
All weapons you wield have the Cursed ability.

Possessed - Trait
You get +10 maximum HP, -3 maximum Sanity, +1 Guts, and are weak to holy damage and frost damage.

Binding Blade - Melee - Sword - [G] - 1d6 holy


Sanctified 3, Sweeping

62
Funeral Pyre - 8♥
The flames of the past are stoked by hate.

The heat emanating from this room can be felt even through the solid walls of the crypt. As you enter, you
immediately identify its source: a writhing mound of corpses engulfed in an inferno of hellish flames.
Choose one:

> Face the monstrosity head on.


Go to scenario C.
> Attempt to weaken it with magick.
Spend 1 Sanity and go to scenario A.
> Perhaps it is sentient, try talking to it.
To inquire about its fate, go to scenario B. To intimidate the monster, go to scenario D.

Scenario

You conjure an aura of cold, the icy antithesis of this infernal beast. You shower the undead in it,
attempting to douse the coalescing flames. The collective scream of the dead howls through the
crypt, it angrily batters the walls in damned protest. Through a piercing hiss, the flames die out,
A but the amalgam of dead remains. Commence battle with an undead behemoth, if you win you
may investigate the room for supplies. Make an Insight test [1d4]. On a success, go to scenario E.
On a failure, you find nothing of value and complete this room.

You call out amidst the roaring flames, your words almost lost in the echoes within the small
confined space. The creature appears to shift, agitated at the memory. “WE ARE SINNERS” it
cries, “BORNE OF UNSANCTIONED HEARTH, THERE BE NO RECOMPENSE FOR CHILDREN OF
B THE UNCLEAN.” As the words end, its howls stoke its flames ever brighter. The heat is now too
much to bear, you step back. Angered beyond reason, it charges! Commence battle with a corpse
fire, but you are dealt 1d6 flame damage at the start of this combat. If you win, you notice that all
other objects in this room have been burned beyond recognition or use. Complete this room.

The unholy amalgamation must be purged. You valiantly draw your weapon in defiance against
the beast. The heat from the undead pyre radiates, you unavoidably sweat in the presence of the
C shambling furnace. Commence battle with a corpse fire, if you win, you may investigate the room
for supplies. Make an Insight test [1d4]. On a success, go to scenario E. On a failure, you find
nothing of value and complete this room.

The monstrosity lurches, straightening itself to display its sheer size. “THY FEEBLE WORDS
AFFECT US NOT, FOR WE ART DAMNED THE SAME” it says. It howls, the flames cascade within
D the cramped confines of the room. At this point the heat is almost unbearable, the creature
charges with hatred in its many eyes. Commence battle with a corpse fire, but at the start of
combat you become disoriented [3]. If you win, complete this room.

Amidst the ashen mounds of adventurers past, you find a few unburnt satchels strewn about the
E room. Roll on the provisions table and complete this room.

63
Corpse Fire - HP(20) CV(1d8) - Elemental - Resistance to flame damage. Weak to frost damage.
1-4: Burning Fist - Attacks you for 1d4 flame damage.
5-6: Engulf - You and your allies are each dealt 1d6 flame damage.
6: Overheat - The sweltering heat is too much to bear. You and your allies each make a Resolve test [1d8].
Anyone that fails becomes burned.

Undead - HP(4) CV(1d4) - Living Dead - Weak to holy damage.


1-4: Gnashing Teeth - Attacks you for 2 physical damage.

Undead Behemoth - HP(23) CV(1d8) - Living Dead - Resistance to shadow damage.


1-4: Decayed Slam - Attacks you for 1d6 physical damage.
5: Overwhelm - A writhing dead falls to the ground. Add one undead to combat.
6-8: Damned Wail - If you fail a Guts test [1d6], skip your next turn.

64
The Laughing Man - 8♦
Pain in jest is pain the same.

The moment you step foot in this room you feel a hand on your shoulder, then a small prick in your neck.
You quickly spin around, weapon at the ready, but you see no one. A laughter echoes in the halls. You search
the room until you see a figure holding a needle and candle emerge from the shadows. “A new friend! A new
friend has come to play! Hee hee hee!” Choose one:

> Ask the man what he’s done to you.


Go to scenario A.
> Attack the man.
Make a Guts test [1d6]. On a success, go to scenario B. On a failure, the thin man dodges your attack
swiftly, wagging his index finger at you. Choose an unchosen room option.
> Tell him you’ll play his game.
Go to scenario C.

Scenario

“A small pinch, nothing serious! But… the poison on the tip, deadly serious. You must play my
game, if you win, I’ll give you the antidote! Should you lose, you die!!!” You feel a burning
A
sensation at the base of your neck. The toxin appears to be spreading fast. You are dealt 2 toxic
damage. Choose an unchosen room option.

The wound in your neck burns, dealing 2 toxic damage to you. You ready your weapon and strike
at the man. Blood spatters across the cobblestone floor, he screams in laughter but collapses.
B “You… didn’t play fair…” he coughs, but continues to laugh quietly. You sift through his pockets
and find a small phial. You drink it and the burning fades away. You step over him, leaving the
man to bleed. Complete this room.

You feel a scorching pain in your back, you are dealt 2 toxic damage. “Hee hee hee!!!” The crazed
man jumps up and down, his ragged clothes jostling against his thin frame. “Come, sit!” He
crosses his legs, placing the candle on the ground. He explains the rules of the simple dice game
C to you, his dilated pupils darting back and forth as he speaks. You may play his game. If you do,
go to scenario D. If you’d rather not waste time on this nonsense, draw your weapon and go to
scenario B.

You may play his game fair. To do so, go to scenario E. If you’d like to cheat instead, make a Skill
test [1d6]. On a success, your sleight of hand wins you the game and you go to scenario F. On a
failure, the man stands angrily, his laughter ceases. “You cheated!!! You have no honor!!!” He
D lunges at you with the poison needle. Before it makes contact, however, your readied weapon
strikes him first. He collapses in an eerily silent heap. You drink the antidote. Complete this
room.

Make an Insight test [1d4]. On a success, you win and go to scenario F. If you lose, you angrily
E lunge at the tattered man. Your quest is far too important to end in such a trivial way. Go to
scenario B.

“Remarkable!” He claps, laughing entirely too loud. “As promised, here is the antidote.” He hands
F you the phial with surprising composure. “May you win many more.” He recedes back to his
hiding place, snuffing the candle out. Complete this room.

65
Ancient Automata - 8♠
A construct insidious to those in its vicinity, but innocuous in performance of its function.

This room carries a strange weight, a constricting blur hangs in the air that distorts your vision. A throbbing
ache pounds at your temples. With movements slowed, you carry on. Against one wall you see a heap of
metal moldered over with moss and stone. Choose one:

> Investigate the object.


Go to scenario A.
> Ignore the strange air, carry on.
Make a Skill test [1d12]. On a success, go to scenario B. On a failure, go to scenario C.
> Attempt to detect the source of the strange interference.
Make an Insight test [1d8]. On a success, go to scenario D. On a failure, the dissonance present in this
room obscures all thought [Sanity Check]. Choose an unchosen room option.

Scenario

In a haze, you carefully approach the odd looking construct. It is spherical in nature, possessing a
smooth and reflective surface. As you draw closer to the sphere, the pounding in your head gets
worse. Your vision shows but a grainy film of interference. Averting your gaze seems to help, but
A the weight remains. The clamber of steel startles you, the dormant sphere now rises from its
cragged tomb. The mechanical menace lumbers, then stands upright to reveal the full stature of
its engineered body. Commence battle with a gravitic automaton. If you win, complete this room.

You power forward, the migraine intensifying in your mind as you walk past the strange,
spherical object. You step carefully and quietly in hopes of not disturbing what may lurk in wait.
B Step by painful step you cross the distance, the doorway now in view. As you cross the threshold,
the pain instantly stops. Complete this room.

The burden of the force is too much for your body, it weighs too heavily on your bones. You
stumble, collapsing on the cobblestone floor. You drop your weapon, it clambers before the now
C
rising spheroid construct. You reach for your weapon, but the golem strikes. Commence battle
with a gravitic automaton, but you begin the battle prone [4]. If you win, complete this room.

You channel your energies in hopes of attuning to the source of the anti-magick. As if electrifying
you, you feel a surge coming from the spherical object. This construct was built to amplify
D gravitic forces, you would do well to avoid it if carrying many items. You may approach the
construct. If you do, go to scenario A. Otherwise, make a Skill test [1d8]. On a success, complete
this room. On a failure, go to scenario C.

Gravitic Automaton - HP(20) CV(1d8) - Construct - Resistance to physical damage.


Arcane Blockade - Magick costs 1 additional SP to cast for you and your allies.

1-4: Crush - Attacks you for 3 physical damage.


5-6: Antimagick Force - If you fail an Insight test [1d8], you become lethargic.
7-8: Crushing Weight - You are dealt 2 physical damage for each item in your inventory.

66
The Alkemist - 9♣
“Four parts raven’s blood, two parts newt extract, one drop of a forlorn wych’s tear…”

You step into this room and are met with a man surrounded by flasks and phials. “Ah, you’re the one I’ve
heard so much about. I admire your quest. I am but a humble potion maker, please help yourself to one of
my finest. The orange potion gives a small boon, the green one an alteration, and the red one a chance for
something incredible… or something dreadful.” Choose one:

> Drink the orange potion.


Go to scenario A.
> Drink the green potion.
Go to scenario B.
> Drink the red potion.
Go to scenario C.
> Refuse a drink.
You wave the man off, his concoctions are not desired. Complete this room.

Scenario

You down the orange substance, feeling empowered. Roll 1d4:


1 - You get +3 maximum HP.
2 - You get +2 maximum Sanity.
A 3 - You restore 1d8 Sanity.
4 - You restore 1d8 HP and 1d6 Sanity.
Complete this room.

You down the green concoction, feeling a strange sensation. Roll 1d4:
1 - You contract morphosis.
2 - You may remove any one trait.
B 3 - You may transfer one attribute bonus to another.
4 - You may swap any two of your attribute dice.
Complete this room.

You down the red mixture, the sour taste burning your throat. Roll 1d4:
1 - You get -6 maximum HP, and you choose one attribute to get -1.
2 - You may duplicate any one item in your inventory.
C 3 - You may permanently increase any attribute by +1.
4 - You may permanently increase any two attributes by +1 each.
Complete this room.

Morphosis - Trait
The next time you would perish, you are instead resurrected with 1d20 current HP and lose all traits.

67
Mirror in the Dark - 9♥
A lone mirror that reflects not light, but what you truly fear.

You come upon a room steeped in an ominous, violet haze. As you comb through the fog, you are met with a
single mirror somehow suspended in midair. Afraid to look inside, you quickly glance away. Choose one:

> Peer inside the mirror.


Go to scenario A.
> Break the mirror.
Go to scenario B.

Scenario

You peer inside, the dark fog in the room a silent tempest that creeps and consumes you.
Expecting to see your own face, instead a horrible disfigured visage greets you. Roll 1d6:
1 - You see a hellscarred face, a morbid tale of a past in flames.
2 - Your distorted face peers back, telling a tale of horror and dismay. You get -1 bravery.
A 3 - Your eyes appear jet black, signifying a sight inscrutable.
4 - You see your left arm malformed into a betentacled shape.
5 - The skin worn by your reflection is enveloped in wyvern scales.
6 - The weapon you hold appears rusted and decayed. It permanently deals -1 damage.
Go to scenario B.

The mirror shatters, its glass fragments crash upon the cobblestone beneath. With no guise to
B hide behind, the mirror hex rises forth in blurred form. Commence battle with it. If you win, roll
on the treasure table and complete this room.

Mirror Hex - HP(13) CV(1d6) - Spectral - Resistance to shadow damage.


Airborne - This creature takes +1 damage from ranged weapons.

1-6: Dark Reflection - Deals an amount of shadow damage to you equal to the amount of damage this
creature has received this round.

Hellscarred - Trait
You are weak to flame damage.

Sight Inscrutable - Trait


If you would lose Sanity, you lose that much +1 instead.

Betentacled - Trait
You may only wield one equipped weapon at a time. You get -2 Resolve while Defending.

Wyvern Scales - Trait


You are weak to frost damage.

68
69
Sordid Gloom - 9♦
A culmination of darkness held within.

You come upon a room where an odd looking man stands amidst a swirling cauldron, the eerie green
substance a steady tempest within. Though appearing craven and malformed, his voice surprises you with
its soothing texture: "my my, a doomed one in my midst? I beg thee, join me. Peer inside and reflect upon
your journey." Choose one:

> Peer inside the cauldron.


The man offers you a drink. Go to scenario A.
> Ask him his story.
Go to scenario B.
> Assess the situation first.
Make an Insight test [1d8]. On a success, go to scenario C. On a failure, go to scenario D.
> Refuse the man and his wychcraft.
[-1 Sanity] Complete this room.

Scenario

“Surely this will help you, O noble one.” He quickens his pace, swirling the putrid substance with
increasing fervor. He lifts the ladle, scooping slop for you to drink. Roll 1d4:
1 - You feel a newly imbued vigor. You are immune to the Lethargic ailment.
A 2 - You feel resolute. You are immune to the Asleep ailment.
3 - Your eyes grow sharper in the dark. You become immune to the Mental Scarring ailment.
4 - Your bones grow stronger, absorbing more impact. You are immune to the Injured ailment.
Complete this room.

“An inquisitive one, eh? I cannot deny you my story. I am Ralfest. Raised by royalty, I was cursed
as the second-born following a prince on the path to kingship. Though I had a comfortable life, I
coveted the reign my elder brother would soon inherit. On a cold and quiet night, I murdered
B him, then consumed his flesh. I did not do it alone, however, as I cast my lot with the wyches the
night prior. A dark and burdensome gift they gave me, I dare not speak of it. May we speak of…
other matters?” He gestures to the swirling cauldron between you. Choose an unchosen room
option.

Upon further inspection, the craven man appears to be churning a vile substance within the
C cauldron. Bits of flesh, bone, and an eye or two are mixed within. You hold back your disgust, but
the man does not appear dangerous. Choose an unchosen room option.

You eye the stranger up and down, unsure of what to make of him. His demeanor appears
unsuspecting at first, but you fail to drop your guard. Gripping your weapon tightly, you weave
D around the man and keep your distance. “Oh my good friend, I mean you no harm. Sheath your
weapon, I offer no quarrel with one with such a noble quest.” You slink into the shadows, not
letting him out of your sight. Complete this room.

70
Storm of Souls - 9♠
Doom draws nigh, though strength rises to meet it.

This room contains a glowing pool, filled not with water but with a vortex of swirling, wailing souls. An
ominous green glow washes all. Choose one:

> Approach the pool.


Go to scenario A.
> Attempt to dissipate and exercise the souls.
You cast a spell, spending 1 Sanity and going to scenario C.

Scenario

As you step up to the lip of the pool, you begin to feel the agony of the souls trapped within. Like
daggers to the mind, you are compelled to pull away. An air of doom tightens around you, but a
strange feeling draws you in. Standing at the edge, the creatures begin to culminate around your
A equipped weapon. “DOOMED ONE” they cry, addressing you directly. “FOREGO THE FLESH,
BOLSTER YOUR STRENGTH!” You may let them proceed. If you do, go to scenario B. If you refuse,
you may pull away and complete this room.

You kneel, presenting your weapon to the storm of souls. They wheel around it, engulfing it with
strange energies. It pulls in, submerging in the pool. A bright light now fills the room. As it grows
more intense, you feel needles stabbing at your very core. After an agonizing moment, the
weapon emerges, your strength imbuing it with power. Your maximum HP is decreased by 8, but
your currently equipped weapon gains one of the following; roll 1d8:
1 - Reliable
2 - Rending
B 3 - Cryptic
4 - Sweeping
5 - Piercing
6 - Brutal
7 - Rapid
8 - Increase damage by +1.
Complete this room.

You hold out your hand, producing a flash of blinding light that overpowers the glow of the
swirling pool. The spirits screech, the vortex surging in a violent gyre. You clasp your hand,
C causing the swirling spirits to instantly vaporize. With the damned creatures gone, you are free
to continue on [Sanity Check]. Complete this room.

71
A Barter in Blood - 10♣
Denizens of the Silent Deep trade not in currency, but with the very essence of life.

Before you stands a man in the dark, hoisting a leather pack filled to the brim with provisions and wares.
Anyone bearing this burden would surely topple over, but he appears unfettered by its extreme weight. “A
customer? In such a place? Please, view my items. I’m sure you won’t be disappointed.” Choose one:

> Tell him you have no money.


Go to scenario A.
> Ask what a lowly merchant is doing in this foul dungeon.
Go to scenario B.
> Strike at the stranger, you do not trust him.
Go to scenario C.

Scenario

“My friend, I deal not with money. Silly notions of gold and silver pieces entice me not. I deal
with a different trade, one that can’t be overstated…” He gestures to his pack, a sharp syringe and
A countless phials filled with what you can only assume is blood. “This substance is so precious to
me, I’ll happily trade items for the desired amount." You may trade with him. If you do, go to
scenario D. If you’d rather not, choose an unchosen room option.

“Why, collecting items from the dead of course. So many fools venture here in search of glory or
some fanatical ideal. I simply repurpose their equipment for those who would use them.” His
B words are sincere, but you can’t quite put your finger on why you don’t trust him. You may strike
at him. If you do, go to scenario C. You may trade with him by going to scenario D. Otherwise,
complete this room.

[Sanity Check] You draw your weapon, noticing the man’s fangs have drawn to a sharp point. A
vampyr, you think to yourself. “I offered peaceful accord, but you in turn offered me great
C impertinence. Foul wretch, you have made a powerful enemy…” The man vanishes in a green
mist, his words trailing into the depths. Complete this room.

He draws his syringe, rolling out his pack and revealing the items he has collected. You may pick
one of each, but each item you take you must decrease your HP by the indicated amount in the
D table. If you have any allies, they may purchase items as well (anyone that has vampyrism may
pay half the cost for each item instead). Once done, you bid farewell to the kind merchant and
complete this room.

HP Cost Item HP Cost Item

3 Healing Flask 6 Rations

4 Amethyst Fragment 7 Torch

5 Rope 8 Roll on the Alkemist’s Brew table

5 Antidote 13 Roll on the Legendary Weapon table

72
The Forge - 10♥
Hewn from the finest metals.

The distant clangs of metal echo through the halls leading to this illuminated room. As you enter, you are
met with the heat of a forge tended by an enormous man. He swings his hammer down rhythmically, and
sparks fly. “Ask not why I’m here, delver. Need ye armor?” he says. Choose one:

> Request something light and nimble.


Go to scenario A.
> Request armor that provides magickal protection.
Go to scenario B.
> Request the strongest, sturdiest armor he can muster.
Go to scenario C.
> Present The Osseous to him, ask if he can repair it.
Choose only if you possess The Osseous (Fragmented). Go to scenario E.

Scenario

“Aye, I can make ye studded armor. Alls I need from ye is some rope, if ye have.” If you do not
possess rope, go to scenario D. If you do, you may spend that item to receive studded armor. After
A finishing, he solemnly returns to his work, clanging away into the distance as you descend.
Complete this room.

“Aye, I can make ye armor with a strong enchantment. Alls I need from ye is some wychbalm, if
ye have.” If you do not possess wychbalm, go to scenario D. If you do, you may spend that item to
B
receive wychbane armor. After finishing, he solemnly returns to his work, clanging away into the
distance as you descend. Complete this room.

“Aye, I can make ye my famous plate. Alls I need from ye is a weapon, if ye wish to give.” If you
do not wish to relinquish a weapon, go to scenario D. If you do, you may spend that item to
C receive a primordial plate. After finishing, he solemnly returns to his work, clanging away into
the distance as you descend. Complete this room.

“Must admit, that’s a damn shame. I ain’t making ye anything fer free. Ye best be headin’ off.” He
D gestures with his forge hammer towards the stairs that wind downward into the abyss. Complete
this room.

He stares at you pensively, eyes widening. “Where did ye find such a sword?” He stands slowly,
gently accepting the shattered blade. “I know this blade. Belonged to an ancient lord who felled a
million souls, trapping their bones in an eternal crypt. Each kill adding to the decrepit piles. And
E now ye have it. I shall reforge it anew, but ye must leave quickly once done.” He clamors away at
the blade, the metal clang echoing for hours. After some time, he stands, brow drenched in sweat.
“Here.” You receive The Osseous Reforged. Complete this room.

Studded Armor - Armor 1


+1 Skill.

73
Wychbane Armor - Armor 1
You have resistance against damage dealt by wyches, spectrals, and elementals.

Primordial Plate - Armor 2


+1 Resolve, +1 Guts, -2 Skill.

The Osseous Reforged - Melee - Sword - [G] - 1d8 physical


Reliable, Rending, Trapped Souls 0

When you slay a creature, add 1 to this weapon’s Trapped Souls count. This weapon deals +1 damage for
every 5 trapped souls it possesses.

74
The Secret Library - 10♦
Moments lost to time preserved in arcane pockets of space.

You come upon an etching on an earthen wall. The inscription faintly glows, an indication of its age and
subtlety. Arcane students of old would hide their studies in sealed rooms such as this. Choose one:

> Attempt to open the arcane seal with magick.


Make an Insight test [1d10]. On a success, go to scenario A. On a failure, your squandered
incantation causes the runic etchings to dissipate, obscuring the location of the door. Choose an
unchosen room option.
> Attempt to barge in using brute force.
Make a Guts test [1d10]. On a success, go to scenario B. On a failure, you clash with the solid stone,
dealing 3 physical damage to you. Choose an unchosen room option.
> Perhaps there is a trap, look for any such indicators.
Make a Skill test [1d8]. On a success, go to scenario C. On a failure, you don’t gleam any hints of a
laden trap. Choose an unchosen room option.
> Leave it, there’s no entering this arcane study.
Choose only if you’ve attempted all other options. Complete this room.

Scenario

The etchings glow and flash in the form of a door, the heavy stone scraping to reveal its entrance.
You see an untouched archive held within, not a speck of dust disturbing these ancient tomes. On
A the table you find three volumes. Pressed for time, you decide to read only one. To read Dabbling
in the Metaphysickal, go to scenario D. To read Development of the Self, go to scenario E. To read
The Ancient Wars, go to scenario F.

The aging seal gives way to your strength, its stones crumbling and washing the untouched
archive within with dust and debris. Your brutish measures have sullied the sanctity of this quiet
study, destroying all but one readable book. You dust it off, reading its contents. Roll 1d3:
B 1 - Go to scenario D.
2 - Go to scenario E.
3 - Go to scenario F.

As you peruse the entrance to this arcane study, you find not a trap, but a small stone that
C appears out of place. The stone appears slightly weathered, as if handled by entrants in the past.
You may press on it. If you do, go to scenario A. If you don’t, complete this room.

You pore over the pages, learning of ancient arcane masters and their total proficiency in their
domain. The magicks swell within you, invigorating your attunement. Choose a spell from the
D Tome of Obscurum that deals damage. Increase the amount of damage it deals by +1. Complete
this room.

The pages detail secrets that improve your bodily functions. With a newfound control, you feel
E forged anew. Increase any attribute bonus by +1. Complete this room.

You read the cracked tome, turning its blood-stained pages in earnest scholarship. It details
F countless battles fought in fallen kingdoms past. Gleaning its wisdom, you choose one weapon in
your inventory and increase the damage it deals by +1. Complete this room.

75
76
Heirloom - 10♠
There comes a time in one’s life when they must face their mortality.

You come upon an elderly man sitting beside a dying fire. His face is tired, weathered by many an age. You
glance at his armor, noticing its craftsmanship: this was a recent creation. He turns to you and says in a
parched voice: “Oh, who is there? Please… don’t hurt me…” Choose one:

> Tell the man you mean no harm.


Go to scenario A.
> Order the man to relinquish his valuables, including his armor.
Go to scenario B.
> Ask what a frail man is doing in such a dangerous place.
Go to scenario C.

Scenario

“Ah, you are friendly. Please, sit!” He shuffles over, giving you room by the fire, at this point
giving off barely any heat. “You look strong. Me? No, heh, no longer. These old bones have fought
enough. I’m afraid I’m not long for this cruel world… and to be quite honest, I am content. I have
A chosen this as my resting place, and I’m glad you have come to visit. Please, take this.” He reaches
over, handing you a weapon with his shaking hands. “May it serve you well.” Roll on the
Legendary Weapon table and claim it from the generous man. You go about your way, bidding
farewell to him. Complete this room.

[-3 Sanity, Sanity Check] The man, with tears in his eyes, begins to disrobe, stripping down to his
undergarments. He gives you no quarrel. Stumbling to his knees, he cries quietly by the
B smoldering flames. You receive the regal armor and take his relic weapon. Roll on the Legendary
Weapon table and complete this room.

“Oh, you see, what was it…” He scrunches his face in deep thought, as if dredging up an ancient
memory. “Ah, yes I remember. I delved into the crypt, just like you. I was young and full of
energy, fighting monsters and creatures large and small. But alas, that was cut short when I met a
C woman bearing strange robes. I, naturally untrusting of anyone in this dungeon, drew my
weapon. That was my last mistake, you see, as she froze me in place, forcing me to live a lifetime
in an immoble state. My armor remained untouched, though my flesh withered through time.
Here I sit, awaiting my end.” He looks up at you and smiles. Choose an unchosen room option.

Regal Armor - Armor 2


You are immune to Affliction and Burning.

77
Frostbite - J♣
The icy depths beckon the unprepared.

The temperature drops suddenly, a sharp cold strikes your very core. Before you lies a frozen lake, icicles
lining the cavern ceiling like dormant daggers. Choose one:

> Step carefully across the lake.


Make a Skill test [1d8]. On a success, go to scenario C. On a failure, go to scenario E.
> Strike the icicles from afar to bring them down.
Choose only if you possess a ranged weapon or would cast a spell. If you choose to cast a spell this
way, spend 1SP. Either way, go to scenario A.
> Find an alternative route.
Make an Insight test [1d6]. On a success, go to scenario B. On a failure, you find no helpful way to
proceed. Choose an unchosen room option.

Scenario

The icicles crack, falling one by one - each crashing through the frozen lake’s surface layer. The
A tops of the icicles create a new path, a stable row of platforms leading to the other side. You hop
from icicle to icicle, reaching the opposite shore of the lake. Go to scenario D.

You find a path along the wall, it appears scalable however it hangs over unfrozen sections of the
lake. You may choose another room option. If you don’t, make a Skill test [1d8]. On a failure, you
B attempt to scale the wall and go to scenario E. On a success, your climbing finds you safely across.
Go to scenario D.

Your eyes trained on your feet, you shudder to think of the temperature of the waters beneath
C you. Shivering with each step, you luckily find your way across the deadly lake. Go to scenario D.

As you reach the end of the lake, the cavern violently begins to rumble. Bursting from the ice and
D snow, a frost golem strikes! Commence battle with it, and if you win complete this room.

One false move finds you stepping on thin ice, the solid ground giving way beneath your step.
You plunge into the frigid waters, frantically splashing, searching for solid ground. Make a Skill
E test [1d6]. On a failure, you take 2 frost damage and attempt it again. On a success, you pull
yourself up out of the freezing waters and go to scenario D.

Frost Golem - HP(18) CV(1d6) - Elemental - Resistance to frost damage. Weak to flame damage.
Frost Incarnate - This creature’s rolls can never be modified (+/-).

At the start of combat, any players without equipped armor become lethargic.

1-4: Frozen Strike - Attacks you for 3 frost damage.


5: Impale - If you fail a Skill test [1d6], you are dealt 4 frost damage.
6: Encase - Attempts to freeze you stiff. You and your allies must make a Resolve test [1d6]. Anyone that
fails skips their next turn.

78
The Silent Lake - J♥
It is said that to see one's reflection in its waters is to be damned.

You come upon an opening that reveals a large underground lake. Its waters lay undisturbed, perfectly
reflecting the ceiling of this subterranean cavern. As you peer closer into the waters, you see a beautiful
expanse of stars. The way forward lies across the shallow lake. Choose one:

> Quietly wade across.


Make a Skill test [1d8]. On a success, go to scenario A. On a failure, go to scenario D.
> Freeze the waters and make a path.
Spend 1 Sanity and go to scenario B.
> Inspect the lake, something seems off...
Make an Insight test [1d6]. On a success, go to scenario C. On a failure, you see nothing but shallow
water. Choose an unchosen room option.

Scenario

With exemplary precision, you cross the expanse of the lake, gliding as silent as the wind. As you
A reach the center, the deepest section, you see a faint ominous glow beneath the waters. You may
swim down and approach. If you do, go to scenario D.

The center of the lake freezes, constructing a bridge to traverse across. Slowly making your way,
you struggle to keep your footing. Make a Skill test [1d4]. On a failure, a misstep causes you to
B plunge one leg into the eerily still waters, go to scenario D. On a success, you cross the icy bridge
with little disturbance. Complete this room.

The lake is not what it seems, as you peer closer into the deepest sections it reveals a yawning
abyss. Within the abyss is a faint light, inconspicuous but ever present. Some form of creature
C awaits within, you assume ready to strike at those foolish enough to swim across. As you pore
over the lake’s features, you discern a way forward that avoids the deepest ends. You may cross
this way. If you do not, choose an unchosen room option. If you do, complete this room.

With an echoing splash, a large ripple surges across the lake’s surface. You look around in fear of
what you may have awakened. You see a bright beam of light slowly rise from the depths. You
squint to get a good look at what it is, but the luminosity makes it difficult to gather. It grows in
strength, illuminating the cavern. Strangely, the object makes no disturbance in the waters. As
D the light fades, you strain to make sense of what you see. This object defies description, a vessel
housing many transparent boxes affixed inside itself, each box concentrically folding within
infinitely. It floats, then hums, then lets out a piercing screech. Commence battle with a guardian
tetrahedron. If you win, you extract the glowing contents from within its core, rolling on the
treasure table. Complete this room.

79
Guardian Tetrahedron - HP(20) CV(1d8) - Elemental - Weak to flame damage.
Adaptable Construct - At the start of the battle, determine this creature’s combat style. Roll 1d3:

1 - Attack Mode - Add 1 to this creature’s die rolls on its turn.


2 - Guardian Mode - This creature has armor 1.
3 - Tactical Mode - This creature gets +1 to die rolls during each other character's turn.

Airborne - This creature takes +1 damage from ranged weapons.

1-4: Reflecting Surfaces - Attacks you for 1 frost damage 1d6 times.
5: Reconfigure - Reroll this creature’s combat style.
6: Replicate - Add another guardian tetrahedron to the battle, except it starts with half this creature’s
current HP and no combat style. Then, decrease this creature’s current HP by half. Round up each time.
7+: Dimensional Breach - You are dealt 3 frost damage for each guardian tetrahedron in combat.

80
Glacial Rift - J♦
Those who cross this rift’s path often meet a chilling end.

This frozen cave is surrounded by icicles, each a pointed prism bending light from above. A ghastly wind
blows, howling over a deep chasm that descends into oblivion. Guarding the way stands a figure robed in
tattered clothing, armed with a frozen blade constructed of the deep blue frost you see around you. The
figure raises one hand, their pale blue skin an indication of inhumanity. “Halt,” he says. You stop. “I
would let you pass, but only on the conditions I choose.” Choose one:

> Listen to his terms.


Go to scenario A.
> Draw your weapon.
Go to scenario B.
> Attempt the jump across the chasm.
Make a Skill test [1d20]. If you possess a rope, add 10 to your test result. On a success, go to scenario
C. On a failure, go to scenario D.

Scenario

The wind chills you, biting your every nerve. Roll 1d3:
1 - “To pass, you must face me in single combat.” He raises his weapon to you, poised for battle.
Commence battle with a frigid demon. If you win, he extends the borealic bridge across the
plunging ravine, allowing you to cross. Complete this room.
2 - “You must relinquish one item that is dear to you.” You may discard one item from your
A inventory that is unique or that was gained from a treasure/legendary weapon table. If you do
not, you draw your weapon and go to scenario B. If you do, he extends the ethereal bridge across
the chasm, allowing you to cross. Complete this room.
3 - “Your will must be tested, and your mind must be braced.” You may opt to reduce your
maximum Sanity by 2. If you don’t, you draw your weapon and go to scenario B. If you do, he
extends the twilit bridge across the frozen ravine, allowing you to cross. Complete this room.

“Ah, an eye for combat, eh? I accept your challenge!” He draws his blade, tossing his robes into
the howling wind. The figure is revealed to be a frigid demon, his pale blue skin an icy testament
B to this arctic prison. Commence battle with him, and if you win, an aurora extends across the
chasm, revealing a bridge you may cross. You pick up his Permafrost Saber and complete this
room.

Running past the figure, you feel determined to cross without the aid of nefarious characters. You
launch across the abyss, the howling wind at your back. Just barely making it, you clamber over
C
the rim of the maw and on to solid ground. With one last glance back at the rift’s guardian, you
proudly continue deeper into the dungeon. Complete this room.

You surge past the cloaked figure, ambitions boiling hot enough to melt this frigid cave. You
D jump, but the liftoff isn’t quite enough to make it. You slam into the edge of the chasm, sending
you tumbling down into the depths. [Sanity Check] Replace this room with a random room.

81
Frigid Demon - HP(28) CV(1d12) - Demon - Resistance to frost damage. Weak to flame damage.
Wind Chill: 0

Cascading Frost - At the start of each round, roll 1d6 and add the result to the Wind Chill counter. As long
as the total is 20 or greater, this creature has Armor 2. As long as it’s 30 or greater, you and your allies also
are lethargic.

1-6: Malefic Slice - Attacks you for 4 frost damage.


7-10: Icy Hex - You take 1d6 frost damage. If you fail a Resolve test [1d6], you become injured.
11: Biting Wind - You take frost damage equal to half the current Wind Chill. You take 5 less damage from
this attack if you are wearing armor, and/or 5 less damage if your Resolve bonus is 2 or more.
12: Death’s Aurora - You are drawn back beyond the pale. Skip your next turn. If the current Wind Chill is
15 or greater, you are also dealt 1d8 frost damage.

Permafrost Saber - Melee - Sword - [G] - 1d12 frost


Two-handed, Borealic

82
The Eternal Storm - J♠
It is said the raging storms that break the sea and sky are spawned from here.

A loud crackle echoes from this room, forked lightning bursting from a rotating core that hovers above you.
The core spins at incredible speeds, summoning a pressure system that slowly accumulates around it. Choose
one:

> Strike at the core with your weapon.


Choose only if you have a ranged weapon equipped. Go to scenario A.
> Attempt to traverse the room while avoiding the lightning.
Go to scenario B.
> Attempt to calm the raging squall with magick.
Make an Insight test [1d8]. On a success, go to scenario C. On a failure, the raging storm is far too
powerful for you to control. Choose an unchosen room option.

Scenario

You launch your projectile, striking the spinning structure with a deafening crash. You take cover
as neon lightning explodes in all directions. Blasting almost all in range, the epicenter of the
storm howls with intensifying power. The storm begins to take shape, an elemental with a
A wailing face. Surrounded by an impassable squall, you take up arms against the creature.
Commence battle with a tempest phantasm. If you win, you loot the objects strewn about by
rolling on the provisions table and completing this room.

You dash across the cave, attempting to avoid the bolts hurled about by the gyrating elemental.
Make a Skill test [1d8]. On a failure, you are struck by an intense thunderbolt that deals 2d6
B energy damage to you. On a success, you barely escape with no wounds. Either way, you shamble
to the exit, the roaring tempest raging away in the distance. Complete this room.

You focus your thoughts, channeling your efforts into containing this tempest. With a dying
C crackle, the lightning storm subsides as you condense the core into a pebble sized sphere. You
grasp it, claiming a conduit node. With the storm gone, you complete this room.

Tempest Phantasm - HP(5) CV(1d4) - Elemental, Spectral - Immune to energy damage.


Incalculable Gyre - This creature is immune to all status effects. Also, this creature gets 3 actions on its
turn instead of 1.

Airborne - This creature takes +1 damage from ranged weapons.

Armor 4

1-4: Lightning Lash - Attacks you for 1d6 energy damage.

Conduit Node - Accessory - Item


You are immune to energy damage.

Any time you would receive energy damage from an attack, it deals half that much energy damage back to
its attacker.

83
Oculist’s Conundrum - Q♣
A brief glance into a madman’s mind.

This room houses a strange device, a large set of lenses and mirrors arranged intricately. A crystal
emanating a bright laser stands affixed to the wall. The contraption has three lenses, each rotatable by
pulling their respective lever. To open the sealed door ahead, the laser must be reflected towards the door. A
pedestal that contains the levers has them labeled with three symbols: an eyeball, a pyramid, and a window.
Choose one:

> Investigate the room for any hints.


Make an Insight test [1d8]. On a success, go to scenario A. On a failure, the puzzle proves far too
complex for your simple mind. Choose an unchosen room option.
> Pull the pyramid lever.
Go to scenario B.
> Pull the eyeball lever.
Go to scenario C.
> Pull the window lever.
Go to scenario D.

Scenario

You analyze the complex system, inspecting each component with inscrutable accuracy. Based on
A the needed angles to achieve the needed trajectory, you formulate that you must pull the window
lever first. Choose an unchosen room option.

You grasp at the lever, pulling it until it moves no further. Heavy gears begin to click into place,
rotating the lenses on their axes. To your dismay, the laser stands unaligned with the next lens.
B After a moment of silence, the contraption begins to move autonomously, reconfiguring itself into
a new form: a refractor construct. Commence battle with it, and if you win, the mechanism on
the door opens. Revealing the way forward, roll on the treasure table and complete this room.

You grasp at the lever, pulling it until it moves no further. Heavy gears begin to click into place,
rotating the lenses on their axes. To your dismay, the laser stands unaligned with the next lens.
C After a moment of silence, the contraption begins to move autonomously, reconfiguring itself into
a new form: a refractor construct. Commence battle with it, and if you win, the mechanism on
the door opens. Revealing the way forward, roll on the treasure table and complete this room.

You grasp at the lever, pulling it until it moves no further. Heavy gears begin to click into place,
rotating the lenses on their axes. Thankfully, the laser now connects to the next lens. You have
D two options; the eyeball lever and the pyramid lever. If you pull the eyeball lever, go to scenario
E. If you choose the pyramid lever, go to scenario F.

The laser whips around, finally making its mark upon the following lens. With one lever left, you
E pull on it to complete the sequence. As the laser meets the door, the dormant gem housed within
begins to glow, releasing the lock. Roll on the treasure table and complete this room.

To your dismay, the laser sits unaligned with the next lens. After a moment of silence, the
contraption begins to move autonomously, reconfiguring itself into a new form: a refractor
F construct. Commence battle with it, and if you win, the mechanism on the door opens. Revealing
the way forward, roll on the treasure table and complete this room.

84
Refractor Construct - HP(18) CV(1d12) - Construct - Resistant to energy damage. Weak to toxic damage.
Demented Reflector - This creature is immune to magick. Whenever it is hit with a magick spell, it is
reflected back and resolved against the caster.

Armor 1

1-6: Photonic Lase - Attacks you for 1d4 energy damage. If you have any allies, it deals 1 energy damage to
the player with the next highest current HP.
7-10: Prismatic Hymn - The cogs within this construct let off a grinding dirge. If you fail a Resolve test
[1d8], you are put to sleep.
11-12: Focused Alignment - Roll a d6 until you roll a result of 1 or 2. You are dealt 1 energy damage for
each result of 3+.

85
The Titans of Arthandur - Q♥
Ancient storms carved these heads into the tundral mountainside. Passing judgment, they upheld archaic
law with unwavering intent. Now they dwell here, installed in the crypts for some nefarious purpose.

A low hum greets you as you enter this vast chamber. The smooth gray walls seem to extend into the void,
only broken by the silhouettes of three gargantuan heads. The statue-like monuments lay still, with dim
gems affixed upon their eyes. You approach, and the floor begins to rumble… Choose one:

> Stand your ground, confront the Titans.


Go to scenario A.
> Hide.
Make a Skill test [1d12]. On a success, go to scenario B. On a failure, go to scenario D.
> Attempt to coerce the heads to sleep before they rise.
Make an Insight test [1d12]. On a success, go to scenario C. On a failure, go to scenario D.

Scenario

The tremors intensify. Bolts of blue lightning suspend these mammoth heads several feet above
the ground. As their azure eyes glow brightly, their triplicate voices resound within this chamber:
“WE COMMEND THY BRAVERY. DOST THOU CHOOSE TO STAND TRIAL FOR THINE SINS?” You
A reel against the sonic assault. You may choose to accept their judgment. If you do, go to scenario
E. If you don’t, the gem-eyes upon their heads change from bright blue to deep red. Commence
battle with three Arthanduric Titans. If you win, you dislodge a titan’s eye and pocket it before
continuing on your way. Complete this room.

The titans rise, crackling lightning holding their immense weight aloft. “WHO HATH AWAKENED
US?” They boom, the acoustics of this large chamber amplifying their collective voices. With no
one in sight, they return to their resting places. You may attempt to steal one of their eye-gems. If
B you do not, complete this room. If you wish to try, make a Skill test [1d8]. On a failure, go to
scenario D. On a success, you pocket a titan’s eye without disturbing their slumber. Complete this
room.

You wave your hands, casting an incantation attempting to lull the waking titans back to sleep. It
proves victorious, the ancient judges crash back down to their resting place with three loud
C beats. With no more movement, you are given the opportunity to steal an eye-gem. If you choose
not to, complete this room. If you do, make a Skill test [1d6]. On a failure, go to scenario D. On a
success, you pocket a titan’s eye without disturbing them. Complete this room.

“SINNER, STAND TRIAL FOR THINE TRANSGRESSIONS” they explode in a collective voice like
echoing thunder. Without warning, they charge at you all at once. Commence battle with three
D arthanduric titans. If you win, you dislodge a titan’s eye and pocket it before continuing on your
way. Complete this room.

“BE STILL.” They float there motionless, scanning you with a crystalline ray from their collective
eyes. If you have 6 or more current Sanity, the titans allow you to pass safely. If you have 5 or
less, they find you guilty of nonredeemable sin. “GUILTY FOOL, WE SHALL TEAR THINE LIFE
E
ASUNDER.” They focus their ocular rays, striking you with a beam that deals 1d8 energy damage.
Either way, they return to their resting place in wait for the next reprehensible fool. Complete
this room.

86
Arthanduric Titan - HP(18) CV(1d6) - Titan - Resistant to energy damage.
Supreme Judge - At the start of each round, you lose 1 Sanity unless you pass an Insight test [1d6].

Airborne - This creature takes +1 damage from ranged weapons.

Armor 1

1-3: Gaze of Lightning - Attacks you for 2 energy damage for each arthanduric titan in combat.
4-5: Sallow Guilt - If your current Sanity is 3 or less, skip your next turn.
6: Inescapable Scrutiny - If you fail an Insight test [1d8], make a Sanity Check.

Titan’s Eye - Accessory - Item


Whenever you roll a Critical Attack, you may deal 3 energy damage to one enemy.

87
Forsaken Paths - Q♦
A silent dirge is sung for the damned that walk these paths.

You encounter a group of three robed individuals, each with ornamental headgear obscuring their faces. You
fail to recognize their robe’s intricacies, the fashion all but supremely alien to you. They stand poised for
liturgy, conducting some rite amidst a cistern of gold. The two standing figures hold a shimmering dagger
against their kin, a bloody offering to some entity unknown. Choose one:

> Attempt to stop the rite.


Go to scenario A.
> Try to identify these individuals.
Make an Insight test [1d12]. On a success, go to scenario B. On a failure, this obscure knowledge
remains a mystery. Choose an unchosen room option.
> Wait in the shadows and observe their rite.
Go to scenario C.

Scenario

You approach, the dagger freezing before piercing the sacrifice’s flesh. The woman kneeling
before the cistern calls out to you. “Step no further, heathen. My place is with our lord
A ascendant.” The three of them stand, drawing their daggers in unison. Commence battle with
three twilit priests. If you win, you seize a heliacal dagger of your own. Complete this room.

These robed figures are part of a clandestine holy order known as the Twilit Path. This dark
religion, once thought absolved of its legitimacy, had its quarrels with the Church of the Eight.
Rejecting the eight divinities, this order - above all else - desires ownership of Urd’s supposed
B empty throne. With our world in such a sinful, godless state, they slunk into the shadows pulling
their strings away from public scrutiny. Not much is known of the Twilit Path other than the
unseen power they hold in nobility. What could they be doing here? Choose an unchosen room
option.

They lower the blade, slowly puncturing the kneeling sacrifice. She lets out a blood-curdling
scream, the agony palpable from your hiding place. She slumps over the cistern, her gold-flecked
blood filling it steadily. After a moment of trepidation, the body begins to convulse violently. The
two remaining priests step back, dropping their weapons to the floor. In a burst of light, the room
C washes in a blinding radiance as if the very sun was dragged here. With your eyes still shielded
from the illumination, you hear a shriek come from the altar. Squinting does little to make out
the fierce creature now in your midst. Commence battle with two twilit priests and a solar
immortal. If you win, you loot the contents of the priest’s supplies and roll on the provisions
table. Complete this room.

Twilit Priest - HP(6) CV(1d4) - Humanoid - Resistant to holy damage.


Holy Vessel - When this creature dies, it deals 3 holy damage to another random character in combat.

1-4: Ritual Blade - Attacks you for 2 holy damage.

88
Solar Immortal - HP(18) CV(1d8) - Elemental - Immune to holy damage.
Incandescence - You and your allies get -1 to all rolls while this creature is in combat.

1-3: Ascended Rake - Attacks you for 3 holy damage.


4-5: Recompense - Roll 1d8. You may choose to lose that much HP. If you don’t, skip your next turn.
6-8: Luminous Wave - Attacks you and each of your allies for 3 holy damage.

Heliacal Dagger - Melee - Dagger - [S] - 1d6 holy


Rapid, Sanctified 2

89
The Flesh Shepherd - Q♠
A purveyor of poxes and illnesses, a cultivator of what ails you.

The drones of agony resonate within this dark and stifling room. Your steps are met with the soft splash of a
murky, inky substance that blankets the floor. Within the darkness, you see a small slender creature with
blood-red skin. It holds a staff of thorns and surrounds itself with featureless, flesh-like orbs. Choose one:

> Speak to the strange creature.


Go to scenario A.
> Approach the flesh orbs.
Go to scenario B.
> Investigate the ink-like substance.
Make a Resolve test [1d12]. On a success, go to scenario C. On a failure, the intolerable stench of the
substance repels you, causing you to retch. Choose an unchosen room option.

Scenario

“I hear you breathing,” it says. “A blasphemy on its own, had you known better.” The creature
remains curled up in a fetal position, neglecting your physical presence. “Mornoth asked me to
fill the crypts with them, “ it gestures to the floating cysts. “But O, they die. They die, they die, they
A die. Why have I failed him? A pox upon his perfect plan. I am undeserving of his service.” You
may draw your weapon against the pitiful creature. If you do, go to scenario D. If you don’t, you
leave the putrid thing to wallow in its sorrow. Complete this room.

The fell droning intensifies as you draw near. The moment you reach arm’s distance, the nearest
orb quivers, spitting black bile onto the cobblestone. The red creature, without lifting its face
B buried in its arms, mumbles this: “they die, they die. Why do they always die?” You hear a
squelch in the distance, one of the orbs has fallen into the muck it produces. Unsure of what to
think of such a display, you back away to safety. Choose an unchosen room option.

As you kneel down to get a better look, you notice a subtle hiss emanating from the bottom of
your boots. Being in direct contact with the ink seems to deteriorate them, just the same with any
C material that becomes submerged. You scoop some into a phial, perhaps it could prove useful
later. You obtain cyst bile. Choose an unchosen room option.

The moment you draw your weapon, the craven thing snaps to life, drawing its thorned staff in
hostility. Hissing at you with deadly intent, it orders the surrounding orbs to converge on you. “I
D may complete my task yet…” Commence battle with the flesh shepherd and three cysts. If you
win, you remove any items lodged within their vile chambers by rolling on the provisions table
three times. Complete this room.

Flesh Shepherd - HP(16) CV(1d6) - Humanoid - Resistant to toxic damage.


Arbiter of Decay - This creature makes +1 additional actions on each of its turns for each other cyst in
combat.

1-5: Thorned Staff - Attacks you for 3 toxic damage.


6: Fell Nurturing - Choose a flesh orb in combat with the least current HP. It regains 1d4 HP.

90
Cyst - HP(8) CV(1d4) - Phage - Immune to toxic damage. Weak to flame damage.
Floating Putrescence - While there is at least one cyst in combat, you cannot target any flesh shepherds
with actions.

Airborne - This creature takes +1 damage from ranged weapons.

1-2: Convulse - Attacks you for 2 toxic damage.


3: Thrum - This creature lets off a repulsive sound. If you fail a Resolve test [1d6], you become afflicted.
4: Spit Bile - If you fail a Skill test [1d6], negate the effects of your armor for the rest of the battle.

Cyst Bile - Item


Spend this item to permanently negate one enemy’s armor.

91
Progeny of Rot - K♣
Endless writhing, endless suffering.

You enter a dark room with a heavy rotting stench. The walls here seem to writhe as if burgeoning with life.
Upon closer look, maggots and worms swarm and coil, utterly obscuring the walls. A sultry voice in the
distance calls to you: “mmmmh, you look delicious…” Choose one:

> Run and hide.


Go to scenario A.
> Approach the source of the voice.
Go to scenario B.
> Strike at the horde with your weapon.
Go to scenario C.

Scenario

You dive deeper into the catacombs, a cavernous mass blocking your line of sight. “Oh I can’t wait
to touch you with my own hands…” You hear a gurgling, scratching sound come from all
directions. “To flay the flesh, how tantalizing…” You peer in the direction of where you entered
A and see it: a writhing mass of insects and worms in the guise of a woman, walking gracefully
towards your previous location. You may strike at her or use this chance to run away. If you run
away, complete this room. If you fight, commence battle with a festering mother, but in the first
round of combat it skips its first turn. Upon slaying her, complete this room.

You gather yourself, approaching the direction of the voice. As you step into the darkness, you
feel the heat of decay bear down on you. Directly ahead lies a writhing mass of insects and vile
things, all in the shape of a woman that beckons you. “Come, join us my love,” it says as it lifts its
B mockery of limbs. Its form disperses as the maggots converge on you. Before reaching you in their
crawling state, the maggots burst open, revealing winged insects that charge. Commence battle
with ten botflies. If you win, complete this room.

The voice in the distance recoils, gasping in pain as you devastate her hive. “My children! My
loves! I’ll have you suffer beyond death for laying your hands on them!!” Slithering from the
C darkness comes a mass of insects and worms. Approaching in the shape of a woman poised for
combat, the writhing form screams with its imitation mouth. Commence battle with the
festering mother. If you win, complete this room.

Festering Mother - HP(12) CV(1d8) - Insect - Immune to toxic damage.


Writhing Mass - If this creature doesn’t receive any damage in a round, it restores back to full HP.

1-4: Horde of Maggots - Attacks you for 1d4 toxic damage.


5-7: Toxic Puke - If you fail a Resolve test [1d8], your next roll must be made with 1d4.
8: Curse of Boils - Deals 1 toxic damage to you and each of your allies. Add 1 botfly to combat for each
player dealt damage this way.

Botfly - HP(1) CV(0) - Insect


Mindless Swarm - Roll 1d6 after players finish their actions. On a 4+, you are dealt 1 toxic damage.

92
Fractured Passage - K♥
A kaleidoscope of other worlds.

The hallway that winds ahead curls and wheels into a spiral, a blatant disregard of established physics.
Walking along the path adheres you to it, you do not fall into the abyss as you thought you would. You walk
along, but are abruptly stopped by an invisible force. It shatters, leaving visible cracks on an unseen glass. As
the pieces fall, it reveals two openings, one to the left and to the right. Peering through them shows wildly
different environments. Choose one:

> Walk along the left-most path.


Go to scenario A.
> Walk along the right-most path.
Go to scenario B.
> Strike at the barrier, create a new path.
Go to scenario C.

Scenario

You step through, the harmonic resonance of the world appearing to shift. Replace this room
with a random room, but change all instances of dice rolls with 1d4 (ignore CV). For example, if a
A room event were to deal 1d8 damage to you, it changes to 1d4. Or, if a Skill test needed 1d12 to
pass, it is instead changed to 1d4 to pass.

You step through, the harmonic resonance of the world appearing to shift. Replace this room
with a random room, but change all instances of dice rolls with 1d12 (ignore CV). For example, if
B a room event were to deal 1d8 damage to you, it changes to 1d12. Or, if a Skill test needed 1d4 to
pass, it is instead changed to 1d12 to pass.

The barrier fractures, shattering into countless pieces before you. An odd haze gathers,
C causing your skin to sizzle and burn. Frightened, you press onward through the haze to
safety. It takes you some time to acclimate to this strange environment, giving you resistant
flesh. Complete this room.
-

Resistant Flesh - Trait


The next time you would become afflicted, lethargic, or injured, ignore that ailment and remove this trait.

93
The Summoner - K♦
The agents of Mornoth work tirelessly in the crypts, fortifying them with adversaries to dissuade the curious
trespasser.

You come upon a balcony that looks downward into a room awash with an encroaching fog. Standing atop a
pedestal is a bald and pallid creature dressed in obsidian armor, chanting rhythmically as his hands
erratically entice something out of a surrounding murky pool. Choose one:

> Call out to the summoner.


Go to scenario A.
> Lift nearby debris to drop on him, crushing him.
Make a Guts test [1d8]. On a success, go to scenario B. On a failure, go to scenario D.
> Sneak up on the summoner and strike him by surprise.
Make a Skill test [1d12]. On a success, go to scenario C. On a failure, go to scenario D.

Scenario

Interrupting his chant, the summoner ceases and looks up at you. In the blink of an eye, he uses
teleportation magick to appear behind you, shoving you off the overlook. As you crash to the
cobblestone, you take 1d8 physical damage. “Enesh ykrul, atavaan …” he says in a tongue you do
A not understand. Poised for combat, he resumes his fell chant. Commence battle with a summoner
of eklus. If you win, you sift through the remnants by rolling on the treasure table. Complete this
room.

In a wondrous display of power, you lift a nearby fractured stone and mount it on the railing,
dropping it below. You hear nothing but a crack, and peering down to gaze at your handiwork
reveals your attempt is successful. With blood seeping into the surrounding pools, you hear a
sizzling sound. Bursting forth from the muck is a summoned creature, poised for battle! Roll 1d6:
B 1-3 - Commence battle with two imps.
4 - Commence battle with two root skeletons.
5 - Commence battle with a basilisk.
6 - Commence battle with a greater demon.
If you win, you loot the bodies by rolling on the treasure table. Complete this room.

With the ambient sounds of the dungeon to your advantage, you successfully sneak up on the
chanting summoner. Before he can finish his incantation, you end his life silently. Collapsing to
C
the floor, the droning words cease. You loot what supplies you can from his encampment by
rolling on the provisions table twice. Complete this room.

Though with impassioned zeal, you fail to get the drop on the chanting summoner. With your
position revealed, he draws upon the darkness to pass the threshold of life, summoning two
D allies. Commence battle with a summoner of eklus and two imps. If you win, you plunder the
remains and roll on the treasure table. Complete this room.

94
Summoner of Eklus - HP(22) CV(1d8) - Humanoid
Arcane Concentration - While there is another creature in combat, this creature skips its turn.

1: Magickal Misfire - This creature deals 1d8 flame damage to itself.


2-3: Conjure Mischief - Add two imps to combat.
4-5: Conjure Bones - Add a root skeleton to combat.
6-7: Conjure Toxicity - Add a basilisk to combat.
8: Conjure Might - Add a greater demon to combat.

Imp - HP(7) CV(1d4) - Demon - Weak to all damage types.


1-4: Mischief - Deals flame damage to you equal to 2 + the amount of HP this creature is missing.

Root Skeleton - HP(10) CV(1d6) - Living Dead - Weak to flame damage


1: Rootlash - If you fail a Skill test [1d6], you become grappled [4].
2-6: Rusted Weapon - Attacks you for 3 physical damage.

Basilisk - HP(12) CV(1d6) - Reptile - Resistant to toxic damage.


1-4: Fanged Strike - Attacks you for 4 toxic damage.
5: Stone Gaze - Attempts to turn you to stone. If you fail a Resolve test [1d8], skip your next turn.
6: Camouflage - This creature blends in with the environment. It becomes hidden.

Greater Demon - HP(22) CV(1d8) - Demon - Weak to holy damage and frost damage.
1-4: Doomed Talons - Attacks you for 4 physical damage.
5-6: Infernal Circle - You and your allies are each dealt 1d6 flame damage.
7: Bloodseal - This creature cuts into its skin with a talon, drawing blood. For 1d4 rounds, it is immune to
damage from Magick.
8: Ancient Rage - This creature loses 1d4 HP. For the rest of the battle, this creature’s Doomed Talons attack
deals +1 additional damage.

95
The Gate - K♠
With mortal souls the raging waves, Mornoth remains the shore upon which they terminate.

You enter a sullen room drenched in crimson. A tumultuous red wake swirls about this room, lit by a grand
archway. Upon the gate lies an inscription written in a language you do not understand. As you step closer,
you notice the ground is marked by innumerable claws that lead into the portal’s maw. Could they be
damned souls that were swept within? Choose one:

> Attempt to read the inscription.


Make an Insight test [1d12]. On a success, go to scenario A. On a failure, the obscure runes defy
understanding. Choose an unchosen room option.
> Lay bare your burdens, kneel before the gate.
To choose this room option, you must discard all items in your inventory except for one. If you do,
go to scenario B.
> Enter the gate.
Choose only if your current Sanity is 3 or less. Go to scenario C.
> Ignore the gate.
Go to scenario D.

Scenario

It translates thence: A gathering here - My soul unclean - Rake my endless blind intent - O
hallowed one, unmake me. A frigid cold washes over your chest, the icy thorns of fear bore into
A you. Many have died here, you think to yourself. You can’t even fathom the toll. You step back
from the gate. To pass through it, one must leave behind their possessions save for one, an
acceptance of the darkness held within. Choose an unchosen room option.

You kneel, letting your possessions fall to the ground. As you close your eyes, the objects around
you begin to shimmer, red dust disintegrating in the tendrils of the raging gate. The gate unfurls.
A tunnel that descends into a blood-like void stretches forth, beckoning you. You step into it,
consumed entirely and totally. What happens next is indescribable: The fires of a thousand
B hells lapping at your mind, a threshold of horror in every sense assaults you. As if wading through
molten blood, you move in the only direction you can comprehend. The final throes of this
charnel realm places you before a pedestal. Suspended above it hangs an object. You grasp it,
immediately returning you to the room. The gate closes. With the pendulos obscurum in hand,
complete this room.

You step through the swirling red mass, accepted by the fiery vines that caress the darkness.
C Passing the archway, the red quickly turns to black. Draw three rooms from atop the card deck,
then select one of them and replace this room with it. Shuffle the rest back into the deck.

You attempt to push past the raging red storm, the crimson lashes striking you for 1d8 shadow
D damage. With the demonic gate behind you, complete this room.

Pendulos Obscurum - Accessory - Item


While equipped, you may spend 1 Sanity at any time to reroll any single die.

96
97
Boss - A♣
The horror in the dark, the guardian of the first seal.

The doors swing shut. Chilled to your core, the grim bleakness of this vast room spins endless fears in the
cogwork of your mind. A fleeting shadow, a foul smell. You whip around, hoping for a sane explanation.
Instead, an elk skull hovers before you, connected by a gruesomely segmented rib cage protruding from a
bear’s corpse. Before you lies the first guardian: The Dread Column.

The Dread Column - HP(30) CV(1d12) - Beast - Weak to holy and flame damage. Resistant to toxic damage.
If this creature would ever receive 8 or more damage from a single source, add an undead to the battle.

1-4: Stabbing Bones - Attacks you for 1d8 physical damage.


5: Disgorge Bile - Deals 1d6 toxic damage to you. If you fail a Resolve test [1d8], you are afflicted.
6: Lacerate - Attacks you and your allies for 2 physical damage each.
7: Shriek of Terror - You and your allies each make a Guts test [1d8]. Anyone that fails skips their next
turn.
8: Damned Coil - This creature wraps its horrible bones around you. You become grappled [6].
9: Inscribe Doom - You are marked with a timer for 3 rounds. When the timer ends, at the start of your
turn, you are dealt 5 shadow damage.
10: Essence Shift - You and your allies each lose 1d4 Sanity. This creature regains that much HP.
11-12: Morbid Outburst - You and your allies are dealt each 1d8 physical damage.

Undead - HP(4) CV(1d4) - Living Dead - Weak to holy damage.


1-4: Gnashing Teeth - Attacks you for 2 physical damage.

Upon defeat of this horrible beast, you and your allies are each given the following choice:
- Increase one attribute by +1.
- Increase your maximum HP by 4.
- Your Sanity is fully restored.

The glowing sigil of The Damned now in your possession, you continue onward, deeper into the crypt.

The Damned - Seal


Mornoth’s maximum HP is reduced by 20.

98
Boss - A♥
The Pillar and the Spear, the left and right hands of Mornoth.

You enter a beautifully decorated room. Its intricate carvings a wonderful sight to behold, though your mind
stays trained on the horror at hand: the second seal’s guardian lies in wait. A raised platform holds two
statues, each a steadfast paladin kneeling. Dignified. As you inch closer, the statues begin to crack and
crumble. As if shedding skin, the statues rise from stone prisons and brandish their weapons. Before you
stand the second seal’s guardians: Crucis and Ecthemen.

Crucis, the Pillar - HP(22) CV(1d12) - Humanoid - Weak to shadow damage. Resistance to holy damage.
If Ecthemen would perish in combat, this creature’s CV becomes 1d20 for the rest of the battle.

1-5: Crushing Mace - Attacks you for 4 holy damage.


6: Unyielding Resolve - Removes all ailments from this creature. If it has none, reroll this action.
7: Holy Blast - Deals 1d6 holy damage to you and each of your allies.
8: Heaven’s Light - You and your allies each make a Resolve test [1d6]. Anyone that fails subtracts 1 from
their rolls during their next turn.
9-11: Third God’s Favor - Ecthemen restores 4 HP. If he has perished, this creature regains 4 HP.
12+: Circle of Unity - This creature and Ecthemen each get 2 armor until this creature's next turn.

Ecthemen, the Spear - HP(20) CV(1d8) - Humanoid - Weak to flame damage. Resistance to frost damage.
If Crucis would perish in combat, this creature’s CV becomes 1d12 for the rest of the battle.

1-4: Frost Spear - Attacks you for 4 frost damage.


5: Aura of Frost - You and your allies each make a Resolve test [1d6]. Anyone that fails skips their next
turn.
6: Essence Flicker - This creature becomes hidden.
7: Soul Lash - Crucis loses 4 HP. You and each of your allies are dealt 4 frost damage.
8+: The Cold Bleakness from Within - You are dealt an amount of shadow damage equal to the amount of
Sanity you are missing. If you aren’t missing any amount, you lose 1d6 sanity.

Upon defeat of these two powerful knights, you and your allies are each given the following choice:
- Increase one attribute by +1.
- Increase your maximum HP by 4.
- Your Sanity is fully restored.

The glowing sigil of The Sower now in your possession, you continue onward, deeper into the crypt.

The Sower - Seal


Mornoth loses resistance to physical damage.

99
Boss - A♦
When Urd fragmented himself into the eight divinities, they dutifully attempted the first creation of man. To
their dismay, nay, to their horror, they beheld not a loving creation, but a phantasmagorical failure.

You enter a strange room, its corners ominously collapsing into empty nothingness. Attempting to peer
further in only reveals the distant void of stars. You hear a repulsing sound that surges from beyond, slowly
amplifying in volume before you. You recoil in horror at the creature that materializes - a primordial.

Yshur, the Failed First Creation - HP(35) CV(1d12) - ??? - Weak to energy damage.
At the start of its turn, Yshur regains 1d4 HP.

1-4: Primordial Writhe - Attacks you for 5 physical damage.


5: Whispers of the Void - You are dealt 1d6 shadow damage. If the amount dealt is 1 or less, make a
Sanity Check.
6: Fuming Tower - Attacks you for 1d8 toxic damage.
7: Ancient Seethe - The formlessness of this primordial impedes your motion. If you fail a Skill test [1d8],
skip your next turn.
8: Divine’s Neglect - A cry that transcends horror itself. Until this creature’s next turn, if you or your
allies would roll a die, you must roll two of the same and discard the higher result.
9: Fragments of the Motherless - Until this creature’s next turn, Critical Attacks for you and your allies
are considered results of 1.
10: Incomprehensible Lamentation - You lose 1d4 Sanity.
11+: Final Failure - You and each of your allies' next roll must be made with a 1d4.

Upon defeat of this abomination, you and your allies are each given the following choice:
- Increase one attribute by +1.
- Increase your maximum HP by 4.
- Your Sanity is fully restored.

The glowing sigil of The Watcher now in your possession, you continue onward, deeper into the crypt.

The Watcher - Seal


Mornoth’s Exuviae attack deals -2 damage.

100
Boss - A♠
The graceful guardian of the fourth seal.

This vast cave holds a quiet lake, fed by a distant waterfall carved through imperfections in the stone. Upon
closer look, you notice the water does not move. As if frozen in time, this living painting is an unnatural
sight before you. Silently appearing from the shadows, a figure floats into view. Contorting her body in
impossible ways, she approaches while brandishing a holy scimitar: The Wych of Still Waters.

Wych of Still Waters - HP(35) CV(1d12) - Wych - Weak to shadow damage. Resistant to holy damage.
Graceful Dancer - This creature can never be grappled nor knocked prone.

Airborne - This creature takes +1 damage from ranged weapons.

1-2: Exquisite Laceration - Attacks you for 4 physical damage.


3-4: Flickerstep - This creature can’t be the target of attacks or spells until its next turn.
5-6: Masquerade - All damage this creature would receive next round is dealt to you instead.
7-8: Dread Rhythm - Roll 1d6. Until its next turn, all character’s dice results become equal to the result (do
not roll them).
9-10: Disturbed Waltz - The character with the least amount of current HP is dealt 4 holy damage.
11+: Light of the Eight - You and each of your allies are dealt 1d8 holy damage.

Upon defeat of this beautiful dancer, you and your allies are each given the following choice:
- Increase one attribute by +1.
- Increase your maximum HP by 4.
- Your Sanity is fully restored.

The glowing sigil of The Caretaker now in your possession, you continue onward, deeper into the crypt.

The Caretaker - Seal


Mornoth loses his Otherworldly Resolve ability.

101
The Final Room
The terminus of fate.

If you entered this room by means of a failed Sanity Check, go to scenario A. Otherwise, continue reading.

Draped in ancient cobwebs, this immense door bars your path. The stale air a stringent vice on your lungs,
the fathomless depths a crushing weight, all only amplifying your despair. As the door yawns free, the putrid
silence is quickly conquered by agonal screams. Your dread now maximal, you step through. What greets
you is beyond description. This unhallowed hall, awash with gore, walled by an innumerable horde of
twitching corpses and writhing bodies, exceeds the fringes of your sanity. The poor souls scream. Upon
reaching the end of the hall, you see an altar. Affixed upon a dais, bound by his neck in chains, Mornoth
kneels, restrained both in the physical and the incorporeal. In his presence is a figure draped in shredded
robes, held upright by walking stick which brandishes the crescent moon. With intent to forge his own god,
he sets his hostile gaze upon you. “Foolish one. Why have you come here?” he asks in an aged voice. “It falls
upon me. To forge the divinities anew… Urd shall be reborn.” Choose one:

> Suffer his scheme.


Go to scenario B.
> Pledge your loyalty, assist him with his deed.
Choose only if you possess the pendulos obscurum. Discard that item and go to scenario C.
> Take up arms. Fell him at once.
Go to scenario D
> Brandish the blade reforged.
Choose only if you possess The Osseous Reforged. Go to scenario E.

Scenario

Without warning, an otherworldly force wrests you from your previous location to the depths
within the void. Violently thrown forth, you appear at the feet of a robed man, the surrounding
walls of the putrid room amassed with fused, screaming bodies, dripping gore and wishing for
A the end. “Did you not think I’d notice your presence? Incompetent fool, I shall end your scheming
with my own hand,” he says in an aged voice. Commence battle with Lord Obscuros. If you win,
he uses the last of his strength to summon a dark veil around the kneeling man at his feet. Go to
scenario F.

“Peel back the endless lie, the countless layers of subterfuge that blinds the faithful even now. A
divine is dead, now I hold the new ascendant who shall uphold that mantle. He has forfeited his
B humanity, now supplanted by godhood.” He stretches his arms, revealing shimmering black
bones in place of flesh. “With the thousandfold souls you witness here, his place is all but
secured.” Choose an unchosen room option.

“Ah, you have brought it. A servant of the true god. That is unexpected, but most welcome.” He
gestures to a pedestal, a slot that appears to accept the device perfectly. Bowing his head, he
C begins to chant in an unknown language. You may input the device. If you do, go to scenario F. If
you do not, you draw your weapon and commence battle with Lord Obscuros. If you win, go to
scenario E.

“Perish, then.” Lord Obscuros begins chanting, summoning an aura of darkness that surrounds
D the chained Mornoth. Commence battle with Lord Obscuros. If you win, go to scenario F.

102
Lord Obscuros, Supreme Overseer of the Crypt - HP(40) CV(1d12) - Living Dead
Presence of the Overseer - If you or your allies would regain HP, roll 1d6. You lose that much HP.

Ulcerated Lich - Whenever this creature deals damage with a type you are weak to, it regains that much
HP.

1-5: Scything Gash - Attacks you for 4 shadow damage. This attack deals +2 damage if you have more than
half your maximum HP.
6-7: Succumb - If you fail a Resolve test [1d12], you become disoriented [5].
8-9: Dark Dread - If you fail a Guts test [1d12], skip your next turn.
10: Sigil of Death - For the next 3 rounds, all of your attributes are changed to 1d4.
11: Steal Life - Reduce your maximum HP by 2.
12: Infernal Bargain - Roll 2d6. You may take any amount of the result rolled as shadow damage. Lord
Obscuros is healed by the remaining amount.

Scenario

“That blade!” he shrieks, taking several steps back. “It was cast aside!” As you aim the tip of the
blade, a voiding roil begins to envelop him. Muttering one final incantation, Lord Obscuros
attempts to dispel the dark powers of the Osseous. He fails. In a violent but pitiful display, his
tattered robes fall to the ground as his black bones fade to dust, drawn into your fell weapon. The
E Osseous Reforged gains 10 trapped souls. With Obscuros gone, Mornoth begins to violently
convulse. Breaking free from his bindings, he summons a rage as infinite as the boundless
planes. With darkened dagger in hand, he strikes. Commence battle with Mornoth, Sepulchral
Lord of the Charnel Realms. If you win, go to scenario J.

Obscuros’ rhythmic chanting ceases, the swirling energies that accumulate around the kneeling
man calm. With one last word, the lich lord whispers to his bound master. “Rise.” As he clambers
to the floor, his bones spill forth lifelessly. The binding chains around him explode into countless
F fragments, he rises from his knees forged anew. Hovering before you, he summons his legendary
dagger Exuviae, grasping it with his left hand. His eyes open, deep red orbs that pierce directly
into you. Saying no words, he slowly approaches. You may swear fealty to him. If you do, go to
scenario G. If you take up arms, go to scenario H.

You fall to the ground, bowing before Mornoth’s magnificence. You tremble, you surmise you’re
in the presence of incredible power. The moment you look up, an invisible force gathers around
you. With the clasp of his fell hand, your body violently crumples into a bloody heap of sinew and
G gore. One instantaneous moment of immense pain immediately becomes an eternity of agony as
your undying form merges with the tapestry that cloaks this charnel room. A pitiful piece of a
nightmarish puzzle, your screams fuel the pleasure of a divine misbegotten. End.

In an instant, the backdrop of the crypt falls away, revealing an astral arena impossibly bathed
with a cloak of stars. The infinite cosmos beyond illuminates this battleground, proving no escape
H
from your fate. Commence battle with Mornoth, Sepulchral Lord of the Charnel Realms. If you
win, go to scenario I.

103
104
Mornoth, Sepulchral Lord of the Charnel Realms
HP(80) CV(1d20) - Humanoid - Resistant to physical damage.
Uncanny Regeneration - At the start of each round, Mornoth regains 1d4 HP.

Otherworldly Resolve - Armor 3

Divine Ascension - This creature makes +1 additional actions on its turn for each player in combat.

Incorporeal Form - Cannot be grappled. Immune to all statuses and ailments

1-3: Exuviae - Attacks you for 6 physical damage.


4-5: Blood Lightning - Deals 1d8+1 energy damage to you, then deals 1d6+1 energy damage to each of your
allies.
6-7: Darkfire - Deals 1d12 flame damage to you.
8-9: Blackshard - Deals 6 frost damage to you.
10-11: Grasps From the Void - You become grappled [5].
12-13: Crippling Vitae - Choose a player at random. Their next roll result is 1, do not roll or add bonuses.
14-15: Shroud - Mornoth becomes hidden.
16: Dissonant Whispers - Make an Insight test [1d12]. If you fail, you are dealt 2 energy damage for each 1
point you fail it by and become disoriented [6].
17: Death’s Step - If you fail a Skill test [1d12], you are knocked prone [7].
18: Unfurling Wisdom - All players make an Insight test [1d12]. On a failure, that player loses 1d4 Sanity.
19: Echoes of the Continuum - All players make a Sanity Check, but a result of 4 or less instead causes you
to skip your next turn.
20: Usurper - You and each of your allies cast a random spell, but you must roll on the Pandaemonium
table before resolving it.

When Mornoth is reduced to 10 HP, he has the following profile for the rest of the battle:

Final Duel - All character’s attributes become 1d4 (ignore bonuses), and Mornoth has a CV of 1d6.

1-6: Exuviae’s Final Breath - Attacks you for 8 physical damage.

Scenario

His body falls, the walls of the crypt restoring themselves as the astral magick fades away. With
the supreme evil of the crypt vanquished, you fall to the ground in exhaustion. It is done. The
I tyrant who would wrest divinity is no more. With your remaining strength, you drag yourself out
of the loathsome crypt and prepare for the arduous journey home. End.

With a final plunge of The Osseous into Mornoth’s chest, he bellows with an otherworldly voice,
enraptured by layers of countless eons. Erupting from his mortal wound, black blood bathes you.
J His body slumps back, lifeless. With Mornoth’s essence imbued in the reforged blade, it hums
with a power beyond human comprehension. Gripping its hilt, you sit at the newly vacant throne
of the crypt and smile, mind swimming with grand machinations. End.

105
106
the doomed depths call…
A call from the void beckons you to the Crypts. Inside you will
find horrors unparalleled, evil unmatched, and treasures
unimagined. Enter alone, or with two companions if you dare
on this fully standalone adventure game. Inside this book you
will find:

- Three character classes, each with their own backgrounds

- A slew of weapons and tables for treasure generation

- 48 dungeon rooms, each with multiple choices to make

- 4 powerful bosses, hellbent on stopping your progress

- The climactic battle against the fated Mornoth of the crypt

You might also like